PSX-FPKG

PS4 PSX-FPKG (by Jabu) - A Tool to convert PS1 (PSX) games for use on PS4 v0.3

I have a question about the settings of PSX-FPKG v0.3

The checkboxes: Skip Bootlogo, Emulate Analog Stick, Force 60hz
are these options the same like in config-title.txt:
--bios-hide-sce-osd= , --ctlanalog=on , --gpu-scanout-fps-override=ntsc ?


Where are these options stored?
You use own config-title.txt and add it via app? If yes, you need also add Skip Bootlogo, Emulate Analog Stick, Force 60hz options manually in config-title.txt! Maybe its bug, but i also not have these commands even if do checkboxes, it happen only if i use own config-title.txt
 
I have a question about the settings of PSX-FPKG v0.3

The checkboxes: Skip Bootlogo, Emulate Analog Stick, Force 60hz
are these options the same like in config-title.txt:
--bios-hide-sce-osd= , --ctlanalog=on , --gpu-scanout-fps-override=ntsc ?


Where are these options stored?
If you eg. Check the "Hide bootlogo" checkbox then the --bios-hide-sce-osd=1 entry will be added by the app to the config-title.txt

You use own config-title.txt and add it via app? If yes, you need also add Skip Bootlogo, Emulate Analog Stick, Force 60hz options manually in config-title.txt! Maybe its bug, but i also not have these commands even if do checkboxes, it happen only if i use own config-title.txt
It's not a bug, I made it so the custom config will overwrite the chceckboxes.
I'm gonna add a warning about this, or I could make it so that the checkboxes would work even for custom configs.
Idk
 
help, what is the value of this? i dont know how directories work on ps4 or where to put the folder, i been testing this ever since but still no luck. it would be nice if we can mod our ps1 games. tnx

--texreplace


the psp emu has this value
Code:
# To replace specific textures as the game runs, uncomment the --texreplace line
# For example, with the current setting, it will load them from the "D:\Sony\PSPHD\texreplace" directory
# If the --scale setting is set to 4 or 8, the program will also look for replacement textures on '4x' or '8x' directories within this directory
# To replace specific textures as the game runs, uncomment the --texreplace line
# For example, with the current setting, it will load them from the "texreplace" directory inside the File Serving Directory
#--texreplace="host0:texreplace"

this one is to dump
# To save the in-game textures as the game runs, uncomment the --texsave line
# For example, with the current setting, it will save them in a "D:\Sony\PSPHD\texdump" directory (make sure the directory exists)
#--texsave="host0:texdump"
#--texmissingsave="host0:texdump"

Code:
; Windows configuration file for PSPHD

; Game Image
--image="iso/disc01.iso"

; Redirect host0: to a another directory (uncomment to enable).
; By default it's mapped to the working directory where the executable starts
;--host="D:\Sony\PSPHD"

; To dump the original video in PMF format, uncomment the --dumpvideos line
; For example, with the current setting, it will save them in a "D:\Sony\PSPHD\videos" directory (make sure the directory exists)
;--dumpvideos="host0:videos"

; To dump the original audio in Atrac3 format, uncomment the --dumpaudio line
; For example, with the current setting, it will save them in a "D:\Sony\PSPHD\audio" directory (make sure the directory exists)
;--dumpaudio="host0:audio"

; To save the in-game textures as the game runs, uncomment the --texsave line
; For example, with the current setting, it will save them in a "D:\Sony\PSPHD\texdump" directory (make sure the directory exists)
;--texsave="host0:texdump"
;--texmissingsave="host0:texdump"

; To replace specific textures as the game runs, uncomment the --texreplace line
; For example, with the current setting, it will load them from the "D:\Sony\PSPHD\texreplace" directory
; If the --scale setting is set to 4 or 8, the program will also look for replacement textures on '4x' or '8x' directories within this directory
;--texreplace="host0:texreplace"

; This forces alpha blending to on for replaced textures. (uncomment to enable)
; With this we can freely make use of a normal alpha channel on replacement textures
;--replacementalpha=true

; This enables bilinear filtering on replaced textures. (uncomment to enable)
;--replacementfilter=true

; Antialiasing mode. SSAA4x looks best, MSAA4x only smooths edges.
; Choices: off, SSAA4x, MSAA4x
--antialias=SSAA4x

; Enable switching between original and replacement textures at runtime using the L3 button on a DS4 or the 'T' key on Windows
;--texswitch=true

; Turns on the auto-resampler. Assumes textures in texreplace are at 8x resolution and resamples them at load
;--autoresampler=true

; Turns on filtering of CLUT hashes to avoid repeat indexed textures
--texclutmode=filter


; Enable Multiple Savegames
--multisaves=true

; Custom locoroco2 texture hasher
;--texcachemode="locoroco2"

; X/O button mode. "oenter" sets Circle as enter, "xenter" sets Cross as enter. If not present/enabled, it's selected by the system language (Asian
; languages default to oenter, everything else "xenter"). Notice this only works when the game queries the PSP OS for the button configuration.
;--xobuttonmode="xenter"

; Use vector fonts for the system fonts
--fontreplace="host0:pspfonts"

; Enable encrypted savegames
--securesaves=true

; Adjust overall volume level (does not include pad speaker volume). Range from 0.0 (min) to 1.0 (max)
--volume="0.50"

; Set age restriction
--agerestrict=0

--notrophies=true
;--spu2Trace=true
;--spu2-c1-memin-to-bgm=true

Untitled.jpg


Ignore this being the PSP emu. The directory layout is the same for both.I played with this before on old emus. You must dump the game assets first. Then find the dump folder and replace the texture files in there with the ones you want to use(same name and format of course). Then rebuild package with new assets folder and use.

I can upload a better example later with files in folder, etc...
 
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It's not a bug, I made it so the custom config will overwrite the chceckboxes.
I'm gonna add a warning about this, or I could make it so that the checkboxes would work even for custom configs.
Idk

Yes warning about it will be good!
 
If you eg. Check the "Hide bootlogo" checkbox then the --bios-hide-sce-osd=1 entry will be added by the app to the config-title.txt


It's not a bug, I made it so the custom config will overwrite the chceckboxes.
I'm gonna add a warning about this, or I could make it so that the checkboxes would work even for custom configs.
Idk

Thought checkbox option would add to custom config-title.txt. Thanks for clarify.
 
Code:
; Windows configuration file for PSPHD

; Game Image
--image="iso/disc01.iso"

; Redirect host0: to a another directory (uncomment to enable).
; By default it's mapped to the working directory where the executable starts
;--host="D:\Sony\PSPHD"

; To dump the original video in PMF format, uncomment the --dumpvideos line
; For example, with the current setting, it will save them in a "D:\Sony\PSPHD\videos" directory (make sure the directory exists)
;--dumpvideos="host0:videos"

; To dump the original audio in Atrac3 format, uncomment the --dumpaudio line
; For example, with the current setting, it will save them in a "D:\Sony\PSPHD\audio" directory (make sure the directory exists)
;--dumpaudio="host0:audio"

; To save the in-game textures as the game runs, uncomment the --texsave line
; For example, with the current setting, it will save them in a "D:\Sony\PSPHD\texdump" directory (make sure the directory exists)
;--texsave="host0:texdump"
;--texmissingsave="host0:texdump"

; To replace specific textures as the game runs, uncomment the --texreplace line
; For example, with the current setting, it will load them from the "D:\Sony\PSPHD\texreplace" directory
; If the --scale setting is set to 4 or 8, the program will also look for replacement textures on '4x' or '8x' directories within this directory
;--texreplace="host0:texreplace"

; This forces alpha blending to on for replaced textures. (uncomment to enable)
; With this we can freely make use of a normal alpha channel on replacement textures
;--replacementalpha=true

; This enables bilinear filtering on replaced textures. (uncomment to enable)
;--replacementfilter=true

; Antialiasing mode. SSAA4x looks best, MSAA4x only smooths edges.
; Choices: off, SSAA4x, MSAA4x
--antialias=SSAA4x

; Enable switching between original and replacement textures at runtime using the L3 button on a DS4 or the 'T' key on Windows
;--texswitch=true

; Turns on the auto-resampler. Assumes textures in texreplace are at 8x resolution and resamples them at load
;--autoresampler=true

; Turns on filtering of CLUT hashes to avoid repeat indexed textures
--texclutmode=filter


; Enable Multiple Savegames
--multisaves=true

; Custom locoroco2 texture hasher
;--texcachemode="locoroco2"

; X/O button mode. "oenter" sets Circle as enter, "xenter" sets Cross as enter. If not present/enabled, it's selected by the system language (Asian
; languages default to oenter, everything else "xenter"). Notice this only works when the game queries the PSP OS for the button configuration.
;--xobuttonmode="xenter"

; Use vector fonts for the system fonts
--fontreplace="host0:pspfonts"

; Enable encrypted savegames
--securesaves=true

; Adjust overall volume level (does not include pad speaker volume). Range from 0.0 (min) to 1.0 (max)
--volume="0.50"

; Set age restriction
--agerestrict=0

--notrophies=true
;--spu2Trace=true
;--spu2-c1-memin-to-bgm=true

View attachment 38209

Ignore this being the PSP emu. The directory layout is the same for both.I played with this before on old emus. You must dump the game assets first. Then find the dump folder and replace the texture files in there with the ones you want to use(same name and format of course). Then rebuild package with new assets folder and use.

I can upload a better example later with files in folder, etc...

ok. gonna wait the example. btw where can i find the dump folder if i turn it on?
 
Is there any way to switch to the second MGS disk? I have the game on the ps4, at the point of changing the disc, I press options and select the second disc, but the emulator restarts. on psx, you just had to change the disc, without restarting the console.
 
Hey everyone. Kinda new here and trying to convert my games and help the community. Done some conversions on saturn games. My question is if there is any way to brighten the retro shader on psx emulator? I've tried change brightnesss, contrast, gamma, and nothing. Can anybody help me?
 
Last edited by a moderator:
Remember to give credit to CyB1K who dumped the new emu and anyone who helped figure out how everything works in this forum like Stayhye, VIka23 and people who made the easy for us like Jabu_PL and Markus00095, Without them none of us would know how to use the configs and make fpkgs! :)

Still wondering if this new ps1 emu supports multitap at all...
Btw anyone know how to enable multitap in retroarch on ps4?
 
Last edited by a moderator:
Hello everyone!
I've converted some PS1 games to FPKG using Jabu's app and now I want to use my original saves...
The game creates a .VMC file so I think that it's a full memory card, but I don't know how to open that file in order to extract or inject the saves.
Is there any app to open/convert those .VMC files?
 
Hi there,
I apologize in advance if my question seems stupid.
I tried to convert the Demo One disc (PBPX-95007), and when I launch it, I get a screen with two buttons in Japanese, one to manage memory cards, the other to listen to a music CD, but impossible to go further.
Would you know why? Or how to fix it?
 
A few more configs, TOCs and icons

WipEout is PAL version(more music tracks)
 

Attachments

Hi there,
I apologize in advance if my question seems stupid.
I tried to convert the Demo One disc (PBPX-95007), and when I launch it, I get a screen with two buttons in Japanese, one to manage memory cards, the other to listen to a music CD, but impossible to go further.
Would you know why? Or how to fix it?
Try build game without cue. file!
 
Got a strange problem with MediEvil 2 (US) (SCUS-94564).

After adding widescreen and no dithering hacks and testing the game, this shows up after intro cutscenes:

Q9X6bZBE_o.png


I did some searching and apparently the NTSC-U version shouldn't have it:

"Note, however, that this game was the first to use the LibCrypt protection and is present only in the PAL version of the game; it is not present in the North American NTSC (NTSC-U/C) version. "

I edited the config with --libcrypt=26B6 anyway but that screen still showed up. Any idea why?

EDIT:

I edited the config with --libcrypt=0x26B6 as well, no difference.
 
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@Jabu

Another app request, would you modify it so that the save files use the game cover you apply instead of Syphon Filter's?

When you delete a game on the PS4 it's difficult to know which save file it belonged to as they just show up as Unknown application/Syphon Filter images.
 
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Improvement for Wild Arms

lua
Code:
-- Wild Arms
-- ported to PS4 lua by Stayhye
-- emu used=syphon filter v2


local patcher = function()
--turn while running
local turn_run = R3K_ReadMem16(0x0D3018)
if turn_run == 0x0040 then
R3K_WriteMem16(0x80132360,0xFF00)
end

end

EM_AddVsyncHook(patcher)
 

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