Labyrinthine

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GravityMaster
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Re: Labyrinthine

Post by GravityMaster »

BigJoe wrote:
Wed Aug 23, 2023 5:03 pm
GravityMaster wrote:
Sat Aug 19, 2023 5:45 pm
BigJoe wrote:
Sat Aug 19, 2023 11:51 am


The 'Stop Monsters' in chapters I can't seem to make it work, it works perfect for case files (tysm), I've tried remaking the lobby, enabling the script before and during a chapter, tried restarting the chapter from beginning.. no luck.. am I dumb
I tested it and indeed, you're correct. It doesn't seems to work in chapters (In the past it did so I never checked)
It seems that the monster in chapters starts differently then case files so i'm going have a look into this and see if I can make it work again.
I've been waiting so long for someone to stop monsters lol.. please try to get the chapters working also I'd love to explore the maps without being eaten by alligators and mosquitos :sleep:
I found the problem it seems that it still "works" but another method called StartAI overrides my script. This method doesn't get called in normal case files and only in story! After this discovery it wasn't that difficult to find a solution so it will work in the next update. (First I will test a little bit more but I will send it maybe today or tomorrow)

How to use this cheat table?
  1. Install Cheat Engine
  2. Double-click the .CT file in order to open it.
  3. Click the PC icon in Cheat Engine in order to select the game process.
  4. Keep the list.
  5. Activate the trainer options by checking boxes or setting values from 0 to 1
Last edited by GravityMaster on Thu Aug 24, 2023 11:10 am, edited 1 time in total.

GravityMaster
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Re: Labyrinthine

Post by GravityMaster »

Ignore this post. Did something wrong while trying the post and can't deleted this.
Last edited by GravityMaster on Thu Aug 24, 2023 11:11 am, edited 2 times in total.

GravityMaster
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Re: Labyrinthine

Post by GravityMaster »

Ignore this post. Did something wrong while trying the post and can't deleted this.

WeedCookie
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Re: Labyrinthine

Post by WeedCookie »

GravityMaster wrote:
Wed Aug 23, 2023 2:21 pm
WeedCookie wrote:
Tue Aug 22, 2023 8:27 pm
Dekirai wrote:
Tue Aug 22, 2023 5:08 pm
Updated for latest patch
Thx for the fast update. Unfortunately the player control script doesn't work. (Error while scanning for AOB's: INJECT Error: Not all results found)
Weird, because it still works when I run the script? Did you change something? This should be the code (It is the same code as in the patch)

If it doesn't work, Go to .Net Info, Class PlayerControl and method Update. There find the instruction "movaps [rsp+20] xmm7" and look at the "bytes", check them with the bytes writen in the script in aobscanmodule. If there not the same, change them (Normally it is 0F 29 7C 24 20 48 8B D9 E8 0D). Also check if you're Labyrinthine is up to date.

If it still doesn't work, let me know :)

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>245</ID>
      <Description>"PlayerControl"</Description>
      <Options moHideChildren="1"/>
      <LastState/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>[ENABLE]

aobscanmodule(INJECT,GameAssembly.dll,0F 29 7C 24 20 48 8B D9 E8 0D) // should be unique
alloc(newmem,$1000,INJECT)
alloc(playerptr,4)
registersymbol(playerptr)

label(code)
label(return)

newmem:

code:
  movaps [rsp+20],xmm7
  mov [playerptr],rcx
  mov rbx,rcx
  jmp return

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

[DISABLE]

INJECT:
  db 0F 29 7C 24 20 48 8B D9

unregistersymbol(INJECT)
dealloc(newmem)
dealloc(playerptr)
unregistersymbol(playerptr)

{
// ORIGINAL CODE - INJECTION POINT: GameAssembly.dll+1949BF6

GameAssembly.dll+1949BDC: CC                    - int 3 
GameAssembly.dll+1949BDD: CC                    - int 3 
GameAssembly.dll+1949BDE: CC                    - int 3 
GameAssembly.dll+1949BDF: CC                    - int 3 
PlayerControl.Update: 48 89 5C 24 08        - mov [rsp+08],rbx
GameAssembly.dll+1949BE5: 48 89 74 24 10        - mov [rsp+10],rsi
GameAssembly.dll+1949BEA: 57                    - push rdi
GameAssembly.dll+1949BEB: 48 83 EC 40           - sub rsp,40
GameAssembly.dll+1949BEF: 0F 29 74 24 30        - movaps [rsp+30],xmm6
GameAssembly.dll+1949BF4: 33 D2                 - xor edx,edx
// ---------- INJECTING HERE ----------
GameAssembly.dll+1949BF6: 0F 29 7C 24 20        - movaps [rsp+20],xmm7
// ---------- DONE INJECTING  ----------
GameAssembly.dll+1949BFB: 48 8B D9              - mov rbx,rcx
GameAssembly.dll+1949BFE: E8 ED F2 FF FF        - call PlayerControl.CanMove
GameAssembly.dll+1949C03: 0F B6 F8              - movzx edi,al
GameAssembly.dll+1949C06: 0F 57 FF              - xorps xmm7,xmm7
GameAssembly.dll+1949C09: 84 C0                 - test al,al
GameAssembly.dll+1949C0B: 75 1C                 - jne GameAssembly.dll+1949C29
GameAssembly.dll+1949C0D: 48 8B 8B 90 00 00 00  - mov rcx,[rbx+00000090]
GameAssembly.dll+1949C14: 48 85 C9              - test rcx,rcx
GameAssembly.dll+1949C17: 0F 84 11 01 00 00     - je GameAssembly.dll+1949D2E
GameAssembly.dll+1949C1D: 33 D2                 - xor edx,edx
}
</AssemblerScript>
      <CheatEntries>
        <CheatEntry>
          <ID>249</ID>
          <Description>"MovementSpeed"</Description>
          <ShowAsSigned>0</ShowAsSigned>
          <VariableType>Float</VariableType>
          <Address>playerptr</Address>
          <Offsets>
            <Offset>18</Offset>
            <Offset>40</Offset>
          </Offsets>
        </CheatEntry>
        <CheatEntry>
          <ID>255</ID>
          <Description>"JumpHeight"</Description>
          <ShowAsSigned>0</ShowAsSigned>
          <VariableType>Float</VariableType>
          <Address>playerptr</Address>
          <Offsets>
            <Offset>24</Offset>
            <Offset>40</Offset>
          </Offsets>
        </CheatEntry>
        <CheatEntry>
          <ID>250</ID>
          <Description>"gravityForce"</Description>
          <ShowAsSigned>0</ShowAsSigned>
          <VariableType>Float</VariableType>
          <Address>playerptr</Address>
          <Offsets>
            <Offset>34</Offset>
          </Offsets>
        </CheatEntry>
        <CheatEntry>
          <ID>253</ID>
          <Description>"fallVelocity"</Description>
          <ShowAsSigned>0</ShowAsSigned>
          <VariableType>Float</VariableType>
          <Address>playerptr</Address>
          <Offsets>
            <Offset>74</Offset>
          </Offsets>
        </CheatEntry>
        <CheatEntry>
          <ID>251</ID>
          <Description>"maxFallVelocity"</Description>
          <ShowAsSigned>0</ShowAsSigned>
          <VariableType>Float</VariableType>
          <Address>playerptr</Address>
          <Offsets>
            <Offset>38</Offset>
          </Offsets>
        </CheatEntry>
      </CheatEntries>
    </CheatEntry>
  </CheatEntries>
</CheatTable>
I didn't had time to check that yesterday, so I did it today. And for some reason it works now without me having to check or change anything. That's weird. I also had updated the game right after the update was live. Weird but I won't blame it if it's working on it's own again xD

Dekirai
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Re: Labyrinthine

Post by Dekirai »

Changelog (24.08.2023)
  • Fixed "Stop Monsters" in Story Mode (Thanks to GravityMaster)

WeedCookie
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Re: Labyrinthine

Post by WeedCookie »

Dekirai wrote:
Thu Aug 24, 2023 1:20 pm
Changelog (24.08.2023)
  • Fixed "Stop Monsters" in Story Mode (Thanks to GravityMaster)
Thank you both for your hard work :)
Dekirai are you still working on the "ez case" script?

Dekirai
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Re: Labyrinthine

Post by Dekirai »

WeedCookie wrote:
Thu Aug 24, 2023 1:36 pm
Dekirai wrote:
Thu Aug 24, 2023 1:20 pm
Changelog (24.08.2023)
  • Fixed "Stop Monsters" in Story Mode (Thanks to GravityMaster)
Thank you both for your hard work :)
Dekirai are you still working on the "ez case" script?
At the moment no, it would'nt work the way I wanted it to, therefore I probably won't work on it anymore

WeedCookie
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Re: Labyrinthine

Post by WeedCookie »

So today, I decided to delete my save files and start over again. Of course, I didn't do this without keeping my tickets xD. What I found out might be useful or not. The cloud save files are also stored in \AppData\LocalLow\Valko Game Studios\Labyrinthine. I discovered that all equipment (like revival bracers and so on) is saved in the equipment.dat file, but the Re-roll Tokens are saved in player_n.dat. I have no idea how to edit these files, but maybe you can use this information to find out how to edit them or what the IDs could be. I tried using a hex editor and searched for the hex value of my current tickets and reroll coins, but I couldn't find anything.

@Dekirai the Stop Monsters script leads to a crash when used for case files, but it works fine for story mode. I still have the old script, so I can use it for case files if needed. Maybe you can add both scripts into one file - one named Stop Monsters Case File and the other Stop Monsters Story.

Cosmetic List is now updated again and contains every item.

Dekirai
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Re: Labyrinthine

Post by Dekirai »

WeedCookie wrote:
Sun Sep 03, 2023 2:33 am
So today, I decided to delete my save files and start over again. Of course, I didn't do this without keeping my tickets xD. What I found out might be useful or not. The cloud save files are also stored in \AppData\LocalLow\Valko Game Studios\Labyrinthine. I discovered that all equipment (like revival bracers and so on) is saved in the equipment.dat file, but the Re-roll Tokens are saved in player_n.dat. I have no idea how to edit these files, but maybe you can use this information to find out how to edit them or what the IDs could be. I tried using a hex editor and searched for the hex value of my current tickets and reroll coins, but I couldn't find anything.

@Dekirai the Stop Monsters script leads to a crash when used for case files, but it works fine for story mode. I still have the old script, so I can use it for case files if needed. Maybe you can add both scripts into one file - one named Stop Monsters Case File and the other Stop Monsters Story.

Cosmetic List is now updated again and contains every item.
The save files are decrypted, therefore hard to edit

I'll split the 2 stop monsters scripts and upload it later

mcwolf1375
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Re: Labyrinthine

Post by mcwolf1375 »

Thanks for the continued updates, although the player controls are interesting, I am wondering if the ceiling in each maze could be found as a flag to disable. It would definitely be fun to see everything from a higher perspective since you can't even with a high jump due to the ceiling.

Dekirai
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Re: Labyrinthine

Post by Dekirai »

Changelog (07.09.2023)
  • Split the "Stop Monsters" Scripts into two to prevent crashes

Rawrzrage
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Re: Labyrinthine

Post by Rawrzrage »

Does anyone know if you can still edit the amount of stamps you have, I've attempted to do it myself but with no luck. I feel like I don't have the knowledge enough to get it working properly. @Dekirai not sure if it's just been patched out completely.

Dekirai
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Re: Labyrinthine

Post by Dekirai »

Rawrzrage wrote:
Thu Sep 21, 2023 7:39 pm
Does anyone know if you can still edit the amount of stamps you have, I've attempted to do it myself but with no luck. I feel like I don't have the knowledge enough to get it working properly. @Dekirai not sure if it's just been patched out completely.
I may take a look later if it still works

Daveisnear69
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Re: Labyrinthine

Post by Daveisnear69 »

Think they updated the game v20230906

Dekirai
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Re: Labyrinthine

Post by Dekirai »

Daveisnear69 wrote:
Wed Sep 27, 2023 12:29 am
Think they updated the game v20230906
That's old.

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