RESIDENT EVIL 2 +19 +1 (table Update14.3)

Upload your cheat tables here (No requests)
User avatar
gir489
RCE Fanatics
RCE Fanatics
Posts: 347
Joined: Mon May 08, 2017 4:08 am
Reputation: 118
Contact:

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

Post by gir489 » Tue Jan 29, 2019 1:28 am

No Spread:

Code: Select all

{ Game   : re2.exe
  Version: 1.0
  Date   : 2019-01-28
  Author : gir489

  NoSpread
}

[ENABLE]

aobscanmodule(NoSpread,re2.exe,FF 66 0F 5A C1 F3 0F 11 87 20 01 00 00) // should be unique
alloc(newmem,$1000,"re2.exe"+BFD8DA0)

label(code)
label(return)

newmem:

code:
  mov [rdi+00000120],(float)100
  jmp return

NoSpread+05:
  jmp newmem
  nop
  nop
  nop
return:
registersymbol(NoSpread)

[DISABLE]

NoSpread+05:
  db F3 0F 11 87 20 01 00 00

unregistersymbol(NoSpread)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: "re2.exe"+BFD8DA0

"re2.exe"+BFD8D77: 0F 5A C0                    -  vcvtps2pd xmm0,xmm0
"re2.exe"+BFD8D7A: 48 89 D9                    -  mov rcx,rbx
"re2.exe"+BFD8D7D: 66 0F 5A D0                 -  cvtpd2ps xmm2,xmm0
"re2.exe"+BFD8D81: E8 CA 78 00 F5              -  call re2.exe+FE0650
"re2.exe"+BFD8D86: 48 8B 43 50                 -  mov rax,[rbx+50]
"re2.exe"+BFD8D8A: 0F 57 C9                    -  xorps xmm1,xmm1
"re2.exe"+BFD8D8D: F3 0F 5A C8                 -  cvtss2sd xmm1,xmm0
"re2.exe"+BFD8D91: 48 83 78 18 00              -  cmp qword ptr [rax+18],00
"re2.exe"+BFD8D96: 0F 85 58 FF FF FF           -  jne re2.exe+BFD8CF4
"re2.exe"+BFD8D9C: 66 0F 5A C1                 -  cvtpd2ps xmm0,xmm1
// ---------- INJECTING HERE ----------
"re2.exe"+BFD8DA0: F3 0F 11 87 20 01 00 00     -  movss [rdi+00000120],xmm0
// ---------- DONE INJECTING  ----------
"re2.exe"+BFD8DA8: 48 8B 43 50                 -  mov rax,[rbx+50]
"re2.exe"+BFD8DAC: 48 83 78 18 00              -  cmp qword ptr [rax+18],00
"re2.exe"+BFD8DB1: 0F 85 3D FF FF FF           -  jne re2.exe+BFD8CF4
"re2.exe"+BFD8DB7: 48 89 FA                    -  mov rdx,rdi
"re2.exe"+BFD8DBA: 48 89 D9                    -  mov rcx,rbx
"re2.exe"+BFD8DBD: E8 9E 4D 0C F5              -  call re2.exe+109DB60
"re2.exe"+BFD8DC2: 48 8B 4B 50                 -  mov rcx,[rbx+50]
"re2.exe"+BFD8DC6: 48 83 79 18 00              -  cmp qword ptr [rcx+18],00
"re2.exe"+BFD8DCB: 0F 85 23 FF FF FF           -  jne re2.exe+BFD8CF4
"re2.exe"+BFD8DD1: 39 E8                       -  cmp eax,ebp
}

Timone
Expert Cheater
Expert Cheater
Posts: 83
Joined: Thu Apr 20, 2017 5:34 am
Reputation: 1

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

Post by Timone » Tue Jan 29, 2019 3:17 am

How does the zero save script work, does it have to be active while you save, and it just prevents that from counting towards it?

User avatar
CptSharkFin
What is cheating?
What is cheating?
Posts: 3
Joined: Tue Jan 29, 2019 12:45 am
Reputation: 0

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

Post by CptSharkFin » Tue Jan 29, 2019 3:56 am

Think I'm running into a issue in some play-throughs where the Ammo Belt count for a particular weapon is actually either two or three more than I actually have, and this prevents me from using the weapon beyond what was initially available to me until I locate some additional ammo. Is this an issue with the cheat table or is this a bug in the game?
Last edited by CptSharkFin on Tue Jan 29, 2019 4:21 am, edited 1 time in total.

User avatar
Ownsin
Fearless Donors
Fearless Donors
Posts: 15
Joined: Wed Aug 15, 2018 4:36 pm
Reputation: 1

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

Post by Ownsin » Tue Jan 29, 2019 4:04 am

Guys, If I reset the game's time clock to 1 minute or just any number. All enemies become idle and I don't get attacked anymore. What's up with that?

I'm also using CJbok's table.

swgshredder
What is cheating?
What is cheating?
Posts: 1
Joined: Tue Jan 29, 2019 4:53 am
Reputation: 0

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

Post by swgshredder » Tue Jan 29, 2019 4:55 am

Hello- Please, I desperately need a noclip or walk through walls...
I saw one in the trainer and it didn't seem to work, my game is glitched and I cannot proceed. I would really appreciate it.
Thank you

geniehere
What is cheating?
What is cheating?
Posts: 2
Joined: Tue Jan 29, 2019 5:29 am
Reputation: 0

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

Post by geniehere » Tue Jan 29, 2019 5:30 am

Cielos, CJBok - I suspect tinkering with time scripts cause G (Stage 3 and 4) to stop moving unless his attacks are scripted.

Actually, after reading up I am positive - tinkering with time screws up enemy AI, so people shouldn't use it until the run is literally about to end.

User avatar
Cielos
RCE Fanatics
RCE Fanatics
Posts: 772
Joined: Fri Mar 03, 2017 4:35 am
Reputation: 1122
Contact:

Re: RESIDENT EVIL 2 +9 +3 (table Update6.1)

Post by Cielos » Tue Jan 29, 2019 5:54 am

^ thanks for the report!
Update6.1
- updated ignore ammo pouch. rather than reload 1 ammo at a time, SLS 60 (Claire starting weapon) with Speed Loader upgrade can reload to full clip instantly now.
- updated game player time mod. enemies' attack sequence won't be stopped when the time has reach the "stop at" time now. as a result, the display time in-game may appear 1 second less then what you set via the script.
- updated game player time mod and highlighted item with aobscan.
- updated the weapon's upgrade pointer, divided it into 8 binaries now.
so, re-download and test~
report~

User avatar
Ownsin
Fearless Donors
Fearless Donors
Posts: 15
Joined: Wed Aug 15, 2018 4:36 pm
Reputation: 1

Re: RESIDENT EVIL 2 +9 +3 (table Update6.1)

Post by Ownsin » Tue Jan 29, 2019 7:25 am

Cielos wrote:
Tue Jan 29, 2019 5:54 am
^ thanks for the report!
Update6.1
- updated ignore ammo pouch. rather than reload 1 ammo at a time, SLS 60 (Claire starting weapon) with Speed Loader upgrade can reload to full clip instantly now.
- updated game player time mod. enemies' attack sequence won't be stopped when the time has reach the "stop at" time now. as a result, the display time in-game may appear 1 second less then what you set via the script.
- updated game player time mod and highlighted item with aobscan.
- updated the weapon's upgrade pointer, divided it into 8 binaries now.
so, re-download and test~
report~
Tested the updated version. Still having the same issue. Resetting the game time still causes the issue where the enemies don't attack you and become idle.

User avatar
SunBeam
Administration
Administration
Posts: 3100
Joined: Sun Feb 04, 2018 7:16 pm
Reputation: 1515

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

Post by SunBeam » Tue Jan 29, 2019 9:14 am

gir489 wrote:
Tue Jan 29, 2019 1:28 am
No Spread
I guess you didn't really see my script here :) If it processes the same thing as mine, then you're in for a treat: (float)100 is not going to work all the time; try it with several weapons :P

OmegaJP
Noobzor
Noobzor
Posts: 6
Joined: Tue Jan 29, 2019 9:13 am
Reputation: 0

Re: RESIDENT EVIL 2 +9 +3 (table Update6.1)

Post by OmegaJP » Tue Jan 29, 2019 9:15 am

Has anyone found a value for the non infinite ammo version of the LE 5?
It has to exist because its used in the 4th Survivor.

User avatar
Cielos
RCE Fanatics
RCE Fanatics
Posts: 772
Joined: Fri Mar 03, 2017 4:35 am
Reputation: 1122
Contact:

Re: RESIDENT EVIL 2 +9 +3 (table Update6.1)

Post by Cielos » Tue Jan 29, 2019 10:02 am

Cyphanix wrote:
Tue Jan 29, 2019 7:25 am
[...]
Tested the updated version. Still having the same issue. Resetting the game time still causes the issue where the enemies don't attack you and become idle.
which script did you try?
if it's game player time mod .2:
I've past the bosses on Leon A already, playing Claire B now, I'll see if the problem still persist when I fight the bosses.

////
OmegaJP wrote:
Tue Jan 29, 2019 9:15 am
Has anyone found a value for the non infinite ammo version of the LE 5?
It has to exist because its used in the 4th Survivor.
highlight the LE 5 in 4th Survivor mode, see if the weapon ID is different.
if it's different, jot it down and share with us~

User avatar
Ownsin
Fearless Donors
Fearless Donors
Posts: 15
Joined: Wed Aug 15, 2018 4:36 pm
Reputation: 1

Re: RESIDENT EVIL 2 +9 +3 (table Update6.1)

Post by Ownsin » Tue Jan 29, 2019 10:16 am

Cielos wrote:
Tue Jan 29, 2019 10:02 am
Cyphanix wrote:
Tue Jan 29, 2019 7:25 am
[...]
Tested the updated version. Still having the same issue. Resetting the game time still causes the issue where the enemies don't attack you and become idle.
which script did you try?
if it's game player time mod .2:
I've past the bosses on Leon A already, playing Claire B now, I'll see if the problem still persist when I fight the bosses.

////
OmegaJP wrote:
Tue Jan 29, 2019 9:15 am
Has anyone found a value for the non infinite ammo version of the LE 5?
It has to exist because its used in the 4th Survivor.
highlight the LE 5 in 4th Survivor mode, see if the weapon ID is different.
if it's different, jot it down and share with us~
This what I have been using: (this is an old gif I took before you released the last update but this is what I have been doing regardless to change game time.

Image

I set the time in minutes to 1 minute exactly and I keep encountering the issue. I tried 60 mins as well and the issue still persists.
Last edited by Ownsin on Tue Jan 29, 2019 10:20 am, edited 3 times in total.

User avatar
SunBeam
Administration
Administration
Posts: 3100
Joined: Sun Feb 04, 2018 7:16 pm
Reputation: 1515

Re: RESIDENT EVIL 2 +9 +3 (table Update6.1)

Post by SunBeam » Tue Jan 29, 2019 10:17 am

@Cielos: Is the GetName script useful to you? If so, I'm going to detail a bit more about the engine run-down; and those timers. People seem to have complained about zombies not reacting to simuli (idle) when the timer's calculations are hooked :)

User avatar
Exeter
Table Makers
Table Makers
Posts: 299
Joined: Fri Mar 03, 2017 9:16 am
Reputation: 110

Re: RESIDENT EVIL 2 +9 +3 (table Update6.1)

Post by Exeter » Tue Jan 29, 2019 10:24 am

Cyphanix wrote:
Tue Jan 29, 2019 10:16 am
-snip-

This what I have been using: (this is an old gif I took before you released the last update but this is what I have been doing regardless to change game time.

Image

I set the time in minutes to 1 minute exactly and I keep encountering the issue. I tried 60 mins as well and the issue still persists.
That's the wrong time script if you've been using that. You need to use the one cielos supplied. game player time mod .2

User avatar
budabum
Expert Cheater
Expert Cheater
Posts: 356
Joined: Tue Nov 28, 2017 6:34 pm
Reputation: 300

Re: RESIDENT EVIL 2 +9 +3 (table Update6.1)

Post by budabum » Tue Jan 29, 2019 10:51 am

SunBeam wrote:
Tue Jan 29, 2019 10:17 am
@Cielos: Is the GetName script useful to you? If so, I'm going to detail a bit more about the engine run-down; and those timers. People seem to have complained about zombies not reacting to simuli (idle) when the timer's calculations are hooked :)
sorry for hijacking :) it is definitely useful on other titles. Example what you can get with GetName with a little patience. ^_^

Image

Post Reply

Who is online

Users browsing this forum: Baidu [Spider], Beneto007, bobjones111, d3ban, HibikiRekka, Kurei, picture, wolverine68