Has anyone been able to load a module of any kind in-game?
Note: I'm not referring to launching a game via an ELF, part of which stays resident during gameplay; I'm referring to doing that, then loading any module successfully.
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Project Artemis
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Haha alright dude! I just float about on these forums taking note of any developments now, no time to help and no hardware to helpOriginally posted by Skandulous View Postwow your still alive lol............hit me up on aim TJ2002LS
glad to see you guys are almost there
I'll head onto AIM at some point this week dude
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wow your still alive lol............hit me up on aim TJ2002LSOriginally posted by cYs Driver View Postonly thing i dont like about the gui aer the buttons, the background though is fantastic
glad to see you guys are almost there
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If you can design some better buttons with transparent backgrounds (so they can be easily tossed onto a background), please do
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only thing i dont like about the gui aer the buttons, the background though is fantastic
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Thanks. Now to implement font support, build a list box with scrolling capabilities, and make it read codes from a text file
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I'm so glad that you included screenshots, because I have to leave in couple of minutes...Originally posted by Lazy Bastard View PostI've put together a skeleton GUI for Artemis, the source and binaries to which can be found here: https://svn.bountysource.com/artemis/trunk/AGUI/
...or you could just download the ELF here: http://GSHI.org/downloads/AGUI.zip
Screenshots can be found on the BountySource page: https://artemis.bountysource.com/
The GUI looks awesome!
EDIT: This is just the GUI, right? I mean... does it have any functions?Last edited by Dastan; 04-27-2009, 04:01:35 AM.
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I've put together a skeleton GUI for Artemis, the source and binaries to which can be found here: https://svn.bountysource.com/artemis/trunk/AGUI/
...or you could just download the ELF here: http://GSHI.org/downloads/AGUI.zip
Screenshots can be found on the BountySource page: https://artemis.bountysource.com/
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I think I've solved the bug, but I need to implement the fix to be sure.
[Edit: Yep, I figured it out. I'll finish creating a single-layer GUI skeleton, then post it here]
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I've done a little work on the Artemis GUI. It's coming along nicely, and I'll release a quick demo once I fix a bug I'm tracking down...
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You don't have to "detect" a syscall. You can use the GetSyscall() function declared in kernel.h to get a certain syscall vector and SetSyscall() to patch it.
I've recently posted a patch which moves all syscall numbers to a separate header file allowing you to do something like this:
Code:void *vector = GetSyscall(__NR_ExecPS2); SetSyscall(__NR_ExecPS2, my_handler);
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