A trainer for the PC game Mashed: Fully Loaded. Change scores, weapons, damage and positions for every player, tweak the camera, and add fun modifiers like random weapons and drive-over revive.
The trainer is distributed in two builds on each release:
- Standalone (Zero Prerequisites): Self-contained single executable (
MashedTrainer-Standalone-win-x86.zip). Requires no .NET runtime installed. - Tiny (Framework-Dependent): Ultra-compact build (~3 MB) (
MashedTrainer-Tiny-win-x86.zip). Requires the .NET 8 Desktop Runtime (x86).
Note: I recommend using DXWnd to run Mashed in windowed mode alongside the trainer.
- Icon Packs: Switch weapon icons between the in-game look (default) and the classic set via the Icons menu
- Status Bar: Shows connection state and tells you when memory writes fail (run the trainer as administrator in that case); controls stay disabled until Mashed is found
- Score: Change and freeze points
- Revive: Instant respawn and revive toggle
- Teleport & Freeze: View and set coordinates (X, Y, Z) and freeze axes individually
- Controls: Disable/enable player vehicle controls
- Weapons: Equip any of the 9 weapons instantly, or drop active weapon
- Damage: Adjust front and back damage sliders, toggle individual damage parts (Hood, Trunk, Glass), and 1-click Full Repair
- Car Physics: 1-click Flip (rights an upside-down car) and Turn 180°
- God Mode: Option in the Damage block that keeps the car fully repaired while alive
- Bot Badge: Bot-controlled players are marked with a BOT tag
- Destroy Distance: Customize warning threshold and maximum elimination distance
- Maximum Damage: Set maximum damage cap (normally 50%)
- Camera Tuning: Adjust camera tilt multiplier, height distance divider, height add, height distance factor, and zoom limit
- Random Weapon Equip: Periodically equips randomized weapons for all players or bots
- Drive-Over Revive: Drive over eliminated opponents to bring them back into the race, automatically flipping cars on their roof
The trainer is written in C# on .NET 8 with Avalonia UI. It comes with automated headless GUI tests and a built-in game simulator, so it can be developed and tested without the game.
# Build trainer
dotnet build MashedTrainer.sln -c Release
# Run automated tests and capture headless GUI screenshots
dotnet test MashedTrainer.sln -c ReleaseDevelopment happens on develop (CI builds and tests every push). A release is a pull request from develop to master. After merging, tag the merge commit on master (git tag v0.2.1 && git push origin v0.2.1); pushing the tag makes GitHub Actions build the Tiny and Standalone zips and create a draft release. Bump the version in MainWindow.axaml.cs, MainWindow.axaml and this README before opening the release PR.
Start the trainer with --simulate to run against a built-in fake game (MockMemoryTarget) instead of MFL.exe. This allows developing, testing and rendering the GUI without Windows or the game.
- Ported from .NET Framework 4.5 / WPF to .NET 8 / Avalonia
- New dark theme, separate Game tab, Flip / Turn 180° actions, camera height factor and zoom limit
- Added icon packs (in-game, classic) selectable in the Icons menu
- Added per-player god mode and a BOT badge for bot players
- Game info (round state, players, points to win) is shown in the status bar
- Game tab uses numeric spinners with limits
- Controls stay disabled until Mashed is attached; failed memory writes are reported in the status bar
- Simulator for development is started with
--simulate - Fixed position setting (both matrix buffers are written now)
- Patches target the specific instructions instead of shared constants (no more AI/physics side effects)
- Fixed wrong target address in
ChangeWeapon.asm(0x467E6->0x467E60) - Fixed handler leak on reconnect; MFL.exe is polled once per second while detached
- Added GitHub Actions build, test and release workflows
- Initial Release
- Author: SciLor
- Website: scilor.com
- Companion Tool: Mashed and Mashed Fully Loaded Runner
- Donate: If you enjoy this trainer, donations are warmly appreciated!

