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[request] lazy galaxy 2

Posted: Fri Aug 13, 2021 8:19 am
by shapka85
Game Name: lazy galaxy 2
Game Version: 1.1.0
Options Required: resources (ore, xp, fuel, candy), foods, building levels
Steam Website:
Other Info: amounts of food are stored in 4bit, values of resources are in float.

Re: [request] lazy galaxy 2

Posted: Thu Nov 11, 2021 7:17 pm
by schubdog
+1

would also like to see a table

Re: [request] lazy galaxy 2

Posted: Sun Mar 20, 2022 3:35 am
by blitzy13
1+

Re: [request] lazy galaxy 2

Posted: Sat Mar 26, 2022 6:50 am
by Kibleguy
+1

Re: [request] lazy galaxy 2

Posted: Tue May 17, 2022 12:28 am
by sodalover

Code: Select all

[enable]
Resource:decrease:
ret
[disable]
Resource:decrease:
push rbp
This will nullify all resources (except energy, cooking). It actually makes the game boring super fast since you lose nothing anytime you upgrade or ascend (You will need to enable mono first obviously)

Re: [request] lazy galaxy 2

Posted: Tue Jun 28, 2022 12:35 pm
by panraven
That's mine using, enjoy~
Copy the content then paste into memory record's panel (empty space in address list).
Enable mono before activating.
- incomeBoostMULAdded
- StrangeAsteroidChanceAdd
- AutoAsteroidClick
- ShrinkCostOnBuy
- ShipBoostMUL
Spoiler
<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
<CheatEntries>
<CheatEntry>
<ID>1</ID>
<Description>"incomeBoostMULAdded"</Description>
<LastState Activated="1"/>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>define(cave,incomeBoostMULAdded)

define(h0,boost)
globalalloc(xIncomeBoost,16)
[ENABLE]
//// 00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F 10 11 12 13 14 15 16 17 18 19 1A 1B 1C 1D 1E 1F 20 21 22 23 24 25 26 27 28 29 2A 2B 2C 2D 2E 2F 30 31 32 33 34 35 36 37 38 39 3A 3B 3C 3D 3E 3F 40 41 42 43 44 45 46 47 48 49 4A 4B 4C 4D 4E 4F 50 51 52 53 54 55 56 57 58 59 5A 5B 5C 5D 5E 5F 60 61 62 63 64 65 66 67 68 69 6A 6B 6C 6D 6E 6F 70 71 72 73 74 75 76 77 78 79 7A 7B 7C 7D 7E 7F
aobscanRegion(boost, GameSession:UpdateCalculatedIncomes+0100,GameSession:UpdateCalculatedIncomes+0300, D9 E8 DD 9D 20 FF FF FF C7 44 24 04 05 00 00 00 )

alloc(incomeBoostMULAdded,$1000,boost)
registersymbol(incomeBoostMULAdded)

cave+80:
dq cave, boost

cave+100:
readmem(boost,32)

cave+200: // boost
// add code
reassemble(boost)
push eax
mov eax,xIncomeBoost
cmp dword ptr[eax],(float)1e10
jle short @f
mov dword ptr[eax],(float)4
@@:
cmp dword ptr[eax],(float)0.001
jge short @f
mov dword ptr[eax],(float)9
@@:
fadd dword ptr[eax]
pop eax
reassemble(boost+02)
reassemble(boost+08)
jmp boost+10


boost:
jmp cave+200 // check nops



// last 0400

[DISABLE]
{$lua}
if not syntaxcheck and readInteger'incomeBoostMULAdded'and autoAssemble [[
[incomeBoostMULAdded+88]:
readmem(incomeBoostMULAdded+100,32)

]]then return[[

dealloc(incomeBoostMULAdded)
unregistersymbol(incomeBoostMULAdded)
]] end
</AssemblerScript>
</CheatEntry>
<CheatEntry>
<ID>2</ID>
<Description>"StrangeAsteroidChanceAdd"</Description>
<LastState Activated="1"/>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>define(cave,StrangeAsteroidChanceAdd)

define(h0,chance)
globalalloc(xStrangeAsteroid,16)
[ENABLE]
//// 00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F 10 11 12 13 14 15 16 17 18 19 1A 1B 1C 1D 1E 1F 20 21 22 23 24 25 26 27 28 29 2A 2B 2C 2D 2E 2F 30 31 32 33 34 35 36 37 38 39 3A 3B 3C 3D 3E 3F 40 41 42 43 44 45 46 47 48 49 4A 4B 4C 4D 4E 4F 50 51 52 53 54 55 56 57 58 59 5A 5B 5C 5D 5E 5F 60 61 62 63 64 65 66 67 68 69 6A 6B 6C 6D 6E 6F 70 71 72 73 74 75 76 77 78 79 7A 7B 7C 7D 7E 7F
aobscanRegion(chance, BeltAsteroid:Activate+0000,BeltAsteroid:Activate+0100, E8 ?? ?? ?? ?? D9 1C 24 E8 ?? ?? ?? ?? 85 C0 )

alloc(StrangeAsteroidChanceAdd,$1000,chance)
registersymbol(StrangeAsteroidChanceAdd)

cave+80:
dq cave, chance

cave+100:
readmem(chance,32)

cave+200: // chance
// add code
reassemble(chance)
push eax
mov eax,xStrangeAsteroid
cmp dword ptr[eax],0
jg short @f
mov dword ptr[eax],(float)0.5
@@:
fadd dword ptr[eax]
pop eax
jmp chance+5


chance:
jmp cave+200 // check nops



// last 0400

[DISABLE]
{$lua}
if not syntaxcheck and readInteger'StrangeAsteroidChanceAdd'and autoAssemble [[
[StrangeAsteroidChanceAdd+88]:
readmem(StrangeAsteroidChanceAdd+100,32)

]]then return[[

dealloc(StrangeAsteroidChanceAdd)
unregistersymbol(StrangeAsteroidChanceAdd)
]] end
</AssemblerScript>
</CheatEntry>
<CheatEntry>
<ID>3</ID>
<Description>"AutoAsteroidClick"</Description>
<LastState Activated="1"/>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>define(cave,AutoAsteroidClick)

define(h0,click)
globalalloc(xAutoAsterClick,16)
[ENABLE]
//// 00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F 10 11 12 13 14 15 16 17 18 19 1A 1B 1C 1D 1E 1F 20 21 22 23 24 25 26 27 28 29 2A 2B 2C 2D 2E 2F 30 31 32 33 34 35 36 37 38 39 3A 3B 3C 3D 3E 3F 40 41 42 43 44 45 46 47 48 49 4A 4B 4C 4D 4E 4F 50 51 52 53 54 55 56 57 58 59 5A 5B 5C 5D 5E 5F 60 61 62 63 64 65 66 67 68 69 6A 6B 6C 6D 6E 6F 70 71 72 73 74 75 76 77 78 79 7A 7B 7C 7D 7E 7F
aobscanRegion(click, BeltAsteroid:Update+0000,BeltAsteroid:Update+0100, 55 8B EC 57 81 EC )

alloc(AutoAsteroidClick,$1000,click)
registersymbol(AutoAsteroidClick)

cave+80:
dq cave, click

cave+100:
readmem(click,32)

label(skip)
getmonostruct(ManualResource)
cave+200: // click
// add code
sub rsp,40
mov eax,@f
mov [rsp],eax
mov eax,[rsp+44]
mov [rsp+4],eax
readmem(click,10)
jmp click+0a
@@:
add rsp,3c
inc dword ptr[cave+1f0]
cmp dword ptr[cave+1f0],#90
ja short @f
ret
@@:
mov eax,[rsp+4]
push edi
push esi
lea edi,[eax+value]
mov eax,[edi]
cmp eax,1ffffff
jg short skip
mov esi,xAutoAsterClick
cmp dword ptr[esi],(float)0
jg short @f
mov dword ptr[esi],(float)100
@@:
cmp dword ptr[esi],(float)255
jl short @f
mov dword ptr[esi],(float)100
@@:
fild dword ptr[edi]
fmul dword ptr[esi]
fistp dword ptr[edi]
skip:
pop esi
pop edi
mov dword ptr[cave+1f0],0
jmp "BeltAsteroid:OnClick"

click:
jmp cave+200 // check nops



// last 0400

[DISABLE]
{$lua}
if not syntaxcheck and readInteger'AutoAsteroidClick'and autoAssemble [[
[AutoAsteroidClick+88]:
readmem(AutoAsteroidClick+100,32)

]]then return[[

dealloc(AutoAsteroidClick)
unregistersymbol(AutoAsteroidClick)
]] end
</AssemblerScript>
</CheatEntry>
<CheatEntry>
<ID>5</ID>
<Description>"ShrinkCostOnBuy"</Description>
<LastState Activated="1"/>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>define(cave,ShrinkCostOnBuy)

define(h0,buy)
[ENABLE]
//// 00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F 10 11 12 13 14 15 16 17 18 19 1A 1B 1C 1D 1E 1F 20 21 22 23 24 25 26 27 28 29 2A 2B 2C 2D 2E 2F 30 31 32 33 34 35 36 37 38 39 3A 3B 3C 3D 3E 3F 40 41 42 43 44 45 46 47 48 49 4A 4B 4C 4D 4E 4F 50 51 52 53 54 55 56 57 58 59 5A 5B 5C 5D 5E 5F 60 61 62 63 64 65 66 67 68 69 6A 6B 6C 6D 6E 6F 70 71 72 73 74 75 76 77 78 79 7A 7B 7C 7D 7E 7F
aobscanRegion(buy, CostCalculations:Buy+0080,CostCalculations:Buy+0180, DD 45 ?? DD 5C 24 ?? 89 04 24)

alloc(ShrinkCostOnBuy,$1000,buy)
registersymbol(ShrinkCostOnBuy)

cave+80:
dq cave, buy

cave+100:
readmem(buy,32)

cave+200: // buy
// add code
reassemble(buy)
fsqrt
reassemble(buy+03)
jmp buy+7


buy:
jmp cave+200 // check nops
db 90 90



// last 0400

[DISABLE]
{$lua}
if not syntaxcheck and readInteger'ShrinkCostOnBuy'and autoAssemble [[
[ShrinkCostOnBuy+88]:
readmem(ShrinkCostOnBuy+100,32)

]]then return[[

dealloc(ShrinkCostOnBuy)
unregistersymbol(ShrinkCostOnBuy)
]] end
</AssemblerScript>
</CheatEntry>
<CheatEntry>
<ID>6</ID>
<Description>"ShipBoostMUL"</Description>
<LastState Activated="1"/>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>define(cave,ShipBoostMUL)

define(h0,boost)
globalalloc(xShipBoostMUL,16)
[ENABLE]
//// 00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F 10 11 12 13 14 15 16 17 18 19 1A 1B 1C 1D 1E 1F 20 21 22 23 24 25 26 27 28 29 2A 2B 2C 2D 2E 2F 30 31 32 33 34 35 36 37 38 39 3A 3B 3C 3D 3E 3F 40 41 42 43 44 45 46 47 48 49 4A 4B 4C 4D 4E 4F 50 51 52 53 54 55 56 57 58 59 5A 5B 5C 5D 5E 5F 60 61 62 63 64 65 66 67 68 69 6A 6B 6C 6D 6E 6F 70 71 72 73 74 75 76 77 78 79 7A 7B 7C 7D 7E 7F
aobscanRegion(boost, Boost:AddMultiplicativeShipBoost+0000,Boost:AddMultiplicativeShipBoost+0100, DD 5C 24 08 89 4C 24 04 )

alloc(ShipBoostMUL,$1000,boost)
registersymbol(ShipBoostMUL)

cave+80:
dq cave, boost

cave+100:
readmem(boost,32)

cave+200: // boost
// add code
push eax
mov eax,xShipBoostMUL
cmp dword ptr[eax],(float)10000
jle short @f
mov dword ptr[eax],(float)10
@@:
cmp dword ptr[eax],(float)0.001
jge short @f
mov dword ptr[eax],(float)10
@@:
fmul dword ptr[eax]
pop eax
readmem(boost,8)
jmp boost+8


boost:
jmp cave+200 // check nops
db 90 90 90



// last 0400

[DISABLE]
{$lua}
if not syntaxcheck and readInteger'ShipBoostMUL'and autoAssemble [[
[ShipBoostMUL+88]:
readmem(ShipBoostMUL+100,32)

]]then return[[

dealloc(ShipBoostMUL)
unregistersymbol(ShipBoostMUL)
]] end
</AssemblerScript>
</CheatEntry>
</CheatEntries>
</CheatTable>

Re: [request] lazy galaxy 2

Posted: Sun Oct 09, 2022 8:12 am
by Spiky666
Yo can somebody help me with this im a noob with cheat engine i just started