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Old 09-26-2011   #1
nowayout
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ICO, Shadow of the Colossus HD. ps2 game saves?

I want to be able to use my ICO saves on the new game. I don't know why I want this really, other than to be able to sit back, sigh contentedly and say, 'Awesome'. SotC I can understand not working because I had the NTSC version but ICO was PAL, and these games are PAL ports so, PS3, Y U NO accept my gamesaves? I tried ftping in the 10 GAME.00x files from the ps2 save to the ps3, copying over the hd collection ones but the game won't load em.

So, has anyone else tried this? Has anyone got it working? Any hexediting wizardry we can attempt? Does anyone care?
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Old 09-26-2011   #2
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Originally Posted by nowayout View Post
I want to be able to use my ICO saves on the new game. I don't know why I want this really, other than to be able to sit back, sigh contentedly and say, 'Awesome'. SotC I can understand not working because I had the NTSC version but ICO was PAL, and these games are PAL ports so, PS3, Y U NO accept my gamesaves? I tried ftping in the 10 GAME.00x files from the ps2 save to the ps3, copying over the hd collection ones but the game won't load em.

So, has anyone else tried this? Has anyone got it working? Any hexediting wizardry we can attempt? Does anyone care?
Fast answer: Bad idea that you even thought it would work. Start a new savegame.

Long answer: There is absolutelly no way to do that. You went too far saying about regional stuff and advanced stuff when you completelly skipped the fact that savegames are not crossplatform (something everybody knows) and this is something that WON'T get fixed because:

1. The databases are completelly different, the PS2 game and the PS3 game share nearly to nothing in common.
2. Even if it would, Hex editing wouldnt help. PS2 and PS3 savegames use different endianesses which are data completely unable to convert between one and the other. Without the program knowing exactly what it's doing it would simply cause the data to be garbage/unusable. (Small Endian/Big Endian)
3. You cannot spawn an SFO file for the savegame out of nowhere, only the games with their specialy written code can create one.
4. The data that PS2 saves inside the savegame and the data that the PS3 saves inside the savegame are completelly different. (Like date/life/ammo/# of saves or whatever)

It's not like converting a PSX savegame to work on a PSP or a PSOne emulator...
The game is a remake/enhanced port.
It's like trying to convert a savegame of the Original Resident Evil 1 for the PSOne to a savegame of the Resident Evil Remake for the Gamecube.
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Old 09-26-2011   #3
nowayout
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I agree with what you're saying for the most part, and really I never expected it to work, just kinda hoped it would.

What I think you're missing though, is these games, like all the new "HD classics" games, are basically polished up ps2 games running on ps2 architecture. That's where I think your REmake analogy falls down.

Edited to add: Sorry I just noticed that I had written that they are running on ps2 architecture which obviously theyre not, I mean in terms of how the game interacts with the ps3. They haven't rewritten the games from the ground up, is what I meant.

Last edited by nowayout; 09-26-2011 at 07:16 PM.
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Old 09-26-2011   #4
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Nope it's not.
Put as example Resident Evil 4.
Look at the database.
All files are from the GC/Wii versions (skins,models,scripts,videos) except 1 of the 3 files that is responsible for the debug menu which is pulled from PS2. All the executables, mechanics, engine responsible files etc are completelly rewritten from scratch.
If they were really that near to PS2 then I wouldnt see a reason for Sony to not be able to make simply a full software emulator for the PS3 and make a PS2 Classics on their store.

Also Code Veronica uses roughly 15% of Dreamcast files 35% of Gamecude and the rest are or from PS2 or renewed files.
So, assuming what you say it's right, the PS3 would be able to handle the architectures of all these consoles, which is not the case!
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Old 09-26-2011   #5
nowayout
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Yeah, you're probably right.

*disappointed*

Edit: Just to show that there was reason in my madness, and not just me talking out my arse like usual, here's the reason I thought it might be possible. First is the ps2 save structure, second is ps3:





So you see, I was hoping to just copy in the individual saveslot files, not worrying about the SFO and whatnot. No dice though.

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Old 09-26-2011   #6
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Originally Posted by VIRGIN KLM View Post
Fast answer: Bad idea that you even thought it would work. Start a new savegame.

Long answer: There is absolutelly no way to do that. You went too far saying about regional stuff and advanced stuff when you completelly skipped the fact that savegames are not crossplatform (something everybody knows) and this is something that WON'T get fixed because:

1. The databases are completelly different, the PS2 game and the PS3 game share nearly to nothing in common.
2. Even if it would, Hex editing wouldnt help. PS2 and PS3 savegames use different endianesses which are data completely unable to convert between one and the other. Without the program knowing exactly what it's doing it would simply cause the data to be garbage/unusable. (Small Endian/Big Endian)
3. You cannot spawn an SFO file for the savegame out of nowhere, only the games with their specialy written code can create one.
4. The data that PS2 saves inside the savegame and the data that the PS3 saves inside the savegame are completelly different. (Like date/life/ammo/# of saves or whatever)

It's not like converting a PSX savegame to work on a PSP or a PSOne emulator...
The game is a remake/enhanced port.
It's like trying to convert a savegame of the Original Resident Evil 1 for the PSOne to a savegame of the Resident Evil Remake for the Gamecube.
Actually both versions of the games share everything in common. But sure we can pretend they don't.
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Old 09-26-2011   #7
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Originally Posted by Rax909 View Post
Actually both versions of the games share everything in common. But sure we can pretend they don't.
I meant database/script wise...
If it was that simple we would be able to use any kind of mods between crossplatform games like the Resident Evil 4/5 ports, which is not the fact.
Even though browsing at the contents of RE5 PS3 disc and PC version folder seem that files are the same, trying to replace a file causes an error to the database.
This is because mainly of the endianesses issue I said above plus the different ports of the engines between platforms being incompatible due to the nature of the processors. This is why they Square Enix said that they tried to make the XBOX360/PS3 FFXIII game engines as near/transparent to each other.
There is no way you can USE the same engine seamlessly between platforms without the need of emulation. Porting/rewritting is another case, and this is the case of the of HD remasters, not to mention that since it's a 3D stereoscopic remaster, it just reveals that it uses a near to brand new/updated engine as native, for sure incompatible with the old one.
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Old 10-08-2011   #8
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If it was that simple we would be able to use any kind of mods between crossplatform games like the Resident Evil 4/5 ports, which is not the fact.

well what u say may be true true an extent, but explain why i use esp and bsa oblivion pc mods on my oblivion ps3 game?
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Old 10-08-2011   #9
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Originally Posted by Jus_X_staR View Post
well what u say may be true true an extent, but explain why i use esp and bsa oblivion pc mods on my oblivion ps3 game?
This has nothing to do with a savegame.
You can use the PC mods of GTAIV and Just Cause 2 on PS3 too, but this doesnt cancel what I said above.
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