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Emulator VS PS1 games (EBOOT.PBP)
02-02-2018, 11:28 PM
Post: #14
RE: Emulator VS PS1 games (EBOOT.PBP)
To extract PSOne classics you have to use software like psxtract(use VS2017 community edition to update project files and build it), no software made to create/edit fan made PSOne eboot.pbp files will never work since it's different format from what Sony uses for ps1 classics.
I think Sony makes use of lossy compression to store CD audio which might be why there's little interest in PSOne Classic format of PBP in PSOne emulation, not only some might claim the quality loss is noticeable for them, emulators would have to support additional way of playing audio and PSOne emulation isn't really active.



Also to make it clear, for those that still don't understand it - PSP never could run PSOne games. POPS was doing it, PPSSPP will never have POPS, it would need a new PSOne emu and you can be sure of 2 things:
- it would be easier to add support to new format to existing emus than writing new emu from zero and then still having to add that format to it;p,
- nobody cares about creating new PSOne emu with dozens already in existence.
And a honorable mention - PSOne emulator running booting games under PPSSPP ui would not have access to PPSSPP features nor it's optimizations, it could as well run like shit, require plugins and doesn't allow any scaling, it would all depend on it's author and it's pretty clear that no PPSSPP dev is interested in writing PSOne emulator as the whole idea got a quite a few NO's in the past.

http://forums.ppsspp.org/showthread.php?tid=6594 - Custom PPSSPP Shaders!
http://forums.ppsspp.org/showthread.php?tid=3590&pid=117172#pid117172 - simple CE scripts to help creating CWCheats,
https://github.com/LunaMoo/PPSSPP_workarounds - CWCheat workarounds.
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RE: Emulator VS PS1 games (EBOOT.PBP) - LunaMoo - 02-02-2018 11:28 PM

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