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zabolyx
12-26-2004, 01:23 AM
if found then host: loading according to the romlist ,

does this mean that I can point to the HDD.... or only to CD or MC0... you have to remember soe of us aren't that smart.

KaylaKaze
12-26-2004, 02:53 AM
You can't point to the HD 'cause the HD needs special drivers to be used. If I could get the thing to compile (errors out the butt) I'd make it HD compatible.

zabolyx
12-26-2004, 03:04 AM
OH kayla we live ewe...

OK... but what is host... is that for the link setup... USB nap-link and inlink?

zabolyx
12-26-2004, 03:04 AM
OH kayla we love ewe...

OK... but what is host... is that for the link setup... USB nap-link and inlink?

<G>
12-26-2004, 01:32 PM
You can't point to the HD 'cause the HD needs special drivers to be used. If I could get the thing to compile (errors out the butt) I'd make it HD compatible.

i remember going through this with not6. I believe he is using an uber old version of gcc. When i see him online again ill ask. I think the best thing to begin to do is seperate them and begin to move them to the ps2dev.org cvs.

moethacriminal
12-31-2004, 01:12 AM
i think it just might be impossible to complie this..
aaaaaaaaaaaaaaaah im so frustrated...........aaaaaaaaaaaah..
sorry, just venting, but seriously i cannot get this complie and im giving up.

KaylaKaze
12-31-2004, 04:30 PM
I got it to compile, just can't get it to link. I get like thousands of relocation truncated to fit: R_MIPS_GPREL16 errors and nothing I've been able to google on the subject helps

KaylaKaze
01-03-2005, 10:02 AM
It Compiled! :)

totnak
01-03-2005, 10:41 AM
Does this mean there will be another realease coming out? or am I just still dreaming ? Whatever happens I still thank Kayla and the 7not6 !!!. Cheers to you all for the job well done !!!

KaylaKaze
01-03-2005, 11:47 AM
It means I'm almost done :)

RyDaWg2k1
01-03-2005, 01:09 PM
Kayla, I worship you ... are you saying HDD support is also a go?

KaylaKaze
01-03-2005, 01:17 PM
HDD support is done, for both rom loading and game saving (games with battery only, of course). I'll do a little more testing before I post. It's a BIG file though (2.5 megs). You'll probably have to run it from HD. I don't know if it can be packed though. I'd really like to do save states but I'd need help with knowing what has to be saved (for both this one and InfoGB).

KaylaKaze
01-03-2005, 01:55 PM
HD support, same as InfoGB

vinniev2222
01-03-2005, 02:18 PM
Thanks KK. For info, this is the only one from the xmas pack that when packed, will not boot that I have experianced. Tried diff. versions of packer, none worked. I tried booting through ps2mnuk, ps2mnu, Lanchelf, and KL (all with exploit only) Thank you again! Also seems like all these except infogb have troubles loading from KL, at least for me.

vinniev2222
01-03-2005, 02:21 PM
MAN, the sound on this thing!.....lol Guess they weren't kidding when they said turn the sound off on Mario when you jump.

RyDaWg2k1
01-03-2005, 04:50 PM
lol, yea, the sound on this emulator is awful. I loaded up some old school zelda action and picked up the sword right off the bat and the sound stuck for the rest of the time, lol, needless to say I muted it ...

dlanor
01-03-2005, 04:59 PM
KaylaKaze:
I should have guessed it, you did it again...
I'm happy about that, of course, though it does make my own activities earlier today
less meaningful. You see, I spent most of the day working on patching the InfoNES
sources to allow compilation, hoping that this would help you get on with the HDD
adaption. But the important thing is that it's been solved, regardless how.

I prepared a package with the stuff needed to successfully compile, and I decided
to post it even though your fixes make the old version seem rather like a waste
of time. Some other dev'ers may still be interested in compiling this stuff anyway.

In order to be able to compile InfoNES for PS2, using the sources supplied in
the archive 7not6CHRISTMAS_PK_SRC.zip, several things had to be fixed.
A Zip archive containing all stuff I changed is attached at the bottom of
this post, and also includes a lib package needed (by Mr Brown).

Here follows a list of the fixes needed to compile InfoNES.ELF:

1: 'Makefile' contains several instances of the GCC option "-i" being used as
__ synonymous to "-include ", which is not allowed anymore. I have expanded
__ this abbreviation. This is not needed for some older GCC.

2: 'Makefile' contains compilation option -GO, which results in an error
__ message for 'unrecognized option', so I have removed that. This may also
__ be unnecessary with older GCC. (Was it just a typo ? ("-GO" for "-G0"))

3: The project requires (not stated in docs) a ZLIB/UNZLIB package, which is
__ included in the 'Christmas archive' mentioned above, in a subfolder named
__ "testz". But it has to be moved into the main InfoNES source folder (named
__ "InfoNES093J_Src"), in order to match the path strings in the makefile, or
__ (which I prefer) those strings must be edited to match the real location.
__ So I changed the strings by prefixing them with "../../". This way the
__ unpacked archive can be used without having to move subfolders around.

4: gs.c contains a multiline __asm string, which is not allowed anymore.
__ I have broken that string up into several oneline strings, to make the
__ assembly of it work properly. This patch is not needed if you use an old
__ version of GCC.

5: Though not explicitly stated in docs, the source requires the 'subversion'
__ lib by Mr Brown. This must be downloaded, unpacked and the folder named
__ "sbv-1.0-lite" must be copied into the main PS2DEV folder. I have included
__ his tar.gz archive (unmodified of course) in my ZIP for your convenience.

6: Use of the 'subversion' lib above also requires using the header file named
__ 'sbv_patches.h', and this should be in one of the local "include" folders
__ of the project. Since it is PS2 specific, I suggest the "PS2\" subfolder.
__ (It probably works from PS2DEV or PS2SDK <include> folders too.)

7: In compiling ps2init.c I got a parsing error for stdlib.h, for the line in
__ that file which declares the 'atoi', function. This is because some other
__ header file has defined atoi as a preprocessor macro, so it is best solved
__ by protecting the declaration in stdlib.h with a conditional clause. I've
__ inserted a line with "#ifndef atoi" before that declaration, followed by a
__ line with "#endif" after the declaration, and then the error disappears.

8: Some of the project files refer to the libcdvd files, in another folder of
__ the 'Christmas archive', and those files MUST therefore remain in a path,
__ relative to the PS2 specific project files, which is EXACTLY as in the
__ archive. So relative to "InfoNES_System_ps2.cpp" the path must be exactly
__ "../../../libcdvd/", unless you want to edit the source files to fix it.
__ I chose to leave this as-is, but you need to remember that these folders
__ belong together this way. If you separate them from each other InfoNES
__ will fail to compile! (possibly other emus in the archive too...)

9: 'Makefile' overrides some compilation methods without providing any path
__ definitions for system headers. This is ok for some of the non-PS2 stuff,
__ but not for InfoNES_System_ps2.cpp, for which I've therefore added some
__ 'include' paths. This source file also contains explicit reference to the
__ ZLIB stuff mentioned in point 3, and needed it stored in yet another (3rd)
__ place. I changed that reference so only one copy of that stuff is needed.

10:'Makefile refers to 'libc.a' in a weird way (2 ways really), which can't
__ work with my newer setup, and shouldn't be needed anyway. I've changed the
__ references to be identical using the normal '-lc'.

11:'libcdvd/ee/cdvd_rpc.h' (in the folder of point 8 above) contains a minor
__ fault, in that the final line is unterminated. No big thing, but since it
__ generates a compile-time warning I chose to fix it.

12:'Makefile' needs another lib definition to allow proper linking of CPP
__ code with GCC 3.x.x, so I added '-lstdc++' to the final link stage.

### The above is what I had to do, and why I made each change.
### Below I describe what you need to do to make use of them.

1: Make sure of what PS2DEV setup you have. I have the latest Win32 setup,
__ using GCC 3.2.2 for both IOP and EE, if yours is much older my fixes will
__ probably not work for you. I also have a modern PS2SDK setup, though I
__ haven't yet upgraded it to the latest release (which came a few days ago).
__ If your stuff matches mine, then proceed, else break off here and consider
__ the possibility of upgrading your stuff (or tweaking my fixes).

2: Unpack my InfoNES_fix.ZIP and prepare to copy its contents as described
__ below. Note that the path 'SRC\' used below always refers to the 'SRC\'
__ folder of the Cristmas archive by 7not6. Note also that I assume that all
__ parts of that package remain unseparated just as when you unpacked it.

3: Copy the three files 'gs.c', 'Makefile', and 'InfoNES_System_ps2.cpp' to
__ 'SRC\1fones\InfoNES093J_Src\ps2\', replacing the original files.

4: Copy 'cdvd_rpc.h' to 'SRC\libcdvd\ee\' replacing the original file.

5: Unpack the archive 'sbv-1.0-lite.tar.gz' and copy the folder it contains
__ (named 'sbv-1.0-lite') to your main PS2DEV directory. The same one that
__ is indicated by your $PS2DEV system environment variable.

6: From the folder of step 5 above, copy the file 'include\sbv_patches.h' to
__ 'SRC\1fones\InfoNES093J_Src\ps2\'

That's it, and from now on the package should work, like any other.
At least it works fine for me, tested running 'Final Fantasy 3' ROM loaded
over host interface with PS2Link.

Best regards: dlanor

KaylaKaze
01-03-2005, 05:28 PM
Actually, I had fixed most of the stuff early but the problem was in the makefile where each file was being told how to compile individually. I'm guessing it was 'cause they weren't using -G0 or something. I added $(CC_FLAGS) in front of each one's first -O option and that solved the relocation truncated issue. Unfortunately though, the compatibility on this thing sucks. I spent a few hours today trying to figure out how to use configure under cygwin so I can see if I can port FCE Ultra. Despite what <G> says about it being good enough, InfoNES's core is quite immature and has low compatibility. I'm also looking into Hu-Go! since PCE has crappy compatibility. Now that I understand the basics of porting an emulator and have structure setup to provide the shell, it shouldn't be TOO hard.

<G>
01-03-2005, 05:55 PM
I spent a few hours today trying to figure out how to use configure under cygwin so I can see if I can port FCE Ultra. Despite what <G> says about it being good enough, InfoNES's core is quite immature and has low compatibility. I'm also looking into Hu-Go! since PCE has crappy compatibility. Now that I understand the basics of porting an emulator and have structure setup to provide the shell, it shouldn't be TOO hard.

best of luck to ya then :p
we always run into problems porting...

vinniev2222
01-03-2005, 06:56 PM
Thanks KK. For info, this is the only one from the xmas pack that when packed, will not boot that I have experianced. Tried diff. versions of packer, none worked. I tried booting through ps2mnuk, ps2mnu, Lanchelf, and KL (all with exploit only) Thank you again! Also seems like all these except infogb have troubles loading from KL, at least for me.


With your new hdd enabled version, it does pack correctly and run correctly, using ps2-packer-lite. I figured out my problem listed on the infones page.

bongen
01-03-2005, 07:28 PM
I spent a few hours today trying to figure out how to use configure under cygwin so I can see if I can port FCE Ultra.
Perhaps you could see if it's worth porting the XBOX port of FCE Ultra to PS2 as it already is stripped of features unnecessary on a console etc. Perhaps it would be a more difficult task, i don't know.

I think a good NES emu is the most wanted emu on the ps2 scene now, but after that, what do you think of porting a SNES emu? Seeing as SNES-STATION is afterall quite slow on some games, and also lack HD-support. And it's not updated very often. About a year ago, I think.
And there is quite a few open source ones around, isn't there?

totnak
01-04-2005, 01:04 AM
Hi Kayla I'm here again for some questions :). I just want to know why when I put 800 roms in one partition the INFOGB and INFONES hangs on me? But when I make it just 100 rom it works. Do you think its about the emu or just the flashXP because whenever I'v finished transferring 100+ roms in one partition, when I click refresh on it it will say list error over and over again and wont show anymore roms.
Last one is anyone knows anymore FTP prgz beside FlashXp? Thanks again !!!

stayhye
01-04-2005, 01:15 AM
thanks kayla for all the hard work you put in these projects. With all the know how you have, i'm suprised you don't do this for a living....or do u? This has been a good x-mas for me thanks to you, and happy new year to all at the scene.

RyDaWg2k1
01-04-2005, 01:15 AM
search for an ftp program called filezilla, its free and is as full-featured as many of those try and buy programs

<G>
01-04-2005, 08:21 AM
lol, yea, the sound on this emulator is awful. I loaded up some old school zelda action and picked up the sword right off the bat and the sound stuck for the rest of the time, lol, needless to say I muted it ...

let us know when you have put up the src to fix the sound issues.
:rolleyes:

KaylaKaze
01-04-2005, 09:12 AM
I'm, a postal worker. I type addresses for a living :( I'd like to do coding but it's not an easy market, especially without a degree. Besides, what I do isn't that hard. It's the hardware emulation that's hard. I'm just writing the shell that goes around it.

Do you know what exactly is the 'cause for the sound issues? I'm guessing that the processor is sending empty sound buffers when there is no sound on a channel, but that's just a guess 'cause of the way SjPCM holds or repeats the sound in places where I know there should be no sound.

The roms issue could be a memory thing. The directory listing uses a dynamic array that assumes it'll never run out of memory. However, 800 roms shouldn't be enough to kill it. 4000 shouldn't be enough to kill it. How long didyou let it wait before assuming it was locked? Large directories can take a while to read.

<G>
01-04-2005, 09:46 AM
Do you know what exactly is the 'cause for the sound issues? I'm guessing that the processor is sending empty sound buffers when there is no sound on a channel, but that's just a guess 'cause of the way SjPCM holds or repeats the sound in places where I know there should be no sound.


I think pixel fixed that particular issue in ps2bor. however, sjpcm just isnt that great. I think raizor has been working on some sound stuff aswell as lukaz. There are only 2 viable scenarios for this situation. Overhaul SJPCM or write another from scratch.

Clutz450
01-04-2005, 12:38 PM
About the sound. Is this one of those things that we are going to have to wait for the original author of the emu to come out with an updated version with the sound fixed or can anyone who wants to work on it fix it? But other then that, great job kaylakaze. I definitely appreciate all the effort you are putting in to get these emulators hard drive support.

KaylaKaze
01-04-2005, 02:13 PM
Well, if it's sending empty buffers, is there a way to run SjPCM_Pause() until the buffer is full again and then run SjPCM_Play() (or whatever it is, sound isn't my strong point)?

dlanor
01-04-2005, 02:31 PM
Well, if it's sending empty buffers, is there a way to run SjPCM_Pause() until the buffer is full again and then run SjPCM_Play() (or whatever it is, sound isn't my strong point)?
Would that really improve the sound ?

I mean, if the interval is long enough for an empty buffer to be sent, then it is probably long enough to cause a lot of 'stutter' effects anyway. It must be better to check over the code of the emu core, to see if it can't be made to generate sound data with a more reliable rate.

But I'm not nagging you to do that, by any means. Once you feel that the HD stuff is fine, and release those sources, someone else (with sound as his/her strong point) may continue with that part. That is the main strength of open source projects, after all, that many people can contribute.

On a side note, and as indicated by my post title, please check your PMs. The one I sent you yesterday has some info on the compatibility of InfoNES, which I deem it important that you have ASAP. You don't have to respond at once or anything like that, but I'll feel better once my receipt list shows that you've read it.

Best regards: dlanor

bongen
01-04-2005, 07:17 PM
Kayla, have you looked at the PS2 Emulator framework found at SF?

http://sourceforge.net/projects/ps2frame/

I don't know anything about it though.

KaylaKaze
01-05-2005, 12:13 AM
Nope, hadn't heard of it

dlanor
01-05-2005, 06:32 AM
KaylaKaze:
I've sent you some more PMs to check out.
The second one is a test report, containing all the info you should need to fix the problem I mentioned earlier.

Best regards: dlanor

jays_factory
01-07-2005, 10:02 PM
Thank you very much for porting my InfoNES and InfoGB!!
But, I have no environment to run them :).

Enjoy
--
Jay

<G>
01-07-2005, 10:20 PM
Thank you very much for porting my InfoNES and InfoGB!!
But, I have no environment to run them :).

Enjoy
--
Jay

Hi!

we have been trying to get in touch with you for weeks concerning infones and infogb. We know in the readme there was information regarding telling you when there is a new port. When we tried to email you all of our emails bounced back. :(

zabolyx
01-07-2005, 10:26 PM
Damn Kayla...... I didn't even know you had this done... next time I exspect a personal message on all things you do.... :)

THANKS 1.0e6

KaylaKaze
01-08-2005, 01:37 AM
hehehe Well, I guess they can't all be put on the news page. :)

not6
01-08-2005, 06:10 AM
Lol ,

JAY , Thank you very much for coding InfoNES and InfoGB !!!
it's a very great works and very good ,fast and portable code.

omegatron
01-10-2005, 12:17 AM
ok why wont this work in kl and thats a big file for the mc will we get a packed version or can i pack it my self

omegatron
01-10-2005, 12:25 AM
also do i need certain files already on my hdd to allow infoneshdd to run because i am also ( like others ) stuck at the please wait while the hard drive is loaded

vinniev2222
01-10-2005, 02:21 AM
omegatron....from my experiance , even packed this will not run from kl. Use Launchelf, its a helluva lot more compatible with all applications. Sure its not as pretty, but hey, you know?

vinniev2222
01-10-2005, 02:26 AM
also regarding the issue with being stuck at the hd loading screen, I too have experianced that. What I did was put the elf in a partition on the hd, point launchelf (or ps2mnu-k) to it, so that program loads up the hd first, then infones will read correctly. Not quite sure why it does it, but for me, it would start the hd, but then when it went to read the partition list, it wouldn't. Like I said, launching it through either ps2mnu-k or launchelf off the hd solved it for me. (has to be off the hd, so those proggies can properly start the hd routine maybe? dont know. Just my experimentation.) v-10 btw.

KaylaKaze
01-10-2005, 10:46 AM
nope, I've run it fine not from HD. Depending on how many partitions you have though, it can take a while to load them.

vinniev2222
01-10-2005, 03:38 PM
Don't know, but you can tell when the hdd is actually being read, there is a slight different sound, rather than it just starting up. I personally only have two other small partitions, other than hdl partitions of course. Dont' know what it could be. I have left it on for up to a half hour trying to read though, when it's booted in places other than the hd. No worries, still runs good. Thank you

Dink
01-13-2005, 07:29 AM
thanks for this cool program :)

the only issue i have is the sound/music plays horribly :(
and when i try to move the offset further to the right, it saves but doesn't actually move over once in the game :(

i'm using the ELF loaded off my HDD :)


thanks :)

Goberg
01-13-2005, 01:41 PM
is this release very buggy, almost all my roms hangs up or the colors are broken.

they works nice with a emulator at the pc

KaylaKaze
01-14-2005, 10:23 AM
thanks for this cool program :)

the only issue i have is the sound/music plays horribly :(
and when i try to move the offset further to the right, it saves but doesn't actually move over once in the game :(

i'm using the ELF loaded off my HDD :)


thanks :)

There's 2 graphics systems in the emu. One is a slow 640x480 for the GUI and the other is a fast 320x240 for the game. At different resolutions, offsets are different. The 320x240 mode uses a built in, non-user changable value for the offsets. The offsets set in the GUI are just for the GUI.

EugeneWE3RD
01-18-2005, 08:11 AM
I like to thank KaylaKaze for adding HD support to InfoNES. I downloaded the HD version of InfoNES about an hour ago & I installed it along with the homebrew/freeware NES roms & I tested it out & it loads perfectly under PS2MENU 2.6 & I load up several NES Roms & they loaded up perfectly.

You can find some freeware/homebrew NES Roms from http://nesdev.parodius.com/ (the premiere site for programming the NES), http://www.pdroms.de/index.php , http://bobrost.com/nes/. Cinemaware allows you to download their commerical NES game called Defender Of The Crown & along with many of their other games from their site at http://www.cinemaware.com/vault.asp (look for the link called Classic Games). You have to register to download their old games but it's great that Cinemaware is allowing people to download their old games.

bongen
02-14-2005, 09:50 AM
I was just wondering how development is moving on with Kayla's ver.

Are you aware of the new SDL port? I don't know, but it might help fixing the sound issues.