Tactics Ogre: Reborn [+119] Compatible with 1.05

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cryosaur
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Re: Tactics Ogre: Reborn [+119] Compatible with 1.05

Post by cryosaur »

Sorry for the delayed reply. I got a few PMs, but it would probably help others if I answered them here instead.

The v1.0.7 address of the Skills table pointer is: Tactics Ogre Reborn.exe+D682D8

I might have done so before, but here is part of my custom CT and an explanation of what each part is/does:

Code: Select all

<CheatEntry>
  <Description>"Mods"</Description>
  <Options moHideChildren="1"/>
  <Color>800080</Color>
  <GroupHeader>1</GroupHeader>
  <CheatEntries>
    <CheatEntry>
      <Description>"Skills"</Description>
      <Color>800080</Color>
      <VariableType>String</VariableType>
      <Length>4</Length>
      <ZeroTerminate>0</ZeroTerminate>
      <Address>Tactics Ogre Reborn.exe+D682D8</Address>
      <Offsets>
        <Offset>0</Offset>
      </Offsets>
      <CheatEntries>
        <CheatEntry>
          <Description>"First Aid I"</Description>
          <Color>800080</Color>
          <VariableType>Byte</VariableType>
          <Address>+10+66*1BF</Address>
          <CheatEntries>
            <CheatEntry>
              <Description>"Class Set - RuneFencer: 10"</Description>
              <Color>800080</Color>
              <VariableType>Byte</VariableType>
              <Address>+15</Address>
              <Hotkeys>
                <Hotkey>
                  <Action>Set Value</Action>
                  <Keys>
                    <Key>17</Key>
                    <Key>32</Key>
                  </Keys>
                  <Value>10</Value>
                </Hotkey>
              </Hotkeys>
            </CheatEntry>
          </CheatEntries>
        </CheatEntry>
        <CheatEntry>
          <Description>"First Aid II"</Description>
          <Color>800080</Color>
          <VariableType>Byte</VariableType>
          <Address>+10+66*1C0</Address>
          <CheatEntries>
            <CheatEntry>
              <Description>"Class Set - RuneFencer: 22"</Description>
              <Color>800080</Color>
              <VariableType>Byte</VariableType>
              <Address>+15</Address>
              <Hotkeys>
                <Hotkey>
                  <Action>Set Value</Action>
                  <Keys>
                    <Key>17</Key>
                    <Key>32</Key>
                  </Keys>
                  <Value>22</Value>
                </Hotkey>
              </Hotkeys>
            </CheatEntry>
          </CheatEntries>
        </CheatEntry>
        <CheatEntry>
          <Description>"First Aid III"</Description>
...
          <Address>+10+66*1C1</Address>
...
              <Description>"Class Set - RuneFencer: 34"</Description>
...
                  <Value>34</Value>
...
        <CheatEntry>
          <Description>"First Aid IV"</Description>
...
          <Address>+10+66*1C2</Address>
...
              <Description>"Class Set - RuneFencer: 50"</Description>
...
                  <Value>50</Value>
...
      </CheatEntries>
    </CheatEntry>
  </CheatEntries>
</CheatEntry>
The top/first part--"Mods"--is just a wrapper to group all my "permanent" custom cheats together in one place, and so it has GroupHeader = 1(yes/true). HideChildren is turned on so it is collapsed by default.

Next is the "Skills" 'cheat', which is not actually a cheat exactly. What it does is have the address of the pointer to the Skills data table, which enables its subordinate cheats to use that address as a reference base. The vartype=string, length=4, and 0-terminated=no parts describe the Value that is supposed to be found at the beginning of the address pointed to: it should be text "xlce", so I can quickly open the Mods group, and see "Skills | P->{address} | String[4] | xlce" if everything is working correctly. Address is where to find the pointer to the data table. The Offset 0 thing indicates that this Address contains a pointer--use the value found at the Address as another address.

After that is a bunch of 'cheats' each pointing to one skill, one record in the skills table. Description is the name of the skill. Don't really care what the value type is, as this 'cheat' won't modify anything. Address is where the action happens here: the first + indicates that it is using an offset from the address of its parent 'cheat': if the parent was pointing to address 1000, a child with address +42 would point to address 1042. Keep in mind that the raw XML of the <Address> tag is interpreted as a hexadecimal, not base-10. All the data tables have a header that is 0x10 (16) bytes long, which is what the +10 is for: to skip over 0x10 bytes. Each record in the Skills data table is 0x66 (102) bytes wide (says so in the header), so we have +10+66. There are a bunch of sources to find which record to look up; anyone can use my [Link] to start off, or look around for something better. If you count the first record as #0, the First Aid 1 record that I'm looking for is #447 or 0x1BF, and so we have the full address of +10+66*1BF.

The sub-subordinate record is an actual cheat--something that modifies the game. Description is what it is supposed to do; for example, allow the RuneFencer class to learn First Aid 1 at level 10. VariableType is kind of value being modified at this Address. Address here also starts with a +, indicating that it is an offset from the address of its parent 'cheat'; in a record in the Skills table, if the first byte is #0 the part that controls if/when the RuneFencer class can use it is a 1-byte value at #21 (0x15). So the Address is +15, and VariableType = byte. Finally, there is that Hotkey stuff--if you don't want to manually go in and (re)set this each time, you set up a hotkey that can do stuff; you still have to use the hotkey each time you run the game, but this is the best you can do without actually re-writing the game's data. This one here is Action = Set Value, to write the Value to the address when the hotkey 17+32 (Ctrl+Space) is pressed. Value is 10 (0x0A) = learn at level 10 (for RuneFencer), which is written over the game's value here of 0xFF = cannot learn + cannot use.

The other records are there, some abbreviated to only show differences. Notice that you can have the same key combination activate multiple cheats' Hotkey Action.

Let's see... answer some questions... Velocity Shift is Skill record #739, so use Address +10+66*2E3. Byte for Lord class is #60, so use Address +3C. White Knights get it at Level 0x12 (18), so use Value = 18 or a higher unless you're extra-greedy.

How to use this cheat table?
  1. Install Cheat Engine
  2. Double-click the .CT file in order to open it.
  3. Click the PC icon in Cheat Engine in order to select the game process.
  4. Keep the list.
  5. Activate the trainer options by checking boxes or setting values from 0 to 1

cryosaur
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Re: Tactics Ogre: Reborn [+119] Compatible with 1.05

Post by cryosaur »

... To answer some older questions:
Recovery Time (RT) is a calculated statistic that Units cannot grow/shrink via Level. There is no RT modifier field in a Unit record to be saved as part of a save game. All sources of RT that you can tamper with are part of hardcoded data that the game re-reads every time it is run, so your cheats have to be re-applied if you want custom RT values: to a Unit Template, Class, or Equipment. You can permanently modify this hardcoded data, but not with a CE table.

I've never tried tampering with the voice settings so I don't know if that part of your CT works.

Some Unit tampering (changing portrait, sprite) requires some unknown rebuilding/recalculation process for the changes to be properly applied. The quickest known way to make it happen--after you make your changes--is opening and closing the Warren Report. Not sure if class set is part of it, but give it a try. You should do it anyway, for any Unit changes.

Kuro1650
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Re: Tactics Ogre: Reborn [+119] Compatible with 1.05

Post by Kuro1650 »

Hey i know this is an old post but will still ask. So whenever i tried to edit equipment stats all my character stats would also change i mean as soon as i would select the editable option under "scripts - menu - Equipment - Equipment enhance max" All my equipment stats would change and i mean every equipment helmet, armour, weapon, etc. I just want to change the weapon stats even if temporarily but it would always change stats for every equipment as a result when i try to fight both me, allies and enemies all would just do 1 damage and also if i edit anything in weapon stats it is also applying to enemy, so can anyone help me with this???

cryosaur
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Re: Tactics Ogre: Reborn [+119] Compatible with 1.05

Post by cryosaur »

If you want a targeted change, make your edits in (Game) Data > Equipment, not via a script.

But I see that you also don't want enemies to benefit? All Units hold a reference to Equipment records--not copies--so you cannot buff only "your" gear. Outside of Cursed and Relics, there is no real "your gear". Any change to a particular Equipment record will affect any Unit "holding" (referencing) it, because they are all "holding" the same thing.

Anyway, you still want to buff your Units' damage? In that case, you could modify your units' stats so they hit harder with the same weapons. Find that in (Game) Data > Unit or "Current Stats", depending on which CT you have. In the Unit data, ensure you do not modify the first block of stat fields ("Basic Status")--these fields are regularly overwritten and should probably not be included in the CT. Make your edits to the next block, "Extend Status"; those fields store stat gains from charms and food, so it won't get overwritten.

aqualithe
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Re: Tactics Ogre: Reborn [+119] Compatible with 1.05

Post by aqualithe »

Hello, is there a way to make a character like Canopus stay on the guest spot forever ? I'd like to have him with me but my team is full..

cryosaur
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Re: Tactics Ogre: Reborn [+119] Compatible with 1.05

Post by cryosaur »

Kuro, here's that updated Inventory that you wanted.

aqualithe. I did try what you are curious about, but Guests only come into battles where the Battle is already configured to bring in that specific unit as an extra. Maybe someone else can find a way to get around this limitation with a script, but ... There is already a script to always be able to bring 12 units into battle. Is 12 not enough?
Attachments
Tactics Ogre Reborn - Inventory.ct
(69.65 KiB) Downloaded 359 times

Asph
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Re: Tactics Ogre: Reborn [+119] Compatible with 1.05

Post by Asph »

Hi is there the latest Cheat Engine for tactics ogre? i see that the one made by Cryosaur only for inventory items.

t22112
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Re: Tactics Ogre: Reborn [+119] Compatible with 1.05

Post by t22112 »

Could someone please update for 1.08, the current one make my game crash after battle

[Link]

Netan3
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Re: Tactics Ogre: Reborn [+119] Compatible with 1.05

Post by Netan3 »

Serious question:
What good are stat-boosting amulets if even if you upgrade your character with extended stats, enemies will scale the same as you?
I don't understand the purpose of adding charms that give stats that are useless, I inflated my generic mage with 100 INT, I played 3 battles and found a map boss with higher stats than my inflated Mage, incredible...

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Re: Tactics Ogre: Reborn [+119] Compatible with 1.05

Post by Klipspringer »

Netan3 wrote:
Wed Mar 26, 2025 1:45 am
Serious question:
What good are stat-boosting amulets if even if you upgrade your character with extended stats, enemies will scale the same as you?
I don't understand the purpose of adding charms that give stats that are useless, I inflated my generic mage with 100 INT, I played 3 battles and found a map boss with higher stats than my inflated Mage, incredible...
No, enemies do not scale with you in this game.
By "map boss" do you mean one of the unique colored level 55 variants of an enemy? If so, those are always like that.

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Re: Tactics Ogre: Reborn [+94]

Post by SKLancelot »

tempar cheatar wrote:
Thu Nov 24, 2022 3:15 pm
"Delete Guest Sign" script, change 33 and 13 to 21 and 61 respectively.
Sorry if it is necroing it somewhat, but can you provide a guideline or picture instructions into getting the characters in the current version or version 1.0.3 to 1.0.4 as I seem to be having trouble trying to find the actual values for the Delete Guest Sign script and the Guest / Not Guest and Target options to allow Leonar and other guests to become joinable

Edit: Nevermind, went to a save with Alloser for Chapter 2 Chaos, did find the exact byte which is 97, that Alloser is set with in Chaos, however found the byte / bit value of characters who are already in your party / joined and are considered temporary guests, best examples are Cautiua and Vyce early on, in the memory address, which was 115 when going over the memory part of the code. Game doesn't show the want to join screen but they do join fine, likely because the game thinks they already have joined.

Image

Example 2 of the Xenobians being recruited after Almorica in Chapter 1

Image

granted, it may cause problems later when legit characters join in their associated routes and process in the three chapters.

Awf
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Re: Tactics Ogre: Reborn [+119] Compatible with 1.05

Post by Awf »

I have a question. Hopefully this thread is still active enough for me to get a reply.

I've been playing the PSP version for years with cheats and was wondering if any of these cheat tables could do a specific thing. The long and short of it is I always make a generic named after myself and then change his sprite/portrait to Rudlum and his class to Juggernaut. The class thing is the least thing I'm interested in, but still interested. Would this be something the cheat tables would let me do? Aside from that, adding static versions of recruitable characters, like Ravness and Vyce, so I don't have to play through an entire chapter just to use them? I use CTs for Disgaea 5 that has character editing options that lets me tweak and customize almost every aspect of my characters, so I assume this one probably does to, but I figure it's better to ask first before dropping $50 on a game i technically already own.

cryosaur
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Re: Tactics Ogre: Reborn [+119] Compatible with 1.05

Post by cryosaur »

Mostly, yes. A unit's sprite/portrait can be tricky with just a CT for Reborn, because there are periodic interactions between any dynamic Unit (part of your saved game), and the associated static Template and Class (part of the unchanged base game data). It's doable with just a CT, but you need to modify your CT to re-change the static data to enforce your changes which is kinda a hassle.

If you use modding + a CT, this becomes easier. The modding toolset for Reborn is not fully complete, but is enough to make changes to enough of the base game data to accomplish what you want without always having Cheat Engine running and re-enforcing your customizations.

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