PSX-SCENE Forum Discussion for Sony PlayStation/PsOne/PS2/PS3/PSP/PS VITA
  • multiMAN v04.20.00 BASE - New Payload Officially Released

    Deank has released the latest BASE version of multiMAN today with the release of multiMAN v04.20.00. The Test Payload officially makes it way to mM in this new Base version after some successful testing, This Payload supports 3.55 CEX/DEX, 4.21 CEX/DEX, 4.30 CEX, 4.31 CEX. Deank has also stated "Compatibility-wise it is better than "Standard" and "Hermes" " For 3.55/4.21DEX users mM will now supports split-games, better disc-less compatibility and will also allow loading of PS1 backups in BIN+CUE from internal / external. The new payload also allows for some tweaks and there is now a 80% chance games that didn't work disc-less now will.. For all the details of the new payload please check the official Release Quote below for mM v04.20.00 BASE.



    multiMAN ver 04.20.00 BASE (20130220) is now available online.

    NOTE: It is a BASE version, which means that it can be installed over ANY previous version and is also suitable for first-time users.

    Changelog:
    * Introducing the new mM payload which makes mM independent and easy to port for various firmwares
    * Supports only 3.55 CEX/DEX, 4.21 CEX/DEX, 4.30 CEX, 4.31 CEX
    * BD-ROM Emulator option in Settings can be set to "Enable / Disable" - no more "Hermes"/"Standard"
    * Compatibility-wise it is better than "Standard" and "Hermes".
    * This payload overwrites 252 bytes of strings in LV2 memory (and not 4000 bytes of code like other payloads), it doesn't use syscalls and doesn't rely on firmware functions, executes fast and improves performance

    * Added option in settings "Redirect /app_home":
    --- Disable (/app_home will not be mounted at all)
    --- Enable (/app_home as used in previous versions - points to the game - for disc-less)
    --- Toolbox (on Rogero firmwares with pre-installed toolbox if you play from discs only - it allows you to return to stealthMAN without restart)

    * For 3.55DEX and 4.21DEX mM now supports split-games, adds better disc-less compatibility and also allows loading of PS1 backups in BIN+CUE format from internal/external.

    * IMPROVED DISC-LESS COMPATIBILITY:

    The new payload allows for some tweaks and there is 80% chance that games that didn't work disc-less will now work.
    multiMAN ver 04.20.00 BASE (20130220).zip (97MB)
    Download multiMAN ver 04.20.00 BASE (20130220).zip from Sendspace.com - send big files the easy way

    Includes:
    * multiMAN ver 04.20.00 BASE CEX (20130220).pkg (30MB)
    * multiMAN ver 04.20.00 BASE DEX (20130220).pkg (37MB)
    * multiMAN ver 04.20.00 BASE CEX STEALTH (20130220).zip (29MB)


    CEX, DEX and STEALTH versions include Showtime 4.3.21, ps1emu for 3.55/4.21/4.3x, ps1netemu for 3.55/4.21/4.3x, AIOMOD.BIN and mM's theme.

    Dean


    UPDATE

    As requested by a lot of users, here it is:

    multiMAN ver 04.20.00 FULL CEX (20130220).zip (291.27MB)
    http://www.sendspace.com/file/uv1aes

    Additionally to the BASE version contents, the full one adds:

    * One motion background (4MB)
    * 9 themes (125MB)
    * 5623 PS3 game covers (97MB)
    * 3425 PS1/PS2 game covers (43MB)

    This is the ONLY difference between BASE and FULL (the additional content, which usually doesn't change a lot from one FULL to another).

    Download BASE: multiMAN ver 04.20.00 BASE (20130220) (97MB - Sendspace)
    Mirror: PSX-Scene
    Mirror: Mediafire
    Mirror: Brewology
    Mirror: PS3SceneFiles


    Download FULL: multiMAN ver 04.20.00 FULL CEX (20130220).zip (291.27MB)
    Mirror: Mega


    Source: Deank via PS3crunch



    PSX-SCENE: The Pinnacle Scene Xenocracy
    Comments 139 Comments
    1. amp2006's Avatar
      amp2006 -
      how the hell i am gunna edit the first page in this thread .lol

      i guess in content i cannot do that .

      anyway I am gunna put the link here anyone else can put it in the first page .

      https://mega.co.nz/#!5Mcg0BRC!eDSTk1...AQRui0wd4cj_bo
    1. bitsbubba's Avatar
      bitsbubba -
      Quote Originally Posted by amp2006 View Post
      how the hell i am gunna edit the first page in this thread .lol

      i guess in content i cannot do that .

      anyway I am gunna put the link here anyone else can put it in the first page .

      https://mega.co.nz/#!5Mcg0BRC!eDSTk1...AQRui0wd4cj_bo
      I can't either
    1. Jay-Jay's Avatar
      Jay-Jay -
      Quote Originally Posted by amp2006 View Post
      how the hell i am gunna edit the first page in this thread .lol
      Easy, just tell Jay-Jay to do it!

      My guess is this is a mirror for the Full Version? If yes, it's done!
    1. amp2006's Avatar
      amp2006 -
      yea its a full version and its unfair you are able to do that and we are not .lol its seems not only the life is not fair .lol
    1. STLcardsWS's Avatar
      STLcardsWS -
      Quote Originally Posted by amp2006 View Post
      yea its a full version and its unfair you are able to do that and we are not .lol its seems not only the life is not fair .lol
      I am able just a @mention away .
    1. deank's Avatar
      deank -
      Quote Originally Posted by mad3d View Post
      Deank, please, do you mind sharing how is that your payload works so games using Unreal Engine 3 now work discless? I would like to add this "fix" to payloader 3. Thanks in advance.
      Actually it is not that much the payload, but the mapping order of some app_home related paths. I'll post more info about it later.
    1. White Lord's Avatar
      White Lord -
      sorry it was a spoofer which caused that error.
      Multiman works flawlessly.
    1. deank's Avatar
      deank -
      Code:
      /* (c) 2013 multiMAN path-substitute routine by dean
      
      Example for 4.30CFW LV2:
      
      MM_FUNCTION    : 0x2D2418 (this is where the code of MM_FUNCTION is)
      Function_Base    : 0x2C3CD4 (this is the intercepted function)
      Code change at    : Function_Base + 0x24
      
      ---    mr    r29, r3        // 7C 7D 1B 78     <-- Here is the ONLY 4-byte code change we make to LV2 to call the new function
      +++    bl    MM_FUNCTION    // 48 00 E7 21    <-- 0xE720 (+1 for blr) = (MM_FUNCTION - Function_Base - 0x24)
      
      ... and here is the MM_FUNCTION: */
      
      #define MAP_TABLE    (0xE8)    // address of path-map table        (set to 0x80000000007FAE00)
      //    NEW_PATH    (0xF0)    // address of the returned spoofed path (set to 0x80000000007FFBE0)
      
      #define ABS2(target)    ((target) - .)
      .org 0
      
          mr    %r29, %r3
      
          li    %r27, 1
          rldicr    %r27, %r27, 63, 0
          ori    %r27, %r27, (MAP_TABLE)@l
      
          ld    %r26, 0(%r27)
      
          cmpwi    %r26, 0
          beqlr
      
          ld    %r31, 8(%r27)
      
      check_next:
          ld    %r5, 0(%r26)
          cmpwi    %r5, 0
          beq    return_1
      
          mr      %r3, %r29
          ld    %r4, 16(%r26)
      
      //strncmp
          lbz    %r11, 0(%r4)
          lbz    %r9, 0(%r3)
          clrlwi    %r0, %r11, 24
          cmpw    cr7, %r9, %r11
          bne    cr7, cmp_end
          cmpwi    cr7, %r0, 0
          mtctr    %r5
          bne    cr7, skip_to_next
          b    ABS2(cmp_end)
      
      cmp_loop:
          lbz    %r11, 0(%r4)
          lbz    %r9, 0(%r3)
          clrlwi    %r0, %r11, 24
          cmpw    cr7, %r9, %r11
          cmpwi    cr6, %r0, 0
          bne    cr7, cmp_end
          beq    cr6, cmp_end
      
      skip_to_next:
          addi    %r3, %r3, 1
          addi    %r4, %r4, 1
          bdnz    cmp_loop
          b    ABS2(found_match)
      //strncmp end
      
      cmp_end:
          addi    %r26, %r26, 32
          b    ABS2(check_next)
      
      found_match:
          ld    %r4, 24(%r26)
          mr    %r3, %r31
      
      //strcpy
          lbz    %r0, 0(%r4)
          cmpwi    cr7, %r0, 0
          stb    %r0, 0(%r3)
          beq    cr7, go_on_1
          mr    %r9, %r3
      
      next_char_1:
          lbzu    %r0, 1(%r4)
          cmpwi    cr7, %r0, 0
          stbu    %r0, 1(%r9)
          bne    cr7, next_char_1
      //strcpy end
      
      go_on_1:
      
          ld    %r5, 8(%r26)
          add    %r3, %r3, %r5
      
          mr    %r4, %r29
          ld    %r5, 0(%r26)
          add    %r4, %r4, %r5
      
      //strcpy
          lbz    %r0, 0(%r4)
          cmpwi    cr7, %r0, 0
          stb    %r0, 0(%r3)
          beq    cr7, go_on_2
          mr    %r9, %r3
      
      next_char_2:
          lbzu    %r0, 1(%r4)
          cmpwi    cr7, %r0, 0
          stbu    %r0, 1(%r9)
          bne    cr7, next_char_2
      //strcpy end
      
      go_on_2:
      
          mr    %r29, %r31
      
      return_1:
          mr    %r3, %r29
          blr
      That's it. Here are the offsets for other firmwares:

      Code:
      4.31CEX:
      MM_FUNCTION    : 0x2D2428 (this is where the code of MM_FUNCTION is)
      Function_Base    : 0x2C3CE0 (this is the intercepted function)
      
      4.21CEX:
      MM_FUNCTION    : 0x2D0C98
      Function_Base    : 0x2C2558
      
      4.21DEX:
      MM_FUNCTION    : 0x2EB418
      Function_Base    : 0x2D9718
      
      3.55CEX:
      MM_FUNCTION    : 0x2BE0D0
      Function_Base    : 0x2B3274
      
      3.55DEX:
      MM_FUNCTION    : 0x2D5B20
      Function_Base    : 0x2C8A94
      MAP_TABLE:

      Code:
      The MAP_TABLE has the following structure (32 bytes per path-substitute-entry):
      
      u64 org_path_len; (8 bytes - length of the path to be replaced)
      u64 new_path_len; (8 bytes - length of the new path)
      u64 org_path_adr; (8 bytes - LV2 address of the string with the path to be replaced)
      u64 new_path_adr; (8 bytes - LV2 address of the new path)
      
      The MAP_TABLE can be located anywhere and the pointers to the path strings can be anywhere.
      
      Example of a MAP_TABLE:
      
      peek(0x80000000000000E8): 0x80000000007FAE00 <-- Address of the MAP_TABLE
      peek(0x80000000000000F0): 0x80000000007FFBE0 <-- Address of the replaced path
      
      ===
      
      MAP_TABLE (for 5 path substitutions):
      
      peek(0x80000000007FAE00): 0x0000000000000009 <-- org_path_len
      peek(0x80000000007FAE08): 0x0000000000000016 <-- new_path_len
      peek(0x80000000007FAE10): 0x80000000007FAEC0 <-- org_path_adr
      peek(0x80000000007FAE18): 0x80000000007FAED0 <-- new_path_adr
      
      peek(0x80000000007FAE20): 0x0000000000000012
      peek(0x80000000007FAE28): 0x000000000000001F
      peek(0x80000000007FAE30): 0x80000000007FAEE8
      peek(0x80000000007FAE38): 0x80000000007FAF00
      
      peek(0x80000000007FAE40): 0x0000000000000010
      peek(0x80000000007FAE48): 0x0000000000000026
      peek(0x80000000007FAE50): 0x80000000007FAF20
      peek(0x80000000007FAE58): 0x80000000007FAF38
      
      peek(0x80000000007FAE60): 0x000000000000000A
      peek(0x80000000007FAE68): 0x0000000000000027
      peek(0x80000000007FAE70): 0x80000000007FAF60
      peek(0x80000000007FAE78): 0x80000000007FAF70
      
      peek(0x80000000007FAE80): 0x0000000000000009
      peek(0x80000000007FAE88): 0x0000000000000016
      peek(0x80000000007FAE90): 0x80000000007FAF98
      peek(0x80000000007FAE98): 0x80000000007FAFA8
      MAP_PATHS:
      Code:
      peek(0x80000000007FAEC0): 0x2F6465765F626476 | /dev_bdv | <-- org_path (1)
      peek(0x80000000007FAEC8): 0x6400000000000000 | d.......
      peek(0x80000000007FAED0): 0x2F6465765F686464 | /dev_hdd | <-- new_path (1)
      peek(0x80000000007FAED8): 0x302F47414D45532F | 0/GAMES/
      peek(0x80000000007FAEE0): 0x506F505446530000 | PoPTFS..
      
      peek(0x80000000007FAEE8): 0x2F6170705F686F6D | /app_hom | <-- org_path (2)
      peek(0x80000000007FAEF0): 0x652F5053335F4741 | e/PS3_GA
      peek(0x80000000007FAEF8): 0x4D45000000000000 | ME......
      peek(0x80000000007FAF00): 0x2F6465765F686464 | /dev_hdd | <-- new_path (2)
      peek(0x80000000007FAF08): 0x302F47414D45532F | 0/GAMES/
      peek(0x80000000007FAF10): 0x506F505446532F50 | PoPTFS/P
      peek(0x80000000007FAF18): 0x53335F47414D4500 | S3_GAME.
      
      peek(0x80000000007FAF20): 0x2F6170705F686F6D | /app_hom
      peek(0x80000000007FAF28): 0x652F555352444952 | e/USRDIR
      peek(0x80000000007FAF30): 0x0000000000000000 | ........
      peek(0x80000000007FAF38): 0x2F6465765F686464 | /dev_hdd
      peek(0x80000000007FAF40): 0x302F47414D45532F | 0/GAMES/
      peek(0x80000000007FAF48): 0x506F505446532F50 | PoPTFS/P
      peek(0x80000000007FAF50): 0x53335F47414D452F | S3_GAME/
      peek(0x80000000007FAF58): 0x5553524449520000 | USRDIR..
      
      peek(0x80000000007FAF60): 0x2F6170705F686F6D | /app_hom
      peek(0x80000000007FAF68): 0x652F000000000000 | e/......
      peek(0x80000000007FAF70): 0x2F6465765F686464 | /dev_hdd
      peek(0x80000000007FAF78): 0x302F47414D45532F | 0/GAMES/
      peek(0x80000000007FAF80): 0x506F505446532F50 | PoPTFS/P
      peek(0x80000000007FAF88): 0x53335F47414D452F | S3_GAME/
      peek(0x80000000007FAF90): 0x5553524449522F00 | USRDIR/.
      
      peek(0x80000000007FAF98): 0x2F6170705F686F6D | /app_hom
      peek(0x80000000007FAFA0): 0x6500000000000000 | e.......
      peek(0x80000000007FAFA8): 0x2F6465765F686464 | /dev_hdd
      peek(0x80000000007FAFB0): 0x302F47414D45532F | 0/GAMES/
      peek(0x80000000007FAFB8): 0x506F505446530000 | PoPTFS..
      For the improved disc-less compatibility, here is the map-order
      (assuming /dev_hdd0/GAMES/POPTFS is the game backup):

      Code:
      /dev_bdvd        /dev_hdd0/GAMES/POPTFS
      /app_home/PS3_GAME    /dev_hdd0/GAMES/POPTFS/PS3_GAME
      /app_home/USRDIR    /dev_hdd0/GAMES/POPTFS/PS3_GAME/USRDIR
      /app_home/        /dev_hdd0/GAMES/POPTFS/PS3_GAME/USRDIR/
      /app_home        /dev_hdd0/GAMES/POPTFS
      The cool 252 bytes MM_FUNCTION which makes it happen:

      Code:
      7C 7D 1B 78 3B 60 00 01 7B 7B F8 06 63 7B 00 E8
      EB 5B 00 00 2C 1A 00 00 4D 82 00 20 EB FB 00 08
      E8 BA 00 00 2C 05 00 00 41 82 00 CC 7F A3 EB 78
      E8 9A 00 10 89 64 00 00 89 23 00 00 55 60 06 3E
      7F 89 58 00 40 9E 00 40 2F 80 00 00 7C A9 03 A6
      40 9E 00 24 48 00 00 30 89 64 00 00 89 23 00 00
      55 60 06 3E 7F 89 58 00 2F 00 00 00 40 9E 00 18
      41 9A 00 14 38 63 00 01 38 84 00 01 42 00 FF DC
      48 00 00 0C 3B 5A 00 20 4B FF FF 98 E8 9A 00 18
      7F E3 FB 78 88 04 00 00 2F 80 00 00 98 03 00 00
      41 9E 00 18 7C 69 1B 78 8C 04 00 01 2F 80 00 00
      9C 09 00 01 40 9E FF F4 E8 BA 00 08 7C 63 2A 14
      7F A4 EB 78 E8 BA 00 00 7C 84 2A 14 88 04 00 00
      2F 80 00 00 98 03 00 00 41 9E 00 18 7C 69 1B 78
      8C 04 00 01 2F 80 00 00 9C 09 00 01 40 9E FF F4
      7F FD FB 78 7F A3 EB 78 4E 80 00 20
    1. an0nym0us's Avatar
      an0nym0us -
      Quote Originally Posted by deank View Post
      Code:
      /* (c) 2013 multiMAN path-substitute routine by dean
      
      Example for 4.30CFW LV2:
      
      MM_FUNCTION    : 0x2D2418 (this is where the code of MM_FUNCTION is)
      Function_Base    : 0x2C3CD4 (this is the intercepted function)
      Code change at    : Function_Base + 0x24
      
      ---    mr    r29, r3        // 7C 7D 1B 78     <-- Here is the ONLY 4-byte code change we make to LV2 to call the new function
      +++    bl    MM_FUNCTION    // 48 00 E7 21    <-- 0xE720 (+1 for blr) = (MM_FUNCTION - Function_Base - 0x24)
      
      ... and here is the MM_FUNCTION: */
      
      #define MAP_TABLE    (0xE8)    // address of path-map table        (set to 0x80000000007FAE00)
      //    NEW_PATH    (0xF0)    // address of the returned spoofed path (set to 0x80000000007FFBE0)
      
      #define ABS2(target)    ((target) - .)
      .org 0
      
          mr    %r29, %r3
      
          li    %r27, 1
          rldicr    %r27, %r27, 63, 0
          ori    %r27, %r27, (MAP_TABLE)@l
      
          ld    %r26, 0(%r27)
      
          cmpwi    %r26, 0
          beqlr
      
          ld    %r31, 8(%r27)
      
      check_next:
          ld    %r5, 0(%r26)
          cmpwi    %r5, 0
          beq    return_1
      
          mr      %r3, %r29
          ld    %r4, 16(%r26)
      
      //strncmp
          lbz    %r11, 0(%r4)
          lbz    %r9, 0(%r3)
          clrlwi    %r0, %r11, 24
          cmpw    cr7, %r9, %r11
          bne    cr7, cmp_end
          cmpwi    cr7, %r0, 0
          mtctr    %r5
          bne    cr7, skip_to_next
          b    ABS2(cmp_end)
      
      cmp_loop:
          lbz    %r11, 0(%r4)
          lbz    %r9, 0(%r3)
          clrlwi    %r0, %r11, 24
          cmpw    cr7, %r9, %r11
          cmpwi    cr6, %r0, 0
          bne    cr7, cmp_end
          beq    cr6, cmp_end
      
      skip_to_next:
          addi    %r3, %r3, 1
          addi    %r4, %r4, 1
          bdnz    cmp_loop
          b    ABS2(found_match)
      //strncmp end
      
      cmp_end:
          addi    %r26, %r26, 32
          b    ABS2(check_next)
      
      found_match:
          ld    %r4, 24(%r26)
          mr    %r3, %r31
      
      //strcpy
          lbz    %r0, 0(%r4)
          cmpwi    cr7, %r0, 0
          stb    %r0, 0(%r3)
          beq    cr7, go_on_1
          mr    %r9, %r3
      
      next_char_1:
          lbzu    %r0, 1(%r4)
          cmpwi    cr7, %r0, 0
          stbu    %r0, 1(%r9)
          bne    cr7, next_char_1
      //strcpy end
      
      go_on_1:
      
          ld    %r5, 8(%r26)
          add    %r3, %r3, %r5
      
          mr    %r4, %r29
          ld    %r5, 0(%r26)
          add    %r4, %r4, %r5
      
      //strcpy
          lbz    %r0, 0(%r4)
          cmpwi    cr7, %r0, 0
          stb    %r0, 0(%r3)
          beq    cr7, go_on_2
          mr    %r9, %r3
      
      next_char_2:
          lbzu    %r0, 1(%r4)
          cmpwi    cr7, %r0, 0
          stbu    %r0, 1(%r9)
          bne    cr7, next_char_2
      //strcpy end
      
      go_on_2:
      
          mr    %r29, %r31
      
      return_1:
          mr    %r3, %r29
          blr
      great job! nice to see you put it out there too, its been a LONG WHILE since the path hijacking was looked at again in the scene. the other night I got curious and reversed the code from an lv2 dump, then reworked it a bit. The end result is a bit smaller, 216 bytes, which could be reduced further by removing the additional error checking. Take it, leave it, whatever. For everyone else, if you are at all curious about assembly, the source code is heavily commented (each instruction).

      Changes made:
      • additional error checking
      • redundancy removed
      • operate on doubles (uint32_t), instead of bytes (uint8_t) so its a speed improvement of about 4X in the loops


      attached is the mock-up I worked from.
      Attachment 41500

      Code:
      /*
       * Copyleft (ɔ) 2013 All wrongs reserved.
       * an0nym0us
       *
       * based on code from multiMAN 04.20.00
       */
      
      hijack_path_D0:
        7c 7d 1b 78   mr      r29,r3
        3b 80 00 01   li      r28,1
        7b 9c f8 06   rldicr  r28,r28,63,0
        63 9c 00 e8   ori     r28,r28,232
        eb 7c 00 00   ld      r27,0(r28)
        2c 1b 00 00   cmpwi   r27,0
        4d 82 00 20   beqlr   
        eb 5c 00 08   ld      r26,8(r28)
        2c 1a 00 00   cmpwi   r26,0
        4d 82 00 20   beqlr   
      
      match_pattern_F8:
        eb 3b 00 00   ld      r25,0(r27)
        2c 19 00 00   cmpwi   r25,0
        4d 82 00 20   beqlr   
        e8 9b 00 10   ld      r4,16(r27)
        38 84 ff fc   addi    r4,r4,-4
        2c 04 00 00   cmpwi   r4,0
        4d 82 00 20   beqlr   
        7f a5 eb 78   mr      r5,r29
        38 a5 ff fc   addi    r5,r5,-4
        7f 29 03 a6   mtctr   r25
      
      match_pattern_120:
        84 c4 00 04   lwzu    r6,4(r4)
        84 e5 00 04   lwzu    r7,4(r5)
        7f 86 38 00   cmpw    cr7,r6,r7
        40 9e 00 0c   bne-    cr7,next_pattern_138
        42 00 ff f0   bdnz+   match_pattern_120
        48 00 00 0c   b       replace_path_140
      
      next_pattern_138:
        3b 7b 00 20   addi    r27,r27,32
        4b ff ff bc   b       match_pattern_F8
      
      replace_path_140:
        eb 1b 00 08   ld      r24,8(r27)
        2c 18 00 00   cmpwi   r24,0
        4d 82 00 20   beqlr   
        e8 bb 00 18   ld      r5,24(r27)
        38 a5 ff fc   addi    r5,r5,-4
        2c 05 00 00   cmpwi   r5,0
        4d 82 00 20   beqlr   
        7f 46 d3 78   mr      r6,r26
        38 c6 ff fc   addi    r6,r6,-4
        7f 09 03 a6   mtctr   r24
      
      replace_path_168:
        84 05 00 04   lwzu    r0,4(r5)
        94 06 00 04   stwu    r0,4(r6)
        42 00 ff f8   bdnz+   replace_path_168
      
      copy_path_174:
        7f a4 eb 78   mr      r4,r29  
        38 84 ff fc   addi    r4,r4,-4
        7c 84 ca 14   add     r4,r4,r25
        7f 45 d3 78   mr      r5,r26  
        38 a5 ff fc   addi    r5,r5,-4
        7c a5 c2 14   add     r5,r5,r24
      
      copy_path_18C:
        84 04 00 04   lwzu    r0,4(r4)
        94 05 00 04   stwu    r0,4(r5)
        2f 80 00 00   cmpwi   cr7,r0,0
        40 9e ff f4   bne+    cr7,copy_path_18C
      
      return_19C:
        7f 5d d3 78   mr      r29,r26 
        7f a3 eb 78   mr      r3,r29  
        4e 80 00 20   blr
    1. deank's Avatar
      deank -
      Quote Originally Posted by an0nym0us View Post
      great job! nice to see you put it out there too, its been a LONG WHILE since the path hijacking was looked at again in the scene.
      Thanks... I really wanted to simplify it, make it smaller and most importantly relocatable. May be on DEX it should be in another memory area (not to break the backtrace report sent to ProDG in a case of app-crash), but other than that it should work really well on all firmwares. All other approaches used free/alloc/strncmp/strcpy functions from the kernel and it was too hard to port it each time for new firmwares and now it only needs 2 new numbers in mM with each new FW.
    1. luis67's Avatar
      luis67 -
      Still cannot update online multiman stealth to latest version for rebug cfw 4.30 cex.Deank can you upload latest mulitman stealth version for rebug?
    1. niccoooodu61's Avatar
      niccoooodu61 -
      some feed back multiman 4.20.00

      Game working discless (before no)
      sports champion 2 BCES-01598
      prototype 2 BLES-01532
      need for speed the run BLUS-30757
      bulletstorm BLUS-30651
      crysis 3 BLUS-30976
      Battlefield 3 BLUS-30762
      FEAR 3 BLES-00963

      still not working
      sports champion 1 BCES-00795
      fear 2 BLES-00464
      ape escape BCES-01186
      Naruto Shippuden Ultimate Ninja Storm 2 BLES-00952

      boot but don't work
      crysis 2 BLUS-30631
    1. deank's Avatar
      deank -
      You can find the updated versions of bdRESET , gameDATA and lastGAME in the Web column.

      gameDATA5_bdRESET5_lastGAME5.rar (677.67KB)

      http://www.sendspace.com/file/h7puek

      All three updated to support mM 04.20.00 and firmwares 3.55CEX/DEX, 4.21CEX/DEX, 4.30CEX, 4.31CEX.
      lastGAME updated to support PS1 backups for direct launch from XMB.

      p.s. These are only compatible with mM 04.20.00+ and its own payload and won't work with other payloads or redirections set by other tools/managers.

      Dean
    1. JOshISPoser's Avatar
      JOshISPoser -
      what's gamedata tool do again? is that the program you run and it makes your ps3 think your external drive is internal?
    1. bitsbubba's Avatar
      bitsbubba -
      Quote Originally Posted by JOshISPoser View Post
      what's gamedata tool do again? is that the program you run and it makes your ps3 think your external drive is internal?
      pretty much, that way you save space on internal by installing to external (keep in mind not all apps or game data will work this way)
    1. luis67's Avatar
      luis67 -
      Quote Originally Posted by luis67 View Post
      Still cannot update online multiman stealth to latest version for rebug cfw 4.30 cex.Deank can you upload latest mulitman stealth version for rebug?
      Ok problem fixed,thanks deank
    1. deank's Avatar
      deank -
      You can find the updated lastGAME 5.0 in the Web column. It now supports mM 04.20.00 and more.

      With the next update mM will pass information to lastGAME when you launch a PS1 backup. It means that the next time you want to load the same PS1 BIN/CUE you can do it from XMB.

      As you know it also supports mounting the last AVCHD movie you loaded from mM.

      lastGAME5.pkg (281.16KB)

      http://www.sendspace.com/file/xuuwas

      * lastGAME now supports 3.55/4.21 DEX firmwares, too.
      * lastGAME now supports the improved disc-less game loading (regular non-bdmirror/non-extGameData games)
      * lastGAME now supports PS1 hdd/usb backup formats


      If you wish to test the lastGAME+latest mM you can install this minor update to 04.20.00. It requires that you have BASE or FULL 04.20.00 already installed.

      multiMAN ver 04.20.00 UPD CEX (20130223).pkg (2.37MB)
      http://www.sendspace.com/file/8n1pei

      * You can press [TRIANGLE] in the RETRO column and select the emulator type from a list menu
      * Fixed saving settings/last-state when loading "bd-mirror" or "ext. game data" games

      Dean
    1. deank's Avatar
      deank -
      I updated the link for the mM update... It now supports selection of "Emulator type" in the side menu in the RETRO column, making it faster to switch grouping than pressing [SQUARE] multiple times.

      So press [TRIANGLE] in the Retro column (over Refresh or a Rom) and select: [Group Roms by Emulator]. Then you'll see a list menu.

      Also the link for lastGAME was updated to work on 4.31CFW.
    1. deank's Avatar
      deank -
      Showtime 04.03.032 by Andreas Öman is now available online for mM and as standalone in the web column.

      Showtime 04.03.032 [CEX].pkg (5.67MB)
      Download Showtime 04.03.032 [CEX].pkg from Sendspace.com - send big files the easy way

      Showtime 04.03.032 [DEX].pkg (5.73MB)
      Download Showtime 04.03.032 [DEX].pkg from Sendspace.com - send big files the easy way


      Also my previous post about bdRESET and gameDATA is updated with new link for lastGAME and support for 4.31CFW.

      Dean
    1. JOshISPoser's Avatar
      JOshISPoser -
      my life is now complete
      you're amazing as always deank! i already changed my options file though so i don't need a quicker switch