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:

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[/QUOTE]

Did u use sound forge and use the bit rate sound and make sure eboot compress is 0 no compress


Sent from my iPhone using Tapatalk
f5b163cfb084284841f5b7887df35199.jpg
 
Last edited:
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

Already tested the game on the ps3 and there is no bgm :C[/QUOTE]

Did u use sound forge and use the bit rate sound and make sure eboot compress is 0 no compress


Sent from my iPhone using Tapatalk[/QUOTE]

I think I might did something wrong when ripping the .wav files from the game itself. I'll have to rip them again and convert them in sound forge and give it a go again. Will report back. Thx
 
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

Already tested the game on the ps3 and there is no bgm :C[/QUOTE]

Did u use sound forge and use the bit rate sound and make sure eboot compress is 0 no compress


Sent from my iPhone using Tapatalk
f5b163cfb084284841f5b7887df35199.jpg
[/QUOTE]

Follow my Posted Picture and report back


Sent from my iPhone using Tapatalk
 
Did not work either. Not sure what i'm doing wrong. Ripped the .wav files from the .cue sheet using CDmage, then converted them to 132 kbps .aa3 audio using sound forge. Then run the script, and yes, the eboot.pbp was created with 0 compression.

Help :C

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

Did u use sound forge and use the bit rate sound and make sure eboot compress is 0 no compress


Sent from my iPhone using Tapatalk
f5b163cfb084284841f5b7887df35199.jpg
[/QUOTE]

Follow my Posted Picture and report back


Sent from my iPhone using Tapatalk[/QUOTE]
 
I'm not understading this part at all...

Already downloaded ecdsa.py and put it inside the folder where i'm doing the process

When I go to command line and type sign.py it throws me an error.

Help please.

  • Run sign.py (on command line for R/S value data output)
  • Copy R and place it on the end of ISO.BIN.DAT (append, leave out first 00)
  • Copy S and place it on the end of ISO.BIN.DAT after R (append, leave out first 00)
 
@ayassinsayed Your tool didn't work for me. Is the file size of the eboot.pbp supposed to stay the same or is it supposed to be bigger when the process is finished?

Do you use an Eboot.bin made from track 1 of a game or made from all tracks/bins combined into 1 single bigger bin file made from cdmage?

When you extract the audio files with cdmage. they come out as pcm instead of wav. What I did was use audacity to import them raw 16bit then export them as wavs since I can't find a pcm2wav converter. Is this fine? Is this how you're supposed to get the wav files?
 
Last edited:
@ayassinsayed Your tool didn't work for me. Is the file size of the eboot.pbp supposed to stay the same or is it supposed to be bigger when the process is finished?

Do you use an Eboot.bin made from track 1 of a game or made from all tracks/bins combined into 1 single bigger bin file made from cdmage?

When you extract the audio files with cdmage. they come out as pcm instead of wav. What I did was use audacity to import them raw 16bit then export them as wavs since I can't find a pcm2wav converter. Is this fine? Is this how you're supposed to get the wav files?

1. No i use eboot made from iso contain all track using cdmage.
2. And in cdmage there is option to extract in wav file and name must be track01.wav, track02.wav,.... etc or u can edit script to any name using notepad and in psxclassic should not use commress . Test and confirm
3. And next u must use sound forge and use bit rate in step i post in the forum .


Sent from my iPhone using Tapatalk
 
This guide is considered as OBSOLETE as HEN exploit has been emerged and you can just enjoy it without much hassle by launching it via multiman or retroarch.

A very few steps required for launching PSX games and even can launch NTSC-UC/J PSX games on PAL PS3 and vice versa.
 
This guide is considered as OBSOLETE as HEN exploit has been emerged and you can just enjoy it without much hassle by launching it via multiman or retroarch.

A very few steps required for launching PSX games and even can launch NTSC-UC/J PSX games on PAL PS3 and vice versa.

Is that some sort of evolution of HAN that came out recently?
 
Is that some sort of evolution of HAN that came out recently?
Yeah...This is a game changer for PS3 exploit scene. All you'll need is install 4.84 OFW first, then followed by installing its 4.84 HFW which is pretty essential for HEN exploit.

Then, you will need to install HAN installer, followed by enabling "HAN PKG blind" from ps3xploit site to install HEN exploit in PKG installer form.
 
Yeah...This is a game changer for PS3 exploit scene. All you'll need is install 4.84 OFW first, then followed by installing its 4.84 HFW which is pretty essential for HEN exploit.

Then, you will need to install HAN installer, followed by enabling "HAN PKG blind" from ps3xploit site to install HEN exploit in PKG installer form.

So with this you can just set up ps1 games on the system like if it was for an emulator on pc? or do they still need the ps classic pkg process? For the CDDA games how are those set up with HEN? (Needs all bin tracks and cue file? or One big merged Bin file and cue?)
 
No offense bud but it would be nice if you'd actually would take the time to read the stuff people say/post or say directly to you.
Literally one of the first things mentioned in the CDDA part is:

View attachment 18135

About other options for PSX games than HAN:

View attachment 18136

You must be confused because I did read that and did follow....however, there's mixed directions and instructions everywhere along with gaps. Hell yeah, I read. I also examine and troubleshoot the occurence of situations to make sense of a process
 
So with this you can just set up ps1 games on the system like if it was for an emulator on pc? or do they still need the ps classic pkg process? For the CDDA games how are those set up with HEN? (Needs all bin tracks and cue file? or One big merged Bin file and cue?)

For HEN exploit, just simply load the bin/cue files inside multiman and you will see it on "retro" section. No PKG conversion needeed.

For CDDA PSX games (PSX game disc with music content which can be accessed via PSX CD player), there are various ways to combine it and making it run properly.
 
For HEN exploit, just simply load the bin/cue files inside multiman and you will see it on "retro" section. No PKG conversion needeed.

For CDDA PSX games (PSX game disc with music content which can be accessed via PSX CD player), there are various ways to combine it and making it run properly.

Thank you so much for this information I appreciate it. I'm gonna look into this.

For ayassinsayed's sake i'm gonna try this method to test things out and help anybody who uses it.
 
For HEN exploit, just simply load the bin/cue files inside multiman and you will see it on "retro" section. No PKG conversion needeed.

For CDDA PSX games (PSX game disc with music content which can be accessed via PSX CD player), there are various ways to combine it and making it run properly.

What is various ways u know the only way i tested make pkg ? Is there any way u know?


Sent from my iPhone using Tapatalk
 
You must be confused because I did read that and did follow....however, there's mixed directions and instructions everywhere along with gaps. Hell yeah, I read.

Nope, think you're the confused one here. Stuff has been told to you before or else this must be a fake screenshot? It's okay to admit if you don't know stuff or if you're wrong, people wont judge.
upload_2019-5-27_20-12-6.png



What is various ways u know the only way i tested make pkg ? Is there any way u know?


Sent from my iPhone using Tapatalk

@atreyu187 and i had the same conversation a few days back. I tested some multibin games he did mention that worked fine for him, also worked for me. He'll try to test the games i mentioned that didn't work, maybe there's is an alternative way.
 
What is various ways u know the only way i tested make pkg ? Is there any way u know?


Sent from my iPhone using Tapatalk

To combine multiple PSX bin files into single BIN/CUE files, usually I'm using IsoBuster program. Compatibility not sure because I have limit of time to do testing various PSX games.

The other one is CDDA enabler as someone had been mentioned here: https://www.psx-place.com/threads/w-i-p-utilities-cdda-enabler-for-psx-eboots-on-ps3.23539/
 
Nope, think you're the confused one here. Stuff has been told to you before or else this must be a fake screenshot? It's okay to admit if you don't know stuff or if you're wrong, people wont judge.
View attachment 18139




@atreyu187 and i had the same conversation a few days back. I tested some multibin games he did mention that worked fine for him, also worked for me. He'll try to test the games i mentioned that didn't work, maybe there's is an alternative way.

1st quote: I'm certainly not confused. I obviously "don't know stuff" as I've been trying to gather information and test different things based on what I've read (because i'm certainly not making things up now am I? lol). But to say that I don't read? That's a very incorrect assumption.

2nd quote: Yeah I was actually thinking about what you said there but I wanted to get an extra perspective on HEN and maybe some more insight.
 

Similar threads

Featured content

Trending content

Back
Top