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Note: There are 7 sections each coresponding to the first byte in 7 memory locations at the begining of the header is byte file. {| border="0" cellspacing="1" cellpadding="3" style="background: rgb(0,0,0)" align="center"! style="background:rgb(0,255,0)" align="center" | Section Name! style="background:rgb(0,255,0)" align="center" | Section Information|-|style="background:rgb(0,255,0)" | |style="background:rgb(0,255,0)" | |-|style="background:rgb(0,255,0)" | |style="background:rgb(0,255,0)" | |-|style="background:rgb(0,255,0)" | |style="background:rgb(0,255,0)" | |-|style="background:rgb(0,255,0)" | |style="background:rgb(0,255,0)" | |-|style="background:rgb(0,255,0)" | |style="background:rgb(0,255,0)" | |-|style="background:rgb(0,255,0)" | |style="background:rgb(0,255,0)" | |-|style="background:rgb(0,255,0.)" | |style="background:rgb(0,255,0)" | |}
→PSX DAT Format
First, we have 28 unused bytes (in fact, they are used by the PSX, it's a list of 7 long word values which point to loications in PSX RAM). So each time you'll find a value which is an adress in the file, you'll have to add 28 to it in order to find the right position in the file (or else you can simply remove the first 28 bytes of the file).
=== PSX MIM Format ===