Have you considered moving all the "user functions" out to his own main icon? something like this:
User_Data_Manager.xml
|- PS3 save data
|- PS2 memory cards
|- PS1 memory cards
|- Minis save data
|- Trophies
|- Path to dev_hdd0/home/<userid>/ folder to browse or delete personal files
|- Path to dev_hdd0/savedata/vmc/ folder to browse or delete memory cards
Option 2
User_Data_Manager.xml
|- Save Data
| |- PS3 save data
| |- PS2 memory cards
| |- PS1 memory cards
| |- Minis save data
|- Trophies
|- Paths
| |- Path to dev_hdd0/home/<userid>/ folder to browse or delete personal files
| |- Path to dev_hdd0/savedata/vmc/ folder to browse or delete memory cards
More suggestions...
The file PS3LOGO.DAT is a "playstation 3" logo in .PNG format with the extension renamed (just rename it to .PNG and you can open it in any image viewer)
Is never visible, and not needed, can be removed
The "PARENTAL_LEVEL" inside the PARAM.SFO can be removed too... consider this a restriction not needed, if you remove it will have the same effect than if you fill it with zeroes = all parental restrictions disabled
It has not much importance, but can be removed to make the file smaller
Edit: ops, almost forgot my best suggestion...
An option to generate a file (or set of files) ready to be included in a CFW built by using the feature of MFW to replace firmware files inside the .PUP
I can imagine there is a problem with .xml's that depends of icons, but this can be solved by replacing all the icons by the default folder icon (another .bat that replaces all)
Well, i have no idea of the technical problems to achieve this, but the point is to "implement compatibility with MFW"
Additionally, i think is a good idea to add something like this in all the output .xml's (the version is important to manage possible compatibility problems with different firmwares)
Code:
<!-- This file was generated by xmb-manager-plus vXX.XX -->
sandungas, reggarding your suggestions i think they are good, thanks!
We are now focus in the the release of the 0.40 version and still have some things to do since there have been a lot of changes in the structure of the project (GUI, pre-SDK, git, etc), but i think we can integrate your suggestions on the 0.50 release.
Of course, you can participate in the coding if you want, it's and open project and now it's git based
Another thing i would like it's the hability to run a .self from xmb, maybe using the module_action thing. Do you think this is doable? Do you have a "hello world" self for testing?
Not a good moment for changes, i imagined but it was now that i taked a closer look at the files in the git when i saw all better
I use to follow this thread mostly because is very related with other things i been documenting in the wiki, but i cant help with coding
About the "hello world" .self ... when making test trying to create different contents for the XMB i asked deroad to create a hombrew only for testing that displays a message of "SFO loaded, press X to quit" (or something similar)
I have been using this as a base to have "something" that in fact boots and is small, just to see if the content has been loaded http://www.mediafire.com/?325cq3iea259c3j
You can rename the EBOOT.BIN to EBOOT.SELF and boot it as an self
The only problem this program has is it was made with the "no-rsx" library and if you press the "PS" button inside the program (to see the "XMB In-game")... the ps3 crashes... so only useful for internal tests, and using the "press X to quit" message
About the "module_action" thing... i bet is related with the .sprx and this includes the "copy" function you are looking for time ago for the filemanager
I think this copy function must be included in several modules, so there are several places to look at it, but i think probably the most "standard" is when you export/import gamesaves
This copy with gamesaves (ps3 and minis game saves) is a raw copy of a folder from one device to another
Also the copy function that appears in the side panel in games that can be shared between consoles (psp and minis) does a raw copy of a folder from internal to a psp, probably both are the same, called from module explore_category_game.sprx
Next interesting module is explore_category_photo.sprx that contains a "screencapture" function that creates an image of the screen (this is supposed to be present only when "XMB In-Game"... not in real XMB)
Dean made an utility that mounts a virtual disc in the drive... and added this screencapture feature and it seems was hardcoded inside the EBOOT.BIN
The utility was "DISC_BOOT" if i remember correctly and was not dangerous, only mounts things and waits in a black screen to you to insert a burned blue-ray disc... if executed twice the old disc is unmounted
Maybe this EBOOT.BIN (renamed to .self) is another way to look for info about how to call this modules
Edit: here is the DISCboot thread... about the screencapture funcion... all i can say is triggered from inside the EBOOT.BIN (the other files has nothing related with screencapture) http://www.ps3hax.net/showthread.php?t=28425
Got my head around the logic of GIT, everything's setup and working on my end. I have been quite busy in the past few weeks and will be even more busy in the coming weeks, but after that I'll get back to this. Bye for now
Co-developer of XMB Manager Plus - One of the few and maybe even the only open collaboration project on the PS3 Scene without any drama.
I found for what the problem appear is because when the batch is executed in a folder that contain space in the name the batch dont execute the code correctly
other think when i use source_build.bat this will pack the rco directory in rco files!! is it possibile to add the compile script rco in the compile flash batch !!
this will be more useful because when the source is builded they have no possibility to edit flash files because the rco is packed!!
Thanks
Last edited by XiorgON; 05-17-2012 at 12:35 PM.
THE KEY OF THIS WORLD IS THE HUMAN**THE LOCK OF THIS WORLD IS THE STUPIDITY OF THE HUMANITY**<==>**CHANGE YOUR WORLD**<---->**FUTURE IS NOW
I found for what the problem appear is because when the batch is executed in a folder that contain space in the name the batch dont execute the code correctly
Ok so is a missing "" somewhere. Can you point where exactly?
other think when i use source_build.bat this will pack the rco directory in rco files!! is it possibile to add the compile script rco in the compile flash batch !!
this will be more useful because when the source is builded they have no possibility to edit flash files because the rco is packed!!
I think it should be in this file, since is a source!
we can for instance make a choice "Do you want to builde flash source?"
Ok so is a missing "" somewhere. Can you point where exactly?
i dont know where exacly i check the code and all look ok but is not because this error appear
I think it should be in this file, since is a source!
we can for instance make a choice "Do you want to builde flash source?"
for building flash i know how and i know how to edit the flash in the base folder but for the noob people that will be more easy if the rco is not packed in the source folder and only when the flash is build in pkg
THE KEY OF THIS WORLD IS THE HUMAN**THE LOCK OF THIS WORLD IS THE STUPIDITY OF THE HUMANITY**<==>**CHANGE YOUR WORLD**<---->**FUTURE IS NOW