Playstation classic

notimp

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mclassic (real time image post processing chip and upscaler (the thing your TV does, but more of it)) is now on 'sale' on indigogo.
https://www.indiegogo.com/projects/mclassic-the-first-plug-play-graphics-processor/x/2780839#/

Marketing is highly cringe, and suspect - but it does something. ;) (Anti aliasing, sharpening, removing some boka (depth of field) blur.)

Read up here (https://gbatemp.net/threads/mclassic.542453/), watch youtube comparison videos on Switch, Xbox One, and PC (most meaningful material shown for comparisons sake), watch the Linus tech tip on it - know what you are getting into, but for all its worth - I bought one for my PS Classic (and other usecases).

Can also be used to squish a 16:9 HDMI signal to 4:3 (but in that case with undefeatable post processing). (Might be another rare usecase for CRT gamers).

edit: Thanks to Adam Koralik, we have video samples of different generations of retro consoles on that after market scaler now. :)



Remember, that the PS Classic will always output 720p, so the output might not scale as effectively. But at the same time, you also could double the internal render resolution on 3D games - giving it better wireframe models to work with. :)

edit: FYI on the Indigogo comments page they have actually a person able to answer the technical questions in terms of signal standards. :) https://www.indiegogo.com/projects/...g-play-graphics-processor/x/2780839#/comments
Thats only so funny, because the entire rest of the PR around the product is horribly bad. :) As in the main evangelist doesnt even know what he's talking about. ;)
 
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darkrettich

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For those of you who might have missed it - it is possible to run LibCrypt protected games on the stock PS Classic emulator, without patching them using patches that sometimes have their own intro screens which might ruin the feeling of owning a PS Classic, just a little...

You can do so by using the .sbi files linked in here:
// LINK removed //

The have to be named the same as your bin or cue files, but with the extension .sbi instead.

Tested and working on FF8, FF9, Parasite Eve 2, ...

NTSC Gamers are less affected, but PAL users, will need this eventually. :)

I am forced to some issues here - maybe someone can help me out or solved this already:

Setting: PSC with BleemSync 1.1, no USB dongle attached while playing (just for FTP), games on internal flash, non-SBI-Games work well, Issues at FF8 PAL (SBI needed), internal emulator updated (I think it's V1.5 - the version which comes with BleemSync 1.1), games are named by their SLES-number without space

I've modified the internal flash to boot FF8 from there, added the SBI-files correctly and started the game from Stock UI.
SBI is checked before displaying publisher screen -> if SBi-check fails the display stays black after PS-Logo.
When booting from Stock UI the SBI check fails and the display stays black after PS Logo. At this point it is possible to open emulator menu (SELECT + triangle), go to PCSX menu -> load cd image -> and reload correct image by pressing x -> now SBI check works and game starts.

What is the difference between the two methods? Why doesn't the game start normal when starting from Stock UI? Maybe someone solved. Thank you for your help.
 

notimp

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Make sure the .sbi file name extension is written in lowercase (or at least the same as the .bin/.cue extensions (both lowercase preferred)). I remember that that was an issue at one point, that got reported.

Also doublecheck the contents of the .cue files at this point. It could be that default loads a .cue sheet, that doesnt find the .bin, and that loading from within the emulator loads the .bin directly or first, or cycles through both.

The cue files you can simply edit in any texteditor (use notepad++ in windows (freeware/open source) - in case line endings are an issue (shouldnt be)). Use the 'schematic' of the one I provided below as reference.
--

I've never replaced games on the internal storage - so I cant help you there for sure, but with both autobleem, as well as the hack I used before that (which was very stock oriented when I did, so probably didnt replace much except for disc filepaths) - booting into FF8 (stored on USB) never was an issue, once the .sbi files were in place.

So I should have used the original version of the stock emulator as well as an updated one (Autobleem modifies its version (bilinear filtering on off from the triangle menu) - and from both it booted straight into the game, once the .sbi files were present.

Here are a few pointers for you to check:
(All from an autobleem USB installation)

Filenames (files in my autobleem games folder):
(Without the |____ part - thats just a visualization for 'file in folder' ;))
Code:
.
|____pcsx.cfg
|____Game.ini
|____SLES-02082.lic
|____SLES-02082.png
|____SLES-02082.bin
|____SLES-12082.cue
|____SLES-12082.bin
|____SLES-22082.cue
|____SLES-22082.bin
|____SLES-32082.cue
|____SLES-32082.bin
|____SLES-22082.sbi
|____SLES-32082.sbi
|____SLES-02082.sbi
|____SLES-12082.sbi
|____SLES-02082.cue
|____Final Fantasy VIII (G) CD4.cue
|____Final Fantasy VIII (G) CD3.cue
|____Final Fantasy VIII (G) CD2.cue
|____Final Fantasy VIII (G) CD1.cue
|____Final Fantasy VIII (G).m3u
The named .cue and .m3u files are just for custom retroarch playlists - they are nothing you need. :) psx.cfg also afair is only in the folder in an Autobleem environment.

Content of the game.ini
Code:
[Game]
Automation=1
Discs=SLES-02082,SLES-12082,SLES-22082,SLES-32082
Highres=0
Imagetype=0
Memcard=SONY
Players=1
Publisher=Squaresoft
Title=Final Fantasy VIII (G)
Year=1999
Some of those entries are specific to Autobleem, use only the lines that are a thing in stock as well.

Contents of one of the .cue files:
Code:
FILE "SLES-02082.bin" BINARY
  TRACK 01 MODE2/2352
    INDEX 01 00:00:00

MD5 hashes for the .sbi files:
Code:
MD5 (SLES-02082.sbi) = dafe69d84c76ab0983aac51447a85bd0
MD5 (SLES-12082.sbi) = dafe69d84c76ab0983aac51447a85bd0
MD5 (SLES-22082.sbi) = dafe69d84c76ab0983aac51447a85bd0
MD5 (SLES-32082.sbi) = dafe69d84c76ab0983aac51447a85bd0
Oh yeah, they are identical.. ;)

MD5 hashes for my bin files (german version of the game):
Code:
MD5 (SLES-02082.bin) = 0cdcc6e178faba38e576484024385a03
MD5 (SLES-12082.bin) = 6a8bf29ba19153e9b7e3e3582810cf4f
MD5 (SLES-22082.bin) = e33a8a7702e2ea05cee54b74ac517514
MD5 (SLES-32082.bin) = a87e9ac7111f2eeee3ceea9197bd8be4

Thats all I can think about - good luck. :)
 
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wiewiec

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I am forced to some issues here - maybe someone can help me out or solved this already:

Setting: PSC with BleemSync 1.1, no USB dongle attached while playing (just for FTP), games on internal flash, non-SBI-Games work well, Issues at FF8 PAL (SBI needed), internal emulator updated (I think it's V1.5 - the version which comes with BleemSync 1.1), games are named by their SLES-number without space

I've modified the internal flash to boot FF8 from there, added the SBI-files correctly and started the game from Stock UI.
SBI is checked before displaying publisher screen -> if SBi-check fails the display stays black after PS-Logo.
When booting from Stock UI the SBI check fails and the display stays black after PS Logo. At this point it is possible to open emulator menu (SELECT + triangle), go to PCSX menu -> load cd image -> and reload correct image by pressing x -> now SBI check works and game starts.

What is the difference between the two methods? Why doesn't the game start normal when starting from Stock UI? Maybe someone solved. Thank you for your help.

I heard that AutoBleem is much simpler to use than BleemSync
 

Deleted member 42501

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Anyone know how come some MAME cores have the L2 menu that allows you to change dipswitches/settings etc.. and some (notably FBA) don't? Also how do you get this menu access as you can't select it from controller mapping.
 

przemo_one

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I am forced to some issues here - maybe someone can help me out or solved this already:

Setting: PSC with BleemSync 1.1, no USB dongle attached while playing (just for FTP), games on internal flash, non-SBI-Games work well, Issues at FF8 PAL (SBI needed), internal emulator updated (I think it's V1.5 - the version which comes with BleemSync 1.1), games are named by their SLES-number without space

I've modified the internal flash to boot FF8 from there, added the SBI-files correctly and started the game from Stock UI.
SBI is checked before displaying publisher screen -> if SBi-check fails the display stays black after PS-Logo.
When booting from Stock UI the SBI check fails and the display stays black after PS Logo. At this point it is possible to open emulator menu (SELECT + triangle), go to PCSX menu -> load cd image -> and reload correct image by pressing x -> now SBI check works and game starts.

What is the difference between the two methods? Why doesn't the game start normal when starting from Stock UI? Maybe someone solved. Thank you for your help.
Stock UI doesn't load SBI. Emulator itself does - simple. Riddle me this riddle me that:
I have a slight problem with BUGS BUNNY & TAZ - TIME BUSTERS - [SLES-02896] (Pal). When playing by AutoBleem's PCSX pickture is fine but emulator displays info similar to: "Running NTSC using BIOS". However while using RetroArch any core pickture is shaking so it's unplayable. What's the problem?
 

darkrettich

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Make sure the .sbi file name extension is written in lowercase (or at least the same as the .bin/.cue extensions (both lowercase preferred)). I remember that that was an issue at one point, that got reported.

Also doublecheck the contents of the .cue files at this point. It could be that default loads a .cue sheet, that doesnt find the .bin, and that loading from within the emulator loads the .bin directly or first, or cycles through both.

The cue files you can simply edit in any texteditor (use notepad++ in windows (freeware/open source) - in case line endings are an issue (shouldnt be)). Use the 'schematic' of the one I provided below as reference.
--

I've never replaced games on the internal storage - so I cant help you there for sure, but with both autobleem, as well as the hack I used before that (which was very stock oriented when I did, so probably didnt replace much except for disc filepaths) - booting into FF8 (stored on USB) never was an issue, once the .sbi files were in place.

So I should have used the original version of the stock emulator as well as an updated one (Autobleem modifies its version (bilinear filtering on off from the triangle menu) - and from both it booted straight into the game, once the .sbi files were present.

Here are a few pointers for you to check:
(All from an autobleem USB installation)

Filenames (files in my autobleem games folder):
(Without the |____ part - thats just a visualization for 'file in folder' ;))
Code:
.
|____pcsx.cfg
|____Game.ini
|____SLES-02082.lic
|____SLES-02082.png
|____SLES-02082.bin
|____SLES-12082.cue
|____SLES-12082.bin
|____SLES-22082.cue
|____SLES-22082.bin
|____SLES-32082.cue
|____SLES-32082.bin
|____SLES-22082.sbi
|____SLES-32082.sbi
|____SLES-02082.sbi
|____SLES-12082.sbi
|____SLES-02082.cue
|____Final Fantasy VIII (G) CD4.cue
|____Final Fantasy VIII (G) CD3.cue
|____Final Fantasy VIII (G) CD2.cue
|____Final Fantasy VIII (G) CD1.cue
|____Final Fantasy VIII (G).m3u
The named .cue and .m3u files are just for custom retroarch playlists - they are nothing you need. :) psx.cfg also afair is only in the folder in an Autobleem environment.

Content of the game.ini
Code:
[Game]
Automation=1
Discs=SLES-02082,SLES-12082,SLES-22082,SLES-32082
Highres=0
Imagetype=0
Memcard=SONY
Players=1
Publisher=Squaresoft
Title=Final Fantasy VIII (G)
Year=1999
Some of those entries are specific to Autobleem, use only the lines that are a thing in stock as well.

Contents of one of the .cue files:
Code:
FILE "SLES-02082.bin" BINARY
  TRACK 01 MODE2/2352
    INDEX 01 00:00:00

MD5 hashes for the .sbi files:
Code:
MD5 (SLES-02082.sbi) = dafe69d84c76ab0983aac51447a85bd0
MD5 (SLES-12082.sbi) = dafe69d84c76ab0983aac51447a85bd0
MD5 (SLES-22082.sbi) = dafe69d84c76ab0983aac51447a85bd0
MD5 (SLES-32082.sbi) = dafe69d84c76ab0983aac51447a85bd0
Oh yeah, they are identical.. ;)

MD5 hashes for my bin files (german version of the game):
Code:
MD5 (SLES-02082.bin) = 0cdcc6e178faba38e576484024385a03
MD5 (SLES-12082.bin) = 6a8bf29ba19153e9b7e3e3582810cf4f
MD5 (SLES-22082.bin) = e33a8a7702e2ea05cee54b74ac517514
MD5 (SLES-32082.bin) = a87e9ac7111f2eeee3ceea9197bd8be4

Thats all I can think about - good luck. :)

This description solved my issues - there were problems in my *.cue-files after renaming the *.bin-file. Thank you for helping out.

Conclusion:
-> When replacing games in stock-UI the Emulator loads the *.cue-file (which I should have known).
-> *.cue-files can easily be restored by programs like IsoBuster.
-> All SBI-games I tested are working now. The Game-ini-file is not necessary in my case (maybe Autobleem needs this file).
 

notimp

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Anyone know how come some MAME cores have the L2 menu that allows you to change dipswitches/settings etc.. and some (notably FBA) don't? Also how do you get this menu access as you can't select it from controller mapping.
https://retropie.org.uk/forum/topic/1046/dipswitches-in-fba

FBA and mame are two different emulators so they behave differently. :)

For neogeo games specifically, use unibios (http://unibios.free.fr/download.html - rename it so the emulator would pick it up as a bios - delete other neogeo bioses potentially to make sure it picks up unibios. Bios select option in FBA didnt work in my case. Might have not named it the right way for that.) This will then allow you to enter region, dip switch, aes/mvs during the bios boot screen by pressing a specific key combo, and f.e. cheats for neogeo games in game, by pressing another key combo. :)

Takes some time to figure out - you can do it. ;)

edit: here is a turotial for it (in german) https://github.com/recalbox/recalbox-os/wiki/NeoGeo-UniBIOS-(DE) (use google translate on it - should be enough. :) )

--------------------- MERGED ---------------------------

Stock UI doesn't load SBI. Emulator itself does - simple. Riddle me this riddle me that:
I have a slight problem with BUGS BUNNY & TAZ - TIME BUSTERS - [SLES-02896] (Pal). When playing by AutoBleem's PCSX pickture is fine but emulator displays info similar to: "Running NTSC using BIOS". However while using RetroArch any core pickture is shaking so it's unplayable. What's the problem?
Not sure what the info message is you are getting.

Anyhow - the emulators in both instances are basically the same - so ts hard to imagine any stark differences like that. PCSXRearmed (the emulator core) in retroarch can be tweaked and has more options though. While the game is running go into core option (where you f.e. can turn advanced resolution on or off) and play with the settings there - there should be something that solves your issue. :) You can also force the game to be output at pal speeds there, if you press start on any menu item there it should reset back to default.

Afair stock emulator has frameskip enabled by default, while retroarch has not - that could be the difference.

edit: Any core picture (even f.e. SNES?) is shaking? Well - that should not be happening... Shaking as in how? What. Is your TV 60Hz compatible (not from 1998?) - I have all the questions. ;) (I don't know what is happening here.. :) (Make a video? ;) streamable.com allows you to upload without an account. :) )
 
Last edited by notimp,

przemo_one

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The info message I'm getting is what's PCSX displays after pressing SELECT + Triangle. The game is Pal, but it says NTSC and no glitch there. In RetroArch image shakes like jumps up and down very fast. If forced to play in NTSC it jumps even faster. If forced from Auto to Pal then no difference. My TV is 22' LCD SAMSUNG. Have no problem with other PSX games and other systems.
 

notimp

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The info message I'm getting is what's PCSX displays after pressing SELECT + Triangle. The game is Pal, but it says NTSC and no glitch there. In RetroArch image shakes like jumps up and down very fast. If forced to play in NTSC it jumps even faster. If forced from Auto to Pal then no difference. My TV is 22' LCD SAMSUNG. Have no problem with other PSX games and other systems.
Yeah, 60Hz is not the issue then. (All LCD Panels in the last 15 years basically are 60Hz/120Hz panels.) What happens if you set the 'stock' emulator to PAL in the select+triangle menu? (If it works then, you have wat you want. :) (game should start running at pal speeds instantly).)
 

MrMrMr

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Anyone help me please, or give me ideas to try.

My PS1 games are eBoot.pdp format, as I also have a Vita with a SD2VITA card.

I've got my PSC flashed using an old USB on the front. Now have an OTG cable and use a different (bought Gb) USB.

I use BleemSync v1.1 and all loads ok. I've copied the eBoot into the game name folder in the transfer folder.

On boot BleemSync syncs the files from the text on screen, but it's not showing them on the home screen. One actually does show, but it won't start (Fade to black), others just not even on the home screen.

If I plug the USB into my computer, BleemSync seems to have synced them into the games folder and started to name them 1,2,3 etc.

So is it my eBoot that are no good? They work fine in Vita. Do you need any other files in the folder?

Thanks
 

notimp

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First off, I cant stress enough - how 'correct' in my book the thing you already did is.

Use an old (small, slow, drawing less power, being compatible with the PS Classics front right USB port) USB drive, to install the OTG kernel using Bleemsync (read the bleemsync installation tutorial). Then use a 2+USD OTG adapter, with a USB drive that can now use much more power with the back USB port.

Much less hassle with failed writes, much higher USB stick compatibility, higher storage space (bigger USB drives) compatibility, ...
--

Now as for your answer - Bleemsync isnt drag and drop - see:
Q: How do I add multidisc games to BleemSync?
A: For games in bin/cue: Make sure all of the files are in the same folder. Select all of the bin and cue files. The amount of discs you have must match the original game or it will confuse the scraper. Ex: Lunar Silver Star Story Complete has 2 game discs and a 3rd documentary disc. You must still have the 3rd disc for the scraper to recognize it.
For games in pbp format: simply select the game.

Q. How do I add a multiple discs game in PBP?
A. Just make a PBP per each disc. Then, add them all at once from Bleemsync web browser UI
Have you done that?

You can also do that using https://github.com/elierodrigue/PSClassicTool/releases/ if you dont want to use the bleemsync web based browser tool.

If you dont want to - at all, autobleem _is_ drag and drop (just put files into folders). Use autobleem instead.

If you dont want to and still have issues with .pbp files - use PSX2PSP v1.4.2 to convert them back into .bin/.cue format again. And start from there.
 
Last edited by notimp,

Hekel

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Hey There, i wanted to Show off my newest Hardware Mod. its a Namco Arcade Stick for the Playstation Classic! And yes it works on the main UI (Stock) and on RetroArch ;-). Maybe someone else have a cool Mod that he likes to Show?
Screen 1.jpeg
Screen 2.jpeg
 

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EmulationStation is getting ported to PSC:



That should be really interesting as it means Amiga will now be preconfigured. Also the sound emulation on Sega MD stuff sounds a lot better on the PSC than the new Mini along with it having better shaders/scanlines as well. Check Comix Zone for yourself from the new DF Mini video and compare it to the PSC not to mention the immense amount of baked in lag with the Mini/delayed sound effects.

Seeing as M2 worked on that and the PCE Mini I'm not expecting that much from either machine as the PSC just knocks it out of the park with its emulation quality across loads of platforms.

Also anyone who has preordered a Sega Mini you'd be best holding off as they'll be around 30% cheaper in a month as they haven't allocated anywhere near what they wanted to. I doubt they'll go £20 low like the PSC but the RRP was already overpriced so you should see them for £50 new in a few.

PCE Mini on the other hand I think will become a collectible and only go up in price as Konami are tight.
 

Deleted member 42501

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I'd guess thats a given once its ported over as I only use BleemSync for its OTG support but run Autobleem.

Gotta say that I'm really impressed with the PSC as its pretty much a modern day OG Xbox in terms of emulation quality once you get used to the ins and outs of RetroA which has its own curve but for £20 its a great investment and easily the best all in one emulation device out there at the moment.
 

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