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#741 |
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Apprentice
![]() Join Date: Oct 2010
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Hello everyone, I decrypted BioShock's EBOOT with TrueAncestor and applied cheats with PS3 Cheats Editor. Then, I saved EBOOT file and moved to the game folder. But none of the cheats are working. Is there something wrong?
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#742 | |
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Member
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I DONT HAVE THAT GAME VERSION
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#743 |
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Member
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Location: Space
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get the pc version and use a trainer
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#744 | |
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Apprentice
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Thanks for the tip, I would never think of it. Any other helper? |
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#745 | |
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Member
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@PyroOnFire I took a glance and infinite ammo is the only code that isn't an ASM code, so the other 4 should work. I'm guessing you messed something up. Also, it's Bioshock 1, it's very old so you could just use PS3CheatsEditor on the first page of this thread to make a package that will work. Last edited by bungholio; 12-26-2012 at 07:46 AM. |
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#746 |
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Member
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help everytime I try to select an eboot from cheats editor it says that it failed to decrypt the eboot
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#747 |
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Senior Member
![]() Join Date: Mar 2012
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I have updated the attachment.
PHP Code:
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Likes: (1) |
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#748 |
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Member
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Any chance of a debug camera cheat in GT5 like GT PSP?
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#749 |
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Member
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how can we check the codes to see if they are asm codes or not what the difference?
__________________
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#750 |
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Member
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@DANNY G
http://www.ps3hax.net/showpost.php?p...&postcount=732 It's the value and the memory address. There are some very common values that give away whether something is ASM too. Some values I always see and use: 60000000 = nop. Basically just removes a line of code that does something. Commonly used to delete branches, store operations, or branch and link operations. Games never use this as an integer value or float value, you'll never get this one confused. 4E800020 = blr. Usually put as the first line at the start of a function to cause anything that uses it to not bother. Deletes entire functions in games. Games never use this as an integer value or float value either, so you'll never get this one confused either. 48?????? = unconditional branch that links if the last digit is an odd number. Can be 4B?????? too. They could technically be a float value somebody chose, but if that's the case they chose a strange value. I've used them to jump to another section of code without messing with the linking register, or to just force a branch to always skip a few lines of code that it normally might do if the correct conditions are met. Last digit will always be either 0, 1, 4, 5, 8, 9, C, or D. You'll never see 48000000 or 48000004. Your odds of seeing a branch starting with 49?? or 4A?? are very slim. Anything else that's 4???????? = A branch that does some kind of check, and some link. Anything that's 2??????? or 7??????? = a comparison that will be somewhere just before any branch that fits into the above branch group since those need a comparison register to determine whether they will branch or not. 3C?0???? followed by 60?????? or just 38?0???? = used to create values to store somewhere in memory. Could be 3D?0, 3E?0, or 3F?0 followed by 61??, 62??, or 63??. Could also just be 39?0, 3A?0, or 3B?0. There's all kinds of common values used. Using r0: 3C003F80 = float value of 1.00000000 3C00000F 6000423F = F423F is hex for 999,999. 38000063 = hex for 99. Or they could use any register that isn't r1, like r31: 3FE0847A = float value of -1,000.00000000 3FE00098 63FF967F = 98967F is hex for 9,999,999. 3BE0FC19 = hex for -999. 80??????, 81??????, 82??????, or 83?????? = Load 4 bytes from the offset of some register. Last digit will always be 0, 4, 8, or C. 90??????, 91??????, 92??????, or 93?????? = Store 4 bytes at the offset of some register. Last digit will always be 0, 4, 8, or C. A0??????, A1??????, A2??????, or A3?????? = Load 2 bytes from the offset of some register. Last digit will always be 0, 2, 4, 6, 8, A, C, or E. B0??????, B1??????, B2??????, or B3?????? = Store 2 bytes at the offset of some register. Last digit will always be 0, 2, 4, 6, 8, A, C, or E. 88??????, 89??????, 8A??????, or 8B?????? = Load 1 byte from the offset of some register. 98??????, 99??????, 9A??????, or 9B?????? = Store 1 byte at the offset of some register. E8??????, E9??????, EA??????, or EB?????? = Load 8 bytes from the offset of some register. Last digit will always be 0 or 8. F8??????, F9??????, FA??????, or FB?????? = Store 8 bytes at the offset of some register. Last digit will always be 0 or 8. C0??????, C1??????, C2??????, C3?????? = Load a single precision float from the offset of some register. Last digit will always be 0, 4, 8, or C. D0??????, D1??????, D2??????, D3?????? = Store a single precision float at the offset of some register. Last digit will always be 0, 4, 8, or C. C8??????, C9??????, CA??????, CB?????? = Load a double precision float from the offset of some register. Last digit will always be 0 or 8. D8??????, D9??????, DA??????, DB?????? = Store a double precision float at the offset of some register. Last digit will always be 0 or 8. 1C??????, 1D??????, 1E??????, 1F?????? = A multiplication operation. Usually a code that's labeled as a multiplier uses it, and that's about the only time you'll see it. It's rare you'll see an ASM code just use a value like 000F423F, but it happens because sometimes that value is already in the eboot close to the end after all of the ASM code. I'm looking at Devil May Cry 4 and that game has a lot of values in the eboot at the end. It helps to know values you will often see to separate them better. Most normal integers won't ever reach the first digit, but floats always do which might make somebody think they are looking at ASM. This helps: http://www.h-schmidt.net/FloatApplet/IEEE754.html For floats, you'll usually see any value from 39000000 to 50000000, or B9000000 to D0000000, or 7F7F0000 to 7FFFFFFF. Sometimes you'll see FFFFFFFF somewhere, but that's usually a normal integer for -1. Odds are this is just confusing jibberish to anyone reading it. If you have an idea of the values of ASM code you can usually spot things in a heartbeat. Last edited by bungholio; 12-26-2012 at 06:26 PM. |
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