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Releases: Ston3dd/ReaperPy
Release list
Hotfix
ReaperPy 5.9.1
Hotfix: connecting works again. Everyone on 5.9.0 should update.
What was wrong
In 5.9.0, pressing CONNECT ended with
[net] ERROR module 'imagebase' has no attribute 'check_base'
The image base check that runs right after the connection is made called a function that no longer existed, so ReaperPy could not be used with a console. 5.9.1 fixes this; the check behaves as designed again:
Image base matches the console's memory map - one info line in the log.
Image base is shifted - warning, and the image base is set to the value found in the memory map (so trainers find their cave and patches hit the right addresses).
The memory map has no module names - warning with the list of modules; nothing is guessed.
Update from 5.9.0
5.9.0 has no self-update. Download ReaperPy_v5.9.1_win64.zip from this page, check it against ReaperPy_v5.9.1_win64.zip.sha256 and unpack it over your old folder (or into a new one). Your reaperpy_config.json, profiles, logs, library and applied.json are in the program folder, so copy them over if you unpack into a new folder. From 5.9.1 on, ReaperPy offers updates by itself (see below).
Also new since 5.9.0
Self-update from GitHub Releases. 4 seconds after start ReaperPy checks for a newer release and shows its notes with Install now / Later / Skip this version. The download is checked with SHA-256, the old files are backed up and restored automatically if something goes wrong, and your config, profiles, logs, library and applied.json are never overwritten. START tab -> Check for updates runs the same check by hand. Turn it off with "auto_update_check": false.
Trainers survive small game updates. Trainers store function starts as signatures with wildcards. If a function only moved, the ITEMS tab offers to adapt the trainer to the new addresses; if it is gone or ambiguous it still says "other game version".
Preview before saving a trainer. The ITEMS tab shows where the cave and the switch will land (region, r-x / rwx, warning for writable caves) and writes nothing until you confirm.
Safer code caves: the cave prefers non-writable code regions; on disable only the hook is restored and the cave stays (zeroing it could crash a thread that is still running inside).
Fixes: a crash in spec_document() with signature-style anchors, missing English texts for the UE-LIVE connection messages, file handles left open in the Unreal dump loader, long byte dumps in the patch log are cut to 32 bytes.
Known limitations
Developed and tested against a simulated console (737 automated tests, run on Linux and Windows in CI). The real console, the real look of the windows and real games are not covered - please test with a savegame you do not need and attach logs/reaperpy.log to bug reports.
Value patches apply to all objects that use the patched code (enemies too). Only one items project should be active at a time.
Requirements
Python 3.10+ (or the Windows build), a PS5 with a ps5debug-NG compatible payload. See the README.
ReaperPy_v5.9.0
ReaperPy 5.9.0
Items, health, gold and experience as ready-made trainers - in three clicks, for Unreal Engine and Unity - and a cheat searcher that skips system libraries. This release also makes trainers safe to share: a trainer built on one console no longer overwrites random memory on another game version.
5.9.0 collects everything since 5.7.0, including the UE-LIVE work that was tracked as "5.8" during development.
Highlights
★ ITEMS tab - all items as a trainer
Choose the game folder, click FIND ITEMS, click SAVE TRAINER. ReaperPy picks the item table and a give-function it can build a trainer for, reads all items live, sorts them into categories (from a category/type column or the item names) and writes entries of 14 items per category (Fish 1, Fish 2 ...). Checkbox list with search, category filter and right-click menu. Large lists are split into several projects automatically.
★ VALUES tab - health, stamina, mana, shield, ammo, gold, experience
One tab for Unreal Engine and Unity.
Unreal: the values of the player character come from the SDK and are checked on the running character. For every ticked value ReaperPy finds the instructions that write it and builds a code cave: value cannot drop, or - for subtract instructions - the subtract is switched off (ammo and gold stop dropping, picking things up still works). Experience is fixed to a number you choose.
Unity (IL2CPP): methods such as TakeDamage, SpendMoney, UseStamina, UseAmmo, get_ExpToNextLevel are recognised by name from dump.cs; every row says in plain words what will happen. Enemy-looking classes are marked and not pre-ticked.
Cheat searcher: memory sections + new layout
MEMORY SECTIONS panel: eboot.bin split into its code / read-only / data sections, game modules, one row per system library, heap, shared memory, stacks - each with a checkbox.
HIDE filter (all system libraries, libSce*, libc/libkernel/libm, shared memory, stacks, own wildcard patterns). Only selected regions are scanned, so Unknown initial value has less to read. Live summary of regions / MB / saved percentage.
New three-column layout (hits | scan | sections), right-click menus, rarely used settings in an OPTIONS dialog.
Trainers on other consoles and game versions
Version guard: trainer patches carry "Verify": true. If the memory at a patch site is neither the expected original nor the patch, activation is refused with a clear message - instead of silently overwriting something on another game version.
CHECK / ADAPT TRAINER: compares a trainer's version fingerprint and its item numbers (FNames) with your running game and can rewrite the trainer with your game's item numbers.
Cave size matched to the free code space of your game; the "no free code space" message now shows needed bytes, the largest gap and which region ends are occupied.
Image base check against the console's memory map (module eboot.bin) with ADOPT BASE. It never guesses a number.
Also in this release
UNITY tab for Unity (IL2CPP) games: dump loading, module base detection, live instances, value editing/freezing, method patches with .reapproj export, enum search.
Cheat menu: switches and values for the player character from the SDK; right-click -> build the matching code cave (value cannot decrease, fix value, NOP).
Debugger: step over, step out, run-to.
Console notifications on the PS5 screen (connect, cheat on/off, debugger events).
English mode: about 700 previously German texts and messages translated, new windows translated automatically.
Snapshot RAM limited to 2048 MB (the PS5 reports "not enough memory" from 3072 MB).
Upgrade notes
Trainers built with an older version have no version fingerprint; CHECK / ADAPT TRAINER will tell you to rebuild them with ITEMS. They keep working as before (the version guard only applies to patches that carry "Verify").
Community .reapproj patches are unchanged: the guard is opt-in per patch.
The cheat searcher stores its filter in scan_filter.json in the data folder; delete the file to reset it.
Image base: if ITEMS reports a mismatch, use ADOPT BASE (value taken from the memory map) or set it in the main window.
Removed: Silent Hill / Stellar Blade specific modules, the unused tabs tools_ueeasy_gui, tools_hex_gui, tools_watch_gui, tools_rpc_gui. Your personal reaperpy_config.json is no longer part of the repository (the app creates a new one).
Known limitations
Unity method recognition is a name heuristic - check the list. Experience can only be handled when the game has a "needed XP for next level" method.
Value patches apply to all objects that use the patched code (enemies too).
Only one items project should be active at a time (they share the same hook).
Requirements
Python 3.10+ (or the Windows build), a PS5 with a ps5debug-NG compatible payload. See the README.
Credits
ps5debug-NG (OSR / Pharaoh2k, GPL-3.0). See NOTICE and the README.
Full changelog: CHANGELOG.md
ReaperPy_v5.8.0
Add Initial Unity Support.
ReaperPy_v5.7.1
ReaperPy_v5.7.0
ReaperPy v5.7.0
A toolkit for the PS5 on top of the ps5debug-NG payload: patches and code caves, memory scanner, pointer scan, debugger, disassembler, Unreal Engine live tools and a cheat menu, with export to GoldHEN/etaHEN cheat formats (.json, .shn, .mc4).
Highlights
- Console notifications: messages on the PS5 screen when ReaperPy connects, when a cheat is switched on/off (also while the debugger is attached) and when the debugger attaches, detaches or loses the connection. Optional message per breakpoint hit. Bulk actions send one summary. Configurable with
ps5_notificationsandps5_notify_hits. - CHEAT MENU tab: switches and values for the player character, generated from the SDK. Works in shipping builds without a CheatManager.
- Debugger: STEP OVER, STEP OUT and run-to, plus a more robust stop/continue flow.
- UE Discoverer: every give-function is checked up front, item name search, and a "next step" hint after the analysis.
- Snapshot RAM is limited to 2048 MB (the PS5 reports "not enough memory" from 3072 MB). 2048 MB is now the default.
- Credits for ps5debug-NG, English README,
LICENSE,NOTICE, and a cleanup of unused modules.
Full list: CHANGELOG.md
Download and start
- Download
ReaperPy_v5.7.0_win64.zipand unpack it into a folder of your own. - Run
ReaperPy.exe. Configuration, profiles and logs are stored next to the EXE. - Load the ps5debug-NG payload on your console (not included, get it from the project page), enter the console IP and press CONNECT.
- Allow ReaperPy through the Windows firewall for port 755. The console connects back to your PC to report breakpoint hits.
Prefer Python? Use the source: pip install -r requirements.txt, then python gui.py (Python 3.10+).
Please note
- Use it only on your own console, with your own games, in single-player/offline modes. Writing to a running game can crash it or corrupt your save game, so back up first. No warranty.
- The EXE is not code-signed, so some antivirus programs may show false alarms. The full source code is in this repository.
- The build bundles Keystone (GPL-2.0), Capstone (BSD-3-Clause) and Pillow (HPND). See NOTICE for licenses and credits.
- The tests run with a simulated console. Behaviour on real hardware depends on your console, payload and game. Please include
logs/reaperpy.login bug reports.
ReaperPy v5.7.0
Werkzeugkasten für die PS5 auf Basis des Payloads ps5debug-NG: Patches und Code-Caves, Speicher-Scanner, Pointer-Scan, Debugger, Disassembler, Unreal-Engine-Live-Tools und ein Cheat-Menü, mit Export in die GoldHEN/etaHEN-Cheat-Formate (.json, .shn, .mc4).
Neu
- Benachrichtigungen auf der PS5: Meldungen auf dem Bildschirm beim Verbinden, beim Ein-/Ausschalten von Cheats (auch bei angehängtem Debugger) und wenn der Debugger attached, detached oder die Verbindung verliert. Optional eine Meldung pro Breakpoint-Treffer. Sammelaktionen senden eine Zusammenfassung. Einstellbar mit
ps5_notificationsundps5_notify_hits. - Tab CHEAT MENU: Schalter und Werte für den Spielercharakter, aus dem SDK erzeugt. Funktioniert auch in Shipping-Builds ohne CheatManager.
- Debugger: STEP OVER, STEP OUT und Run-to, dazu ein robusterer Stop-/Continue-Ablauf.
- UE Discoverer: jede Give-Funktion wird vorab geprüft, Namenssuche in Item-Tabellen und ein Hinweis auf den nächsten Schritt.
- Snapshot-RAM ist auf 2048 MB begrenzt (ab 3072 MB meldet die PS5 zu wenig Speicher). 2048 MB ist jetzt der Standard.
- Credits für ps5debug-NG, englische README,
LICENSE,NOTICEund Aufräumen ungenutzter Module.
Alle Änderungen: CHANGELOG.md
Download und Start
ReaperPy_v5.7.0_win64.zipherunterladen und in einen eigenen Ordner entpacken.ReaperPy.exestarten. Konfiguration, Profile und Logs liegen neben der EXE.- Das ps5debug-NG-Payload auf der Konsole laden (nicht enthalten, siehe Projektseite), IP der Konsole eintragen und CONNECT drücken.
- ReaperPy in der Windows-Firewall für Port 755 freigeben. Die Konsole verbindet sich zurück zum PC, um Breakpoint-Treffer zu melden.
Lieber mit Python? Quellcode nutzen: pip install -r requirements.txt, dann python gui.py (Python 3.10+).
Bitte beachten
- Nur für die eigene Konsole, eigene Spiele und Single-Player-/Offline-Modi. Schreiben in ein laufendes Spiel kann es abstürzen lassen oder den Spielstand beschädigen, vorher ein Backup machen. Keine Gewährleistung.
- Die EXE ist nicht signiert, deshalb können Virenscanner Fehlalarme zeigen. Der vollständige Quellcode liegt in diesem Repository.
- Der Build enthält Keystone (GPL-2.0), Capstone (BSD-3-Clause) und Pillow (HPND). Lizenzen und Credits stehen in NOTICE.
- Die Tests laufen mit simulierter Konsole. Das Verhalten auf echter Hardware hängt von Konsole, Payload und Spiel ab. Bei Fehlerberichten bitte
logs/reaperpy.loganhängen.