PS3 Compatibility List - PS2 on PS3

GX Configs won't work because your model doesn't have any Physical PlayStation2 Hardware inside,you need to use the NET_EMU Configs for compatibility improvements.

PS2SoftEmu.self = CECHA/CECHB Only (100% PS2 Hardware)

PS2GXEmu.self = CECHC/CECHE Only (50% PS2 Hardware)

PS2NetEmu.self = All PS3 Models (Software Emulation)

Use the respective Configs for they're respective models, backwards compatible models also accept NetEmu Configs when PS2 Classics Emulation its forced through Rebug Toolbox.





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Ok but I looked on the website that has configs and on ManaGunz there's no NetEmu for Parappa The Rapper 2. Only GX and Soft.
 
Ok but I looked on the website that has configs and on ManaGunz there's no NetEmu for Parappa The Rapper 2. Only GX and Soft.
You need to ask someone to port the GX Config to the NetEmu, ive heard it works, but ill leave that to more experienced lads.

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Well I still don't know why Parappa The Rapper 2 locks up on the first cutscene, sound goes on for a few minutes then eventually it stops. You can exit to the XMB it's not a hard freeze but that's all you can do.

Can anything be done?
 
Well, that worths some clarification... what happens is a single config file is usually composed by several "commands" that does different things
A few of that commands (2 or 3, not much) seems to be specific for the backward compatible PS3 models (that uses the ps2_emu.self and ps2_gxemu.self)... so is not posible to "port" that specific command to build a config for ps2_netemu.self

In this case, if i remember right... the program "get config" made by zar does a "port" the config (from gxemu to netemu formats) but without including the incompatible command
So all depends of which commands are used in the GX config... to know this is needed to take a look at the config individually to see all the commands



Edit:
Btw, to get used at this incompatible comands you can use managunz, it have a "PS2 config editor" (available if you press triangle over a PS2 game icon/cover, as part of the game settings)
In it you can "load" a config (from GX) and you will see displayed in the screen several "checkboxes" (one for every command inside the config) that are going to be either empty of colored in red

Incase the checkboxes are colored in red it means this command is incompatible, is like a warning telling you that this command is not going to be applyed when you "mount" the game backup

*That PS2 config editor inside managunz is still in experimental stages btw... eventually some details of what im mentioning could change



Edit2:
And remember you can make screenshots inside any managunz screen by pressing together L2+R2 triggers in the dualshock (and you will see the "hdd activity led" blinking in the PS3 front because is creating a .bmp file)
If i remember right... the screenshot images are stored in dev_hdd0/photo/
This way you can take an screenshot of that "PS2 config editor" with the colored checkboxes and post it here in the forum so we can see the list of commands in that config and get an idea of how is made to talk about it
 
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I try some games:

Very playable:

Dodonpachi Daioujou (SLPS-25233): Works fine
Fate/Unlimited Codes (SLPM-55108): Works fine
Psychic Force Complete (SLPM-66235): Very playable (Except the original Psychic Force by the lag in some messages and battles, in PlayStation of anyway)
Shin Gouketsuji Ichizoku: Bonnou Kaihou (SLPM-66278) Minor problem: Dissapear the text in the screen related with the Memory Card)

With problems:

Hokuto no Ken: Shinpan no Sōsōsei Kengō Retsuden (SLPM-66660): Runs but pretty slow
Sengoku Basara X (SLPM-55008): Runs but pretty slow
Vampire: Darkstalkers Collection (SLPM-65998): Runs but the screen freezes after of the character select (You can hear the battle and attacks)
The Rumble Fish (SLPM-65919): Freezes when trying to create save on memory card

There's a way that can be fixed using a config file?
 
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Energy Airforce - Aim Strike! (eu): random crashes
Aero Elite: random crashes every 3 to 5 min
Energy Airforce (jap): Virtually no issues, crashed only once
Pilot Ni Narou 2: no issues
Air Force Delta Strike: no issues
 
Turn off mipmapping in game engine. Completely fix flickering, and bad texturing.
Legacy of Kain: Soul Reaver 2 SLES_501.96 only!

Code:
00000000  3D 00 00 00 43 21 00 00 0A 00 00 00 01 00 00 00  =...C!..........
00000010  80 1F 2A 00 01 00 00 00 00 00 00 00 00 00 00 00  €.*.............
 
Crash Twinsanity PAL [SLES52568] (Using Softemu config): Playable up until the save point at the end of Totum Hokum, at which point the game freezes, and trying to load the game from there freezes the game. However, the PS2 menu can still be accessed by pressing the PS button.
 
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Crash Twinsanity PAL [SLES52568]: Playable up until the save point at the end of Totum Hokum, at which point the game freezes, and trying to load the game from there freezes the game. However, the PS2 menu can still be accessed by pressing the PS button.
Please post memory card with save near that place if you can.
 
Please post memory card with save near that place if you can.

Alright. For reference, I have a 500 GB Super-Slim.
EDIT: There's only 1 save in the file, and that's right where the game freezes, to the point of it freezing every time the game tries to load go in-game when loading the save. I don't have an earlier save, but it's pretty early in the game, not far after the first level of Cortex being chased and Crash having to clear the path for him.
 

Attachments

Turn off mipmapping in game engine. Completely fix flickering, and bad texturing.
Legacy of Kain: Soul Reaver 2 SLES_501.96 only!

Code:
00000000  3D 00 00 00 43 21 00 00 0A 00 00 00 01 00 00 00  =...C!..........
00000010  80 1F 2A 00 01 00 00 00 00 00 00 00 00 00 00 00  €.*.............
Nice :)
Tell me if im understanding it right, in that example the command 0x0A (net) is replacing the opcode 1 by 0 at offset 0x2A1F80 ?
And that offset belongs to EE memory as mentioned in wiki ?
 
Turn off mipmapping in game engine. Completely fix flickering, and bad texturing.
Legacy of Kain: Soul Reaver 2 SLES_501.96 only!

Code:
00000000  3D 00 00 00 43 21 00 00 0A 00 00 00 01 00 00 00  =...C!..........
00000010  80 1F 2A 00 01 00 00 00 00 00 00 00 00 00 00 00  €.*.............

According to the compatibility list

In first tomb where you must get dark reaver, one moving puzzle object is graphically missing. Impossible to clear game. Some textures are flickering.

So is the game playable past that tomb now or this just fixes textures? Or is that only the USA version that is unplayable past that part?
 
I guess mipmaps are going to affect textures only (not polygons)
The mipmaps are like "layers" of images in .DDS format, the game engine loads the DDS file but only loads one of the mipmaps (the winner is decided based in the distance between the object and the camera)
Is the kind of textures that does like a "pop up" when you are playing and you walk a long distance far away from the object and getting closer to it
Like... dunno in "open world" games the textures of a building in the far away, if you are located very far away the game engine loads mipmap with the lowest quality level inside the DDS image... and if you "travel" close to it you are going to notice several "pop ups" in the textures when the mipmaps are replaced

So... i guess the flickering in the games that have this problem is caused by problems in the calculations of the distance in between object and camera
 
Nice :)
Tell me if im understanding it right, in that example the command 0x0A (net) is replacing the opcode 1 by 0 at offset 0x2A1F80 ?
And that offset belongs to EE memory as mentioned in wiki ?
Yes, no less, no more.


So is the game playable past that tomb now or this just fixes textures? Or is that only the USA version that is unplayable past that part?
Lol, i get so exited that i forgot to fix that :D I will play this today, and try to fix it.

So... i guess the flickering in the games that have this problem is caused by problems in the calculations of the distance in between object and camera
Not really, to use mipmaps you need support them in GPU, and in this case in emulator. Even best precise calculation will fail as there is no "hardware" support for mipmaps.
 
Yes, no less, no more.
Thx, i was looking at it trying to get used and needed a confirmation :)

Btw, just for curiosity sake... that patches using command 0x0A (net) can be "ported" to ps2_gxemu.self format by using the command 0x08 (gx) instead

The only difference is with command 0x08 (gx) is needed to patch another opcode located consecutivelly to the "target" you are patching
So basically... you could copy the original 4 bytes next to the offset you are patching and patch them with the original value... in other words, the patch becomes 8 bytes lenght but only changes the value of 1 byte
 
Thx, i was looking at it trying to get used and needed a confirmation :)

Btw, just for curiosity sake... that patches using command 0x0A (net) can be "ported" to ps2_gxemu.self format by using the command 0x08 (gx) instead

The only difference is with command 0x08 (gx) is needed to patch another opcode located consecutivelly to the "target" you are patching
So basically... you could copy the original 4 bytes next to the offset you are patching and patch them with the original value... in other words, the patch becomes 8 bytes lenght but only changes the value of 1 byte
Yes, or you can use disc patch command.
 

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