PS3 Compatibility List - PS2 on PS3

Haunting Ground (SLES-52877) TEST
Code:
3D 00 00 00 24 44 00 00 26 00 00 00 70 F6 15 00
00 00 50 00 42 00 00 00 00 FE 0F 00 35 00 00 00
4C FC 0C 0C 00 00 00 00 30 00 40 04 00 00 00 00
0C 80 85 8F C0 89 84 8F 04 00 40 1C 0C 80 84 AF
10 80 80 AF 29 00 00 10 14 80 80 AF 14 80 83 8F
26 00 43 10 14 80 82 AF 10 80 86 8F 23 28 85 00
21 28 A6 00 42 30 05 00 0A 28 06 00 01 00 A5 30
10 80 85 AF FF FF C3 24 1C 00 60 18 00 00 00 00
21 10 43 00 C0 FF BD 27 00 00 BF FF 10 00 A2 FF
20 00 B0 FF 30 00 B1 FF 46 00 10 3C 68 C7 10 8E
2D 88 60 00 18 00 05 26 BE 2D 08 0C 14 00 04 8E
18 00 02 8E 08 00 40 10 00 00 00 00 14 30 08 0C
14 00 04 8E 40 C6 06 0C 00 00 00 00 FF FF 31 26
F4 FF 20 16 00 00 00 00 30 00 B1 DF 20 00 B0 DF
10 00 A2 DF 00 00 BF DF 40 00 BD 27 69 A5 0D 08
00 00 00 00 0A 00 00 00 01 00 00 00 9C 95 36 00
4C FC 0C 0C 80 FF 03 08 44 00 00 00 00 00 00 00

Untested as always.
So was test it! Was set 60 Hz mode and test first cutscene on game engine - no lags! :triumphant::triumphant::triumphant:
Update tests!
progressive scan mode not have lags too (first cutscene on game engine)

So @Agrippa looks like you do good work! Before i play at 50 Hz mode and it was slow gameplay, not comfort! I try check that too and surprisely it show black screen (keep sounds) before start cutscene. its not total freeze, you can reload game, just black screen! I dont care about 50 Hz mode, just for you know!
 
Last edited:
I have done some quick tests (first cutscene) on Trapt with the official NET config. 0x49 seems to fix the graphical/texture bugs in the cutscene. I am not sure 0x46 has any impact on the speed. For 0x48, the cutscene exhibits some very slight "stuttering" or "stopping" effect (difficult to describe) when the camera is in motion. Without the command, minor jitter in a couple spots of the cutscene (either lots of characters in frame or blur effect) BUT full speed cutscene/gameplay otherwise. The game uses separate voice files instead of a single streamed format, so $ony got away with using 0x48. If game didn't do this, cutscenes would become desynced like the DDS or Raidou PS2 Classics. Still, it's only on the conservative preset, but game is still maybe 5% slower than normal:

Trapt (SLUS-21255) [CUSTOM]
Code:
3D 00 00 00 2C 43 00 00 46 00 00 00 49 00 00 00
00 00 00 00
This removes the VSYNC delay setting. I would rather play without the setting enabled as I like the full speed gameplay, but to each their own.
Is there any chance that you can make video of graphical issues without 0x49? Maybe i will be able to guess what this config do then. It seems to touch VIF in ppc code, but i'm not really sure yet.
 
Don't bother with that game, this is hardware quirk that was revealed by PSI few months ago, is something that can't be fixed from config.

Original patch indeed worked, but that was mistake. Here is more about proper fix: https://github.com/PCSX2/pcsx2/commit/435b7dcd2bdd5461e00f9f591a573bec159a9d42

This game does freeze in the fight randomly. Anyway, it is such a bad port I have never seen before.

I have done some quick tests (first cutscene) on Trapt with the official NET config. 0x49 seems to fix the graphical/texture bugs in the cutscene. I am not sure 0x46 has any impact on the speed. For 0x48, the cutscene exhibits some very slight "stuttering" or "stopping" effect (difficult to describe) when the camera is in motion. Without the command, minor jitter in a couple spots of the cutscene (either lots of characters in frame or blur effect) BUT full speed cutscene/gameplay otherwise. The game uses separate voice files instead of a single streamed format, so $ony got away with using 0x48. If game didn't do this, cutscenes would become desynced like the DDS or Raidou PS2 Classics. Still, it's only on the conservative preset, but game is still maybe 5% slower than normal:

But the desynchronized cutscenes are annoying too. The cost of 5% slower gameplay is not too big in that kind of game. We have been playing games 17% slower in the PAL region for years! I am starting to understand Sony's approach to the VSYNC delay patches now.

So was test it! Was set 60 Hz mode and test first cutscene on game engine - no lags! :triumphant::triumphant::triumphant:
Update tests!
progressive scan mode not have lags too (first cutscene on game engine)

So @Agrippa looks like you do good work! Before i play at 50 Hz mode and it was slow gameplay, not comfort! I try check that too and surprisely it show black screen (keep sounds) before start cutscene. its not total freeze, you can reload game, just black screen! I dont care about 50 Hz mode, just for you know!

Thank you very much for testing! What "start cutscene" are you talking about? If the config does not work in every mode, then it is incorrect.
 
This game does freeze in the fight randomly. Anyway, it is such a bad port I have never seen before.
Yes, because patch manipulate interrupt state, which allow to go beyond start screen. But the same patch break ingame because code expect to interrupt to happen, and that patch make it don't. This is something trival to fix when we have source of netemu, but we don't. :P
 
Kinda interesting that Sony has not implemented the SIF interrupts correctly knowing their hardware from head to toe.
Sony is far away from knowing PS2 hardware. They created Sega Saturn a like machine, where race conditions happen more than on any other hardware. Fact that ps2 devs had direct access to hardware is another reason. For example Dolphin here don't really need to care, just go thru all known sdk, and find how they access hardware. In the same time, every single ps2 game can access hardware in very wrong way.

Btw. Does Destruction Derby Arena have white wheels issue? I fixed that today on pcsx2, if game have similar issue i can port it.
 
So was test it! Was set 60 Hz mode and test first cutscene on game engine - no lags! :triumphant::triumphant::triumphant:
Update tests!
progressive scan mode not have lags too (first cutscene on game engine)

So @Agrippa looks like you do good work! Before i play at 50 Hz mode and it was slow gameplay, not comfort! I try check that too and surprisely it show black screen (keep sounds) before start cutscene. its not total freeze, you can reload game, just black screen! I dont care about 50 Hz mode, just for you know!

Looks like the PAL mode does break the conditions of the branches in the hook. I have written a code to skip the hook, but I need to find a value at the same address that is different in both modes throughout the game.

Sony is far away from knowing PS2 hardware. They created Sega Saturn a like machine, where race conditions happen more than on any other hardware. Fact that ps2 devs had direct access to hardware is another reason. For example Dolphin here don't really need to care, just go thru all known sdk, and find how they access hardware. In the same time, every single ps2 game can access hardware in very wrong way.

Btw. Does Destruction Derby Arena have white wheels issue? I fixed that today on pcsx2, if game have similar issue i can port it.

If the GameCube had been a leading console back then, it would have been squeezed every last drop of its metal, leading to similar problems. In terms of programming, not a hardware complexity.

According to the wiki it does:
Tires are white, and there is small glitch in menu/loading. But fully playable.
 
If the GameCube had been a leading console back then, it would have been squeezed every last drop of its metal, leading to similar problems. In terms of programming, not a hardware complexity.
Not really, Gamecube fundamental basics just don't allow developers to access hardware directly. That's main reason why GC emulators are HLE, and why best working PS2 emulators are LLE (only play! goes painful HLE way afaik, but 15 years of development shown that wasn't good idea. :P )


According to the wiki it does:
So this possibly fix SLUS version.

Code:
3d 00 00 00 11 11 00 00 0a 00 00 00 01 00 00 00
b8 9d 27 00 00 00 7e 4e 00 00 be 4e 00 00 00 00

if that not work there are 2 possibilities. 1. PS3 need different value due to different accuracy. 2. We need 0x0B since i patched VU code.
 
Haunting Ground (SLES-52877)
Code:
3D 00 00 00 24 44 00 00 26 00 00 00 70 F6 15 00
00 00 50 00 42 00 00 00 00 FE 0F 00 3A 00 00 00
4C FC 0C 0C 00 00 00 00 48 AA 94 8F 01 90 17 3C
00 94 F7 26 32 00 97 12 00 00 00 00 30 00 40 04
00 00 00 00 0C 80 85 8F C0 89 84 8F 04 00 40 1C
0C 80 84 AF 10 80 80 AF 29 00 00 10 14 80 80 AF
14 80 83 8F 26 00 43 10 14 80 82 AF 10 80 86 8F
23 28 85 00 21 28 A6 00 42 30 05 00 0A 28 06 00
01 00 A5 30 10 80 85 AF FF FF C3 24 1C 00 60 18
00 00 00 00 21 10 43 00 C0 FF BD 27 00 00 BF FF
10 00 A2 FF 20 00 B0 FF 30 00 B1 FF 46 00 10 3C
68 C7 10 8E 2D 88 60 00 18 00 05 26 BE 2D 08 0C
14 00 04 8E 18 00 02 8E 08 00 40 10 00 00 00 00
14 30 08 0C 14 00 04 8E 40 C6 06 0C 00 00 00 00
FF FF 31 26 F4 FF 20 16 00 00 00 00 30 00 B1 DF
20 00 B0 DF 10 00 A2 DF 00 00 BF DF 40 00 BD 27
69 A5 0D 08 00 00 00 00 0A 00 00 00 01 00 00 00
9C 95 36 00 4C FC 0C 0C 80 FF 03 08 44 00 00 00
00 00 00 00

This code should check if the PAL mode is on, before the execution of the hook.
 
Haunting Ground (SLES-52877)
Code:
3D 00 00 00 24 44 00 00 26 00 00 00 70 F6 15 00
00 00 50 00 42 00 00 00 00 FE 0F 00 3A 00 00 00
4C FC 0C 0C 00 00 00 00 48 AA 94 8F 01 90 17 3C
00 94 F7 26 32 00 97 12 00 00 00 00 30 00 40 04
00 00 00 00 0C 80 85 8F C0 89 84 8F 04 00 40 1C
0C 80 84 AF 10 80 80 AF 29 00 00 10 14 80 80 AF
14 80 83 8F 26 00 43 10 14 80 82 AF 10 80 86 8F
23 28 85 00 21 28 A6 00 42 30 05 00 0A 28 06 00
01 00 A5 30 10 80 85 AF FF FF C3 24 1C 00 60 18
00 00 00 00 21 10 43 00 C0 FF BD 27 00 00 BF FF
10 00 A2 FF 20 00 B0 FF 30 00 B1 FF 46 00 10 3C
68 C7 10 8E 2D 88 60 00 18 00 05 26 BE 2D 08 0C
14 00 04 8E 18 00 02 8E 08 00 40 10 00 00 00 00
14 30 08 0C 14 00 04 8E 40 C6 06 0C 00 00 00 00
FF FF 31 26 F4 FF 20 16 00 00 00 00 30 00 B1 DF
20 00 B0 DF 10 00 A2 DF 00 00 BF DF 40 00 BD 27
69 A5 0D 08 00 00 00 00 0A 00 00 00 01 00 00 00
9C 95 36 00 4C FC 0C 0C 80 FF 03 08 44 00 00 00
00 00 00 00

This code should check if the PAL mode is on, before the execution of the hook.
you mean it fix black screen on 50 Hz mode ?
 
Haunting Ground (SLES-52877)
Code:
3D 00 00 00 24 44 00 00 26 00 00 00 70 F6 15 00
00 00 50 00 42 00 00 00 00 FE 0F 00 3A 00 00 00
4C FC 0C 0C 00 00 00 00 48 AA 94 8F 01 90 17 3C
00 94 F7 26 32 00 97 12 00 00 00 00 30 00 40 04
00 00 00 00 0C 80 85 8F C0 89 84 8F 04 00 40 1C
0C 80 84 AF 10 80 80 AF 29 00 00 10 14 80 80 AF
14 80 83 8F 26 00 43 10 14 80 82 AF 10 80 86 8F
23 28 85 00 21 28 A6 00 42 30 05 00 0A 28 06 00
01 00 A5 30 10 80 85 AF FF FF C3 24 1C 00 60 18
00 00 00 00 21 10 43 00 C0 FF BD 27 00 00 BF FF
10 00 A2 FF 20 00 B0 FF 30 00 B1 FF 46 00 10 3C
68 C7 10 8E 2D 88 60 00 18 00 05 26 BE 2D 08 0C
14 00 04 8E 18 00 02 8E 08 00 40 10 00 00 00 00
14 30 08 0C 14 00 04 8E 40 C6 06 0C 00 00 00 00
FF FF 31 26 F4 FF 20 16 00 00 00 00 30 00 B1 DF
20 00 B0 DF 10 00 A2 DF 00 00 BF DF 40 00 BD 27
69 A5 0D 08 00 00 00 00 0A 00 00 00 01 00 00 00
9C 95 36 00 4C FC 0C 0C 80 FF 03 08 44 00 00 00
00 00 00 00

This code should check if the PAL mode is on, before the execution of the hook.
Ok finish test!
50-60 Hz mode work!
Progressive scan mode - work! No lags!
 
Giants: Citizen Kabuto (SLUS-20178)
Code:
3D 00 00 00 57 44 00 00 0A 00 00 00 02 00 00 00
08 1C 17 00 D8 35 04 0C 00 00 00 00 A8 93 19 00
70 38 06 0C 00 00 00 00 00 00 00 00
Skips freezing FMV (seems like a similar problem to Shadow Hearts 3) and skips function that detects if a disc is inserted or not. Disc is obviously still inserted, but something goes wrong in the function leading to the message displaying and the game softlocking. This config skips that, as well as retaining all other FMVs. The game itself seems to play great when ingame.
 
Last edited:
So this possibly fix SLUS version.

Code:
3d 00 00 00 11 11 00 00 0a 00 00 00 01 00 00 00
b8 9d 27 00 00 00 7e 4e 00 00 be 4e 00 00 00 00

if that not work there are 2 possibilities. 1. PS3 need different value due to different accuracy. 2. We need 0x0B since i patched VU code.

It does work indeed. Apart from that there is a slowdown sometimes, especially during the crash scenes. I did not noticed any glitch in the menu or the loading screen though.
 
Because nobody has ever dumped it before.

God Hand (SLUS-21503) [NET]
Code:
3D 00 00 00 80 3D 00 00 41 00 00 00 0B 00 00 00
06 00 00 00 54 04 00 00 C4 06 00 00 04 00 00 00
00 00 30 2D 24 06 00 60 55 04 00 00 50 01 00 00
04 00 00 00 00 00 30 2D 24 06 00 60 55 04 00 00
E0 03 00 00 04 00 00 00 00 00 30 2D 24 06 00 60
5E 04 00 00 CC 07 00 00 04 00 00 00 00 00 30 2D
24 06 00 60 5F 04 00 00 40 02 00 00 04 00 00 00
00 00 30 2D 24 06 00 60 5F 04 00 00 B8 04 00 00
04 00 00 00 00 00 30 2D 24 06 00 60

Empty config for the Innocent Life game.
 
Because nobody has ever dumped it before.

God Hand (SLUS-21503) [NET]
Code:
3D 00 00 00 80 3D 00 00 41 00 00 00 0B 00 00 00
06 00 00 00 54 04 00 00 C4 06 00 00 04 00 00 00
00 00 30 2D 24 06 00 60 55 04 00 00 50 01 00 00
04 00 00 00 00 00 30 2D 24 06 00 60 55 04 00 00
E0 03 00 00 04 00 00 00 00 00 30 2D 24 06 00 60
5E 04 00 00 CC 07 00 00 04 00 00 00 00 00 30 2D
24 06 00 60 5F 04 00 00 40 02 00 00 04 00 00 00
00 00 30 2D 24 06 00 60 5F 04 00 00 B8 04 00 00
04 00 00 00 00 00 30 2D 24 06 00 60

Empty config for the Innocent Life game.


Without Config, playable character faces the wrong direction when moving.

devwikia
 

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