I want to track when $t1 is written with a specific value.
For example, $t1 hold an important data to me, which value is 990CD28.
In this case, how do I set the breakpoint that it should snap when this value is written to $t1?
Trước khi bắt đầu assembly thì bạn nên nắm qua quy trình căn bản qua các bài viết này.
http://forum.gamevn.com/threads/huong-dan-dich-game-console.711506/
https://gokuraku-shujo.blogspot.com/p/game.html
Dù trong này chưa có bài hướng dẫn nào cho PSP nhưng cách thức mọi loại máy đều như nhau ở...
I think busy is not a good excuse. I learnt asm by myself with a little of time avaible. I read asm documents any where, any time I find it's availble like in toilet, before sleeping, when eating....
By the way, just a result of having asm skill and not having it. Not mention about the...
Bánh mỳ, you should take a PSP assembly course.
With assembly, you'll have the magic to do anything the PSP hardware can do.
Now I can see what you're doing with this translation is just some tranlastion tricks, which mean not much when it come to encryption/compression.
Usually the translation will have more text than original one. So the text file size increase, pushes the address after it forward, causing crashing when played.
For PSX game, I use TOC change to move the text file to unused sectors/LBA.
For PSP, I wonder how can one solve this problem?
Another problem: this game use a proportional font (variable width font).
Then how to find the vwf address using debugger?
I think it lays in GE debugger but not sure.
For example, when the game draws letter "K" it must look somewhere for the width table and stores this value somewhere in Vram?
Sorry to ask such basic things. but I'm new to the Mips asm so there're many things I should ask.
What I was mean is: I already located the data in memory, say this dialogue at $9DE0483
I set write breakpoint only because I want to know where the CPU gets the data to write in Ram.
(Actually...
Thank you Sky.
I'm using the method as you tell, dump the Memory ram, search the value address + 8800000 then set break point on that address.
However,
this may not work because the PSP uses dynamic memory so the address changes each time. The best way is to have a save state before...
Thank you for replying.
There's a Disassembly windows, and in Funcs tab I don't see the syscall.
Also, when setting a breakpoint, I see only 4 options available: write, write, execution, on changes.
How to set on sceIOReadAsync syscall?
Hello.
I'm new to this forum as well as new to Psp asm.
I've used the PPSSPP debugger but I have some questions:
1. There's a file located at LBA 611616 corresponding to 611616 x 2048 =1252589568 or 0x4AA90000 in the Iso. I want to set a read breakpoint to know when the game read this address...
I wanna grab a 360 Slim and a 360 E one of these days. Missed the boat of getting them at their lowest though, once they were discontinued. Could've got them for cheap back when I was a broke 20 something working at Target, but then again, I was a broke 20 something working at Target