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Thread: (Artemis) Game Compatibility

  1. #11
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    owie that yellow font hurts the eyes X____X

    [20:49] Akfek: Say Ah
    [20:49] MIR: Ah shit, it's the feds!
    [20:50] How'd he know that?
    Cant stand the 32 bit and above gaming.
    Gamers for the return of 2d sprite filled games!

  2. #12
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    This is the Shadow of the Colossus activator:
    E0??E264 01358290
    http://www.thegshi.org/vb/showthread...hadow+colossus

    I used the joker a lot too since that saved me a lot of time. D013D85C 0000????

    Shadow of the Colossus has multiple files loaded too. The game's ELF file is very small. The activator waits until the actual game is activated, because that address has that offset for player health while you are playing. The file I remember is GAMECORE.XFF, but there were a few other files loaded. There was MANAGER.XFF, and a few others.

  3. #13
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    That's a simple Joker code, it doesn't effect the debugger in any way.

    Don't activate any codes and check if the game works fine with these settings:
    Code:
    debugger: {
      auto_hook = false;
      load_modules = false;
      ...
    };
    If not, it's a problem with the ELF loader...
    Last edited by misfire; 09-30-2009 at 04:46:42 AM.

  4. #14
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    I tested a few more games.

    Area 51 (SLUS_205.95) = I'm not sure about this game. I tried 3 times and couldn't get it working. The first time, PS2CC couldn't connect to the PS2. The 2nd time, it connected, but the game never made it past checking the 2nd memory card even though there was no data for the game. The 3rd time, PS2CC couldn't connect again, and I retried connecting about 10 more times and gave up.

    Genji: Dawn of the Samurai (SCUS_974.71) = Works perfect. I can dump data and resume anywhere, even while playing.

    Twisted Metal Black (SCUS_971.01) = It always hanged at the pink Artemis screen after I started the game.

  5. #15
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    Btw, the current WIP version includes a fix for those games hanging on a pink screen...

    Also, we now have an overview of the debug colors:
    http://bitbucket.org/misfire/artemis...oc/colors.html

  6. #16
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    Quote Originally Posted by misfire View Post
    Btw, the current WIP version includes a fix for those games hanging on a pink screen...

    Also, we now have an overview of the debug colors:
    http://bitbucket.org/misfire/artemis...oc/colors.html
    Is there anywhere to download the latest work in progress binary version like a daily build version?

    I would compile it myself but I don't have the ps2 toolchain/sdk setup for slackware 13 or windows xp at the moment and thats all I have right now. unless someone can offer shell access with a suitable build environment... but a WIP binary would be a lot easier!

  7. #17
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    I tried another game today. Silent Hill Origins works perfect. I managed to dump anywhere I wanted to without messing up the game in any way. I can't find codes though, some annoying pointer system. I tried something simple, I had 103 rounds for my pistol. No matter what, it's address remains constant until the amount of ammo changed. Every shot I took, the ammo relocated to an exact different address, so depending on how much ammo I had I knew where the address for it was. I just couldn't come close to finding the pointer throughout the entire game's memory.

  8. #18
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    Quote Originally Posted by Ishtar View Post
    Is there anywhere to download the latest work in progress binary version like a daily build version?

    I would compile it myself but I don't have the ps2 toolchain/sdk setup for slackware 13 or windows xp at the moment and thats all I have right now. unless someone can offer shell access with a suitable build environment... but a WIP binary would be a lot easier!
    No, there're currently no "snapshots". But it's definitely a good idea to keep in mind.

  9. #19
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    FYI, version 0.4 will be released soon and contains lots of compatibility fixes.

  10. #20
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    Awesome.
    I may be lazy, but I can...zzzZZZzzzZZZzzzZZZ...

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