Try converting the game with pop-fe. It has a config for this game.any way that fix still works ive been looking for a few weeks for help on this bfm (usa) to psp vita adrenaline issue
Try converting the game with pop-fe. It has a config for this game.any way that fix still works ive been looking for a few weeks for help on this bfm (usa) to psp vita adrenaline issue
I think pop-fe-psp already supports providing the BOOT.PNG.Could you add the option to make ICON0.png look the same as PSX2PSP's, with the PlayStation logo and name displayed vertically, and add an option to set a boot/warning image BOOT.PNG when the game starts, as well as the option to use our own custom images in the conversion options, similar to the options in PSX2PSP?.
Here are some examples of what I mean:
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What I mean is this: PSX2PSP has the option to attach your own edited images without the program having to search for them, and that's something many of us like.I think pop-fe-psp already supports providing the BOOT.PNG.
That is what the warning/pops screen that is shown when the emulator starts, before it even shows the initial PS logo, right?
It is called LOGO in pop-fe-psp and there is also a checkbox if you automatically just want to use the icon1 background image for it. I always use it in my own conversions.
Changing the frame for icon0 to the one you suggested.
I am not sure it will look very good because that frame contains the "Playstation" text and also the PS logo on the left column but that it sometimes/very often also provided inside the bitmap for the cover image that is automatically downloaded for the game.
The difference is that on the cover images this same thing, Playstation text and PS logo, is sometimes along one of the vertical borders, sometimes it is at the top, sometimes at the bottom, sometimes it is transparent instead of a solid black background etc etc.
So I think in many situations it would just end up containing the same thing twice. Once in the frame border and a second time in the cover image that is pasted inside it.
The game covers used come in many different styles. Differing by region and sometimes individual publishers or even individual games sometimes have unique styles.
The benefit of the current frame I use is that it works quite well regardless of how/what the style of the cover image actually looks like.
I attached examples of what it would look like. I.e. not goodIn this example the cover image contains the text and the logo in the left-colums, but others contain it elsewhere, so it would require the database to be updated for each game to specify "which part of the cover image we download contains the text and logo that has to be removed".
There are thousands and thousands of different entries this would have to be done for
Post automatically merged:
Even if it turns out to not be feasible to do automatically in pop-fe,
you can create these icon0 files manually, crop away the text/logo from the cover and then paste it into the frame in your post.
Then save them and store them as the same name as your cue file but ending in "_cover.png" and pop-fe will automatically use it instead of trying to download and frame an image.
I.e.
If your game is:
My-Game.cue
Then name it:
My-Game_cover.png
And it will be used.
Thanks for replying.I think we are talking across each other.
Just like in PSX2PSP you can provide your own image. PSX2PSP calls it BOOT but it is called LOGO in pop-fe.
On the left, just above the SND0: file selector there is a file selector for Logo:
You can use this to provide whatever image you want for the initial warning/pops image.
Am I missing something? Please explain because I don't know if you mean something completely different.
If you have your own image you want to use instead of the default / generated icon0 image.
Just click on the icon0 image in the UI and there will be a file selector where you can pick your own file, just like in PSX2PSP, to use instead of the default one . Same for pic0, pic1, click on them and you can provide something else.
Post automatically merged:
For auto cropping and use a different frame.
I do not dislike the idea to have a better frame it is just that
I have a lack of cycles.
Many/most NTSC-U games have the Playstation text and logo in a column on the left but not all of them.
For PAL, many/some have this as a row at the bottom, or the top, of the cover but far far from all of them.
Look at PAL Brave Fencer Musadhi, it does not. There is quite little consistency across PAL games here.
And for NTSC-J, it is the wild-west, anything goes.
Realistically, "we" (a.k.a I) would would have to tag all the games in the database with info on how and what to crop to make it work well.
There are close to 15.000 entries in the database and honestly I am the only one working on populating it.
I simply do not have cycles to start adding this to the database either, not now or in the next few years.
I don't even have proper pic1 background images for all the games.
There are about 350 games in SLUS that needs one, about 700 PAL games and over a thousand games in NTSC-J that needs a pic1 background.
I am adding images when I can, slowly, but pic1 has a LOT higher priority to me personally at this point in time
so I have to decline this issue, not because I don't think it has merit, it does have merit, but because I already have "signed" up on higher priority work (pic1) which will take me the next few years to do and realistically there is no one else that is going to step in and spend time and do the work.![]()
Ok. Yes I can do that.You can simply select "another ICON0.PNG option" with the vertical PlayStation logo frame I showed you, and everyone can add their own cropped image without the program doing it for them.
Can you really do that?Ok. Yes I can do that.
I will add this next weekend.
Please try this version : https://github.com/sahlberg/pop-fe/actions/runs/20318377565Can you really do that?
But you can use the same frame as the PSX2PSP, right?
You could also add another frame with the logo horizontally for those who want to use PAL region covers, if you'd like.
Thanks for doing this.
Post automatically merged:
One last question:
Are fan-translated games also compatible and can they be converted to eboots for the PSP with POP FE?
There are many games that were never officially translated into Spanish, and then fan translations came out.
I wish you the best of luck with your work on the program.
But is it the same framework that PSX2PSP uses?Please try this version : https://github.com/sahlberg/pop-fe/actions/runs/20318377565
At the bottom of this page is a new scratch build of pop-fe.
You need to be logged in to github or else the link will not be visible.
Create an account on github, log in, and then download this test build.
To use this:
1, select a game disk
2, tick the new check-box "NTSC-U style ICON0"
3, Click the top-centre ICON0 preview box and select the cropped cover image you want to use.
The cover image should be cropped to not contain the Playstation text in the left column.
The cover image should be re-scaled to 60x67 pixels.
I don't understand. What do you mean with framework?But is it the same framework that PSX2PSP uses?
Yes it is possible.By the way, you didn't answer my last question.
Are fan-translated games also compatible and can they be converted to eboots for the PSP with POP FE?
There are many games that were never officially translated into Spanish, and then fan translations came out.
I was referring to the icon0 frame from the PlayStation cover; the translator translated it incorrectly.I don't understand. What do you mean with framework?
Pop-fe and psx2psp does not share any code at all.
Yes it is possible.
Pop-fe already support several fan-translations.
But it is not automatic.
The translated games needs to be added to the database.
If you have a fan-translated game, try converting it with pop-fe
In the console window it will print something like this:
"MD5 fingerprint d0d122765e4c2cd71647f165f7e96888"
I need that line.
Send that line to me and also the name of the game and what language it is translated to,
for example something like this :
"
This is the Italian fan-translation for the game ACONCAGUA.
The fingerprint is :
MD5 fingerprint d0d122765e4c2cd71647f165f7e96888
"
Then I will update the database and add it so tht next time pop-fe will identify it as:
"ACONCAGUA [ITALIAN]"
What do you mean by language issue?.I think there is a language issue. Let me show what pop-fe-psp I linked to will do :
View attachment 546120
1, Click this box.
2, Load your cropped image by clicking this box. This is the cropped image I used:
View attachment 546121
3, this is what it will look like on the psp.
That cool on gba2psp I was wondering if GBA will convert in pbp?I have started adding tooltips to the options in pop-fe-psp.
It will be in the next release.
I am not really sure about what the usecases are for all of these options, I know what they do obviously but am less certain about the why and when you really need to use them.
I think for example the CDDA option is mostly to handle V-Rally2's special dependency of how audio trakcs are played.
(cdda tracks will automatically start playing the next track when the current track ends? but atrac3 does not?)
If someone wants to take a look at the texts and suggests improvements before I release the next version I am eternally grateful.
Here is the link to the sourcecode with the comments if you don't want to download the latest scratch build:
https://github.com/sahlberg/pop-fe/blob/e1a62b3da8b4b9eb0a31fffdb8939dc6b40de45b/pop-fe-psp.py#L114
(yeah, next version will also include PSX-undither as a selectable option, the more features the better is my motto)
I am not asking you to work for me and proofread without compensation. If you help me with this, in exchange I will add a GUI and a Windows build to gba2psp.
Your GBA games could look like this on your PSP:
please postMy eboot is fully playable, i've already beat the main story, if you want, I can share it

Post pleaseMy eboot is fully playable, i've already beat the main story, if you want, I can share it
