sahlberg / pop-fe Goto Github PK
View Code? Open in Web Editor NEWPython script to automate the process of fetching boxart and installing PS1 games (onto your PSP/VITA/PS2/PS3)
Python script to automate the process of fetching boxart and installing PS1 games (onto your PSP/VITA/PS2/PS3)
I was using the argument --game_id to set the Game's ID and skip the ISO conversion, but it seems it does not skip it because it's needed for the libcrypt instructions later on? I noticed it because the game Pink Panther - Pinkadelic Pursuit [SLUS01451] had an issue when trying to get the game's ID using the function get_disc_ids (probably a Bad ISO conversion? Bad Rip? I'm not too sure), so I moved the lines:
print('Convert CUE to a normal style ISO') if verbose else None
disc_ids = get_disc_ids(cue_files)
print('disc_ids', disc_ids)
inside the case "if not game_id", before game_id = disc_ids[0], and used the param --game_id as usual, then the game was converted successfully and works as intended with full BGM (it's a multi bin game).
I know this is not a good approach, it will probably prevent the libcrypt section from properly doing its work if game_id is used, but as a suggestion it would be better to skip the ISO conversion part if a game_id is already set by the user if possible, to save time and to possibly avoid this problems.
title timecrisis
region japan
VITA 3.65
I used Tool of windows ver
Converted Audio is noisy
Compression ratio specification
Bitrate specification
Sampling specification
As a simple option to change the
I want you to add a function that can change these to windows ver
Hello, it's me again. How you doing?
Sorry to bother. Going straight to the point, this game (both discs SLUS-01206 and SLUS-01346) shows the following issue:
cdrom: line in system.cnf does not contain a proper id, read disc label instead
ID DRAGONWAR
Exception in Tkinter callback
Traceback (most recent call last):
File "tkinter_init_.py", line 1892, in call
File "pop-fe-psp.py", line 349, in on_path_changed
File "pop-fe-psp.py", line 181, in update_assets
File "pop-fe.py", line 180, in get_game_from_gamelist
KeyError: 'DRAGONWAR'
The issue comes from the game itself though. Disc 1 has this in the cnf file "SLUSP012.06;1" instead of "SLUS_012.06;1". Same thing applies to disc 2, with it having "SLUSP013.46;1" instead of the proper "SLUS_013.46;1".
Is it too much trouble to fix?
Add lines to sources or create a Python file
fEBOOT=open('EBOOT.PBP','r+b') ; opening a file
fEBOOT.seek(0x24)
data = fEBOOT.read(4)
PSAR=int.from_bytes(data,'little') ; obtaining a PSAR address
fEBOOT.seek(PSAR+0x81b)
fEBOOT.write(b'\x80\x00\x00') ; recording maximum CD disk size (80 min)
fEBOOT.close()
Hello, sorry to bother you, could you please add this config?
https://www.mediafire.com/file/ek9uu0m4tokz9gy/BBLIT.zip/file
Fixes the hangs, audio and gets rid of the lag.
The current code does not handle pulling in a pre-converted AT3 file, and will try to re-encode it. As these were required for custom sounds in the past, it would be beneficial to check if a re-encode is necessary in the first place for those trying to use pre-made files.
This is a long-shot, and probably unrealistic since these "disc combining kits" are very-much unofficial...but there are disc combining kits to combine some multi-disc ps1 games into 1 disc, but I never got them to work with PSX2PSP--the EBOOTs just showed a black screen. I'm specifically interested in getting the combined "Brain Dead 13" to work, because the disc swap function doesn't work in the PSP's emulator for that game. (So using the combined ISO would avoid that issue.)
I thought I'd give pop-fe a shot in case it used an alternative method to build the EBOOT that makes the combined-disc ISO work. When I tried creating the EBOOT from the combined-disc ISO (.bin/.cue), I got this error:
Probably an unrealistic request but thought I might as well ask
I tried to make a PKG with the PAL versions of some Spyro games, being my two favourites: Gateway to Glimmer and Year of the Dragon. But when I get to a new level on either, the screen stays black. They had their magic words injected, so any particular cause for why they don't work via pop-fe?
Basically, I was converting Vigilante 8, 2nd offense to pkg, and got this:
Create pop-fe-ps3-work/SLUS00868/SND0.AT3 from ./SND0.EA3
Exception in Tkinter callback
Traceback (most recent call last):
File "tkinter\__init__.py", line 1892, in __call__
File "pop-fe-ps3.py", line 498, in on_create_pkg
File "pop-fe.py", line 799, in create_ps3
AttributeError: 'NoneType' object has no attribute 'size'
I was looking into those lines of code. Seems like what failed was the resizing of ICON0.PNG
. See, this is the relevant part of pop-fe.py
.
As it is compiled to
...
793 image = None
794 if icon0.size[0] > icon0.size[1] - 10 and icon0.size[0] < icon0.size[1] + 10:
795 img = icon0.resize((176, 176), Image.BILINEAR)
796 image = Image.new(img.mode, (320, 176), (0,0,0)).convert('RGBA')
797 image.putalpha(0)
798 image.paste(img, (72,0))
799 else:
800 image = icon0.resize((320, 176), Image.BILINEAR)
801 image.save(f + '/ICON0.PNG', format='PNG')
802 temp_files.append(f + '/ICON0.PNG')
...
When the script does the following instructions:
image = image.resize((480, 272), Image.BILINEAR).convert("RGBA")
image = add_image_text(image, game_title, game_id)
It wrongly resizes the image selected for PIC1 to a lower resolution image, then it scales that lower resolution image to 1920x1080 when doing the PS3 Package, making a very low resolution image for PS3 Backgrounds, it also includes unnecessary debug info (?) to it.
If this resize is meant to be done for PSP/Other consoles, I recommend to do that resize on those functions, and leave the 1980x1080 or another resolution as the base one when loading the image, also for a better presentation I suggest to comment out the add_image_text line of code there.
I also made some changes to the code to include support for a custom Info PIC0.PNG for the "create_ps3" function, I suggest that you add them properly with the proper code changes (My solution is just temporary for this case) and delete it or do not create it when creating the PS3 PKG if it is not found, because the presentation on the XMB will look bad with a duplicated PIC1 image in the front, that also hides the Title (Name of the Game). I will attach my modified pop-fe.py to this message if you want to look at it.
Thank you very much for reading, your program is really awesome and makes PSX Games on the PS3 very easy to make and to see in our collections, so these are just really nitpicks, but it would be great if you could fix them!
pop-fe.zip
The current retroarch installation implemented in pop-fe, from what I understand, merges each bin file with binmerge and generates and appropriate .m3u file to load them as multiple discs. However, isn't the cue information lost in this procedure? According to retropie wiki, m3u files should be able to load cue files instead of bin files. So, perhaps for pop-fe, the retroarch installation could also copy over the cue files named with the game title but with the extensions CD1/CD2/etc (or named the same as their respective img/bin files with the CD# extension as well). Perhaps there could also be the option to create a folder with the game's official title in the given retroarch directory, so that each m3u/img/cd# combo for each game is easier to organize when running a script using pop-fe.py
And, given that most (all?) cores in retroarch are able to load pbp files, maybe there could also be an option to generate them in the given retroarch dir as well (named [title].pbp instead of eboot.pbp, or inside a folder with the title_id/title, depending on how retroarch expects the name of the pbp file to be). Currently tricking pop-fe into generating the pbp files for the PSP doesn't work very cleanly since it assumes the PSP/GAME directories exist inside the given --psp-dir folder (I patched it by switching the mkdir function for the makedirs function in the create_retroarch function).
pop-fe PSP:
Thank you, this is nifty and super surprising that it exists
P.S. I'm also curious where you get PIC0 from? In the case of NFSIII, as seen in my pic, it perfectly pulls in a beautiful transparent game logo. Does that come from psxdatacenter too? I didn't see it there. Some games don't have the beautiful transparent logo
The following error is given when trying to convert "The Great Battle VI":
Exception in Tkinter callback
Traceback (most recent call last):
File "tkinter_init_.py", line 1892, in call
File "pop-fe-psp.py", line 333, in on_path_changed
File "pop-fe-psp.py", line 179, in update_assets
File "pop-fe.py", line 168, in get_game_from_gamelist
KeyError: 'PSXEXE'
A similar issue also shows with the games "LEGO Rock Riders" (Exception in Tkinter callback
Traceback (most recent call last):
File "tkinter_init_.py", line 1892, in call
File "pop-fe-psp.py", line 333, in on_path_changed
File "pop-fe-psp.py", line 179, in update_assets
File "pop-fe.py", line 168, in get_game_from_gamelist
KeyError: 'NST')
and "Santa Claus Saves the Earth" (Exception in Tkinter callback
Traceback (most recent call last):
File "tkinter_init_.py", line 1892, in call
File "pop-fe-psp.py", line 333, in on_path_changed
File "pop-fe-psp.py", line 179, in update_assets
File "pop-fe.py", line 168, in get_game_from_gamelist
KeyError: 'SLES04023').
Hello, everything good?
So, the problem is that after a track finishes playing, instead of starting the next one, it just plays the last second of the previous track, followed by silence.
This issue may be caused by Atracdenc, because when merging the tracks and converting the game with PSX2PSP along with CDDA enabler this problem doesn't happen.
I just wanted to ask if this could be fixed or if it's out of your reach.
Using pop-fe-ps3. Worked fine for a couple of times. Now PIC1 is always also PIC0. Checking "Disable PIC0" does nothing either, still uses PIC1 as PIC0.
Does the same both for auto fetched images and custom ones.
Just a suggestion. Sometimes there's no cool background to add and we prefer to disable the backgrounds pics and use the PlayStation 3 XMB theme. When I try to disable the PIC1 appears the back cover picture and it's annoying. It would be nice if possible to create the PS3 PSN art with ESRB Content Rating (like the PSP eboot PSN art).
Just like the title says, no matter the region code, pop-fe doesn't detect the config for this game, and as such it isn't injected into the eboot.
The demo i'm trying to convert is Demo One (Version 6) - PBPX-95007
When creating a PKG from the bin/cue results in a blank screen at startup.
I have this demo running in Multiman on 576p and the emulator set to ps1_netemu.
Forcing PAL also results in a black screen.
I believe i can set Force NTSC to use the ps1_netemu but this results in NTSC speeds.
Or do i have to create a ps3config for this specific game?
Is there a way we can choose which emulator (ps1_emu or ps1_netemu) we want to use in pop-fe?
Thanks!
As the CHD format is superior for holding CD-based titles (especially multi-track or multi-disc titles), and is used heavily in MAME and a few other emulators, it would likely be worth it to add support for these to the tool. On Debian, at least, you can find a chd converter, chdman
, under the mame-tools
package. I've also written a shell script for my own use in conversion, as it's a two-line affair with bchunk and chdman:
chdman extractcd -f -i "$1" -ob /tmp/tmp.bin -o /tmp/tmp.cue
bchunk /tmp/tmp.bin /tmp/tmp.cue "$2"
pop-fe PSP:
Thank you, this is nifty and super surprising that it exists
Ex: Unjammer lammy on vita.
Pop-fe correctly identifies the game as pal and applies the ported configuration from the NTSC pkg... if you then try to run the game the bottom of the screen is cut off. Maybe timings are also wrong.
I remember having the same issues in the past, when I tried to give a PAL game a NTSC game id.
Is it possible to add a switch to skip the configuration step?
Un dato por si ayuda a la mejora de pop-fe. Probe convertir Resident Evil 2 PAL (spain) con BIN en modo multi disco, y solo ejecuta la introducción y el menu principal, pero no el gameplay, aparece la pantalla en negro y sin audio. Lo mismo sucede si lo hago por discos separados. Probe también con un Resident Evil 2 PAL (spain) con BIN (track1)/BIN (track2) y sucede lo mismo. Probe otro igual con BIN/CUE, pero el audio y las voces del gameplay se oyen distorsionadas. Con juegos como Resident Evil Director's Cut BIN PAL y Resident Evil 3 Nemesis BIN PAL (Spain) la conversión, el gameplay y el audio corren muy bien.
Would love to see rom hacks support especially for translation patches of Japan only games
Failed to read game id. Falling back to raw read
Traceback (most recent call last):
File "/pop-fe/pop-fe.py", line 2449, in <module>
game = get_game_from_gamelist(disc_ids[0])
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
File "/pop-fe/pop-fe.py", line 189, in get_game_from_gamelist
if 'url' not in games[game_id]:
~~~~~^^^^^^^^^
KeyError: ' '
I read that when using CDDA games that pkg files would be smaller, but they aren't. I attempted to do a pkg for Pac-Man World, but the resulting file was actually bigger than the game with all bin files combined. Am I meant to use the ui or a specific command for this?
1- Is it possible not to add the game's name and ID on PIC1.PNG as a watermark when the game file is created?
2- Is it possible to add an option for a custom BOOT.PNG the same way as older tools like PSX2PSP offered rather than the POPS Loader splash?
3- Is it possible to allow custom PSP and PS3 sized ICON0.PNG (144x80 for PSP and 320x176 for PS3? Adding a custom picture with those resolutions always squashes it to the default squared shape.
Thank you
keep trying to create an image and this error keeps being spat out on Windows 11
Creating EBOOT
DISC SLES01937
TITLE 40 WINKS - CONQUER YOUR DREAMS
Scanning for audio tracks
Create PBP file at C:/Users/danny/Desktop/Vita/PSP/GAME/SLES01937/EBOOT.PBP
Exception in Tkinter callback
Traceback (most recent call last):
File "tkinter_init_.py", line 1892, in call
File "pop-fe-psp.py", line 490, in on_create_eboot
File "pop-fe.py", line 882, in create_psp
File "pop-fe.py", line 824, in generate_pbp
File "popstation.py", line 3093, in create_pbp
FileNotFoundError: [Errno 2] No such file or directory: 'C:/Users/danny/Desktop/Vita/PSP/GAME/SLES01937/EBOOT.PBP'
By default, pkg.py uses a flag to indicate a PS3 executable game (containing an eboot), which is the "metaBlock.unk22" variable set to 0x05. However, PS1 packages should technically use the flag 0x06 instead (as documented in PS3 dev wiki here).
If the pkgs pop-fe generates are installed and work correctly, this isn't much of a problem. Moreover, current behavior may be better for users since official PS1 classics get installed as bubbles (I assume for easy PSP installation later on straight from PS3). Though, perhaps there are some features/flags that only get checked with the appropriate flag on a pkg?
Edit: In your fork of PSL1GHT for pkg.py, perhaps it may be best to use git-repo-filter to only get ps3py in the repository (like in my repo here which I got from wMM.
What's the problem here?
Converting TRACK_2_02.wav to TRACK_2_02.aea
0 132300
WARNING: ATRAC3 is uncompleted, result will be not good )))
bitrate 132300
\ 99% done
Done
Try URL http://www.hwc.nat.cu/psx/SLUS_012.01_COV.jpg
Id: SLUS01201
Title: ALONE IN THE DARK - THE NEW NIGHTMARE
/home/docmax/github/pop-fe/./pop-fe.py:542: DeprecationWarning: BILINEAR is deprecated and will be removed in Pillow 10 (2023-07-01). Use Resampling.BILINEAR instead.
image = icon0.resize((80,80), Image.BILINEAR)
/home/docmax/github/pop-fe/./pop-fe.py:549: DeprecationWarning: BILINEAR is deprecated and will be removed in Pillow 10 (2023-07-01). Use Resampling.BILINEAR instead.
pic1 = pic1.resize((480, 272), Image.BILINEAR).convert("RGBA")
Traceback (most recent call last):
File "/home/docmax/github/pop-fe/./pop-fe.py", line 1589, in <module>
create_psp(args.psp_dir, game_id, game_title, icon0, pic1, cue_files, cu2_files, img_files, mem_cards, aea_files, snd0=snd0)
File "/home/docmax/github/pop-fe/./pop-fe.py", line 550, in create_psp
pic1 = add_image_text(pic1, game_title, game_id)
File "/home/docmax/github/pop-fe/./pop-fe.py", line 275, in add_image_text
fnt = ImageFont.truetype(font, 20)
File "/usr/lib/python3.10/site-packages/PIL/ImageFont.py", line 959, in truetype
return freetype(font)
File "/usr/lib/python3.10/site-packages/PIL/ImageFont.py", line 956, in freetype
return FreeTypeFont(font, size, index, encoding, layout_engine)
File "/usr/lib/python3.10/site-packages/PIL/ImageFont.py", line 247, in __init__
self.font = core.getfont(
OSError: cannot open resource
It happens no matter what cue I use
Traceback (most recent call last): File "pop-fe.py", line 2212, in <module> File "pop-fe.py", line 1523, in get_disc_ids File "bchunk.py", line 75, in open File "cue.py", line 82, in parse_cue ValueError: substring not found [7308] Failed to execute script 'pop-fe' due to unhandled exception!
here's my command
PS C:\Users\Mustacheboyo\Documents\Sony\Tools\pop-fe-ui> .\pop-fe.exe -v --title="Net Yaroze: Collection 2014-2019" --ga me_id="NPEE78898, NPEE78899" --cover="C:\Users\Mustacheboyo\Documents\Sony\PS3\PS1_Classics\NetYaroze\ICON0.PNG" --pic0= "C:\Users\Mustacheboyo\Documents\Sony\PS3\PS1_Classics\NetYaroze\PIC0.PNG" --pic1="C:\Users\Mustacheboyo\Documents\Sony\ PS3\PS1_Classics\NetYaroze\PIC1.PNG" --ps3-pkg="C:\Users\Mustacheboyo\Documents\Sony\PS3\PS1_Classics\NetYaroze\EP1337-N PEE78900_00-NETYAROZE2014019.pkg" --whole-disk "C:\Users\Mustacheboyo\Documents\Sony\PS3\PS1_Classics\NetYaroze\CD [NET_ YAROZE_2014].bin" "C:\Users\Mustacheboyo\Documents\Sony\PS3\PS1_Classics\NetYaroze\CD [NET_YAROZE_2019].bin"
I also tried crash team racing and I got the same result
Games that need to seek and play from a specific offset into an audio track will need to use CDDA only and no ATRAC3 data.
Chaos Break is one such game and needs to be flagged in the db
I was trying to make a pkg of a game called Mizzurna Falls, however it seems to have a problem detecting the game (Concretely, it seems to not reach the id properly). At first I thought that it happened because it was English patched, however I downloaded a correct and unpatched BIN File from somewhere else and had the exact same problem. The game runs fine on an emulator (DuckStation)
How could I fix the issue?
Path /mnt/zeus/8bay_usb3/roms/ps1/test_pbp/PSP/PSP/GAME exists!
Try URL http://www.hwc.nat.cu/psx/SLUS_012.01_COV.jpg
Id: SLUS01201
Title: ALONE IN THE DARK - THE NEW NIGHTMARE
/home/docmax/github/pop-fe/./pop-fe.py:542: DeprecationWarning: BILINEAR is deprecated and will be removed in Pillow 10 (2023-07-01). Use Resampling.BILINEAR instead.
image = icon0.resize((80,80), Image.BILINEAR)
/home/docmax/github/pop-fe/./pop-fe.py:549: DeprecationWarning: BILINEAR is deprecated and will be removed in Pillow 10 (2023-07-01). Use Resampling.BILINEAR instead.
pic1 = pic1.resize((480, 272), Image.BILINEAR).convert("RGBA")
/home/docmax/github/pop-fe/./pop-fe.py:280: DeprecationWarning: textsize is deprecated and will be removed in Pillow 10 (2023-07-01). Use textbbox or textlength instead.
ts = d.textsize(t, font=fnt)
/home/docmax/github/pop-fe/./pop-fe.py:280: DeprecationWarning: textsize is deprecated and will be removed in Pillow 10 (2023-07-01). Use textbbox or textlength instead.
ts = d.textsize(t, font=fnt)
/home/docmax/github/pop-fe/./pop-fe.py:287: DeprecationWarning: textsize is deprecated and will be removed in Pillow 10 (2023-07-01). Use textbbox or textlength instead.
ts = d.textsize(game_id, font=fnt)
Create PBP file at /mnt/zeus/8bay_usb3/roms/ps1/test_pbp/PSP/GAME/SLUS01201/EBOOT.PBP
Traceback (most recent call last):
File "/home/docmax/github/pop-fe/./pop-fe.py", line 1589, in <module>
create_psp(args.psp_dir, game_id, game_title, icon0, pic1, cue_files, cu2_files, img_files, mem_cards, aea_files, snd0=snd0)
File "/home/docmax/github/pop-fe/./pop-fe.py", line 593, in create_psp
generate_pbp(dest_file, game_id, game_title, icon0, pic1, cue_files, cu2_files, img_files, aea_files, snd0=snd0_data)
File "/home/docmax/github/pop-fe/./pop-fe.py", line 531, in generate_pbp
p.create_pbp()
File "/home/docmax/github/pop-fe/popstation.py", line 3006, in create_pbp
fh = open(self._eboot, 'wb+')
FileNotFoundError: [Errno 2] No such file or directory: '/mnt/zeus/8bay_usb3/roms/ps1/test_pbp/PSP/GAME/SLUS01201/EBOOT.PBP'
Fails to convert game "rayman" worked on very first release:
[INFO] Opening cue: G:\Retro Roms\Sony Playstation\Rayman (USA)\Rayman (USA).cue
[INFO] Merging 51 tracks...
[INFO] Wrote C:\Users\billt\Desktop\pop-fe-ui(5)\pop-fe-ps3-work\MBd1.bin
[INFO] Wrote new cue: C:\Users\billt\Desktop\pop-fe-ui(5)\pop-fe-ps3-work\MBd1.cue
ID SLUS-00005
Fetching SND0
Exception in Tkinter callback
Traceback (most recent call last):
File "tkinter_init_.py", line 1892, in call
File "pop-fe-psp.py", line 237, in on_path_changed
KeyError: 'SLUS-00005'
Fails to pulls game id for the game "D":
[INFO] Opening cue: G:\Retro Roms\Sony Playstation\D (USA) (Disc 1)\D (USA) (Disc 1).cue
[INFO] Merging 3 tracks...
[INFO] Wrote C:\Users\billt\Desktop\pop-fe-ui(5)\pop-fe-ps3-work\MBd1.bin
[INFO] Wrote new cue: C:\Users\billt\Desktop\pop-fe-ui(5)\pop-fe-ps3-work\MBd1.cue
ID NSTACK=
Fetching SND0
Exception in Tkinter callback
Traceback (most recent call last):
File "tkinter_init_.py", line 1892, in call
File "pop-fe-psp.py", line 237, in on_path_changed
KeyError: 'NSTACK='
I also can replicate the same issue in linux as well
pop-fe# pop-fe.py --psp-dir=/psp --game_id=SLUS01163 /psp/game.cue /psp/game2.cue
Processing /psp/game.cue ...
Processing /psp/game2.cue ...
Try URL http://www.hwc.nat.cu/psx/SLES_028.67_COV.jpg
Falling back to PSXDATACENTRE for cover
Id: SLES02867
I don't understand what I'm doing wrong. I set my .wav file to be 16bit/44100/Stereo but on the XMB it sounds a bit pitched and speed up.
I want to add a SND0 for XMB for the NTSC version of Metal Gear Solid in case that helps, and I used Adobe Audition to convert the file to the specifications above and .wav
I had trouble converting some PAL Games with the program, the games' issues are High Pitched voices and/or SFX, both In Game and even in FMVs.
The games are Wacky Races (PAL) [SLES_024.68] and Broken Sword II: The Smoking Mirror (Spain) [SCES_008.02] for now.
I don't know the cause of the problem yet. The video output (60hz) is not the problem as the first Broken Sword (Spain) works well.
I don't know if this is an issue with the program itself, with the conversion process, with the PS1 Emulator on the PS3, or with the actual game rips.
Hello
I have an issue with Fear Effect NTSC-U SLUS00920, SLUS01056, SLUS01057, SLUS01058. When I convert the bin/cue files and try to play the game, it freezes at the PlayStation logo. When I convert Fear Effect PAL SLES02166, SLES12166, SLES22166, SLES32166 I get a black screen. I checked the CRC-32 and the MD5, and they match the PAL and the NTSC versions of the discs. Is there something I'm doing wrong, or am I missing something.
Best regards
Update
I deleted the "pop-fe-ui" folder and downloaded it again. The PAL version is working, but the NTSC version still freezes at the PlayStation logo.
Really glad I found this tool! Any chance to get Street Fighter Collection (Europe) disc's combined? Kind regards
I tried using pop-fe.py in a Docker image on my Windows machine. I tried several different bin/cue combinations, and verified that I could use PSX2PSP to convert them appropriately to PBP files. I consistently get the same error in Duckstation when checking the PBP files: Invalid number of discs (1) in multi-disc PBP file. Note that I tried games with single bin/cue combinations as well as some with multiple bin tracks (to test binmerge). Always the same result.
Here is the verbose log from pop-fe:
Processing /TEMP/Need for Speed - High Stakes (USA).zip ...
This is a ZIP file. Uncompress the file.
Extracting Need for Speed - High Stakes (USA).bin
Extracting Need for Speed - High Stakes (USA).cue
Found CUE file Need for Speed - High Stakes (USA).cue
CUE Need for Speed - High Stakes (USA).cue
Creating temporary CU2 file: TMP0.cu2
Convert CUE to a normal style ISO
Convert CUE to a normal style ISO
Cue: Need for Speed - High Stakes (USA).cue
Read bin 0 Need for Speed - High Stakes (USA).bin
Write track ISO0001.iso
disc_ids ['SLUS00826']
Fetch cover for NEED FOR SPEED - HIGH STAKES
get https://psxdatacenter.com/games/U/N/SLUS-00826.html
get icon for SLUS00826
Fetch screenshot for NEED FOR SPEED - HIGH STAKES
Add image text: title: NEED FOR SPEED - HIGH STAKES
Id: SLUS00826
Title: NEED FOR SPEED - HIGH STAKES
Cue Files ['Need for Speed - High Stakes (USA).cue']
Imb Files ['Need for Speed - High Stakes (USA).bin']
Disc IDs ['SLUS00826']
Create PBP file for NEED FOR SPEED - HIGH STAKES
Need to create a TOC
Add image Need for Speed - High Stakes (USA).bin
Create PBP file at /TEMP/PBP/NEED FOR SPEED - HIGH STAKES.pbp
Generating PARAM.SFO [NEED FOR SPEED - HIGH STAKES]...
Writing header
Writing PARAM.SFO at
Writing ICON0.PNG at
Writing PIC1.PNG
Got a TOC
Writing indexes
Writing PSX CD Dump
Writing compressed image
Writing PSTITLEIMG.DAT
Writing STARTDAT header
Writing P.O.P.S standard logo
Writing STARTDAT footer
EBOOT.PBP Created
Deleting temp file Need for Speed - High Stakes (USA).bin
Deleting temp file Need for Speed - High Stakes (USA).cue
Deleting temp file TMP0.cu2
Deleting temp file ISO0001.iso
Deleting temp file ICON0.jpg
Here is the Log from Duckstation:
[ 0.3014] I/SDLControllerInterface: Loading game controller mappings from 'C:\Users\damon\Desktop\Duckstation\database\gamecont
rollerdb.txt'
[ 0.8932] I/AutoUpdaterDialog: Current SHA: 50db81af16025583c68171c1fdaf921b6e655175
[ 0.8932] I/AutoUpdaterDialog: Latest SHA: 50db81af16025583c68171c1fdaf921b6e655175
[ 0.8932] I/AutoUpdaterDialog: Last Checked SHA:
[ 0.8932] I/AutoUpdaterDialog: No update needed.
[ 15.5418] I/HostInterface: Boot Filename: D:\TEMP\PBP\NEED FOR SPEED - HIGH STAKES.pbp
[ 15.5844] I/D3D11HostDisplay: No adapter selected, using first.
[ 15.6117] I/D3D11HostDisplay: D3D Adapter: Intel(R) UHD Graphics
[ 15.6118] I/D3D11HostDisplay: Creating a 2400x1767 flip-discard windowed swap chain
[ 15.6135] I/D3D11HostDisplay: Swap chain buffer size: 2400x1767
[ 15.6684] E(LoadTexture): Failed to open texture resource 'resources\logo.png'
[ 15.6713] I/HostInterface: Creating 'Cubeb' audio stream, sample rate = 44100, channels = 2, buffer size = 2048
[ 16.3927] I/CubebAudioStream: Minimum latency in frames: 133
[ 16.4654] I/System: Loading CD image 'D:\TEMP\PBP\NEED FOR SPEED - HIGH STAKES.pbp'...
[ 16.4656] E(Open): Invalid number of discs (1) in multi-disc PBP file
[ 16.4656] E(ReportError): Failed to load CD image 'D:\TEMP\PBP\NEED FOR SPEED - HIGH STAKES.pbp':
[ 18.5554] E(ReportError): System failed to boot. The log may contain more information.
pop-fe.py --psp-dir=/psp/ /psp/game.cue /psp/game2.cue /psp/game3.cue /psp/game4.cue
Processing /psp/game.cue ...
Processing /psp/game2.cue ...
Processing /psp/game3.cue ...
Processing /psp/game4.cue ...
Try URL http://www.hwc.nat.cu/psx/SCES_030.46_COV.jpg
Id: SCES03046
Title: THE LEGEND OF DRAGOON
Create PBP file at /psp//PSP/GAME/SCES03046/EBOOT.PBP
Traceback (most recent call last):
File "/pop-fe/pop-fe.py", line 2036, in
create_psp(args.psp_dir, disc_ids, game_title, icon0, pic0, pic1, cue_files, cu2_files, img_files, mem_cards, aea_files, snd0=snd0, watermark=args.watermark, subchannels=subchannels)
File "/pop-fe/pop-fe.py", line 777, in create_psp
generate_pbp(dest_file, disc_ids, game_title, icon0, pic0, pic1, cue_files, cu2_files, img_files, aea_files, snd0=snd0_data, whole_disk=False, subchannels=subchannels)
File "/pop-fe/pop-fe.py", line 719, in generate_pbp
p.create_pbp()
File "/pop-fe/popstation.py", line 3169, in create_pbp
self.encode_psiso(fh, disc_num, img_toc)
File "/pop-fe/popstation.py", line 2700, in encode_psiso
isosize = self._track0_size[disc_num]
IndexError: list index out of range
The incomplete eboot does not start. (corrupted file)
The following message shows when trying to execute it:
Traceback (most recent call last):
File "pop-fe-psp.py", line 551, in
File "pop-fe-psp.py", line 79, in init
File "pygubu\builder.py", line 135, in add_from_file
File "pygubu\component\uidefinition.py", line 407, in load_file
File "xml\etree\ElementTree.py", line 1224, in parse
File "xml\etree\ElementTree.py", line 569, in parse
FileNotFoundError: [Errno 2] No such file or directory: 'C:\Users\facun\Escritorio\pop-fe-ui\_internal\pop-fe-psp.ui'
[10480] Failed to execute script 'pop-fe-psp' due to unhandled exception!
Is it possible to create PBPs in such a way that the audio tracks won't be extracted and compressed, and instead the original ISO (bin + cue) can be recovered after conversion? Or is this not currently possible with PBP files?
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