PS3 ARTEMIS code operators

Algol

Member
Hello you.

I am looking for the meaning and the use of the operator codes which are exploited by ARTEMIS v6.3.1, I am also looking for the possibility of inserting comments in the lines which constitute the Cheats which already exist.

Thank you in advance to all of you Developers for our PS3 in CFW.

Algol "le papy".
 
The first byte code is cType, the next 8 bytes are the address/offset for the command, the rest are the parameters.
Each command has its own internal syntax:
'0': //Write bytes (1=OR,2=AND,3=XOR, 0/4-9=write)
'1': //Write text
'2': //Write float
'4': //Write condensed (count, increment, write)
'6': //Write pointer
'A': //Copy paste
'B': //Find Replace
'D': //Write conditional
'E': //Write conditional (bitwise)
'F': //Copy bytes

A set of commands (aka patch or cheat) is delimited by #

The engine verifies that each line has a valid syntax (e.g. valid hex digits or spaces),
If the line contains an invalid syntax or text, it is treated as a comment.
 
Bonsoir mon ami @aldostools .

Merci beaucoup pour cette aide. Pourrais-tu m'indiquer un fichier d'aide complet pour ces commandes, la façon de les instruire, les compléter. Comme tu l'as fais pour WebMAN sur ton site par exemple.

Je te souhaite un bon Week-end.


English via G-Trad :

Thank you very much for this help. Could you tell me a complete help file for these commands, how to instruct them, complete them. As you did for WebMAN on your site for example.

I wish you a good weekend.
 
hi Algol. Sorry for late reply, but I don't like to use smartphone for this :(

anyways, I've already told you about the only important codetypes, which are:
0 = 32bit write(standard code)
4 = condensed multi line code
6 - pointer write
B - search and replace ( this works for every game version, but it tends to freeze system because of too big memory modification at once. also only single write. I would stay away from these as much as possible)

and maybe
D - conditional write (good for joker commands, but every game differs and you have to search individually for button addresses)

all the other codetypes are/were not used at all on PS3, only few asm codes instead (IMO, the other codetypes can be completely removed from Artemis)

copy bytes maybe could be used, to save original values, to disable codes

to search codes, you will need netcheat and debugger

honestly, what do want to do with this information?
 
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Ho, je suis content de te revoir @haxxxen !!!

Merci pour tes compléments d'informations, je sais que tu me les avais donné et je les ai gardé bien au chaud mais je désire avoir un mode d'emploi assez complet des codes opérateurs valables pour ARTEMIS (ou le Format Code-Unique assez ancien).
Je ne sais pas chercher les codes dans les jeux, je ne sais plus coder en ASM, j'ai trop oublié de choses (tu connais mon âge !!!). Je ne désire plus chercher des codes mais modifier, améliorer à ma convenance ceux déjà existants. Je n'aime pas, par exemple, avoir 999 999 999 en crédit sur un jeu alors qu'il suffit d'en avoir 1 000 000, c'est la raison de ma demande actuelle.

Si tu peux m'obtenir cette documentation, j'en serai le plus heureux.

Merci encore et à très bientôt, mon ami.


In English via G-Trad :

Ho, good to see you again @haxxxen !!!

Thank you for your additional information, I know that you gave them to me and I kept them warm, but I would like to have a fairly complete user manual of the operator codes valid for ARTEMIS (or the rather old Single-Code Format ).
I don't know how to look for codes in games, I don't know how to code in ASM anymore, I forgot too many things (you know my age!!!). I no longer wish to look for codes but to modify, improve those already existing at my convenience. I don't like, for example, having 999,999,999 in credit on a game when it's enough to have 1,000,000, that's the reason for my current request.

If you can get me this documentation, I'll be most happy.

Thanks again and see you very soon, my friend.
 
I no longer wish to look for codes but to modify, improve those already existing at my convenience. I don't like, for example, having 999,999,999 in credit on a game when it's enough to have 1,000,000
ah, now I get it and sorry for being a bit harsh

the problem with PS3 (ppc?) is, you cannot always simply assign specific values for codes and you have to know and understand ppc assembly unlike with PSX or PS2. without disassembler und debugger it is almost impossible to change the codes to your liking, except using memory codes, but these are most times pountless, cause of DMA
 
In order to search my own codes, I understand that you need to be in DEX mode to be able to snif and edit the memory values, is that correct?.
 
Last edited:
Ho, je suis content de te revoir @haxxxen !!!

Merci pour tes compléments d'informations, je sais que tu me les avais donné et je les ai gardé bien au chaud mais je désire avoir un mode d'emploi assez complet des codes opérateurs valables pour ARTEMIS (ou le Format Code-Unique assez ancien).
Je ne sais pas chercher les codes dans les jeux, je ne sais plus coder en ASM, j'ai trop oublié de choses (tu connais mon âge !!!). Je ne désire plus chercher des codes mais modifier, améliorer à ma convenance ceux déjà existants. Je n'aime pas, par exemple, avoir 999 999 999 en crédit sur un jeu alors qu'il suffit d'en avoir 1 000 000, c'est la raison de ma demande actuelle.

Si tu peux m'obtenir cette documentation, j'en serai le plus heureux.

Merci encore et à très bientôt, mon ami.


In English via G-Trad :

Ho, good to see you again @haxxxen !!!

Thank you for your additional information, I know that you gave them to me and I kept them warm, but I would like to have a fairly complete user manual of the operator codes valid for ARTEMIS (or the rather old Single-Code Format ).
I don't know how to look for codes in games, I don't know how to code in ASM anymore, I forgot too many things (you know my age!!!). I no longer wish to look for codes but to modify, improve those already existing at my convenience. I don't like, for example, having 999,999,999 in credit on a game when it's enough to have 1,000,000, that's the reason for my current request.

If you can get me this documentation, I'll be most happy.

Thanks again and see you very soon, my friend.

I suggest that start understanding the existing code lists available in the database:
https://ps3.aldostools.org/codelist.html

For cheats that set money to 999,999,999. Use Windows Calculator to convert decimal to hexadecimal.
In this case: 999,999,999 => 3B9A C9FF. If the value matches, for 1,000,000 you put 000F 4240

Or do the opposite, take the right parameters for code 0 and convert them to decimal to check what value is being written.

Some values are instructions, so not always you can convert them to integer.

Sometimes the values are 16bit or 8bit. So you can see something like 8000FFFF or 800000FF.

If the value is in little endian, the bytes could be reversed. So 999,999,999 => 3B9A C9FF appears as FFC9 9A3B

With the practice you will improve your skills creating cheats.

Tools like IDA or Cutter are also helpful.

Floating values, can be difficult to find. The following tool can help you to find the hex value.
https://www.h-schmidt.net/FloatConverter/IEEE754.html

In order to search my own codes, I understand that you need to be in DEX mode to be able to snip and edit the memory values, is that correct?.

Yes, DEX helps a lot but it's not 100% required. There are tools that can be used on CEX with the help of TMAPI clones like PS3MAPI or CCAPI. For instance, you can use webMAN memory dumper to analyze LV2 memory or /getmem.ps3mapi to analyze a process.
 
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Yes, DEX helps a lot but it's not 100% required. There are tools that can be used on CEX with the help of TMAPI clones like PS3MAPI or CCAPI. For instance, you can use webMAN memory dumper to analyze LV2 memory or /getmem.ps3mapi to analyze a process.

Thank you @aldostools for the clear answer, I didn't know that you could still find codes on CEX. I did try to connect my PC with CCAPI following Dnawrkshp's NetCheat PS3 tutorial but unfortunately couldn't get an uplink.

I'll do some research in order to find codes on a CEX machine.
 
I suggest that start understanding the existing code lists available in the database:
https://ps3.aldostools.org/codelist.html

For cheats that set money to 999,999,999. Use Windows Calculator to convert decimal to hexadecimal.
In this case: 999,999,999 => 3B9A C9FF. If the value matches, for 1,000,000 you put 000F 4240

Or do the opposite, take the right parameters for code 0 and convert them to decimal to check what value is being written.

Some values are instructions, so not always you can convert them to integer.

Sometimes the values are 16bit or 8bit. So you can see something like 8000FFFF or 800000FF.

If the value is in little endian, the bytes could be reversed. So 999,999,999 => 3B9A C9FF appears as FFC9 9A3B

With the practice you will improve your skills creating cheats.

Tools like IDA or Cutter are also helpful.

Floating values, can be difficult to find. The following tool can help you to find the hex value.
https://www.h-schmidt.net/FloatConverter/IEEE754.html



Yes, DEX helps a lot but it's not 100% required. There are tools that can be used on CEX with the help of TMAPI clones like PS3MAPI or CCAPI. For instance, you can use webMAN memory dumper to analyze LV2 memory or /getmem.ps3mapi to analyze a process.
now your telling the opposite...

debugger is needed to set breakpoints. you cannot do this on software side nor on CEX. you can only search memory (RAM) codes on CEX, either ccapi or ps3mapi
 
doublepost time. just want to let you know: DMA was meant dynamic memory access, so every time you reboot the game, the codes you have found probably won't work. thus you will need debugger, to see where the values are comming from
 
tripple time :(
there are games, that are safe using debugger, made on developer's side/choice (app_home usage?)? these games will only run on a retail system = release mode. I think I have read something like this on official dox

examples:
God of War, Metal Gear Solid, Resident Evil Revalations

edit
you can summarize my posts. I was too lazy

btw, it is worse on PSVITA, where it is even more dynamic, so it depends on what you are doing beforehand
 
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ah, now I get it and sorry for being a bit harsh

the problem with PS3 (ppc?) is, you cannot always simply assign specific values for codes and you have to know and understand ppc assembly unlike with PSX or PS2. without disassembler und debugger it is almost impossible to change the codes to your liking, except using memory codes, but these are most times pountless, cause of DMA
Merci, je comprend le problème du DMA ou autres types d'accès à la mémoire. Je désire seulement modifier quelques "cheats" existants pour éviter d'avoir des valeurs de "crédits" trop énormes.
J'utilise le "PS2RD" assez simplement et j'ai amélioré quelques "cheats" pour divers jeux PS2, par exemple pour "Ratchet et Clank" (toute la série), j'ai traduit les textes en Français aussi. Si cela t'intéresse, fais-le savoir par MP.

Thank you, I understand the problem of DMA or other types of memory access. I only want to modify some existing "cheats" to avoid having too huge "credits" values.
I use the "PS2RD" quite simply and I improved some "cheats" for various PS2 games, for example for "Ratchet and Clank" (the whole series), I translated the texts in French too. If you're interested, let me know by PM.
 
I only want to modify some existing "cheats" to avoid having too huge "credits" values.
I understand you completely, cause I am like you on this matter, but unfortunately you cannot get around most times, without writing subroutines, where you can assign specific values (easier using netcheat/wMM and manipulate runtime memory)

on PS2 for example, you can do something like label hacking, which is pretty hard on PS3, because of subroutine of soubroutine from other subroutines, lol. it depends on existing codes (only some carry values, which you can recognize and manipulate) and the way the game was coded or engine which was used.

on the othe other hand, you could try using PS3 emulator and Cheat Engine or Artmoney, what I haven't tried myself (cannot run emu cause of too old and cheap PC GFX card)

I use the "PS2RD" quite simply and I improved some "cheats" for various PS2 games, for example for "Ratchet and Clank" (the whole series), I translated the texts in French too. If you're interested, let me know by PM.
I never have tried PS2RD, but if I still would own a PS2, I definately mess around with it
 
Je reconnais la passion qui fut la mienne il y a déjà longtemps, j'ai débuté avec beaucoup de facilité (j'ai été découvert surdoué par l'entreprise dans laquelle je suis resté 32 ans, puis la retraite) dans les ORIC, ATARI-1040STF, Divers PC puis APPLE (processeur PowerPC (PPC)).

I recognize the passion that was mine a long time ago, I started with great ease (I was discovered gifted by the company in which I stayed for 32 years, then retired) in the ORIC, ATARI-1040STF, Various PC then APPLE (PowerPC processor (PPC)).
 
now your telling the opposite...

debugger is needed to set breakpoints. you cannot do this on software side nor on CEX. you can only search memory (RAM) codes on CEX, either ccapi or ps3mapi
As I said in my previous post, DEX helps. If the user is novice and don't understand PPC assembler, even with the DEX debuggers can be difficult. That's why I suggested to start understanding the existing codes.

@Algol some cheats about money, hp, lives, etc. can be found in the save data. I suggest you that also explore the cheats in Apollo Save Tool or Bruteforce Save Data.

The same technique applies: start understanding the existing cheats and the values applied. The codes look alike but may have different meanings.

A final note: most of these static write codes 0 can be applied directly to the decrypted EBOOT.BIN aka ELF. Just need to re-encrypt the EBOOT.BIN.
 
I realize this is an old thread but I hope you guys can help me out. I'm trying to make some AoB codes for the games I have installed on my ps3. Alot of the codes on Artemis don't work for my games because they are pkg installs but the AoB codes work very well. One game I can't find any codes for is Advanced Warfare and so I used th Rpcs3 emulator and cheat engine to make an AoB code for infinite ammo but apparently that's not the format Artemis uses. So I've gotta relearn using Netcheat and ccapi into my ps3. Is there a way to convert the code from cheat engine to code Artemis can use?
 

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