Private/Locked Memory Ranges in Some Games
#1
Why does PCSX2 1.0.0 lock/hide certain memory ranges in certain games?

I'm trying to use Cheat Engine to view the changes to known memory regions and some of them display as "??" for every byte!

Can anyone tell me how to fix this?
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#2
did you for sure have everything set properly? also what games, locations, and regions?

ex: FFX, PAL-E, 0x3189f3C2 (cheat location)
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#3
20000000-21FFFFFF range is EE memory, the rest does not interest you for cheating purposes at all. Nothing's locked/hidden.
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#4
(07-12-2013, 02:31 AM)miseru99 Wrote: 20000000-21FFFFFF range is EE memory, the rest does not interest you for cheating purposes at all. Nothing's locked/hidden.

Oh, i thought it was 21CFFFFF. Dunno why i remember it like that but good to know Tongue
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#5
PS2 had 32 Mb ~ 0x2000000 of memory.
PCSX2 dev build actually shows even higher value;p
Code:
Mapping host memory for virtual systems...
    EE Main Memory                   @ 0x20000000 -> 0x22884000 [40mb]
    IOP Main Memory (2mb)            @ 0x24000000 -> 0x24211000 [2mb]
    VU0/1 on-chip memory             @ 0x28000000 -> 0x2800A000 [40kb]
Reserving memory for recompilers...
    SuperVU0 Recompiler Cache        @ 0x0E800000 -> 0x0F000000 [8mb]
    SuperVU1 Recompiler Cache        @ 0x0F000000 -> 0x0F800000 [8mb]
    Micro VU0 Recompiler Cache       @ 0x3C000000 -> 0x40000000 [64mb]
    Micro VU1 Recompiler Cache       @ 0x40000000 -> 0x44000000 [64mb]
    R5900-32 Recompiler Cache        @ 0x30000000 -> 0x34000000 [64mb]
    R3000A Recompiler Cache          @ 0x34000000 -> 0x36000000 [32mb]
    VIF0 Unpack Recompiler Cache     @ 0x36000000 -> 0x36800000 [8mb]
    VIF1 Unpack Recompiler Cache     @ 0x38000000 -> 0x38800000 [8mb]
From what I know through bios is stored in that extra memory anyway(like literally you can dump your bios files from there;p).

It wouldn't matter anywayTongue typically nothing important for cheating under the end of memory anyway. You can easily skip a bit of the beginning as well since bios settings are always stored there.
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#6
(07-12-2013, 02:31 AM)miseru99 Wrote: 20000000-21FFFFFF range is EE memory, the rest does not interest you for cheating purposes at all. Nothing's locked/hidden.

Then why do many CodeBreaker codes point to values outside this range?
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#7
"Codebreaker" firstly is a tool using an enctyption if you look at encrypted codes then no wonder;p. Also there are different code types for PS2 the first number in code states code type and should always be replaced with 2 if you want to actually add the code address to Cheat Engine, not to mention some code types use next line for other parameters and does not store the address there at all;p.

So yeah you're checking wrong addresses, that's all.
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#8
(07-12-2013, 05:27 AM)miseru99 Wrote: "Codebreaker" firstly is a tool using an enctyption if you look at encrypted codes then no wonder;p. Also there are different code types for PS2 the first number in code states code type and should always be replaced with 2 if you want to actually add the code address to Cheat Engine, not to mention some code types use next line for other parameters and does not store the address there at all;p.

So yeah you're checking wrong addresses, that's all.

I'm aware of that. I'm using unencrypted and raw codes made by users on the forum on this site...

Dark Cloud 2 Patches
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#9
In PC RAM the range is 20000000-21FFFFFF but in ps2\pcsx2 memory,its' 00000000-01FFFFFF

For example this code
patch=1,EE,01e22740,short,000003e7
in CE will be
21e22740 000003e7

(07-12-2013, 05:27 AM)miseru99 Wrote: Also there are different code types for PS2 the first number in code states code type and should always be replaced with 2 if you want to actually add the code address to Cheat Engine
Depending on the code type...some code types use the value as address and the address as value
http://www.codemasters-project.net/porta...content.23
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#10
(07-12-2013, 07:25 AM)vsub Wrote: (...)
Depending on the code type...some code types use the value as address and the address as value
http://www.codemasters-project.net/porta...content.23

Not really, or at least not how you said it.
I'm quite aware of different and more complicated code types in fact I'm using them for some stuff myself through under pcsx2 most of them does not work at all and others work only with some out of many possible parameters, some do keep a second adress to compare value from under or have totally different format, but it's not "keeping an address under value and opposite" cause saying that is just missinforming.
Codes typically store address as 25 bits(as PS2 in opposite to PC had no need for longer one), that's why first letter has totally nothing to do with the actual address I said to replace it with 2 to simplify nothing else. Value can be even smaller lenght, and in those more complicated code types which has their own format they do have other parameters there, if you take it as a whole, you'll get gibberish nothing else.
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