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

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SirGames2086
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Re: Crisis Core Final Fantasy 7 Reunion [+71] Updated for Ver.1.01

Post 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?

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  5. Activate the trainer options by checking boxes or setting values from 0 to 1

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

Post 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

SirGames2086
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Re: Crisis Core Final Fantasy 7 Reunion [+71] Updated for Ver.1.01

Post 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!

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

Post 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?

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

Post by edale »

Feature request: DMW always enters chocobo and/or summon mode.

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

Post by Darkedone02 »

Question, what is causing monsters to auto kill themselves when they cast mbarrier or barrier?

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

Post 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).

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

Post 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).
Last edited by edale on Sun Jan 15, 2023 8:26 am, edited 1 time in total.

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

Post by Blitzga »

Is there any way to reset the Level of zack?
Because on NG+ he is just too strong even on Hard

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

Post 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
}
Last edited by edale on Fri Jan 20, 2023 2:54 am, edited 1 time in total.

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

Post 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.

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

Post 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
}
Last edited by edale on Fri Jan 20, 2023 2:54 am, edited 1 time in total.

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

Post 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
}

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

Post 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]
}

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

Post by Cas »

edale wrote:
Fri Jan 20, 2023 3:29 am
..
See my signature

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