Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - dots_tb

Pages: [1] 2 3 ... 6
1
Update:

  • The PC app, NetDbgLogPc, has been fixed by cuevavirus.
  • Switched to DolceSDK thanks to code used by SilicaAndPina
  • Custom Port support has been added as requested by Graphene.

You may use this feature as follows:
Code: [Select]
NetDbgLogPc.exe <port>
If no port is specified, the default port 8080 will be used on the Vita or PC respectively.

Download update from the build folder on the repo listed in the OP.

2
General / Re: frame pacing performance issue PS1/adrenaline
« on: June 27, 2020, 01:25:46 PM »
Out of curiosity, I attempted to utilize CoreUnlocker80000H under the theory that the pops audio thread is fighting with the Adrenaline threads. Assuming that the Adrenaline is even locked to the user cores..

https://forum.devchroma.nl/index.php/topic,203.0.html

So please install CoreUnlocker80000H and the attached module. All this does is set the affinity masks of Adrenaline threads to the one specified in that thread. It should also have CruelTott's changes.

I have no idea even if I did it properly, since not sure how to measure the cores in Adrenaline and also I am a baka and can't even see the stutters.

Also let me know if there any other issues, since compiling Adrenaline is a mess.

3
General / Re: frame pacing performance issue PS1/adrenaline
« on: June 25, 2020, 06:39:43 AM »
Could you tell us a little more about the graphical settings and other information about the setup (plugins and such) being used?

4
News / [6/21/2020] Moderators
« on: June 22, 2020, 09:11:27 AM »
I really have no idea how to moderate the forums. Especially without looking like yandere dev or some shit.

So the following have been promoted:

https://forum.devchroma.nl/index.php?action=profile;u=16
https://forum.devchroma.nl/index.php?action=profile;u=6
https://forum.devchroma.nl/index.php?action=profile;u=257

Please remember to follow the rules:
https://forum.devchroma.nl/index.php/topic,2.0.html

5
PS Vita / Re: [Release] Virtual mass storage
« on: June 22, 2020, 08:03:03 AM »
Is this essentially just creating a partition from an existing drive (ux0 for example, being my hard drive for my pstv) or would I also need an SD2VITA for my PSTV to be able to use this?

https://forum.devchroma.nl/index.php/topic,191.msg434.html#msg434

Quote
Virtual mass storage

A plugin to create a ram disk to mount at uma0.

With this, very simple and fast IO is possible.

By default vmass creates storage of size 16MiB.

It is useful as fast temporary storage as its contents are wiped at power off or reboot.

Content is retained for suspend


Please read the OP, asking about information already on the forums is in violation of global rule 2: https://forum.devchroma.nl/index.php/topic,2.0.html

Quote
If you ask a simple question and have shown no attempt at answering it yourself nor any intent of putting effort into answering it, you will be banned.

You have been warned.

EDIT: Oh yeah sorry if that sounded rude, you can ask such question on the discord server though: http://discord.cbps.xyz/

6
PS Vita / Re: [Release][RETool] ioPlus 0.1 - efficiently elevate IO
« on: June 22, 2020, 07:59:55 AM »
I've never really gotten into the more technical side of Vita hacking, what exactly is IO? Temp storage?

https://en.wikipedia.org/wiki/Input/output

So now IOplus, since IO permission becomes elevated. It is a tool for developers and is used in conjunction with their plugins, usually to access directories beyond ux0:/data.

On official games, this is prohibited, even a folder within ux0:/data is prohibited.

7
Looking at the Chinese forums, it seems that there exists multi-ctn that has all the pins populated.

Link to original thread: https://tieba.baidu.com/p/5299733246?pn=1

Picture by OP:


This is most likely a micro-usb to multi-ctn adapter that can be found on Aliexpress, you can search for "PSV1000 adapter micro".

There are some on Amazon that command a hefty price tag:

JP: Click here

US: Click here

8
PS Vita / upload test
« on: June 20, 2020, 09:03:22 PM »
screen of vrd by team iowa screenshot

9
Hi, welcome to the CBPS forums, hope you enjoy:

I looked at the moonlight source:

https://github.com/xyzz/vita-moonlight/blob/vita/src/input/vita.c#L399
So this would be the area that mouse states are handled and I am guessing that two fingers is scroll, a quick tap is click, and as you said moving is handled relatively.

The function that controls mouse movement can be seen here:

https://github.com/xyzz/vita-moonlight/blob/vita/src/input/vita.c#L105

It looks like the delta is calculated between the new and old points to modify the mouse position creating the relative movement you see.

In theory, I'm guessing this could be modified to be an absolute mouse-input area as you are requesting with some sort of scaling to account for any aspect ratio or resolution changes.

However, I don't have a PC capable of testing moonlight stuff.

Hope this helps though kek.

10
PS Vita / [Release][RETool] ioPlus 0.1 - efficiently elevate IO
« on: June 18, 2020, 07:16:53 AM »
Jayjay (@BigBlackOniiSan) again had pushed me to do something, this time because of his Random Hentai plugin, and now ioPlus is updated.

ioPlus works by re-validating mount points that would previously be invalidated by a fios2 mount point causing files to be inaccessible by plugins.

If you are using a previous ioPlus build, please update to this one by replacing your ioplus.skprx with the download provided.

What's new:
Along with directory support, this ioPlus does the elevation at the beginning of the app startup, like rePatch v3, rather than with each IO call making it hopefully more efficient.

This version also migrates to DolceSDK.

If you have any issues please report them.

Install:
As stated before, you may already have a previous build, please just replace it with the download provided.

If you do not have it, it goes under the *KERNEL section of your config.txt.

Please be aware that this elevates the IO of all applications, so use at your own risk.

Download:
https://github.com/CelesteBlue-dev/PSVita-RE-tools/blob/master/ioPlus/ioPlus-0.1/release/ioplus.skprx

11
General / Re: Is there Any debugger plugin Project?
« on: June 17, 2020, 04:38:49 AM »
For cheats, this wiki can be read: https://github.com/r0ah/vitacheat

For a proper debugger, you will most likely need a Devkit.

The closest thing to a Debugger for retail is Davee's: https://github.com/DaveeFTW/kvdb

However, if you are willing to do RE:

You can decompile a game to find offsets here:
https://forum.devchroma.nl/index.php/topic,88.0.html

Dump information from hooking at runtime here:
https://forum.devchroma.nl/index.php/topic,18.0.html

These require stdout:
Use USB logging here:
https://forum.devchroma.nl/index.php/topic,136.0.html

Or net logging here:
https://forum.devchroma.nl/index.php/topic,80.0.html

There is some more information regarding Unity games around the forums.


Beyond all of this, I am not aware of any Debuggers in the works. Sorry.

12
Accessory Port is theorized to be MHL by Deppressiety, here is some evidence we gathered to support it:
MHL standard was created in June 2010, development known to be starting as early as 2010, with Sony co-developing: https://en.wikipedia.org/wiki/Mobile_High-Definition_Link

The PS VITA was released Dec 2011 in Japan: https://en.wikipedia.org/wiki/PlayStation_Vita

The Galaxy S2, one of the first devices to support MHL doesn't seem to have dedicated HDMI/MHL hardware: https://news.samsung.com/global/galaxy-s-ii-teardown-splitting-8-9-mm-of-the-latest-samsung-technologies

5 Pins is enough to do MHL 1.0.

20mA can't power most shit.

HDMI CEC is connected to Syscon on PS4 and PS3. The ID pin on the Vita would be CEC on MHL and is connected to the Syscon.

This is all speculative and is what Sony may have used the port for, there is no evidence that MHL would actually work.

13
Accessory Port power delivery on 3.3v VBUS....

0.02 amps on 10A mode
15.85 on 300mA mode
200 ohm load

Not looking good.

I might be a retard though.

14
Multi-ctn:



15
PS Vita / Re: XBLA ports made for PS Vita Explanation, tool and sdk
« on: June 11, 2020, 02:51:04 PM »
Nyo nyo nyo nyo nyo-ro

Nyro Nyro Nyro ro

Pages: [1] 2 3 ... 6