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Save Game Hacking Guide by Shockproof_Jamo
Version: 1.1 | Updated: 08/10/09
~ 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 Maël Hörz'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 Maël Hörz 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 ¦ 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 ¦ 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 (firstname.lastname@example.org) 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 schön. Maël Hörz, 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.