PS2 [Open PS2 Loader] Game Bug Reports

I remember that it was sometime around r730 or so, I was fixing some problem with OPL mode 2 always being "on" for accesses to the cdrom0 device. But as a side effect, some additional games seemed to need mode 2. It is worth noting that OPL's critical region protection does not totally work exactly the same as it does in the original CDVDMAN (which might be why it's now like that), but I decided to not fix this because it could (again) drastically change the game compatibility list. The system works... but things could just work differently.
The commits around r730 could be severely bugged as well, so a direct comparison for game compatibility might be not really possible.

Since it was quite a long time ago (around 2014) and we were once using Bitbucket (hence the revision numbers), you will have to try to find the relevant commits.
 
To keep the discussion about the '0.9.2-Mode' short:
  • The changes of the internals are MUCH more than you imply here!
  • You can't simply copy&paste the old code to that location, because it can neither fully interface with the current backend&drivers,
  • nor would it be feasible because this additional code does still run, even if not used... It would break a lot of games, (even) including those which are compatible with 0.9.2 and for whom this mode is/are meant for...
  • etc.
Indeed, I was saying if it would be possible. I was not talking so literally. The point is that OPL 0.9.2 have something that allow the game to run perfectly. So you have to find what is it and add it to a MODE, or just modify something in the code (if the modifications doesn't break something else).

On another note: I pointed out that finding the revision which caused these kind of issues, would be interesting! :P

Sure this is the only starting point :encouragement:
 
I have to answer to this as well...

No! A fix is actually a change to the root of the cause to properly get something working (a.k.a. 'fixing it')! Everything else is just a workaround!

I was talking about having a short blanket. Just a thought anyway,
If it's possible to fix all problems in a once, sure is better this way :D
 
How much rpm??
Where i can see the rpm's of my HDD?

Then this must be connected to the HDD itself. It works for you without any modes. It works for me only with a specific combination of modes. It doesn't work at all for jolek. We all use internal HDDs and the official Sony NA. Unless this is actually down to using one of the two PAL versions of this game (which I highly doubt has anything to do with this).
Maybe i can test the NTSC-U version.

The r1220 which i tested is the one compiled by me, not the one from Akuhak system.

Best regards.
 
Where i can see the rpm's of my HDD?

Not all HDD have RPM on them.
Most have capacity, model, serial number, firmware...
PATA drives also have Jumpers settings.

E.g. I've ST340016A with couple informations, but without RPM.
When I searched a bit, I've found it has 7,200 RPM.
So the best way will be to search by model.
 
I think this is more about the HDD size and/or where the game gets placed on the HDD physically.

Also, State of Emergency is only ~550 MB, but the disc image is about 4.5 GB for some idiotic reason (should have been a CD game). Maybe it has something do to with this strange behaviour.
 
I tested the NTSC-U version (SLUS-20214) and the game freezes also for me in the
loading screen after the memory check, but works fine just using only MDMA 2.

I tested the game in OPL 0.9.2 and works fine without nothing, in OPL 0.9.3
and r1220 works fine with MDMA 2.

The PAL version (SLES-50606) works fine in all OPL versions without nothing.

Best regards.
 
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I just made a quick test on this SSD...

20190103_011651.jpg
20190103_011738.jpg

So... The OPL-Version I used for these quick tests, was the 'sound fix' build @Krah provided, but I will test the other OPL-Versions later...

The 'State of Emergency'-Version I tried is 'SLES_506.06'!



For example: I tried solely 'MDMA2' and it worked once. Rebooted (via IGR) and it did not work afterwards... Turned off PS2, still doesn't work...

The matter of fact that it did not freeze entirely (thus IGR still being possible) and that it already can behave differently on the same setup with nothing modified, really leads me to believe that it's a timing-issue, possibly triggered by some game-code...


I will do some more tests in a few hours...

I already installed it to the 1TB-HDD as well, but did not test it yet.


Edit: ...did another test with MDMA0... Now it booted past the loading-bar and then froze at 'rocket burger' and loop the sound-sample!

I had seen it turning off the analog light on the controller at that point, so this then is a 'proper' freeze... Normal poweroff via tipping instead of holding the power-button still worked tho'!


Edit.2: I just tried the 'zen combination' (2+3+6+8+MDMA2) as well... It completely filled the loading-bar and then stuck on a black screen...

Edit.3: Tried it another few times... and it works most of the times, but not at every trial...
 
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Not all HDD have RPM on them.

I tested the NTSC-U version (SLUS-20214) and the game freezes also for me in the
loading screen after the memory check, but works fine just using only MDMA 2.

I tested the game in OPL 0.9.2 and works fine without nothing, in OPL 0.9.3
and r1220 works fine with MDMA 2.

The PAL version (SLES-50606) works fine in all OPL versions without nothing.
MDMA2 was the key to making it work on my setup, but it was the PAL version. The plot thickens...
 
Just a note... I did choose 'English' (at the language-selection-screen) and did NOT create a Save on the MC during these tests.

I am not sure if this does have any influence, but I thought I'd mention it anyway...


Edit: On another note: Some additional information(s) about the issue I mentioned about different kind of stalls...

There is:
  • one stalling due to a wrong speed or answer-time or whatever, which is triggered during the loading-bar
  • and then there is another issue which seem to happen, if some of those memory-saving Compatibility-Modes are not activated! It is just an idea, but it might overflow (in Memory) at some point... If it does, it could be on either the EE(-Core) or it might be on the IOP... (look at the issue I mentioned above, regarding a stall where IGR did not work anymore)... It also could be related to a kind of termination-issue or something else or something else. That game seems a bit harder 'nut to crack'... (without proper debugging-tools)

It would be interesting to check/see, what happens with VMCs or PADEMU, on various devices and this/these game/-s.
 
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@Peppe90

Can you humour me and test SoE with the maxdiypower board with MDMA2 and no Modes using r1220 built with AKuHAK's bot?

I will do it later if you can't. It's weird that @jolek had different results depending on who compiled.

I've cold boot to that OPL version, set MDMA 2, It perfeclty worked, but only first time, then it was the same happened to @TnA:
For example: I tried solely 'MDMA2' and it worked once. Rebooted (via IGR) and it did not work afterwards... Turned off PS2, still doesn't work…

...However I tested the old revisions. the game perfectly works (with every configuration/DMA settings) up to rev. 726 (so it's already OPL 0.9.3). The problem started with the next one build: rev. 733, as @sp193 was saying
 
I've cold boot to that OPL version, set MDMA 2, It perfeclty worked, but only first time, then it was the same happened to @TnA:

...However I tested the old revisions. the game perfectly works (with every configuration/DMA settings) up to rev. 726 (so it's already OPL 0.9.3). The problem started with the next one build: rev. 733, as @sp193 was saying
So, like sp193 was saying, this is most likely because there was a bug before that version which would cause Mode 2 to be always "on" for accesses to the cdrom0 device. This makes sense because the game doesn't work for me at all without Mode 2.
So maybe we can wait a bit longer with stable 0.9.4?
At least until the fix for Shadow Man 2 and the Phantasy Star remake is implemented (one way or the other).
 
...However I tested the old revisions. the game perfectly works (with every configuration/DMA settings) up to rev. 726.
The problem started with the next one build: rev. 733, as @sp193 was saying[/COLOR]

You've remind me something:
http://psx-scene.com/forums/f150/open-ps2-loader-project-v0-9-3-a-62141/index773.html#post1210748.
Can you send me rev 726...733?

I know that this game has been fixed:
http://www.psx-place.com/threads/open-ps2-loader-game-bug-reports.19401/#post-133857.
So at least I'll try if my problems also started here with my slim console.
 
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I remember that it was sometime around r730 or so, I was fixing some problem with OPL mode 2 always being "on" for accesses to the cdrom0 device. But as a side effect, some additional games seemed to need mode 2. It is worth noting that OPL's critical region protection does not totally work exactly the same as it does in the original CDVDMAN (which might be why it's now like that), but I decided to not fix this because it could (again) drastically change the game compatibility list. The system works... but things could just work differently.
The commits around r730 could be severely bugged as well, so a direct comparison for game compatibility might be not really possible.

Since it was quite a long time ago (around 2014) and we were once using Bitbucket (hence the revision numbers), you will have to try to find the relevant commits.
Hi @sp193,

i tested the betas and is in the r795 and r796 the last ones in which the NTSC-U version
of the game do not needs nothing for work.

The first time i tried the r796 i got a freeze, but maybe was casual, because later always worked
fine, except that i noticed that after an IGR the light of the HDD remais always on, which i
think is not normal, in the r795 this issue do not happens, maybe the problems started
in this revision.

But in which one the game always freezes unless i use MDMA 2 is in the r797.

This are the descriptions and links to the r796 and r797 in Bitbucket:

r796
Consolidated error codes, added error codes for HDD mode, sync'ed with updates to HDD and PFS
from PS2SDK, added workaround for clone/compatible network adaptors and corrected UV coordinates
for texture-drawing.
https://bitbucket.org/ifcaro/open-ps2-loader/commits/89c80d5845628e040aba669c8e733c985ea07692

r797
Fixed and enhanced streaming support:
1. BUG: sceCdStRead() incorrectly updates the remaining amount to read.
2. BUG: sceCdStRead() may lock up because it clears event flag bit 8 after ReadSectors() is run, but
the drive might have re-set the bit before that is done.
3. Moved EE-side streaming support into CDVDMAN to avoid needing to use memcpy into the
CDVDFSV DMA buffer. SCEI had two sets of the streaming mechanism for the EE and IOP, but we
want to save memory for SMB support.
4. Changed the reading thread signaling system back to using a semaphore because the streaming
callback (run from reading thread itself) could not issue another read request directly.
The use of SetAlarm introduces a needless delay.
https://bitbucket.org/ifcaro/open-ps2-loader/commits/f11cce2a15c2f0973a89ee33fc9f5f025ee07eb3

Best regards.
 
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