Zengeon | 神明在上

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GamerCare
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Zengeon | 神明在上

Post by GamerCare » Tue Jun 25, 2019 11:20 pm



Cheats:
- Godmode
- Gold Coin
- EXP
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Zengeon.CT
(57.36 KiB) Downloaded 577 times

TroliusMaximus
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Re: Zengeon | 神明在上

Post by TroliusMaximus » Thu Jun 27, 2019 12:04 am

CHARACTER / CONTENT UNLOCKER, please.

...Cannot play these games unless I can use the character that >>I<< want to play as 👈😒

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Rysefox
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Re: Zengeon | 神明在上

Post by Rysefox » Thu Jun 27, 2019 12:09 am

Copy paste in a text document and save as .ct
Speed Modifier:

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable CheatEngineTableVersion="28">
  <CheatEntries>
    <CheatEntry>
      <ID>21</ID>
      <Description>"Speed Controller"</Description>
      <Options moHideChildren="1"/>
      <LastState/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>[ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat
alloc(newmem,2048,Zen:Hero:GetFinalRunSpeed+19) 
label(returnhere)
label(originalcode)
label(exit)
label(Speed)
registersymbol(Speed)
label(compare)
label(compare2)
label(compare3)
label(x10)
label(x50)
label(x100)

newmem:
cmp [Speed],0
je originalcode
jmp compare

originalcode:
mov [rax+18],(float)5
movss xmm0,[rax+18]
jmp exit

compare:
cmp [Speed],1
je x10
jmp compare2

compare2:
cmp [Speed],2
je x50
jmp compare3

compare3:
cmp [Speed],3
je x100
jmp exit

x100:
mov [rax+18],(float)100
movss xmm0,[rax+18]
jmp exit

x50:
mov [rax+18],(float)50
movss xmm0,[rax+18]
jmp exit
x10:
mov [rax+18],(float)10
movss xmm0,[rax+18]
jmp exit
exit:
jmp returnhere
Speed:
dq 0
Zen:Hero:GetFinalRunSpeed+19:
jmp newmem
returnhere:


 
 
[DISABLE]
//code from here till the end of the code will be used to disable the cheat
dealloc(newmem)
Zen:Hero:GetFinalRunSpeed+19:
movss xmm0,[rax+18]
//Alt: db F3 0F 10 40 18
</AssemblerScript>
      <CheatEntries>
        <CheatEntry>
          <ID>22</ID>
          <Description>"Speed Modifier"</Description>
          <DropDownList ReadOnly="1" DescriptionOnly="1" DisplayValueAsItem="1">0:Normal(5)
1:Speed(10)
2:Speed(50)
3:Speed(100)
</DropDownList>
          <VariableType>Byte</VariableType>
          <Address>Speed</Address>
        </CheatEntry>
      </CheatEntries>
    </CheatEntry>
  </CheatEntries>
  <UserdefinedSymbols/>
</CheatTable>
MissChance Controller:

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable CheatEngineTableVersion="28">
  <CheatEntries>
    <CheatEntry>
      <ID>24</ID>
      <Description>"MissChance Controller"</Description>
      <Options moHideChildren="1"/>
      <LastState/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>[ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat
alloc(newmem,2048,Zen:Hero:GetFinalMissChance+15) 
label(returnhere)
label(originalcode)
label(exit)
label(0x)
label(Chance)
label(compare)
registersymbol(Chance)

newmem:
cmp [Chance],0
je originalcode
jmp compare

originalcode:
mov [rax+D8],(float)0.01999999955
movss xmm0,[rax+000000D8]
jmp exit

compare:
cmp [Chance],1
je 0x
jmp exit

0x:
mov [rax+d8],(float)0
movss xmm0,[rax+000000D8]

exit:
jmp returnhere
Chance:
dq 0
Zen:Hero:GetFinalMissChance+15:
jmp newmem
nop
nop
nop
returnhere:


 
 
[DISABLE]
//code from here till the end of the code will be used to disable the cheat
dealloc(newmem)
unregistersymbol(Chance)
Zen:Hero:GetFinalMissChance+15:
movss xmm0,[rax+000000D8]
//Alt: db F3 0F 10 80 D8 00 00 00
</AssemblerScript>
      <CheatEntries>
        <CheatEntry>
          <ID>25</ID>
          <Description>"MissChance"</Description>
          <DropDownList ReadOnly="1" DescriptionOnly="1" DisplayValueAsItem="1">0:Normal MissChance
1:(0) MissChance
</DropDownList>
          <VariableType>Byte</VariableType>
          <Address>Chance</Address>
        </CheatEntry>
      </CheatEntries>
    </CheatEntry>
  </CheatEntries>
  <UserdefinedSymbols/>
</CheatTable>
Upon request, I update my outdated table, I respond to any games requests by private message

Creating my own table since June 2018
Assembly/Java Dev

Steam: Here

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MBRKiNG
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Re: Zengeon | 神明在上

Post by MBRKiNG » Thu Jun 27, 2019 4:18 pm

inf hp + 1hk

dont need to freeze the value every hit heals you

Code: Select all


define(infhp1hk,Zen:ActorHealth:ReduceHp+1e)
define(bytes,49 63 4E 40 41 2B CF)

[ENABLE]
assert(infhp1hk,bytes)
alloc(newmem,$100,Zen:ActorHealth:ReduceHp+1e)

label(code)
label(return)
label(player)
label(ai)

newmem:
  //cmp [r14+14C],#518
  cmp [r14+168],#1
  je player
  //cmp [r14+14C],#518
  cmp [r14+168],#1
  jne ai
  jmp code

ai:
  mov [r14+48],#1
  mov [r14+4C],#1
  jmp return

player:
  movsxd  rcx,dword ptr [r14+40]
  sub r15d,ecx
  jmp return

code:
  movsxd  rcx,dword ptr [r14+40]
  sub ecx,r15d
  jmp return

infhp1hk:
  jmp newmem
  nop
  nop
return:

[DISABLE]
infhp1hk:
  db bytes
dealloc(newmem)


demorest
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Re: Zengeon | 神明在上

Post by demorest » Sat Jun 29, 2019 12:58 pm

MBRKiNG wrote:
Thu Jun 27, 2019 4:18 pm
inf hp + 1hk

dont need to freeze the value every hit heals you

Code: Select all


define(infhp1hk,Zen:ActorHealth:ReduceHp+1e)
define(bytes,49 63 4E 40 41 2B CF)

[ENABLE]
assert(infhp1hk,bytes)
alloc(newmem,$100,Zen:ActorHealth:ReduceHp+1e)

label(code)
label(return)
label(player)
label(ai)

newmem:
  //cmp [r14+14C],#518
  cmp [r14+168],#1
  je player
  //cmp [r14+14C],#518
  cmp [r14+168],#1
  jne ai
  jmp code

ai:
  mov [r14+48],#1
  mov [r14+4C],#1
  jmp return

player:
  movsxd  rcx,dword ptr [r14+40]
  sub r15d,ecx
  jmp return

code:
  movsxd  rcx,dword ptr [r14+40]
  sub ecx,r15d
  jmp return

infhp1hk:
  jmp newmem
  nop
  nop
return:

[DISABLE]
infhp1hk:
  db bytes
dealloc(newmem)

cant make it to work... Just copypasted in CE like always but doesnt work. Scripts above work ok

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Rysefox
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Re: Zengeon | 神明在上

Post by Rysefox » Sat Jun 29, 2019 1:08 pm

demorest wrote:
Sat Jun 29, 2019 12:58 pm
MBRKiNG wrote:
Thu Jun 27, 2019 4:18 pm
inf hp + 1hk

dont need to freeze the value every hit heals you

Code: Select all


define(infhp1hk,Zen:ActorHealth:ReduceHp+1e)
define(bytes,49 63 4E 40 41 2B CF)

[ENABLE]
assert(infhp1hk,bytes)
alloc(newmem,$100,Zen:ActorHealth:ReduceHp+1e)

label(code)
label(return)
label(player)
label(ai)

newmem:
  //cmp [r14+14C],#518
  cmp [r14+168],#1
  je player
  //cmp [r14+14C],#518
  cmp [r14+168],#1
  jne ai
  jmp code

ai:
  mov [r14+48],#1
  mov [r14+4C],#1
  jmp return

player:
  movsxd  rcx,dword ptr [r14+40]
  sub r15d,ecx
  jmp return

code:
  movsxd  rcx,dword ptr [r14+40]
  sub ecx,r15d
  jmp return

infhp1hk:
  jmp newmem
  nop
  nop
return:

[DISABLE]
infhp1hk:
  db bytes
dealloc(newmem)

cant make it to work... Just copypasted in CE like always but doesnt work. Scripts above work ok
(Activate Mono Feature)

Here, when you use my Health script, freeze the pointer (looks like your health gos down, its only the visual, when its reached 0 you go ground one time, but you stand up and you are unkillable)
Attachments
Zengeon.CT
(95.47 KiB) Downloaded 224 times
Upon request, I update my outdated table, I respond to any games requests by private message

Creating my own table since June 2018
Assembly/Java Dev

Steam: Here

bthed
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Posts: 1
Joined: Wed Jul 10, 2019 3:17 am
Reputation: 0

Re: Zengeon | 神明在上

Post by bthed » Wed Jul 10, 2019 3:19 am

The latest table does not appear to work, at least for me. The checkboxes remain unavailable with the 'mono feature" activated and remain unclickable after engaging in combat.

The first table still works but is very janky. After getting hit, freezing the table, and then dying a few times I end up permanently dead.

Thanks for your work.

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