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[UPDATED 6.12.2015] VitaShell 0.3

Submit here your entries for the Revitalize Competition. Deadline is September 30th.
Rules can be found here: http://wololo.net/revitalize/
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mr.gas
Guru
Posts: 163
Joined: Sat Apr 05, 2014 6:35 pm
Location: YEMEN

Re: VitaShell 0.1

Post by mr.gas » Tue Nov 10, 2015 9:41 am

actually the eboot.bin and other selfs is signed to run from a specific location. .
maybe the eboot.bin from a cartridge is signed to run from multiple locations like gro0:app/ & ux0:app/
..
but i am talking about an actual decrypted eboot.bin
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joo doe
Posts: 1
Joined: Thu Nov 05, 2015 1:43 am

Re: VitaShell 0.1

Post by joo doe » Tue Nov 10, 2015 9:58 am

..noob here. How do you install this?
i'm on 3.51
i've tried dragging it into homebrew and package_install and they seem to hang at
load.c:282 module name:vitashell.elf, export table offset:0x000de7ac, import table offset: 0x00de7dc

On the vita I get a pop up that says an error has occured in psm dev...blah blah Report this problem or OK button.
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TheFloW
Guru
Posts: 57
Joined: Sun Jun 28, 2015 11:13 am

Re: VitaShell 0.1

Post by TheFloW » Tue Nov 10, 2015 11:51 am

You need to use the latest Rejuvenate version.

yifanlu
Guru
Posts: 760
Joined: Sun Mar 11, 2012 6:42 am
Contact:

Re: VitaShell 0.1

Post by yifanlu » Tue Nov 10, 2015 4:58 pm

mr.gas wrote:actually the eboot.bin and other selfs is signed to run from a specific location. .
maybe the eboot.bin from a cartridge is signed to run from multiple locations like gro0:app/ & ux0:app/
..
but i am talking about an actual decrypted eboot.bin
Only if UVL supports it.

TheFloW
Guru
Posts: 57
Joined: Sun Jun 28, 2015 11:13 am

Re: VitaShell 0.1

Post by TheFloW » Tue Nov 10, 2015 6:17 pm

Hey guys,
I have to admit, that having the possibility to launch pspemu eboot.pbp is pointless. I have successfully made the launcher, but there are few problems: 1) If you launch a psp game, you won't be able to return back to VitaShell. 2) If you pause the psp game, you won't be able to resume. Because of these two problems, I don't think it makes much sense to add it into the next release.

TheFloW

Santaros
Posts: 12
Joined: Fri Aug 29, 2014 4:22 am

Re: VitaShell 0.1

Post by Santaros » Tue Nov 10, 2015 11:03 pm

I assume by pause you mean the Vita cannot be put into sleep mode during eboot play? That is a pain, I remember a PSP homebrew having a user activate suspend mode, where the screen is turned off and the CPU is underclocked down to a minimum in lieu of the real deal. If something of the sort isn't fairly viable, probably better put off for a bit, appreciate the effort and good work!

wth
HBL Developer
Posts: 834
Joined: Wed Aug 31, 2011 4:44 pm
Contact:

Re: VitaShell 0.1

Post by wth » Wed Nov 11, 2015 1:45 am

TheFloW wrote:Hey guys,
I have to admit, that having the possibility to launch pspemu eboot.pbp is pointless. I have successfully made the launcher, but there are few problems: 1) If you launch a psp game, you won't be able to return back to VitaShell. 2) If you pause the psp game, you won't be able to resume. Because of these two problems, I don't think it makes much sense to add it into the next release.

TheFloW
Ok not surprising, could maybe be some other specific use one day but nothing much mainstream I guess, especially now that pspemu bubbles can be made from various ways.

RepeatingDigits
Posts: 9
Joined: Mon Apr 20, 2015 10:59 pm

Re: VitaShell 0.1

Post by RepeatingDigits » Wed Nov 11, 2015 1:02 pm

Wait, so now that we have an easy way to write to PSP/GAME, could this mean that a Vita Bubble Blower V2 is possible through Rejuvenate?
Also thank you, I finally was able to import my Taiko DX DLCs to my Vita!

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szczuru
Posts: 169
Joined: Tue Oct 06, 2015 9:18 pm

Re: VitaShell 0.1

Post by szczuru » Wed Nov 11, 2015 1:07 pm

RepeatingDigits wrote:Wait, so now that we have an easy way to write to PSP/GAME, could this mean that a Vita Bubble Blower V2 is possible through Rejuvenate?
Also thank you, I finally was able to import my Taiko DX DLCs to my Vita!
I think with this we can easly duplicate existing custom bubbles (to use same base game for other ePSP stuff) :) But to create brand new I don't think so because we can't generate __sce_ebootpbp file.

TheFloW
Guru
Posts: 57
Joined: Sun Jun 28, 2015 11:13 am

Re: VitaShell 0.1

Post by TheFloW » Wed Nov 11, 2015 1:24 pm

I am going to add a feature to sign PSP homebrews in the next release.

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