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2024年7月12日发(作者:)

生化危机5MOD修改

0000

生化危机5雇佣兵修改

00

Here's some reference information I've been working with:

000

0000

[spoiler=Reference]em00 = Enemies who spawn on the map

instantly.

00

Mercs em##:

000

em00 = Enemies who spawn on the map instantly.

em01->em05 = Enemies who continously spawn

em09 = Bosses

I think the max limit for EMs is around em30

敌人(血量)列表:

00

00000

00

0000

0000

em10 (cSetInfoEm10) - 马基尼 (血量 = 20 03)

em11 (cSetInfoEm10) - 女马基尼 (血量 = BC 02)

0000

0000

em12 (cSetInfoEm10) - 土著 (血量 = BC 02)

0000

em13 (cSetInfoEm10) - 黑胖子 (血量 = A0 0F) (default

weapon = 00)

00000

em14 (cSetInfoEm10) - 军人 (血量 = 20 03) (with rocket

launcher, 血量 = E8 03)

00

em20 (cSetInfoEnemy) - 黑斧男 (血量 = 40 1F)

em21 (cSetInfoEm10) - 话筒马基尼 (血量 = 78 05) (mModelType =

00)

000000

em22 (cSetInfoEm22) - 电锯 (血量 = 58 1B. berserk (blue

pants) 血量 = 98 3A)

0000

em23 (cSetInfoEm10) - 机枪男 (血量 = A0 0F, 00 model type

is blue) (red JJ = 70 17, 01 model type is red)

0000

em24 (cSetInfoEm10) - 土著酋长 (血量 = A0 0F) (needs a

trying to load a file)

normal uEm10 majini in the same map, otherwise will crash when

000

0000

em26 (cSetInfoEnemy) - 红斧男 (血量 = 20 4E)

em30 (cSetInfoEm30) - 狗-普通 (血量 = 58 02 or 90 01)

00

em31 (cSetInfoEm31) - 狗-大狗 (血量 = 58 02 or 90 01)

00

0000

em32 (cSetInfoEm32) - 主线舔食者 (血量 = 84 03)

0000

em34 (cSetInfoEm34) - 收割者 (血量 = DC 05)

000

em40 (cSetInfoEm10) - 杂酱面

em44 (cSetInfoEm44) - 大蝙蝠

em45 (cSetInfoEm45) - 巨人

em42 (cSetInfoEm10) - 女BOSS本体

0000

000

00

em46(cSetInfoEm10) - 巡逻船BOSS

0000

Em52 (cSetInfoEm52) - 摩托车马基尼

em60(cSetInfoEnemy) 羊(实验室)

Em61 (cSetInfoEm61) - 乌鸦

000

0000

00

0000

em62 (cSetInfoEm62) - 鸡 (血量 = 01 00)

Em65 (cSetInfoEm65) - 蛇(崩溃)

em63(cSetInfoEnemy) - 鱼

00

0000

em66 (cSetInfoEnemy) - 鳄鱼 (不可见)

0000

Em6c (cSetInfoEm6c) - 老鼠 (血量 = 01 00)

0000

Em6d (cSetInfoEm6d) - 小蝙蝠

Em71 (cSetInfoEm71) - 小鸟

000

Em70 (cSetInfoEm70) - 大蜘蛛(装饰)

0000

00

0000

em80 (cSetInfoEm80) - 战斗服Wesker(血量 = 30 75)

em81 (cSetInfoEm81) - 风衣Wesker (血量 = 30 75)

0000

0000

em82 (cSetInfoEm82) - 终极Wesker

0000

em83 (cSetInfoEm83) - 战斗服Jill (血量 = 88 13)

em84 (cSetInfoEm84) - 控制器Jill (血量 = DC 05)

0000

uEm92 (cSetInfoEm10) - 金发女 (血量 = 28 0A) (needs uEm11 in

same stage otherwise game will crash

00

when trying to

find a file,I think allyson+dogs+coop will cause crash)

0000

0

敌人武器列表: XX 01 07

(全是十六进制)

村民类敌人:

50 斧头

51 镰刀

55 弯刀

72 木棒

59 钢管

73 扳手

71 锄头

00

00000

0000

000

00

00

5A 酒瓶子

00000

00

00

00

00

53 铲子

54 炸药

00

6C 燃烧瓶

52 弓箭枪

00000

00

00000

75 喇叭或者扩音器

土著类敌人:

5F 长矛

62 弓

000

000

00

000

60 盾牌(63 盾牌+长矛)

000

00

64 流星锤(em24--土著酋长专用武器)

74 炸弹

5E 火把

军队类敌人:

65 电击棒

68 火箭筒

6A 机关枪

00000

00000

00

0000

6F 长矛(动作把主角向上挑起)

00

0000

00000

00000

61 盾牌+电棒

00000

5D 格林机关枪(em23--军曹机枪大叔专用武器)

6D 军人手雷 (特定环境下有用)

军队敌人模型列表:

00 - default?

00

00000

00

6E 军人闪光雷 (特定环境下有用)

000

000

16 - no armor, grenades on chest

18 - no armor, grenades on chest (hat)

20 - armor on chest, head and legs

24 - armor on chest and legs

28 - armor on head and legs

30 - armor on chest (bold)

32 - armor on chest

34 - armor on legs

FFFF - random---

敌人爆虫情况:

000

00

00

0000

23 - armor on chest and legs (beret)

0000

0000

00

2A - armor on chest and head

0000

00

0000

00

爆虫 :武器后第33字节当数字是04时表示百分之百爆虫,00表示

不爆虫。

从爆虫可能性数字(04或者00)向后第7个字节 01是长虫 02大头

虫 04飞虫

第7什么类型的虫子

solo 模式中一次最多爆出4个虫 no mercy模式中一次最多爆出12

个虫

敌人产生情况:?

00

00

00000

000

000

0000

04是100%爆虫 01是长虫 02大头虫 04飞虫

The value after the health is the mJumpInit value. This is

usually 00. If it's 01, then that enemy will spawn on the map

instantly after the map loads. VERY handy to know. Although note

that since each enemy is unique, then that enemy can't be

spawned from a script (since he already spawned).---

000

---AB (hex) after the uEm10 is the variable is the

mSearchForward variable. Not sure how it works.---

0000

---D1 (hex) after the uEm10 is the "mFindPL" variable. 00 makes

the enemy stand still. 01 makes the enemy start to actively

search for the player.---

---D6 (hex) after the uEm10 is "mIsGoto", which defines whether

or not the enemy will follow his goto coordinate.---

000

000

---DB (hex) after the uEm10 is "mIsGotoAng", which defines

whether or not the enemy will follow his gotoAng coordinate.---

000000

---E0 (hex) after uEm10 is the "goto" coordinate for the

enemy---

---F4 (hex) after uEm10 is the "gotoAng" angle for the enemy---

000000

000

---B9 (hex) after uEm10 is the boolean which I think defines

whether or the enemy will stand still at Goto coordinate.---

000000

敌人钻墙问题:?

00

What you're changing is probably the spawn coordinate, which

is fine. But many enemies also have a goto coordinate (it's easy

to find since it's the only other value for enemies which is

as long as the spawn coordinate). If you replace that with "00

00 00 00 00 00 00 00 00 00 00 00", I think that'll do. You can

also turn off the value which toggles whether or not the enemies

will follow his goto, I can't remember right away where that

value is.

---FSM info:

"Last part StartEmSet is an array with all the enemies to be

spawned from an em##.

Here's an example of several full array items (from

s407startemset)

00

0000

00000

00

15 00 0C 00 1E 00 00 00 01 00 00 00 02 01 00 00 00 00 00 00 00

01 00 00 00 00 00 00 00 01 00 00 00 00

01 00 00 00 01 00 00 00 01 00 00 00 00

01 00 00 00 02 00 00 00 01 00 00 00 00

01 00 00 00 03 00 00 00 01 00 00 00 00

As you can see, 2 parts of the array item ticks with 1. And the

entire length of one array item is 22 (hex) bytes.

0000

0000

15 00 0D 00 1E 00 00 00 01 00 00 00 02 01 00 00 00 00 00 00 00

0000

15 00 0E 00 1E 00 00 00 01 00 00 00 02 01 00 00 00 00 00 00 00

0000

15 00 0F 00 1E 00 00 00 01 00 00 00 02 01 00 00 00 00 00 00 00

0000

After the last item in the array is 3A (hex) bytes until the

end of file. Like this (from s407startemset):

0000

01 00 00 00 03 00 16 00 32 00 00 00 01 00 00 00 00 00 00 00 00

00 00 00 00 01 00 00 00 01 01 00 00 00 00 00 00 00 01 00 00 00

FE FF 00 00 01 00 00 00 00 00 00 00 00 00 00 00

0000

1 of those bytes are relevant to the size of the array. Which

is 16 (in this case, the amount of enemies in em00 is 10). That

byte is 7 bytes after the last item in the array. (I am thinking

this byte might actually be near the start of the array instead,

3 bytes before the first item in the array)

I think I figured out where the em## is referenced in a FSM file.

I think it's in the actual array itself. For instance, here's

one item from s401EmSetArea0:

0000

0000

13 00 6E 00 1E 00 00 00 01 00 00 00 02 01 00 00 00 02 00 00 00

01 00 00 00 11 00 00 00 01 00 00 00 00

If you move 12 (C in hex) bytes after "1E" you'll get 02. I've

been checking several different FSM and that seems to match up

to the em##. Like the rats in s104 are in em05, and the byte

is 05. And in EmSetStart, that one is always 00." (after some

testing, I think there's a limit of how high the em## can go.

40 doesn't work. 29 does work)

-If you go to the next value after that, you'll have the value

which refers to the specific enemy inside the em## file. You

can't re-use the same enemies multiple times.

-Here's an easier way of replacing the one byte in array which

0000

0000

0000

links to the em##. Search for this"1E 00 00 00 01 00 00 00 02

01 00 00 00 01" and replace the last byte with whatever the em##

the spawn array originally links to and then replace with a

similar string just with the last byte being the new em##, for

instance: "1E 00 00 00 01 00 00 00 02 01 00 00 00 1D" which is

for em29.

-There seems to be 2 types of enemy arrays. The ones which start

with emset_p0001 (for instance), and the indicator for how many

entries in that array is always 3 bytes before the first entry.

And array which start with something like emset00~copy_p0001

which I'm not sure how to read.---

武器列表(16进制)

Wp01 - Kamasu Kissaki knife (Don't know who uses this, someone

in mercs.)

00

00000

000

00000

Wp02 - Beretta M92FS

Wp04 - Ithaca

000

Wp03 - Maybe the Vz61

Wp05 - Sako S75

00

00000

0000

000

Wp06 - HE Grenade

00

Wp07 - Thermite (Incendiary Grenade)

Wp08 - Flashbang again

Wp0a - Proximity Mine

0000

00

Wp0b - S&W Model 29 Revolver

Wp0c - Grenade Launcher

Wp0d - Rocket Launcher

Wp0e - Kukri Knife

0000

000

0000

00

0000

Wp0f - Longbow (don't know who's)

Wp3e = gold egg

000

Wp10 - H&K P8

00000

Wp11 - Sig Sauer P226

00

Wp13 - H&K MP5A3

00000

wp15 - gatling gun

00

Wp16 - Benelli M3 Super 90

000

Wp17 - Striker shotgun, possibly

000

Wp19 - Hydra

000

Wp1a -

00000

Wp1b - S&W Model 500 Revolver

000

Wp1c - PSG-1

000

Wp1d - AK-74

000

Wp1e - Beretta 93R

00

Wp1f - Px4

00000

Wp2d - PKM Light Machine Gun

0000

Wp2e - Minigun parts

000

Wp20 - Dragunov

000

Wp22 - Stun Rod

000

Wp23 - Silver tipped combat knife (mercs?)

0

Wp24 - Carbon black combat knife (mercs?)

Wp29 - S.T.A.R.S. Samurai Edge (extracted folder, arc is 89)

000000

Wp30 - Latern

00000

Wp34 = LTD

00000

Wp34 - Minigun pack maybe

0000

Wp50 - Majini Axe

00

Wp51 - Majini Sickle

000

Wp53 - Medieval Shield

0000

Wp53 - Broom

000

Wp55 - Kukri

000

Wp58 - Executioner's axe

00

00

0

00

Wp5b - Chainsaw

000

Wp61 - Tactical Shield

Wp62 - Longbow again

Wp63 - Black mask

Wp6a - AK-74

Wp64 - Skull thing

0000

000

00

00

000

0000

Wp6d - Stielhandgranate

Wp6e - Flashbang

000

00000

Wp72 - Something spiky with chicken feet

Wp74 - Tribal shield maybe

Wp78 - Rock

000

Wp77 - Executioner's axe again

00

00

Wp7a - Red drum

常用武器列表

000

Wp89 - S.T.A.R.S. Samurai Edge

00

00000

0000

A few examples:

06 01 = grenade

00000

0D 01 = rocket launcher

08 01 = flash grenade

000

000

00

10 02 = electric rounds for the grenade launcher

09 02 = magnum ammo

0000

0000

06 02 = explosive rounds for the grenade launcher

04 03 = first aid spray

01 03 = green herb

000

00

武器列表 (10进制要转换为16进制)

000 - Hand-to-hand

002 - M92F

003 - VZ61

005 - S75

00

000

001 - Knife 白色刀子A

00

00000

00000

004 - Ithaca M37

00000

000

006 - Hand grenade

00

007 - Incendiary grenade

008 - Flash grenade

009 - SIG 556

011 - S&W M29

00

0000

00000

0000

010 - Proximity bomb

000

00000

012 - Grenade launcher 炸弹

013 - Rocket launcher

015 - Longbow

016 - H&K P8

014 - Knife 白色刀子B

00

00

00000

000

017 - SIG P226

019 - H&K MP5

00

018 - (dummy_wp12)

020 - (dummy_wp14)

021 - Gatling gun

022 - M3

00000

00000

00000

00

00

023 - Jail Breaker

024 - (dummy_wp18)

025 - Hydra

026 - L. Hawk

00

00000

00

00000

027 - S&W M500

00

028 - H&K PSG-1

029 - AK-74

030 - M93R

000

00

00000

031 - Px4 (works for Chris and Sheva, but Chris holds it wrong)

000000

00

032 - Dragunov SVD

little damage)

034 - Stun rod

033 - Flamethrower (works correctly, although deals *very*

000

00

035 - Knife 威斯克刀子

036 - Knife 吉尔刀子

000

00

037 - G. launcher (EXP) 炸弹

038 - G. launcher (ACD) 硫酸

039 - G. launcher (ICE) 冰冻

040 - (dummy_wp28)

it wrong)

00

00

00

00000

041 - Samurai Edge (works for Chris and Sheva, but Sheva holds

00000

042 - (dummy_wp2a)

043 - (dummy_wp2b)

044 - (dummy_wp2c)

045 - (dummy_wp2d)

046 - (dummy_wp2c)

047 - Gun turret

00000

00000

00000

00000

00000

00000

048 - Lantern (holds incorrectly, always points it upwards)

0000

049 - (dummy_wp31)

050 - (dummy_wp32)

051 - (dummy_wp33)

00000

0

00000

00000

052 - L.T.D. (only works during the bossfight in 6-2)

00

053 - RPG-7 NVS

000

054 - Egg (Rotten)

056 - (dummy_wp38)

00000

055 - Hand-to-hand

00

00000

057 - G. launcher (FLM) 燃烧

058 - G. launcher (FLS) 闪光

059 - G. launcher (ELC) 电弹

000

000

000

060 - Egg (White)

000

061 - Egg (Brown)

000

062 - Egg (Golden)

00000

063 - (dummy_wp3f)

00000

064 - (dummy_wp40)

00000

065 - (dummy_wp41)

00000

066 - (dummy_wp42)

00000

067 - (dummy_wp43)

00000

068 - (dummy_wp44)

00000

069 - (dummy_wp45)

00000

070 - (dummy_wp46)

00000

071 - (dummy_wp47)

00000

072 - (dummy_wp48)

00000

073 - (dummy_wp49)

00000

074 - (dummy_wp4a)

00000

075 - (dummy_wp4b)

00000

076 - (dummy_wp4c)

00000

077 - (dummy_wp4d)

00000

078 - (dummy_wp4e)

00000

079 - (dummy_wp4f)

00000

080 - Adze (hurts self) (51)

081 - Sickle (hurts self) (52)

082 - Bow gun (thrown) (52)

0

083 - Shovel (thrown)

0000

084 - Dynamite (throws as object,

00

0000

000

but only detonates if shot,

0

instakills most enemies but deals very little damage to bosses)

000000

00

085 - Machete (hurts self)

quitting)

086 - Shotgun (disappears when adding to inventory after

00000

087 - Grenade launcher

0000

00

088 - Giant ax (thrown) (holds correctly)

089 - Steel pipe (thrown)

enemies) (5A)

000

090 - Bottle (thrown, deals damage to your teammate but not to

00

091 - Chainsaw (thrown)

092 - (dummy_wp5c)

00

00000

093 - Gatling gun (thrown)

094 - Torch (thrown)

00

00

095 - Spear (hurts self) (5F)

096 - Wooden shield (thrown)

097 - Metal shield

098 - Bow (thrown)

099 - Shield

00

000

00

00000

000

0000

100 - Morning Star (thrown) (holds correctly)

101 - Stun rod (crashes the game)

102 - Knife (disappears)

103 - Handgun

105 - Adze

0000

0000

00000

104 - Rocket launcher (thrown) (68)

00000

00

000

106 - Machine gun (thrown) (6A)

107 - Rifle (disappears)

0000

108 - Molotov Cocktail (functions!)

no damage)

00

109 - Hand grenade (works, but only detonates if shot, deals

00

110 - Flash Grenade (works, but only detonates if shot, doesn't

actually stun you or the enemies)

111 - Spear

00

0000

112 - Chair (disappears)

113 - Pickax (thrown)

114 - Club

115 - Wrench

0000

0000

00000

000

116 - Bomb (thrown, detonates if shot, instakills most enemies

and has VERY big blast radius, but deals very little damage to

bosses)

00

000

117 - Megaphone (hurts self)

118 - Machine gun

119 - (dummy_wp77)

120 - (dummy_wp78)

121 - (dummy_wp79)

122 - (dummy_wp7a)

123 - (dummy_wp7b)

124 - (dummy_wp7c)

125 - (dummy_wp7d)

126 - (dummy_wp7e)

127 - (dummy_wp7f)

144 - none

00

00000

00000

00000

00000

00000

00000

00000

00000

00000

128 - (dummy_wp80)

145 - Handgun ammo

00000

00000

00

146 - Machine gun ammo

147 - Shotgun shells

148 - Rifle ammo

149 - (dummy)

0000

000

00000

00

150 - Explosives rounds

151 - Acid rounds

153 - Magnum ammo

152 - Nitrogen rounds

000

00

00

00

154 - Rocket

155 - Arrow

000

00

156 - (dummy)

157 - (dummy)

00

00

158 - Flame rounds

159 - Flash rounds

161 - RPG round

162 - Nothing

00

00

160 - Electric rounds

00

000

00000

163 - Herb (green)

164 - Herb (red)

165 - Herb (X)

00000

00

000

166 - First aid spray

167 - Herb (Green)

168 - Herb (Red)

169 - Herb (G+G)

171 - Herb (G+R)

172 - Herb (G+X)

00

00000

00

00

170 - Herb (G+G+G)

00000

00

00

173 - Herb (G+R+X)

174 - Egg (White)

175 - Egg (Brown)

176 - Egg (Gold)

177 - Nile perch

179 - Water

00000

000

000

00

00000

178 - Nile perch (Big)

180 - Herb (X)

181 - Nothing

000

00

000

00000

182 - Gold (Large)

183 - Gold (Small)

184 - Gold bars

00000

00000

000

185 - Sapphire

186 - (dummy)

187 - (dummy)

188 - (dummy)

189 - (dummy)

190 - (dummy)

200 - (dummy)

221 - (dummy)

00

00

00

00

00

00

00

00

uIt020e = flame rounds

uIt0201 = pist0l ammo

uIt0202 = mg ammo

0000

uIt0210 = electric rounds

0000

00

00

uIt0203 = shotgun ammo

uIt0204 = rifle ammo

0000

000

uIt0206 = explosive rounds

uIt0209 = magnum ammo

uIt0301 = G herb

uIt0304 = F aid

000

00

uIt0211 = rocket round (11 02)

00000

0000

000

uIt0402 = a bag of money

uIt0453 = topaz oval

00

000

uIt0477 = diamond marquise (5000)

uIt0608 = combo bonus

一:敌人武器修改

前言:

00000

00

0000

00

敌人武器一般是3个字节,经常以01 07结尾,比如:50 01 07 就

是一种武器。

00000

51 01 07又是一种武器,敌人武器的区别就是第一个字节的区别,

第一个字节不同,武器就不同。

000

敌人武器修改:打开任意一个EM文件。

武器。

00

在16进制中,搜索“XX 01 07”,全部替换成你想替换的“YY 01 07”

00000

当然了修改时要注意有些武器敌人可以通用,但是有些不可以通用

(如果替换不合适的武器游戏直接关闭)。

二:场景中武器的修改

场景中武器的修改比如说手雷,RPG,草药等等。

修改方法:

00

0000

00

0000

比如村民马基尼就只可以用村民马基尼的武器等。

00

打开ITEM文件,一般武器都是3个字节,常以01 01结尾,比如01

01 01就是一种武器,

像)。

用uWp06(手雷)举例子吧:

0000

0000

02 01 01就是一种武器,不同之处在第一个字节(和敌人武器有点

000

0000

uWp06(手雷),对应在16进制表中的地址就是06 01 01

我们先把手雷修改为uWp07(燃烧弹),在16进制中搜索"06 01 01" ,

把其替换为"07 01 01"就行了。

ITEM文件:

时间柱 s400softmerces400_IDF01_Ins uOm0100

时间长短和敌人血一样

00

00000

000

木桶移动 uOm0890

00

正方形形木头箱子 uOm0889

00

时间盒子 但是里面的combo没有移动 uOm088a

0000

梯子(隐形) uOmf201

0000

铁箱子 uOm088d

00

长方形箱子 uOm08bd

00

汽油桶 uOm0886

00

氧气管 uOm08ba

00

uIt020e = flame rounds

0000

uIt0210 = electric rounds

0000

uIt0201 = pist0l ammo

00

uIt0202 = mg ammo

00

uIt0203 = shotgun ammo

0000

uIt0204 = rifle ammo

000

uIt0206 = explosive rounds

000

uIt0209 = magnum ammo

00

uIt0211 = rocket round (11 02)

0000

uIt0301 = G herb

00000

uIt0304 = F aid

000

uIt0402 = a bag of money

00

uIt0453 = topaz oval

000

uIt0477 = diamond marquise (5000)

uIt0608 = combo bonus

0000

00

uOm0017 = wire trap (2 sets of positions and angles, first is

the bomb, second is the end of the wire. Second pos is actually

rotated 90 degrees to the left with the wire trap as anchor)

(based on s104, wiretraps are usually +117 above the ground)

000000

0

uOm0823 = small basic box (can be destroyed for items)

0000

00

uOm0886 = Explosive red barrel

for items)

uOm0889 = rectangular small box, basic design (can be destroyed

00

uOm088a = Treasure chest (usually has combo bonuses)

000

uOm088b = Tribal treasure chest (usually has combo bonuses)

0000

uOm088d = Modern safe (usually has combo bonuses) (combo bonus

has same coordinate except for Z being +9)

0000

uOm0890 = Round tall barrel (can be destroyed for items)

00

uOm08ba = Explosive canister from chapter 1-2 boss fight area

(you can push it to the ground, which has clipping issues near

walls)

00000

uOm08bd = rectangular tall box (can be destroyed for items)

0000

0000

uOm08f1 = Shiny briefcase with weapon

uOm08f2 = key?

000

00000

uOm08fa = Shiny blue BSAA emblem (the collectibles)

uOm092d = mirror for puzzle in chapter 4-2

uOm0100 = time bonus

uOm1304 = Jeep

000

00

00

000

uOmf201 = Ladder (purely for gameplay, invisible)

uOmde9a = Dead body (from 1-2 boss fight area)

(s113)

0000

uOm1316_BackupHeli2 = Helicopter from chapter 2-1 at the docks

00000

OM08E9A_IDo00_U006 = laser goal for puzzles in chapter 4-2

000

武器角度:

mAngle

simple angles (turning left and right):

00 00 00 00 00 00 00 00 (north)

00 00 00 00 D8 0F C9 3F (east)

for player chars:

000

0000

000

00

000

0000

0000

00 00 00 00 D8 0F C9 3F = Facing east

00 00 00 00 37 8D 27 40 = facing north?

0000

00 00 00 00 2B 18 10 C0 = Facing west (northwest?)

0000

00 00 00 80 D6 E0 7D BE = facing south?

0000

00 00 00 00 CA FD 3B 40 = facing north/northeast

0000

00 00 00 00 56 29 3E C0 = facing north/northwest

0000

0000

00 00 00 00 41 82 A6 BF = facing west/southwest

0000

00 00 00 00 4E 43 8A 3F = facing east/southeast

00 00 00 00 39 9A E1 3F = facing north (very very slightly off)

000000

00 00 00 00 B8 EA CA 3F = facing east (very slightly off)

000

0000

00 00 00 00 D5 EB 46 C0 = facing north (slightly to the west)

000000

00 00 00 00 B7 5F C6 BF = facing west

00 00 00 00 D0 EC 14 40 = facing northeast

00

00 00 00 00 F4 16 C3 3F = facing east (slightly to the south)

000000

00 00 00 00 9C FD 61 BE = facing south/southwest

0000

based on puzzle mirrors:

0000

00 00 00 00 D8 0F 49 3F = northwest

00 00 00 00 80 DF ED AF = northeast

00 00 00 00 E2 CB 16 40 = southwest

00 00 00 00 D2 53 7B 40 = southeast

based on puzzle goals:

D8 0F C9 3F = east

000

000

000

000

000

00

based on valves and zip lines from s207:

0000

00 00 00 80 D8 0F C9 BF = directly west?

0000

00 00 00 00 DC 0F 49 40 = directly south?

00

mAngles with rocket launcher as reference:

0000

B5 87 4D BF 0C 05 AC 3F 00 00 00 00 00 00 00 00 = horizontal,

slightly twisted. Pointing south-southwest

slightly leaning on its flat side

00

00 00 00 00 00 00 00 00 D0 7C B0 BF 00 00 00 00 = almost vertical,

00

00 00 00 00 96 0A 86 BF C9 92 81 3F 00 00 00 00 = upside down,

leaning on an almost 45 degree angle

00

D8 0F C9 3F 1E 36 91 3F 1E FA 8E 3D 00 00 00 00 = lying flat.

Pointing southwest. (not perfect for rocket launcher since the

handle is on the bottom side, it shouldn't be able to balance

like that)

00

00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 = lying flat.

Pointing west. (rocket launcher lying flat on its side, so it

looks balanced)

---

---There's 2 variables per item entry which ticks with 1. A few

bytes before the item name (start of entry in other words), and

some bytes after the item names. It's the same thing with

enemies in em## files.---

---When using player coordinates from Cheat Engine, those

coordinates seems to be slightly above the gruond. For the Teeny

Weetle mod it seems the barrels and time bonuses are -25 below

player coordinate. I tried to edit rocket launchers on storage

facility mod to be on ground, and -25 is overkill. Although -10

seems to work well for rocket launchers. (update: I use new

memory addresses now which gives the exact correct location)---

000000

000

00000

000000

--I think 15A (hex) after uWp3e is the variable which links the

item to a specific enemy (it counts from 00 as first enemy).

There's probably another variable which defines whether it

should be dropped from an enemy.

Combo bonuses are linked to treasure chests the same way. Not

sure which variables controls that.---

---To get the correct position for wiretraps get the 2

coordinates for where you want it and then you have to change

the second coordinate. Calculate the difference between the

coords which should be the same (afterwards, make them the same),

and then add that difference to the other axis.---

0000

00

00

无限弹药:

It's just after the variable defining which type of item it is.

In that example look for "07 01" and after that you'll see a

value which is "FF FF FF FF". That's the value. A series of FF

means it'll gets the default value. Replace those with anything

you want. (example, if you replace it with "BC 7F 00 00" you'll

get 32,700 ammo which I think is the highest you can go)

000

00

雇佣兵灯光:

00000

About the IDF thing, you are copying the items from Versus

Survivor, and maybe the versus survivor item files simply

doesn't have any unique items in the combo chests for those

stages?

About the graphics, that's a bug with the arctool. It doesn't

recompress the cubemaps properly. Here's how to fix it:

0

00

0000

-For facility, go to stages303lightenv, and copy the tex

files from there to your RE5 install directory, they should be

in a similar location (which is nativepcstages303lightenv)

000000

-Then delete everything in stages303lightenv from the stage

archive. Now it should work.

Do the same thing for Missile Area. In that case, the files

should be in stages307lightenv

STP问题:

If you look into and look at all of the .stp

files in stages/. Those files define the spawn position for the

player. The very first variable (after the list of strings)

which is of 12 length (C hex) is the position where the player

spawns. Second variable (for the mercs maps) define the second

spawn point, while the others probably define versus spawn

points). For normal stages there's usually 2 spawn points,

obviously for Chris and Sheva.

00

0000

000

000

000

24 55 D1 C2 94 A3 38 40 52 80 E4 BF - Sheva's spawn point

0000

-One full entry in stp should be 40 (hex) length

0000

跑动的敌人:

00000

A few random discoveries. There's one magical value for majini

(156 (hex) after uEm10 in em## files) which can affects lots

of various behavior. Like one thing I just discovered. If the

value is "80 00" then the majini will run almost all the time.

Ie, every majini in ship deck has this value and they almost

never stop running unless they're right next to the player. I'm

surprised I never noticed this before now.

0000

Also, one random core mechanic I stumbled on which I'm not sure

if people are aware of. Critical head shots increase the chances

of a majini turning into a las plagas with around 50% (only if

that enemy has a las plagas defined to it though).

0000

制作雇佣兵新图:

And this shows another tricky part with doing stuff like this,

which is with random scripts failing to work and this case you

end up with a door not working. To fix problems like this you

need to remove the script disabling the door (scripts are in

stages400softmercefsm) or remove the door itself (which

is usually somewhere in

stages100scrscr00s100_IDo00_Ins.15302ef4).

Unfortunately fixing stuff like this requires a lot of trial

and error. Although if you're lucky, you won't run into problems

like this at all with certain stages. If you simply wanna start

from scratch with the gameplay files, you can delete everything

in stages400softmerce and you'll end up with a clean stage

without items, enemies and interactive objects.

0000

00

One extra optional step is to add one time bonus to the stage

so you can explore it without running out of time. I've set up

a simple object file for this (this object file contains one

single item, which is a time bonus worth 74 minutes). Download

this:

/RE5/01_Ins.15302ef

4

In your new stage, copy that file to stages400softmerce and

open it in a hex editor. Find this value and replace it with

the spawn position of the player (which you found in the stp

file):

/RE5/swap/

g

Recompress the again and now you should have a time

bonus giving you plenty of time to explore the stage.

00

0

000000

000000

A few more things

000

-I'll try to write a new tutorial later about changing

information about enemies and items on a map. Which is the most

important step for editing stages.

-If you wanna test my own stage variants, I've got a bunch of

mercs mods here:

/Resident_showtopic=1187

8 and here:

/Resident_showtopic=1312

0

-I've got a huge resource of various stuff I've discovered

000000

000

ingame in text files here: /RE5/txt/

000000

1:抽取文件

00

2:把s505文件改成s407,在s505的effecseflstage新建文件

s407,移动 effecteflstages505auto到s407,改auto

里面的s505为s407

为s407

00000

3:把s505里面effectsdl改成s407 把s505里面的soundbgm改

00

4:在s505stage新建文件s407 在s407文件里面新建 light map

scr se softmerce空文件

000

5:移动s505stage里面的havok文件到s407的stage里面,改名

0000

6:复制s505里面light文件里面的s505.19a59a91文件到s407的

light文件,改名

0000

000

7:复制s505里面map的s505_ 到 s407的map里面,改名

0000

8:复制s505里面se的se_s505.38f66fc3 和 se_s505.39d71f2文

件到s407里面se,改名

00

9:复制s505scr的sdl文件到s407scr,并改名

s407soft,改名

10:复制s505soft的s505.4ef19843 和 s505.5898749c文件到

00000

11:移动s505soft剩下的文件到s407softmerce改名

000

12:删除stages407softmerce文件

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本文标签: 武器敌人文件修改列表