Upload your cheat tables here (No requests)
DrummerIX
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Posts: 3228 Joined: Wed Mar 22, 2017 6:15 pm
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by DrummerIX » Fri Aug 04, 2017 8:27 pm
tontsa00 wrote: ↑ Fri Aug 04, 2017 7:17 pm
New "EDIT8" didn't change anything for me, character editor and "Exp Multiplier Level 99 One Battle" still doesn't work, you sure you fixed those ? Or did game got new update
Also i've found this :
[Link]
Managed to lvl my characters with this to lvl 99 since that table didn't work for me.
The game update broke that option and I didn't notice. It's fixed now, but the table contains a LUA script that you must say Yes to run or the option won't work.
How to use this cheat table?
Install Cheat Engine
Double-click the .CT file in order to open it.
Click the PC icon in Cheat Engine in order to select the game process.
Keep the list.
Activate the trainer options by checking boxes or setting values from 0 to 1
tontsa00
Expert Cheater
Posts: 338 Joined: Wed Mar 08, 2017 5:17 am
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by tontsa00 » Fri Aug 04, 2017 8:35 pm
Did you fix character editor, or can you please explain how to use it since i'm only seeing ??? question marks all the time with all party members and nothing changes.
DrummerIX
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Posts: 3228 Joined: Wed Mar 22, 2017 6:15 pm
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by DrummerIX » Fri Aug 04, 2017 9:05 pm
tontsa00 wrote: ↑ Fri Aug 04, 2017 8:35 pm
Did you fix character editor, or can you please explain how to use it since i'm only seeing ??? question marks all the time with all party members and nothing changes.
It was working for me. You may have to view your status menu after enabling the game and let it grab pointers, but it's was working fine for me.
jameshendricks1969
What is cheating?
Posts: 2 Joined: Fri Aug 04, 2017 9:22 pm
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by jameshendricks1969 » Fri Aug 04, 2017 9:24 pm
Using the bonding points cheats can cause you to be unable to advance the story. I used them to complete all three bonding events on April 18th in the same day. This caused the game to not allow me to unlock the Old Schoolhouse building in "Old Schoolhouse Mystery." Starting a new game and not using the bonding points cheats fixed it and allowed me to unlock the building to advance the story.
DrummerIX
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Posts: 3228 Joined: Wed Mar 22, 2017 6:15 pm
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by DrummerIX » Fri Aug 04, 2017 9:27 pm
thorrent17102 wrote: ↑ Fri Aug 04, 2017 7:44 pm
DrummerIX wrote: ↑ Fri Aug 04, 2017 7:01 pm
thorrent17102 wrote: ↑ Fri Aug 04, 2017 5:36 pm
Thanks for the cheat table!
But the Bond Point is not working anymore.
Do you have a save game you can PM me where it doesn't work. I've been busy finding things and haven't played the game much past April 18 in game.
Here's the
[Link] .
Also, I did watch some tutorial videos on Youtube on how to make cheat tables and managed find the address and make one that works on my game:
[Link] .
Thanks for this. I made a slight change to the Bonding Points pointer based on your save file. It should be more stable. It worked with your save file.
tontsa00
Expert Cheater
Posts: 338 Joined: Wed Mar 08, 2017 5:17 am
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Post
by tontsa00 » Fri Aug 04, 2017 10:30 pm
Is it possible to add "max link lvl" to table ?
jameshendricks1969
What is cheating?
Posts: 2 Joined: Fri Aug 04, 2017 9:22 pm
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Post
by jameshendricks1969 » Fri Aug 04, 2017 10:59 pm
For those like me who just wanted to use bonding points cheats (so you don't have to play through the game twice) and no other cheats, the solution is this New Game+ save file: [Link]
Put it in your saved games folder in C:\Users\(Username)\Saved Games\FALCOM\ed8
The saved game won't have a thumbnail but it will load if you load save slot 23. The game will allow you to spend 5 points on various options; max bonding points costs 4 points. Spending just these 4 points will make it as if you're starting a new game from scratch without saved stats from a previous playthrough, but with enough bonding points to complete every bonding event.
DrummerIX
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Posts: 3228 Joined: Wed Mar 22, 2017 6:15 pm
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by DrummerIX » Fri Aug 04, 2017 11:49 pm
jameshendricks1969 wrote: ↑ Fri Aug 04, 2017 10:59 pm
For those like me who just wanted to use bonding points cheats (so you don't have to play through the game twice) and no other cheats, the solution is this New Game+ save file:
[Link]
Put it in your saved games folder in C:\Users\(Username)\Saved Games\FALCOM\ed8
The saved game won't have a thumbnail but it will load if you load save slot 23. The game will allow you to spend 5 points on various options; max bonding points costs 4 points. Spending just these 4 points will make it as if you're starting a new game from scratch without saved stats from a previous playthrough, but with enough bonding points to complete every bonding event.
Thanks for this, but I was able to advance to the old school house and I did all 3 bonding events that day also. Maybe I changed my max points to 3 and used them up, but I didn't encounter any issues on my playthrough.
TheByteSize
Expert Cheater
Posts: 293 Joined: Sat Mar 04, 2017 7:28 am
Reputation: 236
Post
by TheByteSize » Sat Aug 05, 2017 1:22 am
Here Link EXP Multiplier for Event and Event Item.
oops, fixed line:
replaced: imul ebx,#10
with: imul ebx,[linkMult]
Code: Select all
<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
<CheatEntries>
<CheatEntry>
<ID>4243</ID>
<Description>"Fast Link EXP Event n Event Item"</Description>
<Options moHideChildren="1"/>
<LastState Activated="1"/>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>[ENABLE]
aobscanmodule(ToCS_Fast_Link_AOB,ed8.exe,01 9C 8E 04 05 00 00) // should be unique
registersymbol(ToCS_Fast_Link_AOB)
alloc(newmem,$1000)
label(code)
label(return)
label(linkMult)
registersymbol(linkMult)
newmem:
imul ebx,[linkMult]
code:
add [esi+ecx*4+00000504],ebx
jmp return
linkMult:
dd #5
ToCS_Fast_Link_AOB:
jmp newmem
nop
nop
return:
[DISABLE]
ToCS_Fast_Link_AOB:
db 01 9C 8E 04 05 00 00
unregistersymbol(ToCS_Fast_Link_AOB)
unregistersymbol(linkMult)
dealloc(newmem)
{
// ORIGINAL CODE - INJECTION POINT: "ed8.exe"+275E3A
"ed8.exe"+275E23: 5B - pop ebx
"ed8.exe"+275E24: 8B E5 - mov esp,ebp
"ed8.exe"+275E26: 5D - pop ebp
"ed8.exe"+275E27: C2 14 00 - ret 0014
"ed8.exe"+275E2A: 0F B7 D3 - movzx edx,bx
"ed8.exe"+275E2D: 8B 5D 10 - mov ebx,[ebp+10]
"ed8.exe"+275E30: 8B CA - mov ecx,edx
"ed8.exe"+275E32: 0F B7 FF - movzx edi,di
"ed8.exe"+275E35: C1 E1 04 - shl ecx,04
"ed8.exe"+275E38: 03 CF - add ecx,edi
// ---------- INJECTING HERE ----------
"ed8.exe"+275E3A: 01 9C 8E 04 05 00 00 - add [esi+ecx*4+00000504],ebx
// ---------- DONE INJECTING ----------
"ed8.exe"+275E41: 89 7D 14 - mov [ebp+14],edi
"ed8.exe"+275E44: C1 E7 04 - shl edi,04
"ed8.exe"+275E47: 03 FA - add edi,edx
"ed8.exe"+275E49: 01 9C BE 04 05 00 00 - add [esi+edi*4+00000504],ebx
"ed8.exe"+275E50: 83 C2 04 - add edx,04
"ed8.exe"+275E53: C1 E2 04 - shl edx,04
"ed8.exe"+275E56: 03 55 14 - add edx,[ebp+14]
"ed8.exe"+275E59: 8D 8C 8E 04 05 00 00 - lea ecx,[esi+ecx*4+00000504]
"ed8.exe"+275E60: 8D BC BE 04 05 00 00 - lea edi,[esi+edi*4+00000504]
"ed8.exe"+275E67: 8B 34 96 - mov esi,[esi+edx*4]
}
</AssemblerScript>
<CheatEntries>
<CheatEntry>
<ID>4244</ID>
<Description>"Link EXP Multiplier"</Description>
<LastState Value="5" RealAddress="0192000F"/>
<VariableType>Byte</VariableType>
<Address>linkMult</Address>
</CheatEntry>
</CheatEntries>
</CheatEntry>
</CheatEntries>
</CheatTable>
Last edited by
TheByteSize on Sat Aug 05, 2017 11:05 am, edited 2 times in total.
thorrent17102
What is cheating?
Posts: 4 Joined: Fri Aug 04, 2017 5:35 pm
Reputation: 0
Post
by thorrent17102 » Sat Aug 05, 2017 1:48 am
It would be nice if we could unlock costumes. I heard it only unlocks on NG+.
thorrent17102
What is cheating?
Posts: 4 Joined: Fri Aug 04, 2017 5:35 pm
Reputation: 0
Post
by thorrent17102 » Sat Aug 05, 2017 2:21 am
I figured out a way to unlock costumes using the inventory editor. Apparently, they are normal inventory items.
Here's the list of costumes I have found so far:
Item ID - Costume name
800 - Class VII Uniform - [Unlocked by default]
801 - Thors Summer Uniform - [Add 9 of these to unlock for everyone]
802 - Academy Swimsuit - [Add 9 of these to unlock for everyone]
803 - Stage Outfit - [Add 9 of these to unlock for everyone]
805 - Rean Awakened (Dev Use)
806 - Rean - Long Sleeves (Dev Use)
807 - Rean's Pajamas
808 - Rean's shirt
809 - Rean's Sleevless shirt
820 - Alissa's Lacrosse Wear
972 - Emma's Pajamas
997 - Jusius' Pajamas
925 - Gaius' Traditional Garb
TheByteSize
Expert Cheater
Posts: 293 Joined: Sat Mar 04, 2017 7:28 am
Reputation: 236
Post
by TheByteSize » Sat Aug 05, 2017 5:37 am
Bonding Point remain >=1.
If for some reason you want the Bodning Point to not decrease at all, you can remove the following two lines from the code.
Code: Select all
<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
<CheatEntries>
<CheatEntry>
<ID>4257</ID>
<Description>"Bonding Remain >=1"</Description>
<LastState Activated="1"/>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>[ENABLE]
aobscanmodule(ToCS_BondingEQG1_AOB,ed8.exe,89 94 81 0C 16 00 00) // should be unique
alloc(newmem,$1000)
label(code)
label(return)
newmem:
cmp edx,#1
jge code
cmp eax,#9
je return
code:
mov [ecx+eax*4+0000160C],edx
jmp return
ToCS_BondingEQG1_AOB:
jmp newmem
nop
nop
return:
registersymbol(ToCS_BondingEQG1_AOB)
[DISABLE]
ToCS_BondingEQG1_AOB:
db 89 94 81 0C 16 00 00
unregistersymbol(ToCS_BondingEQG1_AOB)
dealloc(newmem)
{
// ORIGINAL CODE - INJECTION POINT: "ed8.exe"+1D069E
"ed8.exe"+1D068C: CC - int 3
"ed8.exe"+1D068D: CC - int 3
"ed8.exe"+1D068E: CC - int 3
"ed8.exe"+1D068F: CC - int 3
"ed8.exe"+1D0690: 55 - push ebp
"ed8.exe"+1D0691: 8B EC - mov ebp,esp
"ed8.exe"+1D0693: 8B 45 08 - mov eax,[ebp+08]
"ed8.exe"+1D0696: 83 F8 40 - cmp eax,40
"ed8.exe"+1D0699: 73 0A - jae ed8.exe+1D06A5
"ed8.exe"+1D069B: 8B 55 0C - mov edx,[ebp+0C]
// ---------- INJECTING HERE ----------
"ed8.exe"+1D069E: 89 94 81 0C 16 00 00 - mov [ecx+eax*4+0000160C],edx
// ---------- DONE INJECTING ----------
"ed8.exe"+1D06A5: 5D - pop ebp
"ed8.exe"+1D06A6: C2 08 00 - ret 0008
"ed8.exe"+1D06A9: CC - int 3
"ed8.exe"+1D06AA: CC - int 3
"ed8.exe"+1D06AB: CC - int 3
"ed8.exe"+1D06AC: CC - int 3
"ed8.exe"+1D06AD: CC - int 3
"ed8.exe"+1D06AE: CC - int 3
"ed8.exe"+1D06AF: CC - int 3
"ed8.exe"+1D06B0: 55 - push ebp
}
</AssemblerScript>
</CheatEntry>
</CheatEntries>
</CheatTable>
TheByteSize
Expert Cheater
Posts: 293 Joined: Sat Mar 04, 2017 7:28 am
Reputation: 236
Post
by TheByteSize » Sat Aug 05, 2017 6:20 am
Infinite Fishing Attempt and Fast Angler Point Gain
Code: Select all
<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
<CheatEntries>
<CheatEntry>
<ID>4259</ID>
<Description>"Inf Fishing Attempts"</Description>
<LastState Activated="1"/>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>
[ENABLE]
aobscanmodule(ToCS_Inf_Fishing_AOB,ed8.exe,49 0F 98 C2 4A) // should be unique
alloc(newmem,$1000)
label(code)
label(return)
newmem:
code:
//dec ecx
sets dl
dec edx
jmp return
ToCS_Inf_Fishing_AOB:
jmp newmem
return:
registersymbol(ToCS_Inf_Fishing_AOB)
[DISABLE]
ToCS_Inf_Fishing_AOB:
db 49 0F 98 C2 4A
unregistersymbol(ToCS_Inf_Fishing_AOB)
dealloc(newmem)
{
// ORIGINAL CODE - INJECTION POINT: "ed8.exe"+200829
"ed8.exe"+200808: 7A 0A - jp ed8.exe+200814
"ed8.exe"+20080A: DD D9 - fstp st(1)
"ed8.exe"+20080C: D9 9E B0 01 00 00 - fstp dword ptr [esi+000001B0]
"ed8.exe"+200812: EB 1F - jmp ed8.exe+200833
"ed8.exe"+200814: DD D8 - fstp st(0)
"ed8.exe"+200816: D9 9E B0 01 00 00 - fstp dword ptr [esi+000001B0]
"ed8.exe"+20081C: EB 15 - jmp ed8.exe+200833
"ed8.exe"+20081E: 8B 86 98 01 00 00 - mov eax,[esi+00000198]
"ed8.exe"+200824: 0F BF 08 - movsx ecx,word ptr [eax]
"ed8.exe"+200827: 33 D2 - xor edx,edx
// ---------- INJECTING HERE ----------
"ed8.exe"+200829: 49 - dec ecx
"ed8.exe"+20082A: 0F 98 C2 - sets dl
"ed8.exe"+20082D: 4A - dec edx
// ---------- DONE INJECTING ----------
"ed8.exe"+20082E: 23 CA - and ecx,edx
"ed8.exe"+200830: 66 89 08 - mov [eax],cx
"ed8.exe"+200833: 83 7D 08 01 - cmp dword ptr [ebp+08],01
"ed8.exe"+200837: 66 C7 86 AC 01 00 00 00 00 - mov word ptr [esi+000001AC],0000
"ed8.exe"+200840: 0F 85 36 01 00 00 - jne ed8.exe+20097C
"ed8.exe"+200846: 8B 86 98 01 00 00 - mov eax,[esi+00000198]
"ed8.exe"+20084C: 8B 48 04 - mov ecx,[eax+04]
"ed8.exe"+20084F: 41 - inc ecx
"ed8.exe"+200850: 81 F9 9F 86 01 00 - cmp ecx,0001869F
"ed8.exe"+200856: 76 05 - jna ed8.exe+20085D
}
</AssemblerScript>
</CheatEntry>
<CheatEntry>
<ID>4260</ID>
<Description>"Fast Angler Points x100"</Description>
<LastState Activated="1"/>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>[ENABLE]
aobscanmodule(ToCS_Fast_AnglerP_AOB,ed8.exe,8B 81 74 92 12 00) // should be unique
alloc(newmem,$1000)
label(code)
label(return)
newmem:
mov edx,[ebp+08]
imul edx,#100
mov [ebp+08],edx
code:
mov eax,[ecx+00129274]
jmp return
ToCS_Fast_AnglerP_AOB:
jmp newmem
nop
return:
registersymbol(ToCS_Fast_AnglerP_AOB)
[DISABLE]
ToCS_Fast_AnglerP_AOB:
db 8B 81 74 92 12 00
unregistersymbol(ToCS_Fast_AnglerP_AOB)
dealloc(newmem)
{
// ORIGINAL CODE - INJECTION POINT: "ed8.exe"+1EE599
"ed8.exe"+1EE587: 5D - pop ebp
"ed8.exe"+1EE588: C2 04 00 - ret 0004
"ed8.exe"+1EE58B: CC - int 3
"ed8.exe"+1EE58C: CC - int 3
"ed8.exe"+1EE58D: CC - int 3
"ed8.exe"+1EE58E: CC - int 3
"ed8.exe"+1EE58F: CC - int 3
"ed8.exe"+1EE590: 55 - push ebp
"ed8.exe"+1EE591: 8B EC - mov ebp,esp
"ed8.exe"+1EE593: 8B 0D 18 93 C6 00 - mov ecx,[ed8.exe+869318]
// ---------- INJECTING HERE ----------
"ed8.exe"+1EE599: 8B 81 74 92 12 00 - mov eax,[ecx+00129274]
// ---------- DONE INJECTING ----------
"ed8.exe"+1EE59F: 8B 55 08 - mov edx,[ebp+08]
"ed8.exe"+1EE5A2: 03 C2 - add eax,edx
"ed8.exe"+1EE5A4: 3D 7F 96 98 00 - cmp eax,ed8.exe+58967F
"ed8.exe"+1EE5A9: 76 05 - jna ed8.exe+1EE5B0
"ed8.exe"+1EE5AB: B8 7F 96 98 00 - mov eax,ed8.exe+58967F
"ed8.exe"+1EE5B0: 89 81 74 92 12 00 - mov [ecx+00129274],eax
"ed8.exe"+1EE5B6: 8B 0D 18 93 C6 00 - mov ecx,[ed8.exe+869318]
"ed8.exe"+1EE5BC: 8B 81 78 92 12 00 - mov eax,[ecx+00129278]
"ed8.exe"+1EE5C2: 03 C2 - add eax,edx
"ed8.exe"+1EE5C4: 3D 7F 96 98 00 - cmp eax,ed8.exe+58967F
}
</AssemblerScript>
</CheatEntry>
</CheatEntries>
</CheatTable>
Blanketghost
Expert Cheater
Posts: 74 Joined: Fri Mar 03, 2017 5:34 am
Reputation: 5
Post
by Blanketghost » Sat Aug 05, 2017 7:17 am
May I suggest a feature to be put in Inventory Editor, to highlight the last selected item, would be easier then to edit slots directly as of now.