POPStarter DOCS

README — Overview

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POPSLoader is a graphical PlayStation 2 homebrew launcher designed to easily browse and launch your PS1 games (using POPStarter) from various storage devices. It features a clean, responsive layout, cover art support, sound effects, an on-screen keyboard, and direct memory card exit shortcuts.

The current public release is BETA-12 (released 2026-06-18). Development continues on the BETA-13-PLAY branch (the BETA-12-PLAY branch is now frozen/archival); rolling test artifacts are published continuously (see Development & Building).


Highlights

POPSLoader's stable backbone, hardware-confirmed across an extended validation pass:

ℹ️ Note
The canonical, always-current Known Issues list and hardware-verification status live in STATE.md > Known Issues (with the full ledger in QA_REGRESSION_MATRIX.md). The current open item is the config-specific "Failed to load HDD" from a non-HDD boot; the 2026-06 HDD/PAL/BDMA features are implemented and boot on PCSX2 (HDD confirmed read-write on hardware by provato) and are still validating on hardware.


Supported Devices

POPSLoader's main menu exposes the following backends:

ℹ️ Note
The main menu also lists HDD (exFAT), i.Link, and SMB (v1), but these flows are not implemented yet — selecting them shows a "not implemented" notice. See Known Issues & Planned Improvements.

ℹ️ Note
Game compatibility and drive loading performance may vary depending on your specific console model, adapter type, and the quality of your POPStarter/POPS binaries.


Quick Install

To set up POPSLoader:

  1. Download the Release: Download and extract the latest POPSLOADER.zip package.
  2. Copy Launcher Files: Copy the PS1_POPSLOADER/ folder to the device or memory card from which you want to launch POPSLoader.
  3. Place POPS Files: Put the PATCH_5.BIN file (included in the POPS/ directory of the ZIP) into your active POPS folder (see directory structures below).
  4. Add POPStarter & POPS Files: Add your POPStarter executable (POPSTARTER.ELF) and the required POPS support files (IOPRP252.IMG, POPS.ELF, POPS.PAK, POPS_IOX.PAK) to your POPS folder. These copyrighted Sony POPS files are not included in the release package.
  5. Add Games: Copy your PS1 game images in .VCD format into the same POPS folder. Keep filenames reasonably short — roughly 73 characters is the safe maximum for a standard POPS/ folder; longer names can fail to launch (see Troubleshooting).
  6. Launch: Run POPSLOADER.ELF using wLaunchELF, Free McBoot, or your preferred ELF launcher.

Folder Layout

Ensure your directories and files match these paths exactly depending on your storage device:

USB / MX4SIO / MMCE Setup

Place all files on the root of your storage device (mass:/, mx4sio:/, mmce0:/, etc.) in a folder named POPS:

File Path Description
<device>:/POPS/GameName.VCD Your PS1 game image
<device>:/POPS/GameName.png Optional cover art (200x200 8-bit PNG recommended)
<device>:/POPS/IOPRP252.IMG Required POPS support file
<device>:/POPS/POPSTARTER.ELF POPStarter launcher binary
<device>:/POPS/POPS.ELF POPS emulator engine binary
<device>:/POPS/POPS.PAK Emulator resources payload
<device>:/POPS/POPS_IOX.PAK Emulator input/output resources payload

Internal HDD Setup

Place VCD game files inside your dedicated POPS partitions, and system binaries inside __common/POPS/:

File Path Description
hdd:/__.POPS/GameName.VCD Your PS1 game image (can also use partitions __.POPS0 through __.POPS9)
hdd:/__common/POPS/ART/GameName.png Cover art folder
hdd:/__common/POPS/IOPRP252.IMG Required POPS support file
hdd:/__common/POPS/POPSTARTER.ELF POPStarter launcher binary
hdd:/__common/POPS/POPS.ELF POPS emulator engine binary
hdd:/__common/POPS/POPS.PAK Emulator resources payload
hdd:/__common/POPS/POPS_IOX.PAK Emulator input/output resources payload

Controls

Navigate POPSLoader using a standard PS2 controller.

Button Action
D-pad Up / Down Scroll through the game list
D-pad Left / Right Page Up / Page Down (jump through large lists)
L1 Jump to the top of the game list — press again to bounce to the bottom
Left Analog Stick (up / down) Navigate the game list item-by-item — the stick folds into the d-pad, so a held push scrolls smoothly with the same auto-repeat (only an analog/DualShock pad's stick is read; a digital pad is ignored). Push the stick left / right to page-jump like the d-pad.
R1 Refresh / rescan the current device's game list, in place (e.g. after hot-plugging a drive or card). USB / MMCE / MX4SIO / HDD (PFS) re-scan live by default; if Game list cache is enabled in Settings they instead rebuild their saved per-device cache.
Cross (X) Confirm option / Launch selected game
Circle (O) Go back to the Main Menu / Cancel
Triangle (△) Exit shortcut / BOOT.ELF shortcut where available
Start Open the Settings / Profile Editor
Select Toggle "Hide Text Mode" (clears the UI for a clean view of cover art)
Square (□) Toggle cover-art preview on / off (in the game list)
Right Analog Stick (up / down) Scroll a long game description that doesn't fully fit on screen (when Game details are enabled and a <game>.txt is present). Speed is set in Settings → Description scroll speed.
L3 (left stick click) Hide / unhide the selected game (writes/removes a <name>.hide marker — works on every device, including the internal HDD). Set Settings → Game List → Hidden games to Visible (manage) to show hidden games dimmed, then press L3 on a dimmed entry to unhide it.
R3 (right stick click) Reveal / re-hide this device's hidden games. When Settings → Game List → Hidden games is set to Hidden (games filtered out of the list), press R3 to rebuild the list with them shown dimmed so you can manage them (then L3 unhides); press R3 again to hide them. Mirrors the Hidden games setting and is saved with it.
R2 Launch in "HDD Alt" mode (HDD (PFS) game list only — for an HDD-resident POPSTARTER)

On-screen Keyboard (Settings path editor)

Button Action
L1 / R1 Move the text cursor Left / Right
Square (□) Delete character (backspace)
R2 Toggle uppercase / lowercase

Settings

Press Start on the menu to open Settings; changes save when you confirm. Settings persist per install with single-device parity — every device, including the internal HDD, saves a .pldrs file next to the launcher. HDD installs write that sidecar on the HDD boot partition itself (POPSLoader remounts its own boot partition read-write to do so — there is no mc0: fallback for HDD installs). For the full rules, see STATE.md > Settings.

Startup

Setting Options What it does
Boot Page Carousel (default) · MX4SIO · USB · MMCE · HDD (PFS) Where POPSLoader lands after the boot sequence. Carousel shows the normal device wheel. Pick a device and POPSLoader opens straight into that device's game list at startup (it loads that backend automatically). A -page= launch argument still overrides this for that one boot.
Setting Options What it does
(one row per device: MMCE, MX4SIO, HDD (exFAT), HDD (PFS), USB, i.Link, SMB, Disc) Shown (default) · Hidden Hide or show each entry on the main device carousel. Set unused or not-yet-implemented backends (e.g. HDD (exFAT), SMB, i.Link) to Hidden to remove them from the wheel. At least one device must stay Shown. Saved with your settings (HIDDEN_DEVICES); hidden entries are skipped during carousel navigation with no gaps, and launch behavior is unchanged.

Game List

Setting Options What it does
Multi-disc games Show all discs (default) · First disc only First disc only hides the secondary discs of multi-disc games so only disc 1 shows. Detection is purely by filename — a disc is hidden if its name contains (Disc 2), (Disc 3), (CD 2), (Disk 2)… (any number ≥ 2). So it only works if you name your files with that convention, e.g. Final Fantasy IX (Disc 1).VCD / Final Fantasy IX (Disc 2).VCD. Launch disc 1 and swap discs in-game via your VMC. (PS1 discs carry no shared "this is the same game" metadata, so the filename is the only signal.) Applies to every device.
Hidden games Visible (manage) (default) · Hidden Per-game hide layer. Press L3 on any game to hide or unhide it — hiding writes (or removes) a tiny <name>.hide marker next to the game's .VCD, exactly like the <name>.png cover. Hidden filters tagged games out of the list; Visible (manage) shows them dimmed so you can manage them with L3. In-app hiding works on every device — USB / MX4SIO / MMCE / Memory Card and the internal HDD (POPSLoader writes the .hide on the HDD via its read-write boot-partition mount).
Game details Off (default) · Left · Center · Right Shows a per-game blurb from a <game>.txt sidecar in a small panel under the cover, in the chosen text alignment (Off hides it). Authored line breaks are preserved; scroll a long blurb with the right analog stick.
Description scroll speed Fast · Medium · Slow (default) How fast — and how firm a stick push — the right analog stick scrolls the Game details blurb. Slow is the most deliberate; Fast moves more lines per second. Only relevant when Game details is on.
Game list cache Off (default) · On When On, USB / MMCE / MX4SIO and the internal HDD (PFS) save their scanned game list per device so the "Building game list…" rescan only runs once (rebuild it with R1). Off = always live-scan (the default, unchanged behavior).

Other settings


BOOT.ELF / wLaunchELF Exit

Selecting BOOT.ELF in the exit menu (or pressing the Triangle shortcut) will look for:
1. mc0:/BOOT/BOOT.ELF
2. mc1:/BOOT/BOOT.ELF

If found, BOOT.ELF launches through the embedded-loader handoff with a clean BRAM setup and an explicit argv[0]. If you do not have wLaunchELF installed at these paths, this option will fail to boot.

Hardware-confirmed working when POPSLoader was launched from USB, MC, MMCE, MX4SIO, OSDmenu, Browser, PSBBN, or HDD.

The U-10 case (BOOT.ELF exit from an HDD-launched POPSLoader) previously black-screened; it was fixed in PR #479 (reboot_iop=0), hardware-confirmed by Nuno 2026-05-31. History in docs/archive/U10_INVESTIGATION.md.


Internal HDD Notes

Settings Storage on HDD Installs

HDD-installed POPSLoader saves its .pldrs settings file on the HDD itself, in the launcher's boot partition — same single-device behavior as USB / MX4SIO / MMCE, which keep the sidecar at <install dir>/.pldrs. To do this POPSLoader takes over its own boot partition's mount and remounts it read-write (the OPL "own your mount" pattern), so there is no mc0: fallback for HDD installs. The same read-write mount is what lets in-app .hide markers (toggled with L3) be written on the HDD. See STATE.md > Settings for the canonical rules.


Troubleshooting

Game does not appear in the menu list

Game launches to a black screen

A game appears in the list but won't launch

Cover art is not showing up

BOOT.ELF exit option fails or hangs


Known Issues & Planned Improvements

Confirmed broken: see the single canonical STATE.md > Known Issues list (currently just the "Failed to load HDD" from a non-HDD boot case).

Planned for subsequent updates:
* Layer C Lazy IRX Loading: Defer device-specific IRX modules so they only load when the boot device family needs them, reducing boot time. The mmceman portion has landed (PR #471): it is now loaded eagerly only when POPSLoader is booted from an MMCE device, and deferred everywhere else. Further deferral of ds34bt / usbd remains future work — they are still loaded at boot today.
* Settings UI Redesign (Berion): Visual overhaul replacing the current OPL-style focused-list with per-category Settings pages. Awaiting Berion's mockup PNGs.
* GUI Themes: Customizable colors / skins / fonts and a setting to skip the boot splash.
* In-Game Features: Support for per-game fixes, cheat codes, Virtual Memory Card (VMC) setups, and multi-disc swap prompts.
* HDD (exFAT), SMB (v1), i.Link menu flows: currently surface as "Not Implemented Yet" until feature work lands.

See STATE.md "Known Open Work" and ROADMAP.md for the prioritized backlog.


Credits


Development & Building

GitHub Actions is the canonical build path. The pinned CI image is ps2dev/ps2dev:v2.0.0. Every change must pass the CI workflow in .github/workflows/compilation.yml before merging; rolling release artifacts for testing are produced by .github/workflows/rolling-release.yml on push to BETA-13-PLAY and on pull request events. CI now runs a live luac syntax gate over the embedded Lua (bin/POPSLDR/*.lua + etc/boot.lua) and hard-fails on a syntax error — note this catches syntax only; runtime and load-order errors still only surface on real PS2 / PCSX2.

POPSLoader is an EE C/C++ application (src/) with the entire front-end UI and launch logic written as embedded Lua (bin/POPSLDR/*.lua, etc/boot.lua) and an embedded IOP-side child ELF loader (src/elf_loader/). The Lua scripts, PNG art, IRX modules, and the child loader are all baked directly into the EE ELF at build time via bin2c, so the on-card scripts are not read at runtime — building from source is required to change them.

Developer documentation, repository architecture details, and the current state are maintained in:

To build the launcher binary locally (optional; CI is canonical), run:

make clean elfloader all

This cleans, force-regenerates the embedded child ELF loader (elfloader), then compiles every EE/IOP object, embeds all assets, links, strips, and runs ps2-packer to produce the packed bin/POPSLOADER.ELF. It requires a configured PS2DEV SDK environment (ps2dev/ps2dev:v2.0.0 toolchain) with ps2-packer and the bin2c tool on PATH.

To grab the latest test build, download from the rolling release URL:
https://github.com/NathanNeurotic/POPSLoader/releases/download/rolling-release/POPSLOADER-rolling-release.zip