ManaGunZ

PS3 ManaGunZ - PS3 Backup Manager by Zar v1.41

Of cource, it can read this path too, i'll add it for the next update.

For your issue, I'll try to reproduce it to fix it.

Thanks for your feedbacks.

Edit :
I couldn't reproduce ur issue, do you have the US version of "delta force hawk down team sabre" ?
Although, I saw another bug when it failed to download PS3 cover it just cancel everything. It forgot to remove it when i was debugging it.
Anyway, I know I didn't write this function very well, I assumed some stuff to be always true, so i didn't add any condition to go forward in the code, but I think that one of these assumption was "false", so one of these caused ur issue. Same mistake I did with the "get_ID" in the previous version which was causing some freeze... Anyway, If you agree, i'll send you in private a beta of the 1.28 to see if it fix this issue.
 
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Use your mamba can not find psp savedata, compared to the value of psp_savedata_patch3 different, modified (0x450C - 8) can be found savedata

My cfw ps3ita 4.75
 
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I saw this error and I though I fixed it. Sry, my bad... it look like i'm loosing my mind.

Thank you.
 
Personally i think this new app should be frontpaged, because is the first app that allows to create those PS2 CONFIG files
The only reason for not frontpaging it is the actual version is in a alpha stage... but still i would do it because is very important

Those config files are the best way to increase game compatibility with the official emus
Also, the most people knows about how to create them... it will increase the chances for the community to find correct settings for specific games that are problematic, and all those new found config files will become public and will benefit the whole scene... in few words, more people making experiments = more chances to sucess

-------------
Btw, the app seems to be x64 bits only (no worky on windows x86 peasant race)
 
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Personally i think this new app should be frontpaged, because is the first app that allows to create those PS2 CONFIG files
The only reason for not frontpaging it is the actual version is in a alpha stage... but still i would do it because is very important

Those config files are the best way to increase game compatibility with the official emus
Also, the most people knows about how to create them... it will increase the chances for the community to find correct settings for specific games that are problematic, and all those new found config files will become public and will benefit the whole scene... in few words, more people making experiments = more chances to sucess

I agree @STLcardsWS Can write an article about it ?

Btw, the app seems to be x64 bits only (no worky on windows x86 peasant race)

I didn't know, do you how can i port it to 32 bits computers ?
 
I finaly finished the app to easily create PS2 CONFIG files, I named it PS2 CONFIG editor : https://www.sendspace.com/file/y8ucd6
Source : https://www.sendspace.com/file/iwqxyf

For now, it only write CONFIG files perhaps later i'll add the possibility to read one.
I think i'll integrate in MGZ only the comands without paramters, like it's done in the tab "simple" of the exe :p
Wow, that's awesome man! Should make things easier.

I might look into using this; I am actually currently trying configs on Battlefront 1 and 2 because they both work and are displayed perfectly, but freeze at certain points. I've narrowed it down to certain conditions that make Battlefront 2 freeze such as when a speeder flies by, some maps freeze on the pre-game screen if you select an option other than CTF, and any time the enemy drops the flag it says "The enemy dropped the" and freezes right there. Maybe I'm wrong, but I feel like games like this which have certain conditions that make it freeze can be fixed with a config (had luck fixing Fahrenheit freezes with a config). Is there anything you could add that would make testing generic configs for games quicker/easier?
 
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Everything, I know is written in psdevwiki.
It will be nice if u could share in it your CONFIG to fix any game :p
 
Everything, I know is written in psdevwiki.
It will be nice if u could share in it your CONFIG to fix any game :p

Ah I see.
Hah, I know a config like that doesn't exist, I just mean that for games that are 99% functional with just certain trigger freeze spots probably would be fixable by a custom made config for that game (like Fahrenheit worked for me), as opposed to games where everything is messed up or has massive lag. Your tool will make it easier in making one :)
 
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I didn't know, do you how can i port it to 32 bits computers ?
Dunno, i guess is something you selected at compiling time, but dont worry, is not important at this time
Wow, that's awesome man! Should make things easier.

I might look into using this; I am actually currently trying configs on Battlefront 1 and 2 because they both work and are displayed perfectly, but freeze at certain points. I've narrowed it down to certain conditions that make Battlefront 2 freeze such as when a speeder flies by, some maps freeze on the pre-game screen if you select an option other than CTF, and any time the enemy drops the flag it says "The enemy dropped the" and freezes right there. Maybe I'm wrong, but I feel like games like this which have certain conditions that make it freeze can be fixed with a config (had luck fixing Fahrenheit freezes with a config). Is there anything you could add that would make testing generic configs for games quicker/easier?
Sure, the configs are the way to go :)
And is nice you posted here, i been looking at your edits in wiki time ago, actually the ones you posted for stars wars battlefield yesterday made me think a bit in them, and wanted to talk to you, im going to place your edits here as example for people that are interested in it, and for what im going to say
http://www.psdevwiki.com/ps3/index....bility_List&curid=4657&diff=43600&oldid=43592
http://www.psdevwiki.com/ps3/index....bility_List&curid=4657&diff=43601&oldid=43600

As you said, most of the times what fails is an small group of "features" of the game, it can be something so generic as the video or audio decoding used in the cutscenes (i bet there are lot of games with this problem)
And other times it can be "assets" or resources of the game... things like visual effects from the game engine, the usage of particles or clouds, explosions, etc... whatever

For your star wars games this is the case... there is something that is failing that happens in some specific levels (but not all, the others that doesnt uses whatever is failing works fine)
It can be something like you said... "flying soldiers" lol... just because they throws some particles at the back or whatever
What i think is those two star wars games probably uses the same game engine, the problem is the same, so probably the "fix" is the same too, in case someone finds a config to make one of them work... the other probably will work too with a similar config

Also, just as a note, iirc... there was one of the silent hill games that @mysis was able to "fix" it by disabling something... the problem happened in a specific room (in one of that "silent hill moments" when the enviroment changes from normal--->to gore)
It seems there was some light effect in that scene that made the game crash... by removing the effect the game doesnt crashes... visually is not a perfect "fix" because looks there is something wrong but is good enought
Maybe this trick of removing an effect is the only way to make it work (so is the best we could get from this game), or maybe is a good start point that is giving us a hint to continue researching into how to make a better config (instead of removing the effect maybe is posible to configure it better, this is something hard to know at this point)

And the last btw...
The fact that sony rellies in that CONFIG files to "fix" some specific games should be enought to convince everyone that this is the way to go... they coded the emulators and they really "needs" to use the config files... this is because there is not a better way to do it, is the best they could do :)
And the fact that there are some games that has not been published in PSN as "PSOne classic", "PS2 classic", or "PSP remaster" is not strictlly because they could not make them work, probably there is some way to make most of them work, but there are 2 reasons why sony didnt published them
1) To publish a game it needs to run 100% perfect !!!... a 99,9% is not aceptable for sony (but for the scene it is good enought)
2) To publish a game there must be an agreement between sony and the company that owns the licenses, trademark etc... from that game. This is not posible if those game companies doesnt exists actually, or if the company is not interested in publishing it again because "the product is not good enought for the actual quality standards of the company (like the star wars battlefield games, i bet even is sony asked them to publish them they would have said "no, thx sony but we are not interested")
 
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Is there anything you could add that would make testing generic configs for games quicker/easier?
Yesterday i got an idea but is a bit stupid, im going to post it anyway because maybe could work for some games but i dont really think it worths the effort to code this

The app could have an "official command values database" to offer those values to the user optionally
As example... if the user clicks in "add command 0x20" the app could offer a list with the values that has been found valid for command 0x20 of official CONFIG files taken from PSN games
Of course, this info should be taken from a collection of CONFIG files (that should be included in the app)

I hope i explained it well, but as said initially.... this is a bit stupid, most of the times if you take a value from a game and use it in other game completlly different is not going to work, only could work in specific cases (as example when the games shares the same "game engine", or has been made by the same "game company")
 
I want to add a button "[?]" to show an example from psdevwiki & to add some additionnal informations about the command
The info is a good idea, we are so desperate that any info could help :D (and this is how the idea i explained in my previous message came to mind, lol)
For the PC app you could use external .txt files to allow the users to add his own info based in his/her tests, at some point they can report it back and eventually become "official" info for the next releases

Edit:
i mean specific info for every one of the commands, this is what could be reported back based on research other people does, is better to keep it open and dont subestimate users, there is people out there very smart or/and very insistent when doing tests

The whole CONFIG file itself could have another description... about what the whole config "fixes" and the quality of that "fix" (specially useful for the kind of "fixes" i mentioned before where the game is not completlly fixed, but is playable)
But for this description is needed to use another file... or imagine a way to "concatenate" that info on top or bottom of the official CONFIG format, and crop it at runtime
 
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Hmmm, another idea (im on a disturbing strike)
Did you try to create a frankenstein CONFIG file with an added command 0xFF at bottom ?

There are 0x50 known commands for PS2, the description of the whole CONFIG file could be added in a "custom" command bigger than 0x50, and to make room for sony is better to use the biggest one 0xFF (because maybe there are more than 0x50, or eventually they could implement more new commands, thought at this point is not much probable but anyway...)
Because the command 0xFF is not official... the emulator is not able to read it (or if readed maybe is ignored)... so is not going to crash the emulator.... and this means there is no need to remove it at runtime

Maybe there is some restriction of size with the CONFIG files though, but i think worths a try because looks like a good way to add a text description without "breaking" the format, instead we would be using one of the "availables" commands
 
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i been looking at your edits in wiki time ago, actually the ones you posted for stars wars battlefield yesterday made me think a bit in them, and wanted to talk to you

Feel free to contact me any time! I don't use the devwiki system at all aside from adding to the compat lists, but you can always reach me here, on reddit (/u/Derf_Jagged), or Discord (Derf#9562 or the /r/PS3Homebrew Discord).

As you said, most of the times what fails is an small group of "features" of the game ... And other times it can be "assets" or resources of the game... things like visual effects from the game engine, the usage of particles or clouds, explosions, etc... whatever. For your star wars games this is the case... there is something that is failing that happens in some specific levels (but not all, the others that doesnt uses whatever is failing works fine).

My thoughts exactly. I believe that the "Hoth" levels play fine in CTF in both games because they are giant snow fields without many objects/assets in them, and there aren't any special effects on the screen like rain. However, if a speeder aircraft gets too close, it will freeze the game, or if the enemy drops the flag. I believe it's something in the pre-game UI for Conquest or Hunt matches that causes the freeze, because I can play the same level in CTF and it will load. I'm still doing some testing to narrow it down, but these have all been consistent. What's odd is that instead of doing a hard crash/freeze on your PS3, it only freezes the video. Audio still plays in the background normally, so the game is still "running", just what is shown is frozen.

I don't suppose there's a way to see logging on the PS2 emulator?

Also, just as a note, iirc... there was one of the silent hill games that @mysis was able to "fix" it by disabling something... the problem happened in a specific room (in one of that "silent hill moments" when the enviroment changes from normal--->to gore)
It seems there was some light effect in that scene that made the game crash... by removing the effect the game doesnt crashes... visually is not a perfect "fix" because looks there is something wrong but is good enought
Maybe this trick of removing an effect is the only way to make it work (so is the best we could get from this game), or maybe is a good start point that is giving us a hint to continue researching into how to make a better config (instead of removing the effect maybe is posible to configure it better, this is something hard to know at this point)

Right, I think what you're thinking of is Silent Hill Origins, which is the "unofficial CONFIG file", the exact same one that fixed my freeze with Fahrenheit. I wonder if I could delete some special effect files of the game if it would still run so we could see if that's what causes the issue.

Also, is there official config files for PSP games? Battlefront 2 is reported as working on the PSP compatibility list, if there *are* config files, maybe they are similar in structure/function?

I don't really care about actually playing the Battlefront games (I played loads when they were new), I just think it's a good example of heavily-desired games that are 99% functional that could probably be fixed with a config with enough effort.
 
I don't suppose there's a way to see logging on the PS2 emulator?
I dont think because in PS2 mode most of the PS3 firmware has been unloaded (so is not posible to debug with the PS3 related functions)
But maybe there is some way, the PS2 emulator itself should have an official way to debug it, the problem is maybe the debug stuff was removed for release

Not sure, there is other people that could answer this better than me
Also, is there official config files for PSP games? Battlefront 2 is reported as working on the PSP compatibility list, if there *are* config files, maybe they are similar in structure/function?
Yes, in wiki for PSP are named "settings files" but im not sure if this should be considered an official name, we could just name them "config" too like in PS2 emu
But is a different format, and is much better and intuitive, it seems to be because sony implemented this later (after PS2, so they was aware of the flaws of PS2 CONFIG files and for PSP they made it better)
Actually, i think is much easyer to find "fixes" for PSP games than for PS2 because the PSP settings are very explicit, are grouped, every group has a name, and every command has a name too, most of them can be deduced just by reading the command name (though are technicall concepts related with game engines, etc... someone used to game engines or/and 3D design could identify most of them without needed to make any test)
See some PSP samples
http://www.psdevwiki.com/ps3/Emulation#Emulator_Settings
And this ones are the same, but are hardcoded inside the PSP emulator itself
http://www.psdevwiki.com/ps3/Emulation#Special_notes
 
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Yes, in wiki for PSP are named "settings files" but im not sure if this should be considered an official name, we could just name them "config" too like in PS2 emu
But is a different format, and is much better and intuitive, it seems to be because sony implemented this later (after PS2, so they was aware of the flaws of PS2 CONFIG files and for PSP they made it better)
Oh, it didn't occur to me that those settings were the same as the config files since they're so different. I had thought I had seen that Battlefront II was an official PSP remaster, but I was mistaken. I was hoping maybe we could take a look at the PSP config to see if there was any special settings for it that we could replicate on PS2, but there are none because it's not an official title.

Thanks for all the info today, it was very helpful in my understanding in how all this works :)
 
The settings for PS2 or PSP are different because are different machines, different operative systems, etc... but the concept is the same, when the PS3 firmware triggers one of the emulators is needed to pass some arguments to it, one of them is the TITLE_ID of the game, because the emulators has some settings specific for some games hardcoded in them, if a known TITLE_ID is passed to the emu and the emu itself contains some setting for it then is not needed to feed the emulator with settings (so this PSN game doesnt includes a setting/CONFIG file inside the .pkg because the emulator already knows what to patch)
And optionally you can pass the commands we are talking about, that seems to be managed by some kind of "patching engine"
The patching engines for PS2 and PSP seems to be different
By looking at a PSP settings file is not hard to identify what is patching... but trying to "translate" that to PS2 is hard because the PS2 format doesnt gives any info, is just a group of "command-->value" repeated lot of times

This im saying is partially speculative though, could not be accurate
 
The settings for PS2 or PSP are different because are different machines, different operative systems, etc
Right, but if the PSP settings indicated something like "disable fire special effect" to avoid issues with the game, it could be applicable to the other hardware as well. Just thinking out loud, maybe it wouldn't exactly correlate like that. Especially since the PS2 config files are rather mysterious with what the flags do.

Anyways, thanks for putting up with my rambling which is pretty off topic for this thread. Thanks @Zar for making such an awesome backup launcher, and for going outside of the box with so many unique features!
 
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