I see, I didn't realize there was a separate USB version, good to know.Quote:
second USB Snes station is more stable and up to date than HDD version
Any ideas how I can get the "USB" browse working?
And he got an attitude because vsub kept stating info about a modchip, which he already said he doesnt have....so why would he care about HOW someone uses fmcb/esr with one? He just wasnt getting the help he needed.
All he wants to do is play SNES and wanted to know how to get SNES to read a CD.
Run the SNES emu that was modified by ffgriever with a more compatible USB driver. That should help it to see the ROMs on the USB stick......also make sure they are in folders with no more than 200 roms per folder. :)
thanks heaps JNABK, and thanks erak for linking me to the updated emu! :D
The funny thing is my original link was also to the updated emu. I just didn't notice the updated USB version, since I never use this emulator.
I should add that when I tried a friend's modchipped Slim PS2 recently, I noticed that as much as it could run burnt CDs and DVDs from the offset, it was incapable of picking up discs that were swapped in after loading (and when I say "swapped" I mean simply switch the discs, not "Swap Magic" or "Swap Trick"), resulting in the data on them not being read or detected.
Now I don't know if this is with all modchips but surely they're supposed to be able to support the same discs in the middle of a running application still? Or is the PS2's protection really that tight?
Sorry for the long delay of this reply to your original question, but I've been away for a while.
It is of course possible to use a burned disc for emulator ROM files (as well as any other programs and data) but in order to do this on an unmodified console you need some way of launching the applications to be used this way with the ESR driver active, so that they can access data on the disc, without being prevented from doing so by the PS2 CDVD 'mechacon'.
One obvious way of doing this is of course to prepare a boot disc for each such program, in much the same way as you would prepare a modified version of a commercial game, using SYSTEM.CNF to specify the homebrew elf to be booted and ESR patching the ISO after composing it, before burning it to a DVD-R disc. This can then be used with FMCB+ESR just as the ESR-patched game backups. But this method could get rather wasteful when you want to use many different homebrew applications this way.
A more sensible approach is to prepare such an ESR boot disc with uLE as the boot elf, and having a LAUNCHELF.CNF file on it with shortcuts to several emulators (and/or other homebrews), all of which should then be able to use data files on the burned disc.
And for cases where you already have the applications on MC (or USB) it also makes sense to make non-bootable ESR-patched discs containing only the data files and folders needed for those applications (such as emu ROM collections and media file collections). Then you can use the 'mcard' variant of ESR to relaunch uLE on MC with the ESR driver active, thus making uLE able to access the burned data discs, and also able to pass that ability on to other homebrews it launches (such as emulators, media players, etc).
The inability of some modchips to enable access to burned discs apart from the initial bootup stage is typical of later versions of the Matrix Infinity chip's firmware, and thus also of the many clone chips which imitate it. Some other chips, such as the DMS4pro, have no such problems whatever.
This MI handicap is the direct result of a misdirected effort to work around modchip detection of some games, by disabling all influence of the modchip on CDVD access after the initial boot sequence. It is my understanding that this 'sleep mode' can in turn be disabled by cutting one of the modchip connections, though I've never done this myself.
Best regards: dlanor