читы для just shapes and beats
Cheat Codes
Cheat Codes
Composer(s)
Level Type
World
«Cheat code unlocked!« — Level vocals before drop
Cheat Codes is the thirteenth level of Just Shapes & Beats, preceded by Dubwoofer Substep and followed by Clash.
Contents
Description
Cheat Codes is the third level encountered in the volcano, as you drift closer to the summit. In the level, you will encounter these «ripple squares» scattered throughout the level.
This track spans 1 minute and 49 seconds before it fades out.
Story Sequence
The Blue Square now makes its way to restore the piece of the tree at the summit of the Volcano, jumping and leaping across paths and rising and lowering rock platforms, all while avoiding the pink lava below them.
Right after the end of the second area (the area full of rising and lowering rock platforms), the third area makes a dead end. At the end of the path, should be a level selection pentagon. The Square enters the pentagon and starts Cheat Codes.
After the level’s completion, the triangle breaks the rock platform next to the Square, creating a rock platform that floats above the lava. After the Square jumps on, the platform drifts off to the left, later leading to Clash. After this, a mushroom falls down and hits the lava before bouncing back, turning pink and «evil» in the process. This foreshadows what will happen next.
Layout
First Phase
A ripple square appears in the center which will release squares in a wave-like pattern from one of its four sides in time with the music. It only releases them from one side at once, and the side that’s about to fire will flash a light pink. That square then disappears, and two more will appear on both side of it.
These do the same thing as the first one- changing which side is firing in time with the music. Standing in any of the corners would let the player easily avoid these first two parts.
Three ripple squares then appear in the center of the screen, dividing it in half. Unlike before, only one of these will fire at a time, and they will only fire out of their left and right sides. It will change which side of which square is firing to the music. Right before the second checkpoint, a warning zone will appear.
Second Phase
All three squares drop down, releasing a wave which covers the warning zone. The bottom of the screen will become a «ripple ocean». The bottom will fire squares in the same wave pattern as before, switching which part is firing to the music. Like before, the part that’s about to fire will flash a light pink.
The wave is much wider now with bigger squares. After a short time, slow spinning ripple squares will start drifting from the right side of the screen. Then, pulse bombs which release about 16 shots will start going off on the right side of the screen, exploding to the snares.
Third Phase
The bottom disappears and so do all the drifting squares. Three ripple squares will appear in descending order from left to right and disappear, and more squares will start drifting from the right and left sides of the screen, disappearing when they reach the center, two at a time.
While this is happening, a spinning square in the center will start expanding. A giant square then appears in the center and squares line the corners of the screen. This giant square rotates and fires waves from all 4 sides at once, flashing right before it fires, in time with the music. In addition, there will be lasers to avoid.
Final Phase
6 lasers radiate from the center square. The squares on the corners then drift off, with the top left one moving right, the top right moving down, and so forth while rotating. The square in the center then reappears, again firing from all 4 sides in time to the music. It will not rotate, however.
Two walls will appear and after crashing down, will cause the left and right side of the screens to become the same «ripple oceans» as before. The central square then starts slowly rotating and fires again in time with the music.
The central square will release giant squares in a cross shape with a warning. and the squares lining the edges will disappear. The central square then quickly spins before releasing its four waves while spinning. This wave is very hard to avoid, so dashing through it is advised.
The central square will remain in the center and again release waves to the music. This time it won’t flash when it’s about to fire, so be careful. Two waves will then appear, lining the edges, and again the square rotates, firing its waves to the music. After the final wave, the square disappears and so do the edges. Then, the level ends.
Hardcore Mode Changes
Читы для just shapes and beats
I tried to change the prize when completing a challenge but it won’t affect the sum up.
I kinda screw myself up here.
If you think I am not speaking clearly enough, please ask me for more details.
Sorry for my poor english.
| secret.jpg | ||||||||||
| Description: | ||||||||||
| Filesize: | 128.64 KB | |||||||||
| Viewed: | 11623 Time(s) | |||||||||
![]()
In those videos a very specific AOB is used and the uploader did not explain how to find the AOB. I don’t think there is a effective way to get the AOB without professional debugging. In those videos a very specific AOB is used and the uploader did not explain how to find the AOB. I don’t think there is a effective way to get the AOB without professional debugging. Please tell me if I misunderstood. Feel free to write any thoughts you come up. | ||||||||||
Here is how it works:
The game has a class SecureNumber that represents a value that is protected.
Each object of that class has : a random «seed», the real value, a checksum, and of course, getValue() and setValue(. ) as methods.
checksum is dependent on seed and value.
setValue(. ) automatically calculates the new checksum, and updates it (while also updating the value), and getValue checks if the checksum is invalid, if it’s the case, a cheat is detected (when you edit the value with Cheat Engine, you are not going to calculate the new checksum, you don’t even know about it), otherwise, it returns the value, the bypass is simple : in getValue, patching the checksum verification is enough.
This is the base idea, the detection could be done in a timer, and not on getValue, I don’t remember all the details, but that’s how I crafted an Array of Bytes that disables the AntiCheat.
For Just Shapes and Beats, as I see, not all the game variables are protected with the anticheat (only a few might be), for example, I can cheat the health without getting detected (it’s LifeComponent.hp), how did you get detected? is it on online mode only? also, checksum (named _n) = seed (named _random) + value (_value) in this case
| out.png | |
| Description: | |
| Filesize: | 15.29 KB |
| Viewed: | 11224 Time(s) |
![]() In those videos a very specific AOB is used and the uploader did not explain how to find the AOB. I don’t think there is a effective way to get the AOB without professional debugging. Please tell me if I misunderstood. Feel free to write any thoughts you come up. | |
Here is how it works:
The game has a class SecureNumber that represents a value that is protected.
Each object of that class has : a random «seed», the real value, a checksum, and of course, getValue() and setValue(. ) as methods.
checksum is dependent on seed and value.
setValue(. ) automatically calculates the new checksum, and updates it (while also updating the value), and getValue checks if the checksum is invalid, if it’s the case, a cheat is detected (when you edit the value with Cheat Engine, you are not going to calculate the new checksum, you don’t even know about it), otherwise, it returns the value, the bypass is simple : in getValue, patching the checksum verification is enough.
This is the base idea, the detection could be done in a timer, and not on getValue, I don’t remember all the details, but that’s how I crafted an Array of Bytes that disables the AntiCheat.
For Just Shapes and Beats, as I see, not all the game variables are protected with the anticheat (only a few might be), for example, I can cheat the health without getting detected (it’s LifeComponent.hp), how did you get detected? is it on online mode only? also, checksum (named _n) = seed (named _random) + value (_value) in this case
In those videos a very specific AOB is used and the uploader did not explain how to find the AOB. I don’t think there is a effective way to get the AOB without professional debugging.
Please tell me if I misunderstood. Feel free to write any thoughts you come up.
Here is how it works:
The game has a class SecureNumber that represents a value that is protected.
Each object of that class has : a random «seed», the real value, a checksum, and of course, getValue() and setValue(. ) as methods.
checksum is dependent on seed and value.
setValue(. ) automatically calculates the new checksum, and updates it (while also updating the value), and getValue checks if the checksum is invalid, if it’s the case, a cheat is detected (when you edit the value with Cheat Engine, you are not going to calculate the new checksum, you don’t even know about it), otherwise, it returns the value, the bypass is simple : in getValue, patching the checksum verification is enough.
This is the base idea, the detection could be done in a timer, and not on getValue, I don’t remember all the details, but that’s how I crafted an Array of Bytes that disables the AntiCheat.
For Just Shapes and Beats, as I see, not all the game variables are protected with the anticheat (only a few might be), for example, I can cheat the health without getting detected (it’s LifeComponent.hp), how did you get detected? is it on online mode only? also, checksum (named _n) = seed (named _random) + value (_value) in this case
I got detected, trying to change the value of my beat points. Also speedhack doesn’t work. I don’t have much experience with cheat engine and it’s hard for me to understand, what you did. I wish i could do that.
Run this to disable the anticheat (you can also make it run when you open your cheat table, in order not to paste it each time you play).
(CTRL+ALT+A from CE to open the Auto assembler, and inject this)
In those videos a very specific AOB is used and the uploader did not explain how to find the AOB. I don’t think there is a effective way to get the AOB without professional debugging.
Please tell me if I misunderstood. Feel free to write any thoughts you come up.
Here is how it works:
The game has a class SecureNumber that represents a value that is protected.
Each object of that class has : a random «seed», the real value, a checksum, and of course, getValue() and setValue(. ) as methods.
checksum is dependent on seed and value.
setValue(. ) automatically calculates the new checksum, and updates it (while also updating the value), and getValue checks if the checksum is invalid, if it’s the case, a cheat is detected (when you edit the value with Cheat Engine, you are not going to calculate the new checksum, you don’t even know about it), otherwise, it returns the value, the bypass is simple : in getValue, patching the checksum verification is enough.
This is the base idea, the detection could be done in a timer, and not on getValue, I don’t remember all the details, but that’s how I crafted an Array of Bytes that disables the AntiCheat.
For Just Shapes and Beats, as I see, not all the game variables are protected with the anticheat (only a few might be), for example, I can cheat the health without getting detected (it’s LifeComponent.hp), how did you get detected? is it on online mode only? also, checksum (named _n) = seed (named _random) + value (_value) in this case
I got detected, trying to change the value of my beat points. Also speedhack doesn’t work. I don’t have much experience with cheat engine and it’s hard for me to understand, what you did. I wish i could do that.
Run this to disable the anticheat (you can also make it run when you open your cheat table, in order not to paste it each time you play).
(CTRL+ALT+A from CE to open the Auto assembler, and inject this)
| Code: |
| usemono() SecureNumber:Test: xor rax, rax inc rax ret db 90 90 |
It doesn’t seem to work. Did a do something wrong?
| Does not work.PNG | |
| Description: | |
| Filesize: | 42.54 KB |
| Viewed: | 11005 Time(s) |
![]() In those videos a very specific AOB is used and the uploader did not explain how to find the AOB. I don’t think there is a effective way to get the AOB without professional debugging. Please tell me if I misunderstood. Feel free to write any thoughts you come up. | |
Here is how it works:
The game has a class SecureNumber that represents a value that is protected.
Each object of that class has : a random «seed», the real value, a checksum, and of course, getValue() and setValue(. ) as methods.
checksum is dependent on seed and value.
setValue(. ) automatically calculates the new checksum, and updates it (while also updating the value), and getValue checks if the checksum is invalid, if it’s the case, a cheat is detected (when you edit the value with Cheat Engine, you are not going to calculate the new checksum, you don’t even know about it), otherwise, it returns the value, the bypass is simple : in getValue, patching the checksum verification is enough.
This is the base idea, the detection could be done in a timer, and not on getValue, I don’t remember all the details, but that’s how I crafted an Array of Bytes that disables the AntiCheat.
For Just Shapes and Beats, as I see, not all the game variables are protected with the anticheat (only a few might be), for example, I can cheat the health without getting detected (it’s LifeComponent.hp), how did you get detected? is it on online mode only? also, checksum (named _n) = seed (named _random) + value (_value) in this case
I got detected, trying to change the value of my beat points. Also speedhack doesn’t work. I don’t have much experience with cheat engine and it’s hard for me to understand, what you did. I wish i could do that.
Run this to disable the anticheat (you can also make it run when you open your cheat table, in order not to paste it each time you play).
(CTRL+ALT+A from CE to open the Auto assembler, and inject this)
| Code: |
| usemono() SecureNumber:Test: xor rax, rax inc rax ret db 90 90 |
It doesn’t seem to work. Did a do something wrong?
Also, I assume that the process is 64bit.
Here is the aobscan version:
| Code: |
| aobscan(securenumber_test, 55 48 8b ec 56 48 83 ec 18 48 8b f1 f3 0f 11 4d e8 0f b6 46 18 85 c0 75) In those videos a very specific AOB is used and the uploader did not explain how to find the AOB. I don’t think there is a effective way to get the AOB without professional debugging. Please tell me if I misunderstood. Feel free to write any thoughts you come up. |
Here is how it works:
The game has a class SecureNumber that represents a value that is protected.
Each object of that class has : a random «seed», the real value, a checksum, and of course, getValue() and setValue(. ) as methods.
checksum is dependent on seed and value.
setValue(. ) automatically calculates the new checksum, and updates it (while also updating the value), and getValue checks if the checksum is invalid, if it’s the case, a cheat is detected (when you edit the value with Cheat Engine, you are not going to calculate the new checksum, you don’t even know about it), otherwise, it returns the value, the bypass is simple : in getValue, patching the checksum verification is enough.
This is the base idea, the detection could be done in a timer, and not on getValue, I don’t remember all the details, but that’s how I crafted an Array of Bytes that disables the AntiCheat.
Just Shapes & Beats
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Cheats & Guides
Just Shapes & Beats Cheats For PC
Steam Achievements
This title has a total of 26 Steam Achievements. Meet the specified conditions, where applicable, to receive the Achievement.
| Achievement | |
|---|---|
| Obtain 15 Rank S | *Guitar Solo* |
| Dash 1000 times (Challenge mode) | Beatbox |
| Get 2000 Beat Points | Breakcore |
| Complete a level without dashing (Challenge mode) | Chill |
| Beat ‘Lycanthropy’ Boss (Story mode) | Flower Power |
| Dash 2500 times (Challenge mode) | Freestyle |
| Complete a playlist of 10 songs or more | Greatest Hits |
| Complete a playlist of all bosses | Greatestest Hits |
| Get 25000 Beat Points | Grindcore |
| Get 7500 Beat Points | Hardcore |
| Obtain Rank S without dashing | Hendrix Level |
| Rescue 250 friends (Challenge mode) | High Fives |
| Complete a challenge with Rank A or higher on all levels | Hits after Hits |
| Beat tutorial Boss (Story mode) | It’s Over |
| Beat ‘Final Boss’ (Story mode) | It’s Over, for real |
| Complete Story | It’s Over, for real, really |
| Beat ‘Close To Me’ Boss (Story mode) | It’s trying to say something |
| Complete 25 challenges | Learning it |
| Rescue 50 friends (Challenge mode) | Low Fives |
| Obtain 20 Rank A | Mad Skills |
| Complete 50 challenges | Mastering it |
| Complete 100 challenges | Methodical |
| Beat ‘New Game’ Boss (Story mode) | Okay maybe it wasn’t over |
| Obtain 10 Rank B | Pretty goooood! |
| Obtain 10 Rank A | Skills |
| Beat ‘Barracuda’ Boss (Story mode) | Snakes, it had to be snakes |
Contributed by: Eevee-Trainer
Just Shapes & Beats Cheats For PlayStation 4
Trophies
Complete each requirement to unlock the specified trophy.
| Trophy | |
|---|---|
| Obtain 15 Rank S | *Guitar Solo* |
| Dash 1000 times (Challenge mode) | Beatbox |
| Get 2000 Beat Points | Breakcore |
| Complete a level without dashing (Challenge mode) | Chill |
| Beat ‘Lycanthropy’ Boss (Story mode) | Flower Power |
| Dash 2500 times (Challenge mode) | Freestyle |
| Complete a playlist of 10 songs or more | Greatest Hits |
| Complete a playlist of all bosses | Greatestest Hits |
| Get 15000 Beat Points | Grindcore |
| Get 7500 Beat Points | Hardcore |
| Obtain Rank S without dashing (Challenge mode) | Hendrix Level |
| Rescue 250 friends (Challenge mode) | High Fives |
| Complete a challenge with Rank A or higher on all levels | Hits after Hits |
| Beat tutorial Boss (Story mode) | It’s Over |
| Beat ‘Final Boss’ (Story mode) | It’s Over, for real |
| Complete Story | It’s Over, for real, really |
| Beat ‘Close To Me’ Boss (Story mode) | It’s trying to say something |
| Complete 10 challenges | Learning it |
| Rescue 50 friends (Challenge mode) | Low Fives |
| Obtain 20 Rank A | Mad Skills |
| Complete 25 challenges | Mastering it |
| Complete 50 challenges | Methodical |
| Collect all Just Shapes & Beats trophies | No rocks unturned |
| Beat ‘New Game’ Boss (Story mode) | Okay maybe it wasn’t over |
| Obtain 10 Rank B | Pretty goooood! |
| Obtain 10 Rank A | Skills |
| Beat ‘Barracuda’ Boss (Story mode) | Snakes, it had to be snakes |
Contributed by: Mookiethebold




