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[Question] Eboot.bin #48

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LuanTeles opened this issue Jul 6, 2023 · 13 comments
Open

[Question] Eboot.bin #48

LuanTeles opened this issue Jul 6, 2023 · 13 comments

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@LuanTeles
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Are the eboot.bins really necessaty in the modmenu folders?

@TheRouletteBoi
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Are the eboot.bins really necessaty in the modmenu folders?

They are not nessesary but I was planning on using them in their respected folder with ExceptionHandlerPayload to load them directly. But unfortunatly I never got around finishing the project, the kenel was difficult to debug with it's limited functionality

@jordywastaken
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But unfortunatly I never got around finishing the project, the kenel was difficult to debug with it's limited functionality

Skill issue

@TheRouletteBoi
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But unfortunatly I never got around finishing the project, the kenel was difficult to debug with it's limited functionality

Skill issue

tru

@LuanTeles
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LuanTeles commented Jul 8, 2023

So you @TheRouletteBoi and @jordywastaken can team up to make it happen :D

@jordywastaken
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So you @TheRouletteBoi and @jordywastaken can team up to make it happen :D

Maybe

@TheRouletteBoi
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So you @TheRouletteBoi and @jordywastaken can team up to make it happen :D

Maybe

I don't have a ps3 anymore unfortunately. maybe I can still develop but someone else will need to do the testing.

@jordywastaken
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I don't have a ps3 anymore unfortunately. maybe I can still develop but someone else will need to do the testing.

Well, I don't mind doing the testing if you need me to (and if you're still motivated to continue this project).

@TheRouletteBoi
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I don't have a ps3 anymore unfortunately. maybe I can still develop but someone else will need to do the testing.

Well, I don't mind doing the testing if you need me to (and if you're still motivated to continue this project).

someday when im bored

@TheRouletteBoi
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TheRouletteBoi commented Aug 2, 2023

I don't have a ps3 anymore unfortunately. maybe I can still develop but someone else will need to do the testing.

Well, I don't mind doing the testing if you need me to (and if you're still motivated to continue this project).

someday when im bored

well @jordywastaken I guess im bored. are you able to compile ExceptionHandlerPayload ? run a test. I need to see the output/debug prints

@TheRouletteBoi
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here is a compiled binary if you can't compile it. https://www.file.io/omCs/download/bDXoWcMJJqKg

@jordywastaken
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well @jordywastaken I guess im bored. are you able to compile ExceptionHandlerPayload ? run a test. I need to see the output/debug prints

here is a compiled binary if you can't compile it. https://www.file.io/omCs/download/bDXoWcMJJqKg

I don't have CMake installed yet, will tried the compiled binary in a few minutes chief

@jordywastaken
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Tried loading it through the kernel plugin interface of webman mod. When loading it as a 'fixed' plugin it doesn't do anything, no logs even when launching and exiting a game. For some reason i can't edit the address of the dynamic payload, it's stuck on 00000000 so loading it causes a crash.

@TheRouletteBoi
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Tried loading it through the kernel plugin interface of webman mod. When loading it as a 'fixed' plugin it doesn't do anything, no logs even when launching and exiting a game. For some reason i can't edit the address of the dynamic payload, it's stuck on 00000000 so loading it causes a crash.

you are not suppose to edit the address in dynamic payload. that address is meant for freeing the payload memory. it's essentially the memory address to free using ps3mapi_unload_dynamic_kernel_plugin / SYSCALL8_OPCODE_UNLOAD_PAYLOAD_DYNAMIC. it just gives you an idea of where the payload is loaded in lv2. As for 'fixed' plugin, the memory address is always the same 0x80000000007F0000

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