lis %r3, 0x210 - Loads 0x2100000
lwz %r4, 0x00(%r3) Reads 0x2100000
cmpwi %r4, 0 - Compares 0x2100000 Value To 0
beq 0x8c - If Value of r4 is equal to 0 (nothing) then it will branch to end of fps function and not execute rest of code
bl 0x331E0 - If value isnt equal then it will call the g_localizedstring offset (0x331E0)
lis %r4, 0x210 - Loads 0x2100000
stw %r3, 0x5000(%r4) - Stores r3's value to 0x2105000
li %r3, 0 - Loads 0x0000000 Into r3
stw %r3, 0x00(%r4) - Stores r3's value into r4 (this can be known as cleaning it out, to stop it being loaded over and over)
b 0x74 - Branches to end of fps offset and ends function
public static void WritePPCToMemory()
{
PS3.SetMemory(0x2100000, new byte[32]);//Where Text Writes To
PS3.SetMemory(0x2105000, new byte[32]);//Return String
PS3.SetMemory(0x369070, new byte[] { 0x3C, 0x60, 0x02, 0x10, 0x80, 0x83, 0x00, 0x00, 0x2C, 0x04, 0x00, 0x00, 0x41, 0x82, 0x00, 0x8C, 0x4B, 0xCC, 0xA1, 0x61, 0x3C, 0x80, 0x02, 0x10, 0x90, 0x64, 0x50, 0x00, 0x38, 0x60, 0x00, 0x00, 0x90, 0x64, 0x00, 0x00, 0x48, 0x00, 0x00, 0x74, 0x3B, 0xE4, 0x8F, 0xD4, 0x38, 0x80, 0x00, 0x00 }); //PPC Code We Are Writing To Memory
PS3.SetMemory(0x33227, new byte[] { 0x01 });//Fixes HUDS (without it huds wont spawn)
}//Run this code when connecting your tool or when you start your huds whatever... this will write the ppc code to the memory, now to actually put it to use we will need another function
public static short SetText(string Text)
{
PS3.SetMemory(0x2100000, Encoding.ASCII.GetBytes(Text + "\0"));//Writes Text To Memory
System.Threading.Thread.Sleep(50);//Stops it from overloading and doing weird shit
return (short)PS3.Extension.ReadInt32(0x2105000);//Gets The Return Value
}
lis %r3, 0x210 - Loads 0x2100000
lwz %r4, 0x00(%r3) Reads 0x2100000
cmpwi %r4, 0 - Compares 0x2100000 Value To 0
beq 0x8c - If Value of r4 is equal to 0 (nothing) then it will branch to end of fps function and not execute rest of code
bl 0x331E0 - If value isnt equal then it will call the g_localizedstring offset (0x331E0)
lis %r4, 0x210 - Loads 0x2100000
stw %r3, 0x5000(%r4) - Stores r3's value to 0x2105000
li %r3, 0 - Loads 0x0000000 Into r3
stw %r3, 0x00(%r4) - Stores r3's value into r4 (this can be known as cleaning it out, to stop it being loaded over and over)
b 0x74 - Branches to end of fps offset and ends function
public static void WritePPCToMemory()
{
PS3.SetMemory(0x2100000, new byte[32]);//Where Text Writes To
PS3.SetMemory(0x2105000, new byte[32]);//Return String
PS3.SetMemory(0x369070, new byte[] { 0x3C, 0x60, 0x02, 0x10, 0x80, 0x83, 0x00, 0x00, 0x2C, 0x04, 0x00, 0x00, 0x41, 0x82, 0x00, 0x8C, 0x4B, 0xCC, 0xA1, 0x61, 0x3C, 0x80, 0x02, 0x10, 0x90, 0x64, 0x50, 0x00, 0x38, 0x60, 0x00, 0x00, 0x90, 0x64, 0x00, 0x00, 0x48, 0x00, 0x00, 0x74, 0x3B, 0xE4, 0x8F, 0xD4, 0x38, 0x80, 0x00, 0x00 }); //PPC Code We Are Writing To Memory
PS3.SetMemory(0x33227, new byte[] { 0x01 });//Fixes HUDS (without it huds wont spawn)
}//Run this code when connecting your tool or when you start your huds whatever... this will write the ppc code to the memory, now to actually put it to use we will need another function
public static short SetText(string Text)
{
PS3.SetMemory(0x2100000, Encoding.ASCII.GetBytes(Text + "\0"));//Writes Text To Memory
System.Threading.Thread.Sleep(50);//Stops it from overloading and doing weird shit
return (short)PS3.Extension.ReadInt32(0x2105000);//Gets The Return Value
}
lis %r3, 0x210 - Loads 0x2100000
lwz %r4, 0x00(%r3) Reads 0x2100000
cmpwi %r4, 0 - Compares 0x2100000 Value To 0
beq 0x8c - If Value of r4 is equal to 0 (nothing) then it will branch to end of fps function and not execute rest of code
bl 0x331E0 - If value isnt equal then it will call the g_localizedstring offset (0x331E0)
lis %r4, 0x210 - Loads 0x2100000
stw %r3, 0x5000(%r4) - Stores r3's value to 0x2105000
li %r3, 0 - Loads 0x0000000 Into r3
stw %r3, 0x00(%r4) - Stores r3's value into r4 (this can be known as cleaning it out, to stop it being loaded over and over)
b 0x74 - Branches to end of fps offset and ends function
public static void WritePPCToMemory()
{
PS3.SetMemory(0x2100000, new byte[32]);//Where Text Writes To
PS3.SetMemory(0x2105000, new byte[32]);//Return String
PS3.SetMemory(0x369070, new byte[] { 0x3C, 0x60, 0x02, 0x10, 0x80, 0x83, 0x00, 0x00, 0x2C, 0x04, 0x00, 0x00, 0x41, 0x82, 0x00, 0x8C, 0x4B, 0xCC, 0xA1, 0x61, 0x3C, 0x80, 0x02, 0x10, 0x90, 0x64, 0x50, 0x00, 0x38, 0x60, 0x00, 0x00, 0x90, 0x64, 0x00, 0x00, 0x48, 0x00, 0x00, 0x74, 0x3B, 0xE4, 0x8F, 0xD4, 0x38, 0x80, 0x00, 0x00 }); //PPC Code We Are Writing To Memory
PS3.SetMemory(0x33227, new byte[] { 0x01 });//Fixes HUDS (without it huds wont spawn)
}//Run this code when connecting your tool or when you start your huds whatever... this will write the ppc code to the memory, now to actually put it to use we will need another function
public static short SetText(string Text)
{
PS3.SetMemory(0x2100000, Encoding.ASCII.GetBytes(Text + "\0"));//Writes Text To Memory
System.Threading.Thread.Sleep(50);//Stops it from overloading and doing weird shit
return (short)PS3.Extension.ReadInt32(0x2105000);//Gets The Return Value
}
lis %r3, 0x210 - Loads 0x2100000
lwz %r4, 0x00(%r3) Reads 0x2100000
cmpwi %r4, 0 - Compares 0x2100000 Value To 0
beq 0x8c - If Value of r4 is equal to 0 (nothing) then it will branch to end of fps function and not execute rest of code
bl 0x331E0 - If value isnt equal then it will call the g_localizedstring offset (0x331E0)
lis %r4, 0x210 - Loads 0x2100000
stw %r3, 0x5000(%r4) - Stores r3's value to 0x2105000
li %r3, 0 - Loads 0x0000000 Into r3
stw %r3, 0x00(%r4) - Stores r3's value into r4 (this can be known as cleaning it out, to stop it being loaded over and over)
b 0x74 - Branches to end of fps offset and ends function
public static void WritePPCToMemory()
{
PS3.SetMemory(0x2100000, new byte[32]);//Where Text Writes To
PS3.SetMemory(0x2105000, new byte[32]);//Return String
PS3.SetMemory(0x369070, new byte[] { 0x3C, 0x60, 0x02, 0x10, 0x80, 0x83, 0x00, 0x00, 0x2C, 0x04, 0x00, 0x00, 0x41, 0x82, 0x00, 0x8C, 0x4B, 0xCC, 0xA1, 0x61, 0x3C, 0x80, 0x02, 0x10, 0x90, 0x64, 0x50, 0x00, 0x38, 0x60, 0x00, 0x00, 0x90, 0x64, 0x00, 0x00, 0x48, 0x00, 0x00, 0x74, 0x3B, 0xE4, 0x8F, 0xD4, 0x38, 0x80, 0x00, 0x00 }); //PPC Code We Are Writing To Memory
PS3.SetMemory(0x33227, new byte[] { 0x01 });//Fixes HUDS (without it huds wont spawn)
}//Run this code when connecting your tool or when you start your huds whatever... this will write the ppc code to the memory, now to actually put it to use we will need another function
public static short SetText(string Text)
{
PS3.SetMemory(0x2100000, Encoding.ASCII.GetBytes(Text + "\0"));//Writes Text To Memory
System.Threading.Thread.Sleep(50);//Stops it from overloading and doing weird shit
return (short)PS3.Extension.ReadInt32(0x2105000);//Gets The Return Value
}
lis %r3, 0x210 - Loads 0x2100000
lwz %r4, 0x00(%r3) Reads 0x2100000
cmpwi %r4, 0 - Compares 0x2100000 Value To 0
beq 0x8c - If Value of r4 is equal to 0 (nothing) then it will branch to end of fps function and not execute rest of code
bl 0x331E0 - If value isnt equal then it will call the g_localizedstring offset (0x331E0)
lis %r4, 0x210 - Loads 0x2100000
stw %r3, 0x5000(%r4) - Stores r3's value to 0x2105000
li %r3, 0 - Loads 0x0000000 Into r3
stw %r3, 0x00(%r4) - Stores r3's value into r4 (this can be known as cleaning it out, to stop it being loaded over and over)
b 0x74 - Branches to end of fps offset and ends function
public static void WritePPCToMemory()
{
PS3.SetMemory(0x2100000, new byte[32]);//Where Text Writes To
PS3.SetMemory(0x2105000, new byte[32]);//Return String
PS3.SetMemory(0x369070, new byte[] { 0x3C, 0x60, 0x02, 0x10, 0x80, 0x83, 0x00, 0x00, 0x2C, 0x04, 0x00, 0x00, 0x41, 0x82, 0x00, 0x8C, 0x4B, 0xCC, 0xA1, 0x61, 0x3C, 0x80, 0x02, 0x10, 0x90, 0x64, 0x50, 0x00, 0x38, 0x60, 0x00, 0x00, 0x90, 0x64, 0x00, 0x00, 0x48, 0x00, 0x00, 0x74, 0x3B, 0xE4, 0x8F, 0xD4, 0x38, 0x80, 0x00, 0x00 }); //PPC Code We Are Writing To Memory
PS3.SetMemory(0x33227, new byte[] { 0x01 });//Fixes HUDS (without it huds wont spawn)
}//Run this code when connecting your tool or when you start your huds whatever... this will write the ppc code to the memory, now to actually put it to use we will need another function
public static short SetText(string Text)
{
PS3.SetMemory(0x2100000, Encoding.ASCII.GetBytes(Text + "\0"));//Writes Text To Memory
System.Threading.Thread.Sleep(50);//Stops it from overloading and doing weird shit
return (short)PS3.Extension.ReadInt32(0x2105000);//Gets The Return Value
}
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