Need for Speed Developer Build from devkit [PS3]

Discussion in 'Sony Programming and Development' started by MrNiato, Jul 25, 2017.

  1. Prestonsback

    Prestonsback Member

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    I’m trying to find the command now
     
  2. Prestonsback

    Prestonsback Member

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    I still have not found anything yet
     
  3. emilisb

    emilisb Active Member

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    I noticed that EntityWorld.drawStats 1 has a few mentions to the login system. They were something like presenceState, loginState, accountDialog, etc. I was looking for anything auth related in entity.<> but I haven’t found anything. There should be a way to change these variables. I can change presenceState using real time memory editing but it’s a lot more difficult to get an offset of something you can’t change.
     
  4. Prestonsback

    Prestonsback Member

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    I found something called clienttester and also ui.
     
  5. Prestonsback

    Prestonsback Member

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    emilisb likes this.
  6. emilisb

    emilisb Active Member

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    We should try loading one of sublevels. levels/frontend/frontend_uiloadingsp and levels/hp2/uinavigatinginbasemenu seem promising.
    serverSubLevel.streamIn gives me an error 'No proper parent compartment is set for loading <level name here>'.

    If I do serverSubLevel.streamOut levels/frontend/frontend and then try to streamin nothing happens.
     
  7. emilisb

    emilisb Active Member

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  8. xan1242

    xan1242 Newly Registered

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    Yea so I got it running by using the "-level HP2" commandline argument at first through the debugger, but there is definitively a way to get it going without the target manager.

    Also the build is really unstable on regular consoles as it eats RAM quite a lot so fast driving is nigh impossible.

    So to get it going on a regular system, for now what I know, you simply have to copy the TEST11111 to dev_hdd0/game/ and rebuild the database for the Rivals' data to get detected. Then simply running the game with the argument through the debugger (or somehow mounted the app_home to FROSTTEST with USRDIR moved in PS3_GAME) should also get it going as well.
     
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  9. emilisb

    emilisb Active Member

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    I uploaded the link to the patched ps3game.conf like I told you before so the Target Manager is not required anymore.
     
  10. xan1242

    xan1242 Newly Registered

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    Yes but the game throws out an exception if the data isn't detected which usually happens if the game is ran from XMB, but this might just be my case.

    Also sorry for not posting about getting it to run earlier, I forgot to do it.. :v
     
  11. emilisb

    emilisb Active Member

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    It works fine on my Tool. It may be a problem on regular systems. I'm going to install the game on my PS3 Testkit to see if it works.
     
  12. xan1242

    xan1242 Newly Registered

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    One more note: after you exit the garage you will be presented with a camera like in the previous post made by Trypticon8 and after you start driving, the camera will move to origin (0,0,0).

    To remedy this issue, you must start the debug camera by pressing the R3 + Dpad left, use the debug menu by pressing R3 + Dpad right and select "Jump camera to player" or something similar (can't remember all details off the top of my head). Then you can move the camera a bit to the back from the car (camera movement speed is adjustable by dpad up/down) and deactivate the camera by the button combo.

    After you set the camera in the place behind the car or wherever, it'll get stuck with your car and you can play the game normally pretty much for the most part.

    And I mean for the most part VERY loosely. The game is actually unstable (as expected) so don't go on about weird areas like I did on top of some mountains as it will crash with some AI code not liking your position.

    Also as far as the blue assertion screens are concerned, you can ignore them completely if you want by pressing circle.
     
  13. Half Mile Ride

    Half Mile Ride Rapidly Rising Member

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    I was able to download the game and run it somewhat well until the point of returning the camera to the car, after I stick the camera to the car I can't get out of free camera mode, I can see that the actual camera is stuck on the car as I try to accelerate and the camera tries to move but it is yanked back as if it was connected by a tight spring, I cannot get out of this camera mode even after using the button combo R3+DPAD right, I use a keyboard every time I launch this game, I launch it on a DECR-1000A system.
     
  14. buttered_toast

    buttered_toast Newly Registered

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    Here's some stuff for this game from closer to release, maybe after it, that I found on an EA unit like in the OP. Don't know if it's playable or unique. Don't have the original file dates. Sorry it's bigger than mega's free download limit, I don't know an easier place to dump something this large.
    https://mega.nz/#!9PgiVBpB!xBJYIugndaEQVpYNBBa07-6xftLLqEM9OnrjnBUwqj8
     
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  15. Prestonsback

    Prestonsback Member

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    hey thanks for the files i think they might be later versions of the game ill upload them to my decr and see if there playable
     
  16. Half Mile Ride

    Half Mile Ride Rapidly Rising Member

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    Regarding toolbackups.rar it contains 3 separate development versions of the game, the file structure of the builds is this:

    Build 1 "/game/_INST_2013100213211600746480" [5.84GB extracted size approx]
    Build 2 "/game/_INST_2013100214240100652963" [5.44GB extracted size approx]
    Build 3 "/game_debug/FROSTTEST" [8.12GB extracted size approx]

    =====
    Quirks
    =====

    Build 1 & 2 are US Region HDD Game versions of the game.
    Build 3 is an EU Region Disc Game version of the game.
    Compared to the build the OP posted pressing the tilde key twice on a connected keyboard no longer produces a debug menu on any of the 3 builds.

    Build 1 boots normally and crashes right after "Synchronizing Trophies" reaches 100%
    Build 2 boots normally and crashes a few seconds into the loading screen that is after the Synchronizing Trophies screen.
    Build 3 seems to be a final version or pretty close to final, it is much more stable than the Build in the OP, I was still able to find an assortment of bugs like AI cars violently slamming into walls for no reason in the middle of a challenge and being sent flying around as a result, cops slamming into my car to start a pursuit even if I am idle on the side of the road, seemingly invisible random openings in the map geometry where you can fall into blue hell, etc... Judging by the size of this build it probably is the Complete Edition (I have never played the retail game before), In the following path there are 2 folders which contain test levels: "/game_debug/FROSTTEST/USRDIR/Data/Ps3/PreProd/", I haven't found a way to load them yet.

    Build 1 Doesn't output any info out of the ordinary.
    Build 2 Outputs this info on TM each second and a half or so:
    Code:
    Mem : 56.460938
    
     camPos : 0.000000, 1.000000, 0.000000
    
    FPS : 29.968994
    Spikes : 0
    LongestFrame : 0.033434
    
    To launch either Build 1 or 2 you need to rename their Container folders into a GAME ID, I've chosen 'NPUB31252' for Build 1 and 'NPUB31251' for Build 2, NPUB31252 is the actual GAME ID of both Builds (it is in the PARAM.SFO), I chose 31251 for the second one so as to be able to have all 3 builds installed at the same time on my System.
    To launch Build 3 you need to create the "PS3_GAME" folder inside the Container folder (FROSTTEST) and move everything else inside it, then you need to have the "PS3_DISC.FSB" file inside the container folder, GAME ID for this one is BLES01894, just for reference this build will have this path structure in the end:
    Code:
    /BLES01894-[Need for Speed Rivals Debug Build 3]/PS3_GAME/USRDIR/
    Pastebins of the result of using Check function in XMB:

    Code:
    Build 1: https://pastebin.com/98Hx3wez
    Build 2: https://pastebin.com/Ap7b2FBL
    Build 3: https://pastebin.com/RUfkSqrM
    
    Album of screens of Build 3 running:

    Code:
    https://imgur.com/a/AUC3P
    
    All of these tests were done from a PS3 Tool DECR-1000A, I don't know how or if it runs on a regular CEX with CFW or a Debugging Station but I'm guessing that it will run pretty much the same since the game feels almost finished.
     
    Last edited: Dec 28, 2017
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