Testing out POPS-00001 on PS2 (Need help on PATINFO.KELF)

Discussion in 'Sony Programming and Development' started by vash32, Feb 1, 2013.

  1. blueheaven

    blueheaven Spirited Member

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    If you mark that option, the app only generates the PP.POPS-00001 folder with the EXECUTE.ELF inside.
    When it's unmarked it creates the complete package:
    the PP.POPS-00001 folder with EXECUTE.ELF, MYDUMP.BIN and subfolder "disc" with file "disc0" inside.
     
  2. DaSA

    DaSA Robust Member

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    Thanks buddy!
     
  3. krHACKen

    krHACKen Enthusiastic Member

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    Thanks for the details. I just tested the JPN version of Tekken 3 with the POC2. Yep, it crashed right after the PS logo (BSOD). That issue might be related to the OSD shell (which is disabled in POPStarter).
     
  4. AKuHAK

    AKuHAK Spirited Member

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    Wow!! Improved compatibility!! Maybe you can test Crash Team Racing?
     
  5. krHACKen

    krHACKen Enthusiastic Member

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    If so, we're lucky. I didn't add special fixes/hacks for improving game compatibility, since I don't have access to all GUI sources and don't have the authorization to include it in my derivative works.

    Will test the US version of CTR as soon as I can.

    I did restore my PSXDEV environment (but lost almost all my earlier work). It's a shame that CB and XP crash the game at startup. I think a resident PCLink is hooked before the game is launched regardless to the status of the user cheat engine. Killing all PIO/SIO stuff should solve the problem.

    There was useful info in the PCSX-Reloaded project concerning D4tel's Action Replay issues. Mmm I'm too lazy and busy to read the dev thread atm:livid:.
     
  6. krHACKen

    krHACKen Enthusiastic Member

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    US version of Crash Team Racing does not run at all; BSOD at startup.
    PAL version is LibCrypt protected, so I've tested a copy which was patched with PDX PPF. The trainer is mute. After I pressed X for PAL or O for NTSC, I got a BSOD just like the NTSC U/C version did.


    Got the US version of Wipeout to run. The emu can't decode/play SFX properly (crappy noises) and the game freezes :

    [video=youtube_share;lRB9Zb5ruqA]http://youtu.be/lRB9Zb5ruqA[/video]
     
  7. ElPatas

    ElPatas Spirited Member

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    The first Wipeout freezes also in the intro, it is a pity that the sound not works well and freezes during gameplay, but seems the games which freezes in the intros now passes that
    point.

    From which i see the audio CD track works, you needed made modifications for each
    wipeout game for make it working or the emu runs this music directly?
     
    Last edited: Mar 16, 2013
  8. krHACKen

    krHACKen Enthusiastic Member

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    Each installed game must have a valid TOC for the CD-DA tracks to be accessed and read properly.
     
  9. ElPatas

    ElPatas Spirited Member

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    And i imagine this thing of the toc is about rev.7 only, keep the good work.
     
  10. fresh

    fresh Spirited Member

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    Nice movement! Chapeau!
    :smile-new:


    Rgds.
     
  11. blueheaven

    blueheaven Spirited Member

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    About the TOC that has to be correct for the CDDA tracks to work.
    There was a similar problem when converting multimode images to eboots for the psp.
    Attached is a program with the source code to create a perfect TOC file from a multimode image.
    (image must be in clonecd format and this program is only for the psp).

    Maybe you already knew this, but maybe it can be useful to improve your app...
     

    Attached Files:

  12. krHACKen

    krHACKen Enthusiastic Member

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    CDDA tracks/Table of Contents support is native in the emu, so it's not POPStarter exclusive. Since the TOC of PS2 POPS disc images and the TOC of PSP POPS disc images have an identical struct, it should be easy to create an app from already available info (i.e, the source code that blueheaven posted above). I'm not interested in developing such app, up to anyone to dev one.


    I had good feedbacks of POPStarter revision 7 testers regarding the compatibility. I changed my mind and also built an ELF which can be run from a PS2 memory card or a USB drive (similar to POC2 binaries and conan14's launcher). No improvement in revision 8. Basically it's revision 7 less Codebreaker and Xploder EXEs (since I couldn't make em work, I've de-implemented the partition suffix feature). Unfortunately I have to delay the release because of a bug in the "KEXEC" bundle...
    [video=youtube_share;FCeHsa9YUnE]http://youtu.be/FCeHsa9YUnE?t=8m31s[/video]
    The bundle test starts @ 08:31. For some reason, VMCs aren't created when the container is booted from pfs:dejection:. I'll have to fix that before I write the documentation and pop up the packages somewhere...
    4 different bundles :
    - "PATINFO", the emu container goes to the partition information area. Nothing in the game partition except the disc image of the user. Requires no user modification. Way to go:encouragement:.
    - "PORTABLE", the emu container (stand alone) can be run from anywhere as long as the user hardcodes the partition name into it.. Nothing in the game partition except the disc image of the user. File size is 830 KB, kinda big to be copied to a MC...
    - "LAUNCHER", remember the decypted PATINFO.KELF of the POC2 ? It's pretty much the same. The emu container has to be copied to the user game partition. The launcher can be run from anywhere and the user must hardcode the name of the partition into it. The size of the launcher ELF is ~48 KB and it's already packed, so no more trouble with ps2packer/unpacker.
    - "KEXEC", same as "PATINFO" but to be copied to the game partition (BOOT2 = pfs:/EXECUTE.KELF). It's the one that is currently bugged :( .
     
  13. blueheaven

    blueheaven Spirited Member

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    Looks promising, keep it up :encouragement:
     
  14. ElPatas

    ElPatas Spirited Member

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    Then if is not exclusive and there is no app, you can explain if is possible how you made the valid toc for working with the wipeout games?, or if is possible explain it in the documentation.

    Many thanks for your work and info about it, i hope you encounter the problem with the kexec,
    also your videos are very great. :encouragement:
     
    Last edited: Mar 19, 2013
  15. DaSA

    DaSA Robust Member

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    Sounds great. :encouragement:

    Btw, does this Popstarter display Pal games centered?

    Hope you could fix problem with the kexec.
     
  16. NeverGoingBack

    NeverGoingBack Newly Registered

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    You don't have any intention to make non HDDOSD build? You would reach a much further audience with it. Not to many people use or even know how to use hddosd. a ps2 side elf or English pc side program would be a lot more helpful to the average user, just saying.
     
  17. fresh

    fresh Spirited Member

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    Hi!

    And sorry, the emu is based on the hddosd.
    There are other working non hddosd ps1 emulators...


    Rgds.
     
    Last edited: Mar 24, 2013
  18. NeverGoingBack

    NeverGoingBack Newly Registered

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    I understand that the emu was originally created to be used with bb navigator, but it works perfectly fine using other methods, you can even boot games from OPL, I see no reason other than the creator of the programs personal preference not to make the app universal.
     
  19. krHACKen

    krHACKen Enthusiastic Member

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    Unfortunately nope :( . Games will have to be PAL patched or the emu launched after GS Mode Selector. I hope the container doesn't overwrite it.


    Done.
    The same KELF handles both PATINFO and pfs args, since there's no reason to build one different binary for each HDDOSD launch method.


    Yeah. The homebrew solution is always the most flexible and reliable. Especially in terms of compatibility.
    Back when the project was active, guys were poking DMA hacks in the POPS core. Insanely fastidious for poor results...


    "PORTABLE" and "LAUNCHER" builds :
    PORTABLE.ELF (can be run from anywhere) -> Game starts.
    LAUNCHER.ELF (can be run from anywhere) -> EXECUTE.ELF (must be in the game partition and is launched by LAUNCHER.ELF) -> game starts.
    These are two non HDDOSD solutions.


    True.
    A non HDD OSD build wasn't my primary ambition. It was initially planned in the project but I personally had no interest into that regard. Since I'm too lazy to code a config file handler for my containers and VASH32 POPULARIZED THE USE OF AN HEXADECIMAL EDITOR, the game partition name will still have to be hardcoded in non HDDOSD ELFs (PORTABLE.ELF or LAUNCHER.ELF; the new EXECUTE.ELF takes args sent by LAUNCHER.ELF) :
    [​IMG]
    Not very average user friendly, sorry :( .



    Been experimenting stuff recently and I'm wondering... ...does the emu also cares of LSN:concern: ???
    DumPops Test Build 04 (No KELF).zip
    This is a crappy TOC reader/dumper. Does not work, track addressing is incorrect. Please can anyone run that thing with a PS1 disc inserted in the PS2, test the dumped LSN_XXXX.BIN as a header for the game dump and tell me if the emu managed to access CDDA tracks ?
     
  20. ElPatas

    ElPatas Spirited Member

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    krHACKen i tested the PAL game Lomax (SLES_004.51) with the LSN.BIN as a header, and yes,
    the emu plays now the CDDA tracks, but the music sounds very crappy, this is normal?
    I hope this helps.
     
    Last edited: Mar 25, 2013
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