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| PS2 Homebrew/Dev & Emu Scene Topics relating to homebrew PS2 development and emulation. |

05-13-2008, 05:42 AM
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Join Date: Jan 2005
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Welp.. here it is
The problem still there ragnarok
save folder was configured OK
but the exit to elf still bugged
this time it returned hdd0:/__boot//bootC.elf <=- exactly like this
Then, I tried to change it to ulaunch.elf... then it was looking ok (hdd0:/__boot/ulaunch/ulaunch.elf) but then, when i told the emulator to exit to elf, it crashed the emulator.
Also, this build couldn't read my roms (again)
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05-13-2008, 11:27 AM
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@FranktheBunny: Yep, I know the GP2x is ARM based, I just posted the link with the source so maybe in the far away future, someone could put that SDD stuff in the great new emulator that ragnarok is coding... 
Still looking forward to the first alphas!
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05-13-2008, 12:12 PM
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Join Date: Dec 2002
Posts: 111
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Sorry, protomank and everyone, didn't realize I'd need a verified Paypal account just to receive donations, so I denied the donation, which should give you your money back, protomank. I couldn't find a way to actually get verified without a bank account. I tried adding a credit card, which didn't affect anything. They denied me for their credit card, which is weird since I've never had an outstanding debt. And so, I closed the account. I looked at other options but they required even more information than just a bank account like emailing copies of photo ID and utility bills. Fortunately, my brother does have a verified paypal account so I asked him (after waking him up) if I could use it for donations and he said it was alright. I removed the old donate button and put up the new one with a new button image at http://homebrew.thewaffleiron.net/ragnarok2040
Thanks for trying to donate before, though, protomank  .
Thanks for the info., spkleader. I think the same problem that was affecting the hdd0:M/ type bug is still affecting the rest of the path where I add a random byte by accident. My pointer math is still fuzzy, it seems. It's probably affecting the savestate names as well. I'll rework the way I do it so I don't increment a byte after the memcpy for setting the null terminator of the string. I'm pretty sure where that extra "/" is coming from... "hdd0:/" "__boot" "/" "/boot" "C.elf". I guess when I fixed that bug with the device string, it caused my other pointers to get offset by one byte.
Edit:
Heh, I removed all the +1's when setting the null terminator and it didn't affect the creation of the strings, so my math had 1 byte of fuzziness per each part of the string :S. I'm not sure how it might relate to browsing for roms, though. Maybe something to do with the partition not being mounted or unmounted correctly, or the pfs# path is being returned wrong (pfs1 where it's mounted to pfs0, for instance). For rebooting an elf, the "pfs" path that's made needs to be valid, so it would crash if it wasn't... I'd also forgotten to increment past the '/' if there was only one, in your case pfs0:/boot.elf would become pfs0: / /boot# .elf# with random characters after /boot# and .elf# resulting in your pfs0://bootC.elf (hdd0:/__boot//bootC.elf). I changed the version number to B955 for build 95.5 which seemed like a good place to start.
Last edited by ragnarok2040; 05-13-2008 at 01:53 PM.
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05-15-2008, 07:01 PM
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Hrmm, I think I came across the problem with CNF files when I was adding the feature to snes9x. I forgot to add the extern modifier for the the path to the cnf files, which meant the various functions that used that path variable would each have their own separate definition instead of one unified path. I'll post a new build with the fix in a bit when I'm done with Snes9x  .
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05-15-2008, 09:06 PM
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Need help ???
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Join Date: Apr 2005
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Sweeeeeeeet
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05-15-2008, 11:19 PM
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Ok, here it is. Saving cnf's should work properly now without needing the memory card directory. What was happening before was that the cnf path was set at boot, but then the browser menu wouldn't have that path, but an empty path, which was probably causing weird things to happen.
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05-16-2008, 05:09 AM
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Quote:
Originally Posted by ragnarok2040
Ok, here it is. Saving cnf's should work properly now without needing the memory card directory. What was happening before was that the cnf path was set at boot, but then the browser menu wouldn't have that path, but an empty path, which was probably causing weird things to happen.
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yes or no ragnarok2040 will this emu play nes and snes?
the ps2 is faster in ram 128mbfor ram i beleave psp is slower plus ps2 is better graphic wise
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05-16-2008, 05:41 AM
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Join Date: Aug 2004
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ragnarok2040 this is a great emu thank you for all of your hard work.
do you plan to add loading roms from a network?
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05-16-2008, 03:58 PM
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No, zin, fceultra is only a nes emulator. For snes emulation, you'd still need snes9x. I have plans in the distant future to make a general purpose emulator launcher from the browser code, but you'd still need the separate emulators. The ps2 only has 32MB of ram while the psp has 36MB, as well. The psp could be considered faster than the PS2 if you consider the main processors by themselves. I plan on utilizing the IOP in the future at some point though.
snake3, do you mean via ps2client? I don't know much about networking so I don't think I could implement something like samba support, but "host:" support should be simple enough.
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05-16-2008, 05:52 PM
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yes i meant with host
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05-16-2008, 07:00 PM
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Quote:
Originally Posted by ragnarok2040
No, zin, fceultra is only a nes emulator. For snes emulation, you'd still need snes9x. I have plans in the distant future to make a general purpose emulator launcher from the browser code, but you'd still need the separate emulators. The ps2 only has 32MB of ram while the psp has 36MB, as well. The psp could be considered faster than the PS2 if you consider the main processors by themselves. I plan on utilizing the IOP in the future at some point though.
snake3, do you mean via ps2client? I don't know much about networking so I don't think I could implement something like samba support, but "host:" support should be simple enough.
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i'm sorry had to look up wiki to see ps2 has 32mb memory but has 128bit graphics oops! and thanks for clearing things up about nes and super nes being seperate emus i still think star ocean would be playable on ps2
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05-16-2008, 07:44 PM
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Location: Porto Alegre, RS, Brazil
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Quote:
Originally Posted by ragnarok2040
I plan on utilizing the IOP in the future at some point though.
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You mean something like giving the PSX I/O processor small tasks like reading joystick input, for example, in a way to accelerate emulation?
If so, brilliant idea 
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05-16-2008, 08:01 PM
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Yeah, FCEUltra doesn't need much to push it to fullspeed. I think doing the sound code on the IOP alone might do it, but now that you mention it, I could do the input during emulation solely on the IOP, as well, if doing the audio alone isn't enough. That way all the if(button is pressed) statements don't take up any processing time on the EE.
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05-19-2008, 07:33 AM
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ragnarok2040: sorry for the delay... but I finally got back to it.
I just tried the latest version and it worked as it should.
The only "bug" left it's with the save/load path. I setup it to my hdd folder
(hdd0:/__boot/NES). It acepted. I loaded a rom (gradius.nes) and tried to save. BOOM!
"error saving on slot 0" message.
Oh, also deleted the folder FCUMM from mc so all the tests were done without that folder.
Maybe you forgot to initialize hdd before saving the file?
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05-19-2008, 10:50 AM
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Join Date: Apr 2008
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Hi ragnarok, great emulator you've made, I really like it! I just have only little requet: Would it possible to put a n option in, which turns the HDD of or doesn't boot it u at the beginning? Mine is a little loud and needs some time to start...
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05-19-2008, 03:32 PM
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What the two new functions does ?
The one than can be added to the controller config !
If there's on MC inserted, where the save state gonna be save ?
Thanks again.
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05-20-2008, 09:08 PM
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slicer74: now with the new mc exploit, WHO will boot a ps2 without a mc? 
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05-20-2008, 10:26 PM
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slicer74, everything FCEUltra saves or uses, resides in the configurable savepath, that includes savestates, sram saves, gg.rom, disksys.rom, etc. The CNF files on the other hand load and save from hdd0:/+FCEUMM/ or mass:/FCEUMM/ or mc0:/FCEUMM.
clemsche, I guess I can add an option for that.
spkleader, I'll take another look at the code. I'm not sure what the problem could be now, though. If you can use ps2client/ps2link, the path should be printed to the console whenever you save the savestate. Perhaps it's still getting mangled somehow, or there's some usage scenario I've overlooked.
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05-20-2008, 10:47 PM
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what is sram saves ?
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05-20-2008, 11:14 PM
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slicer74: some original cartridges has a battery and sram to save the game progress. Mostly RPGs.
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