[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
-Fervour

Scripts:

God:
-no damage or damage effects

Damage Multiplier x?
-if activ x? is default 2 - you can set it to any value you want

Inf. Flasks <- obsolete on newest table update :!:
-flasks wont decrease while using

Ignore Flask:
-you can always heal yourself regardless of the flask amount

Remove Spike Instant Death:
-as title says

Inf. Jumps:
-activate script now you can toggle with the "Activ" child script to have infinite and higher jumps.

Parry Mod:
-while script is activ you can hold J(default key for parry) to auto. parry every attack that can be parried.
or you can activate Auto. Parry Chance
then you dont need to press J and attacks will randomly parried based on the parry chance.
parry chance default is 50%, you can change the value to everything you wnat.

you can also change the parry key(default is 74 = J) for more infos take a look at the VirtualKey codes.

note : to trigger the "parry finisher" after a successfully auto. parry you need to press the parry key again.

F1 = Console
-activate script now you can toggle with F1 the debug console.

latest table for 1.0.12
Attachments
Blasphemous.CT
v1.0.9-1.012
+real god mode
+parry mod.
+cleaned up code
(220.46 KiB) Downloaded 116 times
Blasphemous.CT
v1.0.9-1.012
+better flask script
(74.83 KiB) Downloaded 952 times
Blasphemous.CT
v1.0.9-1.012
Inf. Jumps added
(68.81 KiB) Downloaded 166 times
Blasphemous.CT
v1.0.9-1.0.12
(226.51 KiB) Downloaded 891 times
Blasphemous.CT
1.0
(224.49 KiB) Downloaded 2223 times
Last edited by cfemen on Fri May 15, 2020 12:09 pm, edited 23 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 625 times
Blasphemous DebugConsole Enabler.rar
(615.18 KiB) Downloaded 468 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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