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								| Wreck Administrator
 
  
  
 Joined: 14 Dec 2005
 Posts: 7266
 Location: Ontario, Canada
 
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											|  Posted: Tue Oct 31, 2017 10:40 pm    Post subject: RE2 Platinum LeonU EXE v1.00 Detailing... |    |  
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											| Some of this information has been around for quite some time now, but I have come across some things I have not seen released to the public before.  Surely some modders may know much of this, though it doesn't appear to have been shared on the forums I have checked out.  Here are a few things I found that might not be commonly known... 
 Reward Items
 The Submachine Gun, Gatling Gun and Rocket Launcher.
 
 Special inventory and item box weapons, ammo, health, etc.
 USA "Arrange Mode" Submachine Gun, Gatling Gun, Rocket Launcher, Hand Gun, Bullets, First Aid Sprays, Knives, etc.
 
 Completed Scenario data
 Where the next scenario begins, the save file area name.
 
 Extreme Battle Mode
 Some interesting things here, such as inventory image table, playable character, etc.
 
 Forgive me for not being able to credit others where it is due.  Many of the discoveries were found long ago, and I have not been involved long enough to find out who did what.
 
 
 
 -----------------------------
 
 
 Resident Evil 2 Platinum v1.00 LeonU.exe
 
 
 Save File Related...
 
 Read Save File Extension: 12AA90
 Write Save File Extension: 1364BC
 (uses "RESIDENT2" as the extension)
 
 
 ---------------------------
 
 
 Menu Colour Modifications...
 
 Inventory Background Colour (After Reading a File): FEE6D
 Inventory and Item Box Background Colour: 106E79
 
 *note: For some reason, the background colour changes after you have opened up a file / memo / diary to read, and then return to your inventory screen.  Make sure to change both, or else you will see the change happen.
 
 
 ---------------------------
 
 Completed Game Save File Data
 
 Scenario 2nd Save Data
 -Save Area - Leon B: AFBC8? [10 is Scenario 2nd with Intro Video] (unconfirmed)
 Save Area - Claire B: AFBD2 [10 is Scenario 2nd with Intro Video]
 Room: AFD85
 X-Coordinate: AFD9A
 Z-Coordinate: AFDAA
 Rotation: AFDB5
 
 Scenario 1st Save Data
 Save Area - Leon A: AFBC3 [0F is Scenario 1st with Intro Video]
 -Save Area - Claire A: AFBCD? [0F is Scenario 1st with Intro Video] (unconfirmed)
 X-Coordinate: AFDD3
 Z-Coordinate: AFDE3
 Rotation: AFDEE
 
 *note: These are for saves made after completing a scenario and does not affect starting locations of new games.
 
 *note: Save Area is the name of the location that appears on the save file, and not where you actually begin.  If you use "0F" it will play the first scenario intro, and "10" will play the 2nd scenario intro.
 
 Save Area Values...
 00: Waiting Room
 01: Hall
 02: Dark Room
 03: Storeroom L
 04: Storeroom R
 05: Control Room1
 06: Control Room2
 07: Water Pool
 08: Factory
 09: Pump Room
 0A: Security Room
 0B: Monitor Room
 0C: Gun Shop
 0D: Cabin
 0E: Train
 0F: Scenario 1st (plays A introduction)
 10: Scenario 2nd (plays B introduction)
 -11: 4th Survivor?
 -12: EX Battle 1?
 -13: EX Battle 2?
 -14: EX Battle 3?
 
 
 Possible PlayStation Leftover?
 -4th Survivor Save Area: AFBD7?
 -Stage: AFCF0?
 -Room: AFCF9?
 -Camera Angle: AFD09? [setting to 02 crashes menu?] (or possibly AFD01)
 -X-Coordinate: AFD11?
 -Z-Coordinate: AFD21?
 -Rotation: AFD2C?
 
 
 ----------------------------
 
 
 Reward Items
 
 Submachine Gun Reward in Item Box
 ID: B000A
 Ammo: AFFFF (shared with Rocket Launcher!)
 Block #: B0017 [set to 00 if now using a one block item!]
 
 Rocket Launcher Reward in Item Box
 ID: B0028
 Ammo: AFFFF (shared with Submachine Gun!)
 Block #: B0037 [set to 00 if now using a one block item!]
 
 Gatling Gun Reward in Item Box
 ID: B0055
 Ammo: B005D
 Block #: B0068 [set to 00 if now using a one block item!]
 
 
 ----------------------------
 
 
 Special Items in Inventory and Item Box
 
 
 Knife in EX Battle Item Box
 ID: 1065DB
 Ammo: 1065E2
 
 First Aid Spray inside Easy Item Box (Multiplies x3)
 ID: 106618
 Amount: 10661F
 
 Submachine Gun in Arrange Mode Easy Inventory
 ID: 106676
 Ammo: 10667D
 Block #: 106684 [set to 00 if now using a one block item!]
 ID: 10668B
 Ammo: 106692
 Block #: 106699 [set to 00 if now using a one block item!]
 Mounted Weapon Handle?: 1066A0 [need more testing]
 
 Gatling Gun in Arrange Mode Easy Item Box
 ID: 1066BF
 Ammo: 1066C6
 [change 1066CD to 00 for one block items!]
 
 Rocket Launcher in Arrange Mode Easy Item Box
 ID: 1066D4
 Ammo: 1066DB
 [change 1066E2 to 00 for one block items!]
 
 Knife in Arrange Mode Item Box
 ID: 1066E9
 Ammo: 1066F0
 
 Handgun in Arrange Mode Easy Item Box (Claire)? (unconfirmed)
 ID: 1066FF
 Ammo: 106706
 
 Handgun in Arrange Mode Easy Item Box (Leon)
 ID: 10670F
 Ammo: 106716
 
 Handgun Bullets x120...
 ID in Arrange Mode Easy Item Box: 106723
 ID in Original Mode Easy Inventory: 106738
 Amount (shared by both): 106655
 [added to fourth inventory slot, overwrites any existing item]
 
 
 
 -----------------------------------------------
 
 
 New Game Starting Data
 
 Hunk/Tofu Start Stage: 10B3BD
 Hunk/Tofu Start Room: 10B3C6
 Hunk/Tofu Start Camera Angle: 10B3CF
 X-Coordinates: 10B3D7
 Z-Coordinates: 10B3E7
 Rotation: 10B3F2
 Tofu Survivor Player Model: 10B402
 Tofu Health: 10B40A
 4th Survivor Player Model: 10B417
 Hunk Health: 10B41F
 EXBM Start Stage: 10B48A
 EXBM Start Room: 10B49A
 EXBM Start Camera Angle: 10B4A3
 X-Coordinates: 10B4AB
 Z-Coordinates: 10B4BB
 Rotation: 10B4C6
 EXBM Health (all characters): 10B4D5
 Default New Game 1st Scenario Start: 10B4F4 (74 = 2nd Location, 75 = 1st Location)
 1st Scenario New X-Coordinates: 10B50A
 1st Scenario New Z-Coordinates: 10B51A
 1st Scenario New Rotation: 10B525
 2nd Scenario New Start Room: 10B530
 2nd Scenario New X-Coordinates: 10B53F
 2nd Scenario New Z-Coordinates: 10B54F
 2nd Scenario New Rotation: 10B55A
 Leon Health: 10B55D
 
 
 --------------------------------------------------
 
 Text
 
 Mini-Game Introduction Text [A hazardous virus / find the 4 special bombs]
 Starts @ 12A530 (0x170 sized)
 
 Mini-Game Introduction Offset Table [18 entries]
 Starts @ 12A6A0
 
 --------------------------------------------------
 
 Text
 
 Side Pack Equipping Text [Please wait / side pack is being / equipped]
 Starts @ 12B2A0 (0x40 sized)
 
 Side Pack Equipping Offset Table [3 entries]
 Starts @ 12B2E0
 
 --------------------------------------------------
 
 
 Audio File Names
 Starts @ 12BCFC
 
 
 --------------------------------------------------
 
 
 Unknown offset table (tons of entries)
 Starts @ 12C408
 
 
 --------------------------------------------------
 
 Text
 
 Game Completion Text [Mission complete!! / CONGRATULATIONS HERO]
 Starts @ 132F20 (0x150 sized)
 
 Game Completion Offset Table (17 entries)
 Starts @ 133070
 
 --------------------------------------------------
 
 
 
 TIM File?
 
 Shadow.TIM?: 1347B0 - 1359D0?
 
 
 
 --------------------------------------------------
 
 Text
 
 Typewriter Save Related Text [Leon, Claire, Ada, Waiting Room, etc.]
 Starts @ 135E38 (0x430 sized)
 
 Game Completion Offset Table (76 entries)
 Starts @ 136268
 
 --------------------------------------------------
 
 Text
 
 Save Menu Data Text [LeonA / ClaireB / Dark Room, etc] {Uses standard ASCII text}
 Starts @ 136320 (0x280 sized?)
 
 Seems no offset table?
 
 --------------------------------------------------
 
 Text
 
 Unknown Japanese Text [Item and File Names?]
 Starts @ 136848 (0x500 sized)
 
 Offset Table (140 entries)
 Starts @ 136D48
 
 --------------------------------------------------
 
 Text
 
 Item and File Names Text [Knife / Hand Gun / Memo to LEON, etc.]
 Starts @ 136E60 (0x660 sized)
 
 Item and File Names Offset Table (140 entries)
 Starts @ 1374C0
 
 --------------------------------------------------
 
 Text
 
 Unknown Japanese Text [Typewriter and Door?]
 Starts @ 1375D8 (0x2D8 sized)
 
 Offset Table (24 entries)
 Starts @ 1378B0
 
 --------------------------------------------------
 
 Text
 
 Typewriter and Door / Containable Object Text [Typewriter / Lock notices / What's in desk]
 Starts @ 1378E0 (0x3A0 sized)
 
 Typewriter and Door / Containable Object Offset Table (24 entries)
 Starts @ 137C80
 
 --------------------------------------------------
 
 Text
 
 Unknown Japanese Text [Interaction and Item Details?]
 Starts @ 137CB0 (0x12E0 sized)
 
 Interaction and Item Details Offset Table (116 entries)
 Starts @ 138F90
 
 --------------------------------------------------
 
 Text
 
 Interaction and Item Details Text [Will you take the ***?/  Manufactured by FN, Belgium]
 Starts @ 139078 (0x1728 sized)
 
 Interaction and Item Details Offset Table (116 entries)
 Starts @ 13A7A0
 
 --------------------------------------------------
 
 Text
 
 Choice Text [Yes / Yes / No / No / Left / Right, etc]
 Starts @ 13A888 (0xE0 sized)
 
 Choice Text Offset Table (42 entries)
 Starts @ 13A968
 
 --------------------------------------------------
 
 Mini-Game Messages [CLEAR TIME 00:00:00 / PRESS ANY BUTTON]
 Starts @ 13AC28 (0x68 sized)
 
 no apparent offset table (4 entries, however)
 
 --------------------------------------------------
 
 Unknown Japanese Text (in quotes)?????
 Starts @ 13B410 (0xA0 sized)
 
 Offset Table @ 13B4B0 (9 entries
 
 --------------------------------------------------
 
 Computer Messages [Hall side doors locked / Register your fingerprint] {Uses standard ASCII text}
 Starts @ 13B4C4 (0x298 sized?)
 
 Seems no offset table
 [Password for Umbrella Computer @ 13B694 (max of seven characters)]
 
 --------------------------------------------------
 
 Extreme Battle Mode Character Select Text {Uses standard ASCII text}
 Ada starts @ 143D58 (0xD2 sized)
 Leon starts @ 143E2A (0xD2 sized)
 Claire starts @ 143EFC (0xD2 sized)
 Chris starts @ 143FCE (0xD2 sized)
 
 Each entry has seven lines of text, each being 0x1E in length (30 Bytes) [0xD2 or 120 Bytes total]
 1st is for character name
 Next 6 are for weapon name
 
 --------------------------------------------------
 
 Load Game Text [They were parted / stepped into the world]
 Starts @ 147B58 (0x258 sized)
 
 Load Game Text Offset Table [5 entries]
 Starts @ 147DB0
 
 --------------------------------------------------
 
 Window Title Text {Uses standard ASCII text}
 Starts @ 148110 (0x10 sized)
 
 --------------------------------------------------
 
 Quit to Title Screen Text (F9 Key) [Press F9 to abort game]
 Starts @ 148218 (0x58 sized)
 
 --------------------------------------------------
 
 Quit to Desktop Text (F9 Key) [Press F9 to exit game]
 Starts @ 148270 (0x50 sized)
 
 --------------------------------------------------
 
 
 
 Item Related
 
 
 Item Inventory Combination Table
 Starts @ 145B00 , Ends @ 145C87
 
 Format...
 IT HN NI RS
 01 02 03 04
 
 01 = Item to be Combined With
 Uses Standard item IDs
 
 02 = Handling of Combined Items [note: 09 was found on N64]
 00: Can't combine objects.
 01: Seemingly no effect.
 02: Seemingly no effect.
 03: "It's already fully loaded." message.
 04: [Custom Weapons & 2-Piece Puzzle Items]- Removes the second item, and replaces the first with a new item.
 05: [Weapon into Standard Ammo & Two of Same Item Together]- Second item adds its units/percentage to the first item/weapon.
 06: [Standard Ammo into Weapon]- First item adds its units/percentage to the second item/weapon.
 07: [Grenade Launcher into Different Round Type]- Second item turns into the first weapons original ammo, and the weapon now loads in new ammo type.
 08: [Different Round Type into Grenade Launcher]- First item turns into the second weapons original ammo, and the weapon now loads in new ammo type.
 09: [Grenade Round into Chemical]- Creates a new item (with ammo) from the second object selected.
 0A: [Chemical into Grenade Round]- Creates a new item (with ammo) from the first object selected.
 0B: [Herb Mixing]- Prompts player to choose whether or not to mix herbs. "Yes" combines accordingly.
 
 03 = Combination Resulting Item
 Uses Standard item IDs
 
 04 = Resulting Item Image [note: this image will reset once inventory screen has closed]
 00: Custom Hand Gun
 01: Custom Magnum
 02: Custom Shotgun
 03: Grenade Rounds
 04: Flame Rounds
 05: Acid Rounds
 06: C4 + Detonator
 07: Jaguar Stone
 08: Green Herb + Red Herb
 09: Green Herb + Green Herb
 0A: Green Herb + Blue Herb
 0B: Green Herb + Green Herb + Green Herb
 0C: Green Herb + Green Herb + Blue Herb
 0D: Green Herb + Red Herb + Blue Herb
 [there is likely a table for this somewhere, and if could locate, can change images]
 [not entirely sure the PC version uses this]
 
 
 *note: Here are some empty slots, which could be used for other purposes...
 145B64 [comes before grenade round combinations]
 145B74 [falls between grenade round combinations]
 145B84 [falls between grenade round combinations]
 145BC4 [falls after shotgun combinations]
 145BDC [falls after magnum combinations]
 145C4C [falls between herb combinations, may have been some other combine removed]
 
 
 Example allowing Small Key's to combine (previously incapable of doing so)
 Simply change to the following...
 145B64: 1F 05 1F FF [small key into self]
 145D80: FA 00 00 01 [250 max capacity, and uses 1 combine option]
 145D84: 64 6D 54 00 [reads from 145B00 table, at offset 0x64, and can combine]
 
 
 
 
 Item Inventory Attributes
 Starts @ 145C88 , Ends @ 145FAF
 
 0x8 sized blocks each, 65 total entries
 
 Format...
 AC IR DT NE CT TO CP NA
 01 02 03 04 05 06 07 08
 
 01 = Ammunition Count
 uses standard Hex values
 01: 1
 0F: 15
 32: 50
 64: 100
 C8: 200
 FA: 250
 FF: Infinite
 
 02 = Item Rename [what item name changes to after being inspected once]
 00: -No Change-
 01: Spade Key
 02: Diamond Key
 03: Desk Key
 04: Heart Key
 05: Club Key
 06: Virgin Heart
 07: Square Crank
 08: Down Key
 09: Up Key
 0A: Locker Key
 (note: this text begins @ 129646 / offset table @ 1297B4 DEMO??)
 
 03 = Display Type [by units or percentage and by colour]
 first half is Units or Percentage
 0x: Units
 8x: Percentage
 second half is Colour
 x0: Green
 x1: Red
 x2: Yellow
 x3: Blue
 x4: Nothing
 
 04 = Number of entries to use, starting from next choices
 00: None
 01: One
 02: Two
 06: Six
 etc.
 
 05 = Combination Table Entry (this value offsets from following start position)
 offset to the first combination table entry to be used by the item
 
 06 = Table Offset Start Position
 F0: Unknown
 6D: 145B00
 6E: 145C00
 
 07 = Combination Possibility
 54: Can
 68: Can't
 
 08 = Not Available
 does not appear to be used by anything and is always 00
 
 
 EXAMPLE...
 Hand Gun Bullets.
 
 This is located at 145D28
 
 FA 00 03 06 98 6D 54 00
 
 FA = Maximum Capacity is 250
 00 = Name remains the same after inspection
 03 = Shows Units, and is Blue in Colour
 06 = Uses six different combination entries (all in a row)
 98 = The offset to use from the following entry start position (in this case 145B98)
 6D = Means the table it uses begins at 145B00
 54 = Allows the item to combine with others
 00 = Is always zero for every item
 
 
 
 ----------------------------------------------
 
 
 Extreme Battle Mode Related
 Also Starting Inventory (All Modes)
 
 Character / Weapon Models for Menu
 
 Characters...
 (Blocks are 0x14 sized)
 
 Ada Wong: 1432F8
 Leon Kennedy: 14330C
 Claire Redfield: 143320
 Chris Redfield: 143334
 
 Format...
 0x00: Starting X-Coordinate
 0x04: Starting Y-Coordinate
 0x08: Starting Z-Coordinate
 0x0E: Character Model ID
 0x12: Starting Rotation
 
 
 How to Edit Just the Characters...
 Ada Wong: 14330A (0E Default)
 Leon Kennedy: 14331E (00 Default)
 Claire Redfield: 143332 (01 Default)
 Chris Redfield: 143346 (0B Default)
 
 *note: "CH" models contain their held weapon inside, but require the texture data from the corresponding "PLW" models to display them correctly.
 
 *note: Playing as Tofu will start his health in Caution.  This is not an error, but is due to his max health being 400HP, while all characters in EX Battle mode begin with 200HP.  Thus he has half his health missing from the beginning.
 
 
 Select_i.tim Texture Table for EX Battle Menu
 Starts: 144100-14415F
 (the items and weapons shown per character inventory)
 
 First Row
 1st: 28 00 1E 00 00 1E
 2nd: 50 00 1E 00 28 1E
 3rd: 28 00 1E 00 78 1E
 4th: 28 00 1E 00 A0 1E
 5th: 28 00 1E 00 C8 1E
 
 2nd Row
 1st: 28 00 1E 00 00 3C
 2nd: 28 00 1E 00 28 3C
 3rd: 28 00 1E 00 50 3C
 4th: 28 00 1E 00 78 3C
 5th: 28 00 1E 00 A0 3C
 6th: 28 00 1E 00 C8 3C
 
 3rd Row
 1st: 28 00 1E 00 00 5A
 2nd: 28 00 1E 00 28 5A
 3rd: 50 00 1E 00 50 5A
 4th: 28 00 1E 00 A0 5A
 5th: 28 00 1E 00 C8 5A
 
 Format...
 Declared Width (Hex)
 Declared Height (Hex)
 Start X-Coordinate (Hex)
 Start Y-Coordinate (Hex)
 
 *note: Start is upper left corner
 *note: Standard 1 blocks are 40x30 (Dec), and 2 blocks are 80x30 (Dec)
 
 
 
 Inventory Shown in Menu
 
 Ada's Colt S.A.A.: 144188
 Ada's Submachine Gun: 144189
 Ada's Submachine Gun: 14418A
 Ada's Bow Gun: 14418B
 Ada's Ink Ribbon: 14418C
 Ada's Mixed Herb: 14418D
 
 Leon's Handgun: 14418E
 Leon's Shotgun: 14418F
 Leon's Magnum: 144190
 Leon's Ink Ribbon: 144191
 Leon's First Aid Spray: 144192
 
 Leon's Blue Herb: 144193
 
 Claire's Grenade Launcher: 144194
 Claire's Flame Grenade Rounds: 144195
 Claire's Acid Grenade Rounds: 144196
 Claire's Ink Ribbon: 144197
 Claire's First Aid Spray: 144198
 Claire's Blue Herb: 144199
 
 Chris' Handgun (Beretta): 14419A
 Chris' Custom Shotgun: 14419B
 Chris' Ink Ribbon: 14419C
 Chris' Rocket Launcher: 14419D
 Chris' Rocket Launcher: 14419E
 Chris' First Aid Spray: 14419F
 
 Values
 00: Hand Gun (VP70)
 01: Rocket Launcher
 02: Custom Shotgun
 03: Grenade Launcher
 04: Colt S.A.A.
 05: Shotgun
 06: Bow Gun
 07: Magnum
 08: Hand Gun (Beretta)
 09: Flame Grenade Rounds
 0A: Acid Grenade Rounds
 0B: First Aid Spray
 0C: Ink Ribbon
 0D: Submachine Gun
 0E: Blue Herb
 0F: Mixed Herb
 FF: Nothing (used after 2 block weapon)
 
 *note: Images stored inside "Select_i.tim" file, set by table
 
 
 
 
 @ 1441A0 : pl00ch.pld = Character Model Type to Use in Menu (CH)
 @ 1441C8 : pl0ew0d.plw = Ada Wong's Colt S.A.A. Skin
 @ 1441F0 : pl00w02.plw = Leon's Handgun Skin
 @ 144218 : pl01w09.plw = Claire's Grenade Launcher Skin
 @ 144240 : pl0bw08.plw = Chris' Custom Shotgun Skin
 
 *note: Changing the file type to standard "PLD" (not CH variation) will cause the characters to use different animations and appear unarmed.  Also, characters not originally supported in EX Battle mode will not animate at all.  Currently unsure how animations are specified by character.
 
 
 
 Starting Inventory (each entry 0x3 length, full inventory 0x21)
 Item ID, Capacity, 00 for one slot weapon or 01 for two slotted weapon (must be paired)
 Final slot is personal item
 
 Leon Inventory (Main Game) @ 1477F0
 Claire Inventory (Main Game) @ 147811
 Hunk Inventory @ 147832
 Tofu Inventory @ 147853
 Leon (EXBM) @ 147874
 Claire (EXBM) @ 147895
 Ada (EXBM) @ 1478B6
 Chris (EXBM) @ 1478D7
 Ada Inventory (Main Game) @ 147960
 Sherry Inventory (Main Game) @ 147981
 
 *note: If you use a character other than those originally supported, they will use Leon's inventory by default.
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