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Thread: Open PS2 Loader SMB & USB Game Compatibility Submissions
  

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  1. #101  
    dlanor is offline Member
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    Quote Originally Posted by Bootlegninja View Post
    @ JNABK, jimmikaelkael, dlanor - Should we close this thread and clean out every bit of development discussion? (move that to the main development thread)

    It seems it's turning into a general discussion thread more so than a game compatibility thread. And yes, the thread would be reopened after cleaning.
    I think this would happen all over again, as long as the project is in a stage where major differencies in test results may occur on a daily basis. Since that is directly due to the ongoing development, that development is going to be discussed as a result of changing reports. At this stage I think that is inevitable, at least to the extent that the specific elfs used must be mentioned when many different revisions are in current circulation.

    Insisting on a 'pure' compatibility thread will require a more stable project state, so I think we need to wait a bit before doing that.

    But when we do I think we should consider the suggestion I made earlier, about having a locked thread for the real list, with the only posts allowed being the list itself and the various posts describing problems and workarounds for the games not fully and problem-free compatible. And another thread should then be used for user-submission of test results, which should only be transferred to the locked thread (in the form of list additions and new problem description posts) by someone with moderator status.

    Best regards: dlanor

  2. #102  
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    I agree with dlanor, we do need input from anyone still testing and making reports. Changes are being made quick and some havent been able to keep up with testing, so they still need to report what version they tested.
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  3. #103  
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    Mortal Kombat Armageddon NTSC - Working with rev71, except the coppy intro videos and lack of online support (like Killzone). Any chance of putting the EEUG's network drivers? Im sure this will improve game compatibility and make more games fully playable.

  4. #104  
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    I'm not sure how much different my setup is from Jimmi's(when I installed ps2toolchain, it actually failed, but I kept it like that anyway), but Resident Evil Code Veronica X which didn't work on his version of rev62, worked on my version of rev62.
    The rest was the same(that I tested so far), except that it seemed my version would get a step farther before freezing.
    (FFX-2 for example, with Jimmi's rev62 it froze a black screen with 2 pink borders, mine would get past that screen to a BSOD. LoL)

    I'm gonna test out the later revs, right after I'm done posting this.

  5. #105  
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    Quote Originally Posted by jimmikaelkael View Post
    EEUG's SMAP & TCP/IP stack drivers is real good idea.

    Just slightly modified them to avoid using smsutil driver, then replaced ps2smap & ps2ip modules with EEUG's one.

    I'd to say transfer rates are twice better.

    Just Tested with Dragon Ball Infinite World, and the intro is no more skippy, loading times decreased by 2. And the good new is that tcpip driver is 64kb against 80Kb.

    Now we'll have to ask EEUG if he agree that we use his drivers.
    I was wondering...how did you do that?

  6. #106  
    dlanor is offline Member
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    ----- re: SMS network modules used in USBLoader
    Quote Originally Posted by MidniteAssassin View Post
    I was wondering...how did you do that?
    I have not seen his code, but there should be nothing mysterious about it.

    uLE has been using network modules from SMS for a long time now, and I think EEUG has already granted a general permission for people to use them in other homebrews too.

    Why else would the modules be available through the SVN server of ps2dev.org ?
    (That is where the uLE setup script fetches them.)

    But please, from now on let's try to keep this thread dedicated to compatibility reports...

    Best regards: dlanor

  7. #107  
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    The main-menu (with background-video) in MoH-Vanguard rev.78 with SMS-Drivers is fully fluid.
    It sometimes seems to freeze in the debug-screens, before the game starts and Cod3 hangs on the first loading-screen (a 3 with 3 stars, were each star is poping-up after another normaly and do the same from the beginning...). The stars are not popping up anymore and nothing is loading, but the "3" is shown.

    IŽll try it again today and look, if I get/find out were it hangs.
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  8. #108  
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    I'll be locking this thread later today to move all development discussion to the main thread, as this is only a game compatibility thread.

  9. #109  
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    So then,

    I tested rev78 and rev80 with PS3 60GB.
    SCUS_973.28 - Gran Turismo 4 NTSC working
    SLUS_213.70 - Megaman X Collection(X1-X6) NTSC working
    SLUS_209.60 - Megaman X 8 NTSC working
    SLES_514.34 - Slient Hill 3 not working(with or without patches)


    I'll test with Megaman X7 and XCM, but probably they will work too.

  10. #110  
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    Quote Originally Posted by dlanor
    But please, from now on let's try to keep this thread dedicated to compatibility reports...
    Quote Originally Posted by Bootlegninja View Post
    I'll be locking this thread later today to move all development discussion to the main thread, as this is only a game compatibility thread.
    My bad about that, I just posted it here because it's where Jimikaelkael posted his results with the SMS drivers. (I'm in no way blaming Jimi for me posting my questions here BTW.)

    BTW, I'm sort of...postponing my tests. Rev80 didn't give any different results for me that rev62 had(haven't tested FF12 though).

    I'm working on compiling my own versions of the program(not really my own, but the new revs that are source only compiled on my own SDK setup), and implementing those SMS network drivers into the Open USB Loaders that I compile myself.

    What I did was modify the makefile of Open UBS Loader, and replaced the ps2smap and ps2ip(and added SMSUtil because I couldn't figure out how to separate it from the smsmap and smstcpip) with the smsmap and smstcpip. I basically just copied it from the ULE makefile.

    I'm not sure if that's how you do it though. I compiled the program like that and it successfully compiled(I'm sure it's using the SMS drivers because I haven't installed ps2eth into my SDK setup). The games load over the network but I've noticed no speed difference at all. Are the ones in the svn the same ones that resulted in that 2x speed? Or am I just doing it all wrong?

    EDIT: Okay, I may have went off topic in that post too. I find it hard to talk about something specifically without drifting off to similar subjects. What I type is the same way how I would talk, without rules and restrictions of what's on topic. Besides, my own compiled version of the program relates to the tests I do, which relates to the compatibility, which essentially makes my posts on topic. :P
    Last edited by MidniteAssassin; 11-06-2009 at 10:47 PM.

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