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Conversion between Sony PlayStation .SBI LibCrypt files
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Kippykip V1.3.2 Update
Added code to fix bad cuesheet indexes for Audio, since some PSX dumps on contain invalid indexes and crashed SBITools before.
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LSD Patches Version 0.3 Nov 7, 2018
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CRC16.bmx V1.3.1 Update Feb 22, 2019
CUE2CCD.bat V1.3.1 Update Feb 22, 2019
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SINGLETRACK.bat V1.3.1 Update Feb 22, 2019
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sbitools.bmx V1.3.2 Update Jun 19, 2019


SBITools v0.3.2 -

Description: This is a small set of conversion tools written in BlitzMax to reconstruct .SUB files using .SBI/.LSD files, and can even convert a full BIN/CUE/SBI emulator setup into a IMG/CCD/SUB setup which can be put into popular CD Burning programs such as CloneCD. This way, LibCrypt protected games dumped in other formats can still be burned as 1:1 copies on a real Sony PlayStation console again with the LibCrypt changes fully intact. These tools are ONLY intended for PlayStation disc images, there's no telling how these tools would react to standard Mode 1 PC disc images.

Requirements: psxt001z, to be in the same directory as SBITools
It can be downloaded from:
Source Code:
It's pre-included in the "Releases" section for SBITools


SBITools.exe -cue2ccd cuefile.cue

SBITools.exe -lsd2sub cuefile.cue subchannel.lsd

SBITools.exe -lsd2sbi subchannel.lsd

SBITools.exe -sbi2sub cuefile.cue

SBITools.exe -sbi2lsd

SBITools.exe -singletrack cuefile

Argument Definitions:

-cue2ccd: Converts a 'BIN/CUE/SBI|LSD' setup into a 'IMG/CCD/CUE/SUB' setup.
    This makes burning LibCrypt games easily possible with software such
    as CloneCD. SBI/LSD files are loaded from the same directory as the .CUE
    file under the same name.
-lsd2sub: Creates a patched .SUB subchannel with a .LSD file.
-lsd2sbi: Converts a .SBI subchannel patch to a .LSD subchannel patch.
-sbi2sub: Creates a patched .SUB subchannel with a .SBI file.
-sbi2lsd: Converts a .SBI subchannel patch to a .LSD subchannel patch.
    NOTE: This cannot perfectly reconstruct the missing CRC16 bytes!
-singletrack: Converts a seperate track BIN/CUE setup into a single track BIN/CUE setup.

Notes: .SBI files do not actually contain the CRC16 needed for some LibCrypt games, however since SBITools v0.2.1, the conversion functions recreate a CRC16 the same way Mednafen does by making a false CRC16 hash with "bitwise exclusive or", as LibCrypt only checks if it's the wrong hash in order to start the game. Every LibCrypt game I own that I've tested now works fine with SBITool's SBI functions.

While this is enough to start a LibCrypt game, if you're a purist like me and want the original CRC16 bytes anyway, definitely go for .LSD files instead. They're the superior format (and I'm not sure why they weren't the standard instead of .SBI) They can be found on I've bundled them all on the releases page and in the repository.

Remember to ALWAYS test games converted with the -cue2ccd function on an emulator before you burn! I personally recommend using BizHawk (which uses Mednafen) and opening the converted game from the .CCD file. Do NOT run the game in BizHawk from a .CUE file! The LibCrypt copy protection will kick in if you do that!


  • Add a -cdd2cue function to reverse the process, just in case.
  • Maybe even remove the need for psxt001z too as it's only used for generating blank .SUB subchannels, although it is a very useful tool to have in combination with SBITools.

Version History

Version 0.3.2
    - Modified CUESheet code to detect and fix bad AUDIO indexes. As some PSX dumps contain a single index for some audio tracks.
Version 0.3.1
    - Fixed a bug where CD images would not be copied if it was in the same directory as SBITools.
    - CUE2CCD.BAT and SINGLETRACK.BAT drag and drop now works if the image was dragged from another drive letter.
    - Rewrote exporting code to better support images that have multiple MODE2/2352 tracks in a single image.
- Made it more clear when .SBI/.LSD patches were not found, showing the path to expect.
Version 0.3
    - BIN/CUE setups with seperated tracks are now fully supported!
    - Renamed -SBI & -LSD to -SBI2SUB & -LSD2SUB
    - Added -singletrack conversion command, -CUE2CCD uses this automatically if necessary.
    - Added drag and drop .BAT files for -SINGLETRACK and -CUE2CCD, since they will be used the most.
    - Added -SBI2LSD and -LSD2SBI conversion functions
    - -SBI2SUB & -LSD2SUB no longer export in subfolders (since it only exports 1 file anyways.)
    - SBITools now includes all known LibCrypt LSD patches in the "LSD Patches" directory
Version 0.2.1
    - SBI Patching functions were modified to now work with every game.
    - Cleaned up a tiny bit of code in CRC16.bmx
Version 0.2
    - .SUB patch functions now also add the CD Audio track data to the subchannel. 
      Although this change now requires you to specify a .CUE file instead of a Binary file for -SBI and -LSD functions. SUB files are now exported to the \SUB directory
      in these functions too.
    - The -SBI function now recreates some of the CRC16 bytes required for handful of games,
      although still not 100% compatible.
    - Command line functions are no longer case sensitive. (oops)
    - Added -cue2ccd, which allows you to do a full burnable conversion.
Version 0.1
    - Initial release

SBI File Format Specifications


[1 BYTE] Minutes (In HEX -> Text)
[1 BYTE] Seconds (In HEX -> Text)
[1 BYTE] Frames (In HEX -> Text)
[1 BYTE] Dummy byte, always a 01 (according to psxt001z source)
[10 BYTES] QSUB Data

S   B   I   NUL MIN SEC FRA DUM [              QSUB                  ]
53  42  49  00  03  08  05  01  41  01  01  07  06  05  00  23  08  05

I'm unsure why they didn't include the modified CRC16 bytes in SBI, as it's extremely important.

LSD File Format Specifications

[1 BYTE] Minutes (In HEX -> Text)
[1 BYTE] Seconds (In HEX -> Text)
[1 BYTE] Frames (In HEX -> Text)
[10 BYTES] QSUB Data
[2 BYTES] CRC-16

MIN SEC FRA [                 QSUB               ]  [CRC16]
03  08  05  41  01  01  07  06  05  00  23  08  05  38  39

LibCrypt failed check, causes and effects

Here's a list of what LibCrypt'ed games will do to the player when it realises the SubChannel data isn't correct. Obviously these aren't all the LibCrypted games (check on for that), these are just games I've personally tested and some I've been told about. Look out for these effects when testing games modified with SBITools on an accurate PSX emulator such as BizHawk. (Run from .CCD)

Ape Escape (PAL)
Main menu navigation will be completely disabled, making you unable to start the game.

Crash Team Racing (PAL)
Game will hang once at the end of the loading screen (for the level itself).

Legacy of Kain: Soul Reaver (PAL)
The game will hang when you're introduced with the combat tutorial when the camera pans to show the enemies.

Lucky Luke: Western Fever (PAL)
The game stops when you get to the Mexican guy blocking the bridge, he just won't move from there, ever. Even when you complete the quest. The game also has anti-cracking protection where the game will block a path with a fallen tree + maybe more.

MediEvil (PAL)
Will have a disc error icon upon loading The Hilltop Mausoleum. Interesting to note this was actually the FIRST game to use LibCrypt.

MediEvil 2 (PAL)
Will also have the same disc error icon as above, except upon loading Kensington.

PGA European Tour Golf (PAL)
In the third hole of the first tournament or by selecting some holes, the game will get stuck in "demo" mode (and will not you play anything).

Resident Evil 3: Nemesis (PAL)
Will hang at the "Game contains violence and gore" screen.

Spyro 3: Year of the Dragon (PAL)
Interesting case for this one, the game will eventually randomly delete eggs, reset progress with unlocked characters, remove sheep in boss battles, change the language and even tell you off for playing a "hacked copy" + more. Interesting to note that the game also detected early LibCrypt knockout PPF patches back when the game was first released as it had checksum checks throughout the game, which caused the same effects above. The US platinum release only has anti mod detection (not libcrypt) and will do the above effects if it realises it's been modified. The original US release appears to not have any protection.

This is Football (PAL)
Hangs on the loading screen going ingame.

V-Rally: Championship Edition 2 (PAL)
The game will endlessly load on the heartbeat loading screen (with no disc activity).

Wip3out (PAL)
The game will freeze when passing the finish line.

CloneCD PSX LibCrypt Ripping guide

In order to rip LibCrypt protected drives, you need a CD drive that's able to read subchannels in the first place.

Step 1: Open up CloneCD and click on Read to Image file
Read to Image file

Step 2: Click on the drive you want to use to rip.
Copy from CD-Reader to Image file\

Step 3: Right click in an empty space and select New Rename it to anything you like, I just name mine PS1.
New Profile

Step 4: Right click on your new profile and select Edit Make sure Read SubChannel Data from Data Tracks is checked, and uncheck Regenerate Data Sectors.
Data Read Settings
On the Audio Read Settings tab, change your Audio Extraction Quality is set to Best (Slowest) Optionally you can also set Read Speed Audio to something slow to ensure accuracy.
Audio Read Settings
If you want to make sure you have a perfect rip, on the Error Handling tab, check Abort on Read Error. CloneCD will stop the rip if it finds any bad sectors (basically physical damage) on the disc.

Step 5: Change the path to where you would like to save, and you can optionally tick Create "Cue-Sheet". I personally check this option so I can always easily hand convert a .IMG/.CUE setup into a more common .BIN/.CUE setup if I really need to. You can easily do so by renaming the .IMG extension to .BIN (identical format), then editing the .CUE file in a text editor to change the path to the newly renamed .BIN file.
Note! - It's a bad idea to do this to LibCrypt protected games, as a BIN/CUE setup cannot read .SUB subchannel files! Making any LibCrypt protected game trigger it's protection!
Select Image Path

Step 6: Wait for it to finish ripping and if there's no bad sectors, you should have a working dump! You can test to see if your LibCrypt dump works by launching an accurate PlayStation emulator (I use BizHawk) and opening the .CCD file in the emulator.
Opening the .CDD dump
Test whether the LibCrypt protection is triggered, if it isn't then Congrats! You have made a successful LibCrypt Dump!
Resident Evil 3 Title Screen

If you intentionally want to trigger the LibCrypt protection, you can do so by opening the .CUE file instead of the .CCD which is an easy way for testing.
Opening the .CUE dump
LibCrypt Copy Protection in Action

CloneCD PSX LibCrypt Burning guide

To burn LibCrypt games successfully, you will need to have a CD burner that supports either RAW-DAO-16 or RAW-SAO-16. You can check for so in Step 3.

Step 1: Select Write from ImageFile
Write from ImageFile

Step 2: Open the file via the .CCD file, and leave Delete after a successful write unchecked of course.
Opening the .CCD file
Doing so WILL trigger the LibCrypt copy protection! Only open it from the .CCD file! Also make absolutely sure that there's a .SUB file under the same name and located in the same folder like so:
SUB file
If there's no .SUB, or if you burn from the .CUE file then the LibCrypt copy protection will trigger and you'll burn a coaster!

Step 3: Be sure to note what your CD Burner supports. Most nowadays support both RAW-DAO and RAW-SAO.
RAW Modes
To change it, right click on the CD drive you want to burn from, and click on Settings ...
Drive Settings
And depending what your drive supports above, select either RAW DAO or RAW SAO. If your drive supports both modes, then just use RAW DAO.
Write Mode
Whatever you do, do NOT select RAW SAO+SUB or plain SAO, it will trigger the LibCrypt protection and you'll burn a coaster instead!

Step 4: Change the write speed as low as you can go, the Sony PlayStation reads at 2X so it's a good idea to write at that speed. I usually burn at 4X as it reads just fine. However most drives can only burn as slow as 16X nowadays, for the most part this works just fine but definitely don't go above that. Otherwise the PlayStation will have trouble reading the disc and will skip on FMVs.

Step 5: Create a new profile (or edit the existing PS1 profile if you followed the CloneCD PSX LibCrypt Ripping guide)
Edit a profile

And be absolutely sure to check Don't Repair SubChannel Data! If you don't then CloneCD will ruin the LibCrypt SubChannel by repairing it which of course will result in the copy protection being triggered where you'll end up with a coaster. Sony's LibCrypt copy protection works by corrupting certain parts of the SubChannel in the first place, it checks whether they're modified or not, and if it isn't modified exactly, then it will trigger the protection.
TL;DR: check this box.
Don't repair SubChannel data
Click OK in this menu and click OK on the main screen with this edited profile selected and it'll begin burning.

Step 6: After the disc is burned, try it in a modded Sony PlayStation and hope for the best, cross fingers! If it works then HOORAY!
A burned copy of MediEvil protected level running on a real Sony PlayStation

If it doesn't work, you can try changing between RAW DAO and RAW SAO (if your drive supports both), also be sure you followed all the above instructions exactly. If it still doesn't work, check in an emulator such as BizHawk to make sure the .CCD/.SUB setup you're burning even works in the first place. If the protection triggers in the emulator, then there's your problem.
LibCrypt protection in action
If that's not the problem and you're still burning coasters, then I'm sorry to say but your CD Burner is not burning the SubChannels exactly the same way they were ripped. You will have to try it on another CD burner. Based on personal experience, I find the HP LightScribe CD burners burn Sony PlayStation games really well.

If you manage to get one of these, then you have a completely different problem.
Anti-Modchip screen
In order to fix this, you will have to upgrade the modchip in your Sony PlayStation to one with stealth capabilities.

The MultiMode 3 (MM3) is the best choice in my opinion, as it supports every PlayStation model out there EXCEPT the PAL PSone Slim. If you have one of those, you'll need a ONEChip instead. If you need a guide on how to wire and even make your own modchip, I've written up a full guide on my website.
Alternatively, there is a DIY open source modchip that uses an Arduino. The project is called PSNee and is on github.

Additional Credits and Sources:

qnorsten: For creating a script to grab all .LSD files from
LoStraniero91, krHACKen: For explaining some LibCrypt cause and effects.
dizzzy: For general assistance/important emulator advice.
themabus: SBI Format and XOR information on a forum thread.
Mednafen: Workaround for using SBI files without the original CRC16 bytes, and CRC16 function.
Dremora: Explanation and whereabouts of .LSD files, creator of psxt001z
And everyone else at the ReDump team!


I really do hope you enjoy SBITools as much as I did making it! If you support the work I've put in, and want me to see more of these type of projects, you can support me with donations. I'd gladly appreciate it! OH BOI


Crypto Addresses:
ETH: 0xb9D6c74986c5dC372CBA6d1cb8a099910557Ab62
LTC: LYru8N52kX3zTzbsMX5jmxB1bFoMsARUCo
BTC: 18zvRocGqCBfWAVWqJDzf4UNFZUhc93aQ2
0x: 0xb9D6c74986c5dC372CBA6d1cb8a099910557Ab62
TRX: TQbZ6TxdNTJtZ7djJ3R7Sv1gB2DaeA5Bqy

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