(Request] Ghosts 'n Goblins Resurrection

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fakedonut
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(Request] Ghosts 'n Goblins Resurrection

Post by fakedonut »

+1


tolli
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Re: (Request] Ghosts 'n Goblins Resurrection

Post by tolli »

+1

ndck@ModEngine
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Re: (Request] Ghosts 'n Goblins Resurrection

Post by ndck@ModEngine »

Version : v1.0.0

Scripts
- Infinite Health Option 1 *Hotkey Included*
- Infinite Health Option 2 *Hotkey Included*
- Max Score *Hotkey Included*
- Passing Through *Hotkey Included* {You can only pass through enemies and objects but not hurt/kill them. DO NOT activate this cheat with Infinite Health}
- Freeze Time *Hotkey Included*
- Timer Editor *Hotkey Included*

Made a simple and quick table to get it started.

Changelog
Lists Of Changelog
Disclaimer
Table Disclaimer Note
Note: These cheats may or may not work for you. I can't guarantee it will work for everybody. :) The most common or various issues if the cheat(s) doesn't work or activates is because the outdated or update game/table version or compatibility gaming platforms like Steam, Non-Steam, GOG, Epic, Windows Store/Gamepass, Cheat Engine versions or possibly due to any installation anomalies, Windows Version or CPU compatibility and so forth. Another situation also happens is when you did not activate the script(s) to populate the other 'children' and by doing that you might need to switch between the table and the game depending on how the script(s) was made. If all the above methods did not work for you sometimes a simple game or PC restart might resolve this issue. My table is compatible from Cheat Engine 7.1 and above but it is still a good practice to keep your current Cheat Engine software up to date. For my table, just click on the 'Activate' script for it to add process as well as activate mono automatically depending on the game whether it uses the mono features or not. Finally, I would be most grateful if you could submit your rating if the table works for you as time, patience and effort were put into making these tables and also as a gesture of your support. Thank you all very much. :)
Support
Donations/Memberships
Donation/Support/Membership can done through [Link] or [Link] or [Link]. I really need your support in continuing my work. Please take note that only subscribing to specific membership types will get full access to my table updates which is available in my official discord channel as of January 2023
GhostsNGoblinsR v1.0.0.CT
(1.82 KiB) Downloaded 1226 times
Last edited by ndck76 on Sun May 21, 2023 8:42 am, edited 2 times in total.

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MBRKiNG
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Re: (Request] Ghosts 'n Goblins Resurrection

Post by MBRKiNG »

Ghosts´n_Goblins_Resurrection_v1.0-Steam-CODEX-Realease

options:
-Invincible
-Weapon Changer
-Score/Timer

Attachments
makaimura_GG_RE.CT
Steam-Codex
(12.78 KiB) Downloaded 976 times

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cfemen
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Re: (Request] Ghosts 'n Goblins Resurrection

Post by cfemen »

well, there are already tables.
i dont have that much time at the moment :/ but i did a quick look and made a noclip script :)

just copy & paste the following ONto your table ( not in an auto-assembler script )

Control = WASD

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>899</ID>
      <Description>" [Enable] "</Description>
      <Options moHideChildren="1" moDeactivateChildrenAsWell="1"/>
      <LastState Activated="1"/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>{ Game   : makaimura_GG_RE.exe
  Version: 
  Date   : 2021-06-01
  Author : cfe

  This script does blah blah blah
}

[ENABLE]

aobscanmodule(aobGetPlayerPos,makaimura_GG_RE.exe,F3 41 0F 10 68 04 33) // should be unique
alloc(newmem,$1000,aobGetPlayerPos)

label(code)
label(return)
label(pPlayerPos)
registersymbol(pPlayerPos)

newmem:

code:
  movss xmm5,[r8+04]
  mov [pPlayerPos],r8
  jmp return
pPlayerPos:
dq 0

aobGetPlayerPos:
  jmp newmem
  nop
return:
registersymbol(aobGetPlayerPos)

//


aobscanmodule(aobInv,makaimura_GG_RE.exe,80 78 60 00 48 89 74 24 70) // should be unique
alloc(newmem3,$1000,aobInv)

label(code3)
label(return3)
label(bIgnoreDamage)
registersymbol(bIgnoreDamage)
label(pPlayerStruct)
registersymbol(pPlayerStruct)

newmem3:

code3:
  mov [pPlayerStruct],rax
  push rbx
  mov bl,[bIgnoreDamage]
  mov byte ptr[rax+60],bl
  mov byte ptr[rax+7C],bl
  pop rbx
  cmp byte ptr[rax+60],00 // playeronly
  mov [rsp+70],rsi
  jmp return3
bIgnoreDamage:
db 0
pPlayerStruct:
dq 0

aobInv:
  jmp newmem3
  db 90 90 90 90
return3:
registersymbol(aobInv)

[DISABLE]

aobGetPlayerPos:
  db F3 41 0F 10 68 04

unregistersymbol(aobGetPlayerPos)
unregistersymbol(bGod)
unregistersymbol(pPlayerPos)

dealloc(newmem)


aobInv:
  db 80 78 60 00 48 89 74 24 70

unregistersymbol(aobInv)
dealloc(newmem3)

</AssemblerScript>
      <CheatEntries>
        <CheatEntry>
          <ID>900</ID>
          <Description>"Activate NoClip"</Description>
          <LastState Activated="1"/>
          <VariableType>Auto Assembler Script</VariableType>
          <AssemblerScript Async="1">{$lua}
if syntaxcheck then return end

[ENABLE]
bActive = readBytes(getAddressSafe("bIgnoreDamage"),0x01)

AutoAssemble([[
bIgnoreDamage:
db 01

aobscanmodule(aobInstantDeath,makaimura_GG_RE.exe,48 89 5C 24 10 57 48 83 EC 30 48 8B D9 48 8B FA 48 8B 0D ** ** ** ** 48 8B 43 50 48 83 78 18 00 0F 85 4E 02 00 00 48 85 C9 75 18) // should be unique

aobInstantDeath:
  db C3

registersymbol(aobInstantDeath)


alloc(ThreadCave,$1000,makaimura_GG_RE.exe)
registersymbol(ThreadCave)

label(StartAgain)
label(EndThread)
createthread(ThreadCave)
label(bStop)
registersymbol(bStop)
label(xmmword)
label(xmm_multiplier)
label(fSpeed)
label(fInvert)
label(fTemp)
registersymbol(fSpeed)

ThreadCave:
sub rsp,28
StartAgain:
xor rsi,rsi
cmp byte ptr[bStop],1
je EndThread
mov rbx,pPlayerPos
mov rbx,[rbx]
test rbx,rbx
je StartAgain
//
// W = UP
mov rcx,57
call GetAsyncKeyState
shr ax,#15
cmp al,1
cmove esi,[fSpeed]
//
// S = DOWN
mov rcx,53
call GetAsyncKeyState
shr ax,#15
cmp al,1
movss xmm2,[fSpeed]
mulss xmm2,[fInvert]
movss [fTemp],xmm2
cmove esi,[fTemp]
mov [xmmword+4],esi
//
// A = Left
mov rcx,41
xor rsi,rsi
call GetAsyncKeyState
shr ax,#15
cmp al,1
movss xmm2,[fSpeed]
mulss xmm2,[fInvert]
movss [fTemp],xmm2
cmove esi,[fTemp]
mov [xmmword],esi
//
// D = Right
mov rcx,44
call GetAsyncKeyState
shr ax,#15
cmp al,1
cmove esi,[fSpeed]
mov [xmmword],esi
//
// Write Vec2
movups xmm0,[rbx]
movups xmm1,[xmmword]
movups xmm2,[xmm_multiplier]
mulps xmm1,xmm2
addps  xmm0,xmm1
movups [rbx],xmm0
jmp StartAgain
EndThread:
add rsp,28
ret
bStop:
db 0
xmmword:
dd 0
dd 0
dd 0
dd 0
fSpeed:
dd (float)5
xmm_multiplier:
dd (float)0.00001
dd (float)0.00001
dd 0
dd 0
fInvert:
dd (float)-1
fTemp:
dd 0

///

aobscanmodule(aobWriteVec2,makaimura_GG_RE.exe,89 47 30 41 8B 46 04 89 47 34 41 8B 46 08 89 47 38 80 BF D2 00 00 00 00 C6 87 D1 00 00 00 01 75 08 48 8B CF E8 ** ** ** ** 48 8B 8C 24 E0 00 00 00) // should be unique
alloc(newmem,$1000,aobWriteVec2)

label(code)
label(return)
label(NoData)
label(NotPlayer)

newmem:

code:
  push rbx
  mov rbx,pPlayerPos
  mov rbx,[rbx]
  test rbx,rbx
  je short NoData
  lea rbx,[rbx-30]
  cmp rbx,rdi
  je short NotPlayer
  NoData:
   mov [rdi+30],eax
   mov eax,[r14+04]
   mov [rdi+34],eax
  NotPlayer:
  pop rbx
  jmp return

aobWriteVec2:
  jmp newmem
  nop 5
return:
registersymbol(aobWriteVec2)
]])

[DISABLE]
if (bActive == 0) then
 writeBytes(getAddressSafe("bIgnoreDamage"),0x00)
end
writeBytes(getAddressSafe("bStop"),0x01)
writeBytes(getAddressSafe("aobInstantDeath"),0x48)
writeBytes(GetAddressSafe("aobWriteVec2"), 0x89,0x47,0x30,0x41,0x8B,0x46,0x04,0x89,0x47,0x34)


sleep(300)
fullAccess( getAddressSafe("ThreadCave") , 0x1000)
executeCodeEx( 0, nil, getAddressSafe( "RtlZeroMemory" ), getAddressSafe( "ThreadCave" ), 0x1000 )

UnregisterSymbol("bStop")
UnregisterSymbol("fSpeed")
UnregisterSymbol("aobInstantDeath")
</AssemblerScript>
          <CheatEntries>
            <CheatEntry>
              <ID>901</ID>
              <Description>"Speed:"</Description>
              <LastState Value="5" RealAddress="7FF706AA013C"/>
              <ShowAsSigned>0</ShowAsSigned>
              <VariableType>Float</VariableType>
              <Address>fSpeed</Address>
            </CheatEntry>
          </CheatEntries>
        </CheatEntry>
        <CheatEntry>
          <ID>906</ID>
          <Description>"Ignore Damage"</Description>
          <LastState Activated="1"/>
          <VariableType>Auto Assembler Script</VariableType>
          <AssemblerScript>[ENABLE]
bIgnoreDamage:
db 01

 
 
[DISABLE]
bIgnoreDamage:
db 00

</AssemblerScript>
        </CheatEntry>
        <CheatEntry>
          <ID>902</ID>
          <Description>"Pointer: Health"</Description>
          <LastState Value="2" RealAddress="1341BC06450"/>
          <ShowAsSigned>0</ShowAsSigned>
          <Color>C0C0C0</Color>
          <VariableType>4 Bytes</VariableType>
          <Address>[pPlayerStruct]+70</Address>
        </CheatEntry>
        <CheatEntry>
          <ID>903</ID>
          <Description>"Pointer: Pos X"</Description>
          <LastState Value="10.57922173" RealAddress="1341BC07C10"/>
          <ShowAsSigned>0</ShowAsSigned>
          <Color>C0C0C0</Color>
          <VariableType>Float</VariableType>
          <Address>[pPlayerPos]</Address>
        </CheatEntry>
        <CheatEntry>
          <ID>904</ID>
          <Description>"Pointer: Pos Y"</Description>
          <LastState Value="-3.663839579" RealAddress="1341BC07C14"/>
          <ShowAsSigned>0</ShowAsSigned>
          <Color>C0C0C0</Color>
          <VariableType>Float</VariableType>
          <Address>[pPlayerPos]+4</Address>
        </CheatEntry>
      </CheatEntries>
    </CheatEntry>
  </CheatEntries>
</CheatTable>

note : the game sometimes may teleport the player if you deactivate the noclip.

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fakedonut
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Re: (Request] Ghosts 'n Goblins Resurrection

Post by fakedonut »

Could someone put infinite jumps on the table?

Luke76bg
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Re: (Request] Ghosts 'n Goblins Resurrection

Post by Luke76bg »

it's possible to have instant charge of the spells ? Thanks!

TheLastCheatMaster
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Re: (Request] Ghosts 'n Goblins Resurrection

Post by TheLastCheatMaster »

Yeah, infinite jump would be very appreciated.
Thanks!

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gooling
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Re: (Request] Ghosts 'n Goblins Resurrection

Post by gooling »

:lol: :lol:

+1 for Infinite Jump

:lol: :lol:

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frankieyim
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Re: (Request] Ghosts 'n Goblins Resurrection

Post by frankieyim »

i also want infinite jump ><

popgoblin0
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Re: (Request] Ghosts 'n Goblins Resurrection

Post by popgoblin0 »

phnf27 wrote:
Tue Jun 01, 2021 8:21 pm
Could someone put infinite jumps on the table?
+1 please

reddevil1003
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Re: (Request] Ghosts 'n Goblins Resurrection

Post by reddevil1003 »

here is you Super jump guys ..
Attachments
makaimura_GG_RE_SuperJump.CT
(54.53 KiB) Downloaded 502 times

TheLastCheatMaster
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Re: (Request] Ghosts 'n Goblins Resurrection

Post by TheLastCheatMaster »

Thanks man but really for this game we really need unlimited jumps. You know like you can keep to jump for unlimited times.
Thanks for the help! :)

reddevil1003
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Re: (Request] Ghosts 'n Goblins Resurrection

Post by reddevil1003 »

TheLastCheatMaster wrote:
Tue Jul 06, 2021 7:00 pm
Thanks man but really for this game we really need unlimited jumps. You know like you can keep to jump for unlimited times.
Thanks for the help! :)
u mean like fly hack!!!

TheLastCheatMaster
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Re: (Request] Ghosts 'n Goblins Resurrection

Post by TheLastCheatMaster »

Yep, also a fly hack will be excelent :)

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