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Yes, I know, but perhaps we can find a way to have uLE use those too, or get around it by some other means.
Originally Posted by Polo35
----- snip ----- re: GUI crashing at launch by uLE when "RESET IOP: OFF"
----- snip ----- re: fixing module conflict by forced IOP reset
Yep, i saw that too right now, and found where the problem is.
ULE use "basic modules", and HD_Gui use "X modules". Those modules have same name, so "smod_get_mod_by_name" found them, but ULE init mc and pad in normal mode, and HD_Gui in X mode.
So, i add a fix like this:
Interesting. I suppose I should add similar fixes to uLE as well, though I'm not aware of any problems with it. But then I almost always have IOP reset active in it, which could hide some potential issues. Better try it...
In ULE case "normal" modules version are: sio2man:513, mcman:523, mcserv:520, padman:774.
Hmm. Funny, but I expected some obvious problem when launching uLE from your GUI with IOP reset OFF in LAUNCHELF.CNF, but everything seems to work just fine. Do you make any IOP reset in exiting from your code for the "GO HOME" command ?
----- snip ----- re: subfolder problem (scrambled substrings ?)
Most PS2 games have a fairly simple folder structure, but I'll try to find some more examples. Perhaps there's some game we both have, so that you can get exactly the same symptoms I see.
I never see such a thing, but i'll investigate that asap.
That's good to know, but also really perplexing, as it's failed in all my tests so far.
I just test CD-R/DVD-R with success.
I've tried plenty of backups with similar toc as the originals that work (I have lots of FFX versions as backups, but only the pressed original works with the GUI). And in some cases I've tried exactly the same game both as a backup and an original. (eg: the UK version of "Disgaea:Hour of Darkness").
I'll do the same, as I do have lots of backup discs that I don't normally use stashed away. If it works at all then some of them should boot correctly for me too.
I'll make some more intensive test to reproduce this problem.
Best regards: dlanor
Last edited by Polo35; 06-07-2007 at 01:20 PM.
Well...I've tried the HD_Project using PS2Client (because when I've tried to launch it with ule, the BSOD appears and I can't modify HDL.CNF file because I don't have HD and I can't save the settings) and It works fine with original games...I tried with some copies(Kingdom Hearts PAL Spanish; Resident Evil 4; Winning Eleven Pro Evolution Soccer 2007 NTSC) but the program can't find the IMG File.
Then I tried with an original disk, the PS2 Online Start-up disc and it worked.
Scanning path: cdfs:
Num Img File: 0
I think this two things are problems of this version(The Anti-backup thing and the automatic option to make a partition on the HD to save the config) but everything else seems to work fine.
MC Emulator –
Hi there, I just try v1.05 and got some problems.
First of all, I feel like a Noobs regarding this.
Here what i did :
Copy the folder HD_Project_1.05 in my HDD0/_boot/MCEmu.
Copy the memorycard0.bin in my HDD0/_boot/MCEmu.
Copy the MC Emulators File.zip in my HDD0/_boot/MCEmu.
Attribue the path for virtual memory card to it.
Here the problems I had :
MC Dump - Freezing (dunno how long it takes to dump the 8 megs...)
MC Emulator - Scannind CDVD, game start (DDR Super Nova), no save files found, want to create one => YES, want to use the auto-save => YES.
Start a game, then when it try to re-save or re-load it freeze.
Let me try v1.06 and follow in detal the tutorial made by bootleninja.
Keep up the good works boys
I succeeded has to launch ff12 with usbmcemu with hdloader.
I will create a tutorial but it will be in French.
In fact I have right extract the files visible then all the others I have to gather them in only one, for finally rebuild the image with $onydvd generator and system.cnf with the lba 500
I know, I already did this some time ago for FFXII US (SLUS_209.63). There are some hidden files before 500 and some (a lot in fact ;P ) beyond dbcman.irx. If someone is interested, here's a patch (it doesn't contain any copyrighted information, just some changes in toc and usbmcemul at the end in additional sectors. It also contains 2point crazyc/jh patch... so apply it to unmodified image. Contains undo data.). It looks for memoryff120.bin/memoryff121.bin int the root of mass.
Edit: sorry... I think it starts to be a little bit off topic (maybe new thread for such things would be fine).
Last edited by ffgriever; 06-07-2007 at 07:14 PM.
----- snip ----- re: BSOD when using uLE to launch GUI without IOP reset
Yes, you're right. I made a mistake in my first test of that, so that the problem was 'hidden'. I normally use a two-stage boot where a well-tested uLE version launches my current test version, and this caused an IOP reset to be made even though I had disabled the one in the main uLE ELF. When I skip this two-stage boot method I do get the same result as you.
Originally Posted by Polo35
----- snip ----- re: integrating MC emulator with uLE
I assumed as much from your earlier description of this lockup, as that's the only reasonable cause for leaving the final block sizes on screen. But I still think we'll eventually come up with some way to do this.
Edit: Apparently prog freeze on close(in) call if copy from vmc and close(out) call if copy to vmc.
Best regards: dlanor
Hd_Gui Anti-Backup test report
Hd_Gui Anti-Backup test report –
I've just finished a series of tests trying to launch 50 different game backups with the new MC emulator GUI, all of which tests failed completely. 5 of those games were on CD-R with the rest on DVD-R discs, and the majority of the discs were 16x Certified Verbatim discs, so the media quality is not questionable.
In this long series of tests I also had reason to check out the consistency of another bug, which is that every other disc insertion will fail to produce any IMG scan at all, not even in the cdfs: root directory. So if we assign a count number to each disc insertion, starting at 1, then all the even-numbered insertions will fail to make any scan, giving only the odd numbered insertions any chance of working. This bug applies to all disc types, even pressed originals.
That bug obviously means that I had to make 100 disc insertions in order to test the 50 games properly, which still resulted in failure to find any IMG file for all those tests. (In fact I made many more insertion tests, just to check for consistency.)
At the end of this test series I finished by inserting a pressed original, known from previous tests to be compatible (UK FFXII), and this then booted normally without any problems, and with MC emulation active. Since that concluded the same boot session in which all the failed tests were made, it proved that the potential to launch a game correctly had not somehow been 'lost' by that long series of failures.
My conclusion from this test series is inevitably that this v1.06 of the GUI uses some method to scan CDVD that makes use of game backups impossible, at least for my PS2 model (v7) and my modchip (DMS4pro with ToxicOS).
I am now about to start another test series to find out more about the subfolder scanning bug I reported on earlier. So I'll be back again later with another report on that.
Best regards: dlanor
I tested it with only few games (all compatible with both devices and were working on 1.05).
For me pressed originals work fine (always load at the first time, no matter what the current "insertion count" is). The backups newver load. I'm always getting img file not found error.
Originals tested on gh-009 ntsc (unmodded), gh-009 pal (unmodded) and gh-026 pal (modded with modbo760). Backups only on the last one (only modded console I own right now )