Ps2 game elf download




















Removed defunct interlace option. Increased alignment of transfer buffer for better transfer performance. LaunchELF v4. Fixed Text Editor being unable to save files if opened from the file browser. It does not work as intended with the old libpad library. May not be required with the old libpad library either. This may fix pad support in software that do not reboot the IOP. Replaced timer code with time code from ps2sdk. Also takes care of missing ExitHandler call within interrupt handler.

Text and JPEG files can now be directly opened from the file browser. While keeping backward-compatibility with old software which do not support the HDD unit by keeping the necessary modules in RAM, it will keep the IOP in a clean and initialized state for newer software that support the HDD unit.

Added progressive video mode. The interlace option was removed, but the control is still present in the options menu. It will do nothing, however. Reduced footprint of internal loader ELF, by linking with libkernel-nopatch instead since it does not need the kernel patches.

NOTE: this is a consolidation of all small tests between the last beta release and this one. Fixed power-off processing. All files will be closed and the expansion-bay deactivated, prior to power-off. Fixed USB support on disks with no partition table thumb drives. Fixed formatting of PFS partitions. Fixed renaming of files in sub-directories on the mass device. Fixed copying of files to the VMC device.

PlayStation discs can once again be accessed. Fixed file copying? Updated network protocol stack. Networking should be working now. Each app should have its own title. The old apps system is still supported. ELF, title. These functions are integrated, they are no longer compile separately. When loading: 1. Check memory cards. If config could be loaded, try the device that OPL was booted from supported devices only.

If config could not be loaded, try all supported devices. Default to memory card, if no config file could be loaded. This will give us more memory. But beware that this is not a well-trodden path. Added more standard code for shutting down the HDD unit prior to power off.

This allows the user to choose between loading per game, or global settings in a game for each of its functions.

If the per game configuration is chosen, it will have priority over the global one. Changed buttons to only refresh the active item instead of all items when auto refresh is enabled. This also includes new IOP patch functions. Module storage location can now be specified hardcoded for each game.

The game freezes after the memory card check screen, if IGR was used at least once. This is caused by the game having the main thread ID hardcoded for a call to WakeupThread.

The game attempts to read 17 sectors into buffers meant for a maximum of This happens because it increments the number of sectors to read by 1, when its unpacking function deals with a number of bytes that is not a multiple of The game seems to have problems when the media takes too long to completely read data.

The data processed by the game appears to get offset, causing some loop to never end, which ends with the scratchpad overflowing. No more crashes after the first training mission. Fix in the level "Firewind Manor I" where the game refuse to load cutscene, resulting a bug.

Fixed crash happening few second before intro movie ends, and fixed a second crash was in air forge, when you go for the green crystal.



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