It's starting to look quite a bit like 0.5+ only works correctly not on a fat ps2, with those new fancier networking modules. I wonder why...
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I don't know of which module your talking about...
But if it's of the last "net" module I wrote:
FYI, it will allow to replace SMAP/SMSTCPIP, taking only 12Kb compiled. It has been tested on both FAT/Slim and works as it should.
However, communication with old clients is broken for now, the time "adb" module is being developed.
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This is a little confusing.
Any copy of 0.5, release or built off the repository code, does not have functional networking... Except for the ps2rd-0.5-nosms.zip build Misfire posted earlier in this thread. Do I understand correctly that the issue here is that the client coding just needs to be updated? ...if that's the case, then how exactly did you guys discover that the new networking code does faster transfers?
And for that matter, why was the incompatibility never mentioned anywhere?
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Good question. I thought these guys were copying me on any ELF changes that break PS2CC. Also, I made a minor update to PS2CC today; rev 29 now. The Load Search function wasn't actually doing what it was supposed to. Sad thing is, it was working enough to fool me til now. I've been tinkering with Renegade 2.0. I noticed something strange when I was copying the Load Search function, so I tested it a bit and realized what it had been doing.Originally posted by LiquidManZero View PostThis is a little confusing.
Any copy of 0.5, release or built off the repository code, does not have functional networking... Except for the ps2rd-0.5-nosms.zip build Misfire posted earlier in this thread. Do I understand correctly that the issue here is that the client coding just needs to be updated? ...if that's the case, then how exactly did you guys discover that the new networking code does faster transfers?
And for that matter, why was the incompatibility never mentioned anywhere?
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"Any copy of 0.5, release or built off the repository code, does not have functional networking"
That's not true. In version 0.5, we replaced the standard network modules with modified modules from SMS. It actually works fine, at least during our tests on Slim consoles.
Anyway, the current dev version incorporates our own lightweight network stack (UDP only) and is not yet finished...
Most of the time we're using ntpbclient to test dumping. The actual network protocol hasn't changed in ps2rd 0.5, so ps2cc should still work.
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PS2CC Rev 30 is up. I added the option to Export Results. I also tested both build of PS2rd 0.5. They both worked for me on my fat PS2 with a crossover cable (PC NIC set to 192.168.0.1). I noticed something odd when I used the build with SMS though. The dump progress bar ran full twice (filled, cleared, filled again). Not sure what that's about. It works, so I guess it's not that big a deal.
p.s. Did you guys ever add a write once command to the ELF? It would be useful.
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I'm using a crossover cable myself. So it seems (our versions of) the SMS network modules can't handle routed traffic correctly.
I also noticed the progress bar thing while testing. I guess this is also related to the different network stack - the NTPB protocol itself hasn't changed.
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It works just fine with routed traffic however the 0.5 sms version fails to correctly bind or load the network when you change the default gateway (works fine with defaults even with a router and switch if you set it up for defaults) but once you change the default gateway until a second elf is loaded or well a second iop reset happens its dead no network cant ping it no arp responce its eiter not loaded or binding the wrong gateway... I tried with a crossover cable/switch/router and you can change ps2 ip and subnet and it still works 100% if you adjust them on the pc/router but change the gateway and it fails to work until a second iop reboot happens... then it works just fine at least thats what it does for me... I can't explain it but if it loads default gateway it works 100% try another and it fails 100% until a second iop reboot then it works like normal...Originally posted by misfire View PostI'm using a crossover cable myself. So it seems (our versions of) the SMS network modules can't handle routed traffic correctly.
I also noticed the progress bar thing while testing. I guess this is also related to the different network stack - the NTPB protocol itself hasn't changed.
Maybe you people with a crossover cable setup can try and change the gateway/ps2 ip/subnet ... see if it works then??? I tried and it fails until second iop reset unless I use default gateway then it works all the time... I can set the ps2 ip to say 192.168.200.199 with a netmask of 255.255.0.0 and a gateway of default 192.168.0.1 pc set to same ip as gateway with netmask the same and it works fine but change the gateway and pc ip to say 192.168.1.1 and it fails until second iop reset then it works fine...
my best guess is it needs some extra delay in the network initilisation somewehre if you don't use the default gateway but I don't understand why or where yet...
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I found the problem causing my networking issues in ps2rd v0.5 its the same bug that was causing a freeze on 1 issue with Open Ps2 Loader fixed in commit 191 "SMSMAP: wait link status forever (hopefully it fixes freeze on 1 bug)" applying the same changes to ps2rd v0.5 source fixed the issue I was having...
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I've tried running a build patched with that change... Which seemingly has no effect.
Odd question, but does everything using these network modules have the same sort of problems? Or is that unknown, with my being nearly the only person in the world trying to use networked ps2 homebrew through a router?
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