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Opening a .pkg now offers to install it, the way a .zip does - see the new InstallPkgScreen, which shows what the update patches, what it'll take up on disk (exact, since package contents aren't compressed) and where it's going. The package's PS3-style USRDIR/CONTENT wrapping is stripped so the files land where the PSP expects them, in PSP/GAME/<DISC_ID>. Booting a disc then looks for PSP/GAME/<DISC_ID>/PBOOT.PBP and boots that instead of the disc's own EBOOT, leaving the disc mounted - so the update overrides the files it ships and the disc supplies the rest. The update's DISC_ID has to match; a DISC_VERSION mismatch only warns, since updates do get used with slightly different dumps in practice. Verified against the whole corpus: every one installs, and the digital NP* update/base-image pairs that could be assembled all boot the patch rather than the disc's executable. That includes Super Robot Taisen Operation Extend from a real NPUMDIMG EBOOT.PBP, which settles that ISO.BIN.EDAT does not re-key the PBOOT - a digital title's patched EBOOT is encrypted exactly like a UMD one. On the UMD side, the patched LittleBigPlanet reads PATCH.ARC out of the install alongside the disc's own archive. The DISC_VERSION warning turns out to be load-bearing: many of the pairs mismatch, because the dumps in circulation are later disc revisions than the updates were built against. docs/pkg_notes.md has the numbers, and the one thing that doesn't work - PGD-wrapped .sprx modules, which sceKernelLoadModuleNpDrm can't load. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
================================================================ NOTE: These are legacy instructions for building using ndk-build. We mostly only use this on CI because it's faster than gradle. There might also be some holdouts around still using eclipse. ================================================================ First, build the C++ static library: > cd android > ./ab.sh Or > ./ab.cmd as appropriate. Start Eclipse, import the android directory as an existing project You need to also load the "native" project into your eclipse workspace Build and run. If you modify the C++ code, you need to rebuild the static library, of course. To get Eclipse to understand that you have in fact changed something if you haven't also changed any Java code, just add a space character to PPSSPPActivity.java, or right click the project and choose Refresh, and then relaunch the app on the device. A real Android device is strongly recommended for testing. Don't trust the emulator.