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Cheat Parse Problem

What steps will reproduce the problem?
1. Copy attached cheat file (ULUS-10160.txt) to your MS and load it in a game.

What is the expected output? Properly parsed cheat list.

What do you see instead? Incorrectly parsed cheat list, error is noticeable 
starting after "Little Willie (Small Helicopter) in Garage" cheat. Maybe a bug 
when code names are longer than 31 characters?

What version of the product are you using? r90

On what operating system? 6.38 ME

Please provide any additional information below.

Other notes:

 - On 6.xx firmwares Sony started resetting home screen backcolor to the default color after resuming from standby. If the cheat menu is visible when putting the PSP into standby on a 6.xx firmware a blue screen will appear on resume instead of the cheat menu.

 - If I press the HOME button to exit the menu it is challenging to make it appear properly again.

 - Maybe it would be wise to take into consideration the possibility that the user may not have made some mistakes in their code file and try to correct them on load? (refer to tests.txt)

Original issue reported on code.google.com by [email protected] on 25 May 2011 at 4:17

Attachments:

Right Trigger Menu for Disassembler

A Right Trigger menu is needed for the Disassembler Applet.  This menu should 
pop up when the Right Trigger is pressed, and should contain tools and access 
to the clipboard.  Among these tools should be a "Jump To" menu.  This menu 
should be auto-populated with the labels for module_start, module_stop and 
module_info.


Original issue reported on code.google.com by [email protected] on 8 Jun 2011 at 11:33

Cheat Engine Improvements

The Cheat Engine needs to be improved to the next phase.  It is currently a 
direct manipulation of the NitePr variables and is locked down into the NitePr 
methods of cheat management.  A dynamic structure needs to be introduced for 
both Blocks and Cheats that allows a variable length list in each Cheat that 
contains the Blocks for that given Cheat.  This would decouple the Cheats and 
Blocks from the current static arrays and allow functionality such as inserting 
new Blocks to a cheat, and rearranging the Cheats and Blocks.

Original issue reported on code.google.com by [email protected] on 19 Oct 2010 at 10:50

Minor bug with tabs

What steps will reproduce the problem?
1. Activate and open cefive
2. Press (L) button and close cefive with O the tabs still showing
3. Open cefive again and it will show a blank grey screen with the tabs still 
open
What is the expected output? What do you see instead?




What version of the product are you using? On what 

Original issue reported on code.google.com by [email protected] on 19 Oct 2010 at 5:17

Cheat View needed for Cheat Panel Applet

A Cheat View similar to the Block View is needed in the Cheat Panel Applet.  
Currently the Cheat Panel Applet uses custom scrolling and page indexing which 
should be handled by the view itself.  It is also difficult to move the list of 
cheats on the screen currently.


Original issue reported on code.google.com by [email protected] on 8 Jun 2011 at 11:26

Clipboard Support Needed

A Clipboard is needed at the CEFiveUi level.  This Clipboard needs to be made 
available to individual applets to support cut copy and paste operations.


Original issue reported on code.google.com by [email protected] on 8 Jun 2011 at 11:36

Module Import Information Applet

An Applet to view a list of libraries that are imported by the current Module 
needs to be created.  This list should include the basic information such as 
the pointer to the Nid and Stub tables and the number of exported function 
stubs.  If possible, it would be nice to also show a list of exported functions 
with Nids and Addresses.

Original issue reported on code.google.com by [email protected] on 19 Oct 2010 at 10:47

HexPad needs Masked Edit Mode

The Hex Pad currently does not support editing of masked or partial values.  
The only values supported right now are SceUInt32 values.  Support needs to be 
added for SceUInt16 and SceUInt8 as well as the ability for the user to specify 
masks while editing.  This really only affects the Cheat Editor.


Original issue reported on code.google.com by [email protected] on 8 Jun 2011 at 11:24

CEfive does not work on 6.20 tn-a custom firmware

What steps will reproduce the problem?
1.upgrade to 6.20 custom firmware
2.run a game
3.double tap home and press - and + volime buttons

What is the expected output? What do you see instead?
The expected output is that the cheat pannel would load when you press the 
volume buttons. Nothing pops up

What version of the product are you using? On what operating system?
CEfive: 0.1.4 Psp Firmware: CFW 6.20 TN-A

Please provide any additional information below.


Original issue reported on code.google.com by [email protected] on 8 Jan 2011 at 4:42

Module Export Information Applet

An Applet needs to be created that shows the Export information of the 
currently loaded Module.  This information should include the exported 
functions and variables with the functions "module_start" and "module_stop" 
labeled as such.  The variable for "module_info" should also be displayed.  The 
remaining two stack parameters could be optionally displayed but are not as 
important.

Original issue reported on code.google.com by [email protected] on 19 Oct 2010 at 10:45

Leaving CEFive with tabs menu opened by pressing Home prevents you from coming back into it

What steps will reproduce the problem?
1. Launch a game and go in CEFive
2. Go in Options and open the tabs menu (L)
3. Press Home to force CEFive to leave
4. You can't go back to CEFive anymore !

What is the expected output? What do you see instead?
It shouldn't cause such a problem.
Instead of that, I can't go back to CEFive?

What version of the product are you using? On what operating system?
Latest PRX build (0.1.1) on PSP 1004 - 5.50 GEN-D3 on Metal Gear Solid Peace 
Walker demo.

Please provide any additional information below.


Original issue reported on code.google.com by [email protected] on 18 Oct 2010 at 8:28

Special Characters for Menu outline Drawing

Enter a complete description of the feature that you would like to have.

Special characters for solid lines for outlining, Menu Panel for Option, 
Browser value column dividers *per each 16 bites including ASCII column*, Tad 
selection Panel.

Suggestion; solid outlined boxes for panels and Browser,Disassembler,New Font 
so it's not in the 'DebugScreen' default font. Default just don't look all that 
good. plus it's harder to see or focus on.

Note; I know the Hex Values for such characters for printing.
Also I have experience with Drawing Menus with those characters. 


Original issue reported on code.google.com by [email protected] on 23 Apr 2011 at 12:27

Game Info Applet needs a rewrite

The Game Info Applet is somewhat broken and useless.  It needs to be put to use 
using the GGame structure from the Disassembler and turned in to something 
useful.



Original issue reported on code.google.com by [email protected] on 8 Jun 2011 at 11:34

Black screen when cefive is activated in killzone liberation

What steps will reproduce the problem?
1. Create a lobby in killzone liberation
2. Turn on cefive 
3. Walk around and screen will go black

What is the expected output? What do you see instead?

I turned on cefive in killzone along with the codes 60 min and 90 min game time 
and after moving around my screen went black. I re did the same process useing 
coderpr and the result was not the same


Please use labels and text to provide additional information.

Original issue reported on code.google.com by [email protected] on 19 Oct 2010 at 4:51

Search Engine needs Find Immediate

The Search Engine does not have a function to find the next immediate value.  
This function is required for the Immediate Value search mode in the search 
panel and is needed.

Original issue reported on code.google.com by [email protected] on 21 Oct 2010 at 6:42

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