Search found 33 matches

by boman666
Sat Mar 27, 2004 8:03 pm
Forum: PS2 Development
Topic: Network startup delay
Replies: 37
Views: 26492

You're welcome guys. I hope not too many bugs have slipped through, time will tell.
by boman666
Fri Mar 26, 2004 1:19 pm
Forum: PS2 Development
Topic: Network startup delay
Replies: 37
Views: 26492

Thanks, I've sent it now and it doesn't seem to bounce, so I'll probably got your address right.
by boman666
Fri Mar 26, 2004 10:00 am
Forum: PS2 Development
Topic: Network startup delay
Replies: 37
Views: 26492

Yes, it would save me a lot of hassle if one of you guys could could import it to CVS. Unfortunately, I don't have a URL, how do we solve that?
by boman666
Thu Mar 25, 2004 2:35 pm
Forum: PS2 Development
Topic: Network startup delay
Replies: 37
Views: 26492

Ok, here's an update to what I've been upto since my last post. I've moved ps2ip and smap in ps2eth into ps2drv since I got the impression that's the direction the homebrew development is heading. There already existed a ps2smap in ps2drv/iop so I named the one I've been working with to ps2smap2. I'...
by boman666
Thu Mar 25, 2004 12:18 pm
Forum: PS2 Development
Topic: Network startup delay
Replies: 37
Views: 26492

Couldn't something be done by adjusting the TCP sliding window size -- i.e., make it small, so the remote host doesn't send more than two or three packets without receiving an ACK? This would hopefully eliminate the buffer overflows and get rid of the resend timeouts. I'm by no means a TCP-expert, ...
by boman666
Thu Mar 18, 2004 6:01 am
Forum: PS2 Development
Topic: Network startup delay
Replies: 37
Views: 26492

Thanks for the input. I plan to redesign the interface between ps2ip and smap and let the interrupthandler post the message directly in the ps2ip message-queue. That should eliminate one context-switch aswell as the need for the smap-thread. Since I'll need to modify ps2ip, I'll probably dl LWIP 0.7...
by boman666
Wed Mar 17, 2004 1:40 pm
Forum: PS2 Development
Topic: Network startup delay
Replies: 37
Views: 26492

I've had a look at it now and I've found what I believe are the problems. First, there is a bug, or bad behavior, in smap_send. When there isn't enough space in the TX-buffer, something which happens quite easily since the buffer is only 4KB, the packet is dropped silently. Since the message-thread ...
by boman666
Thu Mar 11, 2004 5:09 am
Forum: PS2 Development
Topic: Network startup delay
Replies: 37
Views: 26492

I've just discovered that there is a huge discrepancy between upload- and download-speed. The upload-speed is only ~6 KBytes/s. Can anyone confirm my findings?
by boman666
Thu Mar 11, 2004 2:36 am
Forum: PS2 Development
Topic: Network startup delay
Replies: 37
Views: 26492

Ok, now I know that my numbers are in line with what to expect. While we still are on the subject of network performance. I'm experiencing sluggish performance when I do remote debugging with the gdb-stub. The bandwith offered by ps2ip should be more than adequate to communicate with gdb. Since the ...
by boman666
Wed Mar 10, 2004 7:06 pm
Forum: PS2 Development
Topic: Network startup delay
Replies: 37
Views: 26492

Do you really think a 6% utilization is good? I'd expect it to be higher than that. I guess lwip is designed to be conservative with the resources at the expense of performance. I just didn't expect it to be that conservative. BTW: I got 2.5-3 MByte/s with the linuxkit.
by boman666
Wed Mar 10, 2004 6:44 am
Forum: PS2 Development
Topic: Network startup delay
Replies: 37
Views: 26492

It seems as the delay was caused by connecting the PS2 to my PC with a cross over cable. After connecting the PS2 to a hub or switch, the delay went away. I'm still plagued by less than stellar transferspeed though, about 6 mbit/s. I'd expect ps2ip to perform better than that or is it whishful think...
by boman666
Fri Feb 20, 2004 8:11 am
Forum: PS2 Development
Topic: Network startup delay
Replies: 37
Views: 26492

Yeah, I know. But, AFAIK, many of the functions in ps2smap.irx is based on smap.c that comes with the linuxkit. Maybe some incompatibility with newer HW has snuck into ps2smap.irx that way. Or am I totally off base here?
by boman666
Thu Feb 19, 2004 10:03 am
Forum: PS2 Development
Topic: Network startup delay
Replies: 37
Views: 26492

Win XP Pro with a nVidia nForce2 NIC. By the way I have a SPH-50004 PS2. I read somewhere on ps2-linux that the newer models, which I guess include SCPH-50004, require a updated smap.c. I don't know if it's related to this particular prb but it might be worth looking into.
by boman666
Wed Feb 18, 2004 10:14 pm
Forum: PS2 Development
Topic: Network startup delay
Replies: 37
Views: 26492

The PS2 is directly connected to my PC so I guess the switch shouldn't interfere. However, the driver for the NIC was set to full autonegotiation, I changed it to force 100mbit/s full duplex but it had no impact on the delay. Any other suggestions? I'll try to connect the PS2 to the other NIC, if th...
by boman666
Tue Feb 17, 2004 2:26 am
Forum: PS2 Development
Topic: Network startup delay
Replies: 37
Views: 26492

Network startup delay

Hello,

It takes ages (7-8 sec) after ps2smap.irx is started before I'm able to connect to the PS2. Anyone knowing what's causing the delay and what to do about it?
by boman666
Fri Feb 06, 2004 5:45 am
Forum: PS2 Development
Topic: Prbs compiling ps2menu
Replies: 9
Views: 8141

Thanks for the clarification. I haven't written any mipsassembler in about 6 years and I didn't remember j was a macro. Anyways, my toolchain, as you suggested, was probably broken in some way because the address became negative when I compiled ps2menu.
by boman666
Fri Feb 06, 2004 5:37 am
Forum: PS2 Development
Topic: iop compile
Replies: 13
Views: 10192

That's probably one of the niftier solutions I was looking for. Why don't you ppl with this knowledge correct all the errors in the tutorials. For someone new to this environment, it's a real pain to figure out why things don't work.
by boman666
Thu Feb 05, 2004 11:14 am
Forum: PS2 Development
Topic: Building IOP gcc/binuitils under Cygwin?
Replies: 9
Views: 8165

Could you add an patch for the binutils aswell, that enables the possibility to build .irx binaries. Currently one have to use --target=mipsel-scei-irx to enable that feature, but then there will be a clash with the target of gcc-2.8.1.
by boman666
Thu Feb 05, 2004 11:00 am
Forum: PS2 Development
Topic: iop compile
Replies: 13
Views: 10192

The iop-compiler in both those precompiled packages is broken. If you invoke the iop-gcc with the -v option, you'll see that it in turn is invoking components of the native compiler instead of the iop components. I managed to get a working iop-compiler by following the instructions in the iop-tutori...
by boman666
Wed Feb 04, 2004 10:44 am
Forum: PS2 Development
Topic: Makefile Tool
Replies: 8
Views: 6238

The project I'm about to move to the PS2 is ~1500 files big, divided in 22 sub-projects. I'd rather spend my time, if possible, on other things than editing and learning makefile syntax. Maybe I can get VC++ to create the makefiles for me. I'll have to look into that.
by boman666
Wed Feb 04, 2004 8:41 am
Forum: PS2 Development
Topic: Makefile Tool
Replies: 8
Views: 6238

:-)... I'm refering to a tool for creating/managing the makefiles. Or do you do it manually?
by boman666
Wed Feb 04, 2004 6:51 am
Forum: PS2 Development
Topic: Makefile Tool
Replies: 8
Views: 6238

Makefile Tool

Since my experience with Linux and GNU is very limited, it has bacome painfully obvious to me that I need some kind of makefile tool. Which one(s) do you recommend?
by boman666
Tue Feb 03, 2004 2:01 pm
Forum: PS2 Development
Topic: Help installing Mr Brown's exploit under PS2 Linux
Replies: 23
Views: 19400

I've got it to work now. The reason it didn't work was probably because I'd forgotten that I'd comment out all sbv-calls, because I didn't have that lib the first time I tried to get ps2link to compile. Anyways, thanks for the help!
by boman666
Tue Feb 03, 2004 12:24 pm
Forum: PS2 Development
Topic: Help installing Mr Brown's exploit under PS2 Linux
Replies: 23
Views: 19400

I've already modified ps2link.c to force it to load from the MC, but it wasn't able to find any modules with neither mc0:/ nor mc0:/BWLINUX/. I don't have the MC-patch installed. I, for some reason, thought the feature of being able to fully access the MC came with the xRhino kernel. My bad! Are you...
by boman666
Tue Feb 03, 2004 12:08 pm
Forum: PS2 Development
Topic: Building IOP gcc/binuitils under Cygwin?
Replies: 9
Views: 8165

Been there, done that, just a couple of days ago. The prb is that the file, configure.in is patched after configure, hence it'll have a more recent filedate and the makefile will try to build configure from configure.in which will fail because it invokes XSLoader which doesn't exist on cygwin. I res...
by boman666
Tue Feb 03, 2004 6:19 am
Forum: PS2 Development
Topic: Help installing Mr Brown's exploit under PS2 Linux
Replies: 23
Views: 19400

ie how do I solve the prb that ps2link can't access the MC after I've started it with reload and hence can't load the modules required to run.
by boman666
Tue Feb 03, 2004 5:29 am
Forum: PS2 Development
Topic: Help installing Mr Brown's exploit under PS2 Linux
Replies: 23
Views: 19400

What's the easiest way of getting ps2link to work on a PS2 Linuxkit not having xRhino installed?
by boman666
Tue Feb 03, 2004 5:07 am
Forum: PS2 Development
Topic: Prbs compiling ps2menu
Replies: 9
Views: 8141

Agreed, that's a better solution since that's probably what the author intended. By the way, what's the purpose of the KSeg0/KSeg1?
by boman666
Tue Feb 03, 2004 2:31 am
Forum: PS2 Development
Topic: Prbs compiling ps2menu
Replies: 9
Views: 8141

Ok, with that change I got reload to work. However, I also had to change asm ("j\t%0" : : "i" (0xa0001000)); in reload1.c to asm ("j\t%0" : : "i" (0x00001000));. AFAICT, that must be a bug. I find it a little bit strange that it has slipped through unnoticed, ...
by boman666
Mon Feb 02, 2004 10:02 am
Forum: PS2 Development
Topic: Prbs compiling ps2menu
Replies: 9
Views: 8141

Thanks guys, ps2menu compiles now but the assembler is emitting warnings saying "Loop length is too short for r5900". I hope they are spurious. Anyways, I've prb getting any prg running on the PS2. I'm using the Linuxkit, but I can't even get the pre-compiled .elf's in reload1-0.1 to execu...