Forum: Official Open PS2 Loader Forum - Discussion and information on the Official Open PS2 Loader.


The above video goes away if you are a member and logged in, so log in now!




 
Would you like to get all the new info from
PSX-Scene in your email each day?




Want to learn more about the team keeping you up to date with the latest scene news?

Read about them now!

Check out our Developer bios, too!

 


User Tag List

Like Tree93Likes

Thread: Open PS2 Loader Project - v0.9
  

Page 45 of 490 FirstFirst ... 35 43 44 45 46 47 55 95 145 ... LastLast
Results 441 to 450 of 4892
  1. #441  
    jimmikaelkael is offline Member
    Join Date
    Mar 2008
    Location
    France
    Posts
    1,191
    Downloads
    0
    Uploads
    0
    Mentioned
    0 Post(s)
    Tagged
    1 Thread(s)
    Likes Given
    0
    Likes Received
    10
    @volca:
    great, please commit your fix
    Reply With Quote  

  2. #442  
    ffgriever's Avatar
    ffgriever is offline Developer
    Join Date
    Jun 2006
    Location
    Poland
    Posts
    974
    Downloads
    5
    Uploads
    0
    Mentioned
    1 Post(s)
    Tagged
    1 Thread(s)
    Likes Given
    3
    Likes Received
    49
    Quote Originally Posted by jimmikaelkael View Post
    Just to let you know. The version you posted still freezes if modchip is enabled. So the only one that didn't freeze with modchip was the one compiled by ifcaro.

    Some suggestions (regarding only the gui):

    1. Proportional font would be a nice idea. It's just as easy to handle as the fixed width one. I usually just use 4bit font and calculate the widths on the fly at application launch (plus 1 or 2 px negative offsetting for characters like "t" or "j").

    2. Scroll or bouncing scroll for game names that are too long.

    3. Improve the scroll in top right (and use it for the names ) to be a little bit more fluent, as now it scrolls char by char, which looks quite weird and makes the text quite hard to read. If you'll enable bilinear filter for the font texture, you'll be able to use subpixel offsets, so it can be really fluent (if it is nearest neighbor filtered, it can be offsetted only by whole pixels, obvious). Just make sure that there is one pixel or two of free (transparent) space at both sides in the direction of movement, as otherwise you might get some wave-like weird behavior at the edges (so for horizontal scrolling you just make say every char 4 pixels wider, 2px at each side, then offset it by 2px to the left before actually drawing it - so the result is just as if you used exact widths with no weird scrolling effects - in many cases it can corrected by correct clamping, which is easier and faster, but not everytime gives that good results).
    Reply With Quote  

  3. #443  
    savov's Avatar
    savov is offline Member
    Join Date
    Feb 2009
    Posts
    140
    Downloads
    0
    Uploads
    0
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Likes Given
    0
    Likes Received
    0
    Here are some test results from me.

    PC with fresh installed Windows 7 Home Premium, directly connected to my PlayStation 2 Slim SCPH-75004 using second network adapter on my pc and cross-over cable. The console has a Matrix Infinity clone modchip and its a MUST to disable the chip before starting Open USB Loader rev 62 which jimmi provided few post early.
    The network configuration now works like a charm for me. In no time I had the game list loaded and showed on screen. And here comes the first issue. When ot Network games tab select Start Network a black dialog box saying "Network Loading: 4" comes out and if you switch to another tab like HDD games or USB Games the dialog box will stay at 4 and wont update until you go back to Network games. That goes for all numbers, not only "4". So you need to stay in Network games if you want to get the list.
    Time for the second issue. The game list in Network games does not refresh/update once loaded. That means if you install addition game while the Open USB Loader is running you will not see the new game in the list.

    And I will finish with some PAL game tests (none of them are patched or anything else)

    MotorStorm Arctic Edge - Starts, the videos and loadings are choppy, but the gameplay is fine.
    Resident Evil 4 - Starts, cutscenes and sounds are choppy, but overall its good.
    Splinter Cell Pandora Tomorrow - freezes at black screen.
    Splinter Cell Double Agent - like Pandora Tomorrow. But I want to note that the game started from usb actually boots, but freezes at black screen when Singleplayer or Multiplayer is chosen.
    Reply With Quote  

  4. #444  
    jimmikaelkael is offline Member
    Join Date
    Mar 2008
    Location
    France
    Posts
    1,191
    Downloads
    0
    Uploads
    0
    Mentioned
    0 Post(s)
    Tagged
    1 Thread(s)
    Likes Given
    0
    Likes Received
    10
    Quote Originally Posted by dlanor View Post
    However, in all future launches of SMS the login consistently fails, so I will have to abandon these networking attempts anyway, until secure login procedure is properly implemented. I MUST keep SMS configured for such login, since I use it for multiple computers, and changing all of them to insecure (==simple) file sharing is not an option.
    Please keep in mind that smbman is reloaded in-game.
    Integrating NTLM Challenge/Response for full secure login will be another bunch of code, contibuting to make smbman module to grow and have a greater footprint on IOP.

    This is actually worrying me is thre's already the need to implement a lighter version of TCP/IP stack, yeah some games simply don't run because we're running short on IOP mem:
    this is the case for 3 Tomb Raider games I have: all these are trying to allocate ten 65536 bytes slots on IOP, and it fails to allocate the last block.

    If I make a patch to reduce these mem slots to 9, these games are running, but how safe it could be with 1 IOP mem slot missing...

    That's why I'm actually worried of making IOP module grow, as that's what having the greater impact on game compatibility.
    Reply With Quote  

  5. #445  
    jimmikaelkael is offline Member
    Join Date
    Mar 2008
    Location
    France
    Posts
    1,191
    Downloads
    0
    Uploads
    0
    Mentioned
    0 Post(s)
    Tagged
    1 Thread(s)
    Likes Given
    0
    Likes Received
    10
    Quote Originally Posted by ffgriever View Post
    Just to let you know. The version you posted still freezes if modchip is enabled. So the only one that didn't freeze with modchip was the one compiled by ifcaro.
    Thx for feedback, but I was already aware of such issue with my binaries since Bootlegninja had this problem testing earlier revison binaries I sent him.

    Now It would be cool that ifcaro tell us which SDK revision he's using.
    Reply With Quote  

  6. #446  
    Join Date
    Aug 2008
    Location
    The Ghetto
    Posts
    94
    Downloads
    0
    Uploads
    0
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Likes Given
    0
    Likes Received
    0
    Just tested it, I just knew I was doing everything right but the games wouldn't load, then came here and noticed the folder is no longer "PUBLIC".

    When I used the iso2usbld.exe and tried to manually edit the ul.cfg, it wouldn't load the games(stuck at black and white screens) and the menu was messed up. But after using USBUtilv2 to fix the ul.cfg, I have a game running right now. Awesomeness
    Reply With Quote  

  7. #447  
    ifcaro is offline Member
    Join Date
    Oct 2008
    Posts
    104
    Downloads
    2
    Uploads
    0
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Likes Given
    1
    Likes Received
    20
    Here is rev62 compiled with my ps2dev setup.

    I don't know how to see what rev I'm using of ps2sdk.
    Attached Files
    Reply With Quote  

  8. #448  
    savov's Avatar
    savov is offline Member
    Join Date
    Feb 2009
    Posts
    140
    Downloads
    0
    Uploads
    0
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Likes Given
    0
    Likes Received
    0
    Quote Originally Posted by ifcaro View Post
    Here is rev62 compiled with my ps2dev setup.

    I don't know how to see what rev I'm using of ps2sdk.
    Still freezes for me if the modchip is working
    Reply With Quote  

  9. #449  
    jimmikaelkael is offline Member
    Join Date
    Mar 2008
    Location
    France
    Posts
    1,191
    Downloads
    0
    Uploads
    0
    Mentioned
    0 Post(s)
    Tagged
    1 Thread(s)
    Likes Given
    0
    Likes Received
    10
    hehe, so we have to debug it, we already know it freezes on game list after pressing X.

    @ifcaro, could you add debug to launch_game function, and maybe to loader main function to see if it reach it or not ?
    Reply With Quote  

  10. #450  
    Join Date
    Apr 2005
    Location
    Ky, USA
    Posts
    5,031
    Downloads
    2
    Uploads
    0
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Likes Given
    9
    Likes Received
    39
    Quote Originally Posted by ifcaro View Post
    Here is rev62 compiled with my ps2dev setup.

    I don't know how to see what rev I'm using of ps2sdk.
    Will test with my matrix.
    Reply With Quote  

Page 45 of 490 FirstFirst ... 35 43 44 45 46 47 55 95 145 ... LastLast
Tags for this Thread

View Tag Cloud

Posting Permissions
  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •