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  #1  
Old 01-05-2007, 04:41 PM
Z33
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PSX on PSP with CDDA

Just noticed that the official Sony store version of Tekken 2 plays CDDA-music during the end credits. Now, how to get this to work with your own versions...?

I checked the image unpacked with Dark Alex's lates decrypter/unpacker and the CDDA-music is there.
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  #2  
Old 01-05-2007, 05:23 PM
matriculated matriculated is offline
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Does the decrypted version sound good or downsampled? I ask because the sound quality in Popstation is quite low so I wonder if Popstation won't play homemade eboot because the sampling rate is too high.
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  #3  
Old 01-05-2007, 06:18 PM
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manias manias is offline
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already a thread about this dude, not possible right now. more info on the 5+ page thread in this exact same forum
http://forums.maxconsole.net/showthread.php?t=41255
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  #4  
Old 01-05-2007, 07:17 PM
Z33
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The decrypted imagefile has the CDDA audio in the exact 44100Hz 16bit stereo format as normal CD-audio.

Also the iso_header.bin file that the decrypter produces seems to hold the information about the tracks included in the imagefile. There's the number of tracks and some offsets I haven't been able to figure out yet.
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  #5  
Old 01-05-2007, 07:31 PM
Z33
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Ah, ofcourse. Those offsets are just the minutes:seconds:frames values presented in decimal format.

Now let's see if I can get some music playing in a game...
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  #6  
Old 01-05-2007, 07:32 PM
whamo whamo is offline
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looks like the iso_header.bin is the file that needs to be created to get the CDDA games to work. Good luck, I hope it works for you. Let me know what you did it it does work

Last edited by whamo; 01-05-2007 at 07:35 PM.
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  #7  
Old 01-05-2007, 07:34 PM
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Kazuya Kazuya is offline
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Maybe the iso_header is basically a cue sheet for Popstation.
Microsoft Xbox 360 [Premium | Falcon | 120GB HD | iXtreme 1.4.1]
Microsoft Xbox [Crystal | v1.3 | 120GB HD | Xenium ICE]
Playstation 2 [Satin Silver | v10 | 200GB HD | Matrix Infinity]
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  #8  
Old 01-05-2007, 07:35 PM
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Khenemet_Heru Khenemet_Heru is offline
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Thumbs up

Z33, keep on it, I'm going to dig out my official eboots as well and see if I can find any way to make this work also. The more eyes and brains we have on this the faster we'll get a solution, methinks.

Manias, the other thread does not contain any real useful info, just lots of speculation and an elimination of all the current disk imaging methods. just in 2 posts in THIS thread, we've already learned more than we did in 7 pages of the other one. Don't discourage anyone from disseminating information in any way that's clear, especially since the old thread is also 4 or 5 pages deep now. Instead, bump THAT thread if you want.

KingSquitter and DAX are aware of the issues, hopefully they have some insight as well, let's pull together and help them out, huh?
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  #9  
Old 01-05-2007, 07:36 PM
whamo whamo is offline
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Yep that's what it sounds like. Maybe we can copy Cue sheets into iso_header.bin
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  #10  
Old 01-05-2007, 07:38 PM
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Khenemet_Heru Khenemet_Heru is offline
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Quote:
Originally Posted by whamo
Yep that's what it sounds like. Maybe we can copy Cue sheets into iso_header.bin
worth a try, sounds like the data is compatible
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  #11  
Old 01-05-2007, 07:40 PM
whamo whamo is offline
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I'm at work so I can't try yet unfortunately. But it could be as simple as doing that
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  #12  
Old 01-05-2007, 08:44 PM
Z33
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Ok, Tekken 3 playing music after the match. \o/

So, this will only work for the US version of Tekken 3 if someone wants to experiment (before more usable solutions come around)...

With the old popstation (the one without compression), after you've created your EBOOT.PBP, open it with a hexeditor and search for 4100A00000000001 (in hex). You should end up at a position somewhere around 0x00050800 (might change if there are other than the default icons/backgrounds set).

At that position you should see the following values:
Code:
4100A000 00000001 20004100 A1000000 00010000 4100A200 00000027 19224100 01000201 00000200 00000000 00000000 00000000 00000000 00000000 00000000
Now, change those values to look like these:
Code:
4100A000 00000001 20000100 A1000000 00030000 0100A200 00000065 03574100 01000200 00000200 01000259 49570059 49590100 03622660 00622662 00000000
And then play...


Some explanation to those values in the modified version:

00(03)0000 on the 5th column at the 1st line. That's the amount of tracks.

000000(65_0357)4100 on the 7th and 8th column at the 1st line. This is the length of the imagefile. 65 minutes, 03 seconds, 57 frames. That is actually 147 frames longer than the imagefile (65m, 01s, 59f), dunno why.

0100(02)59 on the 3rd column at the 2nd line. This means the second track.

010002(59_4957)0059 on the 3rd and 4th column at the 2nd line. That's the position of the second track. 59 minutes, 49 seconds, 57 frames. Again, this 148 frames further from the real position (59m, 47s, 59f), don't ask why.

495700(59_4959)0100 on the 4th and 5th column at the 2nd line. That's the same as the previous value plus 2 frames.

(03)622660 on the 6th column at the 2nd line. The third track.

03(622660) at the same position is the position of the third track, presented the same way as with the second track, with the next value being the same plus 2 frames.


Now, to get the imagefile length it takes a bit of work to calculate it, but for example an old tool CDMage displays the length nicely in mm:ss:ff format. You just need to add 2 seconds and substract 3 frames from it. Max values are 99 minutes, 59 seconds and 74 frames. After 74 the frames become 00 and seconds increase by one, and so on.

How to get those track positions. The cue-file lists those quite nicely (as taken from my Tekken 3):
Code:
FILE "IMAGE.img" BINARY TRACK 1 MODE2/2352 INDEX 1 00:00:00 TRACK 2 AUDIO INDEX 0 59:45:59 INDEX 1 59:47:59 TRACK 3 AUDIO INDEX 0 62:22:62 INDEX 1 62:24:62
TRACK 2... INDEX 1 59:47:59... Just add 148 frames to that and you get 59:49:57, and for the second location add 2 frames to that and you get 59:49:59. Same for the TRACK 3.


Easy, eh...?
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  #13  
Old 01-05-2007, 08:50 PM
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manias manias is offline
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woa! awesome! you fixed it just like that :P Thanks and sorry I was annoying
So maybe now games like tombraider can be playable!

Last edited by manias; 01-05-2007 at 08:54 PM.
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  #14  
Old 01-05-2007, 09:06 PM
matriculated matriculated is offline
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Nice one, Z33. Have you sent this to Dark AleX? Looks like we'll need a new Popstation...
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  #15  
Old 01-05-2007, 09:12 PM
whamo whamo is offline
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Awesome seems a little complex for me to do manually but maybe someone can incorporate this into popstation so it does it automatically
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