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  #51 (permalink)  
Vecchio 10th August 2006, 00:25
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Originalmente inviato da MasterQ
What do you mean by debugger? do you mean a built in code hacker like the old ps1 gamesharks had? it is possible, but you have to remember, the psp only has a 333mhz processor in it. compared to my dual core 2.8 ghz processor which takes about 5 minutes to compare two files (or 5 secs with artmoney ), proportionately, the psp would take more than 40 mins to run through the first batch, or 40 secs if optimized to be as efficient as artmoney (not to mension the psp is single core so it would take longer than that). Again, it is possible, but would you want it?
Oh, I guess it wasnt what I thought it was. Go to my blade dancer thread and read jungleteks last post(the part about setting a debugger to the break point). Is he thinking of something else? And if so, what is that and is it possible?
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  #52 (permalink)  
Vecchio 10th August 2006, 03:36
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What do you mean by debugger? do you mean a built in code hacker like the old ps1 gamesharks had? it is possible, but you have to remember, the psp only has a 333mhz processor in it. compared to my dual core 2.8 ghz processor which takes about 5 minutes to compare two files (or 5 secs with artmoney ), proportionately, the psp would take more than 40 mins to run through the first batch, or 40 secs if optimized to be as efficient as artmoney (not to mension the psp is single core so it would take longer than that). Again, it is possible, but would you want it?
A debugger is different... it allows you to trace through the programs assembly routines. I'm not talking about a built-in cheat finder...

Probably something that would be nigh impossible to implement on the psp.
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  #53 (permalink)  
Vecchio 10th August 2006, 20:26
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Originalmente inviato da jungletek
A debugger is different... it allows you to trace through the programs assembly routines. I'm not talking about a built-in cheat finder...

Probably something that would be nigh impossible to implement on the psp.
do we have that type of access on a psp, even with full kernel mode?
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  #54 (permalink)  
Vecchio 10th August 2006, 20:47
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do we have that type of access on a psp, even with full kernel mode?
You can do anything with kernel mode.
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  #55 (permalink)  
Vecchio 11th August 2006, 22:46
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You can do anything with kernel mode.
Even cure AID$? Lol.

I was thinking more in terms of the limited amount of RAM onboard the PSP.

Assembly is the lowest-level (above binary) language... machine code. All of the hex codes we use are similar to assembly in a way, because that's how machines store information... as values in memory registers, represented in hexadecimal.

If you ever want to make a PC game trainer, a tiny bit of assembly knowledge doesn't hurt
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  #56 (permalink)  
Vecchio 12th August 2006, 04:37
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I use ASM for t3h PSPz programmingz0rz.
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  #57 (permalink)  
Vecchio 15th August 2006, 11:57
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ok some updates on cwcheat. the next version (the 0.1.2) will be released in the next days (when i complete a function).
some of the new features are:
-cheats are applyied more frequently (and they aren't anymore handled by an user option) so for example the mhf hp bar is fixed.
-cheat searching for 8/16/32bit fixed values directly from the psp.
-new database format which permits to set cheats as enabled or disabled by default
-it's possible to change a cheat value field from the menu (it will be preserved till prx reboot)
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  #58 (permalink)  
Vecchio 15th August 2006, 18:20
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Originalmente inviato da weltall
ok some updates on cwcheat. the next version (the 0.1.2) will be released in the next days (when i complete a function).
some of the new features are:
-cheats are applyied more frequently (and they aren't anymore handled by an user option) so for example the mhf hp bar is fixed.
-cheat searching for 8/16/32bit fixed values directly from the psp.
-new database format which permits to set cheats as enabled or disabled by default
-it's possible to change a cheat value field from the menu (it will be preserved till prx reboot)
Sounds like great new features, Espeacily the cheat searching directly from psp, new database format, and changing the value of a cheat from the menu. All of them are very usefull. Your great work on this project is real appriciated.
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  #59 (permalink)  
Vecchio 15th August 2006, 18:59
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Did you fix some of the codes that didn't work for some games? I REALLY want to get Inf. Health for Coded Arms.

EDIT: You know, maybe if you actually used a real computer to make the builds, you wouldn't have to keep us updated on what you're GOING to do, instead of actually doing it.

I'm pretty sure that a PS2 wasn't meant to compile builds, that's for sure.
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  #60 (permalink)  
Vecchio 16th August 2006, 05:33
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Originalmente inviato da Gir489
Did you fix some of the codes that didn't work for some games? I REALLY want to get Inf. Health for Coded Arms.

EDIT: You know, maybe if you actually used a real computer to make the builds, you wouldn't have to keep us updated on what you're GOING to do, instead of actually doing it.

I'm pretty sure that a PS2 wasn't meant to compile builds, that's for sure.
I agree, you should use a pc for psp programming... and if you dont want to install linux you can either use a live cd or just use cygwin. I never tried ps2 linux but i would assume it is a lot harder to do things on than a pc.
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