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gingerbeardman

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  1. Just to add some useful information... when doing the chdman createcd/extractcd method to merge multiple bin into a single bin, you can add -c none to the end of the command line, which means it will not compress the chd and greatly speeds up the processing (only use this if you don't want keep the chd around afterwards) In other news, converting games with CD Audio tracks to EBOOT I have had success with these apps: popstationgui 3.00 beta psx2psp 1.4.2 I have not had success with: icetea popstation (macOS command line) popstationr (macOS command line) copstation (macOS command line) For Street Fighter Alpha - Warriors' Dreams using popstationgui 3.00 beta: (Europe) EBOOT.PBP file is 518,820,777 bytes, MD5 c0ea8b8a6249113b30bb1990dd311947 single BIN/CUE pair + popstationgui + video fix + Beetle : YES, intro correct single BIN/CUE pair + popstationgui + video fix + PCSX ReARMed : YES, intro correct (USA) EBOOT.PBP file is 518,789,849 bytes, MD5 d4252169d531510996f2f27708e132eb single BIN/CUE pair + popstationgui + Beetle : YES, intro correct single BIN/CUE pair + popstationgui + PCSX ReARMed : YES, intro correct Notes: With popstationgui you can tell the audio conversion is OK because it forgets to delete the TOC file it uses for CD Audio. On PSP I have to make sure to use cdda-enabler.prx seplugin in order to hear CD Audio in POPS/PS1 games. In RetroArch on macOS my EBOOT files work fine with CD Audio, my test games have between 5 and 60 audio tracks. I do not recommend using EBOOT.PBP as the only source of your game. Please keep original BIN/CUE or CHD around.
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