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  1. #1
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    Austin .'s Avatar
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    PSN ID: x-CrimsoN-x21

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    Default The inner workings of the code handler and ram writes

    Well, I'm not sure how many coders/leechers know this, and I found it interesting, so I thought id share it.

    What is the code handler?

    I can't give the best description on this, however it is pretty much what gecko OS + other loaders run in game to over write the original addresses, with what we call 'hacks.'

    The code handler reads what codetype you are using, and does the following:
    04/05 - direct ram write, writes the address every frame of the game.
    F6 - searches for the stable values and ba first time the game is ran, if found they keep running it like a ram write. Only searches once.
    C2 - Hooks the base address, and writes the instructions directly into the games ASM. Only changes instructions/reg. Info. I believe it runs every frame.
    C0 - Loads the base address into registers, usually using ori/lis instructions, then allows you to write your own asm for that address. This, I believe, only runs when the game finds the address (I.e. C0ing player coords to change them to certain xyz, only runs when the xyz coords change, NOT EVERY FRAME)
    So on and so forth.

    So, game lag can be caused by having too many codes on that run every frame. (A frame is like a screen in the game, pretend you were flipping through a slideshow super fast, and let's say the slideshow is the game. Every slide of the slideshow is a frame ingame. The games run frames super fast, so that might have been a poor analogy.) So, be careful of how many frame writes you do in game, it could lag you more then everyone else.

    The code handler is stored between, what I believe, is 80000000-80003000, however I may be wrong. It is somewhere there.

    So, just in case you had issues of getting terrible lag/disconnection/had no problem but just felt the need to read this, I hope it was insightful. I found it interesting, I don't know about everyone else though.

    Note: The code handler is open sourced, you can edit and make changes to it, you can write to it as the games loading, and you can make the edits you make into a codetype.

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  2. #2
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    Austin .'s Avatar
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    Default

    Ahh, for only writing to 800018A8, I suppose my guess was pretty good :p

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  3. #3
    Frozenbit.io Vintage's Avatar
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    Default

    this is cool

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  4. #4
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    Austin .'s Avatar
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    Default

    But you can do more then load in a value in C0, clay. For example, you could set up a stack frame, and set a routine in what pspers refered to as a 'nop cave' and write your own shit, etc. You talk low of the C0 ct, yet its one of the most interesting imo.

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  5. #5
    Per Aspera Ad Inferi ellijah's Avatar
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    Default

    Nice, added to the list. thumb

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