

Best would be if the runtime patcher was configurable, patches located in internal, USB or even LAN. Add seek times and other variables and it might just not cut the mustard - especially as you need in worst case do 2 file opening ops etc.

USB is fast enough in WII but on PS3 it loses in transfer speed to internal. On another note I'm also not sure about how I could debug the homebrew during development, is it possible to start a gdb server with rpcs3 a bit like qemu ? so that I can debug the homebrew However I am not sure about the way to go about it.Īs I don't really know the API, I am not sure about how I would get the pointer to the original OS function that loads files and how I would detour it, since i can't rely on the microsoft detour library, and i'd probably need to get used to the PPC assembly language to manually create my own detour lib for ps3 I think how I would do it would be to detour the OS function that loads files in memory and then start the game so that all the file load calls get intercepted and it would load files that exist on the usb instead else it would load the original if the file doesn't exist on usb However, while I am used to mod PC games in C++ through function detouring, I'm not as used to work with PS3 homebrew wise (well, not as used, I litterally never did it) If you don't know riivolution, this is a video that shows how it works on Wii Hi, I recently had the idea of developping an homebrew equivalent to the wii homebrew riivolution to load mods from USB to allow people to load mods and fan translations without a need to dump and modify their game dump, by simply plugging in their usb stick in the ps3 and loading their game disc
