Hacking Emulation POPS on PSP/Vita - Config Research

Webardo

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As I'm without the PSP for now and I'm not very sensitive to slight FPS drops, if anyone could test this GT2 config a little more before sending it, I'd appreciate it.
It appears to run fine, if not even better than a PS1. Now both PSP and Vita can run GT2 without issue.

Regarding Digimon 2003 (EU), I haven't tested it yet, but I think the Lost In Time fix might work in the game.
You think so? I could try it out.

Driver 2 works with this Patch, but the FMVs on the first disc stop working after applying it.
How odd... They seem fine to me. Did you also apply the patch to disc 1? It's only to be used on disc 2 as to avoid "Insert disc 1" messages it seems.

I'll try to at least leave a contribution for now, my life is a bit tiring (again), but it will pass... well...
Whatever you're going trough, good luck pal ;).
 

ronniesahlberg

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How odd... They seem fine to me. Did you also apply the patch to disc 1? It's only to be used on disc 2 as to avoid "Insert disc 1" messages it seems.
Should I add this ppf to pop-fe for the second disc? If so, which disc-id/regions should I add it to and can the patch be safely applied to all platforms or should it only be applied to PSP ?
 
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The_Ho

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It appears to run fine, if not even better than a PS1. Now both PSP and Vita can run GT2 without issue.
Great, thanks for testing and finding this GAMEID

You think so? I could try it out.
Yes, I just tested it, and it works very well, without freezing in any of the known places, I pushed it for a while and nothing stopped, all I need to do now is try to improve the speed.

How odd... They seem fine to me. Did you also apply the patch to disc 1? It's only to be used on disc 2 as to avoid "Insert disc 1" messages it seems.
When I used this fix, I remember that it turns Disc 2 into Disc 1 + Disc 2, making disc 1 useless, it will have almost all the content from disc one, such as missions and extras, but without the Chicago and Havana videos. If you want to have a complete experience with this patch, you will have to Eboot disk 1 and 2 separately, and when you finish disk 1, move the save to disk 2, redo the last phase saved on disk 2 and continue. At the time when I used an Eboot multdisc with this patch, the switch didn't work for me, I was only able to play like this for the full experience.

Whatever you're going trough, good luck pal ;).
Thank you friend, just stress at work, my food store, as it is a micro-enterprise with partners, sometimes still generates a lot of disagreements.
 

Webardo

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Should I add this ppf to pop-fe for the second disc? If so, which disc-id/regions should I add it to and can the patch be safely applied to all platforms or should it only be applied to PSP ?
Based on what @The_Ho said, I believe not. Maybe a config can be made to fix the issues instead of patching the game.

Yes, I just tested it, and it works very well, without freezing in any of the known places, I pushed it for a while and nothing stopped, all I need to do now is try to improve the speed.
Okay, the BBLiT can be used as a base then, and checking afterwards which command could help with the lag. Good to know, thank you.

Thank you friend, just stress at work, my food store, as it is a micro-enterprise with partners, sometimes still generates a lot of disagreements.
Then I hope the situation improves for you eventually. :)
Post automatically merged:

Is there a fix for MK Trilogy on Vita?
For adrenaline there is none as of now. The only way to play it is through retroarch :(.
 

Snowbro88

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Hello, I found 2 other games that cannot be converted at least in version 1.5 of Pop Fe, these are Taito Night Striker and Irem Gussun Oyoyo, the problem seems to be once again that they do not include their own Game ID, instead they include a kind of abbreviation of the game title, so Pop Fe can't link it to psx datacenter.

I remember that PSX2PSP did not identify these 2 games either, but you could manually enter the title and Game ID and it would convert it appropriately.

@Webardo

I'm telling you in case any of you can try it in the developer version of Pop Fe and if it doesn't work, Do you think you could report it on git hub?

Thank you.
 
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ronniesahlberg

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Hello, I found 2 other games that cannot be converted at least in version 1.5 of Pop Fe, these are Taito Night Striker and Irem Gussun Oyoyo, the problem seems to be once again that they do not include their own Game ID, instead they include a kind of abbreviation of the game title, so Pop Fe can't link it to psx datacenter.

I remember that PSX2PSP did not identify these 2 games either, but you could manually enter the title and Game ID and it would convert it appropriately.

@Webardo

I'm telling you in case any of you can try it in the developer version of Pop Fe and if it doesn't work, Do you think you could report it on git hub?

Thank you.
Workarounds added so these should work now
 

The_Ho

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Okay, the BBLiT can be used as a base then, and checking afterwards which command could help with the lag. Good to know, thank you.
I had forgotten to test a part of the game at the very beginning and it still crashes when returning from Wire Forest.

It is a crash generated by the value at 0x00 when removing it seems to stop, however the game will crash in another location, leaving 0x00 with a value of 00000007 and removing the value at 0x04 the game speed normalizes, but the game continues to crash at the same point, I tested some others values at 0x04, had mixed functions such as speed gain and crashes in random locations.

Then I hope the situation improves for you eventually. :)
Thank you very much. Sometimes counting to 10 and breathing helps you not to bang your head against the wall LOL :rofl2:

For adrenaline there is none as of now. The only way to play it is through retroarch :(.
MKT is another cursed game in 6.61, I didn't make a list of GAMEIDs for this game. But I haven't seen the slightest reaction in several I've tried.

_____________________

@ronniesahlberg

Just out of curiosity, what level of compression is used in pop fe?, is it the same as that used in Official EBOOTs or approximate?
 

The_Ho

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For PSP it uses compression level 1. PS3 uses compression level 0, i.e. no compression)
Perfect, I used pop fe at the time when it didn't even have a GUI for the PS3 and I realized that it didn't have compression, if I'm not mistaken I used it with Mingw-w64 and MSYS2, but on the PSP, I was curious, because 0 compressions generate problems in current firmwares and above 1 as well. Thanks for clarifying.
 
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Webardo

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MKT is another cursed game in 6.61, I didn't make a list of GAMEIDs for this game. But I haven't seen the slightest reaction in several I've tried.
Perhaps its problem is similar to that of Destruction Derby 2, writing some data in a place it shouldn't. Or maybe not, and all it needs is a custom config, although knowing which can become a hassle...

It is a crash generated by the value at 0x00 when removing it seems to stop, however the game will crash in another location, leaving 0x00 with a value of 00000007 and removing the value at 0x04 the game speed normalizes, but the game continues to crash at the same point, I tested some others values at 0x04, had mixed functions such as speed gain and crashes in random locations.
From what I read on the compatibility list, you say that it's necessary to switch the Id to SLES-00972 (same values as SLPS-01222) around the Asuka Inn.
May I ask, does SLPS-01724 not work at all on 6.61? From what you said it is preferable to use 5.50 with disc speed on fast and the ID SLPS-01724.
 
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ronniesahlberg

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Perfect, I used pop fe at the time when it didn't even have a GUI for the PS3 and I realized that it didn't have compression, if I'm not mistaken I used it with Mingw-w64 and MSYS2, but on the PSP, I was curious, because 0 compressions generate problems in current firmwares and above 1 as well. Thanks for clarifying.
Yepp. PS3 doesn't seem to support compression and will not work with anything other than complevel 0.
So I assume when a PS3 transfers a PS Classics to a PSP it will re-encode the EBOOT and add compression as part of the process.

It is odd though that it does not seem possible to create an EBOOT that works both on PSP and PS3.
 

Webardo

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Yepp. PS3 doesn't seem to support compression and will not work with anything other than complevel 0.
So I assume when a PS3 transfers a PS Classics to a PSP it will re-encode the EBOOT and add compression as part of the process.

It is odd though that it does not seem possible to create an EBOOT that works both on PSP and PS3.
I think that we don't know how to do so. If you have multiman on your PS3, you can just copy the eboot from an installed PSN PS1 game to a PSP and it will be compressed. There's no need to transfer before installing the game this way too. I could very well be wrong though.
You will find the eboot within the dev_hdd0/game/NPXX12345/USRDIR/CONTENT folder.
 

The_Ho

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Perhaps its problem is similar to that of Destruction Derby 2, writing some data in a place it shouldn't. Or maybe not, and all it needs is a custom config, although knowing which can become a hassle...
Yes, the problem is very reminiscent of Destruction Derby 2, I thought the same thing, and I think only a PPF patch for 6.61 in this game.

From what I read on the compatibility list, you say that it's necessary to switch the Id to SLES-00972 (same values as SLPS-01222) around the Asuka Inn.
May I ask, does SLPS-01724 not work at all on 6.61? From what you said it is preferable to use 5.50 with disc speed on fast and the ID SLPS-01724.
On PSVita, to be playable, the ideal is to start the game with the native ID SLES-03936 - Hash: 0x50DFDC65. Save at Asuka Inn, after this save continue the game with SLES00972 or SLPS01222, to avoid possible crashes, the side effect is a slowdown generated by the command at 0x04. With this configuration I played for about 20 hours without any problems. If the game starts with SLPS01222 directly it will freeze when selecting digimons. The native ID goes through this part easily, just like SLPS01724, unfortunately I don't know the values and commands of the ID SLES03936, I don't know if PSPWIKI is teaching how to obtain them in addition to the script to find the Hash.

On the PSP, thanks to POPsLoader you can simply use the value 00000007 in 0x00 of SLPS01724 or SLPS01156 and use POPs in 5.50 with Fast (just for better audio synchronization), and the game goes very well, I even played well beyond Forest Inn basement without crashing the game once.

Unfortunately my PSP doesn't seem to be working well enough for new tests, I think I forced it too long and now it turns off randomly, even with another battery or other chargers, the problem isn't the cable or the power input or the button either.
I intend to format it and if that doesn't work, I believe I will have to reball the GPU, but I don't have the time or patience for anything detailed right now.

So currently I only have the Vita for further testing.
 

Webardo

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On PSVita, to be playable, the ideal is to start the game with the native ID SLES-03936 - Hash: 0x50DFDC65. Save at Asuka Inn, after this save continue the game with SLES00972 or SLPS01222, to avoid possible crashes, the side effect is a slowdown generated by the command at 0x04. With this configuration I played for about 20 hours without any problems. If the game starts with SLPS01222 directly it will freeze when selecting digimons. The native ID goes through this part easily, just like SLPS01724, unfortunately I don't know the values and commands of the ID SLES03936, I don't know if PSPWIKI is teaching how to obtain them in addition to the script to find the Hash.

On the PSP, thanks to POPsLoader you can simply use the value 00000007 in 0x00 of SLPS01724 or SLPS01156 and use POPs in 5.50 with Fast (just for better audio synchronization), and the game goes very well, I even played well beyond Forest Inn basement without crashing the game once.
I believe there's no commands for that specific ID. All of these games in the list are either those in PSN, or a few unreleased ones (such as Planet Laika, Ridge Racer and Tail Concerto).
Some are a mystery, such as Cool Boarders, present in here under the ID SCUS-94356, and it's nowhere to be seen in the configs list. Clearly, it isn't an empty vessel neither, because it's the only known ID capable of not crashing in Valkyrie Profile when using POPS 3.52 (with severe lag and audio issues however, but it works).

Anyway, if the game has no crashes in older POPS when using the ID SLPS-01724, I have hope that it's not necessary to work with specific memory adresses.

Unfortunately my PSP doesn't seem to be working well enough for new tests, I think I forced it too long and now it turns off randomly, even with another battery or other chargers, the problem isn't the cable or the power input or the button either.
I intend to format it and if that doesn't work, I believe I will have to reball the GPU, but I don't have the time or patience for anything detailed right now.
Well, trying something simpler before taking drastic measures isn't a bad idea.
I take you want to reflash the whole firmware then. Here's the 6.61 eboot: du01.psp.update.playstation.org/update/psp/image/us/2014_1212_6be8878f475ac5b1a499b95ab2f7d301/EBOOT.PBP
 
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ronniesahlberg

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Just a PSA.

There are now 33 games that have psp configs that should make them playable.
Note that a things are in flux I am not bothering with making new releases of pop-fe. I will do that once things calm down.
Right now, anyone testing should only use the temporary artefacts that ar built on the github page under the Action tab.
Everytime an update is made a new artefact is created that you can download and test with.
Download often and test often. There are a lot of game configs added every single day.
 

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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.
 
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mrjaredbeta

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Some are a mystery, such as Cool Boarders, present in here under the ID SCUS-94356, and it's nowhere to be seen in the configs list. Clearly, it isn't an empty vessel neither, because it's the only known ID capable of not crashing in Valkyrie Profile when using POPS 3.52 (with severe lag and audio issues however, but it works).
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.
 

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