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Invité 28/07/2005 17h00

ES CE QUE LE LECTEUR SMS EST COMPATIBLE AVEC LES DISQUES USB

Invité 28/07/2005 20h08

tu veux une réponse ? LIS BIEN CA:

1/ tu t'es cru ou pour balancer ta question comme ça sans un bonjour ou un svp ? tu penses que les gens sont là à ta disposition ?

2/ les majuscules sont considérés comme un hurlement.. http://www.metagames-eu.com/forums/i...milies/grr.gif

3/ t'aura ptêtre une réponse ensuite..

Sur ce...salut.

Invité 28/07/2005 20h11

c clair il faut etre cool pour ce genre de question un bonjour et un merci ca ne fait pas de mal mais pour te repondre c possible mais ca marche pas super du moins avec la version que j'ai

Invité 29/07/2005 14h49

lis tout sinon tu comprendra pas :

___ _ _ ___
| | | | |
___| | | ___| PS2DEV Open Source Project.
---------------------------------------------------------
Copyright 2001-2005, ps2dev - http://www.ps2dev.org
All rights reserved.
Created by Eugene Plotnikov
-----------------------------------------------------------------------

Introduction
-----------------------------------------------------------------------
Simple Media System (SMS) is a result of my curiosity about Sony's Playstation2,
MIPS, DivX and MP3. My original goal was to create a simplest DivX player able
to play good resolution movies at good frame rate on the unmodded PS2 without
any extra equipment such as HDD and network adapter. Why "system"? Just because
having only a player program is not enough. Since PS2 is forced to ignore "illegal"
disks, I've took an idea of Drakonite with his UMCDR and developed my own "UMCDR".
(I called it CDDAFS). It just stores data on CD audio disk, which can be read on
(I hope) any PS2. So this is a first component of SMS. Second component is a PC
program that makes cue/bin files in order to burn such a disk. And, finally, comes
a player program itself. This system is not complete yet, but it can play DivX movies
with sound at good frame rate already. Player's base is a famous ffmpeg project.
I took just some parts of it (DivX 5XX and MP3) and made some modifications specific
to PS2 hardware. I've tested it with a couple of DivX/XviD movies with different
screen resolutions and encoding methods and it seems to be working. So, I've decided
to put all this stuff to the CVS at ps2dev in hope that it could be interesting for
PS2 enthusiasts who use it as base for their development. This "document" provides
basic info about SMS.

CDDAFS
----------------------------------------------------------------------
It's just a method of storing a data on audio CD, so PS2 hardware can authenticate
such a CD as "valid" one. Logical structure of such a CD is quite simple. Audio tracks
are "directories". Track 0 is a control track, which stores global disk information.
Following "diagram" presents a logical disk structure:

Track 0:
GUID - 16 bytes
Disk name - 64 bytes
Disk description - 512 bytes
Disk picture - 9216 bytes (48x48x4 raw RGB image)*
; then follows image table
Number of images - 2 bytes (short, little endian)*
Image 1 - 4096 bytes (32*32*4 raw RGB image)*
.......
Image N - 4096 bytes (32*32*4 raw RGB image)*
; then follows "directory" table (number of directories is number of tracks from
; CD TOC minus one)
Track name 1 - 32 bytes
Track image index 1 - 2 bytes (short, little endian, zero based)
Reserved 1 - 30 bytes (just for possible future enhancements)
Track name 2 - 32 bytes
Track image index 2 - 2 bytes (short, little endian, zero based)
Reserved 2 - 30 bytes (just for possible future enhancements)
.......
Other tracks:
; Directory entry 1
Number of files - 2 bytes (short, little endian)
File name - 32 bytes
File image index - 2 bytes (short, little endian, zero based)
Reserved - 30 bytes
Start offset - 4 bytes (physical sector relative to start sector of
the current track, int, little endian, zero based
)
File size(in bytes) - 4 bytes (int, little endian)
; Directory entry 2
; etc.
; File data

* these "pictures" and "images" are in fact RGBA raw bitmaps, so future browser
can be decorated with them;

Such a disk (without extra ECC codes) proved reliable enough in my configuration.
Source code that handles CD I/O located in CDDA.c (low level sector read operations)
and in FileContext.c (logical read operations). I've also started implementation of
"standard" I/O (STIO_xxx routines). Well, for me CDDA is enough. So anyone can
finish "standard" I/O (perhaps, using asynchronous fileXio routines from ps2sdk).

PC program
----------------------------------------------------------------------
I've called it CDXplorer. Not fully completed yet, but it does its job of
making cue/bin pair. This program is uses Win32 API, so it is not compatible with
linux (even WINE has troubles running it). I'm using Nero's Disk-At-Once/96 burning
option. It is also possible to read CDDAFS using this proggy. Just insert CDDAFS disk
in the drive and run the program. Maybe someone would like to create fs driver to
support it http://www.metagames-eu.com/forums/i...es/sourire.gif?

SMS Player
----------------------------------------------------------------------
Just a test program for now and PS2 optimized ffmpeg. No GUI. It is possible to
benchmark video/audio decoding process (I've got sometimes peak ~70 fps with
640x464 movie (~60fps is average)). I was able to play 720x528 DivX with sound
at 25fps (but in this case there're slight sound distortions on scenes with a
lot of motions (mainly "global" ones). Just watching a movie is also possible.
Modify main's source at your taste. For sound output I'm using 'audsrv' 0.75
(magnificent work of gawd).

ffmpeg modifications
----------------------------------------------------------------------
Two things here. Using IPU for colorspace conversion (interrupt driven process that
performs CSC->Display sequence for 640x464 picture in just ~4ms). This process goes
in parallel with video/audio decoding. Second, I've made a transition from planar
image format to the packed one, so video decoder produces macroblocks in IPU format.
This notable reduced data traffic between main CPU and memory. SPR is also
heavily used in conjunction with DMA transfers. This things gave ~300% performance
boost (comparing to the original ffmpeg) in video decoding. MP3 decoder is virtually
unmodified.

Things to do
----------------------------------------------------------------------
There still a lot to do. As I'm a professional programmer, I just can't do this
alone quickly. SMS is just a working skeleton of the future player. I've created it
in my own free time. The following things I'd like to do with it:
- more testing (I've tested it with just about a dozen of DivX/XviD movies);
- more optimizations (mainly for GMC decoding. I've made just an 'ad hoc' code to
show that it works. But this code is ugly and slow). QPel works, but it is
unoptimized too (just an original ffmpeg). The MP3 decoder from ffmpeg is also
almost untouched;
- better A/V synchronization. In fact there's no synchronization at all.
But because multithreading on PS2 is not preemptive it happens
"automatically" with a surprisingly good accuracy http://www.metagames-eu.com/forums/i...es/sourire.gif. The only thing to
fix was initial "audio preload". I'm not sure if I made it correctly, but
it seems to be working at the moment. Realtime clock with 1ms resolution is
also implemented, so it could be used for more precise synchronization;
- creation of the GUI. In case of CDDAFS it would be just a disk browser.
There's already a base for it. There're routines to use ROM font (FONTM) and display
icons from CDDAFS disk. There're also routines to load directory/file lists.
The only thing missing is a pad management and an event loop;
- implementation of pause/stop functionality; As movie starts, there's no way back now;
- error checking (there're minimal checks only, so if, for example, press
'eject' CD button, then...a very interesting effect can be achieved http://www.metagames-eu.com/forums/i...es/sourire.gif;
- btw, can somebody modify Makefile in order to make whole project more structured
(all these 'ee', 'iop' etc. directories)?

Restrictions
----------------------------------------------------------------------
- no support for interlaced movies;
- no support for non-interleaved avi files;
- only CodecID_MPEG4 support (that is DivX 5XX/XviD (I never, however, tried
these 'MP4S', 'BLZ0' etc. (what are they?)) and MP3;
- other possible restrictions due to lack of detailed knowledge about things http://www.metagames-eu.com/forums/i...es/sourire.gif;

How to compile
----------------------------------------------------------------------
I'm using latest toolchain/ps2sdk from ps2dev and Win32 platform. Just 'make'.
Do not use 'old' ps2sdk (earlier than january 2005), since there's a bug in
'realloc', so program crashes immediately. In my setup I use ps2link at PS2 side
and InLink at the PC. Note also that performace depends on PS2 cache usage,
so even changing link order in Makefile can get more than 10% penalty (
Currently Makefile contains 'best' link order (I think so). Pay attention to
the location of 'audsrv.irx' (currently 'host:audsrv.irx').

How to debug
----------------------------------------------------------------------
Crazy enough, but I've made the code Win32 compatible (with exception of some
files). So, I'm using MSVC6 to debug major bugs, memory leaks and to understand
ffmpeg's code. 'printf' does debug for PS2 http://www.metagames-eu.com/forums/i...es/sourire.gif;

How to make modifications
----------------------------------------------------------------------
At your taste (be careful, any alignment failure causes a crash (especially with
structures allocated dynamically)). But first compile and run existing code (the only
thing to modify is a filename in 'main.c'). To do that it's necessary to waste at least
one CD-R for CDDAFS. Use CDXplorer application to make cue/bin pair. It is possible
to copy files back from CDDAFS disk. Drag-and-drop is supported (one direction only:
to the application). Context menus are also available. Number of directories has upper
limit of 99 (only one level), and number of files is restricted by the CD capacity
(I've put a 800MB movie, for example, on the ordinary 700MB disk without any problem).
I have SCPH-30004R PAL unit, so it works at least on this model.

Modified ps2sdk code
----------------------------------------------------------------------
It could be noted that there's a lot of modified ps2sdk code here. Why?
I wanted maximum performance. For 'audsrv' for example there's an unnecessary
(I think so) calls for memcpy and FlushCache. 'libcdvd' caused strange problems
of data corruprion when SifLoadModule was called. GSkit uses SPR badly needed
for video decoding. Instead, I decode MP3 stream directly to the uncached, 64 byte
aligned memory, I'm using 64 byte aligned buffers for disk I/O, and GS kit was
modified to avoid SPR usage. Maybe I'm just a stupid person :o).

License
----------------------------------------------------------------------
For my code it is the same as for ps2sdk (AFL). For ffmpeg -
"GNU Lesser General Public License as published by the Free Software Foundation;
either version 2 of the License, or (at your option) any later version" http://www.metagames-eu.com/forums/i...es/sourire.gif.

Miscellaneous
----------------------------------------------------------------------
I've made this just for myself. I don't want to make any profit from it.
Anyone is free to make anything with it (according to aforementioned licenses).
If my code sucks (especially my formatting habits) - it sucks. I don't care.
I just hope that it will help PS2 enthusiasts to make their programs quicker.
I will continue slowly to make it more like a real system, but for me alone
it will take ages to finish it http://www.metagames-eu.com/forums/i...es/sourire.gif.

Questions
----------------------------------------------------------------------
- by email (see beginning of file);
- using private messages at ps2dev's forums;

Thanks (in no particular order) ;o)
----------------------------------------------------------------------
- Sony for PS2 and Linux for it;
- Marcus R. Brown for discovering an exploit (without it I would never begin);
- Drakonite for UMCDR idea;
- Pixel for making an estimation of the code and for helping me out with CVS;
- J.F. for trying this out (btw. I don't know if you succeeded with it or not);
- PS2Reality team for inspiration and timer code;
- ffmpeg contributors;
- Chris "Neovanglist" Gilbert for GS and DMA code;
- gawd for 'audsrv' (virgin version was enough http://www.metagames-eu.com/forums/i...es/sourire.gif);
- all others whose posts in the forums helped me in development;


Update (16-JUN-2005)
--------------------
STIO_XXX routines are implemented. Though not fully tested, but at least I was
able to play a file using 'host:file.avi' syntax. Loading goes slower than from
CDDAFS but movie plays OK. This feature can be helpful for programmers (no need
anymore to make CD http://www.metagames-eu.com/forums/i...es/sourire.gif). Well, these STIO_XXX routines call 'fioxxx' from ps2sdk,
so, alas, no hdd support. Anyone is free to replace 'fioxxx' by 'fileXioxxx' and
try it with hdd. To use 'STIO_XXX' just replace 'CDDA_InitFileContext' call by
'STIO_InitFileContext' (and remove other CDDA_XXX calls).

Update (19-JUN-2005)
--------------------
HDD support added. All requred .irx modules are loaded from memory (They reside in
SMS_Data.c (Note that data buffer is then reused by audio decompressor)).
HDD partition "SMS_Media" (FS_GROUP_COMMON) is mounted automatically. Finally fixed
ring buffers issue (the problem was main's thread priority (I thought it is 1 by default,
but 'ps2link' sets it to 64)). Now it explicitly set to 1. Changed audio decompression
buffer (I'm preparing A/V synchronization in such a way that there will be two more
queues with already decompressed audio/video frames (I'm not sure yet if it will work
at all http://www.metagames-eu.com/forums/i...es/sourire.gif). Audio preload functionality is removed (no need of it as my idea with A/V
sync will not depend on it). I don't know at the moment how USB devices work with ps2sdk,
so any help will be appreciated. Project structure is also reorganized.

Update (28-JUN-2005)
--------------------
Some MP3 bugs (typoes) fixed. New FONTM autokerning algorithm is implemented (strings look
much nicer now). 'audsrv' updated. Region autodetection code is added to the GS code.

Update (03-JUL-2005)
--------------------
A very primitive A/V syncronization added. Video output V-Blank synchronization added.

Update (15-JUL-2005)
--------------------
At last I've added a GUI and pause/stop functionality, so it looks more like a real program.
Here's short manual:
- SMS screen is divided in 3 areas: device menu at the top, file menu in the middle and
status line at the bottom;
- each area is bounded by a red rectangle with round corners;
- device menu and file menu can be activated;
- active menu is bounded by a white rectangle;
- device menu is navigated by "left" and "right" pad buttons;
- "down" pad button switches from device menu to the file menu;
- file menu is navigated by "up" and "down" pad buttons;
- "left" or "right" pad button switches from file menu to the device menu;
- active item in both menus is highlighted by semitransparent rectangle;
- selection is made by pressing "cross" pad button;
- "triangle" pad button navigates one level up (directory->parent directory->partition list)
in the file menu;
- menu items with different contexts (file/directory/partition) are represented by
different icons;
- CDDAFS disks are recognized automatially (just insert it and wait for a while);
- during playback use "select" pad button to pause, "start" to resume and "triangle"
to stop and return to the filebrowser;
- press "select" and "circle" pad buttons in the filebrowser to switch PS2 off;
That's it. Note, that during that "harsh stop action" no IOP reset, program restart etc.
is performed. So, memory and other resource leaks etc. are possible (I've tried to be
as accurate as possible but who knows http://www.metagames-eu.com/forums/i...ilies/clin.gif). No USB mass-stoarge device support, since my
only USB memory stick doesn't work with ps2sdk tests. Note also, that I've changed that
magic MAGV, MAGH and other numbers in GS.c to get nice aligned picture on my TV and TV
tuner card (SMS in NTSC mode also works there). If anyone has a problems with improperly
aligned picture - just play around with these numbers. VESA modes are not tested at all
(perhaps I'll try to play with it).

Another thing: as this become more or less complete version there could be a huge mess
with distributed versions. There are two choises here: maintain only one version or change
something to make a difference. I personally don't believe in choise 1. So, SVN will also
contain a precompiled SMS.elf (let's call it "reference executable"). There's a function
called 'GUIStub_DrawBackground' which is empty in SVN (in my case it draws a gradient
background, animation and version number (currently 1.0 Rev.2)). Different "distributors"
would implement their own "signature" by implementing aforementioned function
(its parameter gives an access to the GSContext etc.), so people will know who's
to blame http://www.metagames-eu.com/forums/i...ilies/clin.gif). Anyone is welcome to send me code modifications, so I'll update SVN.
There's still an optimization potential (GMC, MP3, for example) if someone thinks that
SMS is too slow. For audio issues, please, contact 'gawd', the creator of 'audsrv'
(32000 upsampler does not exist, for example). Better A/V sync could also be implemented
(the existing one is rather primitive (though, it works in most cases)).
There're a dosen of various DivX/XviD encoding parameters and their combinations etc.
I just could not handle them alone, sorry for that.

Update (20-JUL-2005)
--------------------
Fiexed bugs:
- movie stop action does not work always;
- movie freezes after some time when launched via LaunchElf;
- motion compenstation does not perform properly for some motion types;

New features:
- saved file browser state when selecting partition/directory;
- screen adjustments actions added:
select-R1 - move right;
select-L1 - move left;
select-R2 - move down;
select-L1 - move up;
- save configuration (select-SQUARE) action added ("mc0:/SMS" directory)
(currntly screen settings and HDD mounted partition name);
- MP3 optimization added (assembly source from BroadQ) - audio decoding
performance increased by ~30%;
- new version number - 1.1 http://www.metagames-eu.com/forums/i...ilies/clin.gif;

Update (23-JUL-2005)
-------------------
- added "exit to the ps2 browser" action (select-TRIANGLE);
- tried to fix difficult-to-catch (thread stuff) "movie stop action does not work always";
- USB support added (thanks and regards to 'weltall'):
USBD.IRX is not included (licensing issues). SMS looks for it in:
- host:USBD.IRX
- mc0:/BOOT/USBD.IRX
- mc0:/PS2OSCFG/USBD.IRX
- mc0:/SYS-CONF/USBD.IRX
- mc0:/PS2MP3/USBD.IRX
- mc0:/BOOT/PS2MP3/USBD.IRX
- mc0:/SMS/USBD.IRX
*** in aforementioned order ***;
I'm using legal USBD.IRX from Playstation 2's Linux kit.

Note: there's modified usb_mass.irx integrated into SMS. I've made it in
order to get my USB flash drive (Apacer Handy Steno HT202 128MB USB2.0)
working. Hot swapping apparently works also in my case. Any remarks are
welcome. NO WARRANTY THAT USB FUNCTIONALITY WILL BEHAVE PROPERLY WITH OTHER DEVICES.

et oui la rep est a la fin http://www.metagames-eu.com/forums/i...es/sourire.gif


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