Sword Art Online Last Recollection (Steam). Working for 1.15

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kadashsouba
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Re: Sword Art Online Last Recollection (Steam). Working with the Demo

Post by kadashsouba »

Yeach, I guess we wrote at same time, but yep it works this way. Could you please provide same script for SP so I can manually change values too?

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

a_busy_man
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Re: Sword Art Online Last Recollection (Steam). Working with the Demo

Post by a_busy_man »

kadashsouba wrote:
Wed Oct 04, 2023 9:27 pm
Yeach, I guess we wrote at same time, but yep it works this way. Could you please provide same script for SP so I can manually change values too?
Infinite SP
Spoiler

Code: Select all

{ Game   : sao_lr-Win64-Shipping.exe
  Version: 
  Date   : 2023-10-02
  Author : a_busy_man

  This script does makes Sp Infinite
}

[ENABLE]

aobscanmodule(InfSp,$process,89 38 48 83 C4 40) // should be unique
alloc(newmem,$1000,InfSp)

label(code)
label(return)

newmem:
  //cmp [rax+24],0
  //cmp [rax+30],(int)350
  //cmp [rax+48],(int)258
  //jne code
  cmp [rax+30],(int)229 //Silica
  je InfiniteSP
  cmp [rax+30],(int)243 //Sinon
  je InfiniteSP
  cmp [rax+30],(int)274 //Lisbeth
  je InfiniteSP
  cmp [rax+30],(int)276 //Kirito/Asuna
  je InfiniteSP
  cmp [rax+30],(int)297 //Eugeo/Alice
  je InfiniteSP
  cmp [rax+30],(int)299 //Dorothy
  je InfiniteSP
  cmp [rax+30],(int)331 //Leafa
  je InfiniteSP
  jmp code

InfiniteSP:
  mov edi,[rax+10]
  mov [rax],edi
  add rsp,40
  jmp return

code:
  mov [rax],edi
  add rsp,40
  jmp return

InfSp:
  jmp newmem
  nop
return:
registersymbol(InfSp)

[DISABLE]

InfSp:
  db 89 38 48 83 C4 40

unregistersymbol(*)
dealloc(*)

{
// ORIGINAL CODE - INJECTION POINT: sao_lr-Win64-Shipping.exe+1147945

sao_lr-Win64-Shipping.exe+114791D: 48 8B 46 10        - mov rax,[rsi+10]
sao_lr-Win64-Shipping.exe+1147921: C7 00 00 00 00 00  - mov [rax],00000000
sao_lr-Win64-Shipping.exe+1147927: 48 8B 5C 24 50     - mov rbx,[rsp+50]
sao_lr-Win64-Shipping.exe+114792C: 48 8B 74 24 60     - mov rsi,[rsp+60]
sao_lr-Win64-Shipping.exe+1147931: 48 83 C4 40        - add rsp,40
sao_lr-Win64-Shipping.exe+1147935: 5F                 - pop rdi
sao_lr-Win64-Shipping.exe+1147936: C3                 - ret 
sao_lr-Win64-Shipping.exe+1147937: 48 8B 46 10        - mov rax,[rsi+10]
sao_lr-Win64-Shipping.exe+114793B: 48 8B 5C 24 50     - mov rbx,[rsp+50]
sao_lr-Win64-Shipping.exe+1147940: 48 8B 74 24 60     - mov rsi,[rsp+60]
// ---------- INJECTING HERE ----------
sao_lr-Win64-Shipping.exe+1147945: 89 38              - mov [rax],edi
// ---------- DONE INJECTING  ----------
sao_lr-Win64-Shipping.exe+1147947: 48 83 C4 40        - add rsp,40
sao_lr-Win64-Shipping.exe+114794B: 5F                 - pop rdi
sao_lr-Win64-Shipping.exe+114794C: C3                 - ret 
sao_lr-Win64-Shipping.exe+114794D: CC                 - int 3 
sao_lr-Win64-Shipping.exe+114794E: CC                 - int 3 
sao_lr-Win64-Shipping.exe+114794F: CC                 - int 3 
sao_lr-Win64-Shipping.exe+1147950: 48 89 5C 24 08     - mov [rsp+08],rbx
sao_lr-Win64-Shipping.exe+1147955: 48 89 74 24 18     - mov [rsp+18],rsi
sao_lr-Win64-Shipping.exe+114795A: 57                 - push rdi
sao_lr-Win64-Shipping.exe+114795B: 48 83 EC 40        - sub rsp,40
}
1 Hit Kill:
Spoiler

Code: Select all

[ENABLE]
alloc(newmem,2048,$process+1141A8B)
label(returnhere)
label(originalcode)
label(exit)

newmem:

//cmp [rax+2c],0
//cmp [rax+38],(int)350
//cmp [rax+50],(int)248
//je originalcode
cmp [rax+38],(int)229 //Silica
je originalcode
cmp [rax+38],(int)243 //Sinon
je originalcode
cmp [rax+38],(int)274 //Lisbeth
je originalcode
cmp [rax+38],(int)276 //Kirito/Asuna
je originalcode
cmp [rax+38],(int)297 //Eugeo/Alice
je originalcode
cmp [rax+38],(int)299 //Dorothy
je originalcode
cmp [rax+38],(int)331 //Leafa
je originalcode
mov rdx,0
test rdx,rdx
jmp exit

originalcode:
mov rdx,[rax]
test rdx,rdx

exit:
jmp returnhere

$process+1141A8B:
jmp newmem
nop
returnhere:

[DISABLE]
dealloc(*)
$process+1141A8B:
db 48 8B 10 48 85 D2
//mov rdx,[rax]
//test rdx,rdx
Auto Kill Everything
Spoiler

Code: Select all

[ENABLE]
alloc(newmem,2048,$process+11474F2) 
label(returnhere)
label(originalcode)
label(exit)

newmem:
//cmp [rax+2C],0
//cmp [rax+38],(int)350
//cmp [rax+50],(int)258
//je originalcode
cmp [rax+38],(int)229 //Silica
je originalcode
cmp [rax+38],(int)243 //Sinon
je originalcode
cmp [rax+38],(int)274 //Lisbeth
je originalcode
cmp [rax+38],(int)276 //Kirito/Asuna
je originalcode
cmp [rax+38],(int)297 //Eugeo/Alice
je originalcode
cmp [rax+38],(int)299 //Dorothy
je originalcode
cmp [rax+38],(int)331 //Leafa
je originalcode
mov [rax],0
mov rbx,[rsp+58]
jmp exit

originalcode:
mov [rax],rdi
mov rbx,[rsp+58]

exit:
jmp returnhere

$process+11474F2:
jmp newmem
nop 3
returnhere:
 
[DISABLE]
dealloc(*)
$process+11474F2:
db 48 89 38 48 8B 5C 24 58
//mov [rax],rdi
//mov rbx,[rsp+58]
God Mode + Auto Kill Everything:
Spoiler

Code: Select all

[ENABLE]
alloc(newmem,2048,$process+11474F2) 
label(returnhere)
label(originalcode)
label(exit)

newmem:
//cmp [rax+2C],0
//cmp [rax+38],(int)350
//cmp [rax+50],(int)258
//jne AutoKill
//jmp GodMode
cmp [rax+38],(int)229 //Silica
je GodMode
cmp [rax+38],(int)243 //Sinon
je GodMode
cmp [rax+38],(int)274 //Lisbeth
je GodMode
cmp [rax+38],(int)276 //Kirito/Asuna
je GodMode
cmp [rax+38],(int)297 //Eugeo/Alice
je GodMode
cmp [rax+38],(int)299 //Dorothy
je GodMode
cmp [rax+38],(int)331 //Leafa
je GodMode
jmp AutoKill

AutoKill:
mov [rax],0
mov rbx,[rsp+58]
jmp exit

GodMode:
mov rdi,[rax+10]
mov [rax],rdi
mov rbx,[rsp+58]
jmp exit


originalcode:
mov [rax],rdi
mov rbx,[rsp+58]

exit:
jmp returnhere

$process+11474F2:
jmp newmem
nop 3
returnhere:
 
[DISABLE]
dealloc(*)
$process+11474F2:
db 48 89 38 48 8B 5C 24 58
//mov [rax],rdi
//mov rbx,[rsp+58]
EDIT: I have confirmed that both conditionals, old and new seem to be dependant on game progress. I had everything done on the demo in my main save, so it was boviously constnat, but I started new game to try and the values are different and the begginign and go changing as I advance. The issue is that I don't know any static value that allies have but enemies doesn't and doesn't change... I have checked, but these two were the only consistent ones T_T

EDit2: I think I found a dirty solution, at least is should work for all enemies in the demo

a_busy_man
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Re: Sword Art Online Last Recollection (Steam). Working with the Demo

Post by a_busy_man »

For once I am breaking my own Double Post rule since it is an important post.

First, v0.6 of the table has been released.
v.0.6 Update
  • Changed conditions of scripts for them to work on all points of the Demo. The previous one gave troble if you weren't at the end.
  • Added a field in Dynamic Pointers showing the condition value most scripts use. If that reaches 300 or more, please report as the scripts work only if it is less than 300. This value increase from the start of the demo until the end and it is unknown if it will continue to grow on the full version. No enemy has 300 or lower in the Demo.
  • Miscelanous fixes (no effect on fucntionality)
  • Unless there is a serious problem with the table, this is most likely the last table for the Demo. Game is releasing in less than 24h, so future versions will aim the full game.
We are already on the countdown for the full release with less than 24h remaining. For me the release will be at midnight since I live in Europe. I will try to be preset at release hour and have a table working as much as possible before going to sleep. Any help is welcome, but please, don't pressure me. These things may take time depending on how much things changed from the demo internally, and asking me to be faster won't make the release faster.
This time is a change from demo to full version, not a regular update, so I have no idea how much it will break things.

This table is made only for offline use. The demo is only offline, but the full version will have an online option (it seems it will be only for endgame though). If you play online with a save that have been altered, especially with impossible things, it is possible you get a ban. I can't recommend going offline if you have ever used this table on your save, and doing so under your own reponsibility.

Disclaimer: You can't hold me responsible for anything that happens if you decide to go online having used this table. This table if for OFFLINE use only.

Be reponsible and you cheat using this table, remain offline.
Last edited by a_busy_man on Thu Oct 05, 2023 12:38 am, edited 1 time in total.

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gradius12
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Re: Sword Art Online Last Recollection (Steam). Working with the Demo

Post by gradius12 »

count me in to figure out some stuff again in the full release lets see what we can break.... uhmm cheat in the game

a_busy_man
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Re: Sword Art Online Last Recollection (Steam). Working for 1.03

Post by a_busy_man »

Table for the full game released with everything working! It took less than an hour fixing eveyrthing, downloading the game took the longest.

v.1.0 Update
  • Compatible with v1.03 of the game, the first one released on Steam.


Edit:

For the next version I found the EXP/LV/Friendship Adresses of characters that weren't in the Demo, so once I have them all properly sorted, I will publish it. At least those up to chapter 3 since I am only there, rest have adresses but unknown name.

Edit2: Item type 360 is Ingredients, and goes on the Materials tab. I will try to have a full Dropdown for the next version of the table if I have time.

Edit3: There seems to be only 8 items with that type, but added to dropdown.

a_busy_man
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Re: Sword Art Online Last Recollection (Steam). Working for 1.03

Post by a_busy_man »

Skipping again my double post rule because of new version release so everyone notice there is a new one.

The version 1.1 of the table have been released. While 1.0 adapted what it was for the demo to the full release, this has additions.

v.1.1 Update
  • Merged Exp, Level, and Friendship with Visualize into Character Pointers
  • Character Pointers now have adreeses of new characters added on the full release. Some are markerd with ? because I haven't unlocked them, so I don't know to who belong
  • Improved Item Dropdown and added a new type, Ingredients.
  • Added all available Ranks to Level dropdown
  • Optimized dropdowns to avoid duplicate information when the same dropdown has to be used on more than one place.
  • Fixed small issues with adress type.

xyroworfangel
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Re: Sword Art Online Last Recollection (Steam). Working for 1.03

Post by xyroworfangel »

can anyone tell me the visualize id for coat of midnight armor, the one that kirito wears in anime s1

AnataNoKyofu25
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Re: Sword Art Online Last Recollection (Steam). Working for 1.03

Post by AnataNoKyofu25 »

1500 is the current max value for Damage, not the previous 500 on weapons only, my bad. Armors and accessories only got 500 max, while weapons got 1500.
Last edited by AnataNoKyofu25 on Fri Oct 06, 2023 12:25 pm, edited 1 time in total.

a_busy_man
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Re: Sword Art Online Last Recollection (Steam). Working for 1.03

Post by a_busy_man »

Version 1.2 of the table has been released:

v.1.2 Update
  • More Character Pointers have a name.
  • Added the Static Pointers for Renly's Skill Uses
  • Fixed type in Visualize
  • Added very complete dropdowns for Visualize.
    • I can't find anything else. Weapons is the same 2Byte ID as the Item, with DLCs starting in the 2000. You can equip weapons of other characters with this option. Armors go differently and each character can only equip their own. If I had missed any, please tell me. Any form characters I don't have available is obiviously missing.
  • Small fixes
xyroworfangel wrote:
Fri Oct 06, 2023 8:03 am
can anyone tell me the visualize id for coat of midnight armor, the one that kirito wears in anime s1
I haven't found such an armor. Probably it isn't in the game.
AnataNoKyofu25 wrote:
Fri Oct 06, 2023 10:08 am
1500 is the current max value for Damage, not the previous 500
Fixed on the last version. Thank you for the report.

AnataNoKyofu25
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Re: Sword Art Online Last Recollection (Steam). Working for 1.03

Post by AnataNoKyofu25 »

There's a new stat, Combat Fidelity and Evasion. Not sure how it works but it's under Damage, Attack and Defense.

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gradius12
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Re: Sword Art Online Last Recollection (Steam). Working for 1.03

Post by gradius12 »

AnataNoKyofu25 wrote:
Fri Oct 06, 2023 12:32 pm
There's a new stat, Combat Fidelity and Evasion. Not sure how it works but it's under Damage, Attack and Defense.
found them its the two 1 byte values before sacred art evade

max values for
mp 300
sacred art damage 500
sacred art attack 100
sacred arts def 100
int mnd and chr also 200

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Re: Sword Art Online Last Recollection (Steam). Working for 1.03

Post by a_busy_man »

gradius12 wrote:
Fri Oct 06, 2023 2:29 pm
AnataNoKyofu25 wrote:
Fri Oct 06, 2023 12:32 pm
There's a new stat, Combat Fidelity and Evasion. Not sure how it works but it's under Damage, Attack and Defense.
found them its the two 1 byte values before sacred art evade

max values for
mp 300
sacred art damage 500
sacred art attack 100
sacred arts def 100
int mnd and chr also 200
Added everything. Also, the Max for both new stats is 100. It will be on the next version of the table, but I am not releasing a new version just with this.

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gradius12
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Re: Sword Art Online Last Recollection (Steam). Working for 1.03

Post by gradius12 »

i noticed that some skill use counts are wrong labeled i will check them out and write the different skills out that are needed to changed

a_busy_man
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Re: Sword Art Online Last Recollection (Steam). Working for 1.03

Post by a_busy_man »

gradius12 wrote:
Fri Oct 06, 2023 5:30 pm
i noticed that some skill use counts are wrong labeled i will check them out and write the different skills out that are needed to changed
Really? I thought I had put them all well, unless there have been changes on the full version, but I doubt it. If you find wrong ones, I will fix them.

PD: The script is quite slow to update the adress, so I may have mistaken something because of going too fast.

Edit1: I checked Sacred Arts, Dual Wield, melee, Scythe, Shield&Axe and Spear, and the only error was that I typed wrong one os the skills of Shield & Axe. I am also checking the rest.
Last edited by a_busy_man on Fri Oct 06, 2023 6:44 pm, edited 2 times in total.

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gradius12
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Re: Sword Art Online Last Recollection (Steam). Working for 1.03

Post by gradius12 »

so far i noticed the bow skill chain stream is wrong its the +24 address not the +30
and the whip skill pointer i guess which you made at 5F8D214 is 5F8C214
havent checked the boomerang ones but so far everything else is ok

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