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[COMPLETED] [Request] Blasphemous

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mrfatso
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[COMPLETED] [Request] Blasphemous

Post by mrfatso » Tue Sep 10, 2019 11:16 am

Game Name: Blasphemous
Game Engine: Unknown
Game Version: 1.0
Options Required: Health/Mana(Guilt)/ Money
Game/Steam Website:
Other Info: This game is pretty gory, so if you have a weak stomach, might be a good idea to take short burst when playing this.

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ce0000
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Re: [Request] Blasphemous

Post by ce0000 » Tue Sep 10, 2019 11:54 am

The game looks like a DeadCell and DarkSoul combination.

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cfemen
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Re: [Request] Blasphemous

Post by cfemen » Tue Sep 10, 2019 2:06 pm

For Steam and GOG:

-Pointer:
Health
Purge/Souls

-Inf Flasks

UPDATE 2:
added:
-One Hit Kill
-Pointer Fervour

Debug Console:
Activate Script and press F1
Attachments
Blasphemous.CT
(224.49 KiB) Downloaded 1103 times
Last edited by cfemen on Tue Sep 10, 2019 7:43 pm, edited 10 times in total.

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The_Podstanar
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Re: [Request] Blasphemous

Post by The_Podstanar » Tue Sep 10, 2019 3:36 pm

Here's modified Assembly-CSharp.dll that enables in-game DebugConsole.
Game version is 1.0.0, HOODLUM release. Original Assembly-CSharp.dll's MD5 is: BD037EC19F95A633978724AC57FBD905
Archive pass is: The_Podstanar
Extract, drop it in %installdir%\Blasphemous_Data\Managed and overwrite. DON'T FORGET to backup original dll.

EDIT: Added two new console commands: GodMode and InfFervour. Got tired of enemies knocking me back all the time, and manually replenishing fervour. I know both options are already there in CE table, but i prefer it this way, it's cleaner.

Usage:

Press F1 during gameplay to open console.
Typing help will show list of all commands, including two new:
GodMode: Enemies won't be able to hit you.
InfFervour: Infinite fervour.
Attachments
Blasphemous DebugConsole Enabler+.rar
Added two new console commands
(618.37 KiB) Downloaded 122 times
Blasphemous DebugConsole Enabler.rar
(615.18 KiB) Downloaded 332 times
Last edited by The_Podstanar on Sun Sep 15, 2019 8:16 am, edited 5 times in total.

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ce0000
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Re: [Request] Blasphemous

Post by ce0000 » Tue Sep 10, 2019 4:10 pm

The_Podstanar wrote:
Tue Sep 10, 2019 3:36 pm
Here's modified Assembly-CSharp.dll that enables in-game DebugConsole.
Game version is 1.0.0, HOODLUM release. Original Assembly-CSharp.dll's MD5 is: BD037EC19F95A633978724AC57FBD905
Archive pass is: The_Podstanar
Extract, drop it in %installdir%\Blasphemous_Data\Managed and overwrite. DON'T FORGET to backup original dll.

Usage:

Press F1 during gameplay to open console.
Typing help will show list of all commands (example: invincible, kill all, teleport..)
I'll test it. Thanks!

czarny_pan
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Re: [Request] Blasphemous

Post by czarny_pan » Tue Sep 10, 2019 5:19 pm

+1

DebugConsole doesn't work on GOG version. (no surprise).

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cfemen
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Re: [Request] Blasphemous

Post by cfemen » Tue Sep 10, 2019 5:23 pm

czarny_pan wrote:
Tue Sep 10, 2019 5:19 pm
+1

DebugConsole doesn't work on GOG version. (no surprise).
does my table work on GOG Version?

czarny_pan
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Re: [Request] Blasphemous

Post by czarny_pan » Tue Sep 10, 2019 5:26 pm

cfemen wrote:
Tue Sep 10, 2019 5:23 pm
czarny_pan wrote:
Tue Sep 10, 2019 5:19 pm
+1

DebugConsole doesn't work on GOG version. (no surprise).
does my table work on GOG Version?
Yes, it does!

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cfemen
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Re: [Request] Blasphemous

Post by cfemen » Tue Sep 10, 2019 5:40 pm

czarny_pan wrote:
Tue Sep 10, 2019 5:26 pm
cfemen wrote:
Tue Sep 10, 2019 5:23 pm
czarny_pan wrote:
Tue Sep 10, 2019 5:19 pm
+1

DebugConsole doesn't work on GOG version. (no surprise).
does my table work on GOG Version?
Yes, it does!
thank you for testing my test table, that is good to know!

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cfemen
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Re: [Request] Blasphemous

Post by cfemen » Tue Sep 10, 2019 6:10 pm

czarny_pan wrote:
Tue Sep 10, 2019 5:26 pm
cfemen wrote:
Tue Sep 10, 2019 5:23 pm
czarny_pan wrote:
Tue Sep 10, 2019 5:19 pm
+1

DebugConsole doesn't work on GOG version. (no surprise).
does my table work on GOG Version?
Yes, it does!
ok i updated the table with some Features (Pointers for Health and Purge/Souls )

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fantomas
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Re: [Request] Blasphemous

Post by fantomas » Tue Sep 10, 2019 7:07 pm

The_Podstanar wrote:
Tue Sep 10, 2019 3:36 pm
Here's modified Assembly-CSharp.dll that enables in-game DebugConsole.
Usage:
A faster way (steam_v1.0.6) ;)

Code: Select all

[ENABLE]
Gameplay.UI.Widgets:ConsoleWidget:Update+94:  //"+94", it may be a different one in your system.
  db 90 90
  
[DISABLE]
Gameplay.UI.Widgets:ConsoleWidget:Update+94:
  db 85 C0
//test eax,eax
Then press F1 during gameplay to open console.

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cfemen
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Re: [Request] Blasphemous

Post by cfemen » Tue Sep 10, 2019 7:29 pm

fantomas wrote:
Tue Sep 10, 2019 7:07 pm
The_Podstanar wrote:
Tue Sep 10, 2019 3:36 pm
Here's modified Assembly-CSharp.dll that enables in-game DebugConsole.
Usage:
A faster way (steam_v1.0.6) ;)

Code: Select all

[ENABLE]
Gameplay.UI.Widgets:ConsoleWidget:Update+94:  //"+94", it may be a different one in your system.
  db 90 90
  
[DISABLE]
Gameplay.UI.Widgets:ConsoleWidget:Update+94:
  db 85 C0
//test eax,eax
Then press F1 during gameplay to open console.
mh yeah on my machine its on +a5
i tried with AOB on the test eax,eax:

Code: Select all

[ENABLE]

aobscan(aobConsole,85 C0 74 26 0F B6 46 3C)

aobConsole:
  db 90 90

registersymbol(aobConsole)

[DISABLE]

aobConsole:
  db 85 C0

unregistersymbol(aobConsole)
this maybe could work for GOG and Steam, is it ok for you that i add it to my table? then GOG and Steam User can try it.

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fantomas
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Re: [Request] Blasphemous

Post by fantomas » Tue Sep 10, 2019 7:45 pm

cfemen wrote:
Tue Sep 10, 2019 7:29 pm
this maybe could work for GOG and Steam, is it ok for you that i add it to my table? then GOG and Steam User can try it.
+1 for aob method
+1 for GOG & Steam (The code shouldn't be different from one version to another)
+1 to add the script in your table but pls do not mention it like my script, I do not really care about credits, sharing power!!! :D

It also works on that je (74)

Code: Select all

[ENABLE]
aobscan(aobConsole,85 C0 74 26 0F B6 46 3C)

aobConsole+2:
  db 75  //jne

registersymbol(aobConsole)

[DISABLE]
aobConsole+2:
  db 74  //je

unregistersymbol(aobConsole)

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fantomas
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Re: [Request] Blasphemous

Post by fantomas » Tue Sep 10, 2019 7:53 pm

Super Jump (Do not know how much it is helpful/useless) :P

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable CheatEngineTableVersion="29">
  <CheatEntries>
    <CheatEntry>
      <ID>3</ID>
      <Description>"Super Jump"</Description>
      <Options moHideChildren="1"/>
      <LastState/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>[ENABLE]
alloc(newmem,1024,CreativeSpore.SmartColliders:PlatformCharacterController:Update+1a3)
alloc(jumpSpeed,8)
registersymbol(jumpSpeed)

label(returnhere)
label(originalcode)

newmem:
mov [jumpSpeed],rsi

originalcode:
movss xmm0,[rsi+44]
jmp returnhere

CreativeSpore.SmartColliders:PlatformCharacterController:Update+1a3:
jmp newmem
returnhere:
 
[DISABLE]
unregistersymbol(jumpSpeed)
dealloc(jumpSpeed)
dealloc(newmem)
CreativeSpore.SmartColliders:PlatformCharacterController:Update+1a3:
movss xmm0,[rsi+44]
//Alt: db F3 0F 10 46 44
</AssemblerScript>
      <CheatEntries>
        <CheatEntry>
          <ID>2</ID>
          <Description>"m_jumpingSpeed"</Description>
          <DropDownList ReadOnly="1" DisplayValueAsItem="1">10:Default
15:1,5x
20:2x
25:2,5x
</DropDownList>
          <VariableType>Float</VariableType>
          <Address>[jumpSpeed]+44</Address>
        </CheatEntry>
      </CheatEntries>
    </CheatEntry>
  </CheatEntries>
  <UserdefinedSymbols/>
</CheatTable>
Super Walking

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable CheatEngineTableVersion="29">
  <CheatEntries>
    <CheatEntry>
      <ID>5</ID>
      <Description>"Super Walking"</Description>
      <Options moHideChildren="1"/>
      <LastState/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>[ENABLE]
alloc(newmem,1024,CreativeSpore.SmartColliders:PlatformCharacterController:Update+a9b)
alloc(walkingSpeed,8)
registersymbol(walkingSpeed)

label(returnhere)
label(originalcode)

newmem:
mov [walkingSpeed],rsi

originalcode:
movss xmm0,[rsi+38]
jmp returnhere

CreativeSpore.SmartColliders:PlatformCharacterController:Update+a9b:
jmp newmem
returnhere:
 
[DISABLE]
unregistersymbol(walkingSpeed)
dealloc(walkingSpeed)
dealloc(newmem)
CreativeSpore.SmartColliders:PlatformCharacterController:Update+a9b:
movss xmm0,[rsi+38]
//Alt: db F3 0F 10 46 38
</AssemblerScript>
      <CheatEntries>
        <CheatEntry>
          <ID>4</ID>
          <Description>"m_maxWalkingSpeed"</Description>
          <DropDownList ReadOnly="1" DisplayValueAsItem="1">5:Default
7.5:1,5x
10:2x
12.5:2,5x
</DropDownList>
          <VariableType>Float</VariableType>
          <Address>[walkingSpeed]+38</Address>
        </CheatEntry>
      </CheatEntries>
    </CheatEntry>
  </CheatEntries>
  <UserdefinedSymbols/>
</CheatTable>

Luke76bg
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Re: [Request] Blasphemous

Post by Luke76bg » Tue Sep 10, 2019 8:27 pm

it's possible to have infinite duration for spells that power up the character ? The ring that it become depleted when you cast a spell! So the power up and speed up attacks last forever!

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