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Re: Atelier Lydie & Suelle

Posted: Thu Mar 29, 2018 9:01 pm
by Valatros
Ahaha, have some patience dude. We're not a "team" in charge of the main table, only the dude who made the first post can edit it and it's a work day. Dude's probably busy working or playin' the game. If you want to merge any options, you can copy paste cheats from one table into another (which is how the tables are combined in the first place) for your own use.

Re: Atelier Lydie & Suelle

Posted: Thu Mar 29, 2018 10:39 pm
by adamapple
here is an auto assembler that sets color values to what you want in synthesis, you have to go into change script to change the values though, i could never figure out how to make it read a user set value :(

Code: Select all

[ENABLE]

aobscanmodule(INJECT,Atelier_Lydie_and_Suelle.exe,41 0F 11 85 98 00 00 00 0F) // should be unique
alloc(newmem,$1000,"Atelier_Lydie_and_Suelle.exe"+E5B48)

label(code)
label(return)

newmem:

code:
  movups [r13+00000098],xmm0
  mov [r13+00000098],#1  //set red to value
  mov [r13+0000009c],#2  //set blue to value
  mov [r13+000000a0],#3  //set green to value
  mov [r13+000000a4],#4  //set yellow to value
  mov [r13+000000a8],#4  //set purple to value
  jmp return

INJECT:
  jmp newmem
  nop
  nop
  nop
return:
registersymbol(INJECT)

[DISABLE]

INJECT:
  db 41 0F 11 85 98 00 00 00

unregistersymbol(INJECT)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: "Atelier_Lydie_and_Suelle.exe"+E5B48

"Atelier_Lydie_and_Suelle.exe"+E5B1D: 41 3B BE C0 01 00 00     -  cmp edi,[r14+000001C0]
"Atelier_Lydie_and_Suelle.exe"+E5B24: 7C BA                    -  jl Atelier_Lydie_and_Suelle.exe+E5AE0
"Atelier_Lydie_and_Suelle.exe"+E5B26: 33 F6                    -  xor esi,esi
"Atelier_Lydie_and_Suelle.exe"+E5B28: 41 8B 86 C0 01 00 00     -  mov eax,[r14+000001C0]
"Atelier_Lydie_and_Suelle.exe"+E5B2F: 41 FF C7                 -  inc r15d
"Atelier_Lydie_and_Suelle.exe"+E5B32: 48 83 C5 38              -  add rbp,38
"Atelier_Lydie_and_Suelle.exe"+E5B36: 44 3B F8                 -  cmp r15d,eax
"Atelier_Lydie_and_Suelle.exe"+E5B39: 7C 9C                    -  jl Atelier_Lydie_and_Suelle.exe+E5AD7
"Atelier_Lydie_and_Suelle.exe"+E5B3B: 48 8B AC 24 D0 00 00 00  -  mov rbp,[rsp+000000D0]
"Atelier_Lydie_and_Suelle.exe"+E5B43: 0F 28 44 24 20           -  movaps xmm0,[rsp+20]
// ---------- INJECTING HERE ----------
"Atelier_Lydie_and_Suelle.exe"+E5B48: 41 0F 11 85 98 00 00 00  -  movups [r13+00000098],xmm0
// ---------- DONE INJECTING  ----------
"Atelier_Lydie_and_Suelle.exe"+E5B50: 0F 28 4C 24 30           -  movaps xmm1,[rsp+30]
"Atelier_Lydie_and_Suelle.exe"+E5B55: 41 0F 11 8D A8 00 00 00  -  movups [r13+000000A8],xmm1
"Atelier_Lydie_and_Suelle.exe"+E5B5D: 0F 28 44 24 40           -  movaps xmm0,[rsp+40]
"Atelier_Lydie_and_Suelle.exe"+E5B62: 41 0F 11 85 B8 00 00 00  -  movups [r13+000000B8],xmm0
"Atelier_Lydie_and_Suelle.exe"+E5B6A: 0F 28 4C 24 50           -  movaps xmm1,[rsp+50]
"Atelier_Lydie_and_Suelle.exe"+E5B6F: 41 0F 11 8D C8 00 00 00  -  movups [r13+000000C8],xmm1
"Atelier_Lydie_and_Suelle.exe"+E5B77: 49 8B 06                 -  mov rax,[r14]
"Atelier_Lydie_and_Suelle.exe"+E5B7A: 48 8B 48 48              -  mov rcx,[rax+48]
"Atelier_Lydie_and_Suelle.exe"+E5B7E: E8 0D 6B FF FF           -  call Atelier_Lydie_and_Suelle.exe+DC690
"Atelier_Lydie_and_Suelle.exe"+E5B83: 33 D2                    -  xor edx,edx
}

Re: Atelier Lydie & Suelle

Posted: Thu Mar 29, 2018 11:19 pm
by Valatros
Fantastic, thanks adamapple. I've been narrowing down the pointer for the values, but even if I find one that works the way I've been editing the value is really touchy. Hopefully yours is more stable (mine would lose effect if, say, you put an item down while overwriting another, or a host of other minor scenarios where it wouldn't actually work properly. Plus I never even got it to a pointer that worked every time, bloody synthesis code has had me bashing my head against the wall).

Re: Atelier Lydie & Suelle

Posted: Fri Mar 30, 2018 12:02 am
by Valatros
adamapple wrote:
Thu Mar 29, 2018 10:39 pm
here is an auto assembler that sets color values to what you want in synthesis, you have to go into change script to change the values though, i could never figure out how to make it read a user set value :(

Code: Select all

[ENABLE]

aobscanmodule(INJECT,Atelier_Lydie_and_Suelle.exe,41 0F 11 85 98 00 00 00 0F) // should be unique
alloc(newmem,$1000,"Atelier_Lydie_and_Suelle.exe"+E5B48)

label(code)
label(return)

newmem:

code:
  movups [r13+00000098],xmm0
  mov [r13+00000098],#1  //set red to value
  mov [r13+0000009c],#2  //set blue to value
  mov [r13+000000a0],#3  //set green to value
  mov [r13+000000a4],#4  //set yellow to value
  mov [r13+000000a8],#4  //set purple to value
  jmp return

INJECT:
  jmp newmem
  nop
  nop
  nop
return:
registersymbol(INJECT)

[DISABLE]

INJECT:
  db 41 0F 11 85 98 00 00 00

unregistersymbol(INJECT)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: "Atelier_Lydie_and_Suelle.exe"+E5B48

"Atelier_Lydie_and_Suelle.exe"+E5B1D: 41 3B BE C0 01 00 00     -  cmp edi,[r14+000001C0]
"Atelier_Lydie_and_Suelle.exe"+E5B24: 7C BA                    -  jl Atelier_Lydie_and_Suelle.exe+E5AE0
"Atelier_Lydie_and_Suelle.exe"+E5B26: 33 F6                    -  xor esi,esi
"Atelier_Lydie_and_Suelle.exe"+E5B28: 41 8B 86 C0 01 00 00     -  mov eax,[r14+000001C0]
"Atelier_Lydie_and_Suelle.exe"+E5B2F: 41 FF C7                 -  inc r15d
"Atelier_Lydie_and_Suelle.exe"+E5B32: 48 83 C5 38              -  add rbp,38
"Atelier_Lydie_and_Suelle.exe"+E5B36: 44 3B F8                 -  cmp r15d,eax
"Atelier_Lydie_and_Suelle.exe"+E5B39: 7C 9C                    -  jl Atelier_Lydie_and_Suelle.exe+E5AD7
"Atelier_Lydie_and_Suelle.exe"+E5B3B: 48 8B AC 24 D0 00 00 00  -  mov rbp,[rsp+000000D0]
"Atelier_Lydie_and_Suelle.exe"+E5B43: 0F 28 44 24 20           -  movaps xmm0,[rsp+20]
// ---------- INJECTING HERE ----------
"Atelier_Lydie_and_Suelle.exe"+E5B48: 41 0F 11 85 98 00 00 00  -  movups [r13+00000098],xmm0
// ---------- DONE INJECTING  ----------
"Atelier_Lydie_and_Suelle.exe"+E5B50: 0F 28 4C 24 30           -  movaps xmm1,[rsp+30]
"Atelier_Lydie_and_Suelle.exe"+E5B55: 41 0F 11 8D A8 00 00 00  -  movups [r13+000000A8],xmm1
"Atelier_Lydie_and_Suelle.exe"+E5B5D: 0F 28 44 24 40           -  movaps xmm0,[rsp+40]
"Atelier_Lydie_and_Suelle.exe"+E5B62: 41 0F 11 85 B8 00 00 00  -  movups [r13+000000B8],xmm0
"Atelier_Lydie_and_Suelle.exe"+E5B6A: 0F 28 4C 24 50           -  movaps xmm1,[rsp+50]
"Atelier_Lydie_and_Suelle.exe"+E5B6F: 41 0F 11 8D C8 00 00 00  -  movups [r13+000000C8],xmm1
"Atelier_Lydie_and_Suelle.exe"+E5B77: 49 8B 06                 -  mov rax,[r14]
"Atelier_Lydie_and_Suelle.exe"+E5B7A: 48 8B 48 48              -  mov rcx,[rax+48]
"Atelier_Lydie_and_Suelle.exe"+E5B7E: E8 0D 6B FF FF           -  call Atelier_Lydie_and_Suelle.exe+DC690
"Atelier_Lydie_and_Suelle.exe"+E5B83: 33 D2                    -  xor edx,edx
}
Okay, bizarre problem. It's not working for purple. This is bizarre, because I found purple relative to red in addresses and your way SHOULD work, I can't find a typo, or anything, but for magical reasons it... doesn't effect purple. Fishing rod and imp's mischief, no dice on purple. I don't understand most of the assembly code, though (the ones where I edit the value are pretty intuitive, but the stuff near the bottom I've got squat) so I have no way to try and fix it. Just wanted to quote you and mention that uh, purple remains no dice.

As an (interesting?) aside, 4 bytes after purple are Mercury, Mars, Jupiter, Saturn, Sun, and Moons bonuses, in that order, 4 bytes apart each. So you can mess with those to raise something specific without effecting the color, if it ever matters (I have yet to get far enough for "trap" items where the best effect isn't the highest effect to be a thing so far). So if it's not super troublesome it might be worth adding those lines to your code, as well.

Also, this code doesn't increase the effect maximum (something that you hit on a few items, Angel's Ribbon and Energy Alliance being early examples, where no matter how you crank that number it won't go to max). The effect limit can be increased by using catalysts that have an Effect Limit +X bonus, which I appreciate finally knowing what the hell that is.

Re: Atelier Lydie & Suelle

Posted: Fri Mar 30, 2018 1:48 am
by adamapple
another attempt, should set most synthesis values, i havent progressed far enough to properly check them all so it would be great if someone double checked it.

edit:the places where the code is injected is very close to each other which cause problems when i tried disabling the code, so i just restart when i need to disable it.

Re: Atelier Lydie & Suelle

Posted: Fri Mar 30, 2018 2:15 am
by Valatros
adamapple wrote:
Fri Mar 30, 2018 1:48 am
another attempt, should set most synthesis values, i havent progressed far enough to properly check them all so it would be great if someone double checked it.

edit:the places where the code is injected is very close to each other which cause problems when i tried disabling the code, so i just restart when i need to disable it.
These are fantastic, thank you. I haven't had any troubles with disabling them, either, I tested each of them one by one and made sure the old one wasn't working before attempting the new. Each works flawlessly. There are 2 caveats, though, not really bugs so much as the game having protection from numbers going too high: No matter what you do to "Quantity", if you're making an equipment, it will only make 1. No matter what you do to traits added, it will only transfer 3. Not problems at all, just the games own limitation. The effect level max was a really nice surprise, too. Shame you had to split the codes into 4 like that, but works for me! One thing to keep in mind is using it out-of-the-box, it sets the effect levels to 20. There's a few items (i'm in chapter 3) at this point that require effect levels above that, but an easy edit to change so not a real issue. Thanks a bunch for these!

Edit: Hahaha, I see what you mean about them not turning off now, right after I posted I kept messing with it and there it goes.

Re: Atelier Lydie & Suelle

Posted: Fri Mar 30, 2018 3:01 am
by stuffy
heh Pro tip (from non-pro) The disabling thing is because you have all your scripts labeled/named as INJECT, rename them to SYNTH1 SYNTH2 etc and they will disable properly.

Nice bit of work there btw! Good stuff! Thanks

Figured I might as well and be helpful and make the edit for you.

This is adamapple's script I just fixed it so it enable and disables properly.

Re: Atelier Lydie & Suelle

Posted: Fri Mar 30, 2018 5:16 am
by tontsa00
zachillios Could you please post your cheat lines for other battle stats, defence/speed/etc, i could try copy pasting it if someone tells me how to do it ?

Re: Atelier Lydie & Suelle

Posted: Fri Mar 30, 2018 5:41 am
by saihamaru
can we stop the time from progressing?
synthesizing and going outside to farm materials ate a lot of time, i'm afraid that this game have some invisible deadline :D

Re: Atelier Lydie & Suelle

Posted: Fri Mar 30, 2018 6:00 am
by zachillios
OP updated with the complete battle pointers for every character, added some experimental anima pointers, added some boss options, and Valatros' synthesis scripts. Note that the scripts have some unintended side effects, and I've listed those in the Table Extras. Please read them. Enjoy!
saihamaru wrote:
Fri Mar 30, 2018 5:41 am
can we stop the time from progressing?
synthesizing and going outside to farm materials ate a lot of time, i'm afraid that this game have some invisible deadline :D
I'm almost done with the game, and I only ran into 1 actual timed segment, and it was 30 days to craft one single, easy item. Other than that, you're safe.

Re: Atelier Lydie & Suelle

Posted: Fri Mar 30, 2018 6:19 am
by tontsa00
Now we have to wait for dlc, who knows how long that will take :)

Re: Atelier Lydie & Suelle

Posted: Fri Mar 30, 2018 11:20 am
by bachou
would character stats reset to what they should be if i Lv up ?

Re: Atelier Lydie & Suelle

Posted: Fri Mar 30, 2018 12:19 pm
by Valatros
zachillios wrote:
Fri Mar 30, 2018 6:00 am
OP updated with the complete battle pointers for every character, added some experimental anima pointers, added some boss options, and Valatros' synthesis scripts. Note that the scripts have some unintended side effects, and I've listed those in the Table Extras. Please read them. Enjoy!
saihamaru wrote:
Fri Mar 30, 2018 5:41 am
can we stop the time from progressing?
synthesizing and going outside to farm materials ate a lot of time, i'm afraid that this game have some invisible deadline :D
I'm almost done with the game, and I only ran into 1 actual timed segment, and it was 30 days to craft one single, easy item. Other than that, you're safe.
Two things. One, the synthesis codes... aren't mine. I tried and failed fairly spectacularly to make them, adamapple is the one who made them. Give the guy credit where credit is due yo!

Two, I... can't find the "Table Extras" on the table itself or the first post to find what the side effects are? Could you direct me to where that is, or just explain outright?

Re: Atelier Lydie & Suelle

Posted: Fri Mar 30, 2018 12:23 pm
by stuffy
Valatros wrote:
Fri Mar 30, 2018 12:19 pm

Two, I... can't find the "Table Extras" on the table itself or the first post to find what the side effects are? Could you direct me to where that is, or just explain outright?
Bottom right corner of cheat engine window :)

Re: Atelier Lydie & Suelle

Posted: Fri Mar 30, 2018 2:50 pm
by topboy
Is it possible for CE to make each subject in Ambitions Journal complete ? when I reach rank D to C each and every requirement is start to annoy me.