This is great. I'm thinking in buying a PS2.
Maybe tomorrow after work. I'll have lots of fun with it.
I don't know if anyone has done it yet, but I would like to thank you for this great effort and success.
Do you have any Paypal account to send you a donation?.
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CL-LiveDebug v3
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After checking into it I guess it could work, good point! I was originally thinking it would throw me off and require an added handler, but then I busted out good ol' ps2dis to check the value shifts and turns out it could happen without any added mess.Originally posted by bungholio View PostYou should also really shift it right 25 bits so it would enforce a EE memory limit.
If like like being a picky person like me, you have 3 more bits available. I'd combine those with the current 4 code type bits. It could really come in handy.
The allocated space still sticks to 1 line codes according to the structure design. However like I said in the comment on the structure, I can always set the 32 bit value for on/off/write to include extra arguments for a code type.
Edit: 'Codes' Menu has been completely implemented. A simple cheat engine has been implemented. The only thing left now is to set the ELF to load the patches from a text document, because the PS2-side module is complete.
Edit 2: And done.
All menus are now complete, ELF features complete and the in-game features. An example of a text file for pre-loaded patches included.
Download: http://cheaters-lounge.net/files/CL-LD3.0.4.rar
Screen shot in attachment.Last edited by Gtlcpimp; 11-05-2010, 03:09:52 PM.
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How do I unpack it? Is there an unpacking tool?
You should also really shift it right 25 bits so it would enforce a EE memory limit. It would just be a value change of the line, and would guarantee nobody could make that error of trying to write to areas that aren't possible.
If like like being a picky person like me, you have 3 more bits available. I'd combine those with the current 4 code type bits. It could really come in handy.Last edited by bungholio; 11-04-2010, 10:50:10 PM.
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I'm just that lazy of a dude, easier and shorter to perform a shift right logical (28) to grab the command lol.Originally posted by bungholio View PostIsn't the EE only 32MB RAM? That's why cheat devices usually only load only the first 25 bits for the address to apply the patch to.
I opened the elf in ps2dis and I'm 100% lost. Not a single label. Indexing made everything look foreign to me. I start at address 0x1d00008. Do most games not use that area? If so, I keep thinking both Dark Cloud 1 & 2 placed the majority of their useful memory codes in the regions from 1a00000 to 1f00000.
Same here. I know it's at psx-scene.com, but I don't know what the majority of the things there are. There really needs to be a list of why people use them.
The ELF file is simply a booting application, installs the engine on RAM and gives it the hook. Also opening it with PS2Dis will do you no good unless you unpack it.
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It's a backup launcher it came from ifcaro anylazing usb advance after it was unpacked.
http://translate.google.co.uk/transl...24%26bih%3D609Last edited by kh2k4; 11-04-2010, 06:14:32 PM.
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Isn't the EE only 32MB RAM? That's why cheat devices usually only load only the first 25 bits for the address to apply the patch to.It is a 4 bit command with a 28 bit address, and 32 bit data.
I opened the elf in ps2dis and I'm 100% lost. Not a single label. Indexing made everything look foreign to me. I start at address 0x1d00008. Do most games not use that area? If so, I keep thinking both Dark Cloud 1 & 2 placed the majority of their useful memory codes in the regions from 1a00000 to 1f00000.
Same here. I know it's at psx-scene.com, but I don't know what the majority of the things there are. There really needs to be a list of why people use them.I do not know what "Open PS2 Loader" isLast edited by bungholio; 11-04-2010, 04:33:51 PM.
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You lost me... The code command is embeded in the address of the code, formatted CAAAAAAA. 'C' representing the command, 'A' representing the address.Originally posted by bungholio View PostI feel not so stupid since I've stared at that for a few minutes. The name is a maximum of 16 characters. The data is 4 bytes for address, 4 bytes for the value to write to the address, and 4 bytes to restore the value to it's original value, and then 1 byte saying whether it's on or off. That's not really the code I was thinking of. I was thinking like the ASM to determine what it will do, like shift to the left for the code type, AND by 1FFFFFF/E/C for align the address, and then sb/h/w.
I was thinking 8 bytes for the entire code. It would always be a format that would preserve the first 7 bits for the codetype, the next 25 for the address, and next 32 for the value to apply, the next 32 for extra code instructions, and the next 32 for another value to be used. It wouldn't be easy for someone that doesn't know how to OR, AND, or XOR a value. But we would post a simple tutorial to type in PS2Dis so they could do it even if they didn't know how to mentally do the operation. Most things should be nice and easy to explain since there's PS2Dis.
I would like to know if all games lag at the same amount of patches applied? If they did, couldn't you make an automatic timer code that applies at the same time to all games or something?
For some reason I really can't think at the moment.
It is a 4 bit command with a 28 bit address, and 32 bit data. This allows up to 16 code commands (0x0 - 0xF). However for now the basics will be implemented for LDv3:
0 - 8 Bit Write (1 byte; Store Byte)
1 - 16 Bit Write (2 bytes; Store Half)
2 - 32 Bit Write (4 bytes; Store Word)
Once it is completely implemented, the other command types that only require 1 line of RAW code can be added. However with the structure pre-designed and the memory pre-allocated, it will remain single line codes for the Pre-Loaded Patches. This will allow it to hold 512 codes, but don't think the single line is a set back. LDv3 was designed for code hacking, not cheating lol.
Ahh yes some useful information, that means the IOP is disabling the controller. This is a troublesome issue, and I need to figure a way to keep it active for troublesome games. Anyone who has an idea on how to keep the IOP in sync to keep the controller module active please do share. Such information could help get the problem solved faster, other wise I'll have to figure it out myself.Originally posted by Azagthoth View Postgood job but it freezes at the main screen of the debugger for Toy Story 3. i can't even move around at all. also tried the usb mass dumper and doesn't even boot the game.
I do not know what "Open PS2 Loader" is, so I don't know if there is a way? So that leaves the question, what is this "Open PS2 Loader" you speak of?Originally posted by ploder View PostAwesome work Gtlcpimp. Is there any way to make this work with Open PS2 Loader?Last edited by Gtlcpimp; 11-04-2010, 01:08:41 PM.
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Awesome work Gtlcpimp. Is there any way to make this work with Open PS2 Loader?
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I feel not so stupid since I've stared at that for a few minutes. The name is a maximum of 16 characters. The data is 4 bytes for address, 4 bytes for the value to write to the address, and 4 bytes to restore the value to it's original value, and then 1 byte saying whether it's on or off. That's not really the code I was thinking of. I was thinking like the ASM to determine what it will do, like shift to the left for the code type, AND by 1FFFFFF/E/C for align the address, and then sb/h/w.
I was thinking 8 bytes for the entire code. It would always be a format that would preserve the first 7 bits for the codetype, the next 25 for the address, and next 32 for the value to apply, the next 32 for extra code instructions, and the next 32 for another value to be used. It wouldn't be easy for someone that doesn't know how to OR, AND, or XOR a value. But we would post a simple tutorial to type in PS2Dis so they could do it even if they didn't know how to mentally do the operation. Most things should be nice and easy to explain since there's PS2Dis.
I would like to know if all games lag at the same amount of patches applied? If they did, couldn't you make an automatic timer code that applies at the same time to all games or something?
For some reason I really can't think at the moment.Last edited by bungholio; 11-03-2010, 09:30:32 PM.
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Oh, cool. If you add code types that require multiple lines of code, then you would have to rebuild the patch structure. I have the structure designed to a 256 bit alignment (32 bytes).
Pre-Loaded Patch Structure:
{
u8 Name[16];
u32 Address;
u32 DataON;
u32 DataOFF;
u32 ONorOFF; // 0x00000000 = OFF, 0x00000001 = Write once, don't update, 0x00000002 = ON (Always updating); May also be re-designed for holding extra arguments or properties
}
Visual representation in ps2dis is in attachment.Last edited by Gtlcpimp; 11-03-2010, 03:34:31 PM.
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Already tested with Shadow of the Colossus (recorded in a youtube video).Originally posted by bungholio View PostI'll look when I get home. I've got a list of games to check that are usually a little buggy or not working with ps2rd.
Shadow Of The Colossus, Jak & Daxter Series, Ratchet & Clank Series, Disgaea Series, Peter Jackson's King Kong, Kingdom Hearts Series, Dynasty Warriors & Samurai Warriors & Warriors Orochi Series, Area 51, Silent Hill Series, Resident Evil Series,
I only post on my website and this one..Originally posted by bungholio View PostHave you mentioned this is on other websites? If you haven't, you should. Wander over to forums.codetwink.com, psx-scene.com, www.codemasters-project.net/vb, gscentral, whatever places people go to.
I haven't gotten to it yet. I'm trying to find my USB Stick so I can get it on my PS2.
As in the cheat engine will just execute 8 bytes of memory every time, like a "jr ra", "sw/sh/sw"? Does the engine just do things expecting them to be in a certain format, so any codes that were more than 2 would end up weird.
The cheat engine is actually going to be set up like the average basic on, you have 2 data sets in the line (address and data): caaaaaaa dddddddd
Basic command types:
0 - Byte
1 - Half
2 - Word
The original idea was to be able to just throw a text file on a USB drive to load up the patches for your game, set up like so:
code description (limit 15 chars, if name is longer only the first 15 chars will be kept)
CAAAAAAA DDDDDDDD
code description 2
CAAAAAAA DDDDDDDD
etc.
All single lined codes, the application is designed for code hacking not as a cheat device! lol
However I can easily use the way the app is designed to build a full in-game menu cheat device...
I still need to implemented the pre-loaded patches feature so at the moment it doesn't work :/
TotallyOriginally posted by Lazy Bastard View PostThat's awesome. I still haven't had a chance to try it, but it looks like PS2-side hacking is now at our fingertips.
By all means go for it, the more testers the better chance of finding bugs / issues!Originally posted by bungholio View PostWould anyone have anything against me posting a link to this thread at www.codemasters-project.net/vb, forums.codetwink.com, psx-scene.com, or http://board.gscentral.org/forum.php? I'd specifically link them to post http://www.thegshi.org/vb/threads/43...9157#post39157. It's post #38.Last edited by Gtlcpimp; 11-03-2010, 01:39:39 PM.
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Would anyone have anything against me posting a link to this thread at www.codemasters-project.net/vb, forums.codetwink.com, psx-scene.com, or http://board.gscentral.org/forum.php? I'd specifically link them to post http://www.thegshi.org/vb/threads/43...9157#post39157. It's post #38.Last edited by bungholio; 11-03-2010, 11:46:17 AM.
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