PS3 XMB Manager Plus (XMBM+) v0.23.001-mod by Aldostools

Recently an update was made to XMB Manager Plus (XMBM+) by developer Aldo Vargas ( of ps3tools.aldostools.com), This modified Package Manager comes with plenty of features for the XMB. Such as a File Manager, Game Manager, Package Manager, Homebrew Manager, Download Manager and lots of other features. New in this update the developer has updated and/or added new Web Links, Package Manager, Game Manager & webMAN.xml . Checkout some of the details of this highly recommended XMB Modification.

A huge thanks goes out to developer Aldostools for putting PSX-Place.com in the Web Links of this wonderful version of XMB Manager Plus for Cobra 7.XX user's

XMBM+.jpg


XMBM+ Changes in v0.23.001
  • webMAN.xml
  • web links
  • package manager
  • game manager.

What is XMB Manager Plus (XMBM+) Mod?
This is my (aldostools) modified version of the XMB Manager+ originally released by Team XMBM+. This version of XMBM+ (mod) includes various related files. category_game.xml is not installed automatically. XMBM+ (mod) can be updated directly from XMB if you have an earlier version already installed.


Highlights of XMBM+

  • [*=1]Package Manager Plus

    • [*=1]Allows homebrew/packages to be easily installed or deleted.

    [*=1]Download Manager

    • [*=1]Allows homebrew or PSN packages

    [*=1]Game Manager

    • [*=1]View and manage your ps3 applications, by type, by folder, by category etc..

    [*=1]Homebrew Manager

    • [*=1]View and manage your homebrew applications

    [*=1]File Manager

    • [*=1]Browse and Delete files from all locations such as hdd, usb etc.

    [*=1]Multimedia Manager

    • [*=1]Browse, Copy, Rename and Play all your PS3's internal hdds media from one location. All options from the normal XMB categories are available in one new combined category

    [*=1]Game Data Manager

    • [*=1]Includes all the game data tools from main XMB plus some more additions. Things like Gamedata, Backups are contained here.

    [*=1]User Data Manager

    • [*=1]Includes all the user data tools from main XMB plus some more additions. Things like Save Data, Trophies and user folders are contained here.

    [*=1]Web Links

    • [*=1]This section includes links to some popular websites for easier access.

[video=youtube;Eh918bCqITk]https://www.youtube.com/watch?feature=player_embedded&v=Eh918bCqITk[/video]
This video is based on a much older version of XMBM+



XMB Manager Plus mod 0.23.000-mod by aldostools for COBRA!

This is a fork of the official XMBM+ that I originally developed for personal use on 3.55 Kmeaw.
Now I adapted the category_games.xml to work with webMAN + XMB Manager Plus on COBRA 7.0


Easy install on Cobra 7: (may not contain latest version of XMBM+)

or


Manual installation
1. Install a Cobra CFW. - (XMBM+ can be used also on non-Cobra CFW.)
2. Install multiMAN 04.66.08 (or later if available) - http://store.brewology.com/ahomebrew.php?brewid=24
3. Launch multiMAN, go to Settings column and enable the option "Write access to dev_flash" (it's the 2nd option from bottom)
4. Go to multiMAN's mmOS (File Manager) pressing [Select] + [Start] buttons
5. Copy webftp_server.sprx (version 1.41.x) to the root of /dev_hdd0/

Official version of webMAN-MOD by M@tsumoto and aldostools:
https://github.com/aldostools/webMAN-MOD

Use PRX Loader by u$er to launch webMAN manually on non-Cobra CFW:
http://store.brewology.com/ahomebrew.php?brewid=243
(use new_core from Estwald to auto-start PRX Loader on system boot)

Latest webMAN MOD versions are available here:
http://store.brewology.com/ahomebrew.php?brewid=257

Latest official versions are always here:


6. Copy the included boot_plugins.txt to the root of /dev_hdd0/
7. Copy the included category_game.xml to /dev_blind/vsh/resource/explore/xmb/ (do not edit this file unless you know what you're doing)
8. Reboot.
9. Install the included xmbmanplus_hdd.pkg
10. Enjoy XMBM+ on COBRA 7.0!
NOTE: For support of /PS3ISO, /PSXISO, /DVDISO and /BDISO content on external drives with NTFS file system, install and execute prepNTFS.pkg

You have to use prepNTFS if you add new content to your NTFS formatted USB HDDs.
Do not forget to use [Refresh XML] / [Refresh HTML] to refresh webMAN's data.


How to update XMB Manager Plus (mod)
1. Click the About option in XMB Manager Plus mod for the update option
2. If there is an update, you will be prompted to download the file (Save in the downloaded pkg in the root of the USB drive)
3. Install the downloaded pkg from Install Package Files
4. Refresh XMB launching any application (eg. BD Reset) and returning to XMB.


Thanks to:
  • DeanK for the awesome webftp_server.sprx
  • COBRA's lead developer for the release of the unofficial Cobra 7.0
  • user for PRX LOADER
  • Team XMBM+: andreus(coding), bitsbubba(coding, themes), DeViL303(coding, POC/WIP) ps3Hen (coding, 4.00 port), aldostools(coding), CloneD(themes), Berion(logos)
  • dreamcat4 for the suggested .xml method and exofreak for his POC release of launch games through XMB using webMAN.

Download: XMBM+ (mod)

Source: ps3tools.aldostools.org

 
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1. About the game issue with MGS5,

You can't use System software mode on certain games, you need to use release mode in Boot Mode.

2. about that fake save data owner message



Of course you also need to recompile cobra source with updated hash in modulespatch unless you want to add the patches on modulespatch

Brilliant news. That will be a priority for me.
I will recompile Cobra, forget the patches.
Btw I didn't check, did you update Cobra 7.2 for 4.78 on github, as you mentionef some changes in PS2 emu at least?

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Brilliant news. That will be a priority for me.
I will recompile Cobra, forget the patches.
Btw I didn't check, did you update Cobra 7.2 for 4.78 on github, as you mentionef some changes in PS2 emu at least?

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NO Updates on PS2emus, I just forgot to include binaries which are likely not needed for people who can already compile them.
 
NO Updates on PS2emus, I just forgot to include binaries which are likely not needed for people who can already compile them.
Oh.
Even easier then. Brilliant.
So those patches to fix fake save data owner & game exit, they just fix the issue & the feature keeps working right?

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Oh.
Even easier then. Brilliant.
So those patches to fix fake save data owner & game exit, they just fix the issue & the feature keeps working right?

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I never tried those patches found by [MENTION=46]haxxxen[/MENTION] try them yourself and tell us how it goes. I haven't included any patches in cobra
 
I never tried those patches found by [MENTION=46]haxxxen[/MENTION] try them yourself and tell us how it goes. I haven't included any patches in cobra
Ok I just tried with my copy of category_game_tool2.xml for 4.76.1 & the bug is not gone [MENTION=29]Joonie[/MENTION].
I still dunno if the answer to the in-game xmb corruption rests with this file.

However I still get a black screen with MGS Ground Zeroes even after changing the 2 debug settings to release mode
The system doesn't crash completely, I can switch off with the console using the pwr button (1 short press} & it shuts down gracefully... It used to work on 4.76.1... DEX with making such changes anyway so something is wrong....

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Ok I just tried with my copy of category_game_tool2.xml for 4.76.1 & the bug is gone [MENTION=29]Joonie[/MENTION].
I think the answer to the in-game xmb corruption rests with this file.

However I still get a black screen with MGS Ground Zeroes even after changing the 2 debug settings to release mode
The system doesn't crash completely, I can switch off with the console using the pwr button (1 short press} & it shuts down gracefully... It used to work on 4.76.1... DEX with making such changes anyway so something is wrong....

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Don't be confused with Release Check mode and Boot Mode.

* Release Check Mode
Check if /app_home is used in the application.
– "Development Mode" : the application can used /app_home.
– "Release Mode" : the application can"™t use /app_home.

* Boot Mode
Choose which mode to boot the console.
– "Debugger Mode" : boot on the debugger, for debugging purpose.
– "System Software Mode" : boot on system software mode, for developing purpose.
– "Release Mode" : boot on release mode, the same than retail console, for finals tests purpose.
 
Don't be confused with Release Check mode and Boot Mode.
Ok tried both but which one did you mean? Release check mode?

Tried your last category_game_tool2.xml & realised that just like with mine, there is still a problem.
It's slightly better than before overall because you can't actually see the corruption straight away (which is why I foolishly thought the issue was gone!) but if you keep scrolling down in the games column, you will find duplicate entries of all the brews (no icon for some, spinning icons for others) but ithe duplicates only appear if you scroll down.
Also the folders are not duplicated anymore like they used to.
There is progress.....

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Ok tried both but which one did you mean? Release check mode?

Tried your last category_game_tool2.xml & realised that just like with mine, there is still a problem.
It's slightly better than before overall because you can't actually see the corruption but if you keep scrolling down in the games column, you will find duplicate entries of all the brews (no icon & it only appears if you scroll down, also the folders are not duplicated anymore like they used to.
There is progress though.....



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Dude, I already told you which to switch in the past post.
 
Dude, I already told you which to switch in the past post.
Sorry Joonie it's Tapatalk, there's delay sometimes. By the time I finish typing something some posts have already come up but are not showing until a refresh & the notifications come too late....

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The deletion feature you are mentioning in page 4 of the thread (im still reading it, sorry i cant reply to everyone) does his magic because the firmware expects more parameters, and as a "failsafe" meassure it displays the content of the path given
There is an additional trick also, if you feed it with the /localhost path it displays the complete filesystem :)

Try this sample (it will work inside any segment), is the most minimalistic approach to make it appear and helps to understand how it works.... what happens is there is some info missing and this makes appear the "files tree viewer"
Code:
		<Attributes>
			<Table key="delete">
				<Pair key="icon_rsc"><String>tex_urgent_ws</String></Pair>
				<Pair key="title_rsc"><String>msg_del</String></Pair>
				<Pair key="info"><String>localhost/</String></Pair>
			</Table>
		</Attributes>
		<Items>
			<Query class="type:x-xmb/folder-pixmap" key="delete" attr="delete" src="host://localhost/"/>
		</Items>

*The attributes used in the sample above are optional... are not making any magic, first one is an orange "warning" icon inside explore_plugin_full.rco (available in all firmwares), second is the text "delete" translated to all languages supported by XMB, and third is just an info text displayed at bottom of the icon


Edit:
And btw, the only option available inside that "file explorer viewer" is the unlink (by pressing triangle)
The "delete" reference pinky mentioned inside category_game.xml belongs to rebug package manager (is not official, is using the trick i just mentioned above)... but the official frmware has "copy file" managed from the .xml's.... is used by the "import/export to USB" functions used by PS3 savegames
 
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The deletion feature you are mentioning in page 4 of the thread (im still reading it, sorry i cant reply to everyone) does his magic because the firmware expects more parameters, and as a "failsafe" meassure it displays the content of the path given
There is an additional trick also, if you feed it with the /localhost path it displays the complete filesystem :)

Try this sample (it will work inside any segment), is the most minimalistic approach to make it appear and helps to understand how it works.... what happens is there is some info missing and this makes appear the "files tree viewer"
Code:
tex_urgent_ws
msg_del
localhost/

*The attributes used in the sample above are optional... are not making any magic, first one is an orange "warning" icon inside explore_plugin_full.rco (available in all firmwares), second is the text "delete" translated to all languages supported by XMB, and third is just an info text displayed at bottom of the icon


Edit:
And btw, the only option available inside that "file explorer viewer" is the unlink (by pressing triangle)
The "delete" reference pinky mentioned inside category_game.xml belongs to rebug package manager (is not official, is using the trick i just mentioned above)... but the official frmware has "copy file" managed from the .xml's.... is used by the "import/export to USB" functions used by PS3 savegames
[MENTION=872]sandungas[/MENTION] [MENTION=89]aldostools[/MENTION]
Do you have any insights regarding this issue we experience with category_game_tool2.xml and debug vsh from 4.78.1 DEX. The way we used to edit the xml isn't ok anymore. (in-game only) as you can see in the posts above.
It's not an issue for me as a user but still I would like to get it fixed. Am not the only one obviously.
I have tried all the xml modifications I could think of but so far I am not making much progress & am starting to run out of ideas....

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[MENTION=872]sandungas[/MENTION] [MENTION=89]aldostools[/MENTION]
Do you have any insights as to this issue we experience with category_game_tool2.xml and debug vsh from 4.78.1 DEX. The way we used to edit the xml isn't ok anymore. (in-game only) as you can see in the posts above.
It's not an issue for me as a user but still I would like to get it fixed. Am not the only one obviously.
I have tried all the xml modifications I could think of but so far I am not making much progress & am starting to run out of ideas....

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I was talking with joonie about it the other day but my suggestions to try to identify the problem seems was not successfull, i have not installed last rebug, not know exactly what happens (spinning icons?) and not took a look at the files (last version you are working with is the one aldo updated in page 6 or so of this thread?)


-------------
btw, another thing you was talking about...
The "file viewer" display mode that appears when using the deletion trick... is made by using rcoxml code (you know... the xml file at root when you extract .rco contents), this file contains the "construction blocks" used by the whole XMB, sizes, positions, the "actions" when you move left, right, up, etc...
So yes, is posible to improve that "file viewer" (most specifically, to add more options to the "window" that appears when you click triangle button... because the view at left with the files tree is ok there is no need to modify that, is perfect)
But is not so simple, is needed to send "actions" to an .sprx with the rcoxml code, and as far i know the .rco can only communicate with the .sprx associated to it, and nobody i know have tested this yet

And i have no idea wich .rco contains it (explore plugin is a good candidate)

Some weeks ago i did an extensive research related with .rco files from lot of PSP and PS3 firmwares (included oldest and latest versions and a few more scanned completlly to identify all the rcoxml code used along the life of PSP and PS3) and edited a few wiki pages, take a look at wiki, there is a lot of new interesting info related with rco ;)
 
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Well, after reading the whole thread, in relationship with the problem in DEX ingame-XMB... the problem is in the XMBM+ files right ? (not in category_game_tool2.xml you was talking about this before but at the end it seems this was not the culprit right ?)

What i would do is to disable parts of XMBM+ because is very modular with a .xml for every "subfolder tree"... the easyer way to disable stuff is simply by "breaking" the name of the xml file, as example... you can rename one of the files starting with a _
At this point i cant assure XMBM+ support this trick, but most probable thing is XMB will not crash (i used it lot of times while testing other things and always works for me but i dont remember if XMBM+ orders the code different than me)
By disabling parts of it you can identify if some of them are the cuplrit

Another posible error could be you are exceeding the amount of items XMB is able to display together, official xml code usually uses parameters to limit the max number of items for every section, with this i mean the firmware has a "need" to use these limitations to not exceed some buffer or some shit used internally
The total of items also needs to be counted included other columns, like webman icons (you could try to disable webman to see if the reduction of stuff displayed solves the other problem)

And last posible cause is a problem that exists in rebug package manager time ago, it uses a lot of duplicated "key" names
In the official xml code the "key" names are unique, every different feature defined in the xml has his "key" name, the keys are very important because are loaded very fast (the firmware can load the segment and key names but not his contents as a "preload" to know the file structure and his contents)
To solve this is needed to rename everything inside rebug package manager, and im not really sure if it could help to solve this problem, but i remember months ago we was discussing about another problem that happens in rebug package manager where it displays duplicated .pkg (sometimes, not always) and im not so sure if is related because the app_home duplicated redirection, or by this duplicated keys in mentioning
The point is when you scroll very fast in XMB, the "key" names are critical, and if there are duplicates it can generate an error by confusing one key with other and you end with an spinning icon (file not found) or a duplicate (file found 2 times)

*The only key names that uses exactlly the same name are the functions/stuff that appears in several XMB columns, but is common (like the "quit game" icon that appears on photo, tv, and game columns, every one is a different "item" in the different xml's but all them uses the same "key" name)
 
Last edited:
The deletion feature you are mentioning in page 4 of the thread (im still reading it, sorry i cant reply to everyone) does his magic because the firmware expects more parameters, and as a "failsafe" meassure it displays the content of the path given
There is an additional trick also, if you feed it with the /localhost path it displays the complete filesystem :)

Try this sample (it will work inside any segment), is the most minimalistic approach to make it appear and helps to understand how it works.... what happens is there is some info missing and this makes appear the "files tree viewer"
Code:
		<Attributes>
			<Table key="delete">
				<Pair key="icon_rsc"><String>tex_urgent_ws</String></Pair>
				<Pair key="title_rsc"><String>msg_del</String></Pair>
				<Pair key="info"><String>localhost/</String></Pair>
			</Table>
		</Attributes>
		<Items>
			<Query class="type:x-xmb/folder-pixmap" key="delete" attr="delete" src="host://localhost/"/>
		</Items>

*The attributes used in the sample above are optional... are not making any magic, first one is an orange "warning" icon inside explore_plugin_full.rco (available in all firmwares), second is the text "delete" translated to all languages supported by XMB, and third is just an info text displayed at bottom of the icon


Edit:
And btw, the only option available inside that "file explorer viewer" is the unlink (by pressing triangle)
The "delete" reference pinky mentioned inside category_game.xml belongs to rebug package manager (is not official, is using the trick i just mentioned above)... but the official frmware has "copy file" managed from the .xml's.... is used by the "import/export to USB" functions used by PS3 savegames

Thanks for that explanation. It is funny that a "failsafe" measure would allow access to whole system and allow any file to be deleted, not too safe really but that's S##Y, think it was more like a "fail to be safe" measure! :)

Yeah I think explore_plugin rco is the one to look at. lots in there @ 2MB.

Anybody know whats the story with the settings category, why cant we mod the xml for that in the same way to change order etc? sorry if everyone knows this already but ive been out of the scene, is there a handy way to do it?
 
Thanks for that explanation. It is funny that a "failsafe" measure would allow access to whole system and allow any file to be deleted, not too safe really but that's S##Y, think it was more like a "fail to be safe" measure! :)

Yeah I think explore_plugin rco is the one to look at. lots in there @ 2MB.

Anybody know whats the story with the settings category, why cant we mod the xml for that in the same way to change order etc? sorry if everyone knows this already but ive been out of the scene, is there a handy way to do it?
Yeah, after reading your message where you said the "unlink" text string is inside explore_plugin.sprx im 99% sure the structure of the "file viewer" display mode is defined inside explore_plugin_full.rco because .rco and .sprx are associated. But firmware allows for a .sprx intercomunication though, so is posible explore_plugin loads the file viewer from other .sprx/.rco

About the settings category restrictions, im aware of it because PS3hen wrote about it in wiki (remember him ? another guy from old team XMBM+ ;)) i found him a day in irc and convinced him to write some wiki pages, he made the initial versions of some wiki pages i improved later, most are linked from this page XMB - PS3 Developer wiki (i tryed to make this wiki page as an index to all this related XMB mods)
But i never experienced with it, i know after talking a bit with mysis about it that is very restricted by the .sprx
This column of XMB has a nice feature only available for it, it can make appear and dissapear items on real time without a reboot needed \o/ (things like the items that appears when you use a secret button combo, or the video settings for PS1/PS2 games, or debug settings, etc...)
So not sure, i cant tell much about it but what i can tell for sure is the "settings" column is hiding some usefull SCEcrets ;)
 
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Well, after reading the whole thread, in relationship with the problem in DEX ingame-XMB... the problem is in the XMBM+ files right ? (not in category_game_tool2.xml you was talking about this before but at the end it seems this was not the culprit right ?)

What i would do is to disable parts of XMBM+ because is very modular with a .xml for every "subfolder tree"... the easyer way to disable stuff is simply by "breaking" the name of the xml file, as example... you can rename one of the files starting with a _
At this point i cant assure XMBM+ support this trick, but most probable thing is XMB will not crash
By disabling parts of it you can identify if some of them are the cuplrit

Another posible error could be you are exceeding the amount of items XMB is able to display together, official xml code usually uses parameters to limit the max number of items for every section, with this i mean the firmware has a "need" to use these limitations to not exceed some buffer or some shit used internally
The total of items also needs to be counted included other columns, like webman icons (you could try to disable webman to see if the reduction of stuff displayed solves the other problem)

And last posible cause is a problem that exists in rebug package manager time ago, it uses a lot of duplicated "key" names
In the official xml code the "key" names are unique, every different feature defined in the xml has his "key" name, the keys are very important because are loaded very fast (the firmware can load the segment and key names but not his contents as a "preload" to know the file structure and his contents)
To solve this is needed to rename everything inside rebug package manager, and im not really sure if it could help to solve this problem, but i remember months ago we was discussing about another problem that happens in rebug package manager where it displays duplicated .pkg (sometimes, not always) and im not so sure if is related because the app_home duplicated redirection, or by this duplicated keys in mentioning
The point is when you scroll very fast in XMB, the "key" names are critical, and if there are duplicates it can generate an error by confusing one key with other and you end with an spinning icon (file not found) or a duplicate (file found 2 times)

*The only key names that uses exactlly the same name are the functions/stuff that appears in several XMB columns, but is common (like the "quit game" icon that appears on photo, tv, and game columns, every one is a different "item" in the different xml's but all them uses the same "key" name)

Interesting. That gives us a few pointers to investigate further.

We cannot really be 100% certain just yet that the issue doesn't come from the category_game_tool2.xml. Also I always thought weird that duplicate keys didn't mess up the xmb in previous versions but if it does now, why?

I have no idea how vsh is involved in XMB rendering so I must ask, is it vsh.self that reads the XML file to render the XMB? Is it possible that changes were made to this process & duplicate entries have become confusing....
But then again why in+game only?
What fundamental difference is there between rendering the xmb and the in-game xmb?

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Interesting. That gives us a few pointers to investigate further.

Yes it looks like the issue is not with the category.... XML files. However we cannot really be 100% certain just yet. Also I always thought weird that duplicate keys didn't mess up the xmb in previous versions but it does now, why?

Am no specialist of vsh so I must ask, is it vsh.self that reads the XML file to render the XMB? Is it possible that changes were made to this process & duplicate entries have become confusing....
But then again why in+game only?
What fundamental difference is there between rendering the xmb and the in-game xmb?

As far as XMBM+ files are concerned, yes we should checki if the culprit is among them.

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Some speculation...

Maybe the changes in rebug are related with the hack used to play BD video in DEX mode ?... because the patch made at the .sprx used by mysis are based on "AV tool" PS3 models, but you are in DEX so this is 2 different target ID's, maybe the firmware is so stupid that is loading entries duplicated for the 2 target ID's
Not probable though, but worths mentioning because i was thinking in it too while reading the thread

The "XMB boss" is either xmb_normal.sprx or xmb_ingame.sprx (ingame is a reduced copy of the other, his .rco's are pretty similar too), they contains a list with the critical .sprx that needs to be available at all time and loaded at boot, then are loaded each of the explore_category_***.sprx for every XMB column and some of them loads the .xml files
This doesnt seems to be an strict rule though, and im not so sure if what im saying is 100% accurate

The most important difference while ingame is the amount of memory available is smaller (and most of the .sprx has been unloaded, there are only a few availables while ingame), this is why in the ingame version of the XMB half of the icons are "fake" (are replaced by a warning message advising you to quit game to use that function)

Edit:
In older versions of the PS3 firmware there is only 1 XMB mode (ingame didnt exist), and if i remember correctlly... there is only 1 explore_plugin.sprx (at some point they decided to separate the code with a .sprx for every category, but it started as a single file)
This worths mentioning because sony doesnt uses to remove old code, so this changes though was very important... probably keeps "backwards compatibility" with the old code (the old, obsolete, and annoying code is still there for sure, this kind of files never are cleaned up)
 
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Some speculation...

Maybe the changes in rebug are related with the hack used to play BD video in DEX mode ?... because the patch made at the .sprx used by mysis are based on "AV tool" PS3 models, but you are in DEX so this is 2 different target ID's, maybe the firmware is so stupid that is loading entries duplicated for the 2 target ID's
Not probable though, but worths mentioning because i was thinking in it too while reading the thread

The "XMB boss" is either xmb_normal.sprx or xmb_ingame.sprx (ingame is a reduced copy of the other, his .rco's are pretty similar too), they contains a list with the critical .sprx that needs to be available at all time and loaded at boot, then are loaded each of the explore_category_***.sprx for every XMB column and some of them loads the .xml files
This doesnt seems to be an strict rule though, and im not so sure if what im saying is 100% accurate

The most important difference while ingame is the amount of memory available is smaller (and most of the .sprx has been unloaded, there are only a few availables while ingame), this is why in the ingame version of the XMB half of the icons are "fake" (are replaced by a warning message advising you to quit game to use that function)

Alright, that actually clarified quite a number of questions & of course leads to new ones....!


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[MENTION=29]Joonie[/MENTION]
Can Evilnat's "Fix Cobra hashes" feature in SEN be used with any changes made to vsh.self or does it only work for SEN related modifications?
For testing purposes recompiling Cobra often can be cumbersome....

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