Visions of Mana [Steam] [+46]

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DrummerIX
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Visions of Mana [Steam] [+46]

Post by DrummerIX »

I only had time to get some basic things with Lucre so far. I plan to spend more time with the game to add more within next few days and over the weekend for sure.

Options[+46]:
  • Activate Trainer
  • Activate Trainer 2.1 (Controls Lucre (Money) Ptr)
  • Activate Trainer 2.2 (Controls Gold Clover Ptr, ONLY ENABLE WHEN YOU HAVE SOME GOLD CLOVER)
  • Activate Trainer 2.3 (Controls Niccolo Coin Ptr, ONLY ENABLE WHEN YOU HAVE SOME NICCOLO COINS)
  • Activate Trainer 2.4 (Controls Grizzly Syrup Ptr, ONLY ENABLE WHEN YOU HAVE SOME GRIZZLY SYRUP)
  • Activate Trainer 3 (Controls EXP Ptr/Options)
  • Save Current Trainer Values
  • Load Current Trainer Values
  • Change Slot Config Description
  • Enable Damage Modifier Options (God Mode, One Hit Kill, etc.)
  • God Mode
  • Hero Damage Multiplier HP
  • Hero Healing Multiplier HP
  • Hero Cannot Die
  • One Hit Kill
  • Enemy Damage Multiplier HP
  • Enemy Healing Multiplier HP
  • Enable MP Damage Modifier Options (Infinite MP, etc.) (Requires HP Damage Mod To Be On)
  • Infinite MP
  • Hero Damage Multiplier HP
  • Hero Healing Multiplier HP
  • Always Max CS Gauge (Requires HP and MP Damage Mod To Be On) (Display Value Not Accurate, But Lets You Perform CS)
  • Lucre(Money) Multiplier (Enable After Loading Save/Starting New Game, Not At Title Menu)
  • Infinite Lucre(Money)
  • Lucre(Money) Gain Multiplier
  • Lucre(Money) Loss Multiplier
  • Gold Clover Multiplier (Enable After Loading Save/Starting New Game, Not At Title Menu)
  • Infinite Gold Clover
  • Gold Clover Gain Multiplier
  • Gold Clover Loss Multiplier
  • Niccolo Coin Multiplier (Enable After Loading Save/Starting New Game, Not At Title Menu)
  • Infinite Niccolo Coin
  • Niccolo Coin Gain Multiplier
  • Niccolo Coin Loss Multiplier
  • Grizzly Syrup Multiplier (Enable After Loading Save/Starting New Game, Not At Title Menu)
  • Infinite Grizzly Syrup
  • Grizzly Syrup Gain Multiplier
  • Grizzly Syrup Loss Multiplier
  • Party EXP Multiplier (Enable After Loading Save/Starting New Game, Not At Title Menu)
  • Party EXP Multiplier
  • Enable Item Multiplier (Loss and Gain / Set Items To Minimum Value) (Lucre Ptr Needs To Be Filled In)
  • Infinite Items
  • Set Items To Minimum Value
  • Item Gain Multiplier
  • Item Loss Multiplier
  • Infinite Jumps
  • Lucre (Money) (View Main Status Screen)
  • Gold Clover (View Main Status Screen)
  • Niccolo Coin (View Main Status Screen)
  • Grizzly Syrup (View Main Status Screen)
  • Party EXP


EDIT 1:

My first table didn't work on every start of the game, so I had to rework some things. It seems the last offset for Lucre might change also when you load the game, so in order for me to find the right pointer, I ask you to tell me your current Lucre (Money). This seems to work better for me now. I also added in some Item Gain/Loss options so far.

Please let me know if this still doesn't work for you.

EDIT 1.5:

Okay, maybe 3rd time is the charm hopefully. I was still getting issues having this work consistently across play sessions. I have attempted again to make it more stable. Please try this version and let me know. I removed the Item Multipliers for now as there appears to be bugs with it.

EDIT 1.75:

I added some things with Gold Clovers. This is now pretty stable between gaming sessions for me, but please let me know of any issues you have. I think this is all I can do tonight, but will work on this more when I can.

[*]Gold Clover Multiplier (Enable After Loading Save/Starting New Game, Not At Title Menu)
[*]Infinite Gold Clover
[*]Gold Clover Gain Multiplier
[*]Gold Clover Loss Multiplier
[*]Gold Clover (View Main Status Screen)

EDIT 2.0:

Okay, I redesigned some things again to try to grab correct pointers. I went back to asking you current values when you first start up the table to help me find the correct pointers. This time it seems to work better for me and at least one other person who is helping me test.

I progressed the game to get into battle and came up with Damage Modifier.

Please let me know of any issues.

EDIT 2.5:

There was an issue with Damage Modifier and I believe I put in a fix for it, but didn't extensively test it. Let me know of further issues if you see any. I found my first Niccolo Coin and added some options regarding that.

EDIT 3.0:

One more issue with Damage Modifier I found if you were not using God Mode, it still acted as though you had God Mode on, so I fixed that in this update and also added the last of the 4 special items on the status screen (Grizzly Syrup) options.

EDIT 3.25:

I attempted to put in an Infinite MP. This requires Damage Mod to be on and you have to take a hit for me to grab the right pointers for this to work. Display value seems to fluctuate some, but you can always cast magic I believe and when you press main menu screen, you have Max MP again.

EDIT 3.5:

I modified the Infinite MP to also be a multiplier if you wish to use it that way instead. I was also able to get a Party EXP multiplier going and a pointer to the Party EXP. Levels seem to go up and down when you battle when you change this value, but not sure about stats.

EDIT 4.0:

I redesigned Item options (Infinite Items, Gain/Loss Multiplier). It requires Lucre Pointer to be filled in. Let me know if you see any issues with it. I haven't tested it extensively, but it was working in general. View your items or buy/sell an item for it to pick up the pointer and apply the options you select. Refresh your item screen and you will see the Set Minimum Amount work on those you viewed.

EDIT 4.1:

I found an issue while testing the table from the beginning of the game. Having the new Item Multiplier was affecting Gold Clovers wrong. I have fixed this issue in this update.

EDIT 4.5:

This might be my last update. I don't have time to spend too much time hacking games anymore unfortunately. I fixed an issue with Party EXP Multiplier if you use too big of a multiplier and it causes you to go to level 0. I added Infinite Jumps (Thanks to Send for help getting this option). I added an option to Always Max CS Gauge. It requires both HP and MP Damage Mod to be on and also for you to get hit at least once per map (loading screen). It seems to be somewhat buggy, but you can execute CS more times than with it off. Keep pressing LT and doing hits and I think it usually works.

EDIT 5.0:

I fixed Party EXP Multiplier in this update. Everything else seemed to work for me, but let me know if something else isn't working.

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
Attachments
Visions of Mana.CT
EDIT 5.0 file (fix Party EXP Multiplier)
(88.22 KiB) Downloaded 708 times
Visions of Mana.CT
EDIT 4.5 file (+46)
(88.34 KiB) Downloaded 2080 times
Visions of Mana.CT
EDIT 4.1 file (+44)
(85.67 KiB) Downloaded 1082 times
Visions of Mana.CT
EDIT 3.5 file (+39)
(75.91 KiB) Downloaded 238 times
Visions of Mana.CT
EDIT 3.25 file (+33)
(65.06 KiB) Downloaded 444 times
Visions of Mana.CT
EDIT 3.0 file (+32)
(63.45 KiB) Downloaded 158 times
Visions of Mana.CT
EDIT 2.5 file (+27)
(55.51 KiB) Downloaded 108 times
Visions of Mana.CT
EDIT 2.0 file (+22)
(47.89 KiB) Downloaded 100 times
Visions of Mana.CT
EDIT 1.75 file (+14)
(39.28 KiB) Downloaded 278 times
Visions of Mana.CT
EDIT 1.5 file (+9)
(35.03 KiB) Downloaded 94 times
Last edited by DrummerIX on Tue Sep 24, 2024 3:34 am, edited 12 times in total.

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Re: Visions of Mana [Steam] [+9]

Post by DrummerIX »

I realize my table is not functioning all the time. Working on a fix.

jrpglover
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Re: Visions of Mana [Steam] [+9]

Post by jrpglover »

Yay, thank for your fast work as usual!

If possible I'd love to see EP and all ability/skills seeds sometime in the future please :).

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Re: Visions of Mana [Steam] [+12]

Post by DrummerIX »

EDIT 1:

My first table didn't work on every start of the game, so I had to rework some things. It seems the last offset for Lucre might change also when you load the game, so in order for me to find the right pointer, I ask you to tell me your current Lucre (Money). This seems to work better for me now. I also added in some Item Gain/Loss options so far.

Please let me know if this still doesn't work for you.

DrummerIX
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Re: Visions of Mana [Steam] [+9]

Post by DrummerIX »

EDIT 1.5:

Okay, maybe 3rd time is the charm hopefully. I was still getting issues having this work consistently across play sessions. I have attempted again to make it more stable. Please try this version and let me know. I removed the Item Multipliers for now as there appears to be bugs with it.

DrummerIX
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Re: Visions of Mana [Steam] [+14]

Post by DrummerIX »

EDIT 1.75:

I added some things with Gold Clovers. This is now pretty stable between gaming sessions for me, but please let me know of any issues you have. I think this is all I can do tonight, but will work on this more when I can.

[*]Gold Clover Multiplier (Enable After Loading Save/Starting New Game, Not At Title Menu)
[*]Infinite Gold Clover
[*]Gold Clover Gain Multiplier
[*]Gold Clover Loss Multiplier
[*]Gold Clover (View Main Status Screen)

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gunbalde60
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Re: Visions of Mana [Steam] [+14]

Post by gunbalde60 »

Wow lots of progress already. CT always full and MP please!

Thanks a lot for the table.

glyth
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Re: Visions of Mana [Steam] [+14]

Post by glyth »

+1 no cool downs and ct always full

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Re: Visions of Mana [Steam] [+22]

Post by DrummerIX »

EDIT 2.0:

Okay, I redesigned some things again to try to grab correct pointers. I went back to asking you current values when you first start up the table to help me find the correct pointers. This time it seems to work better for me and at least one other person who is helping me test.

I progressed the game to get into battle and came up with Damage Modifier.

Please let me know of any issues.

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Re: Visions of Mana [Steam] [+22]

Post by Carriva »

Thanks you DrummerIX

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Re: Visions of Mana [Steam] [+22]

Post by 0xFFF »

Not sure if it'll help. But in the meantime, while waiting for (or to supplement) the item multiplier option, here's a rough table that allows editing of items, with some guidance of the pointers from testi's table. Use in-game's "Sort: old" (so "Sort: default" is shown at the prompt below) where possible to figure out which item is which. That sort puts newest items last, which mostly corresponds to how the items are ordered in memory.


The table
(Merged with Tuuuup's table)


If you can figure out which item is which (eg. using the sorting method), you can currently do the following with this table:
- Edit Consumables and their amounts (On-Hand, Enhancements, Key Items)
- Edit Currencies (Lucre, Gold Clover, Niccolo Coin, Grizzly Syrup), usually found within the first few entries among the consumables
- Edit Materials and their amounts (eg. monster cores)
- Edit Ability Seeds eg. replacing existing ones with others so you have more copies of one or the other
- Edit Weapons/Armor (not quite useful for now unless you somehow know the IDs in advance)


Perhaps due to my lack of expertise, but as to why the items aren't easily identifiable:

It would seem that the currencies here are mixed in with specifically the on-hand, enhancements, and key items. Eg. If you obtained your first Gold Clover/Niccolo Coin/Grizzly Syrup after obtaining other consumables like Faerie Acorn, those currencies would be in a later "slot" so to speak (which messes with the offsets). Conveniently, Lucre usually shows up first in those items, so at least there's that.

So in my game, here's how in might look like (up to Grizzly Syrup):
Image

It also doesn't help that the item IDs seemingly randomize between unique playthroughs and upon quitting, yet do persist if loading between saves of the same playthrough.


Edit: Clarified the sorting bit.
Edit2: Listed table features.
Edit3: Screenshot example of the item layout.
Edit4: Table v1.1 - Increased item slots for most types, and minor fix (does not affect table functionality):
Consumables - 40 -> 50
Materials - 60 -> 100
Ability Seeds - 60 -> 150
Weapons - 60 -> 100
Armor - 50 (no change)
Edit5: Merged with Tuuuup!'s table, further increased item slots (should last till post-game and beyond now):
Consumables - 50 -> 60
Materials - 100 -> 200
Ability Seeds - 150 -> 300
Weapons - 100 -> 180
Armor - 50 -> 60


Past versions:
VisionsofMana-Win64-Shipping_Items-v1.1.ct
v1.1: Increased item slots for most types
(1011.82 KiB) Downloaded 267 times
VisionsofMana-Win64-Shipping_Items.ct
(563.24 KiB) Downloaded 173 times
Last edited by 0xFFF on Thu Sep 19, 2024 11:08 am, edited 5 times in total.

DrummerIX
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Re: Visions of Mana [Steam] [+27]

Post by DrummerIX »

EDIT 2.5:

There was an issue with Damage Modifier and I believe I put in a fix for it, but didn't extensively test it. Let me know of further issues if you see any. I found my first Niccolo Coin and added some options regarding that.

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Re: Visions of Mana [Steam] [+27]

Post by jordanclock »

This might be a bit outside of the usual options for a table, but I found a method of locking the framerate cap so it doesn't drop to 30 during cutscenes.

These two addresses for floats seem to be used to determine the current framerate cap:

Code: Select all

11BD6C28
11BD6C2C
I'm a dumb dumb so I don't know if the addresses will be different on other machines (they're always the same for me), but I assume they'll differ. In case they are different, I've done a scan for this AOB and then offset by 82 and 86.

Code: Select all

79 00 2E 00 49 00 6E 00 63 00 72 00 65 00 6D 00 65 00 6E 00 74 00 61 00 6C 00 47 00 43 00 54 00 69 00 6D 00 65 00 50 00 65 00 72 00 46 00 72 00 61 00 6D 00 65
I haven't run into any issues using this method to lock the framerate cap, unlike a lot of the other workarounds I've seen, like setting the INI to fixed framerate or mods made for the demo.

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Re: Visions of Mana [Steam] [+22]

Post by Riesz »

0xFFF wrote:
Fri Aug 30, 2024 8:04 pm
Not sure if it'll help. But in the meantime, while waiting for (or to supplement) the item multiplier option, here's a rough table that allows editing of items, with some guidance of the pointers from testi's table. Use "Sort: default" where possible to figure out which item is which. That sort (at the time of this post) seems to put the newest items last, which mostly corresponds to how the items are ordered in memory.


VisionsofMana-Win64-Shipping_Items.ct


Perhaps due to my lack of expertise, but as to why the items aren't easily identifiable:

It would seem that the currencies here are mixed in with specifically the on-hand, enhancements, and key items. Eg. If you obtained your first Gold Clover/Niccolo Coin/Grizzly Syrup after obtaining other consumables like Faerie Acorn, those currencies would be in a later "slot" so to speak (which messes with the offsets). Conveniently, Lucre usually shows up first in those items, so at least there's that.

It also doesn't help that the item IDs seemingly randomize between unique playthroughs and upon quitting, yet do persist if loading between saves of the same playthrough.
Thanks for this. Hopefully later it'll be possible to generate some of the preorder bonus items like Val's Blade.

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Re: Visions of Mana [Steam] [+22]

Post by glyth »

Riesz wrote:
Fri Aug 30, 2024 9:19 pm
0xFFF wrote:
Fri Aug 30, 2024 8:04 pm
Not sure if it'll help. But in the meantime, while waiting for (or to supplement) the item multiplier option, here's a rough table that allows editing of items, with some guidance of the pointers from testi's table. Use "Sort: default" where possible to figure out which item is which. That sort (at the time of this post) seems to put the newest items last, which mostly corresponds to how the items are ordered in memory.


VisionsofMana-Win64-Shipping_Items.ct


Perhaps due to my lack of expertise, but as to why the items aren't easily identifiable:

It would seem that the currencies here are mixed in with specifically the on-hand, enhancements, and key items. Eg. If you obtained your first Gold Clover/Niccolo Coin/Grizzly Syrup after obtaining other consumables like Faerie Acorn, those currencies would be in a later "slot" so to speak (which messes with the offsets). Conveniently, Lucre usually shows up first in those items, so at least there's that.

It also doesn't help that the item IDs seemingly randomize between unique playthroughs and upon quitting, yet do persist if loading between saves of the same playthrough.
Thanks for this. Hopefully later it'll be possible to generate some of the preorder bonus items like Val's Blade.
vals blade wasent that good

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