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Re: WORKSHOP CODING INTROS & DEMOS
Posted: August 13th, 2015, 6:40 pm
by Dedok179
Shadow wrote:HITMOD can be found on the HITMENS site
here.
I'm talking about menus.Those that early threads.
Re: WORKSHOP CODING INTROS & DEMOS
Posted: November 20th, 2015, 8:48 pm
by inc^lightforce
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
Re: WORKSHOP CODING INTROS & DEMOS
Posted: November 20th, 2015, 8:55 pm
by inc^lightforce
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
Re: WORKSHOP CODING INTROS & DEMOS
Posted: May 21st, 2018, 1:49 pm
by ViLXDRYAD
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
Posted: June 29th, 2019, 1:42 am
by Z3R0X
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.
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.
Re: WORKSHOP CODING INTROS & DEMOS
Posted: August 14th, 2019, 10:31 pm
by Dedok179
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
.
[BBvideo=560,315]
https://youtu.be/-A0aCiLDAVY[/BBvideo]
Re: WORKSHOP CODING INTROS & DEMOS
Posted: August 15th, 2019, 5:38 am
by Shadow
Wow, very nice! Turned out well!!
Re: WORKSHOP CODING INTROS & DEMOS
Posted: October 26th, 2019, 9:48 am
by inc^lightforce
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
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.
Re:
Posted: October 26th, 2019, 10:09 am
by inc^lightforce
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.
Re: WORKSHOP CODING INTROS & DEMOS
Posted: April 20th, 2020, 6:31 am
by Secundo
Hello all, why I can't download tha MSK attachement? I wan't to put intro to my game
Re: WORKSHOP CODING INTROS & DEMOS
Posted: April 20th, 2020, 4:57 pm
by Dedok179
Secundo wrote: ↑April 20th, 2020, 6:31 am
Hello all, why I can't download tha MSK attachement? I wan't to put intro to my game
Hello
Re: WORKSHOP CODING INTROS & DEMOS
Posted: April 20th, 2020, 6:53 pm
by Secundo
Thank you a lot
Re: WORKSHOP CODING INTROS & DEMOS
Posted: April 24th, 2020, 2:15 am
by inc^lightforce
i've added more explanations into my 1rst post
i also attached the 3 tools that are necessary to start coding your own intro.
cheers
Re: WORKSHOP CODING INTROS & DEMOS
Posted: May 24th, 2020, 6:35 am
by MrBengali
Hello Inc,
Nice post. Bring back old memory. Regarding Rob Northern Packer (PPIBM/RNC), I was wondering if there is aversion running on a modern pc somewhere ? I am trying to compile some old intro of mine but I am still missing a couple
of items, incl. this good old packer
Thanks.
Re: WORKSHOP CODING INTROS & DEMOS
Posted: May 24th, 2020, 7:28 am
by Dedok179
MrBengali wrote: ↑May 24th, 2020, 6:35 am
Hello Inc,
Nice post. Bring back old memory. Regarding Rob Northern Packer (PPIBM/RNC), I was wondering if there is aversion running on a modern pc somewhere ? I am trying to compile some old intro of mine but I am still missing a couple
of items, incl. this good old packer
Thanks.
Hello
MrBengali,
This is what you need.
Re: WORKSHOP CODING INTROS & DEMOS
Posted: May 24th, 2020, 8:14 am
by MrBengali
@dedok179 Thanks you! This is indeed what I am chasing for. I am a bit rusted after 20 years but I am trying to recover
Re: WORKSHOP CODING INTROS & DEMOS
Posted: May 25th, 2020, 8:36 am
by MrBengali
@dedok179 PPIBM64 recompiled and I have the old RNC routine (adapted from N64 R4300). I gonna try to assemble some bytes tomorrow. Thanks again!
Re: WORKSHOP CODING INTROS & DEMOS
Posted: June 2nd, 2020, 8:02 am
by inc^lightforce
hi MrBengali,
looong time nothing heard from you. how are you?
I'm on rush at the moment but meanwhile i also programming a 3D Demo as an tutorial for my workshop.
If you need some help to get loose the rust, lets keep in touch
Re: WORKSHOP CODING INTROS & DEMOS
Posted: June 2nd, 2020, 1:21 pm
by inc^lightforce
To make, packing the original PS1 Exe easy for current Windows Versions, i just programmed a "
rnc packing tool". Compatible with Windows XP up to Windows 10, x86 and further Windows versions.
The Tool will be online soon and can be taken from my first post.
EDIT:
NEW WINDOWS RNC TOOL Released
you can download the tool from the entry post.
Info:
► Show Spoiler
Playstation 1 Exe - RNC Packer
System: 32bit only
Version: V1.001.20200611
programmed by: inc.
after more than 20 years i decided to code a easy to use
windows RNC-Packer Tool.
you don't need to rename the original PS1 exe to Game.rnc anymore.
- just simply start Playstation 1 Exe - RNC Packer
- open the non packed SLES or SLUS or Game.rnc
- hit the button to start the packing process
when it's done, the packed Game.rnc can be find next to this tool exe
features:
after the first start the tool recognize the Position and on the next
start, it opens at the last position on your desktop.
very easy to use
Problems:
report at psxdev.net and leave a message
@:
http://www.psxdev.net/forum/viewtopic.php?f=41&t=272
today we write the 11th june in 2020
over and out
inc. of
undercover agents (uca)
unknown design group (udg)
Lightforce (lfc)
Paradox (pdx)
Shouts to all active coders and enthusiasts on our beloved PLaystation 1
Re: WORKSHOP CODING INTROS & DEMOS
Posted: June 4th, 2020, 4:45 am
by MrBengali
@Inc
Great to hear from you. Nice gui. Thanks to dedok, I put my hands on a working version of PPIBM. I have compiled
a few of our old asm intro. It works on real hardware but it's less conclusive on emu and/or classic. Some bytes to
fix (and running out of time). I am trying to setting up a working env. as in the old days but I am still missing some of our old tools and a proper linker to connect the real hardware.
Would be more than happy to chat about that