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TNV-11 FBOOT vs. EBOOT issue

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ANU815
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TNV-11 FBOOT vs. EBOOT issue

Post by ANU815 » Tue Apr 21, 2015 1:15 am

Hey guys - posted this issue in a different thread, but never got a response. Do we know if TNV-11 will ever be updated to read both FBOOT and EBOOT like TNV-10? Here's my exact setup: I have a 3.18 2k Vita and a 3.36 1k Vita. On the 3.18 I have Talkman Tokyo exploit, TNV bubble, filer/FTP/Emulator bubbles that use the ARK homebrew loader (PATH.TXT method). I prefer using the ARK loader bubble for space purposes and so I can leave my brew in a location that makes sense for TN-V. I do a full backup of my 3.18 and restore to my 3.36 to transfer over all of my bubbles which work fine except for TNV. I then installed the recent Numblast exploit and created a TNV-11 bubble on my 3.36. Problem is TN-V will not recognize any homebrew that uses FBOOT. All of my brew bubbles point to "FBOOT" in the PATH.TXT. I'm able to change all my FBOOTs to EBOOT easy enough using a VHBL bubble, but EBOOT only helps my TNV-11 issue, but breaks my loader bubbles and vice versa. Any suggestions?
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Re: TNV-11 FBOOT vs. EBOOT issue

Post by ruyor » Tue Apr 21, 2015 1:56 am

Pretty sure only Total Noob can fix TN-V11 and I doubt he will now. Either keep your current bubbles and don't use TN-V11 or redo all your bubbles to point to EBOOTs so you can use TN-V11
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Re: TNV-11 FBOOT vs. EBOOT issue

Post by ANU815 » Tue Apr 21, 2015 2:14 am

Thanks for the reply. Not the answer I wanted, but probably the answer I expected. I guess the only hope is either TN cleans up TNV-11 or he releases the source so some other dev can pick it up. I guess I need to rebuild about a dozen bubbles. Maybe it will motivate me to finally build the other 50+ bubbles I want to make... Is there even a reason to have "FBOOT" anymore now that we can rename things using the "." method in 3.18/3.36?

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Re: TNV-11 FBOOT vs. EBOOT issue

Post by ruyor » Tue Apr 21, 2015 3:07 am

I believe FBOOT was only used because at the time we didn't know how to get files named EBOOT on the MS without causing issues.
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Re: TNV-11 FBOOT vs. EBOOT issue

Post by Mrgreezy3 » Fri Apr 24, 2015 3:14 am

It's better to have eboot.pbp files anyway because this way I can delete all my homebrew and psx eboots via cma cause I can see exactly what I want To erase. Secondly I like tnv better then ark but I would say don't mess with your bubbles and just use ark 2.

I'm on 3.18 and my friend is on 3.36 he has old bubbles but is using ark on 3.36 with the onemenu interface... it's very nice and can use cwcheats . Only thing that is good with tnv is you can use the music plugin that's about it ;)

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Re: TNV-11 FBOOT vs. EBOOT issue

Post by reprep » Fri Apr 24, 2015 5:38 am

After the TN-V11 release. I renamed all my FBOOT.PBP to EBOOT.PBP on my 3.18 Vita. This gives perfect compatibility via CMA and file transfer between PSP. I suggest you to do the same. Even though it takes sometime at first, it is better to have EBOOT.PBP in the long run.

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Re: TNV-11 FBOOT vs. EBOOT issue

Post by ANU815 » Mon Apr 27, 2015 12:27 am

Yeah I figure I'll update all of my homebrew loader bubbles to point to EBOOT.PBP on both the 3.18 and 3.36. It's great we don't need FBOOT anymore with the naming trick but a pain to swap over. Oh well, I find doing this type of thing more interesting than the games at this point anyways. Thanks guys.

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Re: TNV-11 FBOOT vs. EBOOT issue

Post by The Z » Mon Apr 27, 2015 10:48 pm

Mrgreezy3 wrote:It's better to have eboot.pbp files anyway because this way I can delete all my homebrew and psx eboots via cma cause I can see exactly what I want To erase. Secondly I like tnv better then ark but I would say don't mess with your bubbles and just use ark 2.

I'm on 3.18 and my friend is on 3.36 he has old bubbles but is using ark on 3.36 with the onemenu interface... it's very nice and can use cwcheats . Only thing that is good with tnv is you can use the music plugin that's about it ;)
Or you add a PARAM.PBP into the folder of the FBOOT and this gives you the ability to see what it is (via settings/CMA), but still grants you the ability to delete/modify it from within the PSPemu.
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