Mega Xppdll Trainer Tutorial

JackMack Sep 20, 2012

  1. JackMack

    JackMack I'm ADDZ's ***** :P BANNED
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    [​IMG]

    Important notice:​
    ​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.
    Section 1: Finding offsets​
    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

    [​IMG]

    Add Xbox 360

    [​IMG]

    Next input your IP

    [​IMG]

    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++

    [​IMG]

    Then press Dump Xbox 360 Ram, then Dump 360 Memory

    After it finishes open Artmoney

    [​IMG]

    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

    [​IMG]


    and spend some and filter and repeat

    after the results stop decreasing

    [​IMG]

    Turn on Ascension, and go to Edit at the top right and then settings and input your xbox's IP

    [​IMG]

    After that go to Advanced Poker, and add a game.

    [​IMG]

    After that exit the Settings menu, and go to Tools and then Advanced Poker, and select your Game.


    [​IMG]

    And open the Calculator

    Go to View and then Programmer, enter the offset you got from Artmoney and add C0000000

    [​IMG]

    After that back to Ascension, type the number you just got here in Offset and press Get Value

    [​IMG]

    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​
    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.

    [​IMG]



    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.​
    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

    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]

    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
    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 ;)
     
  2. sensi420

    sensi420 Contributor TeamXPG
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    Awesome Tutorial
     
  3. BMTHstanton1990

    BMTHstanton1990 RGH/JTAG God
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    Still getting the programs. :LOL: So far, i like it.
     
  4. FeralA9X

    FeralA9X The EX-Terminator XPG Administrator
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    Nice work Jack, made it really easy for people with this tut ;)
    Everything you need to get a trainer working right here :p
     
  5. JackMack

    JackMack I'm ADDZ's ***** :P BANNED
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    Thanks, took me 6 hours.
     
  6. FeralA9X

    FeralA9X The EX-Terminator XPG Administrator
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    Well worth the time spent on it mate, have some rep :p
     
  7. Last1Standing

    Last1Standing XPG Addict Gold Subscriber
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    This awesome I am going to give this a go this weekend. Thank you.

    Sent from my SGH-T959V using Tapatalk 2
     
  8. extraginger

    extraginger Newbie
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    THANKS so much dude, your a huge help, this is probably the biggest trainer tut ever made so far. Amazing work!
     
  9. BMTHstanton1990

    BMTHstanton1990 RGH/JTAG God
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    There wouldn't happen to be a program better than Ascension, would there? This one does nothing but give me Fecal Leaking. :LOL:
     
  10. BMTHstanton1990

    BMTHstanton1990 RGH/JTAG God
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    Never mind. Found Peek-Poker. ;)
     
  11. JackMack

    JackMack I'm ADDZ's ***** :P BANNED
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    Peek Poker doesn't work for me, or i don't know how to use it, i think it's the latter.
     
  12. BMTHstanton1990

    BMTHstanton1990 RGH/JTAG God
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    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:
     
  13. JackMack

    JackMack I'm ADDZ's ***** :P BANNED
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    What happens in Ascension? http://gyazo.com/c34991e069854bfad0c4006db792b6e6.png?1348154613
     
  14. JackMack

    JackMack I'm ADDZ's ***** :P BANNED
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    Did you put 0x?
     
  15. BMTHstanton1990

    BMTHstanton1990 RGH/JTAG God
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    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...
     
  16. JackMack

    JackMack I'm ADDZ's ***** :P BANNED
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    Might be Dynamic, i got that problem with NFS Undercover.
     
  17. BMTHstanton1990

    BMTHstanton1990 RGH/JTAG God
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    Would explain why there isn't any Forza trainers. :LOL:
     
  18. ticallion

    ticallion Member
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    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 :)
     
  19. sensi420

    sensi420 Contributor TeamXPG
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    Making trainers is easy, finding the offsets is whats so damn time consuming.
     
  20. JackMack

    JackMack I'm ADDZ's ***** :P BANNED
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    True that Sensi, especially if it's health.
     

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