But it didn't need CBT when it worked.
Indeed... The CBT had another value before. That change has fixed some games but also could have broken other games.
That is nonsense. There might be slight variations via SMB, but it will be the same with tthe OPL-compatible HDD and USB devices.
Is that a fact or just your opinion again?
You are just assuming things again... 'there might be'... Alright!
Also, as it has been pointed out multiple times to you, this is about timing, which we cannot control precisely due the nature of software CDVD emulation.
These replies were directed at you! I didn't even take part in the thread anymore since how many pages?
LOL... I did understand, that it probably is a timing-issue from the very first reply to you! But you didn't read it obviously... Page 6
Shadow Man: 2econd Coming is a CD game. Since the CD reading is slower, maybe the game is especially prone to glitches if the speed is above a given value? I'm guessing here because I don't have it for testing, but I think it just glitches on 7200RPM HDDs, even with MDMA-0. The only difference with USB would be the reading speed, right? If it works from USB, then the only logical reason for that is slower reading speed.
It is not 'the only' but 'one' possible reason, why it works via USB!
...and you were also wrong that solely the bandwidth is different on those devices...
I am the first tester of OPL (back then USBLD), when it had no GUI and no functionality beside loading a 'MYGAME.ISO' from USB. It wasn't known to anyone and certainly not open back then, but was intended to be open-source right from the first release)
I do know these things since nearly a decade...
In fact I told @Jimmikaelkael and @ifcaro about their projects and the idea of an SMB/LAN-Loader was mine as well, lol (due to the way it already could get the iso from any input-device, SMB/LAN was an interesting thing to try it with).
You are just assuming things, without any factual checking if your statements are correct.
For well over 8 pages now...
Realistically, the only thing we can do now is to try different speeds and try to match the timing from a real CDVD,
Like I said before...
I agree... We should have it (a setting to control the read-speed of Mode 1) in a test-build atleast!
Adding the manual CBT-Control back as well (at least for those Test-builds) would be interesting as well.
But you don't like to see that I am agreeing on something with you, because you just want to be 'confrontive', since you are butt-hurt if someone doesn't agree or better 'fall for your false claims'.
However... No, that is not 'the only thing we can do'... Patching the root is a much better approach if applicable!
which has variable speeds during reading due reading from a disc and having an inherent error-correction needs.
Which error-correction are you referring to? We are reading from a file and not the disc... I assume you mean that we should emulate the time this needs as well?! (Edit: Alright, I saw your Edit now.)
The games work perfectly with either 1200 kB/s or 850 kB/s (depending on the game and/or the device used, but 850 kB/s is compatible with both Shadow Man and PS on all devices).
It is not... A 'fix' actually fixes the root of the issue (i.e. like the pcsx2-guy's or
@sp193's approach is).
Your approach is just 'fixing cosmetics'... It doesn't fix the root-cause and it doesn't prevent the issue from happening again on different Hardware.
I can give these games a test on an HDD and an SSD, or via LAN on a Slim (and obviously on USB). I wonder if it will work in every case with your approach...
It doesn't fix the root of the cause, so no... This is 'fixing cosmetics', thus not avoiding the issue from happening on different hardware/setups.
These are all typical suggestion from a guy who has no clue what he is talking about, but wants to have a talk... Sorry if you get butt-hurt about me being too direct and honest...
But we had that kind of suggestions based on assumptions in the past from other persons as well...
But you were already butt-hurt about my first replies and are not able of a factual discussion...
Assumption here, misinformations there, 'maybe', 'could', 'would'... Lol... Keep it up! I will leave this topic and wait for it (the issue with those games) being resolved BY YOUR APPROACH (bandwidth-limit-change).
I really hope that if SP193 or anyone else has found a fix, that he might keep it until we see the test-results of these games and your approach on multiple setups!
Whether the speeds will be picked up automatically via some blacklisting mechanism or put picked up up manually by the user, the outcome is: the games work fine, therefore there are fixed. Everything else is pseudo-semantics. Not even real semantics.
Both of these approaches you mentioned here are just 'fixing cosmetics'...
The way the pcsx2-guy (I can't remember his name.) and SP193 are trying/have tried it, are fixing the root of the problem (if successful) and that is the only proper and valid fix, especially for this platform.
Oh... When you want to point out that 'more accurate cdvd-emulation' would be a proper fix as well, then you are right!
But:
- This would need code to run... It is so simple really... Every single extra-code which would run during run-time of a game would be increased for every game, thus breaking other games... We already do break some games and then they work again, due to some rather small code-changes which increase the footprint of OPL's in-game-code in RAM.
- A proper fix at the root of an issue is desirable... Ever! Only a fix at the root is a fix... Everything else is 'fixing cosmetics'. You might not agree on that, but I bet every developer would.
- A proper fix at the root can also yield a higher performance, thus we would not need to be limited to slower bandwidths ('speeds') and often this kind of fix makes some modes redundant (less modes for a game need to be used...)
- etc.