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#1
[HELP] Singstar Micro dont work
[HELP] Singstar Micro dont work –
11-25-2009,04:21 AM
Hi,
i´ve got a problem with all Singstar titles that i load over a USB HDD. I dont hear any Sound when i sing. I use the officially Wireless USB Micros for PS3. Singstar recongnise that the USB Converter is connected because when i plug out the Converter it says "please connect the USB converter to the system". And when i do that i can resume the Game. Is there an issue between loading Games from USB and using USB devices in the Game?
Here my Hard- and Software:
60 GB PS3 PAL with PS2 Emulation
Sony Wireless USB Micro for PS3
Open Loader 0.41 r124 (r122 or 123 also not work)
Dussel
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11-25-2009,10:06 AM
you should test with a usb mic converter for the ps2 instead.
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11-25-2009,10:03 PM

Originally Posted by
Bootlegninja
you should test with a usb mic converter for the ps2 instead.
That hardware might work differently, but the big question as I see it is if the same mics work well with the same game when it is run from an original disc on the same console, rather than from USB.
If the mics do work properly then, it is most likely some part of the CDVD emulation USB drivers that prevents those mics from working right when playing the game from USB.
Best regards: dlanor
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11-25-2009,10:34 PM
I have to jump in on this one. I myself have several Singstar games on my HDD, in my V7.
They all play fine, all are ripped from originals, through PC, and then transfered to PS2 HDD through WINHIIP.
Now some times I have to start up the PS2 with the mics (USB converter), unplugged. Load up HDLoader 0.8c, and then plug them in.
I agree with dlanor, it seams to be messing with the USB drivers on the PS2.
try what I did and see if it works.
DJ
Site Mod
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11-26-2009,02:37 AM

Originally Posted by
dlanor
That hardware might work differently, but the big question as I see it is if the same mics work well with the same game when it is run from an original disc on the same console, rather than from USB.
If the mics do work properly then, it is most likely some part of the CDVD emulation USB drivers that prevents those mics from working right when playing the game from USB.
Best regards: dlanor
With the original disc the mics are working.
@Bootlegninja
The mics are working also on a PS2.
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11-26-2009,07:45 PM

Originally Posted by
Dussel
With the original disc the mics are working.
@Bootlegninja
The mics are working also on a PS2.
Then it is almost certain that it is the attempt by the program to load new USB drivers for the mics that fails, due to the USB drivers alreay in use for the CDVD emulation.
"Open PS2 Loader", or any other similar loader, must prevent the module loading of a game from destroying the ongoing CDVD emulation by replacing those drivers. But the current methods used for such prevention unfortunately also prevent the games from using the USB interface as intended.
It should be possible to modify this behaviour of "Open PS2 Loader", so that the attempt by a game to load new drivers is still diverted, but in such a way that the game sees the loading as successful, and then proceeds to access its devices properly, but through the USB drivers of "Open PS2 Loader".
The problem is to do this in such a way that the game sees it as a success in loading its own drivers (which never really happens) and without in any way disrupting the ongoing CDVD emulation.
A similar problem also exists for games that use network access, when those games are run through the SMB interface from a PC fileshare. That too creates a conflict between network modules needed by the game and the network modules used for CDVD emulation. Again an ideal solution requires that the game sees its module loads as succeeding, though not really occurring, with the game able to access network through the modules already loaded and already used for CDVD emulation as well. But doing that without interrupt conflicts may be very tricky indeed...
Best regards: dlanor
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11-26-2009,08:07 PM
Have you tried any of the modes? Mode 5 disables USB support of the games USB drivers, so you dont want to enable that one.
PS2 Consoles:
SCPH-30001 [V4] - unmodded (2)
SCPH-30001-R [V5] DMS4 Pro SE
SCPH-50001-N [V9] CC 2.0 SLE
SCPH-79001 [V16] Silver - unmodded

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11-27-2009,01:03 PM

Originally Posted by
dlanor
"Open PS2 Loader", or any other similar loader, must prevent the module loading of a game from destroying the ongoing CDVD emulation by replacing those drivers. But the current methods used for such prevention unfortunately also prevent the games from using the USB interface as intended.
It should be possible to modify this behaviour of "Open PS2 Loader", so that the attempt by a game to load new drivers is still diverted, but in such a way that the game sees the loading as successful, and then proceeds to access its devices properly, but through the USB drivers of "Open PS2 Loader".
The problem is to do this in such a way that the game sees it as a success in loading its own drivers (which never really happens) and without in any way disrupting the ongoing CDVD emulation.
A similar problem also exists for games that use network access, when those games are run through the SMB interface from a PC fileshare. That too creates a conflict between network modules needed by the game and the network modules used for CDVD emulation. Again an ideal solution requires that the game sees its module loads as succeeding, though not really occurring, with the game able to access network through the modules already loaded and already used for CDVD emulation as well. But doing that without interrupt conflicts may be very tricky indeed...
Best regards: dlanor
Sorry to disagree dlanor, but this feature is already implemented in both USB/SMB for a while now:
When running USB core, it detects attempts to load USBD.IRX and in this case feed the fs_read buffer with a dummy driver that is resident, and so simulate a successful loading.
Same for SMB core, it simulate DEV9.IRX and SMAP.IRX loading, otherwise all games that loads these modules would freeze (Ratchet Gladiator in mind...)
The problem is most likely that not all exports of official USB driver are implemented to USB driver from the ps2sdk, but I can't remember exactly which exports right now.
EDIT: It could also be due to the fact the current iop core uses huge amount of ram, preventing further module to load properly.
Last edited by jimmikaelkael; 11-27-2009 at 01:24 PM.
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11-27-2009,04:11 PM
I have lots of Singstar games also, but have only Tested Singstar Country with the OPen PS2 loader using SMB
It loaded fine, my mic worked, just the audio was out of sync when playing the game.
I will test my other Singstar games when I get the chance this weekend.
Ok I had time, tested Singstar Amped and Singstar Rocks,Singstar 80's using SMB Open PS2 loader, and it works fine. Same thing out of sync though.
But your correct using Open PS2 loader with a USB drive, as I know my USB mic is connected, it will say disconnected if I unplug it.
The song does not recognize your voice. Its as if there is no USB mic attached.
I even swapped USB ports on the PS2 while the game was paused. Still doesn't work.
Last edited by windrider42; 11-27-2009 at 07:14 PM.
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12-05-2009,12:34 AM

Originally Posted by
jimmikaelkael
Sorry to disagree dlanor, but this feature is already implemented in both USB/SMB for a while now:
When running USB core, it detects attempts to load USBD.IRX and in this case feed the fs_read buffer with a dummy driver that is resident, and so simulate a successful loading.
Same for SMB core, it simulate DEV9.IRX and SMAP.IRX loading, otherwise all games that loads these modules would freeze (Ratchet Gladiator in mind...)
I'm not sure I fully understand you here. I was not talking of just preventing a game from loading new modules, but of making the already loaded modules available for use by the game, as if they were in fact newly loaded modules.
Is that really what you meant by "dummy driver" here...?
If so, then it seems to me that you are here saying that games run by USB loader core already have full access to perfectly normal USB drivers, and that games run by SMB loader core also have full access to all networking module functions. Because that is what I suggested implementing, by giving the games 'shared' access to the same modules used by the loader core, so as to eliminate device conflicts. But of course this would need to be done in such a way that the core retains control of the modules (no resetting by the game applications) while still making it appear to the game as if it is in control.
If you already have that fully implemented, then you are much further along than I had realized 
The problem is most likely that not all exports of official USB driver are implemented to USB driver from the ps2sdk, but I can't remember exactly which exports right now.
I agree that this too is an important aspect to develop and improve further.
EDIT: It could also be due to the fact the current iop core uses huge amount of ram, preventing further module to load properly.
This is certainly an important factor. but problems of that kind will probably have more 'fatal' effects when they strike at all. Because when memory allocation of needed buffers starts to fail, a real crash of some kind is usually not far away...
Best regards: dlanor
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