@PabloMK7
Fixing the hang turned out to be useful (at least in the case of just attaching to the game process, not necessarily with plugins), as the overlay callback is useful for timing screen captures so we don't have to keep doing memcmp in a loop (at least that's what I was doing anyway) to check for new frames. Maybe there's a GSPGPU event or something more reliable than NTR's existing memory pattern search (which is again, black magic to me..) but so far it's working.
The current latest version contains this change and will always inject to game process to use the overlay callback to time screen capture (it's quite hacky the way I implemented it and there seems to be new crashes, but when it works it works pretty well.) If overlay callback cannot be installed then the old method will be used.
By keeping loader mem usage to a minimum we can at least do this change and soft-reset in Pokemon games should still functions. (It used to be that attaching to a game process cause the next launch to hang regardless how it happens).
@Flanter
I've fixed a (rather serious) bug in my netcode that would cause busy loop on 3DS (instead of sleeping as intended). Hopefully there's no more random FPS drops.