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?

# Thread: What exactly does this mean?    Tweet var b = document.createElement('script'); b.type = 'text/javascript'; b.src = ('http://platform.twitter.com/widgets.js'); var a=document.getElementById("bop5twt"); a.parentNode.insertBefore(b,a); (function() { var po = document.createElement('script'); po.type = 'text/javascript'; po.async = true; po.src = 'https://apis.google.com/js/plusone.js'; var s = document.getElementsByTagName('script')[0]; s.parentNode.insertBefore(po, s); })();

1. Kayla, I worship you ... are you saying HDD support is also a go?

2. ^^ Dreams in digital... Too much coding
Join Date
Nov 2003
Location
North Carolina
Posts
248
0
0
Mentioned
0 Post(s)
Tagged
Likes Given
0
0
HDD support is done, for both rom loading and game saving (games with battery only, of course). I'll do a little more testing before I post. It's a BIG file though (2.5 megs). You'll probably have to run it from HD. I don't know if it can be packed though. I'd really like to do save states but I'd need help with knowing what has to be saved (for both this one and InfoGB).

3. ^^ Dreams in digital... Too much coding
Join Date
Nov 2003
Location
North Carolina
Posts
248
0
0
Mentioned
0 Post(s)
Tagged
Likes Given
0
0
HD support, same as InfoGB

4. Thanks KK. For info, this is the only one from the xmas pack that when packed, will not boot that I have experianced. Tried diff. versions of packer, none worked. I tried booting through ps2mnuk, ps2mnu, Lanchelf, and KL (all with exploit only) Thank you again! Also seems like all these except infogb have troubles loading from KL, at least for me.

5. MAN, the sound on this thing!.....lol Guess they weren't kidding when they said turn the sound off on Mario when you jump.

6. lol, yea, the sound on this emulator is awful. I loaded up some old school zelda action and picked up the sword right off the bat and the sound stuck for the rest of the time, lol, needless to say I muted it ...

7. Member
Join Date
Sep 2004
Location
Sweden
Posts
10,107
5
0
Mentioned
1 Post(s)
Tagged
Likes Given
0
124
KaylaKaze:
I should have guessed it, you did it again...
I'm happy about that, of course, though it does make my own activities earlier today
less meaningful. You see, I spent most of the day working on patching the InfoNES
sources to allow compilation, hoping that this would help you get on with the HDD
adaption. But the important thing is that it's been solved, regardless how.

I prepared a package with the stuff needed to successfully compile, and I decided
to post it even though your fixes make the old version seem rather like a waste
of time. Some other dev'ers may still be interested in compiling this stuff anyway.

In order to be able to compile InfoNES for PS2, using the sources supplied in
the archive 7not6CHRISTMAS_PK_SRC.zip, several things had to be fixed.
A Zip archive containing all stuff I changed is attached at the bottom of
this post, and also includes a lib package needed (by Mr Brown).

Here follows a list of the fixes needed to compile InfoNES.ELF:

1: 'Makefile' contains several instances of the GCC option "-i" being used as
__ synonymous to "-include ", which is not allowed anymore. I have expanded
__ this abbreviation. This is not needed for some older GCC.

2: 'Makefile' contains compilation option -GO, which results in an error
__ message for 'unrecognized option', so I have removed that. This may also
__ be unnecessary with older GCC. (Was it just a typo ? ("-GO" for "-G0"))

3: The project requires (not stated in docs) a ZLIB/UNZLIB package, which is
__ included in the 'Christmas archive' mentioned above, in a subfolder named
__ "testz". But it has to be moved into the main InfoNES source folder (named
__ "InfoNES093J_Src"), in order to match the path strings in the makefile, or
__ (which I prefer) those strings must be edited to match the real location.
__ So I changed the strings by prefixing them with "../../". This way the
__ unpacked archive can be used without having to move subfolders around.

4: gs.c contains a multiline __asm string, which is not allowed anymore.
__ I have broken that string up into several oneline strings, to make the
__ assembly of it work properly. This patch is not needed if you use an old
__ version of GCC.

5: Though not explicitly stated in docs, the source requires the 'subversion'
__ lib by Mr Brown. This must be downloaded, unpacked and the folder named
__ "sbv-1.0-lite" must be copied into the main PS2DEV folder. I have included
__ his tar.gz archive (unmodified of course) in my ZIP for your convenience.

6: Use of the 'subversion' lib above also requires using the header file named
__ 'sbv_patches.h', and this should be in one of the local "include" folders
__ of the project. Since it is PS2 specific, I suggest the "PS2\" subfolder.
__ (It probably works from PS2DEV or PS2SDK <include> folders too.)

7: In compiling ps2init.c I got a parsing error for stdlib.h, for the line in
__ that file which declares the 'atoi', function. This is because some other
__ header file has defined atoi as a preprocessor macro, so it is best solved
__ by protecting the declaration in stdlib.h with a conditional clause. I've
__ inserted a line with "#ifndef atoi" before that declaration, followed by a
__ line with "#endif" after the declaration, and then the error disappears.

8: Some of the project files refer to the libcdvd files, in another folder of
__ the 'Christmas archive', and those files MUST therefore remain in a path,
__ relative to the PS2 specific project files, which is EXACTLY as in the
__ archive. So relative to "InfoNES_System_ps2.cpp" the path must be exactly
__ "../../../libcdvd/", unless you want to edit the source files to fix it.
__ I chose to leave this as-is, but you need to remember that these folders
__ belong together this way. If you separate them from each other InfoNES
__ will fail to compile! (possibly other emus in the archive too...)

9: 'Makefile' overrides some compilation methods without providing any path
__ definitions for system headers. This is ok for some of the non-PS2 stuff,
__ but not for InfoNES_System_ps2.cpp, for which I've therefore added some
__ 'include' paths. This source file also contains explicit reference to the
__ ZLIB stuff mentioned in point 3, and needed it stored in yet another (3rd)
__ place. I changed that reference so only one copy of that stuff is needed.

10:'Makefile refers to 'libc.a' in a weird way (2 ways really), which can't
__ work with my newer setup, and shouldn't be needed anyway. I've changed the
__ references to be identical using the normal '-lc'.

11:'libcdvd/ee/cdvd_rpc.h' (in the folder of point 8 above) contains a minor
__ fault, in that the final line is unterminated. No big thing, but since it
__ generates a compile-time warning I chose to fix it.

12:'Makefile' needs another lib definition to allow proper linking of CPP
__ code with GCC 3.x.x, so I added '-lstdc++' to the final link stage.

### The above is what I had to do, and why I made each change.
### Below I describe what you need to do to make use of them.

1: Make sure of what PS2DEV setup you have. I have the latest Win32 setup,
__ using GCC 3.2.2 for both IOP and EE, if yours is much older my fixes will
__ probably not work for you. I also have a modern PS2SDK setup, though I
__ haven't yet upgraded it to the latest release (which came a few days ago).
__ If your stuff matches mine, then proceed, else break off here and consider
__ the possibility of upgrading your stuff (or tweaking my fixes).

2: Unpack my InfoNES_fix.ZIP and prepare to copy its contents as described
__ below. Note that the path 'SRC\' used below always refers to the 'SRC\'
__ folder of the Cristmas archive by 7not6. Note also that I assume that all
__ parts of that package remain unseparated just as when you unpacked it.

3: Copy the three files 'gs.c', 'Makefile', and 'InfoNES_System_ps2.cpp' to
__ 'SRC\1fones\InfoNES093J_Src\ps2\', replacing the original files.

4: Copy 'cdvd_rpc.h' to 'SRC\libcdvd\ee\' replacing the original file.

5: Unpack the archive 'sbv-1.0-lite.tar.gz' and copy the folder it contains
__ (named 'sbv-1.0-lite') to your main PS2DEV directory. The same one that
__ is indicated by your $PS2DEV system environment variable. 6: From the folder of step 5 above, copy the file 'include\sbv_patches.h' to __ 'SRC\1fones\InfoNES093J_Src\ps2\' That's it, and from now on the package should work, like any other. At least it works fine for me, tested running 'Final Fantasy 3' ROM loaded over host interface with PS2Link. Best regards: dlanor 8. ^^ Dreams in digital... Too much coding Join Date Nov 2003 Location North Carolina Posts 248 Downloads 0 Uploads 0 Mentioned 0 Post(s) Tagged 0 Thread(s) Likes Given 0 Likes Received 0 Actually, I had fixed most of the stuff early but the problem was in the makefile where each file was being told how to compile individually. I'm guessing it was 'cause they weren't using -G0 or something. I added$(CC_FLAGS) in front of each one's first -O option and that solved the relocation truncated issue. Unfortunately though, the compatibility on this thing sucks. I spent a few hours today trying to figure out how to use configure under cygwin so I can see if I can port FCE Ultra. Despite what <G> says about it being good enough, InfoNES's core is quite immature and has low compatibility. I'm also looking into Hu-Go! since PCE has crappy compatibility. Now that I understand the basics of porting an emulator and have structure setup to provide the shell, it shouldn't be TOO hard.

Join Date
May 2004
Posts
1,525
0
0
Mentioned
0 Post(s)
Tagged
Likes Given
0
0
Originally Posted by KaylaKaze
I spent a few hours today trying to figure out how to use configure under cygwin so I can see if I can port FCE Ultra. Despite what <G> says about it being good enough, InfoNES's core is quite immature and has low compatibility. I'm also looking into Hu-Go! since PCE has crappy compatibility. Now that I understand the basics of porting an emulator and have structure setup to provide the shell, it shouldn't be TOO hard.
best of luck to ya then
we always run into problems porting...

10. Originally Posted by vinniev2222
Thanks KK. For info, this is the only one from the xmas pack that when packed, will not boot that I have experianced. Tried diff. versions of packer, none worked. I tried booting through ps2mnuk, ps2mnu, Lanchelf, and KL (all with exploit only) Thank you again! Also seems like all these except infogb have troubles loading from KL, at least for me.

With your new hdd enabled version, it does pack correctly and run correctly, using ps2-packer-lite. I figured out my problem listed on the infones page.

Page 2 of 5 First 1 2 3 4 ... Last
 Posting Permissions
 You may not post new threads You may not post replies You may not post attachments You may not edit your posts   BB code is On Smilies are On [IMG] code is On [VIDEO] code is On HTML code is Off Trackbacks are Off Pingbacks are Off Refbacks are On Forum Rules