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NFS PS: Make all cars (189) available

Posted: 31 Dec 2007, 16:59
by SAAM007
Part A : Bonus Packs cars (requires v1.1):
Thanks to Albtraum and prince1142003 I wrote new patch tool to patch the exe file of NFS Pro Street v1.1 so you will have 4 new codes (replacing 4 old ones) to unlock all cars (and tracks I think).

You can download the patch from:
attachment
NFSPS11patch.zip
(21/01/2008) Create 4 new codes to unlock bonus packs. restore option. no need COMDLG32.ocx
(10.54 KiB) Downloaded 36218 times
or
http://www.saam007.com/pages/nfsps.php - Patch homepage.
or
http://www.saam007.com/downloads/NFSPS11patch.zip - Direct link

then you run it to patch your exe file (don't forget to backup it first) and you will have 4 new codes (replacing 4 old ones)
SAAM-CE - open 5 cars - collectors edition (same as COLLECTORSED& v1.0)
SAAM-BP1 - open 7 cars - booster pack 1
SAAM-BP2 - open 7 cars - booster pack 2
SAAM-UNL - same as UNLOCKALLTHINGS v1.0

If you having a problem patching your exe it could be because you using NO-DVD
exe file. read that post:
http://forum.nfsunlimited.net/viewtopic ... 25#p322828

Frenzy wrote:Does this conflict with punkbuster?
Turbocharger wrote:Well im using this and i was playing online for 2 hours last nght, so i guess not.
FuriousFX wrote:all i had to do was stop the game from connecting to the ea servers, then put in the codes, and it works! 76 cars for the win!!!!


Part B : Pre-Tuned cars:
Thanks to cparty I wrote another tool that patch the career mode and adds (113) Pre-Tuned cars to you car lot. This patch doesn't require NFS PS v1.1 it work with v1.0 (as far as I know).
* There are 114 pre-tuned cars but the one I droped is RX-7 that look and got the same parts as the original one.

You can download the patch from:
attachment
NFSPScareer.zip
(22/01/07) Unlock pre-tuned cars & Money trainer
(17.77 KiB) Downloaded 9027 times
or
http://www.saam007.com/pages/nfsps.php - Patch homepage
or
http://www.saam007.com/downloads/NFSPScareer.zip - Direct link

If you got problems with the patch contact me via this site or mine.





OLD WAY (not recommended):
(not recomanded anymore - the patch is much better because the cars_vault.bin fixed some color issues and stuff - just use the patch):
I play around with the files of the game and if you take cars_vault.BIN from version 1.0 and put it in version 1.1 you get 71 cars instead of 57 and you can buy.
(The Collectors Edition Pack (5 cars) still don't available)

so how do you do it ?
After Patching the game to v1.1 replace "Global\cars_vault.BIN" file with the old "global\cars_vault.bin" v1.0.
You can find cars_vault.bin v1.0 at the original DVD in Group6.cab file.
Open Group6.cab with WinRar (for example) and extract "GLOBALCars_vault_BIN" from it. Then rename it to cars_vault.BIN. place that file in NFSPS folder\Global\ instead of the new version file.

don't forget to backup cars_vault.BIN v1.1 file incase that won't work for you and you need to put 1.1 back.

Now need to find a way to make the Collectors Pack cars available as well and remove the lock on the rest of the cars. I am sure one of the hex dudes in this forum will be able to do that easily.

Tell me if that works for you or not please.

Another Tip:
To disable the annoying EA intro movie just rename (or even delete) the file "MOVIES\ea_bumper_english_ntsc.vp6".
You can rename (or delete) the all folder to remove all the movies from the game.

Re: NFS PS: Make all(most) cars available (Game v1.1)

Posted: 31 Dec 2007, 17:35
by prince1142003
Wow, I can't believe it was that easy...

Re: NFS PS: Make all(most) cars available (Game v1.1)

Posted: 31 Dec 2007, 17:42
by powerof1000
Wow, that's great thanks!! :D

Re: NFS PS: Make all(most) cars available (Game v1.1)

Posted: 01 Jan 2008, 14:37
by SAAM007
Another good tip:
To stop the movies in the game just rename the folder "Movies" to another name (or delete it).
The reason I did that is to stop the annoying EA movie that take time to see every run of the game - for that you can just rename "ea_bumper_english_ntsc.vp6" (or delete).

Re: NFS PS: Make all(most) cars available (Game v1.1)

Posted: 01 Jan 2008, 19:52
by powerof1000
Yeah I hate it how you can't skip it :(

Re: NFS PS: Make all(most) cars available (Game v1.1)

Posted: 02 Jan 2008, 17:42
by Kaerar
If you use that trick plus the 1.0 exe file then you can indeed get the collectorsed ones using the original code. After buying all the cars you want use the 1.1 exe and original vault.bin

Re: NFS PS: Make all(most) cars available (Game v1.1)

Posted: 02 Jan 2008, 19:56
by slimsh4d3
didn't work for me

game crashed just after starting

Re: NFS PS: Make all(most) cars available (Game v1.1)

Posted: 02 Jan 2008, 22:06
by prince1142003
I got bored and made this. It should ease anyone in replacing the correct files.

Re: NFS PS: Make all(most) cars available (Game v1.1)

Posted: 03 Jan 2008, 12:05
by bmgjet
Doesn't work for me eather, Try with just replacing the bin crashed straight away and then tried with the old exe file and it crashed before the videos start.

Maby it doesn't work with NZ retail copy.

Re: NFS PS: Make all(most) cars available (Game v1.1)

Posted: 03 Jan 2008, 19:18
by Albtraum
Worked for me, great job!

When the game crashes after changing cars_vault.bin:
Doublecheck that the file extension is ".bin"
If you have file extensions turned off in windows and just name the cars_vault like the one displayed in Global\, it wont work, cause there is no .bin extension displayed.
Maybe it's case sensitive too, so try it with lower case "cars_vault.bin" ...
Dunno, worked for me at first try. But with the old exe my game crashed too, until i renamed the profile folder. Profiles aren't backwards compatible anyway...

@Someone familiar with writing memory tools
I found something while searching for changes in memory when entering the codes in 1.0:
way too much changes, but found this:
http://img236.imageshack.us/img236/163/ ... eatza5.jpg
Note the marked bytes after the boosterpack codes.
If you change that to 01, the booster cars get unlocked :twisted:
Didn't work with unlockallthings and collectorsed, though...

So, if someone could write a tool that changes these bytes...

Re: NFS PS: Make all(most) cars available (Game v1.1)

Posted: 03 Jan 2008, 19:50
by prince1142003
Albtraum wrote:When the game crashes after changing cars_vault.bin:
Doublecheck that the file extension is ".bin"
If you have file extensions turned off in windows and just name the cars_vault like the one displayed in Global\, it wont work, cause there is no .bin extension displayed.
Maybe it's case sensitive too, so try it with lower case "cars_vault.bin" ...
For anyone experiencing a crashing game, download and use the little tool I posted. It'll do things correctly so you won't have to worry about it.
PS - Vista users need to run the script with elevated priviledges.
Albtraum wrote:@Someone familiar with writing memory tools
I found something while searching for changes in memory when entering the codes in 1.0:
way too much changes, but found this:
http://img236.imageshack.us/img236/163/ ... eatza5.jpg
Note the marked bytes after the boosterpack codes.
If you change that to 01, the booster cars get unlocked :twisted:
Didn't work with unlockallthings and collectorsed, though...
I'm still a little confused on what that does. Does it make the codes usable?

Re: NFS PS: Make all(most) cars available (Game v1.1)

Posted: 03 Jan 2008, 20:13
by Albtraum
Prince1142003 wrote:I'm still a little confused on what that does. Does it make the codes usable?
No, the codes don't get accepted with this. But it does just what entering the codes would do - unlocking the booster cars.
It's the byte that changed from 00 to 01 when the codes were entered in v1.0
So it's basically making the game think that you had entered the code.

Had that idea a while ago - just look what bytes get changed when entering the codes.
But the memory area of prostreet is huge... about 500megs, so it's not easy to compare memory dumps and so many bytes get changed randomly - glad i found this.

Re: NFS PS: Make all(most) cars available (Game v1.1)

Posted: 03 Jan 2008, 20:24
by prince1142003
Ah, I see what you mean. It's a pity it won't work with collectorsed& or unlockallthings&. Btw, does this work with the 1.1 exe as well?

EDIT
I just tried it and got interesting results. I did it on collectorsed, bonuscarpack1, bonuscarpack2, and unlockallthings. I now have the collectors edition cars, but no bonus cars.

EDIT 2
It looks like a combination of modifying the EXE and replacing the original cars_vault.bin seems to work. I now have 76 cars in my car lot.

Re: NFS PS: Make all(most) cars available (Game v1.1)

Posted: 04 Jan 2008, 05:01
by Albtraum
prince1142003 wrote:I just tried it and got interesting results. I did it on collectorsed, bonuscarpack1, bonuscarpack2, and unlockallthings. I now have the collectors edition cars, but no bonus cars.
seems like the bonus car codes get resetted when launching the game, when changed in executable.

But I found another thing :twisted: Unlocking the cheat codes again!

Noticed the increasing values in column 11 on the pic i posted?
This byte says which code does what.
So... they locked the unlock codes ... who cares?
- Just change the number of a working code to that of a locked code.

example: i changed
cz1(0B) to (00)
reggame(0C) to (11)
extracash(0D) to (12)
freerepairs(0E) to (13)
and this is what i got:
zerozerozero now unlocksallthings
reggame unlocks collectorsed
cashmoney unlocks boostercarpack1
safetynet unlocks boostercarpack2
(the codes you have to enter and the text in the executable are a bit different)

how's that?

edit: made a new pic: http://img413.imageshack.us/img413/4457/pschtcdsmd6.jpg

Re: NFS PS: Make all(most) cars available (Game v1.1)

Posted: 04 Jan 2008, 05:48
by prince1142003
You, sir, are a bona fide genius.

It worked! I've replaced a few codes that are useless to me, and now I have all the effects of the locked codes!

Re: NFS PS: Make all(most) cars available (Game v1.1)

Posted: 04 Jan 2008, 10:35
by Reilsss
Just wondering about that now.
Did you hex edit the exe file or the bin file?
or did you memeory edit one of those? I would give it a check myself if i where at home what I'm saddly not x.x

Re: NFS PS: Make all(most) cars available (Game v1.1)

Posted: 04 Jan 2008, 11:54
by powerof1000
Reilsss wrote:Just wondering about that now.
Did you hex edit the exe file or the bin file?
or did you memeory edit one of those? I would give it a check myself if i where at home what I'm saddly not x.x
He's editing the .exe file.

Re: NFS PS: Make all(most) cars available (Game v1.1)

Posted: 04 Jan 2008, 13:47
by ntoo
what hex editor do you use?
it's quit strange but I can't find none of the codes in my .exe,
maybe I'm using the wrong one.
do this happen to other people? or am I just doing it wrong?

Edit: I tried with another .exe and it works fine
no I can upgrade my sl65 to level 4 parts
congratulation for the find

Re: NFS PS: Make all(most) cars available (Game v1.1)

Posted: 04 Jan 2008, 19:28
by SAAM007
Sweet.
So all you need to "mix" the codes using hex editor (nfs.exe) and you can use the other codes to unlock all things.
I can't wait to get home and try it. If you just need to change those bytes in the exe file to make unlock codes to work I will make a small tool that edit the exe and you don't need to get hex editor and such.

But it is just hex editor the exe right ? (no need the memory editor as well)

edit: ok.... I just wait until I get home...

Re: NFS PS: Make all(most) cars available (Game v1.1)

Posted: 04 Jan 2008, 19:38
by prince1142003
Unfortunately, we can't do that. Sharing game files like this is illegal. Just uninstall, reinstall, then apply the patch again. Just make sure next time you make a backup.

Re: NFS PS: Make all(most) cars available (Game v1.1)

Posted: 05 Jan 2008, 01:57
by SAAM007
here you go: a tool that patch your exe
(see first post)

download this tool and run it (require v1.1)
and you will have 4 new codes (replacing 4 old ones)
SAAM-CE - open 5 cars - collectors edition
SAAM-BP1 - open 7 cars - booster pack 1
SAAM-BP2 - open 7 cars - booster pack 2
SAAM-UNL - same as UNLOCKALLTHINGS

I hope Albtraum won't mind that I did it (if you do contact me and I will remove it) but I did credit him.

Re: NFS PS: Make all cars (76) available (requires v1.1)

Posted: 05 Jan 2008, 02:54
by Albtraum
nice job =D>
SAAM007 wrote:I hope Albtraum won't mind that I did it
Why should I? I even asked for it :wink: lazy as i am:
I wrote:So, if someone could write a tool that changes these bytes...
but could you implement a marker that changes the cheat 'active' byte of collectorsed?. As Prince1142003 found out, when changed in exe, it permanently activates ce. (other codes won't work, however) that cred goes to him :wink:

Re: NFS PS: Make all cars (76) available (requires v1.1)

Posted: 05 Jan 2008, 03:10
by SAAM007
Albtraum wrote:nice job =D>
SAAM007 wrote:I hope Albtraum won't mind that I did it
Why should I? I even asked for it :wink: lazy as i am:
I wrote:So, if someone could write a tool that changes these bytes...
but could you implement a marker that changes the cheat 'active' byte of collectorsed?. As Prince1142003 found out, when changed in exe, it permanently activates ce. (other codes won't work, however) that cred goes to him :wink:
O sure... for some reason I skipped his post about the permanently things... I will do it now.

EDIT: now all 3 packs stay after one activation :) and I added thanks to Prince1142003 - I was to excited I even didn't read his msg about permanently activation lol.

EDIT2: OOPS... If you put the UNLOCKALLTHINGS permanently it doesn;t work at all. I fixed it just now.

Re: NFS PS: Make all cars (76) available (requires v1.1)

Posted: 05 Jan 2008, 04:15
by Albtraum
Sweet.

Thought only the collectorsed was permanent, as the others got resetted to zero at game start as i tried it, but i did that on the original ones.
Now combined with using other/renamed codes, they don't get resetted.

Very Sweet 8)

Re: NFS PS: Make all cars (76) available (requires v1.1)

Posted: 05 Jan 2008, 09:35
by baumaxx1
Lol... right after I got it to use codes I shouldn't ever use. Aww well.