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- ~ Shockproof JAMO presents ~
- -=* A guide to Resident Evil 3: Nemesis hex editing *=-
- Target platform: Resident Evil 3 for PC CD-ROM
- (running under Microsoft Windows 9$/98)
- Version: Public release 1.1
- August 11th 2009
- Copyright 2005-2009, "Shockproof" Jamo Koivisto.
- All imaginable and UNimaginable rights reserved.
- Commercial use or unauthorized modification
- of this document is forbidden
- without exceptions.
- Verbatim copies of this work may be distributed freely
- in electronic form, provided that the distribution/
- publishing method is not in violation against the
- "no modifying or commercial usage" rule stated above,
- and provided that I'm given due credit for this work.
- Public distribution in printed form (ie. on pages of
- a PC games magazine) is not allowed, sorry.
- If you're a fellow FAQ author who wishes to borrow
- something from this document, tell me about it first,
- and credit me for all the stuff you take from here.
- Failure to comply with these rules can be considered
- grounds for me to start legal action against the
- offending party.
- Some elements of this document were borrowed from
- 3rd party sources. These sources retain their
- copyrights to their work and they have been
- credited in section 8. of this document.
- Resident Evil is a copyrighted trademark of Capcom.
- Capcom retains all rights to the Resident Evil
- trademark, including the right to demand that this
- document to be removed from circulation if they find
- the contents of this document offending their copyrights.
- No copyright infringement is intented or implied.
- Capcom has also not given me technical or any other
- support for this guide. Don't send them questions about it.
- (Whew, I think this is the first time I've ever written this much
- legal text, let's hope it's enough to clear all legal matters :) ).
- IMPORTANT NOTICE!
- As of this version, 1.1, of this guide, there will be no more
- updates unless something earth-shattering gets discovered, which I
- very much doubt, so consider this version of the guide to be final.
- Don't send me any suggestion or discoveries of your own in the
- hopes of seeing me using them, because I WILL NOT UPDATE ANYMORE.
- Also, if you had plans of e-mailing me to ask about how to hex
- edit and use this guide... don't. Try using Google and Youtube first,
- try to search using "hex editing guide" as the keyword. The sources
- you'll find this way often explain these things far better than I do.
- Also, don't e-mail me asking why RE3 for PC doesn't work under your
- Win XP/Vista environment. I really don't know much about handling
- that problem because I've kept my own, older Windows 98 rig in store
- just for this, and generally always play RE3 for PC with that,
- instead of my newer machine to avoid problems like this, so I really
- can't help you with the Win XP/Vista incompatibility problem, seeing
- as how I don't have to suffer from it myself.
- Contact info:
- -=-=-=-=-=-=-
- shockproof_jamo(at)yahoo(dot)com
- @ .
- (If you don't know how to turn that into a valid e-mail address,
- you shouldn't be anywhere near computers, let alone try hex
- editing a binary data file. Doesn't spam make life difficult
- or what?)
- Developement history:
- -=-=-=-=-=-=-=-=-=-=-
- April 4th-18th of 2005.
- First draft, an in-house developement prototype. Never released
- to public. This was 2 weeks of rigorous byte patching, saving and
- loading, and doing binary compares with the FC.EXE-command of the
- DOS-prompt. I do wonder how many people even know what FC.EXE does?
- April 19th of 2005.
- Public release 1.0 finalized. I did the final formatting to make it
- look pretty (yeah, right) and finalized the legal text.
- August 11th of 2009.
- Wow, it's been over 4 years already, but I still managed to find
- something new to justify an update. How the time flies... Guide was
- updated to version 1.1 with the following improvements:
- - The recommended hex editing program is now Maël Hörz's HxD
- instead of Raihan Kibria's FrHed. I feel that FrHed has become
- outdated, and HxD is somewhat easier to use and more powerful
- anyway, not to mention, frequently updated, so switching to HxD
- was an easy decision. Also, the fact that HxD is still Windows
- 98/Me compatible definately had something to do with it...
- - The 31st item in the File-menu, Jill's Diary, can now be unlocked
- with a gamesave hack. This piece of info was provided to me by
- Chris The Champion, so thanks goes to him.
- - Expanded section 7 (EXE-editing) to include new cheats. It's
- now possible to give Jill, Carlos, and the Mercenaries minigame
- characters true invincibility by patching the game's executable.
- It's also now possible to have infinite time on Mercenaries.
- - Player character's poison status can now be enabled/disabled on
- demand (main game only).
- - Other minor improvements to the text you're reading.
- This is the last version of this guide, available from
- WWW.GAMEFAQS.COM.
- Table of contents:
- -=-=-=-=-=-=-=-=-=-
- 1. Introduction
- 2. Tools of the trade + a side note
- 3. What am I supposed to edit?
- The structure of BU00.SAV
- 4. Item Id values in hexadecimal
- 5. Item attributes
- 6. The structure of a single savegame
- 6.01 Time
- 6.02 Difficulty
- 6.03 XY-coordinates
- 6.04 Health
- 6.05 Epilogues
- 6.06 Saves
- 6.07 Savegame names
- 6.08 Play area
- 6.09 Room/event
- 6.10 Player character
- 6.11 Maps
- 6.12 Files
- 6.13 Jill's inventory
- 6.14 Jill's itembox
- 6.15 Jill's weapon
- 6.16 Jill's sidepack
- 6.17 Carlos' inventory
- 6.18 Carlos' itembox
- 6.19 Carlos' weapon
- 6.20 Carlos' sidepack
- 6.21 Jill's outfits
- 6.22 Poison status
- 7. EXE-editing
- 8. Acknowledgements
- 1. Introduction
- -=-=-=-=-=-=-=-
- Hi, and welcome to my 1st ever gameguide that I've written. The
- purpose of this document is to teach people how to cheat in Resident
- Evil 3 by Capcom, by showing them how to patch savegame files with a
- tool that is commonly known as the hex editor.
- This guide is mostly intented to be used with the PC CD-ROM version
- (running under MS Windows) of the Resident Evil 3 game, however, you
- might be interested to know that the PC and the Sony Playstation
- versions of RE3 share an identical gamesave file format, so at least
- theoratically, most information (excluding section 7, EXE-editing)
- shown here in this guide is also valid for the PSX version of RE3.
- But because of the considerable difficulty involved in transferring
- PSX gamesaves between a PC and a Playstation (here's a hint, the
- names Dexdrive and/or uLaunchElf should at least ring a bell),
- Playstation gamesave editing will not be discussed here. I only
- mentioned this in the event that those PSX emulator users who know
- what they're doing might find it interesting to try these cheats out.
- Sega Dreamcast and Nintendo GameCube versions are still completely
- beyond the scope of this guide, so cheating in those versions will
- not be discussed here.
- Everything in this guide was found, tested and verified with the
- english language European release of Resident Evil 3 for PC,
- distributed in Europe by Eidos Interactive. I have no reason to
- believe that there are any differences in the gamesave format between
- different language versions.
- Why write a guide like this?:
- Well, Resident Evil 3 for PC has been out since late 2000 and it's
- savegames are pretty easy to dig into, so I was kinda surprised to
- see that no one has written a decent hex editing guide for it. I've
- only seen some simple "how to get all weapons" type of guides
- floating around the Internet, and one good savegame editor, but
- real "do it yourself" types don't use ready-made editors, unless
- they offer some real advantages over the process of editing by hand
- with a hex editor, like checksum fixing. So that's one reason why
- I wrote this. Also, ever since I discovered Gamefaqs in the year
- 2000, I've wanted to contribute them something, just as a reward
- for being nothing short of the greatest in their field. As for this
- guide, will it turn out to be a horrible piece of wannabe work, or
- a great and appreciated masterpiece on at least some level, only
- time will tell, but if you read these words now, then that means
- something went right and Gamefaqs accepted my donation.
- 2. Tools of the trade:
- -=-=-=-=-=-=-=-=-=-=-=-
- Any hex editor that can do jumping to a specific address, overwrite
- bytes via keyboard input... basic stuff like that, is more than
- capable of handling the edits shown in this document. Hell, even the
- DEBUG.EXE-command of the MS-DOS prompt will do if you have the mental
- insanity and, more importantly, the skills to use it. The choice is
- yours my friend, but I personally highly recommend the HxD hex editor
- by Maël Hörz from Germany, available for free from WWW.MH-NEXUS.DE. A
- kind word of warning though: Hxd contains many advanced editing
- features, such as a disc sector editor that, when improperly used,
- could really damage the file system of your data storage unit, be it
- a hard drive or a USB thumb drive for example, so just leave those
- RAM editing features and the disk sector editor alone and stick to
- using file editing features only, because nothing in this guide
- requires anything more really.
- As a side note, this guide assumes that you already have a working
- knowledge of the hexadecimal system and how to use hex editors. I
- don't feel like explaining the base-16 vs. base-10 numbering system
- differences simply because I royally suck at explaining all this
- math stuff to people. There are many good hex editing for beginners-
- type of guides floating around the I-net, use them for your
- advantage if you're a total beginner. Searching for a "hex editing
- guide" from places like Google or Youtube for example would be a good
- start. Always try those first before you email me, whining that you
- don't know what you're supposed to do.
- All I can say about hex editing is that using a modern hex editor is
- not that different from using a text editor. It's just that you'll be
- entering numeric values into the editing field instead of text most
- of the time. And you'll be using the overwrite mode more than the
- insert mode with hex editors, since most binary data files don't like
- it when you alter their size, executables and game saves being very
- good examples. And always remember the golden rule of hex editing:
- backup your files or face the consequenses of editing errors. If you
- wreck something precious to you, don't blame me. I never forced your
- hand into doing any of this.
- 3. What am I supposed to edit?
- The structure of BU00.SAV
- -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
- Resident Evil 3 stores it's savegames into a file called BU00.SAV.
- This file can be found from the folder where Resident Evil 3 was
- installed to (see the save game directory path in the game's autorun
- menu if you're unsure). Since ALL savegames are stored into this one
- file, I'll need to explain how to separate the different savegames
- from each other in order to prevent you from editing the wrong save.
- The savegame slots are separated as follows:
- Address in
- hexadecimal Description
- 0000-1FFF: Table of contents (or something). No savedata here.
- 2000-3FFF: Slot 1. Savedata of the 1st slot will be stored here.
- 4000-5FFF: Slot 2. Savedata of the 2nd slot will be stored here.
- 6000-7FFF: Slot 3. Savedata of the 3rd slot will be stored here.
- 8000-9FFF: Slot 4. Savedata of the 4th slot will be stored here.
- A000-BFFF: Slot 5. Savedata of the 5th slot will be stored here.
- C000-DFFF: Slot 6. Savedata of the 6th slot will be stored here.
- E000-FFFF: Slot 7. Savedata of the 7th slot will be stored here.
- 10000-11FFF: Slot 8. Savedata of the 8th slot will be stored here.
- 12000-13FFF: Slot 9. Savedata of the 9th slot will be stored here.
- 14000-15FFF: Slot 10. Savedata of the 10th slot will be stored here.
- 16000-17FFF: Slot 11. Savedata of the 11th slot will be stored here.
- 18000-19FFF: Slot 12. Savedata of the 12th slot will be stored here.
- 1A000-1BFFF: Slot 13. Savedata of the 13th slot will be stored here.
- 1C000-1DFFF: Slot 14. Savedata of the 14th slot will be stored here.
- 1E000-1FFFF: Slot 15. Savedata of the 15th slot will be stored here.
- Address 1FFFF is also the end of the file, so there are 15 savegame-
- slots in total. This guide assumes that you mostly edit the first
- savegameslot (hex address 2000-3FFF), so henceforth all given
- addresses will point to the data in slot 1 by default. However, if
- you must edit data in other slots, simply replace the first "2" from
- the address with the beginning value of the other slot. An example:
- If you wish to find Jill's 1st inventory slot in saveslot 6, that's
- C40C instead of 240C. If you wish to edit Jill's health in saveslot
- 12, that's 18214 instead of 2214.
- A question. What is the file called BU10.SAV?
- The answer. I dont know. It appears to be similar in structure with
- the BU00.SAV file, but as far as I can tell, it's never actually
- used to hold saves. Renaming it to BU00.SAV seems to be the only way
- to make it usable.
- 4. Item Id values in hexadecimal
- -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
- All inventory slots each occupy 4 bytes of space. The first byte is
- always the item's Id-value.
- 00 = Empty slot
- 01 = Combat Knife
- 02 = Sigpro SP 2009 handgun
- 03 = Beretta M92F handgun, custom S.T.A.R.S edition
- 04 = Shotgun Benelli M3S
- 05 = Smith & Wesson M629C .44-caliber magnum revolver
- 06 = Hk-p Grenade launcher with burst rounds
- 07 = Hk-p Grenade launcher with flame rounds
- 08 = Hk-p Grenade launcher with acid rounds
- 09 = Hk-p Grenade launcher with freeze rounds
- 0A = M66 Rocket launcher
- 0B = Gatling gun
- (The gatling gun is hardcoded to always have infinite ammo,
- regardless of what it's attributes in the savegame are.)
- 0C = Mine thrower
- 0D = STI Eagle 6.0
- 0E = M4A1 Assault rifle set to manual mode
- 0F = M4A1 Assault rifle set to auto mode
- 10 = Western Custom M37 lever action shotgun
- (Terminator 2 - Judgement day, anyone?)
- 11 = Sigpro SP 2009 with enhanced ammo loaded
- 12 = Beretta M92F custom with enhanced ammo loaded
- 13 = Shotgun Benelli M3S with enhanced ammo loaded
- 14 = Mine thrower with enhanced ammo loaded
- 15 = Handgun bullets (9x19 parabellum)
- 16 = Magnum bullets (.44-caliber)
- 17 = Shotgun shells
- 18 = Grenade rounds
- 19 = Flame rounds
- 1A = Acid rounds
- 1B = Freeze rounds
- 1C = Minethrower rounds
- 1D = Assault rifle clip (5.56 NATO rounds)
- 1E = Enhanced handgun bullets
- 1F = Enhanced shotgun shells
- 20 = First aid spray
- 21 = Green herb
- 22 = Blue herb
- 23 = Red herb
- 24 = 2x Green herb mix
- 25 = Green + blue herb mix
- 26 = Green + red herb mix
- 27 = 3x Green herb mix
- 28 = 2x Green herb + blue herb mix
- 29 = Green + Red + Blue herb mix
- 2A = First aid spray box
- (This cannot be hacked to contain infinite sprays
- unfortunately)
- 2B = Square crank
- 2C = Unknown red medal
- 2D = Unknown blue medal
- 2E = Unknown golden medal
- 2F = Jill's S.T.A.R.S card
- 30 = Unknown oil can labeled "Giga Oil"
- 31 = Battery
- 32 = Fire hook
- 33 = Power cable
- 34 = Fuse
- 35 = Unknown broken fire hose
- 36 = Oil Additive
- 37 = Brad Vickers' card case
- 38 = Brad Vickers' S.T.A.R.S card
- 39 = Machine oil
- 3A = Mixed oil
- 3B = Unknown steel chain
- 3C = Wrench
- 3D = Iron pipe
- 3E = Unknown cylinder
- 3F = Fire hose
- 40 = Tape recorder
- 41 = Lighter oil
- 42 = Lighter (lid closed, no oil)
- 43 = Lighter (lid open, has oil)
- 44 = Green gem
- 45 = Blue gem
- 46 = Amber ball
- 47 = Obsidian ball
- 48 = Crystal ball
- 49 = Unknown remote control without batteries
- 4A = Unknown remote control with batteries
- 4B = Unknown AA-batteries
- 4C = Gold gear
- 4D = Silver gear
- 4E = Chronos gear
- 4F = Bronze book
- 50 = Bronze compass
- 51 = Vaccine medium
- 52 = Vaccine base
- 53 = Unknown Sigpro SP 2009 handgun
- (Cannot be used as a weapon, puzzle item perhaps?)
- 54 = Unknown Sigpro SP 2009 handgun
- (Cannot be used as a weapon, puzzle item perhaps?)
- 55 = Vaccine
- 56 = Unknown Sigpro SP 2009 handgun
- (Cannot be used as a weapon, puzzle item perhaps?)
- 57 = Unknown Sigpro SP 2009 handgun
- (Cannot be used as a weapon, puzzle item perhaps?)
- 58 = Medium base
- 59 = Eagle parts A
- 5A = Eagle parts B
- 5B = M37 parts A
- 5C = M37 parts B
- 5D = Unknown Sigpro SP 2009 handgun
- (Cannot be used as a weapon, puzzle item perhaps?)
- 5E = Chronos chain
- 5F = Rusted crank
- 60 = Card key
- 61 = Gun powder A
- 62 = Gun powder B
- 63 = Gun powder C
- 64 = Gun powder AA
- 65 = Gun powder BB
- 66 = Gun powder AC
- 67 = Gun powder BC
- 68 = Gun powder CC
- 69 = Gun powder AAA
- 6A = Gun powder AAB
- 6B = Gun powder BBA
- 6C = Gun powder BBB
- 6D = Gun powder CCC
- 6E = Infinite bullets
- 6F = Water sample
- 70 = System disk
- 71 = Dummy key
- (This is the spade shaped precint key from RE2)
- 72 = Lockpick
- 73 = Warehouse (backdoor) key
- 74 = Sickroom key (room 402)
- 75 = Emblem (S.T.A.R.S) key
- 76 = Unknown keyring with 4 unknown keys
- 77 = Clock tower (bezel) key
- 78 = Clock tower (winder) key
- 79 = Chronos key
- 7A = Unknown Sigpro SP 2009 handgun
- (Cannot be used as a weapon, puzzle item perhaps?)
- 7B = Park (main gate) key
- 7C = Park (graveyard) key
- 7D = Park (rear gate) key
- 7E = Facility key (no barcode)
- 7F = Facility key (with barcode)
- 80 = Boutique key
- 81 = Ink ribbon
- 82 = Reloading tool
- 83 = Game inst. A
- 84 = Game inst. B
- 85 = Game instructions A
- (Not a book exactly, but a glass vial with blue chemical
- inside)
- 86-FF = Don't bother trying these values. Using them only results
- to a crash to the Windows desktop with an error message
- when you access the inventory.
- A question. What are the unknown items?
- The answer. The unknown items are most likely key puzzle items in
- puzzles that got axed from the final game. These items have no
- names nor descriptions, there's just the word BOTU where the name
- /description should be. These discarded items also cannot be used
- anywhere, they're just there to be found by some hackers :). Well,
- maybe not, but sometimes gamemakers simply forget to remove
- rejected stuff like this and leave it littering the game's database.
- 5. Item attributes
- -=-=-=-=-=-=-=-=-=-
- These values enable/disable the remaining ammo/uses display, or,
- is the weapon/item infinite or not. All inventory slots each occupy
- 4 bytes of space. The third byte always indicates the item's
- attribute.
- 00 = Use this for (puzzle) items that don't have the
- ammo display.
- 01 = Ammo remaining display (Green)
- 02 = % (percentage) of ammo remaining display (Green)
- 03 = Infinite ammo (Green)
- 05 = Ammo remaining display (Red)
- 06 = % of ammo remaining display (Red)
- 07 = Infinite ammo (Red)
- 0D = Ammo remaining display (Blue)
- 0E = % of ammo remaining display (Blue)
- 0F = Infinite ammo (Blue)
- 6. The structure of a single savegame:
- -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
- When entering 16/32-bit values, remember that the PC-version
- of RE3 uses Little Endian (least signifigant byte first) byte
- ordering. And remember, all addresses point to data in slot 1.
- by default.
- 6.01 Time
- --------
- 0x2200 = Time elapsed since the beginning of the game. I haven't
- figured out how the time is calculated, but this definately
- works: set the bytes here to 00 00 00 00 to reset the clock
- to zero.
- 6.02 Difficulty
- --------------
- 0x2208 = Switch between difficulties
- 01 = Easy mode
- 00 = Hard mode
- This 1 is nice if you want to start the game with the Easy mode
- inventory and have the sidepack enabled from the beginning, and
- still be able to get the item Nemesis drops when you kill him
- (or it, or maybe even her. Nah, not with that voice).
- 6.03 XY-coordinates
- ------------------
- 0x220E = Character X-coordinates, range 0000-FFFF
- 0x2212 = Character Y-coordinates, range 0000-FFFF
- These 16-bit values represent Jill's/Carlos' location in the room
- they are in. They're mostly useful if you use the hacks further down
- that allow you to select the place where the loaded game begins.
- 6.04 Health
- ----------
- 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. Please note that if you want the
- player character to have true invincibility, you should look into
- using the invincibility patch in section 7 of this guide instead.
- 6.05 Epilogues
- -------------
- 0x2216 = Epilogues unlocked so far. Set to 08 to unlock all,
- but you are still required to finish the game once.
- 6.06 Saves
- ---------
- 0x2218 = Number of times you have saved, range 00-FF (0-255)
- 6.07 Savegame names
- ------------------
- 0x221B = Name of savegame (ie. Warehouse, Alley, Resting room, etc.)
- I never bothered to figure out which value shows which name, since
- manipulating this doesn't actually do anything useful and I also
- wanted to keep the size of this guide within acceptable limits, but
- do experiment with this. This is an 8-bit (range 00-FF) value.
- 6.08 Play area
- -------------
- 0x224E = The area you currently play.
- 00 = Uptown (including the RPD-building)
- 01 = Downtown
- 02 = Clock tower/park before the hospital explosion
- 03 = Clock tower/park after the hospital explosion
- 04 = Dead factory
- 05 = Shows first the Mercenaries-minigame ending, then the
- ending video of the main game (the one without Barry
- Burton, assuming 0x2250 has been set to 00. If not,
- then it only crashes).
- 06 = Downtown again. I have no idea what's different here.
- This may be after the scene where Jill falls trough
- the parking lot floor.
- 6.09 Room/event
- --------------
- 0x2250 = The room/event being loaded.
- This one determines the actual room/event that is loaded. Using this
- together with address 0x224E, and also with the XY-coordinates
- (0x220E and 0x2212) allows you to basically place Jill into any
- room/scene in the game you would like to go to. However, due to the
- sheer number of rooms and events in this game, I'm not going to list
- the room/event values, I will only include an example of how to jump
- to specific places/scenes in the game.
- The example: Visit the clothes boutique:
- Once you have created a savegame, set the XY-coordinates (addresses
- 0x220E & 0x2212) to:
- X: DBBB
- Y: 29CD
- Then set the value at address 0x224E to 00 (if it already isn't) and
- then, at this address, 0x2250, give the byte a value of 0F. Once you
- load the savegame with this modification done to it, you land
- smack-dab right in the middle of the clothes boutique.
- What values are accepted at 0x2250, and what they do, depends mostly
- on the value at address 0x224E. Values 00-20 at 0x2250 generally
- mostly work, but you should still prepare to expect some whacky
- results, like game crashes or Jill being able to walk trough walls,
- if you choose to mess with addresses 0x224E and 0x2250.
- 6.10 Player character
- --------------------
- 0x225E = The character you play as (Jill, Carlos, Nicholai...)
- 00 = Jill normal clothes
- 01 = Jill normal clothes + sidepack
- 02 = Jill in biker leathers
- 03 = Jill S.T.A.R.S uniform
- 04 = Jill in disco inferno
- 05 = Jill miniskirt cop
- 06 = Jill as Regina from Dino Crisis
- 07 = Jill normal clothes
- 08 = Carlos
- 09 = Mikhail
- 0A = Nicholai
- 0B = Brad Vickers
- 0C = Dario
- 0F = Tofu
- Notice that when you play as Carlos, you use his inventory.
- Others use Jill's inventory. The address 28D4 is propably
- more reliable in setting Jill's outfit, since the value
- at 28D4 appears to sometimes override values 00-06 here.
- If you're wondering about Tofu, yes it is THE Tofu from
- that Resident Evil 2 minigame, only this time, hacking is
- the only way to make it playable.
- 6.11 Maps
- --------
- 0x23FF = FF Have all
- 0x2403 = FF maps
- 6.12 Files
- ---------
- 0x2404 = FF Files (diaries, notes, etc.) you have
- 0x2405 = FF collected so far. Fill offsets 0x2404 - 0x2409
- 0x2406 = FF with hex byte FF to unlock all.
- 0x2407 = FF
- 0x2408 = FF
- 0x2409 = FF
- 0x2404 = FF This is the special code from Chris The Champion
- 0x2405 = FF that makes Jill's diary immediately readable. All
- 0x2406 = FF files will become available, except Game
- 0x2407 = FF Instruction A, which is now replaced with Jill's
- 0x2408 = 1E Diary.
- 0x2409 = 00
- 6.13 Jill's inventory
- --------------------
- 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 (See section 4. Item Id-values)
- ## = Remaining ammo/uses for the item, 00-FF
- !! = Item attribute (See section 5. Item attributes)
- 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.
- 6.14 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
- 6.15 Jill's weapon
- -----------------
- 0x2535 = The weapon Jill has equipped
- See section 5. Item Id values to select a weapon
- 6.16 Jill's sidepack
- -------------------
- 0x2536 = Have Jill's sidepack enabled, 0A
- Have Jill's sidepack disabled, 08
- 6.17 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)
- 6.18 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
- 6.19 Carlos' weapon
- ------------------
- 0x2675 = The weapon Carlos has equipped
- 6.20 Carlos' sidepack
- --------------------
- 0x2676 = Have Carlos' sidepack enabled, 0A
- Have Carlos' sidepack disabled, 08
- 6.21 Jill's outfits
- ------------------
- 0x28D4 = Jill's outfits
- 00 = Normal clothes
- 01 = Biker leathers
- 02 = S.T.A.R.S uniform
- 03 = Disco inferno (ungh, disgusting)
- 04 = Miniskirt cop
- 05 = Jill as Regina from Dino Crisis
- 06 = Blue miniskirt with black top and boots
- 07 = Office worker (or something)
- You should select Jill's outfit here instead of address 0x225E.
- The value here might override Jill's appearance at address
- 0x225E.
- 6.22 Poison status
- -----------------
- 0x221A = Jill's/Carlos' poison status
- 8F = Poisoned
- 00 = Normal health
- 7. EXE-editing
- -=-=-=-=-=-=-=-
- The following information was not found by me and I claim no rights
- or credit for it. I never even thought it would be possible to cheat
- RE3 this way, but I decided to include this information to this
- guide because it fits in superbly. I saw this at
- http://www.cheatchannel.com and it was submitted there by Ivan
- Solihin, so kudos to them. The text is copied verbatim from
- Cheat Channel, so possible spelling/grammatical errors/typos here
- are not my fault. And also, just to be sure, the information here
- has nothing to do with cracking copy protections. This info is for
- cheating purposes only.
- ---Beginning of borrowed stuff----
- Cheat mercenary mode:
- ---------------------
- Edit the file "RE3_MERCE.exe", go to address 12A0E4 for Carlos's
- items, 12A100 for Nikolai's items and 12A11C for Mikael's items.
- Change it with weapon or item which you want.
- Cheat Resident Evil 3:
- ----------------------
- Actually you can also cheat the items at the beginning of the
- game. You must edit the file "ResidentEvil3.exe" and go to
- address 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.
- ---End of borrowed stuff-----
- The following however were discovered by me, trough the use of some
- basic debugging of a game's program code:
- Invincibility in Resident Evil 3, main game:
- --------------------------------------------
- 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.
- (Bonus trick: Jill the zombie:)
- (Do this invincibility patch. Then edit Jill's health and give
- her only 1 point. Now let Nemesis grab her, it'll try to stab
- her trough the mouth with it's tentacle. Now, normally Jill
- would die as a result, but, if you have this invincibility
- enabled, she'll survive, but the game gives her a special skin
- that makes her face all bloody and stuff, like a zombie.)
- Invincibility in Resident Evil 3 Mercenaries:
- ---------------------------------------------
- Hex edit RE3_Merce.exe from adress 0x63B3A, change bytes
- 66 2B C8 to 90 90 90. Save changes, and now you have
- invincibility.
- Infinite time in Resident Evil 3 Mercenaries:
- ---------------------------------------------
- Hex edit RE3_Merce.exe from adress 0x55F24, change bytes
- 66 01 05 08 21 A6 00 to C6 05 09 21 A6 00 7F. Save changes,
- and now you have infinite time. Do note that you also need to
- kill one zombie first to trigger it.
- 8. Acknowledgements
- -=-=-=-=-=-=-=-=-=-
- Well, that was it, people. I hope this gives you a whole new
- perspective on playing Resident Evil 3 on PC. All that is left now
- is to credit certain individuals. A few people contributed to the
- birth of this document you see, but some did it without knowing it,
- so I'll mention their names here, so that they would know they made a
- difference in a place they probably quite weren't expecting to make a
- difference, should they ever come across this humble guide of mine.
- MY MOST SINCERE THANKS GO TO:
- Capcom, for giving us the Resident Evil series.
- WWW.CHEATCHANNEL.COM and Ivan Solihin ([email protected]) for
- the information about editing the executables of RE3.
- Raihan Kibria, author of FRHed, the FRee Hex editor.
- His editor was my tool of choice during the process of figuring out
- the structure of RE3 savegames. Danke schön.
- Maël Hörz, author of HxD, the hex editor that took over from FrHed.
- My personal favourite these days with all those lovely, lovely
- features.
- Tom Kostiainen, author of mdiNotepad (website:
- http://koti.mbnet.fi/~fidgety), the text editor that I used to type
- this document which you, the reader, now read. This one's so good
- I just had to mention it here. Suurkiitos.
- Chris The Champion donated the information that now allows us to
- unlock Jill's Diary for a much easier viewing.
- and:
- WWW.GAMEFAQS.COM, for being there for the videogaming community.
- Aaand we're done.
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