[Request] Yakuza: Like a Dragon

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Creater0822
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Re: [Request] Yakuza: Like a Dragon

Post by Creater0822 »

By far THE worst has to be mahjong, because... Yes cheating yourself a high amount of points (as well as nullifying your enemy's points) isn't too hard (e.g. 4b*1). But to my biggest agony there's no way for me to complete the Ron or Tsumo achievements for 100% completion... Even with cheats it's broken beyond mortal comprehension :shock: :? :shock: :?

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Re: [Request] Yakuza: Like a Dragon

Post by vohoanphikhanh »

Could anyone share a guide or a video about how to get item ids ?

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Re: [Request] Yakuza: Like a Dragon

Post by Creater0822 »

vohoanphikhanh wrote:
Sun Aug 29, 2021 3:08 pm
Could anyone share a guide or a video about how to get item ids ?
That's a good question: One that I can't properly answer tbh... The ways I do it are as followed:
If I'm dealing with equipment I'll use the storage box and scan 4b*1 for a specific slot. Taking an item in and out swaps the id from 0 to X where X equates whatever item's Id.

For example power ring = 4882 and superpower ring = 4883 as the 4883 ring is basically the next superior item, hence its id value being 1 higher. So for example you've found the respective space address. Then you can take out that one equipment piece you had there, and place in another equipment piece from which you'd like to know the id, and read the new values off.

If you're dealing with consumables that have an amount associated you can of course scan for the changed amount (also 4b*1), then subtract the address by 4 to get the item id.

Yes I know this methodology absolutely sucks as you cannot find the id of items you don't have, and ofc it's a lot of work. It would indeed be great if there's a better way to bulk extract all item ids at once. Unfortunately I'm not there yet.

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Re: [Request] Yakuza: Like a Dragon

Post by vohoanphikhanh »

Creater0822 wrote:
Sun Aug 29, 2021 6:32 pm
vohoanphikhanh wrote:
Sun Aug 29, 2021 3:08 pm
Could anyone share a guide or a video about how to get item ids ?
That's a good question: One that I can't properly answer tbh... The ways I do it are as followed:
If I'm dealing with equipment I'll use the storage box and scan 4b*1 for a specific slot. Taking an item in and out swaps the id from 0 to X where X equates whatever item's Id.

For example power ring = 4882 and superpower ring = 4883 as the 4883 ring is basically the next superior item, hence its id value being 1 higher. So for example you've found the respective space address. Then you can take out that one equipment piece you had there, and place in another equipment piece from which you'd like to know the id, and read the new values off.

If you're dealing with consumables that have an amount associated you can of course scan for the changed amount (also 4b*1), then subtract the address by 4 to get the item id.

Yes I know this methodology absolutely sucks as you cannot find the id of items you don't have, and ofc it's a lot of work. It would indeed be great if there's a better way to bulk extract all item ids at once. Unfortunately I'm not there yet.
wdym by subtract the address by 4 ? i'm a noob so pls teach me

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Re: [Request] Yakuza: Like a Dragon

Post by vohoanphikhanh »

Creater0822 wrote:
Sun Aug 29, 2021 6:32 pm
vohoanphikhanh wrote:
Sun Aug 29, 2021 3:08 pm
Could anyone share a guide or a video about how to get item ids ?
That's a good question: One that I can't properly answer tbh... The ways I do it are as followed:
If I'm dealing with equipment I'll use the storage box and scan 4b*1 for a specific slot. Taking an item in and out swaps the id from 0 to X where X equates whatever item's Id.

For example power ring = 4882 and superpower ring = 4883 as the 4883 ring is basically the next superior item, hence its id value being 1 higher. So for example you've found the respective space address. Then you can take out that one equipment piece you had there, and place in another equipment piece from which you'd like to know the id, and read the new values off.

If you're dealing with consumables that have an amount associated you can of course scan for the changed amount (also 4b*1), then subtract the address by 4 to get the item id.

Yes I know this methodology absolutely sucks as you cannot find the id of items you don't have, and ofc it's a lot of work. It would indeed be great if there's a better way to bulk extract all item ids at once. Unfortunately I'm not there yet.
thank you, now i know how to get item ids

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Re: [Request] Yakuza: Like a Dragon

Post by Creater0822 »

vohoanphikhanh wrote:
Mon Aug 30, 2021 2:08 am
Creater0822 wrote:
Sun Aug 29, 2021 6:32 pm
Spoiler
vohoanphikhanh wrote:
Sun Aug 29, 2021 3:08 pm
Could anyone share a guide or a video about how to get item ids ?
That's a good question: One that I can't properly answer tbh... The ways I do it are as followed:
If I'm dealing with equipment I'll use the storage box and scan 4b*1 for a specific slot. Taking an item in and out swaps the id from 0 to X where X equates whatever item's Id.

For example power ring = 4882 and superpower ring = 4883 as the 4883 ring is basically the next superior item, hence its id value being 1 higher. So for example you've found the respective space address. Then you can take out that one equipment piece you had there, and place in another equipment piece from which you'd like to know the id, and read the new values off.

If you're dealing with consumables that have an amount associated you can of course scan for the changed amount (also 4b*1), then subtract the address by 4 to get the item id.

Yes I know this methodology absolutely sucks as you cannot find the id of items you don't have, and ofc it's a lot of work. It would indeed be great if there's a better way to bulk extract all item ids at once. Unfortunately I'm not there yet.
wdym by subtract the address by 4 ? i'm a noob so pls teach me
Oh that's a good question! It is basically a common thing that multiple attributes of the same entity would be stored close to each other in memory.

For example you've defined a 2D Array, which you can "contextually" think of as a table with entities in the rows and attributes in the columns. So let's say for examples that these columns (e.g. attributes) are [item_id, item_amount]. As such, this particular 2D Array would be defined, so that each element (which is a 1D Array) is made of an item id and an item amount. For memory efficiency, such things are often be paired with each other in a static type definition, let's say: First item id, then item amount.

So now to get back to the Cheat Engine question:
The item amount as well as the item id are stored in 4 bytes (aka 4b*1), which is basically a 32-bit integer. Knowing this property in general: Once you've found one property value of an item, you know that the other properties could be very-nearby in your computer memory. As such, since you're dealing with properties that are 4 bytes, you can basically jump to the next or previous value by adding or subtracting the memory address by 4.

Ah yeah I know it's a bit overly explained, but hopefully I haven't done a bad job to illustrate the contextual idea behind the dull to-do steps. As a bonus fact, if you're dealing with 8 bytes (aka 64-bit integers) instead of 4, then going to the next or previous value is indeed add or subtract by 8 in memory address. And when you're dealing with broken values, double is made of 8 bytes while float is made of 4.

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Re: [Request] Yakuza: Like a Dragon

Post by vohoanphikhanh »

Creater0822 wrote:
Mon Aug 30, 2021 2:18 pm
vohoanphikhanh wrote:
Mon Aug 30, 2021 2:08 am
Creater0822 wrote:
Sun Aug 29, 2021 6:32 pm
Spoiler

That's a good question: One that I can't properly answer tbh... The ways I do it are as followed:
If I'm dealing with equipment I'll use the storage box and scan 4b*1 for a specific slot. Taking an item in and out swaps the id from 0 to X where X equates whatever item's Id.

For example power ring = 4882 and superpower ring = 4883 as the 4883 ring is basically the next superior item, hence its id value being 1 higher. So for example you've found the respective space address. Then you can take out that one equipment piece you had there, and place in another equipment piece from which you'd like to know the id, and read the new values off.

If you're dealing with consumables that have an amount associated you can of course scan for the changed amount (also 4b*1), then subtract the address by 4 to get the item id.

Yes I know this methodology absolutely sucks as you cannot find the id of items you don't have, and ofc it's a lot of work. It would indeed be great if there's a better way to bulk extract all item ids at once. Unfortunately I'm not there yet.
wdym by subtract the address by 4 ? i'm a noob so pls teach me
Oh that's a good question! It is basically a common thing that multiple attributes of the same entity would be stored close to each other in memory.

For example you've defined a 2D Array, which you can "contextually" think of as a table with entities in the rows and attributes in the columns. So let's say for examples that these columns (e.g. attributes) are [item_id, item_amount]. As such, this particular 2D Array would be defined, so that each element (which is a 1D Array) is made of an item id and an item amount. For memory efficiency, such things are often be paired with each other in a static type definition, let's say: First item id, then item amount.

So now to get back to the Cheat Engine question:
The item amount as well as the item id are stored in 4 bytes (aka 4b*1), which is basically a 32-bit integer. Knowing this property in general: Once you've found one property value of an item, you know that the other properties could be very-nearby in your computer memory. As such, since you're dealing with properties that are 4 bytes, you can basically jump to the next or previous value by adding or subtracting the memory address by 4.

Ah yeah I know it's a bit overly explained, but hopefully I haven't done a bad job to illustrate the contextual idea behind the dull to-do steps. As a bonus fact, if you're dealing with 8 bytes (aka 64-bit integers) instead of 4, then going to the next or previous value is indeed add or subtract by 8 in memory address. And when you're dealing with broken values, double is made of 8 bytes while float is made of 4.
ok thank you now i just need to know how to make an auto perfect karaoke script, i think only veterans can do it

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Re: [Request] Yakuza: Like a Dragon

Post by jay_123 »

Creater0822 wrote:
Sat Aug 21, 2021 11:26 pm
I've got the three egg ids here, cause these are insanely annoying to get.

Code: Select all

// Helmets
4800 Minister Hat
4801 Cyber Helmet
4804 Quixotic Helmet
4806 Dragonhelm
// Armor
4834 Minister Robe
4838 Quixotic Armor
4840 Dragon Kinagashi
// Boots
4864 Mysticism shoes
4868 Quixotic Greaves
4870 Dragon boots
// Misc
4876 Dragon's Binding
4896 Kongo Chainmail
4907 Eye of the Dragon
4928 Bracelet of the Four Gods
4956 War God Talisman
4960 Hariti's Amulet
// Consumption
5631 Egg
5632 Quality Egg
5633 Golden Egg
Edit: May add more ids to this list
HI ,
How to get Haritis Amulet from your provided item id's? The encounters are really annoying. I'm in Chapter 4 atm. Please advise me step by step so i can get this item as i'm noob in using cheat engine. Thanking you again for finding the id's.

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Re: [Request] Yakuza: Like a Dragon

Post by Creater0822 »

jay_123 wrote:
Sun Sep 05, 2021 3:33 am
Creater0822 wrote:
Sat Aug 21, 2021 11:26 pm
I've got the three egg ids here, cause these are insanely annoying to get.

Code: Select all

// Helmets
4800 Minister Hat
4801 Cyber Helmet
4804 Quixotic Helmet
4806 Dragonhelm
// Armor
4834 Minister Robe
4838 Quixotic Armor
4840 Dragon Kinagashi
// Boots
4864 Mysticism shoes
4868 Quixotic Greaves
4870 Dragon boots
// Misc
4876 Dragon's Binding
4896 Kongo Chainmail
4907 Eye of the Dragon
4928 Bracelet of the Four Gods
4956 War God Talisman
4960 Hariti's Amulet
// Consumption
5631 Egg
5632 Quality Egg
5633 Golden Egg
Edit: May add more ids to this list
HI ,
How to get Haritis Amulet from your provided item id's? The encounters are really annoying. I'm in Chapter 4 atm. Please advise me step by step so i can get this item as i'm noob in using cheat engine. Thanking you again for finding the id's.
Obtaining equipment can be done as explained in this post: viewtopic.php?p=196108#p196108

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Re: [Request] Yakuza: Like a Dragon

Post by jay_123 »

Creater0822 wrote:
Sun Sep 05, 2021 1:09 pm
jay_123 wrote:
Sun Sep 05, 2021 3:33 am
Creater0822 wrote:
Sat Aug 21, 2021 11:26 pm
I've got the three egg ids here, cause these are insanely annoying to get.

Code: Select all

// Helmets
4800 Minister Hat
4801 Cyber Helmet
4804 Quixotic Helmet
4806 Dragonhelm
// Armor
4834 Minister Robe
4838 Quixotic Armor
4840 Dragon Kinagashi
// Boots
4864 Mysticism shoes
4868 Quixotic Greaves
4870 Dragon boots
// Misc
4876 Dragon's Binding
4896 Kongo Chainmail
4907 Eye of the Dragon
4928 Bracelet of the Four Gods
4956 War God Talisman
4960 Hariti's Amulet
// Consumption
5631 Egg
5632 Quality Egg
5633 Golden Egg
Edit: May add more ids to this list
HI ,
How to get Haritis Amulet from your provided item id's? The encounters are really annoying. I'm in Chapter 4 atm. Please advise me step by step so i can get this item as i'm noob in using cheat engine. Thanking you again for finding the id's.
Obtaining equipment can be done as explained in this post: viewtopic.php?p=196108#p196108
Thanks a lot :)

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Re: [Request] Yakuza: Like a Dragon

Post by KGB »

I found a cheat table that has auto perfect karaoke but I'm not sure if it still works
viewtopic.php?p=198957#p198957

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Re: [Request] Yakuza: Like a Dragon

Post by KGB »

KGB wrote:
Thu Nov 04, 2021 9:20 am
I found a cheat table that has auto perfect karaoke but I'm not sure if it still works
viewtopic.php?p=198957#p198957
i checked and it's not working, i wish i know how to update the scripts

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Re: [Request] Yakuza: Like a Dragon

Post by Xenserrah »

KGB wrote:
Mon Nov 08, 2021 6:11 am
KGB wrote:
Thu Nov 04, 2021 9:20 am
I found a cheat table that has auto perfect karaoke but I'm not sure if it still works
viewtopic.php?p=198957#p198957
i checked and it's not working, i wish i know how to update the scripts
I updated Karaoke script and it's giving me 100 score, activate before starting song (passionate), don't touch anything
(during song it will say MISS but WILL play video like if you are doing great.)
Copy/paste into old Karaoke script, credits to the original author.
Spoiler

Code: Select all

{ Game   : YakuzaLikeADragon.exe
  Version: 
  Date   : 2021-06-28
  Author : pongo

  This script does blah blah blah
}

define(address,"YakuzaLikeADragon.exe"+1A22466)
define(bytes,89 97 A4 01 00 00)

[ENABLE]

assert(address,bytes)
alloc(newmem,$1000,"YakuzaLikeADragon.exe"+1A22466)
globalalloc(_msc,4)
label(code)
label(return)

newmem:
mov [_msc],rdi
mov edx,[rdi+000001B8]

code:
  mov [rdi+000001A4],edx
  jmp return

address:
  jmp newmem
  nop
return:

[DISABLE]

address:
  db bytes
  // mov [rdi+000001A4],edx

dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: YakuzaLikeADragon.exe+1363096

YakuzaLikeADragon.exe+136306F: 4C 8D 0C D5 07 00 00 00  - lea r9,[rdx*8+00000007]
YakuzaLikeADragon.exe+1363077: 49 C1 E9 03              - shr r9,03
YakuzaLikeADragon.exe+136307B: 48 3B C8                 - cmp rcx,rax
YakuzaLikeADragon.exe+136307E: 4D 0F 47 CF              - cmova r9,r15
YakuzaLikeADragon.exe+1363082: 4D 85 C9                 - test r9,r9
YakuzaLikeADragon.exe+1363085: 74 21                    - je YakuzaLikeADragon.exe+13630A8
YakuzaLikeADragon.exe+1363087: 8B 97 A4 01 00 00        - mov edx,[rdi+000001A4]
YakuzaLikeADragon.exe+136308D: 0F 1F 00                 - nop dword ptr [rax]
YakuzaLikeADragon.exe+1363090: 48 8B 01                 - mov rax,[rcx]
YakuzaLikeADragon.exe+1363093: 03 50 54                 - add edx,[rax+54]
// ---------- INJECTING HERE ----------
YakuzaLikeADragon.exe+1363096: 89 97 A4 01 00 00        - mov [rdi+000001A4],edx
// ---------- DONE INJECTING  ----------
YakuzaLikeADragon.exe+136309C: 48 8D 49 08              - lea rcx,[rcx+08]
YakuzaLikeADragon.exe+13630A0: 49 FF C0                 - inc r8
YakuzaLikeADragon.exe+13630A3: 4D 3B C1                 - cmp r8,r9
YakuzaLikeADragon.exe+13630A6: 75 E8                    - jne YakuzaLikeADragon.exe+1363090
YakuzaLikeADragon.exe+13630A8: 49 8B 4E 28              - mov rcx,[r14+28]
YakuzaLikeADragon.exe+13630AC: C4 C1 7A 10 4E 50        - vmovss xmm1,[r14+50]
YakuzaLikeADragon.exe+13630B2: 48 8B 89 10 01 00 00     - mov rcx,[rcx+00000110]
YakuzaLikeADragon.exe+13630B9: E8 82 E5 FF FF           - call YakuzaLikeADragon.exe+1361640
YakuzaLikeADragon.exe+13630BE: C4 C1 7A 10 7E 50        - vmovss xmm7,[r14+50]
YakuzaLikeADragon.exe+13630C4: 49 8B 7E 28              - mov rdi,[r14+28]
}

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Re: [Request] Yakuza: Like a Dragon

Post by KGB »

Xenserrah wrote:
Thu Nov 11, 2021 5:32 pm
KGB wrote:
Mon Nov 08, 2021 6:11 am
KGB wrote:
Thu Nov 04, 2021 9:20 am
I found a cheat table that has auto perfect karaoke but I'm not sure if it still works
viewtopic.php?p=198957#p198957
i checked and it's not working, i wish i know how to update the scripts
I updated Karaoke script and it's giving me 100 score, activate before starting song (passionate), don't touch anything
(during song it will say MISS but WILL play video like if you are doing great.)
Copy/paste into old Karaoke script, credits to the original author.
Spoiler

Code: Select all

{ Game   : YakuzaLikeADragon.exe
  Version: 
  Date   : 2021-06-28
  Author : pongo

  This script does blah blah blah
}

define(address,"YakuzaLikeADragon.exe"+1A22466)
define(bytes,89 97 A4 01 00 00)

[ENABLE]

assert(address,bytes)
alloc(newmem,$1000,"YakuzaLikeADragon.exe"+1A22466)
globalalloc(_msc,4)
label(code)
label(return)

newmem:
mov [_msc],rdi
mov edx,[rdi+000001B8]

code:
  mov [rdi+000001A4],edx
  jmp return

address:
  jmp newmem
  nop
return:

[DISABLE]

address:
  db bytes
  // mov [rdi+000001A4],edx

dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: YakuzaLikeADragon.exe+1363096

YakuzaLikeADragon.exe+136306F: 4C 8D 0C D5 07 00 00 00  - lea r9,[rdx*8+00000007]
YakuzaLikeADragon.exe+1363077: 49 C1 E9 03              - shr r9,03
YakuzaLikeADragon.exe+136307B: 48 3B C8                 - cmp rcx,rax
YakuzaLikeADragon.exe+136307E: 4D 0F 47 CF              - cmova r9,r15
YakuzaLikeADragon.exe+1363082: 4D 85 C9                 - test r9,r9
YakuzaLikeADragon.exe+1363085: 74 21                    - je YakuzaLikeADragon.exe+13630A8
YakuzaLikeADragon.exe+1363087: 8B 97 A4 01 00 00        - mov edx,[rdi+000001A4]
YakuzaLikeADragon.exe+136308D: 0F 1F 00                 - nop dword ptr [rax]
YakuzaLikeADragon.exe+1363090: 48 8B 01                 - mov rax,[rcx]
YakuzaLikeADragon.exe+1363093: 03 50 54                 - add edx,[rax+54]
// ---------- INJECTING HERE ----------
YakuzaLikeADragon.exe+1363096: 89 97 A4 01 00 00        - mov [rdi+000001A4],edx
// ---------- DONE INJECTING  ----------
YakuzaLikeADragon.exe+136309C: 48 8D 49 08              - lea rcx,[rcx+08]
YakuzaLikeADragon.exe+13630A0: 49 FF C0                 - inc r8
YakuzaLikeADragon.exe+13630A3: 4D 3B C1                 - cmp r8,r9
YakuzaLikeADragon.exe+13630A6: 75 E8                    - jne YakuzaLikeADragon.exe+1363090
YakuzaLikeADragon.exe+13630A8: 49 8B 4E 28              - mov rcx,[r14+28]
YakuzaLikeADragon.exe+13630AC: C4 C1 7A 10 4E 50        - vmovss xmm1,[r14+50]
YakuzaLikeADragon.exe+13630B2: 48 8B 89 10 01 00 00     - mov rcx,[rcx+00000110]
YakuzaLikeADragon.exe+13630B9: E8 82 E5 FF FF           - call YakuzaLikeADragon.exe+1361640
YakuzaLikeADragon.exe+13630BE: C4 C1 7A 10 7E 50        - vmovss xmm7,[r14+50]
YakuzaLikeADragon.exe+13630C4: 49 8B 7E 28              - mov rdi,[r14+28]
}
thank you very much man, it will help me a lot

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Re: [Request] Yakuza: Like a Dragon

Post by esqueue »

Funyuh wrote:
Sun Aug 22, 2021 6:57 pm
Try this... It's a working progress, but it's something.. :ph34r:

*ONLY FOR STEAM VERSION*

UPDATES CAN BE MERGED WITH THE FIRST CT.. :!: FYI :mrgreen:
Hello, the management is the reason why I quit playing this game. If I could bypass it, I will continue. That said. When I load everything correctly, Management rank and funds display a value of Five hundred thousand area. Neither matches my rank or funds.

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