Final Fantasy VII: Remake Intergrade +10 (table Update4)

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SunBeam
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Re: Final Fantasy VII: Remake Intergrade +5 (table Update1.2)

Post by SunBeam »

Arsenic_Touch wrote:
Sat Dec 18, 2021 6:42 pm
1C5354856C4 is the address for gil.
Turn off your PC. Reopen it. Run game. See if the address is the same. QED.

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

TheByteSize
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Re: Final Fantasy VII: Remake Intergrade +7 (table Update2)

Post by TheByteSize »

Here are some scripts I used.
  • Inf HP
  • Inf MP
  • Easy ATB
  • Inf LimitBreak
  • EXP Mult
  • AP Mult
  • Gil Mult
  • Inf Item(if QTY >= 10)
  • Easy Dart Game
  • Easy Gym Game
  • Biki Mini Game - Inf Slash Meter
Attachments
ff7remake_TBS.CT
(42.52 KiB) Downloaded 6316 times
Last edited by TheByteSize on Tue Dec 21, 2021 11:31 pm, edited 1 time in total.

Razapudroshko
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Re: Final Fantasy VII: Remake Intergrade +7 (table Update2)

Post by Razapudroshko »

SP please

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m01s33nk0
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Re: Final Fantasy VII: Remake Intergrade +7 (table Update2)

Post by m01s33nk0 »

also find time for kids' minigame (smashing boxes)
Spoiler

Code: Select all

{ Game   : ff7remake_.exe
  Version: 
  Date   : 2021-12-21
  Author : 0

  This script does blah blah blah
}

[ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat

 
 
aobscanmodule(time,ff7remake_.exe,F3 0F 11 8F 50 02 00 00) // should be unique
alloc(newmem,$1000,time)

label(code)
label(return)

newmem:
  movss xmm1,[rdi+00000250]
code:
  movss [rdi+00000250],xmm1
  jmp return

time:
  jmp newmem
  nop 3
return:
registersymbol(time)

[DISABLE]
//code from here till the end of the code will be used to disable the cheat
time:
  db F3 0F 11 8F 50 02 00 00

unregistersymbol(time)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: ff7remake_.exe+EA165A

ff7remake_.exe+EA1632: 48 83 EC 20              - sub rsp,20
ff7remake_.exe+EA1636: 48 8B F9                 - mov rdi,rcx
ff7remake_.exe+EA1639: 0F 28 C1                 - movaps xmm0,xmm1
ff7remake_.exe+EA163C: 48 8B 89 C8 00 00 00     - mov rcx,[rcx+000000C8]
ff7remake_.exe+EA1643: 48 85 C9                 - test rcx,rcx
ff7remake_.exe+EA1646: 74 5C                    - je ff7remake_.exe+EA16A4
ff7remake_.exe+EA1648: F3 0F 10 8F 50 02 00 00  - movss xmm1,[rdi+00000250]
ff7remake_.exe+EA1650: F3 0F 5C C8              - subss xmm1,xmm0
ff7remake_.exe+EA1654: 0F 57 C0                 - xorps xmm0,xmm0
ff7remake_.exe+EA1657: 0F 2F C8                 - comiss xmm1,xmm0
// ---------- INJECTING HERE ----------
ff7remake_.exe+EA165A: F3 0F 11 8F 50 02 00 00  - movss [rdi+00000250],xmm1
// ---------- DONE INJECTING  ----------
ff7remake_.exe+EA1662: 77 5F                    - ja ff7remake_.exe+EA16C3
ff7remake_.exe+EA1664: 48 89 5C 24 30           - mov [rsp+30],rbx
ff7remake_.exe+EA1669: 0F 57 C9                 - xorps xmm1,xmm1
ff7remake_.exe+EA166C: 33 DB                    - xor ebx,ebx
ff7remake_.exe+EA166E: 89 9F 50 02 00 00        - mov [rdi+00000250],ebx
ff7remake_.exe+EA1674: E8 97 23 00 00           - call ff7remake_.exe+EA3A10
ff7remake_.exe+EA1679: 8B 4F 10                 - mov ecx,[rdi+10]
ff7remake_.exe+EA167C: 48 89 5F 28              - mov [rdi+28],rbx
ff7remake_.exe+EA1680: 85 C9                    - test ecx,ecx
ff7remake_.exe+EA1682: 7E 1B                    - jle ff7remake_.exe+EA169F
}

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gunbalde60
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Re: Final Fantasy VII: Remake Intergrade +7 (table Update2)

Post by gunbalde60 »

Any chance of seeing an insta summon, or summon anywhere or freeze summon gauge?

Pyro411
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Re: Final Fantasy VII: Remake Intergrade +7 (table Update2)

Post by Pyro411 »

m01s33nk0 wrote:
Tue Dec 21, 2021 6:14 pm
i found some kind of coins (moogle?) but i don't understand what to write to new memory code... ok, dealt with it, feel free to use this!
That could be a reference to the Moogle Medals which become useful in Chapter 8 when you can spend them at a child who is dressed like a Moogle.

This area also unlocks a mini game where you need to destroy boxes at different values, so people may be asking if you can pause that timer or change the value on either the box award or damage required to break said boxes to be able to get the max score needed for the grand prize.

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Re: Final Fantasy VII: Remake Intergrade +7 (table Update2)

Post by NamelessGuy »

Party editor? Like making them available in places they shouldn't be, and have Yuffie in the main game.

Also would love to change the field character (control other characters than Cloud on the field).

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Tohru Adachi
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Re: Final Fantasy VII: Remake Intergrade +7 (table Update2)

Post by Tohru Adachi »

NamelessGuy wrote:
Thu Dec 23, 2021 5:57 am
Party editor? Like making them available in places they shouldn't be, and have Yuffie in the main game.

Also would love to change the field character (control other characters than Cloud on the field).
My game is currently downloading, and my main goal is to find out how to do this.

KS212
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Re: Final Fantasy VII: Remake Intergrade +7 (table Update2)

Post by KS212 »

hekatoncheir wrote:
Tue Dec 21, 2021 4:32 am

Thanks for the table but i observed that no matter how many linked slots i create, it doesn't save even if its ticked. I always exit the game, restart, and reload the exact save i edited and all the things i worked on are gone. For example, Cloud's buster sword i added an extra linked slot, saved and exit the game. Restart and the extra linked slot is gone. I have the required box ticked when making my edits in the cheat table. Am i missing something please?
Equipment editing via cheat table is never permanent. If you want more materia slots there's a mod on Nexus which'll make it permanent.

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hekatoncheir
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Re: Final Fantasy VII: Remake Intergrade +7 (table Update2)

Post by hekatoncheir »

KS212 wrote:
Thu Dec 23, 2021 7:50 am
hekatoncheir wrote:
Tue Dec 21, 2021 4:32 am

Thanks for the table but i observed that no matter how many linked slots i create, it doesn't save even if its ticked. I always exit the game, restart, and reload the exact save i edited and all the things i worked on are gone. For example, Cloud's buster sword i added an extra linked slot, saved and exit the game. Restart and the extra linked slot is gone. I have the required box ticked when making my edits in the cheat table. Am i missing something please?
Equipment editing via cheat table is never permanent. If you want more materia slots there's a mod on Nexus which'll make it permanent.
Yes, i saw the mod on nexus and to my utmost disappointment, none of the creator's mods show up in the game despite putting them in the mods folder...

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isosplx
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Re: Final Fantasy VII: Remake Intergrade +7 (table Update2)

Post by isosplx »

hekatoncheir wrote:
Thu Dec 23, 2021 10:55 am
Yes, i saw the mod on nexus and to my utmost disappointment, none of the creator's mods show up in the game despite putting them in the mods folder...
Depending on the mod, they can be put directly in the game folder.
For example, the No Dynamic Resolution mod file is extracted directly to the "Game Install\FF7 Remake Intergrade\NoDynamicRes\End\Content\Paks" folder.
You do not need to have a ~mods folder.
Just copy the file in there directly to the Pak folder.

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Re: Final Fantasy VII: Remake Intergrade +7 (table Update2)

Post by HimoShifu »

isosplx wrote:
Thu Dec 23, 2021 3:40 pm
Depending on the mod, they can be put directly in the game folder.
For example, the No Dynamic Resolution mod file is extracted directly to the "Game Install\FF7 Remake Intergrade\NoDynamicRes\End\Content\Paks" folder.
You do not need to have a ~mods folder.
Just copy the file in there directly to the Pak folder.
I don't know if anybody has told you this, but yellow/green does not suit this site's layout. I have to highlight your text to read it as it blends in a bit. Are you using some sort of custom UI that makes it stand out more?

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hekatoncheir
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Re: Final Fantasy VII: Remake Intergrade +7 (table Update2)

Post by hekatoncheir »

isosplx wrote:
Thu Dec 23, 2021 3:40 pm
hekatoncheir wrote:
Thu Dec 23, 2021 10:55 am
Yes, i saw the mod on nexus and to my utmost disappointment, none of the creator's mods show up in the game despite putting them in the mods folder...
Depending on the mod, they can be put directly in the game folder.
For example, the No Dynamic Resolution mod file is extracted directly to the "Game Install\FF7 Remake Intergrade\NoDynamicRes\End\Content\Paks" folder.
You do not need to have a ~mods folder.
Just copy the file in there directly to the Pak folder.
Yes. I did all that by placing the mod in just the pak folder and it didn't read in the game. There are 3 versions of the mod and none worked. I decided to use unrealpak to unpak a particular mod that altered the materia slots of the star bracelet and the equipment.uexp was put in the proper folder structure whilst the creator of the free slots mod didn't do the same thing for any of his three mods. Unpacking his mods and the equipment.uexp just pops out and that's it. so, i proceeded to use the earlier star bracelet folder structure to place the free slots equipment file where its meant to be and mate, it still didn't come out in the game, either in the paks folder or in mods folder. I am not the only one having this problem as we are just a minute number. The star bracelet 8 slots mod works without a hitch but the free 8 slots mod for all weapons and armor doesn't for me.

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Re: Final Fantasy VII: Remake Intergrade +7 (table Update2)

Post by SpockTheBuilder »

I just want an option for For Condor games. The rank 4 and 5+ hard mode ones suck. Seems like no trainer/table has touched the Yuffie stuff yet

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Re: Final Fantasy VII: Remake Intergrade +7 (table Update2)

Post by IcyPurpose99 »

I have done all I wanted with this game its a one time playthrough and not worth a second run, any who enjoy the table, if the game updates, use fetch addresses to update pointers.

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