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memory management: FPL...
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This forum is for HBL Development discussions ONLY. For User support or HBL general discussions, go to viewforum.php?f=3 . Messages that are not development related will be deleted.
This forum is for HBL Development discussions ONLY. For User support or HBL general discussions, go to viewforum.php?f=3 . Messages that are not development related will be deleted.
Re: memory management: FPL...
My problem is that syscall estimation doesn't work all the time. I could confirm that my function is now available, but i need to know its syscall accurately. This is why i want to browse the stubs. Without them, this function call works only 30% of the time.
If you need US PSN Codes, this technique is what I recommend.
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Re: memory management: FPL...
OK, I have something that's reasonably fast.
Fast enough actually, that I think going through the current "hardocded list of stubs" is a waste of time and potentially not as precise as this. For now I'll let that as a compile time option, but I'm strongly thinking of getting rid of the list of stubs in the config file.
I am now missing sceIoMkdir (necessary for VHBL to be able to install homebrew), any idea where I could get it from? I haven't looked yet, so if you don't have an idea on top of your head don't bother, I'll dig a bit.
Fast enough actually, that I think going through the current "hardocded list of stubs" is a waste of time and potentially not as precise as this. For now I'll let that as a compile time option, but I'm strongly thinking of getting rid of the list of stubs in the config file.
I am now missing sceIoMkdir (necessary for VHBL to be able to install homebrew), any idea where I could get it from? I haven't looked yet, so if you don't have an idea on top of your head don't bother, I'll dig a bit.
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If you need US PSN Codes, this technique is what I recommend.
Looking for guest bloggers and news hunters here at wololo.net, PM me!
Looking for guest bloggers and news hunters here at wololo.net, PM me!
Re: memory management: FPL...
sceIoMkdir was available from the p5_stubs technique, I just had to get rid of the calls to sceUtilityGetSystemParamInt.
I'm getting the menu to load now in a fairly difficult environment... still getting a crash when running most of my test homebrews, I'll have a deeper look.
The whole system of hooks/ etc... now makes it flexible, but also very hard to get the things correctly from the start... I need to spend more time on gen_exploit_config to get things to work now...
I'm getting the menu to load now in a fairly difficult environment... still getting a crash when running most of my test homebrews, I'll have a deeper look.
The whole system of hooks/ etc... now makes it flexible, but also very hard to get the things correctly from the start... I need to spend more time on gen_exploit_config to get things to work now...
If you need US PSN Codes, this technique is what I recommend.
Looking for guest bloggers and news hunters here at wololo.net, PM me!
Looking for guest bloggers and news hunters here at wololo.net, PM me!
Re: memory management: FPL...
I submitted my work.
I realized I still don't have access to DeleteFPL sadly, because loading PSP_MODULE_NET_SSL yields an error (I didn't note the error number, I will if I work again on this).
At the very least, this could unblock some people who have been working with games that do not import enough functions.
defining LOAD_MODULES_FOR_SYSCALLS should help increasing access to the right functions. It does require access to sceUtilityLoadModule and sceUtilityUnloadModule, however.
I realized this afternoon that the game I have been working on is not available on the JP store nor the French store, which limits its attractiveness to me. Not that I won't finish the work, but I have much less motivation knowing that I'd have to create yet-another-account just to test the exploit. I don't think it is available in the US either, but I've seen it available on some other stores.
I realized I still don't have access to DeleteFPL sadly, because loading PSP_MODULE_NET_SSL yields an error (I didn't note the error number, I will if I work again on this).
At the very least, this could unblock some people who have been working with games that do not import enough functions.
defining LOAD_MODULES_FOR_SYSCALLS should help increasing access to the right functions. It does require access to sceUtilityLoadModule and sceUtilityUnloadModule, however.
I realized this afternoon that the game I have been working on is not available on the JP store nor the French store, which limits its attractiveness to me. Not that I won't finish the work, but I have much less motivation knowing that I'd have to create yet-another-account just to test the exploit. I don't think it is available in the US either, but I've seen it available on some other stores.
If you need US PSN Codes, this technique is what I recommend.
Looking for guest bloggers and news hunters here at wololo.net, PM me!
Looking for guest bloggers and news hunters here at wololo.net, PM me!
Re: memory management: FPL...
Just checked and it should be available through the PSP_UTILITY_SAVEDATA_AUTOLOAD dialog: http://moonlight.lan.st/5.00/vsh/module ... logimp.xmlwololo wrote:I realized I still don't have access to DeleteFPL sadly, because loading PSP_MODULE_NET_SSL yields an error (I didn't note the error number, I will if I work again on this).
So it should already be usable if p5 stubs are searched
Re: memory management: FPL...
Do the syscalls loaded from P5 stubs stay available after unloading the modules?
EDIT: now that think, it's probably yes since the game syscalls are available even if the game module was unloaded...
EDIT: now that think, it's probably yes since the game syscalls are available even if the game module was unloaded...
I wanna lots of mov al,0xb
"just not into this RA stuffz"
"just not into this RA stuffz"
Re: memory management: FPL...
The answer is yes. This is why we load the modules, fetch the stubs, then unload the modules again. I think the reason is that when the module is unloaded, the system does not know what syscalls aee needed by other loaded modules.
If you need US PSN Codes, this technique is what I recommend.
Looking for guest bloggers and news hunters here at wololo.net, PM me!
Looking for guest bloggers and news hunters here at wololo.net, PM me!
Re: memory management: FPL...
Poor programming... Could be fixed anyway. You just need a counter for each syscall.wololo wrote:I think the reason is that when the module is unloaded, the system does not know what syscalls aee needed by other loaded modules.
I wanna lots of mov al,0xb
"just not into this RA stuffz"
"just not into this RA stuffz"
Re: memory management: FPL...
Yup. Of course that's just a guess. Maybe they simply forgot, or maybe it's for performance reasons, or whatever...
If you need US PSN Codes, this technique is what I recommend.
Looking for guest bloggers and news hunters here at wololo.net, PM me!
Looking for guest bloggers and news hunters here at wololo.net, PM me!
Re: memory management: FPL...
Or maybe it was not required by Sony's suits... you know how this stuff works in software companies... you only code what's required. Anyway, doesn't matter.
I wanna lots of mov al,0xb
"just not into this RA stuffz"
"just not into this RA stuffz"