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<blockquote data-quote="Acid_Snake" data-source="post: 10371136" data-attributes="member: 501404"><p>My experience with pops was to exploit it back in the day (I was the first person to ever find a vulnerability in a ps1 game) and what I could tell is that a bug in PS1 code gets translated into a bug in PSP code (+emulator bugs, but pops have very few).</p><p>Since PCSX2 also has the bug, then it's probably an emulator issue, but since it only affects this game then it's also possible that the game does something that's "undefined behaviour" or some dirty half-bugged code.</p><p></p><p>I did some further analysis of the crashes and this is more or less what's happening:</p><p>- there's a pointer aligned to 2 bytes</p><p>- the pointer is accessed as a 32 bit value</p><p>- a float is attempted to be stored in this pointer</p><p></p><p>There are two types of crashes I can get:</p><p>- trying to read a 32 bit word from the unaligned pointer</p><p>- trying to store a 32 bit float into the unaligned pointer</p><p></p><p>Now what's most interesting is the first crash, since it happens in pre-generated/patched code, meaning that the instruction to "store a 32 bit word on a 16 bit aligned pointer" should be 100% what the original ps1 code is doing, it's trying to store a value into a 2-byte aligned pointer.</p><p></p><p>However the second crash shows that the data that's supposed to be in the pointer is a float.</p><p></p><p>On PS1 the main CPU doesn't have an FPU, so instead of floats there's only fixed point. I believe the issue is that the emulator is failing to translate a fixed number into a float (and/or viceversa).</p></blockquote><p></p>
[QUOTE="Acid_Snake, post: 10371136, member: 501404"] My experience with pops was to exploit it back in the day (I was the first person to ever find a vulnerability in a ps1 game) and what I could tell is that a bug in PS1 code gets translated into a bug in PSP code (+emulator bugs, but pops have very few). Since PCSX2 also has the bug, then it's probably an emulator issue, but since it only affects this game then it's also possible that the game does something that's "undefined behaviour" or some dirty half-bugged code. I did some further analysis of the crashes and this is more or less what's happening: - there's a pointer aligned to 2 bytes - the pointer is accessed as a 32 bit value - a float is attempted to be stored in this pointer There are two types of crashes I can get: - trying to read a 32 bit word from the unaligned pointer - trying to store a 32 bit float into the unaligned pointer Now what's most interesting is the first crash, since it happens in pre-generated/patched code, meaning that the instruction to "store a 32 bit word on a 16 bit aligned pointer" should be 100% what the original ps1 code is doing, it's trying to store a value into a 2-byte aligned pointer. However the second crash shows that the data that's supposed to be in the pointer is a float. On PS1 the main CPU doesn't have an FPU, so instead of floats there's only fixed point. I believe the issue is that the emulator is failing to translate a fixed number into a float (and/or viceversa). [/QUOTE]
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