Sony Playstation 2 Fixing Frenzy
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The article discusses a project to restore a Sony PlayStation 2, with the discussion revolving around the console's durability, repair, and nostalgic value.
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https://archive.is/vxjmQ
15 hours later, it still is suffering the hug of death.
On the other hand, I don't think I've had a DS2 controller last me more than a couple of years, even with light use. I use My dual-shock 1 controllers for any game that is compatible with it, and they are still going strong.
I'm not sure what what the reliability is long term, but the PS2 is the only console I've had to replace. Kind of funny that the replacement failed too. In comparison, I have a working GameCube, Wii, and gave a working Sega Genesis to a friend a couple of years ago
I was kinda shocked to see the state of some of those PS2 consoles.
Generics varied in quality vastly but never felt quite that sturdy I regret having to sell that PS2, specially seeing the current resurgence
Even though the PS2 won its generation - and the N64 decidedly did not - that was despite and not because of its technical prowess; it was a less impressive machine than its two closest competitors.
I don’t remember ever playing any other games that used it besides Gran Tourismo 3. I imagine in something like a fighting game it would be too hard to reliably hit the right pressure to get the move you want and it would end up just feeling really frustrating.
The button switches between two modes of the analog joysticks, either to behave with their normal functionality, or to simply be a digital input (so just round all movement to either up/down/left/right). For PS2 games, you typically wouldn't want to do this. Instead, the functionality exists because the PS2 was backwards compatible with PS1 titles. The original PS1 controller didn't have analog sticks at all, just the D-Pad for navigation. After a few years (and the success of Nintendo's N64 analog controller) Sony released a revised version of the controller that included two joysticks, which their controllers still mimic to this day. However, those PS1 games released prior to the analog controller wouldn't always behave correctly if you tried to use an analog input scheme, so Sony added a mode to allow the Joysticks to function the same as the D-Pad, in case players preferred it.
Other fun fact, the analog controller was not the same as their more famous Dualshock controller. There was a short-lived PS1 Dual Analog controller which just added the joysticks. It only lasted a few months before Sony replaced it with one that supported rumble functionality (also after being inspired by the N64), this was the Dualshock.
But of course it’s the same now on PS5. I still have my PS4 pads and use them to round out 4p couch coop for broforce, overcooked, moving out, etc, but actual PS5 games will only work with PS5 pads.
So IIUC the PS4 gamepad can be used but only for PS4 games? That is ridiculous.
Meanwhile I'm rocking an original release day Xbox One controller on a Series X.
That said while I can understand them dropping X360 witeless due to protocol changes I'm still bitter that the X360 wired accessories were simply denied on the Xone, notably the whole Rock Band stuff as well as steering wheels.
It's because PS5 games can use the adaptive triggers functionality that is impossible to emulate on the PS4 controller. For example in Ratchet and Clank short pull on the trigger fires the gun, there is artifical resistance past that point, but if you pull past it it will fire the secondary weapon mode. On a PS4 controller you'd just fire the secondary mode all the time because there would be no way to find the threshold on a trigger without this functionality.
Of course games could be designed around this and support both - but Sony avoided placing such a requirement on devs so all PS5 games are presumed to be using a PS5 controller when going through cert.
Just don't mash the trigger all the way? You don't have the haptic feedback of such a trigger wall but claiming it's "impossible" is a bit extreme. A nice threshold mapping could arrange for that e.g 0-10% dead zone, 10%-80% main mode, 90%-100% secondary mode, _ factor in rate of press to avoid misfiring main mode. Which is probably the logic that it implements already, except with probably a bit more leeway thanks to the haptic feedback.
"Impossible" would be playing a typical† dual stick game with a gamepad that has none (e.g original PS1 gamepad)
† like a FPS that uses the now classic stick layout for quick yet precise movement + orientation
Honest question as I'm curious and don't have access to a PS5: what about PS5-only games that happen to exist on other platforms that don't have such features? Can they be played with a PS4 controller?
Oh and to be clear: it's not a Xbox vs PS thing, I find them both equally guilty of excessive e-wasting / platform locking, just in different ways.
>>what about PS5-only games that happen to exist on other platforms that don't have such features? Can they be played with a PS4 controller?
Sure, Ratchet and Clank has a PC version now which can be played with any controller, including a PS4 or xbox controller. Obviously for this version it was remapped to make sense when using such controllers.
Again, it's not about actual literal impossibility - it's Sony's choice to say "look we want to promote features of the PS5, so code your gameplay features to make use of the adaptive triggers and we guarantee that every player will have a ps5 controller. You don't need to code your game to support older pads" - so devs don't. They obviously do on platforms like PC where the player might be using anything.
Games that use PS5-exclusive features when played on PS5 obviously don't use those features when not run on a PS5, if it's been ported.
While your idea sounds neat in practice, with those thresholds and such, I'm not sure how practical it is in real-life. Lots of controllers eventually start reporting somewhat inaccurate values, sometimes rather large variance, so whatever you end up using as the actual values, they tend to not be perfect for everyone, so then the game will appear really buggy, almost broken.
I'm guessing they're favoring "works 100% for everyone who can run it" rather than "Kind of works for most people, broken for the rest".
IIRC those can be disabled at the system level, and when streaming a PS5 game to a PS4 guess what, the DualShock 4 works fine.
As it turns out, there aren't all that many couch multiplayer games that are PS5-only, and a lot of what's there is two player only (Diablo 3/4, BG3, Hot Wheels, Borderlands, etc). So maybe the whole argument is moot, but the long and short of it is that any game which I think I might want to play with more than two people I buy on Switch instead, since I'm always going to have lots of those pads.
I’ve got a Logitech steering wheel that I can’t use on 64-bit Windows because of the way the driver was implemented.
Speaking of oddball controller features, I was a bit surprised the PS5 retained the little trackpad, given how little use it seemed to get on the PS4— even in obvious situations like Assassins Creed where you're moving an on-screen cursor around a map, but only with the thumbstick.
The analog face buttons of the DualShock 2 are cool in concept but always made me press too hard out of fear of not getting up to full speed or whatever in games that used face buttons for acceleration (mostly Burnout 3 and Revenge for me) https://emulation.gametechwiki.com/index.php/List_of_console...
The amount of hand pain this one feature all those years ago has caused.
To this day I find my self having to loosen my grip and press the face buttons lighter because it makes no difference now.
(Though PS5 has added a whole new level of hand ache with adaptive trigger resistance).
Maybe I just need to look into reducing the "resistance" of them in the settings.
It was also short lived and replaced with the PS3’s version with rumble included – they were saying it’s because of a patent dispute.
256 levels on the ps2, 1024 on the ps3. Few games used this outside of racing games, and they were removed from the ps4 controller. It's most commonly noticed when configuring a ps3 controller on a PC.
I guess some ideas seem only obvious in hindsight.
Before Halo it wasn't really intuitive I guess?
Which sounds pretty good. Of course having an actual stick for walking would have been even better, but buttons aren't that bad, considering that PC games still use them for walking to this day.
I'm actually wondering why PC games never converged on a "left joy-con" style controller with a stick and buttons, for one hand, while the other hand holds the mouse. I guess the ordinary keyboard is good enough so there wasn't much pressure to replace it.
Really does seem to be a matter of the keyboard being good enough and knowing that most everyone has one connected to their PC. I've just come to accept that I need to prioritize what matters most for a given game. So, selecting between KB+M or controller on a case-by-case basis. I think the only game recently that annoyed me for not fitting one or the other very well was Cyberpunk 2077 because the cars were very touchy and would have been better with analog input.
(For anyone else curious)
and the particular quote I was thinking of for the record.
A similar point holds for third-person games: Before Super Mario 64, all third-person games had Wolfenstein style tank controls where left/right rotates the character in place and up/down makes it move forward/backward. E.g. Tomb Raider or Mega Man Legends. The idea to make character movement relative to the camera viewpoint wasn't obvious.
(Though the Tomb Raider developers tried to work around this to a degree by fixing the camera behind the character, which prevented to most counterintuitive control issues Mega Man Legends had, but also meant free camera rotation was impossible.)
But Ico indeed used the stick for the camera: https://strategywiki.org/wiki/ICO/Controls
However, I'm not sure whether it was only used for horizontal rotation or full arbitrary rotation (arbitrary combinations of horizontal and vertical) as in Super Mario Sunshine. But it might very well be the first game to have that, not Mario Sunshine.
Seems wrong too, archived manual (https://archive.org/details/ps2_Jak_and_Daxter-_The_Precurso...) seems to say "RIGHT ANALOG STICK ... Camera Rotate/Zoom" under the game controls. I think the page you linked to is for another game.
I guess then the first game I definitely know that had a free camera was The Legend of Zelda: The Wind Waker, which came out a few months after Sunshine. This is also confirmed here: https://strategywiki.org/wiki/The_Legend_of_Zelda:_The_Wind_...
Of course the question is whether there might have been an earlier game which had it. Regarding Ico, apparently it also allows only horizontal rotation (camera "panning" is horizontal movement): https://strategywiki.org/wiki/ICO/Controls
Edit: Oh, sorry didn't see you mention third person.
Mario 64 had third-person camera movement, but it was with the N64's C-buttons, and had fixed angles, not free movement. Since it didn't have a second joystick, that rules out the N64 (some games did allow you to use a second controller as a second analog stick, but I don't think any third person games did so).
Likewise, the Dreamcast didn't have a second stick, so it's ruled out too. That basically leaves us with the PS1 or an early PS2/Gamecube game. Apparently Quake II on PS1 did allow for the second stick to aim, but that's not third person. The closest I can find is Ico on PS2, which allowed for analog stick camera movement, but I think only in the horizontal direction. Mario Sunshine might well be the first for full camera angle movement, which honestly really surprises me.
Regarding Alien Resurrection: Turok (another FPS game which came out a few years earlier) also had modern FPS controls as default, though movement was done with the d-pad, as the N64 didn't have two sticks.
(I couldn't read the article because the site was currently down for me, so apologies if this comment is off-topic, but hopefully relevant!)
Blame the odd non-IEEE-754 floating point implementation changing physics enough that AI fails most of the missions which softblocks progress quite egregiously
Last I heard there was a feature branch for testing a software implementation of floating point that would fix these issues, but naturally it would be a lot slower. I haven't tried it myself.
I tried PS2 emulation just a year to ago, just to play Stuntman and found the same thing, painfully slow and barely playable.
https://github.com/PCSX2/pcsx2/issues/10976
https://github.com/PCSX2/pcsx2/issues/12173
It's gotten better (no more black untextured planes!) but the best experience is still on original hardware.
Here's just one of many listings. Shipping depends on where you are of course. And it's a Japanese model so you'll need to do stuff based on that. https://jp.mercari.com/item/m93693596459
Ideally you'd have to buy a CRT TV along with it.
Thanks for sharing that and solving a mystery for me!!
Pawn shops, thrift stores, or their "modern" equivalents (EasyCash, CashConverters, etc. YMMV) would be a good start. I got mine out of a pile for 10€ at a countryside GiFi (French store) ten years ago.
Makes me wonder how expensive these were to make.
I have some products like that and I despise them. Maybe I should try methanol.
As far as I can tell, it breaks down slower the more you use it, must be interacting with oils/something from human fingers, as I only have that happen for things that remain in storage for months/years at a time, but the gear with that sort of plastic that I use every day/week doesn't have that happening.
Industrial CF cards that don't do that are very expensive.
Or it could be just that HDDs are still more economical than SSDs. About ~2x cheaper for 2.5" 1TB as of now.
I'm not sure if the OP is here, but the other obvious way to cover costs here is to create Youtube videos of the restoration process. I love these (as do lots of other people).
One of my favourites is a power-tool repair technician in Ireland:
https://www.youtube.com/@deandohertygreaser