Salut
Pour comprendre comment sont trouvé les offset et les chaine de caractére, servant a modifier certain jeu afin de les rendre compatible avec le hdloader, il y a peut etre un debut de réponse là ceci a été trouve sur ps2scene :
http://www.ps2-scene.org/forums/showthread.php?t=25177
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Well, Viewtiful Joe loads cdvdstm during the play back of the opening movie, hdloader has a stubbed implementation of this and seems to correctly block it from being loaded. After the movie is over, the game then tries to unload it and hdloader doesn't handle this properly and the game gets stuck in a loop.
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Well, you would really have to look for what I described before. A reference to the string "cdrom0:/MODULES/CDVDSTM.IRX" followed about 30 instructions later by a call to sceSifStopModule then sceSifUnloadModule. The two function calls have to be jumped over, which is what the patch does.
>Also there must have been a reason why viewtiful joe unloads the cdvdstm. Could
>there be a possibility that it will cause a problem somewhere
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A free tool to get you started is ps2dis:
http://ps2dev.org/kb.x?T=412
With it you open the file, select Analyzer > Invoke Analyzer and after it has completed you go Analyzer > Label Syscalls. Then you'll have the basic listing of the file.
Then when for example you see a line like XXXXXXXX YYYYYYYY::FNC_XXXXXXXX addiu abcdxyz...
XXXXXXXX is the address where that line is located in the memory of the PS2.
YYYYYYYY is the data in that address.
FNC_XXXX is a label that is pointed to somewhere in the code (there are many types of labels).
addiu, etc. is a actual code the PS2-EE is running in the memory.
When you highlite the FNC-line with space and press F3 you can see where in the code is this location being referred.
So if you look for the line "can't unload module" (Edit > Jump to Labeled) in Viewtiful Joe, highlite it and press F3 you can get pretty close to where the code to manipulate CDVDSTM.IRX is.
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si quelqu'un y comprend quelque chose cela serait super d'avoir une explication voir mieu un tuto
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