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  • Leonildo
    replied
    CheatDevice with over 1300 pal games, converted from codejunkies and other.
    Attached Files
    Last edited by Leonildo; 01-08-2017, 03:02:36 PM.

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  • root670
    replied
    Source for cdb-util has been released. Check the OP for a link and download to the newest version. A Windows binary is provided, but it can be built for Linux and MacOS systems from the source.

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  • Darkhunter 9
    replied
    Hello friend thinks another update, it would be great if Agragar code you could manually as well as with the Codebreaker.

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  • WhiteBerry
    replied
    Can you add search bar, It'll help.

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  • omarq8
    replied
    http://1drv.ms/1DYDTkH can any one fix that link

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  • omarq8
    replied
    Originally posted by Leonildo View Post
    I updated your file with 1856 games, only with new games 9-Type .
    http://1drv.ms/1DYDTkH
    can u please fix the link

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  • omarq8
    replied
    Originally posted by Leonildo View Post
    I updated your file with 1856 games, only with new games 9-Type .
    http://1drv.ms/1DYDTkH
    can u please fix the link?

    Leave a comment:


  • dhevgry
    replied
    cdb limit

    Is .cdb limit size 1402 KB ?

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  • 47iscool
    replied
    Originally posted by Bim_ View Post
    Is this work with ps2 slim?
    Yes.

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  • Bim_
    replied
    Is this work with ps2 slim?

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  • Gtlcpimp
    replied
    Originally posted by lee4 View Post
    Pro
    * no master code need (auto hook the kernel)
    (Misfire's PS2rd already does this and can be disable for compatibly issues)

    Con
    * user RAM and Video corruptions (can't flush out)
    * slowdowns
    * multi-elf games might not load
    * would have to substitute all 9 type to C type to make multi-elf games to load
    I've never had any issues hooking from kernel. Multi-elf games run better from it. If you experience frame rate lag, fix the engine.

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  • Pyriel
    replied
    Originally posted by lee4 View Post
    C type acts like universal joker for enable all codes on or off
    which 9 type also does when value matches or not

    EX.
    90101FE4 0C60F809 --- if value 0C60F809 is at 00101FE4 address codes will be enable, and if value 0C60F809 is NOT at 00101FE4 address codes will be disable
    and
    F0100008 0000000E --- (static) hook on entrypoint all codes will be enable at once
    C0101FE4 0C60F809 --- by adding c type to the mixed if value 0C60F809 is at 00101FE4 address ALL codes will be enable and vice versa



    slowdowns is cause by hook in kernel, hook is lockdown

    trying change the speed execution of codes might introduce glitches (similar to psp)

    this why datel (actionreplay) and cmx (codebreaker) did not use kernel hook

    hooking to game elf cheat engine runs at game speed
    Yeah, this is what I was getting at. I can't really think of a good reason for putting a 9-type handler in the main engine, and processing it like a C-type, but nor can I think of a good reason not to, aside from possible user error. Theoretically, it gives you the ability to have the main cheat engine executing through the kernel hook, while cheats aren't running, but I don't know of a case where this would actually be an advantage. And anyone exploiting that behavior with codes could just as easily utilize a C-type for the same effect, and instruct users that they must use the kernel hook.

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  • lee4
    replied
    Originally posted by root670 View Post
    If an enable code is being used, I don't see a reason to use the static hook with the code converted to a C-type. It'll only cause additional issues as far as I can see; an ideal hook address has already been found so we should just use that.
    C type acts like universal joker for enable all codes on or off
    which 9 type also does when value matches or not

    EX.
    90101FE4 0C60F809 --- if value 0C60F809 is at 00101FE4 address codes will be enable, and if value 0C60F809 is NOT at 00101FE4 address codes will be disable
    and
    F0100008 0000000E --- (static) hook on entrypoint all codes will be enable at once
    C0101FE4 0C60F809 --- by adding c type to the mixed if value 0C60F809 is at 00101FE4 address ALL codes will be enable and vice versa


    Originally posted by root670 View Post
    My current plan is to create an option in the settings file to use the static hook if an enable code isn't being used. A message will be displayed when the static hook is used so the user can pinpoint it as a potential cause of issues if crashing occurs. Enable codes won't be hidden from the cheat list either way. I might also add an option to skip execution of codes within a set interval (only execute the codes every N times the engine is called) to prevent slowdowns with the static hook. NetCheat does something similar to that with it's B-type code.
    slowdowns is cause by hook in kernel, hook is lockdown

    trying change the speed execution of codes might introduce glitches (similar to psp)

    this why datel (actionreplay) and cmx (codebreaker) did not use kernel hook

    hooking to game elf cheat engine runs at game speed

    Originally posted by root670 View Post
    Fwiw, Jak II does require the additional parts of the enable code to prevent hanging at the license screen. I assume the others in the series require this too. Makes me wonder if they were deliberately trying to thwart people from using cheats or if something in the game's engine was interfering with the code engine.
    no, its made to stop piracy

    both modchip and cheat devices use kernel
    which triggers anti-piracy shit
    Last edited by lee4; 06-26-2016, 02:10:04 PM.

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  • root670
    replied
    If an enable code is being used, I don't see a reason to use the static hook with the code converted to a C-type. It'll only cause additional issues as far as I can see; an ideal hook address has already been found so we should just use that.

    My current plan is to create an option in the settings file to use the static hook if an enable code isn't being used. A message will be displayed when the static hook is used so the user can pinpoint it as a potential cause of issues if crashing occurs. Enable codes won't be hidden from the cheat list either way. I might also add an option to skip execution of codes within a set interval (only execute the codes every N times the engine is called) to prevent slowdowns with the static hook. NetCheat does something similar to that with it's B-type code.

    Hook Options:
    1. 9-type Enable Code without Static Hook
    The safest option. Won't interfere with loader ELFs and works with multi-ELF games.
    2. Static Hook without 9-type Enable Code
    Can cause issues with loader ELFs but allows codes to be used when an enable code is unavailable.
    3. No Static Hook nor 9-type Enable Code
    Warn user that cheats will be disabled.

    Originally posted by Pyriel View Post
    The one Jak game with a longer enable code is overriding protection, or remedying some issue the cheat engine causes.
    Fwiw, Jak II does require the additional parts of the enable code to prevent hanging at the license screen. I assume the others in the series require this too. Makes me wonder if they were deliberately trying to thwart people from using cheats or if something in the game's engine was interfering with the code engine.

    Leave a comment:


  • Pyriel
    replied
    I haven't really thought this through all the way, but instead of ignoring 9-type codes, couldn't they just be treated as C-type? You might still have the possibility of slowdowns, but the other issues should mostly disappear if nothing below the 9-type is executed until its condition is true.

    Edit: It might still be worthwhile to allow kernel-hooking to be disabled in favor of the standard game hooks. I'm just thinking if you make it a boot-up option, and handle 9- and F-type codes differently based on an option, rather than their mere presence in the code list, you give the user some choice in the matter, while possibly allowing the same code list to work in either mode.
    Last edited by Pyriel; 06-24-2016, 11:17:35 PM.

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