PSP Launcher : small tool for lazy people :D
PSP Launcher : small tool for lazy people :D
Hello folks...
Using various pieces of code/art from many people (VBA Emu browser, pspsdk samples, pochi style backgrounds [http://pochistyle.pspwire.net/]), I wrote for myself a tiny file browser to :
- Browse the memory stick
- Enable the USB connection without exiting the tool (and so update the files)
- Run 90% of the homebrew apps (emus, games, tools... located on the memory stick) available on the psp directly from the tool (I hate all those slow icons from the PSP OS + %, ~1 directory names, I prefer one then a browser ;-) )
As it is a "private" tool, it is not very nice, not very powerful, not very allwhatyouwant, but really saves time for me :D
So feel free to use it.... the code is pspsdk compliant and available on request if somebody wants to improve it, fix bugs (home :D)...
Keys :
X : select, run
O : cancel
^ : dir up
R1 : USB on/off
Home : direct exit :D the callback makes me mad...
download here : http://tmpstore.free.fr/PSP/PSPLauncher_beta.zip
(FW 1.5 distribution, do not change the dir names...)
Using various pieces of code/art from many people (VBA Emu browser, pspsdk samples, pochi style backgrounds [http://pochistyle.pspwire.net/]), I wrote for myself a tiny file browser to :
- Browse the memory stick
- Enable the USB connection without exiting the tool (and so update the files)
- Run 90% of the homebrew apps (emus, games, tools... located on the memory stick) available on the psp directly from the tool (I hate all those slow icons from the PSP OS + %, ~1 directory names, I prefer one then a browser ;-) )
As it is a "private" tool, it is not very nice, not very powerful, not very allwhatyouwant, but really saves time for me :D
So feel free to use it.... the code is pspsdk compliant and available on request if somebody wants to improve it, fix bugs (home :D)...
Keys :
X : select, run
O : cancel
^ : dir up
R1 : USB on/off
Home : direct exit :D the callback makes me mad...
download here : http://tmpstore.free.fr/PSP/PSPLauncher_beta.zip
(FW 1.5 distribution, do not change the dir names...)
- TiTAN Art Division -
http://www.titandemo.org
http://www.titandemo.org
Thanks for the release its rather nifty :)
Ive fixed your download so now v1.0 owners can enjoy the launcher too and theres screenshots of this in action at http://psp-news.dcemu.co.uk/pspfilelauncher.shtml
Ive fixed your download so now v1.0 owners can enjoy the launcher too and theres screenshots of this in action at http://psp-news.dcemu.co.uk/pspfilelauncher.shtml
Thanks Emumaniac..., I did not expect to see it on my fav' PSP news website :Demumaniac wrote:Thanks for the release its rather nifty :)
l
By the way, I did not mention that the apps PSP Launcher can run should be standard PSP ELFs (not the true PBP archives located in the % folders, the EBOOT.PBP located in the no% folders only, or any ELF generated by the toolchain...), seemslogical to me but....
Ratix : of course if you're not using the PSP OS USB connection menu but your own code like this tool or as the pspsdk USB Storage sample does.... so to listen music while browsing the mem stick thru the USB wire, you would need for exemple PSP MediaCenter to handle the USB.... not a big deal :D)
- TiTAN Art Division -
http://www.titandemo.org
http://www.titandemo.org
F9zDark, read my post....F9zDark wrote:I tried running a homebrew app with the launcher, it doesn't load and gives the same error that happens when I try to launch a homebrew app for 1.0 on a 1.5 without using the Kxploit.
Added:
I guess the launcher can't launch PBP files.
PBP are not executable, they are kind of archives....By the way, I did not mention that the apps PSP Launcher can run should be standard PSP ELFs (not the true PBP archives located in the % folders, the EBOOT.PBP located in the no% folders only, or any ELF generated by the toolchain...), seems logical to me but....
- TiTAN Art Division -
http://www.titandemo.org
http://www.titandemo.org
could you post she code?
Hey i was wondering if you could post the src for this app
thanks
thanks
Shazz, I managed to get the Polygon (Bejeweled) PBP to load from the launcher\Games directory, even renamed to bejewel.pbp, however the pspgenesis pbp blue screens, and the pcep black screens, both require a reboot.
Do I have to extract the ELF from the PBP package, or stick the files somewhere else? I can't find any documentation on how to load emulators using this neat frontend.
Thanks
Do I have to extract the ELF from the PBP package, or stick the files somewhere else? I can't find any documentation on how to load emulators using this neat frontend.
Thanks
Hello Raiserraiser wrote:Shazz, I managed to get the Polygon (Bejeweled) PBP to load from the launcher\Games directory, even renamed to bejewel.pbp, however the pspgenesis pbp blue screens, and the pcep black screens, both require a reboot.
Do I have to extract the ELF from the PBP package, or stick the files somewhere else? I can't find any documentation on how to load emulators using this neat frontend.
1. For polygon in fact you run the PBP in the no% folder which IS NOT a true PBP but an ELF renamed EBOOT.PBP to fool the PSP, so it works. My PSP Launcher doesn't check any file extension :D
2. pspgenesis may not work as some other emus too...dunno why.... I have to check their code....
3. PSP launcher can only execute ELF so you can get them :
- if you compile by yourself, psp-gcc generates an elf
- if you've got a 1.0 PBP distrib, extract DATA.PSP somewhere and execute it (you can rename it MYAPP.ELF if you like)
- if you've got a 1.5 kxploit distrib, or you run directly the EBOOT.PBP in the no% folder (the % folder is only used to show the icon in the PSP OS and trigger the kxploit) or your rename it as YOURAPP.ELF if you like
I hope I'm clear enough
- TiTAN Art Division -
http://www.titandemo.org
http://www.titandemo.org
I'd be very interested to know how you guys are running the .elf file once its been loaded.
Being able to copy a newly compiled .elf file to the PSP while the old .elf is running would aweseome.
It'd save me having to do the enable usb, copy app, run app cycle over and over again.
Maybe even set it up to reload and run the app on the press of a button.
Cheers,
71M
Being able to copy a newly compiled .elf file to the PSP while the old .elf is running would aweseome.
It'd save me having to do the enable usb, copy app, run app cycle over and over again.
Maybe even set it up to reload and run the app on the press of a button.
Cheers,
71M
That's the goal... as it is not very hard to do with PRX, it's more complicated with ELF but I work on it....
By the way, the PSP Launcher has really changed since the last version, I would need beta testers (real tests to perform, not "be the first")... so if you're interested, pm me.
By the way, the PSP Launcher has really changed since the last version, I would need beta testers (real tests to perform, not "be the first")... so if you're interested, pm me.
- TiTAN Art Division -
http://www.titandemo.org
http://www.titandemo.org
Hi Shazz, I think this can be really important for playing with WiFi and being able to exit the game via 'home'.
How do you execute an ELF file?
I cant seem to figure out how you did it.. I've tried:
Tried it from a program set to be kernel mode, and one that wasnt... Whats the trick I'm missing?
-Bill
How do you execute an ELF file?
I cant seem to figure out how you did it.. I've tried:
Code: Select all
sceKernelLoadExec("ms0:/PSP_GAME/SYSDIR/boot.elf",0);
AND...
int exec_p = sceKernelLoadModule("ms0:/PSP_GAME/SYSDIR/boot.elf", 0, 0);
sceKernelStartModule(exec_p, 0, 0, 0, 0);
-Bill
As I said, a new version is in preparation, a new coder has joined "the team". So currently the home button bug is fixed.CyberBill wrote:Hi Shazz, I think this can be really important for playing with WiFi and being able to exit the game via 'home'.
Wifi would be nice, unfortunately I would not be able to test it... But maybe the other coders. What would you expect ? FTP thru wifi to access the ms0 ?
So this is 2 ways of doing, sceKernelLoadExec is simplier but has huge drawbacks (kernel reboot...), Load/Start module is more tricky to use and depends of the type of file you want to run (ELF or PRX)CyberBill wrote:Code: Select all
sceKernelLoadExec("ms0:/PSP_GAME/SYSDIR/boot.elf",0); AND... int exec_p = sceKernelLoadModule("ms0:/PSP_GAME/SYSDIR/boot.elf", 0, 0); sceKernelStartModule(exec_p, 0, 0, 0, 0);
but basically in you are in kernel mode, sceKernelLoadExec("ms0:/PSP_GAME/SYSDIR/boot.elf",0); should work for 90% of the ELFs. I think the 10% which not run are due to a missing bootpath or something like that a 0 is not the typical value to pass, but a well defined struct
Using Load/Start module would require :
- having a true PRX to run (currently fw modules and games)
- having enough memory available to load it (as your current app will remain in memory)
- runnign an ELF using this method requires a few patchs of the kernel (look last tyranid pspsdk.h patchs)
hope it helps...
- TiTAN Art Division -
http://www.titandemo.org
http://www.titandemo.org
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- Posts: 19
- Joined: Tue Jul 05, 2005 7:35 am
Please now use the next version called FileAssistant++,
PSP Launcher and FileAssistant have merged....
official homepage : http://www.fileassistant.maxximum.org/
(forum + releases)
TOPIC CLOSED :D
PSP Launcher and FileAssistant have merged....
official homepage : http://www.fileassistant.maxximum.org/
(forum + releases)
TOPIC CLOSED :D
- TiTAN Art Division -
http://www.titandemo.org
http://www.titandemo.org