Magic Research

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HarFanG
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Magic Research

Post by HarFanG »

Hi there !

Game Name: Magic Research
Game Engine: Looks like it's JavaScript/Hermes/???
Game Version: 1679507306759 (???)
Options Required: Infinite Mana/Coins/Wood/Iron/Stone/Researchers/Apprentices/One hit kill
Steam Website:
Other Info:
Well, I made a few research before asking : looks like there's a speed detector in the game, that's block the ability to use the CE 'fast speed' option. Luckily, it's easy to disable it, as it's a script (look for "SpeedChecker" in game files).

According to Steam Community, it appears that savegames are base64 coded TWICE.

Also, the more you play it, the more you unlock more places/buildings/achievements/stuff...

If requested, I can give my save, as I went [not so] far in the game => I unlocked level >15 schools.
Last edited by HarFanG on Tue Apr 04, 2023 5:47 am, edited 1 time in total.

Truehippy
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Re: Magic Research

Post by Truehippy »

is there any more info you can give on the speed checker. i would love to have that removed as well

HarFanG
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Re: Magic Research

Post by HarFanG »

Sure ! Check in that folder : "E:\Games\Magic Research\resources\app.asar.unpacked\node_modules\expo-dev-menu\vendored\react-native-reanimated\Common\cpp\hidden_headers"

Head to the file : SpeedChecker.h (it's a script).

To disable the CE's speedhack check, I do this :

Code: Select all

#pragma once

#define CHECK_SPEED 1

#include <chrono>
#include <functional>
#include <memory>
#include <string>
#include "./Logger.h"

namespace devmenureanimated {

class SpeedChecker {
 public:
//  static void checkSpeed(std::string tag, std::function<void()> fun) {
#if CHECK_SPEED
//    auto start = std::chrono::system_clock::now();
#endif
//    fun();
#if CHECK_SPEED
//    auto end = std::chrono::system_clock::now();
//    std::chrono::duration<double> elapsed_seconds = end - start;
//    tag += " " + std::to_string(elapsed_seconds.count()) + "s";
//    Logger::log(tag.c_str());
#endif
  }
};

} // namespace devmenureanimated 
As I don't have any knowledge on that language, I just put everything behind " // " (as 'commentary').
After that, the game will not end while activating CE's speedhack. However, I cannot believe that's useful :(
Try it by yourself, and tell us. :)

HarFanG
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Re: Magic Research

Post by HarFanG »

YAY ! I found a way to edit savegame !!! :mrgreen:

This needs a few work, but believe me, it's worth it !

1- Go to "options" in game (left menu)
2- Save to file (if asked, just type 'mysave')
3- Then go there : [Link]
4- "Click or tap here to select a file" => select the saved file from 2-
5- Clic "decode"
6- Use another name easy to remember, like "firstpart.txt"
7- Do from 4- to 6- again, but this time, name it "secondpart.gz" (It's a GZIP file)


After that, second part starts here :
1- Go to : [Link]
2- Make sure "decode" is selected
3- 'Browse' and select "secondpart.gz" and clic "decompress file"
4- The result is a plain text file, it can be edited with notepad, wordpad,

Here you can modify a few values. In my case, to be safe, I simply added a 0 (zero) for any value like "mana, wood, stone" et cetera.
One good idea is to add a bunch of Researchers, but this is a little tricky...
You need to go back to game, and take note about how many researchers, cabins and villas you have.
'Cabin' uses 1 Researcher, and 'Villa" uses 2.

Let's say you have 6 cabins and 12 villas => you should see (in "Stats" menu) : 6 + (12 * 2) = 30 Researchers.
But it's possible the game says more => this is because your actual run started with a few researchers.
So, be sure to do the correct calculation if you want to change this value.

After you made your changes, just do the following :
1- Still on Gzip site, click "compress", and "fastest"
2- Select your modified file
3- Go back to [Link]
4- On the top, click "Encode"
5- Go down, select the modified file [leave 'Binary (no conv) alone]
6- Name the file "Modified1"
7- Do it again with this new file, and use "Final" as name

Almost done ! Return to the game, go again to "options", select "load from file".
Profit ! :P

Note : with my values, the game is still enjoyable. The exploration part is funny, as it takes only a few minutes to go
to the Boss.
Of course, you have to assign your researchers to the casting of combat/protection spells.

DerGore
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Re: Magic Research

Post by DerGore »

your link is sadly not working could you a working one please ?

nwm my browser was just not liking it other one works

Eidos
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Re: Magic Research

Post by Eidos »

HarFanG wrote:
Tue Apr 04, 2023 5:46 am
Sure ! Check in that folder : "E:\Games\Magic Research\resources\app.asar.unpacked\node_modules\expo-dev-menu\vendored\react-native-reanimated\Common\cpp\hidden_headers"

Head to the file : SpeedChecker.h (it's a script).

To disable the CE's speedhack check, I do this :

Code: Select all

#pragma once

#define CHECK_SPEED 1

#include <chrono>
#include <functional>
#include <memory>
#include <string>
#include "./Logger.h"

namespace devmenureanimated {

class SpeedChecker {
 public:
//  static void checkSpeed(std::string tag, std::function<void()> fun) {
#if CHECK_SPEED
//    auto start = std::chrono::system_clock::now();
#endif
//    fun();
#if CHECK_SPEED
//    auto end = std::chrono::system_clock::now();
//    std::chrono::duration<double> elapsed_seconds = end - start;
//    tag += " " + std::to_string(elapsed_seconds.count()) + "s";
//    Logger::log(tag.c_str());
#endif
  }
};

} // namespace devmenureanimated 
As I don't have any knowledge on that language, I just put everything behind " // " (as 'commentary').
After that, the game will not end while activating CE's speedhack. However, I cannot believe that's useful :(
Try it by yourself, and tell us. :)
I'm extremely skeptical that the game recompiles c++ code from from those sources on startup. Much more likely that the devs added the sources in the final game package in negligence (and/or misleading purposes, though that one is too much on theory-crafting lands). Thus changing those will have no effect. In fact, the change above should also invalidate the game, as the function static void checkSpeed() itself is commented out, so any actual usage will fail to find it.

But in an unlikely chance it works, the supposed change here would be #define CHECK_SPEED 1 -> #undef CHECK_SPEED (in the starting lines).

Truehippy
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Re: Magic Research

Post by Truehippy »

i tired the speed checker skripot you posted but it dose do anything as far as I can tell. Im not a coder so I don't know if it was me or not. any help you can give. plz dumb it done for me

Unholy
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Re: Magic Research

Post by Unholy »

HarFanG wrote:
Tue Apr 04, 2023 8:32 am
YAY ! I found a way to edit savegame !!! :mrgreen:

This needs a few work, but believe me, it's worth it !

1- Go to "options" in game (left menu)
2- Save to file (if asked, just type 'mysave')
3- Then go there : [Link]
4- "Click or tap here to select a file" => select the saved file from 2-
5- Clic "decode"
6- Use another name easy to remember, like "firstpart.txt"
7- Do from 4- to 6- again, but this time, name it "secondpart.gz" (It's a GZIP file)


After that, second part starts here :
1- Go to : [Link]
2- Make sure "decode" is selected
3- 'Browse' and select "secondpart.gz" and clic "decompress file"
4- The result is a plain text file, it can be edited with notepad, wordpad,

Here you can modify a few values. In my case, to be safe, I simply added a 0 (zero) for any value like "mana, wood, stone" et cetera.
One good idea is to add a bunch of Researchers, but this is a little tricky...
You need to go back to game, and take note about how many researchers, cabins and villas you have.
'Cabin' uses 1 Researcher, and 'Villa" uses 2.

Let's say you have 6 cabins and 12 villas => you should see (in "Stats" menu) : 6 + (12 * 2) = 30 Researchers.
But it's possible the game says more => this is because your actual run started with a few researchers.
So, be sure to do the correct calculation if you want to change this value.

After you made your changes, just do the following :
1- Still on Gzip site, click "compress", and "fastest"
2- Select your modified file
3- Go back to [Link]
4- On the top, click "Encode"
5- Go down, select the modified file [leave 'Binary (no conv) alone]
6- Name the file "Modified1"
7- Do it again with this new file, and use "Final" as name

Almost done ! Return to the game, go again to "options", select "load from file".
Profit ! :P

Note : with my values, the game is still enjoyable. The exploration part is funny, as it takes only a few minutes to go
to the Boss.
Of course, you have to assign your researchers to the casting of combat/protection spells.
This method didn't work for me for some reason. I found a similar method that is pretty easy though.

1. In game: Click "Copy save file to clipboard" in the options
2. On this site: [Link] Paste the text into the first field (turn on "live mode" to make it easier and quicker)
3. Take the output text from the previous step and copy it to the field in this site: [Link] and click "Decompress"
4. Copy the output text from the previous step into here: [Link] You can just swap to gzip compress on the site I just copied the link here to make it easier to follow.
5. The text you just copied is where you make your edits directly on the site. When you are done click "Compress"
6. Take the modified output text after compressing and copy it to here: [Link] Once again you can just swap to encode on the site itself but I copied the link here for clarity.
7. Once encoded take that final text and copy it back into the import save file field in game and click "Import Savefile"
8. Done :)

HarFanG
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Re: Magic Research

Post by HarFanG »

I didn't think it was worth mentioning, but I had started my trials the same way you did...

All in one, I prefer my method, as I already have the original savefile on my harddrive. :)

sandmanilla
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Re: Magic Research

Post by sandmanilla »

I wrote an online editor for Magic Research, feel free to use it, feedback is always welcome:

[Link]

HarFanG
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Re: Magic Research

Post by HarFanG »

I took a look : nice one !

However, I found some bugs : when I maxx all resources, pressing "save" generates error about "not round values".
Also, and even I made no changes, pressing "save" in 'Research" generates another error about "value must be greater or lower than 999999999...and the value changes to 9999999...by itself.
Then, if I press again "save", the value come back to the original one, saying "must be greater or lower than [that number]".

Can you check, please ?

sandmanilla
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Re: Magic Research

Post by sandmanilla »

Hey @HarFanG thank you for your fast reply and beta testing.

Sounds like your browser has some trouble with the input/number form fields. I couldn't reproduce this behaviour so far but changed the fields to standard input/text fields with javascript for the number limits. Would you mind to test it again?

I used Chrome/Firefox/Opera(Chromium) on Windows and Chrome on Android for testing, can you please tell me what you are using? This is the savegame i'am using: [Link] Do you have the same trouble with this one?

HarFanG
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Re: Magic Research

Post by HarFanG »

Hi !

I just tried it again with FF ver 112.0.1 and it works very nicely ! Nice job ! (got a FF update on sunday)
And thank you very much, very appreciated :wub:

Not tried your savegame, mine (same as above) worked at 1st try.
I think I'm closer to the end of the game, but I cannot defeat last boss, 'Champion".
Well, I guess I still not found the right strategy against him :mrgreen:

sandmanilla
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Re: Magic Research

Post by sandmanilla »

I added the possibility to edit existing buildings and made some little fixes.
So far over 1000 savegame were uploaded in 6 days with no complains so far 8-) I'am still available for suggestions/bugfixes etc.

As my savegame editor can be considered as usable, should i start a new thread for it or leave it here under requests? I'am new here and have no clue how it works in this forum ;)

Again the link to my Magic Research Savegame Editor:

[Link]

rune4188
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Re: Magic Research

Post by rune4188 »

sandmanilla wrote:
Thu Apr 20, 2023 6:52 pm
I added the possibility to edit existing buildings and made some little fixes.
So far over 1000 savegame were uploaded in 6 days with no complains so far 8-) I'am still available for suggestions/bugfixes etc.

As my savegame editor can be considered as usable, should i start a new thread for it or leave it here under requests? I'am new here and have no clue how it works in this forum ;)

Again the link to my Magic Research Savegame Editor:

[Link]
sandmanilla wrote:
Fri Apr 14, 2023 8:21 pm
I wrote an online editor for Magic Research, feel free to use it, feedback is always welcome:

[Link]
i have been using your editer and its great, but for some reasone i cant get the max value of buildings like the warehouse above 210

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