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  • Where to get PS2CC?

    Pardon me for asking this,
    Where can i find an updated PS2CC for Artemis 0.2?
    Is it not ready yet or do i still need to use the core launcher for this?
    Can't seem to get it working with Artemis 0.2.

    Thanks in advance

  • #2
    (Rev 24)
    https://svn.bountysource.com/artemis/trunk/ps2cc/
    Rev 25 wasn't committed to the trunk as far as I know.

    http://gshi.org/vb/showpost.php?p=34556&postcount=22

    rev?? was included with Artemis_Pre-Beta
    rev19 was included with Artemis_v0.17_Beta

    http://gshi.org/downloads/Artemis_Pre-Beta.zip - now dead link
    http://gshi.org/downloads/Artemis_v0.17_Beta.zip

    rev20
    Attached Files
    Last edited by kh2k4; 09-05-2009, 01:02:15 AM.
    http://bh-re-db.pcriot.com/ <- Biohazard / Resident Evil
    Code Database

    Comment


    • #3
      I've downloaded PS2CC rev24 and Artemis version 0.2,
      I can't seem to dump with Artemis version 0.2.

      It works fine with core launcher v2 though.
      I've configured PS2CC with the new IP and got it connected with artemis,
      but cannot receive any data when dumping.

      Is there any settings that i need to change (artemis.conf) to make it dump?
      Or is it PS2CC that needs to be configured?


      EDIT: Oh i see, Thanks misfire for the info
      Last edited by consx10; 09-11-2009, 07:15:01 AM.

      Comment


      • #4
        In order to debug games, you need to "hook" them first. This can be done by
        either activating appropriate hook codes or by enabling automatic hooking in
        the configuration file.

        I forgot to mention that in the 0.2 release. Sorry.

        Comment


        • #5
          Originally posted by misfire View Post
          In order to debug games, you need to "hook" them first. This can be done by
          either activating appropriate hook codes or by enabling automatic hooking in
          the configuration file.

          I forgot to mention that in the 0.2 release. Sorry.
          You seriously need to move to kernel hooking, removes any necessity for setting a hook according to a game or custom hooking.

          Comment


          • #6
            Originally posted by Gtlcpimp View Post
            You seriously need to move to kernel hooking, removes any necessity for setting a hook according to a game or custom hooking.
            This is not the 1st time you bring the same arguement back...

            It' s concerning a debugger hook here, a hook needed to frequently make RPC call (blocking or not) in order to communicate with IOP side of the debugger (for data exchange with PC-side of course). I recall you that RPC call is not just a value check! and so it can't be placed everywhere.

            Comment


            • #7
              Originally posted by jimmikaelkael View Post
              This is not the 1st time you bring the same arguement back...

              It' s concerning a debugger hook here, a hook needed to frequently make RPC call (blocking or not) in order to communicate with IOP side of the debugger (for data exchange with PC-side of course). I recall you that RPC call is not just a value check! and so it can't be placed everywhere.
              You place the hook within the kernel functions, which removes needing to customize a hook from user space. Take a common Syscall for example, hook from the function that is executed on the asm command Syscall() and check for that certain Syscall value. If it reads that specific common Syscall that you want, launch a jump to your programs functions to take care of what you want done. When your program's function is done executing it returns back and continues like normal for that Syscall. I have a working in-game debugger via T.V. screen that utilizes the kernel hooking method I just described, so you cannot say that it cannot be done or won't work. If you rely on a specific hook from a specific function within the game ELF on user space then your program is not very efficient...

              I bring that argument back because it is a MUST that the resulting program be universal. Having to take custom configurations for each game is the biggest pain and waste of time even though it gets the job done (but only for what is pre-configured). How many PS2 games are there?
              Last edited by Gtlcpimp; 09-12-2009, 01:36:36 PM.

              Comment


              • #8
                The debugger is capable of auto-hooking man...
                This would be a non-sense for a debugger if it was not, so where is your time wasted here ?

                What about your debugger, is it capable to dump back to PC ? and how many games are working with it ?
                I simply think you speak too much, you claim each time you can write a better but never come here with sources ! NEVER...

                The method you're described is already used in Artemis for some hooks.

                This only thing I can say is send us a patch to value your solution ! It will be far more efficient than just speaking here.

                Comment


                • #9
                  Originally posted by jimmikaelkael View Post
                  The debugger is capable of auto-hooking man...
                  This would be a non-sense for a debugger if it was not, so where is your time wasted here ?

                  What about your debugger, is it capable to dump back to PC ? and how many games are working with it ?
                  I simply think you speak too much, you claim each time you can write a better but never come here with sources ! NEVER...

                  The method you're described is already used in Artemis for some hooks.

                  This only thing I can say is send us a patch to value your solution ! It will be far more efficient than just speaking here.
                  Time is wasted when you have to take each game and make custom configurations for it to work for them. If you say it is auto-hooking, then it is not custom now is it? Unless it is auto-hooking from a pre-configured custom list of hooks, making that list is your waste of time.

                  As for my debugger, every game works 100% compatible with it. There are no modules required for it to function during game-play of any game, rebooting the IOP has no effect on it, and it doesn't require a special hook from the games. It has been hooked from the kernel method I described, and works 100%. The only thing left for it now is to auto-detect controller input. As of right now, it reads the user-space address that stores the input from the controller (also known as the "joker" for cheat codes).

                  When it comes to speaking, I don't say anything I can't back up.

                  Comment


                  • #10
                    And without IOP modules, you don't have communication to PC...
                    Having a debugger without IOP modules is not our goal(or it will be far more easier), sorry.
                    If I disable additional IOP modules load, then artemis debugger is also 100% compatible, you see ?

                    Stick to your idea, we'll stick to ours.

                    Comment


                    • #11
                      For the millionth time: We know how to hook games. We know how to do it automatically. And we know that it can be done from kernel. Actually, hooking is one of the simple things when it comes to debugging. You're telling us things we've known for years...

                      "When it comes to speaking, I don't say anything I can't back up. "

                      Then where can I download your debugger with 100% game compatibility? Where is the source code? I want to see it.

                      Comment


                      • #12
                        Originally posted by misfire View Post
                        Then where can I download your debugger with 100% game compatibility? Where is the source code? I want to see it.
                        It's on my hard drive where you cannot take it and slap your name across the credit line and claim you made it, at least for this moment while more features are still being implemented and worked out to function without failure.

                        Comment


                        • #13
                          So, a 100% compatible debugger still needs code implementations to avoid some failures ? if it still have some failures then why do you said 100% compatibility ?

                          Originally posted by Gtlcpimp
                          It's on my hard drive where you cannot take it and slap your name across the credit line and claim you made it, ...
                          Reminds me of someone else, you guessed who ?

                          Comment


                          • #14
                            Originally posted by Gtlcpimp View Post
                            It's on my hard drive where you cannot take it and slap your name across the credit line and claim you made it, at least for this moment while more features are still being implemented and worked out to function without failure.
                            Of course, that's the way I usually create my programs. I'm stealing your code mainly because it has such high quality comments like "suck my dick" in it. I never could have done this myself. Thanks!

                            You make a fool of yourself. Ridiculous.

                            Comment


                            • #15
                              Gtlcpimp: This project is open-source. If someone stole your code, it would be obvious. Moreover, both misfire and jimmikaelkael are accomplished members of the scene, with long histories of having written their own (impressive) code. They have no reason to steal yours.

                              While it's great to receive either ideas or source that might aid in the growth and advancement of Artemis, it makes little sense to me that you're willing to offer ideas, but no source. Artemis is open source, so you're able to look at our source and glean ideas from it, but we can't see yours. That hardly seems fair.

                              If you have something useful to the community, share it. That's what the scene is all about. There will always be people who try to detract from what you've done for selfish reasons; ignore them. If you release original source and someone steals it and claims it for themselves, the scene will back you, because you released it first.

                              However, if you don't have anything to share, then bragging isn't the right avenue. It makes it look like you're just blowing hot air, which is exactly what everyone reading this thread probably thinks. No one likes the kid who says, "I can do that. I just, uh, don't want to right now."
                              I may be lazy, but I can...zzzZZZzzzZZZzzzZZZ...

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