Atelier Ryza - Ever Darkness & The Secret Hideout

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

Post by Valatros »

A minor contribution that I always make for myself in atelier games. The LUA below can be run in cheat engine to generate a nested list of 125 basket slots quality. Set the root value to anything and it'll change the whole basket's quality. Can also do what I do and set the root to 999 and freeze it, making everything that goes into your basket max quality without having to look at it.

Not really necessary because the Highlighted Item Code can be used to do the same thing every time you view an item, but I like being able to have things go to perfect quality without having to go over them first.
Spoiler
local al = getAddressList()

local base = al.createMemoryRecord()
base.Description = "Basket Quality Codes"
base.IsGroupHeader = true
base.options = "[moActivateChildrenAsWell, moDeactivateChildrenAsWell, moRecursiveSetValue, moAllowManualCollapseAndExpand]"

local addr = "Atelier_Ryza.exe+0139AAC8"

local offsetQuality = 0x4
local slotnum = 1
for i = 1, 125 do
local recQuality = al.createMemoryRecord()
local headertxt = string.format("Basket Quality Slot %d", slotnum)

recQuality.Description = headertxt
recQuality.Address = addr
recQuality.OffsetCount = 1
recQuality.Offset[0] = offsetQuality
recQuality.appendToEntry(base)
recQuality.type = vtWord

offsetQuality = offsetQuality + 0x42
slotnum = slotnum + 1
end
If you have more/less basket slots, just change the "for i = 1, 125 do" line so that the 125 is however many slots you have/want.

I also recommend *not* putting this in any cheat tables you're uploading pre-run. It doesn't do anything that can't be more elegantly done with a single script entry, and having a ton of codes makes the file size needlessly large (Originally I made myself full basket modifiers for each basket slot, but the cheat table size got pretty ridiculous). This is just how I do it because I don't know how to do assembly but I know how to do LUA, so... when all you've got is a hammer and all that.

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

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

Post by TheNeru »

tontsa00 wrote:
Fri Nov 01, 2019 6:37 pm
Why can't you guys put current combined table to 1st page?
Cuz, uhhh.. We ain't the OP and zach is. Not something for me to apologize for, but sorry. Ask zach to do that.
Valatros wrote:
Fri Nov 01, 2019 9:22 pm
A minor contribution that I always make for myself in atelier games. The LUA below can be run in cheat engine to generate a nested list of 125 basket slots quality. Set the root value to anything and it'll change the whole basket's quality. Can also do what I do and set the root to 999 and freeze it, making everything that goes into your basket max quality without having to look at it.

This is just how I do it because I don't know how to do assembly but I know how to do LUA, so... when all you've got is a hammer and all that.
I envy you so much. I can't do LUA, I can't really do Assembly "properly". And surprise surprise! I rarely get it right. My brain power is too low to understand tuts.
acolyte wrote:
Fri Nov 01, 2019 9:03 pm
I haven't tried, but mechanics-wise it doesn't make sense, because I haven't seen base mats that come with Effects. Coding wise on synth-time it may be recognized but I don't want to break my game yet :p
awhh! But breaking games is fun! But do inform us if it does work for raw materials when you get around it.

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

Post by zachillios »

TheNeru wrote:
Fri Nov 01, 2019 9:46 pm
tontsa00 wrote:
Fri Nov 01, 2019 6:37 pm
Why can't you guys put current combined table to 1st page?
Cuz, uhhh.. We ain't the OP and zach is. Not something for me to apologize for, but sorry. Ask zach to do that.
He wines in every thread for these games lol. I'll work more on the table tomorrow, finally have some time.

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

Post by TheNeru »

zachillios wrote:
Fri Nov 01, 2019 10:21 pm
I'll work more on the table tomorrow, finally have some time.
Nice. Oh yeah, I think I was overstepping what I did. Like consolidating other scripts from members and adding my own scripts into your table. Hopefully you didn't mind.

@Valatros
Guess what? I managed to actually create a script that does what your LUA script does.
And it works for items gathered on the Island and off the Island. Also works for items
obtained from battle. [Script Below]
Gathered Items Always Max Quality script
<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
<CheatEntries>
<CheatEntry>
<ID>339</ID>
<Description>"Gathered Items Always Max Quality"</Description>
<Options moHideChildren="1"/>
<LastState/>
<Color>FF8000</Color>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>{ Game : Atelier_Ryza.exe
Version: Maximumer
Date : 2019-11-02
Author : TheNeru

This item quality, is... MAXIMUMER!
}

[ENABLE]

aobscanmodule(BaskQ,Atelier_Ryza.exe,0F 11 07 41 0F 10 4F 10) // should be unique
alloc(newmem,$1000,"Atelier_Ryza.exe"+142552)

label(code)
label(return)

newmem:

code:
//And who said it wouldn't get any tighter!
movups [rdi],xmm0
mov [rdi+04],#999
movups xmm1,[r15+10]
jmp return

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

[DISABLE]
BaskQ:
db 0F 11 07 41 0F 10 4F 10

unregistersymbol(BaskQ)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: "Atelier_Ryza.exe"+142552

"Atelier_Ryza.exe"+142531: E8 5A 6B 2A 00 - call Atelier_Ryza.exe+3E9090
"Atelier_Ryza.exe"+142536: 45 8B C6 - mov r8d,r14d
"Atelier_Ryza.exe"+142539: 49 8B D7 - mov rdx,r15
"Atelier_Ryza.exe"+14253C: 48 8B C8 - mov rcx,rax
"Atelier_Ryza.exe"+14253F: 4C 8B 10 - mov r10,[rax]
"Atelier_Ryza.exe"+142542: 41 FF 52 60 - call qword ptr [r10+60]
"Atelier_Ryza.exe"+142546: 4C 8B CF - mov r9,rdi
"Atelier_Ryza.exe"+142549: 44 8B C6 - mov r8d,esi
"Atelier_Ryza.exe"+14254C: EB 94 - jmp Atelier_Ryza.exe+1424E2
"Atelier_Ryza.exe"+14254E: 41 0F 10 07 - movups xmm0,[r15]
// ---------- INJECTING HERE ----------
"Atelier_Ryza.exe"+142552: 0F 11 07 - movups [rdi],xmm0
"Atelier_Ryza.exe"+142555: 41 0F 10 4F 10 - movups xmm1,[r15+10]
// ---------- DONE INJECTING ----------
"Atelier_Ryza.exe"+14255A: 0F 11 4F 10 - movups [rdi+10],xmm1
"Atelier_Ryza.exe"+14255E: 41 0F 10 47 20 - movups xmm0,[r15+20]
"Atelier_Ryza.exe"+142563: 0F 11 47 20 - movups [rdi+20],xmm0
"Atelier_Ryza.exe"+142567: 41 0F 10 4F 30 - movups xmm1,[r15+30]
"Atelier_Ryza.exe"+14256C: 0F 11 4F 30 - movups [rdi+30],xmm1
"Atelier_Ryza.exe"+142570: 41 0F B7 47 40 - movzx eax,word ptr [r15+40]
"Atelier_Ryza.exe"+142575: 66 89 47 40 - mov [rdi+40],ax
"Atelier_Ryza.exe"+142579: 8B 45 08 - mov eax,[rbp+08]
"Atelier_Ryza.exe"+14257C: 85 C0 - test eax,eax
"Atelier_Ryza.exe"+14257E: 78 12 - js Atelier_Ryza.exe+142592
}
</AssemblerScript>
<CheatEntries>
<CheatEntry>
<ID>341</ID>
<Description>"Should theoritically work off and on Island"</Description>
<LastState Value="" RealAddress="00000000"/>
<Color>0000FF</Color>
<GroupHeader>1</GroupHeader>
</CheatEntry>
</CheatEntries>
</CheatEntry>
</CheatEntries>
</CheatTable>
I was gonna upload it. But 1 added script and 2 moved scripts doesn't really warrant an upload of the new table.

~Edit2~
acolyte asked a pretty darn good question. And apparently it does affect items that we're synthesized. Though before it is added to the container, it will show whatever quality it had in the preview and after synthesizing. But once it's in the container, quality is then set to max. I'll take no credit for this. Praise be to Valatros for violently slapping the idea into my head.
Last edited by TheNeru on Fri Nov 01, 2019 11:41 pm, edited 2 times in total.

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

Post by acolyte »

Oh that's an interesting script. Highly convenient I must say.
With the way synthesizing works in Ryza, having max quality new items helps to minimize confusion when maxing out the attribute values.
It's not as trivial as Lulua where it was just to make items stronger.
Will this affect synthesized items too? Will check later after work.

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

Post by Valatros »

TheNeru wrote:
Fri Nov 01, 2019 11:09 pm
@Valatros
Guess what? I managed to actually create a script that does what your LUA script does.
And it works for items gathered on the Island and off the Island. Also works for items
obtained from battle. [Script Below]

~Edit2~
acolyte asked a pretty darn good question. And apparently it does affect items that we're synthesized. Though before it is added to the container, it will show whatever quality it had in the preview and after synthesizing. But once it's in the container, quality is then set to max. I'll take no credit for this. Praise be to Valatros for violently slapping the idea into my head.
Dude, that's awesome, switched to using that. My basket code wasn't as effective with this game as it was with the last since a lot of gathering (especially early on) doesn't ever go into the basket. My only alternative though was to make a container equivalent, which was.... 5000 lines. Sure, made automatically with LUA, but.... 5000. Oof.

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

Post by zachillios »

I've also come up with a script that will let you automatically level up each crafting ring to max, gonna work on a few other things and then i'll post an update.

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

Post by TheNeru »

zachillios wrote:
Sat Nov 02, 2019 12:04 am
I've also come up with a script that will let you automatically level up each crafting ring to max, gonna work on a few other things and then i'll post an update.
That is great. No need to rely on quality and item level. I can give you the latest iteration of the table if you want it.
Valatros wrote:
Sat Nov 02, 2019 12:00 am
Dude, that's awesome, switched to using that. My basket code wasn't as effective with this game as it was with the last since a lot of gathering (especially early on) doesn't ever go into the basket. My only alternative though was to make a container equivalent, which was.... 5000 lines. Sure, made automatically with LUA, but.... 5000. Oof.
That's really rough! 5000! That's what I was wondering about at the start of the game. "Where's the basket?" Then realized later that items on the Island automatically go into the container. I also did further testing. Since it affects Synthesizing, items bought from shops, gathering and battle. I conclude that it affects every item going into the basket and container.

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

Post by zachillios »

TheNeru wrote:
Sat Nov 02, 2019 12:16 am
zachillios wrote:
Sat Nov 02, 2019 12:04 am
I've also come up with a script that will let you automatically level up each crafting ring to max, gonna work on a few other things and then i'll post an update.
That is great. No need to rely on quality and item level. I can give you the latest iteration of the table if you want it.
Valatros wrote:
Sat Nov 02, 2019 12:00 am
Dude, that's awesome, switched to using that. My basket code wasn't as effective with this game as it was with the last since a lot of gathering (especially early on) doesn't ever go into the basket. My only alternative though was to make a container equivalent, which was.... 5000 lines. Sure, made automatically with LUA, but.... 5000. Oof.
That's really rough! 5000! That's what I was wondering about at the start of the game. "Where's the basket?" Then realized later that items on the Island automatically go into the container. I also did further testing. Since it affects Synthesizing, items bought from shops, gathering and battle. I conclude that it affects every item going into the basket and container.
Sure, and thank you for compiling all of the stuff.

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

Post by TheNeru »

Here you go zach. Thanks for the great table.
Attachments
Atelier_Ryza.CT
V1.4
(268.55 KiB) Downloaded 48 times

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

Post by acolyte »

There's 1 more possible setting. Apparently my friend while playing found out traits can be 'locked'.
Locked basically means whether the trait is active or not. Else you see a lock symbol.
Have to figure out how to 'unlock' the trait.
This is called 'trait slots' when we're synthesizing'. Raw materials do not have this issue.
I don't know if it's boolean or number of traits, but I'm having trouble finding it.
But if you add a new trait to a synthesized item, if it doesn't have the required trait slots, the new trait will be 'locked'. (synth only, not raw)

Also forgot to note - base is 2 bytes :p not 4 bytes. Noone should be touching that or checking that though

EDIT: Found the 'trait slots' attribute. Offset 11 bytes, 1 byte value

Code: Select all

0 slot: 60 (0x3C)               0110 0000
1 slot: 52 (0x34)               0011 0100
2 slot: 36 (0x24)               0010 0100
3 slot: 4 (0x4)                 0000 0100
all unlocked: 0 (0x0)           0000 0000
'Favorite' item                 xxxx xx1x
Have to make sure you know what you're doing, because I'm not sure what each bit means
Last edited by acolyte on Sat Nov 02, 2019 1:27 am, edited 2 times in total.

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

Post by TheNeru »

Is that why setting traits on locked slots is seen as blank?
Anywho! That's enough contribution from me. I haven't really gotten to the main road yet of the game
nor the return to the forest. Time to actually play it fer realsies.
Many thanks to you guys.

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

Post by acolyte »

TheNeru wrote:
Sat Nov 02, 2019 1:19 am
Is that why setting traits on locked slots is seen as blank?
Anywho! That's enough contribution from me. I haven't really gotten to the main road yet of the game
nor the return to the forest. Time to actually play it fer realsies.
Many thanks to you guys.
Have fun! No, locked traits != blank. Blank = invalid value/None.

Just to add to confusion, synthesized items has 0, 1, 2, or 3 trait slots. Gathered items and Shop-bought items has 'max' trait slots.

EDIT: Attached hotfix to Neru's V1.4 for trait slots and resized base to 2 bytes. Don't bother using if you have no issues.
May need it for endgame purposes, but right now eh
Attachments
Atelier_Ryza.CT
V1.42 - Trait Slots Synth item address fix
(269.56 KiB) Downloaded 47 times
Atelier_Ryza.CT
V1.41 - Trait Slots + 2 byte Base
(269.57 KiB) Downloaded 40 times
Last edited by acolyte on Sat Nov 02, 2019 2:28 am, edited 1 time in total.

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

Post by TheNeru »

acolyte wrote:
Sat Nov 02, 2019 1:26 am
EDIT: Attached hotfix to Neru's V1.4 for trait slots and resized base to 2 bytes. Don't bother using if you have no issues.
May need it for endgame purposes, but right now eh
The pointer for the Viewed Item Synth Editor is ItemSynth and not HighlightedItem.
So your Trait Slots in Viewed Item Synth Editor is using the wrong pointer.

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

Post by acolyte »

TheNeru wrote:
Sat Nov 02, 2019 2:12 am
acolyte wrote:
Sat Nov 02, 2019 1:26 am
EDIT: Attached hotfix to Neru's V1.4 for trait slots and resized base to 2 bytes. Don't bother using if you have no issues.
May need it for endgame purposes, but right now eh
The pointer for the Viewed Item Synth Editor is ItemSynth and not HighlightedItem.
So your Trait Slots in Viewed Item Synth Editor is using the wrong pointer.
Fixed thanks~

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