PS3 Compatibility List - PS2 on PS3

That info is gold :encouragement:
Btw, i just realized about an important detail
0x26 = FPU Accurate range : %x - %x
0x27 = VU0 macromode accurate range : %x - %x
That 2 commands are like a "copy" of 0x0F and 0x10, because COP2 and VU0 are the same thing, right ?, so the list i made in my previous post looks better like this:

0x0E = ??? ADDSUB accurate opcode
0x0F = FPU MULDIVADDSUB accurate range
0x10 = VU0 macromode MULDIV accurate range
0x11 = VU ADDSUB accurate opcode


--------------
In other words...
0x0F and 0x26 seems to work in the same way... but there must be some (unknown) difference in between them
0x10 and 0x27 seems to work in the same way... but there must be some (unknown) difference in between them
 
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I tried 0x26 when I was initially finding the Kuon value, but it didn't work. I think it's mul/div related. I could try 0x0E with the offset but I don't think it will work since that is only add/sub.

EDIT: Dang, that worked. I guess 0x0E includes mul/div as well? Unless I was wrong originally and it is an add/sub problem. Anyways, I'll change the config on devwiki.
 
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COP2 and VU0 are the same thing, right ?,
Well yes, but actually no. Welcome into PS2 world. :)
VU0 is coproccesor that can run also on it's own, then communicate using VIF0, have own memory. COP2 is instruction accessing VU0 from outside, directly from EE memory range. While VU0 can have own microprogram not dependent on EE, usually COP2 access is performed. Totally different situation is VU1, but let not touch it now. So is the same processor, but COP2/VU0 macrocode, gonna have different math accuracy command than VU0 microcode running on it's own. So like you can see it is the same coprocessor, but not in terms we are discussing here.

About Command 0x11, this one is strictly for VU (not sure which one yet), but not one accessed from COP2 instruction. This is for microprograms running on it's own.

This are ways that can be used to communicate EE/VU/GS. Like you can see VU0 is accessible directly from EE, but also thru VIF0 to run on it's own. In situations like that COP2 accuracy will not hit real VU memory. Is hard to explain, i'm not even understand all that 100% , but i think i said at least some useful stuff that will help to understand why so many commands. Just small note to add FPU (COP1) is inside EE core itself. That why is not on picture

jaRHGxNMhF3KkLMRz0VBMEZW3f6mL3MzZE3BQ3ZpJmqw5Ru0nVt__nG6ES1qIHDt7G8wzYT_dmAWHvmVfFms2W8EVg
 
Thx, i was reading about it right now, there are a couple of nice block diagrams in this link
http://www.vazgames.com/retro/PS2.htm

But im wondering, it really matters if the data was originated in EE (COP2/VU0) or sent by DMA (just VU0) ?
In both cases the data is going to be stored in the 4k memory inside VU0 (that seems to be our target when using commands 0x10 and 0x11)
I mean... in both cases the target is the same, we just care at which position is located because the only thing we want to do with it is to patch it, his origin doesnt matters... unless the ps2_emulator.self "divides" that 4k in several areas and every config command has access to only specific areas (and not the whole 4k)
 
In both cases the data is going to be stored in the 4k memory inside VU0 (that seems to be our target when using commands 0x10 and 0x11)
Nope, 0x10 hit 32MB EE memory (0x0 - 0x1FFFFFF) while 0x11 is for strict 4, or 16KB of VU memory.
EE can operate with COP2 so close that can run it basing on its own memory, but just use VU0 registers.
You can't hit correct offset for COP2 using 0x11, and you can't hit VU0 offset that run own microprogram by 0x10 command at all.

Edit: Sorry, i made small mistake above, i corrected it.
Edit2: And to be honest i need to look someday at ps2_netemu again. When i found how ADD/SUB access 0x11, i never get so far to check other commands. Is actually pretty easy to check which instructions use what. I have all emulated instructions with correct names in my database. So is just matter of check which of them look for which command.

Is like accurate range value is stored at some pointer, lets call it A. And every instruction that do math at some point check that pointer A to eventually use range for accurate calculation. Since we know which commands store data on which pointer, and which instructions read data from which pointer, is very easy to associate data Command <--> PS2 instruction that use it.
 
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I tried 0x26 when I was initially finding the Kuon value, but it didn't work. I think it's mul/div related. I could try 0x0E with the offset but I don't think it will work since that is only add/sub.

EDIT: Dang, that worked. I guess 0x0E includes mul/div as well? Unless I was wrong originally and it is an add/sub problem. Anyways, I'll change the config on devwiki.
So 0x0E is "FPU accurate opcode", and 0x0F is "FPU accurate range", right ? :D

Btw, for the description of that commands 0x0E, 0x0F, 0x10, 0x11 (either in wiki, in programs like the managunz config editor, or here at forums, or chatting, etc...) at this point im not so sure if is worthy to mention always which aritmetic operators are available for each command (ADD, SUB, DIV, MUL), we could simply say "accurate aritmetics", or this way, more simple

0x0E = FPU accurate opcode
0x0F = FPU accurate range
0x10 = COP2 accurate range
0x11 = VU? accurate opcode
 
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Hola amigos, ¿alguien sabe por qué los códigos que se muestran en la lista de compatibilidad de Rumble Racing no me funcionan? He creado un archivo HxD con los códigos y los he colocado directamente en la iso encriptada en la carpeta PS2ISO, pero el juego no se inicia y permanece en el logotipo de PlayStation 2. Mi archivo es este:

HsYTXaC.jpg

y en la lista de compatibilidad muestra esto:

WRZxkYe.jpg


Tengo HEN 4.86, es el unico juego con el que me pasa esto ! ni los archivos de configuración que vienen en el PS2Clasis GUI 2.2.3 me han funcionado
 
Burnout Revenge (NTSC-U) speedhack config
Code:
3D 00 00 00 57 44 00 00 0A 00 00 00 01 00 00 00
B8 E7 BF 01 01 01 01 01 00 00 00 01 00 00 00 00
Made a quick port of UlsterRose's patch. This game *fortunately* doesn't have the slow motion bug, but this improves the frame rate and keeps it much higher than before. Disables bloom, fog, motion blur (just like Burnout 3).
 
Hola amigos, ¿alguien sabe por qué los códigos que se muestran en la lista de compatibilidad de Rumble Racing no me funcionan? He creado un archivo HxD con los códigos y los he colocado directamente en la iso encriptada en la carpeta PS2ISO, pero el juego no se inicia y permanece en el logotipo de PlayStation 2. Mi archivo es este:

HsYTXaC.jpg

y en la lista de compatibilidad muestra esto:

WRZxkYe.jpg


Tengo HEN 4.86, es el unico juego con el que me pasa esto ! ni los archivos de configuración que vienen en el PS2Clasis GUI 2.2.3 me han funcionado
Please write in english

The way how you are "copypasting" the config from wiki (or this forum thread when someone publish a new config) to the hexeditor is correct :)
The configs you see in wiki, here in the forum, or inside managunz config database in github are not encrypted, only works in the ps2_netemu.self versions that have a patch to bypass that encryption
The problem is you are in HEN (this means your ps2_netemu.self doesnt have any patch), so the only way you have to boot a PS2 game is by using the "PS2 classics" format (the same format used officially in PSN store). And in this format both, the ISO and the CONFIG needs to be encrypted

There is a PKG intended to be used as a database of encrypted configs, but for the new configs (not included in that PKG) you need to encrypt the config yourself
As far i remember there is an option for it in the "PS2 classics GUI" tool (and it allows to do it also with a command line)
https://www.psx-place.com/threads/ps2-encrypted-config-files.24451/
https://www.psx-place.com/threads/ps2-config-files-working-for-ps2-classics-launcher-v1-03.24203/
 
Burnout Revenge (NTSC-U) speedhack config
Code:
3D 00 00 00 57 44 00 00 0A 00 00 00 01 00 00 00
B8 E7 BF 01 01 01 01 01 00 00 00 01 00 00 00 00
Made a quick port of UlsterRose's patch. This game *fortunately* doesn't have the slow motion bug, but this improves the frame rate and keeps it much higher than before. Disables bloom, fog, motion blur (just like Burnout 3).
It seems burnout revenge have the same kind of "switches" than burnout 3 :D
Have you tryed to take a peek at C0E7BF01 ?
Im asking about this because in burnout 3 the patches to lower car and traffic detail was located at +0x08 and +0x14 (relative to the switches offset)
Maybe in burnout revenge happens the same (though the displacement could be a bit different)

Anyway, the idea is... in burnout 3 the patches was like this
Code:
POSITION|ORIGINAL|PATCHED
285F6600 01010101 00000101 // Bloom OFF + fog OFF + blur ON + hud ON
305F6600 41700000 00000000 // Lower car detail
3C5F6600 41A00000 00000000 // Lower traffic detail

And im wondering if for burnout revenge it could be made like this
Code:
POSITION|ORIGINAL|PATCHED
B8E7BF01 01010101 00000101 // Bloom OFF + fog OFF + blur ON + hud ON
C0E7BF01 FFFFFFFF 00000000 // Lower car detail
CCE7BF01 FFFFFFFF 00000000 // Lower traffic detail

In other words...
Burnout Revenge (NTSC-U) speedhack config (bloom OFF, fog OFF, lower car detaill, lower traffic detail)
Code:
3D 00 00 00 57 44 00 00 0A 00 00 00 03 00 00 00
B8 E7 BF 01 01 01 01 01 00 00 01 01 C0 E7 BF 01
FF FF FF FF 00 00 00 00 CC E7 BF 01 FF FF FF FF
00 00 00 00 00 00 00 00

*the values 0xFFFFFFFF are a placeholder, only valid for kozy emu
 
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@sandungas Yup, I found the car detail addresses earlier. I'm gonna do some more tests though because I am not sure if they are even activated on Burnout 3 config...the cars still look pretty high quality...
 
@sandungas Yup, I found the car detail addresses earlier. I'm gonna do some more tests though because I am not sure if they are even activated on Burnout 3 config...the cars still look pretty high quality...
Hmm, ok, so maybe the patch to "lower your own car detail" was not working in burnout 3 config ?
This would change things a bit at the time of choosing which patches to use, is going to help if added to the "all speedhacks" config, but for the other could be a bit invasive
It depends at how bad looks the car

Btw, i noticed something interesting, related with the savegame problem of burnout 3, i dont know what to do with this info but seems to be related, take a look at this:
https://www.psdevwiki.com/ps3/PS2_Emulation#TitleID.2FDiscID_in_ps2_netemu.self

This settings are inside the XPARAM2.ELF file of PS2 Bios included in ps2_netemu.self
Code:
SLPM_657.19 	Burnout 3: Takedown 	0x01 	0x1C00 	SIO2_MASK

Is using a command named SIO2_MASK (and is setting the value 0x1C00 for it). The SIO2 device seems to be the memory card :D
https://www.psx-place.com/threads/s...d-sd-driver-for-the-ps2-sio2-interface.29210/

But is only applyed to the japanese release of burnout 3 takedown !!! (SLPM_657.19). This seems to be the reason why the other regions of the game have problems when trying to save game


---------------
Now the challenge is, what can we do ?... editing the ps2_emulator.self (to replace the japanese ID by the ID of other region) doesnt looks like a good solution

We need to find a config command to do it... but which one ?
Im guessing sony implemented a netemu config command to do it but this is just a guess
 
There is a pnach made by Maori-Jigglypuff with a lot of codes for burnout dominator
https://forums.pcsx2.net/Thread-Post-your-PCSX2-cheats-patches-here?pid=585024#pid585024

Im taking a look at it for curiosity sake, a lot of the codes are cheats, but it seems there are some related with visual effects, traffic and things that can be considered speedhacks, some are confusing to identify (im trying to imagine if dominator have the value with 32 bits lenght with the 4 "switches" for bloom, fog, blur, hud (by default value 01010101)

But the only one that looks like a good candidate is this one:
Code:
// Disable Blur-Effect!
patch=1,EE,002daf18,word,10000023

There is only one blur effect in this games, so it should be that one, but not sure because the value patched doesnt fits well
Dunno, im mentioning it for curiosity sake incase you want to take a look at it at some point, in the compatibility list in wiki burnout dominator doesnt seems to be reported as laggy
 
Just tested and the save problem is indeed fixed in the Japanese version. The main menu video is still bugged (and maybe a little more bugged in this version), but I tested saving around 10 times and no failure.
 
Please write in english

The way how you are "copypasting" the config from wiki (or this forum thread when someone publish a new config) to the hexeditor is correct :)
The configs you see in wiki, here in the forum, or inside managunz config database in github are not encrypted, only works in the ps2_netemu.self versions that have a patch to bypass that encryption
The problem is you are in HEN (this means your ps2_netemu.self doesnt have any patch), so the only way you have to boot a PS2 game is by using the "PS2 classics" format (the same format used officially in PSN store). And in this format both, the ISO and the CONFIG needs to be encrypted

There is a PKG intended to be used as a database of encrypted configs, but for the new configs (not included in that PKG) you need to encrypt the config yourself
As far i remember there is an option for it in the "PS2 classics GUI" tool (and it allows to do it also with a command line)
https://www.psx-place.com/threads/ps2-encrypted-config-files.24451/
https://www.psx-place.com/threads/ps2-config-files-working-for-ps2-classics-launcher-v1-03.24203/


Hello friend, I just read everything you put. And now I understand better. Download that bundle of 172 encrypted configuration files and find the game ID you needed. Now when I want to create a PKG and select PS2Classics GUI configuration file it ignores it. (attached image) Only 9 files recognize me and not 10 with the CONFIG file. Do you know how I can solve it? Originally the file is named SLUS201.74.ENC, load it like this and the program ignores it, renames it as SLUS201.74.COFING, CONFIG, .CONFIG, ISO.CONFIG, ETC ... and the program always ignores the CONFIG file. encrypted !! How can I add it correctly so that I generated a PKG with the CONFIG file inside ???

7QMiRhS.jpg
 
First make sure that you use PS2Classic GUI 2.2.2 or later. Ps2 classic gui require DECRYPTED configs. But don't worry it came with ~1000 them in install directory.
 
but not sure because the value patched doesnt fits well
Looking at pnach this is patch directly to CODE. Probably originally it was something like 10440023 (BEQ $v0 $a0 +23 opcodes) now it is 10000023 so (B + 23 opcodes). I don't have that game so can't tell 100%, but that just ignore compare result, and branch always to code that not produce blur.
@kozarovv could you look at Harry Potter and the Prisoner of Azkaban, please? It has mipmap issues too.
Yeah, but mipmapping require a lot of reversing if devs didn't left any trace.
Wow. :D This happen also without config? I can't even imagine what going on there, as this is probably just movie file played there.
 

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