modded gamesave
http://www.360haven.com/forums/showt...rtSave-Endsave
so hope this helps anyone to create a greate save editor game has no checksum :)
#.inventory location pointer A501218E00
1. open gamesave hex editor u dont need extract the con file it works without
2. now for example if u got your fist handgun ## ## 09 00 = Handgun (Claire's Beretta M93R) 0900 is the id and #### how much ammo u have in clip
*u need to change the item id with the amount and the fist and the second one byte 0009#### this is for the xbox gamesave important*
####0900 = Handgun (Claire's Beretta M93R) ps2 version
0009#### = Handgun (Claire's Beretta M93R) xbox360 version
if u got 14 ammo in your pistol search in hex for 0009000E and hex edit 000E to FFFF
or. to get the inf sighn on each item u need to mod the item id with a 08 here is a example
####0400 = Shotgun (ps2 version)
0004#### = Shotgun (xbox360 version) normal item id
0804#### = Shotgun (xbox360 version) infinite sign shotgun
and u can change easy your items in your inventory replace the item id with a other one
3.Item ids ps2 version everything works with xbox version too :)
Code:Item ID-values in hex. -=-=-=-=-=-=-=-=-=-=-=-=- One item slot occupies 4 bytes. The first 2 bytes, represented by the ## ## -symbols, are the amount of ammo/uses left for the item, in hex. For puzzle items, the value is usually 01 00, but some may use a higher value as well, I haven't yet gone into details about this. For weapons, if you set the amount of ammo to hex FF FF, that weapon then has infinite ammunition, altough the game won't display the infinite ammo -symbol for that weapon for some reason, but this is just a cosmetic problem. The latter two bytes are the 16-bit hex value the game uses to identify the item. 00 00 00 00 = Empty slot ## ## 01 00 = Rocket launcher (remember that this weapon occupies two item slots) ## ## 02 00 = Assault rifle (remember that this weapon occupies two item slots) ## ## 03 00 = Sniper rifle (Alfred's "elephant gun". Remember that this weapon occupies two item slots) ## ## 04 00 = Shotgun ## ## 05 00 = Handgun (Chris' Glock 17) ## ## 06 00 = Grenade launcher (Loaded with ordinary grenade rounds by default. Just add acid ,flame and BOW gas rounds to your inventory as well and load them into the grenade launcher to use other ammo types.) ## ## 07 00 = Bow gun 00 00 08 00 = Combat knife ## ## 09 00 = Handgun (Claire's Beretta M93R) ## ## 0A 00 = Custom handgun (Claire's updated Beretta) FF FF 0B 00 = Linear launcher ( Yep, my guide is your chance to bring this monster of a weapon to the main game. This weapon appears to be hardcoded to always have infinite ammo.) ## ## 0C 00 = Handgun bullets (9x19 parabellum) ## ## 0D 00 = Magnum bullets ## ## 0E 00 = Shotgun shells ## ## 0F 00 = Grenade rounds ## ## 10 00 = Acid rounds ## ## 11 00 = Flame rounds ## ## 12 00 = Bow gun arrows 01 00 13 00 = M93R parts 01 00 14 00 = First aid spray 01 00 15 00 = Green herb 01 00 16 00 = Red herb 01 00 17 00 = Blue herb 01 00 18 00 = Herb mix, 2 green 01 00 19 00 = Herb mix, Red + Green 01 00 1A 00 = Herb mix, blue + green 01 00 1B 00 = Herb mix, blue + green 01 00 1C 00 = Herb mix, 3 green 01 00 1D 00 = Herb mix, red + blue + green ## ## 1E 00 = Magnum bullets ## ## 1F 00 = Ink ribbon ## ## 20 00 = Magnum ## ## 21 00 = Gold Lugers (these could be used as weapons if only there were ammo available. Nothing a hex editor won't fix... :). Remember that this weapon occupies two item slots.) ## ## 22 00 = Sub machine gun (Remember that this weapon occupies two item slots.) 01 00 23 00 = Bow gun powder ## ## 24 00 = Gun powder arrow ## ## 25 00 = BOW gas rounds (Now you can have more than 3...) ## ## 26 00 = Machine gun bullets 01 00 27 00 = Gas mask ## ## 28 00 = Rifle bullets (For Alfred's elephant gun. I don't remember ever finding these in the game.) 01 00 29 00 = Duralumin case (locked, contents unknown, won't give you the option to pick it open.) ## ## 2A 00 = Assault rifle bullets 01 00 2B 00 = Alexander's Pierce 01 00 2C 00 = Alexander's Jewel 01 00 2D 00 = Alfred's ring 01 00 2E 00 = Alfred's jewel 01 00 2F 00 = Prisoner's diary (Dummy item. Definately something you're not supposed to have. Has no description and no uses in the game.) 01 00 30 00 = Director's memo (Dummy item. Definately something you're not supposed to have. Has no description and no uses in the game.) 01 00 31 00 = Instructions (Dummy item. Definately something you're not supposed to have. Has no description and no uses in the game.) 01 00 32 00 = Lockpick (This item puts itself automatically into the upper right-hand corner itemslot and replaces the Lighter WITHOUT PROMPTING if you take it from the security box or from the item chest.) 01 00 33 00 = Glass eye 01 00 34 00 = Piano roll 01 00 35 00 = Steering wheel 01 00 36 00 = Crane key 01 00 37 00 = Lighter (Let's see. This must already be the 4th game in the series with a Zippo-lighter in it. This item puts itself automatically into the upper right-hand corner itemslot and replaces the Lockpick WITHOUT PROMPTING if you take it from the security box or from the item chest.) 01 00 38 00 = Eagle plate 01 00 39 00 = Side pack (You can keep it in your inventory, but it won't do you any good, since you can actually equip it only when you find it from the submarine during Claire's portion of the game. 01 00 3A 00 = Map (Dummy item.) 01 00 3B 00 = Hawk emblem 01 00 3C 00 = Queen ant object (red) 01 00 3D 00 = Queen ant object (blue) 01 00 3E 00 = Biohazard card 01 00 3F 00 = Duralumin case 01 00 40 00 = Detonator 01 00 41 00 = Control lever 01 00 42 00 = Gold dragonfly 01 00 43 00 = Silver key 01 00 44 00 = Gold key 01 00 45 00 = Army proof 01 00 46 00 = Navy proof 01 00 47 00 = Air force proof 01 00 48 00 = Key with tag (storage key) 01 00 49 00 = ID card (with the NTC0394-code on it.) 01 00 4A 00 = Map (dummy item, but you can zoom in on the 3D-model and see the base layout) 01 00 4B 00 = Airport key 01 00 4C 00 = Emblem card 01 00 4D 00 = Skeleton picture 01 00 4E 00 = Music box plate 01 00 4F 00 = Dragonfly object 01 00 50 00 = Album (dummy item) 01 00 51 00 = Halberd (The golden ornament used to open doors.) 01 00 52 00 = Extinguisher (I bet many would give anything to have it back, after realizing they forgot it in the prison island's security box.) 01 00 53 00 = Briefcase 01 00 54 00 = Padlock key 01 00 55 00 = TG-01 01 00 56 00 = Special alloy emblem 01 00 57 00 = Valve handle 01 00 58 00 = Octa valve handle 01 00 59 00 = Machine room key 01 00 5A 00 = Mining room key 01 00 5B 00 = Bar code sticker 01 00 5C 00 = Sterile room key 01 00 5D 00 = Door knob 01 00 5E 00 = Battery pack 01 00 5F 00 = Hemostatic (has a weird icon...) 01 00 60 00 = Turn table key 01 00 61 00 = Chem. storage key 01 00 62 00 = Clement alpha 01 00 63 00 = Clement sigma 01 00 64 00 = Tank object 01 00 65 00 = Special alloy emblem 01 00 66 00 = Alfred's memo (dummy item) 01 00 67 00 = Rusted sword 01 00 68 00 = Hemostatic (This is the one you're actually supposed to give to Rodrigo.) 01 00 69 00 = Security card 01 00 6A 00 = Security file 01 00 6B 00 = Alexia's choker 01 00 6C 00 = Alexia's jewel 01 00 6D 00 = Queen ant relief (dummy item) 01 00 6E 00 = King ant relief (dummy item) 01 00 6F 00 = Red jewel 01 00 70 00 = Blue jewel 01 00 71 00 = Socket 01 00 72 00 = Square valve handle 01 00 73 00 = Serum 01 00 74 00 = Earthenware vase 01 00 75 00 = Paper weight 01 00 76 00 = Silver dragonfly (no wings) 01 00 77 00 = Silver dragonfly (has wings) ## ## 78 00 = Wing object 01 00 79 00 = Crystal 01 00 7A 00 = Gold dragonfly 01 00 7B 00 = Gold dragonfly 01 00 7C 00 = Gold dragonfly 01 00 7D 00 = File (dummy item) 01 00 7E 00 = Plant pot 01 00 7F 00 = Picture B (dummy item) 01 00 80 00 = Duralumin case 01 00 81 00 = Duralumin case 01 00 82 00 = Bow gun powder ## ## 83 00 = Enhanced handgun (Chris' Glock 17) 01 00 84 00 = Memo (dummy item) 01 00 85 00 = Board clip (dummy item) 01 00 86 00 = Card (dummy item) 01 00 87 00 = Newspaper clip (dummy item) 01 00 88 00 = Luger replica 01 00 89 00 = Queen ant relief 01 00 8A 00 = Family picture 01 00 8B 00 = File (dummy item) 01 00 8C 00 = Remote controller (dummy item) 01 00 8D 00 = ? (really, it is an item with a question mark as it's name) ## ## 8E 00 = Calico M-100P (remember that this weapon occupies two item slots) ## ## 8F 00 = Calico bullets (yes, spare clips for the M-100P gun do exist, they just weren't made available to you.) 01 00 90 00 = Clement mixture 01 00 91 00 = Playing manual (Well, actually you have this from the start, but what the hell...) Examining any of the items below with the CHECK -command will cause the game to hang. Therefore, it is advised that you don't put these items into the inventory. They don't even have visible icons. 01 00 92 00 = ? 01 00 93 00 = ? 01 00 94 00 = ? 01 00 95 00 = Empty extinguisher 01 00 96 00 = Square socket 01 00 97 00 = ? 01 00 98 00 = Crest key S 01 00 99 00 = Crest key G 01 00 9E 00 = Storage key 01 00 9F 00 = Playing manual








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