Creating PSX Trainer
- Dedok179
- Serious PSXDEV User
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Creating PSX Trainer
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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Administrator Verified
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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.
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 Verified
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- Location: Germany
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
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
You do not have the required permissions to view the files attached to this post.
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sickle Verified
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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...
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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inc^lightforce Verified
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have a look into my source (COMPLETE.ZIP). posted aboveCurious now to see if that last idea actually works...
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inc^lightforce Verified
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- PlayStation Model: Black
- Location: Germany
with coding
lets talk about
lets talk about
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inc^lightforce Verified
- Psy-Q Enthusiast
- Posts: 249
- Joined: Mar 07, 2013
- I am a: Programmer Windows+PS1, GFX Artist
- PlayStation Model: Black
- Location: Germany
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inc^lightforce Verified
- Psy-Q Enthusiast
- Posts: 249
- Joined: Mar 07, 2013
- I am a: Programmer Windows+PS1, GFX Artist
- PlayStation Model: Black
- Location: Germany
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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