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Disc images (commonly known as ISOs, but ISO is actually a specific format) are faithful software recreations of game discs (when made correctly). However, with disc sizes ranging from 700 MB (CD), 900 MB (PSP single-layered UMD), 1 GB (DC GD), 1.46 GB (GCN Mini-DVD), 1.8 GB (PSP dual-layered UMD), 4.7 GB (single-layered DVD), 8.5 GB (dual-layered DVD), 25 GB (single-layered Blu-Ray), and 50 GB (dual-layered Blu-Ray), they can get pretty taxing for storage, especially when newer generations of consoles games are getting bigger in file sizes.  
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Disc images (commonly known as ISOs, but ISO is actually a specific format) are faithful software recreations of game discs (when made correctly). However, with disc sizes ranging from 700 MB (CD), 1.4 GB (GC Mini-DVD), 4.7 GB (single-layered DVD), and 25 GB (Blu-Ray), they can get pretty taxing for storage, especially when newer generations of consoles games are getting bigger in file sizes.  
  
 
It wouldn't be so bad if not for the fact that the game data itself is often times only a fraction of the actual disc size - for instance, the ''Super Mario 25th Anniversary'' Wii disc itself is a 4.7GB, when really the actual game data is only a single SNES ROM (12 MB of useful data, to be precise) and nothing else. Naturally, one would want to trim this extra "fat" as much as possible, which is what this page aims to help to achieve.  Most of the information here is based partially on this [https://www.reddit.com/r/emulation/comments/3g933n/guide_reduce_the_size_of_your_ps2_gc_wii_x360_ds/ guide].
 
It wouldn't be so bad if not for the fact that the game data itself is often times only a fraction of the actual disc size - for instance, the ''Super Mario 25th Anniversary'' Wii disc itself is a 4.7GB, when really the actual game data is only a single SNES ROM (12 MB of useful data, to be precise) and nothing else. Naturally, one would want to trim this extra "fat" as much as possible, which is what this page aims to help to achieve.  Most of the information here is based partially on this [https://www.reddit.com/r/emulation/comments/3g933n/guide_reduce_the_size_of_your_ps2_gc_wii_x360_ds/ guide].
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:* BIN/ISO is the full disc data, including Audio-CD sound data and game data
 
:* BIN/ISO is the full disc data, including Audio-CD sound data and game data
 
:* CUE is the datasheet file
 
:* CUE is the datasheet file
: '''Light Dump:''' ISO + MP3/FLAC/WAV + CUE
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: '''Light Dump:''' ISO + MP3/WAV + CUE
 
:* ISO is the disc data with only the game data
 
:* ISO is the disc data with only the game data
:* MP3/FLAC/WAV is the sound data from the Audio-CD, but these formats take much less disk space
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:* MP3/WAV is the sound data from the Audio-CD, but these formats take much less disk space
 
:* CUE is the datasheet file
 
:* CUE is the datasheet file
  
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* '''Gain:''' Several hundreds of MBs to just a few dozens, depending on how much this specific game relies on the Audio-CD sound format
 
* '''Gain:''' Several hundreds of MBs to just a few dozens, depending on how much this specific game relies on the Audio-CD sound format
 
* '''Tools Used:''' Load the BIN+CUE using a virtual drive, then use a CD dumping tool
 
* '''Tools Used:''' Load the BIN+CUE using a virtual drive, then use a CD dumping tool
* '''Can be reverted?''' Yes, just burn the ISO+MP3/FLAC/WAV+CUE again using a CD burner tool (ImgBurner) either to a physical disk or as an ISO+BIN file. Lossy audio formats will result in data loss.
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* '''Can be reverted?''' Yes, just burn the ISO+MP3/WAV+CUE again using a CD burner tool (ImgBurner) either to a physical disk or as an ISO+BIN file. Lossy audio formats will result in data loss.
 
* '''Playable on Hardware?''' No, but can be reverted to be
 
* '''Playable on Hardware?''' No, but can be reverted to be
 
* '''Playable on Emulators?''' Anything that supports loading from .cue files, or direct from the optical drive (if you use a virtual disc loader like CDEmu). Some aren't compatible with MP3, if that's the case, convert them to WAV with MP32WAV. You may need Sega Cue Maker.
 
* '''Playable on Emulators?''' Anything that supports loading from .cue files, or direct from the optical drive (if you use a virtual disc loader like CDEmu). Some aren't compatible with MP3, if that's the case, convert them to WAV with MP32WAV. You may need Sega Cue Maker.
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===CHD Compression===
 
===CHD Compression===
* '''Archive-quality dump?''' No (because of bugs and missing unimplemented directives<ref>http://problemkaputt.de/psxspx-cdrom-disk-images-chd-mame.htm#CHD_Notes</ref><ref>http://github.com/mamedev/mame/issues/10308</ref>)
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* '''Archive-quality dump?''' Yes (with CHD version 5)
 
* '''Gain:''' Immediate
 
* '''Gain:''' Immediate
 
* '''Tools Used:'''  chdman (included with MAME)
 
* '''Tools Used:'''  chdman (included with MAME)
 
* '''Can be reverted?''' Yes, using extractcd (included with MAME)
 
* '''Can be reverted?''' Yes, using extractcd (included with MAME)
 
* '''Playable on Hardware?''' No.
 
* '''Playable on Hardware?''' No.
* '''Playable on Emulators?''' MAME, DuckStation, PCSX2 (since March of 2021), PPSSPP, DEmul and NO$PSX. Some libretro cores for other emulators are starting to add support.
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* '''Playable on Emulators?''' MAME, DuckStation, PCSX2 (since March of 2021) and DEmul. Some libretro cores for other emulators are starting to add support.
 
* '''Can process multi track bin files?''' Yes.
 
* '''Can process multi track bin files?''' Yes.
  
MAME uses the CHD format for disc images in general and includes tools to convert back and forth. Before MAME v145, CHD was in version 4 and it bumped to version 5 from MAME v146 and further. The CHDv5 uses 7zip's LZMA compression on the game data and lossless FLAC compression for the audio data to optimize compression even further than using BIN+CUE+MP3/WAV data separation alone. CHDv5 is lossy until all the bugs are resolved.
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MAME uses the CHD format for disc images in general and includes tools to convert back and forth. Before MAME v145, CHD was in version 4 and it bumped to version 5 from MAME v146 and further. The CHD v5 uses 7zip's LZMA compression on the game data and lossless FLAC compression for the audio data to optimize compression even further than using BIN+CUE+MP3/WAV data separation alone. CHDv5 is truely lossless.
  
 
'''Instructions'''
 
'''Instructions'''
Place the chdman executable and extractcd in the same directory as the dumps you want to compress (dumps must be in BIN+CUE format or GDI).  Open Command Prompt or a terminal emulator and navigate to the directory where you placed the chdman executable and input one of the following:
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Place chdman.exe and extractcd in the same directory as the dumps you want to compress (dumps must be in BIN+CUE format or GDI).  Open Command Prompt and navigate to the directory where you placed chdman.exe and input one of the following:
* BIN/CUE-GDI to CHD:
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* BIN/CUE-GDI to CHD: <code>for /R %i in (*.cue, *.gdi) do chdman createcd -i "%i" -o "%~ni.chd"</code> (Windows)
for /R %i in (*.cue, *.gdi) do chdman createcd -i "%i" -o "%~ni.chd" (Windows)
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* CHD to BIN/CUE: <code>for /R %i in (*.chd) do chdman extractcd -i "%i" -o "%~ni.cue"</code> (Windows)
for i in *.(cue|gdi); do chdman createcd -i "$i" -o "${i%.*}.chd"; done (Linux)
 
* CHD to BIN/CUE:  
 
for /R %i in (*.chd) do chdman extractcd -i "%i" -o "%~ni.cue" (Windows)
 
for i in *.chd; do chdman extractcd -i "$i" -o "${i%.*}.cue"; done (Linux)
 
 
Alternatively, if you only need to do one file you can use this: <code>chdman createcd -i "<FILENAME>.cue" -o "<FILENAME>.chd"</code>
 
Alternatively, if you only need to do one file you can use this: <code>chdman createcd -i "<FILENAME>.cue" -o "<FILENAME>.chd"</code>
  
 
If you have one of the European PSX games that features LibCrypt copy protection, then you will have a .sbi file in addition to the .bin/cue file.  You will still need to have the .sbi file in the same directory as the game file (in this case, the newly created CHD file) in order to run.
 
If you have one of the European PSX games that features LibCrypt copy protection, then you will have a .sbi file in addition to the .bin/cue file.  You will still need to have the .sbi file in the same directory as the game file (in this case, the newly created CHD file) in order to run.
  
Note that multi-track bin files will be combined and chdman will not split the files back when extracting.
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Note that multi-track bin files will be combined.
  
 
==PlayStation 1==
 
==PlayStation 1==
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* '''Archive-quality dump?''' No
 
* '''Archive-quality dump?''' No
 
* '''Gain:''' Immediate (ISO size decreases a lot).
 
* '''Gain:''' Immediate (ISO size decreases a lot).
* '''Tools Used:''' [https://www.reddit.com/r/PSP/wiki/psx2psp PSX2PSP], Popstation MD GUI, [https://github.com/sahlberg/pop-fe POP-fe] (PS3 friendly), ...
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* '''Tools Used:''' [https://www.reddit.com/r/PSP/wiki/psx2psp PSX2PSP], Popstation MD GUI, [https://www.psx-place.com/threads/w-i-p-utilities-cdda-enabler-for-psx-eboots-on-ps3.23539/ CDDA-ENABLER] (optimized for PS3) ...
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* '''Can be reverted?''' Yes. For homemade EBOOTs it can be done by using the same tool to generate the BIN+CUE files. For commercial releases from PSN you will have to use [https://github.com/xdotnano/PSXtract PSXtract]. There's data loss, but it's negligible in terms of functionality.
 
* '''Can be reverted?''' Yes. For homemade EBOOTs it can be done by using the same tool to generate the BIN+CUE files. For commercial releases from PSN you will have to use [https://github.com/xdotnano/PSXtract PSXtract]. There's data loss, but it's negligible in terms of functionality.
 
* '''Playable on Hardware?''' On PSP, not on PS1.
 
* '''Playable on Hardware?''' On PSP, not on PS1.
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===CHD===
 
===CHD===
* '''Archive-quality dump?''' No (because of bugs and unimplemented directives for TOC and CUE)
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* '''Archive-quality dump?''' Yes
 
* '''Gain:''' Immediate (better than PBP).
 
* '''Gain:''' Immediate (better than PBP).
 
* '''Tools Used:'''  chdman
 
* '''Tools Used:'''  chdman
 
* '''Can be reverted?''' Yes, using the same tool (chdman).
 
* '''Can be reverted?''' Yes, using the same tool (chdman).
 
* '''Playable on Hardware?''' No.
 
* '''Playable on Hardware?''' No.
* '''Playable on Emulators?''' libretro Beetle PSX, Avocado, DuckStation, PCSX2 (since March of 2021 and also because PCSX2 now has PSOne emulation functionality as well, so two-in-one), ares, PCSX ReARMed and NO$PSX.
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* '''Playable on Emulators?''' libretro Beetle PSX, Avocado, DuckStation, PCSX2 (since March of 2021, and also because PCSX2 now has PSOne emulation functionality as well, so two-in-one) and PCSX ReARMed.
  
 
==PlayStation 2==
 
==PlayStation 2==
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* '''Tools Used:''' [https://github.com/unknownbrackets/maxcso#features maxcso], [https://github.com/ps2homebrew/Open-PS2-Loader/blob/master/pc/ziso.py ziso.py (requires python3 and pip install lz4)], [https://www.psx-place.com/resources/psxiso-compression-tool.1258/ PSXiSO (contains ziso CLI tool)]
 
* '''Tools Used:''' [https://github.com/unknownbrackets/maxcso#features maxcso], [https://github.com/ps2homebrew/Open-PS2-Loader/blob/master/pc/ziso.py ziso.py (requires python3 and pip install lz4)], [https://www.psx-place.com/resources/psxiso-compression-tool.1258/ PSXiSO (contains ziso CLI tool)]
 
* '''Can be reverted?''' Yes, using the same tool. No data loss.
 
* '''Can be reverted?''' Yes, using the same tool. No data loss.
* '''Playable on Hardware?''' Yes - Open PS2 Loader.
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* '''Playable on Hardware?''' YES - Open PS2 Loader.
* '''Playable on Emulators?''' Yes - PCSX2 (since v1.7.5293)<ref>[https://github.com/PCSX2/pcsx2/releases/tag/v1.7.5293 v1.7.5293]</ref>
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* '''Playable on Emulators?''' NO.<ref>https://github.com/PCSX2/pcsx2/pull/6594</ref>
  
 
===CHD===
 
===CHD===
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* '''Can be reverted?''' Yes, using the same tool (chdman).
 
* '''Can be reverted?''' Yes, using the same tool (chdman).
 
* '''Playable on Hardware?''' No.
 
* '''Playable on Hardware?''' No.
* '''Playable on Emulators?''' Yes - PCSX2 (since v1.7.0-dev-1156)<ref>Added in 1150 but wasn't built. 1156 is the first release with CHD support. [https://web.archive.org/web/20210416020418/https://buildbot.orphis.net/pcsx2/index.php?m=fulllist Automated Pcsx2 builds]</ref>
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* '''Playable on Emulators?''' Yes - PCSX2 (since v1.7.0-dev-1156<ref>Added in 1150 but wasn't built. 1156 is the first release with CHD support. https://buildbot.orphis.net/pcsx2/index.php?m=fulllist</ref>).
  
 
==PlayStation 3==
 
==PlayStation 3==
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For a long time (before the availability of Cobra and Mamba) the only playable format for PS3 backups (relying on little more than "peek and poke" CFW-provided syscalls to mount the game's folder over the currently inserted disc) but also the least accurate one, with significant compatibility issues (varying on whether the backup is stored on an internal or external drive, whether an original game disc is currently inserted, various optional hacks such as "BDMirror" moving the files to the root of the external drive on demand, ...)
 
For a long time (before the availability of Cobra and Mamba) the only playable format for PS3 backups (relying on little more than "peek and poke" CFW-provided syscalls to mount the game's folder over the currently inserted disc) but also the least accurate one, with significant compatibility issues (varying on whether the backup is stored on an internal or external drive, whether an original game disc is currently inserted, various optional hacks such as "BDMirror" moving the files to the root of the external drive on demand, ...)
 
===ISO support for RPCS3===
 
Currently [[Save_disk_space_for_ISOs#External_links|there is no direct ISO or any compressed file support for RPCS3]] (your only option is mount ISO image to boot the game with RPCS3).
 
 
*You can either use [https://github.com/RPCS3/rpcs3/issues/4021#issuecomment-1650682400 this tool], or [https://github.com/ptmorris1/RPCS3-ISOLauncher-Launchbox this one] for playing directly your ISO dumps with RPCS3.
 
 
*or use [https://www.mediafire.com/file/v5yslivyurr5luy/Make_sure_edit_path_locations_first.bat/file this simple batch script] ('''edit path locations first of course''') which mounts your ISO using powershell commands and launching it using RPCS3 CLI commands and ejecting it when you done with RPCS3
 
  
 
==PlayStation Portable==
 
==PlayStation Portable==
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Official format for digitally distributed PSP/minis (partially related to the one used for PS1 games), containing a compressed disc image and optionally a custom boot logo.
 
Official format for digitally distributed PSP/minis (partially related to the one used for PS1 games), containing a compressed disc image and optionally a custom boot logo.
 
===CHD===
 
* '''Archive-quality dump?''' Yes
 
* '''Gain:''' Immediate (Less than PBP).
 
* '''Tools Used:'''  chdman
 
* '''Can be reverted?''' Yes, using the same tool (chdman).
 
* '''Playable on Hardware?''' No.
 
* '''Playable on Emulators?''' Yes - PPSSPP.
 
  
 
==PlayStation Vita==
 
==PlayStation Vita==
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* '''Can be reverted?''' No.
 
* '''Can be reverted?''' No.
 
* '''Playable on Hardware?''' Yes - with the NoNpDRM plugin.
 
* '''Playable on Hardware?''' Yes - with the NoNpDRM plugin.
* '''Playable on Emulators?''' Yes - Vita3K
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* '''Playable on Emulators?''' ?
  
 
NoNpDRM is a Vita plugin that generates decrypted licenses (valid for any console) when running an original Vita title, as well as allowing the system to accept those licenses, allowing for playing the encrypted files directly copied from a game card or memory card (by extension the name is therefore also used for such files, or the combination of the game's files and a decrypted license).
 
NoNpDRM is a Vita plugin that generates decrypted licenses (valid for any console) when running an original Vita title, as well as allowing the system to accept those licenses, allowing for playing the encrypted files directly copied from a game card or memory card (by extension the name is therefore also used for such files, or the combination of the game's files and a decrypted license).
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Ideal format for game modding, less so for playing on console due to Loadiine's intrinsic modus operandi (appearing to the OS as the host title, with potentially different permissions) leading to poor compatibility.
 
Ideal format for game modding, less so for playing on console due to Loadiine's intrinsic modus operandi (appearing to the OS as the host title, with potentially different permissions) leading to poor compatibility.
  
===WUA (Wii U Archive)===
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==Switch==
* '''Archive-quality dump?''' No (based on extracted format, see above)
 
* '''Gain:''' Immediate (Total size decreases, adds compression to the extracted format).
 
* '''Tools Used:''' Cemu (introduced in v1.27)
 
* '''Can be reverted?''' No (based on extracted format, see above)
 
* '''Playable on Hardware?''' No
 
* '''Playable on Emulators?''' Yes - Cemu (since v1.27)
 
  
Cemu (since 1.27) can convert installed titles to WUA, combining  the title itself, update (if available) and DLC (if available) into one file. The conversion tool is available via the Cemu title manager.
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See overview of formats [https://yuzu-emu.org/wiki/overview-of-switch-game-formats/ here].
Based on a small testset of 44 titles with updates and dlc, WUA reduced the overall file size by roughly 16%. It also reduced the number of files per title from 3,500 on average to 1.
 
(archives compressed in the ZSTD format)
 
  
==Switch==
 
 
===NSZ===
 
===NSZ===
 
* '''Archive-quality dump?''' Yes
 
* '''Archive-quality dump?''' Yes
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* '''Playable on Hardware?''' No
 
* '''Playable on Hardware?''' No
 
* '''Playable on Emulators?''' No
 
* '''Playable on Emulators?''' No
 
It is possible to merge the game base, update and DLCs on a single NSP with the tool [https://github.com/julesontheroad/NSC_BUILDER NSC_Builder] and compress it to NSZ
 
  
 
==Game Boy Advance / Nintendo DS / Nintendo 3DS==
 
==Game Boy Advance / Nintendo DS / Nintendo 3DS==
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* '''Playable on Hardware?''' Yes. If the rebuilding process didn't damage anything vital.
 
* '''Playable on Hardware?''' Yes. If the rebuilding process didn't damage anything vital.
 
* '''Playable on Emulators?''' Yes - Xenia.
 
* '''Playable on Emulators?''' Yes - Xenia.
 
===ZAR===
 
[https://github.com/xenia-canary/xenia-canary/pull/165 This Pull Request] adds support to [[xenia]] emulator for loading ZAR (ZArchive files) (archives compressed in the ZSTD format) of a decrypted and extracted dump of XBOX 360 game.
 
*The process is basically to dump your disc, extract files using your favorite tool, and create a ZAR file from it using ZArchive tool or [https://github.com/xenia-canary/xenia-canary/pull/299 xenia-canary->create Zar package option].
 
*For digital titles (Xbox 360 Demos, Video DLC and XBLA games etc) you need to extract the contents from its containers using "[https://digiex.net/threads/wxpirs-extract-content-from-xbox-360-demos-video-dlc-and-arcade-game-containers.9464/ wxPirs]" and then create a ZAR file from it using the "[https://github.com/Exzap/ZArchive/releases ZArchive]" tool or xenia-canary->create Zar package option[https://github.com/xenia-canary/xenia-canary/pull/165#issuecomment-1641099753].
 
  
 
=Other Tricks=
 
=Other Tricks=
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===NTFS Compression===
 
===NTFS Compression===
You can enable filesystem-level compression (like "NTFS Compression" in Windows) for the directory containing your ISOs/ROMs. This has a very noticeable space gain and doesn't affect the emulator's functionality. It's surprisingly effective.
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You can enable filesystem-level compression (like "NTFS Compression" in Windows) for the directory containing your ISOs/ROMs. This has a very noticeable space gain and doesn't affect the emulator's functionality. It's surprisingly more effective than many people would like to give this credit.
  
 
* '''Archive-quality dump?''' Yes
 
* '''Archive-quality dump?''' Yes
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** '''Available compressors:''' None.
 
** '''Available compressors:''' None.
 
** '''Transparent?''' On Linux and BSD via kernel.
 
** '''Transparent?''' On Linux and BSD via kernel.
 
* '''LVDO - Linux Volume Duplication/Compression'''
 
** '''ReadWriteable?''' Yes.
 
** '''Deduplication?''' Yes, block. And whatever filesystem on-top
 
** '''Active Deduplication?''' Yes Transparent.
 
** '''Available compressors:''' LZ4.
 
** '''Transparent?''' Yes, On Linux and via kvdo module and lvm2 integration
 
** https://github.com/dm-vdo/kvdo
 
  
 
* '''Archive-quality dump?''' Yes
 
* '''Archive-quality dump?''' Yes
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Since this results, in most cases, in very noticeable detrimental effects in gameplay (if the game doesn't crash outright), this is nothing short of mutilating the game image. Sadly enough, some of these dumps make it to sharing sites.
 
Since this results, in most cases, in very noticeable detrimental effects in gameplay (if the game doesn't crash outright), this is nothing short of mutilating the game image. Sadly enough, some of these dumps make it to sharing sites.
  
Avoid resorting to destructive modifications since it can lead to random crashes and unexpected behavior, especially in games with lots of shared assets. [[File hashes|Verify your dumps]] to make sure you don't have these, and if you still want to reduce size, prefer using other methods or uses decompression on demand. One reason to use a destructively modified dump is for burning your own Dreamcast games as GD-ROMs were over a gigabyte in size and CD-Rs top out at 850MB.
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Avoid resorting to destructive modifications since it can lead to random crashes and unexpected behavior, especially in games with lots of shared assets. [[http://emulation.gametechwiki.com/index.php/File_Hashes Verify your dumps]] to make sure you don't have these, and if you still want to reduce size, prefer using other methods or uses decompression on demand. One reason to use a destructively modified dump is for burning your own Dreamcast games as GD-ROMs were over a gigabyte in size and CD-Rs top out at 850MB.
  
 
* '''Archive-quality dump?''' No (Removes data)
 
* '''Archive-quality dump?''' No (Removes data)
 
=See also=
 
*[[List of filetypes]]
 
 
=External links=
 
*[https://github.com/citra-emu/citra/issues/6013 CHD or ZArchive feature requests for citra]
 
*[https://github.com/RPCS3/rpcs3/issues/4021 CHD or ZArchive feature requests for RPCS3]
 
*[http://web.archive.org/web/20231127115239/https://github.com/yuzu-emu/yuzu/issues/10025#issuecomment-1493873239 CHD or ZArchive feature requests for yuzu and Ryujinx]
 
*[https://github.com/xemu-project/xemu/issues/129 CHD or ZArchive feature requests for xemu]
 
*[https://github.com/86Box/86Box/issues?q=is%3Aissue+is%3Aopen+format+label%3Afeature+ Various image format feature requests for 86Box]
 
*[https://github.com/joncampbell123/dosbox-x/issues/1822 CHD feature request for DOSBox-X]
 
*[https://github.com/schellingb/dosbox-pure/issues/40 CHD feature request for DOSBox Pure]
 
*[https://yuzu-emu.org/entry/yuzu-progress-report-aug-2023/#project-terra yuzu now supports sparse and compressed NCA games]. This means a long list of titles whose eShop releases couldn’t previously boot are now either running or perfectly playable, and their RomFS can be fully dumped.
 
  
 
=References=
 
=References=
  
 
[[Category:FAQs]]
 
[[Category:FAQs]]

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