1.3 KiB
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.