| zexen_lowe said: The thing is, you'd have to port the game for that to work. PS1 classics are just the original games, only done for it to work with the PS3 or the PSP, but they're still PS1 games that are being emulated, the actual code of it is still that of a PS1 game using a PS1 architecture. On the other hand, to add trophies, you have to alter the code itself of the game, because the trophy has to activate somewhere, you gotta put some flags. And how you're gonna tell the PS1 architecture for which the game is done that "after you beat this you get a gold trophy". You'd have to not only add the trophies, but simply redo all the game for it to run not on emulation, but as a true PS3 game |
No you wouldn't. As I said before, you could monitor memory usage and save game data. Same principle as save game editors and trainers and those have been around for years. Hell, it's the same principle as Game Genie, which basically just monitored memory access. Whenever the game asked for how much life the player had left, Game Genie would just say 100%. That's why you had to enter in all those codes. Those "codes" corresponded to what spot in memory you wanted to manipulate, and what you wanted to set that value to. Keep the spot in memory where the game stores the players health at 100% and bam, god mode.
It would be relatively easy, but probably time consuming to do the same thing for PS1 games. The PS3 for sure has plenty of extra CPU power to also keep track of data while emulating the PS1 (not sure about the PSP though). By monitoring the memory, and by knowing what each memory value corresponds to, you could technically monitor every single little aspect of the game. But it's just not going to be worth it. Unless you already know how the game uses memory, you have to basically use trial and error to figure out what each memory address corresponds to. And that would be very time consuming.







