#include <sys/sys_time.h>
#include <sys/syscall.h>
#include <sys/ppu_thread.h>
#include <string.h>
#include <sys/syscall.h>
#include <stdarg.h>
#include <stddef.h>
#include <sys/timer.h>
void sleep(usecond_t time)
{
sys_timer_usleep(time * 1000);
}
int console_write(const char * s)
{
uint32_t len;
system_call_4(403, 0, (uint64_t) s, 32, (uint64_t) &len);
return_to_user_prog(int);
}
sys_ppu_thread_t id;
sys_ppu_thread_t create_thread(void (*entry)(uint64_t), int priority, size_t stacksize, const char* threadname)
{
if(sys_ppu_thread_create(&id, entry, 0, priority , stacksize, 0, threadname) != CELL_OK)
{
console_write("Thread creation failed\n");
}
else
{
console_write("Thread created\n");
}
return id;
}
void thread_entry(uint64_t arg)
{
}//This is where all your mods will begin ^_^
create_thread(thread_entry, 0x4AA, 0x6000, "Main_Thread");
return 0;
for (;//Since the code practically runs once you'll need to add a loop
{
if (InGame())//Detects when it's InGame so it knows when to run and not every half a millisecond.
{
sleep(5000); //Sleeps for 5 seconds then executes your code below.
*(char*)0x1786418 = 0x40; //Thanks to mango for the player speed offset, This sets your speed x2 so we'll know if it works or not ^_^
}
}
for (;//Since the code practically runs once you'll need to add a loop
{
if (InGame())//Detects when it's InGame so it knows when to run and not every half a millisecond.
{
sleep(5000); //Sleeps for 5 seconds then executes your code below.
if (*(char*)0x1786418 == 63)
{
*(char*)0x1786418 = 0x40; //Thanks to mango for the player speed offset, This sets your speed x2 so we'll know if it works or not ^_^
}
else
{ *(char*)0x1786418 = 0x3F; /*Obviously this wouldn't work because it would turn it on and off every 5 seconds*/ }
}
}
#include <sys/sys_time.h>
#include <sys/syscall.h>
#include <sys/ppu_thread.h>
#include <string.h>
#include <sys/syscall.h>
#include <stdarg.h>
#include <stddef.h>
#include <sys/timer.h>
void sleep(usecond_t time)
{
sys_timer_usleep(time * 1000);
}
int console_write(const char * s)
{
uint32_t len;
system_call_4(403, 0, (uint64_t) s, 32, (uint64_t) &len);
return_to_user_prog(int);
}
sys_ppu_thread_t id;
sys_ppu_thread_t create_thread(void (*entry)(uint64_t), int priority, size_t stacksize, const char* threadname)
{
if(sys_ppu_thread_create(&id, entry, 0, priority , stacksize, 0, threadname) != CELL_OK)
{
console_write("Thread creation failed\n");
}
else
{
console_write("Thread created\n");
}
return id;
}
void thread_entry(uint64_t arg)
{
}//This is where all your mods will begin ^_^
create_thread(thread_entry, 0x4AA, 0x6000, "Main_Thread");
return 0;
for (;//Since the code practically runs once you'll need to add a loop
{
if (InGame())//Detects when it's InGame so it knows when to run and not every half a millisecond.
{
sleep(5000); //Sleeps for 5 seconds then executes your code below.
*(char*)0x1786418 = 0x40; //Thanks to mango for the player speed offset, This sets your speed x2 so we'll know if it works or not ^_^
}
}
for (;//Since the code practically runs once you'll need to add a loop
{
if (InGame())//Detects when it's InGame so it knows when to run and not every half a millisecond.
{
sleep(5000); //Sleeps for 5 seconds then executes your code below.
if (*(char*)0x1786418 == 63)
{
*(char*)0x1786418 = 0x40; //Thanks to mango for the player speed offset, This sets your speed x2 so we'll know if it works or not ^_^
}
else
{ *(char*)0x1786418 = 0x3F; /*Obviously this wouldn't work because it would turn it on and off every 5 seconds*/ }
}
}
#include <sys/sys_time.h>
#include <sys/syscall.h>
#include <sys/ppu_thread.h>
#include <string.h>
#include <sys/syscall.h>
#include <stdarg.h>
#include <stddef.h>
#include <sys/timer.h>
void sleep(usecond_t time)
{
sys_timer_usleep(time * 1000);
}
int console_write(const char * s)
{
uint32_t len;
system_call_4(403, 0, (uint64_t) s, 32, (uint64_t) &len);
return_to_user_prog(int);
}
sys_ppu_thread_t id;
sys_ppu_thread_t create_thread(void (*entry)(uint64_t), int priority, size_t stacksize, const char* threadname)
{
if(sys_ppu_thread_create(&id, entry, 0, priority , stacksize, 0, threadname) != CELL_OK)
{
console_write("Thread creation failed\n");
}
else
{
console_write("Thread created\n");
}
return id;
}
void thread_entry(uint64_t arg)
{
}//This is where all your mods will begin ^_^
create_thread(thread_entry, 0x4AA, 0x6000, "Main_Thread");
return 0;
for (;//Since the code practically runs once you'll need to add a loop
{
if (InGame())//Detects when it's InGame so it knows when to run and not every half a millisecond.
{
sleep(5000); //Sleeps for 5 seconds then executes your code below.
*(char*)0x1786418 = 0x40; //Thanks to mango for the player speed offset, This sets your speed x2 so we'll know if it works or not ^_^
}
}
for (;//Since the code practically runs once you'll need to add a loop
{
if (InGame())//Detects when it's InGame so it knows when to run and not every half a millisecond.
{
sleep(5000); //Sleeps for 5 seconds then executes your code below.
if (*(char*)0x1786418 == 63)
{
*(char*)0x1786418 = 0x40; //Thanks to mango for the player speed offset, This sets your speed x2 so we'll know if it works or not ^_^
}
else
{ *(char*)0x1786418 = 0x3F; /*Obviously this wouldn't work because it would turn it on and off every 5 seconds*/ }
}
}
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