Well many people have had problems figuring out the whole object creating, even with the program, so I thought I would write out a tutorial to help everyone out.
First off, most crucial, you need edison carter's latest version of CheatDevice, which can be found at his website here, or a direct link here.
Once the save file is placed in the SAVEDATA folder, a cheats.txt should also be in the root directory of your PSP. This is where the cheats are saved to. Now, start up GTA, and the CheatDevice save should load up. When the game loads, the menu should be automatically open. Scroll down to the Display Coordinates option and select it. This is important because these coordinates are where your object will go.
Select the place you want your object and stand still. Either record each coordinate and enter them later, or open up Object Creator. In Object Creator, just enter a name for your cheat, then hit tab to go down to coordinates. The coordinates in the game correspond to each textbox (X, Y, Z), so just enter in each coordinate like so:
Some objects naturally float in the air a few meters, even if the ground coordinate is correct. To fix this problem, just hit the button marked 'Move Object 2m Down' and it will automatically set your Z coordinate 2 meters lower.
The Set Coordinate Increase option lets you set a constant increase in any of your coordinates. For example, if you want to make floor tiles evenly spaced without changing the coordinates by hand each time, you can just set a distance you want the coordinate to increase by, then each time you hit Make that value will increase. Here is an example, look at the code to see the increase, I never had to go back and change the Y coordinate, it did it automatically.
Next, tab down to rotation. Here is where it gets tricky. You have to know what axis is what, and how it rotates. I cant find a good picture of axes right now, so ill explain it as best I can. Imagine drawing a cross on the ground. These are your X and Y axes. If you rotate an object on either of these, it will most likely end up upside down or sideways in the ground. For example, if you took the object 'grey wall' can rotated it 90 degrees on the X axis, it will turn from vertical to horizontal. This will allow your wall to become a floor. Now imagine that cross you drew on the ground to have a pole sticking up from the middle of it. This is your Z axis. Everything rotated around this doesnt flip or anything, it just spins around. So, if you spawn the object 'airplane' and its facing north, if you want to face it east, you would rotate 90 degrees around the Z axis. If you want it facing west, you would go 270 and etc. So in these fields you would fill out the rotation values you want, like so:
Next, choose your object from the list. If you know what object it is, you can select the dropdown arrow and just type it in, and it will automatically bring you to that object. You also have the obtion ot enter your own object code. This gives people who want to explore other possible object locations the chance to do that. If you decide to go exploring for new objects, you could test different values. This gives you the ability to use your own. You also have the option to use no rotation at all. I know all the rotation lines say 0, but using the No Rotation checkbox will make your code shorter since the rotation lines wont be used. When everything is filled out, hit Make. Now youll notice that the text box has a code in it. This is the code you put into your cheats.txt file. But we'll get to that later. For now, lets say you want more objects. For that, just go back and fill in all the fields again and hit Make again. Make sure to not hit reset. Each time you hit Make, the values increase since you cant use the same location twice. You can do this for as many objects as you want.
Now lets move on to more advanced controls. If you already have an object code already started, you can actually set the program to start at those values you set. All you need are the last 2 lines of your code from the one you already have. For example:
So you take these two values in the setfloat and setshort lines, and input them into the corresponding boxes in the program. Then hit Set Start Point. From this point on, all code made will start from values you inputed.
The Reset button resets all text boxes and values, so only use it if you want to start an entirely new code. The Copy Code button copies the entire code itself, so you can click this button and then paste it into the cheats.txt file, in a post, or anywhere else you want it. If your lazy like me, you will love the Save Code feature. This eliminates all the hassle of copying and pasting, and you never have to open up your cheats.txt file. Just plug the USB cable into your PSP and go into USB mode. Then hit Save Code and locate your PSP drive and cheats.txt file. Highlight cheats.txt and hit save code. It wont overwrite your existing codes, it will just add this code to the top. Once done with that, unplug your cable and your ready to go. If you want to edit cheats.txt without having to open it up yourself, just highlight the cheats.txt file and hit the button Edit cheats.txt above the box. This will let you delete unwanted code easily. When done, hit save and it will save over your existing cheats.txt
And thats my program. There will be future updates with fixes and new features so stay tuned. If you have any questions, dont hesitate to ask. And most importantly, have fun!