Resident Evil 4 Remake

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Masqurin
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Re: Resident Evil 4 Remake Adjust Time

Post by Masqurin »

Glowmoss wrote:
Wed Apr 19, 2023 11:49 pm
Idk if it's really needed as gir489 has it in their s+ rank script but here are two scripts to adjust and pause the time. I made it after seeing people say how hard it was to change lol. There are 2 scripts that use the same opcode so you can only have 1 active. There is a reduce time and an add time.
  • To use them I would suggest to be in game and not the pause menu as the add time doesn't work on the pause menu.
  • You enable one of them, choose from the units of secs, mins, hours and input how much time you want to remove or add from each.
  • If you take too much and the time goes to 999:59:59 then just disable the reduce time script, enable the add time script and add sufficient time and it will go back to normal


Let me know how it goes as I have only tested it on my machine so far. So it may need to be changed to work on others

If they are working feel free to add it to one of your tables on here as I probably won't release a table when there are already 200 lol. I might put one on my patreon just as some more random content at some point but that's about it with re4. Do note like all other tables or scripts for this game you need to use either girl489's implementation of praydogs bypass or use REframework by placing [Link] placed in the root of the re4 game directory unless you like the crashing of your game then go ahead without them and enjoy
I'm getting this error:

Code: Select all

<<Error in line 17 (label(code return exit HCHK TimerOrig SecAm min)) :label code return exit HCHK TimerOrigSecAm min is not defined in the script>>
Not sure what I'm doing wrong.

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

danguard
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Re: Resident Evil 4 Remake

Post by danguard »

gir489 wrote:
Sat Mar 25, 2023 12:38 am
Here's my table.

Features:

Remove protection
Infinite Ammo (No Reload) (makotech222's)
Infinite Spinels
Infinite Items
Manipulate Current Selected Item
  • Item ID
  • Value
  • Weapon Manipulation
    • Condition
    • Ammo Type
    • Ammo Loaded
    • +1 (Pistol)
    • Edit Specs
      • Power
      • Ammo Capacity
      • Reload Speed
      • Rate of Fire
      • Exclusive
Infinite Armor
No Spread + No Recoil
Always first save
Easy Craft
Lake Monster Dies in One Hit
Unlocks and Ranking
  • Unlock All Extra Content
  • Infinite Completion Points
  • Always Get S+
  • Unlock All Challenges
The Mercenaries
  • Infinite Mayhem (Based on Cissa90's addresses)
  • Infinite Combo Time (Based on Cissa90's addresses)
  • Set Mercenaries Timer
I got a bug in which I'm unable to turn off the infinite armor completely. I first activated it when I had a broken armor, but even after turning it off the game still thinks armor is full; it shows the armor icon in the HUD as if armor was full but I still receive full damage. And when I try to talk to the merchant I can't fix it, showing as if armor was fully repaired.

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gir489
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Re: Resident Evil 4 Remake

Post by gir489 »

danguard wrote:
Sat Apr 22, 2023 4:28 pm
I got a bug in which I'm unable to turn off the infinite armor completely. I first activated it when I had a broken armor, but even after turning it off the game still thinks armor is full; it shows the armor icon in the HUD as if armor was full but I still receive full damage. And when I try to talk to the merchant I can't fix it, showing as if armor was fully repaired.
Sucks for you.

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Glowmoss
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Re: Resident Evil 4 Remake Adjust Time

Post by Glowmoss »

Masqurin wrote:
Sat Apr 22, 2023 2:55 pm
I'm getting this error:

Code: Select all

<<Error in line 17 (label(code return exit HCHK TimerOrig SecAm min)) :label code return exit HCHK TimerOrigSecAm min is not defined in the script>>
Not sure what I'm doing wrong.
Does it have that 'TimerOrigSecAm' in the error message or was that just a typo as that must of been edited on your end if it does lol. I downloaded the table on my phone just now to look and it all looks good.
What version of cheat engine are you running?

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Glowmoss
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Re: Resident Evil 4 Remake

Post by Glowmoss »

danguard wrote:
Sat Apr 22, 2023 4:28 pm
I got a bug in which I'm unable to turn off the infinite armor completely. I first activated it when I had a broken armor, but even after turning it off the game still thinks armor is full; it shows the armor icon in the HUD as if armor was full but I still receive full damage. And when I try to talk to the merchant I can't fix it, showing as if armor was fully repaired.
You could try changing the mov [rsi+30],#1000 to mov [rsi+30],0 in that inf armour script and see if it breaks the armour again so you can fix it. I am just guessing as I haven't even gotten around to playing the game past the first small area lol so I don't have armour to look at what it does.

Masqurin
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Re: Resident Evil 4 Remake Adjust Time

Post by Masqurin »

Glowmoss wrote:
Sat Apr 22, 2023 5:47 pm
Masqurin wrote:
Sat Apr 22, 2023 2:55 pm
I'm getting this error:

Code: Select all

<<Error in line 17 (label(code return exit HCHK TimerOrig SecAm min)) :label code return exit HCHK TimerOrigSecAm min is not defined in the script>>
Not sure what I'm doing wrong.
Does it have that 'TimerOrigSecAm' in the error message or was that just a typo as that must of been edited on your end if it does lol. I downloaded the table on my phone just now to look and it all looks good.
What version of cheat engine are you running?

Yeah that's just a typo, had to manually type it since I couldn't copy and paste the error message.

I'm using CE 7.0, would a newer version help?

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Glowmoss
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Re: Resident Evil 4 Remake Adjust Time

Post by Glowmoss »

Masqurin wrote:
Sat Apr 22, 2023 11:53 pm
I'm using CE 7.0, would a newer version help?
That would be why then as the way I defined the labels and registered the symbols wasn't supported in that version. I believe it was added in 7.2 if I remember correctly but I would just recommend the latest version.

Masqurin
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Re: Resident Evil 4 Remake Adjust Time

Post by Masqurin »

Glowmoss wrote:
Sun Apr 23, 2023 1:30 am
Masqurin wrote:
Sat Apr 22, 2023 11:53 pm
I'm using CE 7.0, would a newer version help?
That would be why then as the way I defined the labels and registered the symbols wasn't supported in that version. I believe it was added in 7.2 if I remember correctly but I would just recommend the latest version.
Great, it worked with 7.5. But after I ran it for a while, the in game timer went to 999:59:59 without me trying to add or subtract anything, and now neither adding nor subtracting doesn't change anything. I assume the number went out of bounds for the in game display somehow, is there any way to find the real number so I can add/subtract the correct amount?

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gir489
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Re: Resident Evil 4 Remake

Post by gir489 »

My table on the 1st page has been updated for the April 23rd (1.0.5.0) patch.

Here is the updated crosshair script as well.

Code: Select all

// Game Executable   : re4.exe
// Author            : gir489
// Executable Version: 1.0.5.0
// MD5 Signature     : 942BA056C69684FF07EB85260499A0F7
// EXE Compile Date  : April 17, 2023 12:32 PM
// Sign Date         : ‎Monday, ‎April ‎17, ‎2023 1꞉20꞉23 PM
// Script Date       : April 23, 2023 11:05 PM
[ENABLE]
aobscanmodule(aob_RenderCrosshair,re4.exe,30 DE 07 00 84 C0 74 2D 48 8B 44 24 38)
registersymbol(aob_RenderCrosshair)

aob_RenderCrosshair+06:
  db E9

[DISABLE]
aob_RenderCrosshair+06:
  db 74

unregistersymbol(aob_RenderCrosshair)

{
// ORIGINAL CODE - INJECTION POINT: re4.exe+1ABFEC2

re4.exe+1ABFE88: 48 8B 52 10     - mov rdx,[rdx+10]
re4.exe+1ABFE8C: E8 4F 88 51 00  - call re4.exe+1FD86E0
re4.exe+1ABFE91: 48 8B 5C 24 30  - mov rbx,[rsp+30]
re4.exe+1ABFE96: 48 83 C4 20     - add rsp,20
re4.exe+1ABFE9A: 5F              - pop rdi
re4.exe+1ABFE9B: C3              - ret 
re4.exe+1ABFE9C: CC              - int 3 
re4.exe+1ABFE9D: CC              - int 3 
re4.exe+1ABFE9E: CC              - int 3 
re4.exe+1ABFE9F: CC              - int 3 
re4.exe+1ABFEA0: 48 89 5C 24 08  - mov [rsp+08],rbx
re4.exe+1ABFEA5: 57              - push rdi
re4.exe+1ABFEA6: 48 83 EC 20     - sub rsp,20
re4.exe+1ABFEAA: 49 8B C1        - mov rax,r9
re4.exe+1ABFEAD: 49 8B F8        - mov rdi,r8
re4.exe+1ABFEB0: 4C 8B C0        - mov r8,rax
re4.exe+1ABFEB3: 4C 8D 4C 24 38  - lea r9,[rsp+38]
re4.exe+1ABFEB8: 48 8B D9        - mov rbx,rcx
re4.exe+1ABFEBB: E8 30 DE 07 00  - call re4.exe+1B3DCF0
re4.exe+1ABFEC0: 84 C0           - test al,al
// ---------- INJECTING HERE ----------
re4.exe+1ABFEC2: 74 2D           - je re4.exe+1ABFEF1
// ---------- DONE INJECTING  ----------
re4.exe+1ABFEC4: 48 8B 44 24 38  - mov rax,[rsp+38]
re4.exe+1ABFEC9: 4C 8B C7        - mov r8,rdi
re4.exe+1ABFECC: 48 8B CB        - mov rcx,rbx
re4.exe+1ABFECF: 48 8B 50 20     - mov rdx,[rax+20]
re4.exe+1ABFED3: 48 8B 52 10     - mov rdx,[rdx+10]
re4.exe+1ABFED7: E8 C4 9D 49 00  - call re4.exe+1F59CA0
re4.exe+1ABFEDC: 48 8B 44 24 38  - mov rax,[rsp+38]
re4.exe+1ABFEE1: 48 8B CB        - mov rcx,rbx
re4.exe+1ABFEE4: 48 8B 50 20     - mov rdx,[rax+20]
re4.exe+1ABFEE8: 48 8B 52 10     - mov rdx,[rdx+10]
re4.exe+1ABFEEC: E8 EF 87 51 00  - call re4.exe+1FD86E0
re4.exe+1ABFEF1: 48 8B 5C 24 30  - mov rbx,[rsp+30]
re4.exe+1ABFEF6: 48 83 C4 20     - add rsp,20
re4.exe+1ABFEFA: 5F              - pop rdi
re4.exe+1ABFEFB: C3              - ret 
re4.exe+1ABFEFC: CC              - int 3 
re4.exe+1ABFEFD: CC              - int 3 
re4.exe+1ABFEFE: CC              - int 3 
re4.exe+1ABFEFF: CC              - int 3 
re4.exe+1ABFF00: 48 89 5C 24 08  - mov [rsp+08],rbx
}

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Glowmoss
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Re: Resident Evil 4 Remake Adjust Time

Post by Glowmoss »

Masqurin wrote:
Sun Apr 23, 2023 10:59 am
Great, it worked with 7.5. But after I ran it for a while, the in game timer went to 999:59:59 without me trying to add or subtract anything, and now neither adding nor subtracting doesn't change anything. I assume the number went out of bounds for the in game display somehow, is there any way to find the real number so I can add/subtract the correct amount?
I changed the script so that shouldn't happen now as I was stopping one of the numbers that set the timer but it is always running even when the pause menu is up so at some point that number would of been completely wrong is my guess.

I have put a set time script in the table but it seemed a bit hit or miss sometimes so I would reccomend only using after you saved just in case you cant fix it with the other scripts.

blueroom
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Re: Resident Evil 4 Remake

Post by blueroom »

gir489 wrote:
Mon Apr 24, 2023 4:00 am
My table on the 1st page has been updated for the April 23rd (1.0.5.0) patch.
your latest table Manipulate Current Selected Item work fine for weapon , but not item ( first aid spray, egg, etc )

Masqurin
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Re: Resident Evil 4 Remake Adjust Time

Post by Masqurin »

Glowmoss wrote:
Mon Apr 24, 2023 4:01 am
Masqurin wrote:
Sun Apr 23, 2023 10:59 am
Great, it worked with 7.5. But after I ran it for a while, the in game timer went to 999:59:59 without me trying to add or subtract anything, and now neither adding nor subtracting doesn't change anything. I assume the number went out of bounds for the in game display somehow, is there any way to find the real number so I can add/subtract the correct amount?
I changed the script so that shouldn't happen now as I was stopping one of the numbers that set the timer but it is always running even when the pause menu is up so at some point that number would of been completely wrong is my guess.

I have put a set time script in the table but it seemed a bit hit or miss sometimes so I would reccomend only using after you saved just in case you cant fix it with the other scripts.
Thanks! I tried the set time script and it kinda worked on non-corrupted saves with valid timers - like you said there was some kind of offset, a save file that started with a 6:xx:xx timer changed to 999:59:59 when setting the timer to like 1 hour, but after adding 999 hours it changes to 983:xx:xx so I guess the offset was like -17 hours.

For the save with the corrupted time I tried a range of values and it's still stuck on 999:59:59, I guess it's got some large offset so unless you have any other tricks to show what the actual value of the game timer is (I tried reading various registers into a <CheatEntry> but couldn't find the right value), I'll have to try iterating over the entire range 999 hours at a time until I get a timer that's in displayable range.

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Glowmoss
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Re: Resident Evil 4 Remake Adjust Time

Post by Glowmoss »

Masqurin wrote:
Mon Apr 24, 2023 8:06 am
For the save with the corrupted time I tried a range of values and it's still stuck on 999:59:59, I guess it's got some large offset so unless you have any other tricks to show what the actual value of the game timer is (I tried reading various registers into a <CheatEntry> but couldn't find the right value), I'll have to try iterating over the entire range 999 hours at a time until I get a timer that's in displayable range.
I finally got around to actually using REframework to look for shit and found a function that is called when the game saves that stores all the values for the times. Using this function from my testing seems a lot better as I only had it fuck up because I tried using some other cheat I had lol which was fixed by restarting the game. Let me know if it fixes that fucked save.

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gir489
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Re: Resident Evil 4 Remake

Post by gir489 »

blueroom wrote:
Mon Apr 24, 2023 6:56 am
your latest table Manipulate Current Selected Item work fine for weapon , but not item ( first aid spray, egg, etc )
Fixed.

Arkaides
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Re: Resident Evil 4 Remake

Post by Arkaides »

gir489 wrote:
Sat Mar 25, 2023 12:38 am
Here's my table.

Features:

Remove protection
Infinite Ammo (No Reload) (makotech222's)
Infinite Spinels
Infinite Items
Manipulate Current Selected Item
  • Item ID
  • Value
  • Weapon Manipulation
    • Condition
    • Ammo Type
    • Ammo Loaded
    • +1 (Pistol)
    • Edit Specs
      • Power
      • Ammo Capacity
      • Reload Speed
      • Rate of Fire
      • Exclusive
Infinite Armor
No Spread + No Recoil
Always first save
Easy Craft
Lake Monster Dies in One Hit
Unlocks and Ranking
  • Unlock All Extra Content
  • Infinite Completion Points
  • Always Get S+
  • Unlock All Challenges
The Mercenaries
  • Infinite Mayhem (Based on Cissa90's addresses)
  • Infinite Combo Time (Based on Cissa90's addresses)
  • Set Mercenaries Timer
Very helpful table, thanks a lot for this!
Unfortunately the latest RE4R update broke some options (like 'Always get S+'), resulting in the game crashing...
Also, would it be possible to implement 'No grab / no hit' and/or 'Infinite vehicle health' (for e.g. mine cart, jetski) options?
All the tables I found in this thread already containing these options have been impacted by the new update as well :\

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