How to apply manual cheat on cwcheat




















Now I'm going to split this guide if u have different firmwares. If u have 3. If you have a different firmware continue on the guide. If you have 3. Skip to step "4". Open it up and copy the seplugins folder into the root of your psp. Skip to Step 5. If you don't have 3. Go to step 3. Once after that is all complete. Turn off your psp completely Hold the power button.

This should bring you to your recovery mode. Go to plugins and enable all the plugins. Start your game and HOLD select on the game. This should bring you the cwcheat! Go to "Select Cheats" and choose your cheat. After go back to the menu and enable the cheats. Have Fun. Use this if you want to update it. You should always update your cheat database for newer game cheats.

There are two ways to download the cheat. Click this link 2. Download the database into your desktop 3. Put the cheat. Replace the old cheat. There is two types Copy the 3. Make sure the GAME kernel is set to 3. XX or 4. XX in the recovery mode. You can also run the application through 1. If you do not know what this is. X version. Let me warn you somethin. This isn't easy. I'm not an expert at this so don't ask me crazy questions.

I do not have time to get the game, get codes and test it. When u download cwcheat it should come with a cheat searcher. I find that its a big laggy, so i use google and found a better one.

It's called Artmoney download the freeware version unless u want to but the pro version. Find the game you want. This opens a box that looks similar to the "Change address" box, except this one allows you to add an address. Click the checkbox next to "Pointers". This expands the box and adds a new text field where you can enter a pointer. Paste the pointer address in the field below "Pointers" and click Ok.

This adds a new address for the pointer that controls the value that you want to change. This indicates that this is a pointer pointing to a specific address.

If there is an offset number, enter it in the space above the field where you paste the address. If there is more than one pointer, click Add offset. This will add more offset number boxes above the area where you paste the address.

Enter the correct offset number in each box. Click the "Active" boxe next to the pointer address you just added. It's the box below "Active" in the list address list at the bottom of the screen. This activates pointer.

Change the value of the address you just added. The value number for the pointer address you just created should be the same as the address of the value you searched for. If the pointer writes to a different location, the original address you scanned for will no longer be valid. However, you can still change the value of the pointer address you just created. That will work no matter where it writes the value location to.

Click the number below "value" for the address you just added. Enter a new numeric value and click Ok. Part 6. This part teaches you how to use Code Injections to change how the code writes a value. For example, if you lose health every time you get hit, you can change the code so that it increases your health when you get hit. This will cause the code that accesses the address you selected to appear in the debugger window.

If that is the case, look for an instruction that has the word "sub" in the instruction to subtract from the value, or the word "add" or "inc" to increase the value. Click Show disassembler. This opens the code in the disassembler. Select the code that subtracts or increases the value. It is usually the first instruction at the top of the code. It will have wlll most likely have the word "Sub" or "Add" at the start of the code to subtract from the value or add to it.

Click Tools followed by Auto Assemble. This opens the auto assembler. Click Template followed by Full Injection. This displays a pop-up window that confirms the address you want to inject code into. Ensure the address is correct and click Ok. Ensure the address in the field is the same address you selected in the Memory Viewer disassembler window. Then click Ok. This opens a new template. Replace the code with it's opposite. Scroll down to where it says "Code". The line below it is the code that changes the value.

If the line starts with "sub", change "sub" to "add". If the line starts with "add", change it to "sub". You can also change the value at the end of the line to change how much you want it to change the value by. Click Execute followed by Yes twice. The "Execute" button is at the bottom of the Code Injection window. You will be asked if you are sure you want to inject the code. Click Yes to confirm. Then you can click Yes or No to open the new code in the disassembler. If the code injection was successful, values in your game will do the opposite of what they are supposed to do.

You can gain ammo by firing your weapon instead of losing ammo. You can gain health when you get hit instead of losing health. Part 7. In some games, multiple objects share the same code. Injecting code into one object will affect all the others too. So you might freeze your own health bar, only to realize that the health of all enemies is also frozen.

In this case, you need to find out how to distinguish between different objects and inject a script that only affects the object you want. In order to inject scripts for different objects, you need to know some assembly code. However, it's not too hard to create a basic script. Once you've determined the address of the values you want to change or stop, find out what writes to those addresses, open up the debugger and find out what writes to that address. Select the instruction and click Show disassembler.

It's the instruction that is highlighted when you open the debugger. This displays the instructions in the code disassembler. Right-click the top instruction and click Find out what addresses this instruction accesses.

This opens a window that displays a list of all the addresses the instruction accesses when it writes to a new address. Allow all the objects in the game to change their value. This will show a list of all addresses that the instruction accesses. For example, if you are trying to stop your health bar from changing, you can return to your game and get hit. This will display the instruction that accesses that address in the list of accessed addresses window. If you hit an enemy that also shares that instruction, it will also show in the list of accessed addresses window.

Select all addresses in the list of accessed addresses window. Once you have an address for all objects that share the same address in the list of accessed addresses, simply click and drag to highlight all of them. Alternatively, you can right-click each individual address and click Show register states.

Disect the data of structure of all the listed addresses. Use the following steps to disect the data structure for the list of addresses: Right-click the selected addresses.

Click Open disect data with selected addresses. Enter a name for the data structure and click Ok. Enter a starting size of the struct or leave it as is, and click Ok. Find a value that is the same for the player s , but different for other objects. Whether you are looking at the data structure or the register for each object, you need to find a value that is the same for all allies, but different for the enemies.

For example, if Team 1 has two player characters, and Team 2 has two computer-controlled characters, the Team 1 characters may be represented with a value of 1, and Team 2 might have a value of 2. If can't find a value that is the same for allies, but different for enemies, you can make one. Simply right-click one of the values such as a pointer , and click Add Element. Select "4 Bytes" as the data type and give it an offset number value that is not taken. Offset numbers are listed to the left in the data dissection structure table.

Note the register for the value. Whether you are looking at the register view or data dissection view, the register value is on the left. In the register view, it will be the actual register the instruction writes to i. If you are looking at a data structure, the register will be an offset number or letter listed to the left.

Open a new code injection template for the instruction. Return to the Memory Viewer window and open a new code injection template for the instruction that writes to the different addresses. Use the following steps to do so: Click the instruction in the Memory Viewer window.

Click Tools in the menu bar at the top. Click Auto Assembler. Click Template in the menu bar at the top. Click Code Injection. Create a new label for the object you want to affect.

Labels are listed at the top of the code injection template. Add a new label for the object you want to affect below the existing labels. To add a label, simply type label followed by the name of the label in parenthesis. For example, "label player " or "label enemy ". Create a new section for the label you just created. To create a new section for the label, type the name of the label followed by a colon : anywhere before or after the original code. Add code to the label that changes the value of the object you want to effect.

This requires a bit of knowledge of assembly code. You'll need to add a line of code that changes the value for the object you want to change in the way you want to change it. Then you'll need to add a line that jumps to the exit, original code, return code.

Create a comparison code below "newmem". The line that says "newmem:" in the code injection template indicates that the instruction is calling a new memory address. Normally, it will go right into the original code that has a label of code: or originalcode:. Use the "cmp" command to create a line of code that compares the value of the different objects at the registry or registry plus offset number. Add a line of code that jumps to section for the object you want to change.

Use the "je" command to jump to the section for your comparison command. For example, if your label is called "player", add the line je player to jump to the player section if the value comparison corresponds to the player. Add code that jumps to the original code. After you create a line of code that jumps to the section for the object you want to change, you need to add a line of code that jumps to the original code if value doesn't corrispond to the player or ally.

Use the "jmp" command to create a line of code that jumps to the orignal code after the line of code that jumps to the original code or another set of code you create that does something different. One way to keep things simple is not to add any new labels. Just create a comparison code at the end of "newmen:" to differenciate between allies and foes. Then add a line of code that jumps to the exit if it's an ally.

If it's an enemy, have it jump to the original code. This will make it so that if the player or an ally is attacked or fires weapons uses consumables, etc , nothing will change, but if an enemy is attacked, the code will execute as normal.

Click Execute. This executes the code you entered. If all goes well, you will have injected new code that differentiates between allies and foes. Part 8. Learn how Cheat Engine works. Cheat Engine can access pieces of data stored in your computer's random access memory RAM. When you run a piece of software, such as a game, information is transferred from a static storage location such a a hard drive, to your RAM.

From there, the information can be read and written. Cheat Engine allows you to scan information stored in your RAM and change the information. Understand the terminology. Cheat Engine deals with a lot of high-level computer code. To make things easier to understand, it helps to understand some of the terminology involved. The following are some terms used in Cheat Engine: Value: A value is anything in a computer program that has a numeric value attached to it.

It games, it can be your health percentage, the number of ammo you have, or the quantity of an object you have. Cheat Engine allows you to scan for variables and make changes to them.

Address: An address is the location the information is stored within the RAM. Sometimes, the location of a value can change. Turn off your psp completely Hold the power button. This should bring you to your recovery mode. Go to plugins and enable all the plugins. Start your game and HOLD select on the game.

This should bring you the cwcheat! After go back to the menu and enable the cheats. Have Fun. You guys should update your cheat database sometimes. Then go to ur seplugins folder, cwcheat folder and replace the old cwcheat. Edit the database with the cwcheat database editor.

Change the game ID. Link on the next guide of requirements. Tags: cw chat on psp lite and fat slim. This entry was posted on June 15, at am and is filed under psp cheats. You can follow any responses to this entry through the RSS 2. You can leave a response , or trackback from your own site. I have copy the seplug into the memory stick, however, when I hold down the R button and try to start the PSP.

The version of my PSP Slim is 3.



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