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October 4, 2010 // 4:41 pm - Update: Zouzz has now released SmallLoader Configuratatator as an auto PKG creator alternative with more details HERE and a video below.

Download: SmallLoader v0.2 / XMBoot v1.0 / XMBoot v1.1 (PL3 update by n4ru)

To quote, roughly translated, on SmallLoader: "TheTool offers a loader used shortcuts in the XMB to rip up a game in the drive without going through virtual BR open the backup manager or manager.


• Edit file game.ini located in the folder PS3_GAME/USRDIR:
• In the path variable, specify the path of your games (Ex: path = / dev_usb000/gamez/BLES12345). You can also delete the line path, smallLoader use the GAME folder which is in USRDIR (just copy your games in that folder).
• In variable autolaunch, enter 1 if you want smallLoader start the game automatically switches to "No AB" and 0 if you want to go back to XMB after the game is installed.
• In the folder PS3_GAME, copy the file ICON0.PNG, PIC1.PNG .....
• Using PS3SFOEdit , edit the file located in PARAM.SFO PS3_GAME
• In "Basic Setting", change the value by that title id you want
• In alt-(default) specify the name of your game
• Click on save and overwrite the old file PARAM.SFO
• Open the file has smallloader.conf using notepad for example.
• In line Product_ID, replace BLES12345 by title id values you have filled in the file PARAM.SFO
• You can save and close this file.
• Now you can generate the PKG file using the command "make_package_npdrm smallloader.conf PS3_GAME /" (without the quotes and the command prompt windows).

v0.2 changelog:

• Added fix for the problem of controller.. to enable or disable it, change the line 'fix =' in file game.ini (untested, with no games involved in this problem)
• Added a function to restore the normal functioning of BR player, just run the shortcut by pressing the button [].

Note: Sources are also included in the archive.

Finally, from the XMBoot ReadMe file, to quote:

XMBoot is a stripped down backup app which will allow you to create the equivalent of a 360 QuickBoot container. This allows you to create a custom entry on your XMB with the original audio/video from your backup with which you can either boot DIRECTLY into your game (if supported), or mount it for launching via XMB.

To load the original XMB video/icon/sound/etc you will need to copy that content out of the /PS3_GAME/ directory of your backup and place it in the subdir of this package prior to compiling.

NOTE: If using the backups original .SFO file you will need to edit it to report itself as HG (Harddisk Game) rather than DG (Disc Game).

If not using the original SFO from a backup, be sure to edit the included SFO to specify your game title.

Also be sure to edit the package.conf and SFO so that your new package has a unique Title ID.

You will need to set three options in the main.ccp file prior to compiling your package:

game_path is the path to the backup you wish to use

ex: /dev_usb000/GAMEZ/BLUS-12345/

The app does NOT scan for usb device #'s, so you will have to hardcode it to the usb slot you use. direct_boot is the option to attempt launching the EBOOT without booting back into XMB. Does not work with all games, but will let you direct boot games on which it does! use_hermes is an option to apply the Hermes F1/SFIV/etc fix at runtime, doesn't work with every game.

Because these options are stored in main.cpp you MUST recompile in order to change your container setup. These options 'could' be moved to be stored in the SFO file instead, which would allow you to simply edit the SFO instead, bypassing any need for an SDK setup.

Greetings to PS3News. Do not support piracy, purchase the games you love. Winners don't use drugs.


SmallLoader and XMBoot - Create PS3 XMB QuickBoot Containers

SmallLoader and XMBoot - Create PS3 XMB QuickBoot Containers

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#73 - Maniac2k - October 10, 2010 // 12:18 pm
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I did some further testing. I made a second dump of gh4, the files are the same to the dump yesterday. I modified the pcap to elf tool from kakaroto a little bit, so that it's prefix the output files with a number to get the right order they are received over ethernet.

A 14MB file is the first (and almost complete part) of the eboot.bin in decrypted form. It's followed by a 2MB file, which seems to fit direct at the end of the first. Compared to the debug elf of gh4 this seems to be correct. Compared to the encrypted eboot.bin size we are now missing about 1MB. But just adding the next files which were captured didn't work.

I tried to capture a debug eboot.bin from some games i modified to run as a hdd game, but i only got a 3MB dump each time.

Here is a short howto of the steps i've done, maybe someone else will give it a try too.

  • compiled a hex with the dump_elf_payload from PL3 from Kakaroto
  • flashed this hex to my jb device
  • started the Ps3 with this jb device
  • hooked up my laptop and started wireshark on it
  • configured wireshark to only log the broadcast messages
  • connected my laptop with a cross over ethernet cable to the ps3
  • instered a game to ps3 and selected it in the xmb but i didn't start it yet
  • started the logging in wireshark and started the game on the ps3
  • when the game was booted i stopped the logging in wireshark and saved the log to a pcap file
  • converted the pcap file with Kakarots pcap to elf tool
  • the biggest file was always the beginning of the eboot.bin and the second seems to fit at the end fo this, like described above

I think if we could identify which of the other generated files are needed and in which order they have to be appended, we should be able to obtain the complete decrypted elf file.

#72 - xbox1080 - October 10, 2010 // 10:04 am
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newer version of make_package_npdrm.exe

version 1732

#71 - xat - October 10, 2010 // 4:39 am
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the only real disadvantage there is to this is the actual creation of the pkg.

the mounting process is the same for all backup managers and for these container apps - the only thing distinguishing them are gimmicky features for organization.

#70 - Deviouz - October 10, 2010 // 1:05 am
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finally got the SDK installed & setup, and now these tool work for me. yay..!!

but I wonder does this method have any disadvantages from instead of using the OBM..?

#69 - IndyColtsFan84 - October 9, 2010 // 7:45 pm
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i have the 1.92 SDK installed and working properly, i can compile pkg's with ease.

xmboot will create the open_manager.elf, but i have to manually make it eboot.bin with your tool, then either use your tool or MSYS to create the pkg. Would like to just click the .bat and be able to make the pkg. was hoping to tweak the makefile & get it working properly but for now i have to do the work manually which kinda sucks when you have 40+ games you want to make xmboot shortcuts for... lol

/bin/sh: c:usrlocalcell/host-win32/bin/make_felf.exe: No such file or directory

this seems to be the problem, for some reason its looking in c:usrlocalcell for make_fself.exe. It should be looking in c:\usr\local\cell.

#68 - cfwprophet - October 9, 2010 // 7:40 pm
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This is because the tool use's the original tools from the official sdk.And if you dont have installed the sdk or have set the environment for it the xmboot tool can not find the tools to make the cgpkg.

Im trying to change this for my tool so that xmboot will use the tools included into my PS3 ACID app.And i have to remove all the sce headers and copyrigh headers from the included libs.

#67 - IndyColtsFan84 - October 9, 2010 // 6:48 pm
IndyColtsFan84's Avatar
CFWPROPHET, can you help with this error message please.

#66 - cfwprophet - October 9, 2010 // 4:40 pm
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At IndyColtsFan84
I dont belive that it is todo files size limitation.Because if i remeber right than Warhawk was sized with 4GB and it also was available as a FULL Game PKG to install onto your ps3.

I belive that some files are encrypted as retail EDATA like the eboot will be a retail one and we have to get hands on a decrypted one to be able to re- encrypt it as a Debug one.

There is a debug tool to make edata files.This means we also have to get hands on the decrypted edata files to use them un- encrypted or re- encrypt them as debug one's.

At shummyr
He shummy my forums mate
Nice to read you and fine to see that your a forums MOD now!!

At Maniac2k
Perfect !!
It would be great if you can do the sha1 some for both the .elf and the .self.But only when the game works.Dont worry about sending the mail.You do it when you have time for it.

About the pcap stuff.When you send me the tool and maybe a small elf from a game i will try to figuer something out.

And you can do a comparison with a debug self.Get a debug update pkg and extract it.Decrypt the self and keep the elf on a save way.Install the update, start the game and dump the elf via the payload.

After that do a comparison with the both elf's and see what is missing.The both elf's have to be identical.So we easely can find out what is missing.If we do that with a bunch of files and we are a little bit lucky we maybe can figuer out a shema.With this basic we would be bale to write a patch app that will add the missing data to a specific offset.

OOOps i have WinPcap 4.1.2 ^^

Ahhhhh now i remember.I installed this while using and playing around with W-Lan cracking Password tools.

But how can we use this for elf's, or what do you mean with pcap for the elf's?

#65 - Maniac2k - October 9, 2010 // 11:15 am
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Just tested the dump_elfs_payload and it works. Just got an decrypted elf for Guitar Hero 4. But the dump says offset C00 is missing. Have to test if the files works.

In Hex Editor i looks fine

cfwprophet: I create the sha1 hashes for you this evening or tomorrow, at the moment i want to continue testing the decrypted elf.

It seems the decrypted eboot.bin is not 100% complete. But examine the pcap dump the missing stuff should be there. But i didn't find it in the generated files yet. Maybe we need some further tuning of the pcap to bin tool.

#64 - shummyr - October 9, 2010 // 4:32 am
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That is true, the edat file is encrypted.