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tempar's Introduction

TempAR

Overview

TempAR is a cheat plugin for the PlayStation Portable.

It is a heavily modified version of MKUltra which itself is a modified version of NitePR.

For more information please refer to the plugin readme.

Compiling

To compile, ensure you have Docker installed and run the following in PowerShell:

docker run -it -v "${PWD}:/src" -w "/src" pspdev/pspsdk make release

A tar.gz file containing the binaries and other misc files will be output to a build folder.

Build process tested on Windows 10.

tempar's People

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tempar's Issues

Spacing between Dec and ASCII v1.64

When you go to edit a cheat in TempAR v1.64. there is no spacing between the Dec and Ascii representations of the number. Please refer to the pictures:

1 63
1 64

Crash at id screen

I have compiled with these changes mgood7123@7e0d730 for latest psp sdk

If we go to the id screen

20220927_160117

Then tempar crashes and we cannot quit nor change screens

We need to power off to exit

Compared to the original tempar

20220927_155914

Feature request: Add DB dumping function.

I found that most databases on the Internet are corrupted for some reason.
Examples: 1, 2, 3.
Also, different formattings (.BIN and .DB formats) are also a problem. There are also some Japanese DBs that are encoded in ShiftJIS (which is a problem).
So I suggest that you should add a function to copy all valid codes to a separate file, in .DB (plaintext) format and with UTF-8 encoding.
In this way the files are easier to modify.

Feature Request: Changing Sizes of Modified Addresses.

When you add a new cheat in TempAR it looks like you cannot change the number of bytes that are modified per each line.

Compare this to an older Cheat Engine (CoderPR) where if you highlight a line and press the square button, you can alternate between just modifying one byte, two bytes, or all 4 bytes.
CoderPR

This is not a problem if all 4 bytes are read for one instruction, but with some games, 2 bytes can be for one instruction, while the other two are used for something else causing problems if you only want to edit two bytes.

Once I figure out how to get the source code to compile, I will see if it is something I can implement in a fork. Still have a lot to learn though.

Instability when loading games if cheats are enabled.

I'm testing this with Yu-Gi-Oh! Tag Force (ULES-00600) as I'm trying to make a code for it and I'm getting inconsistent results with the game being able to load at all if I have cheats enabled. Most of the time the loaded game crashes with an error code 0x80020148 if cheats are on, however one way to bypass the crash I've found is by getting TempAR's menu as soon as possible and staying there until the game finished loading. I've recorded a video of the issue.

Here are the notable timestamps:
00:00 - Boot with Crash Bypass
00:55 - Successful Boot without Bypass
01:45 - Successful Boot without Bypass
02:53 - Successful Boot without Bypass
03:35 - Power Cycle PSP
03:57 - Unsuccessful Boot without Bypass
04:20 - Boot with Crash Bypass
05:08 - System Hard Crash
06:06 - Unsuccessful Boot without Bypass
06:32 - Boot with Crash Bypass
07:22 - Unsuccessful Boot without Bypass

I would really love to use TempAR for what I'm doing, as it seems other methods of loading cheats (such as CWCheat) don't apply cheats fast enough to actually trigger the change for the title screen of this game in time.

The tests were conducted on a Japanese PSP-3000 running 6.61 PRO-C โˆž with TempAR 1.64.

Edit: This instability doesn't exist in TempAR 1.62-3 from what I could tell, however the cheats get loaded too late in that, just like in CWCheat for what I'm trying to achieve.

P3P Tempar_163 infinite load state

I use tempar to run some mods for the P3P. So if i shutdown the PSP and then i turn it off the game will stuck in a endless load state.

The mods are working like cheats, to run it i use Tempar_163. Then i use Aemulus Package Manager to add mods. Then i use p3p-patcher-master and added xmod file to ISO-packer that i run.
The problem is: when i turn off power on PSP i can't continue playing. The game is still running, i can move around the pinpoint, press buttons, etc, but when i want to move to another location the gema drops in the endless loading state.
So it seems like when the location and dialogs properly loaded into flash memory it can use it, but when it's need to load new data it can't do such thing. In that state i can callout Tempar menu, but some things works just fine, but others don't, like UMD dump.

TempAR for Vita

@raing3 I was just going to ask if it was alright if I uploaded a version of this made for the PS Vita, or if there's any way to get you to add my changes to your current version?

I didn't change much. I only added a new Mode, "Sony Vita" and made the form fill in the base address. It also automatically turns on the "Real Addresses" option, since that's useful in Vita. And I temporarily replace the Code Generator for AR with a code generator for VitaCheat.

I've just noticed you had the source code made available... so I may be able to make a branch, but I don't actually know how to use github that well and I didn't use the source code when making this... it was decompiled in Virtual Studio.

Untitled

Until I get your permission, as well, I've not released it publicly.

missing opcodes

opcodes need careful examination.

tempAR already allows for easy opcode reversal, but I did notice some of them were missing,
(ones that default to ????). I compared some of these missing opcodes on the PPSSPP
emulator to instructions that decoded as ???? on tempAR, and where still being executed on the PSP in some occasions.

I'm willing to try and implement this myself, although there doesn't to be any readily available documentation pertaining the PSP custom MIPS IV (?) - Allegrex

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