[REQUEST] Little-Known Galaxy

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KraftCrafterMcCrafty
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[REQUEST] Little-Known Galaxy

Post by KraftCrafterMcCrafty »

Game Name: Little-Known Galaxy
Game Engine: Unity
Game Version: 1.00
Options Required: Health Freeze, Energy Freeze, Time Freeze
Steam Website:
Other Info: So a bit of fun information beforehand as I took it to clown town with self code finding.
Item Slots are 4 Bytes. They are unique because slots shift around when you sort inventory. So if your code changes for Cheat Engine; don't worry. The slot was just shifted to another part of the inventory. This also rings true for containers. So a stone in slot 4 when the inventory is still gonna be editable in a different slot. It's kinda wonky.
Health & Energy are Float values * 1. They are uniquely generated upon reloading a save.
Was also messing with certain machine timers which run on a double value. It's also constantly reset after each production between 3 addresses.

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Yondaime_Kazzy
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Re: [REQUEST] Little-Known Galaxy

Post by Yondaime_Kazzy »

+1!

Flipah
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Re: [REQUEST] Little-Known Galaxy

Post by Flipah »

+1

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Re: [REQUEST] Little-Known Galaxy

Post by Send »

KraftCrafterMcCrafty wrote:
Tue May 21, 2024 3:08 pm
Quick table made with the demo, may or may not work with full version.

Little-Known Galaxy.CT
*DEMO*
(17.09 KiB) Downloaded 235 times

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KraftCrafterMcCrafty
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Re: [REQUEST] Little-Known Galaxy

Post by KraftCrafterMcCrafty »

Send wrote:
Wed May 22, 2024 1:28 am
KraftCrafterMcCrafty wrote:
Tue May 21, 2024 3:08 pm
Quick table made with the demo, may or may not work with full version.
In the current Full Release version -
The Infinite Health & Energy one works.
Infinite Power works kindof. It sets your current power usage to 99. If you don't have the capacity for a new machine when you go over the cap, it breaks all machines.
Player Stats do not work at all. Jumbled numbers.

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Re: [REQUEST] Little-Known Galaxy

Post by NerebArlay »

+1

Valatros
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Re: [REQUEST] Little-Known Galaxy

Post by Valatros »

Alright so I'm gonna go ahead and post my ghetto function that I created for myself, but I'm not really... skilled, this is weapons grade amateur work. It's one code, but it needs you to check three boxes to get it to work reliably, and uncheck all three in order to get it to stop working reliably. It also requires mono features.

DO NOT USE IF YOU ARE NOT FAMILIAR WITH WHAT I JUST SAID. I'm not gonna troubleshoot, or whatever, I accomplished what I wanted and moved on - i don't even know how to combine the three things into one code, it's essentially a miracle I got it to work at all.

But if you activate all three boxes, it sets your charge time with tools to 0.1 seconds. You can change the script to make it whatever if you wanna. It got dumb because it seems to set the charge time in three places and draw it from two, and deciding which to use based on which is highest, 0.4 or whatever the tool is set to, and... I really, really don't know what I'm doing when it comes to xmm registers at all so i had to just try stuff until it worked.

If someone who has the knowledge to even combine this into a single line cheat or whatever wants to, please do. Or just accomplish the result more elegantly. I'd love to see it because I'm pretty sure I did it the dumbest way possible through sheer trial and error.

Oh, and there's a table out on the cheat script for this game by colonelrvh. It has movement speed and some of the usual 'basic' functions for this kind of game.
Attachments
Little-Known Galaxy - Extremely Rough Charge Time Codes.CT
(3.08 KiB) Downloaded 87 times

Valatros
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Re: [REQUEST] Little-Known Galaxy

Post by Valatros »

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>9687</ID>
      <Description>"PossibleQuickUpgrades"</Description>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>[ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat
alloc(newmem,2048,ScUpgradeSave:AdvanceConstruction+1a) 
label(returnhere)
label(originalcode)
label(exit)

newmem: //this is allocated memory, you have read,write,execute access
//place your code here

originalcode:
mov [rdi+24],0
movsxd  rax,dword ptr [rdi+24]

exit:
jmp returnhere

ScUpgradeSave:AdvanceConstruction+1a:
jmp newmem
nop 2
returnhere:


 
 
[DISABLE]
//code from here till the end of the code will be used to disable the cheat
dealloc(newmem)
ScUpgradeSave:AdvanceConstruction+1a:
db 89 47 24 48 63 47 24
//mov [rdi+24],eax
//movsxd  rax,dword ptr [rdi+24]
</AssemblerScript>
    </CheatEntry>
  </CheatEntries>
</CheatTable>
Made another code. This one isn't as troublesome, requires mono enabled, makes your upgrades take just one day (turn on code, sleep, done). You should be able to just leave it on forever for nigh-instant upgrades.

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Re: [REQUEST] Little-Known Galaxy

Post by Send »

Valatros wrote:
Sat May 25, 2024 6:06 pm
You can combine all three scripts in to one. (code 2, newmem2, etc..)
Then for disable just use dealloc(*) unregistersymbol(*) to wildcard all of the symbols and mem allocations.

Add this directly under [ENABLE]:

{$lua}
mono_initialize()
LaunchMonoDataCollector()
{$asm}

Or in a script by itself named something like "Enable", with your scripts under it as a group.

[ENABLE]
{$lua}
mono_initialize()
LaunchMonoDataCollector()
{$asm}
[DISABLE]

Valatros
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Re: [REQUEST] Little-Known Galaxy

Post by Valatros »

Send wrote:
Sat May 25, 2024 11:02 pm
Valatros wrote:
Sat May 25, 2024 6:06 pm
You can combine all three scripts in to one. (code 2, newmem2, etc..)
Then for disable just use dealloc(*) unregistersymbol(*) to wildcard all of the symbols and mem allocations.

Add this directly under [ENABLE]:

{$lua}
mono_initialize()
LaunchMonoDataCollector()
{$asm}

Or in a script by itself named something like "Enable", with your scripts under it as a group.

[ENABLE]
{$lua}
mono_initialize()
LaunchMonoDataCollector()
{$asm}
[DISABLE]
Hey, thanks. I was able to put the LUA stuff in without trouble, so that simplifies making sure they've got mono enabled for sure - also explains the layout that includes an enable box first for some tables.

I got stuck trying to combine the codes, though... I tried combining the bits and renaming all the addresses/references to 2, 3 like you said but when i try to check the box to activate the combined code it doesn't check, and nothing happens. Since there's no error I don't really know where to start looking for a fix, is there a debug process? Or does anything from the below jump out to you?

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>9688</ID>
      <Description>"CombinedAttempt"</Description>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>[ENABLE]
{$lua}
mono_initialize()
LaunchMonoDataCollector()
{$asm}
//code from here to '[DISABLE]' will be used to enable the cheat - this is the first place is pulls tool charge time
alloc(newmem,2048,ScPlayerController:SetChargeDuration+26) 
label(returnhere)
label(originalcode)
label(exit)

alloc(charge_time,4,ScPlayerController:SetChargeDuration+26)

our_address:
dd (float)0.1

newmem: //this is allocated memory, you have read,write,execute access
//place your code here

originalcode:

movss xmm1,[charge_time]


exit:
jmp returnhere

ScPlayerController:SetChargeDuration+26:
jmp newmem
nop 3
returnhere:

// Second part integration attempt - this part is the second place it pulls tool charge time

alloc(newmem2,2048,ScPlayerController:SetChargeDuration+51)
label(returnhere2)
label(originalcode2)
label(exit2)

newmem2: //this is allocated memory, you have read,write,execute access
//place your code here

originalcode2:
movss xmm0,[charge_time]

exit2:
jmp returnhere2

ScPlayerController:SetChargeDuration+51:
jmp newmem2
nop 3
returnhere2:

// Third part integration attempt - this part is changing the 'minimum' charge time

alloc(newmem3,2048,ScPlayerController:SetChargeDuration+3e)
label(returnhere3)
label(originalcode3)
label(exit3)

newmem3: //this is allocated memory, you have read,write,execute access
//place your code here

originalcode3:
movss xmm1,[charge_time]

exit3:
jmp returnhere3

ScPlayerController:SetChargeDuration+3e:
jmp newmem3
nop 3
returnhere3:
 
[DISABLE]
//code from here till the end of the code will be used to disable the cheat
dealloc(*)
unregistersymbol(*)
ScPlayerController:SetChargeDuration+26:
db F3 0F 10 88 2C 01 00 00
ScPlayerController:SetChargeDuration+51:
db F3 0F 10 80 2C 01 00 00
ScPlayerController:SetChargeDuration+3e:
db F3 0F 10 0D CA 00 00 00
//movss xmm1,[rax+0000012C]
</AssemblerScript>
    </CheatEntry>
  </CheatEntries>
</CheatTable>

Valatros
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Re: [REQUEST] Little-Known Galaxy

Post by Valatros »

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>9689</ID>
      <Description>"Animal Affection x10"</Description>
      <LastState Activated="1"/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>[ENABLE]
{$lua}
mono_initialize()
LaunchMonoDataCollector()
{$asm}
//code from here to '[DISABLE]' will be used to enable the cheat
alloc(newmem,2048,ScAnimalSave:GiveAffection+19) 
label(returnhere)
label(originalcode)
label(exit)

newmem: //this is allocated memory, you have read,write,execute access
//place your code here

originalcode:
mov edx,0000000A // Where it decides how much affection to give - default 00000001

exit:
jmp returnhere

ScAnimalSave:GiveAffection+19:
jmp newmem
returnhere:


 
 
[DISABLE]
//code from here till the end of the code will be used to disable the cheat
dealloc(newmem)
ScAnimalSave:GiveAffection+19:
db BA 01 00 00 00
//mov edx,00000001
</AssemblerScript>
    </CheatEntry>
  </CheatEntries>
</CheatTable>
Made another one. This one makes it so you get x10 affection when petting an animal (xeno), instead of the default 1 affection. Max affection seems to be 20-25ish? Affection seems to give you a chance that your xeno produces extra items that day, didn't dig that deep. As usual, needs mono... but thanks to Send above it should auto enable mono if it's not already.

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