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I've made some cheat engine tables for Resident Evil 1 and 2. They seem to be working with the GOG release, so I thought maybe someone here might like to have them. The RE 1 table is a bit barebones but Health can be set or frozen and changing the items in the chests works. Changing the player inventory directly is a bit wonky, because the GUI doesn't seem to update properly. The RE 2 tables are much more advanced. Not only can you edit the player inventory items without any issue, you can even edit the players inventory size. Be careful though, because while more then ten itemslots is doable, you run out of bounds where a characters inventory is supposed to be saved. On the other hand, if you are the masochistic type and want to get the Chris Redfield RE1 experience, you can restrict your inventory to six slots. Health can be set or frozen here again or course. You can also edit the number of times you have saved or used First Aid Sprays here. In case you don't know: Those values affect your ranking when you finish a scenario. The ingame timer can be used to freeze the game clock that measures your playtime, but I haven't fully figured out how that actually works. freezing the values freezes the clock for some reason. Use at your own risk. Lastly, the mission timer can be set. Whenever the game shows you a green timer, you can manipulate it here. If you fight your final fight against Birkin for example in scenario A, you can increase or freeze the value here. I have successfully set it to over an hour. Don't set it too high though, an overflow will set it to zero. This timer is also used in the 4th Survivor. So happy speedrunning ;)

Oh and in case you're wondering how the inventory editing exactly works. Every RE item has a byte value to identify it (This is the first two digits and everything is in hexadecimal here). After that come another two digits, that are usually used as ammocount. Its typically used for weapons and ammo, but it is also used for the keys to keep track of how often they can be used before they are discarded. If you set this to the maximum in RE2, which is FF, then it gets an infinity ammo count. This only works for weapons properly. If you give yourself Shotgunammo with ff, then it shows infinity, but it is only 255 rounds. In RE2 come another two digits, that are usually not used at all, except for large items that take up two inventory slots. The left part of such an item has to have 01 here, while the right part gets 02. Every other normal item has 00 here. The cheattables have a dropdown menu with all ingame items and their byte values, just select one and adjust the values to your liking. Be careful though, because the game can't handle certain items, if the character is not supposed to ever have access to them. The game will crash, if you give Claire a shotgun or Leon the crossbow. Putting them in the inventory is fine, but equiping them will crash the game when you exit the inventory screen. There is an exception for the Colt SAA, Leon gets a Calico, if you select it. I'm currently working on a mod that fixes this problem and I have made some progress, but there are still some kinks in it.

https://www.mediafire.com/folder/iszsdhyfotipm/Resident_Evil_Cheattables
Do you have the address for rapid fire for RE1, RE2, and RE3 on GOG?
Post edited September 28, 2024 by nimir87_4127
There is already a mod that allows you to use all weapons on Leon or Claire.
"Weapons fix for Biohazard 2 (PC) SourceNext By MartinBiohazard"

If you are interested I can upload it.
Post edited September 28, 2024 by MartinSp
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nimir87_4127: Do you have the address for rapid fire for RE1, RE2, and RE3 on GOG?
I'm not sure, if the rate of fire is stored in some address. I believe it is tied to the gun firing animation, but I'm not sure.
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MartinSp: There is already a mod that allows you to use all weapons on Leon or Claire.
"Weapons fix for Biohazard 2 (PC) SourceNext By MartinBiohazard"

If you are interested I can upload it.
I'd like to take a look at it. So far, I'm having trouble with my mod with some of Claires Weapon fixes. The Magnum for example seems to fire blanks for some reason.
Post edited September 30, 2024 by HerrKazuya
Here it is.

https://easyupload.io/jf0ta5

With the exception of Exe, the models should work with every version.
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MartinSp: Here it is.

https://easyupload.io/jf0ta5

With the exception of Exe, the models should work with every version.
Thanks, I took a look at it. I'm running into the exact same problem. As far as I can see, you did the same thing, that I am trying to do. That is putting Leons Weapon Object .MD1 parts into Claires Hand .PLW files and vice versa. This works for some weapons, but not all.
I have copied your files to my GOG install, run the Claire.exe and gave myself the Magnum (Desert Eagle) via cheattable. So far everything works fine, the gun is in the inventory and can be equiped without any issue. BUT when you try to shoot a zombie with it, it fires blanks. The gun fires and the animations all play as they should, but the game does not register any hits and does not cause any damage.