Sword Art Online Last Recollection (Steam). Working for 1.15

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gradius12
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Re: Sword Art Online Last Recollection (Steam). Working for 1.03

Post by gradius12 »

a_busy_man wrote:
Sun Oct 08, 2023 5:52 pm
gradius12 wrote:
Sun Oct 08, 2023 5:18 pm
secondarea shouldnt affect it since they are higher in lvl
and since everything after lvl 4 goes down i dont think so since lvl 3 etc are only here
iguess we need to filter the lowest value on every diffuclty and highest one just in case to see if there is something in common between them since if they indeed do share something altogether we can use that to differ


edit i found the value for seal power usage count

"sao_lr-Win64-Shipping.exe"+5F5A7A8
Added the Seal Power Charges Static Pointer. I will make a script later whan I have time to make it infinite.

Edit: No need to edit if you aren't the last post. No I didn't check negative, the compare function of Cheat engine only compares positive offsets, so I don't know what the enemies have there. It can be checked by adding the adress to the table and uttting the offset by hand.
so far i noticed that the enemies have a much higher value there and i checked with bercouli again my low char iguess (because i somehow hate him) and even he is at 3 at that address

How to use this cheat table?
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Re: Sword Art Online Last Recollection (Steam). Working for 1.03

Post by a_busy_man »

gradius12 wrote:
Sun Oct 08, 2023 6:11 pm
a_busy_man wrote:
Sun Oct 08, 2023 5:52 pm
gradius12 wrote:
Sun Oct 08, 2023 5:18 pm
secondarea shouldnt affect it since they are higher in lvl
and since everything after lvl 4 goes down i dont think so since lvl 3 etc are only here
iguess we need to filter the lowest value on every diffuclty and highest one just in case to see if there is something in common between them since if they indeed do share something altogether we can use that to differ


edit i found the value for seal power usage count

"sao_lr-Win64-Shipping.exe"+5F5A7A8
Added the Seal Power Charges Static Pointer. I will make a script later whan I have time to make it infinite.

Edit: No need to edit if you aren't the last post. No I didn't check negative, the compare function of Cheat engine only compares positive offsets, so I don't know what the enemies have there. It can be checked by adding the adress to the table and uttting the offset by hand.
so far i noticed that the enemies have a much higher value there and i checked with bercouli again my low char iguess (because i somehow hate him) and even he is at 3 at that address
It may be a good alternative then. If al enemies are far higher there, it is a good thing.

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Re: Sword Art Online Last Recollection (Steam). Working for 1.03

Post by gradius12 »

a_busy_man wrote:
Sun Oct 08, 2023 6:13 pm
gradius12 wrote:
Sun Oct 08, 2023 6:11 pm
a_busy_man wrote:
Sun Oct 08, 2023 5:52 pm

Added the Seal Power Charges Static Pointer. I will make a script later whan I have time to make it infinite.

Edit: No need to edit if you aren't the last post. No I didn't check negative, the compare function of Cheat engine only compares positive offsets, so I don't know what the enemies have there. It can be checked by adding the adress to the table and uttting the offset by hand.
so far i noticed that the enemies have a much higher value there and i checked with bercouli again my low char iguess (because i somehow hate him) and even he is at 3 at that address
It may be a good alternative then. If al enemies are far higher there, it is a good thing.
can confirm now sofar hard mode value for enemy skink is somewhere at 1500
ok i think we found our god mode point since even after changing the difficulty it stayed at 3 for chars and whas different for enemys

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Re: Sword Art Online Last Recollection (Steam). Working for 1.03

Post by a_busy_man »

gradius12 wrote:
Sun Oct 08, 2023 6:15 pm
a_busy_man wrote:
Sun Oct 08, 2023 6:13 pm
gradius12 wrote:
Sun Oct 08, 2023 6:11 pm


so far i noticed that the enemies have a much higher value there and i checked with bercouli again my low char iguess (because i somehow hate him) and even he is at 3 at that address
It may be a good alternative then. If al enemies are far higher there, it is a good thing.
can confirm now sofar hard mode value for enemy skink is somewhere at 1500
The values is also 3 for me being at chapter 8. I hope any new game also has it at 3 at the beggining. If so, that value is perfect.

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Re: Sword Art Online Last Recollection (Steam). Working for 1.03

Post by gradius12 »

a_busy_man wrote:
Sun Oct 08, 2023 6:19 pm
gradius12 wrote:
Sun Oct 08, 2023 6:15 pm
a_busy_man wrote:
Sun Oct 08, 2023 6:13 pm


It may be a good alternative then. If al enemies are far higher there, it is a good thing.
can confirm now sofar hard mode value for enemy skink is somewhere at 1500
The values is also 3 for me being at chapter 8. I hope any new game also has it at 3 at the beggining. If so, that value is perfect.
just started a new game and its 3 too even the tutorial fight against alice has a higher counterthen 3

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Re: Sword Art Online Last Recollection (Steam). Working for 1.03

Post by a_busy_man »

gradius12 wrote:
Sun Oct 08, 2023 6:26 pm
a_busy_man wrote:
Sun Oct 08, 2023 6:19 pm
gradius12 wrote:
Sun Oct 08, 2023 6:15 pm

can confirm now sofar hard mode value for enemy skink is somewhere at 1500
The values is also 3 for me being at chapter 8. I hope any new game also has it at 3 at the beggining. If so, that value is perfect.
just started a new game and its 3 too even the tutorial fight against alice has a higher counterthen 3
Try this script:
Spoiler

Code: Select all

[ENABLE]

aobscanmodule(GodModeAutoKill,$process,48 89 38 48 8B 5C 24 58) // should be unique
alloc(newmem,$1000,GodModeAutoKill)

label(code)
label(return)

newmem:
  cmp [rax-30],(int)3
  je GodMode
  jmp code

AutoKill:
  mov [rax],0
  mov rbx,[rsp+58]
  jmp return

GodMode:
  mov rdi,[rax+10]
  mov [rax],rdi
  mov rbx,[rsp+58]
  jmp return

code:
  mov [rax],rdi
  mov rbx,[rsp+58]
  jmp return

GodModeAutoKill:
  jmp newmem
  nop 3
return:
registersymbol(GodModeAutoKill)

[DISABLE]

GodModeAutoKill:
  db 48 89 38 48 8B 5C 24 58

unregistersymbol(*)
dealloc(*)

{
// ORIGINAL CODE - INJECTION POINT: sao_lr-Win64-Shipping.exe+1154BC2

sao_lr-Win64-Shipping.exe+1154B93: C6 44 24 30 3C              - mov byte ptr [rsp+30],3C
sao_lr-Win64-Shipping.exe+1154B98: 48 8B D7                    - mov rdx,rdi
sao_lr-Win64-Shipping.exe+1154B9B: C6 44 24 28 3D              - mov byte ptr [rsp+28],3D
sao_lr-Win64-Shipping.exe+1154BA0: 48 8B CB                    - mov rcx,rbx
sao_lr-Win64-Shipping.exe+1154BA3: 48 C7 44 24 20 00 00 00 00  - mov qword ptr [rsp+20],00000000
sao_lr-Win64-Shipping.exe+1154BAC: E8 2F FF EC FF              - call sao_lr-Win64-Shipping.exe+1024AE0
sao_lr-Win64-Shipping.exe+1154BB1: 48 8B 46 08                 - mov rax,[rsi+08]
sao_lr-Win64-Shipping.exe+1154BB5: 48 C7 00 00 00 00 00        - mov qword ptr [rax],00000000
sao_lr-Win64-Shipping.exe+1154BBC: EB 07                       - jmp sao_lr-Win64-Shipping.exe+1154BC5
sao_lr-Win64-Shipping.exe+1154BBE: 48 8B 46 08                 - mov rax,[rsi+08]
// ---------- INJECTING HERE ----------
sao_lr-Win64-Shipping.exe+1154BC2: 48 89 38                    - mov [rax],rdi
// ---------- DONE INJECTING  ----------
sao_lr-Win64-Shipping.exe+1154BC5: 48 8B 5C 24 58              - mov rbx,[rsp+58]
sao_lr-Win64-Shipping.exe+1154BCA: 48 8B 74 24 60              - mov rsi,[rsp+60]
sao_lr-Win64-Shipping.exe+1154BCF: 48 8B 7C 24 68              - mov rdi,[rsp+68]
sao_lr-Win64-Shipping.exe+1154BD4: 48 83 C4 40                 - add rsp,40
sao_lr-Win64-Shipping.exe+1154BD8: 41 5E                       - pop r14
sao_lr-Win64-Shipping.exe+1154BDA: C3                          - ret 
sao_lr-Win64-Shipping.exe+1154BDB: CC                          - int 3 
sao_lr-Win64-Shipping.exe+1154BDC: CC                          - int 3 
sao_lr-Win64-Shipping.exe+1154BDD: CC                          - int 3 
sao_lr-Win64-Shipping.exe+1154BDE: CC                          - int 3 
}

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Re: Sword Art Online Last Recollection (Steam). Working for 1.03

Post by gradius12 »

works perfect

also i dont know if you overread it but i also found the buff duration for skills its a upcounting value which uses 2 certain values a duration use and a max timer how long its uses

ex:buff timer has 60 sek the values it uses are something like z-y= x
with z the maxtime for buff y time the skill has been in use and x is the timer how you see it

probably needs some time to figure it out since they change every time you change area or teleport the address

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Re: Sword Art Online Last Recollection (Steam). Working for 1.03

Post by a_busy_man »

gradius12 wrote:
Sun Oct 08, 2023 6:41 pm
works perfect

also i dont know if you overread it but i also found the buff duration for skills its a upcounting value which uses 2 certain values a duration use and a max timer how long its uses

ex:buff timer has 60 sek the values it uses are something like z-y= x
with z the maxtime for buff y time the skill has been in use and x is the timer how you see it

probably needs some time to figure it out since they change every time you change area or teleport the address
So many things I probably overlooked it. What is the adress for these?

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Re: Sword Art Online Last Recollection (Steam). Working for 1.03

Post by gradius12 »

a_busy_man wrote:
Sun Oct 08, 2023 6:42 pm
gradius12 wrote:
Sun Oct 08, 2023 6:41 pm
works perfect

also i dont know if you overread it but i also found the buff duration for skills its a upcounting value which uses 2 certain values a duration use and a max timer how long its uses

ex:buff timer has 60 sek the values it uses are something like z-y= x
with z the maxtime for buff y time the skill has been in use and x is the timer how you see it

probably needs some time to figure it out since they change every time you change area or teleport the address
So many things I probably overlooked it. What is the adress for these?
that the problem it always changes every time when changing the area

and it seems the auto kill is obsolete with the 1 hit kill and god mode since auto kill doesnt give you any thing and even breaks hunter quest sometimes

because 1 hit kill and god mode you are already like the god of destruction

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Re: Sword Art Online Last Recollection (Steam). Working for 1.03

Post by a_busy_man »

gradius12 wrote:
Sun Oct 08, 2023 6:53 pm
a_busy_man wrote:
Sun Oct 08, 2023 6:42 pm
gradius12 wrote:
Sun Oct 08, 2023 6:41 pm
works perfect

also i dont know if you overread it but i also found the buff duration for skills its a upcounting value which uses 2 certain values a duration use and a max timer how long its uses

ex:buff timer has 60 sek the values it uses are something like z-y= x
with z the maxtime for buff y time the skill has been in use and x is the timer how you see it

probably needs some time to figure it out since they change every time you change area or teleport the address
So many things I probably overlooked it. What is the adress for these?
that the problem it always changes every time when changing the area
We don't need the address for a pointer, if you have it once, Find Out What Writes This Addres, and you should find the function that writes them all. As long as that one isn't also dynamic, it should be fine and would work no matter the address since the function is to access those anyways.

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Re: Sword Art Online Last Recollection (Steam). Working for 1.03

Post by gradius12 »

a_busy_man wrote:
Sun Oct 08, 2023 6:57 pm
gradius12 wrote:
Sun Oct 08, 2023 6:53 pm
a_busy_man wrote:
Sun Oct 08, 2023 6:42 pm

So many things I probably overlooked it. What is the adress for these?
that the problem it always changes every time when changing the area
We don't need the address for a pointer, if you have it once, Find Out What Writes This Addres, and you should find the function that writes them all. As long as that one isn't also dynamic, it should be fine and would work no matter the address since the function is to access those anyways.
thats the thing every single time i change the area or so it vanishes fromthat address and appears on a different part

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Re: Sword Art Online Last Recollection (Steam). Working for 1.03

Post by a_busy_man »

gradius12 wrote:
Sun Oct 08, 2023 7:14 pm
a_busy_man wrote:
Sun Oct 08, 2023 6:57 pm
gradius12 wrote:
Sun Oct 08, 2023 6:53 pm

that the problem it always changes every time when changing the area
We don't need the address for a pointer, if you have it once, Find Out What Writes This Address, and you should find the function that writes them all. As long as that one isn't also dynamic, it should be fine and would work no matter the address since the function is to access those anyways.
thats the thing every single time i change the area or so it vanishes fromthat address and appears on a different part
The function changes? What writes the adress is different every time? The function should be the same even with a different address.

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Re: Sword Art Online Last Recollection (Steam). Working for 1.03

Post by gradius12 »

also those are the opcodes that that write to my found addresses sofar

7FF7371799C5 - 66 44 89 6F 34 - mov [rdi+34],r13w
7FF73717A69E - 66 89 71 34 - mov [rcx+34],si
7FF7371738EC - 66 89 41 34 - mov [rcx+34],ax
7FF7371827B8 - 66 89 41 34 - mov [rcx+34],ax

EDIT: sry looked at the wrong address this is the only one that affects the time

7FF7371837A7 - F3 0F11 03 - movss [rbx],xmm0

and after changing the area those are involved too
7FF736407E34 - 43 88 2C A7 - mov [r15+r12*4],bpl
7FF736407E38 - 43 88 74 A7 01 - mov [r15+r12*4+01],sil
7FFADFFB14F7 - C5FD7F51 20 - vmovdqa [rcx+20],ymm2
7FF7375EBFB3 - 41 88 47 08 - mov [r15+08],al
7FF7375EBFBC - 41 88 47 09 - mov [r15+09],al
dont know if thats needed or helpful

Edit 2 the first opcodes are the skill id maybe the skilleffects are somewhere hiden in it ?


can confirm after noping 7FF7371837A7 - F3 0F11 03 - movss [rbx],xmm0 timer stays at 60

Edit 3 : also very important i noticed that the 1 hitkill affects some chars now dont know why

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Re: Sword Art Online Last Recollection (Steam). Working for 1.03

Post by a_busy_man »

gradius12 wrote:
Sun Oct 08, 2023 8:17 pm
also those are the opcodes that that write to my found addresses sofar

7FF7371799C5 - 66 44 89 6F 34 - mov [rdi+34],r13w
7FF73717A69E - 66 89 71 34 - mov [rcx+34],si
7FF7371738EC - 66 89 41 34 - mov [rcx+34],ax
7FF7371827B8 - 66 89 41 34 - mov [rcx+34],ax

EDIT: sry looked at the wrong address this is the only one that affects the time

7FF7371837A7 - F3 0F11 03 - movss [rbx],xmm0

and after changing the area those are involved too
7FF736407E34 - 43 88 2C A7 - mov [r15+r12*4],bpl
7FF736407E38 - 43 88 74 A7 01 - mov [r15+r12*4+01],sil
7FFADFFB14F7 - C5FD7F51 20 - vmovdqa [rcx+20],ymm2
7FF7375EBFB3 - 41 88 47 08 - mov [r15+08],al
7FF7375EBFBC - 41 88 47 09 - mov [r15+09],al
dont know if thats needed or helpful

Edit 2 the first opcodes are the skill id maybe the skilleffects are somewhere hiden in it ?


can confirm after noping 7FF7371837A7 - F3 0F11 03 - movss [rbx],xmm0 timer stays at 60

Edit 3 : also very important i noticed that the 1 hitkill affects some chars now dont know why
1 Hit Kill uses the same cmp as God Mode. I have it updated on my intrnal version of the table, but I have yet to release it:
Spoiler

Code: Select all

[ENABLE]

aobscanmodule(1HKill,$process,48 8B 10 48 85 D2 79 31) // should be unique
alloc(newmem,$1000,1HKill)

label(code)
label(return)

newmem:
  cmp [rax-30],(int)3
  je code
  mov rdx,0
  test rdx,rdx
  jmp return

code:
  mov rdx,[rax]
  test rdx,rdx
  jmp return

1HKill:
  jmp newmem
  nop
return:
registersymbol(1HKill)

[DISABLE]

1HKill:
  db 48 8B 10 48 85 D2

unregistersymbol(*)
dealloc(*)

{
// ORIGINAL CODE - INJECTION POINT: sao_lr-Win64-Shipping.exe+114F15B

sao_lr-Win64-Shipping.exe+114F13E: CC                             - int 3 
sao_lr-Win64-Shipping.exe+114F13F: CC                             - int 3 
sao_lr-Win64-Shipping.exe+114F140: 48 89 5C 24 10                 - mov [rsp+10],rbx
sao_lr-Win64-Shipping.exe+114F145: 48 89 74 24 18                 - mov [rsp+18],rsi
sao_lr-Win64-Shipping.exe+114F14A: 57                             - push rdi
sao_lr-Win64-Shipping.exe+114F14B: 48 83 EC 40                    - sub rsp,40
sao_lr-Win64-Shipping.exe+114F14F: 48 8B 41 08                    - mov rax,[rcx+08]
sao_lr-Win64-Shipping.exe+114F153: 48 8B F2                       - mov rsi,rdx
sao_lr-Win64-Shipping.exe+114F156: 33 DB                          - xor ebx,ebx
sao_lr-Win64-Shipping.exe+114F158: 48 8B F9                       - mov rdi,rcx
// ---------- INJECTING HERE ----------
sao_lr-Win64-Shipping.exe+114F15B: 48 8B 10                       - mov rdx,[rax]
// ---------- DONE INJECTING  ----------
sao_lr-Win64-Shipping.exe+114F15E: 48 85 D2                       - test rdx,rdx
sao_lr-Win64-Shipping.exe+114F161: 79 31                          - jns sao_lr-Win64-Shipping.exe+114F194
sao_lr-Win64-Shipping.exe+114F163: 0F B6 44 24 50                 - movzx eax,byte ptr [rsp+50]
sao_lr-Win64-Shipping.exe+114F168: 45 33 C9                       - xor r9d,r9d
sao_lr-Win64-Shipping.exe+114F16B: 88 44 24 38                    - mov [rsp+38],al
sao_lr-Win64-Shipping.exe+114F16F: B9 E8 03 00 00                 - mov ecx,000003E8
sao_lr-Win64-Shipping.exe+114F174: C6 44 24 30 3C                 - mov byte ptr [rsp+30],3C
sao_lr-Win64-Shipping.exe+114F179: 49 B8 FF FF FF FF FF FF FF 7F  - mov r8,7FFFFFFFFFFFFFFF
sao_lr-Win64-Shipping.exe+114F183: C6 44 24 28 3D                 - mov byte ptr [rsp+28],3D
sao_lr-Win64-Shipping.exe+114F188: 48 89 5C 24 20                 - mov [rsp+20],rbx
}
I will check the other stuff later since I am still doing episode quest, I eblive I should be about to finish them already... I enjoy the story a lot, but I can't test meanwhile, and I fear missing something If I don't do them right away.
Edit: Can you tell me the adress of the process 7FF7371837A7 - F3 0F11 03 - movss [rbx],xmm0? For the fiirs tone you pit it was easy as it was unique, but there are lots of values (457) that does movss [rbx],xmm0 on the process and the address of the process won't work, I need a +sometrhing.
The process you put for the Skill id is $process+12A99C5, I need the same for the other one. Edit: it is +15EEDD2

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Re: Sword Art Online Last Recollection (Steam). Working for 1.03

Post by gradius12 »

oh nevermind then and the 1kill script works now

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