PS3 PSXclassic's working with decompressed ISOs (w/ Tutorial)

Additional Research from PS3 developer zecoxao as the dev shares some information & findings from ZeroTolerance pertaining to PSXclassics working with decompressed ISOs. Great news coming for the PlayStation 1 gamer on CFW enabled PS3 consoles. See full details and the tutorial in the various quotes from the source (PlayStationHAX) link provided:


50394d1393303787-ps-one-classics-vita.png


zecoxao said:
It's simple to do.
  • forge edat, use psx2psp to forge eboot and pack everything up.

Credits to ZeroTolerance for the information and findings.

Here are the tools (Windows only) :https://mega.nz/#F!lhdmgKxS!xOWydW41HkkK8TiqoP6ZIw


package.conf (example) :

Code:
Content-ID = UP9000-NPUJ00594_00-0000000000000001 
k_licensee = 0x00000000000000000000000000000000
TitleID = SLUS00594 
DRM_Type = Free
Content_Type = PS1emu 
PackageVersion = 01.00

make_npdata command to sign ISO.BIN.DAT (example):
Code:
make_npdata -e ISO.BIN.DAT ISO.BIN.EDAT 1 1 1 0 16 3 00 UP9000-NPUJ00594_00-0000000000000001 5
Apparently (and this is something Sony LOVES doing) they decided to use the code of a tool called PSX2PSP as their own and made psxclassics. the compression algo is there (although modified) and the isos come out uncompressed or compressed if we choose to.
The only 2 differences i've found so far (by using psxtract from Hykem) were that the crypto they use and PSX2PSP's (aparent lack of) crypto and the compression algo.

Sorry for the clarification

Tutorial:

1.) create pbp file using ps1topsp tool without using any compression methods.
2.) extraxt the data.psar from it (this file is required for creating ISO.BIN.EDAT)
3.) extract iso headers and isos from data.psar
4.) extract the sector table from iso header.
5.) use hasher util with each iso and sector table to create the the table with proper sha1 hashes.
6.) insert the hash tables to their iso headers
7.) fix the iso offsets into iso headers.
8.) create ISO.BIN.DAT using modified iso headers.
9.) create ECDSA signature at the tail og the ISO.BIN.DAT
10.) encrypt ISO.BIN.DAT to ISO.BIN.EDAT
11.) make pkg
12.) Profit!
Download: Tools (Windows)


Source:
PlayStationHAX.it
 
Last edited:
Okay. So the PSX CDDA thing.
This is my revised tutorial.. I'm on REV_02 already.. W.I.P.
The PSX Classics Values Example is work I did on a 13 Track game.
Maybe this info will help bring a tool to get those 76 Track games BGM working
without working on it for a week with hex edits & little endian bytes leaking out
of your eyes... @aldostools

PSX Classics CDDA Tutorial, Values Template and Example:

PSX Classics CDDA Tutorial [REV_02]

http://pastie.org/private/jw4kxhrrrao0gy7ltyuzw

PSX Classics Values Template

http://pastie.org/private/2kvzwblxwdltxzk7booyq

PSX Classics Values Example

http://pastie.org/private/sc0cllumynvdnl8dydkhq

Special Thanks to GGL0L

There's one thing left to do and that's to rip out the old audio data to drastically cut down the eboot size.
I'm learning more on it so, hopefully we'll have a REV_03 shortly.
 
Last edited:
Yes! It worked out for you.
That means I made revision 03 really easy to follow.
Eh.. The audio is what it is.. At least it's there.
You're welcome.
 
It sounds fine to me. Ps1 classic quality. I think it depends on the rip too.

So quality can be related to ripping to WAV method. If you will make WAV with low sample rate and/or low bit depth then you will lost some quality even without compressing to atrac3. So audio quality can be low if you will use "bad" way to rip cd tracks. It's important to rip audio with highest available quality from cd. 44 100 Hz, 16 bit stereo in this case.

Some audio ripping tools can be using lower settings when making wav.
 
So quality can be related to ripping to WAV method. If you will make WAV with low sample rate and/or low bit depth then you will lost some quality even without compressing to atrac3. So audio quality can be low if you will use "bad" way to rip cd tracks. It's important to rip audio with highest available quality from cd. 44 100 Hz, 16 bit stereo in this case.

Some audio ripping tools can be using lower settings when making wav.

I actually used a different set of HQ mp3's for Thrill Kill instead of the wav files that came out of it..
All but track 01 since that has the lead-in. You can hear the difference.
 
Guys do you remember the ps2 days? Games on dual layer dvd that required recompression of the audio files to fit on a backup DVD5? And sometimes other files too.

It's basically the same situation here where the trade off between size & quality has to be considered carefully. [emoji4]

Sent with Tapatalk
 
Last edited:
Guys do you remember the ps2 days? Games on dual layer dvd that required recompression of the audio files to fit on a backup DVD5?

It's basically the same situation here where the trade off between size & quality has to be considered carefully. [emoji4]

Sent with Tapatalk

Well you can also delete the old audio information out of the eboot in hex before you place in the new audio.
So a 600mb game will drop to 300mb.
 
1 install Python27
2 extract wav & convert aa3, file name rule Track02.aa3~TrackXX.aa3 (UltraISO)
3.cdda.bat editor STARTDAT offset
4 Run cdda.bat can get aa3.bin & table.bin
5.aa3.bin insert STARTDAT offset ,table.bin overwrite 0X10C00

Novice, maybe have BUG

Thanks! I'm going to try it.
 

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