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  Thread: name demangling question
Post: RE: name demangling question

(02-04-2018 08:45 PM)MorrisonGamer Wrote:  What...? Demangling. Transforming C++ ABI identifiers (like RTTI symbols) into the original C++ source identifiers is called “demangling.” ... One...
grief3r Development 3 3,455 02-04-2018, 10:01 PM
  Thread: name demangling question
Post: name demangling question

How do i demangle psp game function names. Off the top of my head iterating through each jal to get function entry points would give me a general sense, but I'm no expert at this so i figured I'd ask...
grief3r Development 3 3,455 02-04-2018, 08:23 PM
  Thread: how can i set breakpoint before the game loads any assets?
Post: how can i set breakpoint before the game loads any...

im trying to figure out how different games unpack the data found under the usrdir directory , however setting a break point to the default load adress (08804000) and dumping the ram seems to indicate...
grief3r Development 1 2,715 05-30-2016, 12:05 AM
  Thread: what type of processor emulation does ppsspp use?
Post: RE: what type of processor emulation does ppsspp u...

(02-13-2016 12:44 AM)[Unknown] Wrote:  As far as kernel modules, these are modules the kernel loads in. They still require memory, so the code is not always loaded - keep in mind, the PSP is a ...
grief3r Development 10 16,632 02-13-2016, 05:59 AM
  Thread: what type of processor emulation does ppsspp use?
Post: RE: what type of processor emulation does ppsspp u...

(02-12-2016 05:51 PM)KingPepper Wrote:   (02-12-2016 04:39 PM)grief3r Wrote:  what is the point of importing a kernel library tho? unless it's some kind of patch, as far as i know all the k...
grief3r Development 10 16,632 02-12-2016, 06:17 PM
  Thread: what type of processor emulation does ppsspp use?
Post: RE: what type of processor emulation does ppsspp u...

what is the point of importing a kernel library tho? unless it's some kind of patch, as far as i know all the kernel related stuff is already implemented in the PSP internals and also curious, if some...
grief3r Development 10 16,632 02-12-2016, 04:39 PM
  Thread: what type of processor emulation does ppsspp use?
Post: RE: what type of processor emulation does ppsspp u...

(02-07-2016 06:27 AM)[Unknown] Wrote:  Dynamic recompilation. The problem with static recompilation is that some games modify their own code. Static recompilation really only works if you know...
grief3r Development 10 16,632 02-12-2016, 05:49 AM
  Thread: what type of processor emulation does ppsspp use?
Post: what type of processor emulation does ppsspp use?

from what i know there are 3 types : Interpretation Dynamic recompilation Static recompilation anyway, im curious as to which of these ppsspp uses, and which would be the best if im interested in st...
grief3r Development 10 16,632 02-06-2016, 11:09 PM
  Thread: question regarding breakpoints
Post: RE: question regarding breakpoints

well i just noticed this old thread and wondering if this yet support conditional breakpoints "What do you mean by, "isn't an instruction?" It breaks on MIPS instructions like "sw", "sv.q", etc. It d...
grief3r Development 5 9,001 06-30-2015, 09:08 PM
  Thread: question about the built in adhoc in new versions of the emu
Post: question about the built in adhoc in new versions ...

is it possible to play with another device such as my ps vita using the same game within my LAN(i dont own a psp), if so do i need to use the atprox client or can i just host a game on either device a...
grief3r Ad-Hoc Multiplayer 1 3,374 03-14-2015, 07:42 PM
  Thread: Is it legal to play online ?
Post: RE: Is it legal to play online ?

nobody cares, but isnot legal to fet free iso and dont go around saying you getting vfree g8me
grief3r Development 9 13,465 12-26-2013, 03:46 AM
  Thread: Another question about japanese characters
Post: RE: Another question about japanese characters

i think there's some problems displaying ascii characters even on english sometimes not all letters showing up
grief3r Development 6 8,550 12-21-2013, 08:13 AM
  Thread: Final Fantasy IV : The complete collection
Post: RE: Final Fantasy IV : The complete collection

(03-08-2013 12:26 AM)chrisblad3 Wrote:  This game shows blackscreen only i tried it from the oldest to latest build and still it is showing blackscreen but there's changing of fps so i think it ...
grief3r Playable Games 547 1,304,908 12-21-2013, 07:24 AM
  Thread: [Solved] The Memory Stick Used To Start This Game Is Not Inserted
Post: RE: The Memory Stick Used To Start This Game Is No...

yeah i actually noticed something similar in MPO+, except that not the whole save was in the dump (just the last few 0x1000 bytes or so), it also corrupted both my peace walker and metal gear data whe...
grief3r General Discussion and Announcements 52 210,534 12-17-2013, 06:54 AM
  Thread: [Solved] The Memory Stick Used To Start This Game Is Not Inserted
Post: RE: The Memory Stick Used To Start This Game Is No...

(12-16-2013 10:10 AM)LunaMoo Wrote:  proper original save can be recreated fully from it without last 16 bytes, setting EncryptSave = False did not create an unencrypted savedata, so i don't...
grief3r General Discussion and Announcements 52 210,534 12-16-2013, 09:23 PM
  Thread: [Solved] The Memory Stick Used To Start This Game Is Not Inserted
Post: RE: The Memory Stick Used To Start This Game Is No...

i dumped the ram, but how do i know which are the bytes that are stored all the time? also when i set encrypt save to [off], i view the 0000.0 file and it looks exactly the same as before
grief3r General Discussion and Announcements 52 210,534 12-16-2013, 11:45 AM
  Thread: [Solved] The Memory Stick Used To Start This Game Is Not Inserted
Post: RE: The Memory Stick Used To Start This Game Is No...

so when you load a savedata it temporarily stores that in memory and changes accordingly, then it transfers the memory back to the save data when you save the game? so that means you can delete the s...
grief3r General Discussion and Announcements 52 210,534 12-16-2013, 10:28 AM
  Thread: [Solved]Playing Zelda - GBA Emulator
Post: RE: [Solved]Playing Zelda - GBA Emulator

vba always works for me
grief3r Off-Topic 20 42,353 12-16-2013, 10:14 AM
  Thread: [Solved] The Memory Stick Used To Start This Game Is Not Inserted
Post: RE: The Memory Stick Used To Start This Game Is No...

yeah that's the problem with ss is that they sometimes change some features of games
grief3r General Discussion and Announcements 52 210,534 12-16-2013, 09:06 AM
  Thread: please add this to memory editor
Post: please add this to memory editor

multiple tabs so that it's possible to edit different addresses simultaneously
grief3r Development 1 3,187 12-14-2013, 05:46 AM
  Thread: Recommended PPSSPP Games Thread
Post: RE: Recommended PPSSPP Games Thread

final fantasy IV the complete collection mgspw mpo/mpo+ mh
grief3r Off-Topic 137 150,295 12-13-2013, 09:22 PM
  Thread: 0.9.6 has been released!
Post: RE: 0.9.6 has been released!

peace walker runs very smooth thank you very much
grief3r General Discussion and Announcements 35 57,282 12-12-2013, 07:09 PM
  Thread: 0.9.6 has been released!
Post: RE: 0.9.6 has been released!

is it possible to map the mouse to act as the /\ [] 0 x buttons?
grief3r General Discussion and Announcements 35 57,282 12-12-2013, 04:23 PM
  Thread: windows smartscreen prevented an unrecognized app from starting
Post: RE: windows smartscreen prevented an unrecognized ...

well that's strange also you said it supports basic adhoc now? how does it work?
grief3r General Discussion and Announcements 3 5,046 12-12-2013, 04:13 PM
  Thread: windows smartscreen prevented an unrecognized app from starting
Post: windows smartscreen prevented an unrecognized app ...

i didn't get this with 0.9.5, but after 0.9.6 it actually asks me to 'run or not run' so whats the catch?
grief3r General Discussion and Announcements 3 5,046 12-12-2013, 03:59 PM
  Thread: can my pc run this?
Post: can my pc run this?

6gb ram x64 laptop intel Core i3-2370M CPU @2.40GHz threads : 4 Model : Intel HD Graphics 3000 Open Gl is 3.1 now i know it runs games at full speed(unless theres too many particles but it can still...
grief3r General Discussion and Announcements 2 4,486 12-12-2013, 04:09 AM
  Thread: question regarding breakpoints
Post: RE: question regarding breakpoints

(12-11-2013 05:35 AM)[Unknown] Wrote:  Well, currently they pause the emulator when any value is written to that address. It's possible to add condition support but a little bit of a pain so no...
grief3r Development 5 9,001 12-11-2013, 04:43 PM
  Thread: question regarding breakpoints
Post: question regarding breakpoints

what exactly is a memory breakpoint and how does it work, also let's say i wanted the emulator to pause whenever a value is written to memory that isn't an instruction, how would i do that?
grief3r Development 5 9,001 12-11-2013, 12:12 AM
  Thread: identifying crashes
Post: RE: identifying crashes

i found the part of the function were it crashes, is there any way to jump to the beginning of the function tho?
grief3r Development 3 5,211 12-08-2013, 03:16 AM
  Thread: identifying crashes
Post: identifying crashes

is it possible for me to view what register caused a certain crash? because i found a cheat that uses DMA, but i would like to find the function that stores the pointer and register instead
grief3r Development 3 5,211 12-08-2013, 02:40 AM