PS3 i really dont know wat eboots are lol

Jay L

Forum Noob
i learned some interesting things frm DeViL303 tht an eboot is like an exe/launcher, despite the file name i never realized that and i was having hard time understanding what eboots were. so if u didnt know either now u kinda sorta still dont know like me :B derp :D

i dont understand everything however, and still dnt know what differenciates an antiban one with a probation bypass from one ona stock ps3 disc though. if anyone wants to elaborate itd be appreciated.

im trying to learn more about cod online gaming for custom firmware users that arent modding yet (or who dont in general) and just playing like any other person on ofw and whyd they should have one(or not?)

are eboots only useable for ppl whose backups are in folder form (and not an iso files? since id assume theyd needa be deconstructed to apply the eboot ?)

from another post i read( pinkys reply in http://www.psx-place.com/threads/ps3-cfw-online-play.16490/) ;it seems likely sony(n possibly COD) can sniff around users ps3's data processes pretty easily regardless~
 
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EBOOT.BIN's are not exe or launchers, they are containers for executable file. ;) It is hard to explain it but I think the closer example would be PE (win32 executable) packed into some archive like i.e ZIP. Then try imagine that Windows can launch exe from inside just double clicking on zip. That's the best compare what coming to my mind. ^^ Or maybe much better would be comparing to PE packed i.e by UPX?
 
EBOOT.BIN's are not exe or launchers, they are containers for executable file. ;) It is hard to explain it but I think the closer example would be PE (win32 executable) packed into some archive like i.e ZIP. Then try imagine that Windows can launch exe from inside just double clicking on zip. That's the best compare what coming to my mind. ^^ Or maybe much better would be comparing to PE packed i.e by UPX?
oh xD thanks for the correction; seems like i know nothing after all haha loll
 
i dont understand everything however, and still dnt know what differenciates an antiban one with a probation bypass from one ona stock ps3 disc though. if anyone wants to elaborate itd be appreciated.

These EBOOTs for COD, i am assuming, are not replaced on the disc, they are replaced form the install directory. the modded eboot normally comes from a game update file as modding the stock one will do nothing as the updated one overrides it and is usually accompanied by a modded t6mp.self file as well. Not always, but sometimes. If the modded eboot come with a mod menu, a .sprx file, then the eboot is modded at the right offset to tell the game to look for a certain file outside of the normal ones, the sprx contains the rest of the code to manipulate the game code.

An anti-ban eboot does not stop you from getting banned from PSN, its sort of a mask, it does have effectiveness against the HOST server, in CODs case Activision is the HOST server, you can get banned from there without being banned from PSN. The server has a built in set of adaptive parameter's that look for certain things in the data streams, these are anti-cheat systems and other things. These can auto ban an account from the host server. The probation is where you have left from to many public or league matches before the end, you will get 2 warnings first then the automated process will ban you for 5 mins at a time, longer on league matches, 10 mins the bypass stops this from happening.

are eboots only useable for ppl whose backups are in folder form (and not an iso files? since id assume theyd needa be deconstructed to apply the eboot ?)

As above, the eboots go in the install data folder, very rarely does the disc get altered, and it not the eboot if its the disc. its another t6mp.self file.

eboots basically tell the game where everything is, what to get, when to get it and other various things.
 
thanks berion& cyphercg89
so eboots lieka file cabinet with parts of the game including but not limited to things like exe's ona big list tht makethe playstations games format playable, its um like a treasure map.
i duno if this is relevant for anything but is it used in game or just at the onset of the game loading? like if u change it ingame does something happen
 
@Jay L You still don't get it. ;) Applications (i.e games) are composed with executable (one or more) and the resources (external or internal). On all known to human platforms. In case of PS3 executables are put in "box'es". After PSX, Sony on their consoles using two kind of executables: standalone and modules. Standalone is *.elf (signed so they are named it *.self, and put into container EBOOT.BIN). Modules are also *.elf but named *.prx (which must be signed so *.sprx). Very similar concept You will find on PS2, PS3, PSP, PSV and probably on PS4. Standalone executables are simply i.e the game itself or another part of game (i.e on PS2, online was sometimes a separate "exe" loaded by default one), modules are for providing libraries on demand.

Resources are everything which cannot fit into RAM, VRAM etc. so in times when we living, they are textures, music, videos etc. in any form (formats depend of developers will, and they are often packed into big files which also can be any kind). Internal resources are those resources which are bind with executable (very seldom case).

What You want change (hack it) and how, depends on what You want to achieve. And of course every single game on this planet is different so there is no things like "tutorial how to hack game XYZ".

By the way, I'm strongly against hacking online games because this is simple boorishnes for peoples who want playing games in the way how developer designed it...
 
@Jay L You still don't get it. ;) Applications (i.e games) are composed with executable (one or more) and the resources (external or internal). On all known to human platforms. In case of PS3 executables are put in "box'es". After PSX, Sony on their consoles using two kind of executables: standalone and modules. Standalone is *.elf (signed so they are named it *.self, and put into container EBOOT.BIN). Modules are also *.elf but named *.prx (which must be signed so *.sprx). Very similar concept You will find on PS2, PS3, PSP, PSV and probably on PS4. Standalone executables are simply i.e the game itself or another part of game (i.e on PS2, online was sometimes a separate "exe" loaded by default one), modules are for providing libraries on demand.

Resources are everything which cannot fit into RAM, VRAM etc. so in times when we living, they are textures, music, videos etc. in any form (formats depend of developers will, and they are often packed into big files which also can be any kind). Internal resources are those resources which are bind with executable (very seldom case).

What You want change (hack it) and how, depends on what You want to achieve. And of course every single game on this planet is different so there is no things like "tutorial how to hack game XYZ".

By the way, I'm strongly against hacking online games because this is simple boorishnes for peoples who want playing games in the way how developer designed it...
o: im gonna read this over a few times ~ its complex but thank you :3
+im not really looking to hack or mod games, im mostly looking into learning wat eboots are , and possibly creating a basic blank one(wihout mod menus) after learning if i require one for bo1/2online multiplayer.
 
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and possibly creating a basic blank one(wihout mod menus) after learning if i require one for bo1/2online multiplayer.

Your still not getting it.....

If the modded eboot come with a mod menu, a .sprx file, then the eboot is modded at the right offset to tell the game to look for a certain file outside of the normal ones, the sprx contains the rest of the code to manipulate the game code.

Only basic mods can be set in an eboot at the right offset, manipulate them too much and you will "break " the game to put it simply. it will not run. Modding the eboot for some things can be simple and other more complex....BUT for a full blown mod menu for COD needs the code to be in an sprx file which is normally written in C++. Or if people are using GSC injectors then multiple .gsc file are needed to modify multiple parts of the game... the sprx for use in this way is bo2_gsc_injector.sprx. ( again an sprx is needed for the mods to work as the eboot cannot do it alone )

Also anything edited in and eboot is normally constant, meaning you cannot toggle it on and off, this is where the sprx comes in coded with commands to edit the values in the eboot and other game files.
 
o: im gonna read this over a few times ~ its complex but thank you :3

Maybe because of my English. ;p

+im not really looking to hack or mod games, im mostly looking into learning wat eboots are , and possibly creating a basic blank one(wihout mod menus) after learning if i require one for bo1/2online multiplayer.

"Basic blank" EBOOT.BIN is header of eboot + zeroed ELF. Totally useless.

So... this mean that You still don't understand. :D Executable like i.e ELF was compiled from source code. Every game was compiled from human understand language (bunch of text files) to target machine understand language (binary of machine code). So every are unique, and they are literally the game itself...
 
they are literally the game itself...

I forgot to put that bit info.....lol.
If you wanted to start form a blank eboot and you have the understand, you might as well recode the whole game as you see fit. make a whole different version of it, but you would also have to change the texture and static meshes around. But if you have the knowledge then a game becomes a dev's playground lol. with all of the bits already there...:D:cool:
 
You are overcomplicating it, in plain words... the eboot.bin are executables :P

The eboot.bin are actually a .self
You can simply rename the file to eboot.self
The reason why are named EBOOT.BIN (instead of EBOOT.SELF) is because the PS3 firmware have that named hardcoded

And the "s" of the file extension "self" means "signed"
In other words, a .self is a signed .elf
And we are back at step one
https://en.wikipedia.org/wiki/Executable_and_Linkable_Format

Basically, the process is this:
Source code ---> (compile) ---> .elf ---> (sign) ---> .self ---> (rename) ---> .bin


------------------
And the "s" of the file extension .sprx means "signed" too
So a .sprx is a signed .prx

------------------
Is related with PSP firmware, where are used EBOOT.PBP and .prx
 
@Jay L You still don't get it. ;) Applications (i.e games) are composed with executable (one or more) and the resources (external or internal). On all known to human platforms. In case of PS3 executables are put in "box'es". After PSX, Sony on their consoles using two kind of executables: standalone and modules. Standalone is *.elf (signed so they are named it *.self, and put into container EBOOT.BIN). Modules are also *.elf but named *.prx (which must be signed so *.sprx). Very similar concept You will find on PS2, PS3, PSP, PSV and probably on PS4. Standalone executables are simply i.e the game itself or another part of game (i.e on PS2, online was sometimes a separate "exe" loaded by default one), modules are for providing libraries on demand.

Resources are everything which cannot fit into RAM, VRAM etc. so in times when we living, they are textures, music, videos etc. in any form (formats depend of developers will, and they are often packed into big files which also can be any kind). Internal resources are those resources which are bind with executable (very seldom case).

What You want change (hack it) and how, depends on what You want to achieve. And of course every single game on this planet is different so there is no things like "tutorial how to hack game XYZ".

By the way, I'm strongly against hacking online games because this is simple boorishnes for peoples who want playing games in the way how developer designed it...
 
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