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Re: Final fantasy VII Ever Crisis

Posted: Sat Mar 16, 2024 3:26 pm
by Revolver
Xer0Daze wrote:
Sat Mar 16, 2024 12:13 am
The AOB for (InfHpTest,GameAssembly.dll,4C 8B 03 8B D7 48 8B CB 49 8B 80 C8) seems to have changed and broke the InfHP. I tried to debug it but I have to slice it all the way back to 4C 8B 03 to get results and none of those looked like the correct injection point to update it to. I did make sure I was in combat when scanning the AOBs and no dice.
Is anyone else having this issue? Like before, infinite HP is working fine for me and the address seems unchanged.
The pointers changed a couple of updates ago, but they should be up to date in V9 and V10. Rbx+170 for characters 1-3 and rbx+199 for the infinite HP flag.

Re: Final fantasy VII Ever Crisis

Posted: Mon Mar 18, 2024 10:02 am
by fillisium
Revolver wrote:
Wed Mar 13, 2024 2:16 pm
Some score addresses changed again.
ATB wont decrase + can alwasys use ATB or LB is doesn't work in co-op?

Re: Final fantasy VII Ever Crisis

Posted: Mon Mar 18, 2024 5:31 pm
by Revolver
fillisium wrote:
Mon Mar 18, 2024 10:02 am
Revolver wrote:
Wed Mar 13, 2024 2:16 pm
Some score addresses changed again.
ATB wont decrase + can alwasys use ATB or LB is doesn't work in co-op?
Nothing works in co-op; that's server side.

Re: Final fantasy VII Ever Crisis

Posted: Sun Mar 24, 2024 12:39 am
by Xer0Daze
Revolver wrote:
Sat Mar 16, 2024 3:26 pm
Xer0Daze wrote:
Sat Mar 16, 2024 12:13 am
The AOB for (InfHpTest,GameAssembly.dll,4C 8B 03 8B D7 48 8B CB 49 8B 80 C8) seems to have changed and broke the InfHP. I tried to debug it but I have to slice it all the way back to 4C 8B 03 to get results and none of those looked like the correct injection point to update it to. I did make sure I was in combat when scanning the AOBs and no dice.
Is anyone else having this issue? Like before, infinite HP is working fine for me and the address seems unchanged.
The pointers changed a couple of updates ago, but they should be up to date in V9 and V10. Rbx+170 for characters 1-3 and rbx+199 for the infinite HP flag.
Weird. Something was off with my client I guess. I uninstalled/reinstalled and it works perfectly now. Thanks, Revolver.

Re: Final fantasy VII Ever Crisis

Posted: Wed Mar 27, 2024 8:44 pm
by Revolver
A smidge of an update

Re: Final fantasy VII Ever Crisis

Posted: Sat Mar 30, 2024 10:22 am
by fillisium
How about 12 stamps for every "10 draw" event gatcha, is that possible?

Re: Final fantasy VII Ever Crisis

Posted: Thu Apr 04, 2024 2:33 am
by veltrore
fillisium wrote:
Sat Mar 30, 2024 10:22 am
How about 12 stamps for every "10 draw" event gatcha, is that possible?
No dude, what's possible is what we have already. The rest is server-side.

Re: Final fantasy VII Ever Crisis

Posted: Tue Apr 09, 2024 9:05 am
by fillisium
Game Updated

Re: Final fantasy VII Ever Crisis

Posted: Tue Apr 09, 2024 9:57 am
by Yrs
1hit kill stop working today

Re: Final fantasy VII Ever Crisis

Posted: Tue Apr 09, 2024 12:24 pm
by Shadowds
Yrs wrote:
Tue Apr 09, 2024 9:57 am
1hit kill stop working today
Can confirm as well.

Re: Final fantasy VII Ever Crisis

Posted: Tue Apr 09, 2024 12:40 pm
by Cissa90
Yrs wrote:
Tue Apr 09, 2024 9:57 am
1hit kill stop working today
Shadowds wrote:
Tue Apr 09, 2024 12:24 pm
Yrs wrote:
Tue Apr 09, 2024 9:57 am
1hit kill stop working today
Can confirm as well.


Here you go.
Updated 1 hit kill (remember it's shared with party).

If you want to update Revolvers script in his V11 table, open the 1 hit kill script, and change the AOB to 80 3D ** ** ** ** 00 8B 7F 10

Only thing changed is the 78 to 7F as marked.
--------

If you want to use this one:
Mark everything and copy paste into Cheat Engine

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>240</ID>
      <Description>"1 Hit Kill (Shared With Allies, use with Inf HP)"</Description>
      <LastState Activated="1"/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>[ENABLE]

aobscanmodule(DamageOutput,GameAssembly.dll,80 3D 35 56 35 06 00 8B 7F 10) // should be unique
alloc(newmem,$1000,DamageOutput)

label(code)
label(return)

newmem:
mov [rax+10],(int)1

code:
  cmp byte ptr [GameAssembly.dll+6FB7353],00
  mov edi,[rax+10]
  jmp return

DamageOutput:
  jmp newmem
  nop 5
return:
registersymbol(DamageOutput)

[DISABLE]

DamageOutput:
  db 80 3D 35 56 35 06 00 8B 7F 10

unregistersymbol(DamageOutput)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: GameAssembly.dll+A72CFE

GameAssembly.dll+A72CD3: C6 05 20 DD 16 07 01  - mov byte ptr [GameAssembly.dll+7BE09FA],01
GameAssembly.dll+A72CDA: 80 BB 08 01 00 00 00  - cmp byte ptr [rbx+00000108],00
GameAssembly.dll+A72CE1: 48 89 7C 24 40        - mov [rsp+40],rdi
GameAssembly.dll+A72CE6: 74 06                 - je GameAssembly.dll+A72CEE
GameAssembly.dll+A72CE8: 48 8B 43 48           - mov rax,[rbx+48]
GameAssembly.dll+A72CEC: EB 04                 - jmp GameAssembly.dll+A72CF2
GameAssembly.dll+A72CEE: 48 8B 43 38           - mov rax,[rbx+38]
GameAssembly.dll+A72CF2: 48 85 C0              - test rax,rax
GameAssembly.dll+A72CF5: 74 6A                 - je GameAssembly.dll+A72D61
GameAssembly.dll+A72CF7: 80 3D FE DC 16 07 00  - cmp byte ptr [GameAssembly.dll+7BE09FC],00
// ---------- INJECTING HERE ----------
GameAssembly.dll+C61D1E: 8B 78 10              - mov edi,[rax+10]
// ---------- DONE INJECTING  ----------
GameAssembly.dll+A72D01: 75 13                 - jne GameAssembly.dll+A72D16
GameAssembly.dll+A72D03: 48 8D 0D A6 70 D9 06  - lea rcx,[GameAssembly.dll+7809DB0]
GameAssembly.dll+A72D0A: E8 F1 62 AB FF        - call GameAssembly.dll+529000
GameAssembly.dll+A72D0F: C6 05 E6 DC 16 07 01  - mov byte ptr [GameAssembly.dll+7BE09FC],01
GameAssembly.dll+A72D16: 80 BB 08 01 00 00 00  - cmp byte ptr [rbx+00000108],00
GameAssembly.dll+A72D1D: 74 06                 - je GameAssembly.dll+A72D25
GameAssembly.dll+A72D1F: 48 8B 43 50           - mov rax,[rbx+50]
GameAssembly.dll+A72D23: EB 04                 - jmp GameAssembly.dll+A72D29
GameAssembly.dll+A72D25: 48 8B 43 40           - mov rax,[rbx+40]
GameAssembly.dll+A72D29: 48 85 C0              - test rax,rax
}
</AssemblerScript>
    </CheatEntry>
  </CheatEntries>
</CheatTable>
Or copy this content under into the same script file.

Code: Select all

[ENABLE]

aobscanmodule(DamageOutput,GameAssembly.dll,80 3D 35 56 35 06 00 8B 7F 10) // should be unique
alloc(newmem,$1000,DamageOutput)

label(code)
label(return)

newmem:
mov [rax+10],(int)1

code:
  cmp byte ptr [GameAssembly.dll+6FB7353],00
  mov edi,[rax+10]
  jmp return

DamageOutput:
  jmp newmem
  nop 5
return:
registersymbol(DamageOutput)

[DISABLE]

DamageOutput:
  db 80 3D 35 56 35 06 00 8B 7F 10

unregistersymbol(DamageOutput)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: GameAssembly.dll+A72CFE

GameAssembly.dll+A72CD3: C6 05 20 DD 16 07 01  - mov byte ptr [GameAssembly.dll+7BE09FA],01
GameAssembly.dll+A72CDA: 80 BB 08 01 00 00 00  - cmp byte ptr [rbx+00000108],00
GameAssembly.dll+A72CE1: 48 89 7C 24 40        - mov [rsp+40],rdi
GameAssembly.dll+A72CE6: 74 06                 - je GameAssembly.dll+A72CEE
GameAssembly.dll+A72CE8: 48 8B 43 48           - mov rax,[rbx+48]
GameAssembly.dll+A72CEC: EB 04                 - jmp GameAssembly.dll+A72CF2
GameAssembly.dll+A72CEE: 48 8B 43 38           - mov rax,[rbx+38]
GameAssembly.dll+A72CF2: 48 85 C0              - test rax,rax
GameAssembly.dll+A72CF5: 74 6A                 - je GameAssembly.dll+A72D61
GameAssembly.dll+A72CF7: 80 3D FE DC 16 07 00  - cmp byte ptr [GameAssembly.dll+7BE09FC],00
// ---------- INJECTING HERE ----------
GameAssembly.dll+C61D1E: 8B 78 10              - mov edi,[rax+10]
// ---------- DONE INJECTING  ----------
GameAssembly.dll+A72D01: 75 13                 - jne GameAssembly.dll+A72D16
GameAssembly.dll+A72D03: 48 8D 0D A6 70 D9 06  - lea rcx,[GameAssembly.dll+7809DB0]
GameAssembly.dll+A72D0A: E8 F1 62 AB FF        - call GameAssembly.dll+529000
GameAssembly.dll+A72D0F: C6 05 E6 DC 16 07 01  - mov byte ptr [GameAssembly.dll+7BE09FC],01
GameAssembly.dll+A72D16: 80 BB 08 01 00 00 00  - cmp byte ptr [rbx+00000108],00
GameAssembly.dll+A72D1D: 74 06                 - je GameAssembly.dll+A72D25
GameAssembly.dll+A72D1F: 48 8B 43 50           - mov rax,[rbx+50]
GameAssembly.dll+A72D23: EB 04                 - jmp GameAssembly.dll+A72D29
GameAssembly.dll+A72D25: 48 8B 43 40           - mov rax,[rbx+40]
GameAssembly.dll+A72D29: 48 85 C0              - test rax,rax
}[/code}

Re: Final fantasy VII Ever Crisis

Posted: Tue Apr 09, 2024 2:02 pm
by Revolver
Cissa90 wrote:
Tue Apr 09, 2024 12:40 pm
Thanks Cissa!

Some of the score scripts broke as well, here's the updated table.

Re: Final fantasy VII Ever Crisis

Posted: Tue Apr 09, 2024 2:18 pm
by Cissa90
Revolver wrote:
Tue Apr 09, 2024 2:02 pm
Cissa90 wrote:
Tue Apr 09, 2024 12:40 pm
Thanks Cissa!

Some of the score scripts broke as well, here's the updated table.
The Weakness Damage Score (useful for Crisis Dungeon quests) is broken atm. Seems it shares offset now with many other values. So by beginning a battle, or ending one, it crashes the game.

If you want to troubleshoot, go into a dungeon place with inf HP, go solo as wel, disable auto.
Do an unknown search, do 1 elemental weakness damage, note the amount done, then increase value by that. In the end some will remain.

Re: Final fantasy VII Ever Crisis

Posted: Tue Apr 09, 2024 2:57 pm
by Cissa90
New cheat, Game Speed Multiplier.
Contains x1 to x5.

Copy its contents directly into Cheat Engine.

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>293</ID>
      <Description>"Game Speed Multiplier"</Description>
      <LastState Activated="1"/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>[ENABLE]

aobscanmodule(GameSpeed,UnityPlayer.dll,F3 0F 10 99 FC 00 00 00) // should be unique
alloc(newmem,$1000,GameSpeed)
label(code)
label(return)
alloc(SpeedGame,4)
registersymbol(SpeedGame)
label(Speed2)
label(Speed3)
label(Speed4)
label(Speed5)

SpeedGame:
dd (float)1

newmem:
cmp [SpeedGame],(float)1
je code
cmp [SpeedGame],(float)2
je Speed2
cmp [SpeedGame],(float)3
je Speed3
cmp [SpeedGame],(float)4
je Speed4
cmp [SpeedGame],(float)5
je Speed5

Speed2:
mov [rcx+000000FC],(float)2
jmp code

Speed3:
mov [rcx+000000FC],(float)3
jmp code

Speed4:
mov [rcx+000000FC],(float)4
jmp code

Speed5:
mov [rcx+000000FC],(float)5
jmp code

code:
  movss xmm3,[rcx+000000FC]
  jmp return

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

[DISABLE]

GameSpeed:
  db F3 0F 10 99 FC 00 00 00

unregistersymbol(GameSpeed)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: UnityPlayer.dll+45F2C0

UnityPlayer.dll+45F290: 80 B9 C0 00 00 00 00     - cmp byte ptr [rcx+000000C0],00
UnityPlayer.dll+45F297: 74 1B                    - je UnityPlayer.dll+45F2B4
UnityPlayer.dll+45F299: 0F 28 74 24 20           - movaps xmm6,[rsp+20]
UnityPlayer.dll+45F29E: 0F 28 7C 24 10           - movaps xmm7,[rsp+10]
UnityPlayer.dll+45F2A3: C6 81 C0 00 00 00 00     - mov byte ptr [rcx+000000C0],00
UnityPlayer.dll+45F2AA: 44 0F 28 04 24           - movaps xmm8,[rsp]
UnityPlayer.dll+45F2AF: 48 83 C4 38              - add rsp,38
UnityPlayer.dll+45F2B3: C3                       - ret 
UnityPlayer.dll+45F2B4: 80 B9 C1 00 00 00 00     - cmp byte ptr [rcx+000000C1],00
UnityPlayer.dll+45F2BB: F2 0F 10 61 60           - movsd xmm4,[rcx+60]
// ---------- INJECTING HERE ----------
UnityPlayer.dll+45F2C0: F3 0F 10 99 FC 00 00 00  - movss xmm3,[rcx+000000FC]
// ---------- DONE INJECTING  ----------
UnityPlayer.dll+45F2C8: 74 0D                    - je UnityPlayer.dll+45F2D7
UnityPlayer.dll+45F2CA: F3 0F 59 1D 62 A1 2C 01  - mulss xmm3,[UnityPlayer.dll+1729434]
UnityPlayer.dll+45F2D2: 0F 5A D3                 - cvtps2pd xmm2,xmm3
UnityPlayer.dll+45F2D5: EB 61                    - jmp UnityPlayer.dll+45F338
UnityPlayer.dll+45F2D7: F3 0F 10 89 00 01 00 00  - movss xmm1,[rcx+00000100]
UnityPlayer.dll+45F2DF: 0F 28 EA                 - movaps xmm5,xmm2
UnityPlayer.dll+45F2E2: 0F 5A C1                 - cvtps2pd xmm0,xmm1
UnityPlayer.dll+45F2E5: F2 0F 5C EC              - subsd xmm5,xmm4
UnityPlayer.dll+45F2E9: 66 0F 2F E8              - comisd xmm5,xmm0
UnityPlayer.dll+45F2ED: 76 09                    - jna UnityPlayer.dll+45F2F8
}
</AssemblerScript>
      <CheatEntries>
        <CheatEntry>
          <ID>294</ID>
          <Description>"Multiplier"</Description>
          <DropDownList ReadOnly="1" DescriptionOnly="1" DisplayValueAsItem="1">1:x1
2:x2
3:x3
4:x4
5:x5
</DropDownList>
          <LastState Value="3" RealAddress="7FFF0C781000"/>
          <ShowAsSigned>0</ShowAsSigned>
          <VariableType>Float</VariableType>
          <Address>SpeedGame</Address>
        </CheatEntry>
      </CheatEntries>
    </CheatEntry>
  </CheatEntries>
</CheatTable>

Re: Final fantasy VII Ever Crisis

Posted: Tue Apr 09, 2024 9:34 pm
by Bigjoe91
Cissa90 wrote:
Tue Apr 09, 2024 2:57 pm
New cheat, Game Speed Multiplier.
Contains x1 to x5.

Copy its contents directly into Cheat Engine.

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>293</ID>
      <Description>"Game Speed Multiplier"</Description>
      <LastState Activated="1"/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>[ENABLE]

aobscanmodule(GameSpeed,UnityPlayer.dll,F3 0F 10 99 FC 00 00 00) // should be unique
alloc(newmem,$1000,GameSpeed)
label(code)
label(return)
alloc(SpeedGame,4)
registersymbol(SpeedGame)
label(Speed2)
label(Speed3)
label(Speed4)
label(Speed5)

SpeedGame:
dd (float)1

newmem:
cmp [SpeedGame],(float)1
je code
cmp [SpeedGame],(float)2
je Speed2
cmp [SpeedGame],(float)3
je Speed3
cmp [SpeedGame],(float)4
je Speed4
cmp [SpeedGame],(float)5
je Speed5

Speed2:
mov [rcx+000000FC],(float)2
jmp code

Speed3:
mov [rcx+000000FC],(float)3
jmp code

Speed4:
mov [rcx+000000FC],(float)4
jmp code

Speed5:
mov [rcx+000000FC],(float)5
jmp code

code:
  movss xmm3,[rcx+000000FC]
  jmp return

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

[DISABLE]

GameSpeed:
  db F3 0F 10 99 FC 00 00 00

unregistersymbol(GameSpeed)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: UnityPlayer.dll+45F2C0

UnityPlayer.dll+45F290: 80 B9 C0 00 00 00 00     - cmp byte ptr [rcx+000000C0],00
UnityPlayer.dll+45F297: 74 1B                    - je UnityPlayer.dll+45F2B4
UnityPlayer.dll+45F299: 0F 28 74 24 20           - movaps xmm6,[rsp+20]
UnityPlayer.dll+45F29E: 0F 28 7C 24 10           - movaps xmm7,[rsp+10]
UnityPlayer.dll+45F2A3: C6 81 C0 00 00 00 00     - mov byte ptr [rcx+000000C0],00
UnityPlayer.dll+45F2AA: 44 0F 28 04 24           - movaps xmm8,[rsp]
UnityPlayer.dll+45F2AF: 48 83 C4 38              - add rsp,38
UnityPlayer.dll+45F2B3: C3                       - ret 
UnityPlayer.dll+45F2B4: 80 B9 C1 00 00 00 00     - cmp byte ptr [rcx+000000C1],00
UnityPlayer.dll+45F2BB: F2 0F 10 61 60           - movsd xmm4,[rcx+60]
// ---------- INJECTING HERE ----------
UnityPlayer.dll+45F2C0: F3 0F 10 99 FC 00 00 00  - movss xmm3,[rcx+000000FC]
// ---------- DONE INJECTING  ----------
UnityPlayer.dll+45F2C8: 74 0D                    - je UnityPlayer.dll+45F2D7
UnityPlayer.dll+45F2CA: F3 0F 59 1D 62 A1 2C 01  - mulss xmm3,[UnityPlayer.dll+1729434]
UnityPlayer.dll+45F2D2: 0F 5A D3                 - cvtps2pd xmm2,xmm3
UnityPlayer.dll+45F2D5: EB 61                    - jmp UnityPlayer.dll+45F338
UnityPlayer.dll+45F2D7: F3 0F 10 89 00 01 00 00  - movss xmm1,[rcx+00000100]
UnityPlayer.dll+45F2DF: 0F 28 EA                 - movaps xmm5,xmm2
UnityPlayer.dll+45F2E2: 0F 5A C1                 - cvtps2pd xmm0,xmm1
UnityPlayer.dll+45F2E5: F2 0F 5C EC              - subsd xmm5,xmm4
UnityPlayer.dll+45F2E9: 66 0F 2F E8              - comisd xmm5,xmm0
UnityPlayer.dll+45F2ED: 76 09                    - jna UnityPlayer.dll+45F2F8
}
</AssemblerScript>
      <CheatEntries>
        <CheatEntry>
          <ID>294</ID>
          <Description>"Multiplier"</Description>
          <DropDownList ReadOnly="1" DescriptionOnly="1" DisplayValueAsItem="1">1:x1
2:x2
3:x3
4:x4
5:x5
</DropDownList>
          <LastState Value="3" RealAddress="7FFF0C781000"/>
          <ShowAsSigned>0</ShowAsSigned>
          <VariableType>Float</VariableType>
          <Address>SpeedGame</Address>
        </CheatEntry>
      </CheatEntries>
    </CheatEntry>
  </CheatEntries>
</CheatTable>
This is awesome, thank you!