Closed SimonAfek closed 8 months ago
there patching the EBOOT.BIN so its probably being replaced with an unsigned version, which would only run on a CFW ..
Yeah, I was wondering if there's a way to detect that so it doesn't get a bubble?
Yeah, I was wondering if there's a way to detect that so it doesn't get a bubble?
Not easily? im not entierly sure what all the requirements the PSVita's ISO parser has are anyway, i just know its very strict. way stricter than the original PSP, only thing ive ever seen work with it that was not an offical game., is Attack of the PETSCII Robots, by the 8 bit guy. for some reason
Fair enough, I'll just remove the bubble from my app.db. Thanks for this tool by the way - it's great :)
Fair enough, I'll just remove the bubble from my app.db. Thanks for this tool by the way - it's great :)
yeah, i think they recently open sourced that port, so i should probably look at it to try get a better idea what makes it work ;)
You can always extract the EBOOT.BIN using UMDGen, sign it using sign_np, rebuild the ISO with UMDGen (follow the first 3 steps of this guide), from there you can either use ChovySign or sign_np to sign and encrypt the ISO to EBOOT.PBP. After that's done, drag to ux0:pspemu/PSP/GAME/both sign_np and ChovySign , both methods work. (sign_np seems to crash and throw an error, despite working the first time)
You can always extract the EBOOT.BIN using UMDGen, sign it using sign_np, rebuild the ISO with UMDGen (follow the first 3 steps of this guide), from there you can ~either~ use ChovySign ~or sign_np~ to sign and encrypt the ISO to EBOOT.PBP. After that's done, drag to ux0:pspemu/PSP/GAME/ and refresh LiveArea using LiEnby's VitaShell fork. Tested with ~both sign_np and~ ChovySign ~, both methods work.~ (sign_np seems to crash and throw an error, despite working the first time)
I tried this with an English patch of Hatsune Miku: Project Diva, and on the last step, neither would produce a usable EBOOT.PBP (in either PPSSPP and pspemu) unless I applied compression, where both chovysign and sign_np worked fine.
Thanks, I am using Digimon Adventure [ULJS00541/NPJH50686] with an English translation. I used compression with sign_np and not ChovySign. Going to try without compression now.
On Wed, Nov 15, 2023 at 3:52 AM Caleb Evans @.***> wrote:
You can always extract the EBOOT.BIN using UMDGen, sign it using sign_np, rebuild the ISO with UMDGen (follow the first 3 steps of this guide https://forum.devchroma.nl/index.php?topic=12.0), from there you can either use ChovySign or sign_np to sign and encrypt the ISO to EBOOT.PBP. After that's done, drag to ux0:pspemu/PSP/GAME/ and refresh LiveArea using LiEnby's VitaShell fork. Tested with both sign_np and ChovySign , both methods work. (sign_np seems to crash and throw an error, despite working the first time)
I tried this with an English patch of Hatsune Miku: Project Diva, and on the last step, neither would produce a usable EBOOT.PBP (in both PPSSPP and pspemu) unless I applied compression, where both chovysign and sign_np worked fine.
— Reply to this email directly, view it on GitHub https://github.com/LiEnby/NoPspEmuDrm/issues/8#issuecomment-1812038151, or unsubscribe https://github.com/notifications/unsubscribe-auth/AAMNFZK6MDB5RFETV5HIXBLYER7FXAVCNFSM6AAAAAA2E2DPBOVHI2DSMVQWIX3LMV43OSLTON2WKQ3PNVWWK3TUHMYTQMJSGAZTQMJVGE . You are receiving this because you commented.Message ID: @.***>
With or without compression, sign_np's product managed to boot and play just fine in PPSSPP and Adrenaline. However, with sign_np and NoPspDrmEmu, it crashes with the same error in the same place.
On Wed, Nov 15, 2023 at 9:24 AM Katrina @.***> wrote:
Thanks, I am using Digimon Adventure [NPJH50686] with an English translation. I used compression with sign_np and not ChovySign. Going to try without compression now.
On Wed, Nov 15, 2023 at 3:52 AM Caleb Evans @.***> wrote:
You can always extract the EBOOT.BIN using UMDGen, sign it using sign_np, rebuild the ISO with UMDGen (follow the first 3 steps of this guide https://forum.devchroma.nl/index.php?topic=12.0), from there you can either use ChovySign or sign_np to sign and encrypt the ISO to EBOOT.PBP. After that's done, drag to ux0:pspemu/PSP/GAME/ and refresh LiveArea using LiEnby's VitaShell fork. Tested with both sign_np and ChovySign , both methods work. (sign_np seems to crash and throw an error, despite working the first time)
I tried this with an English patch of Hatsune Miku: Project Diva, and on the last step, neither would produce a usable EBOOT.PBP (in both PPSSPP and pspemu) unless I applied compression, where both chovysign and sign_np worked fine.
— Reply to this email directly, view it on GitHub https://github.com/LiEnby/NoPspEmuDrm/issues/8#issuecomment-1812038151, or unsubscribe https://github.com/notifications/unsubscribe-auth/AAMNFZK6MDB5RFETV5HIXBLYER7FXAVCNFSM6AAAAAA2E2DPBOVHI2DSMVQWIX3LMV43OSLTON2WKQ3PNVWWK3TUHMYTQMJSGAZTQMJVGE . You are receiving this because you commented.Message ID: @.***>
I have the fan translation of Persona 2: Eternal Punishment PSP installed on my Vita (NPJH50581, link to fan translation here). Your VitaShell fork gives it a bubble when refreshing the LiveArea, but unfortunately it fails to start and just gives an error message.