FMCB v1.964 Released!
This is mainly for users of the SCPH-10000, SCPH-15000 and SCPH-18000.
Changelog for FMCB+FHDB v1.964:
- Replaced bad HDDLOAD.IRX (fixed booting of FHDB on SCPH-10000, SCPH-15000 & SCPH-18000).
- Increased maximum item count to 200, reduced maximum length to 128.
NEW: New changes that were made since the initial releases.
The HDDLOAD.IRX file is part of FMCB, which is used to locate the update on the HDD unit (I guess, you would use FHDB as the HDD update).
Downloads/Links
FMCB + FHDB + installer project page (downloads at bottom):
https://sites.google.com/view/ysai187/home/projects/fmcbfhdb
For at least now, I won't add an option for sorting because I don't want to touch LaunchELF's code (which is used for the configurator).
EDIT: Replaced file.
EDIT: updated LaunchELF + USBHDFSD. The fix to USBHDFSD probably won't matter here, but just in case.
What I do know is, that this would statically grow and not dynamically. So regardless of the amount of paths or items added to the CNF, depending on the amount you set for the variable [for compilation] (in 1.8(b), that part is still in launcher2.c), that thing would grow ('statically')...
It has advantages and disadvantages...
I would prefer a dynamic allocation [atleast size, but possibly in which RAM-Region as well] (or possibly another way), but that just doesn't give as much control (about [preventing] overflows, etc.) like a fixed size array does... It takes some space/RAM, it doesn't need to be dynamically placed somewhere in the RAM, nothing to care about, etc.
It's a limitation because it has to fit where the OSD will not use.
But as you wrote before, the current amount of space given to it is actually quite a lot. I have increased the maximum number of items to 256.
This avoids (code-)redundancy and if you ever intend to release the source of the Loader/Payload, this will be VERY useful to any following developer to maintain the code in a proper way! One more reason to release it! :lol:
That compilation from the same code-base could be interesting for HDL-GameInstaller and HDL-GameUpdater as well, or not?
I'm not very sure what you mean here, sorry. These are all different projects.
What I meant was that the three versions of FMCB, are from the same tree. But that's only for FMCB.
If you mean to say that I could have done the same thing for my other projects, you are not wrong.
I did merge the standalone fsck tool back into HDDChecker's source code, although HDLGameUpdater might have to remain separate because HDLGameInstaller is just too big to make it work right.
It would be interesting, if you would publish your sources (HDL-GameInstaller, HDL-GameUpdater, PS2Ident, etc.) on your github-account as well.
It might lead to a few people (trying) to contribute to them (via forks, etc.).
I have my doubts. But I just haven't done anything yet because there will be too much work. Although I think it can be nice, since people do browse Github.
Some of these projects (HDLGameInstaller and PS2ESDL) have a few hundred versions. They've been in development for years, even before I wrote about them anywhere.
I really like the work you've done on FMCB. I suppose you are just not so interested in OSDSYS-Hacking.

Btw.; A lot more is possible (in that regard) via quite short code, tho'. Just thought, I'd mention it.
Honestly, no. I just found it challenging to make it work across all possible software revisions. The patterns can change, even if the compiler was changed.
SMAP.IRX! :'-D This 'bastard' was sooo bad, caused sooo many stalls and so on... I suppose it was one of the worst modules in the whole SDK. Nothing against the dev. THX for his contribution, but it was a bad module (structure-wise)... ^^
Oh it's more than that. Recently, we found that the hardware itself might have various problems.
It just can't be made to have performance on its own, without issues.
Thanks for the encouragements and the insights.
??? Would you elaborate a bit more on these?
After the occasional defacement cases of FMCB, Jimmi did add something for obfuscating the logo for FMCB v1.8c.
I went a step further, to make it more difficult to disassemble. Since it's closed source, that would be the only way to ensure that nobody would deface the logo to sell it as their own product.
But now that we're in 2018, I replaced it with the normal packer that I use for my other projects.
Ah, I see. Thanks
No problem, although FMCB has worked for me up until this release, I'll just use FreeMcBoot 1.8b from now on, like I used to. It's not must have software on a modded PS2.
Edit: I'm now using FreeMcBoot 1.8b again and I'm starting to wonder why I even switched to the newer FMBC (starting with FMCBInstaller 1.8c years ago) in the first place.
It does what I expect it to do and it does use less space on my MC card.
I'm sorry that I couldn't meet your expectations. Essentially, what the new versions of FMCB do, is whatever the previous ones do, but are more complete and reliable.
For example, it boots up faster because there is cleaner and shorter initialization code, copied from the Sony browsers. The old versions had a lot more stuff, I guess because ffgriever got his information from some other indirect way (i.e. logging from pcsx2 etc). The initialization code is also more correct and applicable to all PlayStation 2 consoles, instead of just the mainstream consoles.
Due to the contribution of an anonymous user, we were also able to be free of using a DVD Player KELF, so FMCB installations actually became smaller (62KB instead of 75KB).
There's also support for DVD Player updates, for all consoles (not just Japan, Europe and USA). While the original intent was for the SCPH-10000 and SCPH-15000 (which have no DVD player built in), the mechanism can be used to boot region-free DVD players as well.
Then we also had the USB modules updated. Initially it was just for reliability, but now they seem better at performance too. There's also LaunchELF. For years, we never had a rename function.
Finally, it is now compatible with other types of PS2s as well, like the DEX and PSX.
That's not actually all that was done, but I know nobody is interested in the stuff that goes on under the hood.
I mean, I actually took a few months to get it to have the new features that I wanted.
On a side note, it is not everyday that people realize that there is so much that goes on behind every project (not just mine, but PS2 development in general). So thanks for your understanding.

This is a console from an era, when the OS once offered much simpler services.
@sp193 As we talk about this months ago, really, You shouldn't feel bad about this. I was making GUIs and skins just because this is pleasure and practice for me. I would create them probably whatever if You need them or not, really. I'm not a kind of guy who trying be forcibly nice or trying mask the real feelings of disappointment and sad. I'm really did it fully spontaneously. So I'm completely ok if You (or anyone in future) will never implement it. ^^ Also I know how hard my GUIs are to implementing, which literally demanding refactoring current GUI code base.
Thank you very much, really.
And BTW, I know that stuff is not easy in case of PS2. It's a shame that ffgriever didn't released his gskit replacement. He created on it MCA1.0/2.0 and PS2PSXe GUI, in... two days (he said it's super easy with his new framework, and I fully believed his skills and ocean of passion and enthusiasm to the scene). I'm not a programmer but for me sounds extremely optimistic, so we probably lost something very valuable.
Yes, it is a shame.
Part of me might have been to blame though. Since I was much younger, I loved to explore and to make my own systems.
So I tended to prefer writing my own code, rather than using a 3rd party library. Well, it probably sounded like a great idea when I had 1-2 projects... but then came 2013, when I found that I had more than 4 projects to keep.
Simultaneously, I also feel been tired of scene projects so I quit. I even planned to totally leave message boards but somehow, invisible force keep me still with all of You. So maybe it's something similar to Your feelings about PS2 scene. I guess.
Coincidentally, I felt the same way. The many times when I wondered if I should have spent my time elsewhere, I always felt that there is something that will draw me back here.
If it's not because I feel like I have somebody to talk to, it's because the things here are more interesting than what really goes on everyday here. haha
I also realized through these months, why developers from back then sometimes say that this console is difficult to program. I used to think it was only the architecture that was the problem... but no, it's also because you had to do nearly everything yourself! Unlike a newer platform that has an OS that offers higher-level services, the kernels here only offer thread-management and other low-level services.
Font-rendering is a tricky subject, which was something that I have been struggling with since 2013 - when the first version of my reuable UIs came about. So the reason why my fonts always looked strange until this year, was because I cheated: I used the same amount of space between each character, to simplify the drawing process...
Whatever You will do, it doesn't matter. You are already part of the homebrew history with many great achievements. Without Your work, scene would be for sure crippled. Thanks for every single line of code to all the projects, even those which no one see (like i.e ps2sdk as average user even don't know about it's existence ^^"). I was tried join to You, but I ultimately failed and one day I realised that it is not my road, focusing more on the graphics.
In summary, I hope that now I fully free You from demons of the past.
Thank you.