@TnA I told you at least three times before: I know you mean the actual mode itself,
...and you have just proven, that you did NOT understand, what I was referring to...
not the empty slot, but with such a simple compatibility mode the RAM usage would not increase to the point of breaking other games.
...and again...
I am:
- NOT talking about the Compatibility-Mode-Slots (the 'choice of modes' in the GUI)...
- NOT talking about some RAM-Changes an additional Mode would cause... (probably none)
- NOT talking about the emulated cdvd-speed... In fact I supported a change!
- talking about your suggestion of a 'correct reaction of the/OPL's cdvd-driver to faulty games' instead of 'patching them ahead of time'...
Do you finally understand?!? Can you understand the words, I am writing? I am sorry if my explanation lacks detail, but English isn't my native tongue...
Maybe someone else will make you understand, why that suggestion of a JIT-reaction, instead of a AOT-Patching is just not a good idea for OPL!
I already stated all of these things multiple times in my previous replies.
You are blowing things out of proportion.
No... You are telling me the same sentence over and over again, like a chat-bot... I am able to understand it the first time (most of the time). You did not yet understood it (what I am really referring to), after more than one explaination...
You do not even understand WHAT I am talking about, so how can you make a qualified claim or even an assumption, how much a structural change would affect the software?
You have got 0 clue about the hardware and software and how it works.
Besides, it can always be tested since we're talking about a beta build.
Agreed! The transfer-speed-'limiter' should definitely be tested.
But the speed might not be the cause, but only a trigger! It is the best, to fix the bug and not 'work around it'.
Adding manual values input to Mode 1 is a lazy solution
Why? It would give the end-user a lot more freedom and values to test with? If we find a value, which works well for all games thisnvalue-change-entry can simply be removed again and the value hard-coded ESPECIALLY since we are in a beta-stage...
and it would confuse the hell out of most users. We should find optimal values and try to add a compatibility mode just for the problematic CD games.
Agreed on the 'optimal values', but about the 'confusion'-part... It would be used sooooo seldomly anyway, lol... Not a real problem and much more versatile for testing... But yes, removing it later (like how it was done with cdvd-callback-timer before) is desired! Hyper-compatibility, with as few modes as possible is desired anyway!
I don't see how I can make this any clearer. You have to first convert the CD image into a DVD image. ESR doesn't work with CD images or CD structures. Have you ever used a CD game with ESR?
If it's so simple, why couldn't ramapcsx2 just lower the read speed, shouldn't be that hard to do in an emulator? I'm not saying to not use the fact that it works with lower speeds. Just that I'm not convinced that's the root cause.
I agree to all the things you've mentioned...
With optical media, there are too many variables. We have no way of accounting for all of them. Like a) the kind of optical media used b) the quality of optical media used c) burning speed d) burner quality e) burner firmware f) the number of working hours of the PS2 drive g) possible dirt and/or dust in the PS2 drive. Besides, ESR shouldn't be a template here. We should only observe how original discs behave on healthy drives.
Indeed and all true... But he mentioned it, because ESR also has some code loaded during runtime, just like OPL... An original game solely runs its game-code.
So there is a valid point of him bringing up ESR, especially because you claimed it is because of higher read-speeds (a.k.a. 'transfer-rate/bandwidth), while it actually also could be because of the faster and slower response-time of the devices. You claim it, without any further proof... You claim it to be factual (without any evidence)... That is a problem!
When I was using the PS2 CD/DVD image generator program, I could burn CD images to DVD discs and they still retained their CD structure. It was basically tricking the drive to read a CD from a DVD disc.
That's a FALSE claim! They will not retain the same LBAs, nor the same sector-data and sector-size (2352Byte-Sector+Subchannel-data vs 2048Byte-Sector)! A PS2-CD is also Mode2/XA Level 1 and a DVD is Mode 1 Level 1...
You do know those disc-standards, or not? You should know them, if you are talking about these kind of things, or you are just claiming unverified and wrong things and thus are spreading misinformation.
I was long, long ago, but from what I remembered...
This game checks LBA, when you convert this game from CD to DVD, it'll not boot.
It'll not work with ESR, because it is on DVD.
It'll work with swap magic with CD, but not with DVD.
Indeed, which is proof that it has NOT the same structure...
If it had, EVERY CD-based game, could easily be converted to DVD and ALL of them would run, if it would read it like a CD...
I don't know why we are even talking about ESR here. It has no bearing on OPL. We only need to compare with original discs working on a healthy PS2 drive.
Wrong... He brought up a valid point/example, because ESR has some code running (just like OPL), which runs 'beside' the game's code... Original games do not have that, so in regards to that ESR is an alternative/example... USBA, HDL/HDA and PS2ESDL would be viable alternatives/examples as well.
Whether games like Shadow Man and the PS remake are buggy or not, the fact is that somebody programmed them that way and they work from start to finish on real hardware.
First off,... No... Not even that, even tho' it is intended to work that way... Try an original Tekken 4 on a SCPH-750XX (or was it SCPH-770XX)...
Second... Some games did have occasional hickups or even freezes, due to their bugs, even on original discs and hardware... It's not so often, but it happens due to these kind of bugs... It would be ludacris to adapt and add code for their faulty behavior, instead of patching them, because it wouldn't yield any benefit, but only disadvantages!
Since we now know it's all about the timing,
Oh... Now it's the timing... Previously you pointed/referred to the bandwidth...
I don't see a point in trying to patch the games since we already know others have tried for a long time and couldn't do it.
Does that exclude others from being able to do it, if they really try to? No!
It's always the best way to emulate the original hardware behaviour if possible.
Indeed, I agree!
But it is not possible! We have to spare as much IOP-RAM and CPU-cycles as possible! There is a reason, why we sacrificed the Filesystem-driver in-game and why games on USB need to be defragmented... The reason is sparing IOP-RAM and CPU-cycles.
In this case, it's a simple fix, not an elaborate one. Realistically, how much the RAM usage would increase if we added a duplicate of Mode 1, but with hard-coded speeds for these CD games?
Like I ELABORATED, this is not what I was even talking about... Maybe you did understand now, what I was really referring to or should I quote your exact sentences?