Pnach Files For Pcsx2 2016
PCSX2 version: 1.3.1 GIT 2015-04-27 (g0ab0c6c) PCSX2 options: Cheats or widescreen patches Plugins used: GSdx, LyliPad-Scp-r5875, SPU2-X, cdvdGigaherz, nuvee ps2 usb 0.2.0, FWnull Driver and GigaHeRz's DEV9 Driver Plugin settings: GSdx software mode and LyliPad-Scp's DS3 native mode; no settings modifications affect this issue Description: I recently created updated widescreen hacks for Smuggler's Run (not yet released). One of these was an ELF hack meant to replace an old 'live' memory hack. Unfortunately my hack only worked intermittently. I'm experienced with creating ELF hacks and nothing seemed wrong with this particular one. Nevertheless, I tried modifying it in several ways in the hopes of getting it working 100% of the time to no avail. Upon further experimentation, I found that the only circumstance in which the pnach version of my hack doesn't work is if I fast boot the game right after launching PCSX2 (subsequent fast boots work within the same running instance of PCSX2). PCSX2 starts the game, runs the original MIPS instruction my hack is supposed to override, then replaces the original instruction with my injected one.
This makes my hack all but useless, because the hack's instruction isn't getting injected before the point in time it needs to run. This issue affects pnaches across-the-board, in every game.
How to replicate:. Launch PCSX2 and run any game. In the log window, take note of the game's CRC and entrypoint. Create a pnach file named after your game's CRC (example: 0E7F91DA.pnach) and insert this line of code into it: patch=1,EE,????????,extended,0000000D //Break - Replace???????? With your game's entrypoint and replace the first 0 with a 2 (example: 20100008). Place your pnach file in either PCSX2's /cheats/ or /cheatsws/ folder.
Exit PCSX2 completely. You shouldn't have any PCSX2 windows open at all.
Launch PCSX2, enable cheats or widescreen patches (depending on where you placed your pnach file), then fast boot your game. The game should start normally. In the same running instance of PCSX2, shut down the game, then fast boot it again. The game should immediately freeze at a black screen. This step can be repeated over and over again with the same outcome. Step 5 isn't working properly because PCSX2 isn't injecting the pnach's breakpoint until after the game's ELF entrypoint instruction has already executed. Step 6 works properly.
Last known version to work: Never worked (oldest tested version: R5267). PC specifications: CPU: Intel Core i7 2600K @ 3.4GHz; GPU: XFX Radeon HD 6970 2GB; OS: Windows 7 SP1 Other comments: N/A. The reason this issue doesn't occur when repeatedly fast-booting is likely related to. The initial fast boot attempt's pnach is continuously written into memory until shortly after a second fast boot. That ensures the entrypoint breakpoint is in place prior to execution at the beginning of the second fast boot. Btw to anyone that stumbles upon this issue wondering why on earth I'm setting an entrypoint breakpoint, see 's discussion for more context.
The underlying cause may potentially have a broad impact on widescreen hacking (particularly ELF hacks). The reason this issue doesn't occur when repeatedly fast-booting is likely related to. The initial fast boot attempt's pnach is continuously written into memory until shortly after a second fast boot. That ensures the entrypoint breakpoint is in place prior to execution at the beginning of the second fast boot.
Btw to anyone that stumbles upon this issue wondering why on earth I'm setting an entrypoint breakpoint, see 's discussion for more context. The underlying cause may potentially have a broad impact on widescreen hacking (particularly ELF hacks). My sample pnach hack used case 1. Here it is (copied from the OP): patch=1,EE,????????,extended,0000000D //Break - Replace????????
With your game's entrypoint and replace the first 0 with a 2 (example: 20100008). I just tried a few tests with the aforementioned hack in. Tried one test with case 0 and another with case 1.
I used War of the Monsters with cheats enabled. Both tests failed. The break hack never executed in time, even when repeatedly fast booting. Repeatedly fast booting used to trigger the break in older builds, as a result of the bug identified in and. But fixed it in /.
My sample pnach hack used case 1. Here it is (copied from the OP): patch=1,EE,????????,extended,0000000D //Break - Replace???????? With your game's entrypoint and replace the first 0 with a 2 (example: 20100008). I just tried a few tests with the aforementioned hack in. Tried one test with case 0 and another with case 1. I used War of the Monsters with cheats enabled. Both tests failed.
The break hack never executed in time, even when repeatedly fast booting. Repeatedly fast booting used to trigger the break in older builds, as a result of the bug identified in and.
But fixed it in /. OK, I can see why the commit which applies the pnaches at recRecompile doesn't do anything.
At the time it's trying to apply the patches, they are still not loaded (apparently that happens very shortly afterwards), so it's applying all loaded patches, but there are none such yet. Regardless though - it only tries to apply place=0 patches.
However, very quickly afterwards the patches do get loaded (not yet applied) and then there's iR3000A Recompiler reset. Message and then place=0 patches do get applied at the original place they were always applied - at SysCoreThread::GameStartingInThread. Again, both of these only try to apply the place=0 patches at this stage (and the first doesn't work as noted), so any line which starts with patch=1. Is not yet applied regardless.
The first vsync happens shortly after, and with it the application of the place=1 patches. Assuming did choose the correct place to patch the memory (and I think he did), the only issue remaining is that we need to have the patches loaded at that stage, and that in order to get applied at that stage, the patch should have place=0 ( patch=0.) (note that this doesn't prevent the pnach file from having the same patch also with place=1 which will also get applied on every vsync, even if specifically it might not be relevant to this case). Since the patch loading code doesn't really depend on anything (it just fetches data from disk and populates some static data structures), it should be possible to load the patches before trying to apply them at recRecompile.
The issue, code-wise, is thread safety. The patch loading happens on the AppCoreThread, and the patch application happens at SysCoreThread.
So we can either load it from the latter while synchronizing with the former, or maybe we can post a 'config changed' event and wait until it's handled at the former, and then resume the latter. It should be possible, but possibly a bit tricky. OK, I can see why the commit which applies the pnaches at recRecompile doesn't do anything. At the time it's trying to apply the patches, they are still not loaded (apparently that happens very shortly afterwards), so it's applying all loaded patches, but there are none such yet. Regardless though - it only tries to apply place=0 patches. However, very quickly afterwards the patches do get loaded (not yet applied) and then there's iR3000A Recompiler reset.
Pcsx2 Pnach Download
Message and then place=0 patches do get applied at the original place they were always applied - at SysCoreThread::GameStartingInThread. Again, both of these only try to apply the place=0 patches at this stage (and the first doesn't work as noted), so any line which starts with patch=1.
Is not yet applied regardless. The first vsync happens shortly after, and with it the application of the place=1 patches. Assuming did choose the correct place to patch the memory (and I think he did), the only issue remaining is that we need to have the patches loaded at that stage, and that in order to get applied at that stage, the patch should have place=0 ( patch=0.) (note that this doesn't prevent the pnach file from having the same patch also with place=1 which will also get applied on every vsync, even if specifically it might not be relevant to this case). Since the patch loading code doesn't really depend on anything (it just fetches data from disk and populates some static data structures), it should be possible to load the patches before trying to apply them at recRecompile. The issue, code-wise, is thread safety.
The patch loading happens on the AppCoreThread, and the patch application happens at SysCoreThread. So we can either load it from the latter while synchronizing with the former, or maybe we can post a 'config changed' event and wait until it's handled at the former, and then resume the latter. It should be possible, but possibly a bit tricky. In, patch=0 is now working properly. But patch=1 doesn't seem to.
IMO it seems strange for 0 and 1 to produce different results in this situation. Since 0 is meant to overwrite once and 1 is meant to always overwrite, I'd expect 1 to be able to do anything that 0 can, but on an endless basis. Is there any chance 1 could be brought up to par with 0 in this kind of scenario? Should this issue be reopened in the meantime?
Technically, the OP's reproduction steps are still failing since they were based on 1. In, patch=0 is now working properly. But patch=1 doesn't seem to. IMO it seems strange for 0 and 1 to produce different results in this situation. Since 0 is meant to overwrite once and 1 is meant to always overwrite, I'd expect 1 to be able to do anything that 0 can, but on an endless basis. Is there any chance 1 could be brought up to par with 0 in this kind of scenario? Should this issue be reopened in the meantime?
Technically, the OP's reproduction steps are still failing since they were based on 1. IMO it seems strange for 0 and 1 to produce different results in this situation. Since 0 is meant to overwrite once and 1 is meant to always overwrite. Citation needed;) As I explained at, there's no specification to the pnach format (do correct me if I'm wrong, but it won't affect what I say next below). It was invented for PCSX2 by a past PCSX2 dev, and as far as I can tell it's not documented anywhere. Other PCSX2 devs also couldn't find any documentation on it.
As it stands, the documentation is the implementation. I did document it recently at, and note that I did add a comment asking whether or not '1' should mean '0 +1'. I also asked other devs, and while some thought it probably wouldn't harm much to make 1 get applied also at the very beginning where 0 is applied, there was also consensus that we probably shouldn't do it, because right now it's possible to have two lines with the same address where one has 0 and the other has 1, but if 1 meant 0+1 and there are cases where applying a patch too early can hurt, then it would not be possible to override it.
Bottom line, you can make a patch get applied both very early and later continuously with two lines, and the 1 patches were never applied so early, so for the sake of not breaking compatibility with all the existing 1 patches out there, as unlikely as that might be, IMO it should stay as is:. patch=0. Gets applied very early during load. Gets applied continuously as it always have, and typically starts a bit later than where '0' gets applied.
IMO it seems strange for 0 and 1 to produce different results in this situation. Since 0 is meant to overwrite once and 1 is meant to always overwrite. Citation needed;) As I explained at, there's no specification to the pnach format (do correct me if I'm wrong, but it won't affect what I say next below). It was invented for PCSX2 by a past PCSX2 dev, and as far as I can tell it's not documented anywhere. Other PCSX2 devs also couldn't find any documentation on it. As it stands, the documentation is the implementation.
How To Make Pnach Files For Pcsx2
I did document it recently at, and note that I did add a comment asking whether or not '1' should mean '0 +1'. I also asked other devs, and while some thought it probably wouldn't harm much to make 1 get applied also at the very beginning where 0 is applied, there was also consensus that we probably shouldn't do it, because right now it's possible to have two lines with the same address where one has 0 and the other has 1, but if 1 meant 0+1 and there are cases where applying a patch too early can hurt, then it would not be possible to override it. Bottom line, you can make a patch get applied both very early and later continuously with two lines, and the 1 patches were never applied so early, so for the sake of not breaking compatibility with all the existing 1 patches out there, as unlikely as that might be, IMO it should stay as is:. patch=0.
Gets applied very early during load. Gets applied continuously as it always have, and typically starts a bit later than where '0' gets applied. I agree with your reasoning:). Although I should note that due to 's issue, in the past 1 used to work identically to how 0 now works when full booting (at least in my BIOS, so long as it didn't crash).
Call me crazy, but. Do you think there'd be any value in introducing something along the lines of patch=2 to perform both 0+1's functions with a single line? I've never personally encountered any situations that I'd consider to warrant 0+1, but it can't hurt to have all options covered (without duplicating lines to declare 0 and 1 separately). On the other hand, it might not be worth the development effort unless anyone runs into a real-world need for it. I agree with your reasoning:). Although I should note that due to 's issue, in the past 1 used to work identically to how 0 now works when full booting (at least in my BIOS, so long as it didn't crash). Call me crazy, but.
Do you think there'd be any value in introducing something along the lines of patch=2 to perform both 0+1's functions with a single line? I've never personally encountered any situations that I'd consider to warrant 0+1, but it can't hurt to have all options covered (without duplicating lines to declare 0 and 1 separately). On the other hand, it might not be worth the development effort unless anyone runs into a real-world need for it. On the other hand, it might not be worth the development effort unless anyone runs into a real-world need for it.
It's not an issue of effort, as it would be trivial to either make 1 apply also when 0 is applied or add another value which is the equivalent of 0+1. However, the definition of pnach patches (as defined by the implementation, but still) has been around for ages, and there are tons of patches out there which I really don't want authors to reconsider rewriting, or that it would behave differently between new and older versions of PCSX2, etc, especially when the such functionality can, could and did work and still working with such duplication. Adding a new value could add confusion and FUD, and changing how 1 behaves (applied also with 0) has a rare chance to break things. Like you said, you haven't encountered cases which warrant 0+1 yet. On the rare cases, if at all, where it's required, a solution is available. Keeping it as is will not destabilize the ecosystem.
I find this to have higher value than adding an option which so far no one needed and even if they do, can still solve. So, not convinced so far that doing either of those has higher value than not doing them:). On the other hand, it might not be worth the development effort unless anyone runs into a real-world need for it. It's not an issue of effort, as it would be trivial to either make 1 apply also when 0 is applied or add another value which is the equivalent of 0+1. However, the definition of pnach patches (as defined by the implementation, but still) has been around for ages, and there are tons of patches out there which I really don't want authors to reconsider rewriting, or that it would behave differently between new and older versions of PCSX2, etc, especially when the such functionality can, could and did work and still working with such duplication. Adding a new value could add confusion and FUD, and changing how 1 behaves (applied also with 0) has a rare chance to break things. Like you said, you haven't encountered cases which warrant 0+1 yet.
On the rare cases, if at all, where it's required, a solution is available. Keeping it as is will not destabilize the ecosystem. I find this to have higher value than adding an option which so far no one needed and even if they do, can still solve. So, not convinced so far that doing either of those has higher value than not doing them:).
Pcsx2 Pnach Files
Previously, we saw how to put. Now we will see how to do it on one of the best emulator of Playstation 2. NOTE: There are another ways to do that, but firstly it’s interesting to know how things work, isn’t it?
If you don’t have the emulator, you can download it from the. IDENTIFY THE GAME Open the emulator and run any game, then press ESC and check the Log Window. If you don’t have this window, enable it by clicking on Show Console, under the Misc menu. You should see something like this: Your CRC code can be different The highlighted area shows the CRC code of the game.
In this case, it’s for Final Fantasy X (NTSC-J), it depends on the game. Copy the code without 0x, so it would be 6A4EFE60. CREATE THE PNACH FILE Now, navigate to the emulator installation folder ( usually in C: Program Files PCSX2, but it can be different) and open the folder called Cheats.
NOTE: By default, a folder called Cheats will also be created in My Documents. Don’t get confused with this folder, because this procedure only worked using the folder inside the emulator installation folder. In the cheats folder, let’s create a New Text Document and rename it with the CRC code from the previous step. In this example, my file would be 6A4EFE60.txt. However, you have to change its extension from txt to pnach, which is the extension for files that store the game’s information, such as name, comment, cheats, etc.
To do so, open the Control Panel, then Appearance and Personalization, and click on Folder Options. In the new window, click on the View tab and uncheck the “ Hide extensions for known file types” option, like the picture below: Uncheck this option After applying the modification, go back to the Cheats folder, you should see the.txt extension in the file.
Delete it and write.pnach instead. Now, your file name should be like this: Your file name should be like this 3.
CONVERT THE CODES A simple search on the Internet and you can find many codes for your game, but most of them are still coded, which means that the emulator might not recognize them, so you have to convert them to the RAW format. There are a lot of converter out the, but I use this one, it’s simple and easy: To use it, just put the code on the left side, specify in the Input tab what type it is (for example, Action Replay, GameShark, etc). Then, in the Output tab, always choose Unencrypted Standard to get the RAW code. Next, click on the Convert button. Look at an example: Convert the codes On the left side, the Action Replay codes. Patch=1,EE, YYYYYYYY,extended, ZZZZZZZZ.If you write patch=0, it means that the code will remain disabled Change the lines according to your codes, following the color example.
In this case, the file would be like this: The PNACH file Now save it and close. ENABLE THE CODES Back to the emulator, in the System menu, click Enable Cheats. When you run the game, check the logs. It should be written something like this at the last lines: “ Loaded X Cheats from ‘6A4EFE60.pnach'” (The name of your PNACH file). Now go back to the game and enjoy the codes! If you have any question, feel free to comment below! Thanks for visiting my blog, feel free to come back and check other updates!