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MultiMAN v04.06.00 is Released, Adds Support for PS3 4.21 CFW

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116w ago - While everyone is awaiting further details on PlayStation 3 Custom Firmware 4.21 from the Red Power Team, today multiMAN was updated to version 04.06.00 followed by v04.06.01 adding PS3 4.21 CFW support among the changes outlined below.

Download: [Register or Login to view links] / [Register or Login to view links] (Mirror) / [Register or Login to view links] (Mirror #2) / [Register or Login to view links] / [Register or Login to view links] (Mirror)

What's new in multiMAN 04.06.00:

  • multiMAN celebrates 2 years. CONGRATULATIONS!
  • Added support for 4.21CFW (CEX) (syscall 6-10 required):
  • "Standard" BD-Emulator option (sc36) (Hermes not supported yet)
  • Direct Disc Access (LV1&LV2 patched for Storage Manager access)
  • Raw access to optical media (PS1 backups & Showtime access to BD/DVD/CDs)
  • BD-Movie Region Changer
  • BD-Mirror for INT/EXT games

! Not fully tested with Red Power's 4.21CFW (Hermes payload used and syscall 1021 required)

What's new in multiMAN 04.06.01:

  • Added support for 4.21CFW (DEX) (syscalls 6-7 required):
  • "Standard" BD-Emulator option (sc36)
  • BD-Mirror for external / USB games

Finally, below are some related comments on the multiMAN v04.06.00 update as follows:

From Lightyear: multiMAN has supported 4.21 for a LONG time. now it's just CEX 4.21 support... it's really not that different. and deank releasing mm that supports 4.21 does NOT mean a completely 3rd party scene group is working on a new 4.21 CFW! they are not even working with dean... they have their own backup manager, according to their posts. *facepalm*

FWIW, multiman automatically worked on 4.21... dean didn't change anything to make that happen. someone just tested it out and realized it worked. just like PSX support. that was just a native thing that someone just "discovered" was working one day.

From deank: I see no mentions of DEX in the "What's new"/change log, quite the contrary. And - no - the mM update server is not hacked.

I just woke up and read some posts about some chinese shtty dongle for 4.21... Just to make it clear - the mM update has nothing to do with it and doesn't need a dongle if used with 4.21cfw. It is a pure speculation I guess, because there are a lot of people around who won't allow another dongle to surface anyway. I don't believe that their dongle (which I doubt it exists at all) will see the light of any day!

Why do you ask me about their stuff? I don't know any of them nor do I know what they're going to do. Someone leaked a file from their 'promo system' (the eboot.bin they use to launch that old multiMAN version), I took a look at it, I saw what patches they use for 4.21 and implemented some of them in mM and added syscall36. As simple as that - that way nothing is hidden in 'their system/manager' and is available in the regular public mM version. I know for sure that their firmware uses hermes because I saw how the payload and stuff is loaded in that leaked eboot.bin, hence I mentioned it in mM's changelog.

I already posted what I think few pages back. In addition to that - I think it will be a huge mistake if they decide to sell dongles.

I added some additional checks to make mM recognize when it is running on peek/poke-enabled 4.21CFW. Then it adds syscall36 just like it does on 3.55, which means that games should work without patching.

When asked why update MM to a hypothetical 4.21 his reply was quite arrogantly: Because I can, no other reason.

Also from deank when asked why 4.21 CFW support was listed if not fully tested yet: Ah, just don't tell me what and where I should put.

Finally a few weeks later he partially comes clean, revealing what used to be open source code and making the following statement for those interested.

Stay tuned for more PS3 Hacks and PS3 CFW news, follow us on Twitter, Facebook and be sure to drop by the PS3 Hacks and PS3 Custom Firmware Forums for the latest PlayStation 3 scene and PlayStation 4 scene updates and fresh homebrew releases!

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#631 - PS3 News - 59w ago
PS3 News's Avatar
Below is the Unofficial Dongleless Cobra 7.00 with details as follows, which is implemented into Rogero 4.46 v1.00:

Download: [Register or Login to view links] (235.12 MB) / [Register or Login to view links] (Mirror) / [Register or Login to view links] (Mirror #2)

MD5: D6721344ED0CDC2E8A054A68B7EBC365

Cobra USB main developer has released a cleaner better release of Cobra USB's source, and he has also implemented it on Rogero 4.46 v1.00 CFW!

Cobra USB main developer has shared a cleaner and better release of the dongle's source code.

The release, called "COBRA 7.00", doesn't require USB and can be used by anyone on any hackable PS3. He also implemented it on Rogero's 4.46 v1.00 as a sample, but of course that it's compatible with other CFWs (see Readme file inside RAR).

Here's the info:

COBRA 7.00

Hello, I'm Cobra USB main developer. First of all, this is an unofficial personal release from me, and not something from Team Cobra. Don't contact them for anything related with this release.

Second, no, no USB reqired, it can be used by anyone on any hackable ps3. That's why I called this mess of a release COBRA 7.00 and not Cobra USB 7.00.

Why this release?

Mainly because I can't stand things not done properly. The original source code of Cobra USB 5.X was released, and yes, all PS3 functionality is there, but also a lot of unnecessary things.

Had I been contacted before the release of the source code, I would have prepared something better.

And rather than seeing someone coming with a bad or incomplete release of a CFW or payload using the source, I prefer to lead the way with a first clean release. I don't think I will do any other.

Second, I wanted to have in a CFW both the functionality of Cobra and a regular CFW, and without that slow device delaying each lv2 boot by several seconds, which caused some side effects in version 6.00 (4.30) on pads, and that I had to fix with one of those ugly hacks/incomplete workarounds that I tend to hate.

Lastly, but no less, I was bored, lot of free time lately, that kills your brains...


What is not? COBRA 7.00 is not a CFW "per se".

COBRA 7.00 is a set of 7 files: lv2_kernel.self, ps2_emu.self, ps2_gxemu.self, ps2_netemu.self, stage2.bin, ps2hwemu_stage2.bin and ps2gxemu_stage2.bin, from those 7, the first 4 are mix of 4.46 CEX OFW files and COBRA code, the others being new and not present in OFW.

Those 7 files are expected to be mixed with existing regular 4.46 CEX based (totally CEX) CFW, to make a CFW that would mainly mix the functionality of both, except for any thing that the regular CFW may do in lv2_kernel.

About "theoretical" compatibility, check the readme in BIN/CFW_BUILDS. Theoretical because only one has been tested. This is, Rogero 4.46 1.00.

A sample PUP of mix of COBRA 7.00 and Rogero 4.46 1.00 is there as well. Mainly included for convenience, for having something end-user friendly.

This CFW has been tested by me on three very different models, a CECHA, a CECHC, and a SLIM.

But because it has only been tested by a single person, caution is to be expected. You are the only responsable of what you install in your machine.

Additionally, there are other parts, like netiso.sprx or cobralib, that are not technically part of COBRA 7.00. They are things expected to be used by managers.

No real change was done to them, just removed something unnecessary in netiso.

There are also some PC tools, the only one relevant to users being ps3netsrv, which has been updated with a new feature (see CHANGELOG).

Although there is no manager that uses that feature atm of writing this.

The source code of components is in SRC folder. The main components of Cobra expect the toolchain found at BSC page, with gcc 4.1.1.

bsc.es/projects/deepcomputing/linuxoncell/cellsimulator/sdk3.0/CellSDK-Open-Fedora/ -> install all ppu* files for your architecture.

Extra things expect either Sony SDK or psl1ght.

PC tools expect gcc. Some of the tools may not compile under mingw32 or won't work in win32. Some tool could give compilation warnings in 32 bits systems, not compile or binary may not work, this wasn't tested. (watch out ps2netemu_gen446)

WHY 4.46 AND NOT 4.50

1. I had already most symbols from 4.46 from some time ago, lazyness.
2. Because there was no good reason to update to 4.50. COBRA does the sfo version patch and sdk version patch on RAM, games for 4.50 are expected to work without changes.
3. Because new versions of 4.46 CFW's are unlikely to appear, then current release would support almost all of them. Minimal modification on some files causes COBRA not to detect some modules, see the readme in BIN/CFW_BUILDS.
4. An OFW bug causes pad synchronization problems when playing PS2 games in CECHA/CECHB in 4.50. I didn't want this one to be endorsed to me.


Install a 4.46 CEX cfw mixed with the 7 files of COBRA 7.00.

A sample of a mix of Rogero 4.46 1.00 and Cobra is provided in BIN/CFW_BUILDS/
Check the txt there for compatibility with other cfw.

Install mmCM_04.18.pkg, which has been included here for convenience (it has only been repackaged to avoid version error with multiman).

This won't delete your current version of multiman (if any), it will instead add mmCM to it.
After installation of this package, multiman can run in two modes, "multiman" and "mmCM", by default it will run in "mmCM" mode under Cobra.

Check CHANGELOW below about how to force COBRA 7.00 to run multiman in "multiman mode", this only makes sense if you installed both, mutiman and mmCM.

(More info contained in the rar)

Remember to be careful when testing. Try it at your own risk!

And for those wondering, YES is answer to the question is Team Rebug working on this for updated REX/CEX/DEX firmwares!

Advantages of Cobra CFW over others:

  • Playing PS3 games from network (eg from PC hdd) - TOTALLY DISCLESS
  • Playing PS2 ISOS (without encryption)
  • Playing PSP ISOS
  • Playing BD Movie ISOS

Update: From CaptainCPS-X: COBRA 7.00 - Test Result #1: I took time to transfer most of my PS3 game backups to my NTFS HDD and connected it to my PC. After this was done I started testing the new PS3NETSRV modified by deank with the latest multiMAN, and as expected everything been working flawlessly, even when I don't have a Blu-Ray Drive on my PS3 at this moment, it has been completely removed.

Games tested over LAN (WIRED / NO-BDDRIVE):

OK - BLUS31270-[Call of Duty Ghosts]
OK - BCUS98298-[Beyond Two Souls]
OK - BCUS98174-[The Last of Us]
OK - BLUS30767-[Dragons Crown]

Load times are fast, only moment I experience loading slow downs are when the Networked HDD has any read/write activity on the PC (Ex. Copying files). My recommendation is to select a HDD on your Networked PC with little to no activity by that PC Operative System. In my case I have my NTFS HDD connected via USB 2.0 to my PC.

I will soon start testing PS1, PS2 and PS3 game backup in ISO format and will report back my results. These tests will be over Network again.

PS: I will work on a guide later on to explain how to setup the Network Share using Wired connection between the PS3 console and the PC. This without loosing access to the internet on both ends. SeeYa!

[Register or Login to view code]

COBRA 7.00 (Mixed w/Rogero 4.46 v1.00) CFW [Patched SYSCON to 4.50, by CaptainCPS-X:

Download: [Register or Login to view links] (193.69 MB)

Hi guys! here I bring a patched COBRA 7.00 CFW to allow its installation over 4.50 CFW(s) without needing to downgrade.

As easy as installing it over XMB, took me just 3 minutes to switch from MLT 3.3.1 [4.50] to COBRA 7.00 [4.46] (no data was lost in the process).

I been hinted that, the originally released COBRA 7.00 CFW already could be installed over 4.50 CFW, but I decided to leave this published, if many believe this is unnecessary I will immediately request its removal. Here is the "readme" with all detailed information:

[Register or Login to view code]

Finally, from akela: greetings from Russia...

From haz367: akela to the rescue... so the diff was the 2 extra patched values > 44 60 > 34 00 thx for example..

looks a bit like sys_param values or whatever... wtf it makes the diff... fixed self.. just for the fun:

Download: [Register or Login to view links]

From JonahUK: Please Note: This will only launch INTERNAL iso files until webMAN has NTFS support

Create a HTML page to look/feel however you want it: Link Format:

[Register or Login to view code]

Create the file for the XMB (fb1.xml) (goes into /dev_hdd0/xmlhost/game_plugin/):

[Register or Login to view code]

Create the link to the above file on the XMB in category_game.xml (/dev_flash/vsh/resource/explore/xmb):

[Register or Login to view code]

I originally used Dean's "category_game.xml" so I simply renamed "fb.xml" to "fb1.xml" and made the changes. Put your index.html into /dev_hdd0/index/ with all the jpg files and you should be good to go. Reboot the PS3 to make all the changes.

From Hells Guardian comes the following tutorial as well: Boot PSP ISOs with Cobra PSP Launcher in PSP Remaster Mode Guide

Download: [Register or Login to view links]

1. First install a cobra compatible CFW.
2. Second Install PSP launcher
3. Third install PSP game to internal OR external HDD in the PSPISO folder
4. Fourth copy the attached Param.sfo (extract it from the rar) to dev:hdd0/game/PSPC66820/
5. Finally boot any PSP game through the launcher and quit.

The next time you load a game through the PSP launcher it will load as a PSP remaster.

Here is an updater set of instructions from Mad Mike 96:

USE cobra launcher in PSP mini or PSP remaster mode.

1 Install a Cobra CFW
2. Install PSP launcher
3. Install attachched Param File to dev:hdd0/game/PSPC66820/
4. change the folder name from PSPC66820 to PSPC66821
5. Rebuild Data base through recovery menu
6. Instsall PSP launcher again
7. mount a PSP game with MMCM
8. Load your game through either the minis launcher or the PSP remaster launcher depending which mode your game calls for. (Note that the PSP remaster launcher will not show the game icon but its mounted. just load it.)

Enjoy this folks. now you can choose what mode your PSP game loads in.

#630 - PS3 News - 60w ago
PS3 News's Avatar
Below is the Cobra ODE v1.6 update and related details, as follows:

21 - 10 - 2013: Cobra ODE News - Update

The much anticipated 1.6 firmware update is now available for download.

The biggest feature of this update is the addition of the new auto-eject feature. You can now switch games without rebooting and without ejecting discs. All from the comfort of your couch. The new auto-eject feature does not require any modifications to the ODE, nor does it require any new accessories or soldering, it is now available to all ODE users, from all models, with the simple update of your Cobra ODE.

We have also added periodical polling of the HDD to prevent hard drives from going to sleep mode which made some games freeze if they had been paused for a while. The HDD polling can be disabled or configured from the cobra.cfg file.

When Cobra ODE was first released, we had seen a huge amount of positive feedback, although many users had two major concerns, the first being the use of homebrew to achieve game selection, and the second being the need to reboot or eject discs in order to switch games. With the Cobra ODE browser support which was added in v1.5 and the auto-eject feature added in v1.6, we have resolved both of these concerns for our users. Today, the Cobra ODE looks like a brand new device with a completely new user experience, which we think will make most of you happy.

The Cobra Team is the first to bring true "no eject, no reboot" feature to the PS3 ODE world for all models and we will continue to bring you new exciting features in the future.You can now grab the 1.6 update form the downloads section. Please refer to the user manual for updated instructions on how to use the auto-eject feature.

We are also releasing an update to ps3genextra tool which generated the Cobra ODE Browser, please use this version with the 1.6 update.

Concurrently, we are releasing an update to the Cobra ODE Manager which adds support for the auto-eject feature and in parallel releasing an update to the third party integration library which allows third party managers to use the auto-eject feature.


Finally, below is a guide from magneto on How to Unbrick Your Cobra ODE, as follows:

For those rare users who have bricked their device by cutting power while the bootloader or fpga1 was being updated, here is how you can fix it.

First, there are four methods to unbrick your ODE, only one will work for you depending on what your situation is, so please read carefully and follow the instructions appropriate for your situation.

For v3 and v4 boards (3.0, 3.10, 4.20, 4.20 QSV and 4.30), it is possible that either the flash is corrupted, if you interrupted a bootloader update, or that the FPGA1 is corrupted. If the FPGA1 is corrupted, it is likely that it will hold the MCU in RESET mode which will prevent the MCU from powering.

If when you connect power to the ODE, you see the clipon PCB flash green very quickly then turn off, then the MCU powered itself but couldn't start the bootloader, you will need to unbrick the ODE using your PC, follow the instructions in the unbrick using USB method section. If you do not see any green light quickly flashing, then the MCU is not powered and is probably being held in RESET, follow the instructions in the unbrick using RESET method section.

For v5 boards, if an error occured when updating the fpga image, then the device may be bricked. It can be restored to factory settings easily, make sure you follow the unbrick method for v5.x boards.

If you followed the right instructions carefully and could not fix the issue, then it is possible that the ODE is damaged.

Unbrick method for v5.x boards

  • Remove power from the ODE
  • Short the R6 pins. This means put a wire between the two solder pads of R6. You can find R6 on the lower right corner of the main chip, just below the yellow component in this image: cobra-ode.com/images/V5_QSV.jpg
  • Put power back to the ODE
  • You can now stop shorting R6.
  • The ODE should then unbrick itself by restoring the FPGA to factory settings, it will now accept a new update from a USB 2.0 device.

Unbrick using RESET method for v3.x boards

  • Power the ODE
  • Short the pin 3 and pin 8 of the U5 component. The U5 component is the chip with 8 pads in the top left corner of the board, as seen in this picture: cobra-ode.com/images/MainBoard.jpg. The pin 8 is the one in the top right corner of the U5 component, adjacent to the corner of the EXP connector, while pin 3 is the on the other side, closest to the border of the board, the third pin counting from the top.
  • As soon as you short pin 3 and pin 8 of U5, the MCU should power up and the clipon PCB light will blink green. Keep those pins shorted while you update the fpga1.dat again using a USB stick.
  • Once the fpga has been restored, and the update completed, you can stop shorting pin 3 and pin 8 of U5, then power cycle your ODE.

Unbrick using RESET method for v4.x boards

  • Power the ODE
  • Short the TP3 and TP4 test points under the RST label. It is located in the top left corner of the ODE, as seen in this picture : [Register or Login to view links]
  • Stop shorting the TP3 and TP4 points
  • If the ODE did not boot, then short the TP3 pad with the eight pad of the U5 component. The eight pad is the one in the top right corner of the U5 component, adjacent to the corner of the EXP connector, as seen in this picture : [Register or Login to view links]
  • As soon as you short TP3 and pin 8 of U5, the MCU should power up and the clipon PCB light will blink green. Keep those pins shorted while you update the fpga1.dat again using a USB stick.
  • Once the fpga has been restored, and the update completed, you can stop shorting TP3 and pin 8 of U5, then power cycle your ODE.

Unbrick using USB method for v3.x and v4.x boards


You will need:

  • A PC
  • A USB-A Male to USB-A Male cable
  • A USB stick or HDD formatted in FAT32
  • Zadig appication
  • dfu-util application
  • unbrick.rom file

You can download Zadig here: [Register or Login to view links]
You can download dfu-util here: [Register or Login to view links]
You can download unbrick.rom here: [Register or Login to view links]
You will first need to create a USB-A to USB-A cable. A USB-A connector is the standard USB connector that connects into your PC. This is what a USB-A connector looks like: [Register or Login to view links]
You can make such a cable by cutting two USB cables and then connecting together the green, red, white and black wires of the two cables to create a USB-A to USB-A cable.

Instructions for Unbricking the ODE

  • Turn off the power on the PS3
  • Wait 5 seconds
  • Turn on the power on the PS3
  • Immediately connect the USB cable from your PC to the clip-on PCB where your HDD would normally go
  • Your PC should detect the USB device as a "USB device with DFU capabilities"
  • Let windows finish installing drivers for the USB device
  • Open Zadig
  • Select "List all devices" from the menu
  • Select "USB device with DFU capabilities" from the list in Zadig
  • Select "WinUSB" for the driver
  • Select "Install driver" or "Replace driver"
  • Wait until Zadig successfully installs the WinUSB driver for the USB device
  • Open a command prompt by typing "cmd.exe" from the start menu
  • Go to the directory where you extracted dfu-util
  • Run the command : dfu-util.exe -d 0471:df55 -D C:\Path\To\unbrick.rom
  • Wait until it finishes uploading the unbricking firmware successfully
  • Disconnect the USB cable from the PC
  • Reconnect the USB cable from the PC
  • The light on the clip-on PCB should turn Blue now. If it doesn't not, then something went wrong, go back to the beginning and make sure everything is done correctly
  • Disconnect USB cable from clip-on PCB
  • Copy ldr.rom and mcu.rom to the root of the FAT32 USB stick
  • Insert the USB stick into the clip-on PCB
  • LED should turn purple and flash a few times until it becomes solid red or solid green depending on whether your USB stick has the cobra manager and database
  • Your device is now unbricked, you can use it normally.

If something is unclear or does not work for you, let me know. I have only tested this on a Windows 7 machine, and I don't know if I missed any steps in case my system is set up differently.

Updates: Added link to LPCXpresso for the DFU driver and added USB ID identifiers. If you wish to manually brick the device in order to use this method to flash it, then you can short the SPI Flash chip to force it to enter DFU mode and use the above instructions to flash your device.

Shorting the SPI Flash chip will not permanently brick the device, it will only brick it as long as it is shorted. If you reboot the device without shorting the pins, it will work again as it did before.
To short the SPI Flash, you can use a screwdriver or anything metallic like some change (money) and connect it to the three pins closest to the inside of the board.

The SPI Flash is the chip in the corner of the board between the JTAG connector and the EXP connector and it has 6 pins, 3 on each side. Short the 3 pins that are closest to the EXP connector then connect the power to the board, and the LED will very briefly flash green before turning off. Without shorting those pins, the LED will flash green slightly longer before turning off.

Cobra ODE IDPS Dumper (Dump Your IDPS using Cobra ODE - Unofficial) by atreyu187

I hereby present to you the (Unofficial) Cobra IDPS dumper. A friend of mine (which i shall not name) found a way to dump the IDPS on OFW. I created a neat cobra package from this. You can put this in your PS3_GAMES directory and run it from XMB.

Download: Cobra IDPS Dumper.zip


1. Put a fat32 formatted USB key in the USB000 (most left) or USB001 or right port
2. Run the homebrew program, and it will exit again to the XMB
3. IDPS.bin is on your USB drive.

For now this IDPS.bin is not very useful (yet) but we might need it in the future.


#629 - dj1138 - 61w ago
dj1138's Avatar
does anybody know how to get reactpsn to work (or any other app i can get my rock band 3 DLC to work) with cobra 4.3x usb?

#628 - hey69 - 61w ago
hey69's Avatar
same issue

#627 - stue1975 - 61w ago
stue1975's Avatar
Hi there,

I have the latest multiman, but for a while now certain games do not have a PS3 cover, its displays a blue cover with a message saying 'cover not available'.

Where would I put a cover if downloaded and resized to make it appear on a particular game?

Many thanks


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