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Running EBOOT.PBP's on the PSP

 
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Talus



Joined: 19 Oct 2005
Posts: 4

PostPosted: Wed Oct 19, 2005 5:14 am    Post subject: Running EBOOT.PBP's on the PSP Reply with quote

Hi, I just got a PSP, and I'm new to PSP development. I've been able to run homebrew software on my PSP, but I'm still not exactly sure how it works.

I ran make for the blit sample program under /psp/sdk/samples/gu/blit, and it has generated a file named EBOOT.PBP in addition to the normal stuff. I figured this must be the PSP binary.

I dropped the .PBP file into my PSP's GAME directory, and put it in a new folder called "TEST".

I can see it under the memory card menu, but when I run it, my PSP restarts, then tells me it can't execute it.

I'm using firmware version 1.50, if that's relevant.

Am I doing something wrong? I've been searching to forums for an existing post about my problem, but I must not really know what to look for.


Last edited by Talus on Wed Oct 19, 2005 5:25 am; edited 1 time in total
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ChaosKnight



Joined: 14 Apr 2005
Posts: 142
Location: Florida, USA

PostPosted: Wed Oct 19, 2005 5:17 am    Post subject: Reply with quote

Pick up a tool like SeiPSP or Kxploit, that will create folders from your EBOOT.PBP which will let you execute the code.
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Talus



Joined: 19 Oct 2005
Posts: 4

PostPosted: Wed Oct 19, 2005 5:44 am    Post subject: Reply with quote

Sweetness. I got it to run!

Thanks.
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Saotome



Joined: 03 Apr 2004
Posts: 182

PostPosted: Wed Oct 19, 2005 6:04 am    Post subject: Reply with quote

or even better:
don't write just "make" but "make kxploit", it will automaticaly generate two directories, which you just need to copy to your psp game dir.

EDIT: correction kexploit -> kxploit
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Talus



Joined: 19 Oct 2005
Posts: 4

PostPosted: Thu Oct 20, 2005 5:14 pm    Post subject: Reply with quote

lol, awesome.

What can't makefiles do? lol
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Ryu



Joined: 17 Oct 2005
Posts: 19

PostPosted: Thu Oct 20, 2005 11:35 pm    Post subject: Reply with quote

or you do just "make", but change the makefile so it has kxploit as additional target, so you don't have to type "make kxploit"

also i modified the build file so it automatically renames the folder (so you don't have corrupted icons) and then copies them to the psp, just lazy to have to do all the steps manually.
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Talus



Joined: 19 Oct 2005
Posts: 4

PostPosted: Fri Oct 21, 2005 2:14 am    Post subject: Reply with quote

What causes those corrupted files anyway? I'm starting to rack up quite a few of them.

If you don't mind, could you please post a copy or an excerpt of your make description file? I have to go diving through corrupted file icons every time I look for an app on my psp lol
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Ryu



Joined: 17 Oct 2005
Posts: 19

PostPosted: Fri Oct 21, 2005 4:00 am    Post subject: Reply with quote

if you have abc and abc% then you'll see a corrupted icon, however if you rename abc to
"abc _" , well with 32 characters total, and abc% to abc_~1% then no more corruption.

in the Makefile i have EXTRA_TARGETS = EBOOT.PBP kxploit

and in the build.mak i added "renamer" in the kxploit section, which is a c++ program that i had made earlier for windows, and i just recompiled it for unix now, you could make a script that does the same thing.

this code was something like that anyway (in case you want to make a script or something):

len=strlen(name);

strcpy(s,name);
if (len<32)
{
if (len>5) len=5;
for (k=len;k<31;k++) s[k]=' ';
}
s[31]='_';
s[32]=0;
rename(name,s);

strcpy(s,name2);
s[len]=0;
strcat(s,"_~1%");
rename(name2,s);

the program does a bit more like it checks if the folder exists and it also scans the directory, but that is not needed here.
hope it helps.
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