Tactics Ogre: Reborn [+119] Compatible with 1.05

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GroveOtter
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Re: Tactics Ogre: Reborn [+107]

Post by GroveOtter »

ptna9000 wrote:
Tue Nov 29, 2022 11:19 pm
Changing unit appeareance *should* make the sprite switch, but it seems the character's allegiance overrides the palette.
Perhaps there's a way to but it would require a script designed specially for it (ie., making the game skip reading the player's unit's allegiance memory and read appearance directly).

Thus, so far the only way is to change the unit's allegiance. It appears this has no impact whatsoever in the game beside aesthetics (the ground the unit highlights also changes color).

Would it be any easier to change the colors of the player/Denam's allegiance? From blue/green to whatever else

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  5. Activate the trainer options by checking boxes or setting values from 0 to 1

Therion001
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Re: Tactics Ogre: Reborn [+107]

Post by Therion001 »

Siggymas wrote:
Tue Nov 29, 2022 5:05 pm
Therion001 wrote:
Tue Nov 29, 2022 1:59 pm
Is it possible to modify shop items so that we can buy the orbs without auctioning dragons...? Hehe i'm kinda lazy to get those dragons for deneb's quest
Dont use any cheat other than, just turn on use all the recipe and the cheat craft ignore stuff, and then craft the orb and then turn it all off. Save, quit game, and load back in.
Crafting the orbs doesn't seem to trigger deneb's quest, anyway thanks for the reply. I tried hiring then auctioning the dragons and it worked.

CaloNord
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Re: Tactics Ogre: Reborn [+107]

Post by CaloNord »

It seems in the latest version, (most of the table still works from what I tested.)
One thing that no longer seems to work is the

Data--->Main Tab

Play Time
Calendar
Level Upper Limit (Can no longer break level Cap (Before could go up to 99+)
Union Level Upper Limit
Exp Total
Money
Players Clan Name
Shift Stone
Fruit of Seraph\Full Restore


All of these show values of 0 now, nothing gets updated anymore in this tab
Everything else I have tested so far seems to work fine.

I am wondering if the latest game update (1.0.3) is what broke the tab, or possibly the latest cheat engine table version (V11.)
Just tested the old V10 table, same issue. So that means the latest game version broke the tab. Thankfully most of the other important stuff still works,

the main loss is the ability to edit the union level and break the level cap unless someone can release an update fix for the new game version.

*FIXED IN LATEST VERSION*
Last edited by CaloNord on Sat Dec 03, 2022 2:46 am, edited 1 time in total.

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ptna9000
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Re: Tactics Ogre: Reborn [+107]

Post by ptna9000 »

GroveOtter wrote:
Wed Nov 30, 2022 12:16 am
Would it be any easier to change the colors of the player/Denam's allegiance? From blue/green to whatever else
Can it be done? Yes. Is it permanent? No. Is it easy or low effort? No.
Best bet is to wait for mods for these kinds of changes

username69
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Re: Tactics Ogre: Reborn [+109] Updated for New Version

Post by username69 »

Chaos Fame is broken still, FYI.

Fatelord
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Re: Tactics Ogre: Reborn [+109] Updated for New Version

Post by Fatelord »

the shops don't recognize the relics acquired from the table, I can't upgrade them, the cursed weapons don't work either .. it sacrifices the character but doesn't power up ... any fixes or workaround for these ?

gyt567j
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Re: Tactics Ogre: Reborn [+109] Updated for New Version

Post by gyt567j »

After using the cheat, the item collection rate is still only 99.91%
Has anyone collected 100%?

Msolivei
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Re: Tactics Ogre: Reborn [+109] Updated for New Version

Post by Msolivei »

Is it possible to change a level 1 recruit to Lanselot tartaros and keep his class and skills?
Can someone explain how to do it please?

xxbackxaabby
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Re: Tactics Ogre: Reborn [+103]

Post by xxbackxaabby »

wuxiangjinxing wrote:
Sun Nov 27, 2022 12:50 pm
@Raynard
I guess you misunderstood my script. Sorry I might have been wording it a little vaguely. Let me try to explain the script with more detail.

When an enemy is killed, there are two checks to determine loot drop.

Code: Select all

Tactics Ogre Reborn.exe+39CB76:
	db 7D 32
#This check determines whether the items currently on the enemy (gears, spells, consumables) will be dropped.  

Code: Select all

Tactics Ogre Reborn.exe+39CE5C:
	db 7D 45
#This check determines whether the items in the 'loot table' (which includes relics, class marks, obylisk coins, etc.) of this enemy will be dropped.  
So, in order to drop ALL the items, we need to NOP out both the two checks:

Code: Select all

[ENABLE]
Tactics Ogre Reborn.exe+39CB76:
  db 90 90
Tactics Ogre Reborn.exe+39CE5C:
  db 90 90

[DISABLE]
Tactics Ogre Reborn.exe+39CB76:
  db 7D 32
Tactics Ogre Reborn.exe+39CE5C:
  db 7D 45
The game determines whether to drop a card simply by checking whether there is any item dropped (except for the first two tutorial battles in which cards seem to be disabled). So, in order to ALWAYS drop cards, we just need to make sure those two checks both fail:

Code: Select all

[ENABLE]
Tactics Ogre Reborn.exe+39CB76:
  db EB 32
Tactics Ogre Reborn.exe+39CE5C:
  db EB 45

[DISABLE]
Tactics Ogre Reborn.exe+39CB76:
  db 7D 32
Tactics Ogre Reborn.exe+39CE5C:
  db 7D 45
If you are a greedy person like me, who just want to loot all those important items in the enemy's loot table but do not want to see the garbage gears on the enemy, then what you can do is make the first check always fail, while keep the second check always succeed. In this case, any enemy with nothing in her loot table will drop a card.

Code: Select all

[ENABLE]
Tactics Ogre Reborn.exe+39CB76:
  db EB 32
Tactics Ogre Reborn.exe+39CE5C:
  db 90 90

[DISABLE]
Tactics Ogre Reborn.exe+39CB76:
  db 7D 32
Tactics Ogre Reborn.exe+39CE5C:
  db 7D 45
Obviously, those three options are mutually exclusive. So I guess it might be better to combine them in one script slot and allow the player to select which option they want to activate, instead of leaving them as three different scripts.
Any chance you can update? I was using this code pre-patch but now it freezes the game. It is the only thing that gave me the right drops without so much clutter of enemy equips and cards for those that had no unique drops. Thanks!

wuxiangjinxing
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Re: Tactics Ogre: Reborn [+109] Updated for New Version

Post by wuxiangjinxing »

If you just want my 'greedy' option then here it is:

Code: Select all

[ENABLE]
aobscanmodule(Force_DC1,Tactics Ogre Reborn.exe,7D??488D??????498B??E8????????440F)
aobscanmodule(Force_DC2,Tactics Ogre Reborn.exe,7D??0FB6????488D????????????0FB7)
alloc(mem_DC1,2)
alloc(mem_DC2,2)
registersymbol(Force_DC1 Force_DC2 mem_DC1 mem_DC2)

mem_DC1:
  readmem(Force_DC1,2)

mem_DC2:
  readmem(Force_DC2,2)

Force_DC1:
  db EB
  readmem(Force_DC1+01,1)

Force_DC2:
  nop 2

[DISABLE]
Force_DC1:
  readmem(mem_DC1,2)

Force_DC2:
  readmem(mem_DC2,2)

unregistersymbol(*)
dealloc(*)

wuxiangjinxing
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Re: Tactics Ogre: Reborn [+109] Updated for New Version

Post by wuxiangjinxing »

@Raynard
Here is a better way to ignore union level limit in 1.03:

[ENABLE]
Tactics Ogre Reborn.exe+2CB6A6:
db 90 90 90

[DISABLE]
Tactics Ogre Reborn.exe+2CB6A6:
db 0f 4c c8

xxbackxaabby
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Re: Tactics Ogre: Reborn [+109] Updated for New Version

Post by xxbackxaabby »

wuxiangjinxing wrote:
Fri Dec 02, 2022 5:18 am
If you just want my 'greedy' option then here it is:

Code: Select all

[ENABLE]
aobscanmodule(Force_DC1,Tactics Ogre Reborn.exe,7D??488D??????498B??E8????????440F)
aobscanmodule(Force_DC2,Tactics Ogre Reborn.exe,7D??0FB6????488D????????????0FB7)
alloc(mem_DC1,2)
alloc(mem_DC2,2)
registersymbol(Force_DC1 Force_DC2 mem_DC1 mem_DC2)

mem_DC1:
  readmem(Force_DC1,2)

mem_DC2:
  readmem(Force_DC2,2)

Force_DC1:
  db EB
  readmem(Force_DC1+01,1)

Force_DC2:
  nop 2

[DISABLE]
Force_DC1:
  readmem(mem_DC1,2)

Force_DC2:
  readmem(mem_DC2,2)

unregistersymbol(*)
dealloc(*)
You are the best!

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SKLancelot
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Re: Tactics Ogre: Reborn [+109] Updated for New Version

Post by SKLancelot »

wuxiangjinxing wrote:
Fri Dec 02, 2022 5:18 am
If you just want my 'greedy' option then here it is:

Code: Select all

[ENABLE]
aobscanmodule(Force_DC1,Tactics Ogre Reborn.exe,7D??488D??????498B??E8????????440F)
aobscanmodule(Force_DC2,Tactics Ogre Reborn.exe,7D??0FB6????488D????????????0FB7)
alloc(mem_DC1,2)
alloc(mem_DC2,2)
registersymbol(Force_DC1 Force_DC2 mem_DC1 mem_DC2)

mem_DC1:
  readmem(Force_DC1,2)

mem_DC2:
  readmem(Force_DC2,2)

Force_DC1:
  db EB
  readmem(Force_DC1+01,1)

Force_DC2:
  nop 2

[DISABLE]
Force_DC1:
  readmem(mem_DC1,2)

Force_DC2:
  readmem(mem_DC2,2)

unregistersymbol(*)
dealloc(*)
Using these results in only cards dropping for story based and some other battles, while the older code in page 19 linked in the table works fine.

tested it a few times on the same enemies and they dropped loot from the older table's drop all code vs this one where it was mostly cards

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SKLancelot
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Re: Tactics Ogre: Reborn [+109] Updated for New Version

Post by SKLancelot »

SKLancelot wrote:
Sat Dec 03, 2022 11:25 am
wuxiangjinxing wrote:
Fri Dec 02, 2022 5:18 am
If you just want my 'greedy' option then here it is:

Code: Select all

[ENABLE]
aobscanmodule(Force_DC1,Tactics Ogre Reborn.exe,7D??488D??????498B??E8????????440F)
aobscanmodule(Force_DC2,Tactics Ogre Reborn.exe,7D??0FB6????488D????????????0FB7)
alloc(mem_DC1,2)
alloc(mem_DC2,2)
registersymbol(Force_DC1 Force_DC2 mem_DC1 mem_DC2)

mem_DC1:
  readmem(Force_DC1,2)

mem_DC2:
  readmem(Force_DC2,2)

Force_DC1:
  db EB
  readmem(Force_DC1+01,1)

Force_DC2:
  nop 2

[DISABLE]
Force_DC1:
  readmem(mem_DC1,2)

Force_DC2:
  readmem(mem_DC2,2)

unregistersymbol(*)
dealloc(*)
Using these results in only cards dropping for story based and some other battles, while the older code in page 19 linked in the table works fine.

Tested on Lhazan Fortress and Phorampa Wildwoods

tested it a few times on the same enemies and they dropped loot from the older table's drop all code vs this one where it was mostly cards

xxbackxaabby
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Re: Tactics Ogre: Reborn [+109] Updated for New Version

Post by xxbackxaabby »

SKLancelot wrote:
Sat Dec 03, 2022 11:26 am
SKLancelot wrote:
Sat Dec 03, 2022 11:25 am
wuxiangjinxing wrote:
Fri Dec 02, 2022 5:18 am
If you just want my 'greedy' option then here it is:

Code: Select all

[ENABLE]
aobscanmodule(Force_DC1,Tactics Ogre Reborn.exe,7D??488D??????498B??E8????????440F)
aobscanmodule(Force_DC2,Tactics Ogre Reborn.exe,7D??0FB6????488D????????????0FB7)
alloc(mem_DC1,2)
alloc(mem_DC2,2)
registersymbol(Force_DC1 Force_DC2 mem_DC1 mem_DC2)

mem_DC1:
  readmem(Force_DC1,2)

mem_DC2:
  readmem(Force_DC2,2)

Force_DC1:
  db EB
  readmem(Force_DC1+01,1)

Force_DC2:
  nop 2

[DISABLE]
Force_DC1:
  readmem(mem_DC1,2)

Force_DC2:
  readmem(mem_DC2,2)

unregistersymbol(*)
dealloc(*)
Using these results in only cards dropping for story based and some other battles, while the older code in page 19 linked in the table works fine.

Tested on Lhazan Fortress and Phorampa Wildwoods

tested it a few times on the same enemies and they dropped loot from the older table's drop all code vs this one where it was mostly cards
The code forces enemies to drop "something". They drop their "important items" or cards if they have nothing important. The 100% drop code, drops everything, including useless equips and no cards. It definitely works.

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