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Old 03-07-2012   #101
ps3hen
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Originally Posted by sandungas View Post
There is an incoherence in the structure of the files uploaded by ps3hen, in two words and with an image:
The number of entries is 8 (at the top, marked on red), in this order:
ATTRIBUTE
BOOTABLE
CATEGORY
PARENTAL_LEVEL
PS3_SYSTEM_VER
REGION_DENY
TITLE
TITLE_ID

The last one (TITLE_ID) has a "Data_Total_Size" of 0x10 (marked in yellow at the top) that are 16 bytes marked in blue at the bottom
This is where the structure ends, in the last byte of the last entry

The area marked in black is OUT of the structure !!!

---------------------------
Additionally the other "savedata" formats (SD and MS) are not BOOTABLE (obviously you cant press X over the icon of a savedata to boot it), and neither have PS3_SYSTEM_VER, REGION_DENY, etc... (the savedata is generated in your own console, so no point for this kind of restrictions)

Use this table to compare http://www.ps3devwiki.com/wiki/PARAM...rameters_Table

Edit:
Wellcome PS3hen, and thanks to join the talk
I didnt saw your message, sorry, i must be blind

Edit2:
What a mess, im beggining to understand what it does with the "PS2 savegames", but this will need a new section on the page, because this is a very speciall case

The most important question:
Where are stored this files in the internall HDD ?
Because in the XMB i understand are displayed in the same "Memory Card Utility (PS/PS2)" folder, with the other "normal" virtuall memory cards
So this PARAM.SFO is helping to manage this speciall memory cards in some way

P.D.
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

This im writing is correct ?
And 1.000.000 thanks to you for the files ---> http://axonnsd.org/WebData/FlashFun/flash/thankyou.swf
I'll upload a copy of two exported saves. I wish I could tell you the HDD directory, but I'm using my 4.10 OFW un-hacked ps3. My ps3 on my 4.00 HFW is dead at the momment.

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>
You'll notice the new subclass "subclass=x-xcb/storagemedia-sdps2" and the new class "type:x-xmb/xmlsavedata-ps2" made just for ps2 saves. These two (sub)classes are not present in 3.55 plugins, so 3.55 ps3's may have trouble running this PS2 game if at all.

"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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Last edited by ps3hen; 03-07-2012 at 12:11 AM.
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Old 03-07-2012   #102
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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

Originally Posted by ps3hen View Post
I'll upload a copy of two exported saves. I wish I could tell you the HDD directory, but I'm using my 4.10 OFW un-hacked ps3. My ps3 on my 4.00 HFW is dead at the momment.
I supposed it when i realized the paths you was using, sorry about the dead console btw
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
Originally Posted by ps3hen View Post
These two (sub)classes are not present in 3.55 plugins, so 3.55 ps3's may have trouble running this PS2 game if at all.
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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Old 03-07-2012   #103
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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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Old 03-07-2012   #104
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Originally Posted by sandungas View Post
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 ?
The black area of the param.sfo is only in the exported save file of the PS2 game. Also if the black area is not present in the save param.sfo, the PS3 considers it corrupt. Also if the PSN title id, used as the name for directory on the USB (/PS3/EXPORT/PS2SD/<PSN title id>/) is changed it is considered corrupt. And So the black data is probably used by the PS3 to identify:

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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Old 03-07-2012   #105
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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

Originally Posted by sandungas View Post
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
Because this i said (the part where the savedata is imported, but the PARAM.SFO not copyed to the internall)... has partiall sense

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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Old 03-08-2012   #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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Old 03-08-2012   #107
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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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Old 03-08-2012   #108
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Originally Posted by Amy32 View Post
just want thank you for your work....
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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Old 03-08-2012   #109
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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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Last edited by Lady Anne Blunt; 03-12-2012 at 12:18 AM. Reason: cosmetic and details
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Old 03-09-2012   #110
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Originally Posted by Lady Anne Blunt View Post

--------------------------Samson,

i got a little info (come from one complete different hunt and was about ps vita on ps3) about music in game:
" it has to be disabled if SDK was 2.30 or older is used."

Don t know if by changing PS3_SYSTEM_VER or anything else on .SFO can help (somes games/ homebrews will need for sur more than .SFO editing to make somes attributs working)
Very nice tip i'll check some, i have been messing about with it and found that rebug's debug-"dummy bmg" option effects playback-muting it on known working titles, and i downloaded a few demo's for cross reference on how in-game music works, also i found that multiman already does it,
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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