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PostPosted: Tue Oct 17, 2006 6:49 am 
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Title: Crazy Snake
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Change Log:

v1.6:

..Renegade can attach to Project64 now. Thank SubDrag for the proper start offset.
..Code assembler now supports Thumb. Don't hold your breath where ARM is concerned.
..Fixed a minor annoyance in the Mem Editor. When ReadProcessMemory fails, the auto-refresh timer should now disable itself.
..You'll also notice I added a couple of somewhat useless tools. One of them converts between plain text and C:|| format, and the other one prints activators for all 4 players based on the P1 address.

v1.61:
..Renegade can attach to PCSX v1.5 now.
..Added support for PS2 codes in the code assembler and disassembler.

v1.62:
..Little Endian System option added, along with No$GBA v2.3d DS hacking support.

v1.63:
..Cheat Patcher now supports DS AR ram write and pointer code types.
..a couple of minor bugs squashed and an improvement or two you may or may not notice.

v1.64:
..Memory Editor now includes an endian selection box, so we can view it either way. Helps me with ASM hacking on PSX.
..Code Search now includes the option to set the search range.
..Code Assembler/Disassembler now has an option for PSX input/output.

v1.65:
..The bug with initial dumps in code searcher has finally been swatted...with a sledgehammer.
..Fixed a minor bug with code prefixes in the code assembler.
..The opcode display type setting on the Code Disassembler actually works now. There's also an option to output HTML for FAQ writing.
..Slightly revamped the internal disassembly code and added the option to prefix hex values with 0x.
..Added Copy buttons and working CTRL+A keyboard shortcuts ot a few things. It really pisses me off when I hit CTRL+A on something and it doesn't work.

v1.666:
..Emulators are now supported via emulators.cfg. Theres an example on the first line of the file showing how to add new ones. This change also brings about some minor GUI and logistical changes as well.
..EmuCheat has a PC codes option now (see below for code types). This is because PC games can easily be added to the emulators.cfg.
..Results display form the Code Search now has the ability to test results or view in memory editor while attached to the emulator.
..Code Assembler doesn't go apeshit when tabbed ASM is processed. Comments on .ORG pseudo ops actually work now.
..Fixed crash when clicking Results button with no search active.
..Fixed 16-bit Upper/Lower search size, I think.
..Fixed the problem with code search crashing after 30 searches (hopefully). Limit should now be 75.

v1.67:
..Code Assembler has a new option (Para's suggestion): Write to emulator. It'll only write if there aren't any warnings.
..Endian setting in the Code Search window will now lock while attached to an emulator like before.

v1.68:
..Added support for NeoPop/Neo Geo Pocket hacking and cheating.
..Minor update to the Code Formatter.

v1.68b:
..Minor fix to Code Assembler. Multi-instruction pseudo ops were throwing off the address.
..Code Disassembler now supports raw PS2 codes.
..Probably another minor fix or two I forgot to mention.

v1.69:
..PCSX2 has been added to the emulator attachment list. Note that only the TLB version (pcsx2t.exe) is supported. There's an unknown issue with writing the RAM of the other version.
..Support for 0,1,2,D, and E code types for PS2 has been added to the Trainer. The 4 code type (serial repeater) is there, but untested.
..Memory Editor, Search Results, and Code Assembler should be more friendly to higher (PS2) addresses now.
..Search Results window has a "Remove All" button now for active codes.

v1.7:
..Bug fixes


Last edited by Viper on Tue May 08, 2007 1:00 pm, edited 7 times in total.

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PostPosted: Tue Oct 17, 2006 3:28 pm 
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Viper wrote:
..Renegade can attach to Project64 now. Thank SubDrag for the proper start offset.

YES.

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PostPosted: Tue Oct 17, 2006 3:53 pm 
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How do u get this to search with pSX v1.9?yes i attached it. and in the readme u might want to change the credits it says "Written by Viper187 of GSCentral and The Snake Pit" i think u need to change somthing there.

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PostPosted: Tue Oct 17, 2006 7:23 pm 
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I didn't know it had pSX support? (Apparently the emulator has an awesome debugger, but I have yet to use it.)

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PostPosted: Wed Oct 25, 2006 3:05 am 
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This emulator attaching is mucho sweet. Thanks Viper.


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PostPosted: Thu Feb 22, 2007 10:20 am 
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v1.61 is up.

Changes:
..Renegade can attach to PCSX v1.5 now.
..Added support for PS2 codes in the code assembler and disassembler.

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<ThePhantom> What, would you prefer I keep track of it with fucking binary shifting, like you probably did? Hell no.
<ThePhantom> A hedgehog's asshole could understand my code, N-O-B-O-D-Y B-U-T Y-O-U C-A-N U-N-D-E-R-S-T-A-N-D Y-O-U-R-S
<Parasyte> Nobody has to understand it
<Parasyte> Plus, bitwise shifting owns
<Parasyte> A lot
<ThePhantom> Nobody has to understand it?
<Parasyte> Correct...
<ThePhantom> Write code like it's for your job, ass. :P
<Parasyte> No way.
<ThePhantom> Either provide fucking documentation or don't write it like a deranged circus chimp on crack.


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PostPosted: Mon Feb 26, 2007 5:10 pm 
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Are you going to fix little endian EVER?

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PostPosted: Wed Feb 28, 2007 5:49 pm 
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Parasyte wrote:
Are you going to fix little endian EVER?


Yeah, I finally figured that one out.

v1.62 - Little Endian System option added, along with No$GBA v2.3d DS hacking support.


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PostPosted: Sat Mar 03, 2007 8:52 pm 
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v1.63 is ready to kick a little ass.

..Cheat Patcher now supports DS AR ram write and pointer code types.
..a couple of minor bugs squashed and an improvement or two you may or may not notice.


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PostPosted: Sun Mar 04, 2007 12:10 pm 
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Mucho thanks !

And this seems to work perfectly, great work ;)


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PostPosted: Sun Mar 04, 2007 12:11 pm 
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Wine complains about Renegade64 not being able to access the registry on startup.
This may or may not be a Wine problem.

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PostPosted: Sun Mar 04, 2007 1:35 pm 
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Dualscreenman wrote:
Wine complains about Renegade64 not being able to access the registry on startup.
This may or may not be a Wine problem.


For me it just complains about a DLL. Once you download that DLL and place it in the same dir as Renegade64, it works fine.


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PostPosted: Fri Mar 16, 2007 2:17 pm 
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Nevermind.

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PostPosted: Fri Mar 16, 2007 8:17 pm 
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I request a some genesis emulator love, since there are no decent tools to play with for genesis games to my knowledge.


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PostPosted: Fri Mar 16, 2007 8:19 pm 
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I believe there are one or two modded versions of Gens floating around. Dunno how it is for anything past RAM searches.

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jleemero wrote:
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PostPosted: Sun Mar 18, 2007 10:23 am 
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Renegade 64 is cool, but I don´t understand how to use it.

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PostPosted: Sun Mar 18, 2007 11:34 am 
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1. You need to get no$gba to run your game. This will require a ROM and most likely the NDS BIOS and FIRMWARE.
2. Launch Renegade and attach it to the emulator.

From there you can perform code searches, look at memory, test codes, etc.


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PostPosted: Sat Mar 24, 2007 3:55 pm 
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Can you add a codetype to N64 in Renegade? Specifically pointer codetypes :<


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PostPosted: Sat Mar 24, 2007 4:00 pm 
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Cadohacan wrote:
Can you add a codetype to N64 in Renegade? Specifically pointer codetypes :<


There is an N64 pointer write type. Try looking at the ReadMe.


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PostPosted: Mon Mar 26, 2007 12:39 pm 
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v1.64 is ready to take a bigger bite out of PSX. I had looked into adding support for SNES9x, VBA, etc. but I couldn't find the SNES RAM in the SNES9x process for some reason, and VBA doesn't have a static location or pointer that I can find.

..Memory Editor now includes an endian selection box, so we can view it either way. Helps me with ASM hacking on PSX.
..Code Search now includes the option to set the search range.
..Code Assembler/Disassembler now has an option for PSX input/output.

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<ThePhantom> A hedgehog's asshole could understand my code, N-O-B-O-D-Y B-U-T Y-O-U C-A-N U-N-D-E-R-S-T-A-N-D Y-O-U-R-S
<Parasyte> Nobody has to understand it
<Parasyte> Plus, bitwise shifting owns
<Parasyte> A lot
<ThePhantom> Nobody has to understand it?
<Parasyte> Correct...
<ThePhantom> Write code like it's for your job, ass. :P
<Parasyte> No way.
<ThePhantom> Either provide fucking documentation or don't write it like a deranged circus chimp on crack.


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PostPosted: Mon Mar 26, 2007 1:43 pm 
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Oh, there is a new version of No$gba out that doesn't seem to hook properly.
I wouldn't worry about it since this no$ has some utterly craptastic bugs, though.

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PostPosted: Tue Mar 27, 2007 1:21 pm 
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I love this program so much. ^_^

This one code I assembled, and just for this one line only, would always fail to assemble

ADDIU K0, K0, $[any offset]

But later in the code, I could use that opcode fine. Can you fix this? I was able to click clear and assemble the opcode on its own to solve the issue and just copied and pasted the lines that it output into each new version of the code. Still, that's a strange defect...to not be able to assemble that opcode, for no apparent reason, and only for that particular line.

I'm going to try it in ver. 1.64 (I was using 1.63) and see if it's already fixed perchance...

Nope, it's still not assembling O_o

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PostPosted: Fri Mar 30, 2007 11:52 pm 
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Wouldn't it be ADDIU $K0, $K0, xxxx? Not ADDIU K0, K0, $xxxx? That's the format I've always used.

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PostPosted: Sat Mar 31, 2007 8:34 am 
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HyperHacker wrote:
Wouldn't it be ADDIU $K0, $K0, xxxx? Not ADDIU K0, K0, $xxxx? That's the format I've always used.


works either way for me. I dunno what the problem could be. I didn't think using $K0 was a good idea though?


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PostPosted: Sat Mar 31, 2007 12:03 pm 
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Hm, that's right, it's $K1 that's unused.

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PostPosted: Sat Mar 31, 2007 12:15 pm 
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I meant $xxxx because I was using a hexadecimal offset :\

Also, using K0 isn't a problem because I hooked from a routine that loaded $80105790 into K0 immediately (those are the instructions I replaced).

It goes like this:

.org 80000180
LUI K0, $8007
ADDIU K0, K0, $5030

Then it does some other stuff (I think) and jumps to K0.

at
.org 80075030

It does the
LUI K0, $8010
ADDIU K0, K0, $5790

and I hooked from 80075030. I would have hooked from 80000180 but I had a feeling that since the gameshark itself hooked from there and that it would cause issues. So I did the next best thing. Pretty much the exact same effect, right? And I preserved all the registers just fine so it shouldn't cause any problems (it still hasn't, anyway).

I think your program just doesn't like codes that hook from 80075030 or something, but that ADDIU K0, K0, $6010 (I changed it from $6010 to various other numbers, none of which would assemble), was the only line that wouldn't work AND all subsequent ADDIU K0, K0, $xxxx's worked just fine.

I think one time I was even able to put an .org (address) in front of the instruction to make it assemble properly, but that was a pain.

It's just such a weird bug. I don't know how you could fix it considering how odd it is...

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PostPosted: Sat Mar 31, 2007 1:40 pm 
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As far as returning from subroutines goes, using static jumps (J/J pairs to enter and exit your subroutines) results in smaller code than J/LUI-ADDIU-JR... And using JAL/JR RA pairs where possible (the subroutine you are hooking already backs up RA), instead of J/J pairs is less prone to errors.

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PostPosted: Sat Mar 31, 2007 3:20 pm 
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Zeld wrote:
I meant $xxxx because I was using a hexadecimal offset :\

Also, using K0 isn't a problem because I hooked from a routine that loaded $80105790 into K0 immediately (those are the instructions I replaced).

It goes like this:

.org 80000180
LUI K0, $8007
ADDIU K0, K0, $5030

Then it does some other stuff (I think) and jumps to K0.


Yeah, that's the error handler. I personally refrain from using K0/GP for anything, but if it works, it works. :)

As far as the error goes: I'm unable to duplicate it, so I don't know what could be causing it.


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PostPosted: Wed Apr 04, 2007 1:53 pm 
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The thumb assembler doesn't assemble BL's right.

.org 802a02c
bl $80cb51a

returns the assembly of

.org 802a02c
bl $807a51a

;_;

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PostPosted: Wed Apr 04, 2007 2:41 pm 
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Generating BL instructions for Thumb is easy:
Code:
@ -----------------------------------------------
@ Thumb_HookLink
@
@ Create a hook with link (bl instruction)
@ Input:
@  r0: Destination
@  r1: Source
@
@ -----------------------------------------------
Thumb_HookLink:
    ldr    r3, =0x000007FF
    sub    r0, r0, r1
    sub    r0, r0, #4
    and    r2, r3, r0,LSR #12
    orr    r2, r2, #0xF000
    strh   r2, [r1]
    and    r2, r3, r0,LSR #1
    orr    r2, r2, #0xF800
    strh   r2, [r1,#2]
    bx     lr

    .pool


Or in a more common language. :P
Code:
void Thumb_HookLink(u16 *output, u32 dst, u32 src) {
    dst = (dst - src - 4);
    output[0] = (((dst >> 12) & 0x07FF) | 0xF000);
    output[1] = (((dst >> 1) & 0x07FF) | 0xF800);
}

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