Resident Evil 3 +14 (table Update5)

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GroxIan
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Re: Resident Evil 3 +14 (table Update5)

Post by GroxIan »

Any chance for the highlight item script to get fixed so it can be used in the normal inventory instead of the chest?

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Nephnil
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Re: Resident Evil 3 +14 (table Update5)

Post by Nephnil »

I've edited the re3_rtx to restore the Edit game time cheat.
It should work for the 2022 update. Haven't tested it on the 2023 update.
Attachments
re3_latest.CT
(153.11 KiB) Downloaded 1203 times

l_nemesis168
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Re: Resident Evil 3 +14 (table Update5)

Post by l_nemesis168 »

could you fix perfect dodge option/undead please.( I have tried, but still dead)

zjpdarkblaze
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Re: Resident Evil 3 +14 (table Update5)

Post by zjpdarkblaze »

when i change an item to a different item using the highlight item mod, the item changed will be gone after loading a save.

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Leunsel
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Re: Resident Evil 3 +14 (table Update5)

Post by Leunsel »

This is for the latest game version, I have a table Work-In-Progress but since I'm not sure if I'll ever release it, I'll just share some scripts that might be interesting to some...

Ignore Grapple

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>1337119498</ID>
      <Description>"Ignore Grapple"</Description>
      <LastState/>
      <Color>00BFFF</Color>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>{ Game   : re3.exe
  Version: 
  Date   : 2023-08-03
  Author : Leunsel

  Address of signature = re3.exe + 0x0016EF0E
  "80 7A 59 ? 0F 94"
}

[ENABLE]

aobscanmodule(DisableGrappleEvent,re3.exe,80 7A 59 ? 0F 94) // should be unique

DisableGrappleEvent:
  db 80 7A 59 01

registersymbol(DisableGrappleEvent)

[DISABLE]

DisableGrappleEvent:
  db 80 7A 59 00

unregistersymbol(DisableGrappleEvent)
</AssemblerScript>
      <CheatEntries>
        <CheatEntry>
          <ID>1337119499</ID>
          <Description>"— -[  IgnoreGrapple  - — -&gt;  offline.survivor.SurvivorCondition  - — -&gt;  0x59"</Description>
          <LastState Value="" RealAddress="00000000"/>
          <Color>0000FF</Color>
          <GroupHeader>1</GroupHeader>
        </CheatEntry>
      </CheatEntries>
    </CheatEntry>
  </CheatEntries>
</CheatTable>
Skip To End Of The Game (Toggle Multiple Times For It To Work)

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>1337119413</ID>
      <Description>"Skip To End Of The Game"</Description>
      <LastState/>
      <Color>00BFFF</Color>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>{ Game   : re3.exe
  Version: 
  Date   : 2023-07-18
  Author : Leunsel

  Address of signature = re3.exe + 0x01E3B6AA
  "\x8B\xAD\x00\x00\x00\x00\x48\x8B\x00\xBF\x00\x00\x00\x00\x80\x7C\x24\x40\x00\x74\x00\x49\x8B\x00\x48\x8B\x00\xE8\x00\x00\x00\x00\x48\x8B\x00\x00\x48\x83\x78\x18\x00\x75\x00\x83\xFF\x00\x74\x00\x48\x85\x00\x74\x00\x48\x8B\x00\x48\x8B\x00\xE8\x00\x00\x00\x00\x33\xC0\xEB\x00\x8B\xC5\x48\x8B\x00\x00\x00\x48\x8B", "xx????xx?x????xxxx?x?xx?xx?x????xx??xxxx?x?xx?x?xx?x?xx?xx?x????xxx?xxxx???xx"
  "8B AD ? ? ? ? 48 8B ? BF ? ? ? ? 80 7C 24 40 ? 74 ? 49 8B ? 48 8B ? E8 ? ? ? ? 48 8B ? ? 48 83 78 18 ? 75 ? 83 FF ? 74 ? 48 85 ? 74 ? 48 8B ? 48 8B ? E8 ? ? ? ? 33 C0 EB ? 8B C5 48 8B ? ? ? 48 8B"
}

[ENABLE]

aobscanmodule(AutoFinishGame,re3.exe,8B AD E0 00 00 00 48 8B DF) // should be unique
alloc(newmem,$1000,AutoFinishGame)

label(code)
label(return)

alloc(GameState,4)

GameState:
  dd (int)13

/*
0  = INVALID
1  = INITIALIZE
2  = WAKE_UP
3  = TITLE
4  = LOAD_GAME_DATA
5  = IN_GAME_INITIALIZE
6  = IN_GAME
7  = GAME_OVER
8  = GAME_OVER_TO_RESET_TO_WAKE_UP
9  = PAUSE
10 = STAFFROLL
11 = STAFFROLL_TO_RESET_TO_WAIT
12 = WAIT_STAFFROLL
13 = ENDING
14 = RESULT
15 = RESULT_EXTRA
...               // Theres More Actually
*/

newmem:

code:
  mov ebp,[GameState]
  jmp return

AutoFinishGame:
  jmp newmem
  nop
return:
registersymbol(AutoFinishGame)

{$lua}
Helpers.mrAutoDisable(memrec.ID)
{$asm}

[DISABLE]

AutoFinishGame:
  db 8B AD E0 00 00 00

unregistersymbol(AutoFinishGame)
dealloc(newmem)

dealloc(GameState)

{
// ORIGINAL CODE - INJECTION POINT: re3.exe+1E3B6AA

re3.exe+1E3B686: 40 88 7C 24 40     - mov [rsp+40],dil
re3.exe+1E3B68B: 48 8B F1           - mov rsi,rcx
re3.exe+1E3B68E: E8 5D FB 5E 00     - call re3.exe+242B1F0
re3.exe+1E3B693: 48 8B 46 50        - mov rax,[rsi+50]
re3.exe+1E3B697: 48 8B 58 18        - mov rbx,[rax+18]
re3.exe+1E3B69B: 48 85 DB           - test rbx,rbx
re3.exe+1E3B69E: 74 0A              - je re3.exe+1E3B6AA
re3.exe+1E3B6A0: 48 89 78 18        - mov [rax+18],rdi
re3.exe+1E3B6A4: 8B 6C 24 40        - mov ebp,[rsp+40]
re3.exe+1E3B6A8: EB 0E              - jmp re3.exe+1E3B6B8
// ---------- INJECTING HERE ----------
re3.exe+1E3B6AA: 8B AD E0 00 00 00  - mov ebp,[rbp+000000E0]
// ---------- DONE INJECTING  ----------
re3.exe+1E3B6B0: 48 8B DF           - mov rbx,rdi
re3.exe+1E3B6B3: BF 23 00 00 00     - mov edi,00000023
re3.exe+1E3B6B8: 80 7C 24 40 00     - cmp byte ptr [rsp+40],00
re3.exe+1E3B6BD: 74 16              - je re3.exe+1E3B6D5
re3.exe+1E3B6BF: 49 8B D6           - mov rdx,r14
re3.exe+1E3B6C2: 48 8B CE           - mov rcx,rsi
re3.exe+1E3B6C5: E8 56 FB 5E 00     - call re3.exe+242B220
re3.exe+1E3B6CA: 48 8B 46 50        - mov rax,[rsi+50]
re3.exe+1E3B6CE: 48 83 78 18 00     - cmp qword ptr [rax+18],00
re3.exe+1E3B6D3: 75 15              - jne re3.exe+1E3B6EA
}
</AssemblerScript>
    </CheatEntry>
  </CheatEntries>
</CheatTable>
If you don't know how to use these, just copy the whole thing and paste it into Cheat Engine!

XOwkaX
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Re: Resident Evil 3 +14 (table Update3.2)

Post by XOwkaX »

How can i do this help how can i inject this or something

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gir489
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Re: Resident Evil 3 +14 (table Update5)

Post by gir489 »

Nephnil wrote:
Fri Apr 28, 2023 6:50 pm
I've edited the re3_rtx to restore the Edit game time cheat.
It should work for the 2022 update. Haven't tested it on the 2023 update.
Ignore ammo patch doesn't work, the 2 EXEs I have from 2020 don't match Ceilos' fucking abhorrent notes, and last time I tried updating it on RE2, I almost went insane. So fuck it.

My Infinite Ammo script from RE2 works on RE3.

Code: Select all

// Game Executable   : re2.exe
// Author            : gir489
// Executable Version: 0.0.0.2
// MD5 Signature     : 0BDD3B6DD179445DD85D4B180BAB774F
// EXE Compile Date  : July 05, 2023 10:11 AM
// Script Date       : November 20, 2023 01:03 AM
[ENABLE]
aobscanmodule(aob_InfiniteAmmoReload,re3.exe,0F B6 C8 48 8B 43 50 48 83 78 ? ? 75 E9 85 C9 74 E5)
registersymbol(aob_InfiniteAmmoReload)

aob_InfiniteAmmoReload:
inc ecx
nop

[DISABLE]
aob_InfiniteAmmoReload:
db 0F B6 C8

unregistersymbol(aob_InfiniteAmmoReload)
dealloc(newmem_InfiniteAmmoReload)

{
// ORIGINAL CODE - INJECTION POINT: re2.exe+1E34859

re2.exe+1E34815: 48 89 6C 24 10  - mov [rsp+10],rbp
re2.exe+1E3481A: 48 89 74 24 18  - mov [rsp+18],rsi
re2.exe+1E3481F: 57              - push rdi
re2.exe+1E34820: 48 83 EC 20     - sub rsp,20
re2.exe+1E34824: 48 8B 41 50     - mov rax,[rcx+50]
re2.exe+1E34828: 48 8B FA        - mov rdi,rdx
re2.exe+1E3482B: 48 8B 52 78     - mov rdx,[rdx+78]
re2.exe+1E3482F: 41 8B F1        - mov esi,r9d
re2.exe+1E34832: 41 8B E8        - mov ebp,r8d
re2.exe+1E34835: 48 8B D9        - mov rbx,rcx
re2.exe+1E34838: 48 83 78 18 00  - cmp qword ptr [rax+18],00
re2.exe+1E3483D: 75 11           - jne re2.exe+1E34850
re2.exe+1E3483F: 48 85 D2        - test rdx,rdx
re2.exe+1E34842: 75 10           - jne re2.exe+1E34854
re2.exe+1E34844: 45 33 C0        - xor r8d,r8d
re2.exe+1E34847: 41 8D 50 38     - lea edx,[r8+38]
re2.exe+1E3484B: E8 80 58 14 00  - call re2.exe+1F7A0D0
re2.exe+1E34850: 32 C0           - xor al,al
re2.exe+1E34852: EB 3E           - jmp re2.exe+1E34892
re2.exe+1E34854: E8 27 A0 C7 FE  - call re2.exe+AAE880
// ---------- INJECTING HERE ----------
re2.exe+1E34859: 0F B6 C8        - movzx ecx,al
// ---------- DONE INJECTING  ----------
re2.exe+1E3485C: 48 8B 43 50     - mov rax,[rbx+50]
re2.exe+1E34860: 48 83 78 18 00  - cmp qword ptr [rax+18],00
re2.exe+1E34865: 75 E9           - jne re2.exe+1E34850
re2.exe+1E34867: 85 C9           - test ecx,ecx
re2.exe+1E34869: 74 E5           - je re2.exe+1E34850
re2.exe+1E3486B: 48 8B 57 78     - mov rdx,[rdi+78]
re2.exe+1E3486F: 48 8B CB        - mov rcx,rbx
re2.exe+1E34872: 48 85 D2        - test rdx,rdx
re2.exe+1E34875: 74 CD           - je re2.exe+1E34844
re2.exe+1E34877: 44 8B CE        - mov r9d,esi
re2.exe+1E3487A: 44 8B C5        - mov r8d,ebp
re2.exe+1E3487D: E8 9E F4 C7 FE  - call re2.exe+AB3D20
re2.exe+1E34882: 48 8B 4B 50     - mov rcx,[rbx+50]
re2.exe+1E34886: 48 83 79 18 00  - cmp qword ptr [rcx+18],00
re2.exe+1E3488B: 75 C3           - jne re2.exe+1E34850
re2.exe+1E3488D: 85 C0           - test eax,eax
re2.exe+1E3488F: 0F 9F C0        - setg al
re2.exe+1E34892: 48 8B 5C 24 30  - mov rbx,[rsp+30]
re2.exe+1E34897: 48 8B 6C 24 38  - mov rbp,[rsp+38]
re2.exe+1E3489C: 48 8B 74 24 40  - mov rsi,[rsp+40]
}
Attachments
re3_latest.CT
(74.51 KiB) Downloaded 115 times
Last edited by gir489 on Wed Oct 02, 2024 6:28 pm, edited 1 time in total.

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Thorin
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Re: Resident Evil 3 +14 (table Update5)

Post by Thorin »

Hi everyone. New member here. Thanks for all of your hard work and the RE2 and RE3 tables. learned a lot from you guys through the years as a silent lurker also. Currently playing RE2 & RE3 right now. Loving every minute of them. I know a thing or two about code injection and when or where to use direct byte manipulations vs allocating new memory, so I (mostly) make my own tables and combine with whatever I can find here. Though I'd still consider my CE level to be beginner at best (lua is foreign language to me ;) and back-tracing shared instructions is still kicking my ass).

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Thorin
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Re: Resident Evil 3 +14 (table Update5)

Post by Thorin »

gir489 wrote:
Sat Sep 28, 2024 11:10 pm
Nephnil wrote:
Fri Apr 28, 2023 6:50 pm
I've edited the re3_rtx to restore the Edit game time cheat.
It should work for the 2022 update. Haven't tested it on the 2023 update.
Ignore ammo patch doesn't work, the 2 EXEs I have from 2020 don't match Ceilos' fucking abhorrent notes, and last time I tried updating it on RE2, I almost went insane. So fuck it.

My Infinite Ammo script from RE2 works on RE3.

Code: Select all

// Game Executable   : re2.exe
// Author            : gir489
// Executable Version: 0.0.0.2
// MD5 Signature     : 0BDD3B6DD179445DD85D4B180BAB774F
// EXE Compile Date  : July 05, 2023 10:11 AM
// Script Date       : November 20, 2023 01:03 AM
[ENABLE]
aobscanmodule(aob_InfiniteAmmoReload,re3.exe,0F B6 C8 48 8B 43 50 48 83 78 ? ? 75 E9 85 C9 74 E5)
registersymbol(aob_InfiniteAmmoReload)

aob_InfiniteAmmoReload:
inc ecx
nop

[DISABLE]
aob_InfiniteAmmoReload:
db 0F B6 C8

unregistersymbol(aob_InfiniteAmmoReload)
dealloc(newmem_InfiniteAmmoReload)

{
// ORIGINAL CODE - INJECTION POINT: re2.exe+1E34859

re2.exe+1E34815: 48 89 6C 24 10  - mov [rsp+10],rbp
re2.exe+1E3481A: 48 89 74 24 18  - mov [rsp+18],rsi
re2.exe+1E3481F: 57              - push rdi
re2.exe+1E34820: 48 83 EC 20     - sub rsp,20
re2.exe+1E34824: 48 8B 41 50     - mov rax,[rcx+50]
re2.exe+1E34828: 48 8B FA        - mov rdi,rdx
re2.exe+1E3482B: 48 8B 52 78     - mov rdx,[rdx+78]
re2.exe+1E3482F: 41 8B F1        - mov esi,r9d
re2.exe+1E34832: 41 8B E8        - mov ebp,r8d
re2.exe+1E34835: 48 8B D9        - mov rbx,rcx
re2.exe+1E34838: 48 83 78 18 00  - cmp qword ptr [rax+18],00
re2.exe+1E3483D: 75 11           - jne re2.exe+1E34850
re2.exe+1E3483F: 48 85 D2        - test rdx,rdx
re2.exe+1E34842: 75 10           - jne re2.exe+1E34854
re2.exe+1E34844: 45 33 C0        - xor r8d,r8d
re2.exe+1E34847: 41 8D 50 38     - lea edx,[r8+38]
re2.exe+1E3484B: E8 80 58 14 00  - call re2.exe+1F7A0D0
re2.exe+1E34850: 32 C0           - xor al,al
re2.exe+1E34852: EB 3E           - jmp re2.exe+1E34892
re2.exe+1E34854: E8 27 A0 C7 FE  - call re2.exe+AAE880
// ---------- INJECTING HERE ----------
re2.exe+1E34859: 0F B6 C8        - movzx ecx,al
// ---------- DONE INJECTING  ----------
re2.exe+1E3485C: 48 8B 43 50     - mov rax,[rbx+50]
re2.exe+1E34860: 48 83 78 18 00  - cmp qword ptr [rax+18],00
re2.exe+1E34865: 75 E9           - jne re2.exe+1E34850
re2.exe+1E34867: 85 C9           - test ecx,ecx
re2.exe+1E34869: 74 E5           - je re2.exe+1E34850
re2.exe+1E3486B: 48 8B 57 78     - mov rdx,[rdi+78]
re2.exe+1E3486F: 48 8B CB        - mov rcx,rbx
re2.exe+1E34872: 48 85 D2        - test rdx,rdx
re2.exe+1E34875: 74 CD           - je re2.exe+1E34844
re2.exe+1E34877: 44 8B CE        - mov r9d,esi
re2.exe+1E3487A: 44 8B C5        - mov r8d,ebp
re2.exe+1E3487D: E8 9E F4 C7 FE  - call re2.exe+AB3D20
re2.exe+1E34882: 48 8B 4B 50     - mov rcx,[rbx+50]
re2.exe+1E34886: 48 83 79 18 00  - cmp qword ptr [rcx+18],00
re2.exe+1E3488B: 75 C3           - jne re2.exe+1E34850
re2.exe+1E3488D: 85 C0           - test eax,eax
re2.exe+1E3488F: 0F 9F C0        - setg al
re2.exe+1E34892: 48 8B 5C 24 30  - mov rbx,[rsp+30]
re2.exe+1E34897: 48 8B 6C 24 38  - mov rbp,[rsp+38]
re2.exe+1E3489C: 48 8B 74 24 40  - mov rsi,[rsp+40]
}
Whas does the command "movzx" do?

Also, I'm using a different ammo opcode for infinite ammo. It's a shared opcode with all consumable items. Same in RE2. (In RE2's case, the ammo opcode also writes to the Wooden Boards and Spare Key Pads). I simply write the ammo cap into the ammo address. Best of all, I don't even need to allocate new memory for it. Direct byte manipulation.

TidusYoshy
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Re: Resident Evil 3 +14 (table Update5)

Post by TidusYoshy »

For what version is this table?

I was looking for one for the Nemesis Gamecube with the HD upgraded textures and couldn't find it.

I made a quick one using simple byte HEX values:
0. Empty
1. Knife
3. Handgun
130. Reloading tool

First ensure that "Mem_Mapped" is checked along with Private and image in the scan settings.
Put the reloading tool in the item box and scan byte 130, then in the same spot put the knife scan 1, in the same spot put the handgun scan 3, same spot leave empty scan 0, repeat as needed and get address.

Now put the handgun with bullets or any item with multiple of them (eg. Ink ribbon with 3, 6, 9, etc), in that same spot. Close the item box (errors if you don't) and change the value of the address you got with:
4 For shotgun
5 For magnum
10 For rocket launcher.

Replace for any value, the number of bullets will remain the same and that one too is a byte value which you can scan yourself too to give yourself 99 bullets in the equipped weapon.

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Thorin
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Re: Resident Evil 3 +14 (table Update5)

Post by Thorin »

TidusYoshy wrote:
Mon Oct 21, 2024 9:02 am
For what version is this table?

I was looking for one for the Nemesis Gamecube with the HD upgraded textures and couldn't find it.
You're in the wrong topic. This topic is for Resident Evil 3 REMAKE (which came out in 2020).

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Re: Resident Evil 3 +14 (table Update5)

Post by SethBongWarrior »

BUMP

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