[Req] Yakuza Kiwami
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- What is cheating?
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[Req] Yakuza Kiwami
Game Name: Yakuza Kiwami
Game Engine: Yakuza 0 engine
Game Version: v1.0
Options Required: Inf HP, Max Heat, Inf Money, Inf CP
Game/Steam Website: [Link]
Anything similar to the previous tables created for yakuza 0 would be fantastic! Thank you!
Game Engine: Yakuza 0 engine
Game Version: v1.0
Options Required: Inf HP, Max Heat, Inf Money, Inf CP
Game/Steam Website: [Link]
Anything similar to the previous tables created for yakuza 0 would be fantastic! Thank you!
Re: [Req] Yakuza Kiwami
And XP ... :/
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- What is cheating?
- Posts: 3
- Joined: Tue Feb 19, 2019 8:26 pm
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Re: [Req] Yakuza Kiwami
Yes exp as well. Much more important than in yakuza 0
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- Expert Cheater
- Posts: 157
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Re: [Req] Yakuza Kiwami
I can take a look when I get home from college, unless someone else beats me to it lol.
Re: [Req] Yakuza Kiwami
A very nice question , how can i disable your xxxking annoying avater below your post ?JessieKazama wrote: ↑Wed Feb 20, 2019 1:16 amI can take a look when I get home from college, unless someone else beats me to it lol.
Re: [Req] Yakuza Kiwami
Majorpancakes wrote: ↑Tue Feb 19, 2019 8:35 pmGame Name: Yakuza Kiwami
Game Engine: Yakuza 0 engine
Game Version: v1.0
Options Required: Inf HP, Max Heat, Inf Money, Inf CP
Game/Steam Website: [Link]
Anything similar to the previous tables created for yakuza 0 would be fantastic! Thank you!
Max極 , HP, That is the main important that every game must be
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- Expert Cheater
- Posts: 157
- Joined: Sun Nov 12, 2017 1:42 am
- Reputation: 253
Re: [Req] Yakuza Kiwami
lol it's my signature, only way it gets removed is it I turn it off I think.teinousi wrote: ↑Wed Feb 20, 2019 2:17 amA very nice question , how can i disable your xxxking annoying avater below your post ?JessieKazama wrote: ↑Wed Feb 20, 2019 1:16 amI can take a look when I get home from college, unless someone else beats me to it lol.
- fearless123456
- Expert Cheater
- Posts: 80
- Joined: Wed Jan 30, 2019 6:19 am
- Reputation: 94
Re: [Req] Yakuza Kiwami
Money + CP - will probably need to do more testing.
Spoiler
Code: Select all
<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
<CheatEntries>
<CheatEntry>
<ID>9</ID>
<Description>"Money"</Description>
<LastState/>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>{ Game : YakuzaKiwami.exe
Version:
Date : 2019-02-20
Author : 0
This script does blah blah blah
}
[ENABLE]
aobscanmodule(Money,YakuzaKiwami.exe,63 C2 48 8B 44 C1 08) // should be unique
alloc(newmem,$1000,"YakuzaKiwami.exe"+9044B3)
label(code)
label(return)
newmem:
mov [rcx+rax*8+08],#999999990
mov [rcx+rax*8+98],#99
code:
mov rax,[rcx+rax*8+08]
jmp return
Money+02:
jmp newmem
return:
registersymbol(Money)
[DISABLE]
Money+02:
db 48 8B 44 C1 08
unregistersymbol(Money)
dealloc(newmem)
{
// ORIGINAL CODE - INJECTION POINT: "YakuzaKiwami.exe"+9044B3
"YakuzaKiwami.exe"+90449E: CC - int 3
"YakuzaKiwami.exe"+90449F: CC - int 3
"YakuzaKiwami.exe"+9044A0: 48 63 C2 - movsxd rax,edx
"YakuzaKiwami.exe"+9044A3: 48 8B 84 C1 A8 C8 00 00 - mov rax,[rcx+rax*8+0000C8A8]
"YakuzaKiwami.exe"+9044AB: C3 - ret
"YakuzaKiwami.exe"+9044AC: CC - int 3
"YakuzaKiwami.exe"+9044AD: CC - int 3
"YakuzaKiwami.exe"+9044AE: CC - int 3
"YakuzaKiwami.exe"+9044AF: CC - int 3
"YakuzaKiwami.exe"+9044B0: 48 63 C2 - movsxd rax,edx
// ---------- INJECTING HERE ----------
"YakuzaKiwami.exe"+9044B3: 48 8B 44 C1 08 - mov rax,[rcx+rax*8+08]
// ---------- DONE INJECTING ----------
"YakuzaKiwami.exe"+9044B8: C3 - ret
"YakuzaKiwami.exe"+9044B9: CC - int 3
"YakuzaKiwami.exe"+9044BA: CC - int 3
"YakuzaKiwami.exe"+9044BB: CC - int 3
"YakuzaKiwami.exe"+9044BC: CC - int 3
"YakuzaKiwami.exe"+9044BD: CC - int 3
"YakuzaKiwami.exe"+9044BE: CC - int 3
"YakuzaKiwami.exe"+9044BF: CC - int 3
"YakuzaKiwami.exe"+9044C0: 48 81 C1 A0 C8 00 00 - add rcx,0000C8A0
"YakuzaKiwami.exe"+9044C7: E9 B4 FF FF FF - jmp YakuzaKiwami.exe+904480
}
</AssemblerScript>
</CheatEntry>
</CheatEntries>
</CheatTable>
- fearless123456
- Expert Cheater
- Posts: 80
- Joined: Wed Jan 30, 2019 6:19 am
- Reputation: 94
Re: [Req] Yakuza Kiwami
XP for Skill Points
Spoiler
Code: Select all
<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
<CheatEntries>
<CheatEntry>
<ID>28</ID>
<Description>"Xp"</Description>
<LastState/>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>{ Game : YakuzaKiwami.exe
Version:
Date : 2019-02-20
Author : 0
This script does blah blah blah
}
[ENABLE]
aobscanmodule(Xp,YakuzaKiwami.exe,48 63 C2 48 8B 44 C1 48) // should be unique
alloc(newmem,$1000,"YakuzaKiwami.exe"+903F20)
label(code)
label(return)
newmem:
code:
movsxd rax,edx
mov [rcx+rax*8+48],#999999
mov rax,[rcx+rax*8+48]
jmp return
Xp:
jmp newmem
nop
nop
nop
return:
registersymbol(Xp)
[DISABLE]
Xp:
db 48 63 C2 48 8B 44 C1 48
unregistersymbol(Xp)
dealloc(newmem)
{
// ORIGINAL CODE - INJECTION POINT: "YakuzaKiwami.exe"+903F20
"YakuzaKiwami.exe"+903F16: CC - int 3
"YakuzaKiwami.exe"+903F17: CC - int 3
"YakuzaKiwami.exe"+903F18: CC - int 3
"YakuzaKiwami.exe"+903F19: CC - int 3
"YakuzaKiwami.exe"+903F1A: CC - int 3
"YakuzaKiwami.exe"+903F1B: CC - int 3
"YakuzaKiwami.exe"+903F1C: CC - int 3
"YakuzaKiwami.exe"+903F1D: CC - int 3
"YakuzaKiwami.exe"+903F1E: CC - int 3
"YakuzaKiwami.exe"+903F1F: CC - int 3
// ---------- INJECTING HERE ----------
"YakuzaKiwami.exe"+903F20: 48 63 C2 - movsxd rax,edx
"YakuzaKiwami.exe"+903F23: 48 8B 44 C1 48 - mov rax,[rcx+rax*8+48]
// ---------- DONE INJECTING ----------
"YakuzaKiwami.exe"+903F28: C3 - ret
"YakuzaKiwami.exe"+903F29: CC - int 3
"YakuzaKiwami.exe"+903F2A: CC - int 3
"YakuzaKiwami.exe"+903F2B: CC - int 3
"YakuzaKiwami.exe"+903F2C: CC - int 3
"YakuzaKiwami.exe"+903F2D: CC - int 3
"YakuzaKiwami.exe"+903F2E: CC - int 3
"YakuzaKiwami.exe"+903F2F: CC - int 3
"YakuzaKiwami.exe"+903F30: 40 53 - push rbx
"YakuzaKiwami.exe"+903F32: 48 83 EC 20 - sub rsp,20
}
</AssemblerScript>
</CheatEntry>
</CheatEntries>
</CheatTable>
Re: [Req] Yakuza Kiwami
Well both of the tables above didnt do the trick. Still waiting on an XP hack if possible, since thats the only issue I face
- fearless123456
- Expert Cheater
- Posts: 80
- Joined: Wed Jan 30, 2019 6:19 am
- Reputation: 94
Re: [Req] Yakuza Kiwami
Max Extreme/Heat (I have increased the amount of heat you have - probably useful as some abilities extends the maximum heat you can have)
Spoiler
Code: Select all
<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
<CheatEntries>
<CheatEntry>
<ID>41</ID>
<Description>"Extreme"</Description>
<LastState/>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>{ Game : YakuzaKiwami.exe
Version:
Date : 2019-02-20
Author : 0
This script does blah blah blah
}
[ENABLE]
aobscanmodule(Extreme,YakuzaKiwami.exe,F3 0F 11 70 1C 0F 28 74 24 20) // should be unique
alloc(newmem,$1000,"YakuzaKiwami.exe"+47CAA2)
label(code)
label(return)
newmem:
code:
mov [rax+1C],(float)90000.0
jmp return
Extreme:
jmp newmem
return:
registersymbol(Extreme)
[DISABLE]
Extreme:
db F3 0F 11 70 1C
unregistersymbol(Extreme)
dealloc(newmem)
{
// ORIGINAL CODE - INJECTION POINT: "YakuzaKiwami.exe"+47CAA2
"YakuzaKiwami.exe"+47CA7E: CC - int 3
"YakuzaKiwami.exe"+47CA7F: CC - int 3
"YakuzaKiwami.exe"+47CA80: 48 83 EC 38 - sub rsp,38
"YakuzaKiwami.exe"+47CA84: 48 8B 0D 85 6C E1 00 - mov rcx,[YakuzaKiwami.exe+1293710]
"YakuzaKiwami.exe"+47CA8B: BA 01 00 00 00 - mov edx,00000001
"YakuzaKiwami.exe"+47CA90: 0F 29 74 24 20 - movaps [rsp+20],xmm6
"YakuzaKiwami.exe"+47CA95: 0F 28 F1 - movaps xmm6,xmm1
"YakuzaKiwami.exe"+47CA98: E8 B3 7A 48 00 - call YakuzaKiwami.exe+904550
"YakuzaKiwami.exe"+47CA9D: 48 85 C0 - test rax,rax
"YakuzaKiwami.exe"+47CAA0: 74 05 - je YakuzaKiwami.exe+47CAA7
// ---------- INJECTING HERE ----------
"YakuzaKiwami.exe"+47CAA2: F3 0F 11 70 1C - movss [rax+1C],xmm6
// ---------- DONE INJECTING ----------
"YakuzaKiwami.exe"+47CAA7: 0F 28 74 24 20 - movaps xmm6,[rsp+20]
"YakuzaKiwami.exe"+47CAAC: 48 83 C4 38 - add rsp,38
"YakuzaKiwami.exe"+47CAB0: C3 - ret
"YakuzaKiwami.exe"+47CAB1: CC - int 3
"YakuzaKiwami.exe"+47CAB2: CC - int 3
"YakuzaKiwami.exe"+47CAB3: CC - int 3
"YakuzaKiwami.exe"+47CAB4: CC - int 3
"YakuzaKiwami.exe"+47CAB5: CC - int 3
"YakuzaKiwami.exe"+47CAB6: CC - int 3
"YakuzaKiwami.exe"+47CAB7: CC - int 3
}
</AssemblerScript>
</CheatEntry>
</CheatEntries>
</CheatTable>
Last edited by fearless123456 on Wed Feb 20, 2019 11:11 pm, edited 1 time in total.
- fearless123456
- Expert Cheater
- Posts: 80
- Joined: Wed Jan 30, 2019 6:19 am
- Reputation: 94
Re: [Req] Yakuza Kiwami
God mode
Spoiler
Code: Select all
<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
<CheatEntries>
<CheatEntry>
<ID>46</ID>
<Description>"God"</Description>
<LastState/>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>{ Game : YakuzaKiwami.exe
Version:
Date : 2019-02-20
Author : 0
This script does blah blah blah
}
[ENABLE]
aobscanmodule(God3,YakuzaKiwami.exe,0F B7 40 16 66 0F 6E C0 0F 5B C0 0F) // should be unique
alloc(newmem,$1000,"YakuzaKiwami.exe"+2722BA)
label(code)
label(return)
newmem:
mov [rax+16],F000F000
code:
movzx eax,word ptr [rax+16]
movd xmm0,eax
jmp return
God3:
jmp newmem
nop
nop
nop
return:
registersymbol(God3)
[DISABLE]
God3:
db 0F B7 40 16 66 0F 6E C0
unregistersymbol(God3)
dealloc(newmem)
{
// ORIGINAL CODE - INJECTION POINT: "YakuzaKiwami.exe"+2722BA
"YakuzaKiwami.exe"+27228F: C7 43 18 00 00 00 00 - mov [rbx+18],00000000
"YakuzaKiwami.exe"+272296: F3 0F 10 4B 0C - movss xmm1,[rbx+0C]
"YakuzaKiwami.exe"+27229B: 44 03 C2 - add r8d,edx
"YakuzaKiwami.exe"+27229E: BA FF FF 00 00 - mov edx,0000FFFF
"YakuzaKiwami.exe"+2722A3: 44 3B C2 - cmp r8d,edx
"YakuzaKiwami.exe"+2722A6: 66 41 0F 42 D0 - cmovb dx,r8w
"YakuzaKiwami.exe"+2722AB: 0F B7 CA - movzx ecx,dx
"YakuzaKiwami.exe"+2722AE: 66 0F 6E F9 - movd xmm7,ecx
"YakuzaKiwami.exe"+2722B2: 0F 5B FF - cvtdq2ps xmm7,xmm7
"YakuzaKiwami.exe"+2722B5: F3 0F 11 7B 14 - movss [rbx+14],xmm7
// ---------- INJECTING HERE ----------
"YakuzaKiwami.exe"+2722BA: 0F B7 40 16 - movzx eax,word ptr [rax+16]
"YakuzaKiwami.exe"+2722BE: 66 0F 6E C0 - movd xmm0,eax
// ---------- DONE INJECTING ----------
"YakuzaKiwami.exe"+2722C2: 0F 5B C0 - cvtdq2ps xmm0,xmm0
"YakuzaKiwami.exe"+2722C5: 0F 2E C8 - ucomiss xmm1,xmm0
"YakuzaKiwami.exe"+2722C8: 7A 06 - jp YakuzaKiwami.exe+2722D0
"YakuzaKiwami.exe"+2722CA: 0F 84 9D 00 00 00 - je YakuzaKiwami.exe+27236D
"YakuzaKiwami.exe"+2722D0: 48 8B 03 - mov rax,[rbx]
"YakuzaKiwami.exe"+2722D3: 0F 29 74 24 30 - movaps [rsp+30],xmm6
"YakuzaKiwami.exe"+2722D8: F3 0F 5C C1 - subss xmm0,xmm1
"YakuzaKiwami.exe"+2722DC: 48 8B CB - mov rcx,rbx
"YakuzaKiwami.exe"+2722DF: 0F 28 F0 - movaps xmm6,xmm0
"YakuzaKiwami.exe"+2722E2: 66 0F 72 F6 01 - pslld xmm6,,01
}
</AssemblerScript>
</CheatEntry>
</CheatEntries>
</CheatTable>
Re: [Req] Yakuza Kiwami
@fearless123456 - How do you do the XP hack? It didnt work for me.
-
- What is cheating?
- Posts: 3
- Joined: Tue Feb 19, 2019 8:26 pm
- Reputation: 0
Re: [Req] Yakuza Kiwami
All the tables work fine for me. @halycyonic the xp table allows you to purchase abilities even at 0 xp. If that helps. I would combine them into one table if i knew how. Hopefully someone else will. Thanks Fearless!
- fearless123456
- Expert Cheater
- Posts: 80
- Joined: Wed Jan 30, 2019 6:19 am
- Reputation: 94
Re: [Req] Yakuza Kiwami
The XP script changes your actual XP and not the display XP bar. So even if your XP bar shows 0, the script should still allow you to purchase abilities.
To find the real XP address yourself: keep in mind that the game keeps track of the actual current XP, the XP bar, and the XP gained in the completion log.
An easier way to find it would be to load to a chapter one savegame. The completion log will show you the exact XP that you have gained so far, which should be the same value as you currently have (as you can't spend it until chapter two).
Keep scanning for the value (in 4 bytes) whenever you gain XP during the chapter. By the start of chapter two, you should have the above three addresses. Mess around with each of the addresses to see what happens to get to the actual current XP address.
To find the real XP address yourself: keep in mind that the game keeps track of the actual current XP, the XP bar, and the XP gained in the completion log.
An easier way to find it would be to load to a chapter one savegame. The completion log will show you the exact XP that you have gained so far, which should be the same value as you currently have (as you can't spend it until chapter two).
Keep scanning for the value (in 4 bytes) whenever you gain XP during the chapter. By the start of chapter two, you should have the above three addresses. Mess around with each of the addresses to see what happens to get to the actual current XP address.
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