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Installation
The RiptOPL menu and OPL core are in RIPTOPL.ELF. Neutrino and PS1 launching also need their companion folders. Extract the installable package, choose a loader, and copy the files needed by your source/core.
RiptOPL is a downstream fork of Open PS2 Loader compiled to a single PS2 ELF binary. The standard build includes GSM video-mode handling (including the hardware-confirmed forced-progressive 1080p mode), DS3/DS4 pad emulation (PADEMU), Virtual Memory Cards (VMC), PS2RD cheats, and parental controls in one file. There are no per-feature variant builds to choose between for those; the one ELF does it all. Some build flags are left off by default. In-game screenshots (IGS) and right-to-left (RTL) language support are not compiled into the standard loader folders in the unified package — the Makefile ships EXTRA_FEATURES ?= 0 and both flags follow it. To get IGS or RTL, use a ready-made -extra1 loader from RIPTOPL-VARIANTS-*.zip or build with make EXTRA_FEATURES=1. DualSense / DualShock 5 (USB) support ships as a ready-made RIPTOPL-<version>-<SDK>-ds5.ELF for each available SDK flavour inside RIPTOPL-VARIANTS-*.zip. The standard loaders already include 1080p; its picker is gated behind a triple confirmation, and holding Triangle + Cross during console boot forces 480p for the menu only, on displays/connections that accept it. You only need make DUALSENSE=1 if you build your own DualSense loader — check the Releases page for current assets.
ℹ Private config, shared data
RiptOPL's master settings use settings_riptopl.cfg (with migration from
conf_riptopl.cfg). That filename is separate from stock OPL's master config, but
conf_network.cfg, app lists, per-game configuration and support files can still be shared.
Favorites import from uOPL/wOPL is one-way: the next write saves RiptOPL's own OFAV
format to favourites.bin, which those loaders cannot read back. Keep an original copy if
you use them too. The settings home follows boot-directory discovery or Custom Settings Path;
do not assume it is always mc0:/OPL/.
Choose current development or a preserved development snapshot. Neither is a universal compatibility guarantee; check the release notes for the exact build and available files.
| Channel | Tag | When to use |
|---|---|---|
| Rolling (Latest) | rolling |
Latest code from the publishing branch (rebuild/main), rebuilt on every push and published as GitHub's full, non-pre-release Latest release. Best for eager testers; it may be unstable. |
| Current Fan Favorite Build | current-fan-favorite |
Preserved development snapshot selected after positive feedback; compatibility is setup-dependent. |
See Releases for the full asset listing and pull instructions. The short version: download the RIPTOPL-<version>.zip installable package, unzip it, and start with APP_RIPTOPL-PS2DEVPINNED/RIPTOPL.ELF when that best-effort flavour is present.
ℹ Already have RiptOPL installed?
This page is for a first install. To update one you already have, skip the package: the
release carries a single loose RIPTOPL.ELF
(the -OFFICIALROLLING flavour) whose filename and link never change. Download it and
overwrite the RIPTOPL.ELF you already have — POPS/, EMBER/,
neutrino/ and your settings stay where they are. Use the full package instead if you
want a pinned flavour, or if any of those companion folders are missing.
What is inside the installable zip?
The RIPTOPL-<version>.zip package contains:
-
APP_RIPTOPL-PS2DEVPINNED/RIPTOPL.ELF— #1 recommended primary, built with a digest-pinned ps2dev SDK. -
APP_RIPTOPL-OFFICIALPINNED/RIPTOPL.ELF— #2 recommended official pinned control. -
APP_RIPTOPL-PS2DEVROLLING/RIPTOPL.ELF— #3 movingps2dev:latestcanary and the required-to-compile flavour. -
APP_RIPTOPL-OFFICIALROLLING/RIPTOPL.ELF— #4 moving officialps2homebrew:maincanary. -
POPS/— the single canonical release folder for POPSTARTER support. It containsPOPSTARTER.ELF, the SMB externals,PATCH_5.BIN, and every loose BDMAusbd.irx.*/usbhdfsd.irx.*pair, including.ilink. No BDMA pair is embedded inRIPTOPL.ELF, and there is no duplicate release-rootPOPSTARTER/folder. OnlyPOPS.ELF— Sony's PS1 emulator — is not distributed here. -
EMBER/— the bundled external Ember PS1 core, unmodified and ready for the user-supplied BIOS and games. -
neutrino/— the bundled Neutrino external core, shipped extracted as a drag-and-drop folder (neutrino.elf+config/+modules/) used by the network-boot (UDPBD/UDPFS) subsystem (pre-populated with the UDPFS config). Copy it tomc?:/neutrino/— that path is exactly what Neutrino Device auto-detect looks for, and the same copy serves both per-game Neutrino launching and network boot. No separate download is needed. - Five
.urlshortcuts — PS2-Servers, udpfs-server, OrbitPS2 Manager, OPL PS1 AIO Converter GUI, and PS2RD CHT Manager. These are links to the maintained external tools; the tools themselves are not embedded in the RiptOPL package.
The final GitHub asset set contains archives by purpose (including the separate experimental RA package): the unified package, exact source snapshot, variants, and the language/debug packs when those optional jobs produce them. Bare loader ELFs and build/checksum manifests are not separate public assets; standard loaders are inside the unified package, and DualSense loaders are inside RIPTOPL-VARIANTS-*.zip.
RiptOPL requires a way to boot unsigned ELFs on the PS2. The two most common are FreeMcBoot (FMCB) on a memory card and FreeHDBoot (FHDB) on an internal HDD; FreeDVDBoot is a separate disc-based entry point. Any method that can launch an ELF works.
Go to the Releases page and grab the rolling development build or preserved current-fan-favorite snapshot. Download the unified RIPTOPL-<version>.zip installable package (the archive without LANGS, VARIANTS, DEBUG, RetroAchievements, or src in its name) and unzip it locally.
Use the ELF from APP_RIPTOPL-PS2DEVPINNED/RIPTOPL.ELF inside the zip when present; otherwise use the next available labelled flavour in the documented order. Where it goes depends on your boot method:
-
FMCB — copy
RIPTOPL.ELFto a folder on a device that your launcher can access, such as a USB drive or memory card, then add a FMCB menu entry pointing to it. A common convention ismass:/APPS/RIPTOPL/RIPTOPL.ELFormc0:/RIPTOPL/RIPTOPL.ELF. - FHDB — copy into an HDD partition the same way FHDB expects its launch targets.
- Other launchers — place the ELF wherever that launcher is configured to find it; RiptOPL has no path requirements of its own.
The ELF filename itself does not matter to RiptOPL, only to your launcher's menu entry.
Copy the bundled neutrino/ folder (drag-and-drop: neutrino.elf + config/ + modules/, pre-populated with the UDPFS config) to mc0:/neutrino/ or mc1:/neutrino/. That one copy serves both per-game Neutrino launching and network boot (UDPBD/UDPFS) — the resolver finds mc?:/neutrino/neutrino.elf automatically, and the mc?:NEUTRINO/neutrino.elf form is accepted too. You can also pick a device type with Neutrino Device (Settings → Game Launching) after first boot, or set a full custom path with the neutrino_path key in settings_riptopl.cfg. See Neutrino Core.
OPL expects a specific folder layout on whichever device(s) you plan to load games from. You do not need to create these by hand — RiptOPL auto-creates them once you enable that device — but it helps to know what they are:
DVD/ ← DVD5 and DVD9 ISO images
CD/ ← CD-based game images (blue-bottom discs)
ART/ ← cover art images
CFG/ ← per-game settings files
VMC/ ← Virtual Memory Card images
THM/ ← themes
LNG/ ← language / translation files (see Languages)
CHT/ ← PS2RD cheat files
APPS/ ← homebrew ELF files (see Apps)
For the APA/PFS internal HDD, a usable configured data partition takes priority, followed by existing +OPL (root), then __common/OPL/. No partition is created; see HDD setup. For exFAT HDD (BDMAssault) and all other folder-based devices (USB, MMCE, MX4SIO, iLink, SMB), the folders live at the root of the device.
ℹ Auto-creation on device enable
When you enable a device mode in OPL settings and exit back to the game list, OPL automatically creates any missing folders on that device. Nothing is created on a fresh first boot, because every device ships off. You do not need to pre-create DVD/, ART/, etc. manually — just enable the device, save settings, and the directories will appear.
Boot through FMCB, FHDB, or your chosen launcher. On a fresh install you land on the start menu — no game-list tabs exist yet, because every device ships off. Enable a device and its tab appears, rendered by the Coverflow theme (RiptOPL's built-in cover-art carousel) once you have games in the right folders.
Navigate to Settings → Game Sources. Enable the storage device(s) you want to use. Nothing is on by default: turn USB on and set the BDM tab's start mode to Manual or Auto, then save. Games in DVD/ and CD/ appear after the first scan. For SMB, HDD, MMCE, MX4SIO, iLink, or network boot, enable the corresponding toggle and fill in any required details (IP address for SMB/network boot, etc.).
Go to Settings → Save Changes (or the equivalent save action in the settings screen). This writes settings_riptopl.cfg to the config path and auto-creates the device folders. From this point on, RiptOPL remembers your preferences across boots.
Back on the main list, your games appear under the device tabs. Highlight a title and press Cross (or Circle for Japanese-layout controllers — the confirm button follows standard OPL behavior and is configurable). The game boots via OPL's built-in core by default. To use Neutrino instead, open Game Settings → Loader Core → Neutrino for that title. See Per-game Settings.
Unlike upstream OPL — which ships with most features off and expects you to enable them — RiptOPL boots with a set of opinionated defaults that are on from the very first launch, before you have saved any settings. You can change any of them under Settings at any time.
| Setting | Default | Where to change |
|---|---|---|
| Widescreen (16:9) | ON | Interface |
| Cover Art | ON | Interface → Artwork Settings |
| Notifications (popups) | ON | Interface |
| PS2 Logo | ON | Game Launching |
| Sound effects (SFX) | ON (volume 90) | Audio Settings |
| Boot sound | ON (volume 90) | Audio Settings |
| BGM (background music) | ON (volume 90) | Audio Settings |
| USB, iLink, MX4SIO, Internal HDD (exFAT) | OFF | Game Sources |
| Every start mode (HDD, MMCE, BDM devices, network, Apps, Favorites) | Off | Game Sources |
| Video mode | Auto (0) | Interface (menu only) |
| Theme | <Coverflow> (built-in) | Interface |
| Write Operations (rename, delete, VMC creation) | ON | General & System |
| Show GameID Barcode (Pixel FX) | On (POPSTARTER only) | Interface |
| Network Connectivity | Off | Game Sources |
ℹ Start modes
A fresh install ships with every device Off, so no device tabs appear until you enable one in Game Sources. Once a device is enabled, pick its start mode: Manual keeps the tab visible and only populates the game list when you navigate to that tab and explicitly trigger a scan — no automatic background scanning on boot — while Auto scans that tab when OPL starts.
RiptOPL's master settings use settings_riptopl.cfg (with migration from
conf_riptopl.cfg). That filename is separate from stock OPL's master config, but
conf_network.cfg, app lists, per-game configuration and support files can still be shared.
Favorites import from uOPL/wOPL is one-way: the next write saves RiptOPL's own OFAV
format to favourites.bin, which those loaders cannot read back. Keep an original copy if
you use them too. The settings home follows boot-directory discovery or Custom Settings Path;
do not assume it is always mc0:/OPL/.
If you previously used an older RiptOPL build that saved as conf_riptopl.cfg, the new build automatically migrates your settings the next time it saves — you do not need to rename anything manually.
The config file is discovered and written in this priority order (first found wins on read; saves always go back to the same path it was read from):
- The folder
RIPTOPL.ELFwas launched from (its working directory) — this is the config home - Only when the boot path cannot be determined does OPL fall back, in a fixed sequence, starting with the
config.pathredirect pointer file in the current working directory (the Krah bootstrap — it stores the directory of the last saved config and is rewritten on every save) - then
mc0:/mc1:explicitly, then the boot device (mass:orhdd:), then MMCE, then BDM devices, then the BDM/internal HDD (hdd0:__common/OPL/)
Everything else — cover art (ART/), themes (THM/), VMC images (VMC/), per-game config files (CFG/), and favourites.bin — lives in the shared OPL/ folder structure and is read and written by any OPL-family build that understands those formats. RiptOPL will import an existing favourites.bin from wOPL or uOPL on first launch.
All artwork lives in one place: the ART/ folder on the device the item is on. There is
no second location and no fallback folder — if a cover is not appearing, the filename is what to check, not
the path.
Only the key — the part before the suffix — changes with the kind of item:
| Item | Key | Example |
|---|---|---|
| PS2 game | The game ID | ART/SLUS_012.34_COV.png |
| PS1 game (VCD, POPSTARTER) | The VCD's name | ART/Spyro 2 (Ripto's Rage)_COV.png |
| PS1 game (Ember) | The PS1 disc ID | See PS1 Games |
| App | The ELF filename | ART/MYAPP_COV.png |
The suffix says which image it is — _COV is the cover, _SCR and
_SCR2 are screenshots, _BG a background, _ICO an icon. Which of them a
given theme actually draws is up to that theme; see Theme Engine for authoring, and
Coverflow for what the default theme uses.
ℹ Many small files can be slow to open
On a slow device a folder of loose images costs one file open per cover. Cover Art .tar Archive
(Settings → Interface, off by default) is an opt-in loader that also reads art from a single
ART/art.tar alongside the loose files. See the Settings Reference.
Source: install.html @ fc2e13154e51. Read on the documentation website.
Start here
Storage and networking
- USB, MX4SIO and iLink
- MMCE
- Internal HDD: APA and exFAT
- SMB shares
- Network boot: UDPFS and UDPBD
- HTTP
- NBD server
Games and features
- Neutrino core
- PS1: POPStarter and Ember
- Per-game settings
- Virtual memory cards
- GSM video modes
- In-game reset
- Cheats
- PADEMU
- RetroAchievements
- Apps
Interface and customization
Help and reference
- Troubleshooting
- ZSO format
- Backward-compatible PS3
- Credits and sources
- Features in other forks
- Project overview
Detailed references
- Complete repository guide
- Rolling release reference
- APA hard disk safety and code 402
- Autolaunch and global settings
- Controls reference
- GSM reference
- HTTP reference
- In-game reset reference
- Folders, parental lock and audio
- Language maintenance
- MX4SIO launch reference
- Neutrino reference
- PADEMU reference
- RetroAchievements reference
- Theme engine: full authoring reference
- PS1/VCD reference
- HTTP server conformance tools
- APA recovery tool