(request) FREEDOM WARS Remastered

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Oldman_Next_door
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Re: (request) FREEDOM WARS Remastered

Post by Oldman_Next_door »

Thanks to the Ibarra relationship that VampTY found for me, I also found the code for the charge situation that diverted it :D .

#Current Ibara charge amount
#Required Ibara charge for the first stage
#Amount of Ibaraki charge required for the second stage
#Ibarra cool time
#The second stage does not cause overheating.

I'm using the “Gauge [Health/Ibara]” script as is, so with VampTY's permission I'll upload it.


I also wanted to create a code that does not reduce the Ibarra gauge, but I could not find the perfect code because there are multiple codes that reduce the thorns in different situations, such as on the ground, in the air, and attached to a wall.

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VampTY
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Re: (request) FREEDOM WARS Remastered

Post by VampTY »

No need for permission, if is added on this site, no problem from me, is for all users on this site.
Was a nice gesture from you though! ;)

What i dislike is thieves that will take tables from this forum and without any shame will put them on other sites or make them as their own. :x

Take care! :P

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Re: (request) FREEDOM WARS Remastered

Post by Oldman_Next_door »

Thank you, VampTY.
I will upload the Ibarra charge related additions.

In the code
“Ibara required charge amount”.
The default in-game charge amount for the first stage is “2” and for the second stage “4”.
If you set the amount to a lower number, the charge will accumulate faster.
If the number is set to “0”, the charge fills up quickly, but the normal Ibara forward extension will be disabled.

“Charge fills up quickly.” script forces the amount of charge required to 0.5.

Combined with “No overheating,” you can use the second stage of the charge as much as you want!
Attachments
FWR_ibara.CT
(10.76 KiB) Downloaded 198 times

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VampTY
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Re: (request) FREEDOM WARS Remastered

Post by VampTY »

You could also add them like:
This
<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
<CheatEntries>
<CheatEntry>
<ID>933</ID>
<Description>"Example"</Description>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>[ENABLE]
aobscanmodule(_character,$process,F3 0F 10 81 28 05 00 00 F3)
alloc(newmem,$1111,_character)
label(return)
registersymbol(_character)
newmem:
movss xmm0,[rcx+528]
mov [rcx+528],(float)1000
mov [rcx+7fc],(float)1000
mov [rcx+400],(float)1000
mov [rcx+404],(float)1000
mov [rcx+800],(float)1000
jmp return
_character:
jmp newmem
nop 3
return:
[DISABLE]
dealloc(*)
unregistersymbol(*)
_character:
db F3 0F 10 81 28 05 00 00
</AssemblerScript>
</CheatEntry>
</CheatEntries>
</CheatTable>
Paste all inside in Cheat Engine (in that way those will be locked) you can add their offsets, plus health offsets, those with 1000 were added for example, i don't know their value, didn't entered the game, so you'll have all in just one single script, you can also keep the pointers..if you'll keep the pointers in script.If there's more related to rcx you can add an entire list in the script.Also more related to them if those are close to these offsets.

Good luck! :P

SteamUser3212
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Re: (request) FREEDOM WARS Remastered

Post by SteamUser3212 »

I have a code 7-8 save file if anyone is interested

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Link20
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Re: (request) FREEDOM WARS Remastered

Post by Link20 »

the game updated, tho it didnt fix the crash issue

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Re: (request) FREEDOM WARS Remastered

Post by Link20 »

turns out, the update didnt change any files, so if you are still using (start_protected_game) it didnt change the EXE

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Re: (request) FREEDOM WARS Remastered

Post by Fallenleader »

The one thing I haven't been able to track myself is damage output. I saw one table that was supposed to modify weapons, but couldn't get things to work. It would be awesome to be able to mod the weapon to have absurd values of each element, since you are limited on upgrade amounts, and each stat can only max to 100 at best with the exception of certain mods.

Would very much appreciate a modification to the sever damage output to basically instant sever parts. At this point running infinite ammo with a high willo EZ Katze is the fastest way I have to sever parts if I focus on them directly, and that's with a good hour of work. If severing isn't doable, modifying the fire rate of the weapons to be absurd will work just as well. Sadly I don't understand how to find pointers and such to do this myself, I was locking time and ammo prior to VampTY's table by searching it directly per match.

The inventory max has made this process far less painful, though I have a lot of resource gaps because of how long severing takes, in some cases making certain parts unseverable.

I also have a fully finished save with the exception of a zero sentence if this is needed for finding other cheats.

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Re: (request) FREEDOM WARS Remastered

Post by slackingcat »

Sever speed should be based on raw attack power if they haven't changed how it works.

But the easiest way to break parts is to equip a modded/upgraded Barbara's EZ Blaster (with clip size and power up modules), latch onto a part via thorn, and blast the part point-blank. Just a few seconds is enough to break most parts, including those pesky shield generators. It's much faster than severing or using other weapons.

blitzwing-x01
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Re: (request) FREEDOM WARS Remastered

Post by blitzwing-x01 »

justiny wrote:
Sat Jan 11, 2025 8:57 am
Rename the start.exe to start_protected_game, to play without EAC

Inf reserve ammo (for those who still want to reload their weapons)

Code: Select all

{ Game   : start_protected_game.exe
  Version: 
  Date   : 2025-01-11
  Author : Justin

  This script does blah blah blah
}

[ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat

 
 
aobscanmodule(INJECT,start_protected_game.exe,29 9F 7C 04 00 00) // should be unique
alloc(newmem,$1000,INJECT)

label(code)
label(return)

newmem:

code:
  sub [rdi+0000047C],ebx
  add [rdi+0000047C],ebx
  jmp return

INJECT:
  jmp newmem
  nop
return:
registersymbol(INJECT)

[DISABLE]
//code from here till the end of the code will be used to disable the cheat
INJECT:
  db 29 9F 7C 04 00 00

unregistersymbol(INJECT)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: start_protected_game.exe+D6C046

start_protected_game.exe+D6C022: FF 92 30 02 00 00              - call qword ptr [rdx+00000230]
start_protected_game.exe+D6C028: 48 8B 17                       - mov rdx,[rdi]
start_protected_game.exe+D6C02B: 48 8B CF                       - mov rcx,rdi
start_protected_game.exe+D6C02E: 2B D8                          - sub ebx,eax
start_protected_game.exe+D6C030: FF 92 40 02 00 00              - call qword ptr [rdx+00000240]
start_protected_game.exe+D6C036: 48 8B 17                       - mov rdx,[rdi]
start_protected_game.exe+D6C039: 48 8B CF                       - mov rcx,rdi
start_protected_game.exe+D6C03C: 3B D8                          - cmp ebx,eax
start_protected_game.exe+D6C03E: 77 11                          - ja start_protected_game.exe+D6C051
start_protected_game.exe+D6C040: FF 92 30 02 00 00              - call qword ptr [rdx+00000230]
// ---------- INJECTING HERE ----------
start_protected_game.exe+D6C046: 29 9F 7C 04 00 00              - sub [rdi+0000047C],ebx
// ---------- DONE INJECTING  ----------
start_protected_game.exe+D6C04C: 8D 0C 18                       - lea ecx,[rax+rbx]
start_protected_game.exe+D6C04F: EB 21                          - jmp start_protected_game.exe+D6C072
start_protected_game.exe+D6C051: FF 92 40 02 00 00              - call qword ptr [rdx+00000240]
start_protected_game.exe+D6C057: 48 8B 17                       - mov rdx,[rdi]
start_protected_game.exe+D6C05A: 48 8B CF                       - mov rcx,rdi
start_protected_game.exe+D6C05D: 8B D8                          - mov ebx,eax
start_protected_game.exe+D6C05F: FF 92 30 02 00 00              - call qword ptr [rdx+00000230]
start_protected_game.exe+D6C065: C7 87 7C 04 00 00 00 00 00 00  - mov [rdi+0000047C],00000000
start_protected_game.exe+D6C06F: 8D 0C 03                       - lea ecx,[rbx+rax]
start_protected_game.exe+D6C072: 89 8F 70 04 00 00              - mov [rdi+00000470],ecx
}
Add More Consumable items on acquire

Code: Select all

{ Game   : start_protected_game.exe
  Version: 
  Date   : 2025-01-12
  Author : Justin

  This script does blah blah blah
}

[ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat

 
 
aobscanmodule(INJECT,start_protected_game.exe,41 89 02 89 95 88 00 00 00) // should be unique
alloc(newmem,$1000,INJECT)

label(code)
label(return)

newmem:
add eax,#5
code:
  mov [r10],eax
  mov [rbp+00000088],edx
  jmp return

INJECT:
  jmp newmem
  nop 4
return:
registersymbol(INJECT)

[DISABLE]
//code from here till the end of the code will be used to disable the cheat
INJECT:
  db 41 89 02 89 95 88 00 00 00

unregistersymbol(INJECT)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: start_protected_game.exe+7D2436

start_protected_game.exe+7D2413: 41 8B 0A           - mov ecx,[r10]
start_protected_game.exe+7D2416: 41 03 CE           - add ecx,r14d
start_protected_game.exe+7D2419: 44 8B F1           - mov r14d,ecx
start_protected_game.exe+7D241C: 44 8B 44 24 40     - mov r8d,[rsp+40]
start_protected_game.exe+7D2421: 45 2B F0           - sub r14d,r8d
start_protected_game.exe+7D2424: 41 3B C8           - cmp ecx,r8d
start_protected_game.exe+7D2427: B8 00 00 00 00     - mov eax,00000000
start_protected_game.exe+7D242C: 44 0F 4E F0        - cmovle r14d,eax
start_protected_game.exe+7D2430: 41 8B C0           - mov eax,r8d
start_protected_game.exe+7D2433: 0F 4E C1           - cmovle eax,ecx
// ---------- INJECTING HERE ----------
start_protected_game.exe+7D2436: 41 89 02           - mov [r10],eax
// ---------- DONE INJECTING  ----------
start_protected_game.exe+7D2439: 89 95 88 00 00 00  - mov [rbp+00000088],edx
start_protected_game.exe+7D243F: 45 85 F6           - test r14d,r14d
start_protected_game.exe+7D2442: 74 15              - je start_protected_game.exe+7D2459
start_protected_game.exe+7D2444: FF C2              - inc edx
start_protected_game.exe+7D2446: 49 83 C3 10        - add r11,10
start_protected_game.exe+7D244A: 41 3B D7           - cmp edx,r15d
start_protected_game.exe+7D244D: 0F 82 4D FF FF FF  - jb start_protected_game.exe+7D23A0
start_protected_game.exe+7D2453: EB 04              - jmp start_protected_game.exe+7D2459
start_protected_game.exe+7D2455: 33 C0              - xor eax,eax
start_protected_game.exe+7D2457: 8B D8              - mov ebx,eax
}
Add More Resource items on acquire

Code: Select all

{ Game   : start_protected_game.exe
  Version: 
  Date   : 2025-01-12
  Author : Justin

  This script does blah blah blah
}

[ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat

 
 
aobscanmodule(INJECT,start_protected_game.exe,89 42 04 44 8B E3) // should be unique
alloc(newmem,$1000,INJECT)

label(code)
label(return)

newmem:
add eax,#10
code:
  mov [rdx+04],eax
  mov r12d,ebx
  jmp return

INJECT:
  jmp newmem
  nop
return:
registersymbol(INJECT)

[DISABLE]
//code from here till the end of the code will be used to disable the cheat
INJECT:
  db 89 42 04 44 8B E3

unregistersymbol(INJECT)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: start_protected_game.exe+7D3CC3

start_protected_game.exe+7D3CA5: 44 39 3A              - cmp [rdx],r15d
start_protected_game.exe+7D3CA8: 75 23                 - jne start_protected_game.exe+7D3CCD
start_protected_game.exe+7D3CAA: 8D 0C 38              - lea ecx,[rax+rdi]
start_protected_game.exe+7D3CAD: 8B F9                 - mov edi,ecx
start_protected_game.exe+7D3CAF: 41 2B FD              - sub edi,r13d
start_protected_game.exe+7D3CB2: 41 3B CD              - cmp ecx,r13d
start_protected_game.exe+7D3CB5: B8 00 00 00 00        - mov eax,00000000
start_protected_game.exe+7D3CBA: 0F 4E F8              - cmovle edi,eax
start_protected_game.exe+7D3CBD: 41 8B C5              - mov eax,r13d
start_protected_game.exe+7D3CC0: 0F 4E C1              - cmovle eax,ecx
// ---------- INJECTING HERE ----------
start_protected_game.exe+7D3CC3: 89 42 04              - mov [rdx+04],eax
// ---------- DONE INJECTING  ----------
start_protected_game.exe+7D3CC6: 44 8B E3              - mov r12d,ebx
start_protected_game.exe+7D3CC9: 85 FF                 - test edi,edi
start_protected_game.exe+7D3CCB: 74 06                 - je start_protected_game.exe+7D3CD3
start_protected_game.exe+7D3CCD: FF C3                 - inc ebx
start_protected_game.exe+7D3CCF: 3B DE                 - cmp ebx,esi
start_protected_game.exe+7D3CD1: 72 BE                 - jb start_protected_game.exe+7D3C91
start_protected_game.exe+7D3CD3: 49 C7 C7 FF FF FF FF  - mov r15,FFFFFFFFFFFFFFFF
start_protected_game.exe+7D3CDA: 48 8B 4D 98           - mov rcx,[rbp-68]
start_protected_game.exe+7D3CDE: 48 85 C9              - test rcx,rcx
start_protected_game.exe+7D3CE1: 74 32                 - je start_protected_game.exe+7D3D15
}
Hello, can I request for the code for a no recoil hack?

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Re: (request) FREEDOM WARS Remastered

Post by muzou666 »

Hello,
Is there anything yet that changes the type of weapon?
I want to use the knuckles and handguns that the NPCs use.

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Re: (request) FREEDOM WARS Remastered

Post by Fallenleader »

slackingcat wrote:
Fri Jan 17, 2025 9:35 pm
Sever speed should be based on raw attack power if they haven't changed how it works.

But the easiest way to break parts is to equip a modded/upgraded Barbara's EZ Blaster (with clip size and power up modules), latch onto a part via thorn, and blast the part point-blank. Just a few seconds is enough to break most parts, including those pesky shield generators. It's much faster than severing or using other weapons.
Good to know that is still a busted weapon. Would still like a means to make absurd element perks and shoot stupid fire rates. combine this with a super speed cheat for player movement, no reload and absurd damage and you coupld have some funny moments zipping around blasting everything in sight with what is effectively a one shot. Missed those times when I got bored on Renegade Squadron.

Anyhow, I have been doing some preliminary research, and took a look at the save data. Mine in particular shares the same first 5 bytes across all 4 save files. It looks like the saves are encrypted, but sharing the same 5 bytes can't be a coincidence.

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Oldman_Next_door
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Re: (request) FREEDOM WARS Remastered

Post by Oldman_Next_door »

Fallenleader wrote:
Fri Jan 17, 2025 6:01 pm
The one thing I haven't been able to track myself is damage output. I saw one table that was supposed to modify weapons, but couldn't get things to work. It would be awesome to be able to mod the weapon to have absurd values of each element, since you are limited on upgrade amounts, and each stat can only max to 100 at best with the exception of certain mods.

Would very much appreciate a modification to the sever damage output to basically instant sever parts. At this point running infinite ammo with a high willo EZ Katze is the fastest way I have to sever parts if I focus on them directly, and that's with a good hour of work. If severing isn't doable, modifying the fire rate of the weapons to be absurd will work just as well. Sadly I don't understand how to find pointers and such to do this myself, I was locking time and ammo prior to VampTY's table by searching it directly per match.

The inventory max has made this process far less painful, though I have a lot of resource gaps because of how long severing takes, in some cases making certain parts unseverable.

I also have a fully finished save with the exception of a zero sentence if this is needed for finding other cheats.
If you want to increase the damage output, there are several means.
To increase the damage output of the weapon itself, make it a mutated weapon and select “Power” under “Variant Type. Next, set the “Variant Effect Value” to “0,” and the weapon's power value will be corrected with a yellow letter, which is a very large positive correction.

The second way to increase damage output is still to use a module.
For example, if you add a module that increases power (small) and set the module's “Effect Value” to “500000000”, you will have a weapon with tremendous firepower.
Also, if you add a module that increases the power of all attributes (small) and set the module's “Effect Value” to a ridiculous value, that value will be reflected as it is in the value of all attributes.
I have also confirmed that with these equipped, it is possible to amputate with a single blow.

As I mentioned in my post, most of the modules in this game manage the strength in the module name and the actual strength separately, so even if the strength in the name is (small), it is possible to make it crazy and outrageous firepower!

SteamUser3212
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Re: (request) FREEDOM WARS Remastered

Post by SteamUser3212 »

Oldman_Next_door wrote:
Sat Jan 18, 2025 2:51 am
Fallenleader wrote:
Fri Jan 17, 2025 6:01 pm
The one thing I haven't been able to track myself is damage output. I saw one table that was supposed to modify weapons, but couldn't get things to work. It would be awesome to be able to mod the weapon to have absurd values of each element, since you are limited on upgrade amounts, and each stat can only max to 100 at best with the exception of certain mods.

Would very much appreciate a modification to the sever damage output to basically instant sever parts. At this point running infinite ammo with a high willo EZ Katze is the fastest way I have to sever parts if I focus on them directly, and that's with a good hour of work. If severing isn't doable, modifying the fire rate of the weapons to be absurd will work just as well. Sadly I don't understand how to find pointers and such to do this myself, I was locking time and ammo prior to VampTY's table by searching it directly per match.

The inventory max has made this process far less painful, though I have a lot of resource gaps because of how long severing takes, in some cases making certain parts unseverable.

I also have a fully finished save with the exception of a zero sentence if this is needed for finding other cheats.
If you want to increase the damage output, there are several means.
To increase the damage output of the weapon itself, make it a mutated weapon and select “Power” under “Variant Type. Next, set the “Variant Effect Value” to “0,” and the weapon's power value will be corrected with a yellow letter, which is a very large positive correction.

The second way to increase damage output is still to use a module.
For example, if you add a module that increases power (small) and set the module's “Effect Value” to “500000000”, you will have a weapon with tremendous firepower.
Also, if you add a module that increases the power of all attributes (small) and set the module's “Effect Value” to a ridiculous value, that value will be reflected as it is in the value of all attributes.
I have also confirmed that with these equipped, it is possible to amputate with a single blow.

As I mentioned in my post, most of the modules in this game manage the strength in the module name and the actual strength separately, so even if the strength in the name is (small), it is possible to make it crazy and outrageous firepower!
I ended up making a 200k dmg rocket with + 50 to elements

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Re: (request) FREEDOM WARS Remastered

Post by VampTY »

Was reading just now.. i did said i didn't played much, i'm still al stage 4 on level 1.

Want me to do one hit kill?
-----------------
EDIT: Look for the updated table! :P
Last edited by VampTY on Sat Jan 18, 2025 7:56 am, edited 1 time in total.

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