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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...
Table v4
-added all abilities unlocker and unlimited Aerial Dash
-added Rosary Beads unlocker
-added Verdadera Destreza modifier
-fixed some pointers
Table v3
-added Double Jump unlocker and Unlimited Jump
-fixed some values
Table v2
Table v1
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!
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
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?