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RenegadeEX2 - EX Plus 0wnage

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  • #16
    IIRC correctly Viper, you said you wanted to add support for Dolphin but couldn't find the starting memory address right? Well I can't exactly pinpoint it but I know it starts after 0xA0000000 and should go no further than 0x20000000 at least for the GameCube memory allocation. The Wii I know goes higher but not sure how far. Maybe some time I will do a hex pattern comparison in CE's memory and an ARAM dump to find where it ends.

    For instance, if you scanned memory with cheat engine on Dolphin from range 0x00000000 to 0x7FFFFFFF you would get sort of like duplicate addresses. You could find an address say, that ended a 4 in an earlier part of RAM and find one that was in higher memory that also ended with a 4 and freezing either address would work.

    But you may ask: How can you be sure that the higher memory is the right one?

    Simple, the cheat engine debugger would never snap in the lower memory on a change but in higher memory it does.

    Not sure if you saw it or not but if not you may want to:http://gamehacking.org/vb/threads/10...-inz-Player%29

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    • #17
      Originally posted by 47iscool View Post
      I haven't had any crashes with it on 7, only hook problems. It won't auto-hook pcsx2, it says the RAM starting area is 0x1F000000 when in actuality it is 0x20000000. Same with PJ64, could never get it to give the right addresses, the only way I've been able to get N64 RAM addresses is if I use Mupen with Renegade built in to it.
      Strange. I just tried it on with PJ64 (1.7?) and hit auto hook, hacked a code fine. I dunno. Shit is always unpredictable. The more I have to actually use it, the more I can fine tune it, I guess. I put up v2.02 now. I had to fix a problem I noticed when comparing files. I also enabled the memory editor. It's a little rough around the edges though, since I never got around to doing keyboard shortcuts and stuff. You can still jump to where you want like the old days, and it allows viewing in a ridiculous amount of formats. Think Nemu's memory editor on steroids. I love being able to view float values and change them on the fly. I wish I was still hacking N64. lol

      http://viper.shadowflareindustries.c...adeEX2v202.zip

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      • #18
        I put up v2.03 now. The auto refresh on the mem editor is there now. Otherwise, I'm just trying to fix some search issues with files. I can't properly debug the fucking thing because I like to write nice clean source code in notepad/textpad and compile with MinGW. None of the visual editors can easily import this shit to compile for proper debugging. Codeblocks sort of worked, but it refuses to show me what all my variables are like Dev-C++ used to forever ago.

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        • #19
          Originally posted by Viper187 View Post
          RenegadeEX2 - EX Plus 0wnage

          Well, I keep mentioning I'm working on this. Having started this complete source rewrite then leaving it sit for 2 years made things a little difficult. After my ~2.5 year marathon of playing Halo Reach (187 DAYS of playtime, yeah seriously), I got the urge to come back to this. Programming 16 hours/day is killing me neck though. Anyway, I'll link the ReadMe rather than wasting time copy-pasting a bunch of stuff. Check her out and see how she handles. I was a little torn between releasing something for testing and releasing something more filled with features, but I'll hopefully get to the extras soon.

          ReadMe
          Download v2.00Drift F1
          Download v2.01Drift F1
          Download v2.02Drift F1
          Download v2.03Drift F1

          Edit: It should be noted that the time to use Auto Hook is when there's a ROM actually loaded and playing.
          Edit 2: If anyone wants Dolphin support, they'll need to figure out how to go about finding the GCN/Wii ram in process memory reliably. I tried checking out the beginning of GCN RAM, and 2 of the 3 games had the same thing ("Licensed by Nintendo" or something in ASCII) but Mario Sunshine was different. I need something static in the RAM of every game or something unique in the emulator's process memory near a pointer. hmm. As I write this, I wonder how many pages in the process memory would be big enough to be GCN or Wii RAM...
          Edit 3: Yep, there's only about 7 blocks of memory in the process that are big enough to be RAM. I suppose giving people a list to play Russian roulette with hook addresses is better than nothing. Now how big is Wii memory? I could use some info there. I saw something about 2 different memory regions (24MB and 64MB) but are we hacking both? How's it work for code purposes? Seems like most of the codes are ASM hacks anyway so it's a bitch to find something to test with.

          Edit 4 (2015): New version. Memory editor added, and some minor fixes to file comparing.

          Thank your share
          Last edited by tijundonghua60; 04-01-2022, 03:04:09 AM.

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