Boot Problem Sony TOOL DTL 100000

Discussion in 'Sony Programming and Development' started by crosi, Dec 22, 2011.

  1. PS2Guy

    PS2Guy Lost in the neverending abyss.

    Joined:
    Jan 18, 2011
    Messages:
    552
    Likes Received:
    2
    Have a look here

    Development issues I'm not sure about, (maybe UncleJun or Port187 may know??), but once you've developed something, it needs to be patched as a master and burnt to disc using the right format and played.

    We're you meaning from the router, or on the TOOL itself??

    Edit: Man your quick UJ.
     
    Last edited: Dec 22, 2011
  2. crosi

    crosi Active Member

    Joined:
    Dec 21, 2011
    Messages:
    41
    Likes Received:
    0
    Using the browser, I type the IP address. Exit the screen to the Network Development Tool. When I click on some function that I want to change, asks me username and pw. I hope there is a solution ...
     
  3. unclejun

    unclejun Site Supporter 2011-2014

    Joined:
    Nov 12, 2005
    Messages:
    1,912
    Likes Received:
    120
    Try using Administrator for the username and password.
     
  4. crosi

    crosi Active Member

    Joined:
    Dec 21, 2011
    Messages:
    41
    Likes Received:
    0
    unclejun = genius

    I tried admin and guest in every way but it was Administrator. Great Great Great

    The question that remains for me is: how the commands to start the game, etc. .., I have to give them the root of ProDG or PS2 TOOL?
     
    Last edited: Dec 22, 2011
  5. unclejun

    unclejun Site Supporter 2011-2014

    Joined:
    Nov 12, 2005
    Messages:
    1,912
    Likes Received:
    120
    Re-read post #20 please.
     
  6. crosi

    crosi Active Member

    Joined:
    Dec 21, 2011
    Messages:
    41
    Likes Received:
    0
    Regarding the SDK, how do you install? I downloaded version 3.0.
     
    Last edited: Dec 22, 2011
  7. PS2Guy

    PS2Guy Lost in the neverending abyss.

    Joined:
    Jan 18, 2011
    Messages:
    552
    Likes Received:
    2
    You need a linux box (that's what the WS switch is for on the front of the TOOL) so you can install the sce folder inside the /usr/local/ folders or if your familiar with Cygwin (it is Linux inside Windows), you can use that, (I know SilverBull does, so you could try asking him) but I don't really know how it works to well.

    I have a dual boot machine that runs Red Hat 9.0 and Windows XP Professional, mainly because the PS2 TOOL works better running with Red Hat (so I've been told), and I use Windows for Kermit (thanks SilverBull) and the PS3 SDK was designed mainly for it as well.
     
    Last edited: Dec 23, 2011
  8. SilverBull

    SilverBull Site Supporter 2010,2011,2013,2014,2015.SitePatron

    Joined:
    Jun 12, 2008
    Messages:
    385
    Likes Received:
    6
    Unpack the archive to a temporary folder, it should contain a PDF describing the installation procedure. Basically, all you need to do is unpack it to the right location (/usr/local/sce/) and insert paths to the ee/iop/dvp compilers to your $PATH.
    Please note that the leaked SDK archive does not create necessary symbolic links when unpacking (stupid zip archives; they should have used tar instead :banghead:). You must do so yourself, or compilation will fail with obscure errors. Read here (esp. Post #9-#11): http://www.assemblergames.com/forums/showthread.php?t=29388

    That's correct.

    :-(. Leave that switch at the TOOL position, never ever set it to WS. I'm aware of one (and only one) situation, which should never occur during normal use of the TOOL, in which you need WS mode: when the first flash ROM bank of the PS2-side ROM is borked. More details here: http://www.assemblergames.com/forums/showthread.php?t=34992

    That's fine.

    Doesn't work with Sony's PS2 SDK. Utilities like dsedb are delivered in binary form only, and Cygwin cannot execute these. You need a real Linux, either directly on your PC or inside a VM. I'm using the latter approach: CentOS inside VMware on Windows XP. I'm not using Cygwin, at least not for any PS2 development.

    RedHat is the recommended setup, but any other Linux should work as well. As I wrote above, I'm using CentOS, but that is mainly due to the fact that I failed to locate a RedHat ISO when installing the VM many years ago... :banghead:

    You're welcome :).
    Your writing about the PS3 SDK reminded me of my attempts to get it running under Windows. It somehow worked, but only after fixing the debugger start script manually. The thing starts a local DECI3 server (which other applications connect to later on), then waits for the server to be available; by repeatedly invoking netstat, waiting for the DECI3 server port to enter the LISTEN state. Only problem is that the "LISTENING" state string in the output of netstat is localized :dammit:. As the script only checks for the english string, it fails on any other language version, like the german one which I am using.
     
  9. PS2Guy

    PS2Guy Lost in the neverending abyss.

    Joined:
    Jan 18, 2011
    Messages:
    552
    Likes Received:
    2
    :redface: Ooops!!

    Sorry, I stand corrected. (I wasn't really sure and did point him in your direction, for more details.) I just remember in our PM's that you mentioned that you use Cygwin, but you never explained what you used it for.

    CentOS and Fedora have a Red Hat based Kernel but I'd like to see how the SDK works under Ubuntu on Kernel Version 3??
     
    Last edited: Dec 23, 2011
  10. SilverBull

    SilverBull Site Supporter 2010,2011,2013,2014,2015.SitePatron

    Joined:
    Jun 12, 2008
    Messages:
    385
    Likes Received:
    6
    Yeah, you are right, I wrote about Cygwin. But the only thing I use it for (in regards to a PS2 TOOL) is for dd-ing my TOOLs' HDD images. All my PS2-related development happens in said VM (Linux- and target-side code) or the hosting Windows (Kermit-GUI-side code).

    The user-space API should be compatible, even with kernel 3.0 (which could have been named 2.6.40 anyway). And as the SDK applications do not seem to require any fancy libs, they should run without any problems even on the latest kernel. The means to set necessary environment variables may depend on the distribution, but the applications themselves should work.

    The only TOOL-related software that really depends on the Linux kernel release is the mrp driver that runs on the TOOL's PC-side. Unlike Windows, Linux does not have a stable kernel API, so kernel modules are not binary compatible across kernel versions. Although you can configure the kernel to ignore the "required kernel version" info from modules, that does not mean that such modules will still work. They may not even load, for example because a kernel export has been renamed :evil:.
    What this means is that the PC-side of a TOOL may only execute a Linux kernel version for which a suitable mrp binary exists. You can run different kernels of course, but that would be quite useless as they won't be able to load the driver and talk to the PS2 :rolleyes:.
     
  11. PS2Guy

    PS2Guy Lost in the neverending abyss.

    Joined:
    Jan 18, 2011
    Messages:
    552
    Likes Received:
    2
    Oh wow, I tried that but it too hard for my likings. (I couldn't figure out the drive names)

    I think I'll just stick with Red Hat 9, (or upgrade to Fedora Core 1 which is Red Hat 10), I really want support for flash drives, but Version 9 & 10 doesn't support them. I have searched everywhere but they're too old to really show anything in Google.
     
    Last edited: Dec 23, 2011
  12. SilverBull

    SilverBull Site Supporter 2010,2011,2013,2014,2015.SitePatron

    Joined:
    Jun 12, 2008
    Messages:
    385
    Likes Received:
    6
    I had the same problem, so I used a trick: put the drive into a USB enclosure with an activity LED, then try each possible device name. If the LED stays active during dd, chances are that you have found the correct one :nod:.

    Sorry, but I cannot help you there. My only non-VM installation runs Ubuntu (at the office; 10.04 LTS), and I never bothered about using SSDs for that system.
     
  13. crosi

    crosi Active Member

    Joined:
    Dec 21, 2011
    Messages:
    41
    Likes Received:
    0
    Do you know how to make crack ProDG?
     
    Last edited: Dec 23, 2011
  14. PS2Guy

    PS2Guy Lost in the neverending abyss.

    Joined:
    Jan 18, 2011
    Messages:
    552
    Likes Received:
    2
    There is a readme included with the distribution. From what I've seen you need to know your computers MAC Address, not your routers.

    I just use the Code Warrior plugin for Visual Studio 6 for programming. I've never actually managed to get ProDG running, except to connect to my TOOL.
     
  15. crosi

    crosi Active Member

    Joined:
    Dec 21, 2011
    Messages:
    41
    Likes Received:
    0
    I do not know why but there is redame .. However, when I make the registration process asks me the ID. Where is it?
     
  16. port187

    port187 Serial Chiller

    Joined:
    Mar 16, 2007
    Messages:
    1,938
    Likes Received:
    85
    Crosi, in the 4th post Unclejun gave you 2 links were you could find all the questions you asked. Did you at all read those? I find you a bit lazy asking everything you could of found there also.

    Also I don't think it's a good idea to openly discuss cracks.
     
  17. crosi

    crosi Active Member

    Joined:
    Dec 21, 2011
    Messages:
    41
    Likes Received:
    0
    Port187 Sorry, not laziness, just do not know anything about this development tools, I get lost a little on the street. I do this not because I do not want to read or else I'm just a beginner and what for you is instant for me is much more difficult. I did not want to talk about crack, only to find that I can not ProDG in other ways. Until now, only thanks to you I have made ​​great strides because now everything works. The post I reread them, just that sometimes I lose some information .

    But the two links unclejun relate to reset the password, I asked how you install the SDK.
     
    Last edited: Dec 23, 2011
  18. port187

    port187 Serial Chiller

    Joined:
    Mar 16, 2007
    Messages:
    1,938
    Likes Received:
    85
    No worry, I understand you are feeling lost, we have all been there.

    just saying the first link:
    http://www.assemblergames.com/forums/showthread.php?t=13397
    Is a collection of answers we all put together to prevent all these extra threads. Most questions you asked were there explained in detail.
     
    Last edited: Dec 23, 2011
  19. SilverBull

    SilverBull Site Supporter 2010,2011,2013,2014,2015.SitePatron

    Joined:
    Jun 12, 2008
    Messages:
    385
    Likes Received:
    6
    Sorry, forgot something in my last message...

    :-(. Please do not do this. It makes your life needlessly complicated, while at the same time needlessly stressing your TOOL's laser unit :gravedigging:.

    After writing your program on the development PC, you end up with an ELF (for real-world projects, you'll also have resource files and possibly some IRXes, but I'll safe that for another post ;-)). You can use dsedb to run this ELF on the TOOL. There is absolutely no need to burn a disc.

    If you are finished (pun intended :lol:), you may want to run your program on other (non-TOOL) PS2s. There are various means to do that (listed in no particular order and without trying to be exhaustive):

    1. Copy to memory card and run from there (e.g., using FMCB+uLE)
    2. Use ps2link
    3. Make an ISO and use HDL/OPL/ODEM. The ISO can be installed via something like HDLDumb/HDLDump/winhiip
    4. Make an ISO, burn to disc, run
    For all of these, only point 4 obviously requires buring a disc. However, even when burning a disc, you only need to patch it to master if you want to run the disc on a TOOL or TEST console.
    Regular (non-modded) consoles do not care about master discs: like any non-Video-DVD discs, they won't recognize them. Modded console will recognize them, with or without the discs being "master discs". Non-modded console recognize Video-DVDs, so you could use ESR; but that does not need the discs to be "master discs", but patched to the ESR format...

    The master disc patcher serves only one purpose: being able to burn discs that a TOOL(*) or TEST console will recognize, while at the same time avoiding Sony's CDVDGEN and official disc recording software + official master disc writer. If using CDVDGEN, you'll get an "image" (quotation intentional) that almost no software besides Sony's burning application can use, but you naturally don't need to patch that to "master"; you can make CDVDGEN refer to the correct files beforehand, so it'll already be "master".

    The master disc patcher is needed if and only if you have an ISO image and want to burn that to a disc that your TOOL or TEST can recognize. Such images also need to fulfill other requirements, so this is usually not a worthwhile thing to do, though.

    (*) No rule without exception: japanese TOOLs (first generation) only recognize a master disc for the SCEI (japanese) region. They will reject masters for SCEA and SCEE. Foreign TOOLs do not have that restriction, and will happily accept all master discs as long as they are patched for one of the three regions.
     
  20. Jackhead

    Jackhead Site Soldier

    Joined:
    Apr 2, 2008
    Messages:
    2,433
    Likes Received:
    610
    very nice to read, :pray:Silverbull. :clap:
     
sonicdude10
Draft saved Draft deleted
Insert every image as a...
  1.  0%

Share This Page