PS3 [UPDATE] webMAN MOD 1.46.00 - Games mounted from XMB without webbrowser_plugin (using idle_plugin)

Update (2/2/17/) -- v1.46.01
Original Article (Jan 31, 2017)
Plugin development continues on the PS3 for Custom firmware users, this week alone we have seen some new features added lin PSNpatch by KW (w./ Homebrew Blocker) and we have seen deank back with new updates to webMAN that added NTFS Support / a new XMB game loading that no longer uses the web browser trick (webbrowser_plugin), in other words the flash you see when mounting a game on the XMB In,webMAN MOD v1.46.00 the plugin incorporates that function but in a different way, this is due to the differences under the hood of the plugin. As webMAN MOD contain different support for various add-on/features that the original project by deank does not support/contain so the usage and handling of things has to be done differently to fit each project the best, for an explanation that is far better then i could offer i suggest checking out the differences between the implementation by deank and then by aldostools as its very well explained in our forums by
@bguerville .


wmm.jpg


  • Update (2/2/17) webMAN MOD 1.46.01
    • FTP Server uses again the same algorithm on all editions.
      In 1.46.00, the FTP Server in full edition was based on the original webMAN due initial issues with NTFS library. The issue now has been fixed

  • webMAN MOD 1.46.00
    • Games now are mounted directly from XMB without the webbrowser_plugin
    Thanks to deank for the new XMB proxy included in webMAN 1.46
    • Re-structured the project : Moved all the sub-projects to _ Projects _ folder

    via Aldostols

    I have updated wm_proxy, which now is 40% smaller ;) only 2968 bytes.
    SRC: https://github.com/aldostools/webMAN-MOD/tree/master/_Projects_/wm_proxy

    In my tests I had issues opening the Internet Search option (found under Network.menu of XMB). So in wMM 1.46.00, I used idle_plugin, instead of kensaku_plugin or xai_plugin (which is already used by CFW Settings menu). According to psdevwiki, this idle_plugin doesn't have subs in the interfaces, so I guess it is safe to remap it.

    I also omitted the mapping of .rco, because it's redundant (there is one file in dev_flash). This saves a few extra bytes in code.

    webMAN MOD 1.45.11
    • Added direct NTFS support to 'Full Edition'
    • Thanks to deank, freddy38510, bguerville, Zar, Joonie, Estwald.
      • Added support for auto-mount game when an USB drive is connected
        • 'Check for AUTOBOOT.ISO on startup' must be checked
        • The USB drives to be checked are the ones selected in /setup.ps3 (except /dev_ntfs)
        • The game must be named AUTOMOUNT.ISO or a JB game copied to the root of the drive
      • Added /minver.ps3



Download: via Release Page
 
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To tell you the truth I didn't completly understand what you wrote
He is trying to say that emu is using LV1 syscalls like lv1_open_device (my theory here :p) to open internal hdd by bus_id, dev_id. If we find way to make emu "ask" for different bus_id, and dev_id then probably LV1 just mount it for emu.

Not sure that i'm understandable here, I'm not sure that I understand what @mysis is saying here..
Maybe this help you understand little bit: http://www.psdevwiki.com/ps3/HV_Syscall_Reference#lv1_open_device

emu is asking that way to open hdd, if you change ids to usb then... Something good can happen. :p

All I wrote above is only my theory, not sure I'm right.
 
I tried yesterday, but my google fu isn't so well at finding latest exe of makeps3iso. When I installed nekrovert, i found that it uses a version from 2014. It is called mk.exe in the tools\generators folder. If there is an updated exe, it can be renamed to mk.exe and overwrite original there.

To use that generator, you'd right click the system tray icon, go to settings > Iso gen program > hermes tool

It will do everything but burn the iso. hope that helps :)
 
I am more interested in having debug output on the [PS2] emu

Speaking of the PS2 emu, how did you manage to figure out what was needed for the Silent Hill Origin's config? Was it just guessing based off of other game's configs? I was talking to Sandungas [link] about Battlefront 1 and 2 and how I had narrowed it down to a few specific repeatable conditions that freeze the games (getting too close to certain items, certain events, certain points where the UI causes a freeze). I know that the Origin's fix was to remove an effect that caused white overblending, but how did you manage to figure out that was the cause, and how did you remove that specific effect? Do you think it might be possible to do the same with Battlefront?

Hopefully you do crack it open and find a way to get it to spew debug info, I'm sure that would open the doors for fixing common issues in games. The Battlefront games would be a good starting point if you get debug info working since they're both on the same engine and have very similar issues.
 
Speaking of the PS2 emu, how did you manage to figure out what was needed for the Silent Hill Origin's config? Was it just guessing based off of other game's configs? I was talking to Sandungas [link] about Battlefront 1 and 2 and how I had narrowed it down to a few specific repeatable conditions that freeze the games (getting too close to certain items, certain events, certain points where the UI causes a freeze). I know that the Origin's fix was to remove an effect that caused white overblending, but how did you manage to figure out that was the cause, and how did you remove that specific effect? Do you think it might be possible to do the same with Battlefront?

Hopefully you do crack it open and find a way to get it to spew debug info, I'm sure that would open the doors for fixing common issues in games. The Battlefront games would be a good starting point if you get debug info working since they're both on the same engine and have very similar issues.

Silent Hill Origins was pure coincidence. The fix does not remove any specific effect, it works different. Crashes/Freezes are different than to spickey polygons or gfx issues, and without knowing where and why games crash its not fixable at all.
 
Silent Hill Origins was pure coincidence. The fix does not remove any specific effect, it works different. Crashes/Freezes are different than to spickey polygons or gfx issues, and without knowing where and why games crash its not fixable at all.
Ah, I see. Nice coincidence though, it also fixed Fahrenheit. Thanks for the explanation :)
 

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