PS3 Compatibility List - PS2 on PS3

(some notes)

Legend of Mana and some of the Capcom Fighters, employed an effect that resembled, frame skipping while panning.
.............Legend of Legaia, power up graphic, when you use an art, seems to play with the frames, briefly.
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Comparing on the VITA and PS3, you can see how the Vita emulates the "frame skipping while panning", accurate to the ps1 console (for legend of legaia), and the PS3 does it less accurately, the game appears to skip while panning.............Comparing also "Legend of Legaia", the PS3 plays the power up graphic too quickly, and the VITA is accurate to the ps1 console.
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Final Fantasy X had a common crash after the wedding scene, when you have to battle the robots, on retail ps2 consoles, from retail game. I believe this was attributed to a "frame skipping like effect" that didn't work that well................now with Valkyrie Profile on the PS2, maybe a patch to reduce the game's frames by 1 to 5 may fix the crashing issue..............On an Original PS2 retail, with retail valkyrie profile, it does have some issues, that seems to appear in various places, also if you check ...........https://gravemind.sh/blog/?p=477...........very clearly that "Valkyrie Profile", supported 1080i in the japanese release, and, that has less frams then 720p, I would think??? on the PS2.............the version everyone is testing is the ntsc version, so I just point that out, if someone spoke japanese and wanted to try to same patched adapted for tha region, may get different results.
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As Far Back as "PHANTASY STAR 3 ON THE SEGA GENESIS"..............."frame skipping while panning effect" (game not actually frame skipping), did not get implemented correctly, the only game that does that right i've seen was, Legend of Mana, then, Castlevania SOTN has some panning issues, that resemble that, and was on original ps1 console, but most emulators now especially, the "lr-pcsx" or "pcsx" emulator, has corrected that, for those games specifically. (point being, that effect only seen it done right on Legend of Mana, on original ps1 and then again on the "vita"...........other games failed to do that, in an appropriate way).
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with "silent hill 4: the room".............the game had many issues on original hardware..............it is really an improvement on the PS3, I figured it was fixed, I've installed it, but even if I played it the alpha bugs may not catch my attention..........speaking of which................
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At best I'd though the japanese version of Silent Hill 4 the room had an slightly adjusted aspect ratio or FOV, which is why sony gave it preference and released it as a classic, and I stated the compatibility list, was incorrect on that point, or the statement was made for both versions listed and that was wrong, but I could be wrong.
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Grandia II and Grandia III on the ps2, had crashing issues.............Grandia II Go a revision................with Grandia III if you modify the FOV, and widescreen patch the game it will crash during the, when you play the airplane to go to destination.............this game got an official ps2 classic release, nobody seems to report crashes with that version.

(crashes and missed, triggers, common for silent hill 4, maybe also 2 and 3, which is why those remastered games really, including the better graphics are the best version, people reviewing those games, really, don't want people to play them sadly)
 
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Black SLUS-21376
Fix camera/character collisions (original patch by refractionpcsx2)
Code:
3d 00 00 00 11 11 00 00 0a 00 00 00 04 00 00 00
14 eb 37 00 bc 03 f1 4a 60 04 00 4b 18 eb 37 00
60 04 00 4b bc 03 f1 4a 30 eb 37 00 bc 03 71 4b
60 04 80 4a 34 eb 37 00 60 04 80 4a bc 03 71 4b
00 00 00 00
 
Valkyrie Profile 2 - Silmeria (SLES-54644) NEW Experimental Config
Code:
3D 00 00 00 57 44 00 00 09 00 00 00 12 00 00 00
D4 5A 20 00 99 00 83 90 00 00 B0 7F 80 FE 03 08
00 00 B0 7F 00 FA 0F 00 00 00 00 00 00 00 00 00
18 D9 23 A0 99 00 83 90 08 FA 0F 00 00 00 00 00
00 00 00 00 E8 33 43 8C 42 00 02 3C 10 FA 0F 00
00 00 00 00 00 00 00 00 10 00 C6 34 1E 3C 06 3C
18 FA 0F 00 00 00 00 00 00 00 00 00 2D 10 00 00
0B 00 66 14 20 FA 0F 00 00 00 00 00 00 00 00 00
60 AC 07 3C 42 00 02 3C 28 FA 0F 00 00 00 00 00
00 00 00 00 D4 39 47 AC 00 00 E7 34 30 FA 0F 00
00 00 00 00 00 00 00 00 16 24 0B 3C 42 00 0A 3C
38 FA 0F 00 00 00 00 00 00 00 00 00 B4 33 4B AD
00 00 6B 35 40 FA 0F 00 00 00 00 00 00 00 00 00
20 37 4B AD 68 35 4B AD 48 FA 0F 00 00 00 00 00
00 00 00 00 4A 00 02 3C 2D 10 00 00 50 FA 0F 00
00 00 00 00 00 00 00 00 12 3C 06 3C D0 BA 43 8C
58 FA 0F 00 00 00 00 00 00 00 00 00 03 00 66 14
10 00 C6 34 60 FA 0F 00 00 00 00 00 00 00 00 00
4A 00 02 3C 2D 10 00 00 68 FA 0F 00 00 00 00 00
00 00 00 00 B8 16 08 08 5C 9F 40 AC 60 67 24 00
02 00 02 24 30 FE BD 27 00 00 00 00 08 00 E0 03
E0 7B 2B 00 80 00 BF FF 30 FE BD 27 00 00 00 00
08 00 E0 03 60 0B 2E 00 2D 28 80 00 F0 FF BD 27
00 00 00 00 08 00 E0 03 07 00 00 00 08 00 00 00
01 00 00 00 08 98 2B 00 0B 00 00 00 01 00 00 00
28 09 10 00 0A 00 00 00 44 00 00 00 00 00 00 00
Updated config that gets rid of unneeded codes (shrinks from 21 to 18 config commands). Could potential fix the random "rare" freeze that happens. Started a new game with this, played a few chapters and haven't experienced any problems with this so far.

The only lead I have on the rare freeze is maybe it has something to do with the length/number of codes. First config was around 28 or so total codes that had unplayable freezing issues after first battle. Second config was 21 and had only rare freezing issues (I got one after hours and hours of playing). This one has 18, maybe lessening the freezing even further?
Is it possible to port this over to the NTSC version?
 
(Silent Hill 4 has a "GX config" patch, in "PS2 Emulator GUI 2.2.3" for the usa version....not indicated on the compatibility list, but it does work on the PS3 after patching, not sure what it does)

(Grandia 2 Widescreen patches does work on the 1.01 version. (only use the FOV fix line). and controller remapper also works on it, for the PS3) (Grandia 2's shadows are spikey not rendered correctly, that much is indicated, it has a lot of graphic errors in effects, etc.)
 
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Tried out Tak 2 with Tak 1 config (correctly this time) and it works perfectly start to finish, you were right @kozarovv I just didn't know how to encrypt the config correctly before.
 
Tales of Legendia (SLUS-21201)
Code:
3D 00 00 00 57 44 00 00 09 00 00 00 02 00 00 00
B0 45 22 00 30 00 BF FF 70 FF BD 27 00 00 00 00
08 00 E0 03 D0 CC 1F 00 00 00 BF FF F0 FF BD 27
00 00 00 00 08 00 E0 03 00 00 00 00
Just posting this for now...this disables some weird overlay the game uses to fix speed issue (from like 5-10fps to full speed now).

Game still suffers from bad spiky polygons on opening menu screen and in battle and sometimes elsewhere. It is something to do with VU (like Tony Hawk games), so a fix may be possible.
 
Tales of Legendia (SLUS-21201)
...
I really doubt that's fix for SPS, but for sure i found issue that will trigger sooner or later on ps3. So I improved code from @mrjaredbeta little bit with my patch. This is untested, but 100% required later ingame, still worth to test even now.
Edit: Found another issue in code, i will update config soon
Edit2: Updated config, still don't think that's cause of fight SPS, but for sure previous code worked bad on PS3.

Code:
3D 00 00 00 57 44 00 00 09 00 00 00 02 00 00 00
B0 45 22 00 30 00 BF FF 70 FF BD 27 00 00 00 00
08 00 E0 03 D0 CC 1F 00 00 00 BF FF F0 FF BD 27
00 00 00 00 08 00 E0 03 0A 00 00 00 04 00 00 00
C0 CD 15 00 BF 03 00 4A 5C AD C0 4B C8 CD 15 00
5C AD C0 4B BF 03 00 4A 90 CF 15 00 BF 03 00 4A
1C E7 C0 4B 98 CF 15 00 1C E7 C0 4B BF 03 00 4A
00 00 00 00
 
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I really doubt that's fix for SPS, but for sure i found issue that will trigger sooner or later on ps3. So I improved code from @mrjaredbeta little bit with my patch. This is untested, but 100% required later ingame, still worth to test even now.
Edit: Found another issue in code, i will update config soon
Edit2: Updated config, still don't think that's cause of fight SPS, but for sure previous code worked bad on PS3.

Code:
3D 00 00 00 57 44 00 00 09 00 00 00 02 00 00 00
B0 45 22 00 30 00 BF FF 70 FF BD 27 00 00 00 00
08 00 E0 03 D0 CC 1F 00 00 00 BF FF F0 FF BD 27
00 00 00 00 08 00 E0 03 0A 00 00 00 04 00 00 00
C0 CD 15 00 BF 03 00 4A 5C AD C0 4B C8 CD 15 00
5C AD C0 4B BF 03 00 4A 90 CF 15 00 BF 03 00 4A
1C E7 C0 4B 98 CF 15 00 1C E7 C0 4B BF 03 00 4A
00 00 00 00
Awesome, I will try this as soon as I can. Also, I don't think you can mix 0x09 and 0x0A patches in config. I believe it causes instant black screen/vmc eject. I think this happened to me a while ago when I tried it with a different game.
 
@kozarovv No problem, I just changed my codes to 0x0A:
Code:
3D 00 00 00 57 44 00 00 0A 00 00 00 08 00 00 00
C0 CD 15 00 BF 03 00 4A 5C AD C0 4B C8 CD 15 00
5C AD C0 4B BF 03 00 4A 90 CF 15 00 BF 03 00 4A
1C E7 C0 4B 98 CF 15 00 1C E7 C0 4B BF 03 00 4A
B0 45 22 00 70 FF BD 27 08 00 E0 03 B4 45 22 00
30 00 BF FF 00 00 00 00 D0 CC 1F 00 F0 FF BD 27
08 00 E0 03 D4 CC 1F 00 00 00 BF FF 00 00 00 00
00 00 00 00
Boots now, but nothing has changed at first glance. Do you think the glitch has anything to do with the box in top left corner (pcsx2 hw mode with crc hacks turned off)?
 
Nevermind, I can confirm it is not related. I used a code that disables all extraneous effects and it doesn't fix it, so this is definitely something that does not happen in any form on pcsx2.

I have tested the game more. The glitches are not directly tied to battles as the glitches happen in a cutscene a few mins into the game.

If it's of any help, the sps seems to happen when 3d graphics get close to the camera position. The opening boat segment has no issues since there's no 3d geometry close to the camera viewpoint, but the battles have glitches *only* when the camera is closer to the player. There are no glitches when the camera is more zoomed out/farther away from geometry. So it seems it has something to do with the coordinate calculation of vectors or something.
 
No idea what's going on. Seems like pcsx2 never had that issue. I tried to remove all clip instructions, but even then game worked fine. So no idea what's going on, and i really doubt we can do anything about it. There is no way to debug it, excluding trying some random changes.

Since all clamping/rounding modes have no effect, i think that issue is not calculation itself. Maybe something with VU status flag, but i don't even know how to debug stuff like that on pcsx2, not even thinking about ps3.
 
can we use configs for moding a game tried using pnach patcher but am not having any luck and codebreaker isn't working so no clue if i can input these codes in it anybody know,it's for god hand btw
https://azekeprofit.github.io/GodHandMovesetSwitcher.htm
@0s4X those codes use joker codes so they won't work with pnach patcher (or ps2patchengine) or in a CONFIG, if you wish to use them you could set one of them to always be active (you wouldn't be able to switch but you would have a moveset set) in a CONFIG or you could patch the ISO itself to add a Codebreaker or something simliar, it wouldn't be hard to do, i have done it in a lot of games and it works pretty well on most ps2 games on ps3
 
@0s4X those codes use joker codes so they won't work with pnach patcher (or ps2patchengine) or in a CONFIG, if you wish to use them you could set one of them to always be active (you wouldn't be able to switch but you would have a moveset set) in a CONFIG or you could patch the ISO itself to add a Codebreaker or something simliar, it wouldn't be hard to do, i have done it in a lot of games and it works pretty well on most ps2 games on ps3
oh i see. the problem is the game won't launch after using codebreaker with or without active cheat codes but kinda pointless since i can't switch.
oh wanted to ask i have another version of this that's intended to be used with cheat engine on pc with pcsx2 is there anyway to use it or is it the same as the pnach version?
thanks btw
 
oh i see. the problem is the game won't launch after using codebreaker with or without active cheat codes but kinda pointless since i can't switch.
oh wanted to ask i have another version of this that's intended to be used with cheat engine on pc with pcsx2 is there anyway to use it or is it the same as the pnach version?
thanks btw

Well i would assume the cheatengine code probably works the same but i would need to see it to be sure, maybe post the list of codes ?
When i want to cheat on PS2 games on my PS3 or just test patching a memory address i usually use patchengine for codes without "joker" codes (key input codes that start with a E) but if i want to use Joker codes i use "CheatDevicePS2" (its open source and easy to get) and put it into the actual games iso (depends on the game to how i do this, some games expect files to be in a certain place so its often best to add it to the end of the ISO after the game files and make sure all original files are in their original place) and i patch CheatDevicePS2 to look on the same disc instead of disc switching.
Anyway i can make a small patch to add CheatDevicePS2 to your ISO if you are using the US version of the game.
 
oh i see. the problem is the game won't launch after using codebreaker with or without active cheat codes but kinda pointless since i can't switch.
oh wanted to ask i have another version of this that's intended to be used with cheat engine on pc with pcsx2 is there anyway to use it or is it the same as the pnach version?
thanks btw
If you really want to use cheats, you could create your own custom configs for netemu. Command 0x0A in config is essentially doing the same thing as a pcsx2 .pnach. However, you're limited to a total of 32 maximum cheats (which is either quite a bit or not a lot depending on what you're doing).

The difference between this method and .pnach is you also need the memory address' value before the cheat (like before and after), so you will need to use cheat engine/pcsx2 debugger to find what that address is before the cheat.

Of course, this is one of many different methods (patch engine, iso editing), but it is far less intrusive than permanently editing an iso, unless you're wanting to do that.
 
well mrjaredbeta thats fine for normal codes but won't work with E type codes (well i never got those working in a CONFIG but if you have then i will concede this point, and his codes patch the same address depending on which key is pressed so in a CONFIG im not sure what would happen if you tried to patch the same address 4 times with different values in a CONFIG), its also 46 addresses of code so probably too big for a CONFIG anyway.
 
I am working on a Tenchu Wrath of Heaven freeze/speed fix. Already got speed improved drastically, and I think I may know what is causing the freeze, so I'll be posting something relatively soon.

@Devildwarf You're right, it definitely won't work like that. I didn't read into the post much. :oops:
 

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