Pokémon Uranium [REUPLOAD]

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Vee_
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Pokémon Uranium [REUPLOAD]

Post by Vee_ » Tue Mar 14, 2017 1:31 pm

This is an old table for Pokémon Uranium v1.03. Well at least that's the version i played lately maybe it's still working for future update, hehe :D
Oh, this game is created with RPG Game Maker VX so if you want to search some variable by yourself you need to add custom type, here is the code that DarkByte created. More info check this thread in CEF
Dark Byte wrote:

Code: Select all

alloc(TypeName,256)
alloc(ByteSize,4)
alloc(PreferedAlignment, 4)
alloc(ConvertRoutine,1024)
alloc(ConvertBackRoutine,1024)

TypeName:
db 'RPG VX type',0

ByteSize:
dd 4

PreferedAlignment:
dd 1


//The convert routine should hold a routine that converts the data to an nteger (in eax)
//function declared as: stdcall int ConvertRoutine(unsigned char *input);

//Note: Keep in mind that this routine can be called by multiple threads at the same time.

ConvertRoutine:
[32-bit]
push ebp
mov ebp,esp
push ecx
mov ecx,[ebp+8]
[/32-bit]

//at this point ecx contains the address where the bytes are stored

//put the bytes into the eax register
mov eax,[ecx] //second fun fact, addressing with 32-bit registers doesn't work in 64-bit, it becomes a 64-bit automatically (most of the time)
shr eax,1 //shift right by 1 bit (divide by 2)

//and now exit the routine
[64-bit]
ret
[/64-bit]
[32-bit]
pop ecx
pop ebp
ret 4
[/32-bit]

//The convert back routine should hold a routine that converts the given integer back to a row of bytes (e.g when the user wats to write a new value)
//function declared as: stdcall void ConvertBackRoutine(int i, unsigned char *output);
ConvertBackRoutine:
[32-bit]
push ebp
mov ebp,esp
push edx //save the registers
push ecx
mov edx,[ebp+0c]
mov ecx,[ebp+08]
[/32-bit]

//at this point edx contains the address to write the value to
//and ecx contains the value

push eax
push edx


mov edx,[edx] //edx now contains the original value
and edx,1 //only save the first bit

mov eax,ecx //eax gets the user input value
shl eax,1 //shift left by 1 bit (multiply by 2)
or eax,edx //add the bits of the original value

pop edx
mov [edx],eax //write the new value into the old value
pop eax

[64-bit]
//everything is back to what it was, so exit
ret
[/64-bit]

[32-bit]
//cleanup first
pop ecx
pop edx
pop ebp
ret 8
[/32-bit]
In this table:
  • Get Items
  • Get Pokemon
This table created by PinPoint
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shadowfang19
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Re: Pokémon Uranium [REUPLOAD]

Post by shadowfang19 » Mon Mar 20, 2017 12:22 am

can someone please update this table to version 1.1.0 thanks

daniman
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Re: Pokémon Uranium [REUPLOAD]

Post by daniman » Mon Apr 24, 2017 6:36 pm

i need iv/ev edit please someone

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