Olygame


ModChipCentral

Page 272 of 364 FirstFirst ... 172222262270271272273274282322 ... LastLast
Results 2,711 to 2,720 of 3633
  1. #2711
    Junior Member
    Join Date
    Jun 2012
    Posts
    13
    Total Thanks Given
    1
    Total Thanks Received
    2
    Total Thanked Posts
    1
    Quote Originally Posted by ulysse57 View Post
    I thought to mine that has not the backward compatibility. Is it in the future possible to integrate in mM or in the last 4.30/4.31 CFW a software emulator ?
    Everything is possible, given enough time and effort, but what would be the point? PS2 software emulation on PS3 is awful.
    If you want to play PS2 on PS3, then buy a launch model. The end.

  2.          
  3. #2712
    multiMAN Developer
    Join Date
    Aug 2011
    Posts
    1,049
    Total Thanks Given
    697
    Total Thanks Received
    4,560
    Total Thanked Posts
    844
    multiMAN 04.19.04 update is now available online and in the WEB column.

    * Added support for BIN+CUE PS1 games with AUDIO tracks
    * Added Smooth/Full-Screen options for PS1 games in "Settings"
    * Added 4 new translation labels
    * Updated Showtime to 04.01.480

    * When creating backups from PS1 discs, CUE+BIN+toc files will be created
    * Improved PS1 CUE files processing
    * Updated 8 language files

    multiMAN ver 04.19.04 UPD (20130204).zip (14.47MB) (Includes CEX/DEX/STEALTH updates)
    http://www.sendspace.com/file/cgylex

    Showtime 04.01.480 [CEX].pkg (5.57MB)
    http://www.sendspace.com/file/qa7ogr

    Dean

    =================================================
    About the PS1 CUE support for games with AUDIO tracks:

    1) mM processes the .CUE file and stores the ATAPI 0x43 response in LV2 memory at 0x7FF000. For example the NFS:Porsche Unleashed:
    Code:
    HEADER: 00 82 01 0F
    ===================
    00 14 01 00 00 00 00 00
    00 10 02 00 00 02 0D 28
    00 10 03 00 00 02 2E 12
    00 10 04 00 00 02 53 C3
    00 10 05 00 00 02 7D C6
    00 10 06 00 00 02 A1 5D
    00 10 07 00 00 02 C8 C8
    00 10 08 00 00 02 F2 38
    00 10 09 00 00 03 1A E3
    00 10 0A 00 00 03 44 45
    00 10 0B 00 00 03 70 AD
    00 10 0C 00 00 03 9D 67
    00 10 0D 00 00 03 C8 DE
    00 10 0E 00 00 03 F2 9A
    00 10 0F 00 00 04 1F B8
    00 10 AA 00 00 04 43 88
    ===================
    The LBA boundary after the last track is calculated using the size of the BIN and the sector size, so the CUE directive REM LEAD-OUT MM:SS:FF is not necessary.

    It supports both CUE information with PREGAP included or not and FILE directive is ignored, so don't bother to manually edit your CUE files. For example here are two different variants of a CUE file for NFS, which produce the same binary payload for the ATAPI response:

    Without PREGAP directive:
    Code:
    FILE "Need for Speed Porsche.BIN" BINARY
      TRACK 01 MODE2/2352
        INDEX 01 00:00:00
      TRACK 02 AUDIO
        INDEX 01 29:52:40
      TRACK 03 AUDIO
        INDEX 01 31:44:66
      TRACK 04 AUDIO
        INDEX 01 33:53:40
      TRACK 05 AUDIO
        INDEX 01 36:16:70
      TRACK 06 AUDIO
        INDEX 01 38:18:31
      TRACK 07 AUDIO
        INDEX 01 40:32:72
      TRACK 08 AUDIO
        INDEX 01 42:54:30
      TRACK 09 AUDIO
        INDEX 01 45:13:16
      TRACK 10 AUDIO
        INDEX 01 47:34:35
      TRACK 11 AUDIO
        INDEX 01 50:06:03
      TRACK 12 AUDIO
        INDEX 01 52:38:53
      TRACK 13 AUDIO
        INDEX 01 55:07:05
      TRACK 14 AUDIO
        INDEX 01 57:29:39
      TRACK 15 AUDIO
        INDEX 01 60:03:39
    With PREGAP directive:
    Code:
    FILE "Need for Speed Porsche.BIN" BINARY
      TRACK 01 MODE2/2352
        INDEX 01 00:00:00
      TRACK 02 AUDIO
        PREGAP 00:02:00
        INDEX 01 29:50:40
      TRACK 03 AUDIO
        INDEX 00 31:40:66
        INDEX 01 31:42:66
      TRACK 04 AUDIO
        INDEX 00 33:49:40
        INDEX 01 33:51:40
      TRACK 05 AUDIO
        INDEX 00 36:12:70
        INDEX 01 36:14:70
      TRACK 06 AUDIO
        INDEX 00 38:14:31
        INDEX 01 38:16:31
      TRACK 07 AUDIO
        INDEX 00 40:28:72
        INDEX 01 40:30:72
      TRACK 08 AUDIO
        INDEX 00 42:50:30
        INDEX 01 42:52:30
      TRACK 09 AUDIO
        INDEX 00 45:09:16
        INDEX 01 45:11:16
      TRACK 10 AUDIO
        INDEX 00 47:30:35
        INDEX 01 47:32:35
      TRACK 11 AUDIO
        INDEX 00 50:02:03
        INDEX 01 50:04:03
      TRACK 12 AUDIO
        INDEX 00 52:34:53
        INDEX 01 52:36:53
      TRACK 13 AUDIO
        INDEX 00 55:03:05
        INDEX 01 55:05:05
      TRACK 14 AUDIO
        INDEX 00 57:25:39
        INDEX 01 57:27:39
      TRACK 15 AUDIO
        INDEX 00 59:59:39
        INDEX 01 60:01:39
    2) Adds syscall37 to handle copying of the response from lv2 memory to the ps1_emu:

    Code:
    stdu      r1, -0xB0(r1)        //    F8 21 FF 51
    mflr      r0                //    7C 08 02 A6
    std       r31, 0xA8(r1)        //    FB E1 00 A8
    std       r0, 0xC0(r1)        //    F8 01 00 C0
    
    li        r31, 1            //    3B E0 00 01
    sldi      r31, r31, 63        //    7B FF F8 06
    oris      r31, r31, 0x7F    //    67 FF 00 7F
    ori       r31, r31, 0xF000    //    63 FF F0 00
    
    ld        r3, 0(r31)        //    E8 7F 00 00 //copy the binary CUE info
    std       r3, 0(r7)         //    F8 67 00 00 //to the receiving buffer of ps1_emu
    ...
    ld        r3, 0x80(r31)        //    E8 7F 00 80 //for as many tracks as needed
    std       r3, 0x80(r7)         //    F8 67 00 80 //no loop used so only 1 register needed (r31)
    
    li        r3, 0                //    38 60 00 00
    ld        r0, 0xC0(r1)        //    E8 01 00 C0
    ld        r31, 0xA8(r1)        //    EB E1 00 A8
    mtlr      r0                //    7C 08 03 A6
    addi      r1, r1, 0xB0        //    38 21 00 B0
    blr                            //    4E 80 00 20
    3) In the patched ps1_emu.self the extended ATAPI 0x43 request is redirected to syscall37 and proper track information is returned (this version of the patched ps1 emulator is not compatible with Iris).

    mM will accept ISO/BIN/MDF/IMG files with or without an accompanying CUE file. In case of no cue - mM will create a 'data-track-only' payload. For best compatibility always use CUE files with your images.

    This is still a dirty way of enhancing the compatibility, but will do for now. Probably Estwald with come up with a much better solution very soon, because this one is limited to the ps1_emu.self only and multidisc games with audio tracks may have issues with the in-game CDA playback when switching to disc 2/3/4.

    =================================================

    I'll appreciate any reports of games which had issues and now are fixed.

    Tested already: NFS:Porsche, NFS4, Wipeout 3, GTA:London - all work with in-game CDA audio.
    Last edited by deank; 02-04-2013 at 11:41 AM.
    If you like multiMAN or multiAVCHD, support the development with a small donation. Click here.

  4. The Following 31 Users Say Thank You to deank For This Useful Post:

    3esah (02-03-2013), AcidJeff (02-03-2013), ajts1989 (02-03-2013), aldostools (02-03-2013), brunolee (02-03-2013), c1pr14n (02-03-2013), CaptainCPS-X (02-03-2013), CexDex (02-03-2013), DEUS (02-03-2013), Dino05 (02-03-2013), episode (02-03-2013), francymito (02-03-2013), gDrive (02-03-2013), iggy11 (02-04-2013), joshuab (02-03-2013), kgb (02-03-2013), M@tsumot0 (02-04-2013), Mysterio (02-03-2013), opoisso893 (02-03-2013), pete_uk (02-03-2013), Portnyashka (02-03-2013), PSFreak (02-03-2013), rednekcowboy (02-03-2013), renegaderampage (02-03-2013), retro4ever (02-03-2013), smikk (02-04-2013), STLcardsWS (02-03-2013), TomatOsaUce (02-03-2013), Toushi (02-03-2013), Yuu (02-04-2013), ZuraJanai (02-03-2013)

  5. #2713
    Junior Member
    Join Date
    Oct 2012
    Posts
    4
    Total Thanks Given
    22
    Total Thanks Received
    11
    Total Thanked Posts
    4
    Gamer IDs

    PSN ID: pvc1
    russian translation for 04.19.03
    Attached Files Attached Files

  6. The Following 6 Users Say Thank You to pvc1 For This Useful Post:

    ajts1989 (02-03-2013), deank (02-03-2013), gDrive (02-03-2013), kgb (02-03-2013), M@tsumot0 (02-04-2013), Yuu (02-04-2013)

  7. #2714
    Junior Member
    Join Date
    Jun 2011
    Posts
    17
    Total Thanks Given
    10
    Total Thanks Received
    22
    Total Thanked Posts
    9
    hi deank, here french translation for 4.19.03, thanks for your hard work.

    http://www.mediafire.com/?51bvv1zbj4a18a9

  8. The Following 6 Users Say Thank You to winch03200 For This Useful Post:

    ajts1989 (02-03-2013), deank (02-03-2013), gDrive (02-03-2013), kgb (02-03-2013), M@tsumot0 (02-04-2013), Yuu (02-04-2013)

  9. #2715
    Junior Member
    Join Date
    Nov 2012
    Posts
    7
    Total Thanks Given
    28
    Total Thanks Received
    11
    Total Thanked Posts
    4
    Hi, translation Portuguese Brazilian

    LANG_BR.TXT

  10. The Following 5 Users Say Thank You to ajts1989 For This Useful Post:

    deank (02-03-2013), gDrive (02-03-2013), kgb (02-03-2013), M@tsumot0 (02-04-2013), Yuu (02-04-2013)

  11. #2716
    Member
    Join Date
    Jan 2012
    Posts
    67
    Total Thanks Given
    344
    Total Thanks Received
    89
    Total Thanked Posts
    40
    Hello, here is an updated portuguese language file [LANG_PR] for multiMAN 04.19.03:

    Cheers
    Attached Files Attached Files

  12. The Following 6 Users Say Thank You to kgb For This Useful Post:

    ajts1989 (02-03-2013), brunolee (02-03-2013), deank (02-03-2013), goosezit (02-04-2013), M@tsumot0 (02-04-2013), Yuu (02-04-2013)

  13. #2717
    Junior Member
    Join Date
    Jan 2013
    Posts
    2
    Total Thanks Given
    0
    Total Thanks Received
    0
    Total Thanked Posts
    0
    so how do I make MM only list the .cue files? When I just updated it still sees all the tracks, MK 3 has about 60+ audio tracks! Do I need to refresh or something?

    Either way, awesome job, I love MM it is a prime of example of why homebrew should be allowed on all consoles from launch. I wish we had a Wii port...

  14. #2718
    multiMAN Developer
    Join Date
    Aug 2011
    Posts
    1,049
    Total Thanks Given
    697
    Total Thanks Received
    4,560
    Total Thanked Posts
    844
    ONE CUE + ONE BIN. Games with multiple BIN files are not supported. You must convert your rips in the proper format - again - one cue sheet + one bin(ary) file.
    Last edited by gDrive; 02-03-2013 at 02:34 PM.
    If you like multiMAN or multiAVCHD, support the development with a small donation. Click here.

  15. The Following 2 Users Say Thank You to deank For This Useful Post:

    iggy11 (02-04-2013), Yuu (02-04-2013)

  16. #2719
    Junior Member
    Join Date
    Jan 2013
    Posts
    2
    Total Thanks Given
    0
    Total Thanks Received
    0
    Total Thanked Posts
    0
    Damn that sucks! I got quite a few rips in multiple Bin file format. Tis ok though. Thanks for the quick response Dean, no mention on that Wii thing?

  17. #2720
    Junior Member
    Join Date
    Nov 2012
    Posts
    8
    Total Thanks Given
    1
    Total Thanks Received
    15
    Total Thanked Posts
    6
    4.19.03 POLISH

    Regards and thanx for info about new label in changelog

    http://www.sendspace.com/file/lgmsw3
    Official multiMAN Polish Translator

  18. The Following 5 Users Say Thank You to djtom For This Useful Post:

    deank (02-03-2013), gDrive (02-03-2013), kgb (02-03-2013), M@tsumot0 (02-04-2013), Yuu (02-04-2013)


 

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
EachGame