Another very good FAQ on hacking with PS2Dis, written by 1Up. (this is also up, with slightly better formatting, in the Hacking FAQs section of the main site - http://GSHI.org/faqs/1UpPS2Dis.html)
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Introduction
In this tutorial, I will explain the methods of making codes for a PS2 game, using the disassembling program, PS2DIS. It will teach you the methods of making codes using the MIPS commands.
Frequently Asked Questions
Table of Contents
• What do I need to make codes?
• What do I do once I have what I need?
• Where can I find the location of a particular code I’m looking to make?
• Once I’ve found a label pertaining to my idea, what do I do?
• I have the label/file, but now what do I do?
• Ok I’m ready to make a code, but how do I do that?
What do I need to make codes?
In order to make codes a game, you will need the disassembling program, PS2DIS, you can pick up your free copy here: http://www.btinternet.com/~ps2rippin...sassembler.zip . You will also need the scus/slus file contained on the disc, the method for obtaining this is using a DVD rom drive. You simply place the disc in the DVD rom drive, and open the DVD up through the location of your DVD rom drive, in the icon “MY COMPUTER.” The file will be labeled scus/slus, followed by numbers. Once, open, you may drag the file to the desktop, where it will save to. If you do not have a DVD rom drive, often you can find people hosting the file for download, or many people will send it to you, via email.
What do I do once I have what I need?
Once you have your scus/slus file, and the PS2DIS, you want to open PS2DIS, and then click File, and then open, the file browser will pop up. Find the location where you saved your file to, and then highlight it, and click open. Once open, you will see the screen has now changed colors and the files have popped up, along with many labels next to them. Next you will want to invoke analyzer, in order to do this, click the analyzer choice, where a drop down menu will appear, next select invoke analyzer. This process will take a little while, depending on the size of the file. If the game your making codes for contains, another file you have gotten from another means, I.E. a demo disc, you can import this file to be added to the list of labels. The method for doing this is clicking the analyzer choice again, and then clicking Import labels from other file (Ctrl-I). The file browser will pop up once again, where you select your file from its saved location, just as you did the previous file. The program will look as if it froze, but give it a few minutes or so and it will be back to normal, and then your ready to hack, once the file you imported is loaded, there is no need to invoke the analyzer again.
Screenshot:

Where can I find the location of a particular code I’m looking to make?
Though it is not as always as easy as just doing this, but the method for finding the location of your is by browsing the labels. You may browse the labels by selecting edit, and then jump to labeled (Ctrl-G). A pop up will then appear containing all labels contained on the scus/slus file. You can use the scroll bar and move up and down the page, or you can type what your looking for into the search field, because the files usually begin with numbers, symbols, or quotes and so on, your not likely to find what your looking for, but some times you will, but the best way is to just use the scroll bar. All files are grouped according to their keywords, so you should be able to find what you need pretty easily.
Screenshot:

Once I’ve found a label pertaining to my idea, what do I do?
Highlight the label and double click it or hit enter. The program will now go directly to the label you selected, where you are ready to browse the files surrounding it, or hack the file itself.
Screenshot:

I have the label/file, but now what do I do?
Most code makers will begin, by browsing the surrounding files/labels, to get an idea of what the code could be doing, many times you will go to the label you have selected and end up in the middle of the full process, which is the reasoning, behind going up or down the page viewing all previous labels and labels to come. You can either mess with the label you have selected/the surrounding labels or the labels you find around it.
______________________________________________
Introduction
In this tutorial, I will explain the methods of making codes for a PS2 game, using the disassembling program, PS2DIS. It will teach you the methods of making codes using the MIPS commands.
Frequently Asked Questions
Table of Contents
• What do I need to make codes?
• What do I do once I have what I need?
• Where can I find the location of a particular code I’m looking to make?
• Once I’ve found a label pertaining to my idea, what do I do?
• I have the label/file, but now what do I do?
• Ok I’m ready to make a code, but how do I do that?
What do I need to make codes?
In order to make codes a game, you will need the disassembling program, PS2DIS, you can pick up your free copy here: http://www.btinternet.com/~ps2rippin...sassembler.zip . You will also need the scus/slus file contained on the disc, the method for obtaining this is using a DVD rom drive. You simply place the disc in the DVD rom drive, and open the DVD up through the location of your DVD rom drive, in the icon “MY COMPUTER.” The file will be labeled scus/slus, followed by numbers. Once, open, you may drag the file to the desktop, where it will save to. If you do not have a DVD rom drive, often you can find people hosting the file for download, or many people will send it to you, via email.
What do I do once I have what I need?
Once you have your scus/slus file, and the PS2DIS, you want to open PS2DIS, and then click File, and then open, the file browser will pop up. Find the location where you saved your file to, and then highlight it, and click open. Once open, you will see the screen has now changed colors and the files have popped up, along with many labels next to them. Next you will want to invoke analyzer, in order to do this, click the analyzer choice, where a drop down menu will appear, next select invoke analyzer. This process will take a little while, depending on the size of the file. If the game your making codes for contains, another file you have gotten from another means, I.E. a demo disc, you can import this file to be added to the list of labels. The method for doing this is clicking the analyzer choice again, and then clicking Import labels from other file (Ctrl-I). The file browser will pop up once again, where you select your file from its saved location, just as you did the previous file. The program will look as if it froze, but give it a few minutes or so and it will be back to normal, and then your ready to hack, once the file you imported is loaded, there is no need to invoke the analyzer again.
Screenshot:

Where can I find the location of a particular code I’m looking to make?
Though it is not as always as easy as just doing this, but the method for finding the location of your is by browsing the labels. You may browse the labels by selecting edit, and then jump to labeled (Ctrl-G). A pop up will then appear containing all labels contained on the scus/slus file. You can use the scroll bar and move up and down the page, or you can type what your looking for into the search field, because the files usually begin with numbers, symbols, or quotes and so on, your not likely to find what your looking for, but some times you will, but the best way is to just use the scroll bar. All files are grouped according to their keywords, so you should be able to find what you need pretty easily.
Screenshot:

Once I’ve found a label pertaining to my idea, what do I do?
Highlight the label and double click it or hit enter. The program will now go directly to the label you selected, where you are ready to browse the files surrounding it, or hack the file itself.
Screenshot:

I have the label/file, but now what do I do?
Most code makers will begin, by browsing the surrounding files/labels, to get an idea of what the code could be doing, many times you will go to the label you have selected and end up in the middle of the full process, which is the reasoning, behind going up or down the page viewing all previous labels and labels to come. You can either mess with the label you have selected/the surrounding labels or the labels you find around it.







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