pack para developers de fanjita (para xploit GTA)

Me parece raro q nadie lo haya comentado aun... según he podido leer (por ahí... EJEMM pspupdates) fanjita a sacado un kit para hacer programas caseros que se puedan ejecutar con el xploit del GTA...

Adjunto parte del readme:


Fanjita escribió:v2.6 mini-SDK by Fanjita
=========================

Includes code by:
Groepaz
Delyan Kalchev
Bitmap1
Ditlew
PSPSDK


Introduction:
=============

This package contains expanded source for the GTA Tetris binary, plus instructions and information
on how to adapt it for other applications. I've tried to make the porting process as painless
as possible, but you will require a good working knowledge of standard PSP programming using the
PSPSDK.

The binaries you build with this package can be used to directly replace the tetris.bin files in
the GTA Tetris release, and should work on any firmware that can run GTA. You also have the choice
to increase the capabilities of your app, at the expense of compatibility with v2.6.

This package is intended to allow simple apps to be developed for v2.01+ firmwares, while the
EBOOT loader is being finished. I expect that there will be a large delay until the EBOOT loader
can be made to work on v2.6, so it would be nice if there was a small library of simple homebrew
for the v2.6 users while they wait.


The GTA loader environment
==========================

The GTA loader environment is harder to work with than the standard EBOOT platform, but most of
the dirty work is taken care of by the code in this SDK. Here are the main limitations /
differences.

- No direct NID resolution. This means that all PSP API calls have to be done via syscalls.
This is worse than on v2.0 with the TIFF exploit, because:
- there are multiple firmwares, each with different syscalls for the same function
- v2.5 and v2.6 appear to assign a random base index for syscalls - i.e. syscall 2000 in one
run might be syscall 2030 in the next.
- on v2.6 (and at least 1 module in v2.5), the order of function exports from system PRXs has
changed, compared to previous firmwares. This means that it is almost impossible to
predict the syscall numbers, without lots of experimentation.

However, the code in this SDK will scan the user memory for the syscalls being used by GTA, and
automatically fix-up the syscall stubs in utils.c so that they are correct. This is limited
to syscalls used directly by GTA, and (for non-2.6 platforms) any other syscalls that you choose
to add to the fix-up code's configuration tables. Therefore, if you use the pre-defined functions
in utils.c, you shouldn't need to worry about syscalls, and standard PSPSDK code should just work.

- The GTA loader loads and runs simple non-ELF binaries to the address 0x09efd000. The maximum
theoretical filesize loaded is 0x100000 bytes, but the practical limit may be lower - it is
untested. If you use the existing makefile in this package, all of the necessary linking
will be taken care of.

- The available memory is limited - approx 100KB free heap on v2.50. If you choose to lose
v2.6 compatibility, then you can use sceKernelGetThreadmanIdList() to enumerate the FPL objects
used by GTA. Deleting these will free approx 20MB of RAM to the heap.
ME pondre a verlo ahora :)
mucho homebrew, pero parece que Sony ha ganado a los sceners, solo se pueden aprovechar de un fallo en un juego descubierto hace 1-2 meses, y lo que mas se ha conseguido es un tetris. ainsss


(a ver si la psicologia inversa funciona [jaja] )
Ganar aun no ganaron, no ves k 200 japoneses con un sueldo de la ostia no son tan listos como un par de españoles adictos a la red XD
lo curioso es pensar q consolas mucho más difíciles de roer como gamecube cayeron irremediablemente ante la scene gracias a fallos en juegos (en el caso del cubo sega lo puso a huevo con el Phantasy star online) y estos fallos son los mejores porq hagas lo que hagas no puedes quitarles el derecho a la gente q ha comprado el juego a jugalo. Luego para taparlo o meten mano a las siguientes remesas de GTA o hacen algo específico en los nuevos firmwares para tapar ese bug, en definitiva desde el punto de vista administrativo no es tan fácil como solventar un bug del firmware ya q los firmwares son de sony, los juegos de los desarrolladores.
Theo_Ruben escribió:Ganar aun no ganaron, no ves k 200 japoneses con un sueldo de la ostia no son tan listos como un par de españoles adictos a la red XD



[chiu] mas rapidos eso si que lo son [qmparto]
Para los programadores con ganas de divertirse esto puede ser una grandisima herramienta si puede exprimirse. Habra ke darles tiempo.
sALU2
6 respuestas