Both features seems too complicated to implement.
It will really hard to have a clear interface for multi-account mode, or it will require to add a lot's of code to OPL.
I think these features are only needed for a very small percentage of users.
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Both features seems too complicated to implement.
It will really hard to have a clear interface for multi-account mode, or it will require to add a lot's of code to OPL.
I think these features are only needed for a very small percentage of users.
Yea I kind of figured it would take a lot of time for that but if people want too they could use different config for muti accounts like conf 1 conf 2 load
but of course this can be done manually too![]()

Is how all good gaming systems came to beas im not much of coder i dont think i should make suggestions on how this could be done
but i will give a few just for reference
1.(the easiest way i can think of) add a user menu to change users and when loading and saving the game data just append the user name to the beginning of the file
like this if user 1 and the game is scph-12345 - look for 1-scph-12345 but if not thare use scph-12345 then save it as 1-scph-12345
2.(the hard way) rewrite the gui to include a way to do multiple users and save settings for each user(but this would also make the project go backwards)
now option 1 could also be used for games like Armored core so you can select user 1 as slot 1(on memory cards) and user 2 on slot 2(on memory cards) so that you could battle your ac's agenst each other with out changing you memory card settings
now as i have sed im not much of a coder and i have no ida how much code would be needed to do eather of these options
(these are here for reference not sugestions or how it could or should be done)
-EDIT- because RandQalan posted when i was posting
@RandQalan
that also would be another option thx for posting it
-EDIT2- i hate dyslexia
Support for a second HDD would be nice.
I've been thinking of testing how possible it would be to have 2 HDDs on a PS2, but no homebrew even supports it yet.
Support for FTP protocol, or improve SMB speed because it only works around 10-12 Mbps.
Well I don't think you are talking shitbut some of the devs have been trying to incorporate udma over SMB not much has happened yet but I am hopeful
![]()

Is how all good gaming systems came to bethe hdl server can squeeze out more speed than 12Mbps, but it's a special UDP based protocol. that might not work for SMB.
The Playstation 2's National Semiconductor DP83846A Ethernet PHY is capable of the following modes:
1. 10Mbit half-duplex
2. 10Mbit full-duplex
3. 100Mbit half-duplex
4. 100Mbit full-duplex
But on some Network Adaptors, this same National Semiconductor PHY screws up when the adaptor is connected to a Gigabit network... and auto-negotiation fails.
If you wait for a looooooonnnng time for it to time out, it will fall back towards 100Mbit, half-duplex mode. (At least, this happens in the SMAP driver that is hosted on the Index of / SVN server)
As for the poor performance offered by the OPL SMB server, it's probably caused by a lacked of DMA support in the SMAP driver (Hence, only ~1-2MB/s can be achieved with the 37MHz IOP).
At least, the OPL HDL Dump server lacks DMA support.... but it's probably the same thing for SMB support (Why would DMA support be implemented in-game driver but nowhere else? Hence, the same driver with the same limitations is probably used too).
Last edited by SP193; 02-17-2012 at 07:17 AM. Reason: The DP83846A PHYs were manufactured by National Semiconductor, not NEC

More info... I hope this help to take a conclusion::
http://psx-scene.com/forums/f150/pos...57/#post833859 (Possible fixes for Digitus Nano NAS DN-7023)
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