The Settlers II 10th anniversary

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iMail
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The Settlers II 10th anniversary

Post by iMail »

Hi Guys,

is there anybody who has a table for the settlers II 10th anniversary edition or Vikings and the basic game?

I would like to have it :)

Schnitzelmaker
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Re: The Settlers II 10th anniversary

Post by Schnitzelmaker »

I have one for GOG Version.
It gives 500 Resources in Player Warehouses. But require to store the resource first before it will be set to 500.
Attachments
S2DNG.CT
(2.71 KiB) Downloaded 749 times

BoGart
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Re: The Settlers II 10th anniversary

Post by BoGart »

Do you have the same for s2dng_addon?

Schnitzelmaker
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Re: The Settlers II 10th anniversary

Post by Schnitzelmaker »

BoGart wrote:
Sun Jun 11, 2017 8:12 am
Do you have the same for s2dng_addon?
Unfortunately not, have only gog version which doesn't include the addon.

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Re: The Settlers II 10th anniversary

Post by BoGart »

Can somebody do it? =) Nostalgie..
Thanks in advance!

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Re: The Settlers II 10th anniversary

Post by BoGart »

up =)

GoldenCheats
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Re: The Settlers II 10th anniversary

Post by GoldenCheats »

Schnitzelmaker wrote:
Wed Jun 07, 2017 11:25 am
I have one for GOG Version.
It gives 500 Resources in Player Warehouses. But require to store the resource first before it will be set to 500.
I know this is a very old post and you might not remember but could you tell me how you made the script so I can try to replicate it for the addon

GoldenCheats
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Re: The Settlers II 10th anniversary

Post by GoldenCheats »

For anyone who reads this and might be able to help please do as below I will should where this script is editing the memory and comparing this from the base to the addon.
The reason for this is byte for byte in the memory array the games are the same, however changing where the script injects the cheats code should work as it'll replace and be removed fine, it doesn't work and will crash to desktop and I'm stumped.
If anyone has any ideas on what I could try please, let me know, I'll also put the script code up as, saving people downloading it.
The spoilers below will show the addresses above and below the injection point just to save space and then script for cheat itself at the end.

Base games memory, cheat disabled:
Spoiler
S2DNG.exe+2FAAB5 - 74 7F - je S2DNG.exe+2FAB36
S2DNG.exe+2FAAB7 - 8B 46 10 - mov eax,[esi+10]
S2DNG.exe+2FAABA - 8B 56 0C - mov edx,[esi+0C]
S2DNG.exe+2FAABD - 50 - push eax
Base games memory, cheat enabled:
Spoiler
S2DNG.exe+2FAAB5 - 74 7F - je S2DNG.exe+2FAB36
Res2 - E9 44558602 - jmp 02F60000
S2DNG.exe+2FAABC - 90 - nop
S2DNG.exe+2FAABD - 50 - push eax
Addon games memory, cheat disabled:
Spoiler
S2DNGWikinger.exe+309742 - 74 7F - je S2DNGWikinger.exe+3097C3
S2DNGWikinger.exe+309744 - 8B 46 10 - mov eax,[esi+10]
S2DNGWikinger.exe+309747 - 8B 56 0C - mov edx,[esi+0C]
S2DNGWikinger.exe+30974A - 50 - push eax
Addon games memory, cheat enabled:
Spoiler
S2DNGWikinger.exe+309742 - 74 7F - je S2DNGWikinger.exe+3097C3
Res2 - E9 B7682B08 - jmp 089C0000
S2DNGWikinger.exe+309749 - 90 - nop
S2DNGWikinger.exe+30974A - 50 - push eax
Cheat script:
Spoiler
[ENABLE]

aobscanmodule(Res2,S2DNG.exe,8B 46 10 8B 56 0C 50) // should be unique
alloc(newmem,$1000)

label(code)
label(return)

newmem:
mov eax, [esp]
cmp [eax+4], #0
jne code
mov [esi+10], #500
code:
mov eax,[esi+10]
mov edx,[esi+0C]
jmp return

Res2:
jmp newmem
nop
return:
registersymbol(Res2)

[DISABLE]

Res2:
db 8B 46 10 8B 56 0C

unregistersymbol(Res2)
dealloc(newmem)
Now yes I did edit where it says
aobscanmodule(Res2,S2DNG.exe,8B 46 10 8B 56 0C 50)
and changed it to
aobscanmodule(Res2,S2DNGWikinger.exe,8B 46 10 8B 56 0C 50)
and when done you can activate the script as shown but the moment you play the game and code takes effect it'll crash.

Yuri_RP
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Re: The Settlers II 10th anniversary

Post by Yuri_RP »

GoldenCheats wrote:
Tue May 02, 2023 10:56 am
For anyone who reads this and might be able to help please do as below I will should where this script is editing the memory and comparing this from the base to the addon.
The reason for this is byte for byte in the memory array the games are the same, however changing where the script injects the cheats code should work as it'll replace and be removed fine, it doesn't work and will crash to desktop and I'm stumped.
If anyone has any ideas on what I could try please, let me know, I'll also put the script code up as, saving people downloading it.
The spoilers below will show the addresses above and below the injection point just to save space and then script for cheat itself at the end.

Base games memory, cheat disabled:
Spoiler
S2DNG.exe+2FAAB5 - 74 7F - je S2DNG.exe+2FAB36
S2DNG.exe+2FAAB7 - 8B 46 10 - mov eax,[esi+10]
S2DNG.exe+2FAABA - 8B 56 0C - mov edx,[esi+0C]
S2DNG.exe+2FAABD - 50 - push eax
Base games memory, cheat enabled:
Spoiler
S2DNG.exe+2FAAB5 - 74 7F - je S2DNG.exe+2FAB36
Res2 - E9 44558602 - jmp 02F60000
S2DNG.exe+2FAABC - 90 - nop
S2DNG.exe+2FAABD - 50 - push eax
Addon games memory, cheat disabled:
Spoiler
S2DNGWikinger.exe+309742 - 74 7F - je S2DNGWikinger.exe+3097C3
S2DNGWikinger.exe+309744 - 8B 46 10 - mov eax,[esi+10]
S2DNGWikinger.exe+309747 - 8B 56 0C - mov edx,[esi+0C]
S2DNGWikinger.exe+30974A - 50 - push eax
Addon games memory, cheat enabled:
Spoiler
S2DNGWikinger.exe+309742 - 74 7F - je S2DNGWikinger.exe+3097C3
Res2 - E9 B7682B08 - jmp 089C0000
S2DNGWikinger.exe+309749 - 90 - nop
S2DNGWikinger.exe+30974A - 50 - push eax
Cheat script:
Spoiler
[ENABLE]

aobscanmodule(Res2,S2DNG.exe,8B 46 10 8B 56 0C 50) // should be unique
alloc(newmem,$1000)

label(code)
label(return)

newmem:
mov eax, [esp]
cmp [eax+4], #0
jne code
mov [esi+10], #500
code:
mov eax,[esi+10]
mov edx,[esi+0C]
jmp return

Res2:
jmp newmem
nop
return:
registersymbol(Res2)

[DISABLE]

Res2:
db 8B 46 10 8B 56 0C

unregistersymbol(Res2)
dealloc(newmem)
Now yes I did edit where it says
aobscanmodule(Res2,S2DNG.exe,8B 46 10 8B 56 0C 50)
and changed it to
aobscanmodule(Res2,S2DNGWikinger.exe,8B 46 10 8B 56 0C 50)
and when done you can activate the script as shown but the moment you play the game and code takes effect it'll crash.
I wonder if you got it to work on the Vikings Addon?
I happen to get ahold of the English Repack of the Viking Add-On.
Would love to make the code work for it.

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