PS3 Compatibility List - PS2 on PS3

At beggining of Mission 1 cutscene,a very little black block on the ground.very ignorable.
Mission 7 during take off, take the camera under the plane, then the camera back to normal a very little slower.
Mission 10 at the end of the cutscene,a little wrong texture on the ground.
Mission 16 take off same as 7,after take off a little slower.
The other mission no notable issue.

Some missions has shake issue,I think it'll happen on ps2 machine too.

@kozarovv
Thanks for testing. Are 7, 16 missions bug something that is game breaking? Are you sure that is caused by my patch?
 
Sorry for double post.
Ace Combat 4 Texture Fix

SLPS_250.52
Code:
3D 00 00 00 57 44 00 00 0B 00 00 00 02 00 00 00
11 83 1A 00 C4 02 00 00 18 00 00 00 4B 0A 48 2C
48 43 88 00 4B 0B 60 2C 4A 00 02 FF 4A 00 02 FF
4A 00 02 FF 4B 0A 48 2C 4B 0B 60 2C 4A 00 02 FF
4A 00 02 FF 4A 00 02 FF 48 43 88 00 12 83 1A 00
C8 00 00 00 14 00 00 00 48 43 88 00 4B E4 28 2C
4A 00 02 FF 4A 00 02 FF 4A 00 02 FF 4B E4 28 2C
4A 00 02 FF 4A 00 02 FF 4A 00 02 FF 48 43 88 00
0A 00 00 00 01 00 00 00 84 B9 13 00 03 00 00 45
00 00 00 00 00 00 00 00

SLUS_201.52
Code:
3D 00 00 00 57 44 00 00 0B 00 00 00 01 00 00 00
58 76 1A 00 CC 00 00 00 18 00 00 00 4B 0A 48 2C
48 43 88 00 4B 0B 60 2C 4A 00 02 FF 4A 00 02 FF
4A 00 02 FF 4B 0A 48 2C 4B 0B 60 2C 4A 00 02 FF
4A 00 02 FF 4A 00 02 FF 48 43 88 00 0A 00 00 00
01 00 00 00 6C B7 13 00 03 00 00 45 00 00 00 00
00 00 00 00

Both require some testing, as i can't do that properly.
 
Thanks for testing. Are 7, 16 missions bug something that is game breaking? Are you sure that is caused by my patch?
7,16 just graphic a very little issue,very ignoble.
Cant sure it's the config issue.I'll del the config and test tonight.


@mrjaredbeta I open it with Hxe,the second line is the game's id.If i use on jap version,shall i del it or change it to jap id,or ignore it?
 
@mrjaredbeta I open it with Hxe,the second line is the game's id.If i use on jap version,shall i del it or change it to jap id,or ignore it?
I'm actually not too sure about that. I don't *think* it matters if it's there, but you could delete it just to be safe. You definitely shouldn't have to change it to the Japanese region code though.

I believe the emulator only reads until the 4 bytes of zeroes, so anything after shouldn't matter.
 
I believe the emulator only reads until the 4 bytes of zeroes, so anything after shouldn't matter.
Emulator read bytes after 00 00 00 00. For 2 reasons, first is GAME ID. That one NEED to match your game, or need to be removed for multiregion. Second is because after 00 00 00 00 there is multidisc support config in some games. ;)
 
Emulator read bytes after 00 00 00 00. For 2 reasons, first is GAME ID. That one NEED to match your game, or need to be removed for multiregion. Second is because after 00 00 00 00 there is multidisc support config in some games. ;)
so simple to say,remove for good?
 
Keep in mind when we create a custom config valid for several different game ID's we still need to create a specific config file for everyone of them... because all the databases we use (managunz, webman, etc) works with individual config files that uses the game ID in the filename
Is happening since beginning, when we was able to extract the official configs from GX and SOFT emus there was a bunch of them that are identical, the only difference is the filename
And since that point has been added some more custom configs that are also identical to others

This is a problem we never worried about, is a bit messy and is not efficient, the solution is to create a single "config database" file using a structure similar than the official used inside GX and SOFT .self's
The concept is very easy... we need to separate the "game ID" and the "config data" in 2 different tables... this way we could create "links" in bewteen multiple "game ID" to the same "config data"
But.... this is going to "obfuscate" the configs itself... with this i mean they are going to become less "human readable" :D
You know... when you get used to how the config structure works and some config commands you start recognizing them just by looking at the hex view (and with the help of some documentation in psdevwiki), is what we use to do in this thread... someone posts a config and others are able to "review it"
The point is... is we create some kind of database with them in a single file we are not going to be able to "play around" with them so easilly :P


Anyway... i think is better to add the game ID always at the end of the config, especially when this configs are added to the databases we are using actually
But when we are talking about them in forums is not needed though, it can be removed to simplify it

Emulator read bytes after 00 00 00 00...
...after 00 00 00 00 there is multidisc support config in some games. ;)
Really ? o_O i never saw a config like that
 
Really ? o_O i never saw a config like that
Sorry, i reminded we had a long conversation/research in private talking with @Devildwarf (who reported grandia III as an official "PS2 classics multidisc" game)
We tolk several times before about making all that info public, and for one reason or the other we never did, but i think we should make an effort now to review that talk (i still have it) and cleanup all the info
The problem is we was brainstorming a lot looking at some other files (like DISC.IDX) involved in the "multidisc selector" but at the end ist was not so tricky :)

Im going to copypaste some of the things we said:
sandungas said:
As example, the original config for disc 2 is like this:
Code:
Offset(h) 00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F

00000000  3D 00 00 00 A8 3E 00 00 00 00 00 00 53 4C 55 53  =...¨>......SLUS
00000010  2D 32 31 33 34 35 00 02 01                       -21345...

That 3 bytes at the end indicates the presence of the other disc (and other config specific for the other disc). In the second config there are also another 3 bytes
The "XMB ingame" menu enables an option to "switch" the discs on runtime. This option only is visible when using this special configs (with the 3 bytes added at te end)

The DISC.IDX file plays an important rol in this disc switching btw... right now i dont remember but is like an "intermediate" in between the emulator and the config that indexes some info about wich config is the "current"
 
Just as a recap, for experimenting purposes....
The ID's from grandia 3 are: https://wiki.pcsx2.net/Grandia_III
SLUS-21334 (Disc 1)
SLUS-21345 (Disc 2)

And you can enable the disc selector option in the "XMB ingame" menu by using this configs:
Disc 1:
Code:
Offset(h) 00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F

00000000  3D 00 00 00 A8 3E 00 00 00 00 00 00 53 4C 55 53  =...¨>......SLUS
00000010  2D 32 31 33 33 34 00 02 00                       -21334...

Disc 2:
Code:
Offset(h) 00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F

00000000  3D 00 00 00 A8 3E 00 00 00 00 00 00 53 4C 55 53  =...¨>......SLUS
00000010  2D 32 31 33 34 35 00 02 01                       -21345...

Everytime you swap the disc with the option in the menu the info from the "current" config is stored inside DISC.IDX
This is info taken from the reverse engineering made by 3141card
Looks like parser read this from config:

Code:
.bss:0000000000B461CC                 .byte 0                 #           0x00CC: total_disc_count: max 9, from CONFIG
.bss:0000000000B461CD                 .byte 0                 #           0x00CD: cur_disc_nr, (current selected disc), from CONFIG
.bss:0000000000B461CE                 .byte 1                 #           0x00CE: is_multi_disc, 0(false) or 1(true), from CONFIG

Emu functions sys_info_write_DISC.IDX and sys_info_read_DISC.IDX seems to be strongly connected to that config reads. Looks like picard was there before us. :D

The total_disc_count: max 9 was confirmed by kozarovv, he made a test with custom ISO's and CONFIGS up to 9 games and was working (but was not working with more than 9, the PS3 was crashing with more than 9 as far i remember) :encouragement:

The rol of the DISC.IDX file and the cur_disc_nr was driving us a bit crazy for a time, just to show an example of one of my brainstormings...
Btw, we should advise 3141card about the small innacuracy in his notes, the IDA info you pasted before it was saying the value "cur_disc_nr" was loaded from CONFIG, but seems to be loaded from DISC.IDX
Or well... maybe is right and the problem is sony that did choose a weird name for that value

My understanding is the word "current" represents the disc that is going to be loaded at next boot (in other words... the disc id stored inside DISC.IDX)

But later i realized that...
Hmmmm, thinking more in it.... the shit seems to be more abstract
"cur_disc_nr" is one of the bytes at the end of the config, so 3141card notes are right, my mistake

If you load a config from a disc... then that disc is the current
The point is all the discs are "current" if you consider only the info in the configs
First disc is "cur_disc_nr" = 0x00
Second disc is "cur_disc_nr" = 0x01
And so on...

DISC.IDX only does a copypaste of that "current" info and it boots whatever was "current" in the previous gaming session
And...
DISC.IDX seems to be used to initial load disc. But config also indicate that. Also his note is comment to function that use it, so is correct.
And...
I think the loading sequence is like this:
1) loads DISC.IDX
2) loads CONFIG
3) loads ISO

...CONFIG (and DISC.IDX) contains the value "total_disc_count" with 2 discs, im booting disc 1 with the original CONFIG so it should boot normally (and it should enable the disc selector dialog normally)

Because the "is_multi_disc" seems to be deduced by the presence of the 3 bytes in the config it should load normally because we are loading CONFIG
 
ah, grandia III, never beat the game, but it's the game that got me interested in Japanese. I was thrilled when I could read the Kanji for poison (doku). that was before I studied abroad or took any classes. I just got some kanji flash cards from white rabbit press.
 
Arc The Lad: Twilight of the Spirits (SCUS_972.31) found in PS4-PS2 classic.

Code:
3D 00 00 00 9E 40 00 00 41 00 00 00 0A 00 00 00
10 00 00 00 00 FA 0F 00 00 00 00 00 26 00 02 3C
04 FA 0F 00 00 00 00 00 D0 F5 42 24 08 FA 0F 00
00 00 00 00 7D 44 08 3C 0C FA 0F 00 00 00 00 00
33 93 08 35 10 FA 0F 00 00 00 00 00 5C 00 45 8C
14 FA 0F 00 00 00 00 00 06 00 A8 14 18 FA 0F 00
00 00 00 00 76 45 08 3C 1C FA 0F 00 00 00 00 00
AA 1F 08 35 20 FA 0F 00 00 00 00 00 5C 00 65 8C
24 FA 0F 00 00 00 00 00 02 00 A8 14 28 FA 0F 00
00 00 00 00 00 00 00 00 2C FA 0F 00 00 00 00 00
5C 00 40 AC 30 FA 0F 00 00 00 00 00 A4 FE 04 08
34 FA 0F 00 00 00 00 00 00 00 00 00 88 FA 13 00
26 00 02 3C 80 FE 03 08 8C FA 13 00 D0 F5 42 24
00 00 00 00 00 00 00 00 53 43 55 53 2D 39 37 32
33 31
 

Attachments

@kozarovv I'll playing Ace Combat Zero: The Belkan War USA with your config files. But i can't play 11th mission called "INFERNO". Other missions works perfectly. When i try to start 11th mission game freezes black screen or console stops displaying the screen.
 
@kozarovv I'll playing Ace Combat Zero: The Belkan War USA with your config files. But i can't play 11th mission called "INFERNO". Other missions works perfectly. When i try to start 11th mission game freezes black screen or console stops displaying the screen.
Thank you for feedback, which region, and which config you use? Because i added new configs recently that should fix issues like that.
https://www.psx-place.com/threads/compatibility-list-ps2-on-ps3.1306/page-114#post-251753
 
Thank you for feedback, which region, and which config you use? Because i added new configs recently that should fix issues like that.
https://www.psx-place.com/threads/compatibility-list-ps2-on-ps3.1306/page-114#post-251753
I'm using USA version(SLUS-21346). I'm uploading the config file that i use. For the European version of the configs you just added. Some missions are have same problem. However, I was able to go through some things like changing planes. Whatever I do 11th mission, I couldn't start it. Either the screen stays black or the console stops displaying the screen. I did not see any problems in the graphics.
 

Attachments

Red Dead Revolver SLUS-20500 only Blur/Post Processing removal.

pcsx2 2020-07-23 17-47-38.png pcsx2 2020-07-23 17-48-21.png

Code:
3d 00 00 00 11 11 00 00 0a 00 00 00 02 00 00 00
78 4b 4c 00 f0 ff bd 27 08 00 e0 03 7c 4b 4c 00
00 00 bf ff 00 00 00 00 00 00 00 00
 

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