haxxxen
Developer
for 4.84 DEX it would be@esc0rtd3w I think it's good to add these to DEX 4.84 support on HEN.
Code:
define sys_toc_symbol 0x80000000003759C0
define sys_tty_write_symbol 0x800000000027550C
for 4.84 DEX it would be@esc0rtd3w I think it's good to add these to DEX 4.84 support on HEN.
define sys_toc_symbol 0x80000000003759C0
define sys_tty_write_symbol 0x800000000027550C
Thank so much haxxxen! I will add it asapoh, and something about the targetmanager fix for DEX:
you have to change the code for tty write in debug source
I have commented the original code. the sys_toc_symbol and sys_tty_write_symbol have to be defined 64bit, so for 4.21 DEX it would beCode:LV2_SYSCALL(int, ttyWrite, (int channel, const char* message, int length, int* written)) { f_desc_t f; f.addr=(void *)sys_tty_write_symbol; f.toc=(void *)sys_toc_symbol; int (*func)(int, const char *, int, int *)=(void *)&f; // func(channel, message, length, written); debug_print(message, length); /* if (written) *written = length; */ return func(channel, message, length, written); }
this will fix the tm hang and timeout. the tty output is essential in my opinion, cause it prints some extra system debug infoCode:#define sys_toc_symbol 0x8000000000363E80 #define sys_tty_write_symbol 0x80000000002A4408
edit
all credits go to habib, who has changed the code for me. I couldn't rest and was very intrusive until he found and gave me the fix
I have made two changes if they seem good to you, I have made use of the MKA macro and sys_tty_write_symbol defined as 32bits, we can use defined TOC macro with this too, I didn't test it yet:oh, and something about the targetmanager fix for DEX:
you have to change the code for tty write in debug source
I have commented the original code. the sys_toc_symbol and sys_tty_write_symbol have to be defined 64bit, so for 4.21 DEX it would beCode:LV2_SYSCALL(int, ttyWrite, (int channel, const char* message, int length, int* written)) { f_desc_t f; f.addr=(void *)sys_tty_write_symbol; f.toc=(void *)sys_toc_symbol; int (*func)(int, const char *, int, int *)=(void *)&f; // func(channel, message, length, written); debug_print(message, length); /* if (written) *written = length; */ return func(channel, message, length, written); }
this will fix the tm hang and timeout. the tty output is essential in my opinion, cause it prints some extra system debug infoCode:#define sys_toc_symbol 0x8000000000363E80 #define sys_tty_write_symbol 0x80000000002A4408
edit
all credits go to habib, who has changed the code for me. I couldn't rest and was very intrusive until he found and gave me the fix
#define TOC 0x3759C0 (already defined in Cobra)
#define sys_tty_write_symbol 0x27550C
// Target Manager fix for DEX (By haxxxen)
LV2_SYSCALL(int, ttyWrite, (int channel, const char* message, int length, int* written))
{
f_desc_t f;
f.addr = (void *)MKA(sys_tty_write_symbol);
f.toc = (void *)MKA(TOC);
int (*func)(int, const char *, int, int *) = (void *)&f;
debug_print(message, length);
//if (written)
//*written = length;
return func(channel, message, length, written);
}
I see and have checked now, so this makro translates to 32bit. have to learn much more about coding. nice, will tryI have made two changes if they seem good to you, I have made use of the MKA macro and sys_tty_write_symbol defined as 32bits, we can use defined TOC macro with this too, I didn't test it yet:
@Evilnat
Seeing that you still experiment with ps2_netemu, did you ever tried to find the code that is responsible for physical disc loading? I mean since it's based off softemu which had physical disc abilities how far fetched is it that the code is still in there and just deactivated, same for the memory card and usb support?
I had gxemu, softemu and netemu open in a hex comparison this morning and there are snippets of code in gxemu and softemu that are just missing in netemu while others are identical. I used the latest available for comparison (4.90 for all emus but softemu) and also compared them from FW 4.01, since that's the last version with softemu included.
I also noticed how big the changes between the normal 4.90 netemu and the cobra version are. Insane stuff. I used Araxis Merge for a 3-way hex compare on the decrypted elf files.
I sadly don't work with PPC ASM or HEX enough to make sense of it but it should be possible in theory to combine the code in certain places, right?
Also how do you encrypt modified elf files back to selfs? I modified the temperature monitor a bit but can't find out how to encrypt the thing again correctly.
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About the gameboot, are the sparkles only there when the original theme is active? Because i currently use gameboot on but the sparkels aren't shown on mine.
Also maybe a switch to use the original boot animation and / or sound if there is still enough space on dev_flash. I noticed during my experiments that there is less than 2MiB left.
I think that was fixed for the 4.90.2 version of this CFW, just wait for it to come out.is there a way to get my games back in alphabetical order on 4.90?
hi guys, so i got a DEX p3 ( been away for like 6 7 years or so, lost access to my old laptop with everything onit and forgot my old logins for certain sites) running on 4.55PSITA, dusting it off so i can hit some bo1 2 and 3 ( 3 will be new to me) zombies.
would this be safe to install over the current FW and then just boot online up? i used to boot up PSITA manager then spoof id then go do what ever on what ever, like is rebug CFW still a thing? what's changed really and is there any important things i should know? would be a great help if someone can lmk or even be an absolute hero and pm me even lol
thanks!
thank you, I was gaslighting myself about whether or not it was in alphabetical order before 4.90 lolI think that was fixed for the 4.90.2 version of this CFW, just wait for it to come out.
It was, it's a line that is wrong in a config file. If you feel comfortable editing the flash i can give you a fixed file that @aldostools made.thank you, I was gaslighting myself about whether or not it was in alphabetical order before 4.90 lol
its ok its not a huge bother, ill get the update when it comes out, thanks for keeping the ps3 alive!It was, it's a line that is wrong in a config file. If you feel comfortable editing the flash i can give you a fixed file that @aldostools made.
I will do it@Evilnat can you implement IDPS PSID spoofing for hdd0? to copy over the files on another setting from PSN or perhaps let the user manually put it in hdd0.
Do you mean PSX/PS2 Action Replay ISO?@Evilnat
could you test the problem with the action replay?
There is a toggle option in xai_plugin that works with Cobra, you will be able to enable or disable coldboot animationSpeaking of disabling the coldboot logo and sound, could we get an option to re-enable for those of us who like that feature?
Also, could we get an option to disable photo editor like ultimate toolbox has?
Sorry mate I haven't seen your comment until now@Evilnat
Seeing that you still experiment with ps2_netemu, did you ever tried to find the code that is responsible for physical disc loading? I mean since it's based off softemu which had physical disc abilities how far fetched is it that the code is still in there and just deactivated, same for the memory card and usb support?
I had gxemu, softemu and netemu open in a hex comparison this morning and there are snippets of code in gxemu and softemu that are just missing in netemu while others are identical. I used the latest available for comparison (4.90 for all emus but softemu) and also compared them from FW 4.01, since that's the last version with softemu included.
I also noticed how big the changes between the normal 4.90 netemu and the cobra version are. Insane stuff. I used Araxis Merge for a 3-way hex compare on the decrypted elf files.
I sadly don't work with PPC ASM or HEX enough to make sense of it but it should be possible in theory to combine the code in certain places, right?
Also how do you encrypt modified elf files back to selfs? I modified the temperature monitor a bit but can't find out how to encrypt the thing again correctly.
—————————
About the gameboot, are the sparkles only there when the original theme is active? Because i currently use gameboot on but the sparkels aren't shown on mine.
Also maybe a switch to use the original boot animation and / or sound if there is still enough space on dev_flash. I noticed during my experiments that there is less than 2MiB left.
Evilnat said:---------------------------------------------