Touhou Luna Nights - Full Release

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KS212
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Re: Touhou Luna Nights - Full Release

Post by KS212 »

VKX wrote:
Sat Jun 29, 2019 10:55 am
Game version 1.2.3.5 has apparently partially reverted some of the code changes of the last version. I'm going to wait a few days to see if the Devs stop hacking around with it.
Probably better off waiting a couple of weeks TBH. Seems like they're trying to fix a bunch of bugs right now.

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

VKX
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Re: Touhou Luna Nights - Full Release

Post by VKX »

Added version 5.0 for game version 1.2.3.5

The Devs haven't patched in a few days, so here's an updated table. It's actually a reversion back to the v3.7 table, so all the old options have returned.

KS212
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Re: Touhou Luna Nights - Full Release

Post by KS212 »

VKX wrote:
Thu Jul 04, 2019 7:12 pm

The Devs haven't patched in a few days
Now you've probably gone and jinxed it, lol. :D

Thanks for the update all the same :)

aswd
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Re: Touhou Luna Nights - Full Release

Post by aswd »

3.0 does not work on 1.2.2.7

VKX
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Re: Touhou Luna Nights - Full Release

Post by VKX »

aswd wrote:
Sun Aug 04, 2019 8:24 am
3.0 does not work on 1.2.2.7
Sorry, I only support the current release on Steam.

Sdauf
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Re: Touhou Luna Nights - Full Release

Post by Sdauf »

Is there a way to remove the knife limit when time is stopped?

VKX
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Re: Touhou Luna Nights - Full Release

Post by VKX »

Sdauf wrote:
Sun Aug 18, 2019 8:57 pm
Is there a way to remove the knife limit when time is stopped?
I think there might be, but it's awkward to implement. I know that there are cheat tables knocking around that offer infinite knives, but I can't find a way of making it work myself without crashing if you spam too many knives.

LegendOfRoblox2213
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Re: Touhou Luna Nights - Full Release

Post by LegendOfRoblox2213 »

ummm.. can I ask?
how do I active the cheat?
sorry if i'm a retarto ;-;

VKX
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Re: Touhou Luna Nights - Full Release

Post by VKX »

Try this tutorial: [Link]

KS212
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Re: Touhou Luna Nights - Full Release

Post by KS212 »

Game's final update came out today, adds Cirno boss fight. Any chance of an update?

VKX
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Re: Touhou Luna Nights - Full Release

Post by VKX »

KS212 wrote:
Tue Jan 19, 2021 12:11 am
Game's final update came out today, adds Cirno boss fight. Any chance of an update?
Thanks for reminding me.

The table has been updated for game version 1.2.4.6 - The Cirno Update.

I haven't played though the game again yet, so let me know if there are any bugs.

KS212
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Re: Touhou Luna Nights - Full Release

Post by KS212 »

Thanks for the update, I'll test.

EDIT: Everything seems to work except Snail Time, that one won't activate even after using Snail Time a few times.

VKX
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Re: Touhou Luna Nights - Full Release

Post by VKX »

KS212 wrote:
Wed Jan 20, 2021 11:25 pm
Everything seems to work except Snail Time, that one won't activate even after using Snail Time a few times.
That's annoying. I have changed that option to an AOB scan to make it a bit more robust, and released a new version of the table.

KS212
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Re: Touhou Luna Nights - Full Release

Post by KS212 »

VKX wrote:
Thu Jan 21, 2021 12:08 pm
KS212 wrote:
Wed Jan 20, 2021 11:25 pm
Everything seems to work except Snail Time, that one won't activate even after using Snail Time a few times.
That's annoying. I have changed that option to an AOB scan to make it a bit more robust, and released a new version of the table.
Tried the update... unfortunately it still won't enable :(

I remember we ran into something weird like this with one of the versions quite a while back ie you could get it working during testing but it wouldn't work for some of us... Can't remember what you did to fix it though...

VKX
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Re: Touhou Luna Nights - Full Release

Post by VKX »

KS212 wrote:
Thu Jan 21, 2021 2:34 pm
I remember we ran into something weird like this with one of the versions quite a while back ie you could get it working during testing but it wouldn't work for some of us... Can't remember what you did to fix it though...
I just replicated the issue using a different computer, so Table 6.2 should hopefully fix it.

It's very odd issue, like the game is generating code at runtime but being only partially consistent about it. The code is the same between separate runs of the game, but try it on another machine an some of the variable offsets are coded differently.

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