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

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

Post by Cielos »

makankossapo wrote:
Sun Jun 30, 2019 2:01 pm
I am having trouble with the custom voice function.

Leon A
Game version- latest(steam version, I think it's V2)
Table version- Latest (19+2)
Cheat engine version: tried with both 6.8.2 and 6.8.3

Step 1: Used a mod to replace Leon with Ada.
Step 2: Used cheat table to set Ada's costume(worked)
Step 3: Used cheat table to set voice to Ada's. (partially working)

Problem:
The foot step sound are replaced to Ada's footsteps, but the grunts, etc are silent. The only time Custom Voice worked perfectly was when Real Ada was near my Custom Ada.

PS: I tried replacing with Claire's voice, still the same results, Footsteps sound gets replaced but the grunts etc are silent.
it did work when I was playing.
replacing voice with Claire never work on Leon campaign for me, as mentioned on the first post.
but using Ada's voice on Leon (changed to Ada with mod) in Leon campaign works, at least I remember the character was breathing like Ada when running.
maybe the game's need one more id read on loading to ensure it loads the voice file of the customised id as well...

////////////////////////
kennean wrote:
Fri Jun 21, 2019 12:05 am
[...]
Actually I don't know it either!!! Perhaps someone who used the codes before could tell... I believe the stance is changed, so when you have a character that's taller or smaller, they will shot from the correct height, but I'm guessing here... And the custom loadout, well, didn't find a weapon that was suppose to be different... Only when I started a game on Leon's route, changing the settings to Ada, then the gun that appeared was the one she uses...
no, stance is not about the aim height. the aim height is manipulated by another script.
for example:
Leon stance is holding the gun upwards when a handgun is equipped.
Claire's is holding the handguns below the waist with both hands.
Ada stance is both hands are NOT raised when you're equipped with handgun.
so, when playing with Claire in Noir costume, you can change to Ada stance and you'd look more relax that suit the costume more.

load-out:
it's about the APPEARANCE of the loadout.
e.g., for Claire, handguns would be on the right waist when not holstered, shotgun/granade launcher would be on the back. while, for Ada, her special handgun would appear on the left chest holster, and no big guns would appear on her back when holstered.
IF, for example, you change Claire to Ada, but didn't set the loadout to ada, the holstered handguns would appear on her foot, because the model doesn't have the placeholder for it and the game don't know what to do and place it at 0,0,0 of the character instead.

so, to test if you ported the script correctly, set Claire to Ada, set stance and loadout to Ada. load a Claire savegame, see if she appears as Ada, stand/walk/run with both hands die when handgun is equipped, and no handgun appear on her food when you swtich to other weapons from a handgun.

note that, even with proper "loadout" ported, starting a new leon game with loadout changed would results in inf. loading screen. just start a new game first, that you can load the auto-save with loadout changed.
also, improper porting of the script could soft lock the game progress or even crash on some scenario.
e.g., when you first arrive at the station and check the computer, a cut-scene should begin. if something went wrong with the script, you'd get a crash.
and/or some world object (door in orphanage, cabinet in the sewer, badge-unlock-chest in the secret exit below the station..) may appear or disappear unexpectedly, as the game thought you're a different character when it's trying to load the object when you're getting near. if the game auto-save at this point, re-loading the auto-save won't fix it, and you have to re-load an older save.

so, if none of the cases happened when you test it, then the script-porting should be ok.

EDIT:
check PM~

How to use this cheat table?
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  4. Keep the list.
  5. Activate the trainer options by checking boxes or setting values from 0 to 1

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

Post by makankossapo »

IneedAPervertedMrs wrote:
Mon Jul 01, 2019 2:21 pm
It looks like the "denuvo-free" version is just a pirate copy. Can we get support for the paid version please? People who pay for the game are paying your free pirated enjoyment of the game so be a bro and hook us up please.
The Cheat Table provided by OP is for the steam version of the game.
Only the cheat tables provided by user kennean in this thread are for denuvo free/pirated version of the game.
You can download the cheat table from page 1 and it will work.
99% features working for me, other than voice changer, which seems to have some kind of bug.

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

Post by kennean »

Cielos wrote:
Mon Jul 01, 2019 2:34 pm
Spoiler
makankossapo wrote:
Sun Jun 30, 2019 2:01 pm
I am having trouble with the custom voice function.

Leon A
Game version- latest(steam version, I think it's V2)
Table version- Latest (19+2)
Cheat engine version: tried with both 6.8.2 and 6.8.3

Step 1: Used a mod to replace Leon with Ada.
Step 2: Used cheat table to set Ada's costume(worked)
Step 3: Used cheat table to set voice to Ada's. (partially working)

Problem:
The foot step sound are replaced to Ada's footsteps, but the grunts, etc are silent. The only time Custom Voice worked perfectly was when Real Ada was near my Custom Ada.

PS: I tried replacing with Claire's voice, still the same results, Footsteps sound gets replaced but the grunts etc are silent.
it did work when I was playing.
replacing voice with Claire never work on Leon campaign for me, as mentioned on the first post.
but using Ada's voice on Leon (changed to Ada with mod) in Leon campaign works, at least I remember the character was breathing like Ada when running.
maybe the game's need one more id read on loading to ensure it loads the voice file of the customised id as well...

////////////////////////
kennean wrote:
Fri Jun 21, 2019 12:05 am
[...]
Actually I don't know it either!!! Perhaps someone who used the codes before could tell... I believe the stance is changed, so when you have a character that's taller or smaller, they will shot from the correct height, but I'm guessing here... And the custom loadout, well, didn't find a weapon that was suppose to be different... Only when I started a game on Leon's route, changing the settings to Ada, then the gun that appeared was the one she uses...
no, stance is not about the aim height. the aim height is manipulated by another script.
for example:
Leon stance is holding the gun upwards when a handgun is equipped.
Claire's is holding the handguns below the waist with both hands.
Ada stance is both hands are NOT raised when you're equipped with handgun.
so, when playing with Claire in Noir costume, you can change to Ada stance and you'd look more relax that suit the costume more.

load-out:
it's about the APPEARANCE of the loadout.
e.g., for Claire, handguns would be on the right waist when not holstered, shotgun/granade launcher would be on the back. while, for Ada, her special handgun would appear on the left chest holster, and no big guns would appear on her back when holstered.
IF, for example, you change Claire to Ada, but didn't set the loadout to ada, the holstered handguns would appear on her foot, because the model doesn't have the placeholder for it and the game don't know what to do and place it at 0,0,0 of the character instead.

so, to test if you ported the script correctly, set Claire to Ada, set stance and loadout to Ada. load a Claire savegame, see if she appears as Ada, stand/walk/run with both hands die when handgun is equipped, and no handgun appear on her food when you swtich to other weapons from a handgun.

note that, even with proper "loadout" ported, starting a new leon game with loadout changed would results in inf. loading screen. just start a new game first, that you can load the auto-save with loadout changed.
also, improper porting of the script could soft lock the game progress or even crash on some scenario.
e.g., when you first arrive at the station and check the computer, a cut-scene should begin. if something went wrong with the script, you'd get a crash.
and/or some world object (door in orphanage, cabinet in the sewer, badge-unlock-chest in the secret exit below the station..) may appear or disappear unexpectedly, as the game thought you're a different character when it's trying to load the object when you're getting near. if the game auto-save at this point, re-loading the auto-save won't fix it, and you have to re-load an older save.

so, if none of the cases happened when you test it, then the script-porting should be ok.

EDIT:
check PM~
Again, thanks for your help and your explanation Cielos! I've tested with your settings, and I saw what you meant... Good news is I think I'm almost "perfecting" the ported script... Before, I could see the weapon below Claire's (Ada's) feet, and also the ammo clips and grenades at her hip... After some adjustments, the clips are gone, the only weapon that appears at her feet is the SL60 (the one that Claire starts the game with), no weapons on the back when not in use, and no crash watching the cutscene at the PC at the start of the 2nd route... But, if I load a save further on the game, in which the SL60 was on the storage chest, when I equip it and then holster, it no longer appears beneath her feet!
These are the AOB's that I found on my end:

notCharLoadoutCallerAOB:

Code: Select all

re2.exe+48AD57 - 48 8B CB              - mov rcx,rbx
re2.exe+48AD5A - 48 85 FF              - test rdi,rdi
re2.exe+48AD5D - 75 1D                 - jne notCharLoadoutCallerAOB
re2.exe+48AD5F - 45 33 C0              - xor r8d,r8d
re2.exe+48AD62 - 8D 57 38              - lea edx,[rdi+38]
re2.exe+48AD65 - E8 667D9401           - call re2.exe+1DD2AD0
re2.exe+48AD6A - 33 C0                 - xor eax,eax
re2.exe+48AD6C - 48 8B 5C 24 30        - mov rbx,[rsp+30]
re2.exe+48AD71 - 48 8B 74 24 38        - mov rsi,[rsp+38]
re2.exe+48AD76 - 48 83 C4 20           - add rsp,20 { 32 }
re2.exe+48AD7A - 5F                    - pop rdi
re2.exe+48AD7B - C3                    - ret 
notCharLoadoutCallerAOB- 48 8B D7              - mov rdx,rdi
re2.exe+48AD7F - E8 3C460500           - call re2.exe+4DF3C0
re2.exe+48AD84 - 48 8B 4B 50           - mov rcx,[rbx+50]
re2.exe+48AD88 - 48 8B 5C 24 30        - mov rbx,[rsp+30]
re2.exe+48AD8D - 48 39 71 18           - cmp [rcx+18],rsi
re2.exe+48AD91 - 0F45 C6               - cmovne eax,esi
re2.exe+48AD94 - 48 8B 74 24 38        - mov rsi,[rsp+38]
re2.exe+48AD99 - 48 83 C4 20           - add rsp,20 { 32 }
re2.exe+48AD9D - 5F                    - pop rdi
re2.exe+48AD9E - C3                    - ret 
re2.exe+48AD9F - CC                    - int 3 
re2.exe+48ADA0 - 40 53                 - push rbx
re2.exe+48ADA2 - 57                    - push rdi
re2.exe+48ADA3 - 41 54                 - push r12
This one is tricky... Couldn't find anything more similar with your AOB, with the same call... And I think I'm injecting the code at the wrong place...

charIDChkForWorldObjectLoadoutCallerAOB:

Code: Select all

re2.exe+4D54FE - 48 89 7C 24 38        - mov [rsp+38],rdi
re2.exe+4D5503 - 48 8B CB              - mov rcx,rbx
re2.exe+4D5506 - 33 FF                 - xor edi,edi
re2.exe+4D5508 - 48 85 ED              - test rbp,rbp
re2.exe+4D550B - 75 0D                 - jne charIDChkForWorldObjectLoadoutCallerAOB
re2.exe+4D550D - 45 33 C0              - xor r8d,r8d
re2.exe+4D5510 - 8D 57 38              - lea edx,[rdi+38]
re2.exe+4D5513 - E8 B8D58F01           - call re2.exe+1DD2AD0
re2.exe+4D5518 - EB 3E                 - jmp re2.exe+4D5558
charIDChkForWorldObjectLoadoutCallerAOB- 48 8B D5              - mov rdx,rbp
re2.exe+4D551D - E8 9E9E0000           - call re2.exe+4DF3C0
re2.exe+4D5522 - 48 8B 4B 50           - mov rcx,[rbx+50]
re2.exe+4D5526 - 48 39 79 18           - cmp [rcx+18],rdi
re2.exe+4D552A - 75 2C                 - jne re2.exe+4D5558
re2.exe+4D552C - 3D E8030000           - cmp eax,000003E8 { 1000 }
re2.exe+4D5531 - 75 09                 - jne re2.exe+4D553C
re2.exe+4D5533 - 48 8B BE 10010000     - mov rdi,[rsi+00000110]
re2.exe+4D553A - EB 0E                 - jmp re2.exe+4D554A
re2.exe+4D553C - 3D B80B0000           - cmp eax,00000BB8 { 3000 }
re2.exe+4D5541 - 75 07                 - jne re2.exe+4D554A
re2.exe+4D5543 - 48 8B BE 18010000     - mov rdi,[rsi+00000118]
re2.exe+4D554A - 4C 8B C7              - mov r8,rdi
re2.exe+4D554D - 48 8B D6              - mov rdx,rsi
re2.exe+4D5550 - 48 8B CB              - mov rcx,rbx
re2.exe+4D5553 - E8 B8C87101           - call re2.exe+1BF1E10
re2.exe+4D5558 - 48 8B 7C 24 38        - mov rdi,[rsp+38]
This one is pretty similar with yours, so I think there's no problem here...

charIDReadForLoadoutOnLoadAOB:

Code: Select all

re2.exe+4DF3BF - CC                    - int 3 
re2.exe+4DF3C0 - 40 57                 - push rdi
charIDReadForLoadoutOnLoadAOB- 48 83 EC 20           - sub rsp,20 { 32 }
re2.exe+4DF3C6 - 48 8B 41 50           - mov rax,[rcx+50]
re2.exe+4DF3CA - 48 8B F9              - mov rdi,rcx
re2.exe+4DF3CD - 48 83 78 18 00        - cmp qword ptr [rax+18],00 { 0 }
re2.exe+4DF3D2 - 74 08                 - je re2.exe+4DF3DC
re2.exe+4DF3D4 - 33 C0                 - xor eax,eax
re2.exe+4DF3D6 - 48 83 C4 20           - add rsp,20 { 32 }
re2.exe+4DF3DA - 5F                    - pop rdi
re2.exe+4DF3DB - C3                    - ret 
re2.exe+4DF3DC - 48 89 5C 24 38        - mov [rsp+38],rbx
re2.exe+4DF3E1 - E9 1A0CA6FF           - jmp 7FF6BBD30000
re2.exe+4DF3E6 - 90                    - nop 
re2.exe+4DF3E7 - 48 8B 15 0A16B506     - mov rdx,[re2.exe+70309F8] { (7FF6C0F2DEC0) }
re2.exe+4DF3EE - E8 6D1A8F01           - call re2.exe+1DD0E60
re2.exe+4DF3F3 - 48 8B D0              - mov rdx,rax
re2.exe+4DF3F6 - 48 8B CF              - mov rcx,rdi
re2.exe+4DF3F9 - 89 58 10              - mov [rax+10],ebx
re2.exe+4DF3FC - E8 2FD99001           - call re2.exe+1DECD30
re2.exe+4DF401 - 48 8B 4F 50           - mov rcx,[rdi+50]
re2.exe+4DF405 - 33 DB                 - xor ebx,ebx
This one, as I said before, is almost exactly like yours... The exception is 33 C0 for the xor... But, there's another address that the assembly is the same as this one, with the difference being at the re2.exe+4DF3E7 - 48 8B 15 0A16B506 - mov rdx,[re2.exe+70309F8] { (7FF6C0F2DEC0) }, because it's the same same opcode, but different memory regions points leads to different assembly... So, I'm using the one that gets called by both AOB's, like you told me to...

And this is the result of the jmp in the charIDReadForLoadoutOnLoadAOB:

Code: Select all

7FF6BBD30000 - 45 33 C0              - xor r8d,r8d
7FF6BBD30003 - 8B 5A 54              - mov ebx,[rdx+54]
7FF6BBD30006 - 51                    - push rcx
7FF6BBD30007 - 48 B9 7CAD27BCF67F0000 - mov rcx,notCharLoadoutCallerAOB { (-388527288) }
7FF6BBD30011 - 48 8D 49 0A           - lea rcx,[rcx+0A]
7FF6BBD30015 - 48 39 4C 24 30        - cmp [rsp+30],rcx
7FF6BBD3001A - 74 2B                 - je 7FF6BBD30047
7FF6BBD3001C - 90                    - nop 
7FF6BBD3001D - 90                    - nop 
7FF6BBD3001E - 90                    - nop 
7FF6BBD3001F - 90                    - nop 
7FF6BBD30020 - 48 B9 1A552CBCF67F0000 - mov rcx,charIDChkForWorldObjectLoadoutCallerAOB { (72) }
7FF6BBD3002A - 48 8D 49 08           - lea rcx,[rcx+08]
7FF6BBD3002E - 48 39 4C 24 30        - cmp [rsp+30],rcx
7FF6BBD30033 - 74 12                 - je 7FF6BBD30047
7FF6BBD30035 - 90                    - nop 
7FF6BBD30036 - 90                    - nop 
7FF6BBD30037 - 90                    - nop 
7FF6BBD30038 - 90                    - nop 
7FF6BBD30039 - EB 1B                 - jmp 7FF6BBD30056
7FF6BBD3003B - 90                    - nop 
7FF6BBD3003C - 90                    - nop 
7FF6BBD3003D - 90                    - nop 
7FF6BBD3003E - 90                    - nop 
7FF6BBD3003F - 90                    - nop 
7FF6BBD30040 - 90                    - nop 
7FF6BBD30041 - 90                    - nop 
7FF6BBD30042 - 90                    - nop 
7FF6BBD30043 - 90                    - nop 
7FF6BBD30044 - 90                    - nop 
7FF6BBD30045 - 90                    - nop 
7FF6BBD30046 - 90                    - nop 
7FF6BBD30047 - 59                    - pop rcx
7FF6BBD30048 - EB 77                 - jmp 7FF6BBD300C1
7FF6BBD3004A - 90                    - nop 
7FF6BBD3004B - 90                    - nop 
7FF6BBD3004C - 90                    - nop 
7FF6BBD3004D - 90                    - nop 
7FF6BBD3004E - 90                    - nop 
7FF6BBD3004F - 90                    - nop 
7FF6BBD30050 - 90                    - nop 
7FF6BBD30051 - 90                    - nop 
7FF6BBD30052 - 90                    - nop 
7FF6BBD30053 - 90                    - nop 
7FF6BBD30054 - 90                    - nop 
7FF6BBD30055 - 90                    - nop 
7FF6BBD30056 - 48 B9 3F00D8BBF67F0000 - mov rcx,bStart { (10) }
7FF6BBD30060 - 83 39 00              - cmp dword ptr [rcx],00 { 0 }
7FF6BBD30063 - 74 04                 - je 7FF6BBD30069
7FF6BBD30065 - 90                    - nop 
7FF6BBD30066 - 90                    - nop 
7FF6BBD30067 - 90                    - nop 
7FF6BBD30068 - 90                    - nop 
7FF6BBD30069 - 48 B9 4700D8BBF67F0000 - mov rcx,pCurrentCharacter { (208) }
7FF6BBD30073 - 48 39 11              - cmp [rcx],rdx
7FF6BBD30076 - 75 28                 - jne 7FF6BBD300A0
7FF6BBD30078 - 90                    - nop 
7FF6BBD30079 - 90                    - nop 
7FF6BBD3007A - 90                    - nop 
7FF6BBD3007B - 90                    - nop 
7FF6BBD3007C - 48 B9 CF00D3BBF67F0000 - mov rcx,dCustomLoadout { (2) }
7FF6BBD30086 - 8B 09                 - mov ecx,[rcx]
7FF6BBD30088 - 85 C9                 - test ecx,ecx
7FF6BBD3008A - 0F4D D9               - cmovge ebx,ecx
7FF6BBD3008D - 48 B9 3F00D8BBF67F0000 - mov rcx,bStart { (10) }
7FF6BBD30097 - 44 8B 01              - mov r8d,[rcx]
7FF6BBD3009A - 44 8B 01              - mov r8d,[rcx]
7FF6BBD3009D - 45 31 C0              - xor r8d,r8d
7FF6BBD300A0 - 48 B9 3F00D8BBF67F0000 - mov rcx,bStart { (10) }
7FF6BBD300AA - FF 01                 - inc [rcx]
7FF6BBD300AC - 59                    - pop rcx
7FF6BBD300AD - EB 12                 - jmp 7FF6BBD300C1
7FF6BBD300AF - 90                    - nop 
7FF6BBD300B0 - 90                    - nop 
7FF6BBD300B1 - 90                    - nop 
7FF6BBD300B2 - 90                    - nop 
7FF6BBD300B3 - 90                    - nop 
7FF6BBD300B4 - 90                    - nop 
7FF6BBD300B5 - 90                    - nop 
7FF6BBD300B6 - 90                    - nop 
7FF6BBD300B7 - 90                    - nop 
7FF6BBD300B8 - 90                    - nop 
7FF6BBD300B9 - 90                    - nop 
7FF6BBD300BA - 90                    - nop 
originalcode25_charIDReadForLoadoutOnLoadAOB- 45 33 C0              - xor r8d,r8d
7FF6BBD300BE - 8B 5A 54              - mov ebx,[rdx+54]
7FF6BBD300C1 - E9 21F35900           - jmp re2.exe+4DF3E7
Can you make something with this? Of course, in real time it would be better but I hope that with these opcodes you can help me get this script right! About the PM, I think I've managed to port what you've sent, gotta test some more, and, if I can get in touch with the creator, I'll post it for everyone...
Thanks again!
IneedAPervertedMrs wrote:
Mon Jul 01, 2019 2:21 pm
It looks like the "denuvo-free" version is just a pirate copy. Can we get support for the paid version please? People who pay for the game are paying your free pirated enjoyment of the game so be a bro and hook us up please.
Not quite, because this .exe came directly from the Steam, with an update, which I can't remeber when they released (Google is your friend!). As it was a mistake they corrected pushing another update with another .exe that contained the same denuvo. The game got cracked way before the denuvo free .exe was "leaked"... I think you can use the denuvo free .exe even if you bought the game... And why would you do this? Because with this .exe you get lower loading times, better framerates etc, which you can prove yourself searching gaming forums...

And, as our friend said:
makankossapo wrote:
Mon Jul 01, 2019 4:09 pm
Spoiler
IneedAPervertedMrs wrote:
Mon Jul 01, 2019 2:21 pm
It looks like the "denuvo-free" version is just a pirate copy. Can we get support for the paid version please? People who pay for the game are paying your free pirated enjoyment of the game so be a bro and hook us up please.
The Cheat Table provided by OP is for the steam version of the game.
Only the cheat tables provided by user kennean in this thread are for denuvo free/pirated version of the game.
You can download the cheat table from page 1 and it will work.
99% features working for me, other than voice changer, which seems to have some kind of bug.
The tables that Cielos made also worked on the cracked/pirated versions, since they were released. So read a little before saying such things...

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

Post by makankossapo »

Cielos wrote:
Mon Jul 01, 2019 2:34 pm
it did work when I was playing.
replacing voice with Claire never work on Leon campaign for me, as mentioned on the first post.
but using Ada's voice on Leon (changed to Ada with mod) in Leon campaign works, at least I remember the character was breathing like Ada when running.
maybe the game's need one more id read on loading to ensure it loads the voice file of the customized id as well...
So is it a problem on game's end or am I doing something incorrectly? Can it be fixed?

EDIT 1:
I ran into Ada once again and then my fake Ada sounded normal once again(on the way to the sewers). footsteps, grunts, breathing etc were sounding normally.

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

Post by IneedAPervertedMrs »

Steam doesn't offer a "denuvo free" version anymore, the first time was an accident, and as I understood it from one source is that people needed a file scraper to pull it off the steam server.

I went looking for this "Denuvo Free" version and found out a few things, namely that it is a 1.02 version of the game and that the current revision is 1.04 meaning I would probably have to remove my legitimate updated version of the game and download a skidrow repack or something. No disrespect to Skids because I think even they would be like "WTF? go play your paid version.".

Denuvo performance impact in RE2 is hotly debated as not a expert on the subject I can claim with certainty that any extra code would slow the program down but by how much and if it's worth being concerned about I can't say while some people claim nothing noticeable, others are saying up to 12fps difference, and more people claiming persons in the second camp of thought are using outdated CPUs to test with.


Finally, I am sorry to be buggering you guys about this but the table on the main page is missing features Cielos' table is FUCKING NICE and has everything- but it's for the denuvo-free version(sad face).

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

Post by kennean »

IneedAPervertedMrs wrote:
Tue Jul 02, 2019 7:07 pm
Spoiler
Steam doesn't offer a "denuvo free" version anymore, the first time was an accident, and as I understood it from one source is that people needed a file scraper to pull it off the steam server.

I went looking for this "Denuvo Free" version and found out a few things, namely that it is a 1.02 version of the game and that the current revision is 1.04 meaning I would probably have to remove my legitimate updated version of the game and download a skidrow repack or something. No disrespect to Skids because I think even they would be like "WTF? go play your paid version.".

Denuvo performance impact in RE2 is hotly debated as not a expert on the subject I can claim with certainty that any extra code would slow the program down but by how much and if it's worth being concerned about I can't say while some people claim nothing noticeable, others are saying up to 12fps difference, and more people claiming persons in the second camp of thought are using outdated CPUs to test with.


Finally, I am sorry to be buggering you guys about this but the table on the main page is missing features Cielos' table is FUCKING NICE and has everything- but it's for the denuvo-free version(sad face).
As far as I know, Cielos table from the OP work on the "paid" version, and on the cracked version, but not on the denuvo free version... I tested when it got released, that's why I've tried to port the scripts to work with a no denuvo .exe...
This is a post Cielos made by the time when the denuvo free .exe was "released":
Cielos wrote:
Wed May 08, 2019 7:58 am
Update14.3
- updated character model mod. added 2 caller check for the custom loadout, which eliminated the infinite loading screen for leon campaign.
the update is not for the "denuvo free" version. I missed that update.
just spent some time to re-install the game if you got that update by accident.
kennean wrote:
Wed May 08, 2019 3:15 am
[...]
if you need the opcodes around the injection point for the defected aobscans, let me know and I can post them, so that you can adjust the aobscans easier.
Not trying to be condescending or anything, but are you sure that you've downloaded the right one? And that it's loading the one that Cielos made? Just asking this because I've kept the same table name, and most of the scripts names(the only one that I've changed is the character model, which has an wip at the end).

He never made any scripts for the denuvo free version... He helped me pointing how to update the most difficult scripts, which I'm still trying to perfect, but that's all... Everything was made for the steam version of the game... Are you sure that you have the "full game patch 2", as he state on below the tables? If the steam version was updated again, perhaps that's why his table isn't working...

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

Post by makankossapo »

makankossapo wrote:
Sun Jun 30, 2019 2:01 pm
I am having trouble with the custom voice function.

Leon A
Game version- latest(steam version, I think it's V2)
Table version- Latest (19+2)
Cheat engine version: tried with both 6.8.2 and 6.8.3

Step 1: Used a mod to replace Leon with Ada.
Step 2: Used cheat table to set Ada's costume(worked)
Step 3: Used cheat table to set voice to Ada's. (partially working)

Problem:
The foot step sound are replaced to Ada's footsteps, but the grunts, etc are silent. The only time Custom Voice worked perfectly was when Real Ada was near my Custom Ada.

PS: I tried replacing with Claire's voice, still the same results, Footsteps sound gets replaced but the grunts etc are silent.
So, did anybody found a fix for this, or any update on the situation?

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

Post by sh00ter999 »

kennean wrote:
Wed Jun 19, 2019 4:44 pm
I don't think I have to say it by now, but the attached table is only for those who have the denuvo less .exe!
Crashes my game unfortunately. Is there any way to see what version of the game I'm using? I was using 1.0 until recently which worked fine until I used Claire's Zap Gun, which resulted in FPS drops. I used Codex Patch to update the game and crack; I will probably not find a compatible version thus :(

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

Post by xorps »

Will share with you the weapon damage :)
Spoiler

Code: Select all

{
// ORIGINAL CODE - INJECTION POINT: "re2.exe"+D5BFEE9

"re2.exe"+D5BFEC7: 45 31 C0                 -  xor r8d,r8d
"re2.exe"+D5BFECA: 48 89 D9                 -  mov rcx,rbx
"re2.exe"+D5BFECD: 41 8D 50 37              -  lea edx,[r8+37]
"re2.exe"+D5BFED1: E8 FA 1A 81 F4           -  call re2.exe+1DD19D0
"re2.exe"+D5BFED6: 0F 57 C0                 -  xorps xmm0,xmm0
"re2.exe"+D5BFED9: 48 8B 5C 24 40           -  mov rbx,[rsp+40]
"re2.exe"+D5BFEDE: 0F 28 74 24 20           -  movaps xmm6,[rsp+20]
"re2.exe"+D5BFEE3: 48 83 C4 30              -  add rsp,30
"re2.exe"+D5BFEE7: 5F                       -  pop rdi
"re2.exe"+D5BFEE8: C3                       -  ret 
// ---------- INJECTING HERE ----------
"re2.exe"+D5BFEE9: F3 0F 10 74 91 20        -  movss xmm6,[rcx+rdx*4+20]
// ---------- DONE INJECTING  ----------
"re2.exe"+D5BFEEF: 48 8B 5C 24 40           -  mov rbx,[rsp+40]
"re2.exe"+D5BFEF4: 0F 28 C6                 -  movaps xmm0,xmm6
"re2.exe"+D5BFEF7: 0F 28 74 24 20           -  movaps xmm6,[rsp+20]
"re2.exe"+D5BFEFC: 48 83 C4 30              -  add rsp,30
"re2.exe"+D5BFF00: 5F                       -  pop rdi
"re2.exe"+D5BFF01: C3                       -  ret 
"re2.exe"+D5BFF02: CC                       -  int 3 
"re2.exe"+D5BFF03: 48 8D 64 24 F8           -  lea rsp,[rsp-08]
"re2.exe"+D5BFF08: 48 C7 04 24 FF FF FF FF  -  mov [rsp],FFFFFFFF
"re2.exe"+D5BFF10: 48 31 04 24              -  xor [rsp],rax
}

Code: Select all

movss xmm6,[rcx+rdx*4+20]
  mulss xmm6,[xxxxxxxxxxxx]
  jmp Back
  xxxxxxxxxxxx:
  dd (float)25

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

Post by CodeSidon »

someone can add this code to tables?

Code: Select all

15.瞬移&穿墙|teleport & through wall::[0x213D1FF]F3 0F 11 47 38 E9=F3 0F 11 47 38
float[4] localtion = {}
public bool freeUD=false:随意上升/下降|free rise/fall
public onece bool save=true:保存坐标|save location
public onece bool load=true:读取坐标|load location
public onece bool up=true:上升|rise
public onece bool down=true:下降|fall

int hvalue=0
float hchang=0.1

movss dword ptr [rdi+0x38], xmm0

cmp rdi,[playerModPtr]
jne return
cmp [actionPtr],0
je return
cmp [statePtr],0
je return
mov rax,[actionPtr]
cmp q[rax],0
jne return

mov rax,[statePtr]
cmp b[rax],1
jne return

cmp b[save],1
je s
cmp b[load],1
je l
cmp b[up],1
je setup
cmp b[down],1
je setdown
jmp checkHeight
s:
mov b[save],0
movaps xmm10,[rdi+0x30]
movaps [localtion],xmm10
jmp return
l:
xorps xmm10,xmm10
cmpps xmm10,[localtion],0
movmskps eax, xmm10
cmp al,F
jne @f
mov b[load],0
jmp return
@@:
movaps xmm10,[localtion]
movaps [rdi+0x30],xmm10
mov b[load],0
jmp return

setup:
mov [hvalue],#16
mov b[up],0
jmp checkHeight
setdown:
mov [hvalue],#-16
mov b[down],0

checkHeight:
cmp [hvalue],0
je return
jl @f
movss xmm10,[rdi+0x34]
addss xmm10,[hchang]
movss [rdi+0x34],xmm10
sub [hvalue],1
jmp return
@@:
movss xmm10,[rdi+0x34]
subss xmm10,[hchang]
movss [rdi+0x34],xmm10
add [hvalue],1

15.::[0x454EF1]F3 0F 11 55 CF E8 ** ** ** ** 0F 28 ** ** A0+5=[5]
cmp [actionPtr],0
je org
cmp [statePtr],0
je org
mov rax,[actionPtr]
cmp q[rax],0
jne org

mov rax,[statePtr]
cmp b[rax],1
jne org

cmp rcx,[playerModPtr]
jne org
movaps xmm0,[rcx+30]
movaps [rdx],xmm0
movaps [rdx+10],xmm0
movaps [rdx+20],xmm0
jmp return
org:
call 0x0

15.::[0x22AFFDA]48 8B 49 18 E9 ** ** ** ** C3=[9]
mov rcx, qword ptr [rcx+0x18]
cmp [actionPtr],0
je org
cmp [statePtr],0
je org
mov rax,[actionPtr]
cmp q[rax],0
jne org

mov rax,[statePtr]
cmp b[rax],1
jne org

cmp rcx,[playerModPtr]
jne org
movaps xmm0,[rcx+30]
movaps [rdx],xmm0
movaps [rdx+10],xmm0
movaps [rdx+20],xmm0
jmp return
org:
jmp 0x4

15.::[0x1A8CE51]F3 44 0F 11 45 BF E8 ** ** ** ** E9+6=[5]
cmp [actionPtr],0
je org
cmp [statePtr],0
je org
mov rax,[actionPtr]
cmp q[rax],0
jne org

mov rax,[statePtr]
cmp b[rax],1
jne org

cmp rcx,[playerModPtr]
jne org
movaps xmm0,[rcx+30]
movaps [rdx],xmm0
movaps [rdx+10],xmm0
movaps [rdx+20],xmm0
jmp return
org:
call 0x0

15.::[0x1DC885F]41 8B 06 89 47=41 8B 06 89 47 30
cmp b[freeUD],0
je org
cmp [hvalue],0
je org
cmp [actionPtr],0
je org
cmp [statePtr],0
je org
mov rax,[actionPtr]
cmp q[rax],0
jne org

mov rax,[statePtr]
cmp b[rax],1
jne org

cmp rdi,[playerModPtr]
jne org

movaps xmm0,[rdi+30]
movaps [r14],xmm0
movaps [r14+10],xmm0
movaps [r14+20],xmm0

org:
mov eax, dword ptr [r14]
mov dword ptr [rdi+0x30], eax

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

Post by Luke76bg »

Hi guy, i know this game was already heavy modded, but i would like to know if there is a chance that a manual flashlight mod can be done with cheat engine for the denuvoless version (loading much faster for me) ? RE 2 framework doesn't work with this exe version....:(

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

Post by sh00ter999 »

Luke76bg wrote:
Fri Aug 09, 2019 3:09 am
Hi guy, i know this game was already heavy modded, but i would like to know if there is a chance that a manual flashlight mod can be done with cheat engine for the denuvoless version (loading much faster for me) ? RE 2 framework doesn't work with this exe version....:(
What exactly are you trying to accomplish? Have the flash light be off all the time until you trigger it yourself with a key?

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

Post by makankossapo »

makankossapo wrote:
Sun Jun 30, 2019 2:01 pm
I am having trouble with the custom voice function.

Leon A
Game version- latest(steam version, I think it's V2)
Table version- Latest (19+2)
Cheat engine version: tried with both 6.8.2 and 6.8.3

Step 1: Used a mod to replace Leon with Ada.
Step 2: Used cheat table to set Ada's costume(worked)
Step 3: Used cheat table to set voice to Ada's. (partially working)

Problem:
The foot step sound are replaced to Ada's footsteps, but the grunts, etc are silent. The only time Custom Voice worked perfectly was when Real Ada was near my Custom Ada.

PS: I tried replacing with Claire's voice, still the same results, Footsteps sound gets replaced but the grunts etc are silent.
So, a little update.
Spoiler
I was playing through 2nd run for Leon. I was able to hear Ada's voice, just before entering the Operations Room, after pulling the lever and crossing the platform which happens after fighting Birkin for the first time. If you go back to the lever room, the voice is gone, and the voice returns again, just before entering the operations room.

The voice remains till the cut-scene in which Leon meets the reporter Ben Bertolucci. After the cut-scene, Ada's voice is gone(footstep sound can still be heard, just as i mentioned in my original post). It doesn't matter If you return to room where the lever is located that moves the platform and re-enter the operations room, in order to trigger the Ada's voice, it won't return.

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

Post by Mee »

makankossapo wrote:
Thu Aug 15, 2019 5:29 pm
I was playing through 2nd run for Leon. I was able to hear Ada's voice, just before entering the Operations Room, after pulling the lever and crossing the platform which happens after fighting Birkin for the first time. If you go back to the lever room, the voice is gone, and the voice returns again, just before entering the operations room.

The voice remains till the cut-scene in which Leon meets the reporter Ben Bertolucci. After the cut-scene, Ada's voice is gone(footstep sound can still be heard, just as i mentioned in my original post). It doesn't matter If you return to room where the lever is located that moves the platform and re-enter the operations room, in order to trigger the Ada's voice, it won't return.
I imagine that's because Ada is spawned at that place & time of the game, so it's like the script is unable to find voice until she's around.

When I used full character swap with trainer before, when I get to any part of the game when I'm walking with Ada, her dialogue voice comes out of both original Ada character, and my playable Ada. (don't know if that's relevant)

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

Post by makankossapo »

I am having trouble with the custom voice function.

Leon A
Game version- latest(steam version, I think it's V2)
Table version- Latest (19+2)
Cheat engine version: tried with both 6.8.2 and 6.8.3

Step 1: Used a mod to replace Leon with Ada.
Step 2: Used cheat table to set Ada's costume(worked)
Step 3: Used cheat table to set voice to Ada's. (partially working)

Problem:
The foot step sound are replaced to Ada's footsteps, but the grunts, etc are silent. The only time Custom Voice worked perfectly was when Real Ada was near my Custom Ada.

PS: I tried replacing with Claire's voice, still the same results, Footsteps sound gets replaced but the grunts etc are silent.
So, a little update.
Minor spoilers ahead
I was playing through 2nd run for Leon. I was able to hear Ada's voice, just before entering the Operations Room, after pulling the lever and crossing the platform which happens after fighting Birkin for the first time. If you go back to the lever room, the voice is gone, and the voice returns again, just before entering the operations room.

The voice remains till the cut-scene in which Leon meets the reporter Ben Bertolucci. After the cut-scene, Ada's voice is gone(footstep sound can still be heard, just as i mentioned in my original post). It doesn't matter If you return to room where the lever is located that moves the platform and re-enter the operations room, in order to trigger the Ada's voice, it won't return.
Update 2:

Agan, minor spoilers ahead

I complete the game and here are the times Ada'a voice was working:

>On your way to control room after exiting the sewers, just before the monitor room cutscene.
>After Fighting birking for the second time, right before opening the door, till activating the train to lab.
>After obtaining senior staff card and entering lobby till exiting biotesting lab(entering bioreactors room's
decontamination room), voice returns after re entering biotesting lab.
>After defeating birkin for the 3rd time and re-entering biotesting lab till Ada getting shot cutscene.
>During escape, after tyrant gets burnt cutscene, till Ada gives Leon the rocket launcher.

One interesting thing happened
>After Fighting birking for the second time, right before unlocking the door to get to Ada, till activating the train to lab.
After rescuing Ada and escorting her to the train, we have to option to do some back-tracking to collect all the things etc. If you go back to sewer, police station, or the under ground, the voice still remains. I traveled to every part possible and Ada's voice was still working(If you leave the parking lot and head to he gunshop, ada makes the noise of getting wet due to rain, and her voice does not work for a few seconds(~10-30)). I saved and, exited the game to desktop and just before loading the save file, after starting the game, I selected Ada's voice and it was still working.

Anyone still trying to inject the voice may find this information useful. I tried to swap the voice myself, in the games's files itself, but couldn't understand how to unpack the voice files after unpacking the paks after seeing a discussion on resident evil boards(dot)net.

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