base.Name = textBox1.Text;
int num = new Random().Next(0, 10);
PS3.SetMemory(0x8E3290, Encoding.ASCII.GetBytes("^" + num.ToString() + base.Name + "\0"));



base.Name = textBox1.Text;
int num = new Random().Next(0, 10);
PS3.SetMemory(0x8E3290, Encoding.ASCII.GetBytes("^" + num.ToString() + base.Name + "\0"));
PS3.SetMemory(0x8E3290, Encoding.ASCII.GetBytes("^" + num.ToString() + base.Name + "\0"));
PS3.SetMemory(0x8E3290, Encoding.ASCII.GetBytes("^" + num.ToString() + base.Name + "\0"));
PS3.SetMemory(0x8E3290, Encoding.ASCII.GetBytes("^" + num.ToString() + base.Name + "\0"))

base.Name = textBox1.Text;
int num = new Random().Next(0, 10);
PS3.SetMemory(0x8E3290, Encoding.ASCII.GetBytes("^" + num.ToString() + base.Name + "\0"));
PS3.SetMemory(0x8E3290, Encoding.ASCII.GetBytes($"^{num}{base.Name}\0"));
PS3Lib already have WriteString method, wich its doing the Encoding for us and writting the byte '0' in the end
PS3.Extension.WriteString(Offset,$"^{num}{base.Name}\0");
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