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How to patch PS1 ISO's with ASM codes?

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  • denben0487
    replied
    Originally posted by orcanaoftime View Post

    Ok, no problem. Thank you.
    Пожалуйста!

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  • orcanaoftime
    replied
    Originally posted by denben0487 View Post

    I'm from Belarus, I use a translator ... Sorry, in your language will not ...
    Ok, no problem. Thank you.

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  • denben0487
    replied
    Originally posted by orcanaoftime View Post

    Could you please give some english instructions. Thanks!
    I'm from Belarus, I use a translator ... Sorry, in your language will not ...

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  • orcanaoftime
    replied
    Originally posted by denben0487 View Post
    Could you please give some english instructions. Thanks!

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  • denben0487
    replied
    How to patch PS1 ISO's with ASM codes small instruction...

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  • MasterGrand
    replied
    Originally posted by luc-ita View Post
    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
    Hi dude, I like Suikoden 2

    Leave a comment:


  • luc-ita
    replied
    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.

    Leave a comment:


  • MasterGrand
    replied
    Originally posted by luc-ita View Post
    That is the space where you can write and change the selected opcode at selected address
    Please can you put example to be more clear.

    Thank you advance

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  • luc-ita
    replied
    That is the space where you can write and change the selected opcode at selected address

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  • MasterGrand
    replied
    Originally posted by Dybbles View Post
    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.

    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.
    Thanks dude

    But what add here ?

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  • Dybbles
    replied
    Originally posted by MasterGrand
    I wonder how add breakpoint on no$psx ?
    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.

    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.

    Leave a comment:


  • MasterGrand
    replied
    I wonder how add breakpoint on no$psx ?

    Thank you

    Leave a comment:


  • orcanaoftime
    replied
    OK, thanks for the answer.

    I guess I was thinking along the lines of something like Magic Engine codes for the Turbo Grafx-16, then using an emulator to find where the values are stored in the rom. I will try your method out.

    Leave a comment:


  • Pyriel
    replied
    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.

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  • orcanaoftime
    replied
    Does anyone have a method to search where the values in the SLUS etc are stored, using Gameshark codes in no$psx?

    Leave a comment:

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