ROM Hack Cheat Codes AMS and Sx Os, Add and Request

khuong

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Inside a code cave it’s better to use ldr ?,label and label: (the value). This way user can customize it directly with Breeze without addition tool
Post automatically merged:


Banner Saga 2.59.06 TID: 0100465008756000 BID: 1A21C8B4419B207F

@prof72 I have taken a look at the game, it looks like it is data driven. Meaning that the code is generic and is being applied to almost everything in the game. How the game behave is driven by the data. Looking into what the code does will show that hacking it will affect the game in so many ways it's like hacking away the pillar will bring down the building and just just the floor where the pillar is at. This also mean that pointer is very hard to find and most will turn out to be no good at some point in the game. To hack the game the data needs to be examined and acted upon as it pass through the game code.

I found only one pointer code that seems to work but I won't be surprised at some point it may stop working.

[shield = 1000 for character in focus (friend and foe) so use a conditional key for this one]
580F0000 015AA6A8
580F1000 00000000
580F1000 00000038
580F1000 00000090
580F1000 000001D8
580F1000 000001B8
780F0000 00000084
640F0000 00000000 000003E8

If anyone interested to know more about my observation vote with "like" and if there is enough interest I will do a more detail write up on data driven game code and my 2 cents on how to hack them.

View attachment 331628
This is how the data looks like with shield, similar pattern can be found with the other attributes.
The question is which piece of data can be used to decide what to do. To find the code to hook is super easy as the same code is used to access all the data, find any data and you find the code to hook.

Yeah , this game is strange ,when I did mine was at the left side, if the bad guy starts on that side he gets the armor :sad:

As I mentioned before all 3 of the Banner Saga series are procedural generated code, i.e scripted.. so its all done dynamically, loaded when needed, unloaded when not needed. code isn't there to patch if it doesn't exist or run at least once (needed).

It is similar to how Civilization games are done - I did make codes for all 3 of these games (engine) originally, I'm trying to dig them up from my archives.

I do remember they were a PITA
 
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korsegel

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if you cant really find it, changed your game, download a new one with the same version
just save your file first at edizon or JKSV, used the back up file save and just inject it to your new game version


and in the future you can check first the cheat version and update version before downloading the game
im just sharing it cause thats what i always do since i have a job, i dont have time to spend hundred of hours
grinding, looting, selling or any of that.

heres my summary for finishing the game zelda botw with super starter (dlc included) and cheat of course
zelda wake up > 4 beasts > 12 + 1 memories (using google) > master sword x3 trial > boss > final boss = true ending
oh and im playing as female character (awesome!) i did it around 10 hrs after that, delete the game and move on
I can’t really change my game I used the one from Nintendo store. But the cheats posted here worked anyway just had to change their build id to match mine.
Also that’s really cool with the BOTW stuff
 

korsegel

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I can’t really change my game I used the one from Nintendo store. But the cheats posted here worked anyway just had to change their build id to match mine.
Also that’s really cool with the BOTW stuff
Actually turns out only the skill points cheat is working properly for my version of the game. Sad 😞
 

prof72

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I can’t really change my game I used the one from Nintendo store. But the cheats posted here worked anyway just had to change their build id to match mine.
Also that’s really cool with the BOTW stuff
oh yeah thats right, sometimes it works but some cases not all cheat but some are compatible

great, good for you!
As I mentioned before all 3 of the Banner Saga series are procedural generated code, i.e scripted.. so its all done dynamically, loaded when needed, unloaded when not needed. code isn't there to patch if it doesn't exist or run at least once (needed).

It is similar to how Civilization games are done - I did make codes for all 3 of these games (engine) originally, I'm trying to dig them up from my archives.

I do remember they were a PITA
well the one created by "arismendy64" with 99 armor for character 3 is working in all level, stages or fight.

its just that, the character 1 and 2 is prone to dying, so im doing char 1 and 2 run! while char 3 is fronting the enemy line
but the ai was so smart, they ignore char 3 and go for char 1 and or 2 and died
so ive been repeating the stage 2-3x before success and im still one easy mode (what kind of "easy" this game)

im using 3 man character for faster turn, but if i use 2 man, the enemy will get the 99 armor because the enemy will be the 3rd character of the game, also if i keep on running, no xp for them, so im using it for the cheat of char 3 armor 99

i tried back tracking the cheat, to do it myself but so many obstacle,
#1 edizon se is crushing when i use the 2nd search or pointer search for some reason and my unit will restart.
#2 i downloaded the point searcher but cannot be installed, probably because my pc is old and oudated
#3 i cant use edison (not se) for searching but it cannot dump or bookmark or point search (edison is not crushing)
#4 i dont understand most of it lol, im not that advanced, the video on youtube taht you shared and edizon se is different so i cant understand it at all
#5 im using edizon to cheat every stage but if i edited the wrong one the game crashes or the character is dead before i even found the right one

i did all my effort T_T
(the reason im so hang up to this game because i spend my money to buy this game for my ps4 although i already sold my ps4 for nswicth but still the effort of trying to beat the game, hours of spend and still did not beat the game so im playing it on switch for revenge lol hoping to cheat it

so if ever i have char 1 and 2 cheat 99 armor or hp, then no more running away, or just char 1 is fine, all i have to do is put one character and start the fight, one character with 99 cheat is enough to wipe out all enemy including extra enemy
 
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dsrules

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I stop testing the moment I encounter problem. What I hear is all my current release works but I can't tell you from personal experience. Why the hurry to go 15?
I haven't update yet, I usually update when Atmosphere is out of beta phase
thought I would ask since edizon se is the only app I use on a daily basis
 

arismendy64

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oh yeah thats right, sometimes it works but some cases not all cheat but some are compatible

great, good for you!

well the one created by "arismendy64" with 99 armor for character 3 is working in all level, stages or fight.

its just that, the character 1 and 2 is prone to dying, so im doing char 1 and 2 run! while char 3 is fronting the enemy line
but the ai was so smart, they ignore char 3 and go for char 1 and or 2 and died
so ive been repeating the stage 2-3x before success and im still one easy mode (what kind of "easy" this game)

im using 3 man character for faster turn, but if i use 2 man, the enemy will get the 99 armor because the enemy will be the 3rd character of the game, also if i keep on running, no xp for them, so im using it for the cheat of char 3 armor 99

i tried back tracking the cheat, to do it myself but so many obstacle,
#1 edizon se is crushing when i use the 2nd search or pointer search for some reason and my unit will restart.
#2 i downloaded the point searcher but cannot be installed, probably because my pc is old and oudated
#3 i cant use edison (not se) for searching but it cannot dump or bookmark or point search (edison is not crushing)
#4 i dont understand most of it lol, im not that advanced, the video on youtube taht you shared and edizon se is different so i cant understand it at all
#5 im using edizon to cheat every stage but if i edited the wrong one the game crashes or the character is dead before i even found the right one

i did all my effort T_T
(the reason im so hang up to this game because i spend my money to buy this game for my ps4 although i already sold my ps4 for nswicth but still the effort of trying to beat the game, hours of spend and still did not beat the game so im playing it on switch for revenge lol hoping to cheat it

so if ever i have char 1 and 2 cheat 99 armor or hp, then no more running away, or just char 1 is fine, all i have to do is put one character and start the fight, one character with 99 cheat is enough to wipe out all enemy including extra enemy
ok,

I will try to write down the names and place.
 

prof72

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hi im cheating triangle strategy but the cheat txt are

"[#11. Change Selected Unit to Player Team (RS+D)]"

[#10. Toggle AI/Player Control Selected Unit (RS+U)]


now my question is, what is RS+D? right stick dpad?
and RS+U? whats rs and u stands for?
 

khuong

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hi im cheating triangle strategy but the cheat txt are

"[#11. Change Selected Unit to Player Team (RS+D)]"

[#10. Toggle AI/Player Control Selected Unit (RS+U)]


now my question is, what is RS+D? right stick dpad?
and RS+U? whats rs and u stands for?

RIGHTSTICK (prss down on the stick) + Down (dpad) or Up.
 
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khuong

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FallenKnightCover.jpeg

Fallen Knight (US)​


0100960015200000 (CC915684F3E0FC4D)


Cheat List​


  1. Inf. HP
  2. Inf SP
  3. 2x Movement Speed (Hold A)

https://github.com/bad1dea/NXCheats/tree/main/Fallen Knight

If you want more codes for this game, have a request + send me a save, this is definitely not my kind of game -- here are the struct's if you want to make your own codes.

Copy Inf.HP/SP code for anything in GameController
Copy the 2x Movement for anything in MainCharacter

// Fields
public bool disablePausePanel; // 0x18
public bool playAsGalahad; // 0x19
public GameObject[] listTocloseWhenCloseOption; // 0x20
public Animator inStageHonor_Anim; // 0x28
public Text inStageHonor_Total_text; // 0x30
public Text inStageHonor_Add_Up_text; // 0x38
public GameObject CCC; // 0x40
public GameObject SelectControlPopupPrefab; // 0x48
public GameObject ControllerDisconnectPopupPrefab; // 0x50
public UnityEvent restartEvent; // 0x58
public GameObject tutorialBox; // 0x60
public GameObject popupYesNoFinishTutorial; // 0x68
public int multipleQuestTutor; // 0x70
public bool tutorialReady; // 0x74
public GameObject[] firstTutorialPanel; // 0x78
public bool isFirstTutorial; // 0x80
public int tutorialStep; // 0x84
[HideInInspector] // RVA: 0x8F590 Offset: 0x8FD18 VA: 0x8F590
public bool isGameOver; // 0x88
public bool isTrainingRoom; // 0x89
public int isAbilityGainID; // 0x8C
public bool hackAllMove; // 0x90
public bool isMainGameController; // 0x91
public bool skipReadyPanel; // 0x92
private InvicibleTestController itc; // 0x98
private bool fadeOut; // 0xA0
public bool useCheckpointSystem; // 0xA1
[HideInInspector] // RVA: 0x8F5A0 Offset: 0x8FD28 VA: 0x8F5A0
public Transform checkPoint1; // 0xA8
[HideInInspector] // RVA: 0x8F5B0 Offset: 0x8FD38 VA: 0x8F5B0
public Transform checkPoint2; // 0xB0
private float maxHP; // 0xB8
private float currentHP; // 0xBC
[HideInInspector] // RVA: 0x8F5C0 Offset: 0x8FD48 VA: 0x8F5C0
public bool godMode; // 0xC0
private int maxSP; // 0xC4
private int currentSP; // 0xC8
private GameObject playerObject; // 0xD0
[HideInInspector] // RVA: 0x8F5D0 Offset: 0x8FD58 VA: 0x8F5D0
public Transform player; // 0xD8
public bool cameraFollowPlayerFromStart; // 0xE0
private bool isShowConflictCloudSavePopup; // 0xE1
private GameObject currentCCC; // 0xE8
public GameObject lastSelectedGameObject; // 0xF0
private GameObject currentSelectedGameObject_Recent; // 0xF8
public bool onSaveSelection; // 0x100
public GameObject saveSlot1ForceSelect; // 0x108
public bool popupRequireControllerisShow; // 0x110
public PlatformSpecificActiveGameObject platformSpecificActiveGameObject; // 0x118
private bool isContinue; // 0x120
public ProCamera2D specialGameplayCam; // 0x128
private int retryTime; // 0x130
private EnemyManager em; // 0x138
[HideInInspector] // RVA: 0x8F5E0 Offset: 0x8FD68 VA: 0x8F5E0
public int spTankUpgrade; // 0x140
[HideInInspector] // RVA: 0x8F5F0 Offset: 0x8FD78 VA: 0x8F5F0
public int armorSkillSlotUpgrade; // 0x144
private int tempHonorPoint; // 0x148
public bool isPause; // 0x14C
[HideInInspector] // RVA: 0x8F600 Offset: 0x8FD88 VA: 0x8F600
public Platformer2DUserControl_Base p2duc; // 0x150
[HideInInspector] // RVA: 0x8F610 Offset: 0x8FD98 VA: 0x8F610
public MainCharacterController_Base pc25d; // 0x158
public bool isCutScene; // 0x160
private bool startCountdownReady; // 0x161
private float readyToplayTime; // 0x164
public Text timerText; // 0x168
public bool isBossfight; // 0x170
private float reserveHeal; // 0x174
public float pauseDelay; // 0x178
private float healSpeed; // 0x17C
[HideInInspector] // RVA: 0x8F620 Offset: 0x8FDA8 VA: 0x8F620
public int holdHealState; // 0x180
private float currentFadeValue; // 0x184
private float fadingTime; // 0x188
private bool fading; // 0x18C
private int totalEnemyKill; // 0x190
private int totalEnemyCount; // 0x194
private int totalEnemyDisarm; // 0x198
private int[] enemyCount; // 0x1A0
private int[] disarmCount; // 0x1A8
public bool noDamage; // 0x1B0
private int playTime; // 0x1B4
private int sceonds; // 0x1B8
private int minutes; // 0x1BC
private int hours; // 0x1C0
[HideInInspector] // RVA: 0x8F630 Offset: 0x8FDB8 VA: 0x8F630
public bool bossDisarmed; // 0x1C4
private int disarmHonorPoint; // 0x1C8
private int bossDisarmHonorPoint; // 0x1CC
private int NoDamageHonorPoint; // 0x1D0
public bool hackResult; // 0x1D4
public int endingID; // 0x1D8
private IEnumerator timerCoroutine; // 0x1E0
private bool isTutorialToggleShow; // 0x1E8
private bool isCheckJoystick; // 0x1E9
private float delayCheckJoystick; // 0x1EC
private int healingCount; // 0x1F0
[HideInInspector] // RVA: 0x8F640 Offset: 0x8FDC8 VA: 0x8F640
public bool isDeath; // 0x1F4
private float GameOverCooldown; // 0x1F8
private AudioListener audiosListener; // 0x200
private Vector4 LastedCheckpointCamSetting; // 0x208
[HideInInspector] // RVA: 0x8F650 Offset: 0x8FDD8 VA: 0x8F650
public string currentSceneString; // 0x218
private float thanksCountDown; // 0x220
private bool resultShow; // 0x224
public bool isPathChoosenActivate; // 0x225
private bool finishFight; // 0x226
public GameObject[] daggersUI; // 0x228
public GameObject doppleGauage; // 0x230
public GameObject[] tankup; // 0x238
private bool isDopperActive; // 0x240
private List<Transform> wrapPosition; // 0x248
public bool ShowOnGUI; // 0x250
[HideInInspector] // RVA: 0x8F660 Offset: 0x8FDE8 VA: 0x8F660
public bool isBulletTime; // 0x251
private float bulletTime; // 0x254
[HideInInspector] // RVA: 0x8F670 Offset: 0x8FDF8 VA: 0x8F670
public float currentBulletTime; // 0x258
public GameObject loadingPanel; // 0x260
public Image[] hpBar; // 0x268
public GameObject extraHPBar; // 0x270
public Image[] hpBarBG; // 0x278
public GameObject playerHpStatus; // 0x280
public GameObject healVFXStart; // 0x288
public GameObject healVFXHealing; // 0x290
public GameObject deathEffect; // 0x298
public Animator spMain; // 0x2A0
public Animator spMainGalahadDagger; // 0x2A8
public Image UIfader; // 0x2B0
public GameObject readyToPlayPanel; // 0x2B8
public GameObject gameOverPanel; // 0x2C0
public GameObject damageOverlayUI; // 0x2C8
public GameObject gameplayUI; // 0x2D0
public GameObject virtualControllerUI; // 0x2D8
public GameObject optionUI; // 0x2E0
public GameObject wogPanel; // 0x2E8
public GameObject missionSuccessPanel; // 0x2F0
public GameObject thanksPanel; // 0x2F8
public AudioMixer mainMixer; // 0x300
public AudioSource bgmPlayer; // 0x308
private EventSystem m_EventSystem; // 0x310
public GameObject toggleTutorialPanel; // 0x318
public Text timePlayedResult; // 0x320
public Text deathCountResult; // 0x328
public Text enemyDefeatResult; // 0x330
public Text enemyDisarmResult; // 0x338
public Text noDamageResult; // 0x340
public Text bossDisarmedResult; // 0x348
public Text baseHonorPointResult; // 0x350
public Text disarmTextResult; // 0x358
public Text disarmHonorResult; // 0x360
public Text bossDisarmHonorResult; // 0x368
public Text noDamageHonorResult; // 0x370
public Text totalHonorResult; // 0x378
public Text totalRankText; // 0x380
public GameObject rankLegendaryKnight; // 0x388
public GameObject rankKnight; // 0x390
public GameObject resultUI; // 0x398
[HeaderAttribute] // RVA: 0x8F680 Offset: 0x8FE08 VA: 0x8F680
public GameObject timerForBossRush; // 0x3A0
public GameObject resultUI_BossRush; // 0x3A8
public Text br_playedTime; // 0x3B0
public Text br_bestTimeKill; // 0x3B8
public Text br_bestTimeDisarm; // 0x3C0
public Text br_rankHonorPoint; // 0x3C8
public Text br_bossDisarmHonorPoint; // 0x3D0
public Text br_noDamageHonorPoint; // 0x3D8
public Text br_totalHonorPoint; // 0x3E0
public Text br_RankStamp; // 0x3E8
public GameObject playerPrefab; // 0x3F0
public GameObject galahadPrefab; // 0x3F8
public Transform originSpawnPoint; // 0x400
public bool startFromLeft; // 0x408

// Fields
public bool attacking; // 0x18
public bool isAttack; // 0x19
public bool moveable; // 0x1A
[HeaderAttribute] // RVA: 0x8F6E0 Offset: 0x8FE68 VA: 0x8F6E0
public Animator m_Anim; // 0x20
public Animator hurtAnim; // 0x28
public Transform wallCheckPoint; // 0x30
public Transform m_GroundCheck; // 0x38
public Transform m_CeilingCheck; // 0x40
public BeamBladeController beamBladeG; // 0x48
public BeamBladeController beamBladeA; // 0x50
public GameObject hurtBox; // 0x58
public GameObject[] effectHurt; // 0x60
public GameObject staggerEffect; // 0x68
public GameObject armorDownEffect; // 0x70
public Transform vfxContainer; // 0x78
[SerializeField] // RVA: 0x8F720 Offset: 0x8FEA8 VA: 0x8F720
private GameObject LandingEffect; // 0x80
[SerializeField] // RVA: 0x8F730 Offset: 0x8FEB8 VA: 0x8F730
private GameObject counterLaser; // 0x88
[SerializeField] // RVA: 0x8F740 Offset: 0x8FEC8 VA: 0x8F740
protected Transform playerHitBoxPos; // 0x90
[SerializeField] // RVA: 0x8F750 Offset: 0x8FED8 VA: 0x8F750
protected Transform wallHangHitBoxPos; // 0x98
[SerializeField] // RVA: 0x8F760 Offset: 0x8FEE8 VA: 0x8F760
protected GameObject chargeVFX; // 0xA0
[SerializeField] // RVA: 0x8F770 Offset: 0x8FEF8 VA: 0x8F770
protected GameObject holyBarrierVFX; // 0xA8
[SerializeField] // RVA: 0x8F780 Offset: 0x8FF08 VA: 0x8F780
protected GameObject sucessorVFX; // 0xB0
protected Rigidbody2D m_Rigidbody2D; // 0xB8
public Transform model; // 0xC0
[HideInInspector] // RVA: 0x8F790 Offset: 0x8FF18 VA: 0x8F790
public GameController gc; // 0xC8
[HeaderAttribute] // RVA: 0x8F7A0 Offset: 0x8FF28 VA: 0x8F7A0
[HideInInspector] // RVA: 0x8F7A0 Offset: 0x8FF28 VA: 0x8F7A0
public Vector2 actualDirection; // 0xD0
[SerializeField] // RVA: 0x8F7F0 Offset: 0x8FF78 VA: 0x8F7F0
private LayerMask m_WhatIsGround; // 0xD8
[SerializeField] // RVA: 0x8F800 Offset: 0x8FF88 VA: 0x8F800
private float k_GroundedRadius; // 0xDC
[SerializeField] // RVA: 0x8F810 Offset: 0x8FF98 VA: 0x8F810
private float m_MaxSpeed; // 0xE0
[SerializeField] // RVA: 0x8F820 Offset: 0x8FFA8 VA: 0x8F820
protected float startDashTime; // 0xE4
[SerializeField] // RVA: 0x8F830 Offset: 0x8FFB8 VA: 0x8F830
protected float dashTime; // 0xE8
[SerializeField] // RVA: 0x8F840 Offset: 0x8FFC8 VA: 0x8F840
protected float dashSpeed; // 0xEC
[SerializeField] // RVA: 0x8F850 Offset: 0x8FFD8 VA: 0x8F850
private float m_JumpForce; // 0xF0
[SerializeField] // RVA: 0x8F860 Offset: 0x8FFE8 VA: 0x8F860
private float defaultGravityScale; // 0xF4
[SerializeField] // RVA: 0x8F870 Offset: 0x8FFF8 VA: 0x8F870
private LayerMask wallLayerMask; // 0xF8
[SerializeField] // RVA: 0x8F880 Offset: 0x90008 VA: 0x8F880
private float m_WallSpeed; // 0xFC
[SerializeField] // RVA: 0x8F890 Offset: 0x90018 VA: 0x8F890
private float wallCheck_Radius; // 0x100
[SerializeField] // RVA: 0x8F8A0 Offset: 0x90028 VA: 0x8F8A0
private float wallCorrectTime; // 0x104
[SerializeField] // RVA: 0x8F8B0 Offset: 0x90038 VA: 0x8F8B0
private float wallTime; // 0x108
[SerializeField] // RVA: 0x8F8C0 Offset: 0x90048 VA: 0x8F8C0
private float superJumpTime; // 0x10C
[SerializeField] // RVA: 0x8F8D0 Offset: 0x90058 VA: 0x8F8D0
private float wallKickTime; // 0x110
[SerializeField] // RVA: 0x8F8E0 Offset: 0x90068 VA: 0x8F8E0
private float parryTime; // 0x114
[SerializeField] // RVA: 0x8F8F0 Offset: 0x90078 VA: 0x8F8F0
private float battleModeTime; // 0x118
[SerializeField] // RVA: 0x8F900 Offset: 0x90088 VA: 0x8F900
private float coolDownafterAttackingToMove; // 0x11C
[SerializeField] // RVA: 0x8F910 Offset: 0x90098 VA: 0x8F910
private float hurtTime; // 0x120
[SerializeField] // RVA: 0x8F920 Offset: 0x900A8 VA: 0x8F920
private float knockBackTime; // 0x124
[SerializeField] // RVA: 0x8F930 Offset: 0x900B8 VA: 0x8F930
protected float armorDownTime; // 0x128
[SerializeField] // RVA: 0x8F940 Offset: 0x900C8 VA: 0x8F940
private float usingATGCD; // 0x12C
[SerializeField] // RVA: 0x8F950 Offset: 0x900D8 VA: 0x8F950
private float finisherDistance; // 0x130
[SerializeField] // RVA: 0x8F960 Offset: 0x900E8 VA: 0x8F960
private float staggTime; // 0x134
[SerializeField] // RVA: 0x8F970 Offset: 0x900F8 VA: 0x8F970
private float airHoldTime; // 0x138
[SerializeField] // RVA: 0x8F980 Offset: 0x90108 VA: 0x8F980
private float beamblade_init_lifeTime; // 0x13C
[SerializeField] // RVA: 0x8F990 Offset: 0x90118 VA: 0x8F990
private float beamblade_upgrade_lifeTime; // 0x140
protected AudioSource m_audio; // 0x148
[HideInInspector] // RVA: 0x8F9A0 Offset: 0x90128 VA: 0x8F9A0
public bool firstLanding; // 0x150
[HideInInspector] // RVA: 0x8F9B0 Offset: 0x90138 VA: 0x8F9B0
public bool useFirstLanding; // 0x151
public bool stanceThatReadyToParry; // 0x152
protected GameObject currentParryObject; // 0x158
private int hurtID; // 0x160
private float currentairHoldTime; // 0x164
private bool isPinning; // 0x168
private int wallImpactParam; // 0x16C
public bool m_FacingRight; // 0x170
private bool usingGTA; // 0x171
private bool usingATG; // 0x172
[HideInInspector] // RVA: 0x8F9C0 Offset: 0x90148 VA: 0x8F9C0
public bool m_Grounded; // 0x173
private float currentSuperJumpTime; // 0x174
private bool isSuperJump; // 0x178
private bool isStagging; // 0x179
protected bool isMoving; // 0x17A
private bool isCeiling; // 0x17B
[HideInInspector] // RVA: 0x8F9D0 Offset: 0x90158 VA: 0x8F9D0
public bool isMaxSpeed; // 0x17C
private bool jitterAttackStopMove; // 0x17D
private bool doubleJump; // 0x17E
private bool isPlayLandingSound; // 0x17F
private bool wallCheck; // 0x180
private bool wallDash; // 0x181
private bool airDash; // 0x182
private bool isGroudDash; // 0x183
private bool isHurt; // 0x184
private float currentWallKickTime; // 0x188
private bool wallJump; // 0x18C
protected bool isDashing; // 0x18D
private bool wallRunning; // 0x18E
private bool m_AirControl; // 0x18F
private bool wallHanging; // 0x190
private float currentBattleMode; // 0x194
protected bool doKnockBack; // 0x198
private bool isComboParry; // 0x199
protected bool getHitCheckReadyToParry; // 0x19A
protected float currentParryTime; // 0x19C
private bool ableToReleaseBB; // 0x1A0
protected float currentBeamBladeCD; // 0x1A4
private float currentStagTime; // 0x1A8
protected float currentMaxbeamBladeCD; // 0x1AC
protected float currentChargeTimeToAttack; // 0x1B0
protected float currentMaxChargeTime; // 0x1B4
protected float currentHurtTime; // 0x1B8
protected float currentKnockbackTime; // 0x1BC
public float knockBactTime; // 0x1C0
[HideInInspector] // RVA: 0x8F9E0 Offset: 0x90168 VA: 0x8F9E0
public UnityEvent attackEvent; // 0x1C8
[HeaderAttribute] // RVA: 0x8F9F0 Offset: 0x90178 VA: 0x8F9F0
public AudioClip chargeVFXReady; // 0x1D0
public AudioClip jumpTakeOffSFX; // 0x1D8
public AudioClip dashSFX; // 0x1E0
public AudioClip jumpLandingSFX; // 0x1E8
public AudioClip hurtSFX; // 0x1F0
public AudioClip[] slashSoundEffect; // 0x1F8
[HeaderAttribute] // RVA: 0x8FA30 Offset: 0x901B8 VA: 0x8FA30
protected int totalChainFinisher; // 0x200
protected int currentChainFinisher; // 0x204
[HideInInspector] // RVA: 0x8FA70 Offset: 0x901F8 VA: 0x8FA70
public int _UNLOCK_ABI_GTA; // 0x208
[HideInInspector] // RVA: 0x8FA80 Offset: 0x90208 VA: 0x8FA80
public int _UNLOCK_ABI_DASHATTACK; // 0x20C
[HideInInspector] // RVA: 0x8FA90 Offset: 0x90218 VA: 0x8FA90
public int _UNLOCK_ABI_ATG; // 0x210
[HideInInspector] // RVA: 0x8FAA0 Offset: 0x90228 VA: 0x8FAA0
public int _UNLOCK_ABI_PROJECTILEPARRY; // 0x214
protected GameObject playerHitBox; // 0x218
protected GameObject playerDashAttackHitBox; // 0x220
protected GameObject playerHitBox2; // 0x228
protected GameObject playerHitBox3; // 0x230
protected GameObject playerHitBox4; // 0x238
protected GameObject playerHitBoxAir; // 0x240
protected GameObject GTAHitBox; // 0x248
protected GameObject ATGHitBox; // 0x250
protected GameObject wallHitBox; // 0x258
private float cdForBurningBox; // 0x260
public float holyBarrierTime; // 0x264
public float currentHolyBarrierTime; // 0x268
protected float InvincibleTime; // 0x26C
[HideInInspector] // RVA: 0x8FAB0 Offset: 0x90238 VA: 0x8FAB0
public float currentInvincibleTime; // 0x270
public float GTA_Power; // 0x274
public float ATG_Power; // 0x278
private int attackID; // 0x27C
public List<CharacterAbility> activeAbilityList; // 0x280
[HideInInspector] // RVA: 0x8FAC0 Offset: 0x90248 VA: 0x8FAC0
public Transform currentUltimateFoeTarget; // 0x288
protected int currentTargetIDHash; // 0x290
public bool startDelayControl; // 0x294
public float DelayControllableUntilGround; // 0x298
private float chainDisarmClearTime; // 0x29C
private float currentChainDisarmClearTime; // 0x2A0
 
Last edited by khuong,

khuong

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maxresdefault.jpg


The Darkest Tales (US)​


01004C701479C000 (688B6CCFE599004E)

Cheat List​

  1. God Mode
  2. Inf. HP
  3. Inf. MP
  4. Unlock Dash
  5. Unlock Rope
  6. Unlock Double Jump
  7. Unlock Wall Slide
  8. Unlock Fly

https://github.com/bad1dea/NXCheats/tree/main/The Darkest Tales

If someone could send me a save game for this.. that's like further into the game.. (past the first level..) i'll make the skill unlocks/etc.
 
Last edited by khuong,

SolsticeKyros

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Requesting Invincibility cheats for Mega Man X Legacy Collection 2, saw they weren’t requested with before. Would be nice to have for X5, X6, X7, and X8. The X challenges would be nice too but not necessary.

TID: 01005250086C400
BID:ECE85107B8DC81DC

Thanks!
Just wanted to check in on this, or if anyone could help me figure it out. I always thought these would be floating values that would toggle between 0 for not active and 1 for active but was never the case.

No rush :)
 

arismendy64

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oh yeah thats right, sometimes it works but some cases not all cheat but some are compatible

great, good for you!

well the one created by "arismendy64" with 99 armor for character 3 is working in all level, stages or fight.

its just that, the character 1 and 2 is prone to dying, so im doing char 1 and 2 run! while char 3 is fronting the enemy line
but the ai was so smart, they ignore char 3 and go for char 1 and or 2 and died
so ive been repeating the stage 2-3x before success and im still one easy mode (what kind of "easy" this game)

im using 3 man character for faster turn, but if i use 2 man, the enemy will get the 99 armor because the enemy will be the 3rd character of the game, also if i keep on running, no xp for them, so im using it for the cheat of char 3 armor 99

i tried back tracking the cheat, to do it myself but so many obstacle,
#1 edizon se is crushing when i use the 2nd search or pointer search for some reason and my unit will restart.
#2 i downloaded the point searcher but cannot be installed, probably because my pc is old and oudated
#3 i cant use edison (not se) for searching but it cannot dump or bookmark or point search (edison is not crushing)
#4 i dont understand most of it lol, im not that advanced, the video on youtube taht you shared and edizon se is different so i cant understand it at all
#5 im using edizon to cheat every stage but if i edited the wrong one the game crashes or the character is dead before i even found the right one

i did all my effort T_T
(the reason im so hang up to this game because i spend my money to buy this game for my ps4 although i already sold my ps4 for nswicth but still the effort of trying to beat the game, hours of spend and still did not beat the game so im playing it on switch for revenge lol hoping to cheat it

so if ever i have char 1 and 2 cheat 99 armor or hp, then no more running away, or just char 1 is fine, all i have to do is put one character and start the fight, one character with 99 cheat is enough to wipe out all enemy including extra enemy
Banner Saga

0100465008756000
1A21C8B4419B207F

[slot 1 armor*]
580F0000 015AA4E8
580F1000 00000018
580F1000 000000A0
580F1000 000000E8
580F1000 00000618
580F1000 00000048
580F1000 00000060
580F1000 00000018
780F0000 00000084
640F0000 00000000 000003E7

[slot 2 armor*]
580F0000 015AA4E8
580F1000 00000018
580F1000 000000A8
580F1000 00000048
580F1000 00000158
580F1000 00000058
580F1000 00000030
580F1000 000001B8
780F0000 00000084
640F0000 00000000 000003E7

[slot 3 armor*]
580F0000 015AA4E8
580F1000 00000018
580F1000 000000A8
580F1000 00000050
580F1000 00000158
580F1000 00000058
580F1000 00000050
580F1000 000001B8
780F0000 00000084
640F0000 00000000 000003E7

[slot 4 armor*]
580F0000 015AA4E8
580F1000 00000018
580F1000 000000A8
580F1000 00000048
580F1000 00000158
580F1000 00000058
580F1000 00000070
580F1000 000001B8
780F0000 00000084
640F0000 00000000 000003E7

[slot 5 armor*]
580F0000 015AA4E8
580F1000 00000018
580F1000 000000A8
580F1000 00000048
580F1000 00000158
580F1000 00000058
580F1000 00000090
580F1000 000001B8
780F0000 00000084
640F0000 00000000 000003E7

[slot 6 armor*]
580F0000 015AA4E8
580F1000 00000018
580F1000 000000A0
580F1000 000000E8
580F1000 00000598
580F1000 00000048
580F1000 00000010
580F1000 00000010
780F0000 00000084
640F0000 00000000 000003E7
 
Last edited by arismendy64,

Gamerjin

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Just wanted to check in on this, or if anyone could help me figure it out. I always thought these would be floating values that would toggle between 0 for not active and 1 for active but was never the case.

No rush :)
memory serves right, for 5 and 6, it was a float, but somewhere from 1-120, i cant remember the exact starting number, but you would probably have a better chance if you have inf hp and found a spike or hazard that doesnt auto-kill you....
 

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