Journey to the Savage Planet +9 [GOG/Steam]

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Firefox37
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Re: Journey to the Savage Planet +8 [Codex][Version 1.0]

Post by Firefox37 »

Thanks! I just want to say that at least the resources script also works on the Epic version of the game, not sure if you made this only for CODEX.

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

danton
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Re: Journey to the Savage Planet +8 [Codex][Version 1.0]

Post by danton »

Please help!
”The UE4-Towers Game has crashed and will ... - Fatal error!”
This is the message that I get when I try to use the cheat table. I don't know what am I doing wrong... :(

Zhir
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Re: Journey to the Savage Planet +8 [Codex][Version 1.0]

Post by Zhir »

Fatal Error too when Using CoopLand crack

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Re: Journey to the Savage Planet +8 [Codex][Version 1.0]

Post by Zhir »

Try my Pointer Table for who crashes "Fatal Error"
and who might be using Epic Game CoopLand Crack

Image
Attachments
JTTSP Epic Game CoopLand Crack (Launch via Unreal Tournament).CT
JTTSP Epic Game CoopLand Crack (Launch via Unreal Tournament)
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Last edited by Zhir on Sun Feb 02, 2020 5:16 am, edited 1 time in total.

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VampTY
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Re: Journey to the Savage Planet +8 [Codex][Version 1.0]

Post by VampTY »

For those with errors, this is for CODEX version, as the title says it.

PS: the game is very short by the way, just few missions there, you take a lot of time instead finding all those things, if you want to have a 100%, so far i'm at 81%, i have nearly 7 hrs playing, just saying. Anyway, have fun! :P

danton
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Re: Journey to the Savage Planet +8 [Codex][Version 1.0]

Post by danton »

Zhir wrote:
Sun Feb 02, 2020 4:05 am
Try my Pointer Table for who crashes "Fatal Error"
and who might be using Epic Game CoopLand Crack

Image
Thank you! This is perfect. Especially the multi jump :)

jesjames79
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Re: Journey to the Savage Planet +8 [Codex][Version 1.0]

Post by jesjames79 »

VampTY wrote:
Sun Feb 02, 2020 5:05 am
For those with errors, this is for CODEX version, as the title says it.

PS: the game is very short by the way, just few missions there, you take a lot of time instead finding all those things, if you want to have a 100%, so far i'm at 81%, i have nearly 7 hrs playing, just saying. Anyway, have fun! :P
Hey Viv! Amazing table I have been using the heck out of it. You are right the game is short before you know it you are running around trying to do the last of the missions. That being said I am stuck on "For Science" mission I have everything but for some reason I when electrifying 4 creatures and kill them within 3 seconds it won't say I completed it. I have used every possible way from gun boosted 3 times to a solid melee attack. Have you found the address for missions? I was going to see if I could do a work around to complete it!

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Re: Journey to the Savage Planet +7 [Codex][Version 1.0]

Post by VampTY »

UPDATED - i've added final version, so give it a go, now is much better and tested and improved!I've finished the game with it!
jesjames79 wrote:
Sun Feb 02, 2020 4:54 pm


Hey Viv! Amazing table I have been using the heck out of it. You are right the game is short before you know it you are running around trying to do the last of the missions. That being said I am stuck on "For Science" mission I have everything but for some reason I when electrifying 4 creatures and kill them within 3 seconds it won't say I completed it. I have used every possible way from gun boosted 3 times to a solid melee attack. Have you found the address for missions? I was going to see if I could do a work around to complete it!
No problem..use this last updated version, read what i've said on INFO, regarding that, i made it with that big electric creature that you have to stomp on it in order to kill it, i've addeds some bait near it and added also that sticky thing and then some electricity plus that creature, i guess was luck, though i'm sure there's way more ways to do that!
Have fun ...i know i had with supercharged shots.

Or find babouska and kill it, it's that creature that is made out of more creatures.

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cfemen
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Re: Journey to the Savage Planet +7 [Codex][Version 1.0]

Post by cfemen »

Very nice table Viv :)

i really like your long symbol names "inventory_aluminum_carbon_silicon_alien_alloy_collected" :lol:

played now about 1h, the health pointer sometimes didnt work, but i know its not you fault, and you provided enough backup pointer :D

so i looked to make a proper god script:

-dumped the objects
-find out what writes to the health address:

Code: Select all

JTTSP.exe+674409 - F3 0F11 BB 78020000   - movss [rbx+00000278],xmm7
RBX Address = DamageSystemComponent of the PlayerPawn
so i looked for the player pawn:

Code: Select all

[00301834] 0000018BA1EAE470 TowersAutonomousProxyDamageSystemComponent BiomePlanet_Persistent.BiomePlanet_Persistent.PersistentLevel.BPPlayerPawn_C_1.DamageSystemComponent
[00301835] 0000018B5EEEB840 TowersPayloadRecipientComponent BiomePlanet_Persistent.BiomePlanet_Persistent.PersistentLevel.BPPlayerPawn_C_1.PayloadComponent
[00301836] 0000018BAC85C040 SkeletalMeshComponent BiomePlanet_Persistent.BiomePlanet_Persistent.PersistentLevel.BPPlayerPawn_C_1.CharacterMesh0
[00301837] 0000018BA2FBD060 TowersCharacterMovement BiomePlanet_Persistent.BiomePlanet_Persistent.PersistentLevel.BPPlayerPawn_C_1.CharMoveComp
[00301838] 0000018BA5BC6D60 CapsuleComponent BiomePlanet_Persistent.BiomePlanet_Persistent.PersistentLevel.BPPlayerPawn_C_1.CollisionCylinder
[00301839] 0000018BB2D70100 BPPlayerPawn_C BiomePlanet_Persistent.BiomePlanet_Persistent.PersistentLevel.BPPlayerPawn_C_1

PlayerPawn is like i've expected near the DamageSystemComponent
[00301834] = PlayerPawn.DamageSystemComponent
[00301839] = PlayerPawn

breakpoint on PlayerPawn brought me here:

Code: Select all

JTTSP.exe+16AFFE2 - F6 83 81000000 20     - test byte ptr [rbx+00000081],20
breakpoint on PlayerPawn+81 while getting damage:

Code: Select all

JTTSP.exe+68680A - 80 B8 81000000 00     - cmp byte ptr [rax+00000081],00 { 0 }
thats the UE4 Pawn God Mode check :)

0x85 = Default
0x05 = God

hook at JTTSP.exe+16AFFE2
check for the player and write 0x05 to PlayerPawn+81:

Code: Select all

{$lua}
if syntaxcheck then return end

{$asm}
[ENABLE]

aobscanmodule(aobGod,JTTSP.exe,F6 83 81 00 00 00 20) // should be unique
alloc(newmem,$1000,"JTTSP.exe"+16AFFE2)

label(code)
label(return)
alloc(GodFlagAdd,8)
registersymbol(GodFlagAdd)
label(isGod)
newmem:

code:
cmp byte ptr[isGod],1
je @f
cmp r13,1
jne @f
cmp r15,2
jne @f
mov byte ptr[rbx+81],5
mov [GodFlagAdd],rbx
mov byte ptr[isGod],1
@@:
  test byte ptr [rbx+00000081],20
  jmp return
isGod:
db 0
aobGod:
  jmp newmem
  nop 2
return:
registersymbol(aobGod)

[DISABLE]

{$lua}
writeBytes(getAddressSafe('[GodFlagAdd]+81'),0x85)
{$asm}

aobGod:
  db F6 83 81 00 00 00 20

unregistersymbol(aobGod)
dealloc(newmem)
thats it, a nice engine god mode :D
activate script and you wont get any damage / damage effects / bump effects

Note : Unreal does reset the God-Flag after:
-respawn
-position reset if player is below map
-player upgrade

you need to reactivate the script!

//

Ignore Player Script
enemys will ignore the player:

Code: Select all

[ENABLE]

aobscanmodule(aobInv,JTTSP.exe,F3 41 0F 11 44 24 48) // should be unique
alloc(newmem,$1000,"JTTSP.exe"+60C614)

label(code)
label(return)

newmem:

code:
xorps xmm0,xmm0
  movss [r12+48],xmm0
  jmp return

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

[DISABLE]

aobInv:
  db F3 41 0F 11 44 24 48

unregistersymbol(aobInv)
dealloc(newmem)
Your Jump Booster script causes to always show the Stamina bar
Image

so i did this script for me to double jump regardless of the charges:

Code: Select all

[ENABLE]
aobscanmodule(aobJmp,JTTSP.exe,0F 2F 81 B4 11 00 00 0F 96 C0 C3) // should be unique

aobJmp+7:
  db 90 90 90

registersymbol(aobJmp)

[DISABLE]

aobJmp+7:
  db 0F 96 C0

unregistersymbol(aobJmp)

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VampTY
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Re: Journey to the Savage Planet +7 [Codex][Version 1.0]

Post by VampTY »

Hey, indeed, i also made a cmp for health when i had 40, then when i was 60 and another one, then sticked to pointer health instead.It's cool you've shared a health script, i can't test it though, i finished the game, so i don't have it anymore.

Also on Stamina [Dodge thrusters/Jump thruster/Launch boosters/Stomp boosters], the one called:

Code: Select all

aobscanmodule(stamina_launch_boosters,JTTSP.exe,89 81 B4 11 00 00)
alloc(newmemy,$100,"JTTSP.exe"+7CDC41)
Is in fact for all thrusters, jump/dodge/stomp/launch, works no matter how many upgrades you'll add, i've merged them with all those 2, just in case, anyway they didn't caused no damage, i've finished the game without problems, the third one from the code works even if you'll disable it after.

I see you added also a script for ignoring, perhaps people might use that, who knows, i went all rogue, no way, with supercharged 3 shooting and destroying everything in my way :lol:

Also regarding names, i like them ordered in scripts and long :lol:

On a side note, the game was short, also i don't see what was all the fuss about it, the animations for throwables and weapons we're unfinished and sloppy, kinda reminded me in a way of bioshock infinite with that grapple.. the greatest thing in this game after me is represented by those fun stupid videos, in rest, not so great, just repetitive search and find things in all those 3 parts, also that monster in the green jelly cube, you need to slap it all the way and feed him some life seeds, that drove me nuts, then you can take the alloy item.

Thanks for your time and helping cfmen

HarFanG
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Re: Journey to the Savage Planet +8 [Codex][Version 1.0]

Post by HarFanG »

VampTY wrote:
Sun Feb 02, 2020 5:05 am
For those with errors, this is for CODEX version, as the title says it.

PS: the game is very short by the way, just few missions there, you take a lot of time instead finding all those things, if you want to have a 100%, so far i'm at 81%, i have nearly 7 hrs playing, just saying. Anyway, have fun! :P
I've finished the game too, with one of your previous tables.
For health, as I said, every time i looked for its address, I found 3.Again as I said, I locked both of them.
The behaviour was curious, but in fine, went right to the end.

Short game for sure, but with some funny parts, like grappling to the magnetic rails in the air :lol:
Oh, a few annoying parts too.

bishoybassem98
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Re: Journey to the Savage Planet +7 [Codex][Version 1.0]

Post by bishoybassem98 »

can anyone upload the 100% completed save ??

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Re: Journey to the Savage Planet +7 [Codex][Version 1.0]

Post by VampTY »

I'll update on 13 feb with these options updated again for version 49238, plus a movement speed hack, for all you lazies out there playing this game.The options are done by the way, i need to test them though, just a bit! :ph34r:

I was bugged like hell regarding this, so this will be the last time, i mean i downloaded the game again!

PS: the game works very well with version 1.0 though, you can finish it without problems and collect all without errors, i did..this is just for the shizzle! :P :lol:

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Re: Journey to the Savage Planet +7 [Codex][Version 1.0]

Post by cfemen »

VampTY wrote:
Wed Feb 12, 2020 8:04 pm
I'll update on 13 feb with these options updated again for version 49238, plus a movement speed hack, for all you lazies out there playing this game.The options are done by the way, i need to test them though, just a bit! :ph34r:

I was bugged like hell regarding this, so this will be the last time, i mean i downloaded the game again!

PS: the game works very well with version 1.0 though, you can finish it without problems and collect all without errors, i did..this is just for the shizzle! :P :lol:
Hey Viv,

if you want you can test and add my engine-god mode:

Code: Select all


{$lua}
if syntaxcheck then return end
{$asm}

[ENABLE]


aobscanmodule(aobGod,JTTSP.exe,24 48 8B 10 48 8B C8 FF 92 A8) // should be unique
alloc(newmem,$1000,"JTTSP.exe"+1BC25FA)

label(code)
label(return)
alloc(pPawn,8)
registersymbol(pPawn)

newmem:

code:
  mov [pPawn],rax
  mov byte ptr [rax+81],5
  mov rdx,[rax]
  mov rcx,rax
  jmp return

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

[DISABLE]

aobGod+01:
  db 48 8B 10 48 8B C8

{$lua}
writeBytes(getAddressSafe('[pPawn]+81'),0x85)
{$asm}

unregistersymbol(aobGod)
dealloc(newmem)
i changed it a bit and found a spot to use it without a cmp
just tested it on new update and it works fine.

and if you want you can also add the Ignore Player script :)

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Re: Journey to the Savage Planet +7 [Codex][Version 1.0]

Post by DixieFlatline »

Does anyone know if there's a table for the EGS edition?

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