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I was trying to think of an easy way to automatically set the Search Area in ps2cc today after the initial dump, I was thinking something along the lines of check initial dump results tab column / row 1 address and times by the found number to find the end address for the second search and so on sorry if this sounds too obvious.Last edited by kh2k4; 12-08-2010, 06:01:04 PM.
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I just released PS2rd 0.5.3 which mainly adds support for Open PS2 loader:
http://debugon.org/2010/08/ps2rd-0-5-3/
A list of all changes:
Code:- Improved compatibility with Open PS2 Loader; cheat system and video mode patcher integrate flawlessly. - Added ability to select game cheats manually (press up/down). - Activated cheats are now copied to cheat engine only once. - Added code type E for compatibility with other cheat systems. - Fixed freezing when there's no game in drive. - Added quick hack to enable launching ELFs from mass (to be improved). - Clear screen if Y>25. - Moved setting cheats.file to loader.cheats.
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The gshi_ps2sdk.7z package is rather outdated. Get a fresh and crispy toolchain from http://bitbucket.org/ps2dev/ps2toolchain.
Your understanding is basically right, but you always need to hook the game, no matter if you're debugging or just cheating. (The debugger code is actually called by the cheat engine.)
You're right that writing to PS2 memory is not supported at the moment; it's on the to-do list.
I'm using "ntpbclient halt/resume" to see if a game is compatible. You could also run the standard ping command to see if PS2's network stack is up and running.
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I'm using http://gshi.org/downloads/gshi_ps2sdk.7z.First, I really recommend building against a recent PS2SDK version; otherwise, there could be unforeseen side effects.
I compiled PS2SDK from svn on my Ubuntu Lucid and recompiled ps2rd : no luck.
It's maybe a hardware bug as I'm using the SCPH-75004 PSTwo and seems the only one facing this problem.
My understanding was :Did you enable auto hooking or activated a proper master code? Each game must be hooked for debugging/cheating.
- ps2rd.elf is a kind of server (PS2 side) which handles requests from ntpbclient
- with ntpbclient, we send commands to the server (start, stop, dump)
- we receive data (dumps), compare them, and find some interesting addresses
- once we have these addresses, we need a 'master code' to make a specific code (an address forced to a specified value) apply
But I don't see these features with ntpbclient.
We can only dump, not write.
Is it a regression ? ps2cc allowed this.
I tried with FFXII but still nothing so I'm having issues others don't have.I have no idea if Ratchet & Clank is even supported, see compatibility list:
http://bitbucket.org/misfire/ps2rd/wiki/Compat
Also try a different game.
The purpose of this command was just to see "transferring data" that is to say : prove that the server is running and responding to my requests.Last but not least, this will crash your PS2: perl ntpbclient dump 1 10 test.txt
You're trying to dump from address 1 to 10 to a text file. But user memory starts at 0x00080000 and it's definitely no text format...
I don't get by receiving anything.
With ps2cc, I can see "client connected" which prove me that the server is alive but then I'm stuck with a "recv error" (the server never sends anything)
In that way, I think a "ping" feature would be great.
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First, I really recommend building against a recent PS2SDK version; otherwise, there could be unforeseen side effects.
Did you enable auto hooking or activated a proper master code? Each game must be hooked for debugging/cheating.
I have no idea if Ratchet & Clank is even supported, see compatibility list:
http://bitbucket.org/misfire/ps2rd/wiki/Compat
Also try a different game.
Last but not least, this will crash your PS2: perl ntpbclient dump 1 10 test.txt
You're trying to dump from address 1 to 10 to a text file. But user memory starts at 0x00080000 and it's definitely no text format...
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No, sorry.
Here is what I did :
remove svn-ps2rd
open a MINGW32 bash
hg clone http://bitbucket.org/misfire/ps2rd svn-ps2rd
cd svn-ps2rd
I s/GetSyscallHandler/GetSyscall/g 'ed some files as it seems my PS2SDK is a bit old now
make release
Dragged and dropped svn-ps2rd\release\ps2rd-0.5.3-wip in RadHostClient
Switch on the PStwo and put (the first) Ratchet&Clank CD in
uLE
host:/ps2rd-0.5.3-wip/ps2/ps2rd.elf
...Ready...
[CROSS]
a) I ran "perl ntpbclient halt"
nothing happened
so ^C
b) I ran "perl ntpbclient dump 1 10 test.txt"
nothing
^C
test.txt : 0 bytes
Here are attached network logs for a) and b) from wireshark
I started recording just after pressing [CROSS] but I may have missed a packet
PC : 192.168.0.1
PS2: 192.168.0.10
Hope it will help youAttached Files
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Ok, I'll do it.Originally posted by misfire View PostIgbaäl, your Perl version is rather old (5.6.2 was released in November 2003). I recommend updating to ActivePerl 5.10, which you can run from MinGW too.
I used to use cygwin (which has a kind of automated packaging system) but only few software are compatible with it (minGW and cygwin work differently).
When you have to set up minGW, either you use the "MinGW Installer" (v5.1.6 2009-10-02) or you download each package and try to extract them in the right folder.
It's very annoying to do that manually and you have to fight with dependencies (a need b.dll but what zip contains it ?)
I think they lack people to pack and keep up-to-date all that stuff.
Anyway, thanks for your reply
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Igbaäl, your Perl version is rather old (5.6.2 was released in November 2003). I recommend updating to ActivePerl 5.10, which you can run from MinGW too.
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I developed the Perl version because I was tired of distributing (i.e. compiling) multiple binaries. The rewrite is supposed to run on all operating systems with Perl support. I tested it with ActivePerl on Windows Vista. Thanks for reporting the issues with MinGW - I'll be looking into it.
(What is interesting is that the Perl rewrite reaches the same dump speed as the C version.)
Actually, I don't know if the current PS2rd version is still compatible with PS2CC. I'll be checking this too.
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Hi everyone,
I'm glad to see that this project is still updated.
It's very exciting all you can do with a 'simple' PS2 SDK : we could code a web brower, compile a X server, listen to webradios, watch webTVs ... and much more
However, with this release, I disagree the following "Rewrote ntpbclient C tool in Perl for platform independence."
The C language is, on my mind, more platform-independent than perl even if perl is widely available.
But in fact, what bothers me, is that I have to install perl on my WinXP.
Could you use pp to create the corresponding executable (i.e. ntpbclient.exe) ?
Moreover, your script doesn't run with my minGW perl :
And I have to ask you : is this ps2rd compatible with ps2cc ?HTML Code:$ ./ntpbclient "my" variable $cmd masks earlier declaration in same scope at ./ntpbclient line 73. Global symbol "$file" requires explicit package name at ./ntpbclient line 58. Global symbol "$eot" requires explicit package name at ./ntpbclient line 58. Global symbol "$file" requires explicit package name at ./ntpbclient line 58. Global symbol "$file" requires explicit package name at ./ntpbclient line 58. Search pattern not terminated at ./ntpbclient line 77. Administrator@xp ~ $ perl --version This is perl, v5.6.1 built for msys
I know some people are stuck with a recv issue (and so do I) because the server didn't answer.
I captured packets using wireshark and I saw that the protocol changed (or at least the CMD bytes).
I'm familiar with those command line tools so ntpbclient is not a problem for me.
But from a user point of view, ps2cc was very handy : easy to configure/to use.
Yeah, there is a file mode but working 'on live' is more interesting.
Anyway, a great thanks to your work and effort to make artemis a living and working project !
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I proudly present version 0.5.2 of the PS2 remote debugger:
http://debugon.org/2010/07/ps2rd-0-5-2/
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Yes, Wordpress wants me to update my MySQL database to version 5... [Edit: Done.]
For direct download go to: http://bitbucket.org/misfire/ps2rd/downloads
The SMS modules improved compatibility due to their lower IOP memory footprint. Take a look at the notes on version 0.5 in the CHANGES file. We got the listed games working after replacing the modules.Last edited by misfire; 05-04-2010, 09:07:51 AM.
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Nice work still has the same issue I had with 0.5 and networking with the sms modules but thats just some network link state detection issue ...
my last solution to that still works also loading networking in ule then running ps2rd works fine for me...
if you take feature requests it would be real nice to be able to: list, write once, add and remove active codes over the network so you can test codes more easily...
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Good to see, even though the blog seems to be down currently.
I've got a quick question about the sms modules option. How much difference in compatibility from the other method has it shown?
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