Sword Art Online: Fatal Bullet(Steam)DIY

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SunBeam
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Re: Sword Art Online: Fatal Bullet(Steam)DIY

Post by SunBeam »

The game's built with Unreal Engine; would really help understanding how the engine works and list out all UObjects in memory, then alter properties for the ones you're interested in. Also, find out if the standard engine cheats are available: god, fly, slomo, playersonly, etc. is the console enabled?

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Re: Sword Art Online: Fatal Bullet(Steam)DIY

Post by apajodang12 »

qweasdzxc17 wrote:
Wed Feb 28, 2018 10:52 am
And here is one with a multiplier instead,

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>21</ID>
      <Description>"Multiply Weapon Proficiency"</Description>
      <Options moHideChildren="1"/>
      <LastState Activated="1"/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>{ Game   : SAOFB-Win64-Shipping.exe
  Version: 
  Date   : 2018-02-28
  Author : qweasdzxc17

  This script does blah blah blah
}

[ENABLE]

aobscanmodule(SAOFBWeaponProf,SAOFB-Win64-Shipping.exe,89 14 A8 41 0F B6 D6) // should be unique
alloc(WeapProf,$150,"SAOFB-Win64-Shipping.exe"+5BCDB58)
registersymbol(WeapProf)

label(WeapProfCode)
label(WeapProfRet)

WeapProf:
  pushf
  push rcx
  xor rcx,rcx
  mov rcx,edx
  sub rcx,[rax+rbp*4]
  imul rcx,[WeapProf+44]
  add ecx,[rax+rbp*4]
  mov edx,ecx
  cmp edx,#100000000
  jl WeapProfCode
  mov edx,#100000000

WeapProfCode:
  pop rcx
  popf
  mov [rax+rbp*4],edx
  movzx edx,r14l
  jmp WeapProfRet

WeapProf+44:
  dd (int)1

SAOFBWeaponProf:
  jmp WeapProf
  nop
  nop
WeapProfRet:
registersymbol(SAOFBWeaponProf)

[DISABLE]

SAOFBWeaponProf:
  db 89 14 A8 41 0F B6 D6

unregistersymbol(SAOFBWeaponProf)
dealloc(WeapProf)


{
// ORIGINAL CODE - INJECTION POINT: "SAOFB-Win64-Shipping.exe"+5BCDB58

"SAOFB-Win64-Shipping.exe"+5BCDB3B: 48 85 C0                 -  test rax,rax
"SAOFB-Win64-Shipping.exe"+5BCDB3E: 74 1B                    -  je SAOFB-Win64-Shipping.exe+5BCDB5B
"SAOFB-Win64-Shipping.exe"+5BCDB40: 69 50 34 E8 03 00 00     -  imul edx,[rax+34],000003E8
"SAOFB-Win64-Shipping.exe"+5BCDB47: 85 F6                    -  test esi,esi
"SAOFB-Win64-Shipping.exe"+5BCDB49: 79 04                    -  jns SAOFB-Win64-Shipping.exe+5BCDB4F
"SAOFB-Win64-Shipping.exe"+5BCDB4B: 31 D2                    -  xor edx,edx
"SAOFB-Win64-Shipping.exe"+5BCDB4D: EB 05                    -  jmp SAOFB-Win64-Shipping.exe+5BCDB54
"SAOFB-Win64-Shipping.exe"+5BCDB4F: 39 D6                    -  cmp esi,edx
"SAOFB-Win64-Shipping.exe"+5BCDB51: 0F 4C D6                 -  cmovl edx,esi
"SAOFB-Win64-Shipping.exe"+5BCDB54: 48 8B 47 28              -  mov rax,[rdi+28]
// ---------- INJECTING HERE ----------
"SAOFB-Win64-Shipping.exe"+5BCDB58: 89 14 A8                 -  mov [rax+rbp*4],edx
"SAOFB-Win64-Shipping.exe"+5BCDB5B: 41 0F B6 D6              -  movzx edx,r14l
// ---------- DONE INJECTING  ----------
"SAOFB-Win64-Shipping.exe"+5BCDB5F: 48 89 F9                 -  mov rcx,rdi
"SAOFB-Win64-Shipping.exe"+5BCDB62: E8 C9 41 7B FA           -  call SAOFB-Win64-Shipping.exe+381D30
"SAOFB-Win64-Shipping.exe"+5BCDB67: 41 89 C0                 -  mov r8d,eax
"SAOFB-Win64-Shipping.exe"+5BCDB6A: 48 8D 4F 50              -  lea rcx,[rdi+50]
"SAOFB-Win64-Shipping.exe"+5BCDB6E: 49 89 F9                 -  mov r9,rdi
"SAOFB-Win64-Shipping.exe"+5BCDB71: 41 0F B6 D6              -  movzx edx,r14l
"SAOFB-Win64-Shipping.exe"+5BCDB75: E8 36 84 7A FA           -  call SAOFB-Win64-Shipping.exe+375FB0
"SAOFB-Win64-Shipping.exe"+5BCDB7A: 48 8B 47 28              -  mov rax,[rdi+28]
"SAOFB-Win64-Shipping.exe"+5BCDB7E: 8B 04 A8                 -  mov eax,[rax+rbp*4]
"SAOFB-Win64-Shipping.exe"+5BCDB81: 48 8B 6C 24 38           -  mov rbp,[rsp+38]
}
</AssemblerScript>
      <CheatEntries>
        <CheatEntry>
          <ID>22</ID>
          <Description>"Multiplier"</Description>
          <DropDownList DescriptionOnly="1" DisplayValueAsItem="1">2:2x
4:4x
8:8x
10:10x
16:16x
32:32x
64:64x
128:128x
</DropDownList>
          <LastState Value="10" RealAddress="13FFC0044"/>
          <Color>008000</Color>
          <VariableType>4 Bytes</VariableType>
          <Address>WeapProf+44</Address>
        </CheatEntry>
      </CheatEntries>
    </CheatEntry>
  </CheatEntries>
</CheatTable>
Uh, sorry for being stupid, but how do I add this one? Getting an error when I'm trying to assign this to the current cheat table.

qweasdzxc17
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Re: Sword Art Online: Fatal Bullet(Steam)DIY

Post by qweasdzxc17 »

apajodang12 wrote:
Wed Feb 28, 2018 12:50 pm
qweasdzxc17 wrote:
Wed Feb 28, 2018 10:52 am
And here is one with a multiplier instead,

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>21</ID>
      <Description>"Multiply Weapon Proficiency"</Description>
      <Options moHideChildren="1"/>
      <LastState Activated="1"/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>{ Game   : SAOFB-Win64-Shipping.exe
  Version: 
  Date   : 2018-02-28
  Author : qweasdzxc17

  This script does blah blah blah
}

[ENABLE]

aobscanmodule(SAOFBWeaponProf,SAOFB-Win64-Shipping.exe,89 14 A8 41 0F B6 D6) // should be unique
alloc(WeapProf,$150,"SAOFB-Win64-Shipping.exe"+5BCDB58)
registersymbol(WeapProf)

label(WeapProfCode)
label(WeapProfRet)

WeapProf:
  pushf
  push rcx
  xor rcx,rcx
  mov rcx,edx
  sub rcx,[rax+rbp*4]
  imul rcx,[WeapProf+44]
  add ecx,[rax+rbp*4]
  mov edx,ecx
  cmp edx,#100000000
  jl WeapProfCode
  mov edx,#100000000

WeapProfCode:
  pop rcx
  popf
  mov [rax+rbp*4],edx
  movzx edx,r14l
  jmp WeapProfRet

WeapProf+44:
  dd (int)1

SAOFBWeaponProf:
  jmp WeapProf
  nop
  nop
WeapProfRet:
registersymbol(SAOFBWeaponProf)

[DISABLE]

SAOFBWeaponProf:
  db 89 14 A8 41 0F B6 D6

unregistersymbol(SAOFBWeaponProf)
dealloc(WeapProf)


{
// ORIGINAL CODE - INJECTION POINT: "SAOFB-Win64-Shipping.exe"+5BCDB58

"SAOFB-Win64-Shipping.exe"+5BCDB3B: 48 85 C0                 -  test rax,rax
"SAOFB-Win64-Shipping.exe"+5BCDB3E: 74 1B                    -  je SAOFB-Win64-Shipping.exe+5BCDB5B
"SAOFB-Win64-Shipping.exe"+5BCDB40: 69 50 34 E8 03 00 00     -  imul edx,[rax+34],000003E8
"SAOFB-Win64-Shipping.exe"+5BCDB47: 85 F6                    -  test esi,esi
"SAOFB-Win64-Shipping.exe"+5BCDB49: 79 04                    -  jns SAOFB-Win64-Shipping.exe+5BCDB4F
"SAOFB-Win64-Shipping.exe"+5BCDB4B: 31 D2                    -  xor edx,edx
"SAOFB-Win64-Shipping.exe"+5BCDB4D: EB 05                    -  jmp SAOFB-Win64-Shipping.exe+5BCDB54
"SAOFB-Win64-Shipping.exe"+5BCDB4F: 39 D6                    -  cmp esi,edx
"SAOFB-Win64-Shipping.exe"+5BCDB51: 0F 4C D6                 -  cmovl edx,esi
"SAOFB-Win64-Shipping.exe"+5BCDB54: 48 8B 47 28              -  mov rax,[rdi+28]
// ---------- INJECTING HERE ----------
"SAOFB-Win64-Shipping.exe"+5BCDB58: 89 14 A8                 -  mov [rax+rbp*4],edx
"SAOFB-Win64-Shipping.exe"+5BCDB5B: 41 0F B6 D6              -  movzx edx,r14l
// ---------- DONE INJECTING  ----------
"SAOFB-Win64-Shipping.exe"+5BCDB5F: 48 89 F9                 -  mov rcx,rdi
"SAOFB-Win64-Shipping.exe"+5BCDB62: E8 C9 41 7B FA           -  call SAOFB-Win64-Shipping.exe+381D30
"SAOFB-Win64-Shipping.exe"+5BCDB67: 41 89 C0                 -  mov r8d,eax
"SAOFB-Win64-Shipping.exe"+5BCDB6A: 48 8D 4F 50              -  lea rcx,[rdi+50]
"SAOFB-Win64-Shipping.exe"+5BCDB6E: 49 89 F9                 -  mov r9,rdi
"SAOFB-Win64-Shipping.exe"+5BCDB71: 41 0F B6 D6              -  movzx edx,r14l
"SAOFB-Win64-Shipping.exe"+5BCDB75: E8 36 84 7A FA           -  call SAOFB-Win64-Shipping.exe+375FB0
"SAOFB-Win64-Shipping.exe"+5BCDB7A: 48 8B 47 28              -  mov rax,[rdi+28]
"SAOFB-Win64-Shipping.exe"+5BCDB7E: 8B 04 A8                 -  mov eax,[rax+rbp*4]
"SAOFB-Win64-Shipping.exe"+5BCDB81: 48 8B 6C 24 38           -  mov rbp,[rsp+38]
}
</AssemblerScript>
      <CheatEntries>
        <CheatEntry>
          <ID>22</ID>
          <Description>"Multiplier"</Description>
          <DropDownList DescriptionOnly="1" DisplayValueAsItem="1">2:2x
4:4x
8:8x
10:10x
16:16x
32:32x
64:64x
128:128x
</DropDownList>
          <LastState Value="10" RealAddress="13FFC0044"/>
          <Color>008000</Color>
          <VariableType>4 Bytes</VariableType>
          <Address>WeapProf+44</Address>
        </CheatEntry>
      </CheatEntries>
    </CheatEntry>
  </CheatEntries>
</CheatTable>
Uh, sorry for being stupid, but how do I add this one? Getting an error when I'm trying to assign this to the current cheat table.
Just select all, copy and paste into cheat engine. No need to open the assembler window for this.

qweasdzxc17
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Re: Sword Art Online: Fatal Bullet(Steam)DIY

Post by qweasdzxc17 »

SunBeam wrote:
Wed Feb 28, 2018 11:37 am
The game's built with Unreal Engine; would really help understanding how the engine works and list out all UObjects in memory, then alter properties for the ones you're interested in. Also, find out if the standard engine cheats are available: god, fly, slomo, playersonly, etc. is the console enabled?
The console is not enabled i think, as for understanding the engine and how it works, i guess i have some reading to do.

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cdtrico
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Re: Sword Art Online: Fatal Bullet(Steam)DIY

Post by cdtrico »

qweasdzxc17 wrote:
Wed Feb 28, 2018 2:19 pm
SunBeam wrote:
Wed Feb 28, 2018 11:37 am
The game's built with Unreal Engine; would really help understanding how the engine works and list out all UObjects in memory, then alter properties for the ones you're interested in. Also, find out if the standard engine cheats are available: god, fly, slomo, playersonly, etc. is the console enabled?
The console is not enabled i think, as for understanding the engine and how it works, i guess i have some reading to do.
I'm still looking for a way to lower the sensitivity scale for controller and remove the successive click delay on mouse, either way controls are gimped, cheats help a bit but it's really annoying atm, been fiddling around with many things in the ini files to no avail :/.

There's a bunch of engine specific ini's located in %localappdata%/SAOFB

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Lukacross
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Re: Sword Art Online: Fatal Bullet(Steam)DIY

Post by Lukacross »

how about a weapon editor, so we can edit the damage of weapons and the memories on them

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Re: Sword Art Online: Fatal Bullet(Steam)DIY

Post by kaede1984 »

Though I can only edit memory chips, I think it's enough, especially useful for accessories.
The structure is 1p:* w:3 fp:*, where byte is the chip type, from 01 to 58(3A), and float is the stats.
e.g. a weapon with physical damage 10.8% and 3.1% crit rate => search grouped: 1p:8 w:3 fp:0.108 1p:21 w:3 fp:0.031.

Note that you can use a wildcard so you don't really need to know the code of chip type, and usually you don't need to input all stats.
Using the "generate groupscan command" to change values may avoid some typos,
and put "p" after value types to add those addresses only. (or uncheck "add" in gui)

Edit: I don't know how to make it into a table and sorry for my poor English.

Thanks to cdtrico for full list: link
some of chip types: (decimal)
01 str
02 vit
03 int
04 agi
05 dex
06 luk
07 weapon attack
08 physical attack
09 optical attack
10 blast attack
12 damage to humans
13 damage to living
14 damage to machine
15 damage to unaware
17 damage when max hp
19 weakpoint damage
20 crit damage
21 crit rate
23 physical defense
24 optical defense
25 blast defense
26 close range defense
27 defense to humans
28 defense to living
29 defense to machine
38 auto recover hp
39 max hp
40 hp recovery amount
44 movement speed
45 reload speed
48 recharge time
49 bullet acquisition
50 bullet capacity
52 drop rate
53 rare item drop rate
55 medal acquisition +1
56 medal gauge
57 selling value
58 exp
Last edited by kaede1984 on Sat Mar 03, 2018 4:26 am, edited 4 times in total.

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Lukacross
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Re: Sword Art Online: Fatal Bullet(Steam)DIY

Post by Lukacross »

@kaede i uh. im a novice, so i dont know how to use that, can you upload the table with your editor in it so i can copy-pasta it into the table i have already?

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cdtrico
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Re: Sword Art Online: Fatal Bullet(Steam)DIY

Post by cdtrico »

Lukacross wrote:
Thu Mar 01, 2018 7:53 pm
@kaede i uh. im a novice, so i dont know how to use that, can you upload the table with your editor in it so i can copy-pasta it into the table i have already?
I don't know how to make something like that into a table, but, you have to select grouped scan in cheat engine and then type it in as kaede showed.
If you see my attachment I was looking for a gas mask with rare item drop rate, strength and and trade value.
My only question is, is the +2 for strength listed as 2 or 0.02 like the percentage increases?

EDIT: nevermind it's listed as just 2. Damn, using this you can make accessories that are so op you don't even need to edit your stats..
I advise not to change the drop rate too high, rare item drop rate is okay to change but changing drop rate causes your inventory to be filled up in no time.

In sense of that, might it be possible to ask if someone is able to make it so your inventory counter always stays at something like 0/170? that way you won't need to use the item box for all those materials :| Just a minor inconvenience though, not something that needs to be done.
Attachments
Chip search for gas mask.7z
(91.12 KiB) Downloaded 62 times

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Zlodeyko
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Re: Sword Art Online: Fatal Bullet(Steam)DIY

Post by Zlodeyko »

upd: 35 - defence poison.

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Re: Sword Art Online: Fatal Bullet(Steam)DIY

Post by QCypher »

cdtrico wrote:
Thu Mar 01, 2018 9:20 pm
Lukacross wrote:
Thu Mar 01, 2018 7:53 pm
@kaede i uh. im a novice, so i dont know how to use that, can you upload the table with your editor in it so i can copy-pasta it into the table i have already?
I don't know how to make something like that into a table, but, you have to select grouped scan in cheat engine and then type it in as kaede showed.
If you see my attachment I was looking for a gas mask with rare item drop rate, strength and and trade value.
My only question is, is the +2 for strength listed as 2 or 0.02 like the percentage increases?

EDIT: nevermind it's listed as just 2. Damn, using this you can make accessories that are so op you don't even need to edit your stats..
I advise not to change the drop rate too high, rare item drop rate is okay to change but changing drop rate causes your inventory to be filled up in no time.

In sense of that, might it be possible to ask if someone is able to make it so your inventory counter always stays at something like 0/170? that way you won't need to use the item box for all those materials :| Just a minor inconvenience though, not something that needs to be done.
So how is this actually working? Is it editing items I already have? I've typed in the string I want and done a group scan, but nothing populates in the list. What step am I missing?

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Memiomy
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Re: Sword Art Online: Fatal Bullet(Steam)DIY

Post by Memiomy »

how's your experiment cdtrico?
i edit melee def to 99% but still get hurt so much
Last edited by Memiomy on Fri Mar 02, 2018 12:05 am, edited 1 time in total.

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cdtrico
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Re: Sword Art Online: Fatal Bullet(Steam)DIY

Post by cdtrico »

Memiomy wrote:
Thu Mar 01, 2018 11:41 pm
how's your experiment cdtrico?

i edit melee def to 99% but still get hurt so much
reload speed seems work but there's some reload speed cap
rare drop set to 1000% but still seems get loots like normal
Rare drop rate works really well on bosses and "Enemy Players" I can make it work on mobs with item drop rate, but then I get too much loot to carry lol.

Haven't tested the defense ones, but using the automatic HP Recovery and setting it to something like 100000 percent makes it so you recover so fast your health bar doesn't even change. Reload and recharge speed indeed work, recharge speed seems to have a cap per skill though, but it's more than enough imo.

Was able to change all my stats to 255 (the maximum) using the bonuses, might reset my char and use some legendary and set the remaining stats to max so my character looks "legit" if I ever want to try some coop.

Also @kaede1984 thanks again for this wonderful trick.

I went through the list and this should be all id's from 1 to 58
(original findings thanks to kaede1984)
Spoiler
chip types: (decimal)
01 str
02 vit
03 int
04 agi
05 dex
06 luk
07 weapon attack
08 physical attack
09 optical attack
10 blast attack
11 gadget attack
12 damage to humans
13 damage to living
14 damage to machine
15 damage to unaware
16 damage from behind
17 damage when max hp
18 damage when near death
19 weakpoint damage
20 crit damage
21 crit rate
22 debuff stacking
23 physical defense
24 optical defense
25 blast defense
26 close range defense
27 defense to humans
28 defense to living
29 defense to machine
30 blaze damage (decrease)
31 poison damage (decrease)
32 debuff resistance
33 debuff duration
34 blaze resistance
35 poison resistance
36 suppression resistance
37 electromagnetic stun resistance
38 auto recover hp
39 max hp
40 hp recovery amount
41 decreased detectability when crouching
42 bullet circle stabilization speed
43 bullet circle accuracy
44 movement speed
45 reload speed
46 auto-reload rate
47 avoid instant death when hp is x% or more
48 recharge time
49 bullet acquisition
50 bullet capacity
51 treasure hunt
52 drop rate
53 rare item drop rate
54 weight
55 medal acquisition +1
56 medal gauge
57 selling value
58 exp
Last edited by cdtrico on Fri Mar 02, 2018 12:17 am, edited 4 times in total.

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Memiomy
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Re: Sword Art Online: Fatal Bullet(Steam)DIY

Post by Memiomy »

maybe scorpion is count as mech dmg not melee dmg?

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cdtrico
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Re: Sword Art Online: Fatal Bullet(Steam)DIY

Post by cdtrico »

Memiomy wrote:
Fri Mar 02, 2018 12:06 am
maybe scorpion is count as mech dmg not melee dmg?
It might be that only damage from melee weapons such as a photon sword or rapier count as melee damage, maybe also the dash attack. I think Scorpions are living?

EDIT: Just found out that setting "avoid instant death when hp is x% or more" to a negative number makes you unkillable but still able to take damage.

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