PS3 Compatibility List - PS2 on PS3

Did someone test Evil Twin Cyprien's Chronicles (SLES50201)?
That game have stange bug with save file! When game starts. you see window and game ask create save file, and if u push yes - game crash (tv set show black screen) and you u push no, game boot fine! Maybe @mrjaredbeta know if save issue will be fixed?

Video how game looks on ps4
 
Did someone test Evil Twin Cyprien's Chronicles (SLES50201)?
That game have stange bug with save file! When game starts. you see window and game ask create save file, and if u push yes - game crash (tv set show black screen) and you u push no, game boot fine! Maybe @mrjaredbeta know if save issue will be fixed?

Video how game looks on ps4

Don't know if this helps here, but this was fixed on the PS4 emu with the use of a pre-made memory card with a simple settings save file already present for this game for the crash to stop. Just FYI...
 
Don't know if this helps here, but this was fixed on the PS4 emu with the use of a pre-made memory card with a simple settings save file already present for this game for the crash to stop. Just FYI...
I was take your save card from ps4 and convert it to ps3 format, and yes it not ask create save file anymore, it just autoload setting from card and now game boot fine! Nice trick @Stayhye
I attach save file here, also maybe you have pnach file for disable black bars for widescreen?
 

Attachments

I was take your save card from ps4 and convert it to ps3 format, and yes it not ask create save file anymore, it just autoload setting from card and now game boot fine! Nice trick @Stayhye
I attach save file here, also maybe you have pnach file for disable black bars for widescreen?

I do not. That would be nice.
 
@Fabio2598 The fixes for AR3 and Berserk are specifically for the memory addresses for those games. I could try when I have some time. It should not be difficult to fix, but I would just need a good day to do it.

@Vika23 @Stayhye That game has a problem with the DMA Controller of the PS2. I have no idea what is going on with it or how to fix it. Very early PCSX2 versions seem to have the same issue. Do you know if The Shadow of Zorro has the same issue on PS4 and if it is fixable with an already created save as well?
 
ps2_netemu command 0x13 is related with the memory card timings, in wiki there is a list of the known configs that uses it, but as far i understand we dont know what does exactly this values
Code:
Jak X: Combat Racing uses 0xf960 (63840)
Netsu Chu! Pro Yakyuu 2004 uses 0xf960 (63840)
Phantasy Star Universe uses 0x9bdc (39900)
WRC II Extreme uses 0x9bdc (39900)
Burnout Dominator uses 0x9bdc (39900)
Jissen Pachi-Slot Hisshouhou! Kemono-Oh uses 0x1d394 (119700)
Used in official configs: SCUS97429=0xF960(63840), SLPM66031=0x9BDC(39900), SLPS20131=0x1D394(119700)
 
Ape Escape 3 (SCUS-97501)
Code:
3D 00 00 00 57 44 00 00 0F 00 00 00 80 3D 3C 00
70 4A 3C 00 46 00 00 00 0A 00 00 00 04 00 00 00
34 01 10 00 28 0C 00 70 7D 3F 02 3C 38 01 10 00
28 14 00 70 A4 70 42 24 3C 01 10 00 28 1C 00 70
6F 00 04 3C 40 01 10 00 28 24 00 70 EC A6 82 AC
Port of NTSC-J's NET config. It seems to adjust camera math a bit.

@sandungas I tried that command a while back to no avail. It will delay the save creation, but it will still shutdown the PS3 before the process is finished.
 
Hello, if possible, can I ask for a port of the Fatal Frame 2: Crimson Butterfly (SLUS_207.66) CONFIG to the Japanese version (Zero: Akai Chou (SLPS_253.03)?

And also for any CONFIG for the Japanese version of Fatal Frame 3 (Zero: Shisei no Koe SLPS_255.44), if one is needed?

Thank you.
 
@sandungas I tried that command a while back to no avail. It will delay the save creation, but it will still shutdown the PS3 before the process is finished.
To me that command is still confusing until someone explain how works the meassure units used in it
I mean... the description in wiki says is a "memory card delay"... and the first thing that comes to mind when reading that is the meassure units are working as a "timer"... so it meassures time, but the samples we have are not straightforward
Code:
Jak X: Combat Racing uses 0xf960 (63840)
Netsu Chu! Pro Yakyuu 2004 uses 0xf960 (63840)
Phantasy Star Universe uses 0x9bdc (39900)
WRC II Extreme uses 0x9bdc (39900)
Burnout Dominator uses 0x9bdc (39900)
Jissen Pachi-Slot Hisshouhou! Kemono-Oh uses 0x1d394 (119700)
Used in official configs: SCUS97429=0xF960(63840), SLPM66031=0x9BDC(39900), SLPS20131=0x1D394(119700)
Are only 3 valid values confirmed: 39900, 63840, 119700
And doesnt looks like we can enter random values (as example, 119701 or 119702) because seems to be well adjusted
But what those values are ?... is meassuring seconds ? (miliseconds, centiseconds, deciseconds or whatever)... or are meassuring processor "ticks" (and the ticks are aligned following some rules)... or "cycles"... or dunno

Dunno, until we figure that we are very limited with it because we dont know how to generate other valid values for it
 
@mrjaredbeta the other day i was trying some simple maths with the values of command 0x13 confirmed to be valid, and i rewrote the list in wiki, basically we have only 3 values:
Code:
0x9bdc  (39900)  - Used by "Phantasy Star Universe" (official config for SLPM-66031), "WRC II Extreme", and "Burnout Dominator"
0xf960  (63840)  - Used by "Jak X: Combat Racing" (official config for SCUS-97429), and "Netsu Chu! Pro Yakyuu 2004"
0x1d394 (119700) - Used by "Jissen Pachi-Slot Hisshouhou! Kemono-Oh" (official config for SLPS-20131)

I noticed they are proportional, so i just tryed with this web tool to calculate the Greatest Common Divisor of them, that is 7980
This doesnt gives a clear hint of what means the meassure unit used by this command 0x13, but at least it allows to generate other values that are proportional, in short... the valid values we found are the result of:
7980*5 = 39900
7980*8 = 63840
7980*15 = 119700

The interesting thing of this experiment would be to find the "multiplyers" was following some progression too adjusted to something else... you know... instead of multiplying by 5, 8, and 10 it would be a lot more helpful to find the multiplyers was 5, 10, 15, 20 and so on... or 4, 8, 16, 32, and so on
But what we have is 5, 8, 15, so by now there is a lot of other posible values follwing the rules we know so far :(
The list is a bit long, but all this values are candidates to work with ps2_netemu command 0x13
7980*1 = 7980
7980*2 = 15960
7980*3 = 23940
7980*4 = 31920
7980*5 = 39900 <--- confirmed valid
7980*6 = 47880
7980*7 = 55860
7980*8 = 63840 <--- confirmed valid
7980*9 = 71820
7980*10 = 79800
7980*11 = 87780
7980*12 = 95760
7980*13 = 103740
7980*14 = 111720
7980*15 = 119700 <--- confirmed valid
 
Last edited:
Klonoa 2: Lunatea's Veil (SLUS-20151)
Code:
3D 00 00 00 57 44 00 00 0E 00 00 00 C8 D5 2C 00
0C 00 00 00 00 04 01 00
Klonoa 2: Lunatea's Veil (SCES-50354)
Code:
3D 00 00 00 57 44 00 00 0E 00 00 00 A8 E8 2C 00
0E 00 00 00 90 E2 2C 00 0C 00 00 00 00 04 01 00
Kaze no Klonoa 2: Sekai ga Nozonda Wasuremono (SLPS-25033)
Code:
3D 00 00 00 57 44 00 00 0E 00 00 00 C0 C1 2C 00
0C 00 00 00 00 04 01 00
I have tested the NTSC version briefly and the sound ring effect is fixed. Someone more familiar with this game should check if all errors are fixed (or introduced accidentally as the game is known for its various audio issues).

is it possible to apply this config in gxemu? the ring audio effect is broken on it too.
 

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