Page 5 of 5

Re: Fell Seal: Arbiter's Mark (Steam)

Posted: Mon Aug 31, 2020 3:28 am
by chax
Fligglebleh wrote:
Tue Aug 18, 2020 1:02 am
Lord Blade wrote:
Sun Aug 16, 2020 3:55 am
Is there any cheat for AP?

Also, is there a way to make stat changes permanent? Or are they always just temporary?

Seems that changing the value for Jump doesn't change anything. Bonus movement does, which lets you have characters that can run across the stage. But sadly we can't cheat to jump super high.
Noticed the same. I messaged DrummerIX about it and he doesn't have the time at the moment to address it (he did just fix the modifier issue before these problems came about, afterall) but I'm sure it will be taken care of in time.
real stats value is float. should be around few bytes above the address of @DrummerIX's table. (according to his previous table, haven't tried the 1.4.1)

Re: Fell Seal: Arbiter's Mark (Steam)

Posted: Thu Dec 31, 2020 12:29 am
by bob2pt0
Script for doubling components instead of using them when crafting

Code: Select all

[ENABLE]

aobscanmodule(Components,GameAssembly.dll,01 43 18 8B 43 18) // should be unique
alloc(newmem,$1000,Components)

label(code)
label(return)

newmem:
  mov eax,[rbx+18]
code:
  add [rbx+18],eax
  mov eax,[rbx+18]
  jmp return

Components:
  jmp newmem
  nop
return:
registersymbol(Components)

[DISABLE]

Components:
  db 01 43 18 8B 43 18

unregistersymbol(Components)
dealloc(newmem)

Re: Fell Seal: Arbiter's Mark (Steam)

Posted: Sun Jan 31, 2021 4:21 pm
by Cyborg009
bob2pt0 wrote:
Thu Dec 31, 2020 12:29 am
Script for doubling components instead of using them when crafting
thanks for the code. I didn't know how to use it. so I tried pasting them in nihilism's Fell Seal.CT.
replace the script in double components. lo and behold it worked! :D

Re: Fell Seal: Arbiter's Mark (Steam)

Posted: Tue Feb 09, 2021 9:35 pm
by Alexandra Moldovia
Anyone able to fix the AP thing so I don't have to manually scan?

Re: Fell Seal: Arbiter's Mark (Steam)

Posted: Fri Mar 05, 2021 2:05 am
by bob2pt0
so to put these scripts in the simplest way i can think of would be topress the memory view button
press Ctrl + A (This opens up the auto assembler dialog box)
paste the script but Do not press "OK"
instead go to file then press "assign to current cheat table"
I noticed new items would be set to zero so i put an add funtion in so it would at least add one item instead of deleting it

Code: Select all

[ENABLE]

aobscanmodule(Components,GameAssembly.dll,01 43 18 8B 43 18) // should be unique
alloc(newmem,$1000,Components)

label(code)
label(return)

newmem:
  mov eax,[rbx+18]
  add eax, 1
code:
  add [rbx+18],eax
  mov eax,[rbx+18]
  jmp return

Components:
  jmp newmem
  nop
return:
registersymbol(Components)

[DISABLE]

Components:
  db 01 43 18 8B 43 18

unregistersymbol(Components)
dealloc(newmem)
Also here is a similar coder for serum and stuff on character use

Code: Select all

[ENABLE]

aobscanmodule(ClassItem,GameAssembly.dll,44 01 73 18 8B 43 18) // should be unique
alloc(newmem,$1000,ClassItem)

label(code)
label(return)

newmem:
  mov r14d,[rbx+18]
  add r14d, 1
code:
  add [rbx+18],r14d
  mov eax,[rbx+18]
  jmp return

ClassItem:
  jmp newmem
  nop 2
return:
registersymbol(ClassItem)

[DISABLE]

ClassItem:
  db 44 01 73 18 8B 43 18

unregistersymbol(ClassItem)
dealloc(newmem)

Re: Fell Seal: Arbiter's Mark (Steam)

Posted: Mon Apr 12, 2021 10:29 pm
by Fluffster
bob2pt0 wrote:
Fri Mar 05, 2021 2:05 am


Also here is a similar coder for serum and stuff on character use
Thanks for the detailed explanations and for the scripts.
When I try to compile the second one, I get an error message for line 10
Error in Line 10 ( mov r14d,[rbx+18]): This instruction can't be compiled
But the other one worked flawlessly

Re: Fell Seal: Arbiter's Mark (Steam)

Posted: Wed Aug 18, 2021 8:37 pm
by Zozinhu
I am up for playing this game again. Would someone kindly update the AP ? 😁

Re: Fell Seal: Arbiter's Mark (Steam)

Posted: Thu Apr 07, 2022 2:39 pm
by Alaswing
hi guys, i know im late to the party but i just want one cheat if you all can help me with!, i just need an craft ingredients wont go down, for example if i need 1 skin to make something and i got 2 skins, then after crafting something still have 2 skins!, thanks in advance!

Re: Fell Seal: Arbiter's Mark (Steam)

Posted: Fri Apr 08, 2022 3:35 am
by Alaswing
bob2pt0 wrote:
Fri Mar 05, 2021 2:05 am
so to put these scripts in the simplest way i can think of would be topress the memory view button
press Ctrl + A (This opens up the auto assembler dialog box)
paste the script but Do not press "OK"
instead go to file then press "assign to current cheat table"
I noticed new items would be set to zero so i put an add funtion in so it would at least add one item instead of deleting it

Code: Select all

[ENABLE]

aobscanmodule(Components,GameAssembly.dll,01 43 18 8B 43 18) // should be unique
alloc(newmem,$1000,Components)

label(code)
label(return)

newmem:
  mov eax,[rbx+18]
  add eax, 1
code:
  add [rbx+18],eax
  mov eax,[rbx+18]
  jmp return

Components:
  jmp newmem
  nop
return:
registersymbol(Components)

[DISABLE]

Components:
  db 01 43 18 8B 43 18

unregistersymbol(Components)
dealloc(newmem)
Also here is a similar coder for serum and stuff on character use

Code: Select all

[ENABLE]

aobscanmodule(ClassItem,GameAssembly.dll,44 01 73 18 8B 43 18) // should be unique
alloc(newmem,$1000,ClassItem)

label(code)
label(return)

newmem:
  mov r14d,[rbx+18]
  add r14d, 1
code:
  add [rbx+18],r14d
  mov eax,[rbx+18]
  jmp return

ClassItem:
  jmp newmem
  nop 2
return:
registersymbol(ClassItem)

[DISABLE]

ClassItem:
  db 44 01 73 18 8B 43 18

unregistersymbol(ClassItem)
dealloc(newmem)
Sorry to botter you again, everything was working fine, till i finally got some components i needed, i had the code activated and they became 0! :(, can you please help me solve this?

Re: Fell Seal: Arbiter's Mark (Steam)

Posted: Mon May 16, 2022 7:45 am
by krustytoe
Here is Max AP. You must have at least 1 AP or it will not be 9,999 for that class.

Code: Select all

[ENABLE]
aobscanmodule(Max_AP2,GameAssembly.dll,44 8B 6C C1 30 48) // should be unique
alloc(newmem,$100,Max_AP2)

label(code)
label(return)

newmem:
  mov [rcx+rax*8+30],#9999

code:
  mov r13d,[rcx+rax*8+30]
  jmp return

Max_AP2:
  jmp newmem
return:
registersymbol(Max_AP2)

[DISABLE]

Max_AP2:
  db 44 8B 6C C1 30

unregistersymbol(Max_AP2)
dealloc(newmem)

Re: Fell Seal: Arbiter's Mark (Steam)

Posted: Tue Jun 28, 2022 4:19 pm
by JJDrakken
The One hit or God Mode, etc.. for me doesn't work. Rest do.

Re: Fell Seal: Arbiter's Mark (Steam)

Posted: Wed Jun 29, 2022 8:01 pm
by JJDrakken
DrummerIX wrote:
Tue Jun 30, 2020 4:20 pm
Table still works. Minor patches should not affect the table.

The game updated from 32-bit to 64-bit which is one major reason why everything stopped working in the past. I never spent time fixing everything until now.
Godmode and what not is not working.

Re: Fell Seal: Arbiter's Mark (Steam)

Posted: Wed Jun 29, 2022 10:49 pm
by DrummerIX
I currently don't have time to look at this game again. There is a trainer in the Cheat Evolution app for this game that Rhark made. It might be up to date.

Re: Fell Seal: Arbiter's Mark (Steam)

Posted: Fri Dec 23, 2022 1:49 pm
by LillyanaKabal
Stat mods don't work anymore. It just reverts as soon as you leave the screen. Damage doesn't work either, only Gold is doing anything.