Search found 139 matches

by steddy
Tue Sep 06, 2005 3:41 am
Forum: General Discussion
Topic: Europe PSP UMD Movies require firmware update :(
Replies: 5
Views: 3817

The version changer doesn't work :( It does change the REPORTED version to 1.52, and the disk no longer reports it needs an upgrade. Instead it just reports the disk cannot be played. This is with the version changer 2.5 from WAB. Should be safe so long as you set it back to the original version if ...
by steddy
Mon Sep 05, 2005 6:53 am
Forum: General Discussion
Topic: Europe PSP UMD Movies require firmware update :(
Replies: 5
Views: 3817

Europe PSP UMD Movies require firmware update :(

I just bought and tried to play Dawn of the Dead on my Jap 1.50 PSP (Both Region 2) and it reported I needed to upgrade the firmware to play it :( That really sucks Sony. Not that I will ever buy more than one movie anyway, but I did wanna see the quality. I wonder if any of the version changers can...
by steddy
Mon Jun 27, 2005 8:25 pm
Forum: PSP Development
Topic: Load ELF files with sceKernelLoadExec
Replies: 71
Views: 40643

Well, to be be fair it was asked first. People responded that they were from the official SDK. Taking over a week to respond meant that action had to be taken before you could say what you just did. In fact, its been long enough since it happened that other people have also discovered these error m...
by steddy
Sun Jun 26, 2005 9:12 pm
Forum: PSP Development
Topic: Load ELF files with sceKernelLoadExec
Replies: 71
Views: 40643

Error code posts taken from official SDK removed. steddy, brad_irc, you two are on my watch list. If you give me ANY further reason I will not hesitate to ban either/both of you. After what I have contributed here I resent this statement. This error information was NOT taken from the SDK. It was ta...
by steddy
Tue Jun 21, 2005 12:05 am
Forum: PSP Development
Topic: SAVEDATA Exploit Theory
Replies: 10
Views: 8183

Nice

I never thought I would see this one re-animated :)

Steddy
by steddy
Mon Jun 20, 2005 9:12 pm
Forum: PSP Development
Topic: Kernel Memory Dumping Tool
Replies: 35
Views: 28995

you need a kmain function in your program I don't think that's the case. You startup.s/crt0.s calls the main function and mine isn't called kmain in the code I have done. The Kdumper doesn't call CreateThread, it just calls 'jal kmain'. The important thing is that if you were to take code that setu...
by steddy
Sun Jun 19, 2005 9:30 pm
Forum: PSP Development
Topic: how to write to flash0:
Replies: 10
Views: 9318

Will the kernel load unencrypt PRX files from flash0:? If it will, could we extract the module that checks that files are encrypted (guess in VSH) and remove the check? There may be a way to get an unencrypted form of the module from the kernel dump. My thinking here is to run this via Swaploit on 1...
by steddy
Sun Jun 19, 2005 4:01 am
Forum: PSP Development
Topic: Load ELF files with sceKernelLoadExec
Replies: 71
Views: 40643

Have you tried this from a thread running in kernel mode? It may behave diffrently then. After all, the VSH has to be able to load it this way from an EBOOT.PBP.

Steddy
by steddy
Fri Jun 17, 2005 5:20 pm
Forum: PSP Development
Topic: Change Background Images Discoveries...
Replies: 36
Views: 19328

Good work Klimru I don't understand why you have had to edit the BLOCK device though which is what is imposing your 16k limit. Why write a FAT12 driver when there is already one in the kernel? Could you not get writes to flash1: to work? Is it known if this is read only or not? I thought previous po...
by steddy
Fri Jun 17, 2005 8:10 am
Forum: PSP Development
Topic: UMD use instead of swap MS
Replies: 36
Views: 17835

I think you are brushing close to the forum rules talking about UMD dumps. All PSP's execute the following file when inserted: /PSP_GAME/SYSDIR/EBOOT.BIN This is an encrypted ELF executable. Also on the disk is: /PSP_GAME/SYSDIR/BOOT.BIN This is the unencrypted version of the same file. All disks ha...
by steddy
Fri Jun 17, 2005 7:03 am
Forum: PSP Development
Topic: Flash after Auth
Replies: 47
Views: 29914

I know they aren't executable, but neither are PBP files. They may seem like they are, but hey are just a container file too. Since it works for PBP files maybe it examines the file to determine the file type then loads it appropriately. Why else would a renamed .PSP file work as a .PBP? Maybe the P...
by steddy
Thu Jun 16, 2005 6:12 am
Forum: PSP Development
Topic: pspDis Announced
Replies: 11
Views: 5529

Looks great, please make it display debug information when found too.

Steddy
by steddy
Thu Jun 16, 2005 6:03 am
Forum: PSP Development
Topic: Flash after Auth
Replies: 47
Views: 29914

Probably just as importantly, did you change the Update version number in the SFO for all languages to the PSP still thought it was a 1.52 firmware? If your firmware is currently 1.51, then change the version in the SFO to 1.52 so it will attempt to run it. Maybe you could use the swap trick to get ...
by steddy
Wed Jun 15, 2005 5:02 pm
Forum: PSP Development
Topic: Running homebrew emu's at 333mhz MAY have killed my PSP
Replies: 47
Views: 27078

Well, did it work?

Steddy
by steddy
Wed Jun 15, 2005 2:23 am
Forum: PSP Development
Topic: Running homebrew emu's at 333mhz MAY have killed my PSP
Replies: 47
Views: 27078

Soir, thats exactly what seems to be happening, I didn't get a chance to try it again today, but I will when I get home. This just sounds like your PSP went into standby and that crashed Nester because it didn't know how to handle the powerstate callback. Have you tried turning off your PSP properl...
by steddy
Tue Jun 14, 2005 3:48 am
Forum: PSP Development
Topic: OMG!!! - Full Debug Info
Replies: 20
Views: 14340

That's interesting. Perhaps you can find out the parameters for sceUtilitySavedataInitStart and the other savegame functions? If we can reverse engineering it, it would be possible to write PSP programs, which modify savegames for creating exploits or even cheats :-) I already know the answer to th...
by steddy
Mon Jun 13, 2005 8:58 am
Forum: PSP Development
Topic: OMG!!! - Full Debug Info
Replies: 20
Views: 14340

sceGu is a library that compile static, not a module. Yep, and that means the source to those functions is present in the debug output. For example: 0001c974 <sceGuDisplay>&#58; 1c974&#58; 27bdfff0 addiu sp,sp,-16 1c978&#58; 3c090052 lui t1,0x52 1c97c&#58; afb00000 sw s0,0&#40;s...
by steddy
Mon Jun 13, 2005 8:35 am
Forum: PSP Development
Topic: OMG!!! - Full Debug Info
Replies: 20
Views: 14340

Ps2Dis really doesn't seem to like debug information. It fills most of the files with 0x88 when loaded :( I am having to use ee-objdump but that doesn't do analysis of pointers to string sections. Anyone know of anything else for debuging that will show me what parameters are actually pointing at? S...
by steddy
Mon Jun 13, 2005 8:09 am
Forum: PSP Development
Topic: OMG!!! - Full Debug Info
Replies: 20
Views: 14340

Puzzle Bobble comes with a newer Atrac3plus-lib and audiocodec prx. Not so many functions to discover (sure except for the parameters), a few sceAtrac-stuff (with two new hashes because of the new lib and a yet unseen sceGu..., and we could correct a function name in sceCtrl) Well it Imports lots o...
by steddy
Mon Jun 13, 2005 7:21 am
Forum: PSP Development
Topic: OMG!!! - Full Debug Info
Replies: 20
Views: 14340

The graphics aren't great for a PSP game, but it makes full use of the screen and is very smooth.

Puzzle Bobble is always great on any platform. I prefer Lumines and Mercury though.

Steddy
by steddy
Mon Jun 13, 2005 7:01 am
Forum: PSP Development
Topic: OMG!!! - Full Debug Info
Replies: 20
Views: 14340

Here an example of some code :) 00000464 <main>&#58; 464&#58; 27bdffc0 addiu sp,sp,-64 468&#58; 3c050000 lui a1,0x0 46c&#58; 3c040003 lui a0,0x3 470&#58; 24a5042c addiu a1,a1,1068 474&#58; 27a60010 addiu a2,sp,16 478&#58; 2484dd04 addiu a0,a0,-8956 47c&#58; 24020100 l...
by steddy
Mon Jun 13, 2005 6:51 am
Forum: PSP Development
Topic: OMG!!! - Full Debug Info
Replies: 20
Views: 14340

Yep I got two very close friends both got PSP's the same time as me and we never get the same stuff. Probably got every release there is. What is the best tool to show the structures from the debug information including all the function calls and parameters? ee-readelf -w seems to tell me that just ...
by steddy
Mon Jun 13, 2005 6:21 am
Forum: PSP Development
Topic: OMG!!! - Full Debug Info
Replies: 20
Views: 14340

OMG!!! - Full Debug Info

Just discovered that Puzzle Bobble JAP has full debug information in the BOOT.BIN file :)

Steddy
by steddy
Mon Jun 13, 2005 2:29 am
Forum: PSP Development
Topic: PSP NBA uses the Medius Game Communications library
Replies: 15
Views: 7587

I would love to but can't for two reasons.

1. Its copyright material
2. It would take about 1000 pages on the forums its that massive.

Steddy
by steddy
Sun Jun 12, 2005 8:11 pm
Forum: PSP Development
Topic: PSP NBA uses the Medius Game Communications library
Replies: 15
Views: 7587

numchuckskills wrote:noob question, sorry. what did you do to see this list of bad language? i'm burning with curiosity...
I dumped my UMD to a memory stick then open the BOOT.BIN in WinHex. You can also use STRINGS to output all the strings it contains.

Steddy
by steddy
Sun Jun 12, 2005 7:28 am
Forum: PSP Development
Topic: PSP Memory Map
Replies: 7
Views: 3831

Excellent information Vampire and just what I was looking for.

Thanks
Steddy
by steddy
Sun Jun 12, 2005 7:14 am
Forum: PSP Development
Topic: PSP Memory Map
Replies: 7
Views: 3831

I guess from the tone of your question, probably very little.
by steddy
Sun Jun 12, 2005 7:01 am
Forum: PSP Development
Topic: PSP Memory Map
Replies: 7
Views: 3831

Thanks, but that doesn't seem to tie up with what KDumper is dumping.

It is dumping 0x88000000, not 0x08000000.

I have a 2gb Duo coming next week so will be able to dump pretty big ranges :)

Steddy
by steddy
Sun Jun 12, 2005 4:22 am
Forum: PSP Development
Topic: PSP Memory Map
Replies: 7
Views: 3831

PSP Memory Map

How much of the PSP Memory map is now known? I see the KDumper dumps the following ranges:- 0xBFC00000 -> 0xBFD00000 0x88000000 -> 0x883FFFFF How were these two ranges chosen, and what does the rest look like? Given these are only 4mb and 1mb in size, and the ROM and RAM are both 32mb, what about th...
by steddy
Sun Jun 12, 2005 4:14 am
Forum: PSP Development
Topic: An interesting discovery... will help 1.5
Replies: 5
Views: 5368

Personally I think the code change happened in the core (loadcore/modulemgr/loadexec or all three) and has little to do with the XMB as the XMB does not say they are invalid executables. It seems more likely the XMB hands it off to a bootloader which fails and returns status info (i.e. the error co...