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Re: Crisis Core Final Fantasy 7 Reunion [+71] Updated for Ver.1.01

Posted: Wed Jan 04, 2023 12:35 pm
by SirGames2086
Sorry if I'm being stupid, for the buster sword proficiency script, i copied and pasted into the CT and its popped up but I can't enable it. It says the array for byte BS2 can't be found. Am i doing something wrong?

Re: Crisis Core Final Fantasy 7 Reunion [+71] Updated for Ver.1.01

Posted: Thu Jan 05, 2023 1:33 am
by khuong
@Raynard

For the Buster Script..

After the first 3 values (Block/Command/Attack) should be..

4 Bytes - 100
4 Bytes - 100
4 Bytes - 500

also to get max, for the game to read properly.. it should be..

Block - Double - 80
Command - Double - 200
Attack - Double -100

Full AOB should be..
40540000000000004072C000000000004072C000000000000000006400000064000001F4:Max Buster Sword Proficiency

Re: Crisis Core Final Fantasy 7 Reunion [+71] Updated for Ver.1.01

Posted: Thu Jan 05, 2023 2:18 pm
by SirGames2086
khuong wrote:
Thu Jan 05, 2023 1:33 am
@Raynard

For the Buster Script..

After the first 3 values (Block/Command/Attack) should be..

4 Bytes - 100
4 Bytes - 100
4 Bytes - 500

also to get max, for the game to read properly.. it should be..

Block - Double - 80
Command - Double - 200
Attack - Double -100

Full AOB should be..
40540000000000004072C000000000004072C000000000000000006400000064000001F4:Max Buster Sword Proficiency
cheers it worked!

Re: Crisis Core Final Fantasy 7 Reunion [+71] Updated for Ver.1.01

Posted: Tue Jan 10, 2023 7:13 am
by Cassidayglove
Is there anyway we could get a randomized Item drop function? Like, there's soooo many accessories, materia, etc- in the game, that having a truly randomized item drop system from enemies, or even better, one with options, where we could chose to exclude certain items, or even classes of items, or make sure x, y and z are possibilities to drop- would add literally nearly unlimited replayability to this game? Or does this Cheat Table have that, and since there's more features than Nasa control here, my dumb-ass missed it?

Re: Crisis Core Final Fantasy 7 Reunion [+71] Updated for Ver.1.01

Posted: Thu Jan 12, 2023 5:17 am
by edale
Feature request: DMW always enters chocobo and/or summon mode.

Re: Crisis Core Final Fantasy 7 Reunion [+71] Updated for Ver.1.01

Posted: Thu Jan 12, 2023 1:29 pm
by Darkedone02
Question, what is causing monsters to auto kill themselves when they cast mbarrier or barrier?

Re: Crisis Core Final Fantasy 7 Reunion [+71] Updated for Ver.1.01

Posted: Sun Jan 15, 2023 6:02 am
by edale
gamescollections wrote:
Thu Dec 15, 2022 12:37 pm
hello please add code no random battle thanks
This game doesn't have random battles. It has pre-designated areas that if you step in a battle will happen.

If you simply hug the walls, you'll almost never trigger a non-boss battle (sometimes there's no "safe zone" on the edges of bridges).

Re: Crisis Core Final Fantasy 7 Reunion [+71] Updated for Ver.1.01

Posted: Sun Jan 15, 2023 6:05 am
by edale
gamescollections wrote:
Thu Dec 15, 2022 12:37 pm
hello please add code no random battle thanks
This game doesn't have random battles. It has pre-designated areas that if you step in a battle will happen.

If you simply hug the walls, you'll almost never trigger a non-boss battle (sometimes there's no "safe zone" on the edges of bridges, or it's only safe on the edge of one side of the bridge).

Re: Crisis Core Final Fantasy 7 Reunion [+71] Updated for Ver.1.01

Posted: Tue Jan 17, 2023 12:17 am
by Blitzga
Is there any way to reset the Level of zack?
Because on NG+ he is just too strong even on Hard

Re: Crisis Core Final Fantasy 7 Reunion [+71] Updated for Ver.1.01

Posted: Tue Jan 17, 2023 12:14 pm
by edale
Chapter 4 Materia Collection minigame Freeze timer:
*edit- Seems to work for all "count up" timers.

Code: Select all

{ Game   : CCFF7R-Win64-Shipping.exe
  Version: 
  Date   : 2023-01-17
  Author : Edale

  This script freezes the timer for the Materia Collection minigame in chapter 4.
}

[ENABLE]

aobscanmodule(MateriaCollectTimer1,CCFF7R-Win64-Shipping.exe,F3 0F 11 83 F0 02 00 00 72) // should be unique
alloc(newmem,$1000,MateriaCollectTimer1)

label(code)
label(return)

newmem:

code:
  NOP
  jmp return

MateriaCollectTimer1:
  jmp newmem
  nop 3
return:
registersymbol(MateriaCollectTimer1)

[DISABLE]

MateriaCollectTimer1:
  db F3 0F 11 83 F0 02 00 00

unregistersymbol(MateriaCollectTimer1)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: CCFF7R-Win64-Shipping.exe+12DC212

CCFF7R-Win64-Shipping.exe+12DC1E5: 0F 57 C0                 - xorps xmm0,xmm0
CCFF7R-Win64-Shipping.exe+12DC1E8: 40 38 B3 FC 02 00 00     - cmp [rbx+000002FC],sil
CCFF7R-Win64-Shipping.exe+12DC1EF: 75 73                    - jne CCFF7R-Win64-Shipping.exe+12DC264
CCFF7R-Win64-Shipping.exe+12DC1F1: 0F 2F 83 F8 02 00 00     - comiss xmm0,[rbx+000002F8]
CCFF7R-Win64-Shipping.exe+12DC1F8: 77 6A                    - ja CCFF7R-Win64-Shipping.exe+12DC264
CCFF7R-Win64-Shipping.exe+12DC1FA: EB 3D                    - jmp CCFF7R-Win64-Shipping.exe+12DC239
CCFF7R-Win64-Shipping.exe+12DC1FC: F3 0F 10 8B F4 02 00 00  - movss xmm1,[rbx+000002F4]
CCFF7R-Win64-Shipping.exe+12DC204: 0F 28 C7                 - movaps xmm0,xmm7
CCFF7R-Win64-Shipping.exe+12DC207: F3 0F 58 83 F0 02 00 00  - addss xmm0,[rbx+000002F0]
CCFF7R-Win64-Shipping.exe+12DC20F: 0F 2F C1                 - comiss xmm0,xmm1
// ---------- INJECTING HERE ----------
CCFF7R-Win64-Shipping.exe+12DC212: F3 0F 11 83 F0 02 00 00  - movss [rbx+000002F0],xmm0
// ---------- DONE INJECTING  ----------
CCFF7R-Win64-Shipping.exe+12DC21A: 72 0B                    - jb CCFF7R-Win64-Shipping.exe+12DC227
CCFF7R-Win64-Shipping.exe+12DC21C: F3 0F 11 8B F0 02 00 00  - movss [rbx+000002F0],xmm1
CCFF7R-Win64-Shipping.exe+12DC224: 0F 28 C1                 - movaps xmm0,xmm1
CCFF7R-Win64-Shipping.exe+12DC227: 40 38 B3 FC 02 00 00     - cmp [rbx+000002FC],sil
CCFF7R-Win64-Shipping.exe+12DC22E: 75 34                    - jne CCFF7R-Win64-Shipping.exe+12DC264
CCFF7R-Win64-Shipping.exe+12DC230: 0F 2F 83 F8 02 00 00     - comiss xmm0,[rbx+000002F8]
CCFF7R-Win64-Shipping.exe+12DC237: 72 2B                    - jb CCFF7R-Win64-Shipping.exe+12DC264
CCFF7R-Win64-Shipping.exe+12DC239: 48 8B 8B 30 03 00 00     - mov rcx,[rbx+00000330]
CCFF7R-Win64-Shipping.exe+12DC240: B2 01                    - mov dl,01
CCFF7R-Win64-Shipping.exe+12DC242: C6 83 FC 02 00 00 01     - mov byte ptr [rbx+000002FC],01
}

Re: Crisis Core Final Fantasy 7 Reunion [+71] Updated for Ver.1.01

Posted: Wed Jan 18, 2023 2:04 am
by Nazyaweh
khuong wrote:
Thu Jan 05, 2023 1:33 am
@Raynard

For the Buster Script..

After the first 3 values (Block/Command/Attack) should be..

4 Bytes - 100
4 Bytes - 100
4 Bytes - 500

also to get max, for the game to read properly.. it should be..

Block - Double - 80
Command - Double - 200
Attack - Double -100

Full AOB should be..
40540000000000004072C000000000004072C000000000000000006400000064000001F4:Max Buster Sword Proficiency
I am a total noob at this and I see no where in the script or the tables to input any of this information. Any help would be greatly appreciated.

Re: Crisis Core Final Fantasy 7 Reunion [+71] Updated for Ver.1.01

Posted: Thu Jan 19, 2023 11:25 pm
by edale
Freeze the timer for Hojo's minigame towards the end of chapter 4 (the one where you have to steal the keys from the 6 experiments within 3 minutes).
*edit- Seems to work for all "count down" timers.

Code: Select all

{ Game   : CCFF7R-Win64-Shipping.exe
  Version: 
  Date   : 2023-01-19
  Author : Edale

  This script Freezes the timer for Hojo's minigame in chapter 4.
}

[ENABLE]

aobscanmodule(FreezeHojoTimer1,CCFF7R-Win64-Shipping.exe,F3 0F 11 83 F0 02 00 00 77) // should be unique
alloc(newmem,$1000,FreezeHojoTimer1)

label(code)
label(return)

newmem:

code:
  NOP
  jmp return

FreezeHojoTimer1:
  jmp newmem
  nop 3
return:
registersymbol(FreezeHojoTimer1)

[DISABLE]

FreezeHojoTimer1:
  db F3 0F 11 83 F0 02 00 00

unregistersymbol(FreezeHojoTimer1)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: CCFF7R-Win64-Shipping.exe+12DC1D5

CCFF7R-Win64-Shipping.exe+12DC1AB: A8 08                    - test al,08
CCFF7R-Win64-Shipping.exe+12DC1AD: 0F 85 B1 00 00 00        - jne CCFF7R-Win64-Shipping.exe+12DC264
CCFF7R-Win64-Shipping.exe+12DC1B3: 8B 8B 00 03 00 00        - mov ecx,[rbx+00000300]
CCFF7R-Win64-Shipping.exe+12DC1B9: 85 C9                    - test ecx,ecx
CCFF7R-Win64-Shipping.exe+12DC1BB: 74 3F                    - je CCFF7R-Win64-Shipping.exe+12DC1FC
CCFF7R-Win64-Shipping.exe+12DC1BD: 83 F9 01                 - cmp ecx,01
CCFF7R-Win64-Shipping.exe+12DC1C0: 0F 85 9E 00 00 00        - jne CCFF7R-Win64-Shipping.exe+12DC264
CCFF7R-Win64-Shipping.exe+12DC1C6: F3 0F 10 83 F0 02 00 00  - movss xmm0,[rbx+000002F0]
CCFF7R-Win64-Shipping.exe+12DC1CE: F3 0F 5C C7              - subss xmm0,xmm7
CCFF7R-Win64-Shipping.exe+12DC1D2: 0F 2F C6                 - comiss xmm0,xmm6
// ---------- INJECTING HERE ----------
CCFF7R-Win64-Shipping.exe+12DC1D5: F3 0F 11 83 F0 02 00 00  - movss [rbx+000002F0],xmm0
// ---------- DONE INJECTING  ----------
CCFF7R-Win64-Shipping.exe+12DC1DD: 77 09                    - ja CCFF7R-Win64-Shipping.exe+12DC1E8
CCFF7R-Win64-Shipping.exe+12DC1DF: 89 B3 F0 02 00 00        - mov [rbx+000002F0],esi
CCFF7R-Win64-Shipping.exe+12DC1E5: 0F 57 C0                 - xorps xmm0,xmm0
CCFF7R-Win64-Shipping.exe+12DC1E8: 40 38 B3 FC 02 00 00     - cmp [rbx+000002FC],sil
CCFF7R-Win64-Shipping.exe+12DC1EF: 75 73                    - jne CCFF7R-Win64-Shipping.exe+12DC264
CCFF7R-Win64-Shipping.exe+12DC1F1: 0F 2F 83 F8 02 00 00     - comiss xmm0,[rbx+000002F8]
CCFF7R-Win64-Shipping.exe+12DC1F8: 77 6A                    - ja CCFF7R-Win64-Shipping.exe+12DC264
CCFF7R-Win64-Shipping.exe+12DC1FA: EB 3D                    - jmp CCFF7R-Win64-Shipping.exe+12DC239
CCFF7R-Win64-Shipping.exe+12DC1FC: F3 0F 10 8B F4 02 00 00  - movss xmm1,[rbx+000002F4]
CCFF7R-Win64-Shipping.exe+12DC204: 0F 28 C7                 - movaps xmm0,xmm7
}

Re: Crisis Core Final Fantasy 7 Reunion [+71] Updated for Ver.1.01

Posted: Fri Jan 20, 2023 2:53 am
by edale
Freeze the "m to exit" timer near the start of chapter 9.
*edit- erm... this seems to stop you and enemies from moving as well... In battle, you'll still be able to attack enemies close enough to reach or with magic though...

Code: Select all

{ Game   : CCFF7R-Win64-Shipping.exe
  Version: 
  Date   : 2023-01-19
  Author : Edale

  This script stops the "m to exit" timer in chapter 9.
}

[ENABLE]

aobscanmodule(DistanceToExit,CCFF7R-Win64-Shipping.exe,F3 0F 11 53 28 F3 0F 11 43) // should be unique
alloc(newmem,$1000,DistanceToExit)

label(code)
label(return)

newmem:

code:
  NOP
  jmp return

DistanceToExit:
  jmp newmem
return:
registersymbol(DistanceToExit)

[DISABLE]

DistanceToExit:
  db F3 0F 11 53 28

unregistersymbol(DistanceToExit)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: CCFF7R-Win64-Shipping.exe+13D82BD

CCFF7R-Win64-Shipping.exe+13D828B: F3 0F 59 8F 74 01 00 00  - mulss xmm1,[rdi+00000174]
CCFF7R-Win64-Shipping.exe+13D8293: F3 0F 11 53 20           - movss [rbx+20],xmm2
CCFF7R-Win64-Shipping.exe+13D8298: F3 0F 11 43 28           - movss [rbx+28],xmm0
CCFF7R-Win64-Shipping.exe+13D829D: EB 28                    - jmp CCFF7R-Win64-Shipping.exe+13D82C7
CCFF7R-Win64-Shipping.exe+13D829F: F3 0F 10 53 18           - movss xmm2,[rbx+18]
CCFF7R-Win64-Shipping.exe+13D82A4: F3 0F 10 43 10           - movss xmm0,[rbx+10]
CCFF7R-Win64-Shipping.exe+13D82A9: F3 0F 10 4B 14           - movss xmm1,[rbx+14]
CCFF7R-Win64-Shipping.exe+13D82AE: F3 0F 58 53 28           - addss xmm2,[rbx+28]
CCFF7R-Win64-Shipping.exe+13D82B3: F3 0F 58 43 20           - addss xmm0,[rbx+20]
CCFF7R-Win64-Shipping.exe+13D82B8: F3 0F 58 4B 24           - addss xmm1,[rbx+24]
// ---------- INJECTING HERE ----------
CCFF7R-Win64-Shipping.exe+13D82BD: F3 0F 11 53 28           - movss [rbx+28],xmm2
// ---------- DONE INJECTING  ----------
CCFF7R-Win64-Shipping.exe+13D82C2: F3 0F 11 43 20           - movss [rbx+20],xmm0
CCFF7R-Win64-Shipping.exe+13D82C7: F3 0F 11 4B 24           - movss [rbx+24],xmm1
CCFF7R-Win64-Shipping.exe+13D82CC: 0F 28 B4 24 80 00 00 00  - movaps xmm6,[rsp+00000080]
CCFF7R-Win64-Shipping.exe+13D82D4: 4C 8B BC 24 B8 00 00 00  - mov r15,[rsp+000000B8]
CCFF7R-Win64-Shipping.exe+13D82DC: 48 8B B4 24 B0 00 00 00  - mov rsi,[rsp+000000B0]
CCFF7R-Win64-Shipping.exe+13D82E4: 0F 28 7C 24 70           - movaps xmm7,[rsp+70]
CCFF7R-Win64-Shipping.exe+13D82E9: 48 C7 43 10 00 00 00 00  - mov qword ptr [rbx+10],00000000
CCFF7R-Win64-Shipping.exe+13D82F1: 44 89 73 18              - mov [rbx+18],r14d
CCFF7R-Win64-Shipping.exe+13D82F5: 48 8B 9C 24 C0 00 00 00  - mov rbx,[rsp+000000C0]
CCFF7R-Win64-Shipping.exe+13D82FD: 48 81 C4 90 00 00 00     - add rsp,00000090
}

Re: Crisis Core Final Fantasy 7 Reunion [+71] Updated for Ver.1.01

Posted: Fri Jan 20, 2023 3:29 am
by edale
Buying Sniper upgrades doesn't deduct Kill Points.

Code: Select all

{ Game   : CCFF7R-Win64-Shipping.exe
  Version: 
  Date   : 2023-01-19
  Author : Edale

  This script buying Sniper upgrades doesn't deduct Kill Points.
}

[ENABLE]

aobscanmodule(KillCountFree,CCFF7R-Win64-Shipping.exe,F0 89 02 83 41 24 FE) // should be unique
alloc(newmem,$1000,KillCountFree)

label(code)
label(return)

newmem:

code:
  NOP
  add dword ptr [rcx+24],-02
  jmp return

KillCountFree+01:
  jmp newmem
  nop
return:
registersymbol(KillCountFree)

[DISABLE]

KillCountFree+01:
  db 89 02 83 41 24 FE

unregistersymbol(KillCountFree)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: CCFF7R-Win64-Shipping.exe+13BEBD2

CCFF7R-Win64-Shipping.exe+13BEBBA: C3              - ret 
CCFF7R-Win64-Shipping.exe+13BEBBB: CC              - int 3 
CCFF7R-Win64-Shipping.exe+13BEBBC: CC              - int 3 
CCFF7R-Win64-Shipping.exe+13BEBBD: CC              - int 3 
CCFF7R-Win64-Shipping.exe+13BEBBE: CC              - int 3 
CCFF7R-Win64-Shipping.exe+13BEBBF: CC              - int 3 
CCFF7R-Win64-Shipping.exe+13BEBC0: 4C 63 41 24     - movsxd  r8,dword ptr [rcx+24]
CCFF7R-Win64-Shipping.exe+13BEBC4: 48 8B 41 18     - mov rax,[rcx+18]
CCFF7R-Win64-Shipping.exe+13BEBC8: 4A 8B 54 C0 F8  - mov rdx,[rax+r8*8-08]
CCFF7R-Win64-Shipping.exe+13BEBCD: 42 8B 44 C0 F0  - mov eax,[rax+r8*8-10]
// ---------- INJECTING HERE ----------
CCFF7R-Win64-Shipping.exe+13BEBD2: 89 02           - mov [rdx],eax
// ---------- DONE INJECTING  ----------
CCFF7R-Win64-Shipping.exe+13BEBD4: 83 41 24 FE     - add dword ptr [rcx+24],-02
CCFF7R-Win64-Shipping.exe+13BEBD8: C3              - ret 
CCFF7R-Win64-Shipping.exe+13BEBD9: CC              - int 3 
CCFF7R-Win64-Shipping.exe+13BEBDA: CC              - int 3 
CCFF7R-Win64-Shipping.exe+13BEBDB: CC              - int 3 
CCFF7R-Win64-Shipping.exe+13BEBDC: CC              - int 3 
CCFF7R-Win64-Shipping.exe+13BEBDD: CC              - int 3 
CCFF7R-Win64-Shipping.exe+13BEBDE: CC              - int 3 
CCFF7R-Win64-Shipping.exe+13BEBDF: CC              - int 3 
CCFF7R-Win64-Shipping.exe+13BEBE0: 4C 63 41 24     - movsxd  r8,dword ptr [rcx+24]
}

Re: Crisis Core Final Fantasy 7 Reunion [+71] Updated for Ver.1.01

Posted: Fri Jan 20, 2023 3:47 pm
by Cas
edale wrote:
Fri Jan 20, 2023 3:29 am
..
See my signature