PS3 PSNpatch - Releases / Usage Information (Official Support Thread)

I 've been running into a problem which is easily temporarily solved. For people who count on PSN patch plugin to work with one button combo press or simply don't pay attention this could get them banned. What I speak of happens randomly. Using the PSN Patch plugin and pressing the L3+R3+R2 buttons will sometimes only disable webMAN OR only disable the plugin/CFW sycalls but not disable webMAN. In the upper right corner the notification webMAN disabled will appear but nothing else. You have to do the button combo again for the PLUGIN to work. Sometimes the PLUGIN will be disabled as well but only the webMAN disabled notification will appear and vice versa (PSN patch PLUGIN will work but webMAN won't disable).

You can see where this could be a MAJOR PROBLEM if I didn't press the COMBO again assuming that the PLUGIN worked the first time when only webMAN disabled. Sometimes the notifications won't appear at all but everything will have worked fine. So the problem is with the COMBO not doing everything the on first press and/or the notifications being incorrect, with the former being more common.

I find the best solution is to always press L3+R3+R2 twice to make sure they both worked.
 
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I 've been running into a problem which is easily temporarily solved. For people who count on PSN patch plugin to work with one button combo press or simply don't pay attention this could get them banned. What I speak of happens randomly. Using the PSN Patch plugin and pressing the L3+R3+R2 buttons will sometimes only disable webMAN OR only disable the plugin/CFW sycalls but not disable webMAN. In the upper right corner the notification webMAN disabled will appear but nothing else. You have to do the button combo again for the PLUGIN to work. Sometimes the PLUGIN will be disabled as well but only the webMAN disabled notification will appear and vice versa (PSN patch PLUGIN will work but webMAN won't disable).

You can see where this could be a MAJOR PROBLEM if I didn't press the COMBO again assuming that the PLUGIN worked the first time when only webMAN disabled. Sometimes the notifications won't appear at all but everything will have worked fine. So the problem is with the COMBO not doing everything the on first press and/or the notifications being incorrect, with the former being more common.

I find the best solution is to always press L3+R3+R2 twice to make sure they both worked.

If webman is not unloaded no real arm is done - it will stay in memory but not able to mount games until the next reboot (I always keep webman in memory).

If psnpatch is not unloaded, there is no problem, because you won't be able to connect to psn !
(psnpatch unlocks psn access only if cfw is properly disable and during the threadexit() process.

ah yes .. a way of being sure that psnpatch worked just fine, is keeping the combo pressed UNTIL you hear 1 BEEP
 
I 've been running into a problem which is easily temporarily solved. For people who count on PSN patch plugin to work with one button combo press or simply don't pay attention this could get them banned. What I speak of happens randomly. Using the PSN Patch plugin and pressing the L3+R3+R2 buttons will sometimes only disable webMAN OR only disable the plugin/CFW sycalls but not disable webMAN. In the upper right corner the notification webMAN disabled will appear but nothing else. You have to do the button combo again for the PLUGIN to work. Sometimes the PLUGIN will be disabled as well but only the webMAN disabled notification will appear and vice versa (PSN patch PLUGIN will work but webMAN won't disable).

You can see where this could be a MAJOR PROBLEM if I didn't press the COMBO again assuming that the PLUGIN worked the first time when only webMAN disabled. Sometimes the notifications won't appear at all but everything will have worked fine. So the problem is with the COMBO not doing everything the on first press and/or the notifications being incorrect, with the former being more common.

I find the best solution is to always press L3+R3+R2 twice to make sure they both worked.

Or You can also keep the combo pressed for 4-5 seconds (instead of pressing it twice or more) and you are 100% sure that both worked
 
Hi to all.
I have some questions after downloading PSNPatch about actvating RAP files and spoofing IPDS, CID and PSID.

I read the Kokotonix docs a lot, but still some questions remains:

1: Ive been reading a lot about PSNPatch spoofer so i woudlnt risk my original CID, IPDS and PSID.
But for that to work i have to BUY another CID, IPDS and PSID, right? You cant get any of those codes being valid by generating or risking them (obsiously), so if i wanna be completely safe using PSN on my PS3, i have to buy those new IDs and use PSNPatch to spoof them, making PSN think my console is actually another one, and if i get banned, my original IDs are preserved, is that right?

I found a package that seems legit on Ebay, that sells those IDs from broken PS3 machines, so im thinking of buying them but wanted to ask you guys first just to be sure. You all had to buy those new codes to play your modded PS3 on PSN?


2- My other question is regarding activating RAP files. To be clear, my only interest so far is the RAP file i downloaded on Rebug's Website so i can play my PS2 backups.

A while back i read that to use PSNPatch, you had to install it, but NOT RUN IT. Instead, after installing, i had to create a user account named aa, log into that account, and ONLY THEN run PSNPatch, this would activate any RAP files that i have on my usb stick inside exdata folder

Now i dont find this anywhere. Rebugs site dont mention it, neither does the official Kokotonix documentation (at least i didnt notice it).

Does that mean now i can install and execute PSN patch directly from my main and only user account on the PS3, and will be able to activate, without having to add that extra account named AA?
 
Hi to all.
I have some questions after downloading PSNPatch about actvating RAP files and spoofing IPDS, CID and PSID.

I read the Kokotonix docs a lot, but still some questions remains:

1: Ive been reading a lot about PSNPatch spoofer so i woudlnt risk my original CID, IPDS and PSID.
But for that to work i have to BUY another CID, IPDS and PSID, right? You cant get any of those codes being valid by generating or risking them (obsiously), so if i wanna be completely safe using PSN on my PS3, i have to buy those new IDs and use PSNPatch to spoof them, making PSN think my console is actually another one, and if i get banned, my original IDs are preserved, is that right?

I found a package that seems legit on Ebay, that sells those IDs from broken PS3 machines, so im thinking of buying them but wanted to ask you guys first just to be sure. You all had to buy those new codes to play your modded PS3 on PSN?


2- My other question is regarding activating RAP files. To be clear, my only interest so far is the RAP file i downloaded on Rebug's Website so i can play my PS2 backups.

A while back i read that to use PSNPatch, you had to install it, but NOT RUN IT. Instead, after installing, i had to create a user account named aa, log into that account, and ONLY THEN run PSNPatch, this would activate any RAP files that i have on my usb stick inside exdata folder

Now i dont find this anywhere. Rebugs site dont mention it, neither does the official Kokotonix documentation (at least i didnt notice it).

Does that mean now i can install and execute PSN patch directly from my main and only user account on the PS3, and will be able to activate, without having to add that extra account named AA?

1. You wouldn't be able to generate a valid Id.
I recommend you get the Id from a PS3 you own.

2. Aa user is not needed by psnpatch. You just have to have a valid psn user in your console, as detailed in the DOCS and also detailed by by psnpatch itself if it can't find one in your system.
Psnpatch doesn't need a RAP For ps2, as it generate the proper key when unlocking demos. This is also detailed in the DOCS.
 
So last night I was transferring Soul Sacrifice Delta from PSN from my PS3 to my PSTV. Running Rebug 4.70.1 spoofed to 4.75 (as I can't access PS Store via my normal 4.21.2 Rebug REX Cobra 7.1). Now I have to log onto PSN to transfer my games from OpenCMA to my PSTV. I spoofed my 3.20 PSTV to 3.52 and went to transfer my stuff. Now I rarely use PSN if only to buy digital games. Well I totally forgot to enable PSN access by button combo or the app but I was still able to login to PSN with no issues though it said PSN access was locked. I'm running the latest varaint and thought it was no more then a fluke but rebooted my system and saw the PSN access was locked so again I tried to log in to PSN store without "enabling" via PSN Patch and low and behold I was able to login to PS Store without an issue or unlocking my access. Now I have never played an online game so I didn't try that but why on earth was I able to get into the store while access was disabled with PSN Patch? Does this only lockout online play and not the store? Used SEN Enabler to spoof but nothing more as I know the two conflict.
 
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You should not be able to login into the play station network.
I am not being able to replicate your issue.
I do please ask you to try and explain the most about your system.

Being that you are spoofing your fw version, which Maybe producing some strange issue at the LV1 hyper visor level - where the psn locking is made by psnpatch ...

(I hate spoofing fw version ;) )
 
[MENTION=124]kokotonix[/MENTION]

an interesting question that you don't really answered (i think)
...and if i get banned, my original IDs are preserved, is that right?
is it possible to secure the original ID's by spoofing another valid ID's in the case of a bann?

sorry if this question is is already answered, but i didn't noticed it.
 
You should not be able to login into the play station network.
I am not being able to replicate your issue.
I do please ask you to try and explain the most about your system.

Being that you are spoofing your fw version, which Maybe producing some strange issue at the LV1 hyper visor level - where the psn locking is made by psnpatch ...

(I hate spoofing fw version ;) )

I'll take a video of it tonight. Can also provide dumps if needed. Only reason I used a spoofed varaint is I don't have an 4.75 CFW's.
 
I'll take a video of it tonight. Can also provide dumps if needed. Only reason I used a spoofed varaint is I don't have an 4.75 CFW's.

You should try a 4.75.

Btw: do you have both psnpatch plugin and application installed in your PS3 ?
You should.
 
thanks for your support kokotonix.

sorry but i missed a lot of stuff in the official docs since english is not my main language and there are lots of thechinical terms.
right now this is my situation: i installed the latest version of PSNPatch (2015.7), then i changed system mode to REBUG on Rebug Toolbox, so i could acess cobra TOOLBOX on PSNPatch (select button)
Then i installed PSNPatch plugin, and now i can control it from the XMB, i liked it better this way.

Used the combo button to disable CFW syscalls and webman (msg confirmed PSN access was unlocked), right now im gonna login with my PSN account, and then ill be able to activate the RAP file i want to test.
Since i dont have another PS3 and didnt buy anoither CID, im gonna risk using mine, and if i get banned, ill buy another one and spoof it.
 
You should try a 4.75.

Btw: do you have both psnpatch plugin and application installed in your PS3 ?
You should.

Yes. Im at Rebug's 4.75.1, so i dont need to spoof firmware version, and i always like to leave my ps3 updated regarding its CFW.
And i do have the PSNPatch app and plugin both installed, but will be solely using the plugin from now on. Somehow i feel safer reading the messages on XMB.
 
thanks for your support kokotonix.

sorry but i missed a lot of stuff in the official docs since english is not my main language and there are lots of thechinical terms.
right now this is my situation: i installed the latest version of PSNPatch (2015.7), then i changed system mode to REBUG on Rebug Toolbox, so i could acess cobra TOOLBOX on PSNPatch (select button)
Then i installed PSNPatch plugin, and now i can control it from the XMB, i liked it better this way.

Used the combo button to disable CFW syscalls and webman (msg confirmed PSN access was unlocked), right now im gonna login with my PSN account, and then ill be able to activate the RAP file i want to test.
Since i dont have another PS3 and didnt buy anoither CID, im gonna risk using mine, and if i get banned, ill buy another one and spoof it.

After connecting to the psn, activate your system for game and then reboot. (To re-lock psn access and re-enable CFW).

And NEVER call an home brew nor a modded game when connected to the psn !!!


Edit: my previous message was not for your message (read the quotes) :)
 
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You should try a 4.75.

Btw: do you have both psnpatch plugin and application installed in your PS3 ?
You should.

Yes I have both but I primarily use [MENTION=46]haxxxen[/MENTION] 4.21.2 Rebug REX Cobra MOD v3 7.10 due to my use of CU3 dongle and his PSP fix and a few other really nice tweaks. Only upgrade to grab content off PSN and thanks to the latest plugin that allows for DS4 support I am gonna die with this firmware. I truly don't play online and only use PSN Store for Vita/PS3 games and PSP/PS1 exploit purchases for my PSTV so I'm not really missing much. If online play was of a concern I would use it but I have taken pain staking hours modding 4.70 and 4.21 just the way I like it. Don't really see the need to do so for the occasional game purchase.
 
Okay I've been using the KW lite webMAN and most of the time it won't detect my games on USB drives. If I refresh XMB game list and reboot it works (they show in xmb), but the next reboot after that games wont show up again. I never had this problem when I was using webMAN by itself in the past (before PSN patch). I've tried increasing the memory, increasing the USB wait time (I thought it maybe some conflict at load time when PSN patch plugin is loading along with webMan and so i thought it may not have enough time), etc etc.

I don't think the problem is any of that because as I said sometimes the games will show no problem, regardless of changing those setting from what I've had them at all along when webMAN was by itself. IDK if it's this particular version you chose or what. One thing though is i have a lot of games around 300 and the solution for that is to just increase the memory, but that isn't the problem because sometimes the games on USB show regardless, even if my memory is at standard (the setting I've had to use in the past for 300 games and was successful 100% of the time) like it has been since I changed it from min when i first started using webMAN itself. Perhaps somehow the XML gamelist file isnt being loaded or erased or something, hell idk.
 
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300 games ???
You have invested a lot in gaming.

Any way, as you certainly don't play every 300 games at the same time, I suggest you keep the ones you're playing in webman scanning folders. The others, move them to another folder like GAMES.BAK.


anyway, this is just a webman usage issue. Webman kW lite version is just the lite version, with English language, and every superfluous compiler directive option disable.


Sent from my iPhone Using Tapatalk
 
300 games ???
You have invested a lot in gaming.
Any way, as you certainly don't play every 300 games at the same time, I suggest you keep the ones you're playing in webman scanning folders. The others, move them to another folder like GAMES.BAK.
anyway, this is just a webman usage issue. Webman kW lite version is just the lite version, with English language, and every superfluous compiler directive option disable.
Sent from my iPhone Using Tapatalk

There are many reasons i have that many. One of the main reasons is back in the day I was an official tester for the only scene groups at the specific times that were cracking games, N0DRM, trueblue etc to name a few. So are you saying that your lite version of webman maybe the problem as you might of got rid of a seemingly extraneous operating parameter that handles my specific issue being this wasn't an issue with other webMAN versions?

I understand your solution is to only use the games I'm playing but that really isn't a solution (I already came up with that solution long ago before I knew I could change the memory allocation). I guess I could use a different webMAN but then I would need to disable webMAN syscalls and the other things that lite version already did one at time until I recreate the issue. Knowing that until now webMAN was able to handle and show all my games (300+) on XMB regularly without much problem tells me webMAN lite or psn patch plugin are responsible, hence why I asked you.

EDIT:
PS As I'm more interested in the why (and the fix) than actually playing some of these games I figured asking a dev would of been the best thing to do, perhaps I asked the wrong dev. I could talk to Dean on skype but it's been so long I dont know if he'll want to talk about ps3 stuff.
 
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There are many reasons i have that many. One of the main reasons is back in the day I was an official tester for the only scene groups at the specific times that were cracking games, N0DRM, trueblue etc to name a few. So are you saying that your lite version of webman maybe the problem as you might of got rid of a seemingly extraneous operating parameter that handles my specific issue being this wasn't an issue with other webMAN versions?

I understand your solution is to only use the games I'm playing but that really isn't a solution (I already came up with that solution long ago before I knew I could change the memory allocation). I guess I could use a different webMAN but then I would need to disable webMAN syscalls and the other things that lite version already did one at time until I recreate the issue. Knowing that until now webMAN was able to handle and show all my games (300+) on XMB regularly without much problem tells me webMAN lite or psn patch plugin are responsible, hence why I asked you.

EDIT:
PS As I'm more interested in the why (and the fix) than actually playing some of these games I figured asking a dev would of been the best thing to do, perhaps I asked the wrong dev. I could talk to Dean on skype but it's been so long I dont know if he'll want to talk about ps3 stuff.

The main developer for webman-mod was @aldotools until he left the scene :(

I remember I had also some issues with different webman versions, and one of the reasons may really be different lags produced by more or less parallel running tasks.
Unfortunately I have not invested much time in that.

As I've told in my previous post, some compiler directives were disabled in order to have the minimum code
This should not be a reason for not being able to get a full list of games.
You can try compiling a lite version and test the variances yourself.
I also recommend the webman thread here at psx-place, where you may get the help from more webman oriented devs.

EDIT:

The changes in "webman-mod KW" version are only in the "flags.h".
Being the cobra version bellow (for non-cobra, comment COBRA_ONLY and recompile all - make -B)

Code:
#define ENGLISH_ONLY	1	// uncomment for english only version

//// EDITIONS ////

#define COBRA_ONLY		1	// comment out for ccapi/non-cobra release
//#define REX_ONLY		1	// shortcuts for REBUG REX CFWs / comment out for usual CFW

//#define PS3MAPI		1	// ps3 manager API & webGUI by _NzV_
//#define CCAPI			1	// uncomment for ccapi release
#define LITE_EDITION	1	// no ps3netsrv support, smaller memory footprint

//// FEATURES ////
//#define FIX_GAME		0	// Auto-Fix game
//#define EXT_GDATA		1	// /extgd.ps3?status /extgd.ps3?enable /extgd.ps3?disable (external gameDATA)
//#define COPY_PS3		1	// /copy.ps3/<path>
//#define WEB_CHAT		0	// /chat.ps3
//#define DEBUG_MEM		0	// /dump.ps3 / peek.lv1 / poke.lv1 / find.lv1 / peek.lv2 / poke.lv2 / find.lv2
//#define VIDEO_REC		0	// /videorec.ps3  start/stop video recording (in-game only)
//#define LOAD_PRX		0	// /loadprx.ps3?slot=n&prx=path/file.sprx  (load prx)
#define FAKEISO 		1	// support .ntfs[BDFILE] (fake ISO)
//#define BDVD_REGION		1	// change BD/DVD region
//#define REMOVE_SYSCALLS	0	// remove syscalls on startup and using R2+TRIANGLE
//#define SPOOF_CONSOLEID	0	// spoof idps/psid

//// TEST FEATURES ////
//#define PS2_DISC		1	// uncomment to support /mount.ps2 (mount ps2 game folder as /dev_ps2disc)
//#define NOSINGSTAR	1	// remove SingStar icon from XMB
//#define SWAP_KERNEL	1	// load custom lv2_kernel.self patching LV1 and soft rebooting (use /copy.ps3)
//#define EXTRA_FEAT	1	// save XMB to bmp, eject disc holding SELECT on mount,
//#define SYS_BGM		1	// system background music (may freeze the system when enabled)
//#define USE_DEBUG		1	// debug using telnet
 
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The main developer for webman-mod was @aldotools until he left the scene :(
EDIT BY PATBAT FOR SPACE

Yeah, I just said Dean cause he made it then yeah Aldo did the mods. I was also a tester for Aldo (back when he started making tools for dex machines to be precise). I just thought it weird because sometimes it works fine and other times it doesn't. I would just think once it runs through all the games one time it shouldn't need to do that anymore and all it needs to do is load mygames.xml, until I add/remove a game or change the location of my USB drive(s).

Anyway, I'm not that worried about it enough to compile a new modification of webMAN. I was just interested in the why. I know you suggested just keeping the games i play currently and moving the rest, but I may just use a different version of webMAN, what have you removed or disable (from webMAN) to make it safer (obviously the syscalls are the major thing)? Or can I find those in the above code?

-Thanks
 

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