What is meant by "MODIFYING" a PSX2?
This refers to any alteration in the circuitry of the console using a chip(a "Mod chip").

But why should anybody alter anything in a PSX2?
Well,if you want to play imported games,backed-up or illegal copies("HongKong silvers")... you have to modify your PSX2(or PSX or PSOne).If not,the hardwired security check routines inside the console will detect your 'unfamiliar' disc and refuse to play it.

Why can't I play any darn thing I please on my own console??
See...copies made in your bedroom or in a sweatshop somewhere in HongKong is not going to generate any income for the developers or distributors of the games and SONY wants you to play only the stuff that they think is suitable for your region!(more on that here ).

Circuit modification?That sounds dangerous!!
Yes and No;
Yes...not only you void your guarantee from your gamestore but if you've never seen a soldering iron before or if you get some dud with wires from a shady website(They usually come with fuzzy photocopied soldering instructions and claims to do everything under the sun) you could be in for a whole lotta pain.

No...*IF*...you do some research on the internet and find a reliable supplier who is readily contactible and support you later with any technical assistance.(I found www.consolesource.com and www.modchip.com as excellent starters.Do E-mail me([email protected]) if you have anything against these sites or find better sources)
These days you can buy PSX2s pre-modified,too.Do some legwork and ask around in gamestores -you may just get lucky!

So,just what ARE these mod chips??
Mod chips are designed to defeat the security features in the console and allow you to play without hindrance.In simple terms,they supply the "all clear" signal to the internal security queries.Too simple for your taste?well,here's something that I lifted from consolesource.com's site:

When you power on your PlayStation, there are two security checks that occur, referred to as 'startup queries.' The first startup query concerns regional coding on the PlayStation in relation to the regional coding on the game that is being booted. The PlayStation checks the game in order to ensure that the regional coding of the PlayStation matches the regional coding of the game. If the region codes do not match, then the PlayStation halts the boot process. For example, this is why you cannot play a Japanese game on a USA PlayStation (without a ModChip that is!). A ModChip has the ability to provide the PlayStation with a positive response to its startup regional queries, telling the PlayStation that the regional code of the game does indeed match the regional coding of the PlayStation. Therefore, a PlayStation with a ModChip installed, has the ability to play games that are encoded with different regional coding than that of the actual PlayStation. This explains how you can play import games on your domestic PlayStation.

Furthermore, each original PlayStation disk contains a section of ‘bad blocks’ that can only be written to CDROM's by technology exclusive to Sony and its game developers. When you power on the PlayStation, it queries the game disk in the system to ensure that it does indeed contain this section of 'bad blocks'. If the section of ‘bad blocks’ is detected, then the boot process continues and the game begins. If this section of ‘bad blocks’ is not detected, then the boot process is halted. When you make a CDR backup copy of a PlayStation game, there is no way to duplicate or write the section of ‘bad blocks’ on or to the CDR media. This is why a CDR backup copy of a PlayStation game cannot be played in a PlayStation, without a ModChip.

The ModChip has the ability to give the PlayStation a positive response to its startup query regarding sections of 'bad blocks.' The PlayStation is led to believe that the game in the system does contain the 'bad block' section, even though it does not. This is how CDR backup copies are made playable in a PlayStation with a ModChip. This all worked fine until protected games (also referred to as anti-mod games) were developed, requiring the need for game patches.

Protected games have two distinct software features, which can detect CDR backup copies and modified PlayStation consoles. The first feature concerns the ‘bad block’ section we mentioned earlier. The protected game seeks to confirm that the ‘bad block’ section does exist, the same way it did at system startup. In the initial anti-mod games this query was run at a fixed time interval therefore it was predictable. Conventional ModChips could accommodate this query because once a PlayStation system modified with a conventional ModChip is powered on, the ModChip continuously injects the false positive ‘bad block’ section confirmation code into the system. Therefore a conventional ModChip could overcome the first of two anti-mod detection features.

The real stumbling block for the conventional ModChip was the second anti-mod detection feature. This component of anti-mod games actually detects the conventional ModChips’ constant, false positive code transmission. Once the anti-mod game discovered that there was a device in the PlayStation, which was feeding code to the system at an inappropriate time, the game was halted and a screen displayed a warning that your system may have been modified.

A solution was quickly discovered for this new breed of anti-mod games, it was known as the Stealth ModChip. The first generation of Stealth ModChips worked like a charm on all of the anti-mod games available at the time. These games included Dino Crisis, Poporouge and Tomba2. The Stealth ModChip worked by providing the system with the appropriate code at the appropriate fixed time intervals. Then the Stealth ModChip went to sleep, or in other words it ceased its false positive code transmission. Well if you haven’t figured it out yet the key term leading to the failure of the first generation Stealth ModChip is ‘fixed time interval’. Shortly following the release of the Stealth ModChip anti-mod games began to appear which used random and multiple time intervals for its queries. ModChip dealers scrambled to adjust their Stealth ModChip code to accommodate the timing of each new anti-mod game released many releasing version 5.0, 6.0 and even 7.0 of their Stealth ModChip.


So,I just order a stealth chip over the internet,then??
First check out your console's model no.(SCPH-10000,-15000,-18000,-30000,-30001,-30002 or -30005),product version and the region of your console(Japan,US,UK/Europe).Depending on these you may have to buy different mod chips or you might discover that no work-around exists-just yet!

Best of luck and happy gaming!!

GET BACK


Designed and maintained by NIEL SCYTHERMAN (c)2001 Raves,rants,remarks or questions==>[email protected]
Hosted by www.Geocities.ws

1