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Cyber
Table Makers
Posts: 230 Joined: Tue Jun 13, 2017 1:59 pm
Reputation: 471
Post
by Cyber » Sat Jan 25, 2020 3:48 am
Just a simple table for Bullet Girls Phantasia
Features:
Battle Status
Infinite SOD Gauge
Infinite HP (Attacker & Buddy)
Infinite Buddy HP
OHKO
Set Clothes HP to 1 (make it easier for enemies to strip your clothes)
Set Clear Time to 0
Set Player Damage to 0
Set Kill Point to 900000
EXP Multiplier (multiply exp gained after mission)
Gold Multiplier (multiply gold gained after mission)
Character Status
Intensive drilling unlimited time and min point to 999999
Pointer to character status
Notes:
Switch character in Changing Room to update character status pointers
Activate Set Clear Time to 0, Set Player Damage to 0, Set Kill Point to 900000 to get SSS rank
v759:
Added Auto Move AI. Force AI to move when standing fire and reloading.
Removed JKP script. Not needed anymore.
v755:
Updated JKP script
Updated OHKO script for enemy's vehicle
Updated gold address
How to use this cheat table?
Install Cheat Engine
Double-click the .CT file in order to open it.
Click the PC icon in Cheat Engine in order to select the game process.
Keep the list.
Activate the trainer options by checking boxes or setting values from 0 to 1
Attachments
game.CT
v770 (48.58 KiB) Downloaded 1918 times
game.CT
v759 (48.54 KiB) Downloaded 142 times
game.CT
v755 (48.84 KiB) Downloaded 89 times
game.CT
Initial Version (48.06 KiB) Downloaded 130 times
Last edited by
Cyber on Thu Mar 04, 2021 12:57 pm, edited 3 times in total.
NewMember
Expert Cheater
Posts: 75 Joined: Fri Oct 26, 2018 1:44 pm
Reputation: 11
Post
by NewMember » Mon Jan 27, 2020 4:17 pm
Cyber wrote: ↑ Sat Jan 25, 2020 3:48 am
OHKO
It doesn't work on enemy choppers.
They are still bullet sponges especially on harder difficulties. Please check. Thanks.
EDIT: Can you also add "invincibility" cheat? It seems enemy characters equipped with RPG = my character cant do anything beside perma-stunned.
Disable/"AI cannot move" cheat also helps in this situation.
Cyber
Table Makers
Posts: 230 Joined: Tue Jun 13, 2017 1:59 pm
Reputation: 471
Post
by Cyber » Fri Feb 07, 2020 3:06 am
Updated for v755
Cyber
Table Makers
Posts: 230 Joined: Tue Jun 13, 2017 1:59 pm
Reputation: 471
Post
by Cyber » Mon Feb 10, 2020 4:17 am
Updated for v759
raychew
What is cheating?
Posts: 1 Joined: Mon May 22, 2017 1:12 pm
Reputation: 0
Post
by raychew » Thu Feb 13, 2020 8:24 am
The table doesn't work for me. I'm using codex version could you help fix it?
Thanks
Lappers
What is cheating?
Posts: 2 Joined: Thu Mar 04, 2021 4:12 am
Reputation: 0
Post
by Lappers » Thu Mar 04, 2021 4:13 am
The Battle Status won't activate:
It says "<<Error in line 14(label(code) :code is being redeclared>"
Also, any chance on updating it for v770?
Cyber
Table Makers
Posts: 230 Joined: Tue Jun 13, 2017 1:59 pm
Reputation: 471
Post
by Cyber » Thu Mar 04, 2021 12:58 pm
Lappers wrote: ↑ Thu Mar 04, 2021 4:13 am
The Battle Status won't activate:
It says "<<Error in line 14(label(code) :code is being redeclared>"
Also, any chance on updating it for v770?
Updated for v770
Lappers
What is cheating?
Posts: 2 Joined: Thu Mar 04, 2021 4:12 am
Reputation: 0
Post
by Lappers » Thu Mar 04, 2021 8:55 pm
Thank you!
Algester
Expert Cheater
Posts: 291 Joined: Sun Mar 04, 2018 9:48 am
Reputation: 63
Post
by Algester » Tue Dec 20, 2022 8:48 am
is there anyway for me to tinker with the "inventory"?
Algester
Expert Cheater
Posts: 291 Joined: Sun Mar 04, 2018 9:48 am
Reputation: 63
Post
by Algester » Sat Dec 31, 2022 4:19 pm
Code: Select all
<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
<CheatEntries>
<CheatEntry>
<ID>278</ID>
<Description>"Weapon Mod"</Description>
<LastState Activated="1"/>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>{ Game : game.exe
Version:
Date : 2022-12-31
Author : Algester
This script does blah blah blah
}
[ENABLE]
aobscanmodule(weapon_mod_aob,game.exe,83 B9 44 08 00 00 00 75 11) // should be unique
alloc(newmem,$1000,weapon_mod_aob)
label(code)
label(return)
label(pwep_mod)
registersymbol(pwep_mod)
newmem:
code:
mov [pwep_mod],rcx
cmp dword ptr [rcx+00000844],00
jmp return
pwep_mod:
dq 0
weapon_mod_aob:
jmp newmem
nop 2
return:
registersymbol(weapon_mod_aob)
[DISABLE]
weapon_mod_aob:
db 83 B9 44 08 00 00 00
unregistersymbol(weapon_mod_aob)
unregistersymbol(pwep_mod)
dealloc(newmem)
{
// ORIGINAL CODE - INJECTION POINT: game.exe+202B2D
game.exe+202AFA: BA 0B 00 00 00 - mov edx,0000000B
game.exe+202AFF: E8 8C 19 FF FF - call game.exe+1F4490
game.exe+202B04: 0F B6 97 BE 2F 00 00 - movzx edx,byte ptr [rdi+00002FBE]
game.exe+202B0B: 0F 28 74 24 40 - movaps xmm6,[rsp+40]
game.exe+202B10: 80 FA FF - cmp dl,-01
game.exe+202B13: 74 32 - je game.exe+202B47
game.exe+202B15: 48 0F BE C2 - movsx rax,dl
game.exe+202B19: 48 8B 8C C7 B0 24 00 00 - mov rcx,[rdi+rax*8+000024B0]
game.exe+202B21: F7 81 24 05 00 00 FD FF FF FF - test [rcx+00000524],FFFFFFFD
game.exe+202B2B: 75 1A - jne game.exe+202B47
// ---------- INJECTING HERE ----------
game.exe+202B2D: 83 B9 44 08 00 00 00 - cmp dword ptr [rcx+00000844],00
// ---------- DONE INJECTING ----------
game.exe+202B34: 75 11 - jne game.exe+202B47
game.exe+202B36: 80 BF B5 3A 00 00 00 - cmp byte ptr [rdi+00003AB5],00
game.exe+202B3D: 75 08 - jne game.exe+202B47
game.exe+202B3F: 48 8B CF - mov rcx,rdi
game.exe+202B42: E8 09 E8 FF FF - call game.exe+201350
game.exe+202B47: 48 8B 74 24 68 - mov rsi,[rsp+68]
game.exe+202B4C: 48 83 C4 50 - add rsp,50
game.exe+202B50: 5F - pop rdi
game.exe+202B51: C3 - ret
game.exe+202B52: CC - int 3
}
</AssemblerScript>
<CheatEntries>
<CheatEntry>
<ID>288</ID>
<Description>"Rate of Fire"</Description>
<ShowAsSigned>0</ShowAsSigned>
<VariableType>4 Bytes</VariableType>
<Address>pwep_mod</Address>
<Offsets>
<Offset>84C</Offset>
</Offsets>
</CheatEntry>
<CheatEntry>
<ID>281</ID>
<Description>"Ammo"</Description>
<ShowAsSigned>0</ShowAsSigned>
<VariableType>4 Bytes</VariableType>
<Address>pwep_mod</Address>
<Offsets>
<Offset>844</Offset>
</Offsets>
</CheatEntry>
</CheatEntries>
</CheatEntry>
</CheatEntries>
</CheatTable>
I some how found weapon mod however I do not know how to get to accuracy and recoil but I got Rate of Fire so... now you can have MG bazookas
since the games are largely "the same" I used EDF 5 as the basis of double checking the numbers so I know there's such a thing as range and bullet speed and charge speed however I dont know how to get to these numbers
according to EDF 5 table ammo is in 8E8 for BGF its 844 reload speed for EDF5 is somewhere around offset 1A4 but I prod around its largely "nothing"