Largest CWCheat Database
|
01-02-2018, 01:53 PM
(This post was last modified: 05-09-2020 06:28 PM by Verymelon Benda.)
Post: #46
|
|||
|
|||
RE: Largest CWCheat Database
I added all cheat codes unlock 60 FPS (from patch 60 FPS master list) & random fixed cheat codes from Kabuto_Kun & LunaMoo, also update cheat codes a lot of game. here...
Latest Update: 09/05/2020 |
|||
04-03-2018, 04:43 PM
Post: #47
|
|||
|
|||
RE: Largest CWCheat Database | |||
05-14-2018, 08:14 PM
(This post was last modified: 05-14-2018 08:15 PM by gir489.)
Post: #48
|
|||
|
|||
RE: Largest CWCheat Database
I found my old CWCheat codes for Coded Arms (USA). It has Infinite Ammo and Infinite Grenades. Just so you know, the Infinite Grenades in the database right now will corrupt your game. I recommend you remove all current listings and just replace them with both my cheats. It's trying to set the value of the grenade's ammo to 0xFF, which will set it to 255, but the game checks the signed flag for grenades. So this will make it appear to the game as -1, and make the grenade unuseable. Mine sets it to 100 and has all the weapons and grenades. I didn't see a reason to separate them into individual cheats, since there's really no point. I don't see a use-case where someone will want only infinite pistol ammo, and if they do, they can just use 0x013E98A4 as the starting position in the plugins menu for pistol, and count down each line item for the weapon they want.
Code: _S ULUS-10019 I'm currently trying to work out upgrades, but finding them with Cheat Engine is easy, it's translating that address to the PSP's memory from Cheat Engine is the hard part... |
|||
05-15-2018, 01:38 AM
Post: #49
|
|||
|
|||
RE: Largest CWCheat Database
If you have problems "translating" address from CE to PPSSPP, check my cheat table from the signature to have it made automatically.
Also I made cheats for coded arms ages ago while working on it's right analog aim patch, I guess I just never posted any of it;p. Code: _S ULUS-10019 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. |
|||
05-15-2018, 01:37 PM
(This post was last modified: 05-15-2018 01:38 PM by gir489.)
Post: #50
|
|||
|
|||
RE: Largest CWCheat Database
(05-15-2018 01:38 AM)LunaMoo Wrote: If you have problems "translating" address from CE to PPSSPP, check my cheat table from the signature to have it made automatically. Nice. I'll give them a try when I get home. I tried for ages last night to work out infinite health, but all I could find was the HUD display code, and some address that if I wrote to it crashed the game. How are you finding the code that affects these? Can you just apply breakpoints with your Cheat Engine table and find the VM'd code with Cheat Engine? How does that translate back to MIPS ASM so you can read it and write a byte patch? |
|||
05-15-2018, 03:07 PM
Post: #51
|
|||
|
|||
RE: Largest CWCheat Database
Cheat Engine debug features are useless for emulated games. It doesn't support mips and probably never will, also can't even see mips properly when using JIT.
You should use PPSSPP disassembly and just set a memory breakpoint on whatever you want to look for to see what function affects what you were looking for. God mode cheats are made in various ways - following player HP and making sure it can't drop or by following enemy damage and making sure it's never applied or always set to 0. There are also alternative variants of it like zombie mode which is simply allowing hp to drop, but never applies death event on hp <= 0 or hp regen which add's set amount of hp every frame or few that's in most games working just as fine while giving the player a better feeling. Simply freezing hp isn't the greatest idea, but setting it to max right after applying dmg, but before results of that damage would be calculated is just as fine for a good mode. Biggest problem with such cheats is the fact that many games use same code for player and enemy damage, so sometimes you have to find out how to filter out unwanted entities or just hook the cheat in some other function which is player/enemy specific. As long as you know mips everything's easy. 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. |
|||
05-15-2018, 03:30 PM
(This post was last modified: 05-15-2018 04:41 PM by gir489.)
Post: #52
|
|||
|
|||
RE: Largest CWCheat Database
I used to write N64 games, so my experience with MIPS is quite extensive. It's just been quite an undertaking finding tools for working with PPSSPP's emulated memory. I appreciate your help.
Also, I noticed 0xE01E000C and 0xE00DFFFF listed as a code for "enable" but not disable, but should be WAY outside the PSP's memory, looks like this is writing to the Kernel space? Is this some kind of signaler to CWCheat to tell it to do something specific, like Joker codes for the Game Shark? EDIT: Nevermind, I just peeped out CwCheat.cpp on the github, and it's very clear what it does: https://github.com/hrydgard/ppsspp/blob/...t.cpp#L653 And found some documentation on it: https://datacrystal.romhacking.net/wiki/....2C_0xE.29 |
|||
05-15-2018, 05:45 PM
Post: #53
|
|||
|
|||
RE: Largest CWCheat Database
Yeah 0xE type is just a simple 16 bit check, I use it mostly to:
- make it impossible to activate cheat on wrong game version(or at least highly unlikely) to avoid breaking the game, - make it impossible or again highly unlikely for the cheat affecting modules that exist only in specific parts of the game being applied to whatever else is stored in there in other places of the game ~ again to avoid breaking stuff, - make the write codes activate only once(performance isn't really a big deal, however invalidating JIT is required for cheats that change code, better not do that with a lot of code as weird things might happen with a bit of luck;p), - intentionally invalidate JIT without doing anything, this is used as workarounds for some JIT bugs in like 2 games from my list. Outside of that I only use 0x2 code type which is 32 bit write. With assembly that's enough to do any cheat you want and PPSSPP disassembly is the best tool for that, you just need to learn how to use it, there will also be a WebSocket based debugger interface in the upcoming future which could be useful to some people, but overall PPSSPP with cheat engine to search for some basic address to start from, combined with disassembly is the way to go to make pretty much any kind of patches including fan translations and mods etc. Disassembly is under ctrl+D hotkey or from the debug menu, game executable loads at 0x08804000 althrough you can use the 0x4000 bytes earlier like a code cave to store longer scripts. 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. |
|||
05-15-2018, 05:48 PM
(This post was last modified: 05-15-2018 05:53 PM by gir489.)
Post: #54
|
|||
|
|||
RE: Largest CWCheat Database
I noticed there's a section in the memory editor called scratch pad, is that a real section of the PSP's memory that's just kept available for no reason?
I figured you were using it for efficiency reasons. _S should enforce the codes aren't run against games they're not supposed to, but it never hurts to enforce this. The rule of thumb is that if the operation per second takes less time than the conditional operation, then it's worth it. If you're writing just one thing, then you should do a blind write, because it doesn't pay to run the conditional check, branch instruction and then actual code. But on an emulator, this doesn't matter, because you're not eating up actual system resources. The emulator is running this as a separate thread. It also doesn't make sense to just constantly write to the same memory you've already written. The codes I wrote originally were for the first version of CWCheat, before they added all these conditions, or if they were in there, they weren't in the read me, because I remember pointers weren't implemented when I first used CWCheat. |
|||
05-15-2018, 09:25 PM
Post: #55
|
|||
|
|||
RE: Largest CWCheat Database
_S gameID is used for selecting which cheats are shown on psp plugins lists, in PPSSPP it's only used for importing cheats from db file into ini files, it has nothing to do with their activation if the user copies them to ini file manually. _S is only gameID, it does not include exact version within same region, ie when the game was updated, so even on plugins it would show and allow of activation of wrong codes. Take another note - emulation is imperfect, memory allocation is not always same as on PSP, it actually commonly breaks basic cheats, they're simply not compatible between psp-ppsspp or even different ppsspp versions due to difference in address.
Performance wise probably the biggest impact is invalidating JIT which happens in both write and read + branch so it doesn't matter, it's not like you have to care about 1 line cheat performance even on PSP when it shares cpu with game, but it does matter for safety. Scratchpad is somewhat faster memory on psp, nothing particulary useful for cheats or at least I personally never cared. 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. |
|||
05-15-2018, 10:02 PM
(This post was last modified: 05-16-2018 12:08 AM by gir489.)
Post: #56
|
|||
|
|||
RE: Largest CWCheat Database
I tested your table, and found that god mode didn't allow me to explode barrels in the world or sometimes I'd get shot and would take damage. This seemed to be dependent on whether or not I resume the save, died and reloaded or changed map... The value for health changes every level too, so I wasn't able to find something reliable.
Code: _C0 Infinite Ammo |
|||
05-16-2018, 08:32 PM
(This post was last modified: 05-17-2018 08:36 PM by gir489.)
Post: #57
|
|||
|
|||
RE: Largest CWCheat Database
I worked out a proper Infinite Health using the debugger. Man, my MIPS is rusty, but it's coming back to me. 20 years is a long time to not use something, I had to google some of the instructions. I guess it is true, you either use it or lose it.
Code: _C0 Infinite Health [Enable] I tested it on a 100 health save and a 250 health, and they both worked. EDIT: I got ahold of the EBOOT.BIN for the Japanese and European version of the game, and I just used IDA to find the addresses in their EBOOT. ULJS version is the same address. ULES uses a slightly different address. Here is the code for it: Code: _C0 Infinite Health [Enable] |
|||
05-26-2018, 01:48 PM
Post: #58
|
|||
|
|||
RE: Largest CWCheat Database
Please I need the cheat code of cave story please help me
|
|||
05-26-2018, 01:54 PM
Post: #59
|
|||
|
|||
RE: Largest CWCheat Database
I need the cheat code of cave story
|
|||
05-31-2018, 02:43 PM
(This post was last modified: 07-22-2018 12:59 AM by Verymelon Benda.)
Post: #60
|
|||
|
|||
RE: Largest CWCheat Database
Here...
Code: _S CAVE-00960 |
|||
« Next Oldest | Next Newest »
|