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CL-LiveDebug v3

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  • For some reason I noticed bountysource is down, and has been for a little while now. So if you are after the source for LDv3 here is a RAR'ed archive of it:

    http://cheaters-lounge.net/files/ope...L-LDv3.0.4.rar

    I have not revised it at all, so don't expect it to be updated since the last time I worked on it...

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    • Yeah; we're working on getting the new git repository up (git.GameHacking.org)...
      I may be lazy, but I can...zzzZZZzzzZZZzzzZZZ...

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      • Can you develop a great tool like this for ps3?
        "Shikin Haramitsu Daikomyo"

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        • The ELF runner from mass and mc is a placeholder atm?
          http://bh-re-db.pcriot.com/ <- Biohazard / Resident Evil
          Code Database

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          • 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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            • 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.
              http://bh-re-db.pcriot.com/ <- Biohazard / Resident Evil
              Code Database

              Comment


              • That makes no sense..

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                • 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.
                  http://bh-re-db.pcriot.com/ <- Biohazard / Resident Evil
                  Code Database

                  Comment


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

                    Comment


                    • 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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                      • 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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                        • 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.
                          July 7, 2019

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

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                          • 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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                            • 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.
                              http://bh-re-db.pcriot.com/ <- Biohazard / Resident Evil
                              Code Database

                              Comment


                              • 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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