Important notice: Spoiler I RECOMMEND YOU INSTALL RGLoader WITH STANTON'S GUIDE IT'S FASTER IT'S MORE SUPPORTED IT'S WHAT I'M DOING THIS GUIDE WITH. Spoiler http://www.xpgamesav...themes-as-well/ Section 1: Finding offsets Spoiler OK, let's get started Files Required: -XBOX360 SDK you can use this one: Code: http://bit.ly/pkKyPe -Visual Studio 2010 (first install this, then the SDK) -A pre-selected game -An Xbox :LOL: -Ascension -Simpledump++ by mojobojo -Artmoney -XBDM (If you're using Freeboot) Start Xbox360 Neighborhood Add Xbox 360 Next input your IP Which you'll see in the upper-right corner of RGLoader (note: you can't use wireless for the xbox) next boot your game Mine is Sonic 4 Episode II After booting your game start Simpledump++ Then press Dump Xbox 360 Ram, then Dump 360 Memory After it finishes open Artmoney Press Select File and choose your 360's memory file you just dumped. and search for the money you currently have And press Custom on search type On bytes order choose reverse And search and spend some and filter and repeat after the results stop decreasing Turn on Ascension, and go to Edit at the top right and then settings and input your xbox's IP After that go to Advanced Poker, and add a game. After that exit the Settings menu, and go to Tools and then Advanced Poker, and select your Game. And open the Calculator Go to View and then Programmer, enter the offset you got from Artmoney and add C0000000 After that back to Ascension, type the number you just got here in Offset and press Get Value After you get the value you currently see on the screen, change the number on the right to something like 999 and Poke Changes If it changes then congrats, if not replay to this thread for troubleshooting. Section 2: Building the trainer Spoiler Files Required -xppdll0.2 -Visual Studio -SDK 1th. open xpploadersample.vcproj from xpp0.2a it will open in VC and tell you to convert just click finish. 2th. Now open xpploadersample.vcxproj from the same directory and go to the bottom of the file. 3th. Change the SetupCheats(0xTitleID to whatever the title ID of your game is. 4th. And the game://whatever your cheat text file name is.txt. 5th. XINPUT thing if what to use for activating the cheats it's optional to change you can just leave it like that. 6th. At the top there's a drop down menu that says Debug change it to Release. 7th. and press Build at the top and then config' manager and change the active solution to Xbox360. 8th. and then press Build and then Build xpploadersample, you will find the xex in a folder named Release. 9th. ??? 10th. Profit!!! Section 3: Making the titleid.txt Thanks to pureISO for this. Spoiler Needed: xppdll.xex - must be in the same directory as *Trainer_RIGHTSTICK.xex xpploadersample source code Game memory address you will be poking Recommended xextool - command -l (To get game title ID) Loader Coding - xpploadersample line 73 Code: Code: 0x434307FC = title Id (Super Street Fighter IV) game:\\434307FC.txt = cheat text location XINPUT_GAMEPAD_RIGHT_THUMB = click right thumb stick to activate / deactivate cheat SetupCheats(0x434307FC, "game:\\434307FC.txt", XINPUT_GAMEPAD_RIGHT_THUMB); Coding Cheat 434307FC.txt must be in the same location as default.xex, *Trainer_RIGHTSTICK.xex and appdll.xex Spoiler Code: XPP codetypes (by the2000 [aka extra2000]) This document describes valid codetypes used by XPowerPlay. **NOTE: All values of X, A, V, & N are in hexadecimal format unless specified otherwise. Do not prepend values with any prefixes(0x, $, etc.). ================================================================================ Write Commands ================================================================================ 0 = 8 bit write 1 = 16 bit write 2 = 32 bit write Format: XX AAAAAAAA VVVVVVVV XX = 0/1/2 AAAAAAAA = address in memory VVVVVVVV = value VVVVVVVV is written to memory location AAAAAAAA. Example: 2 85400010 00FF00FF The code above writes 00FF00FF(in 32 bits) to 85400010. ================================================================================ And Commands ================================================================================ 3 = 8 bit And 4 = 16 bit And 5 = 32 bit And Format: XX AAAAAAAA VVVVVVVV XX = 3/4/5 AAAAAAAA = address in memory VVVVVVVV = value The value at memory location AAAAAAAA is bitwise anded with VVVVVVVV. The result is written to memory location AAAAAAAA. Example: 4 85400010 0F0F The code above will obtain the 16 bit value at 85400010, then apply bitwise and of 0F0F to that value. The resulting value is stored back 85400010 afterwards. ================================================================================ Or Commands ================================================================================ 6 = 8 bit Or 7 = 16 bit Or 8 = 32 bit Or Format: XX AAAAAAAA VVVVVVVV XX = 6/7/8 AAAAAAAA = address in memory VVVVVVVV = value The value at memory location AAAAAAAA is bitwise ored with VVVVVVVV. The result is written to memory location AAAAAAAA. Example: 6 85400010 FF The code above will obtain the 8 bit value at 85400010, then apply bitwise or of FF to that value. The resulting value is stored back 85400010 afterwards. ================================================================================ Xor Commands ================================================================================ 9 = 8 bit Xor A = 16 bit Xor B = 32 bit Xor Format: XX AAAAAAAA VVVVVVVV XX = 9/A/B AAAAAAAA = address in memory VVVVVVVV = value The value at memory location AAAAAAAA is bitwise xored with VVVVVVVV. The result is written to memory location AAAAAAAA. Example: B 85400010 FF008800 The code above will obtain the 32 bit value at 85400010, then apply bitwise xor of FF008800 to that value. The resulting value is stored back 85400010 afterwards. ================================================================================ Increment Commands ================================================================================ C = 8 bit Increment D = 16 bit Increment E = 32 bit Increment Format: XX AAAAAAAA VVVVVVVV XX = C/D/E AAAAAAAA = address in memory VVVVVVVV = value The value at memory location AAAAAAAA is added with VVVVVVVV. The result is written to memory location AAAAAAAA. Example: E 85400010 0000FFFF The code above will obtain the 32 bit value at 85400010, 0000FFFF will be added to that 32 bit value. The sum will be stored back to 85400010 afterwards. ================================================================================ Decrement Commands ================================================================================ F = 8 bit Decrement 10 = 16 bit Decrement 11 = 32 bit Decrement Format: XX AAAAAAAA VVVVVVVV XX = F/10/11 AAAAAAAA = address in memory VVVVVVVV = value The value at memory location AAAAAAAA is subtracted with VVVVVVVV. The result is written to memory location AAAAAAAA. Example: 10 85400010 1010 The code above will obtain the 16 bit value at 85400010. That value will be subtracted with 1010. The difference will be stored back to 85400010 afterwards. ================================================================================ Equal Test Commands ================================================================================ 12 = 8 bit Equal 13 = 16 bit Equal 14 = 32 bit Equal Format: XX AAAAAAAA VVVVVVVV NN XX = 12/13/14 AAAAAAAA = address in memory VVVVVVVV = value NN = number of lines to skip/apply If the value at memory location AAAAAAAA is equal to VVVVVVVV, XPP will apply the NN lines of codes directly below this code. Else, NN lines of codes directly below this code will be skipped. Example: 12 85400010 AA 01 02 8540FF70 0098967F The code above will obtain the 8 bit value at 85400010. If the value is equal to AA, then the code below it will be executed. Otherwise it will be skipped. ================================================================================ Not Equal Test Commands ================================================================================ 15 = 8 bit Not Equal 16 = 16 bit Not Equal 17 = 32 bit Not Equal Format: XX AAAAAAAA VVVVVVVV NN XX = 15/16/17 AAAAAAAA = address in memory VVVVVVVV = value NN = number of lines to skip/apply If the value at memory location AAAAAAAA is not equal to VVVVVVVV, XPP will apply the NN lines of codes directly below this code. Else, NN lines of codes directly below this code will be skipped. Example: 15 85400010 AA 02 01 8540FF70 0098 01 8540FF72 967F The code above will obtain the 8 bit value at 85400010. If the value is not equal to AA, then the 2 codes below it will be executed. Otherwise, these codes will be skipped. ================================================================================ Greater Than Test Commands ================================================================================ 18 = 8 bit Greater Than 19 = 16 bit Greater Than 1A = 32 bit Greater Than Format: XX AAAAAAAA VVVVVVVV NN XX = 18/19/1A AAAAAAAA = address in memory VVVVVVVV = value NN = number of lines to skip/apply If the value at memory location AAAAAAAA is greater than to VVVVVVVV, XPP will apply the NN lines of codes directly below this code. Else, NN lines of codes directly below this code will be skipped. Example: 19 85400010 AAFF 04 00 8540FF70 00 00 8540FF71 98 00 8540FF72 96 00 8540FF73 7F The code above will obtain the 16 bit value at 85400010. If the value is greater than AAFF, then the 4 codes below it will be executed. Otherwise, these codes will be skipped. ================================================================================ Less Than Test Commands ================================================================================ 1B = 8 bit Less Than 1C = 16 bit Less Than 1D = 32 bit Less Than Format: XX AAAAAAAA VVVVVVVV NN XX = 1B/1C/1D AAAAAAAA = address in memory VVVVVVVV = value NN = number of lines to skip/apply If the value at memory location AAAAAAAA is less than to VVVVVVVV, XPP will apply the NN lines of codes directly below this code. Else, NN lines of codes directly below this code will be skipped. Example: 1C 85400010 AAFF 04 00 8540FF70 00 00 8540FF71 98 00 8540FF72 96 00 8540FF73 7F The code above will obtain the 16 bit value at 85400010. If the value is less than AAFF, then the 4 codes below it will be executed. Otherwise, these codes will be skipped. ================================================================================ Multi-write Commands (Condensed Codes) ================================================================================ 1E = 8 bit Less Than 1F = 16 bit Less Than 20 = 32 bit Less Than Format: XX AAAAAAAA VVVVVVVV NN SSSS IIII XX = 1E/1F/20 AAAAAAAA = initial address in memory VVVVVVVV = initial value value NN = number of times to write SSSS = offset from one code to the next IIII = increment of one value to the next VVVVVVVV will be written to AAAAAAAA. This will be done NN times, while incrementing AAAAAAAA with SSSS every iteration, and incrementing VVVVVVVV with IIII every iteration. Example: 1F 82550010 0000 04 2000 1000 The code above expands to: 1 82550010 0000 1 82552010 1000 1 82554010 2000 1 82556010 3000 Sample Cheat - Tales of Vesperia[4E4D07E9] Spoiler Code: #Tales of Vesperia[4E4D07E9] #Infinite Gald 2 8274BD88 05F5E0FF #Yuri Codes #Max Level 2 82750778 000000C8 #Infinite/Max HP 2 8275077C 0000270F 2 82750784 0000270F 2 82750794 0000270F #Infinite/Max MP 2 82750780 000003E7 2 82750788 000003E7 2 82750798 000003E7 #Infinite Experience 2 82750790 05F5E0FF #Max Attack 2 82750868 0000270F #Max Magic Attack 2 8275086C 0000270F Constants for gamepad buttons Spoiler XINPUT_GAMEPAD_DPAD_UP XINPUT_GAMEPAD_DPAD_DOWN XINPUT_GAMEPAD_DPAD_LEFT XINPUT_GAMEPAD_DPAD_RIGHT XINPUT_GAMEPAD_START XINPUT_GAMEPAD_BACK XINPUT_GAMEPAD_LEFT_THUMB XINPUT_GAMEPAD_RIGHT_THUMB XINPUT_GAMEPAD_LEFT_SHOULDER XINPUT_GAMEPAD_RIGHT_SHOULDER This is for XPG, *******!!!! Downloads + XBDM Code: http://www.mediafire.com/?afdot2f1r0r2er1 I DON'T authorize this tutorial to be posted anywhere else. Shoutouts to XPG Tutorial Team: Stanton, XPG Dutch, and XPG TOMO. Shoutouts to TeamXPG and Enigma
Nice work Jack, made it really easy for people with this tut Everything you need to get a trainer working right here
This awesome I am going to give this a go this weekend. Thank you. Sent from my SGH-T959V using Tapatalk 2
THANKS so much dude, your a huge help, this is probably the biggest trainer tut ever made so far. Amazing work!
There wouldn't happen to be a program better than Ascension, would there? This one does nothing but give me Fecal Leaking. :LOL:
Neither work for me. Peek Poker says "Input string was in the wrong format." Yet, the address i got is "03AA86E8" then i add "82000000" which gives me "85AA86E8" I enter that into Ascension and i get "index is out of range." Is the 82000000 you put up there correct? The memory isn't even that big. :LOL:
Ah, the "0x" fixed the issue with Ascension. Thanks for that one. xD Now i'm having another problem. I've been dumping and searching and now it's not finding any matching values at all... Damn Forza 2. :LOL: I've been popping the offset into Ascension and grabbing the values, but they're all the same? Then, when i poke the change it sticks when i hit get value again it's what i entered. Yet, nothing changes. I've done all the addresses that were pulled up...
wow...didnt know there was so much work to do for a trainer...i'm now even more impressed and thankful for our talented coders which serve us with so much great trainers. keep em coming