Retro games and emulation - Discuss retro shit in case you're stuck in the past or a hipster

If I wanted a PS2, what's the best model if you intend to hack it to play games from a USB drive or something?

The fact that REmake still looks great to this day.
6th gen is where graphics & art style peaked together. Graphics kept getting better but good art styles died off.
 
If I wanted a PS2, what's the best model if you intend to hack it to play games from a USB drive or something?
If possible, go for a fat model PS2 and order a SATA network adapter so you can attach a hard drive instead. USB loading is ridiculously slow so FMVs will have a hard time loading on them while HDD loading is even faster than loading off a disk. All modding requires is a FreeMcBoot card which you can either make yourself or pay like 15 dollars off Amazon to get.
 
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If possible, go for a fat model PS2 and order a SATA network adapter so you can attach a hard drive instead. USB loading is ridiculously slow so FMVs will have a hard time loading on them while HDD loading is even faster than loading off a disk. All modding requires is a FreeMcBoot card which you can either make yourself or pay like 15 dollars off Amazon to get.
Thanks. So all I'd need is these?


Just curious, the Mcboot thing looks like a memory card, so what's the point of the network adapter? How do they run in tandem?
 
If I wanted a PS2, what's the best model if you intend to hack it to play games from a USB drive or something?
SCPH-50001 aka 50k

Anything before 39k should be avoided entirely for reliability issues especially if you ever want to use discs. 39k is the first good model, but if you leave it idle the power supply stays warm. 50k fixes that and is the first "dragon" io/sound controller based model so you get some interesting mod options for discs with mechapwn. With 50k onward including slims the SD to memory card options start to work a lot better since the controller for IO is a lot faster, it mostly works reliably with some caveats. So if you want to use a hard drive get a 39k or 50k but prefer the latter.

After you get into the slims where 70k is the most interesting, this is straightforwardly a slimmed down 50k PS2 and retains full compatibility, even has an internal IDE interface via soldering. But generally you can't use hard drives. 75k onward have a more thoroughly redesigned io/sound controller with "deckard" which affects some games sound compatibility and more crucially some ps1 games. 90k moves the power supply inside and gave it a slicker looking shell but only the first few months of 90k production have the bug that allows freemcboot to work. Most people avoid 90k but honestly if you get one that works with freemcboot I think its the best slim.

All slims I've owned except the 90k have a nasty habit of scratching discs due to a flaw with how the laser ribbon cable works.
 
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Thanks. So all I'd need is these?


Just curious, the Mcboot thing looks like a memory card, so what's the point of the network adapter? How do they run in tandem?
I'd get the PS2 SATA adapter off of ebay, 77 dollars is how much I paid for my damn PS2 and you can get an adapter for about 15 bucks if you look around properly.

When you stick that FreeMcBoot memory card into your PS2, it'll effectively boot into a custom firmware called FreeMcBoot which more or less has a bunch of applications including a game loader (Open PS2 Loader). From that gameloader, you can start up PS2 ISOs from your hard drive. There used to be an entire complex process to getting the damn games on your hard drive to begin with, but as of now you can just drag them into the hard drive you're going to use for the PS2 and then they just work.

Here's a guide as well as a video demonstration on how the whole thing works.
 
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I'd get the PS2 SATA adapter off of ebay, 77 dollars is how much I paid for my damn PS2 and you can get an adapter for about 15 bucks if you look around properly.

When you stick that FreeMcBoot memory card into your PS2, it'll effectively boot into a custom firmware called FreeMcBoot which more or less has a bunch of applications including a game loader (Open PS2 Loader). From that gameloader, you can start up PS2 ISOs from your hard drive. There used to be an entire complex process to getting the damn games on your hard drive to begin with, but as of now you can just drag them into the hard drive you're going to use for the PS2 and then they just work.

Here's a guide as well as a video demonstration on how the whole thing works.
You can also get a $20 SATA adapter off Amazon, it just won't have a network adapter or modem in it.
 
There's a lot of speculation if the Dreamcast got a fair shake, and while its lifetime was cut short I still think some of the praises sung about it are overrated (innovative features are useless if they aren't adopted widespread or work properly), the one thing that might've had a difference is...what if the Dreamcast had backwards compatibility with the Saturn? Would that have helped its prospects, or only served as a "fuck you" to Saturn owners?
 
There's a lot of speculation if the Dreamcast got a fair shake, and while its lifetime was cut short I still think some of the praises sung about it are overrated (innovative features are useless if they aren't adopted widespread or work properly), the one thing that might've had a difference is...what if the Dreamcast had backwards compatibility with the Saturn? Would that have helped its prospects, or only served as a "fuck you" to Saturn owners?
Most likely the latter, even though it could've boosted sales by a small margin.
I don't know if this is a fair comparison but look at the Xbox line of consoles for a second. The Series X can run every Xbox One game, a decent chunk of the 360's library, and even a handful of original Xbox titles. Hell, Microsoft even put in the work to add extra features not present in the originals (Fallout: New Vegas runs at 60 FPS in backwards compatibility mode). Meanwhile the situation with backwards compatibility on PlayStation is completely different, but not a lot of people really care all that much. Even with all of Microsoft's effort and deep pockets the Xbox brand has gone down the drain.

If a console performs poorly for its entire lifespan, the successor usually doesn't do very well either, no matter what they change. We've seen this happen with Xbox, Atari (2600 good, 5200 bad, everything else a failure), and Sega (MD good, Saturn bad, again). I also just think the PS2 was simply too much of a monster to stop because of it being a cheap DVD player.
 
Most likely the latter, even though it could've boosted sales by a small margin.
I don't know if this is a fair comparison but look at the Xbox line of consoles for a second. The Series X can run every Xbox One game, a decent chunk of the 360's library, and even a handful of original Xbox titles. Hell, Microsoft even put in the work to add extra features not present in the originals (Fallout: New Vegas runs at 60 FPS in backwards compatibility mode). Meanwhile the situation with backwards compatibility on PlayStation is completely different, but not a lot of people really care all that much. Even with all of Microsoft's effort and deep pockets the Xbox brand has gone down the drain.

If a console performs poorly for its entire lifespan, the successor usually doesn't do very well either, no matter what they change. We've seen this happen with Xbox, Atari (2600 good, 5200 bad, everything else a failure), and Sega (MD good, Saturn bad, again). I also just think the PS2 was simply too much of a monster to stop because of it being a cheap DVD player.
Microsoft's "Backward Compatibility" is NOT really backward compatibility. It is recompiled binaries for the games they bless for it. That is why you can't play any licensed games that the licenses expired for, games from small and obscure publishers who went out of business and things of that nature. You aren't playing the Xbox or 360 version of the game on a Series X, you are playing a Series X port of that game.

Saturn was only a failure outside of Japan, due to SEGA being unwilling to release the RAM expansion or allow the games that had cartridge enhancements like some of the King of Fighters titles did, making it impossible to bring most of the Japanese games after 1996 over to the west.
 
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There's a lot of speculation if the Dreamcast got a fair shake, and while its lifetime was cut short I still think some of the praises sung about it are overrated (innovative features are useless if they aren't adopted widespread or work properly), the one thing that might've had a difference is...what if the Dreamcast had backwards compatibility with the Saturn? Would that have helped its prospects, or only served as a "fuck you" to Saturn owners?
It probably would've kicked ass in Japan. The Saturn has a bunch of banger Japanese-only games (mainly schmups and JRPGs) but unfortunately a lot of them never came to the west on release. Fortunately a lot of the popular ones are/have been getting translated.
 
what if the Dreamcast had backwards compatibility with the Saturn?
It is hard to overstate how unlikely this notion is, save bundling the entire Saturn in each Dreamcast. The Saturn was an absolute cluster nightmare of hardware. The Dreamcast was a substantially more refined design. The way to highlight this point is that Dreamcast emulation often works where Saturn doesn't, due to the cost of emulating the insane Saturn hardware.

Sega just pulled the plug on the DC too early. The Christmas after the announcement was when it was starting to snowball. A year more and it may have become profitable.
 
Saturn was only a failure outside of Japan, due to SEGA being unwilling to release the RAM expansion or allow the games that had cartridge enhancements like some of the King of Fighters titles did, making it impossible to bring most of the Japanese games after 1996 over to the west.
No way.

The big difference in Japan vs anywhere else is that Saturn and PlayStation launched in 1994, not 95. That one year difference was significant because, even though the MegaDrive did poorly, Sega had a huge arcade presence and they had a really good set of games especially arcade perfect ports ready to go that appealed to the Japanese market, and they carried through into 1995. Puyo Puyo 2 was a big hit at the time and while it came out on MD first it was a really big seller when it came out on Saturn (didn't come out on PlayStation until later).

By June 1996 Saturn was ahead and it didn't seem like PlayStation was a clear winner in Japan. In the USA it was the opposite, Saturn looked like a joke with few games, not a ton of buyers, the game lineup wasn't as strong as Japan, and a lot of people content with their Genesis console as far as Sega went. June is critical because that's when the N64 came out in Japan and really changed the race, of course it didn't do great in Japan but it pushed key 3rd party Nintendo staples over to PlayStation which is really what kicked things into overdrive. And of course if you weren't into PlayStation outside Japan then N64 was the clear alternative, not Saturn.

Really it was over for Saturn by late 1996. Which is coincidentally _when the ram expansion came out_. So how could that have caused it to fail?
 
Microsoft's "Backward Compatibility" is NOT really backward compatibility. It is recompiled binaries for the games they bless for it. That is why you can't play any licensed games that the licenses expired for, games from small and obscure publishers who went out of business and things of that nature. You aren't playing the Xbox or 360 version of the game on a Series X, you are playing a Series X port of that game.
Even so, it's still kind of sweet that I can put a game I bought 20 years a go in my Xbox One and play it. Microsoft has totally fucked up the Xbox ecosystem, but that's one thing you have to give them credit for. I don't know of any other console where a 20-year-old game disc from a retro system will still give you access to a game when you pop it in your system. Like, if they resold a port of KOTOR to me for $20 instead of letting me use my old disc, I wouldn't even be mad, and here they are letting me use my old disc to play it.
 
Even with all of Microsoft's effort and deep pockets the Xbox brand has gone down the drain.

At some point in the 2010s Microsoft started to give up on Xbox, the Xbox skulljak originated around 2017-2018 and its gotten worse since (the brand, not the wojak).

If a console performs poorly for its entire lifespan, the successor usually doesn't do very well either, no matter what they change. We've seen this happen with Xbox, Atari (2600 good, 5200 bad, everything else a failure), and Sega (MD good, Saturn bad, again). I also just think the PS2 was simply too much of a monster to stop because of it being a cheap DVD player.

That's not really true, though, in both examples and extenuating circumstances. The Atari 7800 was delayed by two years under Atari Corporation, and when Tramiel had bought most of the company from Warner Communications he had gutted the company so stuff like the original Atari's marketing department wasn't there. It was an outdated console up against the growing NES market, so it was bound for failure no matter what.

Even with Sega the Master System languished in obscurity during its release but it was the Mega Drive/Genesis where it really began to shine. The counter-example is of course Nintendo who did it twice, first with the Wii following the GameCube, which started out in a close third place and ended in a long third place, then releasing the Nintendo Switch as a follow-up to the Wii U.

Microsoft's "Backward Compatibility" is NOT really backward compatibility. It is recompiled binaries for the games they bless for it. That is why you can't play any licensed games that the licenses expired for, games from small and obscure publishers who went out of business and things of that nature. You aren't playing the Xbox or 360 version of the game on a Series X, you are playing a Series X port of that game.

Xbox always had problems with backwards compatibility, though. I can't find a PDF of the relevant issue of Electronic Gaming Monthly, so I'll have to go with this NeoGAF thread from 2006 quoting the relevant parts of the article, basically Xbox 360 was backwards compatible with shovelware trash instead of (or at least before) some of the Xbox's more popular games.

I'm actually not sure how the PlayStation 2 did PlayStation 1 compatibility, if it was powerful enough for emulation or if the Emotion Engine was just built off the PlayStation's CPU. There's a list of games that don't work or don't work properly on even the original PS2 models.

Nintendo never did backwards compatibility on its home consoles until the Wii and that's because the Wii's hardware was similar to the GameCube's (both on PowerPC-based processors).

It is hard to overstate how unlikely this notion is, save bundling the entire Saturn in each Dreamcast. The Saturn was an absolute cluster nightmare of hardware. The Dreamcast was a substantially more refined design. The way to highlight this point is that Dreamcast emulation often works where Saturn doesn't, due to the cost of emulating the insane Saturn hardware.

Sega was a sucker for console add-ons and wayward Dreamcast fans have speculated on add-ons increasing that power, but a comment points out that there wasn't a high-speed port for the Dreamcast, meaning no RAM upgrades or anything.

But you're right, the processor architecture was so different that in the end it would've been almost as expensive as a real Sega Saturn with its main features parasitizing the Dreamcast for AV and controller ports.

To be honest, of the add-ons proposed, the Zip drive accessory had more hope than the DVD drive peripheral, as Zip disks could do what the N64DD wanted to do, that is, copy and import data from computers more effectively...but without the software to support it, it's useless.
 
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I think the PS2 literally just has a PS1 processor built into it, doesn't it?

It looks like the Emotion Engine was based on the RISC processor that the PlayStation used, not a separate piece of hardware. This is different than the Game Boy Advance, which had a separate processor for Game Boy/Game Boy Color hardware (and dropped for Game Boy Micro and beyond).
 
It looks like the Emotion Engine was based on the RISC processor that the PlayStation used, not a separate piece of hardware. This is different than the Game Boy Advance, which had a separate processor for Game Boy/Game Boy Color hardware (and dropped for Game Boy Micro and beyond).
Older PS2s have a MIPS R3000A as the IO processor, which is near enough identical to what's in the PS1. This chip can take over as main CPU in PS1 mode and the PS2's graphics hardware emulates the PS1 graphics at the chip level.

Newer PS2s have a PowerPC chip emulating a MIPS R3000A to do IO and PS1 compatibility it's actually insane.
 
It is hard to overstate how unlikely this notion is, save bundling the entire Saturn in each Dreamcast. The Saturn was an absolute cluster nightmare of hardware. The Dreamcast was a substantially more refined design. The way to highlight this point is that Dreamcast emulation often works where Saturn doesn't, due to the cost of emulating the insane Saturn hardware.

Sega just pulled the plug on the DC too early. The Christmas after the announcement was when it was starting to snowball. A year more and it may have become profitable.
SEGA couldn't afford to keep the system alive. Most of the units sold in the last year it was on the market were leftover launch-day units, and sales only picked up when the price was cut to a microscopic margin, then to a loss per unit.

In all honesty, SEGA wasn't really in a position to launch and support a new platform financially but brought the Dreamcast to market mostly to try to recoup the insane amount of money they'd spent on R&D for the Dreamcast and two or three platforms they never released. They were on their last legs by the time the US launch happened, and needed Wii-level sales out of the gate for it to have been a financial success. Anything less was unsustainable, as history shows.
 
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