This video explains how to convert PS1 save game data stored on a PS3 to a format that can be used by Retropie 3.8.1's Playstation 1 emulator using a PC and a USB storage drive. Official Retropie. Specifically I'm talking about the one here on the site that downloads into.psv format. So it's an individual save. I found converters that can read it, but none of them can create a save as a vmp file. So it can make the virtual memory card with the individual save file on it, but then can't save it as the proper memory card format.
If you're using new card make sure it's formatted.
- Start PCSX2=>CDVD=>No Disk
- System=>Boot CDVD (FastFull) - it doesn't matter which you choose
- After the mini movie go to Browser and enter the card.If it's not formatted,a suggestion will appear to format the card.When everything is done close the emu.
- When you have formatted your new card or if you have already a card that you're using just open mymc-gui.
- Two windows will pop up and with the one in front select your memory card(Mcd001/2.ps2)
- Click on the second icon(import) or File=>Import and select your save that you've downloaded from Gamefaq
- That's all
- For exporting a save just select it and click on the third icon.You'll have an option to choose(Save as type) to what format to be exported,PSU(uLaunchELF uses those saves) or MAX(Action Replay).Keep in mind that some save uses characters that are not allowed in windows so you just have to rename the save before saving it.
- Just select the saves and use File=>Delete
- After you download your save use the program called PSV Explorer(included in the attachment).Open the program,click on the first icon or File=>Open PSV and select your PSV save.
- You'll find some files inside.Click on the third icon(all) or File=>Export All Files=>choose where to be extracted(for example on your desktop)and click ok.
- Now we are going to use another program,PS2 Save Builder(also included in the package).
- Open the program,select all the files inside the folder that PSV Explorer created and drag-drop them into the PS2 Save Builder window.
Now copy the name of the folder that PSV Explorer created and paste it to the Root/ID of PS2 Save Builder. - Now click on the diskette icon or File=>Save As and choose from Save as Type .max .psu .sps .xps or .cbs(because mymc supports only those formats)
- When you create you save just use mymc to import the save
------------------------------------------------------------- - If you can't use mymc but want PSV save,just skip the steps after you extract the save and continue with the guide below
The old guide at ngemu is reeealy old so I make a little update
- Download ImgBurn
- Open your save with PS2 Save Builder=>copy the RootID=>select all of the files=>right click=>Extract=>Create a new folder with the RootID you just copied for the name and save the files inside.
- Open ImgBurn=>Mode=>Build=>drag-drop the folder you just created with the save files to the field below Source.
- On the right side switch to the Options tab and for file system choose ISO9660 + Joliet
- Again on the right side,switch to the Advanced tab=>Restrictions=>Joliet=>enable 'Allow Files Without Extension'
- Click on the big folder to image icon on the left side and.
- First it will ask if you want to add only the files if you added only a single savefolder so choose NO
- Second,another warning because you didn't added a label for the image so click Yes=>Ok=>Ok and that's all from ImgBurn
- Now start pcsx2=>CDVD=>
- If you choose Image,you must select the image you created from the Iso Selector=>Browse menu
- If you choose plugin,you have to go to Config=>Plugin/Bios Selector=>Plugins=>CDVD=>choose Linuzappz ISO=>Apply=>click the Configure button on CDVD and configure Linuzappz ISO and either select the image by clicking on the 'Select Iso' button or leave the field empty(that way Lunuzappz ISO will always ask you want to load.I prefer this so I'm using it for the guide)
- Click ok buttons until all of the dialogs are closed
System=>Run ELF=>choose the BOOT.ELF I added to the attachment(it's a special version of uLaunchELF that works with pcsx2),then another dialog will appear(because I choose Linuzappz ISO)asking for the image.so choose it. - Now when uLaunchELF load choose(with the circle button)FileBrowser=>cdfs=>highlight the folder or press X on it=>R1=>Copy=>press the triangle button to go back to the devices=>mc0=>R1=>Paste
- That's all.
- If the save is .psu format,just skip to how to create the image(you are placing the .psu files directly into the image.rather than folders)
- If the save is not .psu format,you have to use the PS2 Save Converter to open the save and save it as .psu
- If the save is .cbs,you have to first use PS2 Save Builder to save it as some of the formats above and then use PS2 Save Converter to save it as .psu
- When you are done with converting and making the image,load the BOOT.ELF and the image like I explained above,copy the files from cdfs,go to the memory card and R1=>psuPaste
- That's all
Edit:Added another method and the required program for it
Attached Files
Files.rar (Size: 4,64 MB / Downloads: 58.257)
PS2 Save Converter.rar (Size: 67,36 KB / Downloads: 47.361)
Cheats decrypter/converter/editor and more
GameFAQ Saves to PCSX2 Memory Card
- 2Game Saves PS1
- 2.1Memory Card Formats PS1
- 2.1.3PS1 Single Save ? (.PSV)
- 2.2Memory Card Tools PS1
- 2.1Memory Card Formats PS1
- The number assigned by the system to this user when his account was created (is a counter). Stored in XRegistry.sys, e.g: 00000001
- Name of the folder where the savedata files are stored, composed by TITLE_ID + some variable characters added by the game, e.g: BLES00001-nick01save01
- Name of the folder where the game was installed (different than the TITLE_ID in his PARAM.SFO that refers to the original ID when the game was released years ago as a disc)
- The name assigned to the card when it was created from the 'Memory Card Utility (PS/PS2)' in XMB
- Any_Other_Files Represents all the other files in the folder generated by the game with any filename and filextensions that are dependant of each game and can vary, e.g: 'PROFILE.BIN'(in PS3 Game Saves) or 'SECURE.BIN' (in Minis Game Saves) etc.
- Identifyer of each Game Save of a PS1 or PS2 Memory Card. Used as the file name when a single Game Save is exported to USB, e.g: BESLES-53702535953.PSV
- MC_Slot Inside a PS1 or PS2 Memory card, real or virtual, every one of the savedata items represented with an icon, A single savedata can use one or several slots in PS1, and always only one slot in PS2
- PARAM.SFO Information about the Game Save. This one is never encrypted.
- PARAM.PFD Signatures of some of the other files in the folder.
Storage Media | Path | Import/Export file conversions |
---|---|---|
Internal HDD | dev_hdd0/savedata/vmc/.VM1 | When importing the 'block' is injected in the VM1 |
External USB & PSvita? | dev_usb0/PS3/EXPORT/PSV/.PSV | When exporting to USB the 'block' is extracted from VM1 an saved separatedly as a PSV |
External PSP & PSvita? Only 'PS1 Classics' | dev_usb0/PSP/SAVEDATA//ICON0.PNG | |
dev_usb0/PSP/SAVEDATA//PARAM.SFO | CATEGORY 'MS' | |
dev_usb0/PSP/SAVEDATA//SCEVMC0.VMP | When exporting to PSP the 'block' is extracted from VM1 and injected in VMP | |
dev_usb0/PSP/SAVEDATA//SCEVMC1.VMP | When exporting to PSP the 'block' is extracted from VM1 and injected in VMP | |
External MC | mc_root/ | Raw copy from/to a real PS1 (or PocketStation) or PS2 Memory Card using a Memory Card Adapter |
- ICON0.PNG in the table represents all the multimedia files supported by the XMB for this format like images, audio, etc. same format than minis. See: Content Information Files - Saved Data Utility (minis)
Memory Card Formats PS1[edit]
Memory card PS1 (original)[edit]
Grim dawn revive hc character. The original memory card for the PS1 is 128 kilobytes of non-volatile RAM. This is split into 16 blocks eachcontaining 8 kilobytes each. The very first block is is a header block used as a directory and file allocation tableleaving 15 blocks left over for data storage.The data blocks contains the program data file name, block name, icon, and other critical information. ThePSX accesses the data via a 'frame' method. Each block is split into 64 frames, each 128 bytes. The first frame (frame0) is the file name, frames 1 to 3 contain the icon, (each frame of animation taking up one frame) leaving the rest of theframes for save data.
- Total memory card size 128KB = 131072 bytes = 0x20000 bytes
- 1 Block = 8KB = 8192 bytes = 0x2000 bytes
- 1 Frame = 128 bytes = 0x80 bytes
Virtual Memory Card PS1 (.VM1)[edit]
VM1 is a PS1 memory card in 'PS3 format', used in PS3 internal HDD only, games can use one block or several ones, each block has a name that identifies it (the first one is at offset 0x8A inside virtual_memcard. VM1,0x64 for .PSV)
Serial number file type name (in UTC): _NEW_DDHHMMSSSSSSSSSS
Somes infos are missing: about CLUT or method used on PS3 & PS1 and why not one game save data example (preferably with Checksum and compressed data) . Autocad for mac 2018.2 crack.
Block Nº | Frame Nº | Offset | Length | Example | Description |
---|---|---|---|---|---|
0 | 0 | 0x00000 | 2 | 4D 43 | 'MC' Magic |
0x00002 | 125 (0x7D) | 00 | filled with zero: unused | ||
0x0007F | 1 | 0E | XOR operation (on 4D 43) | ||
1 | 0x00080 | 1 | Available blocks. See table below. Also used on PocketStation to retrieve use and empty block. | ||
0x00081 | 3 | When it's reserved it's FF FF FF | |||
0x00084 | 4 | 00 02 00 00 | Use Byte Open block middle, link block, or end link block Per Block 0x2000 - No link, but will be a link (00 20 00 - one blocks will be used) (00 40 00 - two blocks will be used) (00 E0 01 - 15 blocks will be used, max ) | ||
0x00088 | 2 | 00 00 | Link order Block/frame 0-14 If the bock/frame isn't in a link or if it's the last link in the line, it's 0xffff | ||
0x0008A | 2 | BI | Country Code (Japan = BI, America = BA, Europe = BE) | ||
0x0008C | 10 (0x0A) | Product Code (Europe = SLES & SCES. America SLUS & SCUS, Japan SLPS & SCPS) + 12345 This appear on the spine of the cd box (PS3 games also), instead of hyphen, can be 'P' (when there are content for PocketStation) . See also: Disc ID | |||
0x00096 | 8 | Identifier This Number is created unique to the current game played. Meaning the first time a game is saved on the card, every subsequent save has the same identifier but if a new game is started from the beginning, that will have a different identifier. The identifier is usually a variation on the name of the game, don t need to use all bytes , no importance) :
| |||
0x0009E | 97 (0x61) | 00 | Unused | ||
0x000FF | 1 | A0 | XOR operation all bytes of the frame (e.g. on A0 FF FF when not used). | ||
Up to 14 | Others similar Directory Frames | ||||
15 | 0x00800 | 1 | FF | Available blocks | |
0x00801 | 3 | FF FF FF | Reserved (similar on VMP?) | ||
0x00804 | 4 | 00000000 | Unused (similar on VMP?) | ||
0x00808 | 2 | FF | Link order Block/frame: FF | ||
0x0080A | 118 (0x76) | 00 | filled with zero | ||
Up to 19 | Unused | ||||
20 | 0x01200 | 3456 (0x0D80) | FF | filled with FF | |
0x01F80 | 128 (0x80) | ||||
Up to 63 | |||||
1 | 64 | 0x02000 | 2 | 53 43 | 'SC' Magic |
0x02002 | 1 | Icon Display Flag (00 = No icon, 11 = Icon has 1 frame (static), 12 = Icon has 2 frames (animated), 13 = Icon has 3 frames (animated) (Other than .VM1 can be 16: 1 frame, 17: 2 frames, 18: 3 frames?) | |||
0x02003 | 1 | Block Number (1-15) used per save (infos displayed on the back of the original PS1 cd) | |||
0x02004 | 64 (0x40) | Title of the save data (in Shift-JIS format) Displayed on XMB (time played but can be also level,or others infos specific to the save data from same game, or generic) | |||
0x02044 | 12 (0x0C) | Reserved (unused) , filled with zero. | |||
0x02050 | 2 | 01 00 | PocketStation MCIcon Number of frames or filled with zero. | ||
0x02052 | 4 | PocketStation Identifier('MCX0' / 'MCX1' / 'CRD0') or filled with zero (to activate the PocketStation Icon you also need the 'P' on Product Code. Somes games (such Chronos Cross with 'CRD0') seems to have only this special monochrome Icon as featuring with Pockestation.Otherwise, the icon diplay on the PocketStation will be the regular PS ICON (but interpolated into 32x32 monochrome icon ) | |||
0x02056 | 2 | PocketStation APIcon Number of frames or filled with zero. | |||
0x02058 | 8 | 00 | Filled with zero. | ||
0x02060 | 32 (0x20) | Color Palette for PS ICON: 2 Bytes per Color, 16 distinct colors (0 to F). CLUT - Color LookUp Table (Color Palette name for Sony) : (can be different from original PS1 and the ones used on PS3). | |||
65 | 0x02080 | 128 (0x80) | Used for PS ICON frame (can be extracted easily with MemcardRex and converted to .BMP) https://soft-garage.mystrikingly.com/blog/free-3d-download-software. 16X16 Pixels, 1 byte: 2 pixels (4-Bit Per Pixel, 4BPP) | ||
66 | 0x02100 | 128 (0x80) | Used for PS ICON frame animation, if not used, can be used for PocketStation ICON (0x80 also) or filled with zero or used for save data. | ||
67 | 0x02180 | 128 (0x80) | Used for PS ICON frame animation, if not used, can be filled with zero or used for save data. | ||
68 | 0x02200 | Save data (specific to each game:money. level etc.) will start directly after the icon(s): some game can indicate it with string (e.g.: 'MARIEB1' on BISLPS-01418 Atelier Marie). Some games can use checksum CRC 16 or 32 or compressed data. | |||
Up to 127 | |||||
2 | 128 | 0x04000 | SC if new save start (open block) and similars as Block 1, otherwise (middle link or end link) Save data from game continue. | ||
Up to 191 | |||||
3 | 192 | 0x06000 | Similar to Block 2 | ||
Up to 255 | |||||
Up to 15 | 960 | ||||
Up to 1024 |
- Available blocks table
Upper 4 bits | ||
---|---|---|
A (Available) | 5 - (Partially used) | F - (Unusable) |
Lower 4 bits | ||
0 (Unused) | A0 (Open block) | |
1 (No link, but one will be here later) | 51 (In use, there will be a link in the next block) | |
2 (mid link) | 52 (In use, this is in a link and will link to another) | |
3 (terminating link) | 53 (In use, this is the last in the link) | |
F (unusable) | FF (Unusable) |
Most of the infos were from : Everything You Have Always Wanted to Know about the PlayStation But Were Afraid to Askby Joshua Walker (p94-95-96 on PDF version):
PS1 Single Save ? (.PSV)[edit]
PSV is a PS1 'block' in 'PS3 format'. When exporting to a 'standard' USB device the Game Saves are converted to 'blocks' in PS3 format. The name of the exported file is the identifier of the block on Hexa format
The file format has a 0x84 bytes header, in a PS1 Memory Card every slot is 0x2000 so if the savedata is composed by only one slot the total file size is 0x2084 (8.324 bytes). In PS3 XMB is displayed as 8KB
Psv To Mcr
A part of the header is common for PS2 (most, but for PS2 is bigger)
Filename Format[edit]
The Filename is generated from the saved ps1 data with the format:
Offset | Length | Example | Description |
---|---|---|---|
0x00 | 0x08 | 00 56 53 50 00 00 00 00 | ' VSP' |
0x08 | 0x14 | 5D EF E2 10 2A D0 F0 1D 0C 56 59 FF B9 7F 8C D2 AA D1 BC 8D | Key seed, decrypted via aes 128 cbc (vtrm type 3 or static key) |
0x1C | 0x14 | F6 FA 58 3C 53 10 80 D1 91 2F ED 10 CC C9 CF BC C9 F8 9D 88 | Sha1 hmac digest |
0x30 | 0x08 | 00 00 00 00 00 00 00 00 | padding related with the alignment of the previous 2 values ? |
0x38 | 0x04 | 14 00 00 00 | PS1=0x14, PS2=0x2C |
0x3C | 0x04 | 01 00 00 00 | PS1=0x1, PS2=0x2 |
0x40 | 0x04 | 00 20 00 00 | Use Byte (Size displayed on XMB). |
0x44 | 0x04 | 84 00 00 00 | First slot absolute start offset (start of 'SC' area in PS1, or 'PS2D' area in PS2) |
0x48 | 0x04 | 00 02 00 00 | Savedata offset (relative to the start offset of 'SC' section) |
0x4C | 0x10 | 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 | ? |
0x5C | 0x04 | 00 20 00 00 | ? |
0x60 | 0x04 | 03 90 00 00 | ? |
0x64 | 0x14 | 42 41 53 43 55 53 2D 39 34 31 36 33 46 46 37 2D 53 30 31 00 | File Name (byte 7 enables PocketStation display) |
0x78 | 0x0C | 00 00 00 00 00 00 00 00 00 00 00 00 | padding ? |
0x84 | 0x02000 | 53 43 . | 'SC' savedata slot, see .VM1 format |
- Notes:
- Size: Display 56kb+?
- Title & ICON & CLUTS (color palette) displayed on XMB: other values than 84 can display different result on XMB.
- TYPE: see PocketStation Identifier: You can activate this 'rare' display if you write the flag 'MCX0'combined with 'P' on the filename at Offset D6 to D9 (4D 43 58 30)
Adobe illustrator cc 2018 22 0 0. See Tips related to USB Stick/Mass storage device
- When trying to copy not valid save data:
- From corrupted Data ( Blue Cube as Icon):On Informations: Lock Copying prohibited, when trying to copy:'the data is corrupted.'
- from modified data : During process of copy: 'the data is corrupted.'
- from malformed header : During process of copy: error 80029303.
- Some values on the header are more 'sensitive' than others.
- Using Memory Card Adaptor don t corrupt save data in normal case, you need to insist or copy to other Virtual Memory Card to avoid the error
Virtual Memory Card PSP (.VMP)[edit]
VMP is a PS1 memory card in 'PSP format'. Total memory card size is 129 KB = 131200 bytes = 0x20080 bytes (0x80 bigger than a real PS1 memory card)
To export to PSP first is needed to register the PSP as a remote play device (in PS3 settings menu), and activate the USB mode (in PSP XMB)
Then, from the 'Memory Card Utility (PS/PS2)' you can browse the blocks inside the virtual_memcards, by pressing triangle over a block and selecting the option 'copy' the PS3 gives two options, one is an icon of your PSP identifyed by his nick, by selecting the PSP icon the PS3 displays this message: 'Do you want to convert this data for use with the PSP system and then copy it?. If you select [No] the data will be copied without being converted'
If you select [YES]:Then, PS3 will display the others virtual memory cards of your PSP (SCEVMC0.VMP and SCEVMC1.VMP for each ps1 classic game, can take a little before all are displayed) you select where to copy the save data. It s doesn t really matter which virtual memory card was selected, you can import/export internally on PSP after (during game: option on Memory Card Utility).
You can continue your game from PSP to PS3 under differents game formats such as cso/iso and continue on PS3 after transfer of your savedata if the game share the same DiscID and . See: Emulation and Filename ( on following structures, and Identifier doesnt really matter )
- When the game is installed in PS3 it contains a 'SAVEDATA' folder stored with the rest of the game files, only used by the PS3 to generate Save Games in PSP format.
Difference between SCEVMC0.VMP & SCEVMC1.VMP when copy to PSP: the slot 1 is for SCEVMC0, slot 2 is for SCEVMC1.VMP. https://downcfile952.weebly.com/bitperfect-3-1-1.html. If you save previously on slot 1, it will be SCEVMC0.VMP who contain the informations about your savedata.
- This 'SAVEDATA' folder used as a source contains a PARAM.SFO (with CATEGORY 'MS' memory stick, and his SAVEDATA_DIRECTORY where it will be installed when exported to PSP), an ICON0.PNG (in 80x80 pixels) and two virtual_memcard.VMP (with empty blocks)
Note: CONFIG file ( 1040 bytes, generated by PSP or PS3? //when VMP is not empty //can be update for the Game Saves PS1 board of this page) used as original SYSTEM.CNF (kind of autorun), similar use than the CONFIG file on USDIR. All in PSP format, never updated, and not intended to store Save Games, only to export them
Size: 129KB ( on PSP, size displayed is different)
Offset | Lenght | Example | Description |
---|---|---|---|
0x00 | 0x0C | 00 50 4D 56 80 | 'PMV' |
0x0C | 0x14 | Key seed, decrypted via aes 128 cbc (vtrm type 3 or static key) | |
0x20 | 0x14 | Sha1 hmac digest | |
0x34 | 0x4C ? | 00 | filled with zero |
0x80 | 0x02 | 4D 43 | 'MC' From here, similar than Block 0 on .VM1 (with possible slight differences) |
Memory Card Tools PS1[edit]
- PSV Exporter: http://www.ps2savetools.com/wpfb-file/psvexporter11-zip/
- MemcardRex homepage: http://shendosoft.blogspot.com.es/
- MemcardRex v1.8 http://www.mediafire.com/download/7ytiync7oxuhw4m/MemcardRex+1.8.zip src https://github.com/ShendoXT/memcardrex
- Plugin interface for MemcardRex: http://www.mediafire.com/?6uhg8c9ki1zw5na
PSXGameEdit v1.60 http://moberg-dybdal.dk/psxge/psxge160.zip
Psv To Mcr
PSXGameEdit homepage: http://moberg-dybdal.dk/psxge/
Extracting and Injecting single PS1 Game Saves in PC/PS3[edit]
- 1.- Make a copy (with FTP or any file manager) of one of your internal virtual memory cards, in path: dev_hdd0/savedata/vmc/ (e.g: mycard.VM1)
- 2.- Rename the file extension to .MCR (e.g: mycard.MCR)
- 3.- Use MemcardRex or PSXGameEdit to extract or inject individual game saves (identifyed al slots)
- 4.- Rename the file extension back to .VM1 (e.g: mycard.VM1)
- 5.- Overwrite the original file in your internal HDD with the new file
- Notes:
- By overwriting the original file with the new one the XMB doesnt need to be updated and the new file is loaded normally (the console has no idea of what happened). If the save data is not visible on XMB, copy an other save data block to your memory card, them it ll appear.
- When adding new virtual memory cards with different names to the internal HDD, the XMB is unable to detect them because his database has not been 'updated', this is solved by the option 'restore database' from recovery menu, or by importing a new valid memory card from USB (it seems this last option updates the XMB database to be enable to identify all the contents of dev_hdd0/savedata/vmc/)
- you can also select them from the options of the PS1 emulator during game (PS button-assign slots).
Editing PS1 Game Saves icons in PC[edit]
Psv Mcr 変换
PS1 icons has a size of 16x16 pixels, each pixel can use a color from a palette of 16
Psv Mcr 変換
PSXGameEdit has a very good icon editor, it has the basic functions (as replace the selection of colors of the palette, basic pixel-by-pixel painting, flip, mirror, and rotation). There is a 'Files' button with the options import and export in .ico format (in gimp the correct format to import is: .ico 4bpp, alpha 1 bit, 16 colors palette)
Epsxe Psv To Mcr
It supports animated icons. There are 4 'mini' images aligned at the top intented to display the animation, the first 3 ones at the left are the 3 frames of the animation (there is a maximun of 3 in the format, for static icons all displays the same frmae). the fourth 'mini image' at the right is a preview of the animation (it moves in a loop when the icon is animated)
For static icons (marked in the main windows as 'ANIM= N'). there is a 'force anim' option. but it seems it breaks the structure of the file, better dont use it !
- MemcardRex has a very basic icon editor, the most important feature is it can export to: BMP, GIF, JPEG, and PNG
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