Configuration Manager

PS3 Configuration Manager v0.20

@LuanTeles XMB mods was stopped developing, mainly because we all are waiting for new xai plugin with many many interesting functionality which can be used, included scripting. As I know, reloading XMB by XMB alone is not possible.
 
Am i doing something wrong?

fcopy#/dev_hdd0/game/PROTOOLBX/USRDIR/TOOLBOX/patches/boot_init/#/dev_hdd0/#/dev_hdd0/game/PROTOOLBX/USRDIR/TOOLBOX/patches/restore_cfw/cfw/#/dev_blind/vsh/#soft_reboot

seems like the files are beeing copie to flash and rebotting, but the one inside the boot_init are not beeing copied to hdd0, i tried to change the order and no effect,

fcopy#/dev_hdd0/game/PROTOOLBX/USRDIR/TOOLBOX/patches/boot_init/#/dev_hdd0/

it does work, but with the others it is beeing ignored
 
Am i doing something wrong?

fcopy#/dev_hdd0/game/PROTOOLBX/USRDIR/TOOLBOX/patches/boot_init/#/dev_hdd0/#/dev_hdd0/game/PROTOOLBX/USRDIR/TOOLBOX/patches/restore_cfw/cfw/#/dev_blind/vsh/#soft_reboot

seems like the files are beeing copie to flash and rebotting, but the one inside the boot_init are not beeing copied to hdd0, i tried to change the order and no effect,

fcopy#/dev_hdd0/game/PROTOOLBX/USRDIR/TOOLBOX/patches/boot_init/#/dev_hdd0/

it does work, but with the others it is beeing ignored
Dont put / on the end of your paths
 
fcopy#/dev_hdd0/game/PROTOOLBX/USRDIR/TOOLBOX/patches/boot_init/boot_init.txt#/dev_hdd0/boot_init.txt#/dev_hdd0/game/PROTOOLBX/USRDIR/TOOLBOX/patches/restore_cfw/cfw/#/dev_blind/vsh/#soft_reboot


even like this it is beeing ignored, only the files from cfw/ are goind to inside dev_blind/vsh/

the boot_init.txt is not replacing the one on the hdd0


only if i leave this alone without the other commands


the ones with / at the end, is because it has the files inside of it that needs to be placed in the other, and not coping the cfw folder, just its contents

like inside the cfw folder i have module and resource folder

so cfw/ to dev_blind/vsh/

and it works good, the problem is the boot_init.txt ( a empty one the mod ones)
 
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Maybe this will work

fcopy#/dev_hdd0/game/PROTOOLBX/USRDIR/TOOLBOX/patches/restore_cfw/cfw/#/dev_blind/vsh/#/dev_hdd0/boot_init.txt#/dev_hdd0/delete.txt#move#soft_reboot

to rename it
or
fcopy#/dev_hdd0/game/PROTOOLBX/USRDIR/TOOLBOX/patches/restore_cfw/cfw/#/dev_blind/vsh/#fdelete/dev_hdd0/boot_init.txt#soft_reboot

@DeViL303

WOW the fdelete took less than 15 seconds to delete more than 5k files.

i though it would take a lot of time, via ftp it takes 20 minutes, via multiman 10mim.


i'll use this one

fcopy#/dev_hdd0/game/PROTOOLBX/USRDIR/TOOLBOX/patches/restore_cfw/cfw/#/dev_blind/vsh/#fdelete#/dev_hdd0/boot_init.txt#/dev_hdd0/game/PROTOOLBX#soft_reboot

hope it works with 2 different operations
 
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Like I said, do not put / on the end of your paths.

You can not mix and match commands.

fixed using this

fcopy#/dev_hdd0/game/PROTOOLBX/USRDIR/TOOLBOX/patches/restore_cfw/cfw/#/dev_blind/vsh/#/dev_hdd0/boot_init.txt#/dev_hdd0/delete.txt#/dev_hdd0/game/PROTOOLBX#/dev_hdd0/game/DELETE#move#soft_reboot</String></Pair>

i was afraid thinking if a folder with the same name exists it won't allow the operation, but it replaces just fine
 
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@bguerville when you get back to xai plugin can you increase the number of operations? i really need more than 3
The xai_plugin file you are using was never a "release", only a test version, more akin to a proof of concept, that was never meant to be redistributed or included in other projects. PS3Xploit & more important projects came along, the xai_plugin project took a back seat.
But I can already tell you that there will be no such limitation in the final version, whenever I release it, although you will still be bound by official XMBML & HTTP protocols limitations such as module_action maximum string length & such.
If everything goes as planned & the motivation is still strong enough, I will release a final version of xai_plugin as part of the deliverables for phase 2 of my PS3 Toolset project, no ETA but I don't expect phase 2 to be completed until 2021.
 
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Does anyone knows why those doesn't work? I got the message FAILED and the vsh/resources gets corrupted, it becames a folder inside a folder infinity times.

<Pair key="module_action"><String>fcopy#/dev_usb000/coldboot.raf#/dev_blind/vsh/resource#/dev_usb000/coldboot_multi.ac3#/dev_blind/vsh/resource#/dev_usb000/coldboot_stereo.ac3#/dev_blind/vsh/resource#soft_reboot</String></Pair>


neither

<Pair key="module_action"><String>fcopy#/dev_usb000/coldboot.raf#/dev_blind/vsh/resource/#/dev_usb000/coldboot_multi.ac3#/dev_blind/vsh/resource/#/dev_usb000/coldboot_stereo.ac3#/dev_blind/vsh/resource#soft_reboot</String></Pair>
 
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2020-01-07 17:07:31 [xai_plugin] : ACT0 : xai_plugin_action(fcopy#/dev_usb000/coldboot.raf#/dev_blind/vsh/resource/#/dev_usb000/coldboot_multi.ac3#/dev_blind/vsh/resource/#/dev_usb000/coldboot_stereo.ac3#/dev_blind/vsh/resource/#soft_reboot)
fcopy: Soft reboot mode enabled - File copy operation - source: /dev_usb000/coldboot.raf - destination: /dev_blind/vsh/resource/ -
Folder copy operation of /dev_usb000/coldboot.raf failed -
File copy operation - source: /dev_usb000/coldboot_multi.ac3 - destination: /dev_blind/vsh/resource/ -
Folder copy operation of /dev_usb000/coldboot_multi.ac3 failed -
File copy operation - source: /dev_usb000/coldboot_stereo.ac3 - destination: /dev_blind/vsh/resource/ -
Folder copy operation of /dev_usb000/coldboot_stereo.ac3 failed -
fcopy: 3 out of 3 copy operations failed. Please refer to /dev_hdd0/tmp/hfw_settings.log for more details

and

2020-01-07 17:29:37 [xai_plugin] : ACT0 : xai_plugin_action(fcopy#/dev_usb000/coldboot.raf#/dev_blind/vsh/resource#/dev_usb000/coldboot_multi.ac3#/dev_blind/vsh/resource#/dev_usb000/coldboot_stereo.ac3#/dev_blind/vsh/resource#soft_reboot)
fcopy: Soft reboot mode enabled - File copy operation - source: /dev_usb000/coldboot.raf - destination: /dev_blind/vsh/resource -
Folder copy operation of /dev_usb000/coldboot.raf failed -
File copy operation - source: /dev_usb000/coldboot_multi.ac3 - destination: /dev_blind/vsh/resource -
Folder copy operation of /dev_usb000/coldboot_multi.ac3 failed -
File copy operation - source: /dev_usb000/coldboot_stereo.ac3 - destination: /dev_blind/vsh/resource -
Folder copy operation of /dev_usb000/coldboot_stereo.ac3 failed -
fcopy: 3 out of 3 copy operations failed. Please refer to /dev_hdd0/tmp/hfw_settings.log for more details
 
Does anyone knows why those doesn't work? I got the message FAILED and the vsh/resources gets corrupted, it becames a folder inside a folder infinity times.

<Pair key="module_action"><String>fcopy#/dev_usb000/coldboot.raf#/dev_blind/vsh/resource#/dev_usb000/coldboot_multi.ac3#/dev_blind/vsh/resource#/dev_usb000/coldboot_stereo.ac3#/dev_blind/vsh/resource#soft_reboot</String></Pair>


neither

<Pair key="module_action"><String>fcopy#/dev_usb000/coldboot.raf#/dev_blind/vsh/resource/#/dev_usb000/coldboot_multi.ac3#/dev_blind/vsh/resource/#/dev_usb000/coldboot_stereo.ac3#/dev_blind/vsh/resource#soft_reboot</String></Pair>

Damn any other operation works but this one corrupts the resource folder

<Pair key="module_action"><String>fcopy#/dev_usb000/coldboot.raf#/dev_blind/vsh/resource/</String></Pair>

even just this lol
 
Damn any other operation works but this one corrupts the resource folder

<Pair key="module_action"><String>fcopy#/dev_usb000/coldboot.raf#/dev_blind/vsh/resource/</String></Pair>

even just this lol
When you are moving a folder leave out the last /

<Pair key="module_action"><String>fcopy#/dev_usb000/coldboot.raf#/dev_blind/vsh/resource</String></Pair>

or try:

<Pair key="module_action"><String>fcopy#/dev_usb000/coldboot.raf#/dev_blind/vsh/resource/coldboot.raf</String></Pair>
 
I'll be waiting. I believe @DeViL303 too. I still have in plans to make XMBM+ huge update.
I think if it were only up to me I would probably follow jjolano's suggestion (and maybe use the code he wrote for it) to make xai_plugin into a universal proxy for all our custom sprx plugins rather than have different plugins using a few different system modules for their proxies like it is now, each plugin living in a world of its own kinda thing..

XMB CFW Settings would be removed from xai_plugin to become a regular sprx module. And we could easily add new modules such as zip/unzip, file management etc.. as well as potentially integrate existing ones such as openps3-ftp or even wMM/sMan/psnpatch.

In practice, xai_plugin would basically become a dispatch center for custom plugins accessible both by the plugins themselves & by the XMB.

In the case of XMBM+, xai_plugin would receive whatever module_action string, parse it, if needed load the appropriate custom module to do the job, then pass the parsed argument(s) to the corresponding function of that module.

Additionally xai_plugin could serve as an intermediary between the various custom plugins, for instance a plugin that needs to copy or unzip a file could simply call its proxy (xai_plugin) which would dispatch the job to the file ops module or the zip module & once the job is done return success/error to the caller plugin.

Even self projects could benefit from the xai_plugin system in theory, you would only need to include the xai_plugin export functions library in your self project & as long as you can load xai_plugin at runtime, you should be able to consume its exposed features.

With such a system the self & sprx plugins projects would become lighter, sending jobs to xai_plugin & letting it deal with the details.
 
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I'm acolyte of KISS philosophy, so, very nice idea, if those doesn't conflicting with i.e games (or maybe they are unloaded?). On PSV/PSTV user define which module have what permissions and where can works (but I don't know if they are loaded on demand and unloaded after task is complete/app closed or just are loaded all at once and staying there). So such functionality would be great, especially that this idea eliminate needs of forking whole xai if someone want write new functionality.

Last time @bucanero is on fire so who knows what future would brings. ;p

So if You find time for it, please consider it make this reality. ^^

PS: This could even have potential of i.e eliminate needs to use package format (which I personally hate) because such "sub-plugin" could handle unpacking i.e 7z LZMA (better compression, a lot of less space used to archive homebrew apps which normally must be encrypted and ugly ;)) and update database.
 
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I'm acolyte of KISS philosophy, so, very nice idea, if those doesn't conflicting with i.e games (or maybe they are unloaded?). On PSV/PSTV user define which module have what permissions and where can works (but I don't know if they are loaded on demand and unloaded after task is complete/app closed or just are loaded all at once and staying there). So such functionality would be great, especially that this idea eliminate needs of forking whole xai if someone want write new functionality.

Last time @bucanero is on fire so who knows what future would brings. ;p

So if You find time for it, please consider it make this reality. ^^

PS: This could even have potential of i.e eliminate needs to use package format (which I personally hate) because such "sub-plugin" could handle unpacking i.e 7z LZMA (better compression, a lot of less space used to archive homebrew apps which normally must be encrypted and ugly ;)) and update database.

The custom modules (zip/rar/7z/encryption/file ops...) orchestrated by xai_plugin would be loaded automatically on demand & they would be closed immediately after being used, in pretty much the same way as regular system modules. They would never be loaded when a game is running UNLESS a custom sprx plugin called xai_plugin during gameplay to delegate a job.
xai_plugin should not be required at all when a game is running so in most cases, there should be no issue.
But for the sake of argument, in the worst case scenario, let's imagine for instance a custom webMAN-MOD version that delegates something like file unzipping to xai_plugin.
It's pretty extreme BUT a user could issue a web command during gameplay to start some file unzipping, wMM would then call xai_plugin to execute the job which would dispatch the job to the appropriate custom module. So altogether, 2 very small modules would need to be loaded, even with threading allocation, the associated memory cost should be pretty low. Unzipping memory allocations are another story but no different from unzipping directly inside wMM.
Ultimately wMM can easily find out what memory is available & whether or not, delegating a job to xai_plugin would be problematic in terms of resources, again the resources problem & mitigations would be exactly the same as when done inside wMM, the only difference would reside in the loading of those 2 small modules & it's worth remembering that wMM itself would be lighter in the first place.
Keeping in mind also that if it turned out that file unzipping was too taxing during gameplay, wMM could always detect the in-game status & if required cancel the operations before warning the web command user.

And yes, I suppose that you could potentially replace pkg altogether, among many other things.
 
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In the new xai_plugin, the module_action string will no longer use a # delimiter, it should just be xml in a string.
xai_plugin will leverage the tinyxml library to parse the module_action string & identify the list of jobs & the various arguments.
Let's imagine that an XMB link requests that a zip file encrypted with AES be decrypted & then unzipped somewhere.

The module_action string might look similar to this:
"<jobs>
<decrypt>
<src>/dev_usb000/test.zip.enc</src>
<dest>/dev_usb000/test.zip.dec</dest>
<enctype>AES-128-CBC</enctype>
<enckey>4444444444444444444444444444444444444444444444444</enckey>
<enciv>8888888888888888888888888888888888</enciv>
</decrypt>
<unzip>
<filepath>/dev_usb000/test.zip.dec</filepath>
<destination>/dev_hdd0/test_content/</destination>
</unzip>
</jobs>"

And as a workaround, very long xml strings that are too big for module_action specs could also be kept in an external file which path could be provided to xai_plugin via module_action like this:
<jobs>
<external>/dev_hdd0/joblist.xml</external>
</jobs>
 
Great, That all sounds amazing.

One thing, AFAIK xai_plugin can not be called while ingame, There is some table on the wiki that shows which plugins can be used in game, not sure where as I can never find stuff on there.

Anyway maybe it possible to make it work ingame with a patch to some other file or list.

There is one possible candidate for an ingame custom non cobra plugin and that is system_plugin.sprx, it is no longer in the FW anymore, but still has some support like xai_plugin. I know there is some support as if you add it so a XMBML module line it does produce a click when pressed. Not much I know. Also there is still a system_plugin.rco that is used, so not sure if that would cause issues.

Anyway there are probably other plugins that could be used as a proxy in game if required.
 
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