FRONT MISSION 1st: Remake

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arthurfrade
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Re: FRONT MISSION 1st: Remake

Post by arthurfrade »

Rienfleche wrote:
Thu Jul 06, 2023 12:28 pm
pls add skill modifier for 5 slot
you can just copy the pointer and change the second offset =)

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
Attachments
FRONT MISSION 1st Remake - edit.CT
(193.53 KiB) Downloaded 926 times

ToonFox
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Re: FRONT MISSION 1st: Remake

Post by ToonFox »

How to change skills? so, it's pointer for skills, not for "value for skills"

khemeher
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Re: FRONT MISSION 1st: Remake

Post by khemeher »

Edit: Got past my first issue by correcting how I attached to the process.

But when I select a pilot in the pilot status or the setup while I'm in a city, I can't get any of the pointers to load? Do I need to move to a different city or something to get it to connect?

chaos915
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Re: FRONT MISSION 1st: Remake

Post by chaos915 »

Modifying weapons/part ID in pilot status also effects every instance of that weapon.
Going to setup and unequipping the weapon/part adds the part the ID says it should be to your inventory. The difference is that it doesn't set quantity to 0, breaking the weapon until you quit(do not save if you screw up or the 0 quantity will stick).

For multiple copies(or even just 1) equip the same parts on everyone(atleast a second unit or another hand/shoulder), but make sure to leave atleast one unit still keep the item equipped, otherwise you can't fix the item by reverting to the original id.

It has it's own risks, but they can be avoided much easier. Only save if you succeed.

Example:2 siege MG(ID 492) equipped on Royd's left and right hands, and you change both IDs to 516(Ziege RF 1x99 AT/99 HIT)of one, the other weapon also changes to 516. The names don't change though. When you go to setup and unequip 1 Siege you gain a Ziege and lose a Siege. Go back to pilot status and revert the ID of the other Siege back to 492 to fix every instance of Siege.

Making a list of items/weapons/parts is a pain, gamefaqs does have a file with Pro Action Replay codes. The order is pretty much the same, and the IDs will always be an even number. Find a weapon/part you own near the one you want on the list. It's not perfect though since the list is actually from the SNES version, but FM 1st kept the list mostly the same.

Neloz
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Re: FRONT MISSION 1st: Remake

Post by Neloz »

Is there a way to increase the quantity of existing items (eg already have the Ziege) without having to convert other item IDs into it?

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Rienfleche
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Re: FRONT MISSION 1st: Remake

Post by Rienfleche »

how to make it's more simple script, not using pointer
- Max Money Set to 999999
- Always Learn SKills At Lv Up,
- Skills Level Up when use, and
- 100% skill activation.
- All Part, Items etc
- Shoulder Ammo for missiles

lariana
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Re: FRONT MISSION 1st: Remake

Post by lariana »

Neloz wrote:
Sat Jul 08, 2023 4:25 pm
Is there a way to increase the quantity of existing items (eg already have the Ziege) without having to convert other item IDs into it?
It is easier to search if you have 2 Ziege. Unequip the two in the Setup menu, go to the shop. Quantity for 2 items is 130 in cheat engine, 2 bytes. Sell 1 Ziege, enter 129, reload the save with the 2 Ziege, enter 130 again and you should be able to find ony one address. If you want 10 Ziege, just enter 129+9

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koaandaman
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Re: FRONT MISSION 1st: Remake

Post by koaandaman »

fixable parameter skill LV 1-MAx :D

befor you use this parameter you must have skill in slot by fix EXP CODE
and fix skill slot for some character have 3 skillslot to 5 skillslot


Image

[/spoiler]
Spoiler
ui_skill_switch_max
skill 22
ActuclType 32
NextLevel 0
ActivationTime 4
AttackType 2
ActivationRate 9000 >>>if you wont to be 100% Chang to 10000
LevelUpRate 0
NameTextId 0
Arg1 0
Arg2 0


ui_skill_switch_lv3
skill 15
ActuclType 32
NextLevel 22
ActivationTime 4
AttackType 2
ActivationRate 7000 >>>if you wont to be 100% Chang to 10000
LevelUpRate 700 >>>This EXP for quick LevelUpRate fixit 1000 - 5000
NameTextId 0
Arg1 0
Arg2 0


ui_skill_switch_lv2
skill 14
ActuclType 32
NextLevel 15
ActivationTime 4
AttackType 2
ActivationRate 5000 >>>if you wont to be 100% Chang to 10000
LevelUpRate 500 >>>This EXP for quick LevelUpRate fixit 1000 - 5000
NameTextId 0
Arg1 0
Arg2 0


ui_skill_switch_lv1
skill 13
ActuclType 32
NextLevel 14
ActivationTime 4
AttackType 2
ActivationRate 3000 >>>if you wont to be 100% Chang to 10000
LevelUpRate 300 >>>This EXP for quick LevelUpRate fixit 1000 - 5000
NameTextId 0
Arg1 0
Arg2 0




ui_skill_speed_max
skill 23
ActuclType 64
NextLevel 0
ActivationTime 1
AttackType 2
ActivationRate 9000
LevelUpRate 0
NameTextId 0
Arg1 3
Arg2 5


ui_skill_speed_lv3
skill 18
ActuclType 64
NextLevel 23
ActivationTime 1
AttackType 2
ActivationRate 7000
LevelUpRate 5
NameTextId 0
Arg1 3
Arg2 4


ui_skill_speed_lv2
skill 17
ActuclType 64
NextLevel 18
ActivationTime 1
AttackType 2
ActivationRate 6000
LevelUpRate 500
NameTextId 0
Arg1 2
Arg2 3


ui_skill_speed_lv1
skill 16
ActuclType 64
NextLevel 17
ActivationTime 1
AttackType 2
ActivationRate 5000
LevelUpRate 300
NameTextId 0
Arg1 1
Arg2 2




ui_skill_double_max
skill 8
ActuclType 4
NextLevel 0
ActivationTime 4
AttackType 0
ActivationRate 9000
LevelUpRate 0
NameTextId 0
Arg1 0
Arg2 0


ui_skill_double_lv3
skill 6
ActuclType 4
NextLevel 8
ActivationTime 4
AttackType 0
ActivationRate 8000
LevelUpRate 5
NameTextId 0
Arg1 0
Arg2 0


ui_skill_double_lv2
skill 5
ActuclType 4
NextLevel 6
ActivationTime 4
AttackType 0
ActivationRate 6000
LevelUpRate 100
NameTextId 0
Arg1 0
Arg2 0


ui_skill_double_lv1
skill 4
ActuclType 4
NextLevel 5
ActivationTime 4
AttackType 0
ActivationRate 4000
LevelUpRate 500
NameTextId 0
Arg1 0
Arg2 0




ui_skill_stun_lv_max
Skill 7
ActuclType 2
NextLevel 0
ActivationTime 2
AttackType 0
ActivationRate 9000
LevelUpRate 0
NameTextId 0
Arg1 3
Arg2 0


ui_skill_stun_lv3
Skill 3
ActuclType 2
NextLevel 7
ActivationTime 2
AttackType 0
ActivationRate 8000
LevelUpRate 10
NameTextId 0
Arg1 2
Arg2 0


ui_skill_stun_lv2
Skill 2
ActuclType 2
NextLevel 3
ActivationTime 2
AttackType 0
ActivationRate 6000
LevelUpRate 100
NameTextId 0
Arg1 1
Arg2 0





ui_skill_first_lv_max
Skill 25
ActuclType 2048
NextLevel 0
ActivationTime 16
AttackType 0
ActivationRate 10000
LevelUpRate 0
NameTextId 0
Arg1 0
Arg2 0


ui_skill_first_lv3
Skill 33
ActuclType 2048
NextLevel 25
ActivationTime 16
AttackType 0
ActivationRate 8000
LevelUpRate 5
NameTextId 0
Arg1 0
Arg2 0




ui_skill_duel_lv_max
Skill 9
ActuclType 16
NextLevel 0
ActivationTime 8
AttackType 2
ActivationRate 10000
LevelUpRate 0
NameTextId 0
Arg1 30
Arg2 0


ui_skill_duel_lv3
Skill 12
ActuclType 16
NextLevel 9
ActivationTime 8
AttackType 2
ActivationRate 10000
LevelUpRate 5
NameTextId 0
Arg1 15
Arg2 0





ui_skill_guide_max
Skill 24
ActuclType 128
NextLevel 0
ActivationTime 8
AttackType 4
ActivationRate 10000
LevelUpRate 0
NameTextId 0
Arg1 30
Arg2 0


ui_skill_guide_lv3
Skill 21
ActuclType 128
NextLevel 24
ActivationTime 8
AttackType 4
ActivationRate 10000
LevelUpRate 5
NameTextId 0
Arg1 15
Arg2 0


ui_skill_guide_lv2
Skill 20
ActuclType 128
NextLevel 21
ActivationTime 8
AttackType 4
ActivationRate 10000
LevelUpRate 300
NameTextId 0
Arg1 5
Arg2 0


ui_skill_guide_lv1
Skill 19
ActuclType 128
NextLevel 20
ActivationTime 8
AttackType 4
ActivationRate 10000
LevelUpRate 900
NameTextId 0
Arg1 3
Arg2 0
Last edited by koaandaman on Mon Jul 31, 2023 9:35 pm, edited 1 time in total.

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koaandaman
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Re: FRONT MISSION 1st: Remake

Post by koaandaman »

Image

this code for Part DESERT UNIT A

344 - DESERT UNIT A Body
345 - DESERT UNIT A Arm L
346 - DESERT UNIT A Arm R
347 - DESERT UNIT A Legs
674 - RAGOS MI 4-8 Rang shoulder weapon

mitsu80
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Re: FRONT MISSION 1st: Remake

Post by mitsu80 »

you gotta be carefull setting ActivationRate to 10000, becoz the AI shares the same ActivationRate, meaning if the AI activates the switch skill you're toast :D

AlexS
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Re: FRONT MISSION 1st: Remake

Post by AlexS »

del
Last edited by AlexS on Sat Jul 22, 2023 12:56 pm, edited 1 time in total.

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DhaosCollider
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Re: FRONT MISSION 1st: Remake

Post by DhaosCollider »

I was able to make time on the weekend to work on it. Have fun :)

Options:
Spoiler
<colors>
  • Script or Script that's no available for AOB Error
  • AddressGroupHeader
  • GroupHeader/Comment
  • Variable

<scripts>
  • CE: Compact Mode
  • CE: Add Hotkeys Menu
  • CT: Save Checkbox States
    • Notes:
      • Saves all memory records that are currently "enabled".
      • If they are variables, the values are also saved.
  • CT: Load Checkbox States
  • CT: Expand All
    • Note: Enable all headers.
  • Combat:
    • Party Members Can Move Far Away
    • Act Again in MISSION
    • No Bullet Loss
    • Damage Multiplier
      • times: player
      • times: non-player
    • EXP Gained Multiplier
      • times
    • Skill Must Be Activated
    • Easy Skill Lv Up
  • City:
    • Give Parts
    • Give All Parts (Warning: Include dummy items)
    • Part Data Modifier
      • REQ: Select the target part in SET UP.
      • Pointer->BodyPartData
        • P->m_partName
          • _stringLength
          • _firstChar
        • P->PD_PART_FORM
          • P->name
            • _stringLength
            • _firstChar
          • P->pHelpMessage
            • _stringLength
            • _firstChar
          • price
          • flags
          • attribute
          • weight
          • power
          • defence
          • ara
          • builtInWeapon
          • mut
          • hitAndEva
          • exp
        • m_Id
        • m_WorkshopId
        • m_PartDataType
        • m_PartPosition
        • m_PartType
        • m_Index
        • m_Flags
        • m_IsBoss
        • m_NoSave
        • m_IsDummy
        • m_WeaponPalette
        • m_HaveBuildInWeapon
        • m_IsBroken
        • m_CannotEquipGrip
        • m_CannotEquipShoulder
        • m_NoGuard
        • m_CatepilarLegs
        • m_IsLargeWanzer
        • m_NoSetupGraph
        • m_IsMelee
        • m_IsShort
        • m_IsMultipurpose
        • m_IsDistanceWeapon
        • m_IsShield
        • m_IsUpperPart
        • m_IsUpperPartAttr
        • m_HaveRemainingBullets
        • m_IsSingleShot
        • m_HealthMax
        • m_Price
        • m_Weight
        • m_DestructionExperience
        • m_Weapon
        • m_HasLocalizedName
        • m_Defence
        • m_Power
        • m_Evasion
        • m_Hit
        • m_LegType
        • m_Move
        • m_Fight
        • m_Short
        • m_Long
        • m_Agility
        • m_Distance
        • m_Item
        • m_MinRange
        • m_MaxRange
        • m_MaxMagazine
        • m_WeaponID
        • m_AttackCount
        • m_IsUnlimited
        • m_Kind
        • m_Value
        • m_ItemArg
        • m_Corrected
        • m_Attributes
    • Wanzer Data Modifier
      • REQ: Select target wanzer in STATUS WINDOW.
      • Pointer->Wanzer
        • P->m_Hp
          • body
          • arm left
          • arm right
          • legs
        • P->m_HpMax
          • body
          • arm left
          • arm right
          • legs
        • P->Skill
          • Skill Changer
          • P->[0]
            • Skill
            • ActivationRate
            • LevelUpRate
          • P->[1]
            • Skill
            • ActivationRate
            • LevelUpRate
          • P->[2]
            • Skill
            • ActivationRate
            • LevelUpRate
          • P->[3]
            • Skill
            • ActivationRate
            • LevelUpRate
          • P->[4]
            • Skill
            • ActivationRate
            • LevelUpRate
        • m_MechIdx
        • m_IsPartyMember
        • m_Paint
        • m_MeleeExp
        • m_ShortExp
        • m_LongExp
        • m_DodgeExp
        • m_IsSleep
        • m_IsCleared
        • m_BattleCount
        • m_Think_a
        • m_Think_b
        • m_PilotID
        • m_U_Flag
        • m_FI_Flag
        • m_Status
        • m_StatusChanged
        • m_IsArenaPilotUSN
        • m_IsArena
        • m_Num
        • m_MovementPoints
        • m_ItemCountMax
        • m_ItemRange

<pointers>
  • Pointer->CityScene
    • P->Session
      • P->GameData
        • P->BodyPartData
          • Count
          • P->[0]
      • P->ItemInfo
      • P->MissionInfo
        • m_MissionNo
        • m_MissionNoBackup
        • m_Money
        • m_CityNo
        • m_MissionNoStack
        • m_IsExtraStageFlag
        • m_MissionNoMinor
        • m_LastClearMission
    • m_IsPaused
  • Pointer->Skill_Def
    • Count
Notes:
  • Requires CE 7.4 or later. (Used the feature of CE 7.4 Mono Data Collector)
  • Enable Party Members Can Move Far Away before entering the mission.
  • Skill Must Be Activated has a little problem with melee double skills.
    How to activate more skills:
    Rewrite the code of Skill Must Be Activated.

    mov r15d,eax -> add r15d,eax

    However, specific skills have bugs that freeze the game.
    DOUBLE LV3 was confirmed in my play.
Edit 2.1:
  • Added Skill Changer.
    It's under the P->Skill in Wanzer Data Modifier.
  • Changed child header options for P->Skill.
    FRONT MISSION 1st Remake.CT
    (200.38 KiB) Downloaded 1172 times
    Old:
    Edit 1.2:
    • Added Act Again in Mission, No Bullet Loss.
      If Act Again in Mission prevents Wanzer from moving, try canceling COMMAND.
    • Fixed Act Again in Mission to Act Again in MISSION.
      No more movement issues or enemy effects.
    • Fixed Give Parts.
      FRONT MISSION 1st Remake.CT
      (187.02 KiB) Downloaded 150 times
    Edit 0:
Reply:
demorest2 wrote:
Tue Jul 11, 2023 6:05 pm
Haya) Ty for yr work, but idk 1st and 5th skills share same adress =_=
  • Correct. Wanzer's skills are referenced from skill data defined at the start of the game.
    So the same skill works with the same pointer.
koaandaman wrote:
Tue Jul 11, 2023 1:27 pm
How to use Give Parts & Give All Parts?
becouse it notrun in game :shock:
  • I want you to submit the debug log to me.

    The steps are:
    1. Restart the table if it has already been started
    2. Press ALT+X after starting the table
    3. Select a process
    4. Copy the Debug log
    My output log:

    Code: Select all

    Enabled: Debug Mode with CE 7.5/Lua 5.3
     
    Assign: Starter.onClose = function: 000000000FC69770 
    Assign: Starter.enabledColor = 25800 
    Assign: Starter.disabledColor = 200 
    Assign: Register.enabledColor = 13995776 
    Assign: Register.disabledColor = 8421504 
    Ready to CheatTableLibrary.
     
    Assign: _G['process'] = FRONT MISSION 1st Remake.exe 
    Assign: _G['CELUATHREAD_10297F08'] = thread: 0000000010297F08 
    Assign: _G['java_OpenProcessAfterwards_Thread'] = userdata: 00000000094CBD98 
    Assign: _G['java_classlist'] = nil 
    Assign: _G['CELUATHREAD_102986E8'] = thread: 00000000102986E8 
    Assign: _G['mono_OpenProcessMTThread'] = userdata: 000000000FDC55D8 
    Assign: _G['miMonoTopMenuItem'] = userdata: 0000000009491338 
    The table has 151 options. 
    Activate table settings.
     
    Assign: _G['monopipe'] = userdata: 00000000173BA338 
    Assign: _G['mono_AttachedProcess'] = 12812 
    Assign: _G['monoBase'] = 140735955206144 
    Assign: _G['mono_AddressLookupID'] = 0 
    Assign: _G['mono_SymbolLookupID'] = -2147483647 
    Assign: _G['mono_StructureNameLookupID'] = 0 
    Assign: _G['mono_StructureDissectOverrideID'] = 0 
    Activate mono features
     
    Assign: _G['result'] = 0 
    .text section MD5: 78718e6a67f410deb48c41f47b8f1315 
    Assign: Register.allocateNearThisAddress = 2301469981440 
    ------------------------------------------------------------------------------- 
    Available: Easy Skill Lv Up 
    ------------------------------------------------------------------------------- 
    Available: Party Members Can Move Far Away 
    ------------------------------------------------------------------------------- 
    Available: No Bullet Loss 
    ------------------------------------------------------------------------------- 
    Available: Damage Multiplier 
    ------------------------------------------------------------------------------- 
    Available: Required.getInstance 
    ------------------------------------------------------------------------------- 
    Available: Part Data Modifier 
    ------------------------------------------------------------------------------- 
    Available: EXP Gained Multiplier 
    ------------------------------------------------------------------------------- 
    Available: Wanzer Data Modifier 
    ------------------------------------------------------------------------------- 
    Available: Skill Must Be Activated 
    ------------------------------------------------------------------------------- 
    Available: Give All Parts (Warning: Include dummy items) 
    ------------------------------------------------------------------------------- 
    Available: Give Parts 
    ------------------------------------------------------------------------------- 
    Available: Act Again in MISSION 
    ------------------------------------------------------------------------------- 
    Enabled: Required.allocation 
    Enabled: Required.getInstance 
     
    FRONT MISSION 1st - Remake Setup completed. (4.33s)
    
Rienfleche wrote:
Tue Jul 11, 2023 8:36 am
...
  • Try Skill Changer.
    I tried to remove the upper limit of skills that can be learned, but as a result I could not save.
    So that's about all I can do with Skills.

    Cheers.
    Old:
    Rienfleche wrote:
    Mon Jul 10, 2023 12:53 pm
    give specific part don't work, all part one work
    • My Bad :sleep:
      I had a problem with my slightly rewritten code. It should work Edit 1.2.
    Sword X wrote:
    Sun Jul 09, 2023 1:09 pm
    Excuse me, but where is the option for infinite actions and attacks?
    • Try Act Again in MISSION.
    Rienfleche wrote:
    Sat Jul 08, 2023 5:24 pm
    how to make it's more simple script, not using pointer
    - Max Money Set to 999999
    - Always Learn SKills At Lv Up,
    - Skills Level Up when use, and
    - 100% skill activation.
    - All Part, Items etc
    - Shoulder Ammo for missiles
    • Try my table.
Last edited by DhaosCollider on Tue Jul 11, 2023 7:35 pm, edited 11 times in total.

Sword X
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Reputation: 3

Re: FRONT MISSION 1st: Remake

Post by Sword X »

Excuse me, but where is the option for infinite actions and attacks?

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eiswein
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Re: FRONT MISSION 1st: Remake

Post by eiswein »

First of all, thank you for everyone that made this possible :D , second is possible to edit the skill "speed" (the one that adds bullets) so it adds more than the standart 3 bullets? or does exist a way to increase the damage barrier? :oops: since you cant modify the damage of the weapons or the roun ds that fire, this is useful in the maximun difficulty where enemies have 500% extra hitpoints!!

Happy day to all :lol:

arthurfrade
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Re: FRONT MISSION 1st: Remake

Post by arthurfrade »

eiswein wrote:
Sun Jul 09, 2023 4:42 pm
First of all, thank you for everyone that made this possible :D , second is possible to edit the skill "speed" (the one that adds bullets) so it adds more than the standart 3 bullets? or does exist a way to increase the damage barrier? :oops: since you cant modify the damage of the weapons or the roun ds that fire, this is useful in the maximun difficulty where enemies have 500% extra hitpoints!!

Happy day to all :lol:
The table two posts above have a damage multiplier option :)

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