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Prison Architect64.CT
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Prison Architect64.CT
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<?xml version="1.0" encoding="utf-8"?>
<CheatTable CheatEngineTableVersion="27">
<CheatEntries>
<CheatEntry>
<ID>2</ID>
<Description>"Enable"</Description>
<Options moHideChildren="1"/>
<LastState/>
<Color>C08000</Color>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>[ENABLE]
// Hooks
aobscanmodule(_set_money,Prison Architect64.exe,F3 0F 11 41 30 45)
registersymbol(_set_money)
aobscanmodule(_research_progress_write,Prison Architect64.exe,F3 0F 11 53 70)
registersymbol(_research_progress_write)
aobscanmodule(_bureaucracy_available,Prison Architect64.exe,83 3C 90 00 0F 9F C0)
registersymbol(_bureaucracy_available)
aobscanmodule(_research_tick,Prison Architect64.exe,44 0F 2F 46 70 0F 87)
registersymbol(_research_tick)
aobscanmodule(_set_build_progress,Prison Architect64.exe,F3 0F 11 77 50)
registersymbol(_set_build_progress)
aobscanmodule(_set_electric_load,Prison Architect64.exe,89 83 28 02 00 00 89)
registersymbol(_set_electric_load)
aobscanmodule(_read_prisoner_needs,Prison Architect64.exe,F3 0F 10 41 28 0F 2F 41)
registersymbol(_read_prisoner_needs)
// Pointers
alloc(pTmp,8,Prison Architect64.exe)
alloc(pFinance,8,Prison Architect64.exe)
registersymbol(pTmp)
registersymbol(pFinance)
[DISABLE]
// Hooks
unregistersymbol(_set_money)
unregistersymbol(_research_progress_write)
unregistersymbol(_bureaucracy_available)
unregistersymbol(_research_tick)
unregistersymbol(_set_build_progress)
unregistersymbol(_set_electric_load)
unregistersymbol(_read_prisoner_needs)
// Pointers
unregistersymbol(pTmp)
unregistersymbol(pFinance)
dealloc(pTmp)
dealloc(pFinance)
</AssemblerScript>
<CheatEntries>
<CheatEntry>
<ID>1</ID>
<Description>"Unlimited Money"</Description>
<LastState/>
<Color>C08000</Color>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>{ Game : Prison Architect64.exe
Version: The Rock 1.04
Date : 2020-07-25
Author : sub1to
This script blocks the game from changing your money
}
[ENABLE]
alloc(newmem,1000,Prison Architect64.exe)
// Script Labels
label(originalcode)
label(return)
newmem:
// Set pMoney pointer
mov [pFinance], rcx
// Move current money into xmm0
movss xmm0, [rcx+30]
originalcode:
movss [rcx+30],xmm0
jmp return
_set_money:
jmp newmem
return:
[DISABLE]
_set_money:
db F3 0F 11 41 30
dealloc(newmem)
{
// ORIGINAL CODE - INJECTION POINT: "Prison Architect64.exe"+40D209
"Prison Architect64.exe"+40D1E1: 0F 29 70 B8 - movaps [rax-48],xmm6
"Prison Architect64.exe"+40D1E5: 0F 29 78 A8 - movaps [rax-58],xmm7
"Prison Architect64.exe"+40D1E9: 44 0F 29 40 98 - movaps [rax-68],xmm8
"Prison Architect64.exe"+40D1EE: 49 8B C0 - mov rax,r8
"Prison Architect64.exe"+40D1F1: 44 8B FA - mov r15d,edx
"Prison Architect64.exe"+40D1F4: 4C 8B E9 - mov r13,rcx
"Prison Architect64.exe"+40D1F7: 66 45 0F 6E C7 - movd xmm8,r15d
"Prison Architect64.exe"+40D1FC: 45 0F 5B C0 - cvtdq2ps xmm8,xmm8
"Prison Architect64.exe"+40D200: 41 0F 28 C0 - movaps xmm0,xmm8
"Prison Architect64.exe"+40D204: F3 0F 58 41 30 - addss xmm0,dword ptr [rcx+30]
// ---------- INJECTING HERE ----------
"Prison Architect64.exe"+40D209: F3 0F 11 41 30 - movss [rcx+30],xmm0
// ---------- DONE INJECTING ----------
"Prison Architect64.exe"+40D20E: 45 32 E4 - xor r12l,r12l
"Prison Architect64.exe"+40D211: 33 F6 - xor esi,esi
"Prison Architect64.exe"+40D213: 45 33 F6 - xor r14d,r14d
"Prison Architect64.exe"+40D216: 33 DB - xor ebx,ebx
"Prison Architect64.exe"+40D218: F2 0F 10 3D D0 DA 45 00 - movsd xmm7,["Prison Architect64.exe"+86ACF0]
"Prison Architect64.exe"+40D220: F2 0F 10 35 C8 D8 45 00 - movsd xmm6,["Prison Architect64.exe"+86AAF0]
"Prison Architect64.exe"+40D228: 0F 1F 84 00 00 00 00 00 - nop [rax+rax+00000000]
"Prison Architect64.exe"+40D230: 4D 85 F6 - test r14,r14
"Prison Architect64.exe"+40D233: 0F 88 A9 00 00 00 - js "Prison Architect64.exe"+40D2E2
"Prison Architect64.exe"+40D239: 41 3B B5 BC 00 00 00 - cmp esi,[r13+000000BC]
}
</AssemblerScript>
</CheatEntry>
<CheatEntry>
<ID>9</ID>
<Description>"Instant Research"</Description>
<LastState/>
<Color>C08000</Color>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>{ Game : Prison Architect64.exe
Version: The Rock 1.04
Date : 2020-07-25
Author : sub1to
This script sets research progress to 1.0 instantly
}
[ENABLE]
alloc(newmem,1000,Prison Architect64.exe)
label(code)
label(return)
newmem:
push rax
mov rax, 3f800000
movd xmm2, rax
pop rax
code:
movss [rbx+70],xmm2
jmp return
_research_progress_write:
jmp newmem
return:
[DISABLE]
_research_progress_write:
db F3 0F 11 53 70
dealloc(newmem)
{
// ORIGINAL CODE - INJECTION POINT: "Prison Architect64.exe"+4F57C4
"Prison Architect64.exe"+4F5790: F3 0F 10 0D 08 52 37 00 - movss xmm1,["Prison Architect64.exe"+86A9A0]
"Prison Architect64.exe"+4F5798: 0F 2F D9 - comiss xmm3,xmm1
"Prison Architect64.exe"+4F579B: 0F 83 39 01 00 00 - jae "Prison Architect64.exe"+4F58DA
"Prison Architect64.exe"+4F57A1: 66 0F 6E 43 58 - movd xmm0,[rbx+58]
"Prison Architect64.exe"+4F57A6: 0F 5B C0 - cvtdq2ps xmm0,xmm0
"Prison Architect64.exe"+4F57A9: F3 0F 5E D0 - divss xmm2,xmm0
"Prison Architect64.exe"+4F57AD: 48 8B 05 4C 69 52 00 - mov rax,["Prison Architect64.exe"+A1C100]
"Prison Architect64.exe"+4F57B4: 48 8B 88 98 01 00 00 - mov rcx,[rax+00000198]
"Prison Architect64.exe"+4F57BB: F3 0F 59 51 7C - mulss xmm2,[rcx+7C]
"Prison Architect64.exe"+4F57C0: F3 0F 58 D3 - addss xmm2,xmm3
// ---------- INJECTING HERE ----------
"Prison Architect64.exe"+4F57C4: F3 0F 11 53 70 - movss [rbx+70],xmm2
// ---------- DONE INJECTING ----------
"Prison Architect64.exe"+4F57C9: 33 FF - xor edi,edi
"Prison Architect64.exe"+4F57CB: 0F 2F D1 - comiss xmm2,xmm1
"Prison Architect64.exe"+4F57CE: 76 09 - jna "Prison Architect64.exe"+4F57D9
"Prison Architect64.exe"+4F57D0: C7 43 70 00 00 80 3F - mov [rbx+70],3F800000
"Prison Architect64.exe"+4F57D7: EB 0B - jmp "Prison Architect64.exe"+4F57E4
"Prison Architect64.exe"+4F57D9: 0F 57 C0 - xorps xmm0,xmm0
"Prison Architect64.exe"+4F57DC: 0F 2F D0 - comiss xmm2,xmm0
"Prison Architect64.exe"+4F57DF: 73 03 - jae "Prison Architect64.exe"+4F57E4
"Prison Architect64.exe"+4F57E1: 89 7B 70 - mov [rbx+70],edi
"Prison Architect64.exe"+4F57E4: 0F 2F 4B 70 - comiss xmm1,[rbx+70]
}
</AssemblerScript>
</CheatEntry>
<CheatEntry>
<ID>17</ID>
<Description>"Unlock All Research"</Description>
<LastState/>
<Color>C08000</Color>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>{ Game : Prison Architect64.exe
Version: The Rock 1.04
Date : 2020-07-25
Author : sub1to
This script instantly unlocks all research
}
[ENABLE]
alloc(newmem,1000,"Prison Architect64.exe"+27A604)
label(code)
label(return)
newmem:
mov [rsi+70], 3f800000
code:
comiss xmm8,[rsi+70]
jmp return
_research_tick:
jmp newmem
return:
[DISABLE]
_research_tick:
db 44 0F 2F 46 70
dealloc(newmem)
{
// ORIGINAL CODE - INJECTION POINT: "Prison Architect64.exe"+27A604
"Prison Architect64.exe"+27A5CF: 48 8B 01 - mov rax,[rcx]
"Prison Architect64.exe"+27A5D2: F3 44 0F 10 05 C5 03 5F 00 - movss xmm8,["Prison Architect64.exe"+86A9A0]
"Prison Architect64.exe"+27A5DB: F3 44 0F 11 44 24 30 - movss [rsp+30],xmm8
"Prison Architect64.exe"+27A5E2: 48 8D 55 B4 - lea rdx,[rbp-4C]
"Prison Architect64.exe"+27A5E6: 48 89 54 24 28 - mov [rsp+28],rdx
"Prison Architect64.exe"+27A5EB: F3 44 0F 11 4C 24 20 - movss [rsp+20],xmm9
"Prison Architect64.exe"+27A5F2: 41 0F 28 DB - movaps xmm3,xmm11
"Prison Architect64.exe"+27A5F6: 41 0F 28 D7 - movaps xmm2,xmm15
"Prison Architect64.exe"+27A5FA: 41 0F 28 CD - movaps xmm1,xmm13
"Prison Architect64.exe"+27A5FE: FF 90 A0 00 00 00 - call qword ptr [rax+000000A0]
// ---------- INJECTING HERE ----------
"Prison Architect64.exe"+27A604: 44 0F 2F 46 70 - comiss xmm8,[rsi+70]
// ---------- DONE INJECTING ----------
"Prison Architect64.exe"+27A609: 0F 87 E3 02 00 00 - ja "Prison Architect64.exe"+27A8F2
"Prison Architect64.exe"+27A60F: 48 83 3D 69 1A 7A 00 00 - cmp qword ptr ["Prison Architect64.exe"+A1C080],00
"Prison Architect64.exe"+27A617: 0F 84 79 00 00 00 - je "Prison Architect64.exe"+27A696
"Prison Architect64.exe"+27A61D: 48 C7 85 88 00 00 00 0F 00 00 00 - mov qword ptr [rbp+00000088],0000000F
"Prison Architect64.exe"+27A628: 33 DB - xor ebx,ebx
"Prison Architect64.exe"+27A62A: 48 89 9D 80 00 00 00 - mov [rbp+00000080],rbx
"Prison Architect64.exe"+27A631: 88 5D 70 - mov [rbp+70],bl
"Prison Architect64.exe"+27A634: 44 8D 43 11 - lea r8d,[rbx+11]
"Prison Architect64.exe"+27A638: 48 8D 15 79 3E 5C 00 - lea rdx,["Prison Architect64.exe"+83E4B8]
"Prison Architect64.exe"+27A63F: 48 8D 4D 70 - lea rcx,[rbp+70]
}
</AssemblerScript>
</CheatEntry>
<CheatEntry>
<ID>6</ID>
<Description>"Bureaucracy Available WIthout Warden"</Description>
<LastState/>
<Color>C08000</Color>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>{ Game : Prison Architect64.exe
Version: The Rock 1.04
Date : 2020-07-25
Author : sub1to
This script makes the bureaucracy menu available without a warden
Research will still require the appripriate staff members
This also seems to impact other things, like Deployment, Logistics, Intelligence
and being able to purchase adjacent land
}
[ENABLE]
alloc(newmem,1000,Prison Architect64.exe)
label(code)
label(return)
newmem:
//lea rax, [rax+rdx*4]
//mov [pTmp], rax
mov al, 1
code:
//cmp dword ptr [rax+rdx*4],00
//setg al
jmp return
_bureaucracy_available:
jmp newmem
nop
nop
return:
[DISABLE]
_bureaucracy_available:
db 83 3C 90 00 0F 9F C0
dealloc(newmem)
{
// ORIGINAL CODE - INJECTION POINT: "Prison Architect64.exe"+4F5E29
"Prison Architect64.exe"+4F5E02: 75 0D - jne "Prison Architect64.exe"+4F5E11
"Prison Architect64.exe"+4F5E04: B0 01 - mov al,01
"Prison Architect64.exe"+4F5E06: 48 8B 5C 24 30 - mov rbx,[rsp+30]
"Prison Architect64.exe"+4F5E0B: 48 83 C4 20 - add rsp,20
"Prison Architect64.exe"+4F5E0F: 5F - pop rdi
"Prison Architect64.exe"+4F5E10: C3 - ret
"Prison Architect64.exe"+4F5E11: 48 63 D0 - movsxd rdx,eax
"Prison Architect64.exe"+4F5E14: 48 8B 05 E5 62 52 00 - mov rax,["Prison Architect64.exe"+A1C100]
"Prison Architect64.exe"+4F5E1B: 48 8B 88 98 01 00 00 - mov rcx,[rax+00000198]
"Prison Architect64.exe"+4F5E22: 48 8B 81 C0 05 00 00 - mov rax,[rcx+000005C0]
// ---------- INJECTING HERE ----------
"Prison Architect64.exe"+4F5E29: 83 3C 90 00 - cmp dword ptr [rax+rdx*4],00
"Prison Architect64.exe"+4F5E2D: 0F 9F C0 - setg al
// ---------- DONE INJECTING ----------
"Prison Architect64.exe"+4F5E30: 48 8B 5C 24 30 - mov rbx,[rsp+30]
"Prison Architect64.exe"+4F5E35: 48 83 C4 20 - add rsp,20
"Prison Architect64.exe"+4F5E39: 5F - pop rdi
"Prison Architect64.exe"+4F5E3A: C3 - ret
"Prison Architect64.exe"+4F5E3B: 32 C0 - xor al,al
"Prison Architect64.exe"+4F5E3D: 48 8B 5C 24 30 - mov rbx,[rsp+30]
"Prison Architect64.exe"+4F5E42: 48 83 C4 20 - add rsp,20
"Prison Architect64.exe"+4F5E46: 5F - pop rdi
"Prison Architect64.exe"+4F5E47: C3 - ret
"Prison Architect64.exe"+4F5E48: CC - int 3
}
</AssemblerScript>
</CheatEntry>
<CheatEntry>
<ID>21</ID>
<Description>"Quick Build"</Description>
<LastState/>
<Color>C08000</Color>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>{ Game : Prison Architect64.exe
Version: The Rock 1.04
Date : 2020-07-25
Author : sub1to
This script makes the build process instant.
Still requires a workman to "build" it.
This seems to mess with the cctv monitor and door control, making the guards
constantly walk away from it.. I guess they are the same kind of tasks, and so
are also instantly completed :(
}
[ENABLE]
alloc(newmem,1000,Prison Architect64.exe)
label(code)
label(return)
newmem:
movss xmm6, [rdi+54]
code:
movss [rdi+50],xmm6
jmp return
_set_build_progress:
jmp newmem
return:
[DISABLE]
_set_build_progress:
db F3 0F 11 77 50
dealloc(newmem)
{
// ORIGINAL CODE - INJECTION POINT: "Prison Architect64.exe"+587C29
"Prison Architect64.exe"+587C02: 4C 89 75 A7 - mov [rbp-59],r14
"Prison Architect64.exe"+587C06: C6 45 97 00 - mov byte ptr [rbp-69],00
"Prison Architect64.exe"+587C0A: 4C 8B 45 DF - mov r8,[rbp-21]
"Prison Architect64.exe"+587C0E: 49 83 F8 10 - cmp r8,10
"Prison Architect64.exe"+587C12: 72 10 - jb "Prison Architect64.exe"+587C24
"Prison Architect64.exe"+587C14: 49 FF C0 - inc r8
"Prison Architect64.exe"+587C17: 48 8B 55 C7 - mov rdx,[rbp-39]
"Prison Architect64.exe"+587C1B: 48 8D 4D C7 - lea rcx,[rbp-39]
"Prison Architect64.exe"+587C1F: E8 BC 7E B0 FF - call "Prison Architect64.exe"+8FAE0
"Prison Architect64.exe"+587C24: F3 0F 58 77 50 - addss xmm6,dword ptr [rdi+50]
// ---------- INJECTING HERE ----------
"Prison Architect64.exe"+587C29: F3 0F 11 77 50 - movss [rdi+50],xmm6
// ---------- DONE INJECTING ----------
"Prison Architect64.exe"+587C2E: 83 7F 18 09 - cmp dword ptr [rdi+18],09
"Prison Architect64.exe"+587C32: 75 0A - jne "Prison Architect64.exe"+587C3E
"Prison Architect64.exe"+587C34: 0F 2F 7F 54 - comiss xmm7,[rdi+54]
"Prison Architect64.exe"+587C38: 76 04 - jna "Prison Architect64.exe"+587C3E
"Prison Architect64.exe"+587C3A: 32 C0 - xor al,al
"Prison Architect64.exe"+587C3C: EB 07 - jmp "Prison Architect64.exe"+587C45
"Prison Architect64.exe"+587C3E: 0F 2F 77 54 - comiss xmm6,[rdi+54]
"Prison Architect64.exe"+587C42: 0F 93 C0 - setae al
"Prison Architect64.exe"+587C45: 4C 8D 9C 24 00 01 00 00 - lea r11,[rsp+00000100]
"Prison Architect64.exe"+587C4D: 49 8B 5B 20 - mov rbx,[r11+20]
}
</AssemblerScript>
</CheatEntry>
<CheatEntry>
<ID>97</ID>
<Description>"Unlimited Electric Power"</Description>
<LastState/>
<Color>C08000</Color>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>{ Game : Prison Architect64.exe
Version: The Rock 1.04
Date : 2020-07-25
Author : sub1to
This script sets the electric load to 1.f
}
[ENABLE]
alloc(newmem,1000,Prison Architect64.exe)
label(code)
label(return)
newmem:
mov eax, (float)1
code:
mov [rbx+00000228],eax
jmp return
_set_electric_load:
jmp newmem
nop
return:
[DISABLE]
_set_electric_load:
db 89 83 28 02 00 00
dealloc(newmem)
{
// ORIGINAL CODE - INJECTION POINT: "Prison Architect64.exe"+4B2E81
"Prison Architect64.exe"+4B2E57: 74 07 - je "Prison Architect64.exe"+4B2E60
"Prison Architect64.exe"+4B2E59: 83 83 2C 02 00 00 32 - add dword ptr [rbx+0000022C],32
"Prison Architect64.exe"+4B2E60: 49 83 C1 08 - add r9,08
"Prison Architect64.exe"+4B2E64: 49 83 EB 01 - sub r11,01
"Prison Architect64.exe"+4B2E68: 0F 85 72 FF FF FF - jne "Prison Architect64.exe"+4B2DE0
"Prison Architect64.exe"+4B2E6E: 48 85 FF - test rdi,rdi
"Prison Architect64.exe"+4B2E71: 74 08 - je "Prison Architect64.exe"+4B2E7B
"Prison Architect64.exe"+4B2E73: 48 8B CF - mov rcx,rdi
"Prison Architect64.exe"+4B2E76: E8 7D 54 1E 00 - call "Prison Architect64.exe"+6982F8
"Prison Architect64.exe"+4B2E7B: 8B 83 20 02 00 00 - mov eax,[rbx+00000220]
// ---------- INJECTING HERE ----------
"Prison Architect64.exe"+4B2E81: 89 83 28 02 00 00 - mov [rbx+00000228],eax
// ---------- DONE INJECTING ----------
"Prison Architect64.exe"+4B2E87: 89 B3 20 02 00 00 - mov [rbx+00000220],esi
"Prison Architect64.exe"+4B2E8D: F3 0F 10 8B 28 02 00 00 - movss xmm1,[rbx+00000228]
"Prison Architect64.exe"+4B2E95: 0F 57 F6 - xorps xmm6,xmm6
"Prison Architect64.exe"+4B2E98: 0F 2F CE - comiss xmm1,xmm6
"Prison Architect64.exe"+4B2E9B: 76 33 - jna "Prison Architect64.exe"+4B2ED0
"Prison Architect64.exe"+4B2E9D: 66 0F 6E 83 2C 02 00 00 - movd xmm0,[rbx+0000022C]
"Prison Architect64.exe"+4B2EA5: 0F 5B C0 - cvtdq2ps xmm0,xmm0
"Prison Architect64.exe"+4B2EA8: 0F 2F C8 - comiss xmm1,xmm0
"Prison Architect64.exe"+4B2EAB: 76 23 - jna "Prison Architect64.exe"+4B2ED0
"Prison Architect64.exe"+4B2EAD: F3 0F 58 BB 24 02 00 00 - addss xmm7,dword ptr [rbx+00000224]
}
</AssemblerScript>
</CheatEntry>
<CheatEntry>
<ID>102</ID>
<Description>"No Prisoner Needs"</Description>
<LastState/>
<Color>C08000</Color>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>{ Game : Prison Architect64.exe
Version: The Rock 1.04
Date : 2020-07-25
Author : sub1to
This script sets all prisoner needs to 0
}
[ENABLE]
alloc(newmem,1000,Prison Architect64.exe)
label(code)
label(return)
newmem:
mov [rcx+28], 0
code:
movss xmm0,[rcx+28]
jmp return
_read_prisoner_needs:
jmp newmem
return:
[DISABLE]
_read_prisoner_needs:
db F3 0F 10 41 28
dealloc(newmem)
{
// ORIGINAL CODE - INJECTION POINT: "Prison Architect64.exe"+465F3E
"Prison Architect64.exe"+465F1A: E8 91 0D C7 FF - call "Prison Architect64.exe"+D6CB0
"Prison Architect64.exe"+465F1F: 90 - nop
"Prison Architect64.exe"+465F20: 41 B8 01 00 00 00 - mov r8d,00000001
"Prison Architect64.exe"+465F26: 44 39 43 2C - cmp [rbx+2C],r8d
"Prison Architect64.exe"+465F2A: 7E 33 - jle "Prison Architect64.exe"+465F5F
"Prison Architect64.exe"+465F2C: BA 08 00 00 00 - mov edx,00000008
"Prison Architect64.exe"+465F31: 48 8B 43 20 - mov rax,[rbx+20]
"Prison Architect64.exe"+465F35: 48 8B 0C 02 - mov rcx,[rdx+rax]
"Prison Architect64.exe"+465F39: 48 85 C9 - test rcx,rcx
"Prison Architect64.exe"+465F3C: 74 14 - je "Prison Architect64.exe"+465F52
// ---------- INJECTING HERE ----------
"Prison Architect64.exe"+465F3E: F3 0F 10 41 28 - movss xmm0,[rcx+28]
// ---------- DONE INJECTING ----------
"Prison Architect64.exe"+465F43: 0F 2F 41 2C - comiss xmm0,[rcx+2C]
"Prison Architect64.exe"+465F47: 0F 92 C0 - setb al
"Prison Architect64.exe"+465F4A: 88 41 30 - mov [rcx+30],al
"Prison Architect64.exe"+465F4D: F3 0F 11 41 2C - movss [rcx+2C],xmm0
"Prison Architect64.exe"+465F52: 41 FF C0 - inc r8d
"Prison Architect64.exe"+465F55: 48 83 C2 08 - add rdx,08
"Prison Architect64.exe"+465F59: 44 3B 43 2C - cmp r8d,[rbx+2C]
"Prison Architect64.exe"+465F5D: 7C D2 - jl "Prison Architect64.exe"+465F31
"Prison Architect64.exe"+465F5F: 0F 57 F6 - xorps xmm6,xmm6
"Prison Architect64.exe"+465F62: 40 84 FF - test dil,dil
}
</AssemblerScript>
</CheatEntry>
<CheatEntry>
<ID>3</ID>
<Description>"Symbols"</Description>
<Options moHideChildren="1"/>
<LastState Value="" RealAddress="00000000"/>
<Color>0080FF</Color>
<GroupHeader>1</GroupHeader>
<CheatEntries>
<CheatEntry>
<ID>4</ID>
<Description>"pTmp"</Description>
<ShowAsHex>1</ShowAsHex>
<Color>0080FF</Color>
<VariableType>8 Bytes</VariableType>
<Address>00000030</Address>
</CheatEntry>
<CheatEntry>
<ID>104</ID>
<Description>"pMoney"</Description>
<Color>0080FF</Color>
<VariableType>Float</VariableType>
<Address>pFinance</Address>
<Offsets>
<Offset>30</Offset>
</Offsets>
</CheatEntry>
<CheatEntry>
<ID>22</ID>
<Description>"_set_money"</Description>
<ShowAsHex>1</ShowAsHex>
<Color>000080</Color>
<VariableType>Array of byte</VariableType>
<ByteLength>10</ByteLength>
<Address>_set_money</Address>
</CheatEntry>
<CheatEntry>
<ID>23</ID>
<Description>"_research_progress_write"</Description>
<ShowAsHex>1</ShowAsHex>
<Color>000080</Color>
<VariableType>Array of byte</VariableType>
<ByteLength>10</ByteLength>
<Address>_research_progress_write</Address>
</CheatEntry>
<CheatEntry>
<ID>24</ID>
<Description>"_bureaucracy_available"</Description>
<ShowAsHex>1</ShowAsHex>
<Color>000080</Color>
<VariableType>Array of byte</VariableType>
<ByteLength>10</ByteLength>
<Address>_bureaucracy_available</Address>
</CheatEntry>
<CheatEntry>
<ID>25</ID>
<Description>"_research_tick"</Description>
<ShowAsHex>1</ShowAsHex>
<Color>000080</Color>
<VariableType>Array of byte</VariableType>
<ByteLength>10</ByteLength>
<Address>_research_tick</Address>
</CheatEntry>
<CheatEntry>
<ID>26</ID>
<Description>"_set_build_progress"</Description>
<ShowAsHex>1</ShowAsHex>
<Color>000080</Color>
<VariableType>Array of byte</VariableType>
<ByteLength>10</ByteLength>
<Address>_set_build_progress</Address>
</CheatEntry>
<CheatEntry>
<ID>98</ID>
<Description>"_set_electric_load"</Description>
<ShowAsHex>1</ShowAsHex>
<Color>000080</Color>
<VariableType>Array of byte</VariableType>
<ByteLength>10</ByteLength>
<Address>_set_electric_load</Address>
</CheatEntry>
<CheatEntry>
<ID>103</ID>
<Description>"_read_prisoner_needs"</Description>
<ShowAsHex>1</ShowAsHex>
<Color>000080</Color>
<VariableType>Array of byte</VariableType>
<ByteLength>10</ByteLength>
<Address>_read_prisoner_needs</Address>
</CheatEntry>
</CheatEntries>
</CheatEntry>
</CheatEntries>
</CheatEntry>
</CheatEntries>
<UserdefinedSymbols>
<SymbolEntry>
<Name>hover_needs</Name>
<Address>00790000</Address>
</SymbolEntry>
</UserdefinedSymbols>
<Structures StructVersion="2">
<Structure Name="unnamed structure" AutoFill="0" AutoCreate="1" DefaultHex="0" AutoDestroy="0" DoNotSaveLocal="0" RLECompression="1" AutoCreateStructsize="4096">
<Elements>
<Element Offset="0" Vartype="Pointer" Bytesize="8" DisplayMethod="Unsigned Integer">
<Structure Name="Autocreated from 633EF758" AutoFill="0" AutoCreate="1" DefaultHex="0" AutoDestroy="0" DoNotSaveLocal="0" RLECompression="1" AutoCreateStructsize="4096">
<Elements>
<Element Offset="0" Vartype="Pointer" Bytesize="8" DisplayMethod="Unsigned Integer">
<Structure Name="Autocreated from 140856FB0" AutoFill="0" AutoCreate="1" DefaultHex="0" AutoDestroy="0" DoNotSaveLocal="0" RLECompression="1" AutoCreateStructsize="4096">
<Elements>
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