OrbisTitleMetadataDatabase by PlayStation 4 developer @RedEyeX32, and today he announced on Twitter he's added the PS4 Orbis Title Metadata Database source code to Github for developers.
Like Santa flying off into the night bidding everyone farewell, Red-EyeX32 also let sceners know, to quote: "This is probably going to be my last release ever."
Download: Github Source Code
Also today PlayStation 4 developer @zecoxao shared some PS4 4.05 filesystem usermodules patch offsets (below) on Twitter, while IDC offered some corrections as well.
To quote from the README.md file: OrbisTitleMetadataDatabase
Copyright (c) 2017 Red-EyeX32
This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software.
Permission is granted to anyone to use this software for any purpose, including commercial applications*, and to alter it and redistribute it freely, subject to the following restrictions:
Contact must be made to discuss permission and terms.
- The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledge in the product documentation is required.
- Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
- This notice may not be removed or altered from any source distribution.
4.05 offsets to decrypt SOME usermodules, patch the following entries:
Code:to decrypt SOME usermodules, patch the following entries: *(uint8_t *)(kernel_base + 0x360600) = 0x31; *(uint8_t *)(kernel_base + 0x360601) = 0xC0; *(uint8_t *)(kernel_base + 0x360602) = 0xC3;
Correct patches to enable mmap of all SELF (discard previous patches):
Code:*(uint8_t*)(kernel_base + 0x31EE40) = 0x90; *(uint8_t*)(kernel_base + 0x31EE41) = 0xE9; *(uint8_t*)(kernel_base + 0x31EF98) = 0x90; *(uint8_t*)(kernel_base + 0x31EF99) = 0x90;
PS4 themes are interesting: they're driven by a basic scene definition (in XML) which points to models (MDX files) and textures (DDS files). The scene definition defines what objects are where and how they animate. And images for UI icons too.
When you have a theme active, they're mounted to /mnt/sandbox/pfsmnt like games are, so you can look at their files the same way as everything else.
Thanks to both @raedoob and @Wultra for the heads-up on this news in the PSXHAX Shoutbox earlier tonight!