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SceIoWrite and many plugins enabled...

 
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Stewie87



Joined: 03 Apr 2008
Posts: 39

PostPosted: Wed Jun 09, 2010 2:26 am    Post subject: SceIoWrite and many plugins enabled... Reply with quote

Hi guys, I have a little problem: I made a tool to write a file in Flash0 and it works with no issues...but only if there aren't plugins enabled in game!
Infact if I enable some plugins in GAME.txt my program can't write (it can open and create the file but not to write!).
I uses this way to write my file:
Code:
sceIoWrite(fd, myprx, MYPRX_LEN);

where fd is:
Code:
fd = sceIoOpen("flash0:/kd/myprx.prx", PSP_O_WRONLY | PSP_O_CREAT | PSP_O_TRUNC, 0777)

If I have no plugin enabled in GAME.txt, it works with no problem. If I have three or more plugins enabled the sceIoOpen works but sceIoWrite don't.
Is there a solution without to have to disable all plugins?!
Thx to all ;)

P.s.: I'm using VLF libraries for my program!
P.p.s.: myprx.prx is in C code (I made it using bin2c)
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Torch



Joined: 28 May 2008
Posts: 842

PostPosted: Wed Jun 09, 2010 2:01 pm    Post subject: Reply with quote

Are you loading iop.prx from VLF? That should give you full access provided that no other game.txt plugins have hooked the syscalls first. Enable plugins one by one to see which one is hooking syscalls (example CFWFolderBlock). Your other option is to create a kernel PRX and export your own syscalls for sceIo* so that you can directly access the kernel mode functions and bypass any syscall hooks. You might have to elevate to higher privileges in the kernel PRX using the M33SDK functions first.

This is why a syscall hook chaining library should have been standardized long ago after Tyranid released apihook. It could have been included along with M33/HEN modules so all applications could use it without interfering.
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