Finalmente quaclosa inizia a muoresi anche per i possessori di firmware 2.80, infatti il team Noobz, ha da poco rilasciato il primo homebrew giocabile (il tutto senza utilizzare GTA: LCS) per il penultimo firmware di casa Sony.
Di seguito il changelog, in cui potrete leggere le istruzioni riguardanti l' installazione dell' homebrew stesso, mentre s fondo news come sempre troverete il link per il download.
Citazione:
TIFF exploit mini-SDK by Noobz
===============================
Official website: www.noobz.eu
Includes code by:
Groepaz
Delyan Kalchev
PSPSDK
Version: 1.0
Introduction:
=============
This package contains expanded source for the TIFF Tetris binary, plus instructions and information
on how to adapt it for other applications. We'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 TIFF Tetris release, and should work on any firmware that can run the TIFF exploit
(i.e. v2.0 - v2.8).
This package is intended to allow simple apps to be developed for v2.70+ firmwares, while the
eLoader is being finished. We expect that there will be some delay until the eLoader
can be made to work on v2.8, so it would be nice if there was a small library of simple homebrew
for the v2.8 users while they wait.
The TIFF loader environment
===========================
The TIFF 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 resolved manually.
This is done as far as possible for you by the SDK code, by finding known imports from the VSH
environment. This does mean, though, that you can't use any API calls that can't be resolved
by the SDK. A complete list of available functions is provided in the file functions.txt.
- The TIFF loader loads and runs simple non-ELF binaries to the address 0x09e00000. The maximum
theoretical filesize loaded is 0x20000 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.
Information about tiffsdk.c
===========================
This file provides the core of the SDK, supplying syscall stubs for the most common functions
that you might want to use.
If you need to use functions that are present in functions.txt, but not yet in tiffsdk.c,
then you will need to expand the function list in tiffsdk.c as follows:
- Check that the API call you want to use is supported by the SDK, i.e. is shown in 'functions.txt'.
- Add a call to resolveSyscall for the function you want to use, in the init() function,
following the pattern shown. The second parameter is the NID code for the function,
obtained from functions.txt. -/
- Add a stub function to the set just before the init() function, following the pattern shown,
with the correct parameters.
If you accidentally attempt to use a NID that can't be resolved, then the screen will
flash rapidly red and black, before continuing. You will need to choose a different function,
or just not use that NID, otherwise your program will crash later on. The value
of the last failed NID is stored in the variable 'failedNID' in tiffsdk.c.
IMPORTANT NOTE: Static global variables will not be initialised. You should
ensure that you have an initialisation function to initialise any globals that
expect to be initialised.
About main.c and gfx.c
======================
This is the source for the TIFF Tetris game. It is based upon the TetrIdiot.cpp source by
Delyan Kalchev. This code is now released freely into the public domain - feel free to alter it
however you please, but if you release a derivative work, please be sure to provide appropriate
credit.
You will probably just want to replace main.c with your own application code. You may want to
use the gfx.c utility functions, or you may choose to implement your own.
Releasing an application
========================
We hope that you'll release an application built from this SDK. In the event that you do,
here are some tips to help your application to coexist with others.
1. Rename your .BIN to something unique, e.g. "SUPERPONG.BIN".
2. Hex-edit the .TIFF file to load your .BIN. The filename that is loaded is located at
offset 0x37E6 in the TIFF file.
3. Package the application so that your TIFF can live in its own folder in the PHOTO
folder. To make sure that your TIFF will not be loaded before the folder is opened,
you can package it with another image file (e.g. a logo or icon for your app), and make
sure that the modification time on your TIFF is later than the modification time on
your other image.
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Enjoy...
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