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Author Topic: How do you open PCE isos?  (Read 659 times)
Wing ZX
Guest
« on: February 11, 2007, 05:42:55 am »

Hi I want to take a look at a PCE game that is in ISO format.I have tried using isobuster and magic ISO and they both crash.The ISO is not corrupt because it plays fine in a emulatour.

Thanks
tomaitheous
Guest
« Reply #1 on: February 11, 2007, 12:06:01 pm »


Is file an actual ISO (.iso from CUE/ISO/WAV set)? Official PCE CD games are not in ISO-9660 format like SegaCD, so you can't just look for files inside the iso. The best you can do is open the iso in a hex editor (ultraedit + njwin is helpful in text mode).

Gemini
Guest
« Reply #2 on: February 11, 2007, 01:06:32 pm »

I was going to ask the same question. Too bad there isn't any tool for that. I'd really like to steal some data from Chi no Rondo. >_>
RedComet
Guest
« Reply #3 on: February 11, 2007, 01:13:21 pm »

Quote from: Gemini on February 11, 2007, 01:06:32 pm
I was going to ask the same question. Too bad there isn't any tool for that. I'd really like to steal some data from Chi no Rondo. >_>

What data? I might be able to help.
Gemini
Guest
« Reply #4 on: February 11, 2007, 01:21:31 pm »

Quote from: RedComet on February 11, 2007, 01:13:21 pm
What data? I might be able to help.
Maps, graphics, music. Well, let's say everything. Tongue
Wing ZX
Guest
« Reply #5 on: February 11, 2007, 01:24:10 pm »

Thanks for the info,some of the text is uncompressed namely the copyright information  "";D .I wanted to hack the dragonball z game released for the system so I could rip the cutscenes and then subtitle them but as Gemini said too bad
dshadoff
Guest
« Reply #6 on: February 11, 2007, 08:27:10 pm »

Get TurboRip from here:
http://nick.serveblog.net/index.php?ind=downloads&op=section_view&idev=3

This will take a mounted game (ie. in the CDROM drive), and ripp all of the files.
All of the CD-DA music will be WAV files, and all of the code will be binary files which you can change like ROMs.
You can re-mount the altered image with something like Daemon tools, since Turborip will also create a cuesheet.

Beware: many games' binaries will be pretty big, because they conatin large amounts of ADPCM sound and graphics.
Not many tools like to operate on a 100MB+ ROM file (but not all games' binaries will be this large).
Gemini
Guest
« Reply #7 on: February 11, 2007, 09:07:05 pm »

Erm, we were asking for something for obtaining actual files, not just the whole data track. There must be some kind of file structure somewhere... It's a CD based thing after all. >_>
Cyberman
Guest
« Reply #8 on: February 11, 2007, 09:25:36 pm »

Quote from: Gemini on February 11, 2007, 09:07:05 pm
Erm, we were asking for something for obtaining actual files, not just the whole data track. There must be some kind of file structure somewhere... It's a CD based thing after all. >_>
Cheesy
Xenogears and Chronocross have 'hidden' data sections in it.  So you have a full blown PCE emulator with source? Perhaps it's possible to make a modified version of it to trace Accesses to the disk.  Having played with the Mode2 CDROM format a bit, there could be anything anywhere on the disk. So the best way to find something is find something you know exists somewhere in the data. IE a an ASCII or propretiarily encoded name or text for example (this is how I hunted down some of the structure for FF8 and FF9 Image files).  Did the PCE use a custom format for there disks?  ISO9660 had some loose standards but basic ones such as the volume descriptor.  You can check if there is an empty space in the disk for example.

There are ways of doing things but most aren't easy I've found (I like to program therefore I am lazy Wink ).

Cyb
tomaitheous
Guest
« Reply #9 on: February 11, 2007, 11:21:10 pm »


Nah, there isn't a file system or ISO format structure for PCE CD format. Also add to the fact that some games store gfx/data/code in multiple data tracks (CD audio track ,data track ,CD audio track, data track, etc). If you need a full debugger for PCE CD then mednafen's the emu for you. For games that have only one track, it's best to think of them as one large rom then the system copies data/code from, into CD system ram.

 As Dave pointed out, not many tile programs play nice with 50-100+meg files. TMOD2 does but it has I/O problems under WinXP (would be nice if someone would release the source) - it's also the only tile *editor* that reads PCE sprites.

 The unofficial CD games by game-express are in ISO-9660 format, but that's because they use their own system card (game express card).

 Offtopic: I have made a ISO-9660/PCE compatible CD for official system cards. I've also made/hacked togethor a dual boot SegaCD/PCE cd game - Lords of Thunder (works in both real systems).

~Rich
Cyberman
Guest
« Reply #10 on: February 11, 2007, 11:41:45 pm »

Oh .. LOL I was thinking it was just a Mode1 CDXA format ... but litterally no FS (well similiar idea). I didn't know that was allowed... fuz nuts Cheesy

I suppose the only thing then would be to .. do the same thing.  What about the boot record? Does the CD use the entire disk including the first 2minutes (that would be 82 min or 82:0:0 or 720M).  I guess that would be interesting to say the least. (I never liked ISO9660 the format just sucks big time).
I wrote a search engine for scanning sectors in a CD image file but since it doesn't use Mode1/2 All sectors are likely 2352 in size. This would allow the disk to self correct (with or without CD audio data), a lot more Cheesy

Anyhow now I know..
Do the PCE tile or bitmaps have a common format?  I suppose I could make a GUI based scanner and like the one I used for figuring out FF8/FF9's image format.

Sigh.. I cause myself so much trouble sometimes LOL.

Cyb
tomaitheous
Guest
« Reply #11 on: February 12, 2007, 12:12:09 am »


 No CD games that I've seen use the entire disk. All data tracks are mode1/2048. All data should start at index 1, though you can access index 0 with an absolute address relative to the data track that you're current *parked in* (CD_BASE). None of the rippers keep anything from the pregap (index 0), so if anything is hidden in there you'll have to rip the pregap data yourself. This how I did the SegaCD/PCE data track - the SegaCD part of the ISO is in the pregap and the PCE part starts at index 1 ( since the system disregards index 0 when booting or seeking tracks ). I think I had to pad the first track with 2 second of sectors so Windows and SegaCD would align to the starting point of the ISO9660 data.

 As far as PCE tile and sprite format...

Tiles are 8x8 composite planar format

0=plane 0, 1=plane 1, etc

00000000
11111111
00000000
11111111
00000000
11111111
00000000
11111111

22222222
33333333
22222222
33333333
22222222
33333333
22222222
33333333

Sprites are 16x16 standard planar format ( little endian)

plane 0
1111111100000000
3333333322222222
..
..

plane 1
1111111100000000
3333333322222222
..
..
etc


~Rich







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