how do PS1 Classics handle libcrypt ? i originally assumed they patched the games image but today i extracted the eboot.pbp from the ps1 classic on my console and decrypted it with psxtract and the ISO it produces is nearly identical a image i also made today using CloneCDv3 trial from my original disc1, i compared in HxD and they are the same up until the last 24C0 (hex) bytes where its cut off (after looking in psxtract's folder the end seems to be in the JUNK files), the the actual game data is 1=1
The EBOOT.PBPs only stores the 2352 byte sectors and there is no way to store the subchannel inside an EBOOT.
So the way the PS1 Classics work is not SBI but PPF.
I.e. PS1 Classics is basically the same as if you patch the game with the PPF, you patch the code to remove the libcrypt checks.
This is the area I am most interested in, I want to create EBOOT.PBP for PSP and PS3 packages and for that use-case I can not use SBI files :-(
But I plan to try to create a curated list of PPF patches and have pop-fe automatically apply a PPF to the libcrypt games when it
detects it is a libcrypt disk. It is better than nothing.
For people that have an emulator that they can modify, SBI would be a completely superior solution because IF you can modify how the SCSI emulation of the READ_CD command work so that it can
1, detect the game-id for the disk and detect if it is one of the 229 libcrypt discs
2, ship the complete set of the 229 SBI files with the emulator
3, modify the READ CD emulation to return the correct SBI data for these disks
Then you have basically solved the libcrypt issue for every single libcrypt game that exists.