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[Release] Koens Loader Source Code

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m0skit0
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Re: [Release] Koens Loader Source Code

Post by m0skit0 » Tue Oct 05, 2010 3:12 pm

I already created the HBL. Time for other people to do the rest. I'm no longer on the scene. This means I code no more for PSP since I'm bored of it, and I don't have that much time. I'm not going to waste it writing an ISO 9660 file system driver, be sure about that. And I already offered my help and assistance to 2 ISO loading projects. Turned out they didn't even know how to program on the very basic level, and they didn't want to learn.

And definitely, IMHO, neither Sony nor PSP users deserve the hackers/devs of PSP scene. PSP users only know requesting stuff.

And anyways, I have no explanations to give to you or whoever else. What I do, I do it for pleasure and on my own will. You don't like it, do it yourself. Maybe you'll finally learn something.

PS: I bet you're quite a few users around here.
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"just not into this RA stuffz"

Zasisem
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Re: [Release] Koens Loader Source Code

Post by Zasisem » Tue Oct 05, 2010 4:11 pm

i made a thread just now about HBL running ISO, but anyways my point is if you see how ISO's are structured there are many .prx's in them like for example psmf.prx wouldnt some .prx need kernel mode to run them? and also wouldnt hbl crash?
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m0skit0
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Re: [Release] Koens Loader Source Code

Post by m0skit0 » Tue Oct 05, 2010 4:34 pm

As of the current state of HBL, it cannot load ISOs that use additional PRXs, but this I think will be fixed sooner or later. Also ISOs requiring kernel access (which would be done by "external" PRXs anyways) can never run.
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tbg
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Re: [Release] Koens Loader Source Code

Post by tbg » Tue Oct 05, 2010 6:59 pm

TOcean wrote:You can then create one.
In my opinion, we shouldn't "force" anyone to do anything. m0skit0 already commented in the past that isn't interested in the psp scene. We should respect him. For these things (and others that don't come to the post), many sceners stop being a hobby to be an obligation.
TBG : Team Extraction member

jaja2u
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Re: [Release] Koens Loader Source Code

Post by jaja2u » Tue Oct 05, 2010 8:04 pm

I respect your thoughts m0skit0.

I too quit the psp scene as you know. I find it more fun coding for the computer, as the psp scene will likely be dead in <2 years. Plus no usermode laws or any of those restrictions
Thank you Total_Noob :mrgreen:

helltoast
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Re: [Release] Koens Loader Source Code

Post by helltoast » Wed Oct 06, 2010 4:23 am

m0skit0 wrote:As of the current state of HBL, it cannot load ISOs that use additional PRXs, but this I think will be fixed sooner or later. Also ISOs requiring kernel access (which would be done by "external" PRXs anyways) can never run.
What kind of .ISO's need kernel access? Are there many? Do all .ISO's use additional .PRX's? Sorry to bother you with such trivial questions.

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m0skit0
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Re: [Release] Koens Loader Source Code

Post by m0skit0 » Wed Oct 06, 2010 6:30 am

helltoast wrote:What kind of .ISO's need kernel access?
Is there "kind of ISOs"? You have to take a look at the game and find out for each one. There's no general rule.
helltoast wrote:Are there many?
I don't know.
helltoast wrote:Do all .ISO's use additional .PRX's?
Most do have some modules to override FW's modules, but as I said, this can be skipped safely most of the time. And no, not all ISOs use "additional" PRXs.
helltoast wrote:Sorry to bother you with such trivial questions.
I prefer this to talking useless nonsense, don't worry :)
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"just not into this RA stuffz"

coyotebean
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Re: [Release] Koens Loader Source Code

Post by coyotebean » Wed Oct 06, 2010 11:16 am

Don't confuse ISO and emulating the UMD.

ISO usually means a raw sector dump of an ISO 9660 disc (UMD disc also follows the ISO 9660 specification)
ISO 9660 is a "file specification/format/system" to tell you how to translate a directory/file structure to sectors in the storage.
It is not much difference than using FAT/FAT32/NTFS/Ext2/Ext3 etc with hard-disk/usb-storage/flash-memory. The ISO 9660 standard is well established, and coding an ISO 9660 driver to access ISO dump is straight forward.

Emulating UMD, without kernel access to "sit" between kernel and UMD, will be much more difficult. Without kernel access, it involved patch all user functions which communicate with the UMD.
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m0skit0
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Re: [Release] Koens Loader Source Code

Post by m0skit0 » Wed Oct 06, 2010 11:42 am

You're correct coyotebean, but
coyotebean wrote:Emulating UMD, without kernel access to "sit" between kernel and UMD, will be much more difficult.
It's not that difficult. You just have to hook all calls to disc0, and do whatever you have to in order to maintain the game running and happy. This is where all ISO loaders I've seen fail, because their developers didn't understand what a hook is (hard to make something if you don't even know what it is, isn't it?).
coyotebean wrote:Without kernel access, it involved patch all user functions which communicate with the UMD.
As I said above, you just have to hook the relevant stubs. Functions that communicate with the UMD are all of them on kernel space. As a rule of thumb, all functions that communicate/access the PSP hardware are on kernel space (except some minor exceptions).
I wanna lots of mov al,0xb
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"just not into this RA stuffz"

cv-
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Re: [Release] Koens Loader Source Code

Post by cv- » Wed Oct 06, 2010 11:59 am

aye m0skit0, if i wanted to learn psp programming, like making a hello world to start, and programming my own eloader, and when i get even more advaced an iso loader, where should i start? is there a certain computer language i should learn, or is it all the same after its compiled?

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