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Kernel Hooked In-Game Screen Print ELF: Testers Needed

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  • Kernel Hooked In-Game Screen Print ELF: Testers Needed

    I just need some more verification on how well this application works on various games. It runs what I have been trying to explain to everyone as kernel hooking, and will print images / text / pixels on the screen during the run time of *any* game. Now I put the *'s around "any" because I am not sure if it is fully functional on every game. I have tested the following:

    SOCOM: Combined Assault - Working
    SOCOM 3: U.S. Navy Seals - Working
    Grand Theft Auto III - Working
    Grand Theft Auto: San Andreas - Working
    Splinter Cell Pandora Tomorrow - Working


    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 (another words, runs in-line with the game)
    - 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

    Advantages:

    - Runs in-line with the game, so it leads to the possibility of turning into a fully live debugger
    - Kernel hooked, so you will never need a "master code" or game hook
    - Kernel hook is the hook point for all the Syscalls, which enables ability to have selective Syscall hooks without scanning the game data
    - "Joker" scanning is extremely fast, and has multiple defined "joker" values to enable compatibility with more games
    - "Joker" reset timer will automatically reset the found "joker" and start scanning for the next available address, useful if the game you are using loads a patch and/or does anything that causes the "joker" address to change at anytime during the game. This reset timer can be disabled if you feel it does not need to reset anymore.
    - Does not require pre-configuration, or any form of configuration

    Disadvantages:

    - Since it extracts itself from the preserved location in Kernel memory, it will slow the game down. (Expect longer load screens, not that much lag during game play though)


    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
    - Sky Blue = "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.


    Color codes (for the main application screen):

    - Blue = Initializing
    - Green = Reading game disc
    - Red = Failed to start game disc
    - Grey-White = Starting game disc


    In-Game 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. Have your game disc in your PS2, and load the application. It will automatically read the disc and start the game.

    Test this with any game you have, and reply with your findings on working or not working, if it freezes or what not.

    Screenshots: http://cheaters-lounge.net/index.php?p=16
    (Download is in the attachment)

    This will soon be converted into a full Kernel Program so it won't have to extract anything, but only time will tell as the bugs from the full kernel application are worked out.

    Thanks,
    ~ Gtlcpimp
    Attached Files
    Last edited by Gtlcpimp; 08-14-2010, 01:26:23 PM.

  • #2
    Damn, someone really needs to volunteer for this...someone who actually has time. It would be great to finally implement in-game screen printing, and have PS2-side menus for Artemis...
    I may be lazy, but I can...zzzZZZzzzZZZzzzZZZ...

    Comment


    • #3
      I've got the time, but I usually use that time to bug friends or dig for codes. Are you still looking for a volunteer Gtlcpimp, or have you moved onto something different? I could really volunteer if you need it.
      July 7, 2019

      https://www.4shared.com/s/fLf6qQ66Zee
      https://www.sendspace.com/file/jvsdbd

      Comment


      • #4
        Hehe, don't need volunteers anymore (: A few friends tested it who own 100+ games and it worked, and also I already produced a stand alone module that forces screen prints no matter what.

        Here's a couple screen shots (in attachment) of the stand alone module in action on SOCOM: Combined Assault and Grand Theft Auto: San Andreas (it works flawless any and every game known to the PS2 )

        It may be flawless in it working, but if you display more than just 1 memory address + data on the screen it will lag the GPU harshly, however if you decide to stop the game loop and enter it's own during the debug menu then it won't lag at all. I just prefer to run it inline to be able to watch game values change live rather than enter and leave the menu every time to see it.
        Attached Files
        Last edited by Gtlcpimp; 09-08-2010, 09:55:06 PM.

        Comment


        • #5
          Awesome.

          The biggest implication to me is that it would allow in-game menus for something like Artemis/ps2rd
          I may be lazy, but I can...zzzZZZzzzZZZzzzZZZ...

          Comment

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