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

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Airle
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Re: RESIDENT EVIL 2 +8 (table Update5)

Post by Airle »

wow, I'd love this:
Tyrant Remains Incapacitated
Invisible to Tyrant

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

IcyPurpose99
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Re: RESIDENT EVIL 2 +8 (table Update5)

Post by IcyPurpose99 »

Did anyone figure out if this takes on RE7 engine of most data? I noticed inventory but couldn't get Health.

KS212
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Re: RESIDENT EVIL 2 +8 (table Update5)

Post by KS212 »

Airle wrote:
Sat Jan 26, 2019 9:14 pm
wow, I'd love this:
Tyrant Remains Incapacitated
Invisible to Tyrant
I've used the CH trainer. The Tyrant remains incapacitated one is really good.... the invisible one is almost worthless.

Capcom's scripting for Tyrant can be considered either really good (for what they intend) or extremely fucking bullshit (for making us suffer). It doesn't matter if he can't 'see' you... if you do anything that grabs his attention, like running near him or firing off a gun... it doesn't matter if the gunshot is literally on opposite sides of the station, he will TELEPORT to somewhere near you, then chase you from there... all the invisible does is that he will chase you until he's literally in your face... then stop and turn around because he can't actually find you. BUT if you attack him or do anything that is supposed to grab his attention, he will attack you... its somehow coded that he will attack you even if his 'condition' is that he still can't see you.

AFTER the attack, he will immediately act like he's lost you/can't see you... But because of the behavior in general that invisible option is not worth using. Not to say the CH trainer is bad, its just that trying to 'stop' Tyrant this way is a bad approach in general. The perma-incapacitate is far better coz then he just doesn't get up, he may as well be 'dead' which is pretty much what we want.

zeto3211
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Re: RESIDENT EVIL 2 +8 (table Update5)

Post by zeto3211 »

KS212 wrote:
Sat Jan 26, 2019 9:51 pm
Airle wrote:
Sat Jan 26, 2019 9:14 pm
wow, I'd love this:
Tyrant Remains Incapacitated
Invisible to Tyrant
I've used the CH trainer. The Tyrant remains incapacitated one is really good.... the invisible one is almost worthless.
This is probably against the rules.. but eh, I'm going to ask anyway. Would you mind sharing the CE trainer with in PM? I really dont have the money to spare for a premo subscription there.

nos4r2
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Re: RESIDENT EVIL 2 +8 (table Update5)

Post by nos4r2 »

Yes the tyrant incapacitated in CH are awesome on first playthrough with leon it quite scary and give me some pressure but on 2b with claire it getting annoying glad that i can get rid of him for good ( he only back on script fight )

Now only if op update/fix dmg multiplier i don't need anything else anymore i'm pretty sure dmg multiplier affect enemie too one hit from zombie bite / mr.x drop my pulse from green to red

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Evo
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Re: RESIDENT EVIL 2 +8 (table Update5)

Post by Evo »

KS212 wrote:
Sat Jan 26, 2019 9:51 pm
Airle wrote:
Sat Jan 26, 2019 9:14 pm
wow, I'd love this:
Tyrant Remains Incapacitated
Invisible to Tyrant
I've used the CH trainer. The Tyrant remains incapacitated one is really good.... the invisible one is almost worthless.

Capcom's scripting for Tyrant can be considered either really good (for what they intend) or extremely fucking bullshit (for making us suffer). It doesn't matter if he can't 'see' you... if you do anything that grabs his attention, like running near him or firing off a gun... it doesn't matter if the gunshot is literally on opposite sides of the station, he will TELEPORT to somewhere near you, then chase you from there... all the invisible does is that he will chase you until he's literally in your face... then stop and turn around because he can't actually find you. BUT if you attack him or do anything that is supposed to grab his attention, he will attack you... its somehow coded that he will attack you even if his 'condition' is that he still can't see you.

AFTER the attack, he will immediately act like he's lost you/can't see you... But because of the behavior in general that invisible option is not worth using. Not to say the CH trainer is bad, its just that trying to 'stop' Tyrant this way is a bad approach in general. The perma-incapacitate is far better coz then he just doesn't get up, he may as well be 'dead' which is pretty much what we want.
He acts almost the same as he does in the original.

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HylianZ
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Re: RESIDENT EVIL 2 +8 (table Update5)

Post by HylianZ »

HylianZ wrote:
Sat Jan 26, 2019 6:38 pm
You guys wanna test out this AOB for me? Should lead to the Records section directly, with the wildcard.
18 C8 EC 16 00 00 00 00 01 00 00 00 00 00 XX 00 F0 83 CF 44 01 00 00 00 01 00 00 00 5B
Did anyone have a chance to test this? It works consistently for me, but so did the other one so IDK.
Xblade Of Heaven wrote:
Sat Jan 26, 2019 10:42 pm
pay for a trainer?... loser.
This is neither helpful or constructive. But at least you aren't also begging for a timer option.

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Xblade Of Heaven
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Re: RESIDENT EVIL 2 +8 (table Update5)

Post by Xblade Of Heaven »

HylianZ wrote:
Sat Jan 26, 2019 10:46 pm
HylianZ wrote:
Sat Jan 26, 2019 6:38 pm
You guys wanna test out this AOB for me? Should lead to the Records section directly, with the wildcard.
18 C8 EC 16 00 00 00 00 01 00 00 00 00 00 XX 00 F0 83 CF 44 01 00 00 00 01 00 00 00 5B
Did anyone have a chance to test this? It works consistently for me, but so did the other one so IDK.
Xblade Of Heaven wrote:
Sat Jan 26, 2019 10:42 pm
pay for a trainer?... loser.
This is neither helpful or constructive. But at least you aren't also begging for a timer option.
xDDDD

I'm sorry, but they are things that surpass me, they go against my principles but even so ... I respect them.

Hornet
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Re: RESIDENT EVIL 2 +8 (table Update5)

Post by Hornet »

Looks like the CH trainer has a reset game time option now. Wonder how it works.

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Xblade Of Heaven
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Re: RESIDENT EVIL 2 +8 (table Update5)

Post by Xblade Of Heaven »

Hornet wrote:
Sat Jan 26, 2019 10:56 pm
Looks like the CH trainer has a reset game time option now. Wonder how it works.
and?, stop advertising. Thanks

Hornet
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Re: RESIDENT EVIL 2 +8 (table Update5)

Post by Hornet »

Xblade Of Heaven wrote:
Sat Jan 26, 2019 11:13 pm
Hornet wrote:
Sat Jan 26, 2019 10:56 pm
Looks like the CH trainer has a reset game time option now. Wonder how it works.
and?, stop advertising. Thanks
Not advertising, I'm sorry that's how you feel about it though.

Ali_HT
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Re: RESIDENT EVIL 2 +8 (table Update5)

Post by Ali_HT »

any Freecam yet?
I want to take screenshots, not get invisible from the tyrant :(

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Xblade Of Heaven
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Re: RESIDENT EVIL 2 +8 (table Update5)

Post by Xblade Of Heaven »

yelli wrote:
Sat Jan 26, 2019 11:49 pm
Hornet wrote:
Sat Jan 26, 2019 11:20 pm
Xblade Of Heaven wrote:
Sat Jan 26, 2019 11:13 pm


and?, stop advertising. Thanks
Not advertising, I'm sorry that's how you feel about it though.
Why not? i will buy it in 48h if i find here not a free .CT, but i can also spend money here no prob, but i do sure not wait until 2022 the demo timer was cracked 1h later, so i can not understand why this time not.
I do not care or care what you do with your money.

I know how to find the time, but I will not show it for people like you and their way of thinking. I'll just give you a "hint", remember the game Two Worlds 2?, Every time you press the tabulator key, the magic happens. Now you can get to work or give your money to whomever you want :). FEEL FREE TO DO WHAT YOU WANT! :wub:

Have a good night, it's time to sleep!

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xICEMANx117
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Re: RESIDENT EVIL 2 +8 (table Update5)

Post by xICEMANx117 »

Hornet wrote:
Sat Jan 26, 2019 10:56 pm
Looks like the CH trainer has a reset game time option now. Wonder how it works.
Then honestly why are you here? You have the Premo Table that you spent your money on go ahead and stop being toxic and leave the true masters to work no one cares about CH here. now go away please.

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gir489
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Re: RESIDENT EVIL 2 +8 (table Update5)

Post by gir489 »

Max Backpack spaces. (Got tired of waiting for someone else to do it. You guys seriously need to step it up.)

Code: Select all

{ Game   : re2.exe
  Version: 
  Date   : 2019-01-26
  Author : gir489

  This script does blah blah blah
}

[ENABLE]

aobscanmodule(INJECT,re2.exe,39 BA 90 00 00 00 7E) // should be unique
alloc(newmem,$1000,"re2.exe"+98676B1)

label(code)
label(return)

newmem:

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

INJECT:
  jmp newmem
  nop
return:
registersymbol(INJECT)

[DISABLE]

INJECT:
  db 39 BA 90 00 00 00

unregistersymbol(INJECT)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: "re2.exe"+98676B1

"re2.exe"+9867691: 48 89 D9                             -  mov rcx,rbx
"re2.exe"+9867694: E8 37 A3 56 F8                       -  call re2.exe+1DD19D0
"re2.exe"+9867699: 30 C0                                -  xor al,al
"re2.exe"+986769B: 48 8B 5C 24 30                       -  mov rbx,[rsp+30]
"re2.exe"+98676A0: 48 8B 74 24 38                       -  mov rsi,[rsp+38]
"re2.exe"+98676A5: 48 83 C4 20                          -  add rsp,20
"re2.exe"+98676A9: 5F                                   -  pop rdi
"re2.exe"+98676AA: C3                                   -  ret 
"re2.exe"+98676AB: 40 F6 C7 03                          -  test dil,03
"re2.exe"+98676AF: 74 6B                                -  je re2.exe+986771C
// ---------- INJECTING HERE ----------
"re2.exe"+98676B1: 39 BA 90 00 00 00                    -  cmp [rdx+00000090],edi
// ---------- DONE INJECTING  ----------
"re2.exe"+98676B7: 7E 63                                -  jle re2.exe+986771C
"re2.exe"+98676B9: 44 8D 47 FF                          -  lea r8d,[rdi-01]
"re2.exe"+98676BD: 48 89 D9                             -  mov rcx,rbx
"re2.exe"+98676C0: E8 1B 07 95 F7                       -  call re2.exe+11B7DE0
"re2.exe"+98676C5: 48 8B 4B 50                          -  mov rcx,[rbx+50]
"re2.exe"+98676C9: 4C 8B 49 18                          -  mov r9,[rcx+18]
"re2.exe"+98676CD: 4D 85 C9                             -  test r9,r9
"re2.exe"+98676D0: 74 04                                -  je re2.exe+98676D6
"re2.exe"+98676D2: 30 C0                                -  xor al,al
"re2.exe"+98676D4: EB 3A                                -  jmp re2.exe+9867710

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