Mortal Kombat 11 - table v: 1.0.8 CT

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Rainaldyaldy
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Re: Mortal Kombat 11 - table v: 1.0.6 CT

Post by Rainaldyaldy » Sun Jun 02, 2019 11:11 am

Does anyone know what is the array of byre for npc?

Holdo
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Re: Mortal Kombat 11 - table v: 1.0.6 CT

Post by Holdo » Sun Jun 02, 2019 11:32 am

@SunBeam does your solution also solve the CPU performance issue or it just turns off MK11 checks on running Denuvo?

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Re: Mortal Kombat 11 - table v: 1.0.6 CT

Post by mrfrontman » Sun Jun 02, 2019 12:40 pm

Holdo wrote:
Sun Jun 02, 2019 11:32 am
@SunBeam does your solution also solve the CPU performance issue or it just turns off MK11 checks on running Denuvo?
No files were harmed during the making of this bypass

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Re: Mortal Kombat 11 - table v: 1.0.6 CT

Post by LeoNatan » Sun Jun 02, 2019 12:59 pm

SunBeam wrote:
Sun Jun 02, 2019 5:03 am
While at it, also fuck Microsoft and their idiotic decision to stop allowing inline __asm into x64 C++ :| Really.. FUCK YOU. Had to go extra lengths to get a fucking "JMP QWORD PTR [API]". Don't get me started with MingW and gcc.
VS17 supports Clang, which iirc, supports this.

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Re: Mortal Kombat 11 - table v: 1.0.6 CT

Post by SunBeam » Sun Jun 02, 2019 1:13 pm

Visual Studio Code. Not Visual Studio 2017. Not gonna use 2 IDEs to just change the compiler. Like I said, let's not talk about this shit if you can't come up with a decent "here, this is how you do it". I've tried anything else public, am always prepared before I post shit. Just so I don't end up like those "maybe you should reboot the PC" people.

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Re: Mortal Kombat 11 - table v: 1.0.6 CT

Post by SunBeam » Sun Jun 02, 2019 5:38 pm

I ended up using Code::Blocks. So I'll leave these here, just for future reference:
Once all are configured, I got this built and DLL "asm" can be inlined directly along with the C++ code:

Image

So less hassle than with MSVC++2017, where I had to use .asm and .def files and EXTERN directives to link .asm variables with the C++ code.

BR,
Sun

P.S.: But yeah, for fuck's sake, couldn't M$ leave the inline directives in, just like they did for x86? Fucking marketing schemes, tired of them.

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Re: Mortal Kombat 11 - table v: 1.0.6 CT

Post by SunBeam » Sun Jun 02, 2019 6:12 pm

Mortal Kombat 11 (0.112-14-CL136501) Anti-CE & Memory Integrity Checks Bypass

d3d11.zip
1.2
(6.62 KiB) Downloaded 310 times
(no pass)

Mortal Kombat 11 (0.112-14-CL136412) Anti-CE & Memory Integrity Checks Bypass
  • Download the archive below and drop d3d11.dll into your 'Retail' folder (where MK11.exe is).
    e.g.: D:\SteamLibrary\steamapps\common\Mortal Kombat 11\Binaries\Retail
  • Run the game.
  • You can now use CE whenever, before or after game's run and can enable scripts without worry that some CRC32 check will catch the hooks.
Dedicated to the few ones left out there.

Download version 1.1 from below to resolve the speed-up crap!

d3d11.zip
1.1
(6.75 KiB) Downloaded 329 times
(solved the speed-up issue)
(pass: SunBeamFRF)

BR,
Sun
Attachments
d3d11.zip
1.0 (has the speed-up problem)
(6.75 KiB) Downloaded 154 times

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LeoNatan
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Re: Mortal Kombat 11 - table v: 1.0.6 CT

Post by LeoNatan » Sun Jun 02, 2019 7:03 pm

Thanks for your work!

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Re: Mortal Kombat 11 - table v: 1.0.6 CT

Post by stek-kravari » Sun Jun 02, 2019 7:04 pm

SunBeam wrote:
Sun Jun 02, 2019 6:12 pm
Mortal Kombat 11 (0.112-14-CL136412) Anti-CE & Memory Integrity Checks Bypass
  • Download the archive below and drop d3d11.dll into your 'Retail' folder (where MK11.exe is).
    e.g.: D:\SteamLibrary\steamapps\common\Mortal Kombat 11\Binaries\Retail
  • Run the game.
  • You can now use CE whenever, before or after game's run and can enable scripts without worry that some CRC32 check will catch the hooks.
Dedicated to the few ones left out there.


d3d11.zip
(pass: SunBeamFRF)

BR,
Sun
When i put this in steamapps\common\Mortal Kombat 11\Binaries\Retail and start the game, the game speed is not normal

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Re: Mortal Kombat 11 - table v: 1.0.6 CT

Post by SunBeam » Sun Jun 02, 2019 7:30 pm

^ Has nothing to do with my patches; take it or leave it. Like I said, this would be the last time I do something for this game.

EDIT: It does; it's the CRC32 function that I RET'd. I'll review the code and find an alternative.

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TheyCallMeTim13
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Re: Mortal Kombat 11 - table v: 1.0.6 CT

Post by TheyCallMeTim13 » Sun Jun 02, 2019 7:38 pm

SunBeam wrote:
Sun Jun 02, 2019 6:12 pm
Mortal Kombat 11 (0.112-14-CL136412) Anti-CE & Memory Integrity Checks Bypass
  • Download the archive below and drop d3d11.dll into your 'Retail' folder (where MK11.exe is).
    e.g.: D:\SteamLibrary\steamapps\common\Mortal Kombat 11\Binaries\Retail
  • Run the game.
  • You can now use CE whenever, before or after game's run and can enable scripts without worry that some CRC32 check will catch the hooks.
Dedicated to the few ones left out there.


d3d11.zip
(pass: SunBeamFRF)

BR,
Sun
I linked your post on the first page.
CE wiki - Tutorials CE wiki - Auto Assembler Basics - CE wiki - Lua Basics If it's not a Personal Message don't PM me, use the forum. I ignore PMs that should be asked on the forum.

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Re: Mortal Kombat 11 - table v: 1.0.6 CT

Post by SunBeam » Sun Jun 02, 2019 7:42 pm

Hold up; there might be that issue mentioned earlier. I now see the game is fucking sped up :D Although I mapped all d3d11 exports and D3D11 loads fine, there's some race condition happening that speeds up the game LOL. By default. I'll see if I can hook another lib. Might work that way instead ;)

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Re: Mortal Kombat 11 - table v: 1.0.6 CT

Post by scphsega » Sun Jun 02, 2019 7:58 pm

stek-kravari wrote:
Sun Jun 02, 2019 7:04 pm
When i put this in steamapps\common\Mortal Kombat 11\Binaries\Retail and start the game, the game speed is not normal
Yep, got a nice 100++fps for some reason when running versus matches, everything feels sped up, like the AI battles being sped 2X/4X. with dialogues cut off before they're completed. Tried locking to 60fps on both Krypt and Intro/Outro option to "reel the beast in" to 60fps, versus matches looks okay (but with the inherent "first fighter has no facial animation" bug still in, the Krypt meanwhile runs in slow-mo, despite the 40+ fps I can muster from the rig at 4K. Interesting though.....

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Re: Mortal Kombat 11 - table v: 1.0.6 CT

Post by SunBeam » Sun Jun 02, 2019 8:06 pm

I'll investigate, as the behavior is weird to me as well. Stay tuned.

EDIT #1: Apparently, regardless of which DLL I do this with (just tried with version.dll) game is sped up. So it's not a D3D11 thing. I'll check if the threads in the DLL fuck up the CPU cycles.

EDIT #2: Alright. Apparently these are some Denuvo known tricks to fuck up with your game if you load OS .dlls from folders you're not supposed to (system32 DLLs from game folder). OK, injector + DLL incoming. Fuck you, again! :D

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Re: Mortal Kombat 11 - table v: 1.0.6 CT

Post by thethiny » Sun Jun 02, 2019 9:21 pm

SunBeam wrote:
Sun Jun 02, 2019 8:06 pm
I'll investigate, as the behavior is weird to me as well. Stay tuned.

EDIT #1: Apparently, regardless of which DLL I do this with (just tried with version.dll) game is sped up. So it's not a D3D11 thing. I'll check if the threads in the DLL fuck up the CPU cycles.

EDIT #2: Alright. Apparently these are some Denuvo known tricks to fuck up with your game if you load OS .dlls from folders you're not supposed to (system32 DLLs from game folder). OK, injector + DLL incoming. Fuck you, again! :D
@Sunbeam thanks for your effort. Could you maybe check my post that I sent you a while ago?

viewtopic.php?f=4&t=9291&p=91918#p91918

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