As well, there is that little "blink" the ps3 does after you install a package, this reloads database and also checks xml queries again as i discovered when creating the CFW Extras category mod. We just need to be able to call that system function without installing a pkg , should not be too hard in theory, it is a separate operation that happens after extracting the pkg.
Yes, thats the most notable difference in what i was mentioning before about doing the (non official) database edits from an app or from a plugin
I said doing it with a plugin was a bit more "invasive" but that word was not a good choice, i just meant this visual "poof" on screen that is needed to do incase of doing it with a plugin
Is not much important, as you say is the same that happens at the end of a PKG installation, and it seems to be made by explore_plugin, scroll back in the thread to one of the posts of aldostools where he posted a link to wiki to a page where mysis posted that function names
There is one to reload categories, and other to reload segments by his <View_ID> (you know, inside the XMBML files)
The difference when doing this database edits inside an app is the user doesnt realizes about what happened (and neither the PS3 firmware). Im going to write the sequence to prepare a "fake" "PSP launcher" installation:
1)enter the app (as example, managunz)
2)copy the "PSP launcher" files (EBOOT.BIN PARAM.SFO, etc...) to dev_hdd0/game/whatever
3)add a new entry for the fake "PSP launcher" installation in dev_hdd0/mms/db/metadata_db_hdd
4) exit app
5)XMB loads the modifyed metadata_db_hdd
Thats what should happen the first time this "hack" runs (we are supposing the user didnt had any "PSP launcher" installed before, so we need to install it for first time)
The next times (lets say you are inside managunz changing PSP settings, or changing PSP game is the same, but with this differences:
2) replace/update EBOOT.BIN PARAM.SFO (if new setings differs from last used settings)
3) make the needed changes in the database to match with the new PARAM.SFO
Yeah, Im sure the changes to param.sfo can be made just be swapping the file, or patching it on hex level.
I was looking at changes in my database when i change category on a PSP Launcher from remaster to mini, that was the only change i made, see differences in attached files.
Mini:
View attachment 16097
Remaster:
View attachment 16098
I have attached the 2 database files if you want to see the other differences.
I think it would be possible to search for the Content ID "50 53 50 4D 36 36 38 32 30" and then patch the section after that with hard coded patches that AND change the param.sfo between lots of different ones (swap the file), its almost copy and paste. .There seems to be big gaps of zeros in between items which is handy too.
Very convenient, it seems are only 2 bytes and the pattern used to find them is straightforward
So it seems we can change the category of the "PSP launcher" in the database easilly (without need to understand the whole database internal structure)
But i have to insist, i think is not enought with modifying the database file, because the database works a bit as a "preview". In the way that his purpose is to allow the XMB to display the contets to the user the faster way posible (without need to scan the whole hdd to know what is inside it)
But when you "click" in the icon to boot the game... at this point the firmware reads the
real PARAM.SFO file and his contents, and does a comparison with the info stored in the dtabase for that PARAM.SFO
Incase the info differs... the XMB is going to show you an error message on screen... and inmediatly after returning from that error the database is updated with the info from the
real PARAM.SFO
So... at that point you have lost your "custom" changes in the database file... also you could not boot the game, and if you try to boot it again (inmediatly after the error) is going to use the info from the
real PARAM.SFO
I was having this kind of errors many times while doing experiments with PARAM.SFO files, im not completly sure if is going to happen when trying what you are suggesting, but im guessing is going to happen
So... this is why i think is really needed to change the PARAM.SFO
Also... i guess there are several EBOOT.BINs used in this kind of "PSP launchers", so im guessing is going to be neeeded/usefull to replace them dinamically too (at the same time the PARAM.SFO is modifyed)
And by now the only/easyer way to see that this can be made is by including the compiled/signed EBOOT.BIN inside the app itself. A backup manager like managunz or irisman could include them because there is no size limit for the app... but in a plugin like webman is not so easy, obviouslly they EBOOT.BINs cant be included inside the .sprx... but the .sprx could "manage" them by copypasting them from different paths... or using symlinks
ManaGunZ isn't installing any pkg, it generate the shortcut pkg then it's up to user to install it. I didn't want to work on the database.
It's a good idea to have the option "Create a shortcut on XMB".
BUT
I was looking at his tool, I think he is just reading every param.sfo from the database, which are 'viewable' without doing anything

Adding and removing an entry, it's something else...
But you did an "autoinstall" in one of the previous managunz versions (and later changed it) or im dreaming ?, i thought you did at some point (as something experimental)
Anyway, at this points never minds, because you mentioned you are not parsing that database file, thats the important thing i wanted to know, thx
Btw, i think that app allowed to save the edited database file... not sure if is mentioned in the release text, but he have lot more info in his blog about how it works, i think he mentioned something somewhere that made me think he was parsing the complete (or a good part) of the database file
Managing that hdd database file could be something pretty cool... at this point probably there are several uses that i could not imagine, but the first that comes to mind for managunz are to perform the autoinstalls of that "create shorcut PKG"
Actually, if at some point what im saying works there is no need to create a PKG with them... you could just copy the files to dev_hdd0/game/whatever, update the database and voila... you have a new app installed without need to use the PKG format
This "autoinstalls" are just an addon anyway

What i was saying initially about managing/updating the "PSP launcher" installation can be made by managunz by preparing the PKGs... and after that the user needs to install them
Not so user friendly, too much open to "user errors", could cause confusion, but well... it should work
