Lunar Remastered Collection [Steam] [+17]

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rikkai
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Re: Lunar Remastered Collection [Steam] [+17]

Post by rikkai »

just try...lunar1a.exe
money value stll ?? not work
characters are all ?? value

and these three seems work
battle current max hp
battle mp options

anyone have different result?

How to use this cheat table?
  1. Install Cheat Engine
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  4. Keep the list.
  5. Activate the trainer options by checking boxes or setting values from 0 to 1

Zazie
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Re: Lunar Remastered Collection [Steam] [+17]

Post by Zazie »

rikkai wrote:
Wed Apr 23, 2025 2:17 pm
just try...lunar1a.exe
money value stll ?? not work
characters are all ?? value

and these three seems work
battle current max hp
battle mp options

anyone have different result?
thats the wrong exe, use the regular one. currecntly tho i cant get the infinites to turn off. im working on it lol

rikkai
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Re: Lunar Remastered Collection [Steam] [+17]

Post by rikkai »

Zazie wrote:
Wed Apr 23, 2025 3:08 pm
rikkai wrote:
Wed Apr 23, 2025 2:17 pm
just try...lunar1a.exe
money value stll ?? not work
characters are all ?? value

and these three seems work
battle current max hp
battle mp options

anyone have different result?
thats the wrong exe, use the regular one. currecntly tho i cant get the infinites to turn off. im working on it lol
1a can chance language ...1.exe cannot
so i always use 1a.exe...
thank you anyway
maybe i skip this game att his moment

Zazie
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Re: Lunar Remastered Collection [Steam] [+17]

Post by Zazie »

rikkai wrote:
Wed Apr 23, 2025 3:10 pm
Zazie wrote:
Wed Apr 23, 2025 3:08 pm
rikkai wrote:
Wed Apr 23, 2025 2:17 pm
just try...lunar1a.exe
money value stll ?? not work
characters are all ?? value

and these three seems work
battle current max hp
battle mp options

anyone have different result?
thats the wrong exe, use the regular one. currecntly tho i cant get the infinites to turn off. im working on it lol
1a can chance language ...1.exe cannot
so i always use 1a.exe...
thank you anyway
maybe i skip this game att his moment
seems to only work with lunar1a.exe idk why im pretty sure i had lunar1.exe selected and it was all working...

Zazie
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Re: Lunar Remastered Collection [Steam] [+17]

Post by Zazie »

i have added alex battle stats it works after i restart the game. i have not tested multiple battles but that should not be an issue. the hp updates every turn in battle

Zazie
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Re: Lunar Remastered Collection [Steam] [+17]

Post by Zazie »

I ADDED INFINITE HP/MP FOR LUNAR 1
Zazie wrote:
Tue Apr 22, 2025 8:00 am
i have added the battle scripts from this post as well as stats for each character in lunar 1 and a lunar 2 table from user derp007 as well. heres the file let me now how it works plz
*
ADDED INFINITE HP/MP UNDER "BATTLE" FOR LUNAR 1
**INFINITES ONLY WORK ON LUNAR 1 I HAVE NOT EVEN OPENED LUNAR 2 YET lol**
Lunar 1+2v7.CT
*
added battle hp/mp for character slots (thats how its works i guess), current hp/mp carries over outside of combat, i will work on the rest of the characters now
Lunar 1+2v6.CT
*
Lunar 1+2v5.CT
*
----------------------------------------------------------
***doenst turn off lol i will fix***
DOENST SEEM TO WORK?? =[
Lunar 1+2v4.CT
DOENST SEEM TO WORK?? =[
*
Lunar 1+2v3.CT
Lunar 1+2v2.CT
Lunar 1+2v1.CT
I ADDED INFINITE HP/MP FOR LUNAR 1

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ParadoxDad
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Re: Lunar Remastered Collection [Steam] [+17]

Post by ParadoxDad »

I never used any of that. I simply checked current health and current mana for my character to lock it and hit + to allow it to increase but never decrease. Have not had any issues and no coding needed.

golfings
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Re: Lunar Remastered Collection [Steam] [+17]

Post by golfings »

I would like to request a no encounter for this game please

daninthemix
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Re: Lunar Remastered Collection [Steam] [+17]

Post by daninthemix »

Someone here has managed to create no encounters ("no battle on touch"), but its for the Switch version. They do show the assembly instructions that achieve this, however: [Link]

golfings
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Re: Lunar Remastered Collection [Steam] [+17]

Post by golfings »

daninthemix wrote:
Sun Apr 27, 2025 11:52 am
Someone here has managed to create no encounters ("no battle on touch"), but its for the Switch version. They do show the assembly instructions that achieve this, however: [Link]
I have no idea what ryunjinx emulator version i need to make those switch cheats work

Raijinken
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Re: Lunar Remastered Collection [Steam] [+17]

Post by Raijinken »

I'm requesting a script to always set Ronfar's dice outcome to 12

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ParadoxDad
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Re: Lunar Remastered Collection [Steam] [+17]

Post by ParadoxDad »

Here is something I put together to make is easier to use (scripted so that it will adapt to the current running version of lunar remastered)

I started off with character info based on what I found and battle xp bonus and stats for Lunar 2. (for all characters)
Then expanded it to include content from DrummerIX & Zazie (Money and inventory pointers)
- Added equipped, pockets and skills info for each character per request from zazie for Lunar 1
Also added speed update (ty Tempus35 for providing address to work backwards from)
- Included undo move in case you get stuck for some reason (CTRL Z) shortcut
I also added script that will update minimum values such as money, hp, mp and stats (including during combat)

* Added no combat on touch per request

download/file.php?id=69647
Last edited by ParadoxDad on Wed Apr 30, 2025 6:14 pm, edited 6 times in total.

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ParadoxDad
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Re: Lunar Remastered Collection [Steam] [+17]

Post by ParadoxDad »

For those who only want the Lunar 2 speed cheat, showing it below:
** Updated it to include an undo move in case you get stuck **

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <Description>"Normal Movement (no slowdown in dungeons)"</Description>
      <Options moDeactivateChildrenAsWell="1"/>
      <LastState/>
      <Color>00FF00</Color>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>[ENABLE]
// FYI: There is a fixed reference for sprint activation and duration at lunar2.exe+5CDD250
// simply update value to 100+ and lock it. Higher the value, the longer the duration
// TY to Tempus35 for providing the reference to lunar2.exe+5CDD250. It got me to follow back to where the movement code was.
// The code I did below simply sets movement at what it is normally outside
define(rrtSpeed,lunar2.exe+B6860)
define(rrtSpeed_Match,41 B8 02 00 00 00)

assert(rrtSpeed,rrtSpeed_Match)
alloc(newmem,$100,rrtSpeed)
label(code return)

newmem:
  mov rdx,02
  // Do not increase any higher than 2 or you may get stuck (i tried it at 3 and got stuck in cave)

code:
db 41 B8 02 00 00 00
  jmp return

rrtSpeed:
  jmp newmem
  nop
return:
registersymbol(rrtSpeed)


[DISABLE]
rrtSpeed:
db 41 B8 02 00 00 00

unregistersymbol(*)
dealloc(*)


</AssemblerScript>
      <CheatEntries>
        <CheatEntry>
          <Description>"Unstick Character (Undo last recorded move) [CTRL+Z]"</Description>
          <LastState/>
          <Color>00FF00</Color>
          <VariableType>Auto Assembler Script</VariableType>
          <AssemblerScript>[ENABLE]
{$lua}
if syntaxcheck then return end

-- This only works if you had moved since your last load. ** Do not save while you are stuck **
-- This references your move history (up to 255 so it seems)
local UndoMoves = 2;
local mhAddr = 'lunar2.exe+5D3AC00';
local mhVal = readBytes(mhAddr, 1,false);
if mhVal ~= nil then
  mhVal = mhVal - UndoMoves;
  if mhVal &lt; 0 then
    mhVal = mhVal + 256;
  end
  writeBytes(mhAddr, mhVal);
end

-- set timer to run once after short duration to disable current record
-- setting timers as global array so that I dont somehow have overlapping timers if it did not close properly
if timers == nil then
  timers = {};
end

local function getTimer()
  local tResult;
  if memrec ~= nil then
    local id = memrec.id;
    if timers[id] == nil then
      timers[id] = createTimer();
      timers[id].Enabled = false;
      timers[id].Interval = getFreezeTimer().Interval;
    end
    tResult = timers[id];
  else
    error('memrec was nil. This should not happen.');
  end
  return tResult;
end

local tTmr = getTimer();
if tTmr ~= nil then
  tTmr.OnTimer = function(tStopThis)
    sleep(200);
    local cmr = AddressList.getMemoryRecordByID(memrec.id);
    if cmr ~= nil then
      cmr.Active = false;
    end
    tTmr.Enabled = false;
  end
  tTmr.Enabled = true;
end

{$asm}

[DISABLE]

{$lua}
if syntaxcheck then return end

if memrec ~= nil then
  local id = memrec.id
  if timers[id] ~= nil then
    timers[id].Enabled = false
    timers[id]:Destroy()
    timers[id] = nil
  end
end
{$asm}

</AssemblerScript>
          <Hotkeys>
            <Hotkey>
              <Action>Activate</Action>
              <Keys>
                <Key>17</Key>
                <Key>90</Key>
              </Keys>
            </Hotkey>
          </Hotkeys>
        </CheatEntry>
      </CheatEntries>
    </CheatEntry>
  </CheatEntries>
</CheatTable>

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ParadoxDad
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Re: Lunar Remastered Collection [Steam] [+17]

Post by ParadoxDad »

I wanted to wait until I finished the game. Now that I have, I followed the code backwards and found where combat is triggered when touched by enemy.

Below is the code for those who want to completely ignore game mechanics :P

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <Description>"No Combat on Touch"</Description>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>[ENABLE]
assert(lunar2.exe+AE22C,0F 88 0E 01 00 00)

lunar2.exe+AE22C:
db 90 E9 0E 01 00 00

[DISABLE]
lunar2.exe+AE22C:
db 0F 88 0E 01 00 00

</AssemblerScript>
    </CheatEntry>
  </CheatEntries>
</CheatTable>

daninthemix
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Re: Lunar Remastered Collection [Steam] [+17]

Post by daninthemix »

ParadoxDad wrote:
Wed Apr 30, 2025 5:42 pm
I wanted to wait until I finished the game. Now that I have, I followed the code backwards and found where combat is triggered when touched by enemy.

Below is the code for those who want to completely ignore game mechanics :P

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <Description>"No Combat on Touch"</Description>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>[ENABLE]
assert(lunar2.exe+AE22C,0F 88 0E 01 00 00)

lunar2.exe+AE22C:
db 90 E9 0E 01 00 00

[DISABLE]
lunar2.exe+AE22C:
db 0F 88 0E 01 00 00

</AssemblerScript>
    </CheatEntry>
  </CheatEntries>
</CheatTable>
Oh wait, what about this cheat for Lunar 1?

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