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difference between retail elf and PSPSDK

 
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turkeyman



Joined: 20 Oct 2004
Posts: 75
Location: Brisbane, Australia

PostPosted: Thu Dec 15, 2005 10:52 am    Post subject: difference between retail elf and PSPSDK Reply with quote

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

PostPosted: Thu Dec 15, 2005 2:23 pm    Post subject: Reply with quote

retail are signed by sony
appossed to pspsdk eboots
that are not signed
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ector



Joined: 12 May 2005
Posts: 195

PostPosted: Thu Dec 15, 2005 3:54 pm    Post subject: Reply with quote

Another difference is that retail games etc are not prerelocated, while PSPSDK generates elfs that are prerelocated to 0x08900000.
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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

PostPosted: Thu Dec 15, 2005 8:36 pm    Post subject: Reply with quote

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

PostPosted: Thu Dec 15, 2005 9:46 pm    Post subject: Reply with quote

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

PostPosted: Fri Dec 16, 2005 1:40 am    Post subject: Reply with quote

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

PostPosted: Fri Dec 16, 2005 7:01 am    Post subject: Reply with quote

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

PostPosted: Fri Dec 16, 2005 7:26 am    Post subject: Reply with quote

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

PostPosted: Fri Dec 16, 2005 7:39 am    Post subject: Reply with quote

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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