PS3 [RESEARCH] Playstation Home Developer Build - Information for fixing and modding stuff

I'm building a tool to help me put a package together, based on a pre-defined sceneList, and as part of that, I'm writing a crawler that will verify the existence of all files described in the .scene files. I noticed that there's two different ways (so far) of listing out assets:

* The GAP:TOC method -- apparently used with older builds of scene editor, the XML tags are listed like this
Code:
    <gap:assetFolder name="Assets">
        <gap:asset name="Script_MotelLift" source="file://resource_root/Build/Environments/Home_internal_SCEE/Home_Lobbies/Home_Square/HomeSquare.lua" />
        <gap:asset name="Home_Square" source="file://resource_root/Build/Environments/Home_internal_SCEE/Home_Lobbies/Home_Square/Home_Square_nova.mdl" />
        <gap:asset name="Arcade_Facade" source="file://resource_root/Build/Environments/Home_internal_SCEE/Home_Lobbies/Home_Square/Arcade_Facade/Arcade_Facade.mdl" />
        <gap:asset name="Cinema_Facade" source="file://resource_root/Build/Environments/Home_internal_SCEE/Home_Lobbies/Home_Square/Cinema_Facade/Cinema_Facade_Nova.mdl" />
        <gap:asset name="Home_Square_Distant_Buildings" source="file://resource_root/Build/Environments/Home_internal_SCEE/Home_Lobbies/Home_Square/Home_Square_Distant_Buildings.mdl" />
        <gap:asset name="Home_Square_Hotel" source="file://resource_root/Build/Environments/Home_internal_SCEE/Home_Lobbies/Home_Square/Home_Square_Hotel_nova.mdl" />
        <gap:asset name="marketplace_facade" source="file://resource_root/Build/Environments/Home_internal_SCEE/Home_Lobbies/Home_Square/Marketplace_Facade/marketplaceFacade.mdl" />
        <gap:asset name="Home_Square_1" source="file://resource_root/Build/Environments/Home_internal_SCEE/Home_Lobbies/Home_Square/Home_Square_nova.hkx" />
        <gap:asset name="Home_Square_2" source="file://resource_root/Build/Environments/Home_internal_SCEE/Home_Lobbies/Home_Square/Home_Square_nova.probe" />
        <gap:asset name="home_square_env" source="file://resource_root/Build/Environments/Home_internal_SCEE/Shared_Assets/Env_Maps/home_square_env.dds" type="image" />
        <gap:asset name="home_square" source="file://resource_root/Build/Environments/Home_internal_SCEE/Home_Lobbies/Home_Square/audio/home_square.bank" />
        <gap:asset name="marketplaceDoors" source="file://resource_root/Build/Environments/Home_internal_SCEE/Home_Lobbies/Home_Square/Marketplace_Facade/marketplaceDoors.mdl" />
    </gap:assetFolder>

* The AssetFolder method -- this is used by newer versions of scene editor, it allows for more nesting (think folders) and organizing assets

Code:
  <assetFolder name="Assets">
    <folder name="Base_Assets">
      <asset name="collision" source="file:///resource_root/Build/environments/subway_apartment/subway_apartment.hkx" script_type="collision" />
      <asset name="probe" source="file:///resource_root/Build/environments/subway_apartment/subway_apartment.probe" script_type="file" />
      <asset name="environment" source="file:///resource_root/Build/environments/subway_apartment/subway_apartment.mdl" type="geometry" script_type="model" />
      <asset name="enviromentality.dds" source="file:///resource_root/build/environments/subway_apartment/textures/enviroments/enviromentality.dds" type="image" script_type="texture" />
    </folder>
    <folder name="Scripts">
      <asset name="main.lua" source="file:///resource_root/build/environments/subway_apartment/scripts/main.lua" type="script" script_type="lua" scripted="true" protected="true" />
      <asset name="Playmetrix.lua" source="file:///resource_root/build/environments/subway_apartment/scripts/Playmetrix.lua" type="script" script_type="lua" scripted="true" protected="true" />
      <asset name="Jamin.lua" source="file:///resource_root/build/environments/subway_apartment/scripts/Jamin.lua" type="script" script_type="lua" scripted="true" protected="true" />
      <asset name="OHS.lua" source="file:///resource_root/build/environments/subway_apartment/scripts/OHS.lua" type="script" script_type="lua" scripted="true" protected="true" />
      <folder name="dynfx">
        <asset name="DynFx.lua" source="file:///resource_root/build/environments/subway_apartment/scripts/dynfx/DynFx.lua" type="script" script_type="lua" scripted="true" protected="true" />
        <asset name="DynFx_Libs.lua" source="file:///resource_root/build/environments/subway_apartment/scripts/dynfx/DynFx_Libs.lua" type="script" script_type="lua" scripted="true" protected="true" />
        <asset name="DynFxSetup.lua" source="file:///resource_root/build/environments/subway_apartment/scripts/dynfx/DynFxSetup.lua" type="script" script_type="lua" scripted="true" protected="true" />
        <asset name="ExportedINST.lua" source="file:///resource_root/build/environments/subway_apartment/scripts/dynfx/ExportedINST.lua" type="script" script_type="lua" scripted="true" protected="true" />
      </folder>
    </folder>


I'm not seeing at ton of the AssetFolder variety, though... most scenes so far are using the GAP: stuff.
 
Sharc attack!

It seems the Home devs did not think of everything. So I have spent a while mapping every COREDATA .BAR, DEV_ARCHIVE.BAR and CONFIG_HDK.BAR file. This means I can completely rebuild these BAR files for the dev version, mod any menu I want, bring back removed features, get rid of stuff, make more offline centric menus etc. Full control. We can even just delete all the BAR files and run everything from USRDIR. So could have almost 2000 files ready to mod, only notepad needed, no special tools.

But while I was doing that I noticed that the contents of BAR files are not verified at all, basically the EBOOT just takes the BARs, checks if they are valid BAR files and mounts them blindly. That got me thinking, what if the retail versions are the same. And it turns out they are, So in a similar way to how HFW is created, we can exploit this lack of verification.

If I delete the COREDATA.SHARC file on 1.86, this is the one that holds all the good stuff on retail as there are no DEV_ARCHIVE or CONFIG_HDK files, so if I delete what is basically the whole apps core (50MB+ when extracted). And I simply replace it with a copy of SHADERS.SHARC, 210KB, not really important overall. So what it does it load that SHARC twice, which does nothing basically, its like mounting same ISO twice. Then it will just start looking to the USRDIR folder for COREDATA files..

And as I have fully mapped COREDATA from the DEV version, we can load that directly and mod anything we want without needing to crack SHARC. So this means we can mod loads of stuff if we wanted to on retail versions too. Obviously dev and retail are very similar, they have to be for quality control purposes I guess, so dev is just like retail but with some extra dev stuff on top and a few different urls or keys, but essentially the same it seems. The retail EBOOT is loading hundreds of dev files without one error.

The cool thing is, this is all without the EBOOT touched, so this "exploited" retail version would work on OFW , could be used to load custom lua, flash maybe, copy custom files from USB to HDD maybe idk. If it had been known about 10 years ago it could have been a cool hack. A custom menu that will load on OFW and has a good bit of control, it would have had lots of possibilities back then. :)
 
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Forgot to explain this other exploit that works on earlier retail versions.

So take the retail 1.41 Playstation Home package. Which can be found here. http://nopsn.org/pkg/ps3/?dir=playstation-home/archive. Install it. Then drop this HOST_SVML_WIDESCREEN folder into USRDIR. Optionally then update to OFW.

The retail version will boot into this custom Vita menu automatically, with just these few xmls (svmls) added to the root folder.. Kind of interesting.


On Retail there is no main menu in the app like the dev version, so it literally just boots directly into the Vita Menu. How this works is for some reason if you have a widescreen display, and no PSN account, it will look for a HOST_SVML_WIDESCREEN/EXECPTIONS/NOPSNACCOUNT.SVML file that does not exist, if you create it, then you have taken control of the whole menu.
 

Attachments

Playstation Home 0.97 Demo v002

DOWNLOAD (740MB)

This is a Demo of Playstation Home 0.97 that I was working on a while back, but have got distracted with COREDATA stuff now so just going to release it as is. It's the one with the PSP which was kinda cool in a way. I took the leaked DH build and fixed it up a bit. Feel free to mod it further and repost here.

Here is the Changelog showing what's changed compared to the 0.97 build that was going around, it's really only minor stuff I have done, So don't expect too much, But it took me a while as I had to learn each thing from scratch, there is no info on this stuff that I know of. Lots of mods require multiple files be modded so everything works, Kind of like PS3 FW, so if I add a new option somewhere. Then I need to add text entries to localisation files, add different configurations like for custom cache sizes to another xml. So each thing is like a little puzzle. Also 0.97 is quite different compared to 0.41 or 1.86, so each version comes with its own little puzzles. Super interesting if you are into that kind of thing. If anyone wants to know more about anything ask me here.
  • Resigned EBOOT so it will boot on HEN and CEX. This is what I use for that with scetool to resign Home developer SELF files for HEN/CEX. It works.
    Code:
    scetool -l 72F990788F9CFF745725F08E4C128387 --sce-type=SELF --compress-data=TRUE --skip-sections=FALSE --key-revision=04 --self-ctrl-flags=4000000000000000000000000000000000000000000000000000000000000002 --self-auth-id=1010000001000003 --self-add-shdrs=TRUE --self-vendor-id=01000002 --self-app-version=0001008600000000 --self-type=NPDRM --self-fw-version=0003004000000000 --np-license-type=FREE --np-content-id=EP9000-HOME00097_00-HOME000000000001 --np-app-type=EXEC --np-real-fname="EBOOT.BIN" --encrypt "EBOOT.elf" "EBOOT.BIN"
  • Modded main menu so it says "Press Start for Online Mode", before this was kind of a hidden mode with no mention of it on screen. Pressing X starts online mode so it was easy to get stuck in online mode and need to quit game and start again.
  • Fixed all posters and screens to show official content. I just used static images on the video screens as too many videos caused RAM issues on 0.97. 0.97 is also very fussy about video format compared to later versions. It's like main profile 2.0 h264 only or something like that.
  • Fixed all SDC files (simple xml descriptions) so names and icons are showed where they should, this means the PSP favourites menu can be used to jump scenes. You just need to visit each scene once and add it as a favourite. (or use my save file found inside USRDIR/SAVEDATA)
  • Fixed scene links so you can leave apartment, jump to square, then jump to lots of places from there. Before you needed keyboard to go anywhere with console commands.
  • Added Red Bull Air Race Scene and Minigame, you can access these by walking up to the Red Bull poster in the Square.
  • Added ability to put 6 custom Apartment wallpapers into USRDIR/WALLPAPERS/. It comes with 6 placeholders already set up. Also added a few wallpapers that were in 0.31 and 0.41 but removed in later versions.
  • Fixed the Cinema, so you can enter it, and then enter 10 different screen rooms from there. These all read from different scene files. All of these locations can be added as favourites.
  • I had started adding Siren Ward of Despair Minigame, but it has some issue and I never got around to fixing it. If someone wants to take my working Siren pkg and figure out where I messed up and release a fixed pkg, work away. The scene loads, but not the game, its probably just a file missing or something simple.
  • A few patches to the EBOOT to prevent stupid errors that make no difference.
  • There probably are some other little things, I forget now.

We can also do mods on the virtual XMB easily enough. I brought back a removed option to swap O and X (visual only), and more stuff. Just cos why not. I can explain those mods in a separate post if anyone is interested, it's similar to PS3 XMB mods, just a different format.

I checked a while ago and there are about 30 more scenes available that will work with 0.97 without doing anything special, It supports scenes at least up to 1.10 HDK and probably some from even higher HDKs depending on what functions they use.

After that we could also try use HDK to update a 1.10 scene to 1.86, then compare the differences and see if we can reverse the process on other scenes to downgrade them. AFAIK the HDK only offers the ability to upgrade scenes for newer versions, not downgrade. So it will need to be done manually for now afaik.

Anyway, this is really unfinished but its better than nothing.

Here are all the possible console commands. not documented what they all do. Lots of cool stuff though. Press select ingame to bring up the console. You will need a keyboard.

upload_2022-9-19_14-31-40.png
 
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That's cool! I'm back after a few day's break, and I made some progress on my config check — it now parses through all the .scene files and reports everything that is missing. I wanted to run it through this build, but how do I convert it back into the base files? I guess I could install it on rpcs3 and extract the folder that way, but is there an easier way?
 
That's cool! I'm back after a few day's break, and I made some progress on my config check — it now parses through all the .scene files and reports everything that is missing. I wanted to run it through this build, but how do I convert it back into the base files? I guess I could install it on rpcs3 and extract the folder that way, but is there an easier way?
Great, that would be so handy. To have an asset verifier. Is it grabbing the UUIDs for objects from further down the scene file too and checking for those? Each object UUID in the scene file should have a folder in USRDIR/OBJECTS/, inside that UUID folder there will be a resources.xml with another list of required files. These will be related to minigames and anything really. Almost every type of ingame object will have a UUID folder. It's kind of how everything is linked up.

For Source of that pkg, here it is in a zip. You can build an identical pkg to the one above by putting that HOME00097 folder into True Ancestor PKG repackers game folder and selecting option 1 fast pkg. Or just right click it with ps3tools installed.

There is a good bit missing in this build when it comes to object anyway, but it would be nice to have a proper list. There must be a lot of stuff in the 20GB build that will work here too.


DOWNLOAD
 
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Great, that would be so handy. To have an asset verifier. Is it grabbing the UUIDs for objects from further down the scene file too and checking for those? Each object UUID in the scene file should have a folder in USRDIR/OBJECTS/, inside that UUID folder there will be a resources.xml with another list of required files. These will be related to minigames and anything really. Almost every type of ingame object will have a UUID folder. It's kind of how everything is linked up.

For Source of that pkg, here it is in a zip. You can build an identical pkg to the one above by putting that HOME00097 folder into True Ancestor PKG repackers game folder and selecting option 1 fast pkg. Or just right click it with ps3tools installed.

There is a good bit missing in this build when it comes to object anyway, but it would be nice to have a proper list. There must be a lot of stuff in the 20GB build that will work here too.


DOWNLOAD
Awesome, thanks for the link. Right now it's only checking for assets by verifying the contents of the source:// tags, but I can add more functionality to check the UUID stuff... that should be fairly easy now that the main crawler is done.
 
Brilliant. If you implement a check for UUIDs, You could take it a step further then and have a special check for a *screenlinks.xml in the scene resource list, then check that to see if either the screen link URLs work (rare), or if files with the same names exist in a different folder, like the 30GB build. Depends how far you want to go with it, something is needed badly though.

I have folders with every mp4, every dds, every efx, every mdl, so its easy to search those when I come across something missing. I just pulled them all from the 30Gb build.

Here is a folder of mapped objects. Can be handy to search there if you need a UUID folder.
 
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There is a console command shothires that can be used to create screenshots at really high resolutions up to like 6k or even more. It does not seem to be mentioned in any HDK documents, but I seen a reference to it in a few EBOOTs so I tried it.

It seems to work best on newer versions but more testing is needed.

Here is a normal screenshot, 1280x720p, taken via XMB or via console command shot

upload_2022-9-19_23-24-52.png



Here is a screenshot taken with console command shothires my.tga 4 2

upload_2022-9-19_23-5-9.png


Note:
I have resized the second one down to 1080p from 5120x2880 and its still easy to see the difference.


Usage:

After the filename. The first number is the resolution multiplier:

2 = 2560x1440
4 = 5120x2880

I have not even tried any higher than that yet.

The 2nd number is the samples per pixel:

2 = 4 samples
4 = 16 samples
8 = 64 samples.

What I know so far is with shothires 4 2, it will make an approx 240MB temporary file in USRDIR called HIRES.TMP, then it will take a couple of minutes to create an approx 60MB TGA file. If I use shothires 4 4 it will take about 20 minutes to create the TGA using a 950MB temp file. I did try shothires 4 8 once but it was gonna be big and take forever so I powered off console, probably a 4GB temp file at least.The first one shothires 4 2 already looks great anyway so I'm not sure how much better it will get with these old textures.

This also removes any GUI layers, so it removes pop ups about controls, tips, and the whole console which was on the screen when I took that screenshot. I guess this is what Sony would have used to create promotional material. The only thing it does not remove is the player name, but this can be disabled in game options anyway.
 
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i did not know that there were that many. i never knew about Home untill recently. keep up the good work, boss.
Yeah its an epic sized project by Sony that was really ahead of its time. I don't actually know how much content there was/is in total, possibly hundreds of gigabytes if you include different versions of stuff, different regions. I would say its Sonys biggest single playstation project ever? I don't know. Is there anything else that comes close.

Like aldo said once they probably only shut it down because people spent too much time on it. Yes they made some money selling high end furniture and stuff, but if millions of people are spending time on their FREE PSN network, using only FREE spaces and FREE minigames, they probably thought they were really missing out, and for that to keep growing into a bigger and bigger system with more and stuff as companies create free promotional minigames to promote their own brands, they probably realized it was not a profitable path overall.

I bet they will release a Home 2.0 at some point soon enough on PSRV2 or later, but it will be far from free. Maybe "free to play".



IMPORTANT URL : 1.86 TSS xml File:

Code:
https://secure.cprod.homeps3.online.scee.com/tss/coreHztFmpQrx0002_en-US.xml
 
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I'm doing some tweaks on the asset validation stuff, mostly because asset management is such a mess. Here's one of the notes I commented on the tool

<# The source attribute of the asset element indicates the location of the file
There's no consistency on how that's declared -- The following are all valid
source="file:///resource_root/Build/environments -- notice the 3 slashes
source="file://resource_root/Build/environments -- only 2 slashes
source="environments/ -- no file prefix at all

Some scenes are stored outside of build/environments (straight on the root), and that's ok!
source="file:///resource_root/CasinoMain/

I can only imagine the amount of work the app has to do to find all these references. From the looks of it, file://resource_root is just a pointer to USRDIR, but I don't know what to make of attributes that don't use file://resource_root. Maybe I should treat those are broken references?
 
Yeah, for now just assume they are all valid and all point to USRDIR/

We do need to do some testing there though. There are also paths that start with {CONTENT SERVER] or [BUILD ROOT]. This can change depending on where its ran from, what the CSO (contentserveroverride) is set to in HUBSTARTUP.TXT, and whether the use offline content flag is set in HUBSTARTUP.TXT.

For now the easiest thing to do is just assume they all point to USRDIR for now. I think when running it via pkg locally on the console this will work 99% of the time.
 
Here is build of 1.00 I was working on while I learned a bit about it, Each version works quite differently. 1.00 did not have an offline mode, but I added the Vita proof of concept menu onto it and enabled an offline mode via a SVML mod. It was possible to get into offline mode on 1.00, but it required a keyboard, now that is no longer the case.

This build is also not "finished" but currently I have moved onto researching the GDC demo build so just gonna release this as is in case anyone else wants to look at it or add to it. I might come back to these later versions some time.

I enabled this offline mode by using a line of SVML that would normally be on the server.


Playstation_Home 1.00.17 Developer Build 303.002 Mod
DOWNLOAD
 
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I have the 0.41 GDC demo build of Playstation Home booting on HEN and CEX. It is really a super interesting build. After spending some time playing it and mapping the NPBOOT.BAR/CHARACTERS.BAR/DYNFILES.BAR, it's fairly obvious that Home was originally going to be aimed at a more adult audience.

Some of the things I noticed about 0.41 so far:
  • The graphics are more realistic, Less cartoony
  • It runs in 1080p mode
  • Frame rate is great compared to later versions like 0.97
  • Bigger brighter spaces.
  • Slower pace, in newer versions you jog everywhere, in this you walk.
It really feels like a completely different game, Such a shame this happens to these projects, the devs have big ideas, but then by the time it gets to release half of it has been cut out for various reasons. Just like what happened with Gaia too.

I really think 0.41 has real potential, and maybe we can even get LAN mode working. At the moment I am just opening it up for modding by mapping all the Core Data. Currently going very well, it is now running without NPBOOT.BAR and CHARACTERS.BAR or DYNFILES.BAR.

Also it had issues where it would freeze at the main lobby (PS3 and RPCS3). I have fixed that. I'm just working on adding an offline mode button to main screen and fixing up some other small things and it will be ready for others to try. A real piece of PS history IMO.

upload_2022-9-28_12-12-56.png


upload_2022-9-28_12-13-43.png upload_2022-9-28_12-14-25.png upload_2022-9-28_12-15-19.png upload_2022-9-28_12-15-55.png upload_2022-9-28_12-16-34.png upload_2022-9-28_12-17-3.png upload_2022-9-28_12-18-2.png upload_2022-9-28_12-19-17.pngView attachment 38611
 
Great, that would be so handy. To have an asset verifier. Is it grabbing the UUIDs for objects from further down the scene file too and checking for those? Each object UUID in the scene file should have a folder in USRDIR/OBJECTS/, inside that UUID folder there will be a resources.xml with another list of required files. These will be related to minigames and anything really. Almost every type of ingame object will have a UUID folder. It's kind of how everything is linked up.

For Source of that pkg, here it is in a zip. You can build an identical pkg to the one above by putting that HOME00097 folder into True Ancestor PKG repackers game folder and selecting option 1 fast pkg. Or just right click it with ps3tools installed.

There is a good bit missing in this build when it comes to object anyway, but it would be nice to have a proper list. There must be a lot of stuff in the 20GB build that will work here too.


DOWNLOAD

Ok, so at least on the build I'm using, the majority of scene files don't have a reference to UUID... Either it's that and blank, or not there at all. I did find the resource files under USRDIR/OBJECTS, but I think I'm going to crawl/verify those as they are, one at a time, instead of through references from the .SCENE files.

upload_2022-9-28_8-8-20.png
 
Yeah, That is an issue. See I have learned since getting into all this that the 20GB Destination Home builds, and the 4GB and 30GB HHQ build all have loads of removed object UUIDs, if they were not working fully they removed them as they didn't want non working pop ups showing up apparently. It's a bit of a shame really as for me it makes all those files kinda useless.

They deleted UUID from scenes files and deleted the objects from the objects folder, If they had just disabled them in better way it would have saved us so much time. Like adding "disabled" to the end of the UUID or something simple.

They have had mods done to them to remove official stuff, and we really have no way to know what that removed stuff was without going back to the SDATs and starting again. Really I think it needs to be done in a more methodical way from the start, rather than disabling stuff if it does not work, fix it instead or remove the scene completely and label is as partially working. Put it into a Beta build or something separately.

We basically can not trust any of those files now, These were bad habits that started with Destination Home and were never fixed since, probably never will be by them, they have stated they don't care about offline or any of that, and will now only work on the encrypted retail sharc version now (so they can keep full control over it obviously)
 
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Yeah, That is an issue. See I have learned since getting into all this that the 20GB Destination Home builds, and the 4GB and 30GB HHQ build all have loads of removed object UUIDs, if they were not working fully they removed them as they didn't want non working pop ups showing up apparently. It's a bit of a shame really as for me it makes all those files kinda useless.

They deleted UUID from scenes files and deleted the objects from the objects folder, If they had just disabled them in better way it would have saved us so much time. Like adding "disabled" to the end of the UUID or something simple.

They have had mods done to them to remove official stuff, and we really have no way to know what that removed stuff was without going back to the SDATs and starting again. Really I think it needs to be done in a more methodical way from the start, rather than disabling stuff if it does not work, fix it instead or remove the scene completely and label is as partially working. Put it into a Beta build or something separately.

We basically can not trust any of those files now, These were bad habits that started with Destination Home and were never fixed since, probably never will be by them, they have stated they don't care about offline or any of that, and will now only work on the encrypted retail sharc now (so they can keep fully control over it)

Dang it! Yeah, I've been seeing signs of people changing things without being particularly methodic, but I wasn't expecting stuff to be outright broken, not to this extent anyway. I've only started going through the resources.xml files, but I was already looking for a way to tie them back to the parent resource (since I wasn't finding the UUID values in the scenes). I'll expose some of the inner properties (like object name and type) to see if that helps us put things back together.

I can also compare the other two releases you put out to see if they have different UUIDs available. It might be a matter of stitching them all together...
 
Yeah, That is an issue. See I have learned since getting into all this that the 20GB Destination Home builds, and the 4GB and 30GB HHQ build all have loads of removed object UUIDs, if they were not working fully they removed them as they didn't want non working pop ups showing up apparently. It's a bit of a shame really as for me it makes all those files kinda useless.

They deleted UUID from scenes files and deleted the objects from the objects folder, If they had just disabled them in better way it would have saved us so much time. Like adding "disabled" to the end of the UUID or something simple.

They have had mods done to them to remove official stuff, and we really have no way to know what that removed stuff was without going back to the SDATs and starting again. Really I think it needs to be done in a more methodical way from the start, rather than disabling stuff if it does not work, fix it instead or remove the scene completely and label is as partially working. Put it into a Beta build or something separately.

We basically can not trust any of those files now, These were bad habits that started with Destination Home and were never fixed since, probably never will be by them, they have stated they don't care about offline or any of that, and will now only work on the encrypted retail sharc version now (so they can keep full control over it obviously)

I don't want to think wrong or bad of people, but this "decision" of removing the UUIDs was not to disable stuff, but to throw mud at other devs trying to pick up the work that's been done, like you @DeViL303, @marciolsf, etc.

Pure scene drama at its best.
 
I can also compare the other two releases you put out to see if they have different UUIDs available. It might be a matter of stitching them all together...

OK, The small demo builds of 0.97, 1.00 and 0.41 that I put out really don't have much content like objects, almost none. and due to how old they are they will probably never be complete at this stage. We are probably not going to get a load of 14 year old caches at this stage that will work on 0.97/1.00

We do also have versioning to worry about to some degree, EFX files can be too old or too new to run I have found, even on 0.97, the Red bull race has some effect not working, Home LUA has changed over the years too, even when I tried to load some clothes from 0.31 onto 0.41 I had issues with the MDL files being different. It's a bit of a mess. Ideally someone would release a tool that can decrypt the latest versions and then we could fix all the broken stuff and get into proper preservation.

For now I am just trying to get a better understanding of each version, the differences, and all the while I am mapping COREDATA/NPBOOT so we will have this massive database of files to pull from.
 
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