Hacking Hackers & Testers for "DAT'S" files...

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Elvarg said:
HEX EDIT FOR AP

5500 - Zombie Daisuki (JPN) (256Mbit) (BAHAMUT)

Code:
00076A6D: 8F ? 8E
00076A6F: E0 ? 36
00076B0D: 45 ? 44
00076B0F: E0 ? 36
00076BAD: 1A ? 19
00076BAF: E0 ? 36
00076C4D: 9C ? 9B
00076C4F: E0 ? 36

I did a UPS patcher for this yesterday!, UPS-Patcher 5500 - Zombie Daisuki (Jap).rar

http://www.mediafire.com/?q5abagtt3a21388

QUOTE said:
0. Make a backup copy of your original ROM, Copy/Paste
1. Open UPS Patcher.exe
2. Apply patch to an existing file
3. UPS Patch file to apply: - Browse and select you’re UPS patch -
5500 - Zombie Daisuki (Jap).ups

4. Target file to apply patch to: (file will be overwritten) - Browse - Select the ROM
5. Apply Patch

edit

----------------------------------------------

Elvarg said:
drwhojan do you have any idea on how to get the extinfo.dat properly i can get some of it but most of it is wrong but its enough to load the game. p.m me i need your help and i know the dstt chinese guy.

edit: in your vid do you always start at 000C1A90 and how do you know what places to patch+how would you what you were looking for such as you saw the b in the hex editor didnt get it.

First about the extinfo.dat the infolib.dat data will have to be 100% correct to work with extinfo.dat- but yes i do abit!

I was try some experiments in all of r4patch.dat generator, lucky i can around some think that bypassed certain err codes - do not patch after 20 data, anywhere around them areas try a combination !

The video will be no good compressed , you will only save about 1mb

edit: I just figured out it's allot easer to open the full infolib.dat with a hex-editor and do a each of the last 4 bytes of what you have for a fast arm7 match

EDIT: The B in the hex-editor was the first letter of the gamecode - there for look throughout B gamecodes for a quicker search, look at starting on the right

I could have used in the video 88 FB 00 00 - as you see arm7 data was the same for 94 FB 00 00

-----------------------------------------------------------

EDIT:

(Note) someone elses work not mine + 2CH!

DSTT/YSMenu

5500 - Zombie Daisuki (Jap)

GameCode: BZBJ Encrypted GameID: 3C8668FC - for use with extinfo.dat/infolib.dat

CODE
extinfo.dat

0x020579dc
00 0C A0 E1 21 04 80 E1 00 10 A0 E3

0x0233a1a8
04 4A BA 42 02 D1 80 22 92 00 BF 18 01 A2 17 60
4F 60 0D E1 FF FF FF FF FF FF FF FF

0x0233a3d4
0A 60 E7 E6

0x02339fa8
94 E8 3F 02

0x0233a2d8
85 42 3A E0

0x0233a228
B8 20 00 23 88 60 CB 60 01 4A 01 3B 13 60 01 E0
B8 E8 3F 02

0x023806b8
00 00 A0 E1

0xc2339e40
F8 B5 04 1C

0x02339e50
09 E0 55 4F

0x02339e70
4B 48 53 21

0x02339ed0
43 1C 03 E0

0x0233a50c
03 E0 00 21

0xd0000000

0x023fc400
2C 30 9F E5 E8 41 93 E5 28 50 9F E5 05 00 54 E1
24 40 9F 05 08 40 83 05 20 40 9F 05 A8 40 83 05
1C 40 9F 05 48 41 83 05 18 40 9F 05 E8 41 83 05
F8 8F BD E8 84 FC 33 02 60 9C AA E0 FD 8E AA 36
15 44 AA 36 B8 19 AA 36 60 9B AA 36

0x02057d04
BD 91 0E EA

infolib.dat

00 00 00 00 00 00 00 00 44 E3 00 00 00 00 00 00
00 00 00 00 00 00 00 00 9C E3 00 00 C0 E4 00 00
08 E4 00 00 78 E5 00 00 00 00 00 00 00 E6 00 00
38 E7 00 00 2C E8 00 00 E8 79 05 00 FF FF FF FF
F0 74 06 00 FF FF FF FF FF FF FF FF FF FF FF FF
30 09 00 00 88 FB 00 00 FF FF FF FF FF FF FF FF
 
Elvarg said:
how does 2CH do it.

I wish i relay new XD!, But how to contact him i wonder..., tyred with DSTT but no reply
frown.gif


All i every wanted to know was just how to get the card command for infolib.dat from ram are ROM maybe, maybe one day! and that would make me
bow.gif


------------------------

5499 - Kaiju Busters Powered (JPN)

GameCode: BYVJ Encrypted GameID: 136EA325 - for use with extinfo.dat/infilib.dat

CODEextinfo.dat

0x02091e20
00 0C A0 E1 21 04 80 E1 00 10 A0 E3

0x0233a1a8
04 4A BA 42 02 D1 80 22 92 00 BF 18 01 A2 17 60
4F 60 0D E1 FF FF FF FF FF FF FF FF

0x0233a3d4
0A 60 E7 E6

0x02339fa8
94 E8 3F 02

0x0233a2d8
85 42 3A E0

0x0233a228
B8 20 00 23 88 60 CB 60 01 4A 01 3B 13 60 01 E0
B8 E8 3F 02

0x023806b8
00 00 A0 E1

0xc2339e40
F8 B5 04 1C

0x02339e50
09 E0 55 4F

0x02339e70
4B 48 53 21

0x02339ed0
43 1C 03 E0

0x0233a50c
03 E0 00 21

0xd0000000

0x02000600
00 00 9F E5 1E FF 2F E1 CF B3 00 00 00 00 9F E5
1E FF 2F E1 DD A2 00 00 07 40 2D E9 1C 00 9F E5
1C 10 9F E5 00 20 91 E5 02 00 50 E1 14 00 9F 05
00 00 81 05 0C 00 80 02 3C 00 81 05 07 80 BD E8
C0 8D 0F 02 98 71 0F 02 00 27 00 02

0x020009f8
06 FF FF EA

infolib.dat

00 00 00 00 00 00 00 00 40 E3 00 00 00 00 00 00
00 00 00 00 00 00 00 00 98 E3 00 00 BC E4 00 00
04 E4 00 00 74 E5 00 00 00 00 00 00 FC E5 00 00
34 E7 00 00 28 E8 00 00 2C 1E 09 00 78 A3 0D 00
30 47 0A 00 FF FF FF FF FF FF FF FF FF FF FF FF
30 09 00 00 E0 FB 00 00 FF FF FF FF FF FF FF FF
 
I wish i realy new XD!, But how to contact him i wonder..., tryed with DSTT but no reply
frown.gif


All i every whated to know was just how to get the cardcommand for infolib.dat from ram are rom mabe, mabe one day! and that would make me
bow.gif




retro says he dosent use a tool to get the infolb.dat is that even possible.
 
Elvarg said:
I wish i realy new XD!, But how to contact him i wonder..., tryed with DSTT but no reply
frown.gif


All i every whated to know was just how to get the cardcommand for infolib.dat from ram are rom mabe, mabe one day! and that would make me
bow.gif


retro says he dosent use a tool to get the infolb.dat is that even possible.

Take the game

5500 - Zombie Daisuki (Jap)

infolib.dat cardcommand data i'm looking for - E8 79 05

ROM

---

0ffset's

001CD685
E8 79 05

00A88679
E8 79 05

No RAM find...

But each game will have it's own offset's in rom - making it hard to locate...

Are mabe this is not it..., as it may not exsist for one of each game
 
Elvarg said:
read pongs 2nd reply

http://gbatemp.net/t217999-converting-a-pa...o-dat?&st=0

can you really use a cheat code editor to get the infolb.dat

and is there a .nds file that will load the infolb data for you?

Dose sound like a tool ".nds file that will load the infolib data for you" and it's driving be bonkers lol!

Will try and think of a few things as i did not know back then, cheers Elvarg
grog.gif


If you could think of anythink ?, Be my guest! glad to hear of any thought's from anyone ?? !

EDIT: Sorry i know what he mean's - it will not bypass errcodes and will not produce the full infolib.dat data, only games that fully load it will

edit: this is the tool he ment for DSTT cards : http://www.mediafire.com/?j2mzxc6cr486sux

MAKEINFO.nds + make LIB folder in root of microsd , turn off DMA and reset , load game , restart ds run infolibmearge.nds to make a new infolib.dat with code added and data
 
drwhojan said:
Elvarg said:
read pongs 2nd reply

http://gbatemp.net/t217999-converting-a-pa...o-dat?&st=0

can you really use a cheat code editor to get the infolb.dat

and is there a .nds file that will load the infolb data for you?

Dose sound like a tool ".nds file that will load the infolib data for you" and it's driving be bonkers lol!

Will try and think of a few things as i did not know back then, cheers Elvarg
grog.gif


If you could think of anythink ?, Be my guest! glad to hear of any thought's from anyone ?? !

EDIT: Sorry i know what he mean's - it will not bypass errcodes and will not produce the full infolib.dat data, only games that fully load it will

edit: this is the tool he ment for DSTT cards : http://www.mediafire.com/?j2mzxc6cr486sux

MAKEINFO.nds

do you know how the cheat tcode editor way works? and how do the tool work exactly.
 
Elvarg said:
drwhojan said:
Elvarg said:
read pongs 2nd reply

http://gbatemp.net/t217999-converting-a-pa...o-dat?&st=0

can you really use a cheat code editor to get the infolb.dat

and is there a .nds file that will load the infolb data for you?

Dose sound like a tool ".nds file that will load the infolib data for you" and it's driving be bonkers lol!

Will try and think of a few things as i did not know back then, cheers Elvarg
grog.gif


If you could think of anythink ?, Be my guest! glad to hear of any thought's from anyone ?? !

EDIT: Sorry i know what he mean's - it will not bypass errcodes and will not produce the full infolib.dat data, only games that fully load it will

edit: this is the tool he ment for DSTT cards : http://www.mediafire.com/?j2mzxc6cr486sux

MAKEINFO.nds


do you know how the cheat tcode editor way works? and how do the tool work exactly.

And the and of the day he meant the GameCode and ID - the GameID needs to be encrypted that's what extinfo.dat and infolib.dat uses , but you play with the original decrypted ROM

the r4cee cheat editor will only give you the decrypted gameID - but true gamecode

the r4patch.dat generator will do that as shown before - are use eNDryptS Advanced to encrypt a copy of your ROM then get the true encrypted gamecode and ID with r4cee

same thing basically

QUOTE
edit: this is the tool he ment for DSTT cards : http://www.mediafire.com/?j2mzxc6cr486sux

MAKEINFO.nds + make LIB folder in root of microsd , turn off DMA and reset , load game , restart ds run infolibmearge.nds to make a new infolib.dat with code added and data
 
drwhojan said:
Elvarg said:
I wish i realy new XD!, But how to contact him i wonder..., tryed with DSTT but no reply
frown.gif


All i every whated to know was just how to get the cardcommand for infolib.dat from ram are rom mabe, mabe one day! and that would make me
bow.gif


retro says he dosent use a tool to get the infolb.dat is that even possible.

Take the game

5500 - Zombie Daisuki (Jap)

infolib.dat cardcommand data i'm looking for - E8 79 05

ROM

---

0ffset's

001CD685
E8 79 05

00A88679
E8 79 05

No RAM find...

But each game will have it's own offset's in rom - making it hard to locate...

Are mabe this is not it..., as it may not exsist for one of each game

how would that your looking these?

001CD685

00A88679
 
Elvarg said:
edit : drowjan for the infolibmerge.nds for the dstt how are you ment to make that work

For games that load fully without errcode=-4 and =-6 on load issue, MAKEINFO.nds it will produce the full infolib.dat data to use for that game - INfolibmerge.nds that is a merger so it will merge the created file into the infolib.dat / making a new infolib.dat + file added with data and gamecode + id

check the TTMenu folder after created for a cap's INFOLIB.dat + bnk file to delete - rename the INFOLIB.dat to lower caps infolib.dat

PS: anyone please can help me out for once ? - with PATCH[14] : XX XX xx 00 ... [ARM9 RAM offset] Patch_B (function7:CardCommand) for data for infolib ?

thank you


QUOTEhow would that your looking these?

001CD685

00A88679

infolib.dat

00 00 00 00 00 00 00 00 44 E3 00 00 00 00 00 00
00 00 00 00 00 00 00 00 9C E3 00 00 C0 E4 00 00
08 E4 00 00 78 E5 00 00 00 00 00 00 00 E6 00 00
38 E7 00 00 2C E8 00 00 E8 79 05 00 FF FF FF FF
F0 74 06 00 FF FF FF FF FF FF FF FF FF FF FF FF
30 09 00 00 88 FB 00 00 FF FF FF FF FF FF FF FF

They are two locations in that ROM but not RAM - and dose it exstist as diffrent data for each game ? - and how to locate it in easer way ?, mabe finding PATCH[14] patchB card command works in a diffrent way then this ?
 
drwhojan said:
Elvarg said:
edit : drowjan for the infolibmerge.nds for the dstt how are you ment to make that work

For games that load fully without errcode=-4 and =-6 on load issue, MAKEINFO.nds it will produce the full infolib.dat data to use for that game - INfolibmerge.nds that is a merger so it will merge the created file into the infolib.dat / making a new infolib.dat + file added with data and gamecode + id

check the TTMenu folder after created for a cap's INFOLIB.dat + bnk file to delete - rename the INFOLIB.dat to lower caps infolib.dat

PS: anyone please can help me out for once ? - with PATCH[14] : XX XX xx 00 ... [ARM9 RAM offset] Patch_B (function7:CardCommand) for data for infolib ?

thank you


QUOTEhow would that your looking these?

001CD685

00A88679

infolib.dat

00 00 00 00 00 00 00 00 44 E3 00 00 00 00 00 00
00 00 00 00 00 00 00 00 9C E3 00 00 C0 E4 00 00
08 E4 00 00 78 E5 00 00 00 00 00 00 00 E6 00 00
38 E7 00 00 2C E8 00 00 E8 79 05 00 FF FF FF FF
F0 74 06 00 FF FF FF FF FF FF FF FF FF FF FF FF
30 09 00 00 88 FB 00 00 FF FF FF FF FF FF FF FF

They are two locations in that ROM but not RAM - and dose it exstist as diffrent data for each game ? - and how to locate it in easer way ?, mabe finding PATCH[14] patchB card command works in a diffrent way then this ?
The data may change for each game......I consider how can we find it!
MR DSTT still update his dats,but never tells me something about it
 
freehacker said:
drwhojan said:
Elvarg said:
edit : drowjan for the infolibmerge.nds for the dstt how are you ment to make that work

For games that load fully without errcode=-4 and =-6 on load issue, MAKEINFO.nds it will produce the full infolib.dat data to use for that game - INfolibmerge.nds that is a merger so it will merge the created file into the infolib.dat / making a new infolib.dat + file added with data and gamecode + id

check the TTMenu folder after created for a cap's INFOLIB.dat + bnk file to delete - rename the INFOLIB.dat to lower caps infolib.dat

PS: anyone please can help me out for once ? - with PATCH[14] : XX XX xx 00 ... [ARM9 RAM offset] Patch_B (function7:CardCommand) for data for infolib ?

thank you


QUOTE said:
how would that your looking these?

001CD685

00A88679

infolib.dat

00 00 00 00 00 00 00 00 44 E3 00 00 00 00 00 00
00 00 00 00 00 00 00 00 9C E3 00 00 C0 E4 00 00
08 E4 00 00 78 E5 00 00 00 00 00 00 00 E6 00 00
38 E7 00 00 2C E8 00 00 E8 79 05 00 FF FF FF FF
F0 74 06 00 FF FF FF FF FF FF FF FF FF FF FF FF
30 09 00 00 88 FB 00 00 FF FF FF FF FF FF FF FF

They are two locations in that ROM but not RAM - and dose it exstist as diffrent data for each game ? - and how to locate it in easer way ?, mabe finding PATCH[14] patchB card command works in a diffrent way then this ?
The data may change for each game......I consider how can we find it!
MR DSTT still update his dats,but never tells me something about it

The data dose change for each game!, but without knowing what that DATA is as we don't know it + finding it = a very hard combernation to locate

But it could be either exsist ROM are RAM to get it from ??....

Shame that he would not say on how he dose it XD!
ohnoes.png
= As we are not asking for the full monty!, as we know how to bet 95% of most of the data for most games

Cabelas Dangerous Hunts 2011 (USA) - was a odd case for the arm7 data , although can be patched with FF's for now

The first offset for that game was for extinfo.dat

CODE
DSTT - YSMENU

This will make the game load but with save problem

5502 - Cabela's Dangerous Hunts 2011 (U) - Original ROM

GameCode and Ecrypted GameID: BQGE B261936F

extinfo.dat

0x02010610
00 0C A0 E1 21 04 80 E1 00 10 A0 E3

infolib.dat

00 00 00 00 00 00 00 00 FF FF FF FF 00 00 00 00
00 00 00 00 00 00 00 00 FF FF FF FF FF FF FF FF
FF FF FF FF 00 00 00 00 FF FF FF FF FF FF FF FF
FF FF FF FF 00 00 00 00 1C 06 01 00 7C E6 10 00
A4 98 01 00 FF FF FF FF FF FF FF FF A4 02 00 00
30 09 00 00 0C 0F 01 00 FF FF FF FF FF FF FF FF

Patched arm7 with FF's - as can not be found

EDIT:

http://r4ds.uueasy.com/read.php?tid-15651.html

his DSTT upload of upto rom's 5508 - EDIT: DL it from hear

http://down.qiannao.com/space/file/deoxys/..._5508.rar/.page
 
Working with extinfo.dat and infolib.dat + Help if possible with your idears ?

How to locate offset's for extinfo.dat - as you see in the image you can work out from there!

Fist you need the correct GameCode and ID: encrypt a copy of your ROM with eNDryptS Advanced
http://www.no-intro.org/tools.htm , run with admin rights for vista and 7's users -

Then get the encrypted GameCode and ID using r4cee http://hp.vector.co.jp/authors/VA013928/bin/r4cce086.zip

Use the encrypted GameID and Code with all extinfo.dat / infolib.dat /savlib.dat

You might need DeSmuME http://desmume.org/

------------------------------------------------------------

locatefirstdata1.png


First type data to search for

38 40 2D E9 00 0C A0 E1 21 24 80 E1

Extinfo.dat Patch data to apply

00 0C A0 E1 21 04 80 E1 00 10 A0 E3

1. Do a RAM search / Tick all shown on image

2. Reverse DATA to search in RAM: E1 80 24 21 - Need to search lest data 00 and 08 ->00

If still have errcode =-4 patch two of the greens 28 and 29 -> 00

Once the game has bypassed err codes it will boot into two white screens - OK not a problem

PIN4.png


Once the game has loaded - Put your microSD chip into reader and Check the LIB folder you code has bean generated but garbled data abit

OK now to do a match - open the file in the lib folder with a hex-editor and your data between lines 180-1D0

Now open the original infolib.dat with TTdT.exe - and look thoughout infolib.dat - look for the bottom line in green 30 09 00 00 94 FB 00 00 - 94 FB will tell you to look out for a match that in the image - 44 EE in blue - then the match will give you all of the arm7 data

True data is marked in green this is what we need to mix! - the red was garbled this is patched in FF's for DSI enhanced games - but is data for DS games

Take a good look yourself - and the pick and mix data is!

A true 95% done!

Code:
00 00 00 00 00 00 00 00 44 E3 00 00 00 00 00 00
00 00 00 00 00 00 00 00 9C E3 00 00 C0 E4 00 00
08 E4 00 00 78 E5 00 00 00 00 00 00 00 E6 00 00
38 E7 00 00 2C E8 00 00 xx xx 01 00 FF FF FF FF
18 CF 01 00 FF FF FF FF FF FF FF FF FF FF FF FF
30 09 00 00 94 FB 00 00 FF FF FF FF FF FF FF FF

xx xx - are the only part's that it will not produce - but looking for help on this issue ?

EDIT:

MAP

infolibdat1.png


Green ARM7 Data - Red ARM9 Data

How to get 95% infolib.dat data.avi - video bypassing errcode=-4 and 6

http://www.mediafire.com/?vs2dc249ispo7vo

Any Idears are thought's are welcome ??
 
<!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo--><!--coloro:#008000--><span style="color:#008000"><!--/coloro-->infolib.dat Structure, Re-map and cleanup , If anyone can make sense of how to use it, please let us and overs know ?<!--colorc--></span><!--/colorc--> <!--sizec--></span><!--/sizec-->

Big XX are data bytes - small xx could be a byte or 00

PATCH[0] : 00 00 00 00 ... reserve
PATCH[1] : 00 00 00 00 ... reserve
PATCH[2] : XX XX 00 00 ... [ARM7 RAM offset] Patch_A
PATCH[3] : 00 00 00 00 ... reserve

PATCH[4] : 00 00 00 00 ... resreve
PATCH[5] : 00 00 00 00 ... reserve
PATCH[6] : XX XX 00 00 ... [ARM7 RAM offset] Patch_B (function1:MemoryRead)
PATCH[7] : XX XX 00 00 ... [ARM7 RAM offset] Patch_B (function2:MemoryWrite)

PATCH[8] : XX XX 00 00 ... [ARM7 RAM offset] Patch_B (function2:MemoryWrite)
PATCH[9] : XX XX 00 00 ... [ARM7 RAM offset] Patch_B (function3:WaitDelay)
PATCH[10] : 00 00 00 00 ... [ARM7 RAM offset] Patch_B (function4:MemoryWrite256)
PATCH[11] : XX XX 00 00 ... [ARM7 RAM offset] Patch_B (function5:MemoryWrite64K)

PATCH[12] : XX XX 00 00 ... [ARM7 RAM offset] Patch_B (function6:MemoryWrite512K)
PATCH[13] : XX XX 00 00 ... [ARM7 RAM offset] Patch_B (function7:CardCommand)
PATCH[14] : XX XX xx 00 ... [ARM9 RAM offset] Patch_B (function7:CardCommand)
PATCH[15] : XX XX XX 00 ... [ARM9 RAM offset] Patch_B (function8:CardInitialize)

PATCH[16] : XX XX xx 00 ... [ARM9 RAM offset] Patch_A
PATCH[17] : FF FF FF FF ... [ARM9 RAM offset] Patch_C (functuon7:CardCommand)
PATCH[18] : XX XX xx 00 ... [ARM9 RAM offset] Patch_D (DMA patch)
PATCH[19] : FF FF FF FF ... [ARM9 RAM offset] Patch_E

PATCH[20] : XX XX 00 00 ... [ARM9 RAM offset] Branch Address (Cheat & Reset)
PATCH[21] : XX XX xx 00 ... [ARM7 Execute RAM offset] Branch Address (Cheat & Reset)
PATCH[22] : FF FF FF FF ... reserve
PATCH[23] : FF FF FF FF ... reserve


infolib.dat is, ARM7, ARM9 offset addresses are recorded to be deployed patch program memory.

· ARM9: If the compression code, and the offset address after deployment.
· ARM7: offset address of the memory to be deployed early.
However, offset RAM Execute ARM7 is, ARM7 ?'re confusing offset address that contains the executable code
* These values, even if, ARM code, if odd, THUMB code is embedded.
(Odd case, the embedded address bit0 to 0 respectively)

Embed code, there are four patterns. For convenience, Patch_A, Patch_B, Patch_C, Patch_D call.

Patch_A will only return
Patch_B Patch_C and memory, the patch is deployed 0x023FE000 call each feature of the program.
The Patch_D, DMA code when processing embedded
Patch_E is Animal Crossing? Embed code
PATCH [20], PATCH [21] is, Cheat & Reset to store the memory address of the jump process.



PATCH [2]: Patch_A
If your code · ARM
* (ARM7_RAM_ADDRESS + PATCH [2]) = E12FFF1E bx r14

If your code · THUMB
* (ARM7_RAM_ADDRESS + PATCH [2]) = 4770


PATCH [6]: Patch_B (function1)
If your code · ARM
* (ARM7_RAM_ADDRESS + PATCH [6] +0) = E59F3000 ldr r3, [r15]
* (ARM7_RAM_ADDRESS + PATCH [6] +4) = E12FFF13 bx r3
* (ARM7_RAM_ADDRESS + PATCH [6] +8) = 023FE001

If your code · THUMB
* (ARM7_RAM_ADDRESS + PATCH [6] +0) = 4B00
* (ARM7_RAM_ADDRESS + PATCH [6] +2) = 470C
* (ARM7_RAM_ADDRESS + PATCH [6] +4) = E001
* (ARM7_RAM_ADDRESS + PATCH [6] +6) = 023F

u32 MemoryRead (u32 chip_address, (u8 *) read_buffer, u32 read_size)
entry
r0 = chip_address
r1 = * read_buffer
r2 = read_size

return
r0 = 0

PATCH [7]: Patch_B (function2)
If your code · ARM
* (ARM7_RAM_ADDRESS + PATCH [7] +0) = E59F3000 ldr r3, [r15]
* (ARM7_RAM_ADDRESS + PATCH [7] +4) = E12FFF13 bx r3
* (ARM7_RAM_ADDRESS + PATCH [7] +8) = 023FE00B

If your code · THUMB
* (ARM7_RAM_ADDRESS + PATCH [7] +0) = 4B00
* (ARM7_RAM_ADDRESS + PATCH [7] +2) = 470C
* (ARM7_RAM_ADDRESS + PATCH [7] +4) = E00B
* (ARM7_RAM_ADDRESS + PATCH [7] +6) = 023F

void MemoryWrite (u32 chip_address, (u8 *) write_buffer, u32 write_size)
entry
r0 = chip_address
r1 = * write_buffer
r2 = write_size


PATCH [8]: Patch_B (function2)
If your code · ARM
* (ARM7_RAM_ADDRESS + PATCH [8] +0) = E59F3000 ldr r3, [r15]
* (ARM7_RAM_ADDRESS + PATCH [8] +4) = E12FFF13 bx r3
* (ARM7_RAM_ADDRESS + PATCH [8] +8) = 023FE00B

If your code · THUMB
* (ARM7_RAM_ADDRESS + PATCH [8] +0) = 4B00
* (ARM7_RAM_ADDRESS + PATCH [8] +2) = 470C
* (ARM7_RAM_ADDRESS + PATCH [8] +4) = E00B
* (ARM7_RAM_ADDRESS + PATCH [8] +6) = 023F

void MemoryWrite (u32 chip_address, (u8 *) write_buffer, u32 write_size)
entry
r0 = chip_address
r1 = * write_buffer
r2 = write_size


PATCH [9]: Patch_B (function3)
If your code · ARM
* (ARM7_RAM_ADDRESS + PATCH [9] +0) = E59F3000 ldr r3, [r15]
* (ARM7_RAM_ADDRESS + PATCH [9] +4) = E12FFF13 bx r3
* (ARM7_RAM_ADDRESS + PATCH [9] +8) = 023FE015

If your code · THUMB
* (ARM7_RAM_ADDRESS + PATCH [9] +0) = 4B00
* (ARM7_RAM_ADDRESS + PATCH [9] +2) = 470C
* (ARM7_RAM_ADDRESS + PATCH [9] +4) = E015
* (ARM7_RAM_ADDRESS + PATCH [9] +6) = 023F

void WaitDelay (void)


PATCH [10]: Patch_B (function4)
If your code · ARM
* (ARM7_RAM_ADDRESS + PATCH [10] +0) = E59F2000 ldr r2, [r15]
* (ARM7_RAM_ADDRESS + PATCH [10] +4) = E12FFF12 bx r2
* (ARM7_RAM_ADDRESS + PATCH [10] +8) = 023FE01F

If your code · THUMB
* (ARM7_RAM_ADDRESS + PATCH [10] +0) = 4A00
* (ARM7_RAM_ADDRESS + PATCH [10] +2) = 4708
* (ARM7_RAM_ADDRESS + PATCH [10] +4) = E01F
* (ARM7_RAM_ADDRESS + PATCH [10] +6) = 023F

void MemoryWrite256 (u32 chip_address)
entry
r0 = chip_address


PATCH [11]: Patch_B (function5)
If your code · ARM
* (ARM7_RAM_ADDRESS + PATCH [11] +0) = E59F2000 ldr r2, [r15]
* (ARM7_RAM_ADDRESS + PATCH [11] +4) = E12FFF12 bx r2
* (ARM7_RAM_ADDRESS + PATCH [11] +8) = 023FE029

If your code · THUMB
* (ARM7_RAM_ADDRESS + PATCH [11] +0) = 4A00
* (ARM7_RAM_ADDRESS + PATCH [11] +2) = 4708
* (ARM7_RAM_ADDRESS + PATCH [11] +4) = E029
* (ARM7_RAM_ADDRESS + PATCH [11] +6) = 023F

void MemoryWrite64K (u32 chip_address)
entry
r0 = chip_address


PATCH [12]: Patch_B (function6)
If your code · ARM
* (ARM7_RAM_ADDRESS + PATCH [12] +0) = E59F1000 ldr r1, [r15]
* (ARM7_RAM_ADDRESS + PATCH [12] +4) = E12FFF11 bx r1
* (ARM7_RAM_ADDRESS + PATCH [12] +8) = 023FE033

If your code · THUMB
* (ARM7_RAM_ADDRESS + PATCH [12] +0) = 4900
* (ARM7_RAM_ADDRESS + PATCH [12] +2) = 4704
* (ARM7_RAM_ADDRESS + PATCH [12] +4) = E033
* (ARM7_RAM_ADDRESS + PATCH [12] +6) = 023F

void MemoryWrite512K (void)


PATCH [13]: Patch_B (function7)
If your code · ARM
* (ARM7_RAM_ADDRESS + PATCH [13] +0) = E59F2000 ldr r2, [r15]
* (ARM7_RAM_ADDRESS + PATCH [13] +4) = E12FFF12 bx r2
* (ARM7_RAM_ADDRESS + PATCH [13] +8) = 023FE03D

If your code · THUMB
* (ARM7_RAM_ADDRESS + PATCH [13] +0) = 4A00
* (ARM7_RAM_ADDRESS + PATCH [13] +2) = 4708
* (ARM7_RAM_ADDRESS + PATCH [13] +4) = E03D
* (ARM7_RAM_ADDRESS + PATCH [13] +6) = 023F

void CardCommand (u32 command)
entry
r0 = command (Gamecard bus command)


PATCH [14]: Patch_B (function7)
If your code · ARM
* (ARM9_RAM_ADDRESS + PATCH [14] +0) = E59F2000 ldr r2, [r15]
* (ARM9_RAM_ADDRESS + PATCH [14] +4) = E12FFF12 bx r2
* (ARM9_RAM_ADDRESS + PATCH [14] +8) = 023FE03D

If your code · THUMB
* (ARM9_RAM_ADDRESS + PATCH [14] +0) = 4A00
* (ARM9_RAM_ADDRESS + PATCH [14] +2) = 4708
* (ARM9_RAM_ADDRESS + PATCH [14] +4) = E03D
* (ARM9_RAM_ADDRESS + PATCH [14] +6) = 023F

void CardCommand (u32 command)
entry
r0 = command (Gamecard bus command)


PATCH [15]: Patch_B (function8)
If your code · ARM
* (ARM9_RAM_ADDRESS + PATCH [15] +0) = E59F1000 ldr r1, [r15]
* (ARM9_RAM_ADDRESS + PATCH [15] +4) = E12FFF11 bx r1
* (ARM9_RAM_ADDRESS + PATCH [15] +8) = 023FE047

If your code · THUMB
* (ARM9_RAM_ADDRESS + PATCH [15] +0) = 4900
* (ARM9_RAM_ADDRESS + PATCH [15] +2) = 4704
* (ARM9_RAM_ADDRESS + PATCH [15] +4) = E047
* (ARM9_RAM_ADDRESS + PATCH [15] +6) = 023F

void CardInitialize (void)


PATCH [16]: Patch_A
If your code · ARM
* (ARM9_RAM_ADDRESS + PATCH [16]) = E12FFF1E bx r14

If your code · THUMB
* (ARM9_RAM_ADDRESS + PATCH [16]) = 4770


PATCH [17]: Patch_C (function7)
If your code · ARM
* (ARM9_RAM_ADDRESS + PATCH [17] +0 x0C) = E92D400F stmdb r13!, (R0, r1, r2, r3, r14)
* (ARM9_RAM_ADDRESS + PATCH [17] +0 x10) = E1A0000C mov r0, r12
* (ARM9_RAM_ADDRESS + PATCH [17] +0 x14) = E1A01005 mov r1, r5
* (ARM9_RAM_ADDRESS + PATCH [17] +0 x18) = E28FE008 add r14, r15, # 0x8
* (ARM9_RAM_ADDRESS + PATCH [17] +0 x1C) = E59F2000 ldr r2, [r15]
* (ARM9_RAM_ADDRESS + PATCH [17] +0 x20) = E12FFF12 bx r2
* (ARM9_RAM_ADDRESS + PATCH [17] +0 x24) = 023FE03D
* (ARM9_RAM_ADDRESS + PATCH [17] +0 x28) = E8BD400F ldmia r13!, (R0, r1, r2, r3, r14)
* (ARM9_RAM_ADDRESS + PATCH [17] +0 x2C) = E1A00000 nop (mov r0, r0)
* (ARM9_RAM_ADDRESS + PATCH [17] +0 x30) = E1A00000 nop (mov r0, r0)
* (ARM9_RAM_ADDRESS + PATCH [17] +0 x34) = E1A00000 nop (mov r0, r0)
* (ARM9_RAM_ADDRESS + PATCH [17] +0 x38) = E1A00000 nop (mov r0, r0)
* (ARM9_RAM_ADDRESS + PATCH [17] +0 x3C) = E1A00000 nop (mov r0, r0)
* (ARM9_RAM_ADDRESS + PATCH [17] +0 x40) = E1A00000 nop (mov r0, r0)
* (ARM9_RAM_ADDRESS + PATCH [17] +0 x44) = E1A00000 nop (mov r0, r0)
* (ARM9_RAM_ADDRESS + PATCH [17] +0 x48) = E1A00000 nop (mov r0, r0)
* (ARM9_RAM_ADDRESS + PATCH [17] +0 x4C) = E1A00000 nop (mov r0, r0)
* (ARM9_RAM_ADDRESS + PATCH [17] +0 x50) = E1A00000 nop (mov r0, r0)
* (ARM9_RAM_ADDRESS + PATCH [17] +0 x54) = E1A00000 nop (mov r0, r0)
* (ARM9_RAM_ADDRESS + PATCH [17] +0 x58) = E1A00000 nop (mov r0, r0)
* (ARM9_RAM_ADDRESS + PATCH [17] +0 x5C) = E1A00000 nop (mov r0, r0)
* (ARM9_RAM_ADDRESS + PATCH [17] +0 x60) = E1A00000 nop (mov r0, r0)
* (ARM9_RAM_ADDRESS + PATCH [17] +0 x64) = E1A00000 nop (mov r0, r0)
* (ARM9_RAM_ADDRESS + PATCH [17] +0 x68) = E1A00000 nop (mov r0, r0)
* (ARM9_RAM_ADDRESS + PATCH [17] +0 x6C) = -------- skip
* (ARM9_RAM_ADDRESS + PATCH [17] +0 x70) = E1A00000 nop (mov r0, r0)

If your code · THUMB
No

void CardCommand (u32 command)
entry
r0 = command (Gamecard bus command)


PATCH [18]: Patch_D
If your code · ARM
* (ARM9_RAM_ADDRESS + PATCH [18] +0 x00) = E59F1010 ldr r1, [r15, # +0 x10]
* (ARM9_RAM_ADDRESS + PATCH [18] +0 x04) = E5911000 ldr r1, [r1, # +0 x0]
* (ARM9_RAM_ADDRESS + PATCH [18] +0 x08) = E38114A1 orr r1, r1, # 0xA1000000
* (ARM9_RAM_ADDRESS + PATCH [18] +0 x0c) = E5801004 str r1, [r0, # +0 x4]
* (ARM9_RAM_ADDRESS + PATCH [18] +0 x10) = E3A00000 mov r0, # 0x0
* (ARM9_RAM_ADDRESS + PATCH [18] +0 x14) = E12FFF1E bx r14
* (ARM9_RAM_ADDRESS + PATCH [18] +0 x18) = 027FFE60

If your code · THUMB
* (ARM9_RAM_ADDRESS + PATCH [18] +0 x00) = 4903
* (ARM9_RAM_ADDRESS + PATCH [18] +0 x02) = 6809
* (ARM9_RAM_ADDRESS + PATCH [18] +0 x04) = 4A03
* (ARM9_RAM_ADDRESS + PATCH [18] +0 x06) = 4311
* (ARM9_RAM_ADDRESS + PATCH [18] +0 x08) = 6041
* (ARM9_RAM_ADDRESS + PATCH [18] +0 x0a) = 2000
* (ARM9_RAM_ADDRESS + PATCH [18] +0 x0c) = 4770
* (ARM9_RAM_ADDRESS + PATCH [18] +0 x0e) = 0000
* (ARM9_RAM_ADDRESS + PATCH [18] +0 x10) = FE60
* (ARM9_RAM_ADDRESS + PATCH [18] +0 x12) = 027F
* (ARM9_RAM_ADDRESS + PATCH [18] +0 x14) = 0000
* (ARM9_RAM_ADDRESS + PATCH [18] +0 x16) = A100


PATCH [19]: Patch_E
pending

MAP of Sploiler data

<img src="http://i377.photobucket.com/albums/oo212/drwhojan/infolib-2.png" border="0" class="linked-image" />


EDIT:

Basicly I'm looking for someone who know's how to find this area ? - are what to do with it ?

PATCH [14]: Patch_B (function7)
If your code · ARM
* (ARM9_RAM_ADDRESS + PATCH [14] +0) = E59F2000 ldr r2, [r15]
* (ARM9_RAM_ADDRESS + PATCH [14] +4) = E12FFF12 bx r2
* (ARM9_RAM_ADDRESS + PATCH [14] +8) = 023FE03D

If your code · THUMB
* (ARM9_RAM_ADDRESS + PATCH [14] +0) = 4A00
* (ARM9_RAM_ADDRESS + PATCH [14] +2) = 4708
* (ARM9_RAM_ADDRESS + PATCH [14] +4) = E03D
* (ARM9_RAM_ADDRESS + PATCH [14] +6) = 023F

void CardCommand (u32 command)
entry
r0 = command (Gamecard bus command)

Thank you drwhojan
 

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