CFW Extras Category

PS3 "CFW Extras" XMB Category (v1.00) - See Video & Download of this new impressive mod by DeViL303 v1.0.1

On course, it's unlikely anyone would use all of those in one go but even half or a third of this would be quite a few kb long!
The math is easy enough, for instance, a file/folder path is currently limited to 512 characters (512 bytes) so 40 paths is 20kb max, although 200 characters must be closer to the average being used....
In this case I need to double check if there's a limit to the size of module_action & if using such a long module_action string can have a negative impact somehow...

Sure, whatever is handiest and works. I didnt think there would be a need for so many tbh, but then when doing the setup for this mod I realised i had 12 paths, and #reboot and #move commands. most of the paths im working with are under 100 characters anyway.

Your mention of app installation without pkg made me think that Zip/Unzip commands could also be a nice addition to the extended xai_plugin feature list...
What do you think?

Sounds good, great actually, it would be nice to be able to install any where easily. I'm sure @Berion would like that too, I know he is not a big fan of the pkg format. :)

Also, just a little note for users to avoid confusion..
Keep in mind that out of over 50 existing slots, only 6 are freely available to load custom plugins into memory... The others are reserved for system plugins...

Oh yeah, should have said that, I did mention it in the youtube description that only 7 can be enabled at once. Maybe it is only 6 though.
 
Sure, whatever is handiest and works. I didnt think there would be a need for so many tbh, but then when doing the setup for this mod I realised i had 12 paths, and #reboot and #move commands. most of the paths im working with are under 100 characters anyway.



Sounds good, great actually, it would be nice to be able to install any where easily. I'm sure @Berion would like that too, I know he is not a big fan of the pkg format. :)



Oh yeah, should have said that, I did mention it in the youtube description that only 7 can be enabled at once. Maybe it is only 6 though.
It's 7 slots altogether ie slot 0 to 6 but slot 0 is reserved for netiso.sprx or rawseciso.sprx so basically you only get 6 available slots.

About the options for reboot or recursive ops in the coming build (#move does not exist anymore), those are not considered as paths, they can be added freely on top of the max number of paths...
 
Just a suggestion & I could be wrong of course...
It's common in some code editors to consider 3 to 5 spaces together as one tabulation.... Maybe something similar is going on here?

Anyway all this information is a great find... [emoji6]
 
how can i install it only CFW Extra and not Game
After you have installed this, then when you go to the setup item, you can choose where to install all the addons, so just don't install any in the game category if you don't want them there.
 
After you have installed this, then when you go to the setup item, you can choose where to install all the addons, so just don't install any in the game category if you don't want them there.
after i install it it's add it automatic to Game and CFW extra , So can i Disable it from Game?
 
after i install it it's add it automatic to Game and CFW extra , So can i Disable it from Game?

Not sure what you mean exactly. After install there should be nothing in game or CFW extras category until you select the addons you want. Apart from that there are no options.
 
ZIP would be great for themes but also shortening strings (making our life easier, syntax is more readable (if dir structure is read from archive of course) ;}) and save total used characters.

So, about ZIP. Could be possible something like this in one archive?
Code:
dev_hdd0/example/example/example/
dev_hdd0/example2/example.bin
dev_flash2/example/

At once unpacking all contents from first path, file from the second and from third? Are path and characters limits (?) still applying?
 
@Berion

The zip feature is just an idea at this point. I put it forward not because I wish to add another feature for the sake of it but rather because the file operations commands I had in mind were not designed with brew installation in mind. Using one massive module_action can be done of course but it's not very practical...
For the purpose of brew installation, a zip will be more practical than a huge module_action string detailing every action per folder and per file...
That's why when DeViL303 started to speak of "brew installation", a zip implementation came immediately to mind.
However the need for direct file operations that don't require a pre-built zip file remains the same imo.. Additionally, those commands could also serve for post processing after a zip installation for instance...

Regarding zip restrictions, it will depend on the implementation I suppose zip behaviour can be whatever we wish although I do not really favour custom behaviour in this case because I feel that anybody should be able to produce such a zip without a specific tool and/or specific instructions.
In any case, if we take paths for instance, those will still have a maximum length limit whether they are zipped or passed directly in module_action.

If anyone wants to suggest a better alternative to zip, feel free to post about it... Preferably soon, before I make a final decision to implement this...
 
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This is such a great program. thanks @DeViL303 and anybody else who may have been involved!

Was the playstation store icon in the game column done on purpose? Because now i have 2 of them, one there and the other in the network category. If I want to get rid of it from the game category can I just delete it from the xml? would I need to edit anything else other than that?

thanks again
 
This is such a great program. thanks @DeViL303 and anybody else who may have been involved!

Was the playstation store icon in the game column done on purpose? Because now i have 2 of them, one there and the other in the network category. If I want to get rid of it from the game category can I just delete it from the xml? would I need to edit anything else other than that?

thanks again

Thanks. I didn't add any store item, the one in game is normally there, its the store preview thingy with the ads, not the full store like the one in Network (PSN), But anyway yeah, you can just delete this entry from game to remove the ads item:
Code:
<Query
 class="type:x-xmb/folder-pixmap"
 key="seg_welcome"
 attr="seg_welcome"
 src="sel://localhost/welcome?type=game"
 />
 
BTW: @lord3490 has now translated this mod into German, thanks for that. :encouragement::encouragement:

So now this supports Spanish, Italian, French and German and English.

Please redownload v1.00 if you already installed this and your German XMB shows English. I have decided not to release new versions as each language gets added.
 
Thanks. I didn't add any store item, the one in game is normally there, its the store preview thingy with the ads, not the full store like the one in Network (PSN), But anyway yeah, you can just delete this entry from game to remove the ads item:
Code:
<Query
 class="type:x-xmb/folder-pixmap"
 key="seg_welcome"
 attr="seg_welcome"
 src="sel://localhost/welcome?type=game"
 />
thanks! ha I forgot that psn store shopping bag came out in the game column! I feel dumb . thanks for the info im going to try it later and hopefully it will get rid of it
 
Oh and @DeViL303 ... when you go to disable an add-on and you press triangle on it, you have delete and delete (folder) what is the difference between the 2?

thanks and im really digging this so far! :encouragement:
 
Oh and @DeViL303 ... when you go to disable an add-on and you press triangle on it, you have delete and delete (folder) what is the difference between the 2?

thanks and im really digging this so far! :encouragement:

There is no real difference in this situation, if there were folders in there, then I think only "delete folder" will work to delete them. but with files, both options work the same.
 
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@DeViL303
@Berion
@0_obeWAN

Just thought you would like to know.
I have just finished porting the open source "minizip" library for PS3 SDK, the project compiles fine & I now have a static libminizip.a library to use in self or prx projects.
The compression/decompression algorithms can be applied to anything like text, streams or files.
I also made a sprx exposing all the library functions for situations where it is preferable to avoid statically linking the zip features. The file is accompanied by a '.h' header file for the declarations & a stub library so the sprx can be used by any C/C++ project & deployed alongside a self or another sprx, to be loaded dynamically whenever the executables require to use zip features.

I still need to fully test both projects before I look into using the zip functions in xai_plugin though.
 
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There is no real difference in this situation, if there were folders in there, then I think only "delete folder" will work to delete them. but with files, both options work the same.

Alright cool, i've been using the folder option and it seems to work fine....thanks again
 
Alright cool, i've been using the folder option and it seems to work fine....thanks again

No prob. btw I saw your video of this, cool. Do you mind if I grab the coloured icon packs you added and include them in the next version on the XMB?

I can show you how to add items like that too if you want, so you can add things like that to the XMB rather than the installer if you wanted to. I wish more people would mod my mods, as more ideas and options the better.

Anyway just in case you or anyone is interested, here is how I am going to add some more icon packs to this, really easy. All you need to do is extract one of the icon packs from this and replace the icons with your own, then pack it up again.

This is what the icon section looks like now (in the dev_blind/vsh/resource/explore/xmb/cfw_extras_setup.xml):
Code:
<View id="change_icons_items">
 <Attributes>
 <Table key="icons000">
 <Pair key="info"><String>net_package_install</String></Pair>
 <Pair key="pkg_src"><String>http://xmbmods.co/cfw_extras/CFW_Extras_metalification.pkg</String></Pair>
 <Pair key="pkg_src_qa"><String>http://xmbmods.co/cfw_extras/CFW_Extras_metalification.pkg</String></Pair>
 <Pair key="content_name"><String>setup_install_metalification</String></Pair>
 <Pair key="content_id"><String>UP0100-CFWEXTRAS_00-DEVIL30300000000</String></Pair>
 <Pair key="prod_pict_path"><String>/dev_hdd0/game/CFWEXTRAS/USRDIR/IMAGES/icon_pkg.png</String></Pair>
 </Table>
 <Table key="icons001">
 <Pair key="info"><String>net_package_install</String></Pair>
 <Pair key="pkg_src"><String>http://xmbmods.co/cfw_extras/CFW_Extras_rebugification.pkg</String></Pair>
 <Pair key="pkg_src_qa"><String>http://xmbmods.co/cfw_extras/CFW_Extras_rebugification.pkg</String></Pair>
 <Pair key="content_name"><String>setup_install_rebugification</String></Pair>
 <Pair key="content_id"><String>UP0100-CFWEXTRAS_00-DEVIL30300000000</String></Pair>
 <Pair key="prod_pict_path"><String>/dev_hdd0/game/CFWEXTRAS/USRDIR/IMAGES/icon_pkg.png</String></Pair>
 </Table>
 <Table key="icons002">
 <Pair key="info"><String>net_package_install</String></Pair>
 <Pair key="pkg_src"><String>http://xmbmods.co/cfw_extras/other_icons.pkg</String></Pair>
 <Pair key="pkg_src_qa"><String>http://xmbmods.co/cfw_extras/other_icons.pkg</String></Pair>
 <Pair key="content_name"><String>setup_install_other_icons</String></Pair>
 <Pair key="content_id"><String>UP0100-CFWEXTRAS_00-DEVIL30300000000</String></Pair>
 <Pair key="prod_pict_path"><String>/dev_hdd0/game/CFWEXTRAS/USRDIR/IMAGES/icon_pkg.png</String></Pair>
 </Table>
 </Attributes>
 <Items>
 <Item class="type:x-xmb/xmlnpsignup" key="icons000" attr="icons000"/>
 <Item class="type:x-xmb/xmlnpsignup" key="icons001" attr="icons001"/>
 <Item class="type:x-xmb/xmlnpsignup" key="icons002" attr="icons002"/>
 </Items>
 </View>

So to add a new item you would need to add something like this in the "attributes" section, the only things you need to change are the "table key", and the 2 links to your package with the icons (same link for both):
Code:
<Table key="icons003">
 <Pair key="info"><String>net_package_install</String></Pair>
 <Pair key="pkg_src"><String>http://link.to.pkg</String></Pair>
 <Pair key="pkg_src_qa"><String>http://link.to.pkg</String></Pair>
 <Pair key="content_name"><String>setup_install_other_icons</String></Pair>
 <Pair key="content_id"><String>UP0100-CFWEXTRAS_00-DEVIL30300000000</String></Pair>
 <Pair key="prod_pict_path"><String>/dev_hdd0/game/CFWEXTRAS/USRDIR/IMAGES/icon_pkg.png</String></Pair>
 </Table>

And then you need to add a corresponding key (that matches the key in the attributes section) to the "items" section:
Code:
 <Item class="type:x-xmb/xmlnpsignup" key="icons003" attr="icons003"/>

That's it. That code above just need to be copied into the xml, can do it as many times as you want, just change the key each time. There is no danger when doing this, if you break the xml the worst that can happen is the setup item will not show up and you need to copy the original from the v1.00 pkg back onto dev_blind with ftp.

@DeViL303
@Berion
@0_obeWAN

Just thought you would like to know.
I have just finished porting the open source "minizip" library for PS3 SDK, the project compiles fine & I now have a static libminizip.a library to use in self or prx projects.
The compression/decompression algorithms can be applied to anything like text, streams or files.
I also made a sprx exposing all the library functions for situations where it is preferable to avoid statically linking the zip features. The file is accompanied by a '.h' header file for the declarations & a stub library so the sprx can be used by any C/C++ project & deployed alongside a self or another sprx, to be loaded dynamically whenever the executables require to use zip features.

I still need to fully test both projects before I look into using the zip functions in xai_plugin though.

Nice, I really think this plugin is going to be a game changer.
 
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@DeViL303 HA I knew that was you in the comments of the vid! yeah man go ahead and add them! no problem. Its your app I just added some drizzle :) I am actually working on 2 more variants a nice deep brillant purple and a yellow/gold type color. I should have it done by tomorrow or the next day at the latest...

and thanks for all that info!!! freakin sweet man. I already pasted it to my files. and I will look it over in more detail here soon....I just have alot of things going on.

One thing I'd like to ask tho, if it isn't to much, that installer, everybody uses it for so many things and its great...but I'd like to change the color of the fonts. All these years every time I see it being used the fonts in the menu are always yellow. I would like to change them so I can make light colored backgrounds and with a dark color font the words will be easier to see.

where in the eboot of the installer is the color for the font located? I now it sounds kinda noobie but
im still kinda novice with editing/creating eboots. But I can do the basics

Thanks again for all of the info above! im excited ...can't wait to start messing with it:eagerness:
 
Oh and @DeViL303 , right here:
<Pair key="content_name"><String>setup_install_other_icons</String></Pair>

Lets say on the XMB Im adding a 4th choice and i want to call it Rebugification (Green)
How would I get it to show just the 2 words on the xmb? because right now when you look
at the xmb the 3rd options shows just Other icons. so if I did it would it be:

<Pair key="content_name"><String>setup_install_Rebugification_Green</String></Pair>

and only "Rebugification Green" will show on the xmb? thanks
 
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