Hi there, Just wondering if I had a review/debug version of a PS3 game that will only run on TEST ps3's.... is there any way to convert it to run on a retail PS3? I have seen a lot about signing eboots etc but do the files in the USRDIR also have to be signed? They are compressed into one .ps3 file. Thanks
EBOOT.BIN, .self and .edat files need to be propperly encrpted and signed. Also for a disc game to run on (nonhacked) retail consoles, the BD disc needs to be propperly mastered and pressed, i.e. incl. the encryption of the raw data on the disc. Long story short: even if the files can be crypted and signed with the current tools floating around, you won't be able to make the disc run on a retail PS3 due to the missing encryption of the disc itself.
If you run a jailborken PS3, you can run a dump of the game if you resign it with the tools available. For disc eboot, that doesn't work out of the box with these tools, you need to adjust some things inside their source to make them work (authid/version) as tools come with these params defaulted for fw. If you have the tools ready, it's as easy as unselfing the fake self (debug file) and make self them again. But as Hellcat said, that is only possible with custom firmware, not retail, asit won't run from BD due to missing BD auth there.
Thanks guys for the info. Is the fake self in the eboot? Are there any other things needed to get the edat etc? The main files I can see are eboot.bin and all files in the USRDIR is just a big file with a .ps3 extension. I have tried to unpack it but no luck.
EBOOT are self, it's just the name the console is looking for. PS3 needs self files which is basicly "secure elf", the diffrence to elf are the secure header. Fake self simply means that it isn't really signed, it's fake signed so there is actually a SCE header on top of the file which cannot be vertified, but well, it's there at least for proper execution on debug units. There are only 2 type of executables on PS3, these self (EBOOT.BIN or every file with .self extension) and SPRX which is basicly a DLL. You need to use the tool unself on EBOOT.BIN and than make_self it with the authid/version fixed tool. If you make_self a file, be sure that the output name is the desired name renaming the file after make_self will not work. If there are SPRX with your game, you might have a problem here, you need a special make_self for sprx too, special in term of more excessiv fixing.