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Blashemous II

Posted: Sat Aug 26, 2023 10:00 am
by patka



Here is my Table
(more features coming soon...)

If you see false values or no values, ALT+F4, then restart the game...

Table v5
-updated to version 1.1.0
-there are no new options yet...


Blasphemous 2 v5.CT
(87.14 KiB) Downloaded 2087 times
Table Options
Image
Older Versions
Table v4
-added all abilities unlocker and unlimited Aerial Dash
-added Rosary Beads unlocker
-added Verdadera Destreza modifier
-fixed some pointers

Blasphemous 2 v4 pointer ver.CT
(27.56 KiB) Downloaded 1032 times
Table v3
-added Double Jump unlocker and Unlimited Jump
-fixed some values
Blasphemous 2 v3.CT
(13.78 KiB) Downloaded 756 times
Blasphemous 2 v3 pointer ver.CT
(15.67 KiB) Downloaded 373 times
Table v2
Blasphemous 2 v2.CT
(10.21 KiB) Downloaded 319 times
Table v1
Blasphemous 2 v1.CT
(7.02 KiB) Downloaded 247 times

Made by Patka

Re: Blashemous II

Posted: Sat Aug 26, 2023 12:46 pm
by Luke76bg
Thank you so much, but it doesn't work like the afterimage table for me :(

and please for other people, if you can add the weapon special bar always maxed, not just for the mace!

The table from the cheat script works perfectly, i don't know why your tables doesn't work for me :(

Edit
ok the section about the movement, walking speed, etc works , only the script it doesn't works because i can't enable the scan values!

Image

Re: Blashemous II

Posted: Sat Aug 26, 2023 3:40 pm
by VideoJones
I'm having the same problems stated above. The table can find the movement variables but it's not finding values for anything else.

Re: Blashemous II

Posted: Sat Aug 26, 2023 5:00 pm
by patka
I also made a pointer version of the table, try it

Re: Blashemous II

Posted: Sat Aug 26, 2023 6:28 pm
by VideoJones
The only things I've noticed are:

• That it seems to have one less max bile flask than you actually have so I have 3 and it says 2 not really a problem as it still seems to work.

• The Tears, Marks and Altarpiece options don't populate.

As far as I can tell everything else seems to work.

Edit: I moved a couple of screens over and everything except the movement pointers depopulated.

Re: Blashemous II

Posted: Sat Aug 26, 2023 6:53 pm
by patka
VideoJones wrote:
Sat Aug 26, 2023 6:28 pm
The only things I've noticed are:

• That it seems to have one less max bile flask than you actually have so I have 3 and it says 2 not really a problem as it still seems to work.

• The Tears, Marks and Altarpiece options don't populate.

As far as I can tell everything else seems to work.

Edit: I moved a couple of screens over and everything except the movement pointers depopulated.
I know its sometime changing the addresses randomly. For me too don't work perfect. I try to figure out how to make it good

Re: Blashemous II

Posted: Sun Aug 27, 2023 12:42 am
by KetamineBruh
No idea if this would be possible but could you add Sarmiento & Centella always at full charge? Would be super awesome.

Re: Blashemous II

Posted: Sun Aug 27, 2023 12:51 am
by Luke76bg
patka wrote:
Sat Aug 26, 2023 5:00 pm
I also made a pointer version of the table, try it
it's the same thing, it doesn't work like the previous one, only the movements stuff it works ! :(

Re: Blashemous II

Posted: Sun Aug 27, 2023 7:24 am
by patka
KetamineBruh wrote:
Sun Aug 27, 2023 12:42 am
No idea if this would be possible but could you add Sarmiento & Centella always at full charge? Would be super awesome.
Yes, it's possible, I'll just make the table better first

Re: Blashemous II

Posted: Sun Aug 27, 2023 12:52 pm
by Luke76bg
patka wrote:
Sun Aug 27, 2023 7:24 am
KetamineBruh wrote:
Sun Aug 27, 2023 12:42 am
No idea if this would be possible but could you add Sarmiento & Centella always at full charge? Would be super awesome.
Yes, it's possible, I'll just make the table better first
Please do this for all the weapons available, they have a bar that chan be charged!

Re: Blashemous II

Posted: Sun Aug 27, 2023 12:52 pm
by Luke76bg
Luke76bg wrote:
Sun Aug 27, 2023 12:52 pm
patka wrote:
Sun Aug 27, 2023 7:24 am
KetamineBruh wrote:
Sun Aug 27, 2023 12:42 am
No idea if this would be possible but could you add Sarmiento & Centella always at full charge? Would be super awesome.
Yes, it's possible, I'll just make the table better first

Re: Blashemous II

Posted: Sun Aug 27, 2023 1:33 pm
by Luke76bg
Sorry, wrong post, a moderator please delete the previous message! Thanks!

Re: Blashemous II

Posted: Sun Aug 27, 2023 7:58 pm
by KetamineBruh
patka wrote:
Sun Aug 27, 2023 7:24 am
KetamineBruh wrote:
Sun Aug 27, 2023 12:42 am
No idea if this would be possible but could you add Sarmiento & Centella always at full charge? Would be super awesome.
Yes, it's possible, I'll just make the table better first
Awesome! Thanks dude!

Re: Blashemous II

Posted: Mon Aug 28, 2023 3:44 am
by darkblueyosi
should we need Walkthrough Walls?

Re: Blashemous II

Posted: Tue Aug 29, 2023 1:27 pm
by Giangi87
patka wrote:
Sat Aug 26, 2023 10:00 am



Here is my Table
(more features coming soon...)

Attach the table only after the saved game is loaded

v3:
-added Double Jump activator and Unlimited Jump
-fixed some values


Blasphemous 2 v3.CT


Blasphemous 2 v3 pointer ver.CT

Table Options
Image
Older Versions
v2:

Blasphemous 2 v2.CT

v1:

Blasphemous 2 v1.CT
Hello sorry if I bother you but trying with your file I could not get any valid offset.
So i find some custom pointer that work very well in ce but when i convert to c++ nothing cant work.
Module address and base address are perfect but when i use all other pointer, i cant reach the value, can you help me?