Title: Modify Nemesis's Items Dropping
residentevilartist - June 5, 2011 07:58 PM (GMT)
In every time that you have beaten the Nemesis, he will drops a item for you as a reward, you can change the itens by editing residentevil3.exe:
Search for: "59 5A 2A 5B 5C 2A 6E 00" these bytes is exactly the item IDs.
The Itens are precisely:
59 = Eagle parts A
5A = Eagle parts B
2A = F.A. spray Box
5B = M37 parts A
5C = M37 parts B
2A = F.A. spray Box
6E = Infinite Bullets
By changing these bytes we will be able to make Nemesis to drop new itens! For example a quest item, or a assault rifle instead of infinite bullets (to make the game more balanced)
Hope you like it! =D
EDIT Extra! After item bytes comes: "01 01 03 01 01 03 01 00", these indicates the item quantity of each item dropped by Nemesis!
01 = 1x Eagle parts A
01 = 1x Eagle parts B
03 = 3x F.A. spray Box
01 = 1x M37 parts A
01 = 1x M37 parts B
03 = 3x F.A. spray Box
01 = 1x Infinite Bullets
Resiyoyoyo - June 5, 2011 10:21 PM (GMT)
Wohoo, that's simple, yet ingenious.
Imagine Nemesis dropping the first and the second part of the fire hose when he gets knocked out by Jill and at the same time finding the "real" hose item code destroyed so it's no longer of any use, what a rise in difficulty that would mean. No stupid "Hi Nemmi, bye Nemmi" in front of the RCPD because there's still another STARS key card inside the building. Hell yeah!
Sometimes I really like big companies for pushing release dates and deadlines so hard, that their final game code can be understood quite easily regarding a few things such as "goodies dropped by adversaries"!
Going to do that for Resident Evil 2's Mr.X tomorrow if it doesn't bother you. :)
residentevilartist - June 6, 2011 03:46 AM (GMT)
| QUOTE (Resiyoyoyo @ Jun 5 2011, 08:21 PM) |
Wohoo, that's simple, yet ingenious. Imagine Nemesis dropping the first and the second part of the fire hose when he gets knocked out by Jill and at the same time finding the "real" hose item code destroyed so it's no longer of any use, what a rise in difficulty that would mean. No stupid "Hi Nemmi, bye Nemmi" in front of the RCPD because there's still another STARS key card inside the building. Hell yeah! Sometimes I really like big companies for pushing release dates and deadlines so hard, that their final game code can be understood quite easily regarding a few things such as "goodies dropped by adversaries"! Going to do that for Resident Evil 2's Mr.X tomorrow if it doesn't bother you. :) |
Thanks again and Good luck on searching for Mr X droppings on RE2! =D
I'd like to ask you few questions:
1. How to change Item's image(big and small one) in RE3?
2. How to change character/monster's max health in RE3?
3. How to modify the weapon/attack damage?
I'm searching for these data in "residentevil3.exe" file..
And there is someone that could do this research together I would be very grateful! =D
ArkT - June 6, 2011 03:57 AM (GMT)
| QUOTE (residentevilartist @ Jun 6 2011, 03:46 AM) |
Thanks again and Good luck on searching for Mr X droppings on RE2! =D
I'd like to ask you few questions:
1. do you know how to change Item's image(big and small one) in RE3? 2. do you know how to change character/monster health in RE3? 3. How to modify the weapon/attack damage?
I'm searching for these data in RE3.. And didnt found anything relevant. And there is someone that could do this research together I would be very grateful! =D |
I know how to set character health, I discovered it while hexing around one day while trying to get a feel for RE3, here's what you do:
Open your Hex editor (I.E. Hex editor Neo, or something similar)
Open File: Open BU00 (or 01, whichever you are using as your mem file)
Go to offset:0x2214 = Jill's/Carlos' health, 16-bit, range 0000-FF7F
Jill's normal max. health is 200 (hex C800), but it can be set as
high as 32767 (hex FF7F), which is enough to make Jill almost
invulnerable (you can even survive a dynamite/gas barrel explosion).
Beware, values higher than 32767 (hex 0080 and beyond) are treated
as signed values (negative, below 0). If Jill's health is a
negative, less than zero value, Jill will be considered dead by the
game, and altough you can move around, you cannot manipulate your
environment, and thus cannot proceed in the game until you change the
value here to something acceptable..
As for the Image/Sprite thing, Don't know that exactly but once again fooling around I found this:
0x240C = Jill Inventory slot 1
0x2410 = Jill Inventory slot 2
0x2414 = Jill Inventory slot 3
0x2418 = Jill Inventory slot 4
0x241C = Jill Inventory slot 5
0x2420 = Jill Inventory slot 6
0x2424 = Jill Inventory slot 7
0x2428 = Jill Inventory slot 8
0x242C = Jill Inventory slot 9 (must enable sidepack)
0x2430 = Jill Inventory slot 10 (must enable sidepack)
All inventory slots occupy 4 bytes each. This is the same with both
Jill and Carlos and also applies to the slots in the item box. A
string of 4 zero bytes (00 00 00 00) would mean and empty slot.
See the hex dump below to get a good understanding of what the
memory area for the inventory looks like.
Legend:
?? = Item Id value, 00-85
## = Remaining ammo/uses for the item, 00-FF
!! = Item attribute
The 4th byte should always be 00.
0 1 2 3 4 5 6 7 8 9 A B C D E F ASCII field
2400h¦ 00 00 00 FF FF FF FF FF FF FF FF FF ?? ## !! 00 ¦ ¤a+
2410h¦ 0B FF 07 00 83 01 00 00 84 01 00 00 2A 03 01 00 ¦ é· â ä *
2420h¦ 73 01 00 00 81 FA 0F 00 00 00 00 00 00 00 00 00 ¦ s ü·¤
2430h¦ 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ¦
As you can see on line 2400h, address 0x240C is the beginning of
Jill's inventory. If you look at the beginning of line 2410h, you
see the hex string 0B FF 07 00. That means Jill has the infinite
ammo gatling gun in slot 2 of her inventory.
Jill's itembox
0x2434 = Top end of Jill's item box inventory
The next slot is at 0x2438, the one after that is at 0x243C,
then 0x2440, and so on, all the way to 0x2530.
0x2530 = Bottom end of Jill's item box inventory
Jill's weapon
0x2535 = The weapon Jill has equipped
See section 5. Item Id values to select a weapon
Jill's sidepack
0x2536 = Have Jill's sidepack enabled, 0A
Have Jill's sidepack disabled, 08
Carlos' inventory
0x254C = Carlos inventory slot 1
0x2550 = Carlos inventory slot 2
0x2554 = Carlos inventory slot 3
0x2558 = Carlos inventory slot 4
0x255c = Carlos inventory slot 5
0x2560 = Carlos inventory slot 6
0x2564 = Carlos inventory slot 7
0x2568 = Carlos inventory slot 8
0x256C = Carlos inventory slot 9 (must enable sidepack)
0x2570 = Carlos inventory slot 10 (must enable sidepack)
Carlos' itembox
0x2574 = Top end of Carlos' item box inventory
The next slot is at 0x2578, the one after that is at 0x257C,
then 0x2580, and so on, all the way to 0x2670.
0x2670 = Bottom end of Carlos' item box inventory
Carlos' Weapon
0x2675 = The weapon Carlos has equipped
Carlos' sidepack
0x2676 = Have Carlos' sidepack enabled, 0A
Have Carlos' sidepack disabled, 08
:cd Hope this helps, Feel free to ask if you don't understand anything.
residentevilartist - June 6, 2011 10:14 AM (GMT)
Thanks ArkT, but I have already seen a guide identical to yours on gamefaqs. And I have already know it for a long time ago..
What I was asking for is how to change character and enemy's max health by editing residentevil3.exe..
ArkT - June 6, 2011 04:21 PM (GMT)
| QUOTE (residentevilartist @ Jun 6 2011, 10:14 AM) |
Thanks ArkT, but I have already seen a guide identical to yours on gamefaqs. And I have already know it for a long time ago..
What I was asking for is how to change character and enemy's max health by editing residentevil3.exe.. |
Well, I DO know that you can go to offset with the .exe (Which was included in the gamefaq ""Borrowed" section) 12A08C for hard mode Jill's items, 12A0A0 for hard
mode Carlos's items, 12A0B4 for easy mode Jill's items, and
12A0CC for easy mode Carlos's items.
Hex edit ResidentEvil3.exe and from adress 0x63ACA, change
hex bytes 66 2B C8 to 90 90 90. Save changes, and now you
have invincibility, Knowing this would the character's health not be related? SO I think by hexing around you may be able to find what you want :D Hope that helped.
residentevilartist - June 15, 2011 01:51 PM (GMT)
| QUOTE (ArkT @ Jun 6 2011, 02:21 PM) |
Well, I DO know that you can go to offset with the .exe (Which was included in the gamefaq ""Borrowed" section) 12A08C for hard mode Jill's items, 12A0A0 for hard mode Carlos's items, 12A0B4 for easy mode Jill's items, and 12A0CC for easy mode Carlos's items.
Hex edit ResidentEvil3.exe and from adress 0x63ACA, change hex bytes 66 2B C8 to 90 90 90. Save changes, and now you have invincibility, Knowing this would the character's health not be related? SO I think by hexing around you may be able to find what you want :D Hope that helped. |
I have tried to change the "C8" that you mentioned to any other number, but it only makes the game to crash. =(
I have updated the post: Now is possible to change the quantity too! =D
To find character max health I need to understand assembly language.. TT_TT
ArkT - June 15, 2011 02:23 PM (GMT)
C8 is the health quantity for 200 points, meaning it is a defeault value, so think of it this way:
If you had the numbers 1, 2, and 3 together in a row:
1 representing 200
2 representing 300
and 3 representing 32767.
Going below 200 in your quantity is going below one, which would be treated as a negative number, the same as going above nemesis's health level is treated as an unsigned value, also treated negative.
So:
Going below 1 is treated as a negative number, and going above 3 is treated as a negative number.
residentevilartist - June 15, 2011 08:57 PM (GMT)
| QUOTE (ArkT @ Jun 15 2011, 12:23 PM) |
C8 is the health quantity for 200 points, meaning it is a defeault value, so think of it this way:
If you had the numbers 1, 2, and 3 together in a row:
1 representing 200
2 representing 300
and 3 representing 32767.
Going below 200 in your quantity is going below one, which would be treated as a negative number, the same as going above nemesis's health level is treated as an unsigned value, also treated negative.
So:
Going below 1 is treated as a negative number, and going above 3 is treated as a negative number. |
??? I don't understand what you are saying.. =(
Anyways thanks for hint.
ArkT - June 15, 2011 09:50 PM (GMT)
In other words: You have a limit:
The lowest you can place health as is 200 (C8)
The highest you can place health as is 32767 (FF7F)
When the game treats a value (Hexdecimal) as a negative, it treats it as below 0.
So If you were to set health lower than 200 or higher than 32767 the character or nemesis, or carlos, etc. would be considered dead by the game, however because they are not dead it causes an error within the engine, crashing the game.
In even simpler' terms:
Going below 200 (C8) or above 32767 (FF7F) for health will cause the game to crash. :cd
residentevilartist - June 19, 2011 12:18 PM (GMT)
Yes I understand that.
I have even tried to change the C8 to C7 or C9 and it didn't worked.. =(
Resiyoyoyo - June 26, 2011 05:22 PM (GMT)
| QUOTE (residentevilartist) |
| QUOTE (Resiyoyoyo) | Wohoo, that's simple, yet ingenious. Imagine Nemesis dropping the first and the second part of the fire hose when he gets knocked out by Jill and at the same time finding the "real" hose item code destroyed so it's no longer of any use, what a rise in difficulty that would mean. No stupid "Hi Nemmi, bye Nemmi" in front of the RCPD because there's still another STARS key card inside the building. Hell yeah! Sometimes I really like big companies for pushing release dates and deadlines so hard, that their final game code can be understood quite easily regarding a few things such as "goodies dropped by adversaries"! Going to do that for Resident Evil 2's Mr.X tomorrow if it doesn't bother you. :) |
Thanks again and Good luck on searching for Mr X droppings on RE2! =D
I'd like to ask you few questions:
1. How to change Item's image(big and small one) in RE3? 2. How to change character/monster's max health in RE3? 3. How to modify the weapon/attack damage?
I'm searching for these data in "residentevil3.exe" file.. And there is someone that could do this research together I would be very grateful! =D
|
Dammit, I forgot about your questions sorry!
Let's see:
It's been a pretty long time since I thoroughly worked with Resident Evil 3 (real life as well as my Resident Evil 2 MOD manual is consuming most of my time), so I don't remember if I myself or anyone else has found that out already. I don't think I mentioned it in my RE3_HEX_FAQ explicitly, and as far as I know, you've already seen the Resident Evil 3 save game hex guide from shockproof Shamo (or whatever was his name) that works as an additional source of information to my own FAQ and vice-versa.
It was mostly hex-editing the executable back then (making Jill and Carlos invincible was found out then but not the positions of the enemy's and other's health in the single room files as being discussed in one recent thread here), so I'll try to find some time in the future and see if I can contribute anything to that. For now I fear there's not much I can do.
Regarding Mr.X's item drops: that bastard's loot is hidden somewhere quite well! :blink: By now I'm not even sure if it's inside the executable of Resident Evil 2 (only search through that) or inside the RDTs he's appearing in. That took more time than I thought to be possible, it started with the issue that I didn't remember what items Mr.X actually gives upon his continuous "deaths". From what I've found out through multiple FAQs it seems to be random to a certain extent but I'm not sure as of now. I quickly did a Leon A run in 1:23:XX to get Claire's B scenario and try it out for myself but didn't change the disc for Claire's B game when needed and thus the game crashed on me somewhere after the first battle against coatie. (I seriously doubted reality at that point due to finding a working shotgun with Claire and so on :lol: ).
Still, I'm going to continue that search for Mr.X's loot, stay tuned!
[EDIT: residentevilartist himself has given us the information on how to change item icons for Resident Evil 3 about one week ago, almost forgot about that! So it's all about ending the health values search now as well as the weapon and attack damage.]