CDDA Enabler plugin for PSP FW 6.xx by Total Noob

psp Total Noob is back at it again, this time with CDDA enabler for the PSP. We all know that CDDA stopped working around firmware 4.01, so if you tried to play a PS1 game with CDDA all you would get is silence. So Total Noob had to reverse a lot of parts for the POPS module. When he had to found the failure, and track down the bug to its origin so he could patch it. This was a bug that even Dark_AleX couldn’t solve.

So if you like what total noob has done you can donate to him via paypals here https://www.paypal.com/cgi-bin/webscr?c … id=8158859

Here what Total Noob had to say..

PSP is still one of the best devices to play PS1 games on a handheld. Thanks to the built-in POPS emulator, you can create your own EBOOT.PBP files
and play them with your PSP.
Every PSP firmware has a built-in POPS emulator and compatibility of PS1 games change with every version of POPS. Generally later versions have more
customization options and deliver a better experience overall.
PS1 games generally have 2 kinds of streaming audio, XA and CDDA. CDDA is uncompressed redbook audio while XA is 1/4 lossy compressed. So CDDA audio
delivers a much better audio quality in the games it was used. Unfortunately any POPS version bundled above 4.01 PSP firmware has actively disabled
CDDA audio for homemade PS1 EBOOT.PBP files. You hear silence instead of CDDA audio if you boot these games. That is not valid for PSN released
PS1 games as Sony uses a property compression algorithm for CDDA audio on these games.
To overcome this limitation, you can use POPSLOADER plugin to load a POPS version equal or prior to 4.01. This will cost you 2 things. 1)Less customization
options of POPS 2) Bad compatility with PSP3000 and PSPgo series. Especially if you have a PSPgo, every POPS version supporting CDDA audio with
POPSLOADER will either blackscreen or output audio only from headphones.
Now with CDDA Enabler, you can enable CDDA audio on PSP firmwares > 4.01 without enabling POPSLOADER or having compatibility problems with your homemade
EBOOTs. It just works.

Instructions
– Copy ‘cdda_enabler.prx’ to the ‘seplugins’ directory of your Memory Stick or Internal Storage of PSPgo.
– Add “ms0:/seplugins/cdda_enabler.prx 1” (or “ef0:/seplugins/cdda_enabler.prx 1” if you are using internal storage of PSPgo) line to the end of ‘pops.txt’
in ‘seplugins’ folder.

Also here is a simple tutorial to create CDDA supporting PS1 EBOOT.PBP files:
– Rip your game via using .ccd .img .sub format, unfortunately that is the only format supported for cdda. .bin, .cue will not work. Alcohol 120% and
other rippers support this CloneCD format.
– To test the cd image before converting, mount it with daemon tools or some loader like that and be sure your pc detects extra audio tracks and play
them just as it would play an audio cd.
– Use the latest PSX2PSP (1.4.2). Some other converters do this too, but they need a modified exe or some other stuff etc. Use 1 or low compression
like 2-3. Do not use 0 compression.
– Transfer the resulting file to your PSP and load it from XMB with CDDA Enabler plugin enabled.
– Enjoy your CDDA audio.

Source code
In firmwares above 4.01, the POPS module takes the wrong index length of the EBOOT.PBP, which caused incompatibility with custom CDDA audio.
This small plugin dynamically searches the offsets of the index file and patches them to the right length. The small size of the plugin says nothing about its difficulty, because
the few magic lines have been written after 10h of reversing, testing and understanding the POPS module.
Remember, it is a bug that not even Dark_AleX could figure out and fix it.
The source code is licenced under GPLv3, respect it.

Credits
– Dark_AleX

Download: CDDA Plugin

About hackinformer

I like to get everyone the right info and I like to help others get the most from there electronic devices. I enjoy playful cleverness and the exploration of technology. My Motto: You own it, you can do whatever you want with it.

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One comment

  1. Hmm, I tried everything listed here with the plugin enabled and it still didn’t work for me when playing Ridge Racer Revolution.

    When I converted the bin and cue files to CloneCD (img, cdd and sub) Daemon Tools didn’t pick up the audio tracks when I mounted the .img. I could explore the disc and see the .DA files, but I couldn’t play them on WMP. It only picked them up as audio tracks when I mounted the ccd file, and then autoplay came up with WMP, and played the tracks normally,

    PSX2PSP only detected the .img, not the .ccd, so I think that’s where the problem is for me. Can you give me some help here? Is there a way for PSX2PSP to detect .ccd files?