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v0.16 update
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# CheatRunner — Changelog
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## v0.15
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## v0.16
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**Removed the "Disable All Patches" button.** It disabled patches for every game on the console at once, which was confusing and easy to trigger by accident. Patches now enable/disable per-entry only, the same as cheats.
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- **Fixed: "CheatRunner is not responding" errors reported by several users.** Root cause: HTTP keep-alive (added late in v0.15) held connections open far longer than before, and the PS5 browser doesn't reuse them the way keep-alive expects — this could exhaust the concurrent-connection limit under normal polling. Reverted back to closing each connection after one request.
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- **Added a setting to disable the home-screen tile auto-install** (Settings → System). On by default, matching the existing behavior.
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- **Fixed: "Download Cheats" searches could fail with "Request timed out"** even when the search was still completing fine in the background — a single flaky status check no longer cancels the whole search.
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- **Raised the HTTP server's connection backlog** (8 → 32) to reduce refused connections during bursts of simultaneous requests.
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- **Reorganized the Repositories tab layout** for clarity, and fixed its progress bar/result colors not respecting the active theme.
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- **The Repositories tab now shows which files failed to verify after a bulk download**, plus when the last download finished.
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- **Added a "Reset to Auto" button for the fan-on threshold** (Thermals & Fan panel) — clears a pinned threshold and lets the console's automatic fan curve take back over.
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- **Fixed a DNS resolution security weakness.** Query IDs were predictable, and the socket wasn't restricted to the server it queried, both making responses easier to spoof.
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- **Dashboard now serves gzip-compressed HTML/CSS/JS** when the browser supports it — faster page loads, especially on the PS5 browser.
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- **Added cheat autoload profiles.** Save your currently-enabled cheats for a game as a profile, and CheatRunner automatically re-applies them the next time that game launches, with an on-screen notification when it fires.
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- **Replaced "Copy Cheat Debug" and "Copy Diagnostic Bundle" with a single "Copy Logs" button** in the trainer modal, matching the one already on the Logs panel.
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- **Added patch autoload profiles.** Save your currently-applied patches for a game as a profile, and CheatRunner automatically re-applies them the next time that game launches, same as cheat autoload profiles.
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- **Added an "Autoload" badge on game tiles** for titles with a saved cheat and/or patch autoload profile, so you can tell at a glance without opening the trainer.
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- **Patch autoload now always finishes before cheat autoload starts** on game launch (previously both fired at the same time), so cheats that depend on a patched code path never race against the patch itself.
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<details>
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<summary><b>v0.15</b></summary>
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- **Added `mask_jump32` patch support.** Previously parsed but always skipped as unsupported, silently no-op'ing several real patches (multiple "60 FPS"/"Resolution Patch" entries).
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- **Added a "Switch to Max Compatibility" prompt** when a cheat fails to enable due to an unverifiable address. Doesn't change any defaults — only offers the existing preset at the moment it would help.
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- **Added trainer author credits** to the cheat menu ("Cheats By") for JSON, SHN, and MC4 files.
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- **Fixed:** SHN/MC4 game names with an apostrophe (e.g. "Assassin's Creed") were truncated in the cheat menu.
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- **Fixed:** cheats depending on a "Master Code" mod could resolve to the wrong address and fail silently, including a case where a dependent's own name confused master-code detection. Also fixes the dashboard's MISMATCH badge showing incorrectly for these cheats.
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- **Fixed:** cheat/patch writes silently failed on firmwares 12.xx.
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- **Fixed:** cheat/patch writes silently failed on firmware newer than 12.00.
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- **Fixed:** some valid cheats sharing a code-cave block with other mods were wrongly blocked as "wrong address."
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- **Fixed:** cheat entries with a dropped leading hex zero (e.g. `"1"` instead of `"01"`) failed to parse and silently did nothing.
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- **Added a network watchdog** that recovers faster after sleep/wake or Wi-Fi reconnects, and notifies you when the console's IP changes.
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- **Added an OLED theme** — true black background and panels, and noticeably less glow/decorative lines than the default Dark theme.
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- **Session logs are now saved to `/data/cheatrunner/logs.txt`**, not just kept in memory — makes it possible to check what happened after a crash or a restart wiped the in-app log view.
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- **Fixed: "Shutdown Payload" could silently hang forever** instead of shutting down CheatRunner, if a cheat apply was stuck at the exact moment shutdown was requested. Shutdown now always completes within a couple seconds either way.
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- **Fixed: "Shutdown Payload" could silently hang forever** instead of closing CheatRunner, if a cheat apply was stuck at the exact moment shutdown was requested. Shutdown now always completes within a couple seconds either way.
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- **Enlarged the header logo** and made its glow match the active theme's color instead of always being red.
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- **Fixed:** the Cheats/Repositories/Patches tabs in the trainer modal could render as oversized buttons on the PS5 browser.
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- **Fixed:** the Cheats/Repositories/Patches tabs in the trainer modal could render as squashed, oversized capsules on the PS5 browser.
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- Attempted fix for a PS5-browser-only bug where the trainer modal's Patches/Repositories lists couldn't be scrolled down to reach lower content — improved but not fully confirmed resolved on hardware yet.
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- **Fixed:** a Master Code cheat could show a false "Conflicts with active mod" against its own dependent, blocking it from being enabled, when the dependent's own name also mentioned "Master Code."
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- **Fixed:** cheats that require a Master Code showed a confusing "VERSION MISMATCH" (and couldn't be toggled) before the Master Code was enabled — now shows a clear "requires Master Code first" state instead.
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- **Fixed:** a Master Code's own button showed a false "PARTIAL PATCH" once its dependent cheats were enabled and writing into its shared cave, even though everything was working correctly.
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- **Fixed:** the Settings popup could fail to open/render on the PS5 browser the same way the trainer modal did.
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- **Fixed:** the Settings popup could fail to open/render on the PS5 browser the same way the trainer modal did — it was missing a fix already applied elsewhere.
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- **Game icons are now cached by the browser** instead of being re-downloaded every time the dashboard loads — faster repeat loads, especially on the PS5 browser.
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- **Added HTTP keep-alive**, so the dashboard's background polling reuses one connection instead of opening a new one for every single request.
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- **Settings theme dropdown now shows proper names** ("Dark", "Crimson", "Midnight", "OLED") instead of raw internal values.
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</details>
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<details>
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<summary><b>v0.14</b></summary>
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+22
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@@ -2,8 +2,8 @@ cmake_minimum_required(VERSION 3.10)
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set(CMAKE_TRY_COMPILE_TARGET_TYPE STATIC_LIBRARY)
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project(CheatRunnerPayload C)
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set(CHEATRUNNER_VERSION "0.15")
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project(CheatRunnerPayload C CXX)
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set(CHEATRUNNER_VERSION "0.16")
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# Embed CheatRunner.png as a C byte array (cheatrunner_png.h in build dir).
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# If the asset is missing, generate a tiny fallback icon so builds still work.
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@@ -48,7 +48,26 @@ else()
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message(STATUS "CheatRunner tile PKG: dist/CheatRunner.pkg not found — auto-install disabled (run pkg-source/build-pkg.sh first)")
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endif()
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file(GLOB CHEATRUNNER_SRC CONFIGURE_DEPENDS "${CMAKE_CURRENT_SOURCE_DIR}/src/*.c")
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# Gzip-compress the dashboard assets at build time on the host (real zlib,
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# not available in the target SDK) and embed the finished bytes — the PS5
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# binary just serves them, it never compresses anything itself.
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foreach(_ASSET html css js)
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execute_process(
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COMMAND python3 "${CMAKE_CURRENT_SOURCE_DIR}/tools/gen_gzip_header.py"
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"${CMAKE_CURRENT_SOURCE_DIR}/src/dashboard_${_ASSET}.inc"
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"${CMAKE_CURRENT_BINARY_DIR}/dashboard_${_ASSET}_gz.h"
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"g_dashboard_${_ASSET}_gz"
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RESULT_VARIABLE _GZ_RC
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)
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if(NOT _GZ_RC EQUAL 0)
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message(FATAL_ERROR "Failed to gzip-compress dashboard_${_ASSET}.inc for embedding")
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endif()
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endforeach()
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file(GLOB CHEATRUNNER_SRC CONFIGURE_DEPENDS
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"${CMAKE_CURRENT_SOURCE_DIR}/src/*.c"
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"${CMAKE_CURRENT_SOURCE_DIR}/src/*.cpp"
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)
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add_executable(CheatRunner
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${CHEATRUNNER_SRC}
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@@ -69,13 +69,13 @@ Runtime cheat memory writes can crash the game, break a session, corrupt your sa
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- ON/OFF trainer toggles where supported.
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- Runtime restore where possible.
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- Crash-suspect detection — mods that crash the game are flagged and blocked from re-enabling automatically; suspects persist across CheatRunner restarts.
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- Autoload profiles — save your currently-enabled cheats and/or currently-applied patches for a game, and CheatRunner re-applies them automatically the next time that game launches, with an on-screen notification.
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- Version-aware cheat selection with candidate selector and manual override.
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- Per-title address mode override (Auto / Absolute / Relative) for SHN and MC4 files.
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- Address learning cache — resolved SHN/MC4 addresses reused on subsequent applies.
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- Settings panel — address resolution, safety timers, log level, and advanced toggles, all configurable from the dashboard, with one-click presets (Safe / Max Compatibility / Debug), live search, reset-to-defaults, and a dark theme picker.
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- Config hot-reload — edits to `config.ini` on the PS5 (FTP/SSH) are picked up automatically within ~500 ms, no restart required.
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- Logs panel.
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- Copy Logs / Copy Cheat Debug / Copy Diagnostic Bundle.
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- Logs panel with a Copy Logs button.
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- Shutdown Payload button for testing and cleanup.
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---
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@@ -150,9 +150,7 @@ Some cheats may:
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When reporting bugs, include:
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- CheatRunner logs;
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- Copy Cheat Debug output;
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- Copy Diagnostic Bundle output if available;
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- CheatRunner logs (Copy Logs button);
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- game title ID;
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- game version/update;
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- cheat file used;
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@@ -222,6 +220,30 @@ Patch search paths (scanned in this order):
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---
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## 🔁 Autoload Profiles
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Autoload profiles let CheatRunner automatically re-apply your cheats and/or patches every time you launch a game — no need to open the dashboard and toggle them on again.
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**Important:** an autoload profile only saves the cheats/patches that are **currently ON/applied at the moment you save it**. It does not save the whole cheat or patch file — only the specific mods you had turned on, or the specific patches you had applied, at that time.
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### Setting up autoload for cheats
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1. Open a game's trainer from the dashboard and enable the cheats you want.
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2. Go to the **Cheats** tab and click **Save Autoload Profile**.
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3. Next time you launch that game, CheatRunner automatically re-applies those same cheats and shows an on-screen notification.
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4. To stop autoloading, open the Cheats tab again and click **Clear Autoload Profile**.
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### Setting up autoload for patches
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1. Open a game's trainer from the dashboard and apply the patches you want.
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2. Go to the **Patches** tab and click **Save Autoload Profile**.
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3. Next time you launch that game, CheatRunner automatically re-applies those same patches and shows an on-screen notification.
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4. To stop autoloading, open the Patches tab again and click **Clear Autoload Profile**.
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Cheat and patch autoload profiles are independent — you can save one, both, or neither for any given game.
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---
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## 🛠️ Building
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CheatRunner is built with `ps5-payload-sdk`.
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