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Thread: Fixed, Pre-Built, Win32 PS2SDK :)

  1. #91
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    Yes, but does your dev9regs.h define DEV9_R_POWER? I guess not.

  2. #92
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    misfire: Heh, fair enough.

    I've been far too busy to work on anything GSHI-related lately. My mind has been drained from work by the time I get home pretty much every day, and if I did have time to work on anything, all I really wanted to do was drink a beer, and not think at all for a while.

    I intend to do quite a bit of updating this week, now that a few things have been resolved. The first thing I need to do is apply misfire's ERL patch, test it by compiling the latest Artemis source, and package and upload the updated SDK. Next, I can do some testing for Artemis, verify proper functionality and interoperability with PS2CC, and put together a new download package (if settings must be modified to hook automatically, I'll modify them in advance for the end user). Then I can add a few more download packages (USB dumping by Jimmi + compare utils, etc). Finally, I can do a few of the non-Artemis-related things I've been wanting to do around GSHI, such as getting back to work on the code database.
    I may be lazy, but I can...zzzZZZzzzZZZzzzZZZ...

  3. #93
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    You actually have to apply all SDK patches from:
    http://bitbucket.org/misfire/artemis/src/tip/patches/

    Different "download packages" only produce problems. Users should always get the latest binaries (for PS2 and later PC) from http://bitbucket.org/misfire/artemis/downloads/. I'll also provide 7zip archives for the Windows people.

    There's a good reason why the authors turned off auto hooking by default.

  4. #94
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    Ah; noted @ patches.

    Packages can cause problems if not updated, but having people grab three or four different things from different places and try to put them together can also cause problems. I assume you have no intention of hosting a copy of the USB dumping system Jimmi built, and also no intention of hosting PS2CC, both of which will prove useful to people.

    How about turning auto-hooking on by default, and simply having Artemis use an enable code if one exists?
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  5. #95
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    Actually, I don't know if ps2cc is compatible with the current version. According to Jimmi, it should work if you set the right IP address and make sure that the game is hooked.

    I temporarily added Jimmi's ntpbclient to the project (definitely works), but we'll create a new client when switching to UDP.

  6. #96
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    Cool. You should shoot Viper a PM so he can update PS2CC when we switch to UDP...

    Incidentally, any idea how much quicker UDP transfer will be?
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  7. #97
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    Maybe 20% faster, but I can't tell because the communication protocol itself needs to be revised.

    Even so we will use UDP, it still needs some kind of reliability. I guess we implement something like this: http://en.wikipedia.org/wiki/RUDP

    Currently, we're working on version 0.3 which will be released soon. It includes support for DNAS games and much more!

  8. #98
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    Nice!

    What do you think of the idea I mentioned above, concerning setting auto-hook to enabled unless a master code is in the codes file?
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  9. #99
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    The auto-hook feature is neither mature enough nor intended to be turned on by default. You can actually enable auto hooking, master codes, or both for debugging - it's up to the user.

    I added a note about hooking to the documentation. If a user is still too dumb to configure it correctly, Artemis is not the right program for her/him. One could expect at least a basic technical understanding...

  10. #100
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    OK, but if we had a system that auto-hooked when no master code was present, what would be the downside to that? There would be an obvious upside for those without a master code that do auto-hook properly...so why wouldn't we configure it that way by default? If there's no master code and auto-hooking is disabled, it's the same effect as if there was no master code and auto-hooking fails.
    I may be lazy, but I can...zzzZZZzzzZZZzzzZZZ...

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