[SOLVED] Ninja: S.O.D. for PS1 on PS3

SKEPTiCK

Member
FINAL EDIT: THERE ARE NOW 2 METHODS TO FIX THIS GAME ON PS3

Okay, so I've removed my request on how to fix this game because all of the wonderful people in this thread have finally solved the mystery. There's an easy way or a tricky way to do this.

THE EASY WAY (NEW METHOD)
You will need to download PPF-O-MATIC v3.0 and the ninja_patches.7z

1. Download the patches from this post (Many thanks to krHACKen for supplying these)

2. Open PPF-O-MATIC, click the floppy symbol next to "ISO File" and select the .bin for Ninja S.O.D.

3. Now click the floppy next to "PATCH" and select the .PPF that matches your region

4. Now apply the patch and copy the .bin / .cue to dev_hdd0~PSXISO on your PS3

5. Also, just in case of noobs, make sure your .bin and .cue are named the same way!

AND BAM! JUST LIKE THAT, BROKEN AUDIO AND BLACKSCREEN ISSUES SHOULD BE FIXED!

Anyways, if there's some chance that this isn't working for you (which it should :/) then scroll towards the bottom of this page and you will see a REALLY LONG and over-explained post about the .PBP / CDDA method. The old method will fix the blackscreen error as well as broken audio but songs will only play once and leave you in ambience until you get to the next level.
 

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I'd advise you to take another look at the many tutorials on this site about this subject, there are several ways to get things working properly. But in short:
  • Try using ImgBurn to create an .IMG/.CUE/.CCD (you need all 3 for correct playback).
  • Use PSX2PSP 1.4.2 to create an uncompressed EBOOT of the game (select the .IMG).
  • Several ways the get the CDDA playback going, look here for manual or here for automatic
  • Then take the usual steps you need to take to get the game on your PS3
Let me know if things still don't work, it was one of the games that i used for testing my cdda tool so i know for a fact that it does work fine on a PS3. And yes it was an awesome game back in the day...but the controls are now a nightmare man haha! Thankfully i can get my ninja fix with sekiro shadows die twice.
 
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I'd advise you to take another look at the many tutorials on this site about this subject, there are several ways to get things working properly. But in short:
  • Try using ImgBurn to create an .IMG/.CUE/.CCD (you need all 3 for correct playback).
  • Use PSX2PSP 1.4.2 to create an uncompressed EBOOT of the game (select the .IMG).
  • Several ways the get the CDDA playback going, look here for manual or here for automatic
  • Then take the usual steps you need to take to get the game on your PS3
Let me know if things still don't work, it was one of the games that i used for testing my cdda tool so i know for a fact that it does work fine on a PS3. And yes it was an awesome game back in the day...but the controls are now a nightmare man haha! Thankfully i can get my ninja fix with sekiro shadows die twice.

Well, I'm usually not this technically inclined... I'm trying to follow the steps provided but meeting some issues.

You said to use .IMG/.CUE/.CCD (So I did.) I used PSX2PSP and put the .IMG in the .ISO/.PBP slot

added artwork and background image, didn't bother with the rest.

Afterwards I created the .PBP but what am I SUPPOSED TO DO WITH IT?

.PBP is the file format that allows the game to boot on a PSP correct? I am trying this on PS3

and if it does work on PS3 then I am confused about what to do with the .PBP? because I can't boot it unless I convert it

I tried using CDDA Enabler to auto-correct it, I placed the EBOOT and .BIN/CUE in their proper folders

Af first I was given an error about VCRuntime140.dll missing from SysWow64, so I installed the .DLL + Windows 2015 Runtime

even after attempting to fix the errors it says missing Sony drivers about 40 times and then the process finishes...

But from how it looks it simply took the data from the 700MB .bin and slapped it into the .PBP which already had a matching file size of 700MB when I used the .IMG file to create said .PBP: this makes the .PBP 1.5GB in size. this can't be right? I'm a bit lost...

what do I do to get this right? I changed the 1.5GB .PBP to .IMG and assigned a .CUE to boot that image but the game don't even boot into the XMB. I feel like all CDDA Enabler did was slap in duplicate data from the .BIN that was already present from the .IMG

and the PS3 don't recognize .CCD files or well maybe, I'm not really sure? I am on DEX REBUG 4.82.2
 
Also, on another note, the audio for this game is in .pcm format when extracted and I can't find any way to convert it to .aa3

is there even a tool for that?
 
Well, I'm usually not this technically inclined... I'm trying to follow the steps provided but meeting some issues.

You said to use .IMG/.CUE/.CCD (So I did.) I used PSX2PSP and put the .IMG in the .ISO/.PBP slot

added artwork and background image, didn't bother with the rest.

Afterwards I created the .PBP but what am I SUPPOSED TO DO WITH IT?

.PBP is the file format that allows the game to boot on a PSP correct? I am trying this on PS3

and if it does work on PS3 then I am confused about what to do with the .PBP? because I can't boot it unless I convert it

I tried using CDDA Enabler to auto-correct it, I placed the EBOOT and .BIN/CUE in their proper folders

Af first I was given an error about VCRuntime140.dll missing from SysWow64, so I installed the .DLL + Windows 2015 Runtime

even after attempting to fix the errors it says missing Sony drivers about 40 times and then the process finishes...

But from how it looks it simply took the data from the 700MB .bin and slapped it into the .PBP which already had a matching file size of 700MB when I used the .IMG file to create said .PBP: this makes the .PBP 1.5GB in size. this can't be right? I'm a bit lost...

what do I do to get this right? I changed the 1.5GB .PBP to .IMG and assigned a .CUE to boot that image but the game don't even boot into the XMB. I feel like all CDDA Enabler did was slap in duplicate data from the .BIN that was already present from the .IMG

and the PS3 don't recognize .CCD files or well maybe, I'm not really sure? I am on DEX REBUG 4.82.2

Like i said, READ the tutorials (for example the one i linked in my first reply will do, since you're on CFW you can skip the resigning steps) and i'm sure it'll work. You'll need to convert the .PBP into a .PKG after you've enabled the the CDDA (the manual way or tool are also in linked in my first post). And for the Sony drivers error, as stated on the CDDA-ENABLER page and here again with a screenshot of the page:

upload_2019-4-13_15-21-46.png
 
Even with atrac3.acm in the required area I still get the sony drivers error.

and I have no way to check if CDDA converted being that it's inside the .PBP

I suppose I will just attempt to convert the .PBP to .PKG and install it

If this don't work I give up, cannot find a program to manually convert .pcm either nothing but false-claimware out there.

upload_2019-4-13_10-15-8.jpeg
 
Well, I can confirm that the game allows me to face the 1st boss in PS1 classics mode, but still no background music...

Didn't think it would even get far but this is a step in the right direction... and still, I tried to fix the Sony drivers issue.

At least the blackscreen part is done with.
 
false-claimware


As you can see, the game works fine. The EBOOT was processed with CDDA-ENABLER and installed on 4.84 CFW.

Even with atrac3.acm in the required area I still get the sony drivers error

Did you install the drivers with the .EXE? After installation you should check if the .ACM file is in the right location (which you did) and reboot.

upload_2019-4-13_21-58-38.png



Let me know if you still get the drivers not found error after this,
 
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As you can see, the game works fine. The EBOOT was processed with CDDA-ENABLER and installed on 4.84 CFW.



Did you install the drivers with the .EXE? After installation you should check if the .ACM file is in the right location (which you did) and reboot.

View attachment 16571


Let me know if you still get the drivers not found error after this,

Ok, so I removed the .acm file, rebooted, re-installed as admin, double checked and rebooted once more.

After reboot I check the .acm file's location yet again as well as run CDDA Enabler with elevated commands.

The video you've provided gives me a much better understanding (I was trying to extract .WAVs from singular .BIN, oops.)

At first with single .BIN it would say file not found once, then sony drivers error like 50, times, then supposed merge and completion

After seeing that you do it with the 44 .BIN files I give it a try, and this is the result...
upload_2019-4-13_19-36-25.jpeg


But same result with missing SONY drivers, this is ATRAC Audio Codec 0.98.15D acquired from free-codecs depository... and the .WAV files don't get dumped into the CDDA folder? they only extract from the .BIN and inject them into .CDDA for conversion? Is there a way it can be used to dump the .WAVs to a folder for manual conversion? and I can't get .AA3 format to appear on anything out there with these codec issues.

upload_2019-4-13_19-39-45.jpeg


I wasn't referring to CDDA as false-claimware, I was talking about the 3 or 4 other audio conversion programs I had downloaded that claimed they could handle .pcm audio that was extracted using CDMage, yet none of them would, also I cannot even attempt a .WAV to .AA3 conversion as the program you have created doesn't dump them within the CDDA folder root... or is this just an issue on my end?

Thank you so much for all the help you have given so far, I'm not meaning to make this a pain in the arse.
 
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I even tried to install .acm on System32 then reset (some were saying to put it there) Tried again, failed.

After that, manually, added the registry values for both (same) .acm's into the registry.

Windows Registry Editor Version 5.00

[HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows NT\CurrentVersion\Drivers32]
"msacm.atrac3acm"="atrac3.acm"

[HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows NT\CurrentVersion\drivers.desc]
"atrac3.acm"="Sony ATRAC3 ACM"

[HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\Microsoft\Windows NT\CurrentVersion\Drivers32]
"msacm.atrac3acm"="atrac3.acm"

[HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\Microsoft\Windows NT\CurrentVersion\drivers.desc]
"atrac3.acm"="Sony ATRAC3 ACM"

restarted yet again, tried CDDA once more, failed, sony drivers missing...
 
Ok, so I removed the .acm file, rebooted, re-installed as admin, double checked and rebooted once more.

After reboot I check the .acm file's location yet again as well as run CDDA Enabler with elevated commands.

Try installing the codec not as an admin but as a normal user, same goes for running CDDA-ENABLER.

But same result with missing SONY drivers, this is ATRAC Audio Codec 0.98 acquired from free-codecs depository...

It seems that you're using an older version of the driver. The drivers you're using:

upload_2019-4-14_2-23-32.png


the ones you should be using:

upload_2019-4-14_2-24-56.png


To be sure i started CDDA-ENABLER on a clean install Windows 10 VM and as expected got the ''drivers missing'' error. Installed the 0.98 version of the ATRAC codec from free-codecs.com and it work properly after that. Check your .ACM file for the following file hashes:

upload_2019-4-14_2-32-37.png


Thank you so much for all the help you have given so far, I'm not meaning to make this a pain in the arse.

You're not making it a p.i.t.a, let me know after you've looked in to the steps mentioned above, we'll figure this out.
 
YES! finally, complete success! Only about 5 more times failing with no cigar hahaha... After I installed the updated .acm from 2001 CDDA started functioning properly. Not sure if it was working right with .PBP that was created from .IMG (no music still, when tried.) so i switched to creating .PBP with single .BIN file instead.

After that, when I ran the .BIN through CDDA, it converted properly and the .PBP only grew by 50MB instead of doubling like before. Music works now! Everything works! The game runs like it should, thank you! just a thumbtack or 2 about the enabler.

If the .PBP is in the EBOOT folder and CDDA Enabler is saying it can't find it, then:

• Delete ALL tracks from the CDDA folder and ALL tracks from the CONVERTED folder

• OR restart your computer if the problem persists.

• CDDA should NOT move the .PBP into the CDDA folder (it may do this) if it finished correctly

• The .PKG should be roughly about 750MB not 1.5GB (LOL)

But yeah, it's an awful lot to do just to get a game to run the proper way, anyway thanks again! After 2 weeks of being bored with the first level and 2 days going nuts at this non-stop quest to fix the game for PS3 use, I can finally play it!

FULL GUIDE BELOW (3 POSTS DOWN)
 
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YES! finally, complete success! Only about 5 more times failing with no cigar hahaha... After I installed the updated .acm from 2001 CDDA started functioning properly. Not sure if it was working right with .PBP that was created from .IMG (no music still, when tried.) so i switched to creating .PBP with single .BIN file instead.

After that, when I ran the .BIN through CDDA, it converted properly and the .PBP only grew by 50MB instead of doubling like before. Music works now! Everything works! The game runs like it should, thank you! just a thumbtack or 2 about the enabler.

If the .PBP is in the EBOOT folder and CDDA Enabler is saying it can't find it, then:

• Delete ALL tracks from the CDDA folder and ALL tracks from the CONVERTED folder

• OR restart your computer if the problem persists.

• CDDA should NOT move the .PBP into the CDDA folder (it may do this) if it finished correctly

• The .PKG should be roughly about 750MB not 1.5GB (LOL)

For anybody else that comes across this same conundrum, I will provide the step-by-step process:
  1. Acquire Ninja: S.O.D. in MULTI-BIN format (44 .BINs / 1 .CUE)
  2. Use CDMage, click file, open .CUE, highlight .CUE: now save as .CUE (which will only have 1 .BIN)
  3. Take single .BIN & put it in PSX2PSP, apply both titles, both IDs & ICON0 in customizer, set output & click convert.
  4. Now find wherever you put the SLUS00435 folder, take the .PBP & put it in CDDA's EBOOT directory.
  5. Go back to the MULTIBINS, grab .BIN tracks 2-44 & put them in CDDA's ISO>CD1 folder (Track 01 not needed)
  6. Run CDDA Enabler, creates .WAVs, converts proper with final ATRAC3 driver & shouldn't auto-close if properly merged.
  7. Afterwards, put your .PBP in the True Ancestry PKG Repacker folder and drag it over make_psone_classic_metadata.exe
  8. Now open "Title ID Command.txt" and replace the SLUSXXXXX ID, highlight everything, copy&paste into the cmd.exe
  9. Clone a template folder and put put EBOOT.PBP in USRDIR > CONTENT, put ISO.BIN.EDAT in USRDIR.
  10. Use PARAM.SFO Editor to re-assign game name & ID again, save & close, replace ICON0 or PIC1 with game covers
  11. Now rename the template folder to SLUS00435, drag it to the repacker and put it in the game directory.
  12. Open repacker.exe and press 1, now select whichever number the game is and it will quickly pack it.
  13. Put the .PKG on a USB and plug it into port 2, install via package manager, then install from XMB.
  14. For those who are doing this with the PAL variant of the game, it works too, just use the SLES-01554 ID instead.
WARNING!!! IF YOU ARE ON CEX THEN YOU WILL HAVE TO "RESIGN" YOUR PACKAGE
I DON'T TINKER WITH CEX MUCH, EVEN ON HFW, SO I WOULDN'T BE ABLE TO EXPLAIN.


But yeah, it's an awful lot to do just to get a game to run the proper way, anyway thanks again! After 2 weeks of being bored with the first level and 2 days going nuts at this non-stop quest to fix the game for PS3 use, I can finally play it!

Nice, have fun playing the game. I will update the CDDA-ENABLER thread with additional information about the installation, thanks for trying out the tool. For the next update i will implement some of the things you've mentioned for making the tool more failproof.

BTW, the size can be even less than the mentioned 750 mb:

upload_2019-4-15_0-31-47.png


So here's how:

CDDA-ENABLER is part of a GUI based application i'm working on atm for EBOOT creation. It is a fork of popstation_md_free_gui, the Japanese application for PSP EBOOT creation. It will do almost everything PSX2PSP does but it will support CDDA and will not corrupt the EBOOT when the size is above 2 GB.
It will also reduce the size of EBOOT's that are made out of multibin images. So that's what you're seeing on the first screenshot.
I've just finished translating it to English and revised the EBOOT creation part to get it working on the PS3 (original application EBOOT's wont run on the PS3). Here's a small preview:

giphy.gif


So the next step was/is enabling CDDA, hence the release of CDDA-ENABLER as a standalone tool.
My PSX collection is nice but not huge, so i can't know for sure if the tool is working outside of my own collection. So thank you for being one of the individuals trying out the tool, the more the better.

This is a long term project and the releasedate is tbd, since i hate making promises that i'm not sure of fulfilling. Let's get CDDA-ENABLER 100% failproof first! :joyous:
 
It's odd to find myself bumping this thread but I'm doing it because I deleted this game off my PS3 for some reason only to end up struggling with the conversion process once again. If you are looking for CDDA Enabler, Google it. Otherwise, I will only leave it to FWAF to provide a download link. PLEASE NOTE that this is an old method but it's the only method that most people know to get this game working.

THINGS YOU WILL NEED

  • 1 USB
  • PSX2PSP
  • CDMage (1.02.1)
  • PARAM.SFO Editor
  • PS1 Classics Creator
  • CDDA Enabler (v1.1.0)
  • True Ancestor PKG Repacker
  • SONY ATRAC3.ACM with CRC32 @ 0A169970
  • Ninja S.O.D. in MULTIBIN format (44 .BINs / 1 .CUE)
STEP 1: SETTING UP THE .ACM CODEC FOR CDDA ENABLER
  • You must add 4 string values to these "[ ]" parts of the registry using regedit

[HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows NT\CurrentVersion\Drivers32]
"msacm.atrac3acm"="atrac3.acm"

[HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows NT\CurrentVersion\drivers.desc]
"atrac3.acm"="Sony ATRAC3 ACM"

[HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\Microsoft\Windows NT\CurrentVersion\Drivers32]
"msacm.atrac3acm"="atrac3.acm"

[HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\Microsoft\Windows NT\CurrentVersion\drivers.desc]
"atrac3.acm"="Sony ATRAC3 ACM"

LEFT SIDE OF "=" IS STRING VALUE
RIGHT SIDE OF "=" IS DESCRIPTION
ADD THEM, EVEN IF OTHER .ACM STRINGS ARE PRESENT

  • Read the older posts, as FWAF states, you need a very specific version of the SONY ATRAC3 Audio Codec.
  • Once you have said version of this codec, make sure that you've placed it in C:\Windows\SysWOW64
  • As you should always do this after editing the registry or vital areas of the C: drive, restart your computer.

If you skip or miss anything in STEP 1, then CDDA Enabler will not be able to do it's job.

STEP 2: USE MULTIBINS TO CREATE A SINGULAR .BIN & CUE

  • Use CDMAGE to navigate to the game's folder, highlight the .cue file and click open
  • Now click "File", "Save As", create a "newbincue" folder, and save the single .bin / .cue there
STEP 3: CONVERT SINGULAR .BIN & .CUE TO EBOOT.PBP
  • Open PSX2PSP, expand the Convert menu, click "..." by ISO/PBP, select the singular .BIN
  • Apply Game and Save Titles as well as well as Game ID & Save ID (Read next line.)
  • Depending on what region, the ID could be SLUS00435, SLES01554 (Or perhaps another?)
  • [OPTIONAL] Open Customize PBP and add an ICON0.PNG only, nothing else.
  • Set output folder to desktop or wherever is most convenient, click "Convert".
If any custom images other than ICON0.PNG are packed into the .PBP from PSX2PSP, then you will experience an unusual error while running the .PBP and MULTIBINS through CDDA Enabler where it manages to convert the BIN files to WAV format but it fails to inject them into the .PBP and the program will auto-close which it SHOULD NOT DO. This issue had me stumped on 2 separate occasions where I sat there for hours trying to figure out what it was, so remember that only an ICON0.PNG should be added if you use the customization tab. Adding a PIC1.PNG causes the .PBP to crash CDDA Enabler between the conversion and injection processes. Conversion will finish, but injection won't even start.

STEP 4: CONVERT MULTIBINS & INJECT TO .PBP USING CDDA ENABLER

  • Copy .BIN tracks 02-44 to CDDA Enabler\ISO\DISC_1 (SKIP TRACK 01)
  • Copy the EBOOT.PBP to CDDA Enabler\EBOOT
  • Now open CDDA ENABLER and it should do it's magic
  • If injection fails, delete all files from the APP\CDDA + APP\CDDA\CONVERTED folders
  • If injection fails and the .PBP moved to the APP folder, then you should make a new .PBP with PSX2PSP
Nonetheless, CDDA enabler should work flawlessly if you've followed all the steps in this post down to this point... and if it doesn't then you're shit out of luck and always going to have that black screen after the first boss with no soundtracks and only sound fx.

Everything after step 4 has to do with getting the PKG to install on the PS3, so if the soundtracks are broken and the game still crashes after the first level, then you've done something wrong with steps 1-4 or are having some other kind of issue which I wouldn't think possible seeing as to how Fedor helped me pile through every single inexplicable problem. The tool works great, just trickily with what it accepts.

STEP 5: CONVERT .PBP TO .PKG (AFTER PROPER INJECTION)
  • Copy the .PBP from CDDA's EBOOT folder to True Ancestor or wherever you have your PS1 Classics Creator files.
  • Drag the .PBP over "make_psone_classic_metadata.exe", open "Title ID Command.txt" and replace the SLUSXXXXX ID with the one that matches the backup of your game. Copy the whole line & paste it into the PS1 Classics Creator's cmd.exe (example below.
(i.e.) make_npdata -e ISO.BIN.DAT ISO.BIN.EDAT 1 1 1 0 16 3 00 UP9000-SLUS00435_00-0000000000000001 5
  • Now, clone a template game folder and copy the ISO.BIN.EDAT to USRDIR and copy the .PBP file to USRDIR\CONTENT
  • Use PARAM.SFO Editor to change the Game Name & Title ID for the .SFO file in the template folder.
  • Rename the template folder to SLUS00435 and copy it to True Ancestry's "game" directory.
  • Now run "repacker.exe", press 1 for fast-pack and choose whichever number is SLUS00435
  • It should detect the game as a "ps1emu" and quickly compile the PKG to a size around 750MB.
STEP 6: INSTALLING THE GAME TO YOUR PS3
  • Copy the game from True Ancestor's "pkg" directory to the root of your USB drive
  • Always put the USB in the furthest right port, HUB2 for 85% of PS3 models, HUB4 if you use a 1st gen fat.
  • Use Package Manager to install the .PKG from the root, it will take 5 minutes or more and appear as if it didn't install
  • After sitting through the "Please Wait" screen, navigate back to Package Manager and go into the PSN Content folder. The package you just ran from USB should be here now and once you install it from PSN content, the game will appear in your Game tab.
Many thanks to FWAF for all of his help and hopefully this massive necrobump can serve as a last resort method for getting this game to run properly on the PS3 as there is really no other known method to fix the playback issues that this game has besides converting it to .PBP format and using CDDA Enabler to convert the .BINs and inject the .WAVs to the .PBP. There are many threads that discuss the issues of running this game on the PS3 but this thread in particular seems to be the only one that provides an actual fix for this game.
 
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If it is a PS1 game with CDDA, why not try it (BIN+CUE) with webMAN MOD?

Nope, doesn't work. In fact, running the game through webMAN mod makes it to where you can't even play the first level. My initial problem was the boss fight at the end of the 1st level when playing the game mounted from mmCM but doing it with webMAN makes it to where you can't even get past the start screen.

I've tested this game on and off several times and I assure you that I've used every type of format or homebrew launcher to try and play it. Converting this game into a .PBP and packing it as a PS1 Classic is the only method that has worked for me. There are simpler fixes for other games that have CDDA issues, but of course this gets no attention cause it's not freaking Tomb Raider

Believe me, I wouldn't waste so much time on something if I wasn't sure that it's the only way that works for me. I figured I would only amuse myself by trying what you recommended to see it not work. I use DEX, though I believe that makes no difference, other people have the exact same issue with this game (broken audio & blackscreen before the boss fight).

So please, enthrall me, after all the walls I climbed just to fix the game's audio, show me a way that even a noob would understand ;)
 
Thanks for trying hard and for fully explaining the issues, SKEPTiCK. Glad you have them solved.
Well, the other day in some forums where the Tomb Raider issues were discussed, I asked if Ninja: Shadow of Darkness had any issues, and the answer was just like "yeah, it works, nothing to be done here". So I didn't bother making patches...

Anyway, I've reversed and ported the POPStarter fixes just now (patches attached). Not sure they'd help with webMAN, mmCM or anything. I'll just leave them here in case anyone wants to try things...
 

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