So there is no way to fix this problem in future ?Total-Noob wrote:You're asking the wrong personI'd be interested to know what determines if a game would be viable for a kxploit but not VHBL. Is it simply based on the amount of memory that can be freed without crashing being less for a kxploit? Obviously this doesn't help me, since I'm not going to be finding a kxploit anytime soon (haha) and I don't know if the one exploit I looked at has been stealth patched in the past year, but I'd surely care if it would be useful to the dev of some far off future kxploit.
It is not the game itself which determines whether there's a kernel exploit. My kernel exploit for example requires some modules. So a game, we release for TN-V, MUST import the function which can load other modules, i.e modules for net - my kernel exploit is somewhere in these net modules. The function that we need is in almost all games available, as the function to load mp3 in example, is the same function to load these net modules. However, in FW 3.00 Sony made a whitelist of games which CAN load net modules. If you try to load them in a game which is not in the whitelist, you'll end up returning to the livearea. And of course, if you want to load modules you must have enough RAM, that's why there's an algorithm in TN-V loader which clears the RAM, but this is not an important step for the kernel exploit.
TN
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