not true,irisman has true ws hack option and 480p,both aren't present in xmb settings.why they won't work for you idk,i witnessed them personally myself on at least 4 different ps3's.
https://psxdatacenter.com/games/U/V/SLUS-00868.html
The game work but that game has 17 audio track which didnt work when game start ?
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As an example; when I ripped the original Tekken for PS1, I used ImgBurn which is a freeware application (no longer updated, however) which generated a BIN and a CUE file - "Tekken.bin" and "Tekken.cue". With ps1_emu, the background music tracks for the stages would not play at all, even with the cue named the same as the bin and in the same folder. I changed to ps1_netemu and the background music now plays more or less fine.Dosnt work also i think the error should be in emulator can not read cue file because game work berfect but the audio work didnt work.
So did any one test any game that contain audio track to confirm that work using ps emu or any devloper which reverse code for ps1 emu that confirm that ps emu read cue file or its just read bin file only ?
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480p = PS - Upscaler Off (so SD mode, like stated in the PS3 manual by not enabling this you'll force 480p)
''True" ws mode = Once HD mode is enabled, in PS1_emu select other options, screen size, full screen
take a look at the sourcecode, i don't see any hack going on with the video options:
https://github.com/Joonie86/IRISMAN/blob/master/source/psx.c
https://github.com/Joonie86/IRISMAN/blob/master/include/psx.h
I ordered that one, i'll receive it next week friday so i'll try then.
480p = PS - Upscaler Off (so SD mode, like stated in the PS3 manual by not enabling this you'll force 480p)
''True" ws mode = Once HD mode is enabled, in PS1_emu select other options, screen size, full screen
take a look at the sourcecode, i don't see any hack going on with the video options:
if((psx_options.video & PSX_VIDEO_MODE) != 0)
{
videoConfiguration vconfig;
memset(&vconfig, 0, sizeof(videoConfiguration));
if((psx_options.video & PSX_VIDEO_MODE) == 1)
{
if(((directories[currentgamedir].flags>>16) & 0x1f) != 0x11)
vconfig.resolution = VIDEO_RESOLUTION_480;
else
vconfig.resolution = VIDEO_RESOLUTION_576;
}
else if((psx_options.video & PSX_VIDEO_MODE) == 2)
vconfig.resolution = VIDEO_RESOLUTION_480;
else
vconfig.resolution = VIDEO_RESOLUTION_576;
vconfig.format = VIDEO_BUFFER_FORMAT_XRGB;
vconfig.pitch = 2880;
switch(psx_options.video & PSX_VIDEO_ASPECT_RATIO)
{
case 0x10:
Video_aspect = VIDEO_ASPECT_4_3;
break;
case 0x20:
Video_aspect = VIDEO_ASPECT_16_9;
break;
default:
Video_aspect = VIDEO_ASPECT_AUTO;
break;
}
vconfig.aspect = Video_aspect;
videoConfigure(0, &vconfig, NULL, 0);
}
It is not exactly a "hack", but IRISMAN prepares the video configuration based on the user's selection before launch the emu when the PSX payload is used (e.g. PSXISO stored in hdd0 or FAT32). When the PSXISO is stored in NTFS, IRISMAN uses Cobra payload like webMAN MOD. Cobra has internal patches to change the video mode based on the region detected of the PSXISO.
This is the code where IRISMAN prepares the video mode and aspect ratio in psx.c
Code:if((psx_options.video & PSX_VIDEO_MODE) != 0) { videoConfiguration vconfig; memset(&vconfig, 0, sizeof(videoConfiguration)); if((psx_options.video & PSX_VIDEO_MODE) == 1) { if(((directories[currentgamedir].flags>>16) & 0x1f) != 0x11) vconfig.resolution = VIDEO_RESOLUTION_480; else vconfig.resolution = VIDEO_RESOLUTION_576; } else if((psx_options.video & PSX_VIDEO_MODE) == 2) vconfig.resolution = VIDEO_RESOLUTION_480; else vconfig.resolution = VIDEO_RESOLUTION_576; vconfig.format = VIDEO_BUFFER_FORMAT_XRGB; vconfig.pitch = 2880; switch(psx_options.video & PSX_VIDEO_ASPECT_RATIO) { case 0x10: Video_aspect = VIDEO_ASPECT_4_3; break; case 0x20: Video_aspect = VIDEO_ASPECT_16_9; break; default: Video_aspect = VIDEO_ASPECT_AUTO; break; } vconfig.aspect = Video_aspect; videoConfigure(0, &vconfig, NULL, 0); }
It is not exactly a "hack", but IRISMAN prepares the video configuration based on the user's selection before launch the emu when the PSX payload is used (e.g. PSXISO stored in hdd0 or FAT32). When the PSXISO is stored in NTFS, IRISMAN uses Cobra payload like webMAN MOD. Cobra has internal patches to change the video mode based on the region detected of the PSXISO.
This is the code where IRISMAN prepares the video mode and aspect ratio in psx.c
Code:if((psx_options.video & PSX_VIDEO_MODE) != 0) { videoConfiguration vconfig; memset(&vconfig, 0, sizeof(videoConfiguration)); if((psx_options.video & PSX_VIDEO_MODE) == 1) { if(((directories[currentgamedir].flags>>16) & 0x1f) != 0x11) vconfig.resolution = VIDEO_RESOLUTION_480; else vconfig.resolution = VIDEO_RESOLUTION_576; } else if((psx_options.video & PSX_VIDEO_MODE) == 2) vconfig.resolution = VIDEO_RESOLUTION_480; else vconfig.resolution = VIDEO_RESOLUTION_576; vconfig.format = VIDEO_BUFFER_FORMAT_XRGB; vconfig.pitch = 2880; switch(psx_options.video & PSX_VIDEO_ASPECT_RATIO) { case 0x10: Video_aspect = VIDEO_ASPECT_4_3; break; case 0x20: Video_aspect = VIDEO_ASPECT_16_9; break; default: Video_aspect = VIDEO_ASPECT_AUTO; break; } vconfig.aspect = Video_aspect; videoConfigure(0, &vconfig, NULL, 0); }
@aldostools did ps1_emu.self or ps1_emu_net read cue file so can play game that contain multi Audio track or it read .bin file only?
Thank you for the explanation man, that was actually the part of the sourcecode i was looking at. Correct me if i'm wrong but those cobra internal video mode patches based on region detection, i assume they have the same function as a PARAM.SFO file for PS1 EBOOTS? I mean that in terms of triggering certain types of video resolutions since i see exactly the same resolutions mentioned (480 for ntsc/ 576 for pal)?
what is th bottom line?does irisman options do anything differently than stock upscaler?
@aldostools
i finally sucess to mount and play game with multi track audio
By using Multiman work perfect and all game audio track work perfect but the same iso i try to mount by using Webman Mod latest version didnt work . Game work but no audio track play while game playing i think there is an issue in Webman Mod in mount iso with multi audio track .
Please could u fix it in next update version i prefer to use Webman Mod its to easy instead of open multiman to mount and close it to play game ?
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It would be easy enough to create your own cue sheet, from which you could 'mount' with DAEMON Tools Lite and then open with ImgBurn and then generate a single BIN and corresponding CUE file from which to use with backup managers. I use webMAN MOD myself, and I mount my ripped PS1 games in BIN/CUE format and have had no issues with this method so far. Here's a little tutorial for you.@aldostools
i finally sucess to mount and play game with multi track audio
By using Multiman work perfect and all game audio track work perfect but the same iso i try to mount by using Webman Mod latest version didnt work . Game work but no audio track play while game playing i think there is an issue in Webman Mod in mount iso with multi audio track .
Please could u fix it in next update version i prefer to use Webman Mod its to easy instead of open multiman to mount and close it to play game ?
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FILE "Name of Track 1.bin" BINARY
TRACK 01 MODE2/2352
INDEX 01 00:00:00
FILE "Name of Track 1.bin" BINARY
TRACK 01 MODE2/2352
INDEX 01 00:00:00
FILE "Name of Track 2.bin" BINARY
TRACK 02 AUDIO
INDEX 00 00:00:00
INDEX 01 00:02:00
FILE "Name of Track 3.bin" BINARY
TRACK 03 AUDIO
INDEX 00 00:00:00
INDEX 01 00:02:00
FILE "Name of Track 4.bin" BINARY
TRACK 04 AUDIO
INDEX 00 00:00:00
INDEX 01 00:02:00
FILE "Name of Track 5.bin" BINARY
TRACK 05 AUDIO
INDEX 00 00:00:00
INDEX 01 00:02:00
It would be easy enough to create your own cue sheet, from which you could 'mount' with DAEMON Tools Lite and then open with ImgBurn and then generate a single BIN and corresponding CUE file from which to use with backup managers. I use webMAN MOD myself, and I mount my ripped PS1 games in BIN/CUE format and have had no issues with this method so far. Here's a little tutorial for you.
In Windows, open Notepad and copy and paste the following:
Where "Name of Track 1.bin" is whichever the first and largest bin file is as this is the game data itself. For many games, that would be the end of the cue sheet since there is only one track (the bin image) and strictly speaking, you wouldn't really need one unless you were having problems with the game booting or functioning properly. A quick and easy fix if you did have any such issues.Code:FILE "Name of Track 1.bin" BINARY TRACK 01 MODE2/2352 INDEX 01 00:00:00
But say you had a game with 20 tracks, your cue file would look like:
and so on.Code:FILE "Name of Track 1.bin" BINARY TRACK 01 MODE2/2352 INDEX 01 00:00:00 FILE "Name of Track 2.bin" BINARY TRACK 02 AUDIO INDEX 00 00:00:00 INDEX 01 00:02:00 FILE "Name of Track 3.bin" BINARY TRACK 03 AUDIO INDEX 00 00:00:00 INDEX 01 00:02:00 FILE "Name of Track 4.bin" BINARY TRACK 04 AUDIO INDEX 00 00:00:00 INDEX 01 00:02:00 FILE "Name of Track 5.bin" BINARY TRACK 05 AUDIO INDEX 00 00:00:00 INDEX 01 00:02:00
With your complete cue sheet with all of the tracks accounted for in order, select 'Save As...' and with the drop-down menu 'Save as type:' From here, you can call it whatever you like, but make sure to add .cue at the end so it saves in the correct format and not as a text document. Save or afterwards place it in the same location as your different Track bin files.
From there, if you've got DAEMON Tools Lite (i.e. the free version) installed, the icon should be a lightning bolt and you can just double click on it. Alternatively right-click and select 'Open with' and open it that way. This will 'mount' the CUE file and then with ImgBurn (also free) you can create a single BIN and corresponding cue file of the individual tracks by clicking 'Create image file from disc' and then selecting the virtual drive that DAEMON Tools has assigned the cue file to. This should solve your problem.![]()
@ayassinsayed @insanetoker89 what game are you trying to get to work?
It would be easy enough to create your own cue sheet, from which you could 'mount' with DAEMON Tools Lite and then open with ImgBurn and then generate a single BIN and corresponding CUE file from which to use with backup managers. I use webMAN MOD myself, and I mount my ripped PS1 games in BIN/CUE format and have had no issues with this method so far. Here's a little tutorial for you.
In Windows, open Notepad and copy and paste the following:
Where "Name of Track 1.bin" is whichever the first and largest bin file is as this is the game data itself. For many games, that would be the end of the cue sheet since there is only one track (the bin image) and strictly speaking, you wouldn't really need one unless you were having problems with the game booting or functioning properly. A quick and easy fix if you did have any such issues.Code:FILE "Name of Track 1.bin" BINARY TRACK 01 MODE2/2352 INDEX 01 00:00:00
But say you had a game with 20 tracks, your cue file would look like:
and so on.Code:FILE "Name of Track 1.bin" BINARY TRACK 01 MODE2/2352 INDEX 01 00:00:00 FILE "Name of Track 2.bin" BINARY TRACK 02 AUDIO INDEX 00 00:00:00 INDEX 01 00:02:00 FILE "Name of Track 3.bin" BINARY TRACK 03 AUDIO INDEX 00 00:00:00 INDEX 01 00:02:00 FILE "Name of Track 4.bin" BINARY TRACK 04 AUDIO INDEX 00 00:00:00 INDEX 01 00:02:00 FILE "Name of Track 5.bin" BINARY TRACK 05 AUDIO INDEX 00 00:00:00 INDEX 01 00:02:00
With your complete cue sheet with all of the tracks accounted for in order, select 'Save As...' and with the drop-down menu 'Save as type:' From here, you can call it whatever you like, but make sure to add .cue at the end so it saves in the correct format and not as a text document. Save or afterwards place it in the same location as your different Track bin files.
From there, if you've got DAEMON Tools Lite (i.e. the free version) installed, the icon should be a lightning bolt and you can just double click on it. Alternatively right-click and select 'Open with' and open it that way. This will 'mount' the CUE file and then with ImgBurn (also free) you can create a single BIN and corresponding cue file of the individual tracks by clicking 'Create image file from disc' and then selecting the virtual drive that DAEMON Tools has assigned the cue file to. This should solve your problem.![]()
not true,irisman has true ws hack option and 480p,both aren't present in xmb settings.why they won't work for you idk,i witnessed them personally myself on at least 4 different ps3's.