Kernel Hooking: In-Game Screen Printing edition
Created by: Gtlcpimp
www.CheatersLounge.org
www.Cheaters-Lounge.net

Sort of a "proof of concept", while being a needs tested on as many games as possible to ensure it is a fail-proof (or least failure) setup.

KIGSP.elf - Regular .ELF file
KIGSP_cp.elf - Compressed .ELF file

How it works / What it does:

- Preserves it's whole self in Kernel memory
- Runs a Kernel hooked function to extract itself and execute itself every iteration of the Kernel function
- Scans for the "joker" address
- Resets "joker" address found (under a timer, useful if the game loads a patch or anything that causes the "joker" address to change at any time)
- Prints a colored square in the top left corner

Color codes (for the square in top left corner):

- Red = Cannot find "joker" address or has not found it yet
- Blue = No controller input detected, reset timer still enabled
- Yellow = "joker" address has been reset to search for next one (only happens if timer is enabled).
- Pink = No controller input detected, reset timer disabled
- Green = Controller input detected.

Controls (seems to freeze after ~5 seconds of viewing the "joker" string):

- R2 + L2 = Disable reset timer
- R1 + L1 = Start viewing "joker" string ("joker" address and the controller input data at the address)
- Triangle = Stop viewing "joker" string

Note: The application does NOT load any modules, so use uLaunchELF or something that does not clear the modules off the IOP before launching the application.
