92w ago - Following up on the initial PS3 NFW (Newbie Friendly Ware) 3.55 v2 Custom Firmware which disables Cinavia protection, today bitsbubba has released PlayStation 3 NFW 3.55 v2 Custom Firmware which includes a v3.70 Spoof alongside a handy PS3 NFW PKG Pack.
With the versions that come spoofed, the only way to revert back to another FW is though Recovery Menu.
Stay tuned for more PS3 Hacks and PS3 CFW news, follow us on Twitter and be sure to drop by the PS3 Hacks and PS3 Custom Firmware Forums for the latest PlayStation 3 scene updates and homebrew releases!
To quote: I have traced the Cinavia DRM checks to 4 separate sprx files and after a long time trying to patch these files I have found that 3 of those files are present in the DEBUG (DEX) firmware don't have the Cinavia DRM checks enabled. Files are videoplayer_util sprx, videoplayer_plugin sprx and videoeditor_plugin sprx.
I have successfully copied these 3 sprx files from DEBUG (DEX) FW 341 over to my retail PS3 unit running OFW 341 using dev_blind and Cinavia seems to be now disabled. I've confirmed this by playing back a number of Cinavia affected video files.
This means that Cinavia is now disabled for all DLNA playback and copying, but Cinavia checks on AVCHD and BD playback are still present with Message Code 3 that mutes the audio as the sprx file with the Cinavia check bdp_plugin sprx is not present in DEX firmware because BD playback is disabled in DEBUG. If someone is able to patch Cinavia out of bdp_plugin sprx this will be solved too.
I have created a new task for PS3MFW so this can be easily made part of any new MFW's as needed. Any FW version that has had the DEX firmware leaked should be able to be used to create a CFW of the same version. eg DEX 3.41 -> MFW 341 or DEX 355 -> MFW 355 etc etc. Don't use sprx files from different FW versions! See git hacks for change_cinavia_files task source.
Big thanks to the KaKaRoTo and REBUG team for their community contributions as this would have never been possible without the knowledge they've shared with us.
PLEASE NOTE I DO NOT OFFER ANY GUARANTEE WHEN MESSING WITH YOU PS3 SO DOING ANYTHING TO YOUR PS3 IS AT YOUR OWN RISK. I WILL NOT BE RESPONSIBLE IF YOU DAMAGE YOUR PS3.
In related news, PlayStation 3 developer DanyL has made available PSHeb Project v0.1, a Hebrew Language on PS3 http://git.dashhacks.com/~danyl/ps3mfw/danyls-tasks/blobs/raw/master/language_pack.tcl and http://www.multiupload.com/JGIANZM076 alongside his http://git.dashhacks.com/psheb/psheb for use with PS3MFW Builder.
From the GIT, to quote: This is a language pack for language_pack.tcl, which is a task for PS3MFW.
There are still a lot of typos, and it'll take me a years to correct it myself - so please join PSheb project and help me to correct any typo.
Because the PS3 isn't a native Right-To-Left, the translation should be reversed, for example if you want to write "ABCD", you'll write "DCBA" instead.
Sony are using illegal charters (such as "") in her xml language files, so I had to remove theme all.
PS3 XMB Translation Guide:
This guide will explain you how to translate the XMB and uselanguage_pack.tcl PS3MFW task.
1. Create a folder - this will be our working directory.
2. If the language you want to translate XMB to is using unsupported font glyphs, you'll have to include a modified PS3 font.
How to add glyphs to fonts?
I personally use font creator, open 2 fonts: the one I want to modify, and another one that contains the glyphs that I want to add.
Than all I need to do is to copy & paste the glyphs from one font to the other, and assign any glyph to it's letter.
* I modify "SCE-PS3-DH-R-CGB.TTF", but this should work with any font.
When you finished modifying your font, create the folder "font" inside your working directory, and put you modified font in there.
3. Extract language XML files from RCO files
Here you have two options:
1) Extract them one by one using RCOmage (CLI or GUI).
2) Using http://rockbox-psgroove.com/Download/LP_RCO.rar to automatically extract language XML files from all RCO files (or writing your own script).
* For those who doesn't use LP_RCO:
You should extract only one language file from each RCO file (for example "English.XML").
name each language file by the RCO file it was extracted from.
Now create a folder named "replace" in your working directory, and place all the extracted language files in it.
4. The translation itself
This is the exhausting stage, where you should just translate any string in the language files you extracted in charter 3.
* You should translate only the string between the and tags.
You could let Google to translate it for you, but then you'll have to fix formatting and all Sony's "special" glyphs (such as the "cross" symbol), and of course to correct all the typos.
5. Packing everything into LP
Use any tar compression tool, and compress the root of your working directory, and named it "name.LP".
6. The "edit option":
There is also the "edit" option in language_pack.tcl task, which allow you to fix typos in several RCOs and languages.
Create a folder named "edit" inside you working directory.
Extract the language XML files you want to edit, and put them inside a directory named by the RCO file they extracted from.
Now all you got to do is to edit the language files.
7. All you need now is to build your MFW with your new language pack!
Take attention that you don't have to include any of those folders inside your LP - include them only if you want to use their function.