PS3 Compatibility List - PS2 on PS3

FIFA 2003 (SLES-51197)
Code:
3D 00 00 00 57 44 00 00 0A 00 00 00 01 00 00 00
54 F5 30 00 79 00 40 1A 79 00 00 10 00 00 00 00

FIFA 2003 (SLUS-20580)
Code:
3D 00 00 00 57 44 00 00 0A 00 00 00 01 00 00 00
FC F5 30 00 79 00 40 1A 79 00 00 10 00 00 00 00

FIFA 2003 (SLPS-25179)
Code:
3D 00 00 00 57 44 00 00 0A 00 00 00 01 00 00 00
EC F5 30 00 79 00 40 1A 79 00 00 10 00 00 00 00

Disabled mipmaps for player models. Untested on the PS3.
Was test it, use pal version! looks like game work flawless now
 
can someone fix a sound bug from The King of Fighters 2002 Unlimited Match Tougeki ver. SLPS-25983. every time i played in versus mode every time after a while the character selection screen music gets sped up and during the game it just disappears
 
any chance to remove this annoying playstaion 2 logo staying at the bottom of screen in Phantasy Star Universe.View attachment 34596
can someone fix a sound bug from The King of Fighters 2002 Unlimited Match Tougeki ver. SLPS-25983. every time i played in versus mode every time after a while the character selection screen music gets sped up and during the game it just disappears
I am unsure about both of these problems. It's a big maybe for now.

was secret agent clank ever fixed for ps3 cfw compatibility?
No, it wasn't. But I think it is at least fixable. :)
 
can someone fix a sound bug from The King of Fighters 2002 Unlimited Match Tougeki ver. SLPS-25983. every time i played in versus mode every time after a while the character selection screen music gets sped up and during the game it just disappears
this bug was on ps2 console too, try whit the normal UM version not the tougeki
 
Secret Agent Clank (SLUS-97623)
Code:
3D 00 00 00 57 44 00 00 0E 00 00 00 B4 2D 4A 00
0E 00 00 00 D0 2D 4A 00 00 00 00 00
Fixes Clank's incorrect walk/run calculation.

@spyrosfar123 If you want to play through the game until the robot falling through the floor bug, you can send your save file and I can fix it and make the game completely playable.

I finished the game,send ur save later.
But u need to play a little while,that part in the middle of that level.
 
Secret Agent Clank (SLUS-97623)
Code:
3D 00 00 00 57 44 00 00 0E 00 00 00 B4 2D 4A 00
0E 00 00 00 D0 2D 4A 00 00 00 00 00
Fixes Clank's incorrect walk/run calculation.

@spyrosfar123 If you want to play through the game until the robot falling through the floor bug, you can send your save file and I can fix it and make the game completely playable.
Test it, looks like Clank walk ok now, but im play not much! Also serial number is SCUS-97623:adoration:
 
I finished the game,send ur save later.
But u need to play a little while,that part in the middle of that level.
If I can select a level with a completed game, don't worry about it. I can just get a save from GameFAQs. And anything is better than Xenosaga...I had to run for a few minutes and beat a boss around 20 times when testing. ;)

Test it, looks like Clank walk ok now, but im play not much! Also serial number is SCUS-97623:adoration:
You're right! Thank you for the correction.
 
Actually, the current config needs more work since the functions are allocated in memory differently for each level. It looks like only the first level has the walk/run calculation fixed for now, and I'm guessing a larger memory range will be needed for a full fix.
 
Actually, the current config needs more work since the functions are allocated in memory differently for each level. It looks like only the first level has the walk/run calculation fixed for now, and I'm guessing a larger memory range will be needed for a full fix.
Good luck with that, if its the same story as in R&C. Then address will vary for every single stage, and that can be offset about 0x10000 from another.
 
But the accuracy range commands should affect all the jumps inside that range, shouldn't they? Maybe instead of the math opcodes, it is better to include the main function which calls the affected floating point calculations.
 
But the accuracy range commands should affect all the jumps inside that range, shouldn't they?
Yeah but accurate math command for range of 0x10000 probably make game slow af.
What can be done is patch to add/sub 0.1 or whatever game expect, and then create 0x0B patches for every level.
But i'm assuming worst case here, maybe luckily problematic opcodes will be close enough to make ~30 0x0E opcodes, or some small range. Is just P.I.T.A. to do this. :P
 
It seems that game doesn't get bogged down by accurate math at all really (even 0x0F at full range of 0x100000-0x1FFFFFF, the game doesn't skip frames besides combat), so I think I'll just test the levels with 0x26, find the smallest workable range, and call it a day. Some levels seem to be off by a large range, but luckily it is only add/sub stuff...I'm working with a range of 0x70000 right now without any slowdown problems and only 1 out of 5 levels tested still had the bug.
 
Secret Agent Clank (SCUS-97623)
Code:
3D 00 00 00 57 44 00 00 26 00 00 00 00 00 44 00
00 00 45 00 26 00 00 00 00 00 49 00 00 00 4E 00
00 00 00 00
Updated (and sloppy) config to fix all instances of walk/run miscalculations. The first 0x26 range is only for Qwark's butt mission or whatever, while the second 0x26 range is for the rest (all Clank, Ratchet, other Qwark missions). Multiple 0x0E patches would be the best solution, but this gets the job done at least. Minor slowdown when there's some specific stuff going on (a bunch of calculations happening at once...rare and fixed if using only 0x0E patches).

I didn't test the Fort Sprocket level yet, but it could even be potentially fixed with this config because of the range. I am not counting on it though, so I will test more when I have time.
 
Secret Agent Clank (SCUS-97623)
Code:
3D 00 00 00 57 44 00 00 26 00 00 00 00 00 44 00
00 00 45 00 26 00 00 00 00 00 49 00 00 00 4E 00
00 00 00 00
Updated (and sloppy) config to fix all instances of walk/run miscalculations. The first 0x26 range is only for Qwark's butt mission or whatever, while the second 0x26 range is for the rest (all Clank, Ratchet, other Qwark missions). Multiple 0x0E patches would be the best solution, but this gets the job done at least. Minor slowdown when there's some specific stuff going on (a bunch of calculations happening at once...rare and fixed if using only 0x0E patches).

I didn't test the Fort Sprocket level yet, but it could even be potentially fixed with this config because of the range. I am not counting on it though, so I will test more when I have time.
how many missions game have?
 
how many missions game have?
The PSP version has about 28 missions.
intro - 00:00
Boltaire Museum - 0:49
Karmic Beatdown - 18:51
Save Agent Clank! - 24:42
Tracking Number Woo - 29:49
Larger than Life - 43:15
Dance of Doom - 50:16
Villa Escape! - 57:05
Nails for Breakfast - 1:03:11
Following the Kingpin - 1:13:11
Ace of Spades - 1:29:43
Following the Star - 1:35:27
Last One Picked for Dodgeball - 1:53:08
High Stakes Game - 1:58:50
Secret Lab - 2:13:32
The Escape! - 2:35:20
Full of Hot Air - 2:38:41
Infiltrating Ft. Sprocket - 2:51:04
Vaultbreakers - 3:15:11
Going Commando - 3:33:21
Spaceship Graveyard - 3:39:07
Space Nuns and Orphans! - 4:01:42
Chasing Clunk! - 4:12:39
Before the Jailbreak/Prison Escape! - 4:21:22
Chasing a Lead - 4:27:36
Desert Dam vs. Prickly Ravenous Space Cacti! - 4:32:32
Clunk's Secret Lair: Breaking In - 4:47:41
Infiltration - 5:04:55
FINAL BATTLE! - 5:28:51
 

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