Hacking Emulation Monster Hunter 4 Ultimate - Invincibility Cheat Help

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Goji

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Hi there, I'm trying to make a cheat to make the player invincible, ie non-responsive to enemy attack hitboxes for MH4U (EUR) 1.1
I'm kind of new to this, and I'm using cheat engine to look for values that shift when the player is hit, since I figured down the code that flags "you've been hit" like that, and I keep finding quite a few, but when I follow those values to codes that write to that value and replace them with inactive code, nothing seems to actually do anything, and after a several hours of this and no clue what I'm doing wrong or what to do instead I'm starting to lose it. I'm wondering if maybe it's too hard to find the flag because it's only active for a frame or so, so I'm finding other things?

I need this to help record footage for videos (so Citra is necessary, though I can't imagine why that would matter) without getting knocked around by the monsters, but for the life of me I can't figure out what to do about it. I have a code that does this for MHXX (Japanese GU) but I haven't been able to/don't know how to recreate this MH4U. Making a script for infinite health was easy, but all the stuff that stops me from moving into the right positions because of hits or roars or tremors or whatever is not.

I was able to get something working at some point with one code that seemed like it worked because I disabled some flag *when* I disabled it rather than *why* since just disabling it in general doesn't actually keep the player from getting hit, so that's no good.

In particular, if I disable the code at (address give:
Code:
1EF4F79A5BF: F3 41 0F 11 4F 64              - movss [r15+64],xmm1
1EF4F79A5C5: 41 8B 47 04                    - mov eax,[r15+04]
1EF4F79A5C9: C4 C1 79 7E CD                 - vmovd r13d,xmm1
1EF4F79A5CE: 41 89 C3                       - mov r11d,eax
1EF4F79A5D1: 41 C1 EB 0C                    - shr r11d,0C
1EF4F79A5D5: 4F 8B 24 DE                    - mov r12,[r14+r11*8]
1EF4F79A5D9: 4D 85 E4                       - test r12,r12
1EF4F79A5DC: 0F 84 73 00 00 00              - je 1EF4F79A655
1EF4F79A5E2: 41 89 C3                       - mov r11d,eax
1EF4F79A5E5: 41 81 E3 FF 0F 00 00           - and r11d,00000FFF
// ---------- INJECTING HERE ----------
1EF4F79A5EC: 47 89 2C 1C                    - mov [r12+r11],r13d
// ---------- DONE INJECTING  ----------
1EF4F79A5F0: F3 41 0F 10 4F 60              - movss xmm1,[r15+60]
1EF4F79A5F6: C4 41 79 6E FD                 - vmovd xmm15,r13d
1EF4F79A5FB: 44 0F 2F F9                    - comiss xmm15,xmm1
1EF4F79A5FF: 48 B8 00 01 00 80 00 41 01 01  - mov rax,0101410080000100
1EF4F79A609: 0F 94 C1                       - sete cl
1EF4F79A60C: C0 D1 05                       - rcl cl,05
1EF4F79A60F: 48 D3 E8                       - shr rax,cl
1EF4F79A612: 41 BD 01 C1 00 00              - mov r13d,0000C101
1EF4F79A618: C4 42 7A F5 ED                 - bzhi r13dr13d,eax
1EF4F79A61D: 41 C1 E5 1C                    - shl r13d,1C
in the middle of invincibility after getting hit, then I retain the invincibility, but not if I just do it. This code in particular seems to control when certain player animations end? Since if you're running with it disabled you won't stop rolling if you let go of the directional input, and if activated when knocked through the air you'll never land. More annoyingly, in the same manner the player's animations will continue without ending, it seems to affect the monsters in the same way, which is *absolutely* not what I want.

There was with the array that
43 8B 04 1C - mov eax,[r12+r11]
That seemed to do the exact same thing where just causes the player to continue their current animation endlessly, but does not render invincibility when activated at the right time.

Also found what seems to flag wind pressure reaction at
43 8B 04 1C - mov eax,[r12+r11]
Which I wasn't looking for specifically but was glad to find, I guess. Even though I also lost it again...

Incidentally I also found some continuous check that seems to make the monster stop attacking the player but still can't find a way to stop the player from reacting to hits, lmao.

I also would would ideally get something to move the camera into different positions relative to the player, since I haven't been able to figure anything other than altering the camera angle (someone else had made a code for this already, lol).

EDIT: I understand these are kind of useless, but well it crashed when I was still digging around. :cry:
 
Last edited by Goji,
Hi there, I'm trying to make a cheat to make the player invincible, ie non-responsive to enemy attack hitboxes for MH4U (EUR) 1.1
I'm kind of new to this, and I'm using cheat engine to look for values that shift when the player is hit, since I figured down the code that flags "you've been hit" like that, and I keep finding quite a few, but when I follow those values to codes that write to that value and replace them with inactive code, nothing seems to actually do anything, and after a several hours of this and no clue what I'm doing wrong or what to do instead I'm starting to lose it. I'm wondering if maybe it's too hard to find the flag because it's only active for a frame or so, so I'm finding other things?

I need this to help record footage for videos (so Citra is necessary, though I can't imagine why that would matter) without getting knocked around by the monsters, but for the life of me I can't figure out what to do about it. I have a code that does this for MHXX (Japanese GU) but I haven't been able to/don't know how to recreate this MH4U. Making a script for infinite health was easy, but all the stuff that stops me from moving into the right positions because of hits or roars or tremors or whatever is not.

I was able to get something working at some point with one code that seemed like it worked because I disabled some flag *when* I disabled it rather than *why* since just disabling it in general doesn't actually keep the player from getting hit, so that's no good.

In particular, if I disable the code at (address give:
Code:
1EF4F79A5BF: F3 41 0F 11 4F 64              - movss [r15+64],xmm1
1EF4F79A5C5: 41 8B 47 04                    - mov eax,[r15+04]
1EF4F79A5C9: C4 C1 79 7E CD                 - vmovd r13d,xmm1
1EF4F79A5CE: 41 89 C3                       - mov r11d,eax
1EF4F79A5D1: 41 C1 EB 0C                    - shr r11d,0C
1EF4F79A5D5: 4F 8B 24 DE                    - mov r12,[r14+r11*8]
1EF4F79A5D9: 4D 85 E4                       - test r12,r12
1EF4F79A5DC: 0F 84 73 00 00 00              - je 1EF4F79A655
1EF4F79A5E2: 41 89 C3                       - mov r11d,eax
1EF4F79A5E5: 41 81 E3 FF 0F 00 00           - and r11d,00000FFF
// ---------- INJECTING HERE ----------
1EF4F79A5EC: 47 89 2C 1C                    - mov [r12+r11],r13d
// ---------- DONE INJECTING  ----------
1EF4F79A5F0: F3 41 0F 10 4F 60              - movss xmm1,[r15+60]
1EF4F79A5F6: C4 41 79 6E FD                 - vmovd xmm15,r13d
1EF4F79A5FB: 44 0F 2F F9                    - comiss xmm15,xmm1
1EF4F79A5FF: 48 B8 00 01 00 80 00 41 01 01  - mov rax,0101410080000100
1EF4F79A609: 0F 94 C1                       - sete cl
1EF4F79A60C: C0 D1 05                       - rcl cl,05
1EF4F79A60F: 48 D3 E8                       - shr rax,cl
1EF4F79A612: 41 BD 01 C1 00 00              - mov r13d,0000C101
1EF4F79A618: C4 42 7A F5 ED                 - bzhi r13dr13d,eax
1EF4F79A61D: 41 C1 E5 1C                    - shl r13d,1C
in the middle of invincibility after getting hit, then I retain the invincibility, but not if I just do it. This code in particular seems to control when certain player animations end? Since if you're running with it disabled you won't stop rolling if you let go of the directional input, and if activated when knocked through the air you'll never land. More annoyingly, in the same manner the player's animations will continue without ending, it seems to affect the monsters in the same way, which is *absolutely* not what I want.

There was with the array that
43 8B 04 1C - mov eax,[r12+r11]
That seemed to do the exact same thing where just causes the player to continue their current animation endlessly, but does not render invincibility when activated at the right time.

Also found what seems to flag wind pressure reaction at
43 8B 04 1C - mov eax,[r12+r11]
Which I wasn't looking for specifically but was glad to find, I guess. Even though I also lost it again...

Incidentally I also found some continuous check that seems to make the monster stop attacking the player but still can't find a way to stop the player from reacting to hits, lmao.

I also would would ideally get something to move the camera into different positions relative to the player, since I haven't been able to figure anything other than altering the camera angle (someone else had made a code for this already, lol).

EDIT: I understand these are kind of useless, but well it crashed when I was still digging around. :cry:

Do you still need help?
The addresses look off, I do not know how to make cheats with an emulator, but I should be able to remake mine and guide through how I did it, first I have work to do though, I'll try to do it in 2 - 3 hours.
 
Last edited by False_Hope,
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Do you still need help?
The addresses look off, I do not know how to make cheats with an emulator, but I should be able to remake mine and guide through how I did it, first I have work to do though, I'll try to do it in 2 - 3 hours.
Yes! please!

I have no doubt I'm messing around in the wrong place otherwise I'd have found it by now, lol
 
Yes! please!

I have no doubt I'm messing around in the wrong place otherwise I'd have found it by now, lol
Alright, I'll see if everything wants to work today
Post automatically merged:

What did you do to get to that area of memory?
 
Last edited by False_Hope,
Alright, I'll see if everything wants to work today
Post automatically merged:

What did you do to get to that area of memory?
I scanned values that would change at the moment of a collision then just went through them looking at codes that were accessing those values. I was looking for 0s and 1s at first hoping it would be an on-off switch for whether the player could be hit or not during the damage animations (since you become invincible), but I wasn't having luck with that.

I found more than one area of memory, there was generally a lot going on, seemed like, and some things didn't show up on every scan... there might be something super brief that I'm missing I guess.

the one I specifically copy pasted I'm sure isn't the thing I'm looking for, it seems to have something to do with counting down animation times so it knows when to move to the next thing.
 
Last edited by Goji,
Okay you did the right thing, but do you know any arm? you're looking for an area that has mov r0, #0
Online ARM to HEX Converter this is a handy site it will help you convert different types of arm to one another
Also note, that each line of code is 4 bytes
Post automatically merged:

Oh yeah- by the way you are invincible when opening the item box on a quest
the idea is to always make the game think you're in the box menu.
So 0 when not in menu 1 when in menu type thing, I hope this helps.
Oh and one more thing, if you want I could just send you the cheat, I already have one from some time ago.
 
Last edited by False_Hope,
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Okay you did the right thing, but do you know any arm? you're looking for an area that has mov r0, #0
Online ARM to HEX Converter this is a handy site it will help you convert different types of arm to one another
Also note, that each line of code is 4 bytes
Post automatically merged:

Oh yeah- by the way you are invincible when opening the item box on a quest
the idea is to always make the game think you're in the box menu.
So 0 when not in menu 1 when in menu type thing, I hope this helps.
Oh and one more thing, if you want I could just send you the cheat, I already have one from some time ago.
Nah, I don't really know ARM, lol, that was more or less the next step. Would definitely help me cut down on accidental crashes or trial and error time.

I had no idea that the player is invincible/non-interactable when opening the item box, that knowledge is huge, thank you :toot:.

Uh, I would appreciate it if you could just send me the cheat, tbh. Then I'd be able to get started making something for movement speed or the camera distance/placement. (No idea how I'd go about doing the latter; guessing I'll want to know ARM :P)
 
Nah, I don't really know ARM, lol, that was more or less the next step. Would definitely help me cut down on accidental crashes or trial and error time.

I had no idea that the player is invincible/non-interactable when opening the item box, that knowledge is huge, thank you :toot:.

Uh, I would appreciate it if you could just send me the cheat, tbh. Then I'd be able to get started making something for movement speed or the camera distance/placement. (No idea how I'd go about doing the latter; guessing I'll want to know ARM :P)

Aight this should be the eur one:

[Player invincibility 1.1]
00B69F48 E3A00001
 
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