denben0487, я вообще не понимаю, у меня везде глюки или этот геймхакинг почти всегда недоступен ? один раз только смог на него попасть, почти всегда их сервак лежит.
*Fixed file in use when using new iso file name format. *Art Reports now are required to have a explanation. *Fixed multiple issues when using screen scaling. *Fixed a bug in ART Manager, where the art returned by the server didn't match the current selected game. +Added a feature that tries to emulate OPL on PC. Requires compatible themes. One theme by Jay-Jay included. OPL Themes can be ported easily. Uses XML for theme CFG. +Added support to recognize POPS elf in POPS folder. +Added support to edit CFG for POPS games. +Added tool to install any elf to the APPS folder. +Added support to drag cover & disc images out of OPLM. +Added support to change between old/new iso naming format. +Added support for game cover spine (LAB). +Added character limit in multiple input boxes in CFG Editor. +Added game title (from OPLM DB) to ART report window. +Increased Game CFG version to 4. +Added Modes setting to CFG Editor and CFG Update. +Added Sports Genre to CFG Editor. +Added some Cheat Devices to CFG Editor. +Added feature to remember the main window splitter position. +Added link to facebook and official website.
v1.05 - внимание, для запуска теперь зажмите вместе L2+R2
Цитата
v1.05 (2/19/2017)
Use [L2+R2] to start sMAN
The sprx is bigger (but actually uses less memory) because it contains some glued resources
It will use standard PS1/PS2/PSP/PS3/Blu-ray/DVD icons when there is no proper cover/image available
This version of the plugin must be named sman.sprx and loaded from (in this exact order): /dev_hdd0/sman.sprx or /dev_hdd0/plugins/sman.sprx or /dev_flash/vsh/module/sman.sprx otherwise it won't work. The first match of these three will be loaded.
sMAN resource files are located in /dev_hdd0/tmp/wmtmp/res folder. There are six icons, background and ntfs/net external plugins. You can play with them until the next reboot when they will be restored to defaults.
v1.02 (2/19/2017)
Changed netiso/rawseciso implementation (external) - use plugin slot #0
Fixed crash when trying to load another PS1 title after one is played
ARK QuickBoot – загрузка PSP игр прямо из LiveArea
Цитата
Here is a modded ARK-2 to auto boot whatever game or homebrew you have configured.
Copy PBOOT.PBP and SAVEPATH.TXT to base game folder, which should be located in ms0:/PSP/GAME/ (that's ux0:pspemu/PSP/GAME/). Then use CMA/QCMA to backup the base game to your PC, then restore the game back to your Vita.
You should now see the base game with an ARK icon, or to whatever icon you have changed in PBOOT.PBP, you can also update the title for PBOOT.PBP.
For each game you want to auto boot, you will need to use a different name for the savedata folder, so you will need to update the path in SAVEPATH.TXT to point to the savedata folder.
For example: ms0:/PSP/SAVEDATA/THIS_GAME_SAVE_FOLDER/ARK.BIN or: ms0:/PSP/SAVEDATA/THAT_HOMEBREW_SAVE_FOLDER/ARK.BIN
Included save, ARK_01234, has a file called BOOTPATH.TXT, there you can store the path of the game that you want to auto boot.
Here is an example path for an ISO (or CSO): ms0:/ISO/THE_MOST_AWESOME_GAME_IN_THE_WORLD.cso
or for homebrew (or PS1 game, without sound): ms0:/PSP/GAME/SOME_AWESOME_HOMEBREW/EBOOT.PBP
it doesn't matter where the game or homebrew is located, as long as you have the correct paths, it'll launch.
To boot back in the ProShell menu, hold L trigger + R trigger + Down + Cross, and keep R trigger held.
Do NOT use ux0: path in these files, only use ms0:.
PSVIMGTools v0.1 - набор утилит, которые позволяют декриптовать, извлекать и перепаковывать бекапы образы Vita CMA. Для того, чтобы использовать эти функции вам нужен резервный ключ, который привязан к вашему PSN AID. Утилита работает с файлами .psvimg и .psvmd
This is used to extract .psvimg files. The extracted output includes a directory for each backup set (e.g: ur0:appmeta, ux0:iconlayout.ini, and ur0:tmp/registry are three separate sets). Each backup set contains zero or more files and directories. A special file VITA_PATH.TXT is created for each set to remember what the original path was before extraction (this is used for repacking). A set can be only a single file (for example ux0:iconlayout.ini). In that case, the file VITA_DATA.BIN is created to host the contents of the file.
psvmd-decrypt
This decrypts and decompresses .psvmd files. The contents of which are defined in psvimg.h. This contains information such as the firmware version of the system that created the backup and the unique PSID of the system. Extracting this file is not required for repacking and is provided for reverse engineering/debugging purposes.
psvimg-create
This repacks extracted files and creates the associated .psvimg and .psvmd files. If you have a decrypted .psvmd, you may pass it in with -m and the tool will reuse as many fields as possible (exception: size fields). No validity checks will be performed. If you do not have a decrypted .psvmd, you should use the -n option and specify the name of the backup. You should use the same name (the file name without the .psvimg extension) when repacking because CMA does check for a valid name. For example, if you are repacking license.psvimg, you should specify -n license.
The pack input directory should follow the same format as the output of psvimg-extract. The means a separate directory for each backup set (there may only be one set, in which your input directory will contain one subdirectory) each with a VITA_PATH.TXT file specifying the Vita path and optionally a VITA_DATA.BIN file if the set is a file.
Note that CMA does check the paths of the backup sets. Trying to add a backup set with a custom path may result in failure.
psvimg-keyfind
This is a brute-force backup key find tool. You should generate a valid partials.bin file using the provided "dump_partials" Vita homebrew that runs on HENkaku enabled consoles. You can generate partials for other people as well if you know their AID. The partials.bin file does not contain any console-unique information but is derived from the provided PSN AID. The AID is the 16 hex characters in your CMA backup path. For example, if I wish to decrypt PS Vita/PGAME/xxxxxxxxxxxxxxxx/NPJH00053/game/game.psvimg then my AID is xxxxxxxxxxxxxxxx.
The -n option specifies the number of threads to run. On Linux, each thread tries to run on a separate processor. On OSX/Windows, it is up to the scheduler to make such decisions. You should not specify too high of a number here, as running multiple threads on a single CPU will result in diminishing returns. A good rule of thumb is to specify the number of CPU cores on your system.