Resident Evil 3 +14 (table Update5)

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Beanflicker
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Re: Resident Evil 3: Raccoon City Demo +6 (table Update.1)

Post by Beanflicker »

Just a heads up, i don't think there is a time limit for this demo. Instead they opted for a scripted scene to play out once you use the fire hose on the hydrant, to put out the flames in the alley. After which the demo ends.

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 Beanflicker on Fri Mar 20, 2020 12:07 pm, edited 1 time in total.

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Re: Resident Evil 3: Raccoon City Demo +6 (table Update.1)

Post by SevenLife »

A little out of bound exploration made by myself, it's not really hard to found X, Y , Z cam, player with and without clipping ;)

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Re: Resident Evil 3: Raccoon City Demo +6 (table Update.1)

Post by vietnghe1997 »

SevenLife wrote:
Fri Mar 20, 2020 2:25 am
A little out of bound exploration made by myself, it's not really hard to found X, Y , Z cam, player with and without clipping ;)
Can u show me how to find it in Cheat engine. Thanks

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Re: Resident Evil 3: Raccoon City Demo +6 (table Update.1)

Post by Luke76bg »

yes we need no clipping in the table!!!

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Re: Resident Evil 3: Raccoon City Demo +6 (table Update.1)

Post by Cielos »

just back home. boot up the game and tested something. and here it is:
copy and paste the following onto the table:

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>13022</ID>
      <Description>""</Description>
      <Options moHideChildren="1"/>
      <LastState Value="" Activated="1" RealAddress="00000000"/>
      <GroupHeader>1</GroupHeader>
      <CheatEntries>
        <CheatEntry>
          <ID>13014</ID>
          <Description>"health"</Description>
          <LastState Value="1200" RealAddress="147D3488"/>
          <Color>0000FF</Color>
          <VariableType>4 Bytes</VariableType>
          <Address>pPlayer</Address>
          <Offsets>
            <Offset>58</Offset>
          </Offsets>
          <CheatEntries>
            <CheatEntry>
              <ID>13015</ID>
              <Description>"health max"</Description>
              <LastState Value="1200" RealAddress="147D3484"/>
              <Color>0000FF</Color>
              <VariableType>4 Bytes</VariableType>
              <Address>-4</Address>
            </CheatEntry>
            <CheatEntry>
              <ID>13058</ID>
              <Description>"god (auto reset)"</Description>
              <LastState Value="0" RealAddress="147D348C"/>
              <Color>0000FF</Color>
              <VariableType>Byte</VariableType>
              <Address>+4</Address>
            </CheatEntry>
            <CheatEntry>
              <ID>13059</ID>
              <Description>"god"</Description>
              <LastState Value="0" RealAddress="147D348D"/>
              <Color>0000FF</Color>
              <VariableType>Byte</VariableType>
              <Address>+5</Address>
            </CheatEntry>
          </CheatEntries>
        </CheatEntry>
        <CheatEntry>
          <ID>14049</ID>
          <Description>"inv slots"</Description>
          <LastState Value="20" RealAddress="147D3540"/>
          <Color>0000FF</Color>
          <VariableType>4 Bytes</VariableType>
          <Address>pPlayer</Address>
          <Offsets>
            <Offset>90</Offset>
            <Offset>18</Offset>
          </Offsets>
          <Hotkeys>
            <Hotkey>
              <Action>Set Value</Action>
              <Keys>
                <Key>18</Key>
                <Key>4</Key>
              </Keys>
              <Value>(health max)</Value>
              <ID>0</ID>
            </Hotkey>
          </Hotkeys>
        </CheatEntry>
        <CheatEntry>
          <ID>13016</ID>
          <Description>"current clip"</Description>
          <LastState Value="15" RealAddress="147EB790"/>
          <Color>8080FF</Color>
          <VariableType>4 Bytes</VariableType>
          <Address>pAmmo</Address>
          <Offsets>
            <Offset>20</Offset>
          </Offsets>
          <CheatEntries>
            <CheatEntry>
              <ID>13017</ID>
              <Description>"clip max"</Description>
              <LastState Value="15" RealAddress="13FFF00C2"/>
              <Color>808080</Color>
              <VariableType>4 Bytes</VariableType>
              <Address>dAmmoClipMax</Address>
            </CheatEntry>
            <CheatEntry>
              <ID>13018</ID>
              <Description>""</Description>
              <LastState Value="1" RealAddress="13FFF00BA"/>
              <Color>808080</Color>
              <VariableType>Byte</VariableType>
              <Address>pAmmo+8</Address>
            </CheatEntry>
          </CheatEntries>
        </CheatEntry>
        <CheatEntry>
          <ID>13498</ID>
          <Description>"x +-"</Description>
          <Options moRecursiveSetValue="1"/>
          <LastState Value="-100.4659195" RealAddress="147D6B50"/>
          <Color>0000FF</Color>
          <VariableType>Float</VariableType>
          <Address>pPlayerBase</Address>
          <Offsets>
            <Offset>30</Offset>
            <Offset>18</Offset>
            <Offset>10</Offset>
          </Offsets>
          <CheatEntries>
            <CheatEntry>
              <ID>14876</ID>
              <Description>""</Description>
              <LastState Value="-100.4659195" RealAddress="147D6BD0"/>
              <Color>0000FF</Color>
              <VariableType>Float</VariableType>
              <Address>+80</Address>
            </CheatEntry>
          </CheatEntries>
        </CheatEntry>
        <CheatEntry>
          <ID>13499</ID>
          <Description>"z +-"</Description>
          <Options moRecursiveSetValue="1"/>
          <LastState Value="-12.5" RealAddress="147D6B54"/>
          <Color>0000FF</Color>
          <VariableType>Float</VariableType>
          <Address>pPlayerBase</Address>
          <Offsets>
            <Offset>34</Offset>
            <Offset>18</Offset>
            <Offset>10</Offset>
          </Offsets>
          <CheatEntries>
            <CheatEntry>
              <ID>14877</ID>
              <Description>""</Description>
              <LastState Value="-12.5" RealAddress="147D6BD4"/>
              <Color>0000FF</Color>
              <VariableType>Float</VariableType>
              <Address>+80</Address>
            </CheatEntry>
          </CheatEntries>
        </CheatEntry>
        <CheatEntry>
          <ID>13500</ID>
          <Description>"y -+"</Description>
          <Options moRecursiveSetValue="1"/>
          <LastState Value="-112.8147812" RealAddress="147D6B58"/>
          <Color>0000FF</Color>
          <VariableType>Float</VariableType>
          <Address>pPlayerBase</Address>
          <Offsets>
            <Offset>38</Offset>
            <Offset>18</Offset>
            <Offset>10</Offset>
          </Offsets>
          <CheatEntries>
            <CheatEntry>
              <ID>14878</ID>
              <Description>""</Description>
              <LastState Value="-112.8147812" RealAddress="147D6BD8"/>
              <Color>0000FF</Color>
              <VariableType>Float</VariableType>
              <Address>+80</Address>
            </CheatEntry>
          </CheatEntries>
        </CheatEntry>
        <CheatEntry>
          <ID>13748</ID>
          <Description>""</Description>
          <Options moHideChildren="1"/>
          <LastState Value="" RealAddress="147D38D0"/>
          <Color>000080</Color>
          <VariableType>Array of byte</VariableType>
          <ByteLength>0</ByteLength>
          <Address>pPlayer+8</Address>
          <Offsets>
            <Offset>0</Offset>
          </Offsets>
          <CheatEntries>
            <CheatEntry>
              <ID>14262</ID>
              <Description>""</Description>
              <Options moHideChildren="1"/>
              <LastState Value="" RealAddress="147DC480"/>
              <Color>000080</Color>
              <VariableType>Array of byte</VariableType>
              <ByteLength>0</ByteLength>
              <Address>+1b0</Address>
              <Offsets>
                <Offset>0</Offset>
              </Offsets>
              <CheatEntries>
                <CheatEntry>
                  <ID>14263</ID>
                  <Description>""</Description>
                  <Options moHideChildren="1"/>
                  <LastState Value="" RealAddress="00000000"/>
                  <Color>000080</Color>
                  <VariableType>Array of byte</VariableType>
                  <ByteLength>0</ByteLength>
                  <Address>+20</Address>
                  <Offsets>
                    <Offset>0</Offset>
                  </Offsets>
                  <CheatEntries>
                    <CheatEntry>
                      <ID>14264</ID>
                      <Description>"wet flag"</Description>
                      <Color>0000FF</Color>
                      <VariableType>4 Bytes</VariableType>
                      <Address>+98</Address>
                    </CheatEntry>
                    <CheatEntry>
                      <ID>14265</ID>
                      <Description>"wet amount"</Description>
                      <Color>0000FF</Color>
                      <VariableType>Float</VariableType>
                      <Address>+60</Address>
                    </CheatEntry>
                  </CheatEntries>
                </CheatEntry>
              </CheatEntries>
            </CheatEntry>
          </CheatEntries>
        </CheatEntry>
      </CheatEntries>
    </CheatEntry>
  </CheatEntries>
</CheatTable>
after activated the enable script as usual, inside the blank entry you just pasted onto the table, you can find some misc pointers (which were found from RE2). one of them is the "inv slots", you can change it to 20 if you want. also the player coords are still intact it seems, didn't test them though.

gotta work on something else for now. may back to the game later tonight, or tomorrow...

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Re: Resident Evil 3: Raccoon City Demo +6 (table Update.1)

Post by Luke76bg »

Thanks cielos! I see some entry related to positions, this is related to no clipping ?

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Re: Resident Evil 3: Raccoon City Demo +6 (table Update.1)

Post by toro00 »

please one hit kill y invencible.

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Re: Resident Evil 3: Raccoon City Demo +6 (table Update.1)

Post by Exeter »

That was fast. Thanks cielos!

Idk if you remember this from RE2 btw, but your table there had an option that actually caused zombies to not grab or hurt you as side-effect. (aka they try to run at you, but instead of normally grabbing you, they just run by you). You think you can bring that option to this game eventually as well? They were the godmode options under the blank section in the RE2 table.

Image


[Edit]
Actually I just pasted it from the RE2 table and it seems to work (the health values at least). I'll see if zombies run past me in RE3 too. :P

[Edit 2]
Confirmed, it works! Even Nemesis punches into thin air now when he tries to attack you.



For reference: This is what I meant btw:




Fun side-effect of the godmode trigger.

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Re: Resident Evil 3: Raccoon City Demo +6 (table Update.1)

Post by Cielos »

Luke76bg wrote:
Fri Mar 20, 2020 11:56 am
Thanks cielos! I see some entry related to positions, this is related to no clipping ?
probably.
they should be the player coordinates.
they were left over from the no-clip scripts I made for re2 demo. like I said, they seems still intact when I boot up re2 demo earlier, but I haven't actually tested them.
but I'm not sure I'd want to make a no-clip for this demo, because,
1. too time consuming as I need to locate some normalised vectors to make a proper no-clip.
2. they could skip game plot easily for the full game, doing it just for the demo just to explore a little bit more while potentially spoil myself for the full game seems not a good idea...
so...

anyway, I've just done some crazy excel formulas. I've been up for about 20 hrs. and I've only killed one zombie last night when I "played" the game for about an hour and made (and/or ported) the few options you saw...
so, I'm going to call it a day now, tomorrow I'll play the game a bit to test and refine/fix the existing scripts a bit, then I may add back more scripts like highlighted items, to better prepare for the full game release.
then, who knows~

/////////***************************************/////////////
Exeter wrote:
Fri Mar 20, 2020 1:07 pm
That was fast. Thanks cielos!

Idk if you remember this from RE2 btw, but your table there had an option that actually caused zombies to not grab or hurt you as side-effect. (aka they try to run at you, but instead of normally grabbing you, they just run by you). You think you can bring that option to this game eventually as well? They were the godmode options under the blank section in the RE2 table.

[...]

[Edit]
Actually I just pasted it from the RE2 table and it seems to work (the health values at least). I'll see if zombies run past me in RE3 too. :P

[Edit 2]
Confirmed, it works! Even Nemesis punches into thin air now when he tries to attack you.

[...]
yeah, I remembered when I was in lunch break today.
I've just posted the pointers on my previous post for you guys to test, I suspected the god flag would still work as when I checked last night this flag check are still in the game.
but I'm doing the undead differently this time around.
if you've tested the undead script this time, zombie won't be able to execute the "killing bite" when you're in low health, while on RE2, undead would just prevent any attack from connecting (cant touch you) when you're in low health.
one of the reason for this change of approach is that my aobscan for the "damage handler" from re2 doesn't work for this demo. too lazy to trace it all over again, I just changed the method to manipulate the process AFTER the hit has connected to you and the damage is calculated and prepared to be applied to the player.
using the previous approach, in the "damage handler", I can skip the whole damage process if the player health is too low, while this time it may be too late to skip the "hit-connect" after the hit IS connected, but I can still prevent the low-health-killing-bite from happening by tweaking the process.

now, as you tested, of course we can just set the god flag and let no one touch you, but it would kill too much fun in my opinion...
also, another member has already reported the big guy can still one hit kill the player with the "special attack", I still need examine this one hit kill first, to see, for exmaple, if it's ignoring the current health altogether and one hit kill you no matter what, or some other process are used to handel the big guy's one-hit-kill.

....so, I don't know yet, I'll see what I'd do with this new approach tomorrow, maybe I'll figure something else out by then.

anyway, thanks for testing~

and now, good night everyone.

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Re: Resident Evil 3: Raccoon City Demo +6 (table Update.1)

Post by Giony »

ok that nemesis not being able to hit you is gonna come in real handy in the full version

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Re: Resident Evil 3: Raccoon City Demo +6 (table Update.1)

Post by Andrew2007 »

SevenLife wrote:
Fri Mar 20, 2020 2:25 am
A little out of bound exploration made by myself, it's not really hard to found X, Y , Z cam, player with and without clipping ;)
Where is coordinates?

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Re: Resident Evil 3: Raccoon City Demo +6 (table Update.1)

Post by SevenLife »

I have found the static for the X or Y coord, i have made a little table ;) Enjoy !
I have made a huge tutorial, i currently edit it and after that, post it on youtube.

it's a first time for me, so don't hit me to hard ;p

*If you have some trouble, open my table when you have the control of jill*
Attachments
Re3demo_sevencoord.CT
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Last edited by SevenLife on Fri Mar 20, 2020 1:53 pm, edited 1 time in total.

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Re: Resident Evil 3: Raccoon City Demo +6 (table Update.1)

Post by SevenLife »

Andrew2007 wrote:
Fri Mar 20, 2020 1:50 pm
SevenLife wrote:
Fri Mar 20, 2020 2:25 am
A little out of bound exploration made by myself, it's not really hard to found X, Y , Z cam, player with and without clipping ;)
Where is coordinates?
I just post my table ;) try it out ;) it's a first time for me, so don't hit me to hard ;p

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Re: Resident Evil 3: Raccoon City Demo +6 (table Update.1)as

Post by Andrew2007 »

Exeter wrote:
Fri Mar 20, 2020 1:07 pm
That was fast. Thanks cielos!

Idk if you remember this from RE2 btw, but your table there had an option that actually caused zombies to not grab or hurt you as side-effect. (aka they try to run at you, but instead of normally grabbing you, they just run by you). You think you can bring that option to this game eventually as well? They were the godmode options under the blank section in the RE2 table.

Image
Where is that? I want to t

[Edit]
Actually I just pasted it from the RE2 table and it seems to work (the health values at least). I'll see if zombies run past me in RE3 too. :P

[Edit 2]
Confirmed, it works! Even Nemesis punches into thin air now when he tries to attack you.



For reference: This is what I meant btw:




Fun side-effect of the godmode trigger.

Where is that, I want to troll nenemis lol

There is no pointers.

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Re: Resident Evil 3: Raccoon City Demo +6 (table Update.1)

Post by Exeter »

now, as you tested, of course we can just set the god flag and let no one touch you, but it would kill too much fun in my opinion...
also, another member has already reported the big guy can still one hit kill the player with the "special attack", I still need examine this one hit kill first, to see, for exmaple, if it's ignoring the current health altogether and one hit kill you no matter what, or some other process are used to handel the big guy's one-hit-kill.
True it's very easy to play now with the 'god flag', but fun for exploring at least. From what I can tell Nemesis is unable to hit AT ALL. And all zombies just run through you. Fun fact is that you can still perform perfect dodges when they do this, allowing you to easily get the required '25 perfect evasions' to trigger one of the Charlie Dolls in the demo to spawn.

It's pretty crazy that this script from the RE2 table instantly works on the RE3 demo though. They must've not changed anything at all in the code behind the game. Also with the god flag it works even while on full health. Unlike 'undead'. So you don't have to be on low health or whatever for monsters to clip through you.


@andrew
Just copy it from Cielos' RE2 table, into his RE3 demo table. (And probably future main RE3 table).

Image

It's in the 'blank' section. Copy the 'health' portion and set god (auto reset) and god both to 1, and you'll not get hit at all anymore.

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