ManaGunZ

PS3 ManaGunZ - PS3 Backup Manager by Zar v1.41

"Convert to dummy" is an option to :
-delete currentfile
-create a new one with the same name but empty

Am I right ?

About the icon display a top left, I think you misunderstood me... and when I looked again at your post, i'm sure of it. What I want to display is the icon displayed at root. For example, if I go inside dev_flash, the flash icon will be displayed, also if it's locked I will be able to see the lock icon (just like it's done on root); This is how the explorer in windows works...

Actually, I just added this feature and when I see the result with your new icon, the new 'lock' icon is too small, we can't understand what it is, there is too much details probably because you though i was going to be displayed bigger...
So, i'm going to use the 'old' lock icon.
 
@sandungas

this is the current display of the title bar (on RPCS3, the resolution isn't like ps3, so, it's probably probably more stretched horizontally)
titlebar.png
 
"Convert to dummy" is an option to :
-delete currentfile
-create a new one with the same name but empty

Am I right ?
Yes, that procedure is good enought :)

Just for curiosity sake... the last time i did this was with the game killzone 2, take a look at the tab for the game files in this link. It have an "intro" video specific for each language (around 200mb each, as far i remember)
/PS3_GAME/USRDIR/MOVIES/GameIntro_Chinese_PS3.avi
/PS3_GAME/USRDIR/MOVIES/GameIntro_Danish_PS3.avi
/PS3_GAME/USRDIR/MOVIES/GameIntro_Dutch_PS3.avi
/PS3_GAME/USRDIR/MOVIES/GameIntro_Finnish_PS3.avi
/PS3_GAME/USRDIR/MOVIES/GameIntro_French_PS3.avi
/PS3_GAME/USRDIR/MOVIES/GameIntro_German_PS3.avi
/PS3_GAME/USRDIR/MOVIES/GameIntro_Italian_PS3.avi
/PS3_GAME/USRDIR/MOVIES/GameIntro_Japanese_PS3.avi
/PS3_GAME/USRDIR/MOVIES/GameIntro_Korean_PS3.avi
/PS3_GAME/USRDIR/MOVIES/GameIntro_Norwegian_PS3.avi
/PS3_GAME/USRDIR/MOVIES/GameIntro_Polish_PS3.avi
/PS3_GAME/USRDIR/MOVIES/GameIntro_Portuguese_PS3.avi
/PS3_GAME/USRDIR/MOVIES/GameIntro_PS3.avi
/PS3_GAME/USRDIR/MOVIES/GameIntro_Russian_PS3.avi
/PS3_GAME/USRDIR/MOVIES/GameIntro_Spanish_PS3.avi
/PS3_GAME/USRDIR/MOVIES/GameIntro_Swedish_PS3.avi

*Some of the other AVI files are duplicated too... 2 variants with the "trademark" logo or with the "copyright" logo... selected by country
 
"Convert to dummy" is an option to :
-delete currentfile
-create a new one with the same name but empty

You can do this without delete the file. If you use the flag CELL_FS_O_CREAT | CELL_FS_O_TRUNC | CELL_FS_O_WRONLY the file is truncated when you open it.

BTW today I implemented this feature in wMM using the web command /trunc.ps3<file-path>

EDIT:
IRISMAN now has the truncate option too.
 
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About the icon display a top left, I think you misunderstood me... and when I looked again at your post, i'm sure of it. What I want to display is the icon displayed at root. For example, if I go inside dev_flash, the flash icon will be displayed, also if it's locked I will be able to see the lock icon (just like it's done on root); This is how the explorer in windows works...
DOWNLOAD ---> https://workupload.com/start/7j6aBNeArKH

Yes, i misunderstood you in the post where you mentioned the idea of displaying an icon at top-left corner to indicate the write protected status of dev_flash. I thought it was going to look like this
You know, in a simple way, just by displaying the LOCK.PNG with the same height than the other buttons
dZw9pqM.png

I liked the idea a lot because his position is perfect (we dont have any other place anyway, lol)... but to display it this way it was needed to rebuild this black LOCK.PNG icon (originally made at 16x16) to 32x32... so i opened photoshop... but at that same day i already had some more new icons already made, and i already had the idea of representing the "write protected" state with a pencil+shield :D

------------------------------------------
But let me try to explain the mental (or creative) process i followed when thinking about all this, it includes many talks we had since lot of time ago, and also i changed my mind several times
Im going to try to explain this now because it was some of the things i wanted to suggest you at some point, i was just waiting to find a good timing to talk about this because just you are a busy person, and i have a 36KB txt filled with managunz notes :D

The LOCK.PNG at 16x16 pixels in black monochrome was originally intended to be displayed this way, overlayed in a corner of all the folders and files of dev_flash
A1yv3mb.png

You know... the folder/file icons are 32x32 pixels, and the overlayed ones are 16x16 pixels, so geometrically fits perfects because we can divide the area of 32x32 in four quarters of 16x16, is easy to align them in the code, also it allows to overlap a maximun of 4 icons of 16x16 pixels size on top of a folder/file icon of 32x32 pixels
This never was implemented... but the LOCK.PNG was already made for it (not sure if only in my PC or if you uploaded it to the git but unused by the code)... so eventualy we imagined we could "recycle" it to display it in a corner of the device icons from "root" window

At some point i made also the FAV.PNG and the other day i made another one for the SYMLINK.PNG, they should look something like this
z3MRrQo.png



--------------------------------------------
Anyway... the reason why this never was implemented (and i understand you) is because there is another type of icon overlapping that is more important
Is the same concept but we are overlapping an icon of 32x32 pixels with another icon of 32x32 pixels:
NH6g0t6.png

If we think in the "layer order" of how the icons are overlapped with each others this kind of overlapping of 32x32 on top of 32x32 happens first... because on top of them we can still overlap the others at 16x16 pixels in his corners
This is a bit hardcore, but you know... it allows to display icons in the filemanager in all this modes:
-base32x32 only
-base32x32 + overlay32x32
-base32x32 + overlay32x32 + up to four overlay16x16 at his corners

Also... at some point (when you implemented the color filters) i realized you can change the color of the icons with code on real time... since that point im doing the overlay icons at grayscales or/and monochrome because i thought you could use the new "color filter" method to change the color of them

In the actual managunz versions you are adding color by code to some file icons identifying them by his file extensions
The identification by his file extension is a good feature that is working and it fits with what im saying... but i guess we need something more hardcore to identify "special" directories and other problematic files that could bypass the basic identification methods


------------------------------
Returning to the pencil+shield icon i made at 32x32, i think it will look nice this way in the "root" window
You know... is the same geometrical trick... the device icon is 64x64 pixels... so we overlay the other of 32x32 pixels in a quarter/corner of it
oOF5Tb0.png

And inside dev_flash filesystem... well... the screenshot of the other day was looking nice too, is made at 32x32 so it fits perfect in that position
Maybe it have excesive details but if at some point you remove the virtual grid it should look perfect (like in that image i made, that was an sketchup in photoshop)
Btw, the distortion we have in the new filemanager buttons at right-top corner (for the docks, maximize, etc) should be very small at 1080p. Is the same distortion we have in the dualshock buttons in the taskbar, most people are not going to notice it
 
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One more detail to conclude this brainstomings about icons overlappings in filemanager :)
In my previous post i said i like how it looks the pencil+shield icon in this image:
FQtsYMI.png

But if you implement the overlappings of tiny icons (16x16) on top of folder and file icons (32x32) then the pencil+shield icon at the top-left corner becomes redundant
I mean... if there is a visual indication in every folder/file then we dont need to indicate the "write protected" state at top-left corner
I see in the latest github commits that function to display the top-left icon is already made, it can be used to display the device icon this way:
ag1ijFE.png

Is pretty much the same you was doing here, but more simple because im suggesting to use only 1 icon, and you was overlapping 2 icons
titlebar-png.31154

Btw, the device icons are made at 64x64 pixels, so when displayed at that corner tiny3D is going to scale them down to half his size (32x32 pixels). As mentioned before that device icon have a "blur" effect on purpose, and this scalation to half his size is not going to help... so maybe are going to look too much blurred, but i think we should not care about it by now. I will make better versions of them at some point

And another btw... the icons i uploaded in my previous post named FILE.PNG and FOLDER.PNG was only guinea pigs for tests, but please dont look at them as the final version of that images, i need to make new versions of them too
The FOLDER.PNG doesnt looks bad... but the geometry is wrong
The FILE.PNG is confusing (because it looks like a folder)
 
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@Zar can you add to the default installation an empty folder to store additional TTF fonts ?. The actual mgz versions scans and loads TTF fonts from path:
/dev_hdd0/game/MANAGUNZ0/USRDIR/GUI/fontname.ttf
But... i always forget about that path, is better to create a folder named "fonts" to indicate the user that can be added more, and his location
/dev_hdd0/game/MANAGUNZ0/USRDIR/GUI/fonts/fontname.ttf

Edit:
Or... include a font located at the actual path scanned by mgz, it will work fine as an indication of where needs to be located the TTF files:
/dev_hdd0/game/MANAGUNZ0/USRDIR/GUI/RobotoMono-Regular.ttf

Personally i think is better to have a folder dedicated to fonts, because this is the kind of customization where the user is going to copy tenths of TTF files to see how they looks and having all that font files together with other (not font) files could be a bit chaotic


--------------------------------------
In previous mgz versions i was able to load IRD files added by me in one of the managunz paths, i dont remember which one, but i guess it was:
/dev_hdd0/game/MANAGUNZ0/USRDIR/GUI/sys/filename.ird
I guess now with the new IRD management functions it could be handy to have another folder specific for them, something like this ?
/dev_hdd0/game/MANAGUNZ0/USRDIR/GUI/sys/IRD/filename.ird


----------------------------
Also, i been wondering if it could be handy to store the IRD files in a folder located outside of mgz installation path. This way the IRD files could survive a deletion/uninstallation of mgz... lets say... dev_hdd0/IRD... and... dev_usb***/IRD

Is the same concept when i was asking you to add an option to mgz settings to allow the user to configure custom paths for the game covers folder to: dev_hdd0/COVERS... and... dev_usb***/COVERS
 
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@Zar @sandungas When will v1.39 be released?
Only zar knows, i dont use to ask him about it, he doesnt likes to speculate about a "release estimated time" because that would be stressing, and that date would have a big probability to be delayed because in research and development there is usually some unexpected things that happens in every release

Sometimes i can imagine an approximate date when is going to be released because i know a bit the amount of features we was discussing and if there is some progress in them, this release is taking lot of time because the features related with IRD support (there are many because the IRD support can be extended a lot, go figure, i dont want to make spoilers)
And latelly it seems has been delayed a bit more as consequence of some research/experiments related with the GPT/exFAT support for hdds bigger than 2TB
 
Will the new version have support for external hard drive in NTFS and ISO game format?
Let's hope Managunz comes out soon and does better in HEN than Irisman (the latter mentioned sometimes crashes)
 
Can I request support for XMB music support? Some games do not allow this, but if booted directly from MG (not mounted and launched from XMB) it could allow custom music for probably any game.
 
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