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#101 | |
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Member
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Since 3.70 the XMB features a hidden entry which only shows when someone makes a PSN PS2 save: Code:
<Query class="type:x-xmb/folder-pixmap" key="seg_sdps2" src="sel://localhost/ps2emusave?category_game.xml#seg_sdps2" /> </View> <View id="seg_sdps2"> <Attributes> <Table key="sdps2"> <Pair key="icon_rsc"><String>item_tex_ps3util</String></Pair> <Pair key="icon_notation"><String>WNT_XmbItemSavePS3</String></Pair> <Pair key="title_rsc"><String>msg_savedata_utility_ps2</String></Pair> <Pair key="action"><String>exec_sdps2</String></Pair> <Pair key="ms_connection"><String>xcb://localhost/query?table=MMS_MEDIA_TYPE_SYSTEM&subclass=x-xcb/storagemedia-sdps2&sort=+StorageMedia:StorageMedia.sortOrder&genre=Game&cond=Ae+StorageMedia:StorageMedia.stat.mediaStatus %xCB_MEDIA_INSERTED+Ae+StorageMedia:StorageMedia.deviceType %xCB_DEVICE_TYPE_MS+AGL+StorageMedia:StorageMedia.type %xCB_MEDIA_TYPE_MS_STD %xCB_MEDIA_TYPE_MS_IOX+Ae+StorageMedia:StorageMedia.mediaFormat %xCB_MEDIA_FORMAT_DATA</String></Pair> <Pair key="sd_connection"><String>xcb://localhost/query?table=MMS_MEDIA_TYPE_SYSTEM&subclass=x-xcb/storagemedia-sdps2&sort=+StorageMedia:StorageMedia.sortOrder&genre=Game&cond=Ae+StorageMedia:StorageMedia.stat.mediaStatus %xCB_MEDIA_INSERTED+Ae+StorageMedia:StorageMedia.deviceType %xCB_DEVICE_TYPE_SD+Ae+StorageMedia:StorageMedia.mediaFormat %xCB_MEDIA_FORMAT_DATA</String></Pair> <Pair key="cf_connection"><String>xcb://localhost/query?table=MMS_MEDIA_TYPE_SYSTEM&subclass=x-xcb/storagemedia-sdps2&sort=+StorageMedia:StorageMedia.sortOrder&genre=Game&cond=Ae+StorageMedia:StorageMedia.stat.mediaStatus %xCB_MEDIA_INSERTED+Ae+StorageMedia:StorageMedia.deviceType %xCB_DEVICE_TYPE_CF+Ae+StorageMedia:StorageMedia.mediaFormat %xCB_MEDIA_FORMAT_DATA</String></Pair> <Pair key="mass_connection"><String>xcb://localhost/query?table=MMS_MEDIA_TYPE_SYSTEM&subclass=x-xcb/storagemedia-sdps2&sort=+StorageMedia:StorageMedia.sortOrder+StorageMedia:StorageMedia.timeInserted&genre=Game&cond=Ae+StorageMedia:StorageMedia.stat.mediaStatus %xCB_MEDIA_INSERTED+AGL+StorageMedia:StorageMedia.deviceType %xCB_DEVICE_TYPE_USBMASS %xCB_DEVICE_TYPE_USBWM+An+StorageMedia:StorageMedia.deviceType %xCB_DEVICE_TYPE_ETHER+Ae+StorageMedia:StorageMedia.mediaFormat %xCB_MEDIA_FORMAT_DATA</String></Pair> <Pair key="data_connection"><String>host://localhost/q?path=</String></Pair> </Table> </Attributes> <Items> <Query class="type:x-xmb/xmlsavedata-ps2" key="sdps2" attr="sdps2"/> </Items> </View> "Note that the files (SCEVMC0.VME and SCEVMC1.VME) are included in the game installer itself (inside the .pkg).... this "virtual memory cards" are copyed to your internall HDD when you install the game" I have noticed that the (SCEVMC0.VME and SCEVMC1.VME) is different between user saves. So it seems that they are copied from the game directory to the user's save directory and then mounted.
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Co-developer of XMB Manager Plus - One of the few and maybe even the only open collaboration project on the PS3 Scene without any drama.
Last edited by ps3hen; 03-07-2012 at 12:11 AM. |
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#102 | |
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Homebrew Developer
![]() Join Date: Oct 2011
Location: dev_hdd0/home/
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No hurry with the paths, the ones when you "export to USB", "export to PSP" or "export to VITA" are not important... are mostly an addition to the page to complete it
Are more important the internall HDD ones, because what im going to explain with PS2 ---------------------------------------------------- -We have 2 PS2 BOOTABLE contents (2G and 2P), both installed in path: dev_hdd0/game/TITLE_ID -One stores his savedata in "slots" in a "normal" VMC in path: dev_hdd0/savedata/vmc/virtual_memcard.VM2 -The other uses 2 virtual_memcard, and when exporting the savedata to an externall USB device there is a PARAM.SFO with them What i think is the PARAM.SFO is added to the files when exporting them And is taken from the main game in path: dev_hdd0/game/TITLE_ID (this can explain why the PARAM.SFO of the savegame is exactly the same than the main game, but with this "black" area added out of the structure) So lets say this "black" area added at the end is something like a signature "incrusted" to the file, and it chages when the savedata is exported or imported In other words... this PARAM.SFO is not in the same folder than the virtual_memcards when the savedata is in internall HDD, its only created when you export, and erased (or ignored to be more precise) when you import This seems to have a bit of sense, is only speculation, and easy to verify by documenting if there are subfolders and PARAM.SFO's inside dev_hdd0/savedata/vmc/ If there is some... damn, this needs to be explained in a new section in the PARAM.SFO page because this PARAM.SFO has a "black" area out of the structure ![]() If there is none... all is correct, and the added "black" area can be explained in the "Game Saves" page like a "security feature" when the files are imported/exported ![]() Edit: Ohh sorry again, i didnt saw your message, it seems im too slow writing/puttin my brainstormings in order ![]() Theres no need to upload the savegames, at first when i saw your .SFO's i had lot of doubts, but after thinking in it and reading the wiki, it has a bit more sense The one for the main game is very basic, more than i espected And the one for savegames seems to have this "black" area that probably was something added later to the file and related with an exporting/importing feature My bigger doubts now is if there are PARAM.SFO's with the virtual memory cards files in the internall... it seems a bit weird to manage this PARAM.SFO's with "black" areas in the internall HDD Interesting, then the old one is "2G" that i saw in 3.41 Last edited by sandungas; 03-07-2012 at 01:16 AM. |
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#103 |
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Homebrew Developer
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Location: dev_hdd0/home/
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Hi john45billd, and wellcome too to the brainstorming thread
![]() Another doubt, is if this PARAM.SFO with the "black" area is added only to the exported "PS2 Classics"... or both "PS2 Classics savedata" and "other PS2 savedata" Im supposing both can be exported/imported right ? |
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#104 | |
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Member
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1/ the user it is for(probably PS3 account linked not SEN account linked) 2/ which PS2 '2P' game is for.(confirming PSN title ID as well as disc title ID) So it's probably just a security measure
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Co-developer of XMB Manager Plus - One of the few and maybe even the only open collaboration project on the PS3 Scene without any drama.
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#105 | |
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Homebrew Developer
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Location: dev_hdd0/home/
Posts: 499
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Liked 502 Times in 211 Posts
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Agreed with this, it must contain some kind of user identificator, and maybe console identificator (the "standard" PS3 gamesaves contains them, plus some more unknown values)
Also a timestamp of himself or the protected files (last date/time when was modifyed) Probably if you open the .SFO in a hexeditor... and save it (no need to modify it)... it will corrupt too There are things similar in the other savedata formats, but i suposed time ago this must be hard protections, no so easy to break them, and is something i cant do So by now for me is enought to localize them, and understand a bit how are generated, when changes, what files are "supervised", and not too much With this one, for me the hunt is blocked, and the only option i see to document it is to find if there are stored in the internall at some point It has no sense to not store a copy of this file in the internall if you can do it, but this will force you to store them in subfolders with his "virtual memcards", additionally, you need the XMB to load this .SFO from this path (that is not standard?) But based in the fact the .SFO in the externall is not a "proper" file with usefull values for a savedata (well... not only this, but is the main .SFO of the game)... the only usefull area of the file is the "black one" and maybe the TITLE_ID And based in his structure "broken"... it has sense that is only used when exporting So by now without knowing if the .SFO (with the black area) is stored in internall at some time there is no way to document how it works --------------------------------------------------- Yesterday i reordered the CATEGORY's in the table, "2P" moved near the other "bootable" contents... but also at the top with "system functions" waiting to verify if is used in the internall as savedata at some point Is a bit confusing that is duplicated in the table, but its ok, this will need a review later Is interesting that when ada found "2G" she was in an old firmware (2.80 or 3.11), later i did the same test to verify, and it was working in my PS3slim in 3.41 Note this is a feature only for backward compatibility consoles, but it works in a slim, also the "PS2 system data.pkg" works too, and also i have the same error message related with partition functions that are present too (if the error is there... the functions are there too) So well... is obvious "2G" is this old installation for real PS2 disc games, confirmed by the error message that complains about a partition that doesnt exist in our consoles Additionally, i found a message in the officiall "ff x1 online" forums where a guy said after this installation... you dont have to insert the disc in the drive to play This made me think this installation is composed of 2 parts -create a reserved area in this partition, and copy the disc files there -create a "fake" install folder (in dev_hdd0/game/) with category "2G" that points to the partition, and can be loaded by XMB Last edited by sandungas; 03-07-2012 at 11:21 PM. |
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#106 |
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i think that this parameter say what nation can't use this app.
i can't use that app. ![]() ![]()
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#107 |
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Homebrew Developer
![]() Join Date: Oct 2011
Location: dev_hdd0/home/
Posts: 499
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Ouch, 1 erased message and 2 banned users
, i hope this bans are temporall, i suppose has been a consequence of where the thread is, right ?This makes me remeber to ask a moderator if the thread can be moved to other subforum (PS3 | Technical Development and Coding Area) When i opened it was "something" near a manual, but actually is more like a experiments laboratory I will send a private message to a moderator tomorrow if there is no answer here Thx for the support, and sorry for all the inacurate brainstorming and crappy english |
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#108 |
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Senior Member
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Location: /dev/random
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Yes, Sandungas work really does impress me, this is some of the best contribution to homebrew since geohot made it all possible and multiman was at a stable release for the first time.
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US 4USB ports OFW 3.15 PS Ubuntu
EU 4USB ports CFW 4.21.1 REX There is only one OS; AmigaOS, the rest are just [l]imitations. Last edited by advocatusdiaboli; 03-08-2012 at 06:07 AM. |
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#109 |
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Member
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Thanks to Sandungas, everyone now (even someone as me) can understand something really nice and really important.
About Unknown or not (name description can be incomplete for some of them) flag if you are hunting them...make sur about your category (if possible) and everything around (game/app itself,FW, for example, forced XMB will only work with fews games in recent FW, and try to know what you are looking at) About 2G, i was on 3.15 (not because of 2G, but planning to go 2.80 for other purpose so i ll check just in case the mesage isn t the same) and after 3.55 with none BC Japanese ps3 (according to manual, only US and Japanese will have this featuring so it can be important) I m a bit stuck about that X category (don t wan t to continue in something i can be complete wrong), need to refresh before trying something more. ---- To Make sur, 2G was directly from Sandungas s real hard work. Only fews peoples like him are welling to share and explains. (i like a lot the "laboratory" term)
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ADA Love Lace
Last edited by Lady Anne Blunt; 03-12-2012 at 12:18 AM. Reason: cosmetic and details |
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#110 | |
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Homebrew Developer
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25 00 00 00 oh and CoD classic even does IGM (lol, i beasted it with smack my bit*h up) when the games running from usb, and diggerHD demo is a installer (installs game to hdd) pkg.. hope the few tips i can offer help progress
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