[HN Gopher] Sony PlayStation 2 fixing frenzy
       ___________________________________________________________________
        
       Sony PlayStation 2 fixing frenzy
        
       Author : ibobev
       Score  : 185 points
       Date   : 2025-10-13 23:02 UTC (23 hours ago)
        
 (HTM) web link (retrohax.net)
 (TXT) w3m dump (retrohax.net)
        
       | neilv wrote:
       | https://web.archive.org/web/20251013151036/https://retrohax....
        
         | RajT88 wrote:
         | Alternately:
         | 
         | https://archive.is/vxjmQ
         | 
         | 15 hours later, it still is suffering the hug of death.
        
       | protocolture wrote:
       | Absolute long shot. Say someone had a PS2 Devkit that booted once
       | and then never again. Is there a perfect tear down and
       | maintenance guide like this with lots of text and pictures that
       | people have had success with before?
        
         | uyjulian wrote:
         | If the devkit is a DTL-H, the instructions are pretty much the
         | same as retail systems. For DTL-T (e.g. DTL-T10000 or
         | DTL-T15000), there is lots of info here, including a link to a
         | disassembly guide: https://archive.org/details/ps2_tool_guide/
        
           | protocolture wrote:
           | Thats awesome. And yeah I have both a TOOL and a TEST, the
           | TOOL is the problem child the TEST works a treat. Both of
           | them have been officially destroyed and I tend to get a bit
           | antsy about letting them show in public.
        
       | aidenn0 wrote:
       | My PS2 slim still works (I played Teken Tag Tournament last
       | weekend). Am I lucky? Anyone know the MTBF?
       | 
       | 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.
        
         | sholladay wrote:
         | My PS3 controllers are still working perfectly almost 20 years
         | later. Yet I've had to replace my PS5 controllers three times
         | so far, due to the joysticks not reading their position
         | correctly. Each one lasted about a year and a half.
        
         | joseda-hg wrote:
         | The 2 OEM Dual Shock 2 I got with my console, worked for 10+
         | years right until I sold it
         | 
         | Generics varied in quality vastly but never felt quite that
         | sturdy I regret having to sell that PS2, specially seeing the
         | current resurgence
        
         | doubled112 wrote:
         | My fat PS2 stopped reading discs and was replaced with a slim
         | when you could still buy them new. The spindle that holds the
         | disc exploded in it over 10 years ago.
         | 
         | 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
        
           | chongli wrote:
           | What about using it without optical media? You can install a
           | SATA mod and use a large SATA SSD and run all your games from
           | that. You can even install a nice cooling fan and disconnect
           | the DVD drive, giving you a near silent console that should
           | last a long time.
        
             | doubled112 wrote:
             | This was something I considered, but emulation is good
             | enough.
        
         | hi_hi wrote:
         | My PS2 Fat still works perfectly. The only difficulty I had was
         | getting it running on a HDMI TV, but that was fixed with a
         | fairly well known HDMI adapter and inputting of a specific
         | controller combo to get it into the correct display mode.
         | 
         | I was kinda shocked to see the state of some of those PS2
         | consoles.
        
       | chasil wrote:
       | Was peak MIPS the PS2 or the N64?
        
         | bitwize wrote:
         | The SGI Onyx2
        
         | mrpippy wrote:
         | https://en.wikipedia.org/wiki/ASCI_Blue_Mountain
        
           | nebula8804 wrote:
           | Wonder what happened to those computers. Hopefully they were
           | sold on government auction and not scrapped.
        
         | xgkickt wrote:
         | I certainly miss having COP2 instructions.
        
         | wk_end wrote:
         | It's kind of a silly question, but: when the N64 came out in
         | 1996, MIPS CPUs were high-end workstation chips; by the time
         | the PS2 was released in 2000, SGI had effectively declared MIPS
         | a dead-end and was shipping Intel-based machines. So I'd say
         | the N64 wins handily: peak MIPS was a MIPS chip in every living
         | room, powering video games that felt like the future.
         | 
         | 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.
        
           | bombcar wrote:
           | That's the whole interesting thing about refighting the
           | console wars; the technologically superior option (which you
           | can argue about itself) rarely if ever really "won".
        
       | captive5512 wrote:
       | So, what does the analog button on the controller do?
        
         | dotancohen wrote:
         | Emulate the old D-pad.
        
         | ender341341 wrote:
         | Basically acted as a trigger. So if you pressed harder the game
         | could respond. I only really remember driving games taking
         | advantage of it though, and can't remember the game but
         | remember being super annoyed at some action-rpg-like game where
         | it used it to differentiate between actions but running into
         | issues of it interpreting all of my presses as hard presses.
        
           | MBCook wrote:
           | The real problem was that there was basically no feedback. So
           | other than a driving game it was almost impossible to know
           | what you were doing.
           | 
           | 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.
        
         | implicit wrote:
         | Some older PS1 games didn't work with the Dual Shock in
         | analogue mode. You needed to press the button to disable the
         | analogue sticks to play those games.
        
       | chasing0entropy wrote:
       | So... What does the analog button do?
        
         | dotancohen wrote:
         | Emulate the old D-pad.
        
         | janmarsal wrote:
         | Most ps1 games only supports the d-pad. If you have a dualshock
         | controller but want to move your dude with the analog stick
         | instead of the d-pad, you activate the analog mode.
        
       | aquova wrote:
       | I've seen a few posters ask already, so I figured I'd answer what
       | the PS2 analog button's function was.
       | 
       | 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.
        
         | mikepurvis wrote:
         | I had a PS2 slim years ago and was annoyed that it wouldn't let
         | me use a "dual analog" controller I had kicking around to play
         | PS2 games, eg for second player. Seemed like an unnecessarily
         | hostile move to force an upgrade there when all the
         | functionality other than rumble was clearly present.
         | 
         | 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.
        
           | lloeki wrote:
           | > 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.
        
             | gambiting wrote:
             | >>So IIUC the PS4 gamepad can be used but only for PS4
             | games? That is ridiculous.
             | 
             | 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.
        
               | lloeki wrote:
               | > 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.
               | 
               | 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.
        
               | CaptainOfCoit wrote:
               | > 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?
               | 
               | 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".
        
               | gambiting wrote:
               | Ehhh let me put it in a different way - it's not
               | impossible, of course. But it's about the fact that if
               | someone is using a PS4 controller and they don't know
               | about this, then they are going to have a bad time. And
               | no dev wants their players to have a bad time, and
               | neither does the platform holder. So they would rather
               | just say no, you as a dev don't have to worry about this
               | - every player will use a PS5 controller, done.
               | 
               | >>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.
        
               | ziml77 wrote:
               | What was remapped for PC? I don't have a PS5 so PC is how
               | I played R&C:RA and I don't recall there being any
               | difference in how the trigger pulls were interpreted
               | between having adaptive triggers enabled or disabled.
        
               | gambiting wrote:
               | I literally had to boot up the game to check - long press
               | on the trigger fires the secondary mode. So basically if
               | you press and hold the trigger it will do the primary
               | fire then the secondary fire.
        
               | mikepurvis wrote:
               | It's totally reasonable to expect the native pad for
               | single player games; my contention is more around couch
               | multiplayer scenarios. When each pad costs as much as a
               | day 1 game, it's a big investment to have four of them--
               | so most players have just one or two.
               | 
               | 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.
        
               | c-hendricks wrote:
               | > It's because PS5 games can use the adaptive triggers
               | functionality
               | 
               | 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.
        
             | xattt wrote:
             | I don't get why backward compatibility is even expected,
             | other than a nice-to-have. Historically, gamepads weren't
             | portable between generations of systems.
             | 
             | I've got a Logitech steering wheel that I can't use on
             | 64-bit Windows because of the way the driver was
             | implemented.
        
               | tristor wrote:
               | Because we all know that under the covers it's just
               | Bluetooth and USB, and they don't have a good reason.
               | Especially in Xbox world, where while the hardware on an
               | Xbox Series X is more powerful than an Xbox One, the
               | software is largely the same.
        
           | Tsiklon wrote:
           | The DualShock/DualAnalog were not quite the same as the
           | DualShock 2, the face buttons on the DualShock 2 were
           | advertised as being pressure sensitive. Some games were
           | capable of using this.
        
             | scott_w wrote:
             | Funnily enough, this caused issues with PS2 games ported to
             | Xbox subsequently. Metal Gear Solid 2 made heavy use of the
             | pressure sensitive buttons for weapon aiming vs shooting. I
             | recall the Xbox didn't have pressure sensitive buttons, so
             | had to do something different to achieve this (I'd need
             | someone else to fill in the gaps here, I never owned an
             | Xbox!)
        
               | thunderfork wrote:
               | The original Xbox actually did have pressure sensitive
               | face buttons. Off the top of my head, the only game I
               | know that used them is Vexx (which strangely didn't use
               | them on the PS2...)
        
               | rideontime wrote:
               | Original Xbox had the pressure-sensitive buttons, but 360
               | did not, which specifically caused issues for MGS 2 and 3
               | in the HD Collection. Twin Snakes on the Gamecube
               | suffered similarly, requiring awkward combinations of Y
               | and A to lower your pistol or raise your automatic weapon
               | without firing.
        
               | butlike wrote:
               | THAT'S WHY. As an avid Metal Gear enthusiast during the
               | release of MGS2, I remember having nearly-impossible time
               | finding MGS2 Substance for PS2 when I wanted to do my
               | first real replay way back in the day. I imagine it was
               | the more popular version since it had working pressure
               | buttons, presumably.
        
             | mikepurvis wrote:
             | The PS3 had those too, but they were dropped for the PS4
             | and PS5. I did read that it caused a few headaches for the
             | classics ported forward.
             | 
             | 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.
        
         | xandrius wrote:
         | Omg, I remember exactly that intermediate joystick. It was
         | lighter than the dualshock, so when you held a dualshock it
         | felt cool, especially when it started rumbling!
        
           | Lammy wrote:
           | I really like the concave analog sticks on that controller.
           | The convex DualShock ones get slippery as hell once the
           | controller is a few years old.
           | 
           | 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_cons
           | ole...
        
             | alias_neo wrote:
             | > analog face buttons of the DualShock 2 are cool in
             | concept but always made me press too hard
             | 
             | 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).
        
               | malnourish wrote:
               | I love the adaptive triggers. I have all the consoles and
               | a gaming PC and will buy games on PS5 because of them. I
               | think it adds an interesting tactile element that also
               | improves playability.
        
           | lynguist wrote:
           | Same with the original Sixaxis PS3 controller without rumble!
           | I liked that lightweight controller a lot!
           | 
           | 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.
        
         | windward wrote:
         | So it's unrelated to the analog face buttons?
        
           | CaptainOfCoit wrote:
           | I don't know what "face buttons" are, but the Analog button
           | only toggles how the Joysticks work, toggling between sending
           | Analog or Digital signals.
        
             | extraduder_ire wrote:
             | The buttons on the front of a playstation controller
             | (d-pad, cross/circle/triangle/square) were pressure
             | sensitive on the ps2/ps2.
             | 
             | 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.
        
         | cubefox wrote:
         | Strange analog stick fact: According to YouTuber Wulff Den, the
         | first ever game that used an analog stick for third-person
         | camera rotation was only Super Mario Sunshine in 2002. A
         | GameCube game that came out more than two years after the
         | release of the PS2, and several years after the N64 and the PS1
         | Dual Analog controller.
         | 
         | I guess some ideas seem only obvious in hindsight.
        
           | nemomarx wrote:
           | I've read some early reviews of a licensed alien shooter
           | where they complain about how confusing the control scheme is
           | - left stick for movement and right for aim.
           | 
           | Before Halo it wasn't really intuitive I guess?
        
             | cubefox wrote:
             | Yeah, that's another point: the modern first-person
             | controls you describe were once thought to be
             | counterintuitive compared to the old Wolfenstein style
             | controls.
             | 
             | 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.)
        
             | ziml77 wrote:
             | That's really strange because that setup was effectively
             | the default for N64 games. Stick under your left thumb for
             | movement and the C buttons under your right thumb for
             | camera control
        
               | cubefox wrote:
               | It's not strange because it's not really true. The
               | default controls both of GoldenEye and Perfect Dark used
               | the stick for moving forward/backward and turning
               | left/right. Turok did use the c buttons for walking and
               | the stick for looking though.
        
               | ziml77 wrote:
               | Forgive me sounding like Claude, but you're absolutely
               | right! I've played platformers from that era recently but
               | it's been a long time since I touched the shooters. I was
               | mixing them up in my recollection. The shooters had a
               | weird mix and for some reason even though Goldeneye had a
               | bunch of control scheme options, none of them let you put
               | all movement on one input and all camera control on the
               | other.
        
               | cubefox wrote:
               | I'm pretty sure both GoldenEye and Perfect Dark had (non
               | default) control options where movements were on the
               | d-pad and camera on the analog stick. For GoldenEye see
               | "Solitaire" and "Goodnight" here:
               | https://goldeneye.fandom.com/wiki/Control_style
        
               | nemomarx wrote:
               | I also remember one of them having some option to use two
               | controllers at once to have two sticks?
        
             | ChoGGi wrote:
             | https://en.wikipedia.org/wiki/Alien_Resurrection_(video_gam
             | e...
             | 
             | (For anyone else curious)
        
               | nemomarx wrote:
               | https://www.reddit.com/r/gaming/comments/3du770/alien_res
               | urr...
               | 
               | and the particular quote I was thinking of for the
               | record.
        
           | CaptainOfCoit wrote:
           | I don't think that's true, I remember playing both Jak and
           | Daxter and Ico in either 2000 or 2001 and I think both of
           | those had camera control with the right-hand analog stick.
        
             | cubefox wrote:
             | This one says camera rotation for Jak and Daxter is mapped
             | on the R/L buttons:
             | https://jakanddaxter.fandom.com/wiki/Daxter_controls
             | 
             | 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.
        
               | ChoGGi wrote:
               | Turok from 1997 let you use the dpad for movement and
               | stick to look/aim.
               | 
               | Edit: Oh, sorry didn't see you mention third person.
        
               | CaptainOfCoit wrote:
               | > This one says camera rotation for Jak and Daxter is
               | mapped on the R/L buttons:
               | https://jakanddaxter.fandom.com/wiki/Daxter_controls
               | 
               | 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.
        
               | cubefox wrote:
               | I just looked at a few videos and it seems that the
               | analog stick does indeed move the camera, though
               | apparently only horizontally, not "freely" with arbitrary
               | rotations. I'm not sure though.
        
           | aquova wrote:
           | I scoffed when I first read this, but the more I think about
           | it, the more that might be correct.
           | 
           | 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.
        
             | entropicdrifter wrote:
             | Just piling on to say that there was also _Alien:
             | Resurrection_ on PS1 that used the modern dual-stick
             | movement /aiming setup. It was one of the first FPSes to do
             | so, at least as the default control scheme. Reviewers at
             | the time mostly hated it and called it awkward, probably
             | because they were comparing non-aim-assisted console FPS
             | controls to PC FPSes of the era, which is kind of fair tbh.
             | The game's difficulty was also probably too high for the
             | time, especially given the brand-new control style.
        
               | cubefox wrote:
               | Yeah but the comment you are replying to, and the one
               | before that, talk about third-person games, not first-
               | person games.
               | 
               | 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.
        
               | cfcfcf wrote:
               | And inverted the Y-Axis too, which I still do today
               | thanks to this game, I think.
        
       | freditup wrote:
       | Does anyone know the best way to get a reliably working PS2
       | nowadays? I happen to have a bunch of old PS2 games and would
       | love to have a reliable PS2 to be able to use them with. But
       | buying online seems fairly fraught - how do you have any
       | guarantee you get a reliable device? And they seem to be fairly
       | expensive now.
       | 
       | (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!)
        
         | ebbi wrote:
         | Have you considered emulating instead?
        
           | trenchpilgrim wrote:
           | There are still many beloved games that don't emulate well.
        
             | xandrius wrote:
             | Really? Like what?
        
               | WhiteDawn wrote:
               | The Stuntman series is a still painful example.
               | 
               | Blame the odd non-IEEE-754 floating point implementation
               | changing physics enough that AI fails most of the
               | missions which softblocks progress quite egregiously
        
               | Ndymium wrote:
               | Made me laugh though, when in the first level that it
               | completely blocks, the director tells you to get close to
               | a pickup, but the car you're chasing smashes the pickup
               | to the sky like Team Rocket.
               | 
               | 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.
        
               | CaptainOfCoit wrote:
               | > The Stuntman series is a still painful example.
               | 
               | I tried PS2 emulation just a year to ago, just to play
               | Stuntman and found the same thing, painfully slow and
               | barely playable.
        
               | trenchpilgrim wrote:
               | In my case I'm a big fan of Ace Combat and PCSX2 has
               | rendering issues in both software and hardware modes:
               | 
               | 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.
        
         | bombcar wrote:
         | Either spend a lot for an eBay seller that looks reputable or
         | find them at garage sales or thrift stores where they're cheap
         | enough to buy and try if you can't fire it up there.
        
         | hamdingers wrote:
         | If you don't care to do the work yourself, I've bought many
         | modded consoles from Etsy sellers and have always had a great
         | experience.
        
         | rtpg wrote:
         | Mercari + Buyee will get you things that are decent.
         | 
         | 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
        
           | klaussilveira wrote:
           | Sadly, does not ship to the US.
        
             | bombcar wrote:
             | IF you're really dedicated, you can find Japanese
             | reshippers.
        
             | rtpg wrote:
             | Does Buyee not ship to the US?
        
         | etempleton wrote:
         | Look for the slim models. They are much more reliable than the
         | standard PS2.
        
         | stevenwoo wrote:
         | The author claims they could not find a buyer for theirs but
         | they added hard drives to the finished PS2s. Browsing EBay
         | finds a plain refurbished PS2 for 160-200 from seller with 99.3
         | percent rating with over 1100 sold. The mods in the article
         | seem really nice - allowing you to rip games you own to a hard
         | drive and play games off the hard drive instead of waiting for
         | DVD seek/read times. There are not a lot of details about the
         | cost of the mod in article but I'm guessing it would add a
         | couple hundred to his sale price .
        
         | johncoltrane wrote:
         | The ones you can find online are sold by people who know the
         | market all too well so the prices are high. Plus it's online so
         | there's no guarantee about anything.
         | 
         | 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 10EUR at a countryside GiFi (French
         | store) ten years ago.
        
         | exitb wrote:
         | I actually have a PS2 and don't use it much, as it's a pain to
         | hook up to a modern TV. Most games don't support progressive
         | scan, which forces your TV to deinterlace, which im my case
         | adds enough latency to make it unpleasant to play. There's some
         | boutique hardware that can deinterlace with less latency, but
         | then it starts to get expensive really fast.
         | 
         | Ideally you'd have to buy a CRT TV along with it.
        
           | jgalt212 wrote:
           | The base retrotink models work well and are inexpensive.
        
             | exitb wrote:
             | You mean the 99 USD one? After duties, VAT and shipment to
             | EU, it will most likely get more expensive than the PS2
             | itself.
        
           | MobileVet wrote:
           | Yes! That latency was very quick to induce nausea for me
           | while trying to play Battlefront with my son. I thought maybe
           | it was just the frame rate... but latency makes more sense.
           | 
           | Thanks for sharing that and solving a mystery for me!!
        
         | rm445 wrote:
         | Try a gaming store that offers a guarantee? I don't know where
         | you are, but here in the UK, second-hand stores such as Cash
         | Converters are full of PS2s, fat and slim. Dedicated second-
         | hand entertainment stores like CEX will test consoles before
         | buying them off people, and claim to offer a several-months
         | guarantee.
        
         | psyclobe wrote:
         | Buy one and replace the laser they are cheap and plentiful
        
         | mmarvin wrote:
         | You could also check out https://ongoldscar.com, sometimes
         | there is a PS2 in the current drop (repaired, certified and
         | with warranty)
        
       | a_shovel wrote:
       | > Unfortunately, nobody wanted to buy these even for a cost that
       | would cover all the expenses spent on this project.
       | 
       | Makes me wonder how expensive these were to make.
        
         | spaqin wrote:
         | It's not that they were expensive (the HDD + adapter probably
         | being the most expensive part), but rather that the PS2s on the
         | used market are so cheap no one was willing to pay the extra,
         | even if it's been refurbished.
        
         | Hexigonz wrote:
         | He said in the comments on the post that he valued the parts,
         | units, and his time at about 100 bucks, and put them up for
         | 150, which no one would pay. This was back in 2022ish.
        
           | a_shovel wrote:
           | that's less than i was expecting. i was looking for a ps2
           | around then and i'd definitely have paid $150 plus shipping
           | for all of that.
        
       | aosaigh wrote:
       | > Unfortunately, nobody wanted to buy these even for a cost that
       | would cover all the expenses spent on this project. On the bright
       | side, I have learned a lot, plus, I have a cool PS2 to play with
       | 
       | 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
        
       | VMG wrote:
       | > Some controllers are originally painted with a rubber-like
       | cover that, unfortunately, degrades with time and becomes a
       | sticky gooey. I usually deal with it with the help of Methanol.
       | It nicely removes it.
       | 
       | I have some products like that and I despise them. Maybe I should
       | try methanol.
        
         | aosaigh wrote:
         | I was going to comment on this too. I notice this happens with
         | what feels like more traditional plastics - what exactly is
         | going with these? It feels like over time they are breaking
         | down and liquefying, or releasing their oils?
        
           | CaptainOfCoit wrote:
           | Same thing happens with a somewhat expensive musical
           | instrument brand that keeps using that plastic for their
           | buttons.
           | 
           | 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.
        
             | philo23 wrote:
             | Yeah I had an official silicone iPhone case that was being
             | used for about 8 months, replaced it with a third party
             | leather one about a month ago and already within that time
             | I noticed that the original one has gone all slimy just
             | like those old plastics. There must be something about
             | using it day to day that keeps it from breaking down.
        
           | eschatology wrote:
           | With rubber products, it's usually the plasticizers leaking
           | over years. I have learned this the painful way (massive
           | migration of plasticizers from the underside of my mousepad
           | to other things), and now actively avoid any rubber products,
           | usually in favour of silicone instead.
        
         | gertrunde wrote:
         | Isopropyl alcohol works well too.
        
         | numpad0 wrote:
         | I believe isopropyl alcohol is safer for both plastics and
         | humans. It even doubles as hand sanitizer refills!
        
       | mschuster91 wrote:
       | Wonder why they used HDDs and not a CompactFlash card - CF under
       | the hood is IDE in a different form factor, there's passive
       | adapters to IDE, and you can get them new up to 256GB. Or you go
       | with CFast, a SATA adapter or just a straight SATA SSD and then a
       | SATA to IDE adapter. Far more durable than any HDD will ever be.
        
         | M95D wrote:
         | Most CF cards are marked as "removable drive" by firmware and
         | can't be changed. I'm not sure PS will accept that.
         | 
         | Industrial CF cards that don't do that are very expensive.
        
           | Paianni wrote:
           | The Transcend consumer cards are/were generally 'hybrids' -
           | they would work in IDE mode if connected to such an
           | interface.
        
         | numpad0 wrote:
         | They're fine for data storage, but CF card controllers for
         | large capacity(16GB and above) had issues with severe
         | stuttering and performance issues in random reads/writes
         | causing OS to become unresponsive for seconds at a time if not
         | BSoDing - no, they were not instantaneous for everything just
         | by being flash based. There were also some problems in some
         | SSDs that the SSDs sometimes take much longer than HDDs to
         | complete its own firmware bootup process, so much so that BIOS
         | might consider the disk broken. Could be those reasons.
         | 
         | Or it could be just that HDDs are still more economical than
         | SSDs. About ~2x cheaper for 2.5" 1TB as of now.
        
       | dravenSphere7 wrote:
       | That sticky controller coating is like a badge of honor, if your
       | PS2 controller isn't sticky, did you even game in the 2000s?
        
       | LocalH wrote:
       | I'm pretty sure that was my old "FHDB Noobie Package" that was
       | installed to the drive using HDD Raw Copy. That thing has had
       | almost 48k downloads. Fun times.
        
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