1. godreborn

    OP godreborn GBAtemp Guru
    Member

    Joined:
    Oct 10, 2009
    Messages:
    9,054
    Country:
    United States
    Hello. My name is Pinky. Let me preface my list by saying that I didn't discover all of these hacks. Where needed, I have credited the person who had originally discovered the hack (at the bottom of the applicable tutorials). Out of respect, all of these tutorials and accompanying files are my own. :) If you need help with any of them, don't hesitate to ask. Also, the download links are new as are the templates. Currently, the templates are the ones I had created for ps3iso with 8-bit font, full-screen gameboot, split coldboot, etc.

    ★ How To Add Custom Fonts, Increase Font Size, Change Font Color, And Add Font Shadowing ★

    For this example, I'll be editing the font style for rounded as well as the text for the debug updater.

    Note:
    Finding the specific text you wish to alter can be very difficult as there are literally thousands of color locations. The main xml for each accompanying rco text xml rarely contains the same text name, so sometimes you just have to guess. However, every single piece of text, background, and side panel can be customized via this method. There's very little risk in doing this as long as you stick to coloring, sizing, and shadowing. I've also packaged my example (these files are for 4.46 rex, but they'll probably work for other cfws; to make sure, you can always decrypt 4.46 rex and the fw you're on to hex compare the files). Also, rcomage is included (you'll need this app):

    Code:
    http://www.mediafire.com/download/pi9vuya1c54ubh6/CFCC.rar
    Step 1: Enter Multiman and enable flash access.

    Step 2: Grab your software_update_plugin.rco and sysconf_plugin.rco from:

    Code:
    dev_blind/vsh/resource
    Step 3: Open rcomage, and select "Separate resource types into separate folders" and "Decode VSMX scripts." Select software_update_plugin.rco, choose an xml name (any name you wish), and click dump. Now, in the newly-created text folder, select the English.xml (best to use notepad++ for editing this)

    Step 4: Search for this location:
    <Text name="msg_tool_select_updatedata_pls">Select the update data</Text>

    and, change the highlighted text to whatever you wish.

    Step 5: The text is done for update debug portion. :) Open the accompanying xml (the one you had named earlier), and locate this section:

    <Text name="text_updater_select_list" posX="0" posY="0" objectScale="0" redScale="1" greenScale="1" blueScale="1" alphaScale="1" width="0" height="0" posUnknown="1" scaleWidth="1" scaleHeight="1" elementScale="1" iconOffset="0x0" onLoad="nothing" unknown17="0x100" unknown18="0x26040100" unknown19="0x100" unknownInt20="0x0" unknownInt21="0x0" unknown22="0x0" text="nothing" font="nothing" unknownInt27="0x1" unknownInt29="0x1000000" size="10" topRed="1" topGreen="1" topBlue="1" bottomRed="1" bottomGreen="1" bottomBlue="1" spacingHorizontal="0" unknown37="0x0" unknown38="0x0" unknown39="0x0" spacingVertical="0" shadowX="4" shadowY="-5" shadowPerspective="0" shadowRed="0.25" shadowGreen="0.25" shadowBlue="0.25" shadowAlpha="1" unknown48="0x0" unknown49="0x0" unknown50="0x0" unknownFloat51="1" unknownFloat52="1" unknownFloat53="1" unknownFloat54="1" unknown55="0xffffffff" unknownInt56="0x10014" unknownInt57="0x3" unknown58="0x0"></Text>

    redScale
    = the percentage of red to add to the overall color with 1 equating 100%.
    greenScale = the percentage of green to add to the overall color with 1 equating 100%.
    blueScale = the percentage of blue to add to the overall color with 1 equating 100%.

    0, 0, 0 = black; 1, 1, 1 = white if text | 0, 0, 0 = transparent; 1, 1, 1, = opaque if a panel or window.

    To find the correct percentages for the color you wish to use, try this website:

    Code:
    http://www.december.com/html/spec/colorper.html
    I'll use sign blue as an example with (0%, 25%, and 53%). This would be 0, 0.25, and 0.53. Plug your numbers in between the quotation marks above for their respective colors.
    scaleWidth and scaleHeight refer to the overall size of the text with the original scales being used as variables to determine the final size. If you wish for the the size of the text to be twice as large, you'd enter 2 for both scaleWidth and scaleHeight.

    shadowRed
    = the percentage of red shadowing to add to the overall color with 1 equating 100%.
    shadowGreen = the percentage of green shadowing to add to the overall color with 1 equating 100%.
    shadowBlue = the percentage of blue shadowing to add to the overall color with 1 equating 100%.

    As per my example, I've increased the shadowing for all three colors from 0.25 to 0.5.
    Step 6: After you're done, you need to recomplie the rco with rcomage. Select compile, choose the xml you had named before, and click zlib for header compression. Now, for rco output, make sure the rco is named correctly. In this case, it'd be software_update_plugin.rco. Click compile.

    Here's another example: how to change the color of the clock, date/time, and box. The coloring from these strings is the same coloring displayed in the last pic of the example photos at the bottom.
    xmb_plugin_normal.rco & xmb_ingame.rco:
    <Plane name="indi_base" posX="0" posY="-74" objectScale="0" redScale="0" greenScale="0.8" blueScale="0" alphaScale="1" width="560" height="82" posUnknown="0" scaleWidth="1" scaleHeight="1" elementScale="1" iconOffset="0x120000" onLoad="nothing" unknown17="0xc000000" unknown18="0xd000500" unknown19="0x0" unknownInt20="0x70000" unknownInt21="0x70000" unknown22="0x0" image="image:tex_indi_bg" unknownInt24="0x3"></Plane>
    <Text name="clock" posX="0" posY="-12" objectScale="0" redScale="0" greenScale="0.8" blueScale="0" alphaScale="1" width="0" height="0" posUnknown="1" scaleWidth="1" scaleHeight="1" elementScale="1" iconOffset="0x320000" onLoad="nothing" unknown17="0x700" unknown18="0x700" unknown19="0x0" unknownInt20="0x0" unknownInt21="0x0" unknown22="0x0" text="nothing" font="nothing" unknownInt27="0x2000001" unknownInt29="0x1000000" size="10" topRed="1" topGreen="1" topBlue="1" bottomRed="1" bottomGreen="1" bottomBlue="1" spacingHorizontal="0" unknown37="0x0" unknown38="0x0" unknown39="0x0" spacingVertical="0" shadowX="4" shadowY="-5" shadowPerspective="0" shadowRed="0.25" shadowGreen="0.25" shadowBlue="0.25" shadowAlpha="1" unknown48="0x0" unknown49="0x0" unknown50="0x0" unknownFloat51="1" unknownFloat52="1" unknownFloat53="1" unknownFloat54="1" unknown55="0xffffffff" unknownInt56="0x13" unknownInt57="0x3" unknown58="0x0"></Text>

    impose_plugin.rco:
    <Text name="clock" posX="0" posY="0" objectScale="0" redScale="0" greenScale="0.8" blueScale="0" alphaScale="1" width="0" height="0" posUnknown="1" scaleWidth="1" scaleHeight="1" elementScale="1" iconOffset="0x220000" onLoad="nothing" unknown17="0x9a0d0100" unknown18="0x9b0d0100" unknown19="0x0" unknownInt20="0x0" unknownInt21="0x0" unknown22="0x0" text="nothing" font="nothing" unknownInt27="0x2000001" unknownInt29="0x1000000" size="10" topRed="1" topGreen="1" topBlue="1" bottomRed="1" bottomGreen="1" bottomBlue="1" spacingHorizontal="0" unknown37="0x0" unknown38="0x0" unknown39="0x0" spacingVertical="0" shadowX="4" shadowY="-5" shadowPerspective="0" shadowRed="0.25" shadowGreen="0.25" shadowBlue="0.25" shadowAlpha="1" unknown48="0x0" unknown49="0x0" unknown50="0x0" unknownFloat51="1" unknownFloat52="1" unknownFloat53="1" unknownFloat54="1" unknown55="0xffffffff" unknownInt56="0x14" unknownInt57="0x3" unknown58="0x0"></Text>

    system_plugin.rco:
    <Plane name="busy_icon_anim1" posX="0" posY="0" objectScale="0" redScale="0" greenScale="0.8" blueScale="0" alphaScale="1" width="0" height="0" posUnknown="0" scaleWidth="1" scaleHeight="1" elementScale="1" iconOffset="0x0" onLoad="nothing" unknown17="0x8f020000" unknown18="0x90020000" unknown19="0x0" unknownInt20="0x291" unknownInt21="0x292" unknown22="0x0" image="image:tex_busy" unknownInt24="0x0"></Plane>
    <Plane name="busy_icon" posX="0" posY="0" objectScale="0" redScale="0" greenScale="0.8" blueScale="0" alphaScale="1" width="0" height="0" posUnknown="0" scaleWidth="1" scaleHeight="1" elementScale="1" iconOffset="0x0" onLoad="nothing" unknown17="0x8f020000" unknown18="0x90020000" unknown19="0x0" unknownInt20="0x291" unknownInt21="0x292" unknown22="0x0" image="image:tex_busy" unknownInt24="0x0">
    <Plane name="busy_short" posX="0" posY="0" objectScale="0" redScale="0" greenScale="0.8" blueScale="0" alphaScale="1" width="8" height="36" posUnknown="0" scaleWidth="1" scaleHeight="1" elementScale="1" iconOffset="0x0" onLoad="nothing" unknown17="0x0" unknown18="0x0" unknown19="0x0" unknownInt20="0x70000" unknownInt21="0x70000" unknown22="0x0" image="image:tex_busy_s" unknownInt24="0x0"></Plane>
    <Plane name="busy_long" posX="0" posY="0" objectScale="0" redScale="0" greenScale="0.8" blueScale="0" alphaScale="1" width="8" height="36" posUnknown="0" scaleWidth="1" scaleHeight="1" elementScale="1" iconOffset="0x0" onLoad="nothing" unknown17="0x0" unknown18="0x0" unknown19="0x0" unknownInt20="0x70000" unknownInt21="0x70000" unknown22="0x0" image="image:tex_busy_l" unknownInt24="0x0"></Plane>
    orange = the clock border (2 rco files - one for the normal xmb; the other while in a game/app)
    brown = the date and digital time (the same 2 rco files from above; plus, the impose_plugin, which is the screen that appears when you hold down the ps button)
    red = the clock face
    green = the hour hand
    blue = the minute hand

    How To Identify Specific Content (This Is A WIP, So There May Be Changes As I learn More About The Hierarchical Structure Of XMB

    Code:
    Xmenu = All tiers combined.
    XMList Name = Each individual tier.
    XList Name = Sub-sections of each tier.
    MList Name = A configuration menu that lists several individual options (MItem).
    IList Name = Console or user-specific information (i.e. confirming the settings you've selected from all MLists or system information such as MAC address, fw version, or free space on HDD).
    Text Name = Most of the text in XMB.
    Plane Name = Almost all menus are referred to as planes.  Additionally, icon color can be affected from this grouping.
    Separation Names = Upper and lower horizontal lines within configuration windows.
    Arrows = Left and right arrow colors withing configuration windows.

    Notable Locations:
    Code:
    xmb_plugin_normal = Clock Box and Clock.
    xmb_ingame = Same as above but displayed in games, homebrew, etc.
    system_plugin = Circle, triangle, square (named rectangle), and cross buttons for such things as (confirm, enter, exit, cancel, etc.).  The text next to each of these functions is referred to as labels (above buttons themselves).
    impose_plugin = Battery window; Also, this plugin contains the circle, triangle, square, cross labels, as well as the clock for the window that appears for turning off the system or controller.
    Step 7: Open multiman, enable flash access, and drop the file back in its original location.

    Note:
    Disable flash access afterward.

    Icons are a bit different than text. If the icon is white with a transparent background, you can usually change the icon color through the xml (not always the case however); if the icon is colored, you'll need to use a different process in order to avoid shading and icon image errors. Here's what I did to change a colored icon:

    Note:
    This is a bit of a finicky process, so all icons may not require this. However, some icons are compressed to a specific byte size (i.e. the battery light indicator). Failure to adhere to this byte size will result in an over-extension of the image over subsequent images within the rco. I'll be using the battery light indicator file for this example.

    Step 1: Download this package (contains p3textractor and rcomage):

    Code:
    http://www.mediafire.com/download/pfizx8clobesdoj/CI.rar
    Step 2: Enable flash access and transfer over impose.rco from:

    Code:
    dev_blind/vsh/resource

    Note:
    Disable flash access afterward.

    Step 3: Now, open rcomage, select the impose.rco file, choose an xml name (doesn't matter what name you give it), and check Separate resource types into separate folders, Convert GIM images to PNG, and Decode VSMX scripts. Click dump.

    Step 4: Open the newly-created Images folder and open tex_red.png. Edit it however you'd like as long as the dimensions are the same. I chose the same color (pink) for the entire image. Once you're finished, save the file as the same name and file extension.

    Step 5: Drop the file into one of the theme files' folders of Dynamic Theme Editor. Replace one of the original png files within that folder (make sure the file is named appropriately to reflect the image you're replacing).

    Step 6: Open Dynamic Theme Editor, and create a p3t theme with the same theme folder as the one you just dropped the tex_red.png file into.

    Note:
    Make sure you select a location and file name for the output of the p3t theme file before pressing start.

    Step 7: Press Start and hit Enter once it's successful.

    Step 8: Delete the rco's images and text folders as well as xml file (or just leave it and replace it with an xml file of the same name). Now, extract the rco again, but this time only check Separate resource types into separate folders and Decode VSMX scripts. This is to ensure that the file size is correct. If you were to try converting the png file back to gim again, the file size (1.45KB in this case) would be incorrect once extracted again (2 KB).

    Step 9: Take the tex_red.gim (will be named whatever you had named the file before compiling the p3t; well, it'll be the gim counterpart to the png which will was created as the theme itself was created), drop the file into the Images folder, and delete the original tex_red.gim file. Now, rename your edited version to tex_red.gim.

    Step 10: Reopen rcomage and click compile with the xml (whatever you had named it before) along with impose.rco as the rco name (best to override the original). Now, choose zlib as header compression, and click compile.

    Step 11: Once you're finished, transfer the file back to:

    Code:
    dev_blind/vsh/resource

    Note:
    Disable flash access afterward.

    Check to see if it worked correctly! :)

    Note:
    You can also add icons or change the names of existing icons by replacing the icon locations and calls. All you need to do is modify the image tree and icon call for the icon you wish to replace/modify the name of within the xml of the accompanying rco file. Here's an example from the impose_plugin.xml in which I'll be adding a second sync led battery light, so sync 1 will be blue and sync 2 will be red (make sure the icon itself is appropriately named to reflect the modified xml):

    The ImageTree:
    <ImageTree>
    <Image name="tex_battery" src="C:\Users\godreborn\Downloads\4.46 rex\update_files\dev_flash\vsh\resource\Decrypted\impose_plugin.rco.folder\Images\tex_battery.png" format="gim" compression="zlib" unknownByte="0" />
    <Image name="tex_battery_shadow" src="C:\Users\godreborn\Downloads\4.46 rex\update_files\dev_flash\vsh\resource\Decrypted\impose_plugin.rco.folder\Images\tex_battery_shadow.png" format="gim" compression="zlib" unknownByte="0" />
    <Image name="tex_blue "src="C:\Users\godreborn\Downloads\4.46 rex\update_files\dev_flash\vsh\resource\Decrypted\impose_plugin.rco.folder\Images\tex_blue.png" format="gim" compression="zlib" unknownByte="0" />
    <Image name="tex_charge_arrow" src="C:\Users\godreborn\Downloads\4.46 rex\update_files\dev_flash\vsh\resource\Decrypted\impose_plugin.rco.folder\Images\tex_charge_arrow.png" format="gim" compression="zlib" unknownByte="0" />
    <Image name="tex_charge_arrow_shadow" src="C:\Users\godreborn\Downloads\4.46 rex\update_files\dev_flash\vsh\resource\Decrypted\impose_plugin.rco.folder\Images\tex_charge_arrow_shadow.png" format="gim" compression="zlib" unknownByte="0" />
    <Image name="tex_controller" src="C:\Users\godreborn\Downloads\4.46 rex\update_files\dev_flash\vsh\resource\Decrypted\impose_plugin.rco.folder\Images\tex_controller.png" format="gim" compression="zlib" unknownByte="0" />
    <Image name="tex_controller_shadow" src="C:\Users\godreborn\Downloads\4.46 rex\update_files\dev_flash\vsh\resource\Decrypted\impose_plugin.rco.folder\Images\tex_controller_shadow.png" format="gim" compression="zlib" unknownByte="0" />
    <Image name="tex_error_batsu" src="C:\Users\godreborn\Downloads\4.46 rex\update_files\dev_flash\vsh\resource\Decrypted\impose_plugin.rco.folder\Images\tex_error_batsu.png" format="gim" compression="zlib" unknownByte="0" />
    <Image name="tex_error_batsu_shadow" src="C:\Users\godreborn\Downloads\4.46 rex\update_files\dev_flash\vsh\resource\Decrypted\impose_plugin.rco.folder\Images\tex_error_batsu_shadow.png" format="gim" compression="zlib" unknownByte="0" />
    <Image name="tex_controller_number" src="C:\Users\godreborn\Downloads\4.46 rex\update_files\dev_flash\vsh\resource\Decrypted\impose_plugin.rco.folder\Images\tex_controller_number.png" format="gim" compression="zlib" unknownByte="0" />
    <Image name="tex_red" src="C:\Users\godreborn\Downloads\4.46 rex\update_files\dev_flash\vsh\resource\Decrypted\impose_plugin.rco.folder\Images\tex_red.png" format="gim" compression="zlib" unknownByte="0" />
    </ImageTree>

    The Icon Call:
    <Plane name="impose_battery_info" posX="0" posY="0" objectScale="0" redScale="0" greenScale="0" blueScale="0" alphaScale="0" width="0" height="0" posUnknown="0" scaleWidth="1" scaleHeight="1" elementScale="1" iconOffset="0x0" onLoad="nothing" unknown17="0x4000100" unknown18="0x5000100" unknown19="0x0" unknownInt20="0x7" unknownInt21="0x8" unknown22="0x0" image="nothing" unknownInt24="0x0">
    <Plane name="numbers_icon" posX="0" posY="1" objectScale="0" redScale="1" greenScale="1" blueScale="1" alphaScale="1" width="0" height="0" posUnknown="0" scaleWidth="1" scaleHeight="1" elementScale="1" iconOffset="0x110000" onLoad="nothing" unknown17="0x970d0000" unknown18="0x6f0d7000" unknown19="0x0" unknownInt20="0xd95" unknownInt21="0xd96" unknown22="0x0" image="image:tex_controller_number" unknownInt24="0x0"></Plane>
    <Plane name="led_red_1" posX="1" posY="1" objectScale="0" redScale="1" greenScale="1" blueScale="1" alphaScale="1" width="0" height="0" posUnknown="0" scaleWidth="1" scaleHeight="1" elementScale="1" iconOffset="0x0" onLoad="nothing" unknown17="0x970d7200" unknown18="0x6f0d7100" unknown19="0x0" unknownInt20="0xd98" unknownInt21="0xd99" unknown22="0x0" image="image:tex_blue" unknownInt24="0x0"></Plane>
    <Plane name="led_red_2" posX="1" posY="1" objectScale="0" redScale="1" greenScale="1" blueScale="1" alphaScale="1" width="0" height="0" posUnknown="0" scaleWidth="1" scaleHeight="1" elementScale="1" iconOffset="0x0" onLoad="nothing" unknown17="0x970d7300" unknown18="0x6f0d7100" unknown19="0x0" unknownInt20="0xd98" unknownInt21="0xd99" unknown22="0x0" image="image:tex_red" unknownInt24="0x0"></Plane>
    <Plane name="led_red_3" posX="1" posY="1" objectScale="0" redScale="1" greenScale="1" blueScale="1" alphaScale="1" width="0" height="0" posUnknown="0" scaleWidth="1" scaleHeight="1" elementScale="1" iconOffset="0x0" onLoad="nothing" unknown17="0x970d7400" unknown18="0x6f0d7100" unknown19="0x0" unknownInt20="0xd98" unknownInt21="0xd99" unknown22="0x0" image="image:tex_red" unknownInt24="0x0"></Plane>
    <Plane name="led_red_4" posX="1" posY="1" objectScale="0" redScale="1" greenScale="1" blueScale="1" alphaScale="1" width="0" height="0" posUnknown="0" scaleWidth="1" scaleHeight="1" elementScale="1" iconOffset="0x0" onLoad="nothing" unknown17="0x970d7500" unknown18="0x6f0d7100" unknown19="0x0" unknownInt20="0xd98" unknownInt21="0xd99" unknown22="0x0" image="image:tex_red" unknownInt24="0x0"></Plane>

    Step 1: Open multiman and enable flash access. Grab the sysconf_plugin.rco at:

    Code:
    dev_blind/vsh/resource

    Note:
    Disable flash access afterward.

    Step 2: Open rcomage, and select "Separate resource types into separate folders" and "Decode VSMX scripts." Select sysconf_plugin.rco, choose an xml name (anything you'd like), and click dump. Now, in the newly-created text folder, select the English.xml (best to use notepad++ for editing).

    Step 3: Search for rounded or pop and change the highlighted text for the font style you'd wish to change or change them both if you want two new font styles:
    <Text name="msg_font_01">Rounded</Text>
    <Text name="msg_font_02">Pop</Text>

    Step 4: After you're done, recomplie with rcomage. Select compile, choose the xml you had named before, and click zlib for header compression. Now, for rco output, make sure the rco is named correctly. In this case, it'd be sysconf_plugin.rco. Click compile.

    Step 5: Now, go to this website and select any font you'd like:

    Code:
    http://www.dafont.com/
    The fonts on that site might be in otf format, so you'll need to convert them to TTF format which the ps3 uses. You can do that here:

    Code:
    http://www.freefontconverter.com/
    Step 6: Now, if you want to override the rounded font type, create a copy of the file with names SCE-PS3-SR-R-LATIN.TTF and SCE-PS3-SR-R-LATIN2.TTF; if you want to override the pop font type, create a copy of the file with names SCE-PS3-VR-R-LATIN.TTF and SCE-PS3-VR-R-LATIN2.TTF.

    Note:
    Remember to CAPITALIZE the entirety of the file names. Also, if you're using rounded font, it'll appear in multiman's sidebar even if not enabled. :)

    Step 7: Open up multiman, and reenable flash access and place the font files here:

    Code:
    dev_blind/data/font
    and, the sysconf_plugin.rco here:

    Code:
    dev_blind/vsh/resource

    Note:
    As always, remember to disable flash access afterward.
    You're done! Check to see if it worked correctly! :)

    Thanks to IcEmAn for discovering the clock icon location.
    Thanks to glitch for discovering how to change font color, size, and shadowing.
    Thanks to Kaede for discovering how to change font style.

    ★ How To Change The Default Music And Boot Sound Of Multiman ★

    Step 1: Select an mp3 of the song you'd like to replace the default song with.

    Note:
    The mps3 must be encoded in 192 Kilobytes or less for this to work. Otherwise, you'll receive no sound. If your audio track is encoded with a higher byte-rating, reencode with
    XviD4PSP or Audacity.

    Step 2: Once finished, rename the mp3 to SOUND.BIN.

    Step 3: Enter multiman's USRDIR directory:

    Code:
    dev_hdd0/game/bles80608/USRDIR
    Step 4: Override the default SOUND.BIN and restart multiman.

    Note:
    You can also build a package to override the SOUND.BIN, but I find this to be quicker. :) Enjoy!

    Use the above instructions to create another mp3 (preferably one that's around 5 seconds in length) and override the original in this location:

    Code:
    dev_hdd0/game/bles80608/USRDIR/sys

    Note:
    If you wish, you can delete the original BOOT.MP3 to disable the boot sound entirely. :)

    ★ How To Transfer Content To The Internal HDD Using A Direct Connection ★

    On your ps3, go to network settings, and use these settings:

    Code:
    Connection Method = Wired Connection
    IP Address = 192.168.1.11
    Subnet Mask = 255.255.255.0
    Default Router = The Router's Default IP Address (probably 192.168.1.1 for most)
    Primary DNS = 8.8.8.8
    Secondary DNS = 8.8.4.4
    Now, plug one end of an ethernet cable into the ps3 with the other end connected to your pc/laptop.

    Now, on your computer, go to:

    Code:
    Start/Control Panel/Network and Internet/Network and Sharing Center/Change Adapter Settings
    Highlight both the wired and wireless connections, and click bridge. You've now bridged both connections. Now, open any ftp and transfer directly to your internal hdd. If you want to unbridge, right click each connection, and select remove from bridge. If you want to connect them again, right click each connection, and select add to bridge.

    Note: You should be able to manage 10-15MB/s+ using this method. Ethernet is capable of transferring at much greater speeds than USB, so this is an alternative to splitting packages or using NTFS to transfer them. Your internet connection speed is irrelevant. Also, make sure your ftp program reflects these changes. Personally, I find this to be the best method (primarily if you have a laptop, so that you can move it anywhere) for transferring content as well as keeping your ps3 safe from someone trying to connect to the internet. The control is entirely yours especially if you're using MAC filtering to deny access. :P

    ★ How To Rip All Games Together ★

    Open up the PS3 Tools menu and select PS3 Rip in the top row.


    Now, select the folder location where you'd like the ripping tool to scan.

    Note:
    The patterns section above is where you can enable/disable certain file types to be removed. Click the check box for each file type you'd like to keep. Default is set to remove 3D video files, update files, and all languages aside from American English. This is based on a generic naming mechanic found in most games, so anything that doesn't correspond to that naming mechanic will be missed. If you'd like to enable a specific file type while removing the rest of its group, you can simply delete the file line within the window. If you'd like to see how much space you'd save without actually ripping anything, enable simulation.

    Once you've set your patterns, click rip.

    Note: All ripped files will be moved to a folder named "RIPPED" on the root of the hard drive that was scanned. It doesn't matter if your games are separated into games or gamei (for gamedata tool) as they'll retain their original directory locations. Dummy files of 0KB will replace the ripped files within the games themselves in case the game scans for them.

    Thanks to Aldo for his awesome set of tools!

    ★ How to play PS2 Classics (Custom) w/ Multiman, Transfer Saves, And And Revert Back For Use w/ Cobra ★

    Step 1. Download and install the placeholder pkg file:

    Code:
    http://www.mediafire.com/download/ab4xb0er6e4hdp7/PH.rar
    Step 2. Activate the license w/ reActPSN or rap2rif (Batch Convertor Version).

    Step 3. Create a folder named PS2ISO on the root of your internal drive:

    Code:
    dev_hdd0/PS2ISO
    Step 4. Drop all of your ps2 game folders into the PS2ISO folder.

    Code:
    dev_hdd0/PS2ISO/[Title ID] Game Name folders
    Step 5. Delete all files except for the ISO.BIN.ENC (put this on the root of the Game Name [title ID folder]) and the savedata folder (if missing, Multiman will create one for you as these are generic virtual memory cards).

    Code:
    dev_hdd0/PS2ISO/[Title ID] Game Name folders/ISO.BIN.ENC
    and,

    Code:
    dev_hdd0/PS2ISO/Game Name [Title ID] folders/savedata/SCEVMC0.VME, SCEVMC1.VME
    Step 6. To launch your games, just scan with Multiman. All games will be listed in the Retro tab (Press square to change to PS2 only) and click on the game you want to boot.

    Step 7. After launching the game, you'll be taken back to xmb; from there, simply click on the placeholder (the game will be mounted here).
    The game(s) will be relying on the placeholder license rather than license of the base used to encrypt the game; in other words, the base used to encrypt the game is irrelevant. If you wish to download artwork, put the title ID in brackets along with a hyphen in between the alphanumeric; after that, you can insert the actual game name (the brackets serve as an identifier designating the title id rather than the game name; the title id in brackets will not be displayed in Multiman):

    Code:
    dev_hdd0/PS2ISO/[COLOR=#FF7F00][B][SLUS-00000][/B][/COLOR]Game Name

    Note:
    Not all artwork is available, so don't be surprised if some artwork doesn't appear.

    Step 1. In order to transfer saves from your ps2 memory card, you'll either need to use LaunchELF via a modchip/memory card exploit or use code breaker. I believe there are also third-party devices that can connect to the pc to transfer gave saves. If using the former, transfer the save in psu format (not sure if a raw save will work correctly)

    Step 2. After you have your saves in psu/cbs format, go to your ps3's internal hdd and extract the SCEVMC0.VME or SCEVMC1.VME (each designating the memory card in slot 1 or 2) from the PS2U10000 save folder.

    Code:
    dev_hdd0/home/main profile id folder (i.e. 00000001)/ps2emu2_savedata/PS2U10000
    Step 3. Once the virtual memory card(s) is/are on your computer, decrypt the vme with aldostools' PS2 Classics Gui into the decrypted .vmc counterpart.

    Step 4. Change the extension .vmc to .ps2 and open the memory card with mymc.

    Code:
    http://www.mediafire.com/download/38tc55dmrzgpn2r/mymc.zip
    Step 5. Hit import and select your save(s).

    Step 6. Now, rename the .ps2 file back to .vmc.

    Step 7. Once that is complete, you'll need to use update the vmc hashes in order to correct the header; otherwise, you'll receive a corrupted save data message upon launching any game with the placeholder.

    Code:
    http://www.mediafire.com/download/2bpanbe49mrnd17/UH.rar
    Step 8. Then, use aldostools' PS2 Classics Gui to encrypt the file back to the .vme format.

    Step 9. Transfer the virtual memory card back to its original location. The save(s) should now work. I believe the reverse process, absent the rehashing of the vmc, will allow you to extract ps2 classics' saves for use on a ps2 memory card.

    I hope this is helpful for anyone trying to get the placeholder PS2 Classics to work w/ Multiman. Let me know if you have any problems.

    Step 1: Grab any applicable games/memory cards from:

    (PS2 Games - All ISO.BIN.ENC):

    Code:
    dev_hdd0/PS2ISO
    (PS2 Classics' Memory Cards - SCEVMC0.VME, SCEVMC1.VME):

    Code:
    dev_hdd0/home/main profile id folder (i.e. 00000001)/ps2emu2_savedata/PS2U10000
    (PS2 Backups' Memory Cards - .VM2):

    Code:
    dev_hdd0/savedata/vmc
    Step 2: Now, open Aldos' Tools PS2 Classics.GUI and decrypt all ISO.BIN.ENC files. Once finished, do the same for any encrypted ps2 classics' memory cards (SCEVMC0.VME, SCEVMC1.VME).

    Note:
    Your games are now back to their original ISO versions, so they're useable as is.

    Step 3: Change the extensions of the decrypted ps2 classics' memory cards to .ps2 replacing the .vmc extensions.

    Note:
    If you're using ps2 classics' memory cards (i.e. every game using the same memory card), you can skip the following steps. Simply rename the extension to .vm2 instead of .vmc. The memory cards are identical. Simply, choose a file name for the card afterward. The name of the card is what you'd normally enter within xmb while creating the card.

    Step 4: Open mymc, select those memory cards, and highlight all of your saves. Now, click export. Save them into any folder you wish.

    Step 5: Now, change the .vm2 memory card to .ps2.

    Step 6: Open mymc, select that memory card, click import, and highlight all of your saves to transfer them to that memory card.

    Note:
    Your saves are now back to their original memory card versions, so they're usable as is.

    Thanks to Aldo for his awesome set of tools!

    ★ How To Create A Rap File ★




    Note: In order to create a rap file, you’ll need the rap key as well as the content ID. The content ID, which is located at offset 450 for self/sprx files or offset 10 for edat/sdat is how the system determines which license goes with which content. The rap key is what’s used to obtain the klicense (used to decrypt the content itself). Now, you can’t create a rap file out of nothing. In fact, in order to fix a game (i.e. not requiring reactpsn or reencrypting the content for different fw), u’ll need the rap file in order to decrypt the content. However, as I said, the rap file itself doesn’t decrypt content. It’s used to generate the klicense which does. :P

    Step 1: If you don’t already have one, download a hex editor. I’d recommend HxD. If you have aldo’s ps3 tools installed, you should already have it. For this example, I’ll use this content (not sure what this content is but it was on my laptop at the time of writing this tutorial):
    Code:
    Content ID (file name): EP0006-BLES01040_00-DEADSPACEPCK0002.rap
    Rap Key (hexed key): 1A 5D 91 61 9A 55 34 01 9C C2 8D 06 22 D8 42 44
    Whether it’s separated by spaces for each byte or not – it doesn’t matter.

    Step 2: Open HxD, select file, click on new, copy-and-paste the rap key into the hex, then save it as the content ID. All rap files should be 16 bytes (1 line of hex).
    Now, test to see if it worked. It’s really that simple. You can drop any rap file into a hex editor to determine the rap key. However, aldo’s ps3 tools has an app that’ll determine the key simply by double clicking the rap file. This is handy if you come across uploaders who only list the license information to avoid reuploading the rap file itself.

    ★ How To Create A .zip File To Install To The PS3 ★

    Step 1: Decrypt the fw you're using with PUAD or fail0verflow's tools. If using PUAD, I'd recommend selecting only dev_flash so that it'll only take a few seconds.

    Step 2: Once that's complete, drop dev_flash into a folder on your desktop. Within that folder, create another folder named dev_blind.

    Step 3: Without anything selected, hold down shift and right-click with your mouse. Select "Open command window here."

    Step 4: Now, we'll use robocopy with this command:

    Code:
    robocopy [source folder] [destination folder] /Nocopy /E

    Note:
    You may drag-and-drop the source and destination folders. By default, it'll quote the entire directory structure. If your folder location contains any folders with a space as part of its name, command prompt will assume that you're entering a command and error. It's fine if there are no spaces. However, dragging-and-dropping will prevent that mistake. Just make sure to leave a space in between the source and destination folder segments of the command line.

    Step 5: With the above command, the entire folder structure of the flash will have been created, but no files were transferred. Now, drag-and-drop your modified flash files to their appropriate destinations. Once complete, enter the dev_blind directory, ctrl +A to select all folders, and create a zip file named PS3~dev_blind.zip. This will mount dev_flash as dev_blind when double-clicked within multiman. It should ask if you want to transfer all files to the locations you've specified. Select yes. Now, test if everything worked. It should unless there was a problem with one of your flash files. :)

    Note: Neither the entire path nor the folders need to be created if transferring one flash file or several flash files to the same location. The ~ designates a folder location within the previous folder. In other words, PS3~dev_blind~vsh~resource.zip = dev_blind/vsh/resource with the contents on the root of the .zip being what will be transferred to the location as outlined by the .zip filename.

    ★ How To Change The Epilepsy Warning Message ★

    Step 1: First, Download rcomage:

    Code:
    http://www.ps3hax.net/downloads.php?do=file&id=362
    and, notepad++

    Code:
    http://notepad-plus-plus.org/download/v6.4.2.html
    Step 2: Open multiman and enable flash access and grab the sysconf_plugin.rco from:

    Code:
    dev_blind/vsh/resource

    Note:
    Disable flash access once you're done.

    Step 3: Now, open rcomage. By default, it will be set to dump which is what we want. Click separate resource types into separate folders and decode vsmx scripts (nothing else should be ticked). Then, click browse next to RCO input and select your sysconf_plugin.rco. You can name the subsequent xml file to anything you'd like since it will only be used to recomple the rco.

    Step 4: You should now have the file you just named alongside an Images and a Text folder. Open notepad++, click on the Text folder, and open the English.xml. From there, find the portion that reads:

    Code:
    <Text name="msg_health_warning_start">?WARNING: BEFORE USING, READ PRODUCT DOCUMENTATION FOR IMPORTANT INFORMATION ABOUT YOUR HEALTH AND SAFETY.</Text>
    and, replace the text with whatever you'd like. You can even leave it blank if you want no message to be displayed.

    Step 5: Once you're finished, open rcomage again and hit compile with zlib as its header compression. Select the xml file that you created when dumping the rco and save the rco you're compiling as sysconf_plugin.rco.

    Step 6: Now, transfer the file back to its original location. You're done!

    Note:
    Disable flash access once you're done.

    ★ How To Extract And Alter The Icontex.qrc ★

    Step 1: Download the applicable files (contains simplyzip, HxD, n1-70, diff.qrc files, and their .dds equivalents):

    Code:
    http://www.mediafire.com/download/1cifp60lkz4wf7l/ITD.rar
    Step 2: Copy over or use a dummy icontex.qrc extracted using PUAD and a .PUP of your choice (must 4.00-4.50 due to a new icon being added). The icontex.qrc is located here within the flash:

    Code:
    dev_blind/vsh/resource/qgl
    Step 3: Open the icontex.qrc with HxD. Copy over the entire hex series of the icon. You can find this by looking for the header, hex 78 DA EC or 78 DA ED for n1-n70 and 78 DA E5 for diff, which I've outlined below. To do this select search, then click find; within the drop-box, select Hex-Values. Now, input the header you wish to search for. You'll know you've hit the beginning of another icon once you push F3 to search for the next header that contains those first three bytes. Be warned that the header randomly changes, so you may find yourself going from n1 to n22 after pressing F3 once. If you'd like to select the hex series by offset, click on edit, and choose select block; from there, enter the starting and ending offset positions.

    Step 4: Once you've selected the hex series you want, right-click the mouse and select copy. Now, create a new hex file by going to file and selecting new. Within the new file, paste the contents you just copied and hit save (name it whatever you'd like, but I'd suggest using the official sony names as not to become confused. I've added them down below, but their names are also right underneath the header and before n1.

    Step 5: This is important: add .qrc to the new file name as its extension, because simplyzip won't decompress the file without extension .qrc. I believe simplyzip is expecting you to compress a file if no extension is present hence the error. Decompressed, the file will be a normal .dds, so just add that extension to open it in photoshop (make sure to have the .dds plugin which is in my wave tutorial). Modify the icons however you'd like and save using these settings: (make sure they're 86KB each; don't mess with the diff file):

    Code:
    8:8:8:8 ARGB (32-bit) w/ generate mip maps and the number 8 in the drop box

    Note:
    There could be an issue with compression if the image file is larger than what's within
    the icontex.qrc (as you'll see, compressed, the icons are many different sizes); if it's smaller, you should be able to pad it with 0's. Also, if you were to extract all qrc files at once, transfer them over to a new hex file, then decompress, simplyzip would only decompress the first image file and discard the rest; if you were to transfer over a partial image, simplyzip should still be able to decompress it, but the image file wouldn't open in photoshop. Those are two things to look out for.

    Code:
         Start  End     Header
    n1:  17E0   5B5F    78 DA ED
    n2:  5B60   ACFF    78 DA EC
    n3:  AD00   F49F    78 DA EC
    n4:  F4A0   1428F   78 DA EC
    n5:  14290  19E0F   78 DA EC
    n6:  19E10  1EA7F   78 DA EC
    n7:  1EA80  2572F   78 DA EC
    n8:  25730  2A86F   78 DA EC
    n9:  2A870  3092F   78 DA EC
    n10: 30930  3866F   78 DA EC
    n11: 38670  3F06F   78 DA EC
    n12: 3F070  45E6F   78 DA EC
    n13: 45E70  4C49F   78 DA EC
    n14: 4C4A0  52AEF   78 DA EC
    n15 :52AF0  59C1F   78 DA EC
    n16: 59C20  5EA6F   78 DA EC
    n17: 5EA70  65E3F   78 DA EC
    n18: 65E40  6D17F   78 DA EC
    n19: 6D180  7227F   78 DA EC
    n20: 72280  7B6EF   78 DA EC
    n21: 7B6F0  8122F   78 DA EC
    n22: 81230  8506F   78 DA ED
    n23: 85070  8A65F   78 DA EC
    n24: 8A660  8F91F   78 DA EC
    n25: 8F920  919EF   78 DA ED
    n26: 919F0  93A9F   78 DA ED
    n27: 93AA0  951AF   78 DA ED
    n28: 951B0  98D0F   78 DA ED
    n29: 98D10  9B14F   78 DA ED
    n30: 9B150  9E92F   78 DA ED
    n31: 9E930  A302F   78 DA EC
    n32: A3030  A902F   78 DA EC
    n33: A9030  AC19F   78 DA ED
    n34: AC1A0  AF45F   78 DA ED
    n35: AF460  B407F   78 DA EC
    n36: B4080  BA71F   78 DA EC
    n37: BA720  BE2CF   78 DA ED
    n38: BE2D0  C2CFF   78 DA EC
    n39: C2D00  C800F   78 DA EC
    n40: C8010  CC96F   78 DA EC
    n41: CC970  D2C9F   78 DA EC
    n42: D2CA0  D6DCF   78 DA ED
    n43: D6DD0  DC9EF   78 DA EC
    n44: DC9F0  DFE3F   78 DA ED
    n45: DFE40  E59FF   78 DA EC
    n46: E5A00  E9B4F   78 DA ED
    n47: E9B50  F0E2F   78 DA EC
    n48: F0E30  F605F   78 DA EC
    n49: F6060  F7FAF   78 DA ED
    n50: F7FB0  FBE5F   78 DA ED
    n51: FBE60  10040F  78 DA ED
    n52: 100410 10305F  78 DA ED
    n53: 103060 1075CF  78 DA EC
    n54: 1075D0 10BF4F  78 DA EC
    n55: 10BF50 1122AF  78 DA EC
    n56: 1122B0 117ADF  78 DA EC
    n57: 117AE0 11FE2F  78 DA EC
    n58: 11FE30 12495F  78 DA ED
    n59: 124960 12906F  78 DA ED
    n60: 129070 12F81F  78 DA EC
    n61: 12F820 13504F  78 DA EC
    n62: 135050 13BA5F  78 DA EC
    n63: 13BA60 13DC3F  78 DA ED
    n64: 13DC40 14103F  78 DA ED
    n65: 141040 146DAF  78 DA EC
    n66: 146DB0 14C10F  78 DA EC
    n67: 14C110 14F10F  78 DA ED
    n68: 14F110 15220F  78 DA ED
    n69: 152210 158B6F  78 DA EC
    n70: 158B70 15D40F  78 DA EC
    Diff:15D410 15D97F  78 DA E5
    

    ★ How To Install Custom Firmware ★

    Step 1: Determine if your ps3 is on 3.55 or lower or its base firmware (what the ps3 came shipped with) is 3.55 or lower with MinVerChk:

    Code:
    http://www.mediafire.com/download/s31d69pphkcv7dp/MVC.rar

    Note:
    MinVerChk is not a normal update file, so it'll throw back an error during installation. What it'll display is your base firmware. Take note of this to determine whether you can downgrade your system if your fw is post 3.55. Now, there are two things to note about installing custom firmware. First, you don't need to be on 3.55 in order to install any of the 4.xx custom firmwares. You can install 4.xx cfw directly, but it's recommended you install 3.55 cfw first in order to install toggle qa or rebug toolbox. Second, some systems with 3.56 base firmware are hackable. The deciding factor is whether your system contains metldr 1 or metldr 2. Metldr 1 is hackable; metldr 2 isn't. This can be determined by the datecode on the back of the system. Compare that with the sku listing on psdevwiki:

    Code:
    http://www.ps3devwiki.com/ps3/SKU_Models
    Now, the difference between 3.55 or lower and 3.56 custom firmware installation is that you can install custom firmware directly from 3.55 or lower via "System Update"; with hackable 3.56 systems, you'll need to upgrade with the use of a flasher. You can find more information about this on psdevwiki (link above). Any hackable ps3 system above 3.56 requires the use of a flasher in order to downgrade.

    Step 2: Download rebug 3.55.4 from along with rebug toolbox (to install the qa token) from:

    Code:
    rebug.me

    Note:
    You technically don't need to install "toggle qa" unless you're downgrading. However, if you'd like to downgrade back to 3.55 later, it's recommended that you install it now.

    Step 3: Check the MD5 with MD5 verifier or dropping the pup into a hex editor to check its MD5 checksum. Once you've verified the checksum, drop the update (must be named PS3UPDAT.PUP) on to a flash drive with this directory listing:
    Code:
    PS3/UPDATE
    Step 4: Install rebug 3.55.4 from either the recovery menu or the XMB menu. In order to enter the recovery menu, hold down the power button 'til the system turns on, then off. Let go of the power button. Now, press and hold the power button again 'til you hear one beep followed by two quick beeps. Let go of the power button again. You should now be in the recovery menu. Now, select "6. System Update." If you wish to install from the XMB menu, scroll to the system tier, and select "System Update" at the top. The update version, taken from the version.txt on the root of the update, will be displayed, so you'll know which fw you're installing before the actual installation.

    Step 5: Once the update has finished installing. Install "rebug toolbox" or "toggle qa" with "Install Packages" on the games' tier. With "toggle qa," select the app after installation, and you should hear three beeps; with rebug toolbox, install the app with "Install Packages," select it afterward, scroll to "Utilities," and enable "Toggle QA." To determine if qa flagging is enabled, scroll to the system tier, go down to network settings, and hold this button sequence simultaneously:

    Code:
    L1 + L2 + R1 + R2 + L3 + D-pad Down
    If successful, "Edy Viewer," "Debug Settings," and "Install Package" will appear below "Network Settings."

    Step 6: Drop your 4.xx cfw (PS3UPDAT.PUP) on to your flash drive (same location); remember to check the MD5 :):

    Code:
    PS3/UPDATE
    Step 7: Install from the XMB menu or the recovery menu. Once completed, you should be on 4.xx cfw.

    Thanks to Team Rebug, Rogero, Habib and everyone else responsible for cfw creation. :)

    ★ How To Recalculate The Hash For Cobra ★

    Download this rar file and unzip it to anywhere on your computer.

    Code:
    https://www.mediafire.com/?1kl8ydeo2hkq98m
    Grab the sprx/self that you're going to be working with from either the system or through PUAD. You can enable dev_blind through webman mod if you want to use the self/sprx on the system. The sprx/self will be located here:

    Code:
    dev_blind/vsh/module
    Also, grab your cobra file(s) from here:

    Code:
    dev_blind/rebug/cobra
    Note: The location of cobra may differ depending on your firmware.

    Place the self/sprx and the cobra file(s) in the same folder as Hashcalc (the rar you unzipped). Then, open a command window (with no files being highlighted, hold shift and press the right mouse button).

    Type:

    Code:
    Hashcalc "name of sprx/self"
    without the parenthesis. Now, take note of section 0. Write it down somewhere.

    Now, we're going to do the same with the modified self/sprx that you have. If the self/sprx you're using is the modified version, you'll want to use PUAD to grab an unmodified version and redo Step 4. Take note of section 0 of the modified self/sprx.

    Now, we're going to hex edit the new value in. Download HxD:

    Code:
    https://mh-nexus.de/en/downloads.php?product=HxD
    Now, open it. Drag-and-drop the cobra file(s) in and search for the hex values

    Code:
    Search/Find/Hex Values
    from the dropdown menu.

    We'll be searching for the first section 0 from the unmodified self/sprx. Once you've found it, replace it with the second section 0 from the modified self/sprx.

    Note: If the hex values are not found, the self/sprx won't affect cobra at which point your already good.

    After you've replaced the hex values, replace the cobra file(s) on your system. You're done!

    ★ Example Images ★

    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]

    Disclaimer: I am not responsible for any damage you may cause to your ps3. Just follow the instructions, and you’ll be fine! :)
     
    Last edited by godreborn, Jan 14, 2018
    netovsk, cvskid and ChokeD like this.
  2. migles

    migles All my gbatemp friends are now mods, except for me
    Member

    Joined:
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    8,034
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    China
    thanks for the installing cfw tutorial, this is the most update one right?
    it seems simple and straight to the point
    however the link you shared seems to be labyrinth of links
     
  3. Zephir1991

    Zephir1991 GBAtemp Fan
    Member

    Joined:
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  4. Boogieboo6

    Boogieboo6 @realDonaldTrump
    Member

    Joined:
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    964
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    When trying to install rebug 3.55.4, it says that the data is corrupted and it won't install. It doesn't install through XMB and not through the recovery menu. What do I do?
     
  5. godreborn

    OP godreborn GBAtemp Guru
    Member

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    I'm sorry. the tutorials rn't exactly complete. I'm aware of the space issue. that happened when converting from vb to xenforo. I had to use my crunch (max console) version since gbatemp doesn't have any tabs tags that I'm aware of.

    @Boogieboo6 , what firmware r u on? and, r u on cex or dex?

    edit: scratch that last part, if ur on cex or dex and try to install the other's firmware, it should give u an error message saying the firmware isn't compatible.
     
    Last edited by godreborn, Jan 29, 2017
  6. godreborn

    OP godreborn GBAtemp Guru
    Member

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    here are the .dds files since they're harder to find on the nvidia site. place them in the plug-ins/file formats folder:

    Code:
    https://www.mediafire.com/file/5fyhd2qp337h3h6/File%20Formats.rar
     
  7. Advokaten

    Advokaten GBAtemp Regular
    Member

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    Sweden
    This might be the wrong place to post. Anyways, I'd like to know how to merge .pkg files.
     
  8. godreborn

    OP godreborn GBAtemp Guru
    Member

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    you can extract the pkg content of both pkgs, combine them, then make the pkg again. this can be done with aldostools' ps3 tools.
     
    Advokaten likes this.
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