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Re: Final Fantasy VII: Remake Intergrade +7 (table Update2)

Posted: Thu Dec 23, 2021 10:32 pm
by Cielos
Marcus101RR wrote:
Thu Dec 23, 2021 6:34 pm
I have done all I wanted with this game its a one time playthrough and not worth a second run, any who enjoy the table, if the game updates, use fetch addresses to update pointers.
and I just have my first bike ride..... :(

//////////////////////////////
@all
Update3
- added field controlling character
read the descriptions first!
it's much easier to locate this time compared to ffxv, I had to play til I get the first guest party member to start tracing....

anyway the current approach has some problems still , for example, when adding new character to the party, they seems to be stuck at one place unless you're in battle. maybe I'm just not far enough so that you can customize joined member into the battle party, or I just need to keep digging, maybe there's a structure for the party order or something as well, just like the inventory structure..
for now, changing field controlling character via the Battle Settings menu is the most stable option....

Re: Final Fantasy VII: Remake Intergrade +7 (table Update2)

Posted: Fri Dec 24, 2021 6:09 am
by Shirokaido
hekatoncheir wrote:
Thu Dec 23, 2021 5:00 pm
snip
Any chance you're using another mod that conflicts with this one? If you still have the Star Bracelet mod in your folder, that conflicts with this one, so remove that and anything else that mods equipment.

Re: Final Fantasy VII: Remake Intergrade +7 (table Update2)

Posted: Fri Dec 24, 2021 8:01 am
by isosplx
HimoShifu wrote:
Thu Dec 23, 2021 4:22 pm
isosplx wrote:
Thu Dec 23, 2021 3:40 pm
Depending on the mod, they can be put directly in the game folder.
For example, the No Dynamic Resolution mod file is extracted directly to the "Game Install\FF7 Remake Intergrade\NoDynamicRes\End\Content\Paks" folder.
You do not need to have a ~mods folder.
Just copy the file in there directly to the Pak folder.
I don't know if anybody has told you this, but yellow/green does not suit this site's layout. I have to highlight your text to read it as it blends in a bit. Are you using some sort of custom UI that makes it stand out more?
Yes.

Re: Final Fantasy VII: Remake Intergrade +10 (table Update4)

Posted: Fri Dec 24, 2021 8:47 am
by Darkedone02
Can we have like an AP exp multiplier cheat please? I'm waiting for that one to make this feel complete for me.

Re: Final Fantasy VII: Remake Intergrade +7 (table Update2)

Posted: Fri Dec 24, 2021 9:34 am
by hekatoncheir
Shirokaido wrote:
Fri Dec 24, 2021 6:09 am
hekatoncheir wrote:
Thu Dec 23, 2021 5:00 pm
snip
Any chance you're using another mod that conflicts with this one? If you still have the Star Bracelet mod in your folder, that conflicts with this one, so remove that and anything else that mods equipment.
Nope. I emptied the mods folder to test the 8slots mod (first put it in there and didn't work, then in paks folder) as that's where i chiefly put my mods. None was in the paks folder. I believe the problem is from the mod creator in the way he made the mod

Re: Final Fantasy VII: Remake Intergrade +7 (table Update2)

Posted: Fri Dec 24, 2021 9:41 am
by hekatoncheir
Cielos wrote:
Thu Dec 23, 2021 10:32 pm
Marcus101RR wrote:
Thu Dec 23, 2021 6:34 pm
I have done all I wanted with this game its a one time playthrough and not worth a second run, any who enjoy the table, if the game updates, use fetch addresses to update pointers.
and I just have my first bike ride..... :(

//////////////////////////////
@all
Update3
- added field controlling character
read the descriptions first!
it's much easier to locate this time compared to ffxv, I had to play til I get the first guest party member to start tracing....

anyway the current approach has some problems still , for example, when adding new character to the party, they seems to be stuck at one place unless you're in battle. maybe I'm just not far enough so that you can customize joined member into the battle party, or I just need to keep digging, maybe there's a structure for the party order or something as well, just like the inventory structure..
for now, changing field controlling character via the Battle Settings menu is the most stable option....
Thanks for your efforts in making the table. Please how can i change the colour of the texts of your table? its very difficult for me to read.
EDIT: Found it, thanks

Re: Final Fantasy VII: Remake Intergrade +10 (table Update4)

Posted: Fri Dec 24, 2021 12:35 pm
by Ken107
well first of all nice work on your cheat table,
btw im working rn on a Summon hack so you can Summon "Ifrit and etc." in every fight. well
its a little bit hard to find out, well for now i can just summon ifrit or other summons a couple of Times in the "Hard fights" but i cant finnd the value for the "hard fights" so i can only call them in specifies Fights:
i can show a Video later if u like too maybe u can help me.

Yt :[Link]
at the 15min time i start to show the "summon hack"

Re: Final Fantasy VII: Remake Intergrade +10 (table Update4)

Posted: Fri Dec 24, 2021 1:51 pm
by tt313
Could someone take a look at the tower defense minigame during intergrade? (Yuffie episodes after completing main story)
Lock ATB gauge will be enough. I'm too much of a noob to find the correct value.
Thanks in advance.

Re: Final Fantasy VII: Remake Intergrade +10 (table Update4)

Posted: Fri Dec 24, 2021 2:06 pm
by Ken107
well i would take a look but i did not even started yuffies part
i finished already ff7 on ps4 but now i will take it slowly and play a little bit around!
maybe send me your save files nad let me know exactly what u want and i could take a look.

Re: Final Fantasy VII: Remake Intergrade +10 (table Update4)

Posted: Sat Dec 25, 2021 6:15 am
by isosplx
tt313 wrote:
Fri Dec 24, 2021 1:51 pm
Could someone take a look at the tower defense minigame during intergrade? (Yuffie episodes after completing main story)
Lock ATB gauge will be enough. I'm too much of a noob to find the correct value.
Thanks in advance.
Here is a post.
Condor Minigame Full ATB

Re: Final Fantasy VII: Remake Intergrade +10 (table Update4)

Posted: Sat Dec 25, 2021 5:34 pm
by Tohru Adachi
Works like a charm! Thank you!

Re: Final Fantasy VII: Remake Intergrade +10 (table Update4)

Posted: Sun Dec 26, 2021 1:51 am
by isosplx
Tohru Adachi wrote:
Sat Dec 25, 2021 5:34 pm
Works like a charm! Thank you!
You are welcome.
It is only a re-upload.

Re: Final Fantasy VII: Remake Intergrade +7 (table Update2)

Posted: Sun Dec 26, 2021 3:45 am
by darth_biggious
m01s33nk0 wrote:
Tue Dec 21, 2021 8:25 pm
also find time for kids' minigame (smashing boxes)
Spoiler

Code: Select all

{ Game   : ff7remake_.exe
  Version: 
  Date   : 2021-12-21
  Author : 0

  This script does blah blah blah
}

[ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat

 
 
aobscanmodule(time,ff7remake_.exe,F3 0F 11 8F 50 02 00 00) // should be unique
alloc(newmem,$1000,time)

label(code)
label(return)

newmem:
  movss xmm1,[rdi+00000250]
code:
  movss [rdi+00000250],xmm1
  jmp return

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

[DISABLE]
//code from here till the end of the code will be used to disable the cheat
time:
  db F3 0F 11 8F 50 02 00 00

unregistersymbol(time)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: ff7remake_.exe+EA165A

ff7remake_.exe+EA1632: 48 83 EC 20              - sub rsp,20
ff7remake_.exe+EA1636: 48 8B F9                 - mov rdi,rcx
ff7remake_.exe+EA1639: 0F 28 C1                 - movaps xmm0,xmm1
ff7remake_.exe+EA163C: 48 8B 89 C8 00 00 00     - mov rcx,[rcx+000000C8]
ff7remake_.exe+EA1643: 48 85 C9                 - test rcx,rcx
ff7remake_.exe+EA1646: 74 5C                    - je ff7remake_.exe+EA16A4
ff7remake_.exe+EA1648: F3 0F 10 8F 50 02 00 00  - movss xmm1,[rdi+00000250]
ff7remake_.exe+EA1650: F3 0F 5C C8              - subss xmm1,xmm0
ff7remake_.exe+EA1654: 0F 57 C0                 - xorps xmm0,xmm0
ff7remake_.exe+EA1657: 0F 2F C8                 - comiss xmm1,xmm0
// ---------- INJECTING HERE ----------
ff7remake_.exe+EA165A: F3 0F 11 8F 50 02 00 00  - movss [rdi+00000250],xmm1
// ---------- DONE INJECTING  ----------
ff7remake_.exe+EA1662: 77 5F                    - ja ff7remake_.exe+EA16C3
ff7remake_.exe+EA1664: 48 89 5C 24 30           - mov [rsp+30],rbx
ff7remake_.exe+EA1669: 0F 57 C9                 - xorps xmm1,xmm1
ff7remake_.exe+EA166C: 33 DB                    - xor ebx,ebx
ff7remake_.exe+EA166E: 89 9F 50 02 00 00        - mov [rdi+00000250],ebx
ff7remake_.exe+EA1674: E8 97 23 00 00           - call ff7remake_.exe+EA3A10
ff7remake_.exe+EA1679: 8B 4F 10                 - mov ecx,[rdi+10]
ff7remake_.exe+EA167C: 48 89 5F 28              - mov [rdi+28],rbx
ff7remake_.exe+EA1680: 85 C9                    - test ecx,ecx
ff7remake_.exe+EA1682: 7E 1B                    - jle ff7remake_.exe+EA169F
}
Anyone got this to work, I keep getting an expected symbol near '{' error

Re: Final Fantasy VII: Remake Intergrade +7 (table Update2)

Posted: Sun Dec 26, 2021 5:52 am
by ToucheYou
darth_biggious wrote:
Sun Dec 26, 2021 3:45 am
m01s33nk0 wrote:
Tue Dec 21, 2021 8:25 pm
also find time for kids' minigame (smashing boxes)
Spoiler

Code: Select all

{ Game   : ff7remake_.exe
  Version: 
  Date   : 2021-12-21
  Author : 0

  This script does blah blah blah
}

[ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat

 
 
aobscanmodule(time,ff7remake_.exe,F3 0F 11 8F 50 02 00 00) // should be unique
alloc(newmem,$1000,time)

label(code)
label(return)

newmem:
  movss xmm1,[rdi+00000250]
code:
  movss [rdi+00000250],xmm1
  jmp return

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

[DISABLE]
//code from here till the end of the code will be used to disable the cheat
time:
  db F3 0F 11 8F 50 02 00 00

unregistersymbol(time)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: ff7remake_.exe+EA165A

ff7remake_.exe+EA1632: 48 83 EC 20              - sub rsp,20
ff7remake_.exe+EA1636: 48 8B F9                 - mov rdi,rcx
ff7remake_.exe+EA1639: 0F 28 C1                 - movaps xmm0,xmm1
ff7remake_.exe+EA163C: 48 8B 89 C8 00 00 00     - mov rcx,[rcx+000000C8]
ff7remake_.exe+EA1643: 48 85 C9                 - test rcx,rcx
ff7remake_.exe+EA1646: 74 5C                    - je ff7remake_.exe+EA16A4
ff7remake_.exe+EA1648: F3 0F 10 8F 50 02 00 00  - movss xmm1,[rdi+00000250]
ff7remake_.exe+EA1650: F3 0F 5C C8              - subss xmm1,xmm0
ff7remake_.exe+EA1654: 0F 57 C0                 - xorps xmm0,xmm0
ff7remake_.exe+EA1657: 0F 2F C8                 - comiss xmm1,xmm0
// ---------- INJECTING HERE ----------
ff7remake_.exe+EA165A: F3 0F 11 8F 50 02 00 00  - movss [rdi+00000250],xmm1
// ---------- DONE INJECTING  ----------
ff7remake_.exe+EA1662: 77 5F                    - ja ff7remake_.exe+EA16C3
ff7remake_.exe+EA1664: 48 89 5C 24 30           - mov [rsp+30],rbx
ff7remake_.exe+EA1669: 0F 57 C9                 - xorps xmm1,xmm1
ff7remake_.exe+EA166C: 33 DB                    - xor ebx,ebx
ff7remake_.exe+EA166E: 89 9F 50 02 00 00        - mov [rdi+00000250],ebx
ff7remake_.exe+EA1674: E8 97 23 00 00           - call ff7remake_.exe+EA3A10
ff7remake_.exe+EA1679: 8B 4F 10                 - mov ecx,[rdi+10]
ff7remake_.exe+EA167C: 48 89 5F 28              - mov [rdi+28],rbx
ff7remake_.exe+EA1680: 85 C9                    - test ecx,ecx
ff7remake_.exe+EA1682: 7E 1B                    - jle ff7remake_.exe+EA169F
}
Anyone got this to work, I keep getting an expected symbol near '{' error
Works fine for me. Make sure to press "Select All" on the code frame and on the CE, press Ctrl + Alt + A to open the Auto Assemble window and paste the code there. After that, don't press execute, but press "File" on the top left and select "Assign to current cheat table".

Re: Final Fantasy VII: Remake Intergrade +10 (table Update4)

Posted: Sun Dec 26, 2021 6:39 am
by Tohru Adachi
Ken107 wrote:
Fri Dec 24, 2021 12:35 pm
well first of all nice work on your cheat table,
btw im working rn on a Summon hack so you can Summon "Ifrit and etc." in every fight. well
its a little bit hard to find out, well for now i can just summon ifrit or other summons a couple of Times in the "Hard fights" but i cant finnd the value for the "hard fights" so i can only call them in specifies Fights:
i can show a Video later if u like too maybe u can help me.

Yt :[Link]
at the 15min time i start to show the "summon hack"
I believe it's scripted to work like that. I am currently trying to figure out how to make it possible to summon anytime as well.