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    Save Game Hacking Guide by Shockproof_Jamo

    Version: 1.1 | Updated: 08/10/09 | Search Guide | Bookmark Guide

    
    
                     ~ 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 Mal Hrz'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 Mal Hrz 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        *
    2420h 73 01 00 00 81 FA 0F 00 00 00 00 00 00 00 00 00  s  
    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 (solihin@rhrk.uni-kl.de) 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 schn.
    
    Mal Hrz, 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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