[Steam] Final Fantasy II Pixel Remaster

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Ihatemakingnames
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Joined: Tue Feb 23, 2021 2:33 am
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Re: [Steam] Final Fantasy II Pixel Remaster

Post by Ihatemakingnames »

It doesn't seem like it's possible to find the values for weapon or magic experience. I can't even seem to find stats in these either.

How in the world did SE program this remaster?

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

azuel
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Re: [Steam] Final Fantasy II Pixel Remaster

Post by azuel »

Skill information seems to move around in memory constantly - not entirely sure why. At any rate, magic skill updates appear to run through Last.Data.User.OwnedAbility.set_SkillLevel, with rdx containing the new value and rax (plus 18) pointing to the current/old one.

Edit: looks like hooking set_SkillLevel isn't wise, as that avoids the 'level up' logic. Something along these lines seems to work well though.

4x magic speed increase from casts in menu:

Code: Select all

define(address,"GameAssembly.dll"+139F8CF)
define(bytes,8D 4F 02 E8 E9 BD A6 FF)

[ENABLE]

assert(address,bytes)
alloc(newmem,$1000,"GameAssembly.dll"+139F8CF)

label(code)
label(return)

newmem:

code:
  lea ecx,[rdi+08] // Was 2, change to whatever increase rate
  call UnityEngine.Mathf.Min
  jmp return

address:
  jmp newmem
  nop 3
return:

[DISABLE]

address:
  db bytes
  // lea ecx,[rdi+02]
  // call UnityEngine.Mathf.Min

dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: GameAssembly.dll+139F8CF

GameAssembly.dll+139F8A4: 85 C0                 - test eax,eax
GameAssembly.dll+139F8A6: 0F 8E E4 05 00 00     - jng GameAssembly.dll+139FE90
GameAssembly.dll+139F8AC: 48 8B 0D 0D 69 95 00  - mov rcx,[GameAssembly.dll+1CF61C0]
GameAssembly.dll+139F8B3: F6 81 2F 01 00 00 02  - test byte ptr [rcx+0000012F],02
GameAssembly.dll+139F8BA: 74 0E                 - je GameAssembly.dll+139F8CA
GameAssembly.dll+139F8BC: 44 39 B1 E0 00 00 00  - cmp [rcx+000000E0],r14d
GameAssembly.dll+139F8C3: 75 05                 - jne GameAssembly.dll+139F8CA
GameAssembly.dll+139F8C5: E8 A6 CC D7 FE        - call GameAssembly.il2cpp_runtime_class_init
GameAssembly.dll+139F8CA: 45 33 C0              - xor r8d,r8d
GameAssembly.dll+139F8CD: 8B D3                 - mov edx,ebx
// ---------- INJECTING HERE ----------
GameAssembly.dll+139F8CF: 8D 4F 02              - lea ecx,[rdi+02]
// ---------- DONE INJECTING  ----------
GameAssembly.dll+139F8D2: E8 E9 BD A6 FF        - call UnityEngine.Mathf.Min
GameAssembly.dll+139F8D7: 8B F8                 - mov edi,eax
GameAssembly.dll+139F8D9: 89 85 88 00 00 00     - mov [rbp+00000088],eax
GameAssembly.dll+139F8DF: 45 33 C0              - xor r8d,r8d
GameAssembly.dll+139F8E2: 8B D0                 - mov edx,eax
GameAssembly.dll+139F8E4: 49 8B CD              - mov rcx,r13
GameAssembly.dll+139F8E7: E8 74 B3 23 FF        - call Last.Data.User.OwnedAbility.set_SkillLevel
GameAssembly.dll+139F8EC: 3B FB                 - cmp edi,ebx
GameAssembly.dll+139F8EE: 0F 8C 9C 05 00 00     - jl GameAssembly.dll+139FE90
GameAssembly.dll+139F8F4: 48 8B 0D 2D 0B 9A 00  - mov rcx,[GameAssembly.dll+1D40428]
}
4x magic speed increase from casts in battle:

Code: Select all

define(address,"GameAssembly.dll"+139DF40)
define(bytes,E8 7B D7 A6 FF)

[ENABLE]

assert(address,bytes)
alloc(newmem,$1000,"GameAssembly.dll"+139DF40)

label(code)
label(return)

newmem:

code:
  push rax
  mov rax,[r13+20] // rax now points to 'current' skill details
  sub rcx,[rax+18]
  shl rcx,2 // increase growth by 4x
  add rcx,[rax+18]
  pop rax
  call UnityEngine.Mathf.Min
  jmp return

address:
  jmp newmem
return:

[DISABLE]

address:
  db bytes
  // call UnityEngine.Mathf.Min

dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: GameAssembly.dll+139DF40

GameAssembly.dll+139DF1D: 83 B9 E0 00 00 00 00  - cmp dword ptr [rcx+000000E0],00
GameAssembly.dll+139DF24: 75 05                 - jne GameAssembly.dll+139DF2B
GameAssembly.dll+139DF26: E8 45 E6 D7 FE        - call GameAssembly.il2cpp_runtime_class_init
GameAssembly.dll+139DF2B: 45 33 C0              - xor r8d,r8d
GameAssembly.dll+139DF2E: 33 D2                 - xor edx,edx
GameAssembly.dll+139DF30: 8D 4F 02              - lea ecx,[rdi+02]
GameAssembly.dll+139DF33: E8 78 D7 A6 FF        - call UnityEngine.Mathf.Max
GameAssembly.dll+139DF38: 8D 0C 30              - lea ecx,[rax+rsi]
GameAssembly.dll+139DF3B: 45 33 C0              - xor r8d,r8d
GameAssembly.dll+139DF3E: 8B D3                 - mov edx,ebx
// ---------- INJECTING HERE ----------
GameAssembly.dll+139DF40: E8 7B D7 A6 FF        - call UnityEngine.Mathf.Min
// ---------- DONE INJECTING  ----------
GameAssembly.dll+139DF45: 44 8B E0              - mov r12d,eax
GameAssembly.dll+139DF48: 45 33 C0              - xor r8d,r8d
GameAssembly.dll+139DF4B: 8B D0                 - mov edx,eax
GameAssembly.dll+139DF4D: 49 8B CD              - mov rcx,r13
GameAssembly.dll+139DF50: E8 0B CD 23 FF        - call Last.Data.User.OwnedAbility.set_SkillLevel
GameAssembly.dll+139DF55: 44 3B E3              - cmp r12d,ebx
GameAssembly.dll+139DF58: 8B 9D 10 01 00 00     - mov ebx,[rbp+00000110]
GameAssembly.dll+139DF5E: 0F 8C 59 FE FF FF     - jl GameAssembly.dll+139DDBD
GameAssembly.dll+139DF64: 48 8B 0D 7D 33 98 00  - mov rcx,[GameAssembly.dll+1D212E8]
GameAssembly.dll+139DF6B: E8 A0 F2 DE FE        - call GameAssembly.dll+18D210
}

odin76
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Re: [Steam] Final Fantasy II Pixel Remaster

Post by odin76 »

only encounter rate work

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Tawnos76
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Re: [Steam] Final Fantasy II Pixel Remaster

Post by Tawnos76 »

Any chance you had a go at FFVI yet?

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