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Thread: Jimmi's IGmassdumper: A question.

  1. #1
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    Default Jimmi's IGmassdumper: A question.

    After browsing carefully, I made the decision that this forum is the place to ask my question, sorry if this is intrusive. Anyway, regarding Jimmikaelkael's IGmassdumper, will this program see any future revisions? I really like the concept and would love to see it mature and develop further. I would love to mess with the program's code myself, but unfortunately I'm nowhere near that skilled nor privy about the PS2's inner workings.

    I very recently tried using the IGmassdumper program on Sega's Yakuza, Euro PAL-version (SLES-54171), but got no love. The game booted and played normally, but IGmassdumper's joker commands that were supposed to initiate the RAM-dumpin process wouldn't react to my keypresses, thus no RAM dump. For this, I got the impression that IGmassdumper wasn't loaded at all.

  2. #2
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    I dont think so, its was made as "Proof of concept"

    Its only work on games that has or uses scePadRead function alot.

    I successfully dumped recent games like TMNT smash-up and Astro boy, (PS2 versions).
    Last edited by lee4; 02-12-2010 at 08:03:45 PM. Reason: typos

  3. #3
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    I successfully dumped in-game from NCAA Football 2005 today. IGmassdumper's joker commands confuse me. As I pressed up+R1+X multiple times and got nothing. Then I loaded up a game, and tried it again a few times. Still nothing. Then I tried it again and got a little blip on my USB light connected to my PS2. Then I tried another time and got a second blip on my USB. Then I did it yet again and this time it started to dump, froze my game temporarily as it dumped to the hard drop for a good 3 or 4 minutes. Then the game continued to play normally, and when I checked my USB after the game, I found a 31 MB raw file. Anyone have the issue of needing to press the joker command multiple times for it to work? Could it be that the dump is queued somehow by the joker command and then the dump initiates after a loading sequence in-game or something?

    Anyway, since i am having problem getting artemis to work through my crossover cable, i'd like to try and test this program more? Is there only 1 version of IGmassdumper? The elf file i have is dated July 24th, 2009.

    Also, could anyone explain the difference between these 4 types of dumps?

    Press UP + R1 + CROSS for EE dump to mass.
    Press UP + R1 + TRIANGLE for IOP dump to mass.
    Press UP + R1 + SQUARE for Kernel dump to mass.
    Press UP + R1 + CIRCLE for ScratchPad dump to mass.

    What's the difference between an EE dump, an IOP dump, a kernal dump, and a scratchpad dump? I guess i'm kinda a newb to ps2 mem dumps as i just started with this recently.

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    Quote Originally Posted by memseeker566 View Post
    Anyone have the issue of needing to press the joker command multiple times for it to work? Could it be that the dump is queued somehow by the joker command and then the dump initiates after a loading sequence in-game or something?
    read my previous post (second sentence.)

    Quote Originally Posted by memseeker566 View Post
    Is there only 1 version of IGmassdumper? The elf file i have is dated July 24th, 2009.
    read my previous post (first sentence.)

    Quote Originally Posted by memseeker566 View Post
    Also, could anyone explain the difference between these 4 types of dumps?
    EE = GAME RAM
    IOP = CPU data
    Kernel = PS2 OS
    ScratchPad = temporary data
    Last edited by lee4; 02-12-2010 at 08:12:53 PM.

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    Quote Originally Posted by lee4 View Post
    read my preivous post (second sentence.)
    Thanks for the response. I realize that it has to do with this scePadRead function. But could you answer my question as to what triggers the memory dump? How can you tell when the scePadRead function occurs in a game? Do you have to time the joker command to when the scePadRead function is used? Or does it queue the memory input when you press joker command buttons, then initiate when the function runs or something? I am trying to get an idea of how this function works and if, in your experience, you are able control where exactly in-game a dump occurs. Are you able to queue the memory dump or time it in any way using this application? Perhaps you could explain how this function works and which games you have noticed the joker functions not responding perhaps due to scePadRead. Thanks

    Quote Originally Posted by lee4 View Post
    read my preivous post (first sentence.)
    Fair enough. I guess there was only one version of this application.

    Quote Originally Posted by lee4 View Post
    EE = GAME RAM
    IOP = CPU data
    Kernel = PS2 OS
    ScratchPad = temporary data
    Thank you very much for this information.

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    Quote Originally Posted by memseeker566 View Post
    Thanks for the response. I realize that it has to do with this scePadRead function. But could you answer my question as to what triggers the memory dump? How can you tell when the scePadRead function occurs in a game? Do you have to time the joker command to when the scePadRead function is used? Or does it queue the memory input when you press joker command buttons, then initiate when the function runs or something? I am trying to get an idea of how this function works and if, in your experience, you are able control where exactly in-game a dump occurs. Are you able to queue the memory dump or time it in any way using this application? Perhaps you could explain how this function works and which games you have noticed the joker functions not responding perhaps due to scePadRead. Thanks
    its depend on game speed and cpu per cycle for scePadRead command callback.
    from my experience its works best when stuff on screen are highly active, ex cpu is attack you.

  7. #7

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    Assuming scePadRead gets the status of the buttons on the controller, it should be called every time the game reacts to any button presses (basically, everywhere in the game except FMVs, cut-scenes, and logo screens that cannot be skipped).

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    Skiller is offline Codemaster Skiller (CMP Staff) Skiller is on a distinguished road
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    THere is another function that can be called that is called for everything .. SifsendCMD .. iv been using this as a master command for a very long time..

    knowing they way the app works though using this command instead of the Padread u then would face an issue of needing to find the pad address.. to activate your button press

  9. #9

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    This is the only information I was able to find on SifSendCmd, coming from a homebrew library: http://psp.jim.sh/svn/filedetails.ph...src%2Fsifcmd.c

    I see why it would be difficult to get any actual pad data from the function. But difficult doesn't mean impossible.

  10. #10
    Skiller is offline Codemaster Skiller (CMP Staff) Skiller is on a distinguished road
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    SifSendCMD is used in every game .. there are in somecases that its not used as much or its only used on Boot .. normaly this is on games like Collection game. Namcollection and so on ..

    is there not a way to set it up to set your own hooks and u can put your pad address in ?

    Like say u hook the j in the sifsendcmd command so u put that Address in the Master hook Box then u put the Pad address in the Pad box then load the game up .. This would alow us to find the best Combanations .. finding a Pad address in the elf is not that hard .

    this would save the Pad2 games not working since u could mod where the app gets hooked from kinda like how Cheat divices work.

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