Decompressing these files is very straight forward once you have the tools needed. That is why some of these files come in ECM formats. The reason why some files come in ECM format is because this format compresses the CD image substantially in an effort to not only save disc space, but also bandwidth in the process.
#PS1 ECM TOOLS HOW TO#
This guide shows you how to use ECM Tools to accomplish this conversion.
![ps1 ecm tools ps1 ecm tools](https://i.ytimg.com/vi/ppJORB2u8Uw/maxresdefault.jpg)
Luckily, there are tools available that allow you to convert these files into much more usable formats such as ISO or Cue/Bin files. This can only be read by programs explicitly designed to deal with ECM files. Also being timed by sing-e-segment IGT where all this RTA-reducing modding would be obsolete anyway.Some CD Images are packed in the ECM file format.
#PS1 ECM TOOLS ARCHIVE#
> The run will most likley be rejected as a resultĬonsidering to submit future runs to Speed Demos Archive as they seem to have avoided the degeneracy influx and kept their clear rules. > Can disable FMV on executable that doesn't have option Still baffled by the in this clueless community's rules. There are no issues I know of using a windower tool for TR2 on PC. Can tell because sort of every botched version runner voted for removing FMVs with no time penalty. The vibes when the vote for this was held were definitely for convenience purposes mostly by botched privilege runners (you as well) who were used to have a "disable fmv option" on the botched game version.
![ps1 ecm tools ps1 ecm tools](https://i.ytimg.com/vi/GZVPk6LvYgw/maxresdefault.jpg)
The rules are still very unclear, what's up with this double standard? The game versions that can't skip FMVs on PC are all disc only, so where exactly is the difference here? How come this time saving modification is PC only, yet PS1 runs are publicly hated upon for being so slow for loading the FMVs coupled with the level loads when comparing the RTA w/ mods and loads. To save time just like when modding the PC version in the "RTA w/ mods" category. Glad I could help reducing the PS1 RTA further with some modifications.
#PS1 ECM TOOLS FULL#
Haven't tested the time save for a full run yet, but it could be up to 5-10s as they don't have to be skipped manually anymore and the FMV play functionality may fatally error out early as it doesn't find the file in the lookup table and skip a somewhat long file seek operation that would move the laser on a physical console.
![ps1 ecm tools ps1 ecm tools](https://i.ytimg.com/vi/-r0bNTVnVcY/maxresdefault.jpg)
There will be a checksum error because the ecm format has an intrinsic checksum but it'll work anyway.īurn to disc and play on a modded console, covert to an EBOOT and put it on PS3/PSP/PSVita/PSTV with a custom firmware or fire up an emulator. bin with "ecm2bin ", adding the error correction data into a modified "tr2.bin" file. Next you can replace all occurences of "FMV " with "FMW " in the "" file to rename the FMV files with the help of a hex editor. "bin2ecm tr2.bin" from the ecm-tools package from https://github.com/alucryd/ecm-tools and delete the "tr2.bin" file after. If you have a single "tr2.bin" "tr2.cue" pair disc image of the game, you can go ahead and strip the error correction data of the. Since nobody came up with a way to disable FMVs on PS1 executables, I decided to try some hacking and found a way to mimic the behavior how FMVs are disabled on the PC version on executables that don't have a disable FMV option.