We Love Katamari REROLL (infinite time)

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Friggin rando
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We Love Katamari REROLL (infinite time)

Post by Friggin rando »

Hey Everyone, its been a long time since ive uploaded any of my cheat tables. here I am today to provide the one thing katamari has always needed... INFINITE TIME! its a super basic table I made that gives you just that. so anyway, here you go. ENJOY!!!

also if you guys have issues with the pointer that I used for option one, please let me know and ill update it.

  • Activate

    • Option 1

      • time remaining selector : 99 minutes, end level

    • Option 2

      • time freeze

      • end level

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We Love Katamari REROLL+ Royal Reverie.CT
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ryouma17
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Re: [steam] We Love Katamari REROLL (infinite time)

Post by ryouma17 »

anyway to add a freeze timer on the "as fast as possible" stages?


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Re: [steam] We Love Katamari REROLL (infinite time)

Post by ryouma17 »

i guess that's a no.


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Re: [steam] We Love Katamari REROLL (infinite time)

Post by J1327 »

ryouma17 wrote: Wed Jul 05, 2023 11:52 am

It's Namco game lol and it is in il2cpp (first time seeing il2cpp). Namco did involve in creating SRS (which i still got 2 retails CDs of SRS game). Back to topic!

Timer value is 4 bytes. which is in Friggin rando table -- pointer address type is correct.
Yet pointer in the table seems to be not working, I mean I got "P->???" (with current offsets -- just a hint if you making pointer's : don't use multilevelled pointers if possible). While scripts work flawlessly.

(If current time script doesn't allow you activate script try activating "Mono"-->"Activate mono features" – yet this might be not the case since I didn’t see any usage of mono features)

While,

Some my in-game insight:

If in-game timer is around 3 minutes you can start looking value 4000 - 6000 and every second timer decrease you can use "next scan" after first scan (decreased value). Again, if timer is decreasing.

If in-game timer is increasing you can start new scan and use again range value from 0-6000 to find timer value at first 1 / 3 minutes. and while timer updates increase by second use next scan (increased value).

I don't really know about ""as fast as possible"" mode you talking but let's assume it's increasing timer mode (which I have played trough).
Direct assembly script:

Code: Select all

[ENABLE]
aobscanmodule(IncreaseTimer_AOB,GameAssembly.dll,FF 41 40 48 83 C4 28) // should be unique
alloc(newmem,$1000,IncreaseTimer_AOB)
label(code return)

newmem:
code:
  //inc [rcx+40]
  add rsp,28
  jmp return

IncreaseTimer_AOB:
  jmp newmem
  nop 2
return:
registersymbol(IncreaseTimer_AOB)

[DISABLE]
IncreaseTimer_AOB:
  db FF 41 40 48 83 C4 28

unregistersymbol(IncreaseTimer_AOB)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: GameAssembly.dll.il2cpp+32F630

GameAssembly.dll.il2cpp+32F5FF: 81 7A 40 20 BF 02 00  - cmp [rdx+40],0002BF20
GameAssembly.dll.il2cpp+32F606: 73 2B                 - jae GameAssembly.dll.il2cpp+32F633
GameAssembly.dll.il2cpp+32F608: 83 B9 E0 00 00 00 00  - cmp dword ptr [rcx+000000E0],00
GameAssembly.dll.il2cpp+32F60F: 75 0C                 - jne GameAssembly.dll.il2cpp+32F61D
GameAssembly.dll.il2cpp+32F611: E8 3A 7E BE FF        - call GameAssembly.il2cpp_runtime_class_init
GameAssembly.dll.il2cpp+32F616: 48 8B 0D 5B 9F 63 02  - mov rcx,[GameAssembly.dll.data+68578]
GameAssembly.dll.il2cpp+32F61D: 48 8B 81 B8 00 00 00  - mov rax,[rcx+000000B8]
GameAssembly.dll.il2cpp+32F624: 48 8B 88 B8 1F 00 00  - mov rcx,[rax+00001FB8]
GameAssembly.dll.il2cpp+32F62B: 48 85 C9              - test rcx,rcx
GameAssembly.dll.il2cpp+32F62E: 74 08                 - je GameAssembly.dll.il2cpp+32F638
// ---------- INJECTING HERE ----------
GameAssembly.dll.il2cpp+32F630: FF 41 40              - inc [rcx+40]
// ---------- DONE INJECTING  ----------
GameAssembly.dll.il2cpp+32F633: 48 83 C4 28           - add rsp,28
GameAssembly.dll.il2cpp+32F637: C3                    - ret
GameAssembly.dll.il2cpp+32F638: E8 73 7D BE FF        - call GameAssembly.mono_method_get_class+90
GameAssembly.dll.il2cpp+32F63D: CC                    - int 3
GameAssembly.dll.il2cpp+32F63E: CC                    - int 3
GameAssembly.dll.il2cpp+32F63F: CC                    - int 3
GameAssembly.dll.il2cpp+32F640: 48 83 EC 28           - sub rsp,28
GameAssembly.dll.il2cpp+32F644: 80 3D 69 DE 79 02 00  - cmp byte ptr [GameAssembly.dll+2DD04B4],00
GameAssembly.dll.il2cpp+32F64B: 75 13                 - jne GameAssembly.dll.il2cpp+32F660
GameAssembly.dll.il2cpp+32F64D: 48 8D 0D 24 9F 63 02  - lea rcx,[GameAssembly.dll.data+68578]
}

Despite this assembly script if you interest in Lua coding you can use directly from Lua engine:
(In order enable back again address value increasing/decreasing hold F2.)

local addressToLock = "" -- first find timer address then enter address in the quotation marks
local valueToLock = 4500 -- will lock around timer between 2 and 3 minutes.

-- Lock the value
function lockValue()
  lockTimer = createTimer()  -- Create a timer
  lockTimer.Interval = 100  -- Set the timer interval to 100 milliseconds
  lockTimer.OnTimer = function()
                    -- prioritize disable function.
                     if isKeyPressed(VK_F2) then  -- Hold F2 Key
                     lockTimer.Enabled = false  -- Disable the timer
                     lockTimer.destroy()  -- Destroy the timer
                     lockTimer = nil
                     end
      writeInteger(addressToLock, valueToLock)  -- Write the desired value to the address
    end
end


-- Create and start the lock
lockValue()

Or instead of Lua, if you found timer address, you can check what writes to address and then you can nop an increase opcode. When ever you nop code it should appear for quicker access in code list.


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Re: We Love Katamari REROLL (infinite time)

Post by kyoanime3 »

hey dude , so just came across this cheat and tried it out , unfortunatly when we tried the freeze time cheat , an error came up "Error while scanning for AOB's : timefreeze Error . controller . no readable memory found" uhh any idea how to fix tthis?


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Re: [steam] We Love Katamari REROLL (infinite time)

Post by Outrun »

ryouma17 wrote: Mon Jun 05, 2023 8:49 am

anyway to add a freeze timer on the "as fast as possible" stages?

kyoanime3 wrote: Sat Jun 28, 2025 12:29 am

hey dude , so just came across this cheat and tried it out , unfortunatly when we tried the freeze time cheat , an error came up "Error while scanning for AOB's : timefreeze Error . controller . no readable memory found" uhh any idea how to fix tthis?

I only just started the game, but I was able to freeze both the countdown and count-up timers. Not sure if those are the ones you meant.


J1327's scripts still work.


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Re: We Love Katamari REROLL (infinite time)

Post by Yaridovich23 »

None of these tables do anything. The one with two options won't even let me activate one of them.


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Re: We Love Katamari REROLL (infinite time)

Post by Outrun »

Yaridovich23 wrote: Fri Oct 10, 2025 10:54 pm

None of these tables do anything. The one with two options won't even let me activate one of them.

Mine still works. It’s for the Steam version, but I’m not sure if it’s compatible with other store versions, sorry.


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