Thanks.
I'm experimenting, I tried to load PSP_NET_COMMON, and can see the stubs in a user dump, the only question is how to find them at runtime... I'll see how fast it is to browse the ram for a library name, and if that can then be optimized (found one library name, other libraries must be close to that point...)
What's extremely frustrating is that everything I'm doing here is extremely easy, it's a dozen hours of work at most, but the problem is that I barely have 30 mins per day these days, just enough to "get in the zone" and not do anything useful.
Here's hoping some "new" guys with more free time than us will start spending the few hours it takes to help
To summarize, here's the basic idea:
for (all user modules) {
sceUtilityLoadModule(modid);
searchStubs()
sceUtilityUnloadModule(modid);
}
This loop might have to happen twice:
-once in loader.c in order to "complete" HBL necessary functions (this is the most important step, this could get HBL to work on many more game exploits, especially the ones that have been causing trouble because the game is not importing enough functions)
- once in...err... tables.c ? to fill the nids table as much as possible and avoid syscall estimates