Archive.org Playstation Redump

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Katariina Washuk

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Jul 31, 2024, 6:40:38 AM7/31/24
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First question (I can and will look it up, but feel free to jump the gun if inspired): Why is the first Playstation console generally named 'PSX' instead of 'PS1' like it is for all successors? There was even a PS One revised console, and in other history the name PSX was given to a Sony DVR.

Second: REDUMP's PSX dat file seems to have been updated TODAY. Anyone know a good .DAT to .XML converter or do you already have a good up to date .XML to use for Rocketlauncher or otherwise to organize roms? Hyperspin's Hyperlist XMLs seem years old so I hope some may advise if I should be using an XML of No Intro vs Redump. I am sure a Smokemonster pack would be LONG away from reality.

Next, a question on best archive file format: I am not familiar with the .PBP file format the Playstation Classic Autobleem image I have uses instead of bin/cue etc. Is this a disc image like a .CHD conversion? Does Autobleem support .zip or bin/cue? Currently, my REDUMP library is .zip which I'm happy to keep for any emulators that might support them and only unzip when needed to burn for original hardware.

Well it just was called PSX by Sony back in the day, and it was codenamed Playstation X by Sony as it was their first and potentially only as they didn't have a crystal ball there. Later once PS2 came out, they kind of really screwed it up in the memory of many reconning it with the PSOne(mini) that sold w/ or w/out the LCD combo, making it worse years later with an actual Japan only PSX system that was a DVR combo PS2 system: _(digital_video_recorder)

Can't help ya with swiping stuff, I've got a very small set of PS1 games, all legit, though I will say if you are smart archive.org would have everything you need in a massive set of big files, or by individual games hiding within.

Thanks for clearing things up in answering the first question. That is a funny business decision. I suppose Xbox didn't do much better with naming. I answered the third part on my own- sort of. Indeed compression is used when converting REDUMP bin/cue files to .PBP, but I have yet to find if that makes it LOSSY or LOSSLESS in terms of converting back to bin/cue (think MP3 vs FLAC). To be archival-standards safe, I will keep my zipped bin/cues which at least saves some space over unzipping. I wondered why the ".PBP" extension name instead of ".PSX" then learned this file format is what the PSP handhelds use as if the games were official PS store purchases. I suppose ".PSP" was taken already? Anyway, ETA Prime has a great video on said file format which is good for easy disc-swapping in emulators for multi-disc games. It would be interesting if you could somehow burn .PBP files to a CDR and play them on a real PSX.

yes the PBP is a executable playstation portable file, not just a disk image and can be anything from simple programs to game launchers or bootable disk images, I think but am probably totally wrong but I think its Playstation Binary Package

Hi, i'm not new to the world of redump.org, but now i have a strange problem. Basically i'm interested in preserving games for PlayStation and PlayStation2, so i decided to dump some games i own and make my personal backup for playing on that gaming systems.

PlayStation2 is not the real problem, burning softwares will manage correctly isos. Well, I decided to take a look at the dats and cuesheets and noticed that very very few games for this system use multitrack cdda (about 10 titles), so i eventually decided to use iso as file standard. in this case i had no problems with dvd9s, dvd5s and monotrack data cds (the ones with blue layer).

PlayStation is really a big problem because of multitrack cddas, tracks with errors, libcrypt protection, different versions and so on. Well, i decided to use ccd/img/sub (to make possible storing libcrypt protection) for all my psx backups, but i noticed differences on different software such as clonecd, alcohol120%, imgburn on pregaps, errors and cuesheets. monotrack cds with errour count=0 never gave me problems. for libcrypt protection i added it manually hexediting the sub file with sectors gave on redump instead of dumping from my discs (i tried also sbi2sub utility but seems to generate altered data in the last sectors of sub file, maybe it's the pregap?). so i create my monotrack backup files generating a bin with any software, then creating a cuesheet with imgburn, mounting the disc on a virtual drive, then create a ccd/img/sub from that with clonecd, last if libcrypted game editing sub with sbi2sub. So the data and the libcrypt is not the problem.

What exactly i have to do with cddas and error count different from 0? i read something about c1/c2 errors, compatible drives and so on, but i haven't understood. audio tracks are more sensitive to disc scratches, thus resulting in nearly always crc mismatch (only in audio tracks, first data track always matches). i tried discimagecreator but it's not compatible with my drive. is there any software able to perfectly dump each audio track after first data track without the need of getting a new plextor drive? If yes, maybe you can explain how to configure that, if it is alcohol, clonecd or imgburn?

After dumping i need to burn backups to play (i don't want to use original cds in my playstation), but i noticed that from a perfect dump my drive always generates a bad backup when redumped from burned copy (crc mismatch in img and sub). is it due to pregap and c1/c2 errors? i use clonecd at minimum possible speed (10x, 3x) and verbatim cd/dvv5/dvd9s

You can try to check the swap trick, whether it works for your drive or not. Find the "startstop" utility somewhere on this forum, insert any Audio CD, stop the drive, eject the tray by inserting some pin into the emergency eject hole, insert the game disc, close the tray manually using some force, then try to read the sectors. You should see the scrambled data sectors in the data area.

After dumping i need to burn backups to play (i don't want to use original cds in my playstation), but i noticed that from a perfect dump my drive always generates a bad backup when redumped from burned copy (crc mismatch in img and sub)

I was talking about desidered errors container into retail copies of ps1 games, such as dino crisis, syphon filter 2 and final fantasy origins. Clonecd corrects these sectors in read mode thus resulting in data mismatch with redump data. I avoided the problem just replacing the img with another one got on the internet that matched the crc, but only because i found it on the web. Could clonecd be configured to dump these games correct way? Or i just need to get another software?

I was talking about desidered errors container into retail copies of ps1 games, such as dino crisis, syphon filter 2 and final fantasy origins. Clonecd corrects these sectors in read mode thus resulting in data mismatch with redump data. I avoided the problem just replacing the img with another one got on the internet that matched the crc, but only because i found it on the web. Could clonecd be configured to dump these games correct way?

Their is a problem when burning audio cds, your drive will adjust the files slightly to do with the drive offset, meaning when you read in your backup the audio will be slightly shifted by a few bytes, you can correct this, by working out how many bytes your burning drive shifts the audio on a burnt disc. Once you have that amount (x) you can adjust the audio by x but in the opposite direction before you burn, So when you burn and x is applied you get the audio exactly right. Then when you read your backups the audio will no be shifted.

I think that is better starting with dvds for ps2, let's see what i get from those. I really don't want to waste cdrs and dvdrs, but also understanding what is the real problem. ps2 dvds are mode1/2048, so if my drive/support combination generates random errors in the burning process, they should be nearly always detected and corrected comparing to mode2 specs.

Tried burning disc Bugs Bunny: Lost in Time from a perfect dump, the result is the same for Alcohol 120% and CloneCD, the burned disc generated images matches both the redump CRC-32, so my problem is not this. I think the problem i have is what TossEAC said above, so the audio shifting gave by drive. I noticed that by mounting disc Castlevania: Symphony of the Night for generating a CCD/IMG/SUB to store in my personal HDD. Used Alcohol Virtual Drive to mount cue/bin (1bin with data and audio merged), or cue/bins (1bin for data, 1bin for audio) and i found that the resulting imgs for these two methods are the same, even if i merge with HexWorkshop the two bin tracks. So it seems that Virtual Drive does the same thing a burner does, shifting the audio tracks forwards or backwards. I manually deleted the resulting SLES-00524.img and used old merged CSOTN.bin renamed in SLES-00524.img to store in my hdd.

So is there a simple solution to mount/burn images without shifting audio tracks? I mean: i understand that a burner has its own audio correction offset called x, so to get a 1:1 copy i have to set a proper -(x) offset in burner software. Which burning software supports the setting of a custom offset to neutralize the drive one? Or do I have to manually do this for every track? For Castlevania is not a problem, but many games have high number of audio tracks, i could get mad doing this manually!

I think i'm understanding how all this works. The pregap on PS1 audio tracks is nearly always 2SS on audio tracks. Assuming that i decided to store my images in CCD/IMG/SUB if i have to do with a monotrack game the resulting img has the same size and the same checksum of redump. In case of multitrack games (assuming that all the games have 1 data track and X audio track each with 2SS pregap -but i read that is not always happening-) the resulting files are:

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