
The problem is, there is no way to check what format is by data inside. There is no need to convert PSV to anything else than PSU.
Sharkport v1 software ps2 save tools free#
If You have to much free time, You could also add import saves from "save states" in case of PSX (decompressing (mostly using gzip) VRAM dump (4MiB if remember correctly) + looking for "SC" string multiply times (because there are games which using more than 8KiB saves, i.e Duke Nukem 3D Total Meltdown or Diablo using almost whole mc, GT using 5 blocks etc.)).
Sharkport v1 software ps2 save tools ps2#
I'm pretty sure all are covered by PS2 Save Converter and PS2 Save Builder. I forgot now how all PS2 saves looks like. Or in case of PSX, just look for "MC" string (memory card must start from it, just like "SC" for saves). The best way for handle VMCs is checking only size (because file extension duplicating i.e MCI can be PSX VMC but also blocks descriptor (~16B) for PS2 VMC). PS2 VMC (with ECC but encrypted): *.vme.PS2 VMC (with ECC, little larger): *.vm2.PS2 VMC (without ECC, exactly 8MiB): *.ps2, *.bin+*.mci, *.vmc.PSX saves: *.psv (Sony junk), *.mcs (raw + simple header to determine IDs), *.raw (it is just 8KiB*n).PSX VMC (custom abominations): *.mem/*.vgs (both the same, cut first 0x40), *.gme (cut first 0x0F40), *.saveram :P (both "slots" 1:1 merged onto one file, exactly 256KiB), *.vmp (cut first 0x80, Sony junk, emulators on PSP/PSV).PSX VMC (1:1 which means exaclty 128KiB): *.bin, *.ddf, *.mcd, *.mci, *.mcr, *.ps, *.psm, *.srm (RetroArch PSX cores), *.vmc (emulator on PS2), *.vm1 (emulators on PS3).
