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Save disk space for ISOs

7,523 bytes added, 22:33, 21 October 2021
GameCube / Wii
Before the smartphones we know today were staples Disc images (commonly known as ISOs, but ISO is actually a specific format) are faithful software recreations of mainstream culturegame discs (when made correctly). However, mobile phoneswith disc sizes ranging from 700 MB (CD), and their technology were pretty rudimentary and often relied on apps made in Java seeing as the language was designed to be portable 1.4 GB (though Windows Mobile and Symbian were also somewhat popular as protoGC Mini-smartphone platforms of choiceDVD), 4. This didn't keep games from being developed for these platforms. Casual simplistic games 7 GB (single-layered DVD), and rip25 GB (Blu-offs Ray), they can get pretty taxing for storage, especially when newer generations of retro franchises thrived, but it attracted some genuinely fun consoles games that forever remained obscure, such as those from Gameloftare getting bigger in file sizes.
The situation It wouldn't be so bad if not for the fact that the game data itself is quite different in Japan where mobile hardware was much more developed, often times only loosely Javaa fraction of the actual disc size -basedfor instance, the ''Super Mario 25th Anniversary'' Wii disc itself is a 4.7GB, and major video when really the actual game developers were much more invested in creating unique data is only a single SNES ROM (12 MB of useful data, to be precise) and high-quality content that's most obscure and unpreservednothing else. Naturally, let alone emulatedone would want to trim this extra "fat" as much as possible, todaywhich is what this page aims to help to achieve. Those are Most of the very different [information here is based partially on this [wikipediahttps:Galapagos syndrome|Galapagos mobile phones]] (like DoCoMo i-mode, DeNa, RoID//www.reddit..). Some of these games got ported to the inferior Western hardware but these are in the tiny minoritycom/r/emulation/comments/3g933n/guide_reduce_the_size_of_your_ps2_gc_wii_x360_ds/ guide].
<code>JAR<'''How does one lighten ISO /code> files of Java-based non-Japanese cell phones can be still found online with some effort, namely on WAP sites offering (pirated) mobile content e.g. [http://dedomil.net dedomil.net], [http://phoneky.com phoneky.com], [http://mobiles24.co mobiles24.co]ROM dumps?'''
==Dark Age of Monochrome Mobile Phones==Earlier black-and-white cell phone games (both in Japan and worldwide) didn't get as much love either when it comes to emulation and preservation of game binaries. There wereare many ways, however, recreations of Snake some methods alter the data forever while others can be converted back and Space Impact for Nokia phones forth with generally no loss. Some conversions are only playable on specific emulators and may not work on real hardware depending on their website at one time, along with remakes of the aforementioned games for Android console and iOSthe method used. There It's important to take all this into consideration before attempting as most of these are several Nokia phone models with MAME support, though they are preliminary at best with most models displaying a "CONTACT SERVICE" error if not a white screenconsole-specific.
==Classic BlackBerry OS=='''Archive-quality''' dumps are ones that when converted back to its original state, will have 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. For example, the WBFS format, used for shrinking Wii discs, is not archive-quality since it 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=Emulators==={| class="wikitable" style="text-align:center;"|Audio-! scopeCD="col"|Name! scope="col"|Platform(s)! scope="col"|Version! scope="col"|[[Emulation Accuracy|Accuracy]]PCs, Sega-CD, PC-Engine, PlayStation, Sega Saturn... what do these systems all have in common? They all use a regular CD format! scope="col"|[[Recommended Emulators|Recommended]]|Game developers often stored music and other sounds using the Audio-!colspan=CD format, but it was terribly inefficient when it comes to disc storage as it also had to store the actual game along with the sound files (commonly known as a "5mixed CD"|PC / x86|), and these sound files are never compressed because the Audio-|BlackBerry Simulator Series|align=left|{{Icon|Windows}}|[https://www.softpediaCD standard simply doesn't allow for sound compression.com/dynTo put it in perspective, a 700 MB CD containing nothing but Audio-searchCD data can hold at most around 80 minutes worth of sound data, meaning games that used a lot of sounds were limited in size.php?search_term=blackberry+simulator Varies]|Cycle|{{✓}}|}
==Palm OS==Because these mixed CDs are difficult to properly archive just by using standard .ISO files, data-dumping software will usually do one of two things as a workaround:: '''Full Dump:''' BIN/ISO + CUE:* BIN/ISO is the full disc data, including Audio-CD sound data and game data:* CUE is the datasheet file: '''Light Dump:''' ISO + MP3/WAV + CUE:* ISO is the disc data with only the game data:* MP3/WAV is the sound data from the Audio-CD, but these formats take much less disk space:* CUE is the datasheet file
===Emulators==={| class=Developers have long since stopped using the Audio-CD format, and instead prefer custom audio formats that come included in the "wikitablegame data" style="textpart of the disc. By the launch of the fifth generation CD-align:center;"|-! scope="col"|Name! scope="col"|Platform(s)! scope="col"|Version! scope="col"|based consoles, i.e. the [[Emulation AccuracyPlayStation emulators|AccuracyPS1]]! scope="col"|<abbr title="Free/Libre and Open-Source Software">FLOSS</abbr>! scope="col"|& the [[Recommended EmulatorsSega Saturn emulators|RecommendedSaturn]]|, it was more common than not to just use the Audio-CD part for messages like "Don't put this in a CD player!colspan="6"|PC / x86|-|Mu|align=left|{{Icon|Windows}}|[https://palmdb.net/app/mu 1.0.0]|?|{{✗}}|{{✓}}|-|POSE|align=left|{{Icon|Windows}}|[https://palmdband little else.net/app/palmThat being said, there were still quite a few fifth-emulator Varies]|?|?|{{✗}}|gen games that used Audio-|Palm Simulator|align=left|{{Icon|Windows}}|[https://palmdb.net/app/palmCD data for their soundtracks, such as ''Vib-simulator Varies]|?|?|{{✗}}|-!colspan="6"|Mobile / ARM|-|PHEM|align=left|{{Icon|Android}}|[https://play.google.com/store/apps/details?id=com.perpendox.phem 1Ribbon'' and the ''Wipeout'' trilogy on the PS1, and ''Battle Garegga'' and ''Daytona USA'' on the Saturn.43a]|?|?|{{✓}}|-|StyleTap|align=left|{{Icon|WinMobile|Android}}|[https://newsblog.styletap.com/index.php 0.8.033]|?|?|{{~}}|}
==J2ME <small>* '''Archive-quality dump?''' No (Java 2 Micro Editionunless audio is converted to and from uncompressed formats, which is unlikely)</small>==A free cross* '''Gain:''' Several hundreds of MBs to just a few dozens, depending on how much this specific game relies on the Audio-platform language capable of working 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 an ISO+BIN file. Lossy audio formats will result in devices with highly reduced capabilitiesdata loss. It was basically Java stripped down * '''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, if that's the bare essentialscase, convert them to WAV with MP32WAV. You may need Sega Cue Maker.
While originally not intended for games Examples:* Princess Crown (until its more advanced game-oriented API cameSAT): 574 MB > 72 MB (Game Data), it became the ''de facto'' market standard for cell phone gaming + 50 MB (Audio- due CD data in no small part to the SDK being free and without licensing costs.MP3 format)* Captain Tsubasa (SCD): 512 MB > 146 MB (Game Data) + 3 MB (audio as MP3) > (as 7zip) 34 MB (Game Data) + 3 MB (audio)
===Emulators===Currently, KEmulator and FreeJ2ME should suffice for most games, but there's a minority of games making use of obscure vendor-specific APIs supported only on their respective SDK tools. Given the scarcity of such tools, this list aims to comprehensively list the available ones for convenience.{| class="wikitable" style="text-align:center;"|-! scope="col"|Name! scope="col"|PlatformM3U (splaylist)! scope="col"|Version! scope="col"|[[Emulation Accuracy|Accuracy]]! scope="col"|<abbr title="Free/Libre and Open-Source Software">FLOSS</abbr>! scope="col"|[[Recommended Emulators|Recommended]]|-!colspan="6"|PC / x86|-|[https://github.com/hex007/freej2me FreeJ2ME]|align=left|{{Icon|Java}}|[https://sourceforge.net/projects/freej2me/files/ 2018-09-07]|Mid|{{✓}}|{{✓}}|-|[https://web.archive.org/web/20090122021555/http://lyo.blogsome.com/kemulator KEmulator]|align=left|{{Icon|Windows}}|[https://github.com/SerGreen/Stalker-J2ME/releases/tag/v1.0.1 v0.9.8] [https://archive.org/details/KEmulator103 v1.0.3]|Mid|{{✗}}|{{✓}}|-|[https://github.com/RobDangerous/Jademula Jademula]|align=left|{{Icon|Windows}}|0.23|Mid|{{✓}}|{{~}}|-|[https://kobjects.org/ ME4SE]|align=left|{{Icon|Java}}|[https://sourceforge.net/projects/kobjects/files/me4se/2.2.0/ 2.2.0]|Mid|{{✓}}|{{~}}|-|[https://web.archive.org/web/20060720210353/http://www.volny.cz/molej/pstros/download.htm Pstros]|align=left|{{Icon|Java}}|1.6.0|Mid|?|{{~}}|-|Nokia SDKs|align=left|{{Icon|Windows}}|[https://archive.org/details/nokia_sdks_n_dev_tools Part 1] [https://archive.org/details/nokia_sdks_n_dev_tools2 Part 2] [https://archive.org/details/nokia_sdks_n_dev_tools3 Part 3]|Mid (Nokia-only)|?|{{~}}|-|Sony Ericsson SDKs|align=left|{{Icon|Windows}}|[https://drive.google.com/file/d/1xHSPbVOGSG84y1hlvGDI0RC4iGiCQ7HP/view?usp=sharing 2.5.0.6]|Mid|?|{{~}}|-|Siemens SDKs|align=left|{{Icon|Windows}}|[https://archive.org/details/siemens-club.ru-siemens-emulators Site 1 archive] [http://www.siemensmania.cz/emulatory.php Site 2]|Mid (Siemens-only)|?|{{~}}|-|Motorola SDKs|align=left|{{Icon|Windows}}|[https://web.archive.org/web/20070213084711if_/http://trix2.cellmania.com:80/downloads/downloads/files/sdk41ga.zip v4.1] [https://web.archive.org/web/20051106121510if_/http://trix2.cellmania.com:80/downloads/downloads/files/SDK521.zip v5.2.1]|Mid (Motorola-only)|?|{{~}}|-|Motorola iDEN SDK|align=left|{{Icon|Windows}}|[https://motorola-iden-sdk-may be used too for-j2me.software.informer.com/ Mirror]|Mid (iDEN-only)|?|{{~}}|-|[https://code.google.com/archive/p/microemu/ Micro Emulator]|align=left|{{Icon|Java}}|2.0.4|Mid|{{✓}}|{{✗}}|-|SjBoy|align=left|{{Icon|Windows}}|[https://web.archive.org/web/20061120062624/http://www.sjboy.cn:80/setup.zip beta4]|Low|?|{{✗}}|-|MiniSoyo|align=left|{{Icon|Windows}}|[https://web.archive.org/web/20061026100050/http://www.sjboy.cn:80/images/minisoyo_en.zip Unknown]|Low|?|{{✗}}|-|[https://web.archive.org/web/20070831144240/http://kwyshell.myweb.hinet.net/ MidpX]|align=left|{{Icon|Windows}}|1.0.1|Low|?|{{✗}}|-|MPowerPlayer|align=left|{{Icon|Windows}}|[https://web.archive.org/web/20070126100250/http://mpowerplayer.com:80/mppwin.zip Unknown]|Low|?|{{✗}}|-|MidpEmul|align=left|{{Icon|Windows}}|[https://web.archive.org/web/20070729182344/http://www.perimind.com/midpEmul.zip Unknown]|Low|?|{{✗}}|-|[https://web.archive.org/web/20041207014831/http://amazingmobile.com/gamemagic/index.html GameMagic S60]|align=left|{{Icon|Windows}}|Unknown|Low|?|{{✗}}|-|[https://web.archive.org/web/20041207023159/http://amazingmobile.com/ngagecool/index.html N-GAGE COOL!]|align=left|{{Icon|Windows}}|[https://web.archive.org/web/20060214111930/http://www.amazingmobile.com:80/DownFiles/NgageCool(Trial).zip 1.2.1 (Trial)]|Low|?|{{✗}}|-|[[SquirrelJME]]|align=left|{{Icon|Windows|Linux|Mac|Java|}}|{{SquirrelJMEVer}}|{{SquirrelJMEAccuracy}}|{{✓}}|?|-!colspan="6"|Mobile / ARM|-|[[J2ME Loader]]|align=left|{{Icon|Android}}|[https://play.google.com/store/apps/details?id=ru.playsoftware.j2meloader 1.7.2-play][https://githubthis distribution scheme.com/nikita36078/J2ME-Loader/releases {{JLVer}}]
[https://installSometimes dumps that come this way may not work on some emulators.appcenter.ms/users/nikita36078/apps/j2me-loader/distribution_groups/testers 1.7.2-dev-1543]|High|{{✓}}|{{✓}}|-|[[JL-Mod]]|align=left|{{Icon|Android}}|[https://github.com/woesss/JL-Mod/releases {{JL-ModVer}}]|High|{{✓}}|{{✓}}|-|[http://web.archive.org/web/20160414170524im_/http://www.netmite.com/android/ Java J2ME Runner]|align=left|{{Icon|Android}}|[https://docs.google.com/uc?export=download&id=0B0WSQzohaqtBa0ZpSHUwUUxqYXM 2.0.3.7]|Low|?|?|-|phoneME|align=left|{{Icon|Android}}|?|?|?|?|-!colspan="6"|Consoles|-|[[PSPKVM]]|align=left|{{Icon|PSP}}|[http://sourceforge.net/projects/pspkvm/This is often due to either an incorrect CUE files/latest/download 0.5.5 Final Edition]|Mid|{{✓}}|{{✓}}|-|PhoneME|align=left|{{Icon|Gp2x|Wiz|Caanoo}}|[https://github.com/j2me-preservation/phoneME-GP2X-SDL r01]|?|?|{{~}}|-|Pstros NDS|align=left|{{Icon|NDS}}|[https://www.gamebrew.org/wiki/Pstros_NDS 0.7using the wrong filenames or using MP3 instead of WAV.2 r6]|Low|?|{{✗}}|}
;FreeJ2ME===Padding===:Has fewer features Devs often have their games much, much bigger than KEmulator, but better compatibilitythey need to be by putting in accessible garbage data in the disc. It is recommended for games that donGarbage data isn't work with KEmulator. It has an optional [[libretro]] core useful game data and development is active. Games that freeze on KEmulator, such as Wolfenstein RPG and Doom 2 RPG, run on FreeJ2ME with no issues, although compatibility and accuracy are not as good as J2ME Loader on Android. Some games run too fast and require tinkering with the frame rate options. Free and Open source.;KEmulator:Has more features and compatibility than other ones, as well as 3D emulation. Has support for custom resolutions and full screen (View/Options). You can even set a proxy server for mobile Java apps that connect just used to bloat the internet under options. Requires Java Runtime Environment installeddisc size. It is a recommended emulator if you're on s either a Windows PC, although some games (such as Wolfenstein RPG and Doom 2 RPG) freeze indefinitely on the loading screen. Last update was in 2012, closed-source.;Nokia SDKs:A set sequence of different device emulators released by Nokia along with their J2ME SDKs. Keyboard bindings are not friendly for playing games. Some of them are buggy. The Nokia 3410 SDK emulator is capable of running some ancient b&w J2ME games no other emulator can.;Sony Ericsson SDKs:Device emulators released by Sony Ericsson along their J2ME SDKs. Some of them have support for MascotCapsule V3 3D APIs. Can run some games at better framerates than the original devices ;Siemens SDKs:Device emulators released by Siemens along their J2ME SDKs. Can run some older games that depend on old Siemens APIs;Motorola SDKs:J2ME development kits released by Motorola. Can run some older games that depend on Motorola-specific APIs;Motorola iDEN SDK:J2ME development kit released by Motorola. Can run some older games that depend on iDEN-specific APIs;Pstros:Haves support for some obscure vendor-specific APIs that other emulators don't support.;SjBoy:More compatible than MidpX. Can take snapshots. More resolutions 00/FF (but still buggy). Appears to run correctly some older games FreeJ2ME and KEmulator donyou know what't.;Minisoyo:Experimental emulator from the SjBoy authors. Appears to properly emulate transparency on older games making use of Nokia APIs. To s inside a file if you open it with a gamehex editor), drag and drop the JAR file onto the MiniSoyo window.;MidpX:One of the older emulators. Fixed low resolution (176x220) and compatibilityrandom data, no handler app support. The installer may contain adware.;MPowerPlayer:Emulator from a company that used to develop solutions to allow users to try J2ME game demos on their computer before purchasing them. Haves not any known advantageous feature.;[[SquirrelJME]]:Project developing a full JVM implementation + Java ME 8 APIs. Full compatibility with old J2ME software and high portability are among its main goals. Under heavy unused/cut content left during development.;[[J2ME Loader]]:This is currently the highest-compatibility J2ME emulator available. Converts .jar files offline using its own resources. Easily launches both 2D & 3D apps. Samsung & Nokia API implemented. Supports different keyboard layouts , and customization. It is highly accurate, with the right frame rate for each game, as well as vibration. Has slightly improved performance through hardware acceleration, but games won't run too fast. Runs almost every Nokia gamein rare cases, even ones data that don't work with KEmulator or FreeJ2ME, but fails with Sony Ericsson 3D engine (Mascot Capsule), due is completely unrelated to the fact that the mascot capsule is almost impossible to portgame itself. This is common with most An example of other emulators as well.;[[JL-Mod]]:This this is ''Shrek SuperSlam'' on the experimental mod PS2 which has a working copy of the J2ME Loader app with Mascot Capsule 3D support. Has some new and experimental features. Converts .jar files offline using its own resources. Easily launches both 2D & 3D apps. Samsung & Nokia API implemented. Supports different keyboard layouts and customization. It is highly accurate, with the right frame rate for each game, as well as vibration. Has slightly improved performance through hardware acceleration, but games won't run too fast. Runs almost every Nokia game, even ones that don't work with KEmulator or FreeJ2ME, as well as Sony Ericsson 3D engine (Mascot Capsule).;Java J2ME Runner:Old tool, launches Java Applications on Android using native library. Apps have to be converted first, using [http://www.netmite.com/android/srv/Tony Hawk's Underground 2.0/getapk.php Netmite Website]. Overall 2D stability is acceptable, but 3D support almost does not work. Different types of keyboard & screen stics are included. Unfortunately, often experiences troubles with *jar conversion.;[[PSPKVM]]:Available '' for cell-phones. Might be the first one that's open-source. Last update was PSP hidden in 2009the root of the disc.
==ExEn <small>(Execution Engine)</small>==A freeware solution developed by French mobile The purpose of doing this can be to fill in spots on the disc so that specific parts of the game developer In-Fusio around 2000's data are in certain areas of the disc. It was a Java-based solution presenting itself as an alternative This is done to increase the limitations of J2MEdrive's reading speed so that it's quick enough in certain spots for the game development to work properly. It's in the your best interest not to mess with this data arrangement (offering missing feautures like sprite zooming, parallax scrolling, rotations...referred to as LBA and TOC in the case of GC/Wii/PS2/PSP)as it might break the game in some cases.
It achieved relative success Another reason for having garbage data can be to screw with pirates, who download/upload these games online, by making the ISO bigger and harder to store. Some go a step further and widespread hardware support in Europescramble the garbage data, instead of just being a sequence of 00/FF, to make the ISO much harder to compress using regular archive formats like zip, 7zip, rar, and was also used in Chinaetc. You might be overjoyed to learn this has become the industry standard nowadays.
===Emulation==={| class="wikitable" style="text-align:center;"|-! scope="col"|Name! scope="col"|Platform(s)! scope="col"|Version! scope="col"|[[Emulation Accuracy|Accuracy]]! scope="col"|[[Recommended Emulators|Recommended]]|-!colspan="5"|PC / x86|-|EXEN-V2 Generic Simulator|align=left|{{Icon|Windows}}|?|Low|{{✗}}|}Many compression schemes remove or simplify padding patterns to allow for easier compression.
;EXEN===CHD Compression===* '''Archive-V2 Generic Simulatorquality dump?''' Yes (with CHD version 5)* '''Gain:A very old dead emulator ''' Immediate* '''Tools Used:''' chdman (included with MAME)* '''Can be reverted?''' Yes, using extractcd (included with MAME)* '''Playable on Hardware?''' No.* '''Playable on Emulators?''' MAME, DuckStation, PCSX2 (since March of 2021) and DEmul. Some libretro cores for ExEn softwareother emulators are starting to add support. While many games will go in-game, they* '''Can process multi track bin files?'''ll crash at various pointsYes.
==Mediatek Runtime Environment (MRE)/MAUI==Being MAME uses the turnkey solutions firm that they are known CHD format for, as their chips are used on millions disc images in general and millions of el-cheapo "Shanzhai" devices all over the world (especially counterfeit Nokias includes tools to convert back and Goophones among other things)forth. Before MAME v145, Mediatek has also come up with their own mobile platform CHD was in version 4 and it bumped to version 5 from MAME v146 and API known as the [http://newsfurther.softpedia.com/news/Opera-Mini-Arrives-The CHD v5 uses 7zip's LZMA compression on-MediaTek-s-Runtime-Environment-MRE-238105.shtml Mediatek Runtime Environment], aka MAUI. It is targeted the game data and lossless FLAC compression for so-called "smart" feature phones, i.e. those that offer similar functionality the audio data to standard mobile operating systems like Android, but are watered down for entry-level usersoptimize compression even further than using BIN+CUE+MP3/WAV data separation alone. An SDK CHDv5 is available on their [http://mre.mediatek.com/en/sdk/2.0 developer site] for members, and <code>VXP</code> files for games and other applications appear to be available on the usual WAP sitestruely lossless.
===Emulation==='''Instructions'''{| class="wikitable" style="textPlace 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-alignGDI to CHD:center;"|<code>for /R %i in (*.cue, *.gdi) do chdman createcd -! scope=i "col%i"|Name! scope=-o "col%~ni.chd"|Platform</code> (sWindows)! scope=* CHD to BIN/CUE: <code>for /R %i in (*.chd) do chdman extractcd -i "col%i"|Version! scope="col"|[[Emulation Accuracy|Accuracy]]! scope="col"|[[Recommended Emulators|Recommended]]|-!colspan=o "5%~ni.cue"|PC </ x86|-|Mediatek MRE SDK|align=left|{{Icon|code> (Windows}})|[httpAlternatively, if you only need to do one file you can use this://mre<code>chdman createcd -i "<FILENAME>.mediatekcue" -o "<FILENAME>.comchd"</en/sdk/2.0 3.0]|?|{{✓}}|}code>
==Mophun=='''Mophun''' was an even more hardware-efficient free If you have one of the European-centric mobile gaming solution developed by Swedish company SynergetixPSX games that features LibCrypt copy protection, then you will have a . It was supported on various devices, such as sbi file in addition to the Sony Ericsson T2xx, T3xx and T6xx series, Symbian S60v1, S60v2, S60v3 and UIQ3 phones, and Windows Mobile Smartphones running at a resolution of 176x220 or 240x320. There are 303 known games,<ref>[https:/bin/docscue file.google.com/spreadsheets/d/1AXmupwvgxuI_NRINDsN8azlKtONcQYf6CD6HfKYc8gM Mophun Game List]</ref> of which 255 have been released, 41 are unknown You will still need to have been released, 3 are demos and 5 are unreleasedthe . It was later overtaken by advances sbi file in the same directory as the game file (in J2ME that came with this case, the MIDP 2.0 framework.<ref>[https://twitternewly created CHD file) in order to run.com/sczther/status/1345476460107194368 Mophun preservation thread on Twitter]</ref>
==PlayStation 1=Emulators====ECM===* '''Archive-quality dump?''' No (removes error correction data permanently)* '''Gain:''' Not Immediate (ISO size doesn't change). ECM only zeroes out redundant error correction data, but in some rare cases this data may be used for anti-piracy, hence corrupting the dump! However it does achieves drastic size reductions when compressed to an archive format (7zip/gzip/zip) .* '''Tools Used:''' PakkISO or ECM Tools. Drag-and-drop the ISO onto the specified tool, then compress it with 7zip.
{| class="wikitable" style="text-align:center;"|-! scope="col"|Name! scope="col"|Platform* '''Can be reverted?''' Yes, using the same tools (unECM), however there is data loss (serror correction data)! scope="col"|Version! scope="col"|[[Emulation Accuracy|Accuracy]]! scope="col"|Active! scope="col"|[[Recommended Emulators|Recommended]]|-|Mophun Games Launcher|align=left|{{Icon|Symbian}}|[https://andredream13.wordpress.com/2012/07/13/mophun-which can damage a select few games-launcher-v1-01-s60v3-12-games-in-one/ 1.01]|?|{{✗}}|{{✓}}|-|4Mophun|align=left|Windows Mobile|1Check the hash with Redump to make sure nothing was altered.1|* '''Playable on Hardware?|{{✗}}|{{✓}}|-|[[mophun]]|align=left|{{Icon|Windows}}|2''' No.5.4|* '''Playable on Emulators?|{{✗}}|{{✓}}|''' Only on recent SVN builds of PCSX-|MoRePhun|align=left|NR and ePSXe (they also support 7zip/gzip/A|Commit b4430d3|{{✗}}|{{✓}}|{{✗}}|}zip archives so use them with ECM).
===ComparisonsPBP (PSP Format for PS1 Images)===*Mophun Games Launcher is only compatible with 13 games, all of which use the 3D engine and were released for Symbian. The emulator is available for S60v3.'''Archive-quality dump?''' No*4Mophun does not work with games that are locked '''Gain:''' Immediate (e.g. have ISO size decreases a predefined IMEI recognition algorithmlot) or do not use the 3D engine.*'''Tools Used:''' [[mophun]] is an official emulator, designed for development and demoshttps://www. As such, encrypted or compressed games do not bootreddit. However, this has been worked aroundcom/r/PSP/wiki/psx2psp PSX2PSP], both by decrypting the files and decompressing them (except for compressed resources)Popstation MD GUI, and modifying the emulator to perform decryption on the fly, albeit only when opening them via the Open menu. Exile is not known to work in any found version of the emulator.*[https://githubwww.psx-place.com/Luca1991threads/w-i-p-utilities-cdda-enabler-for-psx-eboots-on-ps3.23539/MoRePhun MoRePhunCDDA-ENABLER] is a new, open source emulator by Luca91. It is only a proof of concept, as only a few opcodes and a couple of SDK APIs are emulated, and there is no heap. There is sprite and input support, as well as support (optimized for the collision APIPS3) . It is compatible with a few small homebrews. Luca91 mentions the SDK API handler needs to be better organized.
==Symbian and N-Gage <small>(Nokia)<* '''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/small>==PSXtract PSXtract]. There's data loss, but it's negligible in terms of functionality.Originally a joint Nintendo-Nokia cellphone handheld hybrid project slated for 2005* '''Playable on Hardware?''' On PSP, Nintendo backed away from the project (and its plans for NES/Game Boy ports for mobile were repurposed for their Virtual Engine project)not on PS1. Nokia continued the project * '''Playable on their own anyways and released NEmulators?''' PCSX-Gage on October 7R, 2003, for <abbr title="$377DuckStation and ePSXe.10 in 2018 money">$299</abbr> as the most powerful handheld of its time, that is up until the DS and PSP came along and ended NokiaPlayStation 3's hopes at dominating the handheld gaming market. It had an ARM920T CPU at 104 MHzps1_netemu can also use it after packaging it into a PS1 Classic and installing said package.
However, while gaining support through GBA/PS1 ports (including PBP is the only English version of official format used by Sony for the JP-only Xanadu series until 2016) PS1 Classics on PSP and a few original exclusivesPS3. Audio tracks may be compressed in ATRAC3 or as raw PCM (unsupported on PS3's ps1_netemu, supported on PSP only by the thing suffered from huge design flaws, from earliest versions of POPS or the button layout to newest ones with the display and cell phone functionality[http://wololo.net/talk/viewtopic.php?f=28&t=41330&start=60 cdda_enabler plugin])
Has a revision called ===CHD===* '''Archive-quality dump?''' Yes* '''Gain:''' Immediate (better than PBP).* '''Tools Used:''' chdman* '''Can be reverted?''' Yes, using the QD which was unveiled same tool (chdman).* '''Playable on Hardware?''' No.* '''Playable on April 14Emulators?''' libretro Beetle PSX, Avocado, 2004DuckStation, with an ARM9E CPU. ROM dumps PCSX2 (since March of Symbian 2021, and Nalso because PCSX2 now has PSOne emulation functionality as well, so two-Gage games are availablein-one) and PCSX ReARMed.
==PlayStation 2=Emulation===={| classManual Scrubbing + GZIP Compression="wikitable" style="text-align:center;"|-! scope="col"|Name! scope=Often times you can just open the ISO in UltraISO and find the dummy files. Sometimes they are obvious looking files, like DUMMY.BIN, DATA0.BIN (or .DAT), DUMMY.DAT, etc., or are folders with names like "colPADDING"|Platformand such. You can look into the files (with a hex editor) to see if they're obviously padding data (usually the offsets will be full of 00/FF, though sometimes it'snot as obvious)! scope="col"|Version! scope="col"|[[Emulation Accuracy|Accuracy]]! scope="col"|Active! scope="col"|<abbr title="Free/Libre . However, you must never mess with LBA and Open-Source Software">FLOSSTOC when removing padding. </abbr>! scope="col"|[[Recommended Emulators|Recommended]]|-!colspan="7"|PC / x86|-|[[EKA2L1]]|align=left|{{Icon|Windows|Linux|macOS|}}|[https://githubSo 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.com/EKA2L1/EKA2L1/releases {{EKA2L1Ver}}]|Mid|{{✓}}|{{✓}}|{{✓}}|-|Engemu|align=left|{{Icon|Windows}}|[https://github.com/mrRosset/Engemu Git]|None|{{✗}}|{{✓}}|{{✗}}|-|NGEmu|align=left|{{Icon|Windows}}|[https://github.com/NGEmu/NGEmu Git]|None|{{✗}} <small>(see below)</small>|{{✓}}|{{✗}}|!-|N-GageCool|align=left|{{Icon|Windows}}|[https://ngageWording is too weird to figure out what it's say, will fix when more information is obtained-cool.soft32.com/ 1.2.1] ($)|Terrible|{{✗}}|{{✗}}|{{✗}}|-!colspan="7"|Mobile / ARM|-|[[EKA2L1]]|align=left|{{Icon|Android|}}|[https://github.com/EKA2L1/EKA2L1/releases {{EKA2L1Ver}}][https://play.google.com/store/apps/details?id=com.github.eka2l1 0.0.4.2]|Mid|{{✓}}|{{✓}}|{{✓}}|}>
;[[EKA2L1]]* '''Archive-quality dump?''' No (missing data)* '''Gain:A Symbian OS emulator ''' Not Immediate (ISO dump size the same), however when used with compression the gain is really noticeable.* '''Tools Used:''' UltraISO, USBUtil, ExPERT/Xpert ([httpshttp://www.redditps2-home.com/rforum/emulation/comments/8aotzq/eka2l1_a_symbian_os_emulator/ high-level emulationviewtopic.php?t=3419 guides here], 25 Symbian games (6 N-Gage Games) have been labeled In-Game, 9 have been tagged Playable* '''Can be reverted?''' Not really. Garbage data here is zeroed out, it's not important and many more you still have yet to be testedthe same disk data structure.* '''Playable on Hardware?''' Yes (Note: The Elder Scrolls Travels: Shadowkey and Ashen are among 6 Nafter GZIP-Gage Games that go Indecompression) (some games may break)* '''Playable on Emulators?''' Yes -Game.PCSX2 (some games may break)
;Engemu:A Nokia N-Gage focused emulator with [https://wwwYou may forego the manual scrubbing part entirely. If you feel adventurous you might want to do it to enhance compression though. Let's get to the meaty part though.reddit.com/r/emulation/comments/8aotzq/eka2l1_a_symbian_os_emulator/ low-level emulation].
;NGEmu:The [https://githubPCSX2 emulator supports opening compressed archives containing ISOs.com/NGEmu/NGEmu/commit/7500b41959c686e65eaed871490c97b2de5da0d6 first] known Nokia N-Gage emulator (with high-level emulation), although The best format it is currently on hiatus due to a lack of information required to further development. Linux support is planned for the futuresupports would be '''GZIP'''.
;NUse 7zip ("Add to archive..." then choose to gzip) or Pigz (multi-GageCool:A dead payware emulator 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 Windowsthe decompression, in all subsequent times there is no speed difference between playing an uncompressed and compressed game. It only partially emulated Of course, you can extract the J2ME-based Nokia N-Gage exclusives and nothing else ISO back from the rest of the bunchGZIP archive.
==Japanese cell phones==A simple method to mass convert a lot of PS2 ISO games to GZIP is this script when run in PowerShell. However, it'll take many hours or days depending on the size of the collection.Several Japanese<blockquote>dir *.iso | ForEach-Object { & "C:\Program Files\7-Zip\7z.exe" a -centric mobile game technologies spawned during the 00's as part of convoluted alltgzip -inmx9 -one technological solutions, mostly based on Javasdel ($_.Name+".gz") $_.Name }</blockquote>
===CSO (aka CISO)===* DoCoMo released DoJa '''Archive-quality dump?''' Yes* '''Gain:''' Immediate (later renamed to StarISO dump size the same). Coupled with manual scrubbing, based on Java ME CLDC, but not MIDPit can be bigger. Applications come in the form Not as much of .JAR files accompained by a gain as GZIP though.JAM descriptor.* KDDI released ezplus (later renamed to "EZ-appli (Java)")'''Tools Used:''' maxcso* '''Can be reverted?''' Yes, based on Java ME extended with propietary APIs. Applications come in using the form of same tool.KJX filesNo data loss. It was later replaced with a BREW-based solution called "EZ-appli (BREW)"* J'''Playable on Hardware?''' NO* '''Playable on Emulators?''' Yes -PHONE released J-SKY, based on standard J2ME MIDP extended with several propietary 3D/sound/gfx APIs. It was later renamed to "Vodafone Live!" and "Yahoo! Keitai" as the company got purchased by Vodafone and SoftBank, respectively. Applications come in the form of .JAR and .JAD filesPCSX2.
It is possible to develop applications that work both under ezplus, J-SKY and standard J2ME devices by using only MIDP1.0 APIs===i-mode (DoJa)CHD===Japanese mobile manufacturer NTT DoCoMo released [https* '''Archive-quality dump?''' Yes* '''Gain://en''' Immediate (better than GZIP).wikipedia* '''Tools Used:''' chdman* '''Can be reverted?''' Yes, using the same tool (chdman).org/wiki/DoJa DoJa] (DoCoMo* '''Playable on Hardware?'''s Java) as part of their i-mode set of standards for mobile telephonyNo. It is based * '''Playable on Java ME CLDC, but not MIDPEmulators?''' Yes - PCSX2 (since v1. The profile received several updates, being later renamed to "Star"7. It was used on DoCoMo0-dev-1156<ref>Added in 1150 but wasn's mova and FOMA series of mobile phones, being t built. 1156 is the first featured on the mova 503i from 2001release with CHD support. https://buildbot.orphis.net/pcsx2/index.php?m=fulllist</ref>).
While i==PlayStation 3=====Extracted files (aka JB format/GAMES)===* '''Archive-quality dump?''' Not directly (BD filesystem metadata lost).* '''Gain:''' Immediate (any padding between files is removed).* '''Tools Used:''' Most on-mode phones were made available in a limited fashion in Europeconsole file managers and *man homebrews, the game apps weren7-Zip and other standard ISO extractors on PC.* '''Can be reverted?'''t exportedYes, the i-mode specific features were mainly used for enhancing web pages for mobile browsers using PS3 ISO Rebuilder and even an [http://jonnysp.bplaced.net/ IRD file] representing the Java API is the different more limited "Overseas Edition"original file locations. The main reason behind this was the fierce push back by Nokia and other western mobile hardware manufacturers refusing Generic inaccurate JB to support the DoJa software standard until very lateISO conversions possible with makeps3iso (preferred) or genps3iso. * '''Playable on Hardware?''' Yes - on CFW/HEN* '''Playable on Emulators?''' Yes - RPCS3
DeNa For a long time (Mobagebefore the availability of Cobra and Mamba), Namco the only playable format for PS3 backups (Tales of Mobile) relying on little more than "peek and Levelpoke" CFW-5 provided syscalls to mount the game's folder over the currently inserted disc) but also the least accurate one, with significant compatibility issues (RoiD) set up Steam-like varying on whether the backup is stored on an internal or external drive, whether an original game distribution portals specific disc is currently inserted, various optional hacks such as "BDMirror" moving the files to some cell-phone models yet i-mode basedthe root of the external drive on demand, .. The different names are to confuse dirty gaijin, probably.)
Applications were denominated "i==PlayStation Portable=====CSO (aka CISO)===* '''Archive-αppli" quality dump?''' Maybe: while the actual compression is inherently lossless, depending on the conversion software and/or its configuration, so-called ripping (Japanesedeletion or zero-resizing of the system update, videos, or other files) may be performed on the fly.* '''Gain: iアプリ''' Immediate (ISO dump size lowers) . Substantial, depending on game. Higher compression levels generally produce decreasing space gains while potentially increasing load times. Some tools allow for leaving audio/video content uncompressed.* '''Tools Used:''' CISO, CISO GUI, maxcso, UMDGen, PSP ISO Compressor, CISO Multi Compressor, CISO XP, ...* '''Can be reverted?''' Yes, using the same tools and come saving in the form of ISO (uncompressed) format. No data loss.JAR files accompained by a * '''Playable on Hardware?''' Yes - most CFWs (Possibly longer load times though).JAM descriptor text file* '''Playable on Emulators?''' Yes - PPSSPP.
====Emulators===={| class="wikitable" style="text-alignCISO GUI and CISO XP:center;"|Drag-! scope="col"|Name! scope="col"|Platform(s)! scope="col"|Version! scope="col"|[[Emulation Accuracy|Accuracy]]! scope="col"|<abbr title="Free/Libre and Open-Source Software">FLOSS</abbr>! scope="col"|[[Recommended Emulators|Recommended]]|-!colspan="6"|PC / x86|-|DoJa SDK|align=left|{{Icon|Windows}}|Various|Mid|?|{{~}}|-|[https://web.archive.org/web/20070614131147/http://www.doja-developer.net/downloads/index.php?node=41 DoJa Overseas Edition SDK]|align=left|{{Icon|Windows}}|v1.03|Low drop ISO file on program, Select compression level (DoJa 2.5oe)|?|{{✗}}|-|[https://web.archive.org/web/20030407232654/http://www.zentek.com/jpn/products/mobile/jade/index.html i-JADE]|align=left|{{Icon|Windows}}|[https://web.archive.org/web/20040618195810if_/http://www.mobilejava.co.kr:80/bbs/temp/midpboard/i-JADEsetup0.exe v1.2.3]|Low 1 to 9 (DoJa 1.XMax)|?|{{✗}}|-|[https://web.archive.org/web/20151127190756/http://mujweb.cz/molej/jade/index.htm Jade]|align=left|{{Icon|Java}}|0.1.7|Low (DoJa 1.5)|?|{{✗}}|-|[[SquirrelJME]]|align=left|{{Icon|Windows|Linux|Mac|Java|}}|{{SquirrelJMEVer}}|{{SquirrelJMEAccuracy}}|{{✓}}|?|};DoJa SDK:Official development kit from NTT DoCoMo, featuring a device emulator. Several releases were archived by Wayback Machine::[https://web.archive.org/web/20051125214529if_/http://communaute.imode.fr:80/pages/13/idk_doja1.5_vers_1.0.6.zip DoJa 1.5] [https://web.archive.org/web/20060519052212if_/http://www.nttdocomo.co.jp:80/binary/archive/service/imode/make/content/download/contract/emu504_1.03_021217.zip DoJa 2.?] [https://web.archive.org/web/20060519052212if_/http://www.nttdocomo.co.jp/binary/archive/service/imode/make/content/download/contract/emudoja2.1f_1.00_021217.zip DoJa 2.1] [https://web.archive.org/web/20060519052212if_/http://www.nttdocomo.co.jp/binary/archive/service/imode/make/content/download/contract/emufordoja3_0_322_p.zip DoJa 3.0] [https://web.archive.org/web/20060519052212if_/http://www.nttdocomo.co.jp/binary/archive/service/imode/make/content/download/contract/emufordoja3_5_222_p.zip DoJa 3.5] [https://web.archive.org/web/20060519052212if_/http://www.nttdocomo.co.jp/binary/archive/service/imode/make/content/download/contract/emufordoja4_0_205_p.zip DoJa 4.0] [https://web.archive.org/web/20060519052212if_/http://www.nttdocomo.co.jp:80/binary/archive/service/imode/make/content/download/contract/emufordoja4_1_111_p.zip DoJa 4.1 (111)] [https://web.archive.org/web/20060519052212if_/http://www.nttdocomo.co.jp/binary/archive/service/imode/make/content/download/contract/emufordoja4_1_201.zip DoJa 4.1 (201)] [https://web.archive.org/web/20060519052212if_/http://www.nttdocomo.co.jp/binary/archive/service/imode/make/content/download/contract/emufordoja5_0_3_00.zip DoJa 5.0] [https://web.archive.org/web/20000426191235if_/http://www.nttdocomo.co.jp/binary/archive/service/developer/make/content/iappli/tool/star/star20/download/emuforstar2_0_1_01.zip Star 2.0];DoJa Overseas Edition SDK:SDK "Compress", and choose directory for saving the stripped down Overseas Edition DoJa profile;i-JADE:iappli development kit from Zentek;Jade:Open-source project implementing several DoJa 1.5 APIs. Low compatibility;[[SquirrelJME]]:Open source emulator that can run J2ME software, will be adding i-Mode support in 2022new CSO file.
===KDDI ezplus===Japanese carrier KDDI/Au released ezplus as part of their EZweb set of standards for mobile telephony. It UMDGen is based on Java ME extended with propietary APIsa PSP ISO editor. The first device supporting it was released on 2001 (Hitachi C451H).ezplus was later renamed You can save to "EZ-appli (Java)" (Japanese: "EZアプリ (Java)") and gradually replaced either the CSO format with a BREW-based solution called "EZ-appli (BREW)" until 2004 when the last ezplus device was releasedthis.
In 2006 an Open Application Player (Japanese: オープンアプリプレイヤー) feature was added allowing to run MIDP 2.0 Java apps on the BREW devices===DAX, JSO, which were often denominated as オープンアプリZSO===Three different compressed-ISO formats. It lacks Significantly lower popularity/support for the original propietary extensions of ezplusthan CSO. On 2011, Open Application Player was updated and renamed to "EZ-appli (J)" along EZ-appli (BREW) which became "EZ-appli (B)"
Applications were denominated "ezplusアプリ" ===PBP===* '''Archive-quality dump?''' ???* '''Gain:''' Immediate (during the ezplus name eraISO dump size lowers) .* '''Tools Used:''' ISO~PBP Converter, or Sign~Fake NP Expert* '''Can be reverted?''' Yes* '''Playable on Hardware?''' Yes - CFWs (and come in the form of , if signed, OFWs too).KJX files* '''Playable on Emulators?''' Yes - PPSSPP.
====Emulators===={| class="wikitable" style="text-align:center;"|-! scope="col"|Name! scope="col"|PlatformOfficial format for digitally distributed PSP/minis (spartially related to the one used for PS1 games)! scope="col"|Version! scope="col"|[[Emulation Accuracy|Accuracy]]! scope="col"|[[Recommended Emulators|Recommended]]|-!colspan="5"|PC / x86|-|ezplus emulator|align=left|{{Icon|Windows}}|[https://web.archive.org/web/20070202203659if_/http://www.au.kddi.com/ezfactory/tec/spec/exe/ezplus_emulator.exe v1, containing a compressed disc image and optionally a custom boot logo.0]|Mid|{{~}}|};ezplus emulator:Official development tool from KDDI, developed by Zentek
==PlayStation Vita=J-SKY====Trimming===Japanese service provider J* '''Archive-PHONE released the Jquality dump?''' No, but trivially undoable.* '''Gain:''' Immediate (ROM size lowers).* '''Tools Used:''' None -SKY platform as part of their set of standards for mobile telephony[https://github. It was based on J2ME and MIDP extended with several propietary 3Dcom/soundmotoharu-gosuto/gfx APIs called JSCLpsvgamesd#trimming-zeroes manual process]* '''Can be reverted?''' Yes (see above).J-PHONE had been purchased by Vodafone * '''Playable on 2001, which two years later took over the original branding renaming the carrier to Vodafone KK. The JHardware?''' Yes -SKY technology became then known as "Vodafone Live!" and it was extended with the VSCL set of APIspsvgamesd.On 2006, Vodafone KK was purchased by SoftBank Group, getting this technology rebranded again as "Yahoo! Keitai".* '''Playable on Emulators?''' ?
Applications were called "Java™ App" The psvgamesd gamecard backup creation and mounting tools supports mounting a trimmed backup (Japanese: Java™アプリ) during the J-SKY eraalthough no tools exist for dumping directly in trimmed format, "V-Appli" (Japanese: Vアプリ) during the Vodafone era or converting between full and "S! Appli" (Japanese: S!アプリ) during the SoftBank era. They come in the form of .JAR accompained by a .JAD descriptor text filetrimmed.
====Emulators===={| class="wikitable" style="text-align:center;"|-! scope="col"|Name! scope="col"|PlatformNeither variant of the .psv format (unrelated to the Cobra Blackfin's.psv format)! scope="col"|Version! scope="col"|[[Emulation Accuracy|Accuracy]]! scope="col"|[[Recommended Emulators|Recommended]]|-!colspan="5"|PC / x86|-|J-SKY Application Emulator|align=left|{{Icon|Windows}}|[https://web.archive.org/web/20040201023001/http://www.mobilejava.co.kr:80/bbs/temp/midpboard/J-SKY_Application_Emulator-1_3_B.exe v1.3]|Mid|{{~}}|};J-SKY Application Emulator:Official development tool from J-PHONEhas caught on, developed by Zentek. It does not supports any of despite being the later APIsmost accurate options for physical game backups.
==Binary Runtime Environment for Wireless <small>(BREW)</small>==
A mobile development platform by Qualcomm, originally intended for CDMA handsets such as those sold by Verizon. Unlike Java ME, applications and games for BREW use native code as opposed to running in a virtual machine in the case of Java ME. Also, BREW development has a higher barrier to entry due to stringent certification requirements, which led it to be significantly less popular than Java ME even in markets where CDMA has a significant market share, such as in North America. To top it all off, downloaded BREW apps are tied to an individual handset via a digital signature, making piracy or sideloading difficult if not impossible; it is however possible to unlock certain BREW-enabled CDMA phones to run backups and pirated apps, though downloads for BREW apps and games are rare and hard to find compared to Java ME.
The Zeebo===Extracted files (NoNpDRM format)===* '''Archive-quality dump?''' No for physical titles, close enough (and generally accepted as such) but no cigar for digital ones.* '''Gain:''' Immediate (compared to ROM).* '''Tools Used:''' NoNpDRM plugin + a video game console and online distribution platform developed and released file manager like VitaShell.* '''Can be reverted?''' No.* '''Playable on Hardware?''' Yes - with developing markets in mind, also runs on BREWthe NoNpDRM plugin. Dumps of the Zeebo and its games exist, and gameplay footage of them have been uploaded * '''Playable on YouTube.Emulators?''' ?
===Emulators==={| class="wikitable" style="text-align:center;"|-! scope="col"|Name! scope="col"|PlatformNoNpDRM is a Vita plugin that generates decrypted licenses (svalid for any console)! scope="col"|Version! scope="col"|[[Emulation Accuracy|Accuracy]]! scope="col"|Active! scope="col"|[[Recommended Emulators|Recommended]]|-|[[Infuse]]|align=left|Windows Mobile|? 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 (POCby extension the name is therefore also used for such files, or the combination of the game's files and a decrypted license)|Low|{{✓}}|{{✗}}|}.
==Danger OS==Developed by Danger Incorporated, Danger OS was a Java-based OS used on phones that Danger designed themselves. These devices were sold under many names such as Hiptop, Mobiflip, Sharp Jump, and (most notably) T-NoPsmDRM is the equivalent for PlayStation Mobile Sidekick. While it could run some J2ME apps (from version 2.3 onward), it also used its own proprietary J2SE-based APIs and SDK; for this reason, anything built using these APIs won't run on a standard J2ME emulatortitles.
===Emulators==={| class="wikitable" style="text-align:center;"|-! scope="col"|Name! scope="col"|Platform(s)! scope="col"|Version! scope="col"|[[Emulation Accuracy|Accuracy]]! scope="col"|Active! scope="col"|[[Recommended Emulators|Recommended]]|-|[https:An hypothetical NoPspEmuDRM, allowing for PSP/PS1 eboots to be natively runnable and manageable from the LiveArea/archiveContent Manager, is currently not known to exist nor believed to be in development.org/details/hiptop_sdk Danger Hiptop/Sidekick SDK]|align=left|{{Icon|Windows|Linux|Mac|}}|?|Mid|{{✗}}|{{✓}}|};Danger Hiptop/Sidekick SDK:Official SDK from Danger Incorporated
==Firefox OSDreamcast=====CHD Archive Format===* '''Archive-quality dump?''' CHD v4: No (missing data due to lossy compression, no gameplay issues). CHD v5: Possibly Archive-quality.* '''Gain:''' Immediate (ROM dump size lowers).* '''Tools Used:''' GDI to CHD converter.* '''Can be reverted?''' Yes with CHD v5.* '''Playable on Hardware?''' No* '''Playable on Emulators?''' Yes - DEmul, Reicast, Flycast, and Redream
==GameCube / Wii=Emulators==={{No current emulators|OS}}
==Fire OS==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.
===Emulators==={{No current emulators|OS}}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.
==Tizen==However compressed formats incorporating the "padding zeroing" part were made since then, and Dolphin supports them! These are the WBFS and GCZ formats.
===Emulators==={{No current emulators|OS}}Dolphin can't play games directly from compressed archives (7zip/zip/gzip/rar...). Instead, it utilizes its own compression method.
==webOS=GCZ (Dolphin native archive format) - GC/Wii===
===Emulators==={{No current emulators'''This format has been deprecated in favor of [[#RVZ (Modern Dolphin format) - GC/Wii|OS}}RVZ]].'''
==Bada==* '''Archive-quality dump?''' Yes (if junk data is not removed)* '''Gain:''' Immediate. Depends on the game. It is very minimal if junk data is not removed.* '''Tools Used:''' Dolphin (right-click the game(s) in the games list and select "Convert File..." (or "Convert Selected Files..." if more than one is selected), and select GCZ), or [https://wit.wiimm.de/ wit (Wiimms ISO Tools)]* '''Can be reverted?''' Yes (if junk data has not been removed) / No (removed junk data is irreversible)* '''Playable on Hardware?''' No* '''Playable on Emulators?''' Only Dolphin
===EmulatorsRVZ (Modern Dolphin format) - GC/Wii==={{No current emulators|OS}}
==Windows Phone==The Dolphin team developed a new compression format based on WIA called RVZ. Usage is very similar to GCZ in Dolphin itself, but it only works on newer Dolphin versions.
===Emulators===* '''Archive-quality dump?''' Yes* '''Gain:''' Immediate. Considerable, depending on the game.* '''Tools Used:''' Dolphin 5.0-12188+ (right-click the game(s) in the game list and select "Convert File..." (or "Convert Selected Files..." if more than one is selected), and select RVZ)* '''Can be reverted?''' Yes (In Dolphin, right-click the game, select "Convert File..." and select ISO){{* '''Playable on Hardware?''' No current emulators|OS}}* '''Playable on Emulators?''' Only Dolphin
==Windows 10 Mobile=Scrubbing and Trimming - GC/Wii===* '''Archive-quality dump?''' 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/trimming for Wii, although compressing with Dolphin will scrub it anyways).* '''Can be reverted?''' Yes, 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.
===Emulators==={{No current emulators|OS}}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!
==Windows Mobile==Released in 2000 by Microsoft Trimming (also known as their first mobile OS"trucha scrubbing", originally called and substantially different from the definition of "Pocket PCtrimming" and made to run on PDAused in ROM-based systems) games will also defragment the files 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, the name changed internal structure will be wholly modified. '''Games relying on direct sector access (as opposed to Windows Mobile when consulting the PDA market began to shrinkfilesystem) will break if you trim them. WM was initially based on Windows CE before evolving into something unique. It was mainly designed for business users, so it didn't have a lot of games for it.''
===EmulatorsWBFS - Wii only==={| class="wikitable" style="text* '''Archive-alignquality dump?''' Not directly, see note about reversing.* '''Gain:center;"|-! scope="col"|Name! scope="col"|Platform''' Immediate (sISO dump size lowers). Considerable, depending on the game.! scope="col"|Version! scope="col"|[[Emulation Accuracy|Accuracy]]! scope="col"|[[Recommended Emulators|Recommended]]|-!colspan="5"|PC / x86|-|Microsoft Device Emulator|align=left|{{Icon|Windows}}|* '''Tools Used:''' [httpshttp://www.mediafirewiibackupmanager.com/file/u6g8z7sq2lb82re/MSDeviceEmuco.zipuk/file 3downloads.0html Wii Backup Manager](after adding your game, go to "Transfer" and select "WBFS") or wit (Wiimms ISO Tools).|* '''Can be reverted?''' Maybe. 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, may be missing update/extras partitions (can be readded with wit or NKitRestore and a copy of the missing data).|{{✓}}* '''Playable on Hardware?''' Yes - Preferred format by most SD/USB loaders|}* '''Playable on Emulators?''' Yes - Dolphin
Images are requiredA scrubbed and sparse (gap-dropping) format directly derived from the one used in the obsolete WBFS file system. They can be downloaded [https://archive.org/details/WM614Emulator here]
==Read More==* [https://books.google.com/books?id=tCxvX60J8OAC&lpg=PP1&pg=PA145#v=onepage&q&f=false Micro Java Game Development], mentions Japanese i-mode emulators that are currently dead, like iIdeal space-tool.* [https://www.gamedev.net/articles/programming/general-and-gameplay-programming/the-clash-of-mobile-platforms-j2me-exen-moph-r1944 A 2003 article from GameDev.net] about the major Western mobile phone systems* [http://www2.sys-con.com/itsg/virtualcd/Java/archives/0609/blut/indexsaving option for Wii games to be played via an USB loader.html Article] about DoCoMo Java programming
==References=CSO (aka CISO) - GC/Wii===* '''Archive-quality dump?''' 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 (same caveats as WBFS).* '''Playable on Hardware?''' Yes (on Wii/Vwii only) - Nintendont for Gamecube games, uLoader for Wii games{{Reflist}}* '''Playable on Emulators?''' Yes - Dolphin
A scrubbed and sparse (gap-dropping) format. Unrelated to the PSP's CSO format. Great space-saving option for Gamecube games to be played on Nintendont. ===FST (extracted File System) - GC/Wii=== * '''Archive-quality dump?''' No (Yes, if --raw option is used, which disables scrubbing)* '''Gain:''' Very low with GC ISOs, much better with Wii ones. Can also be combined with classic archives compression (ZIP/RAR/7z etc.) to match WIA and NKit compression ratios.* '''Tools Used:''' [https://wit.wiimm.de/info/composing.html wit]* '''Can be reverted?''' Partially via the align-files.txt created by wit when extracting.* '''Playable on Hardware?''' GC games on Wii/Vwii: Yes ([Categoryhttps://github.com/FIX94/Nintendont/ Nintendont]) / Other combinations:MobilesNo* '''Playable on Emulators?''' Yes (Dolphin) This has the advantage of easy experimenting with [[#Destructive Modification]]. Includes all disadvantages of trimming. ===WIA (Wii ISO Archive) - GC/Wii===* '''Archive-quality dump?''' No (Yes, if --raw option is used, which disables scrubbing)* '''Gain:''' Immediate (ISO dump size lowers); more than WBFS. (No gain if not scrubbed and compression not used)* '''Tools Used:''' wit, Dolphin* '''Can be reverted?''' No (Yes, if --raw option was used (wit), or "Remove Junk Data" wasn't used (Dolphin))* '''Playable on Hardware?''' No* '''Playable on Emulators?''' Yes (Dolphin) A scrubbed and compressed format designed for maximum space savings without cutting corners on corruption detection, but it's not directly editable. Never really caught on and may be considered de facto deprecated by NKit. ===NKit formats - GC/Wii===* '''Archive-quality dump?''' Yes (No (Wii games), if the Wii update partition is removed and the recovery file not preserved)* '''Gain:''' Immediate* '''Tools Used:''' NKit* '''Can be reverted?''' Yes (unless the Wii update partition was removed and the recovery file not preserved)* '''Playable on Hardware?''' GC: Yes (ISO variant only) / 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 full decryption and optionally splitting the often non-unique update partitions to separate files. NKit-GCZ (as well as plain GCZ) is less space efficient than NKit-ISO compressed with a powerful general purpose archiver (7zip), however it is directly playable in Dolphin. But using it for emulation has problems, such as slower emulated load times, breaking netplay if load times aren't the same, and crashing a few games. Compressing NKit.ISO with a strong compression format gives the smallest size while being reversible. ==Wii U==All uncompressed 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) ===WUX (Wii U Compressed Image Dump Archive)===* '''Archive-quality dump?''' Yes (lossless, doesn't actually alter the data).* '''Gain:''' Immediate (smaller 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 [Categoryhttps:Cellphone //github.com/FIX94/wud2app wud2app])* '''Playable on Emulators?''' Yes - Future releases of 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 in regard to discs; Partially in regard to CDN data.* '''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* '''Playable on Hardware?''' Yes (after installation)* '''Playable on Emulators?''' No Consisting of a folder containing *.app, *.h3, title.cert, title.tik, and title.tmd files, this official Nintendo format is how tiles are stored on discs and some system titles are stored on the console and is very similar to how titles are stored on the CDN (on the CDN the files are named differently, .app files are encrypted with the title key and common keys and the tmd has a certificate chain on the end that is same for every tmd). This is equivalent to the files contained within a 3DS CIA file; however unlike a 3DS title, converting a disc title to digital does not require modifying the title itself, thus leaving the title's signatures valid. ===RPX/RPL (aka Installed/Extracted/Loadiine Format)===* '''Archive-quality dump?''' No (dump is extracted to individual files)* '''Gain:''' Immediate (Total size decreases). Can be less than a WUX depending on the game.* '''Tools Used:''' see below*'''Can be reverted?''' No, any padding/file order/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. ==Switch== See overview of formats [https://yuzu-emu.org/wiki/overview-of-switch-game-formats/ here]. ===NSZ===* '''Archive-quality dump?''' Yes* '''Gain:''' Immediate (Total size decreases)* '''Tools Used:''' [https://github.com/nicoboss/nsz nsz]* '''Can be reverted?''' Only NCAs are fully reversible; compressed XCI and NSP files will be different when decompressed* '''Playable on Hardware?''' No* '''Playable on Emulators?''' No ==Game Boy Advance / Nintendo DS / Nintendo 3DS=====Trimming===* '''Archive-quality dump?''' No (data 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. Some GBA/DS games may be broken by meaningful data at the end of the ROM being mistaken for padding.* '''Playable on Hardware?''' Yes, same file format.* '''Playable on Emulators?''' Yes Trimming involves deleting bytes from the end of the ROM up to until the first different one. However, with no mandatory allocation table, it's not intrinsecally possible to identify the true end of the used 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?''' No in regard to gamecard dumps; Partially in regard to CDN data.* '''Gain:''' Immediate (smaller 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, NCCHs/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 ExHeader modified to change the media type from CARD/NAND to SD Application)* '''Playable on Hardware?''' Yes, after installation.* '''Playable on Emulators?''' Yes? Official Nintendo format for developers to install digital titles, later became the most popular format for installable homebrew and game backups owing to the relatively low marketshare of flashcards and emulators (and, for the former, strong impopularity) in favor of CFW. Equivalent of the Wii's WAD (for digital titles only) and the DSi's TAD (again for digital titles only, and with basically no popular support due to the lack of any homebrew title installers supporting the format - not to be confused with an homonymous unofficial format nor with the files produced by the official export-DSiWare-to-SD feature) ===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?''' 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 main content (number 0) can either be an executable CXI for 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]. [Category[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 (dump is collapsed to individual files)* '''Gain:''' Immediate (total file size decreases). It still works with Xenia* '''Tools Used:''' XBOX 360 ISO Extract, Exiso-GUI or Exiso. (These might be useful for rom-hacking too I guess?)* '''Can be reverted?''' ISO could be rebuilt, though not accurately.* '''Playable on Hardware?''' Yes. Using a JTAG or RGH exploited console.* '''Playable on Emulators?''' Yes - Xenia. ===Rebuilt ISO===* '''Archive-quality dump?''' No (missing data)* '''Gain:''' Immediate (total file size decreases). It still works with Xenia.* '''Tools Used:Not yet emulated''' ISO2GOD (also a "Games on Demand" X360 image converter). <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.* '''Playable on Emulators?''' Yes - Xenia. =Other Tricks===Storage Tricks==These methods have the advantage of being compatible with EVERY emulator, even those without proper support for compressed ISO/archive formats. ===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 more effective than many people would like to give this credit. * '''Archive-quality dump?''' Yes ===Decompression on Demand===You can keep your ROMs/ISOs compressed in a 7zip archive and use RocketLauncher or any other [[Frontends]]to decompress 7zip archives and pass the contents onto the emulator. * '''Archive-quality dump?''' Yes ===FileSystem Deduplication, alternative file systems===If you use macOS, you can look up for fuse filesystems which support compression/deduplication. <br /> If you use windows, you can fire a VM/store your games on ,a pc with a transparent network file server running linux/bsd.(might be viable on low latency networks, and a fast file server) <br /> On linux and bsds one can use, filesystems with de-duplication(and possibly transparent file compression) like: * '''Squashfs'''* '''Note:''' you can mount the filesystem and use an overlay file system to add a new file, and then create a new squashfs against an overlay folder.** '''ReadWriteable?''' No read-only.** '''Deduplication?''' Yes, block level.** '''Active Deduplication?''' No, Deduplication is triggered by the user, during filesystem creation.** '''Available compressors:''' zstd, xz(lzma2), lzma, gzip, lz4, lzo.** '''Compression level control:''' Depends on the compression algorithm, xz dictionary size depends on filesystem block size.** '''Transparent?''' On Linux and BSD via kernel. Squashfuse avaialble for macOS. * '''Btrfs'''** '''ReadWriteable?''' Yes.** '''Deduplication?''' Yes, file and block level.** '''Active Deduplication?''' No, Deduplication is triggered by the user.** '''Available compressors:''' zstd, zlib, lzo.** '''Transparent?''' On Linux via kernel. * '''Zfs'''** '''ReadWriteable?''' Yes.** '''Deduplication?''' Yes, file and block level.** '''Active Deduplication?''' Yes, deduplication happens during writes.(high memory requirements)** '''Available compressors:''' zstd, zlib, lzo.** '''Transparent?''' On Linux, BSD, via kernel. Openzfs on mac os(?). * '''Xfs'''* '''Note:''' Without de-duplication it is already quiet efficient at storing files.** '''ReadWriteable?''' Yes.** '''Deduplication?''' Yes, file level via duperemove.** '''Active Deduplication?''' No, deduplication is triggered by the user.** '''Available compressors:''' None.** '''Transparent?''' On Linux and BSD via kernel. * '''Archive-quality dump?''' Yes ==Destructive Modification==Sometimes, the most bloated part of the game is the game itself, either intentional or because of poor design choices. For instance, many PSP JRPGs have a specific FMV movie duplicated a dozen times, and the Megaman Collection on GCN 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 the game's data. Note, "deleting" 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 all videos: this brings Super Smash Bros Brawl to 4.7GB (mainly due to Subspace Emissary).* delete all voice acting and occasionally sound and music: this brings Xenoblade PAL to 4.2 GB with even only one of both dubs removed.* delete unused content you could get with emulator cheats like rooms and stuff.* delete "extra" languages other than the language you need.* If a game has multiple quests, then you could try deleting characters/side-quest you don't like as much. Tools used for this are modding tools for rebuilding file trees, like UMDGen (PSP), Tinke (DS) and also regular ISO tools (PS1, Saturn). 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. [[Categoryhttp:Very early //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) =References= [[Category:FAQs]]
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