Heel
Member
I've been banging my head against this one for a few days, hopefully someone here can point me in the right direction.
I have a number of PSX games in EBOOT.PBP format that I downloaded from my PS3. Some of these, for instance GaiaSeed (JP version NPJJ-00277) uses CDDA audio in separate tracks. However, these are compressed to what I believe to be ATRAC3 format, but either missing the headers or perhaps are compressed or encrypted. Data in these audio files seems to be very dense and there are no obvious hints as to what it is when examining in a hex editor.
I've extracted these with psxtract (later version that seems to have support for audio tracks), but the audio tracks are just raw data of some kind that's about 10x smaller than the corresponding WAV files you get if you dump from the disc.
To verify my assumption I converted some WAV files from a disc dump of the same game to ATRAC3, and the file sizes seem to match up reasonably well. So I suspect these are indeed ATRAC3 versions of the CDDA audio tracks, but I can't figure out how to get the data converted into WAV so that a proper bin/cue could be generated from the EBOOT.PBP.
I found the pops-fe is able to take a disc dump with WAV audio and generate EBOOT.PBP with compressed ATRAC3 audio that will play on later version of POPS, so my assumption is there is some way to work backwards and get working bin/cue version out of the EBOOT.PBP you download from PSN.
Any hints of suggestions appreciated, and I'm happy to provide more info or debugging.
Thanks!
I have a number of PSX games in EBOOT.PBP format that I downloaded from my PS3. Some of these, for instance GaiaSeed (JP version NPJJ-00277) uses CDDA audio in separate tracks. However, these are compressed to what I believe to be ATRAC3 format, but either missing the headers or perhaps are compressed or encrypted. Data in these audio files seems to be very dense and there are no obvious hints as to what it is when examining in a hex editor.
I've extracted these with psxtract (later version that seems to have support for audio tracks), but the audio tracks are just raw data of some kind that's about 10x smaller than the corresponding WAV files you get if you dump from the disc.
To verify my assumption I converted some WAV files from a disc dump of the same game to ATRAC3, and the file sizes seem to match up reasonably well. So I suspect these are indeed ATRAC3 versions of the CDDA audio tracks, but I can't figure out how to get the data converted into WAV so that a proper bin/cue could be generated from the EBOOT.PBP.
I found the pops-fe is able to take a disc dump with WAV audio and generate EBOOT.PBP with compressed ATRAC3 audio that will play on later version of POPS, so my assumption is there is some way to work backwards and get working bin/cue version out of the EBOOT.PBP you download from PSN.
Any hints of suggestions appreciated, and I'm happy to provide more info or debugging.
Thanks!
