Also, the reason why I set it to 8kb chunks is because I used it to dump over a LAN connection, and the maximum TCP buffer is 8kb. Any larger and it slows down the transaction dramatically, any lower and it just simply runs slower. If you keep it at 8kb then you can dump at the fastest rate it will over the LAN connection.
Announcement
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Project Artemis
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This is a sticky topic.
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Now it just needs to be implemented as a Duff's Device...Originally posted by misfire View PostActually, memcpy is a highly optimized function that can read/write 16 bytes at the time using EE's LQ/SQ quadword instructions.
http://svn.ps2dev.org/filedetails.ph...src%2Fmemcpy.S
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I think our primary problem is not infrastructure, it is rather the fact that there're just too few developers (and users) seriously interested in Artemis. Less than a handful of people is actually contributing to it.
I've spent lots of time writing code for Artemis and seem to be the only person able and willing to bring this project forward. (Yes, there're other capable hackers but they don't share the same interests.) But for various reasons I haven't contributed something big to Artemis yet. Also, I doubt that there will be more developers sending in patches once my source code is released.
This scene is full of leechers and wannabes who don't care about other people's work. They're the reason why many hackers do not release their work to the public (not to speak of source code). This really pisses me off. I don't want to be like that... but it's not easy.
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BountySource is back up.
I know what you mean. The same happens in all endeavors, actually. Yes, you are undoubtedly the most capable person of bringing Artemis forward (although I can't help but think that if Parasyte were clubbed over the head, and woke up in a secret, Artemis research facility, in which his only job was to master PS2 development and work on Artemis, he would be quite useful as well, heh), but you're not alone in the project. Other people are willing to contribute money, resources, concepts, and discussion, and all of these are important as well. But yes, your road isn't an easy one, which is why no one gives you a hard time when you take a break, or seem to give up.
I'd love to have the time to learn and master, or have already learned and mastered, the skillset you have, but I simply don't have that luxury. With that in mind, there's only so much I can do. I'm also working on ten other things in life, and I've taken a break from GSHI, as I mentioned in a thread under Announcements (however, one of the benefits of this is that I've been concentrating on a simpler project for PS2, which will allow me to hone some skills that I can then use in this project).
Also, we should pester Pyriel again; I believe he was quite capable of providing some great input for the project, and also of writing the USB dump modules I'm so theoretically fond of
And, let me know what I can do to help. Artemis has been my dream since the PS2 came out, and there's almost nothing I'm more interested in; I just feel relatively helpless in the entire process, having little to contribute. A GUI is great, but not really necessary until we have the ability to actually dump in-game.
All right, off to work...I may be lazy, but I can...zzzZZZzzzZZZzzzZZZ...
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Artemis update: a $100 bounty has been added to the task, "Output during gameplay" - https://artemis.bountysource.com/
I may be lazy, but I can...zzzZZZzzzZZZzzzZZZ...
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Chances of dump via HDD on FAT ps2's? or via network to computer for Slim's & FAT's?http://bh-re-db.pcriot.com/ <- Biohazard / Resident Evil
Code Database
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Those should probably be quite feasible, once we have established proper methods for dumping to other locations during gameplay.
Having revamped the G2 graphics library built by DreamTime, I'll probably implement a decent GUI for Artemis in the next few days, after I toss together some suitable graphics.I may be lazy, but I can...zzzZZZzzzZZZzzzZZZ...
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Hmm...what would you consider one "fixes", other than a bug? An incompatibility, perhaps? In any case, several of the times I've asked for explanations concerning portions of gsKit code, or gsKit functions acting strangely, the response has been that the issue I'm experiencing is a known bug of some sort or another (particularly, issues with flicker). I also remembering hearing for some time that there was a memory allocation bug in gsKit, though I think I remember that being addressed (but the fix itself caused some problems as well if I recall correctly)...I may be lazy, but I can...zzzZZZzzzZZZzzzZZZ...
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Yep, we both agree that only bugs can be fixedOriginally posted by Lazy Bastard View PostHmm...what would you consider one "fixes", other than a bug?
but I expressed myself poorly. I meant to say that he did some bug fixing, but I personnaly don't recall to find ant bug from my own experience with gsKit.
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