Suikoden games have a balancing gimmick. The more you're leveled above the enemy level the amount of EXP received drops. This means that Quick Level Gain becomes ineffective roughly around when you get the castle - which isn't very far in the game.
It might (keyword: MIGHT) be as simple as a code that sets the current EXP value to 999 if it's less than 998. In theory, that would let you level up (1,000 EXP), then afterwards immediately set it right back to 999 and let you do it again - if you ended up earning 15 EXP in a battle, you would then gain 15 levels.
Just suggesting - I know this was an annoying issue back on the PSX with Gameshark.
Also: the Enemy Damage Multiplier (suggestion: rename to Enemy Damage RECEIVED Multiplier so it's clear; same as Hero Damage RECEIVED Multiplier) seemed to only change the display damage, not the actual damage taken. One Hit Kill worked perfectly fine.
I worked on Suikoden II options this afternoon. Not everything listed is working (mainly the Infinite Rune Use and Character Pointers), but I believe everything else is working at the moment.
Options[+88]:
Suikoden II Options
Activate Trainer (For Suikoden II)
Activate Trainer 2 (Controls Money Pointer)
Activate Trainer 3 (Controls Damage Modifier)
Activate Trainer 4 (Controls Infinite Items)
Activate Trainer 5 (Controls Quick Level Gain)
Activate Trainer 6 (Controls Infinite Rune Use)
Activate Trainer 7 (Controls Party Character Pointers)
Toggle Hotkeys Off/On
Hotkeys Active
Save Current Trainer Values
Load Current Trainer Values
Change Slot Config Description
Set Default Hero Damage Modifier Options
God Mode
Hero Damage Multiplier
Hero Healing Multiplier
Hero Party Cannot Die
Enemy Damage Multiplier
Enemy Healing Multiplier
One Hit Kill
Enable Potch Gain/Loss Multiplier
Potch Gain Multiplier
Potch Loss Multiplier
Infinite Items
Quick Level Gain
Infinite Rune Use
Current Potch (View Main Menu To Populate)
Current Party Character Editor (View Main Menu To Populate)
Current HP
Character 1
Character 2
Character 3
Character 4
Character 5
Character 6
Current EXP
Character 1
Character 2
Character 3
Character 4
Character 5
Character 6
Current Rune Use
Character 1 Level 1
Character 1 Level 2
Character 1 Level 3
Character 1 Level 4
Character 2 Level 1
Character 2 Level 2
Character 2 Level 3
Character 2 Level 4
Character 3 Level 1
Character 3 Level 2
Character 3 Level 3
Character 3 Level 4
Character 4 Level 1
Character 4 Level 2
Character 4 Level 3
Character 4 Level 4
Character 5 Level 1
Character 5 Level 2
Character 5 Level 3
Character 5 Level 4
Character 6 Level 1
Character 6 Level 2
Character 6 Level 3
Character 6 Level 4
Current Attached Rune (Suikoden II)
Character 1 Right Hand
Character 1 Left Hand
Character 1 Head
Character 2 Right Hand
Character 2 Left Hand
Character 2 Head
Character 3 Right Hand
Character 3 Left Hand
Character 3 Head
Character 4 Right Hand
Character 4 Left Hand
Character 4 Head
Character 5 Right Hand
Character 5 Left Hand
Character 5 Head
Character 6 Right Hand
Character 6 Left Hand
Character 6 Head
EDIT 1:
I fleshed out more of the table. Infinite Rune Use and Character Pointers now work for Suikoden II. Enjoy!
Inf Item only applied to the slot of character, but not with your bag.
No matter how many times i set rune on the Head part, it always goes blank. Like, there is no rune.
Suikoden games have a balancing gimmick. The more you're leveled above the enemy level the amount of EXP received drops. This means that Quick Level Gain becomes ineffective roughly around when you get the castle - which isn't very far in the game.
It might (keyword: MIGHT) be as simple as a code that sets the current EXP value to 999 if it's less than 998. In theory, that would let you level up (1,000 EXP), then afterwards immediately set it right back to 999 and let you do it again - if you ended up earning 15 EXP in a battle, you would then gain 15 levels.
Just suggesting - I know this was an annoying issue back on the PSX with Gameshark.
Also: the Enemy Damage Multiplier (suggestion: rename to Enemy Damage RECEIVED Multiplier so it's clear; same as Hero Damage RECEIVED Multiplier) seemed to only change the display damage, not the actual damage taken. One Hit Kill worked perfectly fine.
found bugs :
1. H Rune Sill Blank
2. Inf Worked on Battle Only
3. Inf Rune Worked on Battle Only
4. when cheat activated, then characters leaves (On Event) those Characters Still on Party, convoy Included, Ex: when i was chapter Rockaxe Mission when u choose Refuse Nanami 3 times, she will join u as convoy but when she join as convoy will be stucks.
i have screenshot, but when i shared this forum always failed to upload.
Someone reported an issue with my latest table. If monsters don't have anything to drop at all, it was going into infinite loop (you had to turn off Always Drop to continue). I have attempted a fix for this issue. Please report further issues you may have.
Thanks for the update, but i am afraid the issue has reappeared in latest table 5.0. I cannot try 4.0 or 4.5 since it is not shown anymore in this forum.
I try with this formation, i want to get resurrection rune from whip wolf, since hell hound doesnt drop anything, it got stuck (infinite loop).
I wanted to say thanks for the quick work on the CT, made the play through of S1 very smooth. Any chance for S2 to get an auto item drop code added to the table?
Wanted to let people know, so the normal save you used to use for S1 doesn't work for S2, you have to go through the credits and make a clear save.
Is it okay if i request a Party replacement feature in Suikoden 1 and 2? There is something I want to do for Youtube and somehow I am at end game and I cant replace Flik, Viktor. So I am cooked.
I found some pointers for War Battle HP. For easy wins, set enemy hp to 1 and do an attack.
[*]Ally HP (War Battle)
[*]Enemy HP (War Battle) (Set To 1 and Do An Attack To Win Easily)
hello drummer can we have code similar to this
3006AE62 0007 (This line enables McDohl, omit if you wish)
3006AE63 0007 (This line enables Millie sans Bonaparte)
D010E8C8 0052
3010E8C8 0054
The final two lines make the game read 83 character availability flags and not 81. This allows McDohl and Millie to appear. Millie sans Bonaparte has Nina's join/remove lines. In the recruit list her portrait is a placeholder, but she is OK once she is in the party.
basically add mcdohl character in leona tavern. thank you
1. H Rune Sill Blank
2. Inf Worked on Battle Only
3. Inf Rune Worked on Battle Only
4. when cheat activated, then characters leaves (On Event) those Characters Still on Party, convoy Included, Ex: when i was chapter Rockaxe Mission when u choose Refuse Nanami 3 times, she will join u as convoy but when she join as convoy will be stucks.
i have screenshot, but when i shared this forum always failed to upload.
Update:
1. bug < i found the head rune pointer is off, it's should be 20,21,22 (H,Right,Left) currently the head pointer is off to 23 > fixed
*missing drop-down for character 5 and 6*
Last edited by Rienfleche on Sun Mar 09, 2025 7:56 am, edited 3 times in total.
[enable]
{$lua}
LaunchMonoDataCollector()
while monopipe and monoSymbolList.FullyLoaded==false do
checkSynchronize()
end
{$asm}
alloc(newmem,2048,"GameAssembly.dll"+23343E0)
label(returnhere)
label(originalcode)
label(exit)
newmem: //this is allocated memory, you have read,write,execute access
//place your code here
mov rcx,0
originalcode:
push rbx
sub rsp,20
exit:
jmp returnhere
UnityEngine.QualitySettings.set_vSyncCount:
jmp newmem
nop
returnhere:
[disable]
UnityEngine.QualitySettings.set_vSyncCount:
push rbx
sub rsp,20
change graphic setting from 1080 to 900 -> apply. back again to 1080p if you wish
apply speedhack
what I found is 2x speedhack don't make it faster, use 5x speedhack to make walk noticeably faster.