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47 Posts
Discussion Starter · #3 ·
He???

gametitle=Resident Evil: Code Veronica X PAL (SLES_503.06)
comment=Disable Recompiler
//Skip LanguageSelectDisplay
patch=0,EE,002ef810,word,03e00008
patch=0,EE,002ef814,word,00000000
patch=0,EE,002f0330,word,00000000
patch=0,EE,002f035c,word,3c0101e4
patch=0,EE,002f0360,word,a0228811
//Français
//patch=0,EE,002f0358,word,24020001
//Deutsch
//patch=0,EE,002f0358,word,24020002
//Espańol
//patch=0,EE,002f0358,word,24020003
//Skip ExecuteSysLoadScreen/loadcheck <--- So what is this???
patch=0,EE,002c99a4,word,24020001
//Skip Videos (sceMpegIsEnd)
patch=0,EE,00109d48,word,24020001

If you don't know please don't comment ;) .
I want to make a skip memory card loading screan like this but for other game:

//Skip ExecuteSysLoadScreen/loadcheck
patch=0,EE,002c99a4,word,24020001
 

· Premium Member
Joined
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821 Posts
1)
Next time make a quote like this:

http://www.ngemu.com/forums/showpost.php?p=834936&postcount=149
Nachbrenner said:
...
please uses patches for your game's version (if you are stuck at MC screen)
...
so that people know what you are talking about.



2)
The code for memory card menus is not part of SONY's SDK, so there is no generic patch.
This particular patch has been made with PS2DIS.
With some games - especially older ones - the developers were too lazy to remove debugging informations.
Simply scroll thru the label menu of PS2DIS and you might find interesting looking descriptions.

This looke suspicious to me (PAL version):
jal $0027b330 ; ExecuteSysLoadScreen
lui at, $0051
sw v0, $fe80(at) ; LoadCheck$421

Therefore i replaced the subroutine ExecuteSysLoadScreen with:
li v0, $00000001
Alternatively you can use Phaste and do it like a cheat:
2050fe80 00000001

However most games don't reveal useful informations.
Then you could try PCSX2GET and kill some "return addresses"

Obviously all of this requires basic knowledge of MIPS machine code language (and before s.o. asks, this can't be learnt in 5 minutes).
 

· World's Top C.T. fan
Joined
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226 Posts
Nachbrenner said:
1)
Next time make a quote like this:

http://www.ngemu.com/forums/showpost.php?p=834936&postcount=149

so that people know what you are talking about.



2)
The code for memory card menus is not part of SONY's SDK, so there is no generic patch.
This particular patch has been made with PS2DIS.
With some games - especially older ones - the developers were too lazy to remove debugging informations.
Simply scroll thru the label menu of PS2DIS and you might find interesting looking descriptions.

This looke suspicious to me (PAL version):
jal $0027b330 ; ExecuteSysLoadScreen
lui at, $0051
sw v0, $fe80(at) ; LoadCheck$421

Therefore i replaced the subroutine ExecuteSysLoadScreen with:
li v0, $00000001
Alternatively you can use Phaste and do it like a cheat:
2050fe80 00000001

However most games don't reveal useful informations.
Then you could try PCSX2GET and kill some "return addresses"

Obviously all of this requires basic knowledge of MIPS machine code language (and before s.o. asks, this can't be learnt in 5 minutes).
you mean... asm?
 
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