Guest User

Untitled

a guest
Feb 28th, 2014
1,964
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 32.54 KB | None | 0 0
  1.  
  2.  
  3. ~ Shockproof JAMO presents ~
  4.  
  5. -=* A guide to Resident Evil 3: Nemesis hex editing *=-
  6.  
  7. Target platform: Resident Evil 3 for PC CD-ROM
  8. (running under Microsoft Windows 9$/98)
  9.  
  10. Version: Public release 1.1
  11. August 11th 2009
  12.  
  13. Copyright 2005-2009, "Shockproof" Jamo Koivisto.
  14. All imaginable and UNimaginable rights reserved.
  15.  
  16. Commercial use or unauthorized modification
  17. of this document is forbidden
  18. without exceptions.
  19.  
  20. Verbatim copies of this work may be distributed freely
  21. in electronic form, provided that the distribution/
  22. publishing method is not in violation against the
  23. "no modifying or commercial usage" rule stated above,
  24. and provided that I'm given due credit for this work.
  25. Public distribution in printed form (ie. on pages of
  26. a PC games magazine) is not allowed, sorry.
  27.  
  28. If you're a fellow FAQ author who wishes to borrow
  29. something from this document, tell me about it first,
  30. and credit me for all the stuff you take from here.
  31.  
  32. Failure to comply with these rules can be considered
  33. grounds for me to start legal action against the
  34. offending party.
  35.  
  36. Some elements of this document were borrowed from
  37. 3rd party sources. These sources retain their
  38. copyrights to their work and they have been
  39. credited in section 8. of this document.
  40.  
  41. Resident Evil is a copyrighted trademark of Capcom.
  42. Capcom retains all rights to the Resident Evil
  43. trademark, including the right to demand that this
  44. document to be removed from circulation if they find
  45. the contents of this document offending their copyrights.
  46. No copyright infringement is intented or implied.
  47.  
  48. Capcom has also not given me technical or any other
  49. support for this guide. Don't send them questions about it.
  50.  
  51. (Whew, I think this is the first time I've ever written this much
  52. legal text, let's hope it's enough to clear all legal matters :) ).
  53.  
  54.  
  55.  
  56. IMPORTANT NOTICE!
  57. As of this version, 1.1, of this guide, there will be no more
  58. updates unless something earth-shattering gets discovered, which I
  59. very much doubt, so consider this version of the guide to be final.
  60. Don't send me any suggestion or discoveries of your own in the
  61. hopes of seeing me using them, because I WILL NOT UPDATE ANYMORE.
  62.  
  63. Also, if you had plans of e-mailing me to ask about how to hex
  64. edit and use this guide... don't. Try using Google and Youtube first,
  65. try to search using "hex editing guide" as the keyword. The sources
  66. you'll find this way often explain these things far better than I do.
  67.  
  68. Also, don't e-mail me asking why RE3 for PC doesn't work under your
  69. Win XP/Vista environment. I really don't know much about handling
  70. that problem because I've kept my own, older Windows 98 rig in store
  71. just for this, and generally always play RE3 for PC with that,
  72. instead of my newer machine to avoid problems like this, so I really
  73. can't help you with the Win XP/Vista incompatibility problem, seeing
  74. as how I don't have to suffer from it myself.
  75.  
  76.  
  77. Contact info:
  78. -=-=-=-=-=-=-
  79.  
  80. shockproof_jamo(at)yahoo(dot)com
  81. @ .
  82.  
  83. (If you don't know how to turn that into a valid e-mail address,
  84. you shouldn't be anywhere near computers, let alone try hex
  85. editing a binary data file. Doesn't spam make life difficult
  86. or what?)
  87.  
  88.  
  89. Developement history:
  90. -=-=-=-=-=-=-=-=-=-=-
  91.  
  92. April 4th-18th of 2005.
  93. First draft, an in-house developement prototype. Never released
  94. to public. This was 2 weeks of rigorous byte patching, saving and
  95. loading, and doing binary compares with the FC.EXE-command of the
  96. DOS-prompt. I do wonder how many people even know what FC.EXE does?
  97.  
  98. April 19th of 2005.
  99. Public release 1.0 finalized. I did the final formatting to make it
  100. look pretty (yeah, right) and finalized the legal text.
  101.  
  102. August 11th of 2009.
  103. Wow, it's been over 4 years already, but I still managed to find
  104. something new to justify an update. How the time flies... Guide was
  105. updated to version 1.1 with the following improvements:
  106.  
  107. - The recommended hex editing program is now Maël Hörz's HxD
  108. instead of Raihan Kibria's FrHed. I feel that FrHed has become
  109. outdated, and HxD is somewhat easier to use and more powerful
  110. anyway, not to mention, frequently updated, so switching to HxD
  111. was an easy decision. Also, the fact that HxD is still Windows
  112. 98/Me compatible definately had something to do with it...
  113. - The 31st item in the File-menu, Jill's Diary, can now be unlocked
  114. with a gamesave hack. This piece of info was provided to me by
  115. Chris The Champion, so thanks goes to him.
  116. - Expanded section 7 (EXE-editing) to include new cheats. It's
  117. now possible to give Jill, Carlos, and the Mercenaries minigame
  118. characters true invincibility by patching the game's executable.
  119. It's also now possible to have infinite time on Mercenaries.
  120. - Player character's poison status can now be enabled/disabled on
  121. demand (main game only).
  122. - Other minor improvements to the text you're reading.
  123.  
  124. This is the last version of this guide, available from
  125. WWW.GAMEFAQS.COM.
  126.  
  127. Table of contents:
  128. -=-=-=-=-=-=-=-=-=-
  129. 1. Introduction
  130. 2. Tools of the trade + a side note
  131. 3. What am I supposed to edit?
  132. The structure of BU00.SAV
  133. 4. Item Id values in hexadecimal
  134. 5. Item attributes
  135. 6. The structure of a single savegame
  136.  
  137. 6.01 Time
  138. 6.02 Difficulty
  139. 6.03 XY-coordinates
  140. 6.04 Health
  141. 6.05 Epilogues
  142. 6.06 Saves
  143. 6.07 Savegame names
  144. 6.08 Play area
  145. 6.09 Room/event
  146. 6.10 Player character
  147. 6.11 Maps
  148. 6.12 Files
  149. 6.13 Jill's inventory
  150. 6.14 Jill's itembox
  151. 6.15 Jill's weapon
  152. 6.16 Jill's sidepack
  153. 6.17 Carlos' inventory
  154. 6.18 Carlos' itembox
  155. 6.19 Carlos' weapon
  156. 6.20 Carlos' sidepack
  157. 6.21 Jill's outfits
  158. 6.22 Poison status
  159.  
  160. 7. EXE-editing
  161. 8. Acknowledgements
  162.  
  163.  
  164. 1. Introduction
  165. -=-=-=-=-=-=-=-
  166. Hi, and welcome to my 1st ever gameguide that I've written. The
  167. purpose of this document is to teach people how to cheat in Resident
  168. Evil 3 by Capcom, by showing them how to patch savegame files with a
  169. tool that is commonly known as the hex editor.
  170.  
  171. This guide is mostly intented to be used with the PC CD-ROM version
  172. (running under MS Windows) of the Resident Evil 3 game, however, you
  173. might be interested to know that the PC and the Sony Playstation
  174. versions of RE3 share an identical gamesave file format, so at least
  175. theoratically, most information (excluding section 7, EXE-editing)
  176. shown here in this guide is also valid for the PSX version of RE3.
  177. But because of the considerable difficulty involved in transferring
  178. PSX gamesaves between a PC and a Playstation (here's a hint, the
  179. names Dexdrive and/or uLaunchElf should at least ring a bell),
  180. Playstation gamesave editing will not be discussed here. I only
  181. mentioned this in the event that those PSX emulator users who know
  182. what they're doing might find it interesting to try these cheats out.
  183. Sega Dreamcast and Nintendo GameCube versions are still completely
  184. beyond the scope of this guide, so cheating in those versions will
  185. not be discussed here.
  186.  
  187. Everything in this guide was found, tested and verified with the
  188. english language European release of Resident Evil 3 for PC,
  189. distributed in Europe by Eidos Interactive. I have no reason to
  190. believe that there are any differences in the gamesave format between
  191. different language versions.
  192.  
  193.  
  194. Why write a guide like this?:
  195.  
  196. Well, Resident Evil 3 for PC has been out since late 2000 and it's
  197. savegames are pretty easy to dig into, so I was kinda surprised to
  198. see that no one has written a decent hex editing guide for it. I've
  199. only seen some simple "how to get all weapons" type of guides
  200. floating around the Internet, and one good savegame editor, but
  201. real "do it yourself" types don't use ready-made editors, unless
  202. they offer some real advantages over the process of editing by hand
  203. with a hex editor, like checksum fixing. So that's one reason why
  204. I wrote this. Also, ever since I discovered Gamefaqs in the year
  205. 2000, I've wanted to contribute them something, just as a reward
  206. for being nothing short of the greatest in their field. As for this
  207. guide, will it turn out to be a horrible piece of wannabe work, or
  208. a great and appreciated masterpiece on at least some level, only
  209. time will tell, but if you read these words now, then that means
  210. something went right and Gamefaqs accepted my donation.
  211.  
  212.  
  213. 2. Tools of the trade:
  214. -=-=-=-=-=-=-=-=-=-=-=-
  215. Any hex editor that can do jumping to a specific address, overwrite
  216. bytes via keyboard input... basic stuff like that, is more than
  217. capable of handling the edits shown in this document. Hell, even the
  218. DEBUG.EXE-command of the MS-DOS prompt will do if you have the mental
  219. insanity and, more importantly, the skills to use it. The choice is
  220. yours my friend, but I personally highly recommend the HxD hex editor
  221. by Maël Hörz from Germany, available for free from WWW.MH-NEXUS.DE. A
  222. kind word of warning though: Hxd contains many advanced editing
  223. features, such as a disc sector editor that, when improperly used,
  224. could really damage the file system of your data storage unit, be it
  225. a hard drive or a USB thumb drive for example, so just leave those
  226. RAM editing features and the disk sector editor alone and stick to
  227. using file editing features only, because nothing in this guide
  228. requires anything more really.
  229.  
  230. As a side note, this guide assumes that you already have a working
  231. knowledge of the hexadecimal system and how to use hex editors. I
  232. don't feel like explaining the base-16 vs. base-10 numbering system
  233. differences simply because I royally suck at explaining all this
  234. math stuff to people. There are many good hex editing for beginners-
  235. type of guides floating around the I-net, use them for your
  236. advantage if you're a total beginner. Searching for a "hex editing
  237. guide" from places like Google or Youtube for example would be a good
  238. start. Always try those first before you email me, whining that you
  239. don't know what you're supposed to do.
  240.  
  241. All I can say about hex editing is that using a modern hex editor is
  242. not that different from using a text editor. It's just that you'll be
  243. entering numeric values into the editing field instead of text most
  244. of the time. And you'll be using the overwrite mode more than the
  245. insert mode with hex editors, since most binary data files don't like
  246. it when you alter their size, executables and game saves being very
  247. good examples. And always remember the golden rule of hex editing:
  248. backup your files or face the consequenses of editing errors. If you
  249. wreck something precious to you, don't blame me. I never forced your
  250. hand into doing any of this.
  251.  
  252.  
  253. 3. What am I supposed to edit?
  254. The structure of BU00.SAV
  255. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  256. Resident Evil 3 stores it's savegames into a file called BU00.SAV.
  257. This file can be found from the folder where Resident Evil 3 was
  258. installed to (see the save game directory path in the game's autorun
  259. menu if you're unsure). Since ALL savegames are stored into this one
  260. file, I'll need to explain how to separate the different savegames
  261. from each other in order to prevent you from editing the wrong save.
  262. The savegame slots are separated as follows:
  263.  
  264.  
  265. Address in
  266. hexadecimal Description
  267.  
  268. 0000-1FFF: Table of contents (or something). No savedata here.
  269. 2000-3FFF: Slot 1. Savedata of the 1st slot will be stored here.
  270. 4000-5FFF: Slot 2. Savedata of the 2nd slot will be stored here.
  271. 6000-7FFF: Slot 3. Savedata of the 3rd slot will be stored here.
  272. 8000-9FFF: Slot 4. Savedata of the 4th slot will be stored here.
  273. A000-BFFF: Slot 5. Savedata of the 5th slot will be stored here.
  274. C000-DFFF: Slot 6. Savedata of the 6th slot will be stored here.
  275. E000-FFFF: Slot 7. Savedata of the 7th slot will be stored here.
  276. 10000-11FFF: Slot 8. Savedata of the 8th slot will be stored here.
  277. 12000-13FFF: Slot 9. Savedata of the 9th slot will be stored here.
  278. 14000-15FFF: Slot 10. Savedata of the 10th slot will be stored here.
  279. 16000-17FFF: Slot 11. Savedata of the 11th slot will be stored here.
  280. 18000-19FFF: Slot 12. Savedata of the 12th slot will be stored here.
  281. 1A000-1BFFF: Slot 13. Savedata of the 13th slot will be stored here.
  282. 1C000-1DFFF: Slot 14. Savedata of the 14th slot will be stored here.
  283. 1E000-1FFFF: Slot 15. Savedata of the 15th slot will be stored here.
  284.  
  285. Address 1FFFF is also the end of the file, so there are 15 savegame-
  286. slots in total. This guide assumes that you mostly edit the first
  287. savegameslot (hex address 2000-3FFF), so henceforth all given
  288. addresses will point to the data in slot 1 by default. However, if
  289. you must edit data in other slots, simply replace the first "2" from
  290. the address with the beginning value of the other slot. An example:
  291. If you wish to find Jill's 1st inventory slot in saveslot 6, that's
  292. C40C instead of 240C. If you wish to edit Jill's health in saveslot
  293. 12, that's 18214 instead of 2214.
  294.  
  295. A question. What is the file called BU10.SAV?
  296.  
  297. The answer. I dont know. It appears to be similar in structure with
  298. the BU00.SAV file, but as far as I can tell, it's never actually
  299. used to hold saves. Renaming it to BU00.SAV seems to be the only way
  300. to make it usable.
  301.  
  302. 4. Item Id values in hexadecimal
  303. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  304. All inventory slots each occupy 4 bytes of space. The first byte is
  305. always the item's Id-value.
  306.  
  307. 00 = Empty slot
  308. 01 = Combat Knife
  309. 02 = Sigpro SP 2009 handgun
  310. 03 = Beretta M92F handgun, custom S.T.A.R.S edition
  311. 04 = Shotgun Benelli M3S
  312. 05 = Smith & Wesson M629C .44-caliber magnum revolver
  313. 06 = Hk-p Grenade launcher with burst rounds
  314. 07 = Hk-p Grenade launcher with flame rounds
  315. 08 = Hk-p Grenade launcher with acid rounds
  316. 09 = Hk-p Grenade launcher with freeze rounds
  317. 0A = M66 Rocket launcher
  318. 0B = Gatling gun
  319. (The gatling gun is hardcoded to always have infinite ammo,
  320. regardless of what it's attributes in the savegame are.)
  321. 0C = Mine thrower
  322. 0D = STI Eagle 6.0
  323. 0E = M4A1 Assault rifle set to manual mode
  324. 0F = M4A1 Assault rifle set to auto mode
  325. 10 = Western Custom M37 lever action shotgun
  326. (Terminator 2 - Judgement day, anyone?)
  327. 11 = Sigpro SP 2009 with enhanced ammo loaded
  328. 12 = Beretta M92F custom with enhanced ammo loaded
  329. 13 = Shotgun Benelli M3S with enhanced ammo loaded
  330. 14 = Mine thrower with enhanced ammo loaded
  331. 15 = Handgun bullets (9x19 parabellum)
  332. 16 = Magnum bullets (.44-caliber)
  333. 17 = Shotgun shells
  334. 18 = Grenade rounds
  335. 19 = Flame rounds
  336. 1A = Acid rounds
  337. 1B = Freeze rounds
  338. 1C = Minethrower rounds
  339. 1D = Assault rifle clip (5.56 NATO rounds)
  340. 1E = Enhanced handgun bullets
  341. 1F = Enhanced shotgun shells
  342. 20 = First aid spray
  343. 21 = Green herb
  344. 22 = Blue herb
  345. 23 = Red herb
  346. 24 = 2x Green herb mix
  347. 25 = Green + blue herb mix
  348. 26 = Green + red herb mix
  349. 27 = 3x Green herb mix
  350. 28 = 2x Green herb + blue herb mix
  351. 29 = Green + Red + Blue herb mix
  352. 2A = First aid spray box
  353. (This cannot be hacked to contain infinite sprays
  354. unfortunately)
  355. 2B = Square crank
  356. 2C = Unknown red medal
  357. 2D = Unknown blue medal
  358. 2E = Unknown golden medal
  359. 2F = Jill's S.T.A.R.S card
  360. 30 = Unknown oil can labeled "Giga Oil"
  361. 31 = Battery
  362. 32 = Fire hook
  363. 33 = Power cable
  364. 34 = Fuse
  365. 35 = Unknown broken fire hose
  366. 36 = Oil Additive
  367. 37 = Brad Vickers' card case
  368. 38 = Brad Vickers' S.T.A.R.S card
  369. 39 = Machine oil
  370. 3A = Mixed oil
  371. 3B = Unknown steel chain
  372. 3C = Wrench
  373. 3D = Iron pipe
  374. 3E = Unknown cylinder
  375. 3F = Fire hose
  376. 40 = Tape recorder
  377. 41 = Lighter oil
  378. 42 = Lighter (lid closed, no oil)
  379. 43 = Lighter (lid open, has oil)
  380. 44 = Green gem
  381. 45 = Blue gem
  382. 46 = Amber ball
  383. 47 = Obsidian ball
  384. 48 = Crystal ball
  385. 49 = Unknown remote control without batteries
  386. 4A = Unknown remote control with batteries
  387. 4B = Unknown AA-batteries
  388. 4C = Gold gear
  389. 4D = Silver gear
  390. 4E = Chronos gear
  391. 4F = Bronze book
  392. 50 = Bronze compass
  393. 51 = Vaccine medium
  394. 52 = Vaccine base
  395. 53 = Unknown Sigpro SP 2009 handgun
  396. (Cannot be used as a weapon, puzzle item perhaps?)
  397. 54 = Unknown Sigpro SP 2009 handgun
  398. (Cannot be used as a weapon, puzzle item perhaps?)
  399. 55 = Vaccine
  400. 56 = Unknown Sigpro SP 2009 handgun
  401. (Cannot be used as a weapon, puzzle item perhaps?)
  402. 57 = Unknown Sigpro SP 2009 handgun
  403. (Cannot be used as a weapon, puzzle item perhaps?)
  404. 58 = Medium base
  405. 59 = Eagle parts A
  406. 5A = Eagle parts B
  407. 5B = M37 parts A
  408. 5C = M37 parts B
  409. 5D = Unknown Sigpro SP 2009 handgun
  410. (Cannot be used as a weapon, puzzle item perhaps?)
  411. 5E = Chronos chain
  412. 5F = Rusted crank
  413. 60 = Card key
  414. 61 = Gun powder A
  415. 62 = Gun powder B
  416. 63 = Gun powder C
  417. 64 = Gun powder AA
  418. 65 = Gun powder BB
  419. 66 = Gun powder AC
  420. 67 = Gun powder BC
  421. 68 = Gun powder CC
  422. 69 = Gun powder AAA
  423. 6A = Gun powder AAB
  424. 6B = Gun powder BBA
  425. 6C = Gun powder BBB
  426. 6D = Gun powder CCC
  427. 6E = Infinite bullets
  428. 6F = Water sample
  429. 70 = System disk
  430. 71 = Dummy key
  431. (This is the spade shaped precint key from RE2)
  432. 72 = Lockpick
  433. 73 = Warehouse (backdoor) key
  434. 74 = Sickroom key (room 402)
  435. 75 = Emblem (S.T.A.R.S) key
  436. 76 = Unknown keyring with 4 unknown keys
  437. 77 = Clock tower (bezel) key
  438. 78 = Clock tower (winder) key
  439. 79 = Chronos key
  440. 7A = Unknown Sigpro SP 2009 handgun
  441. (Cannot be used as a weapon, puzzle item perhaps?)
  442. 7B = Park (main gate) key
  443. 7C = Park (graveyard) key
  444. 7D = Park (rear gate) key
  445. 7E = Facility key (no barcode)
  446. 7F = Facility key (with barcode)
  447. 80 = Boutique key
  448. 81 = Ink ribbon
  449. 82 = Reloading tool
  450. 83 = Game inst. A
  451. 84 = Game inst. B
  452. 85 = Game instructions A
  453. (Not a book exactly, but a glass vial with blue chemical
  454. inside)
  455. 86-FF = Don't bother trying these values. Using them only results
  456. to a crash to the Windows desktop with an error message
  457. when you access the inventory.
  458.  
  459. A question. What are the unknown items?
  460.  
  461. The answer. The unknown items are most likely key puzzle items in
  462. puzzles that got axed from the final game. These items have no
  463. names nor descriptions, there's just the word BOTU where the name
  464. /description should be. These discarded items also cannot be used
  465. anywhere, they're just there to be found by some hackers :). Well,
  466. maybe not, but sometimes gamemakers simply forget to remove
  467. rejected stuff like this and leave it littering the game's database.
  468.  
  469.  
  470.  
  471. 5. Item attributes
  472. -=-=-=-=-=-=-=-=-=-
  473. These values enable/disable the remaining ammo/uses display, or,
  474. is the weapon/item infinite or not. All inventory slots each occupy
  475. 4 bytes of space. The third byte always indicates the item's
  476. attribute.
  477.  
  478. 00 = Use this for (puzzle) items that don't have the
  479. ammo display.
  480. 01 = Ammo remaining display (Green)
  481. 02 = % (percentage) of ammo remaining display (Green)
  482. 03 = Infinite ammo (Green)
  483. 05 = Ammo remaining display (Red)
  484. 06 = % of ammo remaining display (Red)
  485. 07 = Infinite ammo (Red)
  486. 0D = Ammo remaining display (Blue)
  487. 0E = % of ammo remaining display (Blue)
  488. 0F = Infinite ammo (Blue)
  489.  
  490.  
  491. 6. The structure of a single savegame:
  492. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  493.  
  494. When entering 16/32-bit values, remember that the PC-version
  495. of RE3 uses Little Endian (least signifigant byte first) byte
  496. ordering. And remember, all addresses point to data in slot 1.
  497. by default.
  498.  
  499. 6.01 Time
  500. --------
  501. 0x2200 = Time elapsed since the beginning of the game. I haven't
  502. figured out how the time is calculated, but this definately
  503. works: set the bytes here to 00 00 00 00 to reset the clock
  504. to zero.
  505.  
  506. 6.02 Difficulty
  507. --------------
  508. 0x2208 = Switch between difficulties
  509. 01 = Easy mode
  510. 00 = Hard mode
  511. This 1 is nice if you want to start the game with the Easy mode
  512. inventory and have the sidepack enabled from the beginning, and
  513. still be able to get the item Nemesis drops when you kill him
  514. (or it, or maybe even her. Nah, not with that voice).
  515.  
  516. 6.03 XY-coordinates
  517. ------------------
  518. 0x220E = Character X-coordinates, range 0000-FFFF
  519. 0x2212 = Character Y-coordinates, range 0000-FFFF
  520. These 16-bit values represent Jill's/Carlos' location in the room
  521. they are in. They're mostly useful if you use the hacks further down
  522. that allow you to select the place where the loaded game begins.
  523.  
  524. 6.04 Health
  525. ----------
  526. 0x2214 = Jill's/Carlos' health, 16-bit, range 0000-FF7F
  527. Jill's normal max. health is 200 (hex C800), but it can be set as
  528. high as 32767 (hex FF7F), which is enough to make Jill almost
  529. invulnerable (you can even survive a dynamite/gas barrel explosion).
  530. Beware, values higher than 32767 (hex 0080 and beyond) are treated
  531. as signed values (negative, below 0). If Jill's health is a
  532. negative, less than zero value, Jill will be considered dead by the
  533. game, and altough you can move around, you cannot manipulate your
  534. environment, and thus cannot proceed in the game until you change the
  535. value here to something acceptable. Please note that if you want the
  536. player character to have true invincibility, you should look into
  537. using the invincibility patch in section 7 of this guide instead.
  538.  
  539. 6.05 Epilogues
  540. -------------
  541. 0x2216 = Epilogues unlocked so far. Set to 08 to unlock all,
  542. but you are still required to finish the game once.
  543.  
  544. 6.06 Saves
  545. ---------
  546. 0x2218 = Number of times you have saved, range 00-FF (0-255)
  547.  
  548. 6.07 Savegame names
  549. ------------------
  550. 0x221B = Name of savegame (ie. Warehouse, Alley, Resting room, etc.)
  551. I never bothered to figure out which value shows which name, since
  552. manipulating this doesn't actually do anything useful and I also
  553. wanted to keep the size of this guide within acceptable limits, but
  554. do experiment with this. This is an 8-bit (range 00-FF) value.
  555.  
  556. 6.08 Play area
  557. -------------
  558. 0x224E = The area you currently play.
  559. 00 = Uptown (including the RPD-building)
  560. 01 = Downtown
  561. 02 = Clock tower/park before the hospital explosion
  562. 03 = Clock tower/park after the hospital explosion
  563. 04 = Dead factory
  564. 05 = Shows first the Mercenaries-minigame ending, then the
  565. ending video of the main game (the one without Barry
  566. Burton, assuming 0x2250 has been set to 00. If not,
  567. then it only crashes).
  568. 06 = Downtown again. I have no idea what's different here.
  569. This may be after the scene where Jill falls trough
  570. the parking lot floor.
  571.  
  572. 6.09 Room/event
  573. --------------
  574. 0x2250 = The room/event being loaded.
  575. This one determines the actual room/event that is loaded. Using this
  576. together with address 0x224E, and also with the XY-coordinates
  577. (0x220E and 0x2212) allows you to basically place Jill into any
  578. room/scene in the game you would like to go to. However, due to the
  579. sheer number of rooms and events in this game, I'm not going to list
  580. the room/event values, I will only include an example of how to jump
  581. to specific places/scenes in the game.
  582.  
  583. The example: Visit the clothes boutique:
  584.  
  585. Once you have created a savegame, set the XY-coordinates (addresses
  586. 0x220E & 0x2212) to:
  587.  
  588. X: DBBB
  589. Y: 29CD
  590.  
  591. Then set the value at address 0x224E to 00 (if it already isn't) and
  592. then, at this address, 0x2250, give the byte a value of 0F. Once you
  593. load the savegame with this modification done to it, you land
  594. smack-dab right in the middle of the clothes boutique.
  595.  
  596. What values are accepted at 0x2250, and what they do, depends mostly
  597. on the value at address 0x224E. Values 00-20 at 0x2250 generally
  598. mostly work, but you should still prepare to expect some whacky
  599. results, like game crashes or Jill being able to walk trough walls,
  600. if you choose to mess with addresses 0x224E and 0x2250.
  601.  
  602. 6.10 Player character
  603. --------------------
  604. 0x225E = The character you play as (Jill, Carlos, Nicholai...)
  605. 00 = Jill normal clothes
  606. 01 = Jill normal clothes + sidepack
  607. 02 = Jill in biker leathers
  608. 03 = Jill S.T.A.R.S uniform
  609. 04 = Jill in disco inferno
  610. 05 = Jill miniskirt cop
  611. 06 = Jill as Regina from Dino Crisis
  612. 07 = Jill normal clothes
  613. 08 = Carlos
  614. 09 = Mikhail
  615. 0A = Nicholai
  616. 0B = Brad Vickers
  617. 0C = Dario
  618. 0F = Tofu
  619. Notice that when you play as Carlos, you use his inventory.
  620. Others use Jill's inventory. The address 28D4 is propably
  621. more reliable in setting Jill's outfit, since the value
  622. at 28D4 appears to sometimes override values 00-06 here.
  623. If you're wondering about Tofu, yes it is THE Tofu from
  624. that Resident Evil 2 minigame, only this time, hacking is
  625. the only way to make it playable.
  626.  
  627. 6.11 Maps
  628. --------
  629. 0x23FF = FF Have all
  630. 0x2403 = FF maps
  631.  
  632. 6.12 Files
  633. ---------
  634. 0x2404 = FF Files (diaries, notes, etc.) you have
  635. 0x2405 = FF collected so far. Fill offsets 0x2404 - 0x2409
  636. 0x2406 = FF with hex byte FF to unlock all.
  637. 0x2407 = FF
  638. 0x2408 = FF
  639. 0x2409 = FF
  640.  
  641. 0x2404 = FF This is the special code from Chris The Champion
  642. 0x2405 = FF that makes Jill's diary immediately readable. All
  643. 0x2406 = FF files will become available, except Game
  644. 0x2407 = FF Instruction A, which is now replaced with Jill's
  645. 0x2408 = 1E Diary.
  646. 0x2409 = 00
  647.  
  648. 6.13 Jill's inventory
  649. --------------------
  650. 0x240C = Jill Inventory slot 1
  651. 0x2410 = Jill Inventory slot 2
  652. 0x2414 = Jill Inventory slot 3
  653. 0x2418 = Jill Inventory slot 4
  654. 0x241C = Jill Inventory slot 5
  655. 0x2420 = Jill Inventory slot 6
  656. 0x2424 = Jill Inventory slot 7
  657. 0x2428 = Jill Inventory slot 8
  658. 0x242C = Jill Inventory slot 9 (must enable sidepack)
  659. 0x2430 = Jill Inventory slot 10 (must enable sidepack)
  660.  
  661. All inventory slots occupy 4 bytes each. This is the same with both
  662. Jill and Carlos and also applies to the slots in the item box. A
  663. string of 4 zero bytes (00 00 00 00) would mean and empty slot.
  664. See the hex dump below to get a good understanding of what the
  665. memory area for the inventory looks like.
  666.  
  667. Legend:
  668. ?? = Item Id value, 00-85 (See section 4. Item Id-values)
  669. ## = Remaining ammo/uses for the item, 00-FF
  670. !! = Item attribute (See section 5. Item attributes)
  671. The 4th byte should always be 00.
  672.  
  673. 0 1 2 3 4 5 6 7 8 9 A B C D E F ASCII field
  674. 2400h¦ 00 00 00 FF FF FF FF FF FF FF FF FF ?? ## !! 00 ¦ ¤a+
  675. 2410h¦ 0B FF 07 00 83 01 00 00 84 01 00 00 2A 03 01 00 ¦ é· â ä *
  676. 2420h¦ 73 01 00 00 81 FA 0F 00 00 00 00 00 00 00 00 00 ¦ s ü·¤
  677. 2430h¦ 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ¦
  678.  
  679. As you can see on line 2400h, address 0x240C is the beginning of
  680. Jill's inventory. If you look at the beginning of line 2410h, you
  681. see the hex string 0B FF 07 00. That means Jill has the infinite
  682. ammo gatling gun in slot 2 of her inventory.
  683.  
  684. 6.14 Jill's itembox
  685. ------------------
  686. 0x2434 = Top end of Jill's item box inventory
  687. The next slot is at 0x2438, the one after that is at 0x243C,
  688. then 0x2440, and so on, all the way to 0x2530.
  689.  
  690.  
  691. 0x2530 = Bottom end of Jill's item box inventory
  692.  
  693. 6.15 Jill's weapon
  694. -----------------
  695. 0x2535 = The weapon Jill has equipped
  696. See section 5. Item Id values to select a weapon
  697.  
  698. 6.16 Jill's sidepack
  699. -------------------
  700. 0x2536 = Have Jill's sidepack enabled, 0A
  701. Have Jill's sidepack disabled, 08
  702.  
  703. 6.17 Carlos' inventory
  704. ---------------------
  705. 0x254C = Carlos inventory slot 1
  706. 0x2550 = Carlos inventory slot 2
  707. 0x2554 = Carlos inventory slot 3
  708. 0x2558 = Carlos inventory slot 4
  709. 0x255c = Carlos inventory slot 5
  710. 0x2560 = Carlos inventory slot 6
  711. 0x2564 = Carlos inventory slot 7
  712. 0x2568 = Carlos inventory slot 8
  713. 0x256C = Carlos inventory slot 9 (must enable sidepack)
  714. 0x2570 = Carlos inventory slot 10 (must enable sidepack)
  715.  
  716. 6.18 Carlos' itembox
  717. -------------------
  718. 0x2574 = Top end of Carlos' item box inventory
  719. The next slot is at 0x2578, the one after that is at 0x257C,
  720. then 0x2580, and so on, all the way to 0x2670.
  721.  
  722.  
  723. 0x2670 = Bottom end of Carlos' item box inventory
  724.  
  725. 6.19 Carlos' weapon
  726. ------------------
  727. 0x2675 = The weapon Carlos has equipped
  728.  
  729. 6.20 Carlos' sidepack
  730. --------------------
  731. 0x2676 = Have Carlos' sidepack enabled, 0A
  732. Have Carlos' sidepack disabled, 08
  733.  
  734. 6.21 Jill's outfits
  735. ------------------
  736. 0x28D4 = Jill's outfits
  737. 00 = Normal clothes
  738. 01 = Biker leathers
  739. 02 = S.T.A.R.S uniform
  740. 03 = Disco inferno (ungh, disgusting)
  741. 04 = Miniskirt cop
  742. 05 = Jill as Regina from Dino Crisis
  743. 06 = Blue miniskirt with black top and boots
  744. 07 = Office worker (or something)
  745.  
  746. You should select Jill's outfit here instead of address 0x225E.
  747. The value here might override Jill's appearance at address
  748. 0x225E.
  749.  
  750. 6.22 Poison status
  751. -----------------
  752.  
  753. 0x221A = Jill's/Carlos' poison status
  754. 8F = Poisoned
  755. 00 = Normal health
  756.  
  757.  
  758.  
  759. 7. EXE-editing
  760. -=-=-=-=-=-=-=-
  761. The following information was not found by me and I claim no rights
  762. or credit for it. I never even thought it would be possible to cheat
  763. RE3 this way, but I decided to include this information to this
  764. guide because it fits in superbly. I saw this at
  765. http://www.cheatchannel.com and it was submitted there by Ivan
  766. Solihin, so kudos to them. The text is copied verbatim from
  767. Cheat Channel, so possible spelling/grammatical errors/typos here
  768. are not my fault. And also, just to be sure, the information here
  769. has nothing to do with cracking copy protections. This info is for
  770. cheating purposes only.
  771.  
  772. ---Beginning of borrowed stuff----
  773.  
  774. Cheat mercenary mode:
  775. ---------------------
  776. Edit the file "RE3_MERCE.exe", go to address 12A0E4 for Carlos's
  777. items, 12A100 for Nikolai's items and 12A11C for Mikael's items.
  778. Change it with weapon or item which you want.
  779.  
  780. Cheat Resident Evil 3:
  781. ----------------------
  782. Actually you can also cheat the items at the beginning of the
  783. game. You must edit the file "ResidentEvil3.exe" and go to
  784. address 12A08C for hard mode Jill's items, 12A0A0 for hard
  785. mode Carlos's items, 12A0B4 for easy mode Jill's items, and
  786. 12A0CC for easy mode Carlos's items.
  787.  
  788. ---End of borrowed stuff-----
  789.  
  790.  
  791. The following however were discovered by me, trough the use of some
  792. basic debugging of a game's program code:
  793.  
  794. Invincibility in Resident Evil 3, main game:
  795. --------------------------------------------
  796. Hex edit ResidentEvil3.exe and from adress 0x63ACA, change
  797. hex bytes 66 2B C8 to 90 90 90. Save changes, and now you
  798. have invincibility.
  799.  
  800. (Bonus trick: Jill the zombie:)
  801. (Do this invincibility patch. Then edit Jill's health and give
  802. her only 1 point. Now let Nemesis grab her, it'll try to stab
  803. her trough the mouth with it's tentacle. Now, normally Jill
  804. would die as a result, but, if you have this invincibility
  805. enabled, she'll survive, but the game gives her a special skin
  806. that makes her face all bloody and stuff, like a zombie.)
  807.  
  808. Invincibility in Resident Evil 3 Mercenaries:
  809. ---------------------------------------------
  810. Hex edit RE3_Merce.exe from adress 0x63B3A, change bytes
  811. 66 2B C8 to 90 90 90. Save changes, and now you have
  812. invincibility.
  813.  
  814. Infinite time in Resident Evil 3 Mercenaries:
  815. ---------------------------------------------
  816. Hex edit RE3_Merce.exe from adress 0x55F24, change bytes
  817. 66 01 05 08 21 A6 00 to C6 05 09 21 A6 00 7F. Save changes,
  818. and now you have infinite time. Do note that you also need to
  819. kill one zombie first to trigger it.
  820.  
  821.  
  822.  
  823.  
  824. 8. Acknowledgements
  825. -=-=-=-=-=-=-=-=-=-
  826.  
  827. Well, that was it, people. I hope this gives you a whole new
  828. perspective on playing Resident Evil 3 on PC. All that is left now
  829. is to credit certain individuals. A few people contributed to the
  830. birth of this document you see, but some did it without knowing it,
  831. so I'll mention their names here, so that they would know they made a
  832. difference in a place they probably quite weren't expecting to make a
  833. difference, should they ever come across this humble guide of mine.
  834.  
  835. MY MOST SINCERE THANKS GO TO:
  836.  
  837. Capcom, for giving us the Resident Evil series.
  838.  
  839. WWW.CHEATCHANNEL.COM and Ivan Solihin ([email protected]) for
  840. the information about editing the executables of RE3.
  841.  
  842. Raihan Kibria, author of FRHed, the FRee Hex editor.
  843. His editor was my tool of choice during the process of figuring out
  844. the structure of RE3 savegames. Danke schön.
  845.  
  846. Maël Hörz, author of HxD, the hex editor that took over from FrHed.
  847. My personal favourite these days with all those lovely, lovely
  848. features.
  849.  
  850. Tom Kostiainen, author of mdiNotepad (website:
  851. http://koti.mbnet.fi/~fidgety), the text editor that I used to type
  852. this document which you, the reader, now read. This one's so good
  853. I just had to mention it here. Suurkiitos.
  854.  
  855. Chris The Champion donated the information that now allows us to
  856. unlock Jill's Diary for a much easier viewing.
  857.  
  858. and:
  859. WWW.GAMEFAQS.COM, for being there for the videogaming community.
  860.  
  861.  
  862. Aaand we're done.
Advertisement
Add Comment
Please, Sign In to add comment