PS3 PSX Classics Tools Updated (w/ Tutorial) + CDDA & Multi-Disc Support by Most Hated

About 10 months ago Scene Contributor zecoxao released some tools and information from ZeroTolerance pertaining to PSXclassic's working with decompressed ISO's . Since that time Most Hated has published some new advancements following the previous work, adding Multi-Disc Support with updated Tools and also a new tutorial for providing CDDA support. Two welcome editions to this previous release that I am sure many will make use of. view all the details provided by Most Hated.


promo_2843-600x334.jpg


  • Here goes my (Most Hated) compiled version of updated tools from zecoxao and ZeroTolerance.
    • ISO.BIN.DAT is automated now with the new tool. Python 2.7 is still needed.
    • Multidisc games work now but the size limit on PSX2PSP 1.4 is a little under 2GB.
    • Anything over the size limit will black screen.

    PSX Classics Tools Instructions:

    1. Install python 2.7
    2. Use pip to install ecdsa
    3. Create EBOOT.PBP from iso with PSX2PSP (Compression:0-None)
    4. Place EBOOT.PBP in workbench directory
    5. Drop EBOOT.PBP into "make_psone_classic_metadata.exe"
    6. Run sign.py (on command line for R/S value data output)
    7. Copy R and place it on the end of ISO.BIN.DAT (append, leave out first 00)
    8. Copy S and place it on the end of ISO.BIN.DAT after R (append, leave out first 00)
    9. Take note of title id
    10. Encrypt ISO.BIN.DAT: (Title id)
    11. make_npdata -e ISO.BIN.DAT ISO.BIN.EDAT 1 1 1 0 16 3 00 UP9000-SLPS01901_00-0000000000000001 5
    12. Replace EBOOT on a psx classic decrypted pkg (or use template)
    13. Replace ISO.BIN.EDAT on a psx classic decrypted pkg (or use template)
    14. Replace Pictures (or use template)
    15. Replace Param.SFO (or use template)
    16. Make PKG.
    17. Done!


  • "Here goes Tutorial Revision 03.
    I tried to simplify everything and added images with notes.
    Good luck!" - Most Hated
    PS3 / PSX Classics CDDA Revised by: MOST Hated (REV_03)
    Tools needed:
    • Sony Sound Forge
    • Cryptor Tools
    • Hex Editor
    • Hex Calculator
    • psx_classics tool

    First off, make sure the eboot works. If you have a multi-bin CDDA game, convert it to a full bin/cue with cdmage before converting the eboot. Otherwise PSX2PSP ignores the audio.​


    Tutorial:

      • Have your wav files out of the full bin/cue and ready to convert.
      • Rename wav files to Track01, Track02, etc.
      • Open sony sound forge, tools, batch convert

      Step1_1.jpg

      • Select all wav files.

      Step1_2.jpg

      • Go into the Save tab, Add save options.
      • Convert to: Type: ATRAC Audio (*.aa3)
      • Template: Custom tab, Attributes 132 Kbps, 44,100 Hz, Stereo (ATRAC3)

      Step1_3.jpg


      • Delete headers off all aa3 files.
      • Headers start from the very top and end at 0x450.
      • Audio begins at 0x460
      Step2.jpg


      • Run cryptor.exe tool on all headerless aa3 files.
      • Usage: cryptor.exe <input_file> <output_file> <key>
        • (eg. cryptor.exe track01.aa3 track01.bin 01223344)
      • The key is random but keep it simple.
        • (eg. Track01 = 01223344 Track02 = 02223344)

      Step3.jpg

      • Open up the working eboot in an hex editor. Seach for STARTDAT.

      Step4_1.jpg

      • Scroll up from STARTDAT and pick an offset to place the encrypted bin files.
      • Write down all the start & length offsets in PSX_CDDA_VALUES_TEMPLATE.txt

      Step4_2.jpg

      • Length offsets can be found at the bottom of HxD after selecting
      • the full encrypted bin file. It always 8bytes. So add bytes if it's short.
      • Just look at the left column offsets to add how many bytes you need.
      • (eg. D3680 is 000D3680)

      Step4_3.jpg


    • Write out the length offsets in little endian, in the
      PSX_CDDA_VALUES_TEMPLATE.txt on the far right table value column.

      Step5.jpg


    • Go to a hex calculator (http://www.miniwebtool.com/hex-calculator/)
      Subtract 0x110000 from each encrypted bin's start offset and write it down
      in the PSX_CDDA_VALUES_TEMPLATE.txt on the middle right iso offset column.

      Step6.jpg


    • Write each iso offset in little endian, in the PSX_CDDA_VALUES_TEMPLATE.txt
      on the far right table value column under the length table values.

      Step7.jpg


      • Now in your PSX_CDDA_VALUES_TEMPLATE.txt, little endian table values.
      • Take your iso offset table value and place it in front of the length
      • offset table value.
      • Copy & paste it to the bottom Full Tables Values column in front of
      • the 4bytes / key.

      Step8.jpg


      • Now back to your eboot, in the hex editor. Go to 0x10C00
      • Paste write your Full Table Values.
      • Save your eboot.

      Step9.jpg

      • Enjoy your PSX Classic with CDDA

      **Original Tutorial credits:
      **reverse engineering by some person, who doesn't want to be named
      **source code for cryptor.exe & decryptor.exe by ZecoXao
      **testing & mini-guide by MrSSL & me***

      ***Special Thanks to GGL0L for guiding me through this madness.




  • PSX Classics Values Template
    Code:
    data track end offset  /
    
            eboot offset      iso offest       table value
    
    track 01
    
    length         
    start
    end
    
    track 02
    
    length       
    start
    end
    
    track 03
    
    length         
    start
    end
    
    track 04
    
    length           
    start
    end
    
    
    Full Table Values
    
      0000000001223344
      0000000002223344
      0000000003223344
      0000000004223344
      0000000005223344
      0000000006223344
      0000000007223344
      0000000008223344
      0000000009223344
      0000000010223344
      0000000011223344
      0000000012223344
      0000000013223344

Download: PSX Classic Tools (Multi-Disc/CDDA Support)


Source(s): PSX-Place.com ( Link 2)
 
Last edited:
OK made sure everything was set correct and no images were added and still no CDDA. I'm using psx2psp 1.4 clasic mode to convert my bin to eboot with 0 compression then use your program to inject the the aa3 files to the eboot then I follow the /tutorial-convert-psx-ps2-psp-games-for-ps3xploit-3-0-han.16690/ guide for the rest

Do you have hxd hex editor open just for review your file eboot.pbp file and go to offest 10C00? See in that offest contain 0000000000 or values


Sent from my iPhone using Tapatalk
 
I'm not sure that will work on HAN, i don't say it doesn't. Anyway method was created when HAN don't even existed.
 
Checked the offset and it has some values in it so I'm guessing it all depends on that offset? I managed to get Rage Racer to work but others still no CDDA.
 
Last edited:
Checked the offset and it has some values in it. I managed to get Rage Racer to work but others still no CDDA so I'm guessing it all depends on that offset?

No thats offest the table of track that will run background sound but when that offest has data good
I think the error in extract and convert wav to aa3 you must check your file aa3 you convert hertz and 132 44000


Sent from my iPhone using Tapatalk
 
Can somebody upload cryptor tool? please?

Not needed to crypt aa3 file just inject aa3 with out cryptor tool i write python script tool to inject aa3 audio files into eboot and work perfect i post the script in forums and how to use it to inject audio to psx games if u need help i will help u


Sent from my iPhone using Tapatalk
 
Not needed to crypt aa3 file just inject aa3 with out cryptor tool i write python script tool to inject aa3 audio files into eboot and work perfect i post the script in forums and how to use it to inject audio to psx games if u need help i will help u


Sent from my iPhone using Tapatalk

I would apreciate that. I already have all the .aa3 files, what do I do now?

Where can I download your script?

EDIT: Nevermind I already found it. But when I run it nothing happens. Am I missing something? I already put the .aa3 files inside the aa3 folder and the eboot.pbp and the script beside it.
 
Last edited:
Already tried it and nothing happens :C i put aa3 files and eboot, and the script inside folder

588b6dd898214cacffab6fefea2163fe.jpg


After put aa3 files in folder aa3 and put eboot beside script and run script
When script finished it tell u message sucess? Try and report me python 2.7 i used
Sent from my iPhone using Tapatalk[/QUOTE]




Sent from my iPhone using Tapatalk
 
588b6dd898214cacffab6fefea2163fe.jpg


After put aa3 files in folder aa3 and put eboot beside script and run script
When script finished it tell u message sucess? Try and report me python 2.7 i used
Sent from my iPhone using Tapatalk


I am using the latest version of python. Maybe using 2.7 will fix the issue? will try it ASAP and tell you if it works. Thanks again.
 
Installed python 2.7 and then ran the script, i get this message:

"Inject PSX CDDA in EBOOT.PBP Done !"

Is the eboot alright? the proccess didn't even took a minute.


588b6dd898214cacffab6fefea2163fe.jpg


After put aa3 files in folder aa3 and put eboot beside script and run script
When script finished it tell u message sucess? Try and report me python 2.7 i used
Sent from my iPhone using Tapatalk




Sent from my iPhone using Tapatalk[/QUOTE]
588b6dd898214cacffab6fefea2163fe.jpg


After put aa3 files in folder aa3 and put eboot beside script and run script
When script finished it tell u message sucess? Try and report me python 2.7 i used
Sent from my iPhone using Tapatalk




Sent from my iPhone using Tapatalk[/QUOTE]
 
Installed python 2.7 and then ran the script, i get this message:

"Inject PSX CDDA in EBOOT.PBP Done !"

Is the eboot alright? the proccess didn't even took a minute.







Sent from my iPhone using Tapatalk





Sent from my iPhone using Tapatalk[/QUOTE][/QUOTE]

Yes it didn't take time simply it just copy aa3 files into eboot and update audio track offest in eboot track table and finally update eboot size in offest 10c00 i use that in more than game and work with audio track perfect


Sent from my iPhone using Tapatalk
 
Sent from my iPhone using Tapatalk
[/QUOTE]

Yes it didn't take time simply it just copy aa3 files into eboot and update audio track offest in eboot track table and finally eboot size in offest 10c00


Sent from my iPhone using Tapatalk[/QUOTE]

Already tested the game on the ps3 and there is no bgm :C
 

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