PS3 Compatibility List - PS2 on PS3

Can someone help here,how i play multi disc games on netemu?
There is currently no working solution, but there are a couple theoretical possibilities.

The first possibility is using a disc switch config that allows you to switch discs from the reset game option in netemu's menu. The Shadow Hearts 2 configs already have this in there, but it is not functioning via ISO or even encrypted/pkg format. I did manage to reencrypt a game/config and replace the ISO.BIN.ENC for Grandia III with a custom one made in PS2 Classics GUI and it worked fine, but never with a newly installed game made from PS2 Classics GUI with a similar setup. I do not know what is different between the two, but may look into it again at some point to get these configs working.

The second possibility would be to use command 0x4C to automatically switch the disc on the fly to a different image and back to the original when specific addresses are hit in the EE memory. This would be good for games like Dynasty Warriors: Xtreme Legends or other games that need access to another game without resetting the system. I assume it tries to look for an ISO.BIN.ENC of a separately installed game folder by using the serial number of the installed game, but I have never tested this.

Tldr, I don't think it has been done before, but it should be very possible.
 
There is currently no working solution, but there are a couple theoretical possibilities.

Tldr, I don't think it has been done before, but it should be very possible.

In theory another possibility could be to modify the function setup_iso() in common.c of ps2 stage2.
https://github.com/Evilnat/Cobra-PS...AL/CEX/SRC/ps2emu_stage2/common/common.c#L341

I haven't checked, but I'm assuming that the function setup_iso() is called every time the game resets.

The backup manager could create 2 mount files: /tmp/cfg.bin and /tmp/cfg2.bin
A variable for "disc volume" could be used to select which mount file to use.
e.g.
static uint8_t disc_vol = 1;
static INLINE int setup_iso(void)
{
int cfg_fd = ufs_open(0, disc_vol ? CONFIG_FILE : CONFIG_FILE2);
if (cfg_fd < 0) cfg_fd = ufs_open(0, CONFIG_FILE); // use default /tmp/cfg.bin
if (cfg_fd < 0) return -1;
// exit
disc_vol ^= 1; // toggle value between 1 & 0
...
}


In theory this method could work to switch between 2 distinct PS2 games without returning to XMB.
 
@aldostools I would prefer a solution like this as I rarely use encrypted/pkg format for games.

This option would mean a separate file would have to be supplied apart from the ISOs and configs, such as a .txt that holds the ISO file names for the switchable discs, in order for the payload to know which ISOs could be used as a switchable disc, right?

Or maybe just a naming convention that triggers it, similar to how you did the (NTSC) or (PAL) to force video modes for PS1 games with MAMBA. The function could potentially sense specific substrings in the title like (Disc 1), (Disc 2), and so forth, of matching game titles to know which games would be switchable after launch. Maybe this one would be a better option than the first I suggested, or maybe you have a better idea in mind. :-p

@Rafaelrios Those games allow saving before switching discs. The only games I know of that require tray opening/closing with resetting (swapping) are Visual Mix: Ayumi Hamasaki Dome Tour 2001 (a game that would actually benefit from both switching discs and reset and swapping ingame) and "expansion pack" games like Dynasty Warriors: Xtreme Legends.
 
@aldostools I would prefer a solution like this as I rarely use encrypted/pkg format for games.

This option would mean a separate file would have to be supplied apart from the ISOs and configs, such as a .txt that holds the ISO file names for the switchable discs, in order for the payload to know which ISOs could be used as a switchable disc, right?

Or maybe just a naming convention that triggers it, similar to how you did the (NTSC) or (PAL) to force video modes for PS1 games with MAMBA. The function could potentially sense specific substrings in the title like (Disc 1), (Disc 2), and so forth, of matching game titles to know which games would be switchable after launch. Maybe this one would be a better option than the first I suggested, or maybe you have a better idea in mind. :-p

Unfortunately I cannot compile ps2emu stage2... my development environment doesn't find the correct compiler.
Maybe @Evilnat or some other developer could compile it and test if this idea works.

Here is the modified common.c using both switch methods: dual cfg.bin or file names with tags "Disc1" & "Disc2"
 

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I tried soulcalibur 3 config on arcade edition and didn't work,u think it can work?

PS2 configs normally work for a specific game id.

It can work with other ids of the same game if the PS2 config doesn't include codes with memory addresses.

But this is not the case of Soulcalibur.
 
SLUS-21216,custom config that disable shadows and sun to run full speed,the id is the same and didn't work.
The problem is some config commands (like the command 0B mentioned by mrjaredbeta) are telling the emulator to apply a patch at an specific position of the ISO

But... if you apply some patch to the ISO (english translations of japanese games, or other game mods that requires to modify the game files) then the files inside the ISO are displaced, so the patch doesnt matches with the files inside your patched ISO
 
@Leonardo Meireles Try resetting the game and testing multiple times on gxemu. At least on netemu, the slow motion bug was seemingly random and it would not happen every time. The menus are also affected by this bug.

It still could have been fixed completely on gxemu, though, since Street Fighter EX3 does not have those graphical bugs in the most updated gxemu.
 
@Leonardo Meireles Try resetting the game and testing multiple times on gxemu. At least on netemu, the slow motion bug was seemingly random and it would not happen every time. The menus are also affected by this bug.

It still could have been fixed completely on gxemu, though, since Street Fighter EX3 does not have those graphical bugs in the most updated gxemu.
I reset several times and had no slowdowns, seems to have been fixed.
 
I have not heard the issue has been fixed at all. It should trigger quite often without a memory card assigned and with the 50 Hz mode left on (assuming you are playing the PAL version). The bug is related to the frameskipping function, but I did not find why its behaviour is completely random.

Moreover, they did stop the development of the emulator way before the PS3 Slim was released. If I remember correctly, the last critical fixes were from 2008. Maintaining the support of the emulator used in the only one console revision - it does not look like a Sony thing for sure. I think they put all the talent and resources in the softemu/netemu development quickly to catch the potential revenue of digital distributed classics as fast as they could. They failed, in my opinion, as they got it eventually working right before the end of the console's lifespan.
 

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