sahlberg / pop-fe

Python script to automate the process of fetching boxart and installing PS1 games (onto your PSP/VITA/PS2/PS3)
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POPstation-FEtcher

==================

POP-FE a tool to automate the process converting PSX disk images and install them on various platforms, including:

This is all LGPLv2.1

TL;DR For Linux and windows. Connect PSP to your Linux/Windows box via USB, then run:

$ ./pop-fe.py --psp-dir=auto /psx/Grandia1of2.cue /psx/Grandia2of2.cue

Or create a PS3 PKG:

$ ./pop-fe.py --ps3-pkg=Grandia.pkg /psx/Grandia1of2.ccd /psx/Grandia2of2.ccd

or ...

Enjoy.

HOW TO RUN POP-FE:

Pop-fe needs to create a bunch of temporary files while it is processing the data. So run it in a shell from the same directory that pop-fe and its dependencies are installed. You do not need to copy the game images to this directory. Pop-fe can read and process the images from remote directories.

POP-FE:

A utility to automate building and installing PSX games onto different systems. The current directory where you run this utility from needs to be writable so that we can use it to store temporary files during the conversing process. It supports and can convert games stored in the following types of file formats:

.cue : CUE file. The preferred option. The actual image file is extracted from the content of the cue file. If the file-name found inside the cue is a relative path it is assumed that the bin/img file is stored in the same directory as the cue file. .ccd : CCD file. Will be converted to a temporary CUE file before it is used. .bin : BIN/IMG files. In this case a temporary .cue file will be created .img in the local directory and used for the conversion. This cue file will assume that the bin/img file is just one single track of type MODE2/2352 .zip : ZIP file. The ZIP file will be extracted into the local directory and if a .cue file is found it will be used. .chd : CHD file. This requires that the chdman program is installed. .* : Various memory card image formats. Memory cards are detected by file size so the extensions does not matter.

The utility supports building and installing the games on various different target platforms. Command line arguments are: -v : Verbose. Print additional information about what operations are performed during the game installation. --title : Force the title to use for this game. By default pop-fe will automatically discover the game title from the image file provided. This argument can be used to override the title if the autodetection is wrong or fails. --game_id : Force the game id. By default pop-fe will extract the SYSTEM.CNF file off the game iso and use it to detect the game-id. This argument can be used to override the id. For multidisc games this supports a comma-separated list of ids. This argument does not affect libcrypt. Libcrypt handling will always use the id from the cue/bin. --cover : Image to use as the game icon. If not specified pop-fe will automatically fetch one from the internet. --logo : Image to use as the Boot logo on PSP. If not specified the default P.O.P.S one will be used. --pic0 : Image to use as the PIC0/Screenshot. If not specified pop-fe will automatically fetch one from the internet. --pic1 : Image to use as the PIC1/Screenshot. If not specified pop-fe will automatically fetch one from the internet. --manual : Specify a http link, zip-file or a directory containing scans of the manual. This is only supported for PSP at the moment. See Manual section below. --resolution : By default resolution is set to '2' (640x512) for PAL games. I.e. games with a GameId that starts with SCES or SLES. And it is set to '1' (640x480) for all other games, which are assumed to all be NTSC. This argument can be used to force the resolution to a specific value. See https://www.psdevwiki.com/ps3/PARAM.SFO#RESOLUTION for a list of possible values. When forcing the resolution to NTSC for PS3 this will additionally inject the ps1_netemu config option to set the speed of the game correctly. --whole-disk : For PS3 Packages pop-fe will default to only encode the data track in the pkg disc image and not the raw CD-DA tracks. The CD-DA tracks are converted to ATRAC3 format which is much much smaller which are then injected into the package. This makes packaged for games with CD-DA music much smaller in size. Use this argument if you still want the raw audio tracks to also be stored in the disc image. (This is only useful if at a later time you want to convert the EBOOT.PBP file back into a .BIN file) --watermark : Add a watermark consisting of disk-id and game-title to PIC0 for PSP and PSC games. --list-themes : This lists all the available themes --theme : Use ICON0/PIC0/PIC1/SND0 from the theme if available --psio-dir : This specifies the path to where a PSIO sd card has been mounted. The games will be be installed as

//.bin If you list more than one file it is assumed these are all the disks part of a multidisc game and MULTIDISC.LST will be created accordingly. PSIO uses CU2 files so must have cue2cu2.py installed in the same directory as pop-fe.py. --psp-dir : This specifies the path to where a PSP sd card has been mounted. The games will be converted into an EBOOT.PBP and will be installed as /PSP/GAME//EBOOT.PBP The EBOOT.PBP will have a cover icon as well as a background image embedded. If you specify multiple images then a single multi-disk EBOOT.PBP will be created. If you specify path as 'auto' then pop-fe will scan all mounted media and pick the first one that contains a PSP or VITA memory card. --psp-install-memory-card : Used to install memory card images on the PSP. See memory card section below for usage. --psp-use-cdda : With this setting the PSP EBOOT will be created containing the full CDDA tracks but no ATRAC3 tracks will be injected. This is helpful for games on PSP that depend on the "cdrom" to automatically play the next track when the current track ends, which PSP does not do automatically for ATRAC3 audio files. --ps2-dir : This is the directory that holds the USB stick to install VCD files for running under POPS on a PS2. --ps3-pkg : This creates a PS3 PKG This requires CU2 files so make sure this script is installed. --psc-dir : This is the directory that holds the USB stick with AutoBleem to install to. The game will be installed as Games/.PBP. The PSC emulator can only handle single disc PBPs :-( Specify --psc-dir=auto and it will scan all connected devices to try to find the one with AutoBleem. --ps3-libcrypt : Apply libcrypt patches also when building PS3 Packages. This should normally not be needed as we automatically inject the magic word to the emulator running on the PS3. --ps1_newemu : This only applies for PS3 PKGs. This switches the emulator to use to ps1_newemu instead of the default ps1_netemu. --romhacks : Comma separated list of romhacks to apply. Only supported types are .ppf and .xdelta files. There must be one romhack for each disk image in the conversion. This requires that you have xdelta3 installed. --snd0 : Provide an audio file to be played when this game is focused on the XMB. See the SND0.AT3 section below. --auto-libcrypt : Try to automatically create and apply a patch for libcrypt. This can be used if there is no proper PPF file available. This is not 100% reliable. --retroarch-bin-dir : The directory where retroarch game bins are to be installed, inside a subfolder. Includes an m3u file for correctly loading multi-dics games. --retroarch-cue-dir : The directory where retroarch game cues (as .CD files) are to be installed with their respective bins, inside a subfolder. Includes an m3u file for correctly loading multi-dics games. --retroarch-pbp-dir : The directory where retroarch game pbp images are to be installed. --retroarch-thumbnail-dir : Where the coverimage for retroarch should go. # Examples: Assume I have connected my PSP with USB and it is shows up as : /run/media/sahlberg/disk $ ./pop-fe.py --psp-dir=/run/media/sahlberg/disk /psx/Metal\ Gear\ Solid\ VR\ Missions.cue Or you can just let pop-fe try to discover it automagically for you. This works for both Linux and Windows: $ ./pop-fe.py --psp-dir=auto /psx/Metal\ Gear\ Solid\ VR\ Missions.cue If you specify more than one cue file then it is assumed that this is a multidisc game and we will use the first cue file to determine the game id and title to be used for the whole set. Example: # ./pop-fe.py --psp-dir=auto /psx/Grandia1of2.img /psx/Grandia2of2.img During the conversion process the img/bin file will be temporarily converted into an ISO file as NORMAL01.iso in the current directory. This is in order to open the iso9660 image and read the system.cnf file to extract the game id. You can avoid/skip this step by forcing the game-id from the command line, using (example only): --game-id=SLUS00957 Game art and images are fetched from https://psxdatacenter.com/ If a file named the same as the CUE but with the extension *_cover.png is found in the game directory it assumed to be the cover image and thus we skip pulling it from psxdatacenter. Example: cuefile: foo.cue and corresponding cover in foo_cover.png Similarly, files named as <cue>_pic0.png and <cue>_pic1.png are used for the screenshot images. ROMHACKS ======== Romhacks can be provided and automatically applied. These must either be in PPF format and have a 'ppf' extension or in Xdelta[3] format and have a 'xdelta' extension. This is a comma-separated list of hacks to apply, one hack for each disk in the conversion. If you don't want to specify a hack for a disk in the set, then specify 'none'. You must have xdelta3 installed in order to apply such romhacks. Example: To apply a romhack on a single disc: $ ./pop-fe.py --psp-dir=auto --romhacks SMT.xdelta Shin\ Megami\ Tensei.cue To apply a romhack to only the second disc of a two disc game: $ ./pop-fe.py --psp-dir=auto --romhacks none,X.ppf D1.cue D2.cue PS3 External config files ========================= External configs is a way to add commands to the ps1_netemu emulator to tweak gameplay and fix bugs for individual titles. See: https://www.psdevwiki.com/ps3/Talk:PS1_Emulation#External_Configs pop-fe/pop-fe-ps3 comes with a bunch of configs built in for various games. (See the ps3configs subdirectory.) You can also specify additional config files that pop-fe/pop-fe-ps3 will automatically eject when you create a PS3 package. This is done by storing the config file in the same directory as the cue file and with the filename <cue-file>.ps3config PSP External config files ========================= External configs is a way to add commands to the pops emulator to tweak gameplay and fix bugs for individual titles. See: ... pop-fe/pop-fe-psp comes with a bunch of configs built in for various games. (See the pspconfigs subdirectory.) You can also specify additional config files that pop-fe/pop-fe-psp will automatically eject when you create a PSP EBOOT. This is done by storing the config file in the same directory as the cue file and with the filename <cue-file>.pspconfig Image files for PS3 packages ============================ PS3 packages uses 3 image files: <cue>_cover.png, <cue>_pic0.png and <cue>_pic1.png Cover is the game cover and shown in the game list on the XMB. It is square and it will be resized to 176x176 pixels. If you provide your own custom image here, create it as 176x176 as then there will be no blurring due to rescaling. Pic0 is the foreground image when the game is selected in the XMB. It is 1000x560 pixels in size. Pic1 is the background image when the game is selected in the XMB. It is 1920x1080 pixels in size. These files must be named like the cue file. Example: MyGame.cue -> MyGame_cover.png MyGame_pic0.png MyGame_pic1.png Installing Memory Card images on PSP ==================================== Most memory card image formats are supported. To provide a memory card image to install along with the the game you just add the filename to the list of images. The file extension does not matter as we detect the memory cards by file size. Some platforms, such as PSP, require a two step process to install the memory cards so follow the onscreen instructions carefully. Example: ./pop-fe.py --psp-dir=auto Crash.cue Crash.srm You can also install a memory card image directly for an already installed game. But before this works, you must have ran the game at least once so that the PSP creates the required metadata files in the SAVEDATA directory. Since you are not providing a disk image to determine the game-id from you must specify game-id explicitely. Example: ./pop-fe.py --psp-dir=auto --game_id=SCUS94900 --psp-install-memory-card Crash.srm VITA SUPPORT ============ Vita is supported and you can install EBOOTs for its memory card also. The only difference is that when installing on a PSP you specify the path to the root of the SD card. If you want to install to a SD card for a Vita then you specify the path to the pspemu directory on the SD card: Example: $ ./pop-fe.py --psp-dir=/run/media/sahlberg/disk/pspemu/ /psx/Metal\ Gear\ Solid\ VR\ Missions.cue or just use the auto feature: $ ./pop-fe.py --psp-dir=auto /psx/Metal\ Gear\ Solid\ VR\ Missions.cue --fetch-metadata ================ This argument will download and install <cue>_cover.png, <cue>_pic0.png, <cue>_pic1.png, <cue>.snd0, <cue>.manual, as well as the game id and title in the directory where the game is stored. This requires that the game directory is writeable. VMP.PY ====== vmp.py is a utility to convert between signed VMP memory card images (as used by PSP) and raw memory card images as created for example by Memory Card Annihilator on the PS2. SND0.AT3 ======== For PS3/PSP this is the audio that will be played when this games icon is focused on the XMB. It can either be a 16bit/44100/Stereo WAVE file or a youtube link. If you specify --snd0='auto' then pop-fe will search youtube for the name of the game and the string 'ps1 ost' and use the first search result. YMMV The game database in gamedb.py contains curated youtube links for some games. IF a game has a curated link then it will be automatically used even if the --snd0 argument is not provided. Please send patches to populate these fields in gamedb.py with more entries. Examples: $ ./pop-fe.py --ps3-pkg=alundra.pkg Alundra.cue --snd0='https://www.youtube.com/watch?v=wKmZTw7bmI0&list=PL2S7vVonTF8UZrKK17J8FBksvYbnqyHz-&index=1' $ ./pop-fe.py --ps3-pkg=alundra.pkg Alundra.cue --snd0=Alundra.WAV $ ./pop-fe.py --ps3-pkg=alundra.pkg Alundra.cue --snd0=auto If specified as a file it must be WAVE/16bit/stereo/44100Hz. This file/link will be automatically converted into ATRAC3 format using the atracdenc tool. A good way to generate these WAV files is to find a good OST music file for the game at youtube and download it in 3GP format. Then convert it to 44100Hz/Stereo/16bit WAV like so: $ ffmpeg -i Azure\ Dreams\ OST\ 3.\ Overture.3gp -ar 44100 -ac 2 Azure\ Dreams\ OST\ 3.\ Overture.wav (See: how to create these type of files by hand: https://atunnic.gitbook.io/tnpsh-wiki/big-stinky-brew/aesthetic/snd0-atrac3 relation between EA3 and WAV files for ATRAC3 data: https://github.com/GrapheneCt/ElevenMPV-A/blob/04885b62dcd7dfb318986cf0b553483975b745a6/ElevenMPV-A/source/audio/at3.cpp#L264 and https://github.com/GrapheneCt/ElevenMPV-A/blob/04885b62dcd7dfb318986cf0b553483975b745a6/ElevenMPV-A/source/audio/at3.cpp#L132 discussions at psx-place: https://www.psx-place.com/threads/pop-fe-a-utility-to-create-psx-classics-packages-for-ps3.37426/ ) MANUAL ====== Pop-fe can create a "Software Manual" for PSP. Use the --manual command line argument and spepcify either a https-link, a zip-file, a cbr-file (==rar) or a directory containing scans of the manual to use to generate DOCUMENT.DAT. The files can be in any format and will be converted to PNG and re-scaled to 480 pixels wide to match the PSP screen. The image filenames must contain a format that pop-fe understands to match page numbers. The naming format that is supported right now are * Filename must contain a four digit substrung that matches the page number. Example: '0000' * Filename must contain 'pag' followed by two digits that matches a page number. Example: 'pag00' Page-numbering start at either 0 or 1. You can also store the manual locally alongside the cue file. The file needs to have the same name as the cue but the extension .manual The format of this file can either be a pre-processed DOCUMENT.DAT file or it can be a zip file containing image scans. If this file exist then pop-fe will use it as the manual, overriding any any default manual that may be specified in gamedb.py. PSIO ==== PSIO uses a varient of CUE files called CU2. To generate a CU2 file when installing PSIO games you need to have the CUE2CU2.PY tool installed in the same directory as POP-FE.PY. This tool can be downloaded from : https://github.com/NRGDEAD/Cue2cu2 Just copy cue2cu2.py to the same directory as pop-fe.py and make it executable : chmod +x cue2cu2.py PS2 Support =========== Pop-fe can convert games into VCD format and install it on a USB memory stick that has been prepared to be used with POPStarter and OPL to play PS1 games. The USB stick must have a POPS subdirectory where the VCD file and memory cards will be installed and an ART subdirectory for cover and background images. PS3 Support =========== Pop-fe can convert games into a PS3 PKG that can be installed on PS3 systems with CFW or HEN. PSClassic support ================= Pop-fe can convert games and install them for use on AutoBleem 1.0 memory sticks. Multidisc support only works for when running the PBP from retroarch as the builtin PCSX emulator does not see to support multidisc PBPs. RetroArch Support ================= The PSX emulator cores in retroarch support a variety of formats, with m3u and pbp files being the most convenient for loading multi-disc games. Pop-fe can prepare these formats/schemes for retroarch to load. Preparations ------------ Install ecdsa python module: $ pip3 install ecdsa $ cd <directory where pop-fe is installed> Install PSL1GHT as a subdirectory in the pop-fe directory and compile the pgcrypt module: $ git clone https://github.com/sahlberg/PSL1GHT $ cd PSL1GHT/tools/ps3py $ git checkout origin/use-python3 $ make $ cd ../../.. Then to use it just run it as $ ./pop-fe.py --ps3-pkg=Grandia.pkg Grandia_d1.cue Grandia_d2.cue LIBCRYPT ======== Libcrypt is a copy protection used on a small number of PAL releases. https://red-j.github.io/Libcrypt-PS1-Protection-bible/index.htm The protection is based on careful corruption of the subchannel data of the disk and may prevent the converted games from running on PSP/PS3. PSP/VITA -------- When converting to PSP/VITA pop-fe will try to locate and apply a PPF patch file to disable the libcrypt protection, making it possible to run the game on PSP/VITA. This is provided through a curated list of URLs for where to download the fix. This list is very incomplete and needs to be extended, patches welcome. See gamedb.py/libcrypt PS3 --- Libcrypt protected games are automatically patched by injecting the MagicWord into the package file. (The MagicWord is a compact representation of the subchannel corruption) This should be sufficient to allow any games to work when converted to a PS3 package. If not, you can use the --ps3-libcrypt argument to force pop-fe to try to find and apply PPF patches for this game. ADDITONAL DEPENDENCIES: ======================= Iso-parser ---------- You need python support to read ISO9660 images. This is needed to be able to read system.cnf to discover the game-id. I support two different such python extensions since the are not all available on all flavors of linux. Pycdio and Pycdlib. As long as you have one of them installed things should work. pip3 install pycdio or pip3 install pycdlib cue2cu2 ------- This is a small program that parses a CUE and reformats it into CU2 format. It is used by PSIO but also to create the TOC structure we need for PSP EBOOTs when a CCD file is not present. It is also required when creating PS3 PKGs. Please install this python script in the same directory as pop-fe. It can be downloaded from https://github.com/NRGDEAD/Cue2cu2 Make it executable by calling chmod +x cue2cu2.py binmerge -------- This is a small python program to merge multi-bin files into a single bin. This is required if you intend to use pop-fe with multi-bin disks. This tool can be downloaded from https://github.com/putnam/binmerge and should be placed in the same directory as pop-fe.py. Make it executable with chmod +x binmerge requests -------------- This is used to fetch data from the internet. Install this with : pip3 install requests CDDA SUPPORT ------------ CDDA is supported for PSP/VITA/PS3 but requires an external tool to convert the audio tracks into ATRAC3 LP2 format. If you do not have this tool installed then pop-fe will still create the EBOOT.PBP image but without the audio tracks. The instructions to set this tool up are part of the Linux/Windows install instructions below. (atracdenc) INSTALLATION ============ Pop-fe has a few external dependencies. It requires python3 and some additional bits and pieces. Here are some examples on how to install pop-fe and its dependencies on different OSes: For installations on Linux/Posix/ you need to have a build environment. Make sure you have 'git', 'gcc', 'g++', 'make', 'cmake' installed. Fedora36 Automatic Install: ------------------------- sudo dnf install python-is-python3 sudo dnf install pip3 sudo dnf install python3-devel sudo dnf install libsndfile-devel sudo dnf install ffmpeg git clone https://github.com/sahlberg/pop-fe.git cd pop-fe ./pop-fe.py --install Debian/Mint Automatic Install: ------------------------------ sudo apt install python-is-python3 sudo apt install python3-pip sudo apt install libsndfile-dev sudo apt install git sudo apt install ffmpeg git clone https://github.com/sahlberg/pop-fe.git cd pop-fe ./pop-fe.py --install Debian/Mint Manual Install: ------------------------ sudo apt install python-is-python3 sudo apt install python3-pip sudo apt install libsndfile-dev sudo apt install git git clone https://github.com/sahlberg/pop-fe.git git clone https://github.com/NRGDEAD/Cue2cu2.git git clone https://github.com/putnam/binmerge.git git clone https://github.com/dcherednik/atracdenc.git pip3 install git+https://github.com/nficano/pytube pip3 install PyPDF2 pip3 install requests pip3 install pycdlib (or pip3 install pycdio) pip3 install ecdsa pip3 install tkinterdnd2 pip3 install opencv-contrib-python pip3 install rarfile pip3 install scikit-learn pip3 install scipy cd pop-fe cp ../Cue2cu2/cue2cu2.py . chmod +x cue2cu2.py cp ../binmerge/binmerge . chmod +x binmerge git clone http://github.com/sahlberg/PSL1GHT cd PSL1GHT/tools/ps3py git checkout origin/use-python3 make cd ../../.. cd atracdenc/src/ cmake . make cd ../.. Windows (x86_64) ---------------- Windows hs prebuilt binary releases of pop-fe available at : https://github.com/sahlberg/pop-fe/releases If you use these you do not need to perform the manual install described below. Install Mingw64/MSYS2 Open Mingw64 Prompt and type export PATH=$PATH:/mingw64/bin pacman -S mingw-w64-x86_64-gcc pacman -S make pacman -S mingw-w64-x86_64-python pacman -S git pacman -S unzip pacman -S mingw-w64-x86_64-python-pip pacman -S mingw-w64-x86_64-python-pillow pip3 uninstall pillow pip3 install pillow pip3 install PyPDF2 pip3 install requests pip3 install pycdlib pip3 install pycryptodome pip3 install ecdsa pip3 install opencv-contrib-python pip3 install rarfile pip3 install scikit-learn pip3 install scipy git clone https://github.com/sahlberg/pop-fe.git git clone https://github.com/NRGDEAD/Cue2cu2.git git clone https://github.com/putnam/binmerge.git cd pop-fe cp ../Cue2cu2/cue2cu2.py . chmod +x cue2cu2.py cp ../binmerge/binmerge . chmod +x binmerge git clone http://github.com/sahlberg/PSL1GHT cd PSL1GHT/tools/ps3py git checkout origin/use-python3 make cd ../../.. wget https://github.com/dcherednik/atracdenc/releases/download/0.0.3/atracdenc-x86_0.0.3.zip unzip -j atracdenc-x86_0.0.3 -x README.TXT pip install pyinstaller pip install pygubu pyinstaller PSL1GHT/tools/ps3py/pkg.py pyinstaller cue2cu2.py pyinstaller binmerge pyinstaller sign3.py pyinstaller --add-data "PS3LOGO.DAT;." pop-fe.py pyinstaller --add-data "PS3LOGO.DAT;." --add-data "pop-fe-ps3.ui;." pop-fe-ps3.py --hidden-import pop-fe --hidden-import pygubu.builder.tkstdwidgets --hidden-import pygubu.builder.ttkstdwidgets --hidden-import pygubu.builder.widgets.pathchooserinput mkdir dist/pop-fe-ps3/atracdenc mkdir dist/pop-fe-ps3/atracdenc/src cp dist/binmerge/binmerge.exe dist/pop-fe-ps3/. cp dist/cue2cu2/cue2cu2.exe dist/pop-fe-ps3/. cp dist/pkg/pkg.exe dist/pop-fe-ps3/. cp dist/pkg/pkgcrypt.cp39-mingw_x86_64.pyd dist/pop-fe-ps3/. cp dist/pop-fe/pop-fe.exe dist/pop-fe-ps3/. cp dist/sign3/sign3.exe dist/pop-fe-ps3/. cp atracdenc.exe dist/pop-fe-ps3/atracdenc/src/. On windows, always run pop-fe from git-bash and from within the pop-fe directory. The directory names for the E: drive-letter is /e etc in the git-bash shell so use --psp-dir=/e or --psp-dir=auto You may need to run this command every time you open the MSYS2 shell: export PATH=$PATH:/mingw64/bin POP-FE-PS3 ========== pop-fe-ps3.py is a graphical frontend to pop-fe:create_ps3() and can be used to create PS3 packages from a GUI instead of using the command line. Docker ---------------- # You can also run pop-fe inside a docker container. # Assuming Docker is already installed on your preferred distro, run: docker build -t pop-fe https://github.com/sahlberg/pop-fe.git # You can then execute pop-fe directly: docker run -it pop-fe:latest --help # or get a shell and run pop-fe interactively: docker run -it --entrypoint /bin/bash pop-fe:latest ./pop-fe.py # Here is another Docker example where we mount the current host directory into the container at "/psp". # Directory structure: # . # ├── game.bin # ├── game.cue # └── pspemu/ # └── PSP/ # └── GAME/ docker run -it --volume "$(pwd):/psp" pop-fe:latest --psp-dir=/psp/pspemu /psp/game.cue</div> </div> <div class="footer"> <ul class="body"> <li>© <script> document.write(new Date().getFullYear()) </script> Githubissues.</li> <li>Githubissues is a development platform for aggregating issues.</li> </ul> </div> <script src="https://cdn.jsdelivr.net/npm/jquery@3.5.1/dist/jquery.min.js"></script> <script src="/githubissues/assets/js.js"></script> <script src="/githubissues/assets/markdown.js"></script> <script src="https://cdn.jsdelivr.net/gh/highlightjs/cdn-release@11.4.0/build/highlight.min.js"></script> <script src="https://cdn.jsdelivr.net/gh/highlightjs/cdn-release@11.4.0/build/languages/go.min.js"></script> <script> hljs.highlightAll(); </script> </body> </html>