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[Question] Eboot.bin #48
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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 |
Skill issue |
tru |
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. |
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 |
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 |
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 |
Are the eboot.bins really necessaty in the modmenu folders?
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