i know, any assembly tutorials tho, not reversing ones...
anyways is that output from prxtool right?
~!SlasheR!~
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i know, any assembly tutorials tho, not reversing ones...
anyways is that output from prxtool right?
~!SlasheR!~
There are a number of outputs.
Off the top of my head, the main ones for reversing are
--elfout your_.prx > your_.elf
and
-w your_.prx > your_.xml
the -w is mainly for people like me who don't have any good mips disassemblers, while elf works best with people who can use things like ps2dis.
googled, couldnt find a download link,
could u post one plz
~!SlasheR!~
it says its only for ps1 & ps2
can i still use it 4 psp ?
~!SlasheR!~
so ive got the *.elf from my *.prx that i coded,
now what do i look 4 if i want to change something in it,
~!SlasheR!~
i want to patch it so it changes "Hello World" to "Hello something"
can i do that?
~!SlasheR!~
You generally don't need to convert it to elf to do that, you'd just need to use a hex editor, and make sure it's in overwrite mode, not insert.
It's what ps3news did to everyone way back, he changed the credits on everything.
Anyhow, I don't think this little topic is really C/C++ help anymore, so I think we should get back to that :).
is it possible to allign text to the right
%[-][+][0-9][.0-9][lL][dxXuofeEgGcs]
|| | | | | |
|| | | | | +- format char, see below
|| | | | +----- long modifier, ignored
|| | | +----------- decimals
|| | +---------------- field length
|| +------------------- plus sign
|+---------------------- leftalign
+----------------------- percent sign, starts format specifier
- The percent sign always starts the format specifiert. Two consecutive %'s could be used to literally generate a single %
- A "-" aligns output left (usually, it's right-aligned).
- A "+" outputs a plus sign for positive numbers (usually, it is suppressed).
- The field length specifies the overall field length. If the formatted value is shorter, it will be padded with blanks, if it longer, it will remain unchanged.
- The number of decimals specifies the length of the fractional part for
- "d": integer value in decimal format.
- "x": integer value in hexadecimal format (letters in lowercase).
- "X": integer value in hexadecimal format (letters in uppercase).
- "u": absolute integer value in decimal format. Result will always be positive.
- "o": integer value in octal format.
- "f": floating point value in fixed format (xxx.yyyyyy).
- "e": floating point value in scientific format (0.yyyyyye+zzz).
- "E": floating point value in scientific format (0.yyyyyyE+zzz).
- "g": same as "f" for absolute values not smaller than 0.001 and not greater or equal than 1000. Otherwise, same as "e".
- "G": same as "f" for absolute values not smaller than 0.001 and not greater or equal than 1000. Otherwise, same as "E".
- "c": single character.
- "s": String.
I just realised that i cant just fcopy from ms0:/ to flash0:/
Soo how do i go about putting files from the ms0: to the f0.
How would I go about building a makefile to compile an entire project spread over multiple modules? Sort of like:
Compile module 1.
Build exports for module 1.
Compile module 2.
Build exports for module 2.
Compile main app.
Move main app to folder "app".
Move modules 1 and 2 to "app/modules".
Leave a nice message for the hell of it :p
Would it also redo the exports every cycle (as there doesn't appear to be any checking on export building), in which case should I do something like:
-AuraCode:make release:
#build entire project and build release folder
make project:
#build entire project
make modules:
#build only the modules
make main:
#build only the main
make exports:
#Re-create all exports
EDIT:
@BlackBurd:
Write your own copying function, its what I had to do for Project4, simply open the file on ms0:/ and create the file on flash0:/ then malloc about a mb, and stream the content from ms0:/ to flash0:/
Auraomega, something along the lines of this.
Code:all: src-folder/project.prx src-folderB/eboot.pbp
mkdir -p release
cp src-folder/project.prx release/project
cp src-folder/eboot.pbp release/project
prx:
make -C src-folder -f makefile_prx
eboot:
make -C src-folder -f makefile_pbp
clean:
make -C src-folder clean
echo "all done, Have fun."
tinmanx, my makefile knowledge is limited to single builds, but from what I can see that calls on other makefiles as well (correct me if I'm wrong)? I'm looking for a way to keep everything in a single makefile, if this is the only method available then I'll use this by all means, but it would be nice to only have to change 1 file if instead of 2 (,or 3, or more).
Thanks again.
-Aura
I have a problem to hook sceKernelExitVSHVSH.
My code doesn't work.Code:int patchexit()
{
if(sceKernelFindModuleByName("Recovery mode"))
{
patch = sctrlHENFindFunction("sceLoadExec", "LoadExecForKernel", 0xa3d5e142);
sctrlHENPatchSyscall(patch , exit);
sceKernelDcacheWritebackAll();
sceKernelIcacheClearAll();
}
}
I hope you can help me
TN
Yeah, Kernel->kernel doesn't use syscalls, they jump directly.
How do I make it?
Thanks
TN
Press Alt + F4
Have a look. "LoadExecForKernel".
He is trying to patch a kernel->kernel syscall, which doesn't exist. Syscalls are used for usermode to call a function that resides in kernel memory. The information for these syscalls is stored in vector memory, where they are changed by sctrlHENPatchSyscall to redirect to another function. That's why when you call the same function in your kernel app, it works correctly; as it is not linked by syscall but by a direct jump.
You won't find patching in the SDK and if you do, it will be outdated.
Except that recovery is usermode, and that that function is only exported to kernel mode. Hence, it isn't even importing that function at all. It imports the bridged function contained in SystemControl, sctrlKernelExitVSHVSH. You should be able to syscall patch that one.
really?, i learn something everday!
~!SlasheR!~
whats the function to hard reset??
whats the equivalent of pspSdkLoadStartModule for 3.xx user mode
pspKernelLoadStartModuleZitat:
whats the equivalent of pspSdkLoadStartModule for 3.xx user mode
Any1 got any examples of using CURL? i cant get any of the C++ examples to work on my psp.
~!SlasheR!~
Is there a psp emu for windows that can run homebrew?
I want to test my homebrew before putting it in my psp...
Not a decent one, no.
Any1 got any examples of using CURL? i cant get any of the C++ examples to work on my psp.
~!SlasheR!~
I've freshly installed Ubuntu on my new laptop, and compiled a new toolchain, SDK, etc.
Anyway, I'm trying to compile soime code that previously work fine without warnings or errors, but now is giving me some annoying warnings.
They all follow the same basic thing:
main.cpp:372: warning: deprecated conversion from string constant to ‘char*’
the function is actually:Code:about.loadIcon("icon.bmp");
Its something glaringly obvious, but its just not coming to me. It works if I use a string and sprint the stuff, then pass it... but I don't want to have to do that for the many icons I'm loading.Code:void loadIcon(char *fileName);
-Aura