Announcement

Collapse
No announcement yet.

Fixed, Pre-Built, Win32 PS2SDK :)

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • #91
    Yes, but does your dev9regs.h define DEV9_R_POWER? I guess not.

    Comment


    • #92
      misfire: Heh, fair enough.

      I've been far too busy to work on anything GSHI-related lately. My mind has been drained from work by the time I get home pretty much every day, and if I did have time to work on anything, all I really wanted to do was drink a beer, and not think at all for a while.

      I intend to do quite a bit of updating this week, now that a few things have been resolved. The first thing I need to do is apply misfire's ERL patch, test it by compiling the latest Artemis source, and package and upload the updated SDK. Next, I can do some testing for Artemis, verify proper functionality and interoperability with PS2CC, and put together a new download package (if settings must be modified to hook automatically, I'll modify them in advance for the end user). Then I can add a few more download packages (USB dumping by Jimmi + compare utils, etc). Finally, I can do a few of the non-Artemis-related things I've been wanting to do around GSHI, such as getting back to work on the code database.
      I may be lazy, but I can...zzzZZZzzzZZZzzzZZZ...

      Comment


      • #93
        You actually have to apply all SDK patches from:
        http://bitbucket.org/misfire/artemis/src/tip/patches/

        Different "download packages" only produce problems. Users should always get the latest binaries (for PS2 and later PC) from http://bitbucket.org/misfire/artemis/downloads/. I'll also provide 7zip archives for the Windows people.

        There's a good reason why the authors turned off auto hooking by default.

        Comment


        • #94
          Ah; noted @ patches.

          Packages can cause problems if not updated, but having people grab three or four different things from different places and try to put them together can also cause problems. I assume you have no intention of hosting a copy of the USB dumping system Jimmi built, and also no intention of hosting PS2CC, both of which will prove useful to people.

          How about turning auto-hooking on by default, and simply having Artemis use an enable code if one exists?
          I may be lazy, but I can...zzzZZZzzzZZZzzzZZZ...

          Comment


          • #95
            Actually, I don't know if ps2cc is compatible with the current version. According to Jimmi, it should work if you set the right IP address and make sure that the game is hooked.

            I temporarily added Jimmi's ntpbclient to the project (definitely works), but we'll create a new client when switching to UDP.

            Comment


            • #96
              Cool. You should shoot Viper a PM so he can update PS2CC when we switch to UDP...

              Incidentally, any idea how much quicker UDP transfer will be?
              I may be lazy, but I can...zzzZZZzzzZZZzzzZZZ...

              Comment


              • #97
                Maybe 20% faster, but I can't tell because the communication protocol itself needs to be revised.

                Even so we will use UDP, it still needs some kind of reliability. I guess we implement something like this: http://en.wikipedia.org/wiki/RUDP

                Currently, we're working on version 0.3 which will be released soon. It includes support for DNAS games and much more!

                Comment


                • #98
                  Nice!

                  What do you think of the idea I mentioned above, concerning setting auto-hook to enabled unless a master code is in the codes file?
                  I may be lazy, but I can...zzzZZZzzzZZZzzzZZZ...

                  Comment


                  • #99
                    The auto-hook feature is neither mature enough nor intended to be turned on by default. You can actually enable auto hooking, master codes, or both for debugging - it's up to the user.

                    I added a note about hooking to the documentation. If a user is still too dumb to configure it correctly, Artemis is not the right program for her/him. One could expect at least a basic technical understanding...

                    Comment


                    • OK, but if we had a system that auto-hooked when no master code was present, what would be the downside to that? There would be an obvious upside for those without a master code that do auto-hook properly...so why wouldn't we configure it that way by default? If there's no master code and auto-hooking is disabled, it's the same effect as if there was no master code and auto-hooking fails.
                      I may be lazy, but I can...zzzZZZzzzZZZzzzZZZ...

                      Comment


                      • I've updated and released the latest pre-built SDK. It's up in the same spot: http://gshi.org/?s=downloads
                        I may be lazy, but I can...zzzZZZzzzZZZzzzZZZ...

                        Comment


                        • FYI, Artemis will need PS2SDK revision 1611 to work properly.

                          Comment


                          • Not really sure here why, but it seems that Artemis doesn't want to compile. Both with this setup and a freshly installed ps2sdk under Ubuntu. The fatal errors are not the same.

                            The mingw error:
                            erlman.c: In function `install_erls':
                            erlman.c:200: `GetSyscallHandler' undeclared (first use in this function)
                            erlman.c:200: (Each undeclared identifier is reported only once
                            erlman.c:200: for each function it appears in.)
                            make[2]: *** [erlman.o] Error 1
                            make[2]: Leaving directory `/home/ps2rd/ee/loader'
                            make[1]: *** [all] Error 2
                            make[1]: Leaving directory `/home/ps2rd/ee'
                            make: *** [all] Error 2
                            ...and the one from Ubuntu:
                            make[2]: Leaving directory `/home/transfatex/ps2rd/iop/SMSMAP'
                            make[2]: Entering directory `/home/transfatex/ps2rd/iop/SMSTCPIP'
                            Makefile:34: /Defs.make: No such file or directory
                            Makefile:35: /iop/Rules.make: No such file or directory
                            Makefile:36: /iop/Rules.release: No such file or directory
                            make[2]: *** No rule to make target `/iop/Rules.release'. Stop.
                            make[2]: Leaving directory `/home/transfatex/ps2rd/iop/SMSTCPIP'
                            make[1]: *** [all] Error 2
                            make[1]: Leaving directory `/home/transfatex/ps2rd/iop'
                            make: *** [all] Error 2
                            Any ideas?

                            Comment


                            • I don't think I've updated the Win32 PS2SDK for the latest patches, so that would probably be why it failed with MinGW. I shall have to do that. Not sure about the Ubunto error, but it seems like a simple includes mistake.
                              I may be lazy, but I can...zzzZZZzzzZZZzzzZZZ...

                              Comment


                              • LMZ, the new IOP module SMSTCPIP currently only compiles with the PS2SDK sources (must set PS2SDKSRC). This will be changed asap.

                                Comment

                                Working...
                                X