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Old 04-13-2012   #151
Lady Anne Blunt
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There are an ICON for pocketstation, it s on VMC savedate (fw 3.55) but it s not important because it s reported as not working. The icon is on the wiki page and look like more a ghost than a real pocketstation.
It s more because of the file, config (generated with ps1 classic game), i m trying to understand, at first i though it s working with flag and related to slot of memory card (because setting options of ps1 emulator are displayed a bit strange, like up or down flags), so i dig more about pocketstation but it s not that.

It s also because it was friday 13th, and you started the ghost story with psx games.

It look like more SAVEDATA_FILE_LIST or SAVEDATA_LIST_PARAM or the other, SAVEDATA_PARAMS.

SAVEDATA_FILE_LIST, on ps1 classic game, is filled with zero on the PARAM.SFO near SCEVMC0.VMP (i didn t save the game, just installed and booted for generate that config file, and i think this PARAM.SFO and ICON are sent to psp when exports so i need to correct the talk on eboot.pp (not only eboot.pbp and document.dat are sent).

-----
(Please continue what you are doing on ps2 games, it seems really nice and more important.)

----
Thanks you about the pocketstation page if you noticed, there are someone else just after, got this infos about Talk:CXD5132R-1....and linked to pocketnews.blog something... so at least may be indirectly it give more result than i expected.
I need to understand more basic things before going back to FW 2.80 and test fews things, if you have some ideas to tests.
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Old 04-14-2012   #152
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Ahh ok, i remember to see the icon when you added it to the wiki, and now i realized the whole pocketstation is managed from inside "PS/PS2 Memory card utility" folder in game column
So the device is managed like another PS1 memory card... but it has his own icon, and his own messages (like the texts i saw in one of the .xml files)

---------
The parameters with a "PARAM" at the end (PARAMS, PARAMS2, SAVE_DATA_PARAMS or SAVEDATA_LIST_PARAM) i think contains signatures or "security" stuff
The only one of them a bit documented contains user data (user_id, etc...)... and all them are used for different formats of "saved games"
Usually "saved games" are linked with the user (obviously) and probably console identifyer

I even think it contains data related with PARAM.PFD (for ps3 save data, category "SD")
If this is true... is even more complicated, because this PARAM are the "keys" to understand how the PARAM.PFD works

Im not interested in fight with all this by now while there are other things to do (and this needs chryptology skills), but i have imagined who can help
And im not talking about corwin75 who released an app to modify savegames based in the wiki information i added, then i replyed in one of his threads explaining him that his program will not works because the PARAM.PFD (and he ignored me) http://www.ps3hax.net/2012/03/releas...it-game-saves/... and later he releassed a new version with new functions related with PARAM.PFD but he was not kind enought to share his stuff, reply me, or add it to the wiki

Meh... i never used his program, and i have serial doubts about if what this program does to the PARAM.PFD's is something usefull... at some point i will take a look at it, but not now

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Old 04-14-2012   #153
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It s that file, config (with ps1 classic game) who contain few bytes i don t get, they change each time game boot ( at first i though it was simple like fews flags related to disc or slot and i dug more about it, paid attention about options allow by the emulator, and it lead to the ghost PocketStation)
The file itself is trivial, seems just to used as index as XML structure (there are others files on ps3 with this name and .xml)
The options on the emulator have a bit strange display, like up or down to change, so that point disturb me previously. I ll back to this file after understanding more about virtual memory cards.
And after, go back to 2.80, testing boot logo disable.


About .pfd., someone reported after purchasing the special cd (forgot the name), there are somes part of the sdk (version 4. something) installed with the software.
But it might be generic thing related to .SFO

One problem among others, is to believe we are bigger than the ps3, when everyone is less or more just an PocketStation barely recognized by the system.

I still feel strange why any of the runner outside didn t wrote useless SFO with the news category such 2G or ( and being stuck) or forced xmb.
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Old 04-14-2012   #154
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I have doubts what file are you saying that changes in PS1, if is one related with his save games read this page again http://www.ps3devwiki.com/wiki/Game_...cs_Saved_Games
I updated it later all this paths when exporting or importing

Is important because when the game save is in the PS3 internall HDD is only an "slot" inside a "virtual memory card" (with no folder, no PARAM.SFO, no ICON0.PNG etc...)
But when you export it, you have 2 options.... one is to copy this "slot" raw to a USB... the other is to convert it to PSP

When converting it to PSP its added a PARAM.SFO (in PSP format)... and this is the one that contains signatures

The interesting thing (that can give a hint about how it works)... is when importing the game save... this PARAM.SFO dissapears (lets say that its readed, but not copyed to the internall PS3 HDD)... or im wrong ?

Or are you talking about other file ? because i dont remember to see a "config" file


-----------------
Originally Posted by Lady Anne Blunt View Post
One problem among others, is to believe we are bigger than the ps3, when everyone is less or more just an PocketStation barely recognized by the system.
lol, im tempted to add this to my signature

Last edited by sandungas; 04-14-2012 at 08:58 PM.
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Old 04-14-2012   #155
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Thanks you for the hints,

On the page eboot.pbp talk, it s about this file.
But i ll go first to finish SCEVMC0.VMP & SCEVMC1.VMP (because it s related to PocketStation and can help me to understand more, especially the difference with real memory card) and after look to that param.sfo

The file Config is only for ps1 game, and only after first boot. I don t know if this file is a part of the ps1 emulator (as index, related to ps1 emulator to get options quickly such disc switch or slot)
It s not important because i think this file is everytime generated, so even we understand it (and there probably just little ) we can t use it.

Thanks you for the pocketstation xml, it s now pretty much near to be finished (pocketstation on ps3, others parts are trivial)
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Old 04-17-2012   #156
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Im a bit lost with this config file in "ps1 classics", i must admit i spent not too much time in what you wrote in the eboot.pbp page
It was the other day when i readed it and i thought in helping you to cleanup the talk page (for you later move things from talk to front) so i tryed to prepare the others pages to move things (mostly the structure of this virtual memory card)... but i did it wrong and i was trying to repare the mistake when the wiki went down, i have to finish reparing this... and in the road... the "game saves" page its having a much better look
************* [ - Post Merged - ] *************
Well, i had some time to read again your last messages, and there are some things i didnt get and can be interesting:

Originally Posted by Lady Anne Blunt View Post
When erasing the folder CONTENT, psp emulator is still trying to find it and give you a message saying there are no software manual (from memory)
I changed for MN (1P is much more inconvenient for test and the software manual is within options so like you said, in this case the emulator)

I believe there are something i miss on the SFO (because on psp, if i m correct, same category can have or not that software manual option)

within ps3 game-----the icon of software manual appear after pressing home, but seems not possible to load it
Ok, this tests by erasing the file is important, so there is something activating it (and is not in the main PARAM.SFO)
My first idea is it can be in the other PARAM.SFO (inside the eboot.pbp) because when you use the manual you are inside the game so both PARAM.SFO's has been loaded

Originally Posted by Lady Anne Blunt View Post
within ps3 game-----the icon of software manual appear after pressing home, but seems not possible to load it
What you mean ?... a category "HG" with the manual ?

Originally Posted by Lady Anne Blunt View Post
Thanks you about the pocketstation page if you noticed, there are someone else just after, got this infos about Talk:CXD5132R-1....and linked to pocketnews.blog something... so at least may be indirectly it give more result than i expected.
What is this url ? i missed this in the wiki

There are more references to pocketstation in the .xml for virtual memory cards, look:
vmc_savedata_plugin.rco/English.xml (lines from 78 to 84)
Code:
	<Text name="msg_application_ps2">Software (PlayStationź2)</Text>
	<Text name="msg_application_pocketstation">Software (PocketStation™)</Text>
	<Text name="msg_setting_file_ps2">Settings File (PlayStationź2)</Text>
	<Text name="msg_your_bb_navigator">Your PlayStationźBB Navigator</Text>
	<Text name="msg_system_driver_ps1">System Driver</Text>
	<Text name="msg_system_driver_ps2">System Driver (PlayStationź2)</Text>
	<Text name="msg_system_data">System Data</Text>
These are different formats inside the memory cards (both ps1 and ps2)
I said pocketstation software is not bootable, but this makes me doubt (i still keep thinking is not) but...
Probably the ones related with PS1 has a specific flag inside the "slot" of a PS1 memory card... and it must be a flag in a slot because PS1 memory cards was composed by 15 slots of the same size (i doubt this PS1 memory cards had a header for the whole card... probably a header in each slot)

This is what you was doing when you activaded pocketstation ?.... changing bytes in the virtual.vmp's slots manually ?

-----
Also... there is a "ps2 software" recognized... i wonder if this is bootable
The other lines... i have no idea what are but will be interesting to take a look about what google says

Originally Posted by Lady Anne Blunt View Post
...the file, config (generated with ps1 classic game), i m trying to understand, at first i though it s working with flag and related to slot of memory card (because setting options of ps1 emulator are displayed a bit strange, like up or down flags)...

...contain few bytes i don t get, they change each time game boot...

... is only for ps1 game, and only after first boot. I don t know if this file is a part of the ps1 emulator (as index, related to ps1 emulator to get options quickly such disc switch or slot)...
But what is the exact path of this file ?
I always ask for the paths, because for what i have been seeing... all the installed content (from .pkg) is stored in dev_hdd0/game/... and nothing in this folder changes after the install
The only way to add or change files inside dev_hdd0/game/ is with another install (a patch)
I think this is not 100% correct (because there is a .pkg for an avatar over there that i think it makes a rare installation, im not sure if this ones can be considered)
So if is not in the install folder... is in the save game folder ? (and ps1 games has no save game folders, are inside virtual memory cards)
Or im wrong ?... im completly lost

My last edit:
Ohh noes, this is wrong this happens to me for talking too much :D (but it helps me to put a bit of order in my ideas)
Now that i read myself i realized category "GD" is used in gran turismo 5 to store patches but also to store "replays", photos, etc... generated by the game.

Originally Posted by Lady Anne Blunt View Post
SAVEDATA_FILE_LIST, on ps1 classic game, is filled with zero on the PARAM.SFO near SCEVMC0.VMP (i didn t save the game, just installed and booted for generate that config file, and i think this PARAM.SFO and ICON are sent to psp when exports so i need to correct the talk on eboot.pp (not only eboot.pbp and document.dat are sent).
This is right, "PS1 & PS2 classics" when installed in dev_hdd0/game/ contains a folder that is used only to generate files (2 virtual memory cards,1 .SFO and 1 .PNG) for the "export to USB" function
This files inside the install folder are used a a blank layout for the ps3 to fill them with data when you export
So if you want to look if there is something hidden there you need to hunt them in a USB territory, not inside dev_hdd0/game/

My last edit:
Uhh, then this is wrong too ?... this needs another check, but we cant do it with ps2 classics

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Old 04-18-2012   #157
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Originally Posted by sandungas View Post
Im a bit lost with this config file in "ps1 classics", i must admit i spent not too much time in what you wrote in the eboot.pbp page
It was the other day when i readed it and i thought in helping you to cleanup the talk page (for you later move things from talk to front) so i tryed to prepare the others pages to move things (mostly the structure of this virtual memory card)... but i did it wrong and i was trying to repare the mistake when the wiki went down, i have to finish reparing this... and in the road... the "game saves" page its having a much better look
I didn t saw what you did wrong, may the name of the page can be a bit more specific if we have more infos and differences between ps1 and ps2 but for me it s fine.
I ll move also somes infos on pocketstation, it may help to visualize the structure of original memory car on ps1.

----
There are differences between document.dat between ps1 classic and minis, i didn t yet check in details.
More on topic, the copy disable flag, related to patch as you wrote, there are also videos (forgot the name of the format)from psn for ps3 or psp, to be purchase and have something similar and since there are 3 others unknown category (from Andreus and the BV catch my attention) but don t have found examples of it.


Originally Posted by sandungas View Post
Ok, this tests by erasing the file is important, so there is something activating it (and is not in the main PARAM.SFO)
My first idea is it can be in the other PARAM.SFO (inside the eboot.pbp) because when you use the manual you are inside the game so both PARAM.SFO's has been loaded


What you mean ?... a category "HG" with the manual ?
What you said make sense, at first i though it s just a question of sfo and eboot.pbp but now i don t know.. This part need a big clean up but i think we can divide by:
Getting the icon "software manual" in game: ok (with a ps3 game mounted from back up manager, with MN category)
See if there are a better way to get it (so we can have it also for the HG game)
2- load the software manual (or at least to know why we can t, if it s on the para.sfo or if it s on the eboot.pbp)
(i think i tested already to add on the ps3 game a folder with eboot.pbp, in case it was easy, but from what you said, it give an other idea to extract the sfo and let it on the folder content, but it seem too easy)

Originally Posted by sandungas View Post
This is what you was doing when you activaded pocketstation ?.... changing bytes in the virtual.vmp's slots manually ?
Not yet just extracted the rco. In fact at first i though it was impossible but now from your talk and from peoples reported they got the icon of pocketstation on theirs ps2 with chinese clone memorycard... think it s possible.
I wanted to understand a bit more about general things related to memory card and ps1 disc before trying it.
(there are a main header, called block 0, and the 15 others blocks)
And now i got the memory card adaptor.
(how to check the name of the mountpoint?XMb+, RCO xml? it s only visible when it s inside the memory card utility)

Originally Posted by sandungas View Post
This is right, "PS1 & PS2 classics" when installed in dev_hdd0/game/ contains a folder that is used only to generate files (2 virtual memory cards,1 .SFO and 1 .PNG) for the "export to USB" function
This files inside the install folder are used a a blank layout for the ps3 to fill them with data when you export
So if you want to look if there is something hidden there you need to hunt them in a USB territory, not inside dev_hdd0/game/
Not yet sure, but i think th only differece will be the first 80 bytes, to "bypass" the original header of memory card.

About ps2, at first i though it was 2 differents pkgs, one for improve general backward compatibilty of first models, and the second more specific to ps2 games HDD but now i think it make no sense, otherwise we already saw it or head about it.
As you mentionned, the differences between FFXI and others games is described on FW 2.17 System changes:
Support for PlayStation 2 games with optional and mandatory installs.
(more the process of writing it for me to try to figure out)

-------
(the ps1 memory card infos, about the first block used as header (to manage icons and directory) was on a document from the wiki, i just compared with that virtual memory card sent to psp (on the wiki page i put on the column what was similar but need to make sure the block1 to 15 are being used in the same way) , trying to have a global image of it, and the big difference i can see about virtual memory will be icons and each virtual memory is used per game but i didn t check really the first 80 bytes of this virtual memory card (not sure either i can understand them, and vmc0 and vmc1 header are also a bit different)
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Old 04-18-2012   #158
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The relationship between pocketstation and the virtual memory cards, i think only is needed to add a note about that it has his own flag (inside the slot section, not the whole card) and maybe a table for this flags
I think this slots when extracted to USB are a "raw" copy of an slot, i could inject them and extract them with the program "memcard rex", i think this internal structure must be documented somewhere, its a ps1 format

And there is an slot 0 + 15 slots in a .VMP? Hmmm, maybe the first slot is added by the ps3 and not present in a real memory card ?
Overall... this "memcard rex" is very usefull, im not sure if you are using it, a bit tricky but it works pretty well with an slot (remember when you extract to USB you are extracting only 1 slot)... you need to create a "new memory card" in memrex... and then drag-and-drop the slot there (and you can see his icon, flags and some info about the slot)
I could not open a full memory card with memcardrex (the readme says it supports .VMP iirc) but i was not able to do it


Take note of this idea with the "flag Nș1" and the video contents (maybe all multimedia formats), its not difficult to test but easy to forget

You had the icon "software manual" in game with a ps3 game mounted from back up manager, with MN category ?
This is something i didnt imagined to work, looks good and maybe is the only way to do it, the problem are paths and the format of the file
Also... if you test it another time... try to make a "save game"... maybe there are problem with the save game format (its a ps3 game, but maybe ps3 tryes to save the game as a minis format)

The IMAGE.DAT inside "PS2 system data" .pkg somebody said that is a "virtual PS2 HDD" packaged (and encrypted) for ps3... so its like a "ps2 format" inside a "ps3 format"

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Old 04-18-2012   #159
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I didn t use yet any program related to memory card, but will see them when i ll make tests.
For what i understand on .VMp, in fact there are 17 slots (i call them block):
1 added by the ps3, probably use as main header for icons, 1 block (same as original on memory card) and 15 others blocks (the 15 block available to save, display on the xmb //one game can use more than one block)
but i didn t finish yet to inspect so i can miss something.

ABout MN used on ps3 game, it only work when the game is mounted from back up manager and probably break the .SFO (i sad probably becaus i tested only with the same game, ICON is ?, but still boot and the game is fine)
I ll test the save data and also what you said about using the .sfo from the eboot.pbp.
(from HG game, i forget if the game refused to boot or the software manual didn t appear but i wasn t able to get it)

------------
Thanks you for the tips about the software
(16 blocks/slots is the original format from ps1 memory cards from the document i read about ps1 and match on .vmp)

There are news about torne, Sony Announces PS3 Digital TV Hub "Nasne" For Japan: http://ps3.ign.com/articles/122/1223128p1.html
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Old 04-18-2012   #160
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Good work with the virtual memory cards then, the previous info i added to the wiki about them was because i was interested to see how is generated the name of the file when you "export to USB" (like SCUS_1232_user.slot)... i dont remember the extension sorry but im talking about an slot
I supposed this name was inside the slot, and with a hexeditor i could saw it, later i used memcardrex to verity if
And i realized this program can be used to make simple modifications to the save (i was playing a bit changing the icon and not much more), also, it can load a "plugin" for a specific game where you can use "cheats" (like number of lives, etc... it depends of the game, and if there is a plugin for this game)

The main window with all the slots (at the top there is the info of the selected slot)

One of the plugins (specific for this game)


But the important thing of this "exported to usb" slots is that can be manipulated easy... and imported to PS3 easy from the XMB

So you can 1.-export to USB... 2.-modify in PC... 3.-import to PS3... 4.-make a copy of the internal memory card, and look how has been imported
The point 4 is only for documenting if there is some modification when importing exporting slots (but i think there is no one)

The bad thing about this program.... is in the readme is supposed to be compatible with .VMP (its a PSP format, this is why its compatible because is a bit old)... but i could not do it
Im not sure if there are other versions that supports .VMP i need to look for it
This program can be very important to verify all is correct when creating frankensaves (btw... i want a pocketstation icon in my XMB, i love it, is something so insignificant that almost seems to be a hidden "easter egg")

----------------------------------------
The problem with the ICON0.PNG in your creature is because "MN" uses icons in PSP format (ICON0.PNG is 80x80 pixels in minis and PS1)

-----------------------------------------
News with torne.... yeah i saw it, this is another thing to take note to not forget
If i remember correctly... this has been added in torne patch 4.00 <---- needed to take a look at this SFO




Edit:
ohh well, forget what i said about the results of my tests with "memcard rex v1.5", im taking a look at the program again and i see its able to load .VMP i dont remember exactly what i did if it was an slot or a .VMP... but i remember to drag-and-drop an slot there
The point is this program is very useful to understand this 2 exported formats (.vmp and .psv)
The other internal format .vm1 ... the only way to mess with it is manually or how i explained before (the trick importing/exporting slots and then comparing his structure in a hexeditor, before and after the import)

Originally Posted by sandungas View Post
The relationship between pocketstation and the virtual memory cards, i think only is needed to add a note about that it has his own flag (inside the slot section, not the whole card) and maybe a table for this flags
And this is wrong... there must be 2 flags related with pocketstation
-One identifyes the device as a pocketstation (this makes appear the icon for the device and the message from the .xml "pocketstation")
-The other identifyes an slot as a pocketstation software (the other message from the .xml "pocketstation software")
Then the "pocketstation device" flag is out of the slots (in this slot 0 ?)... and the "pocketstation software" flag is inside the slot ?

Last edited by sandungas; 04-19-2012 at 12:48 AM.
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