Script based game you are straight out of luck with both method unless you hack the script or the game have a special function that the script use. The other thing that will cause problem is using dictionary. In case you are not familiar with the term, dictionary is how you access data by a key, normally a string instead of a memory address.
The number of likes is not a real indication of how many people benefited from your cheats and it also does not say anything about the quality of the cheats. Maybe you find happiness in a Chinese forum as they have a system to force people to reply to see the cheats so you have a direct measure on how popular you are.
If you put your cheats at the download section you get to see how many downloads. If you post on the cheats group you get to see how many view your post. But it is perhaps more a measure of how popular the game is.
@NeoGranzon
It's true.
Actually I'm Chinese.In China, most forums have similar features.
PS: Testing cheats indeed takes a lot of time, and I really appreciate your sharing.
Some game has pointer by design and some game don't. For all games there are the incidental pointers and there is still a chance for them to be good through out the game for many people.
When it comes to making pointer cheat incidental pointers are both boon and bane. For games that has pointer by design incidental pointers make it hard to find. There is no way to tell by pointer search what kind of pointer you have found. The only way is the coder tell you so or you do a deep dive into the game code and see that it is so. Incidental pointer may be good enough, it's like you meet your neighbor everyday as you go to work so you can reasonably count on that without having an agreement to meet everyday.
One of the ways I found makes pointers easier to understand is that the most stable ones [usually] trace memory allocation and/or what variables are allocated at the same time. IE: related stats like HP and MP/SP are almost always initialized and allocated sequentially after the other in RPGs, thus appear near each other in RAM - if not next to each other like HP and Max HP usually are. In either case, they almost always share a pointer up until the last offset as the conditions for their use in memory are the same (base > +0x20 > +0x0 > +0x4/0x8). Similarly data for the same stat but a different character/slot on the same 'team' will be the same in every way except the second to last offset being off by a multiple of 0x8 (base > +0x20 > +0x0/0x8 > +0x4) while the same stat on the same character/slot on a different team will be the same as the first pointer in all ways except the 3rd to last offset (base > +0x20/0x28 > +0x0 > +0x4).
RPGS are the best example as they usually load the larger area/first level (the target of the base address in the pointer), then allocate memory for the specific room/sub-area you're in (the first offset or two), then the specific event trigger, such as an NPC or wild encounter triggering a battle (another offset), then the specific character's/slot's data in the battle (the final offset or three to the actual data). Finding a pointer that only loses the final offset jump or two in the chain or has only one address in the chain change based on one of those conditions changing often indicates a strong pointer - and a 'stable' pointer that always works in the first level but breaks later in the game indicates you're not at the true base address yet (but the final offsets will likely still be correct as the final offsets in the stable pointer).
Now yes, this doesn't hold true for every game and the rare ASLR implementation can definitely muddy things, but it can also mean that on even rarer occasions the 'universally stable' pointer will have a single offset much larger than you might expect. The largest I found to date was in MHS2 with and early offset of 0x1be7160 as the game effectively creates a massive "storage access thread" [yes, thats literally the plain-text name for it I found in RAM, which also made it easy to track its movement] and then created smaller regions in that (mostly menu/map graphics and resources near the beginning, but loading actual data from the save much later - including a full copy of the save data in RAM). A solid start address wouldn't work as everything always started form an address in that thread, but the thread moved every time you booted up the game (and even varied based on what controllers were or were not connected when the game booted up). Since it was always a fixed distance from the text announcing the thread in RAM, I was able to find a pointer to that text, then add the obscene offset jump to continue the pointers relative to it. If you tried to do an automated pointer search with a range that large, you'd be waiting weeks if not years for it to finish (and wasting who knows how much memory storing all the useless results between attempts to narrow it down) - and is likely exactly why some games don't seem to have any stable pointers (as there's one or more insane offset that is highly impractical to search for with an automated tool).
How to use:
-Enable [max item], deposit all items into your storage, then withdraw 1 quantity of that item you want max. WARNING! Remember to off the max item cheats so that you won't be overweight accidentally by maxing item in your inventory.
yep the stamina on and off cheat finally worked now
but breeze beta 96 wont start the game with the 60fps code on, so i had to delete the toggle txt file and its running again
guess im rolling back to beta38 to see if it works :/
yep the stamina on and off cheat finally worked now
but breeze beta 96 wont start the game with the 60fps code on, so i had to delete the toggle txt file and its running again
guess im rolling back to beta38 to see if it works :/
Does anyone have cheats (mainly inf health) for Blasphemous 2 since the update, bid: 694DB109F445042D program id: 010040801A4C8000, had some working codes but the update changed the build id
Mario & Luigi: Brothership 1.0.0
TID: 01006D0017F7A000
BID: 59874C9B530095AC
Requesting a cheat for either invinicible, or a where an enemy hit in battle will leave at least one HP left so the battle can continue. Please, if you could do that then I would be able to continue enjoying the game. Thanks
Mario & Luigi: Brothership 1.0.0
TID: 01006D0017F7A000
BID: 59874C9B530095AC
Requesting a cheat for either invinicible, or a where an enemy hit in battle will leave at least one HP left so the battle can continue. Please, if you could do that then I would be able to continue enjoying the game. Thanks
Second this as well please. I’m at my wits end trying to mod the money. Cannot figure it out to save my life. Although the game has updated too:
Botworld Odyssey V.1.25.24
ID : 0100D1701BDAA000
BID : 36593142F2F4A890
Mario & Luigi: Brothership 1.0.0
TID: 01006D0017F7A000
BID: 59874C9B530095AC
No. Of Charges = max/ inf/ does not decrease, any should do
Recharge Turns = max/ inf/ does not decrease, any should do
Fyi = Iv notices a glitch when i am in battle and i kill the enemy; I or the enemy still have a turn and its never ending. I cant attack or run from battle. I only have ohk and hp/sp code on. Forced to close game and restart. Yes i save often due to glitch.
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They were talking about how a principal and assistant tried framing a kid with a weed cartridge on the radio and I'm just like how did that kid get hated that much
when reading upon the instructions on how to use YANBF it says to drag apfix.pck and widescreen.pck but there is no apfix.pck in the current version download of twilight 7z
Yeah it's a hair oil, kind of like a leave-in conditioner, but it also helps to keep your skin under the beard moisturized a bit, and since it is oily it does help a tiny bit with helping it hold its shape or lay flatter especially after brushing it
The one I have right now that I use every once in a while is tobacco + vanilla scented. It smells -fantastic- IMO, but same issue, for like the first hour or two it is just an ever present scent that I smell on every single inhale.
@Sicklyboy:
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