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turkeyman

Joined: 20 Oct 2004 Posts: 75 Location: Brisbane, Australia
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Posted: Thu Dec 15, 2005 10:52 am Post subject: difference between retail elf and PSPSDK |
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| Hi people, i'm just wondering what differences, if any, there are between the elf found in a retail game, and the ones that the pspsdk generates? |
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dot_blank

Joined: 28 Sep 2005 Posts: 498 Location: Brasil
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Posted: Thu Dec 15, 2005 2:23 pm Post subject: |
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retail are signed by sony
appossed to pspsdk eboots
that are not signed _________________ 10011011 00101010 11010111 10001001 10111010 |
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ector
Joined: 12 May 2005 Posts: 195
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Posted: Thu Dec 15, 2005 3:54 pm Post subject: |
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Another difference is that retail games etc are not prerelocated, while PSPSDK generates elfs that are prerelocated to 0x08900000. _________________ http://www.dtek.chalmers.se/~tronic/PSPTexTool.zip Free texture converter for PSP with source. More to come.
Last edited by ector on Fri Dec 16, 2005 4:35 am; edited 1 time in total |
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Jabberwocky
Joined: 03 Aug 2005 Posts: 43
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Posted: Thu Dec 15, 2005 8:36 pm Post subject: |
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| Just out of interest, why are the pspsdk elf's not relocatable? |
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turkeyman

Joined: 20 Oct 2004 Posts: 75 Location: Brisbane, Australia
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Posted: Thu Dec 15, 2005 9:46 pm Post subject: |
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ector: ah thanks, thats what i was interested in..
why are pspsdk elfs not relocatable? and out of curiosity, how would i make a common GCC compiler generate a fixed address elf given that specific address? |
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mrbrown
Joined: 17 Jan 2004 Posts: 1536
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Posted: Fri Dec 16, 2005 1:40 am Post subject: |
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PSPSDK has support for building PRXs, which are relocatable, which are equivalent to the PRXs that retail games use (including the game itself).
As for your second question, usually you pass something like "-Ttext <address in hex>" to the linker. |
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rmedtx
Joined: 13 Sep 2005 Posts: 14 Location: USA
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Posted: Fri Dec 16, 2005 7:01 am Post subject: |
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| If a game is developed using PSPSDK and let's say I buy the official dev kit. Can my game be converted (I don't know if this is the right word) to the official dev kit? What I mean is this. If I develop a game using PSPSDSK and I want to publish it commercially... Can I do it? (Getting Sony's License) |
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mrbrown
Joined: 17 Jan 2004 Posts: 1536
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Posted: Fri Dec 16, 2005 7:26 am Post subject: |
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| rmedtx wrote: | | If a game is developed using PSPSDK and let's say I buy the official dev kit. Can my game be converted (I don't know if this is the right word) to the official dev kit? What I mean is this. If I develop a game using PSPSDSK and I want to publish it commercially... Can I do it? (Getting Sony's License) |
That's something that you need to discuss with Sony. As far as compatibility goes, there is no way to be 100% compatible with Sony's dev kit without having access to it, but all of the kernel libraries are mostly the same. |
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rmedtx
Joined: 13 Sep 2005 Posts: 14 Location: USA
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Posted: Fri Dec 16, 2005 7:39 am Post subject: |
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| mrbrown wrote: | | rmedtx wrote: | | If a game is developed using PSPSDK and let's say I buy the official dev kit. Can my game be converted (I don't know if this is the right word) to the official dev kit? What I mean is this. If I develop a game using PSPSDSK and I want to publish it commercially... Can I do it? (Getting Sony's License) |
That's something that you need to discuss with Sony. As far as compatibility goes, there is no way to be 100% compatible with Sony's dev kit without having access to it, but all of the kernel libraries are mostly the same. |
mrbown,
Sorry for the confusion I was talking about compatibility.
Thanks for answering my question. |
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