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PSP HD texture upscale service (Free)
08-18-2025, 05:33 AM (This post was last modified: 08-18-2025 08:44 PM by MESKH4H4.)
Post: #1
PSP HD texture upscale service (Free)
Hi everyone!

I'm willing to Upscale any PSP game. I don't know if it's allowed or not, but if not, let me know and I'll delete this thread.

Just provide the dump using an online file hosting service (like Mega, Mediafire, or Github) and I'll post the result on the textures forum, always giving due credit to the dump provider.

I use 4xHDcube Plus 4 and sometimes also Photoshop.

How to request:
Leave a message with a link to the dump folder (compressed with the best possible compression ratio). Example message:

"Hello, I'd like to see X, Y, and Z upscaled. [download link]"

Inside the compressed file, it should be something like:
ULUS10401.zip -> dumps -> [several PNGs] and textures.ini or ULUS10401.zip -> dumps -> several organized folders -> [several PNGs in folders] and textures.ini

The code ULUS10401 is the game ID.
To find the game ID, go to the gear icon in the game list, enable the option to show the ID, and it will appear inside the game image.

I'll also list all the games I've completed for other players in this post.

Guide to Getting Started with Dumping

Spoiler: Dump Tutorial

1:Start the game normally and let it run.

2:Press Esc and go to:
Game Settings → Tools → Developer Tools → Texture Replacement.

3:Click "Create/open textures.ini file for current game."

This will open an .ini file in your text editor.

You'll see a section similar to this:

Code:
[options]
version = 1
hash = quick # Available options: "quick", "xxh32" (more accurate, but slower), "xxh64" (accurate and relatively fast, but slower on 32-bit CPUs)

ignoreMipmap = true # Generally, it's not necessary to dump them; they can be generated on a case-by-case basis.

reduceHash = false # May cause crashes in some cases, but helps reduce junk/duplicates; requires a stronger hash like xxh32 or xxh64.

ignoreAddress = false # Reduces duplicates, but makes the hash less reliable; requires xxh32 or xxh64. Essentially, you zero out the address in the dumped filenames.

4:Change the following options:

hash = quick → hash = xxh64

ignoreAddress = false → ignoreAddress = true

5:Save the .ini file and close the game.

6:Go back to Developer Tools → Texture Replacement and enable the "Save new textures" option.

The textures will be saved in:
...\ppsspp executable\memstick\PSP\TEXTURES\GAME_ID\new

Note: The 'new' folder will only be created after the first texture is captured. So restart the game to begin the process.

Important Tips

Bad Textures:

They often come from videos (FMV), appear black, or have names/hashes with too many zeros.

Example of a good hash: 00000000e43b2fee6a80dd1e

Example of a bad hash: 000000000000909a0df81df (can be deleted).

Duplicate Textures:

If you notice a lot of duplicates, exit the game, delete the new folder, and edit the .ini file:

Change reduceHash = false to reduceHash = true.

Three possible results:

1:It works and reduces duplicates without any issues.

2:It works, but it breaks the game (textures stop dumping or appear glitchy). If this happens, there's no solution: set it to false.

3:It doesn't work, and the duplicates persist. In this case, if there are few, keep them; if there are countless, give up on the dump.

Whenever you modify the .ini:

Any change to hash, reduceHash, or ignoreAddress changes the name of the generated images.

Therefore, always exit the game, delete the new folder, and restart the dump if you modify any of these three.

PS:I'm new to forum interaction, so please correct me if I make any mistakes.
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10-06-2025, 11:03 AM
Post: #2
RE: PSP HD texture upscale service (Free)
Is there a way to dump all the textures without playing through the whole game? Fighting games or sport games like the Virtua Tennis series should be easier...^^
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10-09-2025, 09:29 PM (This post was last modified: 10-09-2025 09:35 PM by MESKH4H4.)
Post: #3
RE: PSP HD texture upscale service (Free)
Richman1, to answer your question — yes and no. There are indeed tools that can extract data directly from a game’s ISO file, including things like textures. However, finding reliable tools for that can be tricky because every ISO is structured differently.

The real challenge comes from the hashes (the texture identifiers). These hashes are generated by PPSSPP so the emulator knows which texture corresponds to which part of the game. When you extract textures straight from the ISO, those hashes don’t exist. So, like it or not, you have to actually play the game to get the textures with their correct hashes.

For example, in my current project, I extracted all the textures from Marvel: Ultimate Alliance 1 (the 2016 PC version). Now I still need to play through the entire PSP version to capture the original textures with the right hashes, then rename the PC textures accordingly so that PPSSPP can recognize them properly.

In other words, there’s no shortcut — I really do have to play the whole game. That said, you’re right about fighting games: they’re much easier to handle because most of the textures can be accessed quickly. In fact, almost all the texture packs I’ve made so far were for fighting games, except for three particular projects that took a lot longer — Dragon Ball: Shin Budokai 2 (around 20 hours) and Naruto 2 (almost 30 hours) being two of them.
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