WORKSHOP CODING INTROS & DEMOS

General Programming help in C, C++ or ASM, Compiling / Debugging, and R3000A Central Processing Unit (CPU) information
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Dedok179
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Re: WORKSHOP CODING INTROS & DEMOS

Post by Dedok179 » August 13th, 2015, 6:40 pm

Shadow wrote:HITMOD can be found on the HITMENS site here.
I'm talking about menus.Those that early threads.

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inc^lightforce
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Re: WORKSHOP CODING INTROS & DEMOS

Post by inc^lightforce » November 20th, 2015, 8:48 pm

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

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Re: WORKSHOP CODING INTROS & DEMOS

Post by inc^lightforce » November 20th, 2015, 8:55 pm

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
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Re: WORKSHOP CODING INTROS & DEMOS

Post by ViLXDRYAD » May 21st, 2018, 1:49 pm

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

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Post by Z3R0X » June 29th, 2019, 1:42 am

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. :praise :praise :praise
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.

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Dedok179
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Re: WORKSHOP CODING INTROS & DEMOS

Post by Dedok179 » August 14th, 2019, 10:31 pm

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 :D .

https://youtu.be/-A0aCiLDAVY

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Re: WORKSHOP CODING INTROS & DEMOS

Post by Shadow » August 15th, 2019, 5:38 am

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.

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Re: WORKSHOP CODING INTROS & DEMOS

Post by inc^lightforce » October 26th, 2019, 9:48 am

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 :D

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.

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inc^lightforce
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Re:

Post by inc^lightforce » October 26th, 2019, 10:09 am

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.
the Limitation is up to the packing rate as i mentioned in my Entry Post:
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.

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