
Editor Savegame Resident Evil 4
PC, PS3, Save Editors, Xbox 360 Leave a comment change ada outfit cheats codes god mode infinite ammo infinite health infinite rocket launcher play as ada resident evil 4 save editor. It works with all versions of the game. Eur, us, jap. Publisher: Capcom Developer: Capcom Type: Survival-Horror / Action Description: Resident Evil 4 on Wii is a survival horror very focused on action. You play as Leon S. Kennedy, who must find.
Red rooster collection fonts rare earth. This is very simple as opposed to editing your inventory. Simply load your save on RE4.
Tab out and open CE. Click the little PC, click Window list and select RE4. In the value box simply type in the amount of pesetas you own atm. Click 'First Scan'.
In the case you get mulitple values you will need to find a way to edit your amount in game. Basically this means either kill an enemy and gain some pesetas or spend some at the merchant. Once you have edited your value in game go back to CE and enter the new value in the value box.
Click 'Next Scan'. By now you should only have one value if you still have multiple values for some reason repeat steps 5-6. Double click the value in the left hand side box, and then double click the value in the bottom box. Give yourself as much moneys as you want:3 I suggest not going past 99 Million.
Step 1: Download, install, and run CE. Run RE4 in windowed mode and just start a new game on normal for now. Play through to the first save point, and save. Step 2: In CE, hit the icon of a pc to browse for running processes. Click the Window List button. Select 'memory view,' right-click anywhere in the bottom-section and select 'search memory.' Search '(Array of) byte' (from roughly 06000000 to 20000000) for '7C 00 01 00 01 00 00 00 00 00 00 00 00' There'll most likely be only one result, and it'll come up at the top.
Click on 7C, and change it to 7F. To the very left there will be an address, take note of the address you need it later. Go back to RE4, save again, and re-load the new save. You should now have an XL attache case. Step 3: Take this opportunity to discard your handgun, leaving the first aid spray and handgun ammo. Arrange so that the first aid spray sits alone in the center of the case, with the ammo somewhere along the outside. Exit the inventory, and just let Leon stand there.
Step 4: In CE memory view, look for a string of '05 00 01 00 01 00' typically 42 bytes right of the 7C/7F we changed. Go ahead and change '05 00' to '17 00' Go back to the game, enter inventory, and admire your newly acquired Special Rocket Launcher. Items are defined by 14 bytes in memory. The handgun ammo, for example, is defined by: '04 00 14 00 01 00 00 00 00 00 00 0D 01 01' and the handgun will at first be: '23 00 01 00 00 00 00 00 38 00 06 05 00 00' or something similar. For simplicity, let's say: 'gg gg hh hh jj jj kk kk mm mm pp pp rr rr' is a sort of generic item. 'gg gg' is the item modifier. Its value determines what item exists.
'hh hh' defines the amount - most often seen with ammo, regular items will use '01 00' 'jj jj' from what i've seen is only ever '01 00' or '00 00' it tells the game whether the item exists (01) or not (00). 'kk kk' relates to weapon upgrades, more info shortly. 'mm mm' defines quantity contained within the item, so to speak. It is different, and seperate from 'hh hh' - usually seen as the ammo already loaded in a weapon.
'pp pp' defines position of the item in the case. Somewhat tricky. And finally, 'rr rr' has to do with the orientation, more in a bit.
A weapon's upgrade level can be hacked following some guidelines. Assuming: 'k1k2 k3k4' k1 is firing speed k2 is firepower k3 is capacity k4 is reload speed positioning: in the case, (0,0) - the origin - is the top-left-most square.
Assuming: 'pp1 pp2' pp1= (width of the item - 1) + 2x pp2= (height of the item - 1) + 2y given '0C 07' then, we could assert that the item's top-left-most square is 5 over, and 3 down. 'rr rr' is usually only ever (in decimal): 256 - original orientation 257 - 90* clockwise 258 - 180* cw 259 - 270* cw 260 - flipped original 261 - flipped 90* cw 262 - flipped 180* cw 263 - flipped 270* cw.