like PSPShot (Which doesnt have a source)
And a freind told me that it can be done throught
PRX files, He said they still stay intact when i exit
back to the XMB? but somehow they get erased?
Heres a quote:
Heres my code:well, i've been testing with this and its very simple really, go to your samples in the pspsdk, and there is two samples, sample prx, and sample prx loader, what i have done is made an eboot, that does all my interface and crap, and then when the user wants to boot to the UMD, i load the prx, and then load the UMD, the prx will stay in the kernel memory space. so just go find those samples, play with them, and you'll be on your way. HINT: a good way to do xmb stuff is to simply load your prx, and then call sceKernelExitGame(); it will not be wiped from the memory as it is still in the kernel. good luck with whatever your doing!
Code: Select all
/*
* PSP Software Development Kit - http://www.pspdev.org
* -----------------------------------------------------------------------
* Licensed under the BSD license, see LICENSE in PSPSDK root for details.
*
* main.c - Simple PRX example.
*
* Copyright (c) 2005 James Forshaw <[email protected]>
*
* $Id: main.c 1531 2005-12-07 18:27:12Z tyranid $
*/
#include <pspkernel.h>
#include <stdio.h>
#include <pspctrl.h>
#include <pspumd.h>
PSP_MODULE_INFO("TESTPRX", 0x1000, 1, 1);
#define WELCOME_MESSAGE "Hello from the PRX\n"
int main(int argc, char **argv)
{
SceCtrlData ctl;
int i = 0;
printf("Hello from the prx, please press [X] to run UMD\n");
printf("or START to quit, :)\n");
while (i ==0)
{
sceCtrlReadBufferPositive (&ctl, 1);
if (ctl.Buttons & PSP_CTRL_START)
{
i = 1;
break;
}
if (ctl.Buttons & PSP_CTRL_CROSS)
{
printf("Executing UMD\n");
sceKernelLoadExec("disc0:/PSP_GAME/SYSDIR/BOOT.BIN",0);
printf("Finished executing UMD\n");
}
sceKernelDelayThread(1000 ); //sleep a bit so we don't take all the cpu time
}
sceKernelExitGame();
//sceKernelSleepThread();
return 0;
}
/* Exported function returns the address of module_info */
void* getModuleInfo(void)
{
return (void *) &module_info;
}
Also i am using the PRX Loader to load it.