Resident Evil 2 Cheat Table

Resident Evil 2 Cheat Table 2020-07-23

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You might be afraid of horror films and games, and if you call yourself brave, so you must try this game. A dreadful game, full of horror. Capcom develops it. Fighting with monsters, solving puzzles, and exploring the fantastic city of Raccoon. In this game, there are two advocates equipped with firearms and limited ammunition. Players can keep an eye on advocates on the status screen and heal their wounds when injured. The graphics of Resident Evil 2 are created by real-time rendering. Movable character, amazing animations, and pre-rendered background have doubled the enjoyment of playing this game.

Resident Evil 2 Cheat Table

The new feature which added fun in playing this game is the zapping system. It basically allows the player to change characters to play and traverse the story in different ways. At the end of the game, the player receives a rank based on his capability of playing. Based on the player’s performance, weapons and costumes are unlocked as an award. This game’s original version has two minigames version; “ 4th survivor” and the “to-fu survivor.” To achieve a specific goal, a person has to fight with every enemy in the way. You must try it and check your bravery and boldness!

Are you getting bored of this game? Still, you haven’t been able to find the momentum? Then, you are indeed lacking; I’ll tell you what’s that faulty piece undoing you. The game and the powerful, extensible features that possess the spark to be pleasurable are tracking for the cheats. The “ item ID,” “ Current Ammo,” and “inventory editor” should be typed in by you to be processed by the game for your advancements. Real cracking game is expressible with the number of cheats on the Resident Evil 2 cheat table. Let your device bear its size, and let yourself improve upon your gaming capabilities by downloading it.

Resident Evil 2 Cheat Table
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Cheat Trainer Features
  • Infinite Ammo
  • Inventory Editor
Cheat Engine Scripts
ammo lookup:
[ENABLE]

aobscanmodule(current_ammo1,re2.exe,8B 59 20 85 DB)
alloc(newmem,$1000,"re2.exe"+B8BE2C5)
alloc(ammo,8)

label(code)
label(return)
registersymbol(ammo)

ammo:
dq 0
newmem:

code:
mov [ammo],rcx
mov [rcx+20],63
  mov ebx,[rcx+20]
  test ebx,ebx
  jmp return

current_ammo1:
  jmp newmem
return:
registersymbol(current_ammo1)

[DISABLE]

current_ammo1:
  db 8B 59 20 85 DB

unregistersymbol(current_ammo1)
unregistersymbol(ammo)
dealloc(newmem)
dealloc(ammo)

{
// ORIGINAL CODE - INJECTION POINT: "re2.exe"+B8BE2C5

"re2.exe"+B8BE2A9: 83 EA 01                 -  sub edx,01
"re2.exe"+B8BE2AC: 74 2F                    -  je re2.exe+B8BE2DD
"re2.exe"+B8BE2AE: 83 FA 01                 -  cmp edx,01
"re2.exe"+B8BE2B1: 75 2A                    -  jne re2.exe+B8BE2DD
"re2.exe"+B8BE2B3: 48 8B 46 18              -  mov rax,[rsi+18]
"re2.exe"+B8BE2B7: 48 85 C0                 -  test rax,rax
"re2.exe"+B8BE2BA: 74 0C                    -  je re2.exe+B8BE2C8
"re2.exe"+B8BE2BC: 48 8B 48 10              -  mov rcx,[rax+10]
"re2.exe"+B8BE2C0: 48 85 C9                 -  test rcx,rcx
"re2.exe"+B8BE2C3: 74 03                    -  je re2.exe+B8BE2C8
// ---------- INJECTING HERE ----------
"re2.exe"+B8BE2C5: 8B 59 20                 -  mov ebx,[rcx+20]
"re2.exe"+B8BE2C8: 85 DB                    -  test ebx,ebx
// ---------- DONE INJECTING  ----------
"re2.exe"+B8BE2CA: 48 8B 5C 24 30           -  mov rbx,[rsp+30]
"re2.exe"+B8BE2CF: 0F 94 D0                 -  sete al
"re2.exe"+B8BE2D2: 48 8B 74 24 38           -  mov rsi,[rsp+38]
"re2.exe"+B8BE2D7: 48 83 C4 20              -  add rsp,20
"re2.exe"+B8BE2DB: 5F                       -  pop rdi
"re2.exe"+B8BE2DC: C3                       -  ret
"re2.exe"+B8BE2DD: 48 8B 5C 24 30           -  mov rbx,[rsp+30]
"re2.exe"+B8BE2E2: 30 C0                    -  xor al,al
"re2.exe"+B8BE2E4: 48 8B 74 24 38           -  mov rsi,[rsp+38]
"re2.exe"+B8BE2E9: 48 83 C4 20              -  add rsp,20
}
inventory editor cheat:
[ENABLE]

aobscanmodule(pInventoryEditor,re2.exe,45 39 48 10 75 1C)
alloc(newmem,$1000,"re2.exe"+9868BBC)
alloc(pItemID,8)

label(code)
label(return)
registersymbol(pItemID)

pItemID:
dq 0

newmem:

code:
mov [pItemID],r8
  cmp [r8+10],r9d
  jne pInventoryEditor+22
  jmp return

pInventoryEditor:
  jmp newmem
  nop
return:
registersymbol(pInventoryEditor)

[DISABLE]

pInventoryEditor:
  db 45 39 48 10 75 1C

unregistersymbol(pInventoryEditor)
unregistersymbol(pItemID)
dealloc(newmem)
dealloc(pItemID)

{
// ORIGINAL CODE - INJECTION POINT: "re2.exe"+9868BBC

"re2.exe"+9868BA1: 6A FF                 -  push -01
"re2.exe"+9868BA3: 48 31 C9              -  xor rcx,rcx
"re2.exe"+9868BA6: 48 29 F5              -  sub rbp,rsi
"re2.exe"+9868BA9: 41 FF E1              -  jmp r9
"re2.exe"+9868BAC: C6                    -  db -3A
"re2.exe"+9868BAD: 0F 1F 00              -  nop [rax]
"re2.exe"+9868BB0: 4C 8B 42 10           -  mov r8,[rdx+10]
"re2.exe"+9868BB4: 45 31 C9              -  xor r9d,r9d
"re2.exe"+9868BB7: 4D 85 C0              -  test r8,r8
"re2.exe"+9868BBA: 74 35                 -  je re2.exe+9868BF1
// ---------- INJECTING HERE ----------
"re2.exe"+9868BBC: 45 39 48 10           -  cmp [r8+10],r9d
"re2.exe"+9868BC0: 75 1C                 -  jne re2.exe+9868BDE
// ---------- DONE INJECTING  ----------
"re2.exe"+9868BC2: 41 83 78 14 FF        -  cmp dword ptr [r8+14],-01
"re2.exe"+9868BC7: BA 02 00 00 00        -  mov edx,00000002
"re2.exe"+9868BCC: 48 8B 41 50           -  mov rax,[rcx+50]
"re2.exe"+9868BD0: 41 0F 44 D1           -  cmove edx,r9d
"re2.exe"+9868BD4: 4C 39 48 18           -  cmp [rax+18],r9
"re2.exe"+9868BD8: 41 0F 45 D1           -  cmovne edx,r9d
"re2.exe"+9868BDC: EB 16                 -  jmp re2.exe+9868BF4
"re2.exe"+9868BDE: 48 8B 41 50           -  mov rax,[rcx+50]
"re2.exe"+9868BE2: BA 01 00 00 00        -  mov edx,00000001
"re2.exe"+9868BE7: 4C 39 48 18           -  cmp [rax+18],r9
}
Author
ChrisFayte
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