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[WIP] pymenu, need beta-testers

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Re: [WIP] pymenu, need beta-testers

Postby Dutt » Thu Jun 21, 2012 9:06 am

Acid_Snake wrote:Does the game work with other menus? It's weird, the loading of the menu is done in C code and its mostly the same for every menu. Do you see a screen saying "Booting..."?

Yes all my installed games and apps work with wololo's and Wth's Menu's.
Yes i see the Booting screen and then it executes the selected Game/App..
Then just comes up with error and exits to The Livearea.
Acid_Snake wrote:Edit: I once had a problem like yours, and it turned out I was using the normal interpreter instead of the custom one.
The custom interpreter has 4825629 bytes (the interpreter is the eboot.pbp).

I am using the eboot that came in the pyMenu.zip The EBOOT.PBP im using is that size.
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Dutt
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Re: [WIP] pymenu, need beta-testers

Postby Acid_Snake » Thu Jun 21, 2012 9:11 am

Dutt wrote:
Acid_Snake wrote:Does the game work with other menus? It's weird, the loading of the menu is done in C code and its mostly the same for every menu. Do you see a screen saying "Booting..."?

Yes all my installed games and apps work with wololo's and Wth's Menu's.
Yes i see the Booting screen and then it executes the selected Game/App..
Then just comes up with error and exits to The Livearea.
Acid_Snake wrote:Edit: I once had a problem like yours, and it turned out I was using the normal interpreter instead of the custom one.
The custom interpreter has 4825629 bytes (the interpreter is the eboot.pbp).

I am using the eboot that came in the pyMenu.zip The EBOOT.PBP im using is that size.

Scratch all of that, I found the problem:
Code: Select all
x = open(root+"/"+dirs[dir_pos]+"/wmenu.bin","rb")
x.close()
file1.write(root+"/"+dirs[dir_pos]+"/EBOOT.PBP\n")
file1.close()

do you see it? yes, even though it recognises wmenu.bin, it will try to load EBOOT.PBP instead, so lets change that:
Code: Select all
x = open(root+"/"+dirs[dir_pos]+"/wmenu.bin","rb")
x.close()
file1.write(root+"/"+dirs[dir_pos]+"/wmenu.bin\n")
file1.close()

Such a stupid mistake :oops:
menu_fix.zip
Version 0.2.2.1
(3.76 KiB) Downloaded 13 times
"V2h5IGFyZSB5b3UgcmVhZGluZyBteSBzaWduYXR1cmU/\n".decode("base64")
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My Homebrews:
pyMenu 0.3.2, multiBootMenu V3, PSvid 3.0, PSP Tools 0.2
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Re: [WIP] pymenu, need beta-testers

Postby Dutt » Thu Jun 21, 2012 9:20 am

Nice work mate.. We have a working menu on MotorStorm..
Have you fixed the issue about the renaming of the font.png file? I will rename it back and see if it still errors.
Also can you make it display a list instead of just one item at a time?
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Re: [WIP] pymenu, need beta-testers

Postby Acid_Snake » Thu Jun 21, 2012 9:27 am

Dutt wrote:Nice work mate.. We have a working menu on MotorStorm..
Have you fixed the issue about the renaming of the font.png file? I will rename it back and see if it still errors.

The reason for renaming it was because I found another file named font.png and I didn't want to overwrite anything in fear that I might screw a file used by hbl, but now that I know that file is used by wmenu (which you have to overwrite anyways) I'll change it back to font.png, it's not that hard though, it just a matter of finding this line:
Code: Select all
fnt = psp2d.Font("font_.png")

The good thing about using python is how easily you can modify it and customise it.
I will add Motorstom to the list.
Also I want to thank you for your work and patience.
"V2h5IGFyZSB5b3UgcmVhZGluZyBteSBzaWduYXR1cmU/\n".decode("base64")
My forum:
Console Heaven
My Homebrews:
pyMenu 0.3.2, multiBootMenu V3, PSvid 3.0, PSP Tools 0.2
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Re: [WIP] pymenu, need beta-testers

Postby Dutt » Thu Jun 21, 2012 9:43 am

Acid_Snake wrote:I will add Motorstom to the list.
Also I want to thank you for your work and patience.

Cool. No problem mate let me know if you want me to test anything elts.
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Re: [WIP] pymenu, need beta-testers

Postby Acid_Snake » Thu Jun 21, 2012 11:28 am

well for the next update I have a file browser with copy/cut/paste/delete support, it also has the ability to launch any .pbp file, no matter how it's named, so I'm gonna need to testers. Actually the code for the file browser has always been in the menu but it was disabled.
"V2h5IGFyZSB5b3UgcmVhZGluZyBteSBzaWduYXR1cmU/\n".decode("base64")
My forum:
Console Heaven
My Homebrews:
pyMenu 0.3.2, multiBootMenu V3, PSvid 3.0, PSP Tools 0.2
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Re: [WIP] pymenu, need beta-testers

Postby Dutt » Fri Jun 22, 2012 3:47 am

Acid_Snake wrote:well for the next update I have a file browser with copy/cut/paste/delete support, it also has the ability to launch any .pbp file, no matter how it's named, so I'm gonna need to testers. Actually the code for the file browser has always been in the menu but it was disabled.

Cool let me know when its ready mate.
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Re: [WIP] pymenu, need beta-testers

Postby Acid_Snake » Mon Jul 09, 2012 1:27 pm

hey Dutt, I hope you're still around. The new version of pymenu is almost finished (I just need to do some cleaning and tweeking), I'm more freaked out by the fact that I needed to use the time module again, so I need to know if the part of the module I'm using causes trouble with Motorstorm.
menu_fix.zip
(4.82 KiB) Downloaded 11 times

If you see no trouble with the time module then try out the file manager (I don't know how viable it is with the vita), the file manager still needs to be polished, but I don't want to proceed until I know about time.
"V2h5IGFyZSB5b3UgcmVhZGluZyBteSBzaWduYXR1cmU/\n".decode("base64")
My forum:
Console Heaven
My Homebrews:
pyMenu 0.3.2, multiBootMenu V3, PSvid 3.0, PSP Tools 0.2
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