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Thread: ZoneLoader Released
  

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  1. #21  
    SlinkyDink is offline Member
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    You guys are wrong on your bandwidth calculations.
    1 Byte = 1024 bits (or 2^10 bits)
    1 KByte = 1024 Bytes (or 2^20 bits)
    1 MByte = 1024 KBytes (or 2^23 bits)

    So:

    10mbit = 2^20*10 = 10485760 bits per second
    10485760 / 8 = 1,310,720 Bytes/sec
    1310720 / 1024 = 1,280 KBytes/sec
    1280 / 1024 = 1.25MBytes/sec

    so 10Mb lan has a theoretical maximum throughput of 1.25MB/sec.

    The actual performance will be slightly lower than this (typically 10% slower in most situations), since some of the bandwidth is used up by the TCP/IP frame itself and flow control data (since neither contain any of the data that is intended to transfer)

    100Mb lan has a theoretical throughput of 12.5MB/sec
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  2. #22  
    andreq is offline Member
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    1 byte = 8 bit....
    1 kbytes = 8000 bits

    http://www.beesky.com/newsite/bit_byte.htm (only the bytes to bits one.. the other are ???)
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  3. #23  
    <G>
    <G> is offline Administrator
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    Quote Originally Posted by cmal1492
    I think the slowness has to do with the controller in the PS2 NA, if it operates always at 10mbit and has no larger way of comm to the rest of the PS2 with more data. I dont doubt that the driver is under-optimized with the release of the experimental hdl_server, but really $ony had online gaming in mind and 10mbit should be sufficient for that goal with the then current gaming expectations.

    Likeley that the 10/100 config is to simply make it compatible with the most common types of LAN's out there..?

    Any rate, on topic: it appears that "they", well, read it for yourselves: (pls kill this post if you all don't want the source here, Im assuming by "the PS2 Community" that would include ps2scene)
    Funny little quote in the docs for the naysayers.

    Big thanks to filterX for releasing the zoneloader executable which entitles the source to be released.
    I definetely wont take anything away from his work. Its good stuff although a select few have already known this for a while. I give him credit for having the balls to release the info.
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  4. #24  
    _zaphod_ is offline Member
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    The above attachment needs deleting. It has the zoneloader source, which is okay, but it also explains ps2 boot protection, which is (i think) taboo discussion on here.

    It does NOT, however, give all the needed information on how to open a pirate factory. (laugh)

    Also it solves the mystery for why a FEW CD games have errors on the disc, but most do not.

    I will give you a hint. it has to do with the catalog number of the game!
    Last edited by _zaphod_; 08-22-2005 at 11:33 AM.
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  5. #25  
    <G>
    <G> is offline Administrator
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    Quote Originally Posted by _zaphod_
    The above attachment needs deleting. It has the zoneloader source, which is okay, but it also explains ps2 boot protection, which is (i think) taboo discussion on here.

    It does NOT, however, give all the needed information on how to open a pirate factory. (laugh)

    Also it solves the mystery for why a FEW CD games have errors on the disc, but most do not.

    I will give you a hint. it has to do with the catalog number of the game!

    Its not illegal at all actually. It does nothing but explain how the protection works. It does not give you access to anything proprietary or any intellectual property. The scrambled file isnt even copyright of datel.
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  6. #26  
    Bucko is offline Member
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    Well I maybe a PS2-Scene noob but this does not mean you does it < G >?

    Why play with lame HDL/A stuff when you can rock with the SB! *G*
    .
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  7. #27  
    <G>
    <G> is offline Administrator
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    Quote Originally Posted by Bucko
    Well I maybe a PS2-Scene noob but this does not mean you does it < G >?

    .
    LOL! no man. not me!
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  8. #28  
    w1ze0ne is offline .....@#$@........
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    Quote Originally Posted by <G>
    I definetely wont take anything away from his work. Its good stuff although a select few have already known this for a while. I give him credit for having the balls to release the info.
    Agreed,
    At least they did not release the tools to make direct boot ISO's.
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  9. #29  
    niemand0815 is offline Member
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    Quote Originally Posted by SlinkyDink
    You guys are wrong on your bandwidth calculations.
    1 Byte = 1024 bits (or 2^10 bits)
    1 KByte = 1024 Bytes (or 2^20 bits)
    1 MByte = 1024 KBytes (or 2^23 bits)

    So:

    10mbit = 2^20*10 = 10485760 bits per second
    10485760 / 8 = 1,310,720 Bytes/sec
    1310720 / 1024 = 1,280 KBytes/sec
    1280 / 1024 = 1.25MBytes/sec

    so 10Mb lan has a theoretical maximum throughput of 1.25MB/sec.

    The actual performance will be slightly lower than this (typically 10% slower in most situations), since some of the bandwidth is used up by the TCP/IP frame itself and flow control data (since neither contain any of the data that is intended to transfer)

    100Mb lan has a theoretical throughput of 12.5MB/sec
    the 10% is already pretty low calculation, as 10mbit operates in half-duplex mode, allowing normally a maximum load of 80% due to the error correction and collisions.
    the throughput also depends on whether you run 10mbit via a switch or hub and on how many stations are part of the network. also broadcast load and other factory play some role in this calculation.

    having 8mbit/s effective throughput is normally pretty good for a 10mbit network (being 1mbyte/s).

    another story is running things through a wireless lan. the nominal 10mbit/s are reduced to max 4-5mbit/s there (as the 10mbit is only a extremely theoretical calculation in those networks).
    if you use a wireless bridge to connect to an ap this can even reduce speed further (as in most implementation the data is transmitted 2 time over the shared medium: 1 time form bridge to ap and then to the receiving client) so the effective throughput is at about 2-3 mbit/s there.

    you say you use 802.11g? good. but dont expect 54mbit out of it. do you have "old" 10mbit systems in the same wireless domain? bad idea! this drastically reduces you throughput as soon as those clients send data (what they do all the time), as the medium is blocked for the g-clients while the b-clients transmit *g*

    EDIT:
    btw, networkers have strange minds:
    1Mbit/s=1000kbit/s, not 1024kbit/s
    1kbit/s=1024bit/s!
    not to confuse with:
    1Mbyte=1024kbyte
    so the calculation is much much more complicated, if you look into the detail ;-)

    as such, 100Mbit/s is 100*1000*1024/8bytes/s=12800000bytes/s
    =12800000/1024/1024Mbytes/s= (about) 12,2Mbytes/s
    Last edited by niemand0815; 08-22-2005 at 05:38 PM.
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  10. #30  
    xiaNaix's Avatar
    xiaNaix is offline Ex-Owner
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    Quote Originally Posted by w1ze0ne
    At least they did not release the tools to make direct boot ISO's.
    Because there aren't any.

    You won't be seeing that "server" app they're talking about any time soon either. Just blowing smoke up people's asses as usual.
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