Atelier Ryza - Ever Darkness & The Secret Hideout

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shadowfang19
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Re: Atelier Ryza - Ever Darkness & The Secret Hideout

Post by shadowfang19 » Wed Nov 06, 2019 8:27 pm

is there a way to edit how many item you make at a time

TheNeru
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Re: Atelier Ryza - Ever Darkness & The Secret Hideout

Post by TheNeru » Thu Nov 07, 2019 2:47 am

@acolyte
The Offense, Defense and Support levels for equipment were editable right?
Mind sharing their pointers/offset/address, value range and value type for me?

Algester
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Re: Atelier Ryza - Ever Darkness & The Secret Hideout

Post by Algester » Thu Nov 07, 2019 6:02 am

shadowfang19 wrote:
Wed Nov 06, 2019 8:27 pm
is there a way to edit how many item you make at a time
yes chuck Synth Quantity +3 an all 4 effects of a common item ad addendum remember you can fit in 10 items in a single material loop

acolyte
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Re: Atelier Ryza - Ever Darkness & The Secret Hideout

Post by acolyte » Thu Nov 07, 2019 6:19 am

TheNeru wrote:
Thu Nov 07, 2019 2:47 am
@acolyte
The Offense, Defense and Support levels for equipment were editable right?
Mind sharing their pointers/offset/address, value range and value type for me?
Yeah gahqm informed the locations, I just helped him read that string of hex.
I haven't touched it because I'm confused what this 'work buff' thing is, I have not encountered it in-game yet. Have you?
acolyte wrote:
Sun Nov 03, 2019 2:29 am
gahqm wrote:
Sun Nov 03, 2019 1:26 am
hi everyone, anyone can help to add below stuff to "Highlight item editor" because I don't know know to modify, it just like "read-only" can't drag N drop new item into this part :?:

9B 01 E7 03 00 00 06 06 01 00 00 00 FF FF FF FF FF FF FF FF 22 01 22 01
22 01 01 01 01 00 00 00 00 00 63 00 64 00 65 00 04 03 02 00 02 00 00 00 00

9B 01 is the item ID, "06 06" first 06 is level after "item rebuild" and second 06 is "original item level". At second row, the 63 00, 64 00 and 65 00 is the enhanced equipment(Work Buff?) value and it is 2 bytes, the 04 03 02 is "Change role(Offence/Defense/Support)"
Woah interesting. I've been wondering why are there two levels, and didn't understand the use of all those XD Might have to play even more to care

Looks like:
Offset byte 7 (Byte): Item rebuild level
Offset byte 8 (Byte): Item original level
Offset byte 2C (2 Bytes): Work buff 1
Offset byte 2E (2 Bytes): Work buff 2
Offset byte 30 (2 Bytes): Work buff 3
Offset byte 32 (Byte): Offense
Offset byte 33 (Byte): Defense
Offset byte 34 (Byte): Support

So something like those?
I'm also curious if anyone figured out what's in byte 56 (0x38)..

As Zach said, copy-paste the row, and set the 'offset' to 0 when it asks (Put whatever in the replace). Double click on the pointer address of the new entry, then modify the 'offset' byte to one of the above

D00IVI
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Re: Atelier Ryza - Ever Darkness & The Secret Hideout

Post by D00IVI » Thu Nov 07, 2019 6:32 am

Algester wrote:
Thu Nov 07, 2019 6:02 am
shadowfang19 wrote:
Wed Nov 06, 2019 8:27 pm
is there a way to edit how many item you make at a time
yes chuck Synth Quantity +3 an all 4 effects of a common item ad addendum remember you can fit in 10 items in a single material loop
I'm pretty sure you can add as much as your add quantity are in one material loop


aka, add quantity pointer when :P

gahqm
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Re: Atelier Ryza - Ever Darkness & The Secret Hideout

Post by gahqm » Thu Nov 07, 2019 11:27 am

HI acolyte, "Work Buff" means enhance weapon/armor with item, or forge work? :?:

acolyte
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Re: Atelier Ryza - Ever Darkness & The Secret Hideout

Post by acolyte » Thu Nov 07, 2019 6:13 pm

gahqm wrote:
Thu Nov 07, 2019 11:27 am
HI acolyte, "Work Buff" means enhance weapon/armor with item, or forge work? :?:
Ohh I have ignored the forge.. Didn't understand what it does..

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Re: Atelier Ryza - Ever Darkness & The Secret Hideout

Post by D00IVI » Thu Nov 07, 2019 10:35 pm

it add stat to your weapons and may be add effect based on what item you used, check that video above

shadowfang19
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Re: Atelier Ryza - Ever Darkness & The Secret Hideout

Post by shadowfang19 » Fri Nov 08, 2019 4:02 am

so if i do yes chuck Synth Quantity +3 an all 4 effects of a common item ad addendum remember you can fit in 10 items in a single material loop then i can edit how many units i make of an item at one time right

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Re: Atelier Ryza - Ever Darkness & The Secret Hideout

Post by D00IVI » Fri Nov 08, 2019 11:21 am

or you can just make one, then go outside chop up some weeds, then go and use highlight item editor, lock the item type/effect/trait, and then clone them

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Cielos
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Re: Atelier Ryza - Ever Darkness & The Secret Hideout

Post by Cielos » Fri Nov 08, 2019 3:53 pm

as the mouse support patch is out, here's a "walk" script if you want to play with keyboard + mouse.

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>12</ID>
      <Description>"walk key"</Description>
      <LastState Activated="1"/>
      <Color>FF0000</Color>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>[ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat
aobscanmodule(moveFetchInitAOB,"Atelier_Ryza.exe",0F ** ** 0F ** ** 40 ** ** 0F 84)
registersymbol(moveFetchInitAOB)

label(bWalkKeyPressed)
registersymbol(bWalkKeyPressed)
label(dWalkKeyID)
registersymbol(dWalkKeyID)
label(dMoveSpeedMultiplier)
registersymbol(dMoveSpeedMultiplier)

alloc(newmem,2048,moveFetchInitAOB) //"Atelier_Ryza.exe"+4FB591)
label(returnhere)
label(originalcode_moveFetchInitAOB)
registersymbol(originalcode_moveFetchInitAOB)
label(exit)

newmem: //this is allocated memory, you have read,write,execute access
//place your code here
push rax

mov rax,bWalkKeyPressed
cmp byte ptr [rax],1
jne @f

mulss xmm9,[rax+8]

@@:
pop rax

originalcode_moveFetchInitAOB:
readmem(moveFetchInitAOB,6)
//xorps xmm1,xmm1
//xorps xmm2,xmm2

exit:
jmp returnhere

///
bWalkKeyPressed:
dd 0
dWalkKeyID:
dd 14
dMoveSpeedMultiplier:
dd (float)0.5
///

moveFetchInitAOB: //"Atelier_Ryza.exe"+4FB591:
jmp newmem
nop
returnhere:

///*****************************************///
//modified from TheyCallMeTim13's lua keylistener script
//http://fearlessrevolution.com/viewtopic.php?f=4&amp;t=6041&amp;start=60#p62657
{$lua}
local function walkKeyLuaThread(thread5)
	local addr5 = getAddressSafe('bWalkKeyPressed')
	while WalkKeyLuaThreadLoop do
        sleep(100)
		if addr5 then
            if ( isKeyPressed( readInteger('dWalkKeyID') ) ) then
			    writeBytes(addr5, 1)
            else
                writeBytes(addr5, 0)
            end
		else
			addr5 = getAddressSafe('bWalkKeyPressed')
		end
	end
	thread5.terminate()
--    while WalkKeyLuaThreadLoop do
--          if ( isKeyPressed(VK_CAPITAL) ) then
--              writeBytes("bWalkKeyPressed" ,1)
--          else
--              writeBytes("bWalkKeyPressed" ,0)
--          end
--    end
--    thread5.terminate()
end
----------------------------------
if syntaxcheck then return end
WalkKeyLuaThreadLoop = true
createThread(walkKeyLuaThread)
{$asm}

///*****************************************///




[DISABLE]
//code from here till the end of the code will be used to disable the cheat
{$lua}
if syntaxcheck then return end
WalkKeyLuaThreadLoop = false
{$asm}

///*****************************************///
dealloc(newmem)
moveFetchInitAOB: //"Atelier_Ryza.exe"+4FB591:
readmem(originalcode_moveFetchInitAOB,6)
//db 0F 57 C9 0F 57 D2
//Alt: xorps xmm1,xmm1
//Alt: xorps xmm2,xmm2
unregistersymbol(originalcode_moveFetchInitAOB)

unregistersymbol(bWalkKeyPressed)
unregistersymbol(dWalkKeyID)
unregistersymbol(dMoveSpeedMultiplier)
</AssemblerScript>
      <CheatEntries>
        <CheatEntry>
          <ID>169</ID>
          <Description>"key"</Description>
          <DropDownList ReadOnly="1" DescriptionOnly="1" DisplayValueAsItem="1">05:X1 mouse button
06:X2 mouse button
10:SHIFT key
11:CTRL key
12:ALT key
14:CAPS LOCK key
</DropDownList>
          <LastState Value="14" RealAddress="13FFF002A"/>
          <ShowAsHex>1</ShowAsHex>
          <Color>008000</Color>
          <VariableType>Byte</VariableType>
          <Address>dWalkKeyID</Address>
        </CheatEntry>
      </CheatEntries>
    </CheatEntry>
  </CheatEntries>
</CheatTable>
- copy&paste the above ONto your table (highlight an entry on your table, press Ctrl-V).
- when activated, hold CapsLock key and move to walk.
- key can be changed via the entry's drop-down-list.

TheNeru
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Re: Atelier Ryza - Ever Darkness & The Secret Hideout

Post by TheNeru » Fri Nov 08, 2019 5:59 pm

acolyte wrote:
Thu Nov 07, 2019 6:19 am
Yeah gahqm informed the locations, I just helped him read that string of hex.
I haven't touched it because I'm confused what this 'work buff' thing is, I have not encountered it in-game yet. Have you?
acolyte wrote:
Sun Nov 03, 2019 2:29 am
9B 01 E7 03 00 00 06 06 01 00 00 00 FF FF FF FF FF FF FF FF 22 01 22 01
22 01 01 01 01 00 00 00 00 00 63 00 64 00 65 00 04 03 02 00 02 00 00 00 00
Looks like:
Offset byte 7 (Byte): Item rebuild level
Offset byte 8 (Byte): Item original level
Offset byte 2C (2 Bytes): Work buff 1
Offset byte 2E (2 Bytes): Work buff 2
Offset byte 30 (2 Bytes): Work buff 3
Offset byte 32 (Byte): Offense
Offset byte 33 (Byte): Defense
Offset byte 34 (Byte): Support

So something like those?
I'm also curious if anyone figured out what's in byte 56 (0x38)..

As Zach said, copy-paste the row, and set the 'offset' to 0 when it asks (Put whatever in the replace). Double click on the pointer address of the new entry, then modify the 'offset' byte to one of the above
Can't seem to get the offset to work on the HighlightedItem pointer. For Work buffs and role levels anyway. I can get it to grab the rebuild and original level though.

zachillios
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Re: Atelier Ryza - Ever Darkness & The Secret Hideout

Post by zachillios » Fri Nov 08, 2019 11:10 pm

TheNeru wrote:
Fri Nov 08, 2019 5:59 pm
acolyte wrote:
Thu Nov 07, 2019 6:19 am
Yeah gahqm informed the locations, I just helped him read that string of hex.
I haven't touched it because I'm confused what this 'work buff' thing is, I have not encountered it in-game yet. Have you?
acolyte wrote:
Sun Nov 03, 2019 2:29 am
9B 01 E7 03 00 00 06 06 01 00 00 00 FF FF FF FF FF FF FF FF 22 01 22 01
22 01 01 01 01 00 00 00 00 00 63 00 64 00 65 00 04 03 02 00 02 00 00 00 00
Looks like:
Offset byte 7 (Byte): Item rebuild level
Offset byte 8 (Byte): Item original level
Offset byte 2C (2 Bytes): Work buff 1
Offset byte 2E (2 Bytes): Work buff 2
Offset byte 30 (2 Bytes): Work buff 3
Offset byte 32 (Byte): Offense
Offset byte 33 (Byte): Defense
Offset byte 34 (Byte): Support

So something like those?
I'm also curious if anyone figured out what's in byte 56 (0x38)..

As Zach said, copy-paste the row, and set the 'offset' to 0 when it asks (Put whatever in the replace). Double click on the pointer address of the new entry, then modify the 'offset' byte to one of the above
Can't seem to get the offset to work on the HighlightedItem pointer. For Work buffs and role levels anyway. I can get it to grab the rebuild and original level though.
Keep in mind you don't need to use the arrows to get your address. You can just type anything in for the number to get it to point to the address you want.

TheNeru
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Re: Atelier Ryza - Ever Darkness & The Secret Hideout

Post by TheNeru » Sat Nov 09, 2019 2:16 am

zachillios wrote:
Fri Nov 08, 2019 11:10 pm
Keep in mind you don't need to use the arrows to get your address. You can just type anything in for the number to get it to point to the address you want.
I am well aware I can punch in the offsets than using the arrows. But offset 32, 33 and 34 gives me the value of 0s even though
all role levels are 1s on the item.

See Image

acolyte
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Re: Atelier Ryza - Ever Darkness & The Secret Hideout

Post by acolyte » Sat Nov 09, 2019 7:11 am

TheNeru wrote:
Sat Nov 09, 2019 2:16 am
zachillios wrote:
Fri Nov 08, 2019 11:10 pm
Keep in mind you don't need to use the arrows to get your address. You can just type anything in for the number to get it to point to the address you want.
I am well aware I can punch in the offsets than using the arrows. But offset 32, 33 and 34 gives me the value of 0s even though
all role levels are 1s on the item.

See Image
Realized I counted wrong, and the locations appear to be slightly off in the example given by 2 bytes
I was counting backwards from the example, and didn't realize the example wasn't full 66 bytes.. Teehee.. (And of course I didn't test it in-game)

Correction after checking myself:
Offset byte 8 (Byte): Item rebuild level
Offset byte 9 (Byte): Item original level
Offset byte 24 (2 Bytes): Weapon Buff STR
Offset byte 26 (2 Bytes): Weapon Buff DEF
Offset byte 28 (2 Bytes): Weapon Buff SPD
Offset byte 2A (Byte): Offense+
Offset byte 2B (Byte): Defense+
Offset byte 2C (Byte): Support+

Offense/Defense/Support are not absolute values. They're offsets. So if the armor has a base defense of 5, 2B = 1 means it's going to become 6.

New update also broke the Currency Finder and Alchemy EXP.

Alchemy EXP changed from
Atelier_Ryza.exe+132E270
to
Atelier_Ryza.exe+1332460

New injection point for Currency Finder:

Code: Select all

"Atelier_Ryza.exe"+3D617E: CC                                -  int 3 
"Atelier_Ryza.exe"+3D617F: CC                                -  int 3 
// ---------- INJECTING HERE ----------
"Atelier_Ryza.exe"+3D6180: 8B 05 FE 8B FC 00                 -  mov eax,[Atelier_Ryza.exe+139ED84]
// ---------- DONE INJECTING  ----------
"Atelier_Ryza.exe"+3D6186: C3                                -  ret 
"Atelier_Ryza.exe"+3D6187: CC                                -  int 3 
AFAIK that's all that broke.

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