You are not logged in.
Updated 5/16/08
There is no current method to tell what version a PS3 is by looking at the box. There is no way of decoding the serial number, or other numbers on the top of the box. There is no MFG date information in this area either. There is one sticker that has "UC2" on it, with a bunch of numbers on it: CECHA01, 120V (120 Volt version), SS259. Then there is then P- number with barcode, and S01- number with barcode. Below that is the serial number of the unit.
-------------------------------------------------------------------------------------------------------------------
The Lite-On DH-401S can read PS3 game discs, File Structure:
http://www.ps3-hacks.com/forums/viewtop … 851#p55851
The PS3 HDD is a 2.5" SATA Notebook HDD - 5400RPM MAX.
The PS3 File system is Fat32 derived; w/LBA48 enabled Bios for HDD > 137GiB.
With the Fat32 file system used, the file size limit is 4GiB. Since the file size limit is 4GiB; how are you going to make a BR-D ISO image that will store on any media using FAT32?
The HDD is encrypted with a Sony proprietary format, each HDD is individualized and an interesting block pattern occurs after 380MB.
The HDD is encrypted with a (most probably) Sony proprietary format.
If Linux is setup on the machine, the HDD will contain the relevant ext2 or ext3 partitions, but it will NOT be visible to a regular O/S. This is because, the HDD does NOT have a standard partition table. If one uses WinHex to scan the HDD, then the program will find the ext2/ext3/swap partitions at their respective offsets.
A program has been written to scan blocks of 16bytes for where contiguous data is on the HDD. This program has identified major blocks of data on a freshly formatted 60GB HDD.
Another major interest is that right around the 380MB marker, there is a change in the blocks of data to 64KB, and this repeats itself EVERY 183.72MBs. The 64KB worth of markers every so often, is a mystery at the moment.
Each HDD is "individualized" the moment it is formatted on a particular PS3 unit. An individualized HDD CANNOT be used in another PS3 unit due to (in theory) a unit based signature being written to each HDD.
A project is underway to "individualize" 2 of same make and model (Seagate Momentus 60GB 2.5" SATA) HDDs and perform a byte level diff to spot differences in the disk layouts.
This difference will also be analyzed by the data block scanning program mentioned above.
You can upgrade PlayStation 3 with a Hard Disk Drive bigger than 60GB, and store a lot more files. This procedure and information is in your User Manual, READ IT!
Sony allows the installation of another Operating System to the Hard Disk; this information is in your manual.
FOLDER NAMES & DESCRIPTION: MEMORY STICKS - USB DEVICES
\MUSIC <self explanatory>
\VIDEO
\PICTURE
\PS3 <main folder name>
\UPDATE <place system update file here>
\MUSIC <place MP3 files and folders here>
\PICTURE <displayable graphic files and folders here>
\VIDEO <properly formatted and coded video files and folders here>
\OTHEROS <the boot loader file for the "Other OS" you want to install, from a provider>
\EXPORT\BACKUP <system backup>
\EXPORT\PSV <game saves backup?>
\THEME <PS3 themes>
\SAVEDATA <game saves>
---------------------------------------------------------------------------------------------------------------------
MAKING AN EXTERNAL 3.5" SATA HARD DRIVE
http://www.myspace.com/playstaion3hddmod
Last edited by Powerslave (2007-04-24 09:06:39)
Offline
BACKWARD COMPATIBILITY & EMOTION ENGINE: http://en.wikipedia.org/wiki/Emotion_Engine
The Emotion Engine is the name of the CPU used in the Sony PlayStation 2. It was jointly designed by Toshiba and Sony, and began mass production in 1999. According to MicroDesign Resources, it is two times the speed of a 733 MHz Pentium III, and 15 times the speed of a 400 MHz Celeron at handling tasks like full-motion video (SIMD).
The Emotion Engine (EE) is off when PS3 games use the PS3 hardware. It is was hoped that in the future, developers will use some of the processing power of the EE to free up the Cell CPU for more important tasks with PS3 games. However, this all changed when the European version of the PS3 systems were assembled without the EE hardware. So, it would be foolish now, for developers to program code for a chip that will not exist anymore. Sony had planned on removing the hardware well before the European launch of the PS3. Newer versions across the globe will not have the EE hardware. Oh, and before you ask "What good would the EE do to help the PS3?" With the EE hardware, there should be enough bandwidth to access the RSX for copying the raw frame buffer.
Now, the big argument is: Sony promised gamers this backwards compatibility. It's yet another broken promise. Sony only did this to save about $30 per system. Well, if the backward compatibility worked 100% from the start, it would not be such a big deal. There is no real sense in keeping hardware that did not work 100%, when software emulattion would be just as unreliable as it was to begin with, and cheaper. It was a huge selling point, that the PS3 played the entire library of PS2 games out of the box. This was one of the few advantages it had over the Xbox 360.
The reality of it is, if you want to play PS2 games, you probably already have a PS2. Even with the emotion engine in the US and Japan PS3s, there were many complaints that PS2 games didn't look very good on the PS3 anyway. You are simply better off playing them on the PS2.
QUOTES FROM SONY FOR THE EUROPEAN COMSUMER :
“The original PS3 used the Emotion Engine/Graphics Synthesiser to emulate PS2 titles,” commented an unspecified Sony representative in an interview posted on the company's Three Speech 'semi official' blog. “With the latest European specification we have removed the Emotion Engine, retaining the graphics chip. This has an impact on the number of PS2 titles that will be backwards compatible.”
While no specific reason for the shift from hardware to software emulation of PS2 titles was cited by Sony in the interview, many have speculated the move was made in an effort to cut costs. This theory was given further credence by Sony Computer Entertainment Australia managing director Michael Ephraim, who commented to consumer website GameSpot that the move presented a cheaper, though admittedly less effective alternative for the technology giant.
"Clearly cost is one of the [reasons]. If software is cheaper than the cost of the chip, then why not do that?" commented Ephraim. "We will be working on delivering backward compatibility through software emulation. The software-emulation list will grow, and there's a Web site people can check to see what games are backward compatible. It will be a progressive emulation."
Approximately 98 percent of PlayStation and PlayStation 2 titles are backwards compatible with the U.S. and Japanese consoles, though Sony has not yet made available a list of which games will work on the PAL PlayStation 3. The company did note that such a list will be released care of an official website, though this site is not expected to go live until the console's March 23 debut.
While the lack of a definitive list is sure to upset some who weigh the issue of backwards compatibility heavily in their decision to purchase the console, Sony does note that it is “assessing the extent of backward compatibility, and will continue to do so right up until launch.”
Last edited by Powerslave (2007-04-05 16:57:43)
Offline
VIDEO DISPLAY INFORMATION UPDATED 12/08/08
HDMI VIDEO - High-Definition Multimedia Interface: http://en.wikipedia.org/wiki/HDMI
The PS3 fully supports HDCP for both BR-D Moves, and games apparently. There is no real reason for HDCP to be active during game play, but Sony apparently decided to have it on.![]()
Pin 1 TMDS Data2+
Pin 2 TMDS Data2 Shield
Pin 3 TMDS Data2–
Pin 4 TMDS Data1+
Pin 5 TMDS Data1 Shield
Pin 6 TMDS Data1–
Pin 7 TMDS Data0+
Pin 8 TMDS Data0 Shield
Pin 9 TMDS Data0–
Pin 10 TMDS Clock+
Pin 11 TMDS Clock Shield
Pin 12 TMDS Clock–
Pin 13 CEC
Pin 14 Reserved (N.C. on device)
Pin 15 SCL
Pin 16 SDA
Pin 17 DDC/CEC Ground
Pin 18 +5 V Power (max 50 mA)
Pin 19 Hot Plug Detect
HDMI is an all-digital audio/video interface capable of transmitting uncompressed streams. It supports all resolutions to, and including 1080p.
HDMI to DVI adapter: Your DVI display MUST support HDCP. Remember, the source is HDCP, and HDCP is active when using the HDMI port.
There is no significant difference in overall display quality over Component or VGA at 480i/p. There is also no real major difference in quality in picture with a HDTV @ 32" and under, at any resolution.
It is also said that you need only the best HDMI cable. This is generally false in all runs under six feet. A 12.00 cable will display just as good as the 60.00 cable at six feet. What makes the cable cheap, or not so cheap is the shielding used to prevent interference from other signals, be it EMI, or RFI. In order to corrupt a digital stream, the interference must be strong enough to interrupt or drown out the digital signal. With Analog signals, even the slightest bit of interference can show up on the display as a flaw. The strength of the digital signal can fluctuate, but still display without any change in brightness or color, as the 1s and 0s contain all that information. So no matter how strong or weak (to a certain point) the digital signal is, the display remains the same. That is the idea behind digital data. The weaker an analog signal gets, the fuzzier, or lower in brightness/contrast the picture becomes. The digital picture data contains a continuous information that tells the display how bright and colorful to be. A very rough example would be, say your back is turned to me; I whisper "hello" to you in binary code, then I just say "hello" in binary code, only your ears heard the difference in the volume (say that is analog). However, your brain processed it as "hello" no matter what the volume of the numbers were (digital).
HDCP: http://en.wikipedia.org/wiki/HDCP
This was designed so you could not record video from the HDMI port to any digital recording device.
HDMI VERSION LISTING
HDMI 1.0 - Released December 2002.
* Single-cable digital audio/video connection with a maximum bitrate of 4.9 Gbit/s. Supports up to 165 Mpixel/s video (1080p60 Hz or UXGA) and 8-channel/192 kHz/24-bit audio.
HDMI 1.1
Released May 2004.
* Added support for DVD Audio.
HDMI 1.2 - Released August 2005.
* Added support for One Bit Audio, used on Super Audio CDs, up to 8 channels.
* Availability of HDMI Type A connector for PC sources.
* Ability for PC sources to use native RGB color-space while retaining the option to support the YCbCr CE color space.
* Requirement for HDMI 1.2 and later displays to support low-voltage sources.
HDMI 1.2a - Released December 2005.
* Fully specifies Consumer Electronic Control (CEC) features, command sets, and CEC compliance tests.
HDMI 1.3 -Released 22 June 2006. (PS3 is V1.3 release models)
* Increases single-link bandwidth to 340 MHz (10.2 Gbit/s)
* Optionally supports 30-bit, 36-bit, and 48-bit xvYCC with Deep Color or over one billion colors, up from 24-bit sRGB or YCbCr in previous versions.
* Incorporates automatic audio syncing (Audio video sync) capability.
* Optionally supports output of Dolby TrueHD and DTS-HD Master Audio streams for external decoding by AV receivers. TrueHD and DTS-HD are lossless audio codec formats used on Blu-ray Discs and HD DVDs. If the disc player can decode these streams into uncompressed audio, then HDMI 1.3 is not necessary, as all versions of HDMI can transport uncompressed audio.
* Availability of a new mini connector for devices such as camcorders.
HDMI 1.3a - Released 10 November 2006.
* Cable and Sink modifications for Type C
* Source termination recommendation
* Removed undershoot and maximum rise/fall time limits.
* CEC capacitance limits changed
* RGB video quantization range clarification
* CEC commands for timer control brought back in an altered form, audio control commands added.
* Concurrently released compliance test specification included.
HDMI 1.3b - Released 7 October 2007.
COMPONENT VIDEO: http://en.wikipedia.org/wiki/Component_Video
Component video is a video signal that has been split into two or more components. Component video supports all resolutions to, and including 1080p. You must have a HDTV that supports 1080p. 
Component video does not contain HDCP.
Converting Component (analog) to HDMI (digital) requires an adapter that converts Digital to Analog, and they cost more than are worth.
DVI VIDEO: http://en.wikipedia.org/wiki/DVI
Digital Visual Interface (DVI) is a video interface standard designed to maximize the visual quality of digital display devices such as flat panel LCD computer displays, and digital projectors.![]()
Pin 1 TMDS Data 2- Digital red - (Link 1)
Pin 2 TMDS Data 2+ Digital red + (Link 1)
Pin 3 TMDS Data 2/4 shield
Pin 4 TMDS Data 4- Digital green - (Link 2)
Pin 5 TMDS Data 4+ Digital green + (Link 2)
Pin 6 DDC clock
Pin 7 DDC data
Pin 8 Analog vertical sync
Pin 9 TMDS Data 1- Digital green - (Link 1)
Pin 10 TMDS Data 1+ Digital green + (Link 1)
Pin 11 TMDS Data 1/3 shield
Pin 12 TMDS Data 3- Digital blue - (Link 2)
Pin 13 TMDS Data 3+ Digital blue + (Link 2)
Pin 14 +5 V Power for monitor when in standby
Pin 15 Ground Return for pin 14 and analog sync
Pin 16 Hot plug detect
Pin 17 TMDS data 0- Digital blue - (Link 1) and digital sync
Pin 18 TMDS data 0+ Digital blue + (Link 1) and digital sync
Pin 19 TMDS data 0/5 shield
Pin 20 TMDS data 5- Digital red - (Link 2)
Pin 21 TMDS data 5+ Digital red + (Link 2)
Pin 22 TMDS clock shield
Pin 23 TMDS clock+ Digital clock + (Links 1 and 2)
Pin 24 TMDS clock- Digital clock - (Links 1 and 2)
C1 Analog red
C2 Analog green
C3 Analog blue
C4 Analog horizontal sync
C5 Analog ground Return for R, G and B signals
One step up from Component and VGA, Both DIGITAL and ANALOG signals can be carried over DVI, with max resolution of 1080p both Digital and Analog.
DVI does carry HDCP when using any HDMI adapter on either side of the cable. There are known problems with HDCP; the display won't show a picture above 480p when DHCP is not working properly. This is usually because the wrong adapter end for DVI was used. You need what is called a DUAL LINK adapter.![]()
VGA VIDEO: http://en.wikipedia.org/wiki/VGA
VGA is not a digital signal, and contains analog video only. ![]()
Pin 1 RED Red video
Pin 2 GREEN Green video
Pin 3 BLUE Blue video
Pin 4 N/C Not connected
Pin 5 GND Ground (HSync)
Pin 6 RED_RTN Red return
Pin 7 GREEN_RTN Green return
Pin 8 BLUE_RTN Blue return
Pin 9 +5 V +5 V DC
Pin 10 GND Ground (VSync, DDC)
Pin 11 N/C Not connected
Pin 12 SDA I²C data
Pin 13 HSync Horizontal sync
Pin 14 VSync Vertical sync
Pin 15 SCL I²C clock
You can easily adapt your component wires to a VGA plug, the video signals are analog either way.
VGA does not contain HDCP.
This is the type of connector to use PS3 with a PC monitor, or other TV with this interface. The resolution will only be as high as the monitor supports.
S-VIDEO: http://en.wikipedia.org/wiki/Svideo
Separate video, abbreviated S-Video and also known as Y/C (or erroneously, S-VHS and "super video") is an analog video signal that carries the video data as two separate signals (brightness and color)![]()
Pin 1 GND Ground (Y)
Pin 2 GND Ground (C)
Pin 3 Y Intensity (Luminance)
Pin 4 C Color (Chrominance)
S-VIDEO does not contain HDCP
------------------------------------------------------------------------------------------------------------------
PROGRESSIVE AND INTERLACED VIDEO:
http://en.wikipedia.org/wiki/Progressive_scan
http://en.wikipedia.org/wiki/Interlaced_video
TVs that do not show Interlaced Video, are deinterlaced, and shown as Progressive:
LCD - DLP - PLASMA - Basically all non CRT (Cathode Ray Tube) displays.
This means, your 1024(h)x768(v) LCD, DLP, or PLASMA TV, will show 480i, at 480p, 720i, at 720p, and 1080i at 768p, or the maximum (v)Vertical resolution. The TVs will accept the "Interlaced" signal, they are converted to Progressive. IF you had a 1080p LCD, you would also get 1080i at very close to, or at 1080p.
A CRT TV/DISPLAY is capable of displaying both Interlaced and Progressive Video. These types of displays are: Computer Monitors - Single CRT HDTV - Three CRT Projection HDTVs. See:
http://en.wikipedia.org/wiki/Cathode_ray_tube
http://en.wikipedia.org/wiki/CRT_projector
Newer SDTVs are being made with Component inputs, and are capable of 480p only.
Last edited by Powerslave (2007-04-29 18:52:04)
Offline
Xecuter PS3 HDXT
The Xecuter PS3 HDXT is a caddy type frame that plugs into the PS3 internally where the 2.5" Sata drive would normally slot. You then clip on the matching faceplate and bingo you now have a clean external Sata connection. No frills and no fuss. You can now add any hard drive you wish and connect it any way you wish.
You will have to power your new HDD externally, either with a 220/110V to molex/sata-power adapter or you can buy one of those external/cased SATA HDDs from companies like LaCie, Seagate and others.
Also note that once your PS3 is connected with an external drive you can no longer put your console vertically as the adapter is on the bottom.
The 'PS3 HDXT' comes with the caddy adapter and a front plate with hole for the external SATA connector.
The 'IDE to SATA Adapter' (sold separately) allows you to easily connect any IDE HDD with your PS3. The 'IDE to SATA Adapter' comes with the converter PCB to translate IDE into SATA and a cable to power this PCB from a molex power.
A 3.5 500Gb Exernal IDE drive was successfully tested.
Last edited by Powerslave (2007-04-23 15:59:59)
Offline
ON-LINE INFORMATION
You may report a user who is acting inappropriately or in breach of the PLAYSTATION®Network Terms of Service. If a user is not violating the Community Code of Conduct as set forth in the PLAYSTATION®Network Terms of Service, please do not register a complaint. False reporting may result in a restriction or suspension of your PLAYSTATION®Network account(s). SCEA will process all complaints. SCEA does not disclose to individual users the status or results of individual complaints.
http://np.us.playstation.com/complaint/ … tForm.aspx
Offline
DETAILED LOOK AT THE PS3 - Updated 09/23/08
Model Options
* 20GiB (USA/JAP ONLY = No PAL Release) (Discontinued April 11, 2007)
> No Card Reader
> No WiFi
> No Chrome Trim
> Hardware Backwards Compatibility
> EE+GS
* 40GiB (PAL/NTSC) Oct. 10, 2007 - Japan Nov. 11, 2007 - Oct. 10, 2007 Other Regions
> 65nm CPU
> White Case (Asia Only)
> No Card Reader
> PS1 Backward Compatibility
> No SACD
> Chrome Trim
> WiFi
> Only 2 Front USB Ports
* 60GiB (NTSC) (Discontinued August 6th, 2007 on Price Drop notice - Production was halted)
> Hardware Backwards Compatibility
> EE+GS
> (PAL) Software Backwards Compatibility
>GS
> All Options
* 80GiB - July 9, 2007 (USA ONLY)
> All Options
> Software Backward Compatibility - No PS2 Hardware
* 80GiB - September 2008
> No Backward Compatibility
* 120GiB (Kiosk/Demo Units)
> Options as specific as retail units of same MFR date & region.
> Unlock Code required to Access most features.
> Built to freeze up on purpose - so that people won't play it all day long.
> Specifically during Motorstorm.
> Not for resale.
> Can get on-line firmware updates, but unlock code changes
* ???GiB Debug (TEST) Unit
> No Blu-Ray movie playback
> Runs unfinished code from burned BR-Ds
Region Information
* PS3 Titles = Region Free (reportedly, at developer's disgression)
* PS2 Titles = Region Locked
* PS1 Titles = Region Locked
* DVD Movies = Region Locked
* BR-D Movies
> A/1 North America, Central America, South America, Japan, North Korea, South Korea, Taiwan, Hong Kong and Southeast Asia.
> B/2 Europe, Greenland, French territories, Middle East, Africa, Australia and New Zealand.
> C/3 India, Nepal, Mainland China, Russia, Central and South Asia.
The following internal specifications are very detailed! Most specs taken from FCC documents, Sony, and IBM.
CPU: Cell Broadband Engine - 90nm Process before March 2007 (65nm > March '07)
* PowerPC-base Core @3.2GHz (Prototype ran at 4.66Ghz)
> 64 bit, "Power Architecture" processor
> Dual issue, dual threaded, in-order processor.
> 235 square mm
> 235 million transistors
> Rambus XDR and FlexIO technology allow up to 100 gigabyte/s memory transfer rates.
> 90nm Process CMOS SOI
> 65nm CMOS SOI Process Started March 07
- 6GHz at 1.3V
- Dual power supply; enhances SRAM stability and performance using an elevated array-specific power supply, while reducing the logic power consumption.
> Power consumption has been estimated at 60 - 80 Watts at 4 GHz
* 9 Core CPU
> 1 Power Processor Element (PPE) - Acts as Controller (PowerPC Core)
> The PPE is dual threaded
> RISC architecture
> Fixed-width 32-bit instruction format
> 64-bit general purpose register set (GPR)
> 64-bit floating point register set (FPR)
> 128-bit Altivec register set
> Additional instructions relating to control of the SPEs
> 8 Synergistic Processor Elements (SPEs) with 256KB "Local Stores" per Core
> Can support up to 4 GiB of local store memory
> Each SPE capable of 32 GigaFlops (32 bit)
> RISC architecture
> Fixed-width 32-bit instruction format
> 128-bit, 128 entry register only
> Scalar data types, from 8-bits to 128-bits
> Or SIMD computations on a variety of integer and floating point formats
* 1 VMX vector unit per core
* 512KB L2 cache
* 7 x SPE @3.2GHz
> 1 of 8 SPEs reserved for redundancy
> 6 SPE used for game applications
* 7 x 128b 128 SIMD GPRs
* 7 x 256KB SRAM for SPE
* Element Interconnect Bus (EIB)
> Circular ring comprised of 4 16B-wide unidirectional channels which counter-rotate in pairs
> Each channel can convey up to three transactions concurrently
> Each channel 16B read port and one 16B write port
> Max 12 concurrent transactions * 16 bytes wide / 2 system clocks per transfer
> Runs at half the system clock rate
> Effective channel rate is 16 bytes every two system clocks
* Direct Memory Access Controller (DMAC).
* 2 Rambus XDR memory controllers
* Rambus FlexIO (Input / Output) interface
> Interface is organized into 12 lanes
> Five 8-bit wide point-to-point paths are inbound lanes to Cell
> Seven 8-bit Outbound from Cell
> Each lane unidirectional 8-bit wide point-to-point path
> Peak bandwidth of 62.4 GB/s (36.4 GB/s outbound, 26 GB/s inbound) at 2.6 GHz
> Can be clocked independently
* Test and Debug Logic
* Total floating point performance: 218 GFLOPS
* Capable of running at speeds beyond 4 GHz
* Synergistic Processor Elements (SPEs)
An SPE is a self contained vector processor which acts as an independent processor. They each contain 128 x 128 bit registers, there are also 4 (single precision) floating point units capable of 32 GigaFLOPS* and 4 Integer units capable of 32 GOPS (Billions of integer Operations per Second) at 4GHz. The SPEs also include a small 256 Kilobyte local store instead of a cache. According to IBM a single SPE (which is just 15 square millimetres and consumes less than 5 Watts at 4GHz) can perform as well as a top end (single core) desktop CPU given the right task.
*This is counting Multiply-Adds which count as 2 instructions, hence 4GHz x 4 x 2 = 32 GFLOPS. 32 X 8 SPEs = 256 GFLOPS
*The local store does not operate like a conventional CPU cache since it is neither transparent to software nor does it contain hardware structures that predict which data to load.
Like the PPE the SPEs are in-order processors and have no Out-Of-Order (OOO) capabilities. This means that as with the PPE the compiler is very important. The SPEs do however have 128 registers and this gives plenty of room for the compiler to unroll loops and use other techniques which largely negate the need for OOO hardware.
The PPE: Capable of running a conventional operating system, has complete control over the SPEs. It can can start, stop, interrupt, and schedule processes running on any of the the SPEs. To this end the PPE has additional instructions relating to control of the SPEs. Unlike the SPEs, the PPE can read and write to main memory, and the local memories (local stores) of each SPE through the standard load/store instructions. Despite having Turing complete architectures, the SPEs are not fully autonomous and require the PPE to prime them before they can do any useful work.
Though most of the "horsepower" of the system comes from the synergistic processing elements, the use of DMA as a method of data transfer and the limited local memory footprint of each SPE pose a major challenge to software developers who wish to make the most of this horsepower, demanding careful hand-tuning of programs to extract maximal performance from this CPU.
CPU: Emotion Engine (20 & 60GiB USA/JAP Only)
* Clock Frequency: 300 MHz
* Instruction Set: MIPS III, MIPS IV Subset, 107 Vector Instructions
* MIPS Based Core: 2 Issue, 2 64 Bit Fixed Point Units, 1 Floating Point Unit, 6 Stage Pipeline
* Instruction Cache: 16 KiB, 2 Way Set Associative
* Data Cache: 8 KiB, 2 Way Set Associative
* Scratch pad RAM: 16 KiB
* Translation Look Aside Buffer: 48 Entry Combined Instruction/Data
* Vector Processing Unit: 4 FMAC Units, 1 FDIV Unit
* Vector Processing Unit Registers Register: 128 Bit Wide, 32 Entries
* Image Processing Unit: MPEG2 Macroblock Layer Decoder
* Direct Memory Access: 10 Channels
* Internal Data Bus: 128 Bit, 150 MHz, 2 GiB/s Maximum Effective Bandwidth
* Memory Bus: Two 16 Bit, 400 MHz DRDRAM Channels, 3.2 GiB/s Maximum Theoretical Bandwidth
* Manufacturing Process: 0.25 �m (0.18 �m Effective LG, 4 Layer Metal, CMOS)
* VDD Voltage: 1.8 V
* Power Consumption: 15 W at 1.8 V
* Transistor Count: 10.5 Million
* Die Area: 240 mm�
* Chip Packaging: 540 Contact PBGA
* Floating Point: 6.2 Billion Single Precision (32 Bit) Floating Point Operations a Second
* Perspective Transformation: 66 Million Polygons a Second
* With Lighting and Fog: 36 Million Polygons a Second
* Bezier Surface Patches: 16 Million Polygons a Second
* Image Decompression: 150 Million Pixels a Second
GPU: RSX "Reality Synthesizer" @ 550MHz
* 550 MHz G70 based GPU on 90 nm process
* 300+ million transistors (600 million with Cell CPU)
* Multi-way programmable parallel floating-point shader pipelines
> Independent pixel/vertex shader architecture
> 24 parallel pixel pipelines, aligned in 6-way MIMD array
> 5 ALU operations per pipeline, per cycle (2 vector4 or 2 scalar/dual/co-issue and fog ALU)
> 27 FLOPS per pipeline, per cycle
> 8 parallel vertex pipelines, aligned in 8-way MIMD array
> 2 ALU operations per pipeline, per cycle (1 vector4 and 1 scalar, dual issue)
> 10 FLOPS per pipeline, per cycle
> Maximum vertex count:a lot probably over 1.2 billion vertices per second
> Minimum (worst case) polygon count: 400 million polygons per second (1.2 billion vertices per second / 3 vertices per triangle)
> Maximum (optimistic case) 750 million and more depending on how many triangle strips are used in the game
> Maximum shader operations:100 billion shader operations per second ( 136 shader operations per clock cycle ).
> Announced: 1.8 TFLOPS (trillion floating point operations per second) (2 TFLOPS overall performance)
* 24 texture filtering units (TF) and 8 vertex texture addressing units (TA)
> 24 filtered samples per clock
> Maximum texel fillrate: 13.2 GigaTexels per second (24 textures * 550 MHz)
> 32 unfiltered texture samples per clock, ( 8 TA x 4 texture samples )
* 8 Render Output units
> Maximum pixel fillrate: 4.4 GigaPixel per second (8 ROPs * 550 MHz)
> Maximum Z sample rate: 8.8 GigaSamples per second (2 Z-samples * 8 ROPs * 550 MHz)
> Maximum anti-aliasing sample rate: 8.8 GigaSamples per second (2 subsamples * 8 ROPs * 550 MHz)
* Maximum Dot product operations: 51 billion per second
* 128-bit pixel precision offers rendering of scenes with high dynamic range rendering (HDR)
* 256 MiB GDDR3 RAM at 700 MHz
> 128-bit memory bus width
> 22.4 GiB/s read and write bandwidth
* Cell FlexIO bus interface
> 20 GiB/s read to the Cell and XDR memory
> 15 GiB/s write to the Cell and XDR memory
* Support for OpenGL ES 2.0
* Support for S3TC texture compression
GPU: GS "Graphic Synthesizer" (20 & 60GiB USA/JAP/60GB PAL Models)
* Clocked at 147 MHz
* Pixel pipelines: 16
* Video output resolution: variable from 256x224 to 1280x1024 pixels
* 4 MB (MiB) Embedded DRAM video memory bandwidth at 48 GigaBytes per second (main system 32 MB can be dedicated into vram)
> Texture buffer bandwidth: 9.6 GBytes/s
> Frame buffer bandwidth: 38.4 GBytes/s
* DRAM Bus width: 2560-bit (composed of three independent buses: 1024-bit write, 1024-bit read, 512-bit read/write)
* Pixel Configuration: RGB: Alpha:Z Buffer (24:8, 15:1 for RGB, 16, 24, or 32-bit Z buffer)
* Dedicated connection to: Main CPU and VU1
* Overall Pixel fillrate: 16x147 = 2.352Gpixel/sec(rounded to 2.4Gpixel/sec)
* Pixel fillrate: with no texture, flat shaded 2.4(75,000,000 32pixel real-world triangles)
* Pixel fillrate: with 1 full texture(Defuse Map), Gouraud shaded 1.2 (37,750,000 32-bit pixel real-world triangles)
* Pixel fillrate: with 2 full textures(Defuse map + specular or alpha or other), Gouraud shaded 0.6 (18,750,000 32-bit pixel real-world triangles)
* Multi-pass rendering ability
> Four passes = 300M pixels/second (300M pixel/sec divided by 32pixel = 9,375,000 triangle/sec lossed every four passes)
Sound:
* Dolby 5.1ch, DTS, LPCM, etc. (Cell-based processing)
System Memory (Non Unified):
* 256MB XDR Main RAM @3.2GHz
* 256MB GDDR3 VRAM @700MHz
System Bandwidth:
* Main RAM -- 25.6GB/s
* VRAM -- 22.4GB/s
* RSX -- 20GB/s (write) + 15GB/s (read)
* SB -- 2.5GB/s (write) + 2.5GB/s (read)
System Floating Point Performance:
* 2 TFLOPS
Storage:
* Blu-Ray optical Drive
> 2X Read (72Mbps)
* Detachable 2.5" SATA-1HDD slot x 1
> 20GB
> 60GB
> 80GB
> 40GB
> Expandable
> Notebook SATA-1 5200 RPM Drive to 750GiB (750 highest known used)
* Memory Card Reader (Model Specific)
I/O
* SATA-1 HDD Controller
> 750Mhz
* USB Front x 4, Rear x 2 (USB2.0) (20, 60 & 80 GiB Models)
> 2 Front (40Gb Model)
* Memory Card Reader (60 & 80 GiB Model)
> Memory Stick standard/Duo, PRO x 1
> SD standard/mini x 1
> CompactFlash (Type I, II) x 1
Communication:
* Ethernet (10BASE-T, 100BASE-TX, 1000BASE-T)
* Wi-Fi IEEE 802.11 b/g
* Bluetooth 2.0 (+EDR)
> 2402 - 2480 Ghz
> 3.3vDC
US: FCC Regulations prohibit the simultaneous transceiving of Blue-Tooth and WLAN from a single unit. Both transceiver arrays are multiplexed on and off to transceive opposite each other by turning each array on and off many times a second.
Controller:
* Bluetooth (up to 7)
* USB 2.0 (wired)
* Wi-Fi (PSP)
* Network (over IP)
AV Output
* Screen size: 480i, 480p, 720p, 1080i, 1080p
* HDMI v1.3a out
* Analog: AV MULTI OUT x 1
> Composite
> Component
> SCART (PAL)
> S-Video
> VGA
* Digital audio: DIGITAL OUT (OPTICAL) x 1
* RCA Audio Out
Disc Media:
* CD PlayStation CD-ROM, PlayStation 2 CD-ROM, CD-DA, CD-DA (ROM), CD-R, CD-RW, SACD,
SACD Hybrid (CD layer), SACD HD, DualDisc, DualDisc (audio side), DualDisc (DVD side)
> No SACD 40GiB Model
* DVD: PlayStation 2 DVD-ROM, PlayStation 3 DVD-ROM, DVD-Video, DVD-ROM, DVD-R,
DVD-RW, DVD+R, DVD+RW
* Blu-ray Disc: PlayStation 3 BD-ROM, BD-Video, BD-ROM, BD-R, BD-RE
> Blu-Ray Java
Backward Compatibility Models PS1/PS2
* 60Gb Model - Hardware (USA/JAP Only)
* 20GB Model - Hardware (USA/JAP Only)
* 80GB Model - Software (All Regions) Prior to September 2008
* 40GB Model - Software PS1 Only
File System
* Proprietary Fat32 Derived File System (HDD)
> Encrypted Format
> Formatted HDD Only works in console formatted on
> Physical 4GB file (Fat32) size limit restriction does not apply
* Memory cards for reader - Fat32
* Linux (Other O/S)
> Ubuntu
> Fedora
> Gentoo
> Debian
> Yellow Dog
File Extensions
* .BLD = BootLoader - For Installing Other O/S
* .PUP = File or patch used to update the PlayStation 3 (PS3) system software.
* .PKG = Package - Downloaded Demos/Content In Compressed Format
* .SELF = Recognized By GameO/S For Foreign BootLoaders
> No longer required with V1.60 and up; use .BLD
* .PSV = Native Game Save File Format
> Digitally Signed
MISC
* DivX / XviD Support With v2.10 firmware
* DivX / XviD > 2GB File Support with v2.15 firmware
Offline
Sony - Memory Card Adapter for PlayStation 3
Never worry about starting your favorite PlayStation and PlayStation 2 games over again. The Memory Card Adapter for PlayStation 3 enables you to access all your saved information from previous PlayStation consoles. Simply push the adapter into your PlayStation 3, slide in your old memory card and you're ready to go.
Product Features
* Works with all PlayStation and PlayStation 2 memory cards
* Access saved information from previous PlayStation systems on your PlayStation 3
* Continue where you left off on your favorite games with full stats, items, weapons and more
* Easy-to-use adapter slides effortlessly into your PlayStation 3 console
* Transfers saved information onto the PlayStation 3 hard drive
Offline
Max Drive 160 HDD (USB)
The PS3 is more than just a games console. It's a multimedia marvel which you can use to watch videos, listen to your MP3s and view your digital pictures such as holiday snaps, all from the comfort of; wherever you choose to put your PlayStation 3. But having access to all these digital delights present a problem of their own. Where do you put it all? Your PlayStation 3's hard drive may seem huge at first, but if you use it to store digital media such as photos, music and video, it soon fills up. Never fear - MAX Drive 160 for PS3 is here…
With MAX Drive 160 for PS3, you can expand your storage space by an incredible 160GB. Just plug it into your PS3, and you're ready to go. It's also the ideal file transfer solution too. Plug it into your PC, and you can drag and drop your movies, music and pictures onto your MAX Drive. You can then take it to your console and plug it in once more, and you have easy access to everything you copied. You don't even need a network!
But it's not just for media. With MAX Drive, you can store gamesaves and matierial downloaded from the PlayStation store, freeing up room on your PS3's hard drive, and moving it back when needed. With MAX Drive 160 is the ultimate multimedia companion for the PS3. Buy one, and you'll wonder how you ever did without it.
Free MAX Media Manager Pro!
MAX Drive 160 now comes with a FREE copy of MAX Media Manager Pro, the perfect PlayStation 3 media management solution which sells separately for £14.99. You can transfer MP3s to your supplied memory card, and even rip CDs. Video footage can be converted and condensed, and you can subscribe to Podcasts, manage your picture collection and even swap game saves with people from all over the world!
Features
* Store your photos, movies and music.
* External 160GB HDD.
* Plug and play convenience.
* Includes FREE copy of MAX Media Manager Pro for PS3.
Offline
SUPPORTED VIDEO CODECS AS OF 1/17/08 - By: VuZuW
[bMPG/MPEG[/b]
-MPEG-1 (MPEG Audio Layer 2) (.MPG)
-MPEG-2 PS (MPEG2 Audio Layer 2, AAC LC, AC3(Dolby Digital), LPCM) (.MPG)
-MPEG-2 TS (MPEG2 Audio Layer 2) (.MPG)
-MPEG-4 Part3 (MPEG-4 AAC Low Complexity (unprotected)) (.MP4)
-MPEG-4 Part2 (MPEG-4 SP; MPEG-4 ASP) (.MP4)
-MPEG-4 DivX (in AVI) (.AVI) (V2.10+)
-MPEG-4 H.264 (.MP4 / .M4V)
-MPEG-4 AVC (.MP4)
AVI
DivX (.AVI / MPG) (V2.10+)
XviD (.AVI / .MPG)
AVI (.AVI)
XviD 1.1.2 Final
Motion JPEG
-Motion JPEG (Linear PCM)
-Motion JPEG (μ-Law)
VC-1 (.WMV)
AVCHD (.m2ts / .mts )
Offline
PS3 HARD DRIVE MAPPING
Below is a file list from the hard disk. Some directories are still inaccessible, but there is a small list none the less. This is from a development (debug) kit.
The BCUS98107 entry is that of Resistance: Fall of Man. You will see its files are cache files, copied to the HDD.
---------------------------------------------------------------------------------------
./dev_hdd0:
.
..
data
drm
dump.txt
game
home
mms
vsh
widget
./data:
.
..
bootflag.dat
./drm:
.
..
./game:
.
..
ABCD67890
BCUS98107
BLUS30014
NPSX00002
SXXX00001
./game/ABCD67890:
.
..
PARAM.SFO
USRDIR
./game/ABCD67890/USRDIR:
.
..
ENTRY-DATA
./game/BCUS98107:
.
..
ICON0_00.PNG
ICON0_09.PNG
ICON0.PNG
PARAM.SFO
PIC1.PNG
USRDIR
./game/BCUS98107/USRDIR:
.
..
cache
data
quick.sav
./game/BCUS98107/USRDIR/cache:
.
..
credits_0.bnk
credits_0.bnk.done
credits_0.bnkh
credits_0.bnkh.done
credits.d.pkg
credits.d.pkg.done
credits.e.pkg
credits.e.pkg.done
credits.f.pkg
credits.f.pkg.done
credits.g.pkg
credits.g.pkg.done
credits.ig
credits.ig.done
credits.i.pkg
credits.i.pkg.done
credits.j.pkg
credits.j.pkg.done
credits.k.pkg
credits.k.pkg.done
credits.p.pkg
credits.p.pkg.done
credits.s.pkg
credits.s.pkg.done
credits.u.pkg
credits.u.pkg.done
global_config.dat
global_config.dat.done
global_config.d.dat
global_config.d.dat.done
global_config.e.dat
global_config.e.dat.done
global_config.f.dat
global_config.f.dat.done
global_config.g.dat
global_config.g.dat.done
global_config.i.dat
global_config.i.dat.done
global_config.j.dat
global_config.j.dat.done
global_config.k.dat
global_config.k.dat.done
global_config.p.dat
global_config.p.dat.done
global_config.s.dat
global_config.s.dat.done
global_config.u.dat
global_config.u.dat.done
global_core_text.d.dat
global_core_text.d.dat.done
global_core_text.e.dat
global_core_text.e.dat.done
global_core_text.f.dat
global_core_text.f.dat.done
global_core_text.g.dat
global_core_text.g.dat.done
global_core_text.i.dat
global_core_text.i.dat.done
global_core_text.j.dat
global_core_text.j.dat.done
global_core_text.k.dat
global_core_text.k.dat.done
global_core_text.p.dat
global_core_text.p.dat.done
global_core_text.s.dat
global_core_text.s.dat.done
global_core_text.u.dat
global_core_text.u.dat.done
global_font_data.dat
global_font_data.dat.done
global_font_data.k.dat
global_font_data.k.dat.done
global_font_data.lobby.dat
global_font_data.lobby.dat.done
global_font_texture.k.tp
global_font_texture.k.tp.done
global_font_texture.k.tph
global_font_texture.k.tph.done
global_font_texture.lobby.tp
global_font_texture.lobby.tp.done
global_font_texture.lobby.tph
global_font_texture.lobby.tph.done
global_font_texture.tp
global_font_texture.tp.done
global_font_texture.tph
global_font_texture.tph.done
global_fx_texture.tp
global_fx_texture.tp.done
global_fx_texture.tph
global_fx_texture.tph.done
global_resident_dialogue.e.dat
global_resident_dialogue.e.dat.done
global_resident_dialogue.f.dat
global_resident_dialogue.f.dat.done
global_resident_dialogue.g.dat
global_resident_dialogue.g.dat.done
global_resident_dialogue.i.dat
global_resident_dialogue.i.dat.done
global_resident_dialogue.s.dat
global_resident_dialogue.s.dat.done
intel_0.bnk
intel_0.bnk.done
intel_0.bnkh
intel_0.bnkh.done
intel_100.bnk
intel_100.bnk.done
intel_100.bnkh
intel_100.bnkh.done
intel_101.bnk
intel_101.bnk.done
intel_101.bnkh
intel_101.bnkh.done
intel_102.bnk
intel_102.bnk.done
intel_102.bnkh
intel_102.bnkh.done
intel_103.bnk
intel_103.bnk.done
intel_103.bnkh
intel_103.bnkh.done
intel_104.bnk
intel_104.bnk.done
intel_104.bnkh
intel_104.bnkh.done
intel_105.bnk
intel_105.bnk.done
intel_105.bnkh
intel_105.bnkh.done
intel_106.bnk
intel_106.bnk.done
intel_106.bnkh
intel_106.bnkh.done
intel_107.bnk
intel_107.bnk.done
intel_107.bnkh
intel_107.bnkh.done
intel_108.bnk
intel_108.bnk.done
intel_108.bnkh
intel_108.bnkh.done
intel_109.bnk
intel_109.bnk.done
intel_109.bnkh
intel_109.bnkh.done
intel_10.bnk
intel_10.bnk.done
intel_10.bnkh
intel_10.bnkh.done
intel_110.bnk
intel_110.bnk.done
intel_110.bnkh
intel_110.bnkh.done
intel_11.bnk
intel_11.bnk.done
intel_11.bnkh
intel_11.bnkh.done
intel_12.bnk
intel_12.bnk.done
intel_12.bnkh
intel_12.bnkh.done
intel_13.bnk
intel_13.bnk.done
intel_13.bnkh
intel_13.bnkh.done
intel_14.bnk
intel_14.bnk.done
intel_14.bnkh
intel_14.bnkh.done
intel_15.bnk
intel_15.bnk.done
intel_15.bnkh
intel_15.bnkh.done
intel_16.bnk
intel_16.bnk.done
intel_16.bnkh
intel_16.bnkh.done
intel_17.bnk
intel_17.bnk.done
intel_17.bnkh
intel_17.bnkh.done
intel_18.bnk
intel_18.bnk.done
intel_18.bnkh
intel_18.bnkh.done
intel_19.bnk
intel_19.bnk.done
intel_19.bnkh
intel_19.bnkh.done
intel_1.bnk
intel_1.bnk.done
intel_1.bnkh
intel_1.bnkh.done
intel_20.bnk
intel_20.bnk.done
intel_20.bnkh
intel_20.bnkh.done
intel_21.bnk
intel_21.bnk.done
intel_21.bnkh
intel_21.bnkh.done
intel_22.bnk
intel_22.bnk.done
intel_22.bnkh
intel_22.bnkh.done
intel_23.bnk
intel_23.bnk.done
intel_23.bnkh
intel_23.bnkh.done
intel_24.bnk
intel_24.bnk.done
intel_24.bnkh
intel_24.bnkh.done
intel_25.bnk
intel_25.bnk.done
intel_25.bnkh
intel_25.bnkh.done
intel_26.bnk
intel_26.bnk.done
intel_26.bnkh
intel_26.bnkh.done
intel_27.bnk
intel_27.bnk.done
intel_27.bnkh
intel_27.bnkh.done
intel_28.bnk
intel_28.bnk.done
intel_28.bnkh
intel_28.bnkh.done
intel_29.bnk
intel_29.bnk.done
intel_29.bnkh
intel_29.bnkh.done
intel_2.bnk
intel_2.bnk.done
intel_2.bnkh
intel_2.bnkh.done
intel_30.bnk
intel_30.bnk.done
intel_30.bnkh
intel_30.bnkh.done
intel_31.bnk
intel_31.bnk.done
intel_31.bnkh
intel_31.bnkh.done
intel_32.bnk
intel_32.bnk.done
intel_32.bnkh
intel_32.bnkh.done
intel_33.bnk
intel_33.bnk.done
intel_33.bnkh
intel_33.bnkh.done
intel_34.bnk
intel_34.bnk.done
intel_34.bnkh
intel_34.bnkh.done
intel_35.bnk
intel_35.bnk.done
intel_35.bnkh
intel_35.bnkh.done
intel_36.bnk
intel_36.bnk.done
intel_36.bnkh
intel_36.bnkh.done
intel_37.bnk
intel_37.bnk.done
intel_37.bnkh
intel_37.bnkh.done
intel_38.bnk
intel_38.bnk.done
intel_38.bnkh
intel_38.bnkh.done
intel_39.bnk
intel_39.bnk.done
intel_39.bnkh
intel_39.bnkh.done
intel_3.bnk
intel_3.bnk.done
intel_3.bnkh
intel_3.bnkh.done
intel_40.bnk
intel_40.bnk.done
intel_40.bnkh
intel_40.bnkh.done
intel_41.bnk
intel_41.bnk.done
intel_41.bnkh
intel_41.bnkh.done
intel_42.bnk
intel_42.bnk.done
intel_42.bnkh
intel_42.bnkh.done
intel_43.bnk
intel_43.bnk.done
intel_43.bnkh
intel_43.bnkh.done
intel_44.bnk
intel_44.bnk.done
intel_44.bnkh
intel_44.bnkh.done
intel_45.bnk
intel_45.bnk.done
intel_45.bnkh
intel_45.bnkh.done
intel_46.bnk
intel_46.bnk.done
intel_46.bnkh
intel_46.bnkh.done
intel_47.bnk
intel_47.bnk.done
intel_47.bnkh
intel_47.bnkh.done
intel_48.bnk
intel_48.bnk.done
intel_48.bnkh
intel_48.bnkh.done
intel_49.bnk
intel_49.bnk.done
intel_49.bnkh
intel_49.bnkh.done
intel_4.bnk
intel_4.bnk.done
intel_4.bnkh
intel_4.bnkh.done
intel_50.bnk
intel_50.bnk.done
intel_50.bnkh
intel_50.bnkh.done
intel_51.bnk
intel_51.bnk.done
intel_51.bnkh
intel_51.bnkh.done
intel_52.bnk
intel_52.bnk.done
intel_52.bnkh
intel_52.bnkh.done
intel_53.bnk
intel_53.bnk.done
intel_53.bnkh
intel_53.bnkh.done
intel_54.bnk
intel_54.bnk.done
intel_54.bnkh
intel_54.bnkh.done
intel_55.bnk
intel_55.bnk.done
intel_55.bnkh
intel_55.bnkh.done
intel_56.bnk
intel_56.bnk.done
intel_56.bnkh
intel_56.bnkh.done
intel_57.bnk
intel_57.bnk.done
intel_57.bnkh
intel_57.bnkh.done
intel_58.bnk
intel_58.bnk.done
intel_58.bnkh
intel_58.bnkh.done
intel_59.bnk
intel_59.bnk.done
intel_59.bnkh
intel_59.bnkh.done
intel_5.bnk
intel_5.bnk.done
intel_5.bnkh
intel_5.bnkh.done
intel_60.bnk
intel_60.bnk.done
intel_60.bnkh
intel_60.bnkh.done
intel_61.bnk
intel_61.bnk.done
intel_61.bnkh
intel_61.bnkh.done
intel_62.bnk
intel_62.bnk.done
intel_62.bnkh
intel_62.bnkh.done
intel_63.bnk
intel_63.bnk.done
intel_63.bnkh
intel_63.bnkh.done
intel_64.bnk
intel_64.bnk.done
intel_64.bnkh
intel_64.bnkh.done
intel_65.bnk
intel_65.bnk.done
intel_65.bnkh
intel_65.bnkh.done
intel_66.bnk
intel_66.bnk.done
intel_66.bnkh
intel_66.bnkh.done
intel_67.bnk
intel_67.bnk.done
intel_67.bnkh
intel_67.bnkh.done
intel_68.bnk
intel_68.bnk.done
intel_68.bnkh
intel_68.bnkh.done
intel_69.bnk
intel_69.bnk.done
intel_69.bnkh
intel_69.bnkh.done
intel_6.bnk
intel_6.bnk.done
intel_6.bnkh
intel_6.bnkh.done
intel_70.bnk
intel_70.bnk.done
intel_70.bnkh
intel_70.bnkh.done
intel_71.bnk
intel_71.bnk.done
intel_71.bnkh
intel_71.bnkh.done
intel_72.bnk
intel_72.bnk.done
intel_72.bnkh
intel_72.bnkh.done
intel_73.bnk
intel_73.bnk.done
intel_73.bnkh
intel_73.bnkh.done
intel_74.bnk
intel_74.bnk.done
intel_74.bnkh
intel_74.bnkh.done
intel_75.bnk
intel_75.bnk.done
intel_75.bnkh
intel_75.bnkh.done
intel_76.bnk
intel_76.bnk.done
intel_76.bnkh
intel_76.bnkh.done
intel_77.bnk
intel_77.bnk.done
intel_77.bnkh
intel_77.bnkh.done
intel_78.bnk
intel_78.bnk.done
intel_78.bnkh
intel_78.bnkh.done
intel_79.bnk
intel_79.bnk.done
intel_79.bnkh
intel_79.bnkh.done
intel_7.bnk
intel_7.bnk.done
intel_7.bnkh
intel_7.bnkh.done
intel_80.bnk
intel_80.bnk.done
intel_80.bnkh
intel_80.bnkh.done
intel_81.bnk
intel_81.bnk.done
intel_81.bnkh
intel_81.bnkh.done
intel_82.bnk
intel_82.bnk.done
intel_82.bnkh
intel_82.bnkh.done
intel_83.bnk
intel_83.bnk.done
intel_83.bnkh
intel_83.bnkh.done
intel_84.bnk
intel_84.bnk.done
intel_84.bnkh
intel_84.bnkh.done
intel_85.bnk
intel_85.bnk.done
intel_85.bnkh
intel_85.bnkh.done
intel_86.bnk
intel_86.bnk.done
intel_86.bnkh
intel_86.bnkh.done
intel_87.bnk
intel_87.bnk.done
intel_87.bnkh
intel_87.bnkh.done
intel_88.bnk
intel_88.bnk.done
intel_88.bnkh
intel_88.bnkh.done
intel_89.bnk
intel_89.bnk.done
intel_89.bnkh
intel_89.bnkh.done
intel_8.bnk
intel_8.bnk.done
intel_8.bnkh
intel_8.bnkh.done
intel_90.bnk
intel_90.bnk.done
intel_90.bnkh
intel_90.bnkh.done
intel_91.bnk
intel_91.bnk.done
intel_91.bnkh
intel_91.bnkh.done
intel_92.bnk
intel_92.bnk.done
intel_92.bnkh
intel_92.bnkh.done
intel_93.bnk
intel_93.bnk.done
intel_93.bnkh
intel_93.bnkh.done
intel_94.bnk
intel_94.bnk.done
intel_94.bnkh
intel_94.bnkh.done
intel_95.bnk
intel_95.bnk.done
intel_95.bnkh
intel_95.bnkh.done
intel_96.bnk
intel_96.bnk.done
intel_96.bnkh
intel_96.bnkh.done
intel_97.bnk
intel_97.bnk.done
intel_97.bnkh
intel_97.bnkh.done
intel_98.bnk
intel_98.bnk.done
intel_98.bnkh
intel_98.bnkh.done
intel_99.bnk
intel_99.bnk.done
intel_99.bnkh
intel_99.bnkh.done
intel_9.bnk
intel_9.bnk.done
intel_9.bnkh
intel_9.bnkh.done
intel.d.pkg
intel.d.pkg.done
intel.e.pkg
intel.e.pkg.done
intel.f.pkg
intel.f.pkg.done
intel.g.pkg
intel.g.pkg.done
intel.ig
intel.ig.done
intel.i.pkg
intel.i.pkg.done
intel.j.pkg
intel.j.pkg.done
intel.k.pkg
intel.k.pkg.done
intel.p.pkg
intel.p.pkg.done
intel.s.pkg
intel.s.pkg.done
intel.u.pkg
intel.u.pkg.done
lobby_0.bnk
lobby_0.bnk.done
lobby_0.bnkh
lobby_0.bnkh.done
lobby_10.bnk
lobby_10.bnk.done
lobby_10.bnkh
lobby_10.bnkh.done
lobby_11.bnk
lobby_11.bnk.done
lobby_11.bnkh
lobby_11.bnkh.done
lobby_12.bnk
lobby_12.bnk.done
lobby_12.bnkh
lobby_12.bnkh.done
lobby_13.bnk
lobby_13.bnk.done
lobby_13.bnkh
lobby_13.bnkh.done
lobby_14.bnk
lobby_14.bnk.done
lobby_14.bnkh
lobby_14.bnkh.done
lobby_15.bnk
lobby_15.bnk.done
lobby_15.bnkh
lobby_15.bnkh.done
lobby_16.bnk
lobby_16.bnk.done
lobby_16.bnkh
lobby_16.bnkh.done
lobby_1.bnk
lobby_1.bnk.done
lobby_1.bnkh
lobby_1.bnkh.done
lobby_2.bnk
lobby_2.bnk.done
lobby_2.bnkh
lobby_2.bnkh.done
lobby_3.bnk
lobby_3.bnk.done
lobby_3.bnkh
lobby_3.bnkh.done
lobby_4.bnk
lobby_4.bnk.done
lobby_4.bnkh
lobby_4.bnkh.done
lobby_5.bnk
lobby_5.bnk.done
lobby_5.bnkh
lobby_5.bnkh.done
lobby_6.bnk
lobby_6.bnk.done
lobby_6.bnkh
lobby_6.bnkh.done
lobby_7.bnk
lobby_7.bnk.done
lobby_7.bnkh
lobby_7.bnkh.done
lobby_8.bnk
lobby_8.bnk.done
lobby_8.bnkh
lobby_8.bnkh.done
lobby_9.bnk
lobby_9.bnk.done
lobby_9.bnkh
lobby_9.bnkh.done
lobby.c.jpc
lobby.d.pkg
lobby.d.pkg.done
lobby.e.pkg
lobby.e.pkg.done
lobby.f.pkg
lobby.f.pkg.done
lobby.g.pkg
lobby.g.pkg.done
lobby.ig
lobby.ig.done
lobby.i.pkg
lobby.i.pkg.done
lobby.j.pkg
lobby.j.pkg.done
lobby.k.pkg
lobby.k.pkg.done
lobby.p.pkg
lobby.p.pkg.done
lobby.s.pkg
lobby.s.pkg.done
lobby.u.pkg
lobby.u.pkg.done
pause_0.bnk
pause_0.bnk.done
pause_0.bnkh
pause_0.bnkh.done
pause_10.bnk
pause_10.bnk.done
pause_10.bnkh
pause_10.bnkh.done
pause_11.bnk
pause_11.bnk.done
pause_11.bnkh
pause_11.bnkh.done
pause_12.bnk
pause_12.bnk.done
pause_12.bnkh
pause_12.bnkh.done
pause_13.bnk
pause_13.bnk.done
pause_13.bnkh
pause_13.bnkh.done
pause_14.bnk
pause_14.bnk.done
pause_14.bnkh
pause_14.bnkh.done
pause_15.bnk
pause_15.bnk.done
pause_15.bnkh
pause_15.bnkh.done
pause_16.bnk
pause_16.bnk.done
pause_16.bnkh
pause_16.bnkh.done
pause_17.bnk
pause_17.bnk.done
pause_17.bnkh
pause_17.bnkh.done
pause_18.bnk
pause_18.bnk.done
pause_18.bnkh
pause_18.bnkh.done
pause_19.bnk
pause_19.bnk.done
pause_19.bnkh
pause_19.bnkh.done
pause_1.bnk
pause_1.bnk.done
pause_1.bnkh
pause_1.bnkh.done
pause_20.bnk
pause_20.bnk.done
pause_20.bnkh
pause_20.bnkh.done
pause_21.bnk
pause_21.bnk.done
pause_21.bnkh
pause_21.bnkh.done
pause_22.bnk
pause_22.bnk.done
pause_22.bnkh
pause_22.bnkh.done
pause_23.bnk
pause_23.bnk.done
pause_23.bnkh
pause_23.bnkh.done
pause_24.bnk
pause_24.bnk.done
pause_24.bnkh
pause_24.bnkh.done
pause_25.bnk
pause_25.bnk.done
pause_25.bnkh
pause_25.bnkh.done
pause_26.bnk
pause_26.bnk.done
pause_26.bnkh
pause_26.bnkh.done
pause_27.bnk
pause_27.bnk.done
pause_27.bnkh
pause_27.bnkh.done
pause_28.bnk
pause_28.bnk.done
pause_28.bnkh
pause_28.bnkh.done
pause_29.bnk
pause_29.bnk.done
pause_29.bnkh
pause_29.bnkh.done
pause_2.bnk
pause_2.bnk.done
pause_2.bnkh
pause_2.bnkh.done
pause_30.bnk
pause_30.bnk.done
pause_30.bnkh
pause_30.bnkh.done
pause_31.bnk
pause_31.bnk.done
pause_31.bnkh
pause_31.bnkh.done
pause_32.bnk
pause_32.bnk.done
pause_32.bnkh
pause_32.bnkh.done
pause_33.bnk
pause_33.bnk.done
pause_33.bnkh
pause_33.bnkh.done
pause_34.bnk
pause_34.bnk.done
pause_34.bnkh
pause_34.bnkh.done
pause_35.bnk
pause_35.bnk.done
pause_35.bnkh
pause_35.bnkh.done
pause_36.bnk
pause_36.bnk.done
pause_36.bnkh
pause_36.bnkh.done
pause_37.bnk
pause_37.bnk.done
pause_37.bnkh
pause_37.bnkh.done
pause_38.bnk
pause_38.bnk.done
pause_38.bnkh
pause_38.bnkh.done
pause_39.bnk
pause_39.bnk.done
pause_39.bnkh
pause_39.bnkh.done
pause_3.bnk
pause_3.bnk.done
pause_3.bnkh
pause_3.bnkh.done
pause_40.bnk
pause_40.bnk.done
pause_40.bnkh
pause_40.bnkh.done
pause_41.bnk
pause_41.bnk.done
pause_41.bnkh
pause_41.bnkh.done
pause_42.bnk
pause_42.bnk.done
pause_42.bnkh
pause_42.bnkh.done
pause_43.bnk
pause_43.bnk.done
pause_43.bnkh
pause_43.bnkh.done
pause_44.bnk
pause_44.bnk.done
pause_44.bnkh
pause_44.bnkh.done
pause_45.bnk
pause_45.bnk.done
pause_45.bnkh
pause_45.bnkh.done
pause_46.bnk
pause_46.bnk.done
pause_46.bnkh
pause_46.bnkh.done
pause_47.bnk
pause_47.bnk.done
pause_47.bnkh
pause_47.bnkh.done
pause_48.bnk
pause_48.bnk.done
pause_48.bnkh
pause_48.bnkh.done
pause_49.bnk
pause_49.bnk.done
pause_49.bnkh
pause_49.bnkh.done
pause_4.bnk
pause_4.bnk.done
pause_4.bnkh
pause_4.bnkh.done
pause_50.bnk
pause_50.bnk.done
pause_50.bnkh
pause_50.bnkh.done
pause_51.bnk
pause_51.bnk.done
pause_51.bnkh
pause_51.bnkh.done
pause_52.bnk
pause_52.bnk.done
pause_52.bnkh
pause_52.bnkh.done
pause_53.bnk
pause_53.bnk.done
pause_53.bnkh
pause_53.bnkh.done
pause_54.bnk
pause_54.bnk.done
pause_54.bnkh
pause_54.bnkh.done
pause_55.bnk
pause_55.bnk.done
pause_55.bnkh
pause_55.bnkh.done
pause_56.bnk
pause_56.bnk.done
pause_56.bnkh
pause_56.bnkh.done
pause_57.bnk
pause_57.bnk.done
pause_57.bnkh
pause_57.bnkh.done
pause_58.bnk
pause_58.bnk.done
pause_58.bnkh
pause_58.bnkh.done
pause_59.bnk
pause_59.bnk.done
pause_59.bnkh
pause_59.bnkh.done
pause_5.bnk
pause_5.bnk.done
pause_5.bnkh
pause_5.bnkh.done
pause_60.bnk
pause_60.bnk.done
pause_60.bnkh
pause_60.bnkh.done
pause_61.bnk
pause_61.bnk.done
pause_61.bnkh
pause_61.bnkh.done
pause_62.bnk
pause_62.bnk.done
pause_62.bnkh
pause_62.bnkh.done
pause_63.bnk
pause_63.bnk.done
pause_63.bnkh
pause_63.bnkh.done
pause_64.bnk
pause_64.bnk.done
pause_64.bnkh
pause_64.bnkh.done
pause_65.bnk
pause_65.bnk.done
pause_65.bnkh
pause_65.bnkh.done
pause_66.bnk
pause_66.bnk.done
pause_66.bnkh
pause_66.bnkh.done
pause_67.bnk
pause_67.bnk.done
pause_67.bnkh
pause_67.bnkh.done
pause_68.bnk
pause_68.bnk.done
pause_68.bnkh
pause_68.bnkh.done
pause_69.bnk
pause_69.bnk.done
pause_69.bnkh
pause_69.bnkh.done
pause_6.bnk
pause_6.bnk.done
pause_6.bnkh
pause_6.bnkh.done
pause_70.bnk
pause_70.bnk.done
pause_70.bnkh
pause_70.bnkh.done
pause_71.bnk
pause_71.bnk.done
pause_71.bnkh
pause_71.bnkh.done
pause_72.bnk
pause_72.bnk.done
pause_72.bnkh
pause_72.bnkh.done
pause_73.bnk
pause_73.bnk.done
pause_73.bnkh
pause_73.bnkh.done
pause_74.bnk
pause_74.bnk.done
pause_74.bnkh
pause_74.bnkh.done
pause_75.bnk
pause_75.bnk.done
pause_75.bnkh
pause_75.bnkh.done
pause_76.bnk
pause_76.bnk.done
pause_76.bnkh
pause_76.bnkh.done
pause_77.bnk
pause_77.bnk.done
pause_77.bnkh
pause_77.bnkh.done
pause_78.bnk
pause_78.bnk.done
pause_78.bnkh
pause_78.bnkh.done
pause_79.bnk
pause_79.bnk.done
pause_79.bnkh
pause_79.bnkh.done
pause_7.bnk
pause_7.bnk.done
pause_7.bnkh
pause_7.bnkh.done
pause_80.bnk
pause_80.bnk.done
pause_80.bnkh
pause_80.bnkh.done
pause_81.bnk
pause_81.bnk.done
pause_81.bnkh
pause_81.bnkh.done
pause_82.bnk
pause_82.bnk.done
pause_82.bnkh
pause_82.bnkh.done
pause_83.bnk
pause_83.bnk.done
pause_83.bnkh
pause_83.bnkh.done
pause_84.bnk
pause_84.bnk.done
pause_84.bnkh
pause_84.bnkh.done
pause_85.bnk
pause_85.bnk.done
pause_85.bnkh
pause_85.bnkh.done
pause_8.bnk
pause_8.bnk.done
pause_8.bnkh
pause_8.bnkh.done
pause_9.bnk
pause_9.bnk.done
pause_9.bnkh
pause_9.bnkh.done
pause.d.pkg
pause.d.pkg.done
pause.e.pkg
pause.e.pkg.done
pause.f.pkg
pause.f.pkg.done
pause_fxconduit.dat
pause_fxconduit.dat.done
pause.g.pkg
pause.g.pkg.done
pause.ig
pause.ig.done
pause.i.pkg
pause.i.pkg.done
pause.j.pkg
pause.j.pkg.done
pause.k.pkg
pause.k.pkg.done
pause.p.pkg
pause.p.pkg.done
pause_sound.dat
pause_sound.dat.done
pause.s.pkg
pause.s.pkg.done
pause.u.pkg
pause.u.pkg.done
./game/BCUS98107/USRDIR/data:
.
..
./game/BLUS30014:
.
..
./game/NPSX00002:
.
..
ICON0.PNG
PARAM.SFO
PS3LOGO.DAT
USRDIR
./game/NPSX00002/USRDIR:
.
..
EBOOT.BIN
sample.edat
sample.png
./game/SXXX00001:
.
..
ICON0.PNG
PARAM.SFO
PS3LOGO.DAT
USRDIR
./game/SXXX00001/USRDIR:
.
..
EBOOT.BIN
./home:
.
..
./mms:
.
..
./vsh:
.
..
./widget:
.
..
Offline
PS3 KNOWN ERROR CODES W/DESCRIPTIONS
0710102 - DNS Error; No DSN server available.
8001050B - Will not play demo hard drive games, when blue-ray disc is inserted - Cause unknown
80010510 - Will not play hard drive games - Cause unknown
8002b241 - DVI has no audio.
80028EA5 - Unknown
80029023 - Exchanging Key Information exchange has timed out
80029024 - The attempt to obtain an IP address has timed out
80029564 - Downloaded Game will not install - Cause unknown
8002F997 - Cannot update XMB firmware
8003051E - Game will not Save
80031150 - System Settings Fail to Save - Possible Blue Screen "Setting information is corrupted.Press the x button to repair and restore default"
80130203 - PS3 connects to internet but not to network - Typically means that the required ports are not open to connect to store but PS3 can connect to internet.
80710092 - "An error has occured. you've been signed out from the ps network"
80710102 - PS3 Cannot connect to the router with current IP information
80710541 - The connection to the server timed out.
80710B23 - PS3 Network is Down or PS3 Network is too busy to respond
80710D23 - Turn the PS3 off for a bit (30 minutes give or take) with the power toggle (not standby mode).
80029024 -"Cannot Obtain an IP address".
80028EA5 Unknown - User cannot connect to PS3 network.
8001050B - "Will not play demo hard drive games, (when blue-ray disc is inserted) - cause unknown".
8002F997 - Trying to Update the Firmware, copying to a file and installing from a USB drive falied".
80710016 - Playstation Network is down.
8013013E - WEP Key error, change WEP key to all numbers (on router homepage) and try agian, or which to WPA.
8013030F - Check Router Page, SSID Broadcasting possibly off.
8002F994 - To many people downloading the update just sit back until the morning around 5am - 11am and you should be able to get it.
80410A0B - Internal PSP error, hardware fault. Send back to be replaced/fixed.
80028F10 - Go to Display Settings then HDMI (or whatever your connection is) and choose Automactic, not Custom. I always had it on Custom before.
8002A705 - Unable to connect to server/host. Check router port configuration.
80030920 - An error occurred during the copy operation. The file may be corrupt or there isnt enough memory. Try copying data from original source.
Offline
PS3 MAINBOARD HARDWARE - Originally by: 0m1kr0n - Updated by Powerslave
Updated 7/6/08
Items for the initial 20/60GB USA and JAP models are indicated as (USA/Jap Hardware Emu). Those parts are not in the EU/PAL versions, or the 80GB & 40GB models. They are either removed, and/or replaced with another chip, and relocated.
Back of Mainboard:
- Samsung K9F1G08U0A is 1GB SLC NAND Flash
- NEC / TOKIN 0E128 is a Proadlizer - High Speed Decoupler
Top Side of Mainboard:
- Marvell 88E6108-LAR1 is an Ethernet Controller
- Silicon Image Sil9132CBU is HDMI Transmitter (output)
- Sony CXM4024R is only known as ASIC B outside Sony (USA/JAP Hardware Emu)
Sony Computer and Entertainment Inc., CXM4024R, © & (M), 2005SCEI, 628D30V
- Sony CXD9280GP - ? Next to ASIC B Chip
- Marvell 88SA8040-TBC1 is a SATA controller
- Sony CXD2973GB (Above CELL) "0611HAL" Hardware Abstraction Layer (USA/JAP Hardware Emu)
- Sony CXD2979GB (Above CELL) "0629HAL" Hardware Abstraction Layer (Software Emu Boards)
- Sony CXD2973GB (Left of RSX) Microcontroller - Part of Southbridge (Software Emu Boards)
- Sony CXD4302GB is I/O Bridge Controller
- Samsung K4Y50164UC-JCB3 is 256MB of XDRTM DRAM
Specs on ram say XDRTM DRAM 512Mbit XDR TM DRAM(C-die) - You need eight chips for 512MB total, and PS3 only has 512 total, 256/256 split. The 256MB video ram is built into the RSX chip.
- Sony CXD2964GB Cell BBE/Core Processor.
- NEC/TOKIN 0E128 is a Proadlizer - High Speed Decoupler
- Sony CXD2971GB is the RSX GPU (w/256MB GDDR3 VRAM)
- Samsung K4J52324QC-SC14 256MB GDDR RAM (on GPU)
Specs on ram say 512Mbit GDDR VRAM, same notation as above with XDR Ram. It is false, there is only 256MB for CPU and 256MB for GPU.
- Sony CXR713120 - PS1 Backward Compatibility Related (USA/JAP Hardware Emu) - known as ASIC A. Here's a quote from an Asian parts site:
Sony Computer and Entertainment Inc., CXR713120, © & (M) 2006SCEI,-201GB, 640A69W
- Sony CXD2953AGB is the Emotion Engine & Graphics Synthesizer Chip (USA/JAP Hardware Emu)
- Samsung K9F1G08U0A is 1GB SLC NAND Flash
- Toshiba (MFG Not printed on chip) CXD9208GP PS2 Legacy ASIC (NTSC/JAP Hardware Emu)
- ?MFG? 32 MB RDRAM "Rambus" (USA/JAP Hardware Emu)
- Genesys Logic GL852 - USB2.0 HUB CONTROLLER w/8BIT RISC Processor
Blu-Ray Board:
- Sony CXD5064R is an audio Decoder
- Spansion S99-50111-001 is 16MB Flash memory
- Sony CXA2720R is a Blu-Ray interface controller
- Sony CXD5063GG-1 ASIC / CPU - Video Decryption Chip
- Samsung K4S641632K-UC75 64MB SDRAM
- S!PWM is a timer chip - Pulse Width Modulator (controls laser and spindle) Has EEPROM and RAM
Wifi Board
- SCEI&SCR "D3261GG" (Bluetooth transceiver?)
- Spansion S99AL008D002 NOR FLASH 8MB 3.3V
- Marvell 88W8010-NNB1 Optimized RF-baseband transceiver, integrates at near 20 dBm
- ISSI IS42S32400B 128MB SRAM
- Marvell 88W8580-BAN1 802.11g 56Mbps WLAN
Controller Board Front
- SCEI&SCR "D3261GG" (Bluetooth transceiver?)
- 325A (?)
Controller Board Back
- Toshiba T6UM2EFG-0103 (Gyroscope/Motion Sensor? Centered)
UNUSED PS3 MOTHERBOARD CHIPSET PORTS:
3x TSIF Digital Video In
Analog Video In
Analog Audio In
3x Video Out (HDMI,D4,A-DAC)
IEEE1394 Firewire
1x PATA (IDE)
KEY TO TERMS:
HAL = Hardware Abstraction Layer: Binary code that allows a portion of the operating system that lets programs deal with hardware directly. This allows programs needing more speed from the computer to bypass the standard OS calls to hardware. The PS3 Hypervisor prevents this access needed for unlocking the full potential under Linux or with hacking the PS3.
ASIC = Application-Specific Integrated Circuit: An IC that is customized for a particular use, rather than intended for general-purpose use. For example, a chip designed solely to run on the PS3 is an ASIC. In the case of the PS3, they are for the hardware PS2/1 emulation on the USA/JAP models with the EE+GS.
PROADLIZER = This device easily resolves two opposing needs: higher speeds and performance, and weight reduction and miniaturization. This device replaces numerous capacitors used for decoupling circuits such as high-frequency resonant ceramic capacitors, large-capacity ceramic capacitors, and alminum (not aluminum) electrolytic capacitors. It was developed for CPU decoupling circuits, for PCs and servers, which have serious decoupling circuit problems.
NOR FLASH = http://en.wikipedia.org/wiki/Flash_memory#NOR_flash
NAND FLASH = http://en.wikipedia.org/wiki/Flash_memory#NAND_flash
SLC (FLASH) = Single-Level Cell: SLC NAND Flash’s control logic does a better job conserving energy than MLC (Multi-Layer Cell). This is primarily because the device only needs to manage the electrical charge for two states and one bit of stored data. As a result, SLC architectures offer a significantly greater cycle endurance as compared to MLC.
Offline
PS3 GAME DISC FILE STRUCTURE - Lost Planet Game Disc
Volume in drive N is LOSTPLANET
Volume Serial Number is F29E-03F1
Directory of N:
01/08/2008 06:45 AM 1,536 PS3_DISC.SFB
01/08/2008 06:45 AM <DIR> PS3_GAME
01/08/2008 06:45 AM <DIR> PS3_UPDATE
1 File(s) 2,056 bytes
Directory of N:PS3_GAME
01/08/2008 06:45 AM <DIR> .
01/08/2008 06:45 AM <DIR> ..
10/10/2007 03:45 AM 79,184 ICON0.PNG
11/01/2007 02:20 AM 2,287,616 ICON1.PAM
01/08/2008 06:45 AM 1,040 PARAM.SFO
09/26/2007 08:43 AM 646,600 PIC0.PNG
10/10/2007 03:45 AM 2,012,808 PIC1.PNG
01/08/2008 06:45 AM 5,120 PS3LOGO.DAT
10/29/2007 10:19 AM 415,328 SND0.AT3
01/08/2008 06:45 AM <DIR> USRDIR
7 File(s) 5,448,452 bytes
Directory of N:PS3_GAMEUSRDIR
01/08/2008 06:45 AM <DIR> .
01/08/2008 06:45 AM <DIR> ..
01/08/2008 12:41 PM 21,829,552 EBOOT.BIN
01/08/2008 06:45 AM <DIR> nativePS3
1 File(s) 21,830,576 bytes
Directory of N:PS3_GAMEUSRDIRnativePS3
01/08/2008 06:45 AM <DIR> .
01/08/2008 06:45 AM <DIR> ..
01/08/2008 06:45 AM <DIR> ZZPack1
01/08/2008 06:45 AM <DIR> ZZPack2
01/08/2008 06:45 AM <DIR> effect
01/08/2008 06:45 AM <DIR> etc
01/08/2008 06:45 AM <DIR> message
01/08/2008 06:45 AM <DIR> movie
01/08/2008 06:45 AM <DIR> soundN
01/08/2008 06:45 AM <DIR> system
01/08/2008 06:45 AM <DIR> tool
0 File(s) 9,792 bytes
Directory of N:PS3_GAMEUSRDIRnativePS3ZZPack1
01/08/2008 06:45 AM <DIR> .
01/08/2008 06:45 AM <DIR> ..
12/18/2007 07:06 PM 60,246,111 _online_core.arc
12/13/2007 09:34 PM 64,187,857 m00_s220.arc
12/13/2007 09:45 PM 40,472,111 m10_s100.arc
12/13/2007 09:51 PM 35,342,405 m10_s110.arc
12/13/2007 10:08 PM 78,402,103 m20_s100.arc
12/13/2007 10:15 PM 52,808,897 m20_s120.arc
12/13/2007 10:25 PM 52,707,952 m30_s130.arc
12/13/2007 10:37 PM 68,192,409 m40_s200.arc
12/13/2007 10:49 PM 49,961,985 m50_s110.arc
12/13/2007 10:52 PM 25,203,826 m50_s210.arc
12/13/2007 11:02 PM 87,205,775 m60_s220.arc
12/13/2007 11:17 PM 60,747,272 m70_s130.arc
12/13/2007 11:27 PM 62,436,892 m70_s140.arc
12/13/2007 11:41 PM 75,383,865 m70_s150.arc
12/13/2007 11:59 PM 80,297,190 m80_s400.arc
12/14/2007 12:08 AM 67,206,168 m80_s500.arc
12/14/2007 12:20 AM 78,562,916 m90_s410.arc
12/14/2007 12:26 AM 51,933,590 m90_s412boss.arc
12/14/2007 12:45 AM 79,168,282 ma0_s600.arc
12/14/2007 12:50 AM 49,364,269 ma0_s603boss.arc
12/14/2007 01:00 AM 79,477,663 ma0_s610.arc
12/14/2007 01:08 AM 51,021,314 mb0_s620.arc
12/14/2007 01:09 AM 28,037,806 s102.arc
12/14/2007 01:11 AM 51,379,554 s104.arc
12/14/2007 01:12 AM 43,309,020 s105.arc
12/14/2007 01:14 AM 46,442,976 s106.arc
12/14/2007 01:15 AM 22,714,494 s111.arc
12/14/2007 01:15 AM 18,964,651 s112.arc
12/14/2007 01:16 AM 31,092,151 s113.arc
12/14/2007 01:17 AM 32,301,279 s121.arc
12/14/2007 01:19 AM 45,178,456 s122.arc
12/14/2007 01:19 AM 31,074,093 s123.arc
12/14/2007 01:21 AM 60,894,923 s124.arc
12/14/2007 01:24 AM 67,649,998 s131.arc
12/14/2007 01:25 AM 45,740,037 s132.arc
12/14/2007 01:26 AM 42,235,661 s141.arc
12/14/2007 01:28 AM 46,034,105 s151.arc
12/14/2007 01:29 AM 35,217,978 s201.arc
12/14/2007 01:30 AM 49,058,363 s202.arc
12/14/2007 01:31 AM 32,933,826 s204.arc
12/14/2007 01:32 AM 30,659,243 s205.arc
12/14/2007 01:33 AM 21,757,793 s211.arc
12/14/2007 01:34 AM 44,720,021 s221.arc
12/14/2007 01:35 AM 39,321,431 s222.arc
12/14/2007 01:37 AM 64,339,242 s223.arc
12/14/2007 01:39 AM 81,933,525 s224.arc
12/14/2007 01:41 AM 56,273,272 s401.arc
12/14/2007 01:43 AM 59,001,511 s402.arc
12/14/2007 01:45 AM 59,253,260 s411.arc
12/14/2007 01:47 AM 52,622,397 s412.arc
12/14/2007 01:49 AM 49,706,278 s413.arc
12/14/2007 01:50 AM 32,968,745 s501.arc
12/14/2007 01:51 AM 30,353,570 s502.arc
12/14/2007 01:52 AM 38,393,311 s601.arc
12/14/2007 01:53 AM 42,367,553 s602.arc
12/14/2007 01:55 AM 48,854,357 s603.arc
12/14/2007 01:57 AM 65,876,460 s611.arc
12/14/2007 01:59 AM 84,504,499 s612.arc
12/14/2007 02:01 AM 38,304,693 s621.arc
12/14/2007 02:02 AM 38,643,696 s622.arc
60 File(s) 3,060,448,560 bytes
Directory of N:PS3_GAMEUSRDIRnativePS3ZZPack2
01/08/2008 06:45 AM <DIR> .
01/08/2008 06:45 AM <DIR> ..
12/13/2007 10:51 AM 532,235 InterMission.arc
12/13/2007 10:51 AM 531,542 InterMission_eng.arc
12/13/2007 10:51 AM 529,336 InterMission_fra.arc
12/13/2007 10:51 AM 534,194 InterMission_ger.arc
12/13/2007 10:51 AM 528,638 InterMission_ita.arc
12/13/2007 10:51 AM 527,235 InterMission_kor.arc
12/13/2007 10:51 AM 529,616 InterMission_spa.arc
12/13/2007 11:18 AM 36,675,442 NetBase.arc
12/13/2007 11:19 AM 6,493,217 NetBase_Appendix.arc
12/13/2007 11:19 AM 6,492,836 NetBase_Appendix_eng.arc
12/13/2007 11:19 AM 6,478,691 NetBase_Appendix_fra.arc
12/13/2007 11:19 AM 6,516,710 NetBase_Appendix_ger.arc
12/13/2007 11:19 AM 6,488,312 NetBase_Appendix_ita.arc
12/13/2007 11:19 AM 6,451,431 NetBase_Appendix_kor.arc
12/13/2007 11:19 AM 6,499,085 NetBase_Appendix_spa.arc
12/26/2007 06:00 AM 50,284,031 StaffRoll.arc
12/13/2007 09:32 AM 8,553,782 Title.arc
12/13/2007 09:22 PM 8,579,617 Title_eng.arc
12/13/2007 09:22 PM 8,569,311 Title_fra.arc
12/13/2007 09:23 PM 8,653,622 Title_ger.arc
12/13/2007 09:23 PM 8,530,422 Title_ita.arc
12/13/2007 09:23 PM 8,489,759 Title_kor.arc
12/13/2007 09:23 PM 8,566,108 Title_spa.arc
12/13/2007 09:23 PM 8 TotalResult.arc
12/13/2007 09:34 AM 8 appendix_single_hm00.arc
12/13/2007 09:34 AM 6,595,067 appendix_single_hm01.arc
12/13/2007 09:34 AM 7,071,275 appendix_single_hm02.arc
12/13/2007 09:34 AM 6,784,267 appendix_single_hm03.arc
12/13/2007 09:35 AM 9,492,024 appendix_single_hm04.arc
12/13/2007 09:32 AM 29,160,044 core.arc
12/13/2007 09:36 AM 29,156,095 core_eng.arc
12/13/2007 09:37 AM 29,181,069 core_fra.arc
12/13/2007 09:37 AM 29,198,905 core_ger.arc
12/13/2007 09:38 AM 29,190,406 core_ita.arc
12/13/2007 09:39 AM 29,128,109 core_kor.arc
12/13/2007 09:40 AM 29,186,081 core_spa.arc
12/13/2007 09:41 AM 35,984,150 d11x00.arc
12/13/2007 09:43 AM 53,205,434 d12x00.arc
12/13/2007 09:45 AM 44,651,260 d12x01.arc
12/13/2007 09:46 AM 47,134,243 d12x02.arc
12/13/2007 09:48 AM 51,772,074 d12x03.arc
12/13/2007 09:49 AM 49,488,256 d12x04.arc
12/13/2007 09:52 AM 55,021,472 d20x00.arc
12/13/2007 09:56 AM 56,497,653 d22x00.arc
12/13/2007 09:57 AM 55,042,487 d22x01.arc
12/13/2007 10:00 AM 77,142,877 d22x02.arc
12/13/2007 10:03 AM 77,314,321 d22x03.arc
12/13/2007 10:04 AM 65,866,904 d22x04.arc
12/13/2007 10:09 AM 104,907,715 d22x05.arc
12/13/2007 10:11 AM 36,285,617 d22x06.arc
12/13/2007 10:13 AM 53,663,002 d40x01.arc
12/13/2007 10:15 AM 50,611,832 d50x00.arc
12/13/2007 10:17 AM 63,216,924 d60x00.arc
12/13/2007 10:19 AM 73,412,612 d60x01.arc
12/13/2007 10:22 AM 116,197,581 d60x02.arc
12/13/2007 10:25 AM 112,950,543 d60x03.arc
12/13/2007 10:27 AM 52,460,168 d60x04.arc
12/13/2007 10:31 AM 97,702,099 d61x00.arc
12/13/2007 10:34 AM 83,870,017 d61x01.arc
12/13/2007 10:37 AM 56,072,376 d61x02.arc
12/13/2007 10:40 AM 52,764,590 d62x00.arc
12/13/2007 10:41 AM 40,488,079 d70000.arc
12/13/2007 10:43 AM 55,935,080 d71000.arc
12/13/2007 10:44 AM 45,800,788 d71002.arc
12/13/2007 10:45 AM 28,723,424 d71003.arc
12/13/2007 10:46 AM 46,471,286 d71004.arc
12/13/2007 10:47 AM 35,687,336 d71006.arc
12/13/2007 10:49 AM 38,575,035 d71007.arc
12/13/2007 10:51 AM 71,376,043 d72000.arc
12/13/2007 11:39 AM 64,166,224 s800.arc
12/13/2007 12:29 PM 84,674,757 s810.arc
12/13/2007 01:05 PM 89,585,845 s820.arc
12/13/2007 01:55 PM 121,868,320 s830.arc
12/13/2007 02:25 PM 60,326,009 s840.arc
12/13/2007 03:17 PM 85,716,511 s850.arc
12/13/2007 03:18 PM 8,429 s860.arc
12/13/2007 03:51 PM 80,038,427 s870.arc
12/13/2007 04:22 PM 75,999,024 s880.arc
12/13/2007 04:48 PM 83,852,458 s890.arc
12/13/2007 05:21 PM 74,335,718 s900.arc
12/13/2007 05:51 PM 71,520,797 s901.arc
12/13/2007 06:39 PM 103,195,119 s902.arc
12/13/2007 07:08 PM 85,433,596 s903.arc
12/13/2007 07:26 PM 79,972,224 s904.arc
12/13/2007 07:46 PM 25,975,323 s905.arc
12/13/2007 08:39 PM 118,296,886 s906.arc
12/13/2007 09:12 PM 90,483,817 s907.arc
87 File(s) 3,811,926,432 bytes
Directory of N:PS3_GAMEUSRDIRnativePS3effect
01/08/2008 06:45 AM <DIR> .
01/08/2008 06:45 AM <DIR> ..
01/08/2008 06:45 AM <DIR> sl_AK
0 File(s) 740 bytes
Directory of N:PS3_GAMEUSRDIRnativePS3effectsl_AK
01/08/2008 06:45 AM <DIR> .
01/08/2008 06:45 AM <DIR> ..
08/15/2007 03:39 AM 5,168 ak0a02.esl
08/15/2007 03:39 AM 5,168 ak0a21.esl
08/15/2007 03:39 AM 5,168 ak0a22.esl
3 File(s) 15,784 bytes
Directory of N:PS3_GAMEUSRDIRnativePS3etc
01/08/2008 06:45 AM <DIR> .
01/08/2008 06:45 AM <DIR> ..
01/08/2008 06:45 AM <DIR> alert
01/08/2008 06:45 AM <DIR> guide_bg
01/08/2008 06:45 AM <DIR> logo
0 File(s) 2,012 bytes
Directory of N:PS3_GAMEUSRDIRnativePS3etcalert
01/08/2008 06:45 AM <DIR> .
01/08/2008 06:45 AM <DIR> ..
08/15/2007 03:53 AM 464 alert_00.anm
08/14/2006 03:41 AM 14,376 alert_00_BM.tex
08/15/2007 03:53 AM 188 load_00.anm
06/09/2006 08:24 AM 43,800 load_00_BM.tex
06/09/2006 08:24 AM 43,800 load_00_f_BM.tex
06/09/2006 08:24 AM 43,800 load_00_g_BM.tex
06/09/2006 08:24 AM 43,800 load_00_i_BM.tex
06/09/2006 08:24 AM 43,800 load_00_k_BM.tex
06/09/2006 08:24 AM 43,800 load_00_s_BM.tex
9 File(s) 278,540 bytes
Directory of N:PS3_GAMEUSRDIRnativePS3etcguide_bg
01/08/2008 06:45 AM <DIR> .
01/08/2008 06:45 AM <DIR> ..
08/15/2007 03:53 AM 552 guide_00.anm
11/19/2007 05:48 AM 303,400 guide_00_BM.tex
2 File(s) 304,276 bytes
Directory of N:PS3_GAMEUSRDIRnativePS3etclogo
01/08/2008 06:45 AM <DIR> .
01/08/2008 06:45 AM <DIR> ..
03/01/2006 11:04 AM 786,472 caplogo.tex
05/26/2006 08:27 AM 78,888 dolbylogo_BM_HQ.tex
10/11/2007 01:25 PM 78,888 havoklogo_BM_HQ.tex
05/18/2007 11:34 AM 174,876 intellogo_BM_HQ.tex
07/21/2006 03:31 AM 89,128 menseki_g_BM.tex
07/21/2006 03:31 AM 89,128 menseki_j_BM.tex
07/21/2006 03:31 AM 89,128 menseki_u_BM.tex
05/18/2007 11:33 AM 174,876 nvidialogo_BM_HQ.tex
10/10/2006 09:06 AM 112,680 ratinglogo_j_BM_HQ.tex
11/09/2007 07:51 AM 140,840 ratinglogo_u_BM_HQ.tex
10/05/2007 03:53 AM 78,888 soundeluxlogo_BM_HQ.tex
11 File(s) 1,894,660 bytes
Directory of N:PS3_GAMEUSRDIRnativePS3message
01/08/2008 06:45 AM <DIR> .
01/08/2008 06:45 AM <DIR> ..
01/08/2008 06:45 AM <DIR> design_jpn
01/08/2008 06:45 AM <DIR> font_tex
01/08/2008 06:45 AM <DIR> mes_fra
01/08/2008 06:45 AM <DIR> mes_ger
01/08/2008 06:45 AM <DIR> mes_ita
01/08/2008 06:45 AM <DIR> mes_jpn
01/08/2008 06:45 AM <DIR> mes_kra
01/08/2008 06:45 AM <DIR> mes_spa
01/08/2008 06:45 AM <DIR> mes_usa
0 File(s) 3,276 bytes
Directory of N:PS3_GAMEUSRDIRnativePS3messagedesign_jpn
01/08/2008 06:45 AM <DIR> .
01/08/2008 06:45 AM <DIR> ..
10/22/2007 02:07 PM 456 design.anm
10/29/2007 10:36 AM 73,768 design.tex
08/25/2006 03:27 AM 19,240 design_BM.tex
10/29/2007 10:36 AM 73,768 designr.tex
10/22/2007 02:08 PM &n