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RE3 hex faq by JAMO

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