webMAN MOD

PS3 webMAN MOD - General Information Thread 1.47.48q

Yep, most browsers prohibit the use of the file system api for this very reason... hence existing workarounds, sometimes limited, to a sandbox or similar...
I tested a couple of javascript workarounds for Firefox but our silk browser does not seem to like those.

It looks like implementing POST might be the only solution for variables over 2048 bytes here.

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Without details of what you're trying to do it's hard to give ideas, but another option to consider is to use a CGI or a web service that receive the value from the browser (e.g. a server on the PC or a public server with php or ASP.NET) and generate the file that you need to download.

Then use your new /download.ps3 command to get the file.
 
Without details of what you're trying to do it's hard to give ideas, but another option to consider is to use a CGI or a web service that receive the value from the browser (e.g. a server on the PC or a public server with php or ASP.NET) and generate the file that you need to download.

Then use your new /download.ps3 command to get the file.
As you probably already read in another thread, I have got a nice little text editor going.
I have included it in vsh_menu file manager & wMM file manager to edit txt, log, cfg or even xml. It's working nicely using GET but of course that only works for tiny files.
If the aim is to edit boot_plugins.txt, it's fine but when trying anything bigger the size will not allow it.
Using cgi, SSI or asp.net/jsp is not really an option for this...
So now it is either leaving it as is with a serious limitation or implementing POST in handleclient().

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Ok. Now I understand what you're intending to do :)

Honestly, I don't think anyone would use a PS3 to edit a program or redact a letter.
IMO leaving it as it is -with the "serious" limitation of 2kb- is more than nothing ;)
Also implementing the POST method into wMM would be another overkill feature.

Anyway 99.9% of the files typically used in a PS3 are binary, and IRISMAN's hex editor can handle them (even the large files).

BTW 2000 bytes is enough to write ~30 lines of 64 characters or a text of 250 to 400 words..
 
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Ok. Now I understand what you're intending to do :)

Honestly, I don't think anyone would use a PS3 to edit a program or redact a letter.
IMO leaving it as it is -with the "serious" limitation of 2kb- is more than nothing ;)
Also implementing the POST method into wMM would be another overkill feature.

Anyway 99.9% of the files typically used in a PS3 are binary, and IRISMAN's hex editor can handle them (even the large files).

BTW 2000 bytes is enough to write ~30 lines of 64 characters or a text of 250 to 400 words..
Came quickly to the same conclusion... [emoji6]
Implementation of POST is definitely overkill for such a tiny feature. It may have been a different story if other commands would benefit from POST...
Also if I add the app_home/xmbm+ toggle feature then there's no reason to edit the xml manually....
So I will leave it as is...
The only thing I might still do is improve the editor UI somewhat as it's just a very crude form for now...

Also while I am at it, should I use "Install" as the action for X pad button for pkg files in vsh_menu file manager?

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Also while I am at it, should I use "Install" as the action for X pad button for pkg files in vsh_menu file manager?

Only if the full version is installed... I didn't include the install/download command in the other editions.
The easiest way to detect it is to check the size of the sprx is >150KB.
The hardest part could be to detect where the sprx is installed.
 
Only if the full version is installed... I didn't include the install/download command in the other editions.
The easiest way to detect it is to check the size of the sprx is >150KB.
The hardest part could be to detect where the sprx is installed.

Detection based on size is fine by me...sprx location would have to be tested in /dev_flash first in case of Rebug then taken from /dev_hdd0/boot_plugins.txt if Rebug's webftp_server.sprx has the .bak extension appended to its name..?
Unless we can use ps3mapi maybe as it's available in Full Edition?

Another option might be to expose a function in wMM (with stub export) so we can interrogate the plugin directly from another executable (self or sprx) ? That could also solve the issue of having to locate webftp_server.sprx...
Or do you think such implementation is overkill also...?

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Detection based on size is fine by me...sprx location would have to be tested in /dev_flash first in case of Rebug then taken from /dev_hdd0/boot_plugins.txt if Rebug's webftp_server.sprx has the .bak extension appended to its name..?
Unless we can use ps3mapi maybe as it's available in Full Edition?

Another option might be to expose a function in wMM (with stub export) so we can interrogate the plugin directly from another executable (self or sprx) ? That could also solve the issue of having to locate webftp_server.sprx...
Or do you think such implementation is overkill also...?

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There are various ps3mapi editions. Maybe it would be easier to poke on a static address of LV1 or LV2 the current edition in wMM when it is loaded, and peek that address when the vsh menu is loaded, then clear the memory address.

That would be just 1 poke on wMM and 1 peek+1 poke on the vsh menu.
 
Hi! Is there a way to run any older "JB" release via WebMAN? Some of them works fine (for example Killzone3, Demon's Souls, Katamari), but some shows black screen or just fall back into XMB (Beyond: TS, Assassins Creed (the very first), SouthPark:TSoT).
Rebug 4.78, WebMan 1.43.25, all games are on internal HDD.
If there is no solution, can I switch from webman back to "multiman way" of running games? I have multiman, but it doesn't mount games anymore (it says: "Game quit: no request event").
Thank you and sorry if these are dumb questions.
 
game quit: no request event is normal. it's part of dex software and means that an application has kicked u out which is what happens with multiman. does the game show up in the games' tier?
 
Hi! Is there a way to run any older "JB" release via WebMAN? Some of them works fine (for example Killzone3, Demon's Souls, Katamari), but some shows black screen or just fall back into XMB (Beyond: TS, Assassins Creed (the very first), SouthPark:TSoT).
Welcome on forum. :) Are you updated from old cfw 4.65 or earlier? If yes then you need to delete game data for not working games (not save, not game, but game data). And your games should start work again.

If there is no solution, can I switch from webman back to "multiman way" of running games? I have multiman, but it doesn't mount games anymore (it says: "Game quit: no request event").
Very important info is needed here. Do you enabled cobra mode in rebug toolbox? In xmb you have multiman or mmCM instead? And which version of multiman you have? Latest?
 
Hi! Is there a way to run any older "JB" release via WebMAN? Some of them works fine (for example Killzone3, Demon's Souls, Katamari), but some shows black screen or just fall back into XMB (Beyond: TS, Assassins Creed (the very first), SouthPark:TSoT).
Rebug 4.78, WebMan 1.43.25, all games are on internal HDD.
If there is no solution, can I switch from webman back to "multiman way" of running games? I have multiman, but it doesn't mount games anymore (it says: "Game quit: no request event").
Thank you and sorry if these are dumb questions.

On top of previous good tips posted here I also remembered that you should replace any previously patched files like eboot.bin by the original release file. Even if you have to update the game again eventually, your saves will be preserved anyway.
Personally I prefer to use Cobra with iso games on external ntfs hdd mounted with webMAN-MOD.

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I have a request.
Can you guys add a feature to webMan so it sets Date and Time automatically every time I turn on my ps3?
I think my CMOS is dead and its getting kinda annoying setting time and date every single time I turn on my ps3. I think webMAN might be able to save a few seconds of mine :)
 
I have a request.
Can you guys add a feature to webMan so it sets Date and Time automatically every time I turn on my ps3?
I think my CMOS is dead and its getting kinda annoying setting time and date every single time I turn on my ps3. I think webMAN might be able to save a few seconds of mine :)

that's not a bad idea. my power has gone out multiple times the past few months, so it would be nice to have the time in sync.
 
Yeah this feature will be great for people like me who don't want to open their ps3 and replace their CMOS

don't worry, my friend. we'll find a way to fix ur issue. for me, it's not so bad, but I have to fix the times on multiple systems. I use my laptop as a reference to keep them all in sync. :p I just fixed my pstv's time doing that.
 
Yeah this feature will be great for people like me who don't want to open their ps3 and replace their CMOS
The good news is that setting the time by code in wMM on the PS3 is easy normally but..... how do you get the current time?

One needs to be connected to Internet to query a NTP Server.
It means that without Internet you cannot set the time...

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The good news is that setting the time by code in wMM on the PS3 is easy normally but..... how do you get the current time?

does the ps3 normally if the timer is broken? the pstv does not. it will ask for the exact time if the power goes out. if the system had a lithium battery, it wouldn't need the internet. that's how my iHome is. ;-)
 
@vijankush
To begin with, what is the problem exactly? How is the PS3 clock affected? Do you get a time reset or inexact time? How inexact? And date I suppose too? Is there a pattern to your problem?

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