![]() Let’s go to our game and change the money value. Paste the 4 Bytes Big Endian code into the Auto-Assemble window and click ‘OK’ and repeat the same process with Float Big Endian. Mov ,eax //write the value into the address Mov ,ecx //place the integer the 4 bytes pointed to by rdx function declared as: stdcall void ConvertBackRoutine(int i, unsigned char *output) īswap ecx //convert the little endian input into a big endian input The convert back routine should hold a routine that converts the given integer back to a row of bytes (e.g when the user wats to write a new value) Mov eax, //place the bytes into eax so it's handled as a normal 4 byte value Mov eax, //place the address that contains the bytes into eax Mov eax, //eax now contains the bytes 'input' pointed to Note: Keep in mind that this routine can be called by multiple threads at the same time. function declared as: stdcall int ConvertRoutine(unsigned char *input) ![]() The convert routine should hold a routine that converts the data to an integer (in eax) I took the liberty of searching on Google for Big-Endian type codes for Cheat Engine. Since the endianness in RPCS3 is Big-Endian and Cheat Engine can only scan for Little-Endian values we will have to add a custom 4 bytes value type that is Big-Endian. Right click on Value Type’s dropbox and click on “Define new custom type (Auto Assembler) Navigate to “Scan Settings” and toggle “MEM_MAPPED”, it will allow Cheat Engine to scan the emulator’s memory. In Cheat Engine, click on Edit and then Settings. Open Cheat Engine and then open RPCS3 & launch the game you want to memory edit. ![]() I recommend getting the latest version of Cheat Engine from ![]()
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