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:
With zippyshare gone, both links here are essentially dead. Does anyone know any other way to get a hold of this program? I've already tried the pop-fe route, and, well, I couldn't get all the python-based dependencies installed, opencv-contrib-python refused to build on my system.
 
With zippyshare gone, both links here are essentially dead. Does anyone know any other way to get a hold of this program? I've already tried the pop-fe route, and, well, I couldn't get all the python-based dependencies installed, opencv-contrib-python refused to build on my system.
If you use windows it should have a pre built exe ready to go with all requirements made, if you are running a different OS and have to build then it could be a little more complicated, what OS are you using ? @Ronnie Sahlberg might be able to help
 
If you use windows it should have a pre built exe ready to go with all requirements made, if you are running a different OS and have to build then it could be a little more complicated, what OS are you using ? @Ronnie Sahlberg might be able to help
I'm on Windows. At no point did the readme on the github give me the impression that the release build was standalone, as the installation instructions for Windows included installing all sorts of dependencies with a python terminal. I thought I needed all those dependencies for the release build to work. I'll give it another shot, then, thanks!
 
I'm on Windows. At no point did the readme on the github give me the impression that the release build was standalone, as the installation instructions for Windows included installing all sorts of dependencies with a python terminal. I thought I needed all those dependencies for the release build to work. I'll give it another shot, then, thanks!

Ah, sorry about that. I will update the README to point to the windows binary releases.

Thanks for trying it out. It is sometimes hard for me and other folks that are familiar with all the various threads to realize that there may be significant information gaps for new users. I have added some text to the README to point to the releases but don't know if it is enough. Please feel free to tell me how and what additional changes I should do to make your experience better. Thanks!
If you have suggestions on how to make the window support more visible, please let me know and I WILL take it to heart.

If you get it running and are happy with it, maybe a short video for youtube on how to download, install and use it? pop-fe-ps3.exe is what you might want to try. It is GUI based and should be easy to use. It is less capable than the command-line version pop-fe.exe but most people likely will never need the extra features in pop-fe.exe.
Also, if there are features you think are missing or workflows you think are annoying, let me know and I will see what I can do.

Here you have some more information about pop-fe-ps3.exe: https://www.psx-place.com/resources/pop-fe-a-utility-to-create-psx-classics-packages-for-ps3.1256/
 
Last edited:
I'm on Windows. At no point did the readme on the github give me the impression that the release build was standalone, as the installation instructions for Windows included installing all sorts of dependencies with a python terminal. I thought I needed all those dependencies for the release build to work. I'll give it another shot, then, thanks!
Good luck, Yeah its standalone, the writeup on the readme predates the prebuilt binaries but is still useful if you want to compile it yourself, all you have to do if you are on windows is download the binaries in the release section and just run the GUI exe for it and it should work fine (or you can run the command line version if you prefer)
 

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