PS3 Compatibility List - PS2 on PS3

Scarface: The World Is Yours (SLUS-21111)
Code:
3D 00 00 00 11 11 00 00 0A 00 00 00 05 00 00 00
90 37 64 00 20 00 81 C4 08 00 E0 03 94 37 64 00
80 3F 03 3C 00 00 00 00 2C 29 64 00 12 00 01 45
12 00 00 10 A0 FF 50 00 20 43 03 3C 20 42 03 3C
50 FF 50 00 80 3F 03 3C 00 3F 03 3C 00 00 00 00
Scarface: The World Is Yours (SLES-54182)
Code:
3D 00 00 00 11 11 00 00 0A 00 00 00 05 00 00 00
A0 45 64 00 20 00 81 C4 08 00 E0 03 A4 45 64 00
80 3F 03 3C 00 00 00 00 3C 37 64 00 12 00 01 45
12 00 00 10 48 09 51 00 20 43 03 3C 20 42 03 3C
F0 08 51 00 80 3F 03 3C 00 3F 03 3C 00 00 00 00
Scarface: The World Is Yours (SLES-54183)
Code:
3D 00 00 00 11 11 00 00 0A 00 00 00 05 00 00 00
50 2A 64 00 20 00 81 C4 08 00 E0 03 54 2A 64 00
80 3F 03 3C 00 00 00 00 EC 1B 64 00 12 00 01 45
12 00 00 10 58 F8 50 00 20 43 03 3C 20 42 03 3C
00 F8 50 00 80 3F 03 3C 00 3F 03 3C 00 00 00 00
Scarface: The World Is Yours (SLES-54184); (SLES-54534)
Code:
3D 00 00 00 11 11 00 00 0A 00 00 00 05 00 00 00
70 45 64 00 20 00 81 C4 08 00 E0 03 74 45 64 00
80 3F 03 3C 00 00 00 00 0C 37 64 00 12 00 01 45
12 00 00 10 18 09 51 00 20 43 03 3C 20 42 03 3C
C0 08 51 00 80 3F 03 3C 00 3F 03 3C 00 00 00 00
Scarface: The World Is Yours (SLES-54271)
Code:
3D 00 00 00 11 11 00 00 0A 00 00 00 05 00 00 00
70 3E 64 00 20 00 81 C4 08 00 E0 03 74 3E 64 00
80 3F 03 3C 00 00 00 00 0C 30 64 00 12 00 01 45
12 00 00 10 90 02 51 00 20 43 03 3C 20 42 03 3C
40 02 51 00 80 3F 03 3C 00 3F 03 3C 00 00 00 00

Removed unnecessary patches and added two configs for German and Australian releases. Thanks @MadSaint1998 for testing.
 
Battle Gear 2 (SLPM-62048)
Code:
3D 00 00 00 57 44 00 00 0A 00 00 00 01 00 00 00
50 6C 12 00 38 72 04 0C 00 00 00 00 00 00 00 00
Stops VU from rendering some stuff to fix game speed/flickering. Gameplay should work full speed at all times at the cost of less scenery objects (street signs, small houses on the side of the street).
 
Valkyrie Profile 2: Silmeria (SLES-54644)
Code:
3D 00 00 00 57 44 00 00 0A 00 00 00 20 00 00 00
78 6E 3D 00 31 00 60 10 31 00 00 10
D0 5A 11 00 A8 00 B3 8F 00 00 00 00 24 6C 24 00
36 00 01 46 30 00 01 46 28 7C 2B 00 2A 08 83 02
00 00 01 64 7C 0A 10 00 FA FF 00 10 FA FF 00 14
B4 0B 10 00 FA FF 00 10 FA FF 00 14 64 0C 10 00
FA FF 00 10 FA FF 00 14 14 36 14 00 FA FF 00 10
FA FF 00 14 3C 53 14 00 FA FF 00 10 FA FF 00 14
D4 39 42 00 00 00 64 AC 00 00 60 AC B4 33 42 00
00 00 56 8C 00 00 16 24 68 35 42 00 00 00 56 8C
00 00 16 24 20 37 42 00 00 00 56 8C 00 00 16 24
5C 9F 49 00 A4 6E 12 0C 00 00 00 00 94 09 43 00
FA FF 00 10 00 00 00 00 FC 09 43 00 FA FF 00 10
00 00 00 00 54 1A 43 00 00 00 43 AC 00 00 40 AC
B0 7B 39 00 F9 FF 40 14 00 00 00 00 70 BE 3A 00
17 00 60 1C 17 00 00 10 1C F1 3A 00 FA FF 00 10
00 00 00 00 B4 F2 3A 00 FA FF 00 10 00 00 00 00
74 F3 3A 00 FA FF 00 10 00 00 00 00 84 54 3C 00
FA FF 00 10 00 00 00 00 7C FA 3C 00 FA FF 00 10
00 00 00 00 6C 22 3D 00 20 00 20 14 20 00 00 10
54 45 3D 00 FA FF 00 10 00 00 00 00 B4 CF 3A 00
2E 00 20 10 2E 00 00 10 64 D4 3A 00 2E 00 20 10
2E 00 00 10 9C D0 3A 00 50 00 20 10 50 00 00 10
3C D2 3A 00 50 00 20 10 50 00 00 10 3C D5 3A 00
02 00 03 64 00 00 03 64 A4 1A 43 00 02 00 03 64
00 00 03 64 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
Valkyrie Profile 2: Silmeria (SLUS-21452)
Code:
3D 00 00 00 57 44 00 00 0A 00 00 00 20 00 00 00
78 6E 3D 00 2B 00 60 10 2B 00 00 10 50 5B 11 00
A8 00 B3 8F 00 00 00 00 24 6C 24 00 36 00 01 46
30 00 01 46 68 7C 2B 00 2A 08 83 02 00 00 01 64
7C 0A 10 00 FA FF 00 10 FA FF 00 14 B4 0B 10 00
FA FF 00 10 FA FF 00 14 64 0C 10 00 FA FF 00 10
FA FF 00 14 14 36 14 00 FA FF 00 10 FA FF 00 14
3C 53 14 00 FA FF 00 10 FA FF 00 14 64 39 42 00
00 00 64 AC 00 00 60 AC 44 33 42 00 00 00 56 8C
00 00 16 24 F8 34 42 00 00 00 56 8C 00 00 16 24
B0 36 42 00 00 00 56 8C 00 00 16 24 CC A2 49 00
2C 6F 12 0C 00 00 00 00 94 0B 43 00 FA FF 00 10
00 00 00 00 FC 0B 43 00 FA FF 00 10 00 00 00 00
54 1C 43 00 00 00 43 AC 00 00 40 AC B0 7C 39 00
F9 FF 40 14 00 00 00 00 60 BF 3A 00 17 00 60 1C
17 00 00 10 0C F2 3A 00 FA FF 00 10 00 00 00 00
A4 F3 3A 00 FA FF 00 10 00 00 00 00 64 F4 3A 00
FA FF 00 10 00 00 00 00 14 5A 3C 00 FA FF 00 10
00 00 00 00 0C 00 3D 00 FA FF 00 10 00 00 00 00
FC 27 3D 00 20 00 20 14 20 00 00 10 E4 4A 3D 00
FA FF 00 10 00 00 00 00 A4 D0 3A 00 2E 00 20 10
2E 00 00 10 54 D5 3A 00 2E 00 20 10 2E 00 00 10
8C D1 3A 00 50 00 20 10 50 00 00 10 2C D3 3A 00
50 00 20 10 50 00 00 10 2C D6 3A 00 02 00 03 64
00 00 03 64 A4 1C 43 00 02 00 03 64 00 00 03 64
07 00 00 00 08 00 00 00 01 00 00 00 48 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
Valkyrie Profile 2: Silmeria (SLPM-66419)
Code:
3D 00 00 00 57 44 00 00 0A 00 00 00 20 00 00 00
48 C6 3D 00 2B 00 60 10 2B 00 00 10
00 5B 11 00 A8 00 B3 8F 00 00 00 00 24 6B 24 00
36 00 01 46 30 00 01 46 68 7B 2B 00 2A 08 83 02
00 00 01 64 7C 0A 10 00 FA FF 00 10 FA FF 00 14
B4 0B 10 00 FA FF 00 10 FA FF 00 14 64 0C 10 00
FA FF 00 10 FA FF 00 14 14 35 14 00 FA FF 00 10
FA FF 00 14 3C 52 14 00 FA FF 00 10 FA FF 00 14
CC 97 38 00 00 00 62 AC 00 00 60 AC F4 8A 42 00
00 00 56 8C 00 00 16 24 10 8D 42 00 00 00 56 8C
00 00 16 24 30 8F 42 00 00 00 56 8C 00 00 16 24
4C 42 4A 00 20 97 12 0C 00 00 00 00 84 60 43 00
FA FF 00 10 00 00 00 00 EC 60 43 00 FA FF 00 10
00 00 00 00 3C 71 43 00 00 00 43 AC 00 00 40 AC
68 D4 39 00 F9 FF 40 14 00 00 00 00 20 17 3B 00
17 00 60 1C 17 00 00 10 CC 49 3B 00 FA FF 00 10
00 00 00 00 64 4B 3B 00 FA FF 00 10 00 00 00 00
24 4C 3B 00 FA FF 00 10 00 00 00 00 C4 B1 3C 00
FA FF 00 10 00 00 00 00 BC 57 3D 00 FA FF 00 10
00 00 00 00 FC 7E 3D 00 14 00 20 14 14 00 00 10
B4 A1 3D 00 FA FF 00 10 00 00 00 00 64 28 3B 00
2E 00 20 10 2E 00 00 10 14 2D 3B 00 2E 00 20 10
2E 00 00 10 4C 29 3B 00 50 00 20 10 50 00 00 10
EC 2A 3B 00 50 00 20 10 50 00 00 10 EC 2D 3B 00
02 00 03 64 00 00 03 64 8C 71 43 00 02 00 03 64
00 00 03 64 07 00 00 00 08 00 00 00 01 00 00 00
28 09 10 00 0A 00 00 00 01 00 00 00 48 97 2B 00
0B 00 00 00 44 00 00 00 00 00 00 00

I hope this is the last update for this game. Different approach to disable the ghosting was taken. Tested the PAL version. I cleared the Yggdrasil (but not 100% though) and fought few battles in the Hall of Valhalla without a single freeze or crash. It seems that everything is working right.
 
The Legend of Spyro: The Eternal Night (SLES-54815)
Code:
3D 00 00 00 57 44 00 00 0B 00 00 00 02 00 00 00
D4 EF 1B 00 A0 01 00 00 04 00 00 00 70 44 1C 88
00 02 18 3C 67 F0 1B 00 BC 04 00 00 10 00 00 00
34 64 FF F0 3C 03 00 FF 44 84 08 00 34 63 FF FC
34 64 FF FF 3C 03 00 FF 44 84 08 00 34 63 FF FE
00 00 00 00

Port of the NTSC GX config. Fixes graphical glitches. Untested.
 
Free Running (SLES-54559)
Code:
3D 00 00 00 57 44 00 00 0A 00 00 00 04 00 00 00
1C 1D 1B 00 EC 28 E2 4B 00 88 42 48 28 1D 1B 00
00 88 42 48 EC 28 E2 4B C0 E5 1D 00 6C 69 E3 4B
00 88 42 48 CC E5 1D 00 00 88 42 48 6C 69 E3 4B
00 00 00 00
Rearranges COP2 instructions to fix character falling through the floor. Completed the first training level and everything seems to be working fine now.
 
The official configs for this engine include this additional patch too: dsll32 v1, v0, 0 -> pextlw t7, v0, a0. I am not sure what is this responsible for, though.
dsll32 v1, v0, 0 -> pextlw v1, v0, a0
Looks like they modify some packet. Hard to tell what issue really is here. Probably is some vif or gif packet and something goes too fast so they repeat it to make sure that is visible for some interrupt or something. Weird patch for weird emu. Also possibly not required if they fixed something in mean time in emu itself. This code run almost since start, and something should break even on first loading without it.

Code:
Original code 
0012662C   lui     $v0, 0x1000
00126630   ori     $a0, $v0, 9 a0 = 10000009
00126634   li      $v0, 0x6C0940F4
0012663C   dsll32  $v1, $v0, 0 v1 = 0x6C0940F400000000
00126640   lw      $v0, 0x10($a1) lets assume that v0 is now 0x100000 address..
00126644   sd      $a0, 0($v0) 0x100000 = 0000000010000009
00126648   lw      $v0, 0x10($a1) meaningless opcode btw... 
0012664C   sd      $v1, 8($v0) 0x100008 = 6C0940F400000000
so 0x100000 quadroword will be now 6C0940F4000000000000000010000009
New code
0012662C   lui     $v0, 0x1000
00126630   ori     $a0, $v0, 9 a0 = 10000009
00126634   li      $v0, 0x6C0940F4
0012663C   pextlw  $v1, $v0, a0 v1 = 00000000000000006C0940F410000009
00126640   lw      $v0, 0x10($a1) lets assume that v0 is now 0x100000 address..
00126644   sd      $a0, 0($v0) 0x100000 = 0000000010000009
00126648   lw      $v0, 0x10($a1) meaningless opcode btw... 
0012664C   sd      $v1, 8($v0) 0x100008 = 6C0940F410000009
so 0x100000 quadroword will be now 6C0940F4100000090000000010000009
 
Secret Agent Clank (SCES-55496)
Code:
3D 00 00 00 57 44 00 00 26 00 00 00 F4 34 4A 00
10 35 4A 00 26 00 00 00 BC 0D 4C 00 D8 0D 4C 00
26 00 00 00 14 42 4A 00 30 42 4A 00 26 00 00 00
7C C8 4B 00 98 C8 4B 00 26 00 00 00 14 71 49 00
30 71 49 00 26 00 00 00 BC E4 4A 00 D8 E4 4A 00
26 00 00 00 14 F6 4A 00 30 F6 4A 00 26 00 00 00
D4 44 4B 00 F0 44 4B 00 26 00 00 00 BC E1 4C 00
D8 E1 4C 00 26 00 00 00 1C C2 4C 00 38 C2 4C 00
26 00 00 00 A4 D9 4C 00 C0 D9 4C 00 26 00 00 00
44 69 4C 00 60 69 4C 00 26 00 00 00 A4 21 4D 00
C0 21 4D 00 26 00 00 00 8C E7 44 00 A8 E7 44 00
26 00 00 00 94 7B 44 00 B0 7B 44 00 26 00 00 00
6C 3A 49 00 88 3A 49 00 26 00 00 00 D8 34 34 00
FC 35 34 00 00 00 00 00
Port of the NTSC config made by @mrjaredbeta. Order of the commands are the same - Clank, Ratchet, Qwark and Clank special mission.

Crash Bandicoot 4: Sakuretsu! Majin Power (SLPM-62114)
Code:
3D 00 00 00 57 44 00 00 44 00 00 00 0A 00 00 00
02 00 00 00 78 03 13 00 CA F3 04 0C 00 00 00 00
4C E0 24 00 14 00 62 14 14 00 00 10 01 00 00 00
00 D6 16 00 12 00 00 00 03 00 00 00 00 00 00 00
Crash Bandicoot: The Wrath of Cortex (SLUS-20238)
Code:
3D 00 00 00 57 44 00 00 44 00 00 00 0A 00 00 00
02 00 00 00 80 FE 12 00 8C F2 04 0C 00 00 00 00
54 9B 24 00 14 00 62 14 14 00 00 10 0A 00 00 00
02 00 00 00 E8 03 13 00 52 F3 04 0C 00 00 00 00
F4 3C 24 00 14 00 62 14 14 00 00 10 01 00 00 00
F0 CF 16 00 12 00 00 00 01 00 00 00 90 D3 16 00
12 00 00 00 03 00 00 00 00 00 00 00
Crash Bandicoot: The Wrath of Cortex (SLES-50386)
Code:
3D 00 00 00 57 44 00 00 44 00 00 00 0A 00 00 00
02 00 00 00 38 00 13 00 FA F2 04 0C 00 00 00 00
70 AE 24 00 14 00 62 14 14 00 00 10 0A 00 00 00
02 00 00 00 E8 03 13 00 E6 F3 04 0C 00 00 00 00
B8 A9 24 00 14 00 62 14 14 00 00 10 01 00 00 00
C0 D2 16 00 12 00 00 00 01 00 00 00 70 D6 16 00
12 00 00 00 03 00 00 00 00 00 00 00

Added a disable smoothing command. The smoothing does look very good in this game, but it introduces more jitter during the frame drops (game is field rendered).
 
Last edited:
F1 Championship Season 2000 (SLUS-20103); (SLES-50017)
Code:
3D 00 00 00 57 44 00 00 21 00 00 00 00 00 00 00
0A 00 00 00 01 00 00 00 D8 67 25 00 F0 5B 09 0C
00 00 00 00 00 00 00 00
F1 Championship Season 2000 (SLPS-20044)
Code:
3D 00 00 00 57 44 00 00 21 00 00 00 00 00 00 00
0A 00 00 00 01 00 00 00 98 74 25 00 20 5F 09 0C
00 00 00 00 00 00 00 00
Generation of mipmaps disabled, along with a frame rate improvement.

@aldostools, please remove the Formula One 2001 configs (SCUS-97150, SCPS-15019 and SCES-50004). The game is unplayable because of the issue below probably:
CDVD: Fix drive status on BREAK. · PCSX2/pcsx2@ad61503 · GitHub
 
Champions of Norrath: Realms of EverQuest (SLUS-20565)
Code:
3D 00 00 00 57 44 00 00 01 00 00 00 38 43 16 00
13 00 00 00 01 00 00 00 E8 46 16 00 15 00 00 00
23 00 00 00 01 00 00 00 18 08 2D 00 16 00 00 00
0A 00 00 00 01 00 00 00 28 6A 18 00 04 00 60 14
04 00 00 10 4A 00 00 00 00 00 00 00
Champions of Norrath: Realms of EverQuest (SLES-52325)
Code:
3D 00 00 00 57 44 00 00 01 00 00 00 48 67 16 00
13 00 00 00 01 00 00 00 F0 6A 16 00 15 00 00 00
23 00 00 00 0A 00 00 00 01 00 00 00 70 A9 18 00
04 00 60 14 04 00 00 10 4A 00 00 00 00 00 00 00
Disabled a performance heavy haze effect around the lava monsters to diminish the slowdown a lot in the Blackdelve Lava Fields (PCSX2 benefits of it too). 0x4A command does fix the rest of the flickering seen in the inventory screen mostly. As with every Snowblind Engine game out there, the PAL version does perform slightly better thanks to the lower target frame rate (NTSC version has got short term slowdowns here and there). Lava Fields are the most performance heavy areas in the game, so the slowdowns do happen there. A way to get rid of them anywhere is to fully zoom in the camera.

I have kept the built-in feature to switch the frame and field rendering modes depending on the frame rate. It is mostly frame rendered (similar effect as applying the deinterlacing patch, but the game does change the font rendering mode to make the texts a little bit sharper) throughout the gameplay. It does switch back to the field rendered mode when a target frame rate could be maintained back, for example in the inventory screen and the font quality is a lot clearer there. The downside is a quick flash of the previous frame during the transition to the field mode. Wish the Dark Alliance games had this feature to avoid all that jitter and slowdown.

Thanks @Lambada for a detailed report of the Champions games. The patch could be applied to Return to Arms with a similar performance boost, as it seems in the PCSX2.
 
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Formula One 2001 (SCES-50004)
Code:
3D 00 00 00 57 44 00 00 0A 00 00 00 01 00 00 00
50 F1 23 00 0B 00 02 12 0B 00 00 10 50 00 00 00
00 00 00 00
Formula One 2001 (SCUS-97150)
Code:
3D 00 00 00 57 44 00 00 0A 00 00 00 01 00 00 00
80 8E 25 00 0D 00 02 12 0D 00 00 10 50 00 00 00
00 00 00 00
Formula One 2001 (SCPS-15019)
Code:
3D 00 00 00 57 44 00 00 0A 00 00 00 01 00 00 00
C0 9E 25 00 0D 00 02 12 0D 00 00 10 50 00 00 00
00 00 00 00
Fixes hang before loading a race.


Formula One 05 (SCES-53033)

Code:
3D 00 00 00 57 44 00 00 0A 00 00 00 01 00 00 00
54 49 2D 00 43 00 40 11 43 00 00 10 50 00 00 00
00 00 00 00
Formula One 05 (SCPS-15098)
Code:
3D 00 00 00 57 44 00 00 0A 00 00 00 01 00 00 00
BC 3D 2C 00 43 00 40 11 43 00 00 10 50 00 00 00
00 00 00 00
Fixes hang when entering pit lane.
 
(Killer 7 ps2 notes)

(Killer 7 has in common audio beeps or freezes like ........... shadowman on ps2, and there was a fix released for that game on the ps2 https://www.romhacking.net/hacks/4845/.............)

A user posted a few pages ago the compatibility list for killer 7 was wrong, the game crash or sound beeps was not rare but happened ever hour.............and DID NOT indicated, if the game was loaded as an ".iso" or prepared to a "ps2 classics package (with idps.dat and act.dat)............as an iso loader has been know to cause issues with other games, not sure about the details about that.................

Using "killer 7 pal 50/60" which works on a ntsc super slim (and can be played @ the 50 hertz display option from game on ntsc tv), when prepared as a "ps2 classics package" haven't noticed a problem, but I guess I will have to play for 2 to 3 hours straight to see if anything happens..............but comparing this to "shadowman ps2 with a known audio issue and fix" (it seems like the original theory was form a bad ps2 port to ntsc for killer 7.

(btw, thanks for the spyro patch on the ps3, and did you know it also has a fix for black screen, you can apply with pnatch patcher to the iso and then play from the ps3, also using the, emulator fix that was made here, and that may fix that hiccup in the cloud9 level (and also the ps2 console played from hdd.........just a thought.........)
(using black screen patch https://wiki.pcsx2.net/Spyro:_Enter_the_Dragonfly)

Spyro Dragon Fly Test PS2 (phat) (using 16x9 causes noticable slowdown in game option) Using "Open PS2 Loader v1.0.0" Mode 6 (disable in game reset).....gets in game with no black screen or freezes. (if you leave the camera setting to passive it does main a somewhat smooth experience) (mode 1, 6 also works)
(the main problem is many micro pauses in game when kill and enemy or jump, most of the time on the ps2)

(mode 2 that is needed to stop, the random micro pauses in game, you most likely won't get that mode to work on the ps2, using either the greatest hits version or non-greatest hits version..........so some more testing) (not sure which one I have, but the solutions for mode 2 that is reported using a specific version of Open PS2 Loader failed on the PS2) (its the original version, that failed to work with mode2, with more then one version of OPL tested on the PS2) (not sure about the greatest hits version)

(there was a widescreen patch released for this game, that got taken down, it forced 16x9 i think, it may of fixed that issue, but by losing performance in that mode, it wasn't a big loss, that was some time ago)


(I did manage to get mode 2 working, using OPL936 mode 2,3,6 (no vmc, real memory card in real phat ps2)......with the black screen patch (from PCSX emulator using pnatch patcher on the .iso, in hdd on phat ps2 clone adaptor) you can clearly see from the loading animation the mirco pauses are fixed, but it then freezes on a loading screen............these micro pauses are clearly on the PS3, game protection, so its not normal) -https://www.ps2-home.com/forum/viewtopic.php?f=83&t=3

The sugestion from the "ps2-home" is to play this game from usb stick, OPL_973 also allows use of mode 2, or 2,3,6.........but on hdd also freezes on loading screen before in game

(comparing this to "spyro a hero's tail", its sequal on PS2, gameplay its clearly a protection in "dragonfly") (games also don't seem to benefit from widescreen, without scrunching things up too much, but there was widescreen patch for "dragonfly" that was posted and then removed from the official forums, and the archive widescreen package, some time ago..........may of contained a fix, but i remember it didn't work well 16x9 in games causes some frame drops)


(from usb stick on ps2, the game works as indicated (opl 1.0.0) inthe official comp list mode 2, 5 only, "in game reset works"........the micro pauses are gone, the game has a little less frame versus the hdd, but, its playable, (now if you compare the micro pauses from the hdd on ps2 using just "mode 6", (you won't get mode 2 to work and game load, in game, on hdd), to the usb stick you can tell for sure the PS3 is hit with game protection and "random micro pauses")


Spyro Dragon Fly Test PS3 (retesting this) (on the ps3 using "ps2 classics package with idps.dat and act.dat files, its not as choppy as using "16x9" setting on the ps2, which is not recommended, but it does have a few less frames

(the freezes reported in the cloud9 level maybe specifically tied to the non-greatest hits version or the greatest hits version)

(apart of the slowdown , the micro pauses appears to be game protection, this is very clear on the ps2 and with user reports.............on the ps3, I don't think anyone has properly identified this as a game protection, that kind of slowdown just shouldn't be there, even with a few less frames)

(the game has framerate issus, and micro pauses, the HONEST TRUTH is, few ps2 games have a large enough draw distance without popups to benefit from the ps3's emulators, a good example of this is, xenosaga 1 and 2, not long draw distances, but xenosaga 3 on the PS3 emulator you can really see the difference in draw distance...............)
 
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There is no difference in performance between loading the game using the Cobra and PS2 Classics package. Regarding the Enter the Dragonfly, the game actually does freeze on entering any level twice, not only the Cloud 9 one (in the PCSX2 too). It is not a cause of any protection, rather a shitty coding of the game. Maybe someday the fix will be made, when somebody figures out the loop the game is falling into.
 
The laser sight on MGS2 looks opaque possibly other identical textures as well, is there a way to fix this? I assume it's not an issue on PS3's that still got PS2 hardware which is not the case with the Superslim.
 
There is no difference in performance between loading the game using the Cobra and PS2 Classics package. Regarding the Enter the Dragonfly, the game actually does freeze on entering any level twice, not only the Cloud 9 one (in the PCSX2 too). It is not a cause of any protection, rather a shitty coding of the game. Maybe someday the fix will be made, when somebody figures out the loop the game is falling into.

Let me restate this...............Games like "Shadow Man, Killer 7, Spyro: Dragonfly", on the PS2, sometimes play with more frames per second, and this is impossible when playing from the "usb port of the ps2", because data isn't cycled that quickly.............that patch for "shadow man", was specifically to stop any fps jumps, or data from cycling faster then other rendering processes.

With "Spyro", I think the official widescreen patch for, the 2nd game, made after that on the ps2 works for, dragonfly..................it seems like, "dragonfly" had a kind of frame skipping programed in there, then, the "micro crashes", are just simple bottlenecks, the ps2 (without mode 2 enabled in OPL) and ps3 exhibit the exact same behavior, of instability, "bottle necking/micro freezes".

Speaking of which.............the "16x9 Internal Display Option for Spyro Dragonfly, appears to reduce the in game to the kind of FPS you would see at a 50 hertz pal signal............(then compare the stability of Killer 7, on the ps2 with a 50 hertz signal versus a 60 hertz signal)..............the data cycling errors for fps speed bumps, isn't happening for different reasons, the emulator itself still doesn't have this issue fixed............but like the other user said, dragonfly is playable but has fps issues................(sound issues and crashes approximately described with shadowman on the PS2, that was identified and fixed)

(making this a game bug (or game protection) for "dragonfly", that is not properly identified)

..............
..............
"Summoner 1 and 2" on the PS2, i can't be sure, but i think it had a fps system for frame skipping, some character frame would appear to do that, but the environment/levels didn't appear to, something like that.................but also there is evidence that................

Even with Valkyrie Profile 2 on the PS2, the usb port that limits the data transfer speed, and in game processing of ps2 games, fixed any issues with that game a long time before..........and is more stable then the hdd probably for that reason.................

Then we see all the effects on the "PS3 Emulators with Valkyrie Profile" that may of had special fps rules for animations surround that disabled and the games appears to work find now on the PS3?
 
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.that patch for "shadow man", was specifically to stop any fps jumps, or data from cycling faster then other rendering processes.
If you mean OPL patch for Shadow Man 2 it have nothing do to with frame rate. Shadowman use custom CD streaming module that have flaw where if CD read is too fast, then it overwrite previous reads in IOP memory. Corrupting data result in impossible texture unpack. So its pure CD read speed issue. Shadowman is very notable example here, because issue literally break game. But there are many other games that should be patched on OPL due to too fast reads, anyway they usually manifest in smaller issues.
Iirc sp193 patched Shadowman2 by extending data buffer size, which potentially still can be problematic (or not).

PS. All PS2 emulators in PS3 handle that correctly. No patches required ;)
If yes then don't bother, is SCANMSK isn't implemented in emu, then you 99% can't fix it. Unless they have config to enable that.

Metal Gear Solid 2: Sons of Liberty (U) laser sight and radar issues in SW mode. · Issue #3294 · PCSX2/pcsx2 · GitHub
That issue seems to be different, and maybe related. So maybe fixable on PS3 if this is the same.
 

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