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  1. #31
    So Cool! I changed this!
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    Quote Originally Posted by lolong View Post
    TB's own keys ? so TB's own keys was DEBUG(DEVkit) ?
    well, stiil I need a proof for this one
    DUDE! There is NO DEBUG KEYS! TB made their own keys not used by anyone else. They found an exploit in RAM to dump eboots after they decrypted (so they didnt have sony keys) then resigned eboots WITH THEIR OWN keys so they could make money.
    PS3 Slim w/ Rebug Rex 4.30.2, 500GB Internal, 1TB/3TB External; PS2 Fat McBoot w/ Hard Drive; Windows 7 x64 Ultimate
    Last game finished: Crysis 3 | Currently Playing: Dead Space 3

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  3. The Following 3 Users Say Thank You to PatrickBatman For This Useful Post:

    n3o (09-20-2012), pete_uk (09-20-2012), Yuu (09-20-2012)

  4. #32
    JLM
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    Quote Originally Posted by zadow28 View Post
    Remember if loaded from the debugger insteed of the target there is an nice little function called force coredump.
    Is the force coredump function still enabled when running a game with an eboot flagged as "not-debugable"?

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    pete_uk (09-20-2012)

  6. #33
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    Quote Originally Posted by JLM View Post
    Is the force coredump function still enabled when running a game with an eboot flagged as "not-debugable"?
    yes if loaded in the debugger, and not target manager, and with the option force core dump enapled.
    Also there are an different option that havent been discussed.

    Insteed of core dump that dump all that is is loaded, and in ram.There is the option just to dump memory in debugger.
    Its actuelly little easyer there to save the memory to file, and you dont get those 200mb - 500 mb files.

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    kilkip (09-20-2012), pete_uk (09-20-2012)

  8. #34
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    lolong is troller ignore him
    also Mathileu if he spoke on this project then we must be close and he is lieing like he always does

  9. #35
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    thx zadow, good info there!

    off-topic: i'm always fighting the screen input on "Debug mode" - HDMI
    at first it worked(gray screen and PS button to exit and into Debug XMB(no debug settings in settins) to test a game
    atm when reset into Debug..black screen, poweroff-poweron then i'll have input, the grey screen/ip etc..
    but trying to PS button - exit to XMB is black screen
    tested the Monitor utility - reset with no luck whatsoever, anyone knows howto properly "reset" into HDMI for debug mode
    thx!

  10. #36
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    Quote Originally Posted by kilkip View Post
    thx zadow, good info there!

    off-topic: i'm always fighting the screen input on "Debug mode" - HDMI
    at first it worked(gray screen and PS button to exit and into Debug XMB(no debug settings in settins) to test a game
    atm when reset into Debug..black screen, poweroff-poweron then i'll have input, the grey screen/ip etc..
    but trying to PS button - exit to XMB is black screen
    tested the Monitor utility - reset with no luck whatsoever, anyone knows howto properly "reset" into HDMI for debug mode
    thx!
    The debugger mode has only the ingame xmb.
    Hold down the power button until the first beep, then the ps3 will boot in system software mode.
    Debug Settings -> Game Output Resolution (Debugger)
    There you can set the debugger mode's resolution.
    Last edited by sguerrini97; 09-21-2012 at 08:54 AM.

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    kilkip (09-21-2012)

  12. #37
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    hey @sguerrini97.thxfor reply, so it's normal to get black screen after "exit game" in the "grey debug" screen(you can see the xmb in the bg, i can recall getting in xmb as normal the first time trying, only no "debug settings" in the menu
    lol..but as you said only "ingame" xmb, must be my bad...

    and from debug to boot into system soft mode from ps3, isn't it 2 beeps right...1beep is videoreset in debug after no video input, poweroff, poweron 1 beep hdmi input back, boots into debug
    2 beeps system software mode, anyway looks normal then to have no normal XMB in debug..thc for confirm

  13. #38
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    Taking a look at this and can't seem to see where you're able to dump the games Zadow28. I can get games from disc to start in debugger but most if not all options are disabled. I still believe that starting your own visual Studios project and then adding the eboot you want to dump may work. Because the Visual Studio project can be flagged for debug then through the debugger you can add the eboot you would like to dump.

    Just some thoughts. Keep up the good work.

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    zadow28 (09-24-2012)

  15. #39
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    Quote Originally Posted by nevik View Post
    Taking a look at this and can't seem to see where you're able to dump the games Zadow28. I can get games from disc to start in debugger but most if not all options are disabled. I still believe that starting your own visual Studios project and then adding the eboot you want to dump may work. Because the Visual Studio project can be flagged for debug then through the debugger you can add the eboot you would like to dump.

    Just some thoughts. Keep up the good work.
    The debugger gives me an error if I try to load a retail eboot / self, i think that the debugger can't decrypt them...
    But if we can run retail sprx maybe we can swap them to retail selfs and do a core dump..

  16. #40
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    Good evening everybody.
    Now i try to explain what i understood from mine experiment with a DEX 4.20 console and some games that requires 3.73+ firmware.
    Please correct me if i write something wrong.
    - you can connect to your ps3 with debugger or target manager only if you select development mode.
    - when you are connected with target manager you can set a folder to be mounted as /app_home/ but you can't run anything because you're in development mode and you need a bin with debug enabled.
    - i try to look in ps3devwiki to understand how convert an EBOOT.BIN from retail to debug, i found that in ELF header at byte 0x14 should be 10 for retail and 20 for debug; but when i look inside the EBOOT.BIN i didn't find anything at that position just 00.
    - i noticed one thing from target manager log; I mounted a game in /app_home and when i try to start the game, ps3 at the first time read first 32 bytes from EBOOT.BIN (SCE header) and after shift his pointer to byte 33th and start to read just 2400 bytes and then program exit. Probably this mean that the key of our problem is "just" in that 2400 bytes
    - in release mode you can run only games that has already received one patch, probably you cannot run anything except things that you have in /dev_hdd0/game
    - in release mode you can write file in /dev_hdd0/game only from pkg files. In this folder you can write only if you're in debug mode from target manager.

    Now my questions are:
    For develpoment is there some EBOOT.BIN debug to check the header difference between retail one?
    For release mode is there a way to create a pkg that can install the EBOOT.BIN taken from the original disc?


 
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