Hollow Knight: Silksong
Hollow Knight: Silksong

Cheat Engine tables for Hollow Knight: Silksong

Table Contents
Game Engine Version: 46

Hollow Knight Silksong (light table).CT

  • Toggle Compact View
  • Toggle scripts
  • Enable mono
    • PlayerData
      • Data+
        • profileID
        • playTime
        • isInvincible
        • infiniteAirJump
        • openingCreditsPlayed
        • permadeathMode
        • CollectedDockDemoKey
        • HasStoredMemoryState
        • health
        • maxHealth
        • maxHealthBase
        • healthBlue
        • damagedBlue
        • damagedPurple
        • prevHealth
        • heartPieces
        • SeenBindPrompt
        • geo / ロザリー
        • ShellShards
        • silk
        • silkMax
        • silkRegenMax
        • silkParts
        • IsSilkSpoolBroken
        • UnlockSilkFinalCutscene
        • silkSpoolParts
        • atBench
        • mapZone
        • extraRestZone
    • HP no change (may die if get big damage)
    • Max silk when get
    • Silk no decrease when use
    • Takes no damage, in general
      • Disable when hero must die
    • Not recommended:
      • Will not die in traps, but may stuck there
      • Disable this script when stucked
      • Takes no damage, type 2
    • Invulnerable - takes one more death attack
    • Try to keep sub weapon (i.e. Straight Pin) amount full
      • only works if cur. amount = settings below
      • Current amount #1
      • Current amount #2
      • Current amount #3
      • Current amount #4
      • Current amount #5
    • Fast Sprint race win
    • inf. dart game retry
    • Fast kill - multi hit attack
      • Prmanent in game session
      • multiplier
    • Fast kill - general / single hit attack
      • Prmanent in game session
      • multiplier
    • Get hero controller data
      • addr
      • Data
        • verboseMode
        • RUN_SPEED
        • WALK_SPEED
        • JUMP_SPEED
        • MIN_JUMP_SPEED
        • JUMP_STEPS
        • JUMP_STEPS_MIN
        • AIR_HANG_GRAVITY
        • AIR_HANG_ACCEL
        • SHUTTLECOCK_SPEED
        • FLOAT_SPEED
        • DOUBLE_JUMP_RISE_STEPS
        • DOUBLE_JUMP_FALL_STEPS
        • JUMP_ABILITY_GROUND_RAY_LENGTH
        • WALLJUMP_RAY_LENGTH
        • WALLJUMP_BROLLY_RAY_LENGTH
        • WJLOCK_STEPS_SHORT
        • WJLOCK_STEPS_LONG
        • WJLOCK_CHAIN_STEPS
        • WJ_KICKOFF_SPEED
        • WALL_STICKY_STEPS
        • DASH_SPEED
        • DASH_TIME
        • AIR_DASH_TIME
        • DOWN_DASH_TIME
        • DASH_QUEUE_STEPS
        • DASH_COOLDOWN
        • WALLSLIDE_STICK_TIME
        • WALLSLIDE_ACCEL
        • WALLSLIDE_SHUTTLECOCK_VEL
        • WALLCLING_DECEL
        • WALLCLING_COOLDOWN
        • NAIL_CHARGE_TIME
        • NAIL_CHARGE_TIME_QUICK
        • NAIL_CHARGE_BEGIN_TIME
        • NAIL_CHARGE_BEGIN_TIME_QUICK
        • TIME_TO_ENTER_SCENE_BOT
        • SPEED_TO_ENTER_SCENE_HOR
        • SPEED_TO_ENTER_SCENE_UP
        • SPEED_TO_ENTER_SCENE_DOWN
        • DEFAULT_GRAVITY
        • UNDERWATER_GRAVITY
        • ALT_ATTACK_RESET
        • DOWNSPIKE_REBOUND_STEPS
        • DOWNSPIKE_REBOUND_SPEED
        • DOWNSPIKE_LAND_RECOVERY_TIME
        • DOWNSPIKE_ANTIC_DECELERATION
        • DOWNSPIKE_ANTIC_CLAMP_VEL_Y
        • DOWNSPIKE_ANTIC_CLAMP_VEL_?
        • JUMP_SPEED_UPDRAFT_EXIT
        • DOWNSPIKE_INVULNERABILITY_STEPS
        • DOWNSPIKE_INVULNERABILITY_STEPS_LONG
        • BOUNCE_TIME
        • BOUNCE_VELOCITY
        • SHROOM_BOUNCE_VELOCITY
        • RECOIL_HOR_VELOCITY
        • RECOIL_HOR_VELOCITY_LONG
        • RECOIL_HOR_VELOCITY_DRILLDASH
        • RECOIL_HOR_STEPS
        • RECOIL_DOWN_VELOCITY
        • BIG_FALL_TIME
        • HARD_LANDING_TIME
        • DOWN_DASH_RECOVER_TIME
        • MAX_FALL_VELOCITY
        • MAX_FALL_VELOCITY_WEIGHTED
        • MAX_FALL_VELOCITY_DJUMP
        • RECOIL_DURATION
        • RECOIL_VELOCITY
        • DAMAGE_FREEZE_DOWN
        • DAMAGE_FREEZE_WAIT
        • DAMAGE_FREEZE_UP
        • DAMAGE_FREEZE_SPEED
        • INVUL_TIME
        • INVUL_TIME_PARRY
        • INVUL_TIME_QUAKE
        • INVUL_TIME_CROSS_STITCH
        • INVUL_TIME_SILKDASH
        • REVENGE_WINDOW_TIME
        • DASHCOMBO_WINDOW_TIME
        • CAST_RECOIL_VELOCITY
        • WALLSLIDE_CLIP_DELAY
        • QUICKENING_DURATION
        • QUICKENING_RUN_SPEED
        • QUICKENING_WALK_SPEED
        • FIRST_SILK_REGEN_DELAY
        • FIRST_SILK_REGEN_DURATION
        • SILK_REGEN_DELAY
        • SILK_REGEN_DURATION
        • CURSED_SILK_EAT_DELAY_FIRST
        • CURSED_SILK_EAT_DELAY
        • CURSED_SILK_EAT_DURATION
        • MAGGOTED_SILK_EAT_DELAY_FIRST
        • MAGGOTED_SILK_EAT_DELAY
        • MAGGOTED_SILK_EAT_DURATION
        • JUMP_QUEUE_STEPS
        • JUMP_RELEASE_QUEUE_STEPS
        • DOUBLE_JUMP_QUEUE_STEPS
        • ATTACK_QUEUE_STEPS
        • TOOLTHROW_QUEUE_STEPS
        • HARPOON_QUEUE_STEPS
        • LOOK_DELAY
        • LOOK_ANIM_DELAY
        • DEATH_WAIT
        • HAZARD_DEATH_CHECK_TIME
        • FLOATING_CHECK_TIME
        • LANDING_BUFFER_STEPS
        • LEDGE_BUFFER_STEPS
        • HEAD_BUMP_STEPS
        • FIND_GROUND_POINT_DISTANCE
        • FIND_GROUND_POINT_DISTANCE_EXT
        • HARPOON_DASH_TIME
        • hero_state
        • prev_hero_state
        • transitionState
        • damageMode
        • <HeroLockState>k__BackingField
        • unlockRequests
        • move_input
        • vertical_input
        • controller_deadzone
        • current_velocity
        • current_velocity
        • isGameplayScene
        • isEnteringFirstLevel
        • isDashStabBouncing
        • canSoftLand
        • softLandTime
        • blockSteepSlopes
        • slashOffset
        • slashOffset
        • upSlashOffset
        • upSlashOffset
        • downwardSlashOffset
        • downwardSlashOffset
        • spell1Offset
        • spell1Offset
        • jump_steps
        • jumped_steps
        • doubleJump_steps
        • dash_timer
        • dash_time
        • attack_time
        • attack_cooldown
        • throwToolCooldown
        • downspike_rebound_steps
        • transition_vel
        • transition_vel
        • altAttackTime
        • lookDelayTimer
        • bounceTimer
        • <fallTimer>k__BackingField
        • hardLandingTimer
        • dashLandingTimer
        • recoilTimer
        • recoilStepsLeft
        • landingBufferSteps
        • dashQueueSteps
        • dashQueuing
        • shadowDashTimer
        • dashCooldownTimer
        • nailChargeTimer
        • wallLockSteps
        • wallJumpChainStepsLeft
        • wallslideClipTimer
        • hardLandFailSafeTimer
        • hazardDeathTimer
        • floatingBufferTimer
        • attackDuration
        • prevAttackDir
        • parryInvulnTimer
        • revengeWindowTimer
        • wandererDashComboWindowTimer
        • downSpikeTimer
        • downSpikeRecoveryTimer
        • toolThrowTime
        • toolThrowDuration
        • wallStickTimer
        • wallStickStartVelocity
        • lavaBellCooldownTimeLeft
        • shuttlecockTime
        • shuttlecockTimeResetTimer
        • wallClingCooldownTimer
        • evadingDidClash
        • doMaxSilkRegen
        • maxSilkRegenTimer
        • shuttleCockJumpSteps
        • <IsGravityApplied>k__BackingField
        • prevGravityScale
        • recoilVector
        • recoilVector
        • lastInputState
        • lastInputState
        • velocity_crt
        • velocity_crt
        • velocity_prev
        • velocity_prev
        • gatePosition
        • hardLanded
        • fallRumble
        • acceptingInput
        • fallTrailGenerated
        • dashBumpCorrection
        • controlReqlinquished
        • enterWithoutInput
        • skipNormalEntry
        • downspike_rebound_xspeed
        • downSpikeHorizontalSpeed
        • shuttlecockSpeed
        • currentGravity
        • didAirHang
        • updraftsEntered
        • harpoonDashCooldown
        • lastLookDirection
        • controlRelinquishedFrame
        • jumpQueueSteps
        • jumpQueuing
        • doubleJumpQueueSteps
        • doubleJumpQueuing
        • jumpReleaseQueueSteps
        • jumpReleaseQueuing
        • attackQueueSteps
        • attackQueuing
        • harpoonQueueSteps
        • harpoonQueuing
        • toolThrowQueueSteps
        • toolThrowQueueing
        • touchingWallL
        • touchingWallR
        • wallSlidingL
        • wallSlidingR
        • airDashed
        • dashingDown
        • startWithWallslide
        • startWithJump
        • startWithAnyJump
        • startWithTinyJump
        • startWithShuttlecock
        • startWithFullJump
        • startWithFlipJump
        • startWithBackflipJump
        • startWithBrolly
        • startWithDoubleJump
        • startWithWallsprintLaunch
        • startWithDash
        • dashCurrentFacing
        • startWithDownSpikeBounce
        • startWithDownSpikeBounceSlightlyShort
        • startWithDownSpikeBounceShort
        • startWithDownSpikeEnd
        • startWithHarpoonBounce
        • startWithWitchSprintBounce
        • startWithBalloonBounce
        • startWithUpdraftExit
        • useUpdraftExitJumpSpeed
        • startWithScrambleLeap
        • startWithRecoilBack
        • startWithRecoilBackLong
        • startWithWhipPullRecoil
        • startWithAttack
        • startWithToolThrow
        • wallSlashing
        • doubleJumped
        • wallJumpedR
        • wallJumpedL
        • wallLocked
        • currentWalljumpSpeed
        • walljumpSpeedDecel
        • wallUnstickSteps
        • recoilVelocity
        • conveyorSpeed
        • enteringVertically
        • playingWallslideClip
        • playedMantisClawClip
        • exitedSuperDashing
        • exitedQuake
        • exitedSprinting
        • fallCheckFlagged
        • ledgeBufferSteps
        • sprintBufferSteps
        • syncBufferSteps
        • noShuttlecockTime
        • headBumpSteps
        • takeNoDamage
        • joniBeam
        • fadedSceneIn
        • stopWalkingOut
        • boundsChecking
        • blockerFix
        • doFullJump
        • startFromMantle
        • allowMantle
        • allowAttackCancellingDownspikeRecovery
        • queuedWallJumpInterrupt
        • startWithWallJump
        • jumpPressedWhileRelinquished
        • regainControlJumpQueued
        • tilemapTestActive
        • allowNailChargingWhileRelinquished
        • allowRecoilWhileRelinquished
        • recoilZeroVelocity
        • silkRegenDelayLeft
        • silkRegenDurationLeft
        • isSilkRegenBlocked
        • hasSilkSpoolAppeared
        • isNextSilkRegenUpgraded
        • blockFsmMove
        • maggotedSilkTracker
        • maggotCharmTimer
        • mossCreep1Hits
        • mossCreep2Hits
        • frostAmount
        • frostDamageTimer
        • isInFrostRegion
        • doingHazardRespawn
        • lastHazardRespawnTime
        • luckyDiceShieldedHits
        • forceWalkingSound
        • <ForceRunningSound>k__BackingField
        • silkTauntEffectTimeLeft
        • ringTauntEffectTimeLeft
        • refillSoundSuppressFramesLeft
        • groundRayOriginC
        • groundRayOriginC
        • groundRayOriginL
        • groundRayOriginL
        • groundRayOriginR
        • groundRayOriginR
        • frostedAudioLoopFadeOut
        • isHeroInPosition
        • jumpReleaseQueueingEnabled
        • queuedAutoThrowTool
        • lookDownBlocked
        • warriorState
        • warriorState
        • silkPartsTimeLeft
        • reaperState
        • reaperState
        • hunterUpgState
        • <WandererState>k__BackingField
        • hunterUpgState
        • quickeningTimeLeft
        • <WandererState>k__BackingField
        • didCheckEdgeAdjust
        • <IsInLifebloodState>k__BackingField
        • <PoisonHealthCount>k__BackingField
        • <ForceClampTerminalVelocity>k__BackingField
        • tryShove
        • onFlatGround
        • canThrowTime
        • tryCancelDownSlash
        • parriedAttack
        • announceNextFixedUpdate
        • recoilAllowTime
        • preventCastByDialogueEndTimer
        • <AnimationControlVersion>k__BackingField
        • preventSoftLandTimer
        • invulnerableFreezeDuration
        • invulnerableDuration
    • Get kill journal data
      • Usage: open monster journal book after enabled
      • base
      • _size
      • Count
      • Generate list ("base" must be non-zero)
      • +List (do not delete this)
  • Hollow Knight: Silksong / https://opencheattables.com
    • Get hero Collider2D layer
    • List layers

Description


                    
Warning: Use responsibly. Disable before multiplayer or online sessions.

Source

https://opencheattables.com

Table Comments

Modify item amount:

Load the game and scan for the following AOB pattern.
If no results are found, open your inventory once and scan again.

Code: Select all

48 83 C0 10 48 63 08 89 4D D8 48 63 48 04 89 4D DC 48 63 40 08 89 45 E0 48 63 45 D8 89 06 48 63 45 DC 89
You should get two results (addresses).

For each result:

Right-click on the address.

Select "Disassemble this memory region".

In the memory viewer:

Locate the instruction movsxd rcx,dword ptr [rax].

Right-click on that line and choose "Find out what addresses this instruction accesses".

Wait for Cheat Engine to complete the analysis.

In-game: go to a rest area and open your inventory.

In the value list window:

If all values are above 255, it's likely the wrong address.
Try the other address from step 2 and repeat from step 3.

If the values look correct, right-click on one and choose "Change value" to edit it.

Game version

This table is not tied to a specific game version

Credit

bbfox

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Uploaded by iliak

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