Holas!
Bueno, tengo un amiguete que tiene una gamecube, y queria pasarle el programa, me he encontrado con la siguiente dificultad:
Tengo el fichero: PSOload.exe
y el otro: testdemo.dol
¿Que se supone que hay que hacer? ¿tostarlo en un cd con nero? ¿con que parametros? ¿sera a lo mejor en un dvd? joer que poca informacion que dan... haber si hay alguien que se queme.
info------read.me>>>> Cualquiera se aclara con esto...
GameCube PSO Loader V1.0 by Costis!
-----------------------------------
Introduction
------------
The GameCube is one of the only modern (and old) consoles without any real
homebrew development on it. This is mostly because Nintendo did a very good
job in protecting the GameCube from running custom, non-official program
code. In fact, they did such a great job as without Sega's PSO, there would
still not be a way to run homebrew code on the GameCube to this day. Recently,
Sega ported PSO (along with many other previous games) to the Xbox and the
GameCube. A friend knew that there was a way to exploit PSO to upload and
execute homebrew code and with a lot of his help, I was able to reverse
engineer a small part of the protocol and discover how to actually upload
the code. So, I wrote a little program to upload GC programs to PSO and
execute them. Currently, only binary and DOL formats are supported. I would
like to stress that piracy is very bad, especially for the GameCube, and I
will not condone it. This program is for homebrew development, NOT for piracy
and other illegal activities. If you want to pirate a GameCube game, then
first of all it's not possible (and hopefully never will be) and second of
all this is not the right program for it.
Instructions
------------
To use this GameCube PSO code loader, you must trick PSO into believing that
it is the real Sega server. This is done by faking the IP address returned by
the DNS server that PSO has been set up to use. There are many programs that
will allow you to set up a local DNS service or a DNS cache to trick PSO into
connecting to the code loader instead of the actual multi-player online servers.
A friend, DesktopMa, has written a nice little tutorial that describes how to
set up a DNS service program to work with PSO. This document can be currently
found at:
http://www.auby.no/psodns.txt. Once you have set up the DNS server
program, PSO will connect to the PSO code loader instead and you should not
have to touch it again afterwards. An account with the official Sega servers
is NOT required to use this program. Also, please note that by tricking PSO
and by using this program to send homebrew program code to your GameCube, you
are breaching the official license agreement that you must agree to before
starting the game and that it is completely your responsibility.
Well, the instructions in the actual program itself should be pretty much
self-explanatory. The program supports all of the PSO regions, although the
default one is U.S. version 1.1. If you have the Japanese version of PSO,
you should know which version you own: V1.0 (J as a parameter) or V1.1 (J2
as a parameter). As for the U.S. version, if you bought it pretty recently
then you probably have the latest version, V1.1 (U2 as a parameter).
Otherwise, you'll have the first version, V1.0 (U as a parameter in the
program). There is only one European PAL version of PSO (E as a parameter),
although there are two settings, 50Hz and 60Hz. 60Hz mode uses port 9200,
while 50Hz mode uses port 9201. The default port used when the European
version is specified as a parameter is 9200, so if you want to use 50Hz
mode, you must specify a custom port (9201).
I have attached a little demo, which I wrote a few a days ago, to the
code loader, so that it can easily be tested. This demo is completely
SDK-less, free, and can be compiled with any PPC 750 compatible GCC
build (such as Torlus' build at
http://heliscar.com/greg/. (I will be
releasing the full source code once I clean it up a bit.) The demo is
very simplistic due to the lack of time. It just displays a static
back-ground picture drawn by MrMr[iCE] with text saying "It works!!!".
Hopefully, I will find the time to continue working on it and add some
neat effects.
As it is a DOL file, an entry point does not have to be
specified. Here are examples on how to load and execute the demo on all
of the PSO versions:
PSOload -vU testdemo.dol (U.S. V1.0)
PSOload -vU2 testdemo.dol (U.S. V1.1)
PSOload -vJ testdemo.dol (JPN V1.0)
PSOload -vJ2 testdemo.dol (JPN V1.1)
PSOload -vE testdemo.dol (PAL 60Hz)
PSOload -vE -p9201 testdemo.dol (PAL 50Hz)
Note: If you are planning on initializing and using the Graphics
Processing unit of the GameCube, you must first abort the current frame
before actually initializing\using it. This is due to the fact that PSO was
using the Graphics Processing previously and it may still be processing a
graphics frame when your program begins to execute.
Credits and Greetings
---------------------
These people have helped with various aspects of the program,
including giving me advice for the program, finding specific
offsets for me, and beta testing it on different versions of PSO:
crusader of kalisto (thanks a lot for all your help!)
Sappharad
Ben[SF]
DesktopMa
SSilver2k2
Titanik[CZN]
dovoto
Torlus (thanks for the great GCC build!)
Greetings to all of the future homebrew GameCube developers!
This program is officially hosted and maintained at
http://www.gcdev.com.
Please e-mail any suggestions, bug reports, and constructive criticism to
costis@NOSPAMgbaemu.com. (Remove the NOSPAM part of the address before
e-mailing.)
WARNING: THIS PROGRAM IS NOT AFFILIATED WITH NEITHER SEGA NOR NINTENDO.
BY USING THIS PROGRAM, ANY ILLEGAL ACTIVITY OR BREACHING OF LICENSING
AGREEMENTS IS YOUR RESPONSIBILITY, NOT THE AUTHOR'S.