Blashemous II

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patka
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Blashemous II

Post 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...


Blasphemous 2 v5.CT
(87.14 KiB) Downloaded 1851 times
Table Options
Image
Older Versions
Table v4
-added all abilities unlocker and unlimited Aerial Dash
-added Rosary Beads unlocker
-added Verdadera Destreza modifier
-fixed some pointers

Blasphemous 2 v4 pointer ver.CT
(27.56 KiB) Downloaded 1009 times
Table v3
-added Double Jump unlocker and Unlimited Jump
-fixed some values
Blasphemous 2 v3.CT
(13.78 KiB) Downloaded 740 times
Blasphemous 2 v3 pointer ver.CT
(15.67 KiB) Downloaded 365 times
Table v2
Blasphemous 2 v2.CT
(10.21 KiB) Downloaded 305 times
Table v1
Blasphemous 2 v1.CT
(7.02 KiB) Downloaded 232 times

Made by Patka

How to use this cheat table?
  1. Install Cheat Engine
  2. Double-click the .CT file in order to open it.
  3. Click the PC icon in Cheat Engine in order to select the game process.
  4. Keep the list.
  5. Activate the trainer options by checking boxes or setting values from 0 to 1
Last edited by patka on Sat Jan 13, 2024 12:34 am, edited 12 times in total.

Luke76bg
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Re: Blashemous II

Post 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!

Image

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VideoJones
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Re: Blashemous II

Post 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.

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patka
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Re: Blashemous II

Post by patka »

I also made a pointer version of the table, try it

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VideoJones
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Re: Blashemous II

Post 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.

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patka
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Re: Blashemous II

Post 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

KetamineBruh
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Re: Blashemous II

Post by KetamineBruh »

No idea if this would be possible but could you add Sarmiento & Centella always at full charge? Would be super awesome.

Luke76bg
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Re: Blashemous II

Post 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 ! :(

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patka
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Re: Blashemous II

Post 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

Luke76bg
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Re: Blashemous II

Post 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!

Luke76bg
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Re: Blashemous II

Post 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

Luke76bg
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Re: Blashemous II

Post by Luke76bg »

Sorry, wrong post, a moderator please delete the previous message! Thanks!

KetamineBruh
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Re: Blashemous II

Post 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!

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darkblueyosi
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Re: Blashemous II

Post by darkblueyosi »

should we need Walkthrough Walls?

Giangi87
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Re: Blashemous II

Post 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

Table Options
Image
Older Versions
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?

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