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[Release] Vita Plugin Manager for ARK

Pro Team's PSP Custom Firmware for the Vita. ARK can be downloaded here

Re: [Release] Vita Plugin Manager for ARK

Postby Acid_Snake » Sun Jan 13, 2013 7:04 pm

convenience I guess
"V2h5IGFyZSB5b3UgcmVhZGluZyBteSBzaWduYXR1cmU/\n".decode("base64")
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Re: [Release] Vita Plugin Manager for ARK

Postby S1NFUL » Sun Jan 13, 2013 7:07 pm

The Z wrote:Is there any specific reason why ARK isnt following the standard plugin integration of former CFWs/HENs?


I was wondering that too. I personally think it's because it's made by the PRO team, and we all know the PRO teams loves to do its own thing. And since all the plugins can be configured through one simple file, I guess it's more user-friendly.
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Re: [Release] Vita Plugin Manager for ARK

Postby The Z » Sun Jan 13, 2013 7:34 pm

S1NFUL wrote:
The Z wrote:Is there any specific reason why ARK isnt following the standard plugin integration of former CFWs/HENs?


I was wondering that too. I personally think it's because it's made by the PRO team, and we all know the PRO teams loves to do its own thing. And since all the plugins can be configured through one simple file, I guess it's more user-friendly.

Dont think so. Everything is fine like it is with the plugins at the PSP, why changing it now? Plugin management homebrews/plugins arent working with this new method aswell, therefore contra productive.
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Re: [Release] Vita Plugin Manager for ARK

Postby Acid_Snake » Sun Jan 13, 2013 7:39 pm

The Z wrote:Plugin management homebrews/plugins arent working with this new method aswell, therefore contra productive.

are you high? lol jk, yes they work, the problem is they messed up and told everyone that it should be:
Code: Select all
umdemu,ms0:/path,1

when actually, it should be:
Code: Select all
umdemu,ms0:/path,on

it's some misinformation, doesn't mean it's contra productive, on the other hand it's more productive to have everything in one file than in separate files, and it also shows how the PRO team have written the whole thing from scratch, instead of copy-pasting code and kinda making it work
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Re: [Release] Vita Plugin Manager for ARK

Postby S1NFUL » Sun Jan 13, 2013 7:44 pm

Acid_Snake wrote:
The Z wrote:Plugin management homebrews/plugins arent working with this new method aswell, therefore contra productive.

are you high? lol jk, yes they work, the problem is they messed up and told everyone that it should be:
Code: Select all
umdemu,ms0:/path,1

when actually, it should be:
Code: Select all
umdemu,ms0:/path,on

it's some misinformation, doesn't mean it's contra productive, on the other hand it's more productive to have everything in one file than in separate files, and it also shows how the PRO team have written the whole thing from scratch, instead of copy-pasting code and kinda making it work


...path,1 works for me. I haven't tried ...path, on
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Re: [Release] Vita Plugin Manager for ARK

Postby Acid_Snake » Sun Jan 13, 2013 7:47 pm

maybe both on and 1 work, I don't know, when I created VPM it was only on/off and it seems to still work that way
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Re: [Release] Vita Plugin Manager for ARK

Postby SMOKE » Sun Jan 13, 2013 8:15 pm

Nice job!
This will be the first thing I try when / if ARK gets ported to Urbanix :D
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Re: [Release] Vita Plugin Manager for ARK

Postby Motorizer » Mon Jan 14, 2013 2:06 am

sorry if this has already been answered, but where do the files go. Im guessing the uno save folder. Do I just copy the folder that says vita plugin manager? How do You activate it?
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Re: [Release] Vita Plugin Manager for ARK

Postby SMOKE » Mon Jan 14, 2013 2:54 am

Motorizer wrote:Im guessing the uno save folder

BINGO!!! BINGO!!!
YOU WIN!!
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Re: [Release] Vita Plugin Manager for ARK

Postby Clarens56 » Mon Jan 14, 2013 5:17 pm

Thx alot this is awesome i was having problem creating path for cwcheat but this created for me and now it work fine so i dont have to go back to the old exploit any longer
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