You can do it yourself editing PARAM.SFO and enabling the flag that allows background music in game.
You can do it yourself editing PARAM.SFO and enabling the flag that allows background music in game.
It's because I used a translator API, like google translate, thank you very much.Hi @Zar ,
I noticed i could not change language settings in v1.41 (most likely because its a pre-release, it's working fine in 1.40). I only meant to change it to english since i couldn't make any sense of the German translation
Anyway, I decided to translate it myself. So here it is. It may not be perfect, but definitely much better than the version I found in 1.41![]()
@aldostools
I have done this on several games and the PS3 will not allow for playing music in those games.
Edit: Extracted the latest MG pkg, checked the music flag,rebuilt the pkg, and when I try to listen to music the PS3 tells me this below:
"Music content cannot be played at this time.
It will start automatically after a while"
And it never does.
Is there some kind of internal command that stops the music from playing? The only program I can get to do this is multiMAN but it will not direct-boot a game unless it is in the extracted folder format aka jb.
One thing I like better about the 360 is that every game I have played on it allows for custom music and some games only pause the music when a cut-scene is playing.
So, you are saying if I set the attribute to 165 it won't be enough ?
The only difference remaining with multiMAN is the sound_format, Do you think I must set it to 771 like multiman to enable the background music ?
int * arg2;
u32 (*BgmPlaybackDisable)(int, void *);
BgmPlaybackDisable = getNIDfunc("vshmain", 0xEDAB5E5E, 16*2);
BgmPlaybackDisable(0, &arg2);
So, you are saying if I set the attribute to 165 it won't be enough ?
The only difference remaining with multiMAN is the sound_format, Do you think I must set it to 771 like multiman to enable the background music ?
The attribute 165 is fine, it includes the ingame BGM... but also all the PSP and PSV remote play modesSo, you are saying if I set the attribute to 165 it won't be enough ?
The only difference remaining with multiMAN is the sound_format, Do you think I must set it to 771 like multiman to enable the background music ?
@aldostools
Is there a way to patch a hex pattern into game eboots via a hex editor?
EBOOT,BIN is encrypted. You can patch some part of the header with a hex editor, like min sys version.
For other things you have to decrypt it (convert it to ELF) then you can patch any pattern.
You have to sign the ELF (encrypt it) to make it playable on the PS3.
I already know all of that.
What I was wondering is if there was a hex pattern to unlock XMB music playing and then to patch that code into a decrypted file and then re-encrypt it.
int * arg2;
u32 (*BgmPlaybackEnable)(int, void *);
BgmPlaybackEnable = getNIDfunc("vshmain", 0xEDAB5E5E, 16*2);
BgmPlaybackEnable(0, &arg2);
To unlock XMB music you only need to set the attribute in PARAM.SFO
Then call the web command http://0/sysbgm.ps3
That command execute the following code that enables background music playback:
Code:int * arg2; u32 (*BgmPlaybackEnable)(int, void *); BgmPlaybackEnable = getNIDfunc("vshmain", 0xEDAB5E5E, 16*2); BgmPlaybackEnable(0, &arg2);
The last time you was asking about background music you made me think there are some details you are not getting yet, let me resume itAlso I would like to report an issue with Skyrim LE for direct boot. I know it probably isn't recommend to boot this way but I like it for the reason if you can add custom music support to MG it can allow direct-booted games to support custom music like multiMAN.
Anyway the issue with Skyrim LE, of which I am sure it has to do with the extra DLC install option for XMB, is in your loader the title in the list says 'Additional Content' and when the game is direct-booted booted it says something about an INF string error and either botts back to XMB or crashes and the PS3 goes to low resolution mode and then want to check the FS.
Most CFW's (since one of the rebug versions) includes a patch that enables the flag automatically for all the executables (games and apps) you run in your PS3 so most probably you have the icon enabled by default everywhere... is just some games/apps are not going to play the music because the feature requires some "free" memory space and some games does an extensive usage of memory and doesnt leaves the required memory space for the audio decoder to run/unbuffer, etc...
int * arg2;
u32 (*BgmPlaybackEnable)(int, void *);
BgmPlaybackEnable = getNIDfunc("vshmain", 0xEDAB5E5E, 16*2);
BgmPlaybackEnable(0, &arg2);
Alternatively we could maybe consider using a Cobra hook to disable bgm whenever a game/app exits?ManaGunZ has the flag for BGM enabled in PARAM.SFO, but that is not enough to enable the feature.
The following code must be executed to enable the background music:
Code:int * arg2; u32 (*BgmPlaybackEnable)(int, void *); BgmPlaybackEnable = getNIDfunc("vshmain", 0xEDAB5E5E, 16*2); BgmPlaybackEnable(0, &arg2);
This code can be executed using the web command /sysbgm.ps3 from a remote browser.
The problem that I have experienced is that the system restarts with 2 beeps, when the user exits to XMB without disable the background music. I guess that if the homebrew disable BGM before exit, the reboot issue should not happen.
Alternatively we could maybe consider using a Cobra hook to disable bgm whenever a game/app exits?
If that approach worked it could help solve the issue once & for all?