kamikaze00007 How do I cheat?
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Joined: 02 Dec 2022 Posts: 1
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Posted: Fri Dec 02, 2022 5:43 am Post subject: LFH= Updating SAO:FB CE table. Item ID moves around issue. |
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Hello. I come here from a different forum that seems to be mostly abandoned at this point. Please keep in mind I am a complete newbie to the intricacies of Cheat Engine code hacking. I'm asking, because I already tried for days and I just am not sufficiently capable enough so I give up the torch to those who are more capable here. On to the main issue...
My problem is for Fatal Bullet: Sword Art Online, a single-player TPS ARPG where we used a cheat table that was updated by several folks until game version 1.70 and was finally left behind. The game is now version 1.90. It badly needs an update.
So far, the table is best used for Item Editing via its "Highlighted Item" section. The basic "infinite" codes can be substituted with using other trainers so I'm looking for an update mainly for this cheat. I will describe it as best I can so please have patience with me if this is quite verbose.
The way the table works is you first get two boxes. An Enable box and then a blank one with stuff I don't know. When you tick the Enable box on, you get access to the list of the main cheats. At the bottom is what I'd like to be updated "highlighted item".
When you tick this box, the section opens with two options: A fake "de-activate" option in text, and "[highlighted item]". When you tick the latter to use the cheat you will be greeted with a bunch of features to edit the according item, but these will be empty values until you go in-game and highlight an item in the inventory menu. The script will run and the fields will be filled in just fine. As far as I can tell and have tested, it seems that nearly all the cheats within this section to edit the item are working fine. I am able to edit the highlighted item's stats just fine.
The issue is with the "id?" option (3rd box from the top). This address points to the highlighted item's "Item ID" as we call it, and is where we have a Value that's a drop-down list where you can select from a list of items in the game to edit your selected item into. While this cheat option accurately displays the Item ID of the item you have highlighted, the main issue is that back when the game was still v1.70 the list of Item IDs still accurately matched the ones on the drop-down list "as-is" in an organized straightforward list. Now in v1.90, the Item ID you can see displayed here seems to "move around" for some weird reason and no longer matches the ones on the list. And every time you run the game this Item ID "moves" despite it being the same item, and the Highlighted Item's address being caught by the script just fine.
Here's an example of what's going on:
Back in v1.70 we have stationary values for Item IDs that matched the drop-down list e.g.
HEX 0002F35B = DEC 193371 Midou-Type AR
HEX 0002F385 = DEC 193413 AR Ninja+
Now in v1.90 the IDs constantly change with each run of the game:
00031E7E = 204414 Midou-Type AR 1st run (DEC: +11043 points away from old Cheat Table IDs)
00031E51 = 204369 Midou-Type AR 2nd run (DEC: +10998 points away from old Cheat Table IDs)
00031E39 = 204345 Midou-Type AR 3rd run (DEC: +10974 points away from old Cheat Table IDs)
Because of this, I am unable to pinpoint the specific item I want to change the highlighted item into, and the drop-down list has become virtually useless leading to "No Item Name" results in-game. I have tried manually editing the ID myself to check each adjacent address next to my highlighted item's ID, and in a way it was successful in confirming both before and after IDs are indeed legit items--but the location of the items are now all over the place compared to back in v1.70.
Here's an example of how the stationary Item IDs were back in v1.70:
| Quote: | 0002F31C:SPB Rapier
0002F31D:SPB Rapier+
0002F31E:SPB Rapier++
0002F31F:SPB Rapier MK2
0002F320:SPB Rapier MK2+
0002F321:SPB Rapier MK2++
0002F322:SPB Rapier MK3
0002F323:SPB Rapier MK3+
0002F324:SPB Rapier MK3++
0002F325:SPB Rapier MK4
0002F326:SPB Rapier MK4+
0002F327:Sylph Type-A (Weapon Rank 1)
0002F328:Sylph Type-A (Weapon Rank 2)
0002F329:Sylph Type-A+
0002F32A:Sylph Type-A++
0002F32B:Sylph Type-B
0002F32C:Sylph Type-B+
0002F32D:Sylph Type-B++
0002F32E:Sylph Type-C
0002F32F:Sylph Type-C+
0002F330:Sylph Type-C++
0002F331:Sylph Type-D
0002F332:Robust
0002F333:Robust+
0002F334:Robust++
0002F335:Robust MK2
0002F336:Robust MK2+
0002F337:Robust MK2++
0002F338:Robust MK3
0002F339:Robust MK3+
0002F33A:Robust MK3++
0002F33B:Robust MK4
0002F33C:Robust MK4+
0002F33D:MG Karymsky (Weapon Rank 1)
0002F33E:MG Karymsky (Weapon Rank 2)
0002F33F:MG Karymsky+
0002F340:MG Karymsky++
0002F341:MG Mutnovsky
0002F342:MG Mutnovsky+
0002F343:MG Mutnovsky++
0002F344:MG Bezymianny
0002F345:MG Bezymianny+
0002F346:MG Bezymianny++
0002F347:MG Tolbachik
0002F348:LMG Nuage
0002F349:LMG Nuage+
0002F34A:LMG Nuage++
0002F34B:LMG Pluie
0002F34C:LMG Pluie+
0002F34D:LMG Pluie++
0002F34E:LMG Wolkenbruch
0002F34F:LMG Wolkenbruch+
0002F350:LMG Wolkenbruch++
0002F351:LMG Wolkenbruch 2
0002F352:LMG Ulan Buh
0002F353:LMG Ulan Buh+
0002F354:LMG Ulan Buh++
0002F355:LMG Kumtag
0002F356:LMG Kumtag+
0002F357:LMG Kumtag++
0002F358:LMG Badain Jaran
0002F359:LMG Badain Jaran+
0002F35A:LMG Badain Jaran++
0002F35B:Midou-Type AR
0002F35C:Midou-Type AR+
0002F35D:Midou-Type AR++
0002F35E:Midou-Type AR Kai
0002F35F:Midou-Type AR Kai+
0002F360:Midou-Type AR Kai++
0002F361:Midou-Type AR Kou
0002F362:Midou-Type AR Kou+
0002F363:Midou-Type AR Kou++
0002F364:Midou-Type AR Ex
0002F365:Midou-Type AR Ex+
0002F366:Midou-Type AR Kin
0002F367:Midou-Type AR Kin+
0002F368:Midou-Type AR Kin++
0002F369:Midou-Type AR Gin
0002F36A:Midou-Type AR Gin+
0002F36B:Midou-Type AR Gin++ |
As you can see, the old version has the items properly lined up like an actual list with their Item IDs static (thus we could use a drop-down list) and with each item lining up in succession. But now, the Item IDs switch around like they were temporary values and no longer arrange properly into an "organized list". It essentially makes changing items from one item to another a horribly difficult guessing game of random IDs.
I would like some help if somebody could fix this issue, perhaps narrow down the new actual Item IDs, so that the list works properly again. I'm a newbie to this, but it looks to me like the Item ID value isn't reaching the actual static address of the specific item so it changes on each run. It would be weird for the game to have an item database that randomizes item positions within its main list so it's probably not that. It is just my guess though so I cannot really say if that's the case. If anybody would be willing to take a jab at this, please do so.
I will be including the link to the page with the latest cheat table we have been using but as I cannot post urls yet, please copy-paste the text and remove the underscores "_" instead. It is safe. It's just a link to the specific forum post. (Credits to Cielos for creating the table. Erinch and nanoir for figuring the static IDs and adding the list feature back in v1.70)
| Quote: | | fearlessrevolution._com_/_viewtopic_.php_?p=247263&sid_=81c11552ea66c329b9b8d8a70e1dc972#p247263 |
UPDATE:
Okay, a bit of an update. I was able to find something like an Item Table of sorts within memory by doing a Text String scan of the memory and typing in a specific weapon name. I call it an item table specifically because when you browse the address, the content is exactly that---a list of all the items in the game in an organized fashion, and includes what could be a "type" value that identifies if it's an item or something else.
It goes something like a String Search of a specific weapon name like "Holy Arrow MK3+" using UTF-16 ticked on. The results are more or less within 10 addresses only.
The problem is that the Address given by the item names on this part of the memory doesn't match the Item ID that appears on the highlighted item's [id?] section of the cheat.
I can confirm with a quick CE check of what accesses the address, that the game does indeed access the item table's specific address for the item, by simply looking for the Address on the list that contains the name of the item in my inventory, and then moving that item to Storage and getting it back to my Inventory.
The Debugger catches that the list is being accessed whenever I move the item around, but I do not know what to do next. The problem remains that the Item ID that the highlighted item cheat gives me is still constantly changing with each restart of the game, and that this somewhat randomized Item ID itself doesn't match the Address of the specific weapon in the Item Table within memory which seems to be static. I am definitely missing a step here. But this is probably the limit of my ability.
ANOTHER UPDATE:
I've been digging around since I barely know how the hacking stuff works and I've found a couple of noteworthy points or addresses in memory that have blocks of item info and are structured like an organized list, unlike the randomized Item ID we're getting with the 1.70 table right now. I still do not know how this relates to the process but it's a progress for anybody interested in actually doing this update.
1st is doing a manual exact text string search (UTF ON) with a weapon that you have on inventory, and tracking which accesses the results you get when you dump that weapon into storage or pick it back up into your bag. The results will be more or less around 10 or so. And a couple of those results can be memory browsed and you will see they're in an organized list of sorts (like the drop-down in v1.70 table. I couldn't find the Item ID here.
2nd is doing a HEX search with the Item ID the table currently picks up for a weapon you have. Browse the memory of one of the results until you find something like this:
Sample Item ID detected by table: 00031E34 (Midou AR)
34 1E 03 00 00 00 00 00 00 00 80 3F FF FF FF FF (a bunch of zeroes again) 64 (zeroes again) FF FF FF FF
My findings are as such:
NOTE 1
In Memory Viewer all randomized Item IDs used possibly come x6 00's before a string of 80 3F FF FF FF FF for weapons and accessories.
NOTE 2
For Accessories = [Randomized ID] 00 00 00 00 00 00 80 3F FF FF FF FF (a bunch of zeroes) C8 (zeroes again) FF FF FF FF
Ammunition = [Randomized ID] 00 00 00 00 00 00 48 42(or 43) FF FF FF FF (a bunch of zeroes) 64 (zeroes again) FF FF FF FF
Weapons = [Randomized ID] 00 00 00 00 00 00 80 3F FF FF FF FF (a bunch of zeroes again) 64 (zeroes again) FF FF FF FF
NOTE 3
Costumes also use the Randomized ID, but they already come in a list-like form and have some specific costumes that just moved placements on the v1.70 list. You can grab a base costume's Randomized ID, then manually count the IDs on the old list to get the placement on the list you need, and HEX count up or down from the base costume's Randomized ID to get the costume you want.
NOTE 4 IMPORTANT!
Manually replacing the current [id?] value with any Randomized Item ID at the moment seems to work with regards to changing weapons in that you will see the stats change and reflect the new item you want, but based on my testing, this DOES NOT WORK. Why? Because if you take the modified weapon to Lisbeth and try to do any form of upgrade on it, the modified weapon will turn back into the base item before modification. Taking the modified item out on the field as-is also results in you equipping the base item, just with the text in inventory showing the modified stuff so there's basically no point. The item needs to be remade or refreshed within the game's item generation process for modification to work IMO, just like how the present functional Chips cheat works if I'm not mistaken. I don't know how to do that. On the other hand, manual editing of the [id?] value with Randomized Item ID for costumes WORKS just fine. You just have to count the old list of IDs and do the stuff I said on Note 3. The costumes are properly reflected, can be worn, and do not reset. The issue with costumes is just that the ID is still randomized on a fresh boot of the game.
For now these are my findings for the matter. I have tried all I can and just couldn't do it. Maybe somebody else can use this knowledge to actually fix/update the [id?] Cheat so we can modify weapons again instead of slogging through the endless grind of this game for Legendaries. I do wish somebody does come and SAVE US from this predicament. May Lord have mercy on us all.
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