Tomb Raider I-III Remastered Starring Lara Croft

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xorps
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Re: Tomb Raider I-III Remastered Starring Lara Croft

Post by xorps »

It won’t be difficult for you to make one for TR2/TR3 ?

The script works on all three parts of the game. Open it and just change the module "tomb1.dll" "tomb2.dll" "tomb3.dll"

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Re: Tomb Raider I-III Remastered Starring Lara Croft

Post by AlexS »

Angel wrote:
Tue Feb 20, 2024 11:18 pm
I encountered the most disgusting bug.
in the Venetian location, Lara cannot get out of the boat if she climbed into it.
I dropped the game, went through it again, excluding boarding boats, swimming manually everywhere, but there was a level that begins where the heroine is already sitting in the boat, this is the end!

I read about this bug in the Steam community; unfortunate owners of keyboards and mice who do NOT play on gamepads are faced with this!
unfortunately I don’t have gamepads to quickly get around this bug(

Is it possible to somehow send a command to “get out of the boat” using cheats or something else?
(Google translation)

Lara leaves the boat by holding the jump button and pressing the left or right button. On the keyboard, in classic control mode.

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Re: Tomb Raider I-III Remastered Starring Lara Croft

Post by Angel »

AlexS wrote:
Wed Feb 21, 2024 2:22 pm
(Google translation)
Lara leaves the boat by holding the jump button and pressing the left or right button. On the keyboard, in classic control mode.
thank you very much!
I spent the entire evening searching for a solution on Google yesterday, but to no avail.
I have already contacted a friend, I wanted to ask him for an original xbox gamepad, but we live far from each other and it would be a long time before I could continue playing.

In short, you literally saved me!
Thanks again for the solution.


I never cease to be amazed at how responsive people are on this forum.

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Re: Tomb Raider I-III Remastered Starring Lara Croft

Post by Angel »

xorps wrote:
Wed Feb 21, 2024 6:42 am
It won’t be difficult for you to make one for TR2/TR3 ?

The script works on all three parts of the game. Open it and just change the module "tomb1.dll" "tomb2.dll" "tomb3.dll"
Unfortunately, I did not have enough knowledge and skills to independently integrate your code into an existing table.
can I ask you to do this?

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Re: Tomb Raider I-III Remastered Starring Lara Croft

Post by xorps »

Angel wrote:
Wed Feb 21, 2024 4:27 pm

can I ask you to do this?
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tomb123 jump.CT
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Re: Tomb Raider I-III Remastered Starring Lara Croft

Post by xorps »

Figured out how to make a passage through the walls, but here in the game, there is a trigger on the collision of the character, with his pushing out of the textures and it is very bad looks. It is necessary to disable this trigger.

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Re: Tomb Raider I-III Remastered Starring Lara Croft

Post by xorps »

Angel wrote:
Thu Feb 22, 2024 6:23 pm
The invisibility mode would be much more effective, the character would not have changed its coordinates in space from enemy ataks.
This can all be turned off and there is nothing complicated about it.
And here's the no clip function
Here's what it looks like. If a character doesn't have an area to stand up in, they'll teleport into the sky that way.

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Re: Tomb Raider I-III Remastered Starring Lara Croft

Post by AlexS »

Angel wrote:
Thu Feb 22, 2024 6:23 pm
Now the character simply catches all the attacks of enemies with his face, often falling from the platform from the return on the collision.
(Google translation)

Not quite clear...
Do you want to prevent enemies from pushing Lara when attacking? Like in this screenshot, where more than a dozen enemies cannot push Lara into the pool:
Spoiler
Image
Or do you want to prevent Lara from falling below the height she is currently at? Like this screenshot, where Lara stands on the “emptiness” above the pool and does not fall down:
Spoiler
Image

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Re: Tomb Raider I-III Remastered Starring Lara Croft

Post by Angel »

AlexS wrote:
Thu Feb 22, 2024 8:02 pm
Angel wrote:
Thu Feb 22, 2024 6:23 pm
Now the character simply catches all the attacks of enemies with his face, often falling from the platform from the return on the collision.
(Google translation)

Not quite clear...
Do you want to prevent enemies from pushing Lara when attacking? Like in this screenshot, where more than a dozen enemies cannot push Lara into the pool:
Spoiler
Image
Or do you want to prevent Lara from falling below the height she is currently at? Like this screenshot, where Lara stands on the “emptiness” above the pool and does not fall down:
Spoiler
Image
neither one nor the other.
invisible mode in trainers works easier:
enemies do not react to the character.
although this will spoil the gameplay of this game a little.

God mode would be more suitable here, i.e. enemies hit or push the character, but the character has no reaction to this.

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Re: Tomb Raider I-III Remastered Starring Lara Croft

Post by franky12345 »

xorps wrote:
Wed Feb 21, 2024 8:08 pm
Angel wrote:
Wed Feb 21, 2024 4:27 pm

can I ask you to do this?
the hack for the jump work pretty well , but we also need a hack that allow us to jump in mid hair , it will allow us to fly by using the normal jump

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Re: Tomb Raider I-III Remastered Starring Lara Croft

Post by xorps »

Maybe someone needs a feature to freeze enemies. And that is lying idle. I did not even add it to my trainer.
Script from the second part of the game. But it seems to work, on all three parts of the game. Just change the scannable module for your part of the game.
Spoiler

Code: Select all

[ENABLE]
aobscanmodule(_enemy_,tomb2.dll,74 ? 41 ? ? ? FF ? 4C ? ? ? ? ? ? 44 ? ? 83)
 _enemy_:
  db EB
registersymbol(_enemy_)
[DISABLE]
 _enemy_:
  db 74
unregistersymbol(_enemy_)
There's also an invisibility feature for the second part of the game. But you should turn it on before the enemy notices you.
Spoiler

Code: Select all

[ENABLE]
aobscanmodule(_no_attack_,tomb2.dll,0F 84 ? ? ? ? 0F B7 ? ? B8)
 _no_attack_:
  db 90 E9
registersymbol(_no_attack_)
[DISABLE]
 _no_attack_:
  db 0F 84
unregistersymbol(_no_attack_)
Maybe someone is interested in something like this :)
This is for the second part of the game, but fix the module and it will work for all three
Spoiler

Code: Select all

[ENABLE]
aobscanmodule(_Glasses_,tomb2.dll,41 ? ? ? ? ? ? ? 89 ? ? ? ? ? 89 ? ? ? ? ? 0F 84 ? ? ? ? 48)
 _Glasses_+07:
  db 01
registersymbol(_Glasses_)
[DISABLE]
 _Glasses_+07:
  db 00
unregistersymbol(_Glasses_)
Image

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Re: Tomb Raider I-III Remastered Starring Lara Croft

Post by AlexS »

Angel wrote:
Thu Feb 22, 2024 8:36 pm
neither one nor the other.
invisible mode in trainers works easier:
enemies do not react to the character.

(Google translation)

I understand.
Here is a script for the games TR1 and TR2 (I haven’t played TR3 yet). Enemies see Lara, react to her, but do not attack her.
It looks something like this:
Spoiler
Image
Sometimes, if you stand directly in front of an enemy in his path, the enemy can damage Lara, but will not pursue her and continue attacks. Enemies with ranged attacks (such as ranged weapons or dragon fire breath) can also sometimes start shooting at Lara, but if you move out of the line of fire they will stop attacking.
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TR_ai_v1.CT
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Re: Tomb Raider I-III Remastered Starring Lara Croft

Post by xorps »

By these offsets, what's in the table is a character life check. Intelligence probably thinks you are dead, so it doesn't attack. It's strange that the character death trigger doesn't work. :)

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Re: Tomb Raider I-III Remastered Starring Lara Croft

Post by AlexS »

xorps wrote:
Fri Feb 23, 2024 3:23 pm
By these offsets, what's in the table is a character life check. Intelligence probably thinks you are dead, so it doesn't attack.
I know.

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Re: Tomb Raider I-III Remastered Starring Lara Croft

Post by Angel »

xorps, Is it possible to turn off the receipt of damage from falls?
Not in the jump function, but a separate option.
The game has a lot of high places from which it is a long time to go down, it is easier to jump and reduce the routine path, of course I do not take into account the fatal distances, clearly designed for the death of the character.
As an example: jump from some ledge or hill, where there are stairs and ways of descent, but use them for quite some time.


By the way, I was delighted early, deciding that Fires had a permanent address in game memory.
After several restarts of the game, its changed, and I noticed it when they ended with me, it was unpleasant, given the abundance in the game (TR2) of dark locations.

I literally run with a fire in my hand there in most time)
Is it possible to search for the Pointer on their number on TR2 and TR3?
Thank you!

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