[Requests] Disney Dreamlight Valley
Re: [Requests] Disney Dreamlight Valley
Any idea where the skin tones are? If you even have just one skin tone's ID it would be helpful
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- Noobzor
- Posts: 11
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Re: [Requests] Disney Dreamlight Valley
Does anyone have the updated cheat code that allows you to feed a critter once and receive a reward?patjenova wrote: ↑Sat Jan 06, 2024 1:24 pmHere are mine
Always Dry Flowers So you Can water Them everytime for memory Shards
Infinite Feeding CrittersCode: Select all
[ENABLE] aobscanmodule(flower,GameAssembly.dll,44 88 70 18 48 85 FF) // should be unique alloc(newmem,$1000,flower) label(code) label(return) newmem: mov [rax+18],#1 code: mov [rax+18],r14b test rdi,rdi jmp return flower: jmp newmem nop 2 return: registersymbol(flower) [DISABLE] flower: db 44 88 70 18 48 85 FF unregistersymbol(flower) dealloc(newmem) { // ORIGINAL CODE - INJECTION POINT: GameAssembly.dll+19B5F19 GameAssembly.dll+19B5EEB: 48 85 C0 - test rax,rax GameAssembly.dll+19B5EEE: 0F 84 DB 00 00 00 - je GameAssembly.dll+19B5FCF GameAssembly.dll+19B5EF4: 48 8B 48 30 - mov rcx,[rax+30] GameAssembly.dll+19B5EF8: 48 85 C9 - test rcx,rcx GameAssembly.dll+19B5EFB: 0F 84 CE 00 00 00 - je GameAssembly.dll+19B5FCF GameAssembly.dll+19B5F01: 33 D2 - xor edx,edx GameAssembly.dll+19B5F03: E8 58 5A B1 00 - call Meta.Grids.GridState.get_FlowerData GameAssembly.dll+19B5F08: 48 85 C0 - test rax,rax GameAssembly.dll+19B5F0B: 0F 84 BE 00 00 00 - je GameAssembly.dll+19B5FCF GameAssembly.dll+19B5F11: 48 8B BC 24 80 00 00 00 - mov rdi,[rsp+00000080] // ---------- INJECTING HERE ---------- GameAssembly.dll+19B5F19: 44 88 70 18 - mov [rax+18],r14b // ---------- DONE INJECTING ---------- GameAssembly.dll+19B5F1D: 48 85 FF - test rdi,rdi GameAssembly.dll+19B5F20: 74 67 - je GameAssembly.dll+19B5F89 GameAssembly.dll+19B5F22: 48 8B 44 24 40 - mov rax,[rsp+40] GameAssembly.dll+19B5F27: B9 01 00 00 00 - mov ecx,00000001 GameAssembly.dll+19B5F2C: 4C 8B 4C 24 48 - mov r9,[rsp+48] GameAssembly.dll+19B5F31: 4C 8B C7 - mov r8,rdi GameAssembly.dll+19B5F34: 48 8B 15 35 DB BE 04 - mov rdx,[GameAssembly.dll+65A3A70] GameAssembly.dll+19B5F3B: 4C 89 74 24 38 - mov [rsp+38],r14 GameAssembly.dll+19B5F40: 44 88 74 24 30 - mov [rsp+30],r14b GameAssembly.dll+19B5F45: 48 89 44 24 28 - mov [rsp+28],rax
Feed critter once to get rewardCode: Select all
[ENABLE] aobscanmodule(feeding,GameAssembly.dll,E8 42 EC F4 00) // should be unique alloc(newmem,$1000,feeding) label(code) label(return) newmem: code: //call Google.Protobuf.WellKnownTypes.Timestamp.ToDateTime jmp return feeding: jmp newmem return: registersymbol(feeding) [DISABLE] feeding: db E8 42 EC F4 00 unregistersymbol(feeding) dealloc(newmem) { // ORIGINAL CODE - INJECTION POINT: GameAssembly.dll+2032AB9 GameAssembly.dll+2032A9C: 48 8B 4F 20 - mov rcx,[rdi+20] GameAssembly.dll+2032AA0: 48 85 C9 - test rcx,rcx GameAssembly.dll+2032AA3: 75 0D - jne GameAssembly.dll+2032AB2 GameAssembly.dll+2032AA5: 32 C0 - xor al,al GameAssembly.dll+2032AA7: 48 8B 5C 24 38 - mov rbx,[rsp+38] GameAssembly.dll+2032AAC: 48 83 C4 20 - add rsp,20 GameAssembly.dll+2032AB0: 5F - pop rdi GameAssembly.dll+2032AB1: C3 - ret GameAssembly.dll+2032AB2: 33 D2 - xor edx,edx GameAssembly.dll+2032AB4: 48 89 74 24 30 - mov [rsp+30],rsi // ---------- INJECTING HERE ---------- GameAssembly.dll+2032AB9: E8 42 EC F4 00 - call Google.Protobuf.WellKnownTypes.Timestamp.ToDateTime // ---------- DONE INJECTING ---------- GameAssembly.dll+2032ABE: 48 8B F8 - mov rdi,rax GameAssembly.dll+2032AC1: 33 D2 - xor edx,edx GameAssembly.dll+2032AC3: 48 B9 00 C0 69 2A C9 00 00 00 - mov rcx,000000C92A69C000 GameAssembly.dll+2032ACD: 48 BE FF FF FF FF FF FF FF 3F - mov rsi,3FFFFFFFFFFFFFFF GameAssembly.dll+2032AD7: 48 23 FE - and rdi,rsi GameAssembly.dll+2032ADA: 48 23 DE - and rbx,rsi GameAssembly.dll+2032ADD: 48 8B C7 - mov rax,rdi GameAssembly.dll+2032AE0: 48 F7 F1 - div rcx GameAssembly.dll+2032AE3: 48 8B C3 - mov rax,rbx GameAssembly.dll+2032AE6: 48 2B FA - sub rdi,rdx }
Critter feeding gives memory shardCode: Select all
[ENABLE] aobscanmodule(INJECT,GameAssembly.dll,41 8B 47 70 39 45 1C) // should be unique alloc(newmem,$1000,INJECT) label(code) label(return) newmem: mov [r15+70],#1 code: mov eax,[r15+70] cmp [rbp+1C],eax jmp return INJECT: jmp newmem nop 2 return: registersymbol(INJECT) [DISABLE] INJECT: db 41 8B 47 70 39 45 1C unregistersymbol(INJECT) dealloc(newmem) { // ORIGINAL CODE - INJECTION POINT: GameAssembly.dll+259B7C9 GameAssembly.dll+259B79D: 83 B9 E0 00 00 00 00 - cmp dword ptr [rcx+000000E0],00 GameAssembly.dll+259B7A4: 75 05 - jne GameAssembly.dll+259B7AB GameAssembly.dll+259B7A6: E8 15 FA ED FD - call GameAssembly.dll+47B1C0 GameAssembly.dll+259B7AB: 4C 8B CF - mov r9,rdi GameAssembly.dll+259B7AE: 48 C7 44 24 20 00 00 00 00 - mov qword ptr [rsp+20],00000000 GameAssembly.dll+259B7B7: 4C 8B C3 - mov r8,rbx GameAssembly.dll+259B7BA: 49 8B D7 - mov rdx,r15 GameAssembly.dll+259B7BD: 48 8B CD - mov rcx,rbp GameAssembly.dll+259B7C0: E8 FB 04 00 00 - call Response.UnlockCritter GameAssembly.dll+259B7C5: C6 46 2C 01 - mov byte ptr [rsi+2C],01 // ---------- INJECTING HERE ---------- GameAssembly.dll+259B7C9: 41 8B 47 70 - mov eax,[r15+70] // ---------- DONE INJECTING ---------- GameAssembly.dll+259B7CD: 39 45 1C - cmp [rbp+1C],eax GameAssembly.dll+259B7D0: 7C 4B - jl GameAssembly.dll+259B81D GameAssembly.dll+259B7D2: 48 8B 84 24 D0 00 00 00 - mov rax,[rsp+000000D0] GameAssembly.dll+259B7DA: 4C 8D 44 24 50 - lea r8,[rsp+50] GameAssembly.dll+259B7DF: 41 0F 10 0E - movups xmm1,[r14] GameAssembly.dll+259B7E3: 4C 8B 8C 24 D8 00 00 00 - mov r9,[rsp+000000D8] GameAssembly.dll+259B7EB: 48 8D 54 24 70 - lea rdx,[rsp+70] GameAssembly.dll+259B7F0: 48 C7 44 24 30 00 00 00 00 - mov qword ptr [rsp+30],00000000 GameAssembly.dll+259B7F9: 48 8B CE - mov rcx,rsi GameAssembly.dll+259B7FC: 0F 10 00 - movups xmm0,[rax] }
Night Shard gives memoryshardCode: Select all
[ENABLE] aobscanmodule(INJECT,GameAssembly.dll,8B 5B 78 EB 4F) // should be unique alloc(newmem,$1000,INJECT) label(code) label(return) newmem: mov [rbx+78],#2090000001 code: mov ebx,[rbx+78] jmp GameAssembly.dll+259B9E9 jmp return INJECT: jmp newmem return: registersymbol(INJECT) [DISABLE] INJECT: db 8B 5B 78 EB 4F unregistersymbol(INJECT) dealloc(newmem) { // ORIGINAL CODE - INJECTION POINT: GameAssembly.dll+259B995 GameAssembly.dll+259B960: E8 6B 22 FB FD - call GameAssembly.dll+54DBD0 GameAssembly.dll+259B965: 48 8B 9C 24 20 01 00 00 - mov rbx,[rsp+00000120] GameAssembly.dll+259B96D: 48 8B F8 - mov rdi,rax GameAssembly.dll+259B970: 48 85 DB - test rbx,rbx GameAssembly.dll+259B973: 0F 84 41 03 00 00 - je GameAssembly.dll+259BCBA GameAssembly.dll+259B979: 44 38 2D 7E BF 38 04 - cmp [GameAssembly.dll+69278FE],r13b GameAssembly.dll+259B980: 75 13 - jne GameAssembly.dll+259B995 GameAssembly.dll+259B982: 48 8D 0D 67 6C 00 04 - lea rcx,[GameAssembly.dll+65A25F0] GameAssembly.dll+259B989: E8 F2 FC EC FD - call GameAssembly.DllCanUnloadNow+8D60 GameAssembly.dll+259B98E: C6 05 69 BF 38 04 01 - mov byte ptr [GameAssembly.dll+69278FE],01 // ---------- INJECTING HERE ---------- GameAssembly.dll+259B995: 8B 5B 78 - mov ebx,[rbx+78] // ---------- DONE INJECTING ---------- GameAssembly.dll+259B998: EB 4F - jmp GameAssembly.dll+259B9E9 GameAssembly.dll+259B99A: F6 81 33 01 00 00 04 - test byte ptr [rcx+00000133],04 GameAssembly.dll+259B9A1: 74 0E - je GameAssembly.dll+259B9B1 GameAssembly.dll+259B9A3: 44 39 A9 E0 00 00 00 - cmp [rcx+000000E0],r13d GameAssembly.dll+259B9AA: 75 05 - jne GameAssembly.dll+259B9B1 GameAssembly.dll+259B9AC: E8 0F F8 ED FD - call GameAssembly.dll+47B1C0 GameAssembly.dll+259B9B1: E8 1A 22 FB FD - call GameAssembly.dll+54DBD0 GameAssembly.dll+259B9B6: 48 8B 9C 24 20 01 00 00 - mov rbx,[rsp+00000120] GameAssembly.dll+259B9BE: 48 8B F8 - mov rdi,rax GameAssembly.dll+259B9C1: 48 85 DB - test rbx,rbx }
I have the cracked rune version so maybe not all codes work for everybody that updated there game.Code: Select all
[ENABLE] aobscanmodule(INJECT,GameAssembly.dll,8B 58 1C 48 8B 0D 10 AC BE 04) // should be unique alloc(newmem,$1000,INJECT) label(code) label(return) newmem: mov [rax+1C],#2090000001 code: mov ebx,[rax+1C] mov rcx,[GameAssembly.dll+65A25F0] jmp return INJECT: jmp newmem nop 5 return: registersymbol(INJECT) [DISABLE] INJECT: db 8B 58 1C 48 8B 0D 10 AC BE 04 unregistersymbol(INJECT) dealloc(newmem) { // ORIGINAL CODE - INJECTION POINT: GameAssembly.dll+19B79D6 GameAssembly.dll+19B79AD: 0F 84 27 05 00 00 - je GameAssembly.dll+19B7EDA GameAssembly.dll+19B79B3: 33 D2 - xor edx,edx GameAssembly.dll+19B79B5: E8 26 41 B1 00 - call Meta.Grids.GridState.get_WeedData GameAssembly.dll+19B79BA: 48 85 C0 - test rax,rax GameAssembly.dll+19B79BD: 0F 84 17 05 00 00 - je GameAssembly.dll+19B7EDA GameAssembly.dll+19B79C3: 33 D2 - xor edx,edx GameAssembly.dll+19B79C5: 48 8B C8 - mov rcx,rax GameAssembly.dll+19B79C8: E8 43 80 7B 02 - call Definitions.Activities.WeedData.get_LootOverride GameAssembly.dll+19B79CD: 48 85 C0 - test rax,rax GameAssembly.dll+19B79D0: 0F 84 04 05 00 00 - je GameAssembly.dll+19B7EDA // ---------- INJECTING HERE ---------- GameAssembly.dll+19B79D6: 8B 58 1C - mov ebx,[rax+1C] // ---------- DONE INJECTING ---------- GameAssembly.dll+19B79D9: 48 8B 0D 10 AC BE 04 - mov rcx,[GameAssembly.dll+65A25F0] GameAssembly.dll+19B79E0: F6 81 33 01 00 00 04 - test byte ptr [rcx+00000133],04 GameAssembly.dll+19B79E7: 74 14 - je GameAssembly.dll+19B79FD GameAssembly.dll+19B79E9: 39 B1 E0 00 00 00 - cmp [rcx+000000E0],esi GameAssembly.dll+19B79EF: 75 0C - jne GameAssembly.dll+19B79FD GameAssembly.dll+19B79F1: E8 CA 37 AC FE - call GameAssembly.dll+47B1C0 GameAssembly.dll+19B79F6: 48 8B 0D F3 AB BE 04 - mov rcx,[GameAssembly.dll+65A25F0] GameAssembly.dll+19B79FD: 48 8B 84 24 20 02 00 00 - mov rax,[rsp+00000220] GameAssembly.dll+19B7A05: 40 38 70 20 - cmp [rax+20],sil GameAssembly.dll+19B7A09: 75 32 - jne GameAssembly.dll+19B7A3D }
Last edited by pamelavittoria on Sat Jun 01, 2024 7:11 pm, edited 2 times in total.
- BigBear743
- Expert Cheater
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Re: [Requests] Disney Dreamlight Valley
Please try this and let me know if it's workpamelavittoria wrote: ↑Sat Mar 23, 2024 4:39 pmdoes anyone have an updated version of the "feed critter once to get reward?"?patjenova wrote: ↑Sat Jan 06, 2024 1:24 pmHere are mine
Always Dry Flowers So you Can water Them everytime for memory Shards
Infinite Feeding CrittersCode: Select all
[ENABLE] aobscanmodule(flower,GameAssembly.dll,44 88 70 18 48 85 FF) // should be unique alloc(newmem,$1000,flower) label(code) label(return) newmem: mov [rax+18],#1 code: mov [rax+18],r14b test rdi,rdi jmp return flower: jmp newmem nop 2 return: registersymbol(flower) [DISABLE] flower: db 44 88 70 18 48 85 FF unregistersymbol(flower) dealloc(newmem) { // ORIGINAL CODE - INJECTION POINT: GameAssembly.dll+19B5F19 GameAssembly.dll+19B5EEB: 48 85 C0 - test rax,rax GameAssembly.dll+19B5EEE: 0F 84 DB 00 00 00 - je GameAssembly.dll+19B5FCF GameAssembly.dll+19B5EF4: 48 8B 48 30 - mov rcx,[rax+30] GameAssembly.dll+19B5EF8: 48 85 C9 - test rcx,rcx GameAssembly.dll+19B5EFB: 0F 84 CE 00 00 00 - je GameAssembly.dll+19B5FCF GameAssembly.dll+19B5F01: 33 D2 - xor edx,edx GameAssembly.dll+19B5F03: E8 58 5A B1 00 - call Meta.Grids.GridState.get_FlowerData GameAssembly.dll+19B5F08: 48 85 C0 - test rax,rax GameAssembly.dll+19B5F0B: 0F 84 BE 00 00 00 - je GameAssembly.dll+19B5FCF GameAssembly.dll+19B5F11: 48 8B BC 24 80 00 00 00 - mov rdi,[rsp+00000080] // ---------- INJECTING HERE ---------- GameAssembly.dll+19B5F19: 44 88 70 18 - mov [rax+18],r14b // ---------- DONE INJECTING ---------- GameAssembly.dll+19B5F1D: 48 85 FF - test rdi,rdi GameAssembly.dll+19B5F20: 74 67 - je GameAssembly.dll+19B5F89 GameAssembly.dll+19B5F22: 48 8B 44 24 40 - mov rax,[rsp+40] GameAssembly.dll+19B5F27: B9 01 00 00 00 - mov ecx,00000001 GameAssembly.dll+19B5F2C: 4C 8B 4C 24 48 - mov r9,[rsp+48] GameAssembly.dll+19B5F31: 4C 8B C7 - mov r8,rdi GameAssembly.dll+19B5F34: 48 8B 15 35 DB BE 04 - mov rdx,[GameAssembly.dll+65A3A70] GameAssembly.dll+19B5F3B: 4C 89 74 24 38 - mov [rsp+38],r14 GameAssembly.dll+19B5F40: 44 88 74 24 30 - mov [rsp+30],r14b GameAssembly.dll+19B5F45: 48 89 44 24 28 - mov [rsp+28],rax
Feed critter once to get rewardCode: Select all
[ENABLE] aobscanmodule(feeding,GameAssembly.dll,E8 42 EC F4 00) // should be unique alloc(newmem,$1000,feeding) label(code) label(return) newmem: code: //call Google.Protobuf.WellKnownTypes.Timestamp.ToDateTime jmp return feeding: jmp newmem return: registersymbol(feeding) [DISABLE] feeding: db E8 42 EC F4 00 unregistersymbol(feeding) dealloc(newmem) { // ORIGINAL CODE - INJECTION POINT: GameAssembly.dll+2032AB9 GameAssembly.dll+2032A9C: 48 8B 4F 20 - mov rcx,[rdi+20] GameAssembly.dll+2032AA0: 48 85 C9 - test rcx,rcx GameAssembly.dll+2032AA3: 75 0D - jne GameAssembly.dll+2032AB2 GameAssembly.dll+2032AA5: 32 C0 - xor al,al GameAssembly.dll+2032AA7: 48 8B 5C 24 38 - mov rbx,[rsp+38] GameAssembly.dll+2032AAC: 48 83 C4 20 - add rsp,20 GameAssembly.dll+2032AB0: 5F - pop rdi GameAssembly.dll+2032AB1: C3 - ret GameAssembly.dll+2032AB2: 33 D2 - xor edx,edx GameAssembly.dll+2032AB4: 48 89 74 24 30 - mov [rsp+30],rsi // ---------- INJECTING HERE ---------- GameAssembly.dll+2032AB9: E8 42 EC F4 00 - call Google.Protobuf.WellKnownTypes.Timestamp.ToDateTime // ---------- DONE INJECTING ---------- GameAssembly.dll+2032ABE: 48 8B F8 - mov rdi,rax GameAssembly.dll+2032AC1: 33 D2 - xor edx,edx GameAssembly.dll+2032AC3: 48 B9 00 C0 69 2A C9 00 00 00 - mov rcx,000000C92A69C000 GameAssembly.dll+2032ACD: 48 BE FF FF FF FF FF FF FF 3F - mov rsi,3FFFFFFFFFFFFFFF GameAssembly.dll+2032AD7: 48 23 FE - and rdi,rsi GameAssembly.dll+2032ADA: 48 23 DE - and rbx,rsi GameAssembly.dll+2032ADD: 48 8B C7 - mov rax,rdi GameAssembly.dll+2032AE0: 48 F7 F1 - div rcx GameAssembly.dll+2032AE3: 48 8B C3 - mov rax,rbx GameAssembly.dll+2032AE6: 48 2B FA - sub rdi,rdx }
Critter feeding gives memory shardCode: Select all
[ENABLE] aobscanmodule(INJECT,GameAssembly.dll,41 8B 47 70 39 45 1C) // should be unique alloc(newmem,$1000,INJECT) label(code) label(return) newmem: mov [r15+70],#1 code: mov eax,[r15+70] cmp [rbp+1C],eax jmp return INJECT: jmp newmem nop 2 return: registersymbol(INJECT) [DISABLE] INJECT: db 41 8B 47 70 39 45 1C unregistersymbol(INJECT) dealloc(newmem) { // ORIGINAL CODE - INJECTION POINT: GameAssembly.dll+259B7C9 GameAssembly.dll+259B79D: 83 B9 E0 00 00 00 00 - cmp dword ptr [rcx+000000E0],00 GameAssembly.dll+259B7A4: 75 05 - jne GameAssembly.dll+259B7AB GameAssembly.dll+259B7A6: E8 15 FA ED FD - call GameAssembly.dll+47B1C0 GameAssembly.dll+259B7AB: 4C 8B CF - mov r9,rdi GameAssembly.dll+259B7AE: 48 C7 44 24 20 00 00 00 00 - mov qword ptr [rsp+20],00000000 GameAssembly.dll+259B7B7: 4C 8B C3 - mov r8,rbx GameAssembly.dll+259B7BA: 49 8B D7 - mov rdx,r15 GameAssembly.dll+259B7BD: 48 8B CD - mov rcx,rbp GameAssembly.dll+259B7C0: E8 FB 04 00 00 - call Response.UnlockCritter GameAssembly.dll+259B7C5: C6 46 2C 01 - mov byte ptr [rsi+2C],01 // ---------- INJECTING HERE ---------- GameAssembly.dll+259B7C9: 41 8B 47 70 - mov eax,[r15+70] // ---------- DONE INJECTING ---------- GameAssembly.dll+259B7CD: 39 45 1C - cmp [rbp+1C],eax GameAssembly.dll+259B7D0: 7C 4B - jl GameAssembly.dll+259B81D GameAssembly.dll+259B7D2: 48 8B 84 24 D0 00 00 00 - mov rax,[rsp+000000D0] GameAssembly.dll+259B7DA: 4C 8D 44 24 50 - lea r8,[rsp+50] GameAssembly.dll+259B7DF: 41 0F 10 0E - movups xmm1,[r14] GameAssembly.dll+259B7E3: 4C 8B 8C 24 D8 00 00 00 - mov r9,[rsp+000000D8] GameAssembly.dll+259B7EB: 48 8D 54 24 70 - lea rdx,[rsp+70] GameAssembly.dll+259B7F0: 48 C7 44 24 30 00 00 00 00 - mov qword ptr [rsp+30],00000000 GameAssembly.dll+259B7F9: 48 8B CE - mov rcx,rsi GameAssembly.dll+259B7FC: 0F 10 00 - movups xmm0,[rax] }
Night Shard gives memoryshardCode: Select all
[ENABLE] aobscanmodule(INJECT,GameAssembly.dll,8B 5B 78 EB 4F) // should be unique alloc(newmem,$1000,INJECT) label(code) label(return) newmem: mov [rbx+78],#2090000001 code: mov ebx,[rbx+78] jmp GameAssembly.dll+259B9E9 jmp return INJECT: jmp newmem return: registersymbol(INJECT) [DISABLE] INJECT: db 8B 5B 78 EB 4F unregistersymbol(INJECT) dealloc(newmem) { // ORIGINAL CODE - INJECTION POINT: GameAssembly.dll+259B995 GameAssembly.dll+259B960: E8 6B 22 FB FD - call GameAssembly.dll+54DBD0 GameAssembly.dll+259B965: 48 8B 9C 24 20 01 00 00 - mov rbx,[rsp+00000120] GameAssembly.dll+259B96D: 48 8B F8 - mov rdi,rax GameAssembly.dll+259B970: 48 85 DB - test rbx,rbx GameAssembly.dll+259B973: 0F 84 41 03 00 00 - je GameAssembly.dll+259BCBA GameAssembly.dll+259B979: 44 38 2D 7E BF 38 04 - cmp [GameAssembly.dll+69278FE],r13b GameAssembly.dll+259B980: 75 13 - jne GameAssembly.dll+259B995 GameAssembly.dll+259B982: 48 8D 0D 67 6C 00 04 - lea rcx,[GameAssembly.dll+65A25F0] GameAssembly.dll+259B989: E8 F2 FC EC FD - call GameAssembly.DllCanUnloadNow+8D60 GameAssembly.dll+259B98E: C6 05 69 BF 38 04 01 - mov byte ptr [GameAssembly.dll+69278FE],01 // ---------- INJECTING HERE ---------- GameAssembly.dll+259B995: 8B 5B 78 - mov ebx,[rbx+78] // ---------- DONE INJECTING ---------- GameAssembly.dll+259B998: EB 4F - jmp GameAssembly.dll+259B9E9 GameAssembly.dll+259B99A: F6 81 33 01 00 00 04 - test byte ptr [rcx+00000133],04 GameAssembly.dll+259B9A1: 74 0E - je GameAssembly.dll+259B9B1 GameAssembly.dll+259B9A3: 44 39 A9 E0 00 00 00 - cmp [rcx+000000E0],r13d GameAssembly.dll+259B9AA: 75 05 - jne GameAssembly.dll+259B9B1 GameAssembly.dll+259B9AC: E8 0F F8 ED FD - call GameAssembly.dll+47B1C0 GameAssembly.dll+259B9B1: E8 1A 22 FB FD - call GameAssembly.dll+54DBD0 GameAssembly.dll+259B9B6: 48 8B 9C 24 20 01 00 00 - mov rbx,[rsp+00000120] GameAssembly.dll+259B9BE: 48 8B F8 - mov rdi,rax GameAssembly.dll+259B9C1: 48 85 DB - test rbx,rbx }
I have the cracked rune version so maybe not all codes work for everybody that updated there game.Code: Select all
[ENABLE] aobscanmodule(INJECT,GameAssembly.dll,8B 58 1C 48 8B 0D 10 AC BE 04) // should be unique alloc(newmem,$1000,INJECT) label(code) label(return) newmem: mov [rax+1C],#2090000001 code: mov ebx,[rax+1C] mov rcx,[GameAssembly.dll+65A25F0] jmp return INJECT: jmp newmem nop 5 return: registersymbol(INJECT) [DISABLE] INJECT: db 8B 58 1C 48 8B 0D 10 AC BE 04 unregistersymbol(INJECT) dealloc(newmem) { // ORIGINAL CODE - INJECTION POINT: GameAssembly.dll+19B79D6 GameAssembly.dll+19B79AD: 0F 84 27 05 00 00 - je GameAssembly.dll+19B7EDA GameAssembly.dll+19B79B3: 33 D2 - xor edx,edx GameAssembly.dll+19B79B5: E8 26 41 B1 00 - call Meta.Grids.GridState.get_WeedData GameAssembly.dll+19B79BA: 48 85 C0 - test rax,rax GameAssembly.dll+19B79BD: 0F 84 17 05 00 00 - je GameAssembly.dll+19B7EDA GameAssembly.dll+19B79C3: 33 D2 - xor edx,edx GameAssembly.dll+19B79C5: 48 8B C8 - mov rcx,rax GameAssembly.dll+19B79C8: E8 43 80 7B 02 - call Definitions.Activities.WeedData.get_LootOverride GameAssembly.dll+19B79CD: 48 85 C0 - test rax,rax GameAssembly.dll+19B79D0: 0F 84 04 05 00 00 - je GameAssembly.dll+19B7EDA // ---------- INJECTING HERE ---------- GameAssembly.dll+19B79D6: 8B 58 1C - mov ebx,[rax+1C] // ---------- DONE INJECTING ---------- GameAssembly.dll+19B79D9: 48 8B 0D 10 AC BE 04 - mov rcx,[GameAssembly.dll+65A25F0] GameAssembly.dll+19B79E0: F6 81 33 01 00 00 04 - test byte ptr [rcx+00000133],04 GameAssembly.dll+19B79E7: 74 14 - je GameAssembly.dll+19B79FD GameAssembly.dll+19B79E9: 39 B1 E0 00 00 00 - cmp [rcx+000000E0],esi GameAssembly.dll+19B79EF: 75 0C - jne GameAssembly.dll+19B79FD GameAssembly.dll+19B79F1: E8 CA 37 AC FE - call GameAssembly.dll+47B1C0 GameAssembly.dll+19B79F6: 48 8B 0D F3 AB BE 04 - mov rcx,[GameAssembly.dll+65A25F0] GameAssembly.dll+19B79FD: 48 8B 84 24 20 02 00 00 - mov rax,[rsp+00000220] GameAssembly.dll+19B7A05: 40 38 70 20 - cmp [rax+20],sil GameAssembly.dll+19B7A09: 75 32 - jne GameAssembly.dll+19B7A3D }
Code: Select all
[ENABLE]
{$lua}
LaunchMonoDataCollector()
{$asm}
//aobscanmodule(feedingcritrw,GameAssembly.dll,41 8B 47 70 39 45 1C) // should be unique
aobscanregion(feedingcritrw,Response.GiveFeedingReward-300,Response.GiveFeedingReward,41 8B 47 70 39 45 1C) // should be unique
alloc(feedingcritrwnewmem,$100,feedingcritrw)
label(feedingcritrwcode)
label(feedingcritrwreturn)
feedingcritrwnewmem:
mov [r15+70],#1
feedingcritrwcode:
mov eax,[r15+70]
cmp [rbp+1C],eax
jmp feedingcritrwreturn
feedingcritrw:
jmp feedingcritrwnewmem
nop 2
feedingcritrwreturn:
registersymbol(feedingcritrw)
[DISABLE]
feedingcritrw:
db 41 8B 47 70 39 45 1C
unregistersymbol(*)
dealloc(*)
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Re: [Requests] Disney Dreamlight Valley
Hi, I can't access the link for the Google Spreadsheet. Thank you so much.
Re: [Requests] Disney Dreamlight Valley
[Link]Gameseeker2198 wrote: ↑Mon Mar 25, 2024 4:28 amHi, I can't access the link for the Google Spreadsheet. Thank you so much.
Re: [Requests] Disney Dreamlight Valley
viewtopic.php?p=338963#p338963pamelavittoria wrote: ↑Sat Mar 23, 2024 4:39 pmdoes anyone have an updated version of the "feed critter once to get reward?"?
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Re: [Requests] Disney Dreamlight Valley
anyone have item IDs for motifs? specifically looking for the ones for cars
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- Noobzor
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Re: [Requests] Disney Dreamlight Valley
Anyone got the Platinum Mickey skin ID that is currently in the premium shop?
Re: [Requests] Disney Dreamlight Valley
Look on the Spreadsheet....everything currently in game is there.Honeybucky wrote: ↑Thu Mar 28, 2024 8:13 pmAnyone got the Platinum Mickey skin ID that is currently in the premium shop?
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- What is cheating?
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Re: [Requests] Disney Dreamlight Valley
Can you maybe update the table? Thank you!lmrlmax wrote: ↑Mon Dec 11, 2023 8:31 amHere is my table, hope it work for you guys.
Update to Game Version v1.8.5-46
- I use pirate version of the game with Online Feature.
- With Craft Result Swap, You can get NPC Skin, Premium Shop Item, Currency, Clothes, Furniture, Tools, and etc.
- For Furniture, Cloth, and Food, I will not list all of them. You can help expand Item ID in [Link]
- Moonstone Only Visual
* Before using this Table, it's recommended to backup your save game
If anyone is curious on how you can backup your save, and navigate to
C:\Users\<YOURUSER>\AppData\LocalLow\Gameloft\Disney Dreamlight Valley
then backup Disney Dreamlight Valley, you can copy and paste the folder
Feature
Notes *READ ME FIRST
Notes:
1. You can unlock All Craft Recipe with: Activate Player Data > Debug Show All Crafting Recipe > Change Value to 1
2. You can Swap Item in Craft Menu.
---- For Swap Craft Result: Some item are bugged, Ex: Memory Shard / Piece.
--------- For this step you need to go to Craft Table and Open Craft Menu > Click Any Recipe to Populate Value in Cheat Engine.
--------- Use this Spreadsheet to look at Item ID. [Link]
3. Set All Craft Material to Apple Script will make all craft material to apple. Activate > Open Craft Menu > Cycle between Item Category.
---- It will make some item need +1000 Apple so use Moved Item Set to 9000 [Use It Only For Apple]Old Table
ddv.CT
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- Noobzor
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Re: [Requests] Disney Dreamlight Valley
I spent hours in the spreadsheet and didn't see these skins at all, actually. I went through almost every item, one by one, inputting it. And if I recall, the creator of the spreadsheet said not all items are there? I don't even see the most recent star path items. Is there an updated spreadsheet somewhere?
Re: [Requests] Disney Dreamlight Valley
[Link]Honeybucky wrote: ↑Fri Mar 29, 2024 6:33 pmI spent hours in the spreadsheet and didn't see these skins at all, actually. I went through almost every item, one by one, inputting it. And if I recall, the creator of the spreadsheet said not all items are there? I don't even see the most recent star path items. Is there an updated spreadsheet somewhere?
This is my spreadsheet, I've kept it updated with everything new.
It 100% is there. It's also on the original.
Press Ctrl+F and search Platinum Mickey - this is the easiest way to find anything on the spreadsheet, if you've translated it at all it's not going to be reliable.
Last edited by Rubyelf on Fri Mar 29, 2024 6:59 pm, edited 1 time in total.
Re: [Requests] Disney Dreamlight Valley
Earlier in the thread I have an updated one that has some of it working. The Apple item one is not really necessary, you can use other materials to craft it. If you are struggling getting materials, there is a way I can help you if you need just DM me, unfortunately I can't post it here as it doesn't let me, I've been unable to update the spreadsheet with a working version of it.milena.tincul wrote: ↑Fri Mar 29, 2024 5:15 pmCan you maybe update the table? Thank you!lmrlmax wrote: ↑Mon Dec 11, 2023 8:31 amHere is my table, hope it work for you guys.
Update to Game Version v1.8.5-46
- I use pirate version of the game with Online Feature.
- With Craft Result Swap, You can get NPC Skin, Premium Shop Item, Currency, Clothes, Furniture, Tools, and etc.
- For Furniture, Cloth, and Food, I will not list all of them. You can help expand Item ID in [Link]
- Moonstone Only Visual
* Before using this Table, it's recommended to backup your save game
If anyone is curious on how you can backup your save, and navigate to
C:\Users\<YOURUSER>\AppData\LocalLow\Gameloft\Disney Dreamlight Valley
then backup Disney Dreamlight Valley, you can copy and paste the folder
Feature
Notes *READ ME FIRST
Notes:
1. You can unlock All Craft Recipe with: Activate Player Data > Debug Show All Crafting Recipe > Change Value to 1
2. You can Swap Item in Craft Menu.
---- For Swap Craft Result: Some item are bugged, Ex: Memory Shard / Piece.
--------- For this step you need to go to Craft Table and Open Craft Menu > Click Any Recipe to Populate Value in Cheat Engine.
--------- Use this Spreadsheet to look at Item ID. [Link]
3. Set All Craft Material to Apple Script will make all craft material to apple. Activate > Open Craft Menu > Cycle between Item Category.
---- It will make some item need +1000 Apple so use Moved Item Set to 9000 [Use It Only For Apple]Old Table
ddv.CT
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- What is cheating?
- Posts: 1
- Joined: Mon Mar 20, 2023 7:40 pm
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Re: [Requests] Disney Dreamlight Valley
Blush Option 4 the new one with the hearts is not there and the one mentioned a few posts back is not correct :\Rubyelf wrote: ↑Fri Mar 29, 2024 6:57 pm[Link]Honeybucky wrote: ↑Fri Mar 29, 2024 6:33 pmI spent hours in the spreadsheet and didn't see these skins at all, actually. I went through almost every item, one by one, inputting it. And if I recall, the creator of the spreadsheet said not all items are there? I don't even see the most recent star path items. Is there an updated spreadsheet somewhere?
This is my spreadsheet, I've kept it updated with everything new.
It 100% is there. It's also on the original.
Press Ctrl+F and search Platinum Mickey - this is the easiest way to find anything on the spreadsheet, if you've translated it at all it's not going to be reliable.
Re: [Requests] Disney Dreamlight Valley
Well I added that (and the missing monster eyes makeup), and which one is not correct? Looking at your post history...you have 1 post, which is what I'm replying to, so did you just make another account or name change or something?jimmynerdtron wrote: ↑Fri Mar 29, 2024 7:05 pmBlush Option 4 the new one with the hearts is not there and the one mentioned a few posts back is not correct :\Rubyelf wrote: ↑Fri Mar 29, 2024 6:57 pm[Link]Honeybucky wrote: ↑Fri Mar 29, 2024 6:33 pm
I spent hours in the spreadsheet and didn't see these skins at all, actually. I went through almost every item, one by one, inputting it. And if I recall, the creator of the spreadsheet said not all items are there? I don't even see the most recent star path items. Is there an updated spreadsheet somewhere?
This is my spreadsheet, I've kept it updated with everything new.
It 100% is there. It's also on the original.
Press Ctrl+F and search Platinum Mickey - this is the easiest way to find anything on the spreadsheet, if you've translated it at all it's not going to be reliable.
Also there is so many motifs, and I've been SO incredibly busy with a lot of things, that I just do not have the time to be able to get those in...and honestly the Star Path is so easily to complete the normal tasks and all the motifs are not premium.