Having a problem with PSPLink
This is a discussion on Having a problem with PSPLink within the PSP Development Forum forums, part of the PSP Development, Hacks, and Homebrew category; Hi, I'm having a major problem with PSPLink, it won't load any EBOOT.PBP files, it keeps returning error 0x80020148. It ...
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07-20-2007, 09:30 AM #1I'm back!

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Having a problem with PSPLink
Hi, I'm having a major problem with PSPLink, it won't load any EBOOT.PBP files, it keeps returning error 0x80020148.
It works fine for loading .prx files, and was loading .PBP files perfectly until I upgraded to 3.40.
I've tried many different eboots, all of them work when loading from the XMB, but none from PSPLink, I've replaced the files on both the MS and the computer, I've turned off all plugins, and even removed files from flash0 that I added, but still to no avail.
Does anyone have an idea whats causing this, and how I can sort it out?
Thanks.
-Aura
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07-20-2007, 09:34 AM #2QJ Gamer Blue
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Well, as it looks like you are building for the 3.xx kernel, could you post you makefile? As well as which folder (GAME or GAME150) that PSPLink is in?
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07-20-2007, 09:37 AM #3I'm back!

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Zitat von _dysfunctional
The makefiles are all different for different .PBP files, as for where PSPLink is, I've placed it in both GAME and GAME340, but nothing.
-Aura
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07-20-2007, 09:42 AM #4QJ Gamer Blue
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To be honest, launching the PBP is an overkill. You should be launching the PRX or the ELF (Depending on which kernel you are building for).
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07-20-2007, 09:45 AM #5I'm back!

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Well normally I do load .prx files, but as I'm working on a game, it requires a .PBP to be launched.
Zitat von _dysfunctional
I've also taken a look at the error code, and apparently its for SCE_KERNEL_ERROR_UNSUPPOR TED_PRX_TYPE.
-Aura
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07-20-2007, 09:47 AM #6QJ Gamer Blue
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Huh? So which kernel are are you building for?
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07-20-2007, 09:51 AM #7I'm back!

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Right, I've just loaded PSPLink in the 1.50 kernel, and it works fine now... I'm sure I didn't used to have to do that in 3.10, but oh well...
Zitat von _dysfunctional
Anyway, just wondering if how/if I could make a PBP that is usable in 3.40?
Thanks.
-Aura
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07-20-2007, 09:54 AM #8QJ Gamer Blue
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Well to build for the 3.xx kernel, just add the following lines to your makefile.
As well as keeping the normal makefile of the 1.50 kernel builds.PSP_FW_VERSION=200
BUILD_PRX = 1
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07-20-2007, 09:58 AM #9I'm back!

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Ok, cheers for that
Zitat von _dysfunctional
Just quickly, because this really is the last straw for me, I'm totally awful at makefiles, and I was wondering if there was a tutorial or something?
Thanks again.
-Aura
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07-20-2007, 10:44 AM #10QJ Gamer Blue
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:P
Makefile Mini Tutorial
TARGET = Parasite
OBJS = ./main.o
INCDIR =
CFLAGS = -g -G0 -Wall
CXXFLAGS = -g $(CFLAGS) -fno-exceptions -fno-rtti -Wpointer-arith
ASFLAGS = -c $(CFLAGS)
LIBDIR =
LDFLAGS =
LIBS= -lpspgum -lpspgu -lm
PSP_FW_VERSION=200
BUILD_PRX = 1
EXTRA_TARGETS = EBOOT.PBP
PSP_EBOOT_TITLE = Parasite
PSPSDK=$(shell psp-config --pspsdk-path)
include $(PSPSDK)/lib/build.makTarget refers to the name of the executable. This is NOT necessarily the .PBP file. Depending on which kernel you build for, it will be the name of the PRX (3.xx) or the ELF (1.50). NOTE: It can only be one word.Target = Parasite
Obviously, this line denotes the source files to be compiled. './' just refers to the current directory. It isn't necessary, but it is organized.OBJS = ./main.o
INCDIR - Include directory. It is optional and is there so the compiler will scan an optional directory for includes. This is useful if you have an engine in a specified directory, and want to include it with '<' and '>' instead " ".INCDIR =
CFLAGS = -g -G0 -Wall
CXXFLAGS = $(CFLAGS) -fno-exceptions -fno-rtti -Wpointer-arith
ASFLAGS = -c $(CFLAGS)
CFLAGS - Flags to the C compiler. -g is often used as a debug flag. -G0 has something to do with registers, and I think -Wall tells the compiler to state all warnings.
CXXFLAGS - Flags to for the C++ compiler. As you can see, it just includes the same flags as in CFLAGS. -fno-exceptions disables exception handling. -fno-rtti disables support for run-time type information, or RTTI. -Wpointer-arith enables warnings for questionable pointer math.
ASFLAGS - I am going to assume these are assembly flags.
LIBDIR - The directory to the library files. It is empty as the PSPSDK Libs directory is already a set environment variable.LIBDIR =
LDFLAGS =
LIBS= -lpspgum -lpspgu -lm
LDFLAGS - Dynamic Linker flags. Here you can set the optimization levels (-OX) as well as other things. Information can be found here.
LIBS - The library files to include in the linking. Library files end with the extension '.a' and to link them, you use -l. -lpspgum translates to libpspgum.a, -lpspgu to libpspgu.a, and -lm to -libmath.a.
PSP_FW_VERSION - Tells the compiler which version of the PSP you are building for. It is completely optional and defaults to 150. This is useful if say you are building something that uses wifi and you want one set up code to build for 1.50 (No kernel) and >1.50 (Needs kernel). You could do:PSP_FW_VERSION=200
BUILD_PRX = 1
EXTRA_TARGETS = EBOOT.PBP
PSP_EBOOT_TITLE = Parasite
BUILD_PRX - Tells the compiler to build the executable as a PRX. If this line is obsolete, then it defaults to building as an ELF, for 1.50. This line, as well as a PSP_FW_VERSION greater than 150, will build for the 3.xx kernel.Code:#if _PSP_FW_VERSION > 150 //Setup code for a firmware greater than 1.50 #else //Setup code for 1.50 firmware #endif
EXTRA_TARGETS - If this is set, it will pack the current target into the specified file. EBOOT.PBP is set because that is the name the PSP recognizes as a game executable. If this isn't set, than it will just build a PRX or an ELF and not a .PBP file.
PSP_EBOOT_TITLE - If EXTRA_TARGETS is set, then this is the name the VSH will show for the .PBP in the Game menu.
PSPSDK - Just the path to the PSPSDK used by the next line. This line is mandatory.PSPSDK=$(shell psp-config --pspsdk-path)
include $(PSPSDK)/lib/build.mak
include $(PSPSDK)/lib/build.mak - Includes the file 'build.mak' which does the actual work in building your project.
More information can be found at the following links.
GNU Make's Official Site: http://www.gnu.org/software/make/
Makefile Conventions: http://www.gnu.org/prep/standards/ht...le-Conventions
List of Compiler Flags: http://cc.in2p3.fr/doc/INTEL/icc/doc...cts/copts_cls/
Hope that helps.Geändert von _dysfunctional (07-20-2007 um 11:46 AM Uhr)
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07-20-2007, 11:37 AM #11I'm back!

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Cheers, that should definatly help me, a lot of that I had no clue about before
-Aura


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