Is this all I need to do after running the debug payload?
It doesn't seem to show any logs nor to confirm connection. I'm on the same local network as of my PS4 and I've unplugged the actual internet cable from the router. But I am sure that I have the right PS4 ip address and I've managed to...
Me:
https://gbatemp.net/threads/turn-self-binary-of-development-version-of-commercial-game-into-eboot-bin.582930/
I got the game to run but now it crashes and I need to get to the bottom of it. A log without debug symbols won't be useful.
It's a "development" package of a game, so the eboot.bin is not encrypted nor the data. I have the passcode and I also have a .self (alongside the pkg) which is identical to the eboot.bin (coming from the same source) but also includes debug symbols.
So with the guides here:
https://gbatemp.net/threads/aio-ps4-exploit-guide.497858/
could I run the self either from USB or from the internal drive directly? I think it's got dynamically linked libraries to prx files though.
From what I gathered, once you extract a pkg with a non zero passcode, the eboot.bin isn't encrypted, at least not with a game specific key. From the SDK it's also possible to build .selfs and run them directly on a devkit, an I'm pretty sure they work by loading the new .self inself of the...
My problem is that the app crashes, and I have no idea why. I want to find out from the logs/dumps, and hopefully seeing a call stack.
The original .self also includes debugging symbols, but once it goes through the publishing tools to generate a package of it (and renaming it to eboot.bin)...
If I have the ".self" file of the executable, is it possible to just extract the .pkg content in a folder somewhere and just run the .self from there? Instead of making and installing a new .pkg every time I edit something?
I know that if I have the passcode I can just create a fpkg, but I wanted to try this way.
I remember ps3 had .rep files to unlock an encrypted .pkg. Would it be possible to generate the equivalent file of ps4 from a pkg passcode and run the original .pkg directly?
So no SDK needed for that I guess. I will try, but I doubt I could fix it unless I manage to edit the machine code.
What is that log going to provide? Just the call stack?
Also, do you know what "log.bin" in the "Data" folder is? It's not text, it's binary, but I'm not sure of what.
See my previous thread (582930) for some history (that worked out smoothly):
For some reason, the game crashes when starting a new game from the main menu, while I have a reliable source telling me it used to work on development machines.
The .pkg is not corrupted as I run integrity checks and...
With a devkit ps4, you can make normal packages with an eboot.bin and a number of prx (which are basically dlls).
You can then re-build the whole app without rebuilding the data, and launching it remotely, the new executable (.self) is copied on the console, and that contains the updated game...
So if it did start with ELF, then I can just rename it eboot.bin, overwrite the original one and make a new package? Even if this executable could be like 10 times larger?
I don't see any similarity between patching Bloodborne and this case.
Bloodborne stars from an eboot.bin, the mod author says you need to unencrypt it and unself it first. I'm not sure what it means, but in my case, I have .SELF file, which probably contains other stuff than the game executable...
I might have a development .self executable of a pre-release/development version of a commercial PS4 game, build with the PS4 SDK for internal testing.
I might also have a package and its passcode build on the same day/same source.
Let's say I managed to play the game by repackaging as a fake...
hahahaha I'm half way through a bag off my Volcano and my tolerance is way down because I haven't been smoking much lately, so I was a little slow to catch that that was what your angle was