Tried the USA game from USB with OPNPS2LD-RRV-US and it seems just perfect
So no lag at all? Hmm, I do hope this complicated mechanism they wrote, was really just for efficiency.
It seems like a good idea, but I just have no idea where the math is going wrong.
Yes in fact. RRV is one of those games that allow you to normal switch off the Ps2 even with MODE 6 OFF (but it noticeable that the HDD isn't gently powered off…).

What's this normal way to switch off a PS2? I meant to say that you should use the power-off button combo (L1+R1+L2+R2+L3+R3). Or you could use the reset button (the one at the front, not the AC switch at the back).
When IGR is enabled, pressing the reset button once will cause the PS2 to be shut down. Pressing it twice will cause IGR to boot the IGR boot ELF. Don't hold the reset button, as that will cause a forced shutdown (like your PC).
Yes, it remains turned on when playing from SMB (at least up to r1261, yet to try r1266).
I remember why now. It's because we don't have a command for putting the HDD in standby mode. So I changed HDD mode to put the disk in IDLE mode. Sony also does this.
After 21 minutes & 15s of no activity, it should enter standby mode and spin down.
At first, I was wondering if we should add a custom devctl() function call to be able to issue STANDBY IMMEDIATE, but then I realize that using the standby timer function should be already good enough - because what would happen if the user was to switch between games often? It'll be bad for the HDD.
The led should blink only when using the HDD?? Or it's related to the NA too? Btw it seems to blink only a few times when a game is starting. I'll check it with more attention.
Since you have HDD mode left on AUTO, we will close all files and flush all buffers within PFS, before issuing IDLE IMMEDIATE. So right before the OPL UI disappears, you might notice some activity (blinking).
After that, there should be no activity under SMB mode, because OPL will not have ATA code. If you notice quite a bit of activity, then it might be caused by the game checking for a HDD unit.
OPL r1266 can't list
Ace Combat and
State of Emergency, exactly as previous build, is
commit ac5de9b3 integrated in r1266?? (I should try it with OPNPS2LD-RRV-US too??)
I don't know because I don't even know which r1266 is...

Git doesn't use revision numbers. And even if there was a way get them, they may differ between repositories. Due to what ps2-home did, their revision numbers will surely not match the ones here.
It was a commit made a few days ago.
Yes, if you are unsure as to what commits are what, you can check with that custom OPL build I provided for the RRV test. It is still a fully functional version of OPL.
No no, it's not the game design. However with r1266 the problem is gone, the game is perfect from SMB without enabling MODE 2, and even if I enable it, the game plays fine (don't freeze).
I'm testing with my Ps2 slim (75004) now, I'll try it with r1266 with the Fat Ps2 too, to be sure isn't the console making differences.
Maybe it's luck, you know. SMB is quite complex. Due to hardware restrictions, it's not difficult to make performance really substandard. Sometimes, my SCPH-39006's SCPH-10281 negotiates for weird things like 100Mbit Half-Duplex... or even 10Mbit.
Mode 2 should not make a difference for this game, IMO. Since it uses sceCdRead() from the EE, which will always be asynchronous, regardless of whether mode 2 is used or not. Hence mode 2 is useless for games like this.
the splinter cell double agent works with very very old opl 0.7 with game star sata but with newer opls like 9.2, 9.3, and opls bulids from ps2home doesn't work with gamestar only with orginal adapater with sata suppor or not
Have you tried a recent build? I tried to reach a compromise, to support users who had to use a compatible adaptor that isn't compatible with the DEV9 + ATAD updates.
But because there is no standard for these compatible adapters, not all adaptors were covered by the code for identifying a compatible adaptor.
maybe.
it's strange because with original adapter these games run well but in sata gamestar always go to black screen i tested with same hdd 2.5 1tb on this two adapters sony and gamestar. but stay here the report in hope some dev can make the splinter cell games run on gamestar
There are a few possibilities here:
- OPL currently has some deficiency, causing the game to malfunction.
- The game has a bug.
- The network adaptor you use, is just unreliable.
Since the manufacturers of these compatible adaptors usually don't seem to make good adaptors, I regret to say that we have to take your complaint here less seriously. It's because we cannot rule out the possibility that the adaptor itself is just bad. It's not unheard of.
During the data gathering process for identifying a way to identify these compatible adaptors in some generic way, I noticed that some of these "GameStar" adaptors can have very different register contents. So there is a possibility that multiple teams have been flying their flags under the "GameStar" banner.
It's not strange at all, I found a lot of similar cases, also the opposite: i.e. I could boot State of Emergency with the Gamestar NA, but not with the OG NA (same HDD). Eventually this game has been patched by sp193 and now just work with every kind of configuration.
State of Emergency had no problem. The problem was with OPL.
Perhaps it worked because your adaptor caused some changes in execution within the game, causing the calls to sceCdStPause() and sceCdStResume() to be skipped.
That game too, worked with older OPL versions (with every config) and started having problems (on certain configurations) with newer OPL revs.
I would say it started happening, once the new streaming mechanism was added.
There's something about the FMCB hacked OSDSYS that remains in memory and could cause problems to certain games (or hopefully only to Half Life

).
In the case of Half Life, I think it might be the SPU2. Software like the OSDSYS will load modules for controlling SPU2. Although I don't know (yet), which part of it might be the cause.
The question now is, how to deal with this? There is no documented procedure for dealing with this, as we're supposed to just load LIBSD and it should work.
Maybe it's possible to modify FMCB in order to not leave something in memory when booting other programs (or at least OPL)?? Or otherwise, make OPL erasing all FMCB data at boot?? Or maybe I'm raving??
We erase all EE memory that can be erased (0x00082000 - end of memory), before booting the game. Whenever FMCB boots another ELF, it'll also erase all memory that can be erased.
But the PS2 has a lot of parts with memory. Not all were meant to be erased, but here we might be dealing with the game being affected by the hardware being left in some different state.
[-] Booted the Ps2 to the FMCB OSDSYS > Ule > OPL. Usual audio problems.
Thanks.
So it also affects FMCB? I always thought it only mattered with the HDD Browser.
The problem with your tests is that the browser will always boot PS2LOGO, which could very well be the reason why it works when the game is booted from a disc.