Open LuanTeles opened 1 year ago
Are the eboot.bins really necessaty in the modmenu folders?
They are not nessesary but I was planning on using them in their respected folder with ExceptionHandlerPayload to load them directly. But unfortunatly I never got around finishing the project, the kenel was difficult to debug with it's limited functionality
But unfortunatly I never got around finishing the project, the kenel was difficult to debug with it's limited functionality
Skill issue
But unfortunatly I never got around finishing the project, the kenel was difficult to debug with it's limited functionality
Skill issue
tru
So you @TheRouletteBoi and @jordywastaken can team up to make it happen :D
So you @TheRouletteBoi and @jordywastaken can team up to make it happen :D
Maybe
So you @TheRouletteBoi and @jordywastaken can team up to make it happen :D
Maybe
I don't have a ps3 anymore unfortunately. maybe I can still develop but someone else will need to do the testing.
I don't have a ps3 anymore unfortunately. maybe I can still develop but someone else will need to do the testing.
Well, I don't mind doing the testing if you need me to (and if you're still motivated to continue this project).
I don't have a ps3 anymore unfortunately. maybe I can still develop but someone else will need to do the testing.
Well, I don't mind doing the testing if you need me to (and if you're still motivated to continue this project).
someday when im bored
I don't have a ps3 anymore unfortunately. maybe I can still develop but someone else will need to do the testing.
Well, I don't mind doing the testing if you need me to (and if you're still motivated to continue this project).
someday when im bored
well @jordywastaken I guess im bored. are you able to compile ExceptionHandlerPayload ? run a test. I need to see the output/debug prints
here is a compiled binary if you can't compile it. https://www.file.io/omCs/download/bDXoWcMJJqKg
well @jordywastaken I guess im bored. are you able to compile ExceptionHandlerPayload ? run a test. I need to see the output/debug prints
here is a compiled binary if you can't compile it. https://www.file.io/omCs/download/bDXoWcMJJqKg
I don't have CMake installed yet, will tried the compiled binary in a few minutes chief
Tried loading it through the kernel plugin interface of webman mod. When loading it as a 'fixed' plugin it doesn't do anything, no logs even when launching and exiting a game. For some reason i can't edit the address of the dynamic payload, it's stuck on 00000000 so loading it causes a crash.
Tried loading it through the kernel plugin interface of webman mod. When loading it as a 'fixed' plugin it doesn't do anything, no logs even when launching and exiting a game. For some reason i can't edit the address of the dynamic payload, it's stuck on 00000000 so loading it causes a crash.
you are not suppose to edit the address in dynamic payload. that address is meant for freeing the payload memory. it's essentially the memory address to free using ps3mapi_unload_dynamic_kernel_plugin
/ SYSCALL8_OPCODE_UNLOAD_PAYLOAD_DYNAMIC
. it just gives you an idea of where the payload is loaded in lv2. As for 'fixed' plugin, the memory address is always the same 0x80000000007F0000
Are the eboot.bins really necessaty in the modmenu folders?