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PS3SDK 80010009 error
So I'm moving my current game programming project to the PS3 since my iPad is temporarily out of service (iOS 6.0.1, I don't want to renew my enrollment for $100)
I can't for the life of me find any sort of help for PSL1GHT in terms of 3D graphics with RSXGL. RSXGL compiles okay but the samples don't for reasons I have investigated but can not resolve. I get an error from something that says it cannot find "Files/NVidia" which I figured was a problem with a search path not being in quotes and it separated that out of "C:/Program Files/NVidia ..." for whatever reason... I couldn't confirm that though. So I attempted to use several different PS3SDKs that exist that float around the internet. All of them that I've tried (1.60, 3.40, 3.70) have given me the error 80010009 when I try to run the test program at usr/local/cell/samples/fw/testapp. I remember I once got the samples from the 1.92 SDK running but since then I've lost the SDK and there's no more downloads for it that are visible to me that don't have dead links or 0 seeders. Anyway, I'd just like to know what causes this error? And if it's not solvable does anybody have any working code that demonstrates RSXGL while not having to compile shaders during the build process? That's where my PSL1GHT doesn't work, which is okay because my shaders are compiled at runtime and not at compile time. Thank you for your time whoever reads this!
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Last edited by Stinkee2; 01-14-2013 at 09:40 PM. Reason: slightly inaccurate title change and fixing grammar |
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#2 |
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I'm pretty confused by that. If I had to guess I'd say it was referring to my tendency to stray slightly from my own question multiple times which results in poor post readability?
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#3 |
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Okay, so I was informed that 80010009 meant that it had to be signed in order to run, and I've tried using some of the executables from PSL1GHT and I've tried using the executables from fail0verfl0w and the executables from pkg builders (by executables I mean make_self_npdrm and whatnot)
But I get only this far and then the program crashes... Code:
Michael @com PUTER /c/usr/local/cell/samples/fw/testapp $ make_self_npdrm EBOOT.ELF EBOOT.BIN ELF header size @ 40 8 program headers @ 40 42 section headers @ 843a58 deflated...processing segment 0 with rlen 2435e8 len 8a4b8 offset 0...encrypted... deflated...processing segment 1 with rlen 1d1b0 len a3cc offset 250000...encrypted... deflated...processing segment 2 with rlen 0 len 8 offset 26d1b0...encrypted... deflated...processing segment 3 with rlen 0 len 8 offset 26d1b0...encrypted... processing segment 4 with rlen 0 len 0 offset 26d1b0...encrypted... processing segment 5 with rlen 0 len 0 offset 262558... processing segment 6 with rlen 28 len 28 offset 243580... processing segment 7 with rlen 40 len 40 offset 2435a8...
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#4 |
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Don't bother with the Fail0verfl0w files, use SCETOOL (http://www.ps3devwiki.com/wiki/Dev_Tools#SceTool) instead
![]() SELFs made with make_self_npdrm will not work on firmwares above 3.55 as they are not signed correctly. You didn't mention what firmware you are running but I am guessing 4.X. Also, it will probably be a good idea if you look for the 4.00 SDK ![]() Pete |
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#5 |
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Thank you! I'm on firmware 3.55 Rogero (CEX). I didn't even know the 4.00 SDK and the tool you pointed me to existed.
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#6 | |
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Therefore the only really current example is the "gears" sample that's included in the RSXGL repo itself (that demo is a barely-modified version of the "es2gears.c" from mesa-demos). Kakaroto's EFL uses the library, too. Since RSXGL doesn't implement any of the "legacy" (non-shader) OpenGL behavior, many sample/tutorial OpenGL programs that are out there won't work. Programs written against the OpenGL ES 2.0 profile should work, as long as they used vertex buffer objects. |
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#8 | ||
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Also, my project started on iOS so it already uses OpenGL ES 2.0 and shaders for everything. Programmable pipelines are a gift from the heavens. EDIT: I see you registered to answer my question, thank you. You give me hope for the world. If only we could start treating the world better so that it will still exist for the kid I hope to have in the future. Or are you saying I use the make_self_npdrm from the latest PSL1GHT to do what I need to do?
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Last edited by Stinkee2; 01-21-2013 at 11:53 AM. |
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for RSXGL, i don't know. i had rsxgl gears compiling, but i got black screen on it. RSXGL works, since i use EFL with full hardware accellerated support. |
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#10 | |
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When I tried to make the package using a cygwin console with psl1ght I got an error about it having some invalid data in it or something, I can't remember, I did that about a week ago and right now I'm on the OS X partition of my computer. I'll edit my post when I get the exact errors / required dll files, probably within an hour.
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