TRAINER

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obmao68
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TRAINER

Post by obmao68 » February 26th, 2022, 1:40 am

There is someone who tells me how to create a trainer from scratch on ps1 to customize the loading of the game ... Thanks

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Shadow
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Post by Shadow » February 26th, 2022, 12:16 pm

Inc^Lightforce released one on the forums. He has released a trainer.
Development Console: SCPH-5502 with 8MB RAM, MM3 Modchip, PAL 60 Colour Modification (for NTSC), PSIO Switch Board, DB-9 breakout headers for both RGB and Serial output and an Xplorer with CAETLA 0.34.

PlayStation Development PC: Windows 98 SE, Pentium 3 at 400MHz, 128MB SDRAM, DTL-H2000, DTL-H2010, DTL-H201A, DTL-S2020 (with 4GB SCSI-2 HDD), 21" Sony G420, CD-R burner, 3.25" and 5.25" Floppy Diskette Drives, ZIP 100 Diskette Drive and an IBM Model M keyboard.

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obmao68
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PlayStation Model: scph 9002

Post by obmao68 » February 27th, 2022, 8:30 pm

Shadow wrote: February 26th, 2022, 12:16 pm Inc^Lightforce released one on the forums. He has released a trainer.
thanks Shadow, I have seen the Inc forum, but I cannot find an example of how to go about creating a simple trainer from scratch, I am new to programming. cmq thanks

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Post by Shadow » February 27th, 2022, 10:10 pm

Creating a trainer from scratch is difficult as you need to know how to hook your own code from the kernel memory into the Sony interrupt chain. This is how all Action Replays for example worked.
Development Console: SCPH-5502 with 8MB RAM, MM3 Modchip, PAL 60 Colour Modification (for NTSC), PSIO Switch Board, DB-9 breakout headers for both RGB and Serial output and an Xplorer with CAETLA 0.34.

PlayStation Development PC: Windows 98 SE, Pentium 3 at 400MHz, 128MB SDRAM, DTL-H2000, DTL-H2010, DTL-H201A, DTL-S2020 (with 4GB SCSI-2 HDD), 21" Sony G420, CD-R burner, 3.25" and 5.25" Floppy Diskette Drives, ZIP 100 Diskette Drive and an IBM Model M keyboard.

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obmao68
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PlayStation Model: scph 9002

Post by obmao68 » March 1st, 2022, 7:22 pm

:praise
Shadow wrote: February 27th, 2022, 10:10 pm Creating a trainer from scratch is difficult as you need to know how to hook your own code from the kernel memory into the Sony interrupt chain. This is how all Action Replays for example worked.
Ok Shadows example trainer

how to insert the trainer at the beginning of the game ..
example

*********************************************************************************
main menu game

X START GAME WITH CHEATS

O START GAME NORMAL MODE

*********************************************************************************
THIS EXAMPLE I WOULD ONLY WANT WITH FPRINT COMMAND
:praise

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inc^lightforce
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Post by inc^lightforce » March 3rd, 2022, 3:51 am

Trainer values must be inserted into the icarus.asm

since i changed to windows 11 i have no environment for PSX coding anymore. and i have no idea if PSYQ will work with a x64 system.
on the other hand all the other tools are only 16bit written tools and won't run too.
this bring me back to the point, that i need a windows XP 32bit.

writing a cheap tutorial with all files would take me around 30 minutes but i have no Env. at the moment. No space in my room for my old PC.
Last edited by inc^lightforce on March 4th, 2022, 5:15 am, edited 1 time in total.

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brill
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Post by brill » March 3rd, 2022, 5:14 pm

inc^lightforce, perhaps you should try using ntvdmx64
Dev console: SCPH-7502 + Xplorer with custom MultiRom firmware
Dev PC: Windows 98 SE, Celeron at 633MHz, 128MB RAM, 20GB HDD

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Shadow
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Post by Shadow » March 4th, 2022, 12:00 am

brill wrote: March 3rd, 2022, 5:14 pm inc^lightforce, perhaps you should try using ntvdmx64
+1
Development Console: SCPH-5502 with 8MB RAM, MM3 Modchip, PAL 60 Colour Modification (for NTSC), PSIO Switch Board, DB-9 breakout headers for both RGB and Serial output and an Xplorer with CAETLA 0.34.

PlayStation Development PC: Windows 98 SE, Pentium 3 at 400MHz, 128MB SDRAM, DTL-H2000, DTL-H2010, DTL-H201A, DTL-S2020 (with 4GB SCSI-2 HDD), 21" Sony G420, CD-R burner, 3.25" and 5.25" Floppy Diskette Drives, ZIP 100 Diskette Drive and an IBM Model M keyboard.

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inc^lightforce
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Post by inc^lightforce » March 4th, 2022, 5:24 am

i fear, that all the new environment tools will interfere with the old stable coding line and in some point i face an error that i can not find and wonder why something is not work correctly but worked on my real old SDK Environment.

I desided to hook up my old PC and Hardware next weekend to know i'm safe on what i'm doing to end up in a correct working Trainer or Cracktro. PSX emulators are working a bit different as real Hardware.


when i'm ready and done with the n00bish sketch that can compile by every interested beginner , i'll post all files and a documented:
main.c
Batch
trainer.asm
...

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Dedok179
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Post by Dedok179 » March 5th, 2022, 12:20 am

obmao68 wrote: February 26th, 2022, 1:40 am There is someone who tells me how to create a trainer from scratch on ps1 to customize the loading of the game ... Thanks
There is a program that I intend to upload soon. This is a more refined version of the previous program.
With it, the trainer is made in a couple of clicks

[youtube][/youtube]

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obmao68
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Post by obmao68 » March 10th, 2022, 4:25 am

Dedok179 wrote: March 5th, 2022, 12:20 am
obmao68 wrote: February 26th, 2022, 1:40 am There is someone who tells me how to create a trainer from scratch on ps1 to customize the loading of the game ... Thanks
There is a program that I intend to upload soon. This is a more refined version of the previous program.
With it, the trainer is made in a couple of clicks

[youtube][/youtube]
I had seen your release, on youtube, also for psx2
well

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