Where have all sceGu* exports gone from PAF FW3.40 onwards?
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Where have all sceGu* exports gone from PAF FW3.40 onwards?
Where have they all gone?
Why aren't they exported any longer?
If anyone has an idea, it would be great!
Why aren't they exported any longer?
If anyone has an idea, it would be great!
Intrigued by PSP system Since December 2006.
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Use it more for Development than for Gaming.
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Could you post most of what you know for 5.00 Paf i.e. the nids?moonlight wrote:They are exported but they randomized nids, and they do it again each few new firmwares. They are not handled by nids resolver, paf is too big!
Bad SCE!
Intrigued by PSP system Since December 2006.
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Use it more for Development than for Gaming.
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wut?Dariusc123456 wrote:prxtool disassemble elf or prx files. Its use to reverse enginner the file that output mips asm.KickinAezz wrote:Sure; if you know the names too.NoEffex wrote:If you need I can use prxtool on it for ya.
/ye
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Still open for answers.
Intrigued by PSP system Since December 2006.
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Im just sayin that you dont need to know the name when using prxtool. You looking for all SceGu commands, and minus what commands we have, you just need to find the names we dont have, unless you want to brute force the prx file and get the exports (that been hash with sha, but havent been encoded).
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Please donot ruin this thread again.Dariusc123456 wrote:Im just sayin that you dont need to know the name when using prxtool. You looking for all SceGu commands, and minus what commands we have, you just need to find the names we dont have, unless you want to brute force the prx file and get the exports (that been hash with sha, but havent been encoded).
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I am only looking for NIDs, if any one has them, kindly post it please. Thanks!
Intrigued by PSP system Since December 2006.
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Got it.moonlight wrote:I don't have the nids. It is a waste of time because it would make your app not work whenever 5.10 or whatever comes out.
There's always the option to consume more memory and use our own code instead of the ones already there :D
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From which module do Games import sceGu* function from?
Intrigued by PSP system Since December 2006.
Use it more for Development than for Gaming.
Use it more for Development than for Gaming.
From none. gu library in games is a static library.KickinAezz wrote:Got it.moonlight wrote:I don't have the nids. It is a waste of time because it would make your app not work whenever 5.10 or whatever comes out.
There's always the option to consume more memory and use our own code instead of the ones already there :D
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From which module do Games import sceGu* function from?
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It would be better if you just asked for particular functions rather than all the NID's. There are simply too many NID's to list them all. Which sceGu functions do you need? I'll post the 5.00 NID's for them (if that particular function is exported that is, not all of the sceGu API is exposed. Though the entire sceGu lib is embedded in paf only a handful of functions are actually exported).
Also like Moonlight said, games do not import sceGu functions from any module, they are statically linked during compilation. So the sceGu code would be inside the game binary itself (the libs are provided by Sony to the game developers to use). This is the same with the PSPSDK, the GU lib is statically linked it's not dynamically imported from any module.
@Dariusc123456:
None of your posts ever make any sense. Btw, prxtool is much more than just a disassembler.
Also like Moonlight said, games do not import sceGu functions from any module, they are statically linked during compilation. So the sceGu code would be inside the game binary itself (the libs are provided by Sony to the game developers to use). This is the same with the PSPSDK, the GU lib is statically linked it's not dynamically imported from any module.
@Dariusc123456:
None of your posts ever make any sense. Btw, prxtool is much more than just a disassembler.
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I am particularly looking for sceGuColor, DrawArray, RotateX, RotateY, RotateZ, Finish, sceGuBlendFunc, TexFilter all sorts of interesting ones; they will save me a whole lot of user mem space.SilverSpring wrote:It would be better if you just asked for particular functions rather than all the NID's. There are simply too many NID's to list them all. Which sceGu functions do you need? I'll post the 5.00 NID's for them (if that particular function is exported that is, not all of the sceGu API is exposed. Though the entire sceGu lib is embedded in paf only a handful of functions are actually exported).
Also like Moonlight said, games do not import sceGu functions from any module, they are statically linked during compilation. So the sceGu code would be inside the game binary itself (the libs are provided by Sony to the game developers to use). This is the same with the PSPSDK, the GU lib is statically linked it's not dynamically imported from any module.
Intrigued by PSP system Since December 2006.
Use it more for Development than for Gaming.
Use it more for Development than for Gaming.
Wouldn't it be technically possible to make an 'intelligent' NIDs resolver for sceGu functions? Since the old 3.xx NIDs are known, can't you identify some unique code in each function and programmatically look for the corresponding new NID function? Plus won't there be other clues, like the physical order of the functions in the compiled lib will be similar to the old one, even if the NIDs are different?
This process might take a few seconds to compute though, if its possible. Or you could build a mapping table for each firmware.
This process might take a few seconds to compute though, if its possible. Or you could build a mapping table for each firmware.
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You should be more specific, DrawArray, RotateX, RotateY, RotateZ, are from libGUM not libGU.KickinAezz wrote:I am particularly looking for sceGuColor, DrawArray, RotateX, RotateY, RotateZ, Finish, sceGuBlendFunc, TexFilter all sorts of interesting ones; they will save me a whole lot of user mem space.SilverSpring wrote:It would be better if you just asked for particular functions rather than all the NID's. There are simply too many NID's to list them all. Which sceGu functions do you need? I'll post the 5.00 NID's for them (if that particular function is exported that is, not all of the sceGu API is exposed. Though the entire sceGu lib is embedded in paf only a handful of functions are actually exported).
Also like Moonlight said, games do not import sceGu functions from any module, they are statically linked during compilation. So the sceGu code would be inside the game binary itself (the libs are provided by Sony to the game developers to use). This is the same with the PSPSDK, the GU lib is statically linked it's not dynamically imported from any module.
Anyway here are the NID's (for 5.00 only!!):
Code: Select all
From scePaf:
0xC19D3436 sceGuColor
0x6F24371F sceGuBlendFunc
0x63313176 sceGuTexFilter
0x3F946A3C sceGumDrawArray
0x702A5582 sceGumRotateX
0x7C5F6924 sceGumRotateY
0x5D92CBB8 sceGumRotateZ
Code: Select all
0x742E5D6B sceGuInit
0x9EF060BF sceGuTerm
0x4CF520A3 sceGuStart
0x4170FB8F sceGuFinish
0xE252131C sceGuEnable
0xB173F74B sceGuDisable
0xB8D78044 sceGuSync
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Awesomatic!SilverSpring wrote:You should be more specific, DrawArray, RotateX, RotateY, RotateZ, are from libGUM not libGU.KickinAezz wrote:I am particularly looking for sceGuColor, DrawArray, RotateX, RotateY, RotateZ, Finish, sceGuBlendFunc, TexFilter all sorts of interesting ones; they will save me a whole lot of user mem space.SilverSpring wrote:It would be better if you just asked for particular functions rather than all the NID's. There are simply too many NID's to list them all. Which sceGu functions do you need? I'll post the 5.00 NID's for them (if that particular function is exported that is, not all of the sceGu API is exposed. Though the entire sceGu lib is embedded in paf only a handful of functions are actually exported).
Also like Moonlight said, games do not import sceGu functions from any module, they are statically linked during compilation. So the sceGu code would be inside the game binary itself (the libs are provided by Sony to the game developers to use). This is the same with the PSPSDK, the GU lib is statically linked it's not dynamically imported from any module.
Anyway here are the NID's (for 5.00 only!!):
And you'll probably want these:Code: Select all
From scePaf: 0xC19D3436 sceGuColor 0x6F24371F sceGuBlendFunc 0x63313176 sceGuTexFilter 0x3F946A3C sceGumDrawArray 0x702A5582 sceGumRotateX 0x7C5F6924 sceGumRotateY 0x5D92CBB8 sceGumRotateZ
@Torch: I think that's how the current NID resolver works already. Does an 'intelligent' search.Code: Select all
0x742E5D6B sceGuInit 0x9EF060BF sceGuTerm 0x4CF520A3 sceGuStart 0x4170FB8F sceGuFinish 0xE252131C sceGuEnable 0xB173F74B sceGuDisable 0xB8D78044 sceGuSync
Thanks.
Edit: What was the Randomizing string?
Intrigued by PSP system Since December 2006.
Use it more for Development than for Gaming.
Use it more for Development than for Gaming.