Tactics Ogre: Reborn [+119] Compatible with 1.05

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Ts999
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Re: Tactics Ogre: Reborn [+56]

Post by Ts999 »

Hi, I got an error when trying to recruit Deneb in ch4, after buying the orbs and leaving the shop, an error popped up and the game crashes. I don't know what is the cause of this.

Edit: I tried selling all relics since they are not registered as actual relics in the game if you use the cheats, and was able to trigger the scene.

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
Last edited by Ts999 on Fri Nov 18, 2022 1:59 pm, edited 1 time in total.

torr
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Re: Tactics Ogre: Reborn [+56]

Post by torr »

roshishi wrote:
Fri Nov 18, 2022 7:09 am
torr wrote:
Fri Nov 18, 2022 6:13 am
roshishi wrote:
Fri Nov 18, 2022 5:28 am


How did you get that effect in crest of fire? Is that effect applies to specific item like crest of fire only?
nope
we can edit all equipment
RT can reduce by -Weight

Image

from Raynard first page
Image
Ah, so from that particular script, I never realized that the script alter the item stat when highlighted. I assume, from your screenshot, you have modified the script itself, can you post your edited script code?

Thanks.
sure
Spoiler
[ENABLE]
aobscanmodule(GEB,Tactics Ogre Reborn.exe,80??????488B??74??33??FF)
alloc(al_GEB,$128,GEB)
alloc(mem_GEB,7)
alloc(GEB_WT,1)
alloc(GEB_RT,1)
alloc(GEB_HP,1)
alloc(GEB_MP,1)
alloc(GEB_ATK,1)
alloc(GEB_DEF,1)
alloc(GEB_STR,1)
alloc(GEB_VIT,1)
alloc(GEB_DEX,1)
alloc(GEB_AGI,1)
alloc(GEB_AVD,1)
alloc(GEB_INT,1)
alloc(GEB_MND,1)
alloc(GEB_RES,1)
alloc(GEB_LUK,1)
alloc(GEB_Range_S,1)
alloc(GEB_Range_L,1)
alloc(GEB_Range_LL,1)
alloc(GEB_Area,1)
alloc(GEB_SR,1)
alloc(GEB_MT,1)
alloc(GEB_BA,2)
alloc(GEB_Bonus,1)
alloc(GEB_EA,1)
alloc(GEB_DDTL1,1)
alloc(GEB_DDTL2,1)
alloc(GEB_DDTL3,1)
label(return)
registersymbol(GEB mem_GEB GEB_WT GEB_RT GEB_HP GEB_MP GEB_ATK GEB_DEF GEB_STR GEB_VIT GEB_DEX GEB_AGI GEB_AVD GEB_INT GEB_MND GEB_RES GEB_LUK)
registersymbol(GEB_Range_S GEB_Range_L GEB_Range_LL GEB_Area GEB_SR GEB_MT GEB_BA GEB_Bonus GEB_EA GEB_DDTL1 GEB_DDTL2 GEB_DDTL3)

mem_GEB:
readmem(GEB,7)

GEB_WT:
db #231

GEB_RT:
db 0

GEB_HP:
db #127

GEB_MP:
db #127

GEB_ATK:
db #30

GEB_DEF:
db #30

GEB_STR:
db #50

GEB_VIT:
db #30

GEB_DEX:
db #30

GEB_AGI:
db #30

GEB_AVD:
db #30

GEB_INT:
db #50

GEB_MND:
db #30

GEB_RES:
db #30

GEB_LUK:
db #30

GEB_Range_S:
db #1

GEB_Range_L:
db #1

GEB_Range_LL:
db #1

GEB_Area:
db #1

GEB_SR:
db #3

GEB_MT:
db #4

GEB_BA:
dw #182

GEB_Bonus:
db #10

GEB_EA:
db #10

GEB_DDTL1:
db #15

GEB_DDTL2:
db #15

GEB_DDTL3:
db #15

al_GEB:
push dx
mov dl,[GEB_WT]
mov byte ptr [rcx+26],dl
mov dl,[GEB_RT]
mov byte ptr [rcx+18],dl
mov dl,[GEB_HP]
mov byte ptr [rcx+1B],dl
mov dl,[GEB_MP]
mov byte ptr [rcx+1C],dl
mov dl,[GEB_ATK]
mov byte ptr [rcx+19],dl
mov dl,[GEB_DEF]
mov byte ptr [rcx+1A],dl
mov dl,[GEB_STR]
mov byte ptr [rcx+1D],dl
mov dl,[GEB_VIT]
mov byte ptr [rcx+1E],dl
mov dl,[GEB_DEX]
mov byte ptr [rcx+1F],dl
mov dl,[GEB_AGI]
mov byte ptr [rcx+20],dl
mov dl,[GEB_AVD]
mov byte ptr [rcx+21],dl
mov dl,[GEB_INT]
mov byte ptr [rcx+22],dl
mov dl,[GEB_MND]
mov byte ptr [rcx+23],dl
mov dl,[GEB_RES]
mov byte ptr [rcx+24],dl
mov dl,[GEB_LUK]
mov byte ptr [rcx+25],dl

mov dl,[GEB_Range_S]
mov byte ptr [rcx+06],dl
mov dl,[GEB_Range_L]
mov byte ptr [rcx+07],dl
mov dl,[GEB_Range_LL]
mov byte ptr [rcx+08],dl
mov dl,[GEB_Area]
mov byte ptr [rcx+09],dl
mov dl,[GEB_SR]
mov byte ptr [rcx+84],dl

mov dl,[GEB_MT]
mov byte ptr [rcx+8A],dl
mov dx,[GEB_BA]
mov word ptr [rcx+88],dx

mov dl,[GEB_Bonus]
mov byte ptr [rcx+4C],dl
mov dl,[GEB_EA]
mov byte ptr [rcx+46],dl

mov dl,[GEB_DDTL1]
mov byte ptr [rcx+28],dl
mov dl,[GEB_DDTL2]
mov byte ptr [rcx+2F],dl
mov dl,[GEB_DDTL3]
mov byte ptr [rcx+3A],dl

mov dword ptr [rcx+58],FFFFFFFF
mov word ptr [rcx+5C],#767
pop dx
readmem(GEB,7)
jmp return

GEB:
jmp al_GEB
nop 2
return:

[DISABLE]
GEB:
readmem(mem_GEB,7)

unregistersymbol(*)
dealloc(*)

Msolivei
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Re: Tactics Ogre: Reborn [+56]

Post by Msolivei »

Hitoshura7 wrote:
Thu Nov 17, 2022 8:37 pm
[Request]
Enemy drops all loot, that was doable on PSP, not sure if it helps, but here's the code for it there.

_C0 Enemy Always Drops Equips OFF
_L 0x20026adc 0x50800006
_C1 Enemy Always Drop Items
_L 0x20026B70 0x94A60050
Is it possible to make this code?
Thanks for your work!!

DemiDemiGodo
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Re: Tactics Ogre: Reborn [+67]

Post by DemiDemiGodo »

Hello guys, how do you apply permanent change with the equipment ?
I tested the Equip Status/Highlight cheat, which works really well, except for the fact that if I close and restart the game changes are gone.

Kionaru
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Re: Tactics Ogre: Reborn [+56]

Post by Kionaru »

torr wrote:
Fri Nov 18, 2022 8:29 am
roshishi wrote:
Fri Nov 18, 2022 7:09 am
torr wrote:
Fri Nov 18, 2022 6:13 am


nope
we can edit all equipment
RT can reduce by -Weight

Image

from Raynard first page
Image
Ah, so from that particular script, I never realized that the script alter the item stat when highlighted. I assume, from your screenshot, you have modified the script itself, can you post your edited script code?

Thanks.
sure
Spoiler
[ENABLE]
aobscanmodule(GEB,Tactics Ogre Reborn.exe,80??????488B??74??33??FF)
alloc(al_GEB,$128,GEB)
alloc(mem_GEB,7)
alloc(GEB_WT,1)
alloc(GEB_RT,1)
alloc(GEB_HP,1)
alloc(GEB_MP,1)
alloc(GEB_ATK,1)
alloc(GEB_DEF,1)
alloc(GEB_STR,1)
alloc(GEB_VIT,1)
alloc(GEB_DEX,1)
alloc(GEB_AGI,1)
alloc(GEB_AVD,1)
alloc(GEB_INT,1)
alloc(GEB_MND,1)
alloc(GEB_RES,1)
alloc(GEB_LUK,1)
alloc(GEB_Range_S,1)
alloc(GEB_Range_L,1)
alloc(GEB_Range_LL,1)
alloc(GEB_Area,1)
alloc(GEB_SR,1)
alloc(GEB_MT,1)
alloc(GEB_BA,2)
alloc(GEB_Bonus,1)
alloc(GEB_EA,1)
alloc(GEB_DDTL1,1)
alloc(GEB_DDTL2,1)
alloc(GEB_DDTL3,1)
label(return)
registersymbol(GEB mem_GEB GEB_WT GEB_RT GEB_HP GEB_MP GEB_ATK GEB_DEF GEB_STR GEB_VIT GEB_DEX GEB_AGI GEB_AVD GEB_INT GEB_MND GEB_RES GEB_LUK)
registersymbol(GEB_Range_S GEB_Range_L GEB_Range_LL GEB_Area GEB_SR GEB_MT GEB_BA GEB_Bonus GEB_EA GEB_DDTL1 GEB_DDTL2 GEB_DDTL3)

mem_GEB:
readmem(GEB,7)

GEB_WT:
db #231

GEB_RT:
db 0

GEB_HP:
db #127

GEB_MP:
db #127

GEB_ATK:
db #30

GEB_DEF:
db #30

GEB_STR:
db #50

GEB_VIT:
db #30

GEB_DEX:
db #30

GEB_AGI:
db #30

GEB_AVD:
db #30

GEB_INT:
db #50

GEB_MND:
db #30

GEB_RES:
db #30

GEB_LUK:
db #30

GEB_Range_S:
db #1

GEB_Range_L:
db #1

GEB_Range_LL:
db #1

GEB_Area:
db #1

GEB_SR:
db #3

GEB_MT:
db #4

GEB_BA:
dw #182

GEB_Bonus:
db #10

GEB_EA:
db #10

GEB_DDTL1:
db #15

GEB_DDTL2:
db #15

GEB_DDTL3:
db #15

al_GEB:
push dx
mov dl,[GEB_WT]
mov byte ptr [rcx+26],dl
mov dl,[GEB_RT]
mov byte ptr [rcx+18],dl
mov dl,[GEB_HP]
mov byte ptr [rcx+1B],dl
mov dl,[GEB_MP]
mov byte ptr [rcx+1C],dl
mov dl,[GEB_ATK]
mov byte ptr [rcx+19],dl
mov dl,[GEB_DEF]
mov byte ptr [rcx+1A],dl
mov dl,[GEB_STR]
mov byte ptr [rcx+1D],dl
mov dl,[GEB_VIT]
mov byte ptr [rcx+1E],dl
mov dl,[GEB_DEX]
mov byte ptr [rcx+1F],dl
mov dl,[GEB_AGI]
mov byte ptr [rcx+20],dl
mov dl,[GEB_AVD]
mov byte ptr [rcx+21],dl
mov dl,[GEB_INT]
mov byte ptr [rcx+22],dl
mov dl,[GEB_MND]
mov byte ptr [rcx+23],dl
mov dl,[GEB_RES]
mov byte ptr [rcx+24],dl
mov dl,[GEB_LUK]
mov byte ptr [rcx+25],dl

mov dl,[GEB_Range_S]
mov byte ptr [rcx+06],dl
mov dl,[GEB_Range_L]
mov byte ptr [rcx+07],dl
mov dl,[GEB_Range_LL]
mov byte ptr [rcx+08],dl
mov dl,[GEB_Area]
mov byte ptr [rcx+09],dl
mov dl,[GEB_SR]
mov byte ptr [rcx+84],dl

mov dl,[GEB_MT]
mov byte ptr [rcx+8A],dl
mov dx,[GEB_BA]
mov word ptr [rcx+88],dx

mov dl,[GEB_Bonus]
mov byte ptr [rcx+4C],dl
mov dl,[GEB_EA]
mov byte ptr [rcx+46],dl

mov dl,[GEB_DDTL1]
mov byte ptr [rcx+28],dl
mov dl,[GEB_DDTL2]
mov byte ptr [rcx+2F],dl
mov dl,[GEB_DDTL3]
mov byte ptr [rcx+3A],dl

mov dword ptr [rcx+58],FFFFFFFF
mov word ptr [rcx+5C],#767
pop dx
readmem(GEB,7)
jmp return

GEB:
jmp al_GEB
nop 2
return:

[DISABLE]
GEB:
readmem(mem_GEB,7)

unregistersymbol(*)
dealloc(*)
I can't copy paste this script to existed script, can someone help me?

Waterly
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Re: Tactics Ogre: Reborn [+67]

Post by Waterly »

Hello, could it be possible to give access unique classes like dark heretic to generic units ?
And to let you use any magic on any class ?

Orion76
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Re: Tactics Ogre: Reborn [+56]

Post by Orion76 »

doc_haz wrote:
Thu Nov 17, 2022 8:01 pm
Hi, is there a specific way to make the "Recruit 100% success Even if Boss" code to work? Everytime i try to activate it, the cheat table freezes for a moment, then CE closes. Using latest CE, Windows Debugger.
It freeze and close the CE when i use 7.4.1 Version, but it work after i downgrade it to 7.4.0 found on official website.

khuong
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Re: Tactics Ogre: Reborn [+67]

Post by khuong »

I'm looking into PlaySpeed..

This is called every time you change game speed, however it'll only ever load Play1xSpeed, and Play2xSpeed.. I forced it to 4xSpeed, but I'm not sure if it's just visual or not.

Code: Select all

.text:00000000001A7DD0 play_speed      proc near               ; CODE XREF: sub_2EC130:loc_2EC200↓p
.text:00000000001A7DD0                 test    ecx, ecx
.text:00000000001A7DD2                 jz      short loc_1A7DFA
.text:00000000001A7DD4                 sub     ecx, 1
.text:00000000001A7DD7                 jz      short loc_1A7DEC
.text:00000000001A7DD9                 cmp     ecx, 1
.text:00000000001A7DDC                 jnz     short locret_1A7E08
.text:00000000001A7DDE                 lea     rcx, aPlay4xspeed ; "Play4xSpeed"
.text:00000000001A7DE5                 xor     edx, edx
.text:00000000001A7DE7                 jmp     sub_5B3E30
.text:00000000001A7DEC ; ---------------------------------------------------------------------------
.text:00000000001A7DEC
.text:00000000001A7DEC loc_1A7DEC:                             ; CODE XREF: play_speed+7↑j
.text:00000000001A7DEC                 lea     rcx, aPlay2xspeed ; "Play2xSpeed"
.text:00000000001A7DF3                 xor     edx, edx
.text:00000000001A7DF5                 jmp     sub_5B3E30
.text:00000000001A7DFA ; ---------------------------------------------------------------------------
.text:00000000001A7DFA
.text:00000000001A7DFA loc_1A7DFA:                             ; CODE XREF: play_speed+2↑j
.text:00000000001A7DFA                 lea     rcx, aPlay1xspeed ; "Play1xSpeed"
.text:00000000001A7E01                 xor     edx, edx
.text:00000000001A7E03                 jmp     sub_5B3E30
.text:00000000001A7E08 ; ---------------------------------------------------------------------------
.text:00000000001A7E08
.text:00000000001A7E08 locret_1A7E08:                          ; CODE XREF: play_speed+C↑j
.text:00000000001A7E08                 retn
.text:00000000001A7E08 play_speed      endp

roaim
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Re: Tactics Ogre: Reborn [+67]

Post by roaim »

Not sure this would help but there's a code generator for editing character templates:
[Link] for the PSP version.

character templates affect stats like RT, sprites, sprite color and portrait of a unit. This code generator was made by the modder for the One Vision mod of Tactics Ogre.

albertdcr74
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Re: Tactics Ogre: Reborn [+67]

Post by albertdcr74 »

Great table.

IceLancer
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Re: Tactics Ogre: Reborn [+67]

Post by IceLancer »

roaim wrote:
Fri Nov 18, 2022 6:24 pm
Not sure this would help but there's a code generator for editing character templates:
[Link] for the PSP version.

character templates affect stats like RT, sprites, sprite color and portrait of a unit. This code generator was made by the modder for the One Vision mod of Tactics Ogre.
Its much more complicated then that. "Change sprite". One simply cannot change sprite has to be done differently. Because it will change all units to look like that including all npc's. One has to first get one of unique ID's change to that, then edit that unique with template for another unique.
Here is working link with actual good info on how to
[Link]

The thing is, that psp code for this is way more inferior then this CE made for PC table and much more complicated. Even after u "change" unit. Code must stay on forever or game would crash.
On a PC its a matter of 3-4 clicks and its permanent. And can replace any unit without fuss

Quote Raics
Yes and no. This code modifies the racial template of a special character, generics come in one of four templates so you could technically edit the one your generic is in, but that would change the appearance of every generic in that template and render some enemies invisible, that's the way they wrote the game.

One option is to just change the template of that generic into a special character you aren't using. So, if you got donnalto you can't also have felicia (without world tarot at least), so you could change that generic into felicia, there are codes for that, and then customize the way she looks.
[Link]

You should run the first code to find the real position X of the character in your roster, then you take the code for unit X and add the part for the character you want it to turn into. Felicia is a good option, but you should use a male character for your male generic, maybe use ehlrig if you aren't going the neutral path.

So, changing unit 11 into felicia would look like this

_C0 Unit 11 Felicia

0x102Db21c 0x00000087
P.S
at the end its not a "Real" real on psp. Because u do not get that unit special stats. or progress. Only benefits from class change.

Royce G
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Re: Tactics Ogre: Reborn [+67]

Post by Royce G »

Is there a way to allow guest characters stay on the team?

User avatar
Lord Blade
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Re: Tactics Ogre: Reborn [+67]

Post by Lord Blade »

So is it possible to make any of the changes to weapons or character stats permanent?

Hitoshura
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Re: Tactics Ogre: Reborn [+67]

Post by Hitoshura »

I just want to say, it is absolutely *insane* that this table keeps getting significant updates every day. Thank you so much to all involved.

justiny
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Re: Tactics Ogre: Reborn [+67]

Post by justiny »

Hi, op. For the "Available All Equips with any Class/plus two-handed" works even for armor, but when i equip armor to clerics / mages , they would be remove after a battle if initially they can't equip it.

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