PS1 Menu+Trainer Tool v2.6

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scorpion2k81
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Post by scorpion2k81 » August 4th, 2023, 12:19 am

qkwyx wrote: August 2nd, 2023, 12:35 am Yes I did double click make.bat in order to have make.exe then tap the Import main.exe still no avail. tested on 2units Windows 7 SP1 Ultimate x86 desktop and Windows 10 x64 laptop. If no errors at your end possible on my side. Thanks for your reply. Thanks very much.
I sent you a pm

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Post by scorpion2k81 » August 14th, 2023, 10:25 pm

I found an error using the tool with 32bit windows with multitrack games.
The bug will be fixed in the next update.

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Post by scorpion2k81 » September 13th, 2023, 11:48 pm

New update 2.6.2:
- Fixed reading multitrack games on 32bit windows
- Fixed reading cue files with non-standard format

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Post by Dacaskos » October 3rd, 2023, 8:42 am

Hi!
For some reason the "main.exe" file is never created
here's the log of make.bat

---------------------------------

Nvm, looks like the program only works under C:\

Can't make Resident Evil 3 (Usa) work though
Last edited by Dacaskos on October 4th, 2023, 1:32 am, edited 1 time in total.

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Post by alimadhi » October 4th, 2023, 12:19 am

Syphon Filter 3 (USA)
Not working with or without cheats

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Post by scorpion2k81 » October 4th, 2023, 8:30 am

Dacaskos wrote: October 3rd, 2023, 8:42 am Hi!
For some reason the "main.exe" file is never created
here's the log of make.bat

---------------------------------

Nvm, looks like the program only works under C:\

Can't make Resident Evil 3 (Usa) work though
if you use a directory other than c you must modify the psyq.ini file found in psyq\bin
alimadhi wrote: October 4th, 2023, 12:19 am Syphon Filter 3 (USA)
Not working with or without cheats
I'll check the games in the next few days

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Post by asianking » October 8th, 2023, 4:18 pm

Image

When I open Castlevania SOTN

Any assistance is much appreciated.

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Post by scorpion2k81 » October 9th, 2023, 9:48 pm

- Syphon Filter 3
- Resident Evil 3
I tried the games with and without trainer, they work well with emulator but I haven't tried on ps1 console.
asianking wrote: October 8th, 2023, 4:18 pm When I open Castlevania SOTN

Any assistance is much appreciated.
It works on the version I tried, the error comes from the cue file which has a different structure than the standard one.
can you send me the cue file of the game?

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Post by alimadhi » October 9th, 2023, 11:13 pm

scorpion2k81 wrote: October 9th, 2023, 9:48 pm - Syphon Filter 3
I tried the games with and without trainer, they work well with emulator but I haven't tried on ps1 console.
make.bat

Code: Select all

set PATH=C:\Psyq\bin
set PSX_PATH=C:\Psyq\bin
set LIBRARY_PATH=C:\Psyq\lib
set C_PLUS_INCLUDE_PATH=C:\Psyq\include
set C_INCLUDE_PATH=C:\Psyq\include
set PSYQ_PATH=C:\Psyq\bin
set COMPILER_PATH=C:\Psyq\bin
set GO32=DPMISTACK 1000000
set G032TMP=C:\WINDOWS\TEMP
set TMPDIR=C:\WINDOWS\TEMP
del main.exe
del depack.obj
asmpsx.exe /l/oat- depack.src,depack.obj
ccpsx -O3 -Xo$801DC000 main.c trainer.obj copy.obj depack.obj codes.obj -omain.cpe
cpe2x main.cpe
del main.cpe
-Xo$801DC000 <<== this value does not work it give error (Main.exe out of memory!)
if i change it to -Xo$80100000 will give black screen with or without cheats

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Post by Dacaskos » October 10th, 2023, 3:34 am

scorpion2k81 wrote: October 9th, 2023, 9:48 pm - Syphon Filter 3
- Resident Evil 3
I tried the games with and without trainer, they work well with emulator but I haven't tried on ps1 console.
Tbh... i can't make any game work with cheats/trainer enabled.
So gotta be a problem on my end but I tried everything I could possibly change (with/without ram dumps, different build addresses/loading modes...)

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Post by scorpion2k81 » October 13th, 2023, 8:08 am

alimadhi wrote: October 9th, 2023, 11:13 pm -Xo$801DC000 <<== this value does not work it give error (Main.exe out of memory!)
if i change it to -Xo$80100000 will give black screen with or without cheats
Use 'loading mode: direct'. With the compress function you have a file size limitation of 2mb (menu + compressed slus < 2mb).
Dacaskos wrote: October 10th, 2023, 3:34 am Tbh... i can't make any game work with cheats/trainer enabled.
So gotta be a problem on my end but I tried everything I could possibly change (with/without ram dumps, different build addresses/loading modes...)
Are you using an emulator to try the game or PS1 console?

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Post by vssonic » December 19th, 2023, 7:47 am

HI
I have a question?
Maybe it doesn't apply to this thread, because the PS3 takes physical PS1 games like Gameshark and when you convert it to digital PKG it doesn't work like the game compilations.

The only difference I find is
PSXMAIN.EXE, which replaces SLUS_xxx.xx, open a solution to this since it would be very useful on the PS3 system
Thank you I hope for some response

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Post by Benjamin9141977 » April 7th, 2024, 10:03 am

Ok so I have been using this great tool for a few days now. I successfully trained Resident Evil 2 Dual Shock and turned it into a PKG to play on PS3. But there are some errors and typos in the cheat database that cause Boolean out of array errors. For instance my current problem is with typos for Gran Turismo. There is a title line at the top of the codes list that causes an error. The SS R5 A unlock code was entered incomplete and there are 2 sections that say %note 2 that cause an error and another line of code that has a % before the # that causes an error. I was able to get around this by making my own cheat.txt and making it read only and copying it to the TMP folder before I check add trainer and then unchecking read only after the cheat.txt is denied access error so I could add codes but I don't think it loads correctly doing it that way and the game won't start after the PlayStation logo. The database.bin needs thoroughly vetted

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Post by Benjamin9141977 » April 7th, 2024, 10:25 am

By the way. If anyone is wondering I used PS1 trainer tool to add the trainer to my PS1 bin cue then I used pop-fe PS3 to make the PS3 PKG.

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Post by inc^lightforce » February 2nd, 2025, 7:18 pm

Hoi,


do you have an x64 *.mod Converter vor PS1 Music?

I rewrote a Windows Tool that convert a compatible *.mod file to a compatible PS1 sound File ( works only with an x86 system atm ).

I lost my Code and so i'm not able to rewrite the old code that convert a music *.mod Sound compatible for the Hitmod Player by HITMEN to *.HIT'.

pls reply if you can support ;)

shouts
Inc.

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Post by RokRacekSK » February 5th, 2025, 8:42 am

when i want do add background music is it possible to be more than like 1minute and how to make .mod or .hit files? (i tried openmpt and its really bad or its just my skill issue)

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Post by inc^lightforce » February 6th, 2025, 2:37 pm

RokRacekSK wrote: February 5th, 2025, 8:42 am when i want do add background music is it possible to be more than like 1minute and how to make .mod or .hit files? (i tried openmpt and its really bad or its just my skill issue)
visit my "Tutorial" at:
https://www.psxdev.net/forum/viewtopic.php?f=41&t=272

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Post by RokRacekSK » February 7th, 2025, 2:40 am

inc^lightforce wrote: February 6th, 2025, 2:37 pm
RokRacekSK wrote: February 5th, 2025, 8:42 am when i want do add background music is it possible to be more than like 1minute and how to make .mod or .hit files? (i tried openmpt and its really bad or its just my skill issue)
visit my "Tutorial" at:
https://www.psxdev.net/forum/viewtopic.php?f=41&t=272
yes but if i understand it it just for your project and i want .mod file not .obj or what is it and even if i want the .obj i still need the .mod (or i dont see it in your "tutorial" or understand it, im sorry)

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Post by RokRacekSK » February 8th, 2025, 3:53 am

inc^lightforce wrote: February 6th, 2025, 2:37 pm
RokRacekSK wrote: February 5th, 2025, 8:42 am when i want do add background music is it possible to be more than like 1minute and how to make .mod or .hit files? (i tried openmpt and its really bad or its just my skill issue)
visit my "Tutorial" at:
https://www.psxdev.net/forum/viewtopic.php?f=41&t=272
ok i finally understand how the openmpt and samples and patterns and all the stuff work so my question now is: can i make a mod file when i have this song i dont know its just an example: https://www.youtube.com/watch?v=PEnJbjB ... c29uZ3M%3D can i make a .mod song out of it?

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Post by MasterLink » February 8th, 2025, 4:15 am

You will need to compose it.

Here's some tutorials on the format itself and the trackers you would likely need/want to use:
https://resources.openmpt.org/tracker_h ... inners.htm

Schism Tracker is one I used to use: https://schismtracker.org/

But you will need to build/compose the song. If you have a MIDI and some samples for the instruments you could convert (usually not with the best results as you'll likely need to refine it in a tracker), but that's an option if you don't want to do it the manual way.
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