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Making ur own codes for GS, AR, or CB?

 
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Rince



Joined: 17 Apr 2004
Posts: 2

PostPosted: Sat Apr 17, 2004 12:49 pm    Post subject: Making ur own codes for GS, AR, or CB? Reply with quote

Is there a way to make ur own codes for cheat devices?
Only method I've seen is by looking through the elf file.
I was hoping there was another way maybe with some of this homebrew stuff. If there isnt something like this already made is it even possible to do or has it just not been done?
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Rince



Joined: 17 Apr 2004
Posts: 2

PostPosted: Mon Apr 19, 2004 12:41 pm    Post subject: Reply with quote

34 views and no response? Does noone know the answer to this?
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pixel



Joined: 30 Jan 2004
Posts: 791

PostPosted: Mon Apr 19, 2004 7:17 pm    Post subject: Reply with quote

Well, this has quite no link with all the homebrew stuff you could find here. I can give you some hints though. First, you need to understand the way the codes are stored. As far as I know, somebody on the net has decyphered the code format. The codes have meanings like "locking a memory byte to a certain value" or more interesting ones, like "testing this byte and if true, execute the next code".

So, afterward, the main question is "how to get memory offsets?" There are not a lot of answers: since there are no good cheating devices that can help you searching the PS2 memory (these special devices are only for the codemakers guy at Datel for example), you have to rely on other tools, especially this one: http://www.datarescue.com/idabase/idaorder.htm You have to buy the "Advanced" version, for $795, which supports the Playstation 2 binaries. This tool is a "disassembler", which will help you understand the structures of the game, and thus, will give you memory offsets. For example, if you are able to guess where the "life" is located using IDA (that is, you find the code that decrements the value, and then, you mark the variable corresponding to that), then you have the memory offset of the variable, and thus, you can make your own code based on this.
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