chdman createcd -i game.cue -o game.chd Appendix B: Example of lossy PSX rip batch script structure

Author: [Your Name] Course: Digital Archiving / Game Preservation / Data Compression Date: [Current Date] Abstract The Sony PlayStation (PSX) popularized 3D gaming in the mid-1990s using CD-ROM media (650-700MB per disc). Decades later, "highly compressed" PSX game packs (often shrinking games to 20-100MB) have become a widespread phenomenon in emulation communities. This paper analyzes the technical methods behind extreme compression ratios (e.g., 10:1 or higher), the distinction between lossless and lossy compression in the context of CD-XA and streaming data, and the trade-offs in audio, video, and disc structure. Finally, it addresses the legal and preservation implications of distributing compressed game ROMs. 1. Introduction The original PlayStation used a 2x CD-ROM drive, with games often containing redundant data, dummy files (to push data to faster outer tracks), and uncompressed audio tracks (CD-DA). A standard ".bin/.cue" or ".iso" rip is a sector-exact copy of the disc. However, the demand for low-bandwidth sharing and storage on portable devices (PSP, smartphones, retro handhelds) has driven the creation of highly compressed PSX formats, most notably .PBP (PSP EBOOT) and .chd (MAME's CHDman), alongside older formats like .ecm and .7z archives. 2. Why PSX Games Are "Compressible" Unlike modern games with pre-compressed assets, PSX games contain three highly redundant data types:

# extract audio tracks -> downmix to mono 22kHz OGG # re-encode STR videos to 320x240 H.264 # strip zero sectors using isopatch # repack with 7z ultra compression