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115 archivos

  1. Open PS2 Loader (OPL)

    Open PS2 Loader (OPL) es un cargador de juegos y aplicaciones para Playstation 2 y Playstation 3, de código abierto.
    Ahora soporta imágenes .ISO desde el HDD, compartir a través de Ethernet SMB y USB mientras mantiene la compatibilidad con los formatos de USB Advance y USB Extreme.
    Actualmente es el cargador homebrew más compatible y puede funcionar sin ps2load o cambiar los DNASXXX.IMG.
    Cómo usar Open PS2 Loader (OPL)
    Open PS2 Loader utiliza la misma estructura de arbol de directorios a través de los modos HDD, SMB y USB:
    --- "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)  ---
    USB
    ---
    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.
    ---
    SMB
    ---
    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. 
    ----
    HDD
    ----
    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
  2. OPL Manager

    Con OPL Manager podrás gestionar cómodamente tu colección de juegos de Open PS2 Loader (OPL) de una forma fácil.
    Con solo unos cuantos clicks puedes:
    Corregir o cambiar el nombre de los archivos ISO Descargar carátulas, discos y capturas de pantalla, tanto de todos los juegos como de forma individual Limpiar tu carpeta de arte de arte no utiliado Editar archivos de trucos
    OPL Manager es una aplicación creada por danielb.
  3. Open PS2 Loader Updater

    Open PS2 Loader Updater es una herramienta que te permite actualizar rápidamente Open PS2 Loader en tu PS2 a la última versión beta disponible. Todo lo que necesitas es encender tu PS2, iniciar el servidor FTP y ejecutar este programa.

    No es necesario utilizar ningún dispositivo USB para transferir el programa.
    Open PS2 Loader Updater es una aplicación creada por KcrPL.
  4. PFS BatchKit Manager

    PFS BatchKit Manager es un gestor de contenido para el disco duro de Playstation 2.
    ¿Cómo instalar juegos de PS2 en el disco duro?
    Copia el .BIN/CUE en la carpeta CD Copia el .ISO en la carpeta DVD
    ¿Cómo configurar un HDD-OSD?
    Formatea el disco duro con wLaunchELF Instala FreeHDBoot (desde el disco duro) Crea la partición +OPL Instala HDD-OSD Instala tu juego Injecta el boot.KELF (en el menú HDD-OSD) Ejecuta OPL, pon el disco duro en auto start y guarda. Aplicación creada por GDX.
  5. HDL Batch Installer

    HDL Batch Installer es una GUI para HDL_Dump.

    Características principales de HDL Batch Installer:
    Instala varios juegos a la vez Extrae varios juegos a la vez Asignar automáticamente el título del juego original antes de la instalación Inyecte MiniOPL en la partición del juego (para iniciar el juego desde HDD-OSD) Inyecte MBR.KELF en el disco duro Editar el título del juego Inyección masiva de KELF e íconos en cada juego instalado Aplicación creada por israpps.
  6. MechaPwn

    Cualquier problema abierto que no sea un problema real, sino una pregunta, será cerrado.
    Descargo de responsabilidad: NO UTILICE A EN UN DTL/DEX REAL; Esto establece la bandera QA que fuerza el uso del keystore de retail, esto rompería la compatibilidad de la tarjeta de memoria.
    Las banderas DEX reales (no QA) no se han añadido a la versión pública de mechapwn por su propia seguridad.
    Los autores no se responsabilizan si rompes/dañas tu consola Playstation 2 usando este software.
    Esta herramienta se puede utilizar para cambiar de región y configuración de las consolas mechacon base Dragon.
    Esto significa que las consolas Playstation 2 desde los sistemas SCPH-5000X hasta los SCPH-90000X son compatibles (con la excepción de las consolas DESR (PSX) que no son compatibles en este momento, una futura actualización está prevista para resolver esto)
    Las unidades más antiguas de Playstation 2 NO utilizan un mechacon basado en Dragon y por lo tanto no son compatibles, no se planea soporte para ellas en el futuro.
    ¿Cómo utilizar MechaPwn?
    Asegúrese de que si está usando FMCB tiene instalada la v1.966 "multi install". Ejecute Mechapwn una vez para instalar el parche/payload del exploit, se hará una copia de seguridad inicial de su eeprom de mechacon en el dispositivo de almacenamiento masivo usb (¡manténgalo a salvo!), luego apague la consola desconectándola de la red eléctrica cuando se le pida (mechacon está encendida incluso cuando la cpu de la ps2 está apagada, así que realmente necesita desconectar el cable de alimentación). Vuelve a ejecutar Mechapwn para elegir la región que quieres. Elige si quieres usar el desbloqueo forzado o restaurar el conjunto de parches original (y desinstalar el parche del exploit) desde tu copia de seguridad de mechacon. Tendrás que volver a instalar el parche de explotación para cambiar tu región de nuevo
    Explicaciones de las opciones del menú:
    CEX (Retail) sólo establecerá la bandera de región y el ID de máquina de su elección (no se aconseja mezclar y combinar diferentes tipos de ID de máquina, por ejemplo, establecer un ID SCPH-75001 a una consola SCPH-50004.
    Retail-DEX (Debug) le permitirá establecer una configuración/región QA Flagged DEX con un ID de máquina DEX de su elección, esto permite a mechacon leer discos de todas las regiones así como masterdiscs (la opción retail no lo hace).
    ¿Cómo funciona?
    Los MechaCon basados en Dragon (SCPH-500xx y más recientes) almacenan banderas de configuración y parches encriptados en su eeprom, la clave DES del parche fue eventualmente forzada lo que permitió la ejecución de código en esas unidades y que el almacén de claves completo fuera volcado.
    Normalmente el área de parches está protegida contra escritura y no puede ser escrita en tiempo de ejecución, excepto cuando se utiliza el PMAP en modo TEST (esto requiere soldadura), además el área de configuración sólo puede ser escrita cuando está vacía.
    Esto se hace para evitar que un atacante o cualquier persona ajena a la propia fábrica de Sony pueda sobreescribir la configuración del mechacon.
    Sin embargo, se ha encontrado un fallo explotable en la función writeconfig que permite escribir datos arbitrarios en el área de configuración,
    esto permite escribir un parche de mechacon que deshabilita la protección de escritura en los bits de configuración de mechacon y así establecer regiones y banderas específicas en mechacon.
    Esto permite lo siguiente:
    En SCPH-500xx y SCPH-700xx: Desactivar la comprobación de la región del disco (los discos ps1 y ps2 de todas las regiones así como los masterdisc montan con datos accesibles) Cambiar la región que reporta la consola, así como cambiar la región del disco/kelf que permite mechacon BOOT discos PS2 originales de las regiones NTSC-J y NTSC-U directamente desde el OSD (sólo unidades NTSC-J) BOOT discos originales PS2 todas las regiones directamente desde el OSD (NTSC-U y ASIA (no NTSC-J) unidades solamente) Arrancar discos originales de PS2 de todas las regiones, así como Masterdiscs de PS2 de todas las regiones, omitiendo la comprobación del logotipo (por ejemplo, cargando un disco con ulaunchelf) Consolas NTSC-J y PAL: Cargar discos originales de PS1 de la región original de la consola Consolas NTSC-U y ASIA (no NTSC-J): BOOT de discos originales PS1 de todas las regiones En los modelos SCPH-7500X y posteriores (también conocidos como consolas Deckard) Desactivar las comprobaciones de región de los discos (los discos ps1 y ps2 de todas las regiones, así como los masterdisc, se montan con datos accesibles) Cambiar la región de la ROM IOP (la ROM establece un banco específico de acuerdo con las banderas de región de mechacon) Cambiar la región que la consola reporta como, así como cambiar la región del disco/kelf que mechacon permite BOOT discos originales PS2 todas las regiones directamente desde el OSD Arrancar discos originales de PS2 de todas las regiones así como Masterdiscs de PS2 de todas las regiones saltando la comprobación del logo (por ejemplo cargando un disco con ulaunchelf) Arrancar discos originales de PS1 de todas las regiones FAQ:
    ¿Por qué las consolas PAL/NTSC-J no reproducen discos NTSC/PAL (en scph-70000 y anteriores)?
    La ROM IOP de esas consolas ha aplicado estrictas comprobaciones de descifrado de logotipos tanto en la BIOS de la PS1 como en la de la PS2, que la BIOS de la NTSC-U (también utilizada en las consolas ASIA) no tiene.
    ¿Por qué las consolas no ejecutan los masterdiscs directamente desde el OSD?
    Existe una protección adicional en el DSP, que es diferente en las consolas retail y debug, la debug permite a mechacon almacenar la clave xor del masterdisc en sus registros, la retail no. Saltarse la comprobación del logo salta esta protección (esto se puede hacer usando ule o un futuro parche cdvdman usando un homebrew de ps2)
    Mi PS2 tiene un modchip. ¿Me funcionará?
    No lo sabemos. Esto depende del modchip que estés usando, se ha reportado que algunas revisiones del chip modbo 4.0 no se deshabilitan realmente cuando se "deshabilitan" causando conflictos/problemas de compatibilidad con los cambios de región de mechapwn, mientras que hemos visto que funciona con un modbo 5.0 con deshabilitación que sí funciona como se pretende (con todas las características del modchip aún funcionando cuando se habilita en la consola convertida).
    ¿Por qué mi PS2 ya no reproduce DVDs / FreeDVDBoot ha dejado de funcionar?
    El KELF del reproductor de DVD dentro de la BootROM (BIOS) está bloqueado por región en las consolas no deckard (pre SCPH-750XX). Desde que cambiaste la región de la consola no puede ejecutar ese archivo. Para arreglar eso necesitas instalar una actualización del DVD Player en tu tarjeta de memoria.
    ¿Por qué FreeMCBoot dejó de funcionar?
    La versión 1.8 es un reproductor de DVD KELF y tiene el mismo problema que los reproductores de DVD.
    La versión 1.9 es soportada, pero tienes que asegurarte que tienes la versión multi-región ("multi install") instalada.
    Aplicación creada por MechaResearch.
  7. POPStarter Game Installer for OPL

    POPStarter Game Installer es una aplicación que permite instalar juegos de PS1 (PSX) en formato POPStarter listos para usar con OPL oficial.
    Instrucciones de uso
    Ejecuta POPStarterGameInstallerforOPL.exe Selecciona el dispositivo donde deseas instalar los juegos Pulsa el botón "Instalar juego" Selecciona el juego que deseas instalar (al seleccionar un archivo re recomendamos que selecciones el archivo .CUE o .CCD, pero puedes elegir igualmente el .BIN, .IMG o .ISO) Espera hasta que finalice la instalación Repite los pasos de 3 a 5 para instalar más juegos ¿Cómo agregar más carátulas a la aplicación?
    Para ahorrar espacio, solo se incluye una pequeña base de datos de arte estadounidense. Podemos agregar nuestras propias carátulas a la carpeta "Art" de la aplicación siguiendo este formato: [GAMEID] _COV.jpg" (o png). Por ejemplo "SCAJ_010.01_COV.jpg".
    Aplicación creada por HWNJ.
  8. USB Installer

    USB Installer es una aplicación que nos permite instalar nuestros juegos de PS2 (con arte) en una memoria USB, por lo que podremos jugarlos con OPL, PS2ESDL o USBAV.

    Características de USB Installer:
    Instala juegos de PS2 en formato ul. * Instalación de cadena Pone portadas a los juegos al instalarlos Sonido al finalizar Funcional con iso, bin, img, mdf, etc, tanto en CD como en DVD Automáticamente acorta el nombre y elimina SXXS _ ###. ## del nombre Pendiente por poner:
    Sigue siendo BETA, solo instala juegos, pone covers y elimina. Aún queda pendiente arreglar errores en el Eliminador que a veces pierde el ul.cfg (les recomiendo eliminar juegos con USBUtil de ISEKO) (también pueden recuperar el ul.cfg con USBUtil). Queda ponerle la función de crear dispositivo FMCB. Pendiente que acepte traducciones a otros idiomas. Instrucciones de instalación:
    Descarga el archivo desde aquí mismo Descomprímelo Instala el programa desde el archivo "USB Installer 3 Setup [3.1] .exe" Configúralo NOTA: Ya incluye una minibase de carátulas de unos 40MB. Puede configurarlo para utilizar su propia base de datos de arte alternativa.
    Créditos:
    Autor: Howling Wolf Naru-José Colaboradora: Chelsea_Fantasy Testeo: Chelsea_Fantasy FALLEN ibisjc 2014 Howling Wolf & Chelsea Software.
  9. PS2SX

    PS2SX es una GUI para PS2PSXe.
    Instalará, configurará, decorará y gestionará tus juegos de PS1 (PS-X) y te permitirá ejecutarlos desde el puerto USB de tu PlayStation 2 con facilidad y comodidad, acompañado por supuesto de un diseño de interfaz agradable a la vista.

    Características de PS2SX:
    Cubierta de soporte de arte Configuraciones por juego Utilice cualquier revisión de PS2PSXe que desee (todas, incluido r202 en el mismo paquete) Y más ... solo échale un vistazo PS2SX utiliza versiones personalizadas de las siguientes aplicaciones:
    PS2PSXe RadShell uLaunchELF Aplicación creada por HWNJ.
  10. Memory Card Annihilator

    Memory Card Annihilator es una herramienta creada en 2007. Su objetivo principal es formatear / desformatear tarjetas de memoria (tanto PS2 como PSX), así como gestionar imágenes de tarjetas de memoria (crear imágenes de tarjetas físicas y escribir imágenes en tarjetas físicas). Se puede utilizar para restaurar tarjetas rotas por otros formateadores a la normalidad (por ejemplo, cuando MCKiller y herramientas similares han formateado una tarjeta de 64 MB a 8 MB).
    Tiene un manejo de bloques bastante bueno, por lo que incluso las tarjetas gastadas deberían funcionar bien después del formateo (a menos que sea el primer bloque que se atornilló, debido a la forma en que mcman maneja las tarjetas al reconocer el sistema de archivos, no creo que este tipo de El error podría resolverse de una manera diferente a la reasignación de bloques de hardware).
    La versión anterior, aunque funcionó muy bien (obtuvo bastantes historias de éxito), tenía dos grandes inconvenientes:
    a) estaba todo en polaco, b) el modo de visualización se fijó en PAL. Ahora, en 2010, creé mi propio "Marco GUI". Es bastante genérico, por lo que probablemente podría usarse en cualquier plataforma, pero creé renderizadores dedicados, sistemas de entrada, administradores de texturas, sistemas io para PC Windows (renderizado usando OpenGL) y PS2. Finalmente me aburrí de las pruebas unitarias (bueno ... para algunos sistemas las pruebas "unitarias" ni siquiera eran posibles, él, él). Así que, junto con Berion, decidimos volver a lanzar MCAnnihilator modificado. Utiliza el nuevo marco para hacer toda la GUI. La parte principal es prácticamente la misma que la de 2007 (solo se han realizado algunas correcciones).
    Por lo tanto, ahora admite varios idiomas, se puede mostrar en PAL / NTSC / VGA. No hace un uso completo del marco (solo algunas ventanas simples, efectos, impresión de texto, entrada, etc.), pero fue una gran prueba de "vida real" para él. Pude encontrar muchos errores (especialmente en PS2 Vram Manager). También he notado que el fwork necesitaba algunas cosas adicionales. Sin embargo, aunque es solo una prueba, es una aplicación completa.

    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
    "mode" button).
    - 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.
    FORMAT
    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).
    UNFORMAT
    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.
    5. Disclaimer.
    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
  11. USBUtil

    USBUtil es una aplicación para Windows cuya función principal es dividir la copia de seguridad (ISO) de los juegos de PS2 en partes de 1GB para poder ejecutar juegos mediante USB (ya sea una memoria USB o HD Externo).

    Y es que recordemos que para que la consola detecte una unidad de almacenamiento vía USB esta tiene que estar en formato FAT32, y archivos mayores de 4GB no son soportados por este sistema.
  12. HDLBATCH

    HDLBATCH is intended as a batch game installer for the Playstation 2 HDD using HDL_DUMP as the main mechanism for transferring games. It supports CUE/BIN files for CD games, and ISO files for DVD games (including dual- layered DVDs, aka DVD9). CDs may also be in ISO format (e.g. converted to be compatible with OPL Manager), or even a mix of both CUE/BIN and ISO formats.
    Game titles can either be specified by a gameid.txt file formatted as:
    SCPS_510.01 Moto GP 2  SCPS_510.04 Bravo Music  SCPS_510.05 Samurai  SCPS_510.06 Alpine Racer 3  SCPS_510.08 Wave Rally  SCPS_510.09 Underwater Unit  SCPS_510.10 Shikigami no Shiro  and a copy has been provided with this release. Please note that some titles, however, have far more characters than will fit on the OPL game menu, making some discs titles more difficult to distinguish. Examples such as "Xenosaga Episode III - Also Sprach Zarathustra [Disc 1]" and "Xenosaga Episode III - Also Sprach Zarathustra [Disc 2]" suggest that these two discs would appear identical on the OPL menu if only a fixed number of characters are displayed. For those games, it is recommended that the titles be adjusted. Perhaps:
        Xenosaga Ep. III (D1) - Also Sprach Zarathustra
    would suffice to keep titles distinct even if OPL menu shortens them. The gameid.txt file does not need to be sorted, but if multiple entries exist for a game, it will use the first found entry. The gameid.txt file provided herein is sorted by region code and numerical ID for organizational convenience, and is based off of the master list at PS2 OPL CFG.
    NOTE: If your game title needs to include an exclamation mark (!) make sure that all exclamation marks are preceeded with a caret (^) symbol.
    For example:
        SLUS_209.45 Destroy All Humans^!
    is the entry for the game "Destroy All Humans!" (this is required to work around a quirk with batch files and delayed expansion).
    The batch file is setup up to always do a test run first! The test run simply displays the game type (CD vs DVD), game ID, and title. All users should use a test run to check that their games will install correctly. There are several things to look out for:
    Every game MUST have a valid game ID. If HDLBATCH cannot find a valid game ID, then chances are, your game file is corrupt.  Verify that the SHA-1 or MD5 checksums match those found on redump.org Make sure that you are happy with HDLBATCH's game titles for your game. After you are satisfied with the output of the test run, edit the single option called TEST to enable the actual installation.
    PLEASE TAKE ALL PRECAUTIONS THAT YOU SELECT THE CORRECT DRIVE TARGET!
    For network installations, run hdl_svr_093.elf on the PS2, and then select option 4 (network). Enter in the IP of the PS2 when prompted. Note that network installations will most certainly depend on your network connection. For large installations, a network installation is NOT recommended (250 games totaling ~625GB takes about 1 hour 45 minutes to install when attaching the PS2 HDD to the motherboard).
    Lastly, because HDLBATCH calls HDL_DUMP, which scans your hardware for PS2 HDDs, you must run with administrator rights. Right click on the batch file, and select "Run as Administrator" and follow the prompts.
    (You may also want to disable your computer's power management so that your computer does not put itself to sleep in the middle of an install!)
    Speeds:
    PS2 HDD attached to PC motherboard via SATA    100MB/s - 150MB/s PS2 HDD via USB3 adapter (varies by adapter)    ~70MB/s PS2 HDD via ethernet                ~5MB/s
    F.A.Q.
    1.    Why HDLBATCH when HDL_HDD_Batcher and HDL Dump Helper GUI already exist?
        a) HDL_HDD_Batcher requires CDs and DVDs in two separate directories, and CDs must be in ISO format. CUE/BIN is more appropriate for CD rips. Dual-layered (DVD9) games are installed incorrectly 100% of the time.
        b) HDL Dump Helper GUI requires Java. On modern hardware and newer versions of Windows, the EXE file fails to find a runtime environment even if one is installed, although users may open the .jar file manually. Batch installing is also tedious; each file must be added to the job list. Also, HDHG uses HDL_DUMP 0.9.0, which seems to be much slower at writing to drives attached via USB.
        HLDBATCH uses a newer version of HDL_DUMP which is faster  for USB-attached drives, and handles all CD and DVD games  (including dual-layered ones) in one directory. You just run the batch file, answer a few questions, and walk away until all games are installed.
    2.    What about WINHIIP?
        WINHIIP fails to install many games properly. It has a  hardcoded limit of 255 games (which can be bypassed by tediously renaming existing game partitions). It does not support 2TB drives. And if users should ever run its  "repair" feature, games whose titles share the same first <x> characters will have collision (i.e. later partitions will overwrite previous partitions; this is often an issue with multi-disc games or games within a series that have long series names).
    3.    HDLBATCH said one of my games was not a CD/DVD even though OPL loads and plays it fine by USB/SMB. I can even view the ISO or CUE/BIN file on my PC. Should I be concerned?
        Chances are, your game file is corrupt. This might mean absolutely nothing if, say, dummy filler files do not match the official files. It is best, though, to re-rip your game and verify the checksum against those found on sites like redump.org and be safe rather than sorry should
        your game eventually crash.
    4.    My games directory is huge! Is there any way to save the test run output into a text file?
        Yes. The test run will prompt you whether you wish to use gameid.txt and the only valid answers are Y or N (must be
        capital letters). Any other response will cause a beep. After all the info is displayed, the screen will pause
        until you press ENTER. With that in mind, you can run HDLBATCH in a command prompt with admin rights as follows:
        HDLBATCH > info.txt
        and this will cause all output to be placed into the file named info.txt -- but this will also capture the prompt at the beginning and the pause at the end! So you will have to answer the question "blind" and then hit ENTER after you see the info.txt file in your file explorer window with a size greater than 0.
     
  13. HDL Dump Helper GUI

    HDL DUMP HELPER GUI es una interfaz gráfica programada en Java, la cual ayuda al usuario a usar de forma sencilla el programa de línea de instrucciones Hdl_Dump.
    Con HDL Dump Helper GUI puedes organizar tu disco duro de Ps2 con el programa de línea de  instrucciones Hdl_Dump. Puedes instalar un juego desde una Imagen-ISO o desde una unidad  CD/DVD-ROM en tu disco duro de Ps2 formateado con Hdloader a través de una conexión de red  o con el disco duro conectado localmente (IDE/USB). Puedes ver una lista de los juegos que  tienes instalados y editarlos. También puedes borrar y copiar un juego en tu pc. 
    Estas son las principales funciones. Para usar un disco duro en tu Ps2 necesitas un adaptador  de red con un disco duro compatible. También necesitas poder usar el programa HDLoader en tu  Ps2 (necesitas el disco del Hdloader o instalarlo mediante modchip, swap, etc.).
    HDL Dump Helper GUI está programado en Java, de esa forma funciona en casi todos los SO (eje. muchas distribuciones Linux, Windows) excepto MAC OS, porque no hay Hdl_Dump incluido para MAC. 
    Lo único que necesitas es la última versión del Java Runtime Environment. 
    El programa es muy explicativo gracias a su herramienta de consejos.
    Para iniciar la GUI en Windows puedes usar el archivo .exe o simplemente haz doble clic en el archivo .jar, el cual también funciona si el JRE está bien instalado. 
    Si en ambos casos no funciona ve a "Inicio" -> "Ejecutar" y escribe "cmd". Busca la carpeta  que contiene la GUI usando la instrucción "cd". 
    Ahora escribe "java -jar hdldh_gui.jar" y la GUI se ejecutará.
    Para iniciar la GUI en una distribución de Linux puedes hacer doble clic en el  bash-script ./launcher-linux si se quiere ejecutar a través de "chmod +x <file>".
    Si estás en la consola también puedes escribir ./launcher-linux o "java -jar hdldh_gui.jar".
    Puedes crear también un acceso directo en el escritorio si quieres. He incluido un icono  que puedes usar para ello en la carpeta "/files" llamado "desk_icon.png". Coge el  bash script y el icono a la hora de crear el acceso directo para el escritorio.
    Para más ayuda usa la "Ayuda" del programa.
    También puedes acceder a ella abriendo con un navegador el archivo "help_es.html" 
    que se encuentra en la carpeta files/.
    by Simon Schaal.
  14. OpenTuna

    OpenTuna is an open source version of "Fortuna", based on reverse engineering!!!.
    While Fortuna was merely a proof of concept, OpenTuna was made having future development in mind:
    It is made to be easy to use by the user. We included an easy to use installer were you only need to press X to install it. Also, we included OPL on the release package, so you are ready to play once you install it. It allows embedding compressed and uncompressed executables to the exploit icon Since it is open source, it will allow porting it to other hardware versions, including TEST consoles. Compatibility:
    Every Slim PS2 Console (SCPH-700XX, 750XX, 770XX, 790XX, 900XX) PS2 TV Only one specific FAT console model: SCPH-500XX with BIOS v1.90 How to install (using the installer):
    Copy the "OpenTuna_Installer_v1B_FINAL.ELF" to a pendrive. In your PS2, launch uLaunchELF. In uLE go to "File Browser", then "mass:/" and then look for the "OpenTuna_Installer_v1B_FINAL.ELF" file and execute it (with O or X depending on your configuration. On the installer, everything is straightforward. You should press X, then start the installation and wait until it finishes. Done! How to install (using the PSU file and the APPS folder):
    Copy the "OpenTuna.psu" file and the "APPS" folder to a pendrive. In your PS2, launch uLaunchELF(*). In uLE go to "File Browser", then "mass:/" and then look for the "OpenTuna.psu" file and highlight it. Press R1, then "Copy". (Check if there's a green label in the top right corner, if it is NOT there, then try pressing O instead of X or X instead of O when you select the "Copy" option). Go to ".." then go to "mc0:/". If you hava a folder called "OPENTUNA" or "FORTUNA", highlight it, press R1 and select "Delete" Check there's at least 1.68MB of free space in your Memory Card (check at the top). Press R1 and then select "psuPaste" (not "Paste"). Wait until it finishes, then go to ".." then go to "mass:/" and then look for the "APPS" folder and highlight it. Press R1, then "Copy". (same as step 4). Go to ".." then go to "mc0:/". Press R1 and then select "Paste" (not "psuPaste"). Wait until it finishes, then reboot your console. (*) We advise to use the specific uLE version provided here (WorkingULE.ELF) as we noticed that some uLE and wLE builds out there fails to properly set the timestamp.
    If you do not have an exploit on your console, you can use FreeDVDBoot to launch uLE.
    How to execute it:
    Go to the PS2 Browser, then open your 1st memory card and you will see an invisible icon. Press O to go back (or X if your console is Asian) You will see that the memory card icons are now transparent. Press O (or X) to go back again. If you want to run wLE, press and hold O when your screen turns black, else, do not press any key and Open PS2 Loader will launch instead. That's it! Warning:
    OpenTuna in this actual version is just for use in Slim PS2 consoles and on SCPH-500XX with v1.90 BIOS. This has not been tested, but assuming that OpenTuna's exploit is like the original Fortuna project, once it is installed on your Memory Card, it is advised to NOT use it on a FAT PS2 console or it could damage the savedatas inside your Memory Card. If you want to use that Memory Card on these kind of consoles, just delete OpenTuna and done. Credits:
    OpenTuna: alexparrado Inspired on Fortuna Project by krat0s OpenTuna Installer: El_isra, Howling Wolf & Chelsea (HWNJ) Logo: Howling Wolf & Chelsea (HWNJ) 3D Icon: Cagatayssolak (with assistance from theANYFed) Special Thanks: CTurt, TnA, uyjulian Write-up proofread: Howling Wolf & Chelsea, MrMario2011, uyjulian, Versatile Beta Testers: GMV, Haker120 (a youkai of love), LourdesAnn (Snow), Migue, Venão, Versatile, VizoR Also, HWNJ will like to thank ibisjc and nokiajavi for their help all these years!
  15. PS2 Pnacher

    Applying Pnaches directly to PS2 ISOs.
    This program was written with the main goal to offer a Linux compatible counterpart to PS2 Patch Engine (because that original Windows executable does not work under Wine so I thought heeey, i'll do my own).

    How it works
    It's basically very straight forward. You select one pnach file. The program will try to parse that file smiliar to PS2PatchELF. You select one PS2 ISO and the program will call libcdio to make sense of that file standard. The library will also try to locate me the needed ELF file to patch inside the ISO. When you press Patch, a backup will be made and the patches will be written into the file similar to how PS2PatchELF did it.
    by Snaggly.
  16. PS2PatchElf

    A very basic tool for converting PCSX2 .pnach cheats to game executable patches.
    by jpmac26.
  17. PS2 Patch Engine

    PS2 Patch Engine is a tool designed to embed both static (ELF) and run-time (memory) patches directly into PS2 disc images.
    Patches can provide widescreen support as well as controller remapping
    PS2 Widescreen Patch Archive PS2 Controller Remapper Images may be in .iso, .img or .bin format, .bin images can also be converted to .iso.
    Not all games will work but, based on analysis, compatibility should be better than 95%.
    Patched images are compatible with both PS2 emulators and real PS2 hardware and have been tested with PCSX2, OPL, ESR discs and the PS3's PS2 Classics emulator.

    How to use it
    Opening an image
    Drag and drop the .iso/.img/.bin file or click 'Browse' Using patches
    Drag and drop, copy and paste or click 'Browse' to add patches Patches can be in either RAW (unencrypted) or PNACH (PCSX2 cheat file) cheat code format Not all cheat code types are supported! For RAW: Code types 0, 1, 2 are supported For PNACH: 'word, 'short', 'byte' as well as 'extended' types 0, 1, 2 are supported Options
    Selecting the 'RAW Code' radio button interprets patches in RAW format Selecting the 'PNACH' radio button interprets patches in PNACH format Selecting the 'Autohook' check box enables automatic Mastercode determination Unless patches are not working for a particular game this option should be left enabled If 'Autohook' is disabled the following dialog will appear when applying memory patches to a game - Mastercodes must be in RAW format and must begin with '9' (9 type 'hook' Mastercode) - Enter one or more Mastercodes and press 'OK' to continue - In case of an error one of the following error messages will appear "No valid Mastercodes" No valid RAW codes were entered "Unsupported Mastercode type" A RAW code with a type other than '9' was entered "Unable to validate Mastercode" One or more of the Mastercodes provided is either incorrect or the address referenced by the hook cannot be found in any executable (ELF) on disc. Some Mastercodes which will work on CodeBreaker or ps2rd may still report this error. Patching
    Click the 'Patch' button to create a new patched image If a game contains multiple executables (ELFs) and a patch can be applied to more than one executable then one of following dialogs will appear Clicking 'Remember selection' will supress future prompts where the selected options are available A 'Save As' dialog will appear asking for the file name of the new patched image If the image format is .bin selecting "ISO image" in the "Save as type" drop down or changing the extension to .iso or .img will convert the image from .bin to .iso format The following dialog will appear and a new (patched) image will be created, press 'cancel' or close the window to cancel the operation Finally
    This was a ton of work (10,000+ lines of C) so I'm hopeful that it finds some use. General FAQ
    "It's asked me a question...what do I do?" If no patch format is selected or no valid patches were found then one of the following dialogs will appear Clicking 'Yes' will create an unmodified copy of the image (although the image format can still be converted from .bin to .iso) "I got an error...what does it mean?" One of the following errors may occur immediately after clicking 'Patch' or after selecting executables to apply patches to "Unable to embed engine" Either no Mastercode was found (with 'Autohook' enabled) or PS2 Patch Engine was unable to locate the resources neccessary to embed a real-time patch engine "Too many patches to embed" PS2 Patch Engine can embed more than 100 patches per-executable into most games (the actual limit varies from game to game but the absolute maximum is 160), this error indicates that the number of memory patches exceeds the game's patch limit. Note: While there is no explicit limit on the number of ELF patches that can be applied the total number of applied patches is limited to 1024; patches after 1024 will be ignored. "Patch list contains unsupported cheat types" Not all cheat types are supported - see the Using patches section above "Patch list contains misaligned writes" Patches can only be applied to addresses which are aligned to their data size - this is a restriction imposed by the Emotion Engine (and nearly all CPUs) Patch type 0 (byte) can use any address Patch type 1 (short) can use any even address Patch type 2 (word) can use any address which is a multiple of four "What's the compatibility like?" PS2 Patch Engine should work for the vast majority of PS2 titles, but there are some that are known to be incompatible Metal Gear Solid 3 Apparently loads executable code from somewhere on disc that is not in an ELF file...maybe Red Dead Revolver The executable uncompresses and/or unencrypts itself when it loads which makes offline analysis impossible Destroy All Humans 1 & 2 No idea - maybe similar to MGS3 "This patch works perfectly in PCSX2 and/or ps2rd but it doesn't work with this!" Some patches are meant to be applied at run-time (rewritten constantly) while others can be written once directly into the game's executable. If the address specified by a patch falls into the memory range that an executable occupies then the patch will, by default, be applied there instead of at run-time. In order to force a patch to be applied at run-time add the word "memory" to the end of the line the patch is written on, for example This may be applied as either an ELF or memory patch depending on the address: patch=1,EE,20836500,extended,3FE3838 //3FAAAAAB This will always be applied as a memory patch: patch=1,EE,20836500,extended,3FE3838 //3FAAAAAB memory "Why can't I use other cheat types?" "Why can't it apply more memory patches?" Embedding a real-time cheat engine requires exactly that, embedding data into an executable - there is only so much space that can be made available and the code required to support all cheat types would greatly reduce the maximum number of patches that could be applied "The program doesn't work for hack XXXXX on game XXXXX!!!" First try marking patches as "memory" (as described above), next try disabling 'Autohook' and entering a Mastercode. If all else fails report it here and I'll add it the list of incompatible games Technical FAQ
    "How can you embed code into an executable without breaking it?" By knowing that PS2 games are written in C - in this case by exploiting string.h. string.h functions compiled into PS2 games are stand-alone and vector optimized to take advantage of the PS2's 128-bit registers and vector instruction set, this can make them very fast for very large data sets but it also makes the implementations very long. It is possible to write much shorter but identically functional versions of these routines - this is how PS2 Patch Engine creates usable space in the executable where the code for the patch engine and the patch tables reside. The following functions can be replaced by PS2 Patch Engine: memcpy, strncpy, strlen, strcpy, memchr, memset (replaced in that order as patch table size requires), in the case of memcpy, memmove must also be located in the executable so that the memcpy function can be replaced by a single jump instruction. In order to verify the shorter implementations of these functions I used Red Hat's string.h test for embedded systems, compiled with PS2SDK and tested in PCSX2. Interesting side note - the implementation of strcat produced by PS2SDK actually fails this test (I used a reference implementation in C when testing to avoid false errors). "What is the performance impact of running an embedded patch engine?" That's a tricky question - on the one hand the replaced string.h functions should be much slower for large data sets, but for very small (possibly more commmon) data sets they may actually be the same or even faster. One thing is for sure - the performance will not be identical but given the speed of the Emotion Engine (290+ Mhz) the differences *should* be effectively unnoticable. "Do modified .bin files have correct error coding?" Yes! EDC (Error Detection Code) and ECC (Error Correcting Code) are recalculated for each modified sector in .bin files, I have verified correct calculation for Mode 1 and Mode 2 Form 1 sectors. "Are multi-track images supported?" Yes! PS2 Patch Engine does not modify any part of an image that would break a multi-track image, it will also automatically create a matching .cue file when patching a .bin image if one already exists in the same directory as the .bin.
  18. wLaunchELF ISR

    A modified version of wLaunchELF with a few new features.
    At the moment the two new features are:
    added text editor support to launch automatically .INI and .CFG files (like you can do with .TXT new timestamp manipulation feature, designed to prepare (or fix) a folder that will contain a fortuna icon file by israpps.
  19. VTSPS2-HBDL - HomeBrew Downloader

    Forked from iLaunchELF by VTSTech.
    Rather stable right now. Almost feature complete. Works in testing on real hardware. Writes to either MC or USB based on user selection. Do not use on SCPH-9XXXX with 2.30 BIOS. Extensively tested on SCPH-70001. Working reports from SCPH-5XXXX as well.
    Features:
    Fully functional in PCSX2 Downloading works on Real PS2. Checking works on Real PS2 Overwriting works on Real PS2 Creating folders works on Real PS2 Launching mostly works on Real PS2 (WLE, OPL, GSM launch, a few others don't) USB Support, Sequential Downloads

    Credits:
    Original iLaunchELF Created by krHACKen & Based_Skid crc32.c written by Lammert Bies, (c) 1999-2016 Lammert Bies. File is licensed under the MIT License Packed with PS2-Packer v1.1.0 by Nicolas "Pixel" Noble Thanks to krHACKen, Based_Skid, HWC & TnA on Discord for helping me debug issues Big Thanks to fjtrujy for their PS2 Port of RetroArch Notice
    This Program Was Built with The PS2DEV SDK (Compiled May 28th 2020, Commit: ec0cbfd) and has utilized sample code from it.
    This Program Utilizes the HTTP Client File System from the PS2DEV sdk.
    Warranty
    This Application Has No Warranty. The Creators of this app cannot be held Responsible for any damage
    by Veritas83.
  20. FHDB

    Free Harddisk Drive Boot (FHDB) is basically FMCB that gets installed onto the PlayStation 2 console's HDD unit. It does everything like FMCB does, but is meant to be used with the Sony HDDOSD (Browser update v2.00).
    This image will overwrite the first 7.5GB of the HDD you write it to. Make sure you back up any data in the first 7.5GB of the HDD you write it to before you apply this image. Neither I, nor the developers of any included software, are responsible for any damage resulting from use of this image.
    This is only for use with a fat PS2 with network adapter and HDD. This will not work with virtually all slims (unsure if it will work on the earliest slims when soldering an IDE header to the motherboard, as with "HD Combo" etc, feel free to try if you have such a setup).
  21. Lazy MD5 Checker

    Un simple archivo por lotes que permite analizar tus juegos de PS2 para obtener el checksum MD5, comparándolo automáticamente con redump.org para determinar si la imagen de disco fue manipulada.
    El propósito principal de este archivo es poder checkear si estás teniendo el error de pantalla blanca al ejecutar un juego en Open PS2 Loader (OPL) por culpa de que el juego fue manipulado.
    Otras funciones
    se creará un archivo .log que contendrá fecha, hora, ubicación y el resultado del análisis de cada archivo que fue analizado (por defecto estará en %appdata% Puedes personalizar esta ruta by israpps.
  22. FunTuna (FreeMCBoot for Fortuna)

    A standalone Free McBoot for Fortuna. Includes OPL, SMS, ESR and uLE pre-packed inside.
    Well, FunTuna is a compilation of edited existing homebrew.
    It includes custom versions of Fortuna, Free McBoot, uLaunchELF and the Free McBoot Configurator. All of them edited to works from "mc0:/BOOT/" only and edits the timestamps of that folder back to "2099-12-31 23:59:59" when something is edited inside.
    Also, the FMCB used in FunTuna is a standalone ELF, not as a OSDSYS Update, so it means you can copy it from one Memory Card to another and it WILL work.

    Also, this makes everything simpler to users of consoles with Browsers v2.30+ (SCPH-900XX and Bravia TVs), since to mod their consoles they now just need to paste a PSU file (which comes with every useful homebrew inside) in their Memory Card.

    How to install
    Copy the "FunTuna-R2.psu" to a pendrive. In your PS2, launch uLaunchELF(*). In uLE go to "File Browser", then "mass:/" and then look for the "FunTuna-R2.psu" file and highlight it. Press R1, then "Copy". (Check if there's a green label in the top right corner, if it is NOT there, then try pressing O instead of X or X instead of O when you select the "Copy" option). Go to ".." then go to "mc0:/". If you hava a folder called "FORTUNA", highlight it, press R1 and select "Delete" Check there's at least 2.60MB of free space in your Memory Card (check at the top). Press R1 and then select "psuPaste". Wait until it finishes, the reboot your console. (*) We advise to use the specific uLE version provided here (WorkingULE.ELF) as we noticed that some uLE and wLE builds out there fails to properly set the timestamp.
    If you do not have an exploit on your console, you can use FreeDVDBoot to launch uLE.
    How to execute on consoles without modchip
    FunTuna does not AutoBoots with your console. You need to run it every time you turn on your PS2.
    Doing it is quite simple:
    Go to the PS2 Browser, then open your 1st memory card and you will see an invisible icon. Press O to go back (or X if your console is Asian) You will see that the memory card icons are now transparent. Press O (or X) to go back again and done. How to execute on consoles with modchip
    You can use the method for consoles without modchip. You can configure your modchip to autoboot DEV1, so it will launch FunTuna on boot. How to copy from one Memory Card to another
    Be sure there's no Fortuna saves on the Memory Card where you want to copy FunTuna. Also, be sure your PS2 haves the actual date and that there are no saves with futuristic timestamp on the Memory Card where you want to copy FunTuna. Else, you can set the date to the future temporary. Place the Memory Card where FunTuna is in the slot 1. Place the another one in the slot 2. Turn on your console and go to the PS2 Browser and then enter the first Memory Card. Select the transparent icon and copy it from the Memory Card in slot 1 to the Memory Card in slot 2 After the copy finishes, shut down your console Take the Memory Card from slot 2 and place it in slot 1 Boot FunTuna as usual Go to the Free McBoot Configurator Select "Save CNF to MC0". Now the FunTuna timestamp in the new Memory Card is set to 2099-12-31 23:59:59, the highest available on the PS2. If you changed your PS2's date for some reason, you can now set it back to the real actual date. Warning
    FunTuna is just for use in Slim PS2 consoles.
    Just like the original Fortuna project, once FunTuna is installed on your Memory Card, it is advised to NOT use it on a FAT PS2 console or it could damage the savedatas inside your Memory Card. If you want to use that Memory Card on these kind of consoles, just delete FunTuna or Fortuna and done.
    Credits
    Original Projects: Fortuna Project: krat0s Free McBoot: jimmikaelkael and neme Free McBoot Configurator: suloku uLaunchELF: EP, dlanor and mirakichi Modified Homebrew: Fortuna Project mod: AlKa-Rajo Free McBoot, Free McBoot Configurator and uLaunchELF mods: Howling Wolf & Chelsea Other homebrews in this package: ESR: ffgriever OpenPS2Loader: Ifcaro, volca, jimmikaelkael, polo35, izdubar, hominem.te.esse, SP193, BatRastard, crazyc, dlanor, doctorxyz, reprep, belek666, Maximus32, misfire, Berion, RandQalan, yoshi314, EP, LocalH, lee4, El_Patas, ShaolinAssassin, algol, gledson999, jolek, zero35, Eugene Plotnikov, Marcus R. Brown, icyson55, Eric Young, fjtrujy Simple Media System: Eugene Plotnikov Power Off: SP193 Special Thanks: uyjulian, fjtrujy BETA Testing team: Birdatoo, Duncan Idaho, Haker120 (a youkai of love), LourdesAnn (Snow), MrMario2011, NightBreeze, Samus2K (T-Virus), Senyuki, theANY, TnA, Venão, Versatile, Webzen by HWNJ.
  23. PFS Shell

    PFS (PlayStation File System) shell for POSIX-based systems
    This tool allows you to browse and transfer files to and from PFS filesystems using the command line.
    This tool is useful for transfering configuration and media files used by programs such as Open PS2 Loader and SMS.
    To start the program, simply provide the path to it on the command line:
    /path/to/pfsshell You will get a prompt similar to the following:
    >  To get a list of commands, type in the following:
    > help To select a device which can be a disk image or block device, type in the following:
    > device /path/to/device Block devices can be used on Windows by using the UNC path.
    Once a device is selected, the prompt will change to the following:
    #  To mount a partition (for example, the +OPL partition), type in the following:
    # mount +OPL The prompt will change to the following:
    +OPL:/# To get a list of files, type in the following:
    +OPL:/# ls To transfer a file from the current directory of the PFS partition to the current directory of the process, type in the following:
    +OPL:/# get example.txt To transfer a file from the current directory of the process to the current directory of the PFS partition, type in the following:
    +OPL:/# put example.txt Once you are finished looking around in the partition, type in the following:
    +OPL:/# umount Once you are finished with the program, type in the following:
    # exit by uyjulian.
  24. FreeDVDBoot ESR Patcher Gui

    This is a GUI fot the modded esrpatch.exe by edo9300.
    It can patch PS2 ISOs with ESR and FreeDVDBoot so they can be played on a unmodded PS2.
    The hybrid 3.10/3.11 payload is included.

    How to use this:
    Unpack the archive Run FDVDB_Patcher.exe Select your ISOs via the OpenFileDialog or just drag and drop your ISOs Select the payload(only one is included for now, it should be compatible with all Slim models) Press "Path!" If you got a "can't acces file" error, restart FDVDB_Patcher.exe with admin privilages That's all by Jabu.
  25. ESR

    ESR is an application that gives you the possibility to launch DVD discs patched to DVDV format on unmodded consoles.
    It's a set of three applications:
    One is intended for launching games directly from dvd (but can also launch homebrew apps from DVDV discs, just SYSTEM.CNF and proper elf is needed) - "dvd direct" version . The other is to launch elf files in either mcx:/BOOT/BOOT.ELF or mcx:/B?DATA-SYSTEM/BOOT.ELF - "mcard" version. The third is "dvd direct off" version, which is almost the same as the "dvd direct" but will disable ESR after first full successful IOP reset (think about it as "mode 3" in hdloader. All should have similar compatibility (with obvious limitations for "off" version). by ffgriever.


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