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hide corrupt data in kxploit target? [SOLVED]

 
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pspblizz



Joined: 13 Sep 2005
Posts: 15

PostPosted: Mon Sep 19, 2005 7:32 pm    Post subject: hide corrupt data in kxploit target? [SOLVED] Reply with quote

How would one proceede with $PSPSDK/lib/build.mak's kxploit target to make it hide corrupt data?

it now generates $target/EBOOT.PBP and $target%/EBOOT.PBP, but I'd like it to create those ______1 and what not targets. What are the rules for this fix, and is it a straight forward thing to put into build.mak?


Last edited by pspblizz on Mon Sep 19, 2005 9:43 pm; edited 1 time in total
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groepaz



Joined: 01 Sep 2005
Posts: 305

PostPosted: Mon Sep 19, 2005 8:14 pm    Post subject: Reply with quote

its relativly easy... the first dir (containing the real pbp) should be named

foobar~1% (8 characters including ~1, excluding %)

and the directory containing the elf should be named

foobar_________________________1 (32 characters total, not sure if it even matters which chars are used to fill up the filename, it always worked for me like this)
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pspblizz



Joined: 13 Sep 2005
Posts: 15

PostPosted: Mon Sep 19, 2005 8:23 pm    Post subject: Reply with quote

Can I do this "post build", or do I need to calculate this before I call pack PBP in build.mk?
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71M



Joined: 21 Jun 2005
Posts: 122
Location: London

PostPosted: Mon Sep 19, 2005 8:37 pm    Post subject: Reply with quote

You might be interested in this post http://forums.ps2dev.org/viewtopic.php?t=2474
It's a modification to build.mak that will generate the hidden folders for you.

Cheers,
71M
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holger



Joined: 18 Aug 2005
Posts: 204

PostPosted: Tue Sep 20, 2005 5:36 pm    Post subject: Reply with quote

pspblizz wrote:
Can I do this "post build", or do I need to calculate this before I call pack PBP in build.mk?


you can use the psp-install script in pspgl/tools/. See the pspgl tests for some examples how to use it.
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