OPL (Open PS2 Loader)

PS2 Open PS2 Loader v1.1.0

Okay, but I really hope that mode 1 will become the recommended solution. The transfer modes were not meant for attaining specific speeds or reading patterns.​

When you'll release the fix for this game "after IGR" bug, there won't be need of any setting/regulation for this game, though.

Anyway, why you suggest to use MODE 1 over MDMA 0??​
 
Because Mode 1 is intended for this purpose. It should work via it, without the need for changing any transfer-mode if it all would work as intended.
 
Ah, ok. Btw for me it's the same to enable a MODE or change a DMA setting.

To be honest, In the past I used to Always set MODE 1 instead of changing DMA, 'cause it seemed to me a less drastic measure (I was 100% ignorant, it was just a "feeling").

But now that I know what MODEs and DMA settings actually do, if just slowing down a little can solve a game's problem, I think it's better, 'cause it allow me to preserve the maximum speed possible for that game.

There are games that work perfectly in MDMA 2 i.e. They obviously work at less speed too (MDMA 0 or enabling MODE 1 ), but loading times would be much slower.
One example of this is Gungrave. I used MODE 1 with that game (for fixing the audio disturbances), but now I have it with MDMA 2 (or 1, I don't remember), the game is perfect and loading times are halved.
 
someone already got their hands in c a a e a f b? The build bot is still stuck at f a 34111 from 3 days ago and i cant compile cuz ps2dsk-ports won't install...

PADEMU=1 DEBUG=1
 
CEX DECI2 debugging support was fixed again. It stopped working because of changes that prevented the network settings from being obtained.
Retail games will reboot the IOP, so the DECI2 modules in OPL will be reloaded a few times. dsnetm does not always get notified that the PS2's DECI2 modules were reloaded, so you might need to close and re-open dsnetm (always run dsedb with the no-reset option!).

Anyway, why you suggest to use MODE 1 over MDMA 0??

The transfer modes were not intended for being compatible with software. The modes exist for negotiation between the ATA host and device.
MWDMA mode 0 can be also slightly too fast. Unless it was because of some mistake made or my PS2s being too worn, I never saw it do more than 3000KB/s.

Some games glitch because the characteristics of how data is read got changed (Castle Shikigami 2). Some others exhibit performance problems for the same reason, due to requesting a large amount of data that is very quickly satisfied (e.g. Dragon Quest VIII). We also have some games (i.e. Shadow Hearts 2) that were designed to expect the CD/DVD drive to complete commands shortly after the commands are issued, but not immediately.
Accurate Reads mode is meant to solve these problems, not just limit the transfer rate.

The original plan was to remove the transfer mode setting, but then it became evident that (the then new) mode 1 couldn't cover all games for one reason or another.

My concern is that if you claim MWDMA mode 0 works, it might not work in the same way on another person's setup. We seemed to have some cases like this before, before this mode 1 was made. I might be over-cautious in this area, but this is also the thing about a one-size-fits-all approach: you will lose some flexibility for the ease of use.

There are games that work perfectly in MDMA 2 i.e. They obviously work at less speed too (MDMA 0 or enabling MODE 1 ), but loading times would be much slower.
One example of this is Gungrave. I used MODE 1 with that game (for fixing the audio disturbances), but now I have it with MDMA 2 (or 1, I don't remember), the game is perfect and loading times are halved.

I see. Then it is up to you to decide on what you want to do.

someone already got their hands in c a a e a f b? The build bot is still stuck at f a 34111 from 3 days ago and i cant compile cuz ps2dsk-ports won't install...

According to @akuhak, the problem was taken care of. Have you tried again since then?
 
Fix for Shadow Man 2econd Coming (SLUS-20413)

This game's sound driver (SOUNDREL.IRX) allocates buffers for storing compressed data, which is decompressed and transferred to the EE by IOP_FileReadToEE(). As data from CD-ROM must be read in units of 2048, it will do some rounding to compensate for partial reads by its decompression algorithm. Unfortunately, that causes a buffer overrun when it tries to decompress 16+1 sectors of data into a buffer meant for a maximum of 16 sectors.

It was previously not working because I didn't expand the right buffers.

It is not very clear to me if there is a need to get the sound driver to wait for the previous DMA transfer to the EE to complete first, before unpacking the next batch of data. It currently does not.
This might be fine, I guess, since the IOP is only so fast. But in case there are issues with sound or something that will go away when Accurate Reads/MWDMA mode 0 are used, then perhaps this is the problem.

The CompBuffers (Compressed data Buffers) are 0x8000 bytes in capacity.
This allows 16 sectors to be stored in each buffer. But sometimes the game reads 17 sectors:
Code:
sceCdRead lsn=193230 sectors=17 buf=00151d00
cdvdman_read lsn=193230 sectors=17 buf=151d00
sceCdSync 0 sync flag = 0
sceCdGetError 0
sceCdRead lsn=193245 sectors=17 buf=00159d00
cdvdman_read lsn=193245 sectors=17 buf=159d00
sceCdSync 0 sync flag = 0
sceCdGetError 0
sceCdRead lsn=193261 sectors=17 buf=00151d00
cdvdman_read lsn=193261 sectors=17 buf=151d00
sceCdSync 0 sync flag = 0
sceCdGetError 0
sceCdRead lsn=1414579576 sectors=17 buf=00159d00
cdvdman_read lsn=1414579576 sectors=17 buf=159d00
sceCdSync 0 sync flag = 0
sceCdGetError 48
IOP_CDStream_End: CD READ ERROR! (30)
sceCdRead lsn=1414579576 sectors=17 buf=00159d00
cdvdman_read lsn=1414579576 sectors=17 buf=159d00
sceCdSync 0 sync flag = 0
sceCdGetError 48

There are 2 buffers of 16 sectors, so what it corrupts depends on which of the 2 buffers is selected.

While waiting, here is a sample: https://www.sendspace.com/file/srql2y
Branch: https://github.com/sp193/Open-PS2-Loader/tree/ShadowMan2Patch

EDIT: please use the new file.

***

From the PCSX2 game compatibility list, there are 2 PAL releases. Does anybody have access to these releases? https://wiki.pcsx2.net/Shadow_Man:_2econd_Coming

SLES-50446
SLES-50608

I just need the boot file & the sound driver (should be SOUNDREL.IRX).
 
Last edited:
I have updated the patch for the PAL (including the German SLES-50608 release). Thank you all!

On a side note, I think the SOS The Final Escape patch has stopped working. Or maybe it hasn't actually worked properly before. I used the PAL release.
But I don't know what else to check for, so it will have to stay like that. I did update the patch to fix some design problems, but it was already not working before I made any changes.

Or perhaps it just didn't work due to some difference in hardware/software on the DTL-T10000... but I still don't know what this means.
 

This is some kind of a preview?

On a side note, I think the SOS The Final Escape patch has stopped working. Or maybe it hasn't actually worked properly before. I used the PAL release.
But I don't know what else to check for, so it will have to stay like that. I did update the patch to fix some design problems, but it was already not working before I made any changes.

I can at least try it through USB, probably in Thursday.
 
sp193 doesn't have commit access to ifcaro's tree. So he pre-compiled a version with the fix for people to try now instead of waiting for the pull request to get accepted.

I understand, but this version (OPNPS2LD-7d52c7f.ELF) is not working with Shadow Man: 2econd Coming (SLES_504.46).

Game crashes after selecting New game (at loading screen).
I've notice sample, so maybe it is some kind of a preview version?
 
I understand, but this version (OPNPS2LD-7d52c7f.ELF) is not working with Shadow Man: 2econd Coming (SLES_504.46).

Game crashes after selecting New game (at loading screen).
I've notice sample, so maybe it is some kind of a preview version?

That old preview does not support the PAL version, sorry. I can build a new one, but maybe it'll save everybody's time if we waited for it to be merged?

I can at least try it through USB, probably in Thursday.

Thanks, but the glitch was only known to occur when the HDD unit is used, for some reason.

Something just changed today, but it is not clear what. Or if it was working due to sheer luck, just for those few days when the patch was made lol
 
That old preview does not support the PAL version, sorry. I can build a new one, but maybe it'll save everybody's time if we waited for it to be merged?

OK, so lets wait for pull request to be merged.

Thanks, but the glitch was only known to occur when the HDD unit is used, for some reason.

Something just changed today, but it is not clear what. Or if it was working due to sheer luck, just for those few days when the patch was made lol

Anything particular that I should search in SLES_513.01?
I mean broke FMV after selecting New Game.
Sound issues at the start of game?

I've tried for a short period of time this game through HDD ~30 min ago (without any compatibility mode).
Everything should be fine.
 

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