Hacking [Release] ARK-4 CFW port for PSP.

Acid_Snake

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Hi guys, I've updated Release 5 with latest version.
It fixes the VSH menu by removing old CFW stuff that doesn't matter for ARK.
I have also added a new SETTINGS.TXT file that you can use to configure the CFW.
For now the only configuration options are "overclock" and "powersave", which will set CPU frequencies higher or lower respectively.
I also added USB charging for non-1K devices.
The CFW itself it close to completion, I am already working on Infinity compatibility. Will keep you posted as usual.
Same download link as always.
 

godreborn

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I've used Ark before on the vita. pretty solid from what I remember. it wasn't Ark 4 though. this is before adrenaline.

--------------------- MERGED ---------------------------

this is when I was testing out liveframe and livearea in the app.db, so I added text to it, and used adrenaline's background after it was released:
20170204_141856_HDR.jpg


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I think I learned how to do that from the same person who taught theflow about it, but his is in the appmeta (template.xml?). can't recall the exact name of the file. here it is:
upload_2021-2-15_13-46-3.png
 

Acid_Snake

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I've used Ark before on the vita. pretty solid from what I remember. it wasn't Ark 4 though. this is before adrenaline.
Yeah ARK was a Vita-only CFW, it's now also pretty solid on PSP. Though I have not updated ARK-4 itself on PS Vita (last working firmware for my codebase is 3.20, which is far away from 3.60 and up). Updating it for PS Vita is down on the TODO list since there's not much changes between ARK-2 and ARK-4 when it comes to PS Vita.
 
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godreborn

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I was on 3.20 at the time, but it was usable up to 3.60 I believe, same with vhbl, which I did the same text to with its dev name, which I think was several numbers. I even added one menu and 139 menu to both of them respectively iirc, to make them have a theme. the one for ark was a wood theme.

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I'm just glad we no longer have to use unity, the development tool. having to get a new key every day you used it was a pita. I didn't like velf files either. vpk is much better imo. I remember doing some reviews for homebrew games on psx place. though, some were a pita to do, because it was using a wireless connection. sometimes, I got cut off and the game would crash.
 

Acid_Snake

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Hey guys, I've released Update 6 of the CFW with the following new functionality:

- Added "launcher" setting to replace XMB with a custom launcher.
--- In settings file add the following line: always, launcher, on
--- This essentially redirects XMB to whatever launcher you have installed (MENU.PBP).
- Included neur0n's vMenu as a sample launcher (MENU.PBP).
--- You shouldn't use this launcher on PSP Go since it is not made to scan internal memory (ef0).
--- A better launcher is in the works.

- Moved recovery menu to its own file (RECOVERY.PBP).
--- Simple PROVsh launcher included as sample (useless on PSP Go).
--- A better recovery menu to handle plugins and settings is in the works.

- Added "disablepause" feature to settings.
--- This only works on PSP Go, it has no effect on other devices.

- You can now enable plugins on a per-game basis.
This is specially useful for plugins that cause issues on games they are not meant to be, which is the case of lcs/vcs cheatdevice.
For example:
ULUS10041, ms0:/seplugins/lcscheatdevice.prx, on
ULES00502, ms0:/seplugins/vcscheatdevice.prx, on

- Added "umd" runlevel for plugins that only load in official games.
This is specially useful for plugins that are only useful in official games.
For example, run CWCheat only on games, not homebrews:
umd, ms0:/seplugins/cwcheat/cwcheat.prx, on

- Added "homebrew" runlevel for plugins that only load in homebrews.

- For plugins that run on both official games as well as homebrews use the classic "game" runlevel:
game, ms0:/seplugins/screenshot.prx, on

- Fixed an issue that prevented pops plugins from loading when using PSP Go internal memory (ef0).
 
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Acid_Snake

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I was wondering if you are planning to make a "permanent" firmware release as (L)ME has with the "release_661me2.3 (OFW Version).zip"

You can boot into OFW when you press the home button, otherwise, it boots into ME CFW.
I plan on using Infinity bootloader since it already provides such functionality (as well as dual booting other CFWs). For now I need to check that the CFW is stable enough (it should be, but a little more testing time won't hurt).
 
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FPSUsername

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Could you expand the OC settings to all possible frequencies? Some XBM themes require 200MHz or 222MHz to run smoothly (for example the sparkly background used in the PS5 and other themes). There's no need to run VHS in 333MHz.

I do have the plugin Custom Firmware Extender v3.1, which can set CPU speeds in VHS, but I'm not sure if it's entirely compatible with ARK-4.

Edit:
CFE (overclock) works fine under XMB with ARK-4 v7.
 
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Acid_Snake

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Hey guys, I'm proud to announce that the final version of ARK is ready, Release 7, with the following new functionality:
- Fixed pops plugins loaded from PSP Go internal memory (ef0).
- Fixed homebrew plugins loaded from PSP Go internal memory (ef0).
- Added "highmem" option to settings file.
- Added "mscache" option for Memory Stick speedup.
- Fixed handling of recovery mode (plugins and settings are disabled).
- Restructured installation so that core CFW files are separated from loaders.
---- The default ARK installation path is /PSP/GAME/SAVEDATA/ARK_01234/
---- This makes it compatible with Live CFW, Permanent CFW and PS Vita QCMA.
- Fixed xMenu (PS1 game loader for Vita PSX exploits).
- Fixed arkMenu (launcher replacement for the XMB).
- Created recovery menu for handling ARK settings and installed plugins.

The way ARK is installed on the PSP has changed slightly.
On previous releases you would have all CFW files in the same folder as the Live Eboot loader, this has been changed so that ARK CFW installation is the same across all devices and loaders (be it live, permanent or other).
This means that base ARK files (FLASH0.ARK, SETTINGS.TXT, PLUGINS.TXT, MENU.PBP, RECOVERY.PBP, etc) are all now installed in a custom crafted savedata that is installed in ms0:/PSP/SAVEDATA/ARK_01234/.
Installation is still simple: extract ARK.zip from the download page and copy the PSP folder to the root of your PSP, this will copy ms0:/PSP/SAVEDATA/ARK_01234/ (the CFW files) and ms0:/PSP/GAME/ARK_Live/ (the Live loader).
I recommend you delete your previous ARK Live loader and install fresh.

ARK now also includes a much improved menu launcher with a file browser complete with features such as copying, deleting, renaming, etc, as well as a nice recovery menu that lets you change ARK settings and enable/disable installed plugins.

This is technically the final release of ARK since all its intended features are already implemented, the only thing missing is the perma patch via infinity, which I am already working on.
 
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James01

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Hi! thank you for your hard work. it is always nice to see more homebrew development on PSP despite its age. I'm using the 6.61 LME 2.3 because I think it is faster than PRO. what are the advantages of using ARK-4? Can i use my plugins on this CFW? Is the old plugins on lower firmware version will work on ARK?.
 

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Last edited by wad11656,

Acid_Snake

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Oh boy. Well I hope the psx2psp compatibility is the same for each PS1 game as it is on PRO-C2 (been working on a psx2psp compatibility list for a few years). How is popsloader plugin compatibility on PSP hardware, anyway? (Last I read, thefl0w said he'd only add popsloader plugin support on Vita if there was enough demand but I assume this fact does not impact ARK-4 on PSP..)
Hi! thank you for your hard work. it is always nice to see more homebrew development on PSP despite its age. I'm using the 6.61 LME 2.3 because I think it is faster than PRO. what are the advantages of using ARK-4? Can i use my plugins on this CFW? Is the old plugins on lower firmware version will work on ARK?.
ARK should have the same compatibility as ME or PRO, so if a plugin works fine on those it should work fine on ARK. I haven't tried popsloader, but I haven't had issues with all the ps1 games I tried (both official and psx2psp).
As for popsloader on ps vita, I'm not sure how feasable or useful that is considering that pops works a bit differently on ps vita (sound is emulated on vita native side, etc).

--------------------- MERGED ---------------------------

Oh and that reminds me, update 8 has been released, which fixes a few things here and there, most importantly it brings back PS Vita compatibility. You can now update ARK-2 installations to ARK-4 with ease.

Changelog for update 8:
- Several fixes to arkMenu custom launcher.
---- Fixed file browser when doing operations on /ISO or /PSP/GAME.
---- Fixed file browser copying dialog.
---- Fixed file browser deleting dialog.
---- Fixed file browser when copying a file or folder that already exists.
---- Fixed issue launching a game when one of the menu categories was empty.
---- Added compatibility with VHBL homebrew.
---- Added Recovery Menu to list of installed homebrews.
---- Fixed issue when playing PMF that caused a memory leak.
- Added compatibility with legacy loaders for users with previous installations of ARK-2.
---- Users with previous instalations of ARK-2 for firmwares other than 3.60 must keep their previous0 K.BIN file.
- Fixed compatibility with PS Vita.
---- Per-game plugins now work well on PS Vita.
---- Fixed exitgame.
---- Fixed PSP IO emulation.
- You can now have your PLUGINS.TXT file in /SEPLUGINS/ folder (and/or ARK's save folder).
 

James01

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ARK should have the same compatibility as ME or PRO, so if a plugin works fine on those it should work fine on ARK. I haven't tried popsloader, but I haven't had issues with all the ps1 games I tried (both official and psx2psp).
As for popsloader on ps vita, I'm not sure how feasable or useful that is considering that pops works a bit differently on ps vita (sound is emulated on vita native side, etc).

Thank you for answering my questions. I should give ARK a try.
 

Manana

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Hey so I keep getting the blue exception found screen on psp go. I was able to boot a psp game once but now that's all I see when trying.
 

Acid_Snake

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Hey so I keep getting the blue exception found screen on psp go. I was able to boot a psp game once but now that's all I see when trying.
Hi, which version are you trying? Latest one is 4.8.3
Also, how did you install it, and when exactly do you get the blue screen? (during bootup of the CFW or a homebrew/game?)
 

Manana

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Hi, which version are you trying? Latest one is 4.8.3
Also, how did you install it, and when exactly do you get the blue screen? (during bootup of the CFW or a homebrew/game?)
So I installed the exact way it was explained. Everything runs as intended, the issue was when I chose the launcher always setting to replace xmb. Once I disabled it, it went back working. The only thing that didn't work with launcher replacing xmb setting was psp games, got the blue screen after loading one. Probably a path issue, I was running games from the psp go ms0, not ef0 internal. That was the only issue I found. Latest version as well.
 

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