Zelda: Breath of the Wild (CEMU)

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some_guy91
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Re: Zelda: Breath of the Wild (CEMU)

Post by some_guy91 »

This is really Good and heaps of fun
Thanks heaps :D
Just a bit confused about how to change link's size? what is the BaseValue cheat and is there an easy way where i can just change some numbers or something?
Thank you.

How to use this cheat table?
  1. Install Cheat Engine
  2. Double-click the .CT file in order to open it.
  3. Click the PC icon in Cheat Engine in order to select the game process.
  4. Keep the list.
  5. Activate the trainer options by checking boxes or setting values from 0 to 1

MEME_MAN
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Re: Zelda: Breath of the Wild (CEMU)

Post by MEME_MAN »

Why did a bunch of stuff that was in older versions get locked behind a patreon paywall?

twotonedearly
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Re: Zelda: Breath of the Wild (CEMU)

Post by twotonedearly »

just a question, why is it your cheat table lags like crazy when activating a cheat?

qw_zzz
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Re: Zelda: Breath of the Wild (CEMU)

Post by qw_zzz »

Anno444 wrote:
Tue Feb 18, 2020 4:04 pm
My modified table for Cemu 1.17.1. Some of the stuff was moved under 'BaseMemory'.

Requires 'Float Big Endian' custom type:

Code: Select all

alloc(TypeName,256)
alloc(ByteSize,4)
alloc(ConvertRoutine,1024)
alloc(ConvertBackRoutine,1024)
alloc(UsesFloat,1)


TypeName:
db 'Float Big Endian',0

ByteSize:
dd 4

UsesFloat:
db 1


ConvertRoutine:
[64-bit]
xor eax,eax
mov eax,[rcx] //eax now contains the bytes 'input' pointed to
bswap eax //convert to big endian
ret
[/64-bit]

[32-bit]
push ebp
mov ebp,esp
mov eax,[ebp+8] //place the address that contains the bytes into eax
mov eax,[eax] //place the bytes into eax so it's handled as a normal 4 byte value
bswap eax
pop ebp
ret 4
[/32-bit]


ConvertBackRoutine:
[64-bit]
bswap ecx //convert the little endian input into a big endian input
mov [rdx],ecx //place the integer the 4 bytes pointed to by rdx
ret
[/64-bit]

[32-bit]
push ebp
mov ebp,esp
push eax
push ebx
mov eax,[ebp+8] //load the value into eax
mov ebx,[ebp+c] //load the address into ebx
bswap eax

mov [ebx],eax //write the value into the address
pop ebx
pop eax
pop ebp
ret 8
[/32-bit]
And 4 Byte Big Endian:

Code: Select all

alloc(TypeName,256)
alloc(ByteSize,4)
alloc(ConvertRoutine,1024)
alloc(ConvertBackRoutine,1024)

TypeName:
db '4 Byte Big Endian',0

ByteSize:
dd 4

//The convert routine should hold a routine that converts the data to an integer (in eax)
//function declared as: stdcall int ConvertRoutine(unsigned char *input);
//Note: Keep in mind that this routine can be called by multiple threads at the same time.
ConvertRoutine:
//jmp dllname.functionname
[64-bit]
//or manual:
//parameters: (64-bit)
//rcx=address of input
xor eax,eax
mov eax,[rcx] //eax now contains the bytes 'input' pointed to
bswap eax //convert to big endian

ret
[/64-bit]

[32-bit]
//jmp dllname.functionname
//or manual:
//parameters: (32-bit)
push ebp
mov ebp,esp
//[ebp+8]=input
//example:
mov eax,[ebp+8] //place the address that contains the bytes into eax
mov eax,[eax] //place the bytes into eax so it's handled as a normal 4 byte value

bswap eax

pop ebp
ret 4
[/32-bit]

//The convert back routine should hold a routine that converts the given integer back to a row of bytes (e.g when the user wats to write a new value)
//function declared as: stdcall void ConvertBackRoutine(int i, unsigned char *output);
ConvertBackRoutine:
//jmp dllname.functionname
//or manual:
[64-bit]
//parameters: (64-bit)
//ecx=input
//rdx=address of output
//example:
bswap ecx //convert the little endian input into a big endian input
mov [rdx],ecx //place the integer the 4 bytes pointed to by rdx

ret
[/64-bit]

[32-bit]
//parameters: (32-bit)
push ebp
mov ebp,esp
//[ebp+8]=input
//[ebp+c]=address of output
//example:
push eax
push ebx
mov eax,[ebp+8] //load the value into eax
mov ebx,[ebp+c] //load the address into ebx

//convert the value to big endian
bswap eax

mov [ebx],eax //write the value into the address
pop ebx
pop eax

pop ebp
ret 8
[/32-bit]
Some of these codes require specific action in game first. Like, to be able to activate 'Horse Infinite Whips', you need to speed up your horse once.
Cemu.7z
hi, how to get it working for cemu 1.22.6?

banjarkolot
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Re: Zelda: Breath of the Wild (CEMU)

Post by banjarkolot »

did this work for cemu 1.22.7 ?

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Kurei
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Re: Zelda: Breath of the Wild (CEMU)

Post by Kurei »

i wish all the cheat table features are available in public 😭😭

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Kurei
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Re: Zelda: Breath of the Wild (CEMU)

Post by Kurei »

Anno444 wrote:
Tue Feb 18, 2020 4:04 pm
My modified table for Cemu 1.17.1. Some of the stuff was moved under 'BaseMemory'.

Requires 'Float Big Endian' custom type:

Code: Select all

alloc(TypeName,256)
alloc(ByteSize,4)
alloc(ConvertRoutine,1024)
alloc(ConvertBackRoutine,1024)
alloc(UsesFloat,1)


TypeName:
db 'Float Big Endian',0

ByteSize:
dd 4

UsesFloat:
db 1


ConvertRoutine:
[64-bit]
xor eax,eax
mov eax,[rcx] //eax now contains the bytes 'input' pointed to
bswap eax //convert to big endian
ret
[/64-bit]

[32-bit]
push ebp
mov ebp,esp
mov eax,[ebp+8] //place the address that contains the bytes into eax
mov eax,[eax] //place the bytes into eax so it's handled as a normal 4 byte value
bswap eax
pop ebp
ret 4
[/32-bit]


ConvertBackRoutine:
[64-bit]
bswap ecx //convert the little endian input into a big endian input
mov [rdx],ecx //place the integer the 4 bytes pointed to by rdx
ret
[/64-bit]

[32-bit]
push ebp
mov ebp,esp
push eax
push ebx
mov eax,[ebp+8] //load the value into eax
mov ebx,[ebp+c] //load the address into ebx
bswap eax

mov [ebx],eax //write the value into the address
pop ebx
pop eax
pop ebp
ret 8
[/32-bit]
And 4 Byte Big Endian:

Code: Select all

alloc(TypeName,256)
alloc(ByteSize,4)
alloc(ConvertRoutine,1024)
alloc(ConvertBackRoutine,1024)

TypeName:
db '4 Byte Big Endian',0

ByteSize:
dd 4

//The convert routine should hold a routine that converts the data to an integer (in eax)
//function declared as: stdcall int ConvertRoutine(unsigned char *input);
//Note: Keep in mind that this routine can be called by multiple threads at the same time.
ConvertRoutine:
//jmp dllname.functionname
[64-bit]
//or manual:
//parameters: (64-bit)
//rcx=address of input
xor eax,eax
mov eax,[rcx] //eax now contains the bytes 'input' pointed to
bswap eax //convert to big endian

ret
[/64-bit]

[32-bit]
//jmp dllname.functionname
//or manual:
//parameters: (32-bit)
push ebp
mov ebp,esp
//[ebp+8]=input
//example:
mov eax,[ebp+8] //place the address that contains the bytes into eax
mov eax,[eax] //place the bytes into eax so it's handled as a normal 4 byte value

bswap eax

pop ebp
ret 4
[/32-bit]

//The convert back routine should hold a routine that converts the given integer back to a row of bytes (e.g when the user wats to write a new value)
//function declared as: stdcall void ConvertBackRoutine(int i, unsigned char *output);
ConvertBackRoutine:
//jmp dllname.functionname
//or manual:
[64-bit]
//parameters: (64-bit)
//ecx=input
//rdx=address of output
//example:
bswap ecx //convert the little endian input into a big endian input
mov [rdx],ecx //place the integer the 4 bytes pointed to by rdx

ret
[/64-bit]

[32-bit]
//parameters: (32-bit)
push ebp
mov ebp,esp
//[ebp+8]=input
//[ebp+c]=address of output
//example:
push eax
push ebx
mov eax,[ebp+8] //load the value into eax
mov ebx,[ebp+c] //load the address into ebx

//convert the value to big endian
bswap eax

mov [ebx],eax //write the value into the address
pop ebx
pop eax

pop ebp
ret 8
[/32-bit]
Some of these codes require specific action in game first. Like, to be able to activate 'Horse Infinite Whips', you need to speed up your horse once.
Cemu.7z
Hi. Not sure if you are still checking this forum. But is there any chance of updating the table to the latest release or 1.26.2F? I'm just really after these cheats, Runes (e.g: Bombs, Stasis, etc..) and Elemental weapon buff or Special weapons have no Cooldown. Unfortunately there is no graphic packs mod available for the ones i've mentioned.

ifumo
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Re: Zelda: Breath of the Wild (CEMU)

Post by ifumo »

Please Update cemu 1.26.2f (Player base)
fix Max All Items (+999) Wood, Courser Bee Honey

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WhiteRau
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Re: Zelda: Breath of the Wild (CEMU)

Post by WhiteRau »

an update for CEMU 1.26.2f would be nice. (if you have the chops to do Yuzu support, that'd be sweet) thank you.

salineprune
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Re: Zelda: Breath of the Wild (CEMU)

Post by salineprune »

Any chance we could get an update for CEMU 2.0 experimental build?

Thanks.

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ifa20
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Re: Zelda: Breath of the Wild (CEMU)

Post by ifa20 »

Please update to cemu v2.0

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