As noted in another thread (the main Project Artemis thread), Driver has released all source, including functional and experimental, for use in Artemis (and anyone else that finds it useful, provided they give credit).
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I have a better memory viewer/editor project that I believe you guys should take a look at in terms of how it works. Here is a YouTube video of my CL-LiveDebug in action. It "pauses" the game by entering a while() loop for its execution. It completely flushes the screen out and does on-screen drawing with a full on-screen menu during game play. The memory editor is very useful and has controls that are almost perfect in design. When you exit from it, it returns back to the game from the while() loop. It is able to leech the controller input do to the fact that the IOP is what takes the input from the controller and stores it in what is called the "joker address".Originally posted by Skandulous View Postsounds like a great project and as to the memory viewer/editor cYs Driver knows alot about it as he coded one for socom along with cora. id love to help but im only good at hacking game codes and its been a while since ive done that
Video: http://www.youtube.com/watch?v=EPXUgznS-Tc
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Another nice feature might be the ability to address units of data smaller than a byte. I know that by convention, this isn't possible, but I think we could fairly easily create a workaround:
Read in a byte, save it somewhere temporarily. Modify the least significant [nibble, pair of bits, bit] of that saved byte, copy that entire byte back into the memory location it was read from.
I understand that this is less efficient and requires slightly more resources than the average Write Only, but it should be insignificant, and might prove quite useful.I may be lazy, but I can...zzzZZZzzzZZZzzzZZZ...
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