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Thread: Project Artemis

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  1. #1
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    Quote Originally Posted by misfire View Post
    Igbaäl, your Perl version is rather old (5.6.2 was released in November 2003). I recommend updating to ActivePerl 5.10, which you can run from MinGW too.
    Ok, I'll do it.

    I used to use cygwin (which has a kind of automated packaging system) but only few software are compatible with it (minGW and cygwin work differently).
    When you have to set up minGW, either you use the "MinGW Installer" (v5.1.6 2009-10-02) or you download each package and try to extract them in the right folder.
    It's very annoying to do that manually and you have to fight with dependencies (a need b.dll but what zip contains it ?)

    I think they lack people to pack and keep up-to-date all that stuff.

    Anyway, thanks for your reply

  2. #2
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    Any success?

    With PS2rd r561, ntpbclient explicitly requires Perl 5.10 or higher.

  3. #3
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    No, sorry.

    Here is what I did :

    remove svn-ps2rd
    open a MINGW32 bash
    hg clone http://bitbucket.org/misfire/ps2rd svn-ps2rd
    cd svn-ps2rd

    I s/GetSyscallHandler/GetSyscall/g 'ed some files as it seems my PS2SDK is a bit old now

    make release

    Dragged and dropped svn-ps2rd\release\ps2rd-0.5.3-wip in RadHostClient

    Switch on the PStwo and put (the first) Ratchet&Clank CD in
    uLE
    host:/ps2rd-0.5.3-wip/ps2/ps2rd.elf
    ...Ready...
    [CROSS]

    a) I ran "perl ntpbclient halt"
    nothing happened
    so ^C

    b) I ran "perl ntpbclient dump 1 10 test.txt"
    nothing
    ^C
    test.txt : 0 bytes

    Here are attached network logs for a) and b) from wireshark
    I started recording just after pressing [CROSS] but I may have missed a packet

    PC : 192.168.0.1
    PS2: 192.168.0.10

    Hope it will help you
    Attached Files

  4. #4
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    First, I really recommend building against a recent PS2SDK version; otherwise, there could be unforeseen side effects.

    Did you enable auto hooking or activated a proper master code? Each game must be hooked for debugging/cheating.
    I have no idea if Ratchet & Clank is even supported, see compatibility list:
    http://bitbucket.org/misfire/ps2rd/wiki/Compat
    Also try a different game.

    Last but not least, this will crash your PS2: perl ntpbclient dump 1 10 test.txt
    You're trying to dump from address 1 to 10 to a text file. But user memory starts at 0x00080000 and it's definitely no text format...

  5. #5
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    First, I really recommend building against a recent PS2SDK version; otherwise, there could be unforeseen side effects.
    I'm using http://gshi.org/downloads/gshi_ps2sdk.7z.
    I compiled PS2SDK from svn on my Ubuntu Lucid and recompiled ps2rd : no luck.
    It's maybe a hardware bug as I'm using the SCPH-75004 PSTwo and seems the only one facing this problem.

    Did you enable auto hooking or activated a proper master code? Each game must be hooked for debugging/cheating.
    My understanding was :
    - ps2rd.elf is a kind of server (PS2 side) which handles requests from ntpbclient
    - with ntpbclient, we send commands to the server (start, stop, dump)
    - we receive data (dumps), compare them, and find some interesting addresses
    - once we have these addresses, we need a 'master code' to make a specific code (an address forced to a specified value) apply

    But I don't see these features with ntpbclient.
    We can only dump, not write.
    Is it a regression ? ps2cc allowed this.

    I have no idea if Ratchet & Clank is even supported, see compatibility list:
    http://bitbucket.org/misfire/ps2rd/wiki/Compat
    Also try a different game.
    I tried with FFXII but still nothing so I'm having issues others don't have.

    Last but not least, this will crash your PS2: perl ntpbclient dump 1 10 test.txt
    You're trying to dump from address 1 to 10 to a text file. But user memory starts at 0x00080000 and it's definitely no text format...
    The purpose of this command was just to see "transferring data" that is to say : prove that the server is running and responding to my requests.

    I don't get by receiving anything.
    With ps2cc, I can see "client connected" which prove me that the server is alive but then I'm stuck with a "recv error" (the server never sends anything)

    In that way, I think a "ping" feature would be great.

  6. #6
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    The gshi_ps2sdk.7z package is rather outdated. Get a fresh and crispy toolchain from http://bitbucket.org/ps2dev/ps2toolchain.

    Your understanding is basically right, but you always need to hook the game, no matter if you're debugging or just cheating. (The debugger code is actually called by the cheat engine.)

    You're right that writing to PS2 memory is not supported at the moment; it's on the to-do list.

    I'm using "ntpbclient halt/resume" to see if a game is compatible. You could also run the standard ping command to see if PS2's network stack is up and running.

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