302
"[Enter The Gungeon 1.1.3 x64 Steam]"
808000
1
734
"[Toggle for Hotkeys]"
C0C0C0
1
735
"Numpad 1: No Reload time"
C0C0C0
1
736
"Numpad 2: 999 Gun Damage"
C0C0C0
1
737
"Numpad 3: Infinite Ammo [Activate [core] first]"
C0C0C0
1
738
"Numpad 4: Infinite Health (Activate [core] first)"
C0C0C0
1
739
"Numpad 5: Rainbow Chests (Clear room first and then activate [Reward])"
C0C0C0
1
740
"Activate [Core] and [Reward] first to ensure activation"
FF8000
1
312
"Infinite Money"
FF0000
Auto Assembler Script
[ENABLE]
aobscan(bulletsaob,89 77 1C 48 83 EC 20) // should be unique
alloc(newmem,$1000,2E4ED036)
label(code)
label(return)
newmem:
mov [rdi+1C], (Int)999
code:
//mov [rdi+1C],esi
sub rsp,20
jmp return
bulletsaob:
jmp newmem
nop
nop
return:
registersymbol(bulletsaob)
[DISABLE]
bulletsaob:
db 89 77 1C 48 83 EC 20
unregistersymbol(bulletsaob)
dealloc(newmem)
{
// ORIGINAL CODE - INJECTION POINT: 2E4ED036
""+2E4ED00B: 48 83 C4 20 - add rsp,20
""+2E4ED00F: 48 8B 40 20 - mov rax,[rax+20]
""+2E4ED013: 48 8B C8 - mov rcx,rax
""+2E4ED016: BA 2D 00 00 00 - mov edx,0000002D
""+2E4ED01B: 45 33 C0 - xor r8d,r8d
""+2E4ED01E: 48 83 EC 20 - sub rsp,20
""+2E4ED022: 83 38 00 - cmp dword ptr [rax],00
""+2E4ED025: 49 BB A6 44 41 2E 00 00 00 00 - mov r11,000000002E4144A6
""+2E4ED02F: 41 FF D3 - call r11
""+2E4ED032: 48 83 C4 20 - add rsp,20
// ---------- INJECTING HERE ----------
""+2E4ED036: 89 77 1C - mov [rdi+1C],esi
""+2E4ED039: 48 83 EC 20 - sub rsp,20
// ---------- DONE INJECTING ----------
""+2E4ED03D: 49 BB F0 05 3A 28 00 00 00 00 - mov r11,00000000283A05F0
""+2E4ED047: 41 FF D3 - call r11
""+2E4ED04A: 48 83 C4 20 - add rsp,20
""+2E4ED04E: 48 8B C8 - mov rcx,rax
""+2E4ED051: 48 8B D7 - mov rdx,rdi
""+2E4ED054: 48 83 EC 20 - sub rsp,20
""+2E4ED058: 83 38 00 - cmp dword ptr [rax],00
""+2E4ED05B: 49 BB B0 A3 4D 2E 00 00 00 00 - mov r11,000000002E4DA3B0
""+2E4ED065: 41 FF D3 - call r11
""+2E4ED068: 48 83 C4 20 - add rsp,20
}
744
"Infinite Clip (Numpad 6)"
FF0000
Auto Assembler Script
[ENABLE]
aobscan(clipaob,FF C1 89 48 24 49 8B 87) // should be unique
clipaob:
db 90 90
registersymbol(clipaob)
[DISABLE]
clipaob:
db FF C1
unregistersymbol(clipaob)
{
// ORIGINAL CODE - INJECTION POINT: 1A34BF3E
""+1A34BF11: 48 89 45 80 - mov [rbp-80],rax
""+1A34BF15: 49 8B 87 E8 02 00 00 - mov rax,[r15+000002E8]
""+1A34BF1C: 48 8B C8 - mov rcx,rax
""+1A34BF1F: 48 8B D7 - mov rdx,rdi
""+1A34BF22: 48 83 EC 20 - sub rsp,20
""+1A34BF26: 83 38 00 - cmp dword ptr [rax],00
""+1A34BF29: 49 BB 70 83 60 06 00 00 00 00 - mov r11,System.Collections.Generic:Dictionary`2:get_Item
""+1A34BF33: 41 FF D3 - call r11
""+1A34BF36: 48 83 C4 20 - add rsp,20
""+1A34BF3A: 48 63 48 24 - movsxd rcx,dword ptr [rax+24]
// ---------- INJECTING HERE ----------
""+1A34BF3E: FF C1 - inc ecx
""+1A34BF40: 89 48 24 - mov [rax+24],ecx
// ---------- DONE INJECTING ----------
""+1A34BF43: 49 8B 87 E8 02 00 00 - mov rax,[r15+000002E8]
""+1A34BF4A: 48 8B C8 - mov rcx,rax
""+1A34BF4D: 48 8B D7 - mov rdx,rdi
""+1A34BF50: 48 83 EC 20 - sub rsp,20
""+1A34BF54: 83 38 00 - cmp dword ptr [rax],00
""+1A34BF57: 49 BB 70 83 60 06 00 00 00 00 - mov r11,System.Collections.Generic:Dictionary`2:get_Item
""+1A34BF61: 41 FF D3 - call r11
""+1A34BF64: 48 83 C4 20 - add rsp,20
""+1A34BF68: 48 63 48 28 - movsxd rcx,dword ptr [rax+28]
""+1A34BF6C: FF C1 - inc ecx
}
Toggle Activation
102
0
818
"Infinite Ammo"
FF0000
Auto Assembler Script
[ENABLE]
aobscan(infammoaob,89 87 40 03 00 00 48 8D 65) // should be unique
alloc(newmem,$1000,19B25E6C)
label(code)
label(return)
newmem:
code:
//mov [rdi+00000340],eax
mov [rdi+00000345],1
jmp return
infammoaob:
jmp newmem
nop
return:
registersymbol(infammoaob)
[DISABLE]
infammoaob:
db 89 87 40 03 00 00
unregistersymbol(infammoaob)
dealloc(newmem)
{
// ORIGINAL CODE - INJECTION POINT: 19B25E6C
""+19B25E43: 48 83 EC 20 - sub rsp,20
""+19B25E47: 83 38 00 - cmp dword ptr [rax],00
""+19B25E4A: 49 BB 72 AB 9E 19 00 00 00 00 - mov r11,00000000199EAB72
""+19B25E54: 41 FF D3 - call r11
""+19B25E57: 48 83 C4 20 - add rsp,20
""+19B25E5B: 33 C0 - xor eax,eax
""+19B25E5D: 48 63 8F 40 03 00 00 - movsxd rcx,dword ptr [rdi+00000340]
""+19B25E64: 41 2B CF - sub ecx,r15d
""+19B25E67: 3B C1 - cmp eax,ecx
""+19B25E69: 0F 4C C1 - cmovl eax,ecx
// ---------- INJECTING HERE ----------
""+19B25E6C: 89 87 40 03 00 00 - mov [rdi+00000340],eax
// ---------- DONE INJECTING ----------
""+19B25E72: 48 8D 65 D0 - lea rsp,[rbp-30]
""+19B25E76: 41 5F - pop r15
""+19B25E78: 41 5E - pop r14
""+19B25E7A: 41 5D - pop r13
""+19B25E7C: 41 5C - pop r12
""+19B25E7E: 5F - pop rdi
""+19B25E7F: 5E - pop rsi
""+19B25E80: C9 - leave
""+19B25E81: C3 - ret
""+19B25E82: 00 00 - add [rax],al
}
523
"Infinite Blanks (Numpad 7)"
FF0000
Auto Assembler Script
[ENABLE]
aobscan(aobblanks,89 87 80 04 00 00 48 83) // should be unique
alloc(newmem,$1000,1F850B63)
label(code)
label(return)
newmem:
code:
//mov [rdi+00000480],eax
mov [rdi+00000480], (Int)3
jmp return
aobblanks:
jmp newmem
nop
return:
registersymbol(aobblanks)
[DISABLE]
aobblanks:
db 89 87 80 04 00 00
unregistersymbol(aobblanks)
dealloc(newmem)
{
// ORIGINAL CODE - INJECTION POINT: 1F850B63
""+1F850B49: 00 00 - add [rax],al
""+1F850B4B: 00 00 - add [rax],al
""+1F850B4D: 00 00 - add [rax],al
""+1F850B4F: 00 55 48 - add [rbp+48],dl
""+1F850B52: 8B EC - mov ebp,esp
""+1F850B54: 57 - push rdi
""+1F850B55: 48 83 EC 08 - sub rsp,08
""+1F850B59: 48 8B F9 - mov rdi,rcx
""+1F850B5C: 48 89 55 F0 - mov [rbp-10],rdx
""+1F850B60: 48 8B C2 - mov rax,rdx
// ---------- INJECTING HERE ----------
""+1F850B63: 89 87 80 04 00 00 - mov [rdi+00000480],eax
// ---------- DONE INJECTING ----------
""+1F850B69: 48 83 EC 20 - sub rsp,20
""+1F850B6D: 49 BB C0 91 3E 28 00 00 00 00 - mov r11,GameStatsManager:get_Instance
""+1F850B77: 41 FF D3 - call r11
""+1F850B7A: 48 83 C4 20 - add rsp,20
""+1F850B7E: 48 63 8F 80 04 00 00 - movsxd rcx,dword ptr [rdi+00000480]
""+1F850B85: F2 0F 2A C1 - cvtsi2sd xmm0,ecx
""+1F850B89: 48 8B C8 - mov rcx,rax
""+1F850B8C: BA 01 00 00 00 - mov edx,00000001
""+1F850B91: F2 0F 10 D0 - movsd xmm2,xmm0
""+1F850B95: F2 0F 5A D2 - cvtsd2ss xmm2,xmm2
}
Toggle Activation
103
0
525
"Infinite Items"
FF0000
Auto Assembler Script
[ENABLE]
aobscan(aobmaxitems,89 86 24 05 00 00 E9) // should be unique
alloc(newmem,$1000,1F84D40C)
label(code)
label(return)
newmem:
code:
//mov [rsi+00000524],eax
mov [rsi+00000524], (Int)99
jmp return
aobmaxitems:
jmp newmem
nop
return:
registersymbol(aobmaxitems)
[DISABLE]
aobmaxitems:
db 89 86 24 05 00 00
unregistersymbol(aobmaxitems)
dealloc(newmem)
{
// ORIGINAL CODE - INJECTION POINT: 1F84D40C
""+1F84D3E1: BA 08 00 00 00 - mov edx,00000008
""+1F84D3E6: 48 83 EC 20 - sub rsp,20
""+1F84D3EA: 83 38 00 - cmp dword ptr [rax],00
""+1F84D3ED: 49 BB D0 D4 84 1F 00 00 00 00 - mov r11,PlayerStats:GetStatValue
""+1F84D3F7: 41 FF D3 - call r11
""+1F84D3FA: 48 83 C4 20 - add rsp,20
""+1F84D3FE: F3 0F 5A C0 - cvtss2sd xmm0,xmm0
""+1F84D402: 48 8B 45 E8 - mov rax,[rbp-18]
""+1F84D406: F2 0F 2C C8 - cvttsd2si ecx,xmm0
""+1F84D40A: 03 C1 - add eax,ecx
// ---------- INJECTING HERE ----------
""+1F84D40C: 89 86 24 05 00 00 - mov [rsi+00000524],eax
// ---------- DONE INJECTING ----------
""+1F84D412: E9 64 00 00 00 - jmp PlayerController:UpdateInventoryMaxItems+cb
""+1F84D417: 90 - nop
""+1F84D418: 48 8B 86 28 02 00 00 - mov rax,[rsi+00000228]
""+1F84D41F: 48 8B C8 - mov rcx,rax
""+1F84D422: 48 8B D1 - mov rdx,rcx
""+1F84D425: 83 3A 00 - cmp dword ptr [rdx],00
""+1F84D428: 48 63 51 18 - movsxd rdx,dword ptr [rcx+18]
""+1F84D42C: FF CA - dec edx
""+1F84D42E: 48 8B C8 - mov rcx,rax
""+1F84D431: 48 83 EC 20 - sub rsp,20
}
819
"[Hegemony]"
0000FF
Auto Assembler Script
[ENABLE]
aobscan(hege,48 83 C4 20 F3 0F 5A C0 F2 0F 5A C0 48 8D 65 F0)
alloc(newmem,$1000,hege)
label(code)
label(return)
label(hegptr)
newmem:
code:
mov rdi,hegptr
cmp [rdi],0
jne @f
mov [rdi],rax
@@:
add rsp,20
cvtss2sd xmm0,xmm0
jmp return
hegptr:
dq 0
hege:
jmp code
nop
nop
nop
return:
registersymbol(hege)
registersymbol(hegptr)
[DISABLE]
hege:
db 48 83 C4 20 F3 0F 5A C0
unregistersymbol(hege)
unregistersymbol(hegptr)
dealloc(newmem)
820
"Credits"
Float
hegptr
0
464
"[Consumables]"
0000FF
Auto Assembler Script
[ENABLE]
aobscan(aobkeystruct,48 63 4E 20 48 83 EC 20) // should be unique
alloc(newmem,$1000,29F62A2E)
globalalloc(aobkey,4)
label(code)
label(return)
newmem:
code:
movsxd rcx,dword ptr [rsi+20]
mov [aobkey],rsi
sub rsp,20
jmp return
aobkeystruct:
jmp newmem
nop
nop
nop
return:
registersymbol(aobkeystruct)
[DISABLE]
aobkeystruct:
db 48 63 4E 20 48 83 EC 20
unregistersymbol(aobkeystruct)
dealloc(newmem)
{
// ORIGINAL CODE - INJECTION POINT: 29F62A2E
""+29F629FB: 48 8B C8 - mov rcx,rax
""+29F629FE: 48 83 EC 20 - sub rsp,20
""+29F62A02: 83 38 00 - cmp dword ptr [rax],00
""+29F62A05: 49 BB C0 4D 17 44 00 00 00 00 - mov r11,dfLabel:set_Text
""+29F62A0F: 41 FF D3 - call r11
""+29F62A12: 48 83 C4 20 - add rsp,20
""+29F62A16: 48 8B 85 28 FE FF FF - mov rax,[rbp-000001D8]
""+29F62A1D: 48 8B 80 88 00 00 00 - mov rax,[rax+00000088]
""+29F62A24: 48 89 85 20 FE FF FF - mov [rbp-000001E0],rax
""+29F62A2B: 83 3E 00 - cmp dword ptr [rsi],00
// ---------- INJECTING HERE ----------
""+29F62A2E: 48 63 4E 20 - movsxd rcx,dword ptr [rsi+20]
""+29F62A32: 48 83 EC 20 - sub rsp,20
// ---------- DONE INJECTING ----------
""+29F62A36: 49 BB 90 F5 EB 29 00 00 00 00 - mov r11,IntToStringSansGarbage:GetStringForInt
""+29F62A40: 41 FF D3 - call r11
""+29F62A43: 48 83 C4 20 - add rsp,20
""+29F62A47: 48 8B D0 - mov rdx,rax
""+29F62A4A: 48 8B 85 20 FE FF FF - mov rax,[rbp-000001E0]
""+29F62A51: 48 8B C8 - mov rcx,rax
""+29F62A54: 48 83 EC 20 - sub rsp,20
""+29F62A58: 83 38 00 - cmp dword ptr [rax],00
""+29F62A5B: 49 BB C0 4D 17 44 00 00 00 00 - mov r11,dfLabel:set_Text
""+29F62A65: 41 FF D3 - call r11
}
467
"Keys"
4 Bytes
[aobkey]+20
465
"Infinite Keys?"
0:No
1:Yes
Byte
[aobkey]+10
466
"Currency"
4 Bytes
[aobkey]+1C
319
"[Gun]"
0000FF
Auto Assembler Script
[ENABLE]
aobscan(gunaob,48 63 86 40 03 00 00 48) // should be unique
alloc(newmem,$1000,1E5331CF)
globalalloc(gaob,4)
label(code)
label(return)
newmem:
code:
movsxd rax,dword ptr [rsi+00000340]
mov [gaob],rsi
jmp return
gunaob:
jmp newmem
nop
nop
return:
registersymbol(gunaob)
[DISABLE]
gunaob:
db 48 63 86 40 03 00 00
unregistersymbol(gunaob)
dealloc(newmem)
{
// ORIGINAL CODE - INJECTION POINT: 1E5331CF
""+1E5331AB: 74 03 - je Gun:get_CurrentAmmo+50
""+1E5331AD: 45 33 FF - xor r15d,r15d
""+1E5331B0: 4D 85 FF - test r15,r15
""+1E5331B3: 74 1A - je Gun:get_CurrentAmmo+6f
""+1E5331B5: 48 8B CE - mov rcx,rsi
""+1E5331B8: 48 83 EC 20 - sub rsp,20
""+1E5331BC: 49 BB 8C 49 F0 2C 00 00 00 00 - mov r11,000000002CF0498C
""+1E5331C6: 41 FF D3 - call r11
""+1E5331C9: 48 83 C4 20 - add rsp,20
""+1E5331CD: EB 07 - jmp Gun:get_CurrentAmmo+76
// ---------- INJECTING HERE ----------
""+1E5331CF: 48 63 86 40 03 00 00 - movsxd rax,dword ptr [rsi+00000340]
// ---------- DONE INJECTING ----------
""+1E5331D6: 48 8D 65 E8 - lea rsp,[rbp-18]
""+1E5331DA: 41 5F - pop r15
""+1E5331DC: 5F - pop rdi
""+1E5331DD: 5E - pop rsi
""+1E5331DE: C9 - leave
""+1E5331DF: C3 - ret
""+1E5331E0: 00 00 - add [rax],al
""+1E5331E2: 00 00 - add [rax],al
""+1E5331E4: 80 00 00 - add byte ptr [rax],00
""+1E5331E7: 00 8C 00 00 00 01 04 - add [rax+rax+04010000],cl
}
320
"Ammo"
4 Bytes
[gaob]+340
322
"Max Ammo"
4 Bytes
[gaob]+34C
323
"Reload Time [Numpad 1]"
Float
[gaob]+350
Set Value
97
0
0
324
"Damage Modifier [Numpad 2]"
4 Bytes
[gaob]+378
Set Value
98
999
0
321
"Infinite Ammo? [Numpad 3]"
0:No
1:Yes
Byte
[gaob]+345
Set Value
99
1
0
816
"[Gun Modifier] (Work in progress)"
00C100
1
757
"Current Gun"
1
String
0
0
0
1
[gaob]+80
758
"Value"
String
128
1
0
1
[gaob]+80
14
749
"Ammo Type"
1
String
0
0
0
1
[gaob]+D0
10
750
"Value"
String
128
1
0
1
[gaob]+D0
14
10
751
"Projectiles"
1
String
0
0
0
1
[gaob]+D0
18
817
"Projectile Count"
4 Bytes
[gaob]+D0
C
10
18
752
"Base Data"
1
String
0
0
0
1
[gaob]+D0
38
20
10
18
753
"damage"
Float
[gaob]+D0
20
38
20
10
18
754
"speed"
Float
[gaob]+D0
24
38
20
10
18
755
"range"
Float
[gaob]+D0
28
38
20
10
18
756
"force"
Float
[gaob]+D0
2C
38
20
10
18
759
"healthEffect"
1
String
0
0
0
1
[gaob]+D0
40
20
10
18
760
"DamagePerSecondToEnemies"
Float
[gaob]+D0
60
40
20
10
18
761
"ignitesGoops"
Byte
[gaob]+D0
64
40
20
10
18
762
"speedEffect"
1
String
0
0
0
1
[gaob]+D0
48
20
10
18
763
"SpeedMultiplier"
Float
[gaob]+D0
60
48
20
10
18
764
"CooldownMultiplier"
Float
[gaob]+D0
64
48
20
10
18
765
"statusEffectsToApply"
1
String
0
0
0
1
[gaob]+D0
E0
20
10
18
766
"effectIdentifier"
1
String
0
0
0
1
[gaob]+D0
10
28
10
E0
20
10
18
767
"Value"
String
128
1
0
1
[gaob]+D0
14
10
28
10
E0
20
10
18
768
"AffectsPlayers"
Byte
[gaob]+D0
20
28
10
E0
20
10
18
769
"AffectsEnemies"
Byte
[gaob]+D0
21
28
10
E0
20
10
18
770
"resistanceType"
4 Bytes
[gaob]+D0
24
28
10
E0
20
10
18
771
"duration"
Float
[gaob]+D0
2C
28
10
E0
20
10
18
772
"maxStackedDuration"
Float
[gaob]+D0
30
28
10
E0
20
10
18
773
"allowSelfShooting"
Byte
[gaob]+D0
15C
20
10
18
774
"collidesWithPlayer"
Byte
[gaob]+D0
15D
20
10
18
775
"collidesWithProjectiles"
Byte
[gaob]+D0
15E
20
10
18
776
"collidesOnlyWithPlayerProjectiles"
Byte
[gaob]+D0
15F
20
10
18
777
"projectileHitHealth"
4 Bytes
[gaob]+D0
160
20
10
18
778
"collidesWithEnemies"
Byte
[gaob]+D0
164
20
10
18
779
"shouldRotate"
Byte
[gaob]+D0
165
20
10
18
780
"shouldFlipVertically"
Byte
[gaob]+D0
166
20
10
18
781
"shouldFlipHorizontally"
Byte
[gaob]+D0
167
20
10
18
782
"ignoreDamageCaps"
Byte
[gaob]+D0
168
20
10
18
783
"AppliesPoison"
Byte
[gaob]+D0
170
20
10
18
784
"PoisonApplyChance"
Float
[gaob]+D0
174
20
10
18
785
"AppliesSpeedModifier"
Byte
[gaob]+D0
178
20
10
18
786
"SpeedApplyChance"
Float
[gaob]+D0
17C
20
10
18
787
"AppliesCharm"
Byte
[gaob]+D0
180
20
10
18
788
"CharmApplyChance"
Float
[gaob]+D0
184
20
10
18
789
"AppliesFreeze"
Byte
[gaob]+D0
188
20
10
18
790
"FreezeApplyChance"
Float
[gaob]+D0
18C
20
10
18
791
"AppliesFire"
Byte
[gaob]+D0
190
20
10
18
792
"FireApplyChance"
Float
[gaob]+D0
194
20
10
18
793
"AppliesStun"
Byte
[gaob]+D0
198
20
10
18
794
"StunApplyChance"
Float
[gaob]+D0
19C
20
10
18
795
"AppliedStunDuration"
Float
[gaob]+D0
1A0
20
10
18
796
"AppliesBleed"
Byte
[gaob]+D0
1A4
20
10
18
797
"BleedApplyChance"
Float
[gaob]+D0
1A8
20
10
18
798
"CanTransmogrify"
Byte
[gaob]+D0
1AC
20
10
18
799
"ChanceToTransmogrify"
Float
[gaob]+D0
1B0
20
10
18
800
"BossDamageMultiplier"
Float
[gaob]+D0
1B4
20
10
18
801
"SpawnedFromNonChallengeItem"
Byte
[gaob]+D0
1B8
20
10
18
802
"TreatedAsNonProjectileForChallenge"
Byte
[gaob]+D0
1B9
20
10
18
803
"damagesWalls"
Byte
[gaob]+D0
1BB
20
10
18
804
"persistTime"
Float
[gaob]+D0
1BC
20
10
18
805
"pierceMinorBreakables"
Byte
[gaob]+D0
1D0
20
10
18
807
"m_currentSpeed"
Float
[gaob]+D0
20C
20
10
18
808
"m_currentDirection"
4 Bytes
[gaob]+D0
210
20
10
18
809
"m_timeElapsed"
Float
[gaob]+D0
218
20
10
18
810
"m_distanceElapsed"
Float
[gaob]+D0
21C
20
10
18
811
"m_lastPosition"
4 Bytes
[gaob]+D0
220
20
10
18
812
"m_hasImpactedObject"
Byte
[gaob]+D0
22C
20
10
18
813
"m_hasImpactedEnemy"
Byte
[gaob]+D0
22D
20
10
18
814
"m_hasDiedInAir"
Byte
[gaob]+D0
22E
20
10
18
815
"m_hasPierced"
Byte
[gaob]+D0
22F
20
10
18
304
"[Core]"
0000FF
Auto Assembler Script
[ENABLE]
aobscan(playeraob,38 00 F3 0F 10 80 08 01 00 00) // should be unique
alloc(newmem,$1000,1BC90666)
globalalloc(paob,4)
label(code)
label(return)
newmem:
code:
movss xmm0,[rax+00000108]
mov [paob],rax
jmp return
playeraob+02:
jmp newmem
nop
nop
nop
return:
registersymbol(playeraob)
[DISABLE]
playeraob+02:
db F3 0F 10 80 08 01 00 00
unregistersymbol(playeraob)
dealloc(newmem)
{
// ORIGINAL CODE - INJECTION POINT: 1BC90666
""+1BC90646: 57 - push rdi
""+1BC90647: 41 54 - push r12
""+1BC90649: 41 55 - push r13
""+1BC9064B: 41 56 - push r14
""+1BC9064D: 41 57 - push r15
""+1BC9064F: 48 81 EC 68 02 00 00 - sub rsp,00000268
""+1BC90656: 48 8B F9 - mov rdi,rcx
""+1BC90659: 48 89 95 98 FD FF FF - mov [rbp-00000268],rdx
""+1BC90660: 48 8B C2 - mov rax,rdx
""+1BC90663: 83 38 00 - cmp dword ptr [rax],00
// ---------- INJECTING HERE ----------
""+1BC90666: F3 0F 10 80 08 01 00 00 - movss xmm0,[rax+00000108]
// ---------- DONE INJECTING ----------
""+1BC9066E: F3 0F 5A C0 - cvtss2sd xmm0,xmm0
""+1BC90672: F2 0F 5A E8 - cvtsd2ss xmm5,xmm0
""+1BC90676: F3 0F 11 AD 64 FF FF FF - movss [rbp-0000009C],xmm5
""+1BC9067E: F3 0F 10 85 64 FF FF FF - movss xmm0,[rbp-0000009C]
""+1BC90686: F3 0F 5A C0 - cvtss2sd xmm0,xmm0
""+1BC9068A: F2 0F 5A E8 - cvtsd2ss xmm5,xmm0
""+1BC9068E: F3 0F 11 AD 64 FF FF FF - movss [rbp-0000009C],xmm5
""+1BC90696: 48 8B C8 - mov rcx,rax
""+1BC90699: 48 83 EC 20 - sub rsp,20
""+1BC9069D: 83 38 00 - cmp dword ptr [rax],00
}
305
"Current Health (Freeze it) [Numpad 4]"
Float
[paob]+108
Toggle Activation
100
0
Set Value
100
99
1
306
"Max Health"
Float
[paob]+104
307
"Current Armor"
Float
[paob]+10C
472
"Is Vulnerable?"
0:No
1:Yes
Byte
[paob]+154
475
"Last Source of Damage"
1
474
"Value"
String
128
1
0
1
[paob]+78
14
368
"[Reward] [Clear Room First]"
0000FF
Auto Assembler Script
[ENABLE]
aobscan(p0,30 3B C1 0F 85 25 00 00 00 48 8B 47 18 48 8B C8) // should be unique
alloc(newmem,$1000,445DDEC1)
globalalloc(_p0,4)
label(code)
label(return)
newmem:
code:
mov rax,[rdi+18]
mov [_p0],rdi
mov rcx,rax
jmp return
p0+09:
jmp newmem
nop
nop
return:
registersymbol(p0)
[DISABLE]
p0+09:
db 48 8B 47 18 48 8B C8
unregistersymbol(p0)
dealloc(newmem)
{
// ORIGINAL CODE - INJECTION POINT: 445DDEC1
""+445DDE96: 48 83 EC 20 - sub rsp,20
""+445DDE9A: 83 38 00 - cmp dword ptr [rax],00
""+445DDE9D: 49 BB 40 5E 7F 05 00 00 00 00 - mov r11,System.Collections.Generic:List`1:get_Item
""+445DDEA7: 41 FF D3 - call r11
""+445DDEAA: 48 83 C4 20 - add rsp,20
""+445DDEAE: 48 8B C8 - mov rcx,rax
""+445DDEB1: 48 8B 45 D8 - mov rax,[rbp-28]
""+445DDEB5: 48 63 49 30 - movsxd rcx,dword ptr [rcx+30]
""+445DDEB9: 3B C1 - cmp eax,ecx
""+445DDEBB: 0F 85 25 00 00 00 - jne RewardManager:GetRewardDataForFloor+a6
// ---------- INJECTING HERE ----------
""+445DDEC1: 48 8B 47 18 - mov rax,[rdi+18]
""+445DDEC5: 48 8B C8 - mov rcx,rax
// ---------- DONE INJECTING ----------
""+445DDEC8: 49 8B D6 - mov rdx,r14
""+445DDECB: 48 83 EC 20 - sub rsp,20
""+445DDECF: 83 38 00 - cmp dword ptr [rax],00
""+445DDED2: 49 BB 40 5E 7F 05 00 00 00 00 - mov r11,System.Collections.Generic:List`1:get_Item
""+445DDEDC: 41 FF D3 - call r11
""+445DDEDF: 48 83 C4 20 - add rsp,20
""+445DDEE3: 4C 8B F8 - mov r15,rax
""+445DDEE6: 41 FF C6 - inc r14d
""+445DDEE9: 48 8B 47 18 - mov rax,[rdi+18]
""+445DDEED: 48 8B C8 - mov rcx,rax
}
418
"[Rainbow Chest] [Activate after first rainbow chest]"
0000FF
Auto Assembler Script
[ENABLE]
aobscan(aobrainbow,4C 8B 76 48 F3 0F 10 47 60) // should be unique
alloc(newmem,$1000,1AAD8B92)
globalalloc(rain,4)
label(code)
label(return)
newmem:
code:
mov r14,[rsi+48]
mov [rain],rsi
movss xmm0,[rdi+60]
jmp return
aobrainbow:
jmp newmem
nop
nop
nop
nop
return:
registersymbol(aobrainbow)
[DISABLE]
aobrainbow:
db 4C 8B 76 48 F3 0F 10 47 60
unregistersymbol(aobrainbow)
dealloc(newmem)
{
// ORIGINAL CODE - INJECTION POINT: 1AAD8B92
""+1AAD8B60: 45 33 F6 - xor r14d,r14d
""+1AAD8B63: 48 83 EC 20 - sub rsp,20
""+1AAD8B67: 49 BB 00 0C 57 44 00 00 00 00 - mov r11,UnityEngine:Random:get_value
""+1AAD8B71: 41 FF D3 - call r11
""+1AAD8B74: 48 83 C4 20 - add rsp,20
""+1AAD8B78: F3 0F 5A C0 - cvtss2sd xmm0,xmm0
""+1AAD8B7C: F3 0F 10 8E 8C 00 00 00 - movss xmm1,[rsi+0000008C]
""+1AAD8B84: F3 0F 5A C9 - cvtss2sd xmm1,xmm1
""+1AAD8B88: 66 0F 2F C8 - comisd xmm1,xmm0
""+1AAD8B8C: 0F 86 04 00 00 00 - jbe RewardManager:SpawnRoomClearChestAt+b6
// ---------- INJECTING HERE ----------
""+1AAD8B92: 4C 8B 76 48 - mov r14,[rsi+48]
""+1AAD8B96: F3 0F 10 47 60 - movss xmm0,[rdi+60]
// ---------- DONE INJECTING ----------
""+1AAD8B9B: F3 0F 5A C0 - cvtss2sd xmm0,xmm0
""+1AAD8B9F: 48 83 EC 08 - sub rsp,08
""+1AAD8BA3: 48 8B CE - mov rcx,rsi
""+1AAD8BA6: 4C 63 45 E4 - movsxd r8,dword ptr [rbp-1C]
""+1AAD8BAA: 4D 8B CE - mov r9,r14
""+1AAD8BAD: F2 0F 10 C8 - movsd xmm1,xmm0
""+1AAD8BB1: F2 0F 5A C9 - cvtsd2ss xmm1,xmm1
""+1AAD8BB5: FF 75 30 - push [rbp+30]
""+1AAD8BB8: 48 83 EC 20 - sub rsp,20
""+1AAD8BBC: 49 BB D0 8E AD 1A 00 00 00 00 - mov r11,RewardManager:SpawnInternal
}
420
"IsRainbowChest"
Byte
[rain]+48
11D
458
"D_Chance"
Float
[rain]+48
2C
40
459
"C_Chance"
Float
[rain]+48
30
40
460
"B_Chance"
Float
[rain]+48
34
40
461
"A_Chance"
Float
[rain]+48
38
40
462
"S_Chance"
Float
[rain]+48
3C
40
372
"Room Clear Rainbow Chance? (Numpad 5)"
Float
[_p0]+8C
Set Value
101
1
0
702
"[Normal Chests With % Chance of Rainbow]"
FF00FF
1
703
"[Floor One]"
8000FF
1
713
"ChestSystem_Increment"
Float
[_p0]+18
5C
20
10
714
"PercentOfRoomClearRewardsThatAreChests"
Float
[_p0]+18
64
20
10
704
"[Floor Two]"
8000FF
1
715
"ChestSystem_Increment"
Float
[_p0]+18
5C
28
10
716
"PercentOfRoomClearRewardsThatAreChests"
Float
[_p0]+18
64
28
10
705
"[Floor Three]"
8000FF
1
717
"ChestSystem_Increment"
Float
[_p0]+18
5C
30
10
718
"PercentOfRoomClearRewardsThatAreChests"
Float
[_p0]+18
64
30
10
706
"[Floor Four]"
8000FF
1
719
"PercentOfRoomClearRewardsThatAreChests"
Float
[_p0]+18
64
38
10
720
"ChestSystem_Increment"
Float
[_p0]+18
5C
38
10
707
"[Floor Five]"
8000FF
1
721
"ChestSystem_Increment"
Float
[_p0]+18
5C
40
10
722
"PercentOfRoomClearRewardsThatAreChests"
Float
[_p0]+18
64
40
10
708
"[Floor Six]"
8000FF
1
723
"ChestSystem_Increment"
Float
[_p0]+18
5C
48
10
724
"PercentOfRoomClearRewardsThatAreChests"
Float
[_p0]+18
64
48
10
469
"[Dungeons] (Numpad 5)"
FF0080
1
729
"Castle [Floor One]"
FF0080
1
Set Value
101
1
0
378
"S_Chest_Chance"
Float
[_p0]+18
50
20
10
379
"PercentOfRoomClearRewardsThatAreChests"
Float
[_p0]+18
64
20
10
380
"S_RoomChest_Chance"
Float
[_p0]+18
7C
20
10
381
"S_BossGun_Chance"
Float
[_p0]+18
90
20
10
382
"S_Shop_Chance"
Float
[_p0]+18
A4
20
10
383
"S_Item_Chest_Chance"
Float
[_p0]+18
C0
20
10
384
"ChestSystem_Increment"
Float
[_p0]+18
5C
20
10
730
"Sewers [Floor Two]"
FF0080
1
Set Value
101
1
0
386
"S_Chest_Chance"
Float
[_p0]+18
50
28
10
387
"ChestSystem_Increment"
Float
[_p0]+18
5C
28
10
388
"PercentOfRoomClearRewardsThatAreChests"
Float
[_p0]+18
64
28
10
389
"S_RoomChest_Chance"
Float
[_p0]+18
7C
28
10
390
"S_BossGun_Chance"
Float
[_p0]+18
90
28
10
391
"S_Shop_Chance"
Float
[_p0]+18
A4
28
10
392
"S_Item_Chest_Chance"
Float
[_p0]+18
C0
28
10
731
"Mines & Cathedral [Floor Three]"
FF0080
1
Set Value
101
1
0
394
"S_Chest_Chance"
Float
[_p0]+18
50
30
10
395
"ChestSystem_Increment"
Float
[_p0]+18
5C
30
10
397
"PercentOfRoomClearRewardsThatAreChests"
Float
[_p0]+18
64
30
10
396
"S_RoomChest_Chance"
Float
[_p0]+18
7C
30
10
398
"S_BossGun_Chance"
Float
[_p0]+18
90
30
10
399
"S_Shop_Chance"
Float
[_p0]+18
A4
30
10
400
"S_Item_Chest_Chance"
Float
[_p0]+18
C0
30
10
732
"Catacombs [Floor Four]"
FF0080
1
Set Value
101
1
0
402
"S_Chest_Chance"
Float
[_p0]+18
50
38
10
403
"ChestSystem_Increment"
Float
[_p0]+18
5C
38
10
404
"PercentOfRoomClearRewardsThatAreChests"
Float
[_p0]+18
64
38
10
405
"S_RoomChest_Chance"
Float
[_p0]+18
7C
38
10
406
"S_BossGun_Chance"
Float
[_p0]+18
90
38
10
407
"S_Shop_Chance"
Float
[_p0]+18
A4
38
10
408
"S_Item_Chest_Chance"
Float
[_p0]+18
C0
38
10
733
"Forge & Hell [Floor Five]"
FF0080
1
Set Value
101
1
0
410
"S_Chest_Chance"
Float
[_p0]+18
50
40
10
411
"ChestSystem_Increment"
Float
[_p0]+18
5C
40
10
412
"PercentOfRoomClearRewardsThatAreChests"
Float
[_p0]+18
64
40
10
413
"S_RoomChest_Chance"
Float
[_p0]+18
7C
40
10
414
"S_BossGun_Chance"
Float
[_p0]+18
90
40
10
415
"S_Shop_Chance"
Float
[_p0]+18
A4
40
10
416
"S_Item_Chest_Chance"
Float
[_p0]+18
C0
40
10
428
"[Chests] (Numpad 5)"
FF0080
1
438
"D_Chest"
1
String
0
0
0
1
[_p0]
20
440
"IsRainbowChest"
Byte
[_p0]+20
11D
Set Value
101
1
0
441
"C_Chest"
1
String
0
0
0
1
[_p0]
28
442
"IsRainbowChest"
Byte
[_p0]+28
11D
Set Value
101
1
0
452
"B_Chest"
1
String
0
0
0
1
[_p0]
30
453
"IsRainbowChest"
Byte
[_p0]+30
11D
Set Value
101
1
0
454
"A_Chest"
1
String
0
0
0
1
[_p0]
38
455
"IsRainbowChest"
Byte
[_p0]+38
11D
Set Value
101
1
0
456
"S_Chest"
1
String
0
0
0
1
[_p0]
40
457
"IsRainbowChest"
Byte
[_p0]+40
11D
Set Value
101
1
0
526
"[Enter The Gungeon 1.0.10 x32 Steam]"
800040
1
557
"Scripts"
FF0000
1
556
"Infinite Blanks"
FF0000
Auto Assembler Script
[ENABLE]
aobscan(blanks,89 86 7C 02 00 00 E8) // should be unique
alloc(newmem,$1000)
label(code)
label(return)
newmem:
code:
mov [esi+0000027C], (Int)3
jmp return
blanks:
jmp newmem
nop
return:
registersymbol(blanks)
[DISABLE]
blanks:
db 89 86 7C 02 00 00
unregistersymbol(blanks)
dealloc(newmem)
{
// ORIGINAL CODE - INJECTION POINT: 251784F5
""+251784E1: 83 C4 10 - add esp,10
""+251784E4: C9 - leave
""+251784E5: C3 - ret
""+251784E6: 00 00 - add [eax],al
""+251784E8: 55 - push ebp
""+251784E9: 8B EC - mov ebp,esp
""+251784EB: 56 - push esi
""+251784EC: 83 EC 04 - sub esp,04
""+251784EF: 8B 75 08 - mov esi,[ebp+08]
""+251784F2: 8B 45 0C - mov eax,[ebp+0C]
// ---------- INJECTING HERE ----------
""+251784F5: 89 86 7C 02 00 00 - mov [esi+0000027C],eax
// ---------- DONE INJECTING ----------
""+251784FB: E8 40 31 87 E1 - call GameStatsManager:get_Instance
""+25178500: 8B 8E 7C 02 00 00 - mov ecx,[esi+0000027C]
""+25178506: 51 - push ecx
""+25178507: DB 04 24 - fild dword ptr [esp]
""+2517850A: D9 1C 24 - fstp dword ptr [esp]
""+2517850D: D9 04 24 - fld dword ptr [esp]
""+25178510: 83 C4 04 - add esp,04
""+25178513: 83 EC 04 - sub esp,04
""+25178516: 83 EC 04 - sub esp,04
""+25178519: D9 1C 24 - fstp dword ptr [esp]
}
559
"Infinite Money"
FF0000
Auto Assembler Script
[ENABLE]
aobscan(currency,89 7E 14 E8 DB 9F 86 E1) // should be unique
alloc(newmem,$1000)
label(code)
label(return)
newmem:
code:
mov [esi+14], (Int)999
jmp return
currency:
jmp newmem
nop
nop
nop
return:
registersymbol(currency)
[DISABLE]
currency:
db 89 7E 14 E8 DB 9F 86 E1
unregistersymbol(currency)
dealloc(newmem)
{
// ORIGINAL CODE - INJECTION POINT: 2518B2B5
""+2518B299: 7C 1A - jl PlayerConsumables:set_Currency+75
""+2518B29B: E8 68 18 7F E1 - call GameManager:get_Instance
""+2518B2A0: 8B 40 10 - mov eax,[eax+10]
""+2518B2A3: 83 EC 04 - sub esp,04
""+2518B2A6: 6A 00 - push 00
""+2518B2A8: 6A 2D - push 2D
""+2518B2AA: 50 - push eax
""+2518B2AB: 39 00 - cmp [eax],eax
""+2518B2AD: E8 66 E0 F6 FF - call PlatformInterface:AchievementUnlock
""+2518B2B2: 83 C4 10 - add esp,10
// ---------- INJECTING HERE ----------
""+2518B2B5: 89 7E 14 - mov [esi+14],edi
""+2518B2B8: E8 DB 9F 86 E1 - call GameUIRoot:get_Instance
// ---------- DONE INJECTING ----------
""+2518B2BD: 83 EC 08 - sub esp,08
""+2518B2C0: 56 - push esi
""+2518B2C1: 50 - push eax
""+2518B2C2: 39 00 - cmp [eax],eax
""+2518B2C4: E8 5F D3 FE FF - call GameUIRoot:UpdatePlayerConsumables
""+2518B2C9: 83 C4 10 - add esp,10
""+2518B2CC: 8D 65 F8 - lea esp,[ebp-08]
""+2518B2CF: 5E - pop esi
""+2518B2D0: 5F - pop edi
""+2518B2D1: C9 - leave
}
558
"Structures"
0000FF
1
592
"[Reward]"
0000FF
Auto Assembler Script
[ENABLE]
aobscan(rwdmng,8B 46 0C 83 EC 08 53 50 39 00 E8 B9) // should be unique
alloc(newmem,$1000)
globalalloc(_reward,4)
label(code)
label(return)
newmem:
code:
mov eax,[esi+0C]
mov [_reward],esi
//sub esp,08
jmp return
rwdmng:
jmp newmem
nop
return:
registersymbol(rwdmng)
[DISABLE]
rwdmng:
db 8B 46 0C 83 EC 08
unregistersymbol(rwdmng)
dealloc(newmem)
{
// ORIGINAL CODE - INJECTION POINT: 15FC8E28
""+15FC8E10: 53 - push ebx
""+15FC8E11: 50 - push eax
""+15FC8E12: 39 00 - cmp [eax],eax
""+15FC8E14: E8 D7 62 B6 F0 - call System.Collections.Generic:List`1:get_Item
""+15FC8E19: 83 C4 10 - add esp,10
""+15FC8E1C: 8B C8 - mov ecx,eax
""+15FC8E1E: 8B 45 EC - mov eax,[ebp-14]
""+15FC8E21: 8B 49 18 - mov ecx,[ecx+18]
""+15FC8E24: 3B C1 - cmp eax,ecx
""+15FC8E26: 75 15 - jne RewardManager:GetRewardDataForFloor+6d
// ---------- INJECTING HERE ----------
""+15FC8E28: 8B 46 0C - mov eax,[esi+0C]
""+15FC8E2B: 83 EC 08 - sub esp,08
// ---------- DONE INJECTING ----------
""+15FC8E2E: 53 - push ebx
""+15FC8E2F: 50 - push eax
""+15FC8E30: 39 00 - cmp [eax],eax
""+15FC8E32: E8 B9 62 B6 F0 - call System.Collections.Generic:List`1:get_Item
""+15FC8E37: 83 C4 10 - add esp,10
""+15FC8E3A: 89 45 F0 - mov [ebp-10],eax
""+15FC8E3D: 43 - inc ebx
""+15FC8E3E: 8B 46 0C - mov eax,[esi+0C]
""+15FC8E41: 8B C8 - mov ecx,eax
""+15FC8E43: 39 09 - cmp [ecx],ecx
}
683
"[Normal Chests With % Chance of Rainbow]"
FF00FF
1
684
"[Floor One]"
8000FF
1
690
"PercentOfRoomClearRewardsThatAreChests"
Float
[_reward]+C
4C
10
8
691
"ChestSystem_Increment"
Float
[_reward]+C
44
10
8
685
"[Floor Two]"
8000FF
1
692
"PercentOfRoomClearRewardsThatAreChests"
Float
[_reward]+C
4C
14
8
693
"ChestSystem_Increment"
Float
[_reward]+C
44
14
8
686
"[Floor Three]"
8000FF
1
694
"ChestSystem_Increment"
Float
[_reward]+C
44
18
8
695
"PercentOfRoomClearRewardsThatAreChests"
Float
[_reward]+C
4C
18
8
687
"[Floor Four]"
8000FF
1
696
"ChestSystem_Increment"
Float
[_reward]+C
44
1C
8
697
"PercentOfRoomClearRewardsThatAreChests"
Float
[_reward]+C
4C
1C
8
688
"[Floor Five]"
8000FF
1
698
"ChestSystem_Increment"
Float
[_reward]+C
44
20
8
699
"PercentOfRoomClearRewardsThatAreChests"
Float
[_reward]+C
4C
20
8
689
"[Floor Six]"
8000FF
1
700
"ChestSystem_Increment"
Float
[_reward]+C
44
24
8
701
"PercentOfRoomClearRewardsThatAreChests"
Float
[_reward]+C
4C
24
8
604
"[Dungeons]"
FF0080
1
605
"[Floor One]"
FF8080
1
647
"S_Chest_Chance"
Float
[_reward]+C
38
10
8
648
"ChestSystem_Increment"
Float
[_reward]+C
44
10
8
649
"PercentOfRoomClearRewardsThatAreChests"
Float
[_reward]+C
4C
10
8
650
"S_RoomChest_Chance"
Float
[_reward]+C
64
10
8
651
"S_Shop_Chance"
Float
[_reward]+C
8C
10
8
652
"S_Item_Chest_Chance"
Float
[_reward]+C
A8
10
8
611
"[Floor Two]"
FF8080
1
653
"S_Chest_Chance"
Float
[_reward]+C
38
14
8
654
"ChestSystem_Increment"
Float
[_reward]+C
44
14
8
655
"PercentOfRoomClearRewardsThatAreChests"
Float
[_reward]+C
4C
14
8
656
"S_RoomChest_Chance"
Float
[_reward]+C
64
14
8
657
"S_Shop_Chance"
Float
[_reward]+C
8C
14
8
658
"S_Item_Chest_Chance"
Float
[_reward]+C
A8
14
8
617
"[Floor Three]"
FF8080
1
659
"S_Chest_Chance"
Float
[_reward]+C
38
18
8
660
"ChestSystem_Increment"
Float
[_reward]+C
44
18
8
661
"PercentOfRoomClearRewardsThatAreChests"
Float
[_reward]+C
4C
18
8
662
"S_RoomChest_Chance"
Float
[_reward]+C
64
18
8
663
"S_Shop_Chance"
Float
[_reward]+C
8C
18
8
664
"S_Item_Chest_Chance"
Float
[_reward]+C
A8
18
8
628
"[Floor Four]"
FF8080
1
665
"S_Chest_Chance"
Float
[_reward]+C
38
1C
8
666
"ChestSystem_Increment"
Float
[_reward]+C
44
1C
8
667
"PercentOfRoomClearRewardsThatAreChests"
Float
[_reward]+C
4C
1C
8
668
"S_RoomChest_Chance"
Float
[_reward]+C
64
1C
8
669
"S_Shop_Chance"
Float
[_reward]+C
8C
1C
8
670
"S_Item_Chest_Chance"
Float
[_reward]+C
A8
1C
8
640
"[Floor Five]"
FF8080
1
671
"S_Chest_Chance"
Float
[_reward]+C
38
20
8
672
"ChestSystem_Increment"
Float
[_reward]+C
44
20
8
673
"PercentOfRoomClearRewardsThatAreChests"
Float
[_reward]+C
4C
20
8
674
"S_RoomChest_Chance"
Float
[_reward]+C
64
20
8
675
"S_Shop_Chance"
Float
[_reward]+C
8C
20
8
676
"S_Item_Chest_Chance"
Float
[_reward]+C
A8
20
8
646
"[Floor Six]"
FF8080
1
677
"S_Chest_Chance"
Float
[_reward]+C
38
24
8
678
"ChestSystem_Increment"
Float
[_reward]+C
44
24
8
679
"PercentOfRoomClearRewardsThatAreChests"
Float
[_reward]+C
4C
24
8
680
"S_RoomChest_Chance"
Float
[_reward]+C
64
24
8
681
"S_Shop_Chance"
Float
[_reward]+C
8C
24
8
682
"S_Item_Chest_Chance"
Float
[_reward]+C
A8
24
8
594
"[D Chest]"
FF0080
1
599
"IsRainbowChest"
Byte
[_reward]+10
A9
595
"[C Chest]"
FF0080
1
600
"IsRainbowChest"
Byte
[_reward]+14
A9
596
"[B Chest]"
FF0080
1
601
"IsRainbowChest"
Byte
[_reward]+18
A9
597
"[A Chest]"
FF0080
1
602
"IsRainbowChest"
Byte
[_reward]+1C
A9
598
"[S Chance]"
FF0080
1
603
"IsRainbowChest"
Byte
[_reward]+20
A9
593
"RoomClearRainbowChance"
Float
[_reward]+44
529
"[Core]"
0000FF
Auto Assembler Script
[ENABLE]
aobscan(core,D9 80 94 00 00 00 D9 9D 80) // should be unique
alloc(newmem,$1000)
globalalloc(_core,4)
label(code)
label(return)
newmem:
code:
fld dword ptr [eax+00000094]
mov [_core],eax
jmp return
core:
jmp newmem
nop
return:
registersymbol(core)
[DISABLE]
core:
db D9 80 94 00 00 00
unregistersymbol(core)
dealloc(newmem)
{
// ORIGINAL CODE - INJECTION POINT: 205AAB31
""+205AAB14: 57 - push edi
""+205AAB15: 56 - push esi
""+205AAB16: 81 EC CC 01 00 00 - sub esp,000001CC
""+205AAB1C: 8B 75 08 - mov esi,[ebp+08]
""+205AAB1F: D9 EE - fldz
""+205AAB21: D9 5D A4 - fstp dword ptr [ebp-5C]
""+205AAB24: D9 EE - fldz
""+205AAB26: D9 9D C0 FE FF FF - fstp dword ptr [ebp-00000140]
""+205AAB2C: 8B 45 0C - mov eax,[ebp+0C]
""+205AAB2F: 39 00 - cmp [eax],eax
// ---------- INJECTING HERE ----------
""+205AAB31: D9 80 94 00 00 00 - fld dword ptr [eax+00000094]
// ---------- DONE INJECTING ----------
""+205AAB37: D9 9D 80 FE FF FF - fstp dword ptr [ebp-00000180]
""+205AAB3D: D9 85 80 FE FF FF - fld dword ptr [ebp-00000180]
""+205AAB43: D9 5D A4 - fstp dword ptr [ebp-5C]
""+205AAB46: 83 EC 0C - sub esp,0C
""+205AAB49: 50 - push eax
""+205AAB4A: 39 00 - cmp [eax],eax
""+205AAB4C: E8 17 D5 73 F5 - call HealthHaver:GetMaxHealth
""+205AAB51: 83 C4 10 - add esp,10
""+205AAB54: D9 9D C0 FE FF FF - fstp dword ptr [ebp-00000140]
""+205AAB5A: D9 85 C0 FE FF FF - fld dword ptr [ebp-00000140]
}
541
"[Guns]"
FF0080
1
543
"Gun Name"
String
128
1
0
1
[_core]+50
C
5C
10
13C
547
"Ammo"
4 Bytes
[_core]+50
1D4
10
13C
549
"Max Ammo"
4 Bytes
[_core]+50
1E0
10
13C
548
"Enable Infinite Ammo? (Numpad 1)"
0:No
1:Yes
0080FF
Byte
[_core]+50
1D9
10
13C
Set Value
97
1
1
0
550
"Reload Modifier (Numpad 3)"
Float
[_core]+50
1E4
10
13C
Set Value
99
0
0
551
"Damage Modifier (Numpad 2)"
4 Bytes
[_core]+50
20C
10
13C
Set Value
98
999
0
552
"Force Laser Sight?"
0:No
1:Yes
0080FF
Byte
[_core]+50
30F
10
13C
544
"damageMultiply"
Float
[_core]+50
8
A8
10
13C
545
"knockbackMultiply"
Float
[_core]+50
C
A8
10
13C
546
"reloadSpeedMultiplier"
Float
[_core]+50
18
A8
10
13C
553
"[Health]"
FF0080
1
530
"Current Health (Numpad 4)"
Float
[_core]+94
Set Value
100
99
0
531
"Maximum Health"
Float
[_core]+90
532
"Current Armor"
Float
[_core]+98
533
"Is Vulnerable? (Freeze value)"
0:No
1:Yes
0080FF
Byte
[_core]+DC
554
"[Consumables]"
FF0080
1
540
"Keys"
4 Bytes
[_core]+50
18
F4
538
"Infinite Keys?"
0:No
1:Yes
0080FF
Byte
[_core]+50
8
F4
539
"Currency"
4 Bytes
[_core]+50
14
F4
535
"Blanks"
4 Bytes
[_core]+50
27C
555
"--------"
1
534
"Max Items Held"
4 Bytes
[_core]+50
274
30
"[Enter The Gungeon 1.011 Steam]"
808080
1
299
"[Currency]"
Auto Assembler Script
[ENABLE]
aobscan(a0,48 63 51 1C 48 63 8F 90 00 00 00) // should be unique
alloc(newmem,$1000,26854E01)
globalalloc(a1,4)
label(code)
label(return)
newmem:
code:
movsxd rdx,dword ptr [rcx+1C]
mov [a1],rcx
movsxd rcx,dword ptr [rdi+00000090]
jmp return
a0:
jmp newmem
nop
nop
nop
nop
nop
nop
return:
registersymbol(a0)
[DISABLE]
a0:
db 48 63 51 1C 48 63 8F 90 00 00 00
unregistersymbol(a0)
dealloc(newmem)
{
// ORIGINAL CODE - INJECTION POINT: 26854E01
""+26854DD5: 48 83 C4 20 - add rsp,20
""+26854DD9: 48 8B C8 - mov rcx,rax
""+26854DDC: 48 83 EC 20 - sub rsp,20
""+26854DE0: 83 38 00 - cmp dword ptr [rax],00
""+26854DE3: 49 BB A0 77 FF 27 00 00 00 00 - mov r11,0000000027FF77A0
""+26854DED: 41 FF D3 - call r11
""+26854DF0: 48 83 C4 20 - add rsp,20
""+26854DF4: 48 8B 88 68 01 00 00 - mov rcx,[rax+00000168]
""+26854DFB: 48 8B C1 - mov rax,rcx
""+26854DFE: 83 39 00 - cmp dword ptr [rcx],00
// ---------- INJECTING HERE ----------
""+26854E01: 48 63 51 1C - movsxd rdx,dword ptr [rcx+1C]
""+26854E05: 48 63 8F 90 00 00 00 - movsxd rcx,dword ptr [rdi+00000090]
// ---------- DONE INJECTING ----------
""+26854E0C: 03 D1 - add edx,ecx
""+26854E0E: 48 8B C8 - mov rcx,rax
""+26854E11: 48 83 EC 20 - sub rsp,20
""+26854E15: 83 38 00 - cmp dword ptr [rax],00
""+26854E18: 49 BB 50 DC 19 01 00 00 00 00 - mov r11,000000000119DC50
""+26854E22: 41 FF D3 - call r11
""+26854E25: 48 83 C4 20 - add rsp,20
""+26854E29: 48 8B CF - mov rcx,rdi
""+26854E2C: 48 83 EC 20 - sub rsp,20
""+26854E30: 49 BB 40 8F 20 06 00 00 00 00 - mov r11,0000000006208F40
}
300
"Currency"
4 Bytes
[a1]+1C
301
"Keys"
4 Bytes
[a1]+20
298
"Currency"
4 Bytes
4FD1F168
1C
31
"[Player]"
Auto Assembler Script
[ENABLE]
aobscan(_stats,38 00 F3 0F 10 80 08 01 00 00) // should be unique
alloc(newmem,$1000,19C4FAE6)
globalalloc(p0,4)
label(code)
label(return)
newmem:
code:
movss xmm0,[rax+00000108]
mov [p0],rax
jmp return
_stats+02:
jmp newmem
nop
nop
nop
return:
registersymbol(_stats)
[DISABLE]
_stats+02:
db F3 0F 10 80 08 01 00 00
unregistersymbol(_stats)
dealloc(newmem)
{
// ORIGINAL CODE - INJECTION POINT: 19C4FAE6
""+19C4FAC6: 57 - push rdi
""+19C4FAC7: 41 54 - push r12
""+19C4FAC9: 41 55 - push r13
""+19C4FACB: 41 56 - push r14
""+19C4FACD: 41 57 - push r15
""+19C4FACF: 48 81 EC 48 02 00 00 - sub rsp,00000248
""+19C4FAD6: 48 8B F9 - mov rdi,rcx
""+19C4FAD9: 48 89 95 E0 FD FF FF - mov [rbp-00000220],rdx
""+19C4FAE0: 48 8B C2 - mov rax,rdx
""+19C4FAE3: 83 38 00 - cmp dword ptr [rax],00
// ---------- INJECTING HERE ----------
""+19C4FAE6: F3 0F 10 80 08 01 00 00 - movss xmm0,[rax+00000108]
// ---------- DONE INJECTING ----------
""+19C4FAEE: F3 0F 5A C0 - cvtss2sd xmm0,xmm0
""+19C4FAF2: F2 0F 5A E8 - cvtsd2ss xmm5,xmm0
""+19C4FAF6: F3 0F 11 AD 64 FF FF FF - movss [rbp-0000009C],xmm5
""+19C4FAFE: F3 0F 10 85 64 FF FF FF - movss xmm0,[rbp-0000009C]
""+19C4FB06: F3 0F 5A C0 - cvtss2sd xmm0,xmm0
""+19C4FB0A: F2 0F 5A E8 - cvtsd2ss xmm5,xmm0
""+19C4FB0E: F3 0F 11 AD 64 FF FF FF - movss [rbp-0000009C],xmm5
""+19C4FB16: 48 8B C8 - mov rcx,rax
""+19C4FB19: 48 83 EC 20 - sub rsp,20
""+19C4FB1D: 83 38 00 - cmp dword ptr [rax],00
}
36
"[Gun]"
Auto Assembler Script
[ENABLE]
aobscan(pullammo,48 63 86 30 03 00 00 48) // should be unique
alloc(newmem,$1000,1C4D458F)
globalalloc(pa,4)
label(code)
label(return)
newmem:
code:
movsxd rax,dword ptr [rsi+00000330]
mov [pa],rsi
jmp return
pullammo:
jmp newmem
nop
nop
return:
registersymbol(pullammo)
[DISABLE]
pullammo:
db 48 63 86 30 03 00 00
unregistersymbol(pullammo)
dealloc(newmem)
{
// ORIGINAL CODE - INJECTION POINT: 1C4D458F
""+1C4D456B: 74 03 - je Gun:get_CurrentAmmo+50
""+1C4D456D: 45 33 FF - xor r15d,r15d
""+1C4D4570: 4D 85 FF - test r15,r15
""+1C4D4573: 74 1A - je Gun:get_CurrentAmmo+6f
""+1C4D4575: 48 8B CE - mov rcx,rsi
""+1C4D4578: 48 83 EC 20 - sub rsp,20
""+1C4D457C: 49 BB 12 20 E0 00 00 00 00 00 - mov r11,0000000000E02012
""+1C4D4586: 41 FF D3 - call r11
""+1C4D4589: 48 83 C4 20 - add rsp,20
""+1C4D458D: EB 07 - jmp Gun:get_CurrentAmmo+76
// ---------- INJECTING HERE ----------
""+1C4D458F: 48 63 86 30 03 00 00 - movsxd rax,dword ptr [rsi+00000330]
// ---------- DONE INJECTING ----------
""+1C4D4596: 48 8D 65 E8 - lea rsp,[rbp-18]
""+1C4D459A: 41 5F - pop r15
""+1C4D459C: 5F - pop rdi
""+1C4D459D: 5E - pop rsi
""+1C4D459E: C9 - leave
""+1C4D459F: C3 - ret
""+1C4D45A0: 00 00 - add [rax],al
""+1C4D45A2: 00 00 - add [rax],al
""+1C4D45A4: 80 00 00 - add byte ptr [rax],00
""+1C4D45A7: 00 8C 00 00 00 01 04 - add [rax+rax+04010000],cl
}
37
"Current Ammo"
4 Bytes
[pa]+330
38
"Max Ammo"
4 Bytes
[pa]+33C
39
"Reload Time"
Float
[pa]+340
40
"Can Gain Ammo"
Byte
[pa]+334
41
"Infinite Ammo"
Byte
[pa]+335
42
"Can Critical Fire"
Byte
[pa]+3D0
43
"Critical Chance"
Float
[pa]+3D4
44
"Critical Damage Multiplier"
Float
[pa]+3D8
45
"Requires Funds To Shoot"
Byte
[pa]+3BC
46
"Current Cost Per Shot"
4 Bytes
[pa]+3C0
47
"Rate of Fire Multiple Addition Per Second"
Byte
[pa]+3E0
48
"[Shop]"
Auto Assembler Script
[ENABLE]
aobscan(shop,83 39 00 48 63 40 1C 48 89 85) // should be unique
alloc(newmem,$1000,0884B4C3)
globalalloc(p1,4)
label(code)
label(return)
newmem:
code:
cmp dword ptr [rcx],00
mov [p1],rcx
movsxd rax,dword ptr [rax+1C]
jmp return
shop:
jmp newmem
nop
nop
return:
registersymbol(shop)
[DISABLE]
shop:
db 83 39 00 48 63 40 1C
unregistersymbol(shop)
dealloc(newmem)
{
// ORIGINAL CODE - INJECTION POINT: 0884B4C3
""+884B49B: 0F 84 8B 01 00 00 - je ShopItemController:Interact+68c
""+884B4A1: 45 33 ED - xor r13d,r13d
""+884B4A4: 48 63 47 50 - movsxd rax,dword ptr [rdi+50]
""+884B4A8: 85 C0 - test eax,eax
""+884B4AA: 74 0D - je ShopItemController:Interact+519
""+884B4AC: 48 63 47 50 - movsxd rax,dword ptr [rdi+50]
""+884B4B0: 83 F8 03 - cmp eax,03
""+884B4B3: 0F 85 53 00 00 00 - jne ShopItemController:Interact+56c
""+884B4B9: 48 8B 86 68 01 00 00 - mov rax,[rsi+00000168]
""+884B4C0: 48 8B C8 - mov rcx,rax
// ---------- INJECTING HERE ----------
""+884B4C3: 83 39 00 - cmp dword ptr [rcx],00
""+884B4C6: 48 63 40 1C - movsxd rax,dword ptr [rax+1C]
// ---------- DONE INJECTING ----------
""+884B4CA: 48 89 85 68 FF FF FF - mov [rbp-00000098],rax
""+884B4D1: 48 8B CF - mov rcx,rdi
""+884B4D4: 48 83 EC 20 - sub rsp,20
""+884B4D8: 49 BB 70 47 83 08 00 00 00 00 - mov r11,ShopItemController:get_ModifiedPrice
""+884B4E2: 41 FF D3 - call r11
""+884B4E5: 48 83 C4 20 - add rsp,20
""+884B4E9: 48 8B C8 - mov rcx,rax
""+884B4EC: 48 8B 85 68 FF FF FF - mov rax,[rbp-00000098]
""+884B4F3: 3B C1 - cmp eax,ecx
""+884B4F5: 40 0F 9C C0 - setl al
}
49
"Currency"
4 Bytes
[p1]+1C
50
"Keys"
4 Bytes
[p1]+20
340
"[Ignore]"
C0C0C0
1
537
"Player Ptr"
1
4 Bytes
[_core]+50
568
"RewardManager.Static"
1
Pointer
[RewardManager.Static]
569
"RewardManager.Class"
1
Pointer
[RewardManager.Class]
742
"Auto Assemble script"
Auto Assembler Script
[ENABLE]
aobscan(infammo,48 63 86 40 03 00 00 44 3B F8) // should be unique
alloc(newmem,$1000,1B11CB23)
label(code)
label(return)
newmem:
code:
movsxd rax,dword ptr [rsi+00000340]
mov [rsi+00000340],99
jmp return
infammo:
jmp newmem
nop
nop
return:
registersymbol(infammo)
[DISABLE]
infammo:
db 48 63 86 40 03 00 00
unregistersymbol(infammo)
dealloc(newmem)
{
// ORIGINAL CODE - INJECTION POINT: 1B11CB23
""+1B11CAFB: 83 38 00 - cmp dword ptr [rax],00
""+1B11CAFE: 49 BB 70 83 5A 06 00 00 00 00 - mov r11,System.Collections.Generic:Dictionary`2:get_Item
""+1B11CB08: 41 FF D3 - call r11
""+1B11CB0B: 48 83 C4 20 - add rsp,20
""+1B11CB0F: 48 8B C8 - mov rcx,rax
""+1B11CB12: 48 8B 45 C8 - mov rax,[rbp-38]
""+1B11CB16: 48 63 49 24 - movsxd rcx,dword ptr [rcx+24]
""+1B11CB1A: 4C 8B F8 - mov r15,rax
""+1B11CB1D: 44 2B F9 - sub r15d,ecx
""+1B11CB20: 49 8B FF - mov rdi,r15
// ---------- INJECTING HERE ----------
""+1B11CB23: 48 63 86 40 03 00 00 - movsxd rax,dword ptr [rsi+00000340]
// ---------- DONE INJECTING ----------
""+1B11CB2A: 44 3B F8 - cmp r15d,eax
""+1B11CB2D: 7E 1F - jle Gun:get_ClipShotsRemaining+1de
""+1B11CB2F: 48 63 96 40 03 00 00 - movsxd rdx,dword ptr [rsi+00000340]
""+1B11CB36: 48 8B CE - mov rcx,rsi
""+1B11CB39: 48 83 EC 20 - sub rsp,20
""+1B11CB3D: 49 BB 10 02 20 1B 00 00 00 00 - mov r11,Gun:set_ClipShotsRemaining
""+1B11CB47: 41 FF D3 - call r11
""+1B11CB4A: 48 83 C4 20 - add rsp,20
""+1B11CB4E: 48 63 96 40 03 00 00 - movsxd rdx,dword ptr [rsi+00000340]
""+1B11CB55: 48 8B CF - mov rcx,rdi
}
741
"No description"
4 Bytes
424C6434
743
"No description"
4 Bytes
52E55E84
745
"No description"
1
Array of byte
7
1A367BBE
746
"No description"
1
Array of byte
7
1A32E0E3
747
"No description"
1
Array of byte
7
1A32963F
_core
05460000
blanks
251784F5
currency
2518B2B5
_reward
05460010
nchests
00C30020
core
3D66C989
rwdmng
15A58E28
aobkey
010C0040
gaob
010C0030
paob
010C0000
_p0
010C0010
rain
010C0020
proj
00EF0040
infammoaob
1AAD2D5C
hegemony
4701817D
hegemony_ptr
4715002C
bulletsaob
1A2E8A46
Chiados @ CheatEngine.org
Chiados @ FearlessRevolution.com
http://fearlessrevolution.com/posting.php?mode=edit&f=4&p=12346