ManaGunZ

PS3 ManaGunZ - PS3 Backup Manager by Zar v1.41

Some patch aren't meant to be applied to the main elf. For these patch, I didn't find a solution yet. But it's maybe a bug. To be sure, can you tell me which game give you this error ? also, can you give me the md5 ?
 
Some patch aren't meant to be applied to the main elf. For these patch, I didn't find a solution yet. But it's maybe a bug. To be sure, can you tell me which game give you this error ? also, can you give me the md5 ?

Super Robot Taisen MX / スーパーロボット大戦MX

MD5:
647594c669d52a668f6293403caf514f
 
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Super Robot Taisen MX / スーパーロボット大戦MX

MD5:
647594c669d52a668f6293403caf514f
The MD5 is correct (you can check it in some online databases to see if it matches... and inside managunz: triangle button over the PS2 game icon --> game settings --> MD5 check), this means your PS2 ISO game is exactly like the original disc

And also means the patches applyed to the .elf inside the .iso should have been applyed successfully (but did not work), so i guess you have found a bug
In the latest versions of managunz (dont remember which one) was added some features to analize the iso/elf before aplying the patch to allow patching games that has been modifyed (not your case) and others that goes out of the standard structure
Maybe some of this changes has affected the normal patch method
I have no idea... but i guess is something related with this because it was working fine before

Or maybe you have found a game that has a weird rare structure and the patching has never worked with it... if this is what is happening is great because it will allow to improve this patching methods :)

Correct me if im wrong @Zar
 
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What I did previously was to fix/improve the functiun to apply the patches. It was working for some game but not all of them. I also added a function to add these patch to config files.

I hope just like you it's a game with another "structure", but I know that there is some patches It can't do : pnach files I meant to be applied to the memory :p

I wanted the md5 to check if it's the same as mine ;)

I'll check it asap, ty.
 
And i guess we are missing a CONFIG command to patch that areas of memory needed to fully "port" pnach files to CONFIG format "on the fly" ?
I lost a bit the track of the latest progress with CONFIG files, sorry

Im looking at it now and posible candidates could be netemu 0x08 and 0x12 (the only 2 unknown left from the green group)... or maybe the ones in blue group ? (that blue group is completly unknown btw, and is doing something important for sure, lol)
http://www.psdevwiki.com/ps3/Talk:PS2_Emulation#PS2_Emulators_Config_Commands

Thats the resume of the problem, right ?
 
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I think with config file it can be done with 0xA and 0x9 (if the memory mapping is the same as PCSX2).

I'm talking about the option to apply the patches directly to the elf / iso. So, the patches are applyed before the elf is loaded in memory, But some patches offset aren't in the elf...
 
Btw that conversion "on the fly" from the commonly used custom patch formats (pnach, etc...) to the official sony PS2 CONFIG format for PS3 is awesome because allows us to preserve the original ISO
In old managunz versions (before it was implemented the CONFIG features and all the latest research) you was applying the patches permanently (and keeping a backup of the original data to restore the ISO back to the original MD5)
But right now i guess you have been replacing that functions to do everything with CONFIG files, right ?
Can you explain in this managunz version how many patch modes (or patch types) modifyes the ISO ?

The one you mentioned for pnach to patch a non-EE memory area (in guessing is system memory?)
And what more is needed ?... i would like to understand where are the importat targets/milestones to do all the patching with CONFIG files
 
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If you go in "configuration" option, and check widescreen it will be on the fly inside CONFIG files.

If you select "Enable widescreen", it will be directly in the iso.

I choosed to keep both possibilities.


I just checked about the error, it's look like it's a bug i introduced... it's not working at all i tryed with several game, none is working, even some games that were previously working.

I'll search where I messed up :p

@STRATOS198XAD thanks for your feedback :p
 
@Zar How do you place the multi-disc games of psx ?. I tried the following way but Managunz does not detect it:

ntfs0:/PSXISO/Koudelka (USA)/Koudelka (USA)_disc1.bin
ntfs0:/PSXISO/Koudelka (USA)/Koudelka (USA)_disc1.cue
ntfs0:/PSXISO/Koudelka (USA)/Koudelka (USA)_disc2.bin
ntfs0:/PSXISO/Koudelka (USA)/Koudelka (USA)_disc2.cue

etc...
 
I'll try to make a small update to completly support the 4.83 CEX during the week.

@sandungas What is it ? I didn't read the whole thread. Can you sum up it for me ? :p
They are implementing audio support into OPL to support two features mostly

-Navigation sounds
You know, the system "click" sounds of PS3 XMB (move cursor, enter submenu, exit submenu, error, success, etc...)
Are very short sounds (smaller than 1 second), official PS3 firmware have 4 or 5 (and the sound design is nice, but the way how are used is a bit weird)
I made a list in one of the OPL threads with the list of sounds i think could be the best, this list was just a suggestion and i think they have not liked it much because they are not doing it that way, but for managunz/PS3 i still think could be the best, if you are interested in it i will try to find what i wrote, i still think was the best, that selection of sounds was just a suggestion open to discussion

-Background music
This feature is to be able to play a song while inside managunz. I think the "navigation sounds" are more important than "background music" thought (because there are a lot of devices where you have an option to ON/OFF the "navigation sounds" clicks), but because the sound support and libraries is going to be mostly the same for "navigation sounds" and "background music" both comes together, if you implement one you can implement the other
Iris had code to play background music with the libsound iirc... so i guess there are going to be some parts of it that can be "recyled" for managunz


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I was thinking in this suggestions lot of time ago but never mentioned it (as far i remember, maye i did ?) because is not a critical feature, is mostly an extra
But now i been reading the talks related with sound support in OPL i thought maybe there are some ideas, code structures, and even hardware component management that could be related in between PS2 and PS3 (and between OPL and managunz)
Take a read at it when you have some free time, if i remember right time ago you was looking at OPL code, and this new feature is cool
Having sound support is an small detail but it gives a better feeling to the interface :)
 
I made a list in one of the OPL threads with the list of sounds i think could be the best, this list was just a suggestion and i think they have not liked it much because they are not doing it that way
Hope it's OK to post this here, I totally missed the list you're talking about. I'm happy to read/listen to your suggestion the sounds I picked were just quick free ones from the links you provided :)

PS I'm an avid fan of managunz, my go-to ps3 back up manager
 
Hope it's OK to post this here, I totally missed the list you're talking about. I'm happy to read/listen to your suggestion the sounds I picked were just quick free ones from the links you provided :)

PS I'm an avid fan of managunz, my go-to ps3 back up manager
Is nice you post here, and no problem for missing my suggestion, actually it took me some time to find where i wrote it, it was at beginning when you started working in it and there was some people throwing ideas to help :), post #92 of this thread:
http://www.psx-place.com/threads/open-ps2-loader-v0-9-3.13415/page-5#post-133740

Also, i did not explained well why i was choosing that sound selection sorry, but i was thinking in how is made in PS3, and actually improving what the PS3 does (as i mentioned it does a couple of weird things that is better to dont replicate)
Well, before the wall of text you should be advised i like to write and brainstorm too much, but im happy i can explain this in a accurate way and you and zar can take a read at it (to decide if is a good idea or nopes)

Basically, the navigation sounds are triggered based in the "hierarchy" of the interface elements, and only differences them in 3 categories: brothers, parents, and children
From this point im going to give a ridiculous (but intuitive) name for every sond this way i can just type the name and you imagine which sound is it

When moving in main menu (and when moving around brothers inside all submenus) is used the CLICK sound
When you go down one level in the hierarchy (by entering in a submenu/folder/dialog) is used the WIP sound
When you go up one level in the hierarchy (by existing a submenu/folder/dialog) is used the WOP sound

That ones are the basic to navigate the hierarchy with sounds, PS3 does this (but sometimes doesnt plays the WIP/WOP sounds)

Additionally, is good to have another sound when an action is performed successfully (like when changing a settings), for this you can use a sound we can call WIN
And another one when there is an error we can call MEC

So the selection of sounds is:
CLICK - move to brother
WIP - move to children
WOP - move to parent
WIN - success
MEC - error

Is so intuitive that i can write a sequence of sounds here and you have an overall understanding of what im doing :)
CLICK - CLICK - CLICK - WIP - CLICK - CLICK - MEC - WOP - WIP - CLICK - CLICK - WIN
I changed a setting inside a submenu but it returned an error, so i exited the submenu, entered again, did the same and it did work
 
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@Krah can you explain how many navigation sounds are you going to use and when are going to be triggered ?, im asking just for curiosity sake because i was thinking in this time ago

Btw, sorry for the misundersanding, when i said "they are not doing it that way"...
I made a list in one of the OPL threads with the list of sounds i think could be the best, this list was just a suggestion and i think they have not liked it much because they are not doing it that way
I was meaning only about what i explained of a hierarchy and the concept of how sounds are triggered when: "move to brother", "move to child", and "move to parent"
Basicaly that 3 sounds is what does the navigation, and im not sure but as far i was reading you are going to do it in a different way ?
The sound files you are using is a personal preference, doesnt matters, whatever you use is fine :)

But i would like to know is how much more sounds are you going to use ?, in my suggestion i just added 2 more for "success" and "error", just to simplify it and to talk about it as something very generic that could be made in the same way in different interfaces for different apps
I guess could be added a lot more navigation sounds... like a special "pop up" if appears a floating dialog, or dunno, many things like that


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Btw, about which sound files to choose, i have some suggestions but are mostly "guidelines", the way i see is it needs to be very generic, and when choosing them is needed to keep in mind 2 key concepts:
-is a electronics device
-is a videogame console

So... there are some sounds that fits well and others that are not going to fit at all, some that comes to mind that doesnt fits could be: sound of nature, animals, etc...
And the ones that are going to fit well could be the ones related with technology, like... in sci-fi films a keypad of a space station, some mechanic mobile devices (like tic-tac or flip-flop, or slidings), or lasers, or that "chiptunes" sounds used in 8-bits old videogames, etc... (actually any sounds taken from old videogames are going to fit well)

The navigation sounds used in PS3 are different though, makes me remember 2 pieces of glass (of the size of a mahjong tile) hitting each other, in some way i think it can be said are insipred in "materials"... instead of 2 mahjong glass tiles they could have made it with wood, or stone, or steel, or plastic, but the glass sounds are really crispy and nice

I know a guy that is good with fruityloops (an app to create audio), i have not asked him but im guessing he could made a few sounds for OPL and managunz
 
Btw, sorry for the misundersanding, when i said "they are not doing it that way"...

Btw, sorry for the misundersanding, when i said "they are not doing it that way"...
I was meaning only about what i explained of a hierarchy and the concept of how sounds are triggered when: "move to brother", "move to child", and "move to parent"
Basicaly that 3 sounds is what does the navigation, and im not sure but as far i was reading you are going to do it in a different way ?
The sound files you are using is a personal preference, doesnt matters, whatever you use is fine :)

But i would like to know is how much more sounds are you going to use ?, in my suggestion i just added 2 more for "success" and "error", just to simplify it and to talk about it as something very generic that could be made in the same way in different interfaces for different apps
I guess could be added a lot more navigation sounds... like a special "pop up" if appears a floating dialog, or dunno, many things like that
All good, I think its similar to that at the moment but I think ps3 with the xmb has a lot more menus and submenus than OPL so currently the submenu clicks are the same sound as the menu clicks.

can you explain how many navigation sounds are you going to use and when are going to be triggered ?, im asking just for curiosity sake because i was thinking in this time ago
sure no problem.

Alert.adpis played when a msgbox pops up on screen e.g "are you sure you want to quit" or when triggering a delete/rename game function.
Cancel.adpgoing back from a menu, submenu (will play transition.adp instead if it triggers a transition)
Confirm.adpselecting a game, menu option or sub menu option.
Page.adpswitching list pages on main page (L1 L2 R1 R2)
ScrollH.adpswitching devices on main page (left/right)
ScrollV.adpvertical scrolling (up/down) also used for (left/right) in sub menus
Transition.adpanytime there is a transition, main->info main->settings etc

I think the default sounds I picked aren't too bad, they are all kind of clicks or computer sounds or swooshes (if that makes sense). nothing too out of place.

I don't know if you're able to dust off your ps2 to give it a go? I'm interested to know what you think of it at the moment ;) but I know OPL is meant to work on ps3 too right? (just not as well I think?)
 
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