Some Progress

DropSo

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if you see there is a folder SMAP02023
Is the game

You just have to create the SMAP2023 and put the files inside and also the Data folder
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Is smap2023 a typo? It's only 8 characters. Is the data folder in SonicMania in that location?
(SMAP2023)
Yes
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and if it works slow then try deleting the log.txt
since I changed the data of the eboot.bin so that it does not create the .txt
 
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godreborn

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okay, that worked. could you upload the true ancestor self resigner you used as well as instructions? I'm going to try this again with building my own package.
 
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DropSo

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okay, that worked. could you upload the true ancestor self resigner you used as well as instructions? I'm going to try this again with building my own package.
ok good luck
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before using the resigner
always disable the data compressor option is with the D key
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first I saw the status of the .SELF
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second I extracted it in .elf format to see the data in HxD and there among all the code I changed the parameters and operation of some things
bandicam 2023-01-10 01-06-07-482.jpg

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and finally
I converted eboot.elf to eboot.bin and also had to create a custom id to make it work on any ps3

(in the version of the app it says that 1000.00 for the simple fact that it is not the first time that eboot.bin has been created, the more you create it, the more that number increases) but the game works anyway
bandicam 2023-01-10 01-07-03-895.jpg
 

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Last edited by DropSo,

godreborn

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ok good luck
Post automatically merged:

before using the resigner
always disable the data compressor option is with the D key
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first I saw the status of the .SELF
Post automatically merged:

second I extracted it in .elf format to see the data in HxD and there among all the code I changed the parameters and operation of some thingsView attachment 346815
Post automatically merged:

and finally
I converted eboot.elf to eboot.bin and also had to create a custom id to make it work on any ps3

(in the version of the app it says that 1000.00 for the simple fact that it is not the first time that eboot.bin has been created, the more you create it, the more that number increases) but the game works anywayView attachment 346819
I still couldn't get it to work. you did use my self and not the one on github? mine is one kilobyte smaller than yours as a self, for some reason, every time. I see where you changed the location to scan for the data folder, but was it just one search and replace. my self has a log.txt location as well, but yours doesn't seem to have that, yet both elfs are exactly the same size. it doesn't make any sense how something like that could happen. I think I need further instruction.
 

DropSo

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to stop creating the log.txt file I did this check .elf for the HxD
and then delete it by changing the numbers to 00 00 00 00 00
bandicam 2023-01-10 10-36-20-184.jpg
bandicam 2023-01-10 10-36-43-135.jpg
 
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godreborn

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did you use my self file or the one from github? how did you decrypt it, then turn it into an eboot? do you think the location for scanning for the data folder has to be somewhere in dev_hdd0/game ? I tried putting it on the root of dev_hdd0, and it didn't work.
 

DropSo

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did you use my self file or the one from github? how did you decrypt it, then turn it into an eboot? do you think the location for scanning for the data folder has to be somewhere in dev_hdd0/game ? I tried putting it on the root of dev_hdd0, and it didn't work.
1: a bit of both

2: first to .Self
I extracted and converted it to .elf and then converted that .elf to an Eboot.Bin with TrueAncestor v1.98

3: yes, it is possible in another path dev_hdd0 but there I defined it to be with the games
(the path is changed with the Eboot.elf in the HxD
 

godreborn

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I think what's wrong is what was wrong originally, which I don't know. Works fine in the emulator. Not a huge deal, because it's the worse running version of the port, and the dev is Mia, only one release.
 

DropSo

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I think what's wrong is what was wrong originally, which I don't know. Works fine in the emulator. Not a huge deal, because it's the worse running version of the port, and the dev is Mia, only one release.
ok

I have a question, any way to activate the sound?

(I've been here since morning and now it's night and I still can't find it)
 

godreborn

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ok

I have a question, any way to activate the sound?

(I've been here since morning and now it's night and I still can't find it)
Not that I know of. There's an issue opened about it by someone else. The dev hasn't responded to any questions.
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I just had a thought. The dos version has sound disabled by default due to it being too taxing. You can enable it in the settings.txt. I don't know about the ps3 version.
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Oh, wait, I'm thinking of sm64.
 

DropSo

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Not that I know of. There's an issue opened about it by someone else. The dev hasn't responded to any questions.
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I just had a thought. The dos version has sound disabled by default due to it being too taxing. You can enable it in the settings.txt. I don't know about the ps3 version.
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Oh, wait, I'm thinking of sm64.
the file that creates the game?
 

DropSo

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Not sure, but underneath that, stb vorbis, is one of the dependencies for the sonic mania. I don't know if it's related to sound.
ooh... well I'll try to modify it and then I'll tell you the result
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ooh... well I'll try to modify it and then I'll tell you the result
I found this config so that the ps3 has audio
can you compile it?
[11:58]



#include "sound.h"

SDL_AudioDeviceID deviceId;

void effect_play(int index) {
char buf[MAX_STRING];
snprintf(buf, MAX_STRING, "%sSOUND%d.WAV", DATA_PATH, index);
dbglogger_printf("PLAYING: %s\n", buf);

// load wav
SDL_AudioSpec wave;
Uint8 wavBuffer;
Uint32 wavLength;

SDL_AudioSpect = SDL_LoadWAV(buf, &wave, &wavBuffer, &wavLength);
// check wave.format becoz PS3 SDL dont report error
if ((t == NULL) || (!wave.format)) {
fprintf(stderr, "Could not open %s: %s\n", buf, SDL_GetError());
return;
}
/debug_audio_spec(&wave);/

// stop previous audio
SDL_ClearQueuedAudio(deviceId);

// play new audio
SDL_QueueAudio(deviceId, wavBuffer, wavLength);
SDL_FreeWAV(wavBuffer);

SDL_PauseAudioDevice(deviceId, 0);
}

void sound_init() {
// sdl
SDL_AudioSpec want, have;
SDL_zero(want);
// avoid PS3's default AUDIO_F32MSB
want.format = AUDIO_S16LSB;
want.freq = 16000;
// mono
want.channels = 1;
deviceId = SDL_OpenAudioDevice(NULL, 0, &want, &have, 0);
if (deviceId == 0) {
dbglogger_printf("Failed to open audio: %s", SDL_GetError());
}

debug_audio_spec(&have);
}

void sound_end() {
if (deviceId)
SDL_CloseAudioDevice(deviceId);
}



[11:59]
changing some things to make it work in sonic mania of course
 
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