The PS2 requires a memory unit to save game data. Though the PlayStation3 will have a hardrive system similar to the X-Box where you do not need a memory unit to save games. The memory unit is in. Highlight the memory card and select it by pressing the 'X' button. The screen will have a grey background, which means you should now be on your browser screen. If your memory card is inserted correctly, it will appear as a little rectangle on the screen. The contents of the memory card will appear once it is selected. Manage memory card (here is where it counts) In the memory manager you have a long list of save files from hundreds of games. So for final fantasy x, I found a save files that gives you Max stats from the beginning. Exit and start your ROM game as normal. Load that save file and boom. Damon ps2 'cheats'. A PS2 with a mod chip. Or A friend with a PS2 with a mod chip (that can help you transfer what you want from a memory stick to the mem card) or A hardware memory card reader/writer for your PC Un-modified PS2 can't read USB memory sticks - they only connect to things Sony wants it to connect to (like Eye Toy & cetera) /Mats. Description: Everything Unlocked Memory Card Save File For PCSX2 (.ps2) PCSX2 Save File Collection Memory Card 1 Contents Version: NTSC UC Filesize: 3.26 MB Added: Thu.
- 2Game Saves PS2
- 2.1Memory Card Formats PS2
- 2.1.3PS2 Single Save (.PSV)
- 2.2Memory Card Tools PS2
- 2.1Memory Card Formats PS2
- The number assigned by the system to this user when his account was created (is a counter). Stored in XRegistry.sys, e.g: 00000001
- Name of the folder where the savedata files are stored, composed by TITLE_ID + some variable characters added by the game, e.g: BLES00001-nick01save01
- Name of the folder where the game was installed (different than the TITLE_ID in his PARAM.SFO that refers to the original ID when the game was released years ago as a disc)
- The name assigned to the card when it was created from the 'Memory Card Utility (PS/PS2)' in XMB
- Any_Other_Files Represents all the other files in the folder generated by the game with any filename and filextensions that are dependant of each game and can vary, e.g: 'PROFILE.BIN'(in PS3 Game Saves) or 'SECURE.BIN' (in Minis Game Saves) etc..
- Identifyer of each Game Save of a PS1 or PS2 Memory Card. Used as the file name when a single Game Save is exported to USB, e.g: BESLES-53702535953.PSV
- MC_Slot Inside a PS1 or PS2 Memory card, real or virtual, every one of the savedata items represented with an icon, A single savedata can use one or several slots in PS1, and always only one slot in PS2
- PARAM.SFO Information about the Game Save. This one is never encrypted.
- PARAM.PFD Signatures of some of the other files in the folder.
Storage Media | Path | Import/Export file conversions |
---|---|---|
Internal HDD | dev_hdd0/savedata/vmc/.VM2 | |
Internal HDD Only 'PS2 Classics' | dev_hdd0/home//ps2emu2_savedata//ICON0.PNG | Copied from dev_hdd0/game//ICON0.PNG |
dev_hdd0/home//ps2emu2_savedata/PARAM.SFO | Copied from dev_hdd0/game//PARAM.SFO ? | |
dev_hdd0/home//ps2emu2_savedata//SCEVMC0.VME | Copied from dev_hdd0/game//USRDIR/SAVEDATA/SCEVMC0.VME | |
dev_hdd0/home//ps2emu2_savedata//SCEVMC1.VME | Copied from dev_hdd0/game//USRDIR/SAVEDATA/SCEVMC1.VME | |
External USB | dev_usb0/PS3/EXPORT/PSV/.PSV | When exporting to USB the MC_Slot is extracted from VM2 an saved individually as a PSV |
External USB Only 'PS2 Classics' | dev_usb0/PS3/EXPORT/PS2SD//ICON0.PNG | Copied from the savedata folder |
dev_usb0/PS3/EXPORT/PS2SD/PARAM.SFO | Added a signature at the end of the file (out of the SFO structure) | |
dev_usb0/PS3/EXPORT/PS2SD//SCEVMC0.VME | ||
dev_usb0/PS3/EXPORT/PS2SD//SCEVMC1.VME | ||
External MC | mc_root/ | Raw copy from/to a real PS2 Memory Card using a Memory Card Adapter |
- ICON0.PNG in the table represents all the multimedia files supported by the XMB for this format like images, audio, etc.. same format than PS3. See: Content Information Files - Saved Data Utility (PS3)
Memory Card Formats PS2[edit]
Memory card PS2 (original)[edit]
The PS2 memory card file system has a fairly simple design, with some allowances made for the limitations of flash memory. It's overall structure is similar to the well known MS-DOS FAT file system. It uses a file allocation table (FAT) to keep track of allocated space and a hierarchical directory system where all of a file's metadata is stored in its directory entry. Like the FAT file system, which groups disk sectors into clusters, the PS2 memory card file system groups flash memory pages in to clusters. On standard PS2 memory cards, the cluster size 1024 bytes, or 2 pages long.
- The Superblock
The key to the PS2 memory card file system is the superblock. Located in the first page of the memory, this is the only part of the file system with a fixed location. While some things like the do end up in fixed locations on standard 8M memory cards, you shouldn't rely on this.
Block Nº | Cluster Nº | Page Nº | Offset | Length | Name | Example | Description |
---|---|---|---|---|---|---|---|
0 superblock | 0 | 0 | 0x000000 | 0x01C (28 bytes) | magic | Sony PS2 Memory Card Format | Memory Card identifyer |
0x00001C | 0x00C (12 bytes) | version | 1.2.0.0 | Memory Card format version. (1.2.0.0 = full support for bad_block_table map) | |||
0x000028 | 0x002 (2 bytes) | page_len | 512 | Page size in bytes (without ECC) | |||
0x00002A | 0x002 (2 bytes) | pages_per_cluster | 2 | Number of pages in a cluster | |||
0x00002C | 0x002 (2 bytes) | pages_per_block | 16 | Number of pages in an block | |||
0x00002E | 0x002 (2 bytes) | not used | FF00 | ||||
0x000030 | 0x004 (4 bytes) | clusters_total | 8192 | Total number of clusters | |||
0x000034 | 0x004 (4 bytes) | alloc_start | 41 | First allocatable cluster number. Cluster values in the FAT and directory entries are relative to this | |||
0x000038 | 0x004 (4 bytes) | alloc_end | 8135 | Cluster offset number after the highest allocatable cluster. Relative to alloc_start. Not used. | |||
0x00003C | 0x004 (4 bytes) | cluster_rootdir | 0 | Cluster offset of the first cluster of the root directory. Relative to alloc_start. Must be zero. | |||
0x000040 | 0x004 (4 bytes) | bblock1 | 1023 | Backup1 block number | |||
0x000044 | 0x004 (4 bytes) | bblock2 | 1022 | Backup2 block number | |||
0x000050 | 0x080 (128 bytes) | ind_fat_table | 8 | Indirect FAT Table cluster number | |||
0x0000D0 | 0x080 (128 bytes) | bad_block_table | -1 | Bad blocks table (damaged blocks index) | |||
0x000150 | 0x001 (1 byte) | card_type | 2 | Memory card type (2 = PS2 memory card) | |||
000x0151 | 0x001 (1 byte) | card_flags | 0x52 | Memory Card features (0x01 = ECC support, 0x08 = Bad Block support, 0x10 = Erased state zeroed) | |||
0x000152 | 0x002 (2 byte) | not used | FF | ||||
0x000154 | 0x0BC (188 bytes) | unknown | |||||
0x000200 | 0x010 (16 bytes) | ECC | Error Correction Code. The last 16 bytes of all the pages are reserved for this code. See explain below | ||||
1 | not used | ||||||
Up to 7 | Up to 15 | not used | |||||
1 | 8 ind_fat_table | 16 | 0x002100 | 0x210 (528 bytes) | Indirect FAT Table | FAT File System | |
17 | |||||||
9 | 18 | 0x002520 | 0x210 (528 bytes) | FAT Table | |||
19 | |||||||
Up to 15 | Up to 31 | ||||||
Up to 4 | |||||||
5 | 40 | 80 | |||||
81 | |||||||
41 alloc_start cluster_rootdir | 82 | 0x00A920 | 0x210 (528 bytes) | Allocatable Clusters | |||
83 | |||||||
Up to 47 | Up to 95 | ||||||
Up to 1004 | |||||||
1005 | 8040 | 16080 | |||||
16081 | |||||||
8041 | 16082 | 0x819120 | 0x210 (528 bytes) | Reserved Clusters | |||
16083 | |||||||
Up to 8047 | Up to 16095 | ||||||
Up to 1021 | |||||||
1022 bblock2 | 8176 alloc_end | 16352 | 0x83BE00 | 0x210 (528 bytes) | Temporal Data | Backup Block 2 Used to store the number of the block that is going to be programmed | |
16353 | |||||||
Up to 8183 | Up to 16367 | ||||||
1023 bblock1 | 8184 | 16368 | 0x83DF00 | 0x210 (528 bytes) | Temporal Data | Backup Block 1 Used to store a copy of the data that is going to be programmed to a block | |
16369 | |||||||
Up to 8191 clusters_total | Up to 16383 |
A standard Ps2 Memory Card is composed by 1024 blocks, each block contains 16 pages of 528 bytes, for a total of 528*16*1024=8.650.752 bytes (0x840000)
Ise portal builder. Total ECC data is 16*16*1024=262.144 bytes
This gives an available space to store data of: Total-ECC = 8650752-262144 = 8388608 bytes = 8mb
- Backup Blocks
Two complete blocks are reserved to deal with the possibility of the memory card being removed by the user when data is being saved. Writing data to card requires erasing and reprogramming an entire block
Before writing a block, both bblock1 and bblock2 are erased. Then a copy of the new data that is going to be written is stored in bblock1, and the number of the block that is going to be written is stored in bblock2. The block being programmed is then erased and writed. Finally, bblock2 is erased
Recovery caused by removal of the memory card is implemented whenever a memory card is inserted into the PS2 by checking bblock2, if it's not erased, then programming is assumed to have not been completed. The contents of bblock1 are then copied to the block given in bblock2. Then bblock2 is erased
- Error Correction Code (ECC)
The data area of each page (512 bytes) is divided into 128 byte long chunks and for each chunk a simple [20-bit Hamming code] is calculated and stored in three bytes
The first byte contains the column (or bit-wise) parity bits, with the even groups in the lower nibble and the odd groups in the upper nibble. The second and third bytes contain the even and odd groups respectively for the line (or byte-wise) parity bits
The 3 ECC bytes for each of the 4 chunks are stored in order in the page's spare area for a total of 12 bytes
Source: [PlayStation 2 Memory Card File System - By Ross Ridge]
Virtual Memory Card PS2 (.VM2)[edit]
File structure is the same than a 'original PS2 memory card', there are not apparent differences. Maximum VM2 Memory Card size that PS3 can handle is 32MB (or 63MB, but is speculation). 64MB card cause bootloop because indexer can't handle nothing bigger than uint_16 range for memory card free space entry, 65535KB (63.99 MB) = 0xFFFF, while 64 MB memory card is 65536KB (0x10000) so it exceed uint_16 limit, causing unrecoverable database corruption until memory card is deleted somehow from hdd. Probably 63MB VM2 card will work fine, but is just speculation.
- Speculation
Last place to store a PS3 identifyer is inside the FAT filesystem ?.. maybe there is none
PS2 Single Save (.PSV)[edit]
PSV is a PS2 savegame in 'PS3 format'. When exporting a save from a PS2 internal memory card to a USB device the Game Saves are converted to a .PSV file in PS3 format. The name of the exported file is the identifier of the block on Hexa format
The file format has a 0x84 bytes header, in a PS1 Memory Card every slot is 0x2000 so if the savedata is composed by only one slot the total file size is 0x2084 (8.324 bytes). In PS3 XMB is displayed as 8KB
Note: A part of the header is common for PS1 (PS2 header is bigger than PS1)
Filename Format[edit]
The Filename is generated from the saved ps2 data with the format:
Offset | Length | Example | Description |
---|---|---|---|
0x00 | 0x08 | 00 56 53 50 00 00 00 00 | ' VSP' |
0x08 | 0x14 | 77 77 77 2E 62 75 63 61 6E 65 72 6F 2E 63 6F 6D 2E 61 72 00 | Key seed, any value is accepted (not validated by the PS3) |
0x1C | 0x14 | FA 09 5F F3 8B C9 DA 44 2F 08 4F 56 28 91 19 EA A3 23 08 E1 | Sha1 hmac digest |
0x30 | 0x08 | 00 00 00 00 00 00 00 00 | padding related with the alignment of the previous 2 values ? |
0x38 | 0x04 | 2C 00 00 00 | PS1=0x14, PS2=0x2C |
0x3C | 0x04 | 02 00 00 00 | PS1=0x1, PS2=0x2 |
0x40 | 0x04 | 64 69 01 00 | Used Bytes (Size displayed on XMB). |
0x44 | 0x04 | F4 66 01 00 | start offset in file of icon.sys (start of 'PS2D' area in PS2) |
0x48 | 0x04 | C4 03 00 00 | icon.sys file size |
0x4C | 0x04 | 54 01 00 00 | position of 1st icon (start offset) |
0x50 | 0x04 | 98 83 00 00 | size of 1st icon |
0x54 | 0x04 | 54 01 00 00 | position of 2nd icon (start offset) |
0x58 | 0x04 | 98 83 00 00 | size of 2nd icon |
0x5C | 0x04 | 54 01 00 00 | position of 3rd icon (start offset) |
0x60 | 0x04 | 98 83 00 00 | size of 3rd icon |
0x64 | 0x04 | 03 00 00 00 | number of files in the .PSV container |
0x68 | 0x38 | 00 2E 17 10 . | PS2 Main Dir Info |
0xA0 | 0x3C | 00 2E 17 10 . | PS2 File Info (one for each file in the folder) |
0x0166F4 | 0x3C4 | 50 53 32 44 | 'PS2D' icon.sys file, see PS2 format |
- Notes:
- When trying to copy not valid save data:
- from modified data : During process of copy: 'the data is corrupted.'
Virtual Memory Card Encrypted (.VME)[edit]
When exporting Game Saves for 'PS2 classics' (CATEGORY 2P) to a external USB drive there is a 'rare' PARAM.SFO exported. This PARAM.SFO seems to be a copy of the main PARAM.SFO from the installed game folder with an added 'signature' 'injected' at the end of the file (out of his structure) with a lenght of 20 bytes. Is supposed to be a security feature when exporting the gamesave, is not confirmed if this PARAM.SFO (with the injected 'signature' out of his structure) exists in the internal HDD (when importing, or present at some time with the 'PS2 virtual memory cards').
Memory Card Tools PS2[edit]
[mymc]
Extracting and Injecting single PS2 Game Saves in PC[edit]
The method is the same one used in PS1, see: Extracting and Injecting single PS1 Game Saves in PC , but here the file format is: .VM2 (a virtual PS2 memory card in PS3 format), and .PS2 (a 1:1 raw copy of a PS2 memory card). Both are the same
The PC program to manage this .PS2 memory cards is 'mymc' and also can be generated by the emulator 'PCSX2'. See: http://wiki.pcsx2.net/index.php?title=Memcard
- External forums manuals:
Editing PS2 Game Saves icons in PC[edit]
In PS2 save Games the icon is a file with the extension .icn (any name is valid), is 'linked' to the save game by the file icon.sys. The PC program 'PS2 SaveBuilder v0.8' can generate this 2 files (included a black default icon).. the icon can be replaced later.
The format supports 3D objects (e.g: save games of tomb raider with a figurine of lara croft)
The program 'bmp2icon.exe by sjeep' can generate a .icn in the correct format for importing to 'PS2 SaveBuilder v0.8', additionally it can add a 3d object where your image is applyed as a texture over the faces of a basic 3D object, the options are: 3D rectangle, 3D cube, of flat square
The source image to importing in 'bmp2icon.exe by sjeep' must be a 24-bit 128x128 pixel .BMP
|
- 1.PCSX2 Memory Card File
- 2.Microsoft Search Catalog Index File
- 3.Sharkport Saved Game
File Type 1PCSX2 Memory Card File
Developer | PCSX2 |
Popularity | |
Category | Game Files |
Format | Binary |
What is a PS2 file?
File used by PCSX2, a PlayStation 2 (PS2) emulator; contains a memory card image which can include saved user data; can be opened with the program mymc in order to extract saved games and convert them to formats such as .PSU.
PCSX2 uses .P2S files for saved states (or files without an extension in earlier versions of the software).
NOTE: Sharkport, a PlayStation 2 accessory, also uses the '.ps2' extension, but for saved games instead of memory card images. Therefore, if you receive a PS2 file, you may need to test for both PCSX2 and Sharkport file types.
Open over 300 file formats with File Viewer Plus.Ps1 Memory Card For Ps2
Programs that open PS2 files
File Type 2Microsoft Search Catalog Index File
Developer | Microsoft |
Popularity | |
Category | System Files |
Format | Binary |
.PS2 File Association 2
System file created by Indexing Service, a component of Microsoft Windows used to automatically generate a searchable file system index; contains data that helps the Windows search perform file information searches more quickly.
Ps2 Memory Card Save Files Online
PS2 files, along with other search index files, are often created in the C:System Volume Informationcatalog.wci directory.
Programs that open PS2 files
Ps2 Memory Cards For Sale
File Type 3Sharkport Saved Game
Developer | Sharkport |
Popularity | |
Category | Game Files |
Format | Binary |
Ps2 Memory Card Save Files Downloads
A standard Ps2 Memory Card is composed by 1024 blocks, each block contains 16 pages of 528 bytes, for a total of 528*16*1024=8.650.752 bytes (0x840000)
Ise portal builder. Total ECC data is 16*16*1024=262.144 bytes
This gives an available space to store data of: Total-ECC = 8650752-262144 = 8388608 bytes = 8mb
- Backup Blocks
Two complete blocks are reserved to deal with the possibility of the memory card being removed by the user when data is being saved. Writing data to card requires erasing and reprogramming an entire block
Before writing a block, both bblock1 and bblock2 are erased. Then a copy of the new data that is going to be written is stored in bblock1, and the number of the block that is going to be written is stored in bblock2. The block being programmed is then erased and writed. Finally, bblock2 is erased
Recovery caused by removal of the memory card is implemented whenever a memory card is inserted into the PS2 by checking bblock2, if it's not erased, then programming is assumed to have not been completed. The contents of bblock1 are then copied to the block given in bblock2. Then bblock2 is erased
- Error Correction Code (ECC)
The data area of each page (512 bytes) is divided into 128 byte long chunks and for each chunk a simple [20-bit Hamming code] is calculated and stored in three bytes
The first byte contains the column (or bit-wise) parity bits, with the even groups in the lower nibble and the odd groups in the upper nibble. The second and third bytes contain the even and odd groups respectively for the line (or byte-wise) parity bits
The 3 ECC bytes for each of the 4 chunks are stored in order in the page's spare area for a total of 12 bytes
Source: [PlayStation 2 Memory Card File System - By Ross Ridge]
Virtual Memory Card PS2 (.VM2)[edit]
File structure is the same than a 'original PS2 memory card', there are not apparent differences. Maximum VM2 Memory Card size that PS3 can handle is 32MB (or 63MB, but is speculation). 64MB card cause bootloop because indexer can't handle nothing bigger than uint_16 range for memory card free space entry, 65535KB (63.99 MB) = 0xFFFF, while 64 MB memory card is 65536KB (0x10000) so it exceed uint_16 limit, causing unrecoverable database corruption until memory card is deleted somehow from hdd. Probably 63MB VM2 card will work fine, but is just speculation.
- Speculation
Last place to store a PS3 identifyer is inside the FAT filesystem ?.. maybe there is none
PS2 Single Save (.PSV)[edit]
PSV is a PS2 savegame in 'PS3 format'. When exporting a save from a PS2 internal memory card to a USB device the Game Saves are converted to a .PSV file in PS3 format. The name of the exported file is the identifier of the block on Hexa format
The file format has a 0x84 bytes header, in a PS1 Memory Card every slot is 0x2000 so if the savedata is composed by only one slot the total file size is 0x2084 (8.324 bytes). In PS3 XMB is displayed as 8KB
Note: A part of the header is common for PS1 (PS2 header is bigger than PS1)
Filename Format[edit]
The Filename is generated from the saved ps2 data with the format:
Offset | Length | Example | Description |
---|---|---|---|
0x00 | 0x08 | 00 56 53 50 00 00 00 00 | ' VSP' |
0x08 | 0x14 | 77 77 77 2E 62 75 63 61 6E 65 72 6F 2E 63 6F 6D 2E 61 72 00 | Key seed, any value is accepted (not validated by the PS3) |
0x1C | 0x14 | FA 09 5F F3 8B C9 DA 44 2F 08 4F 56 28 91 19 EA A3 23 08 E1 | Sha1 hmac digest |
0x30 | 0x08 | 00 00 00 00 00 00 00 00 | padding related with the alignment of the previous 2 values ? |
0x38 | 0x04 | 2C 00 00 00 | PS1=0x14, PS2=0x2C |
0x3C | 0x04 | 02 00 00 00 | PS1=0x1, PS2=0x2 |
0x40 | 0x04 | 64 69 01 00 | Used Bytes (Size displayed on XMB). |
0x44 | 0x04 | F4 66 01 00 | start offset in file of icon.sys (start of 'PS2D' area in PS2) |
0x48 | 0x04 | C4 03 00 00 | icon.sys file size |
0x4C | 0x04 | 54 01 00 00 | position of 1st icon (start offset) |
0x50 | 0x04 | 98 83 00 00 | size of 1st icon |
0x54 | 0x04 | 54 01 00 00 | position of 2nd icon (start offset) |
0x58 | 0x04 | 98 83 00 00 | size of 2nd icon |
0x5C | 0x04 | 54 01 00 00 | position of 3rd icon (start offset) |
0x60 | 0x04 | 98 83 00 00 | size of 3rd icon |
0x64 | 0x04 | 03 00 00 00 | number of files in the .PSV container |
0x68 | 0x38 | 00 2E 17 10 . | PS2 Main Dir Info |
0xA0 | 0x3C | 00 2E 17 10 . | PS2 File Info (one for each file in the folder) |
0x0166F4 | 0x3C4 | 50 53 32 44 | 'PS2D' icon.sys file, see PS2 format |
- Notes:
- When trying to copy not valid save data:
- from modified data : During process of copy: 'the data is corrupted.'
Virtual Memory Card Encrypted (.VME)[edit]
When exporting Game Saves for 'PS2 classics' (CATEGORY 2P) to a external USB drive there is a 'rare' PARAM.SFO exported. This PARAM.SFO seems to be a copy of the main PARAM.SFO from the installed game folder with an added 'signature' 'injected' at the end of the file (out of his structure) with a lenght of 20 bytes. Is supposed to be a security feature when exporting the gamesave, is not confirmed if this PARAM.SFO (with the injected 'signature' out of his structure) exists in the internal HDD (when importing, or present at some time with the 'PS2 virtual memory cards').
Memory Card Tools PS2[edit]
[mymc]
Extracting and Injecting single PS2 Game Saves in PC[edit]
The method is the same one used in PS1, see: Extracting and Injecting single PS1 Game Saves in PC , but here the file format is: .VM2 (a virtual PS2 memory card in PS3 format), and .PS2 (a 1:1 raw copy of a PS2 memory card). Both are the same
The PC program to manage this .PS2 memory cards is 'mymc' and also can be generated by the emulator 'PCSX2'. See: http://wiki.pcsx2.net/index.php?title=Memcard
- External forums manuals:
Editing PS2 Game Saves icons in PC[edit]
In PS2 save Games the icon is a file with the extension .icn (any name is valid), is 'linked' to the save game by the file icon.sys. The PC program 'PS2 SaveBuilder v0.8' can generate this 2 files (included a black default icon).. the icon can be replaced later.
The format supports 3D objects (e.g: save games of tomb raider with a figurine of lara croft)
The program 'bmp2icon.exe by sjeep' can generate a .icn in the correct format for importing to 'PS2 SaveBuilder v0.8', additionally it can add a 3d object where your image is applyed as a texture over the faces of a basic 3D object, the options are: 3D rectangle, 3D cube, of flat square
The source image to importing in 'bmp2icon.exe by sjeep' must be a 24-bit 128x128 pixel .BMP
|
- 1.PCSX2 Memory Card File
- 2.Microsoft Search Catalog Index File
- 3.Sharkport Saved Game
File Type 1PCSX2 Memory Card File
Developer | PCSX2 |
Popularity | |
Category | Game Files |
Format | Binary |
What is a PS2 file?
File used by PCSX2, a PlayStation 2 (PS2) emulator; contains a memory card image which can include saved user data; can be opened with the program mymc in order to extract saved games and convert them to formats such as .PSU.
PCSX2 uses .P2S files for saved states (or files without an extension in earlier versions of the software).
NOTE: Sharkport, a PlayStation 2 accessory, also uses the '.ps2' extension, but for saved games instead of memory card images. Therefore, if you receive a PS2 file, you may need to test for both PCSX2 and Sharkport file types.
Open over 300 file formats with File Viewer Plus.Ps1 Memory Card For Ps2
Programs that open PS2 files
File Type 2Microsoft Search Catalog Index File
Developer | Microsoft |
Popularity | |
Category | System Files |
Format | Binary |
.PS2 File Association 2
System file created by Indexing Service, a component of Microsoft Windows used to automatically generate a searchable file system index; contains data that helps the Windows search perform file information searches more quickly.
Ps2 Memory Card Save Files Online
PS2 files, along with other search index files, are often created in the C:System Volume Informationcatalog.wci directory.
Programs that open PS2 files
Ps2 Memory Cards For Sale
File Type 3Sharkport Saved Game
Developer | Sharkport |
Popularity | |
Category | Game Files |
Format | Binary |
Ps2 Memory Card Save Files Downloads
.PS2 File Association 3
Saved game file created by Sharkport, a PlayStation 2 (PS2) hardware accessory used for transferring data to a PC; contains a PS2 saved game but in the Sharkport file format; used for sharing saved games with others via email and the Internet.
The '.ps2' extension is also used by PCSX2 (PlayStation 2 emulator) memory card images. However, the Sharkport and PCSX2 '.ps2' formats are not compatible with each other. Therefore, if you receive a PS2 file, you may need to test it with both Sharkport and PCSX2. PCSX2 uses the .P2S extension for saves.
Sharkport PS2 files can be converted to other PlayStation 2 save formats using PS2 Save Builder. However, you first need to change the '.ps2' extension to .MD, the extension used by previous versions of Sharkport.