Hacking Emulation POPS on PSP/Vita - Config Research

Webardo

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Hey, was just wondering if this could be used to fix Spider-Man (2000)? The game run consistently at slower speeds on PSP/VITA, which is noticeable compared to its sequel, Enter Electro, which runs a bit faster, albeit with its own issues with audio and slowdowns.
It totally could improve the game speed.
Also, those issues with Enter Electro, are they present since the beginning of the game?

The config table was probably changed through the POPS revisions. I am guessing there used to be a config for Cool Boarders at some point, but the issue was probably fixed internally and thus removed from the config table.
Oh yeah, that makes plenty of sense.
 
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ronniesahlberg

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We are now at 167 unique games have psp configs. A lot more than I thought we would need.
But then again, my PSPs are mostly portable PS1 JRPG machines so maybe I don't play those games that need configs :-)

Great work all around. We are not finished until EVERY game runs perfectly on both psp and vita!
 
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Jayplay17

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We are now at 167 unique games have psp configs.

Some questions:
1. "167 unique games have psp configs" - does this mean 167 different combinations of config commands were discovered?
2. How many unique command configs are there currently?
3. I saw previously there was an internal config and an external config for the PSX games. Are the internal configs being used for testing as well? (Transplant internal config to a different game?)

Thank you for all the effort guys. I wish I could help but I am not in a season to help at the moment. I hope to help out on testing early next year.
 
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Webardo

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Some questions:
1. "167 unique games have psp configs" - does this mean 167 different combinations of config commands were discovered?
2. How many unique command configs are there currently?
3. I saw previously there was an internal config and an external config for the PSX games. Are the internal configs being used for testing as well? (Transplant internal config to a different game?)
1. Many of these are ports from official PSN releases, but for different regions. Say, Donald Duck Goin' Quackers for example. Only the PAL release has a config, but its NTSC release does not, so @mrjaredbeta took the work of porting the config for the game to work.
Others were not on the internal config table, and as such they were extracted from the PSN eboots themselves.

2. There are 33 different commands. last 4 of those have been used only on Vita, never on PSP (their function is unknown).
Some of these commands can be tweaked to different values (on all 32 different bits, so basically 2^32 combinations for a single command ), so unique configs can go well beyond the 3 digits.

3. The internal configs can be used for testing, and even determine what the issue is by just disabling commands and keeping those which make the game work. Some games will require entirely unique configs, thus making trying premade configs unnecessary.

Thank you for all the effort guys. I wish I could help but I am not in a season to help at the moment. I hope to help out on testing early next year.
Don't worry at all, have luck on your endeavours ;).
 
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The_Ho

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I believe this config is sufficient for Digimon World 2003:

I noticed that the game's problem is focused on the command 0x00, I tried to enter 0x07 but it crashes at Wire Forest and any value above, so I reduced the value to 0x04 at 0x00 and the crashes stopped, for me it was what I call a slight slowdown lol.. . but completely playable, as it is a long RPG, I only tested the most informed points and the game didn't crash in any of them.

If anyone can test it further I would be grateful:


Code:
70 00 07 06 00 00 06 06 00 00 00 00 04 00 00 00
FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF
FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF
FF FF FF FF 18 00 00 00 FF FF FF FF FF FF FF FF
FF FF FF FF FF FF FF FF FF FF FF FF 00 00 00 00
FF FF FF FF FF FF FF FF FF FF FF FF FF FF 00 00
FF FF FF FF FF FF FF FF 00 00 00 00 00 00 00 00
FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF
00 00 00 00 00 00 00 00 FF FF FF FF 00 00 00 00
04 00 00 00 FF FF FF FF FF FF FF FF FF FF FF FF
FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF
FF FF FF FF FF FF FF FF 18 00 00 00 FF FF FF FF
FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF
00 00 00 00 FF FF FF FF FF FF FF FF FF FF FF FF
FF FF 00 00 FF FF FF FF FF FF FF FF 00 00 00 00
00 00 00 00 FF FF FF FF FF FF FF FF FF FF FF FF
FF FF FF FF 00 00 00 00 00 00 00 00 FF FF FF FF
 
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Webardo

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I believe this config is sufficient for Digimon World 2003:

I noticed that the game's problem is focused on the command 0x00, I tried to enter 0x07 but it crashes at Wire Forest and any value above, so I reduced the value to 0x04 at 0x00 and the crashes stopped, for me it was what I call a slight slowdown lol.. . but completely playable, as it is a long RPG, I only tested the most informed points and the game didn't crash in any of them.

If anyone can test it further I would be grateful:


Code:
70 00 07 06 00 00 06 06 00 00 00 00 04 00 00 00
FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF
FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF
FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF
FF FF FF FF FF FF FF FF FF FF FF FF 00 00 00 00
FF FF FF FF FF FF FF FF FF FF FF FF FF FF 00 00
FF FF FF FF FF FF FF FF 00 00 00 00 00 00 00 00
FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF
00 00 00 00 00 00 00 00 FF FF FF FF 00 00 00 00
04 00 00 00 FF FF FF FF FF FF FF FF FF FF FF FF
FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF
FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF
FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF
00 00 00 00 FF FF FF FF FF FF FF FF FF FF FF FF
FF FF 00 00 FF FF FF FF FF FF FF FF 00 00 00 00
00 00 00 00 FF FF FF FF FF FF FF FF FF FF FF FF
FF FF FF FF 00 00 00 00 00 00 00 00 FF FF FF FF
I can't test it right now, but could you try this along command 0x0A set to 0x18 or 0x10?

When testing BBLiT, that specific command was the one that improved performance the most.
 
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The_Ho

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I can't test it right now, but could you try this along command 0x0A set to 0x18 or 0x10?

When testing BBLiT, that specific command was the one that improved performance the most.
Yes, I can test it and get back to you.

I can't test it right now, but could you try this along command 0x0A set to 0x18 or 0x10?

When testing BBLiT, that specific command was the one that improved performance the most.
I edited the code:

Putting the value 0x18 in the 0x0A command was a great suggestion, for me the game is very good, no crashes found in any initial part... and it seems very fluid now. Thanks.

If there is a location with many hours of gameplay that causes it to crash, you can only test it with a SaveGame provided near the location. Until then, everything is ok in all the initial paths of the game where they were already very problematic.
 
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Webardo

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I edited the code:

Putting the value 0x18 in the 0x0A command was a great suggestion, for me the game is very good, no crashes found in any initial part... and it seems very fluid now. Thanks.

If there is a location with many hours of gameplay that causes it to crash, you can only test it with a SaveGame provided near the location. Until then, everything is ok in all the initial paths of the game where they were already very problematic.
Okay, that's great news then!

It can become a hassle to test an rpg. The only way to truly know of any issues is with a full playthrough...
 

The_Ho

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Okay, that's great news then!

It can become a hassle to test an rpg. The only way to truly know of any issues is with a full playthrough...
Exactly, what's worth is just checking for us until then, and uploading the CONFIG to GIT if validated. When someone plays and encounters a future problem, the best way to do it is to report it on the pop fe issues tab or here on the forum and let's see what can be done.

By then I must have also tested more than 30 CONFIGs, and they are perfect as far as I played.
 

wad11656

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I love how gentlemanly and intelligent you all are. Thank you, I get rejection anxiety even around faceless internet people, ha. It's surreal to have such a motivated, kind, and adept team.

Tests on problematic multi-disc games:
  • Golden Nugget (NTSC-U | SLUS-00319 & SLUS-00555)
    • PSP & Vita: BD13 configs worked!
  • GTA + GTA London Expansion (NTSC-U | SLUS-00106 & SLUS-00846)
    • PSP & Vita: Apply "standalone" ppf to GTA London (SLUS-00846): https://www.romhacking.net/hacks/4798/
      • I didn't see this GameID in pop-fe's `ppf` folder at a glance, so I assume that means there isn't a ppf for this game already?
  • GTA + GTA London Expansion (PAL | SLES-00032 & SLES-01714)
    • Vita: BD13 configs worked!
    • PSP: BD13 configs enabled disc swap, but get "Incorrect Disc Error".
      • But it's OK: On PSP, just use the official standalone GTA London PAL release (SLES-03389)
        • This is just a tangent/wishful thinking/stretch goal for the UI, but in theory we could have a warning message appear when someone adds a SLES-01714 ISO telling them it won't work on PSP and suggesting to use the standalone SLES-03389 instead...I guess we could have similar warning messages one day for any other ISOs with GameIDs with known incompatibilities
  • The Hive [Wars] (NTSC-U & NTSC-J)
    • PSP & Vita: (JAP-injected) SLPS-01222/SLPS-01223 fixes crashes, but disc swap doesn't work. And when I apply the BD13 config, it seems to overwrite the fixes that come from SLPS-01222/SLPS-01223, which makes sense. But because of the crashes, I can't tell if it fixes the disc-swap issue.
      • Can one of you marvelous geniuses combine the BD13 configs with the SLPS-01222/SLPS-01223 configs to simultaneously both fix compatibility and enable disc-swap?
  • In Cold Blood (NTSC-U | SLUS-01294 & SLUS-01314)
    • PSP & Vita: BD13 configs worked (Sporadic) - You may (or may not) have to completely exit then re-enter the PSP settings over and over until the disc switch works.
      • Here is another example of a game that could benefit from a message in the pop-fe UI alerting the user of the selected game's quirk(s).
  • In Cold Blood (PAL-E | SCES-02149 & SCES-12149)
    • PSP & Vita: BD13 configs worked (Sporadic)
  • In Cold Blood ("De Sang Froid") (PAL-F | SCES-02150 & SCES-12150)
    • PSP & Vita: BD13 configs worked (Sporadic)
  • In Cold Blood ("Cold Blood") (PAL-G | SCES-02151 & SCES-12151)
    • PSP & Vita: BD13 configs worked (Sporadic)
  • In Cold Blood ("A Sangue Freddo") (PAL-I | SCES-02152 & SCES-12152)
    • PSP & Vita: BD13 configs worked (Sporadic)
  • In Cold Blood ("A Sangre Fria") (PAL-S | SCES-02153 & SCES-12153)
    • PSP & Vita: BD13 configs worked (Sporadic)
  • Fear Effect (NTSC-U | SLUS-00920 & SLUS-01056 & SLUS-01057 & SLUS-01058)
    • PSP: "Unknown disc format" even with BD13 configs
    • Vita: Works fine
  • Fear Effect (PAL-E | SLES-02166 & SLES-12166 & SLES-22166 & SLES-32166)
    • PSP: "Unknown disc format" even with BD13 configs
    • Vita: Works fine
  • Fear Effect 2 (NTSC-U | SLUS-00920 & SLUS-01056 & SLUS-01057 & SLUS-01058
    • PSP: "Unknown disc format" even with BD13 configs
    • Vita: Works fine
  • Psychic Detective (NTSC-U | SLUS-00165 & SLUS-00166 & SLUS-00167)
    • PSP: Crashes after PS logo
    • Vita: Anti-piracy message/Softlock ("U R NOT 3L!T3 3NUF 2 P13RAT D!Z CD")
      • BUT works fine built w/ PSX2PSP Compression 1 (I don't believe I needed to use the PAL GameID's as suggested in the compatibility list)
        • (Dang...I wonder how many other regressions there are)
  • Psychic Detective (PAL | SLES-00070 & SLES-10070 & SLES-20070)
    • PSP: Crashes after PS logo
    • Vita: Anti-piracy message/Softlock ("U R NOT 3L!T3 3NUF 2 P13RAT D!Z CD")
      • BUT works fine built w/ PSX2PSP Compression 1
After the proposed PPF is added (if not already added--Sorry, didn't test, just glanced at the games listed on Github) and the BD13 configs are added to pop-fe I'll update the compatibility list. (I know I should probably make a Github issue to make these requests official but it's 5am and i should go to bed)

I have a different project to work on for a while but then will be back to focusing on this.

Regarding the general direction I should take for updating the compatibility list: Should I replay all the NTSC-U games to verify same compatibility between PSX2PSP builds & pop-fe builds, or start chipping away at the PAL games?

My guess is we have several years ahead of us, boys.

P.S. What's the best link/way to learn how to make my own configs? Maybe somebody could chat/message me a mini tutorial if it's not too much trouble? (Just want to learn to be a bit more independently helpful if possible.) Thank you in advance
 
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Webardo

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I'm not sure of how understandable this may be, but I'll try anyways.

This is a template:
Offset(h) 00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F 00000400 5F 53 4C 45 53 5F 31 32 33 34 35 00 00 00 00 00 ID 00000410 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 Padding 00000420 70 00 07 06 00 00 06 06 00 00 00 00 FF FF FF FF Revision (00-07), cfg 0xFF, cfg 0x00 00000430 FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF cfg 0x01, cfg 0x02, cfg 0x03, cfg 0x04 00000440 FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF cfg 0x05, cfg 0x06, cfg 0x07, cfg 0x08 00000450 FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF cfg 0x09, cfg 0x0A, cfg 0x0B, cfg 0x0C 00000460 FF FF FF FF FF FF FF FF FF FF FF FF 00 00 00 00 cfg 0x0D, cfg 0x0E, cfg 0x0F, cfg 0x10 00000470 FF FF FF FF FF FF FF FF FF FF FF FF FF FF 00 00 cfg 0x11, cfg 0x12, cfg 0x13, cfg 0x14 00000480 FF FF FF FF FF FF FF FF 00 00 00 00 00 00 00 00 cfg 0x15, cfg 0x16, cfg 0x17, cfg 0x18 00000490 FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF cfg 0x19, cfg 0x1A, cfg 0x1B, cfg 0x1C 000004A0 00 00 00 00 00 00 00 00 FF FF FF FF 00 00 00 00 cfg 0x1D, cfg 0x1E, cfg 0x1F, cfg2 0xFF 000004B0 FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF cfg2 0x00, cfg2 0x01, cfg2 0x02, cfg2 0x03 000004C0 FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF cfg2 0x04, cfg2 0x05, cfg2 0x06, cfg2 0x07 000004D0 FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF cfg2 0x08, cfg2 0x09, cfg2 0x0A, cfg2 0x0B 000004E0 FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF cfg2 0x0C, cfg2 0x0D, cfg2 0x0E, cfg2 0x0F 000004F0 00 00 00 00 FF FF FF FF FF FF FF FF FF FF FF FF cfg2 0x10, cfg2 0x11, cfg2 0x12, cfg2 0x13 00000500 FF FF 00 00 FF FF FF FF FF FF FF FF 00 00 00 00 cfg2 0x14, cfg2 0x15, cfg2 0x16, cfg2 0x17 00000510 00 00 00 00 FF FF FF FF FF FF FF FF FF FF FF FF cfg2 0x18, cfg2 0x19, cfg2 0x1A, cfg2 0x1B 00000520 FF FF FF FF 00 00 00 00 00 00 00 00 FF FF FF FF cfg2 0x1C, cfg2 0x1D, cfg2 0x1E, cfg2 0x1F

Every command takes up 4 bytes. That means that, for example, cmd 0x01 is in the space of offset 430 to 433. Or command 0x0A starts at the offset 454 and ends at 457.
cfg is used by PSP, cfg2 is used by Vita. Of course, we want to have both applied. You can even have different cfgs for each console, and they don't overwrite each other, although there isn't any use for that by now.

Now, it's not as simple as simply inserting the value you wish to give to a command. Take this config for Klonoa as an example:
Offset(h) 00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F 00000400 5F 53 4C 45 53 5F 31 32 33 34 35 00 00 00 00 00 ID 00000410 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 Padding 00000420 70 00 07 06 00 00 06 06 00 00 00 00 FF FF FF FF Revision (00-07), 0xFF, 0x00 00000430 FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF 0x01, 0x02,0x03, 0x04 00000440 FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF 0x05, 0x06, 0x07, 0x08 00000450 FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF 0x09, 0x0A, 0x0B, 0x0C 00000460 FF FF FF FF FF FF FF FF FF FF FF FF 00 00 00 00 0x0D, 0x0E, 0x0F, 0x10 00000470 1C C2 0A 80 FF FF FF FF FF FF FF FF FF FF 00 00 0x11, 0x12, 0x13, 0x14 00000480 FF FF FF FF FF FF FF FF 00 00 00 00 00 00 00 00 0x15, 0x16, 0x17, 0x18 00000490 FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF 0x19, 0x1A, 0x1B, 0x1C 000004A0 00 00 00 00 00 00 00 00 FF FF FF FF 00 00 00 00 0x1D, 0x1E, 0x1F, 2 0xFF 000004B0 FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF 2 0x00, 0x01, 0x02, 0x03 000004C0 FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF 2 0x04, 0x05, 0x06, 0x07 000004D0 FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF 2 0x08, 0x09, 0x0A, 0x0B 000004E0 FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF 2 0x0C, 0x0D, 0x0E, 0x0F 000004F0 00 00 00 00 1C C2 0A 80 FF FF FF FF FF FF FF FF 2 0x10, 0x11, 0x12, 0x13 00000500 FF FF 00 00 FF FF FF FF FF FF FF FF 00 00 00 00 2 0x14, 0x15, 0x16, 0x17 00000510 00 00 00 00 FF FF FF FF FF FF FF FF FF FF FF FF 2 0x18, 0x19, 0x1A, 0x1B 00000520 FF FF FF FF 00 00 00 00 00 00 00 00 FF FF FF FF 2 0x1C, 0x1D, 0x1E, 0x1F
It uses command 0x11 with what appears to be a value of 1CC20A80, right? Not really. The adress represented there is actually 800AC21C. You need to rotate your given number in pairs of 2 digits.
Adress to be used: 80 0A C2 1C
How it should look after insertion: 1C C2 0A 80

For command 0xFF (which is the same as saying command -1) you will have to use specific bits. 8 hex numbers are the same as 32 bits (1 hex number is 4 bits, ranging from 0000 to 1111), which is the amount of bits you have at your disposal.
Do note that you should start counting from 0 and upwards, not from 1.
If you wanted to use bit 3, it should look like this: 0x08
Not like this: 0x04

I'm not sure if I explained myself well enough, so if you have any doubts just ask :).
 

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@Webardo Great explanation! I was gonna write some sort of tutorial, but I got lazy.

One can also check the POPS page for a quick look at what commands do what: https://www.psdevwiki.com/psp/POPS

By the way, if anyone wants to test custom configs without going the title ID route, you can insert configs in ISO HEADER in EBOOT. Just search “SLUS,” or whatever title ID is, as text in a hex editor after converting with pop-fe. It is usually third result, and config template is inserted 0x20 bytes after the start of ISO HEADER.
 

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Hey, was just wondering if this could be used to fix Spider-Man (2000)? The game run consistently at slower speeds on PSP/VITA, which is noticeable compared to its sequel, Enter Electro, which runs a bit faster, albeit with its own issues with audio and slowdowns.
Just tried both games and they run fine. These games can have some lag, but that's the way they are. On my PS2 slim they're also laggy when running from the disc.
 
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The_Ho

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Beautiful detailed listing @wad11656
I will also test Driver 2 and add it as soon as possible.

Nice tutorial @Webardo

Nice observation @mrjaredbeta

Regarding regressions and the differences between POPs 6.61 contained in the PSP and VITA, there was a time when I went back to find out just basic information, just one sentence. Even though I was polite to the best of my ability, I was promptly blocked by DEV. Well, if at that time a simple answer had been given, perhaps it would have made the path easier, but I believe that this DEV is in another vibration, without looking back.
 

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That tutorial makes a lot of sense thanks @Webardo . Does that mean the Pop-fe software can inject (some of) these commands? or do we have to inject it manually for the time being?

That config 2 for Vita got me curious. Has it been there from the beginning? Or was it only implemented only after Vita released?

It's been known that Vita is not compatible with Popsloader and attempts to get it to work were not successful. I guess that is probably why Vita has its own special config (CFG2) to run PSX games. I wonder if there are any PSX games that run better (higher frames) on the Vita than on the PSP?
 
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The_Ho

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That tutorial makes a lot of sense thanks @Webardo . Does that mean the Pop-fe software can inject (some of) these commands? or do we have to inject it manually for the time being?

That config 2 for Vita got me curious. Has it been there from the beginning? Or was it only implemented only after Vita released?

It's been known that Vita is not compatible with Popsloader and attempts to get it to work were not successful. I guess that is probably why Vita has its own special config (CFG2) to run PSX games. I wonder if there are any PSX games that run better (higher frames) on the Vita than on the PSP?
pop fe will use the settings automatically. But you can also use them by applying them internally to EBOOT in offset 0x420 just below the where the GAMEID is located. About Vita settings, I could be wrong, but I believe it's just where the Vita handles EBOOT configuration data, it's probably always been that way.
 
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PacBunnyXV07

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I love how gentlemanly and intelligent you all are. Thank you, I get rejection anxiety even around faceless internet people, ha. It's surreal to have such a motivated, kind, and adept team.

Tests on problematic multi-disc games:
  • Golden Nugget (NTSC-U | SLUS-00319 & SLUS-00555)
    • PSP & Vita: BD13 configs worked!
  • GTA + GTA London Expansion (NTSC-U | SLUS-00106 & SLUS-00846)
    • PSP & Vita: Apply "standalone" ppf to GTA London (SLUS-00846): https://www.romhacking.net/hacks/4798/
      • I didn't see this GameID in pop-fe's `ppf` folder at a glance, so I assume that means there isn't a ppf for this game already?
  • GTA + GTA London Expansion (PAL | SLES-00032 & SLES-01714)
    • Vita: BD13 configs worked!
    • PSP: BD13 configs enabled disc swap, but get "Incorrect Disc Error".
      • But it's OK: On PSP, just use the official standalone GTA London PAL release (SLES-03389)
        • This is just a tangent/wishful thinking/stretch goal for the UI, but in theory we could have a warning message appear when someone adds a SLES-01714 ISO telling them it won't work on PSP and suggesting to use the standalone SLES-03389 instead...I guess we could have similar warning messages one day for any other ISOs with GameIDs with known incompatibilities
  • The Hive [Wars] (NTSC-U & NTSC-J)
    • PSP & Vita: (JAP-injected) SLPS-01222/SLPS-01223 fixes crashes, but disc swap doesn't work. And when I apply the BD13 config, it seems to overwrite the fixes that come from SLPS-01222/SLPS-01223, which makes sense. But because of the crashes, I can't tell if it fixes the disc-swap issue.
      • Can one of you marvelous geniuses combine the BD13 configs with the SLPS-01222/SLPS-01223 configs to simultaneously both fix compatibility and enable disc-swap?
  • In Cold Blood (NTSC-U | SLUS-01294 & SLUS-01314)
    • PSP & Vita: BD13 configs worked (Sporadic) - You may (or may not) have to completely exit then re-enter the PSP settings over and over until the disc switch works.
      • Here is another example of a game that could benefit from a message in the pop-fe UI alerting the user of the selected game's quirk(s).
  • In Cold Blood (PAL-E | SCES-02149 & SCES-12149)
    • PSP & Vita: BD13 configs worked (Sporadic)
  • In Cold Blood ("De Sang Froid") (PAL-F | SCES-02150 & SCES-12150)
    • PSP & Vita: BD13 configs worked (Sporadic)
  • In Cold Blood ("Cold Blood") (PAL-G | SCES-02151 & SCES-12151)
    • PSP & Vita: BD13 configs worked (Sporadic)
  • In Cold Blood ("A Sangue Freddo") (PAL-I | SCES-02152 & SCES-12152)
    • PSP & Vita: BD13 configs worked (Sporadic)
  • In Cold Blood ("A Sangre Fria") (PAL-S | SCES-02153 & SCES-12153)
    • PSP & Vita: BD13 configs worked (Sporadic)
  • Fear Effect (NTSC-U | SLUS-00920 & SLUS-01056 & SLUS-01057 & SLUS-01058)
    • PSP: "Unknown disc format" even with BD13 configs
    • Vita: Works fine
  • Fear Effect (PAL-E | SLES-02166 & SLES-12166 & SLES-22166 & SLES-32166)
    • PSP: "Unknown disc format" even with BD13 configs
    • Vita: Works fine
  • Fear Effect 2 (NTSC-U | SLUS-00920 & SLUS-01056 & SLUS-01057 & SLUS-01058
    • PSP: "Unknown disc format" even with BD13 configs
    • Vita: Works fine
  • Psychic Detective (NTSC-U | SLUS-00165 & SLUS-00166 & SLUS-00167)
    • PSP: Crashes after PS logo
    • Vita: Anti-piracy message/Softlock ("U R NOT 3L!T3 3NUF 2 P13RAT D!Z CD")
      • BUT works fine built w/ PSX2PSP Compression 1 (I don't believe I needed to use the PAL GameID's as suggested in the compatibility list)
        • (Dang...I wonder how many other regressions there are)
  • Psychic Detective (PAL | SLES-00070 & SLES-10070 & SLES-20070)
    • PSP: Crashes after PS logo
    • Vita: Anti-piracy message/Softlock ("U R NOT 3L!T3 3NUF 2 P13RAT D!Z CD")
      • BUT works fine built w/ PSX2PSP Compression 1
After the proposed PPF is added (if not already added--Sorry, didn't test, just glanced at the games listed on Github) and the BD13 configs are added to pop-fe I'll update the compatibility list. (I know I should probably make a Github issue to make these requests official but it's 5am and i should go to bed)

I have a different project to work on for a while but then will be back to focusing on this.

Regarding the general direction I should take for updating the compatibility list: Should I replay all the NTSC-U games to verify same compatibility between PSX2PSP builds & pop-fe builds, or start chipping away at the PAL games?

My guess is we have several years ahead of us, boys.

P.S. What's the best link/way to learn how to make my own configs? Maybe somebody could chat/message me a mini tutorial if it's not too much trouble? (Just want to learn to be a bit more independently helpful if possible.) Thank you in advance
Ah, Golden Nugget. Remember when Golden Nugget was on the N64? Remember when Golden Nugget wasn't on the N64 because your dad sold it...
 
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Webardo

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That tutorial makes a lot of sense thanks @Webardo . Does that mean the Pop-fe software can inject (some of) these commands? or do we have to inject it manually for the time being?

That config 2 for Vita got me curious. Has it been there from the beginning? Or was it only implemented only after Vita released?

It's been known that Vita is not compatible with Popsloader and attempts to get it to work were not successful. I guess that is probably why Vita has its own special config (CFG2) to run PSX games. I wonder if there are any PSX games that run better (higher frames) on the Vita than on the PSP?
Yeah, I forgot to explain how to inject the configs when testing. But just as @The_Ho and @mrjaredbeta said, you're supposed to inject them a bit below your game's ID, which is at offset 0xX8400 for games converted with pop-fe (or at offset 0xX0400 for PSX2PSP eboots).
If you'd rather inject them into your game when converting it, I believe that @ronniesahlberg explained how to do so a few posts before.

Also, that cfg2 for Vita wasn't there at the start. Some games, like "Tomba! - The Wild Adventures" only have one set of configs, not both. They most likely started adding it around August of 2012, when PS1 games were finally available for Vita.
Perhaps that cfg2 could be related to audio emulation at most, due to its different approach on Vita.
 

Snowbro88

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So I understand that European games with libcrypt protection when converted with Pop Fe in the case of PSP and Vita, do not apply a ppf patch? Instead, the sbi file is injected in a specific way.

Just to confirm why I plan to reconvert Need for Speed Porsche Challenge and Gekido for Vita, as they have audio tracks to reduce their weight and I suppose that in this way with Pop Fe they also do not present the annoying trainers, especially on Vita where they must be avoided with the control in digital mode.
 

ronniesahlberg

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So I understand that European games with libcrypt protection when converted with Pop Fe in the case of PSP and Vita, do not apply a ppf patch? Instead, the sbi file is injected in a specific way.

Just to confirm why I plan to reconvert Need for Speed Porsche Challenge and Gekido for Vita, as they have audio tracks to reduce their weight and I suppose that in this way with Pop Fe they also do not present the annoying trainers, especially on Vita where they must be avoided with the control in digital mode.
Correct.
 
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