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ps1 "raw saves" to .mcs converter: reaady!! ;)
ps1 "raw saves" to .mcs converter: reaady!! ;) –
it was at first dlanor's post what gave me the idea of coding such converter(coding is a big word for such a little and ugly app) .
after transfering my saves to the pc utilizing launchelf and an usb thumbdrive his solution was really working for me actually dlanor solution was only dealing with "product code+identifier" information and thus neglecting the "instance","number of blocks","XOR checksum" infos for the header to be perfect.
basically this program tells you to enter the exact block's number of the raw save you can guess it from it's size (8192 for 1 block) and then tells you to enter the exact name of the raw save (ex:BESCES-00868FF7-S01 it's an ff7 raw save).
and then the header is created ,after this you just have to merge the header with the raw save manually or with a dos batch file "merger.bat" included in the package below.(.mcs is psxgameedit compatible).
however my app have a little problem; it can't handle raw saves with 8 blocks or more.
this problem can be easily solved if i get my hand on a 8 block single save
all the merits goes to dlanor for discovering the method.
Last edited by alkarl; 02-16-2006 at 11:41 AM.
I'm interested as to what the two bytes before the Product ID are. I notice on single block saves you use FF FF and for saves of 2+ blocks you use 01 00 but I have a 2 block save that has 06 00 there and another that has 01 00.
What's the issue with 8 block saves? Is it that you've just not been able to find one to test it with?
Here you go, now if you could explain what exactly teh Instance bytes represent I'd be most happy.
As I said I have some saves with 01 00 and others with 06 00, now I assume it's not going to kill the save if the wrong value is used but I'd like to know what this value represents.
actually when i called it instance i was wrong i supposed it was instance because when i got several same saves in the save memcard image those bytes changed incrementally by 1d.
i was misleaded by psxge because i created those similar saves with it and psxge was saving them in a good orderand i thought that it's some info to make difference from similar saves that's why i called it so.
but i was wrong because they are "link order block" a method used to tell where the next block is situated.and i dont know much about it for the moment and i would just guess that remnant block adress isnt located in the header.
actually this is the trivialist info of all the others and it's always reseting by my program and also by psxge to 01 telling the mcmanager that the next block save is just up next(link order block goes from 0 to 14).and it does not affect the save in any way.
and thanks for the save i will try to work something out of it
Last edited by alkarl; 02-16-2006 at 06:19 PM.
Nevermind figured it out
my hunch about the seventh byte was good.
now and thanks to the savegame you have posted i would be able to make 9 blocks header and more .
but for the 8 block one it's just as the situation as before i cant guess i have to see it.
This is a great tool but is there a way to convert a .mcs file back to a "raw save" so I can put it on my ps1 memcard with launchelf?
Just strip off the header in a hex editor and you're good to go
Originally Posted by ozzyfan
Last edited by gothi; 02-18-2006 at 06:46 AM.