[Requests] Disney Dreamlight Valley

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Cuberdon
Expert Cheater
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Posts: 69
Joined: Thu Dec 14, 2023 12:28 am
Reputation: 5

Re: [Requests] Disney Dreamlight Valley

Post by Cuberdon »

Any idea where the skin tones are? If you even have just one skin tone's ID it would be helpful

pamelavittoria
Noobzor
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Posts: 11
Joined: Mon Mar 04, 2024 5:32 pm
Reputation: 0

Re: [Requests] Disney Dreamlight Valley

Post by pamelavittoria »

patjenova wrote:
Sat Jan 06, 2024 1:24 pm
Here are mine

Always Dry Flowers So you Can water Them everytime for memory Shards

Code: 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
Infinite Feeding Critters

Code: 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
}
Feed critter once to get reward

Code: 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]
}
Critter feeding gives memory shard

Code: 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
}
Night Shard gives memoryshard

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
}
I have the cracked rune version so maybe not all codes work for everybody that updated there game.
Does anyone have the updated cheat code that allows you to feed a critter once and receive a reward?
Last edited by pamelavittoria on Sat Jun 01, 2024 7:11 pm, edited 2 times in total.

User avatar
BigBear743
Expert Cheater
Expert Cheater
Posts: 107
Joined: Sun Mar 17, 2024 10:13 pm
Reputation: 168

Re: [Requests] Disney Dreamlight Valley

Post by BigBear743 »

pamelavittoria wrote:
Sat Mar 23, 2024 4:39 pm
patjenova wrote:
Sat Jan 06, 2024 1:24 pm
Here are mine

Always Dry Flowers So you Can water Them everytime for memory Shards

Code: 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
Infinite Feeding Critters

Code: 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
}
Feed critter once to get reward

Code: 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]
}
Critter feeding gives memory shard

Code: 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
}
Night Shard gives memoryshard

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
}
I have the cracked rune version so maybe not all codes work for everybody that updated there game.
does anyone have an updated version of the "feed critter once to get reward?"?
Please try this and let me know if it's work

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(*)

Gameseeker2198
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Re: [Requests] Disney Dreamlight Valley

Post by Gameseeker2198 »

Hi, I can't access the link for the Google Spreadsheet. Thank you so much.

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Re: [Requests] Disney Dreamlight Valley

Post by Rubyelf »

Gameseeker2198 wrote:
Mon Mar 25, 2024 4:28 am
Hi, I can't access the link for the Google Spreadsheet. Thank you so much.
[Link]

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Re: [Requests] Disney Dreamlight Valley

Post by Rubyelf »

pamelavittoria wrote:
Sat Mar 23, 2024 4:39 pm
does anyone have an updated version of the "feed critter once to get reward?"?
viewtopic.php?p=338963#p338963

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Re: [Requests] Disney Dreamlight Valley

Post by rarelyabsentmindedly »

anyone have item IDs for motifs? specifically looking for the ones for cars

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Re: [Requests] Disney Dreamlight Valley

Post by Honeybucky »

Anyone got the Platinum Mickey skin ID that is currently in the premium shop?

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Re: [Requests] Disney Dreamlight Valley

Post by Rubyelf »

Honeybucky wrote:
Thu Mar 28, 2024 8:13 pm
Anyone got the Platinum Mickey skin ID that is currently in the premium shop?
Look on the Spreadsheet....everything currently in game is there.

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Re: [Requests] Disney Dreamlight Valley

Post by milena.tincul »

lmrlmax wrote:
Mon Dec 11, 2023 8:31 am
Here 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] :ph34r:
- 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

Image
Feature
Image
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
Can you maybe update the table? Thank you!

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Re: [Requests] Disney Dreamlight Valley

Post by Honeybucky »

Rubyelf wrote:
Fri Mar 29, 2024 5:59 am
Look on the Spreadsheet....everything currently in game is there.
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?

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Re: [Requests] Disney Dreamlight Valley

Post by Rubyelf »

Honeybucky wrote:
Fri Mar 29, 2024 6:33 pm
Rubyelf wrote:
Fri Mar 29, 2024 5:59 am
Look on the Spreadsheet....everything currently in game is there.
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?
[Link]

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.

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Re: [Requests] Disney Dreamlight Valley

Post by Rubyelf »

milena.tincul wrote:
Fri Mar 29, 2024 5:15 pm
lmrlmax wrote:
Mon Dec 11, 2023 8:31 am
Here 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] :ph34r:
- 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

Image
Feature
Image
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
Can you maybe update the table? Thank you!
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.

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Re: [Requests] Disney Dreamlight Valley

Post by jimmynerdtron »

Rubyelf wrote:
Fri Mar 29, 2024 6:57 pm
Honeybucky wrote:
Fri Mar 29, 2024 6:33 pm
Rubyelf wrote:
Fri Mar 29, 2024 5:59 am
Look on the Spreadsheet....everything currently in game is there.
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?
[Link]

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.
Blush Option 4 the new one with the hearts is not there and the one mentioned a few posts back is not correct :\

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Re: [Requests] Disney Dreamlight Valley

Post by Rubyelf »

jimmynerdtron wrote:
Fri Mar 29, 2024 7:05 pm
Rubyelf wrote:
Fri Mar 29, 2024 6:57 pm
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?
[Link]

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.
Blush Option 4 the new one with the hearts is not there and the one mentioned a few posts back is not correct :\
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?

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.

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