Re: Final fantasy VII Ever Crisis
Posted: Sun Feb 18, 2024 5:58 am
Community Cheat Tables of Cheat Engine
https://fearlessrevolution.com/
No? Everything's working fine for me, there hasn't been a patch either.
Yes, I am. V8
Sure, but there's two V8s. Right click "Pointer and HP (Must be in battle)" > Change script and replace the code with this:
Code: Select all
[ENABLE]
aobscanmodule(InfHpTest,GameAssembly.dll,4C 8B 03 8B D7 48 8B CB 49 8B 80 C8) // should be unique
alloc(newmem,$1000,InfHpTest)
alloc(Char1Ptr,8)
alloc(Char2Ptr,8)
alloc(Char3Ptr,8)
alloc(ActivateInfHP,4)
registersymbol(ActivateInfHP)
registersymbol(Char1Ptr)
registersymbol(Char2Ptr)
registersymbol(Char3Ptr)
label(code)
label(return)
label(Char1)
label(Char2)
label(Char3)
label(InfiniteHpCheck)
newmem:
cmp [rbx+168],1
je Char1
cmp [rbx+168],2
je Char2
cmp [rbx+168],3
je Char3
jmp InfiniteHpCheck
Char1:
mov [Char1Ptr],rbx
jmp InfiniteHpCheck
Char2:
mov [Char2Ptr],rbx
jmp InfiniteHpCheck
Char3:
mov [Char3Ptr],rbx
jmp InfiniteHpCheck
InfiniteHpCheck:
cmp [ActivateInfHP],1
jne code
cmp [rbx+168],3
ja code
mov byte ptr [rbx+191],1
code:
mov r8,[rbx]
mov edx,edi
jmp return
InfHpTest:
jmp newmem
return:
registersymbol(InfHpTest)
ActivateInfHP:
dd 1
[DISABLE]
InfHpTest:
db 4C 8B 03 8B D7
unregistersymbol(InfHpTest)
dealloc(newmem)
dealloc(Char1Ptr)
dealloc(Char2Ptr)
dealloc(Char3Ptr)
dealloc(ActivateInfHP)
unregistersymbol(ActivateInfHP)
unregistersymbol(Char1Ptr)
unregistersymbol(Char2Ptr)
unregistersymbol(Char3Ptr)
{
// ORIGINAL CODE - INJECTION POINT: GameAssembly.dll+A1A2E0
GameAssembly.dll+A1A2AF: 45 33 C0 - xor r8d,r8d
GameAssembly.dll+A1A2B2: 0F 28 CE - movaps xmm1,xmm6
GameAssembly.dll+A1A2B5: E8 F6 67 05 00 - call Command.Battle.BossSkillModel.Update
GameAssembly.dll+A1A2BA: 48 8B 8B 40 03 00 00 - mov rcx,[rbx+00000340]
GameAssembly.dll+A1A2C1: 48 85 C9 - test rcx,rcx
GameAssembly.dll+A1A2C4: 0F 84 BE 00 00 00 - je GameAssembly.dll+A1A388
GameAssembly.dll+A1A2CA: 45 33 C0 - xor r8d,r8d
GameAssembly.dll+A1A2CD: 0F 28 CE - movaps xmm1,xmm6
GameAssembly.dll+A1A2D0: E8 EB FD 05 00 - call Command.Battle.ForceGaugeModel.Update
GameAssembly.dll+A1A2D5: 66 66 66 0F 1F 84 00 00 00 00 00 - nop word ptr [rax+rax+00000000]
// ---------- INJECTING HERE ----------
GameAssembly.dll+A1A2E0: 4C 8B 03 - mov r8,[rbx]
// ---------- DONE INJECTING ----------
GameAssembly.dll+A1A2E3: 8B D7 - mov edx,edi
GameAssembly.dll+A1A2E5: 48 8B CB - mov rcx,rbx
GameAssembly.dll+A1A2E8: 49 8B 80 C8 01 00 00 - mov rax,[r8+000001C8]
GameAssembly.dll+A1A2EF: 4D 8B 80 D0 01 00 00 - mov r8,[r8+000001D0]
GameAssembly.dll+A1A2F6: FF D0 - call rax
GameAssembly.dll+A1A2F8: 84 C0 - test al,al
GameAssembly.dll+A1A2FA: 75 34 - jne GameAssembly.dll+A1A330
GameAssembly.dll+A1A2FC: 4C 8B 03 - mov r8,[rbx]
GameAssembly.dll+A1A2FF: 8B D7 - mov edx,edi
GameAssembly.dll+A1A301: 48 8B CB - mov rcx,rbx
}
I see! Thx a lot, Buddy!Revolver wrote: ↑Sat Feb 24, 2024 2:14 amSure, but there's two V8s. Right click "Pointer and HP (Must be in battle)" > Change script and replace the code with this:
Code: Select all
[ENABLE] aobscanmodule(InfHpTest,GameAssembly.dll,4C 8B 03 8B D7 48 8B CB 49 8B 80 C8) // should be unique alloc(newmem,$1000,InfHpTest) alloc(Char1Ptr,8) alloc(Char2Ptr,8) alloc(Char3Ptr,8) alloc(ActivateInfHP,4) registersymbol(ActivateInfHP) registersymbol(Char1Ptr) registersymbol(Char2Ptr) registersymbol(Char3Ptr) label(code) label(return) label(Char1) label(Char2) label(Char3) label(InfiniteHpCheck) newmem: cmp [rbx+168],1 je Char1 cmp [rbx+168],2 je Char2 cmp [rbx+168],3 je Char3 jmp InfiniteHpCheck Char1: mov [Char1Ptr],rbx jmp InfiniteHpCheck Char2: mov [Char2Ptr],rbx jmp InfiniteHpCheck Char3: mov [Char3Ptr],rbx jmp InfiniteHpCheck InfiniteHpCheck: cmp [ActivateInfHP],1 jne code cmp [rbx+168],3 ja code mov byte ptr [rbx+191],1 code: mov r8,[rbx] mov edx,edi jmp return InfHpTest: jmp newmem return: registersymbol(InfHpTest) ActivateInfHP: dd 1 [DISABLE] InfHpTest: db 4C 8B 03 8B D7 unregistersymbol(InfHpTest) dealloc(newmem) dealloc(Char1Ptr) dealloc(Char2Ptr) dealloc(Char3Ptr) dealloc(ActivateInfHP) unregistersymbol(ActivateInfHP) unregistersymbol(Char1Ptr) unregistersymbol(Char2Ptr) unregistersymbol(Char3Ptr) { // ORIGINAL CODE - INJECTION POINT: GameAssembly.dll+A1A2E0 GameAssembly.dll+A1A2AF: 45 33 C0 - xor r8d,r8d GameAssembly.dll+A1A2B2: 0F 28 CE - movaps xmm1,xmm6 GameAssembly.dll+A1A2B5: E8 F6 67 05 00 - call Command.Battle.BossSkillModel.Update GameAssembly.dll+A1A2BA: 48 8B 8B 40 03 00 00 - mov rcx,[rbx+00000340] GameAssembly.dll+A1A2C1: 48 85 C9 - test rcx,rcx GameAssembly.dll+A1A2C4: 0F 84 BE 00 00 00 - je GameAssembly.dll+A1A388 GameAssembly.dll+A1A2CA: 45 33 C0 - xor r8d,r8d GameAssembly.dll+A1A2CD: 0F 28 CE - movaps xmm1,xmm6 GameAssembly.dll+A1A2D0: E8 EB FD 05 00 - call Command.Battle.ForceGaugeModel.Update GameAssembly.dll+A1A2D5: 66 66 66 0F 1F 84 00 00 00 00 00 - nop word ptr [rax+rax+00000000] // ---------- INJECTING HERE ---------- GameAssembly.dll+A1A2E0: 4C 8B 03 - mov r8,[rbx] // ---------- DONE INJECTING ---------- GameAssembly.dll+A1A2E3: 8B D7 - mov edx,edi GameAssembly.dll+A1A2E5: 48 8B CB - mov rcx,rbx GameAssembly.dll+A1A2E8: 49 8B 80 C8 01 00 00 - mov rax,[r8+000001C8] GameAssembly.dll+A1A2EF: 4D 8B 80 D0 01 00 00 - mov r8,[r8+000001D0] GameAssembly.dll+A1A2F6: FF D0 - call rax GameAssembly.dll+A1A2F8: 84 C0 - test al,al GameAssembly.dll+A1A2FA: 75 34 - jne GameAssembly.dll+A1A330 GameAssembly.dll+A1A2FC: 4C 8B 03 - mov r8,[rbx] GameAssembly.dll+A1A2FF: 8B D7 - mov edx,edi GameAssembly.dll+A1A301: 48 8B CB - mov rcx,rbx }