42w ago - Following up on the previous updates, today PlayStation 3 developer deank has updated multiMAN PS3 Backup Manager to version 04.20.00 which introduces a new payload to allow for easier Firmware porting among the changes outlined below.
multiMAN v04.20.00 BASE (20130220) is now available online. NOTE: It is a BASE version, which means that it can be installed over ANY previous version and is also suitable for first-time users.
Introducing the new mM payload which makes mM independent and easy to port for various firmwares
Supports only 3.55 CEX/DEX, 4.21 CEX/DEX, 4.30 CEX, 4.31 CEX
BD-ROM Emulator option in Settings can be set to "Enable / Disable" - no more "Hermes"/"Standard"
Compatibility-wise it is better than "Standard" and "Hermes".
This payload overwrites 252 bytes of strings in LV2 memory (and not 4000 bytes of code like other payloads), it doesn't use syscalls and doesn't rely on firmware functions, executes fast and improves performance
Added option in settings "Redirect /app_home":
Disable (/app_home will not be mounted at all)
Enable (/app_home as used in previous versions - points to the game - for disc-less)
Toolbox (on Rogero firmwares with pre-installed toolbox if you play from discs only - it allows you to return to stealthMAN without restart)
For 3.55DEX and 4.21DEX mM now supports split-games, adds better disc-less compatibility and also allows loading of PS1 backups in BIN+CUE format from internal/external.
IMPROVED DISC-LESS COMPATIBILITY: The new payload allows for some tweaks and there is 80% chance that games that didn't work disc-less will now work.
multiMAN ver 04.20.00 BASE CEX (20130220).pkg (30 MB)
multiMAN ver 04.20.00 BASE DEX (20130220).pkg (37 MB)
multiMAN ver 04.20.00 BASE CEX STEALTH (20130220).zip (29 MB)
CEX, DEX and STEALTH versions include Showtime 4.3.21, ps1emu for 3.55/4.21/4.3x, ps1netemu for 3.55/4.21/4.3x, AIOMOD.BIN and mM's theme.
Additionally to the BASE version contents, the full one adds:
One motion background (4 MB)
9 themes (125MB)
5623 PS3 game covers (97 MB)
3425 PS1/PS2 game covers (43 MB)
This is the ONLY difference between BASE and FULL (the additional content, which usually doesn't change a lot from one FULL to another).
I'm playing Assassins Creed III with an odd issue: With the disc in drive it runs as a BLES version. When running discless it runs as BLUS - it is not a major issue but it will double the install space (4,5 GB x 2 = 9 GB) and the BLES run does not use the BLUS savegame (and vice-verra). Will it be possible to look into this ?
The problem here is even though Aliens: Colonial Marines works on EXT (or INT) Disc-less you are still NOT getting the FULL game data install of 2711MB ,so this game to be 100% running NEEDS the disc in the drive to install the game data ,after which you can play it disc-less without problems.
Without a disc in the drive your install data (the game doesn't even prompt you to install a thing) is only 39KB (previous payloads it was 1KB). With the disc in the drive (which is the correct way to load this game even though it does run without a disc) your install data is much bigger, 2711MB. So tagging this game to run 100% without any problems down the road ,it simply needs a disc in the drive to install the data. At some point in the game the ps3 MAY look for that installed game data and it isn't there when you run the game first disc-less (or dont install the game data with the disc),this will cause you problems later on.
Another example of this is with RAGE. The game doesn't even prompt you at all to install any game data disc-less and will most likely cause problems later on. With a disc in the drive you get the full game data install. After the game data is installed the game can be ran disc-less with out problems
Discless (as you all call it) is a special boot mode and some games act in a very weird way (if they boot at all). There is nothing that can be done about that.
Users are VERY confused about the differences between starting a game from /app_home and from a disc icon (/dev_bdvd). You can't expect the game to act the same when using /app_home and certainly a lot of games require that you remove the old gamedata (which you intalled when you played from disc) and install it again. You should decide beforehand whether you're going to play a game from the disc icon or from app_home and keep that decision until you play/finish the whole game. If you mix both modes you'll run into problems.
Conclusion - When you run a game discless for the first time, it may not install game data. It may look fine at first, but you may run into problems with the game. So a good practice, run the game with disc with. See if the game install the data. After that you may run the it discless.
multiMAN "payload" (which is not a payload)
/* (c) 2013 multiMAN path-substitute routine by dean
Example for 4.30CFW LV2:
MM_FUNCTION : 0x2D2418 (this is where the code of MM_FUNCTION is)
Function_Base : 0x2C3CD4 (this is the intercepted function)
Code change at : Function_Base + 0x24
--- mr r29, r3 // 7C 7D 1B 78 <-- Here is the ONLY 4-byte code change we make to LV2 to call the new function
+++ bl MM_FUNCTION // 48 00 E7 21 <-- 0xE720 (+1 for blr) = (MM_FUNCTION - Function_Base - 0x24)
... and here is the MM_FUNCTION: */
#define MAP_TABLE (0xE8) // address of path-map table (set to 0x80000000007FAE00)
// NEW_PATH (0xF0) // address of the returned spoofed path (set to 0x80000000007FFBE0)
#define ABS2(target) ((target) - .)
mr %r29, %r3
li %r27, 1
rldicr %r27, %r27, 63, 0
ori %r27, %r27, (MAP_TABLE)@l
ld %r26, 0(%r27)
cmpwi %r26, 0
ld %r31, 8(%r27)
ld %r5, 0(%r26)
cmpwi %r5, 0
mr %r3, %r29
ld %r4, 16(%r26)
lbz %r11, 0(%r4)
lbz %r9, 0(%r3)
clrlwi %r0, %r11, 24
cmpw cr7, %r9, %r11
bne cr7, cmp_end
cmpwi cr7, %r0, 0
bne cr7, skip_to_next
lbz %r11, 0(%r4)
lbz %r9, 0(%r3)
clrlwi %r0, %r11, 24
cmpw cr7, %r9, %r11
cmpwi cr6, %r0, 0
bne cr7, cmp_end
beq cr6, cmp_end
addi %r3, %r3, 1
addi %r4, %r4, 1
addi %r26, %r26, 32
ld %r4, 24(%r26)
mr %r3, %r31
lbz %r0, 0(%r4)
cmpwi cr7, %r0, 0
stb %r0, 0(%r3)
beq cr7, go_on_1
mr %r9, %r3
lbzu %r0, 1(%r4)
cmpwi cr7, %r0, 0
stbu %r0, 1(%r9)
bne cr7, next_char_1
ld %r5, 8(%r26)
add %r3, %r3, %r5
mr %r4, %r29
ld %r5, 0(%r26)
add %r4, %r4, %r5
lbz %r0, 0(%r4)
cmpwi cr7, %r0, 0
stb %r0, 0(%r3)
beq cr7, go_on_2
mr %r9, %r3
lbzu %r0, 1(%r4)
cmpwi cr7, %r0, 0
stbu %r0, 1(%r9)
bne cr7, next_char_2
mr %r29, %r31
mr %r3, %r29
That's it. Here are the offsets for other firmwares:
MM_FUNCTION : 0x2D2428 (this is where the code of MM_FUNCTION is)
Function_Base : 0x2C3CE0 (this is the intercepted function)
MM_FUNCTION : 0x2D0C98
Function_Base : 0x2C2558
MM_FUNCTION : 0x2EB418
Function_Base : 0x2D9718
MM_FUNCTION : 0x2BE0D0
Function_Base : 0x2B3274
MM_FUNCTION : 0x2D5B20
Function_Base : 0x2C8A94
The MAP_TABLE has the following structure (32 bytes per path-substitute-entry):
u64 org_path_len; (8 bytes - length of the path to be replaced)
u64 new_path_len; (8 bytes - length of the new path)
u64 org_path_adr; (8 bytes - LV2 address of the string with the path to be replaced)
u64 new_path_adr; (8 bytes - LV2 address of the new path)
The MAP_TABLE can be located anywhere and the pointers to the path strings can be anywhere.
Example of a MAP_TABLE:
peek(0x80000000000000E8): 0x80000000007FAE00 <-- Address of the MAP_TABLE
peek(0x80000000000000F0): 0x80000000007FFBE0 <-- Address of the replaced path
MAP_TABLE (for 5 path substitutions):
peek(0x80000000007FAE00): 0x0000000000000009 <-- org_path_len
peek(0x80000000007FAE08): 0x0000000000000016 <-- new_path_len
peek(0x80000000007FAE10): 0x80000000007FAEC0 <-- org_path_adr
peek(0x80000000007FAE18): 0x80000000007FAED0 <-- new_path_adr
p.s. These are only compatible with mM 04.20.00+ and its own payload and won't work with other payloads or redirections set by other tools/managers.
You can find the updated lastGAME 5.0 in the Web column. It now supports mM 04.20.00 and more. With the next update mM will pass information to lastGAME when you launch a PS1 backup. It means that the next time you want to load the same PS1 BIN/CUE you can do it from XMB. As you know it also supports mounting the last AVCHD movie you loaded from mM.
If you wish to test the lastGAME+latest mM you can install this minor update to 04.20.00. It requires that you have BASE or FULL 04.20.00 already installed. lastGAME now supports 3.55/4.21 DEX firmwares, too.
Update: With the next update mM will pass information to lastGAME when you launch a PS1 backup. It means that the next time you want to load the same PS1 BIN/CUE you can do it from XMB. As you know it also supports mounting the last AVCHD movie you loaded from mM.
lastGAME now supports 3.55/4.21 DEX firmwares, too.
lastGAME now supports the improved disc-less game loading (regular non-bdmirror/non-extGameData games)
lastGAME now supports PS1 hdd/usb backup formats
If you wish to test the lastGAME+latest mM you can install this minor update to 04.20.00. It requires that you have BASE or FULL 04.20.00 already installed.
You can press [TRIANGLE] in the RETRO column and select the emulator type from a list
Fixed saving settings/last-state when loading "bd-mirror" or "ext. game data" games
It now supports selection of "Emulator type" in the side menu in the RETRO column, making it faster to switch grouping than pressing [SQUARE] multiple times. So press [TRIANGLE] in the Retro column (over Refresh or a Rom) and select: [Group Roms by Emulator]. Then you'll see a list menu.
p.s. Updated lastGAME5.pkg to support 4.31 CFW.
All three updated to support mM 04.20.00 and firmwares 3.55CEX/DEX, 4.21CEX/DEX, 4.30CEX, 4.31CEX. lastGAME updated to support PS1 backups for direct launch from XMB (of course requires mM installed) The updated version of all three (and showtime) are available in the WEB COLUMN.
Showtime 04.03.032 by Andreas Oman is now available online for mM and as standalone in the web column.
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!
Official Cobra v1.5 Released with details below, as follows:
Cobra ODE News - Update 11/10/2013
We have much exciting news for you today with the release of the COBRA ODE v1.5 firmware!
Now with the v1.5 fw, you can create a manager.iso with custom sector triggers for games. This will allow developers to experiment with many new ways to provide COBRA ODE users with alternative methods to select games, such as a DVD video menu or our own COBRA ODE Browser.
The big new feature is the release of our new COBRA ODE Browser to allow game selection from the XMB without the need for a homebrew application to be running. We are also concurrently releasing a new PC tool called genps3extra in order to generate the COBRA ODE Browser for your HDD. Please refer to the updated user manual for instructions on how to use the new game browser.
We have fixed support for the manager.on_reboot option introduced in the previous firmware which was not working properly on SLIM consoles, as well as some other small bugs. We are adding six new configuration options to the cobra.cfg file. Please refer to user manual for more details.
Also included in today's new release is an updated cobra.db database file with support for 957 disc games. Thank you for your support and we hope you enjoy the update.
Supports creating folders under /dev_hdd0/game folder
Supports extraction of .zip files named PS3PSN~TEST12345.zip (where TEST12345 is the folder you want created and contents extracted into)
Now mM for ODDE will handle PS3PSN~TEST12345.zip files (where 9 character long file folder will be created - in this case TEST12345) and the contents of the .zip will be extracted inside.
Here is something cool: You know that multiMAN supports special ZIP files to install data under /dev_hdd0/game:
PS3PSN~TEST12345.zip (only 9 characters for game folder under /dev_hdd0/game supported).
Now, if you create such file and double-click on it in mmOS it will:
1) Create TEST12345
2) Extract the .zip contents in the newly created folder
That means that you can create semi-installable packages for OFW+ODDE.
I'll have to add the same change for new folders for this .zip extraction (new .ISO) and then you'll be all set. No more troubles.
Have in mind that "PS3PSN~" is just a prefix which tells multiMAN to extract the file under /dev_hdd0/game folder. It is can be PSN game, you can use it for folder creation or gamedata or anything you want.
If you use a PSN game (.pkg) mM can't really INSTALL it (it doesn't support PKG installation), but it should be able to access/replace the files in it if you create the folder beforehand.
mM supports two special zip naming conventions for over a year:
PS3~dev_hdd0~freddy2~newfolder.zip (this won't work with odde, because of no access to /dev_hdd0 root folder, but still..)
Ok, let me know how it goes with your tests. It is really nice to gain such access.
I have a suggestion to make COBRA ODDE more secure and stealthy
Do not manifest /dev_bdvd/COBRA folder just like that. Add a trigger (that will be known only to manager.iso application) that will make it visible during the single session...
For example - after a clean boot:
1) /dev_bdvd/COBRA is not visible/accessible
2) The manager.iso application accesses a specific file (like /dev_bdvd/COBRA/authorize.me)
3) /dev_bdvd/COBRA folder becomes visible and the app can list the ISO games.
By doing that no app can check if it runs on ODDE unless the devs know the "authorize.me" filename/phrase (which should be secret).
1) Create a folder in /dev_hdd0 - you will know if it works if the folder is created and you see USRDIR and PARAM.SFO inside the newly created folder
2) Create a folder in /dev_hdd0/game - you will know if it works if the folder is created and you see USRDIR and PARAM.SFO inside the newly created folder
3) To gain access to /dev_hdd0/home - just do step 1) but for new-folder-name specify home If it works you'll see USRDIR created inside /dev_hdd0/home/. Basically to gain access to any folder - just create new folder with the same name and the PS3 should register it so that you can access it
If you wish - remove the PARAM.SFO file and the USRDIR folder if you don't need these - for folders under /dev_hdd0 you may want to delete the PARAM.SFO to get rid of the "Unknown" entries in the game column with endlessly spinning refresh-arrow (at least that is what happens on my CFW PS3).
Unpack the DLC with Winrar so you are left with a PKG file: injusticealldlcBLUS.pkg
Download and run PKGView v1.3 on your PC.
Click file / Open and browse to the location of the PKG file.
Once opened you should see a table of contents like this:
Right click on the first folder in the table (BLUS31018) and click "Extact to source folder"
Navigate to your source folder and copy the extracted PKG folder to a FAT32 Formatted USB Stick. You can now remove the USB Stick from the PC and plug it into the front USB port of the PS3.
Copy Comgenie's awesome file manager 4.46 ISO to your PS3_GAMES folder of your Cobra ODE. If you are using kataroto's Eleganz Manager then ignore the above since CAFM is bundled with the Eleganz Manager. Launch Comgenie's awesome file manager ISO with the Manager of your choice (My preference is MultiMAN by deanK but any Cobra ODE compatible Manager will work).
Now that CAFM is loaded you should see 2 lists of locations. We will use the list on the right to navigate to the USB stick and the list on the left to select the location. Starting on the right navigate to dev_usb002 by pressing down on the D-pad and click x to open (The USB number may differ depending on which port you use), You should see the extracted pkg folder BLUS31018.
Next Press left on the D-Pad and navigate to the dev_hdd0/game/ location and press X . You should now see a list of several game data installs with the BLUS and BLES numbers. Scroll through the list until you find the folder for your game (BLUS31018) and leave it
Press right on the D-pad to move the pointer back to the BLUS31018 folder on the USB Stick and press "0" .You will be asked if you want to copy the folder to the HDD0 location click "START" button on the PS3 Controller. The files will then be transfered from the USB to the internal hard drive of the PS3.
Quit CAFM and Eject the drive to go back to your ISO Manager , Navigate to your game ISO and launch it. Install any game updates if required (See "Important Notes" below for more information) Enjoy your DLC
Proof of Zombie mode DLC working on my Cobra ODE:
If the game ISO crashes (Double beep) after launching with the DLC installed let the PS3 reboot and it will automatically rebuild the database. This should fix the crash and you will be able to restart the ISO again.
Some DLC might not work because certain files may need to be installed to locations other than dev_hdd0/Game/ that we cannot access on official firmware.
If your DLC contains a PARAM.SFO file that is lower than the game updates that you installed when you first launched the ISO then you may be forced to re-install the game update again. You can usually avoid this by deleting the PARAM.SFO file that is located inside of the extracted PKG file.
Some DLC may require a PS3 Database rebuild. This can be activated by booting into recovery mode on the PS3. If your DLC BLUS/BLES Number does not match your game ISO number i would suggest trying to find the correct DLC with the correct number... although just copying the USRDIR and hacked Edat/DLC files should work on all regions. This also works for cracked Online passes.
Sometimes a cracked DLC will come in 2 PKG files (One is the DLC and the 2nd PKG file is the Cracked files) To install these you will need to extract both PKG files with PKGView then copy the contents of the crack pkg to the DLC pkg before transferring them to dev_hdd0.
The tutorial does look like a lot of work just to get some DLC on the PS3 but once you have done it 2 or 3 times you will find it real easy.
Thanks to Harry Oke for his tests / Youtube videos on the 3K3y, PS3 Crunch staff / Members for a place to join together and help make the Cobra ODE the best on the market, Rowan (Rowjack1993) Jackson for pointing me in the right direction, Duplex for the ISO/DLC, magneto (+ Team Cobra) and all of the PS3 Devs behind the software that i used to create this tutorial. Keep up the good work guys.
Ok... after my first test of a PSN game - Flashback (Duplex Release) This is strange lol Here is what happens... It seemed to unpack perfectly and i could see the extraction progress. I went to the XMB to see if i could see the game installed = Failed
I went to the Game data utility and i could see the folder install = NPEB01417 (That worked but missing icon - Unable to run the file from there)
So i went back to mM and looked inside of the folder and this is what i found... NPEB01417 folder = correct
Inside of that is USRDIR and PARAMSFO (Almost correct but missing several of the other files) missing files = all of the ICON0 pngs , PIC1 files and TROPDIR folder (I assume you should be able to see those folders in mM and even launch the PNG files to view them)
Inside of USRDIR i see the EBOOT.BIN Then two more folders... One called FLASHBACKGAME and the other is called BINARIES (Missing GAMEDATA1.EDAT) The FLASHBACKGAME folder is missing 8 PS3TOC txt files and the MOVIES folder.
So it seems to be "part working" but missing several files and folders during the extraction. I checked the PS3PSN~NPEB01417.zip that i created on my PC and all of the missing files are in there.
So i copied the missing files from the original unpacked version into the folder but ran into another issue , It only displays under game data utility and will not launch but the ICONS are now visable (After manually adding them myself)
From kamingrandeu: Did you try to rebuild the PS3's db after copying all the missing files?
From freddy: You sir are a legend... It works... Flashback is installed and on the XMB (Without using any demo pkg files).
So to install PSN Games =
Use multiMan to create the folder
Extract and Copy contents of PKG files to the new folder
Rebuild data base
Update: Tutorial: How to Install PSN Games for the Cobra ODE by freddy
How to install PSN games for the Cobra ODE. deank has recently updated his amazing Backup manager to support folder creation under dev_hdd0/game/
Now it is possible to create the folders needed for cracked PSN titles and allow them to appear on a OFW PS3.
Download the latest version of multiMan here: http://www.sendspace.com/file/q3qcxe (27 MB)
Download and extract the PSN game you wish to install. For this tutorial i will be using Flashback PSN PS3-DUPLEX
After extraction i am left with two files:
Open PKGView 1.3 and use it to open main PKG file. (File/Open/ and navigate to the PKG files)
Right Click on the main folder at the top of the structure and select Extract to source folder.
Once extracted do the same for the cracked PKG duplex-flashback.crack.pkg
Next we need to merge the two folders.
Copy the Extracted Crack PKG folder NPEB01417 and paste it over the original Flashback PKG folder NPEB01417.
You will be asked if you want to copy and replace the files during the merge select OK.
When everything is merged you will be able to copy the merged NPEB01417 to a FAT32 Formatted USB Stick.
Insert your FAT32 formatted USB stick which contains the files to your cracked PSN game
in one of the front USB ports of your PS3.
Launch Multiman and navigate to "File Manager / mmOS" and press X
Highlight PS3 Root and double tap X
In the root head to /dev_hhd0/ Double tap X
Navigate to /game/ Double tap X
You should now see a list of installed folders (Depending on what you have installed on your PS3)
At the top of the list press "O" and you will be asked to "Create New Folder" Press X to confirm
Then use the "on screen keyboard" to type the name of the game , File name stucture is important so i suggest you use the same name as the folder that you unpacked from the PKG file(s)
(So for Flashback it would be a folder called NPEB01417)
Go back to the root of the PS3 in mM OS and select dev_usb00X (X = the port number of your PS3)
You should now see the NPEB01417 folder with the cracked content. Press O and select copy then navigate back to dev_hdd0/game/ and select paste by pressing O again.
Wait for the process to finish copying the files to the PS3 and shut down the PS3.
Next we enter recovery mode to rebuild the data base:
Press and Hold the PS3 Power button and keep it held down until it turns off.
Press and hold the PS3 Power button again until the PS3 makes a Two Beeps sound.
You should now be entering recovery mode follow the onscreen prompts and select the "rebuild database" option.
Let the rebuild complete and your PSN game should be available under the game section.
Some games that need access to other locations still will not work using this method.
This will only work on games that require all files to be copied to dev_hdd0/game/ folder
Thanks to deank for his work on multiMan and a big shout out to kamingrandeu for help on the final piece of the puzzle. Awesome work guys.
Following up on his previous test updates, today PlayStation 3 developer KaKaRoToKS has officially released Eleganz for the Cobra ODE.
To quote (via kakaroto.homelinux.net/2013/10/eleganz-release-for-cobra-ode/): Hi everyone, It's been a long time since I last blogged. Today I have some exciting news for you, as I have ported Eleganz, my homebrew manager, to the Cobra ODE.
A little while ago, I tweeted that if Cobra ever released their device and did provide an open source library for integration of other managers, I would port Eleganz to it, and today I am fulfilling that promise. I would like to thank the guys over at *********.*** and ******.*** for testing this for me, particularly Abkarino, hyappon, freddy, magneto and Xodus69.
When I released Eleganz in November 2011, I left out one small thing on the TODO list, I wanted to see someone pick it up and add the code to exitspawn to actually make Eleganz execute the homebrew apps, but no one did that in almost a year now.
I am a bit disappointed that the ps3 scene (homebrew devs, not users) didn't pick it up, but it looked like no one was interested in maintaining Eleganz in my place. Today, I am happy to see that Eleganz is not throw-away code, as it can be useful to ODE users.
I can understand why Eleganz didn't have much appeal in the world of CFW (it was originally intended to run on OFW if my HEN ever worked), but with the ODEs running on OFW, it's perfect for the job. It's simple, it's beautiful and customizable!
Not only can Eleganz list the games from the Cobra ODE and allow you to select your iso, but it will also allow you to list and run homebrew apps that you can embed in the ISO file. This way you can get access to all your homebrew in a single place, without the need to restart the PS3 or boot the homebrew's iso from the ODE.
You can just extract the eleganz iso, and add homebrew apps (that are re-signed for running from a BD drive) to the iso's PS3_GAME/USRDIR/HOMEBREW directory and recreate the iso with the cobra tool, and that's it.
Note that this is not an indication of me getting back into the hacking scene. I have given up on the HEN long ago as I realized that there was no way (that I could find) to run homebrew on OFW, unless they are running from a disc. I may keep improving Eleganz in the near future, but I do not plan to do anything more than that for the ps3 scene at this point.
I would also like to tell everyone that there's no need to worry, Eleganz will not become cobra-specific, as any feature I'd implement will benefit CFW as well as ODE users. I will be releasing an updated version for CFW users soon.
I'd also like to thank magneto and the Cobra team for offering to send me a Cobra ODE as a gift for porting Eleganz to it. Once I receive it, I plan on adding disc dumping capabilities to Eleganz and improve the user experience a little without relying on others to test it for me.
You can find the latest source code on github (github.com/kakaroto/eleganz) as always and compile it yourself or you can download the pre-compiled iso file from this link: http://www.multiupload.nl/GXBBI19VOL
I hope it gets used now and you all can enjoy it and I hope I can see some cool themes created for it now!