PS3 Compatibility List - PS2 on PS3

@kozarovv i been thinking in something... maybe the netemu commands 0x0E, 0x11, and 0x13 could be... speeds ?
Are the commands marked in blue in the table here http://www.psdevwiki.com/ps3/Talk:PS2_Emulation

At least one of them... could be the "speed of the emulated optical drive", if this is true it makes sense for the command to allow to do a very fine adjustment of speed
Also... this speed varies a lot if the optical media is CD or DVD... maybe there is a command for each or some kind of identifyer (first byte of the value indicates "media type" ?)

What do you think ?
Anyway... incase this commands are not directly related with speeds of the optical drive (so part of this theory is wrong) i think could be related with the speeds or bandwiths of other components of the emulated PS2 machine (so maybe the other part of this theory could be right)
0x0E is accuracy command, correct value is memory offset. 0x11 is probably the same, but for COP2 (but here i'm not sure).
About 0x13: "config_cmd_0x13set(), set *0x1BDC790 to ((value2 <<32) | value3) Memory card related (timing? reported free space?), Value 2 seems to be always 0"

Netemu probably have command to set read speed, but can also have accurate speed as default, without option to change it. Good example for second option is game Shadow Man 2 : The Second Coming which require very accurate reads, but it work without any config on PS3. While OPL require accurate reads command, and pcsx2 is not able to get so accurate reads at all.
 
Not sure if we are talking about the same commands, i made a list of the values used by this command in the oficial PS2 configs
So we are sure this values are valid, and eventually we could try to find a pattern because should be using the same "rules"
Im going to post them here to have a good overview of all them. Btw, if at some point you or someone finds other valid values add them to the list please

0x0E (netemu)
SCUS-97501=0x3C458C https://wiki.pcsx2.net/Ape_Escape_3
SCES-53642=0x3C4854 https://wiki.pcsx2.net/Ape_Escape_3
SLUS-21026=0x386864 https://wiki.pcsx2.net/Battlefield_2:_Modern_Combat
SLUS-20916=0x121F64 https://wiki.pcsx2.net/Dance_Dance_Revolution_Extreme
SLUS-20437=0x11EDF0 https://wiki.pcsx2.net/DDRMAX:_Dance_Dance_Revolution

0x11 (netemu)
SLUS-21172=0x208 https://wiki.pcsx2.net/Conflict:_Global_Terror
SLUS-20878=0x140, 0x368, 0x570 (used 3 times in this game) https://wiki.pcsx2.net/Samurai_Warriors

0x13 (netemu)
SCUS-97429=0xF960 (63840 in decimal) https://wiki.pcsx2.net/Jak_X:_Combat_Racing
SLPM-66031=0x9BDC (39900 in decimal) https://wiki.pcsx2.net/Phantasy_Star_Universe
SLPS-20131=0x1D394 (119700 in decimal) https://wiki.pcsx2.net/Jissen_Pachi-Slot_Hisshouhou!_Kemono-Oh

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And i just realized 0x0E and 0x11 can be repeated up to 31 times... so probably are not speeds because incase of being an speeed you should specify it only one time

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And yeah... this idea about speeds came from the talks of OPL thread and the game "shadow man", but also there has been other threads here in the forum related with speeds, delays, and bandwitdths XD
I guess sony implemented a command to control the data transfer speeds from optical drive, it seems is a common problem with non-sony emulators and they should be aware of this
 
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Hello! Can im ask you, did someone finish play yakuza on ps3, or still have freeze in chapter 7? Maybe anyone have config or save, and bu the way im have alot games for han, if someone need help u can ask me!
 
Yes this is EE memory offset for precise math. I'm sure, this command was in first config i ever ported (Rygar).

0x11 (netemu)
SLUS-21172=0x208 https://wiki.pcsx2.net/Conflict:_Global_Terror
SLUS-20878=0x140, 0x368, 0x570 (used 3 times in this game) https://wiki.pcsx2.net/Samurai_Warriors
I not messed with this command too much, but it looks like VU (not COP2, my bad) memory offset for precise math, or multiply by 0 hack (but CELL should be able to mul0).

0x13 (netemu)
SCUS-97429=0xF960 (63840 in decimal) https://wiki.pcsx2.net/Jak_X:_Combat_Racing
SLPM-66031=0x9BDC (39900 in decimal) https://wiki.pcsx2.net/Phantasy_Star_Universe
SLPS-20131=0x1D394 (119700 in decimal) https://wiki.pcsx2.net/Jissen_Pachi-Slot_Hisshouhou!_Kemono-Oh
Like i said earlier, this command is related to Memory card. And emulator split u64 value into two u32 values, first is left shifted by 32bits, second is used as is.

and bu the way im have alot games for han, if someone need help u can ask me!
I need help.
 
0x0E
Yes this is EE memory offset for precise math. I'm sure, this command was in first config i ever ported (Rygar).
0x11
I not messed with this command too much, but it looks like VU (not COP2, my bad) memory offset for precise math, or multiply by 0 hack (but CELL should be able to mul0).
There is something i dont get, the other commands used to increase arithmetic accuracy are composed by two values, first is "start_offset" and second is "end_offset". In other words... are defining a range

But in this ones there is only one value so... how is working ? o_O
Is because the lenght is a static value ? (lets call this length X), so the value stored in the command is the "start_offset" and the range ends in... "start_offset" + X ?


0x13
Like i said earlier, this command is related to Memory card. And emulator split u64 value into two u32 values, first is left shifted by 32bits, second is used as is.
Hmmm, maybe is the gamesave size in decimal bytes ? (the sum of all the file sizes inside the gamesave folder, in the memory card filesystem)
 
Yes this is EE memory offset for precise math. I'm sure, this command was in first config i ever ported (Rygar).
I thought the list i made in my previous post contained all the games where was used this command in official configs, but now you mentioned rygar (i missed it) i was looking again at it and i realized i missed some more, this one is interesting to see how it works that "range" i was asking about:
https://github.com/Zarh/Get_CONFIG/blob/master/log.txt

Title : Commandos - Strike Force
Game ID : SLES_527.68
Hash : 0x3BE119B18D
Hash Offset : 33E228
Commands offset : 51DBF8
Commands count : 0x5

[Net] Command ID : 0x0E
Param : 001B1850

[Net] Command ID : 0x0E
Param : 001B1858

[Net] Command ID : 0x0E
Param : 001B185C

[Net] Command ID : 0x0E
Param : 001B1864

[Net] Command ID : 0x0E
Param : 001B187C
Here the command 0x0E is used multiple times following an incremental order, by looking at the "gaps" in between them it can be seen how much bytes are affected by the command
The interesting "gap" (because seems to be the minimal?) is in between 0x001B1858 and 0x001B185C

In other words... everytime the command is used at a offset... the next 4 bytes starting at that offset are affected (only)
 
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Hello! Can im ask you, did someone finish play yakuza on ps3, or still have freeze in chapter 7? Maybe anyone have config or save, and bu the way im have alot games for han, if someone need help u can ask me!
Yakuza also freezes on a CECHC04 60Gb with PS2_GXEmu, on Ch.3 and Ch.10, but it can be bypassed if you eject the disc and reinsert it, people reported the same on the PS2_NetEmu, but no disc bypass, since its an internal image, Yakuza 2 its far a more stable experience.

Yakuza Kiwami its also available for PS3, but only in Japanese, unless you play it on the PS4, still trying to beat Jingu on Legend.
 
hi naked snake! :)

how do you force gxemu on cechc?what cfw do you have and if i understand correctly,you're launching discs?did you try ps2 games in iso format and did you managed to launch them on gxemu?and what launcher do you use?

thanks in advance! :)
Sure thing, i have Rebug 4.82.2 on my 60Gb, but i have it mainly for the Fan, i play with the original discs on it, i tested it on my Slim as well, same results, but only for brief moments. I might try any game, with Webman internal mount or Cobra, but i am sure like ive seen on some posts, the game will launch in PS2Net_Emu and not the GX_Emu.
 
Update: So ive made a dump of Gran Turismo Concept, on my 60Gb, to see if mounting through Webman, will trigger the PS2Net_Emu for PS2 Playback, as ive seen a couple of people mention, turns out, its not running with the Net_Emu but with the GX_Emu!

How can i confirm this? For starters, PS2Net_Emu on Rebug, shows the CPU/RSX temps, something the GX_Emu doesn´t support,and once you press the PS Button on the Net_Emu, it shows a transparent option screen, something,again that the GX_Emu doesn´t have, all pitch black. Ive tested this game mainly to see if the Car Selection screen would jitter, when running on the Net_Emu, it didn´t, which its another indication that its running of the GX_Emu, not to mention the bump in resolution quality, which you will have to be blind not to notice.

So there you have it, the CECHC04 indeed runs PS2 Games from the HDD, in GX_Emu mode, i can´t recall the post, but ive seen a lad,mentioning his CECHC04 was running PS2Net_Emu and not the GX when PS2 was mounted via the HDD, unless he used the Classic Placeholder, which its the root cause.

And to further prove my point,ill leave this :)

PS2.jpg
 
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can you please install rebug toolbox and check what defaults to in the ps2 emu section,does it defaults to cobra or original and if can you toggle it?
 
can you please install rebug toolbox and check what defaults to in the ps2 emu section,does it defaults to cobra or original and if can you toggle it?
You are asking the same question in more than one thread. If you want to be sure that you are running GX emu, then just check that you have temperatures display in left upper corner while push ps button. This is netemu only feature, or just try to run game not compatible with netemu.

0x11
There is something i dont get, the other commands used to increase arithmetic accuracy are composed by two values, first is "start_offset" and second is "end_offset". In other words... are defining a range

But in this ones there is only one value so... how is working ? o_O
Is because the lenght is a static value ? (lets call this length X), so the value stored in the command is the "start_offset" and the range ends in... "start_offset" + X ?
In PS2 EE one opcode is always 4 bytes long, so command like this work only for one opcode. For example command 0xE for 0x100000 offset work from 0x100000 to 0x100003. Probably is the same for 0x11 command but VU have much smaller memory range (0x0 - 0x3FFF).

0x13

Hmmm, maybe is the gamesave size in decimal bytes ? (the sum of all the file sizes inside the gamesave folder, in the memory card filesystem)
I think is more related to timing, but who knows. ;)

Yakuza also freezes on a CECHC04 60Gb with PS2_GXEmu, on Ch.3 and Ch.10, but it can be bypassed if you eject the disc and reinsert it,
Are you sure this bug is still there? $ony implemented changes to emu in 2.30 firmware that should fix this issue on semiBC.
 
then it's not gxemu?isn't cobra a netemu derivative?
No,there its a clear difference between GX_Emu and Net_Emu, in my case, a PS2 Game Dump, was running in GX_Emu, via Webman, with Cobra Enabled. If it was Net_Emu, i could clearly see the issues or performance drops, that the game has.

Did you touched the PS2 Software Emu via the toolbox? Thats what triggers the 60Gbs to run under the Net_Emu.

Sent from my G8341 using Tapatalk
 
i did,that's what started the whole interest in this,and after that no matter what i did PS2 games didn't look and feel the same.

after that (i was on 4.82.2 rebug rex noBD,as my BD drive is shot) i did copule of restores,even flashed other cfws (older rebug,because i was trying to toggle to 'original' ps2 emu files in rebug toolbox,which requires older 'full' toolbox,which in turn requires older rebugs,ferrox and overflow cfw's,basically anything pached for noBD support that i could find) and did couple of full restores and even changed the hdd.

for me,whatever i still do i can't get that 'original' (i guess that's gxemu) files to work,either it can't be toggled (last couple versions of toolbox) or i can toggle them but after that can't get ps2 iso's to work.only way i can get ps2 iso's to work is using cobra in toolbox's settings for ps2 emu or forcing softemu.

console is cechc.
 
I remember something similar happening to me as well, but all i did was a reboot, and it was back to normal GX_EMU.

What can advise you, its to reinstall the firmware from scratch, that should revert back to the original settings.

Sent from my G8341 using Tapatalk
 
i already did that,if by 'from scratch' you mean reinstalling/reflashing cfw then doing a full ps3 restore from system settings in xmb.i did try to find some definitive answer how to do a full and proper nand cleanup but i'm only finding conflicting information (some say reflash from recovery,some say by doing that i'll brick my console...).
 
i already did that,if by 'from scratch' you mean reinstalling/reflashing cfw then doing a full ps3 restore from system settings in xmb.i did try to find some definitive answer how to do a full and proper nand cleanup but i'm only finding conflicting information (some say reflash from recovery,some say by doing that i'll brick my console...).
Perhaps QA Flag your PS3, preform a Downgrade, and then reinstall Rebug 4.82 again, or switch to Ferrox and reinstall Rebug, it should work.

Sent from my G8341 using Tapatalk
 

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