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Paul, Law, Lei, King, Yoshimitsu, Nina, Hwoarang, Xiaoyu, Christie, Jin, Julia, Kuma, Panda, Bryan, Heihachi, Kazuya, Lee, Steve, Marduk, Mokujin, Jack, Anna, Wang, Ganryu, Asuka, Bruce, Baek, Devil Jin, Raven, Feng, Armor King, Lili, Dragunov, Eddy, Bob, Zafina, Miguel, Leo, Azazel, Nancy, Lars, Alisa

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Paul, Law, Lei, King, Yoshimitsu, Nina, Hwoarang, Xiaoyu, Christie, Jin, Julia, Kuma, Panda, Bryan, Heihachi, Kazuya, Lee, Steve, Marduk, Mokujin, Jack, Anna, Wang, Ganryu, Asuka, Bruce, Baek, Devil Jin, Raven, Feng, Armor King, Lili, Dragunov, Eddy, Bob, Zafina, Miguel, Leo, Azazel, Nancy, Lars, Alisa

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Prologue

First of all, don't forget that for codes we should use hexadecimal count system, it means we should count like 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, A, B, C, D, E, F, 10, 11, 12... In PSP an address takes seven digits Addresses and values for PSP and for ppsspp are the same when you make a code but addresses are different for searching, the difference is 08800000 for example if in PSP an address is 0407A18 then in ppsspp this address is 08C07A18 (0407A18 + 08800000 = 08C07A18)

Basics

Usually we use two kinds of lines to make codes: "constant" - when you write to memory "condition" - when you read memory Let's use these words as terms For example Constant is 0x20407A08 0x00000217 means "on address 0407A08 value is 217" Condition is 0xE0XX0217 0x00407A08 means "if value on 0407A08 is 217" This "XX" in the middle of the first part means how many next lines will work if this condition is "true" For example 0xE0010217 0x00407A18 0xXXXXXXXX 0xXXXXXXXX Or 0xE0020217 0x00407A18 0xXXXXXXXX 0xXXXXXXXX 0xXXXXXXXX 0xXXXXXXXX Or 0xE0050217 0x00407A18 0xXXXXXXXX 0xXXXXXXXX 0xXXXXXXXX 0xXXXXXXXX 0xXXXXXXXX 0xXXXXXXXX 0xXXXXXXXX 0xXXXXXXXX 0xXXXXXXXX 0xXXXXXXXX You can combine them like this: 0xE0020217 0x00407A18 0xE0010512 0x00408348 0xXXXXXXXX 0xXXXXXXXX But don't use the same address two times: 0xE01D0217 0x00407A18 0xXXXXXXXX 0xXXXXXXXX 0xXXXXXXXX 0xXXXXXXXX 0xE0010512 0x00407A18 0xXXXXXXXX 0xXXXXXXXX It makes no sense! I often write "1D" because it's the max amount of lines in one cheat code (for PSP) But i do it only if i sure that this condition must work for all code lines and it will not conflict with other conditions There are 8bit, 16bit and 32bit addresses. 32bit addresses contain 8 digits in value and end with 0, 4, 8 or C 16bit addresses contain 4 digits in value and end with 0, 2, 4, 6, 8, A, C or E 8bit addresses contain 2 digits in value and end with any digit. Another important thing is the digit that you use in beginning of a constant line, it regulates how many digits in the value will work 0x2 means all eight digits will work 0x1 means four digits will work 0x0 means two digits will work !You can use 0x2 only for 32bit addresses! !You can use 0x1 only with 32bit and 16bit addresses! For example 0407A18 is 32bit address, so if you write: 0x20407A18 0x12345678 - you write to memory "12345678" 0x10407A18 0x12345678 - you write to memory only "5678", the rest part will be ignored 0x00407A18 0x12345678 - you write to memory only "78", all the rest will be ignored You can write one 32bit address as two 16bit addresses 0x10407A18 0x00005678 0x10407A1A 0x00001234 Or you can write it as four 8bit addresses 0x00407A18 0x00000078 0x00407A19 0x00000056 0x00407A1A 0x00000034 0x00407A1B 0x00000012 And the same thing for conditions, 0xE0 means 16bit condition, 0xE1 means 8bit condition 0xE0XX5678 0x00407A18 0xE0XX1234 0x00407A1A Is the same to 0xE1XX0078 0x00407A18 0xE1XX0056 0x00407A19 0xE1XX0034 0x00407A1A 0xE1XX0012 0x00407A1B

Getting some experience

Each code usually starts with the "condition of character" Address which shows number of character is 04078B4 (08C078B4 in ppsspp), so the code line must be 0xE0XX00YY 0x004078B4 - YY is number of character To get value for YY in PSP: Open CWCheat / "Cheat searcher" / "Changes finder" Type 004078B4 To get value for YY in ppsspp: Open "Debug" / "Memory View" (or press Ctrl+M) Type in the "Goto" 08C078B4 and press Enter After this choose your character as P1 and see the value, for example number of Yoshimitsu is 04 To get some experience let's change a hit rank Address which regulates hit rank of P1's moves is 0407A08 General values are: 512 - High 217 - Mid 10F - Low So, if you want Yoshimitsu to have all moves as Mid, you should make such code _C0 Hit Rank, test1 _L 0xE0010004 0x004078B4 - if Yoshi _L 0x20407A08 0x00000217 - then hit rank is Mid Or you can change only specific hit rank _C0 Hit Rank, test2 _L 0xE0020004 0x004078B4 - if Yoshi _L 0xE0010217 0x00407A08 - if hit rank is Mid _L 0x20407A08 0x0000010F - then hit rank is Low This code will change for Yoshimitsu all Mid moves to Low, but High moves will work as usual If you want to change hit rank only for a specific move you should add "condition of a move" We use 0407A18 to set a condition of an ordinal move number It's like a move identification which shows which move is going To get a value from this address we should repeat all steps like we did with number of characters but now we need to get four digits In PSP: Open CWCheat / "Cheat searcher" / "Changes finder" Type 00407A18 Press Square button to set 16bit (because we need four digits) If a character does not perform a move you see the value is "8001" In ppsspp: Open "Debug" / "Memory View" (or press Ctrl+M) Type in the "Goto" 08C07A18 and press Enter If a character does not perform a move you see the value is "01 80" It's how the emulator shows values, to use it in a code you have to turn it backwards So in real the value is "8001" Let's try to change rank for Yoshimitsu f+3 We need to get a value before a move hits an opponent In PSP Open CWCheat / "Settings" Set the "Controller check delay" to 0, it allows to open CWCheat immediately In ppsspp: Press F8 to pause the game While f+3 you see the value is 01DE, so now we can make such code _C0 Hit Rank, test3 _L 0xE0020004 0x004078B4 - if Yoshi _L 0xE00101DE 0x00407A18 - if during f+3 _L 0x20407A08 0x00000217 - then hit rank is Mid This code will change hit rank only for Yoshimitsu f+3 but all the rest moves will work as usual

Modify moves

To modify moves we use two groups of addresses Both groups show the same values, the difference is only in the time The first group shows values during whole move (from the first to the last frame) The second group - only from the moment when you press button(s) to the moment when this move starts Addresses of the first group: 0407A18 - ordinal move number 0407964 - pointer to the current move Addresses of second group: 0407D1C - ordinal move number 0407D24 - pointer to move The main address which regulates which move P1 performs is 0407D24 (08C07D24 in ppsspp) But since the second group shows values very fast we have to use a "double-address" from the first group, it's 0407964 Let's try to modify a Jin's move, for example force him to perform EWHF Choose Jin vs Paul (it's important) and do the move Now we need to get eight digits In PSP: Open CWCheat / "Cheat searcher" / "Changes finder" Type 00407964 Press Square button to set 32bit When you get back to the game you see the value is "0870B274" In ppsspp: Open "Debug" / "Memory View" (or press Ctrl+M) Type in the "Goto" 08C07964 and press Enter You see the value is "74 B2 70 08", when you turn it backwards you get "0870B274" Let's make a simple code with it _C0 Modify move, test1 _L 0xE0010009 0x004078B4 - if Jin (number of Jin is 09) _L 0x20407D24 0x0870B274 - performs EWHF You see Jin performs EWHF all the time, we cannot control him anymore and he even does not react on opponent's attacks To make it work properly we need to add "condition of move" as a limiter, for example ordinal move number We can use both addresses which show ordinal move number, as from the first group as from the second But since 0407D24 is from the second group let's use move number address from the second group too, it's 0407D1C And the same like we did with 0407D24 we have to use one address in the code but take values from another Do a move which you want to change to EWHF, for example d/f+2, it will like a trigger In PSP: Open CWCheat / "Cheat searcher" / "Changes finder" Type 00407A18 In ppsspp: Open "Debug" / "Memory View" (or press Ctrl+M) Type in the "Goto" 08C07A18 and press Enter You see that ordinal move number of d/f+2 is 024B, so now we already can make such code _C0 Modify move, test2 _L 0xE0020009 0x004078B4 - if Jin _L 0xE001024B 0x00407D1C - if d/f+2 starts _L 0x20407D24 0x0870B274 - performs EWHF Now Jin will perform EWHF when you press d/f+2, but this code is not stable yet Disable these codes and Choose Jin vs Alisa (it's important) Do EWHF and take look at the value on 0407964, you see it's not 0870B274 anymore, now it's 087B6E74 Tekken 6 has a feature, all move pointers have two variants It happens because P1 and P2 locate their move bases in two places Who has a bigger number that locate move base in the first place, another - in the second place Paul has number 0 (very first), Alisa has number 29 (the last) So if you choose your character vs Paul that it will have the first variant of pointers, if vs Alisa - the second variant To make codes work stable we should consider it Address which shows which variant of pointer P1 has is 04078E0 If it's the first variant then value is 086A8800, the second variant - 08754400 We can use it for recognition _C0 Modify move, test3 _L 0xE0050009 0x004078B4 - if Jin _L 0xE004024B 0x00407D1C - if d/f+2 starts _L 0xE001086A 0x004078E2 - if first variant _L 0x20407D24 0x0870B274 - performs EWHF vs Paul _L 0xE0010875 0x004078E2 - if second variant _L 0x20407D24 0x087B6E74 - performs EWHF vs Alisa Now this code works stable You can also make it with using 0407A18 but since 0407A18 and 0407D24 are in different time groups EWHF will start only when d/f+2 will completely end To fix it we have to use an address which regulates when following move must start during the current one, it's 0407D10 And code will look like this _C0 Modify move, test3a _L 0xE0060009 0x004078B4 - if Jin _L 0xE005024B 0x00407A18 - if during d/f+2 _L 0x20407D10 0x00000000 - then immediately _L 0xE001086A 0x004078E2 - if first variant _L 0x20407D24 0x0870B274 - performs EWHF vs Paul _L 0xE0010875 0x004078E2 - if second variant _L 0x20407D24 0x087B6E74 - performs EWHF vs Alisa You can experiment with value for 0407D10 and set any delay what you want d/f+2 hits an opponent on 15th frame (15 in dec = 0F in hex) So if you change value for 0407D10 to 0F then d/f+2 will hit an opponent two times, as original d/f+2 and as EWHF _C0 Modify move, test3b _L 0xE0060009 0x004078B4 - if Jin _L 0xE005024B 0x00407A18 - if during d/f+2 _L 0x20407D10 0x0000000F - then on 15th frame (in dec) _L 0xE001086A 0x004078E2 - if first variant _L 0x20407D24 0x0870B274 - performs EWHF vs Paul _L 0xE0010875 0x004078E2 - if second variant _L 0x20407D24 0x087B6E74 - performs EWHF vs Alisa And by the same way we can make a custom string Let's take Jin 3,1 now, ordinal move number (on 0407A18) is 1E0 We can continue it for example with WS+1,2 (so in result we will have 3,1,2) For this we need to add a condition of button press, the 8bit address which shows it is 0407D3C (08C07D3C in ppsspp) 1 - Square 2 - Triangle 4 - Cross 8 - Circle We will do it with Triangle button And also we need to limit the time when a user can press this button Address which shows current frame of current move is 0407940 (08C07940 in ppsspp) 3,1 hits an opponent on 14th frame (in hex) But if we add such condition 0xE0XX0014 0x00407940 we will have a justframe input 3,1:2 To fix it we should use another option in a condition line 0xEYXXVVVV 0xZAAAAAAA - instead of Z use: 0 - if VVVV is equal to value on address AAAAAAA 1 - if VVVV is not equal to value on address AAAAAAA 2 - if VVVV is less than value on address AAAAAAA 3 - if VVVV is greater than value on address AAAAAAA User must have time for pressing a button from 1st to the 14th frame, so the condition line must be 0xE0XX0014 0x20407940 And in a result the code will look like this _C0 Modify move, test4 _L 0xE0080009 0x004078B4 - if Jin _L 0xE00701E0 0x00407A18 - if during 3,1 _L 0xE0060014 0x20407940 - if this move is less 14 frames (in hex) _L 0xE1050002 0x00407D3C - if press Triangle button _L 0x20407D10 0x00000014 - then on 14th frame (in hex) _L 0xE001086A 0x004078E2 - if first variant _L 0x20407D24 0x08708D54 - performs WS+1,2 vs Paul _L 0xE0010875 0x004078E2 - if second variant _L 0x20407D24 0x087B4954 - performs WS+1,2 vs Alisa We can continue this string further but since we added 3,1,2 in a custom way we face a problem. Value on 0407A18 is 0000 now, we cannot use only this address to identify our move. We have to use other move features while P1 performs it, for example pointer on 0407964. Though move pointers are different vs Paul and vs Alisa, the last two digits are always the same. We settled on 3,1,2 which has move pointers 08708D54 (vs Paul) and 087B4954 (vs Alisa). You see the last two digits are 54 in both cases, we can use it as 8bit condition for 0407964 Let's continue 3,1,2 with f+4 _C0 Modify move, test5 _L 0xE0090009 0x004078B4 - if Jin _L 0xE0080000 0x00407A18 - if during a custom move _L 0xE1080054 0x00407964 - if move pointer ends with "54" _L 0xE0060016 0x20407940 - if this move is less 16 frames (in hex) _L 0xE1050008 0x00407D3C - if press Circle button _L 0x20407D10 0x00000016 - then on 16th frame (in hex) _L 0xE001086A 0x004078E2 - if first variant _L 0x20407D24 0x087098AC - performs f+4 vs Paul _L 0xE0010875 0x004078E2 - if second variant _L 0x20407D24 0x087B54AC - performs f+4 vs Alisa

Cheat tools

MoveFinder P0 animations Limbs Imported Animations


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