I'm talking about menus.Those that early threads.Shadow wrote:HITMOD can be found on the HITMENS site here.
WORKSHOP CODING INTROS & DEMOS for Play Station 1
-
inc^lightforce Verified
- Psy-Q Enthusiast
- Posts: 249
- Joined: Mar 07, 2013
- I am a: Programmer Windows+PS1, GFX Artist
- PlayStation Model: Black
- Location: Germany
sorry for the down files. i was away from the forum for a long time. shame on me
i will upload all of them very soon
i will upload all of them very soon
-
inc^lightforce Verified
- Psy-Q Enthusiast
- Posts: 249
- Joined: Mar 07, 2013
- I am a: Programmer Windows+PS1, GFX Artist
- PlayStation Model: Black
- Location: Germany
you are tired in PS1 Games copy protection?
today i provide the - BAD - cracking tutorial. It is a office document and only in german, but can easily translated in google or with similar tools. thanks to Malaexyz.
shouts
today i provide the - BAD - cracking tutorial. It is a office document and only in german, but can easily translated in google or with similar tools. thanks to Malaexyz.
shouts
You do not have the required permissions to view the files attached to this post.
- ViLXDRYAD
- Curious PSXDEV User
- Posts: 19
- Joined: May 03, 2018
- I am a: Avocado lover
- Motto: FR E SH A VOCA DO
- PlayStation Model: SCPH1001
AAAAAA i love this! i enjoyed your group productions so much as a kid! it was Paradox who inspired me into coding for the demoscene!
thaanks you so much for all this info and source codes! let's see what idea i come with out of them! = 3
btw the links on post 1, 2 ,3 ,6 and 12 of this thread are offline :C i'd really, really appreciate if you reuploaded them!~ +O+
i wish i knew years ago rapidshare and other hostings were going to close, so many good stuff lost ;-;
thaanks a lot beforehand, inc^lightforce! x3
thaanks you so much for all this info and source codes! let's see what idea i come with out of them! = 3
btw the links on post 1, 2 ,3 ,6 and 12 of this thread are offline :C i'd really, really appreciate if you reuploaded them!~ +O+
i wish i knew years ago rapidshare and other hostings were going to close, so many good stuff lost ;-;
thaanks a lot beforehand, inc^lightforce! x3
I love this thread, should be pinned and the files uploaded, it inspires me to start coding in C.
Thank you so much inc^lightforce.
Thread:
I do most ASM hacking I'm thinking of instead of defining opcodes for trainers like:
#define NOP 0x00000000
I saw in a exemple here
var = (u_long *)0x80080000;
*var = NOP;
There must be a way to insert a whole ArrayOfBytes into the main EXE and make smaller trainers and hack the main exe on depacking.
Here an AoB example is a JR RA and NOP..... and so on.
char rutine[] = {0x08, 0x00, 0xE0, 0x03, 0x00, 0x00, 0x00, 0x00......
and patch it directly into the main exe with for loops, that way the trainers will be much smaller, I don't know how big injected trainer can be.
There are some limitations, sometime the main exe load modules or other files that moves around routines, that is why Gameshark have the conditional code types.
Thank you so much inc^lightforce.
Thread:
I do most ASM hacking I'm thinking of instead of defining opcodes for trainers like:
#define NOP 0x00000000
I saw in a exemple here
var = (u_long *)0x80080000;
*var = NOP;
There must be a way to insert a whole ArrayOfBytes into the main EXE and make smaller trainers and hack the main exe on depacking.
Here an AoB example is a JR RA and NOP..... and so on.
char rutine[] = {0x08, 0x00, 0xE0, 0x03, 0x00, 0x00, 0x00, 0x00......
and patch it directly into the main exe with for loops, that way the trainers will be much smaller, I don't know how big injected trainer can be.
There are some limitations, sometime the main exe load modules or other files that moves around routines, that is why Gameshark have the conditional code types.
- Dedok179
- Serious PSXDEV User
- Posts: 86
- Joined: Jun 11, 2015
- I am a: Programmer, Beginning reverser
- PlayStation Model: SCPH-5502
- Discord: Dedok179#2632
- Location: Tula,RU
Almost finished work on the trainer builder.
Thanks to such guys as Icarus, Shadow, INC, LameGuy64, Mr2, Brill. Only thanks to these guys I was able to implement this program, which I have long wanted to do. Thank you for all the dudes .
[BBvideo=560,315]https://youtu.be/-A0aCiLDAVY[/BBvideo]
Thanks to such guys as Icarus, Shadow, INC, LameGuy64, Mr2, Brill. Only thanks to these guys I was able to implement this program, which I have long wanted to do. Thank you for all the dudes .
[BBvideo=560,315]https://youtu.be/-A0aCiLDAVY[/BBvideo]
-
Administrator Verified
- Admin / PSXDEV
- Posts: 2689
- Joined: Dec 31, 2012
- I am a: Shadow
- PlayStation Model: H2000/5502
Wow, very nice! Turned out well!!
Development Console: SCPH-5502 with 8MB RAM, MM3 Modchip, PAL 60 Colour Modification (for NTSC), PSIO Switch Board, DB-9 breakout headers for both RGB and Serial output and an Xplorer with CAETLA 0.34.
PlayStation Development PC: Windows 98 SE, Pentium 3 at 400MHz, 128MB SDRAM, DTL-H2000, DTL-H2010, DTL-H201A, DTL-S2020 (with 4GB SCSI-2 HDD), 21" Sony G420, CD-R burner, 3.25" and 5.25" Floppy Diskette Drives, ZIP 100 Diskette Drive and an IBM Model M keyboard.
PlayStation Development PC: Windows 98 SE, Pentium 3 at 400MHz, 128MB SDRAM, DTL-H2000, DTL-H2010, DTL-H201A, DTL-S2020 (with 4GB SCSI-2 HDD), 21" Sony G420, CD-R burner, 3.25" and 5.25" Floppy Diskette Drives, ZIP 100 Diskette Drive and an IBM Model M keyboard.
-
inc^lightforce Verified
- Psy-Q Enthusiast
- Posts: 249
- Joined: Mar 07, 2013
- I am a: Programmer Windows+PS1, GFX Artist
- PlayStation Model: Black
- Location: Germany
back.
damn i forgot to enter this forum for such a while.
any questions? anything is down? any help needed?
pls contact me.
the fastet way is skype: a5recordings
leave a short sign and i will be back instantly
@Dedok179
very nice work.
this make things very easy. i remember back in the days i used the hardware "Action Replay" and searched throug a whole exe code
but a trainer also need a nice intro
maybe we can develop a windows based AiO Tool that create a trainer including the known Intros including Logo, Music, 3D and all those stuff.
damn i forgot to enter this forum for such a while.
any questions? anything is down? any help needed?
pls contact me.
the fastet way is skype: a5recordings
leave a short sign and i will be back instantly
@Dedok179
very nice work.
this make things very easy. i remember back in the days i used the hardware "Action Replay" and searched throug a whole exe code
but a trainer also need a nice intro
maybe we can develop a windows based AiO Tool that create a trainer including the known Intros including Logo, Music, 3D and all those stuff.
-
inc^lightforce Verified
- Psy-Q Enthusiast
- Posts: 249
- Joined: Mar 07, 2013
- I am a: Programmer Windows+PS1, GFX Artist
- PlayStation Model: Black
- Location: Germany
the Limitation is up to the packing rate as i mentioned in my Entry Post:Z3R0X wrote: ↑June 29th, 2019, 1:42 am There must be a way to insert a whole ArrayOfBytes into the main EXE and make smaller trainers and hack the main exe on depacking.
Here an AoB example is a JR RA and NOP..... and so on.
char rutine[] = {0x08, 0x00, 0xE0, 0x03, 0x00, 0x00, 0x00, 0x00......
and patch it directly into the main exe with for loops, that way the trainers will be much smaller, I don't know how big injected trainer can be.
There are some limitations, sometime the main exe load modules or other files that moves around routines, that is why Gameshark have the conditional code types.
we/ i... used to hardcode trainers in the past. i have all the source code and examples on my HardDisc.
I will update my Thread with new source code and Examples soon
Why only 1 exe file? it was important and inevitable to pack the original "Game-exe" to get free space for own Code of Cracktros/ Selectors or Trainers.
The new modified "PS1 Game EXE", taken from the original Game-ISO, MUST always have exactly! the same size after including a "Cracktro Code" into the "Original PS1 Game-EXE". Than the modified "PS1 Game EXE", injected back into the "GAME-ISO", all in all must have the same file and sector size to work properly. Otherwise the Game failed to boot up from Disc in the PS1 Console.
Injecting a Cracktro into a Game was only possible, if we included own Code into the "Original PS1 Game Exe"! No other solution will work
When i packed a "PS1 Game EXE" of eg. 400 KB, i had with luck, a result of 150 KB. OLé yeah --> now i had 250 KB free Space for own "Code, the Cracktro" to include in front of the "Original PS1 GAME". Later the file was compiled with "Hook points" and ASM Addresses to load up from the correct EXE MEM-ADDRESS and Disc-Sector. You can see it in the source code called as: ASM .... and *ficken (ficken = german and means "fuck" so we fucked SONY ). When pressed on the Gamepad "X" or "O", the game does now boot/load for the desired "TV Video Norm". Show a nice Cracktro, play a funny sound and remove copy protection or offer a "Trainer menu". Creating a PPF File was always done with our magic tools (one of them: "magic sector key"). MSK.exe scan the whole PS1 ISO and print the exact position of the Exe File and other important information.
Hello all, why I can't download tha MSK attachement? I wan't to put intro to my game
Thank you a lot
-
inc^lightforce Verified
- Psy-Q Enthusiast
- Posts: 249
- Joined: Mar 07, 2013
- I am a: Programmer Windows+PS1, GFX Artist
- PlayStation Model: Black
- Location: Germany
i've added more explanations into my 1rst post
i also attached the 3 tools that are necessary to start coding your own intro.
cheers
i also attached the 3 tools that are necessary to start coding your own intro.
cheers
Hello Inc,
Nice post. Bring back old memory. Regarding Rob Northern Packer (PPIBM/RNC), I was wondering if there is aversion running on a modern pc somewhere ? I am trying to compile some old intro of mine but I am still missing a couple
of items, incl. this good old packer
Thanks.
Nice post. Bring back old memory. Regarding Rob Northern Packer (PPIBM/RNC), I was wondering if there is aversion running on a modern pc somewhere ? I am trying to compile some old intro of mine but I am still missing a couple
of items, incl. this good old packer
Thanks.
- Dedok179
- Serious PSXDEV User
- Posts: 86
- Joined: Jun 11, 2015
- I am a: Programmer, Beginning reverser
- PlayStation Model: SCPH-5502
- Discord: Dedok179#2632
- Location: Tula,RU
Hello MrBengali,MrBengali wrote: ↑May 24th, 2020, 6:35 am Hello Inc,
Nice post. Bring back old memory. Regarding Rob Northern Packer (PPIBM/RNC), I was wondering if there is aversion running on a modern pc somewhere ? I am trying to compile some old intro of mine but I am still missing a couple
of items, incl. this good old packer
Thanks.
This is what you need.
@dedok179 Thanks you! This is indeed what I am chasing for. I am a bit rusted after 20 years but I am trying to recover
@dedok179 PPIBM64 recompiled and I have the old RNC routine (adapted from N64 R4300). I gonna try to assemble some bytes tomorrow. Thanks again!
-
inc^lightforce Verified
- Psy-Q Enthusiast
- Posts: 249
- Joined: Mar 07, 2013
- I am a: Programmer Windows+PS1, GFX Artist
- PlayStation Model: Black
- Location: Germany
hi MrBengali,
looong time nothing heard from you. how are you?
I'm on rush at the moment but meanwhile i also programming a 3D Demo as an tutorial for my workshop.
If you need some help to get loose the rust, lets keep in touch
looong time nothing heard from you. how are you?
I'm on rush at the moment but meanwhile i also programming a 3D Demo as an tutorial for my workshop.
If you need some help to get loose the rust, lets keep in touch
-
inc^lightforce Verified
- Psy-Q Enthusiast
- Posts: 249
- Joined: Mar 07, 2013
- I am a: Programmer Windows+PS1, GFX Artist
- PlayStation Model: Black
- Location: Germany
To make, packing the original PS1 Exe easy for current Windows Versions, i just programmed a "rnc packing tool". Compatible with Windows XP up to Windows 10, x86 and further Windows versions.
The Tool will be online soon and can be taken from my first post.
EDIT:
NEW WINDOWS RNC TOOL Released
you can download the tool from the entry post.
Info:
The Tool will be online soon and can be taken from my first post.
EDIT:
NEW WINDOWS RNC TOOL Released
you can download the tool from the entry post.
Info:
► Show Spoiler
Last edited by inc^lightforce on April 9th, 2021, 12:48 am, edited 3 times in total.
@Inc
Great to hear from you. Nice gui. Thanks to dedok, I put my hands on a working version of PPIBM. I have compiled
a few of our old asm intro. It works on real hardware but it's less conclusive on emu and/or classic. Some bytes to
fix (and running out of time). I am trying to setting up a working env. as in the old days but I am still missing some of our old tools and a proper linker to connect the real hardware.
Would be more than happy to chat about that
Great to hear from you. Nice gui. Thanks to dedok, I put my hands on a working version of PPIBM. I have compiled
a few of our old asm intro. It works on real hardware but it's less conclusive on emu and/or classic. Some bytes to
fix (and running out of time). I am trying to setting up a working env. as in the old days but I am still missing some of our old tools and a proper linker to connect the real hardware.
Would be more than happy to chat about that
Who is online
Users browsing this forum: No registered users and 8 guests