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  • multiMAN 04.19.03: PS1 BIN/CUE Audio Tracks Support

    Deank has provided yet another great update for multiMAN, pushing the multi-purpose application to version v04.19.03. This update provides support for BIN+CUE PS1 Games with Audio Tracks & Smooth/Full-Screen options for PS1 Games in "Settings". Also 4 new translation labels have been added. Andreas Öman's Showtime v04.01.480 has been included with the usual changes provided for multiMAN by Deank. Checkout the Full Release Quote below by deank to catch all the info. in this release along with additional details about PS1 CUE support for games with AUDIO tracks.




    multiMAN 04.19.03 update is now available online and in the WEB column.

    * Added support for BIN+CUE PS1 games with AUDIO tracks
    * Added Smooth/Full-Screen options for PS1 games in "Settings"
    * Added 4 new translation labels
    * Updated Showtime to 04.01.480

    multiMAN ver 04.19.03 UPD (20130203).zip (14.48MB) (Includes CEX/DEX/STEALTH updates)
    Download multiMAN ver 04.19.03 UPD (20130203).zip from Sendspace.com - send big files the easy way

    Showtime 04.01.480 [CEX].pkg (5.57MB)
    Download Showtime 04.01.480 [CEX].pkg from Sendspace.com - send big files the easy way

    Dean

    =================================================
    About the PS1 CUE support for games with AUDIO tracks:

    1) mM processes the .CUE file and stores the ATAPI 0x43 response in LV2 memory at 0x7FF000. For example the NFS:Porsche Unleashed:

    Code:
    HEADER: 00 82 01 0F
    ===================
    TRK#01: 00 14 01 00 00 00 00 00
    TRK#02: 00 10 02 00 00 02 0C 92
    TRK#03: 00 10 03 00 00 02 2D 7C
    TRK#04: 00 10 04 00 00 02 53 2D
    TRK#05: 00 10 05 00 00 02 7D 30
    TRK#06: 00 10 06 00 00 02 A0 C7
    TRK#07: 00 10 07 00 00 02 C8 32
    TRK#08: 00 10 08 00 00 02 F1 A2
    TRK#09: 00 10 09 00 00 03 1A 4D
    TRK#0A: 00 10 0A 00 00 03 43 AF
    TRK#0B: 00 10 0B 00 00 03 70 17
    TRK#0C: 00 10 0C 00 00 03 9C D1
    TRK#0D: 00 10 0D 00 00 03 C8 48
    TRK#0E: 00 10 0E 00 00 03 F2 04
    TRK#0F: 00 10 0F 00 00 04 1F 22
    TRK#10: 00 10 AA 00 00 04 43 88
    ===================
    The LBA boundary after the last track is calculated using the size of the BIN and the sector size, so the CUE directive REM LEAD-OUT MM:SS:FF is not necessary.

    It supports both CUE information with PREGAP included or not and FILE directive is ignored, so don't bother to manually edit your CUE files. For example here are two different variants of a CUE file for NFS, which produce the same binary payload for the ATAPI response:

    Without PREGAP directive:

    Code:
    FILE "Need for Speed Porsche.BIN" BINARY
      TRACK 01 MODE2/2352
        INDEX 01 00:00:00
      TRACK 02 AUDIO
        INDEX 01 29:52:40
      TRACK 03 AUDIO
        INDEX 01 31:44:66
      TRACK 04 AUDIO
        INDEX 01 33:53:40
      TRACK 05 AUDIO
        INDEX 01 36:16:70
      TRACK 06 AUDIO
        INDEX 01 38:18:31
      TRACK 07 AUDIO
        INDEX 01 40:32:72
      TRACK 08 AUDIO
        INDEX 01 42:54:30
      TRACK 09 AUDIO
        INDEX 01 45:13:16
      TRACK 10 AUDIO
        INDEX 01 47:34:35
      TRACK 11 AUDIO
        INDEX 01 50:06:03
      TRACK 12 AUDIO
        INDEX 01 52:38:53
      TRACK 13 AUDIO
        INDEX 01 55:07:05
      TRACK 14 AUDIO
        INDEX 01 57:29:39
      TRACK 15 AUDIO
        INDEX 01 60:03:39
    With PREGAP directive:

    Code:
    FILE "Need for Speed Porsche.BIN" BINARY
      TRACK 01 MODE2/2352
        INDEX 01 00:00:00
      TRACK 02 AUDIO
        PREGAP 00:02:00
        INDEX 01 29:50:40
      TRACK 03 AUDIO
        INDEX 00 31:40:66
        INDEX 01 31:42:66
      TRACK 04 AUDIO
        INDEX 00 33:49:40
        INDEX 01 33:51:40
      TRACK 05 AUDIO
        INDEX 00 36:12:70
        INDEX 01 36:14:70
      TRACK 06 AUDIO
        INDEX 00 38:14:31
        INDEX 01 38:16:31
      TRACK 07 AUDIO
        INDEX 00 40:28:72
        INDEX 01 40:30:72
      TRACK 08 AUDIO
        INDEX 00 42:50:30
        INDEX 01 42:52:30
      TRACK 09 AUDIO
        INDEX 00 45:09:16
        INDEX 01 45:11:16
      TRACK 10 AUDIO
        INDEX 00 47:30:35
        INDEX 01 47:32:35
      TRACK 11 AUDIO
        INDEX 00 50:02:03
        INDEX 01 50:04:03
      TRACK 12 AUDIO
        INDEX 00 52:34:53
        INDEX 01 52:36:53
      TRACK 13 AUDIO
        INDEX 00 55:03:05
        INDEX 01 55:05:05
      TRACK 14 AUDIO
        INDEX 00 57:25:39
        INDEX 01 57:27:39
      TRACK 15 AUDIO
        INDEX 00 59:59:39
        INDEX 01 60:01:39
    2) Adds syscall37 to handle copying of the response from lv2 memory to the ps1_emu:
    Code:
    mflr      r0                //    7C 08 02 A6
    std       r31, 0xA8(r1)        //    FB E1 00 A8
    std       r0, 0xC0(r1)        //    F8 01 00 C0
    
    li        r31, 1            //    3B E0 00 01
    sldi      r31, r31, 63        //    7B FF F8 06
    oris      r31, r31, 0x7F    //    67 FF 00 7F
    ori       r31, r31, 0xF000    //    63 FF F0 00
    
    ld        r3, 0(r31)        //    E8 7F 00 00 //copy the binary CUE info
    std       r3, 0(r7)         //    F8 67 00 00 //to the receiving buffer of ps1_emu
    ...
    ld        r3, 0x80(r31)        //    E8 7F 00 80 //for as many tracks as needed
    std       r3, 0x80(r7)         //    F8 67 00 80 //no loop used so only 1 register needed (r31)
    
    li        r3, 0                //    38 60 00 00
    ld        r0, 0xC0(r1)        //    E8 01 00 C0
    ld        r31, 0xA8(r1)        //    EB E1 00 A8
    mtlr      r0                //    7C 08 03 A6
    addi      r1, r1, 0xB0        //    38 21 00 B0
    blr                            //    4E 80 00 20
    3) In the patched ps1_emu.self the extended ATAPI 0x43 request is redirected to syscall37 and proper track information is returned (this version of the patched ps1 emulator is not compatible with Iris).

    mM will accept ISO/BIN/MDF/IMG files with or without an accompanying CUE file. In case of no cue - mM will create a 'data-track-only' payload. For best compatibility always use CUE files with your images.

    This is still a dirty way of enhancing the compatibility, but will do for now. Probably Estwald with come up with a much better solution very soon, because this one is limited to the ps1_emu.self only and multidisc games with audio tracks may have issues with the in-game CDA playback when switching to disc 2/3/4.

    =================================================

    I'll appreciate any reports of games which had issues and now are fixed.

    Tested already: NFS:Porsche, NFS4, Wipeout 3, GTA:London - all work with in-game CDA audio.

    Download: multiMAN ver 04.19.03 UPD (20130203).zip (14.48MB)
    Mirror: Brewology

    Download: Showtime 04.01.480 [CEX].pkg (5.57MB)
    Mirror: Brewology

    Source: Deank via PS3Crunch










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    Comments 60 Comments
    1. link42586's Avatar
      link42586 -
      Ok I recently just bought A new lens and it works fine. But when ripping uncharted 3 and just a bit ago bayonetta it freezes completly and won't rip anymore. Also i ripped black ops 2 and that went fine. the uncharted 3 get's to about 18gb's in and just won't go any farther and the bayonetta is much smaller than bo2. also in uncharted 3 while playing the game i had to so much as take my saved game and play throught the messed up parts of the game and bring the save back to my console to finish the game. now would you guys say that it's my lens as it seems that way. or do u think it could be just the games themselves as uncharted 3 is an older disk as well as bayonetta. the black ops 2 is much newer.
    1. link42586's Avatar
      link42586 -
      anyone having trouble ripping uncharted 3 and bayonetta? i just ripped black ops 2 fine. i also just installed a new lens. and was thinking this might be my problem. i even had to take uncharted 3 to a friends house and play it on his ps3 to get passed a part in uncharted. after that part was over it worked fine after that. but i couldn't rip the game fully so had to play from disk. it makes it to about 18gb's in on the uncharted rip and the bayonetta i'm not sure how far it makes it as i turn to something else on the tv and let it go. when i get back it just says aborted. and i know i didn't manuel abort. I'm sure it's my "new" lens but i'm really hoping it's MM. lol..sorry dean.
    1. pinoytechno's Avatar
      pinoytechno -
      wow! multiMAN sharing a code
      thanks deank for showing the codes in the public

      here my some link guys

      Showtime 04.01.480 CEX
      Showtime 04.01.480 [CEX].pkg

      multiMAN v04.19.03 UPD
      multiMAN v04.19.03 UPD (20130203).zip
    1. underball's Avatar
      underball -
      Quote Originally Posted by JOshISPoser View Post
      i say if you really want it that bad, burn the backup to a disc for the time being. i mean, suggest it, but don't nag about it
      Not nagging. Iris updated to use netemu as default/recommended just today. I've been working/testing this with Dean for a week now. Dean and Hermes both need people with very different psx game collections to beta test this stuff. This is how it gets better every release, making suggestions and pointing out the benefits of using different emulation methods is not nagging.
    1. indirect76's Avatar
      indirect76 -
      Quote Originally Posted by JOshISPoser View Post
      as far as i know. i'm pretty sure it selects img and i have ran one or two of them.

      @jerrymh that just might be how the game looks. if anything, push the ps button and make sure it is activated.
      the n64 had native filtering which is why their games looked kinda nicer than ps's, but they also were kinda blurry, too. i feel like the smoothing done by the ps3 is a lil better cause it doesn't seem to really blur it, but almost fine tune it.
      N64 had antialiasing, PS1 did not. PS1 had CD storage, N64 did not. This is why games would look blurry on the N64. Developers were limited by the storage space for games, so you would see low res textures with antialiasing.
    1. cants's Avatar
      cants -
      Forgive a stupid question but how does GTA London work? How do you do the disc swap with bin cues and isos?
    1. bitsbubba's Avatar
      bitsbubba -
      Quote Originally Posted by pinoytechno View Post
      wow! multiMAN sharing a code
      thanks deank for showing the codes in the public

      here my some link guys

      Showtime 04.01.480 CEX
      Showtime 04.01.480 [CEX].pkg

      multiMAN v04.19.03 UPD
      multiMAN v04.19.03 UPD (20130203).zip
      how bout we stop the anti-multiMAN banter in a mM thread, final warning @ pinoytechno (and please don't double post)
    1. Jay-Jay's Avatar
      Jay-Jay -
      I was reading the README above, and I was getting excited with every piece of news, until I reached the following part:

      3) In the patched ps1_emu.self the extended ATAPI 0x43 request is redirected to syscall37 and proper track information is returned (this version of the patched ps1 emulator is not compatible with Iris).
      Then I was sadden with tears!

      But nevertheless, good job there Deank! Hopefully the Iris dev, is paying attention to your CUE file solution.

      The only reasons why I like IRIS over mM for PSX games:
      • I love the way it runs the new CHEAT feature in IRIS.
      • I like that Iris only sees one BIN file per game (for multiple ISO game). It's a bit cleaner no game cover dupes and etc.
      • And I find the mM's Retro folder to be a bit cumbersome, by having to rescan it if we make changes to the PSX folders or add more and etc. And then have to toggle slowly to reach the PSX library (category). -- especially if we have lots of ROMs for other Retro Emulators for that section.


      @deank, perhaps if you could find time to revamp the PSX display in mM? Might improve this?

      But I still use mM for everything else! Hands down, still the best game manager for the PS3.
    1. JOshISPoser's Avatar
      JOshISPoser -
      Quote Originally Posted by underball View Post
      Not nagging. Iris updated to use netemu as default/recommended just today. I've been working/testing this with Dean for a week now. Dean and Hermes both need people with very different psx game collections to beta test this stuff. This is how it gets better every release, making suggestions and pointing out the benefits of using different emulation methods is not nagging.
      we differ then. if we were married, i would have divorced you about a week ago constantly saying the same thing...not posting much besides what would make you have a better time.
    1. brunolee's Avatar
      brunolee -
      Quote Originally Posted by Jay-Jay View Post
      I was reading the README above, and I was getting excited with every piece of news, until I reached the following part:



      Then I was sadden with tears!

      But nevertheless, good job there Deank! Hopefully the Iris dev, is paying attention to your CUE file solution.

      The only reasons why I like IRIS over mM for PSX games:
      • I love the way it runs the new CHEAT feature in IRIS.
      • I like that Iris only sees one BIN file per game (for multiple ISO game). It's a bit cleaner no game cover dupes and etc.
      • And I find the mM's Retro folder to be a bit cumbersome, by having to rescan it if we make changes to the PSX folders or add more and etc. And then have to toggle slowly to reach the PSX library (category). -- especially if we have lots of ROMs for other Retro Emulators for that section.


      @deank, perhaps if you could find time to revamp the PSX display in mM? Might improve this?

      But I still use mM for everything else! Hands down, still the best game manager for the PS3.
      Iris Manager v1.60 Beta2 play PSX ISOs "Multi-Tracks" (like multiMAN does), with "ps1_emu" or "ps1_netemu" (recomended), this time without any patches
    1. cannibal20's Avatar
      cannibal20 -
      thank you deank. cobra no longer needed, rogero + multiman are win.
      +5 bajillion respect +800.000.000 karma +500 exp

      i get my ffv psone iso and dark souls online.

      we should go ketamining for potassium and dig a hole
    1. underball's Avatar
      underball -
      Quote Originally Posted by JOshISPoser View Post
      we differ then. if we were married, i would have divorced you about a week ago constantly saying the same thing...not posting much besides what would make you have a better time.
      I tested and retested a number of very specific, very different PSX ISO formats and games which have been problematic in most PSX emulators to help get the best compatibility for ALL psx games in Multiman and Iris, and now both of them are using my recommendations for netemu.self as the default.

      If I wanted your opinion of me, I'd ask for it. Currently, I don't need it. I'm here to help everyone have a better time by helping increase compatibility. I did this for the PSP when I developed the pops loader which Dark Alex later wrote the final PRX plugin for. I don't need you telling what to talk about or not. Ive been coding and testing thus stuff since you were in diapers, son. I'm not here for idle chit chat or to make friends. I'm just interested if helping make this stuff work for everyone.
    1. RazorX's Avatar
      RazorX -
      PSX Tomb Raider II bin & cue still doesn't work or from CD-R
    1. Pipo's Avatar
      Pipo -
      The Youtube plugin in Showtime is not working for me. I activated my ps3 device for youtube, the list of videos show up, but when I try to open a video I get a 403 error.
    1. Nightbird's Avatar
      Nightbird -
      Thanks for fixing the audio tracks Deank.

      I've found a slightly odd bug in 04.19.02/03, at least I think it's a bug as I can't replicate it in Iris. It affects Need for Speed 4 - High Stakes(SLUS-00826)/Road Challenge(SLES-01788). Basically if the pad is in 'analog' mode and you go into the 'memory card' screen from the options menu, the pad will default back to 'digital' mode, even if you don't actually load or save anything, just the process of the game reading the memory card causes the pad to switch back to 'digital'. You have to switch the pad back to 'analog' every time you have used the memory card screen. I have tried the game in Iris and the pad always remains in 'analog' mode after using the 'memory card' screen. Even if I use Multiman's ps1emu from 04.19.02 in Iris v1.55, the 'analog' mode remains set, so I don't think it's a ps1emu issue.
      Thanks.
    1. Jay-Jay's Avatar
      Jay-Jay -
      @Nightbird, have you tried making a save while it's in Analog Mode? So next time you go into the Memory Card screen it understand your default setting for that?

      Guys, be sure to report your PSX Game settings in this chart, so we have a better understanding of all the issues involved: http://psx-scene.com/forums/f10/iris...e-list-110430/
    1. pinoytechno's Avatar
      pinoytechno -
      thanks deank
      i wait for the next release support PS2
    1. madhu's Avatar
      madhu -
      RoadRash, one of my all time childhood favorite running without any hazzles. Thanks a lot for that Deank!
    1. sabinswe's Avatar
      sabinswe -
      Quote Originally Posted by deank View Post
      No, mM doesn't support this format. There must be ONE CUE + ONE BIN files. You can load your CUE in ImgBurn and create a single .BIN from all these audio-tracks.
      Hello Deank,

      Just one question, can you please release a FULL version of this?

      Or maybe for the next release.

      Best Regards and thanks for the AWESOME work!!
    1. Nightbird's Avatar
      Nightbird -
      Quote Originally Posted by Jay-Jay View Post
      @Nightbird, have you tried making a save while it's in Analog Mode? So next time you go into the Memory Card screen it understand your default setting for that?

      Guys, be sure to report your PSX Game settings in this chart, so we have a better understanding of all the issues involved: http://psx-scene.com/forums/f10/iris...e-list-110430/
      Yes, tried that. Make save while in Analog, reload save from memory card screen and the pad is back to Digital. Just the process of entering the memory card screen resets the pad, but only when using Multiman, not Iris. Strange.
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