[REQUEST] Beat Blast

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Qwark909
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[REQUEST] Beat Blast

Post by Qwark909 »

Game Name: Beat Blast
Game Engine: Unity

I just want to be able to edit the bits(currency). Tried it myself, but it either doesnt stick or crashes. Been looking everywhere for some sort of CT or trainer for it, but it looks like it doesnt exist yet. Super fun little rhythm game. Would love some help
Heres a link

Qwark909
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Re: [REQUEST] Beat Blast

Post by Qwark909 »

+1

Qwark909
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Re: [REQUEST] Beat Blast

Post by Qwark909 »

+1

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LeFiXER
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Re: [REQUEST] Beat Blast

Post by LeFiXER »

Qwark909 wrote:
Mon Nov 08, 2021 11:16 pm
+1
I released a table for this here

Qwark909
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Re: [REQUEST] Beat Blast

Post by Qwark909 »

LeFiXER wrote:
Tue Nov 09, 2021 1:04 am
Qwark909 wrote:
Mon Nov 08, 2021 11:16 pm
+1
I released a table for this here
Thank you LeFIXER. It doesnt work, but thank you for trying

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Cake-san
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Re: [REQUEST] Beat Blast

Post by Cake-san »

Here... Add Currency & Invincible & isDebugBuild

If dev doesn't remove DeveloperHotkeys in current release you can use "shift+k to add note" & "shift+h to add hp" while script is activated.

copy/paste the script directly into CE addresslist part

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>0</ID>
      <Description>"Add Currency &amp; Invincible &amp; isDebugBuild"</Description>
      <LastState/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>{$lua}
function findAddress(Symbol,number,Address,size)
    Address=getAddressSafe(Address)
    if not size then size=0x200 end
	local addr,i,j={},0,1
	while(i&lt;size) do
		local ext, opc, byt, add=splitDisassembledString(disassemble(Address+i))
		if ext~="" then
			if(opc:find(",")~=nil)then opc=opc:sub(opc:find(",")+1,opc:len())
			else opc=opc:sub(opc:find(" ")+1,opc:len())end
            if tonumber(opc:gsub("%[",""):gsub("]",""),16)then addr[j]=opc:gsub("%[",""):gsub("]","") j=j+1 end
        end
		if opc:find('],') then
            opc=opc:sub(opc:find("%[")+1,opc:find("]")-1)
            if tonumber(opc,16) then addr[j]=opc j=j+1 end
        end
		i=i+getInstructionSize(Address+i)
	end
    if number&lt;=0 then return addr end
	unregisterSymbol(Symbol)
	registerSymbol(Symbol,getAddressSafe(addr[number]),true)
end
function U_SymbolLookupCallback(symbol)
  if not U_Member then
    U_Member={}
    local asm,result,fields=mono_enumAssemblies()
    for i=1,#asm do
      result=mono_image_enumClasses(mono_getImageFromAssembly(asm[i]))
      for j=1,#result do
        if string.find(result[j].classname,'PlayerCharacter')then
          for j=1,#result do
            fields=mono_class_enumFields(result[j].class, true)
            for k=1,#fields do
              U_Member[(result[j].classname..'.'..fields[k].name):lower()]=fields[k].offset
              --print(fields[k].offset..':'..result[j].classname..'.'..fields[k].name)
            end
          end
          goto done
        end
      end
    end
    ::done::
  end
  return U_Member[symbol:lower()]
end
if syntaxcheck then return end
LaunchMonoDataCollector()
[ENABLE]
if not U_SymbolLookupCallbackID then U_SymbolLookupCallbackID=registerSymbolLookupCallback(U_SymbolLookupCallback,slNotSymbol)end
if not readPointer(readPointer('GlobalVars')) then findAddress('GlobalVars',1,'GlobalVars:Awake')
else mono_invoke_method(mono_enumDomains()[1],mono_findMethod('', 'GlobalVars', 'CollectCurrency'), readPointer('GlobalVars'),{{value=999,type=vtDword}})end
if not readPointer(readPointer('PlayerCharacter')) then findAddress('PlayerCharacter',1,'PlayerCharacter:Awake')
else writeBytes(getAddress('[PlayerCharacter]+PlayerCharacter.invincible'),1) end
writeBytes('UnityEngine:Debug:get_isDebugBuild',0xB0,0x01,0xC3)
[DISABLE]
writeBytes('UnityEngine:Debug:get_isDebugBuild',0x55,0x48,0x8B)
if readPointer(readPointer('PlayerCharacter')) then writeBytes(getAddress('[PlayerCharacter]+PlayerCharacter.invincible'),0)end
unregisterSymbolLookupCallback(U_SymbolLookupCallbackID)
U_SymbolLookupCallbackID=nil
miMonoActivateClick(sender)
</AssemblerScript>
    </CheatEntry>
  </CheatEntries>
</CheatTable>

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LeFiXER
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Re: [REQUEST] Beat Blast

Post by LeFiXER »

Qwark909 wrote:
Tue Nov 09, 2021 2:23 am
Thank you LeFIXER. It doesnt work, but thank you for trying
It would be helpful if you said what exactly doesn't work. If you right-click on the entries within the table there may/may not be an error at the top of the popup menu, if so, tell me what it is.

Qwark909
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Re: [REQUEST] Beat Blast

Post by Qwark909 »

Hey FIXER I managed to get it working. Turns out I had to activate mono features which was off by default and they started working! Thank you! :D
LeFiXER wrote:
Tue Nov 09, 2021 9:35 am
Qwark909 wrote:
Tue Nov 09, 2021 2:23 am
Thank you LeFIXER. It doesnt work, but thank you for trying
It would be helpful if you said what exactly doesn't work. If you right-click on the entries within the table there may/may not be an error at the top of the popup menu, if so, tell me what it is.

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LeFiXER
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Re: [REQUEST] Beat Blast

Post by LeFiXER »

Qwark909 wrote:
Tue Nov 09, 2021 8:33 pm
Hey FIXER I managed to get it working. Turns out I had to activate mono features which was off by default and they started working! Thank you! :D
Glad to hear it. Please show your support by rating the initial post.

2xTialos
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Re: [REQUEST] Beat Blast

Post by 2xTialos »

Cake-san wrote:
Tue Nov 09, 2021 4:54 am
Here... Add Currency & Invincible & isDebugBuild

If dev doesn't remove DeveloperHotkeys in current release you can use "shift+k to add note" & "shift+h to add hp" while script is activated.

copy/paste the script directly into CE addresslist part

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>0</ID>
      <Description>"Add Currency &amp; Invincible &amp; isDebugBuild"</Description>
      <LastState/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>{$lua}
function findAddress(Symbol,number,Address,size)
    Address=getAddressSafe(Address)
    if not size then size=0x200 end
	local addr,i,j={},0,1
	while(i&lt;size) do
		local ext, opc, byt, add=splitDisassembledString(disassemble(Address+i))
		if ext~="" then
			if(opc:find(",")~=nil)then opc=opc:sub(opc:find(",")+1,opc:len())
			else opc=opc:sub(opc:find(" ")+1,opc:len())end
            if tonumber(opc:gsub("%[",""):gsub("]",""),16)then addr[j]=opc:gsub("%[",""):gsub("]","") j=j+1 end
        end
		if opc:find('],') then
            opc=opc:sub(opc:find("%[")+1,opc:find("]")-1)
            if tonumber(opc,16) then addr[j]=opc j=j+1 end
        end
		i=i+getInstructionSize(Address+i)
	end
    if number&lt;=0 then return addr end
	unregisterSymbol(Symbol)
	registerSymbol(Symbol,getAddressSafe(addr[number]),true)
end
function U_SymbolLookupCallback(symbol)
  if not U_Member then
    U_Member={}
    local asm,result,fields=mono_enumAssemblies()
    for i=1,#asm do
      result=mono_image_enumClasses(mono_getImageFromAssembly(asm[i]))
      for j=1,#result do
        if string.find(result[j].classname,'PlayerCharacter')then
          for j=1,#result do
            fields=mono_class_enumFields(result[j].class, true)
            for k=1,#fields do
              U_Member[(result[j].classname..'.'..fields[k].name):lower()]=fields[k].offset
              --print(fields[k].offset..':'..result[j].classname..'.'..fields[k].name)
            end
          end
          goto done
        end
      end
    end
    ::done::
  end
  return U_Member[symbol:lower()]
end
if syntaxcheck then return end
LaunchMonoDataCollector()
[ENABLE]
if not U_SymbolLookupCallbackID then U_SymbolLookupCallbackID=registerSymbolLookupCallback(U_SymbolLookupCallback,slNotSymbol)end
if not readPointer(readPointer('GlobalVars')) then findAddress('GlobalVars',1,'GlobalVars:Awake')
else mono_invoke_method(mono_enumDomains()[1],mono_findMethod('', 'GlobalVars', 'CollectCurrency'), readPointer('GlobalVars'),{{value=999,type=vtDword}})end
if not readPointer(readPointer('PlayerCharacter')) then findAddress('PlayerCharacter',1,'PlayerCharacter:Awake')
else writeBytes(getAddress('[PlayerCharacter]+PlayerCharacter.invincible'),1) end
writeBytes('UnityEngine:Debug:get_isDebugBuild',0xB0,0x01,0xC3)
[DISABLE]
writeBytes('UnityEngine:Debug:get_isDebugBuild',0x55,0x48,0x8B)
if readPointer(readPointer('PlayerCharacter')) then writeBytes(getAddress('[PlayerCharacter]+PlayerCharacter.invincible'),0)end
unregisterSymbolLookupCallback(U_SymbolLookupCallbackID)
U_SymbolLookupCallbackID=nil
miMonoActivateClick(sender)
</AssemblerScript>
    </CheatEntry>
  </CheatEntries>
</CheatTable>
Hi, I'm new to using CE, and do not know what you mean by "copy/paste the script directly into CE addresslist part". I've tried googling it and following those directions, but that did not provide anything.

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LeFiXER
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Re: [REQUEST] Beat Blast

Post by LeFiXER »

2xTialos wrote:
Fri May 20, 2022 6:21 pm
Hi, I'm new to using CE, and do not know what you mean by "copy/paste the script directly into CE addresslist part". I've tried googling it and following those directions, but that did not provide anything.
Copy what Cake-san posted then right-click the lower half of the Cheat Engine window (the white area) and select Paste. Searching Google would not have helped anymore than reading the initial post as the instructions were there.

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