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Cheat Engine Issues w/ PPSSPP 1.3
03-03-2017, 09:40 AM (This post was last modified: 03-03-2017 09:42 AM by LunaMoo.)
Post: #7
RE: Cheat Engine Issues w/ PPSSPP 1.3
In my cheat table note there are few scripts made for different 64 bit versions of ppsspp, ie the last script that mentions ~v1.3-400+ still works in current latest(v1.3-767-g4736330) from buildbot, for 1.3 version of PPSSPP you would want to use the older script.

When script activates, easy way to confirm it found PSP game memory is to look at "PSP memory in CE" value, if it shows 0, it's most likely found correct address, to further confirm it you can ctrl+B while it's selected(to browse memory) and scroll down to +0x4000, range between should be empty, followed by some data(game code to be exact). It would look like that:
[Image: kzLtBT5.png]

That's because the script points to the start of user memory, however PSP game executable is loaded at +0x4000 from there. When making cwcheats that modify game code that empty range is commonly used as code cave for longer scripts, so with cwcheats activated it might not be completely empty.

If you're now sure that you're looking through PSP memory, maybe you just have problems finding the variable you want to change, it's not always same as printed on the screen, quite often games will store on screen/display value differently than actual data it's representing.

What's the game you're looking through and what you're trying to find anyway? It could be just one of the tightly packed ones that move stuff around very often, good to remember PSP had only 24 mb of ram for standard commercial games and some of them try very hard to fit it.

http://forums.ppsspp.org/showthread.php?tid=6594 - Custom PPSSPP Shaders!
http://forums.ppsspp.org/showthread.php?tid=3590&pid=117172#pid117172 - simple CE scripts to help creating CWCheats,
https://github.com/LunaMoo/PPSSPP_workarounds - CWCheat workarounds.
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RE: Cheat Engine Issues w/ PPSSPP 1.3 - LunaMoo - 03-03-2017 09:40 AM

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