Professional Documents
Culture Documents
(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, 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:
-=-=-=-=-=-=-=-=-=-=-
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.
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.
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.
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.
Address in
hexadecimal Description
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.
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.
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.
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)
6.09 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.
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.
6.11 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
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 ¦ é· â ä *
2420h¦ 73 01 00 00 81 FA 0F 00 00 00 00 00 00 00 00 00 ¦ s ü·¤
2430h¦ 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ¦
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----
The following however were discovered by me, trough the use of some
basic debugging of a game's program code:
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.
Maël Hörz, author of HxD, the hex editor that took over from FrHed.
My personal favourite these days with all those lovely, lovely
features.
and:
WWW.GAMEFAQS.COM, for being there for the videogaming community.
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