Thanks for the explanation and links Pyriel. If I ever get motivated enough, I'm going to see what I can do. The reason I want to patch games is that I'm using a PS2 with the POPStarter PS1 emulator and I would like to have my games patched with codes. I have used some old trainers from back in the day from Paradox and others on some games too.
Announcement
Collapse
No announcement yet.
How to patch PS1 ISO's with ASM codes?
Collapse
This is a sticky topic.
X
X
-
Here is 100 patches for USA games, all in one file.Originally posted by orcanaoftime View PostI have used some old trainers from back in the day from Paradox and others on some games too.
Back when the release groups made those, they were for BIN CUE releases.
If you have IMG CCD SUB disc images and the patches do not work, the disc images are easy to convert.
Just mount the disc image with Daemon Tools, and use ImgBurn to made a BIN version.
Comment
-
Thanks for the link Mezmorize, I do have all of those trainers saved from back in the dayOriginally posted by Mezmorize View PostHere is 100 patches for USA games, all in one file.
Back when the release groups made those, they were for BIN CUE releases.
If you have IMG CCD SUB disc images and the patches do not work, the disc images are easy to convert.
Just mount the disc image with Daemon Tools, and use ImgBurn to made a BIN version.
. When I came across IMG, CCD, SUB type files, I used CDmage to convert to BIN+CUE which worked really well even for files that have more than one .BIN file.
Comment
-
Your question doesn't make much sense. If you have GameShark codes, those contain the memory addresses for values to be overwritten. If you're looking to relate that to executable file, you can just load that in a disassembler and find the relevant address. The easiest way I've found to get the actual offset into the file is similar to what I mentioned earlier. Take a string of 16 bytes from the disassembler, load the EXE in a hex editor, and search.
If you want to be more direct, the PSX EXE is a structured file with different segments described by headers. Find the file offset and load offset values for the executable segment in the headers, and then do the math (Code Address - Segment Load Offset + Segment File Offset = File Location). Sometimes disassemblers will cough up those values in a summary somewhere. I don't remember the exact structure offhand, but it's well-documented.
Using an emulator anywhere in this wouldn't be very efficient. Unless NO$PSX outputs debug information in the console window or a log, or the game uses modules and it's easier to start your work with memory dumps than trying to search individual files for certain data.Last edited by Pyriel; 03-29-2014, 07:15:46 PM.
Comment
-
Click on "Debug" in the tool bar, then click on "Define Break/Condition," then when it asks you to type in your breakpoint, type it like this.Originally posted by MasterGrandI wonder how add breakpoint on no$psx ?
Examples:
[800970AA]! <-------- This is a "write" breakpoint.
[800970AA]? <-------- This is a "read" breakpoint.
The exclamation point represents a "write" break point and the question mark represents a "read" breakpoint.
You can go here for more info: http://problemkaputt.de/gbahlp.htm#breakpoints
As far as I know, setting up the breakpoints in No$psx is the same as setting them up in No$gba.I'm retired from code hacking.
I do not take requests!
Comment
-
Thanks dudeOriginally posted by Dybbles View PostClick on "Debug" in the tool bar, then click on "Define Break/Condition," then when it asks you to type in your breakpoint, type it like this.
Examples:
[800970AA]! <-------- This is a "write" breakpoint.
[800970AA]? <-------- This is a "read" breakpoint.
The exclamation point represents a "write" break point and the question mark represents a "read" breakpoint.
You can go here for more info: http://problemkaputt.de/gbahlp.htm#breakpoints
As far as I know, setting up the breakpoints in No$psx is the same as setting them up in No$gba.
But what add here ?
Let's be together !!
Comment
-
Yeah sorry.
Example:
In your image I see the address -> 80072AD4
Opcode: add r3, r4
And you want to change it from add to sub, or something else:
right click on that address, click on "Change instruction", write the code "sub r3, r4", then click OK.
This is just an example.
anyway what game are you hacking?
just for curiosity
Last edited by luc-ita; 04-26-2016, 12:47:44 PM.Learning how to hack real life
Comment
-
Hi dude, I like Suikoden 2Originally posted by luc-ita View PostYeah sorry.
Example:
In your image I see the address -> 80072AD4
Opcode: add r3, r4
And you want to change it from add to sub, or something else:
right click on that address, click on "Change instruction", write the code "sub r3, r4", then click OK.
This is just an example.
anyway what game are you hacking?
just for curiosity
Let's be together !!
Comment
-
Could you please give some english instructions. Thanks!Originally posted by denben0487 View PostHow to patch PS1 ISO's with ASM codes small instruction...
Comment
Comment