PS3 Multi-Track PS1 Games on PS3

not true,irisman has true ws hack option and 480p,both aren't present in xmb settings.why they won't work for you idk,i witnessed them personally myself on at least 4 different ps3's.
 
not true,irisman has true ws hack option and 480p,both aren't present in xmb settings.why they won't work for you idk,i witnessed them personally myself on at least 4 different ps3's.

480p = PS - Upscaler Off (so SD mode, like stated in the PS3 manual by not enabling this you'll force 480p)
''True" ws mode = Once HD mode is enabled, in PS1_emu select other options, screen size, full screen

take a look at the sourcecode, i don't see any hack going on with the video options:
https://github.com/Joonie86/IRISMAN/blob/master/source/psx.c
https://github.com/Joonie86/IRISMAN/blob/master/include/psx.h

https://psxdatacenter.com/games/U/V/SLUS-00868.html

The game work but that game has 17 audio track which didnt work when game start ?


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I ordered that one, i'll receive it next week friday so i'll try then.
 
Dosnt work also i think the error should be in emulator can not read cue file because game work berfect but the audio work didnt work.
So did any one test any game that contain audio track to confirm that work using ps emu or any devloper which reverse code for ps1 emu that confirm that ps emu read cue file or its just read bin file only ?


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As an example; when I ripped the original Tekken for PS1, I used ImgBurn which is a freeware application (no longer updated, however) which generated a BIN and a CUE file - "Tekken.bin" and "Tekken.cue". With ps1_emu, the background music tracks for the stages would not play at all, even with the cue named the same as the bin and in the same folder. I changed to ps1_netemu and the background music now plays more or less fine.

What are you using to rip the PS1 discs into BIN format? I've used ImgBurn as mentioned, and for games with multiple audio tracks I'd recommend it since certain in-game audio (background music) will not play without the CUE sheet present.
 
480p = PS - Upscaler Off (so SD mode, like stated in the PS3 manual by not enabling this you'll force 480p)
''True" ws mode = Once HD mode is enabled, in PS1_emu select other options, screen size, full screen

take a look at the sourcecode, i don't see any hack going on with the video options:
https://github.com/Joonie86/IRISMAN/blob/master/source/psx.c
https://github.com/Joonie86/IRISMAN/blob/master/include/psx.h



I ordered that one, i'll receive it next week friday so i'll try then.

When u receive it. test it and mention me your feedback for your test Please. Thanks


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480p = PS - Upscaler Off (so SD mode, like stated in the PS3 manual by not enabling this you'll force 480p)
''True" ws mode = Once HD mode is enabled, in PS1_emu select other options, screen size, full screen

take a look at the sourcecode, i don't see any hack going on with the video options:

It is not exactly a "hack", but IRISMAN prepares the video configuration based on the user's selection before launch the emu when the PSX payload is used (e.g. PSXISO stored in hdd0 or FAT32). When the PSXISO is stored in NTFS, IRISMAN uses Cobra payload like webMAN MOD. Cobra has internal patches to change the video mode based on the region detected of the PSXISO.

This is the code where IRISMAN prepares the video mode and aspect ratio in psx.c
Code:
    if((psx_options.video & PSX_VIDEO_MODE) != 0)
    {
        videoConfiguration vconfig;
        memset(&vconfig, 0, sizeof(videoConfiguration));
        if((psx_options.video & PSX_VIDEO_MODE) == 1)
        {
            if(((directories[currentgamedir].flags>>16) & 0x1f) != 0x11)
                vconfig.resolution = VIDEO_RESOLUTION_480;
            else
                vconfig.resolution = VIDEO_RESOLUTION_576;
        }
        else if((psx_options.video & PSX_VIDEO_MODE) == 2)
            vconfig.resolution = VIDEO_RESOLUTION_480;
        else
            vconfig.resolution = VIDEO_RESOLUTION_576;
        vconfig.format = VIDEO_BUFFER_FORMAT_XRGB;
        vconfig.pitch = 2880;
        switch(psx_options.video & PSX_VIDEO_ASPECT_RATIO)
        {
            case 0x10:
                Video_aspect = VIDEO_ASPECT_4_3;
                break;
            case 0x20:
                Video_aspect = VIDEO_ASPECT_16_9;
                break;
            default:
                Video_aspect = VIDEO_ASPECT_AUTO;
                break;
        }
        vconfig.aspect = Video_aspect;
        videoConfigure(0, &vconfig, NULL, 0);
    }
 
It is not exactly a "hack", but IRISMAN prepares the video configuration based on the user's selection before launch the emu when the PSX payload is used (e.g. PSXISO stored in hdd0 or FAT32). When the PSXISO is stored in NTFS, IRISMAN uses Cobra payload like webMAN MOD. Cobra has internal patches to change the video mode based on the region detected of the PSXISO.

This is the code where IRISMAN prepares the video mode and aspect ratio in psx.c
Code:
    if((psx_options.video & PSX_VIDEO_MODE) != 0)
    {
        videoConfiguration vconfig;
        memset(&vconfig, 0, sizeof(videoConfiguration));
        if((psx_options.video & PSX_VIDEO_MODE) == 1)
        {
            if(((directories[currentgamedir].flags>>16) & 0x1f) != 0x11)
                vconfig.resolution = VIDEO_RESOLUTION_480;
            else
                vconfig.resolution = VIDEO_RESOLUTION_576;
        }
        else if((psx_options.video & PSX_VIDEO_MODE) == 2)
            vconfig.resolution = VIDEO_RESOLUTION_480;
        else
            vconfig.resolution = VIDEO_RESOLUTION_576;
        vconfig.format = VIDEO_BUFFER_FORMAT_XRGB;
        vconfig.pitch = 2880;
        switch(psx_options.video & PSX_VIDEO_ASPECT_RATIO)
        {
            case 0x10:
                Video_aspect = VIDEO_ASPECT_4_3;
                break;
            case 0x20:
                Video_aspect = VIDEO_ASPECT_16_9;
                break;
            default:
                Video_aspect = VIDEO_ASPECT_AUTO;
                break;
        }
        vconfig.aspect = Video_aspect;
        videoConfigure(0, &vconfig, NULL, 0);
    }

Thank you for the explanation man, that was actually the part of the sourcecode i was looking at. Correct me if i'm wrong but those cobra internal video mode patches based on region detection, i assume they have the same function as a PARAM.SFO file for PS1 EBOOTS? I mean that in terms of triggering certain types of video resolutions since i see exactly the same resolutions mentioned (480 for ntsc/ 576 for pal)?
 
It is not exactly a "hack", but IRISMAN prepares the video configuration based on the user's selection before launch the emu when the PSX payload is used (e.g. PSXISO stored in hdd0 or FAT32). When the PSXISO is stored in NTFS, IRISMAN uses Cobra payload like webMAN MOD. Cobra has internal patches to change the video mode based on the region detected of the PSXISO.

This is the code where IRISMAN prepares the video mode and aspect ratio in psx.c
Code:
    if((psx_options.video & PSX_VIDEO_MODE) != 0)
    {
        videoConfiguration vconfig;
        memset(&vconfig, 0, sizeof(videoConfiguration));
        if((psx_options.video & PSX_VIDEO_MODE) == 1)
        {
            if(((directories[currentgamedir].flags>>16) & 0x1f) != 0x11)
                vconfig.resolution = VIDEO_RESOLUTION_480;
            else
                vconfig.resolution = VIDEO_RESOLUTION_576;
        }
        else if((psx_options.video & PSX_VIDEO_MODE) == 2)
            vconfig.resolution = VIDEO_RESOLUTION_480;
        else
            vconfig.resolution = VIDEO_RESOLUTION_576;
        vconfig.format = VIDEO_BUFFER_FORMAT_XRGB;
        vconfig.pitch = 2880;
        switch(psx_options.video & PSX_VIDEO_ASPECT_RATIO)
        {
            case 0x10:
                Video_aspect = VIDEO_ASPECT_4_3;
                break;
            case 0x20:
                Video_aspect = VIDEO_ASPECT_16_9;
                break;
            default:
                Video_aspect = VIDEO_ASPECT_AUTO;
                break;
        }
        vconfig.aspect = Video_aspect;
        videoConfigure(0, &vconfig, NULL, 0);
    }

@aldostools did ps1_emu.self or ps1_emu_net read cue file so can play game that contain multi Audio track or it read .bin file only?


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@aldostools did ps1_emu.self or ps1_emu_net read cue file so can play game that contain multi Audio track or it read .bin file only?

All backup managers (including webMAN MOD & IRISMAN) use the CUE file when it's available.
If the CUE file does not exist, then the BIN, ISO, MDF or IMG file is mounted directly.

This is the code in webMAN MOD where the CUE is processed:
https://github.com/aldostools/webMAN-MOD/blob/master/include/mount_cobra.h#L555
https://github.com/aldostools/webMAN-MOD/blob/master/include/cue_file.h#L48

In IRISMAN, the CUE is processed in the function build_from_cue() called from the function psx_iso_prepare() in psx.c
https://github.com/Joonie86/IRISMAN-1/blob/master/source/psx.c#L1220

In Cobra, the tracks info of the CD (obtained from the CUE file) is processed in this block of code:
https://github.com/Joonie86/COBRA-7.3/blob/master/484/REX/stage2/storage_ext.c#L1708

Thank you for the explanation man, that was actually the part of the sourcecode i was looking at. Correct me if i'm wrong but those cobra internal video mode patches based on region detection, i assume they have the same function as a PARAM.SFO file for PS1 EBOOTS? I mean that in terms of triggering certain types of video resolutions since i see exactly the same resolutions mentioned (480 for ntsc/ 576 for pal)?

I'm not sure about the functions called by PARAM.SFO, but I supposed they are the same.
Cobra does not create any new video mode. It basically patches VSH.self @ cex_vmode_patch_offset with LI(R0, video_mode).
In other words, that changes the video mode to PAL when it detects that the PSXISO is SLES, SCES, SLED, SCED. Otherwise it uses NTSC..

https://github.com/Joonie86/COBRA-7.3/blob/master/484/REX/stage2/storage_ext.c#L2038
 
what is th bottom line?does irisman options do anything differently than stock upscaler?

The bottom line is that IRISMAN configures the video settings (video mode and scale ratio) before launch the psxiso from fat32 or hdd0.
When the psxiso is stored in ntfs, it doesn't make changes to the video and the video mode relies in Cobra patches.

TBH I haven't noticed any difference between the stock upscaler and the video settings set by IRISMAN.

However, you will find a noticeable difference in graphics resolution playing the same game with ps1_netemu instead of ps1_emu.
webMAN MOD has the option to mount the psxiso with ps1_emu (hold L2) or with ps1_netemu (hold R2).

IRISMAN (and Iris Manager forks) offer much more configuration options to run PSX games than webMAN or multiMAN.

In multiMAN mode press triangle over the PSX game and select the ps1 emulator using game settings.
In mmCM there is not option to choose the ps1 emulator.
 
@aldostools
i finally sucess to mount and play game with multi track audio
By using Multiman work perfect and all game audio track work perfect but the same iso i try to mount by using Webman Mod latest version didnt work . Game work but no audio track play while game playing i think there is an issue in Webman Mod in mount iso with multi audio track .
Please could u fix it in next update version i prefer to use Webman Mod its to easy instead of open multiman to mount and close it to play game ?


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@aldostools
i finally sucess to mount and play game with multi track audio
By using Multiman work perfect and all game audio track work perfect but the same iso i try to mount by using Webman Mod latest version didnt work . Game work but no audio track play while game playing i think there is an issue in Webman Mod in mount iso with multi audio track .
Please could u fix it in next update version i prefer to use Webman Mod its to easy instead of open multiman to mount and close it to play game ?


Sent from my iPhone using Tapatalk

Could you provide more details?
- What game did you tested? game id?
- Where is the game stored? internal HDD, FAT32, ntfs, net?
- Did you tested the exact same image from the exact same storage?
- What ps1 emulator did you use on each case?
- Does the audio work in IRISMAN too? What settings?
- Does the audio work in webMAN vanilla too? What settings?
- How did you mount the PSXISO on webMAN MOD? XMB, sLaunch, web/PC?
 
@aldostools
i finally sucess to mount and play game with multi track audio
By using Multiman work perfect and all game audio track work perfect but the same iso i try to mount by using Webman Mod latest version didnt work . Game work but no audio track play while game playing i think there is an issue in Webman Mod in mount iso with multi audio track .
Please could u fix it in next update version i prefer to use Webman Mod its to easy instead of open multiman to mount and close it to play game ?


Sent from my iPhone using Tapatalk
It would be easy enough to create your own cue sheet, from which you could 'mount' with DAEMON Tools Lite and then open with ImgBurn and then generate a single BIN and corresponding CUE file from which to use with backup managers. I use webMAN MOD myself, and I mount my ripped PS1 games in BIN/CUE format and have had no issues with this method so far. Here's a little tutorial for you. :)

In Windows, open Notepad and copy and paste the following:
Code:
FILE "Name of Track 1.bin" BINARY
  TRACK 01 MODE2/2352
  INDEX 01 00:00:00
Where "Name of Track 1.bin" is whichever the first and largest bin file is as this is the game data itself. For many games, that would be the end of the cue sheet since there is only one track (the bin image) and strictly speaking, you wouldn't really need one unless you were having problems with the game booting or functioning properly. A quick and easy fix if you did have any such issues. :)

But say you had a game with 20 tracks, your cue file would look like:
Code:
FILE "Name of Track 1.bin" BINARY
  TRACK 01 MODE2/2352
  INDEX 01 00:00:00
FILE "Name of Track 2.bin" BINARY
  TRACK 02 AUDIO
  INDEX 00 00:00:00
  INDEX 01 00:02:00
FILE "Name of Track 3.bin" BINARY
  TRACK 03 AUDIO
  INDEX 00 00:00:00
  INDEX 01 00:02:00
FILE "Name of Track 4.bin" BINARY
  TRACK 04 AUDIO
  INDEX 00 00:00:00
  INDEX 01 00:02:00
FILE "Name of Track 5.bin" BINARY
  TRACK 05 AUDIO
  INDEX 00 00:00:00
  INDEX 01 00:02:00
and so on.

With your complete cue sheet with all of the tracks accounted for in order, select 'Save As...' and with the drop-down menu 'Save as type:' From here, you can call it whatever you like, but make sure to add .cue at the end so it saves in the correct format and not as a text document. Save or afterwards place it in the same location as your different Track bin files.

From there, if you've got DAEMON Tools Lite (i.e. the free version) installed, the icon should be a lightning bolt and you can just double click on it. Alternatively right-click and select 'Open with' and open it that way. This will 'mount' the CUE file and then with ImgBurn (also free) you can create a single BIN and corresponding cue file of the individual tracks by clicking 'Create image file from disc' and then selecting the virtual drive that DAEMON Tools has assigned the cue file to. This should solve your problem. :)
 
It would be easy enough to create your own cue sheet, from which you could 'mount' with DAEMON Tools Lite and then open with ImgBurn and then generate a single BIN and corresponding CUE file from which to use with backup managers. I use webMAN MOD myself, and I mount my ripped PS1 games in BIN/CUE format and have had no issues with this method so far. Here's a little tutorial for you. :)

In Windows, open Notepad and copy and paste the following:
Code:
FILE "Name of Track 1.bin" BINARY
  TRACK 01 MODE2/2352
  INDEX 01 00:00:00
Where "Name of Track 1.bin" is whichever the first and largest bin file is as this is the game data itself. For many games, that would be the end of the cue sheet since there is only one track (the bin image) and strictly speaking, you wouldn't really need one unless you were having problems with the game booting or functioning properly. A quick and easy fix if you did have any such issues. :)

But say you had a game with 20 tracks, your cue file would look like:
Code:
FILE "Name of Track 1.bin" BINARY
  TRACK 01 MODE2/2352
  INDEX 01 00:00:00
FILE "Name of Track 2.bin" BINARY
  TRACK 02 AUDIO
  INDEX 00 00:00:00
  INDEX 01 00:02:00
FILE "Name of Track 3.bin" BINARY
  TRACK 03 AUDIO
  INDEX 00 00:00:00
  INDEX 01 00:02:00
FILE "Name of Track 4.bin" BINARY
  TRACK 04 AUDIO
  INDEX 00 00:00:00
  INDEX 01 00:02:00
FILE "Name of Track 5.bin" BINARY
  TRACK 05 AUDIO
  INDEX 00 00:00:00
  INDEX 01 00:02:00
and so on.

With your complete cue sheet with all of the tracks accounted for in order, select 'Save As...' and with the drop-down menu 'Save as type:' From here, you can call it whatever you like, but make sure to add .cue at the end so it saves in the correct format and not as a text document. Save or afterwards place it in the same location as your different Track bin files.

From there, if you've got DAEMON Tools Lite (i.e. the free version) installed, the icon should be a lightning bolt and you can just double click on it. Alternatively right-click and select 'Open with' and open it that way. This will 'mount' the CUE file and then with ImgBurn (also free) you can create a single BIN and corresponding cue file of the individual tracks by clicking 'Create image file from disc' and then selecting the virtual drive that DAEMON Tools has assigned the cue file to. This should solve your problem. :)

Just for reference: only the lines that say PREGAP or INDEX 01 are relevant. The rest are ignored by webMAN MOD.
Also, these lines should not have spaces at the end of the line. Otherwise the parser will return a wrong LBA.
 
It would be easy enough to create your own cue sheet, from which you could 'mount' with DAEMON Tools Lite and then open with ImgBurn and then generate a single BIN and corresponding CUE file from which to use with backup managers. I use webMAN MOD myself, and I mount my ripped PS1 games in BIN/CUE format and have had no issues with this method so far. Here's a little tutorial for you. :)

In Windows, open Notepad and copy and paste the following:
Code:
FILE "Name of Track 1.bin" BINARY
  TRACK 01 MODE2/2352
  INDEX 01 00:00:00
Where "Name of Track 1.bin" is whichever the first and largest bin file is as this is the game data itself. For many games, that would be the end of the cue sheet since there is only one track (the bin image) and strictly speaking, you wouldn't really need one unless you were having problems with the game booting or functioning properly. A quick and easy fix if you did have any such issues. :)

But say you had a game with 20 tracks, your cue file would look like:
Code:
FILE "Name of Track 1.bin" BINARY
  TRACK 01 MODE2/2352
  INDEX 01 00:00:00
FILE "Name of Track 2.bin" BINARY
  TRACK 02 AUDIO
  INDEX 00 00:00:00
  INDEX 01 00:02:00
FILE "Name of Track 3.bin" BINARY
  TRACK 03 AUDIO
  INDEX 00 00:00:00
  INDEX 01 00:02:00
FILE "Name of Track 4.bin" BINARY
  TRACK 04 AUDIO
  INDEX 00 00:00:00
  INDEX 01 00:02:00
FILE "Name of Track 5.bin" BINARY
  TRACK 05 AUDIO
  INDEX 00 00:00:00
  INDEX 01 00:02:00
and so on.

With your complete cue sheet with all of the tracks accounted for in order, select 'Save As...' and with the drop-down menu 'Save as type:' From here, you can call it whatever you like, but make sure to add .cue at the end so it saves in the correct format and not as a text document. Save or afterwards place it in the same location as your different Track bin files.

From there, if you've got DAEMON Tools Lite (i.e. the free version) installed, the icon should be a lightning bolt and you can just double click on it. Alternatively right-click and select 'Open with' and open it that way. This will 'mount' the CUE file and then with ImgBurn (also free) you can create a single BIN and corresponding cue file of the individual tracks by clicking 'Create image file from disc' and then selecting the virtual drive that DAEMON Tools has assigned the cue file to. This should solve your problem. :)

I've checked the original cue sheet and everything looked good but music is still missing...
 
not true,irisman has true ws hack option and 480p,both aren't present in xmb settings.why they won't work for you idk,i witnessed them personally myself on at least 4 different ps3's.

Those options in irisman can be set in the retail xmb under game settings, they do not make the game look any better than those settings. Idk what you're seeing but it's not an improvement
 
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