ManaGunZ

PS3 ManaGunZ - PS3 Backup Manager by Zar v1.41

You can do it yourself editing PARAM.SFO and enabling the flag that allows background music in game.

@aldostools

I have done this on several games and the PS3 will not allow for playing music in those games.

Edit: Extracted the latest MG pkg, checked the music flag,rebuilt the pkg, and when I try to listen to music the PS3 tells me this below:

"Music content cannot be played at this time.
It will start automatically after a while"

And it never does.

Is there some kind of internal command that stops the music from playing? The only program I can get to do this is multiMAN but it will not direct-boot a game unless it is in the extracted folder format aka jb.

One thing I like better about the 360 is that every game I have played on it allows for custom music and some games only pause the music when a cut-scene is playing.
 
Last edited:
  • Like
Reactions: Zar
Hi @Zar ,
I noticed i could not change language settings in v1.41 (most likely because its a pre-release, it's working fine in 1.40). I only meant to change it to english since i couldn't make any sense of the German translation o_O

Anyway, I decided to translate it myself. So here it is. It may not be perfect, but definitely much better than the version I found in 1.41 ;)
 

Attachments

Hi @Zar ,
I noticed i could not change language settings in v1.41 (most likely because its a pre-release, it's working fine in 1.40). I only meant to change it to english since i couldn't make any sense of the German translation o_O

Anyway, I decided to translate it myself. So here it is. It may not be perfect, but definitely much better than the version I found in 1.41 ;)
It's because I used a translator API, like google translate, thank you very much.
 
@aldostools

I have done this on several games and the PS3 will not allow for playing music in those games.

Edit: Extracted the latest MG pkg, checked the music flag,rebuilt the pkg, and when I try to listen to music the PS3 tells me this below:

"Music content cannot be played at this time.
It will start automatically after a while"

And it never does.

Is there some kind of internal command that stops the music from playing? The only program I can get to do this is multiMAN but it will not direct-boot a game unless it is in the extracted folder format aka jb.

One thing I like better about the 360 is that every game I have played on it allows for custom music and some games only pause the music when a cut-scene is playing.

So, you are saying if I set the attribute to 165 it won't be enough ?
The only difference remaining with multiMAN is the sound_format, Do you think I must set it to 771 like multiman to enable the background music ?
 
So, you are saying if I set the attribute to 165 it won't be enough ?
The only difference remaining with multiMAN is the sound_format, Do you think I must set it to 771 like multiman to enable the background music ?

For Background music the ATTRIBUTE should have ON the 6th bit (0x00000020 or 32 in decimal).
https://www.psdevwiki.com/ps3/PARAM.SFO#ATTRIBUTE

The following patch should be applied to VSH. Otherwise BGM will not work even if the ATTRIBUTE has the flag enabled.
Code:
int * arg2;
u32 (*BgmPlaybackDisable)(int, void *);
BgmPlaybackDisable = getNIDfunc("vshmain", 0xEDAB5E5E, 16*2);
BgmPlaybackDisable(0, &arg2);
 
Last edited:
So, you are saying if I set the attribute to 165 it won't be enough ?
The only difference remaining with multiMAN is the sound_format, Do you think I must set it to 771 like multiman to enable the background music ?

@Zar
I am not sure because I am unfortunately not a programmer.

@aldostools
Is there a way to patch a hex pattern into game eboots via a hex editor?
 
Last edited:
So, you are saying if I set the attribute to 165 it won't be enough ?
The only difference remaining with multiMAN is the sound_format, Do you think I must set it to 771 like multiman to enable the background music ?
The attribute 165 is fine, it includes the ingame BGM... but also all the PSP and PSV remote play modes
I never heard anyone to enter in managunz using a PSP/PSV though... i have doubts about how useful this feature could be

The sound format to 771 is fine too, but you are missing LPCM 5.1 & LPCM 7.1, is better to change it to 791 to enable all... maybe there is someone with multi-speakers setups, or soundbars that could use it
 
Hi All. Are there any specific config flags that will fix "black screen" after ps2 logo on managunz 1.41?

Can we use these flags to fix black screen?
ps2_config_psx_place_dot_com-jpg.8508
 
EBOOT,BIN is encrypted. You can patch some part of the header with a hex editor, like min sys version.

For other things you have to decrypt it (convert it to ELF) then you can patch any pattern.

You have to sign the ELF (encrypt it) to make it playable on the PS3.

I already know all of that.

What I was wondering is if there was a hex pattern to unlock XMB music playing and then to patch that code into a decrypted file and then re-encrypt it.
 
I already know all of that.

What I was wondering is if there was a hex pattern to unlock XMB music playing and then to patch that code into a decrypted file and then re-encrypt it.

To unlock XMB music you only need to set the attribute in PARAM.SFO
Then call the web command http://0/sysbgm.ps3

That command execute the following code that enables background music playback:
Code:
int * arg2;
u32 (*BgmPlaybackEnable)(int, void *);
BgmPlaybackEnable  = getNIDfunc("vshmain", 0xEDAB5E5E, 16*2);
BgmPlaybackEnable(0, &arg2);
 
To unlock XMB music you only need to set the attribute in PARAM.SFO
Then call the web command http://0/sysbgm.ps3

That command execute the following code that enables background music playback:
Code:
int * arg2;
u32 (*BgmPlaybackEnable)(int, void *);
BgmPlaybackEnable  = getNIDfunc("vshmain", 0xEDAB5E5E, 16*2);
BgmPlaybackEnable(0, &arg2);

@aldostools
Edit: I think I overlooked what you said before a little bit.

I did what you said, but it still won't allow music playback. Does this need to be done after the gameboot by a PC maybe?
 
Last edited:
@Zar Could you make an option for zero read retries on disc errors?

I am not saying by default, but with the retry option it can take a lot longer to dump certain discs.

For instance my Skyrim LE disc that I bought used a few years back (when my OFW slim was working).

I first dumped it with multiMAN on my FAT model I recently bought and I noticed the DRE's but at that time knew not where on the disc.
Some time later when copying the files for the extracted format aka 'JB' I found that the only damaged part was fortunately only on the update data. So as you see I am not really worried about a few DRE's for certain discs like this one.

Also I would like to report an issue with Skyrim LE for direct boot. I know it probably isn't recommend to boot this way but I like it for the reason if you can add custom music support to MG it can allow direct-booted games to support custom music like multiMAN.

Anyway the issue with Skyrim LE, of which I am sure it has to do with the extra DLC install option for XMB, is in your loader the title in the list says 'Additional Content' and when the game is direct-booted booted it says something about an INF string error and either botts back to XMB or crashes and the PS3 goes to low resolution mode and then want to check the FS.
 
  • Like
Reactions: Zar
Also I would like to report an issue with Skyrim LE for direct boot. I know it probably isn't recommend to boot this way but I like it for the reason if you can add custom music support to MG it can allow direct-booted games to support custom music like multiMAN.

Anyway the issue with Skyrim LE, of which I am sure it has to do with the extra DLC install option for XMB, is in your loader the title in the list says 'Additional Content' and when the game is direct-booted booted it says something about an INF string error and either botts back to XMB or crashes and the PS3 goes to low resolution mode and then want to check the FS.
The last time you was asking about background music you made me think there are some details you are not getting yet, let me resume it
When you boot the PS3 it appears the XMB (main interface)... and if you boot a game and press the "PS" button of the dualshock3 it appears other XMB, right ?
Well, in the firmware this 2 XMB's are are 2 different things (2 different .sprx files) that shares a lot of the code in common, this is why they looks similar but there are some differences

First detail that worths to be mentioned is the XMB that appears inside games is usually named "XMB in-game", this is a lighter version (the children of the other)
The official icon (and the official function) to play background music while playing a game only appears in the "XMB in-game"... this is why usually we name it "XMB in-game background music"
Is a long name, but as you can see is intended to specify some details of how it works :)

The point is... the XMB background msic (im going to name it just background music from now to short it) is a feature enabled by a flag inside the ATTRIBUTE of the PARAM.SFO of the game (or the app, in the practise a game and a homebrew app are the same because both are executables with the same permissions)
ManaGunz have his own PARAM.SFO with it enabled. When you enter in ManaGunZ you can press the "PS" button and you are going to see the icon under music XMB column because ManaGunZ is enabling it for itself
But every time you "mount" a game with ManaGunZ it makes you return to main XMB (in other words you are exiting ManaGunZ and in that same exact instant the music is turned off), after that you boot the mounted game and the PS3 loads the PARAM.SFO of the game where the flag could be enabled or disabled

Most CFW's (since one of the rebug versions) includes a patch that enables the flag automatically for all the executables (games and apps) you run in your PS3 so most probably you have the icon enabled by default everywhere... is just some games/apps are not going to play the music because the feature requires some "free" memory space and some games does an extensive usage of memory and doesnt leaves the required memory space for the audio decoder to run/unbuffer, etc...

So i guess what you are asking to zar is to use ManaGunZ to modify the PARAM.SFO of the mounted games, right ? (by adding an option in the game settings or whatever)
 
Last edited:
Most CFW's (since one of the rebug versions) includes a patch that enables the flag automatically for all the executables (games and apps) you run in your PS3 so most probably you have the icon enabled by default everywhere... is just some games/apps are not going to play the music because the feature requires some "free" memory space and some games does an extensive usage of memory and doesnt leaves the required memory space for the audio decoder to run/unbuffer, etc...

ManaGunZ has the flag for BGM enabled in PARAM.SFO, but that is not enough to enable the feature.
The following code must be executed to enable the background music:
Code:
int * arg2;
u32 (*BgmPlaybackEnable)(int, void *);
BgmPlaybackEnable  = getNIDfunc("vshmain", 0xEDAB5E5E, 16*2);
BgmPlaybackEnable(0, &arg2);

This code can be executed using the web command /sysbgm.ps3 from a remote browser.

The problem that I have experienced is that the system restarts with 2 beeps, when the user exits to XMB without disable the background music. I guess that if the homebrew disable BGM before exit, the reboot issue should not happen.
 
ManaGunZ has the flag for BGM enabled in PARAM.SFO, but that is not enough to enable the feature.
The following code must be executed to enable the background music:
Code:
int * arg2;
u32 (*BgmPlaybackEnable)(int, void *);
BgmPlaybackEnable  = getNIDfunc("vshmain", 0xEDAB5E5E, 16*2);
BgmPlaybackEnable(0, &arg2);

This code can be executed using the web command /sysbgm.ps3 from a remote browser.

The problem that I have experienced is that the system restarts with 2 beeps, when the user exits to XMB without disable the background music. I guess that if the homebrew disable BGM before exit, the reboot issue should not happen.
Alternatively we could maybe consider using a Cobra hook to disable bgm whenever a game/app exits?
If that approach worked it could help solve the issue once & for all?
 
Alternatively we could maybe consider using a Cobra hook to disable bgm whenever a game/app exits?
If that approach worked it could help solve the issue once & for all?

Maybe. So far I only know that it works the way I commented, but that it has issues returning to XMB.

It would be great to see someone exploring that possibility. I do not have plans to explore BGM further... IRISMAN already supports BGM natively and webMAN works on XMB. So both apps don't need this feature...
 
I think he was asking why in multiman it's working and not managunz. Acccording to https://www.psdevwiki.com/ps3/XMB_In-game_background_music. We need 2 authorisation from param.sfo + vsh.
Multiman is using cellSysutilEnableBgmPlayback (from CELL_SDK) to get 'authorisation' from vsh, It doesn't exist in psl1ght.

Aldostools suggested to solve this dead end, by enabling it through a plugin (webMAN MOD).

I was wondering if I do http 'GET' on http://localhost/sysbgm.ps3 with managunz is it going to trigger ?
 
Back
Top