RESIDENT EVIL 2 +19 +1 (table Update15) (2020.7.21)

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blaHbluBB
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Re: RESIDENT EVIL 2 +7 (table Update4)

Post by blaHbluBB »

i'm at a point in the game where i have to flee the underground base/laboratory and get a 10 minutes timer to do so... a stop timer thing would be cool too.

How to use this cheat table?
  1. Install Cheat Engine
  2. Double-click the .CT file in order to open it.
  3. Click the PC icon in Cheat Engine in order to select the game process.
  4. Keep the list.
  5. Activate the trainer options by checking boxes or setting values from 0 to 1

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teinousi
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Re: RESIDENT EVIL 2 +6 (table Update3.3)

Post by teinousi »

darkbear wrote:
Fri Jan 25, 2019 2:22 pm
CJBok wrote:
Fri Jan 25, 2019 1:26 pm
Here some additional Cheats for this table and Item / Weapons IDs (incomplete)

ONE HIT KILL

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>13033</ID>
      <Description>"one hit kill"</Description>
      <LastState Activated="1"/>
      <Color>FF0000</Color>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>[ENABLE]
aobscanmodule(OnDamageAOB,re2.exe,D1 48 83 78 18 00 75 1E 80 7A 5D 00 75 18 8B 4A 58 44 89 C0) // should be unique
alloc(OnDamageMem,$1000,"re2.exe"+B0A4224)
registersymbol(OnDamageAOB)

label(OnDamageExit)
label(OnDamageRet)


OnDamageMem:
  cmp [pPlayer],rdx
  je OnDamageExit
  mov [rdx+58],1

OnDamageExit:
  mov ecx,[rdx+58]
  mov eax,r8d
  jmp OnDamageRet

OnDamageAOB+0E:
  jmp OnDamageMem
  nop
OnDamageRet:


[DISABLE]

OnDamageAOB+0E:
//mov ecx,[rdx+58]
//mov eax,r8d
  db 8B 4A 58 44 89 C0

unregistersymbol(OnDamageAOB)
dealloc(OnDamageMem)
</AssemblerScript>
    </CheatEntry>
  </CheatEntries>
</CheatTable>

Save Count 0

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>13039</ID>
      <Description>"Save Count 0"</Description>
      <LastState Activated="1"/>
      <Color>FF0000</Color>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>[ENABLE]
aobscanmodule(SaveCountAOB,re2.exe,01 89 41 24 48 8B 43 50) // should be unique
alloc(SaveCountMem,$1000,"re2.exe"+ADE1B7E)
registersymbol(SaveCountAOB)

label(return)

SaveCountMem:
  mov eax,0
  mov [rcx+24],eax
  mov rax,[rbx+50]
  jmp return

SaveCountAOB+01:
  jmp SaveCountMem
  nop
  nop
return:


[DISABLE]
SaveCountAOB+01:
//mov [rcx+24],eax
//mov rax,[rbx+50]
  db 89 41 24 48 8B 43 50

unregistersymbol(SaveCountAOB)
dealloc(SaveCountMem)
</AssemblerScript>
    </CheatEntry>
  </CheatEntries>
</CheatTable>

ITEMS IDS for dropdown

Code: Select all

00000000:is weapon
00000001:First Aid Spray
00000005:Mixed Herb (G+G)
0000000C:Green Herb
0000000D:Red Herb
0000000E:Blue Herb
0000000F:Handgun Ammo
00000010:Shotgun Shells
0000001F:Detonator
00000021:Wooden Board
00000022:Electronic Gadget
00000023:Battery (9-volt)
00000024:Gunpowder
00000026:High-Grade Gunpowder (Yellow)
00000030:High-Capacity Mag. (MAtilda)
0000004A:Film "Commemorative"
00000051:Unicorn Medallion
00000052:Spade Key
00000054:Weapons Locker Key Card
00000056:Valve Handle
00000058:Scepter
0000005A:Red Jewel
00000070:Spare Key (key pad)
00000072:Red Book (Art Object)
00000073:Statue's Left Arm
00000074:Left Arm with Book
00000076:Lion Medallion
0000007C:Maiden Medallion
000000F0:Fuse (Main Hall)
000000F4:Bolt Cutter
WEAPON IDS for dropdown

Code: Select all

ffffffff:not weapon
00000001:Matilda
0000000B:W-870 (Shotgun)
0000002E:Combat Knife
00000042:Flash Grenade
00000053:Samurai Edge (Chris Model)
00000054:Samurai Edge (Jill Model)
00000055:Samurai Edge (Albert Model)
Thank you so much, could you add played game time? because that can change your rate S, A...
may be im blind , I see u look like miss this :

00000041:Hand Grenade

Sakurarozu
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Re: RESIDENT EVIL 2 +7 (table Update4)

Post by Sakurarozu »

Anyone got a freeze game timer script yet?

Sakurarozu
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Re: RESIDENT EVIL 2 +6 (table Update3.3)

Post by Sakurarozu »

CJBok wrote:
Fri Jan 25, 2019 1:26 pm
Here some additional Cheats for this table and Item / Weapons IDs (incomplete)

ONE HIT KILL

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>13033</ID>
      <Description>"one hit kill"</Description>
      <LastState Activated="1"/>
      <Color>FF0000</Color>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>[ENABLE]
aobscanmodule(OnDamageAOB,re2.exe,D1 48 83 78 18 00 75 1E 80 7A 5D 00 75 18 8B 4A 58 44 89 C0) // should be unique
alloc(OnDamageMem,$1000,"re2.exe"+B0A4224)
registersymbol(OnDamageAOB)

label(OnDamageExit)
label(OnDamageRet)


OnDamageMem:
  cmp [pPlayer],rdx
  je OnDamageExit
  mov [rdx+58],1

OnDamageExit:
  mov ecx,[rdx+58]
  mov eax,r8d
  jmp OnDamageRet

OnDamageAOB+0E:
  jmp OnDamageMem
  nop
OnDamageRet:


[DISABLE]

OnDamageAOB+0E:
//mov ecx,[rdx+58]
//mov eax,r8d
  db 8B 4A 58 44 89 C0

unregistersymbol(OnDamageAOB)
dealloc(OnDamageMem)
</AssemblerScript>
    </CheatEntry>
  </CheatEntries>
</CheatTable>

Save Count 0

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>13039</ID>
      <Description>"Save Count 0"</Description>
      <LastState Activated="1"/>
      <Color>FF0000</Color>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>[ENABLE]
aobscanmodule(SaveCountAOB,re2.exe,01 89 41 24 48 8B 43 50) // should be unique
alloc(SaveCountMem,$1000,"re2.exe"+ADE1B7E)
registersymbol(SaveCountAOB)

label(return)

SaveCountMem:
  mov eax,0
  mov [rcx+24],eax
  mov rax,[rbx+50]
  jmp return

SaveCountAOB+01:
  jmp SaveCountMem
  nop
  nop
return:


[DISABLE]
SaveCountAOB+01:
//mov [rcx+24],eax
//mov rax,[rbx+50]
  db 89 41 24 48 8B 43 50

unregistersymbol(SaveCountAOB)
dealloc(SaveCountMem)
</AssemblerScript>
    </CheatEntry>
  </CheatEntries>
</CheatTable>

ITEMS IDS for dropdown

Code: Select all

00000000:is weapon
00000001:First Aid Spray
00000005:Mixed Herb (G+G)
0000000C:Green Herb
0000000D:Red Herb
0000000E:Blue Herb
0000000F:Handgun Ammo
00000010:Shotgun Shells
0000001F:Detonator
00000021:Wooden Board
00000022:Electronic Gadget
00000023:Battery (9-volt)
00000024:Gunpowder
00000026:High-Grade Gunpowder (Yellow)
00000030:High-Capacity Mag. (MAtilda)
0000003E:Magnum Long Barrel Part
00000040:GM 79 Stock Part
0000004A:Film "Commemorative"
00000051:Unicorn Medallion
00000052:Spade Key
00000054:Weapons Locker Key Card
00000056:Valve Handle
00000058:Scepter
0000005A:Red Jewel
00000070:Spare Key (key pad)
00000072:Red Book (Art Object)
00000073:Statue's Left Arm
00000074:Left Arm with Book
00000076:Lion Medallion
0000007C:Maiden Medallion
000000F0:Fuse (Main Hall)
000000F4:Bolt Cutter
WEAPON IDS for dropdown

Code: Select all

ffffffff:not weapon
00000001:Matilda
00000004:Quickdraw Army Revolver
0000000B:W-870 (Shotgun)
00000017:LE 5 Infinite SMG
0000001F:Lightning Hawk
0000002B:Flamethrower
0000002E:Combat Knife
00000031:Rocket Launcher
00000041:Hand Grenade
00000042:Flash Grenade
00000052:Samurai Edge (Original Model) Infinite Pistol
00000053:Samurai Edge (Chris Model)
00000054:Samurai Edge (Jill Model)
00000055:Samurai Edge (Albert Model)
How I add the one hit kill to the table? Sorry noob question.

jrubimf
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Re: RESIDENT EVIL 2 +6 (table Update3.3)

Post by jrubimf »

CJBok wrote:
Fri Jan 25, 2019 1:26 pm
Here some additional Cheats for this table and Item / Weapons IDs (incomplete)

ONE HIT KILL

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>13033</ID>
      <Description>"one hit kill"</Description>
      <LastState Activated="1"/>
      <Color>FF0000</Color>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>[ENABLE]
aobscanmodule(OnDamageAOB,re2.exe,D1 48 83 78 18 00 75 1E 80 7A 5D 00 75 18 8B 4A 58 44 89 C0) // should be unique
alloc(OnDamageMem,$1000,"re2.exe"+B0A4224)
registersymbol(OnDamageAOB)

label(OnDamageExit)
label(OnDamageRet)


OnDamageMem:
  cmp [pPlayer],rdx
  je OnDamageExit
  mov [rdx+58],1

OnDamageExit:
  mov ecx,[rdx+58]
  mov eax,r8d
  jmp OnDamageRet

OnDamageAOB+0E:
  jmp OnDamageMem
  nop
OnDamageRet:


[DISABLE]

OnDamageAOB+0E:
//mov ecx,[rdx+58]
//mov eax,r8d
  db 8B 4A 58 44 89 C0

unregistersymbol(OnDamageAOB)
dealloc(OnDamageMem)
</AssemblerScript>
    </CheatEntry>
  </CheatEntries>
</CheatTable>
Anyway to change as a multiplier? Like 2x etc..

$1000 is this the number i need to change?
Last edited by jrubimf on Fri Jan 25, 2019 5:17 pm, edited 2 times in total.

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Cielos
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Re: RESIDENT EVIL 2 +7 (table Update4)

Post by Cielos »

friendly reminder:
use your best judgement to decide whether quoting a WHOLE post is necessary.

off to sleep...

sirgimpalittle
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Re: RESIDENT EVIL 2 +7 (table Update4)

Post by sirgimpalittle »

Is this not intended for the steam version or something? Or am i missing a CE bypass like from RE7? Every time i activate a script, it instantly turns my character to danger then crashes my game within a few seconds.

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Exeter
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Re: RESIDENT EVIL 2 +7 (table Update4)

Post by Exeter »

So here's a few things worth looking into maybe in the future;

Amount of steps taken in the game (can find this under 'Records', last entry) -- This is needed for the achievement of clearing the game under 14,000 steps.

Current play time.

Amount of Healing items used in a playthrough. (not really relevant with infinite health, but handy for those who already started using some herbs).


I was able to find some things, but the moment I load a save, the addresses change completely. (Even without restarting the game). No idea how to create proper pointers for this sadly..

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sage3k
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Re: RESIDENT EVIL 2 +7 (table Update4)

Post by sage3k »

wow, I'll check this shortly. THANK YOU!!

r3v4n
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Re: RESIDENT EVIL 2 +7 (table Update4)

Post by r3v4n »

OMG, so nice <3

Question: is there any hilariously overpowered weapons in RE2R like the minigun from RE2?
If so, does anybody know the WeaponID?

CJBok
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Re: RESIDENT EVIL 2 +7 (table Update4)

Post by CJBok »

r3v4n wrote:
Fri Jan 25, 2019 6:02 pm
OMG, so nice <3

Question: is there any hilariously overpowered weapons in RE2R like the minigun from RE2?
If so, does anybody know the WeaponID?
I've just updated my post with all Weapon IDs including Minigun with infinite ammo (see OP for link) :wub:

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Re: RESIDENT EVIL 2 +6 (table Update3.3)

Post by CJBok »

Sakurarozu wrote:
Fri Jan 25, 2019 4:11 pm
How I add the one hit kill to the table? Sorry noob question.
Copy the piece of code, and press CTRL-V in cheat engine (requires table from OP)

CJBok
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Re: RESIDENT EVIL 2 +7 (table Update4)

Post by CJBok »

PROTIP!
How to change weapon by changing the ID?
1. Change the item ID to the weapon id you want.
2. Store the item in storage box.
3. Take the item from storage box.
4. Profit?

bloodaxis
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Re: RESIDENT EVIL 2 +7 (table Update4)

Post by bloodaxis »

r3v4n wrote:
Fri Jan 25, 2019 6:02 pm
OMG, so nice <3

Question: is there any hilariously overpowered weapons in RE2R like the minigun from RE2?
If so, does anybody know the WeaponID?
Rocket Launcher Lightning Hawk and the Minigun are probably the most "overpowered" weapons, there's a couple posts on page 4 with most of the ids, along with the parts for upgrading.

r3v4n
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Re: RESIDENT EVIL 2 +7 (table Update4)

Post by r3v4n »

CJBok wrote:
Fri Jan 25, 2019 6:14 pm
r3v4n wrote:
Fri Jan 25, 2019 6:02 pm
OMG, so nice <3

Question: is there any hilariously overpowered weapons in RE2R like the minigun from RE2?
If so, does anybody know the WeaponID?
I've just updated my post with all Weapon IDs including Minigun with infinite ammo (see OP for link) :wub:
Love you <3

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