I'm a little confused with how you're suppose to use the cheat functions with Kermit. The PC and PS2 sides connect fine, but I'm not sure what you're suppose to do to add codes to the list. Either the interface window is unfinished or I just can't figure out how to use it. Could someone give me a hand? Does it require any files to be dumped from the TOOL BIOS? I'm, using a retail SCPH-30001 (v3) with a FireWire connection.
For the cheat engine to work ? Not really. TOOL files are required only if you want to use DECI2. :thumbsup: I never used the cheat engine so I don't know how to help you. But I believe it takes RAW codes with absolute memory addresses. :shrug: Funny enough, the cheat engine is one of it's main features and I never used it ... lol
Considering that the only way to set up codes is through the iLINK or EESIO ports while using the PC side client, I'd guess no. :nod:
The cheat engine only needs a PC for setup. Once codes are configured, you can close the PC-side software, as DBGCORE will apply the patches itself. Please note that this kind of "always on" cheat is not what Kermit was designed for. This is due to my personal preference only: I generally don't like to cheat, but sometimes I do it nevertheless for varying reasons. However, I generally do not want to use "always on" codes, or codes that are too powerful. Why have "max money" or "all items at max quantities"? I'd rather have a one-shot "set quantity of item x to y" code. So for Kermit, the intended way is really to use the live memory editor. You can see and change anything in real-time, with no need to bother with obscure cheat codes. The choice of cheat codes supported is limited. I do not use "master codes" (DBGCORE is always active), only permanent-write codes are possible, and all codes must be in nonencrypted format. I do have code in there to decrypt codes (no pun intended), but it is not used the way one would like it to. Codes appear in the cheatcode UI as they are stored in target memory: as a sequence of units each having 2 32-bit integer values. The first is the address part, the second the data. The PS2 uses little-endian encoding, so when using the raw display with no byte swaps, bytes of individual integers need to be swapped explicitly. If you enable byte swaps via the corresponding checkbox, you can enter codes in the regular format. To begin, fetch the list of codes active on the target by pressing "read". Then adjust as necessary, maybe change the count of active codes or manipulate the code bytes itself, then press "write" to send everything back to the PS2. Example: if "8025EA78 BAADF00D" is your code, you can enter it that way with byte swaps enabled. With byte swaps disabled, you must enter "78EA2580 0DF0ADBA" instead. At least that's the way it was intended to work at some point. I confess I haven't used that feature for a long time, so it may very well be broken in the later versions. :shrug: