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import idaapi, idc, inspect, ida_bytes, ida_nalt | |
for i in range(8): | |
arrptr = int.from_bytes(idc.get_bytes(0x2AD200 + (i * 4), 4), byteorder="little") | |
for j in range(527): | |
strptr = int.from_bytes(idc.get_bytes(arrptr + (j * 4), 4), byteorder="little") | |
numbytes = ida_bytes.get_max_strlit_length(strptr, ida_nalt.STRTYPE_TERMCHR, ida_bytes.ALOPT_IGNHEADS | ida_bytes.ALOPT_IGNCLT) | |
ida_bytes.del_items(strptr, ida_bytes.DELIT_EXPAND, numbytes) | |
ida_bytes.create_strlit(strptr, numbytes, ida_nalt.STRTYPE_TERMCHR) |
(This is a mirror from https://www.obscuregamers.com/threads/ps-x-playstation-playstation-2-reference-dtl-eb-list.1026/post-9953.html with adjustments to make it render properly)
Here is my own DTL list. I didn't really use existing DTL list to create it. It was created after years of collecting and searching. I still can't confirm some things and I still don't have every thing of course but I have seen or even have the most of these things. The software and documentation here is mostly Japanese because SCEA and SCEE used their own mixes under their own codes and they were mostly the same every time. The books from SCEA and SCEE rarely had any DTL codes.
The list is still raw. Ask any questions. I will try to answer. Post any DTL stuff here if you don't see it in the list or it has "?".
Support for external plugins has been implemented in Kirikiri SDL2.
For Win32 platforms, in most cases, the plugins built for Kirikiri 2 and Kirikiri Z will work as-is without any modifications.
The source code for plugins ported to work with Kirikiri SDL2's other supported platforms
can be found in the "krkrsdl2" branch, and releases/binaries in the "latest_krkrsdl2" tag:
https://github.com/krkrsdl2/KAGParser
https://github.com/krkrsdl2/SamplePlugin (basetest, exceptiontest, extrans, imagesaver, nativeclasstest, wutcwf, xp3dec)
static void section_reorder_hoge() | |
{ | |
// FIXME: Do we actually need to do this? | |
{ | |
elf_loader_psegment_t psegment_tmp[ELF_LOADER_MAX_PROGRAM_HEADERS]; | |
memset(psegment_tmp, 0, sizeof(psegment_tmp)); | |
// Calculate output buffer offsets in order of load address | |
{ | |
int i; | |
unsigned int kv_count; |
# SPDX-License-Identifier: MIT | |
## CMake example on how to compile a source file multiple times with | |
## different preprocessor flags, then link it into a static library | |
## (An alternative to using -ffunction-sections) | |
cmake_minimum_required(VERSION 3.0.0) | |
project(hoge) |
podman | |
podman run --name ubuntu-arm-dev -d --network=host -v /mnt/data:/mnt/data:rw public.ecr.aws/ubuntu/ubuntu:22.04_stable /bin/sleep infinity | |
podman exec -it ubuntu-arm-dev /bin/bash | |
sed -i -e 's/^deb/deb [arch=amd64]/g' /etc/apt/sources.list | |
dpkg --add-architecture arm64 | |
apt-get update | |
apt-get -y upgrade | |
apt-get -y install gcc-aarch64-linux-gnu g++-aarch64-linux-gnu | |
apt-get -y install qemu-user qemu-user-static | |
cat /etc/apt/sources.list | sed -e 's/amd64/arm64/g' | sed -e 's/security\./ports./g' | sed -e 's/archive\./ports./g' | sed -e 's/\/ubuntu\//\/ubuntu-ports\//g' | sed -e 's/# deb-src /deb-src /g' > /etc/apt/sources.list.d/arm64.list |
# SPDX-License-Identifier: MIT | |
# Quick script for changing material | |
# Run the script with "--help" as the argument for descriptions of these options. | |
def save_unity_mat(config_struct): | |
import os | |
import pathlib |
# SPDX-License-Identifier: MIT | |
# Falcom YamaNeko engine on PSP ISO format extraction. | |
# Uses the information contained in PSP_GAME/USRDIR/data.lst | |
# Also recursively unpacks cclm archive/group files | |
# See also: https://github.com/Trails-Research-Group | |
import struct | |
import io |
# SPDX-License-Identifier: MIT | |
# fbxex_bin2json | |
# usage: /path/to/python3 /path/to/fbxex_bin2json.py /path/to/bg.fbx.bin | |
# Use with fbxex2gltf to convert to gltf | |
import sys | |
import json | |
import struct |