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An alternative way to manipulate game memory just like sprx on PS3

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TheRouletteBoi/ingame_payloads

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In Game Payloads For Playstation 3

load and inject payloads into memory to execute your mod menu.

Project Structure

  • gtav-clang-cmake/: Uses Clang 14.0.0 with CMake for compiling
  • gtav-g++-cmake/: Uses GNU GCC 13.2.0 with CMake for compiling (requires linux)
  • gtav-sce-make/: Uses Sony's SCE compiler with C++11 and make for compiling

Requirements

  • make Put in C:\ Drive (Only used for make command line)
  • CMake
  • Official Sony PS3 4.75+ SDK

Loading

if you want to load your payload into a game you must use ps3mapi syscalls like ps3mapi_process_page_allocate and ps3mapi_create_process_thread in COBRA or MAMBA.

Why use a payload instead of sprx?

PROS

  • use up to date gcc toolchain compiler for latest C++ syntax
  • low memory footprint which means you can add way more features than a sprx could

CONS

  • Inability to use built-in PS3 functions like cellMsgDialogOpen2 due to the unavailability of exports

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An alternative way to manipulate game memory just like sprx on PS3

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