Source code available on my Github. SVN seems to be down.
UPDATE: 6/16/13: Added as an attachment. Revision 387.
This is really just another update to my LDv3 modifications. However this one is quite big and has been added to the Artemis SVN (http://gamehacking.org/artemis/svn). The debugger itself has had no updates, but instead a completely new GUI based upon Berion's GUI for Artemis. Many thanks to Berion for creating the initial functions relating to the GUI. I would like feedback on the GUI because I feel like it is incomplete.
Moving away from the GUI, there are a few new features to take note of:
Upon boot, you have the option to automatically load a joker address based on the elf specified in the SYSTEM.CNF file within the disc. This is to counter the game freezing Joker Scanner. Format example in CL-LiveDebug.conf (uLDv4.rar). If you do not add a ver #, make sure that you add a , "" after the joker address. Otherwise it will not work.
The option to launch uLaunchELF (Press start). It goes off the locations mc0:/BOOT/BOOT.ELF, mc1:/BOOT/BOOT.ELF, mass:/BOOT/BOOT.ELF. With this you have the option (if auto find joker on boot is 'Yes') to either load the joker based on the elf in the disc or to not auto find a joker at all.
The joker combo is the button combo that opens the debugger in game. By default it is L3 + R3, but you have the ability to change it to what you wish.
Lastly there is a built in array that is called only if it cannot find a joker for the appropriate game. This was designed to minimize the amount of jokers you need in your text file. If you would like me to add to the joker array please reply with the game's elf and the joker address (within CODE tags) and (optional) the version # of the game. Example:
That would look like this in the conf file:
"SCUS_974.65", "001EE682", "1.00"
"SLUS_211.94", "0084305C", ""
When booting an elf, there are some colors that will flash on the screen.
Misc:
Here are images of the the Unofficial CL-LiveDebug v4:
Spoiler Alert! Click to view...
Debugger originally made by Gtlcpimp. GUI originally made by Berion. Many thanks to bungholio for beta testing and SP193 for providing help.
f you wish to compile this you need libpng, zlib, and gsKit.
And here are the downloads. Source is on the svn: http://gamehacking.org/artemis/svn
UPDATE: 6/16/13: Added as an attachment. Revision 387.
Code:
Updates: 6/13/13: 4.1.1 Unofficial - Added ability to change the joker combo to enter the debugger - Added a found jokers list at the main menu of the debugger - Added ver option to the preset joker list. If you do not enter one it will not check for the number 4/02/13: 4.1.0 Beta - Added dynamic allocation for both the register dumper and the packet - Removed Gtlcpimp's exception handler - Added ability to add preset joker from the GUI - Added a keyboard to the GUI - Added ability to set boot path to uLE from the GUI - When booting SifLoadElf is attempted before trying to load and boot the elf itself
Moving away from the GUI, there are a few new features to take note of:
Upon boot, you have the option to automatically load a joker address based on the elf specified in the SYSTEM.CNF file within the disc. This is to counter the game freezing Joker Scanner. Format example in CL-LiveDebug.conf (uLDv4.rar). If you do not add a ver #, make sure that you add a , "" after the joker address. Otherwise it will not work.
The option to launch uLaunchELF (Press start). It goes off the locations mc0:/BOOT/BOOT.ELF, mc1:/BOOT/BOOT.ELF, mass:/BOOT/BOOT.ELF. With this you have the option (if auto find joker on boot is 'Yes') to either load the joker based on the elf in the disc or to not auto find a joker at all.
The joker combo is the button combo that opens the debugger in game. By default it is L3 + R3, but you have the ability to change it to what you wish.
Lastly there is a built in array that is called only if it cannot find a joker for the appropriate game. This was designed to minimize the amount of jokers you need in your text file. If you would like me to add to the joker array please reply with the game's elf and the joker address (within CODE tags) and (optional) the version # of the game. Example:
Code:
SCUS_974.65 001EE682 1.00 SLUS_211.94 0084305C
"SCUS_974.65", "001EE682", "1.00"
"SLUS_211.94", "0084305C", ""
When booting an elf, there are some colors that will flash on the screen.
Code:
Execution debug colors: ORANGE: SifLoadElf RED: Opening elf GREEN: Reading elf BLUE: Loading elf into EE RAM YELLOW: Launching game/elf with ExecPS2() PURPLE: Invalid elf entrypoint, launching uLE PINK: uLE not found/failed to load, launching OSDSYS WHITE: Failed to launch OSDSYS (should never happen)
Code:
Upon boot of uLDv4, it will check for a settings file at mc0:/LiveDebug/CL-LiveDebug.conf. If there is none, it will create one with default settings. Both CL-LiveDebug.conf and LDPatches.txt need to be placed in that same folder.
Spoiler Alert! Click to view...
Debugger originally made by Gtlcpimp. GUI originally made by Berion. Many thanks to bungholio for beta testing and SP193 for providing help.
f you wish to compile this you need libpng, zlib, and gsKit.
And here are the downloads. Source is on the svn: http://gamehacking.org/artemis/svn
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