[Request] Dave The Diver

Ask about cheats/tables for single player games here
LemonJamTart
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Re: [Request] Dave The Diver

Post by LemonJamTart »

GaxxD wrote:
Mon Jul 03, 2023 5:21 pm
gamingstitcher wrote:
Mon Jul 03, 2023 1:13 am
Lord Blade wrote:
Sun Jul 02, 2023 11:54 pm

I would suggest changing the "Ingredients Increase on Use" to "Meals Increase When Served", as the current name is confusing and not at all what actually happens.
The ingredients do increase upon use. If you look at the ingredients that make up a menu item you'll see that they increase. So it's not menu item. It's the ingredients that compose the menu item that make up said item that makes it increase. So if you don't put up a dish that uses a certain ingredient that no other dish has, then that ingredient won't increase because it's not being used. In the images below, I haven't put up a dish that uses something like mayo or curry paste, so their number is still low. Once I put up a dish that uses that ingredient, then the count will increase. Make sense?
Image Image
Except that the ingredients still don't increase. But that's not really an issue. You can just find the exact number of ingredients using 4 bytes scan value (for example you got 20 sea grapes then look for 20, then sell 1 and next scan with 19, 18 and so until you have 2 addresses left and edit that for the amount of ingredients you want).


Maybe it's different for the version of the game you're using, but for version 1.0.0.933 at least doing that will straight up crash your game- even for things that aren't ingredients, like Bei and Gold.

Anglican
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Re: [Request] Dave The Diver

Post by Anglican »

For anyone wanting more Drones. You can manually search for them with 4 bytes. You do have to search for the values again when you load to another region.

czexperience
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Re: [Request] Dave The Diver

Post by czexperience »

how to search speed in water & ground
DaveTheDiver 1.0.0.933.CT not work

GaxxD
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Re: [Request] Dave The Diver

Post by GaxxD »

LemonJamTart wrote:
Tue Jul 04, 2023 5:24 am
GaxxD wrote:
Mon Jul 03, 2023 5:21 pm
gamingstitcher wrote:
Mon Jul 03, 2023 1:13 am


The ingredients do increase upon use. If you look at the ingredients that make up a menu item you'll see that they increase. So it's not menu item. It's the ingredients that compose the menu item that make up said item that makes it increase. So if you don't put up a dish that uses a certain ingredient that no other dish has, then that ingredient won't increase because it's not being used. In the images below, I haven't put up a dish that uses something like mayo or curry paste, so their number is still low. Once I put up a dish that uses that ingredient, then the count will increase. Make sense?
Image Image
Except that the ingredients still don't increase. But that's not really an issue. You can just find the exact number of ingredients using 4 bytes scan value (for example you got 20 sea grapes then look for 20, then sell 1 and next scan with 19, 18 and so until you have 2 addresses left and edit that for the amount of ingredients you want).


Maybe it's different for the version of the game you're using, but for version 1.0.0.933 at least doing that will straight up crash your game- even for things that aren't ingredients, like Bei and Gold.
1.0.0.947 was the version I was using.

Charlotte5Legacy
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Re: [Request] Dave The Diver

Post by Charlotte5Legacy »

Anglican wrote:
Tue Jul 04, 2023 8:40 am
For anyone wanting more Drones. You can manually search for them with 4 bytes. You do have to search for the values again when you load to another region.
I can't find the memory address for this.
I got too much addresses with 0, 1 or 2 value...

Impala
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Re: [Request] Dave The Diver

Post by Impala »

Game has too many updates, so I won't be updating this script

It makes it so the currency in the underwater town never decreases

Copy and paste entire thing into cheat engine

Bei Never Decreases

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>9784</ID>
      <Description>"Bei Never Decrease"</Description>
      <Color>808000</Color>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>[ENABLE]
{$lua}
if (process ~= nil) then
  if not loadingmono then
    loadingmono=true
    LaunchMonoDataCollector()
  end
  while not monoSymbolList do sleep(10) end --monoSymbolList could be nil
  while not monoSymbolList.FullyLoaded do sleep(10) end
end
{$asm}
//PlayerInfoSave.set_bei - 48 89 5C 24 08        - mov [rsp+08],rbx
//GameAssembly.dll+1322AC2 - 0F11 47 24            - movups [rdi+24],xmm0
aobscanmodule(bei_Get_AOB,GameAssembly.dll,DB F4 23 FD C6 05 * * * * 01 0F 10 03 8B 43 10) // should be unique
alloc(newmem,$1000,bei_Get_AOB)

label(code)
label(return)
alloc(bei_Temp,32)
registersymbol(bei_Temp)

newmem:
  movups xmm0,[rbx]
  push ecx
  movups [bei_Temp],xmm0  //New
  mov ecx,[rdi+30]  //Current
  cmp dword ptr [bei_Temp+C],ecx
  jg code
  movups xmm0,[rdi+24]

code:
  pop ecx
  mov eax,[rbx+10]
  jmp return

bei_Get_AOB+0B:
  jmp newmem
  nop
return:
registersymbol(bei_Get_AOB)

[DISABLE]

bei_Get_AOB+0B:
  db 0F 10 03 8B 43 10

unregistersymbol(bei_Get_AOB)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: GameAssembly.dll+1322AC2

GameAssembly.dll+1322A96: 48 83 EC 20           - sub rsp,20
GameAssembly.dll+1322A9A: 80 3D 97 0F 31 03 00  - cmp byte ptr [GameAssembly.dll+4633A38],00
GameAssembly.dll+1322AA1: 48 8B DA              - mov rbx,rdx
GameAssembly.dll+1322AA4: 48 8B F9              - mov rdi,rcx
GameAssembly.dll+1322AA7: 75 13                 - jne GameAssembly.dll+1322ABC
GameAssembly.dll+1322AA9: 48 8D 0D 78 B2 2C 03  - lea rcx,[GameAssembly.dll+45EDD28]
GameAssembly.dll+1322AB0: E8 CB 3F 0D FF        - call GameAssembly.dll+3F6A80
GameAssembly.dll+1322AB5: C6 05 7C 0F 31 03 01  - mov byte ptr [GameAssembly.dll+4633A38],01
GameAssembly.dll+1322ABC: 0F 10 03              - movups xmm0,[rbx]
GameAssembly.dll+1322ABF: 8B 43 10              - mov eax,[rbx+10]
// ---------- INJECTING HERE ----------
GameAssembly.dll+1322AC2: 0F 11 47 24           - movups [rdi+24],xmm0
// ---------- DONE INJECTING  ----------
GameAssembly.dll+1322AC6: 89 47 34              - mov [rdi+34],eax
GameAssembly.dll+1322AC9: 48 8B 0D 58 B2 2C 03  - mov rcx,[GameAssembly.dll+45EDD28]
GameAssembly.dll+1322AD0: F6 81 33 01 00 00 04  - test byte ptr [rcx+00000133],04
GameAssembly.dll+1322AD7: 74 0E                 - je GameAssembly.dll+1322AE7
GameAssembly.dll+1322AD9: 83 B9 E0 00 00 00 00  - cmp dword ptr [rcx+000000E0],00
GameAssembly.dll+1322AE0: 75 05                 - jne GameAssembly.dll+1322AE7
GameAssembly.dll+1322AE2: E8 F9 61 05 FF        - call GameAssembly.il2cpp_runtime_class_init
GameAssembly.dll+1322AE7: 33 C9                 - xor ecx,ecx
GameAssembly.dll+1322AE9: E8 C2 9E 5A FF        - call DR.Save.SaveSystem.GetGameSave
GameAssembly.dll+1322AEE: 48 85 C0              - test rax,rax
}
</AssemblerScript>
    </CheatEntry>
  </CheatEntries>
</CheatTable>
Chef Flame Never Decreases

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>9785</ID>
      <Description>"Flame Never Decrease"</Description>
      <Color>808000</Color>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>[ENABLE]
{$lua}
if (process ~= nil) then
  if not loadingmono then
    loadingmono=true
    LaunchMonoDataCollector()
  end
  while not monoSymbolList do sleep(10) end --monoSymbolList could be nil
  while not monoSymbolList.FullyLoaded do sleep(10) end
end
{$asm}
//PlayerInfoSave.set_ChefFlame - 48 89 5C 24 08        - mov [rsp+08],rbx
//GameAssembly.dll+132288C - 0F10 03               - movups xmm0,[rbx]
aobscanmodule(Flame_Get_AOB,GameAssembly.dll,F7 23 FD C6 05 * * * * 01 0F 10 03 8B 43 10) // should be unique
alloc(newmem,$1000,Flame_Get_AOB)

label(code)
label(return)
alloc(Flame_Temp,32)
registersymbol(Flame_Temp)

newmem:
  movups xmm0,[rbx]
  push ecx
  movups [Flame_Temp],xmm0  //New
  mov ecx,[rdi+44]  //Current
  cmp dword ptr [Flame_Temp+C],ecx
  jg code
  movups xmm0,[rdi+38]

code:
  pop ecx
  mov eax,[rbx+10]
  jmp return

Flame_Get_AOB+0A:
  jmp newmem
  nop
return:
registersymbol(Flame_Get_AOB)

[DISABLE]

Flame_Get_AOB+0A:
  db 0F 10 03 8B 43 10

unregistersymbol(Flame_Get_AOB)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: GameAssembly.dll+132288C

PlayerInfoSave.set_ChefFlame: 48 89 5C 24 08        - mov [rsp+08],rbx
GameAssembly.dll+1322865: 57                    - push rdi
GameAssembly.dll+1322866: 48 83 EC 20           - sub rsp,20
GameAssembly.dll+132286A: 80 3D C9 11 31 03 00  - cmp byte ptr [GameAssembly.dll+4633A3A],00
GameAssembly.dll+1322871: 48 8B DA              - mov rbx,rdx
GameAssembly.dll+1322874: 48 8B F9              - mov rdi,rcx
GameAssembly.dll+1322877: 75 13                 - jne GameAssembly.dll+132288C
GameAssembly.dll+1322879: 48 8D 0D A8 B4 2C 03  - lea rcx,[GameAssembly.dll+45EDD28]
GameAssembly.dll+1322880: E8 FB 41 0D FF        - call GameAssembly.dll+3F6A80
GameAssembly.dll+1322885: C6 05 AE 11 31 03 01  - mov byte ptr [GameAssembly.dll+4633A3A],01
// ---------- INJECTING HERE ----------
GameAssembly.dll+132288C: 0F 10 03              - movups xmm0,[rbx]
// ---------- DONE INJECTING  ----------
GameAssembly.dll+132288F: 8B 43 10              - mov eax,[rbx+10]
GameAssembly.dll+1322892: 0F 11 47 38           - movups [rdi+38],xmm0
GameAssembly.dll+1322896: 89 47 48              - mov [rdi+48],eax
GameAssembly.dll+1322899: 48 8B 0D 88 B4 2C 03  - mov rcx,[GameAssembly.dll+45EDD28]
GameAssembly.dll+13228A0: F6 81 33 01 00 00 04  - test byte ptr [rcx+00000133],04
GameAssembly.dll+13228A7: 74 0E                 - je GameAssembly.dll+13228B7
GameAssembly.dll+13228A9: 83 B9 E0 00 00 00 00  - cmp dword ptr [rcx+000000E0],00
GameAssembly.dll+13228B0: 75 05                 - jne GameAssembly.dll+13228B7
GameAssembly.dll+13228B2: E8 29 64 05 FF        - call GameAssembly.il2cpp_runtime_class_init
GameAssembly.dll+13228B7: 33 C9                 - xor ecx,ecx
}
</AssemblerScript>
    </CheatEntry>
  </CheatEntries>
</CheatTable>
credit to colonel, i edited his gold never decreases script for the other currency
Last edited by Impala on Thu Jul 06, 2023 1:03 am, edited 4 times in total.

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Sianz
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Re: [Request] Dave The Diver

Post by Sianz »

Table updated: viewtopic.php?p=302502#p302502
Impala wrote:
Tue Jul 04, 2023 6:15 pm
Game has too many updates
Ikr? I have just finish updated my table for 1.0.0.954 then i found out 1.0.0.959 came out lol...

Impala
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Re: [Request] Dave The Diver

Post by Impala »

Sianz wrote:
Tue Jul 04, 2023 7:07 pm
Table updated: viewtopic.php?p=302502#p302502
Impala wrote:
Tue Jul 04, 2023 6:15 pm
Game has too many updates
Ikr? I have just finish updated my table for 1.0.0.954 then i found out 1.0.0.959 came out lol...
You can add that cheat to your table if you want, I don't mind, thats if you want to continue updating it after it breaks as well

my script is for the underwater currency, colonel has the gold one, not sure if he would want me to post it without permission

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Sianz
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Re: [Request] Dave The Diver

Post by Sianz »

Impala wrote:
Tue Jul 04, 2023 7:11 pm
You can add that cheat to your table if you want, I don't mind, thats if you want to continue updating it after it breaks as well

my script is for the underwater currency, colonel has the gold one, not sure if he would want me to post it without permission
Nah i'll just pointing your post to everyone.

If you made table for this game you should release it, sharing is caring man :ph34r:

Edit: Table updated to v1.0.0.959.

Sxsxarael
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Re: [Request] Dave The Diver

Post by Sxsxarael »

The "Dave The Diver 1.0.0.959" script activates fine, but all options under it show "<<Lua error in the script at line 1:?: -1: attempt to call a string value (field '?')>> and the font turns black when I try to enable them.
Any idea what's the issue?

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Lord Blade
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Re: [Request] Dave The Diver

Post by Lord Blade »

Impala wrote:
Tue Jul 04, 2023 6:15 pm
Copy and paste entire thing into cheat engine

Bei Never Decreases
I tried the Bei code, and it won't activate. :(

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Snoop
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Re: [Request] Dave The Diver

Post by Snoop »

Impala wrote:
Tue Jul 04, 2023 6:15 pm
Game has too many updates, so I won't be updating this script

It makes it so the currency in the underwater town never decreases

Copy and paste entire thing into cheat engine

Bei Never Decreases

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>9784</ID>
      <Description>"Bei Never Decrease"</Description>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>[ENABLE]
{$lua}
if (process ~= nil) then
  if not loadingmono then
    loadingmono=true
    LaunchMonoDataCollector()
  end
  while not monoSymbolList do sleep(10) end --monoSymbolList could be nil
  while not monoSymbolList.FullyLoaded do sleep(10) end
end
{$asm}
//PlayerInfoSave.set_bei - 48 89 5C 24 08        - mov [rsp+08],rbx
//GameAssembly.dll+1322AC2 - 0F11 47 24            - movups [rdi+24],xmm0
aobscanmodule(bei_Get_AOB,GameAssembly.dll,CB 3F 0D FF C6 05 * * * * 01 0F 10 03 8B 43 10) // should be unique
alloc(newmem,$1000,bei_Get_AOB)

label(code)
label(return)
alloc(bei_Temp,32)
registersymbol(bei_Temp)

newmem:
  movups xmm0,[rbx]
  push ecx
  movups [bei_Temp],xmm0  //New
  mov ecx,[rdi+1C]  //Current
  cmp dword ptr [bei_Temp+C],ecx
  jg code
  movups xmm0,[rdi+24]

code:
  pop ecx
  mov eax,[rbx+10]
  jmp return

bei_Get_AOB+0B:
  jmp newmem
  nop
return:
registersymbol(bei_Get_AOB)

[DISABLE]

bei_Get_AOB+0B:
  db 0F 10 03 8B 43 10

unregistersymbol(bei_Get_AOB)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: GameAssembly.dll+1322AC2

GameAssembly.dll+1322A96: 48 83 EC 20           - sub rsp,20
GameAssembly.dll+1322A9A: 80 3D 97 0F 31 03 00  - cmp byte ptr [GameAssembly.dll+4633A38],00
GameAssembly.dll+1322AA1: 48 8B DA              - mov rbx,rdx
GameAssembly.dll+1322AA4: 48 8B F9              - mov rdi,rcx
GameAssembly.dll+1322AA7: 75 13                 - jne GameAssembly.dll+1322ABC
GameAssembly.dll+1322AA9: 48 8D 0D 78 B2 2C 03  - lea rcx,[GameAssembly.dll+45EDD28]
GameAssembly.dll+1322AB0: E8 CB 3F 0D FF        - call GameAssembly.dll+3F6A80
GameAssembly.dll+1322AB5: C6 05 7C 0F 31 03 01  - mov byte ptr [GameAssembly.dll+4633A38],01
GameAssembly.dll+1322ABC: 0F 10 03              - movups xmm0,[rbx]
GameAssembly.dll+1322ABF: 8B 43 10              - mov eax,[rbx+10]
// ---------- INJECTING HERE ----------
GameAssembly.dll+1322AC2: 0F 11 47 24           - movups [rdi+24],xmm0
// ---------- DONE INJECTING  ----------
GameAssembly.dll+1322AC6: 89 47 34              - mov [rdi+34],eax
GameAssembly.dll+1322AC9: 48 8B 0D 58 B2 2C 03  - mov rcx,[GameAssembly.dll+45EDD28]
GameAssembly.dll+1322AD0: F6 81 33 01 00 00 04  - test byte ptr [rcx+00000133],04
GameAssembly.dll+1322AD7: 74 0E                 - je GameAssembly.dll+1322AE7
GameAssembly.dll+1322AD9: 83 B9 E0 00 00 00 00  - cmp dword ptr [rcx+000000E0],00
GameAssembly.dll+1322AE0: 75 05                 - jne GameAssembly.dll+1322AE7
GameAssembly.dll+1322AE2: E8 F9 61 05 FF        - call GameAssembly.il2cpp_runtime_class_init
GameAssembly.dll+1322AE7: 33 C9                 - xor ecx,ecx
GameAssembly.dll+1322AE9: E8 C2 9E 5A FF        - call DR.Save.SaveSystem.GetGameSave
GameAssembly.dll+1322AEE: 48 85 C0              - test rax,rax
}
</AssemblerScript>
    </CheatEntry>
  </CheatEntries>
</CheatTable>
Chef Flame Never Decreases

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>9785</ID>
      <Description>"Flame Never Decrease"</Description>
      <LastState/>
      <Color>000000</Color>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>[ENABLE]
{$lua}
if (process ~= nil) then
  if not loadingmono then
    loadingmono=true
    LaunchMonoDataCollector()
  end
  while not monoSymbolList do sleep(10) end --monoSymbolList could be nil
  while not monoSymbolList.FullyLoaded do sleep(10) end
end
{$asm}
//PlayerInfoSave.set_ChefFlame - 48 89 5C 24 08        - mov [rsp+08],rbx
//GameAssembly.dll+132288C - 0F10 03               - movups xmm0,[rbx]
aobscanmodule(Flame_Get_AOB,GameAssembly.dll,FB 41 0D FF C6 05 * * * * 01 0F 10 03 8B 43 10) // should be unique
alloc(newmem,$1000,Flame_Get_AOB)

label(code)
label(return)
alloc(Flame_Temp,32)
registersymbol(Flame_Temp)

newmem:
  movups xmm0,[rbx]
  push ecx
  movups [Flame_Temp],xmm0  //New
  mov ecx,[rdi+1C]  //Current
  cmp dword ptr [Flame_Temp+C],ecx
  jg code
  movups xmm0,[rdi+38]

code:
  pop ecx
  mov eax,[rbx+10]
  jmp return

Flame_Get_AOB+0B:
  jmp newmem
  nop
return:
registersymbol(Flame_Get_AOB)

[DISABLE]

Flame_Get_AOB+0B:
  db 0F 10 03 8B 43 10

unregistersymbol(Flame_Get_AOB)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: GameAssembly.dll+132288C

PlayerInfoSave.set_ChefFlame: 48 89 5C 24 08        - mov [rsp+08],rbx
GameAssembly.dll+1322865: 57                    - push rdi
GameAssembly.dll+1322866: 48 83 EC 20           - sub rsp,20
GameAssembly.dll+132286A: 80 3D C9 11 31 03 00  - cmp byte ptr [GameAssembly.dll+4633A3A],00
GameAssembly.dll+1322871: 48 8B DA              - mov rbx,rdx
GameAssembly.dll+1322874: 48 8B F9              - mov rdi,rcx
GameAssembly.dll+1322877: 75 13                 - jne GameAssembly.dll+132288C
GameAssembly.dll+1322879: 48 8D 0D A8 B4 2C 03  - lea rcx,[GameAssembly.dll+45EDD28]
GameAssembly.dll+1322880: E8 FB 41 0D FF        - call GameAssembly.dll+3F6A80
GameAssembly.dll+1322885: C6 05 AE 11 31 03 01  - mov byte ptr [GameAssembly.dll+4633A3A],01
// ---------- INJECTING HERE ----------
GameAssembly.dll+132288C: 0F 10 03              - movups xmm0,[rbx]
// ---------- DONE INJECTING  ----------
GameAssembly.dll+132288F: 8B 43 10              - mov eax,[rbx+10]
GameAssembly.dll+1322892: 0F 11 47 38           - movups [rdi+38],xmm0
GameAssembly.dll+1322896: 89 47 48              - mov [rdi+48],eax
GameAssembly.dll+1322899: 48 8B 0D 88 B4 2C 03  - mov rcx,[GameAssembly.dll+45EDD28]
GameAssembly.dll+13228A0: F6 81 33 01 00 00 04  - test byte ptr [rcx+00000133],04
GameAssembly.dll+13228A7: 74 0E                 - je GameAssembly.dll+13228B7
GameAssembly.dll+13228A9: 83 B9 E0 00 00 00 00  - cmp dword ptr [rcx+000000E0],00
GameAssembly.dll+13228B0: 75 05                 - jne GameAssembly.dll+13228B7
GameAssembly.dll+13228B2: E8 29 64 05 FF        - call GameAssembly.il2cpp_runtime_class_init
GameAssembly.dll+13228B7: 33 C9                 - xor ecx,ecx
}
</AssemblerScript>
    </CheatEntry>
  </CheatEntries>
</CheatTable>
credit to colonel, i edited his gold never decreases script for the other currency
these codes don't work on any version ( 1.0.0.950 and 1.0.0.959 )

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Sianz
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Re: [Request] Dave The Diver

Post by Sianz »

Lord Blade wrote:
Wed Jul 05, 2023 12:40 am
Impala wrote:
Tue Jul 04, 2023 6:15 pm
Copy and paste entire thing into cheat engine

Bei Never Decreases
I tried the Bei code, and it won't activate. :(
Snoop wrote:
Wed Jul 05, 2023 2:43 am
Impala wrote:
Tue Jul 04, 2023 6:15 pm
Game has too many updates, so I won't be updating this script

It makes it so the currency in the underwater town never decreases

Copy and paste entire thing into cheat engine

Bei Never Decreases

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>9784</ID>
      <Description>"Bei Never Decrease"</Description>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>[ENABLE]
{$lua}
if (process ~= nil) then
  if not loadingmono then
    loadingmono=true
    LaunchMonoDataCollector()
  end
  while not monoSymbolList do sleep(10) end --monoSymbolList could be nil
  while not monoSymbolList.FullyLoaded do sleep(10) end
end
{$asm}
//PlayerInfoSave.set_bei - 48 89 5C 24 08        - mov [rsp+08],rbx
//GameAssembly.dll+1322AC2 - 0F11 47 24            - movups [rdi+24],xmm0
aobscanmodule(bei_Get_AOB,GameAssembly.dll,CB 3F 0D FF C6 05 * * * * 01 0F 10 03 8B 43 10) // should be unique
alloc(newmem,$1000,bei_Get_AOB)

label(code)
label(return)
alloc(bei_Temp,32)
registersymbol(bei_Temp)

newmem:
  movups xmm0,[rbx]
  push ecx
  movups [bei_Temp],xmm0  //New
  mov ecx,[rdi+1C]  //Current
  cmp dword ptr [bei_Temp+C],ecx
  jg code
  movups xmm0,[rdi+24]

code:
  pop ecx
  mov eax,[rbx+10]
  jmp return

bei_Get_AOB+0B:
  jmp newmem
  nop
return:
registersymbol(bei_Get_AOB)

[DISABLE]

bei_Get_AOB+0B:
  db 0F 10 03 8B 43 10

unregistersymbol(bei_Get_AOB)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: GameAssembly.dll+1322AC2

GameAssembly.dll+1322A96: 48 83 EC 20           - sub rsp,20
GameAssembly.dll+1322A9A: 80 3D 97 0F 31 03 00  - cmp byte ptr [GameAssembly.dll+4633A38],00
GameAssembly.dll+1322AA1: 48 8B DA              - mov rbx,rdx
GameAssembly.dll+1322AA4: 48 8B F9              - mov rdi,rcx
GameAssembly.dll+1322AA7: 75 13                 - jne GameAssembly.dll+1322ABC
GameAssembly.dll+1322AA9: 48 8D 0D 78 B2 2C 03  - lea rcx,[GameAssembly.dll+45EDD28]
GameAssembly.dll+1322AB0: E8 CB 3F 0D FF        - call GameAssembly.dll+3F6A80
GameAssembly.dll+1322AB5: C6 05 7C 0F 31 03 01  - mov byte ptr [GameAssembly.dll+4633A38],01
GameAssembly.dll+1322ABC: 0F 10 03              - movups xmm0,[rbx]
GameAssembly.dll+1322ABF: 8B 43 10              - mov eax,[rbx+10]
// ---------- INJECTING HERE ----------
GameAssembly.dll+1322AC2: 0F 11 47 24           - movups [rdi+24],xmm0
// ---------- DONE INJECTING  ----------
GameAssembly.dll+1322AC6: 89 47 34              - mov [rdi+34],eax
GameAssembly.dll+1322AC9: 48 8B 0D 58 B2 2C 03  - mov rcx,[GameAssembly.dll+45EDD28]
GameAssembly.dll+1322AD0: F6 81 33 01 00 00 04  - test byte ptr [rcx+00000133],04
GameAssembly.dll+1322AD7: 74 0E                 - je GameAssembly.dll+1322AE7
GameAssembly.dll+1322AD9: 83 B9 E0 00 00 00 00  - cmp dword ptr [rcx+000000E0],00
GameAssembly.dll+1322AE0: 75 05                 - jne GameAssembly.dll+1322AE7
GameAssembly.dll+1322AE2: E8 F9 61 05 FF        - call GameAssembly.il2cpp_runtime_class_init
GameAssembly.dll+1322AE7: 33 C9                 - xor ecx,ecx
GameAssembly.dll+1322AE9: E8 C2 9E 5A FF        - call DR.Save.SaveSystem.GetGameSave
GameAssembly.dll+1322AEE: 48 85 C0              - test rax,rax
}
</AssemblerScript>
    </CheatEntry>
  </CheatEntries>
</CheatTable>
Chef Flame Never Decreases

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>9785</ID>
      <Description>"Flame Never Decrease"</Description>
      <LastState/>
      <Color>000000</Color>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>[ENABLE]
{$lua}
if (process ~= nil) then
  if not loadingmono then
    loadingmono=true
    LaunchMonoDataCollector()
  end
  while not monoSymbolList do sleep(10) end --monoSymbolList could be nil
  while not monoSymbolList.FullyLoaded do sleep(10) end
end
{$asm}
//PlayerInfoSave.set_ChefFlame - 48 89 5C 24 08        - mov [rsp+08],rbx
//GameAssembly.dll+132288C - 0F10 03               - movups xmm0,[rbx]
aobscanmodule(Flame_Get_AOB,GameAssembly.dll,FB 41 0D FF C6 05 * * * * 01 0F 10 03 8B 43 10) // should be unique
alloc(newmem,$1000,Flame_Get_AOB)

label(code)
label(return)
alloc(Flame_Temp,32)
registersymbol(Flame_Temp)

newmem:
  movups xmm0,[rbx]
  push ecx
  movups [Flame_Temp],xmm0  //New
  mov ecx,[rdi+1C]  //Current
  cmp dword ptr [Flame_Temp+C],ecx
  jg code
  movups xmm0,[rdi+38]

code:
  pop ecx
  mov eax,[rbx+10]
  jmp return

Flame_Get_AOB+0B:
  jmp newmem
  nop
return:
registersymbol(Flame_Get_AOB)

[DISABLE]

Flame_Get_AOB+0B:
  db 0F 10 03 8B 43 10

unregistersymbol(Flame_Get_AOB)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: GameAssembly.dll+132288C

PlayerInfoSave.set_ChefFlame: 48 89 5C 24 08        - mov [rsp+08],rbx
GameAssembly.dll+1322865: 57                    - push rdi
GameAssembly.dll+1322866: 48 83 EC 20           - sub rsp,20
GameAssembly.dll+132286A: 80 3D C9 11 31 03 00  - cmp byte ptr [GameAssembly.dll+4633A3A],00
GameAssembly.dll+1322871: 48 8B DA              - mov rbx,rdx
GameAssembly.dll+1322874: 48 8B F9              - mov rdi,rcx
GameAssembly.dll+1322877: 75 13                 - jne GameAssembly.dll+132288C
GameAssembly.dll+1322879: 48 8D 0D A8 B4 2C 03  - lea rcx,[GameAssembly.dll+45EDD28]
GameAssembly.dll+1322880: E8 FB 41 0D FF        - call GameAssembly.dll+3F6A80
GameAssembly.dll+1322885: C6 05 AE 11 31 03 01  - mov byte ptr [GameAssembly.dll+4633A3A],01
// ---------- INJECTING HERE ----------
GameAssembly.dll+132288C: 0F 10 03              - movups xmm0,[rbx]
// ---------- DONE INJECTING  ----------
GameAssembly.dll+132288F: 8B 43 10              - mov eax,[rbx+10]
GameAssembly.dll+1322892: 0F 11 47 38           - movups [rdi+38],xmm0
GameAssembly.dll+1322896: 89 47 48              - mov [rdi+48],eax
GameAssembly.dll+1322899: 48 8B 0D 88 B4 2C 03  - mov rcx,[GameAssembly.dll+45EDD28]
GameAssembly.dll+13228A0: F6 81 33 01 00 00 04  - test byte ptr [rcx+00000133],04
GameAssembly.dll+13228A7: 74 0E                 - je GameAssembly.dll+13228B7
GameAssembly.dll+13228A9: 83 B9 E0 00 00 00 00  - cmp dword ptr [rcx+000000E0],00
GameAssembly.dll+13228B0: 75 05                 - jne GameAssembly.dll+13228B7
GameAssembly.dll+13228B2: E8 29 64 05 FF        - call GameAssembly.il2cpp_runtime_class_init
GameAssembly.dll+13228B7: 33 C9                 - xor ecx,ecx
}
</AssemblerScript>
    </CheatEntry>
  </CheatEntries>
</CheatTable>
credit to colonel, i edited his gold never decreases script for the other currency
these codes don't work on any version ( 1.0.0.950 and 1.0.0.959 )
Try this, for v1.0.0.959 only.

Bei Never Decreases:

Code: Select all

{ Game   : DaveTheDiver.exe
  Version:
  Date   : 2023-07-05
  Author : Sianz

  This script does blah blah blah
}

define(address,"GameAssembly.dll"+1322ABC)
define(bytes,0F 10 03 8B 43 10)

[ENABLE]

assert(address,bytes)
alloc(newmem,$1000,"GameAssembly.dll"+1322ABC)

label(code return)
alloc(Bei_Temp,32)
registersymbol(Bei_Temp)

newmem:
  movups xmm0,[rbx]
  push ecx
  movups [Bei_Temp],xmm0  //New
  mov ecx,[rdi+30]  //Current
  cmp dword ptr [Bei_Temp+C],ecx
  jg code
  movups xmm0,[rdi+24]

code:
  pop ecx
  mov eax,[rbx+10]
  jmp return

address:
  jmp newmem
  nop
return:

[DISABLE]

address:
  db bytes
  // movups xmm0,[rbx]
  // mov eax,[rbx+10]

unregistersymbol(*)
dealloc(*)
Chef Flame Never Decreases:

Code: Select all

{ Game   : DaveTheDiver.exe
  Version:
  Date   : 2023-07-05
  Author : Sianz

  This script does blah blah blah
}

define(address,"GameAssembly.dll"+132288C)
define(bytes,0F 10 03 8B 43 10)

[ENABLE]

assert(address,bytes)
alloc(newmem,$1000,"GameAssembly.dll"+132288C)

label(code return)
alloc(Flame_Temp,32)
registersymbol(Flame_Temp)

newmem:
  movups xmm0,[rbx]
  push ecx
  movups [Flame_Temp],xmm0  //New
  mov ecx,[rdi+44]  //Current
  cmp dword ptr [Flame_Temp+C],ecx
  jg code
  movups xmm0,[rdi+38]

code:
  pop ecx
  mov eax,[rbx+10]
  jmp return

address:
  jmp newmem
  nop
return:

[DISABLE]

address:
  db bytes
  // movups xmm0,[rbx]
  // mov eax,[rbx+10]

unregistersymbol(*)
dealloc(*)
Impala wrote:
Tue Jul 04, 2023 6:15 pm
mov ecx,[rdi+1C] //Current
Bro, that's opcode for gold. You need to change it for bei and chef flame.

User avatar
Lord Blade
Expert Cheater
Expert Cheater
Posts: 1377
Joined: Thu Mar 09, 2017 7:52 am
Reputation: 132

Re: [Request] Dave The Diver

Post by Lord Blade »

So, for the Bei, I just cheated the win amount.

So went to the Arcade, selected the shell game.
Was on 10 Bei bet, and searched (4 byte) for 10. Then went to 50 bet, and searched 50. Got the value.
Changed it to 999,999 (doesn't show in game) and placed the bet, then won the game. Got 999,999 Bei (which is max).

User avatar
Sianz
Expert Cheater
Expert Cheater
Posts: 51
Joined: Sun May 07, 2023 12:13 pm
Reputation: 121

Re: [Request] Dave The Diver

Post by Sianz »

Lord Blade wrote:
Wed Jul 05, 2023 4:28 am
So, for the Bei, I just cheated the win amount.

So went to the Arcade, selected the shell game.
Was on 10 Bei bet, and searched (4 byte) for 10. Then went to 50 bet, and searched 50. Got the value.
Changed it to 999,999 (doesn't show in game) and placed the bet, then won the game. Got 999,999 Bei (which is max).
Nice.

I haven't unlock undersea town yet so can't test bei or try the arcade :cry:

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