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CwCheat: Difference between revisions
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cwCheat is a homebrew for PSP. | __FORCETOC__ | ||
'''cwCheat''' is a homebrew for PSP. | |||
Like all cheating programs that work locally, it works by modifying memory during run-time, producing in-game effects. | Like all cheating programs that work locally, it works by modifying memory during run-time, producing in-game effects. | ||
Every few milliseconds, it will "run cheats," modifying system memory according to micro-programs called "cheats." | Every few milliseconds, it will "run cheats," modifying system memory according to micro-programs called "cheats." | ||
This program has become more popular since support for this type of cheat in PPSSPP was added. | This program has become more popular since support for this type of cheat in PPSSPP was added. | ||
==General== | |||
_S ULUS-10551 #Specify the serial number of a game. cwCheat on PSP uses this to know which cheats you have installed apply to the game you're running. | _S ULUS-10551 #Specify the serial number of a game. cwCheat on PSP uses this to know which cheats you have installed apply to the game you're running. | ||
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_L 0xXXXXXXXX 0xXXXXXXXX #This is how you write a line of cheats. If you leave off the _L at the beginning, the line will become a comment, ignored by cwCheat. | _L 0xXXXXXXXX 0xXXXXXXXX #This is how you write a line of cheats. If you leave off the _L at the beginning, the line will become a comment, ignored by cwCheat. | ||
Constant Write Codes (0x0, 0x1, 0x2) | ==Constant Write Codes (0x0, 0x1, 0x2)== | ||
The basic code type is '''constant write'''. I'm not the author of cwCheat, but I am 100% sure that is where the "cw" in the program's name comes from. The "constant write" cheats are easy to find and it's easy to write the micro-programs for them. 0x0, 0x1 and 0x2 are the constant write code types. | The basic code type is '''constant write'''. I'm not the author of cwCheat, but I am 100% sure that is where the "cw" in the program's name comes from. The "constant write" cheats are easy to find and it's easy to write the micro-programs for them. 0x0, 0x1 and 0x2 are the constant write code types. | ||
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{| class="wikitable" | {| class="wikitable" | ||
|+Constant Write Codes | |+Constant Write Codes | ||
|_L 0x0AAAAAAA | |_L 0x0AAAAAAA 0x000000VV | ||
|Constant write byte | |Constant write byte VV at address AAAAAAA. For addresses, the value you specify is added to a base of 0x88000000 to form the PSP virtual address. | ||
|- | |- | ||
|_L 0x1AAAAAAA | |_L 0x1AAAAAAA 0x0000VVVV | ||
|Constant write halfword | |Constant write halfword VVVV | ||
|- | |- | ||
|_L 0x2AAAAAAA | |_L 0x2AAAAAAA 0xVVVVVVVV | ||
|Constant write word | |Constant write word VVVVVVVV | ||
|} | |} | ||
Increment / Decrement codes (0x3) | ==Increment / Decrement codes (0x3)== | ||
I'm not sure how they could be useful. | |||
{| class="wikitable" | {| class="wikitable" | ||
|+Increment Codes | |+Increment Codes | ||
Line 57: | Line 60: | ||
|} | |} | ||
==Multi-Write (0x4, 0x8)== | |||
{| class="wikitable" | |||
|<code>_L 0x4AAAAAAA 0xNNNNSSSS | |||
_L 0xVVVVVVVV 0xXXXXXXXX</code> | |||
|Multi-write word | |||
AAAAAAA = where to start writing | |||
VVVVVVVV = first value to write | |||
NNNN = number of values to write | |||
SSSS * 4 = offset to add to the address after writing each value | |||
XXXXXXXX = value to add to the value after writing each value | |||
|- | |||
|<code>_L 0x8AAAAAAA 0xNNNNSSSS | |||
_L 0x000000VV 0x000000XX</code> | |||
|Multi-write byte | |||
AAAAAAA = where to start writing | |||
VV = first value to write | |||
NNNN = number of values to write | |||
SSSS = offset to add to the address after writing each value | |||
XX = value to add to the value after writing each value | |||
|- | |||
|<code>_L 0x8AAAAAAA 0xNNNNSSSS | |||
_L 0x1000VVVV 0x0000XXXX</code> | |||
|Multi-write halfword | |||
AAAAAAA = where to start writing | |||
VVVV = first value to write | |||
NNNN = number of values to write | |||
SSSS * 2 = offset to add to the address after writing each value | |||
XXXX = value to add to the value after writing each value | |||
|} | |||
==Pointer Commands (0x6)== | |||
You can write a value to an address specified by a pointer. | |||
{| class="wikitable" | |||
|+Pointers | |||
|<code>_L 0x6AAAAAAA 0xVVVVVVVV | |||
_L 0x000Y0001 0xIIIIIIII</code> | |||
|<code>IIIIIIII</code> = pointer offset ('''add''' this value to the address to get effective address) | |||
VVVVVVVV = value to write | |||
Y = 0 for byte write, 1 for halfword and 2 for word) | |||
|- | |||
|<code>_L 0x6AAAAAAA 0xVVVVVVVV | |||
_L 0x000Y0001 0xIIIIIIII</code> | |||
|AAAAAAA = pointer location | |||
<code>IIIIIIII</code> = pointer offset ('''subtract''' this value to the address to get effective address) | |||
VVVVVVVV = value to write | |||
Y = 3 for byte write, 4 for halfword and 5 for word) | |||
|} | |||
==Boolean Commands (0x7)== | |||
{| class="wikitable" | |||
|+Boolean Commands | |||
|<code>_L 0x7AAAAAAA 0x000Y00VV</code> | |||
|With the byte at AAAAAAA, do the boolean operation with VV and store the result | |||
Y = 0 for OR, 2 for AND, 4 for XOR | |||
|- | |||
|<code>_L 0x7AAAAAAA 0x000YVVVV</code> | |||
|With the halfword at AAAAAAA, do the boolean operation with VVVV and store the result | |||
Y = 1 for OR, 3 for AND, 5 for XOR | |||
|} | |||
==Conditionals (0xD, 0xE)== | |||
These will execute the code if some condition is true (otherwise it will not be executed). For example, if a flag is set to 1 in battle scenes and 0 otherwise, you can make a code that will affect battle scenes without interfering with other scenes. | These will execute the code if some condition is true (otherwise it will not be executed). For example, if a flag is set to 1 in battle scenes and 0 otherwise, you can make a code that will affect battle scenes without interfering with other scenes. | ||
{| class="wikitable" | {| class="wikitable" | ||
Line 65: | Line 149: | ||
|EQUAL: Execute the next code if the byte at address AAAAAAA equals VV (otherwise, it is skipped) | |EQUAL: Execute the next code if the byte at address AAAAAAA equals VV (otherwise, it is skipped) | ||
|- | |- | ||
|_L 0xDAAAAAAA | |_L 0xDAAAAAAA 0x201000VV | ||
|NOT EQUAL: Execute the next code if the byte at address AAAAAAA does not equal VV (otherwise, it is skipped) | |NOT EQUAL: Execute the next code if the byte at address AAAAAAA does not equal VV (otherwise, it is skipped) | ||
|- | |- | ||
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_L 0x000000NN 0x0000000Y | _L 0x000000NN 0x0000000Y | ||
|EQUAL: If the values at addresses AAAAAAA and BBBBBBB are equal, execute the next NN lines (otherwise, they are skipped) | |EQUAL: If the values at addresses AAAAAAA and BBBBBBB are equal, execute the next NN lines (otherwise, they are skipped) | ||
Y = 0 for byte comparison, 1 for halfword and 2 for word | |||
|- | |- | ||
|_L 0xDAAAAAAA 0x0x5BBBBBBB | |_L 0xDAAAAAAA 0x0x5BBBBBBB | ||
Line 136: | Line 222: | ||
|GREATER THAN: If the value at address AAAAAAA is greater than the value at address BBBBBBB, execute the next NN lines (otherwise, they are skipped) | |GREATER THAN: If the value at address AAAAAAA is greater than the value at address BBBBBBB, execute the next NN lines (otherwise, they are skipped) | ||
|} | |} | ||
[[Category:PlayStation Portable]] |
Latest revision as of 19:13, 28 January 2024
cwCheat is a homebrew for PSP.
Like all cheating programs that work locally, it works by modifying memory during run-time, producing in-game effects.
Every few milliseconds, it will "run cheats," modifying system memory according to micro-programs called "cheats."
This program has become more popular since support for this type of cheat in PPSSPP was added.
General
_S ULUS-10551 #Specify the serial number of a game. cwCheat on PSP uses this to know which cheats you have installed apply to the game you're running.
_G YS Seven US #Specify the name of the game. This is for us humans, cwCheat doesn't use it.
_C0 / _C1 #Specify the start of a cheat micro-program. C0 is disable on game load, C1 is enabled on game load.
_L 0xXXXXXXXX 0xXXXXXXXX #This is how you write a line of cheats. If you leave off the _L at the beginning, the line will become a comment, ignored by cwCheat.
Constant Write Codes (0x0, 0x1, 0x2)
The basic code type is constant write. I'm not the author of cwCheat, but I am 100% sure that is where the "cw" in the program's name comes from. The "constant write" cheats are easy to find and it's easy to write the micro-programs for them. 0x0, 0x1 and 0x2 are the constant write code types.
_L 0x0AAAAAAA 0x000000VV | Constant write byte VV at address AAAAAAA. For addresses, the value you specify is added to a base of 0x88000000 to form the PSP virtual address. |
_L 0x1AAAAAAA 0x0000VVVV | Constant write halfword VVVV |
_L 0x2AAAAAAA 0xVVVVVVVV | Constant write word VVVVVVVV |
Increment / Decrement codes (0x3)
I'm not sure how they could be useful.
_L 0x301000VV 0x0AAAAAAA | Continuously add VV to the byte at address AAAAAAA |
_L 0x302000VV 0x0AAAAAAA | Continuously subtract VV from the byte at address AAAAAAA |
_L 0x3030VVVV 0x0AAAAAAA | Continuously add VVVV to the halfword at address AAAAAAA |
_L 0x304000VV 0x0AAAAAAA | Continuously subtract VVVV from the halfword at address AAAAAAA |
_L 0x30500000 0x0AAAAAAA
_L 0xVVVVVVVV 0x00000000 |
Continuously add VVVVVVVV to the word at address AAAAAAA |
_L 0x306000VV 0x0AAAAAAA
_L 0xVVVVVVVV 0x00000000 |
Continuously subtract VVVVVVVV from the word at address AAAAAAA |
Multi-Write (0x4, 0x8)
_L 0x4AAAAAAA 0xNNNNSSSS
|
Multi-write word
AAAAAAA = where to start writing VVVVVVVV = first value to write NNNN = number of values to write SSSS * 4 = offset to add to the address after writing each value XXXXXXXX = value to add to the value after writing each value |
_L 0x8AAAAAAA 0xNNNNSSSS
|
Multi-write byte
AAAAAAA = where to start writing VV = first value to write NNNN = number of values to write SSSS = offset to add to the address after writing each value XX = value to add to the value after writing each value |
_L 0x8AAAAAAA 0xNNNNSSSS
|
Multi-write halfword
AAAAAAA = where to start writing VVVV = first value to write NNNN = number of values to write SSSS * 2 = offset to add to the address after writing each value XXXX = value to add to the value after writing each value |
Pointer Commands (0x6)
You can write a value to an address specified by a pointer.
_L 0x6AAAAAAA 0xVVVVVVVV
|
IIIIIIII = pointer offset (add this value to the address to get effective address)
VVVVVVVV = value to write Y = 0 for byte write, 1 for halfword and 2 for word) |
_L 0x6AAAAAAA 0xVVVVVVVV
|
AAAAAAA = pointer location
VVVVVVVV = value to write Y = 3 for byte write, 4 for halfword and 5 for word) |
Boolean Commands (0x7)
_L 0x7AAAAAAA 0x000Y00VV
|
With the byte at AAAAAAA, do the boolean operation with VV and store the result
Y = 0 for OR, 2 for AND, 4 for XOR |
_L 0x7AAAAAAA 0x000YVVVV
|
With the halfword at AAAAAAA, do the boolean operation with VVVV and store the result
Y = 1 for OR, 3 for AND, 5 for XOR |
Conditionals (0xD, 0xE)
These will execute the code if some condition is true (otherwise it will not be executed). For example, if a flag is set to 1 in battle scenes and 0 otherwise, you can make a code that will affect battle scenes without interfering with other scenes.
_L 0xDAAAAAAA 0x200000VV | EQUAL: Execute the next code if the byte at address AAAAAAA equals VV (otherwise, it is skipped) |
_L 0xDAAAAAAA 0x201000VV | NOT EQUAL: Execute the next code if the byte at address AAAAAAA does not equal VV (otherwise, it is skipped) |
_L 0xDAAAAAAA 0x202000VV | LESS THAN: Execute the next code if the byte at address AAAAAAA is less than VV (otherwise, it is skipped) |
_L 0xDAAAAAAA 0x203000VV | GREATER THAN: Execute the next code if the byte at address AAAAAAA is greater than VV (otherwise, it is skipped) |
_L 0xDAAAAAAA 0x0000VVVV | EQUAL: Execute the next code if the halfword at address AAAAAAA equals VVVV (otherwise, it is skipped) |
_L 0xDAAAAAAA 0x0010VVVV | NOT EQUAL: Execute the next code if the halfword at address AAAAAAA does not equal VVVV (otherwise, it is skipped) |
_L 0xDAAAAAAA 0x0020VVVV | LESS THAN: Execute the next code if the halfword at address AAAAAAA is less than VVVV (otherwise, it is skipped) |
_L 0xDAAAAAAA 0x0030VVVV | GREATER THAN: Execute the next code if the halfword at address AAAAAAA is greater than VVVV (otherwise, it is skipped) |
_L 0xE1NN00VV 0x0AAAAAAA | EQUAL: Execute the next NN lines if the byte at address AAAAAAA equals VV (otherwise, it is skipped) |
_L 0xE1NN00VV 0x1AAAAAAA | NOT EQUAL: Execute the next NN lines if the byte at address AAAAAAA does not equal VV (otherwise, they are skipped) |
_L 0xE1NN00VV 0x2AAAAAAA | LESS THAN: Execute the next NN lines if the byte at address AAAAAAA is less than VV (otherwise, they are skipped) |
_L 0xE1NN00VV 0x3AAAAAAA | GREATER THAN: Execute the next NN lines if the byte at address AAAAAAA is greater than VV (otherwise, they are skipped) |
_L 0xE0NNVVVV 0x0AAAAAAA | EQUAL: Execute the next NN lines if the halfword at address AAAAAAA equals VVVV (otherwise, they are skipped) |
_L 0xE0NNVVVV 0x1AAAAAAA | NOT EQUAL: Execute the next NN lines if the halfword at address AAAAAAA does not equal VVVV (otherwise, they are skipped) |
_L 0xE0NNVVVV 0x2AAAAAAA | LESS THAN: Execute the next NN lines if the halfword at address AAAAAAA is less than VVVV (otherwise, they are skipped) |
_L 0xE0NNVVVV 0x3AAAAAAA | GREATER THAN: Execute the next code if the halfword at address AAAAAAA is greater than VVVV (otherwise, they are skipped) |
_L 0xDAAAAAAA 0x0x4BBBBBBB
_L 0x000000NN 0x0000000Y |
EQUAL: If the values at addresses AAAAAAA and BBBBBBB are equal, execute the next NN lines (otherwise, they are skipped)
Y = 0 for byte comparison, 1 for halfword and 2 for word |
_L 0xDAAAAAAA 0x0x5BBBBBBB
_L 0x000000NN 0x0000000Y |
NOT EQUAL: If the values at addresses AAAAAAA and BBBBBBB are not equal, execute the next NN lines (otherwise, they are skipped) |
_L 0xDAAAAAAA 0x0x6BBBBBBB
_L 0x000000NN 0x0000000Y |
LESS THAN: If the value at address AAAAAAA is less than the value at address BBBBBBB, execute the next NN lines (otherwise, they are skipped) |
_L 0xDAAAAAAA 0x0x7BBBBBBB
_L 0x000000NN 0x0000000Y |
GREATER THAN: If the value at address AAAAAAA is greater than the value at address BBBBBBB, execute the next NN lines (otherwise, they are skipped) |