Search found 12 matches
- Sun Nov 05, 2006 5:01 am
- Forum: PSP Development
- Topic: Variable imports/exports
- Replies: 1
- Views: 1135
- Sat Oct 21, 2006 11:40 pm
- Forum: PSP Development
- Topic: PSX translator/emulator for PSP
- Replies: 6
- Views: 3297
1) first, i was thinking about a static translator but i ran against some issues which are too complicated to be solved automaticaly : self-modified code, indirect jump or call by a register set during run-time and not compile-time, etc. ... 2) dynamic translator : that may be partly possible using...
- Tue Oct 17, 2006 8:35 am
- Forum: PSP Development
- Topic: Media Engine vs Graphics Processor
- Replies: 11
- Views: 6158
groepaz: talking about the ME, is there a way to access it from game mode ? I know about the vector address being unreachable from this mode but there must be another way to do it using an already loaded library via a syscall or something ? You might try to research how the sce(Video|Audio)codec* r...
- Thu Sep 28, 2006 12:21 pm
- Forum: PSP Development
- Topic: [RESOLVED] Patching NIDS in Devhook
- Replies: 10
- Views: 6460
- Tue Sep 26, 2006 8:09 pm
- Forum: PSP Development
- Topic: PSX translator/emulator for PSP
- Replies: 6
- Views: 3297
- Tue Sep 26, 2006 7:43 pm
- Forum: PSP Development
- Topic: what is syslib_2F064FA6?
- Replies: 4
- Views: 2920
d3744be0,module_bootstart f01d73a7,module_info 2f064fa6,module_reboot_before d632acdb,module_start 0f7c276c,module_start_thread_parameter cee8593c,module_stop cf0cc697,module_stop_thread_parameter A modified nidattack came handy ;) Only one missing from the range of syslib exports: sceModuleManager...
- Fri Sep 22, 2006 1:03 am
- Forum: PSP Development
- Topic: Can anyone tell me how to disassemble a function in a prx?
- Replies: 3
- Views: 1871
One (out of many) simple GUI based: 1. Get PS2Dis . 2. Use prxtool and the instructions from here . 3. Within PS2Dis press CTRL+G and select the NID/function you want ;) The other options are using the IDA Pro disassembler or, as you already noted, psp-objdump disassembly, just that you pass the fun...
- Sat Sep 09, 2006 8:17 pm
- Forum: PSP Development
- Topic: [PATCH] Add PS2Dis MAP file serializer to prxtool
- Replies: 1
- Views: 2514
[PATCH] Add PS2Dis MAP file serializer to prxtool
This patch adds a MAP label/comment file serializer to prxtool which is primary based on the IDC one. Make sure you loadup the module in PS2Dis as plain binary otherwise it attempts to map it (as PS2 ELF?) if it encounters ".ELF" as the file magic. Example use (including stripping the ELF ...
- Mon Jan 30, 2006 2:29 am
- Forum: PSP Development
- Topic: Here is gift to all programers
- Replies: 31
- Views: 23826
Im a mod over that at psp-hacks, and Gameshark is a pretty legit member, i think you all know him for 1.5 ME, any coders plz try to use thos to sign pspset or version changer, that way i can test it on 2.6 to see if it respnds Seriously, I doubt that... Just check his last posts on any site you wan...
- Wed Jan 18, 2006 6:49 am
- Forum: PSP Development
- Topic: Program for parsing data in PARAM.SFO files
- Replies: 29
- Views: 24557
- Sat Jan 07, 2006 3:25 am
- Forum: PSP Development
- Topic: VoIP building blocks .)
- Replies: 28
- Views: 21632
Great stuff! I think the initial work/focus should be to actually write a sample app which is recording audio input. Afterwards anything is possible. API wise it seems to be: sceHprmIsMicrophoneExist sceAudioInputInit sceAudioWaitInputEnd sceAudioGetInputLength sceAudioInput sceAudioInputBlocking Th...
- Wed Nov 23, 2005 2:33 am
- Forum: General Discussion
- Topic: PSP's security
- Replies: 3
- Views: 3173
Checkout this for more informations: - PSAR Dumper Source / Decrypts files using the PSP - http://www.psphacks.net/forums/viewtopic.php?t=406 / Section about Security Bruteforce the complete private key would prolly take a few years to succeed. However, I think the only possible bruteforce is to try...