PS3 Compatibility List - PS2 on PS3

Dragon Ball Z: Budokai Tenkaichi (SLUS-21227, SLES-53200)
Dragon Ball Z: Sparking! (SLPS-25560, SLKA-25307)

Code:
3D 00 00 00 57 44 00 00 21 00 00 00 00 00 00 00
46 00 00 00


Dragon Ball Z: Budokai Tenkaichi 2 (SLUS-21441)
Code:
3D 00 00 00 57 44 00 00 0A 00 00 00 01 00 00 00
10 10 28 00 06 FB 09 0C 00 00 00 00 21 00 00 00
00 00 00 00 46 00 00 00

Dragon Ball Z: Budokai Tenkaichi 2 (SLES-54164)
Code:
3D 00 00 00 57 44 00 00 0A 00 00 00 01 00 00 00
78 1C 28 00 20 FE 09 0C 00 00 00 00 21 00 00 00
00 00 00 00 46 00 00 00

Dragon Ball Z: Sparking! Neo (SLPS-25690)
Code:
3D 00 00 00 57 44 00 00 0A 00 00 00 01 00 00 00
28 0A 28 00 8C F9 09 0C 00 00 00 00 21 00 00 00
00 00 00 00 46 00 00 00


Dragon Ball Z: Budokai Tenkaichi 3 (SLUS-21678)
Code:
3D 00 00 00 57 44 00 00 0A 00 00 00 01 00 00 00
C4 75 24 00 05 00 60 14 05 00 00 10 21 00 00 00
00 00 00 00 46 00 00 00

Dragon Ball Z: Budokai Tenkaichi 3 (SLES-54945)
Code:
3D 00 00 00 57 44 00 00 0A 00 00 00 01 00 00 00
3C 7C 24 00 05 00 60 14 05 00 00 10 21 00 00 00
00 00 00 00 46 00 00 00

Dragon Ball Z: Sparking! Meteor (SLPS-25815)
Code:
3D 00 00 00 57 44 00 00 0A 00 00 00 01 00 00 00
14 74 24 00 05 00 60 14 05 00 00 10 21 00 00 00
00 00 00 00 46 00 00 00
Frame rate improvement for all games (the first game seems fine frame rate-wise without any config). I could take it further by removing depth of field effect, but it does not look as nice. Right now, frame rate is very similar to actual PS2 hardware.
 
Dragon Ball Z: Budokai Tenkaichi (SLUS-21227, SLES-53200)
Dragon Ball Z: Sparking! (SLPS-25560, SLKA-25307)

Code:
3D 00 00 00 57 44 00 00 21 00 00 00 00 00 00 00
46 00 00 00


Dragon Ball Z: Budokai Tenkaichi 2 (SLUS-21441)
Code:
3D 00 00 00 57 44 00 00 0A 00 00 00 01 00 00 00
10 10 28 00 06 FB 09 0C 00 00 00 00 21 00 00 00
00 00 00 00 46 00 00 00

Dragon Ball Z: Budokai Tenkaichi 2 (SLES-54164)
Code:
3D 00 00 00 57 44 00 00 0A 00 00 00 01 00 00 00
78 1C 28 00 20 FE 09 0C 00 00 00 00 21 00 00 00
00 00 00 00 46 00 00 00

Dragon Ball Z: Sparking! Neo (SLPS-25690)
Code:
3D 00 00 00 57 44 00 00 0A 00 00 00 01 00 00 00
28 0A 28 00 8C F9 09 0C 00 00 00 00 21 00 00 00
00 00 00 00 46 00 00 00


Dragon Ball Z: Budokai Tenkaichi 3 (SLUS-21678)
Code:
3D 00 00 00 57 44 00 00 0A 00 00 00 01 00 00 00
C4 75 24 00 05 00 60 14 05 00 00 10 21 00 00 00
00 00 00 00 46 00 00 00

Dragon Ball Z: Budokai Tenkaichi 3 (SLES-54945)
Code:
3D 00 00 00 57 44 00 00 0A 00 00 00 01 00 00 00
3C 7C 24 00 05 00 60 14 05 00 00 10 21 00 00 00
00 00 00 00 46 00 00 00

Dragon Ball Z: Sparking! Meteor (SLPS-25815)
Code:
3D 00 00 00 57 44 00 00 0A 00 00 00 01 00 00 00
14 74 24 00 05 00 60 14 05 00 00 10 21 00 00 00
00 00 00 00 46 00 00 00
Frame rate improvement for all games (the first game seems fine frame rate-wise without any config). I could take it further by removing depth of field effect, but it does not look as nice. Right now, frame rate is very similar to actual PS2 hardware.
Somebody did go over 9000 with this one
 
Black (SLUS-21376) (Proof of Concept Performance Fix)
Code:
3D 00 00 00 57 44 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
0A 00 00 00 02 00 00 00 74 DF 40 00 02 00 00 02
03 00 00 02 AC EB 40 00 89 88 08 3D CD CC 4C 3D
21 00 00 00 00 00 00 00
Here is a fix that limits frame rate to 20fps and speeds up animations a bit to retain full speed gameplay. Not the most "elegant" way to go about it, but game speed is at least 100% throughout now. The eventual fix would be to trigger this only when frame rate/game speed drops in order to have 30fps the majority of the time. Apparently, the game also has some other issues with teleportation (even with the current COP2 instruction patch), but I have not tested far enough to experience it.

This method should also be able to help games that do not adjust game speed when frame rate drops.
 
The teleportation bug is very apparent with gxemu but i never experienced it when playing with netemu before. I played around half way through the game. You teleport like out-of-bounds multiple times in the first level on gxemu. The performance is totally fine though. It's one of the game where i really hope we can get the COP2 fixes from netemu somehow into gxemu.
Also the game (on gxemu) sometimes doesn't recognize the memory card. You have to try again like two or three times before it works.
 
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@cha0shacker Like I said before, you are able to patch the COP2 fixes to the ISO itself for use in gxemu. You can either change the instructions directly via a hex edit, or use something like PS2 Patch Engine. The former method is preferred and is guaranteed to work.
 
Will the iso patch change something when played on a real PS2?

@cha0shacker Maybe u could ask some devs to add to cobra a way, when mounting a ps2 game and before launching it, to decrypt gx emu, overwrite a game config with a custom one, then encrypt back gx emu. This way, to write a specific config on the fly before launching a game, will make usable every config file without the number limit of internal gx emu config. Yes it will increase ps2 game boot time (as u have to wait the decrypt, patch and encrypt), but its better than nothing and could also be used for original disc (just by readig title id from disc).

It should be possible just by developing a separate plugin or by including the code in webman mod
 
Last edited:
@cha0shacker Maybe u could ask some devs to add to cobra a way, when mounting a ps2 game and before launching it, to decrypt gx emu, overwrite a game config with a custom one, then encrypt gx emu. This way, to write a specific config on the fly before launching a game, will make usable every config file without the number limit of internal gx emu config. Yes it will increase ps2 game boot time (as u have to wait the decrypt, patch and encrypt), but its better than nothing and could also be used for original disc (just by readig title id from disc).

It should be possible just by developing a separate plugin or by including the code in webman mod
You can just message @Evilnat or @aldostools here or on Twitter.

I also thought about making a solution like this, if possible.
 
Well to be honest i dont care about gx emu as i have a slim, i just suggest you that because you were looking for a way to have custom config on gx emu
Yes, of course. I just chatted with Nathan yesterday. He still tried to find the memory hex address to inject temperature support. The config research comes after that.
 
Yes, of course. I just chatted with Nathan yesterday. He still tried to find the memory hex address to inject temperature support. The config research comes after that.
I also have a ps3 gx_emu, it would be awesome to fix some problematic games. About modifying the iso, just apply the hex in the ps2 patch engine?
 
Yes, of course. I just chatted with Nathan yesterday. He still tried to find the memory hex address to inject temperature support. The config research comes after that.

@cha0shacker I just got a better idea: i dont know how many ps2 games has issues with gx emu, so lets assume that they are 3500 (including different version and different region for the same game).

Gx emu can have up to 1182 config https://www.psdevwiki.com/ps3/Talk:PS2_Emulation#Extend_config_table_by_50.25_in_ps2_gxemu

Then you just need 3 different gx emu: gxemu_configset1.self,
gxemu_configset2.self and
gxemu_configset3.self

Then when mounting a game, webman should just choose which gx emu to use based on title id (because every gxemu contains different config).

This may be a better idea from some pov (still this may be compatible even with ps2 dvd).

Gxemu should be patched on pc so we will not need to write new code for that.

I dont remeber how much space is left on 2*128 mb nand, so I dunno if all the 3 different gx emu could be stored inside dev flash or if we need to switch them from hdd (still faster than decrypt, patch and encrypt). To use less space we could load bios from external file
https://www.psdevwiki.com/ps3/Talk:PS2_Emulation#ps2_gxemu_external_bios.2From_loading removing it from inside the self


Another way better than the two descripted before could be a delta patcher (that would be similar to decrypt, patch, encrypt) but faster. After mounting and before launching a game just patch gx emu self via delta patch to "modify" the config included in the self. Of course we would need to develop patch on pc but it would be faster to patch emu this way
 
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I just got a better idea: i dont know how many ps2 games has issues with gx emu, so lets assume that ther are 250.

I dont remeber how many config could be inside gx emu, so lets assume they are 50.

Then you just need 5 different gx emu: gxemu_configset1.self,
gxemu_configset2.self, ...,
gxemu_configset5.self

Then when mounting a game, webman should just choose which gx emu to use based on title id (because every gxemu contains different config).

This may be a better idea from some pov
That won't work due to the lack of space in dev_flash1, also with Kozarovv's patches there are around 1500 available.
But maybe someone could implement ps2_gxemu switching, like having multiple on the hard drive and copy them to flash as needed by a certain title ID.
Sony already uses a little under 800 slots for their own configs and there are many more games with problems. Most games have at least 3 releases, some more due the different regions (NTSC-J, NTSC-U, PAL) so one game would take up 3 slots. The problems aren't as extreme but they are there. So i would guess that at least 50% of the PS2 library would need some type of config.
 
@mrjaredbeta Do you still have the old Black config somewhere? I don't want to patch my image for 20 fps. Also do you have a config for Burnout 3, that doesn't disable any graphical effects and just fixes the EE emulation?
 
@cha0shacker Yes, Burnout 3 is here: https://www.psx-place.com/threads/compatibility-list-ps2-on-ps3.1306/page-284#post-351848

Keep in mind that this patch will have no effect on gxemu. The frameskip "bug" is in the game itself. Also, the memory card fix is not a memory patch, and therefore cannot carry over to gxemu through an ISO patch.

On netemu, game rarely hits 60fps with this original fix, but game speed is full speed at all times. Otherwise, the bug without config "fixes" itself after crashing your car. All graphical effects are retained.

Black would be here: https://www.psx-place.com/threads/compatibility-list-ps2-on-ps3.1306/page-135#post-264308
 
Thanks a lot. I still have issues with Burnout 2. Applying the ps2_netemu config doesn't fix the white lights and black shadows.
For Burnout 3 i was looking more in the direction of the memory card issues that exists in Black too on PS3.

EDIT: Integrating the config into the ISO of Black fixes the teleportation it seems, but the memory card issues are still there and the collision detection is still jittery sometimes.
 
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Klonoa 2: Lunatea's Veil (SLUS-20151)
Code:
3D 00 00 00 57 44 00 00 0E 00 00 00 C8 D5 2C 00
0C 00 00 00 00 04 01 00 0A 00 00 00 04 00 00 00
84 3D 3E 00 2C 18 CE 01 2C 70 C4 01 8C 3D 3E 00
2C 70 C4 01 2C 18 CE 01 98 95 21 00 08 00 42 2A
05 00 42 2A 10 98 21 00 08 00 62 28 05 00 62 28
Klonoa 2: Lunatea's Veil (SCES-50354)
Code:
3D 00 00 00 57 44 00 00 0E 00 00 00 A8 E8 2C 00
0E 00 00 00 90 E2 2C 00 0C 00 00 00 00 04 01 00
0A 00 00 00 02 00 00 00 84 6B 3F 00 2C 18 CE 01
2C 70 C4 01 8C 6B 3F 00 2C 70 C4 01 2C 18 CE 01
0A 00 00 00 04 00 00 00 84 4D 3F 00 2C 18 CE 01
2C 70 C4 01 8C 4D 3F 00 2C 70 C4 01 2C 18 CE 01
38 A2 21 00 08 00 42 2A 05 00 42 2A B0 A4 21 00
08 00 62 28 05 00 62 28
Kaze no Klonoa 2: Sekai ga Nozonda Wasuremono (SLPS-25033)
Code:
3D 00 00 00 57 44 00 00 0E 00 00 00 C0 C1 2C 00
0C 00 00 00 00 04 01 00 0A 00 00 00 04 00 00 00
84 25 3E 00 2C 18 CE 01 2C 70 C4 01 8C 25 3E 00
2C 70 C4 01 2C 18 CE 01 D0 80 21 00 08 00 42 2A
05 00 42 2A 48 83 21 00 08 00 62 28 05 00 62 28

Fixes the SPS issues in the Maze of Memories' mirrors (VU1 sticky flags). Additional intro and main menu slowdown fix in the NTSC releases, based on the idea and research by @mrjaredbeta.
 

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