PS3 Compatibility List - PS2 on PS3

Did someone try BloodRayne 2? I was test before, but it have little audio stuttering in cutscenes (in game all ok). But probably its becouse i use my regional version!
 
The US NET config of BloodRayne 2 should at least fix the audio problems, so you could try that with your version of the game until an actual port is done for PAL version.
 
Syphon Filter: Logan's Shadow (SCUS-97584)
Code:
3D 00 00 00 1F 40 00 00 12 00 00 00 05 00 00 00
00 00 00 00 00 00 00 00 01 00 02 00 30 00 99 18
30 00 7C 18 00 00 00 00

Dot Hack Frägment (SLPS-25527)
Code:
3D 00 00 00 89 3D 00 00 08 00 00 00 FF FF FF FF
FF FF FF FF 8D 94 11 01 FC 0E 00 80 FF FF FF FF
FF FF FF FF 8D 94 11 01 03 02 03 10 08 00 00 00
FF FF FF FF FF FF FF FF 40 A7 E0 01 3C 03 00 80
FF FF FF FF FF FF FF FF 40 A7 E0 01 FC 1E 00 80
00 00 00 00

Not tested, based on the wiki reports.
 
Syphon Filter: Logan's Shadow (SCUS-97584)
Code:
3D 00 00 00 1F 40 00 00 12 00 00 00 05 00 00 00
00 00 00 00 00 00 00 00 01 00 02 00 30 00 99 18
30 00 7C 18 00 00 00 00

Dot Hack Frägment (SLPS-25527)
Code:
3D 00 00 00 89 3D 00 00 08 00 00 00 FF FF FF FF
FF FF FF FF 8D 94 11 01 FC 0E 00 80 FF FF FF FF
FF FF FF FF 8D 94 11 01 03 02 03 10 08 00 00 00
FF FF FF FF FF FF FF FF 40 A7 E0 01 3C 03 00 80
FF FF FF FF FF FF FF FF 40 A7 E0 01 FC 1E 00 80
00 00 00 00

Not tested, based on the wiki reports.
What was fixed? im not found info
 
Wiki says that Syphon Filter has got a "floating weapons and equipment glitch" and a .hack//fragment does freeze at some point of the gameplay.

Sonic Heroes (SLPM-65431) [NET]
Code:
3D 00 00 00 BD 42 00 00 0F 00 00 00 BC D3 2F 00
DC D3 2F 00 00 00 00 00 53 4C 50 4D 2D 36 35 34
33 31

Config not present in the European PS2 Classic release.
 
Twisted Metal: Black (SCUS-97101) [NET]
Code:
3D 00 00 00 89 3D 00 00 1C 00 00 00 01 00 00 00
1D 00 00 00 01 00 00 00 00 00 00 00 53 43 55 53
2D 39 37 31 30 31

Twisted Metal: Black (SCES-50360) [NET]
Code:
3D 00 00 00 89 3D 00 00 1C 00 00 00 01 00 00 00
1D 00 00 00 01 00 00 00 00 00 00 00 53 43 45 53
2D 35 30 33 36 30

Sorry for a double (or rather a triple) post!
 
I have been looking for a way for a standardisation of the config files meant for different versions having the same licence code, for example Wrath of Cortex, Silent Hill 2, Star Wars: Battlefront II, etc. To goal is to have a single config containing working patches for the both versions. If someone has noticed, the WRC 4 PAL config already did have a three 0x09 commands inside. Let's make it clear, the ps2_netemu has got a maximum amount of usage of the commands (most of them are already discovered and specified on the "PS2 Emulation" page in the wiki). For example, we are limited to the max 32 patches of the EE memory using either the 0x09 or 0x0A command (mixing them will make the emulator hang. As well as exceeding the patch count). Here is the link for the WRC 4 PAL config:
https://www.psx-place.com/threads/compatibility-list-ps2-on-ps3.1306/page-231#post-303815

First "09 00 00 00 10 00 00 00" command is a straight copy from the gxemu config. The 10 is a hexadecimal number, so we have got a 16 patches there. Since this game needs a rearrangement of the branch opcodes, otherwise it would not boot at all, Sony has included a patches for the both versions - original and a Platinum one. It is working well, because the patch commands are looking for the original value before the replacement, therefore there is no chance of applying the patches to the wrong version of the game. Thanks to it, we can include the patches for the every version in a single config! As long as there is a room for them, and truly speaking, the WRC 4 config already does utilize the maximum amount of them (Valkyrie Profile 2 being just a little behind with a 31 patches). Their executable files are packed, so we cannot apply additional patches using the 0x0B command unfortunately. A 0x42 written hook would be needed to do so.

Okay, we have got a second "09 00 00 00 08 00 00 00" command. The patches for the original (v1.01) version are there. And the last "09 00 00 00 08 00 00 00" command contains the patches for the Platinum (v2.00) version. It turns out you can use as many separate 0x0A/0x09 commands as you want as long you do not exceed the maximum 32 limit of them. Sony has used it in the official NET config of the game BlowOut (two separate 0x0A commands).

My recommendation is to left the Sony's patches in the first command copied straight and apply the custom patches in the second command. If the game has got a second version, use a separate command for the patches. The pattern is to have an order like that:
Official patches -> Custom patches -> Custom patches (for the second version) -> Custom patches (for the third version) -> etc.

Another games which need a double patch for the different versions are Silent Hill 2, Wrath of Cortex and Star Wars: Battlefront II. I won't be discussing them, as I have updated the configs on the "PS2 Emulation" page of the wiki. The pattern is similar (Silent Hill 2 example):
0x0E command for the original version -> 0x0E command for the Greatest Hits version -> 0x0F command for the original version -> 0x0F command for the Greatest Hits version.

The last but not least is the Crash Twinsanity NTSC config. We have got a 0x12 command there. It turns out you cannot have a two 0x12 commands in the config, when some subcommands are duplicated - the emulator would turn itself off after the LV2 reboot. But we can have a second 0x12 command with just a single type 3 subcommand, which looks for a memory offset containing a specific opcode. The config looks like this:
Code:
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 7C 15 2B 10
12 00 00 00 02 00 00 00 03 00 01 00 6C 19 2B 10
0A 00 00 00 03 00 00 00 30 1B 19 00 FB FF 40 54
00 00 00 00 34 1B 19 00 2F 18 71 00 00 00 00 00
38 1B 19 00 2F 10 23 02 00 00 00 00 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

We have got a "12 00 00 00 08 00 00 00" command copied straight from the gxemu config for the 1.00 version. Then we have got a "12 00 00 00 02 00 00 00" command which does contain only the 0x03 subcommand with the offset for the 2.00 version. So the pattern is similar here:
0x12 full command copied straight from the original config for the 1.00 version (I am not aware of any community made 0x12 patch) -> 0x12 command with just a offset for the 2.00 version -> First 0x0A freeze fix for the 1.00 version -> Second 0x0A freeze fix for the 2.00 version.

I think it is a pretty straightforward standard for few games affected by this issue.
 
Bonjour à vous tous.

Je viens vers vous pour vous faire une demande. Serait-il possible de permettre au jeu PS2 "ToCA Race Driver 3" (SLES_530.87) de générer un affichage net, sans saccade et ralentissements divers en courses sur une PS3 "SuperSlim" sous le HEN-3.0.3 ???
Je suppose que le même souci existe sur la version pour les USA.

Si vous pouvez corriger ce problème, cela serait très sympathique. Je joue à ce jeu depuis très longtemps sur ma PS2 Fat (SCPH-39004B) sur DD interne via OPL et aucune saccade n'apparaît.

Merci par avance.


In English via G-Trad :

Hello everyone.
I come to you to ask you. Would it be possible to allow the PS2 game "ToCA Race Driver 3" (SLES_530.87) to generate a clear display, without jerks and various slowdowns in races on a PS3 "SuperSlim" under the HEN-3.0.3 ???
I suppose the same problem exists on the version for the USA.

If you can fix this problem, that would be great. I have been playing this game for a very long time on my PS2 Fat (SCPH-39004B) on internal DD via OPL and no stutter appears.

Thanks in advance.
 
Does anyone know if there's any fix for Mortal kombat deception and armageddon's frame rate dips? They happen a lot on some stages especially when it's raining and after the blood is flying around everywhere.

Also wondering if it's possible to reduce the input lag because the training segments in deception's konquest are bit harder to do, not a big deal since still beatable but it would be nice if it were like on orignal hardware.
 
Last edited by a moderator:
Nice write up @Agrippa. I think I mentioned it previously, but it's a nice solution to the confusing multi-version games that I see a lot of people struggling with on Reddit. About the standardization...anything is better than Sony's lack of any standard. But my philosophy is if it works, standardization doesn't matter. As long as netemu understands it, none of us have to.

Nice to see you here @Algol. IIRC, we have spoken before either about POPStarter or PS2USB2.0 compatibility (or both!) a few years back. My time is pretty limited recently. When I have some time, I will look into that game.
 
Does anyone know if there's any fix for Mortal kombat deception and armageddon's frame rate dips? They happen a lot on some stages especially when it's raining and after the blood is flying around everywhere.

Also wondering if it's possible to reduce the input lag because the training segments in deception's konquest are bit harder to do, not a big deal since still beatable but it would be nice if it were like on orignal hardware.

Maybe some effects could be turned off or some config command applied. Regarding the input lag, playing with a wired controller would have the lowest possible.

Nice write up @Agrippa. I think I mentioned it previously, but it's a nice solution to the confusing multi-version games that I see a lot of people struggling with on Reddit. About the standardization...anything is better than Sony's lack of any standard. But my philosophy is if it works, standardization doesn't matter. As long as netemu understands it, none of us have to.

Yeah, but after working with configs containing 32 patches (and spotting that BlowOut config) I came up with the idea, that separating them with an another command would be a little bit more clear.

The thing is that all of the gxemu configs do have the EE memory patches applied using the 0x09 command, because the 0x0A was implemented only in the netemu. So if the full 64 bit patches are not utilized, it would be a good idea to convert them to the 0x0A command, when making a CUSTOM config of the game. And left the Sony original patches separated with a second 0x0A command containing the custom patches.
 

Similar threads

Back
Top