2. We search for HEX: 0F0000000100000001000000E803
3. change 0F to other Hex. Like 1E for 30.
4. Save and include in mod.
The key issue is:
The file does not link Ammo types to their respective ID's.
The hierarchy seems to go:
1 - Pistol
2 - Shotgun
3 - Assault rifle
4 - ?
5 - ?
6 - ?
7 - ?
I assume 4-7 are unused weapons for the time being. They will be Magnum, Grenadelauncher, and the mention is of a rocketlauncher. Lets hope this is not final, and gets many more weapons, but hopes are not high sadly, the game is not focussed around gunplay. Each weapon can be identified solely by the amount of shells in the chamber.
Shotgun: 4, AR: 32
The entries are all identifyable by searching for 0000E803
You will find 0F0000000100000001000000E803, 040000000100000002000000E803 and 200000000100000004000000E803
0F is the 15 Round Pistol
04 is the 4 Round shotgun
20 is the 32 Round Assault Rifle
No luck on MAX bullet counts on stacks, but working on it. Have also succeeded on identifying recoil tables for weapons, but that needs more research.
For now, making some discoveries and making some progress on the identification of game files, and variables focussed around equipment.
Last Edit: Mar 23, 2020 10:06:55 GMT 10 by kitty: more info
Also interested in this, have been unpacking the pak files for RE2R, but honestly didn't even know where to begin looking. Was beginning to think this data was going to be either hard coded or tucked away somewhere very obscure. Thanks for putting this out there, it gives me hope of doing this for RE2 or at least finding where it is kept in the pak files. I'm a little intimidated by the hex editor. I don't understand code. Hoping there was possibly an easier to edit table somewhere for this kind of thing.
can the damage model and critical chance be modified as well?
Havent found that, and the only thing would be searching all files that contain the filename "weapon", and then searching for patterns of interesting floats.
To spill my magic; the way I do it, when I have no clue about a game - trial and error. RE3 luckily shares a lot with RE5, so that is a huuuuge help.
But I would start to look for 00 00 80 3F, and then weird floating points, that are something like 0.75, or 0.5, and then edit them to ludicrous numbers, like 600 or so.
That way, I usually instantly see what they do. If they kill a zombie with one hit, its damage related. If the recoil makes Jill spin in circles, its a recoil related stat. If the gun has a super slow firing rate, or is super slow, its evident the changed number is the firing rate, and so on.
A little warning ahead, the damage and such, was hardcoded in RE5, so you could not change it at all. Seeing how damage is very cheaty, when applied to a game where Multiplayer is a thing, it is most likely, that they did hardcode things like item stack size and damage, in order to prevent people from cheating on Survivor mode.
It's easier for them to code one game, and then add in a multiplayer code, compared to "unlocking" one part of the game [singleplayer], and keeping another [the multiplayer part] locked. The logical choice is that they hide as many features that can be used to cheat, by HC them.
Taint3d: I'm tired as well, haven't slept in two day's unfortunately.
Jun 2, 2021 22:49:32 GMT 10
glisp: fluffyquack might as well just stop adding trainers to his mod manager. He refuses to update them to work with the latest version of the games. There's no point in having them.
Jun 9, 2021 13:20:42 GMT 10
Jun 10, 2021 23:10:16 GMT 10