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Resident Evil 1 2 3 > Executable Info > Change Game room start


Title: Change Game room start


EvilMarshyX - March 25, 2010 05:59 PM (GMT)
OK, there is/was a video for this guide, but it's having problems, maybe I can get it in here later.

I'll just go over the quick stuff for now, the video explains it better for people who may not know what they are doing.

Quick Steps

1: Start in B start
2: Change room and coordinates as you see fit.

Starting at the B start makes things easier.

Use Ollydbg to find these addresses, it's what you'll need. If you struggle the video may help, take note I've only managed to get this to work with stage 1 rooms.

0050C0F4: Jump (B Scenario Start)
0050C129: 1"04"0 (Change for room start (B game) e.g.:8 = ROOM1"08"0
0050C132: Starting Height
0050C139: West to East Position
0050C149: South to North Position
0050C153: Starting Rotation (-400=North, 0=East, 400=South, 800=West)

Video: http://rapidshare.com/files/368082801/Leve...utorial_EMX.avi

Just wanna say thanks to MonkeyMan2000 for forcing me to try out debugging.

UPDATE: Video uploaded

Dark Biohazard - March 25, 2010 08:47 PM (GMT)
Great! good work! thanks for this!

EvilMarshyX - March 25, 2010 08:55 PM (GMT)
With some more testing, you may have some problems with the height coordinates, as it acts on a default like A game start. I'm trying to figure out how to change it.

kevstah2004 - March 25, 2010 09:29 PM (GMT)
IDK if it still applies to the retail games but in beta2 it holds the value from the room you last visted for each stage separately at 7 different addresses in other words it retains the last room value for each stage that you've visited, that might just be because you can room warp off the debug menu though and it remembers it for when you next bring up the menu.

EvilMarshyX - March 25, 2010 09:49 PM (GMT)
I'll have to take a look into it Kevstah

kevstah2004 - March 25, 2010 10:42 PM (GMT)
If you look in this thread http://z4.invisionfree.com/Resident_Evil_1...p?showtopic=532 you'll find a cheat table for RE2 PC LeonU where you change the room / stage, background + camera on the fly just change the value before clicking on the door. If you want i'll provide scenario, X Y Z and rotation as well.

While the information on editing the exe is useful it's too long winded for individual room testing imo there's no need when you can room warp in-game on the fly.

EvilMarshyX - March 25, 2010 10:53 PM (GMT)
QUOTE (kevstah2004 @ Mar 25 2010, 11:42 PM)
If you look in this thread http://z4.invisionfree.com/Resident_Evil_1...p?showtopic=532 you'll find a cheat table for RE2 PC LeonU where you change the room / stage, background + camera on the fly just change the value before clicking on the door. If you want i'll provide scenario, X Y Z and rotation as well.

While the information on editing the exe is useful it's too long winded for individual room testing imo there's no need when you can room warp in-game on the fly.

Yeah, changing rooms on the fly is as easy as pie for testing, those arn't really the values I'm looking for though.

This guide is designed for people who want to change thier starting location, not for jumping to different rooms to test.(though you can if you wanna)

kevstah2004 - March 26, 2010 12:02 AM (GMT)
But you could do that anyway just lock the value before starting a new game then release it once the new game has loaded to stop it from changing the next loaded room.

It'd be better to find the addresses of the rooms that are loaded of each door in every rdt then make a list for each rdt.

MarkGrass - March 26, 2010 07:15 AM (GMT)
QUOTE
It'd be better to find the addresses of the rooms that are loaded of each door in every rdt then make a list for each rdt.


Individual "starting locations" (x,y,z,r coords) are located in the Beta2 exe, alongside the names of each room. I'm guessing it was done this way (for beta2) so that Room Jump didn't bug-out an place Leon offscreen...

Anyways, you can easily look/extract this data from the exe...

EvilMarshyX - March 26, 2010 12:11 PM (GMT)
Wasn't room jumping in beta 2 just glorified doors? I haven't really look into it much I'll have to check it out. I'm still not understanding how getting the X Y Z R room, stage information is going to help (I already know where that information is stored in the exe) I need find out how and where the exe decides what stage to begin at (anything 2000+). (Maybe I haven't been making myself clear).

The thing is if it's anything like the starting location of the "A" scenario it just sort of looks invisible. Maybe the game was designed in such a way that you can't start higher than stage1, but this can't be true because of Hunks scenario and EX battle mode.

I don't know much about the .exe but what I do know is the Game room start data and the Room start(from doors) come from 2 different places, but they are stored in the same place. I should study the difference between Hunks scenario and the B scenario.

kevstah2004 - March 27, 2010 01:56 AM (GMT)
00 = A Scenario
40 = B Scenario
48 = Hunk
49 = Tofu

I think the value is reversed on the pc game though 40 may equal 04 instead.
Auto-aim is enabled on Arrange mode too :blink:

EvilMarshyX - March 27, 2010 11:53 AM (GMT)
QUOTE (kevstah2004 @ Mar 27 2010, 02:56 AM)
00 = A Scenario
40 = B Scenario
48 = Hunk
49 = Tofu

I think the value is reversed on the pc game though 40 may equal 04 instead.
Auto-aim is enabled on Arrange mode too  :blink:

A lot of stuff is reversed :lol:. I discovered this when MonkeyMan2000 explained to me about little endian. I was like "What! I've been doing this backwards?"

Hmm that auto aim I might try and add that into normal mode, maybe. (I don't play arrange mode much does the PC version actually have auto aim?)

Anyway, I managed a work around for changing the stage number

0050BFB2 Go to that address and stop it from jumping to where it goes by all means neccesary. Then a few lines down you should see the following:


CPU Disasm
Address Hex dump Command Comments
0050BFB6 |. 66:C705 547F9 MOV WORD PTR DS:[997F54],2 <STAGE
0050BFBF |. 66:C705 567F9 MOV WORD PTR DS:[997F56],4 <ROOM
0050BFC8 |. 66:C705 587F9 MOV WORD PTR DS:[997F58],3 <Not sure but messing around with it I've dont everything from poison myself to changing my height

0050BFD1 |. C705 68339900 MOV DWORD PTR DS:[993368],-1CFF <X
0050BFDB |. 891D 6C339900 MOV DWORD PTR DS:[99336C],EBX <Y (Maybe)
0050BFE1 |. C705 70339900 MOV DWORD PTR DS:[993370],FFFFA054 <Z
0050BFEB |. 66:C705 A6339 MOV WORD PTR DS:[9933A6],800 <Rotation
0050BFF4 |. 881D 36349900 MOV BYTE PTR DS:[993436],BL <???
0050C0CE |. 66:C705 86349 MOV WORD PTR DS:[993486],0C8 <Health

The problem with this is that you will break Hunk and Tofu's scenario. The height, that will still be annoying to do since it uses the default. Someone with a million times better assembly knowledge than me will work it out. Anyway most people probably won't need it for thier mods unless they want the player starting on a box or up some stairs.

EDIT: Argh, I failed to mention that I am doing this on the US platinum edition (I get lots of grief with the regular PAL edition). So if you're confused why does addresses don't take you to the right place, then it'd be your version. Anyway, it's not too hard finding it in a debugger.

MonkeyMan2000 - March 27, 2010 06:39 PM (GMT)
By the way, all this information should only be used with experienced users. Do not start posting anything complaining how you can't get any of this working :P
Thanks Marshy for working on this, maybe upload the videos I made a while ago.

EvilMarshyX - March 27, 2010 06:55 PM (GMT)
Agreed be careful if doing it on your main mod's exe. This morning I did so much fiddling that I made the ADT backgrounds in the game dissapear completely and I couldn't fix my exe again, and I hadn't backed up. I've sorted it now though.




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