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

TomSwitch

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This mod does not work for me on YUZU or Switch. I haven't tried Ryujinx mostly because I like Yuzu better. but what I asked about was a mod that makes it so that you can use the double jump multiple times, the Moon Jump code is something completely different.
Don't care that it isn't what you want.
 
Last edited by TomSwitch,

dave11674

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Prince of Persia: The Lost Crown 1.0.2 TID: 0100210019428000 BID: CAE3A5E7D27670CB​

code:
[No damage]
[Inf. Athra Surges]
[Athra Surges no need Cool Down]
[Get Time Crystals x 16]
[Get Time Crystals x 128]
[Get Time Crystals x 1024]
[Push L(L+L Stick up/down):float move、R:take off、L+B:Moon Jump]
[Arrow 99]
[Inf. Dash]

Original Code by herowang

download here, go fot it
Anyone using these codes be very careful, DO NOT ACTIVATE any of the celestial guardians until fighting the boss in the sand pit. Trust me. I was 50% complete and had to start over cos i some how activated the east one before the boss battle which resulted in the boss not doing something therefore was softlocked from progressing.
 

ps4kratos007

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can someone explain how to find inf health on bar? and inf cooldown? would love to learn the basics. dc league of super pets . much appreciated.
1706073751050.png
 

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intera

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Anyone using these codes be very careful, DO NOT ACTIVATE any of the celestial guardians until fighting the boss in the sand pit. Trust me. I was 50% complete and had to start over cos i some how activated the east one before the boss battle which resulted in the boss not doing something therefore was softlocked from progressing.
Same Problem, i'm on 76% and two of the four Guardians can Not be completet, because i have them unlocked before the boss Fight in the Sand pit, very angry, Savegame must be deleted, cheats can be activated, you must Play the Game Quest to Quest, Not in your own way, Yesterday i Finished the Game in 7 ours with all activated cheats all time
 

TomSwitch

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can someone explain how to find inf health on bar? and inf cooldown? would love to learn the basics. dc league of super pets . much appreciated.View attachment 415841
You make a guess on the data type and range then search for it.
Say you think it is float and full bar is 1, then you search for 1, if you think it is between 1 and 100 then you search for that, etc etc
There is no mechanical method for you to follow to find all health bar.

It is try one method at a time until you found it or you give up.
Most of the time the worst you have to do is a full unknown value search.
That means make full dump. Repeat (make bar change, search) loop until the list is small, then hack and see.
 
Last edited by TomSwitch,

ThorHammer

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Apollo_Justice_Ace_Attorney_Trilogy yes <3 Leak please Cheats
Use at your own risk
[No reduction in the psychometric gauge(VI)]
04000000 025D0060 4B1F0149

[No reduction in the psychometric gauge(V)]
04000000 00F77A74 4B1F02C9

[No reduction in the psychometric gauge(VI)]
04000000 00811834 4B1F02E8

incidentally
[Money 999,999(In dungeon)]
04000000 01C74B2C 000F423F
04000000 01C74BA8 18FFFC28

[HP Max(Changed)]
08000000 024FCFF8 D65F03C0 1A810101
08000000 024FCFF0 FA471004 EB06001F
08000000 024FCFE8 B9401108 F94028E7
08000000 024FCFE0 F94024E6 F9407CE7
08000000 024FCFD8 F9400CE7 F94000E7
08000000 024FCFD0 F9405CE7 F94000E7
08000000 024FCFC8 F94060E7 F94010E7
08000000 024FCFC0 F94000E7 F943D4E7
04000000 024FCFBC B0008F47
04000000 01C76800 942219EF

[One Hit Kill]
08000000 024FCFB4 D65F03C0 1A9F0021
08000000 024FCFAC FA471004 EB06001F
08000000 024FCFA4 F9403408 F94028E7
08000000 024FCF9C F94024E6 F9407CE7
08000000 024FCF94 F9400CE7 F94000E7
08000000 024FCF8C F9405CE7 F94000E7
08000000 024FCF84 F94060E7 F94010E7
08000000 024FCF7C F94000E7 F943D4E7
04000000 024FCF78 B0008F47
04000000 01C767F8 942219E0

[Satiety Max(Changed)]
04000000 01C76858 1A88B108

[Exp Rate x1.5]
08000000 024FCF70 3FC00000 D65F03C0
08000000 024FCF68 1E210800 1C000061
04000000 024FCF64 BD400280
04000000 01C78364 94221300

[Exp Rate x2.0]
08000000 024FCF70 40000000 D65F03C0
08000000 024FCF68 1E210800 1C000061
04000000 024FCF64 BD400280
04000000 01C78364 94221300

[Exp Rate x3.0]
08000000 024FCF70 40400000 D65F03C0
08000000 024FCF68 1E210800 1C000061
04000000 024FCF64 BD400280
04000000 01C78364 94221300

[Exp Rate x4.0]
08000000 024FCF70 40800000 D65F03C0
08000000 024FCF68 1E210800 1C000061
04000000 024FCF64 BD400280
04000000 01C78364 94221300

[Exp Rate x5.0]
08000000 024FCF70 40A00000 D65F03C0
08000000 024FCF68 1E210800 1C000061
04000000 024FCF64 BD400280
04000000 01C78364 94221300

[Exp Rate x10.0]
08000000 024FCF70 41200000 D65F03C0
08000000 024FCF68 1E210800 1C000061
04000000 024FCF64 BD400280
04000000 01C78364 94221300

[Exp Rate x100.0]
08000000 024FCF70 42C80000 D65F03C0
08000000 024FCF68 1E210800 1C000061
04000000 024FCF64 BD400280
04000000 01C78364 94221300

[Exp Rate x1000.0]
08000000 024FCF70 447A0000 D65F03C0
08000000 024FCF68 1E210800 1C000061
04000000 024FCF64 BD400280
04000000 01C78364 94221300

[Exp Rate x10000.0]
08000000 024FCF70 461C4000 D65F03C0
08000000 024FCF68 1E210800 1C000061
04000000 024FCF64 BD400280
04000000 01C78364 94221300

[Item Exp Rate x2]
08000000 024FCF5C 00000002 D65F03C0
08000000 024FCF54 1B157C55 18000075
04000000 020257E4 94135DDC

[Item Exp Rate x3]
08000000 024FCF5C 00000003 D65F03C0
08000000 024FCF54 1B157C55 18000075
04000000 020257E4 94135DDC

[Item Exp Rate x4]
08000000 024FCF5C 00000004 D65F03C0
08000000 024FCF54 1B157C55 18000075
04000000 020257E4 94135DDC

[Item Exp Rate x5]
08000000 024FCF5C 00000005 D65F03C0
08000000 024FCF54 1B157C55 18000075
04000000 020257E4 94135DDC

[Item Exp Rate x10]
08000000 024FCF5C 0000000A D65F03C0
08000000 024FCF54 1B157C55 18000075
04000000 020257E4 94135DDC

[Item Exp Rate x100]
08000000 024FCF5C 00000064 D65F03C0
08000000 024FCF54 1B157C55 18000075
04000000 020257E4 94135DDC

[Item Exp Rate x1000]
08000000 024FCF5C 000003E8 D65F03C0
08000000 024FCF54 1B157C55 18000075
04000000 020257E4 94135DDC

[Item Exp Rate x10000]
08000000 024FCF5C 00002710 D65F03C0
08000000 024FCF54 1B157C55 18000075
04000000 020257E4 94135DDC

[inf skills]
04000000 01E89C58 4B1F0108

[MiniMap frame display]
04000000 01B9B7E4 D503201F
04000000 01B9BA98 D503201F

[Item display on minimap]
04000000 01B98B3C D503201F

[Enemy display on minimap]
04000000 01B98D5C 52800029

[Can see a trap]
04000000 02061BC0 52800020

[Elapsed Time 0(In dungeon)]
04000000 01B9F01C 1E2703E0

[Elapsed Turn 0(dungeon)]
04000000 020D092C 2A1F03E9

[Elapsed Turn 0(floor)]
04000000 020D0954 2A1F03E9

[The trap is not triggered]
04000000 02062B74 110006E0

[Abilities always activated at the start of the level]
04000000 0195C0D8 D503201F

[It wont go away even if you use scrolls]
04000000 01E8BEA8 7113491F

[No decrease in the number of items used]
04000000 01E8BCA8 2A1F03E2

[Not reduced by the use of anchor weapons]
04000000 01F98CA8 2A1F03E2

[Eating food and drink wont make it go away]
04000000 01E8D8D4 D503201F

[100% Item Drop]
04000000 01DEBD24 D503201F
08000000 024FCF4C D65F03C0 1A8C20EC
04000000 024FCF48 51000507
04000000 01E0338C 941BE6EF

[All items have been appraised]
04000000 0201BFF8 D503201F

[Player can move on the water]
04000000 01E0FD64 52800029
04000000 01E0FEC0 52800028
04000000 01E0FF00 52800022

[Player can move in the wall]
04000000 01E0FD24 52800029
04000000 01E0FD80 52800028
04000000 01E0FE88 52800028
04000000 01E0FED0 52800028
04000000 01E0FEF4 52800029

[NPC can move on the water]
04000000 01E0903C 52800022
04000000 01E0D310 52800022

[NPC can move in the wall]
04000000 01E09030 52800029
04000000 01E0D304 52800029

[Money 999,999]
04000000 0201B6EC 000F423F
04000000 0201B778 18FFFBA8

[Spa Exp Rate x2]
08000000 024FCF40 00000002 D65F03C0
08000000 024FCF38 1B077D00 18000067
04000000 01E672D0 941A571A

[Spa Exp Rate x3]
08000000 024FCF40 00000003 D65F03C0
08000000 024FCF38 1B077D00 18000067
04000000 01E672D0 941A571A

[Spa Exp Rate x4]
08000000 024FCF40 00000004 D65F03C0
08000000 024FCF38 1B077D00 18000067
04000000 01E672D0 941A571A

[Spa Exp Rate x5]
08000000 024FCF40 00000005 D65F03C0
08000000 024FCF38 1B077D00 18000067
04000000 01E672D0 941A571A

[Spa Exp Rate x10]
08000000 024FCF40 0000000A D65F03C0
08000000 024FCF38 1B077D00 18000067
04000000 01E672D0 941A571A

[Spa Exp Rate x100]
08000000 024FCF40 00000064 D65F03C0
08000000 024FCF38 1B077D00 18000067
04000000 01E672D0 941A571A

[Spa Exp Rate x1000]
08000000 024FCF40 000003E8 D65F03C0
08000000 024FCF38 1B077D00 18000067
04000000 01E672D0 941A571A

[Spa Exp Rate x10000]
08000000 024FCF40 00002710 D65F03C0
08000000 024FCF38 1B077D00 18000067
04000000 01E672D0 941A571A

[Spa available even if there is not enough spirit soap]
04000000 01CB1EC0 2A1F03E8

[Spa time remaining not decreasing]
04000000 01ED2CE0 1E204100

[Spa Disperse Count 9999]
04000000 020607AC 0000270F
04000000 020607F8 18FFFDA1

[Spa Chain Count 9999]
04000000 0205F30C 0000270F
04000000 0205F328 18FFFF34

[current floor set(ZL+ZR+UP 9999 ZL+ZR+DOWN 1)]
580F0000 03630F38
580F1000 00000020
580F1000 000000C0
580F1000 00000000
580F1000 000000B8
580F1000 00000000
580F1000 00000018
580F1000 000000F8
780F0000 00000014
80002300
640F1000 00000000 0000270F
20000000
580F0000 03630F38
580F1000 00000020
580F1000 000000C0
580F1000 00000000
580F1000 000000B8
580F1000 00000000
580F1000 00000018
580F1000 000000F8
780F0000 00000014
80008300
640F1000 00000000 00000001
20000000

[plyaer invincible]
580F0000 03630F38
580F1000 00000020
580F1000 000000C0
580F1000 00000000
580F1000 000000B8
580F1000 00000000
580F1000 00000018
580F1000 000000F8
580F1000 00000048
780F0000 000000B8
610F1000 00000000 00000001

[npc invincible]
580F0000 03630F38
580F1000 00000020
580F1000 000000C0
580F1000 00000000
580F1000 000000B8
580F1000 00000000
580F1000 00000018
580F1000 000000F8
580F1000 00000050
780F0000 000000B8
610F1000 00000000 00000001
Code:
#----- Apollo Justice Ace Attorney Trilogy

AddCheat('No reduction in the psychometric gauge(VI)','心証ゲージ減らない(4)')
Hack('49 01 09 4B 09 21 01 79', 'sub w9, w10, wzr')

AddCheat('No reduction in the psychometric gauge(V)','心証ゲージ減らない(5)')
Hack('C9 02 14 4B 09 41 02 B9', 'sub w9, w22, wzr')

AddCheat('No reduction in the psychometric gauge(VI)','心証ゲージ減らない(6)')
Hack('E8 02 08 4B E0 03 13 AA', 'sub w8, w23, wzr')

#----- Yuuna and the Haunted Hot Springs KIWAMI

#-----------ダンジョン----------
AddCheat('Money 999,999(In dungeon)','霊石変動で999,999(ダンジョン内)')
addr=AOB('08 01 13 0B 88 8A 00 B9')
valueAddr=SearchPrevASM(addr, 'NOP', limit=0x1000)
Hack(valueAddr,Value2DWord(999999))
Hack(addr,'ldr w8, %d-{here}'%valueAddr)

UserDataHolderPtr=GetADRP(AOB('08 ? ? F9 00 01 40 F9 ? ? ? ? A0 12 00 B4 08 0C 40 F9 68 12 00 B4 09 7D 40 F9'))
CodeK=GetCodeK()
AddCheat('HP Max(Changed)','HP変動で最大')
CodeCave('08 11 40 B9 3F 00 08 6B 28 B0 88 1A',(
'adrp x7, %d'%((UserDataHolderPtr&0xfffffffffffff000)-((CodeK-4)&0xfffffffffffff000)),
'ldr x7, [x7, %d]'%(UserDataHolderPtr&0xfff),
'ldr x7, [x7]',
'ldr x7, [x7, #0x20]',
'ldr x7, [x7, #0xc0]',
'ldr x7, [x7]',
'ldr x7, [x7, #0xb8]',
'ldr x7, [x7]',
'ldr x7, [x7, #0x18]',
'ldr x7, [x7, #0xf8]',
'ldr x6, [x7, #0x48]',
'ldr x7, [x7, #0x50]',
'ldr w8, [x8,#0x10]',
'cmp x0, x6',
'ccmp x0, x7, #4, ne',
'csel w1, w8, w1, eq',
'ret'
))

CodeK=GetCodeK()
AddCheat('One Hit Kill','ワンヒットキル')
CodeCave('08 34 40 F9 28 01 00 B4 08 11 40 B9',(
'adrp x7, %d'%((UserDataHolderPtr&0xfffffffffffff000)-(CodeK&0xfffffffffffff000)),
'ldr x7, [x7, %d]'%(UserDataHolderPtr&0xfff),
'ldr x7, [x7]',
'ldr x7, [x7, #0x20]',
'ldr x7, [x7, #0xc0]',
'ldr x7, [x7]',
'ldr x7, [x7, #0xb8]',
'ldr x7, [x7]',
'ldr x7, [x7, #0x18]',
'ldr x7, [x7, #0xf8]',
'ldr x6, [x7, #0x48]',
'ldr x7, [x7, #0x50]',
'ldr x8, [x0,#0x68]',
'cmp x0, x6',
'ccmp x0, x7, #4, ne',
'csel w1, w1, wzr, eq',
'ret'
))

AddCheat('Satiety Max(Changed)','満腹度変動で最大')
Hack('28 B0 88 1A 3F 00 00 71 E8 B3 88 1A 08 54 00 B9','csel w8, w8, w8, lt')

CodeK=GetCodeK()
addr=AOB('80 02 40 BD FF 0B 00 F9')
for rate in (1.5,2.0,3.0,4.0,5.0,10.0,100.0,1000.0,10000.0):
    SetCodeK(CodeK)
    AddCheat('Exp Rate x{:.1f}'.format(rate),'経験値{:.1f}倍'.format(rate))
    CodeCave(addr, (
    'ldr s0, [x20]',
    'ldr s1, {end}-4',
    'fmul s0, s0, s1',
    'ret',
    Float2DWord(rate)
    ))

CodeK=GetCodeK()
addr=AOB('F5 03 02 2A F3 03 01 AA F4 03 00 AA 28 01 00 37')
for rate in (2,3,4,5,10,100,1000,10000):
    SetCodeK(CodeK)
    AddCheat('Item Exp Rate x%d'%rate,'装備品愛着増加度%d倍'%rate)
    CodeCave(addr, (
    'ldr w21, {end}-4',
    'mul w21, w2, w21',
    'ret',
    Value2DWord(rate)
    ))

AddCheat('inf skills','スキル使用回数減らない')
Hack('08 05 00 51 08 14 00 B9 ? ? ? ? 08 ? ? F9 00 01 40 F9 ? ? ? ? 00 19 00 B4','sub w8, w8, wzr')

AddCheat('MiniMap frame display','ミニマップ枠表示')
Hack('A9 00 00 34 E0 03 13 AA','nop')
Hack('68 00 00 34 E0 03 13 AA ? ? ? ? E0 03 1F 2A','nop')

AddCheat('Item display on minimap','ミニマップにアイテム表示')
Hack('68 00 00 34 38 00 80 52','nop')

AddCheat('Enemy display on minimap','ミニマップに敵表示')
Hack('29 81 43 39 C9 EB FF 35','mov w9, #1')

AddCheat('Can see a trap','罠が視える')
Hack(AOB3('08 28 40 F9 A8 00 00 B4 08 71 40 39', 'E0 07 9F 1A'),'mov w0, #1')

AddCheat('Elapsed Time 0(In dungeon)','ダンジョン内経過時間0')
Hack('00 29 20 1E 60 82 00 BD','fmov s0, wzr')

AddCheat('Elapsed Turn 0(dungeon)','ダンジョン内総経過ターン0')
Hack('29 05 00 11 80 02 40 F9','mov w9, wzr')

AddCheat('Elapsed Turn 0(floor)','フロア内経過時ターン0')
Hack('29 05 00 11 09 19 00 B9 B9 18 00 B4','mov w9, wzr')

AddCheat('The trap is not triggered','罠踏んでも発動しない')
Hack('? ? ? ? 1F 00 17 6B EA 04 00 54','add w0, w23, #1')

AddCheat('Abilities always activated at the start of the level','階層開始時アビリティ必ず発動')
Hack('69 04 00 54 15 35 40 B9','nop')

AddCheat('It wont go away even if you use scrolls','巻物使ってもなくならない')
Hack('1F 19 00 71 A1 31 00 54','cmp w8, #1234')

AddCheat('No decrease in the number of items used','霊符、薬使用しても減らない')
Hack('02 00 80 12 E3 03 1F AA ? ? ? ? 68 4A 40 B9','mov w2, wzr')

AddCheat('Not reduced by the use of anchor weapons','投錨武器用しても減らない')
Hack('02 00 80 12 E0 03 17 AA E3 03 1F AA','mov w2, wzr')

AddCheat('Eating food and drink wont make it go away','飲食物食べてもなくならない')
Hack('? ? ? ? 80 02 40 F9 ? ? ? ? 80 26 00 B4','nop')

AddCheat('100% Item Drop','必ずアイテムドロップ')
Hack('E8 08 00 54 80 27 40 F9','nop')
CodeCave('C2 01 00 54 68 0E 0C 8B',(
'sub w7, w8, #1',
'csel w12, w7, w12, cs',
'ret'
))

AddCheat('All items have been appraised','全アイテム鑑定済み')
Hack('C8 00 00 34 E0 03 1F 2A F4 4F 42 A9 F6 57 41 A9 FD 7B C3 A8 C0 03 5F D6 20 00 80 52','nop')

AddCheat('Player can move on the water','プレイヤー水上移動可能')
Hack('09 35 42 39' ,'mov w9, #1')
Hack('08 37 42 39 E8 0E 00 34' ,'mov w8, #1')
Hack('02 35 42 39 3F 01 00 71 E3 D7 9F 1A ? ? ? ? 60 0C 00 36' ,'mov w2, #1')

AddCheat('Player can move in the wall','プレイヤー壁中移動可能')
Hack('09 9D 40 B9 3F 01 00 71' ,'mov w9, #1')
Hack('08 9D 40 B9 1F 01 00 71 8D 0F 00 54' ,'mov w8, #1')
Hack('08 9F 40 B9 1F 01 00 71 CC 01 00 54' ,'mov w8, #1')
Hack('08 9F 40 B9 1F 01 00 71 0D 03 00 54' ,'mov w8, #1')
Hack('09 9D 40 B9 A1 23 00 D1' ,'mov w9, #1')

AddCheat('NPC can move on the water','NPC水上移動可能')
Hack('02 35 42 39 3F 01 00 71 E3 D7 9F 1A ? ? ? ? A0 04 00 36','mov w2, #1')
Hack('02 35 42 39 3F 01 00 71 E3 D7 9F 1A ? ? ? ? 20 04 00 36','mov w2, #1')

AddCheat('NPC can move in the wall','NPC壁中移動可能')
Hack('09 9D 40 B9 A1 63 00 91 E4 03 1F AA 02 35 42 39 3F 01 00 71 E3 D7 9F 1A ? ? ? ? A0 04 00 36','mov w9, #1')
Hack('09 9D 40 B9 A1 63 00 91 E4 03 1F AA 02 35 42 39 3F 01 00 71 E3 D7 9F 1A ? ? ? ? 20 04 00 36','mov w9, #1')

#-----------拠点----------

AddCheat('Money 999,999','霊石変動で999,999')
addr=AOB('08 01 14 0B 68 22 00 B9 6B 04 00 54')
valueAddr=SearchPrevASM(addr, 'NOP', limit=0x1000)
Hack(valueAddr,Value2DWord(999999))
Hack(addr,'ldr w8, %d-{here}'%valueAddr)

CodeK=GetCodeK()
addr=AOB('E0 03 08 2A F6 57 43 A9 F9 0B 40 F9')
for rate in (2,3,4,5,10,100,1000,10000):
    SetCodeK(CodeK)
    AddCheat('Spa Exp Rate x%d'%rate,'温泉経験値%d倍'%rate)
    CodeCave(addr, (
    'ldr w7, {end}-4',
    'mul w0, w8, w7',
    'ret',
    Value2DWord(rate)
    ))

AddCheat('Spa available even if there is not enough spirit soap','霊石せっけん足りなくても温泉利用可能')
Hack('88 2A 40 B9 68 B6 00 B9', 'mov w8, wzr')

AddCheat('Spa time remaining not decreasing','温泉残り時間減らない')
Hack('00 39 20 1E 80 46 00 BD','fmov s0, s8')

AddCheat('Spa Disperse Count 9999','温泉退散数 9999')
addr=AOB('01 01 14 0B 60 0E 40 F9')
valueAddr=SearchPrevASM(addr, 'NOP', limit=0x1000)
Hack(valueAddr,Value2DWord(9999))
Hack(addr,'ldr w1, %d-{here}'%valueAddr)

AddCheat('Spa Chain Count 9999','温泉連撃数 9999')
addr=AOB('F4 03 01 2A A8 ? ? 39 F3 03 00 AA 08 01 00 36 68 46 40 B9')
valueAddr=SearchPrevASM(addr, 'NOP', limit=0x1000)
Hack(valueAddr,Value2DWord(9999))
Hack(addr,'ldr w20, %d-{here}'%valueAddr)


#-----------Pointer Code-----------
#genMemberCodeHelper('npcStatus', txt, addPrefix='npc_', nameWidth=30, commentStartPositin=60)

# UserDataHolder Instance
UserDataHolder=[GetQword(GetADRP(AOB('08 ? ? F9 00 01 40 F9 ? ? ? ? A0 12 00 B4 08 0C 40 F9 68 12 00 B4 09 7D 40 F9'))),0x20,0xc0,0,0xb8,0]

# UserDataHolder Fields
data                          = UserDataHolder + [0x18]     # UserDataCommon
system                        = UserDataHolder + [0x20]     # UserDataSystem
_first_system_load            = UserDataHolder + [0x28]     # SaveLoad.eResult

# UserDataCommon Fields
slot                          = data + [0x10]               # int
saveSize                      = data + [0x14]               # int
selectCharacterId             = data + [0x18]               # int
selectNPCId                   = data + [0x1C]               # int
spilit                        = data + [0x20]               # int
totalGetSpirit                = data + [0x24]               # int
tutorialStep                  = data + [0x28]               # int
is_sale                       = data + [0x2C]               # bool
randomSeed                    = data + [0x30]               # int
selectDungeonMasterId         = data + [0x34]               # int
jibakurei                     = data + [0x38]               # UserDataJibakurei
unlockedDLCIDList             = data + [0x40]               # List<int>
characterList                 = data + [0x48]               # List<UserDataCharacter>
itemUtility                   = data + [0x50]               # UserDataItemUtility
itemList                      = data + [0x58]               # List<UserDataItem>
itemBasketList                = data + [0x60]               # List<UserDataItemBasket>
itemWeaponList                = data + [0x68]               # List<UserDataItemWeapon>
itemOutfitList                = data + [0x70]               # List<UserDataItemOutfit>
itemWaterList                 = data + [0x78]               # List<UserDataItemWater>
gotFlagItemIdList             = data + [0x80]               # List<int>
shopItemList                  = data + [0x88]               # List<HomeShopList.UserDataShopItem>
dugeonList                    = data + [0x90]               # List<UserDataDungeon>
missionList                   = data + [0x98]               # List<UserDataDungeonMission>
lookedEventList               = data + [0xA0]               # List<int>
subscenarioList               = data + [0xA8]               # List<UserDataSubscenario>
outfitEquipRecord             = data + [0xB0]               # List<UserDataOutfitEquipRecord>
totalPlayTime                 = data + [0xB8]               # int
totalThroughFloor             = data + [0xBC]               # int
totalPickupItemCount          = data + [0xC0]               # int
totalCombineCount             = data + [0xC4]               # int
totalIdentifyCount            = data + [0xC8]               # int
totalOutfitBreakCount         = data + [0xCC]               # int
totalSpaKillCount             = data + [0xD0]               # int
pictureBookItemAchieve        = data + [0xD8]               # List<int>
pictureBookEnemyAchieve       = data + [0xE0]               # List<UserDataEnemyKillRecord>
optionData                    = data + [0xE8]               # UserDataOption
rogueOptionData               = data + [0xF0]               # UserDataRogueOption
rogue                         = data + [0xF8]               # UserDataRogue
storyEvent                    = data + [0x100]              # List<UserDataStoryEvent>
watchedStill                  = data + [0x108]              # List<UserDataWatchedStill>
oneTimeItems                  = data + [0x110]              # List<UserDataRogueOneTimeItem>

# UserDataRogue Fields
useSaveData                   = rogue + [0x10]              # bool
currentFloor                  = rogue + [0x14]              # int
currentDungeonElapseTurn      = rogue + [0x18]              # int
currentFloorElapseTurn        = rogue + [0x1C]              # int
lastReaperFloor               = rogue + [0x20]              # int
dimensionTransferedEnemyId    = rogue + [0x24]              # int
isFixedMaped                  = rogue + [0x28]              # bool
lastMonsterHouse              = rogue + [0x2C]              # int
lastTheftFloor                = rogue + [0x30]              # int
playerPlan                    = rogue + [0x38]              # Rogue_PlanData
map                           = rogue + [0x40]              # UserDataRogueMapData
playerStatus                  = rogue + [0x48]              # UserDataRogueCharacter
npcStatus                     = rogue + [0x50]              # UserDataRogueCharacter
enemyStatusList               = rogue + [0x58]              # List<UserDataRogueCharacter>
trapList                      = rogue + [0x60]              # List<UserDataRogueTrap>
interactList                  = rogue + [0x68]              # List<UserDataRogueInteract>
unknownItemList               = rogue + [0x70]              # List<UserDataRogueUnknownItem>
excludeUnknownItemUniqueIdList= rogue + [0x78]              # List<string>
elapsedTime                   = rogue + [0x80]              # float
defeatEnemyCount              = rogue + [0x84]              # int
spilit                        = rogue + [0x88]              # int
lastSpaFloor                  = rogue + [0x8C]              # int
shopItemUniqueIdList          = rogue + [0x90]              # List<string>
lostShopItemTotalPrice        = rogue + [0x98]              # int
minimap                       = rogue + [0xA0]              # byte[]
floorStartPlayerPosition      = rogue + [0xA8]              # Rogue_Vector2
stolenItemsList               = rogue + [0xB0]              # List<UserDataRogue.StolenItemData>
machiBossPosition             = rogue + [0xB8]              # Rogue_Vector2

# UserDataRogueCharacter(playerStatus)
ply_masterId                  = playerStatus + [0x10]       # int
ply_uniqueEnemyId             = playerStatus + [0x18]       # string
ply_level                     = playerStatus + [0x20]       # int
ply_totalExp                  = playerStatus + [0x24]       # int
ply_wearingWeaponUid          = playerStatus + [0x28]       # string
ply_wearingOutfitUid          = playerStatus + [0x30]       # string
ply_wearingAccessoryUid       = playerStatus + [0x38]       # string
ply_wearingHppeningUid        = playerStatus + [0x40]       # string
ply_wearingThrowingWeaponUid  = playerStatus + [0x48]       # string
ply__hp                       = playerStatus + [0x50]       # int
ply__mp                       = playerStatus + [0x54]       # int
ply_happeningPoint            = playerStatus + [0x58]       # int
ply_fixedStatus               = playerStatus + [0x60]       # UserDataRogueCharacterStatus
ply_currentStatus             = playerStatus + [0x68]       # UserDataRogueCharacterStatus
ply_condition_list            = playerStatus + [0x70]       # List<UserDataRogueCharacterCondition>
ply_skillCountList            = playerStatus + [0x78]       # List<UserDataSkill>
ply_trapEscapePercent         = playerStatus + [0x80]       # int
ply_isActionTwice             = playerStatus + [0x84]       # bool
ply_speedDownCounter          = playerStatus + [0x88]       # int
ply_isDrunked                 = playerStatus + [0x8C]       # bool
ply_isFloating                = playerStatus + [0x8D]       # bool
ply_isThrowPenetration        = playerStatus + [0x8E]       # bool
ply_isConfused                = playerStatus + [0x8F]       # bool
ply_isStealth                 = playerStatus + [0x90]       # bool
ply_isCannotWalk              = playerStatus + [0x91]       # bool
ply_isKokeshi                 = playerStatus + [0x92]       # bool
ply_isBandage                 = playerStatus + [0x93]       # bool
ply_isCannotPickItem          = playerStatus + [0x94]       # bool
ply_isStopItemAll             = playerStatus + [0x95]       # bool
ply_isStopItemBuscket         = playerStatus + [0x96]       # bool
ply_isStopActionCombine       = playerStatus + [0x97]       # bool
ply_isSleep                   = playerStatus + [0x98]       # bool
ply_isGhost                   = playerStatus + [0x9C]       # int
ply_isItemPickStop            = playerStatus + [0xA0]       # int
ply_isThrowDamage             = playerStatus + [0xA4]       # bool
ply_isThrowPowerup            = playerStatus + [0xA5]       # bool
ply_expRate                   = playerStatus + [0xA8]       # int
ply_pointRate                 = playerStatus + [0xAC]       # int
ply_stopHeal                  = playerStatus + [0xB0]       # int
ply_MeltOutfit                = playerStatus + [0xB4]       # int
ply_isInvincible              = playerStatus + [0xB8]       # bool
ply_isResurrectionItem        = playerStatus + [0xB9]       # bool
ply_isShieldFoodDown          = playerStatus + [0xBA]       # bool
ply_isEyeBreak                = playerStatus + [0xBB]       # bool
ply_isShieldShieldUnequipment = playerStatus + [0xBC]       # bool
ply_isShieldStolen            = playerStatus + [0xBD]       # bool
ply_isShieldKnockback         = playerStatus + [0xBE]       # bool
ply_isShieldEquipmentDown     = playerStatus + [0xBF]       # bool
ply_isShieldScatter           = playerStatus + [0xC0]       # bool
ply_isShieldCurse             = playerStatus + [0xC1]       # bool
ply_isStopActionSkillHppening = playerStatus + [0xC2]       # bool
ply_isCharm                   = playerStatus + [0xC3]       # bool
ply_isSpecialitySilence       = playerStatus + [0xC4]       # bool
ply_isMachiPower              = playerStatus + [0xC5]       # bool
ply_isAddAttackAttributeVoid  = playerStatus + [0xC6]       # bool
ply_isAddAttackAttributeFire  = playerStatus + [0xC7]       # bool
ply_isAddAttackAttributeIce   = playerStatus + [0xC8]       # bool
ply_isAddAttackAttributeThunder= playerStatus + [0xC9]      # bool
ply_isMiniMapVisibleAllItem   = playerStatus + [0xCA]       # bool
ply_isMinimapVisible          = playerStatus + [0xCB]       # bool
ply_isPreventChanceBadCondition= playerStatus + [0xCC]      # bool
ply_percentPreventBadCondition= playerStatus + [0xD0]       # int
ply_isProtectChanceEquips     = playerStatus + [0xD4]       # bool
ply_percentProtectEquips      = playerStatus + [0xD8]       # int
ply_percentAddItemDropUp      = playerStatus + [0xDC]       # int
ply_isMinimapVisibleAllEnemy  = playerStatus + [0xE0]       # bool
ply_isMinimapVisibleXRay      = playerStatus + [0xE1]       # bool
ply_isHostilePlayer           = playerStatus + [0xE2]       # bool
ply_isShopMaster              = playerStatus + [0xE3]       # bool
ply_isToUpdate                = playerStatus + [0xE4]       # bool
ply_isHappeningReady          = playerStatus + [0xE5]       # bool
ply_enemyAbilityIdList        = playerStatus + [0xE8]       # List<int>
ply_enemyAbilityUseCountList  = playerStatus + [0xF0]       # List<int>
ply_enemyCurrentThinkType     = playerStatus + [0xF8]       # int

# UserDataRogueCharacter(npcStatus)
npc_masterId                  = npcStatus + [0x10]          # int
npc_uniqueEnemyId             = npcStatus + [0x18]          # string
npc_level                     = npcStatus + [0x20]          # int
npc_totalExp                  = npcStatus + [0x24]          # int
npc_wearingWeaponUid          = npcStatus + [0x28]          # string
npc_wearingOutfitUid          = npcStatus + [0x30]          # string
npc_wearingAccessoryUid       = npcStatus + [0x38]          # string
npc_wearingHppeningUid        = npcStatus + [0x40]          # string
npc_wearingThrowingWeaponUid  = npcStatus + [0x48]          # string
npc__hp                       = npcStatus + [0x50]          # int
npc__mp                       = npcStatus + [0x54]          # int
npc_happeningPoint            = npcStatus + [0x58]          # int
npc_fixedStatus               = npcStatus + [0x60]          # UserDataRogueCharacterStatus
npc_currentStatus             = npcStatus + [0x68]          # UserDataRogueCharacterStatus
npc_condition_list            = npcStatus + [0x70]          # List<UserDataRogueCharacterCondition>
npc_skillCountList            = npcStatus + [0x78]          # List<UserDataSkill>
npc_trapEscapePercent         = npcStatus + [0x80]          # int
npc_isActionTwice             = npcStatus + [0x84]          # bool
npc_speedDownCounter          = npcStatus + [0x88]          # int
npc_isDrunked                 = npcStatus + [0x8C]          # bool
npc_isFloating                = npcStatus + [0x8D]          # bool
npc_isThrowPenetration        = npcStatus + [0x8E]          # bool
npc_isConfused                = npcStatus + [0x8F]          # bool
npc_isStealth                 = npcStatus + [0x90]          # bool
npc_isCannotWalk              = npcStatus + [0x91]          # bool
npc_isKokeshi                 = npcStatus + [0x92]          # bool
npc_isBandage                 = npcStatus + [0x93]          # bool
npc_isCannotPickItem          = npcStatus + [0x94]          # bool
npc_isStopItemAll             = npcStatus + [0x95]          # bool
npc_isStopItemBuscket         = npcStatus + [0x96]          # bool
npc_isStopActionCombine       = npcStatus + [0x97]          # bool
npc_isSleep                   = npcStatus + [0x98]          # bool
npc_isGhost                   = npcStatus + [0x9C]          # int
npc_isItemPickStop            = npcStatus + [0xA0]          # int
npc_isThrowDamage             = npcStatus + [0xA4]          # bool
npc_isThrowPowerup            = npcStatus + [0xA5]          # bool
npc_expRate                   = npcStatus + [0xA8]          # int
npc_pointRate                 = npcStatus + [0xAC]          # int
npc_stopHeal                  = npcStatus + [0xB0]          # int
npc_MeltOutfit                = npcStatus + [0xB4]          # int
npc_isInvincible              = npcStatus + [0xB8]          # bool
npc_isResurrectionItem        = npcStatus + [0xB9]          # bool
npc_isShieldFoodDown          = npcStatus + [0xBA]          # bool
npc_isEyeBreak                = npcStatus + [0xBB]          # bool
npc_isShieldShieldUnequipment = npcStatus + [0xBC]          # bool
npc_isShieldStolen            = npcStatus + [0xBD]          # bool
npc_isShieldKnockback         = npcStatus + [0xBE]          # bool
npc_isShieldEquipmentDown     = npcStatus + [0xBF]          # bool
npc_isShieldScatter           = npcStatus + [0xC0]          # bool
npc_isShieldCurse             = npcStatus + [0xC1]          # bool
npc_isStopActionSkillHppening = npcStatus + [0xC2]          # bool
npc_isCharm                   = npcStatus + [0xC3]          # bool
npc_isSpecialitySilence       = npcStatus + [0xC4]          # bool
npc_isMachiPower              = npcStatus + [0xC5]          # bool
npc_isAddAttackAttributeVoid  = npcStatus + [0xC6]          # bool
npc_isAddAttackAttributeFire  = npcStatus + [0xC7]          # bool
npc_isAddAttackAttributeIce   = npcStatus + [0xC8]          # bool
npc_isAddAttackAttributeThunder= npcStatus + [0xC9]         # bool
npc_isMiniMapVisibleAllItem   = npcStatus + [0xCA]          # bool
npc_isMinimapVisible          = npcStatus + [0xCB]          # bool
npc_isPreventChanceBadCondition= npcStatus + [0xCC]         # bool
npc_percentPreventBadCondition= npcStatus + [0xD0]          # int
npc_isProtectChanceEquips     = npcStatus + [0xD4]          # bool
npc_percentProtectEquips      = npcStatus + [0xD8]          # int
npc_percentAddItemDropUp      = npcStatus + [0xDC]          # int
npc_isMinimapVisibleAllEnemy  = npcStatus + [0xE0]          # bool
npc_isMinimapVisibleXRay      = npcStatus + [0xE1]          # bool
npc_isHostilePlayer           = npcStatus + [0xE2]          # bool
npc_isShopMaster              = npcStatus + [0xE3]          # bool
npc_isToUpdate                = npcStatus + [0xE4]          # bool
npc_isHappeningReady          = npcStatus + [0xE5]          # bool
npc_enemyAbilityIdList        = npcStatus + [0xE8]          # List<int>
npc_enemyAbilityUseCountList  = npcStatus + [0xF0]          # List<int>
npc_enemyCurrentThinkType     = npcStatus + [0xF8]          # int

AddCheat('current floor set(ZL+ZR+UP 9999 ZL+ZR+DOWN 1)', '現在階層設定(ZL+ZR+UP 9999 ZL+ZR+DOWN 1)')
PointerHack(currentFloor,9999,length=4,useButton=('zl','zr','up'))
PointerHack(currentFloor,1,length=4,useButton=('zl','zr','down'))

AddCheat('plyaer invincible', 'プレイヤー無敵')
PointerHack(ply_isInvincible,1,length=1)

AddCheat('npc invincible', 'NPC無敵')
PointerHack(npc_isInvincible,1,length=1)
 

cloud-strife777

Well-Known Member
Member
Joined
Sep 28, 2019
Messages
616
Trophies
0
Age
34
XP
1,930
Country
Germany
Use at your own risk
[No reduction in the psychometric gauge(VI)]
04000000 025D0060 4B1F0149

[No reduction in the psychometric gauge(V)]
04000000 00F77A74 4B1F02C9

[No reduction in the psychometric gauge(VI)]
04000000 00811834 4B1F02E8

incidentally
[Money 999,999(In dungeon)]
04000000 01C74B2C 000F423F
04000000 01C74BA8 18FFFC28

[HP Max(Changed)]
08000000 024FCFF8 D65F03C0 1A810101
08000000 024FCFF0 FA471004 EB06001F
08000000 024FCFE8 B9401108 F94028E7
08000000 024FCFE0 F94024E6 F9407CE7
08000000 024FCFD8 F9400CE7 F94000E7
08000000 024FCFD0 F9405CE7 F94000E7
08000000 024FCFC8 F94060E7 F94010E7
08000000 024FCFC0 F94000E7 F943D4E7
04000000 024FCFBC B0008F47
04000000 01C76800 942219EF

[One Hit Kill]
08000000 024FCFB4 D65F03C0 1A9F0021
08000000 024FCFAC FA471004 EB06001F
08000000 024FCFA4 F9403408 F94028E7
08000000 024FCF9C F94024E6 F9407CE7
08000000 024FCF94 F9400CE7 F94000E7
08000000 024FCF8C F9405CE7 F94000E7
08000000 024FCF84 F94060E7 F94010E7
08000000 024FCF7C F94000E7 F943D4E7
04000000 024FCF78 B0008F47
04000000 01C767F8 942219E0

[Satiety Max(Changed)]
04000000 01C76858 1A88B108

[Exp Rate x1.5]
08000000 024FCF70 3FC00000 D65F03C0
08000000 024FCF68 1E210800 1C000061
04000000 024FCF64 BD400280
04000000 01C78364 94221300

[Exp Rate x2.0]
08000000 024FCF70 40000000 D65F03C0
08000000 024FCF68 1E210800 1C000061
04000000 024FCF64 BD400280
04000000 01C78364 94221300

[Exp Rate x3.0]
08000000 024FCF70 40400000 D65F03C0
08000000 024FCF68 1E210800 1C000061
04000000 024FCF64 BD400280
04000000 01C78364 94221300

[Exp Rate x4.0]
08000000 024FCF70 40800000 D65F03C0
08000000 024FCF68 1E210800 1C000061
04000000 024FCF64 BD400280
04000000 01C78364 94221300

[Exp Rate x5.0]
08000000 024FCF70 40A00000 D65F03C0
08000000 024FCF68 1E210800 1C000061
04000000 024FCF64 BD400280
04000000 01C78364 94221300

[Exp Rate x10.0]
08000000 024FCF70 41200000 D65F03C0
08000000 024FCF68 1E210800 1C000061
04000000 024FCF64 BD400280
04000000 01C78364 94221300

[Exp Rate x100.0]
08000000 024FCF70 42C80000 D65F03C0
08000000 024FCF68 1E210800 1C000061
04000000 024FCF64 BD400280
04000000 01C78364 94221300

[Exp Rate x1000.0]
08000000 024FCF70 447A0000 D65F03C0
08000000 024FCF68 1E210800 1C000061
04000000 024FCF64 BD400280
04000000 01C78364 94221300

[Exp Rate x10000.0]
08000000 024FCF70 461C4000 D65F03C0
08000000 024FCF68 1E210800 1C000061
04000000 024FCF64 BD400280
04000000 01C78364 94221300

[Item Exp Rate x2]
08000000 024FCF5C 00000002 D65F03C0
08000000 024FCF54 1B157C55 18000075
04000000 020257E4 94135DDC

[Item Exp Rate x3]
08000000 024FCF5C 00000003 D65F03C0
08000000 024FCF54 1B157C55 18000075
04000000 020257E4 94135DDC

[Item Exp Rate x4]
08000000 024FCF5C 00000004 D65F03C0
08000000 024FCF54 1B157C55 18000075
04000000 020257E4 94135DDC

[Item Exp Rate x5]
08000000 024FCF5C 00000005 D65F03C0
08000000 024FCF54 1B157C55 18000075
04000000 020257E4 94135DDC

[Item Exp Rate x10]
08000000 024FCF5C 0000000A D65F03C0
08000000 024FCF54 1B157C55 18000075
04000000 020257E4 94135DDC

[Item Exp Rate x100]
08000000 024FCF5C 00000064 D65F03C0
08000000 024FCF54 1B157C55 18000075
04000000 020257E4 94135DDC

[Item Exp Rate x1000]
08000000 024FCF5C 000003E8 D65F03C0
08000000 024FCF54 1B157C55 18000075
04000000 020257E4 94135DDC

[Item Exp Rate x10000]
08000000 024FCF5C 00002710 D65F03C0
08000000 024FCF54 1B157C55 18000075
04000000 020257E4 94135DDC

[inf skills]
04000000 01E89C58 4B1F0108

[MiniMap frame display]
04000000 01B9B7E4 D503201F
04000000 01B9BA98 D503201F

[Item display on minimap]
04000000 01B98B3C D503201F

[Enemy display on minimap]
04000000 01B98D5C 52800029

[Can see a trap]
04000000 02061BC0 52800020

[Elapsed Time 0(In dungeon)]
04000000 01B9F01C 1E2703E0

[Elapsed Turn 0(dungeon)]
04000000 020D092C 2A1F03E9

[Elapsed Turn 0(floor)]
04000000 020D0954 2A1F03E9

[The trap is not triggered]
04000000 02062B74 110006E0

[Abilities always activated at the start of the level]
04000000 0195C0D8 D503201F

[It wont go away even if you use scrolls]
04000000 01E8BEA8 7113491F

[No decrease in the number of items used]
04000000 01E8BCA8 2A1F03E2

[Not reduced by the use of anchor weapons]
04000000 01F98CA8 2A1F03E2

[Eating food and drink wont make it go away]
04000000 01E8D8D4 D503201F

[100% Item Drop]
04000000 01DEBD24 D503201F
08000000 024FCF4C D65F03C0 1A8C20EC
04000000 024FCF48 51000507
04000000 01E0338C 941BE6EF

[All items have been appraised]
04000000 0201BFF8 D503201F

[Player can move on the water]
04000000 01E0FD64 52800029
04000000 01E0FEC0 52800028
04000000 01E0FF00 52800022

[Player can move in the wall]
04000000 01E0FD24 52800029
04000000 01E0FD80 52800028
04000000 01E0FE88 52800028
04000000 01E0FED0 52800028
04000000 01E0FEF4 52800029

[NPC can move on the water]
04000000 01E0903C 52800022
04000000 01E0D310 52800022

[NPC can move in the wall]
04000000 01E09030 52800029
04000000 01E0D304 52800029

[Money 999,999]
04000000 0201B6EC 000F423F
04000000 0201B778 18FFFBA8

[Spa Exp Rate x2]
08000000 024FCF40 00000002 D65F03C0
08000000 024FCF38 1B077D00 18000067
04000000 01E672D0 941A571A

[Spa Exp Rate x3]
08000000 024FCF40 00000003 D65F03C0
08000000 024FCF38 1B077D00 18000067
04000000 01E672D0 941A571A

[Spa Exp Rate x4]
08000000 024FCF40 00000004 D65F03C0
08000000 024FCF38 1B077D00 18000067
04000000 01E672D0 941A571A

[Spa Exp Rate x5]
08000000 024FCF40 00000005 D65F03C0
08000000 024FCF38 1B077D00 18000067
04000000 01E672D0 941A571A

[Spa Exp Rate x10]
08000000 024FCF40 0000000A D65F03C0
08000000 024FCF38 1B077D00 18000067
04000000 01E672D0 941A571A

[Spa Exp Rate x100]
08000000 024FCF40 00000064 D65F03C0
08000000 024FCF38 1B077D00 18000067
04000000 01E672D0 941A571A

[Spa Exp Rate x1000]
08000000 024FCF40 000003E8 D65F03C0
08000000 024FCF38 1B077D00 18000067
04000000 01E672D0 941A571A

[Spa Exp Rate x10000]
08000000 024FCF40 00002710 D65F03C0
08000000 024FCF38 1B077D00 18000067
04000000 01E672D0 941A571A

[Spa available even if there is not enough spirit soap]
04000000 01CB1EC0 2A1F03E8

[Spa time remaining not decreasing]
04000000 01ED2CE0 1E204100

[Spa Disperse Count 9999]
04000000 020607AC 0000270F
04000000 020607F8 18FFFDA1

[Spa Chain Count 9999]
04000000 0205F30C 0000270F
04000000 0205F328 18FFFF34

[current floor set(ZL+ZR+UP 9999 ZL+ZR+DOWN 1)]
580F0000 03630F38
580F1000 00000020
580F1000 000000C0
580F1000 00000000
580F1000 000000B8
580F1000 00000000
580F1000 00000018
580F1000 000000F8
780F0000 00000014
80002300
640F1000 00000000 0000270F
20000000
580F0000 03630F38
580F1000 00000020
580F1000 000000C0
580F1000 00000000
580F1000 000000B8
580F1000 00000000
580F1000 00000018
580F1000 000000F8
780F0000 00000014
80008300
640F1000 00000000 00000001
20000000

[plyaer invincible]
580F0000 03630F38
580F1000 00000020
580F1000 000000C0
580F1000 00000000
580F1000 000000B8
580F1000 00000000
580F1000 00000018
580F1000 000000F8
580F1000 00000048
780F0000 000000B8
610F1000 00000000 00000001

[npc invincible]
580F0000 03630F38
580F1000 00000020
580F1000 000000C0
580F1000 00000000
580F1000 000000B8
580F1000 00000000
580F1000 00000018
580F1000 000000F8
580F1000 00000050
780F0000 000000B8
610F1000 00000000 00000001
Code:
#----- Apollo Justice Ace Attorney Trilogy

AddCheat('No reduction in the psychometric gauge(VI)','心証ゲージ減らない(4)')
Hack('49 01 09 4B 09 21 01 79', 'sub w9, w10, wzr')

AddCheat('No reduction in the psychometric gauge(V)','心証ゲージ減らない(5)')
Hack('C9 02 14 4B 09 41 02 B9', 'sub w9, w22, wzr')

AddCheat('No reduction in the psychometric gauge(VI)','心証ゲージ減らない(6)')
Hack('E8 02 08 4B E0 03 13 AA', 'sub w8, w23, wzr')

#----- Yuuna and the Haunted Hot Springs KIWAMI

#-----------ダンジョン----------
AddCheat('Money 999,999(In dungeon)','霊石変動で999,999(ダンジョン内)')
addr=AOB('08 01 13 0B 88 8A 00 B9')
valueAddr=SearchPrevASM(addr, 'NOP', limit=0x1000)
Hack(valueAddr,Value2DWord(999999))
Hack(addr,'ldr w8, %d-{here}'%valueAddr)

UserDataHolderPtr=GetADRP(AOB('08 ? ? F9 00 01 40 F9 ? ? ? ? A0 12 00 B4 08 0C 40 F9 68 12 00 B4 09 7D 40 F9'))
CodeK=GetCodeK()
AddCheat('HP Max(Changed)','HP変動で最大')
CodeCave('08 11 40 B9 3F 00 08 6B 28 B0 88 1A',(
'adrp x7, %d'%((UserDataHolderPtr&0xfffffffffffff000)-((CodeK-4)&0xfffffffffffff000)),
'ldr x7, [x7, %d]'%(UserDataHolderPtr&0xfff),
'ldr x7, [x7]',
'ldr x7, [x7, #0x20]',
'ldr x7, [x7, #0xc0]',
'ldr x7, [x7]',
'ldr x7, [x7, #0xb8]',
'ldr x7, [x7]',
'ldr x7, [x7, #0x18]',
'ldr x7, [x7, #0xf8]',
'ldr x6, [x7, #0x48]',
'ldr x7, [x7, #0x50]',
'ldr w8, [x8,#0x10]',
'cmp x0, x6',
'ccmp x0, x7, #4, ne',
'csel w1, w8, w1, eq',
'ret'
))

CodeK=GetCodeK()
AddCheat('One Hit Kill','ワンヒットキル')
CodeCave('08 34 40 F9 28 01 00 B4 08 11 40 B9',(
'adrp x7, %d'%((UserDataHolderPtr&0xfffffffffffff000)-(CodeK&0xfffffffffffff000)),
'ldr x7, [x7, %d]'%(UserDataHolderPtr&0xfff),
'ldr x7, [x7]',
'ldr x7, [x7, #0x20]',
'ldr x7, [x7, #0xc0]',
'ldr x7, [x7]',
'ldr x7, [x7, #0xb8]',
'ldr x7, [x7]',
'ldr x7, [x7, #0x18]',
'ldr x7, [x7, #0xf8]',
'ldr x6, [x7, #0x48]',
'ldr x7, [x7, #0x50]',
'ldr x8, [x0,#0x68]',
'cmp x0, x6',
'ccmp x0, x7, #4, ne',
'csel w1, w1, wzr, eq',
'ret'
))

AddCheat('Satiety Max(Changed)','満腹度変動で最大')
Hack('28 B0 88 1A 3F 00 00 71 E8 B3 88 1A 08 54 00 B9','csel w8, w8, w8, lt')

CodeK=GetCodeK()
addr=AOB('80 02 40 BD FF 0B 00 F9')
for rate in (1.5,2.0,3.0,4.0,5.0,10.0,100.0,1000.0,10000.0):
    SetCodeK(CodeK)
    AddCheat('Exp Rate x{:.1f}'.format(rate),'経験値{:.1f}倍'.format(rate))
    CodeCave(addr, (
    'ldr s0, [x20]',
    'ldr s1, {end}-4',
    'fmul s0, s0, s1',
    'ret',
    Float2DWord(rate)
    ))

CodeK=GetCodeK()
addr=AOB('F5 03 02 2A F3 03 01 AA F4 03 00 AA 28 01 00 37')
for rate in (2,3,4,5,10,100,1000,10000):
    SetCodeK(CodeK)
    AddCheat('Item Exp Rate x%d'%rate,'装備品愛着増加度%d倍'%rate)
    CodeCave(addr, (
    'ldr w21, {end}-4',
    'mul w21, w2, w21',
    'ret',
    Value2DWord(rate)
    ))

AddCheat('inf skills','スキル使用回数減らない')
Hack('08 05 00 51 08 14 00 B9 ? ? ? ? 08 ? ? F9 00 01 40 F9 ? ? ? ? 00 19 00 B4','sub w8, w8, wzr')

AddCheat('MiniMap frame display','ミニマップ枠表示')
Hack('A9 00 00 34 E0 03 13 AA','nop')
Hack('68 00 00 34 E0 03 13 AA ? ? ? ? E0 03 1F 2A','nop')

AddCheat('Item display on minimap','ミニマップにアイテム表示')
Hack('68 00 00 34 38 00 80 52','nop')

AddCheat('Enemy display on minimap','ミニマップに敵表示')
Hack('29 81 43 39 C9 EB FF 35','mov w9, #1')

AddCheat('Can see a trap','罠が視える')
Hack(AOB3('08 28 40 F9 A8 00 00 B4 08 71 40 39', 'E0 07 9F 1A'),'mov w0, #1')

AddCheat('Elapsed Time 0(In dungeon)','ダンジョン内経過時間0')
Hack('00 29 20 1E 60 82 00 BD','fmov s0, wzr')

AddCheat('Elapsed Turn 0(dungeon)','ダンジョン内総経過ターン0')
Hack('29 05 00 11 80 02 40 F9','mov w9, wzr')

AddCheat('Elapsed Turn 0(floor)','フロア内経過時ターン0')
Hack('29 05 00 11 09 19 00 B9 B9 18 00 B4','mov w9, wzr')

AddCheat('The trap is not triggered','罠踏んでも発動しない')
Hack('? ? ? ? 1F 00 17 6B EA 04 00 54','add w0, w23, #1')

AddCheat('Abilities always activated at the start of the level','階層開始時アビリティ必ず発動')
Hack('69 04 00 54 15 35 40 B9','nop')

AddCheat('It wont go away even if you use scrolls','巻物使ってもなくならない')
Hack('1F 19 00 71 A1 31 00 54','cmp w8, #1234')

AddCheat('No decrease in the number of items used','霊符、薬使用しても減らない')
Hack('02 00 80 12 E3 03 1F AA ? ? ? ? 68 4A 40 B9','mov w2, wzr')

AddCheat('Not reduced by the use of anchor weapons','投錨武器用しても減らない')
Hack('02 00 80 12 E0 03 17 AA E3 03 1F AA','mov w2, wzr')

AddCheat('Eating food and drink wont make it go away','飲食物食べてもなくならない')
Hack('? ? ? ? 80 02 40 F9 ? ? ? ? 80 26 00 B4','nop')

AddCheat('100% Item Drop','必ずアイテムドロップ')
Hack('E8 08 00 54 80 27 40 F9','nop')
CodeCave('C2 01 00 54 68 0E 0C 8B',(
'sub w7, w8, #1',
'csel w12, w7, w12, cs',
'ret'
))

AddCheat('All items have been appraised','全アイテム鑑定済み')
Hack('C8 00 00 34 E0 03 1F 2A F4 4F 42 A9 F6 57 41 A9 FD 7B C3 A8 C0 03 5F D6 20 00 80 52','nop')

AddCheat('Player can move on the water','プレイヤー水上移動可能')
Hack('09 35 42 39' ,'mov w9, #1')
Hack('08 37 42 39 E8 0E 00 34' ,'mov w8, #1')
Hack('02 35 42 39 3F 01 00 71 E3 D7 9F 1A ? ? ? ? 60 0C 00 36' ,'mov w2, #1')

AddCheat('Player can move in the wall','プレイヤー壁中移動可能')
Hack('09 9D 40 B9 3F 01 00 71' ,'mov w9, #1')
Hack('08 9D 40 B9 1F 01 00 71 8D 0F 00 54' ,'mov w8, #1')
Hack('08 9F 40 B9 1F 01 00 71 CC 01 00 54' ,'mov w8, #1')
Hack('08 9F 40 B9 1F 01 00 71 0D 03 00 54' ,'mov w8, #1')
Hack('09 9D 40 B9 A1 23 00 D1' ,'mov w9, #1')

AddCheat('NPC can move on the water','NPC水上移動可能')
Hack('02 35 42 39 3F 01 00 71 E3 D7 9F 1A ? ? ? ? A0 04 00 36','mov w2, #1')
Hack('02 35 42 39 3F 01 00 71 E3 D7 9F 1A ? ? ? ? 20 04 00 36','mov w2, #1')

AddCheat('NPC can move in the wall','NPC壁中移動可能')
Hack('09 9D 40 B9 A1 63 00 91 E4 03 1F AA 02 35 42 39 3F 01 00 71 E3 D7 9F 1A ? ? ? ? A0 04 00 36','mov w9, #1')
Hack('09 9D 40 B9 A1 63 00 91 E4 03 1F AA 02 35 42 39 3F 01 00 71 E3 D7 9F 1A ? ? ? ? 20 04 00 36','mov w9, #1')

#-----------拠点----------

AddCheat('Money 999,999','霊石変動で999,999')
addr=AOB('08 01 14 0B 68 22 00 B9 6B 04 00 54')
valueAddr=SearchPrevASM(addr, 'NOP', limit=0x1000)
Hack(valueAddr,Value2DWord(999999))
Hack(addr,'ldr w8, %d-{here}'%valueAddr)

CodeK=GetCodeK()
addr=AOB('E0 03 08 2A F6 57 43 A9 F9 0B 40 F9')
for rate in (2,3,4,5,10,100,1000,10000):
    SetCodeK(CodeK)
    AddCheat('Spa Exp Rate x%d'%rate,'温泉経験値%d倍'%rate)
    CodeCave(addr, (
    'ldr w7, {end}-4',
    'mul w0, w8, w7',
    'ret',
    Value2DWord(rate)
    ))

AddCheat('Spa available even if there is not enough spirit soap','霊石せっけん足りなくても温泉利用可能')
Hack('88 2A 40 B9 68 B6 00 B9', 'mov w8, wzr')

AddCheat('Spa time remaining not decreasing','温泉残り時間減らない')
Hack('00 39 20 1E 80 46 00 BD','fmov s0, s8')

AddCheat('Spa Disperse Count 9999','温泉退散数 9999')
addr=AOB('01 01 14 0B 60 0E 40 F9')
valueAddr=SearchPrevASM(addr, 'NOP', limit=0x1000)
Hack(valueAddr,Value2DWord(9999))
Hack(addr,'ldr w1, %d-{here}'%valueAddr)

AddCheat('Spa Chain Count 9999','温泉連撃数 9999')
addr=AOB('F4 03 01 2A A8 ? ? 39 F3 03 00 AA 08 01 00 36 68 46 40 B9')
valueAddr=SearchPrevASM(addr, 'NOP', limit=0x1000)
Hack(valueAddr,Value2DWord(9999))
Hack(addr,'ldr w20, %d-{here}'%valueAddr)


#-----------Pointer Code-----------
#genMemberCodeHelper('npcStatus', txt, addPrefix='npc_', nameWidth=30, commentStartPositin=60)

# UserDataHolder Instance
UserDataHolder=[GetQword(GetADRP(AOB('08 ? ? F9 00 01 40 F9 ? ? ? ? A0 12 00 B4 08 0C 40 F9 68 12 00 B4 09 7D 40 F9'))),0x20,0xc0,0,0xb8,0]

# UserDataHolder Fields
data                          = UserDataHolder + [0x18]     # UserDataCommon
system                        = UserDataHolder + [0x20]     # UserDataSystem
_first_system_load            = UserDataHolder + [0x28]     # SaveLoad.eResult

# UserDataCommon Fields
slot                          = data + [0x10]               # int
saveSize                      = data + [0x14]               # int
selectCharacterId             = data + [0x18]               # int
selectNPCId                   = data + [0x1C]               # int
spilit                        = data + [0x20]               # int
totalGetSpirit                = data + [0x24]               # int
tutorialStep                  = data + [0x28]               # int
is_sale                       = data + [0x2C]               # bool
randomSeed                    = data + [0x30]               # int
selectDungeonMasterId         = data + [0x34]               # int
jibakurei                     = data + [0x38]               # UserDataJibakurei
unlockedDLCIDList             = data + [0x40]               # List<int>
characterList                 = data + [0x48]               # List<UserDataCharacter>
itemUtility                   = data + [0x50]               # UserDataItemUtility
itemList                      = data + [0x58]               # List<UserDataItem>
itemBasketList                = data + [0x60]               # List<UserDataItemBasket>
itemWeaponList                = data + [0x68]               # List<UserDataItemWeapon>
itemOutfitList                = data + [0x70]               # List<UserDataItemOutfit>
itemWaterList                 = data + [0x78]               # List<UserDataItemWater>
gotFlagItemIdList             = data + [0x80]               # List<int>
shopItemList                  = data + [0x88]               # List<HomeShopList.UserDataShopItem>
dugeonList                    = data + [0x90]               # List<UserDataDungeon>
missionList                   = data + [0x98]               # List<UserDataDungeonMission>
lookedEventList               = data + [0xA0]               # List<int>
subscenarioList               = data + [0xA8]               # List<UserDataSubscenario>
outfitEquipRecord             = data + [0xB0]               # List<UserDataOutfitEquipRecord>
totalPlayTime                 = data + [0xB8]               # int
totalThroughFloor             = data + [0xBC]               # int
totalPickupItemCount          = data + [0xC0]               # int
totalCombineCount             = data + [0xC4]               # int
totalIdentifyCount            = data + [0xC8]               # int
totalOutfitBreakCount         = data + [0xCC]               # int
totalSpaKillCount             = data + [0xD0]               # int
pictureBookItemAchieve        = data + [0xD8]               # List<int>
pictureBookEnemyAchieve       = data + [0xE0]               # List<UserDataEnemyKillRecord>
optionData                    = data + [0xE8]               # UserDataOption
rogueOptionData               = data + [0xF0]               # UserDataRogueOption
rogue                         = data + [0xF8]               # UserDataRogue
storyEvent                    = data + [0x100]              # List<UserDataStoryEvent>
watchedStill                  = data + [0x108]              # List<UserDataWatchedStill>
oneTimeItems                  = data + [0x110]              # List<UserDataRogueOneTimeItem>

# UserDataRogue Fields
useSaveData                   = rogue + [0x10]              # bool
currentFloor                  = rogue + [0x14]              # int
currentDungeonElapseTurn      = rogue + [0x18]              # int
currentFloorElapseTurn        = rogue + [0x1C]              # int
lastReaperFloor               = rogue + [0x20]              # int
dimensionTransferedEnemyId    = rogue + [0x24]              # int
isFixedMaped                  = rogue + [0x28]              # bool
lastMonsterHouse              = rogue + [0x2C]              # int
lastTheftFloor                = rogue + [0x30]              # int
playerPlan                    = rogue + [0x38]              # Rogue_PlanData
map                           = rogue + [0x40]              # UserDataRogueMapData
playerStatus                  = rogue + [0x48]              # UserDataRogueCharacter
npcStatus                     = rogue + [0x50]              # UserDataRogueCharacter
enemyStatusList               = rogue + [0x58]              # List<UserDataRogueCharacter>
trapList                      = rogue + [0x60]              # List<UserDataRogueTrap>
interactList                  = rogue + [0x68]              # List<UserDataRogueInteract>
unknownItemList               = rogue + [0x70]              # List<UserDataRogueUnknownItem>
excludeUnknownItemUniqueIdList= rogue + [0x78]              # List<string>
elapsedTime                   = rogue + [0x80]              # float
defeatEnemyCount              = rogue + [0x84]              # int
spilit                        = rogue + [0x88]              # int
lastSpaFloor                  = rogue + [0x8C]              # int
shopItemUniqueIdList          = rogue + [0x90]              # List<string>
lostShopItemTotalPrice        = rogue + [0x98]              # int
minimap                       = rogue + [0xA0]              # byte[]
floorStartPlayerPosition      = rogue + [0xA8]              # Rogue_Vector2
stolenItemsList               = rogue + [0xB0]              # List<UserDataRogue.StolenItemData>
machiBossPosition             = rogue + [0xB8]              # Rogue_Vector2

# UserDataRogueCharacter(playerStatus)
ply_masterId                  = playerStatus + [0x10]       # int
ply_uniqueEnemyId             = playerStatus + [0x18]       # string
ply_level                     = playerStatus + [0x20]       # int
ply_totalExp                  = playerStatus + [0x24]       # int
ply_wearingWeaponUid          = playerStatus + [0x28]       # string
ply_wearingOutfitUid          = playerStatus + [0x30]       # string
ply_wearingAccessoryUid       = playerStatus + [0x38]       # string
ply_wearingHppeningUid        = playerStatus + [0x40]       # string
ply_wearingThrowingWeaponUid  = playerStatus + [0x48]       # string
ply__hp                       = playerStatus + [0x50]       # int
ply__mp                       = playerStatus + [0x54]       # int
ply_happeningPoint            = playerStatus + [0x58]       # int
ply_fixedStatus               = playerStatus + [0x60]       # UserDataRogueCharacterStatus
ply_currentStatus             = playerStatus + [0x68]       # UserDataRogueCharacterStatus
ply_condition_list            = playerStatus + [0x70]       # List<UserDataRogueCharacterCondition>
ply_skillCountList            = playerStatus + [0x78]       # List<UserDataSkill>
ply_trapEscapePercent         = playerStatus + [0x80]       # int
ply_isActionTwice             = playerStatus + [0x84]       # bool
ply_speedDownCounter          = playerStatus + [0x88]       # int
ply_isDrunked                 = playerStatus + [0x8C]       # bool
ply_isFloating                = playerStatus + [0x8D]       # bool
ply_isThrowPenetration        = playerStatus + [0x8E]       # bool
ply_isConfused                = playerStatus + [0x8F]       # bool
ply_isStealth                 = playerStatus + [0x90]       # bool
ply_isCannotWalk              = playerStatus + [0x91]       # bool
ply_isKokeshi                 = playerStatus + [0x92]       # bool
ply_isBandage                 = playerStatus + [0x93]       # bool
ply_isCannotPickItem          = playerStatus + [0x94]       # bool
ply_isStopItemAll             = playerStatus + [0x95]       # bool
ply_isStopItemBuscket         = playerStatus + [0x96]       # bool
ply_isStopActionCombine       = playerStatus + [0x97]       # bool
ply_isSleep                   = playerStatus + [0x98]       # bool
ply_isGhost                   = playerStatus + [0x9C]       # int
ply_isItemPickStop            = playerStatus + [0xA0]       # int
ply_isThrowDamage             = playerStatus + [0xA4]       # bool
ply_isThrowPowerup            = playerStatus + [0xA5]       # bool
ply_expRate                   = playerStatus + [0xA8]       # int
ply_pointRate                 = playerStatus + [0xAC]       # int
ply_stopHeal                  = playerStatus + [0xB0]       # int
ply_MeltOutfit                = playerStatus + [0xB4]       # int
ply_isInvincible              = playerStatus + [0xB8]       # bool
ply_isResurrectionItem        = playerStatus + [0xB9]       # bool
ply_isShieldFoodDown          = playerStatus + [0xBA]       # bool
ply_isEyeBreak                = playerStatus + [0xBB]       # bool
ply_isShieldShieldUnequipment = playerStatus + [0xBC]       # bool
ply_isShieldStolen            = playerStatus + [0xBD]       # bool
ply_isShieldKnockback         = playerStatus + [0xBE]       # bool
ply_isShieldEquipmentDown     = playerStatus + [0xBF]       # bool
ply_isShieldScatter           = playerStatus + [0xC0]       # bool
ply_isShieldCurse             = playerStatus + [0xC1]       # bool
ply_isStopActionSkillHppening = playerStatus + [0xC2]       # bool
ply_isCharm                   = playerStatus + [0xC3]       # bool
ply_isSpecialitySilence       = playerStatus + [0xC4]       # bool
ply_isMachiPower              = playerStatus + [0xC5]       # bool
ply_isAddAttackAttributeVoid  = playerStatus + [0xC6]       # bool
ply_isAddAttackAttributeFire  = playerStatus + [0xC7]       # bool
ply_isAddAttackAttributeIce   = playerStatus + [0xC8]       # bool
ply_isAddAttackAttributeThunder= playerStatus + [0xC9]      # bool
ply_isMiniMapVisibleAllItem   = playerStatus + [0xCA]       # bool
ply_isMinimapVisible          = playerStatus + [0xCB]       # bool
ply_isPreventChanceBadCondition= playerStatus + [0xCC]      # bool
ply_percentPreventBadCondition= playerStatus + [0xD0]       # int
ply_isProtectChanceEquips     = playerStatus + [0xD4]       # bool
ply_percentProtectEquips      = playerStatus + [0xD8]       # int
ply_percentAddItemDropUp      = playerStatus + [0xDC]       # int
ply_isMinimapVisibleAllEnemy  = playerStatus + [0xE0]       # bool
ply_isMinimapVisibleXRay      = playerStatus + [0xE1]       # bool
ply_isHostilePlayer           = playerStatus + [0xE2]       # bool
ply_isShopMaster              = playerStatus + [0xE3]       # bool
ply_isToUpdate                = playerStatus + [0xE4]       # bool
ply_isHappeningReady          = playerStatus + [0xE5]       # bool
ply_enemyAbilityIdList        = playerStatus + [0xE8]       # List<int>
ply_enemyAbilityUseCountList  = playerStatus + [0xF0]       # List<int>
ply_enemyCurrentThinkType     = playerStatus + [0xF8]       # int

# UserDataRogueCharacter(npcStatus)
npc_masterId                  = npcStatus + [0x10]          # int
npc_uniqueEnemyId             = npcStatus + [0x18]          # string
npc_level                     = npcStatus + [0x20]          # int
npc_totalExp                  = npcStatus + [0x24]          # int
npc_wearingWeaponUid          = npcStatus + [0x28]          # string
npc_wearingOutfitUid          = npcStatus + [0x30]          # string
npc_wearingAccessoryUid       = npcStatus + [0x38]          # string
npc_wearingHppeningUid        = npcStatus + [0x40]          # string
npc_wearingThrowingWeaponUid  = npcStatus + [0x48]          # string
npc__hp                       = npcStatus + [0x50]          # int
npc__mp                       = npcStatus + [0x54]          # int
npc_happeningPoint            = npcStatus + [0x58]          # int
npc_fixedStatus               = npcStatus + [0x60]          # UserDataRogueCharacterStatus
npc_currentStatus             = npcStatus + [0x68]          # UserDataRogueCharacterStatus
npc_condition_list            = npcStatus + [0x70]          # List<UserDataRogueCharacterCondition>
npc_skillCountList            = npcStatus + [0x78]          # List<UserDataSkill>
npc_trapEscapePercent         = npcStatus + [0x80]          # int
npc_isActionTwice             = npcStatus + [0x84]          # bool
npc_speedDownCounter          = npcStatus + [0x88]          # int
npc_isDrunked                 = npcStatus + [0x8C]          # bool
npc_isFloating                = npcStatus + [0x8D]          # bool
npc_isThrowPenetration        = npcStatus + [0x8E]          # bool
npc_isConfused                = npcStatus + [0x8F]          # bool
npc_isStealth                 = npcStatus + [0x90]          # bool
npc_isCannotWalk              = npcStatus + [0x91]          # bool
npc_isKokeshi                 = npcStatus + [0x92]          # bool
npc_isBandage                 = npcStatus + [0x93]          # bool
npc_isCannotPickItem          = npcStatus + [0x94]          # bool
npc_isStopItemAll             = npcStatus + [0x95]          # bool
npc_isStopItemBuscket         = npcStatus + [0x96]          # bool
npc_isStopActionCombine       = npcStatus + [0x97]          # bool
npc_isSleep                   = npcStatus + [0x98]          # bool
npc_isGhost                   = npcStatus + [0x9C]          # int
npc_isItemPickStop            = npcStatus + [0xA0]          # int
npc_isThrowDamage             = npcStatus + [0xA4]          # bool
npc_isThrowPowerup            = npcStatus + [0xA5]          # bool
npc_expRate                   = npcStatus + [0xA8]          # int
npc_pointRate                 = npcStatus + [0xAC]          # int
npc_stopHeal                  = npcStatus + [0xB0]          # int
npc_MeltOutfit                = npcStatus + [0xB4]          # int
npc_isInvincible              = npcStatus + [0xB8]          # bool
npc_isResurrectionItem        = npcStatus + [0xB9]          # bool
npc_isShieldFoodDown          = npcStatus + [0xBA]          # bool
npc_isEyeBreak                = npcStatus + [0xBB]          # bool
npc_isShieldShieldUnequipment = npcStatus + [0xBC]          # bool
npc_isShieldStolen            = npcStatus + [0xBD]          # bool
npc_isShieldKnockback         = npcStatus + [0xBE]          # bool
npc_isShieldEquipmentDown     = npcStatus + [0xBF]          # bool
npc_isShieldScatter           = npcStatus + [0xC0]          # bool
npc_isShieldCurse             = npcStatus + [0xC1]          # bool
npc_isStopActionSkillHppening = npcStatus + [0xC2]          # bool
npc_isCharm                   = npcStatus + [0xC3]          # bool
npc_isSpecialitySilence       = npcStatus + [0xC4]          # bool
npc_isMachiPower              = npcStatus + [0xC5]          # bool
npc_isAddAttackAttributeVoid  = npcStatus + [0xC6]          # bool
npc_isAddAttackAttributeFire  = npcStatus + [0xC7]          # bool
npc_isAddAttackAttributeIce   = npcStatus + [0xC8]          # bool
npc_isAddAttackAttributeThunder= npcStatus + [0xC9]         # bool
npc_isMiniMapVisibleAllItem   = npcStatus + [0xCA]          # bool
npc_isMinimapVisible          = npcStatus + [0xCB]          # bool
npc_isPreventChanceBadCondition= npcStatus + [0xCC]         # bool
npc_percentPreventBadCondition= npcStatus + [0xD0]          # int
npc_isProtectChanceEquips     = npcStatus + [0xD4]          # bool
npc_percentProtectEquips      = npcStatus + [0xD8]          # int
npc_percentAddItemDropUp      = npcStatus + [0xDC]          # int
npc_isMinimapVisibleAllEnemy  = npcStatus + [0xE0]          # bool
npc_isMinimapVisibleXRay      = npcStatus + [0xE1]          # bool
npc_isHostilePlayer           = npcStatus + [0xE2]          # bool
npc_isShopMaster              = npcStatus + [0xE3]          # bool
npc_isToUpdate                = npcStatus + [0xE4]          # bool
npc_isHappeningReady          = npcStatus + [0xE5]          # bool
npc_enemyAbilityIdList        = npcStatus + [0xE8]          # List<int>
npc_enemyAbilityUseCountList  = npcStatus + [0xF0]          # List<int>
npc_enemyCurrentThinkType     = npcStatus + [0xF8]          # int

AddCheat('current floor set(ZL+ZR+UP 9999 ZL+ZR+DOWN 1)', '現在階層設定(ZL+ZR+UP 9999 ZL+ZR+DOWN 1)')
PointerHack(currentFloor,9999,length=4,useButton=('zl','zr','up'))
PointerHack(currentFloor,1,length=4,useButton=('zl','zr','down'))

AddCheat('plyaer invincible', 'プレイヤー無敵')
PointerHack(ply_isInvincible,1,length=1)

AddCheat('npc invincible', 'NPC無敵')
PointerHack(npc_isInvincible,1,length=1)
What that Code do?
 
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ThorHammer

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What that Code do?
The gauge does not decrease even if you make a wrong choice.

The (VI) at the top of the code is a mistake for (IV).
(IV)Apollo Justice: Ace Attorney
(V) Phoenix Wright: Ace Attorney Dual Destinies
(VI)Phoenix Wright: Ace Attorney Spirit of Justice
 
Last edited by ThorHammer,
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ps4kratos007

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You make a guess on the data type and range then search for it.
Say you think it is float and full bar is 1, then you search for 1, if you think it is between 1 and 100 then you search for that, etc etc
There is no mechanical method for you to follow to find all health bar.

It is try one method at a time until you found it or you give up.
Most of the time the worst you have to do is a full unknown value search.
That means make full dump. Repeat (make bar change, search) loop until the list is small, then hack and see.
great thank you for the explanation, let me give it a shot.
 

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