(REQUEST) Spider-Man 2002 Movie Game Goblin Overheat

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guest1991
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(REQUEST) Spider-Man 2002 Movie Game Goblin Overheat

Post by guest1991 »

I know there's a few cheat engine tables out there for this game but none of them has cheats for the Green Goblin Glider. If someone can make a table that has no overheat for the glider that would be really appreciated.

Having no overheat would allow unlimited ammo for the guns, the inferno bombs and the homing Blades. Also would allow to have unlimited turbo.

Thanks

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Re: (REQUEST) Spider-Man 2002 Movie Game Goblin Overheat

Post by 1lvl1 »

Table made using version 1.3.0.

Hope everything works.
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SpiderMan.CT
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Last edited by 1lvl1 on Mon Jan 22, 2024 4:52 am, edited 1 time in total.

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Re: (REQUEST) Spider-Man 2002 Movie Game Goblin Overheat

Post by guest1991 »

1lvl1 wrote:
Fri Jan 19, 2024 7:06 am
Table made using version 1.3.0.

Hope everything works.
Sorry for the late reply.

Damn was not expecting someone to pull this off. Specially in less then a week. If i had known this was possible i would have posted the request earlier. Many people wished to have a table for the Goblin glider. The HP and Energy was already working on the other tables but it is appreciated that you included them nonetheless. I tried the table and it works great.

Big thanks!

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Re: (REQUEST) Spider-Man 2002 Movie Game Goblin Overheat

Post by guest1991 »

@1lvl1 If ever you read this i noticed an issue with the table you created. Every time i activate the Homing Blades and Inferno Bombs or both at the same time i noticed that it crashes my game. It happens either by restarting a level and even when i try exiting the game. There's like a Steel_Debug message error that appears. I also tried unchecking both still crashes and the cheats are still active for some reason during the level.

Hope it is possible to fix this.
Last edited by guest1991 on Tue Jan 23, 2024 2:52 am, edited 1 time in total.

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Re: (REQUEST) Spider-Man 2002 Movie Game Goblin Overheat

Post by 1lvl1 »

I have changed scripts a little bit. This should fix the problem.

Table is reuploaded.

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Re: (REQUEST) Spider-Man 2002 Movie Game Goblin Overheat

Post by guest1991 »

1lvl1 wrote:
Mon Jan 22, 2024 4:54 am
I have changed scripts a little bit. This should fix the problem.

Table is reuploaded.
Glad you looked in to it. Sadly i just tried the new table still crashes and has that the same Steel_Debug error message. I think the Homing Blades and Inferno Bombs needs more work. Wonder why it has issues like this.

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Re: (REQUEST) Spider-Man 2002 Movie Game Goblin Overheat

Post by guest1991 »

@1lvl1 I do not know if this could help but i remember someone on Discord that attempted to pull off the Glider cheats but no luck getting a script done. Mentioned somethings about the Glider. The person said this :

okay so there's like 3.5 ways to have unlimited glider without in-game cheats

- enable the flag for no heat that gets applied when you use the cheat (basically, it's as if you entered the cheat, but you didn't. this is the .5)

-find the instruction for each thing that increases the heat of the glider and nop them all

-find a pointer to the glider's heat level and lock it to 0 (boring)

- find a byte in memory that says if the glider is overheated or not, and make it so it never is (so even when glider heat reaches 100, you can still boost/use guns/etc)
Last edited by guest1991 on Tue Jan 23, 2024 7:23 am, edited 1 time in total.

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Re: (REQUEST) Spider-Man 2002 Movie Game Goblin Overheat

Post by 1lvl1 »

I have played through couple levels with all scripts enabled and never experienced the crash. The problem must be something else.

The initial idea about crashes was the way Bombs and Blades work, not the Glider. What script does about Glider, it moves value to 0 all the time, preventing it being Overheated, which happens when value reaches certain amount (I believe it is 100). In my testing, I successfully managed to use Turbo, Bombs and Blades at the same time and never crashed the game.

Blades and Bomb meters work separately on it own, depleting the meter and contributing to the Overheat. The way they work is little bit confusing, as there is no "normal" value to look at, except Byte, which is too is weird. I tried to make it as simple as possible, thinking it was the cause of crashes.

All I can think of - trying different version of the game.

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Re: (REQUEST) Spider-Man 2002 Movie Game Goblin Overheat

Post by guest1991 »

1lvl1 wrote:
Tue Jan 23, 2024 5:59 am
I have played through couple levels with all scripts enabled and never experienced the crash. The problem must be something else.

The initial idea about crashes was the way Bombs and Blades work, not the Glider. What script does about Glider, it moves value to 0 all the time, preventing it being Overheated, which happens when value reaches certain amount (I believe it is 100). In my testing, I successfully managed to use Turbo, Bombs and Blades at the same time and never crashed the game.

Blades and Bomb meters work separately on it own, depleting the meter and contributing to the Overheat. The way they work is little bit confusing, as there is no "normal" value to look at, except Byte, which is too is weird. I tried to make it as simple as possible, thinking it was the cause of crashes.

All I can think of - trying different version of the game.
Update a few people on Discord did some tests with your table and the result is interesting. It also allowed me to confirm something on my end. The Blades are fine actually. It is the Bombs that causes crashing while restarting a level or while trying exiting the game it self on my end. The people that did the testing they do not have crashing with the bombs activated. Something i noticed with the Blades and Bombs in order to fully deactivate the cheats for those we must restart the level. Hope there is a way to deactivate those while in the level.

As for the version of the game i am using 1.3. The older ones are virtually impossible to play with now a days and are buggy.

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Re: (REQUEST) Spider-Man 2002 Movie Game Goblin Overheat

Post by 1lvl1 »

There is something you can try - open Bomb script and paste this "mov [edi+000009F8],ecx" after "add ecx,0", so it should look like:

code:
add ecx,0
mov [edi+000009F8],ecx
jmp return


I'm not sure if this will help, but it is a try.

The main issue with Bombs and Blades - when you apply nop to the code or however modify it, it will add certain amount to the Maximum value, every time you shoot, because how game is coded. And it will grow exponentially, to high values. So for example, maximum amount of bombs is 30. When you shoot, your maximum available will be 35. This is why the bar depletes slower and slower, when you shoot, if you noticed.

Hope you solve your problem.

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Re: (REQUEST) Spider-Man 2002 Movie Game Goblin Overheat

Post by VampTY »

@ guest1991

Compress the game, upload it, paste me the link for it through PM and some saved game shared.I'll take a look, hope is not as bad as it looks on YT.

Let me know through PM. :P

EDIT:
@ guest1991

You provided some outdated version of the game through PM, waste of my time :| , i've downloaded the proper version with all included and also with patch for 1.3.Game itself is full of errors, i've encuntered on level 2 enough of them, even on level 3.Crashed without cheats and with cheats.
Paste this in CE
<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
<CheatEntries>
<CheatEntry>
<ID>32</ID>
<Description>"SpiderMan"</Description>
<LastState/>
<Color>6B6B6B</Color>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>[ENABLE]
{$lua}
OpenProcess("SpiderMan.exe")
{$asm}
[DISABLE]
</AssemblerScript>
<CheatEntries>
<CheatEntry>
<ID>195</ID>
<Description>"Energy/Web"</Description>
<LastState/>
<Color>FF0000</Color>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>[ENABLE]
aobscanmodule(_energy_web,SpiderMan.exe,D9 85 0C 03 00 00 D8 9D 60)
alloc(newmem,$1000)
label(return)
registersymbol(_energy_web)
newmem:
mov [ebp+30C],42c80000
fld dword ptr [ebp+30C]
jmp return
_energy_web:
jmp newmem
nop
return:
[DISABLE]
dealloc(*)
unregistersymbol(*)
_energy_web:
db D9 85 0C 03 00 00
</AssemblerScript>
</CheatEntry>
<CheatEntry>
<ID>191</ID>
<Description>"Life"</Description>
<Options moDeactivateChildrenAsWell="1"/>
<LastState/>
<Color>0000FF</Color>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>[ENABLE]
aobscanmodule(_life,SpiderMan.exe,DB 40 08 DB 40 10 DE F9 D9)
alloc(newmem,$1000)
label(return)
registersymbol(_life)
newmem:
mov [eax+08],c8
fild dword ptr [eax+08]
fild dword ptr [eax+10]
jmp return
_life:
jmp newmem
nop
return:
[DISABLE]
dealloc(*)
unregistersymbol(*)
_life:
db DB 40 08 DB 40 10
</AssemblerScript>
</CheatEntry>
<CheatEntry>
<ID>198</ID>
<Description>"Meter"</Description>
<LastState/>
<Color>000040</Color>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>[ENABLE]
aobscanmodule(_meter,SpiderMan.exe,D9 81 D0 09 00 00)
alloc(_0_,4)
alloc(newmem,$1000)
label(return)
registersymbol(_meter _0_)
newmem:
mov [_0_],ecx
fld dword ptr [ecx+9D0]
jmp return
_meter:
jmp newmem
nop
return:
[DISABLE]
dealloc(*)
unregistersymbol(*)
_meter:
db D9 81 D0 09 00 00
</AssemblerScript>
<CheatEntries>
<CheatEntry>
<ID>234</ID>
<Description>"Green"</Description>
<ShowAsSigned>1</ShowAsSigned>
<Color>008000</Color>
<VariableType>Float</VariableType>
<Address>_0_</Address>
<Offsets>
<Offset>9d0</Offset>
</Offsets>
</CheatEntry>
<CheatEntry>
<ID>235</ID>
<Description>"Purple"</Description>
<ShowAsSigned>1</ShowAsSigned>
<Color>800080</Color>
<VariableType>Byte</VariableType>
<Address>_0_</Address>
<Offsets>
<Offset>a10</Offset>
</Offsets>
</CheatEntry>
<CheatEntry>
<ID>236</ID>
<Description>"Orange"</Description>
<ShowAsSigned>1</ShowAsSigned>
<Color>0080FF</Color>
<VariableType>Byte</VariableType>
<Address>_0_</Address>
<Offsets>
<Offset>9f8</Offset>
</Offsets>
</CheatEntry>
</CheatEntries>
</CheatEntry>
</CheatEntries>
</CheatEntry>
</CheatEntries>
</CheatTable>
Those are the ptrs located for values, with them locked will crash, without them locked they won't, they could use a cmp, not in mood for that after all these crashes.Though, in this game all you need is life.
Last edited by VampTY on Tue Jan 23, 2024 3:52 pm, edited 4 times in total.

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Re: (REQUEST) Spider-Man 2002 Movie Game Goblin Overheat

Post by guest1991 »

VampTY wrote:
Tue Jan 23, 2024 8:44 am
@ guest1991

Compress the game, upload it, paste me the link for it through PM and some saved game shared.I'll take a look, hope is not as bad as it looks on YT.

Let me know through PM. :P
I just DM you a link of the game and a save file. Curious to see what you can do with the Glider.

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Re: (REQUEST) Spider-Man 2002 Movie Game Goblin Overheat

Post by guest1991 »

1lvl1 wrote:
Tue Jan 23, 2024 7:54 am
There is something you can try - open Bomb script and paste this "mov [edi+000009F8],ecx" after "add ecx,0", so it should look like:

code:
add ecx,0
mov [edi+000009F8],ecx
jmp return


I'm not sure if this will help, but it is a try.

The main issue with Bombs and Blades - when you apply nop to the code or however modify it, it will add certain amount to the Maximum value, every time you shoot, because how game is coded. And it will grow exponentially, to high values. So for example, maximum amount of bombs is 30. When you shoot, your maximum available will be 35. This is why the bar depletes slower and slower, when you shoot, if you noticed.

Hope you solve your problem.
I tried your coding although instead of putting add i left it to mov. I noticed the meter does not go down at all but sadly my game still crashes when i use the bombs to much or restarting the levels. The Blades after all seems to crash but randomly. Sometimes it is fine and sometimes not so much. The whole Blades and Bombs the way it is design is very complex.

guest1991
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Re: (REQUEST) Spider-Man 2002 Movie Game Goblin Overheat

Post by guest1991 »

VampTY wrote:
Tue Jan 23, 2024 8:44 am
@ guest1991

Compress the game, upload it, paste me the link for it through PM and some saved game shared.I'll take a look, hope is not as bad as it looks on YT.

Let me know through PM. :P

EDIT:
@ guest1991

You provided some outdated version of the game through PM, waste of my time :| , i've downloaded the proper version with all included and also with patch for 1.3.Game itself is full of errors, i've encuntered on level 2 enough of them, even on level 3.Crashed without cheats and with cheats.
Paste this in CE
<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
<CheatEntries>
<CheatEntry>
<ID>32</ID>
<Description>"SpiderMan"</Description>
<LastState/>
<Color>6B6B6B</Color>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>[ENABLE]
{$lua}
OpenProcess("SpiderMan.exe")
{$asm}
[DISABLE]
</AssemblerScript>
<CheatEntries>
<CheatEntry>
<ID>195</ID>
<Description>"Energy/Web"</Description>
<LastState/>
<Color>FF0000</Color>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>[ENABLE]
aobscanmodule(_energy_web,SpiderMan.exe,D9 85 0C 03 00 00 D8 9D 60)
alloc(newmem,$1000)
label(return)
registersymbol(_energy_web)
newmem:
mov [ebp+30C],42c80000
fld dword ptr [ebp+30C]
jmp return
_energy_web:
jmp newmem
nop
return:
[DISABLE]
dealloc(*)
unregistersymbol(*)
_energy_web:
db D9 85 0C 03 00 00
</AssemblerScript>
</CheatEntry>
<CheatEntry>
<ID>191</ID>
<Description>"Life"</Description>
<Options moDeactivateChildrenAsWell="1"/>
<LastState/>
<Color>0000FF</Color>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>[ENABLE]
aobscanmodule(_life,SpiderMan.exe,DB 40 08 DB 40 10 DE F9 D9)
alloc(newmem,$1000)
label(return)
registersymbol(_life)
newmem:
mov [eax+08],c8
fild dword ptr [eax+08]
fild dword ptr [eax+10]
jmp return
_life:
jmp newmem
nop
return:
[DISABLE]
dealloc(*)
unregistersymbol(*)
_life:
db DB 40 08 DB 40 10
</AssemblerScript>
</CheatEntry>
<CheatEntry>
<ID>198</ID>
<Description>"Meter"</Description>
<LastState/>
<Color>000040</Color>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>[ENABLE]
aobscanmodule(_meter,SpiderMan.exe,D9 81 D0 09 00 00)
alloc(_0_,4)
alloc(newmem,$1000)
label(return)
registersymbol(_meter _0_)
newmem:
mov [_0_],ecx
fld dword ptr [ecx+9D0]
jmp return
_meter:
jmp newmem
nop
return:
[DISABLE]
dealloc(*)
unregistersymbol(*)
_meter:
db D9 81 D0 09 00 00
</AssemblerScript>
<CheatEntries>
<CheatEntry>
<ID>234</ID>
<Description>"Green"</Description>
<ShowAsSigned>1</ShowAsSigned>
<Color>008000</Color>
<VariableType>Float</VariableType>
<Address>_0_</Address>
<Offsets>
<Offset>9d0</Offset>
</Offsets>
</CheatEntry>
<CheatEntry>
<ID>235</ID>
<Description>"Purple"</Description>
<ShowAsSigned>1</ShowAsSigned>
<Color>800080</Color>
<VariableType>Byte</VariableType>
<Address>_0_</Address>
<Offsets>
<Offset>a10</Offset>
</Offsets>
</CheatEntry>
<CheatEntry>
<ID>236</ID>
<Description>"Orange"</Description>
<ShowAsSigned>1</ShowAsSigned>
<Color>0080FF</Color>
<VariableType>Byte</VariableType>
<Address>_0_</Address>
<Offsets>
<Offset>9f8</Offset>
</Offsets>
</CheatEntry>
</CheatEntries>
</CheatEntry>
</CheatEntries>
</CheatEntry>
</CheatEntries>
</CheatTable>
Those are the ptrs located for values, with them locked will crash, without them locked they won't, they could use a cmp, not in mood for that after all these crashes.Though, in this game all you need is life.
Sorry for the game link i provided. I was sure it came with the 1.3 patch already. It has been a while.

Ok so despite that glad you found a proper version with 1.3 patch not sure to understand if your methods worked or not. Also is there something to do after all with the Blades and Bombs?

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Re: (REQUEST) Spider-Man 2002 Movie Game Goblin Overheat

Post by guest1991 »

@1lvl1 @VampTY Ok you guys are right. The pre-installed version of the game i had was causing the crashing. I tried a different one and the table is way more functional. No crashing basically.

As for the add ecx,0 mov [edi+000009F8],ecx and jmp return it does seem to do much. Now that the crashing is resolved i guess the only thing that would be nice to see on the table is a full deactivate cheats for Blades and Bombs without restarting levels. If it is not possible i suppose it is not a big deal. In a way it was a good thing i made a mistake with the link website because it did confirm why crashing occurred. We just need to make sure we have fully functioning pre-installed version of the game.

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