Hacking Question for devs

  • Thread starter Thread starter waninkoko
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Which way should I use to load Custom IOS modules and plugins?

  • Load them automatically when cIOS is loaded (built-in)

    Votes: 0 0.0%
  • Load them from the application (not built-in)

    Votes: 0 0.0%

  • Total voters
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quote from wanin:"More news about rev18. It's going pretty well and some new stuff is already working. After some testing the last features will be finished."
 
I wonder what the new stuff is. I only care about game compatibility, that that would require:
- Support for IOS Reloading games
- Support for other IOS as base, like instrument games and Monster Hunter Tri
Well, that's all games that come to my mind that don't work
 
wilsoff said:
Backward compatibilty seems to be the main disadvantage
As the modules are still in the IOS itself there shouldn't be backwards compatibility problems, thats what Waninkoko ment with the statement that it has internal modules because he doesn't want so many crying n00bs.
 
Waninkoko Twitterblog 16 Minutes ago

Note for developers. EHCI module device name has been renamed from /dev/usb/ehc to /dev/usb2 so... prepare your tools for rev18 ;-)
 
Well what about the cios installer installs the cios in two IOS slots? In IOS249 you'd have the normal cios with all the usual modules so that current homebrew that use IOS249 still works, and on another IOS slot (248?) you'd have a stripped down cIOS without the modules that developers could use, to put their own plugins. Sure it'd take a little more space, but my guess is that it wouldn't be anything substantial...

EDIT: Oh wait...

waninkoko said:
I forgot to say rev18 will have the ability to load custom modules externally (although it includes built-in modules).
Never mind
smile.gif
 

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