PS3 webMAN MOD v1.45.00 - New Features / Web Commands / Improvements from Aldostools

Developer @aldostools (Aldo Vargas) has upped the popular plugin (for PS3 CFW) webMAN MOD to version 1.45.00, following the previous release of v1.43.36. This update gives fans of the project alot of new functionality and improvements. The developer continues to elevate this plugin to new heights with each update and that trend certainly does not let up in this new update hot off the digital presses. Checkout the latest details provided by Aldo himself​


webMAN MOD (blue).png

Find additional details about webMAN MOD here
  • https://github.com/aldostools/webMAN-MOD/releases/tag/1.45.00
    webMAN MOD 1.45.00

    • New settings file: /dev_hdd0/tmp/wm_config.bin
      !!!!!!! webMAN settings must be configured again in /setup.ps3 !!!!!!!
    • PS3 Web browser now closes faster after mount from XMB
    • Added prevention of 'Auto power off' (only when USB polling is enabled)
    • Added SYSCON as option for fan controller
    • FTP port now can be defined in /setup.ps3 (default port: 21)
    • Added option to define ftp session timeout (0=no timeout)
    • Added APPEND command to ftp server
    Changes in web commands
    • Added /swap.ps3 command
    • Added ?restart.ps3 parameter to install, copy, delete, rename
    • Added ?cover=<mode> parameter to /refresh.ps3 & /index.ps3
    • Added refresh launchpad only: /index.ps3?launchpad
    • /install.ps3?url= now deletes the pkg after install.
    • To keep the downloaded pkg use /install_ps3?url=
    Improvements & fixes
    • Launchpad now use local icons (if they are available)
    • LaunchPad items now are listed sorted alphabetically
    • Changed /refresh.ps3 in LaunchPad to /index.ps3?launchpad
    • Language now defaults to English if the setting has a bad value
    • USB polling setting now don't need a restart if it's changed
    • Auto Power Off registry setting now is restored after reboot
    • Added check value range to fan settings when loaded
    • 'Slider' link now is visible only if the html file exists
    • Fixed auto-play disc too short wait
    • Fixed auto-play not working for all PSXISO
    • Fixed listing of net games if net game was mounted & server was disconnected
    • Fixed error 80010006 when hdd0/tmp/downloader doesn't exist
    • Fixed broken support for FlashFXP & LeapFTP
    • Added display of notifications of http request errors
    • Added check for invalid characters in file name copying to usb
    • Re-added DELETE_TURNOFF to /shutdown.ps3 & /restart.ps3
    • Current fan policy offsets will be applied on firmware >4.80
    • Improved scanning of icons
    • Improved sorting in game listing
    • Wait for download XML now supports a threshold size in the filename
    • Added /play.ps3, PLAY DISC & Auto-Play to Lite edition
    • Removed ONLINE COVERS from /setup.ps3 in English only
    • Removed show IDPS from Lite edition
    • Changed IEXP0_480.BIN to IEXP0_470.BIN in nonCobra edition
    • Added flag to compile for 4.80 CEX/DEX only (not used in release pkg)
    Changes in other components:
    • Updater: now installs to hdd0 if the webMAN is disabled in Rebug. Also updates the .bak in flash.
    • Fixed prepNTFS not listed on webMAN.xml due bad PARAM.SFO
    • prepNTFS now unmounts current game (vsh hanged returning to XMB if a /net game was mounted)
    • Updated binaries of ps3netsrv for rasberry pi
    • Fixed a crash of ps3netsrv ocurred during scanning for content

  • Find Additional Details / Support for webMAN MOD @
    psx-place.com

    Release Page / Source Code:
    github.com/aldostools

Download: webMAN-MOD v1.45.00

 
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@aldostools
I also started implementing md5.ps3 as you said you weren't interested... [emoji6] NVM.

Btw am helping a user via pm. He wanted to play with the auto-fix feature but there are no options available in setup.ps3.
I looked at the source & found this in setup.h
Code:
#ifdef FIX_GAME 	if(c_firmware>=4.20f && c_firmware<=4.78f) 	{ 		add_check_box("nf", "3", STR_FIXGAME, " : <select name=\"fm\">", (webman_config->fixgame==FIX_GAME_DISABLED), buffer); 		add_option_item("0", "Auto" , (webman_config->fixgame==FIX_GAME_AUTO), buffer); 		add_option_item("1", "Quick" , (webman_config->fixgame==FIX_GAME_QUICK), buffer); 		add_option_item("2", "Forced", (webman_config->fixgame==FIX_GAME_FORCED), buffer); 		strcat(buffer, "</select><br>"); 	} #endif
Is it normal that the feature shows up to 4.78 only?
 
@aldostools
I also started implementing md5.ps3 as you said you weren't interested... [emoji6] NVM.

You can continue implementing your /md5.ps3 ;) It would be interesting to see yours.
Maybe your approach is more memory efficient than mine. My implementation increases the ELF in 2.73KB, which I find too much for a feature that is not very relevant.

It costed me too much effort to decrease 10KB in the ELF, to waste almost a third in this feature ;)

Btw am helping a user via pm. He wanted to play with the auto-fix feature but there are no options available in setup.ps3.
I looked at the source & found this in setup.h

Is it normal that the feature shows up to 4.78 only?

Yes, it is normal. If you're on 4.80 you don't need to auto-fix any game, since you're already on the latest FW available at this moment, and there are not games that require a higher FW version.

The range of CFW is between 4.20 and 4.78, because for these version you will need to fix the games that require 4.80. From 4.20 to 4.80, all the games use the same appldr key.

The auto-fix doesn't work for CFW previous to 4.20 (e.g. 3.55), because they don't have the higher appldr keys unless you use a custom version with the newer keys injected in appldr.self like JFW 3.56 did with 3.56 keys on an 3.55 hybrid.
 
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You can continue implementing your /md5.ps3 ;) It would be interesting to see yours.
Maybe your approach is more memory efficient than mine. My implementation increases the ELF in 2.73KB, which I find too much for a feature that is not very relevant.

It costed me too much effort to decrease 10KB in the ELF, to waste almost a third in this feature ;)



Yes, it is normal. If you're on 4.80 you don't need to auto-fix any game, since you're already on the latest FW available at this moment, and there are not games that require a higher FW version.

The range of CFW is between 4.20 and 4.78, because for these version you will need to fix the games that require 4.80. From 4.20 to 4.80, all the games use the same appldr key.

The auto-fix doesn't work for CFW previous to 4.20 (e.g. 3.55), because they don't have the higher appldr keys unless you use a custom version with the newer keys injected in appldr.self like JFW 3.56 did with 3.56 keys on an 3.55 hybrid.

Ok about md5. Why not...
I will finish what I started but am afraid there will still be a similar memory issue..
What about a separate sprx for certain algorithms that are rarely used? It could be loaded/unloaded dynamically when needed...
You already explained a few weeks ago that we are getting at a threshold regarding wMM sprx size... It makes sense to use whatever space we have left for features that are really worth it...
Another option would be adding md5 to wm_vsh_menu file manager but of course it would not be a web command. However the feature is not needed on PC or Android as there is plenty of free tools available so is a web command really necessary?

Thanks a lot for the specific details regarding auto-fix, I suspected as much but preferred to ask you so I can give this user an answer I can be confident of. [emoji6]
 
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What about a separate sprx for certain algorithms that are rarely used? It could be loaded/unloaded dynamically when needed...

Yes, some features could be moved as standalone plugins that are loaded/unloaded dynamically.

deank designed webMAN as single/self contained plugin to simplify and reduce the issues (but it didn't have so many modules). Having external components increase the difficulties/potential problems.

You already explained a few weeks ago that we are getting at a threshold regarding wMM sprx size...

At that moment only 4KB was the free memory available before the ELF reach the size of 384KB (6 pages of 64KB). After that post I managed to reduce up to 12KB of the ELF (optimizing the code, changing the way the translation strings are loaded, changing the format of wm_config.bin).

Part of that freed memory have been used in new features. Currently the memory free before the ELF of the full edition reach 384KB is 5.46KB (or 2.72KB if MD5 is added).
 
5.46kb isn't much... I understand why losing another 2.7Kb with md5 might be a problem...
As it's only a matter of time before it happens, what problems (if any) do you foresee when the ELF reaches 384kb?
 
5.46kb isn't much... I understand why losing another 2.7Kb with md5 might be a problem...
As it's only a matter of time before it happens, what problems (if any) do you foresee when the ELF reaches 384kb?

After fill that threshold the footprint of the plugin will be 448KB + the heap memory of each thread + stack memory + the app memory allocated dynamically (e.g. the footprint specified in /setup.ps3).

In a regular APP that extra 64KB is not a big issue. In a permanent background process, it means less memory for the rest of the system all the time.

I'm not saying that it's a critical problem. I'm just trying to avoid that extra 64KB.

BTW If I manage to shrink the code enough in other parts I could be adding that function to full edition.

EDIT:
In the latest commit I managed to reduce the size of the ELF full edition to 373KB :) So /md5.ps3 is now included.
 
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Yes, some features could be moved as standalone plugins that are loaded/unloaded dynamically.

Dynamic loading of modules, is an idea not to be discarded, as it would make more flexible WMM, although I agree with Aldo that there could be further problems.

You could start exploring to maintain in sprx WMM only the essential part, while the expansion modules could be used more sprx loaded dynamically.

The idea would be to get a sprx calling other sprx, but I have not idea how to make the callback.
 
@aldostools
I just finished the md5 implementation but instead of adding it to webMAN-MOD I moved it to an additional sprx to be loaded dynamically.
So far I have only tested the newly created sprx by calling its function from a simple self because it was easier.
I gotta get some sleep now but tomorrow I will test calling the sprx md5 function from webMAN-MOD. If it works as expected, I will send you the files so you can assess the situation. [emoji6]
 
Updated today, but am unable to disable the "auto-play" feature.

Regardless of the checkbox setting (off, on, then off again to be sure) it always fires the game straight up without giving me the chance to check the right memory card is loaded.

At least the SingStar checkbox is disabled finally. ;)

Sent from my Nexus 5 using Tapatalk
 
@kozarovv / @bguerville
It would be nice to move the post below to a new thread with a title like "Share you webMAN modifications and snippets here".
The idea is to encourage other devs to share their mods to wMM like haxxxen did ;) and have all them in a single place.

i have added a prxloader myself to my webman mod, so i can load and attach them to game process. this way you can load mod menus or this trophy unlocker plugin.

if anybody is interested:
Code:
#define MYSPRX "/dev_hdd0/z/prx/MySPRX.sprx"
#define CONFIG_HDD "/dev_hdd0/sprx.txt"
static int32_t load_plugin_to_game(uint64_t prx_path, void *arg, uint32_t arg_size)
{
int32_t r;
char pid_str[128];
uint32_t pid_list[16];
sys_prx_id_t game_pid = 0;
{system_call_2(11, SYSCALL11_OPCODE_GET_ALL_PROC_PID, (uint64_t)((uint32_t)pid_list));}
for(int i = 0; i < 16; i++)
{
if (1 < pid_list)
{
memset(pid_str, 0, sizeof(pid_str));
{system_call_3(11, SYSCALL11_OPCODE_GET_PROC_NAME_BY_PID, (uint64_t)((uint32_t)pid_list), (uint64_t)((uint32_t)pid_str));}
if (strstr(pid_str, "EBOOT"))
{
game_pid = pid_list;
break;
}
// else if ((strstr(pid_str, "vsh") == NULL) && (strstr(pid_str, "agent") == NULL) && (strstr(pid_str, "sys") == NULL))
else if ((!strstr(pid_str, "vsh")) && (!strstr(pid_str, "agent")) && (!strstr(pid_str, "sys")))
{
// in case it's a self
game_pid = pid_list;
break;
}
}
}
{system_call_5(11, SYSCALL11_OPCODE_LOAD_PROC_MODULE, (uint64_t)game_pid, (uint64_t)((uint32_t)prx_path), (uint64_t)((uint32_t)arg), (uint64_t)((uint32_t)arg_size)); r = (int32_t)p1;}
return(r);
}
static int check_for_booted_game(void)
{
int32_t r;
if (FindLoadedPlugin("game_plugin") != 0)
{
char line[256];
int len;
char tmp[256];
FILE * f = fopen(CONFIG_HDD,"r");
if(!f)
{
r = load_plugin_to_game((uint64_t)MYSPRX, 0, 0);
if (r == 0)
{
plugin_running = IN_GAME;
sprintf((char*)tmp, "PRX geladen\n%s", MYSPRX);
show_msg((char*)tmp);
sys_timer_sleep(1);
}
else
{
sprintf((char*)tmp, "PRX Fehler\n%s", MYSPRX);
show_msg((char*)tmp);
sys_timer_sleep(1);
}
goto exit;
}
while(fgets(line, sizeof line, f) != NULL)
{
len = strlen(line);
if(line[0] != '/' || len == 0) continue;
if(line[len-1] == '\n') line[len-1] = 0;
if(line[len-2] == '\r') line[len-2] = 0;
r = load_plugin_to_game((uint64_t)((uint32_t)line), 0, 0);
if (r == 0)
{
plugin_running = IN_GAME;
sprintf((char*)tmp, "PRX geladen\nPFAD: %s", line);
show_msg((char*)tmp);
sys_timer_sleep(1);
}
else
{
sprintf((char*)tmp, "PRX Fehler\nPFAD: %s", line);
show_msg((char*)tmp);
sys_timer_sleep(1);
}
}
fclose(f);
}
exit:
return CELL_OK;
}
to call the plugin i am using:
Code:
if (data.button[CELL_PAD_BTN_OFFSET_DIGITAL2] & CELL_PAD_CTRL_R1)
{
if (data.button[CELL_PAD_BTN_OFFSET_DIGITAL2] & CELL_PAD_CTRL_CIRCLE)
{ // R1+O (load game plugin)
if(vshmain_EB757101() != 0) // if game has booted
{
check_for_booted_game();
}
}

it is based on prxloader and the game menu plugin from @OsirisX
i just have changed syscall8 to syscall11
 
Hey @aldostools, thank you so much for your constant improvements and updates on wMM, I'm a huge fan of your work. Now I have a question for you, about a year a go I tried suggesting to Matsumoto a new function for wMM via PM and never received a reply. Is it feasible to implement a ''toogle remote play'' function whitin wMM? Like a new button in the main page of the webserver. Since the Vita scene is booming, I'm sure it would come in handy.
 
Since I've installed webman v1.45.00, my 2tb. external will freeze when trying to load games (ps3 freezes). Re-installed webman v1.43.36 and no freeze, went back to v1.45 and when loading my external hdd, ps3 freezes again. Never have had any problems before. Any solutions other than staying on v1.43.36? Only have issues when connecting and running my 2tb. external hdd.
 
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Since I've installed webman v1.45.00, my 2tb. external will freeze when trying to load games (ps3 freezes). Re-installed webman v1.43.36 and no freeze, went back to v1.45 and when loading my external hdd, ps3 freezes again. Never have had any problems before. Any solutions other than staying on v1.43.36? Only have issues when connecting and running my 2tb. external hdd.

Could you first try using the latest pkg?
https://github.com/aldostools/webMAN-MOD/releases/latest

Go to /setup.ps3 and configure the settings again. 1.45.xx uses a different settings file.

If the problem persists, then please provide more details about your environment (e.g. disk format, folders in the disk, other devices connected, settings in /setup.ps3, etc.) and a description of exactly at what point you get the freeze.

Hey @aldostools, thank you so much for your constant improvements and updates on wMM, I'm a huge fan of your work. Now I have a question for you, about a year a go I tried suggesting to Matsumoto a new function for wMM via PM and never received a reply. Is it feasible to implement a ''toogle remote play'' function whitin wMM? Like a new button in the main page of the webserver. Since the Vita scene is booming, I'm sure it would come in handy.

That question is already answered in the Readme file @ github:
https://github.com/aldostools/webMAN-MOD/blob/master/README.md
  • Added /play.ps3 to launch XMB Functions (e.g: /play.ps3?col=network&seg=seg_premo) <- this will start Remote Play server from XMB.

You can configure a custom combo to call that function.
 
@kozarovv / @bguerville
It would be nice to move the post below to a new thread with a title like "Share you webMAN modifications and snippets here".
The idea is to encourage other devs to share their mods to wMM like haxxxen did ;) and have all them in a single place.
I agree 100%. I think it is a great idea.
What forum do you suggest I put this new thread in though?
Dev lounge?
PS3 Homebrew/Plugin/webMAN-MOD?
 
Could you first try using the latest pkg?
https://github.com/aldostools/webMAN-MOD/releases/latest

Go to /setup.ps3 and configure the settings again. 1.45.xx uses a different settings file.

If the problem persists, then please provide more details about your environment (e.g. disk format, folders in the disk, other devices connected, settings in /setup.ps3, etc.) and a description of exactly at what point you get the freeze.



That question is already answered in the Readme file @ github:
https://github.com/aldostools/webMAN-MOD/blob/master/README.md


You can configure a custom combo to call that function.
Still freezing issue with v1.45.01 while having my 2tb.external hdd connected to the ps3. My webman config. setup is all default settings besides for (Load last-played game on startup) and (Include the ID as part of the title of the game). The 2tb. external hdd folders include: GAMES (with 231 ps3 games) and PS3/SAVEDATA. I have no other devices connected. I freeze around 5 seconds of turning the ps3 on with the external hdd connected or freeze when refreshing my games in webman folder. I re-install webman 1.43.36 and have no freezing issues. Also, I have lost my VSH menu even after re-installing 1.43.36. Rebug 4.80.1 D-Rex. I'm going to check one of my other systems with firmware Rebug 4.75.3 D-Rex and see what if any issues I have with it. Thanks again.
 

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