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Cover art pipeline

How a game gets its tile. Order matters — first hit wins.

Path 1: Sony TMDB live (automatic)

Every title lookup queries Sony's TMDB service, which returns an official icon URL on Sony's CDN. Requires the console to reach tmdb.np.dl.playstation.net — without the nanoDNS exception this path is dead (see Troubleshooting). No uploads, no hosting, no per-game work.

Path 2: icon pack (fallback, maintainer-hosted)

The daemon sends <art_base_url><lowercase titleId>.png. Default is the project pack (orbisrpc-host); host your own by setting art_base_url. scripts/sync_icons.sh pulls every /user/appmeta/<TITLEID>/icon0.png off the PS4 over FTP (read-only) into config/icons/. Missing files degrade to no image.

Path 3: uploaded Discord asset keys

Set asset_idle / asset_playing to an uploaded key to prefer that instead — keys need no network at all. Current default application_id is 1536977374795538532. Capped at 300 assets per app.

Hard rule (verified on hardware)

Raw external URLs and dangling keys drop the entire activity silently — name, timer, everything. So every URL above is resolved through Discord's mp: external-assets proxy at post time, and dangling keys are dropped, never sent. Missing art never crashes anything; worst case is a tile with no image.