PS3 Compatibility List - PS2 on PS3

i want to report some .......odd thing happend to my game and hope to hear some advice !
SLPM-66271 final fantasy 7 dirge of cerberus !

from 20:22 , you can see player can jump through it as normal but in my case , there's a invisible wall prevent me to jump through , i played it on my ps3 hen slim , using emulator , the game installed by pkg ,iso is rip from my own dvd copy ! i belive it would happend on pcsx 2 on pc too since both my ps3 and pc run ps2 games through emulator !
 
Hi @zieg, can you upload your memory card save file (.VME) and I can look at it. It looks like a fixable issue with math accuracy should be really easy to fix if I had the save. :)
 
@zieg I tested it and I was able to jump onto the walkway from the water with no problem, and I managed to complete the rest of the area in the video as well. Are you sure you are jumping into the walkway?
 
@zieg I tested it and I was able to jump onto the walkway from the water with no problem, and I managed to complete the rest of the area in the video as well. Are you sure you are jumping into the walkway?
no way , i stuck on that in month i can't get through , where did you testing it? i'll give you the link here , my problem look exactly like the guy in his post ! no matter how hard i jump, i can't past the walkway!
https://forums.pcsx2.net/Thread-Bug-Report-Dirge-of-Cerberus-Final-Fantasy-VII-NTSC-J-SLPM-66271
 
i want to report some .......odd thing happend to my game and hope to hear some advice !
SLPM-66271 final fantasy 7 dirge of cerberus !

from 20:22 , you can see player can jump through it as normal but in my case , there's a invisible wall prevent me to jump through , i played it on my ps3 hen slim , using emulator , the game installed by pkg ,iso is rip from my own dvd copy ! i belive it would happend on pcsx 2 on pc too since both my ps3 and pc run ps2 games through emulator !

here the link of my own video !
 
Okay, so the problem is probably exclusive to the Japanese version then. The developers maybe revised the math function related to that jump for the NA/PAL/International release. I say that because I modified the save file and used it with the International version instead of testing the Japanese version, and it worked fine.

I will test the original Japanese version later today and try to find a fix for it.
 
Okay, so the problem is probably exclusive to the Japanese version then. The developers maybe revised the math function related to that jump for the NA/PAL/International release. I say that because I modified the save file and used it with the International version instead of testing the Japanese version, and it worked fine.

I will test the original Japanese version later today and try to find a fix for it.
 
Bravo Music (SCPS-11013) [NET]
Code:
3D 00 00 00 3B 44 00 00 42 00 00 00 00 FE 0F 00
16 00 00 00 F0 FF BD 27 00 00 BF FF AA 7E 04 0C
00 00 00 00 FF 00 07 24 3D 00 A3 93 0B 18 E3 00
3D 00 A3 A3 3F 00 A3 93 0B 18 E3 00 3F 00 A3 A3
80 00 07 24 3C 00 A3 93 0B 18 E3 00 3C 00 A3 A3
20 00 07 24 3E 00 A3 93 0B 18 E3 00 3E 00 A3 A3
00 00 BF DF 08 00 E0 03 10 00 BD 27 0A 00 00 00
01 00 00 00 30 B5 12 00 AA 7E 04 0C 80 FF 03 0C
00 00 00 00 53 43 50 53 2D 31 31 30 31 33

It's the official config from the Bravo Music (Mad Maestro!). It does not use the 0x50 command (unimplemented in the emulator then?). I did not check what they did with that 0x42 hook.

Street Racing Syndicate (SLUS-20582)
Code:
3D 00 00 00 57 44 00 00 0A 00 00 00 0F 00 00 00
44 55 10 00 20 00 B0 7F E8 FF 03 08 68 56 10 00
F8 7E 04 0C F4 FF 03 08 A0 FF 0F 00 00 00 00 00
20 00 B0 7F A4 FF 0F 00 00 00 00 00 55 00 10 3C
A8 FF 0F 00 00 00 00 00 01 00 02 24 AC FF 0F 00
00 00 00 00 78 21 03 8E B0 FF 0F 00 00 00 00 00
02 00 43 14 B8 FF 0F 00 00 00 00 00 78 21 00 AE
BC FF 0F 00 00 00 00 00 53 15 04 08 C0 FF 0F 00
00 00 00 00 20 00 B0 7B D0 FF 0F 00 00 00 00 00
55 00 04 3C D4 FF 0F 00 00 00 00 00 01 00 02 24
D8 FF 0F 00 00 00 00 00 F8 7E 04 0C DC FF 0F 00
00 00 00 00 78 21 82 AC E0 FF 0F 00 00 00 00 00
9C 15 04 08 15 00 00 00 04 00 00 00 0B 00 00 00
01 00 00 00 5D 01 00 00 68 06 00 00 14 00 00 00
00 00 00 00 0C 04 7E A8 00 00 00 00 00 00 00 00
10 40 FF FC 0C 04 7E A8 00 00 00 00 00 00 00 00
00 00 00 00 10 40 FF FB 01 00 00 00 40 55 10 00
1B 00 00 00 01 00 00 00 68 56 10 00 1C 00 00 00
00 00 00 00

I have removed one redundant patch, as it seems the 0x01 hooks do not execute on the branch or jump instructions. That is why the 0x0B patch was used by Sony to move the jump code further. I kept the original part of the Sony's GX config for the sake of completeness. The 0x0B patch does not use the -0xC offset correction (another example is the Psychonauts config). I do not know why.
 
Knowing Sony, I wouldn't be surprised if the config just disables/ignores the pressure sensitivity requirement...
Close enough, in function responsible for pad reading. Hook replace scePadRead with wrapper (0xFFFxx in config or 0x200000 on my lazy picture) that also call scePadRead, and based on returned input set correct "pressure" for all possible states for that button. Is little bit lucky because game check for all possible pressures, and if find valid one then think is success. That will fail if for example game had check for wrong button pressure input. Tl;dr is that 0x50 will be better here in accurate emulation means. But at the second hand official config allow to play that game on any gamepad.

Nowy Obraz JPEG.jpg
 
@zieg It doesn't seem fixable on my end. Even the latest version of PCSX2 cannot pass the barrier. I sanity tested on my PS2 and it worked fine...

The best I could do is make a save for you right after the barrier on my PS2 and send it back over to you. Let me know if you want that, and hopefully there will be no other game breaking bugs.
 
@zieg It doesn't seem fixable on my end. Even the latest version of PCSX2 cannot pass the barrier. I sanity tested on my PS2 and it worked fine...

The best I could do is make a save for you right after the barrier on my PS2 and send it back over to you. Let me know if you want that, and hopefully there will be no other game breaking bugs.
I updated bug report with info you gathered here. Any chance that you can upload that modified save for NA? I want to check that i can break it on NA version with other settings.
 
@kozarovv Sure! Except I will have to replay Chapter 10 on NA up until that point since the tempsave doesn't seem to transfer over properly. I'll try to do it before the end of the day.

thank you , really, for putting effort for my problem.
@zieg It doesn't seem fixable on my end. Even the latest version of PCSX2 cannot pass the barrier. I sanity tested on my PS2 and it worked fine...

The best I could do is make a save for you right after the barrier on my PS2 and send it back over to you. Let me know if you want that, and hopefully there will be no other game breaking bugs.
thank you , really, for putting effort for my problem, it would be nice if you can share the save! Anyway i have some question, you say you tested the game on ps2 and it works well, did you play it through disc drive with original disk or play through opl ? Too bad my ps2 fat's disc drive is broken so I can only play this game on ps3 or opl, in case you play through opl, can you share me your settings or opl version please? As far as i know, this game being stuck at "se " logo and can't go further! About ps3 backwards compatibility, game like "ico " has desync audio and video problems, can this be fixed by config file or any method in future or this is hardware technical issue and can't be solved?
Thanks again for spending time for my problems, appreciate it !
 
Star Ocean: Till the End of Time (SLUS-20488, SLUS-20891, SLES-82028, SLES-82029)
Code:
3D 00 00 00 57 44 00 00 07 00 00 00 08 00 00 00
01 00 00 00 48 09 10 00 0A 00 00 00 2E 00 00 00
72 01 00 00 44 00 00 00 50 00 00 00 00 00 00 00
Star Ocean: Till the End of Time (SLPM-65209)
Code:
3D 00 00 00 57 44 00 00 07 00 00 00 08 00 00 00
01 00 00 00 04 0B 10 00 0A 00 00 00 2E 00 00 00
72 01 00 00 44 00 00 00 50 00 00 00 00 00 00 00
Star Ocean: Till the End of Time (Director's Cut) (SLPM-65438, SLPM-66479)
Code:
3D 00 00 00 57 44 00 00 07 00 00 00 08 00 00 00
01 00 00 00 DC 09 10 00 0A 00 00 00 2E 00 00 00
72 01 00 00 44 00 00 00 50 00 00 00 00 00 00 00
I have updated the configs with the disable smoothing command as the smoothing causes ghosting and frame rate problems.
 
Last edited:
@zieg @kozarovv I uploaded the requested stuff into the attached zip.

Zieg, you just need to move the SCEVMC0.VME file to replace the other one. It has an updated save directly after the invisible barrier. I also provided an OPL VMC if you want to play the game on there instead. The game works fine on my PS2 from HDD with no modes or modifications, but I am using a PS2USB2.0 device with special/older OPL version and access to USB drive from HDD...so compatibility may differ on your end.

Kozarovv, the NTSC-U file directly before the area is there. Btw, the Japan handling of the barrier is different after testing both versions. When testing NTSC-J on PS2, I could jump into the gap way over to the left side of the wall near the gap and it warped me directly into the passage. It has some warping mechanism that I do not think is in the NTSC/PAL/International versions...they probably reworked the function or something in these releases.
 

Attachments

@zieg @kozarovv I uploaded the requested stuff into the attached zip.

Zieg, you just need to move the SCEVMC0.VME file to replace the other one. It has an updated save directly after the invisible barrier. I also provided an OPL VMC if you want to play the game on there instead. The game works fine on my PS2 from HDD with no modes or modifications, but I am using a PS2USB2.0 device with special/older OPL version and access to USB drive from HDD...so compatibility may differ on your end.

Kozarovv, the NTSC-U file directly before the area is there. Btw, the Japan handling of the barrier is different after testing both versions. When testing NTSC-J on PS2, I could jump into the gap way over to the left side of the wall near the gap and it warped me directly into the passage. It has some warping mechanism that I do not think is in the NTSC/PAL/International versions...they probably reworked the function or something in these releases.
@zieg @kozarovv I uploaded the requested stuff into the attached zip.

Zieg, you just need to move the SCEVMC0.VME file to replace the other one. It has an updated save directly after the invisible barrier. I also provided an OPL VMC if you want to play the game on there instead. The game works fine on my PS2 from HDD with no modes or modifications, but I am using a PS2USB2.0 device with special/older OPL version and access to USB drive from HDD...so compatibility may differ on your end.

Kozarovv, the NTSC-U file directly before the area is there. Btw, the Japan handling of the barrier is different after testing both versions. When testing NTSC-J on PS2, I could jump into the gap way over to the left side of the wall near the gap and it warped me directly into the passage. It has some warping mechanism that I do not think is in the NTSC/PAL/International versions...they probably reworked the function or something in these releases.
Thank you jared , i will test it again after I'm done with repair my pc!
 

Similar threads

Back
Top