OK to end fear of the Exploit Here are the inner workings
Tradional PBP and SAVEGAME Layout
-ULUS100xxxx or EBOOT
--Param.SFO (tells how the psp handles the file: e.g. title - update ver. 2.51)
--icon0.PNG (icon)
--icon1.PMF (almost like a short movie clip <500kb
--pic1.PNG (background for pile that appears when you look at the file)
--SND0 (background sound-not in most saves or EBOOTs)
--Data file/data.psp (name vary depending on game saves...data.psp is the name when in eboots)
--Data.psar(only in eboots)
Well my Exploit contains...
--Param.SFO (tells how the psp handles the file: e.g. title - update ver. 2.51)
--icon0.PNG (icon-overflow.tif)
--icon1.PMF (blank PMF found in iso rip kits)
--pic1.PNG (background for file-framebuffer)
--SND0.AT3 ( small randow sound clip)
--Data file/data.psp (from v1.5)
--Data.psar(from v1.5)
and...
--Pic0.PNG (overflow.tif)
My Original Idea For The Exploit
1)the icon0 would be set to the overflow.tif
2)pic1 the framebuffer image
3)the 2 data files as 1.50s data files
4)SND0.AT3 a music file >20mb
5)ICON1 the blank pmf found in iso rip kits
6)Param file set to be read as updater version 2.51
7)pic0 overflow.tif resized to 272x480
Only one thing from my original blueprint wasn't used : the AT3 file is 5kb
How This Works
This works by overloading the psp audio with a glitch sound, and overloading the image handler with overflow.tif, thus in conjuction overriding the TIF patch.