Page 1 of 1
Bloomtown: A Different Story
Posted: Wed Sep 25, 2024 4:49 pm
by Impala
-Money address
-Infinite HP
-Infinite SP
-Refill HP
-Refill SP
---refill sp/hp sets everything to 999, when you enter battle it goes to normal values, so its just to refill your values outside of battle
-Infinite Range Attacks
-Persona Editor
---You can highlight a demon you want to upgrade, change the exp to say 500, and it will upgrade the demon in addition to what you fuse it with
---I haven't messed around with editing stats yet
-97% dice roll chance
---Haven't looked much, but this script makes the check think your social stat is 99 before it calculates the chance
---97% seems like a hard cap
---May search around more, someone requested 100% chance so I found this pretty quickly
-Read Book at 9:30pm or later
---Enable this at 9:30pm or later and you can read all your books instantly
Re: Bloomtown: A Different Story
Posted: Wed Sep 25, 2024 7:25 pm
by Noire Blackheart
Ah i only said 100% because I assumed it was the hard cap, but it does look like 97% might be as well, thank you for this i will test it out and tell you how it came out.
Re: Bloomtown: A Different Story
Posted: Wed Sep 25, 2024 9:52 pm
by bigclittled
Thanks bro.
Re: Bloomtown: A Different Story
Posted: Thu Sep 26, 2024 1:55 am
by kroket
Did you figure out characters exp ? not the demon exp btw. I couldn't find the value either using 4bytes, float or double
Re: Bloomtown: A Different Story
Posted: Thu Sep 26, 2024 9:26 am
by Impala
kroket wrote: ↑Thu Sep 26, 2024 1:55 am
Did you figure out characters exp ? not the demon exp btw. I couldn't find the value either using 4bytes, float or double
This script will get you everyone but emily's exp addresses, copy and paste into cheat engine
Code: Select all
<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
<CheatEntries>
<CheatEntry>
<ID>46</ID>
<Description>"Get EXP Addresses (Switch Maps)"</Description>
<Options moHideChildren="1"/>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>[ENABLE]
{$lua}
LaunchMonoDataCollector()
{$asm}
//Character:Serialize+a2 - 48 63 8E 10010000 - movsxd rcx,dword ptr [rsi+00000110]
aobscanregion(expaddresses,Character:Serialize,Character:Serialize+FF,48 63 8E 10 01 00 00) // should be unique
alloc(newmem,$1000,expaddresses)
label(code)
label(return)
label(EmilyAddy)
newmem:
code:
movsxd rcx,dword ptr [rsi+00000110]
mov [EmilyAddy],rsi
jmp return
EmilyAddy:
expaddresses:
jmp newmem
nop 2
return:
registersymbol(expaddresses)
registersymbol(EmilyAddy)
[DISABLE]
expaddresses:
db 48 63 8E 10 01 00 00
unregistersymbol(EmilyAddy)
unregistersymbol(expaddresses)
dealloc(newmem)
{
// ORIGINAL CODE - INJECTION POINT: Character:Serialize+a2
Character:Serialize+73: 66 66 90 - nop 3
Character:Serialize+76: 49 BB 50 69 22 AB A2 01 00 00 - mov r11,Saver:WrapDataInTag
Character:Serialize+80: 41 FF D3 - call r11
Character:Serialize+83: 48 8B D0 - mov rdx,rax
Character:Serialize+86: 48 8B 4D D0 - mov rcx,[rbp-30]
Character:Serialize+8a: 48 8D 6D 00 - lea rbp,[rbp+00]
Character:Serialize+8e: 49 BB 30 66 61 D6 A0 01 00 00 - mov r11,System.String:Concat
Character:Serialize+98: 41 FF D3 - call r11
Character:Serialize+9b: 48 8B F8 - mov rdi,rax
Character:Serialize+9e: 48 89 45 D8 - mov [rbp-28],rax
// ---------- INJECTING HERE ----------
Character:Serialize+a2: 48 63 8E 10 01 00 00 - movsxd rcx,dword ptr [rsi+00000110]
// ---------- DONE INJECTING ----------
Character:Serialize+a9: 48 BA C0 10 48 62 A2 01 00 00 - mov rdx,000001A2624810C0
Character:Serialize+b3: 66 66 90 - nop 3
Character:Serialize+b6: 49 BB 50 69 22 AB A2 01 00 00 - mov r11,Saver:WrapDataInTag
Character:Serialize+c0: 41 FF D3 - call r11
Character:Serialize+c3: 48 8B D0 - mov rdx,rax
Character:Serialize+c6: 48 8B 4D D8 - mov rcx,[rbp-28]
Character:Serialize+ca: 48 8D 6D 00 - lea rbp,[rbp+00]
Character:Serialize+ce: 49 BB 30 66 61 D6 A0 01 00 00 - mov r11,System.String:Concat
Character:Serialize+d8: 41 FF D3 - call r11
Character:Serialize+db: 48 8B F8 - mov rdi,rax
}
</AssemblerScript>
<CheatEntries>
<CheatEntry>
<ID>50</ID>
<Description>"Ramona"</Description>
<ShowAsSigned>0</ShowAsSigned>
<VariableType>4 Bytes</VariableType>
<Address>EmilyAddy</Address>
<Offsets>
<Offset>110+130+130</Offset>
</Offsets>
</CheatEntry>
<CheatEntry>
<ID>49</ID>
<Description>"Hugo"</Description>
<ShowAsSigned>0</ShowAsSigned>
<VariableType>4 Bytes</VariableType>
<Address>EmilyAddy</Address>
<Offsets>
<Offset>110+130</Offset>
</Offsets>
</CheatEntry>
<CheatEntry>
<ID>48</ID>
<Description>"Chester"</Description>
<ShowAsSigned>0</ShowAsSigned>
<VariableType>4 Bytes</VariableType>
<Address>EmilyAddy</Address>
<Offsets>
<Offset>110</Offset>
</Offsets>
</CheatEntry>
</CheatEntries>
</CheatEntry>
</CheatEntries>
</CheatTable>
Re: Bloomtown: A Different Story
Posted: Thu Sep 26, 2024 3:07 pm
by Rockfello
Thanks a lot for sharing this.
Re: Bloomtown: A Different Story
Posted: Fri Sep 27, 2024 2:49 pm
by kroket
Impala wrote: ↑Thu Sep 26, 2024 9:26 am
kroket wrote: ↑Thu Sep 26, 2024 1:55 am
Did you figure out characters exp ? not the demon exp btw. I couldn't find the value either using 4bytes, float or double
This script will get you everyone but emily's exp addresses, copy and paste into cheat engine
Code: Select all
<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
<CheatEntries>
<CheatEntry>
<ID>46</ID>
<Description>"Get EXP Addresses (Switch Maps)"</Description>
<Options moHideChildren="1"/>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>[ENABLE]
{$lua}
LaunchMonoDataCollector()
{$asm}
//Character:Serialize+a2 - 48 63 8E 10010000 - movsxd rcx,dword ptr [rsi+00000110]
aobscanregion(expaddresses,Character:Serialize,Character:Serialize+FF,48 63 8E 10 01 00 00) // should be unique
alloc(newmem,$1000,expaddresses)
label(code)
label(return)
label(EmilyAddy)
newmem:
code:
movsxd rcx,dword ptr [rsi+00000110]
mov [EmilyAddy],rsi
jmp return
EmilyAddy:
expaddresses:
jmp newmem
nop 2
return:
registersymbol(expaddresses)
registersymbol(EmilyAddy)
[DISABLE]
expaddresses:
db 48 63 8E 10 01 00 00
unregistersymbol(EmilyAddy)
unregistersymbol(expaddresses)
dealloc(newmem)
{
// ORIGINAL CODE - INJECTION POINT: Character:Serialize+a2
Character:Serialize+73: 66 66 90 - nop 3
Character:Serialize+76: 49 BB 50 69 22 AB A2 01 00 00 - mov r11,Saver:WrapDataInTag
Character:Serialize+80: 41 FF D3 - call r11
Character:Serialize+83: 48 8B D0 - mov rdx,rax
Character:Serialize+86: 48 8B 4D D0 - mov rcx,[rbp-30]
Character:Serialize+8a: 48 8D 6D 00 - lea rbp,[rbp+00]
Character:Serialize+8e: 49 BB 30 66 61 D6 A0 01 00 00 - mov r11,System.String:Concat
Character:Serialize+98: 41 FF D3 - call r11
Character:Serialize+9b: 48 8B F8 - mov rdi,rax
Character:Serialize+9e: 48 89 45 D8 - mov [rbp-28],rax
// ---------- INJECTING HERE ----------
Character:Serialize+a2: 48 63 8E 10 01 00 00 - movsxd rcx,dword ptr [rsi+00000110]
// ---------- DONE INJECTING ----------
Character:Serialize+a9: 48 BA C0 10 48 62 A2 01 00 00 - mov rdx,000001A2624810C0
Character:Serialize+b3: 66 66 90 - nop 3
Character:Serialize+b6: 49 BB 50 69 22 AB A2 01 00 00 - mov r11,Saver:WrapDataInTag
Character:Serialize+c0: 41 FF D3 - call r11
Character:Serialize+c3: 48 8B D0 - mov rdx,rax
Character:Serialize+c6: 48 8B 4D D8 - mov rcx,[rbp-28]
Character:Serialize+ca: 48 8D 6D 00 - lea rbp,[rbp+00]
Character:Serialize+ce: 49 BB 30 66 61 D6 A0 01 00 00 - mov r11,System.String:Concat
Character:Serialize+d8: 41 FF D3 - call r11
Character:Serialize+db: 48 8B F8 - mov rdi,rax
}
</AssemblerScript>
<CheatEntries>
<CheatEntry>
<ID>50</ID>
<Description>"Ramona"</Description>
<ShowAsSigned>0</ShowAsSigned>
<VariableType>4 Bytes</VariableType>
<Address>EmilyAddy</Address>
<Offsets>
<Offset>110+130+130</Offset>
</Offsets>
</CheatEntry>
<CheatEntry>
<ID>49</ID>
<Description>"Hugo"</Description>
<ShowAsSigned>0</ShowAsSigned>
<VariableType>4 Bytes</VariableType>
<Address>EmilyAddy</Address>
<Offsets>
<Offset>110+130</Offset>
</Offsets>
</CheatEntry>
<CheatEntry>
<ID>48</ID>
<Description>"Chester"</Description>
<ShowAsSigned>0</ShowAsSigned>
<VariableType>4 Bytes</VariableType>
<Address>EmilyAddy</Address>
<Offsets>
<Offset>110</Offset>
</Offsets>
</CheatEntry>
</CheatEntries>
</CheatEntry>
</CheatEntries>
</CheatTable>
Wait, is emily exp address quite weird ? maybe that's why i couldn't figure out emily exp back then.
Re: Bloomtown: A Different Story
Posted: Fri Sep 27, 2024 3:31 pm
by Impala
kroket wrote: ↑Fri Sep 27, 2024 2:49 pm
Wait, is emily exp address quite weird ? maybe that's why i couldn't figure out emily exp back then.
No, you can get it from that function, but its not in the same offset structure as the others
Just use the line I have commented and find addresses it accesses then switch screens and all 4 will populate
Re: Bloomtown: A Different Story
Posted: Fri Sep 27, 2024 4:57 pm
by kroket
Impala wrote: ↑Fri Sep 27, 2024 3:31 pm
kroket wrote: ↑Fri Sep 27, 2024 2:49 pm
Wait, is emily exp address quite weird ? maybe that's why i couldn't figure out emily exp back then.
No, you can get it from that function, but its not in the same offset structure as the others
Just use the line I have commented and find addresses it accesses then switch screens and all 4 will populate
I tried the cheat, but when i change exp into 99999999, the level jump up into level 1300 up, but somehow the status not jumping high too. Perhaps, it would be much make sense to have a cheat everytime we battle, we level up by 1. Just a suggestion.
Re: Bloomtown: A Different Story
Posted: Fri Sep 27, 2024 5:15 pm
by Rockfello
Would love to see more updates on this. Thanks for the great work so far.
Re: Bloomtown: A Different Story
Posted: Fri Sep 27, 2024 6:04 pm
by Impala
Rockfello wrote: ↑Fri Sep 27, 2024 5:15 pm
Would love to see more updates on this. Thanks for the great work so far.
I don't have a desire to play the game anymore. There's nothing keeping me coming back wanting more. Combat is also pretty tilting with all the misses
Re: Bloomtown: A Different Story
Posted: Tue Oct 01, 2024 8:06 pm
by daniman
Update??
Re: Bloomtown: A Different Story
Posted: Tue Oct 01, 2024 9:06 pm
by Impala
daniman wrote: ↑Tue Oct 01, 2024 8:06 pm
Update??
This is what I had before I uninstalled the game
I won't be updating it
but I added
-EXP Multiplier
-Item Amounts Do Not Decrease
Re: Bloomtown: A Different Story
Posted: Fri Oct 04, 2024 7:03 pm
by kroket
Exp multiplier is a little bit tricky in this game. On fusioning demon the max lvl only 15 so you have to figure out not to put exp too big that exceed level 15 limiter. And character max level is either level 15 or 20. So even when you put multiplier too high like 9999999 something like that, there will be no change to your stat above character max level, even though your level might reach higher than 20.
I don't find exp is that matter here, the only clear overpower is the persona editor. Choose a demon that you want to bring to battle and put their all stat like 100 or above, BOOM, you are invisible. I put 100, and all attack or spell that enemy throws at me become nullified. LoL, because your agility is way too high. CAN'T TOUCH ME !