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GamerCare
Table Makers
Posts: 255 Joined: Wed Jun 12, 2019 12:14 am
Reputation: 513
Post
by GamerCare » Tue Jun 25, 2019 11:20 pm
Cheats:
- Godmode
- Gold Coin
- EXP
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
Attachments
Zengeon.CT
(57.36 KiB) Downloaded 286 times
TroliusMaximus
Expert Cheater
Posts: 204 Joined: Thu May 25, 2017 3:10 pm
Reputation: 21
Post
by TroliusMaximus » Thu Jun 27, 2019 12:04 am
CHARACTER / CONTENT UNLOCKER , please.
...Cannot play these games unless I can use
the character that >>I<< want to play as
Rysefox
Table Makers
Posts: 862 Joined: Sat Jun 23, 2018 3:32 pm
Reputation: 918
Post
by Rysefox » Thu Jun 27, 2019 12:09 am
Copy paste in a text document and save as .ct
Speed Modifier:
Code: Select all
<?xml version="1.0" encoding="utf-8"?>
<CheatTable CheatEngineTableVersion="28">
<CheatEntries>
<CheatEntry>
<ID>21</ID>
<Description>"Speed Controller"</Description>
<Options moHideChildren="1"/>
<LastState/>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>[ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat
alloc(newmem,2048,Zen:Hero:GetFinalRunSpeed+19)
label(returnhere)
label(originalcode)
label(exit)
label(Speed)
registersymbol(Speed)
label(compare)
label(compare2)
label(compare3)
label(x10)
label(x50)
label(x100)
newmem:
cmp [Speed],0
je originalcode
jmp compare
originalcode:
mov [rax+18],(float)5
movss xmm0,[rax+18]
jmp exit
compare:
cmp [Speed],1
je x10
jmp compare2
compare2:
cmp [Speed],2
je x50
jmp compare3
compare3:
cmp [Speed],3
je x100
jmp exit
x100:
mov [rax+18],(float)100
movss xmm0,[rax+18]
jmp exit
x50:
mov [rax+18],(float)50
movss xmm0,[rax+18]
jmp exit
x10:
mov [rax+18],(float)10
movss xmm0,[rax+18]
jmp exit
exit:
jmp returnhere
Speed:
dq 0
Zen:Hero:GetFinalRunSpeed+19:
jmp newmem
returnhere:
[DISABLE]
//code from here till the end of the code will be used to disable the cheat
dealloc(newmem)
Zen:Hero:GetFinalRunSpeed+19:
movss xmm0,[rax+18]
//Alt: db F3 0F 10 40 18
</AssemblerScript>
<CheatEntries>
<CheatEntry>
<ID>22</ID>
<Description>"Speed Modifier"</Description>
<DropDownList ReadOnly="1" DescriptionOnly="1" DisplayValueAsItem="1">0:Normal(5)
1:Speed(10)
2:Speed(50)
3:Speed(100)
</DropDownList>
<VariableType>Byte</VariableType>
<Address>Speed</Address>
</CheatEntry>
</CheatEntries>
</CheatEntry>
</CheatEntries>
<UserdefinedSymbols/>
</CheatTable>
MissChance Controller:
Code: Select all
<?xml version="1.0" encoding="utf-8"?>
<CheatTable CheatEngineTableVersion="28">
<CheatEntries>
<CheatEntry>
<ID>24</ID>
<Description>"MissChance Controller"</Description>
<Options moHideChildren="1"/>
<LastState/>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>[ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat
alloc(newmem,2048,Zen:Hero:GetFinalMissChance+15)
label(returnhere)
label(originalcode)
label(exit)
label(0x)
label(Chance)
label(compare)
registersymbol(Chance)
newmem:
cmp [Chance],0
je originalcode
jmp compare
originalcode:
mov [rax+D8],(float)0.01999999955
movss xmm0,[rax+000000D8]
jmp exit
compare:
cmp [Chance],1
je 0x
jmp exit
0x:
mov [rax+d8],(float)0
movss xmm0,[rax+000000D8]
exit:
jmp returnhere
Chance:
dq 0
Zen:Hero:GetFinalMissChance+15:
jmp newmem
nop
nop
nop
returnhere:
[DISABLE]
//code from here till the end of the code will be used to disable the cheat
dealloc(newmem)
unregistersymbol(Chance)
Zen:Hero:GetFinalMissChance+15:
movss xmm0,[rax+000000D8]
//Alt: db F3 0F 10 80 D8 00 00 00
</AssemblerScript>
<CheatEntries>
<CheatEntry>
<ID>25</ID>
<Description>"MissChance"</Description>
<DropDownList ReadOnly="1" DescriptionOnly="1" DisplayValueAsItem="1">0:Normal MissChance
1:(0) MissChance
</DropDownList>
<VariableType>Byte</VariableType>
<Address>Chance</Address>
</CheatEntry>
</CheatEntries>
</CheatEntry>
</CheatEntries>
<UserdefinedSymbols/>
</CheatTable>
MBRKiNG
Table Makers
Posts: 324 Joined: Fri Feb 23, 2018 5:13 pm
Reputation: 555
Post
by MBRKiNG » Thu Jun 27, 2019 4:18 pm
inf hp + 1hk
dont need to freeze the value every hit heals you
Code: Select all
define(infhp1hk,Zen:ActorHealth:ReduceHp+1e)
define(bytes,49 63 4E 40 41 2B CF)
[ENABLE]
assert(infhp1hk,bytes)
alloc(newmem,$100,Zen:ActorHealth:ReduceHp+1e)
label(code)
label(return)
label(player)
label(ai)
newmem:
//cmp [r14+14C],#518
cmp [r14+168],#1
je player
//cmp [r14+14C],#518
cmp [r14+168],#1
jne ai
jmp code
ai:
mov [r14+48],#1
mov [r14+4C],#1
jmp return
player:
movsxd rcx,dword ptr [r14+40]
sub r15d,ecx
jmp return
code:
movsxd rcx,dword ptr [r14+40]
sub ecx,r15d
jmp return
infhp1hk:
jmp newmem
nop
nop
return:
[DISABLE]
infhp1hk:
db bytes
dealloc(newmem)
demorest
Expert Cheater
Posts: 122 Joined: Tue Mar 28, 2017 5:09 pm
Reputation: 2
Post
by demorest » Sat Jun 29, 2019 12:58 pm
MBRKiNG wrote: ↑ Thu Jun 27, 2019 4:18 pm
inf hp + 1hk
dont need to freeze the value every hit heals you
Code: Select all
define(infhp1hk,Zen:ActorHealth:ReduceHp+1e)
define(bytes,49 63 4E 40 41 2B CF)
[ENABLE]
assert(infhp1hk,bytes)
alloc(newmem,$100,Zen:ActorHealth:ReduceHp+1e)
label(code)
label(return)
label(player)
label(ai)
newmem:
//cmp [r14+14C],#518
cmp [r14+168],#1
je player
//cmp [r14+14C],#518
cmp [r14+168],#1
jne ai
jmp code
ai:
mov [r14+48],#1
mov [r14+4C],#1
jmp return
player:
movsxd rcx,dword ptr [r14+40]
sub r15d,ecx
jmp return
code:
movsxd rcx,dword ptr [r14+40]
sub ecx,r15d
jmp return
infhp1hk:
jmp newmem
nop
nop
return:
[DISABLE]
infhp1hk:
db bytes
dealloc(newmem)
cant make it to work... Just copypasted in CE like always but doesnt work. Scripts above work ok
Rysefox
Table Makers
Posts: 862 Joined: Sat Jun 23, 2018 3:32 pm
Reputation: 918
Post
by Rysefox » Sat Jun 29, 2019 1:08 pm
demorest wrote: ↑ Sat Jun 29, 2019 12:58 pm
MBRKiNG wrote: ↑ Thu Jun 27, 2019 4:18 pm
inf hp + 1hk
dont need to freeze the value every hit heals you
Code: Select all
define(infhp1hk,Zen:ActorHealth:ReduceHp+1e)
define(bytes,49 63 4E 40 41 2B CF)
[ENABLE]
assert(infhp1hk,bytes)
alloc(newmem,$100,Zen:ActorHealth:ReduceHp+1e)
label(code)
label(return)
label(player)
label(ai)
newmem:
//cmp [r14+14C],#518
cmp [r14+168],#1
je player
//cmp [r14+14C],#518
cmp [r14+168],#1
jne ai
jmp code
ai:
mov [r14+48],#1
mov [r14+4C],#1
jmp return
player:
movsxd rcx,dword ptr [r14+40]
sub r15d,ecx
jmp return
code:
movsxd rcx,dword ptr [r14+40]
sub ecx,r15d
jmp return
infhp1hk:
jmp newmem
nop
nop
return:
[DISABLE]
infhp1hk:
db bytes
dealloc(newmem)
cant make it to work... Just copypasted in CE like always but doesnt work. Scripts above work ok
(Activate Mono Feature)
Here, when you use my Health script, freeze the pointer (looks like your health gos down, its only the visual, when its reached 0 you go ground one time, but you stand up and you are unkillable)
Attachments
Zengeon.CT
(95.47 KiB) Downloaded 143 times
bthed
What is cheating?
Posts: 1 Joined: Wed Jul 10, 2019 3:17 am
Reputation: 0
Post
by bthed » Wed Jul 10, 2019 3:19 am
The latest table does not appear to work, at least for me. The checkboxes remain unavailable with the 'mono feature" activated and remain unclickable after engaging in combat.
The first table still works but is very janky. After getting hit, freezing the table, and then dying a few times I end up permanently dead.
Thanks for your work.
Marc
Table Makers
Posts: 383 Joined: Mon Mar 26, 2018 2:35 pm
Reputation: 398
Post
by Marc » Thu Apr 14, 2022 9:29 am
Took the liberty of updating the script by MBRKing and adding my own version of the pointers.
Works with the steam version of today quite fine
Attachments
Zengeon.exe (paused).CT
(6.38 KiB) Downloaded 150 times