Creating PSX Trainer

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Dedok179
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Creating PSX Trainer

Post by Dedok179 » June 11th, 2015, 8:37 pm

Hello everyone!.Guys,who knows where to find source PSX trainer on C or assembler?I'm concerned about any information in this regard.

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Shadow
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Post by Shadow » June 25th, 2015, 12:00 am

Yeah, here is one I got from Inc^Lightforce. I never got around to messing with it so don't ask me how to compile it.
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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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Post by inc^lightforce » November 25th, 2015, 12:52 am

i can help out :)
ask me

a lil light in the dark:

this was our Trainer for: Alien Resurrection
magic things are going on in: icarus.asm (its include all trainer options. sniffed before with an action replay)

and so on.
attached files: compiled trainer and screenshot
PS: source code available, ask me too

Image
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Post by sickle » January 20th, 2016, 3:18 am

Awesome, thanks for sharing that ^^

I never realsed trainers worked like that... always assumed it was either:
-the trainer loaded the .EXE into memory, patched it then jumped to the regular start address
or
-trainer installed an address hook *on* the address hook address, so when the game installed its own (or cleared it), it would jump to your own code, do some stuff and then to the address the game had set.

Curious now to see if that last idea actually works...

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Post by inc^lightforce » January 24th, 2016, 5:28 am

Curious now to see if that last idea actually works...
have a look into my source (COMPLETE.ZIP). posted above :)

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Post by sickle » January 24th, 2016, 1:18 pm

I did lol, it's totally not how I thought trainers worked!

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Post by Dedok179 » March 6th, 2016, 7:51 am

I have a question.How are you connecting the Trainer and the main executable file?

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Post by inc^lightforce » March 8th, 2016, 7:36 am

with coding :)
lets talk about

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Post by inc^lightforce » July 4th, 2020, 7:21 am


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Post by Gsscc » November 10th, 2022, 8:25 am

Can anyone help me how do I edit the FONT1.OBJ file of the PSX trainer?

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Post by inc^lightforce » December 26th, 2022, 1:21 pm

Gsscc wrote: November 10th, 2022, 8:25 am Can anyone help me how do I edit the FONT1.OBJ file of the PSX trainer?
the font1.obj was originally a picture, a bmp picture that contain all letters.
if you wanna use another font, you can use another bmp font image.

load it into timtool and save as *.tim (set black = transparent)

now convert your font.tim to font.c to font.o

the font.o file is now ready to use in your batch, in the demo

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