habib
Developer
I like the idea. Well then I don't have any other thing to suggest. Pretty sure I will use most of the stuff you added in hen. Maybe make fan control a separate kernel plugin though.If a plugin bricks, the user just need to use *this* file manager to delete the boot_plugins.txt or the actual plugin before activate HAN or HEN:
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This is a feature of OFW that don't require any payload loaded.
I already included it in the category_game.xml of the current offline packages in my fork.
It's found in ★ Delete Package Files > PS3™ System Storage. The option now has 2 queries: The original query to /dev_hdd0/packages + the file browser with the folders listed in the picture above.
Unlike Cobra or kernel plugins like MAMBA that load when the system boots in CFW, the PS3HEN payload is loaded from XMB, so a recovery flag is not really needed. If a faulty plugin bricks, a simple restart will recover the system and the user can delete the faulty file(s) to use HAN/HEN again. The only exception that I see is when the fault is caused by a file modified in dev_flash that will require a reinstallation of HFW (but this would happen in any case)
---- OFF-TOPIC QUESTION RELATED TO COBRA / MAMBA ----
@Joonie @habib Now that we have the fan syscalls available in the kernel payload (thanks to your magic). Do you think that it would be possible to start the thread for dynamic fan control in the function setup_iso of ps2emu_stage2? Are the symbols different in ps2emu_stage2 or are they the same used in stage2?
ppu_thread_create(&fan_control_id, fan_control, 0, -0x1D8, 0x4000, 0, "fan_control");
If we achieve this, this would allow to have dynamic fan control in PS2 games.
As for ps2emu, obviously they have different symbols, they are their own different lpar...which means there is no gameos...no lv2. So how would you go about that....well you would have o reverse the function a bit more and use hvsc to take fan control. I doubt anyone is interested in doing so for a decade old console

, i just did shit, Rofl.