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R2k
Joined: 17 Mar 2006 Posts: 16 Location: México
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Posted: Sun Mar 19, 2006 3:12 pm Post subject: Loading PRX in user mode??? |
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hi i'm using FW 2.6 and i'm trying to load a PRX i need to be in kernel mode to load it ?
i need to call pspSdkInstallNoPlainModuleCheckPatch() ???? |
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placasoft
Joined: 28 Mar 2005 Posts: 53
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Posted: Mon Mar 20, 2006 6:13 am Post subject: |
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Well for pspSdkInstallNoPlainModuleCheckPatch() you need kernel mode, so there is noway of loading a prx in usermode =/
nice day,
placa |
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groepaz

Joined: 01 Sep 2005 Posts: 305
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hubevolution
Joined: 17 Mar 2004 Posts: 32
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Posted: Mon Mar 20, 2006 11:45 pm Post subject: |
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| well that's true but actually the main reason for someone asking how can prx be loaded is because he wants to use system prx to access kernel-only features ... so a loader wouldn't do the trick in this case I guess :) |
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R2k
Joined: 17 Mar 2006 Posts: 16 Location: México
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Posted: Tue Mar 21, 2006 7:32 am Post subject: |
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| hmm not exactly i'm trying to make custom-made PRXes i will try to figure out how to make my own PRX loader but the only i wanted to know if exists an alternative to pspSdkInstallNoPlainModuleCheckPatch(). thanks to everyone for the info |
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Fanjita
Joined: 28 Sep 2005 Posts: 217
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Posted: Tue Mar 21, 2006 9:05 pm Post subject: |
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We plan to add PRX loading support to eLoader at some point in the quite near future, so if you're patient then you should get this support for free.
Alternatively if you do implement your own PRX loader, then I'd love to see the source ... ;) _________________ Got a v2.0-v2.80 firmware PSP? Download the eLoader here to run homebrew on it!
The PSP Homebrew Database needs you! |
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groepaz

Joined: 01 Sep 2005 Posts: 305
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TyRaNiD
Joined: 18 Jan 2004 Posts: 918
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Posted: Wed Mar 22, 2006 3:56 am Post subject: |
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Manually loading a pspsdk prx file should be realtively painless, all the code and data is stored as a single contiguous block of data referenced by the the first program header, then it is just a case of going through the section headers pulling out the relocation ones and pulling out the relative offset of relocation from the loaded block and fixing it up relative to the place you loaded it at. Final steps are just to zero the .bss and fixup imports (which eLoader will already do).
Doing sony ones is slightly trickier as they actually contain two blocks of data and the relocations could be relative to either, but I cannot see much use for loading sony prxes for the most part.
groepaz's psp doc has info on the relocations, and there is always prxtool which does a cheating version of the reloc fix up already in its prx->elf conversion routine. |
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