Gameshark inside

General Programming help in C, C++ or ASM, Compiling / Debugging, and R3000A Central Processing Unit (CPU) information
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Dedok179
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Posts: 86
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PlayStation Model: SCPH-5502
Discord: Dedok179#2632
Location: Tula,RU

Gameshark inside

Post by Dedok179 » June 21st, 2019, 10:15 pm

People, did anyone try to reverse the CD version of Gameshark? Or maybe someone has the source code? I'd like to understand how the cheat code system is implemented in it. I tried to reverse it, but because of not very good ownership of the assembler, I could not do it.

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Shadow
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Post by Shadow » June 22nd, 2019, 4:33 am

Action Replay V3 and V2 source. Not the full source though as it's missing some crucial stuff in regards to the low-level hooks and kernel handlers so it's pretty much useless. As for how the cheats work though, it might be useful :)
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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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Dedok179
Serious PSXDEV User
Serious PSXDEV User
Posts: 86
Joined: Jun 11, 2015
I am a: Programmer, Beginning reverser
PlayStation Model: SCPH-5502
Discord: Dedok179#2632
Location: Tula,RU

Post by Dedok179 » June 22nd, 2019, 5:34 am

Shadow wrote: June 22nd, 2019, 4:33 am Action Replay V3 and V2 source. Not the full source though as it's missing some crucial stuff in regards to the low-level hooks and kernel handlers so it's pretty much useless. As for how the cheats work though, it might be useful :)
Yes, I saw how cheat codes are implemented. Not at all like in my implementation. In any case, very useful information for study, thank you very much.

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