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CL-LiveDebug v3

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  • bungholio
    replied
    I suppose you're done messing with CL-LiveDebug Gtlcpimp. It would still be a very useful tool if people could do extra scans beyond just the first scan. If you could do that, it would kick butt.

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  • kh2k4
    replied
    There's brief descriptions of it's debug colours here
    http://psx-scene.com/forums/f150/ope...-colors-64354/
    http://psx-scene.com/forums/678452-post17.html
    I'll try and get a log but i'll need to compile it with the debug flag.
    Last edited by kh2k4; 05-31-2011, 02:06:53 AM.

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  • Gtlcpimp
    replied
    It was designed to handle multi-ELF commercial games, but wasn't actually intended to go through homebrew applications... The Swap Magic, uLE, and/or OPL could perform certain Syscall modifications (such as adding SysCall or removing, or anything related) or could even be overwriting some of the data. That could explain why it locks up on you (red screen). I have never used OPL so I couldn't explain what the red screen is for or what triggers it.

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  • kh2k4
    replied
    I think Swap Magic must kill this, I tried using it in combination with uLE to launch OPL, when I tried to run a game with OPL it red screened, pressing L3+R3 whilst in uLE doesn't bring up the Fail-Safe Mode screen either.

    It's CL-LiveDebug that causes OPL to red screen when trying tio run a game, I tested it by running Swap Magic, uLE, then OPL and it didn't red screen the games loaded as normal.
    Last edited by kh2k4; 05-26-2011, 07:50:36 AM.

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  • Gtlcpimp
    replied
    The reason why it loops is that the IOP shut off the controller (hence you can't press start to enter the debugger). So the controller input data still remains on memory as R3 + L3, so the next iteration reads the input and launches the fail-safe screen.

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  • bungholio
    replied
    I just gave the new version a try with NTSC Dynasty Warriors 5. Pressing L3 + R3 gets me to the safeguard screen, which I can't press the button to get past. BUT!, there is a unique new thing about that screen. If you just let it sit and repeat going through it, it eventually exits out of it and resumes the game. Buttons don't affect that either. I was trying to see if it needed to loop that button safeguard a certain amount of times before it exited without returning. The first time it exited out after 19 loops. The second time it exited after 6 loops. While it is looping, it randomly goes back to the game for about 1/10 of a second and then returns to the looping. When it returned to the game, things were perfect other than an unusual loss of detail for environmental stuff in the game.
    Last edited by bungholio; 04-11-2011, 08:03:05 AM.

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  • Gtlcpimp
    replied
    I noticed I had a small mess up in the hook function:

    Code:
    address $0007F000
    
    _init:
    addiu sp, sp, $FFF0
    sq ra, $0000(sp)
    jalr k0
    nop
    call _start
    lq ra, $0000(sp)
    addiu sp, sp, $0010
    
    _start:
    I forgot to return at the end of the initial function, causing it to execute the scanner multiple times and increasing the chances of the debugger engine to launch twice when the IOP disables the controller (causing an extended loop of the fail-safe screen when the controller is inactive).

    Code fix:


    Code:
    address $0007F000
    
    _init:
    addiu sp, sp, $FFF0
    sq ra, $0000(sp)
    jalr k0
    nop
    call _start
    lq ra, $0000(sp)
    jr ra
    addiu sp, sp, $0010
    
    _start:
    Also, on a side note, started the implementation of the inline debugger (will finish at some other time).

    For those of you who would like to see if the small fix corrects some lag issues but are incapable of compiling the ELF then check the attachment for the compiled ELF.
    Attached Files

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  • Gtlcpimp
    replied
    Oh, I didn't understand what you meant which is why I said it doesn't make sense. The load from MC/USB was designed for where you wish to load your patches file. LDv3 was originally designed for code finding / hacking / debugging on games. However if I get around to fiddling with it again I could add in more features. I still have some unfinished business with it, such as implementing the gs fix to stop stretching of the debugger screen, adding the inline debugger, enhancing the search option to be more user friendly and allow re-searching results, adding options to ELF loader to allow custom jokers (to stop having to use the sometimes laggy joker scanner), etc.

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  • Sodisna
    replied
    Hi. I have question, is it possible to use this with a emulator?

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  • kh2k4
    replied
    It does you could use it find codes on any loaded ELF, be it a BIOS ELF or Emulater ELF, HDLoader / OPL, USBAdvance / USBExtreme, PS2ESDL, ESR etc
    I hardly ever use the cdvd drive to load my games only time I do is if the HDD game partition becomes currupt then I just reinstall it from the original disc with KERMIT.
    Last edited by kh2k4; 03-26-2011, 08:17:36 PM.

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  • Gtlcpimp
    replied
    That makes no sense..

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  • kh2k4
    replied
    I see can you please change it so it loads them automatically from which place you have them stored and then have mc and mass options for booting a ELF from a folder instead atm you can only use the debugger on cdrom.
    Last edited by kh2k4; 03-26-2011, 05:53:58 PM.

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  • Gtlcpimp
    replied
    Originally posted by vampirexx View Post
    Can you develop a great tool like this for ps3?
    Haven't tried, requires a PS3 Dev kit though..

    Originally posted by kh2k4 View Post
    The ELF runner from mass and mc is a placeholder atm?
    Huh? If you are referring to the "Load From .." MC / USB then no it's not a place holder. It loads the patches from the text file on that drive.

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  • kh2k4
    replied
    The ELF runner from mass and mc is a placeholder atm?

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  • vampirexx
    replied
    Can you develop a great tool like this for ps3?

    Leave a comment:

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