PS3HEN Could someone help me with the export to ps3 from game maker studio?

ClaudeSpeed

Member
when porting a game from game maker studio using the ps3 module, the game works... with DEX mode enabled, I signed the eboot.bin to work on HEN but nothing (the game I tried to port back then was a game from a Mario fan called "Super Mario Boom", after some colleagues gave me a hand (with the same result and without being able to solve the problem) we found several errors in the eboot.bin, here one of the problems

open_path_hook=: [OK] /dev_hdd0/game/NPXS00020/USRDIR/game.win open_path_hook=: [NG] /app_home//dev_hdd0/game/NPXS00020/USRDIR/options.ini open_path_hook=: [OK] /dev_hdd0/game/ NPXS00020/USRDIR/options.ini open_path_hook=: [NG] /app_home//dev_hdd0/game/NPXS00020/USRDIR/options.ini open_path_hook=: [OK] /dev_hdd0/game/NPXS00020/USRDIR/options.ini open_path_hook=: [ NG] /dev_hdd0/game/NPXS00020/USRDIR/game.yydebug open_path_hook=: [OK] /dev_hdd0/game/NPXS00020/USRDIR/game.win open_path_hook=: [NG] /app_home/hiscore.dat open_path_hook=: [NG] /app_home/gamecontrollerdb.txt open_path_hook=: [NG] /dev_hdd0/game/NPXS00020/USRDIR/gamecontrollerdb.txt


it looks for some files in app_home something that I suppose it shouldn't be, and who knows what other problems they will have

could anyone help?
 
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You could ask @aldostools @Zar @Evilnat @zecoxao @Joonie that have experience in compiling homebrew (so they could understand better what could be the problem).

Anyway I think u should post here the pkg, the eboot for hen and a complete log of the errors


I told zecoxao but he simply told me that he didn't know, I haven't contacted the other developers that you told me about passing the eboot.bin and the pkg, yes I could but I don't know what other errors they may have, I only know about app_home and that's it
 
Could you tell us which step have you done to sign the eboot?

https://www.psx-place.com/threads/guide-properly-sign-sprx-and-eboot-for-hen.24449/

Here, "step 3" and "point 3" (3. Choose option..), have you choosen the option 3 (npdrm) or the option 2, (the right is the 3)? Also it should be better to use esse (to sign the eboot for 3.55) only after converting the eboot from dex 2 cex (so first step 3 then step 2).
Also in step 2 have you choosen, in point 3, "Resign to FREE TYPE NPDRM 3.55"?
Does the game also contain sprx?


Also have you done some test with rpcs3 (install a cfw 4.90 instead of the ofw)? It can output logs so it may tell you some more info about errors

I cant check atm, as im not at home, thats why i asked u so many things
 
Could you tell us which step have you done to sign the eboot?

https://www.psx-place.com/threads/guide-properly-sign-sprx-and-eboot-for-hen.24449/

Here, "step 3" and "point 3" (3. Choose option..), have you choosen the option 3 (npdrm) or the option 2, (the right is the 3)? Also it should be better to use esse (to sign the eboot for 3.55) only after converting the eboot from dex 2 cex (so first step 3 then step 2).
Also in step 2 have you choosen, in point 3, "Resign to FREE TYPE NPDRM 3.55"?
Does the game also contain sprx?


Also have you done some test with rpcs3 (install a cfw 4.90 instead of the ofw)? It can output logs so it may tell you some more info about errors

I cant check atm, as im not at home, thats why i asked u so many things


I did not sign the pkg that I sent, and I have not tested it in rpcs3, and I have tested it in CFW 4.90, thanks to that I know that the ports are functional (in DEX)
 
I google it quickly and I found on reddit : https://www.reddit.com/r/ps3homebrew/comments/c4h8dn/worlds_first_gamemaker_studio_game_on_ps3/

According to him the klicensee is free (full of 0). So, create the rap and put it in exdata file, for example for me it's /dev_hdd0/home/00000001/exdata . It did the trick for me and I was able to launch it on RPCS3.

The name of the file must be the content ID : IV0002-NPXS00020_00-GAMEMAKERGAME001.rap



Can you pass me the .rap you did please?
 
Can you pass me the .rap you did please?

"Local, klicensee is just 32 zeros" from the link shared by zar, so just create a new file like that or download any rap file and replace everything with "0" (lenght is 32 char) and raname it like zar said (remeber that only the .rap extension must be lower case for react psn).

Then use react psn or newer methods to "install" the rap on your console (this will create a new rif files on your hdd)

anyway wouldnt be possible to write a gamemaker program that can load any gamemaker game just how @Rinnegatamante has done with yoyo loader on psvita without the need to make a straight port of each game? I dunno much about gamemaker so i dont know if gamemaker games are made just by assets and script or if each game has his own binary that its totally different from others (so preventing us to develop a gameloader that uses only assets)
 
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"Local, klicensee is just 32 zeros" from the link shared by zar, so just create a new file like that or download any rap file and replace everything with "0" (lenght is 32 char) and raname it like zar said (remeber that only the .rap extension must be lower case for react psn).

Then use react psn or newer methods to "install" the rap on your console (this will create a new rif files on your hdd)

anyway wouldnt be possible to write a gamemaker program that can load any gamemaker game just how @Rinnegatamante has done with yoyo loader on psvita without the need to make a straight port of each game? I dunno much about gamemaker so i dont know if gamemaker games are made just by assets and script or if each game has his own binary that its totally different from others (so preventing us to develop a gameloader that uses only assets)

a rap file is actually 16 bytes. So it's not 32 zeros, unless you're talking about ASCII representation.

but a rap is binary format, and only has 16 bytes, each byte equal to 0x00
 
a rap file is actually 16 bytes. So it's not 32 zeros, unless you're talking about ASCII representation.

but a rap is binary format, and only has 16 bytes, each byte equal to 0x00

Thanks for clarifing out what I was trying to say, i answered by having the "hex editor image" in mind
 

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