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Save disk space for ISOs

7,915 bytes added, 10:52, 21 September 2019
GameCube / Wii: simplified wording + news about NKit
This page was based partially on this [https://www.reddit.com/r/emulation/comments/3g933n/guide_reduce_the_size_of_your_ps2_gc_wii_x360_ds/ guide].
Archive-quality dump means that the resulting compressed dump, when reverted back to its original state, will be the same checksum as the official uncompressed release. Compressions that can't be reversed, or those that can be but will have missing or altered content, whether it interferes with functionality (rebuilt table of content) or not, are not archive quality dumps. For example , the WBFS format is not archive quality since it will may be missing padding content and upgrade partitions (which have their uses in 3DS/Wii modding) compared to an intact uncompressed dump.
==Applicable to All Platforms==
* '''Archive-quality dump?''' No (unless audio is converted to and from uncompressed formats, which is unlikely)
* '''Gain:''' Several hundreds of MBs to just a few dozendozens, 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
* '''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 a an ISO+BIN file. Lossy audio formats will result in data loss.
* '''Playable on Hardware?''' No, but can be reverted to be
* '''Playable on Emulators?''' Yes (use virtual drive if needed). Some aren't compatible with MP3 so convert to WAV with MP32WAV if that's the case. You may need Sega Cue Maker.
M3U (playlist) files may be used too for this distribution scheme.
Sometimes dumps that come this way may not work on some emulators. This is often due to incorrect CUE files sometimes using wrong filenames, or MP3 files instead of WAV files.
===Padding===
Its purpose can be to fill in some spots in the disk so that specific parts of game data are in specific areas of the disk (like the borders) and hence the drive's reading speed is quick enough in these spots for the game to work properly. It's in the best of your interests not to mess with this data arrangement (referred to as LBA and TOC in the case of GC/Wii/PS2/PSP) or else the game might not even work in some cases (it might in others though).
BUT-- the most common bar none use for this is to screw with pirates and people who download ISOs off online sharing websites, by making the ISO bigger and harder to download. Some go a little step further and make that garbage data , not just a sequence of 00/FF to make the ISO much, much harder to compress using regular archive formats like zip/7zip/rar... You might be overjoyed to learn this has become the industry standard nowadays.
Many compression schemes remove or simplify padding patterns to allow for easier compression.
* '''Can be reverted?''' Yes, using extractcd (included with MAME)
* '''Playable on Hardware?''' No.
* '''Playable on Emulators?''' Only MAMEand DEmul. Some libretro cores for other emulators started adding support.* '''Can process multi track bin files?''' Yes.
MAME uses the CHD format for disc images in general and includes tools to convert from and to it. It uses 7zip's LZMA compression on the game data and lossless FLAC compression for the audio data to optimize compression even further than with the BIN+CUE+MP3/WAV data separation alone.
Placing chdman and extractcd in the same directory as dumps in BIN+CUE format, the following command-line instructions can be used:
* BIN/CUE to CHD: <code>for %i in (*.cue) do chdman createcd -i "%i" -o "%~ni.chd"</code> (Windows)
* CHD to BIN/CUE: <code>for %i in (*.chd) do chdman extractcd -i "%i" -o "%~ni.cue"</code> (Windows)
If you have one of the European PSX games that features feature LibCrypt copy protection, you have a .sbi file in addition to the .bin/cue file. The CHD creation process doesn't process the .sbi file. Thus, you will need the .sbi file in the same directory as the .CHD file for the game to run.
==PlayStation 1==
===PBP (PSP Format for PS1 Images)===
* '''Archive-quality dump?''' No
* '''Gain:''' Immediate (ISO size decreases a lot). Official format used by Sony for PS1 dumps on PSP.* '''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) . Generates an EBOOT.PBP file.
* '''Can be reverted?''' Yes. Using (For homemade EBOOTs) by using the same tool, to generate BIN+CUE files; (for commercial releases from PSN) [https://github.com/xdotnano/PSXtract PSXtract]. There's data loss, although it's negligible in terms of functionality.
* '''Playable on Hardware?''' On PSP, not on PS1.
* '''Playable on Emulators?''' RetroarchRetroArch, PCSX-R , and ePSXe.PlayStation 3's ps1_netemu (after packaging into a PS1 Classic and installation of said package). Official format used by Sony for PS1 Classics on PSP and PS3. Audio tracks may be compressed in ATRAC3, or as raw PCM (unsupported on PS3's ps1_netemu, supported on PSP only by the earliest versions of POPS or the newest ones with the [http://wololo.net/talk/viewtopic.php?f=28&t=41330&start=60 cdda_enabler plugin])
==PlayStation 2==
===Manual Scrubbing + GZIP Compression===
Often, you can open the ISO in UltraISO and find the dummy files. Sometimes they're obvious obviously looking files like DUMMY.BIN, DATA0.BIN (or .DAT), DUMMY.DAT, etc. Or folders named "PADDING" and stuff like that. You can look into the files (with a hex editor) to see if they're obvious padding data (full of 00/FF, though sometimes it's not as obvious).
However, you must never mess with LBA and TOC when removing padding. So you try to change the size of the padding file inside the ISO to 0 MB, or alter it directly with a hex editor so that it's all zeroed out.
* '''Archive-quality dump?''' No (missing data)
The PCSX2 emulator supports opening compressed archives containing ISOs. The best format it supports would be '''GZIP'''.
Use 7zip ("Add to archive..." then choose to gzip) or Pigz (multi-threaded, much faster compression) to generate gzip archives containing the ISO file in question. PCSX2 will build an index of each gzip compressed game it loads (as a file in the same directory as the gzip archive), so after the first time where you'll have to wait for the decompression, in all subsequent times there is no speed difference between playing an uncompressed and compressed game. Of course, you can extract the ISO back from the GZIP archive.
===CSO (aka CISO)===
==PlayStation Portable==
===CSO (aka CISO)===
* '''Archive-quality dump?''' No Maybe: while the actual compression is inherently lossless, depending on the conversion software and/or its configuration, so-called ripping (changes disc structuredeletion or zero-resizing of the system update, some gameplay issuesvideos, or other files)may be performed on the fly.* '''Gain:''' Immediate (ISO dump size lowers). Substantial, depending on game. Increases Higher compression levels generally produce decreasing space gains while potentially increasing load times on real hardware but not emulators. Some tools allow for leaving audio/video content uncompressed.* '''Tools Used:''' CISO, CISO GUI, maxcso, UMDGen or , PSP ISO Compressor, CISO Multi Compressor, CISO XP, ...
<br />CISO GUI (CISO is command line-based): Drag-and-drop ISO file on program, Select compression level (1 to 9 (Max)), "Compress", and choose directory for saving the new CSO file.
<br />UMDGen is a PSP ISO editor. You can save to either the CSO format with this.
* '''Can be reverted?''' Yes, using the same tools and saving in ISO (uncompressed) format. No data loss.
* '''Playable on Hardware?''' Yes - most CFWs (Possibly longer load times though).
* '''Playable on Emulators?''' Yes - PPSSPP.
 
===DAX, JSO, ZSO===
Three different compressed-ISO formats. Significantly lower popularity/support than CSO.
 
===PBP===
* '''Archive-quality dump?''' ???
* '''Gain:''' Immediate (ISO dump size lowers).
* '''Tools Used:''' ISO~PBP Converter, or Sign~Fake NP Expert
* '''Can be reverted?''' Yes
* '''Playable on Hardware?''' Yes - CFWs (and, if signed, OFWs too).
* '''Playable on Emulators?''' Yes - PPSSPP.
* '''Can be reverted?''' YesOfficial format for digitally distributed PSP/minis (partially related to the one used for PS1 games), using the same tools containing a compressed disc image and saving in ISO (uncompressed) format. No data loss.* '''Playable on Hardware?''' Yes. Longer load times though.* '''Playable on Emulators?''' Yes. PPSSPPoptionally a custom boot logo.
==DreamCastDreamcast==
===CHD Archive Format===
* '''Archive-quality dump?''' No (missing data, no gameplay issues)
* '''Can be reverted?''' No.
* '''Playable on Hardware?''' No
* '''Playable on Emulators?''' Yes - Demul DEmul, Reicast and ReicastRedream
==GameCube / Wii==
* Zelda Four Swords Plus Japan (GC): 1.4 GB (original) > 480 MB (GCZ)
* Zelda Twilight Princess (GC): 1.4 GB (original) > 1.4 GB (GCZ) (game data already fills the disk)
* Megaman Collection (GC): 1.4 GB (original) > 1.1 GB (originalGCZ) (sound data is stored as uncompressed stream to fill disk)
People used to resort to WiiScrubber (Wii) and GCM Utility (GC) to scrub/trim games to end up with dumps that while they had no immediate size change, their randomized garbage data (like "dummy", "padding" or "znull") was still there but zeroed out making archived dumps using zip/7zip/rar formats have stunning gains (from 1.4GB uncompressed to 26MB zipped for Animal Crossing for example!). Of course , the file still needed to be uncompressed to its full size everytime you wanted to play it.
Trimming and scrubbing (in Wiiscrubber terms) aren't the same! While they both are terms for "zeroing garbage data" to make it more compression-friendly, trimming does not just that like scrubbing, but takes the extra step of relocating the garbage data to the end of the file, hence altering its TOC and requiring the disc to be fakesigned, for a not-so-big compression gain. Hence why scrubbing is by far the most authentic and safe way to solve the garbage data problem.
However compressed formats incorporating the "padding zeroing" part were made since then, and Dolphin supports them! These are the WBFS and GCZ formats.
Dolphin can't play games directly from compressed archives (7zip/zip/gzip/rar...). Instead, it utilizes its own compression method.
* '''Archive-quality dump?''' Yes for GC games, No Not directly for Wii games. (checksum won't Can be the same, no gameplay issuesrestored with NKit).* '''Gain:''' Immediate (ISO dump size lowers). Considerable, depending on the game.* '''Tools Used:''' Dolphin; (right -click the game(s) in the games list and select "Compress ISO..." (or "Compressed selected ISOs..." if more than one is selected)), [https://wiki.gbatemp.net/wiki/NKit NKit], or [https://wit.wiimm.de/ wit (Wiimms ISO Tools)]* '''Can be reverted?''' Yes. You can right-click on the GCZ-compressed (in blue) ISOs in Dolphin and choose "Uncompress selected ISOs". Garbage data for Wii titles will be zeroed out and thus different from the official dump, but will have no effect on gameplay in most cases- if desired can be unscrubbed [https://gbatemp.net/threads/new-app-nkit-restore-shrink-and-preserve-disc-images-in-playable-formerly-swiit.533402/ NKitRestore].
* '''Playable on Hardware?''' No
* '''Playable on Emulators?''' Only Dolphin.
===Scrubbing and Trimming - GC/Wii===
* '''Archive-quality dump?''' No (missing data)Not directly, see note about reversing.
* '''Gain:''' Not Immediate for just scrubbing (ISO dump size the same); Immediate for trimming (ISO dump size lowers).
* '''Tools Used:''' GC-Tool ("wipe garbage data..." - Scrubbing for GameCube), GameCube ISO Trimmer (scrubbing and trimming for GameCube), WiiScrubber (scrubbing for Wii, although compressing with Dolphin will scrub it anyways).* '''Can be reverted?''' NoYes, with WiiScrubber's undo file or NKit.
* '''Playable on Hardware?''' Yes for scrubbing; some games won't work trimmed.
* '''Playable on Emulators?''' Yes for scrubbing; some games won't work trimmed.
Scrubbing games zeros out garbage/dummy data in the ISO file. The resulting file will be the same size, but it will be able to compress better than unmodified ISOs. The difference can be huge depending on the game. Animal Crossing, for instance, will compress to just a 26 MB .gcz file after being scrubbed!
Trimming games implies (also known as "trucha scrubbing", but and substantially different from the definition of "trimming" used in ROM-based systems) games will also remove defragment the garbage/dummy data outrightfiles moving them towards the start of the disc image, resulting in a smaller ISO file. The trimmed file can be used immediately at a smaller size without compression, but the game's internal structure will be wholly modified. '''Several games Games relying on direct sector access (as opposed to consulting the filesystem) will break if you trim them.'''
===WBFS - Wii only===
* '''Archive-quality dump?''' No (checksum will be different even when reverted)Not directly, see note about reversing.* '''Gain:''' Immediate (ISO dump size lowers). Considerable, depending on the game.* '''Tools Used:''' [http://www.wiibackupmanager.co.uk/downloads.html Wii Backup Manager; ] (after adding your game, go to "Transfer" and select "WBFS") or wit (Wiimms ISO Tools).* '''Can be reverted?''' YesMaybe. You "Add" WBFS files can always be converted back to ISO, but they will remain scrubbed (can be unscrubbed with NKitRestore) and, depending on settings at the time of conversion to WBFS disk dump , may be missing update/extras partitions (can be laboriously readded with wit and "Transfer" it to a copy of the "ISO" format. Garbage missing data is still there but zeroed out, which won't affect gameplay).* '''Playable on Hardware?''' ''' Yes!! WBFS dumps are playable on Wii.- Preferred format by most SD/USB loaders'''
* '''Playable on Emulators?''' Yes - Dolphin
A scrubbed and sparse (gap-dropping) format directly derived from the one used in the obsolete WBFS file system. ===CSO (aka CISO) - GC/Wii only===* '''Archive-quality dump?''' No (checksum will be different even when revertedGamecube) Not clear; (Wii)Not directly, see note about reversing.
* '''Gain:''' Immediate (ISO dump size lowers). Less than WBFS.
* '''Tools Used:''' Wii Backup Manager; (same as above, but select "CISO".- possibly Wii only), wit* '''Can be reverted?''' Maybe. CISO files can always be converted back to ISO, but they will remain scrubbed (can be unscrubbed with NKitRestore).* '''Playable on Hardware?''' Yes(on Wii/Vwii only) - Nintendont for Gamecube games, uLoader for Wii games* '''Playable on Emulators?''' Yes - Dolphin A scrubbed and sparse (gap-dropping) format. You "Add" Unrelated to the PSP's CSO disk dump and "Transfer" it to the "ISO" format. Garbage data  ===WIA (Wii ISO Archive) - Wii only?===* '''Archive-quality dump?''' Not directly unless --raw option is still there but zeroed outgiven, which woneffectively preventing any space savings.* 't affect gameplay''Gain:''' Immediate (ISO dump size lowers). Less than WBFS.* '''Tools Used:''' wit* '''Can be reverted?''' Maybe. Just as the previous formats, WIA files can always be converted back to ISO, but the conversion may be lossy (reversible with added work) depending on conversion settings.
* '''Playable on Hardware?''' No
* '''Playable on Emulators?''' No
 
A scrubbed and compressed format designed for maximum space savings without cutting corners on corruption detection, but it's not directly playable or editable. Never really caught on and may be considered de facto deprecated by NKit.
 
===NKit formats - GC/Wii===
* '''Archive-quality dump?''' '''Yes - by explicit design choice!'''
* '''Gain:''' Immediate or not depending on choice of GCZ- or ISO-based output.
* '''Tools Used:''' NKit.
* '''Can be reverted?''' Yes!
* '''Playable on Hardware?''' (GC) Yes? (Wii) No
* '''Playable on Emulators?''' Yes - Dolphin
 
Apart from its previously mentioned unscrubbing/untrimming features mentioned in the above formats' descriptions, NKit is able to convert any ISO (clean dump or otherwise) to and from an [https://wiki.gbatemp.net/wiki/NKit/NKitFormat intermediate format applying various reversible changes] that optimize the image for lossless compression, including various options such as splitting the often non-unique update partitions to separate files.
==Wii U==
All uncompressed ISO WUD dumps are 23.3GB, which makes compression needed de facto. Some examples:
* Super Mario World 3D: 23.3GB > 2.61GB (88% gain)
* New Super Mario Bros. U: 23.3GB > 1.8GB (92% gain)
* Donkey Kong Country Tropical Freeze: 23.3GB > 11.7GB (49% gain)
===WUD WUX (Wii U Compressed Image Dump Archive)===
* '''Archive-quality dump?''' Yes (lossless, doesn't actually alter the data).
* '''Gain:''' Immediate (ISO dump size lowerssmaller file than WUD): Around 50% gain usually (depending on the game)
* '''Tools Used:''' [http://mega.nz/#!llQwyQQZ!58fErjqM7pyQZKFKe0Qlu1yLP5EbtmOmiDUN1ElW07c wud tool]. To use, drag-and-drop the ISO on the executable.
* '''Can be reverted?''' Yes. The wud tool includes a decompression utility, which recreates the original file.* '''Playable on Hardware?''' No(can be converted to an installable format using [https://github.com/FIX94/wud2app wud2app])* '''Playable on Emulators?''' Yes - Future releases of CEMU Cemu (and potentially other [[Wii U emulators]]) By Exzap, Cemu's author ([http://gbatemp.net/threads/wii-u-image-wud-compression-tool.397901/ release thread]). The tool detects duplicate sectors and only stores them once: all the empty ranges end up removed, storing only ranges which contain file or filesystem data. Of course, the original ISO can be reconstituted. ===APP (aka NUS/Installable Format)===* '''Archive-quality dump?''' No, with respect to a disc image (update partition and padding dropped); Most accurate format for CDN dumps (digital titles).* '''Gain:''' Immediate (Total size decreases, compared to disc image)* '''Tools Used:''' wud2app (disc image to APP), disc2app (original disc to APP), NUSPacker (extracted format to APP), Teconmoon's WiiVC Injector (Wii/Gamecube disc image to Enhanced Vwii APP), ...* '''Can be reverted?''' No, if starting from a WiiU disc image; Yes (see below) if starting from extracted files* '''Playable on Hardware?''' Yes (after installation)* '''Playable on Emulators?''' ?
By ExzapConsisting of a folder containing *.app, CEMU's author ([http://gbatemp*.h3, title.net/threads/wii-u-image-wud-compression-toolcert, title.397901/ release thread])tik, and title. The tool detects duplicate sectors tmd files, this official Nintendo format intended for development use (and only stores them once: all closely related to how digital titles are sold in) is equivalent to the 3DS's CIA format; however unlike a 3DS application, converting a disc title to digital does not require modifying the empty ranges end up removedtitle itself, storing only ranges which contain file or filesystem data. Of course thus leaving the original ISO can be reconstitutedtitle's signatures valid.
===RPX/RPL (a.k.a. Spilling the WUD's Gutsaka Installed/Extracted/Loadiine Format)===* '''Archive-quality dump?''' No (dump is collapsed extracted to individual files)* '''Gain:''' Immediate (Total size decreases). Can be less than a WUD WUX depending on the game.* '''Tools Used:''' [http://wiiubrew.net/uwizard/ UWizard.] [http://digiex.net/guides-reviews/console-guides/nintendo-wii-u-guides/14680-wii-u-wud-loadiine-gx2-conversion-extract-wud-images-loadiine-use.html Follow this guide for usage information.] You'll need the title key for the game you're trying to extract, which you should have gotten with the WUD.see below* '''Can be reverted?''' Any No, any padding /signature information is lost.
* '''Playable on Hardware?''' Yes, use [https://github.com/dimok789/loadiine_gx2/releases Loadiine GX2]
* '''Playable on Emulators?''' Yes
Titles installed to USB or MLC are stored in this format, comprised of three "code", "content", and "meta" folders. Can be extracted from disc images with DiscU, UWizard ([http://digiex.net/guides-reviews/console-guides/nintendo-wii-u-guides/14680-wii-u-wud-loadiine-gx2-conversion-extract-wud-images-loadiine-use.html follow this guide for usage information]) or JWUDTool, and from the installable format using JNUSTool. Can be converted to installable format with NUSPacker. 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. ==GameBoy Game Boy Advance / Nintendo DS / Nintendo 3DS==
===Trimming===
* '''Archive-quality dump?''' No (destructivedata removed)
* '''Gain:''' Immediate (ROM dump size lowers).
* '''Tools Used:''' NDSTokyoTrim (GBA/DS/3DS), rom_tool (3DS), GodMode9 (can directly dump DS/3DS cards in trimmed format)<br />NDSTokyoTrim: Drag-and-drop roms, and press "Trim". The original file will be overwritten! * '''Can be reverted?''' No. Sometimes it damages Some GBA/DS games may be broken by meaningful data at the game's functionality irreversiblyend of the ROM being mistaken for padding.
* '''Playable on Hardware?''' Yes, same file format.
* '''Playable on Emulators?''' Yes
While Trimming involves deleting bytes from the end of the ROM up to until the first different one. However, with no mandatory allocation table, it doesn't affect s not intrinsecally possible to identify the true end of the gameused area, and therefore some GBA/DS games can be broken by naive automated trimming (for example Golden Sun DS). ===CIA (CTR Importable Archive, 3DS and DSiWare only)===* '''Archive-quality dump?'''s functionality by much other than being No (data removed and edited), compared to a gamecard dump. Potentially most accurate format for CDN (digitally distributed) titles.* '''Gain:''' Immediate (smaller regular than original ROM- not applicable to digital titles).* '''Tools Used:''' GodMode9 (can directly dump 3DS cards or installed titles to CIA, as well as converting 3DS to CIA), 3dsconv or 3DS Simple CIA Converter 5.0+ (3DS rom to CIA); makerom (3DS to/from CIA, itNCCHs/DSiWare/ELF+RSF to 3DS/CIA), make_cia (DSiWare to CIA)* '''Can be reverted?''' No, if starting from a gamecard dump (update partitions removed, main content's not advisable though ExHeader modified to change the media type from CARD/NAND to trim in many casesSD Application)* '''Playable on Hardware?''' Yes, including GBA games in generalafter installation. Rebuilding * '''Playable on Emulators?''' Yes? Official Nintendo format for developers to install digital titles, later became the internal structure most popular format for installable homebrew and game backups owing to the relatively low marketshare of flashcards and emulators (and, for the rom might even destroy the gameformer, strong impopularity) in favor of CFW.  ===NCCHs (CXIs and CFAs, 3DS only)===* '''Archive-quality dump?''' No (partition table/ticket/signatures... removed), compared to CCI/3DS and CIA* '''Gain:''' Immediate (smaller than original ROM - not applicable to digital titles).* '''Tools Used:''' GodMode9, ctrtool, ...* '''Can be reverted?''' No (result will be unsigned)* '''Playable on Hardware?''' Not really, unless packaged back into a CIA or 3DS.* '''Playable on Emulators?'''s functionality in Yes 3DS and CIA files, as well as already installed digital titles, are comprised of one or more NCCHs (also called "partitions" or "contents"): the few games where it does matter main content (number 0) can either be an executable CXI for example Golden Sun DS)software, or a non-executable CFA for a data title. Additional CFAs may be present, [https://www.3dbrew.org/wiki/NCSD#Overview with conventional index numbers]. [[Citra]] can run CXIs directly.
==Xbox 360==
It's certainly better than keeping 8.5GB images, but the conversion is too substantial and irreversible to be suitable for archival purposes, since it affects data structure tables as well.
===XEX (Xbox Executable) + Data folder (a.k.a Spilling The ISO Guts)===
* '''Archive-quality dump?''' No (missing data)
* '''Gain:''' Immediate (total file size decreases). It still works with Xenia.
* '''Tools Used:''' ISO2GOD (also a "Games on Demand" X360 image convertorconverter). <br />Under Settings, set the output and rebuild path to the same location. Check "Always save rebuilt ISO" and set Padding to "Full (ISO Rebuild)", then save changes.<br />"Add ISO", and press "Convert". Keep generated ISO, and delete generated folder.
* '''Can be reverted?''' The padding quantity information alongside the original data structure is lost forever.
* '''Playable on Hardware?''' Yes. If the rebuilding process didn't damage anything vital.
==Destructive Modification==
Of course, there are also the devs who don't merely use garbage data for padding, but also bloat the game data part. For instance, many PSP JRPGs have a specific FMV movie duplicated a dozen times, and the Megaman Collection on GC stores its sound data using an uncompressed format bringing the size of that portion alone to 1GB. In many of these cases, there's just not much you can do about it without destructively altering game data.
So what do some people do? Note when I say "delete" it often means replacing the file with a 1KB dummy file to prevent the ISO file structure from collapsing on itself, but sometimes such care isn't even put into ensuring it's still in a functional state. Some examples:
* delete unused content you could get with emulator cheats like rooms and stuff
* delete "extra" languages other than English
* If a game has multiple quests, they delete some characters / quests they don't like. Especially seen in compilations and stuff with demos included.
Tools used for this are modding tools for rebuilding file trees, like UMDGen (PSP), Tinke (DS) and also regular ISO tools (PS1, Saturn)...
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