PS3HEN Feature Poll: HEN Auto Update

The auto-update option when HEN is enabled from XMB should be...


  • Total voters
    19
  • Poll closed .
The reason I feel it should be disabled by default is because my daily driver PS3 is a Super Slim with faulty BT.
Due to this fault the console will become a brick if there was an auto update which had issues and forced me to reinstall the firmware.

Fortunately I know this issue and i'm very cautious about which software I update or install on this PS3.

Other users may not be so aware.
 
Disabled by default for safety

Would be nice to have an automatic check for new updates with change log window and a download and install now option.

If not now is the choice a then check again in XX weeks/months or something like that if possible. Saves unwanted daily use version check/reminders.
 
So disabling and/or offering a yes/no prompt when update is available is also a reasonable option?
Yes and for users who operate the ps3 without internet, the check should be able to be switched off completely, otherwise a message will appear that the host cannot be reached.
 
Last edited:
3 options

1 no update or check
2 check for update only
3 auto update

number 2 would be my vote for default.

maybe we could have a toggle for how often to check (at boot, daily, weekly, monthly) also? not realy requesting it, just thinking outloud...
 
In my opinion, auto-update should be disabled by default.

It is not necessary to make automatic changes on a system that is already working properly.
It is the user who should decide if the system must be updated or not.
I tried to PM you, and it failed. So i will try this, since i already typed it all out lol


I have 2 questions (one about RCO SOunds and one about yes/no cellMsgDialogOpen2) if you dont mind. For reference, i have pushed changes to GitHub, so you can submit PR if you want.

https://github.com/PS3Xploit/PS3HEN/commit/b54fac265c7267152542579ef93318345de9af7b

I have added RCO sounds to henplugin, and it works fine for playing a sound, but it only plays one sound, if i have 2 or more, using same function from WMM, slightly modified.

upload_2023-4-11_23-36-25.png



Those 2 lines
const char *system_plugin = (char*)"system_plugin";
char *sep = strchr(sound, '|'); if(sep) {*sep = NULL, system_plugin = sep + 1;}

are they what makes more than one sound to be able to play?

When i try to add that, i cant compile it.

upload_2023-4-11_23-37-24.png



For the cellMsgDialogOpen2 thing, i looked through sdk and found the bits i think i need, and i looked through rebug toolbox, but didnt see that you use that in WMM. Do you know how i can make this work in hen? I attached a txt file

Thanks for any help :) You can PM if you want lol
 

Attachments

I tried to PM you, and it failed. So i will try this, since i already typed it all out lol


I have 2 questions (one about RCO SOunds and one about yes/no cellMsgDialogOpen2) if you dont mind. For reference, i have pushed changes to GitHub, so you can submit PR if you want.

https://github.com/PS3Xploit/PS3HEN/commit/b54fac265c7267152542579ef93318345de9af7b

I have added RCO sounds to henplugin, and it works fine for playing a sound, but it only plays one sound, if i have 2 or more, using same function from WMM, slightly modified.

View attachment 40430


Those 2 lines
const char *system_plugin = (char*)"system_plugin";
char *sep = strchr(sound, '|'); if(sep) {*sep = NULL, system_plugin = sep + 1;}

are they what makes more than one sound to be able to play?

When i try to add that, i cant compile it.

View attachment 40431


For the cellMsgDialogOpen2 thing, i looked through sdk and found the bits i think i need, and i looked through rebug toolbox, but didnt see that you use that in WMM. Do you know how i can make this work in hen? I attached a txt file

Thanks for any help :) You can PM if you want lol

Hello Jason,
Sorry about the PM, but I only accept public messages. You can PM me reusing our conversation "THANK YOU VERY MUCH!!".

These 2 lines are not used to play more than one sound. The function plays only ONE sound.

They are used to accept 2 parameters from the URL, separated by a pipe character.

The variable sound is received by play_rco_sound(). It assumes by default that the sound is found in system_plugin.rco
The variable sep checks if there is a pipe character. If it is found, split sound an sets the new source in the variable system_plugin.

Code:
const char *system_plugin = (char*)"system_plugin";
char *sep = strchr(sound, '|'); if(sep) {*sep = NULL, system_plugin = sep + 1;}

This is a more simple function, since you don't need to receive an user defined value from an URL.
Code:
static void play_rco_sound(const char *sound, const char *sound rco_plugin)
{
  u32 plugin = View_Find(rco_plugin);
  if(plugin)
     PlayRCOSound(plugin, sound, 1, 0);
}

In regards to the error in strchr(sound, '|'), the function above should solve it because the function is not used.

You can declare strchr() using the following code found in libc.c. Or use the equivalent code: strstr(sound, "|").
Code:
extern char *stdc_DEBEE2AF(const char *str, int c); // strchr()
char* strchr(const char *str, int c) {if(!str) return NULL; return stdc_DEBEE2AF(str, c);}

In webMAN MOD, I do not use cellMsgDialogOpen2. To be honest, I'm not sure if it is possible to use it from a VSH plugin.
However, I use cellMsgDialogOpen2 in IRISMAN (it uses tiny3d to initialize screen memory) .

If you want to display full screen messages you could use the blitting methods by 3141card to draw anything that you want on XMB. Although I find it would be an overkill. A simple vshtask_notify() or show_msg_with_icon() works for most of the messages.
 
in light of the recent troubles,disabled by default.
i'm on here often enough and new HEN releases always get reported,so i'll know if there's an update!
 
Hello Jason,
Sorry about the PM, but I only accept public messages. You can PM me reusing our conversation "THANK YOU VERY MUCH!!".

These 2 lines are not used to play more than one sound. The function plays only ONE sound.

They are used to accept 2 parameters from the URL, separated by a pipe character.

The variable sound is received by play_rco_sound(). It assumes by default that the sound is found in system_plugin.rco
The variable sep checks if there is a pipe character. If it is found, split sound an sets the new source in the variable system_plugin.

Code:
const char *system_plugin = (char*)"system_plugin";
char *sep = strchr(sound, '|'); if(sep) {*sep = NULL, system_plugin = sep + 1;}

This is a more simple function, since you don't need to receive an user defined value from an URL.
Code:
static void play_rco_sound(const char *sound, const char *sound rco_plugin)
{
  u32 plugin = View_Find(rco_plugin);
  if(plugin)
     PlayRCOSound(plugin, sound, 1, 0);
}

In regards to the error in strchr(sound, '|'), the function above should solve it because the function is not used.

You can declare strchr() using the following code found in libc.c. Or use the equivalent code: strstr(sound, "|").
Code:
extern char *stdc_DEBEE2AF(const char *str, int c); // strchr()
char* strchr(const char *str, int c) {if(!str) return NULL; return stdc_DEBEE2AF(str, c);}

In webMAN MOD, I do not use cellMsgDialogOpen2. To be honest, I'm not sure if it is possible to use it from a VSH plugin.
However, I use cellMsgDialogOpen2 in IRISMAN (it uses tiny3d to initialize screen memory) .

If you want to display full screen messages you could use the blitting methods by 3141card to draw anything that you want on XMB. Although I find it would be an overkill. A simple vshtask_notify() or show_msg_with_icon() works for most of the messages.
Thanks for the reply. The reason I brought up it only plays one sound is because when I used the function in 2 different locations, only the first one played. When testing, I placed one play_rco_sound("snd_trophy"); when installing and one after install finished, but only the 1st one played a sound.

As far as the cellMsgDialogOpen2 thing, @bguerville is helping me to try and sort that out.

I'm not home right now so my reply isn't as detailed as normal. I will so some more testing tonight and see how it goes.
 
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