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[Plugin] PRXshot 0.4.0

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codestation
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Re: [Plugin] PRXshot

Post by codestation » Thu Apr 28, 2011 7:57 pm

Strangelove wrote: can't you load the module to a different kernel mem partition? and why does it need kernel mode anyway?
Yes, i could use user memory but i dont want to interfere with the game resources, probably not all games have left 382KiB (for the copy of the vram buffer since i don't suspend the game) + size of lib[jpg|png] code + size of memory allocs (giflib requires 64KiB at minimal, the others require more).
Strangelove wrote: and if that doesn't work for some reason, there's other possibilities. i recently managed to call kernel code from user mode (needs HEN), you could go the other way too by letting a user mode module handle converting pictures. haven't tried the latter but it could be fun...
Yeah, its very fun to have control and being able to jump between user/kernel without troubles :D

Call kernel code from user module: export kernel function, patch the game import with a new syscall and set k1 to 0 inside the syscall if you are planning to use sce* functions.

Call user code from kernel module: search the func address with sctrlHENFindFunction, restore k1 if you are inside a syscall (or set to 0x10000 iirc otherwise), then do a direct jump to the address (if you call the function normally via syscalls then the interrupt manager is gonna set k1 to 0 (because you are already in kernel mode) and the user function will fail) . If the function passes structures then you have to copy the buffer to an address below 0xA000000 and pass that pointer instead.
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Strangelove
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Re: [Plugin] PRXshot

Post by Strangelove » Fri Apr 29, 2011 4:24 am

I see you clearly know your stuff. ;) And thank you for the insight, it is always good to know.

I use this plugin myself and it's quite good at what it does. Which is why I couldn't think of any possible improvements besides supporting PNG. Something tells me you're not one to make compromises in his code, but I got another idea for you to look at:

Idea #2: Check available user memory.
If enough memory load can start a user module that takes a list of BMPs and converts them using its own thread. (no imports in other words)
In case there isn't enough user memory, delay-load the module, append a line to vsh.txt to make the module load when the game exits and automatically start conversion then.

Since the converter will be entirely separate from you main module I'd hardly call it a compromise. You can even move your GIF encoder here to make room for more awesome. :)
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wwaallaa
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Re: [Plugin] PRXshot

Post by wwaallaa » Fri Apr 29, 2011 8:29 am

hello codestation,
i found this bug, i can only take screenshot in 6.38ME-2 firmware only once. once i press the button, it will take a screenshot and if i press the button again it will not take screenshot.
my psp
PSP1001(PHAT)

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codestation
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Re: [Plugin] PRXshot

Post by codestation » Fri Apr 29, 2011 12:51 pm

wwaallaa wrote:hello codestation,
i found this bug, i can only take screenshot in 6.38ME-2 firmware only once. once i press the button, it will take a screenshot and if i press the button again it will not take screenshot.
XMB or game? I need a list of plugins that you are using in game.txt and the log generated (prxshot.log) by the debug plugin when this problem is happening (the download link is on the first post).

Your problem probably is a memory issue, for the slim and newer models prxshot use the umdcache partition to store the bitmap buffer before flush it to the MS, in case that is full or not available (PSP 1000 case) then the plugin uses the kernel partition. If the kernel partition is full (you have too much plugins activated or they are too big) then prxshot resorts to use the volatile memory with the issue that you can't take any screenshots while a dialog is present (save/load/adhoc/wifi/osk/etc).
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wwaallaa
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Re: [Plugin] PRXshot

Post by wwaallaa » Fri Apr 29, 2011 4:46 pm

In game playing monster hunter 3rd. my game plugin activated: adhoc2usb plugin.
i will try the debug.
my psp
PSP1001(PHAT)

nicko400
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Re: [Plugin] PRXshot

Post by nicko400 » Fri Apr 29, 2011 6:45 pm

is this work on 6.20 pro b5 ?
I DONT KNOW!

nicko400
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Re: [Plugin] PRXshot

Post by nicko400 » Fri Apr 29, 2011 6:51 pm

has any one tried it?
I DONT KNOW!

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codestation
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Re: [Plugin] PRXshot

Post by codestation » Fri Apr 29, 2011 8:07 pm

nicko400 wrote:has any one tried it?
Why don't give it a try? isn't like is gonna brick your psp..... anyway i am using 6.20 Pro-b5 as my main testing ground and haven't see any problem by now.

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Working on: QPSNProxy, QCMA - Open source content manager for the PS Vita
Playing: Error: ENOTIME
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Just feel the code..

wwaallaa
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Joined: Sun Apr 10, 2011 4:22 am

Re: [Plugin] PRXshot

Post by wwaallaa » Sat Apr 30, 2011 10:27 am

Hi again,
i try disabling adhoc2usb plugin,it works fine after.
i can't try the debug.i can't transfer the file from mobile phone to pc to psp.i left the card reader and usb cable at home :(
my psp
PSP1001(PHAT)

tomatofarmer
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Re: [Plugin] PRXshot

Post by tomatofarmer » Sun May 01, 2011 1:04 pm

codestation wrote: @tomatofarmer the problem with thescreenshot location is tied to a problem in OFW. Looks like if the game/plugin is started from ef0 then the psp remaps ms0 to ef0 to its impossible to access the M2 at all in that case. I am investigating the issue to see if something can be done about that because this isn't a problem with the plugin or the CFW, its a OFW issue.
Ah, interesting. I wonder if they did that as a security measure specifically for the Go...

Feel free to back burner this (issue 2 in my last post) if you want. For the people with a Go that don't have a M2 card PRXshot works perfectly in it's current form. I only moved the plugins to internal storage to help testing. Normally my plugins are located on the M2 card.

This brings me to issue 1 in my last post:
Plugins on memory stick, HEN (TN-E Fix) launched from memory stick:

- XMB (Success)
- Mini launched from ms0: (Success)
- PSOne classic launched from ms0: (Success)
- PSP PSN game launched from ms0: (Success)
- Mini launched from ef0: (Fail)
- PSOne classic launched from ef0: (Success) <--- WORKS from ef0:
- PSP PSN game launched from ef0: (Fail)
The biggest problem for me right now is that the Mini and PSP PSN game (both located on internal memory) failed to capture anything.. no images where saved to either storage - (although I was only expecting to see the image created on the M2 card). How were you able to get the PSOne classics to work? I just ran the test again and PRXshot can capture images from PSOne classics launched from internal memory and save those same images to the M2 card.

If this issue (issue 1 from last post) was related to what we think is a problem with OFW shouldn't we have seen ms0: be remapped to ef0: - meaning PRXshot should have created those images to internal storage? Since no images were created at all this is probably a completely different bug. Right?

Thanks again for your continued effort on this! :)

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