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POP-FE | |
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General | |
Author | sahlberg |
Type | PC Utilities |
Version | 1.0.15 |
License | LGPLv2.1 |
Last Updated | 2023/08/08 |
Links | |
Download | |
Website | |
Source | |
POP-FE is a convenient tool designed for automating the conversion of PSX disk images and their installation on various platforms, such as PSP/VITA, PSIO, PS2, PS3, Retroarch, and PS Classic.
Features
- It automatically detects the disc ID and game title from the disc image.
- It automatically downloads PSX cover image and gameplay images.
- It handles multi-disc games, with up to 5 discs supported.
- It automatically disables libcrypt.
- It automatically converts any CDDA (Compact Disc Digital Audio) tracks into ATRAC3 format and injects them into the EBOOT (Executable Boot), ensuring beautiful music for those games when played on PS3 and PSP (PlayStation Portable).
- Aside from PS3 packages, it can also convert games for use on PSP/VITA/PS2/PSIO.
Usage
For Linux and windows.
Connect PSP to your Linux/Windows box via USB, then run:
PSP
$ ./pop-fe.py --psp-dir=auto /psx/Grandia1of2.cue /psx/Grandia2of2.cue
PS3
$ ./pop-fe.py --ps3-pkg=Grandia.pkg /psx/Grandia1of2.ccd /psx/Grandia2of2.ccd
Formats
.cue : CUE file. The preferred option. The actual image file is extracted from the content of the cue file. If the file-name found inside the cue is a relative path it is assumed that the bin/img file is stored in the same directory as the cue file. .ccd : CCD file. Will be converted to a temporary CUE file before it is used. .bin : BIN/IMG files. In this case a temporary .cue file will be created .img in the local directory and used for the conversion. This cue file will assume that the bin/img file is just one single track of type MODE2/2352 .zip : ZIP file. The ZIP file will be extracted into the local directory and if a .cue file is found it will be used. .* : Various memory card image formats. Memory cards are detected by file size so the extensions does not matter. The utility supports building and installing the games on various different target platforms.
Commandline
Command line arguments are: -v : Verbose. Print additional information about what operations are performed during the game installation. --title : Force the title to use for this game. By default pop-fe will automatically discover the game title from the image file provided. This argument can be used to override the title if the autodetection is wrong or fails. --game_id : Force the game id. By default pop-fe will extract the SYSTEM.CNF file off the game iso and use it to detect the game-id. This argument can be used to override the id. For multidisc games this supports a comma-separated list of ids. This argument does not affect libcrypt. Libcrypt handling will always use the id from the cue/bin. --cover : Image to use as the game icon. If not specified pop-fe will automatically fetch one from the internet. --pic0 : Image to use as the PIC0/Screenshot. If not specified pop-fe will automatically fetch one from the internet. --pic1 : Image to use as the PIC1/Screenshot. If not specified pop-fe will automatically fetch one from the internet. --manual : Specify a http link, zip-file or a directory containing scans of the manual. This is only supported for PSP at the moment. See Manual section below. --resolution : By default resolution is set to '2' (640x512) for PAL games. I.e. games with a GameId that starts with SCES or SLES. And it is set to '1' (640x480) for all other games, which are assumed to all be NTSC. This argument can be used to force the resolution to a specific value. See https://www.psdevwiki.com/ps3/PARAM.SFO#RESOLUTION for a list of possible values. --whole-disk : For PS3 Packages pop-fe will default to only encode the data track in the pkg disc image and not the raw CD-DA tracks. The CD-DA tracks are converted to ATRAC3 format which is much much smaller which are then injected into the package. This makes packaged for games with CD-DA music much smaller in size. Use this argument if you still want the raw audio tracks to also be stored in the disc image. (This is only useful if at a later time you want to convert the EBOOT.PBP file back into a .BIN file) --watermark : Add a watermark consisting of disk-id and game-title to PIC0 for PSP and PSC games. --list-themes : This lists all the available themes --theme <theme> : Use ICON0/PIC0/PIC1/SND0 from the theme if available --psio-dir <path> : This specifies the path to where a PSIO sd card has been mounted. The games will be be installed as <path>/<game-title>/<game-title>.bin If you list more than one file it is assumed these are all the disks part of a multidisc game and MULTIDISC.LST will be created accordingly. PSIO uses CU2 files so must have cue2cu2.py installed in the same directory as pop-fe.py. --psp-dir <path> : This specifies the path to where a PSP sd card has been mounted. The games will be converted into an EBOOT.PBP and will be installed as <path>/PSP/GAME/<game-id>/EBOOT.PBP The EBOOT.PBP will have a cover icon as well as a background image embedded. If you specify multiple images then a single multi-disk EBOOT.PBP will be created. If you specify path as 'auto' then pop-fe will scan all mounted media and pick the first one that contains a PSP or VITA memory card. --psp-install-memory-card : Used to install memory card images on the PSP. See memory card section below for usage. --ps2-dir : This is the directory that holds the USB stick to install VCD files for running under POPS on a PS2. --ps3-pkg : This creates a PS3 PKG This requires CU2 files so make sure this script is installed. --psc-dir : This is the directory that holds the USB stick with AutoBleem to install to. The game will be installed as Games/<title>.PBP. The PSC emulator can only handle single disc PBPs :-( Specify --psc-dir=auto and it will scan all connected devices to try to find the one with AutoBleem. --ps3-libcrypt : Apply libcrypt patches also when building PS3 Packages. This should normally not be needed as we automatically inject the magic word to the emulator running on the PS3. --snd0 : Provide an audio file to be played when this game is focused on the XMB. See the SND0.AT3 section below. --auto-libcrypt : Try to automatically create and apply a patch for libcrypt. This can be used if there is no proper PPF file available. This is not 100% reliable. --retroarch-bin-dir : The directory where retroarch game bins are to be installed, inside a subfolder. Includes an m3u file for correctly loading multi-dics games. --retroarch-cue-dir : The directory where retroarch game cues (as .CD files) are to be installed with their respective bins, inside a subfolder. Includes an m3u file for correctly loading multi-dics games. the different discs inputted. --retroarch-pbp-dir : The directory where retroarch game pbp images are to be installed. --retroarch-thumbnail-dir : Where the coverimage for retroarch should go.
Examples
Assume I have connected my PSP with USB and it is shows up as : /run/media/sahlberg/disk $ ./pop-fe.py --psp-dir=/run/media/sahlberg/disk /psx/Metal\ Gear\ Solid\ VR\ Missions.cue Or you can just let pop-fe try to discover it automagically for you. This works for both Linux and Windows: $ ./pop-fe.py --psp-dir=auto /psx/Metal\ Gear\ Solid\ VR\ Missions.cue If you specify more than one cue file then it is assumed that this is a multidisc game and we will use the first cue file to determine the game id and title to be used for the whole set. Example: # ./pop-fe.py --psp-dir=auto /psx/Grandia1of2.img /psx/Grandia2of2.img During the conversion process the img/bin file will be temporarily converted into an ISO file as NORMAL01.iso in the current directory. This is in order to open the iso9660 image and read the system.cnf file to extract the game id. You can avoid/skip this step by forcing the game-id from the command line, using (example only): --game-id=SLUS00957 Game art and images are fetched from https://psxdatacenter.com/ If a file named the same as the CUE but with the extension *_cover.png is found in the game directory it assumed to be the cover image and thus we skip pulling it from psxdatacenter. Example: cuefile: foo.cue and corresponding cover in foo_cover.png Similarly, files named as <cue>_pic0.png and <cue>_pic1.png are used for the screenshot images.
Changelog
v1.0.15
- Don't crash just because an image we got was corrupted/unparseable. Just ignore the image instead.
- Also update BloodyRoar2 to use a better/not-corrupted PIC0
v1.0.14
- This release adds a lot more software manuals for psp.