So ive been looking for the actual ammo code for re1 hd im sure it consists of at least three parts.
One been the slot
Two been the bottom slot when equipped
Three (a) either outside of the inventory
Or
Three (b) weapon outside of inventory
I have pointers for slot 1 and equipped slot and ammo is infinite but you have to enter inventory and exit to refil ammo.
I can find a code for outside the inventory which keeps it infinite but
1) the app cant seem to find a pointer
And
2) if you select anothet weapon enter inventory and come out the game crashed.
The crash i guess isnt a problem i think throwing an activator in so the code only works when your actually pressing R+A to fire, after that the code isnt working.
But i dont get why i cant grab a pointer for it, yet if i find slot one and equipped i can, even increasing offset didnt work and for some reason increasing depth above 2 never seems to complete the search after leaving it.
Other sustems i never had an issue with re games including on the cube, in fact nearly all re titles work the same in regards to memory ive done re 1, 2, 3, 4, 5, 6, 7, cv.
But either i dont get this app or ive lost my touch over the years, tho ive never been a pro but had the basics to try get what im looking for and have done some pretty cool codes in the past that id never thought id do with me having little knowledge how it writes, offsets ect.
I just think of a game in some cases 0s and 1s or what i see, then if i find an address ill insoect the memory editor closely see what changes.
This method im using for dmc when i return to it and going to try understand the items and weapons better because later in the game it moves the items and weapons around so if you start a new game youd have all items infinite but later on in the game items and swords swap so you lose your swords.
This is from comparing a memory screenshot from a newr new game, works fine.
Load game changes and messes up.
Put values to my memory later in the game and it gives weapins but removes items.
So i dont get why the switch memory is different to ps2 which i can easily do, and have tested again and it doesnt have this issue.
Unless there is a way not to over ride the memory that assings item id and just poke value.
But then again it would still mess up because say the last part of an item is your value, a weapon doesnt have a value just an id, so if changing the last part of a weapon id which would be an item value it removes weapon.
Sorry if i confuse ill clarify later with memory screenshots