Updated the first post. The new GlovePie script removes the key spamming.<br /><br />The weapon switcher, of course.<br /><br />The video only covers all swords, but this also works for all guns, SWORDMASTER and GUNSLINGER.<br /><br />Well, there are 2 major problems that prevent me from releasing the alpha.<br /><br />First, space. The PS2 is extremely limited with 32MB memory. I can't simply allocate new memory with Cheat Engine as it would point outwards the PS2 memory range. I have pretty much exhausted every codecave the game has to offer. I haven't talked with the devs yet, but I don't think that you can simply increase the PS2 memory without altering huge parts of it's architecture.<br /><br />Second, the error handler of the PC version is just so bad, it's right next to non-existent. The error behaviour is the same as with the missing animations, if the game can't load the file it simply crashes.<br /><br />The error behaviour is also pretty weird. It indicates that the effect files are loaded on a per weapon basis, but I haven't found any pointer that supports that yet.<br /><br />I think I know how to fix the missing models, but I won't be able to realize that with Cheat Engine. CE simply wasn't made to inject 2MB of data in the fraction of a second. I have to switch to C or C++ for that to happen.<br /><br />Also I found a way for a working style switching hud. If you replace the texture of the active style icon it won't change until you leave the room or use a divinity statue. However you can delete the shader of it and thus remove it completely and since the weapon icons are updated every frame and I'm only using the first weapon icon for the weapon switcher I could force the game to always display the second one, move it and replace its texture on demand, allowing for a working style switching hud.