Search found 97 matches

by Coldbird
Thu Sep 24, 2009 10:13 am
Forum: PSP Development
Topic: Routine works on PC, crashes on PSP.. Why?
Replies: 10
Views: 5719

Re: Routine works on PC, crashes on PSP.. Why?

Art wrote:Would the potential time spent in while loops crash the PSP?
Yup... the PSP loves to nuke itself if a loop is repeating itself too fast. Mostly becaue of CPU hogging...

Try to place a sceKernelDelayThread(100); inside your loop somewhere and see if that fixes your problems.
by Coldbird
Wed Sep 23, 2009 7:18 am
Forum: PSP Development
Topic: Dummying PRX Modules [SOLVED]
Replies: 8
Views: 4546

Dummying PRX Modules [SOLVED]

Hello there, I'm back once more. I wanted to dummy the Adhoc Usermode Modules in the 5.0 Firmware. To do that all I gotta do is create all the exports and it should be fine but... The exports are adressed using the original NIDs... as far as I know. So how would I go about giving my own exports... t...
by Coldbird
Sat Apr 18, 2009 8:20 pm
Forum: PSP Development
Topic: Easy Hooking Example - User & Kernel
Replies: 8
Views: 6522

Well - yes I do.
Some of the functions Im hooking with this example code still deal me trouble.

Now that I think of it, I've never seen allocation of as small memory regions as 4 bytes in the asm code...

You think that could be it? I will try that later on today.
Thanks for the tip.
by Coldbird
Sat Apr 18, 2009 8:18 pm
Forum: PSP Development
Topic: How do games draw 3D data to screen?
Replies: 4
Views: 2338

Now that's some info I can work with, thanks Smong.
by Coldbird
Sat Apr 18, 2009 8:11 pm
Forum: PSP Development
Topic: Hook Execution Problem
Replies: 6
Views: 2398

Whoah - didn't believe someone would actually pick this older topic up again. Thanks for the code pieces though. I updated the hooking code used for this a lot, and a up-2-date hooking code can be found in the easy hooking example topic. Right now I'm fighting with the broken hook problem I've expla...
by Coldbird
Thu Apr 16, 2009 12:46 am
Forum: PSP Development
Topic: Easy Hooking Example - User & Kernel
Replies: 8
Views: 6522

No problem. I'm still trying to figure out why some functions won't hook properly with HOOK_JUMP, like the three ones I mentioned in the warnings. I disassembled the affected functions but couldn't find a reason why they aren't hooking properly. If you guys figure out what might be causing those few...
by Coldbird
Tue Apr 14, 2009 9:06 pm
Forum: PSP Development
Topic: Easy Hooking Example - User & Kernel
Replies: 8
Views: 6522

Very nice for those (like me!) too lazy to dig in sources and do error-and-retry tests a million times. Thanks for sharing. I'm glad it's of use to you. Took me some time to figure and work out a proper solution to this problem. Especially because all I could find in previous sources was this apiho...
by Coldbird
Tue Apr 14, 2009 12:15 pm
Forum: PSP Development
Topic: Ram fragmentation?
Replies: 6
Views: 1917

Doesnt have to be a leak... maybe you just load too much shit at once...
Keep in mind that depending on how many modules and stuff is loaded you can easily max out the 24MB of useable RAM...
by Coldbird
Tue Apr 14, 2009 9:39 am
Forum: PSP Development
Topic: Easy Hooking Example - User & Kernel
Replies: 8
Views: 6522

Easy Hooking Example - User & Kernel

First of, I'm posting this here because hooking has been bothering me for quite some time now. And all the examples I've found till now in a lot of different sources, namely - PSPLink, RemoteJoy, Hookcore, etc. - weren't really up 2 date. Nor did they offer the feature of hooking Usermode Functions ...
by Coldbird
Tue Apr 14, 2009 6:54 am
Forum: PSP Development
Topic: Hooking Usermode Functions from inside a Kernel PRX
Replies: 19
Views: 6325

I was trying to find the same info and from what I've understood so far, finding the syscall NUM is supposedly impossible in the randomized tables without getting into the nitty gritty of loadcore and stuff. We'll probably need hooks in there with a prior module and then see what its being assigned...
by Coldbird
Tue Apr 14, 2009 12:29 am
Forum: PSP Development
Topic: Hooking Usermode Functions from inside a Kernel PRX
Replies: 19
Views: 6325

Sorry for bumping a old topic of mine, but a answer to this problem still hasn't been found...

I intend to hook Usermode Functions via ASM Patching to Syscall into one of my Kernel Exports...

But how do I figure out the Syscall Num from the Syscall Table?
by Coldbird
Mon Apr 13, 2009 10:14 pm
Forum: PSP Development
Topic: Flash2 Write Access
Replies: 3
Views: 1485

I don't even know if that's possible but it sounds kinda weird to me loading a Kernel Module from inside a User Module.

Are you using the kubridge to do so?
by Coldbird
Mon Apr 13, 2009 9:54 pm
Forum: PSP Development
Topic: Hook Execution Problem
Replies: 6
Views: 2398

Oh yeah - I totally forgot that it's a dereference instead of a addition. Sorry, you got me there. That aside, this doesn't change the fact that, even though the function is hooked, it's not getting executed... Or atleast debuglog has no effect... it won't write to my log... thus I can't really trac...
by Coldbird
Mon Apr 13, 2009 12:50 pm
Forum: PSP Development
Topic: Hook Execution Problem
Replies: 6
Views: 2398

Hook Execution Problem

Hi everyone~ It's me again. I've got a whole bunch of lowlevel WiFi Hooks setup... Just this one deals me trouble... // sceNetSendIfEvent - Equals if(arg1) sceKernelSignalSema(arg1 + 256, 1); return; // Called 19. on Adhoc Search (Unknown... No Call Record&...
by Coldbird
Sat Apr 11, 2009 11:56 am
Forum: PSP Development
Topic: How to load ~PSP modules?
Replies: 12
Views: 2606

Don't have a Slim. There ain't extra memory for me.
by Coldbird
Sat Apr 11, 2009 11:40 am
Forum: PSP Development
Topic: How to load ~PSP modules?
Replies: 12
Views: 2606

Torch - you know I need the usermode module, else hooking the adhoc functions is a pain in the ass.

The usermode module pretty much forwards the code via wrappers into the kernel one where I do my real stuff.

And I need the internet modules to get a connection to my server.
by Coldbird
Sat Apr 11, 2009 11:03 am
Forum: PSP Development
Topic: How to load ~PSP modules?
Replies: 12
Views: 2606

Uhm... I hardly doubt my module can save the memory needed to load that biggie without cutting a game of its thread-memory... My Module <-- 20kb My Usermodule Wrapper <-- 60kb (I think i could save like... half of that if i linked differently...) The module I need... pspnet_inet.prx <-- 210kb See wh...
by Coldbird
Sat Apr 11, 2009 2:04 am
Forum: PSP Development
Topic: How to load ~PSP modules?
Replies: 12
Views: 2606

I know.
by Coldbird
Sat Apr 11, 2009 12:10 am
Forum: PSP Development
Topic: How to load ~PSP modules?
Replies: 12
Views: 2606

I see. Well that's a bit of a problem... I suppose i will have to manually cut out unneeded functions of the module.
by Coldbird
Fri Apr 10, 2009 5:43 am
Forum: PSP Development
Topic: How to load ~PSP modules?
Replies: 12
Views: 2606

How to load ~PSP modules?

I need to load the compressed modules to save RAM.
Someone got a idea how I can do this? Every method I tried only loads the decrypted unpacked modules.
by Coldbird
Tue Apr 07, 2009 4:47 am
Forum: PSP Development
Topic: How do games draw 3D data to screen?
Replies: 4
Views: 2338

I figured as much, but I was hoping that someone had previous experiences with the matter.

Thanks anyway jean.
by Coldbird
Mon Apr 06, 2009 11:34 am
Forum: PSP Development
Topic: How do games draw 3D data to screen?
Replies: 4
Views: 2338

How do games draw 3D data to screen?

Again it's me with another PRX linked question. I do know that the Gu functions the PSPSDK provides are a bunch of asm functions that make stuff more readable... (So you can pass vertices, etc.) This are lateron converted to Ge commands... from what I can tell... But is there a bit more documentatio...
by Coldbird
Mon Apr 06, 2009 11:30 am
Forum: PSP Development
Topic: finding free space in flash0?
Replies: 2
Views: 1010

A really dumb but working way to test it without going down to fat table level is by writing a big chunk of memory to flash in a new file and noting how many bytes were written before deleting the temporary file again...

I really suggest checking the fat table though.
by Coldbird
Sat Apr 04, 2009 11:05 pm
Forum: PSP Development
Topic: PRX & Networking Libraries... Help needed.
Replies: 4
Views: 2281

In fact the module I'm loading it from is Usermode.
Also I'm using a Kernel module in the background which the User Module can access via Syscalls.

@TyRaNiD: Wonderful news... seriously. lol.
by Coldbird
Sat Apr 04, 2009 10:32 pm
Forum: PSP Development
Topic: PRX & Networking Libraries... Help needed.
Replies: 4
Views: 2281

Different Function - Different Error. sceUtilityLoadModule returns 800200D9 - Error while allocating memory Block sceUtilityLoadNetModule returns 80110801... I do know that the error is quite self-explaining but I really doubt those errors lately as I got a module not found error even though the mod...
by Coldbird
Sat Apr 04, 2009 10:39 am
Forum: PSP Development
Topic: using the SceIO functions
Replies: 5
Views: 1894

Nope. Wouldn't.
copyFile("flash0:/test.txt"); -> wrong
copyFile("ms0:/test.txt", "flash0:/test.txt"); -> right

This command would then copy the file ms0:/test.txt to flash0:/test.txt.
by Coldbird
Sat Apr 04, 2009 10:35 am
Forum: PSP Development
Topic: PRX & Networking Libraries... Help needed.
Replies: 4
Views: 2281

PRX & Networking Libraries... Help needed.

Hi guys~ I need to use the Networking Functions of the PSP to connect to a Access Point and from there on to a server of mine... All of this has to work from inside a PRX somehow... while a game is running. I've figured out that loading the Networking Modules from a Kernel PRX seems to fail, for wha...
by Coldbird
Fri Apr 03, 2009 8:24 pm
Forum: PSP Development
Topic: Draw to framebuffer fix for Tekken DR?
Replies: 7
Views: 2008

Oh my - Thank you.
As for your Tekken Problem, it's probably not displaying anything, is it?
by Coldbird
Fri Apr 03, 2009 8:12 pm
Forum: PSP Development
Topic: Draw to framebuffer fix for Tekken DR?
Replies: 7
Views: 2008

Hey Torch. On a sidenote, I'm really interested how you did the ingame blitting for your Lockdown Tool... I know how blitting works, by hooking the Framebuffer Functions, etc... But seriously I wouldn't want to code something out that another person already did... So... mind providing me with that b...
by Coldbird
Fri Apr 03, 2009 9:16 am
Forum: PSP Development
Topic: using the SceIO functions
Replies: 5
Views: 1894

Alright... Minus the assigning of flash you say... #include <pspiofilemgr.h> // Include for Sony IO Functions #include <stdio.h> // Include for Seek Constants #include <string.h> // Include for NULL Macro SceOff fileSize&#40;SceUID file&#41; &#123; // File Length SceOff length = 0; // Sa...