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 pkg, I'd still need to run the .self executable as it's from a newer build that fixes some crashes and would actually make it playable (game data did not change so it will still work).
I gave a read to this:
psxhax com flat_zs-method-to-handle-ps4-fake-pkgs-self-fself-write-up.3405
and tried the tools in here:
psxhax com unfself-convert-ps4-fself-files-back-to-elf-files-by-dimosgsxr-selfutil-by-znullptr.5891
but they didn't work (they fail to produce and eboot.bin from my self), and the information in the article just confuses me.
(I couldn't post the full links, just copy/paste on google)
How would I either run the .self binary (by linking it to the pkg data) or convert it to an eboot.bin to overwrite the pkg one?
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 pkg, I'd still need to run the .self executable as it's from a newer build that fixes some crashes and would actually make it playable (game data did not change so it will still work).
I gave a read to this:
psxhax com flat_zs-method-to-handle-ps4-fake-pkgs-self-fself-write-up.3405
and tried the tools in here:
psxhax com unfself-convert-ps4-fself-files-back-to-elf-files-by-dimosgsxr-selfutil-by-znullptr.5891
but they didn't work (they fail to produce and eboot.bin from my self), and the information in the article just confuses me.
(I couldn't post the full links, just copy/paste on google)
How would I either run the .self binary (by linking it to the pkg data) or convert it to an eboot.bin to overwrite the pkg one?
Last edited by BeautfalHorsa,