ps1: embed real game art (ICON0 + PIC1) in converted EBOOTs

Fetch the game's cover art (libretro / ScreenScraper / IGDB / Wikipedia,
reusing the local cover cache) and bake it into the EBOOT's ICON0 (144x80
XMB icon) and PIC1 (480x272 launch background) instead of the default PS1
icon. Best-effort: falls back to the base icon/empty background when no art
is found. convert()/convert_to_folder() gain optional icon0/pic1 params.
This commit is contained in:
2026-09-07 18:39:29 -04:00
parent f9d9d639ed
commit fb2a98dd21
4 changed files with 93 additions and 8 deletions
+65
View File
@@ -808,6 +808,71 @@ def compose_game_cover(key_art_bytes):
return bytes(ba)
def make_ps1_assets(cover_bytes):
"""Build ICON0.PNG (144x80) and PIC1.PNG (480x272) from PS1 cover art.
Returns ``(icon0_bytes, pic1_bytes)``, or ``(None, None)`` when the art
can't be decoded (or Qt isn't available). ICON0 is the art letterboxed
inside the icon frame; PIC1 is the art cropped to fill the launch
background.
"""
try:
from PySide6.QtCore import QBuffer, QByteArray, Qt
from PySide6.QtGui import QImage, QPainter
except Exception: # noqa: BLE001 - headless API may lack PySide6
return None, None
art = QImage.fromData(cover_bytes)
if art.isNull():
return None, None
art = art.convertToFormat(QImage.Format_ARGB32)
def _save(img):
ba = QByteArray()
buf = QBuffer(ba)
buf.open(QBuffer.WriteOnly)
img.save(buf, "PNG")
buf.close()
return bytes(ba)
# ICON0: fit the cover inside 144x80 (transparent margins).
icon = QImage(144, 80, QImage.Format_ARGB32)
icon.fill(Qt.transparent)
p = QPainter(icon)
scaled = art.scaled(144, 80, Qt.KeepAspectRatio, Qt.SmoothTransformation)
p.drawImage((144 - scaled.width()) // 2, (80 - scaled.height()) // 2, scaled)
p.end()
# PIC1: crop the cover to fill 480x272.
pic = QImage(480, 272, QImage.Format_ARGB32)
pic.fill(Qt.transparent)
p = QPainter(pic)
scaled = art.scaled(480, 272, Qt.KeepAspectRatioByExpanding, Qt.SmoothTransformation)
p.drawImage((480 - scaled.width()) // 2, (272 - scaled.height()) // 2, scaled)
p.end()
return _save(icon), _save(pic)
def ps1_art(title, release_id, timeout=10):
"""Fetch a PS1 game's cover and return ``(icon0, pic1)`` PNG bytes.
Reuses the local cover cache when available, otherwise searches the PS1
sources (libretro, ScreenScraper, IGDB, Wikipedia). Returns
``(None, None)`` when no art can be produced.
"""
try:
path = fetch_cover(title, release_id, "ps1", timeout=timeout)
except Exception: # noqa: BLE001
return None, None
if path is None:
return None, None
try:
return make_ps1_assets(path.read_bytes())
except OSError:
return None, None
# --------------------------------------------------------------------------- #
# Public entry point
# --------------------------------------------------------------------------- #
+14 -7
View File
@@ -871,6 +871,8 @@ def convert(
progress_cb=None,
cancel_event=None,
complevel: int = 1,
icon0: Optional[bytes] = None,
pic1: Optional[bytes] = None,
) -> Path:
"""Convert a PS1 disc image to ``out_path`` (an ``EBOOT.PBP``).
@@ -878,6 +880,9 @@ def convert(
``.iso``/``.img``/``.bin``. ``base_pbp`` must be a PSN PS1 classic EBOOT.
``complevel`` is the DEFLATE level for the disc data (1-9; 0 = raw, which
does not boot on real hardware and is only useful for diagnostics).
``icon0`` (144x80 PNG) and ``pic1`` (480x272 PNG) override the generated
icon/background; when absent the base PBP's ICON0 is reused and PIC1 is
left empty.
"""
if not base_pbp.is_file():
raise ConversionError(f"base.pbp not found: {base_pbp}")
@@ -901,11 +906,10 @@ def convert(
# Reuse the base PBP's SFO, patched with our title + game id (the
# popstation approach), rather than rebuilding it from scratch.
sfo = patch_sfo(extract_sfo(base_pbp), title, game_id)
# Reuse the base PBP's ICON0 too. The XMB icon parser is picky about PNG
# variants, and the base icon is guaranteed to decode; the other image
# sections are left empty exactly like popstation when no assets are
# supplied alongside the conversion.
icon0 = extract_icon0(base_pbp)
# Reuse the base PBP's ICON0 when no custom icon was supplied (the XMB
# icon parser is picky about PNG variants, and the base icon is guaranteed
# to decode). PIC1 is the launch background; empty when no art is given.
icon0 = icon0 or extract_icon0(base_pbp)
# Sections in header order; empty sections keep the previous offset.
sections = {
@@ -913,7 +917,7 @@ def convert(
"icon0": icon0,
"icon1": b"",
"pic0": b"",
"pic1": b"",
"pic1": pic1 or b"",
"snd0": b"",
"data_psp": data_psp,
# psar written separately, sized after everything else.
@@ -981,6 +985,8 @@ def convert_to_folder(
progress_cb=None,
cancel_event=None,
complevel: int = 1,
icon0: Optional[bytes] = None,
pic1: Optional[bytes] = None,
) -> Path:
"""Convert a PS1 disc into a game folder ready for /PSP/GAME.
@@ -993,7 +999,8 @@ def convert_to_folder(
folder.mkdir(parents=True, exist_ok=True)
convert(source, title, game_id, base_pbp, folder / "EBOOT.PBP",
progress_cb=progress_cb, cancel_event=cancel_event, complevel=complevel)
progress_cb=progress_cb, cancel_event=cancel_event, complevel=complevel,
icon0=icon0, pic1=pic1)
return folder
+9 -1
View File
@@ -237,12 +237,20 @@ class Ps1ConvertSource(Source):
if progress_cb is not None and total:
progress_cb("Converting", min(done / total, 1.0), "")
from . import ps1_convert
from . import covers, ps1_convert
# Pull the game's real cover art (libretro / ScreenScraper / IGDB /
# Wikipedia) and bake it into ICON0 + PIC1 so the XMB shows the actual
# game, not the default PS1 icon. Best effort: fall back to defaults.
if progress_cb is not None:
progress_cb("Artwork", 0.0, "")
icon0, pic1 = covers.ps1_art(title, game_id)
try:
ps1_convert.convert_to_folder(
source, title, game_id, self.base_pbp, dest_dir,
progress_cb=cb, cancel_event=cancel_event,
icon0=icon0, pic1=pic1,
)
except ps1_convert.Cancelled:
raise TransferCancelled() from None