PS3 [Update v1.05] sMAN vv1.02 : New "Setup" Option in side-menu of new UI by deank

If you have not heard of sMAN already. its a new plugin from legendary developer deank. sMAN combines webMAN (vanilla) and recently developed sLaunch feature (that was a separate plugin complementing webMAN). So what is the difference between webMAN & sMAN, sMAN provides a UI experiance for changing games on the XMB, as seen in the ScreenShot provided directly from the XMB you will be greeted with this new way to mount a game. Prefer the original way? Then deank still has you covered with his original webMAN plugin as well. This update provides a new "Setup" option in the side menu and also completely does away with the "My Games" entry on the XMB and to launch the sMAN (slaunch feature) simple hold the START button on your dualshock controller to launch this new UI from the XMB. See full details in deank's release quote


Update: Deank also released a quick update to version 1.02 offering a few improvements/fixes outlined. Update 2: deank is on fire releasing another update to sMAN with the release of v1.05, note this version changes the START button to L1/R1 to launch the sluanch feature on the XMB, see all changes in the changelogs provided.

sman.jpg

  • sMAN (webMAN + sLaunch)

    sMAN 1.01 (2/192017)
    • 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 (Note: changed to R2/L2 in v1.05 see below)
    Update(1) - sMAN v1.02 (2/19/2017)
    • Changed netiso/rawseciso implementation (external) - use plugin slot #0
    • Fixed crash when trying to load another PS1 title after one is played
    Update(2) - sMAN v1.05 (2/19/2017)
    • 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. The first match of these three will be loaded.
    sMAN resource files are located in /dev_hdd0/tmp/wmtmp/res folder. There are six icons, background and ntfs/net external plugins. You can play with them until the next reboot when they will be restored to defaults.​
    NB: Renaming it to webftp_server.sprx and other stupid things are not supported. :)
    Thanks to @bguerville for his help about loading xmb plugins: http://www.psx-place.com/......

    Dean

Download:

 
@Joonie explained to you about cobra and slot0 plugins. Nothing is ever preloaded - slot#0 was just reserved for mmCM back in the day (for netsrv plugin). Yes, I decided to use external sprx plugins which are loaded dynamically when needed and it allowed me to remove 300-400 lines of code from sMAN, related to net/ntfs threads.
 
I added some extra stuff to sMAN (can't test it before I get back from work):

* At startup sMAN will check boot_plugins.txt to find its location (a line with existing path to */sman.sprx)
* sMAN will check boot_plugins.txt for "slaunch.sprx" and "webftp_server.sprx" and will dynamically unload them to avoid any conflicts with sMAN (it won't touch boot_plugins.txt)
* When sMAN is invoked for a first time or when no content is found it will initiate content scan and will open the setup page automatically
 
Sorry guys but I don't really like the idea of adding all sorts of features to webman/sman.
I believe webman should remain simple & not heavy/fully featured...
If we start adding screenshot/custom combos etc... then what next??
That's originally what wMM is for...
But it is all up to deank I suppose... Lol
 
You mean this version of ntfs/net are .sprx files ?
And this means sMAN should work even in a theorethical cobra without those functions, right ? (in other words, a cobra that doesnt preloads them at slot0)

This opens a few doors to standarization, lets say at some point you return to webman developemnt and use the same method, and aldo implements this too in webman mod and sman mod... at that point we will have 3 homebrew backup managers using the same files externally, and some more homebrews could do the same (multiman, irisman, managunz, etc...), so maybe is better to prepare it now to make it more flexible by creating an intermediary plugin to work as a "file system selector"

The fs_selector.sprx could be added in boot_plugins.txt and just passes the calls to the others that im going to name ntfs.sprx and netfs.sprx, by default it should not load anything though (to avoid conflicts with the ntfs/net support from cobra, and to not load anything at boot)

That selector could be a good way to bring back the EXT filesystem support by making another extfs.sprx external plugin available to be loaded from the selector, not much people used it though, but well... looks doable and an efficient way because it matches with the idea some of you had when decided to separate the ntfs code from ext code to make it more efficient

Edit:
Not sure if what im saying would complicate it more than needed, is just an idea that came to mind and i posted in case someone wants to discuss why or why not
And btw, what happened to rawseciso... could be converted to a .sprx too ?

fs_selector.sprx is a nice concept, but it would increase the number of dependencies.

A "extfs.sprx" is not needed. rawseciso.sprx (aka ntfs.sprx / raw_iso.sprx / sprx_iso in Iris) is a proxy that already can handle extfs, ntfs and potentially other file systems if the .ntfs[ file is created with the list of raw sector sections.

prepNTFS 1.17 can scan ntfs & extfs devices. Only the internal prepNTFS of sMAN / wMM is limited to ntfs.
 
I added some extra stuff to sMAN (can't test it before I get back from work):

* At startup sMAN will check boot_plugins.txt to find its location (a line with existing path to */sman.sprx)
* sMAN will check boot_plugins.txt for "slaunch.sprx" and "webftp_server.sprx" and will dynamically unload them to avoid any conflicts with sMAN (it won't touch boot_plugins.txt)
* When sMAN is invoked for a first time or when no content is found it will initiate content scan and will open the setup page automatically

I use wMM for loading roms :( (and looks neat with png covers lol)

Is there going to be roms support someday in sman? i can wait a year lol 'cause its no pain for me to switch between sman and wmm lol
 
sMAN 1.05 is updated ( http://deanbg.com/sman.sprx | http://deanbg.com/sMAN_1.05.zip )

* Added full support for PS1 games from network (netiso) - until now it didn't support titles with audio tracks or caused crash/blackscreen when loading such title. It was never added to webMAN / webMAN MOD
* On boot, sMAN will try to find its location using boot_plugins.txt. It has to be named sman.sprx otherwise it will issue a warning and net/ntfs/www won't work.
* It will also unload slaunch.sprx if loaded - sadly unloading webMAN/MOD is not possible (because of bad programming).
* When invoking sMAN and there is no content it will initiate scan and will open the setup page.

Dean
 
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I used the word "preload" because i dont know the correct term, is not a load and happenes before, so in plain words i said "preload" but is ok, i will try to avoid using it because is confusing

-----
PS1 netiso has been another surprising feature, good work btw :)
 
sMAN 1.05 is updated ( http://deanbg.com/sman.sprx | http://deanbg.com/sMAN_1.05.zip )

* Added full support for PS1 games from network (netiso) - until now it didn't support titles with audio tracks or caused crash/blackscreen when loading such title. It was never added to webMAN / webMAN MOD
* On boot, sMAN will try to find its location using boot_plugins.txt. It has to be named sman.sprx otherwise it will issue a warning and net/ntfs/www won't work.
* It will also unload slaunch.sprx if loaded - sadly unloading webMAN/MOD is not possible (because of bad programming).
* When invoking sMAN and there is no content it will initiate scan and will open the setup page.

Dean
Hi Dean,
I tried to compile sMAN but the sprx file that I get seems to have some issue, it shows the "sMAN: Not installed properly - Quit" notification
 
You're missing the glued resources. At the moment you need another program to glue the resource folder to the sprx.

Sent from my Lenovo P1a42 using Tapatalk
 
Hi Dean,
I tried to compile sMAN but the sprx file that I get seems to have some issue, it shows the "sMAN: Not installed properly - Quit" notification

I updated the zip with the required program to glue the resource folder. Have in mind that sman.sprx must be <168KB for this to work. 168KB is hardcoded in sman (main.c SPRX_PAD) and in sman_res.exe. You can see how to use it in the "Makefile".

After you have the prx compressed by scetool to sprx, sce_res.exe should output something like this:
Code:
-> sman.sprx - 163812 bytes
Padding: 8220
08:24:43: adding: BDM.png / Size: 16436 / Offset: 217
08:24:43: adding: DVD.png / Size: 14365 / Offset: 16653
08:24:43: adding: PS1.png / Size: 17385 / Offset: 31018
08:24:43: adding: PS2.png / Size: 11706 / Offset: 48403
08:24:43: adding: PS3.png / Size: 13211 / Offset: 60109
08:24:43: adding: PSP.png / Size: 9755 / Offset: 73320
08:24:43: adding: sman.jpg / Size: 58140 / Offset: 83075
08:24:43: adding: sman.net / Size: 4182 / Offset: 141215
08:24:43: adding: sman.ntf / Size: 6496 / Offset: 145397
Resource saved as: res.bin
 
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Mr. @deank , @aldostools

It resolves the error when mounting a game with a path greater than 128,
present in slaunch (webman Mod) https://github.com/aldostools/webMAN-MOD/blob/master/_Projects_/slaunch/main.c#L63

and sMan1.05

you can increase the size of the path in the following structure:
Code:
File: slaunch.h
....
typedef struct
{
char path[128];
char icon[128];
char name[117];
char id[10];
uint8_t type;
} __attribute__((packed)) _slaunch;
....

to modify

Code:
File: slaunch.h
....
typedef struct
{
char path[512];  // It resolves the error when mounting a game with a path greater than 128 characters
char icon[128];
char name[117];
char id[10];
uint8_t type;
} __attribute__((packed)) _slaunch;
....

This causes an error that enveloped by starting another game causes blockage of the ps3

I understand all of this is due to an excessive length of the path, but which was not intentional, but occurred.

I believe we can maintain the compatibility of the two project making this small change.

If not possible, avoid mounting the game with more than 128 characters LEN sending "warning message on the game path exceeds a total of 128 characters."

with gratitude
Thank you for everything you have done you great.
 
@deank....please make all of this .PKG, like multiman or irisman, for easy install....thx.
There is a slight difference though, Irisman uses many loose files & so does webMAN-MOD, however webman or sman only require copying one single binary & editing a text file on /dev_hdd0 to add one path to the list.
It's not exactly difficult & it's quickly done.
To achieve this, deank is using a tool to integrate ("glue") any required resource files like images into the sman binary to keep everything in one single file so the installation remains as easy as possible, just like installing webman.

Also quite frankly, this project is WIP.
Note that there has been various version updates in last 2/3 days, major changes are being made constantly, new important features are added gradually, so TBH I think making a pkg is far from being a priority at this stage.
 
So in wmM I removed all my CUE files as it caused PSX games to show twice sometime back. And games loaded fine simply choosing the BIN or CCD file. Seems sMAN requires me to add those back. I can generate more no issues there but does it support all the other formats besides BIN/CUE @aldostools added support for in wmM? I don't think it will have the double listing of games since it can't detect just the BIN or CCD files now.
 
sMAN needs a BIN file and then checks for CUE to see if there are audio tracks. Most PS1 games require CUE, otherwise ps1 games may not work properly. What other formats?
 
sMAN 1.06n ( http://deanbg.com/sman.sprx | http://deanbg.com/sman_1.06.zip )

* 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 - @Joonie can you check?)
* It supports up to 2000 titles (games/bd/dvd) now

Things look really stable at the moment.

sman_mem.jpg


Dean
 
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