webMAN MOD

PS3 webMAN MOD - General Information Thread 1.47.48q

I'll have to test...

Save your time, its not posible to use sysutil api in xmb, its for running games + running sysutil server.
If it were that simple, I would have done so for the screenshot.
 
aldo why not for klic notification instead of displaying everything that will be on the log only say something simple like "klic dumped sucessfully"

i mean i doubt anybody is going to write it down when the notification appears
 
aldo why not for klic notification instead of displaying everything that will be on the log only say something simple like "klic dumped sucessfully"

i mean i doubt anybody is going to write it down when the notification appears

I agree that nobody will write down the info that appears on the popup.... for that I implemented the log and auto-log service. Also the info is shown on the html response.

The reason is that you can verify quickly just looking the screen the klic that was obtained without having to open the log file.

[MENTION=161]Matsumot0[/MENTION]
If you wish, you can update the source code and binaries to 1.43.15

Main changes are:
- Added ability to restore the syscalls 6/7/8/9/10/11/35 in /syscall.ps3mapi (without having to reboot)
- CPU/RSX temperatures displayed on the header of the html pages now are updated every 15 secs.
- Added next/back navigation with left/right keys to the memory hex viewer (/peek.lv1?<address> and /peek.lv2?<address>)

ha-Ps3 Halloween!



EDIT #2:
I had to update the files again. Please confirm the md5 are:
Code:
4451FCB5D9B4443C4D2E07FD287EC607 [url=http://aldostools.org/temp/test/webMAN_MOD_1.43.15_Updater.pkg]webMAN_MOD_1.43.15_Updater.pkg[/url]
C1856A2876DBBC51214FB5C7223C93FC [url=http://aldostools.org/temp/test/webMAN_MOD_1.43.15.rar]webMAN_MOD_1.43.15.rar[/url]

In the update #2 the CPU/RSX temperatures on the header are now shown static on the PS3 browser due it has limited support for iframes on silk mode (PSP internet browser mode).
The iframe shows fine on the PS3 browser using webkit mode, but it seems that many users are still using silk mode.

FYI [MENTION=161]Matsumot0[/MENTION] [MENTION=2]STLcardsWS[/MENTION]
 
ok, btw some guys asked me why the vshmenu is also unloaded when a user want to disable cfw syscalls with R2+Triangle?
i've checked and it's not a bug... it's a feature :crazy: in stealth.h can i remove it? maybe you have a reason about this? i don't saw any conflict on the vshmenu without cfw syscalls
 
ok, btw some guys asked me why the vshmenu is also unloaded when a user want to disable cfw syscalls with R2+Triangle?
i've checked and it's not a bug... it's a feature :crazy: in stealth.h can i remove it? maybe you have a reason about this? i don't saw any conflict on the vshmenu without cfw syscalls

The unload was added before 1.43.14. At that moment there was not much sense to have vshmenu with syscalls disabled. Now it's really optional. So it's up to you to remove that code.

Anyway it can be loaded again through the new option "Load VSH Menu" in the webman.xml
 
[MENTION=89]aldostools[/MENTION]
I humbly request some accessory support.
Due to the fact that I use Movian everyday, I often use the PS3 Remote Control to start the console & leave the Gamepad aside.
The RC is supported by every brew (combos as well) anyway so unless I need to play, everything is fine. (The only notable exception being PSNPatch Cobra menu which cannot be accessed with the select button of the RC, [MENTION=124]kokotonix[/MENTION] ?
However wMM is not RC friendly. The wMM combos cannot be accessed & wm_vsh_menu cannot be launched.
If you could oblige it'd be awesome!

Sent with Tapatalk
 
[MENTION=89]aldostools[/MENTION]
I humbly request some accessory support.
Due to the fact that I use Movian everyday, I often use the PS3 Remote Control to start the console & leave the Gamepad aside.
The RC is supported by every brew (combos as well) anyway so unless I need to play, everything is fine. (The only notable exception being PSNPatch Cobra menu which cannot be accessed with the select button of the RC, [MENTION=124]kokotonix[/MENTION] ?
However wMM is not RC friendly. The wMM combos cannot be accessed & wm_vsh_menu cannot be launched.
If you could oblige it'd be awesome!

Sent with Tapatalk

Instead of use the PS3 Remote Control, try using a smartphone or tablet with my webPAD application

You can switch between webPAD and movian mode (although movian mode is not really needed anymore). Also switch to Normal mode, if Game mode is too fast.
 
Instead of use the PS3 Remote Control, try using a smartphone or tablet with my webPAD application

You can switch between webPAD and movian mode (although movian mode is not really needed anymore). Also switch to Normal mode, if Game mode is too fast.
Replacing a RC by a PC app?
Maybe occasionally...
I mean nowadays there are apps both on PC & Android to control TVs., boxes as well as movian.
I have installed them all on my devices, webPad & movian remote included.
However I rarely use them. In front of the TV, who wants to get a hold of their smartphone to change channel or rewind...?
Access to some of the wMM combos would have been nice.
Never mind though...

Sent with Tapatalk
 
[MENTION=89]aldostools[/MENTION]

I found this in the SDK. Is this what I need to use to add RC support to wMM?

#ifndef __CELL_PAD_PAD_CODES_H__
#define __CELL_PAD_PAD_CODES_H__

#include <sys/types.h>

#define CELL_MAX_PADS 127
#define CELL_PAD_MAX_CODES (64)
#define CELL_PAD_MAX_PORT_NUM (7)

/*E CellPadInfo2: System Info */
#define CELL_PAD_INFO_INTERCEPTED (1 << 0) /*E input intercepted */
/*E CellPadInfo2: Port Status */
#define CELL_PAD_STATUS_DISCONNECTED (0) /*E Game Pad is disconnected */
#define CELL_PAD_STATUS_CONNECTED (1 << 0) /*E Game Pad is connected. */
#define CELL_PAD_STATUS_ASSIGN_CHANGES (1 << 1) /*E */
/*E CellPadInfo2: Port Setting */
#define CELL_PAD_SETTING_PRESS_ON (1 << 1) /* Press mode turn on */
#define CELL_PAD_SETTING_SENSOR_ON (1 << 2) /* Sensor mode turn on */
#define CELL_PAD_SETTING_PRESS_OFF (0)
#define CELL_PAD_SETTING_SENSOR_OFF (0)
/*E CellPadInfo2: Capability */
#define CELL_PAD_CAPABILITY_PS3_CONFORMITY (1 << 0) /* PS3 Conformity Controller */
#define CELL_PAD_CAPABILITY_PRESS_MODE (1 << 1) /* Press mode supported */
#define CELL_PAD_CAPABILITY_SENSOR_MODE (1 << 2) /* Sensor mode supported */
#define CELL_PAD_CAPABILITY_HP_ANALOG_STICK (1 << 3) /* High Precision ANALOG STICK */
#define CELL_PAD_CAPABILITY_ACTUATOR (1 << 4) /* Motor supported */
/*E CellPadInfo2: Device Type */
#define CELL_PAD_DEV_TYPE_STANDARD (0) /*E not special */
#define CELL_PAD_DEV_TYPE_BD_REMOCON (4) /*E BD Remote Controller */
#define CELL_PAD_DEV_TYPE_LDD (5) /*E Custom Controller */

typedef struct CellPadInfo2
{
uint32_t max_connect;
uint32_t now_connect;
uint32_t system_info;
uint32_t port_status[CELL_PAD_MAX_PORT_NUM];
uint32_t port_setting[CELL_PAD_MAX_PORT_NUM];
uint32_t device_capability[CELL_PAD_MAX_PORT_NUM];
uint32_t device_type[CELL_PAD_MAX_PORT_NUM];
} CellPadInfo2;

/*E CellPadData : Byte offset of button data. */
typedef enum CellPadButtonDataOffset{
CELL_PAD_BTN_OFFSET_DIGITAL1 = 2,
CELL_PAD_BTN_OFFSET_DIGITAL2 = 3,
CELL_PAD_BTN_OFFSET_ANALOG_RIGHT_X = 4,
CELL_PAD_BTN_OFFSET_ANALOG_RIGHT_Y = 5,
CELL_PAD_BTN_OFFSET_ANALOG_LEFT_X = 6,
CELL_PAD_BTN_OFFSET_ANALOG_LEFT_Y = 7,
CELL_PAD_BTN_OFFSET_PRESS_RIGHT = 8,
CELL_PAD_BTN_OFFSET_PRESS_LEFT = 9,
CELL_PAD_BTN_OFFSET_PRESS_UP = 10,
CELL_PAD_BTN_OFFSET_PRESS_DOWN = 11,
CELL_PAD_BTN_OFFSET_PRESS_TRIANGLE = 12,
CELL_PAD_BTN_OFFSET_PRESS_CIRCLE = 13,
CELL_PAD_BTN_OFFSET_PRESS_CROSS = 14,
CELL_PAD_BTN_OFFSET_PRESS_SQUARE = 15,
CELL_PAD_BTN_OFFSET_PRESS_L1 = 16,
CELL_PAD_BTN_OFFSET_PRESS_R1 = 17,
CELL_PAD_BTN_OFFSET_PRESS_L2 = 18,
CELL_PAD_BTN_OFFSET_PRESS_R2 = 19,
CELL_PAD_BTN_OFFSET_SENSOR_X = 20,
CELL_PAD_BTN_OFFSET_SENSOR_Y = 21,
CELL_PAD_BTN_OFFSET_SENSOR_Z = 22,
CELL_PAD_BTN_OFFSET_SENSOR_G = 23
}CellPadButtonDataOffset;

/*E CellPadData : Bit assignment of digital buttons. */
/*E "CELL_PAD_BTN_OFFSET_DIGITAL1" assignment */
#define CELL_PAD_CTRL_LEFT (1 << 7)
#define CELL_PAD_CTRL_DOWN (1 << 6)
#define CELL_PAD_CTRL_RIGHT (1 << 5)
#define CELL_PAD_CTRL_UP (1 << 4)
#define CELL_PAD_CTRL_START (1 << 3)
#define CELL_PAD_CTRL_R3 (1 << 2)
#define CELL_PAD_CTRL_L3 (1 << 1)
#define CELL_PAD_CTRL_SELECT (1 << 0)

/*E "CELL_PAD_BTN_OFFSET_DIGITAL2" assignment */
#define CELL_PAD_CTRL_SQUARE (1 << 7)
#define CELL_PAD_CTRL_CROSS (1 << 6)
#define CELL_PAD_CTRL_CIRCLE (1 << 5)
#define CELL_PAD_CTRL_TRIANGLE (1 << 4)
#define CELL_PAD_CTRL_R1 (1 << 3)
#define CELL_PAD_CTRL_L1 (1 << 2)
#define CELL_PAD_CTRL_R2 (1 << 1)
#define CELL_PAD_CTRL_L2 (1 << 0)

/*E PS BUTTON for cellPadLddDataInsert */
#define CELL_PAD_CTRL_LDD_PS (1 << 0)

typedef struct CellPadData{
int32_t len;
uint16_t button[CELL_PAD_MAX_CODES];
}CellPadData;

#define CELL_PAD_ACTUATOR_MAX (2)
typedef struct CellPadActParam
{
uint8_t motor[CELL_PAD_ACTUATOR_MAX];
uint8_t reserved[6];
} CellPadActParam;


/*E BD Remote Controller */

typedef enum CellPadBdOffset
{
CELL_PAD_BTN_OFFSET_BD_LEN = 24,
CELL_PAD_BTN_OFFSET_BD_CODE = 25
} CellPadBdOffset;

typedef enum CellPadBdCode
{
CELL_PAD_BTN_CODE_BD_OPKEY_1 = 0x00,
CELL_PAD_BTN_CODE_BD_OPKEY_2,
CELL_PAD_BTN_CODE_BD_OPKEY_3,
CELL_PAD_BTN_CODE_BD_OPKEY_4,
CELL_PAD_BTN_CODE_BD_OPKEY_5,
CELL_PAD_BTN_CODE_BD_OPKEY_6,
CELL_PAD_BTN_CODE_BD_OPKEY_7,
CELL_PAD_BTN_CODE_BD_OPKEY_8,
CELL_PAD_BTN_CODE_BD_OPKEY_9,
CELL_PAD_BTN_CODE_BD_OPKEY_0,
CELL_PAD_BTN_CODE_BD_ENTER = 0x0b,
CELL_PAD_BTN_CODE_BD_MULTI_DIGIT = 0x0c,
CELL_PAD_BTN_CODE_BD_RETURN = 0x0e,
CELL_PAD_BTN_CODE_BD_CLEAR = 0x0f,
CELL_PAD_BTN_CODE_BD_TOPMENU = 0x1a,
CELL_PAD_BTN_CODE_BD_TIME = 0x28,
CELL_PAD_BTN_CODE_BD_PREV = 0x30,
CELL_PAD_BTN_CODE_BD_NEXT,
CELL_PAD_BTN_CODE_BD_PLAY,
CELL_PAD_BTN_CODE_BD_SCAN_REV,
CELL_PAD_BTN_CODE_BD_SCAN_FWD,
CELL_PAD_BTN_CODE_BD_STOP = 0x38,
CELL_PAD_BTN_CODE_BD_PAUSE,
CELL_PAD_BTN_CODE_BD_POPUP_MENU = 0x40,
CELL_PAD_BTN_CODE_BD_SELECT = 0x50,
CELL_PAD_BTN_CODE_BD_L3,
CELL_PAD_BTN_CODE_BD_R3,
CELL_PAD_BTN_CODE_BD_START,
CELL_PAD_BTN_CODE_BD_UP = 0x54,
CELL_PAD_BTN_CODE_BD_RIGHT,
CELL_PAD_BTN_CODE_BD_DOWN,
CELL_PAD_BTN_CODE_BD_LEFT,
CELL_PAD_BTN_CODE_BD_L2,
CELL_PAD_BTN_CODE_BD_R2,
CELL_PAD_BTN_CODE_BD_L1,
CELL_PAD_BTN_CODE_BD_R1,
CELL_PAD_BTN_CODE_BD_TRIANGLE,
CELL_PAD_BTN_CODE_BD_CIRCLE,
CELL_PAD_BTN_CODE_BD_CROSS,
CELL_PAD_BTN_CODE_BD_SQUARE,
CELL_PAD_BTN_CODE_BD_SLOW_REV = 0x60,
CELL_PAD_BTN_CODE_BD_SLOW_FWD = 0x61,
CELL_PAD_BTN_CODE_BD_SUBTITLE = 0x63,
CELL_PAD_BTN_CODE_BD_AUDIO = 0x64,
CELL_PAD_BTN_CODE_BD_ANGLE = 0x65,
CELL_PAD_BTN_CODE_BD_DISPLAY = 0x70,
CELL_PAD_BTN_CODE_BD_FLASH_FWD = 0x75, /* INSTANT ADVANCE */
CELL_PAD_BTN_CODE_BD_FLASH_REV = 0x76, /* INSTANT REPLAY */
CELL_PAD_BTN_CODE_BD_BLUE = 0x80,
CELL_PAD_BTN_CODE_BD_RED,
CELL_PAD_BTN_CODE_BD_GREEN,
CELL_PAD_BTN_CODE_BD_YELLOW,
CELL_PAD_BTN_CODE_BD_RELEASE = 0xff,

/* TV controller(CEC) unique */
CELL_PAD_BTN_CODE_BD_NUMBER_11 = 0x011e,
CELL_PAD_BTN_CODE_BD_NUMBER_12 = 0x011f,
CELL_PAD_BTN_CODE_BD_NUMBER_PERIOD = 0x012a,
CELL_PAD_BTN_CODE_BD_PROGRAM_UP = 0x0130,
CELL_PAD_BTN_CODE_BD_PROGRAM_DOWN = 0x0131,
CELL_PAD_BTN_CODE_BD_PREV_CHANNEL = 0x0132,
CELL_PAD_BTN_CODE_BD_PROGRAM_GUIDE = 0x0153
} CellPadBdCode;
 
I found this in the SDK. Is this what I need to use to add RC support to wMM?

Maybe you have to modify webMAN to remap the codes returned by the buttons of the BD controller to the values returned by a game pad, or include the alternative codes in different conditions.

As I don't own a PS3 Remote Controller, it's difficult ror me to implement support for it without be able to do tests. Also it's a device not commonly used.

My suggestion about use webPAD on an smartphone is because it behaves as a regular game pad, the device is small as the remote controller, and has a menu with many of the options available through combos.
 
When i've set up webMAN for to auto-mount last played game it does not rely on my [auto][online] tags.
Don't know if its possible or even wise to change this behaviour that even the last played game uses the tags... but if its possible it should have a good delay until game starts so user has time to abort the auto-play by pressing a key or such.

Regards
Rudi
 
When i've set up webMAN for to auto-mount last played game it does not rely on my [auto][online] tags.
Don't know if its possible or even wise to change this behaviour that even the last played game uses the tags... but if its possible it should have a good delay until game starts so user has time to abort the auto-play by pressing a key or such.

Regards
Rudi

Auto-play option is enabled only when a game is mounted using the command: /mount_ps3 (which is used basically by webMAN Games menu on XMB™).

For normal /mount.ps3, including mounting games via html through the webGUI or auto-mounting the last game, the [auto] play tag is ignored. However, the [online] tag is always processed.

If you want to auto-play the last played game, you must use the option Disc Auto-Start found under Settings > System Settings on XMB™ menu.
 
Made some updates to Post # 1 (need to make more on post 1 and 2 yet).

Link some related topics (blue text) in some of the feature list. Will add more over time on that.
 
[MENTION=89]aldostools[/MENTION]

webMAN
the shortcut in game ( Select + R3 )
Where can I find the recording of the video game?
 
Last edited:
[MENTION=89]aldostools[/MENTION]

webMAN
the shortcut in game ( Select + R3 )
Where can I find the recording of the video game?

Code:
	cellFsMkdir((char*)"[B][COLOR="#FF0000"]/dev_hdd0/VIDEO[/COLOR][/B]", 0777);
	sprintf((char*)&recOpt[0x6], "/dev_hdd0/VIDEO/%s_%04d.%02d.%02d_%02d_%02d_%02d.mp4",
								   g+0x04, t.year, t.month, t.day, t.hour, t.minute, t.second);
 
[strike]If nothing was changed in rec plugin then: /dev_hdd0/game/PRXLOADER/USRDIR/ But remember that folder need to be created before starting recording.[/strike]

Something changed :p
 
Maybe you have to modify webMAN to remap the codes returned by the buttons of the BD controller to the values returned by a game pad, or include the alternative codes in different conditions.

As I don't own a PS3 Remote Controller, it's difficult ror me to implement support for it without be able to do tests. Also it's a device not commonly used.

My suggestion about use webPAD on an smartphone is because it behaves as a regular game pad, the device is small as the remote controller, and has a menu with many of the options available through combos.

Looking at it more closely, it would seem that some additions in combos.h mainly (a couple in _mount.h & psx.h) would suffice to make wMM controllable by BD controller. I should be able to implement that much & test it.
I will try it tonight.
 
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FYI I have update the page http://ps3.aldostools.org with new links and new functions.

One of the most interesting features is the new check box next to Google search box.
If the box is checked, all the urls are redirected to the PS3 browser (if the console is on XMB).

Also if an URL is entered in the search box the page will be opened on the PS3 browser.
(This is very useful to enter long urls using the keyboard from the PC, instead of the uncomfortable on-screen keyboard)

Among the new links are: PS3MAPI, enable/disable syscalls, screenshot, klicensee, unload VSH Menu & webMAN, dump full memory, browse LV1 & LV2, Recovery, Rebuild, Block Online Servers, Start RemotePlay, Play Disc (starts game/movie currently mounted), an old covers pack with 6473 covers, PSN Account Management and PSN Store.
 
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