No longer updating table. Game has fallen off and was ultimately, unprofessionally rushed with no substantial updates, fixes, or re-balances. Feel free to use as a reference. I won't be coming back to this game.
Game: DRAGON BALL: Sparking! ZERO
Engine: Unreal Engine 5
Table Info
Tested and made with Cheat Engine 7.5, 7.5.1, and 7.5.2
Designed and tested on the latest FitGirl Repack version only. (v1003.003.003.003.002)
If some features don't work, let me know and/or, if you can, direct me to an updated executable file for me to cross reference.
This Cheat Table, utilizing my libraries, is a fairly simple table with a few pointers and scripts to access or unlock features.
This is another quick table I made and I'm not particularly invested in the game.
Features
Base Pointer: The root pointer with save data pointers inside.
Unlock All: A script located in certain lists that can programmatically set all the items to be unlocked.
Always Summon All Shenrons: Allows you to summon any of the dragons without needing the dragon balls.
Access All Characters: Gives access to all characters without affecting the save file.
Custom Character Selection List: Creates a new character list pulling IDs from a list containing every character entity in the game.
Access All Customizations: Gives access to all customization items without affecting the save file.
Custom Customization Selection List: Creates a new customization item list pulling IDs from a list containing every character entity in the game.
Access All Stages: Gives access to all stages without affecting the save file.
Custom Stage Selection List: Creates a new stage list pulling IDs from a list containing every stage/map in the game.
Access All BGM: Gives access to all BGM without affecting the save file.
Custom BGM Selection List: Creates a new BGM list pulling IDs from a list containing every BGM/Music in the game.
Access All Titles: Gives access to all title icons and text without affecting the save file.
Access All Shop Items: Gives access to all shop items regardless of requirements such as player level.
Free Shop Items: Sets all shop items to cost 0 Zeni.
Allow Same Ability Items: Allows you to select the same ability items, stacking some of their effects.
Allow Same Characters: Allows you to select the same character in your team. While they are different, they're equipment/options are the same.
Ignore DP Cost: Allows you completely ignore the DP costs of characters.
10/22/2024: Added more scripts and pointers. Yet again, but this time relating to the customization items. Also fixed BGM custom list's disable section. 10/18/2024: Added more scripts and pointers. Just like before, I've added scripts for selecting Stages and BGM that are not normally accessible. 10/17/2024: Added more scripts and pointers. Notable script being Custom Character Selection List. 10/16/2024: Added a few more scripts and values in the save data pointer. Most of them relating to character and ability selections.
Last edited by Geo on Thu Mar 13, 2025 8:20 am, edited 6 times in total.
There it is, was waiting if we would have it before you know who. But there it is, Geo, did you by any chance figure out where the "Capsule" customization is, I was wondering if stacking Capsules was possible of the same type or if more than 7 can be equipped, had very little luck with unknown value and changed value searching to determine what capsules are stored as. I suspected it was 4 Byte or even 1 Byte Value.
Just looked into it and I've sort of got it. I'm not looking into the entire context of how it's setup, but I've placed an address item in the save data pointer for your max ability slots and I've also made a script so you can stack the capsule effects. I've tested it with the increased skill gauge recovery and it seems to go faster.
Edit: From further tests, I stacked the increase defense, the lower your health is, and I eventually stopped taking damage at a certain amount of health.
The reason your scan wasn't working was likely due to it constantly reallocating a new list every time it changes. Simplest way to go about scanning them is scanning the count of the list and browsing the memory region for the list pointer starting 8 bytes before it.
Just looked into it and I've sort of got it. I'm not looking into the entire context of how it's setup, but I've placed an address item in the save data pointer for your max ability slots and I've also made a script so you can stack the capsule effects. I've tested it with the increased skill gauge recovery and it seems to go faster.
Edit: From further tests, I stacked the increase defense, the lower your health is, and I eventually stopped taking damage at a certain amount of health.
The reason your scan wasn't working was likely due to it constantly reallocating a new list every time it changes. Simplest way to go about scanning them is scanning the count of the list and browsing the memory region for the list pointer starting 8 bytes before it.
Ah so that is what they did with it. I think I remember seeing this in another Unreal Game, that did the same thing too on equipment. thank you for the insight.
Went to look for the count, found the count, but the 8 byte before it seems to hold no significant value.
Found it as the first address from 3 results i got, seems its stable too, so I'll see what I can do with it.
Working as intended! my only question is why when I activate the "Access All maps" it only gives me 2 extra maps? unlike the "All unlocks options" in the cheat table? is that normal? Thanks!
Depending on when you activate the "Unlock All" script, in your save data, it may not have an affect and an event in-game may trigger the reloading of the data, reverting the change. Maybe try a different point in the game, probably the main menu, to activate that script.
I've just recently updated my table to also include a custom Stage and BGM selection list so you can now access every single one that exists.
Edit: Only now have I looked into custom battles and they have separate code loading these lists. I'll look into including those as well.
Last edited by Geo on Fri Oct 18, 2024 10:04 am, edited 1 time in total.
Hello, I like to ask will the Basil and Lavender models be updated?
They both sink into the stages and goes right though the opponents and I can’t fully enjoy them in a match.
That's more in the realm of modding the files. While it can theoretically be done through Cheat Engine, it's not worth the effort.
After looking some more into the game, I think I'll actually stop adding to the table now. If an update comes out and some of my AoB scans no longer work, I'll take a jab at making them more update-proof. The game is very rigid in features, design, and code-wise so it's not really worth going further outside of modding the files or even playing the game, in my opinion.
Edit: Actually wanted to do some final touches as a couple scripts did not work as intended. Also was curious of customization items and costumes. If I'm correct, accessories can't be rendered on models not designed for them and only costumes I noticed, that are out of the norm, is Fused Zamasu having the Gohan variant as a costume.
Last edited by Geo on Tue Oct 22, 2024 5:55 am, edited 1 time in total.
That's more in the realm of modding the files. While it can theoretically be done through Cheat Engine, it's not worth the effort.
After looking some more into the game, I think I'll actually stop adding to the table now. If an update comes out and some of my AoB scans no longer work, I'll take a jab at making them more update-proof. The game is very rigid in features, design, and code-wise so it's not really worth going further outside of modding the files or even playing the game, in my opinion.
I see, if I can ask for your permission.
Is it possible for me to ask someone else who are willing to do it?
I really like to play Basil even though this isn’t the official character(still want him to be DLC though xp).