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Thread: PS2 ZoneLoader

  1. #1
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    Arrow PS2 ZoneLoader

    If you are interested in Project Artemis, the freely available source code of PS2 ZoneLoader is definitely worth a look.

    It shows you how to make code memory-resident. Also, it applies a very tricky method to patch the video mode of games.

    NOTE: The CD/DVD images include a newer version of the ZoneLoader ELF which wasn't built from the available sources.

    For those unfamiliar with ZoneLoader, it is basically like PS2 CogSwapLoader or CD Loader as it allows you to launch 'problem' PS2 games when swapped in-between the Swap Magic Discs. Many of the games that are plagued by these issues are those that contain multiple ELF files, for example, Hitman 2 and Splinter Cell.
    Source:
    http://www.ps3news.com/forums/site-n...more-4500.html
    Attached Files Attached Files
    Last edited by misfire; 08-15-2008 at 03:47:06 AM.

  2. #2
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    Good point; I never took a detailed look at the source for ZoneLoader.

    However, keep in mind that the "Direct Boot Docs" are erroneous (I know this both first-hand and second-hand). XorLoser will also attest to that.
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  3. #3
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    Incidentally (though successful compilation isn't necessarily required to learn from this source), in trying to update the ZoneLoader source to compile with the current toolchain, I've run into a roadblock:

    Code:
    bootmaster.h:16:19: sjgfx.h: No such file or directory
    I can't even find mention of this file anywhere on the 'net. Judging by the title, it might be an old graphics header written by sjeep (sj = sjeep; gfx = graphics), but who knows. Any idea?
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  4. #4
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    Actually, the compiled ELF wasn't built from the given source code.

    Some time ago I tried to add the code of yposHandler() from hax0r_asm.S to one of my projects. Strangely, video mode patching didn't work as good as it does when using the compiled ZoneLoader ELF directly. Therefore, I disassembled the function and noticed the difference - they fixed yposHandler(). (Of course, I adapted my code. )

    So the source code is definitely out-of-date.

    libsjgfx seems to be some old graphics library from the days of ps2lib.
    Last edited by misfire; 08-13-2008 at 09:50:53 AM.

  5. #5
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    Ah, interesting. If only I could dig up that lib, if only to experiment a bit with the (outdated, partially functional) ZoneLoader source.
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  6. #6
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    The code is interesting nonetheless.

    Here's how video mode patching is done:
    - hook the syscall SetGsCrt() to force a specific video mode (PAL or NTSC)
    - set a hardware breakpoint at the GS registers 0x12000080 (GS_REG_DISPLAY1) and 0x120000A0 (GS_REG_DISPLAY2) to detect any write attempts and patch the screen position after a hit

    This is very straightforward and works for almost any game.

    Thought this clever idea is worth sharing.

  7. #7
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    Also, a correction: The ELF files from PS2_ZoneLoader_SRC+Direct-Boot_Docs.zip might have been built from the provided source code. Actually, the ZoneLoader CD/DVD images (available from ps3news.com) include a newer version of the ELF file. This is where I got the fixed yposHandler() code from. Took a while to remember it...

    I've added the ZoneLoader images to the first post.

  8. #8
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    Hi mates! How great finding this topic here!!!

    I'm in a quest to make Zoneloader compatible with HDloader.
    I started a thread at www.psx-scene.com :

    http://www.psx-scene.com/forums/ps2-...-possible.html

    Since everyone has taken notice that Zoneloader source was available, people started thinking that this could even be possible. In the above thread link I did a suggestion in how to make that, but I couldn't test it. But by that moment I didn't know anything about ELF files compilation and so. Then I began to look for answers. Here at GSHI I started learning a lot with its topics and links -THANK YOU GUYS!!!-
    Well, let me say the right point I'm:
    - I've succesfully installed MinGW+MSYS+PS2SDK (I guess )
    - I got compiling the given samples successfully : Hello PS2!, cube, graph, teapot,... but I'm not so sure about others since I didn't get what they should do : mpeg, texture, the rcp ones... I tested them all with my PS2 SCPH 30000 (a jap console) + FMCB + USB stick.

    Ok, let come back to Zoneloader . I tried to compile it and I got a kind of ERROR 1 and a msg cannot find -lpad:



    Now, I'm stucked and I don't have any idea in how to get through this. Could you guys help me? I will apreciate your help very much! I should have paid more attention at my C++ and Turbo Pascal classes !!!Thanks in advance!
    Last edited by Bon Scott; 12-01-2008 at 09:25:18 AM.

  9. #9
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    Somehow, I never noticed this post.

    Personally, the first error I run into is one concerning -fnonnull-objects. Are you using the latest version of gshi_ps2sdk (the pre-built, MinGW Win32 PS2SDK)?

    Anyway, there are several old functions used in this source, that are either now redundant (something else that's standard already does whatever it is they used to do), or have been phased out for some other reason. Generally, you can simply remove the trouble-making flags, and everything will work fine. I think I remember running into some other issues with ZoneLoader, though. I'll take a look, and let you know.
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  10. #10
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    Oh right...I even mentioned them earlier in this thread, heh. After removing some archaic flags and giving it another go, I get brick-walled at "bootmaster.h:16:19: sjgfx.h: No such file or directory", because it can't find libsjgfx, let alone sjgfx.h. I can't find a thing about this missing library, so I made a thread concerning it at PS2Dev.org, in the hope that someone there has some useful knowledge as to where I might find it:

    http://forums.ps2dev.org/viewtopic.php?p=78394#78394
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