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
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
(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
Last edited by kh2k4; 09-05-2009 at 02:02:15 AM.
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 at 08:15:01 AM.
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.
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 at 02:36:36 PM.
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.
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.
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