PS3 ps1_netemu - External Configs and Ad Hoc Params

Wow nice work mrjaredbeta and Ronnie, i will test it later but that should help get any cheat disc working


Im using the latest version of pop-fe in the release section, and it has no problem mixing ID's for me, not sure why its causing issues for you. Here is a screenshot of what i have in pop-fe

EDIT:- Also i did try using the same ID as the game but the game always black screened on swapping so i have to use a different one, probably a conflict in 2 games with the same ID maybe ?

EDIT2:- OK @haxxxen i tried with with a libcrypt protected game FF8 (like vagrant story) and i had got a error about the ID like
Code:
Creating gameFF8.pkg
DISC SLES02080
TITLE FINAL FANTASY VIII
Exception in Tkinter callback
Traceback (most recent call last):
  File "tkinter\__init__.py", line 1892, in __call__
  File "pop-fe-ps3.py", line 734, in on_create_pkg
KeyError: 'SLUS00922'
If i set the AR to slot1 then the game to slot2 it works though so i guess its something pop-fe is doing with a libcrypt game maybe ? not sure i will test with more games and let you know.

EDIT3:- Tested FF7 (a game without protection) and no error, so yeah i think its protected games that have this issue

EDIT4:- setting AR to slot 1 and the libcrypt game to disc2 makes it fail to load correctly after disc swap (libcrypt doing its thing) so maybe libcrypt protection is broken for slot2 in pop-fe ? or maybe because we are mixing titles ? or maybe just broken on disc swap ? not sure but will also require further testing

As I said I never anticipated mixing libcrypt and non-libcrypt disks so when it builds the list of libcrypt patches (one entry per disk) things probably break because it will skip adding entries for the non-libcrypt disks and popstarter.py then probably don't know what to do with a situation like "I got 3 disks but only 2 sets of libcrypt things".

You can test a workaround right now, before I get time to dig into it.
IF there is a file called 'GAME_ID' in the same directory as the cue file then pop-fe[-ps3] will read this file and use it as the id instead of trying to read it from the system.cnf file.
GAME_ID must be exactly 9 bytes in size and of the form 'SLES12345'

Can you try this:
Add a libcrypt game as the first disk, then add a 'GAME_ID' file to where you have the AR cue/bin and in that file make it have the exact same id as the first disk and then add AR as the second disk.

That way you will create a EBOOT/PKG with two disks, that have the same id and thus pop-fe will treat them as the same disk and will inject a proper libcrypt blob for both of them. There is no libcrypt code in AR, I assume, so adding the libcrypt sectors to it will not matter, except we now have a situation where popstarter.py will try to create a PKG based on two disks and two sets of libcrypt sectors.
 
hm, I only have tried it with Vagrant Story + Action Replay and it was working fine. have tried new game and it was loading fine, so libcrypt sectors were working fine for me. have used same ID though, the German SLES-027.56

edit
pop-fe probably has applied libcrypt sectors for AR-image as well? have to check...well if so, AR does not care about it I think?

the edat looks like it was only for 1st image applied, dunno

oh, and I am all in for giving those Cheat isos a default ID of "SLUS_200.90" (AR PS2)

edit
wait, doesn't pop-fe apply libcrypt fix besides adding sectors? so it works nevertheless.

@Ronnie Sahlberg
any chance to make the user decide wether to apply libcrypt fix/don't apply?
 
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Silent Hill (SLUS-00707, SLES-01514, SLPM-86192)
Code:
00 00 20 00 00 00 00 00 03 00 00 00 BC 02 00 00
20 00 00 00 04 00 00 00
Fixes horrible sound issue:

Sony included fixes for Silent Hill on both PS3's ps1_netemu and PSP POPS...but only for the Japanese version of the game, which just so happens to be the only version that was never officially released on PS Store... Makes no sense to me, but okay.
 
Silent Hill (SLUS-00707, SLES-01514, SLPM-86192)
Code:
00 00 20 00 00 00 00 00 03 00 00 00 BC 02 00 00
20 00 00 00 04 00 00 00
Fixes horrible sound issue:

Sony included fixes for Silent Hill on both PS3's ps1_netemu and PSP POPS...but only for the Japanese version of the game, which just so happens to be the only version that was never officially released on PS Store... Makes no sense to me, but okay.
added
 
Wow nice work mrjaredbeta and Ronnie, i will test it later but that should help get any cheat disc working


Im using the latest version of pop-fe in the release section, and it has no problem mixing ID's for me, not sure why its causing issues for you. Here is a screenshot of what i have in pop-fe

EDIT:- Also i did try using the same ID as the game but the game always black screened on swapping so i have to use a different one, probably a conflict in 2 games with the same ID maybe ?

EDIT2:- OK @haxxxen i tried with with a libcrypt protected game FF8 (like vagrant story) and i had got a error about the ID like
Code:
Creating gameFF8.pkg
DISC SLES02080
TITLE FINAL FANTASY VIII
Exception in Tkinter callback
Traceback (most recent call last):
  File "tkinter\__init__.py", line 1892, in __call__
  File "pop-fe-ps3.py", line 734, in on_create_pkg
KeyError: 'SLUS00922'
If i set the AR to slot1 then the game to slot2 it works though so i guess its something pop-fe is doing with a libcrypt game maybe ? not sure i will test with more games and let you know.

EDIT3:- Tested FF7 (a game without protection) and no error, so yeah i think its protected games that have this issue

EDIT4:- setting AR to slot 1 and the libcrypt game to disc2 makes it fail to load correctly after disc swap (libcrypt doing its thing) so maybe libcrypt protection is broken for slot2 in pop-fe ? or maybe because we are mixing titles ? or maybe just broken on disc swap ? not sure but will also require further testing

Try the latest build.
It should handle libcrypt correctly now when you mix LC protected disks and normal dists in the same eboot/pkg.
 
Would it be possible to find or make a config for the Spyro games? Trying to load the PAL or NTSC-U versions even when using pop-fe seems to lead to a black screen when loading later levels. I'd rather use my own copy than pirate the pkgs.
 
Just a quick question, has anyone tried to implement 'cg_shaders' as in retroarch to be usable with ps1_netemu?
 
Just a quick question, has anyone tried to implement 'cg_shaders' as in retroarch to be usable with ps1_netemu?
ps1_netemu is closed source, so it will not be possible to add stuff like that.

Would it be possible to find or make a config for the Spyro games? Trying to load the PAL or NTSC-U versions even when using pop-fe seems to lead to a black screen when loading later levels. I'd rather use my own copy than pirate the pkgs.
The PSN PKGs do not use any config. Where exactly does it freeze? Can you provide a save file?
 
Latest Cobra/HEN/Mamba payloads implement a patch proposed by agrippa that correct the game frequency on PS1 games just including the tag "PAL" or "NTSC" in the file name of the PSX ISO. This may be an easier alternative to correct the game speed and audio pitch of PAL games on NTSC systems and vice versa.

These tags, are they documented somewhere?

I have a NTSC system that I want to play an exclusive PAL game. To play in the correct game frequency what should I do?
Add the tag PAL to the PAL game or I have to add the tag NTSC to for the PAL game to play as a NTSC game?

How it should be named?
"Game [SLES12312].ISO" to "Game [SLES12312] [TAG].ISO" ?
 
These tags, are they documented somewhere?

I have a NTSC system that I want to play an exclusive PAL game. To play in the correct game frequency what should I do?
Add the tag PAL to the PAL game or I have to add the tag NTSC to for the PAL game to play as a NTSC game?

How it should be named?
"Game [SLES12312].ISO" to "Game [SLES12312] [TAG].ISO" ?

It is "documented" with a brief line in: https://github.com/Evilnat/Cobra-PS3/tree/master/8.4
• Force video mode in PS1 games adding "NTSC" or "PAL" in the file name of the BIN/CUE

For major clarity you can enclose the tag between brackets, parenthesis, curly brackets, etc. It can be placed in any place of the file name.

The tag "NTSC" will force NTSC video mode on PAL games, while the tag "PAL" will force PAL video mode on NTSC games.
 
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It is "documented" with a brief line in: https://github.com/Evilnat/Cobra-PS3/tree/master/8.4
• Force video mode in PS1 games adding "NTSC" or "PAL" in the file name of the BIN/CUE

For major clarity you can enclose the tag between brackets, parenthesis, curly brackets, etc. It can be placed in any place of the file name.

The tag "NTSC" will force NTSC video mode on PAL games, while the tag "PAL" will force PAL video mode on NTSC games.
Thank you. I have another doubt, Its related but maybe it is off topic, does this work for PS2 ISOs too?
 
@Ronnie Sahlberg is there a way to create a pop-fe pkg and force it to use the ps1_emu instead of ps1_netemu? I prefer the sharper pixels appearance for the 2d games.
The netemu without smooth is already blurried.
 
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Damm... I wish that ps1_newemu smooth off was equal to ps1_emu and ps1_newemu smooth on was equal to ps1_newemu smooth off.

This would be the best of both worlds in terms of filters and with more compatibility.

Is it hackable @mrjaredbeta ?
 
Damm... I wish that ps1_newemu smooth off was equal to ps1_emu and ps1_newemu smooth on was equal to ps1_newemu smooth off.

This would be the best of both worlds in terms of filters and with more compatibility.

Is it hackable @mrjaredbeta ?
I think you are confusing ps1_newemu with ps1_netemu. newemu is the blurriest of them all, lol.

Anyways, I am not sure if it is hackable, and if it is I would have no idea. I prefer the softer look of netemu anyways. I used to like ps1_emu's sharp look, but it just got too blocky for me. It is all up to personal preference in the end.
 
I think you are confusing ps1_newemu with ps1_netemu. newemu is the blurriest of them all, lol.

Anyways, I am not sure if it is hackable, and if it is I would have no idea. I prefer the softer look of netemu anyways. I used to like ps1_emu's sharp look, but it just got too blocky for me. It is all up to personal preference in the end.
Nope I'm not confusing. I'm not talking about newemu.
I know in the end its about taste, but yeah, if we could customize it would be cooler. Some games works best with different filtering settings.

PS1_EMU is the sharp look, you see the pixels how they really are, just like you would if you used an proper upscaler like Framemeister, OSSC or Retroscaler. Its the best setup for those who wants the authentic look in 2D games.
In PS1_Emu if I turn on smooth, it is very blurry. If I wanted to play my PS1 titles in a CRT old TV (or maybe use a hdmi scanline generator), the best option would be the PS1_Emu smooth off, if you use the PS1_Netemu it will be too much blur for a CRT TV for example.

In a scale from sharpness to blurryness (from 0 to 3) of these two software emulators (emu and netemu) let me categorize like this:
0) PS1_Emu - smooth off (sharpest) (filtering: off)
1) PS1_Netemu - smooth off (filtering: low)
2) PS1_Netemu - smooth on (filtering: medium)
3) PS1_Emu - smooth on (blurriest) (filtering: high)
 
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