Infinite Fishing Line Tension:
This locks the line tension to 0.3. (At 1 it breaks, at 0 it flees.) You can just hold the button down and win.
(To DrummerIX: Feel free to put this in your table.)
Code: Select all
<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
<CheatEntries>
<CheatEntry>
<ID>51</ID>
<Description>"Infinite Fishing Line Tension"</Description>
<LastState Activated="1"/>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>{ Game : ed8_4_PC.exe
Version:
Date : 2021-04-11
Author : Master_Builder
The first AoB is reeling when the fish isn't fighting. The second is reeling when the fish *is* fighting.
}
{ Game : ed8_4_PC.exe
Version:
Date : 2021-04-11
Author : gregory
This script does blah blah blah
}
[ENABLE]
aobscanmodule(INF_FLINE_TENSION_1,ed8_4_PC.exe,F3 0F 58 8F 00 02 00 00 F3 0F 5D C1 F3 0F 11 87 00 02 00 00 F3 0F 10 40 3C) // should be unique
alloc(newmem,$1000,INF_FLINE_TENSION_1)
label(code)
label(return)
newmem:
code:
//addss xmm1,[rdi+00000200]
movss xmm1,[perfectTension]
jmp return
perfectTension:
dd (float)0.3
INF_FLINE_TENSION_1:
jmp newmem
nop 3
return:
registersymbol(INF_FLINE_TENSION_1)
aobscanmodule(INF_FLINE_TENSION_2,ed8_4_PC.exe,F3 0F 58 8F 00 02 00 00 F3 0F 5D C1 F3 0F 11 87 00 02 00 00 F3 0F 10 40 40) // should be unique
alloc(newmem2,$1000,INF_FLINE_TENSION_2)
label(code2)
label(return2)
newmem2:
code2:
//addss xmm1,[rdi+00000200]
movss xmm1,[perfectTension]
jmp return2
INF_FLINE_TENSION_2:
jmp newmem2
nop 3
return2:
registersymbol(INF_FLINE_TENSION_2)
[DISABLE]
INF_FLINE_TENSION_1:
db F3 0F 58 8F 00 02 00 00
unregistersymbol(INF_FLINE_TENSION_1)
dealloc(newmem)
{
// ORIGINAL CODE - INJECTION POINT: ed8_4_PC.exe+3506EF
ed8_4_PC.exe+3506AD: F3 44 0F 11 44 24 40 - movss [rsp+40],xmm8
ed8_4_PC.exe+3506B4: 89 B7 18 02 00 00 - mov [rdi+00000218],esi
ed8_4_PC.exe+3506BA: F3 0F 5F 15 7A 12 63 00 - maxss xmm2,[ed8_4_PC.exe+98193C]
ed8_4_PC.exe+3506C2: F3 41 0F 59 CC - mulss xmm1,xmm12
ed8_4_PC.exe+3506C7: 48 89 74 24 38 - mov [rsp+38],rsi
ed8_4_PC.exe+3506CC: 40 88 74 24 30 - mov [rsp+30],sil
ed8_4_PC.exe+3506D1: F3 44 0F 11 44 24 28 - movss [rsp+28],xmm8
ed8_4_PC.exe+3506D8: F3 0F 59 0D A4 C7 76 00 - mulss xmm1,[ed8_4_PC.exe+ABCE84]
ed8_4_PC.exe+3506E0: F3 0F 5D 15 98 3E 55 00 - minss xmm2,[ed8_4_PC.exe+8A4580]
ed8_4_PC.exe+3506E8: F3 44 0F 11 44 24 20 - movss [rsp+20],xmm8
// ---------- INJECTING HERE ----------
ed8_4_PC.exe+3506EF: F3 0F 58 8F 00 02 00 00 - addss xmm1,[rdi+00000200]
// ---------- DONE INJECTING ----------
ed8_4_PC.exe+3506F7: F3 0F 5D C1 - minss xmm0,xmm1
ed8_4_PC.exe+3506FB: F3 0F 11 87 00 02 00 00 - movss [rdi+00000200],xmm0
ed8_4_PC.exe+350703: F3 0F 10 40 3C - movss xmm0,[rax+3C]
ed8_4_PC.exe+350708: 0F B7 C1 - movzx eax,cx
ed8_4_PC.exe+35070B: F3 0F 59 87 2C 02 00 00 - mulss xmm0,[rdi+0000022C]
ed8_4_PC.exe+350713: 66 83 F0 01 - xor ax,01
ed8_4_PC.exe+350717: 66 89 87 EA 01 00 00 - mov [rdi+000001EA],ax
ed8_4_PC.exe+35071E: 66 83 F9 01 - cmp cx,01
ed8_4_PC.exe+350722: F3 0F 59 C2 - mulss xmm0,xmm2
ed8_4_PC.exe+350726: 41 0F 28 D2 - movaps xmm2,xmm10
}
INF_FLINE_TENSION_2:
db F3 0F 58 8F 00 02 00 00
unregistersymbol(INF_FLINE_TENSION_2)
dealloc(newmem2)
{
// ORIGINAL CODE - INJECTION POINT: ed8_4_PC.exe+3503FA
ed8_4_PC.exe+3503B8: F3 44 0F 11 44 24 40 - movss [rsp+40],xmm8
ed8_4_PC.exe+3503BF: 89 B7 18 02 00 00 - mov [rdi+00000218],esi
ed8_4_PC.exe+3503C5: F3 0F 5F 15 6F 15 63 00 - maxss xmm2,[ed8_4_PC.exe+98193C]
ed8_4_PC.exe+3503CD: F3 41 0F 59 CC - mulss xmm1,xmm12
ed8_4_PC.exe+3503D2: 48 89 74 24 38 - mov [rsp+38],rsi
ed8_4_PC.exe+3503D7: 40 88 74 24 30 - mov [rsp+30],sil
ed8_4_PC.exe+3503DC: F3 44 0F 11 44 24 28 - movss [rsp+28],xmm8
ed8_4_PC.exe+3503E3: F3 0F 59 0D 99 CA 76 00 - mulss xmm1,[ed8_4_PC.exe+ABCE84]
ed8_4_PC.exe+3503EB: F3 0F 5D 15 8D 41 55 00 - minss xmm2,[ed8_4_PC.exe+8A4580]
ed8_4_PC.exe+3503F3: F3 44 0F 11 44 24 20 - movss [rsp+20],xmm8
// ---------- INJECTING HERE ----------
ed8_4_PC.exe+3503FA: F3 0F 58 8F 00 02 00 00 - addss xmm1,[rdi+00000200]
// ---------- DONE INJECTING ----------
ed8_4_PC.exe+350402: F3 0F 5D C1 - minss xmm0,xmm1
ed8_4_PC.exe+350406: F3 0F 11 87 00 02 00 00 - movss [rdi+00000200],xmm0
ed8_4_PC.exe+35040E: F3 0F 10 40 40 - movss xmm0,[rax+40]
ed8_4_PC.exe+350413: 0F B7 C1 - movzx eax,cx
ed8_4_PC.exe+350416: F3 0F 59 87 2C 02 00 00 - mulss xmm0,[rdi+0000022C]
ed8_4_PC.exe+35041E: 66 83 F0 01 - xor ax,01
ed8_4_PC.exe+350422: 66 89 87 EA 01 00 00 - mov [rdi+000001EA],ax
ed8_4_PC.exe+350429: 66 83 F9 01 - cmp cx,01
ed8_4_PC.exe+35042D: F3 0F 59 C2 - mulss xmm0,xmm2
ed8_4_PC.exe+350431: 41 0F 28 D2 - movaps xmm2,xmm10
}
</AssemblerScript>
</CheatEntry>
</CheatEntries>
</CheatTable>
PS: This seems to be a sort of large fishing update function and there's quite a few other floats for things like size, fish fighting periods & such. I didn't spend too much time on the other values though.