That's the values from psl1ght. In cellsdk i found negative values. Look closer to errno.h taking care of "#ifdef". Then look to sys/return_codes.h
I replaced EADDRINUSE and EADDRNOTAVAIL with some defines in return_codes.h
That's because i removed c files from ext2fs folder from compilation because we don't want ext support. So there is left half the files we have at the beginning.
libc_stub.a is at 1264kb and libm_stub.a is at 1076kb. I don't know how many it adds to the project, but we can try to remove them and includes missing functions in c files.
What about memory profile usage (Min, standard, max, etc) with ntfs support ? Could it lighten scanning ?
I know about the error values, what I meant was that the values I gave were the originals (psl1ght) but didn't matter anymore. What I expected you to use were the ps3sdk values - 14 & - 15 so I was wondering why you didn't define those values directly....
What was the point in defining them as other errors instead? Sorry I could not look at sys/errno.h as I am not at home tonight...
To me, #define EOPNOTSUP ENOTSUP sounds good because it is exactly the same error but #define EADDRNOTAVAIL EAGAIN when cellsdk actually uses a EADDRNOTAVAIL in errno.h makes me pause... ?
Or maybe I missed something yesterday when I looked and EAGAIN uses the same value as EADDRNOTAVAI, as I said I can't check right now because I don't have the sdk with me.. If I have missed something then please forgive my babbling ok..? Lol
About the library file size being reduced, yes I saw the makefile commit eventually & realised yesterday that you had removed half the project files making the library smaller.
WMM memory profile usage is currently tweaked by the user according to the number of games (& game type) the user intends to list using "Refresh Xml". At the moment, without using ntfs, users can list up to about 800/1000 games, depending on which categories were chosen for scanning in setup.ps3. If you choose categories that are actually devoid of entries, you will still lose part of the preallocated memory. That reduces the maximum amount of entries...
There must be a little flaw in the wMM code actually because why allocate memory to an empty list...?
Another possibility to keep the plugin smaller might be to cheat by creating a separate dynamic sprx, capable to deliver the ntfs information wMM needs whenever called....
PrepNTFS could probably even be turned into such a sprx actually... Shame it was made with psl1ght though.. another port on top... lol...
I have already started something like that for md5 hashing a few weeks/months ago, I never finished the project but I got the concept to work iirc... I am pretty sure it can be done with libntfs...
Hell maybe we could turn it into a system sprx that could be used by other brews as well...
Before looking into integration strategies, the library functions need to be tested thoroughly though. I am hoping to do this tonight, I already have everything setup for it, I just need a few hours free time for debugging...