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Resident Evil Code: Veronica
VMU Data Guide, v1.2
by Charles MacDonald
E-mail:
[email protected]
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Disclaimer
~~~~~~~~~~
Unpublished work Copyright 2000 Charles MacDonald
This guide cannot be reproduced in any way, shape, or form, nor can
it's contents be submitted to magazines, other web pages, etc. It
cannot be put up on any web page and is only to be found at GameFAQs
and my homepage <
http://www.emucamp.com/cgfm2/>. This guide was
created and is owned by me, Charles MacDonald. Furthermore, it is
protected by the Berne Copyright Convention of 1976, as well as
International Copyright Law.
What's New
~~~~~~~~~~
(v1.2)
- Save slots for Chris, Steve, Wesker, Alt. Claire
- Added character select
- Added stage select
- Reformatted some sections
(v1.1)
- Added security box slots
- Added checksum information
(v1.0)
- First release
Requirements
~~~~~~~~~~~~
- Nexus 4M memory card or similar device
(www.hkems.com)
- DCI2VMS and VMS_CRC utilities
(www.franken.de/users/deco/myfiles/myfiles.htm)
- A hex editor. I use `Hex' ver. 5.1a by JD Software.
All offsets are given from the start of a DCI file, the kind generated
by EMS' DC Linker program.
Editing the save file
~~~~~~~~~~~~~~~~~~~~~
There are two types of files generated by the game:
RE_CV000.SYS <-- Configuration file, holds options, Battle Mode info.
RE_CV000.0?? <-- Save file, one of fifteen available
After you've edited a file, you need to fix the checksum to reflect
the modifications made. Use the DCI2VMS utility to convert the edited
DCI file into a VMS file. Then run VMS_CRC to find the checksum.
Finally, at offset 64 in the DCI file, insert the new checksum that
you got. Otherwise, you will get an error message when trying to
load your save files during the game.
I realize this is a very roundabout way to update the checksum, but
currently there are no utilities to directly fix a DCI file.
All data in DCI files are stored in big-endian format.
Configuration file
~~~~~~~~~~~~~~~~~~
The byte at 2A7 enables Battle Mode and controls what characters are
available. Bit 1 must be set for Battle Mode to be present in the
options menu, and this automatically gives you Claire. Other values
are:
01 - Claire
03 - Claire, Alt. Claire
0F - Claire, Chris
7D - Claire, Alt. Claire, Chris, Steve, Wesker
I have not been able to determine what settings enable individual
characters, nor how to enable more characters than the original five,
if there actually are more characters in Battle Mode.
Save file locations
~~~~~~~~~~~~~~~~~~~
- Character select
The byte at offset 82B selects the character to be used.
0 = Claire
1 = Chris
2 = Steve
3 = Wesker (buggy, no name listed in save file)
4 = Alt. Claire (buggy, no name listed in save file)
- Current number of saves
The byte at 827 is the current number of times you've saved.
You can change this value to zero, for instance, to achieve
a better ranking.
- Difficulty select
The byte at 833 selects the current difficulty level.
For the American version, this value is always zero by default.
0 = Normal (save file text is white)
1 = Easy (save file text is green)
2 = Very Easy (save file text is red)
- Stage select
The two bytes starting at 829 select the area your are in.
829 = Room (00-??)
82A = Stage (00-??)
Here are some known values for the stage value:
00 = Prison
01 = Palace
Please let me know of any interesting room/stage numbers so I can expand
this list.
Take note that you will start off in a room in the same location
your original save took place. You could start off behind an
door that cannot be opened, or inside a wall, etc. To get around this
problem, find the area you want to start in, and then save at a
typewriter that would place you away from any obstacles. (Imagine
the room you want to be in was overlaid on the room you are saving
in, and choose a safe spot to stand at)
Also, if you save on the ground level, then start in an area where
you must be on the top level (such as the bridge in front of the
airplane), your character will be stuck with no way to get up.
You can always see your character's location arrow on the map screen.
- Character inventories
There are eight slots available, two extra when using the Side Pack, and
one extra for the item currently in-hand, such as the Lighter or Lockpick.
Claire:
A18 : Slot #0 (In-hand position)
A1C : Slot #1
A20 : Slot #2
A24 : Slot #3
A28 : Slot #4
A2C : Slot #5
A30 : Slot #6
A34 : Slot #7
A38 : Slot #8
A3C : Slot #9 (need Side Pack equipped)
A40 : Slot #10 (need Side Pack equipped)
Chris:
A58 : Slot #0 (In-hand position)
A5C : Slot #1
A60 : Slot #2
A64 : Slot #3
A68 : Slot #4
A6C : Slot #5
A70 : Slot #6
A74 : Slot #7
A78 : Slot #8
A7C : Slot #9 (need Side Pack equipped)
A80 : Slot #10 (need Side Pack equipped)
Steve:
A98 : Slot #0 (In-hand position)
A9C : Slot #1
AA0 : Slot #2
AA4 : Slot #3
AA8 : Slot #4
AAC : Slot #5
AB0 : Slot #6
AB4 : Slot #7
AB8 : Slot #8
ABC : Slot #9 (need Side Pack equipped)
AC0 : Slot #10 (need Side Pack equipped)
Wesker:
AD8 : Slot #0 (In-hand position)
ADC : Slot #1
AE0 : Slot #2
AE4 : Slot #3
AE8 : Slot #4
AEC : Slot #5
AF0 : Slot #6
AF4 : Slot #7
AF8 : Slot #8
AFC : Slot #9 (need Side Pack equipped)
B00 : Slot #10 (need Side Pack equipped)
Alt. Claire (untested)
B18 : Slot #0 (In-hand position)
B1C : Slot #1
B20 : Slot #2
B24 : Slot #3
B28 : Slot #4
B2C : Slot #5
B30 : Slot #6
B34 : Slot #7
B38 : Slot #8
B3C : Slot #9 (need Side Pack equipped)
B40 : Slot #10 (need Side Pack equipped)
Item box slots are at B14-D10.
There are 128 slots.
B14 : Slot #1
B18 : Slot #2
B1C : Slot #3
B20 : Slot #4
:
D04 : Slot #125
D08 : Slot #126
D0C : Slot #127
D10 : Slot #128
Security box slots are at D14-D90, and D94-E10.
There are 32 slots for each box.
Security Box #1
D14 : Slot #1
D18 : Slot #2
D1C : Slot #3
:
D88 : Slot #30
D8C : Slot #31
D90 : Slot #32
Security Box #2
D94 : Slot #1
D98 : Slot #2
D9C : Slot #3
:
E08 : Slot #30
E0C : Slot #31
E10 : Slot #32
Item information
~~~~~~~~~~~~~~~~
Currently, it seems there are a total of 99 items in the game.
When used in the Item Box or Inventory data areas, each item slot has
the following format (four bytes):
'ff nn xx xx'
f = Item flag
n = Item number (00-99)
x = Item count (0000-FFFF)
The item flags define special properties for various items:
Bit 0 - Unknown
Bit 1 - Unknown
Bit 2 - Unknown
Bit 3 - Infinite supply of item (item count field is ignored)
Bit 4 - Ammo Type
Bit 5 - Ammo Type
Bit 6 - Ammo Type
Bit 7 - Unknown
Bit 3 makes the item count infinite. You can still set a value in the
item count section, but that value will not be used (interestingly
enough, when you pick up more items, the item count is increased).
This flag only works for items you can have more than one of, so it can
be used with the Bow Gun, Ink Ribbons, etc. but not the Combat Knife,
Duralumin Case, and so on.
Bit 5 has the following value for the Bow Gun:
0 - Bow Gun Rounds
1 - Flaming Bow Gun Rounds
Bits 6-4 have the following values for the Grenade Launcher:
00 - Grenade Rounds
01 - Acid Rounds
02 - Flame Rounds
04 - BOW Gas Rounds
It's safe to assume the top four bits could very well select other types
of ammo or various states of an item, depending on the item currently
selected.
The item number chooses what item is in the given slot.
The item count selects how many of an item you have. This value can be
overriden by the infinite supply flag. The item count must be within
0-999 (decimal), values larger than that will show garbage for the item
count. You should set the item count to one for items you can only
carry one of.
Some weapons take 2 spaces. In this case, you should make the next slot
empty, using a value of '00 00 00 00'.
Items in the following list with a star next to them mean the item is a
duplicate, a non-existing item with an incorrect description / picture,
or an item that for some reason has no associated image.
There are some items that are never found in the game, such as
the King Ant Relief, Remote Control, and Calico Bullets. Any ideas
what they may have been used for?
Item number list
~~~~~~~~~~~~~~~~
00 < No Item >
01 Rocket Launcher (this item takes 2 spaces)
02 Assault Rifle (this item takes 2 spaces)
03 Sniper Rifle (this item takes 2 spaces)
04 Shotgun
05 Handgun
06 Grenade Launcher
07 Bow Gun
08 Combat Knife
09 Handgun
0a Custom Handgun
0b Linear Launcher
0c Handgun Bullets
0d Magnum Bullets
0e Shotgun Shells
0f Grenade Rounds
10 Acid Rounds
11 Flame Rounds
12 Bow Gun Rounds
13 M93R Part
14 F. Aid Spray
15 Green Herb
16 Red Herb
17 Blue Herb
18 Mixed Herb (G+G)
19 Mixed Herb (R+G)
1a Mixed Herb (B+G)
1b Mixed Herb (G+B)
1c Mixed Herb (Green Pile)
1d Mixed Herb (Yellow Pile)
1e Magnum Bullets
1f Ink Ribbon
20 Magnum
21 Gold Lugers (this item takes 2 spaces)
22 Sub Machine Gun (this item takes 2 spaces)
23 Bow Gun Powder
24 Gun Powder Arrow
25 BOW Gas Rounds
26 *M.Gun Bullets
27 Gas Mask
28 Rifle Bullets
29 Duralumin Case
2a A.Rifle Bullets
2b Alexander's Pierce
2c Alexander's Jewel
2d Alfred's Ring
2e Alfred's Jewel
2f *Prisoner's Diary
30 *Director's Memo
31 *Instructions
32 Lockpick
33 Glass Eye
34 Piano Roll
35 Steering Wheel
36 Crane Key
37 Lighter
38 Eagle Plate
39 Side Pack
3a *Map
3b Hawk Emblem
3c Queen Ant Object
3d King Ant Object
3e Biohazard Card
3f Duralumin Case
40 Detonator
41 Control Lever
42 Gold Dragonfly
43 Silver Key
44 Gold Key
45 Army Proof
46 Navy Proof
47 Air Force Proof
48 Key with Tag
49 ID Card
4a *Map
4b Airport Key
4c Emblem Card
4d Skeleton Picture
4e Music Box Plate
4f Dragonfly Object
50 Album
51 Halberd
52 Extinguisher
53 Briefcase
54 Padlock Key
55 TG-01
56 Sp. Alloy Emblem
57 Valve Handle
58 Octa Valve Handle
59 Machine Room Key
5a Mining Room Key
5b Bar Code Sticker
5c Sterile Room Key
5d Door Knob
5e Battery Pack
5f *Hemostatic
60 Turn Table Key
61 Chem. Storage Key
62 Clement a
63 Clement E
64 Tank Object
65 *Sp. Alloy Emblem
66 Alfred's Memo
67 Rusted Sword
68 Hemostatic
69 Security Card
6a Security File
6b Alexia's Choker
6c Alexia's Jewel
6d *Queen Ant Relief
6e *King Ant Relief
6f Red Jewel
70 Blue Jewel
71 Socket
72 Sq. Valve Handle
73 Serum
74 Earthenware Vase
75 Paper Weight
76 Silver Dragonfly (no wings)
77 Silver Dragonfly (wings)
78 Wing Object
79 Crystal
7a Gold Dragonfly (1 wing)
7b Gold Dragonfly (2 wings)
7c Gold Dragonfly (3 wings)
7d *File
7e Plant Pot
7f Picture B
80 Duralumin Case
81 Duralumin Case
82 Bow Gun Powder
83 Enhanced Handgun
84 *Memo
85 *Board Clip
86 *Card
87 *Newspaper Clip
88 Luger Replica
89 *Queen Ant Relief
8a Family Picture
8b *File
8c *Remote Control
8d *?
8e M-100P (this item takes 2 spaces)
8f Calico Bullets
90 Clement Mixture
91 *?
92 *?
93 *?
94 *?
95 *Empty Extinguisher
96 *Square Socket
97 *?
98 *Crest Key S
99 *Crest Key G
In Closing
~~~~~~~~~~
I'd like to thank the following people:
- Visual Kreations, for information on save slot locations for Chris,
Steve, Wesker, Alt. Claire, and for the character and stage select data.
- Jeff Veasey, for the MvC2 save file hacking guide, which was an
invaluable help for getting started on this game.
- Chris MacDonald, for providing the Dreamcast and the snazzy disclaimer.
Feel free to e-mail me with questions, comments, or save file information.
I will at least read your letter if time does not permit a response. :)
I've gotten a lot of e-mails about what 'bits' are, it's beyond the
scope of this document to explain the binary system and how it relates to
hexadecimal numbers. If you really want to know, buy a book on
computer science, which should explain that kind of thing.
Unpublished work Copyright 2000 Charles MacDonald