Where to (legally) acquire content to play on RetroPie
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The Twitter user notrevenant posted this earlier today:
the nesdev forums are currently getting completely blasted with spam, and now somehow multiple prominent users' accounts and posts have completely disappeared, and the only person with any actual ability to deal with this has been an absentee admin for basically years. very neat
I didn't check the forum myself ever since I found nesdev's compilations (all of them were posted here). But in case that's actually happening, for the sake of preservation, I'd suggest making backups of the projects devs posted there. (correct me if I'm wrong, but as far as I know, nesdev is a legit forum/site)
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If you have a PS Vita, it's possible dump your PS1 and PSP games from the PSN so that you can use them in the emulator of your choice. Maybe you can do a similar process with the PS3, but I don't have one to test.
Heads up: I couldn't make the process work on Linux and I don't have a MacOS machine to test, so I recommend sticking with Windows for this process.
First, you need to buy the game you want to dump.
Important: If you can't use your payment options and your account is in the same region as your credit card, you'll need to either use gift cards (only buy from legit stores), or add credits to your wallet directly from store.playstation.com on a PC/phone browser or app.
After downloading the game, you can get the needed files with either a file browser (modded PS Vita required) or through QCMA back ups and decrypting (no need to have a modded PS Vita).
If your PS Vita is hacked:
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After you download the game from the PSN, open a file browser such as VitaShell.
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Then connect it to your PC/phone with either USB or FTP (USB should be faster). If you use USB in VitaShell, make sure that in VitaShell's start menu the option "USB device" is set as the partition mounted as ux0: (usually "sd2vita" or "Memory Card").
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Then navigate to ux0 > pspemu > PSP > GAMES > [game's ID].
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If you'll be playing without converting to ISO or BIN+CUE, all the files in this folder are needed for running the game. Also get all the files if it's a PS1 game and you want to convert the game to BIN+CUE later on.
If you are not using a hacked Vita, do this:
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Install QCMA (an unofficial version of the PC side of the PS Vita's content manager). You can get it here: https://codestation.github.io/qcma/
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Start QCMA, do its initial set up, connect your Vita to the PC, open the content manager in the PS Vita and choose to copy your game (s) to the PC.
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After finishing copying the game (s), go to the folder set as "Applications / Backups" in the QMCA's settings, then look for the folder (s) with your game (s).
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PSP games will be in [QMCA's apps/backups folder] > PGAME > [folder with a random 16 bits code as name] > [folder named after the game's ID; e.g. ULUS10527], and PS1 games will be in the same path, but changing PGAME for PSGAME. Also worth noting each PSN account generates an unique 16 bit code, so each new account/console you use in the same computer will generate a new folder.
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If you're trying to get PS1 ROMs with this process, copy the PS1 game's folder you found before (the whole folder with the game's ID) to [QMCA's apps/backups folder] > PGAME > [folder with a random 16 bits code as name].
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Intall this program: https://github.com/MRGhidini/Psvimgtools-Easy-FrontEnd
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Click in the disk icon with a diagonal line in the top right of the window to create a new user profile (required), then type a name that'll help you find it later in the NAME field, paste the 16 bit code you found before in the IDQCMA field, then click in the magnifying glass to the right of the IDWEB field and click on ADD.
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Click on the icon of the folder with a key (also in the top right), then click in the user profile you created in the previous step and click in SELECT.
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Then click in Extract PSP/PS1, select the game you want to extract and click in Ok.
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After extracting the game, the program will tell you where it placed the extracted files. In that folder, all files except VITA_PATH.TXT are required to run the game if you're not coverting the game even further.
To convert PSP games, just rename EBOOT.PBP's extension to .iso (also feel free to change the rest of the name). After doing it, the other file, "__sce_ebootpbp", will no longer be needed.
This part right above is wrong. Check the comment #448 for the right steps.And to convert PS1 games:
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First download this program: https://github.com/xdotnano/PSXtract/releases
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Then move the .exe file to the folder with the EBOOT.PBP file
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Then open a command prompt/powershell window and navigate to the folder with the EBOOT.PBP file and everything else. The usual command is cd [folder path with quotation marks], e.g. cd "C:\Users\Auster\Downloads"
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Then run the command psxtract.exe -c EBOOT.PBP DOCUMENT.DAT
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After the conversion has finished, the ROM (a .bin and a .cue file, both needed) will be in the folder CDROM in the same folder where the original EBOOT.PBP file is.
Tested with 2 PS1 games and 1 PSP game.
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First, did anyone manage to make romextract's script for Sonic Adventure DX work?
########################################################################################
Numbertron: https://joachim.itch.io/numbertron
Platforms: Sharp MZ-700 & Sharp MZ-80A/MZ-1200
The ROMs I could make work are the .MZT, .MZF and .mzf cassette image files from the download option "Numbertron.zip". I couldn't run the .MZF file from the option with "Bonus" in the name, but I'm not sure if the ROM is faulty, the emulator I'm using to test has issues or if I simply don't know how to make the file run. About the ones from "Numbertron.zip", what appears to change between the MZ-80A and MZ-700 versions is the color palette.Pokemon Vanilla: https://ziuk.itch.io/pkmnvanilla
Platforms: GameBoy
The ROMs are the .gb files inside each downloadable .zip file except for the download options of the emulator and the theme.The Tunnel: https://8080.itch.io/the-tunnel-amiga
Platform: Amiga
I don't own the game, but the information in the page confirms it includes emulatable files.Peri & Tele Try to Work Together: https://therurik.itch.io/peri-tele
Platform: GameBoy
The ROM is the downloadable .gb file.Fight for Vengeance (demo, at least for now): https://pscd.itch.io/fight-for-vengeance
Platform: Sega Genesis/Mega Drive
The ROM is the .bin file inside the downloadable .zip file.The Isle of the Cursed Prophet: https://psytronik.itch.io/cursed-prophet-c64
Platforms: Commodore 64 & C64 Mini/Maxi
I don't own the game, but the information in the page confirms it includes emulatable files.ENDLESS FORMS MOST BEAUTIFUL 64: https://rikib80.itch.io/efmb64
Platforms: Commodore 64 & C64 Mini/Maxi
The ROM is the downloadable .d64 file.Gun Law: https://lacoste42.itch.io/gunlaw
Platform: GameBoy Color
The ROM is the downloadable .gbc file. Also includes a .cia file (3DS package installer), but it's just the GBC version wrapped to run in the 3DS with its native emulator.LuftrauserZ: https://rgcddev.itch.io/luftrauserz
Platform: Commodore 64
The ROMs are the .crt and .d64 files inside either downloadable .zip files.A Simple Platformer Game: https://lcmgames.itch.io/a-simple-platformer-game
Platform: NES
The ROM is the .nes file inside the downloadable .zip file. -
I've been looking around and I couldn't find the answer: is the PC version of KOF 98 Ultimate Match Final Edition an actual NEOGEO game running on some emulator? If so, can I somehow pack it into a zip file to run on FBNeo? I own the GOG version, I don't know if it's any different from the Steam release.
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If you have the correct files you can pack it yourself.
Look into this xml file :
/opt/retropie/libretrocores/lr-fbneo/dats/FinalBurn Neo (ClrMame Pro XML, Neogeo only).dat
Look for kof98 and see what files you need.
Collect them by checking the crc checksums of your files.
If you have them all then pack them into a zip and run it with lr-fbneo.
Remember filenames are not important, crc checksums are important.Good luck.
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If I understood correct, this DAT only covers unofficial hacks, right?
https://raw.githubusercontent.com/libretro/FBNeo/master/dats/FinalBurn Neo (ClrMame Pro XML%2C Arcade only).datThen it answers part of my question: FBNeo can't run this game.
I'm trying to run the official 2011 version called Ultimate Match Final Edition. It ran on a Taito Type X or Type X 2 arcade machine (I can't find precise information on that, but both were essentially Windows XP computers with DirectX 9 support). - https://snk.fandom.com/wiki/The_King_of_Fighters_'98_Ultimate_Match
I am assuming that both arcade and home releases of this game have mostly the same files, but I was wondering if there was any way to run on a Raspberry Pi. There doesn't seem to be an official port for ARM and I can't find information - nor understand the files in the game's folder - to figure out if it's just an official hack of the NEOGEO files with an emulation on top to add filters and network gameplay or an actual Windows games.
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If I understood correct, this DAT only covers unofficial hacks, right?
Don't think so.
I'm trying to run the official 2011 version called Ultimate Match Final Edition
You have to do more research on what system it was running and then try to find an emulator.
If you you think it's a kind of windows xp computer then you can try with this :
https://retropie.org.uk/forum/topic/28528/box86-and-wine-on-rpi4 -
Both Taito Type X and Taito Type X2 were Windows XP based machines. The first update for KOF 98 was Ultimate Match which definitely came out on Type X. But by the time Ultimate Match Final Edition came out, Type X2 was the standard.
I don't have the files for that arcade machine, I only own the GOG release - https://www.gog.com/game/the_king_of_fighters_98_ultimate_match_final_editionThe home PC release requires a dual-core 1.8GHz processor, that's why I don't think it can be emulated on Box86 - especially with the DirectX9 dependency.
So that's reason why I'm wondering if the game is an actual Windows game or if it's a hacked NEOGEO KOF98 with an emulation layer for network and video filters. Because if it's the later, we could ditch the online play and still have the new characters and stages and play on the Raspberry Pi.
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You should make a separate thread of it so perhaps others can help.
Let them look into the file structure together with the file sizes you have.
Rom files tend to have fixed sizes as they where programmed into rom-IC's.
This way you might find how your version is running -
First, did anyone manage to make romextract's script for Sonic Adventure DX work?
##########################################################################################
32se add-on for AmigaOS 3.2: https://8080.itch.io/32se-add-on-for-amigaos-32
Platforms: Amiga
I don't own the add-on, but the information in the store page confirms it can be run in emulators.Return To Sucria: https://therurik.itch.io/return-to-sucria
Platforms: GameBoy
The ROM is the downloadable .gb file.The Lord Of Dragonspire: https://psytronik.itch.io/dragonspire
Platforms: Commodore 64 & C64 Mini/Maxi
I don't own the game, but the information in the store page confirms it can be run in emulators.The Bear Essentials: https://axtevision.itch.io/the-bear-essentials
Platforms: Commodore 64 & C64 Mini/Maxi
The ROMs are the downloadable .tap and .d64 files.Weed N' Stiff 2 - Bobsons' Revenge: https://calgames.itch.io/weed-n-stiff-2-bobsons-revenge-nes
Platform: NES
I don't own the game, but the information in the store page confirms it can be run in emulators.Harrison Sound Engine NES Demo: https://famicuber.itch.io/harrison-nes-sound-engine
Platform: NES
The ROM is the downloadable .nes file.Auto Zone: https://lacoste42.itch.io/auto-zone
Platform: Gameboy Color/GBC
The ROM is the downloadable .gbc file. Also includes a .cia file (3DS package installer), but it's just the GBC version wrapped to run in the 3DS with its native emulator.Moonspire: https://rgcddev.itch.io/moonspire
Platform: Commodore 64
I don't own the game, but the information in the store page confirms it can be run in emulators.Outer Space Scramble: https://lazydevs.itch.io/outerspacescramble
Platform: GameBoy
The ROM is the .gb file inside the downloadable .rar file.Sea of Nazis: https://dirtboy69.itch.io/sea-of-nazis
Platform: GameBoy
Has multiple ROMs, each inside one of the downloadable .zip files. Likely the numbers in the download options are the game's update version (e.g. sonv2.zip is the 2nd update). -
I noted this above too, but the PC version of Intellivision Lives! names the BIOS files in uppercase. To get them to work with RetroPie they need to be renamed in lowercase.
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First and foremost, it seems both the PSP and PS2 have unique revisions of the PS1 firmware/BIOS, but I could find only how to dump the PSP version of the BIOS. I'm still trying to find a way to dump the PS2 version, but neither Google nor uLaunchelf 4.12 are being helpful with finding a way to do so.
Now, I used this process to dump the BIOS: https://www.reddit.com/r/PSP/comments/l3kn0l/better_way_to_extract_psx_bios_from_the_emulator/
A few things to note:
On step 1, I couldn't open flash0: on Linux (or it got mounted on some super random folder I couldn't find), so I suggest sticking with Windows for this one. And if you still can't open flash0: through USB, when setting the "USB device" in the "PRO VSH Menu", make sure you also open the option "Recovery Menu", go to "Configuration" and press right on "Protect flash in USB device mount" to enable it (no need to do it if it already appears as enabled). Then press select and exit the PRO VHS Menu to save.
On step 2, the kd folder and the file you want to copy in flash0: are set as system protected files, so you need to unhide them by setting hidden and system protected files to be shown in the folder/file browser options.
Also, the file you need to get has different names depending on the version of the console, but it seems it always has the name pops_0Xg.prx, where X in 0Xg changes depending on the console.
On step 4, I got the version "2.7a fix" of the PRX Decrypter.
And since the pops_0Xg.prx's hex table changes a bit from version to version, it still needs to be confirmed, but to get the BIOS itself on step 6, the steps below could help with having less variance, but make sure you still confirm the offsets that the OP mentioned after isolating the BIOS' hex table:
- Open the decrypted .PRX file in a hex editor (I'm using HxD as well).
- Use the editor's text search function to find "System ROM Version 4.5" (without quotation marks). Ctrl F in HxD.
- Click in the beginning of the selection.
- Hold shift and go up until "Lenght(h)" is at 7FF32. May take a little while, since it's a lot of data to select. Holding page up instead of the up arrow may speed things up.
- Click in the beginning of the selection.
- Use the text editor's select block function if it has it. If it doesn't, shift and go down until "Lenght(h)" is at 80000. HxD's default select block function can be accessed with Ctrl E, and then you need to tick the options "hex" and "Lenght:", and then write "80000" (without quotation marks) below "Lenght:".
- Then copy the selection and paste in a new, empty file (Ctrl N in HxD), save the file and name it as what your emulator of choice expects. The BIOS itself doesn't seem to have any region locks, so the name just needs to match what your emulator expects (mind the name can change depending on the game's region), and you can even have multiple copies of the file, but with the required regional names.
- My BIOS' md5sum, according to both Windows Subsystem for Linux and Windows' Powershell, is c53ca5908936d412331790f4426c6c33. If the BIOS doesn't change between console releases and firmware updates, yours should be the same as mine.
And lastly, when looking in the PS Vita's internal memory, I couldn't find anything that looked like it could belong to a PSP, so either the default PSP OS used in the Vita is extremely simplified so that a proper PS1 BIOS isn't included, or the firmware files are better hidden than most other files. In other words, I couldn't find a PS1 BIOS in the Vita.
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It seems you can get a working PS1 BIOS from the PS3 too.
I'll try to shorten the explanation since it has multiple variations depending on what the user wants (or can) use, but hopefully what I say should be clear enough.
Install a CFW or HEN or any other OS mods that let you access the files from the PS3's other partitions.
Install a homebrew that lets you browse the internal storage and copy files elsewhere. Either Multiman/mmCM or Irisman should work. And at least Multiman should let you access the file through FTP if that's what you're going to use.
The BIOS is the file ps1_rom.bin in the folder /dev_flash/ps1emu
You need to copy this file to where you want to use it (AND NOT MOVE/REMOVE THE ORIGINAL FILE; THIS COULD BRICK YOUR CONSOLE).
If you want to use an USB stick to copy the files, first locate the file in the file browser homebrew of your choice. If you use Irisman, also locate the USB partition in the other side of the screen (it should be /dev_usb000/ or something similar). Then copy the file over to the USB partition (AGAIN, DON'T REMOVE THE ORIGINAL FILE). Then proceed to close the homebrew, turn off the PS3 and put your USB stick in your PC or another device that can read it, then copy the file over.
If you want to use FTP, first start HEN/CFW/whatever you use and make sure a homebrew with FTP function is installed. The confirm that FTP is active by going to "Settings" in the XMB, then "Network Settings", then "Settings and Connections Status List" and checking if a code appears in the line that says "IP Address". If it appears, then FTP is active, and if it doesn't, you need to enable it in your file browser (and sorry but I don't know where the setting is; I only found it once about 2 years ago). After confirming FTP is active, put that code from IP Address in your FTP client of choice, use the FTP client to go to /dev_flash/ps1emu and copy the file ps1_rom.bin over (AND ONCE MORE, DON'T REMOVE THE ORIGINAL FILE FROM THE PS3'S INTERNAL MEMORY).
After that, you just need to name the the copy you created of the file as what your emulator of choice expects and place it where the emulator wants. Don't worry about regions, as the BIOS doesn't seem to have any region locks.
I used a PS3 CECH-4011B on the firmware version 4.84 and with the HEN mod.
I don't know if this file changes much between firmware and model versions, but if it helps anyone, the md5sum of the file I got is 81bbe60ba7a3d1cea1d48c14cbcc647b, and it has this near the end of the file's HEX table: "System ROM Version 5.0 06/23/03 A".
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First, I don't know if it was a coincidence or not, but if the information added to the libretro docs about the PSP's PS1 BIOS was based on what I shared, thanks to whomever did it.
I usually forget to share in other places what I post here, so, by doing it, you helped a bunch. ^_^
And on that topic, if people want to share other informations I post here, such as the list of all those Itchio games, be my guest.########################################################################################
Now, more games (and an add-on):
314se add-on for AmigaOS 3.14: https://8080.itch.io/se-add-on-for-amigaos-314
Platform: AmigaOS
I don't own the add-on, but the information in the store page confirms it can be run in emulators.[German] Crazy News: https://protovision.itch.io/german-crazy-news
Platform: Commodore 64
I don't own the game, but it probably comes with files that can be emulated, like the developers' other titles.Mars: https://psytronik.itch.io/mars
Platforms: Commodore 64 & C64 Mini/Maxi
I don't own the game, but the information in the store page confirms it can be run in emulators.Rayslinger: https://unicore.itch.io/rayslinger
Platforms: GameBoy consoles family
The ROM is the downloadable .gb file. And according to the store page, it's compatible with all GameBoy consoles.Powerglove: https://rgcddev.itch.io/powerglove
Platform: Commodore 64
The C64 ROM is the .crt file from either the "C64 Binaries and VICE" or "C64 Binaries Only" download options.Bonkey Kong: https://axtevision.itch.io/bonkey-kong
Platform: Commodore 64
The ROMs are the downloadable .tap and .d64 files.The Legend of Weed N' Stiff: https://calgames.itch.io/the-legend-of-weed-n-stiff
Platform: NES
The ROM is the downloadable .NES file.Mr. Maymunshine's Christmas Land: https://calgames.itch.io/mr-maymunshines-christmas-land
Platform: NES
I don't own the game, but the information in the store page confirms it can be run in emulators.Pushingo: https://lacoste42.itch.io/pushingo
Platform: GameBoy
The ROM is the downloadable .gb file. Also includes a .cia file (3DS package installer), but it's just the GB version wrapped to run in the 3DS with its native emulator.C-2048: https://rgcddev.itch.io/c-2048
Platform: Commodore 64
The C64 ROM is the .crt file from either the "C64 Binaries and VICE" or "C64 Binaries Only" download options. -
@auster said in Where to (legally) acquire content to play on RetroPie:
To convert PSP games, just rename EBOOT.PBP's extension to .iso (also feel free to change the rest of the name). After doing it, the other file, "__sce_ebootpbp", will no longer be needed.
Turns out I was somewhat wrong regarding this.
Thanks to the recent DNS issues, the activation file for PSP/PS1 games in my console was deleted, and then none of the games would work in the Vita.
They'd still work in emulators, and redownloading a random game from my account fixed the activation issue, but helped me notice my "conversion" was wrong.
After the issue, I looked around for information, and from what I read, it seems EBOOT.PBP is a highly compressed disc image, and for PSP games, this compression can take up to half of the original disc's size.
To properly convert/uncompress the files, turns out I had to use this program: https://sites.google.com/site/theleecherman/IsoPbpConverter
...Which was hard to find, with so much noise in the search results.
But anyways, download it, unpack, open the executable (tested on Linux with Wine so it should work in multiple platforms), click in the button to the right of "Input Iso/Pbp", open your EBOOT.PBP file, click in the floppy disc icon and choose an output folder and name (the default is the game's ID with the .ISO extension, all caps).
After the conversion is complete (may take some minutes), the program will say "dumping complete" and you'll have in the output folder a file bigger than your original EBOOT.PBP file and that should work anywhere. -
@auster said in Where to (legally) acquire content to play on RetroPie:
The Seance: https://quantumsheep.itch.io/the-seance
Platform: ZX Spectrum&
Main Course - The Retro Cut: https://quantumsheep.itch.io/main-course-the-retro-cut
Platform: ZX SpectrumPlatform added: Sharp MZ-80A
The Sharp MZ-80A ROMs for both are the downloadable .mzf files.##########################################################################################################
Morpheus: https://insighted.itch.io/morpheus
Platform: GameBoy Advance/GBA & Nintendo DS/NDS
Engine for making GBA and NDS games, and also includes some prototype ROMs (.gba for GBA and .nds for Nintendo DS, both inside the /tests/ folder in either downloadable .zip files). Also appears to be open source, but I suggest asking the dev what are the limitations of the project.Coria and the Sunken City (demo, at least for now): https://coria.itch.io/coria
Platform: GameBoy
The ROM is the downloadable .gb file.Wink GameBoy: https://maxoakland.itch.io/wink-gameboy
Platforms: GameBoy and GameBoy Color/GBC
The GameBoy ROM is the .gb file inside the downloadable .zip file. The GBC ROM is the the downloadable .gbc file.Ghoul Grind: Night of the Necromancer (demo, at least for now): https://woogworx.itch.io/ghoul-grind-night-of-the-necromancer-demo
Platforms: NES
The ROM is the .nes file inside the downloadable .zip file.The Farm: https://lacoste42.itch.io/the-farm
Platform: GameBoy
The ROM is the downloadable .gb file. Also includes a .cia file (3DS package installer), but it's just the GB version wrapped to run in the 3DS with its native emulator.PaperMario6.4: https://therurik.itch.io/papermario6dot4
Platform: GameBoy
The downloadable file is a GB Studio project and needs to be compiled with it. Also appears to be open source, but I suggest asking the dev what are the limitations of the project. -
I also found a PS1 BIOS in my PS2's BIOS, and again it requires grabbing the code with a hex editor.
I tested with the a console that's from either Hong Kong or Japan (not sure which because the PS2 BIOS I dumped has multiple mentions of "HK" in the file names, but Retroarch says the version is "Japan v02.20"). And I'm not sure if the process changes with other versions of the BIOS, as I don't have access to other models of the PS2 to test.
On the process itself, what you want to do first is to dump the PS2 BIOS like you'd do for PS2 emulation. You can get the BIOS dumper from PCSX2's site, and make sure you read README.txt that comes with the dumper, as it has instructions on how to use the dumper.
After you dumped the BIOS, move them to your PC and open the BIOS file with a hex editor of your choice (tested with HxD; also checked with Okteta but it has some variations in the values). The file from my PS2 that has the PS1 BIOS is "SCPH-77006_BIOS_VX_HK _220.BIN", but if you're not sure about yours, open all files you dumped in the hex editor and use the search function to look for "System ROM Version" (without quotation marks). The file that has this piece of text is the one with the PS1 BIOS.
Then go to the very beginning of the file's hex table (ctrl home should work) and select an interval/lenght of either 80000 (on HxD) or 7FFFF (on Okteta) starting from there. Then copy the selection, paste in a new file and save it. The name can be whatever, as long as the emulator can read it (so for Beetle PSX, for example, it'd be something like scph550X.bin, with X being the number of the region, 0 for NTSC, 1 for NTSC-J and 2 for PAL). And if in doubt about the offsets, starting from right before "System ROM Version" and going backwards, the beginning of the BIOS should be at an offset of 7FF32 on HxD and 7FF31 on Okteta.
And as final notes, the BIOS appears to have region locks. Mine, for example, can only load NTSC-J games. And my specific BIOS has a md5sum of b2330a585d08a3fcaf8a1ca9ae08cbe3 and says "System ROM Version 5.0 02/10/06 J" in the end of the file, but if the BIOS changes depending on the console model and region, these values could also change.
Little update: I can find no information about this BIOS specifically. I'll ask around to see what name convention people could use, if they want to share the information I brought here. But in the meantime, I'll be calling it "SCPH77006.BIN".
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Did anyone manage to get working files out of Wings on GOG and Sonic Adventure DX on Steam?
With Wings, I tried extracting it with tools such as 7z and Unzip, and the only file I got that I managed to identify is the Workbench v1.2 file, and not the game itself.
And with Sonic DX, I tried using the romextract tool without success.
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@auster said in Where to (legally) acquire content to play on RetroPie:
Did anyone manage to get working files out of Wings on GOG and Sonic Adventure DX on Steam?
With Wings, I tried extracting it with tools such as 7z and Unzip, and the only file I got that I managed to identify is the Workbench v1.2 file, and not the game itself.
And with Sonic DX, I tried using the romextract tool without success.
About Wings, an user in another forum helped me find a way to extract the Commodore Amiga ROMs:
https://github.com/sigboe/extractwingsAlso, if you're on Linux/WSL, you can change the first command of the tutorial above to this if you want the Kickstart 1.2 BIOS:
7z e -tzip -aos Wings.exe Kick12.rom -r
You can probably get the Kickstart file with a GUI-based program such as Windows' 7zip as well.
The Kickstart's md5sum should match the one listed in the BIOS part of PUAE's page on Libretro/Retroarch's site. Then you just need to rename it for what your emulator of choice expects.
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@auster Wow, thanks to you and to sigboe on Github! 👍
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