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Old 09-20-2011   #611
STLcardsWS
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Is PSX games showing up as PS2 games for anyone else (i know it doesn't matter, it just to backup at this point) But will that affect the iso ripping? (i would assume, NO??)





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"Playstation MOVE" Label in Genre List .
R2/L2 to cycle through games when zoomed at 8x with sidebar..

Last edited by STLcardsWS; 09-20-2011 at 04:31 PM.
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Old 09-20-2011   #612
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deank can you maybe make it possible to dump the bluray iso to external hd
and maybe put iso support in the menu that pops up in 8x4 when u press square thanks
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can you add external hard drive bluray iso dumping thanks
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and maybe add iso select to other menus thanks like 8x4
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Old 09-21-2011   #613
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Hi Dean,

I know this is probably a silly question but is it possible to emulate the blu-ray iso in the same way that games do by leaving a blu-ray movie or game in the drive to enable playback of the dumped iso, selecting the iso in multiman and it kicking back to the xmb?

Great work again by the way.
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Old 09-21-2011   #614
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Originally Posted by stabes View Post
Hi Dean,

I know this is probably a silly question but is it possible to emulate the blu-ray iso in the same way that games do by leaving a blu-ray movie or game in the drive to enable playback of the dumped iso, selecting the iso in multiman and it kicking back to the xmb?

Great work again by the way.
Yes, it is possible via Cobra dongle and Cobra manager (so far).

Originally Posted by cobra features
** Blu Ray Movie region free functionality
** Allows you to play Blu Ray movie ISO’s from HDD
** Allows you to play DVD movie ISO’s from HDD
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Last edited by aldostools; 09-21-2011 at 06:02 AM.
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Old 09-21-2011   #615
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First post updated with link to

multiMAN ver 02.07.03 UPD* (20110921-144000).pkg ( 1.65 MB)

* Added: "Create ISO" option in File Manager's context menu when /dev_bdvd is selected
* Fixed: Browsing for ROMS in ZIP format
* Added: Creating ISO files bigger than 4GB to USB HDD will result in splitting in segments .iso.0, .iso.1 ... .iso.31

6 new labels in the language files.

Dean

edit: Link in 1st post updated to support .iso splitting for external USB HDDs.

Last edited by deank; 09-21-2011 at 07:32 AM.
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Old 09-21-2011   #616
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Originally Posted by deank View Post
* Fixed: Browsing for ROMS in ZIP format
It is working great! Thank you

Now all we need is that the "browse" shows the ROM covers and that the side menu's zoom work when is pressed.

BTW, I found some roms icons with blank names. The file names of these roms start with square brackets. ie. [gba] example.zip. It should be solved renaming the rom; but maybe the filter should avoid list blank names.
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Old 09-21-2011   #617
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Thumbs up

Nice update Dean!

- off-topic -

I been doing a few test applications for the PS3 since I finished setting up my SDK environment on windows, maybe I can come up with some useful modules for multiMAN or some separate tools. I been wondering if you have any recommendation to speed up the process of testing an application. You think it would be ok if I transfer just the signed EBOOT.BIN through FTP to the app directory? if you have any other method I will appreciate any info

Thanks in advance and sorry for the off-topic.

SeeYa!
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Old 09-21-2011   #618
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Yes, the easiest way is to transfer EBOOT.BIN (or better RELOAD.SELF) to your PS3.

When I test, I transfer "RELOAD.SELF" via FTP while multiMAN is running and then 'restart' multiMAN. It is faster than any other way.

Another approach would be to create your app as non-NPDRM RELOAD.SELF and execute it from multiMAN, and then add a function to return to multiMAN with a spawn function.
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Old 09-21-2011   #619
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Originally Posted by deank View Post
Yes, the easiest way is to transfer EBOOT.BIN (or better RELOAD.SELF) to your PS3.

When I test, I transfer "RELOAD.SELF" via FTP while multiMAN is running and then 'restart' multiMAN. It is faster than any other way.

Another approach would be to create your app as non-NPDRM RELOAD.SELF and execute it from multiMAN, and then add a function to return to multiMAN with a spawn function.
Thanks Dean! I made the non-npdrm build then transferred via FTP and I could launch my test application from multiMAN , now I'll be working on the spawn function so I can return to multiMAN, when I do that its gonna be a lot easier (and fun) to start coding ^^.

SeeYa!
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Old 09-21-2011   #620
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The easiest way to call multiMAN is:

exitspawn((const char*) reload_self, NULL, NULL, NULL, 0, 64, SYS_PROCESS_PRIMARY_STACK_SIZE_1M);

where reload_self is "/dev_hdd0/game/BLES80608/USRDIR/RELOAD.SELF".
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