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SD2Cloud & ORBIT Comparison

What two related community PS2 projects do, how Launchstation compares today, and which gaps remain open.

Two community PS2 homebrew projects overlap with parts of Launchstation. This page records what each one does, how that compares to Launchstation today, and where the gaps are. It is a documentation and planning aid, not a claim of parity.

SD2Cloud

oMrRexD/sd2cloud by MrRexD, GPL-3.0. A PS2 application that manages and backs up memory cards on the console itself, to Google Drive, with no PC. Works with sd2psx-family cards running the sd2psXtd firmware (the PS2 sees them as MMCE), MemCard PRO2, regular memory cards, OPL virtual memory cards and card files on USB, MX4SIO or the internal HDD.

AreaSD2CloudLaunchstation
Google Drive sign-inDevice code or QR code; only files it creates are accessibleSame flow (OAuth device flow, QR, drive.file scope). Cloud backup
Sync cards to DriveOn demand, or automatically on exit from a game via IGR; only changed cards uploadBack up changed MMCE cards and upload on demand; IGR helper with auto-sync Off / Local / Local + Google Drive
Backup history10 per card by default, restore any, verified before and after writeVersioned local history with a retention setting; verified recovery from local or cloud history
Backup format.mcd, or .ps2 (PCSX2).mcd or .ps2
Browse cloud historyFrom the Files tab"Browse cloud history..." (read-only paged view, verified recovery)
Backup by save (per-save versions on Drive)Yes, optionalPresent, not yet tested on a console (#232): optional Per-save versions keeps each changed save of every backed-up card as WLE-Saves/<save>/WLE-<stamp>.psu, uploaded with the cards; one version downloads as a verified .psu (Per-save versions)
Memory card manager (browse saves, 3D icons)Yes, per card and "All saves" viewPartial: Card contents... opens a card image and lists its saves with titles, file counts, sizes and free space (Card contents, added in #226). No 3D icons and no "All saves" view
Copy / move / delete saves across cards, multi-selectYesPartial: Card contents... copies, moves and deletes saves inside card images, including MMCE cards the adapter is not serving, one save at a time, with a verified safety copy first and a read-back after (#226). Multi-select copy/cut/paste/delete works on mc/vmc folders; those copies are checked for short reads/writes, not read back
The Library (saves kept off cards)YesYes, folder-based, not yet tested on a console (#232): Save library here... lists the .psu saves in a folder and the folders inside it, sorted by title, and copies them to a card (one verified safety copy of that card, nothing on it replaced) or deletes them. The library is any folder you choose; there is no cloud copy of it
Templates (default save sets applied to game cards)YesPartial, not yet tested on a console (#232): a set is a named folder of .psu files in the library, made with Save as a set...; Apply a set to a card... copies it to a card you pick after a confirmation, skipping saves already there by name. Sets are never applied automatically, for example to a new Game ID card
Create / resize / rename / check / delete cards, convert to Game IDYes, with a safety copyPartial: copy a card to a new 1–64 MB size, "Install as NEW card", and select a numbered card with Make this the active MMCE card... (#226); file-level rename/delete. New blank card… makes an empty 1–64 MB card (1, 2 and 4 MB match the small cards sd2psXtd makes), and Split into Game ID cards… makes one card per game from a card’s saves, installed with Install as MMCE Game ID card… (#232; not yet tested on a console). No card check. Neutrino selects a Game ID card on launch
OPL VMC and USB/HDD/MX4SIO card filesYesPartial: VMC mounting, card-image backup/export, and Card contents... on .mcd, .ps2 (read-only), .bin, .vmc and .mc2 images are supported; .zip is not
Works without an sd2psxYes (regular cards, USB/HDD/MX4SIO)Regular memory cards supported in the file browser
MemCard PRO2Read/write .mc2; card switch is a previewPartial: treated as a generic MMCE; .mc2 image files open in Card contents... like other no-ECC images (#226, not tested with a MemCard PRO2)
Self-updateStable and Beta channels, SHA-256 verified"Check for updates" against the rolling release (no beta stream is published)
Languages69 dashboard tables (some extended help still English)
Installs a SAS package on the card for IGRYes (APP_SD2CLOUD)Own IGR helper install/status in Settings

The authoritative checklist for closing these gaps is issue #108 ("GUI parity: complete on-console SD2Cloud/MMCE management workflows"). #226 (merged 2026-10-28) added card contents, safety copies, card resize, the active-card check and card switching, and the IGR fingerprint backup. None of it is tested on a console yet. Rows still marked Partial or Missing remain open. tests/test_sd2cloud_parity.py checks that labels and features are present; the #226 host tests (test_mc_card_write, test_dash_card_tool and others) exercise the card code under simulation, which still does not prove the workflows on hardware.

ORBIT

danielnuld/ps2-launcher, GPL-3.0 (its bundled Neutrino fork is AFL-3.0). A game launcher for a real PS2 that starts games through Neutrino. Companion app ORBIT Jellyfin is tracked in issue #186. ORBIT has no Google Drive feature; its "cloud" overlap is network-delivered content (covers, a home game server) and save icons.

AreaORBITLaunchstation
Library viewsCarousel, grid, list; filters All / PS2 / PS1 / AppsGrid, list, carousel; application filters
CoversDownloaded by the console over HTTPS, no PC stepArtwork and covers supported; whether the console downloads them itself is not audited
3D save iconsNewest save of each game, spinning on the detail cardSave icon preview support exists; parity not audited
Game sourcesUSB, internal HDD (exFAT / HD Loader), MX4SIO, iLink, MMCE, UDPBD, home game server (udpfs)USB, HDD, MX4SIO, MMCE, iLink, SMB, UDPFS and more (devices)
Launch engineNeutrino (bundled fork)Neutrino, POPStarter, Ember
Virtual memory cards per gameCreated on first play, on the game's deviceVMC documented; automatic per-game creation not audited
Per-game optionsVideo mode, compatibility modes, memory cardSaved per-game Neutrino profiles
In-game menu / reset combosHold L1+L2+R1+R2+START+SELECT; restart and power-off combosIGR helper and reset; no in-game pause menu
RetroAchievements on consoleYes, via an in-game agent and the xeRAbora PC clientNone
LanguagesSpanish, English9 dashboard tables
Companion appsORBIT JellyfinAny ELF via Applications; see #186

Suggested order for closing gaps

The detailed, verified order is in the parity plan; in short:

  1. Finish auditing the remaining rows above against #108's acceptance criteria, recording implemented / partial / missing with evidence.
  2. Done in #226: the card image parser, the card contents view, the active-card check, card switching and the automatic safety copy before every card write. Next: hardware validation (the console test matrix in #226), then "All saves" and restore previews, which build on the same parser.
  3. The Library (Save library here) and per-save backup versions are in (#232, not yet tested on a console); templates are later work that needs design decisions.
  4. Keep ORBIT-only ideas (RetroAchievements agent, in-game pause menu) as separate proposals; they need a Neutrino fork or an in-game agent and are a different risk class.
  5. Do not copy code from either project without settling the licence question above.