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 Memory Offset List
The Mortician
Posted: May 4 2012, 04:49 PM


2D/3D Artist & Coder


Group: Team96
Posts: 2,248
Member No.: 6
Joined: 25-June 08



I've had a look into RE1's memory addresses with CheatEngine and wrote a list of stuff I've found smile.gif These are used by my BIO1GPS app which is still in development, but it will be released very soon wink.gif

CODE

===============================================================
Biohazard (Japanese) (Biohazard.exe; Size: 962.560 bytes)
===============================================================

C351E8 |2 bytes> Player X coordinates
C351EC |2 bytes> Player Z coordinates
C351F0 |2 bytes> Player Y coordinates
C35228 |2 bytes> Player R coordinates

C386F0 |1 byte> Current Stage
C386F1 |1 byte> Current Room
C386F2 |1 byte> Current Camera
C386F3 |1 byte> Room number from which you entered the current room (see end of post for more details)

C3523C |1 byte> Player HP (see end of post for more details)
B38DEB |1 byte> Current item id of equipped weapon (i.E: 02 for Beretta, 07 for Bazooka etc.)
C38814 |> Inventory start (see end of post for more details)
C3881F |> Last Byte of Chris's 6 SLOT inventory
C38823 |> Last Byte of Jill's 8 SLOT inventory

C45CB4 |> Current player model loaded (i.E: 10 for Chris, 11 for Jill etc.) (read-only!)

===============================================================
Resident Evil (German) (ResidentEvil.exe; Size: 995.840 bytes)
===============================================================

BE77E8 |2 bytes> Player X coordinates
BE77EC |2 bytes> Player Z coordinates
BE77F0 |2 bytes> Player Y coordinates
BE7828 |2 bytes> Player R coordinates

BEACF0 |1 byte> Current Stage
BEACF1 |1 byte> Current Room
BEACF2 |1 byte> Current Camera
BEACF3 |1 byte> Room number from which you entered the current room (see end of post for more details)

BE783C |1 byte> Player HP (see end of post for more details)
AEB3EB |1 byte> Current item id of equipped weapon (i.E: 02 for Beretta, 07 for Bazooka etc.)
BEAE14 |1 byte> Inventory start (see end of post for more details)
BEAE1F |1 byte> Last Byte of Chris's 6 SLOT inventory
BEAE23 |1 byte> Last Byte of Jill's 8 SLOT inventory

BF82B4 |1 byte> Current player model loaded (i.E: 10 for Chris, 11 for Jill etc.) (read-only!)

=====================================================================
Resident Evil 1.0C (Patched) (EUR & US) (NEWEUR.exe; Size: 993.280 bytes)
=====================================================================

BE6328 |2 bytes> Player X coordinates
BE632C |2 bytes> Player Z coordinates
BE6330 |2 bytes> Player Y coordinates
BE6368 |2 bytes> Player R coordinates

BE9830 |1 byte> Current Stage
BE9831 |1 byte> Current Room
BE9832 |1 byte> Current Camera
BE9833 |1 byte> Room number from which you entered the current room (see end of post for more details)

BE637C |1 byte> Player HP (see end of post for more details)
AE9F2B |1 byte> Current item id of equipped weapon (i.E: 02 for Beretta, 07 for Bazooka etc.)
BE9954 |> Inventory start (see end of post for more details)
BE995F |> Last Byte of Chris's 6 SLOT inventory
BE9963 |> Last Byte of Jill's 8 SLOT inventory

BF6DF4 |> Current player model loaded (i.E: 10 for Chris, 11 for Jill etc.) (read-only!)



Player HP (all values below are in decimal!)

CODE
CHRIS (max HP: 140)

0-35 Danger
36-70 Caution
71-105 Fine (yellow)
106-140 Fine (green)

JILL (max HP: 96)  

0-24 Danger
25-48 Caution
49-72 Fine (yellow)
73-96 Fine (green)


Room number from which you entered the current room

This value holds the room number from the room you have left before entering the current room.
If you entered the dining room (room nr. 05) from the main hall (room nr. 06) it's value will be 06.

Inventory start

The inventory start offset is the same for both characters. But Chris & Jill have different amount of slots that they can use, so..

Chris uses a 24 Byte sized inventory that starts i.E. @BE9954 and will end @BE995F
Jill uses a 32 Byte sized inventory that starts also starts at @BE9954 but will end @BE9963

The inventory slots are arranged like that:

SLOT 1; SLOT 2
SLOT 3; SLOT 4
SLOT 5; SLOT 6
SLOT 7; SLOT 8 (<< The last two slots can only be used by Jill !)

So let the inventory starts at BE9954 for example:

one Slot consists of two bytes ! The beretta with 15 shots for example uses 020F

The 1st could be called Sx_ID (item id) and the 2nd one Sx_AM (item amount)

So if we would like to change the item in Slot1 to a beretta with 15 shots we would change the bytes at offsets:

BE9954 Sx_ID (to 02; for setting the item id to Beretta)
BE9955 Sx_AM (to 0F; for setting the amount to 15)

The 2nd slot would use offsets:

BE9956 & BE9957 and so on...

If you place new items in inventory slots that were empty before by this, the new placed items will first show if you save and reload the game.

Current player model loaded

A one byte value which holds the player emd model id, 10 for Chris, 11 for Jill.
Changing the value at this offset has no effect however..


That is all for now, I will update this whenever I have new info to share wink.gif
Top
Resiyoyoyo
Posted: May 4 2012, 07:55 PM


6854141


Group: Team96
Posts: 1,241
Member No.: 333
Joined: 5-September 10



Welcome to CheatEngine and thus the dark side of modding, Morti. It will feast upon your soul and eat up every single piece of what you formerly used to name "spare time"...
Nah, seriously, I'm glad to see you finally get to use this wonderful thing continously and especially doing some work on Resident Evil 1, which frankly I myself don't like enough to put too much effort into hacking it (at least not before I finish Resident Evil 2). But I do realise there're lots of people interested in these findings (will you release new versions of your RE1_MOD_MANUAL? Would love to see that) and if up to this day no one found out where important stuff such as coords or inventory slots are to be found, then it's a real shame. Go on and finish that sucker, kick him into everything that's interesting from a modder's point of view. Capcom shall tremble just from the vague sound of this community, we'll rip their games to shreds and spit out MODs that will change this world of gaming back to whence it came. [/archaic babbling off]
Top
The Mortician
Posted: May 6 2012, 12:09 PM


2D/3D Artist & Coder


Group: Team96
Posts: 2,248
Member No.: 6
Joined: 25-June 08



Thanks,

I'm using cheatengine and prior to that used artmoney for a long time already, but mainly for the cheating purpose. This sub forum had not a single topic yet so I had to come up with something biggrin.gif

I may update my re1 mod doc at some point but there is so much new info which would have to be sorted first dry.gif The animations, model info etc..
Top
cbnj
Posted: Nov 30 2012, 02:19 PM


Cyborg Ninja


Group: Members
Posts: 322
Member No.: 1,456
Joined: 19-October 12



@ The Mortician: Cheat engine!.......but... but..... its cool! nice & sweet! tank you wink.gif
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