I just need some more verification on how well this application works on various games. It runs what I have been trying to explain to everyone as kernel hooking, and will print images / text / pixels on the screen during the run time of *any* game. Now I put the *'s around "any" because I am not sure if it is fully functional on every game. I have tested the following:
SOCOM: Combined Assault - Working
SOCOM 3: U.S. Navy Seals - Working
Grand Theft Auto III - Working
Grand Theft Auto: San Andreas - Working
Splinter Cell Pandora Tomorrow - Working
How it works / What it does:
- Preserves it's whole self in Kernel memory
- Runs a Kernel hooked function to extract itself and execute itself every iteration of the Kernel function (another words, runs in-line with the game)
- Scans for the "joker" address
- Resets "joker" address found (under a timer, useful if the game loads a patch or anything that causes the "joker" address to change at any time)
- Prints a colored square in the top left corner
Advantages:
- Runs in-line with the game, so it leads to the possibility of turning into a fully live debugger
- Kernel hooked, so you will never need a "master code" or game hook
- Kernel hook is the hook point for all the Syscalls, which enables ability to have selective Syscall hooks without scanning the game data
- "Joker" scanning is extremely fast, and has multiple defined "joker" values to enable compatibility with more games
- "Joker" reset timer will automatically reset the found "joker" and start scanning for the next available address, useful if the game you are using loads a patch and/or does anything that causes the "joker" address to change at anytime during the game. This reset timer can be disabled if you feel it does not need to reset anymore.
- Does not require pre-configuration, or any form of configuration
Disadvantages:
- Since it extracts itself from the preserved location in Kernel memory, it will slow the game down. (Expect longer load screens, not that much lag during game play though)
Color codes (for the square in top left corner):
- Red = Cannot find "joker" address or has not found it yet
- Blue = No controller input detected, reset timer still enabled
- Sky Blue = "joker" address has been reset to search for next one (only happens if timer is enabled).
- Pink = No controller input detected, reset timer disabled
- Green = Controller input detected.
Color codes (for the main application screen):
- Blue = Initializing
- Green = Reading game disc
- Red = Failed to start game disc
- Grey-White = Starting game disc
In-Game Controls (seems to freeze after ~5 seconds of viewing the "joker" string):
- R2 + L2 = Disable reset timer
- R1 + L1 = Start viewing "joker" string ("joker" address and the controller input data at the address)
- Triangle = Stop viewing "joker" string
Note: The application does NOT load any modules, so use uLaunchELF or something that does not clear the modules off the IOP before launching the application. Have your game disc in your PS2, and load the application. It will automatically read the disc and start the game.
Test this with any game you have, and reply with your findings on working or not working, if it freezes or what not.
Screenshots: http://cheaters-lounge.net/index.php?p=16
(Download is in the attachment)
This will soon be converted into a full Kernel Program so it won't have to extract anything, but only time will tell as the bugs from the full kernel application are worked out.
Thanks,
~ Gtlcpimp




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