[SOLVED] Ninja: S.O.D. for PS1 on PS3

@SKEPTiCK Instead of fighting with ATRAC3 codec, isn't just easier to use at3tool from... Sony SDKs? :P

Code:
at3tool.exe -e -br 132 "example.wav" "example.aa3"
 
@SKEPTiCK Instead of fighting with ATRAC3 codec, isn't just easier to use at3tool from... Sony SDKs? :P

Code:
at3tool.exe -e -br 132 "example.wav" "example.aa3"

those at3's have a header which makes them not work on the ps1_netemu, it requires additional editing to make them work. The left one does work, the right one is from at3tool.

upload_2020-8-4_14-24-49.png
 
How can they not work when native audio format for PSAR are ATRAC3 and netemu is designed to support PlayStation Store games which all are build in that way (that's one of the reasons why original PBPs cannot be used as archival format)

And to be honest, this is header of... Wave. So why works AT3 with WAVE header? That's very strange. ^^
 
How can they not work when native audio format for PSAR are ATRAC3 and netemu is designed to support PlayStation Store games which all are build in that way (that's one of the reasons why original PBPs cannot be used as archival format)

And to be honest, this is header of... Wave. So why works AT3 with WAVE header? That's very strange. ^^

yes i'm aware the things you say and they're 100% correct, but either way ps1_netemu will no play the audio file(s) in the EBOOT with that header included. You can also use .OMA files (network walkman format) since it uses the same codec, but also have to remove the header.

and about the header i agree it's strange they use the RIFF WAVE format but i'm not making this up as you can see below :P
but then again windows ACM API does the same, also includes the same header when converting to atrac3.

upload_2020-8-5_5-2-41.png
 
How can they not work when native audio format for PSAR are ATRAC3 and netemu is designed to support PlayStation Store games which all are build in that way (that's one of the reasons why original PBPs cannot be used as archival format)

And to be honest, this is header of... Wave. So why works AT3 with WAVE header? That's very strange. ^^

I haven't as much of a clue as you guys but FWAF is pure genius as far as I'm concerned. His tool fixed all the issues in my experience and that's all that matters to me. Also, .WAV is what I had to change .BIN tracks 02-44 into using CDDA Enabler.

As far as I could tell, it converts the .BINs and injects them to the .PBP as .WAV audio... at least that's how it seems, I'm not positive if the files get re-muxed to .BINs or whatever when compiled into the .PBP

Also, perhaps this game has issues of running properly from a CECH-2501A on DEX as I have never really bothered to switch from it. krHACKen claims in the last post of page 1 that other people tested this game and said there was nothing to be done... But I have no way of knowing if other people that claim to have tested this game were testing it "extensively" or "minimally" because some people will just boot the game, get to the start screen and say "ok it works" or they might play it for a couple of minutes but did you play a whole level?

I played this game as a kid and I knew something was off when I got to the start screen and only heard the rain/thunder effects. Also, level-based audio would not work for me and only Sound FX could be heard... But that's all fixed now and I am glad for it

@krHACKen I thought PopStarter / OPL were USB emulation tools for PS2 / PS1? I have like 5 PS2s and a PS1 but not a single one of them has a Modchip / FreeMcBoot / FreeDVDBoot or anything like that. Perhaps this would be more helpful for someone trying to play this on one of the old-old SONY consoles but I wouldn't expect this game to give an issue on PS1 or PS2 being that the two can run nearly any game from that era just fine. The sub-forum says PS1/PS2/PSP on PS3? Not PS2.

(So, of course, if the people who "tested" it were testing it on PS2, then it is no surprise at all that the game probably runs perfect)

That, or I've really been under a rock and had no clue of PopStarter's existence on PS3's. Though you seemed pretty "not sure" if this would make a difference for webMAN or mmCM or whatever so I can only assume that you are on the PS2 side of this topic?

Bro, I don't even know what to do with the patches you supplied lmao. I'm feeling this wouldn't even work for me. Am I supposed to use something to patch the .ppf over the singular .bin? Or am I just supposed to put it along with my .cue / .bin? Because that does nothing

Honestly, I'm hardly interested in getting this game to work in another kind of way... It was tedious at first but I can do the .PBP / CDDA method with relative ease now and it fixes the game on my PS3 just fine.
 
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Okay, so both the .PBP / CDDA and .PPF methods are able to fix the game. Here is my diagnosis

The .PBP / CDDA method fixes broken audio but only in such a way that the audio tracks for each level will play only once. The music tracks can be heard but once they're over, they're over and you won't hear music until you get to the next level.

the .PPF method fixes the game 100% Audio tracks are properly re-looping now and can be heard through entire levels. This is great!

THANK YOU ALL SO MUCH for helping me seal the deal once and for all, .PPF method should be much easier for inexperienced CFW users and I can worry less about people asking how to fix this game.
 
Okay, so both the .PBP / CDDA and .PPF methods are able to fix the game. Here is my diagnosis

The .PBP / CDDA method fixes broken audio but only in such a way that the audio tracks for each level will play only once. The music tracks can be heard but once they're over, they're over and you won't hear music until you get to the next level.

the .PPF method fixes the game 100% Audio tracks are properly re-looping now and can be heard through entire levels. This is great!

THANK YOU ALL SO MUCH for helping me seal the deal once and for all, .PPF method should be much easier for inexperienced CFW users and I can worry less about people asking how to fix this game.

awesome to hear that it's working now with the PPF patches. @krHACKen Could do you point me towards the right direction where i can find more information on the process behind creating these patches? I'd love to read more about it and was wondering what tools you use for it (like for example the r3000 debugger or any of the tools listed here https://consolecopyworld.com/psx/psx_ppf.shtml).

@SKEPTiCK thanks for the extensive reporting, didn't know about the looping issue before. Might be the case that also part of the footer of the audio files must be edited before looping works correctly. Not that i'll be working on the cdda tool anymore but i want to find out what's causing this just out of curiosity.
 
and that's all that matters to me.

For You. For me matters how world works to controlling it. ;p

Also, .WAV is what I had to change .BIN tracks

"BIN tracks" are Wave. ;)

I thought PopStarter / OPL were USB emulation tools for PS2 / PS1?

You don't need emulate USB on PS2 while it have drivers in module format to support it.
POPStarter is loader and patching engine for POPS (Sony emulator) and OPL is in some sense ODDE. ;]

and had no clue of PopStarter's existence on PS3's.

It doesn't exist on PS3.

Bro, I don't even know what to do with the patches you supplied lmao. I'm feeling this wouldn't even work for me. Am I supposed to use something to patch the .ppf over the singular .bin? Or am I just supposed to put it along with my .cue / .bin? Because that does nothing

PPF3 is patch format which must applied to disc image. Probably for merged one (not splited like in ReDump style).
 
"BIN tracks" are Wave. ;)

Well, I sort of understood that .BIN is .WAV but I am still a little bit confused... Originally, when Fedor was trying to help me fix this game a year ago, I was trying to extract the audio as .PCM using CDMAGE and convert it to .AA3 with XviD4PSP but it was explained how that method would not work for me. So he gave me CDDA Enabler (which we all know what this does by now) but if .BIN is .WAV then what is the purpose of CDDA Enabler changing ".BINs that are .WAV" files into actual WAVE files with the .WAV header at the end and then injecting them to the .PBP? That's a mind-boggler, It makes it sound like I never should've had to convert them to true .WAV files in the first place if .BIN is WAV

You don't need emulate USB on PS2 while it have drivers in module format to support it.
POPStarter is loader and patching engine for POPS (Sony emulator) and OPL is in some sense ODDE. ;]

It doesn't exist on PS3.

I had figured as much, thank you for the explanation.

PPF3 is patch format which must applied to disc image. Probably for merged one (not splited like in ReDump style).

@jolek helped me figure it out already, game works perfectly now, thanks again!
 
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Well, I sort of understood that .BIN is .WAV but I am still a little bit confused... Originally, when Fedor was trying to help me fix this game a year ago, I was trying to extract the audio as .PCM using CDMAGE and convert it to .AA3 with XviD4PSP but it was explained how that method would not work for me. So he gave me CDDA Enabler (which we all know what this does by now) but if .BIN is .WAV then what is the purpose of CDDA Enabler changing ".BINs that are .WAV" files into actual WAVE files with the .WAV header at the end and then injecting them to the .PBP? That's a mind-boggler, It makes it sound like I never should've had to convert them to true .WAV files if .BIN is WAV



I had figured as much, thank you for the explanation.



@jolek helped me figure it out already, game works perfectly now, thanks again!

lol @Berion what have you started :P @SKEPTiCK .BIN files can be wave files, but can also be any other kind of data stored in binary format.
Windows acm api (and most of the media players) don't accept .BIN files since they don't have the correct header for playback/streaming, the tool edited the binary files so that they would be accepted, then windows acm api would convert them with the atrac codec. only those converted tracks are injected into the PBP, not the linear pcm tracks. Since you likely have merged your image in to one .BIN file containing all of the data and audio tracks as binary and then made a PBP with that image, injecting the linear pcm tracks into the .PBP afterwards would've only increased the size of the PBP for no reason.
 
lol @Berion what have you started :P @SKEPTiCK .BIN files can be wave files, but can also be any other kind of data stored in binary format.
Windows acm api (and most of the media players) don't accept .BIN files since they don't have the correct header for playback/streaming, the tool edited the binary files so that they would be accepted, then windows acm api would convert them with the atrac codec. only those converted tracks are injected into the PBP, not the linear pcm tracks.

Since you likely have merged your image in to one .BIN file containing all of the data and audio tracks as binary and then made a PBP with that image, injecting the linear pcm tracks into the .PBP afterwards would've only increased the size of the PBP for no reason.

Yes, I remember that to be what I originally did when I used the Enabler for the first time :P cause the game was 1.5GB and you helped me get it down to the proper 750MB... At least, I think .PCMs extracted from CDMAGE was what I originally tried to inject into the .PBP when I got that issue, memory's foggy (It's in this post somewhere but man there's alot of text walls in here lmao)

But ok I get it now and sorry, I have a vast desire for knowledge on many spectrums :eagerness:
 
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