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PSPInside version P versus Q problem

 
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toddz



Joined: 06 Jun 2005
Posts: 5

PostPosted: Sat Jan 07, 2006 7:36 am    Post subject: PSPInside version P versus Q problem Reply with quote

Background: When using a 1.50 PSP to run PSPInside version P, It lists 63 modules and 21 threads (23 or 22 threads depending if the WLan is enabled and initilized). All are in the Kernel Ram except the sceKernelLibrary & scePSPInside! modules and PSPInside thread. In version Q, it lists the same 63 modules. The threads are about the same but SceHpRemote is not loaded and scePSPInside! is replaced with user_main. This all seems right considering the remote port is not being used by PSPInside and probably had to be killed. Now for the problem.

Problem: In version P when I try to load a game ELF everything seems to work fine. In this case, it is the LUA ELF (EBOOT.PBP) supplied with Alex Carroll's Crappy Button Game. In Modulelist, press Triangle, navigate to ms0:/PSP/GAME/B_MATCH/EBOOT.PBP, Press X, Set 0x00000000, then press square. Now in the Module list there are 64 modules with the last one being "SNAKE".

In version Q when I perform the exact same commands, nothing happens. The modules doesn't load and it is like I just canceled the command. I can of course change the load command to 0x20000000 but that just starts the game with no return to PSPInside (I aasume because I don't have patches.txt set to suspend that thread).

If someone can tell me what I am doing wrong, I would really appreciate it.

toddz
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groepaz



Joined: 01 Sep 2005
Posts: 305

PostPosted: Sun Jan 08, 2006 12:59 pm    Post subject: Reply with quote

1) pspinside infact does use the remote port for console output :)

2) whatever you are trying, it was probably luck that it worked before. unless the eboot you are loading is compiled as a relocateable module (like the bootfile from retail games) what you are doing isnt expected to work at all (i'm working on it however). you can see what went wrong by looking at the number in the bottom right corner, that should show the errorcode.
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