[Completed] Atelier Firis: The Alchemist and the Mysterious Journey DX

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WhoamI_xxx
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Re: [Completed] Atelier Firis: The Alchemist and the Mysterious Journey DX

Post by WhoamI_xxx »

For Testing.
1. Enemy Lv
2. Enemy HP, MAX HP (HP Sup)
3. Enemy Break, MAX Break (Break Sup)
4. Enemy ATK DEF, SPD

I don't have much knowledge of reverse engineering as well as assembly language.

It's still WIP and may not work well.
Attachments
Atelier_Firis_DX_test.CT
Highlighted Enemy as Victim
(77.16 KiB) Downloaded 128 times
Last edited by WhoamI_xxx on Wed Sep 13, 2023 8:47 am, edited 4 times in total.

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Re: [Completed] Atelier Firis: The Alchemist and the Mysterious Journey DX

Post by WhoamI_xxx »

My sincere gratitude to the former CT makers.
New addition.

1. Day/Hour/Minute
2. Component 1,2,3,4,5,6 (WARNING: Save your game before testing)
3. Size/Patterns
4. Quality variable type CHANGE to "Float"
5. Alchemy Lv
6. usage count, + usage count, MAX usage count (127 is the Maximum, not 128 (It's -128 in fact and it will make contributions to the vanishing of the modified items)
7. Element Type (4 directions: upward, leftward, rightward, downward)
8. Element Count
9. <Barrel Plane> Fuel Gauge /second
10. <Toy dozer> Fuel Gauge /second
11. + Proficiency EXP
12. Character Attributes <Δ: 350>
13. IDEA Points
14. UNDERWATER (UNSTABLE, use it carefully and unlock it when changing locomotion type. You don't need to lock it, just change it to 3600 for 1 hour.)

CAUTION:
Each item only has 4 categories at most.
Be careful when you attempt to add a new effect "Add (CATEGORY)".
For instance,

Code: Select all

1288:Add (Foodstuff)
1289:Add (Fuel)
1290:Add (Medicine Mat)
1291:Add (Poison Mat)
Having MORE than 4 categories for an item will cause the game to CRASH.
Attachments
Atelier_Firis_DX.CT
Update2
(319.4 KiB) Downloaded 263 times
Last edited by WhoamI_xxx on Wed Sep 13, 2023 8:48 am, edited 10 times in total.

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Re: [Completed] Atelier Firis: The Alchemist and the Mysterious Journey DX

Post by WhoamI_xxx »

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable CheatEngineTableVersion="45">
  <CheatEntries>
    <CheatEntry>
      <ID>23861</ID>
      <Description>"&lt;Item::God's Gift&gt; Synthesis Table EFFECTS Unlock"</Description>
      <Options moHideChildren="1" moDeactivateChildrenAsWell="1" moAllowManualCollapseAndExpand="1"/>
      <LastState Value="" RealAddress="00000000"/>
      <GroupHeader>1</GroupHeader>
      <CheatEntries>
        <CheatEntry>
          <ID>23862</ID>
          <Description>"God's Gift Effect::1~2 in Synthesis Table"</Description>
          <DropDownList DisplayValueAsItem="1">00:0000 0000
FF:1111 1111
</DropDownList>
          <ShowAsHex>1</ShowAsHex>
          <ShowAsSigned>0</ShowAsSigned>
          <VariableType>Byte</VariableType>
          <Address>Atelier_Firis_DX.exe+10D081C</Address>
        </CheatEntry>
        <CheatEntry>
          <ID>23863</ID>
          <Description>"God's Gift Effect::3~4 in Synthesis Table"</Description>
          <DropDownList ReadOnly="1" DisplayValueAsItem="1">00:0000 0000
17:0001 0111
</DropDownList>
          <ShowAsHex>1</ShowAsHex>
          <ShowAsSigned>0</ShowAsSigned>
          <VariableType>Byte</VariableType>
          <Address>Atelier_Firis_DX.exe+10D081D</Address>
        </CheatEntry>
      </CheatEntries>
    </CheatEntry>
  </CheatEntries>
  <UserdefinedSymbols/>
</CheatTable>
I've found the address for <item::God's gift> Effect 1~4 in Synthesis Table
The variable type is "Byte" or "2 Bytes".
Tired of needless synthesis for unlocking every entry on the Synthesis Table, I've managed to figure it out that what order the game has applied, for a specific item, to store the effect list on the Synthesis Table.

The purpose is to change from <????> to <Discovered Effect>
For example, <God's Gift>:
The 1st and 2nd Effect shown when you attempt to do synthesis

Code: Select all

1st
Lv.0 ????
Lv.3 ????
Lv.6 ????
Lv.9 ????

2nd
Lv.0 ????
Lv.3 ????
Lv.6 ????
Lv.9 ????
So the value at the address (Atelier_Firis_DX.exe+10D081C) is 00(Hex), 00000000b

And change that to FF, 11111111b:

Code: Select all

1st
Lv.0 Falling Uni
Lv.3 Falling Puni
Lv.6 Falling Meteors
Lv.9 Falling ???

2nd
Lv.0 Piercing Damage S
Lv.3 Speed Down M
Lv.6 Add Break M
Lv.9 Level Down S
You'll see the 2 effect lists unlocked.

------------------------------------------------------------------------------------
Change it to DF, 11011111b:

Code: Select all

1st
Lv.0 Falling Uni
Lv.3 Falling Puni
Lv.6 Falling Meteors
Lv.9 Falling ???

2nd
Lv.0 Piercing Damage S
Lv.3 ????
Lv.6 Add Break M
Lv.9 Level Down S
------------------------------------------------------------------------------------
Change it to DB, 11011011b:

Code: Select all

1st
Lv.0 Falling Uni
Lv.3 Falling Puni
Lv.6 ????
Lv.9 Falling ???

2nd
Lv.0 Piercing Damage S
Lv.3 ????
Lv.6 Add Break M
Lv.9 Level Down S

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Re: [Completed] Atelier Firis: The Alchemist and the Mysterious Journey DX

Post by Nimbo »

Hi, is there a table for infinite hp/mp for characters ? I'm trying to make this table but I got infinite hp for characters and monsters :(

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