PS3 pkg_custom 1.4

it's the former, however when packing the same folder/files with psn_package_npdrm this problem doesn't exist since it's being packed as a "PS1emu" package. In the PARAM.SFO the category is set to this, but what would you suggest as another option?
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this is the structure of the pkg root folder:

View attachment 27214
and this is the output log:

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Yeah, seems I was wrong. Initally I thought info added to the XMB database was obtained solely from the PARAM.SFO file, but it seems the PKG type can also influence it. Give aldo's script a try and see how it goes.
 
@aldostools @lmn7 thank you both for your replies and effort. I already had modified the 1.4 script so that it would be set to a ps1emu package but since the artwork wasn't working properly i was under the impression that i modified the wrong part of the script.
Looking at the the updated script by aldo (btw thank you for posting the py script and not the exe ;)) it seemed that i modified the correct part of the script. The generated PKG's were also identical (and so was the XMB behaviour) between aldo's updated script and the one modified by me. So i'm under the impression something else is causing this.
So next thing i tried was unpack a PSN game an repack it with aldo's updated script, to check if the artwork would work then.

no worries, i own the psn game:

upload_2020-8-6_16-46-30.png

And to my surprise it did work like expected. So i went back to the original PKG folder, replaced all of the image files with the ones extracted from the PSN package and repacked it again. But that would give me the initial result = no artwork.
So i tried the next thing: I know that if you have selected 576p or 480p as your systems screen resolution, for PS1emu packages XMB will use the PSP sized image files (for example PIC2.PNG) to make fit everything on the screen. When i tested this lo and behold PIC2 did pop up. So i'm kind of lost here, the only thing that is different from the PSN package in terms of content is the PBP. I'll be testing some more this weekend trying to tackle this, but once again thank you both for your replies and effort.
 
Found the remaining issue!

upload_2020-8-6_17-38-6.png

It seems that if the file extension isn't in uppercase XMB will ignore the file, so this would mean that psn_package_npdrm fixes this automatically when packing the PKG. Once i fixed the extensions thru ftp all the artwork was displayed, in all screen resolutions.

Final request/question for @aldostools and @lmn7, i read through the whole thread but i couldn't find the final version of the crypt.c file (only the initial code lmn7 posted). I would like to look into possibly porting this to Python 3 or even using PyPy, maybe that can speed things up even more, but then i need pkgcrypt.pyd to be recompiled again with the proper python.h version used for the port. If it's too much asked no problemo, both of you (and the original creator) have delivered awesome work with this tool.
 
Found the remaining issue!

View attachment 27250
It seems that if the file extension isn't in uppercase XMB will ignore the file, so this would mean that psn_package_npdrm fixes this automatically when packing the PKG. Once i fixed the extensions thru ftp all the artwork was displayed, in all screen resolutions.

Final request/question for @aldostools and @lmn7, i read through the whole thread but i couldn't find the final version of the crypt.c file (only the initial code lmn7 posted). I would like to look into possibly porting this to Python 3 or even using PyPy, maybe that can speed things up even more, but then i need pkgcrypt.pyd to be recompiled again with the proper python.h version used for the port. If it's too much asked no problemo, both of you (and the original creator) have delivered awesome work with this tool.
Interesting behavior from psn_package_npdrm. Regarding the crypt.c file, it can be left unedited as it doesn't need any changes to work with the updated Python script. Back then I compiled it with mingw32.
 
Interesting behavior from psn_package_npdrm. Regarding the crypt.c file, it can be left unedited as it doesn't need any changes to work with the updated Python script. Back then I compiled it with mingw32.

Great, had a version that was part of the resigner package and if there were no additional edits by you and aldo then i've the latest version ;) many thanks!
 
small update: porting this to python 3 is a bit more work than expected due the fact that unicode and C integration work a bit different in python 2 comparing to 3, but i can say i've it almost working. For now i've something else, i don't know if somebody else already did this but with some small adjustments i've made a linux version. For the linux users out there, i've only tested it on ubuntu (where python2 was pre installed) if you're on some other distro or you don't have python2 installed and it doesn't work i'm sorry.
If somebody else already made a linux version consider this post non existent;)
 

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small update: porting this to python 3 is a bit more work than expected due the fact that unicode and C integration work a bit different in python 2 comparing to 3, but i can say i've it almost working. For now i've something else, i don't know if somebody else already did this but with some small adjustments i've made a linux version. For the linux users out there, i've only tested it on ubuntu (where python2 was pre installed) if you're on some other distro or you don't have python2 installed and it doesn't work i'm sorry.
If somebody else already made a linux version consider this post non existent;)

Is this brought to python 3 64-bit? If so, any chance you could build a .pyd too?
Thanks!


EDIT: Nevermind, I jumped the gun w/o reading!
 
Guys

My mod uses the XMBM+ TEAM INSTALLER

It seems to have a limit of files that it can handle, otherwise it will freezes in the YES screen.

The actual process is this

The pkg installs all the files in the PS3CFWPRO folder

and then the user needs to launch the XMBM+ TEAM INSTALLER to choose between

1 - PS3 PRO - Has all the files with some differences in some rcos (logos and names).
2 - PS3 4K PRO - Hass all the files with some differences in some rcos (logos and names).

In this new version, i can't even make a pkg just with one version, the XMBM+ TEAM Installer will not install it.

So i though this way

Using thw XMBM+ TEAM Installer with

Just the different files between the versions to choose and dev_hdd0 with the common ones ( shared between them)
.

So it would work this way While the PKG is installing it will put the dev_hdd files in the hdd and also installs the folder+ files of the XMBM+TEAM.

But instead of it it is adding the dev_hdd0 files insided the XMBM+ Installer due to the fact of existing an EBOOT.BIN.

I need it to install what is inside the dev_hdd folder and at the same time install it like a normal PKG

is it possible?
 
EDIT:

I got this using a old version called make_package_custom_gd.exe but is a lot slower, can a new version be made? @lmn7

supporting both path and eboot.bin
 
Edit 2

it installed the files of the dev_hdd0 and the homebrew and its files, but other than the Eboot.bin are there but ALL CORRUPTED, the images not work, the rcos semi bricks the console

Funny thing

the size of the files are exactly the same

gXrjhTe.png


Even simple image ( the one installed by the pkg) will not open


PUZxfxw.png


rcos the same thing, same file size, but will not work

JftIl6E.png


the only differences in size are the eboot

then one installed after the pkg beeing installed is bigger but it works the same way, i can launch the Installer without any issues, just the file that it installs are corrupted in someway


yrTY77o.png
 
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If it matters this is the amount of files inside of it

I got it cut in half due to the fact i can use dev_hdd0 to install the shared files between the 2 variants of the mod, so inside the USRDIR will only have the XMB+TEAM installer and the RCOS from each Variant

zajQoGt.png
 
@aldostools I completely restructured my mod

The PKG folder is set to be PS3CFWPRO

First i was placing all my hdd files in the dev_hdd0 folder, and the flash ones in the USRDIR estructure as the XMBM+MOD team works, inside of it Apps/ and the mod folders.

This method works, the hdd files are placed in the hdd, the xmbm+ installer will be in the db and lauch sucessfully, but all the files inside the USRDIR will be broken

M7OtTus.png



So i just thought to place even the xmbm+ team folder estructure inside the dev_hdd0/game/PS3CFWPRO to avoid the corruption since the files are placed just fine.

BUT I IT DOES NOT WORK, after the PKG Installation the XMB icon got CORRUPTED DAMN!

So it can't have a folder inside dev_hdd0 folder with the same name as the installation PKG

It is driving my crazy i spent more than 8 hours to restructure my mod and can't get it working again
 
Just realized to this method to work ( installing the folder via dev_hdd0 and via PKG at the same time) the pkg must be installed twice o_O, any work around?
 
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