PS3 Compatibility List - PS2 on PS3

It works in HW mode.

From Gregory:
"Just saying that "if game rely on accurate AA1 feature to render properly, it can't be supported on the HW renderer". The fact it kinds of working on the HW renderer is a pure luck (due to various rounding error)"
 
I confirm the issues with SCANMSK and AA1 in the netemu and no netemu's specific command could fix it. Otacon's glasses look opaque just like all the laser beams. Both issues seem game breaking, especially the laser one, as it makes every infrared sensor visible clearly.
 
I confirm the issues with SCANMSK and AA1 in the netemu and no netemu's specific command could fix it. Otacon's glasses look opaque just like all the laser beams. Both issues seem game breaking, especially the laser one, as it makes every infrared sensor visible clearly.

That sucks, while I wouldn't call it game breaking it's visually annoying for sure.. but between that, the aliasing and low fps in places and the HD edition's constant delay in codec calls, toned down effects and ugly black crushing in the textures, I don't know which is worse.
 
Yes, it is game breaking. The infrared rays are visible with the naked eye as a black thin lines. The water is rendered opaque. The MGS3 does seem to use transparencies in the cutscenes mainly so it is not a big deal there.

HD remasters are pretty solid and superior than the original versions. They were made by Bluepoint so the quality is very high.
 
@Omage Thanks for the heads up.

Ys IV: Mask of the Sun - A New Theory (SLPM-65926)
Code:
3D 00 00 00 57 44 00 00 0A 00 00 00 01 00 00 00
44 BC 1E 00 08 B2 05 0C 00 00 00 00 00 00 00 00
Fixes the freeze in opening Taito FMV.

This freeze seems awfully similar to Shadow Hearts 3 and Citizen Kabuto with a full softlock of the emulator (picture is frozen, but emulator menu is still accessible blindly). I think more research into this fix could potentially help solve those games' freezes without having to disable their FMVs (really bad for Shadow Hearts...).
 
Just a small update to the MGS series in the netemu.

Metal Gear Solid 2: Sons of Liberty (SLES-50384); (SLPM-67515); (SLPM-65078)
Metal Gear Solid 2: Substance (SLES-82009); (SLPM-67002); (SLUS-20554)

Code:
3D 00 00 00 57 44 00 00 21 00 00 00 00 00 00 00
50 00 00 00 00 00 00 00

Sony configs were just for the three Sons of Liberty versions out there. This config does not fix the discovered issues. It is just a GX config with the 0x50 command to enable the pressure sensitivity for the remaining versions.

Metal Gear Solid 3: Snake Eater (all versions)
Metal Gear Solid 3: Subsistence (all versions)

Code:
3D 00 00 00 57 44 00 00 12 00 00 00 07 00 00 00
00 00 00 00 00 00 00 00 01 00 04 00 10 00 D7 0D
49 00 5F 0D 08 00 E7 0D 59 00 EB 0D 15 00 00 00
02 00 00 00 21 00 00 00 00 00 00 00 50 00 00 00
00 00 00 00

0x21 command does improve the speed of the game a lot. Ironically, at the expense of the slightly longer loading times overall.
 
There's a small issue in Sonic Riders Zero Gravity where after jumping off a ramp the wind flapping animations for characters' quills and the like will look choppier and will stay like that for the rest of the race. It's nothing game-breaking and I didn't see any other glitches, but it is noticeable and I did test both the PAL and NTSC-U versions for both this and the first Sonic Riders and all of them seem to have the same problem.
 
Yes, it is game breaking. The infrared rays are visible with the naked eye as a black thin lines. The water is rendered opaque. The MGS3 does seem to use transparencies in the cutscenes mainly so it is not a big deal there.

HD remasters are pretty solid and superior than the original versions. They were made by Bluepoint so the quality is very high.

I know, I reported it few comments above, I just thought game breaking meant that you could not progress in the game.
Bluepoint took away a lot of details from the armors in Dark Souls remaster If I remember right among a few other screw ups. As for MGS2 HD it takes like 2 seconds or longer to load codecs no exaggeration. Textures don't look very good to me, lots of black crush and they look sorta flat as a consequence, but to each their own. Here's a comparison
f49krycinct51.png
 
Ya, I did it.

Shadow Hearts: From the New World (SLUS-21326)
Code:
3D 00 00 00 57 44 00 00 0A 00 00 00 01 00 00 00
88 5A 40 00 00 07 10 0C 00 FC 03 0C 42 00 00 00
00 F0 0F 00 25 00 00 00 00 00 81 C4 49 43 03 3C
D8 0F 63 34 00 10 83 44 00 00 00 00 36 08 02 46
0B 00 01 45 00 00 00 00 C9 40 03 3C D8 0F 63 34
00 00 83 44 00 08 83 44 41 08 00 46 36 08 02 46
00 00 81 E4 00 00 00 00 FA FF 00 45 00 00 00 00
49 C0 03 3C D8 0F 63 34 00 10 83 44 00 00 00 00
34 08 02 46 0C 00 00 45 00 00 00 00 C9 40 03 3C
D8 0F 63 34 00 08 83 44 00 00 83 44 00 00 01 46
34 00 02 46 00 00 80 E4 00 00 00 00 FA FF 01 45
00 00 00 00 00 00 00 00 08 00 E0 03 0A 00 00 00
01 00 00 00 84 92 20 00 0C 00 40 10 0C 00 00 10
00 00 00 00
Fixes freezing FMVs along with previous analog miscalculation fix.

This is a definite fix for the first CGI flashback, but I am unsure about the others as this only affects one path to the problematic functions (timing related problem it seems). In theory, it should work for them all. I'm marking as playable until proven otherwise. ;)
 
@TonyClifton, I see no crushed blacks in that screenshot you provided. Every detail is visible there clearly in either version.

@Anouvodi: Could you mark a timestamp when the problem does appear? I am not able to spot it.
The first race starts around 3:45 where the animation for Sonic's quills still plays smoothly. After he lands the first jump around 3:52 the animation will start skipping frames, it's most noticeable when going straight like in 4:02 and 4:40. Hopefully that helps.
 
Be it terrible or not, it is not fair to judge the whole remaster just by one scene. Seems the original assets were lost and some textures had to be redone from scratch. Japanese developers always have a spot for high production values. But ironically, they forget to archive their work with consequences like this or the Silent Hill HD version (oh know, we last the saurz cowde, help!).

The 80s in the Polish state radio and television. it was common to rerecord the tapes dozen times, losing a lot of valuable material because of overwriting. But it was caused by shortcomings, inflation and, most importantly, the wonderful planned economy. I am not aware about the state-controlled market being present in the Japan at the turn of the century.
 
It's not just one scene though, a lot of dark areas in textures across the game look merged together. At least Silent Hill 2 HD collection textures were easy to replace (came in plain .dds format If I remember right).
 
If you mean OPL patch for Shadow Man 2 it have nothing do to with frame rate. Shadowman use custom CD streaming module that have flaw where if CD read is too fast, then it overwrite previous reads in IOP memory. Corrupting data result in impossible texture unpack. So its pure CD read speed issue. Shadowman is very notable example here, because issue literally break game. But there are many other games that should be patched on OPL due to too fast reads, anyway they usually manifest in smaller issues............................SCANMSK isn't implemented in emu, then you 99% can't fix it. Unless they have config to enable that.

Thanks..................shortly after "OPL build 1866, 12-29-2020" the way modules were loaded was changed to give the debugger modules from OPL priority, so that was a big mistake, and those errors are still there, there was a note on the recent build 1.2.0........that the entire series of "1.0.0 for OPL", were broken..............(but in reality this started with the change in favoring the debugger loaded IOP of open ps2 loader, before the game IOP)

It does seem that................with the PS3..............if the data from one processes is computed faster then normal, then different Modules maybe loaded................(this explains the issue of KILLER 7 ON PS3, and how that mirrors Shadow Man 2, and a series of other games with this known fault, which mistakenly called this game protection, its just a common error).

(FOR EXAMPLE...............those new emulation pc boxes seem to play the PS2 games at slightly lower speeds, whatever area that was that needed a transfer cap or a mechanism to limit computing data to prevent corruption seems to be done on the fly)

With Valkyrie Profile Solved................not to long ago, and that is a big achievement for emulation on the PS3...............there's only a hand full of games more difficult to fix then that, but the point being, the longer the scene is active the more likely they will be fixed.

Thanks Again.
 

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