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