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    Post: #1on Sat Jun 16, 2012 11:35 pm

    Brian-1337-

    Senior Member


    I mean is if you press the joker button value and the code will activate after 5 seconds, etc...

    PSPAR:

    Code:
    _C0 Joker (Timer)
    # Brian-1337-
    _N 0xAZZZZZZZ 0xYYYYXXXX \\ 0xZZZZZZZ = Controller Address | 0xYYYY = Negative Button Value - 0x01 / 0xXXXX = Button Value
    _N 0x1ZZZZZZZ 0x00000000 \\ 0xZZZZZZZ = nop Address(Timer)
    _N 0xD2000000 0x00000000 \\ Terminate 0xA
    _N 0x9ZZZZZZZ 0xYYYYXXXX \\ 0xZZZZZZZ = Controller Address | 0xYYYY = Negative Button Value - 0x01 / 0xXXXX = Button Value
    _N 0xDA000000 0xZZZZZZZZ \\ 0xZZZZZZZ = nop Address(Timer)
    _N 0xD4000000 0x00000001 \\ Time Adder
    _N 0xD7000000 0xZZZZZZZZ \\ 0xZZZZZZZ = nop Address(Timer)
    _N 0xD2000000 0x00000000 \\ Terminate 0x9
    _N 0x8ZZZZZZZ 0x0000YYYY \\ 0xZZZZZZZ = nop Address(Timer) | 0xYYYY = Timer Value (Note: 0x44 is equivalent of 1 second)
    _N \\ Code(s) to Activate
    _N 0xD2000000 0x00000000 \\ Terminate = 0x4

    MIPS Assembly:

    Code:
    Joker (Timer)
    # Brian-1337-

    lui t0, $ZZZZ \\ 0xZZZZ = First Half Controller Address
    lh t0, $ZZZZ(t0) \\ 0xZZZZ = Second Half Controller Address
    andi t0, t0, $YYYY \\ 0xYYYY = Button Value
    ori t1, zero, $XXXX \\ 0xXXXX = Button Value
    beq t1, t0, $ZZZZZZZZ \\ 0xZZZZZZZZ = Branch to (bne t1, t0, $ZZZZZZZZ) / Terminate
    lui t2, $ZZZZ \\ 0xZZZZ = First Half nop Address(Timer)
    sh zero, $ZZZZ(t2) \\ 0xZZZZ = Second Half nop Address
    bne t1, t0, $ZZZZZZZZ \\ 0xZZZZZZZZ = Branch to (sltiu t3, t4, $YYYY) / Terminate
    lh t4, $ZZZZ(t2) \\ 0xZZZZ = Second Half nop Address(Timer)
    addiu t3, t4, $0001  \\ Time Adder
    sh t3, $ZZZZ(t2) \\ 0xZZZZ = Second Half nop Address(Timer)
    sltiu t3, t4, $YYYY \\ 0xYYYY = Timer Value (Note: 0x44 is equivalent of 1 second)
    bne t3, zero, $ZZZZZZZZ \\ 0xZZZZZZZZ = Branch to (jr ra) / Terminate
    nop
    \\ Codes to Activate (Subroutine)
    jr ra
    nop

    Example:

    Controller Address
    0x0143DDF0 - Fake Addressing
    0x09C3DDF0 - Real Addressing

    Button Value
    0x0200(R) 0x4000(X) = 0x4200 - Button Value
    -0x0200(R) - 0x4000(X) - 0x0001 = 0xBDFF - Negative Button Value

    nop Address(Timer)
    0x00003FFC - Fake Addressing
    0x08803FFC - Real Addressing

    Timer Value
    0x0003(3 Seconds) x 0x0044 = 0x00CC(3 seconds)

    Code
    Code:
    _C0 Suicide
    _N 0x00632BF0 0x00000000
    0x00632BF0 - Fake Addressing
    0x08E32BF0 - Real Addressing

    Example: PSPAR

    Code:
    _C0 Suicide (R+X - 3 Seconds)
    # Brian-1337-
    _N 0xA143DDF0 0xBDFF4200 \\ 0x143DDF0 = Controller Address | 0xBDFF = Negative Button Value - 0x01 / 0x4200 = Button Value
    _N 0x10003FFC 0x00000000 \\ 0x0003FFC = nop Address(Timer)
    _N 0xD2000000 0x00000000 \\ Terminate 0xA
    _N 0x9143DDF0 0xBDFF4200 \\ 0x143DDF0 = Controller Address | 0xBDFF = Negative Button Value - 0x01 / 0x4200 = Button Value
    _N 0xDA000000 0x00003FFC \\ 0x0003FFC = nop Address(Timer)
    _N 0xD4000000 0x00000001 \\ Time Adder
    _N 0xD7000000 0x00003FFC \\ 0x0003FFC = nop Address(Timer)
    _N 0xD2000000 0x00000000 \\ Terminate 0x9
    _N 0x80003FFC 0x000000CC \\ 0x0003FFC = nop Address(Timer) | 0x00CC = Timer Value (Note: 0x44 is equivalent of 1 second)
    _N 0x00632BF0 0x00000000 \\ Code(s) to Activate
    _N 0xD2000000 0x00000000 \\ Terminate = 0x4

    Example: MIPS Assembly

    Code:
    Suicide (R+X - 3 Seconds)
    # Brian-1337-

    0x08801000 : lui t0, $09C4 \\ 0x09C4 = First Half Controller Address
    0x08801004 : lh t0, $DDF0(t0) \\ 0xDDF0 = Second Half Controller Address
    0x08801008 : andi t0, t0, $4200 \\ 0x4200 = Button Value
    0x0880100C : ori t1, zero, $4200 \\ 0x4200 = Button Value
    0x08801010 : beq t1, t0, $0880101C \\ 0x0880101C = Branch to (bne t1, t0, $0880102C) / Terminate
    0x08801014 : lui t2, $0880 \\ 0x0880 = First Half nop Address(Timer)
    0x08801018 : sh zero, $3FFC(t2) \\ 0x3FFC = Second Half nop Address
    0x0880101C : bne t1, t0, $0880102C \\ 0x0880102C = Branch to (sltiu t3, t4, $00CC) / Terminate
    0x08801020 : lh t4, $3FFC(t2) \\ 0x3FFC = Second Half nop Address(Timer)
    0x08801024 : addiu t3, t4, $0001  \\ Time Adder
    0x08801028 : sh t3, $3FFC(t2) \\ 0x3FFC = Second Half nop Address(Timer)
    0x0880102C : sltiu t3, t4, $00CC \\ 0x00CC = Timer Value (Note: 0x44 is equivalent of 1 second)
    0x08801030 : bne t3, zero, $08801040 \\ 0x08801040 = Branch to (jr ra) / Terminate
    0x08801034 : nop
    0x08801038 : lui t0, $08E3 \\ 0x08E3 = First Half Code Address / Code(s) to Activate
    0x0880103C : sw zero, $2BF0(t0) \\ 0x2BF0 = Second Half Code Address / Code(s) to Activate
    0x08801040 : jr ra
    0x08801044 : nop




    Last edited by Brian-1337- on Wed Jun 20, 2012 7:37 pm; edited 2 times in total

    http://www.facebook.com/Mips.Brian1337

    Post: #2on Sun Jun 17, 2012 2:07 am

    avatar

    StriickeN

    Admins
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    WTF!! beast tutorial









    [You must be registered and logged in to see this link.] |   [You must be registered and logged in to see this link.]

    [You must be registered and logged in to see this link.]
    http://www.psvmods.net

    Post: #3on Sun Jun 17, 2012 2:50 am

    Brian-1337-

    Senior Member


    The Devil wrote: beast tutorial
    thanks Smile


    http://www.facebook.com/Mips.Brian1337

    Post: #4on Sun Jun 17, 2012 12:16 pm

    avatar

    sdrawkcab

    Senior Member


    yes i love you!!! this could save me from having to find. all the sce kernel delay shit. thank you!
    this is kinda what almost was showing the other day. awesome work, rep+ glad to see you still making tuts.


    Post: #5on Mon Jun 18, 2012 9:10 am

    Brian-1337-

    Senior Member


    sdrawkcab wrote:yes i love you!!! this could save me from having to find. all the sce kernel delay shit. thank you!
    this is kinda what almost was showing the other day. awesome work, rep+ glad to see you still making tuts.
    you can find it by testing the start functions of the game and make a jump of the center of the function to the test subroutine, look if there is a delay.


    http://www.facebook.com/Mips.Brian1337

    Post: #6on Mon Jun 18, 2012 11:23 am

    avatar

    netbeans

    Member


    or you could just use tempar, to find all the functions -.-", just saying.


    Post: #7on Mon Jun 18, 2012 2:03 pm

    avatar

    sdrawkcab

    Senior Member


    Brian-1337- wrote:you can find it by testing the start functions of the game and make a jump of the center of the function to the test subroutine, look if there is a delay.

    huh i thought you had to use like prx tool or something? yea delay is normally some where around the starting address's the in RR the address is like 8100 or something. also i thought you needed to jump and link to make the game delay?


    Post: #8on Mon Jun 18, 2012 4:21 pm

    avatar

    StriickeN

    Admins
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    netbeans wrote:or you could just use tempar, to find all the functions -.-", just saying.

    where you come from what?









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    [You must be registered and logged in to see this link.]
    http://www.psvmods.net

    Post: #9on Mon Jun 18, 2012 6:43 pm

    avatar

    netbeans

    Member


    The Devil wrote:
    netbeans wrote:or you could just use tempar, to find all the functions -.-", just saying.

    where you come from what?

    same place all babies came from...

    oh and backwards try this routine, out for your suicide code... idk if it will work 100% but let me know! I also want to suggest you name this code:

    #Tactical Nuke
    ;kills all players except you when press select
    ;sdrawkcab, netbeans
    Code:

    lui $t0, 0x????
    lh $t0, 0x????($t0) #controller
    lui $t1, 0x08e6
    ori $t1, $t1, 0xd86c #pointer
    lui $t2, 0x08e6
    ori $t2, $t2, 0xd8c0 #end pointer
    ori $t3, $zero, 0x2 #button(s) preset to select, i think
    bne $t0, $t3, end
    nop
    loop:
    sw $zero, 0x3d0($t1) #store zero to current player
    addiu $t1, $t1, 0xC #goto the next address
    sltu $t4, $t1, $t2 #if(pointer < end pointer) $t4 = 1 (true), else $t4 = 0 (false)
    bnez $t4, loop #repeat the loop
    nop
    lui $t1, 0x08e6
    ori $t1, $t1, 0xd86c #pointer, reset loop to go through again
    end:
    jr $ra
    nop

    the thing with ???? just change them yourself and I think that the button for select is correct, if not fix it to your liking and add your own hook.

    @Brian-1337
    I would not mess with a function that controls the delay thread, could cause all sorts of problems. Instead what I would do is , is find the function using tempAR's special feature and then call the function, and pass a delay argument. Just to make things smoother.

    @backwards
    If that routine works I'll help you revise the routine to implement it.

    sceKernelDelayThread(SceUInt delay)
    //this sets how long the delay is in microseconds, which 1000000 microseconds = 1 second


    Post: #10on Mon Jun 18, 2012 8:09 pm

    avatar

    sdrawkcab

    Senior Member


    netbeans wrote:
    The Devil wrote:
    netbeans wrote:or you could just use tempar, to find all the functions -.-", just saying.

    where you come from

    same place all babies came from...

    oh and backwards try this routine, out for your suicide code... idk if it will work 100% but let me know! I also want to suggest you name this code:

    #Tactical Nuke
    ;kills all players except you when press select
    ;sdrawkcab, netbeans
    Code:

    lui $t0, 0x????
    lh $t0, 0x????($t0) #controller
    lui $t1, 0x08e6
    ori $t1, $t1, 0xd86c #pointer
    lui $t2, 0x08e6
    ori $t2, $t2, 0xd8c0 #end pointer
    ori $t3, $zero, 0x2 #button(s) preset to select, i think
    bne $t0, $t3, end
    nop
    loop:
    sw $zero, 0x3d0($t1) #store zero to current player
    addiu $t1, $t1, 0xC #goto the next address
    sltu $t4, $t1, $t2 #if(pointer < end pointer) $t4 = 1 (true), else $t4 = 0 (false)
    bnez $t4, loop #repeat the loop
    nop
    lui $t1, 0x08e6
    ori $t1, $t1, 0xd86c #pointer, reset loop to go through again
    end:
    jr $ra
    nop

    the thing with ???? just change them yourself and I think that the button for select is correct, if not fix it to your liking and add your own hook.

    @Brian-1337
    I would not mess with a function that controls the delay thread, could cause all sorts of problems. Instead what I would do is , is find the function using tempAR's special feature and then call the function, and pass a delay argument. Just to make things smoother.

    @backwards
    If that routine works I'll help you revise the routine to implement it.

    sceKernelDelayThread(SceUInt delay)
    //this sets how long the delay is in microseconds, which 1000000 microseconds = 1 second

    woah. who are you? hopefully it works again these pointers are very uncompetitive when being put in to a subroutine. thats why i was looking for scekerneldelay because you can only press the joker button for a split second with out freezing. haha select value is 1 Razz 2 is start. and the $ sign's are expose to come in after the registers.. any way thanks man! rep +

    edit-
    also nice name Smile




    Last edited by sdrawkcab on Mon Jun 18, 2012 8:38 pm; edited 2 times in total

    Post: #11on Mon Jun 18, 2012 8:17 pm

    avatar

    StriickeN

    Admins
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    hes passthepurp or whatever




    Last edited by TWIZTEDxDevil on Tue Jun 19, 2012 2:47 am; edited 1 time in total








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    http://www.psvmods.net

    Post: #12on Mon Jun 18, 2012 10:18 pm

    avatar

    netbeans

    Member


    sdrawkcab wrote:
    netbeans wrote:
    The Devil wrote:
    netbeans wrote:or you could just use tempar, to find all the functions -.-", just saying.

    where you come from

    same place all babies came from...

    oh and backwards try this routine, out for your suicide code... idk if it will work 100% but let me know! I also want to suggest you name this code:

    #Tactical Nuke
    ;kills all players except you when press select
    ;sdrawkcab, netbeans
    Code:

    lui $t0, 0x????
    lh $t0, 0x????($t0) #controller
    lui $t1, 0x08e6
    ori $t1, $t1, 0xd86c #pointer
    lui $t2, 0x08e6
    ori $t2, $t2, 0xd8c0 #end pointer
    ori $t3, $zero, 0x2 #button(s) preset to select, i think
    bne $t0, $t3, end
    nop
    loop:
    sw $zero, 0x3d0($t1) #store zero to current player
    addiu $t1, $t1, 0xC #goto the next address
    sltu $t4, $t1, $t2 #if(pointer < end pointer) $t4 = 1 (true), else $t4 = 0 (false)
    bnez $t4, loop #repeat the loop
    nop
    lui $t1, 0x08e6
    ori $t1, $t1, 0xd86c #pointer, reset loop to go through again
    end:
    jr $ra
    nop

    the thing with ???? just change them yourself and I think that the button for select is correct, if not fix it to your liking and add your own hook.

    @Brian-1337
    I would not mess with a function that controls the delay thread, could cause all sorts of problems. Instead what I would do is , is find the function using tempAR's special feature and then call the function, and pass a delay argument. Just to make things smoother.

    @backwards
    If that routine works I'll help you revise the routine to implement it.

    sceKernelDelayThread(SceUInt delay)
    //this sets how long the delay is in microseconds, which 1000000 microseconds = 1 second

    woah. who are you? hopefully it works again these pointers are very uncompetitive when being put in to a subroutine. thats why i was looking for scekerneldelay because you can only press the joker button for a split second with out freezing. haha select value is 1 Razz 2 is start. and the $ sign's are expose to come in after the registers.. any way thanks man! rep +

    edit-
    also nice name Smile

    first off the format is mars, not ps2dis, second if you are going to use the delaythread link me to sfls, and i will get it for you also you know who i am.. I willl show you how to call the delaythread, by passing 1 argument:
    Code:

    lui $a0, 0xf
    jal sceKernelDelayThread
    addiu $a0, $a0, 0x4240
    if i remember clearly, you can use argument registers outside of any function, not 100% certain though.

    just slap those lines in before you repeat the loop Razz or if that fails put it after you store zero to the player.


    Post: #13on Mon Jun 18, 2012 11:34 pm

    Brian-1337-

    Senior Member


    netbeans wrote:
    sdrawkcab wrote:
    netbeans wrote:
    The Devil wrote:
    netbeans wrote:or you could just use tempar, to find all the functions -.-", just saying.

    where you come from

    same place all babies came from...

    oh and backwards try this routine, out for your suicide code... idk if it will work 100% but let me know! I also want to suggest you name this code:

    #Tactical Nuke
    ;kills all players except you when press select
    ;sdrawkcab, netbeans
    Code:

    lui $t0, 0x????
    lh $t0, 0x????($t0) #controller
    lui $t1, 0x08e6
    ori $t1, $t1, 0xd86c #pointer
    lui $t2, 0x08e6
    ori $t2, $t2, 0xd8c0 #end pointer
    ori $t3, $zero, 0x2 #button(s) preset to select, i think
    bne $t0, $t3, end
    nop
    loop:
    sw $zero, 0x3d0($t1) #store zero to current player
    addiu $t1, $t1, 0xC #goto the next address
    sltu $t4, $t1, $t2 #if(pointer < end pointer) $t4 = 1 (true), else $t4 = 0 (false)
    bnez $t4, loop #repeat the loop
    nop
    lui $t1, 0x08e6
    ori $t1, $t1, 0xd86c #pointer, reset loop to go through again
    end:
    jr $ra
    nop

    the thing with ???? just change them yourself and I think that the button for select is correct, if not fix it to your liking and add your own hook.

    @Brian-1337
    I would not mess with a function that controls the delay thread, could cause all sorts of problems. Instead what I would do is , is find the function using tempAR's special feature and then call the function, and pass a delay argument. Just to make things smoother.

    @backwards
    If that routine works I'll help you revise the routine to implement it.

    sceKernelDelayThread(SceUInt delay)
    //this sets how long the delay is in microseconds, which 1000000 microseconds = 1 second

    woah. who are you? hopefully it works again these pointers are very uncompetitive when being put in to a subroutine. thats why i was looking for scekerneldelay because you can only press the joker button for a split second with out freezing. haha select value is 1 Razz 2 is start. and the $ sign's are expose to come in after the registers.. any way thanks man! rep +

    edit-
    also nice name Smile

    first off the format is mars, not ps2dis, second if you are going to use the delaythread link me to sfls, and i will get it for you also you know who i am.. I willl show you how to call the delaythread, by passing 1 argument:
    Code:

    lui $a0, 0xf
    jal sceKernelDelayThread
    addiu $a0, $a0, 0x4240
    if i remember clearly, you can use argument registers outside of any function, not 100% certain though.

    just slap those lines in before you repeat the loop Razz or if that fails put it after you store zero to the player.
    I go to the special feature but I can't find the sceKernelDelayThread only the sceKernelLibrary. Sad


    http://www.facebook.com/Mips.Brian1337

    Post: #14on Tue Jun 19, 2012 12:01 am

    avatar

    netbeans

    Member


    Brian-1337- wrote:
    netbeans wrote:
    sdrawkcab wrote:
    netbeans wrote:
    The Devil wrote:
    netbeans wrote:or you could just use tempar, to find all the functions -.-", just saying.

    where you come from

    same place all babies came from...

    oh and backwards try this routine, out for your suicide code... idk if it will work 100% but let me know! I also want to suggest you name this code:

    #Tactical Nuke
    ;kills all players except you when press select
    ;sdrawkcab, netbeans
    Code:

    lui $t0, 0x????
    lh $t0, 0x????($t0) #controller
    lui $t1, 0x08e6
    ori $t1, $t1, 0xd86c #pointer
    lui $t2, 0x08e6
    ori $t2, $t2, 0xd8c0 #end pointer
    ori $t3, $zero, 0x2 #button(s) preset to select, i think
    bne $t0, $t3, end
    nop
    loop:
    sw $zero, 0x3d0($t1) #store zero to current player
    addiu $t1, $t1, 0xC #goto the next address
    sltu $t4, $t1, $t2 #if(pointer < end pointer) $t4 = 1 (true), else $t4 = 0 (false)
    bnez $t4, loop #repeat the loop
    nop
    lui $t1, 0x08e6
    ori $t1, $t1, 0xd86c #pointer, reset loop to go through again
    end:
    jr $ra
    nop

    the thing with ???? just change them yourself and I think that the button for select is correct, if not fix it to your liking and add your own hook.

    @Brian-1337
    I would not mess with a function that controls the delay thread, could cause all sorts of problems. Instead what I would do is , is find the function using tempAR's special feature and then call the function, and pass a delay argument. Just to make things smoother.

    @backwards
    If that routine works I'll help you revise the routine to implement it.

    sceKernelDelayThread(SceUInt delay)
    //this sets how long the delay is in microseconds, which 1000000 microseconds = 1 second

    woah. who are you? hopefully it works again these pointers are very uncompetitive when being put in to a subroutine. thats why i was looking for scekerneldelay because you can only press the joker button for a split second with out freezing. haha select value is 1 Razz 2 is start. and the $ sign's are expose to come in after the registers.. any way thanks man! rep +

    edit-
    also nice name Smile

    first off the format is mars, not ps2dis, second if you are going to use the delaythread link me to sfls, and i will get it for you also you know who i am.. I willl show you how to call the delaythread, by passing 1 argument:
    Code:

    lui $a0, 0xf
    jal sceKernelDelayThread
    addiu $a0, $a0, 0x4240
    if i remember clearly, you can use argument registers outside of any function, not 100% certain though.

    just slap those lines in before you repeat the loop Razz or if that fails put it after you store zero to the player.
    I go to the special feature but I can't find the sceKernelDelayThread only the sceKernelLibrary. Sad

    oh boy that means we are gonna need prx tool to reverse a ram dump to find it the easiest way i know


    Post: #15on Tue Jun 19, 2012 12:04 am

    Brian-1337-

    Senior Member


    netbeans wrote:
    Brian-1337- wrote:
    netbeans wrote:
    sdrawkcab wrote:
    netbeans wrote:
    The Devil wrote:
    netbeans wrote:or you could just use tempar, to find all the functions -.-", just saying.

    where you come from

    same place all babies came from...

    oh and backwards try this routine, out for your suicide code... idk if it will work 100% but let me know! I also want to suggest you name this code:

    #Tactical Nuke
    ;kills all players except you when press select
    ;sdrawkcab, netbeans
    Code:

    lui $t0, 0x????
    lh $t0, 0x????($t0) #controller
    lui $t1, 0x08e6
    ori $t1, $t1, 0xd86c #pointer
    lui $t2, 0x08e6
    ori $t2, $t2, 0xd8c0 #end pointer
    ori $t3, $zero, 0x2 #button(s) preset to select, i think
    bne $t0, $t3, end
    nop
    loop:
    sw $zero, 0x3d0($t1) #store zero to current player
    addiu $t1, $t1, 0xC #goto the next address
    sltu $t4, $t1, $t2 #if(pointer < end pointer) $t4 = 1 (true), else $t4 = 0 (false)
    bnez $t4, loop #repeat the loop
    nop
    lui $t1, 0x08e6
    ori $t1, $t1, 0xd86c #pointer, reset loop to go through again
    end:
    jr $ra
    nop

    the thing with ???? just change them yourself and I think that the button for select is correct, if not fix it to your liking and add your own hook.

    @Brian-1337
    I would not mess with a function that controls the delay thread, could cause all sorts of problems. Instead what I would do is , is find the function using tempAR's special feature and then call the function, and pass a delay argument. Just to make things smoother.

    @backwards
    If that routine works I'll help you revise the routine to implement it.

    sceKernelDelayThread(SceUInt delay)
    //this sets how long the delay is in microseconds, which 1000000 microseconds = 1 second

    woah. who are you? hopefully it works again these pointers are very uncompetitive when being put in to a subroutine. thats why i was looking for scekerneldelay because you can only press the joker button for a split second with out freezing. haha select value is 1 Razz 2 is start. and the $ sign's are expose to come in after the registers.. any way thanks man! rep +

    edit-
    also nice name Smile

    first off the format is mars, not ps2dis, second if you are going to use the delaythread link me to sfls, and i will get it for you also you know who i am.. I willl show you how to call the delaythread, by passing 1 argument:
    Code:

    lui $a0, 0xf
    jal sceKernelDelayThread
    addiu $a0, $a0, 0x4240
    if i remember clearly, you can use argument registers outside of any function, not 100% certain though.

    just slap those lines in before you repeat the loop Razz or if that fails put it after you store zero to the player.
    I go to the special feature but I can't find the sceKernelDelayThread only the sceKernelLibrary. Sad

    oh boy that means we are gonna need prx tool to reverse a ram dump to find it the easiest way i know
    you will make prx? yay


    http://www.facebook.com/Mips.Brian1337

    Post: #16on Tue Jun 19, 2012 12:53 am

    avatar

    sdrawkcab

    Senior Member


    god i hate prxtool. demon had to set it up for me for me thru team viewer :l
    btw what special tool are you talking about?


    Post: #17on Tue Jun 19, 2012 1:51 am

    avatar

    netbeans

    Member


    sdrawkcab wrote:god i hate prxtool. demon had to set it up for me for me thru team viewer :l
    btw what special tool are you talking about?

    go to prx->system tools->module list & thread list , sadly brian says it doesn't contain the delay thread so we need to get the raw code for the asm of the game and manually find it, and if that doesn't go i have someone to ask how he finds it.


    Post: #18on Tue Jun 19, 2012 2:10 am

    avatar

    sdrawkcab

    Senior Member


    k thanks. had no idea tempAR could do that. one other thing do you know the hex value for bnez? i know its branch on not = to zero but when i enter it in ps2dis nothing comes up and i cant find the hex value for it in the decoder either :l


    Post: #19on Tue Jun 19, 2012 3:23 am

    Brian-1337-

    Senior Member


    sdrawkcab wrote:k thanks. had no idea tempAR could do that. one other thing do you know the hex value for bnez? i know its branch on not = to zero but when i enter it in ps2dis nothing comes up and i cant find the hex value for it in the decoder either :l
    (bnez $t4, loop) doesn't support ps2dis or PSP, he just used it to make smaller the (bne t4, zero, $loop).
    so use this (bne t4, zero, $loop) instead of the "bnez".


    http://www.facebook.com/Mips.Brian1337

    Post: #20on Tue Jun 19, 2012 10:18 am

    avatar

    netbeans

    Member


    Brian-1337- wrote:
    sdrawkcab wrote:k thanks. had no idea tempAR could do that. one other thing do you know the hex value for bnez? i know its branch on not = to zero but when i enter it in ps2dis nothing comes up and i cant find the hex value for it in the decoder either :l
    (bnez $t4, loop) doesn't support ps2dis or PSP, he just used it to make smaller the (bne t4, zero, $loop).
    so use this (bne t4, zero, $loop) instead of the "bnez".
    way ahead of you brian, solved that last night


    Post: #21on Tue Jun 19, 2012 11:45 am

    avatar

    sdrawkcab

    Senior Member


    ok here's the first code. im going to shorten it down a little but this should basically do the same thing. btw do you want your credit as net beans or pass tha purp?

    #Tactical Nuke
    ;net beans + sdrawkcab
    ;kills all players
    ;press select
    0x00001000 0x3c0808e6
    0x00001004 0x85082bc4
    0x00001008 0x3c0908e6
    0x0000100c 0x3529d86c
    0x00001010 0x3c0a08e6
    0x00001014 0x354ad8c0
    0x00001018 0x340b0001
    0x0000101c 0x150b0008
    0x00001020 0x00000000
    0x00001024 0xad2003d0
    0x00001028 0x2529000c
    0x0000102c 0x012a602b
    0x00001030 0x1580fffc
    0x00001034 0x00000000
    0x00001038 0x3c0908e6
    0x0000103c 0x3529d86c
    0x00001040 0x03e00008
    0x00041188 0x0a200400


    Post: #22on Tue Jun 19, 2012 2:20 pm

    avatar

    netbeans

    Member


    netbeans aka PTP, and congratz it works and there is no space in netbeans

    #Tactical Nuke
    ;kills all players
    ;press select
    ;sdrawkcab for codes
    ;netbeans for routine
    0x00001000 0x3c0808e6
    0x00001004 0x85082bc4
    0x00001008 0x3c0908e6
    0x0000100c 0x3529d86c
    0x00001010 0x3c0a08e6
    0x00001014 0x354ad8c0
    0x00001018 0x340b0001
    0x0000101c 0x150b0008
    0x00001024 0xad2003d0
    0x00001028 0x2529000c
    0x0000102c 0x012a602b
    0x00001030 0x1580fffc
    0x00001038 0x3c0908e6
    0x0000103c 0x3529d86c
    0x00001040 0x03e00008
    0x00041188 0x0a200400


    Post: #23on Tue Jun 19, 2012 6:21 pm

    Brian-1337-

    Senior Member


    cool code
    it will shoot nuke bullets from heaven to kill them? awesome


    http://www.facebook.com/Mips.Brian1337

    Post: #24on Tue Jun 19, 2012 6:24 pm

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    StriickeN

    Admins
    Admins


    what game is it for again? what?









    [You must be registered and logged in to see this link.] |   [You must be registered and logged in to see this link.]

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    http://www.psvmods.net

    Post: #25on Tue Jun 19, 2012 7:26 pm

    avatar

    netbeans

    Member


    look i tried it and it failed, froze as soon as i turned it on


    Post: #26

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