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

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Exeter
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Re: RESIDENT EVIL 2 +9 +3 (table Update6)

Post by Exeter »

You're in the wrong section of the table.

Image

This is where you need to be. Don't touch the blank areas.


[Edit]
@SunBeam - Just to let you know, your Super Accuracy script works in the Standard mode as well. Haven't tested it in hardcore yet, but safe to assume it will work there too. Thanks for this!

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
Last edited by Exeter on Mon Jan 28, 2019 3:26 pm, edited 1 time in total.

bloodaxis
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Re: RESIDENT EVIL 2 +9 +3 (table Update6)

Post by bloodaxis »

kayawish24 wrote:
Mon Jan 28, 2019 3:16 pm
i did 100 times.or if MSI after buner is doing something in game or i have another offsets ?
[Link]
This is what the table downloaded from the first page of this thread looks like, you've clearly got some other table looking at your screenshot, download the right table and try again.

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Re: RESIDENT EVIL 2 +9 +3 (table Update6)

Post by Exeter »

bloodaxis wrote:
Mon Jan 28, 2019 3:25 pm
kayawish24 wrote:
Mon Jan 28, 2019 3:16 pm
i did 100 times.or if MSI after buner is doing something in game or i have another offsets ?
[Link]
This is what the table downloaded from the first page of this thread looks like, you've clearly got some other table looking at your screenshot, download the right table and try again.
He has the right table, but he went into the section that's blanked out. (Mostly debug stuff). He's not supposed to touch the stuff there lol.

Image

bloodaxis
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Re: RESIDENT EVIL 2 +9 +3 (table Update6)

Post by bloodaxis »

Exeter wrote:
Mon Jan 28, 2019 3:26 pm

He has the right table, but he went into the section that's blanked out. (Mostly debug stuff). He's not supposed to touch the stuff there lol.

Image
Jesus H Christ, maybe pressing the right thing in the table really is rocket science.

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Exeter
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Re: RESIDENT EVIL 2 +9 +3 (table Update6)

Post by Exeter »

bloodaxis wrote:
Mon Jan 28, 2019 3:27 pm
Exeter wrote:
Mon Jan 28, 2019 3:26 pm

He has the right table, but he went into the section that's blanked out. (Mostly debug stuff). He's not supposed to touch the stuff there lol.

Image
Jesus H Christ, maybe pressing the right thing in the table really is rocket science.
So true lmao.

Also I noticed another thing in his screenshot...

999 grenades. He's using a trainer for infinite ammo it seems. If I recall correctly, fearlessrevolution's trainer sets everything to 999.
Hooking up a trainer and Cheat Engine is asking for trouble most of the time. And I know for a fact that fearlessrevolution's trainer and the CE table combined do cause issues in the game. (e.g. enabling some things makes you fall through the floor, out of bounds, etc).

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Re: RESIDENT EVIL 2 +9 +3 (table Update6)

Post by bloodaxis »

Exeter wrote:
Mon Jan 28, 2019 3:32 pm
So true lmao.

Also I noticed another thing in his screenshot...

999 grenades. He's using a trainer for infinite ammo it seems. If I recall correctly, fearlessrevolution's trainer sets everything to 999.
Hooking up a trainer and Cheat Engine is asking for trouble most of the time. And I know for a fact that fearlessrevolution's trainer and the CE table combined do cause issues in the game. (e.g. enabling some things makes you fall through the floor, out of bounds, etc).
Image
Oh boy.

kayawish24
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Re: RESIDENT EVIL 2 +9 +3 (table Update6)

Post by kayawish24 »

bloodaxis wrote:
Mon Jan 28, 2019 3:35 pm
Exeter wrote:
Mon Jan 28, 2019 3:32 pm
So true lmao.

Also I noticed another thing in his screenshot...

999 grenades. He's using a trainer for infinite ammo it seems. If I recall correctly, fearlessrevolution's trainer sets everything to 999.
Hooking up a trainer and Cheat Engine is asking for trouble most of the time. And I know for a fact that fearlessrevolution's trainer and the CE table combined do cause issues in the game. (e.g. enabling some things makes you fall through the floor, out of bounds, etc).
Image
Oh boy.
yes , i did used fearlessrevolution trainer , now i try a new game play and test.now i am in right section but still getting ??? thing

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Re: RESIDENT EVIL 2 +9 +3 (table Update6)

Post by bloodaxis »

kayawish24 wrote:
Mon Jan 28, 2019 3:38 pm
yes , i did used fearlessrevolution trainer , now i try a new game play and test.now i am in right section but still getting ??? thing
Did you highlight the item you want to change? As in put the mouse cursor over it/select it with the controller?

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Re: RESIDENT EVIL 2 +9 +3 (table Update6)

Post by SunBeam »

Exeter wrote:
Mon Jan 28, 2019 3:24 pm
@SunBeam - Just to let you know, your Super Accuracy script works in the Standard mode as well. Haven't tested it in hardcore yet, but safe to assume it will work there too. Thanks for this!
It's not depending on the game mode; the reticle calculation code still runs, it's just that the reticle itself is not drawn ;) You're welcome!

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Re: RESIDENT EVIL 2 +8 (table Update5)

Post by Scoped Evil »

justiny wrote:
Sun Jan 27, 2019 8:35 am
The ignore ammo pouch doesn't work with claire's starting revolver with the quick reload attachment. It causes the gun to insert just 1 ammo per reload.
I can also confirm this, only one round is added per reload (though overall the script works for everything else)

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Re: RESIDENT EVIL 2 +9 +3 (table Update6)

Post by kayawish24 »

bloodaxis wrote:
Mon Jan 28, 2019 3:43 pm
kayawish24 wrote:
Mon Jan 28, 2019 3:38 pm
yes , i did used fearlessrevolution trainer , now i try a new game play and test.now i am in right section but still getting ??? thing
Did you highlight the item you want to change? As in put the mouse cursor over it/select it with the controller?
thanx for help now its working and it was not fearlessrevolution trainer it was me as an idiot :D now i got all weapons in my item box and now rest i can use fearlessrevolution trainer.Once again thanx for help

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Re: RESIDENT EVIL 2 +9 +3 (table Update6)

Post by Turkeychopio1 »

Is it possible to hack the other costumes? Not sure if it's a downloadable thing in which case it'd be impossible. I tried changed back and forth between normal and alternate from 4byte 0 to 1, tried changing some values to 2 and it crashed

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Re: RESIDENT EVIL 2 +9 +3 (table Update6)

Post by SunBeam »

@Cielos: The easiest way I found to avoid all your item/bullets/crap problem is to kill the thread_check inside the decrement function. Basically re-route it and do something like this: if amount to be written > current amount, write; else, skip :) Will post the script in a bit. Not sure if any other game calculation passes through that; might also make it so items that normally are discarded from inventory will still remain there on use.

L.E.1:

Code: Select all

/*

  Game    : Resident Evil 2
  Version : Steam
  Date    : 2019-01-28
  Author  : SunBeam

  The script will increase the amount of shit you collect, but won't decrease
  that same amount if you fire, use, bla, bla; some items scripted to vanish
  from your inventory will still be there; item dupe everyone?! :)

*/

[ENABLE]

aobscanmodule( HijackThreadCheck, re2.exe, 488379??0075??39D80F4CD84885F674??488B46104885C075 )
registersymbol( HijackThreadCheck )
label( HijackThreadCheck_o )
registersymbol( HijackThreadCheck_o )
alloc( Hook, 0x1000, re2.exe )
// ^ this allocation is supposed to occur close to the game process; if the game
// crashes when you enable the script, it's possible CE allocated the cave far
// off in memory; meaning the distance between the hook and the cave exceeds the
// calculated length of a 5-bytes JMP (CE will compile a 14-bytes JMP); now you
// know...

Hook:
// ebx == calculated
// eax == max
// rax = [rsi+10] -> [rax+20] == current (should be calculated+1)
push rcx                        // store rcx
mov rcx,[rsi+10]                // get item
cmp [rcx+20],ebx                // check current ammount vs. calculated one
pop rcx                         // restore rcx
jl short HijackThreadCheck_o    // if current < calculated, add
  jmp HijackThreadCheck+3B      // else, exit
HijackThreadCheck_o:
readmem( HijackThreadCheck, 5 ) // read here the original code
jmp HijackThreadCheck+5         // JMP back

HijackThreadCheck:
jmp Hook

[DISABLE]

HijackThreadCheck:
readmem( HijackThreadCheck_o, 5 )

dealloc( Hook )
unregistersymbol( HijackThreadCheck_o )
unregistersymbol( HijackThreadCheck )

{
// ORIGINAL CODE - INJECTION POINT: "re2.exe"+B8BC602

"re2.exe"+B8BC5DE: 44 89 C3              -  mov ebx,r8d
"re2.exe"+B8BC5E1: 48 89 CF              -  mov rdi,rcx
"re2.exe"+B8BC5E4: 48 83 78 18 00        -  cmp qword ptr [rax+18],00
"re2.exe"+B8BC5E9: 75 57                 -  jne re2.exe+B8BC642
"re2.exe"+B8BC5EB: 48 89 74 24 30        -  mov [rsp+30],rsi
"re2.exe"+B8BC5F0: 48 8B 72 18           -  mov rsi,[rdx+18]
"re2.exe"+B8BC5F4: 48 85 F6              -  test rsi,rsi
"re2.exe"+B8BC5F7: 74 44                 -  je re2.exe+B8BC63D
"re2.exe"+B8BC5F9: E8 42 CA 58 F5        -  call re2.exe+E49040
"re2.exe"+B8BC5FE: 48 8B 4F 50           -  mov rcx,[rdi+50]
// ---------- INJECTING HERE ----------
"re2.exe"+B8BC602: 48 83 79 18 00        -  cmp qword ptr [rcx+18],00
// ---------- DONE INJECTING  ----------
"re2.exe"+B8BC607: 75 34                 -  jne re2.exe+B8BC63D
"re2.exe"+B8BC609: 39 D8                 -  cmp eax,ebx
"re2.exe"+B8BC60B: 0F 4C D8              -  cmovl ebx,eax
"re2.exe"+B8BC60E: 48 85 F6              -  test rsi,rsi
"re2.exe"+B8BC611: 74 09                 -  je re2.exe+B8BC61C
"re2.exe"+B8BC613: 48 8B 46 10           -  mov rax,[rsi+10]
"re2.exe"+B8BC617: 48 85 C0              -  test rax,rax
"re2.exe"+B8BC61A: 75 1E                 -  jne re2.exe+B8BC63A
"re2.exe"+B8BC61C: 45 31 C0              -  xor r8d,r8d
"re2.exe"+B8BC61F: 48 89 F9              -  mov rcx,rdi
}
Oh.. and you can replace calculated with max, if you want. Instead of exiting, like I force it to, you can just update 0x20 with max ;) You do the ASM.

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Cielos
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Re: RESIDENT EVIL 2 +9 +3 (table Update6)

Post by Cielos »

if it's about ammo clip, I don't want them to not decrease, I want to fire the guns even when I have no clip at all.
so as the ammo pouch, I dont' want them to not decrease, I want them to decease until they disappear and I can still reload the guns.

if it's about the inf. sub-weapons, what I was tracing originally is to trick the game to think you have the sub-weapons in your inventory while you actually have none. thought I was on to something and turns out I was dealing with the UI only, got bored to trace the other routes and went on with the game.

so, if kill the thread_check allows me not to carry the 3 sub-weapons, it'd be good news~

EDIT: typed the above before you updated the post, will read it now...
EDIT2: so.... I still need to brings the ammo pouch to reload, and bring the sub-weapons to use them?

///
oh, and about the method I used for the game time thing, it just my good old over-complicated scripts that manipulating the time when they are being written.

on another note, since you have the reticle located already, did you find any "critical hit rate", or "blow limp off rate"? was hoping the damage the zombies taken would be a factor of blowing up the limp, but it seems it's not the case. did you find anything seems related to this in the weapon's object?

///
EDIT3:
will there be a post that you would share your scripts or something in one post so that I can put a link from the first post?
...
back to watchQI now..
Last edited by Cielos on Mon Jan 28, 2019 6:07 pm, edited 1 time in total.

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Re: RESIDENT EVIL 2 +9 +3 (table Update6)

Post by SunBeam »

Fixed it a bit; re-copy-paste :) Was pushing RCX and poping RBX. No wonder it always got me Max on collecting stuff :D Man.. yes, you do. It's unlimited stuff.. not "ignore stuff". You need an OBJECT in the inventory for the gun to fire. That's also the reason you can't force the pistol to act like a shotgun. You don't have those shells. Hmm, I'll try later and see if I maybe can.. got an idea :D

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