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Trouble compiling the decrypt sample...

 
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movax



Joined: 03 Jan 2007
Posts: 4

PostPosted: Wed Jan 03, 2007 3:07 pm    Post subject: Trouble compiling the decrypt sample... Reply with quote

Hey all, I'm in the process of writing a PSX <-> PSP savegame converter (Standalone from CWCheat), and I'm having trouble using the decrypt sample...

I can compile it just fine (using cygwin environment under WinXP), get the .PBP & .SFO, but it will not run on the PSP (Black screen). Removing the portions of the code that depend on the "-lpspsvchnnl" in the Makefile allows it to run (I stuck a test printf("test") at the beginning of the main loop, and it appeared).

PSP was a 1.5 flashed to the 3.02 OE-B (please tell me that doesn't cuase problems...?), and I've been attempting runs under the GAME150 (1.5 fw) folder. Something wrong on the PSP's end, or PC end?
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adrahil



Joined: 16 Mar 2006
Posts: 277

PostPosted: Wed Jan 03, 2007 3:45 pm    Post subject: Reply with quote

Homebrew chnnlsv save game support is broken right now in 3.x
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movax



Joined: 03 Jan 2007
Posts: 4

PostPosted: Wed Jan 03, 2007 4:04 pm    Post subject: Reply with quote

Broken eh? Leads me to two questions, 1. seems like there are tools that are still using that under 3.xx, and 2. I thought the point of OE-B was to allow homebrew to run under the 1.5 kernel by being placed in the GAME150 directory?
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pspwill



Joined: 17 Nov 2005
Posts: 51

PostPosted: Wed Jan 03, 2007 10:46 pm    Post subject: Reply with quote

Didnt the savedata samples only work on 2.X under eloader?
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Fanjita



Joined: 28 Sep 2005
Posts: 217

PostPosted: Thu Jan 04, 2007 4:43 am    Post subject: Reply with quote

Correct, the necessary API is only available in VSH mode.

Presumably you could fairly easily load the required module from v1.5-style homebrew if you wanted to, though.

And I seem to recall someone was once going to reverse engineer the ChnnlSv functions and port them to something usable from game mode, but I don't remember who, and I don't believe they ever finished it.
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movax



Joined: 03 Jan 2007
Posts: 4

PostPosted: Thu Jan 04, 2007 8:49 am    Post subject: Reply with quote

VSH mode? Forgive me, I just got my PSP less than a month ago and am trying to readup all the homebrew tuts I can. :) Got basic text I/O down, inputs & stuff, was hoping to move on now, heh.
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Fanjita



Joined: 28 Sep 2005
Posts: 217

PostPosted: Thu Jan 04, 2007 11:05 am    Post subject: Reply with quote

The PSP can boot into 3 basic modes : VSH, Updater and Game.

VSH is what is running when the XMB is active, and so it is the mode that exploits based on TIFF etc. end up in.

Game is what the PSP kernel launches UMDs in, and EBOOTs, if you manage to coax it into loading an EBOOT by itself.

The different modes have different sets of modules loaded by default. The decryption sample happens to need the ChnnlSv API, which is loaded (by default) under VSH only. Hence, it won't work outside of the TIFF exploit, without some additional effort.
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movax



Joined: 03 Jan 2007
Posts: 4

PostPosted: Thu Jan 04, 2007 2:53 pm    Post subject: Reply with quote

Ah, thanks for the clarification/explanations of modes.

Is there a tutorial that lists these different modes, or how to use certain exploits to execute homebrew code?
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Fanjita



Joined: 28 Sep 2005
Posts: 217

PostPosted: Thu Jan 04, 2007 9:43 pm    Post subject: Reply with quote

Not as far as I know.

For running code via the TIFF exploit, you can grab the TIFF SDK from www.noobz.eu, it does most of the work for you.
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