[REQUEST] Marvel's Spider-Man Remastered (steam)

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SmartDog
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Re: [REQUEST] Marvel's Spider-Man Remastered (steam)

Post by SmartDog »

Sevael wrote:
Sat Aug 13, 2022 4:24 am
StupidDog wrote:
Fri Aug 12, 2022 11:46 pm
I think the first thing I'm going after is default zoom distance. It's a beautiful game but I'd love to pull the camera back by about 20-40% or so.
Just in case you didn't find it in the settings, there is an FOV slider in the game. It's fairly potent, with 50 points of range on the slider. But it creates a strong fish-eye effect so it might not be exactly what you're looking for.
Yep, I noticed it already but cheers for mentioning in case :)

Skill points : "Spider-Man.exe"+7019990

Oddly, that came up in a search and they don't usually stick after a game restart but this one did. Will post any others I find but I get very little time to play ;)

pooka42
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Re: [REQUEST] Marvel's Spider-Man Remastered (steam)

Post by pooka42 »

Could I please request a cheat to freeze the timer on the Taskmaster challenges, and a max score cheat for the Screwball challenges? Thank you!

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Re: [REQUEST] Marvel's Spider-Man Remastered (steam)

Post by Arikdefrasia »

Has anyone been able to tap into swing speed modification? Like increasing the speed without having to do the dive action first.

SpeedyDash
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Re: [REQUEST] Marvel's Spider-Man Remastered (steam)

Post by SpeedyDash »

I have only been doing simple cheating while waiting for a table, a few things I have found that could help is that it seems for most values there is a constant display address which always remains the same between launches and the actual address value which determines it's value.

I made a simple table of a few addresses that I have found to remain constant between loads, most barely help but the health address will allow you to quickly find the actual health address any time it resets (primarily on loading) especially when has decimals. Open the map to get the addresses beside health to populate.
Attachments
Spider-Man.CT
(5.06 KiB) Downloaded 1810 times

gambler_joe
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Re: [REQUEST] Marvel's Spider-Man Remastered (steam)

Post by gambler_joe »

SpeedyDash wrote:
Sat Aug 13, 2022 4:20 pm
I have only been doing simple cheating while waiting for a table, a few things I have found that could help is that it seems for most values there is a constant display address which always remains the same between launches and the actual address value which determines it's value.

I made a simple table of a few addresses that I have found to remain constant between loads, most barely help but the health address will allow you to quickly find the actual health address any time it resets (primarily on loading) especially when has decimals. Open the map to get the addresses beside health to populate.
Thanks for this, but I tried it and it keeps resetting the values besides health.

bluepanda
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Re: [REQUEST] Marvel's Spider-Man Remastered (steam)

Post by bluepanda »

For those in need, as I found it quite a hassle grinding with just 2xp per swing-style...

EXP Multiplier (x10):

Code: Select all

{ Game   : Spider-Man.exe
  Version: 
  Date   : 2022-08-13
  Author : Bluepanda

  This script does blah blah blah
}

[ENABLE]

aobscanmodule(experience_gain,Spider-Man.exe,89 83 48 B8 00 00) // should be unique
alloc(newmem,$1000,experience_gain)

label(code)
label(return)

newmem:
  sub eax,[rbx+0000B848]
  imul eax,#10
  add eax,[rbx+0000B848]

code:
  mov [rbx+0000B848],eax
  jmp return

experience_gain:
  jmp newmem
  nop

return:
registersymbol(experience_gain)

[DISABLE]

experience_gain:
  db 89 83 48 B8 00 00

unregistersymbol(experience_gain)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: Spider-Man.exe+CB7C8B

Spider-Man.exe+CB7C66: 73 0B              - jae Spider-Man.exe+CB7C73
Spider-Man.exe+CB7C68: 01 BB EC D0 00 00  - add [rbx+0000D0EC],edi
Spider-Man.exe+CB7C6E: E9 5A 01 00 00     - jmp Spider-Man.exe+CB7DCD
Spider-Man.exe+CB7C73: 33 D2              - xor edx,edx
Spider-Man.exe+CB7C75: 48 8B CB           - mov rcx,rbx
Spider-Man.exe+CB7C78: E8 E3 35 00 00     - call Spider-Man.exe+CBB260
Spider-Man.exe+CB7C7D: 48 8B 4B 18        - mov rcx,[rbx+18]
Spider-Man.exe+CB7C81: 8B F0              - mov esi,eax
Spider-Man.exe+CB7C83: 8B 83 48 B8 00 00  - mov eax,[rbx+0000B848]
Spider-Man.exe+CB7C89: 03 C7              - add eax,edi
// ---------- INJECTING HERE ----------
Spider-Man.exe+CB7C8B: 89 83 48 B8 00 00  - mov [rbx+0000B848],eax
// ---------- DONE INJECTING  ----------
Spider-Man.exe+CB7C91: 44 8B 41 78        - mov r8d,[rcx+78]
Spider-Man.exe+CB7C95: 43 8D 0C 30        - lea ecx,[r8+r14]
Spider-Man.exe+CB7C99: 3B C1              - cmp eax,ecx
Spider-Man.exe+CB7C9B: 7C 38              - jl Spider-Man.exe+CB7CD5
Spider-Man.exe+CB7C9D: 45 85 C0           - test r8d,r8d
Spider-Man.exe+CB7CA0: 7E 33              - jle Spider-Man.exe+CB7CD5
Spider-Man.exe+CB7CA2: 8B 8B 4C B8 00 00  - mov ecx,[rbx+0000B84C]
Spider-Man.exe+CB7CA8: 41 2B C6           - sub eax,r14d
Spider-Man.exe+CB7CAB: 99                 - cdq 
Spider-Man.exe+CB7CAC: 41 F7 F8           - idiv r8d
}
And yes, the subtraction, multiplication and addition is necessary, as for the regular (single line) imul-manipulation, there is a huge issue with the gained exp, which is kinda not multiplied by the given e.g. x10, but more like with some random values. A swing with a single style move rewards the player 2XP, multiplying this with 10 should hand out 20 exp, logically, right? Wrong. It somehow trashes that logic and gives you thousands of EXP for whatever reason, boosting you from e.g. Lv13 up to lv 40+++ lol.
Just for your concern, the game will not show the correctly multiplied value, if activating the cheat and doing stuff. It will show like 16xp gained from swinging around, but will surely multiply that properly (you can check your current EXP gauge inside the inventory/map menu). It is just an UI bug.

This is btw the current exp value pointer, a real pointer, which will never change:
"Spider-Man.exe"+7019988 - 4 byte

SmartDog
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Re: [REQUEST] Marvel's Spider-Man Remastered (steam)

Post by SmartDog »

Gotta say, I can't even remember the last time I saw single level pointers in a game that worked. This is sweet but alas, despite me not cheating I'm finding the same as Avengers, I'm almost half way through the game and I'm losing the drive to play more. It's still as amazing as it was but there's not much to work for once you're at around 50% or so because you've unlocked all the good stuff and the rest is just stuff thats not gonna get used :/

Still, what a port! I've disliked Sony for so long for hoarding the Spider-Man IP and now they're not only releasing their exclusives but doing a top job of it too.

SpeedyDash
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Re: [REQUEST] Marvel's Spider-Man Remastered (steam)

Post by SpeedyDash »

gambler_joe wrote:
Sat Aug 13, 2022 7:10 pm
SpeedyDash wrote:
Sat Aug 13, 2022 4:20 pm
I have only been doing simple cheating while waiting for a table, a few things I have found that could help is that it seems for most values there is a constant display address which always remains the same between launches and the actual address value which determines it's value.

I made a simple table of a few addresses that I have found to remain constant between loads, most barely help but the health address will allow you to quickly find the actual health address any time it resets (primarily on loading) especially when has decimals. Open the map to get the addresses beside health to populate.
Thanks for this, but I tried it and it keeps resetting the values besides health.
As I said in my post, that value mirrors the actual health value which can help in finding the address that actually controls health.

NomuNomu
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Re: [REQUEST] Marvel's Spider-Man Remastered (steam)

Post by NomuNomu »

Ordinal 10 for the HeroHealth virtual function table is where you want to hook for incoming damage.

RCX will point to the health structure, set +0x88 and 0x8C to 100.0. Or nullify the incoming damage by changing RDX+0x144 to 0.0f

Much of the game mechanics should be easy to find in a similar matter.

Code: Select all

[ENABLE]

aobscanmodule(OnHealthChange,Spider-Man.exe,40 53 57 48 81 EC 98 00 00 00 48 8B F9) // should be unique
alloc(newmem,$1000,OnHealthChange)

label(code)
label(return)

newmem:
  mov [rcx+88], (float)100.0
  mov [rcx+8C], (float)100.0

code:
  push rbx
  push rdi
  sub rsp,00000098
  jmp return

OnHealthChange:
  jmp newmem
  nop 5
return:
registersymbol(OnHealthChange)

[DISABLE]

OnHealthChange:
  db 40 53 57 48 81 EC 98 00 00 00

unregistersymbol(OnHealthChange)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: Spider-Man.exe.text+8256A0

Spider-Man.exe.text+825696: 5F                       - pop rdi
Spider-Man.exe.text+825697: C3                       - ret 
Spider-Man.exe.text+825698: CC                       - int 3 
Spider-Man.exe.text+825699: CC                       - int 3 
Spider-Man.exe.text+82569A: CC                       - int 3 
Spider-Man.exe.text+82569B: CC                       - int 3 
Spider-Man.exe.text+82569C: CC                       - int 3 
Spider-Man.exe.text+82569D: CC                       - int 3 
Spider-Man.exe.text+82569E: CC                       - int 3 
Spider-Man.exe.text+82569F: CC                       - int 3 
// ---------- INJECTING HERE ----------
Spider-Man.exe.text+8256A0: 40 53                    - push rbx
// ---------- DONE INJECTING  ----------
Spider-Man.exe.text+8256A2: 57                       - push rdi
Spider-Man.exe.text+8256A3: 48 81 EC 98 00 00 00     - sub rsp,00000098
Spider-Man.exe.text+8256AA: 48 8B F9                 - mov rdi,rcx
Spider-Man.exe.text+8256AD: 48 8B DA                 - mov rbx,rdx
Spider-Man.exe.text+8256B0: 48 81 C1 40 01 00 00     - add rcx,00000140
Spider-Man.exe.text+8256B7: E8 04 CE E4 00           - call Spider-Man.exe.text+16724C0
Spider-Man.exe.text+8256BC: 48 85 C0                 - test rax,rax
Spider-Man.exe.text+8256BF: 0F 84 7C 05 00 00        - je Spider-Man.exe.text+825C41
Spider-Man.exe.text+8256C5: 48 8B C8                 - mov rcx,rax
Spider-Man.exe.text+8256C8: 4C 89 B4 24 90 00 00 00  - mov [rsp+00000090],r14
}
Edit: Oh, health can go over 100. Max health is +80. Left as an exercise for the reader.
Last edited by NomuNomu on Tue Aug 16, 2022 4:35 am, edited 2 times in total.

SpeedyDash
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Re: [REQUEST] Marvel's Spider-Man Remastered (steam)

Post by SpeedyDash »

NomuNomu wrote:
Sun Aug 14, 2022 5:22 am
Ordinal 10 for the HeroHealth virtual function table is where you want to hook for incoming damage.

RCX will point to the health structure, set +0x88 and 0x8C to 100.0. Or nullify the incoming damage by changing RDX+0x144 to 0.0f

Much of the game mechanics should be easy to find in a similar matter.

Code: Select all

[ENABLE]

aobscanmodule(OnHealthChange,Spider-Man.exe,40 53 57 48 81 EC 98 00 00 00 48 8B F9) // should be unique
alloc(newmem,$1000,OnHealthChange)

label(code)
label(return)

newmem:
  mov [ecx+88], (float)100.0
  mov [ecx+8C], (float)100.0

code:
  push rbx
  push rdi
  sub rsp,00000098
  jmp return

OnHealthChange:
  jmp newmem
  nop 5
return:
registersymbol(OnHealthChange)

[DISABLE]

OnHealthChange:
  db 40 53 57 48 81 EC 98 00 00 00

unregistersymbol(OnHealthChange)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: Spider-Man.exe.text+8256A0

Spider-Man.exe.text+825696: 5F                       - pop rdi
Spider-Man.exe.text+825697: C3                       - ret 
Spider-Man.exe.text+825698: CC                       - int 3 
Spider-Man.exe.text+825699: CC                       - int 3 
Spider-Man.exe.text+82569A: CC                       - int 3 
Spider-Man.exe.text+82569B: CC                       - int 3 
Spider-Man.exe.text+82569C: CC                       - int 3 
Spider-Man.exe.text+82569D: CC                       - int 3 
Spider-Man.exe.text+82569E: CC                       - int 3 
Spider-Man.exe.text+82569F: CC                       - int 3 
// ---------- INJECTING HERE ----------
Spider-Man.exe.text+8256A0: 40 53                    - push rbx
// ---------- DONE INJECTING  ----------
Spider-Man.exe.text+8256A2: 57                       - push rdi
Spider-Man.exe.text+8256A3: 48 81 EC 98 00 00 00     - sub rsp,00000098
Spider-Man.exe.text+8256AA: 48 8B F9                 - mov rdi,rcx
Spider-Man.exe.text+8256AD: 48 8B DA                 - mov rbx,rdx
Spider-Man.exe.text+8256B0: 48 81 C1 40 01 00 00     - add rcx,00000140
Spider-Man.exe.text+8256B7: E8 04 CE E4 00           - call Spider-Man.exe.text+16724C0
Spider-Man.exe.text+8256BC: 48 85 C0                 - test rax,rax
Spider-Man.exe.text+8256BF: 0F 84 7C 05 00 00        - je Spider-Man.exe.text+825C41
Spider-Man.exe.text+8256C5: 48 8B C8                 - mov rcx,rax
Spider-Man.exe.text+8256C8: 4C 89 B4 24 90 00 00 00  - mov [rsp+00000090],r14
}
Nice, now we're making progress on getting cheats made.

unck
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Re: [REQUEST] Marvel's Spider-Man Remastered (steam)

Post by unck »

Not mine, enjoy ;)

Exp multiplier
Add skill points
Unlimited tokens
God mod
Instant kill
Unlimited gadget ammo
Max combo
Game speed modifier


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IFireflyl
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Re: [REQUEST] Marvel's Spider-Man Remastered (steam)

Post by IFireflyl »

unck wrote:
Sun Aug 14, 2022 11:21 am
Not mine, enjoy ;)

Exp multiplier
Add skill points
Unlimited tokens
God mod
Instant kill
Unlimited gadget ammo
Max combo
Game speed modifier


Marvel’s Spider-Man Remastered v1.812.1.0_Table v1.1_ColonelRVH.CT
Do you have the owner's permission to upload this table? Because this is found in the table:
Any distributions of my tables & codes are unadvised.


If you don't have explicit permission from the owner to upload this here then you should delete that.


Casanova confirmed that this table is allowed to be posted here.
Last edited by IFireflyl on Sun Aug 14, 2022 7:37 pm, edited 3 times in total.

Cas
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Re: [REQUEST] Marvel's Spider-Man Remastered (steam)

Post by Cas »

IFireflyl wrote:
Sun Aug 14, 2022 2:48 pm
..
Colonel has no issue with his content being posted here, the credits are intact as well.

Can people (not you) please stop with the overzealous reporting? I find it strange how nobody cares when content from FRF is posted elsewhere but the reverse gets reported without due research.

ahmedjacop1811
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Re: [REQUEST] Marvel's Spider-Man Remastered (steam)

Post by ahmedjacop1811 »

ineed table to open all suits :) :"(

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Re: [REQUEST] Marvel's Spider-Man Remastered (steam)

Post by IFireflyl »

Casanova wrote:
Sun Aug 14, 2022 2:50 pm
Colonel has no issue with his content being posted here, the credits are intact as well.

Can people (not you) please stop with the overzealous reporting? I find it strange how nobody cares when content from FRF is posted elsewhere but the reverse gets reported without due research.
I didn't report (and I know you said you weren't responding to me personally on that), but rather just wanted clarification that the cross-post was legitimate from the user who posted it. I only wanted that clarification because there is so much content stolen from FRF, and I don't want us to turn into a site that steals content in kind.

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