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sceUtilitySavedataGetStatus keeps returning 1 (initializing)

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wololo
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sceUtilitySavedataGetStatus keeps returning 1 (initializing)

Post by wololo » Tue Apr 10, 2012 1:52 pm

I'm making progress on some game exploits that have been sent to me, each one of them coming with a new limitation I had never seen before.
In this particular case, inside the function p5_open_savedata (in HBL's loader.c), the calls to sceUtilitySavedataGetStatus keep returning "1" (Initializing), as if the game was refusing to open the savedata dialog...
http://code.google.com/p/valentine-hbl/ ... ader.c#461

(the call to sceUtilitySavedataInitStart returns 0, as in "no error")

Has anybody ever experienced this?
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JJS
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Re: sceUtilitySavedataGetStatus keeps returning 1 (initializ

Post by JJS » Tue Apr 10, 2012 3:04 pm

Did you try other "modes" (the parameter to p5_open_savedata)?
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wololo
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Re: sceUtilitySavedataGetStatus keeps returning 1 (initializ

Post by wololo » Sat Apr 14, 2012 3:18 pm

I will try. I tried changing some other parameters in there to no extent. I've been "distracted" by thecobra's exploit recently so didn't spend time on this issue since you replied.
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wth
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Re: sceUtilitySavedataGetStatus keeps returning 1 (initializ

Post by wth » Tue Apr 24, 2012 11:01 pm

one new exploited game of mine has sceUtilitySavedataGetStatus always returning 2 (Visible) xD
so I have to define DISABLE_P5_STUBS to avoid an infinite loop there, kinda weird ^^'


Edit : I bet it's related to this viewtopic.php?f=4&t=11412 for me
Indeed I solve this other issue in eLoader.c only, so in loader.c my sceGe issue isn't fixed yet

But my game doesn't import sceGeListDeQueue, it can be called successfully thanks to hbl though, but not in loader.c
I'd need to figure out how to call sceGeListDeQueue the same way as hbl does in eLoader.c, but in loader.c, to be able to fix my sceGe display bug before anything

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Kankertje
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Re: sceUtilitySavedataGetStatus keeps returning 1 (initializ

Post by Kankertje » Mon Sep 10, 2012 7:54 pm

Experiencing exactly same problem, DISABLE_P5_STUBS helps but i need it

Did anyone find solution ?

(sorry for gravedig)

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Kankertje
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Re: sceUtilitySavedataGetStatus keeps returning 1 (initializ

Post by Kankertje » Mon Aug 19, 2013 10:00 pm

Fellow qwikrazor87 found way to fix this issue 8-)

All you have to do :

Code: Select all

int sceKernelVolatileMemUnlock(int unknown);

sceKernelVolatileMemUnlock(0);
before p5 stubs

Not all games have this function, but this particular one wololo was talking about has it.

wololo
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Re: sceUtilitySavedataGetStatus keeps returning 1 (initializ

Post by wololo » Tue Aug 20, 2013 2:03 am

Awesome, thanks! This unlocks a good chunk of games that could be used for future releases!
If you need US PSN Codes, this technique is what I recommend.

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Acid_Snake
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Re: sceUtilitySavedataGetStatus keeps returning 1 (initializ

Post by Acid_Snake » Fri Oct 11, 2013 7:38 am

My conclusion about this problem is that it mostly (if not always) affects games that autoload/autosave but never bring up the PSP savedata interface. Maybe these games do something that prevents the savedata dialog loop from working correctly.

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