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Thread: Problem launching CodeBreaker 10.ELF
  

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  1. #11  
    smeagol25's Avatar
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    Ive tried both codebreaker 9.3 and codebreaker 10, but both don't work when launching from ULE. I have the elfs saved on my HDD and I have a PS2 game disc in the drive, while loading the elf. Anybody know what the problem is ?

    Cheers
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  2. #12  
    dlanor is offline Member
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    Quote Originally Posted by smeagol25 View Post
    Ive tried both codebreaker 9.3 and codebreaker 10, but both don't work when launching from ULE. I have the elfs saved on my HDD and I have a PS2 game disc in the drive, while loading the elf. Anybody know what the problem is ?
    I can't say anything about the 'putative' v10, as I haven't tried it (and won't until it's properly released), but I have successfully launched v9.3 from uLE.

    That is how I normally start it, using a CB v9.3 ELF stored either on HDD or on a USB drive. I'm not sure though, whether my modchip has anything to do with this success or not. It's a DMS4pro, so anyone else with that chip (and a current 'Toxic' firmware) should get the same results I do. As for other mod-chips, perhaps they get rejected by the anti-modchip code of this CodeBreaker version.

    Best regards: dlanor
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  3. #13  
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    Quote Originally Posted by dlanor View Post
    I can't say anything about the 'putative' v10, as I haven't tried it (and won't until it's properly released), but I have successfully launched v9.3 from uLE.

    That is how I normally start it, using a CB v9.3 ELF stored either on HDD or on a USB drive. I'm not sure though, whether my modchip has anything to do with this success or not. It's a DMS4pro, so anyone else with that chip (and a current 'Toxic' firmware) should get the same results I do. As for other mod-chips, perhaps they get rejected by the anti-modchip code of this CodeBreaker version.

    Best regards: dlanor
    I Dont have a modchip, so I really don't know why the elf is not running. I use the exploit to run uLE.

    Cheers
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  4. #14  
    dlanor is offline Member
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    Quote Originally Posted by smeagol25 View Post
    I Dont have a modchip, so I really don't know why the elf is not running. I use the exploit to run uLE.
    Well, I don't know why either, but on my mod-less PS2 I have only been able to make two CB versions work properly, and those are v7.0 and the cracked v9.2. Of those two versions I have stuck with v7.0 for that console, as v9.2 is much harder to use with HDL games launched via exploit. Successful launch requires a split-second timed response just *before* you get a visual boot indication, so you must rely on a combination of pure timing and luck. (I fail appx 19 times out of every 20 )

    With CB v7.0 such launching is very easy, once you have a proper 'Enable Code' for all games of interest (no Fxxxxxxx codes), as the eject response can be made just *after* the visual indication of boot activity, when the screen goes black. So on the mod-less console I prefer to use this version despite it's other (quite horrible) limitations.


    Edit:
    In both cases (v9.2 and v7.0) I let the exploit launch uLE of course. The first time to use uLE for launching the CodeBreaker ELF, and when it relaunches the exploit (in attempting to boot a game) I use uLE to launch an HDLoader ELF instead, which in turn launches the game to be cheated.

    Best regards: dlanor
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  5. #15  
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    I guess that sticking with codebreaker9.2 is good for now. I am able to play games from the hdd easily and although tedious, sometimes its worth it. The trick to get 9.2 to work is as soon as the screen goes black, you have to press eject and so far I have been doing the trick for about a year and I have yet to have a failed try. I have two modless v7's and the trick works flawlessly on both. I want to get a modchip

    Cheers
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  6. #16  
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    Quote Originally Posted by smeagol25 View Post
    I guess that sticking with codebreaker9.2 is good for now. I am able to play games from the hdd easily and although tedious, sometimes its worth it. The trick to get 9.2 to work is as soon as the screen goes black, you have to press eject and so far I have been doing the trick for about a year and I have yet to have a failed try.
    The problems I had with v9.2 (and some with v7.0 as well) have turned out to be dependent on the 'Enable Code' used for each game.

    If the the main code line in the 'Enable Code' begins with an 'F', then I find it virtually impossible to use exploit swapping with that game (eject must be pushed with split second timing just BEFORE the screen goes black), but if the main code line in the 'Enable Code' begins with a '9', then it will work easily (eject can conveniently be pushed AFTER the screen goes black).

    For example, a traditional 'Enable Code' for FFX International is this:
    Raw Form: F011B9EC 0000000E
    CB format: FA567E27 32FCF6D1
    But using that code with exploit swapping has NEVER succeeded for me.

    So I sat down to generate my own 'Enable Code' of a different type for that game:
    Raw Form: 902DDF14 0C0BBAEB
    CB format: 9ABC20E7 186629E4
    And with this code the exploit swapping is no longer a problem.

    Apparently 'Enable' codes with 'F' prefix not only cause a slightly different usage of the CB engine during the game, but also cause a different game booting procedure, which in itself makes it hard/impossible to do the exploit swapping.

    I have two modless v7's and the trick works flawlessly on both.
    I have a modless v10 myself, but also a modded v7 (using DMS4pro), and I get exactly the same results for exploit swapping with CB on both consoles. Though I don't really need such swapping on the modded v7, I've still tried it just to compare results...

    I want to get a modchip
    A good modchip certainly makes life easier, not only for CB usage but also for all kinds of homebrew needs.

    Best regards: dlanor
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