HD TEXTURE PACK CONTROLS - v0.1.7

Open HD Texture Pack in the player. Choose an extracted, game-specific pack folder,
check Enable, and Save. Close the game before changing a pack. Turn it off to
return to the original artwork. Each game remembers its own choice.

Supports native DuckStation-style texture names inside replacements/ and
Beetle-style PNG packs. ZIP packs must be extracted before selection.
The program checks recognized image names, basic image limits, duplicate keys
and game-edition metadata when supplied. A matching pack must be authored
or supplied separately. No authored HD texture collection is included.

BIOS PREPARATION FIX - v0.1.6

Choose SCPH1001.BIN or SCPH-5501.BIN using Choose PS1 BIOS.
Both exact BIOS images are recognized by content hash, including renamed copies.
First use prepares the selected BIOS locally; later launches reuse its cache.
Fixed the missing guest-dispatch callbacks that prevented preparation.
No BIOS or game disc is included. Keep your existing save-folder selection.

MULTI-DISC PLAYER — v0.1.5

Disc set / Change Disc is available in the player toolbar.
For a supported multi-disc set: open Disc set / Change Disc, choose Set up discs,
and select your own matching CUE/BIN for EACH disc. Each disc is verified by size
and SHA-1. Then Play. When the game asks for another disc, open the same control
and choose Change to that disc. The running process is retained; the native
engine cycles the tray and mounts the other image. Give it two game seconds.

Driver 2 (Europe) and Gran Turismo 2 (Europe) have verified set definitions.
GT2's Arcade and Simulation discs remain separate boot applications; launch the
corresponding disc package to start its mode. Its disc set shares memory cards.
The bonus disc is separate. Unrelated games cannot be added to a live disc set.
Other titles in this collection use their normal single-disc startup.
Each package starts its own boot disc. To resume progress on a later disc, use
that disc's package with the SAME save folder. In-game disc changes do not reboot.
Existing memory cards are never merged or overwritten by the player. If you
already played an older package, choose its existing save folder in this player.
The chosen folder is remembered across packages belonging to the same set.
Savestates are scoped per disc by the native engine; memory cards are shared.

Every game still requires your matching game files AND supported retail BIOS.
Use Gamepad (Automatic) for the confirmed wired PS4 controller routing.
No game disc or BIOS is included. No ray tracing or frame generation is added.
Automated protocol and validation tests passed. Actual Windows in-game disc
change prompts are not verified yet; report the game and disc if a change fails.

PS1 BIOS REQUIRED — v0.1.5

Before playing, choose your own supported retail PS1 BIOS with Choose PS1 BIOS.
Supported exact dumps: SCPH-1001 v2.2 (USA), SCPH-5501 (USA), SCPH-5500 (Japan),
and SCPH-5552 (Europe). Each is exactly 524,288 bytes; SHA-256 is verified.
A filename or correct file size alone is not enough. Other revisions are refused.
The retail BIOS path is remembered locally across these players and checked again
on every launch. It is not uploaded or included in the download.

Then select your own matching game CUE/BIN and Play. The game and BIOS are separate
requirements. Both must pass validation. Keep Gamepad (Automatic) for wired PS4.
First use of a supported BIOS prepares a backend locally with the included runtime
helpers. This can take a minute. No additional game remaster pass is required.
OpenBIOS fallback is disabled and the OpenBIOS image is no longer bundled.
No retail BIOS, disc image, extracted boot program or private studio is included.

The native game receives the selected BIOS through --bios; game.toml sets
runtime.openbios=false. This also disables fallback in the native launcher.
Existing BIOS-specific savestates may not load after switching BIOS. Memory card
saves are separate and their dedicated location is preserved.

Updated requirements above supersede older setup instructions below.

Ford Racing — SLES-03276 — Remastered Player v0.1.5-test

1. Extract this entire ZIP to a new writable folder.
2. Connect your wired PS4 controller with a data-capable USB cable.
3. Run Start-Game.cmd (Python 3.11+ and Tkinter required).
4. Choose your own matching game CUE with its BIN tracks beside it, then Play.
   Supported edition: SLES-03276. BIN byte size and SHA-1 are checked before launch.
5. F8 Controllers: leave Player 1 on Gamepad (Automatic), Digital mode.
   This is the selection the user confirmed working with their wired PS4.
   Specific-controller selection remains unverified. Buttons can be remapped here.
6. F2 Display: 1080p, 1440p 16:9, 1440p 21:9, 4K, refresh rate, fullscreen,
   fill screen, antialiasing, filtering, sharpening and color options.
7. Choose your dedicated save folder. Close the game before saving settings;
   reopen with Play. Other games may continue building in the private studio.

The player toolbar sits above the game on supported Windows hosting; a separate
window remains available. Original game art remains; this build uses the existing
PGXP/OpenGL renderer. Ray tracing and frame generation are not included.

Artwork: no supplied cover available; original application icon retained.
Supplied covers are artwork only and may show USA packaging; the game ID controls
which disc edition this executable accepts.

Public experimental test package. Automated package checks do not establish Windows gameplay
or title-specific controller compatibility. Disruptor automatic gamepad was
confirmed by the user; each other title needs its own gameplay test.

No original BIN/CUE, extracted boot executable, capture files, build caches,
personal saves, generated source or private studio is included. Runtime helper
components and license notices are retained. Published by RetroRemakes as an experimental website download; no GitHub release is claimed.
