Adapting ps2link would be very difficult. One issue is that its code already has a big footprint. But we have to reduce the size as much as possible to make it fit into EE RAM without affecting games... we can do this, for example, by moving the whole network communication code to IOP, and by calling the existing Sif* functions (e.g., SifLoadModule) of the actual game we want to hack.
I was able to send data from the PS2 to the PC over network while running a game. This was the first and, unfortunately, also last milestone I achieved. There's much left to be done. I wasn't able to receive any data on the PS2. And after switching to Linux and the latest PS2SDK (I was using an old Cygwin build before), neither sending nor receiving worked for me... I didn't investigate it carefully though.
ps2link's protocol is indeed very simple and straightforward, but we'll need an adequate replacement for the slow TCP (in order to find cheat codes, we have to dump lots of memory). Until now, I've been using a proprietary UDP protocol for reliable packet delivery. That way, I was able to achieve about 1 MB/s. But I never liked my implementation. I recommend using Reliable UDP Protocol (RUDP) or something similar as a reliable and fast data transport service.


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Thanks.