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View Full Version : MC gamesave backup results


dlanor
02-15-2006, 07:56 AM
Please post any feedback here that concerns using LaunchELF for MC gamesave backups.

Best regards: dlanor

retro
02-15-2006, 01:54 PM
i did some testing..
i copied all my gamesaves from mc to hd
deleted them all on mc(a bit crazy,but if it gone wrong i havent been to sad)
pasted them back with the MCpaste future.

Everyone worked perfectly!
this is the gamesaves i tested.

Psychounauts
Tombraider angel of darkness
Need for speed underground 2
Super bust a move
Sly racoon
crash bandicoot wrath of coretex

(moved it from the big ulaunchelf thread)

Stand
02-16-2006, 03:38 AM
MGS3 saves work perfect. I have one question, does it copy psx saved game too?

firehawk
02-17-2006, 04:28 PM
007 Everything or Nothing
Someone reported me that he wasn't able to backup the savegame from this game. It shows "copy failed".

dlanor
02-18-2006, 09:42 PM
007 Everything or Nothing
Someone reported me that he wasn't able to backup the savegame from this game. It shows "copy failed".
Hmmm. That is probably not the kind of error we're looking for here, as it most likely means only that the files could not be written to the destination.

What we really want to see here are results for whether or not the real games accept gamesaves that have first been backed up to non-MC media, and then restored back to MC again, using the mcPaste command for both operations. And we want this particularly for games whose saves could not be backed up (and work afterwards) with earlier methods.

The mcPaste copying SHOULD preserve all attributes and timestamps, so that all gamesaves restored this way will work with the games. But this needs to be tested, thoroughly, far more than I have time to do myself. This is where all users finally get a chance to pitch in and help...! And that is why this thread exists, so that users can report whether or not the games accept or refuse gamesaves restored by this new method. This way we get all reports on this subject in one place, for easy reference, and without cluttering up the release thread.

Best regards: dlanor

firehawk
02-19-2006, 08:49 AM
Sorry about that, dlanor. I thought it could be placed here. Anyway, it won't happen again.

dlanor
02-20-2006, 02:46 AM
Sorry about that, dlanor. I thought it could be placed here. Anyway, it won't happen again.
No problem, but for the future I prefer to see feedback for mcPaste here (both successes and failures), since that is THE mose important function added to LaunchELF recently.

Also, concerning the game "007 Everything or Nothing":

Reports in another thread make it clear that this game uses the backslash character in two icon filenames. This makes those names illegal under Windows and DOS rules, meaning that they are also illegal on media to be used there.

So attempts to backup saves for that game will always fail if you mcPaste to a Windows PC via HOST, and backing them up to USB devices will probably fail too, as many of them also refuse to store names containing backslash. The only devices where such names are sure to be accepted are the PS2 MC and the PS2 HDD. So that game can have its saves safely backed up to HDD or to other MCs, but not anywhere else.

The blame really lies with the game makers, for using idiotic names.
(Resulting from an attempt to use Windows-style subfolders on MC :crazy: )

I just wanted to clarify that problem for those who wondered...

Best regards: dlanor

E P
03-03-2006, 08:20 PM
Well I did get around and tested quite a few saves on my reformatted 8MB memory card. I had the saves backed up with mcpaste to the ps2 hdd and restored them back to the memory card. Everything I tested checked out ok: all 3 GTA games, Mortal Kombat saves, PS2 system saves, and other random saves. I used my earlier X-port methods to do part the testing.

As for 'James Bond 007: Everything or Nothing', I took a look and the icon has a file name of 'trc\savegame.icn' which is where the issue is. It's plainly out of our hands though so one will need to use nPort or something else with that one. It may also be possible to backup the 'trc\savegame.icn' to the ps2 hdd restore it manually back to the mc.

Speaking of nPort, I had thought about modifying the program for those that want to at least be able to restore their GTA game saves with it. The source is old and would have to be modified to fit the new ps2sdk standard. I had thought about it and looked at the source before but never quite got around to seeing how possible it would be to get it to compile. I myself never really used nPort for anything but I know that its backups are ok it just doesn't restore that preserved attribute. If I ever get around to it and get it working I'll be sure to release my source changes along with the binary.

dlanor
03-04-2006, 12:03 AM
Well I did get around and tested quite a few saves on my reformatted 8MB memory card. I had the saves backed up with mcpaste to the ps2 hdd and restored them back to the memory card. Everything I tested checked out ok: all 3 GTA games, Mortal Kombat saves, PS2 system saves, and other random saves. I used my earlier X-port methods to do part the testing.
Good. I believe we have 'nailed' the attribute/timestamp handling, but confirmation of this is still important. I guess most users don't realize this, considering how few reports we have received. They probably think that only errors are important enough to report, but if they all think so then we can NEVER verify that it works properly for all the games that neither you nor I possess.

As for 'James Bond 007: Everything or Nothing', I took a look and the icon has a file name of 'trc\savegame.icn' which is where the issue is. It's plainly out of our hands though so one will need to use nPort or something else with that one. It may also be possible to backup the 'trc\savegame.icn' to the ps2 hdd restore it manually back to the mc.
That should work fine.

I made a temporary mod to the virtual keyboard used for 'rename', and used this to create some rather odd names for files and folders, using backslash and other special characters. Copying those back and forth between MC and PS2 hdd worked very well. As far as I know only colon (':') and forward-slash ('/') will fail to work inside names on these file systems, since they are drive/folder separators. Most other characters work fine, even though they would cause trouble on a PC. (eg: filenames containing quote characters, or leading whitespace, etc.)

Speaking of nPort, I had thought about modifying the program for those that want to at least be able to restore their GTA game saves with it. The source is old and would have to be modified to fit the new ps2sdk standard. I had thought about it and looked at the source before but never quite got around to seeing how possible it would be to get it to compile. I myself never really used nPort for anything but I know that its backups are ok it just doesn't restore that preserved attribute. If I ever get around to it and get it working I'll be sure to release my source changes along with the binary.
Using our methods it should be simple to preserve all attributes, the only risk is that there may be confusion concerning saves made by others.

This goes two ways of course. The new version needs to know if all the attribute bits in a save are really valid, and the old version might get confused by bits it didn't expect... (Just guessing really ;))

Best regards: dlanor

E P
03-04-2006, 01:13 AM
Using our methods it should be simple to preserve all attributes, the only risk is that there may be confusion concerning saves made by others.

This goes two ways of course. The new version needs to know if all the attribute bits in a save are really valid, and the old version might get confused by bits it didn't expect... (Just guessing really ;))
Yeah, you're right I just found out the nPort format isn't as robust. So much for my earlier thought of a few quick fixes. :( I had thought that the nPort backups retained all the attributes much like X-port.

Well it didn't matter that I previously deleted all those nPort saves I had made. I stopped using nPort a long time ago and from the looks of it now too many changes would be required to be worth it. So I can scrap that idea all together. I'll stick with X-port's XPS format and uLaunchELF's best format for correctly backing up/restoring all save attributes. I can't see making another alternate format that would be required to do what I wanted in nPort.

Jones23
03-04-2006, 05:24 AM
Originally Posted by dlanor
I guess most users don't realize this, considering how few reports we have received. They probably think that only errors are important enough to report, but if they all think so then we can NEVER verify that it works properly for all the games that neither you nor I possess.

My very first post!:)
I can't believe it;)

Now sorry to you dlanor, but I couldn't test much faster.
I've attached a textfile with all games tested so far.(50 more to go) All testing done with uLaunchELF v3.50 and Rad Host Client v1.7. I copied the files to my PC and back using "mc Paste" and everything worked fine. Exept for Harry Potter gof with the ":" in the filename.
I also made a max-file for Burnout 3 with the PS2-SaveBuilder using the files copied with uLE and transfered it with my maxdrive. Worked. Must try it the other way round. That would be really great! No more need for that crappy maxdrive and his software!:p

@dlanor and E P: Is it possible to build a "PS2_MC_Backup_Attributes.BUP.bin"-Generator for the PC? Maybe using parts from the PS2-SaveBuilder?

Finaly all I can say is:
LAUNCHELF IS THE ULTIMATE BOOTAPP!!!!
The mc Paste is flawless and networking is great!
Thank you both for this surpreme app! It's the best!:ups: Keep up this perfect work!:D

Jones23
03-04-2006, 09:18 AM
I made it!:D
I managed to create a "PS2_MC_Backup_Attributes.BUP.bin" with the editor. I extracted a max-file-savegame with PS2-SaveBuilder to a folder with the "ROOT/ID"-name.Then opened a new document with the editor. Then used copy and paste to fill in the needed "'?", "??" and "squares" from a uLE backup.bin and the filenames from explorer. Finally saved the doc as "PS2_MC_Backup_Attributes.BUP.bin" in the folder with the savegame-files.
McPaste with uLE. Started game. Loads perfect.:dance: (tested with Burnout 3 and FF X-2)

Now the only saves I need the maxdrive for are those with ":", "\", and so on.:lol:
To solve this invalid-character-issue I think a rename funktion would be best. Either in the filebrowser or as an auto-rename-funktion when using mcPaste. Perhaps the mcPaste routine could detect an invalid character and delete or change it (maybe to @, since I never saw that in a savegame) and include the change info in the "PS2_MC_Backup_Attributes.BUP.bin". Or a "copy as" or "paste as" funktion could be possible. But the auto-change on mcPaste would be best.
I have absolutely no skills on programming and I don't know how hard this is to implement, but it would be great.

However, THIS APP ROCKS!!! :nana:

dlanor
03-04-2006, 09:38 AM
My very first post!:)
I can't believe it;)

Now sorry to you dlanor, but I couldn't test much faster.
I know how time consuming these tests can be, so no need to apologize. The important thing is that the tests are made AND eventually reported here, like you just did.

I've attached a textfile with all games tested so far.(50 more to go) All testing done with uLaunchELF v3.50 and Rad Host Client v1.7. I copied the files to my PC and back using "mc Paste" and everything worked fine. Exept for Harry Potter gof with the ":" in the filename.
Ooops! I'll have to make some tests to see if safe backups of such names can work correctly on ps2 hdd, like they did for that 007 game with backslashes in some file names. I'll post the results in an 'Edit' to this post later.

Edit:
I have now tested using the colon character (':') in names of both files and folders copied by both Paste and mcPaste, and those work just fine as long as the transfers are made between MC and PS2 HDD, in either direction.

I also made a max-file for Burnout 3 with the PS2-SaveBuilder using the files copied with uLE and transfered it with my maxdrive. Worked. Must try it the other way round. That would be really great! No more need for that crappy maxdrive and his software!:p
Well, it should work though you may lose some attribute bit if you can't use mcPaste. (Using it without a proper attribute file is the same as normal Paste.)

One good way of ensuring normal attributes as used by the game, when importing saves you got from others (Internet or whatever), is to start by backing up another save from the same game using mcPaste. Then (working on the PC or PS2 hdd) you rename the files in the save to be 'imported' so that all names match those of the mcPasted backup. Then you copy all files from the save to be imported into that mcPasted backup folder.

At that point you can use mcPaste to restore the save, which will then give the 'imported' files the same attributes and timestamps used in the save you made yourself. In most cases that should work just fine.

@dlanor and E P: Is it possible to build a "PS2_MC_Backup_Attributes.BUP.bin"-Generator for the PC? Maybe using parts from the PS2-SaveBuilder?
Sure it's possible, but I wonder if it's meaningful.
If an old/rebuilt save has lost needed attributes, how can that program know what they were...?
The only way I see would be to have the user edit the attributes manually, and then I'd rather add such a feature in LaunchELF itself.

Finaly all I can say is:
LAUNCHELF IS THE ULTIMATE BOOTAPP!!!!
The mc Paste is flawless and networking is great!
Thank you both for this surpreme app! It's the best!:ups: Keep up this perfect work!:D
Thanks for those sentiments, they are always appreciated.

However, much as I hate to do it, I must disagree on one point:
'mcPaste' does have one flaw, which we've now seen affect backups of two games.
That flaw is the inability to mask names that are illegal on some filesystems used for backup.
This flaw will remain for a while longer though, as we can't make 'rename' work properly on MC at present.

Best regards: dlanor

joky
03-04-2006, 10:03 AM
My very first post!:)

@dlanor and E P: Is it possible to build a "PS2_MC_Backup_Attributes.BUP.bin"-Generator for the PC? Maybe using parts from the PS2-SaveBuilder?



Wouldn't it be better to have some sort of max<->ule (maybe also xps<->ule) converter?

This way you could download those .max and .xps files from various sources and transfer it to your MC without all those PS2 cheat tools which usualy require you to boot a disc and have the file on an usb-stick for it.

There's already some XPSToMaxMemConvertor.exe tool which does various formats (max, xps, xmem). But i doubt that the source is available.

dlanor
03-04-2006, 10:31 AM
Wouldn't it be better to have some sort of max<->ule (maybe also xps<->ule) converter?
It doesn't matter if it's better or not. Anyone who feels inclined to make such a converter is free to do so, or to make any other program using the same save format as LaunchELF, in any way they please. It is not, however, something I plan on doing myself. (I have enough on my plate as it is... ;))

This way you could download those .max and .xps files from various sources and transfer it to your MC without all those PS2 cheat tools which usualy require you to boot a disc and have the file on an usb-stick for it.
For most games you can already do the same with LaunchELF, if you just unpack such saves with 'PS2SaveBuilder' first. With the new default attributes set by the normal Paste command, most games will accept saves restored that way. Only the 'tricky' ones require mcPaste.

There's already some XPSToMaxMemConvertor.exe tool which does various formats (max, xps, xmem). But i doubt that the source is available.
That's not really a problem. Sooner or later the format will be hacked by someone, and until then such conversions will just need one extra step. No big deal...

Best regards: dlanor

dlanor
03-04-2006, 11:13 AM
I made it!:D
I managed to create a "PS2_MC_Backup_Attributes.BUP.bin" with the editor. I extracted a max-file-savegame with PS2-SaveBuilder to a folder with the "ROOT/ID"-name.Then opened a new document with the editor.
What editor ? Are you talking about 'Notepad' ?
If so, be warned. the .BUP.bin format used by mcPaste requires *exactly* 64 bytes for each file record, so you need to use an editor with exact control of such things, as well as the ability to manipulate arbitrary binary data. Normally this means a pure hex editor, like WinHEX, though it can also be done with generic editors, like UltraEdit-32 in hex mode.

Then used copy and paste to fill in the needed "'?", "??" and "squares" from a uLE backup.bin and the filenames from explorer. Finally saved the doc as "PS2_MC_Backup_Attributes.BUP.bin" in the folder with the savegame-files.
McPaste with uLE. Started game. Loads perfect.:dance: (tested with Burnout 3 and FF X-2)
Good for you, but remember my advice on the choice of a proper editor for these files, as you don't want to risk losing saves.

Now the only saves I need the maxdrive for are those with ":", "\", and so on.:lol:
Yes, since you don't have any PS2 IDE HDD, there is no way for you to backup those with mcPaste.

To solve this invalid-character-issue I think a rename funktion would be best. Either in the filebrowser or as an auto-rename-funktion when using mcPaste. Perhaps the mcPaste routine could detect an invalid character and delete or change it
This possibility has been considered, but would require complete restructuring of the mcPaste function. As it presently works, it performs a normal paste first, and then adjusts attributes and timestamps afterwards, using the .BUP.bin file. The same procedure will not work for filenames, since the MC device driver doesn't allow renaming.

(maybe to @, since I never saw that in a savegame)
No. If/when we implement a renaming scheme for mcPaste, then it will use some method that allows ALL characters to be preserved, even those that are illegal for use on an MC...
I will not get caught in the same trap twice !

Best regards: dlanor

Jones23
03-05-2006, 12:04 AM
@dlanor:
Yes I first used the notepad, just to see if it works. FF X-2 and Burnout 3 where pretty useless since they also load on normal Paste, but POP TTT only works with mcPaste and it too worked with the notepad-attribute.bin. However this left me with some really crappy timestamps.:(
Speaking of timestamps. My uLE shows all of them with 8 hours +. :crazy: PS2browser displays correct time. Don't know if that's a known prob.

Meanwhile I have made some hex calculations.
With the hex-editor I can edit date of creation, date of last update, filesize, filetype (file or folder) and filename.
I'm about to write a tutorial about how exactly to change or create a new attribute.bin with an hex-editor.
Would like to post it here if you don't mind.

That slimHDD support is really great. I only must get hands on a hdcombo.
And someone with solder skills.;)

E P
03-05-2006, 03:12 AM
@dlanor:
Yes I first used the notepad, just to see if it works. FF X-2 and Burnout 3 where pretty useless since they also load on normal Paste, but POP TTT only works with mcPaste and it too worked with the notepad-attribute.bin. However this left me with some really crappy timestamps.:(
Speaking of timestamps. My uLE shows all of them with 8 hours +. :crazy: PS2browser displays correct time. Don't know if that's a known prob.
No it's not a problem as all time stamps are in Tokyo time. All files/directories are in that default time. The browser just adjusts the time to what you have your timezone set to. I noticed this last year when I found that changing the setting for Daylight savings made all saves timestamps off 1 even with saves where it wasn't needed. :)

Jones23
03-05-2006, 05:42 PM
I'm done with the HEX tutorial. Check the attachment. :)
Hope someone can make a use of this.

I'm still testing the mcPaste with my savegames and will update the compatibility list soon.

Big thanks to E P and dlanor for all the infos!
I can't get enough of uLE!

Edit:
I've updated my tutorial (v1.1):
- added some information on the compressed savegame formats
- made some small changes and corrections

Let me know if there's a error or something I could improve.