XMB Mod Manager/Wave Tool и другие утилиты от Brunolee
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XMB MOD Manager Package Manager XMB (3)
★ Install Package Files (TRADITIONAL MODE) ★ Package Manager (REBUG MODE) Manager Plus (XMBM+ MODE) When choosing betwen different modes besides changing the folder to install PKGs on the XMB also: Remove ★ /app_home/PS3_GAME/ from XMB Adds "My Games" to XMB Sort Alphabetically (A-Z and Z-A) Games, Homebrews on XMB XMB Manager Plus (XMBM+) v0.0.22.013 as "PKG Bubble" for XMBM+ Mode
COBRA CFWs
Enable XMB InGame ScreenShot Feature (2) webMAN (1), (2) webMAN 1.30 webMAN 1.30.29 MOD New ícons
Priority Selectors XMB (3) ON, OFF for multiMAN/mmCM and IRISMAN as "PKG Bubble"
Coldboots (3)
COBRA PS3 (default) REBUG REBUG COBRA
Gameboots (3)
Classic COBRA NONE (default) REBUG
Waves (3)
Electric Blue Purple Electric Green Yellow Gold Kamo NO WAVEs PS3 (default) PSP Rainbow Smoke Vertic Zebra
Added a converter DDS2PNG to "lines Extractor" now converts .dds files to .png (edit PNG files with any imaging software is so much easier) Added a converter PNG2DDS to "lines Creator" converts .png files to .dds for the creation of "lines" Added a progress bar to "lines Creator"
Update: LuaPlayer is updated from Lua 5.1 to the last Lua version 5.2.3.
The used library for sound is Estwald's (aka Hermes) nice spu sound library.
The other great library from Hermes, tiny3d for 2D and 3D grafics is also added.
PS3 LUA Player psl1ght-v2 port by 3141card
Found time to read how LUA work, more exact, how library code like a SDL interface can be added. It is very simple.
I add e.g. TTF-font support, a sys-font in the example. But I am really not interested in LUA. Maybe someone here have time and pleasure to add things like sound (from psl1ght or SDL) and other things to the LUA Player.
- Compiled with psl1ght 2 and signed for 4.xx - The app search for "/dev_usb000/app.lua", - Change nothing on lib code, fix only the usual path/name probs for psl1ght vs psl1ght-v2
LuaPlayerPS3 beta 1.0 Written by jonlimle XMB icons created by yamagushi
Current Features -Texture loading (currently only supports BMP) -Onscreen text rendering -Controls (including sixaxis and joysticks) -Screenshots -All standard Lua functionality (with the exception of the OS functions) -PC emulator that can be used to test scripts before you run on the ps3 (Linux, Mac and Windows binaries included, if you are using the windows binary and get some missing dll messages, those dll's are in the "compat DLL's.zip" file in the emulator folder)
Future Features -Support for more image formats -Support for TTF fonts and font customization -Audio support -More advanced rendering functionality -Networking capabilities
How to use -copy everything that is in the "Copy to USB root" to the root of your USB drive -install the pkg as you would any other pkg -all files that you attempt to open from lua must be on your USB drive -any scripts that you make, must be on the root of the card, and named app.lua
-when testing the scripts in the emulator, it will load app.lua in the same folder as the binary, all files that you attempt to load should also be in that same folder
this release comes with an example app.lua which shows a few of the features of which you are currently able to do
when using the emulator, the keys are mapped in the folowing way
up = up arrow down = down arrow left = left arrow right = right arrow
triangle = w square = a cross = s circle = d
start = enter/return select = quote key (")
R1 = Right shift R2 = Right control R3 = question mark
L1 = Left shift L2 = Left control L3 = z
There is currently no emulation of the joysticks or sixaxis in the emulator
if you have any questions, comments, or requests you can post them wherever you downloaded this from, or you can also find me on irc in #luaplayerps3 on irc.freenode.net
Commands ========
--GRAPHICS-- - InitGFX(width, height) this must be called before you can call any other graphics related functions, for example, if your tv was 720p you would call InitGFX(720,480)
- beginGFX() this must be called before you can begin drawing to the screen
- DrawText(x, y, text, surface) this will print text to the screen, x is the x posistion on the screen, y, is the y posistion, text is the text you want to print and surface (see information on surface below) is the surface that you want to print the text on to, if you do not give it a surface, it will print to the main screen
- DrawCircle(x, y, size, r, g, b, alpha) this will draw a circle on the screen, x is the x posistion on the screen, y, is the y posistion, size is how many pixels wide you want the circle to be, r is the level of red for its color, g is the level of green for its color, b is the level of blue for its color, and alpha is for the alpha :P
- BlitToScreen(surface) you must call this on every surface that you want drawn onto the main screen (see definition of surface below)
- endGFX() this must be called after you have drawn everything wanted onto the current frame
- Screenshot(filename) Saves a screenshot (bmp format) to your usb device, filename = name of file to be saved
--SURFACE-- a surface currently only holds a texture (only bmp format supported currently) you must initialize surface by calling surface() for example ...
mySurface = surface()
you must initialize the suface before you can start using any of its methods, from here on, we will be using "mySurface" as the example for the method definitions
- mySurface:LoadIMG(bmpfile) this will load a bmp image file into "mySurface"
- mySurface:setRectPos(x, y) this will set the posistion on the screen where "mySurface" will be drawn, x is the x posistion, and y is the y posistion
- mySurface:getRes() this will return the width and height in pixels that the surface will take up, you need to call this in a way similar to... mySurfaceWidth, mySurfaceHeight = mySurface:getRes()
--CONTROLS-- - initPads(num) you must call this before you can begin reading any keys num = the number of pads you want, 7 is reccomended
- setsixaxis(padnum, enable) you must call this before you can use any of the sixaxis functionality padnum is the pad that you want to enable/disable sixaxis on if there is only one pad, you would use 0 for padnum, enable is weather you are wanting to enable or disable it, if enable, use 1, or 0 to disable
- up(padnum) returns true if the up button is pressed, and false if it isnt, padnum is the pad which you want to check, if only one controller is connected use 0
- down(padnum) returns true if the down button is pressed, and false if it isnt, padnum is the pad which you want to check, if only one controller is connected use 0
- left(padnum) returns true if the left button is pressed, and false if it isnt, padnum is the pad which you want to check, if only one controller is connected use 0
- right(padnum) returns true if the right button is pressed, and false if it isnt, padnum is the pad which you want to check, if only one controller is connected use 0
- triangle(padnum) returns true if the triangle button is pressed, and false if it isnt, padnum is the pad which you want to check, if only one controller is connected use 0
- square(padnum) returns true if the square button is pressed, and false if it isnt, padnum is the pad which you want to check, if only one controller is connected use 0
- circle(padnum) returns true if the circle button is pressed, and false if it isnt, padnum is the pad which you want to check, if only one controller is connected use 0
- cross(padnum) returns true if the right button is pressed, and false if it isnt, padnum is the pad which you want to check, if only one controller is connected use 0
- R1(padnum) returns true if the R1 button is pressed, and false if it isnt, padnum is the pad which you want to check, if only one controller is connected use 0
- R2(padnum) returns true if the R2 button is pressed, and false if it isnt, padnum is the pad which you want to check, if only one controller is connected use 0
- R3(padnum) returns true if the R3 button is pressed, and false if it isnt, padnum is the pad which you want to check, if only one controller is connected use 0
- L1(padnum) returns true if the L1 button is pressed, and false if it isnt, padnum is the pad which you want to check, if only one controller is connected use 0
- L2(padnum) returns true if the L2 button is pressed, and false if it isnt, padnum is the pad which you want to check, if only one controller is connected use 0
- L3(padnum) returns true if the L3 button is pressed, and false if it isnt, padnum is the pad which you want to check, if only one controller is connected use 0
- start(padnum) returns true if the start button is pressed, and false if it isnt, padnum is the pad which you want to check, if only one controller is connected use 0
- select(padnum) returns true if the select button is pressed, and false if it isnt, padnum is the pad which you want to check, if only one controller is connected use 0
- RanalogX(padnum) returns the x posistion of the right analog stick
- RanalogY(padnum) returns the Y posistion of the right analog stick
- LanalogX(padnum) returns the x posistion of the left analog stick
- LanalogY(padnum) returns the y posistion of the left analog stick
- Xaxis(padnum) returns the x axis value if sixaxis is enabled
- Yaxis(padnum) returns the y axis value if sixaxis is enabled
- Zaxis(padnum) returns the z axis value if sixaxis is enabled
- Gaxis(padnum) returns the gyro value if sixaxis is enabled
* media: Set playstatus to play in mp_configure. … Without this the playstatus is left unset until we pause * httpclient: Fix bug causing seek-by-read-skip to fail if close to EOF … * httpclient: Disallow connection reuse on POST … * htsp: Make sure AV sync work on all platforms … Was broken on rpi, because during mp_configure() we need to know if we have an audio stream or not. * Add pre-buffering support to media pipeline (currently unused) * Rewrite media pause logic … - Internally this makes it possible to pause/unpause from different sources other than the user pause-button. - ps3: Add support for pausing video when opening XMB
* glw: Create proxy events for playTrack event … If we create real event and retain them we will wrap the 8 bit prop_xref refcount in prop Rather than increasing the size of that structure, this is more memory efficient
* js/page: Remove debug printfs * js: Better fix for js_page_mutex deadlock Never hold the mutex when doing any JSAPI calls * linux: Move pulseaudio to src/arch/linux/ * htsp: Ignore 'timeshiftStatus' messages * js: Fix deadlock between addUri and openpage * fa: Rework seek interface. Now there is an additional 'lazy' parameter indicating that the caller thinks it's OK for the seek to fail if the request cannot be processed in a "reasonable amount of time". Typically this is used to reject seeks when in a non-seekable HTTP stream
* hls: Skip initial packets in a stream if they're not a keyframe * https: If getting files from CDN, assume filesize will never change Typically CDN just stores a single copy of a file and there is no appending going in. This makes it easier for us to discard seek requests that cannot be satisfied
* Currently the only CDN recognized is Akamai * ps3: Add support for cropping of video frame … * h264_parser: Add support for reading cropping from SPS * glw: Fix broken clist widget (recent regression) …
* ecmascript: Add support for POST data in httpReq method * ecmascript/asynchttps: Get rid of a test sleep * ps3: Fix RSX memory leaks related to video playback. … Those happened during seeks, in particular for interlaced content but could also happen during progressive content * vdpau: Fix broken non-blending mode when rendering video * linux: Condvar timers must use same (MONOTONIC) clock domain
EID Root Key Dumper ported for cfw 4.21, 4.46, 4.53, 4.65 by zecoxao:
EID Root Key Dumper FW:
453 453 450 446 421 (UPDATE: haxxxen fixed for 4.21 cex/dex - dump eid root_key for 4.21 cex/dex by haxxxen)
Instructions:
Install & Run Package for your firmware When running the Utility (App) it will quickly black screen and restart the console FTP (other otherwise) retrieve your eid_root_key in "/ PCK1" located in the folder "/dev_hdd0/game/FLTZ00010/USRDIR"
WAY-launchers v2.02 от littlebalup - GUI для запуска скриптов NORway, NANDway & SPIway
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ATTENTION : The use of this program is at your own risk! The author can not be held responsible for the consequences of its use.
Simple GUI, written in VB.net and batch, to easily launch and work with the well known NORway, NANDway and SPIway python scripts by Judges for PS3 and PS4 hardware flashing using Teensy++ 2.0.
ADDITIONAL FEATURES:
Teensy COM port auto-detection Teensy programming (load .hex file by clicking on teensy picture) Multiple dumps (you can define a quantity of dumps to perform) Binary dumps comparison after dumps (if multi-dumps) with log file.
SYSTEM REQUIREMENTS:
Windows XP Professional SP3 + ".NET Framework 3.5 SP1" (Download Microsoft .NET Framework 3.5 Service Pack 1 from Official Microsoft Download Center) Windows Vista SP2 + ".NET Framework 3.5 SP1" Windows 7 SP1 (no need to install framework 3.5 as it is embedded) Windows 8 or 8.1 with ".NET Framework 3.5" enabled (Installing the .NET Framework 3.5 on Windows 8 or 8.1)
INSTALL INSTRUCTIONS:
Install python, pyserial, Teensy drivers, scripts... per Judges's instructions (https://github.com/hjudges/NORway) Simply paste the "WAY-launchers.exe" file into the same directory as NORway.py / NANDway.py / SPIway.py. Execute
CHANGE LOG:
v2.02: Added compatibility with the latest USB serial drivers from PRJC: "Teensy USB Serial" driver now detected as well as the old one.
v2.01: Bug correction about Multi-dumps and binary checks. (Thanks to Joris 73 from LS)
v2.00: Removed embeded console due to problems with scripts output redirection Now scripts launched in a separate regular console prompt window. "Save screen" and "Kill process" buttons removed as well. Instead, you can copy from console to save screen and use Ctrl+C to kill process if needed.
v1.01: Added Teensy programming feature: can load .hex file by clicking on the teensy picture. Dump file extention changed: was "*.x.bin", now is *.bin" if only one dump and "*_x.bin if multi-dumps.