pine_read8
Read a single unsigned 8-bit byte from the PS2 emulator's main memory at a specified absolute address. Use for status flags, counters, and eight-bit enums.
Instructions
PURPOSE: Read an unsigned 8-bit byte from the emulator's EE main address space at the given absolute address. USAGE: Use for single-byte fields — status flags, counters, 8-bit enums, character bytes. For 16/32/64-bit values use pine_read16/read32/read64 (one call instead of multi-byte assembly); for spans of more than ~4 bytes use pine_read_range (one batched call instead of N round-trips). BEHAVIOR: No side effects — pure read. Reads work whether the emulator is running or paused. No alignment requirement (byte access is naturally aligned). Returns an error if the address is unmapped, the connection drops, or PINE returns its FAIL response (0xFF). The 10-second per-call timeout fires if the emulator drops the reply (PCSX2 has been observed to do this under heavy pipeline load — see pine_read_range for the wider context).
PlayStation 2 main address space landmarks (PCSX2): 0x00100000-0x01FFFFFF EE main RAM (32 MiB) — game code & data; the most common target 0x10000000 Hardware registers (DMA, GIF, VIF, etc.) 0x11000000 VU0 / VU1 memory 0x12000000 GS privileged registers 0x1C000000-0x1C1FFFFF IOP RAM (2 MiB) 0x1F800000 IOP scratchpad 0x70000000 EE scratchpad (16 KiB) PINE memory operations target the EE address space.
RETURNS: Single line 'ADDR_HEX: VAL_DEC (0xVAL_HEX)', e.g. '0x00200000: 99 (0x63)'.
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| address | Yes | Absolute byte address in the EE main address space (NOT a per-domain offset). Pass as a number; hex literals like 0x00200000 are fine. Reads 1 consecutive byte starting here. No alignment requirement for byte access. Useful range: 0x00100000-0x01FFFFFF for EE main RAM (where 99% of game state lives). An unmapped or invalid address returns a PINE FAIL response. |