PS3 Compatibility List - PS2 on PS3

@mrjaredbeta , for Driv3r I assume you tested with SLUS-20587 ....but could it be possible to try a very last time with both SLES-50876 & SLES-52153 ??

Maybe , maybe we could get a chance with another serial number...

he said that he already tried very hard to fix the game, dont u trust him? Be insistent will just indispode people about that and he is already aware that different version or different region of games can have differences (just look at psdevwiki compatibility list to see the difference based on region version of the same game - cod 3, crash of the titans, darkwatch, dbz infintite world, dbz sagas, driver parallel lines, futurama, grandia 2, guilty gear isuka, half life, kingdom hearts…).

if u want to play it on non bc ps3 just study how ps2 works, how ps3 emulate ps2 cpu, how ps2 netemu config works and try by yourself to fix it (spoiler: its a pain)


The only real hope its to make a crazy config like @kozarovv has done with true crime nyc ("Replaces VU0 program to one from True Crime: Streets of LA to avoid flag opcodes in delay slots") by using driver parallel lines over driver 3 but that is a more unique than rare case
 
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In this video (driv3r on semi bc 80 gb ps3) a comment says that even gx emu has problems with the ai in some missions, and that is the problem we have with this game (that is related to cpu emulation and not to gs emulation) so the 80 gb semi bc ps3 has the same exact problems of non bc consoles (when we talk about cpu emulation - just try some mission , not free roaming).

Anyway we can fix almost everything with netemu while gx emu doesnt support external configs (and has even less command comprared to netemu).

Having the gs inside semi bc ps3 does not magically fix cpu emulation related problems (while @mrjaredbeta can fix them just by releasing configs for netemu) and probably driv3r runs better on netemu than how it runs on gx emu thanks to actual incomplete configs.


Anyway gta vc, sa, lcs, vcs and scarface are more fun to play compared to driv3r imho and all of them works great on netemu (just scarface has some fps drop but its acceptable)
LCS runs like ass though, but that also happens on a real PS2.

Btw. It doesn't work when using North America as a setting. It could still be something that only an OG disc could trigger as i don't have an American copy of Socom III at hand. It doesn't work from WebMan Mod and not via a burned disc. Any my OG European disc obviously doesn't support it.
 
LCS runs like ass though, but that also happens on a real PS2.

Btw. It doesn't work when using North America as a setting. It could still be something that only an OG disc could trigger as i don't have an American copy of Socom III at hand. It doesn't work from WebMan Mod and not via a burned disc. Any my OG European disc obviously doesn't support it.

i think you reply is referred to the other thread
 
Yeah i noticed that. Replied there as well. Since both are connected to backwards compatibility stuff.

The first sentence still applies though ;)

The HDD compatibility stuff is funny though. I'm really thinking about importing SOCOM 3 from the US just to test that.
 
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Yeah i noticed that. Replied there as well. Since both are connected to backwards compatibility stuff.

The first sentence still applies though ;)

The HDD compatibility stuff is funny though. I'm really thinking about importing SOCOM 3 from the US just to test that.

If you do that you could just try to change region to north america from dex debug settings, then install the ofw 4.90, try to install the game from original disc, then use bgtoolset to reinstall the cfw and set the region back to europe from dex debug settings: i say to do this procedure because there may be a bug with cobra that prevent user to install ps2 games (so if it works on ofw but not with cfw then there is a problem somewhere in cobra otherwise, if it the ofw 4.90 doesnt allow you to install ps2 games, then gx emu doesnt support ps2 game installation).

Also remeber to make a nand dump from cfw and check it before do anything.
 
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@mrjaredbeta actually i havent time to even turn on my ps3 because of personal reason (I work with on a pc - thats why I can come here "often") but when i have time i would love to end my career on riding spirits 2 (ps2 game).

I know that i already asked you for 187 ride or die, taz wanted and futurama, but thats because i somehow forgot about riding spirits 2 (my favorite ps2 game of all time).

I dunno if it works or not but, if you have time, could you please look at it?

I would prefer to have only riding spirits 2 working than have the other three games working cuz I really loved it (i ever loved 2 stroke engines motorbike and that was the only game with a lot of them).

Thank you anyway, have a nice day
 
Prince of Persia: Warrior Within

SLUS-21022

Code:
3D 00 00 00 57 44 00 00 0A 00 00 00 01 00 00 00
58 AF 53 00 A0 CA 14 0C 00 00 00 00

SLES-52822
Code:
3D 00 00 00 57 44 00 00 0A 00 00 00 01 00 00 00
98 A8 53 00 F0 CB 14 0C 00 00 00 00

SLPM-66022
Code:
3D 00 00 00 57 44 00 00 0A 00 00 00 01 00 00 00
98 B4 53 00 F0 CB 14 0C 00 00 00 00
Fixes low frame rates caused by color overlay effect.
Tried the NTSC version with this config. All seems to run fairly well, but sometimes the weapon swing trail goes all technicolor, like here
It doesn't always happen though and I wasn't able to deduce what makes it go like this.
 
Does anybody know how to fix the bug in kings field 4 (usa) where areas dont load properly? Theres a line of code on gamefaqs thats supposed to fix it on pcsx2 but im having a hard time getting it to work on ps3
 
@Lucidz13 Can you post your save file for the game? I can take a look at it if the config above indeed does not work. It seems like a similar float issue to PCSX2, but may be caused by something slightly different and in turn may need a different fix.
just 2 cents, but the PS3 should not have any float issues, cause most spu stuff is based on floats as far as I understand this architecture
 
just 2 cents, but the PS3 should not have any float issues, cause most spu stuff is based on floats as far as I understand this architecture
The problem is not how the SPUs handle floats, it's how the VUs handle floats, which is not based on any standard. The SPUs can at least mimic the behavior of a VU to a degree but not completely, so issues will still arise with rounding.
 
EE and VU0 are emulated on the PPE not SPE. Therefore, a special SPE float rounding mode for VMX/AltiVec is activated through the HV call for the PS2 emulation purposes. Everything is written on the wiki page, especially there.
 
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