Crash Bandicoot N. Sane Trilogy is basically a collection of remasters of the first three releases in the Crash Bandicoot series, namely Crash Bandicoot, Cortex Strikes Back and Warped. The game is a super exciting platform game from Vicarious Visions, released in 2018 for PC.
In each of the three games in the trilogy, Crash Bandicoot (the starring character) progresses through various levels to stop the evil Doctor Neo Cortex from taking over the world. Crash is an interesting character who is super active, energetic and pumped up, he uses spinning and high jumping tactics to combat enemies. On his way, the player also crushes crates to collect useful items like fruits, extra lives and the very very important protective Aku Aku masks. The players can also switch and play most levels as taking over the character of Coco, Crash’s little sister. The trio also features unified checkpoints, pause menus, time trials and both manual and automatic saving systems.
Use your swift gaming skills to stop the evil mastermind Doctor Neo Cortex from achieving his evil ambitions.
Download our Crash Bandicoot N.Sane Trilogy Cheat Table to get amazing hacks. These hacks or cheats will take you closer to Doctor Neo and assist you in crucial parts of the gameplay. You can tackle enemies while enjoying the game to the fullest. Get unlimited lives and enjoy the carefree gameplay. You can also freeze rolling objects at any point of the game play. Plus you can get items like apples and boxes using these simple hacks. Or get infinite jumps using the Unlimited Jumps cheat code and much much more. Try all these super awesome exciting hacks with just a simple download of our cheat table. So grab our Crash Bandicoot N.Sane Trilogy Cheat using the green download button at the top of the page.
Cheat Trainer Features
In each of the three games in the trilogy, Crash Bandicoot (the starring character) progresses through various levels to stop the evil Doctor Neo Cortex from taking over the world. Crash is an interesting character who is super active, energetic and pumped up, he uses spinning and high jumping tactics to combat enemies. On his way, the player also crushes crates to collect useful items like fruits, extra lives and the very very important protective Aku Aku masks. The players can also switch and play most levels as taking over the character of Coco, Crash’s little sister. The trio also features unified checkpoints, pause menus, time trials and both manual and automatic saving systems.
Use your swift gaming skills to stop the evil mastermind Doctor Neo Cortex from achieving his evil ambitions.
Download our Crash Bandicoot N.Sane Trilogy Cheat Table to get amazing hacks. These hacks or cheats will take you closer to Doctor Neo and assist you in crucial parts of the gameplay. You can tackle enemies while enjoying the game to the fullest. Get unlimited lives and enjoy the carefree gameplay. You can also freeze rolling objects at any point of the game play. Plus you can get items like apples and boxes using these simple hacks. Or get infinite jumps using the Unlimited Jumps cheat code and much much more. Try all these super awesome exciting hacks with just a simple download of our cheat table. So grab our Crash Bandicoot N.Sane Trilogy Cheat using the green download button at the top of the page.
Cheat Trainer Features
- Freeze Rolling Obstacles
- Unlimited Jumps
- Unlimited Lives
- Current Lives
- Mask [2 or 3 = God Mode]
- Apples v2
- Boxes
- Save Position
- Load Position
- Undo Teleport
Main Script:
[ENABLE]
aobscanmodule(_UnlimitedJumps,CrashBandicootNSaneTrilogy.exe,88 48 2C 48 8D 4D B0)
aobscanmodule(_lIVES,CrashBandicootNSaneTrilogy.exe,45 8B 40 10 48 8B 5C 24 30)
aobscanmodule(_MaiNCode,CrashBandicootNSaneTrilogy.exe,3B 7B 10 0F 95 C3)
aobscanmodule(_Teleport,CrashBandicootNSaneTrilogy.exe,41 0F 28 00 48 8B 44 24 40)
alloc(newmem1,$1000,CrashBandicootNSaneTrilogy.exe)
alloc(newmem,$1000,CrashBandicootNSaneTrilogy.exe)
alloc(newmem3,$1000,CrashBandicootNSaneTrilogy.exe)
alloc(newmem4,$1000,CrashBandicootNSaneTrilogy.exe)
alloc(_enableUnlJumps,8)
alloc(_pLives,8)
alloc(_enableInfLives,8)
alloc(_pApples,8)
alloc(_pBoxes,8)
alloc(_pMask,8)
alloc(_enableGM,8)
alloc(_SavePosition,8)
alloc(_LoadPosition,8)
alloc(_UndoTele,8)
alloc(_xPos,8)
alloc(_yPos,8)
alloc(_zPos,8)
alloc(_xPosUndo,8)
alloc(_yPosUndo,8)
alloc(_zPosUndo,8)
registersymbol(_enableUnlJumps)
registersymbol(_UnlimitedJumps)
registersymbol(_pLives)
registersymbol(_enableInfLives)
registersymbol(_lIVES)
registersymbol(_pApples)
registersymbol(_pBoxes)
registersymbol(_pMask)
registersymbol(_MaiNCode)
registersymbol(_enableGM)
Registersymbol(_SavePosition)
Registersymbol(_LoadPosition)
Registersymbol(_UndoTele)
Registersymbol(_xPos)
Registersymbol(_yPos)
Registersymbol(_zPos)
Registersymbol(_xPosUndo)
Registersymbol(_yPosUndo)
Registersymbol(_zPosUndo)
registersymbol(_Teleport)
label(code1)
label(return1)
label(code)
label(return)
label(code3)
label(return3)
label(Check1)
label(Check2)
label(Check3)
label(code4)
label(return4)
label(Save)
label(Load)
label(Undo)
newmem4:
cmp rdi,21080 // Crash, R11 = FF01
jne code4
cmp [_SavePosition],1
je Save
cmp [_LoadPosition],1
je Load
cmp [_UndoTele],1
je Undo
jmp code4
Save:
mov [_SavePosition],0
movss xmm1,[r8]
movss [_xPos],xmm1
movss xmm1,[r8+04]
movss [_yPos],xmm1
movss xmm1,[r8+08]
movss [_zPos],xmm1
jmp code4
Load:
mov [_LoadPosition],0
movss xmm2,[r8]
movss [_xPosUndo],xmm2
movss xmm2,[r8+04]
movss [_yPosUndo],xmm2
movss xmm2,[r8+08]
movss [_zPosUndo],xmm2
movss xmm1,[_xPos]
movss [r8],xmm1
movss xmm1,[_yPos]
movss [r8+04],xmm1
movss xmm1,[_zPos]
movss [r8+08],xmm1
jmp code4
Undo:
mov [_UndoTele],0
movss xmm1,[_xPosUndo]
movss [r8],xmm1
movss xmm1,[_yPosUndo]
movss [r8+04],xmm1
movss xmm1,[_zPosUndo]
movss [r8+08],xmm1
jmp code4
code4:
movaps xmm0,[r8]
mov rax,[rsp+40]
jmp return4
newmem3:
cmp [rbx+790],1
jne Check1
mov [_pMask],rbx
cmp [_enableGM],1
jne Check1
mov [rbx+10],#3
jmp Check1
Check1:
cmp [rbx+770],0
jne Check2
mov [_pBoxes],rbx
jmp Check2
Check2:
cmp [rbx+7F0],(int)72
jne Check3
mov [_pApples],rbx
jmp Check3
Check3:
jmp code3
code3:
cmp edi,[rbx+10]
setne bl
jmp return3
newmem:
mov [_pLives],r8
cmp byte ptr [_enableInfLives],1
jne code
mov [r8+10],#999
code:
mov r8d,[r8+10]
mov rbx,[rsp+30]
jmp return
newmem1:
code1:
mov [rax+2C],cl
lea rcx,[rbp-50]
cmp [_enableUnlJumps],1
jne return1
mov [rax+2C],#1
jmp return1
_UnlimitedJumps:
jmp newmem1
nop
nop
return1:
_lIVES:
jmp newmem
nop
nop
nop
nop
return:
_MaiNCode:
jmp newmem3
nop
return3:
_Teleport:
jmp newmem4
nop
nop
nop
nop
return4:
_enableUnlJumps:
dq 0
_pLives:
dq 0
_enableInfLives:
dq 0
_pApples:
dq 0
_pBoxes:
dq 0
_pMask:
dq 0
_enableGM:
dq 0
_SavePosition:
dq 0
_LoadPosition:
dq 0
_UndoTele:
dq 0
_xPos:
dq 0
_yPos:
dq 0
_zPos:
dq 0
_xPosUndo:
dq 0
_yPosUndo:
dq 0
_zPosUndo:
dq 0
[DISABLE]
_UnlimitedJumps:
db 88 48 2C 48 8D 4D B0
_lIVES:
db 45 8B 40 10 48 8B 5C 24 30
_MaiNCode:
db 3B 7B 10 0F 95 C3
_Teleport:
db 41 0F 28 00 48 8B 44 24 40
unregistersymbol(_UnlimitedJumps)
unregistersymbol(_enableUnlJumps)
unregistersymbol(_lIVES)
unregistersymbol(_pLives)
unregistersymbol(_enableInfLives)
unregistersymbol(_MaiNCode)
unregistersymbol(_pApples)
unregistersymbol(_pBoxes)
unregistersymbol(_pMask)
unregistersymbol(_enableGM)
unregistersymbol(_Teleport)
unregistersymbol(_SavePosition)
unregistersymbol(_LoadPosition)
unregistersymbol(_UndoTele)
unregistersymbol(_xPos)
unregistersymbol(_yPos)
unregistersymbol(_zPos)
unregistersymbol(_xPosUndo)
unregistersymbol(_yPosUndo)
unregistersymbol(_zPosUndo)
dealloc(_enableUnlJumps)
dealloc(newmem1)
dealloc(_pLives)
dealloc(_enableInfLives)
dealloc(newmem)
dealloc(_pApples)
dealloc(_pBoxes)
dealloc(_pMask)
dealloc(newmem3)
dealloc(_enableGM)
dealloc(newmem4)
dealloc(_SavePosition)
dealloc(_LoadPosition)
dealloc(_UndoTele)
dealloc(_xPos)
dealloc(_yPos)
dealloc(_zPos)
dealloc(_xPosUndo)
dealloc(_yPosUndo)
dealloc(_zPosUndo)
{
// ORIGINAL CODE - INJECTION POINT: "CrashBandicootNSaneTrilogy.exe"+58B1C2
"CrashBandicootNSaneTrilogy.exe"+58B198: FF C3 - inc ebx
"CrashBandicootNSaneTrilogy.exe"+58B19A: 48 83 C7 04 - add rdi,04
"CrashBandicootNSaneTrilogy.exe"+58B19E: 41 3B 5E 08 - cmp ebx,[r14+08]
"CrashBandicootNSaneTrilogy.exe"+58B1A2: 0F 8C 58 FF FF FF - jl CrashBandicootNSaneTrilogy.exe+58B100
"CrashBandicootNSaneTrilogy.exe"+58B1A8: 0F 28 74 24 50 - movaps xmm6,[rsp+50]
"CrashBandicootNSaneTrilogy.exe"+58B1AD: 45 33 ED - xor r13d,r13d
"CrashBandicootNSaneTrilogy.exe"+58B1B0: 48 8B 46 70 - mov rax,[rsi+70]
"CrashBandicootNSaneTrilogy.exe"+58B1B4: 80 78 22 02 - cmp byte ptr [rax+22],02
"CrashBandicootNSaneTrilogy.exe"+58B1B8: 48 8B 86 90 00 00 00 - mov rax,[rsi+00000090]
"CrashBandicootNSaneTrilogy.exe"+58B1BF: 0F 94 C1 - sete cl
// ---------- INJECTING HERE ----------
"CrashBandicootNSaneTrilogy.exe"+58B1C2: 88 48 2C - mov [rax+2C],cl
"CrashBandicootNSaneTrilogy.exe"+58B1C5: 48 8D 4D B0 - lea rcx,[rbp-50]
// ---------- DONE INJECTING ----------
"CrashBandicootNSaneTrilogy.exe"+58B1C9: 48 8B 56 70 - mov rdx,[rsi+70]
"CrashBandicootNSaneTrilogy.exe"+58B1CD: 48 8B 9E 90 00 00 00 - mov rbx,[rsi+00000090]
"CrashBandicootNSaneTrilogy.exe"+58B1D4: 48 83 C2 30 - add rdx,30
"CrashBandicootNSaneTrilogy.exe"+58B1D8: E8 43 13 25 00 - call CrashBandicootNSaneTrilogy.exe+7DC520
"CrashBandicootNSaneTrilogy.exe"+58B1DD: 48 8D 4D B0 - lea rcx,[rbp-50]
"CrashBandicootNSaneTrilogy.exe"+58B1E1: F2 0F 10 00 - movsd xmm0,[rax]
"CrashBandicootNSaneTrilogy.exe"+58B1E5: F2 0F 11 43 10 - movsd [rbx+10],xmm0
"CrashBandicootNSaneTrilogy.exe"+58B1EA: 8B 40 08 - mov eax,[rax+08]
"CrashBandicootNSaneTrilogy.exe"+58B1ED: 89 43 18 - mov [rbx+18],eax
"CrashBandicootNSaneTrilogy.exe"+58B1F0: 48 8B 56 70 - mov rdx,[rsi+70]
}
Freeze Rolling Obstacles:
[ENABLE]
aobscanmodule(_FreezeMovingObstacles,CrashBandicootNSaneTrilogy.exe,48 89 5C 24 10 48 89 6C 24 18 56 48 83 EC 40 49 8B E9) // should be unique
registersymbol(_FreezeMovingObstacles)
_FreezeMovingObstacles:
db C3 90 90 90 90
[DISABLE]
_FreezeMovingObstacles:
db 48 89 5C 24 10
unregistersymbol(_FreezeMovingObstacles)
{
// ORIGINAL CODE - INJECTION POINT: "CrashBandicootNSaneTrilogy.exe"+50F170
"CrashBandicootNSaneTrilogy.exe"+50F15F: 5E - pop rsi
"CrashBandicootNSaneTrilogy.exe"+50F160: 5B - pop rbx
"CrashBandicootNSaneTrilogy.exe"+50F161: 5D - pop rbp
"CrashBandicootNSaneTrilogy.exe"+50F162: C3 - ret
"CrashBandicootNSaneTrilogy.exe"+50F163: B0 01 - mov al,01
"CrashBandicootNSaneTrilogy.exe"+50F165: 48 81 C4 B0 00 00 00 - add rsp,000000B0
"CrashBandicootNSaneTrilogy.exe"+50F16C: 5E - pop rsi
"CrashBandicootNSaneTrilogy.exe"+50F16D: 5B - pop rbx
"CrashBandicootNSaneTrilogy.exe"+50F16E: 5D - pop rbp
"CrashBandicootNSaneTrilogy.exe"+50F16F: C3 - ret
// ---------- INJECTING HERE ----------
"CrashBandicootNSaneTrilogy.exe"+50F170: 48 89 5C 24 10 - mov [rsp+10],rbx
// ---------- DONE INJECTING ----------
"CrashBandicootNSaneTrilogy.exe"+50F175: 48 89 6C 24 18 - mov [rsp+18],rbp
"CrashBandicootNSaneTrilogy.exe"+50F17A: 56 - push rsi
"CrashBandicootNSaneTrilogy.exe"+50F17B: 48 83 EC 40 - sub rsp,40
"CrashBandicootNSaneTrilogy.exe"+50F17F: 49 8B E9 - mov rbp,r9
"CrashBandicootNSaneTrilogy.exe"+50F182: 48 8B F2 - mov rsi,rdx
"CrashBandicootNSaneTrilogy.exe"+50F185: 48 8B D9 - mov rbx,rcx
"CrashBandicootNSaneTrilogy.exe"+50F188: 48 85 D2 - test rdx,rdx
"CrashBandicootNSaneTrilogy.exe"+50F18B: 0F 84 3E 01 00 00 - je CrashBandicootNSaneTrilogy.exe+50F2CF
"CrashBandicootNSaneTrilogy.exe"+50F191: F3 0F 10 51 28 - movss xmm2,[rcx+28]
"CrashBandicootNSaneTrilogy.exe"+50F196: 0F 5A C2 - cvtps2pd xmm0,xmm2
}