VSH
VSH is the internal name used by Sony for the VShell aka VirtualShell. It then loads up the XMB you know. XrossMediaBar (XMB). This, is a userspace executable (vsh.self), loaded by lv2_kernel/sys_init_osd.
from here several other functions/syscalls to other modules are made, e.g. lv2 (SELF decryption), lv1 (Secure_RTC, Storage_Manager, Gelic_Device, BD_Drive) etc.
not much is documented (yet) about this module. Please fill in where possible.
Modes
possible arguments to pass when executing vsh.self:
- --mode=gametool
- --mode=gametool2
- --arcade=true
Offsets
Function | 3.55 | 3.41 | 3.15 | Notes |
---|---|---|---|---|
- | - | - | - | - |
sub_308EE4 | check_Is_Act_Dat_for_This_Acc_ID |
Exports
Imports
Memory Containers
Loaded Views
These Views and prx files are loaded by default and are accessable without further loading, all others need to be loaded.
Regular XMB
system_plugin xmb_plugin explore_plugin category_setting_plugin impose_plugin
InGame XMB
system_plugin xmb_plugin explore_plugin game_plugin impose_plugin
InGame
game_plugin impose_plugin
VSH Service Communication (CXML Header Magic)
CMND - PARA - System Parameters Utility MSGD - Message Dialog Utility NTCL - netcl Utility SAVE - Save Data Utility (surf autosave) USRI - User Information Utility GAME - Game Utility GDAT - Game Data Utility GDTL - (uses DGAM) DGAM - Disc Game-Mode Utility GEXE - Game Execution Utility GPS1 - Game PS1 Rumble OSKD - On Screen Keyboard Utility NPMG - NP Manager Utility NPMT - NP Matching Utility NMT2 - NP Matching 2 Utility NPSN - NP Signaling Utility NPBA - NP Basic Utility NPTR - NP Trophy NPFL - NP Friendlist Utility NPCU - NP Commerce Registration? NPDR - NP DRM Utility NPCM - NP Commerce Utility NPC2 - NP (Ingame) Commerce 2 Utility NPIN - NP Install (Commerce) WBRW - WebBrowser Utility SYSC - System (Device/Pad) Configuration NPRA - NP Score/Ranking Utility NPLU - NP LookUp NPUS - NP User Storage STDT - Storage Data Copy Utility PHEX - Photo Export PHE2 - Photo Export (Utility 2) PHIM - Photo Import PHDE - Photo Decode BGDL - Background Download Service IMEJ - Input Method Engine Japanese MUSC - Music Playback MUDE - Music Decode VDPL - Video Player DTCP - DTCP IP Service DPSN - Decrypt PSN Video Service SRCH - Search PNSU - Photo Network Sharing PRIN - Printer Utility AVCH - Audio-Voice/Video Chat Utility AVC2 - Audio-Voice/Video Chat Utility 2 RMTP - Remote Play SUBD - SubDisplay Utility RECO - Recording Utility APNT - Access Point Utility VDUP - Video Upload GUPD - Game Upate Check RTCA - RTC Alarm SSHT - ScreenShot ATHD - (Password) Authentication Dialog EULA - COMB - Combo Playing(Cross Controller) PESM - CHAT - System Chat NSNS - NP Social Networking Services (Facebook Api)
Notification Window Textures
All the icons are 100x100 pixels size
- tex_notification_caution
- tex_notification_friend
- tex_notification_headset
- tex_notification_info
- tex_notification_keypad
- tex_notification_mediaserver
- tex_notification_music
- tex_notification_psbutton_insensitive
- tex_notification_settings
- tex_notification_trophy_bronze
- tex_notification_trophy_gold
- tex_notification_trophy_platinum
- tex_notification_trophy_silver
The other texture used by notification window is the frame of the notification window itself (called "tex_notification" with a size of 64x64 pixels), this frame is scalated in width automatically by XMB (to make the frame fit the width of the text that is displayed inside the window), and is posible to reskin the frame using a Theme
- Any texture from any plugin can be used actually. i.e.: tex_common_dialog. Would it be possible to create our own textures?
- Sure, there is no security check over .RCO's (resource containers), what is not clear is if is posible to load a texture with a custom name from a .RCO with a custom name (e.g: tex_myicon from a file named: myresources.rco)... Initially .SPRX needs to be "indexed" by VSH to be available, and .RCO's are dependant of .SPRX... but in case of the resources is posible all are available --Sandungas (talk) 19:22, 20 May 2014 (EDT)
Display Buffers
VSH uses 2 of 8 available display buffers. Information about them can be aquired by vsh plugins using this code snippet: [[1]]
In FW 4.46 DEX the buffer info looks like this (for 1920x1080):
GCMBUFINFO 0 address: 0xdc80000 pitch: 0x2000 width: 0x780 height: 0x438 GCMBUFINFO 1 address: 0xe500000 pitch: 0x2000 width: 0x780 height: 0x438
Settings
VSH contains an array of structs which describes the xRegistry.sys. (More Information about its access Talk:VSH )
struct Setting_s { int32_t index; const char* name; int32_t unk0; int8_t unk1; union { int32_t integer; const char* string; }default; int32_t type; int32_t unk2; };
The first element of this array describes the password setting. Use this script to label all of the settings. link
.long 1 # index .long aSettingParen_4 # name # "/setting/parental/passwordNumber" .long 1 # unk0 .byte 1 # unk1 .byte 0, 0, 0 .long a0000_1 # default # "0000" .long 4 # type .long 0x28 # unk2
Events
Global Event Queue Id's:
Polling Service 0x8006020000000030 0x8006020000000010 0x8006020000000002 0x8006020000000000
CMND Service (Connect) 0x8006010000000100 0x8006010000000101 0x8006010000000102 0x8006010000000103
SceNpTusVsh 0x0800604000000902
Title IDs
Clears a Memory Container in relation of this game and a camera (disables video chat etc.?) BLUS20001 Ridge Racer 7 BCAS20001 Ridge Racer 7 BLJS10001 Ridge Racer 7 BCES00009 Ridge Racer 7 BCKS10001 Ridge Racer 7
Circumvents an AudioOut Setting that made the game freeze/black screen BLUS30264 Afro Samurai BLES00516 Afro Samurai NPUB90215 Afro Samurai (Demo)
BLJM60130 Street Fighter IV BLUS30265 Street Fighter IV BLES00481 Street Fighter IV
BCJB95006 Torne NPIA00005 PlayStation Home NPIA00009 NPIA00010 PlayStation Home NPIA00011 NPEA00013 PlayStation Home
WebBrowser finalize executed without mutex/lock syncs NPJB00001 Tekken 5: Dark Resurrection NPUB30009 Tekken 5: Dark Resurrection
NPJB00023 Crystal Defenders NPUB30092 Crystal Defenders