Farm Together

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chrnolove
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Re: Farm Together

Post by chrnolove » Thu Nov 01, 2018 12:30 pm

Thanks Fantomas, it's really fun as always :).
Just 1 more request from me relates to the farmhands, anyway you can modify the range of farmhands? Right now it is 13x13 :P

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fantomas
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Re: Farm Together

Post by fantomas » Thu Nov 01, 2018 7:16 pm

chrnolove wrote:
Thu Nov 01, 2018 12:30 pm
Thanks Fantomas, it's really fun as always :).
Just 1 more request from me relates to the farmhands, anyway you can modify the range of farmhands? Right now it is 13x13 :P
:lol:

Again... could you please post a photo? I seem not be bothered by that limit... unless I misunderstand again :lol: :P

Image

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Re: Farm Together

Post by chrnolove » Fri Nov 02, 2018 12:48 am

fantomas wrote:
Thu Nov 01, 2018 7:16 pm
chrnolove wrote:
Thu Nov 01, 2018 12:30 pm
Thanks Fantomas, it's really fun as always :).
Just 1 more request from me relates to the farmhands, anyway you can modify the range of farmhands? Right now it is 13x13 :P
:lol:

Again... could you please post a photo? I seem not be bothered by that limit... unless I misunderstand again :lol: :P
Ah my bad, I forgot to include a screenshot, again lol, here it is :P

Image

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fantomas
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Re: Farm Together

Post by fantomas » Fri Nov 02, 2018 8:35 am

chrnolove wrote:
Fri Nov 02, 2018 12:48 am
Ah my bad, I forgot to include a screenshot, again lol, here it is :P

Image
I get that yellow dashed line (13x13) but I do not get what it does and how it works. In short, how much penalizing/problematic it is. Because when I start ranging that farmhand, this line moves with me as long as I have one in my hand.

Again, sorry if I'm looking such like a noob. :oops:

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Re: Farm Together

Post by chrnolove » Fri Nov 02, 2018 12:23 pm

fantomas wrote:
Fri Nov 02, 2018 8:35 am
I get that yellow dashed line (13x13) but I do not get what it does and how it works. In short, how much penalizing/problematic it is. Because when I start ranging that farmhand, this line moves with me as long as I have one in my hand.

Again, sorry if I'm looking such like a noob. :oops:
Well, anything inside that range will be handled by farmhand, like crop, water, tree or anything that farmhand can help you.
Outside that range, you will have to do anything as normal, no support from farmhands :).
Sorry for my English if it briefs.

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fantomas
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Re: Farm Together

Post by fantomas » Fri Nov 02, 2018 3:39 pm

chrnolove wrote:
Fri Nov 02, 2018 12:23 pm
fantomas wrote:
Fri Nov 02, 2018 8:35 am
but I do not get what it does and how it works.
Outside that range, you will have to do anything as normal, no support from farmhands :).
That answers my question, and now I understand it better. :D

Ok, I'll take a look on it to see if we can bypass that limit, like that whatever surface size, farmhand gives support. ;)

And do not worry, your English is so much better than mine. :)

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fantomas
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Re: Farm Together

Post by fantomas » Sat Nov 03, 2018 1:20 pm

More fun??? :D

Super Sonic :P - run from the corner to the corner and you'll see what'll happen. RIP The Flash :lol:

Code: Select all

[ENABLE]
alloc(newmem,2048,MilkCharacterController:updateTargetSpeed+262) 
label(returnhere)
label(originalcode)
label(exit)

newmem:
mov [rsi+20],(float)300  //change float value at your convenience [ baseSpeed = 3 ]
originalcode:
movss xmm0,[rsi+20]

exit:
jmp returnhere

MilkCharacterController:updateTargetSpeed+262:
jmp newmem
returnhere:

[DISABLE]
dealloc(newmem)
MilkCharacterController:updateTargetSpeed+262:
movss xmm0,[rsi+20]
//Alt: db F3 0F 10 46 20
phpBB [video]


Photo Mode (camera height) - It is not the most conventional script but it does its job (up/down unlimited height)

Code: Select all

[ENABLE]
alloc(newmem,2048,<UpdateCoroutine>c__Iterator0:MoveNext+1636)
alloc(newmem2,2048,<UpdateCoroutine>c__Iterator0:MoveNext+1672)
label(returnhere)
label(returnhere2)
label(originalcode)
label(originalcode2)
label(exit)
label(exit2)

globalalloc(cameraHeight_ptr,8)

newmem:
cvtsi2ss xmm2,rcx
jmp exit
newmem2:
mov [cameraHeight_ptr],rax
jmp exit2

originalcode:
//movss xmm2,[<UpdateCoroutine>c__Iterator0:MoveNext+2e10]
originalcode2:
movss [rax+04],xmm5  // float value / min = 0.25; max = 6

exit:
jmp returnhere

exit2:
jmp returnhere2

<UpdateCoroutine>c__Iterator0:MoveNext+1636:
jmp newmem
nop
nop
nop
returnhere:

<UpdateCoroutine>c__Iterator0:MoveNext+1672:
jmp newmem2
returnhere2:

[DISABLE]
dealloc(newmem)
dealloc(newmem2)
<UpdateCoroutine>c__Iterator0:MoveNext+1636:
//Alt: movss xmm2,[<UpdateCoroutine>c__Iterator0:MoveNext+2e10]
db F3 0F 10 15 D2 17 00 00
<UpdateCoroutine>c__Iterator0:MoveNext+1672:
movss [rax+04],xmm5
//Alt: db F3 0F 11 68 04
phpBB [video]

chrnolove
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Re: Farm Together

Post by chrnolove » Mon Nov 05, 2018 1:14 pm

really nice @fantomas :), love the photo mode

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Re: Farm Together

Post by Yasuoka » Mon Nov 12, 2018 11:58 pm

Hi, nothing work on my side .. And I'm not an expert with Cheat Engine. And I can't open Farm Data Base Addresses. I use Update 7, help me, please.

http://zupimages.net/viewer.php?id=18/46/t5ma.png

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fantomas
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Re: Farm Together

Post by fantomas » Tue Nov 13, 2018 2:21 am

Yasuoka wrote:
Mon Nov 12, 2018 11:58 pm
Hi, nothing work on my side .. And I'm not an expert with Cheat Engine. And I can't open Farm Data Base Addresses. I use Update 7, help me, please.

http://zupimages.net/viewer.php?id=18/46/t5ma.png
Hi,

Be sure you opened the game process in CE, then active the CT by toggling [ Active Cheat Table ], make an action (harvest or plow something) then try to toggle Farm Data Base Addresses.

@all

NoWaitingTime (Ponds Contents)

Code: Select all

[ENABLE]
Logic.Farm.Contents:PondContents:Tick+6f+1:
  db 46
//0F 46 C8
//cmovbe ecx,eax
 
[DISABLE]
Logic.Farm.Contents:PondContents:Tick+6f+1:
  db 47
//0F 47 C8
//cmova ecx,eax


{
// ORIGINAL CODE - INJECTION POINT: 1AAB6FBF

1AAB6F9A: 48 83 F8 08                    -  cmp rax,08
1AAB6F9E: 72 10                          -  jb Logic.Farm.Contents:PondContents:Tick+60
1AAB6FA0: 49 8B 46 10                    -  mov rax,[r14+10]
1AAB6FA4: 48 8B 40 38                    -  mov rax,[rax+38]
1AAB6FA8: 48 3D E8 28 EB 0B              -  cmp rax,0BEB28E8
1AAB6FAE: 74 03                          -  je Logic.Farm.Contents:PondContents:Tick+63
1AAB6FB0: 45 33 ED                       -  xor r13d,r13d
1AAB6FB3: 41 8B 85 C8 00 00 00           -  mov eax,[r13+000000C8]
1AAB6FBA: 48 8B CE                       -  mov rcx,rsi
1AAB6FBD: 3B C8                          -  cmp ecx,eax
// ---------- INJECTING HERE ----------
1AAB6FBF: 0F 47 C8                       -  cmova ecx,eax
1AAB6FC2: 48 8B 45 D0                    -  mov rax,[rbp-30]
// ---------- DONE INJECTING  ----------
1AAB6FC6: 89 48 40                       -  mov [rax+40],ecx  //current4bytesValue [ 0 => 5400 ]
1AAB6FC9: 8B 47 40                       -  mov eax,[rdi+40]
1AAB6FCC: 48 89 45 C8                    -  mov [rbp-38],rax
1AAB6FD0: 48 8B C7                       -  mov rax,rdi
1AAB6FD3: 48 8B 58 10                    -  mov rbx,[rax+10]
1AAB6FD7: 48 89 5D C0                    -  mov [rbp-40],rbx
1AAB6FDB: 48 85 DB                       -  test rbx,rbx
1AAB6FDE: 0F 84 28 00 00 00              -  je Logic.Farm.Contents:PondContents:Tick+bc
1AAB6FE4: 48 8B 03                       -  mov rax,[rbx]
1AAB6FE7: 48 8B 18                       -  mov rbx,[rax]
}
Fast Tree Harvest - Once the script activated, just get close to the tree and the harvest will be ready.

Code: Select all

define(address,Logic.Farm.Contents:FarmTree:Work+47)
define(bytes,49 63 45 40 85 C0)

[ENABLE]
assert(address,bytes)
alloc(newmem,$1000,Logic.Farm.Contents:FarmTree:Work+47)

label(code)
label(return)

newmem:
  mov [r13+40],0

code:
  movsxd  rax,dword ptr [r13+40]
  test eax,eax
  jmp return

address:
  jmp newmem
  nop
return:

[DISABLE]
address:
  db bytes
  // movsxd  rax,dword ptr [r13+40]
  // test eax,eax

dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: Logic.Farm.Contents:FarmTree:Work+47

097A4522: 48 89 45 A8                    -  mov [rbp-58],rax
097A4526: 48 89 45 B0                    -  mov [rbp-50],rax
097A452A: 48 89 45 B8                    -  mov [rbp-48],rax
097A452E: 48 89 45 C0                    -  mov [rbp-40],rax
097A4532: 89 06                          -  mov [rsi],eax
097A4534: 83 FF 03                       -  cmp edi,03
097A4537: 74 0E                          -  je Logic.Farm.Contents:FarmTree:Work+47
097A4539: 83 FF 04                       -  cmp edi,04
097A453C: 0F 84 42 00 00 00              -  je Logic.Farm.Contents:FarmTree:Work+84
097A4542: E9 AC 01 00 00                 -  jmp Logic.Farm.Contents:FarmTree:Work+1f3
// ---------- INJECTING HERE ----------
097A4547: 49 63 45 40                    -  movsxd  rax,dword ptr [r13+40]
097A454B: 85 C0                          -  test eax,eax
// ---------- DONE INJECTING  ----------
097A454D: 75 2A                          -  jne Logic.Farm.Contents:FarmTree:Work+79
097A454F: 45 85 FF                       -  test r15d,r15d
097A4552: 74 1B                          -  je Logic.Farm.Contents:FarmTree:Work+6f
097A4554: 49 8B CD                       -  mov rcx,r13
097A4557: 49 8B D6                       -  mov rdx,r14
097A455A: 48 83 EC 20                    -  sub rsp,20
097A455E: 49 BB 21 47 7A 09 00 00 00 00  -  mov r11,00000000097A4721
097A4568: 41 FF D3                       -  call r11
097A456B: 48 83 C4 20                    -  add rsp,20
097A456F: B8 01 00 00 00                 -  mov eax,00000001
}
Last edited by fantomas on Tue Nov 13, 2018 2:54 am, edited 1 time in total.

Yasuoka
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Re: Farm Together

Post by Yasuoka » Tue Nov 13, 2018 2:49 am

fantomas wrote:
Tue Nov 13, 2018 2:21 am
Yasuoka wrote:
Mon Nov 12, 2018 11:58 pm
Hi, nothing work on my side .. And I'm not an expert with Cheat Engine. And I can't open Farm Data Base Addresses. I use Update 7, help me, please.

http://zupimages.net/viewer.php?id=18/46/t5ma.png
Hi,

Be sure you opened the game process in CE, then active the CT by toggling [ Active Cheat Table ], make an action (harvest something) then try to toggle Farm Data Base Addresses.

@all

NoWaitingTime (Ponds Contents)

Code: Select all

[ENABLE]
Logic.Farm.Contents:PondContents:Tick+6f+1:
  db 46
//0F 46 C8
//cmovbe ecx,eax
 
[DISABLE]
Logic.Farm.Contents:PondContents:Tick+6f+1:
  db 47
//0F 47 C8
//cmova ecx,eax


{
// ORIGINAL CODE - INJECTION POINT: 1AAB6FBF

1AAB6F9A: 48 83 F8 08                    -  cmp rax,08
1AAB6F9E: 72 10                          -  jb Logic.Farm.Contents:PondContents:Tick+60
1AAB6FA0: 49 8B 46 10                    -  mov rax,[r14+10]
1AAB6FA4: 48 8B 40 38                    -  mov rax,[rax+38]
1AAB6FA8: 48 3D E8 28 EB 0B              -  cmp rax,0BEB28E8
1AAB6FAE: 74 03                          -  je Logic.Farm.Contents:PondContents:Tick+63
1AAB6FB0: 45 33 ED                       -  xor r13d,r13d
1AAB6FB3: 41 8B 85 C8 00 00 00           -  mov eax,[r13+000000C8]
1AAB6FBA: 48 8B CE                       -  mov rcx,rsi
1AAB6FBD: 3B C8                          -  cmp ecx,eax
// ---------- INJECTING HERE ----------
1AAB6FBF: 0F 47 C8                       -  cmova ecx,eax
1AAB6FC2: 48 8B 45 D0                    -  mov rax,[rbp-30]
// ---------- DONE INJECTING  ----------
1AAB6FC6: 89 48 40                       -  mov [rax+40],ecx  //current4bytesValue [ 0 => 5400 ]
1AAB6FC9: 8B 47 40                       -  mov eax,[rdi+40]
1AAB6FCC: 48 89 45 C8                    -  mov [rbp-38],rax
1AAB6FD0: 48 8B C7                       -  mov rax,rdi
1AAB6FD3: 48 8B 58 10                    -  mov rbx,[rax+10]
1AAB6FD7: 48 89 5D C0                    -  mov [rbp-40],rbx
1AAB6FDB: 48 85 DB                       -  test rbx,rbx
1AAB6FDE: 0F 84 28 00 00 00              -  je Logic.Farm.Contents:PondContents:Tick+bc
1AAB6FE4: 48 8B 03                       -  mov rax,[rbx]
1AAB6FE7: 48 8B 18                       -  mov rbx,[rax]
}
Fast Tree Harvest - Once the script activated, just get close to the tree and the harvest will be ready.

Code: Select all

define(address,Logic.Farm.Contents:FarmTree:Work+47)
define(bytes,49 63 45 40 85 C0)

[ENABLE]
assert(address,bytes)
alloc(newmem,$1000,Logic.Farm.Contents:FarmTree:Work+47)

label(code)
label(return)

newmem:
  mov [r13+40],0

code:
  movsxd  rax,dword ptr [r13+40]
  test eax,eax
  jmp return

address:
  jmp newmem
  nop
return:

[DISABLE]
address:
  db bytes
  // movsxd  rax,dword ptr [r13+40]
  // test eax,eax

dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: Logic.Farm.Contents:FarmTree:Work+47

097A4522: 48 89 45 A8                    -  mov [rbp-58],rax
097A4526: 48 89 45 B0                    -  mov [rbp-50],rax
097A452A: 48 89 45 B8                    -  mov [rbp-48],rax
097A452E: 48 89 45 C0                    -  mov [rbp-40],rax
097A4532: 89 06                          -  mov [rsi],eax
097A4534: 83 FF 03                       -  cmp edi,03
097A4537: 74 0E                          -  je Logic.Farm.Contents:FarmTree:Work+47
097A4539: 83 FF 04                       -  cmp edi,04
097A453C: 0F 84 42 00 00 00              -  je Logic.Farm.Contents:FarmTree:Work+84
097A4542: E9 AC 01 00 00                 -  jmp Logic.Farm.Contents:FarmTree:Work+1f3
// ---------- INJECTING HERE ----------
097A4547: 49 63 45 40                    -  movsxd  rax,dword ptr [r13+40]
097A454B: 85 C0                          -  test eax,eax
// ---------- DONE INJECTING  ----------
097A454D: 75 2A                          -  jne Logic.Farm.Contents:FarmTree:Work+79
097A454F: 45 85 FF                       -  test r15d,r15d
097A4552: 74 1B                          -  je Logic.Farm.Contents:FarmTree:Work+6f
097A4554: 49 8B CD                       -  mov rcx,r13
097A4557: 49 8B D6                       -  mov rdx,r14
097A455A: 48 83 EC 20                    -  sub rsp,20
097A455E: 49 BB 21 47 7A 09 00 00 00 00  -  mov r11,00000000097A4721
097A4568: 41 FF D3                       -  call r11
097A456B: 48 83 C4 20                    -  add rsp,20
097A456F: B8 01 00 00 00                 -  mov eax,00000001
}
Hello again ! With what you gave me I now manage to open [Farm Data Base Addresses], but the game data is not "found". It is written "??" at the place of values. :(

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fantomas
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Re: Farm Together

Post by fantomas » Tue Nov 13, 2018 2:56 am

Yasuoka wrote:
Tue Nov 13, 2018 2:49 am
but the game data is not "found". It is written "??" at the place of values. :(
As I said previously, make an action, such like harvest or plow something and the value should show up. :)

Yasuoka
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Re: Farm Together

Post by Yasuoka » Tue Nov 13, 2018 3:13 am

fantomas wrote:
Tue Nov 13, 2018 2:56 am
Yasuoka wrote:
Tue Nov 13, 2018 2:49 am
but the game data is not "found". It is written "??" at the place of values. :(
As I said previously, make an action, such like harvest or plow something and the value should show up. :)
That's exactly what I do, but nothing ..

http://zupimages.net/viewer.php?id=18/46/roxs.png

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fantomas
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Re: Farm Together

Post by fantomas » Tue Nov 13, 2018 3:30 am

Did you use the latest CT (cheat table) version?

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Re: Farm Together

Post by Yasuoka » Tue Nov 13, 2018 3:34 am

Hum .. I'm not sure, but I use Cheat Engine 6.8.1. As I said before, I am not an expert on the subject. Sorry ..

EDIT: Oh, yes ! Sorry. CT Update45.

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