The CD/DVD-ROM Generator version 2.00 supports the following CD-R/DVD-R/DVD-ROM drives.
SONY CDU921S SONY CDU921S mk2 SONY CDU921S-PR PLEXTOR Plex Master Hoei Sangyo DSR-8000pm (DPM88 required) Hoei Sangyo DSR-8000cs (DPM88 required) DVD-R Writer
PIONEER DVR-S201 Hoei Sangyo DSR-8000dp (DPM88 required) DVD-R/RW Writer
PIONEER DVR-S303 PIONEER DVR-104 PIONEER DVR-105 PIONEER DVR-107D Hoei Sangyo DSR-4000dp-5 (PIONEER DVR-A04 mounted) (DPM88 required) Hoei Sangyo DSR-4000dp-10 (PIONEER DVR-A04 mounted) (DPM88 required) Hoei Sangyo DSR-4000dp-5 (PIONEER DVR-A05 mounted) (DPM88 required) Hoei Sangyo DSR-4000dp-10 (PIONEER DVR-A05 mounted) (DPM88 required) DVD-ROM Drive (for DVD-R verification)
MATSUSHITA SR-8583 MATSUSHITA SR-8584A TOSHIBA SD-M1202 TOSHIBA SD-M1212 PIONEER DVD-113 PIONEER DVD-303 SONY DDU220E
<< Installation >>
Run setup.exe on Windows 2000 or Windows XP and follow the instructions displayed on the screen. For details, refer to the Help File.
<< Major Changes in CD/DVD-ROM Generator version 2.00 >>
The following drive is now supported: PIONEER DVR-107D (8x write speed) (firmware version 1.12 and later) Generation of master discs targeting mainland China is now supported. A function for adding 20MB of NULL data to the outermost part of the disc when creating DVD-ROM master discs has been added. The default is ON. To change the settings, open "Add Dummy..." of the Options menu. Note that due to the addition of this function, the format of the *.ccz file has changed. *.ccz files that were created with previous versions cannot be read. DVD-ROM master discs can now be written and verified "on the fly". There is now no limit on the speed when writing and verifying CD-ROM master discs "on the fly".
CDGENPS2 3.0 support the creation od images CDX (one track an full capacity) and UMCDR (two tracks and unofficial support) with checksum and work perfect in my test.
The .ISO format in old versions, before created corrupt images. Now it works perfectly.
In other formats work perfect also (I have tested ;) )
CDGENPS2 3.0 support also, the conversion of ISO to CDX or UMCDR formats. See in menu->Advanced->Create CDX (or UMCDR) from ISO option.
ADVICE: In root folder use ONLY names 8+3 (ISO1). Names of 31 chars is not compatible with filesystem of PS2
LICENSE TERMS: This software is completely free for NOT commercial use. Of course, you cannot request responsibilities to me by the problems/damages that this software can cause.
This patch, made by 2SP, removes the 71-minute size limitation in IML files... thus allowing one to use the $ony software to image/burn 'oversized' DVD Rip images.
Cheat Device is a game enhancer for PlayStation 2 games similar to Action Replay, GameShark, and CodeBreaker. It supports booting retail, disc based games as well as ELF files such as OpenPS2Loader or ESR.
Easy to navigate menu system similar to CodeBreaker Supports booting retail discs and loader ELFs Fast loading of large cheat lists Save manager for backing up and restoring game saves to/from a flash drive Powered by ps2rd's powerful cheat engine by root670
This is a simple tool to read the disc id from an ORIGINAL playstation 2 game. there is no id present on a copied disc, PC disc, HK silver, etc. and using this utility on them will only give you a random useless id. it also reads the ps2's machine ids.
NOTE: if u use this on a v9+ ps2 console, it will only show valid disc ids for ONLINE titles. this means if you try to put an original OFFLINE game disc in, the id generated will be 100% worthless from what we've seen.
Oh, and our DNAS H4x0r v0.2/a will work on some v9+ ps2 machines, but not all regions due to bios/nvm changes... so we redid the util to accomodate them all- slutty, eh!
This tool does not use any sony libraries, irxes, compilers etc. this tool will work on modded playstation 2 systems (sony's code will not work properly on most modded machines) and can be used via a swap method for those without a chip.
To use it, simply boot the disc on a playstation 2 console. when a screen shows up with text on it, insert your original disc and press X. wait a second or so and then your ids will be displayed onscreen. if the ids were successfully retrieved the text will be blue, if there was an error it will be red. to make sure you are getting valid ids press X a few times.
GROUP NOTE: even the fountain of the GODS has a few leaks ;-)
dedicated to my ******** of every yesterday ~
Parcheador virtual para Free MCBoot.
Free Memory Card Boot (FMCB) is a homebrew software which is designed to setup your PlayStation 2 console and provide you with a means of launching homebrew software, without the need for any extra hardware, modifications to your console or dangerous tricks like the legendary swap trick.
What does FMCB v1.9 offer?
For mere humans:
*Smaller, faster and more stable. :P *The HDD unit is now supported. *The "Early Japanese"/PCMCIA units (SCPH-10000, SCPH-15000 and SCPH-18000) are fully supported. *Chinese consoles are now supported (e.g. SCPH-50009). *When you leave the CD/DVD tray ejected, FMCB/FHDB will not stall. *Your play history will now be updated (The towers in the background of the "Sony computer entertainment" screen should continue to grow taller and greater in numbers) Technical changes:
*Initialization code has been cut down. *Some IRX modules (init.irx and chkesr.irx) have been removed (superceded by code that runs from the EE, like their Sony originals). *DVD player selection code has been replaced with one similar to the one used by Sony. *The console initialization code has been replaced with a Sony-like version. *CNF parsing code has been optimized. *The memory map has been adjusted slightly, so everything now fits below Sony's idea of "user memory" (below 0x00100000). *Support for the Protokernel and all HDD OSDs have been added. *(For the HDDOSD version of FMCB only) ELFs can be booted from any partition on the HDD. The format of the path is :. (e.g. hdd0:__sysconf:Pfs:/FMCB/FMCB_configurator.elf). This can be easily set using the included FMCB/FHDB configurator. *The CD/DVD drive will now be stopped if a normal ELF is started (Under the assumption that most homebrew ELFs probably won't ever use the drive). *The user's history file (the file which affects the towers within the "Sony Computer Entertainment" startup screen) will now be updated whenever Playstation/Playstation 2 game/software discs are launched, as well as DVD video discs. *Reloading the OSD from within the OSD triggers a full reload of FMCB, because I felt that it'll be cleaner. *The location of ESR will now be checked only when ESR is requested to be loaded. *The embedded EELOAD module has been cleaned up, and loads at 0x00082000 instead (Like rom0:EELOAD does). *FMCB has been split into two. The part of FMCB which remains resident will be copied into its place during runtime, allowing the initialization part of it to have the entire PlayStation 2 for initialization and drawing something nice on the screen (Not done at the moment as it makes FMCB quite a fair bit larger). *Full support for the SCPH-10000 and SCPH-15000. Not only will it patch up the SCPH-10000 and SCPH-15000 kernels fully (Applies OSD argument-passing patch), it also includes its own HDD support modules and can act as a replacement for the Sony system driver update. *Prototype support for the PSX. Its OSD is not supported, meaning that there will be no hacked OSD for the PSX. *Supports non-Sony HDD units (Support for non-Sony HDD units within the HDD OSD/browser v2.00 update depends on the HDD OSD itself). *New FMCB configurator program which supports the HDD unit. *Added support for the Chinese consoles (Magicgate region 09, folder letter C. e.g. SCPH-50009).
HD Advance is a cloned version of the HD Loader software for the PlayStation 2, which allow users to play games installed to the optional hard drive peripheral available for the PS2.
HD Advance is identical in functionality to many patched versions of HD Loader freely available online (that include DVD-9 support and 48-bit hard drive addressing) - only with a different theme and some changed text strings.
The only benefit of HD Advance is that it is distributed on a pressed disk, giving a patched version of HD Loader that can run on a console without a modchip installed, and also without the need of the PS2 Independence Exploit or any other software modification.
The HD Loader is an application (.ELF) for your PS2 that you can run off your memory Card, an USB Stick or a CD an then load your games off the Hard Drive that you can connect over the Network Adapter with you Fat PS2.
HD Project is a game loader allowing to emulate memorycards from HDD or USB.
The HDLGameInstaller program allows the user to install the PlayStation 2 games on the hard drive installed in the PS2, for a direct start with HDDOSD.
- Install all PlayStation 2 games from the CD / DVD drive. - Install all PlayStation 2 games remotely from a PC, over a network. - Installed games can be started directly from the HDDOSD. - Allows the user to manage games locally on the PlayStation 2 console. - Allows the user to manage games remotely from a PC, over a network. - Network performance uses the latest PS2SDK Ethernet modules, with speeds of approximately 2.8 MB / s. - Allows the user to specify the saved icon to use with the game. - Support for games> 4 GB and DVD-DL.
USBUTIL replacement for formatting PS2 ISOs for OPL.
Extract this to C:WindowsSystem32 and run this from the command line. Works with all PS2 ISOs, even ones larger than 4 GBs.
Memory Card Annihilator is a tool created back in 2007. Its main purpose is formatting/unformatting memory cards (both PS2 and PSX) as well as managing memory card images (creating images of physical cards and writing images onto physical cards). It can be used to restore cards broken by other formatters back to normal (eg. when 64MB card has been formatted to 8MB by MCKiller and similar tools).
It has quite nice bad block handling, so even worn cards should work fine after formatting (unless it's the very first block that got screwed - because of the way mcman handles the cards when recognizing the file system, I don't think this kind of error could be solved in a different way than hardware block remapping).
The previous version, although worked really nice (got quite a lot of success stories), had two big drawbacks:
a) was all in Polish language,
b) display mode was fixed to PAL.
Now in 2010 I created my own "GUI Framework". It's pretty generic, so could be probably used on any platform, but I created dedicated renderers, input systems, texture managers, io systems for PC Windows (rendering using OpenGL) and PS2. I finally got bored of the unit tests (well... for some systems "unit" tests were not really even possible, he, he). So along with Berion we decided to re-release changed MCAnnihilator. It uses the new framework to do all the GUI. The core part is mostly the same as the one from 2007 (just some fixes done). So it now supports multiple languages, can display in PAL/NTSC/VGA. It doesn't make a full use of the framework (just some simple windows, effects, text printing, input, etc.), but it was a great "real life" test for it. I was able to find many bugs (especially in PS2 Vram Manager). I've also noticed the fwork needed some additional stuff. Nevertheless, although it's just a test, it is a fully fledged application.
2. Basic usage.
The video mode needed should be detected automatically (for PAL/NTSC - depending on console). But if it fails for some reason, you can always force particular mode by keeping a button pressed during application startup. The options are as follows:
a) PAL - press dpad RIGHT.
b) NTSC - press dpad LEFT.
c) VGA (640x480) - press dpad UP.
All the gfx has been made with PAL (640x512 framebuffer) mode in mind, so for NTSC (640x448 framebuffer) and VGA (640x480 framebuffer), everything is downscaled to match the screen and preserve on-screen aspect ratio (not the framebuffer pixel ratio). This makes the app to look a little bit worse in NTSC and VGA. One possibility would be to move the screen up and not scale it. But that caused top and bottom to be cut off... And the on-screen aspect ratio would change (so everything would look like it was stretched vertically up).
The possibility to exit application and launch another elf (browsing) has been added just before the release... Take it as an experimental feature. It should work fine, though.
The keys are pretty straightforward. Some are not that obvious, but whenever needed, a hint is displayed to make sure the user knows what to do.
- dpad up/down: change menu item selection, change file selection in explorer.
- dpad left/right: change horizontal menu item selection (yes/no), change submenu item selection (fast/full formatting), change memory card size in the size selection window to the nearest of 8/16/32/64/128MB.
- L1/R1: change memory card size in the size selection window by the unit of 1MB, jump to the next/previous page in file explorer.
- L2/R2: enable/disable file mask in file explorer (on by default).
- START: display virtual keyboard in file explorer, display "thanks/about" window.
- SELECT: when in main menu (card selection screen), display "exit to" dialog and browser to select elf file to exit to, display memory card info screen when in memory card screen (there is also an additional menu item that does exact same thing).
- X: confirm.
- TRIANGLE: cancel/return.
I decided to put the key mapping for virtual keyboard in separate paragraph to make things easier for everyone. You can open the virtual keyboard when using file explorer in write mode by pressing START button.
- left analog stick: move cursor.
- dpad: move cursor (you can switch analog mode on/off by using
- X: "press" the highlighted key.
- SQUARE: space (can also be pressed on screen).
- CIRCLE: backspace (can also be pressed on screen).
- R1: shift (active only when button is pressed, can also be pressed on screen).
- L1: caps lock on/off (can also be pressed on screen).
- START: enter (confirms filename, exits keyboard, can also be pressed on screen).
- TRIANGLE: exit keyboard without selecting filename.
3. Menu items description.
It basically does what it says. The iop code will clear all the card blocks, check the card for bad blocks (multiple times to make sure) and save bad blocks in an array, then it will write the new filesystem. There are two options: "Fast" and "Full". Fast should be ok for most cases. Full makes additional bad block checks and writes all the card pages (necessary in some cases... takes few times as long as fast). Fast is the default (you can just leave it... unless you're experiencing some problems).
Clears all blocks. It leaves the card in a state it should be when you bought it (totally clear, no filesystem on card). Then
you can use PS2 Browser, in-game tools or whatever you like to format it.
CREATE MC IMAGE
Creates an image of memory card (or a portion of it) and stores it in a selected place. Creates a raw memory card image (without ECC after every page, so you can mount it in uLE or use it with mcsio emulator or OPL). Stores MCI descriptor file for PS2 memory cards.
RESTORE MC IMAGE
Restores an image of memory card (writes the selected image to the physicall memory card). Only raw memory card images are supported - no ECC block after every page (no worries, MCA will calculate ECC on the fly if needed). If the image is shorter than the card capacity, an error will be displayed (all the image data will be written, though). IMPORTANT NOTICE: MCA WILL NOT CHECK FOR BAD BLOCKS WHEN RESTORING THE IMAGE. THAT WOULD REQUIRE TO CHANGE THE IMAGE DATA, WCHICH IS UNACCEPTABLE (it's fine only if you're trying to store standard MC filesystem data... which is most likely the only thing you will do, but for the sake of versatility, it has to be left this way.)!
MEMORY CARD INFO
Displays some basic information regarding the card in currently selected slot. There is a "shortcut" to this option - just press "SELECT" button.
This application is free and provided "as is", without warranty of any kind, either expressed or implied. The authors cannot be held responsible for any damage to the hardware or data loss caused by application usage and missusage.
~ ffgriever & berion 09.09.2010
This file describes mymc, a utility for manipulating PlayStation 2 memory card images as used by the emulator PCSX2. Its main purpose is to allow save games to be imported and exported to and from these images. Both MAX Drive and EMS (.psu) save files are fully supported, however save files in the SharkPort/X-Port and Code Breaker formats can only be imported and not exported. In addition to these basic functions, mymc can also perform a number of other operations, like creating new memory card images, viewing their contents, and adding and extracting individual files.
A simple, hopefully easy to use, graphicial user interface (GUI) is provided, but it's limitted to only basic operations. More advanced opterations require the use of a command line tool. To install mymc, unpack the downloaded ZIP archive to a new directory on your machine.
You can then run the GUI version of mymc by openning that newn directory with Windows Explorer and double clicking on the "mymc-gui" icon. To make it easier to access, you can drag the "mymc-gui" icon to either your Desktop, Start Menu or Quick Launch toolbar. Make sure if you do so, that you create a shortcut to "mymc-gui.exe". If you copy the file instead, the program won't work.
The command line utility can be invoked from the Windows Command Prompt by using the "mymc" command. The executable "mymc.exe" and
number of support files and these file must kept together in the same directory. To run the command you need to either add the directory where you unpacked the distribution to your PATH or type the full pathname of the executable. For example if you unpacked mymc to a directory named "c:\mymc" you need to enter "c:\mymc\mymc.exe" to run the program.
The second important thing to note is that mymc is only "alpha" quality software. This means that has is been released without extensive testing and may be unreliable. While it works fine for me, the author, it might not work as well for you. For that reason you should be careful how you use it, and prepared for the eventuality of it corrupting your save game images or producing garbage save files.
If you're worried about this, one make things safer is to use two memory card images. Use the first image to load and save your games ith under PCSX2, and the second image to import and export saves games using mysc. Then use the PS2 browser to copy files between two card images.
The GUI for mymc is should be easy to use. After starting mymc, you can select the PS2 memory card image you want to work with by selecting the "Open" command by pressing the first button on the toolbar. You can then import a save file clicking on the Import toolbar button. To export a save files, first select it and then press the Export button. You can delete a save file permanently from your memory card, by selecting the "Delete" command from the File menu.
Do not try to use mymc to modify a memory card image while PCSX2 is running. Doing so will corrupt your memory card.
COMMAND LINE TUTORIAL
The basic usage template for mysc is "mymc memcard.ps2 command". The first argument, "memcard.ps2" is the filename of the memory card image while "command" is the name of the command you wish to use on the image. So for example, assuming you've installed mymc in "c:\mymc" and you've installed PCSX2 in "c:\pcsx2" you could enter the following command to see the contents of the memory card in the emulator's slot
c:\mymc\mymc c:\pcsx2\memcards\Mcd001.ps2 dir
You would see output something like this:
BASLUS-20678USAGAS00 UNLIMITED SAGA
154KB Not Protected SYSTEMDATA
BADATA-SYSTEM Your System
5KB Not Protected Configuration
173KB Not Protected Arias
7,800 KB Free
This is the simple "user friendly" way to view the contents of a memory card. It displays the same information you can see using the PlayStation 2 memory card browser. On the right is name of each save, and on the left is the size and protection status of the save. Also on the left is one bit of information you won't see in the browser, the directory name of the save file. PlayStation 2 saves are actually a collection of different files all stored in a single directory on the memory card. This is important information, because you need to know it to export save files.
As mentioned above, if you know the directory name of a save, you can export it. Exporting a save creates a save file in either the EMS (.psu) or MAX Drive (.max) format. You can then transfer the save to real PS2 memory using the appropriate tools. You can also send the saves to someone else to use or just keep them on your hard drive as a backup. The following command demonstrates how to export a save in the EMS format using mymc:
c:\mymc\mymc c:\pcsx2\memcards\Mcd001.ps2 export BASLUS-20448-0000D
This will create a file called "BASLUS-20448-0000D.psu" in the current directory. To create a file in the MAX format instead, use the export command's -m option:
c:\mymc\mymc c:\pcsx2\memcards\Mcd001.ps2 export -m BASLUS-20448-0000D
This creates a file named "BASLUS-20448-0000D.max". Note the "-m" option that appears after the "export" command.
Importing save files is similar. The save file type is auto-detected, so you don't need use an "-m" option with MAX Drive saves. Here's a couple of examples using each format:
c:\mymc\mymc c:\pcsx2\memcards\Mcd001.ps2 import BASLUS-20035.psu
c:\mymc\mymc c:\pcsx2\memcards\Mcd001.ps2 import 20062_3583_GTA3.max
- To get general help with the command line utility use the "-h" global option (eg. "mymc -h"). To get help with a specific command use the "-h" option with that command (eg. "mymc x import -h"). In this later case, you need to specify a memory card image file, but it's ignored and so doesn't need to exist.
- Both executables in the Windows version, "mymc.exe" and "mymc-gui.exe" do the same thing and support the same options. The difference is that "mymc" is console application, while "mymc-gui" is a Windows appliction. Currently, using "mymc" to start the GUI will result in a fair amount debug messages being printed that are normally not seen "mymc-gui" is used.
- It's possible to use mymc create images that are bigger (or smaller) than standard PS2 memory cards. Be very careful if you do this, not all games may be compatible with such images.
- The bad block list on images is ignored. Since memory card images created with either PCSX2 or mymc won't have any bad blocks, this shouldn't be a problem unless you've somehow extracted a complete image from a real memory card and expect to copy it back.
- The PS2 only uses at most 8,000 KB of a memory card, but there is actually 8,135 KB of allocatable space on a standard error-free memory card. The extra 135 KB is reserved so that memory card with bad blocks don't appear to have less space than memory cards with fewer or no bad blocks. Since there are no bad blocks on memory card images, mymc uses the full capacity provided by standard memory cards.
PYTHON SOURCE DISTRIBUTION
The "source code" distribution of mymc is provided for users of Linux and other non-Windows operating systems. It uses the same Python code that the Windows distribution is built with (using py2exe) and supports all the same functionality. One big difference is that the Windows DLL "mymcsup.dll" is not included and as a result compressing and decompressing MAX Drive saves will be as much as 100 times slower.
The GUI mode is hasn't been extensively tested on non-Windows systems, and the 3D display of save file icons requires the DLL. The Python source version should support big-endian machines, but this hasn't been tested.
by Ross Ridge.
myPS2 is an application with that you can browse your file, view images, hear music on your ps2 with a nice GUI.
Omniconvert, like its predecessor, MAXConvert, can encrypt and decrypt codes for many devices. As of this release (2008) it handles codes for all commercially available devices available in North America, and most (if not all) devices available in Europe and Asia. More than that is designed to perform the more common translations of codes from one device to another. It is also capable of creating update files for the three modern devices.
This help file will describe the primary features, and assist you in using the program.
This program's appearance is an amalgam of MAXConvert and CB2Crypt. I had always wanted to clean up the interface of MAXConvert by moving many of its options to menus, but people were somewhat accustomed to the way MAXConvert was, through it and virtually every other tool. When CB2Crypt used this sort of organization without getting many public complaints, it seemed like Misfire had paved the way. Hopefully, I won't regret following down it...
Features of Omniconvert
Supported Encryptions and Devices
Omniconvert can encrypt and decrypt codes for any major commercial device currently on the market. The only encryptions it does not handle are those that may be used by lesser known devices that are generally knock-offs of one of the better known devices. Typically, you can make codes compatible with those devices by either using unencrypted codes, or by encrypting the codes for one of the devices named in Omniconvert's menus. The encryptions listed in the menu are:
Action Replay MAX Action Replay Version 1 Action Replay Version 2 CodeBreaker Version 1 and Up CodeBreaker Version 7 and Up Gameshark Version 1 Gameshark Version 2 Gameshark Version 3 and Up Xploder Version 1 and Up Xploder Version 4 and Up Additionally menu items are present for Xploder Version 5+, and GameShark Version 5+. Those devices use the same encryption as their immediate predecessor (GameShark Versions 3-4 and Xploder Version 4), but they add a line to each code as a verifier. The extra option is there to force creation of this verifier when necessary. It is known to be optional on some versions that can utilize it. Therefore you may choose the lower version, if you wish to forgo the additonal line.
Omniconvert will attempt to translate codes between devices. It handles the common translations that can occur, and a few of the more complex, rarer translations. Due to compatibility issues between devices, 100% translation is not possible, and some of the most complex translations are impossible to handle automatically. Error text will replace the code output if a cheat contains codes that cannot be translated to the target device.
Omniconvert can save youre data to several formats. Action Replay MAX Code Lists (.bin) files. CodeBreaker Cheat (.cbc) files. Xploder/GameShark/Xterminator Update (.p2m) files. Plain text files. Contributors to Omniconvert
Pyriel: The maintainer of this program. Interface, cheat file serialization, GameShark/Xploder/Xterminator crypt and utility routines. Misfire: CodeBreaker crypt routines, from CB2Util and CB2Crypt, and Action Replay Version 2 crypt routines. Parasyte: Action Replay MAX encryption. Much thanks is due to Misfire and Parasyte for the hard work that went into their respective works, and for releasing them under open source rules. Testing and Other Assistance
Bfoos ChaosZage Hacc Lee4 Skiller Toto67
Open PS2 Loader (OPL) is a 100% Open source game and application loader for the PS2 and PS3 units. It now supports *.ISO images on HDD, Ethernet SMB shares, and USB while also maintaining compatibility with USB Advance/Extreme format. It's now the most compatible homebrew loader and it should work without ps2load or change DNASXXX.IMG tricks.
How to use
OPL uses the same directory tree structure across HDD, SMB, and USB modes ...
--- "CD" (for games on CD media - i.e. blue-bottom discs) --- "DVD (for DVD5 images; DVD9 images on USB must be split) --- "VMC" (for 8MB Virtual Memory Card images) --- "CFG" (for saving per-game configuation files) --- "ART" (for box and disc art images) --- "THM" (for themes support) ---
Game files on USB must be perfectly defragmented either file by file or by whole drive, and Dual Layer DVD9 images must be split to avoid the 4GB limitations of the FAT32 file system. We recommend Power Defragmenter for best defragging results, and our own comman line tool iso2usbld to convert or split games into USB Advance/Extreme format ...
Other utilities are: USBUtil 2.0, USB Extreme installer or USB Insane.
For loading games by SMB protocol you need to share a folder (ex: PS2SMB) on the host machine or NAS device and make sure that it has full read and write permissions. USB Advance/Extreme format is optional - *.ISO images are supported using the folder structure above with the added bonus that DVD9 images don't have to be split if your SMB device uses the NTFS or EXT3/4 file system.
For PS2, 48-bit LBA internal HDDs up to 1TB are supported. They have to be formatted with either WINHIIP or uLaunch. From there, use uLaunch to make a partition (rec. minumum of 2GB) named "OPL". If OPL detects this partition at start up, it'll automatically create the above directory structure. Use it to migrate ART, THEMES, CFGs, VMCs, etc. off your MC or USB stick to the internal HDD and free up space on those devices.
To launch OPL, you can use any of the existing methods for loading an executable elf.
On PS3, you need an original SwapMagic 3.6+ or 3.8 disc (at the moment there aren't any other options). The steps for loading OPL on a PS3 are:
1. Rename OPNPS2LD.ELF to SMBOOT0.ELF
2. Make a folder in root of USB device called SWAPMAGIC and copy SMBOOT0.ELF to it.
3. Launch SwapMagic in PS3 and press UP+L1 then Open PS2 Loader should start.
There are 4 forms for launching elfs in SwapMagic.
SMBOOT0.ELF = UP + L1
SMBOOT1.ELF = UP + L2
SMBOOT2.ELF = UP + R1
SMBOOT3.ELF = UP + R2
With this tool managing your OPL game collection was never so easy!
With just some clicks you can:
fix/change iso files names download game cover,disc, and screen-shots (batch and per game) clean your art folder for unused art Edit Cheat Files
PGEN is a Sega genesis/Mega Drive Emulator for the PS2. It can read Roms from various sources.
HDDChecker is a disk diagnostic tool meant for testing the health of your PlayStation 2 console's Harddisk Drive unit.
It now supports maintenance of the partitions on the disk too.
It was conceived and constructed because I didn't want to see anymore poor SCPH-20400 units being cut open, just to have the disks within them taken out for testing. >_>
1. Detects and lists the model, serial, firmware and S.M.A.R.T. status of HDD unit 0 (Primary Master).
2. Performs a surface scan of the disk.
3. Supports 48-bit LBA disks up to 2TB.
4. Performs zero-filling of the disk.
5. With the surface scan, bad sectors found might be remappable.
Writing to a to-be-remapped sector (those hard-to-read sectors, as recorded by the disk)
may kick off the actual sector remapping process.
However, this has not been widely tested and is manufacturer-specific.
6. Checks for damage to the APA scheme and PFS partitions.
7. Optimizes the partitions on the HDD to reclaim space.
*Disks up to 2TB are supported. Any capacities beyond that will be truncated to 2TB.
*Do not use (usually old) disks that are not compliant with the ATA-4 specification.
Like with every other PlayStation 2 software out there that supports the ATA interface, the disk is expected to support UDMA mode 4 and S.M.A.R.T.
*If the disk's S.M.A.R.T. status is indicated to be no good (NG status), the disk is about to fail and should be replaced.
*This tool may not be able to successfully remap sectors on all drives, as there isn't an official specification on remapping sectors within the ATA specification.
If writing to a bad sector isn't sufficient to cause the disk to automatically remap it, the manufacturer's tools may have to be used instead.
*If a bad sector cannot be remapped, the disk is dying and should be replaced.
*As zeros will be written to the bad sector in an attempt to cause the disk to remap it, the data stored within the bad sector will be lost.
Do not choose to remap the sector if it contains data that cannot be lost.
As of HDDChecker v0.96, a new logging feature has been added.
4 log files will be generated:
When scanning is done:
When optimization is done:
No log files will be generated for surface scanning or zero-filling,
as the purpose of these log files is allow what was done during the scanning and optimization operations to be explained.
If you experience problems with HDDChecker's scanning and optimization functionality, please contact the developer and provide the log files.
How to setup this software:
Extract the main binary (HDDChecker.elf) and the lang folder (do not delete any files), and place both of them in the same place.
The only supported devices are the HDD unit, Memory Card and USB mass storage device.
This software would not have been possible without the support of other users. Special thanks to: Berion, for the icons. Translators. krHACKen, giving reports on the S.M.A.R.T. status bug and contributing research materials.... and all users!
Este exploit nos permite ejecutar código ELF en nuestra consola mediante una Memory Card y un juego de PlayStation.
Ejecutar CDGenPS2. Configurar SYSTEM.CNF para ejecutar EXPINST.ELF. Configurar el TITLE.DB ( ejecutar: titleman -a SCES_xxx.xx ) Copiar SYSTEM.CNF, EXPINST.ELF y el resto de archivos del exploit al CDGenPS2. Copiar la carpeta FILES ( contiene los programas que se copiaran a la MC ) Compilar la grabación y se quema con un programa Standard a la velocidad mínima posible. Ejecutar el resultado en una PS2.
PS2 Intro Loader is a homebrew application that enables you to play a custom intro video file on your PlayStation 2. It will then exit to a specified ELF stored on your Memory Card.
It is designed to be launched on console boot as AUTO E1 Launch Key via FMCB/FHDB.
Place a video file named 'intro.avi' onto the root of USB device. E.g. mass:/intro.avi Place INTROLDR.ELF on either MC, when first launched it will create an 'INTRO' folder containing a config file on MC. The default ELF that will be launched on exit is mc1:/BOOT/BOOT.ELF - if not found, the Browser will be launched. If launched from any device other than MC, the default settings will be used and the Browser will be launched on exit. Run INTROLDR.ELF - via FMCB, LaunchELF or any other homebrew ELF launcher.
The config file can be customised and either USB or HDD can be specified for source of video. If using internal HDD, ensure that video is stored in the 'common' partition. E.g. pfs:/__common/intro.avi The video mode can also be specified in the config file, the options are: AUTO, NTSC, PAL, and 720p. The exit path can be customised to launch any ELF stored on your MC in either slot. The intro video filename can also be changed by editing the config file.
Support Media Types
Only media files supported by Simple Media System(SMS) can be used. For the AVI container (.avi), SMS supports DivX and Xvid codecs. SMS also supports MPEG-2 video.
It is advisable to test any videos in SMS v2.9 R4 before using them with PS2 Intro Loader.
There are many tools freely available to convert any videos to XVID format.
Con esta aplicación podemos conectar el HDD de PS2 al PC mediante IDE o USB y asi poder añadir archivos de cualquier tipo a la partición que queramos, así como también ver y editar las particiones del HDD de la consola.
PS2 exploit for demo discs containing Yabasic that allows arbitrary code execution.
Install the PS2DEV toolchain (really you just need a MIPS compiler), place your assembly payload in payloads/name.s and run make to build it into a Yabasic exploit.
On PS2, run the %lg patch corresponding to your disc first. EG: for PBPX-95205 that will be in out/patches-95205.yab.
Then you can run your payload (located at out/name.yab).
If your payload writes a value, you'll need to run the feEgG patch, and then you can run the debugger program to print it (both in out/patches-version.yab).
If you want to reference a string in your payload, create a corresponding string file (EG: boot-fifa.s and boot-fifa.string).
The string will be about 0x240 bytes before the payload, depending on its length, so can be referenced by $a1 - 0x240. maker.c shows how the string length changes the amount of heap space required - it's kind of weird.
Play Station 2 CDVDCheck Protection Remove/Restore
Este programa es Freeware, libre de distribución (acompañado siempre de este leeme) y no está sujeto a ningún tipo de ley.
El hecho de no estar sujeto a ninguna ley no implica el poder modificar el programa de ninguna manera sin el expreso consentimiento del autor.
Características de la versión 1.31:
Añadidas más rutinas de Chequeo
** Gracias Folken, por tu gran ayuda. **