FRONT MISSION 1st: Remake

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Rienfleche
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Re: FRONT MISSION 1st: Remake

Post by Rienfleche »

Thanks appreciate it alot, this is the code we need
Rienfleche wrote:
Sat Jul 08, 2023 5:24 pm
how to make it's more simple script, not using pointer
- Max Money Set to 999999
- Always Learn SKills At Lv Up,
- Skills Level Up when use, and
- 100% skill activation.
- All Part, Items etc
- Shoulder Ammo for missiles
  • Try my table.


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

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Rienfleche
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Posts: 133
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Reputation: 46

Re: FRONT MISSION 1st: Remake

Post by Rienfleche »

give specific part don't work, all part one work
DhaosCollider wrote:
Sun Jul 09, 2023 12:47 pm
I was able to make time on the weekend to work on it. Have fun :)

Options:
Spoiler
<colors>
  • Script or Script that's no available for AOB Error
  • AddressGroupHeader
  • GroupHeader/Comment
  • Variable

<scripts>
  • CE: Compact Mode
  • CE: Add Hotkeys Menu
  • CT: Save Checkbox States
    • Notes:
      • Saves all memory records that are currently "enabled".
      • If they are variables, the values are also saved.
  • CT: Load Checkbox States
  • CT: Expand All
    • Note: Enable all headers.
  • Combat:
    • Party Members Can Move Far Away
    • Act Again in MISSION
    • No Bullet Loss
    • Damage Multiplier
      • player
      • non player
    • EXP Gained Multiplier
      • times
    • Skill Must Be Activated
    • Easy Skill Lv Up
  • City:
    • Give Parts
    • Give All Parts (Warning: Include dummy items)
    • Part Data Modifier
      • REQ: Select the target part in SET UP.
      • Pointer->BodyPartData
        • P->m_partName
          • _stringLength
          • _firstChar
        • P->PD_PART_FORM
          • P->name
            • _stringLength
            • _firstChar
          • P->pHelpMessage
            • _stringLength
            • _firstChar
          • price
          • flags
          • attribute
          • weight
          • power
          • defence
          • ara
          • builtInWeapon
          • mut
          • hitAndEva
          • exp
        • m_Id
        • m_WorkshopId
        • m_PartDataType
        • m_PartPosition
        • m_PartType
        • m_Index
        • m_Flags
        • m_IsBoss
        • m_NoSave
        • m_IsDummy
        • m_WeaponPalette
        • m_HaveBuildInWeapon
        • m_IsBroken
        • m_CannotEquipGrip
        • m_CannotEquipShoulder
        • m_NoGuard
        • m_CatepilarLegs
        • m_IsLargeWanzer
        • m_NoSetupGraph
        • m_IsMelee
        • m_IsShort
        • m_IsMultipurpose
        • m_IsDistanceWeapon
        • m_IsShield
        • m_IsUpperPart
        • m_IsUpperPartAttr
        • m_HaveRemainingBullets
        • m_IsSingleShot
        • m_HealthMax
        • m_Price
        • m_Weight
        • m_DestructionExperience
        • m_Weapon
        • m_HasLocalizedName
        • m_Defence
        • m_Power
        • m_Evasion
        • m_Hit
        • m_LegType
        • m_Move
        • m_Fight
        • m_Short
        • m_Long
        • m_Agility
        • m_Distance
        • m_Item
        • m_MinRange
        • m_MaxRange
        • m_MaxMagazine
        • m_WeaponID
        • m_AttackCount
        • m_IsUnlimited
        • m_Kind
        • m_Value
        • m_ItemArg
        • m_Corrected
        • m_Attributes
    • Wanzer Data Modifier
      • REQ: Select target wanzer in STATUS WINDOW.
      • Pointer->Wanzer
        • P->m_Hp
          • body
          • arm left
          • arm right
          • legs
        • P->m_HpMax
          • body
          • arm left
          • arm right
          • legs
        • m_MechIdx
        • m_IsPartyMember
        • m_Paint
        • m_MeleeExp
        • m_ShortExp
        • m_LongExp
        • m_DodgeExp
        • m_IsSleep
        • m_IsCleared
        • m_BattleCount
        • m_Think_a
        • m_Think_b
        • m_PilotID
        • m_U_Flag
        • m_FI_Flag
        • m_Status
        • m_StatusChanged
        • m_IsArenaPilotUSN
        • m_IsArena
        • m_Num
        • m_MovementPoints
        • m_ItemCountMax
        • m_ItemRange

<pointers>
  • Pointer->CityScene
    • P->Session
      • P->GameData
        • P->BodyPartData
          • Count
          • P->[0]
        • P->Pilots
          • Count
          • P->[0]
            • P->MechData
              • Count
              • P->[0]
        • P->Mechs
          • Count
          • P->[0]
            • P->MechData
              • Count
              • P->[0]
      • P->ItemInfo
      • P->MissionInfo
        • m_MissionNo
        • m_MissionNoBackup
        • m_Money
        • m_CityNo
        • m_MissionNoStack
        • m_IsExtraStageFlag
        • m_MissionNoMinor
        • m_LastClearMission
    • m_IsPaused
Notes:
  • Requires CE 7.4 or later. (Used the feature of CE 7.4 Mono Data Collector)
  • Enable Party Members Can Move Far Away before entering the mission.
  • Skill Must Be Activated has a little problem with melee double skills.
Edit 1.1:
  • Added Act Again in Mission, No Bullet Loss.
    If Act Again in Mission prevents Wanzer from moving, try canceling COMMAND.
  • Fixed Act Again in Mission to Act Again in MISSION .
    No more movement issues or enemy effects.
    FRONT MISSION 1st Remake.CT
    Old:
    • Edit 0:
      FRONT MISSION 1st Remake.CT
Reply:
Sword X wrote:
Sun Jul 09, 2023 1:09 pm
Excuse me, but where is the option for infinite actions and attacks?
  • Try Act Again in MISSION.
    Old:
    Rienfleche wrote:
    Sat Jul 08, 2023 5:24 pm
    how to make it's more simple script, not using pointer
    - Max Money Set to 999999
    - Always Learn SKills At Lv Up,
    - Skills Level Up when use, and
    - 100% skill activation.
    - All Part, Items etc
    - Shoulder Ammo for missiles
    • Try my table.

napsterfire
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Posts: 3
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Reputation: 3

Re: FRONT MISSION 1st: Remake

Post by napsterfire »

For anyone interested, I have made a dump in JSON of all the parts the game uses, including both obtainable and unobtainable. The dump includes IDs as well if anyone wants to mess around the the .ct in this thread.

Enjoy!

Edit: To avoid confusion I'll just reupload it formatted
parts_dump_formatted.txt
(2.38 MiB) Downloaded 284 times
Last edited by napsterfire on Mon Jul 10, 2023 5:22 pm, edited 1 time in total.

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koaandaman
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Re: FRONT MISSION 1st: Remake

Post by koaandaman »

napsterfire wrote:
Mon Jul 10, 2023 2:32 pm
For anyone interested, I have made a dump in JSON of all the parts the game uses, including both obtainable and unobtainable. The dump includes IDs as well if anyone wants to mess around the the .ct in this thread.

Enjoy!

parts_dump.txt
How abount to use it sir ? this is .txt file :D
plsese thanks.

napsterfire
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Reputation: 3

Re: FRONT MISSION 1st: Remake

Post by napsterfire »

koaandaman wrote:
Mon Jul 10, 2023 5:13 pm
napsterfire wrote:
Mon Jul 10, 2023 2:32 pm
For anyone interested, I have made a dump in JSON of all the parts the game uses, including both obtainable and unobtainable. The dump includes IDs as well if anyone wants to mess around the the .ct in this thread.

Enjoy!

parts_dump.txt
How abount to use it sir ? this is .txt file :D
plsese thanks.
It is a JSON file, it is only meant to be used as an information asset, however it was minified (meaning it was compressed all in 1 line). I have reuploaded it already formatted for easier reading.

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Rienfleche
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Re: FRONT MISSION 1st: Remake

Post by Rienfleche »

For More Freedom Skill Choice, it's possible to add:
- Delete Skill initially learn like (mei hua (double), gregorio)
- Always learn Skill at level Up
- 5 Skills Slot to All
- All Skill Learnable for pilot
- Weight/Power Zero

Sorry for asking to much :(
DhaosCollider wrote:
Sun Jul 09, 2023 12:47 pm
I was able to make time on the weekend to work on it. Have fun :)

Options:
Spoiler
<colors>
  • Script or Script that's no available for AOB Error
  • AddressGroupHeader
  • GroupHeader/Comment
  • Variable

<scripts>
  • CE: Compact Mode
  • CE: Add Hotkeys Menu
  • CT: Save Checkbox States
    • Notes:
      • Saves all memory records that are currently "enabled".
      • If they are variables, the values are also saved.
  • CT: Load Checkbox States
  • CT: Expand All
    • Note: Enable all headers.
  • Combat:
    • Party Members Can Move Far Away
    • Act Again in MISSION
    • No Bullet Loss
    • Damage Multiplier
      • player
      • non player
    • EXP Gained Multiplier
      • times
    • Skill Must Be Activated
    • Easy Skill Lv Up
  • City:
    • Give Parts
    • Give All Parts (Warning: Include dummy items)
    • Part Data Modifier
      • REQ: Select the target part in SET UP.
      • Pointer->BodyPartData
        • P->m_partName
          • _stringLength
          • _firstChar
        • P->PD_PART_FORM
          • P->name
            • _stringLength
            • _firstChar
          • P->pHelpMessage
            • _stringLength
            • _firstChar
          • price
          • flags
          • attribute
          • weight
          • power
          • defence
          • ara
          • builtInWeapon
          • mut
          • hitAndEva
          • exp
        • m_Id
        • m_WorkshopId
        • m_PartDataType
        • m_PartPosition
        • m_PartType
        • m_Index
        • m_Flags
        • m_IsBoss
        • m_NoSave
        • m_IsDummy
        • m_WeaponPalette
        • m_HaveBuildInWeapon
        • m_IsBroken
        • m_CannotEquipGrip
        • m_CannotEquipShoulder
        • m_NoGuard
        • m_CatepilarLegs
        • m_IsLargeWanzer
        • m_NoSetupGraph
        • m_IsMelee
        • m_IsShort
        • m_IsMultipurpose
        • m_IsDistanceWeapon
        • m_IsShield
        • m_IsUpperPart
        • m_IsUpperPartAttr
        • m_HaveRemainingBullets
        • m_IsSingleShot
        • m_HealthMax
        • m_Price
        • m_Weight
        • m_DestructionExperience
        • m_Weapon
        • m_HasLocalizedName
        • m_Defence
        • m_Power
        • m_Evasion
        • m_Hit
        • m_LegType
        • m_Move
        • m_Fight
        • m_Short
        • m_Long
        • m_Agility
        • m_Distance
        • m_Item
        • m_MinRange
        • m_MaxRange
        • m_MaxMagazine
        • m_WeaponID
        • m_AttackCount
        • m_IsUnlimited
        • m_Kind
        • m_Value
        • m_ItemArg
        • m_Corrected
        • m_Attributes
    • Wanzer Data Modifier
      • REQ: Select target wanzer in STATUS WINDOW.
      • Pointer->Wanzer
        • P->m_Hp
          • body
          • arm left
          • arm right
          • legs
        • P->m_HpMax
          • body
          • arm left
          • arm right
          • legs
        • m_MechIdx
        • m_IsPartyMember
        • m_Paint
        • m_MeleeExp
        • m_ShortExp
        • m_LongExp
        • m_DodgeExp
        • m_IsSleep
        • m_IsCleared
        • m_BattleCount
        • m_Think_a
        • m_Think_b
        • m_PilotID
        • m_U_Flag
        • m_FI_Flag
        • m_Status
        • m_StatusChanged
        • m_IsArenaPilotUSN
        • m_IsArena
        • m_Num
        • m_MovementPoints
        • m_ItemCountMax
        • m_ItemRange

<pointers>
  • Pointer->CityScene
    • P->Session
      • P->GameData
        • P->BodyPartData
          • Count
          • P->[0]
        • P->Pilots
          • Count
          • P->[0]
            • P->MechData
              • Count
              • P->[0]
        • P->Mechs
          • Count
          • P->[0]
            • P->MechData
              • Count
              • P->[0]
      • P->ItemInfo
      • P->MissionInfo
        • m_MissionNo
        • m_MissionNoBackup
        • m_Money
        • m_CityNo
        • m_MissionNoStack
        • m_IsExtraStageFlag
        • m_MissionNoMinor
        • m_LastClearMission
    • m_IsPaused
Notes:
  • Requires CE 7.4 or later. (Used the feature of CE 7.4 Mono Data Collector)
  • Enable Party Members Can Move Far Away before entering the mission.
  • Skill Must Be Activated has a little problem with melee double skills.
    How to activate more skills:
    Rewrite the code of Skill Must Be Activated.

    mov r15d,eax -> add r15d,eax

    However, specific skills have bugs that freeze the game.
    DOUBLE LV3 was confirmed in my play.
Edit 1.2:
  • Added Act Again in Mission, No Bullet Loss.
    If Act Again in Mission prevents Wanzer from moving, try canceling COMMAND.
  • Fixed Act Again in Mission to Act Again in MISSION.
    No more movement issues or enemy effects.
  • Fixed Give Parts.
    FRONT MISSION 1st Remake.CT
    Old:
    • Edit 0:
      FRONT MISSION 1st Remake.CT
Reply:
Rienfleche wrote:
Mon Jul 10, 2023 12:53 pm
give specific part don't work, all part one work
  • My Bad :sleep:
    I had a problem with my slightly rewritten code. It should work Edit 1.2.
    Old:
    Sword X wrote:
    Sun Jul 09, 2023 1:09 pm
    Excuse me, but where is the option for infinite actions and attacks?
    • Try Act Again in MISSION.
    Rienfleche wrote:
    Sat Jul 08, 2023 5:24 pm
    how to make it's more simple script, not using pointer
    - Max Money Set to 999999
    - Always Learn SKills At Lv Up,
    - Skills Level Up when use, and
    - 100% skill activation.
    - All Part, Items etc
    - Shoulder Ammo for missiles
    • Try my table.

User avatar
koaandaman
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Posts: 12
Joined: Thu Nov 17, 2022 12:41 pm
Reputation: 1

Re: FRONT MISSION 1st: Remake

Post by koaandaman »

DhaosCollider wrote:
Sun Jul 09, 2023 12:47 pm
I was able to make time on the weekend to work on it. Have fun :)

Options:
Spoiler
<colors>
  • Script or Script that's no available for AOB Error
  • AddressGroupHeader
  • GroupHeader/Comment
  • Variable

<scripts>
  • CE: Compact Mode
  • CE: Add Hotkeys Menu
  • CT: Save Checkbox States
    • Notes:
      • Saves all memory records that are currently "enabled".
      • If they are variables, the values are also saved.
  • CT: Load Checkbox States
  • CT: Expand All
    • Note: Enable all headers.
  • Combat:
    • Party Members Can Move Far Away
    • Act Again in MISSION
    • No Bullet Loss
    • Damage Multiplier
      • times: player
      • times: non-player
    • EXP Gained Multiplier
      • times
    • Skill Must Be Activated
    • Easy Skill Lv Up
  • City:
    • Give Parts
    • Give All Parts (Warning: Include dummy items)
    • Part Data Modifier
      • REQ: Select the target part in SET UP.
      • Pointer->BodyPartData
        • P->m_partName
          • _stringLength
          • _firstChar
        • P->PD_PART_FORM
          • P->name
            • _stringLength
            • _firstChar
          • P->pHelpMessage
            • _stringLength
            • _firstChar
          • price
          • flags
          • attribute
          • weight
          • power
          • defence
          • ara
          • builtInWeapon
          • mut
          • hitAndEva
          • exp
        • m_Id
        • m_WorkshopId
        • m_PartDataType
        • m_PartPosition
        • m_PartType
        • m_Index
        • m_Flags
        • m_IsBoss
        • m_NoSave
        • m_IsDummy
        • m_WeaponPalette
        • m_HaveBuildInWeapon
        • m_IsBroken
        • m_CannotEquipGrip
        • m_CannotEquipShoulder
        • m_NoGuard
        • m_CatepilarLegs
        • m_IsLargeWanzer
        • m_NoSetupGraph
        • m_IsMelee
        • m_IsShort
        • m_IsMultipurpose
        • m_IsDistanceWeapon
        • m_IsShield
        • m_IsUpperPart
        • m_IsUpperPartAttr
        • m_HaveRemainingBullets
        • m_IsSingleShot
        • m_HealthMax
        • m_Price
        • m_Weight
        • m_DestructionExperience
        • m_Weapon
        • m_HasLocalizedName
        • m_Defence
        • m_Power
        • m_Evasion
        • m_Hit
        • m_LegType
        • m_Move
        • m_Fight
        • m_Short
        • m_Long
        • m_Agility
        • m_Distance
        • m_Item
        • m_MinRange
        • m_MaxRange
        • m_MaxMagazine
        • m_WeaponID
        • m_AttackCount
        • m_IsUnlimited
        • m_Kind
        • m_Value
        • m_ItemArg
        • m_Corrected
        • m_Attributes
    • Wanzer Data Modifier
      • REQ: Select target wanzer in STATUS WINDOW.
      • Pointer->Wanzer
        • P->m_Hp
          • body
          • arm left
          • arm right
          • legs
        • P->m_HpMax
          • body
          • arm left
          • arm right
          • legs
        • P->Skill
          • Skill Changer
          • P->[0]
            • Skill
            • ActivationRate
            • LevelUpRate
          • P->[1]
            • Skill
            • ActivationRate
            • LevelUpRate
          • P->[2]
            • Skill
            • ActivationRate
            • LevelUpRate
          • P->[3]
            • Skill
            • ActivationRate
            • LevelUpRate
          • P->[4]
            • Skill
            • ActivationRate
            • LevelUpRate
        • m_MechIdx
        • m_IsPartyMember
        • m_Paint
        • m_MeleeExp
        • m_ShortExp
        • m_LongExp
        • m_DodgeExp
        • m_IsSleep
        • m_IsCleared
        • m_BattleCount
        • m_Think_a
        • m_Think_b
        • m_PilotID
        • m_U_Flag
        • m_FI_Flag
        • m_Status
        • m_StatusChanged
        • m_IsArenaPilotUSN
        • m_IsArena
        • m_Num
        • m_MovementPoints
        • m_ItemCountMax
        • m_ItemRange

<pointers>
  • Pointer->CityScene
    • P->Session
      • P->GameData
        • P->BodyPartData
          • Count
          • P->[0]
      • P->ItemInfo
      • P->MissionInfo
        • m_MissionNo
        • m_MissionNoBackup
        • m_Money
        • m_CityNo
        • m_MissionNoStack
        • m_IsExtraStageFlag
        • m_MissionNoMinor
        • m_LastClearMission
    • m_IsPaused
  • Pointer->Skill_Def
    • Count
Notes:
  • Requires CE 7.4 or later. (Used the feature of CE 7.4 Mono Data Collector)
  • Enable Party Members Can Move Far Away before entering the mission.
  • Skill Must Be Activated has a little problem with melee double skills.
    How to activate more skills:
    Rewrite the code of Skill Must Be Activated.

    mov r15d,eax -> add r15d,eax

    However, specific skills have bugs that freeze the game.
    DOUBLE LV3 was confirmed in my play.
Edit 2:
  • Added Skill Changer.
    It's under the P->Skill in Wanzer Data Modifier.
    FRONT MISSION 1st Remake.CT
    Old:
    Edit 1.2:
    • Added Act Again in Mission, No Bullet Loss.
      If Act Again in Mission prevents Wanzer from moving, try canceling COMMAND.
    • Fixed Act Again in Mission to Act Again in MISSION.
      No more movement issues or enemy effects.
    • Fixed Give Parts.
      FRONT MISSION 1st Remake.CT
    Edit 0:
    • FRONT MISSION 1st Remake.CT
Reply:
Rienfleche wrote:
Tue Jul 11, 2023 8:36 am
...
  • Try Skill Changer.
    I tried to remove the upper limit of skills that can be learned, but as a result I could not save.
    So that's about all I can do with Skills.

    Cheers.
    Old:
    Rienfleche wrote:
    Mon Jul 10, 2023 12:53 pm
    give specific part don't work, all part one work
    • My Bad :sleep:
      I had a problem with my slightly rewritten code. It should work Edit 1.2.
    Sword X wrote:
    Sun Jul 09, 2023 1:09 pm
    Excuse me, but where is the option for infinite actions and attacks?
    • Try Act Again in MISSION.
    Rienfleche wrote:
    Sat Jul 08, 2023 5:24 pm
    how to make it's more simple script, not using pointer
    - Max Money Set to 999999
    - Always Learn SKills At Lv Up,
    - Skills Level Up when use, and
    - 100% skill activation.
    - All Part, Items etc
    - Shoulder Ammo for missiles
    • Try my table.
Image

How to use Give Parts & Give All Parts?
becouse it notrun in game :shock:

demorest2
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Posts: 296
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Reputation: 38

Re: FRONT MISSION 1st: Remake

Post by demorest2 »

DhaosCollider wrote:
Sun Jul 09, 2023 12:47 pm
I was able to make time on the weekend to work on it. Have fun :)

Options:
Spoiler
<colors>
  • Script or Script that's no available for AOB Error
  • AddressGroupHeader
  • GroupHeader/Comment
  • Variable

<scripts>
  • CE: Compact Mode
  • CE: Add Hotkeys Menu
  • CT: Save Checkbox States
    • Notes:
      • Saves all memory records that are currently "enabled".
      • If they are variables, the values are also saved.
  • CT: Load Checkbox States
  • CT: Expand All
    • Note: Enable all headers.
  • Combat:
    • Party Members Can Move Far Away
    • Act Again in MISSION
    • No Bullet Loss
    • Damage Multiplier
      • times: player
      • times: non-player
    • EXP Gained Multiplier
      • times
    • Skill Must Be Activated
    • Easy Skill Lv Up
  • City:
    • Give Parts
    • Give All Parts (Warning: Include dummy items)
    • Part Data Modifier
      • REQ: Select the target part in SET UP.
      • Pointer->BodyPartData
        • P->m_partName
          • _stringLength
          • _firstChar
        • P->PD_PART_FORM
          • P->name
            • _stringLength
            • _firstChar
          • P->pHelpMessage
            • _stringLength
            • _firstChar
          • price
          • flags
          • attribute
          • weight
          • power
          • defence
          • ara
          • builtInWeapon
          • mut
          • hitAndEva
          • exp
        • m_Id
        • m_WorkshopId
        • m_PartDataType
        • m_PartPosition
        • m_PartType
        • m_Index
        • m_Flags
        • m_IsBoss
        • m_NoSave
        • m_IsDummy
        • m_WeaponPalette
        • m_HaveBuildInWeapon
        • m_IsBroken
        • m_CannotEquipGrip
        • m_CannotEquipShoulder
        • m_NoGuard
        • m_CatepilarLegs
        • m_IsLargeWanzer
        • m_NoSetupGraph
        • m_IsMelee
        • m_IsShort
        • m_IsMultipurpose
        • m_IsDistanceWeapon
        • m_IsShield
        • m_IsUpperPart
        • m_IsUpperPartAttr
        • m_HaveRemainingBullets
        • m_IsSingleShot
        • m_HealthMax
        • m_Price
        • m_Weight
        • m_DestructionExperience
        • m_Weapon
        • m_HasLocalizedName
        • m_Defence
        • m_Power
        • m_Evasion
        • m_Hit
        • m_LegType
        • m_Move
        • m_Fight
        • m_Short
        • m_Long
        • m_Agility
        • m_Distance
        • m_Item
        • m_MinRange
        • m_MaxRange
        • m_MaxMagazine
        • m_WeaponID
        • m_AttackCount
        • m_IsUnlimited
        • m_Kind
        • m_Value
        • m_ItemArg
        • m_Corrected
        • m_Attributes
    • Wanzer Data Modifier
      • REQ: Select target wanzer in STATUS WINDOW.
      • Pointer->Wanzer
        • P->m_Hp
          • body
          • arm left
          • arm right
          • legs
        • P->m_HpMax
          • body
          • arm left
          • arm right
          • legs
        • P->Skill
          • Skill Changer
          • P->[0]
            • Skill
            • ActivationRate
            • LevelUpRate
          • P->[1]
            • Skill
            • ActivationRate
            • LevelUpRate
          • P->[2]
            • Skill
            • ActivationRate
            • LevelUpRate
          • P->[3]
            • Skill
            • ActivationRate
            • LevelUpRate
          • P->[4]
            • Skill
            • ActivationRate
            • LevelUpRate
        • m_MechIdx
        • m_IsPartyMember
        • m_Paint
        • m_MeleeExp
        • m_ShortExp
        • m_LongExp
        • m_DodgeExp
        • m_IsSleep
        • m_IsCleared
        • m_BattleCount
        • m_Think_a
        • m_Think_b
        • m_PilotID
        • m_U_Flag
        • m_FI_Flag
        • m_Status
        • m_StatusChanged
        • m_IsArenaPilotUSN
        • m_IsArena
        • m_Num
        • m_MovementPoints
        • m_ItemCountMax
        • m_ItemRange

<pointers>
  • Pointer->CityScene
    • P->Session
      • P->GameData
        • P->BodyPartData
          • Count
          • P->[0]
      • P->ItemInfo
      • P->MissionInfo
        • m_MissionNo
        • m_MissionNoBackup
        • m_Money
        • m_CityNo
        • m_MissionNoStack
        • m_IsExtraStageFlag
        • m_MissionNoMinor
        • m_LastClearMission
    • m_IsPaused
  • Pointer->Skill_Def
    • Count
Notes:
  • Requires CE 7.4 or later. (Used the feature of CE 7.4 Mono Data Collector)
  • Enable Party Members Can Move Far Away before entering the mission.
  • Skill Must Be Activated has a little problem with melee double skills.
    How to activate more skills:
    Rewrite the code of Skill Must Be Activated.

    mov r15d,eax -> add r15d,eax

    However, specific skills have bugs that freeze the game.
    DOUBLE LV3 was confirmed in my play.
Edit 2:
  • Added Skill Changer.
    It's under the P->Skill in Wanzer Data Modifier.
    FRONT MISSION 1st Remake.CT
    Old:
    Edit 1.2:
    • Added Act Again in Mission, No Bullet Loss.
      If Act Again in Mission prevents Wanzer from moving, try canceling COMMAND.
    • Fixed Act Again in Mission to Act Again in MISSION.
      No more movement issues or enemy effects.
    • Fixed Give Parts.
      FRONT MISSION 1st Remake.CT
    Edit 0:
    • FRONT MISSION 1st Remake.CT
Reply:
koaandaman wrote:
Tue Jul 11, 2023 1:27 pm
How to use Give Parts & Give All Parts?
becouse it notrun in game :shock:
  • I want you to submit the debug log to me.

    The steps are:
    1. Restart the table if it has already been started
    2. Press ALT+X after starting the table
    3. Select a process
    4. Copy the Debug log
    My output log:

    Code: Select all

    Enabled: Debug Mode with CE 7.5/Lua 5.3
     
    Assign: Starter.onClose = function: 000000000FC69770 
    Assign: Starter.enabledColor = 25800 
    Assign: Starter.disabledColor = 200 
    Assign: Register.enabledColor = 13995776 
    Assign: Register.disabledColor = 8421504 
    Ready to CheatTableLibrary.
     
    Assign: _G['process'] = FRONT MISSION 1st Remake.exe 
    Assign: _G['CELUATHREAD_10297F08'] = thread: 0000000010297F08 
    Assign: _G['java_OpenProcessAfterwards_Thread'] = userdata: 00000000094CBD98 
    Assign: _G['java_classlist'] = nil 
    Assign: _G['CELUATHREAD_102986E8'] = thread: 00000000102986E8 
    Assign: _G['mono_OpenProcessMTThread'] = userdata: 000000000FDC55D8 
    Assign: _G['miMonoTopMenuItem'] = userdata: 0000000009491338 
    The table has 151 options. 
    Activate table settings.
     
    Assign: _G['monopipe'] = userdata: 00000000173BA338 
    Assign: _G['mono_AttachedProcess'] = 12812 
    Assign: _G['monoBase'] = 140735955206144 
    Assign: _G['mono_AddressLookupID'] = 0 
    Assign: _G['mono_SymbolLookupID'] = -2147483647 
    Assign: _G['mono_StructureNameLookupID'] = 0 
    Assign: _G['mono_StructureDissectOverrideID'] = 0 
    Activate mono features
     
    Assign: _G['result'] = 0 
    .text section MD5: 78718e6a67f410deb48c41f47b8f1315 
    Assign: Register.allocateNearThisAddress = 2301469981440 
    ------------------------------------------------------------------------------- 
    Available: Easy Skill Lv Up 
    ------------------------------------------------------------------------------- 
    Available: Party Members Can Move Far Away 
    ------------------------------------------------------------------------------- 
    Available: No Bullet Loss 
    ------------------------------------------------------------------------------- 
    Available: Damage Multiplier 
    ------------------------------------------------------------------------------- 
    Available: Required.getInstance 
    ------------------------------------------------------------------------------- 
    Available: Part Data Modifier 
    ------------------------------------------------------------------------------- 
    Available: EXP Gained Multiplier 
    ------------------------------------------------------------------------------- 
    Available: Wanzer Data Modifier 
    ------------------------------------------------------------------------------- 
    Available: Skill Must Be Activated 
    ------------------------------------------------------------------------------- 
    Available: Give All Parts (Warning: Include dummy items) 
    ------------------------------------------------------------------------------- 
    Available: Give Parts 
    ------------------------------------------------------------------------------- 
    Available: Act Again in MISSION 
    ------------------------------------------------------------------------------- 
    Enabled: Required.allocation 
    Enabled: Required.getInstance 
     
    FRONT MISSION 1st - Remake Setup completed. (4.33s)
    
Rienfleche wrote:
Tue Jul 11, 2023 8:36 am
...
  • Try Skill Changer.
    I tried to remove the upper limit of skills that can be learned, but as a result I could not save.
    So that's about all I can do with Skills.

    Cheers.
    Old:
    Rienfleche wrote:
    Mon Jul 10, 2023 12:53 pm
    give specific part don't work, all part one work
    • My Bad :sleep:
      I had a problem with my slightly rewritten code. It should work Edit 1.2.
    Sword X wrote:
    Sun Jul 09, 2023 1:09 pm
    Excuse me, but where is the option for infinite actions and attacks?
    • Try Act Again in MISSION.
    Rienfleche wrote:
    Sat Jul 08, 2023 5:24 pm
    how to make it's more simple script, not using pointer
    - Max Money Set to 999999
    - Always Learn SKills At Lv Up,
    - Skills Level Up when use, and
    - 100% skill activation.
    - All Part, Items etc
    - Shoulder Ammo for missiles
    • Try my table.
Haya) Ty for yr work, but idk 1st and 5th skills share same adress =_=
[Link]

s4dam
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Posts: 1
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Reputation: 0

Re: FRONT MISSION 1st: Remake

Post by s4dam »

how to get pilot skills?

User avatar
totalabyss
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Posts: 194
Joined: Sat Dec 02, 2017 5:44 am
Reputation: 21

Re: FRONT MISSION 1st: Remake

Post by totalabyss »

s4dam wrote:
Thu Jul 13, 2023 4:31 am
how to get pilot skills?
You get to a exp threshold and they unlock randomly.

demorest2
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Posts: 296
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Reputation: 38

Re: FRONT MISSION 1st: Remake

Post by demorest2 »

:)

Sword X
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Posts: 83
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Re: FRONT MISSION 1st: Remake

Post by Sword X »

Guys, can you add a zero weight option?

User avatar
koaandaman
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Posts: 12
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Reputation: 1

Re: FRONT MISSION 1st: Remake

Post by koaandaman »

demorest2 wrote:
Tue Jul 11, 2023 6:05 pm
DhaosCollider wrote:
Sun Jul 09, 2023 12:47 pm
I was able to make time on the weekend to work on it. Have fun :)

Options:
Spoiler
<colors>
  • Script or Script that's no available for AOB Error
  • AddressGroupHeader
  • GroupHeader/Comment
  • Variable

<scripts>
  • CE: Compact Mode
  • CE: Add Hotkeys Menu
  • CT: Save Checkbox States
    • Notes:
      • Saves all memory records that are currently "enabled".
      • If they are variables, the values are also saved.
  • CT: Load Checkbox States
  • CT: Expand All
    • Note: Enable all headers.
  • Combat:
    • Party Members Can Move Far Away
    • Act Again in MISSION
    • No Bullet Loss
    • Damage Multiplier
      • times: player
      • times: non-player
    • EXP Gained Multiplier
      • times
    • Skill Must Be Activated
    • Easy Skill Lv Up
  • City:
    • Give Parts
    • Give All Parts (Warning: Include dummy items)
    • Part Data Modifier
      • REQ: Select the target part in SET UP.
      • Pointer->BodyPartData
        • P->m_partName
          • _stringLength
          • _firstChar
        • P->PD_PART_FORM
          • P->name
            • _stringLength
            • _firstChar
          • P->pHelpMessage
            • _stringLength
            • _firstChar
          • price
          • flags
          • attribute
          • weight
          • power
          • defence
          • ara
          • builtInWeapon
          • mut
          • hitAndEva
          • exp
        • m_Id
        • m_WorkshopId
        • m_PartDataType
        • m_PartPosition
        • m_PartType
        • m_Index
        • m_Flags
        • m_IsBoss
        • m_NoSave
        • m_IsDummy
        • m_WeaponPalette
        • m_HaveBuildInWeapon
        • m_IsBroken
        • m_CannotEquipGrip
        • m_CannotEquipShoulder
        • m_NoGuard
        • m_CatepilarLegs
        • m_IsLargeWanzer
        • m_NoSetupGraph
        • m_IsMelee
        • m_IsShort
        • m_IsMultipurpose
        • m_IsDistanceWeapon
        • m_IsShield
        • m_IsUpperPart
        • m_IsUpperPartAttr
        • m_HaveRemainingBullets
        • m_IsSingleShot
        • m_HealthMax
        • m_Price
        • m_Weight
        • m_DestructionExperience
        • m_Weapon
        • m_HasLocalizedName
        • m_Defence
        • m_Power
        • m_Evasion
        • m_Hit
        • m_LegType
        • m_Move
        • m_Fight
        • m_Short
        • m_Long
        • m_Agility
        • m_Distance
        • m_Item
        • m_MinRange
        • m_MaxRange
        • m_MaxMagazine
        • m_WeaponID
        • m_AttackCount
        • m_IsUnlimited
        • m_Kind
        • m_Value
        • m_ItemArg
        • m_Corrected
        • m_Attributes
    • Wanzer Data Modifier
      • REQ: Select target wanzer in STATUS WINDOW.
      • Pointer->Wanzer
        • P->m_Hp
          • body
          • arm left
          • arm right
          • legs
        • P->m_HpMax
          • body
          • arm left
          • arm right
          • legs
        • P->Skill
          • Skill Changer
          • P->[0]
            • Skill
            • ActivationRate
            • LevelUpRate
          • P->[1]
            • Skill
            • ActivationRate
            • LevelUpRate
          • P->[2]
            • Skill
            • ActivationRate
            • LevelUpRate
          • P->[3]
            • Skill
            • ActivationRate
            • LevelUpRate
          • P->[4]
            • Skill
            • ActivationRate
            • LevelUpRate
        • m_MechIdx
        • m_IsPartyMember
        • m_Paint
        • m_MeleeExp
        • m_ShortExp
        • m_LongExp
        • m_DodgeExp
        • m_IsSleep
        • m_IsCleared
        • m_BattleCount
        • m_Think_a
        • m_Think_b
        • m_PilotID
        • m_U_Flag
        • m_FI_Flag
        • m_Status
        • m_StatusChanged
        • m_IsArenaPilotUSN
        • m_IsArena
        • m_Num
        • m_MovementPoints
        • m_ItemCountMax
        • m_ItemRange

<pointers>
  • Pointer->CityScene
    • P->Session
      • P->GameData
        • P->BodyPartData
          • Count
          • P->[0]
      • P->ItemInfo
      • P->MissionInfo
        • m_MissionNo
        • m_MissionNoBackup
        • m_Money
        • m_CityNo
        • m_MissionNoStack
        • m_IsExtraStageFlag
        • m_MissionNoMinor
        • m_LastClearMission
    • m_IsPaused
  • Pointer->Skill_Def
    • Count
Notes:
  • Requires CE 7.4 or later. (Used the feature of CE 7.4 Mono Data Collector)
  • Enable Party Members Can Move Far Away before entering the mission.
  • Skill Must Be Activated has a little problem with melee double skills.
    How to activate more skills:
    Rewrite the code of Skill Must Be Activated.

    mov r15d,eax -> add r15d,eax

    However, specific skills have bugs that freeze the game.
    DOUBLE LV3 was confirmed in my play.
Edit 2:
  • Added Skill Changer.
    It's under the P->Skill in Wanzer Data Modifier.
    FRONT MISSION 1st Remake.CT
    Old:
    Edit 1.2:
    • Added Act Again in Mission, No Bullet Loss.
      If Act Again in Mission prevents Wanzer from moving, try canceling COMMAND.
    • Fixed Act Again in Mission to Act Again in MISSION.
      No more movement issues or enemy effects.
    • Fixed Give Parts.
      FRONT MISSION 1st Remake.CT
    Edit 0:
    • FRONT MISSION 1st Remake.CT
Reply:
koaandaman wrote:
Tue Jul 11, 2023 1:27 pm
How to use Give Parts & Give All Parts?
becouse it notrun in game :shock:
  • I want you to submit the debug log to me.

    The steps are:
    1. Restart the table if it has already been started
    2. Press ALT+X after starting the table
    3. Select a process
    4. Copy the Debug log
    My output log:

    Code: Select all

    Enabled: Debug Mode with CE 7.5/Lua 5.3
     
    Assign: Starter.onClose = function: 000000000FC69770 
    Assign: Starter.enabledColor = 25800 
    Assign: Starter.disabledColor = 200 
    Assign: Register.enabledColor = 13995776 
    Assign: Register.disabledColor = 8421504 
    Ready to CheatTableLibrary.
     
    Assign: _G['process'] = FRONT MISSION 1st Remake.exe 
    Assign: _G['CELUATHREAD_10297F08'] = thread: 0000000010297F08 
    Assign: _G['java_OpenProcessAfterwards_Thread'] = userdata: 00000000094CBD98 
    Assign: _G['java_classlist'] = nil 
    Assign: _G['CELUATHREAD_102986E8'] = thread: 00000000102986E8 
    Assign: _G['mono_OpenProcessMTThread'] = userdata: 000000000FDC55D8 
    Assign: _G['miMonoTopMenuItem'] = userdata: 0000000009491338 
    The table has 151 options. 
    Activate table settings.
     
    Assign: _G['monopipe'] = userdata: 00000000173BA338 
    Assign: _G['mono_AttachedProcess'] = 12812 
    Assign: _G['monoBase'] = 140735955206144 
    Assign: _G['mono_AddressLookupID'] = 0 
    Assign: _G['mono_SymbolLookupID'] = -2147483647 
    Assign: _G['mono_StructureNameLookupID'] = 0 
    Assign: _G['mono_StructureDissectOverrideID'] = 0 
    Activate mono features
     
    Assign: _G['result'] = 0 
    .text section MD5: 78718e6a67f410deb48c41f47b8f1315 
    Assign: Register.allocateNearThisAddress = 2301469981440 
    ------------------------------------------------------------------------------- 
    Available: Easy Skill Lv Up 
    ------------------------------------------------------------------------------- 
    Available: Party Members Can Move Far Away 
    ------------------------------------------------------------------------------- 
    Available: No Bullet Loss 
    ------------------------------------------------------------------------------- 
    Available: Damage Multiplier 
    ------------------------------------------------------------------------------- 
    Available: Required.getInstance 
    ------------------------------------------------------------------------------- 
    Available: Part Data Modifier 
    ------------------------------------------------------------------------------- 
    Available: EXP Gained Multiplier 
    ------------------------------------------------------------------------------- 
    Available: Wanzer Data Modifier 
    ------------------------------------------------------------------------------- 
    Available: Skill Must Be Activated 
    ------------------------------------------------------------------------------- 
    Available: Give All Parts (Warning: Include dummy items) 
    ------------------------------------------------------------------------------- 
    Available: Give Parts 
    ------------------------------------------------------------------------------- 
    Available: Act Again in MISSION 
    ------------------------------------------------------------------------------- 
    Enabled: Required.allocation 
    Enabled: Required.getInstance 
     
    FRONT MISSION 1st - Remake Setup completed. (4.33s)
    
Rienfleche wrote:
Tue Jul 11, 2023 8:36 am
...
  • Try Skill Changer.
    I tried to remove the upper limit of skills that can be learned, but as a result I could not save.
    So that's about all I can do with Skills.

    Cheers.
    Old:
    Rienfleche wrote:
    Mon Jul 10, 2023 12:53 pm
    give specific part don't work, all part one work
    • My Bad :sleep:
      I had a problem with my slightly rewritten code. It should work Edit 1.2.
    Sword X wrote:
    Sun Jul 09, 2023 1:09 pm
    Excuse me, but where is the option for infinite actions and attacks?
    • Try Act Again in MISSION.
    Rienfleche wrote:
    Sat Jul 08, 2023 5:24 pm
    how to make it's more simple script, not using pointer
    - Max Money Set to 999999
    - Always Learn SKills At Lv Up,
    - Skills Level Up when use, and
    - 100% skill activation.
    - All Part, Items etc
    - Shoulder Ammo for missiles
    • Try my table.
Haya) Ty for yr work, but idk 1st and 5th skills share same adress =_=
[Link]
:!: the pic can't see it . TT_TT

User avatar
koaandaman
Noobzor
Noobzor
Posts: 12
Joined: Thu Nov 17, 2022 12:41 pm
Reputation: 1

Re: FRONT MISSION 1st: Remake

Post by koaandaman »

DhaosCollider wrote:
Sun Jul 09, 2023 12:47 pm
I was able to make time on the weekend to work on it. Have fun :)

Options:
Spoiler
<colors>
  • Script or Script that's no available for AOB Error
  • AddressGroupHeader
  • GroupHeader/Comment
  • Variable

<scripts>
  • CE: Compact Mode
  • CE: Add Hotkeys Menu
  • CT: Save Checkbox States
    • Notes:
      • Saves all memory records that are currently "enabled".
      • If they are variables, the values are also saved.
  • CT: Load Checkbox States
  • CT: Expand All
    • Note: Enable all headers.
  • Combat:
    • Party Members Can Move Far Away
    • Act Again in MISSION
    • No Bullet Loss
    • Damage Multiplier
      • times: player
      • times: non-player
    • EXP Gained Multiplier
      • times
    • Skill Must Be Activated
    • Easy Skill Lv Up
  • City:
    • Give Parts
    • Give All Parts (Warning: Include dummy items)
    • Part Data Modifier
      • REQ: Select the target part in SET UP.
      • Pointer->BodyPartData
        • P->m_partName
          • _stringLength
          • _firstChar
        • P->PD_PART_FORM
          • P->name
            • _stringLength
            • _firstChar
          • P->pHelpMessage
            • _stringLength
            • _firstChar
          • price
          • flags
          • attribute
          • weight
          • power
          • defence
          • ara
          • builtInWeapon
          • mut
          • hitAndEva
          • exp
        • m_Id
        • m_WorkshopId
        • m_PartDataType
        • m_PartPosition
        • m_PartType
        • m_Index
        • m_Flags
        • m_IsBoss
        • m_NoSave
        • m_IsDummy
        • m_WeaponPalette
        • m_HaveBuildInWeapon
        • m_IsBroken
        • m_CannotEquipGrip
        • m_CannotEquipShoulder
        • m_NoGuard
        • m_CatepilarLegs
        • m_IsLargeWanzer
        • m_NoSetupGraph
        • m_IsMelee
        • m_IsShort
        • m_IsMultipurpose
        • m_IsDistanceWeapon
        • m_IsShield
        • m_IsUpperPart
        • m_IsUpperPartAttr
        • m_HaveRemainingBullets
        • m_IsSingleShot
        • m_HealthMax
        • m_Price
        • m_Weight
        • m_DestructionExperience
        • m_Weapon
        • m_HasLocalizedName
        • m_Defence
        • m_Power
        • m_Evasion
        • m_Hit
        • m_LegType
        • m_Move
        • m_Fight
        • m_Short
        • m_Long
        • m_Agility
        • m_Distance
        • m_Item
        • m_MinRange
        • m_MaxRange
        • m_MaxMagazine
        • m_WeaponID
        • m_AttackCount
        • m_IsUnlimited
        • m_Kind
        • m_Value
        • m_ItemArg
        • m_Corrected
        • m_Attributes
    • Wanzer Data Modifier
      • REQ: Select target wanzer in STATUS WINDOW.
      • Pointer->Wanzer
        • P->m_Hp
          • body
          • arm left
          • arm right
          • legs
        • P->m_HpMax
          • body
          • arm left
          • arm right
          • legs
        • P->Skill
          • Skill Changer
          • P->[0]
            • Skill
            • ActivationRate
            • LevelUpRate
          • P->[1]
            • Skill
            • ActivationRate
            • LevelUpRate
          • P->[2]
            • Skill
            • ActivationRate
            • LevelUpRate
          • P->[3]
            • Skill
            • ActivationRate
            • LevelUpRate
          • P->[4]
            • Skill
            • ActivationRate
            • LevelUpRate
        • m_MechIdx
        • m_IsPartyMember
        • m_Paint
        • m_MeleeExp
        • m_ShortExp
        • m_LongExp
        • m_DodgeExp
        • m_IsSleep
        • m_IsCleared
        • m_BattleCount
        • m_Think_a
        • m_Think_b
        • m_PilotID
        • m_U_Flag
        • m_FI_Flag
        • m_Status
        • m_StatusChanged
        • m_IsArenaPilotUSN
        • m_IsArena
        • m_Num
        • m_MovementPoints
        • m_ItemCountMax
        • m_ItemRange

<pointers>
  • Pointer->CityScene
    • P->Session
      • P->GameData
        • P->BodyPartData
          • Count
          • P->[0]
      • P->ItemInfo
      • P->MissionInfo
        • m_MissionNo
        • m_MissionNoBackup
        • m_Money
        • m_CityNo
        • m_MissionNoStack
        • m_IsExtraStageFlag
        • m_MissionNoMinor
        • m_LastClearMission
    • m_IsPaused
  • Pointer->Skill_Def
    • Count
Notes:
  • Requires CE 7.4 or later. (Used the feature of CE 7.4 Mono Data Collector)
  • Enable Party Members Can Move Far Away before entering the mission.
  • Skill Must Be Activated has a little problem with melee double skills.
    How to activate more skills:
    Rewrite the code of Skill Must Be Activated.

    mov r15d,eax -> add r15d,eax

    However, specific skills have bugs that freeze the game.
    DOUBLE LV3 was confirmed in my play.
Edit 2.1:
  • Added Skill Changer.
    It's under the P->Skill in Wanzer Data Modifier.
  • Changed child header options for P->Skill.
    FRONT MISSION 1st Remake.CT
    Old:
    Edit 1.2:
    • Added Act Again in Mission, No Bullet Loss.
      If Act Again in Mission prevents Wanzer from moving, try canceling COMMAND.
    • Fixed Act Again in Mission to Act Again in MISSION.
      No more movement issues or enemy effects.
    • Fixed Give Parts.
      FRONT MISSION 1st Remake.CT
    Edit 0:
    • FRONT MISSION 1st Remake.CT
Reply:
demorest2 wrote:
Tue Jul 11, 2023 6:05 pm
Haya) Ty for yr work, but idk 1st and 5th skills share same adress =_=
  • Correct. Wanzer's skills are referenced from skill data defined at the start of the game.
    So the same skill works with the same pointer.
koaandaman wrote:
Tue Jul 11, 2023 1:27 pm
How to use Give Parts & Give All Parts?
becouse it notrun in game :shock:
  • I want you to submit the debug log to me.

    The steps are:
    1. Restart the table if it has already been started
    2. Press ALT+X after starting the table
    3. Select a process
    4. Copy the Debug log
    My output log:

    Code: Select all

    Enabled: Debug Mode with CE 7.5/Lua 5.3
     
    Assign: Starter.onClose = function: 000000000FC69770 
    Assign: Starter.enabledColor = 25800 
    Assign: Starter.disabledColor = 200 
    Assign: Register.enabledColor = 13995776 
    Assign: Register.disabledColor = 8421504 
    Ready to CheatTableLibrary.
     
    Assign: _G['process'] = FRONT MISSION 1st Remake.exe 
    Assign: _G['CELUATHREAD_10297F08'] = thread: 0000000010297F08 
    Assign: _G['java_OpenProcessAfterwards_Thread'] = userdata: 00000000094CBD98 
    Assign: _G['java_classlist'] = nil 
    Assign: _G['CELUATHREAD_102986E8'] = thread: 00000000102986E8 
    Assign: _G['mono_OpenProcessMTThread'] = userdata: 000000000FDC55D8 
    Assign: _G['miMonoTopMenuItem'] = userdata: 0000000009491338 
    The table has 151 options. 
    Activate table settings.
     
    Assign: _G['monopipe'] = userdata: 00000000173BA338 
    Assign: _G['mono_AttachedProcess'] = 12812 
    Assign: _G['monoBase'] = 140735955206144 
    Assign: _G['mono_AddressLookupID'] = 0 
    Assign: _G['mono_SymbolLookupID'] = -2147483647 
    Assign: _G['mono_StructureNameLookupID'] = 0 
    Assign: _G['mono_StructureDissectOverrideID'] = 0 
    Activate mono features
     
    Assign: _G['result'] = 0 
    .text section MD5: 78718e6a67f410deb48c41f47b8f1315 
    Assign: Register.allocateNearThisAddress = 2301469981440 
    ------------------------------------------------------------------------------- 
    Available: Easy Skill Lv Up 
    ------------------------------------------------------------------------------- 
    Available: Party Members Can Move Far Away 
    ------------------------------------------------------------------------------- 
    Available: No Bullet Loss 
    ------------------------------------------------------------------------------- 
    Available: Damage Multiplier 
    ------------------------------------------------------------------------------- 
    Available: Required.getInstance 
    ------------------------------------------------------------------------------- 
    Available: Part Data Modifier 
    ------------------------------------------------------------------------------- 
    Available: EXP Gained Multiplier 
    ------------------------------------------------------------------------------- 
    Available: Wanzer Data Modifier 
    ------------------------------------------------------------------------------- 
    Available: Skill Must Be Activated 
    ------------------------------------------------------------------------------- 
    Available: Give All Parts (Warning: Include dummy items) 
    ------------------------------------------------------------------------------- 
    Available: Give Parts 
    ------------------------------------------------------------------------------- 
    Available: Act Again in MISSION 
    ------------------------------------------------------------------------------- 
    Enabled: Required.allocation 
    Enabled: Required.getInstance 
     
    FRONT MISSION 1st - Remake Setup completed. (4.33s)
    
Rienfleche wrote:
Tue Jul 11, 2023 8:36 am
...
  • Try Skill Changer.
    I tried to remove the upper limit of skills that can be learned, but as a result I could not save.
    So that's about all I can do with Skills.

    Cheers.
    Old:
    Rienfleche wrote:
    Mon Jul 10, 2023 12:53 pm
    give specific part don't work, all part one work
    • My Bad :sleep:
      I had a problem with my slightly rewritten code. It should work Edit 1.2.
    Sword X wrote:
    Sun Jul 09, 2023 1:09 pm
    Excuse me, but where is the option for infinite actions and attacks?
    • Try Act Again in MISSION.
    Rienfleche wrote:
    Sat Jul 08, 2023 5:24 pm
    how to make it's more simple script, not using pointer
    - Max Money Set to 999999
    - Always Learn SKills At Lv Up,
    - Skills Level Up when use, and
    - 100% skill activation.
    - All Part, Items etc
    - Shoulder Ammo for missiles
    • Try my table.
This code from <scritp>

Image
Spoiler
{$lua}
if syntaxcheck then return end

local const = {}

local function assign_G(tbl, name, val)
assert(not const[name], name..' is a const.')
Starter.log("Assign: _G['"..name.."'] = "..tostring(val))
return rawset(tbl, name, val)
end

local function assign(tbl, name, val)
Starter.log('Assign: '..tbl.name..'.'..name..' = '..tostring(val))
return rawset(tbl, name, val)
end

local function createTables(...)
local luaFile = {...}
for i = 1, #luaFile do
local name = luaFile
local tf = assert(findTableFile(name..'.lua'), name..'.lua not found.')
local sl = readStringLocal(tf.stream.memory, tf.stream.size)
local define = assert(load(sl), name..".lua can't be loaded.")
_G[name], const[name] = nil, define()
const[name].name = name
setmetatable(const[name], {__newindex = assign})
end
return setmetatable(_G, {__index = const, __newindex = assign_G})
end

local function debugMode(isDebug)
Register.isRestore, Register.isDebug = not isDebug, isDebug
_G['isDebug'], Starter.isDebug = nil, isDebug
local msg = 'Enabled: Debug Mode with CE %s/%s\n'
return Starter.log(msg:format(getCEVersion(), _VERSION))
end

local function includeLibrary(...)
if Starter and Register then return end
local ver, req = getCEVersion(), 7.2
local info = 'You using Cheat Engine '..ver..'.\nRequired that you use Cheat Engine '..req..' or later.\nClose Cheat Engine.'
if (ver < req) then messageDialog(info, 2, 2); return closeCE() end
createTables(...); debugMode(_G['isDebug'])
MainForm.onClose, Starter.onClose = Starter.recommandInit, MainForm.onClose
AddressList.onValueChange = Starter.showSelectionList
Starter.disabledColor, Starter.enabledColor = 0x0000C8, 0x0064C8
Register.disabledColor, Register.enabledColor = 0x808080, 0xD58F00
unregisterAutoAssemblerCommand('registerlabel')
registerAutoAssemblerCommand('registerlabel', Register.labelAndSymbol)
return Starter.log('Ready to CheatTableLibrary.\n')
end

[ENABLE]

includeLibrary('Starter', 'Register', 'Recorder')
Starter.onEnable(MainForm, AddressList)
Starter.onLoad(AddressList, 'CT: Load Checkbox States')

[DISABLE]

Starter.onDisable(AddressList)

User avatar
koaandaman
Noobzor
Noobzor
Posts: 12
Joined: Thu Nov 17, 2022 12:41 pm
Reputation: 1

Re: FRONT MISSION 1st: Remake

Post by koaandaman »

This code Wepon to up Long rang EXP "Ziege P" Can Chang Rang 1-2 to 1-12. :D
Image


Code: Select all


Weapon

516(Ziege RF 1x99 AT/99 HIT)

875:FV-26  6x20 AT 80 Hit

877:ZIEGE P 1-2 Rang Hi LongEXP

879:PSG-5 1-4 Rang sniper

881:JOKER

748:SI BD-6Kr  CPU

944 BUREN MS Shoulder Weapon 4x24 AT(Has no setup visual)

797 - CLINTON TYPE Body***

787 - GLOSTER Body***

792 - ALGEM Body***

802 - BANYAN Body***

806 - Innova Body***

809 - SEAKING Body***

812 - GAVEL Body***

816 - GIGAS Body***

820 - K.O.N.G. Body***

824 - PROTOTYPE Body***

947 - BUREN Body***

948 - T.C.K. ASSAULT Body***

Growning 
414:Growning Body  (Has no setup visual)
415:Growning Arm L (Has no setup visual)
416:Growning Arm R (Has no setup visual)
417:Growning Legs  (Has no setup visual)

and Growning WANZER Boss SAKATA Part
Spoiler
Image

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