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

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

Post by Mee » Fri May 10, 2019 2:51 am

kennean wrote:
Thu May 09, 2019 1:33 am
castle wrote:
Thu May 09, 2019 12:59 am
So do any of these versions work with the new denuvo free version? so they can be used w/ DLC?
The one that I posted just above your post is “updated” for you to use with the denuvo free .exe file...

Edit: I’ve just remembered that I also didn’t tested it on the DLC’s!!!!
Can you test it for me, as I can’t right now...
Hey thank you so much for fixing the table. I tried testing all the functions in ghost survivors and it seems that almost everything works.

The only function that didn't work for me (in neither main campaign nor dlc) is the 'character model' mod. It doesn't activate, like how the entire table did before you edited it. Hope this can fixed as well especially with new voice option.

Thanks again!

Edit: Sorry just noticed you'd asked about character model and hud mods, so you already knew.

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

Post by castle » Fri May 10, 2019 7:16 am

it works ! however this table does not have the item pouch option?

edit - also, it has caused the game to crash 3 times randomly, usually when using the flamethrower or spark shot

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

Post by kennean » Fri May 10, 2019 12:55 pm

Mee wrote:
Fri May 10, 2019 2:51 am
Show
kennean wrote:
Thu May 09, 2019 1:33 am
castle wrote:
Thu May 09, 2019 12:59 am
So do any of these versions work with the new denuvo free version? so they can be used w/ DLC?
The one that I posted just above your post is “updated” for you to use with the denuvo free .exe file...

Edit: I’ve just remembered that I also didn’t tested it on the DLC’s!!!!
Can you test it for me, as I can’t right now...
Hey thank you so much for fixing the table. I tried testing all the functions in ghost survivors and it seems that almost everything works.

The only function that didn't work for me (in neither main campaign nor dlc) is the 'character model' mod. It doesn't activate, like how the entire table did before you edited it. Hope this can fixed as well especially with new voice option.

Thanks again!

Edit: Sorry just noticed you'd asked about character model and hud mods, so you already knew.

Thanks for your feedback! Yeah, these two are a little bit tricky. I'm waiting Cielos to provide me the opcodes for these two and see if I can find the new AOB scans...
castle wrote:
Fri May 10, 2019 7:16 am
it works ! however this table does not have the item pouch option?

edit - also, it has caused the game to crash 3 times randomly, usually when using the flamethrower or spark shot
I've searched for this item pouch option on old tables and didn't found it... What did it do? About the crashes, never had any of those on the previous tables, what scripts you're using at the same time?
NachosForTwo wrote:
Thu May 09, 2019 3:51 am
Show
gir489 wrote:
Fri Feb 01, 2019 11:05 pm
Tyrant goes down in 1 shot and stays down.

Code: Select all

{ Game : re2.exe
 Version: 1.0
 Date : 2019-02-01
 Author : gir489

 Tyrant goes down in 1 shot and stays down.
}

[ENABLE]
aobscanmodule(TyrantDownTimer,re2.exe,3C 0F 5A C0 F2 0F 5C F0 66 0F 5A CE) // should be unique
aobscanmodule(TyrantDamageFunction,re2.exe,39 71 58 0F 9F D0) // should be unique
registersymbol(TyrantDownTimer)
registersymbol(TyrantDamageFunction)

TyrantDamageFunction:
mov [rcx+58],esi

TyrantDownTimer+04:
db 90 90 90 90

[DISABLE]
unregistersymbol(TyrantDownTimer)
unregistersymbol(TyrantDamageFunction)

TyrantDamageFunction:
cmp [rcx+58],esi

TyrantDownTimer+04:
db F2 0F 5C F0 //subsd xmm6,xmm0

{
// ORIGINAL CODE - INJECTION POINT: "re2.exe"+D9772E8

"re2.exe"+D9772CB: 48 8B 48 18 - mov rcx,[rax+18]
"re2.exe"+D9772CF: 0F 57 D2 - xorps xmm2,xmm2
"re2.exe"+D9772D2: 48 85 C9 - test rcx,rcx
"re2.exe"+D9772D5: 74 05 - je re2.exe+D9772DC
"re2.exe"+D9772D7: 0F 57 C0 - xorps xmm0,xmm0
"re2.exe"+D9772DA: EB 04 - jmp re2.exe+D9772E0
"re2.exe"+D9772DC: 66 0F 5A C1 - cvtpd2ps xmm0,xmm1
"re2.exe"+D9772E0: 48 85 C9 - test rcx,rcx
"re2.exe"+D9772E3: 75 3C - jne re2.exe+D977321
"re2.exe"+D9772E5: 0F 5A C0 - vcvtps2pd xmm0,xmm0
// ---------- INJECTING HERE ----------
"re2.exe"+D9772E8: F2 0F 5C F0 - subsd xmm6,xmm0
"re2.exe"+D9772EC: 66 0F 5A CE - cvtpd2ps xmm1,xmm6
// ---------- DONE INJECTING ----------
"re2.exe"+D9772F0: F3 0F 11 8F F4 01 00 00 - movss [rdi+000001F4],xmm1
"re2.exe"+D9772F8: 48 8B 43 50 - mov rax,[rbx+50]
"re2.exe"+D9772FC: 48 39 48 18 - cmp [rax+18],rcx
"re2.exe"+D977300: 75 1F - jne re2.exe+D977321
"re2.exe"+D977302: 0F 2F CA - comiss xmm1,xmm2
"re2.exe"+D977305: 77 1A - ja re2.exe+D977321
"re2.exe"+D977307: 48 8B 8F A0 01 00 00 - mov rcx,[rdi+000001A0]
"re2.exe"+D97730E: 48 85 C9 - test rcx,rcx
"re2.exe"+D977311: 75 20 - jne re2.exe+D977333
"re2.exe"+D977313: 8D 51 38 - lea edx,[rcx+38]
}

{
// ORIGINAL CODE - INJECTION POINT: "re2.exe"+C57C984

"re2.exe"+C57C961: E8 6A 50 85 F5 - call re2.exe+1DD19D0
"re2.exe"+C57C966: 30 C0 - xor al,al
"re2.exe"+C57C968: 48 8B 5C 24 60 - mov rbx,[rsp+60]
"re2.exe"+C57C96D: 48 8B 74 24 68 - mov rsi,[rsp+68]
"re2.exe"+C57C972: 48 83 C4 50 - add rsp,50
"re2.exe"+C57C976: 5F - pop rdi
"re2.exe"+C57C977: C3 - ret
"re2.exe"+C57C978: 48 8B 88 A0 01 00 00 - mov rcx,[rax+000001A0]
"re2.exe"+C57C97F: 48 85 C9 - test rcx,rcx
"re2.exe"+C57C982: 74 D3 - je re2.exe+C57C957
// ---------- INJECTING HERE ----------
"re2.exe"+C57C984: 39 71 58  - cmp [rcx+58],esi
"re2.exe"+C57C987: 0F 9F D0 - setg al
// ---------- DONE INJECTING ----------
"re2.exe"+C57C98A: 84 C0 - test al,al
"re2.exe"+C57C98C: 74 D8 - je re2.exe+C57C966
"re2.exe"+C57C98E: 40 38 35 5B 05 B3 FA - cmp [re2.exe+70ACEF0],sil
"re2.exe"+C57C995: 74 04 - je re2.exe+C57C99B
"re2.exe"+C57C997: B1 01 - mov cl,01
"re2.exe"+C57C999: EB 25 - jmp re2.exe+C57C9C0
"re2.exe"+C57C99B: 48 8B 87 48 01 00 00 - mov rax,[rdi+00000148]
"re2.exe"+C57C9A2: 48 85 C0 - test rax,rax
"re2.exe"+C57C9A5: 75 12 - jne re2.exe+C57C9B9
"re2.exe"+C57C9A7: 45 31 C0 - xor r8d,r8d
}
Untested.
Exeter wrote:
Sat Feb 02, 2019 12:20 am
Just confirmed that he stayed down so far and only took 1 bullet to take him down. I'll see how it goes as I progress through the building.

[Edit] Seems to work like a charm. Normally he teleports close to you when you're doing stuff, but this time he does stay down for real. Epic stuff, thanks!

[Edit 2] Only scripted events where he shows up again is what makes him reappear. (example, after getting the Parking Area Card, he shows up in the jail when the zombies break out). But it only takes a moment to bring him down again with the script.

I ended up here in my desperate attempt to eliminate this guy from my game. I'm a total noob at Cheat Engine though and can't figure out how to get this script to work. Would you mind giving me some pointers?

If you're using the denuvo free .exe, this attached table will work, because I had to update one of the AOB scans... If not, then follow these instructions:

When you attach the CE to your game, you press the Memory View button, and then Tools, then Auto Assemble. A new window will appear. You'll have to copy the code in it, then click on File, then Assign to the current cheat table. It'll appear together with the other scripts... Just rename it whatever you like and save the table...

Update: This new table added the script that gir489 made. It makes Tyrant kneel down in 1 shot and stay that way except for some scripted scenes. I've tested it for a few minutes and it worked.
For those who don't know, the tables that I posted are for those who have the denuvo free .exe. Otherwise, use the one that Cielos provides!
Attachments
re2.CT
(274.04 KiB) Downloaded 216 times

homah
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What is cheating?
Posts: 3
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Re: RESIDENT EVIL 2 +19 +1 (table Update14.3)

Post by homah » Fri May 10, 2019 2:14 pm

kennean wrote:
Fri May 10, 2019 12:55 pm

Update: This new table added the script that gir489 made. It makes Tyrant kneel down in 1 shot and stay that way except for some scripted scenes. I've tested it for a few minutes and it worked.
For those who don't know, the tables that I posted are for those who have the denuvo free .exe. Otherwise, use the one that Cielos provides!
I salute you. Thanks for all you've done updating this, also to Cielos of course.

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

Post by retta » Fri May 10, 2019 6:09 pm

kennean wrote:
Fri May 10, 2019 12:55 pm
Mee wrote:
Fri May 10, 2019 2:51 am
Show
kennean wrote:
Thu May 09, 2019 1:33 am


The one that I posted just above your post is “updated” for you to use with the denuvo free .exe file...

Edit: I’ve just remembered that I also didn’t tested it on the DLC’s!!!!
Can you test it for me, as I can’t right now...
Hey thank you so much for fixing the table. I tried testing all the functions in ghost survivors and it seems that almost everything works.

The only function that didn't work for me (in neither main campaign nor dlc) is the 'character model' mod. It doesn't activate, like how the entire table did before you edited it. Hope this can fixed as well especially with new voice option.

Thanks again!

Edit: Sorry just noticed you'd asked about character model and hud mods, so you already knew.

Thanks for your feedback! Yeah, these two are a little bit tricky. I'm waiting Cielos to provide me the opcodes for these two and see if I can find the new AOB scans...
castle wrote:
Fri May 10, 2019 7:16 am
it works ! however this table does not have the item pouch option?

edit - also, it has caused the game to crash 3 times randomly, usually when using the flamethrower or spark shot
I've searched for this item pouch option on old tables and didn't found it... What did it do? About the crashes, never had any of those on the previous tables, what scripts you're using at the same time?
NachosForTwo wrote:
Thu May 09, 2019 3:51 am
Show
gir489 wrote:
Fri Feb 01, 2019 11:05 pm
Tyrant goes down in 1 shot and stays down.

Code: Select all

{ Game : re2.exe
 Version: 1.0
 Date : 2019-02-01
 Author : gir489

 Tyrant goes down in 1 shot and stays down.
}

[ENABLE]
aobscanmodule(TyrantDownTimer,re2.exe,3C 0F 5A C0 F2 0F 5C F0 66 0F 5A CE) // should be unique
aobscanmodule(TyrantDamageFunction,re2.exe,39 71 58 0F 9F D0) // should be unique
registersymbol(TyrantDownTimer)
registersymbol(TyrantDamageFunction)

TyrantDamageFunction:
mov [rcx+58],esi

TyrantDownTimer+04:
db 90 90 90 90

[DISABLE]
unregistersymbol(TyrantDownTimer)
unregistersymbol(TyrantDamageFunction)

TyrantDamageFunction:
cmp [rcx+58],esi

TyrantDownTimer+04:
db F2 0F 5C F0 //subsd xmm6,xmm0

{
// ORIGINAL CODE - INJECTION POINT: "re2.exe"+D9772E8

"re2.exe"+D9772CB: 48 8B 48 18 - mov rcx,[rax+18]
"re2.exe"+D9772CF: 0F 57 D2 - xorps xmm2,xmm2
"re2.exe"+D9772D2: 48 85 C9 - test rcx,rcx
"re2.exe"+D9772D5: 74 05 - je re2.exe+D9772DC
"re2.exe"+D9772D7: 0F 57 C0 - xorps xmm0,xmm0
"re2.exe"+D9772DA: EB 04 - jmp re2.exe+D9772E0
"re2.exe"+D9772DC: 66 0F 5A C1 - cvtpd2ps xmm0,xmm1
"re2.exe"+D9772E0: 48 85 C9 - test rcx,rcx
"re2.exe"+D9772E3: 75 3C - jne re2.exe+D977321
"re2.exe"+D9772E5: 0F 5A C0 - vcvtps2pd xmm0,xmm0
// ---------- INJECTING HERE ----------
"re2.exe"+D9772E8: F2 0F 5C F0 - subsd xmm6,xmm0
"re2.exe"+D9772EC: 66 0F 5A CE - cvtpd2ps xmm1,xmm6
// ---------- DONE INJECTING ----------
"re2.exe"+D9772F0: F3 0F 11 8F F4 01 00 00 - movss [rdi+000001F4],xmm1
"re2.exe"+D9772F8: 48 8B 43 50 - mov rax,[rbx+50]
"re2.exe"+D9772FC: 48 39 48 18 - cmp [rax+18],rcx
"re2.exe"+D977300: 75 1F - jne re2.exe+D977321
"re2.exe"+D977302: 0F 2F CA - comiss xmm1,xmm2
"re2.exe"+D977305: 77 1A - ja re2.exe+D977321
"re2.exe"+D977307: 48 8B 8F A0 01 00 00 - mov rcx,[rdi+000001A0]
"re2.exe"+D97730E: 48 85 C9 - test rcx,rcx
"re2.exe"+D977311: 75 20 - jne re2.exe+D977333
"re2.exe"+D977313: 8D 51 38 - lea edx,[rcx+38]
}

{
// ORIGINAL CODE - INJECTION POINT: "re2.exe"+C57C984

"re2.exe"+C57C961: E8 6A 50 85 F5 - call re2.exe+1DD19D0
"re2.exe"+C57C966: 30 C0 - xor al,al
"re2.exe"+C57C968: 48 8B 5C 24 60 - mov rbx,[rsp+60]
"re2.exe"+C57C96D: 48 8B 74 24 68 - mov rsi,[rsp+68]
"re2.exe"+C57C972: 48 83 C4 50 - add rsp,50
"re2.exe"+C57C976: 5F - pop rdi
"re2.exe"+C57C977: C3 - ret
"re2.exe"+C57C978: 48 8B 88 A0 01 00 00 - mov rcx,[rax+000001A0]
"re2.exe"+C57C97F: 48 85 C9 - test rcx,rcx
"re2.exe"+C57C982: 74 D3 - je re2.exe+C57C957
// ---------- INJECTING HERE ----------
"re2.exe"+C57C984: 39 71 58  - cmp [rcx+58],esi
"re2.exe"+C57C987: 0F 9F D0 - setg al
// ---------- DONE INJECTING ----------
"re2.exe"+C57C98A: 84 C0 - test al,al
"re2.exe"+C57C98C: 74 D8 - je re2.exe+C57C966
"re2.exe"+C57C98E: 40 38 35 5B 05 B3 FA - cmp [re2.exe+70ACEF0],sil
"re2.exe"+C57C995: 74 04 - je re2.exe+C57C99B
"re2.exe"+C57C997: B1 01 - mov cl,01
"re2.exe"+C57C999: EB 25 - jmp re2.exe+C57C9C0
"re2.exe"+C57C99B: 48 8B 87 48 01 00 00 - mov rax,[rdi+00000148]
"re2.exe"+C57C9A2: 48 85 C0 - test rax,rax
"re2.exe"+C57C9A5: 75 12 - jne re2.exe+C57C9B9
"re2.exe"+C57C9A7: 45 31 C0 - xor r8d,r8d
}
Untested.
Exeter wrote:
Sat Feb 02, 2019 12:20 am
Just confirmed that he stayed down so far and only took 1 bullet to take him down. I'll see how it goes as I progress through the building.

[Edit] Seems to work like a charm. Normally he teleports close to you when you're doing stuff, but this time he does stay down for real. Epic stuff, thanks!

[Edit 2] Only scripted events where he shows up again is what makes him reappear. (example, after getting the Parking Area Card, he shows up in the jail when the zombies break out). But it only takes a moment to bring him down again with the script.

I ended up here in my desperate attempt to eliminate this guy from my game. I'm a total noob at Cheat Engine though and can't figure out how to get this script to work. Would you mind giving me some pointers?

If you're using the denuvo free .exe, this attached table will work, because I had to update one of the AOB scans... If not, then follow these instructions:

When you attach the CE to your game, you press the Memory View button, and then Tools, then Auto Assemble. A new window will appear. You'll have to copy the code in it, then click on File, then Assign to the current cheat table. It'll appear together with the other scripts... Just rename it whatever you like and save the table...

Update: This new table added the script that gir489 made. It makes Tyrant kneel down in 1 shot and stay that way except for some scripted scenes. I've tested it for a few minutes and it worked.
For those who don't know, the tables that I posted are for those who have the denuvo free .exe. Otherwise, use the one that Cielos provides!
Can you add this script too?

{ Game : re2.exe
Version: 1.1
Date : 2019-02-15
Author : gir489

Unlock Everything for Ghost Survivors.
}

[ENABLE]
aobscanmodule(UnlockEverything,re2.exe, 40 0F 95 D7 40 84 FF 0F 95 D0 48 8B 6C 24 30) // should be unique
registersymbol(UnlockEverything)

UnlockEverything:
sete dil

[DISABLE]
unregistersymbol(UnlockEverything)

UnlockEverything:
db 40 0F 95 D7

{
// ORIGINAL CODE - INJECTION POINT: "re2.exe"+BE066AA

"re2.exe"+BE06689: EB 04 - jmp re2.exe+BE0668F
"re2.exe"+BE0668B: 44 8B 40 18 - mov r8d,[rax+18]
"re2.exe"+BE0668F: 48 89 F2 - mov rdx,rsi
"re2.exe"+BE06692: 48 89 D9 - mov rcx,rbx
"re2.exe"+BE06695: E8 86 9E 02 F5 - call re2.exe+E30520
"re2.exe"+BE0669A: 0F B6 C8 - movzx ecx,al
"re2.exe"+BE0669D: 48 8B 43 50 - mov rax,[rbx+50]
"re2.exe"+BE066A1: 48 83 78 18 00 - cmp qword ptr [rax+18],00
"re2.exe"+BE066A6: 75 B1 - jne re2.exe+BE06659
"re2.exe"+BE066A8: 85 C9 - test ecx,ecx
// ---------- INJECTING HERE ----------
"re2.exe"+BE066AA: 40 0F 95 D7 - setne dil
"re2.exe"+BE066AE: 40 84 FF - test dil,dil
// ---------- DONE INJECTING ----------
"re2.exe"+BE066B1: 0F 95 D0 - setne al
"re2.exe"+BE066B4: 48 8B 6C 24 30 - mov rbp,[rsp+30]
"re2.exe"+BE066B9: 48 8B 5C 24 38 - mov rbx,[rsp+38]
"re2.exe"+BE066BE: 48 8B 74 24 40 - mov rsi,[rsp+40]
"re2.exe"+BE066C3: 48 8B 7C 24 48 - mov rdi,[rsp+48]
"re2.exe"+BE066C8: 48 83 C4 20 - add rsp,20
"re2.exe"+BE066CC: 41 5E - pop r14
"re2.exe"+BE066CE: C3 - ret
"re2.exe"+BE066CF: CC - int 3
"re2.exe"+BE066D0: 4C 8D 1C 24 - lea r11,[rsp]}

kennean
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Posts: 27
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Reputation: 4

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

Post by kennean » Fri May 10, 2019 8:17 pm

retta wrote:
Fri May 10, 2019 6:09 pm
Show
kennean wrote:
Fri May 10, 2019 12:55 pm
Mee wrote:
Fri May 10, 2019 2:51 am
Show

Hey thank you so much for fixing the table. I tried testing all the functions in ghost survivors and it seems that almost everything works.

The only function that didn't work for me (in neither main campaign nor dlc) is the 'character model' mod. It doesn't activate, like how the entire table did before you edited it. Hope this can fixed as well especially with new voice option.

Thanks again!

Edit: Sorry just noticed you'd asked about character model and hud mods, so you already knew.

Thanks for your feedback! Yeah, these two are a little bit tricky. I'm waiting Cielos to provide me the opcodes for these two and see if I can find the new AOB scans...
castle wrote:
Fri May 10, 2019 7:16 am
it works ! however this table does not have the item pouch option?

edit - also, it has caused the game to crash 3 times randomly, usually when using the flamethrower or spark shot
I've searched for this item pouch option on old tables and didn't found it... What did it do? About the crashes, never had any of those on the previous tables, what scripts you're using at the same time?
NachosForTwo wrote:
Thu May 09, 2019 3:51 am
Show



I ended up here in my desperate attempt to eliminate this guy from my game. I'm a total noob at Cheat Engine though and can't figure out how to get this script to work. Would you mind giving me some pointers?

If you're using the denuvo free .exe, this attached table will work, because I had to update one of the AOB scans... If not, then follow these instructions:

When you attach the CE to your game, you press the Memory View button, and then Tools, then Auto Assemble. A new window will appear. You'll have to copy the code in it, then click on File, then Assign to the current cheat table. It'll appear together with the other scripts... Just rename it whatever you like and save the table...

Update: This new table added the script that gir489 made. It makes Tyrant kneel down in 1 shot and stay that way except for some scripted scenes. I've tested it for a few minutes and it worked.
For those who don't know, the tables that I posted are for those who have the denuvo free .exe. Otherwise, use the one that Cielos provides!
Can you add this script too?

{ Game : re2.exe
Version: 1.1
Date : 2019-02-15
Author : gir489

Unlock Everything for Ghost Survivors.
}

[ENABLE]
aobscanmodule(UnlockEverything,re2.exe, 40 0F 95 D7 40 84 FF 0F 95 D0 48 8B 6C 24 30) // should be unique
registersymbol(UnlockEverything)

UnlockEverything:
sete dil

[DISABLE]
unregistersymbol(UnlockEverything)

UnlockEverything:
db 40 0F 95 D7

{
// ORIGINAL CODE - INJECTION POINT: "re2.exe"+BE066AA

"re2.exe"+BE06689: EB 04 - jmp re2.exe+BE0668F
"re2.exe"+BE0668B: 44 8B 40 18 - mov r8d,[rax+18]
"re2.exe"+BE0668F: 48 89 F2 - mov rdx,rsi
"re2.exe"+BE06692: 48 89 D9 - mov rcx,rbx
"re2.exe"+BE06695: E8 86 9E 02 F5 - call re2.exe+E30520
"re2.exe"+BE0669A: 0F B6 C8 - movzx ecx,al
"re2.exe"+BE0669D: 48 8B 43 50 - mov rax,[rbx+50]
"re2.exe"+BE066A1: 48 83 78 18 00 - cmp qword ptr [rax+18],00
"re2.exe"+BE066A6: 75 B1 - jne re2.exe+BE06659
"re2.exe"+BE066A8: 85 C9 - test ecx,ecx
// ---------- INJECTING HERE ----------
"re2.exe"+BE066AA: 40 0F 95 D7 - setne dil
"re2.exe"+BE066AE: 40 84 FF - test dil,dil
// ---------- DONE INJECTING ----------
"re2.exe"+BE066B1: 0F 95 D0 - setne al
"re2.exe"+BE066B4: 48 8B 6C 24 30 - mov rbp,[rsp+30]
"re2.exe"+BE066B9: 48 8B 5C 24 38 - mov rbx,[rsp+38]
"re2.exe"+BE066BE: 48 8B 74 24 40 - mov rsi,[rsp+40]
"re2.exe"+BE066C3: 48 8B 7C 24 48 - mov rdi,[rsp+48]
"re2.exe"+BE066C8: 48 83 C4 20 - add rsp,20
"re2.exe"+BE066CC: 41 5E - pop r14
"re2.exe"+BE066CE: C3 - ret
"re2.exe"+BE066CF: CC - int 3
"re2.exe"+BE066D0: 4C 8D 1C 24 - lea r11,[rsp]}

Here you go... I've tested it, and for me, it unlocked 3 accessories that I didn't had and I know for sure that I didn't met those requirements, but it didn't unlock one that requires you to end the No Time To Mourn scenario on both routes (I still don't know where is the other rendezvous point)... Can't tell you if in fact it unlocks everything, as I already all the scenarios...

Also updated the disable code on 1 or 2 scripts, in which you could enable and disable the script, but couldn't enable it again... Everything is fine now, and again, this table is only for those who have the denuvo free .exe!
Attachments
re2.CT
(274.84 KiB) Downloaded 201 times

castle
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Posts: 10
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Re: RESIDENT EVIL 2 +19 +1 (table Update14.3)

Post by castle » Sun May 12, 2019 4:13 am

kennean wrote:
Fri May 10, 2019 12:55 pm
castle wrote:
Fri May 10, 2019 7:16 am
it works ! however this table does not have the item pouch option?
I've searched for this item pouch option on old tables and didn't found it... What did it do?
Post by gir489 » Tue Feb 26, 2019 6:31 pm
Fixed the max pouch slots script breaking from the update on the 20th.

^^^ this, it was max pouch slots from the start of the game, no need to pick up any side packs

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

Post by kennean » Mon May 13, 2019 1:10 am

castle wrote:
Sun May 12, 2019 4:13 am
Show
kennean wrote:
Fri May 10, 2019 12:55 pm
castle wrote:
Fri May 10, 2019 7:16 am
it works ! however this table does not have the item pouch option?
I've searched for this item pouch option on old tables and didn't found it... What did it do?
Post by gir489 » Tue Feb 26, 2019 6:31 pm
Fixed the max pouch slots script breaking from the update on the 20th.

^^^ this, it was max pouch slots from the start of the game, no need to pick up any side packs


Ah, okay... It was an option that wasn't on the OP tables... I've tested it, and the AOB scan is the same... You can download that table and copy that script into the one that I posted.

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

Post by castle » Mon May 13, 2019 11:40 am

no idea how to do that :(

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

Post by kennean » Mon May 13, 2019 2:48 pm

castle wrote:
Mon May 13, 2019 11:40 am
no idea how to do that :(
There's two ways that I know, but I prefer to do this way:
Open two windows of the Cheat Engine. No need to run the game... In one you open the table that has the code you want and on the other you open my table. On both you click on the enable script with the right mouse button, then group config then on "Hide children when deactivated". With this you'll see all the scripts on both tables...

Now, click on the script you want to copy with the right mouse button again, the click "Copy", or just select it then press ctrl+c, then go to the table you'll use and press ctrl+v... Like copying anything on Excel etc... Now you enable the group config "Hide children when deactivated" (I think it looks better), then save the table and it's done.

Or you open just one window of the Cheat Engine, open my table, then open the table with the scripts that you want... When asked to merge, click yes. You'll have both tables, then proceed to show all scripts like I told you earlier, then just click and drag the scripts you want to use from one "enable" to the other... Then just delete the ones that you don't want, enable the group config again then save.

You can use the "Max Pouch", "No spread" and the "No recoil" scripts from gir489 table without changes as they work as they should.

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

Post by pk5547 » Tue May 14, 2019 10:21 am

Is there any chance of getting updated character model mod script for denuvoless exe?
Really want that feature....

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

Post by kennean » Tue May 14, 2019 7:24 pm

pk5547 wrote:
Tue May 14, 2019 10:21 am
Is there any chance of getting updated character model mod script for denuvoless exe?
Really want that feature....
Well, I've managed to update the hud mod, but no luck on the character model yet...

@Cielos
Can you post the opcodes for the character model script, please? It's the only one that I couldn't update...

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

Post by castle » Wed May 15, 2019 8:29 am

followed your steps, but it does not function. still no item pouch option

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

Post by Cielos » Sat May 18, 2019 4:56 pm

kennean wrote:
Tue May 14, 2019 7:24 pm
pk5547 wrote:
Tue May 14, 2019 10:21 am
Is there any chance of getting updated character model mod script for denuvoless exe?
Really want that feature....
Well, I've managed to update the hud mod, but no luck on the character model yet...

@Cielos
Can you post the opcodes for the character model script, please? It's the only one that I couldn't update...
sorry for a very very late reply....

as there are tons of injection points for the character model script, which aobscan(s) of the script is/are defected?
also, if memory serves (nor reading the script now), at least 1 of the aobscan is using lua script to fetch the 2nd or 3rd result. meaning the result may not be accurate. you may need to retrace the correct injection point from scratch again.

let me know if you're still on it. tell me which aobscan(s) needed to be updated, and we can start there. I make a short holiday for myself next week, I should have time to re-install the game to fetch the opcodes for you.
if it proves to be more complicated than expected (e.g. need to re-trace the game code to re-locate the injection point), we can move to PM or discord.

/////
castle wrote:
Wed May 15, 2019 8:29 am
followed your steps, but it does not function. still no item pouch option
there's an blank entry at the bottom after you activated the enable script, after loading a savegame, activate this blank entry and you should find a pointer to the inv slots. if it's showing the correct slots # you have, you can just change the value to 20 and save the game.
a reminder: you should NOT freeze any pointers there. just change the value without freezing it.
reminder 2: changing the health value in ghost mission may soft-block the game -- you can't access the item menu or pause menu -- if memory serves. so if you want to change the value other than the inv slots, use with caution.
(14,Nov,2019)
on-going protest for about 6 months. "police" storming universities campus for 2 days, fired 2xxx tear gas to a university while students throwing molotov in return.
still play/cheat when I can for distraction...

///
my Patreon.

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

Post by gir489 » Sun May 19, 2019 5:11 am

Easier unlock everything:

Code: Select all

{ Game   : re2.exe
  Version: 1.0
  Date   : 2019-05-19
  Author : gir489

  Unlock Everything
}

[ENABLE]
aobscanmodule(UnlockEverything,re2.exe,74 1C 41 89 F8 48 89 EA) // should be unique
aobscanmodule(GhostSurvivor,re2.exe, 40 0F 95 D7 40 84 FF 0F 95 D0 48 8B 6C 24 30) // should be unique
registersymbol(UnlockEverything)
registersymbol(GhostSurvivor)

UnlockEverything:
db 90 90

GhostSurvivor:
sete dil

[DISABLE]
unregistersymbol(UnlockEverything)
unregistersymbol(GhostSurvivor)

UnlockEverything:
db 74 1C

GhostSurvivor:
db 40 0F 95 D7

{
// ORIGINAL CODE - INJECTION POINT: "re2.exe"+CAC692B

"re2.exe"+CAC6908: 75 3F              -  jne re2.exe+CAC6949
"re2.exe"+CAC690A: 41 89 F8           -  mov r8d,edi
"re2.exe"+CAC690D: 48 89 EA           -  mov rdx,rbp
"re2.exe"+CAC6910: 48 89 D9           -  mov rcx,rbx
"re2.exe"+CAC6913: E8 78 65 8D F4     -  call re2.exe+139CE90
"re2.exe"+CAC6918: 0F B6 C8           -  movzx ecx,al
"re2.exe"+CAC691B: 48 8B 43 50        -  mov rax,[rbx+50]
"re2.exe"+CAC691F: 4C 39 78 18        -  cmp [rax+18],r15
"re2.exe"+CAC6923: 0F 85 63 02 00 00  -  jne re2.exe+CAC6B8C
"re2.exe"+CAC6929: 85 C9              -  test ecx,ecx
// ---------- INJECTING HERE ----------
"re2.exe"+CAC692B: 74 1C              -  je re2.exe+CAC6949
"re2.exe"+CAC692D: 41 89 F8           -  mov r8d,edi
// ---------- DONE INJECTING  ----------
"re2.exe"+CAC6930: 48 89 EA           -  mov rdx,rbp
"re2.exe"+CAC6933: 48 89 D9           -  mov rcx,rbx
"re2.exe"+CAC6936: E8 E5 01 8E F4     -  call re2.exe+13A6B20
"re2.exe"+CAC693B: 48 8B 43 50        -  mov rax,[rbx+50]
"re2.exe"+CAC693F: 4C 39 78 18        -  cmp [rax+18],r15
"re2.exe"+CAC6943: 0F 85 43 02 00 00  -  jne re2.exe+CAC6B8C
"re2.exe"+CAC6949: FF C7              -  inc edi
"re2.exe"+CAC694B: 48 FF C6           -  inc rsi
"re2.exe"+CAC694E: 4C 39 E6           -  cmp rsi,r12
"re2.exe"+CAC6951: 7C 8D              -  jl re2.exe+CAC68E0
}

{
// ORIGINAL CODE - INJECTION POINT: "re2.exe"+BE066AA

"re2.exe"+BE06689: EB 04                 -  jmp re2.exe+BE0668F
"re2.exe"+BE0668B: 44 8B 40 18           -  mov r8d,[rax+18]
"re2.exe"+BE0668F: 48 89 F2              -  mov rdx,rsi
"re2.exe"+BE06692: 48 89 D9              -  mov rcx,rbx
"re2.exe"+BE06695: E8 86 9E 02 F5        -  call re2.exe+E30520
"re2.exe"+BE0669A: 0F B6 C8              -  movzx ecx,al
"re2.exe"+BE0669D: 48 8B 43 50           -  mov rax,[rbx+50]
"re2.exe"+BE066A1: 48 83 78 18 00        -  cmp qword ptr [rax+18],00
"re2.exe"+BE066A6: 75 B1                 -  jne re2.exe+BE06659
"re2.exe"+BE066A8: 85 C9                 -  test ecx,ecx
// ---------- INJECTING HERE ----------
"re2.exe"+BE066AA: 40 0F 95 D7           -  setne dil
"re2.exe"+BE066AE: 40 84 FF              -  test dil,dil
// ---------- DONE INJECTING  ----------
"re2.exe"+BE066B1: 0F 95 D0              -  setne al
"re2.exe"+BE066B4: 48 8B 6C 24 30        -  mov rbp,[rsp+30]
"re2.exe"+BE066B9: 48 8B 5C 24 38        -  mov rbx,[rsp+38]
"re2.exe"+BE066BE: 48 8B 74 24 40        -  mov rsi,[rsp+40]
"re2.exe"+BE066C3: 48 8B 7C 24 48        -  mov rdi,[rsp+48]
"re2.exe"+BE066C8: 48 83 C4 20           -  add rsp,20
"re2.exe"+BE066CC: 41 5E                 -  pop r14
"re2.exe"+BE066CE: C3                    -  ret
"re2.exe"+BE066CF: CC                    -  int 3
"re2.exe"+BE066D0: 4C 8D 1C 24           -  lea r11,[rsp]
}
Attachments
re2.CT
(116.88 KiB) Downloaded 140 times

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