PS3 Multi-Track PS1 Games on PS3

Does anyone tried any game (CUE+BIN) with e.g. more than 60 Tracks (e.g. Tomb Raider 2)?

I've tried "Jersey Devil" which has 45 tracks in the cue. It works with multiman.

I found this thread and he mentions TR:2 (classics pkg though, not bin+cue) Edit: I guess that was the wrong thread, don't remember where I saw it.
 
Last edited:
Can you also try this game with webMAN MOD?
I wonder what is wrong with my CUE with this launcher?
To many tracks or typo in this file.

I don't have WMM installed unfortunately, there were some reports not long ago of it possibly causing freezes with HEN. I pretty much only use multiman.
FILE "TR_2.BIN" BINARY

Is your binary named "TR_2". I think I had a problem with a few games (Army Men 3D & Coolboarders 3) where the bin didn't match the name in the cue, solved it by renaming the binary.
 
Is your binary named "TR_2". I think I had a problem with a few games (Army Men 3D & Coolboarders 3) where the bin didn't match the name in the cue, solved it by renaming the binary.

Originally It was named TR2ENG.BIN + TR2ENG.CUE:
Code:
FILE "TOMB2ENG.BIN" BINARY
While renaming files into TR_2.BIN + TR_2.CUE,
I've also needed to edit TR_2.CUE:
Code:
FILE "TR_2.BIN" BINARY

I've tried to delete CUE for Tomb Raider 2 and launch it with webMAN MOD.
Now it is reacting like I was launching it with multiMAN.
I mean no music (CDDA) and I cannot start new game or enter Croft manor.

Here is something interesting:
https://www.psx-place.com/threads/ps1-bin-cue-questions.26280/#post-206111.
 
does it make a difference if the music tracks are binary like this:
upload_2020-6-6_21-33-53.png


or should they be wave/mp3? I know that mp3s work with say magic engine even with discs with multiple games on them. and, this one works with my ps2. all music tracks work.
 
that's outdated info that i posted, i think this is the one with the most tracks:
http://redump.org/disc/7219/

Thanks you, I have added link to your post here:
https://github.com/aldostools/webMAN-MOD/issues/292#issuecomment-640171875.

does it make a difference if the music tracks are binary like this: View attachment 26154

or should they be wave/mp3? I know that mp3s work with say magic engine even with discs with multiple games on them. and, this one works with my ps2. all music tracks work.

I really don't know, I was always testing PS1 games with singe BIN+CUE.
 
here's a different version that works in epsxe. as you can see, the bins are now waves. I think a lot of people turn them into mp3s to make file size smaller when storing, but I don't think it's going to like that format. though, it's been years, since I've messed with this stuff::

upload_2020-6-7_3-43-16.png
 
Without CUE there won't be CDDA in games, at least mounted with webMAN MOD.

By default webMAN MOD will launch PS1 games through "ps1_emu".
Maybe "old_emu" will give different results, however I don't remember if everything will be fine with this emu.
 
that's what I don't get. look how the cue is structured with that wave mega man x3. it's only three lines, all generic:

upload_2020-6-7_5-24-16.png
 
Last edited:
compare that to this, which is a bin and cue only game. as you can see, the binary is the same except for the name, which you'd really only need if you had a collection of files, but you can burn a single bin I believe:

upload_2020-6-7_5-25-34.png
 
I'm not sure if I follow.

1st image of a Mega Man X3 have audio tracks.
Redump shows that it should have 32 tracks:
http://redump.org/disc/1131/.
1st track as you notice is data.

2nd image has got only data.
The same thing is as previous on redump:
http://redump.org/disc/7075/.

From I remember all PS1 should start like this one:
Code:
FILE "game image.bin" BINARY
  TRACK 01 MODE1/2352
    INDEX 01 00:00:00
After that there should\shouldn't be audio tracks.

BIN usually uses 2352 bytes per sector.
ISO uses 2048 bytes per sector.


Different Modes that can exist on CD:

Audio (2352 bytes / block User Data, 2352 Bytes / block Raw data)
Mode 1 (2048 bytes / block User Data, 2352 Bytes / block Raw data)
Mode 2 (2336 bytes / block User Data, 2352 Bytes / block Raw data)
Mode 2 Form 1 (2048 bytes / block User Data, 2352 Bytes / block Raw data)
Mode 2 Form 2 (2324 bytes / block User Data, 2352 Bytes / block Raw data)

On DVD:

DVD mode (2048 bytes / block User Data, --- Bytes / block Raw data (There's no such thing as Raw on DVD))

Source:
https://www.isobuster.com/help/track_and_sector_modes.
 
Last edited:
what I mean is that the cue is kinda like a toc (table of contents) with information about each track. if there's only one track and that track is always the same, what's the point of the cue in that case?
 
As you see above BIN can have different modes.
Mostly, but not always MODE1/2352 is used.
It is CUE "job" to inform about it.

I never seen PS1 game with different mode used...
Anyway, for PS1 game with only data as you notice there is no need to have CUE to launch game through webMAN MOD.
Although some other tools (e.g. CUE2POPS for POPStarter) needs it.
 
what I mean is that the cue is kinda like a toc (table of contents) with information about each track. if there's only one track and that track is always the same, what's the point of the cue in that case?
I was aware of this but after reading jolek posts i have a clear idea of how to explain it in a single sentence :)
What happens in most of the programs responsibles of loading the PS1 BIN image (that uses to be emulators) assumes that is MODE1/2352
This is why there is no need to use the CUE file for most of the PS1 games
The point is... if you know the 100% of the PS1 game library are discs using MODE1/2352 then is a bit pointless to have a CUE file for every game with the same info, right ?
So the emulator have "hardcoded" that info, and is only used incase the CUE file doesnt exists

But there are some PS1 games that really needs the CUE because have audio located in track 2, 3, 4, etc... like the screenshot you made
In your screenshot it can be seen the lenght of every sound track, this works as an "offset"
What you need to do is to "glue together" the BIN you have (first track) with all the other WAV files (next tracks) into a single BIN
 
I was aware of this but after reading jolek posts i have a clear idea of how to explain it in a single sentence :)
What happens in most of the programs responsibles of loading the PS1 BIN image (that uses to be emulators) assumes that is MODE1/2352
This is why there is no need to use the CUE file for most of the PS1 games
The point is... if you know the 100% of the PS1 game library are discs using MODE1/2352 then is a bit pointless to have a CUE file for every game with the same info, right ?
So the emulator have "hardcoded" that info, and is only used incase the CUE file doesnt exists

But there are some PS1 games that really needs the CUE because have audio located in track 2, 3, 4, etc... like the screenshot you made
In your screenshot it can be seen the lenght of every sound track, this works as an "offset"
What you need to do is to "glue together" the BIN you have (first track) with all the other WAV files (next tracks) into a single BIN

of that, I am aware. I'm referring to games that have no other tracks. why do they need a cue file? I recall them not needing one or reading that somewhere a long time ago, because the cue would always be the same aside from the name of the bin.
 
of that, I am aware. I'm referring to games that have no other tracks. why do they need a cue file? I recall them not needing one or reading that somewhere a long time ago, because the cue would always be the same aside from the name of the bin.

In most backup managers, the CUE file is optional. If the CUE file is missing, it's assumed that the whole BIN file is a single track. If the game actually have more tracks, the game will have no music or could crash.
 
Back
Top