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[PS2] POPS stuff & POPStarter

blueheaven

Spirited Member

<div class="bbCodeBlock bbCodeQuote" data-author="krHACKen">

<div class="attribution type">krHACKen said:

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<blockquote class="quoteContainer">
It's Cotton Original, right ?
Did you write "Fantastic Night Dreams" as title0 and "Cotton Original" as title1 ? If so, that may be the cause of the corrupted icon. title0 and title1 can't have more than 16 characters.
Otherwise, I've posted 3 sample partition headers in Pastie #7438881.
...[/quote]

</div> Thanx, gonna mess with it tomorrow <img alt=":)" class="mceSmilieSprite mceSmilie1" src="styles/default/xenforo/clear.png" title="Smile :)"/>
 

krHACKen

Enthusiastic Member

<div class="bbCodeBlock bbCodeQuote" data-author="DaSA">

<div class="attribution type">DaSA said:

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<blockquote class="quoteContainer">
Got it working I guess, because the only PAL game I tried is displayed centered with it. .[/quote]

</div> Thanks, that's great news.

<div class="bbCodeBlock bbCodeQuote" data-author="blueheaven">

<div class="attribution type">blueheaven said:

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<blockquote class="quoteContainer">
Thanx, gonna mess with it tomorrow <img alt=":)" class="mceSmilieSprite mceSmilie1" src="styles/default/xenforo/clear.png" title="Smile :)"/>[/quote]

</div> Okay. Did you manage to run a game with LAUNCHER.ELF+EXECUTE.ELF and POPSTARTER_REV9.ELF or it still freezes in a BSOD ?


I'm trying to fix the VMC directory bug in EXECUTE.KELF and a container vulnerability... The release of a bugfixed package should take a while, because I'm too lazy to reverse the MG hashes for today:witless:.
 

blueheaven

Spirited Member


Nope didn't work <img alt=":(" class="mceSmilieSprite mceSmilie3" src="styles/default/xenforo/clear.png" title="Frown :("/> I gave up...

I tried the old way just to test;

1. created a partition PP.POPS-00001.
2. added the popsheader data to the game.
3. copied all to the PP.POPS-00001 partition, so inside that i have:
- disc0 folder with disc0 inside
- EXECUTE.ELF
- MYDUMP.BIN
Started EXECUTE.ELF with uLaunch, result; black screen, but L1+SELECT+START worked and vmc's where created.

Replaced EXECUTE.ELF with the region free POPS 6.60 and tried one more time...
It worked.
That's nice <img alt=":)" class="mceSmilieSprite mceSmilie1" src="styles/default/xenforo/clear.png" title="Smile :)"/>

But now i want it to work the way you intend it to be...

Edit:

I think it's a region issue, what region console are you running this?

Gave it another try;
1. converted game to .VCD image.
2. in __common folder created POPS folder and inside it disc0.
3. created partition PP.SLPS-02034 with SLPS-2034.VCD and EXECUTE.ELF (POPS 6.60 version).
4. hex-edited LAUNCHER.ELF with partition name PP.SLPS-02034.

Started EXECUTE.ELF with uLaunch, result; it works! Also L1+SELECT+START worked and vmc's where created <img alt=":)" class="mceSmilieSprite mceSmilie1" src="styles/default/xenforo/clear.png" title="Smile :)"/>

Edit2:

Bad, it didn't worked, i had the previous setup still on my hdd with the PP.POPS-00001 partition and somehow the LAUNCHER.ELF starts the game but if i delete MYDUMP.BIN from the POPS partition i get the BSOD again <img alt=":(" class="mceSmilieSprite mceSmilie3" src="styles/default/xenforo/clear.png" title="Frown :("/>
And the vmc's where already there from the first run with MYDUMP.BIN.
 

DaSA

Robust Member

<div class="bbCodeBlock bbCodeQuote" data-author="blueheaven">

<div class="attribution type">blueheaven said:

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<blockquote class="quoteContainer">
Gave it another try;
1. converted game to .VCD image.
2. in __common folder created POPS folder and inside it disc0.
3. created partition PP.SLPS-02034 with SLPS-2034.VCD and EXECUTE.ELF (POPS 6.60 version).
4. hex-edited LAUNCHER.ELF with partition name PP.SLPS-02034.

Started EXECUTE.ELF with uLaunch, result; it works! Also L1+SELECT+START worked and vmc's where created <img alt=":)" class="mceSmilieSprite mceSmilie1" src="styles/default/xenforo/clear.png" title="Smile :)"/>[/quote]

</div>
Dont you miss that step?

<div class="bbCodeBlock bbCodeQuote">

<blockquote class="quoteContainer">
4) Transfer your virtual CD-ROM image (HAVE TO BE RENAMED AS IMAGE0.VCD, UPPERCASE) to the root of the partition you've just created</div><div class="quoteExpand">Click to expand...</div></blockquote>

</div>
 

blueheaven

Spirited Member

<div class="bbCodeBlock bbCodeQuote" data-author="DaSA">

<div class="attribution type">DaSA said:

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<blockquote class="quoteContainer">
Dont you miss that step?[/quote]

</div> Thanx
My misstake ..^.. gonna fix that right now, see what happens...

Edit:

No, still BSOD
Also i can't use L1+SELECT and START to go back

When converting a game how much data is added to the new .VCD?
 

krHACKen

Enthusiastic Member

<div class="bbCodeBlock bbCodeQuote" data-author="blueheaven">

<div class="attribution type">blueheaven said:

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<blockquote class="quoteContainer">
I think it's a region issue, what region console are you running this?[/quote]

</div> PAL (European) unit. But none of the file is region locked. Should work in your console, unless your console is a Jap V0.

<div class="bbCodeBlock bbCodeQuote" data-author="blueheaven">

<div class="attribution type">blueheaven said:

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<blockquote class="quoteContainer">
Gave it another try;
1. converted game to .VCD image.
2. in __common folder created POPS folder and inside it disc0.
3. created partition PP.SLPS-02034 with SLPS-2034.VCD and EXECUTE.ELF (POPS 6.60 version).
4. hex-edited LAUNCHER.ELF with partition name PP.SLPS-02034.

Started EXECUTE.ELF with uLaunch, result; it works! Also L1+SELECT+START worked and vmc's where created <img alt=":)" class="mceSmilieSprite mceSmilie1" src="styles/default/xenforo/clear.png" title="Smile :)"/>[/quote]

</div> POC2 files (your step 3) with disc0 in the __common partition (your step 2) cannot work, as the POC2 mounts disc0 in the virtual CD-ROM drive from PP.GAME_PARTITION/disc/disc0, not from __common/POPS/disc0.

The file hierarchy of the POC2 is :
<span style="color: #0000cd">PP.POPS-00001</span> / <span style="color: #008000">disc</span> / <span style="color: #ff0000">disc0 [/span] <span style="color: #000000">[the original Bishi Bashi image][/span] <span style="color: #ff0000">
[/span] <span style="color: #0000cd">PP.POPS-00001</span> / <span style="color: #ff0000">EXECUTE.ELF <span style="color: #000000">[POPS in it's container][/span]<span style="color: #ff0000">
[/span][/span] <span style="color: #0000cd">PP.POPS-00001</span> / <span style="color: #ff0000">MYDUMP.BIN <span style="color: #000000">[Your game image][/span][/span]
<span style="color: #0000cd">__common</span> / <span style="color: #008000">ps1emu</span> / <span style="color: #ff0000">card0.bak <span style="color: #000000">[temp VMC image, slot 1, created by the emu][/span]
[/span] <span style="color: #0000cd">__common</span> / <span style="color: #008000">ps1emu</span> / <span style="color: #ff0000">card1.bak <span style="color: #000000">[temp VMC image, slot 2, created by the emu][/span]
[/span] <span style="color: #0000cd">__common</span> / <span style="color: #008000">ps1emu</span> / <span style="color: #ff0000">card0 <span style="color: #000000">[used VMC image, slot 1, created by the emu][/span]
[/span] <span style="color: #0000cd">__common</span> / <span style="color: #008000">ps1emu</span> / <span style="color: #ff0000">card1 <span style="color: #000000">[used VMC image, slot 2, created by the emu][/span][/span]

The file hierarchy of POPStarter is :
<span style="color: #0000cd">__common</span> / <span style="color: #008000">POPS</span> / <span style="color: #ff0000">disc0 <span style="color: #000000">[the original Bishi Bashi image][/span]<span style="color: #ff0000">
[/span][/span] <span style="color: #0000cd">PP.GAME_NAME</span> / <span style="color: #ff0000">EXECUTE.ELF <span style="color: #000000">[POPS in it's container][/span][/span]
<span style="color: #0000cd">PP.GAME_NAME</span> / <span style="color: #ff0000">IMAGE0.VCD <span style="color: #000000">[Your game image][/span][/span]
<span style="color: #0000cd">__common</span> / <span style="color: #008000">POPS</span> / <span style="color: #008000">GAME_NAME</span> / <span style="color: #ff0000">SLOT0.OLD <span style="color: #000000">[temp VMC image, slot 1, created by the emu][/span]
[/span] <span style="color: #0000cd">__common</span> / <span style="color: #008000">POPS</span> / <span style="color: #008000">GAME_NAME</span> / <span style="color: #ff0000">SLOT1.OLD <span style="color: #000000">[temp VMC image, slot 2, created by the emu][/span][/span]
<span style="color: #0000cd">__common</span> / <span style="color: #008000">POPS</span> / <span style="color: #008000">GAME_NAME</span> / <span style="color: #ff0000">SLOT0.VMC <span style="color: #000000">[used VMC image, slot 1, created by the emu][/span][/span]
<span style="color: #0000cd">__common</span> / <span style="color: #008000">POPS</span> / <span style="color: #008000">GAME_NAME</span> / <span style="color: #ff0000">SLOT1.VMC <span style="color: #000000">[used VMC image, slot 2, created by the emu][/span][/span]

Partitions in <span style="color: #0000cd">blue</span> , folders in <span style="color: #008000">green</span> , files in <span style="color: #ff0000">red</span> .

Differences between POC2 and POPStarter :
In the POC2, your game image must be named " <span style="color: #ff0000">MYDUMP.BIN</span> "; in POPStarter it must be named " <span style="color: #ff0000">IMAGE0.VCD</span> "
In the POC2, the Bishi Bashi image must be in the <span style="color: #0000ff">game partition</span> , folder " <span style="color: #008000">disc</span> "; in POPStarter it must be in the <span style="color: #0000ff">__common [/span] partition, folder " <span style="color: #008000">POPS</span> "
In the POC2, the VMC folder (" <span style="color: #008000">ps1emu</span> ") is created by the emulator. In POPStarter, users have to create the parent folder " <span style="color: #008000">POPS</span> " (and put <span style="color: #ff0000">disc0</span> in it), then the emulator creates a subfolder that has <span style="color: #008000">the name of your partition</span> .
In the POC2, <span style="color: #ff0000">EXECUTE.ELF</span> can be executed directly (as long as the partition name is hard-coded). In POPStarter, <span style="color: #ff0000">EXECUTE.ELF</span> is run by <span style="color: #ff0000">LAUNCHER.ELF</span> and cannot be run directly...

A few more things :
CUE2POPS can also convert your games for use in POC2. The TOC specs didn't change. Just rename the output file as "MYDUMP.BIN" instead of "IMAGE0.VCD" and put it in your PP.POPS-00001 partition:encouragement:.
POPStarter may freeze/crash/reboot/shutdown the user console if a certain HDD OSD dump that comes from a certain forum is installed in the HDD (no joke).
POPStarter may freeze/crash/reboot/shutdown the user console if anything else than the partition name was hexedited.
POPStarter may freeze/crash/reboot/shutdown the user console if the GUID/NIC/HDD microcode is internally denied/blocked/blacklisted/banned.


@AKuHAK, did you manage to make it work ?
 

AKuHAK

Spirited Member


Yeah ive got it to work ))) The error was in pfs-shell. Pfs-shell incorrectly copied disc0 into POPS folder. Mortal Kombat Trilogy works fine - and CD tracks are good.


<div class="bbCodeBlock bbCodeQuote">

<blockquote class="quoteContainer">
POPStarter may freeze/crash/reboot/shutdown the user console if a certain HDD OSD dump that comes from a certain forum is installed in the HDD (no joke).
POPStarter may freeze/crash/reboot/shutdown the user console if anything else than the partition name was hexedited.
POPStarter may freeze/crash/reboot/shutdown the user console if the GUID/NIC/HDD microcode is internally denied/blocked/blacklisted/banned.[/quote]

</div> Oh that mean that we really need some debug messages appearing at screen ^^
 

blueheaven

Spirited Member


Thanx for explaining that <img alt=":)" class="mceSmilieSprite mceSmilie1" src="styles/default/xenforo/clear.png" title="Smile :)"/>

Another thing, when using cue2pops i get an error (see picture).
It does create the vcd, and it only happens when i use this command:

CUE2POPS.EXE "D:\cue2pops_v1\SLPS-02034.CUE" "D:\cue2pops_v1\IMAGE0.VCD"

when i use this:

CUE2POPS.EXE "D:\cue2pops_v1\SLPS-02034.CUE"

No error.

The output size from both methods is the same.
 

DaSA

Robust Member

<div class="bbCodeBlock bbCodeQuote" data-author="blueheaven">

<div class="attribution type">blueheaven said:

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<blockquote class="quoteContainer">
Thanx for explaining that <img alt=":)" class="mceSmilieSprite mceSmilie1" src="styles/default/xenforo/clear.png" title="Smile :)"/>

Another thing, when using cue2pops i get an error (see picture).
It does create the vcd, and it only happens when i use this command:

CUE2POPS.EXE "D:\cue2pops_v1\SLPS-02034.CUE" "D:\cue2pops_v1\IMAGE0.VCD"

when i use this:

CUE2POPS.EXE "D:\cue2pops_v1\SLPS-02034.CUE"

No error.

The output size from both methods is the same.[/quote]

</div> I just try to see if I get it, and yes, it happens to me too - tho IMAGE0.VCD is created. Other commands works without that error - I did not try yet if it works in real, on console.
 

krHACKen

Enthusiastic Member

<div class="bbCodeBlock bbCodeQuote" data-author="AKuHAK">

<div class="attribution type">AKuHAK said:

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<blockquote class="quoteContainer">
Oh that mean that we really need some debug messages appearing at screen ^^[/quote]

</div> I didn't put debug messages or coloured screens because it is one of the first things that a reverse engineer could use to mess up the container (along with syscalls):witless:, + it's room consuming.
Since the payload interacts with packed data that interacts with scrambled container segments that interact with the POPS core, with memory reallocations and a tracker that follows the whole thing till the emulator is launched, I prefered to keep my code as small as possible. All that security crap is the reason why I was affraid of an incompatibility with GSM.
Anyway, I'll trash the crypto and integrity checks in my next revisions (if I build any). There's no need of such a viril protection; it's just the result of me vomiting my frustration all over the source code hahaha.

<div class="bbCodeBlock bbCodeQuote" data-author="blueheaven">

<div class="attribution type">blueheaven said:

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<blockquote class="quoteContainer">
Another thing, when using cue2pops i get an error (see picture).
It does create the vcd, and it only happens when i use this command:

CUE2POPS.EXE "D:\cue2pops_v1\SLPS-02034.CUE" "D:\cue2pops_v1\IMAGE0.VCD"

when i use this:

CUE2POPS.EXE "D:\cue2pops_v1\SLPS-02034.CUE"

No error.

The output size from both methods is the same.[/quote]

</div> Strange error... CUE2POPS is very poorly coded, but for EXE+CUE+OUTPUT and EXE+CUE, the code is the same.

After "A POPS virtual CD-ROM image was saved to", the program simply does this (in the main function) :

<div class="bbCodeBlock bbCodeQuote" data-author="cue2pops.c">

<div class="attribution type">cue2pops.c said:

</div>
<blockquote class="quoteContainer">
free(dumpaddr); // Free up the BIN path buffer
free(headerbuf); // Free up the POPS header buffer
if(batch == 0) system("pause"); // Halt
return 1; // Return</div><div class="quoteExpand">Click to expand...</div></blockquote>

</div> I don't know why that error pops up...
BTW, I've just noticed that dumpaddr is freed twice, first time before the file output operations and once again after "A POPS virtual CD-ROM image was saved to", stupid me.

Guys do not hesitate to modify, fully rewrite or port CUE2POPS if you want to.
EDIT : If the athor of PSX2PS2 GUI is reading the thread, an update would be certainly appreciated too.
 

LocalH

Spirited Member


I'm not trying to get into the middle of all the drama that has surrounded this emulator so far. I just have a question.

I've been hearing rumblings that this released version may do more than "freeze/crash/reboot/shutdown" the console in those noted situations? Is that true? If I had a drive and wrote that one particular HDD image to it (you probably know what I mean), if I were to use this on that HDD, what exactly would happen?
 

krHACKen

Enthusiastic Member

<div class="bbCodeBlock bbCodeQuote" data-author="LocalH">

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<blockquote class="quoteContainer">
If I had a drive and wrote that one particular HDD image to it (you probably know what I mean), if I were to use this on that HDD, what exactly would happen?[/quote]

</div> It will just kick you back to the HDD/MC browser instead of loading and executing POPS. Since the said HDD image was thrown to the masses by someone who told that's a way to run POPS in LBA48 HDDs, I thought I had to deny the execution, so the user doesn't risk a HDD screwage.
Crash and shutdown normally happen if a malicious person tries to bypass the security measures by hacking binaries or using cheat engines, depending to where and how the integrity of executable segments was compromised.

EDIT : Oh, OK, now I see what you're talking about. No, I didn't implement stuff that damage the console, the HDD or anything:congratulatory:. Just things that forbid the execution.

EDIT2 : Since the emu can halt on a BSOD and kick to the browser, I'm thinking of invoking TESTMODE for all container related errors, in order to avoid confusion.
 

LocalH

Spirited Member


The reason I was asking was indeed because someone claimed that their HDD was wiped (or otherwise corrupted), and they "lost 200GB of ISOs". That definitely points to an issue with LBA48, especially if the __common partition was above 137GB. Is there general issue with writing to partitions below 137GB with a non-LBA48 aware program on the PS2?

I especially don't want misinformation floating around that says you were corrupting people's HDD if they were using that HDD image if you're not doing so.
 

krHACKen

Enthusiastic Member

<div class="bbCodeBlock bbCodeQuote" data-author="vash32">

<div class="attribution type">vash32 said:

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<blockquote class="quoteContainer">
Well that dump was made for a friend and all the ELFs in the "PP." partitions are just ELFs, as in no "KELF" (KryptoELF). it uses a raw-write of the "PATINFO.KELF" on all the applications partitions.[/quote]

</div> ... do you mean you made all the apps running with THE POC2 PATINFO.KELF !??? Seriously man, what the hell:dejection:...

<div class="bbCodeBlock bbCodeQuote" data-author="vash32">

<div class="attribution type">vash32 said:

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<blockquote class="quoteContainer">
I can see it the guys who run the site will delete it for me, as its just a test and maybe a little crappy.[/quote]

</div> People that actually downloaded and installed your dump would still wreck their HDD. It's a bit too late for that. Think about consequences before you hexedit and redistribute someone else's release without knowing how it's done and how it works.

<div class="bbCodeBlock bbCodeQuote">

<blockquote class="quoteContainer">
Why is this hard-coded in you POPStarter? You known I was going to see it... right? Well great work on POPStarter... but by the looks of it.... you don't like me and maybe hate me? :moody:[/quote]

</div> This is hardcoded in EXECUTE.ELF for the reason that the user does not need to modify EXECUTE.ELF. Although, since you have the bad habit to botch my shit with your hexeditor, I was sure that you'd do it with EXECUTE.ELF. Now I got your attention. Project was cancelled because of your nukes. POPStarter is probably the last thing I will release to the outside world, then I'll go back to where I come from and put my stuff in the closed circle as well.
 

krHACKen

Enthusiastic Member

<div class="bbCodeBlock bbCodeQuote" data-author="LocalH">

<div class="attribution type">LocalH said:

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</div>
<blockquote class="quoteContainer">
The reason I was asking was indeed because someone claimed that their HDD was wiped (or otherwise corrupted), and they "lost 200GB of ISOs". That definitely points to an issue with LBA48, especially if the __common partition was above 137GB.[/quote]

</div> Yeah definately. POPS writes to __common to create VMCs. If the __common partition is above the LBA48 limit, it would ruin the APA table. I think that WinHIIP should be able to rebuild the APA table and fix broken checksums.
Everything that's made by $ony fail at gathering the HDD specs, at reading data above 137GB and certainly f*ck up the HDD on write-access. Not all HDD users know it. It would have been preferable that I mention it in the readme, my silliness...


<div class="bbCodeBlock bbCodeQuote" data-author="LocalH">

<div class="attribution type">LocalH said:

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</div>
<blockquote class="quoteContainer">
Is there general issue with writing to partitions below 137GB with a non-LBA48 aware program on the PS2?[/quote]

</div> A well known PS2 developer is studying the HDD module set and the interface.
The dirty hack that consists of replacing $ony's ATA device driver with a homebrew one would only be performed by kamikazes for the purpose of testing. This is does not offer a decent high capacity HDD support, since other HDD modules remain untouched and could still behave badly. It's hacky and risky, hence why I've been kinda pissed off when vash32 did spread a bootleg of the test dump, as a so called 48-bit solution and including a hexhacked POPS POC2 that pushed former project maintainers to cancel their work.
A high capacity HDD fix for $ony licensed softwares/games would come from devs, not from the copy/paste of a PS2SDK IRX.


<div class="bbCodeBlock bbCodeQuote" data-author="LocalH">

<div class="attribution type">LocalH said:

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</div>
<blockquote class="quoteContainer">
I especially don't want misinformation floating around that says you were corrupting people's HDD if they were using that HDD image if you're not doing so.[/quote]

</div> The ban against that HDD image is not an act of vengeance but a measure to <span style="text-decoration: underline">prevent</span> hdd corruption, so no, I had no reason to deliberately waste the user's HDD. The container does not have destructive function. Even hardware bans aren't destructive and God knows I could massacre HDDs and MCs of lamers that are responsible of the project cancellation. I didn't. Teh scene does not need such junkware and drama. All I want is to make my amateur container as reliable as possible and then have some damn vacation:rolleyes-new:. As for advanced features that could be implemented in the container (by "advanced", I mean things that I haven't the intelligence to code, LOL), decrypted POPS binaries have been online for years. Devs can write their own container, it's up to anyone who's motivated to do it.
 

LocalH

Spirited Member


I must also say that I think I was mistaken - the person I was speaking to mentioned "I hate this fucking launcher" and in the context of POPS I was erroneously thinking he meant LAUNCHER.ELF. Instead I think he merely mistakenly formatted his drive using uLE, thinking that the format option would format a single partition as opposed to the whole drive. I should have picked up on that when he mentioned that he was unable to recover any of his ISO partitions with WinHIIP, as I doubt a POPS corruption would have damaged the whole drive, as WinHIIP (as far as I'm aware) scans each 128MB block looking for HDL partitions and so would likely recover many, if not all, of the ISOs on such a corrupted drive (and not sure, but maybe even PFS partitions)
 

DaSA

Robust Member

<div class="bbCodeBlock bbCodeQuote" data-author="LocalH">

<div class="attribution type">LocalH said:

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</div>
<blockquote class="quoteContainer">
The reason I was asking was indeed because someone claimed that their HDD was wiped (or otherwise corrupted), and they "lost 200GB of ISOs".[/quote]

</div>
<div class="bbCodeBlock bbCodeQuote">

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<span style="color: #383838"><span style="font-family: 'Verdana'">On another note, I F***ING HATE THIS LAUNCHER.[/span][/span]
<span style="color: #383838"><span style="font-family: 'Verdana'">This launcher needs to be more specific, "Format," should differentiate between a partition and THE ENTIRE HARD DRIVE.[/span][/span]
<span style="color: #383838"><span style="font-family: 'Verdana'">200 Gigs of Isos, GONE.[/span][/span][/quote]

</div> In this case, THIS LAUNCHER = uLE
And the guy were trying POPS-00001, not POPStarter
So POPStarter is not guilty here, only the user is - Im
not saying you claimed it, I just want to help to clarify the situation.

Edit : ahah, LocalH, you were quicker than me. :tears_of_joy: Well, glad to see there is no misunderstanding anymore.
 

AKuHAK

Spirited Member

<div class="bbCodeBlock bbCodeQuote" data-author="krHACKen">

<div class="attribution type">krHACKen said:

<a class="AttributionLink" href="goto/post?id=664845#post-664845">↑
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<blockquote class="quoteContainer">
Y
The dirty hack that consists of replacing $ony's ATA device driver with a homebrew one would only be performed by kamikazes for the purpose of testing. This is does not offer a decent high capacity HDD support, since other HDD modules remain untouched and could still behave badly. It's hacky and risky, hence why I've been kinda pissed off when vash32 did spread a bootleg of the test dump, as a so called 48-bit solution and including a hexhacked POPS POC2 that pushed former project maintainers to cancel their work.
A high capacity HDD fix for $ony licensed softwares/games would come from devs, not from the copy/paste of a PS2SDK IRX.[/quote]

</div> I want to clarify the situation. If I had, for example, 500Gb Hard Drive - can I use it such a way: all "official" sony stuffs goes below 137Gb limit, but HD loader games is installed over 137Gb limit? Is this possible or no? As for me - I cannot test it because I have twenty 40Gb hard drives :concern:

And by the way what was the purpose of PSone logo removal? I read that it was "shitty" :tongue: But what that mean technically <img alt=":)" class="mceSmilieSprite mceSmilie1" src="styles/default/xenforo/clear.png" title="Smile :)"/>

BIOS in the PSP POPS isn't the same - its a little bit more modified, removed region lock, optimized code parts...
 

sp193

Site Soldier

<div class="bbCodeBlock bbCodeQuote" data-author="AKuHAK">

<div class="attribution type">AKuHAK said:

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<blockquote class="quoteContainer">
I want to clarify the situation. If I had, for example, 500Gb Hard Drive - can I use it such a way: all "official" sony stuffs goes below 137Gb limit, but HD loader games is installed over 137Gb limit? Is this possible or no? As for me - I cannot test it because I have twenty 40Gb hard drives :concern:[/quote]

</div> And how do you suppose that we impose a limit on it? The stupid APA partitioning scheme has this weakness: It doesn't have any boundaries, and there is no concept of partitioning only part of the disk.

The APA driver will happily loop through the entire disk until its hits the end (or at least, it thinks that it hit the end!), hence why it takes so hideously long to list every game/software installation you have on a really large disk (and also why it's called Aligned Partitioning).

The PSX (As in, those DESR units) does something like that (limiting the visible size of the disk to 40GB), but I believe that it uses emulation of the PS2's "aged" ATA interface in hardware (The DVRP seems to be the mastermind behind all that).

Sony had a 48-bit LBA version of the APA and PFS drivers for the PSX... but the APA driver is unfortunately embedded within the DVRP's firmware and I have absolutely no idea how to even take a peek at how it works. D:

The 48-bit LBA version of the PFS module can be ripped from the PSX's files since it's a regular IRX module, although I can't remember whether it's bound to the DVRP's interfaces or not (probably not).

But beware that they're most likely having a different format from the original PFS and APA standards, so don't expect any of the old Sony PS2 software to recognize the data on your disk if you use these 48-bit LBA modules (assuming that you somehow get them running on a retail PS2 unit).

If I were to ever hack (Yes, hack, since I can't get its source code...) a piece of Sony software, I would limit the reported size of the disk to 1TB from within the replacement ATAD module, by getting ATAD to report the installed disk's size as 1TB if the disk is actually larger than 1TB. (Or maybe 750GB, depending on other factors like how the Sony software calculates free space)
 
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