I see. So, I think the best starting point would be to check the display list and see where the matrix is stored. Thus, I suppose that the display list is stored in user RAM, like the old PSX did, and then I can use plain memory write breakpoints in the CPU debugger.
I will let you know how far I get!
Ok, I think I was completely wrong. I read some documentation on sceGuDrawArray and, looking to the GE debugger, the games is actually constructing the rectangular area, with a TRIANGLE_STRIP. That is, it is drawing 4 triangles, where the first has vertices (0,0,0)(40,0,0)(0,40,0).
I hope I am not mistaken. I already found where these vertices are loaded into RAM for the very first time. But now, any other write breakpoint to this RAM location will not trigger.
Is it maybe because they are loaded from disc through DMA?
I will let you know how far I get!
Ok, I think I was completely wrong. I read some documentation on sceGuDrawArray and, looking to the GE debugger, the games is actually constructing the rectangular area, with a TRIANGLE_STRIP. That is, it is drawing 4 triangles, where the first has vertices (0,0,0)(40,0,0)(0,40,0).
I hope I am not mistaken. I already found where these vertices are loaded into RAM for the very first time. But now, any other write breakpoint to this RAM location will not trigger.
Is it maybe because they are loaded from disc through DMA?

