Resident Evil 3 +14 (table Update5)

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Andrew2007
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Re: Resident Evil 3: Raccoon City Demo +6 (table Update.1)

Post by Andrew2007 »

Exeter wrote:
Fri Mar 20, 2020 4:48 pm
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.
1. Could you do that for me? I'm new to cheat engine.
2. Could I have your list :P.

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

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

Post by zachillios »

Other good news being is Gir's Max Bag Slots works on the demo as well.

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>17263</ID>
      <Description>"Max Bag Slots"</Description>
      <LastState Activated="1"/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>{ Game   : re2.exe
  Version: 1.2
  Date   : 2019-02-26
  Author : gir489

  Max pouch slots.
}

[ENABLE]

aobscanmodule(INJECT,re3demo.exe,39 B2 90 00 00 00 7E) // should be unique
alloc(newmem,$1000,"re3demo.exe"+9DAE273)

label(code)
label(return)

newmem:

code:
  mov [rdx+00000090],#20
  cmp [rdx+00000090],esi
  jmp return

INJECT:
  jmp newmem
  nop
return:
registersymbol(INJECT)

[DISABLE]

INJECT:
  db 39 B2 90 00 00 00

unregistersymbol(INJECT)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: "re2.exe"+9DAE273

"re2.exe"+9DAE252: 48 85 D2              -  test rdx,rdx
"re2.exe"+9DAE255: 75 16                 -  jne re2.exe+9DAE26D
"re2.exe"+9DAE257: 45 31 C0              -  xor r8d,r8d
"re2.exe"+9DAE25A: 48 89 D9              -  mov rcx,rbx
"re2.exe"+9DAE25D: 41 8D 50 38           -  lea edx,[r8+38]
"re2.exe"+9DAE261: E8 6A 48 02 F8        -  call re2.exe+1DD2AD0
"re2.exe"+9DAE266: 30 C9                 -  xor cl,cl
"re2.exe"+9DAE268: E9 81 00 00 00        -  jmp re2.exe+9DAE2EE
"re2.exe"+9DAE26D: 40 F6 C6 03           -  test sil,03
"re2.exe"+9DAE271: 74 6B                 -  je re2.exe+9DAE2DE
// ---------- INJECTING HERE ----------
"re2.exe"+9DAE273: 39 B2 90 00 00 00     -  cmp [rdx+00000090],esi
// ---------- DONE INJECTING  ----------
"re2.exe"+9DAE279: 7E 63                 -  jle re2.exe+9DAE2DE
"re2.exe"+9DAE27B: 44 8D 46 FF           -  lea r8d,[rsi-01]
"re2.exe"+9DAE27F: 48 89 D9              -  mov rcx,rbx
"re2.exe"+9DAE282: E8 F9 FC A6 F7        -  call re2.exe+181DF80
"re2.exe"+9DAE287: 48 8B 4B 50           -  mov rcx,[rbx+50]
"re2.exe"+9DAE28B: 48 8B 49 18           -  mov rcx,[rcx+18]
"re2.exe"+9DAE28F: 48 85 C9              -  test rcx,rcx
"re2.exe"+9DAE292: 74 04                 -  je re2.exe+9DAE298
"re2.exe"+9DAE294: 30 C0                 -  xor al,al
"re2.exe"+9DAE296: EB 3A                 -  jmp re2.exe+9DAE2D2
}
</AssemblerScript>
    </CheatEntry>
  </CheatEntries>
</CheatTable>

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

Post by Exeter »

zachillios wrote:
Fri Mar 20, 2020 5:12 pm
Other good news being is Gir's Max Bag Slots works on the demo as well.

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>17263</ID>
      <Description>"Max Bag Slots"</Description>
      <LastState Activated="1"/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>{ Game   : re2.exe
  Version: 1.2
  Date   : 2019-02-26
  Author : gir489

  Max pouch slots.
}

[ENABLE]

aobscanmodule(INJECT,re3demo.exe,39 B2 90 00 00 00 7E) // should be unique
alloc(newmem,$1000,"re3demo.exe"+9DAE273)

label(code)
label(return)

newmem:

code:
  mov [rdx+00000090],#20
  cmp [rdx+00000090],esi
  jmp return

INJECT:
  jmp newmem
  nop
return:
registersymbol(INJECT)

[DISABLE]

INJECT:
  db 39 B2 90 00 00 00

unregistersymbol(INJECT)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: "re2.exe"+9DAE273

"re2.exe"+9DAE252: 48 85 D2              -  test rdx,rdx
"re2.exe"+9DAE255: 75 16                 -  jne re2.exe+9DAE26D
"re2.exe"+9DAE257: 45 31 C0              -  xor r8d,r8d
"re2.exe"+9DAE25A: 48 89 D9              -  mov rcx,rbx
"re2.exe"+9DAE25D: 41 8D 50 38           -  lea edx,[r8+38]
"re2.exe"+9DAE261: E8 6A 48 02 F8        -  call re2.exe+1DD2AD0
"re2.exe"+9DAE266: 30 C9                 -  xor cl,cl
"re2.exe"+9DAE268: E9 81 00 00 00        -  jmp re2.exe+9DAE2EE
"re2.exe"+9DAE26D: 40 F6 C6 03           -  test sil,03
"re2.exe"+9DAE271: 74 6B                 -  je re2.exe+9DAE2DE
// ---------- INJECTING HERE ----------
"re2.exe"+9DAE273: 39 B2 90 00 00 00     -  cmp [rdx+00000090],esi
// ---------- DONE INJECTING  ----------
"re2.exe"+9DAE279: 7E 63                 -  jle re2.exe+9DAE2DE
"re2.exe"+9DAE27B: 44 8D 46 FF           -  lea r8d,[rsi-01]
"re2.exe"+9DAE27F: 48 89 D9              -  mov rcx,rbx
"re2.exe"+9DAE282: E8 F9 FC A6 F7        -  call re2.exe+181DF80
"re2.exe"+9DAE287: 48 8B 4B 50           -  mov rcx,[rbx+50]
"re2.exe"+9DAE28B: 48 8B 49 18           -  mov rcx,[rcx+18]
"re2.exe"+9DAE28F: 48 85 C9              -  test rcx,rcx
"re2.exe"+9DAE292: 74 04                 -  je re2.exe+9DAE298
"re2.exe"+9DAE294: 30 C0                 -  xor al,al
"re2.exe"+9DAE296: EB 3A                 -  jmp re2.exe+9DAE2D2
}
</AssemblerScript>
    </CheatEntry>
  </CheatEntries>
</CheatTable>
Wow lol. This is crazy. This must be really helpful for the original table creators that some of this stuff works right out of the box.

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

Post by XRizerX »

Awesome job on the table.

I want someone to make a table where you can 100% perfect dodge every time... that would be incredible to do.

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toro00
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Re: Resident Evil 3: Raccoon City Demo +6 (table Update.1)

Post by toro00 »

Exeter wrote:
Fri Mar 20, 2020 4:48 pm
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.
can you share your board please

mateusre6g
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Re: Resident Evil 3: Raccoon City Demo +6 (table Update.1)

Post by mateusre6g »

I love these tables, congratulations, I wanted to ask for a 100% easy dodge, without danger of any enemy attack and also damage multiplier and piercing ammunition, sorry for my English, thanks

chrisreddot3
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Re: Resident Evil 3: Raccoon City Demo +6 (table Update.1)

Post by chrisreddot3 »

crash many times here,with any cheat actived

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Cielos
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Re: Resident Evil 3: Raccoon City Demo +8 (table Update.2)

Post by Cielos »

Update.2
- added hide weapon upgrade appearance and highlighted item.
- updated undead. just add the aobscans, nothing else changed for now.
to address some issues --
no reload / ignore ammo pouch don't support manual added item via CE:
- make sure you added the correct "Ammo Type" to the weapon as well. refer to the first post for details.

undead doesn't work on Nemesis' grab kill:
- still yet to actually start to play the demo. will update when I see him.

pointers from RE2:
I've posted the pointers 2 posts before Exeter mentioned it, and mentioned it once more when replying to Exeter....

edit:
for highlighted item, if you have 2 screens, setting the "Cursor Lock" to off in the game setting would allow easier focus change to CE.

as for the RE2 scripts reusing on RE3deno, in fact it's the case for some of the scripts here, some of the aobscans can be reuse, thus the quick 5 options within an hour of cheating last night. which is kinda fishy... hoping the full game won't have many big changes in the codes.....

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gir489
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Re: Resident Evil 3: Raccoon City Demo +8 (table Update.2)

Post by gir489 »

How similar is it to RE2? Did any signatures work out of the box?

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Re: Resident Evil 3: Raccoon City Demo +9 (table Update.3)

Post by Cielos »

^
many codes are the exact same, if not it's mostly just a change of the registers.
the structures that I checked are the same as well except one or 2 offsets.

///************************************************///
@all
Update.3
- added auto perfect evade
so, re-download and test~

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xorps
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Re: Resident Evil 3: Raccoon City Demo +9 (table Update.3)

Post by xorps »

Well I do not know. The ammo function there is reworked very well. I mean if you implement it normally, and not 155 filters.
I'll take another look at it tonight!
Unlimited Health
Spoiler

Code: Select all

[ENABLE]
aobscanmodule(_unlimited_health_,re3demo.exe,8B 40 58 48 8B * * * 48 83 C4 * * C3 48 8B * * * * 01 * * * 48 83 C4 * * C3)
alloc(newmem,$1000,_unlimited_health_)
label(code)
label(return)
newmem:
  mov ebx,[rax+54]
  mov [rax+58],ebx
code:
  mov eax,[rax+58]
  mov rbx,[rsp+30]
  jmp return
_unlimited_health_:
  jmp newmem
  db 90 90 90
return:
registersymbol(_unlimited_health_)
[DISABLE]
_unlimited_health_:
  db 8B 40 58 48 8B 5C 24 30
unregistersymbol(_unlimited_health_)
dealloc(newmem)
No reload
Spoiler

Code: Select all

[ENABLE]
aobscanmodule(_no_reload_weapon_,re3demo.exe,48 8B 74 24 38 48 83 * * * * * * B8 F2 41 B8 01 00 00 00)
_no_reload_weapon_+11:
  db 00
registersymbol(_no_reload_weapon_)
[DISABLE]
_no_reload_weapon_+11:
  db 01
unregistersymbol(_no_reload_weapon_)
Grenades
Spoiler

Code: Select all

[ENABLE]
aobscanmodule(_unlimited_grenades_,re3demo.exe,F2 0F 11 4B 10 * * * * * 41 B9 01 00 00 00)
_unlimited_grenades_+0C:
  db 00
registersymbol(_unlimited_grenades_)
[DISABLE]
_unlimited_grenades_+0C:
  db 01
unregistersymbol(_unlimited_grenades_)
No recoil
Spoiler

Code: Select all

[ENABLE]
aobscanmodule(_no_recoil_weapon_,re3demo.exe,0F 84 * * * * 48 8B 47 50 48 8B * * * * * * 83 * * * 0F 85 * * * * 48 85 * 75 13)
_no_recoil_weapon_:
  db 90 E9
registersymbol(_no_recoil_weapon_)
[DISABLE]
_no_recoil_weapon_:
  db 0F 84
unregistersymbol(_no_recoil_weapon_)
Spread
Spoiler

Code: Select all

[ENABLE]
aobscanmodule(_no_spread_weapon_,re3demo.exe,75 94 * * * * F3 0F 11 87 28 01 00 00)
alloc(newmem,$1000,_no_spread_weapon_)
label(_spread_weapon_)
label(return)
newmem:
  movss xmm0,[_spread_weapon_]
  movss [rdi+00000128],xmm0
  jmp return
 _spread_weapon_:
  dd (float)100
_no_spread_weapon_+06:
  jmp newmem
  db 90 90 90
return:
registersymbol(_no_spread_weapon_)
[DISABLE]
_no_spread_weapon_+06:
  db F3 0F 11 87 28 01 00 00
unregistersymbol(_no_spread_weapon_)
dealloc(newmem)
Universal key
Spoiler

Code: Select all

[ENABLE]
aobscanmodule(_keu.1_,re3demo.exe,74 * 48 85 * 74 * * 39 * * 74 * 48 85 * 74 * 8B * * * * * * 48 85 * 74)
_keu.1_:
  db EB
registersymbol(_keu.1_)
aobscanmodule(_keu.2_,re3demo.exe,74 * 48 * * 74 * 83 * * * 74 * 48 * * 74 * 8B * * 48 * * 74 * 48)
_keu.2_:
  db EB
registersymbol(_keu.2_)
[DISABLE]
_keu.1_:
  db 74
unregistersymbol(_keu.1_)
_keu.2_:
  db 74
unregistersymbol(_keu.2_)
Damage weapon
Spoiler

Code: Select all

[ENABLE]
aobscanmodule(_damage_weapon_,re3demo.exe,48 8B 48 58 48 85 * 74 * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * F3 0F 10 74 91 20) // should be unique
alloc(newmem,$1000,_damage_weapon_)
label(damage)
label(return)
newmem:
  movss xmm6,[rcx+rdx*4+20]
  mulss xmm6,[damage]
  jmp return
  damage:
  dd (float)50
_damage_weapon_+3F:
  jmp newmem
  db 90
return:
registersymbol(_damage_weapon_)
[DISABLE]
_damage_weapon_+3F:
  db F3 0F 10 74 91 20
unregistersymbol(_damage_weapon_)
dealloc(newmem)
Max slot
Spoiler

Code: Select all

[ENABLE]
aobscanmodule(_max_slot_,re3demo.exe,39 BE 90 00 00 00 0F 9F * EB 02)
alloc(newmem,$1000,"re3demo.exe"+131F9D0B)
label(code)
label(return)
newmem:
  mov [rsi+00000090],#20
code:
  cmp [rsi+00000090],edi
  jmp return
_max_slot_:
  jmp newmem
  nop
return:
registersymbol(_max_slot_)
[DISABLE]
_max_slot_:
  db 39 BE 90 00 00 00
unregistersymbol(_max_slot_)
dealloc(newmem)
Rapid fire scan
Spoiler

Code: Select all

44 39 61 30 0F 9F D1 48 8B 43 50 * * * * * * * * * * * * * * * * * * * 8B 96 B0 00 00 00
I shared my experience with you guys :)
By the way. In the second part of the game - it worked like this:
Function ammo
Spoiler

Code: Select all

{ Game   : re2.exe
  Version: 
  Date   : 2019-07-21
  Author : LIRW

  This script does blah blah blah
}

[ENABLE]

aobscanmodule(_unlimited_ammo_1_,re2.exe,48 * * 74 * 48 * * * 48 * * 74 * 8B * * 41 * * 49 * * 44 * * * 48)
_unlimited_ammo_1_+11:
  db 90 90 90
registersymbol(_unlimited_ammo_1_)

aobscanmodule(_unlimited_ammo_2_,re2.exe,48 * * 74 * 48 * * * 48 * * 74 * 8B * * 41 * * 49 * * 48)
_unlimited_ammo_2_+11:
  db 90 90 90
registersymbol(_unlimited_ammo_2_)

aobscanmodule(_unlimited_ammo_3_,re2.exe,48 * * 48 * * E8 * * * * 48 * * * 48 * * * 0F 85 * * * * 49 * * * * 41 * * 41 * * 48 * * 74 * 48 * * * 48)
_unlimited_ammo_3_+21:
  db 90 90 90
registersymbol(_unlimited_ammo_3_)

[DISABLE]

_unlimited_ammo_1_+11:
  db 41 2B FA
unregistersymbol(_unlimited_ammo_1_)

_unlimited_ammo_2_+11:
  db 41 2B FE
unregistersymbol(_unlimited_ammo_2_)

_unlimited_ammo_3_+21:
  db 41 2B D7
unregistersymbol(_unlimited_ammo_3_)


{
// ORIGINAL CODE - INJECTION POINT: "re2.exe"+1832FB7

"re2.exe"+1832F9D: 74 05              -  je re2.exe+1832FA4
"re2.exe"+1832F9F: 8B 4A 20           -  mov ecx,[rdx+20]
"re2.exe"+1832FA2: EB 02              -  jmp re2.exe+1832FA6
"re2.exe"+1832FA4: 8B CF              -  mov ecx,edi
"re2.exe"+1832FA6: 48 85 C0           -  test rax,rax
"re2.exe"+1832FA9: 74 0C              -  je re2.exe+1832FB7
"re2.exe"+1832FAB: 48 8B 50 10        -  mov rdx,[rax+10]
"re2.exe"+1832FAF: 48 85 D2           -  test rdx,rdx
"re2.exe"+1832FB2: 74 03              -  je re2.exe+1832FB7
"re2.exe"+1832FB4: 8B 7A 20           -  mov edi,[rdx+20]
// ---------- INJECTING HERE ----------
"re2.exe"+1832FB7: 41 2B FA           -  sub edi,r10d  //_unlimited_ammo_1_
"re2.exe"+1832FBA: 49 8B D4           -  mov rdx,r12
// ---------- DONE INJECTING  ----------
"re2.exe"+1832FBD: 44 8D 04 39        -  lea r8d,[rcx+rdi]
"re2.exe"+1832FC1: 48 8B CB           -  mov rcx,rbx
"re2.exe"+1832FC4: 45 03 C7           -  add r8d,r15d
"re2.exe"+1832FC7: E8 94 4C 65 FF     -  call re2.exe+E87C60
"re2.exe"+1832FCC: 48 8B 43 50        -  mov rax,[rbx+50]
"re2.exe"+1832FD0: 48 83 78 18 00     -  cmp qword ptr [rax+18],00
"re2.exe"+1832FD5: 0F 85 FB DF FF FF  -  jne re2.exe+1830FD6
"re2.exe"+1832FDB: 44 8B 44 24 40     -  mov r8d,[rsp+40]
"re2.exe"+1832FE0: 48 8B D6           -  mov rdx,rsi
"re2.exe"+1832FE3: 48 8B CB           -  mov rcx,rbx
}

{
// ORIGINAL CODE - INJECTION POINT: "re2.exe"+1833067

"re2.exe"+1833047: 48 8B 43 50        -  mov rax,[rbx+50]
"re2.exe"+183304B: 48 39 78 18        -  cmp [rax+18],rdi
"re2.exe"+183304F: 74 37              -  je re2.exe+1833088
"re2.exe"+1833051: E9 80 DF FF FF     -  jmp re2.exe+1830FD6
"re2.exe"+1833056: 48 85 C0           -  test rax,rax
"re2.exe"+1833059: 74 0C              -  je re2.exe+1833067
"re2.exe"+183305B: 48 8B 48 10        -  mov rcx,[rax+10]
"re2.exe"+183305F: 48 85 C9           -  test rcx,rcx
"re2.exe"+1833062: 74 03              -  je re2.exe+1833067
"re2.exe"+1833064: 8B 79 20           -  mov edi,[rcx+20]
// ---------- INJECTING HERE ----------
"re2.exe"+1833067: 41 2B FE           -  sub edi,r14d  // _unlimited_ammo_2_
"re2.exe"+183306A: 49 8B D4           -  mov rdx,r12
// ---------- DONE INJECTING  ----------
"re2.exe"+183306D: 48 8B CB           -  mov rcx,rbx
"re2.exe"+1833070: 45 8D 04 3F        -  lea r8d,[r15+rdi]
"re2.exe"+1833074: E8 E7 4B 65 FF     -  call re2.exe+E87C60
"re2.exe"+1833079: 48 8B 43 50        -  mov rax,[rbx+50]
"re2.exe"+183307D: 48 83 78 18 00     -  cmp qword ptr [rax+18],00
"re2.exe"+1833082: 0F 85 4E DF FF FF  -  jne re2.exe+1830FD6
"re2.exe"+1833088: B0 01              -  mov al,01
"re2.exe"+183308A: E9 49 DF FF FF     -  jmp re2.exe+1830FD8
"re2.exe"+183308F: CC                 -  int 3
"re2.exe"+1833090: 48 89 5C 24 08     -  mov [rsp+08],rbx
}

{
// ORIGINAL CODE - INJECTION POINT: "re2.exe"+1833020

"re2.exe"+1832FF4: 0F 84 8E 00 00 00  -  je re2.exe+1833088
"re2.exe"+1832FFA: E9 D7 DF FF FF     -  jmp re2.exe+1830FD6
"re2.exe"+1832FFF: 48 8B D6           -  mov rdx,rsi
"re2.exe"+1833002: 48 8B CB           -  mov rcx,rbx
"re2.exe"+1833005: E8 56 4C 65 FF     -  call re2.exe+E87C60
"re2.exe"+183300A: 48 8B 43 50        -  mov rax,[rbx+50]
"re2.exe"+183300E: 48 39 78 18        -  cmp [rax+18],rdi
"re2.exe"+1833012: 0F 85 BE DF FF FF  -  jne re2.exe+1830FD6
"re2.exe"+1833018: 49 8B 44 24 18     -  mov rax,[r12+18]
"re2.exe"+183301D: 41 8B D6           -  mov edx,r14d
// ---------- INJECTING HERE ----------
"re2.exe"+1833020: 41 2B D7           -  sub edx,r15d  // _unlimited_ammo_3_
"re2.exe"+1833023: 48 85 C0           -  test rax,rax
// ---------- DONE INJECTING  ----------
"re2.exe"+1833026: 74 0E              -  je re2.exe+1833036
"re2.exe"+1833028: 48 8B 48 10        -  mov rcx,[rax+10]
"re2.exe"+183302C: 48 85 C9           -  test rcx,rcx
"re2.exe"+183302F: 74 05              -  je re2.exe+1833036
"re2.exe"+1833031: 8B 49 20           -  mov ecx,[rcx+20]
"re2.exe"+1833034: EB 02              -  jmp re2.exe+1833038
"re2.exe"+1833036: 8B CF              -  mov ecx,edi
"re2.exe"+1833038: 3B D1              -  cmp edx,ecx
"re2.exe"+183303A: 7C 1A              -  jl re2.exe+1833056
"re2.exe"+183303C: 49 8B D4           -  mov rdx,r12
}

FUBA
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Re: Resident Evil 3: Raccoon City Demo +9 (table Update.3)

Post by FUBA »

Hey guys, can someone update a table and put all stuff together? The most important thing is to get outta boundaries and what could be nice for demo exploring, to have lockpicks. So if anybody know the address of that maybe it could be also put in the table. Thanks.
I'm super curious what to find behind the yellow padlocks.

Andrew2007
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Re: Resident Evil 3: Raccoon City Demo +9 (table Update.3)

Post by Andrew2007 »

Auto perfect invade never seems to work, the timer never goes through.

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Cielos
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Re: Resident Evil 3: Raccoon City Demo +9 (table Update.3)

Post by Cielos »

Andrew2007 wrote:
Sat Mar 21, 2020 3:28 pm
Auto perfect invade never seems to work, the timer never goes through.
what timer...?

anyway, I've updated the script a bit, re-download and see if it works properly now~

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Re: Resident Evil 3: Raccoon City Demo +9 (table Update.3)

Post by Andrew2007 »

Cielos wrote:
Sat Mar 21, 2020 3:54 pm
Andrew2007 wrote:
Sat Mar 21, 2020 3:28 pm
Auto perfect invade never seems to work, the timer never goes through.
what timer...?

anyway, I've updated the script a bit, re-download and see if it works properly now~
Looks like it was a merging issue, what did you update, them not attacking?

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