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View Code? Open in Web Editor NEWPython script to automate the process of fetching boxart and installing PS1 games (onto your PSP/VITA/PS2/PS3)
Python script to automate the process of fetching boxart and installing PS1 games (onto your PSP/VITA/PS2/PS3)
POPstation-FEtcher ================== ================== POP-FE a tool to automate the process converting PSX disk images and install them on various platforms, including: * PSP/VITA * PSIO * PS2 * PS3 * Retroarch * PS Classic This is all LGPLv2.1 TL;DR For Linux and windows. Connect PSP to your Linux/Windows box via USB, then run: $ ./pop-fe.py --psp-dir=auto /psx/Grandia1of2.cue /psx/Grandia2of2.cue Or create a PS3 PKG: $ ./pop-fe.py --ps3-pkg=Grandia.pkg /psx/Grandia1of2.ccd /psx/Grandia2of2.ccd or ... Enjoy. HOW TO RUN POP-FE: ================== Pop-fe needs to create a bunch of temporary files while it is processing the data. So run it in a shell from the same directory that pop-fe and its dependencies are installed. You do not need to copy the game images to this directory. Pop-fe can read and process the images from remote directories. POP-FE: ======= A utility to automate building and installing PSX games onto different systems. The current directory where you run this utility from needs to be writable so that we can use it to store temporary files during the conversing process. It supports and can convert games stored in the following types of file formats: .cue : CUE file. The preferred option. The actual image file is extracted from the content of the cue file. If the file-name found inside the cue is a relative path it is assumed that the bin/img file is stored in the same directory as the cue file. .ccd : CCD file. Will be converted to a temporary CUE file before it is used. .bin : BIN/IMG files. In this case a temporary .cue file will be created .img in the local directory and used for the conversion. This cue file will assume that the bin/img file is just one single track of type MODE2/2352 .zip : ZIP file. The ZIP file will be extracted into the local directory and if a .cue file is found it will be used. .chd : CHD file. This requires that the chdman program is installed. .* : Various memory card image formats. Memory cards are detected by file size so the extensions does not matter. The utility supports building and installing the games on various different target platforms. Command line arguments are: -v : Verbose. Print additional information about what operations are performed during the game installation. --title : Force the title to use for this game. By default pop-fe will automatically discover the game title from the image file provided. This argument can be used to override the title if the autodetection is wrong or fails. --game_id : Force the game id. By default pop-fe will extract the SYSTEM.CNF file off the game iso and use it to detect the game-id. This argument can be used to override the id. For multidisc games this supports a comma-separated list of ids. This argument does not affect libcrypt. Libcrypt handling will always use the id from the cue/bin. --cover : Image to use as the game icon. If not specified pop-fe will automatically fetch one from the internet. --logo : Image to use as the Boot logo on PSP. If not specified the default P.O.P.S one will be used. --pic0 : Image to use as the PIC0/Screenshot. If not specified pop-fe will automatically fetch one from the internet. --pic1 : Image to use as the PIC1/Screenshot. If not specified pop-fe will automatically fetch one from the internet. --manual : Specify a http link, zip-file or a directory containing scans of the manual. This is only supported for PSP at the moment. See Manual section below. --resolution : By default resolution is set to '2' (640x512) for PAL games. I.e. games with a GameId that starts with SCES or SLES. And it is set to '1' (640x480) for all other games, which are assumed to all be NTSC. This argument can be used to force the resolution to a specific value. See https://www.psdevwiki.com/ps3/PARAM.SFO#RESOLUTION for a list of possible values. When forcing the resolution to NTSC for PS3 this will additionally inject the ps1_netemu config option to set the speed of the game correctly. --whole-disk : For PS3 Packages pop-fe will default to only encode the data track in the pkg disc image and not the raw CD-DA tracks. The CD-DA tracks are converted to ATRAC3 format which is much much smaller which are then injected into the package. This makes packaged for games with CD-DA music much smaller in size. Use this argument if you still want the raw audio tracks to also be stored in the disc image. (This is only useful if at a later time you want to convert the EBOOT.PBP file back into a .BIN file) --watermark : Add a watermark consisting of disk-id and game-title to PIC0 for PSP and PSC games. --list-themes : This lists all the available themes --theme <theme> : Use ICON0/PIC0/PIC1/SND0 from the theme if available --psio-dir <path> : This specifies the path to where a PSIO sd card has been mounted. The games will be be installed as <path>/<game-title>/<game-title>.bin If you list more than one file it is assumed these are all the disks part of a multidisc game and MULTIDISC.LST will be created accordingly. PSIO uses CU2 files so must have cue2cu2.py installed in the same directory as pop-fe.py. --psp-dir <path> : This specifies the path to where a PSP sd card has been mounted. The games will be converted into an EBOOT.PBP and will be installed as <path>/PSP/GAME/<game-id>/EBOOT.PBP The EBOOT.PBP will have a cover icon as well as a background image embedded. If you specify multiple images then a single multi-disk EBOOT.PBP will be created. If you specify path as 'auto' then pop-fe will scan all mounted media and pick the first one that contains a PSP or VITA memory card. --psp-install-memory-card : Used to install memory card images on the PSP. See memory card section below for usage. --psp-use-cdda : With this setting the PSP EBOOT will be created containing the full CDDA tracks but no ATRAC3 tracks will be injected. This is helpful for games on PSP that depend on the "cdrom" to automatically play the next track when the current track ends, which PSP does not do automatically for ATRAC3 audio files. --ps2-dir : This is the directory that holds the USB stick to install VCD files for running under POPS on a PS2. --ps3-pkg : This creates a PS3 PKG This requires CU2 files so make sure this script is installed. --psc-dir : This is the directory that holds the USB stick with AutoBleem to install to. The game will be installed as Games/<title>.PBP. The PSC emulator can only handle single disc PBPs :-( Specify --psc-dir=auto and it will scan all connected devices to try to find the one with AutoBleem. --ps3-libcrypt : Apply libcrypt patches also when building PS3 Packages. This should normally not be needed as we automatically inject the magic word to the emulator running on the PS3. --ps1_newemu : This only applies for PS3 PKGs. This switches the emulator to use to ps1_newemu instead of the default ps1_netemu. --romhacks : Comma separated list of romhacks to apply. Only supported types are .ppf and .xdelta files. There must be one romhack for each disk image in the conversion. This requires that you have xdelta3 installed. --snd0 : Provide an audio file to be played when this game is focused on the XMB. See the SND0.AT3 section below. --auto-libcrypt : Try to automatically create and apply a patch for libcrypt. This can be used if there is no proper PPF file available. This is not 100% reliable. --retroarch-bin-dir : The directory where retroarch game bins are to be installed, inside a subfolder. Includes an m3u file for correctly loading multi-dics games. --retroarch-cue-dir : The directory where retroarch game cues (as .CD files) are to be installed with their respective bins, inside a subfolder. Includes an m3u file for correctly loading multi-dics games. --retroarch-pbp-dir : The directory where retroarch game pbp images are to be installed. --retroarch-thumbnail-dir : Where the coverimage for retroarch should go. # Examples: Assume I have connected my PSP with USB and it is shows up as : /run/media/sahlberg/disk $ ./pop-fe.py --psp-dir=/run/media/sahlberg/disk /psx/Metal\ Gear\ Solid\ VR\ Missions.cue Or you can just let pop-fe try to discover it automagically for you. This works for both Linux and Windows: $ ./pop-fe.py --psp-dir=auto /psx/Metal\ Gear\ Solid\ VR\ Missions.cue If you specify more than one cue file then it is assumed that this is a multidisc game and we will use the first cue file to determine the game id and title to be used for the whole set. Example: # ./pop-fe.py --psp-dir=auto /psx/Grandia1of2.img /psx/Grandia2of2.img During the conversion process the img/bin file will be temporarily converted into an ISO file as NORMAL01.iso in the current directory. This is in order to open the iso9660 image and read the system.cnf file to extract the game id. You can avoid/skip this step by forcing the game-id from the command line, using (example only): --game-id=SLUS00957 Game art and images are fetched from https://psxdatacenter.com/ If a file named the same as the CUE but with the extension *_cover.png is found in the game directory it assumed to be the cover image and thus we skip pulling it from psxdatacenter. Example: cuefile: foo.cue and corresponding cover in foo_cover.png Similarly, files named as <cue>_pic0.png and <cue>_pic1.png are used for the screenshot images. ROMHACKS ======== Romhacks can be provided and automatically applied. These must either be in PPF format and have a 'ppf' extension or in Xdelta[3] format and have a 'xdelta' extension. This is a comma-separated list of hacks to apply, one hack for each disk in the conversion. If you don't want to specify a hack for a disk in the set, then specify 'none'. You must have xdelta3 installed in order to apply such romhacks. Example: To apply a romhack on a single disc: $ ./pop-fe.py --psp-dir=auto --romhacks SMT.xdelta Shin\ Megami\ Tensei.cue To apply a romhack to only the second disc of a two disc game: $ ./pop-fe.py --psp-dir=auto --romhacks none,X.ppf D1.cue D2.cue PS3 External config files ========================= External configs is a way to add commands to the ps1_netemu emulator to tweak gameplay and fix bugs for individual titles. See: https://www.psdevwiki.com/ps3/Talk:PS1_Emulation#External_Configs pop-fe/pop-fe-ps3 comes with a bunch of configs built in for various games. (See the ps3configs subdirectory.) You can also specify additional config files that pop-fe/pop-fe-ps3 will automatically eject when you create a PS3 package. This is done by storing the config file in the same directory as the cue file and with the filename <cue-file>.ps3config PSP External config files ========================= External configs is a way to add commands to the pops emulator to tweak gameplay and fix bugs for individual titles. See: ... pop-fe/pop-fe-psp comes with a bunch of configs built in for various games. (See the pspconfigs subdirectory.) You can also specify additional config files that pop-fe/pop-fe-psp will automatically eject when you create a PSP EBOOT. This is done by storing the config file in the same directory as the cue file and with the filename <cue-file>.pspconfig Image files for PS3 packages ============================ PS3 packages uses 3 image files: <cue>_cover.png, <cue>_pic0.png and <cue>_pic1.png Cover is the game cover and shown in the game list on the XMB. It is square and it will be resized to 176x176 pixels. If you provide your own custom image here, create it as 176x176 as then there will be no blurring due to rescaling. Pic0 is the foreground image when the game is selected in the XMB. It is 1000x560 pixels in size. Pic1 is the background image when the game is selected in the XMB. It is 1920x1080 pixels in size. These files must be named like the cue file. Example: MyGame.cue -> MyGame_cover.png MyGame_pic0.png MyGame_pic1.png Installing Memory Card images on PSP ==================================== Most memory card image formats are supported. To provide a memory card image to install along with the the game you just add the filename to the list of images. The file extension does not matter as we detect the memory cards by file size. Some platforms, such as PSP, require a two step process to install the memory cards so follow the onscreen instructions carefully. Example: ./pop-fe.py --psp-dir=auto Crash.cue Crash.srm You can also install a memory card image directly for an already installed game. But before this works, you must have ran the game at least once so that the PSP creates the required metadata files in the SAVEDATA directory. Since you are not providing a disk image to determine the game-id from you must specify game-id explicitely. Example: ./pop-fe.py --psp-dir=auto --game_id=SCUS94900 --psp-install-memory-card Crash.srm VITA SUPPORT ============ Vita is supported and you can install EBOOTs for its memory card also. The only difference is that when installing on a PSP you specify the path to the root of the SD card. If you want to install to a SD card for a Vita then you specify the path to the pspemu directory on the SD card: Example: $ ./pop-fe.py --psp-dir=/run/media/sahlberg/disk/pspemu/ /psx/Metal\ Gear\ Solid\ VR\ Missions.cue or just use the auto feature: $ ./pop-fe.py --psp-dir=auto /psx/Metal\ Gear\ Solid\ VR\ Missions.cue --fetch-metadata ================ This argument will download and install <cue>_cover.png, <cue>_pic0.png, <cue>_pic1.png, <cue>.snd0, <cue>.manual, as well as the game id and title in the directory where the game is stored. This requires that the game directory is writeable. VMP.PY ====== vmp.py is a utility to convert between signed VMP memory card images (as used by PSP) and raw memory card images as created for example by Memory Card Annihilator on the PS2. SND0.AT3 ======== For PS3/PSP this is the audio that will be played when this games icon is focused on the XMB. It can either be a 16bit/44100/Stereo WAVE file or a youtube link. If you specify --snd0='auto' then pop-fe will search youtube for the name of the game and the string 'ps1 ost' and use the first search result. YMMV The game database in gamedb.py contains curated youtube links for some games. IF a game has a curated link then it will be automatically used even if the --snd0 argument is not provided. Please send patches to populate these fields in gamedb.py with more entries. Examples: $ ./pop-fe.py --ps3-pkg=alundra.pkg Alundra.cue --snd0='https://www.youtube.com/watch?v=wKmZTw7bmI0&list=PL2S7vVonTF8UZrKK17J8FBksvYbnqyHz-&index=1' $ ./pop-fe.py --ps3-pkg=alundra.pkg Alundra.cue --snd0=Alundra.WAV $ ./pop-fe.py --ps3-pkg=alundra.pkg Alundra.cue --snd0=auto If specified as a file it must be WAVE/16bit/stereo/44100Hz. This file/link will be automatically converted into ATRAC3 format using the atracdenc tool. A good way to generate these WAV files is to find a good OST music file for the game at youtube and download it in 3GP format. Then convert it to 44100Hz/Stereo/16bit WAV like so: $ ffmpeg -i Azure\ Dreams\ OST\ 3.\ Overture.3gp -ar 44100 -ac 2 Azure\ Dreams\ OST\ 3.\ Overture.wav (See: how to create these type of files by hand: https://atunnic.gitbook.io/tnpsh-wiki/big-stinky-brew/aesthetic/snd0-atrac3 relation between EA3 and WAV files for ATRAC3 data: https://github.com/GrapheneCt/ElevenMPV-A/blob/04885b62dcd7dfb318986cf0b553483975b745a6/ElevenMPV-A/source/audio/at3.cpp#L264 and https://github.com/GrapheneCt/ElevenMPV-A/blob/04885b62dcd7dfb318986cf0b553483975b745a6/ElevenMPV-A/source/audio/at3.cpp#L132 discussions at psx-place: https://www.psx-place.com/threads/pop-fe-a-utility-to-create-psx-classics-packages-for-ps3.37426/ ) MANUAL ====== Pop-fe can create a "Software Manual" for PSP. Use the --manual command line argument and spepcify either a https-link, a zip-file, a cbr-file (==rar) or a directory containing scans of the manual to use to generate DOCUMENT.DAT. The files can be in any format and will be converted to PNG and re-scaled to 480 pixels wide to match the PSP screen. The image filenames must contain a format that pop-fe understands to match page numbers. The naming format that is supported right now are * Filename must contain a four digit substrung that matches the page number. Example: '0000' * Filename must contain 'pag' followed by two digits that matches a page number. Example: 'pag00' Page-numbering start at either 0 or 1. You can also store the manual locally alongside the cue file. The file needs to have the same name as the cue but the extension .manual The format of this file can either be a pre-processed DOCUMENT.DAT file or it can be a zip file containing image scans. If this file exist then pop-fe will use it as the manual, overriding any any default manual that may be specified in gamedb.py. PSIO ==== PSIO uses a varient of CUE files called CU2. To generate a CU2 file when installing PSIO games you need to have the CUE2CU2.PY tool installed in the same directory as POP-FE.PY. This tool can be downloaded from : https://github.com/NRGDEAD/Cue2cu2 Just copy cue2cu2.py to the same directory as pop-fe.py and make it executable : chmod +x cue2cu2.py PS2 Support =========== Pop-fe can convert games into VCD format and install it on a USB memory stick that has been prepared to be used with POPStarter and OPL to play PS1 games. The USB stick must have a POPS subdirectory where the VCD file and memory cards will be installed and an ART subdirectory for cover and background images. PS3 Support =========== Pop-fe can convert games into a PS3 PKG that can be installed on PS3 systems with CFW or HEN. PSClassic support ================= Pop-fe can convert games and install them for use on AutoBleem 1.0 memory sticks. Multidisc support only works for when running the PBP from retroarch as the builtin PCSX emulator does not see to support multidisc PBPs. RetroArch Support ================= The PSX emulator cores in retroarch support a variety of formats, with m3u and pbp files being the most convenient for loading multi-disc games. Pop-fe can prepare these formats/schemes for retroarch to load. Preparations ------------ Install ecdsa python module: $ pip3 install ecdsa $ cd <directory where pop-fe is installed> Install PSL1GHT as a subdirectory in the pop-fe directory and compile the pgcrypt module: $ git clone https://github.com/sahlberg/PSL1GHT $ cd PSL1GHT/tools/ps3py $ git checkout origin/use-python3 $ make $ cd ../../.. Then to use it just run it as $ ./pop-fe.py --ps3-pkg=Grandia.pkg Grandia_d1.cue Grandia_d2.cue LIBCRYPT ======== Libcrypt is a copy protection used on a small number of PAL releases. https://red-j.github.io/Libcrypt-PS1-Protection-bible/index.htm The protection is based on careful corruption of the subchannel data of the disk and may prevent the converted games from running on PSP/PS3. PSP/VITA -------- When converting to PSP/VITA pop-fe will try to locate and apply a PPF patch file to disable the libcrypt protection, making it possible to run the game on PSP/VITA. This is provided through a curated list of URLs for where to download the fix. This list is very incomplete and needs to be extended, patches welcome. See gamedb.py/libcrypt PS3 --- Libcrypt protected games are automatically patched by injecting the MagicWord into the package file. (The MagicWord is a compact representation of the subchannel corruption) This should be sufficient to allow any games to work when converted to a PS3 package. If not, you can use the --ps3-libcrypt argument to force pop-fe to try to find and apply PPF patches for this game. ADDITONAL DEPENDENCIES: ======================= Iso-parser ---------- You need python support to read ISO9660 images. This is needed to be able to read system.cnf to discover the game-id. I support two different such python extensions since the are not all available on all flavors of linux. Pycdio and Pycdlib. As long as you have one of them installed things should work. pip3 install pycdio or pip3 install pycdlib cue2cu2 ------- This is a small program that parses a CUE and reformats it into CU2 format. It is used by PSIO but also to create the TOC structure we need for PSP EBOOTs when a CCD file is not present. It is also required when creating PS3 PKGs. Please install this python script in the same directory as pop-fe. It can be downloaded from https://github.com/NRGDEAD/Cue2cu2 Make it executable by calling chmod +x cue2cu2.py binmerge -------- This is a small python program to merge multi-bin files into a single bin. This is required if you intend to use pop-fe with multi-bin disks. This tool can be downloaded from https://github.com/putnam/binmerge and should be placed in the same directory as pop-fe.py. Make it executable with chmod +x binmerge requests -------------- This is used to fetch data from the internet. Install this with : pip3 install requests CDDA SUPPORT ------------ CDDA is supported for PSP/VITA/PS3 but requires an external tool to convert the audio tracks into ATRAC3 LP2 format. If you do not have this tool installed then pop-fe will still create the EBOOT.PBP image but without the audio tracks. The instructions to set this tool up are part of the Linux/Windows install instructions below. (atracdenc) INSTALLATION ============ Pop-fe has a few external dependencies. It requires python3 and some additional bits and pieces. Here are some examples on how to install pop-fe and its dependencies on different OSes: For installations on Linux/Posix/ you need to have a build environment. Make sure you have 'git', 'gcc', 'g++', 'make', 'cmake' installed. Fedora36 Automatic Install: ------------------------- sudo dnf install python-is-python3 sudo dnf install pip3 sudo dnf install python3-devel sudo dnf install libsndfile-devel sudo dnf install ffmpeg git clone https://github.com/sahlberg/pop-fe.git cd pop-fe ./pop-fe.py --install Debian/Mint Automatic Install: ------------------------------ sudo apt install python-is-python3 sudo apt install python3-pip sudo apt install libsndfile-dev sudo apt install git sudo apt install ffmpeg git clone https://github.com/sahlberg/pop-fe.git cd pop-fe ./pop-fe.py --install Debian/Mint Manual Install: ------------------------ sudo apt install python-is-python3 sudo apt install python3-pip sudo apt install libsndfile-dev sudo apt install git git clone https://github.com/sahlberg/pop-fe.git git clone https://github.com/NRGDEAD/Cue2cu2.git git clone https://github.com/putnam/binmerge.git git clone https://github.com/dcherednik/atracdenc.git pip3 install pytubefix pip3 install PyPDF2 pip3 install requests pip3 install pycdlib (or pip3 install pycdio) pip3 install ecdsa pip3 install tkinterdnd2 pip3 install opencv-contrib-python pip3 install rarfile pip3 install scikit-learn pip3 install scipy cd pop-fe cp ../Cue2cu2/cue2cu2.py . chmod +x cue2cu2.py cp ../binmerge/binmerge . chmod +x binmerge git clone http://github.com/sahlberg/PSL1GHT cd PSL1GHT/tools/ps3py git checkout origin/use-python3 make cd ../../.. cd atracdenc/src/ cmake . make cd ../.. Windows (x86_64) ---------------- Windows hs prebuilt binary releases of pop-fe available at : https://github.com/sahlberg/pop-fe/releases If you use these you do not need to perform the manual install described below. Install Mingw64/MSYS2 Open Mingw64 Prompt and type export PATH=$PATH:/mingw64/bin pacman -S mingw-w64-x86_64-gcc pacman -S make pacman -S mingw-w64-x86_64-python pacman -S git pacman -S unzip pacman -S mingw-w64-x86_64-python-pip pacman -S mingw-w64-x86_64-python-pillow pip3 uninstall pillow pip3 install pillow pip3 install PyPDF2 pip3 install requests pip3 install pycdlib pip3 install pycryptodome pip3 install ecdsa pip3 install opencv-contrib-python pip3 install rarfile pip3 install scikit-learn pip3 install scipy git clone https://github.com/sahlberg/pop-fe.git git clone https://github.com/NRGDEAD/Cue2cu2.git git clone https://github.com/putnam/binmerge.git cd pop-fe cp ../Cue2cu2/cue2cu2.py . chmod +x cue2cu2.py cp ../binmerge/binmerge . chmod +x binmerge git clone http://github.com/sahlberg/PSL1GHT cd PSL1GHT/tools/ps3py git checkout origin/use-python3 make cd ../../.. wget https://github.com/dcherednik/atracdenc/releases/download/0.0.3/atracdenc-x86_0.0.3.zip unzip -j atracdenc-x86_0.0.3 -x README.TXT pip install pyinstaller pip install pygubu pyinstaller PSL1GHT/tools/ps3py/pkg.py pyinstaller cue2cu2.py pyinstaller binmerge pyinstaller sign3.py pyinstaller --add-data "PS3LOGO.DAT;." pop-fe.py pyinstaller --add-data "PS3LOGO.DAT;." --add-data "pop-fe-ps3.ui;." pop-fe-ps3.py --hidden-import pop-fe --hidden-import pygubu.builder.tkstdwidgets --hidden-import pygubu.builder.ttkstdwidgets --hidden-import pygubu.builder.widgets.pathchooserinput mkdir dist/pop-fe-ps3/atracdenc mkdir dist/pop-fe-ps3/atracdenc/src cp dist/binmerge/binmerge.exe dist/pop-fe-ps3/. cp dist/cue2cu2/cue2cu2.exe dist/pop-fe-ps3/. cp dist/pkg/pkg.exe dist/pop-fe-ps3/. cp dist/pkg/pkgcrypt.cp39-mingw_x86_64.pyd dist/pop-fe-ps3/. cp dist/pop-fe/pop-fe.exe dist/pop-fe-ps3/. cp dist/sign3/sign3.exe dist/pop-fe-ps3/. cp atracdenc.exe dist/pop-fe-ps3/atracdenc/src/. On windows, always run pop-fe from git-bash and from within the pop-fe directory. The directory names for the E: drive-letter is /e etc in the git-bash shell so use --psp-dir=/e or --psp-dir=auto You may need to run this command every time you open the MSYS2 shell: export PATH=$PATH:/mingw64/bin POP-FE-PS3 ========== pop-fe-ps3.py is a graphical frontend to pop-fe:create_ps3() and can be used to create PS3 packages from a GUI instead of using the command line. Docker ---------------- # You can also run pop-fe inside a docker container. # Assuming Docker is already installed on your preferred distro, run: docker build -t pop-fe https://github.com/sahlberg/pop-fe.git # You can then execute pop-fe directly: docker run -it pop-fe:latest --help # or get a shell and run pop-fe interactively: docker run -it --entrypoint /bin/bash pop-fe:latest ./pop-fe.py # Here is another Docker example where we mount the current host directory into the container at "/psp". # Directory structure: # . # ├── game.bin # ├── game.cue # └── pspemu/ # └── PSP/ # └── GAME/ docker run -it --volume "$(pwd):/psp" pop-fe:latest --psp-dir=/psp/pspemu /psp/game.cue
pop-fe# pop-fe.py --psp-dir=/psp --game_id=SLUS01163 /psp/game.cue /psp/game2.cue
Processing /psp/game.cue ...
Processing /psp/game2.cue ...
Try URL http://www.hwc.nat.cu/psx/SLES_028.67_COV.jpg
Falling back to PSXDATACENTRE for cover
Id: SLES02867
Games that need to seek and play from a specific offset into an audio track will need to use CDDA only and no ATRAC3 data.
Chaos Break is one such game and needs to be flagged in the db
Just like the title says, no matter the region code, pop-fe doesn't detect the config for this game, and as such it isn't injected into the eboot.
pop-fe PSP:
Thank you, this is nifty and super surprising that it exists
P.S. I'm also curious where you get PIC0 from? In the case of NFSIII, as seen in my pic, it perfectly pulls in a beautiful transparent game logo. Does that come from psxdatacenter too? I didn't see it there. Some games don't have the beautiful transparent logo
Un dato por si ayuda a la mejora de pop-fe. Probe convertir Resident Evil 2 PAL (spain) con BIN en modo multi disco, y solo ejecuta la introducción y el menu principal, pero no el gameplay, aparece la pantalla en negro y sin audio. Lo mismo sucede si lo hago por discos separados. Probe también con un Resident Evil 2 PAL (spain) con BIN (track1)/BIN (track2) y sucede lo mismo. Probe otro igual con BIN/CUE, pero el audio y las voces del gameplay se oyen distorsionadas. Con juegos como Resident Evil Director's Cut BIN PAL y Resident Evil 3 Nemesis BIN PAL (Spain) la conversión, el gameplay y el audio corren muy bien.
Fails to convert game "rayman" worked on very first release:
[INFO] Opening cue: G:\Retro Roms\Sony Playstation\Rayman (USA)\Rayman (USA).cue
[INFO] Merging 51 tracks...
[INFO] Wrote C:\Users\billt\Desktop\pop-fe-ui(5)\pop-fe-ps3-work\MBd1.bin
[INFO] Wrote new cue: C:\Users\billt\Desktop\pop-fe-ui(5)\pop-fe-ps3-work\MBd1.cue
ID SLUS-00005
Fetching SND0
Exception in Tkinter callback
Traceback (most recent call last):
File "tkinter_init_.py", line 1892, in call
File "pop-fe-psp.py", line 237, in on_path_changed
KeyError: 'SLUS-00005'
Fails to pulls game id for the game "D":
[INFO] Opening cue: G:\Retro Roms\Sony Playstation\D (USA) (Disc 1)\D (USA) (Disc 1).cue
[INFO] Merging 3 tracks...
[INFO] Wrote C:\Users\billt\Desktop\pop-fe-ui(5)\pop-fe-ps3-work\MBd1.bin
[INFO] Wrote new cue: C:\Users\billt\Desktop\pop-fe-ui(5)\pop-fe-ps3-work\MBd1.cue
ID NSTACK=
Fetching SND0
Exception in Tkinter callback
Traceback (most recent call last):
File "tkinter_init_.py", line 1892, in call
File "pop-fe-psp.py", line 237, in on_path_changed
KeyError: 'NSTACK='
I also can replicate the same issue in linux as well
Basically, I was converting Vigilante 8, 2nd offense to pkg, and got this:
Create pop-fe-ps3-work/SLUS00868/SND0.AT3 from ./SND0.EA3
Exception in Tkinter callback
Traceback (most recent call last):
File "tkinter\__init__.py", line 1892, in __call__
File "pop-fe-ps3.py", line 498, in on_create_pkg
File "pop-fe.py", line 799, in create_ps3
AttributeError: 'NoneType' object has no attribute 'size'
I was looking into those lines of code. Seems like what failed was the resizing of ICON0.PNG
. See, this is the relevant part of pop-fe.py
.
As it is compiled to
...
793 image = None
794 if icon0.size[0] > icon0.size[1] - 10 and icon0.size[0] < icon0.size[1] + 10:
795 img = icon0.resize((176, 176), Image.BILINEAR)
796 image = Image.new(img.mode, (320, 176), (0,0,0)).convert('RGBA')
797 image.putalpha(0)
798 image.paste(img, (72,0))
799 else:
800 image = icon0.resize((320, 176), Image.BILINEAR)
801 image.save(f + '/ICON0.PNG', format='PNG')
802 temp_files.append(f + '/ICON0.PNG')
...
It happens no matter what cue I use
Traceback (most recent call last): File "pop-fe.py", line 2212, in <module> File "pop-fe.py", line 1523, in get_disc_ids File "bchunk.py", line 75, in open File "cue.py", line 82, in parse_cue ValueError: substring not found [7308] Failed to execute script 'pop-fe' due to unhandled exception!
here's my command
PS C:\Users\Mustacheboyo\Documents\Sony\Tools\pop-fe-ui> .\pop-fe.exe -v --title="Net Yaroze: Collection 2014-2019" --ga me_id="NPEE78898, NPEE78899" --cover="C:\Users\Mustacheboyo\Documents\Sony\PS3\PS1_Classics\NetYaroze\ICON0.PNG" --pic0= "C:\Users\Mustacheboyo\Documents\Sony\PS3\PS1_Classics\NetYaroze\PIC0.PNG" --pic1="C:\Users\Mustacheboyo\Documents\Sony\ PS3\PS1_Classics\NetYaroze\PIC1.PNG" --ps3-pkg="C:\Users\Mustacheboyo\Documents\Sony\PS3\PS1_Classics\NetYaroze\EP1337-N PEE78900_00-NETYAROZE2014019.pkg" --whole-disk "C:\Users\Mustacheboyo\Documents\Sony\PS3\PS1_Classics\NetYaroze\CD [NET_ YAROZE_2014].bin" "C:\Users\Mustacheboyo\Documents\Sony\PS3\PS1_Classics\NetYaroze\CD [NET_YAROZE_2019].bin"
I also tried crash team racing and I got the same result
Hello
I have an issue with Fear Effect NTSC-U SLUS00920, SLUS01056, SLUS01057, SLUS01058. When I convert the bin/cue files and try to play the game, it freezes at the PlayStation logo. When I convert Fear Effect PAL SLES02166, SLES12166, SLES22166, SLES32166 I get a black screen. I checked the CRC-32 and the MD5, and they match the PAL and the NTSC versions of the discs. Is there something I'm doing wrong, or am I missing something.
Best regards
Update
I deleted the "pop-fe-ui" folder and downloaded it again. The PAL version is working, but the NTSC version still freezes at the PlayStation logo.
1- Is it possible not to add the game's name and ID on PIC1.PNG as a watermark when the game file is created?
2- Is it possible to add an option for a custom BOOT.PNG the same way as older tools like PSX2PSP offered rather than the POPS Loader splash?
3- Is it possible to allow custom PSP and PS3 sized ICON0.PNG (144x80 for PSP and 320x176 for PS3? Adding a custom picture with those resolutions always squashes it to the default squared shape.
Thank you
Just a suggestion. Sometimes there's no cool background to add and we prefer to disable the backgrounds pics and use the PlayStation 3 XMB theme. When I try to disable the PIC1 appears the back cover picture and it's annoying. It would be nice if possible to create the PS3 PSN art with ESRB Content Rating (like the PSP eboot PSN art).
Path /mnt/zeus/8bay_usb3/roms/ps1/test_pbp/PSP/PSP/GAME exists!
Try URL http://www.hwc.nat.cu/psx/SLUS_012.01_COV.jpg
Id: SLUS01201
Title: ALONE IN THE DARK - THE NEW NIGHTMARE
/home/docmax/github/pop-fe/./pop-fe.py:542: DeprecationWarning: BILINEAR is deprecated and will be removed in Pillow 10 (2023-07-01). Use Resampling.BILINEAR instead.
image = icon0.resize((80,80), Image.BILINEAR)
/home/docmax/github/pop-fe/./pop-fe.py:549: DeprecationWarning: BILINEAR is deprecated and will be removed in Pillow 10 (2023-07-01). Use Resampling.BILINEAR instead.
pic1 = pic1.resize((480, 272), Image.BILINEAR).convert("RGBA")
/home/docmax/github/pop-fe/./pop-fe.py:280: DeprecationWarning: textsize is deprecated and will be removed in Pillow 10 (2023-07-01). Use textbbox or textlength instead.
ts = d.textsize(t, font=fnt)
/home/docmax/github/pop-fe/./pop-fe.py:280: DeprecationWarning: textsize is deprecated and will be removed in Pillow 10 (2023-07-01). Use textbbox or textlength instead.
ts = d.textsize(t, font=fnt)
/home/docmax/github/pop-fe/./pop-fe.py:287: DeprecationWarning: textsize is deprecated and will be removed in Pillow 10 (2023-07-01). Use textbbox or textlength instead.
ts = d.textsize(game_id, font=fnt)
Create PBP file at /mnt/zeus/8bay_usb3/roms/ps1/test_pbp/PSP/GAME/SLUS01201/EBOOT.PBP
Traceback (most recent call last):
File "/home/docmax/github/pop-fe/./pop-fe.py", line 1589, in <module>
create_psp(args.psp_dir, game_id, game_title, icon0, pic1, cue_files, cu2_files, img_files, mem_cards, aea_files, snd0=snd0)
File "/home/docmax/github/pop-fe/./pop-fe.py", line 593, in create_psp
generate_pbp(dest_file, game_id, game_title, icon0, pic1, cue_files, cu2_files, img_files, aea_files, snd0=snd0_data)
File "/home/docmax/github/pop-fe/./pop-fe.py", line 531, in generate_pbp
p.create_pbp()
File "/home/docmax/github/pop-fe/popstation.py", line 3006, in create_pbp
fh = open(self._eboot, 'wb+')
FileNotFoundError: [Errno 2] No such file or directory: '/mnt/zeus/8bay_usb3/roms/ps1/test_pbp/PSP/GAME/SLUS01201/EBOOT.PBP'
The following error is given when trying to convert "The Great Battle VI":
Exception in Tkinter callback
Traceback (most recent call last):
File "tkinter_init_.py", line 1892, in call
File "pop-fe-psp.py", line 333, in on_path_changed
File "pop-fe-psp.py", line 179, in update_assets
File "pop-fe.py", line 168, in get_game_from_gamelist
KeyError: 'PSXEXE'
A similar issue also shows with the games "LEGO Rock Riders" (Exception in Tkinter callback
Traceback (most recent call last):
File "tkinter_init_.py", line 1892, in call
File "pop-fe-psp.py", line 333, in on_path_changed
File "pop-fe-psp.py", line 179, in update_assets
File "pop-fe.py", line 168, in get_game_from_gamelist
KeyError: 'NST')
and "Santa Claus Saves the Earth" (Exception in Tkinter callback
Traceback (most recent call last):
File "tkinter_init_.py", line 1892, in call
File "pop-fe-psp.py", line 333, in on_path_changed
File "pop-fe-psp.py", line 179, in update_assets
File "pop-fe.py", line 168, in get_game_from_gamelist
KeyError: 'SLES04023').
The following message shows when trying to execute it:
Traceback (most recent call last):
File "pop-fe-psp.py", line 551, in
File "pop-fe-psp.py", line 79, in init
File "pygubu\builder.py", line 135, in add_from_file
File "pygubu\component\uidefinition.py", line 407, in load_file
File "xml\etree\ElementTree.py", line 1224, in parse
File "xml\etree\ElementTree.py", line 569, in parse
FileNotFoundError: [Errno 2] No such file or directory: 'C:\Users\facun\Escritorio\pop-fe-ui\_internal\pop-fe-psp.ui'
[10480] Failed to execute script 'pop-fe-psp' due to unhandled exception!
title timecrisis
region japan
VITA 3.65
I used Tool of windows ver
Converted Audio is noisy
Compression ratio specification
Bitrate specification
Sampling specification
As a simple option to change the
I want you to add a function that can change these to windows ver
pop-fe PSP:
Thank you, this is nifty and super surprising that it exists
Really glad I found this tool! Any chance to get Street Fighter Collection (Europe) disc's combined? Kind regards
The demo i'm trying to convert is Demo One (Version 6) - PBPX-95007
When creating a PKG from the bin/cue results in a blank screen at startup.
I have this demo running in Multiman on 576p and the emulator set to ps1_netemu.
Forcing PAL also results in a black screen.
I believe i can set Force NTSC to use the ps1_netemu but this results in NTSC speeds.
Or do i have to create a ps3config for this specific game?
Is there a way we can choose which emulator (ps1_emu or ps1_netemu) we want to use in pop-fe?
Thanks!
keep trying to create an image and this error keeps being spat out on Windows 11
Creating EBOOT
DISC SLES01937
TITLE 40 WINKS - CONQUER YOUR DREAMS
Scanning for audio tracks
Create PBP file at C:/Users/danny/Desktop/Vita/PSP/GAME/SLES01937/EBOOT.PBP
Exception in Tkinter callback
Traceback (most recent call last):
File "tkinter_init_.py", line 1892, in call
File "pop-fe-psp.py", line 490, in on_create_eboot
File "pop-fe.py", line 882, in create_psp
File "pop-fe.py", line 824, in generate_pbp
File "popstation.py", line 3093, in create_pbp
FileNotFoundError: [Errno 2] No such file or directory: 'C:/Users/danny/Desktop/Vita/PSP/GAME/SLES01937/EBOOT.PBP'
Hello, everything good?
So, the problem is that after a track finishes playing, instead of starting the next one, it just plays the last second of the previous track, followed by silence.
This issue may be caused by Atracdenc, because when merging the tracks and converting the game with PSX2PSP along with CDDA enabler this problem doesn't happen.
I just wanted to ask if this could be fixed or if it's out of your reach.
I was trying to make a pkg of a game called Mizzurna Falls, however it seems to have a problem detecting the game (Concretely, it seems to not reach the id properly). At first I thought that it happened because it was English patched, however I downloaded a correct and unpatched BIN File from somewhere else and had the exact same problem. The game runs fine on an emulator (DuckStation)
How could I fix the issue?
I don't understand what I'm doing wrong. I set my .wav file to be 16bit/44100/Stereo but on the XMB it sounds a bit pitched and speed up.
I want to add a SND0 for XMB for the NTSC version of Metal Gear Solid in case that helps, and I used Adobe Audition to convert the file to the specifications above and .wav
Would love to see rom hacks support especially for translation patches of Japan only games
Is it possible to create PBPs in such a way that the audio tracks won't be extracted and compressed, and instead the original ISO (bin + cue) can be recovered after conversion? Or is this not currently possible with PBP files?
Add lines to sources or create a Python file
fEBOOT=open('EBOOT.PBP','r+b') ; opening a file
fEBOOT.seek(0x24)
data = fEBOOT.read(4)
PSAR=int.from_bytes(data,'little') ; obtaining a PSAR address
fEBOOT.seek(PSAR+0x81b)
fEBOOT.write(b'\x80\x00\x00') ; recording maximum CD disk size (80 min)
fEBOOT.close()
I read that when using CDDA games that pkg files would be smaller, but they aren't. I attempted to do a pkg for Pac-Man World, but the resulting file was actually bigger than the game with all bin files combined. Am I meant to use the ui or a specific command for this?
What's the problem here?
Converting TRACK_2_02.wav to TRACK_2_02.aea
0 132300
WARNING: ATRAC3 is uncompleted, result will be not good )))
bitrate 132300
\ 99% done
Done
Try URL http://www.hwc.nat.cu/psx/SLUS_012.01_COV.jpg
Id: SLUS01201
Title: ALONE IN THE DARK - THE NEW NIGHTMARE
/home/docmax/github/pop-fe/./pop-fe.py:542: DeprecationWarning: BILINEAR is deprecated and will be removed in Pillow 10 (2023-07-01). Use Resampling.BILINEAR instead.
image = icon0.resize((80,80), Image.BILINEAR)
/home/docmax/github/pop-fe/./pop-fe.py:549: DeprecationWarning: BILINEAR is deprecated and will be removed in Pillow 10 (2023-07-01). Use Resampling.BILINEAR instead.
pic1 = pic1.resize((480, 272), Image.BILINEAR).convert("RGBA")
Traceback (most recent call last):
File "/home/docmax/github/pop-fe/./pop-fe.py", line 1589, in <module>
create_psp(args.psp_dir, game_id, game_title, icon0, pic1, cue_files, cu2_files, img_files, mem_cards, aea_files, snd0=snd0)
File "/home/docmax/github/pop-fe/./pop-fe.py", line 550, in create_psp
pic1 = add_image_text(pic1, game_title, game_id)
File "/home/docmax/github/pop-fe/./pop-fe.py", line 275, in add_image_text
fnt = ImageFont.truetype(font, 20)
File "/usr/lib/python3.10/site-packages/PIL/ImageFont.py", line 959, in truetype
return freetype(font)
File "/usr/lib/python3.10/site-packages/PIL/ImageFont.py", line 956, in freetype
return FreeTypeFont(font, size, index, encoding, layout_engine)
File "/usr/lib/python3.10/site-packages/PIL/ImageFont.py", line 247, in __init__
self.font = core.getfont(
OSError: cannot open resource
The current code does not handle pulling in a pre-converted AT3 file, and will try to re-encode it. As these were required for custom sounds in the past, it would be beneficial to check if a re-encode is necessary in the first place for those trying to use pre-made files.
Hello, it's me again. How you doing?
Sorry to bother. Going straight to the point, this game (both discs SLUS-01206 and SLUS-01346) shows the following issue:
cdrom: line in system.cnf does not contain a proper id, read disc label instead
ID DRAGONWAR
Exception in Tkinter callback
Traceback (most recent call last):
File "tkinter_init_.py", line 1892, in call
File "pop-fe-psp.py", line 349, in on_path_changed
File "pop-fe-psp.py", line 181, in update_assets
File "pop-fe.py", line 180, in get_game_from_gamelist
KeyError: 'DRAGONWAR'
The issue comes from the game itself though. Disc 1 has this in the cnf file "SLUSP012.06;1" instead of "SLUS_012.06;1". Same thing applies to disc 2, with it having "SLUSP013.46;1" instead of the proper "SLUS_013.46;1".
Is it too much trouble to fix?
When the script does the following instructions:
image = image.resize((480, 272), Image.BILINEAR).convert("RGBA")
image = add_image_text(image, game_title, game_id)
It wrongly resizes the image selected for PIC1 to a lower resolution image, then it scales that lower resolution image to 1920x1080 when doing the PS3 Package, making a very low resolution image for PS3 Backgrounds, it also includes unnecessary debug info (?) to it.
If this resize is meant to be done for PSP/Other consoles, I recommend to do that resize on those functions, and leave the 1980x1080 or another resolution as the base one when loading the image, also for a better presentation I suggest to comment out the add_image_text line of code there.
I also made some changes to the code to include support for a custom Info PIC0.PNG for the "create_ps3" function, I suggest that you add them properly with the proper code changes (My solution is just temporary for this case) and delete it or do not create it when creating the PS3 PKG if it is not found, because the presentation on the XMB will look bad with a duplicated PIC1 image in the front, that also hides the Title (Name of the Game). I will attach my modified pop-fe.py to this message if you want to look at it.
Thank you very much for reading, your program is really awesome and makes PSX Games on the PS3 very easy to make and to see in our collections, so these are just really nitpicks, but it would be great if you could fix them!
pop-fe.zip
I tried to make a PKG with the PAL versions of some Spyro games, being my two favourites: Gateway to Glimmer and Year of the Dragon. But when I get to a new level on either, the screen stays black. They had their magic words injected, so any particular cause for why they don't work via pop-fe?
As the CHD format is superior for holding CD-based titles (especially multi-track or multi-disc titles), and is used heavily in MAME and a few other emulators, it would likely be worth it to add support for these to the tool. On Debian, at least, you can find a chd converter, chdman
, under the mame-tools
package. I've also written a shell script for my own use in conversion, as it's a two-line affair with bchunk and chdman:
chdman extractcd -f -i "$1" -ob /tmp/tmp.bin -o /tmp/tmp.cue
bchunk /tmp/tmp.bin /tmp/tmp.cue "$2"
Using pop-fe-ps3. Worked fine for a couple of times. Now PIC1 is always also PIC0. Checking "Disable PIC0" does nothing either, still uses PIC1 as PIC0.
Does the same both for auto fetched images and custom ones.
Ex: Unjammer lammy on vita.
Pop-fe correctly identifies the game as pal and applies the ported configuration from the NTSC pkg... if you then try to run the game the bottom of the screen is cut off. Maybe timings are also wrong.
I remember having the same issues in the past, when I tried to give a PAL game a NTSC game id.
Is it possible to add a switch to skip the configuration step?
The current retroarch installation implemented in pop-fe, from what I understand, merges each bin file with binmerge and generates and appropriate .m3u file to load them as multiple discs. However, isn't the cue information lost in this procedure? According to retropie wiki, m3u files should be able to load cue files instead of bin files. So, perhaps for pop-fe, the retroarch installation could also copy over the cue files named with the game title but with the extensions CD1/CD2/etc (or named the same as their respective img/bin files with the CD# extension as well). Perhaps there could also be the option to create a folder with the game's official title in the given retroarch directory, so that each m3u/img/cd# combo for each game is easier to organize when running a script using pop-fe.py
And, given that most (all?) cores in retroarch are able to load pbp files, maybe there could also be an option to generate them in the given retroarch dir as well (named [title].pbp instead of eboot.pbp, or inside a folder with the title_id/title, depending on how retroarch expects the name of the pbp file to be). Currently tricking pop-fe into generating the pbp files for the PSP doesn't work very cleanly since it assumes the PSP/GAME directories exist inside the given --psp-dir folder (I patched it by switching the mkdir function for the makedirs function in the create_retroarch function).
By default, pkg.py uses a flag to indicate a PS3 executable game (containing an eboot), which is the "metaBlock.unk22" variable set to 0x05. However, PS1 packages should technically use the flag 0x06 instead (as documented in PS3 dev wiki here).
If the pkgs pop-fe generates are installed and work correctly, this isn't much of a problem. Moreover, current behavior may be better for users since official PS1 classics get installed as bubbles (I assume for easy PSP installation later on straight from PS3). Though, perhaps there are some features/flags that only get checked with the appropriate flag on a pkg?
Edit: In your fork of PSL1GHT for pkg.py, perhaps it may be best to use git-repo-filter to only get ps3py in the repository (like in my repo here which I got from wMM.
This is a long-shot, and probably unrealistic since these "disc combining kits" are very-much unofficial...but there are disc combining kits to combine some multi-disc ps1 games into 1 disc, but I never got them to work with PSX2PSP--the EBOOTs just showed a black screen. I'm specifically interested in getting the combined "Brain Dead 13" to work, because the disc swap function doesn't work in the PSP's emulator for that game. (So using the combined ISO would avoid that issue.)
I thought I'd give pop-fe a shot in case it used an alternative method to build the EBOOT that makes the combined-disc ISO work. When I tried creating the EBOOT from the combined-disc ISO (.bin/.cue), I got this error:
Probably an unrealistic request but thought I might as well ask
Failed to read game id. Falling back to raw read
Traceback (most recent call last):
File "/pop-fe/pop-fe.py", line 2449, in <module>
game = get_game_from_gamelist(disc_ids[0])
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
File "/pop-fe/pop-fe.py", line 189, in get_game_from_gamelist
if 'url' not in games[game_id]:
~~~~~^^^^^^^^^
KeyError: ' '
I was using the argument --game_id to set the Game's ID and skip the ISO conversion, but it seems it does not skip it because it's needed for the libcrypt instructions later on? I noticed it because the game Pink Panther - Pinkadelic Pursuit [SLUS01451] had an issue when trying to get the game's ID using the function get_disc_ids (probably a Bad ISO conversion? Bad Rip? I'm not too sure), so I moved the lines:
print('Convert CUE to a normal style ISO') if verbose else None
disc_ids = get_disc_ids(cue_files)
print('disc_ids', disc_ids)
inside the case "if not game_id", before game_id = disc_ids[0], and used the param --game_id as usual, then the game was converted successfully and works as intended with full BGM (it's a multi bin game).
I know this is not a good approach, it will probably prevent the libcrypt section from properly doing its work if game_id is used, but as a suggestion it would be better to skip the ISO conversion part if a game_id is already set by the user if possible, to save time and to possibly avoid this problems.
Hello, sorry to bother you, could you please add this config?
https://www.mediafire.com/file/ek9uu0m4tokz9gy/BBLIT.zip/file
Fixes the hangs, audio and gets rid of the lag.
pop-fe.py --psp-dir=/psp/ /psp/game.cue /psp/game2.cue /psp/game3.cue /psp/game4.cue
Processing /psp/game.cue ...
Processing /psp/game2.cue ...
Processing /psp/game3.cue ...
Processing /psp/game4.cue ...
Try URL http://www.hwc.nat.cu/psx/SCES_030.46_COV.jpg
Id: SCES03046
Title: THE LEGEND OF DRAGOON
Create PBP file at /psp//PSP/GAME/SCES03046/EBOOT.PBP
Traceback (most recent call last):
File "/pop-fe/pop-fe.py", line 2036, in
create_psp(args.psp_dir, disc_ids, game_title, icon0, pic0, pic1, cue_files, cu2_files, img_files, mem_cards, aea_files, snd0=snd0, watermark=args.watermark, subchannels=subchannels)
File "/pop-fe/pop-fe.py", line 777, in create_psp
generate_pbp(dest_file, disc_ids, game_title, icon0, pic0, pic1, cue_files, cu2_files, img_files, aea_files, snd0=snd0_data, whole_disk=False, subchannels=subchannels)
File "/pop-fe/pop-fe.py", line 719, in generate_pbp
p.create_pbp()
File "/pop-fe/popstation.py", line 3169, in create_pbp
self.encode_psiso(fh, disc_num, img_toc)
File "/pop-fe/popstation.py", line 2700, in encode_psiso
isosize = self._track0_size[disc_num]
IndexError: list index out of range
The incomplete eboot does not start. (corrupted file)
I had trouble converting some PAL Games with the program, the games' issues are High Pitched voices and/or SFX, both In Game and even in FMVs.
The games are Wacky Races (PAL) [SLES_024.68] and Broken Sword II: The Smoking Mirror (Spain) [SCES_008.02] for now.
I don't know the cause of the problem yet. The video output (60hz) is not the problem as the first Broken Sword (Spain) works well.
I don't know if this is an issue with the program itself, with the conversion process, with the PS1 Emulator on the PS3, or with the actual game rips.
I tried using pop-fe.py in a Docker image on my Windows machine. I tried several different bin/cue combinations, and verified that I could use PSX2PSP to convert them appropriately to PBP files. I consistently get the same error in Duckstation when checking the PBP files: Invalid number of discs (1) in multi-disc PBP file. Note that I tried games with single bin/cue combinations as well as some with multiple bin tracks (to test binmerge). Always the same result.
Here is the verbose log from pop-fe:
Processing /TEMP/Need for Speed - High Stakes (USA).zip ...
This is a ZIP file. Uncompress the file.
Extracting Need for Speed - High Stakes (USA).bin
Extracting Need for Speed - High Stakes (USA).cue
Found CUE file Need for Speed - High Stakes (USA).cue
CUE Need for Speed - High Stakes (USA).cue
Creating temporary CU2 file: TMP0.cu2
Convert CUE to a normal style ISO
Convert CUE to a normal style ISO
Cue: Need for Speed - High Stakes (USA).cue
Read bin 0 Need for Speed - High Stakes (USA).bin
Write track ISO0001.iso
disc_ids ['SLUS00826']
Fetch cover for NEED FOR SPEED - HIGH STAKES
get https://psxdatacenter.com/games/U/N/SLUS-00826.html
get icon for SLUS00826
Fetch screenshot for NEED FOR SPEED - HIGH STAKES
Add image text: title: NEED FOR SPEED - HIGH STAKES
Id: SLUS00826
Title: NEED FOR SPEED - HIGH STAKES
Cue Files ['Need for Speed - High Stakes (USA).cue']
Imb Files ['Need for Speed - High Stakes (USA).bin']
Disc IDs ['SLUS00826']
Create PBP file for NEED FOR SPEED - HIGH STAKES
Need to create a TOC
Add image Need for Speed - High Stakes (USA).bin
Create PBP file at /TEMP/PBP/NEED FOR SPEED - HIGH STAKES.pbp
Generating PARAM.SFO [NEED FOR SPEED - HIGH STAKES]...
Writing header
Writing PARAM.SFO at
Writing ICON0.PNG at
Writing PIC1.PNG
Got a TOC
Writing indexes
Writing PSX CD Dump
Writing compressed image
Writing PSTITLEIMG.DAT
Writing STARTDAT header
Writing P.O.P.S standard logo
Writing STARTDAT footer
EBOOT.PBP Created
Deleting temp file Need for Speed - High Stakes (USA).bin
Deleting temp file Need for Speed - High Stakes (USA).cue
Deleting temp file TMP0.cu2
Deleting temp file ISO0001.iso
Deleting temp file ICON0.jpg
Here is the Log from Duckstation:
[ 0.3014] I/SDLControllerInterface: Loading game controller mappings from 'C:\Users\damon\Desktop\Duckstation\database\gamecont
rollerdb.txt'
[ 0.8932] I/AutoUpdaterDialog: Current SHA: 50db81af16025583c68171c1fdaf921b6e655175
[ 0.8932] I/AutoUpdaterDialog: Latest SHA: 50db81af16025583c68171c1fdaf921b6e655175
[ 0.8932] I/AutoUpdaterDialog: Last Checked SHA:
[ 0.8932] I/AutoUpdaterDialog: No update needed.
[ 15.5418] I/HostInterface: Boot Filename: D:\TEMP\PBP\NEED FOR SPEED - HIGH STAKES.pbp
[ 15.5844] I/D3D11HostDisplay: No adapter selected, using first.
[ 15.6117] I/D3D11HostDisplay: D3D Adapter: Intel(R) UHD Graphics
[ 15.6118] I/D3D11HostDisplay: Creating a 2400x1767 flip-discard windowed swap chain
[ 15.6135] I/D3D11HostDisplay: Swap chain buffer size: 2400x1767
[ 15.6684] E(LoadTexture): Failed to open texture resource 'resources\logo.png'
[ 15.6713] I/HostInterface: Creating 'Cubeb' audio stream, sample rate = 44100, channels = 2, buffer size = 2048
[ 16.3927] I/CubebAudioStream: Minimum latency in frames: 133
[ 16.4654] I/System: Loading CD image 'D:\TEMP\PBP\NEED FOR SPEED - HIGH STAKES.pbp'...
[ 16.4656] E(Open): Invalid number of discs (1) in multi-disc PBP file
[ 16.4656] E(ReportError): Failed to load CD image 'D:\TEMP\PBP\NEED FOR SPEED - HIGH STAKES.pbp':
[ 18.5554] E(ReportError): System failed to boot. The log may contain more information.
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