![]() ![]() In the screenshot above, below the highlighted line, you can observe two padding 00 00 bytes Intimidating, but the more you stare at it, the more patterns you eventually find out. The section with vertexes began and where it ended. When I was initially ripping Hex from Colony Wars: Vengenace, I tried to figure out where I still used Programming mode in Windows calculator I wonder if Cheat Engine could make it easier for you, otherwise You may expect to deal with pointers alot, and calculating these offsets may be Portions of this memory section, you can see how it affects the displayed ship. This led me to a memory section with loaded model data. Model data on selected ship, with some of the vertexes corrupted I reduced search results to three pointers and two distinct addresses. In case of Red Sun, by following these tips and switching between ships in ship selection menu, Also if you're going to crash your emulator often - look for automatic process attachment in Cheat Engine settings.You can also filter values that are less than 0x80200000. You can filter values that are higher than 0x80000000. Pointers take 4 bytes and are likely to have a byte-prefix with a value of 0x80, for example: 0x800A0548. ![]() ![]() Write down that offset and consider it 0x0 of Playstation RAM. Copy plenty of bytes at the beginning of RAM and search for them in Cheat Engine memory viewer, You can find the beginning of RAM segment by using psxFin or no$psx emulators that have debugging toolsĪnd memory preview.You can restrict memory search only to that area. Playstation has 2MB of RAM, if you find where's that RAM segment is located in your emulator of choice,.If you want to use Cheat Engine to find such pointers, here are a few tips: In October 2017, I also tried the exact same thing with Colony Wars: Red Sun. This is the approach that I've initially used in ripping HEX ship from Colony Wars: Vengeance. It's not your basic Playstation TMD/PMD/ HMD. The only difference is that we're dealing with unknown model format: I think this hands-on in-memory approach is quite similar to what automated rippers use, How it affects the displayed model and help me understand how it's stored. Overwriting this data would allow me to see Which would consist of vertexes and faces to form a 3D mesh. I decided to try finding these pointers and observe memory with Cheat Engine for model data, Is displayed, along with that variable: pointers to the actual ship data: be it 3D mesh, textures, text descriptions, whatever. Which makes me believe there's no step in the rendering pipeline before it all gets flattened.ĭue to my programming experience, I had an idea on how certain things could be handled: if there's a ship displayed in the main menu - there must be a variable that defines which ship I didn't see anyone easily dumping 3D scenes from Playstation, You can't do that with Playstation games because model format may vary,Īnd the end result is basically 2D image. While most people rely onĪutomated tools like Ninja Ripper, which can extract in-memory data from various games, Playstation is infamous when it comes to ripping 3D data. ![]()
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