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Old 02-23-2012   #51
sandungas
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Im interested in PARAM.HIP & PARAM.HIS, the format and the way it works seems simple, and is directly related with http://www.ps3devwiki.com/wiki/Conte...Files#GameData

The only examples i found... was the patches ada said in the wiki (catherine & HATSUNE MIKU)... my problem is both PARAM.HIP are in japanese, and i cant difference the text characters than the internall structure of the file
Another problems is i cant install this patches to generate the PARAM.HIS... so i never seen a PARAM.HIS

Can somebody point to another game that uses it ?... because seems most of the games doesnt use it
Its easy to recognize if the patch uses it by looking in the "Game Data Utility" at the top of "Game" column
The ones that uses it displays several text lines under the TITLE (with information about all the patches, date & time, or something similar)

-------------------------------------

As an alternative... ada, can you pass me one of this PARAM.HIS (the generated file extracted fron HDD) ?

Last edited by sandungas; 02-23-2012 at 06:18 PM.
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Old 02-25-2012   #52
Lady Anne Blunt
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No problem for the PARAM.HIS of Catherine (sfo and his):
http://www.mediafire.com/file/3jt4w5orvyp8t8f/param Catherine.rar

I didn t include the HIP because i really need to finish something first but i ll edit this message with a link to update 1.01 or the file itself.
(in general, i m aware also of my talk is messy or just wrong so i don t want to link files who are not important to loose your time, and here it was also because i wanted to work a little about if but you can do it much better)

But it even more simple than you think to generate that HIS, you don t need a proper install .pkg, just drop manually any HIP to any game/ homebrew even not with same id or sdk related (but still need to be under PS3 game category, that was the only little need i found)

That file is pretty simple and waiting for you or Deroad to add as featuring into param editor. (it s something trivial i know but still)

The little trick is Japanese related, but still you can use MAD edit (Japanese & English support)

One thing intrigue me with this file is the moment it s generated, i need to check again but even before booting if i remember right.

Sorry, i ll link also to mad edit hxd later but wanted to reply as soon as possible.

Also about voice chat and possible way to check as message windows, that was if we are lucky, i never used that function but i remenber winning eleven 2009 used it (in matter of it was updated function so possibly by using this possible flag: a lot of guess and my memory of something related to 2009)

Thanks for work Sandungas ( will edit this message with links in couples of hours)
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Old 02-25-2012   #53
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Nice, i have something new to play that will work for sure

I just downloaded the file and taked a first look (not more than a couple of minutes), i will take a look closer at this after sending this message

The only difference i see between a .HIP and a .HIS are the first 10 bytes of the .HIS (by now seems a header, with a counter at the first byte)...the rest of the file is the full contents of the .HIP
So... HIP files are cummulated "raw" inside the .HIS ... and the first 10 bytes of the .HIS are working as some kind of "controll code, identificator, or offsets, etc..."

Btw... I noticed that the byte "0A" (inside .HIP) is used to make the text lines to "jump" to the next row




One thing left, is to know if there is a speciall bytes that separates 2 consecutive .HIP (the separator when severall .HIP are copyed to a .HIS)
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Old 02-25-2012   #54
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Also, if you can check the exact moment when the .HIS is generated ( i ll check also today) and how ( here i m without any knowledge)
One thing i m not sur i mentioned, you can add param.hip to ps1 classic, it will not break the psp export function (but the update history will not appear).

Please, now i m not sur if you need anything more, let me know (hexa with Japanese support or anything, mp or here)

Thanks you
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Old 02-25-2012   #55
sandungas
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Got it, the header contains a "timestamp" (8 bytes lenght) with the date/time when was installed
The only unknown things are 2 bytes before and after this timestamp (a "01" and a "02"... the first one can be a counter, and the second one... i need to test)... better i will explain the structure in the wiki now

Btw... i thought this texts was displayed under TITLE without the need to press triangle (similar than savegames)
Maybe the second controll byte (the "02") turns off visibility ?

Another btw... there is other places where you see this texts ? (i remember you said it was visible too over the game icon itself)




Edit:
The blue area is the timestamp, the yellow are the controll bytes

Convert the blue area to decimal (1300450761), and enter the value in this conversor http://www.timestampconvert.com/

Last edited by sandungas; 02-25-2012 at 10:21 PM.
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Old 02-26-2012   #56
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For HATSUNE MIKU, it was under the game ICON.
I ll post the files of it in fews minutes edit.

Thanks you for your big update on wiki
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Old 02-26-2012   #57
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Just build a PARAM.HIS 100% hand made that is simulating 3 patch instalations, with 3 text lines each, and the 3 patches was installed in christmash day in 2011, 2012 and 1013
http://www.sendspace.com/file/chvymx

Usefull for "copy-pasting" experiments and to understand how the .HIP's are cummulated inside the .HIS

It works in games too ?... nice, i only tryed with gamedata (GD)... but im a bit dissapointed, i thought this texts was visibles always in gamedata (because the screen is empty in gamedata and there is no problem to display them like gamesaves does)

Last edited by sandungas; 02-26-2012 at 12:26 AM.
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Old 02-26-2012   #58
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Thanks to you, it can be usefull for homebrew with a lot of changes such MUltiMan or a news things to add for Deroad on his editor.
I pm the files but i think now you are more than fine with it.
Thanks you again
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Old 02-26-2012   #59
sandungas
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Well, im not sure if the total size file is big enought to store all the changes from multiman (lol) but for other hombrews i agree, is usefull and a good detail that can be added
Today i been playing a bit with ASCII art, and added some explains in the PARAM.HIP page, it gives a bit more freedom to add ASCII images, logos, etc...


@deroad , i replaced your photo with a real changelog from a real homebrew with a real timestamp, i choosed this one because i like the attitude of his main developer (andreus) and because they are keeping the project in a development stage testing rare ideas and unknown functions, i passed the files to them to take a look, so maybe they will play a bit with this



@ada there is a hip2his converter, deroad coded it today, it works perfect, the only detail that its needed to take in account (and only neccesary when playing with ASCII art using severall rows) its the horizontal displacement of the PS3 fonts when the texts are displayed in XMB... that is not the same than in PC... i explained a trick in the wiki to correct this

I think the PARAM.HIP page is finished, nice

Last edited by sandungas; 02-26-2012 at 04:54 PM.
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Old 02-26-2012   #60
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it's always nice to write useful stuffs :D

my image was just an example. (it's better yours)
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