PS3 sMAN 1.08n (by deank) - Adds new XMB Intergration Option, Improved ICON/SFO Scanning & more...

One of many legends in the PS3 Homebrew Community developer deank is back with a new progression of the sMAN plugin. We all know deank from projects like multiMAN, webMAN and now the sMAN plugin that has appeared to perhaps replaced (?) the original webMAN (aka webMAN Vanilla) project as now a new feature will allow you to choose between old style of "My Games" with the "XML" Mod, this option is off by default. As seen in the included pic in the release notes, the "XMB Intergration" can be toggled on/off easily in sMAN setup. The dev did not stop there with improving this PS3 Plugin in v1.08n additional details such as improved speed on scanning from external / internal hdd when extracting Game Icons / obtaining info from the PARAM.SFO can be seen with all details of this update​


sman_xmb1.jpg

  • sMAN 1.08n is available:


    sMAN version 1.08n Changes:
    • Added [x] XMB Integration option in setup for people who like the older xmb/xml style (off by default)
    • Improved scan speed from ntfs/internal hdd when extracting icons/sfo
    • sMAN resources in /dev_hdd0/tmp/wmtmp/res will not be overwritten if exist (at least until the next version)
    • Supports up to 2000 titles (even in XMB Integration mode)
    • Still uses the same amount of memory (~2300KB free while idle)


    Dean

    • Developer: @deank
    • Type of Release: A PS3 Plugin for use with Custom Firmware : Such as a COBRA CFW or other CFW types such as (STANDARD) with the ability to boot plugins via external applications ..
    • Short Description: the sMAN plugin takes deank original webMAN plugin and adds the new slaunch feature also developed by deank and merges them into a single plugin that also gives the ability with all the original webMAN features developed by deank.



  • History of Changes

    sMAN v1.07
    • It can be either 10 or 40 games per page. Both layouts can be switched with [R3].
    sMAN 1.06n
    • Some important parts of the plugin are rewritten and optimized to reduce stack usage
    • Returned another 112KB back to fg vsh :) (2316KB free - was 1920KB a month ago without ntfs :) so about 396KB less used)
    • Changed sman.bin to support longer game names/paths/icons - a rescan will be initiated
    • Cleaned some code (about 1000 lines gone after the optimization)
    • Loading games speed improved (at least the perceived speed)
    • sMAN will show the name of the loaded game as popup message (not the filename)
    • sMAN is now properly unloaded when requested (no zombie or dead threads should remain)
    • It supports up to 2000 titles (games/bd/dvd) now

    sMAN v1.05
    • Use [L2+R2] to start sMAN
    • The sprx is bigger (but actually uses less memory) because it contains some glued resources
    • It will use standard PS1/PS2/PSP/PS3/Blu-ray/DVD icons when there is no proper cover/image available
    • This version of the plugin must be named sman.sprx and loaded from (in this exact order):
      • /dev_hdd0/sman.sprx or
        /dev_hdd0/plugins/sman.sprx or
        /dev_flash/vsh/module/sman.sprx otherwise it won't work.​

    sMAN v1.02

    • Changed netiso/rawseciso implementation (external) - use plugin slot #0
    • Fixed crash when trying to load another PS1 title after one is played

    sMAN v1.01
    • Added "Setup" option in side-menu
    • Removed xml generation - no need for custom category_game.xml anymore
    • Removed xai_plugin/idle_plugin usage
    • Added x2 upscale for small images/covers (w/h < 336)
    • Added indication of current group mode (PS3 1 / xxx) under title name/path
    • Removed "My Games" entry from XMB - hold [START] to launch sMAN


Downloads:


Source: PSX-Place.com
 
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Hallo @deank
first of all, thank you very much for this wonderful pice of homebrew. This plugin works very well for me - CECHC04 habib cobra 4.46. Awesome as alway.
I have a questions about modding your plugin. I would like to add some more *.png and one or two *.xml files to the "res" folder to use it in my own sMAN mod.
How can I do this?

Thanks again.
 
guys does sman use files that use webman i see in my tmp folder files like slaunch.bin slist.bin does sman use this files? or this files only for slaunch (integrated with webman)
slaunch.bin is a wMM file, they are not used by sMan. slist.bin isn't used by sman either.
and what about xmb integration in sman? it changes game_category.xml?
Should I make a backup of game_category.xml and game_category_tool2.xml if im on Rebug. If I want to return to the webman?
no changes are made by sman to category_game.xml or category_game_tools2.xml.
and how to edit boot plugins
now it looks like this
/dev_hdd0/webftp_server_ps3mapi.sprx (i think this one old (remained after habib) )
/dev_hdd0/plugins/wm_vsh_menu.sprx
/dev_hdd0/plugins/slaunch.sprx
disable both slaunch and wm vsh menu?
or can i use vsh menu with sman?
wm_vsh_menu was made to run with wMM, it uses wMM web commands which are not implemented in sMan. So features would still work but it makes no sense to use it with sman.

As to boot_plugins.txt, if a file isn't found it cannot be loaded however you should remove bad entries. And imo you should stick to official names & use webftp_server.sprx instead of webftp_server_xxxxxx.sprx.

To use sMan you should delete all your current entries in boot_plugins.txt as they are all wMM related.
 
Thanks for the detailed answer
about the webftp_server_ps3mapi.sprx, I think it has stayed in txt since the days of the old version of Webman, because I never formatted and did not change boot_plugins.txt
now there is no webftp_server_ps3mapi.sprx file in my hdd because im on rebug and on latest wMM 1.47.03 which is loads from dev flash i right?
thanks again now im going to try sman :)
 
Hallo @deank
first of all, thank you very much for this wonderful pice of homebrew. This plugin works very well for me - CECHC04 habib cobra 4.46. Awesome as alway.
I have a questions about modding your plugin. I would like to add some more *.png and one or two *.xml files to the "res" folder to use it in my own sMAN mod.
How can I do this?

Thanks again.

Just make your changes in the res folder of the source folder tree. Then recompile...
In the makefile, sman_res.exe is called to glue all the files found in the res folder. You should not have to make any changes....
However that would only work to replace existing files obviously.
If you intend to add files then extra processing might be needed in the main.c.
For instance, the xml is produced by code located between line 1000 & 1200 of main.c.

Atm there is a no xml in the res folder so I am not sure what you wish to do....
 
...Atm there is a no xml in the res folder so I am not sure what you wish to do....

Thx
I have an extra entry in my games column for my led-mod
so i have to add some *png and one *xml file to res folder.

I have try to change this line in main.c
Code:
if(res_files!=23)           // sanity check
but it didn't work. Fatal error at first start.
 
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Thx
I have an extra entry in my games column for my led-mod
so i have to add some *png and one *xml file to res folder.
So I suppose you will have to modify the xml production in order to create that new entry.

Edit: the sanity check should indeed be changed to reflect the total number of res files. Also atm, deank uses 158kb as offset for the start of the sprx (padding), depending on what files you are adding, you might need to tweak this value both in main.c (line 4647 in the 1.10 version I am currently looking at) & in the makefile (see the parameter used by sman_res.exe).

Regarding the xai_plugin modifications, @jjolano is proposing this project https://github.com/jjolano/prxmb.
Such concept may unify the manner in which we remap the system plugin. If scene devs adopt it, your led project may also benefit from it...

I think jjolano's project might be a very good idea for everyone wanting to use system plugin features.

@deank @aldostools @kokotonix @Zar @Joonie
What do you guys think?
 
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So I suppose you will have to modify the xml production in order to create that new entry.

Already done :) but it needs a lot of extra lines in main.c
i think its better to add this file as "res" file.


...Regarding the xai_plugin modifications, jjolano is proposing this project https://github.com/jjolano/prxmb.
Such concept may unify the manner in which we remap the system plugin. If scene devs adopt it, your led project may also benefit from it...

My led mod is almost finished. Just need to add this files to sMAN.
 
Already done :) but it needs a lot of extra lines in main.c
i think its better to add this file as "res" file.
That's up to you, both ways are valid.
You could create a led.h file with your xml production code instead of adding directly to main.c.
Modifying the xml production is probably easier in practice but using resources is fine too & keeps the code cleaner...

Btw I edited my previous post to comment on your problem with the res_files variable check.

My led mod is almost finished. Just need to add this files to sMAN.
I spoke about this prxmb project because most of us are currently working on system plugins, your led mod, wMM, sMan & I am working on extending the custom xai_plugin... In the future other projects like XMBPD will most likely also be using them. That is a lot of system plugin related development & I think it would make sense to establish a common way to do it especially so that we don't get conflicts between apps using the same plugin. It is currently the case when you replace xai_plugin as you would automatically lose xmb cfw tools...
 
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the FTP tranfert file is realy slow or is it only me ? I'm using only sMAN.
When i'm browsing files it's very fast but when i started a file transfert it took me +5min to transfert 5Mo :s
 
I get 11.2MBs on internal HDD and 7.9MBs for ntfs but mine is wire connection to router

I haven't tried sman, but I have a tutorial in my ps3 tutorials that goes over a wired connection. it's from ur pc/laptop to the ps3 though. u just need to bridge the connection basically.
 
guys does sman use files that use webman i see in my tmp folder files like slaunch.bin slist.bin does sman use this files? or this files only for slaunch (integrated with webman)
and what about xmb integration in sman? it changes game_category.xml?
Should I make a backup of game_category.xml and game_category_tool2.xml if im on rebug анд If I want to return to the webman?
and how to edit boot plugins
now it looks like this
/dev_hdd0/webftp_server_ps3mapi.sprx (i think this one old (remained after habib) )
/dev_hdd0/plugins/wm_vsh_menu.sprx
/dev_hdd0/plugins/slaunch.sprx

disable both slaunch and wm vsh menu?
or can i use vsh menu with sman?

sorry for noob questions)

sMAN uses the files from /dev_hdd0/tmp/wmtmp/res
webMAN MOD uses the files from different paths.

slaunch.bin is an obsolete file used in earlier builds of slaunch.
sMAN now uses sman.bin and sLaunch MOD uses slist.bin

"xmb integration" means that sMAN also shows the games on XMB like webMAN..

In webMAN MOD 1.47.04, the plugins slaunch.sprx and wm_vsh_menu.sprx are moved from hdd0/plugins to hdd0/tmp/wm_res to prevent conflicts with sMAN.

Remember that webMAN MOD and sMAN cannot be used simultaneously.
You have to decide which manager you want to use and use only one of them.
 
Thanks for the detailed answer
about the webftp_server_ps3mapi.sprx, I think it has stayed in txt since the days of the old version of Webman, because I never formatted and did not change boot_plugins.txt
now there is no webftp_server_ps3mapi.sprx file in my hdd because im on rebug and on latest wMM 1.47.03 which is loads from dev flash i right?
thanks again now im going to try sman :)
By default & if enabled in the Rebug Toolbox, webftp_server.sprx is loaded from /dev_flash/vsh/module. However it's possible to disable webman in the Toolbox & start using boot_plugins.txt to load webftp_server.sprx from /dev_hdd0 just like any other CFW.

In any case you should clean your boot_plugins.txt file, it's not good practice to leave old unused entries...
 
I haven't tried sman, but I have a tutorial in my ps3 tutorials that goes over a wired connection. it's from ur pc/laptop to the ps3 though. u just need to bridge the connection basically.
Yea router and wired or wifi make big difference for connection speeds for sure but some people seem to think both should be the same not going to happen wifi has slower speed and interference and legacy issues;)
 
Thx
I have an extra entry in my games column for my led-mod
so i have to add some *png and one *xml file to res folder.

I have try to change this line in main.c
Code:
if(res_files!=23)           // sanity check
but it didn't work. Fatal error at first start.

I updated sman_res.exe in the .zip to support .xml files. If you took a look at the output from sman_res you would notice that the xml files were not included and probably that's why you had the fatal error. It supports *.png/jpg/htm, sman.* and now *.xml. If you compile sman make sure the padding is sufficient (the sprx may grow and sman_res.exe will say "sprx too big") - then you'll have to up the SPRX_PAD in main.c and the parameter in the Makefile (for example set it to 160).

And, yes, the res_files!=23 sanity check must be changed to the number of resource files.

All file names/extensions are case sensitive, so make sure to use ONLY lowercase for the extensions of the new/changed files.

This is the standard output:

Code:
-> sman.sprx - 161116 bytes
Padding to 158KB - 676 bytes
08:35:38: adding: BDM.png / Size: 16436 / Offset: 553
08:35:38: adding: DVD.png / Size: 14365 / Offset: 16989
08:35:38: adding: PS1.png / Size: 17385 / Offset: 31354
08:35:38: adding: PS2.png / Size: 11706 / Offset: 48739
08:35:38: adding: PS3.png / Size: 13211 / Offset: 60445
08:35:38: adding: PSP.png / Size: 9755 / Offset: 73656
08:35:38: adding: rf0.png / Size: 17762 / Offset: 83411
08:35:38: adding: rf1.png / Size: 9629 / Offset: 101173
08:35:38: adding: rf2.png / Size: 9406 / Offset: 110802
08:35:38: adding: rf3.png / Size: 9395 / Offset: 120208
08:35:38: adding: rf4.png / Size: 8580 / Offset: 129603
08:35:38: adding: rf5.png / Size: 9458 / Offset: 138183
08:35:38: adding: sman.jpg / Size: 61942 / Offset: 147641
08:35:38: adding: sman.net / Size: 4265 / Offset: 209583
08:35:38: adding: sman.ntf / Size: 4621 / Offset: 213848
08:35:38: adding: sman.xmb / Size: 3200 / Offset: 218469
08:35:38: adding: sm_e.png / Size: 10313 / Offset: 221669
08:35:38: adding: sm_f.png / Size: 14098 / Offset: 231982
08:35:38: adding: sm_s.png / Size: 8290 / Offset: 246080
08:35:38: adding: www_file.htm / Size: 43 / Offset: 254370
08:35:38: adding: www_foot.htm / Size: 176 / Offset: 254413
08:35:38: adding: www_head.htm / Size: 4159 / Offset: 254589
08:35:38: adding: www_setup.htm / Size: 3104 / Offset: 258748

23 resource files saved in: res.bin
 
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thanks guys for your answers
I asked to know. Is it possible to have both plugins without problems
now i know i can use two boot plugins.txt one with sMAN only and one with
/dev_hdd0/plugins/wm_vsh_menu.sprx
/dev_hdd0/plugins/slaunch.sprx
and switch with them using plugin manager or simple by replacing file using ftp :)

and how do you think guys which is better wMM or sMAN? )))
 
and how do you think guys which is better wMM or sMAN? )))
Better in what respect?
Your question cannot be answered objectively without knowing what's important to you.

This being said, I believe sman to be the future. I expect that some time in the next weeks/months, development will begin on some sort of modded sMan that will bring extra features for those who wish them.
In the meantime, you should either use sMan if you are looking for stable backup managing or wMM If you cannot cope with one or more of its features, it's really up to you. Aldo has been working hard on trying to optimise & "stabilise" wMM & the most recent builds are much better in that respect.
 
I updated sman_res.exe in the .zip to support .xml files.
......
And, yes, the res_files!=23 sanity check must be changed to the number of resource files.

All file names/extensions are case sensitive, so make sure to use ONLY lowercase for the extensions of the new/changed files.
Thank you @deank now it works. So I can keep the code cleaner.
 
I reorganized some parts of the code - also it now compiles with just 2-3 irrelevant warnings (much easier to see what's going on). sman.sprx and sman_1.10.zip are updated.

And as a side note, just for comparison: main.c (webMAN 1.47n) = 8300 lines, main.c (sMAN 1.10n) = 5500 lines. :) For the memory usage we already know (2320KB free with sMAN and 1920KB with wM)
 
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