PS3 Compatibility List - PS2 on PS3

Crash Bandicoot: The Wrath of Cortex (SLUS-20238)
Code:
3D 00 00 00 57 44 00 00 01 00 00 00 90 D3 16 00
12 00 00 00 03 00 00 00 00 00 00 00
Fix freeze on pause menu (random freeze). The slowdown isn't bad at all, it's just the jitter that makes it a little annoying. Didn't really get into disabling effects, and I don't think jitter can be improved much from what it is now.

@kozarovv I checked the IQ Remix post on devwiki, and I can confirm it black screens after the publisher/developer logos. This *is* with the blacklist removed. I assume it is something to do with SPU as older pcsx2 versions had the opening sound muted/not playing. Maybe causes an endless loop here?
2016A048 AF80E750
2016A054 AF80E750
This code can fix the jitter, it does not seem to be a jitter problem, it seems to be caused by dropped frames, but the speed does not drop significantly in the game.
 
any fixes for street fighter alpha anthology?
Haven't had time to look at it yet.
Wow,look forward to!
Unfortunate results...looks like netemu is not capable of doing this config. Seems like the memory patches get reversed after a battle sequence, hence the freeze only after battle. I may look at this down the road, but I think the way that netemu handles this makes it impossible.

If you do want to play this game full speed and everything, I suggest using PS2 Patch Engine. I think this was confirmed to work a few months back. I'll let you know which codes to choose if you want full speed/frame rate.
2016A048 AF80E750
2016A054 AF80E750
This code can fix the jitter, it does not seem to be a jitter problem, it seems to be caused by dropped frames, but the speed does not drop significantly in the game.
Nice find! I'll look into this later tonight and hopefully have a config that uses these patches. Do you know what they change?
 
@nifengyuexia Try this:
Code:
3D 00 00 00 57 44 00 00 0A 00 00 00 02 00 00 00
48 A0 16 00 50 E7 82 AF 50 E7 80 AF 54 A0 16 00
50 E7 82 AF 50 E7 80 AF 01 00 00 00 90 D3 16 00
12 00 00 00 03 00 00 00 00 00 00 00
 
If you do want to play this game full speed and everything, I suggest using PS2 Patch Engine. I think this was confirmed to work a few months back. I'll let you know which codes to choose if you want full speed/frame rate.
I used this software before to patch the widescreen.If this software gonna works, still on EU version?
 
Kohitsuji Hokaku Keakaku! Sweet Boys Life (Limited Edition)
SLPM_665.82
Fix hang, based on previous patch
Code:
3d 00 00 00 11 11 00 00 0a 00 00 00 01 00 00 00
48 a1 14 00 03 00 40 10 03 00 00 10 00 00 00 00

L2 Love X Loop
SLPM_551.91
Fix hang, based on previous patch
Code:
3d 00 00 00 11 11 00 00 0a 00 00 00 01 00 00 00
28 48 1b 00 08 00 40 10 08 00 00 10 00 00 00 00
 
Unfortunate results...looks like netemu is not capable of doing this config. Seems like the memory patches get reversed after a battle sequence, hence the freeze only after battle. I may look at this down the road, but I think the way that netemu handles this makes it impossible.
I think there could be a way, but it requires to use netemu command 0x01, his purpose is to hook memory to an internal emulator function, and it have a long list of available functions to perform a lot of different hook types
I would bet there is going to be a hook type to set a memory address with a custom value and prevent the running code to change it

Im making this deduction just because it seems there are a lot of hook types (most of them unknown), and this one im suggesting to preverse the value of a memory address as static probably is one of the most basic ones, you know it looks like the kind of feature that had priority in the emulator development list when they was developing this hooks and was implemented first in the list of available hooks (so it looks the best candidates are the unknown hooks with low "Function ID" numbers ;) )
 
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@sandungas This game is definitely the most curious case of any config file I have looked at. Earlier today, I *thought* I successfully made a working patch by adding the problematic address twice in the config. I tried it, and it worked with no problems. No freeze, no problems. Yet, I tried it again later tonight and a freeze happened like usual. I was so certain I had a working config. This game is definitely driving me nuts, but I don't wanna give up.

This is a great observation, and this is something that I think could definitely be possible. I will try to research some more into these functions and see which one could be a winner. 0x0A/0x09 commands definitely work weirdly when it comes to changing values, and the change does not seem to "sit" like pcsx2 .pnach files and how they constantly change the memory address. Thanks for this recommendation!
 
@sandungas This game is definitely the most curious case of any config file I have looked at. Earlier today, I *thought* I successfully made a working patch by adding the problematic address twice in the config. I tried it, and it worked with no problems. No freeze, no problems. Yet, I tried it again later tonight and a freeze happened like usual. I was so certain I had a working config. This game is definitely driving me nuts, but I don't wanna give up.
Lol, i understand that feeling, you are close to achieve it but there is something a bit out of control that is driving you crazy and it became a personal challenge :D
Maybe is that antipiracy protection doing some weirdness

I was not trying to sound ike an smartass in my previous post like if i know the solution, but this kind of hooks probably can be used to defeat the protection completly, you know... in a different way and more automated, without need to set tenths of memory addresses

This is a great observation, and this is something that I think could definitely be possible. I will try to research some more into these functions and see which one could be a winner. 0x0A/0x09 commands definitely work weirdly when it comes to changing values, and the change does not seem to "sit" like pcsx2 .pnach files and how they constantly change the memory address. Thanks for this recommendation!
The net command 0x01 is very interesting, is defined as:
Code:
2x uint32_t Params (addr, func_id)
What i understand is it means the value in the memory address is going to be "managed" by a logic function implemented inside the emulator

Honestly, i cant imagine how many things can be made to a memory address with the purpose of fixing emulation problems, lol, but i guess not much, probably there are a bunch based on a "if-else" case, logic operators, some arithmetic maths, or what i said about setting a value static, dunno, things like that
 
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You can't use 0x01 for other games. I know what all of them do, and is really per game predefined stuff. Few of them are per game engine, but still do something game specific.

For example 2C, 2D are hooks for Onimusha IPU program, to add 4QW to packet. You can notice how specific hooks are even by game list. Some of them just target different region.

0x0A - Triace (Force correct value on decryption runtime)
0x0B - Triace, interesting. Star Ocean don't need it
0x12 - Disney's Finding Nemo hook
0x13 - 0x16 - Snowblind hacks (custom name ;) )
0x1B - 0x1E - Street Racing Syndicate hook
0x1F - 0x22 - Ford vs. Chevy
0x0F - 0x11, and 0x3B doing the same but "probing" for conditions, and answering in different addresses. Fix for messy gta CTheScripts::ClearSpaceForMissionEntity. PS4 emulator do this too.
0x2F - 0x32 Singstar's hooks

The net command 0x01 is very interesting, is defined as:
Code:
2x uint32_t Params (addr, func_id)
What i understand is it means the value in the memory address is going to be "managed" by a logic function implemented inside the emulator
That mean when Emotion Engine PC register hit correct address, then execution of virtual machine is halted, and PPC part is done. After that game back to execution from next address, unless hook specify different PC on PPC side.
This is literally same logic as hooks done only on EE side. But there we usually add jump to below 0x100000 memory, do what need to be done, and jump back to where we hooked. For example hook like that is done in God Hand official config.
Only difference between hook like that, and 0x01 is that 0x01 can do also PPC specific stuff there, even run predefined emulator function (Max Payne).
 
3D 00 00 00 57 44 00 00 0A 00 00 00 02 00 00 00 48 A0 16 00 50 E7 82 AF 50 E7 80 AF 54 A0 16 00 50 E7 82 AF 50 E7 80 AF 01 00 00 00 90 D3 16 00 12 00 00 00 03 00 00 00 00 00 00 00
This configuration cannot enter the game. I first patched the interlaced scan in the ISO and then started the game. The jitter in the game is much less, but it is still not smooth enough.
 
Crash Twinsanity(v2.00)(SLUS-20909)
3D 00 00 00 57 44 00 00 12 00 00 00 08 00 00 00
00 00 00 04 00 00 00 00 02 00 03 00 00 00 00 00
9B BF 2C B6 00 02 00 00 03 00 01 00 6C 19 2B 10
0A 00 00 00 03 00 00 00 58 1C 19 00 FB FF 40 54
00 00 00 00 5C 1C 19 00 2F 18 71 00 00 00 00 00
60 1C 19 00 2F 10 23 02 00 00 00 00 00 00 00 00
Sorry, I made a mistake when creating the configuration
 
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@nifengyuexia Both configs are confirmed to be working. I tested Wrath of Cortex yesterday and it lines up with your report (jitter is gone but resolution is lesser). It's important to note that I used WoC v1.01 for the config. You can check your version of the game by opening SYSTEM.CNF from iso file in a text editor.

@Bruno34 Yes, configs work on HEN for both ps2 classics .pkg files and also ISO.BIN.ENC/ISO.BIN.ENC.CONFIG files. If you're using ps2classics gui to make pkgs, you can download the unencrypted config from here: http://ps3.aldostools.org/ps2config.html

Select the downloaded config when you are making your pkg file. If you are using ISO.BIN.ENC format with webman mod, you can download the encrypted config from the same website. Make sure to select "ENC (PS2 Classics)" in the pull down menu in the top right corner and use it with your game in PS2ISO/*game folder here* folder.
 
@nifengyuexia Both configs are confirmed to be working. I tested Wrath of Cortex yesterday and it lines up with your report (jitter is gone but resolution is lesser). It's important to note that I used WoC v1.01 for the config. You can check your version of the game by opening SYSTEM.CNF from iso file in a text editor.
I have confirmed that I am using the v1.01 version. It seems that this game will be more difficult to repair.
 

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