ManaGunZ

PS3 ManaGunZ - PS3 Backup Manager by Zar v1.41

I'm not working on mgz right now, but when I'll come back to it I don't think i'll work on visual aspect, I'll focus on "real" features ;)
Im sure the real features will be juicy :)
Btw, do you plan to add to the next mgz version the idea about displaying default covers in FLOW3D with the help info texts wrtitten at the back ?... or better to wait for the next-next ?
 
I have install managunz 1.38 and now mount game works.
Strange but download link go to orig github with 1.36 version and not on zar github.
Download cover works but not download some square thumbnail (and not download silenthill 2 cover thats a common game...)
Ps who have try mario64 ps2iso? Here not save
 
I have install managunz 1.38 and now mount game works.
Strange but download link go to orig github with 1.36 version and not on zar github.
Download cover works but not download some square thumbnail (and not download silenthill 2 cover thats a common game...)
Ps who have try mario64 ps2iso? Here not save

It was Zar's github
https://github.com/Zarh/ManaGunZ/releases/tag/1.36

this shows latest version. (link fixed in download button)
https://github.com/Zarh/ManaGunZ/releases/
 
Thank you... Why some patch on config ps2 is without commentation? I can read about speed hack and other... But a lot who knows?
 
Thank you... Why some patch on config ps2 is without commentation? I can read about speed hack and other... But a lot who knows?
All the configs are intended to fix problems, the speeds hacks discussed for the burnout games are intended to preserve the original speed and framerate

In other words... the configs doesnt modifyes the gameplay, are intended to achieve a perfect emulation
Is just some games are very problematic, and either:
-There is no config for them
-The config fixes critical problems by disabling some visual efects (shadows, lights etc...)
-There is a config that fixes a few of the problems (but other problems stays)

As a general rule you can consider all the configs labeled as NET as a perfect emulation
And the result when using the other configs labeled as GX, SOFT, CUSTOM could vary (some are perfect, some are not)
 
I want know how to ps2 emu works on ps3 without bc hardware. Exist 1 emu? cfw based on different fw have different emulator? Why not all games can be emulated? dev can mod or enhance ps2 emu for make better the compatibility?
 
I want know how to ps2 emu works on ps3 without bc hardware. Exist 1 emu? cfw based on different fw have different emulator? Why not all games can be emulated? dev can mod or enhance ps2 emu for make better the compatibility?

The PS2 support is different depending the model of the PS3.

- Full B/C models (CECHAxx & CECHBxx) have practically a full PS2 inside the console. PS2 CD/DVD are supported.
- Semi B/C models (CECHCxx & CECHExx) also have a PS2 inside except the Emotion Engine (the PS2 CPU) that is emulated. PS2 CD/DVD are supported, very few games have issues due the EE emulation.
- All the other models (phat models from CECHGxx to CECHQxx and all slims & super slim models) use a PS2 emulator by software. PS2 CD/DVD support was removed. The emulator was included to support PS2 Classics (a way to force us to buy again the same games).

As result not all PS2 games are compatible. To fix some games the PS2 emulator supports a CONFIG file included in the PKG of the PS2 Classics that improve the compatibility of that particular game tweaking some internal settings of the emulator. In other words: changing the default setting values of the emulator to make the game playable or work better.

There are 3 PS2 emulators in /dev_flash/ps2emu that are selected depending of the PS3 model:
The ps2_emu.self and ps2_gxemu.self are used by full and semi-full B/C models respectively.
The ps2_netemu.self is used by all models except the models above, although there is an option in Cobra that allows to use it.

There was also an early ps2_softemu.self but it was replaced soon by ps2_netemu.self

These emulators have been updated in some FW versions. It's assumed that the changes were to improve compatibility.
But not in every FW version they were updated. AFAIK these emulators haven't been updated in the last years.

Not all games are playable because the emulator is not perfect and the limitations of memory and processing power of the PS3.
The CONFIG files are needed to improve these limitations, but not all games are fixable (additionally the meaning of some settings in CONFIG file is unknown).

Yes, developers can mod or enhance ps2 emu. But it is extremely hard to do and require a lot of time and dedication to reverse the source code. There is not much incentive to do it for many reasons: 1-a real PS2 is cheap, 2-PS3 is in it's final period of life cycle, 3-PS2 emulation in PC is better and easier to improve (it's open source), 4-there are things more interesting to do
 
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Ok i have a ps3 slim 60gb 2.70fw native. Is a semi bc or full software? The better compatibilty is 1 full hw 2 semi bc 3fullsw for sure 1 and 2 can use netemu right?
 
Ok i have a ps3 slim 60gb 2.70fw native. Is a semi bc or full software? The better compatibilty is 1 full hw 2 semi bc 3fullsw for sure 1 and 2 can use netemu right?
all slims and superslims are non-bc. they can only use software (netemu also called ps2classics).

full bc is cech-a and cech-b only. semi bc is cech-c and cech-e only. all other ps3 are non-bc and must use netemu only (no ps2 disc will work).

bc models can still use netemu if you want (but not for real disc).
 
Small problem...

In FLOW3D i have a PSP game displaying the 3D case in black (for PS2) and no cover
The PSP game is in JB format (is something i was using for tests), and only contains 2 files:
dev_hdd0/PSPISO/Gamename/PSP_GAME/ICON0.PNG
dev_hdd0/PSPISO/Gamename/PSP_GAME/PARAM.SFO

Im not sure what is causing to display the PS2 case instead of the PSP case, it could be because is a PSP game in JB format... or (most probably) because i dont have covers for it
 
I was reading this post and made me remember... in managunz there is a combination of settings, available for PS3 games in JB format that results in the game mounted twice in XMB

First you need to enable "mount in APPP_HOME", and when enabled appears another option under it named "patch explore_plugin.sprx"
If you mount the game with this 2 options enabled, managunz takes you back to XMB, and the game is mounted twice, in APP_HOME, and also as a real bluray

The problem is... from this 2 different ways to mount the game, the good one is with the patch to explore_plugin because it have more compatibility (as far i remember some games fails when mounted as APP_HOME)
As far i remember the patch to explore plugin is doing a "virtual redirection" of device name dev_bdvd and APP_HOME
It also makes the game icon to be displayed as a real bluray and this looks better. So in my oppinion the option to patch explore plugin should have preference over the option to mount in APP_HOME

But the patch to explore_plugin is only available if we enable APP_HOME... as a result is imposible to have the JB game mounted only as a real bluray
The only thing we can do is to mount the game twice in XMB, then boot the game by clicking in the icon that looks like a real bluray (and just ignore the other game icon displayed as APP_HOME)

-----------------------------------
I dont really have any worthy idea about how to fix this, im just mentioning as a recap to dont forget about it
Initially i was thinking if it could be solved by reordering the available options for PS3 JB games... i mean... moving the option to "patch explore plugin" out of his actual parent "mount in APP_HOME"
You know, is displayed as a hierarchy, the "mount in APP_HOME" is the parent of "patch explore plugin" (and "patch explore plugin" is the children of "mount in APP_HOME"), for many time i was thinking this parent-children relationship is the root of the problem... but the fact is the alternative ways to reorder that options could not make much sense and could be confusing because are a bit similar

But... now im thinking maybe it could be made internally, without need to modify that menu
The point is... if we enable the "patch explore plugin", then the managunz internal functions should not mount it in APP_HOME
This 2 options should exclude each other... we should be able to use one or the other... but not both at the same time (even if both are displayed as enabled in the menu, thats a minor detail)
 
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In the file transfer screen... appears 6 lines of texts, the first 4 lines are translated to the local language (spanish in my case), but the last 2 lines are not translated ("Elapsed", and "Remaining")
I think this 2 lines could be added to the translation files, to complete all the texts of the file transfer screen
 
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Im having an error (could not decrypt header) when trying to decrypt an EBOOT.BIN in the filemanager
Is the EBOOT.BIN of the official v1.03 patch for Dragon Quest Builders NPJB00765
http://b0.ww.np.dl.playstation.net/...B00765_00-BUILDERS00000000-A0103-V0100-PE.pkg

I downloaded your keys file and im using them with scetool.exe in PC... and im having the same error
So... i guess the problem is in the keys file

The EBOOT.BIN is signed with the keys from 4.75 btw
Code:
[*] Warning: Could not decrypt header.
[*] SCE Header:
 Magic           0x53434500 [OK]
 Version         0x00000002
 Key Revision    0x001C
 Header Type     [SELF]
 Metadata Offset 0x000004A0
 Header Length   0x0000000000000A80
 Data Length     0x000000000082D320
[*] SELF Header:
 Header Type         0x0000000000000003
 App Info Offset     0x0000000000000070
 ELF Offset          0x0000000000000090
 PH Offset           0x00000000000000D0
 SH Offset           0x000000000082D620
 Section Info Offset 0x0000000000000290
 SCE Version Offset  0x0000000000000390
 Control Info Offset 0x00000000000003C0
 Control Info Size   0x0000000000000100
[*] Application Info:
 Auth-ID   [retail game/update]
 Vendor-ID [normal]
 SELF-Type [NPDRM Application]
 Version   01.00
[*] SCE Version:
 Header Type 0x00000001
 Present     [TRUE]
 Size        0x00000030
 unknown_3   0x00000000
[*] Control Info
 Type      Flags
 Size      0x00000030
 Next      [TRUE]
 Flags 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
       00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
[*] Control Info
 Type      Digest
 Size      0x00000040
 Next      [TRUE]
 Digest 1   62 7C B1 80 8A B9 38 E3 2C 8C 09 17 08 72 6A 57
            9E 25 86 E4
 Digest 2   61 E1 C5 F7 84 BE 63 C8 D7 9C 64 0C 7B B3 58 76
            D2 93 E1 A3
 FW Version 47500 [04.75]
[*] Control Info
 Type      NPDRM
 Size      0x00000090
 Next      [FALSE]
 Magic        0x4E504400 [OK]
 unknown_0    0x00000001
 Licence Type 0x00000002
 App Type     0x00000001
 ContentID    JP0082-NPJB00765_00-BUILDERS00000000
 Random Pad   C2 FD 76 3C 97 EA DF FD C2 A2 7E 1F 59 0F 77 DA
 CID_FN Hash  2B 08 DC 54 E2 54 AF A5 71 EC E5 73 6C 08 EE 75
 CI Hash      1B 78 E5 DF E7 91 98 36 EF 82 96 A1 61 69 E2 72
 unknown_1    0x0000000000000000
 unknown_2    0x0000000000000000
[*] Section Infos:
 Idx Offset   Size     Compressed unk0     unk1     Encrypted
 000 00000A80 007ED228 [NO ]      00000000 00000000 [YES]
 001 007F0A80 00037D04 [NO ]      00000000 00000000 [YES]
 002 00828784 00000000 [NO ]      00000000 00000000 [YES]
 003 00828784 00000000 [NO ]      00000000 00000000 [YES]
 004 00828784 00000000 [NO ]      00000000 00000000 [YES]
 005 0082152C 000001AC [NO ]      00000000 00000000 [NO ]
 006 007EDC40 00000028 [NO ]      00000000 00000000 [NO ]
 007 007EDC68 00000040 [NO ]      00000000 00000000 [NO ]
[*] ELF64 Header:
 Type                   [EXEC]
 Machine                [PPC64]
 Version                0x00000001
 Entry                  0x00000000008114F8
 Program Headers Offset 0x0000000000000040
 Section Headers Offset 0x000000000082CBA0
 Flags                  0x00000000
 Program Headers Count  0008
 Section Headers Count  0030
 SH String Index        0029
[*] ELF64 Program Headers:
 Idx Type     Offset   VAddr    PAddr    FileSize MemSize  PPU SPU RSX Align
 000 LOAD     00000000 00010000 00010000 007ED228 007ED228 X-R --R --- 00010000
 001 LOAD     007F0000 00800000 00800000 00037D04 001CAA08 -WR -WR --- 00010000
 002 LOAD     00827D04 00000000 00000000 00000000 00000000 --R --- --- 00010000
 003 LOAD     00827D04 00000000 00000000 00000000 00000000 -WR --- --- 00010000
 004 LOAD     00827D04 00000000 00000000 00000000 00000000 -WR -WR -WR 00010000
 005 TLS      00820AAC 00830AAC 00830AAC 000001AC 000001AC --R --- --- 00000008
 006 PARAMS   007ED1C0 007FD1C0 007FD1C0 00000028 00000028 --- --- --- 00000008
 007 PRX      007ED1E8 007FD1E8 007FD1E8 00000040 00000040 --- --- --- 00000004
[*] ELF64 Section Headers:
 Idx Name Type          Flags Address    Offset   Size     ES   Align    LK
 000 0000 NULL          ---   00000000   00000000 00000000 0000 00000000 000
 001 000B PROGBITS      -AE   00010200   00000200 0000002C 0000 00000004 000
 002 001F PROGBITS      -AE   00010230   00000230 006E1218 0000 00000010 000
 003 0011 PROGBITS      -AE   006F1448   006E1448 00000024 0000 00000004 000
 004 0017 PROGBITS      -AE   006F146C   006E146C 00003A80 0000 00000004 000
 005 0025 PROGBITS      -A-   006F4EEC   006E4EEC 000001B0 0000 00000004 000
 006 0039 PROGBITS      -A-   006F509C   006E509C 00000750 0000 00000004 000
 007 0049 PROGBITS      -A-   006F57EC   006E57EC 00000004 0000 00000004 000
 008 0056 PROGBITS      -A-   006F57F0   006E57F0 00000004 0000 00000004 000
 009 0063 PROGBITS      -A-   006F57F4   006E57F4 00000004 0000 00000004 000
 010 0071 PROGBITS      -A-   006F57F8   006E57F8 000004A4 0000 00000004 000
 011 007B PROGBITS      -A-   006F5C9C   006E5C9C 00000004 0000 00000004 000
 012 0089 PROGBITS      -A-   006F5CA0   006E5CA0 0005FBC0 0000 00000010 000
 013 0091 PROGBITS      WA-   00755880   00745880 000A7940 0000 00000080 000
 014 009C PROGBITS      WA-   007FD1C0   007ED1C0 00000028 0000 00000008 000
 015 00AC PROGBITS      -A-   007FD1E8   007ED1E8 00000040 0000 00000004 000
 016 00C0 PROGBITS      WA-   00800000   007F0000 00000B00 0000 00000004 000
 017 00C7 PROGBITS      WA-   00800B00   007F0B00 00000AD0 0000 00000004 000
 018 00CE PROGBITS      WA-   008015D0   007F15D0 00000004 0000 00000004 000
 019 00D3 PROGBITS      WA-   008015D8   007F15D8 0000094C 0000 00000008 000
 020 00E0 PROGBITS      WA-   00801F24   007F1F24 00000750 0000 00000004 000
 021 00EF PROGBITS      WA-   00802678   007F2678 0002D388 0000 00000008 000
 022 00F4 PROGBITS      WA-   0082FA00   0081FA00 000010AC 0000 00000008 000
 023 00F9 PROGBITS      WA-   00830AAC   00820AAC 00000014 0000 00000004 000
 024 0100 NOBITS        WA-   00830AC0   00820AC0 00000198 0000 00000008 000
 025 0106 PROGBITS      WA-   00830C60   00820C60 000070A4 0000 00000010 000
 026 010C NOBITS        WA-   00837D80   00827D04 00192C88 0000 00000080 000
 027 0111 PROGBITS      ---   00000000   00827D04 00000ADC 0000 00000004 000
 028 0120 PROGBITS      ---   00000000   008287E0 00004293 0000 00000001 000
 029 0001 STRTAB        ---   00000000   0082CA73 0000012C 0000 00000001 000
 
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Im having an error (could not decrypt header) when trying to decrypt an EBOOT.BIN in the filemanager
Is the EBOOT.BIN of the official v1.03 patch for Dragon Quest Builders NPJB00765
http://b0.ww.np.dl.playstation.net/...B00765_00-BUILDERS00000000-A0103-V0100-PE.pkg

I downloaded your keys file and im using them with scetool.exe in PC... and im having the same error
So... i guess the problem is in the keys file

That game is a PSN game signed with NPRDM key. To decrypt it you require a RAP or a RIF+act.dat or decrypt it with a rifkey (klicensee)

The keys file is mainly used to decrypt the system files in PUP (dev_flash + Core_OS files) and NPDRM-free self (like EBOOT from demos).
 
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Ops, i didnt realized, i was just replacing the TITLE_ID in the link by NPJB00765 and thinking it was ilike a bluray patch
https://a0.ww.np.dl.playstation.net/tpl/np/TITLE_ID/TITLE_ID-ver.xml

The updates for bluray version of a game don't require activation (RAP or rif+act.dat).
PSN version (title id like NP??#####) usually require activation (except free content like demos).

Some games allow to swap the EBOOT between both type of games (retail vs PSN). But the EBOOT needs to be resigned as NP.
This exploit is used by pirates to convert PSN games to full game without get the activation file from the store.
 
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