- List of ps1 and ps2 game saves serial number#
- List of ps1 and ps2 game saves code#
- List of ps1 and ps2 game saves ps3#
- List of ps1 and ps2 game saves psp#
Meaning the first time a game is saved on the card, every subsequent save This Number is created unique to the current game played. This appear on the spine of the cd box (PS3 games also), instead of hyphen, can be "P" (when there are content for PocketStation). America SLUS & SCUS, Japan SLPS & SCPS) + 12345
List of ps1 and ps2 game saves code#
0x03,0x04,0xffff for a 3-block save starting in frame 3 (2nd available block).Ĭountry Code (Japan = BI, America = BA, Europe = BE) If the bock/frame isn't in a link or if it's the last link in the line, it's 0xffff.Į.g.
(00 E0 01 - 15 blocks will be used, max ) Per Block 0x2000 - No link, but will be a link Open block middle, link block, or end link block Also used on PocketStation to retrieve use and empty block.
List of ps1 and ps2 game saves ps3#
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).
List of ps1 and ps2 game saves serial number#
Serial number file type name (in UTC): _NEW_DDHHMMSSSSSSSSSS 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. Total memory card size 128KB = 131072 bytes = 0x20000 bytes.| |-Frame 3 (Icon: same as frame 2, max animation use 3 frames) | |-Frame 2 (Icon: can be combined for animation or for PocketStation Icon) | |-Frame 1 (Icon: can be different at each BLOCK for the same game) | |-Frame 0 (File Name: 128 bytes, see Frame 64 on. |- Data Block 1 (adress: 0x2000, blocks are visible on screen, one game can use more than one block) |- Header Block 0 (this block is not accessible and visible from menu)
Original Memory Card PS1 (128 KB) (on PS3 XMB display : freespace available / 120KB) The first frame (frameĠ) is the file name, frames 1 to 3 contain the icon, (each frame of animation taking up one frame) leaving the rest of the Each block is split into 64 frames, each 128 bytes. PSX accesses the data via a "frame" method. The data blocks contains the program data file name, block name, icon, and other critical information. Leaving 15 blocks left over for data storage. The very first block is is a header block used as a directory and file allocation table This is split into 16 blocks eachĬontaining 8 kilobytes each. The original memory card for the PS1 is 128 kilobytes of non-volatile RAM. Memory Card Formats PS1 Memory card PS1 (original) See: Content Information Files - Saved Data Utility (minis) ICON0.PNG in the table represents all the multimedia files supported by the XMB for this format like images, audio, etc.Raw copy from/to a real PS1 (or PocketStation) or PS2 Memory Card using a Memory Card Adapter
List of ps1 and ps2 game saves psp#
When exporting to PSP the "block" is extracted from VM1 and injected in VMP When exporting to USB the "block" is extracted from VM1 an saved separatedly as a PSV When importing the "block" is injected in the VM1