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PostPosted: Mon Aug 27, 2007 10:51 am 
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dooz wrote:
Does anybody have the pointer for No$gba 2.4d? I don't quite understand how to find that out for myself.


>>> http://forums.ngemu.com/no-gba-discussi ... ost1187961

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PostPosted: Mon Aug 27, 2007 12:02 pm 
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I'll get the pointer that doesn't require an offset later this week.

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PostPosted: Mon Aug 27, 2007 6:19 pm 
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Dualscreenman wrote:
I'll get the pointer that doesn't require an offset later this week.


then is not fixed (may be for you only), just asm coded pointers are 100% fixed.

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PostPosted: Mon Aug 27, 2007 7:09 pm 
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Yes, I know. v_v
It works for a lot of people, just not all people.

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<EggWerx> MetalOverlord: Dsman and lemmayoshi will be used for taco meat, ask mo he knows me.
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PostPosted: Thu Oct 11, 2007 5:55 pm 
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never mind you guys.i just unzipped it with Bitzip.btw renegade is a dream come true for me!

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PostPosted: Tue Nov 06, 2007 7:51 am 
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Don't get your hopes up....minor update.

Get v1.68b here

Changes:
..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..

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Quote:
<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: Tue Nov 06, 2007 2:41 pm 
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Viper wrote:
..Minor fix to Code Assembler. Multi-instruction pseudo ops were throwing off the address.

80400000
LI A0, Label
Label:

Assembled as

.ORG 00400000
LUI $a0,8040
ORI $a0,$a0,0004

Instead of

.ORG 00400000
LUI $a0,8040
ORI $a0,$a0,0008

:/

I looked at the URL in your link, and it said "1.68b", so I think you uploaded the wrong version to that link.

If I add a NOP after the LI, assemble it, disassemble the code, chop out the added nops, and re-assemble it, it gives the proper out put. It's an easy fix, so it's not a big deal if you don't want to mess with it. Something tells me that you fixed it and tested it successfully on your computer, though.

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PostPosted: Tue Nov 06, 2007 2:53 pm 
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Zeld wrote:
Viper wrote:
..Minor fix to Code Assembler. Multi-instruction pseudo ops were throwing off the address.

80400000
LI A0, Label
Label:

Assembled as

.ORG 00400000
LUI $a0,8040
ORI $a0,$a0,0004

Instead of

.ORG 00400000
LUI $a0,8040
ORI $a0,$a0,0008

:/

I looked at the URL in your link, and it said "1.68b", so I think you uploaded the wrong version to that link.

If I add a NOP after the LI, assemble it, disassemble the code, chop out the added nops, and re-assemble it, it gives the proper out put. It's an easy fix, so it's not a big deal if you don't want to mess with it. Something tells me that you fixed it and tested it successfully on your computer, though.


I didn't intend for it to accept labels.

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Quote:
<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: Tue Nov 06, 2007 3:08 pm 
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It's still messing up jumps, too, though. You intended for internal jumps to work properly, right?

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PostPosted: Tue Nov 06, 2007 3:31 pm 
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Zeld wrote:
It's still messing up jumps, too, though. You intended for internal jumps to work properly, right?


gah. Gimme an example of that then. Maybe I'll have a look.

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Quote:
<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: Tue Nov 06, 2007 6:20 pm 
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80400000
LI A0, 80400008
Label:
J Label

Assembles as

.ORG 00400000
LUI $a0,8040
ORI $a0,$a0,0008
J 00400004

:/

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PostPosted: Tue Nov 06, 2007 8:04 pm 
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Zeld wrote:
80400000
LI A0, 80400008
Label:
J Label

Assembles as

.ORG 00400000
LUI $a0,8040
ORI $a0,$a0,0008
J 00400004

:/


FUCK! I know why that happens, and it won't be pleasant to fix. It loops through to find the labels before it begins assembling each instruction, so it's 4 off when LI assembles as 2 instructions instead of one.

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Quote:
<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: Tue Nov 06, 2007 9:18 pm 
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Yeah, I had a feeling it wouldn't be in your interest to fix.

Well anyway, I'm fine without a fix, so unless everyone else says "HAY IM GUNNA SPAM LI IN MY HAX", I don't think it's a problem.

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PostPosted: Tue Nov 13, 2007 6:15 am 
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Title: All in a day's work.
That's why most assemblers make multiple passes over the input to produce valid output. (There are assembler that attempt to do everything in one pass, but at a cost.)

You will run into similar problems with variable-byte instruction sets. Especially if jumping to a label that may or may not cross the 256-byte offset boundary. In such cases, you cannot tell whether to use an 8-bit offset, or a 16-bit offset. Using 8-bit will save a byte, but if you don't know how many variable instructions lie between the source and destination addresses, you can't reliably choose it. Then you start running into problems similar to race conditions, where the current instruction cannot be assembled until all instructions following have been assembled.

Multiple passes present a simple and elegant solution: In the first pass, assemble everything to a binary object code, keeping track of label locations and pointers, etc. as references (not direct addresses). In the second pass, begin a simple search-and-replace-like operation over the object code to convert the references to the proper data sizes (or a best guess). And in the third pass, the actual substitutions along with any final code optimization.

Of course, this is just an example of a multiple pass compiler, and there are several other ways to manage the same result.

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PostPosted: Thu Nov 15, 2007 1:16 am 
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Quick question: Why is there a "clear" button that just deletes everything in the box with no confirmation prompt and no way to undo in the assembler? Lucky I copied that shit. >_>

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PostPosted: Thu Nov 15, 2007 10:38 am 
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HyperHacker wrote:
Quick question: Why is there a "clear" button that just deletes everything in the box with no confirmation prompt and no way to undo in the assembler? Lucky I copied that shit. >_>


Well, unless you've got Parkinsons or something, you should be able to avoid clicking it accidentally. ;)

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Quote:
<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: Thu Nov 15, 2007 1:47 pm 
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Shit happens. Go to click the box and whoops! Also, my shitty mouse likes to shake around a bit.

I don't really get why those buttons are there at all, unless for pre-XP users. Ever right-click in the box?

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PostPosted: Thu Nov 15, 2007 5:04 pm 
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Title: All in a day's work.
I used similar buttons in my code encryption tools because it was quicker to press a button to clear an edit box than it was to click inside the edit box, then press CTRL-A, then press delete. On the other hand, the output box was read-only, so such a button had a very specific purpose.

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PostPosted: Thu Nov 15, 2007 5:13 pm 
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Well of course it makes sense for a read-only box. For a writeable one, right-click, Select All, backspace.

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PostPosted: Thu Nov 15, 2007 7:45 pm 
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Three steps vs one. Genius!

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PostPosted: Thu Nov 15, 2007 8:08 pm 
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Right, but the 3-step method adds a whole one second to the process while almost completely eliminating the possibility of doing it by accident. Efficiency isn't always the most important factor.

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PostPosted: Fri Nov 16, 2007 6:53 pm 
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Implement a crtl+ z undo feature and everybody wins! It's efficient, and you can easily recover from an accident.

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PostPosted: Mon Nov 19, 2007 8:53 pm 
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The standard Win32 edit box supports CTRL+Z undo automatically.

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PostPosted: Mon Nov 19, 2007 8:58 pm 
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Doesn't seem to work here. I think it only works if you actually select the text and hit Backspace.

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PostPosted: Mon Nov 19, 2007 9:11 pm 
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Indeed. I tested it myself and was about to say what Para said, except I realized the whole point was to be able to undo specifically when the clear button was used.

So I used the clear button instead of backspace and lo, it wouldn't let me undo. The issue is still at large.

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PostPosted: Thu Nov 29, 2007 5:07 pm 
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PS2 hacking, anyone? Get it here

v1.69 changes:
..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.

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Quote:
<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: Fri Dec 21, 2007 2:27 pm 
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This doesn't work under XP-64, at least I couldn't get it to work anyways.


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PostPosted: Fri Dec 21, 2007 3:15 pm 
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What does?

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PostPosted: Fri Dec 21, 2007 5:10 pm 
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Was that supposed to be funny?


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PostPosted: Fri Dec 21, 2007 5:14 pm 
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A little.

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