Trails Into Reverie (Official English Steam release 7/7/2023)

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Zinos
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Re: Trails Into Reverie (Official English Steam release 7/7/2023)

Post by Zinos »

Hello. Is a party editor possible?


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Rainedrop184
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Re: Trails Into Reverie (Official English Steam release 7/7/2023)

Post by Rainedrop184 »

Also, yes this is covered by the warning to not leave stuff on, but just as a heads up for anyone else being lazy and ignoring it, some things when "used" normally count as being "tossed/discarded" and some don't. normal Items don't seem to, but sealing stones DO. so if you have the code for 79 of discarded items on when using a sealing stone normally, you'll end up with 7 of that one, for better or worse ;)

EDIT: 2nd bug found with leaving 79 of every item on. for some reason it consumes ALL your Phas. shards when you buy anything. verrry weird, but totally solved by turning it off whenever buying with them. just a heads up for all!

Last edited by Rainedrop184 on Tue Jul 11, 2023 2:12 pm, edited 1 time in total.

chausies
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Re: Trails Into Reverie (Official English Steam release 7/7/2023)

Post by chausies »

Just started C shit
1.) I fucking love trails so much, holy fucking hell ;-; <3
2.) will start making cheats for his route (if necessary). Prolly will release em tomorrow by noon-ish. Cheers!


gx9901
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Re: Trails Into Reverie (Official English Steam release 7/7/2023)

Post by gx9901 »

Very cool. Thanks a lot for the fast updates!


ALPHASIXNINE
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Re: Trails Into Reverie (Official English Steam release 7/7/2023)

Post by ALPHASIXNINE »

thanks for this. some item codes would be nice though. would like to get the best equipment early, especially grail locket so I don't have to deal with status effects in battle haha


unamed666
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Re: Trails Into Reverie (Official English Steam release 7/7/2023)

Post by unamed666 »

Can u make Camera Tilt and no collusion? I want to check something that cant be checked using normal camera ( ͡° ͜ʖ ͡°)


chausies
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Re: Trails Into Reverie (Official English Steam release 7/7/2023)

Post by chausies »

unamed666 wrote: Mon Jul 10, 2023 12:39 pm

Can u make Camera Tilt and no collusion? I want to check something that cant be checked using normal camera ( ͡° ͜ʖ ͡°)

Cheers, senpai. It's literally beyond my ability though. Some anon on 4chin is capable iirc (check "falcom general" on /vg/), so harass him over it. Also, fwiw, I'm pretty sure a japanese person/site has panty shots for all the girls in Cold Steel. I'd imagine they also have something similar for Reverie. Maybe look it up after you've beaten the game (so you don't get spoilers). Godspeed :3


chausies
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Re: Trails Into Reverie (Official English Steam release 7/7/2023)

Post by chausies »

Zinos wrote: Sun Jul 09, 2023 11:11 am

Hello. Is a party editor possible?

sorry. I'm relatively incapable of making such a cheat ;-;. (at least, it would take me an incredibly long while to figure out how)


Zinos
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Re: Trails Into Reverie (Official English Steam release 7/7/2023)

Post by Zinos »

chausies wrote: Tue Jul 11, 2023 1:21 am
Zinos wrote: Sun Jul 09, 2023 11:11 am

Hello. Is a party editor possible?

sorry. I'm relatively incapable of making such a cheat ;-;. (at least, it would take me an incredibly long while to figure out how)

Can't you reverse engineer something similar from the other games' tables?


Alex Darkside
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Re: Trails Into Reverie (Official English Steam release 7/7/2023)

Post by Alex Darkside »

chausies wrote: Mon Jul 10, 2023 12:11 am

will start making cheats for his route

(Google translate)

It seems to me that the failures in your scripts are due to the wrong injection point. I'll try to explain why, but I'm not an expert myself, I don't have this game and my English is bad, so I apologize in advance if I'm hard to understand, especially through google translate.

In your scripts you use a long jump of 14 bytes.
For example, let's look at the code from your script "5 BP upon use (protag2)":

Code: Select all

  mov cl,#5 // Amt of BP you'll have after use
  mov [r9+007BB009],cl
  ret 
  mov [r9+007BB00A],cl
  jmp return

Note that the "mov [r9+007BB00A],cl" command after the "ret" command is not used in the script. This command appeared in the script after the transfer of the game code to the allocated memory, because this code falls into the address range between the injection point and the point + 14 bytes.
Now let's look at the section of the game code next to the injection point, this code is placed at the bottom of your script:

Code: Select all

hnk.exe+648692: 83 F8 01              - cmp eax,01
hnk.exe+648695: 75 08                 - jne hnk.exe+64869F
// ---------- INJECTING HERE ----------
hnk.exe+648697: 41 88 89 09 B0 7B 00  - mov [r9+007BB009],cl
// ---------- DONE INJECTING  ----------
hnk.exe+64869E: C3                    - ret 
hnk.exe+64869F: 41 88 89 0A B0 7B 00  - mov [r9+007BB00A],cl
hnk.exe+6486A6: C3                    - ret 
hnk.exe+6486A7: CC                    - int 3 
hnk.exe+6486A8: CC                    - int 3 

We can see that the "mov [r9+007BB00A],cl" command was located at "hnk.exe+64869F", and after the script was activated, this command was moved to the script.
Now pay attention to the code before the injection point. The first command is to compare the eax register. And the second command is a conditional jump to the address "hnk.exe+64869F". But as we saw, there is no longer a command at this address, because the "mov [r9+007BB00A],cl" command, which was there, is located in the allocated memory at a different address after the script is activated. The result is a crash.
The same applies to some of your other scripts (for example, the script "(CRASHES GAME, DO NOT USE) minimum 5400 Link-LV exp upon viewing in menu") - the script transfers the code to the allocated memory, and the game uses the old addresses.

This problem can be solved in different ways. The simplest and most reliable is to use a different injection point. It is necessary to choose such an injection point that it does not cover the "problem" sections of the code. For your table then it is not required to create different scripts for different routes.
Tip: to more easily identify the "problem" sections of the code, you can use the "Dissect code" function (Memory Viewer -> Tools -> Dissect code). Additional jump and call labels will appear in the disassembler window.


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