Official PSIO News and Development Thread

Official Development, Research, Bug Fixes and Progress directly from Cybdyn Systems
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Matt
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Re: Official PSIO News and Development Thread

Post by Matt » February 28th, 2019, 1:25 am

How many seconds as soon as the "Initialise" screen comes up until the Menu System has the list of games showing?

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Re: Official PSIO News and Development Thread

Post by Greg2600 » February 28th, 2019, 12:08 pm

Matt wrote:
February 28th, 2019, 1:25 am
How many seconds as soon as the "Initialise" screen comes up until the Menu System has the list of games showing?
PSIO only for 4 secs.
PSIO Initialising for 8 secs.
PSIO with bar for 6 secs.

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Re: Official PSIO News and Development Thread

Post by ka55 » February 28th, 2019, 3:05 pm

In my PSIO:

PSIO only - 5 secs
PSIO Initialising - 11 secs
PSIO with bar - 11 secs
Total = 27 secs

Greg your PSIO is loading the system much faster than mine.

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Re: Official PSIO News and Development Thread

Post by Matt » February 28th, 2019, 11:35 pm

Yeah, those times are normal. I have 202 games on my SD Card too.

My PSIO Cartridge boot times
Stage 1: 'Fastboot' for 6 seconds,
Stage 2: PSIO in the 'Initialising' screen for 11 seconds, and
Stage 3: PSIO in the 'Loading Bar' screen for 12 seconds.

Total time: 29 seconds. I'll speak with Yuri to see if we can speed up stages 2 and 3 :)

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Re: Official PSIO News and Development Thread

Post by FBX » March 13th, 2019, 9:12 pm

One idea is to switch SD card polling to a user-controlled option. That way, the database is built once, and only when the user adds more games and manually has the PSIO re-poll the SD card does a new database of games is generated. I use some programs to do this on the GDMeunu GUI for the GDEMU, and it allows for an instant boot and instant load of all my games.

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Re: Official PSIO News and Development Thread

Post by Matt » March 13th, 2019, 11:30 pm

Yeah we can do that, but we need to add the ability to write to the SD Card first so we can create the 'database' file.

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Re: Official PSIO News and Development Thread

Post by bikerspade » March 15th, 2019, 6:50 am

Perhaps such a database file could even be generated on a PC with a 3rd party app when preparing the SD card, and not created directly by the PSIO?

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Re: Official PSIO News and Development Thread

Post by FBX » March 16th, 2019, 5:13 am

bikerspade wrote:
March 15th, 2019, 6:50 am
Perhaps such a database file could even be generated on a PC with a 3rd party app when preparing the SD card, and not created directly by the PSIO?
Exactly how I did it on the GDMenu GUI. So yeah, we don't even need the PSIO to write to the SD card. This all could be done from the systems console program.

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Re: Official PSIO News and Development Thread

Post by wanderer » March 16th, 2019, 12:00 pm

Matt wrote:
March 13th, 2019, 11:30 pm
Yeah we can do that, but we need to add the ability to write to the SD Card first so we can create the 'database' file.
Matt, can't you create that database file and let us write to it/Modify it in the meantime ? PSIO would just read that file in the meantime. You could add the ability to create it/modify it from the PSIO Menu later.
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Re: Official PSIO News and Development Thread

Post by paulkakanis » March 20th, 2019, 2:14 am

Hi Matt!

Any updates regarding progress and/or an estimated release date on the next firmware? I've been holding off on Resident Evil 2 and 3 with hopes the delayed transitions might be solved in the next one. That Final Fantasy 7 glitch as well.

Thanks for everything you guys do!

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Re: Official PSIO News and Development Thread

Post by Matt » March 20th, 2019, 2:55 am

paulkakanis wrote:
March 20th, 2019, 2:14 am
Hi Matt!

Any updates regarding progress and/or an estimated release date on the next firmware? I've been holding off on Resident Evil 2 and 3 with hopes the delayed transitions might be solved in the next one. That Final Fantasy 7 glitch as well.

Thanks for everything you guys do!
I'm still working on the update. Yuri is also working on Resident Evil at the moment.

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Re: Official PSIO News and Development Thread

Post by fernan1234 » March 20th, 2019, 2:30 pm

Really cool to hear about work on fixing compatibility with such gems (and hopefully at the same time other games with similar glitches that have not been tested yet), as well as menu features like last game/last disc options, and faster menu loading/game list database reading. The PSIO is getting pretty close to becoming an absolute must-have device!

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Re: Official PSIO News and Development Thread

Post by kabantus » April 14th, 2019, 9:24 pm

Hello Matt.

Are there soldering schemes (Switch Board) in PSone SCPH-100 ... 103?

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Re: Official PSIO News and Development Thread

Post by krisk77 » April 15th, 2019, 9:35 am

kabantus wrote:
April 14th, 2019, 9:24 pm

Are there soldering schemes (Switch Board) in PSone SCPH-100 ... 103?
No, only unofficial hacked job chinese ones, which would void your warranty.
NTSC JP 5000 PU-8/PSIO Switchboard
NTSC JP 7000 PU-20/Mayumi 4 chip + PSIO Switchboard

PAL 7502 PU-22/Mayumi 4 Chip + PSIO Switchboard

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Re: Official PSIO News and Development Thread

Post by Matt » April 15th, 2019, 1:02 pm

kabantus wrote:
April 14th, 2019, 9:24 pm
Hello Matt.

Are there soldering schemes (Switch Board) in PSone SCPH-100 ... 103?
Not any official ones that we've approved yet.

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Re: Official PSIO News and Development Thread

Post by ViraLicious » April 30th, 2019, 8:58 pm

Sorry for asking this! But do you have an ETA for the next firmware update? I am only wondering because I recently embarked upon playing through Final Fantasy VII for the first time, and typically enough the current graphical corruption bug is sadly having a negative effect on my experience. :crying

Really hoping it will be sorted and out soon!

:praise

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Re: Official PSIO News and Development Thread

Post by Matt » April 30th, 2019, 11:01 pm

I've been working on it all this weekend non-stop every day for 15 hours. I will try and have it released in a few days.

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Re: Official PSIO News and Development Thread

Post by ViraLicious » May 1st, 2019, 10:42 pm

Matt wrote:
April 30th, 2019, 11:01 pm
I've been working on it all this weekend non-stop every day for 15 hours. I will try and have it released in a few days.
Wow! That's awesome and makes me very happy to hear! :D That will definitely increase my enjoyment of the game. :)

Thank you so much for putting in all the hours to sort the issue! <3

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Re: Official PSIO News and Development Thread

Post by amerika » May 6th, 2019, 1:51 pm

Matt wrote:
February 28th, 2019, 1:25 am
How many seconds as soon as the "Initialise" screen comes up until the Menu System has the list of games showing?
I have now hit the limit on "files" that can be present on the PSIO SD card. I have 512 exactly. I had 514 and I got an error message stating that I had too many files.

Boot times for cards with this many files is pretty long (1.5-2 minutes) and if you hit the "Back" option after you have selected a game you have to wait for a minute or better as well. I'm not griping as I know full well why this is happening, but I figured I'd give you some stats.

As you can imagine, I am very much interested in FBX's solution of creating your own DB file for the PSIO to read in faster or the ability to write to the file system so you can create one with the PSIO. And, of course, folder support would be amazing.

It would be nice if the faster scrolling of R2 scrolled a whole page instead of just 2 games. When you have 500 games on your card, it does take a while.

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Re: Official PSIO News and Development Thread

Post by Matt » May 6th, 2019, 2:42 pm

Yeah, we'll look into making a database file of some sort to help speed the boot times up. As for when you press the back button and it has to re-init everything though, I can fix that now by saving the array in memory by setting aside a chunk of it in the malloc heap. I've been meaning to do that for a while now. I'll see if I can get it done for this new update coming out :)

I might make a new option in the options screen allowing you to set how many lines you want to skip at a time. Maybe offer 2, 4, 8 and full pages. The best thing to use is the search option, though that can be extremely slow on the PlayStation 1 with 512 games. We'll have to try and see if we can get the ARM to handle all of this processing and send it to the PlayStation directly in a buffer because the MIPS R3000A is just too under-powered for this kind of processing. It's a lot of work to do though but we'll get to it eventually.

We're just focusing on the game compatibility for now since the Menu System does work. It is stable and gets the job done (it's just a bit slow when it's maxed out) :P

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