PS3 Compatibility List - PS2 on PS3

I can only speak with my experience, but with my PS3 4.84 HEN + webman mod, using /dev_hdd0/PS2ISO/My Game Name/ISO.BIN.ENC worked just fine. wMM detected the games and I could launch them without issues.

What I didn't test was using images with configs, it's probably the only thing I missed to add in Apollo, because the encryption algorithm is already there.

If it's better for compatibility, for a next version I'll generate /dev_hdd0/PS2ISO/My Game Name.BIN.ENC instead of using folders.
As mrjaredbeta mentioned, the folders is not an issue. However, the auto config only works when the title id is included in the file name. So instead of ISO.BIN.ENC, you could name it as SLUS_123.45.BIN.ENC or SLUS-12345.BIN.ENC
 
(some notes)

Fatal Frame 1/2/3 .... (worked fine, ps2 classics, pkg and rap file then signed installed, for ofw han/hen)
(fatal frame 2, had fmv playback issues of them not playing, common on "open ps2 loader" on ps2, I can see listed is the official emulator configuration for that game if your not using the classic version on the list)

(the problem with "widescreen" patches, and I have them for all the ps2 games on my ps3, with the exception of the shadow hearts games, and pre-rendered bakcground games like, "devil summoner 1/2", because they don't work, and "killer 7" because it changes the ratio of displayed visuals (possibly effects collision zones, making them smaller), that seems to be the problem with "fatal frame" if using a patch) (rendered, looks better on the ps3, then the ps2, but, with widescreen, its basic visual ratio, plus, the backgrounds don't pan mostly, so its a very weird effect, when the games looks better on the ps3, its easier to make that distinction) (if it was a rpg, you don't do much with the environments, would be an issue if you to view the environment, with some perception accuracy for the benefit of the gameplay)

speaking of which.

I guess, Silent Hill 4 the Room, is basically fine. (had some original problems with the game, on both the original xbox and ps2, of certain actions, not triggering the events they were supposed to when you did them......not surprised the ps2 on ps3 compatibility lists timing issues..............that is actually a bonus, those errors like the ones I'm describing, which happened if memory is correct, in the game before you past the subway part of the first level going underground, common errors like that).

most of the backgrounds in the, silent hill games, scroll .......... plus because your not using a camera or something, you don't have a warping issue, with perception, that is including more non-interactive area in the game on screen. (widescreen patch).

(I think the "alpha bugs" listed on the "ps2 to ps3 compatibility list", may actually be in the original game (?), because its just a statement there on the list, it seems like its only there to discourage someone from playing the game)

(Like those troll reviews of silent hill 2/3 remastered on the ps3, the textures on the ps2 were very poor, the worst remastered ps3 game i've seen would have to be "okami", maybe its just the art used, but the outlines could of been done differently) (just watch silent hill 4 on youtube)

EDIT

youtube.com/watch?v=MB11reZnpgg&t=600s ............shows the japan version has english in it, should be good there is a pkg and rap available for it.
 
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What i mean is... we need to make a list of the "logic" used by every function_id. As far i understand that "logic" shoud be something very simple, is the kind of thing that can be written in a very short line in the source code
I diont understand assembler, but from this example you posted it looks a bit like this to me:
Maybe you don't get it because i'm bad at describing stuff :P
Big mutha truckers 2 again, SLUS version.
[Net] Command ID: 0x01
Param : 00101228
[Net] Function ID : 0x25

What config do:
if (address == 0x101228)
{
set address 2204802B8 to 0
// 2204802B8 = 0x(2)04802B8 in game memory
}
There is hardcoded address inside config, you can't reuse it for something else until you gonna patch that address inside emulator, which gonna be pointless.
In other words, in the way i see it the only thing that matters is the "logic". After knowing how works the "logic" of every function we can decide if we can use that same logic in other games
If the "logic" made by big mutha truckers is similar to the code i wrote then it looks like is not going to be handy for other games... but im guessing there should be some function id's that does very simple things
Problem is that logic in hooks usually write to specific game address, or read another addresses/registers under the hood, and to change that you need to patch emulator itself. Configs for Eutechnyx are actually simplest ones from the pack.

Onimusha hook for example take PS2 $s0 register, read address from it. Add 0x20 of very specific IPU data that is known to be missing only in that one game, add 0x20 to $s0 address to move next stores on emulated machine to not overwrite new data, add 0x20 to address in $s3, and back to emulation.

Gta hooks use special PPC runtime to calculate some vectors, or something. This also take one of PS2 registers in count, and read data from it.

0x0A for tri ace literally add 1 to PS2 calculations, just do that in right moment. This is required due to specific PS2 VU math that give different result across every other platform, and since that runtime is responsible for decryption of game, calculation wrong by 1 is enough to make it black screen.

Some configs are even more complicated, and due to that even more game specific.
Tl;dr i know what every single 0x01 config do, but i never described that because is just pointless as there is no use for it for other games.
There is a line of code that "initiates" the protection, and it generates tenths of security checks... but all the checks ends in some kind of "panic" signal
In this case we could "hook" the code at the point where it "initiates" the protection and disable it at his root, this would be ideal because it would decrease the overall workload
You underrate TriAce, anti cheat code is plotted in to real game code in around 20 places. There is no single function inside that say ok result is fine, lets go on. There is 20 places like that, and another few that want to base on result of that calculation (which is more than 0/1).

Well game is from 2006 iirc, and protection was first time successfully removed in 2019. That give some image how naughty it was. ;)
 
@mrjaredbeta get it,I'll test it tonight!

@mrjaredbeta tested, if dead in a battle, after load a save a little while, got freeze.
Thank you for testing. I didn't take dying in battle into account, so that's a very good observation. Maybe that is where those battle codes come into play...

I will be examining this the next couple of days. Just to confirm, you didn't get any freezes if not dead after battle?

Also, try new game and make a fresh save file if you haven't.
 
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Current state of Valkyrie Profile 2 - Silmeria (SLES-54644) config:

I have tested the config posted on Thursday (here) pretty extensively at this point. I have played around 5 or so total hours of starting a new game, playing a new game, saving, encountering battles, dying from battles, reloading saves, progressing farther, etc... Good news, I have encountered 0 freezes and 0 problems in all of my testing. Safe to say this config *does* disable the game protection and fix all slowdowns by removing intensive effects.

So, 100% playable? Who knows yet, as I am still testing. But by the looks of it? Yes. It's still to early to add it to the database I think, but I am going to add it to the compatibility list for now with a note attached. There are still problematic areas to get through, such as infamous Hall of Valhalla freeze due to save data protection (that this config should bypass), but we'll see.

There was also a report of freezing from @nictse in the opening Lost Forest area. This is odd, as it lines up with the past failed config I posted a week or two ago, yet this one I have had absolutely no issue with... Like I said, I have tested this game/config a *lot* at this point, so if anyone else can try to test and report back with their results, it would be very much appreciated. Playing up until the first few cutscenes in Royal Underground Path should be enough to see if there is a problem, but testing more is always welcome. :D
 
Scratch that, it just froze. :confused:

I give up with this one. Besides the opening town, game seems to run fine anyways. This is too much of a hassle for what it's worth. I'll move on to other games for now. :-p
 
(some notes)

Fatal Frame 1/2/3 .... (worked fine, ps2 classics, pkg and rap file then signed installed, for ofw han/hen)
(fatal frame 2, had fmv playback issues of them not playing, common on "open ps2 loader" on ps2, I can see listed is the official emulator configuration for that game if your not using the classic version on the list)

(the problem with "widescreen" patches, and I have them for all the ps2 games on my ps3, with the exception of the shadow hearts games, and pre-rendered bakcground games like, "devil summoner 1/2", because they don't work, and "killer 7" because it changes the ratio of displayed visuals (possibly effects collision zones, making them smaller), that seems to be the problem with "fatal frame" if using a patch) (rendered, looks better on the ps3, then the ps2, but, with widescreen, its basic visual ratio, plus, the backgrounds don't pan mostly, so its a very weird effect, when the games looks better on the ps3, its easier to make that distinction) (if it was a rpg, you don't do much with the environments, would be an issue if you to view the environment, with some perception accuracy for the benefit of the gameplay)

speaking of which.

I guess, Silent Hill 4 the Room, is basically fine. (had some original problems with the game, on both the original xbox and ps2, of certain actions, not triggering the events they were supposed to when you did them......not surprised the ps2 on ps3 compatibility lists timing issues..............that is actually a bonus, those errors like the ones I'm describing, which happened if memory is correct, in the game before you past the subway part of the first level going underground, common errors like that).

most of the backgrounds in the, silent hill games, scroll .......... plus because your not using a camera or something, you don't have a warping issue, with perception, that is including more non-interactive area in the game on screen. (widescreen patch).

(I think the "alpha bugs" listed on the "ps2 to ps3 compatibility list", may actually be in the original game (?), because its just a statement there on the list, it seems like its only there to discourage someone from playing the game)

(Like those troll reviews of silent hill 2/3 remastered on the ps3, the textures on the ps2 were very poor, the worst remastered ps3 game i've seen would have to be "okami", maybe its just the art used, but the outlines could of been done differently) (just watch silent hill 4 on youtube)

EDIT

youtube.com/watch?v=MB11reZnpgg&t=600s ............shows the japan version has english in it, should be good there is a pkg and rap available for it.


It's a compatibility list, you're supposed to post any existing bugs in game. Can confirm the Silent Hill 4 alpha bugs are a real thing and it's not to discourage, it's literally being posted for reference.so it can be fixed or noted before hand. Maybe test it before you start accusing me of trolling. By the way, restored the O section on the compatibility list after it got wiped off by a shoddy edit (i assume)
 
It's a compatibility list, you're supposed to post any existing bugs in game. Can confirm the Silent Hill 4 alpha bugs are a real thing and it's not to discourage, it's literally being posted for reference.so it can be fixed or noted before hand. Maybe test it before you start accusing me of trolling. By the way, restored the O section on the compatibility list after it got wiped off by a shoddy edit (i assume)

@psalmsamuel i apologize for earlier, taking my anger out on you for other things. But the alpha bugs are, for example, the lights in the subway platform area have gray squares around them where transparency should be. Some cutscenes are desynced early on but that's all.
 
@nictse That makes sense about VP2. Still am not sure how it happens, but it must be rare.

@TrollTaco From what I've played of SH4, I can confirm there was one scene with some audio desync due to slow down from some blur(?) effect. This only happened in one cutscene and for around 10 or so seconds. As for the other thing, I didn't personally notice it, but what you said about the gray squares is probably true. Maybe a similar issue to Douglas' beard in SH3? I guess Sony didn't think of these as issues and didn't bother fixing them in the classics release.
 
@nictse That makes sense about VP2. Still am not sure how it happens, but it must be rare.

@TrollTaco From what I've played of SH4, I can confirm there was one scene with some audio desync due to slow down from some blur(?) effect. This only happened in one cutscene and for around 10 or so seconds. As for the other thing, I didn't personally notice it, but what you said about the gray squares is probably true. Maybe a similar issue to Douglas' beard in SH3? I guess Sony didn't think of these as issues and didn't bother fixing them in the classics release.
The light seems to clip into objects and also theres is a transparent line that follows under Henry. This only seems to happen in areas with light projectors such as lanterns etc etc. Its minor but it caught my eye. (You can see the light clipping into the wall on the left very blatantly.)
 

Attachments

  • 1603824486567-1727452505.jpg
    1603824486567-1727452505.jpg
    337 KB · Views: 49
gametitle=Silent Hill 4: The Room [SLUS-20873] (U)
comment=Patches/Codes Hacked By Maori-Jigglypuff [Savas Guercebe]
// Infinite Health Henry [Codeline 1],
// Henry doesn't wince by Enemy Attacks [Codelines 2 & 3],
// Henry can walk away from Reaching-Ghosts [Codeline 4],
// No Blood Splatter of Henry and Enemies [Codeline 5] and
// Henry doesn't scream when Enemies attack [Codelines 6 - 10]
patch=1,EE,0015cda4,word,4600ad46
patch=1,EE,001e9928,word,24020000
patch=1,EE,001e9da0,word,24020000
patch=1,EE,001ea1c8,word,24020000
patch=1,EE,002806dc,word,ae20001c
patch=1,EE,002b2088,word,0c04088d
patch=1,EE,002b2008,word,0c04088d
patch=1,EE,002b1f78,word,0c04088d
patch=1,EE,002b1fc8,word,0c04088d
patch=1,EE,002b1f70,word,0c04088d
// Enhance Game Sharpness
//patch=1,EE,0013b330,word,240D0000
// Constant correct Value 0x00000080 Adjustment to disable overall Fog Effect
patch=1,EE,002e5398,word,64040080
// Disable Blur-Effect when Ghost hangs on the Wall in Henrys Room
patch=1,EE,002a50e8,word,0c04088d
// Disable local Blur-Effects
patch=1,EE,0024bef4,word,24020000
// Disable global Blur-Effects
patch=1,EE,002c4430,word,24020000
// No black Borders
patch=1,EE,001a970c,word,24030000
patch=1,EE,001a972c,word,24030000
// No Body Shadow of Characters and Ghosts on the Ground
// [Removes also the moving Shadow of the Rotating Prison Tower in the Cells]
patch=1,EE,00207964,word,64030000
// Disable Beam of Light
patch=1,EE,0022b808,word,24030000
// Disable Noise Filter, Film Tear Effects
// and Blur Cones
patch=1,EE,002485e0,word,03E00008
patch=1,EE,002485e4,word,00000000
patch=1,EE,00273210,word,03E00008
patch=1,EE,00273214,word,00000000
// Disable World-, Cutscene-, Rooms- and
// Outside World of Window Renderer
patch=1,EE,001cd1b8,word,ac201f00
// Create clean Window for Outlook
patch=1,EE,002196bc,word,24100000
// Enhance Characters and Ghosts real Body Light,
// constant Adjust Characters In-Depth Filter
// and disable their additional true Colours
patch=1,EE,00138eb8,word,3c014348
patch=1,EE,00138ed4,word,46001086
patch=1,EE,00138ef0,word,46001006
patch=1,EE,001f3ed0,word,3c064348
patch=1,EE,001f3ed8,word,44860800
patch=1,EE,00138edc,word,3c068000
patch=1,EE,00138ee4,word,44860800
patch=1,EE,001f3ed4,word,3c078000
patch=1,EE,001f3ee8,word,44870000
patch=1,EE,0014dee0,word,3C023FA0
patch=1,EE,0014dee4,word,34420000
patch=1,EE,0014dee8,word,3C050043
patch=1,EE,0014deec,word,24A5FC60
patch=1,EE,0014def0,word,ACA20000
patch=1,EE,0014def4,word,ACA20004
patch=1,EE,0014def8,word,3C033F80
patch=1,EE,0014defc,word,ACA20008
patch=1,EE,0014df00,word,03E00008
patch=1,EE,0014df04,word,ACA2000C
patch=1,EE,00155BF8,word,3C053E80
patch=1,EE,00155BFC,word,34A50000
patch=1,EE,00155C00,word,44850000
patch=1,EE,00155C04,word,E4600000
patch=1,EE,00155C08,word,E4600004
patch=1,EE,00155C10,word,E4600008
patch=1,EE,0010448c,word,7e200000
patch=1,EE,0014cbb0,word,7ca00000
 
Asked a while ago but can anyone help with Tak 2? US version crashes on new game, PAL works fine until a couple levels later it crashes too.
 
Valkyrie Profile 2 - Silmeria (SLES-54644) NEW Experimental Config
Code:
3D 00 00 00 57 44 00 00 09 00 00 00 12 00 00 00
D4 5A 20 00 99 00 83 90 00 00 B0 7F 80 FE 03 08
00 00 B0 7F 00 FA 0F 00 00 00 00 00 00 00 00 00
18 D9 23 A0 99 00 83 90 08 FA 0F 00 00 00 00 00
00 00 00 00 E8 33 43 8C 42 00 02 3C 10 FA 0F 00
00 00 00 00 00 00 00 00 10 00 C6 34 1E 3C 06 3C
18 FA 0F 00 00 00 00 00 00 00 00 00 2D 10 00 00
0B 00 66 14 20 FA 0F 00 00 00 00 00 00 00 00 00
60 AC 07 3C 42 00 02 3C 28 FA 0F 00 00 00 00 00
00 00 00 00 D4 39 47 AC 00 00 E7 34 30 FA 0F 00
00 00 00 00 00 00 00 00 16 24 0B 3C 42 00 0A 3C
38 FA 0F 00 00 00 00 00 00 00 00 00 B4 33 4B AD
00 00 6B 35 40 FA 0F 00 00 00 00 00 00 00 00 00
20 37 4B AD 68 35 4B AD 48 FA 0F 00 00 00 00 00
00 00 00 00 4A 00 02 3C 2D 10 00 00 50 FA 0F 00
00 00 00 00 00 00 00 00 12 3C 06 3C D0 BA 43 8C
58 FA 0F 00 00 00 00 00 00 00 00 00 03 00 66 14
10 00 C6 34 60 FA 0F 00 00 00 00 00 00 00 00 00
4A 00 02 3C 2D 10 00 00 68 FA 0F 00 00 00 00 00
00 00 00 00 B8 16 08 08 5C 9F 40 AC 60 67 24 00
02 00 02 24 30 FE BD 27 00 00 00 00 08 00 E0 03
E0 7B 2B 00 80 00 BF FF 30 FE BD 27 00 00 00 00
08 00 E0 03 60 0B 2E 00 2D 28 80 00 F0 FF BD 27
00 00 00 00 08 00 E0 03 07 00 00 00 08 00 00 00
01 00 00 00 08 98 2B 00 0B 00 00 00 01 00 00 00
28 09 10 00 0A 00 00 00 44 00 00 00 00 00 00 00
Updated config that gets rid of unneeded codes (shrinks from 21 to 18 config commands). Could potential fix the random "rare" freeze that happens. Started a new game with this, played a few chapters and haven't experienced any problems with this so far.

The only lead I have on the rare freeze is maybe it has something to do with the length/number of codes. First config was around 28 or so total codes that had unplayable freezing issues after first battle. Second config was 21 and had only rare freezing issues (I got one after hours and hours of playing). This one has 18, maybe lessening the freezing even further?
 

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