Star Valor
Posted: Fri Feb 22, 2019 4:08 am
Community Cheat Tables of Cheat Engine
https://fearlessrevolution.com/
hehe..
Code: Select all
{$lua}
LaunchMonoDataCollector()
{$asm}
Hi..
ok..jackg4 wrote: ↑Sat Feb 23, 2019 5:40 pmSorry to report God Mode does not activate.
I clicked through all the other boxes and they activate except for "[ ] Player" as before.
I was able to warp and travel through portals both but God Mode was not active and I was not overloaded in any way when traveling.
Code: Select all
<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
<CheatEntries>
<CheatEntry>
<ID>1066</ID>
<Description>"God Mode"</Description>
<LastState Activated="1"/>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>{ Game : Star Valor.exe
Version:
Date : 2019-02-24
Author : aanpsx
This script does blah blah blah
}
[ENABLE]
aobscan(INJECT,48 8B ** ** ** ** ** F3 0F 10 40 6C F3) // should be unique
alloc(newmem,$1000,INJECT)
label(code)
label(return)
newmem:
push r10
push r11
push r12
mov r10,[rax+c8]
mov r11,[rax+a8]
mov r12,[r10+10]
fld [rax+68]// HP
fstp [rax+6c]
fld [r10+34]// Energy
fstp [r10+38]
fld [r10+44]// Shield
fstp [r10+48]
mov [r10+6c],(float)75 // Mining Speed
{mov [r10+70],(float)75 // Mining Bonus}
mov [r10+bc],(float)1000000// Weapon Cooling
cmp dword ptr [gunSpace],0
jne @f
fild dword ptr [r12+3c]// Weapon Space
fstp dword ptr [r11+2c]
@@:
cmp dword ptr [eqSpace],0
jne @f
fld dword ptr [r12+40]// Equipment Space
fstp dword ptr [r11+30]
@@:
cmp dword ptr [gunSpace],1
jne @f
mov [r11+2c], (float)100// Weapon Space
@@:
cmp dword ptr [eqSpace],1
jne _Exit
mov [r11+30], #1000000// Equipment Space
//=============
_Exit:
pop r10
pop r11
pop r12
code:
movss xmm0,[rax+6C]
jmp return
INJECT+07:
jmp newmem
return:
registersymbol(INJECT)
[DISABLE]
INJECT+07:
db F3 0F 10 40 6C
unregistersymbol(INJECT)
dealloc(newmem)
{
// ORIGINAL CODE - INJECTION POINT: 049DF423
049DF3FD: 48 83 EC 20 - sub rsp,20
049DF401: 48 8B 00 - mov rax,[rax]
049DF404: 90 - nop
049DF405: 90 - nop
049DF406: 90 - nop
049DF407: FF 90 D0 02 00 00 - call qword ptr [rax+000002D0]
049DF40D: 48 83 C4 20 - add rsp,20
049DF411: 48 8B 46 48 - mov rax,[rsi+48]
049DF415: 48 89 85 08 FF FF FF - mov [rbp-000000F8],rax
049DF41C: 48 8B 86 A0 00 00 00 - mov rax,[rsi+000000A0]
// ---------- INJECTING HERE ----------
049DF423: F3 0F 10 40 6C - movss xmm0,[rax+6C]
// ---------- DONE INJECTING ----------
049DF428: F3 0F 5A C0 - cvtss2sd xmm0,xmm0
049DF42C: 48 8B 86 A0 00 00 00 - mov rax,[rsi+000000A0]
049DF433: F3 0F 10 48 68 - movss xmm1,[rax+68]
049DF438: F3 0F 5A C9 - cvtss2sd xmm1,xmm1
049DF43C: F2 0F 5E C1 - divsd xmm0,xmm1
049DF440: F3 0F 10 0D C8 0A 00 00 - movss xmm1,[PlayerUIControl:UpdateUI+bc0]
049DF448: F3 0F 5A C9 - cvtss2sd xmm1,xmm1
049DF44C: F3 0F 10 15 AC 0A 00 00 - movss xmm2,[PlayerUIControl:UpdateUI+bb0]
049DF454: F3 0F 5A D2 - cvtss2sd xmm2,xmm2
049DF458: 33 C0 - xor eax,eax
}
</AssemblerScript>
</CheatEntry>
<CheatEntry>
<ID>1067</ID>
<Description>"Player [Need to open skill first to update]"</Description>
<LastState/>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>[ENABLE]
aobscan(PSX_Char,48 63 80 C4 00 00 00 85 C0 0F 8E **)
alloc(newmem,$1000,PSX_Char)
label(code)
label(return)
label(pChar)
registersymbol(pChar)
registersymbol(PSX_Char)
newmem:
mov [pChar],rax
code:
movsxd rax,dword ptr [rax+000000C4]
jmp return
align 10 cc
pChar:
PSX_Char:
jmp newmem
nop
nop
return:
[DISABLE]
PSX_Char:
db 48 63 80 C4 00 00 00
unregistersymbol(PSX_Char)
unregistersymbol(pChar)
dealloc(newmem)
</AssemblerScript>
</CheatEntry>
</CheatEntries>
</CheatTable>
try to use the new table, and activate the script before load your save file (GM--> space slot)jackg4 wrote: ↑Sun Feb 24, 2019 6:28 amEverything worked great for the 2 hours or so I played with the latest table loaded. Very happy with it! You can do so much. I quit back to the main menu, stopped the table and quit CE before I quit the game from the main menu and the game did not freeze. Good.
Then I thought I should open the character with the table enabled just to check if that works. Couldn't enable the table before choosing the saved file to load. Uh oh, I thought. Sure enough, when the saved file loaded, all excess cargo was dumped on the "ground" under the ship, excess weapons and equipment were moved to the cargo, and the game would keep making room by dumping more cargo. The game doesn't dump extra ammo in a single group but singly; each one of the 1700 missile ammo on the "ground" by itself, etc. This had happened once before in another game session with one of the earlier tables. The game had seemed frozen while deciding what to dump and how to make room and it took several minutes but the ship was eventually free to move and pick everything up, after starting the table.
Well, this time I thought my lvl 37 test pilot was gone because I waited a while, took a shower, came back and I was still unable to move the ship (whirling cursor). Then it finally freed up and was able to move the ship, so I loaded the table and picked it all up. Wow. Must have taken 20 minutes.
I guess the best thing to do at the moment, is dump all excess on a station before quitting the game.
I can't imagine how to enable the table before loading the save file but you seem to be very good. Best of luck, sir!
Try thisjackg4 wrote: ↑Sun Mar 03, 2019 7:14 pmHey aanpsx,
I just tried your experimental v4 table and couldn't get "[ ] Item" to activate (about a 10 sec whirling cursor) or "[ ] Craft, same result.
On Item, I was in station with an item in cargo selected. On the crafting, I did add an element first before selecting Craft.
I noticed the huge increase in space for weapons, equipment and cargo.
First time I activated the table, the weapon and equipment space didn't increase but the cargo did properly.
Second time I tried the table, all three worked.
Code: Select all
<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
<CheatEntries>
<CheatEntry>
<ID>1158</ID>
<Description>"Item V2"</Description>
<LastState Activated="1"/>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>[ENABLE]
// this AOB for W10 --- This for W7
aobscan(PSX_InventorySelectItem,02 00 00 41 FF D3 48 83 C4 20 48 63 40 1C 89 85 44 FF FF FF) //48 63 40 1C 89 85 44 FF FF FF)
aobscan(PSX_MarketSelectItem,48 63 40 1C 89 45 D4) //04 00 00 00 00 41 FF D3 48 83 C4 20 48 63 40 1C 89 45 D4)
alloc(newmem,$1000,PSX_InventorySelectItem)
alloc(newmem2,$1000,PSX_MarketSelectItem)
label(code)
label(code2)
label(return)
label(return2)
label(_Market1)
label(_Inventory1)
registersymbol(_Market1)
registersymbol(_Inventory1)
registersymbol(PSX_MarketSelectItem)
registersymbol(PSX_InventorySelectItem)
newmem:
mov [_Inventory1],rax
code:
movsxd rax,dword ptr [rax+1C]
mov [rbp-000000BC],eax
jmp return
_Inventory1:
PSX_InventorySelectItem+0A://+0 if W7
jmp newmem
db 90 90 90 90 90
return:
//==================
newmem2:
mov [_Market1],rax
code2:
movsxd rax,dword ptr [rax+1C]
mov [rbp-2C],eax
jmp return2
_Market1:
PSX_MarketSelectItem://+0C if W7
jmp newmem2
nop
nop
return2:
[DISABLE]
PSX_InventorySelectItem+0A://+0 if W7
db 48 63 40 1C 89 85 44 FF FF FF
PSX_MarketSelectItem://+0C if W7
db 48 63 40 1C 89 45 D4
unregistersymbol(_Market1)
unregistersymbol(_Inventory1)
unregistersymbol(PSX_MarketSelectItem)
unregistersymbol(PSX_InventorySelectItem)
dealloc(newmem)
dealloc(newmem2)
</AssemblerScript>
</CheatEntry>
</CheatEntries>
</CheatTable>
Code: Select all
<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
<CheatEntries>
<CheatEntry>
<ID>1139</ID>
<Description>"cargo inventory"</Description>
<LastState/>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>usemono()
define(address1,Inventory:SelectItem+298)//293
define(bytes1,48 63 40 1C 89 85 44 FF FF FF)
[ENABLE]
assert(address1,bytes1)
alloc(newmem1,$1000,address1)
label(code1)
label(return1)
label(_Inventory1)
registersymbol(_Inventory1)
newmem1:
mov [_Inventory1],rax
code1:
movsxd rax,dword ptr [rax+1C]
mov [rbp-000000BC],eax
jmp return1
align 10 cc
_Inventory1:
address1:
jmp newmem1
nop
nop
nop
nop
nop
return1:
[DISABLE]
dealloc(newmem1
address1:
db bytes1
unregistersymbol(_Inventory1)
</AssemblerScript>
</CheatEntry>
<CheatEntry>
<ID>1140</ID>
<Description>"market item"</Description>
<LastState/>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>usemono()
define(address2,Market:SelectItem+303)//+2fe
define(bytes2,48 63 40 1C 89 45 D4)
[ENABLE]
assert(address2,bytes2)
alloc(newmem2,$1000,address2)
label(code2)
label(return2)
label(_Market1)
registersymbol(_Market1)
newmem2:
mov [_Market1],rax
code2:
movsxd rax,dword ptr [rax+1C]
mov [rbp-2C],eax
jmp return2
align 10 cc
_Market1:
address2:
jmp newmem2
nop
nop
return2:
[DISABLE]
dealloc(newmem2)
address2:
db bytes2
unregistersymbol(_Market1)
</AssemblerScript>
</CheatEntry>
</CheatEntries>
</CheatTable>