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Re: Resident Evil 2

Posted: Fri Feb 08, 2019 9:23 am
by ktp11445
chris83 wrote:
Cyrax200 wrote:I really wanna know too, witch is the inventory code and witch is the item box, because there is alot of matching coded with the items.
Item box code is easy to find

To help you understand the code, find some wooden boards and place them in the box, then save.
Open advance mode, search hex (00 00 00 21). There may be multiple places, but it doesn't hurt to change them.

For example, my code has

F5 C5 8B AA 01 00 00 00 04 00 00 00 21 00 00 00 (Wooden Boards ID)
9D B3 29 76 01 00 00 00 04 00 00 00 FF FF FF FF
9A 4E 4F 72 01 00 00 00 04 00 00 00 00 00 00 00
43 BA 2A 8B 01 00 00 00 04 00 00 00 00 00 00 00
8B A3 B7 85 07 00 00 00 04 00 00 00 E7 03 00 00 (amount)
E5 75 96 3C 11 00 00 00 05 00 00 00 2D 72 75 26
Thanks for the sharing.
But how can I know where is the amount for the item?

Re: Resident Evil 2

Posted: Fri Feb 08, 2019 7:55 pm
by Cyrax200
ktp11445 wrote:
chris83 wrote:
Cyrax200 wrote:I really wanna know too, witch is the inventory code and witch is the item box, because there is alot of matching coded with the items.
Item box code is easy to find

To help you understand the code, find some wooden boards and place them in the box, then save.
Open advance mode, search hex (00 00 00 21). There may be multiple places, but it doesn't hurt to change them.

For example, my code has

F5 C5 8B AA 01 00 00 00 04 00 00 00 21 00 00 00 (Wooden Boards ID)
9D B3 29 76 01 00 00 00 04 00 00 00 FF FF FF FF
9A 4E 4F 72 01 00 00 00 04 00 00 00 00 00 00 00
43 BA 2A 8B 01 00 00 00 04 00 00 00 00 00 00 00
8B A3 B7 85 07 00 00 00 04 00 00 00 E7 03 00 00 (amount)
E5 75 96 3C 11 00 00 00 05 00 00 00 2D 72 75 26
Thanks for the sharing.
But how can I know where is the amount for the item?

xx xx xx xx xx xx xx xx xx xx xx xx 2D 72 75 26[/
F5 C5 8B AA 01 00 00 00 04 00 00 00 21 00 00 00 (Wooden Boards ID)
9D B3 29 76 01 00 00 00 04 00 00 00 FF FF FF FF
9A 4E 4F 72 01 00 00 00 04 00 00 00 00 00 00 00
43 BA 2A 8B 01 00 00 00 04 00 00 00 00 00 00 00
8B A3 B7 85 07 00 00 00 04 00 00 00 E7 03 00 00 (amount)
E5 75 96 3C 11 00 00 00 05 00 00 00 2D 72 75 26[/

The red codes are where the item box starts
and the second witch the next slot. The amount code is always one before the line in item box code witch is always 2D 72 75 26, The FF in his code is the weapon.


2D 72 75 26(START SLOT INVENTORY in ITEM BOX)
00 00 00 00 (LINE for ITEMs ID)
FF FF FF FF(LINE for WEAPONs ID)
00 00 00 00(LINE for UPGRADE WEAPONs)
00 00 00 00(LINE for TYPE AMMO WEAPONs)
00 00 00 00(LINE for AMOUNTS AMMO WEAPONs)
2D 72 75 26(START 2nd SLOT INVENTORY BOX)

https://www.nextgenupdate.com/forums/ps ... ps4-a.html

Re: Resident Evil 2

Posted: Sat Feb 09, 2019 4:39 am
by booberry
I am having issues with the save editing for this title. My save uploading stops at 70% of the total completion bar and then says unknown error after 15 minutes.

Re: Resident Evil 2

Posted: Sun Feb 10, 2019 5:02 pm
by KingTaino
Is there a way to change difficulty on a save?

Re: Resident Evil 2

Posted: Sun Feb 10, 2019 5:41 pm
by Kaiser
Thanks Cyrax200 and chris83, i get it after few tries. i hope some to explain how transform an adress code to quick code. i want to get a quick code which change a wooden board to anti-tank Rocket ( just normal), it´ll be a great help at least for me, jajaja

Re: Resident Evil 2

Posted: Mon Feb 11, 2019 2:55 pm
by grimes92
Do you think it is possible to get code that would model swap Leon>Hulk or Claire>Ada etc? I noticed RE4 has a code for this on sw.

Re: Resident Evil 2

Posted: Wed Feb 13, 2019 5:25 pm
by Phoenixfactor
TerraFlareKSFL wrote:Sadly, SW didn't include a cheat for "unlock and have all weapons ( including unlimited ammo ) in item crate"

I hope to see that cheat on here. Infinite ammo weapons will make this game less stressful when exploring.
I just found out that the unlock all weapons code is in the options save.

Re: Resident Evil 2

Posted: Tue Feb 19, 2019 3:31 am
by chris83
You can change the id of items laying around in the game

Search F0 69 2D 11 (represents items that are not in lockers or containers)

(Item ID) XX XX 00 00 F0 69 2D 11
FF FF FF FF 9A 4E 4F 72
00 00 00 00 43 BA 2A 8B
00 00 00 00 8B A3 B7 85
(Amount) XX XX 00 00 D2 0F BE 87

I know there are multiple handgun bullets laying around in the game so I searched for 0F 00 00 00 F0 69 2D 11 and changed it to 17 00 00 00 F0 69 2D 11. I left the amount the same to see if it worked. If there were 10 handgun bullets, you would see 10 flame rounds.

Replaced all handgun bullets with flame rounds, all shotgun shells with magnum rounds, 2 gunpowder for the heart key and grenade launcher stock. I increased the amount of ink ribbon laying around on tables.

You could create a challenge by swapping important items in the game. It might be fun because you wouldn't know the location of the item.

Re: Resident Evil 2

Posted: Tue Feb 19, 2019 3:57 am
by NegaBioLizard
chris83 wrote:You can change the id of items laying around in the game

Search F0 69 2D 11 (represents items that are not in lockers or containers)

(Item ID) XX XX 00 00 F0 69 2D 11
FF FF FF FF 9A 4E 4F 72
00 00 00 00 43 BA 2A 8B
00 00 00 00 8B A3 B7 85
(Amount) XX XX 00 00 D2 0F BE 87

I know there are multiple handgun bullets laying around in the game so I searched for 0F 00 00 00 F0 69 2D 11 and changed it to 17 00 00 00 F0 69 2D 11. I left the amount the same to see if it worked. If there were 10 handgun bullets, you would see 10 flame rounds.

Replaced all handgun bullets with flame rounds, all shotgun shells with magnum rounds, 2 gunpowder for the heart key and grenade launcher stock. I increased the amount of ink ribbon laying around on tables.

You could create a challenge by swapping important items in the game. It might be fun because you wouldn't know the location of the item.
This is an incredible find, since I would have expected items and their locations to be fixed and locked on the disc, not in the save. Thank you for this, now we can make our own custom "Arrange" modes like the original RE2, unless Capcom patches in something similar at a later date.

Re: Resident Evil 2

Posted: Tue Feb 19, 2019 4:14 am
by chris83
NegaBioLizard wrote:
chris83 wrote:You can change the id of items laying around in the game

Search F0 69 2D 11 (represents items that are not in lockers or containers)

(Item ID) XX XX 00 00 F0 69 2D 11
FF FF FF FF 9A 4E 4F 72
00 00 00 00 43 BA 2A 8B
00 00 00 00 8B A3 B7 85
(Amount) XX XX 00 00 D2 0F BE 87

I know there are multiple handgun bullets laying around in the game so I searched for 0F 00 00 00 F0 69 2D 11 and changed it to 17 00 00 00 F0 69 2D 11. I left the amount the same to see if it worked. If there were 10 handgun bullets, you would see 10 flame rounds.

Replaced all handgun bullets with flame rounds, all shotgun shells with magnum rounds, 2 gunpowder for the heart key and grenade launcher stock. I increased the amount of ink ribbon laying around on tables.

You could create a challenge by swapping important items in the game. It might be fun because you wouldn't know the location of the item.
This is an incredible find, since I would have expected items and their locations to be fixed and locked on the disc, not in the save. Thank you for this, now we can make our own custom "Arrange" modes like the original RE2, unless Capcom patches in something similar at a later date.
I don't think they will patch it, but I need to figure out the id for lockers and containers.