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Thread: Open PS2 Loader Project - v0.9
  

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  1. #631  
    TnA's Avatar
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    Jimmis rev.113 special works fine with Cod3 after auto-saving.
    That didnīt even worked in HDL.

    Any hints, which Mode means what?

    Btw.: The Configuration-Part (Skin&Net) of Open PS2 Loader is a lot better, than in earlier revs.
    Itīs better organized (in my meaning).
    PS2 V7/DMS3 V2 (FW:2.4b7); Seagate Baracuda 200GB
    PS2 V7/CC1.0 (FW:34 hacked v2 BM:2.1.6); Maxtor DiamondMAX9 PLUS 160GB
    PS2 SCPH-30004R; NoMod+NoLaser

    3xSony BBA
    3xSony MC 8MB
    MAX/Datel 16MB with Boot-CD
    MAX/Datel 32MB&64MB

    Custom FMCB 1.8b+ Beta-Build, my AIO 0.5, Sony&xRhino-Linux
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  2. #632  
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    As of Rev 116

    MODE 1: uses alternate EE core
    MODE 2: lower mem usage for SMSTCPIP/smbman (and usbhdfsd in near future)
    MODE 3: Unhook hooked syscalls (similar to HDL's mode 3, but I can't prove it's actually efficient on 1 game)
    MODE 4: fake module load for game's USBD.IRX (save some IOP ram, but disable USB device, inefficient at all on USB core)
    MODE 5: fake module load for game's EYETOY.IRX
    MODE 6: patch IOPRP310 not implimented yet

    I think they switched Mode 4 & Mode 5 though.

    After testing a lot of games i have, i found a lot of broken compatibility, so im gonna wait for jimmi to investigate and make a new revision.
    Here, you can see my results:
    http://psx-scene.com/forums/showthread.php?t=62438 (Tests - USBLD SMB Compatibilty)
    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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  3. #633  
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    Quote Originally Posted by JNABK View Post
    As of Rev 116

    MODE 1: uses alternate EE core
    MODE 2: lower mem usage for SMSTCPIP/smbman (and usbhdfsd in near future)
    MODE 3: Unhook hooked syscalls (similar to HDL's mode 3, but I can't prove it's actually efficient on 1 game)
    MODE 4: fake module load for game's USBD.IRX (save some IOP ram, but disable USB device, inefficient at all on USB core)
    MODE 5: fake module load for game's EYETOY.IRX
    MODE 6: patch IOPRP310 not implimented yet

    I think they switched Mode 4 & Mode 5 though.

    After testing a lot of games i have, i found a lot of broken compatibility, so im gonna wait for jimmi to investigate and make a new revision.
    Hm,... What are the fake-module-load options for.
    If I would turn the option for EYETOY.IRX on,... wouldnīt I be able to use it (EyeToy-Cam) anymore in game (like a null-fakemodule)?
    Some EyeToy-Games seemed to work quite well.


    Edit: o.k., saw Bootlegs post...
    PS2 V7/DMS3 V2 (FW:2.4b7); Seagate Baracuda 200GB
    PS2 V7/CC1.0 (FW:34 hacked v2 BM:2.1.6); Maxtor DiamondMAX9 PLUS 160GB
    PS2 SCPH-30004R; NoMod+NoLaser

    3xSony BBA
    3xSony MC 8MB
    MAX/Datel 16MB with Boot-CD
    MAX/Datel 32MB&64MB

    Custom FMCB 1.8b+ Beta-Build, my AIO 0.5, Sony&xRhino-Linux
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  4. #634  
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    Quote Originally Posted by TnA View Post
    Hm,... What are the fake-module-load options for.
    If I would turn the option for EYETOY.IRX on,... wouldnīt I be able to use it (EyeToy-Cam) anymore in game (like a null-fakemodule)?
    Some EyeToy-Games seemed to work quite well.


    Edit: o.k., saw Bootlegs post...
    There are some games that use a Eye Toy module in the game for 'side-missions' or 'extra games" and those games only work if the module is disabled, by using that 'fake IRX'. Polar Express is the one i have that needs that mode to work.

    My guess is the disable USB might come in handy for games that use a USB device, like a headset or Eye Toy and dont work. Polar Express needed both the eyetoy and usb modules disabled.
    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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  5. #635  
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    Quote Originally Posted by JNABK View Post
    There are some games that use a Eye Toy module in the game for 'side-missions' or 'extra games" and those games only work if the module is disabled, by using that 'fake IRX'. Polar Express is the one i have that needs that mode to work.

    My guess is the disable USB might come in handy for games that use a USB device, like a headset or Eye Toy .
    O.k. Iīll test that game today, after I slept a bit (itīs 4.37AM here and Iīm getting insane, if I canīt go to bed now).
    I only needs a few minutes to install, even on my old backup-system so that is worth a try for me.

    I believe, I do not need this option on my EyeToy-Games, since they seem to work well (those Iīve tested with earlier revs/83s3).
    PS2 V7/DMS3 V2 (FW:2.4b7); Seagate Baracuda 200GB
    PS2 V7/CC1.0 (FW:34 hacked v2 BM:2.1.6); Maxtor DiamondMAX9 PLUS 160GB
    PS2 SCPH-30004R; NoMod+NoLaser

    3xSony BBA
    3xSony MC 8MB
    MAX/Datel 16MB with Boot-CD
    MAX/Datel 32MB&64MB

    Custom FMCB 1.8b+ Beta-Build, my AIO 0.5, Sony&xRhino-Linux
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  6. #636  
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    Quote Originally Posted by TnA View Post

    I believe, I do not need this option on my EyeToy-Games, since they seem to work well (those Iīve tested with earlier revs/83s3).
    If you have a game that uses an eyetoy and it works, then you dont need that mode. If you enable it, then your game probably wont work anymore.
    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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  7. #637  
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    Sorry for interruption, guys, but I got to ask you about something - do you planning something to allow various games, which has online or LAN feature, e.g. Killzone, to be played normally through network (even if this requires loading them from USB)? Previous official release simple hangs up while trying to initialize network.
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    I really hate to bring this up, but I seem to be having trouble compiling rev 119. Here's the compile log for some decription.

    Note, I have a script in my home folder called doit.sh. it just changes directory to the open-ps2-loader directory, and just does the command make.


    my bulding script to show it has nothing to do with any compile issue.
    Code:
    cd open-ps2-loader
    make
    cd /home/Bootleg
    Compile buffer:
    Code:
    Bootleg@COMPAQ ~
    $ doit.sh
    Building Open PS2 Loader...
        * Interface
        * Loader
        * alternative Loader
        * imgdrv.irx
        * eesync.irx
        * cdvdman.irx
        * usbhdfsd.irx
        * ingame_usbhdfsd.irx
        * alternative ingame_usbhdfsd.irx
        * isofs.irx
        * ps2dev9.irx
        * SMSTCPIP.irx
        * alternative SMSTCPIP.irx
    make[2]: stat:inet.o: Permission denied
    Assembler messages:
    FATAL: can't create inet.o: Permission denied
    make[2]: *** [inet.o] Error 1
    make[1]: *** [alt_ps2ip.s] Error 2
    make: *** [all] Error 2
    
    Bootleg@COMPAQ ~
    $
    If there's anything specific that you need to know, please ask since I don't know what needs to be mentioned on solving this new issue.
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  9. #639  
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    What if you type:
    cd modules/SMSTCPIP
    make clean
    make -f Makefile.alt all

    Do you have the same error ?
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  10. #640  
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    try sudo chmod -R 0777 /source/directory/of/openusbld

    maybe modules/SMSTCPIP has wrong permissions.
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