Editing Talk:PRX
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So as of now is it not possible to get function addresses using the FNID? Right now I can hook functions but only for a normal game(e.g. using .lib.stub to parse all entries and then I use library name+fnid and I get a pointer that points to the normal stub entry in the ELF, eg the one with the bctr instruction) However I would like to also hook VSH calls to prxs and sadly vsh uses some VERY strange method to load and call prxs. So what I would like to do is get the VA of the PRX function itself(the value in ctr). Of course this can too be done be automatically disassembling the stub jumper(bctr) as it's just a hardcoded jump address ORIS R12,R12,hi lwz r12, lo(r12) and then r12 is a pointer to the func entry address; but alas this too applies only for normal game ELFs. We can get the PRX image in RAM so how the hell are NIDs used??[[User:Pspdude|Pspdude]] 18:36, 25 June 2013 (MSK) | So as of now is it not possible to get function addresses using the FNID? Right now I can hook functions but only for a normal game(e.g. using .lib.stub to parse all entries and then I use library name+fnid and I get a pointer that points to the normal stub entry in the ELF, eg the one with the bctr instruction) However I would like to also hook VSH calls to prxs and sadly vsh uses some VERY strange method to load and call prxs. So what I would like to do is get the VA of the PRX function itself(the value in ctr). Of course this can too be done be automatically disassembling the stub jumper(bctr) as it's just a hardcoded jump address ORIS R12,R12,hi lwz r12, lo(r12) and then r12 is a pointer to the func entry address; but alas this too applies only for normal game ELFs. We can get the PRX image in RAM so how the hell are NIDs used??[[User:Pspdude|Pspdude]] 18:36, 25 June 2013 (MSK) | ||