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PlayStation 2 Information, Fitting Guides, Repair Guides...

Here we have tried to organise all of the information we have regarding the PlayStation 2 video games console and specifically PS2 console repairs, servicing and upgrading.


PlayStation 2                   Book a Repair                    Repair Parts                 External Links

PlayStation 2 - PS2 Information

Fitting & Installation Guides Console Information
PS2 CD motor fitting guide
PS2 Controller port fitting guide
PS2 Fan fitting guide
PS2 LA6508 (direct solder) RII fitting guide
PS2 LA6508R (wired) clone V10 fitting guide
PS2 LA6508R (wired) clone V9 fitting guide
PS2 Laser arm fitting guide
PS2 Laser arm modification
PS2 Laser fitting guide
PS2 Reset / eject buttons & cable fitting V1-V8
PS2 Skin fitting guide
PS2 Slide Card instructions
PS2 Swap Magic & Flip Top (Video)
PS2 Swap Magic & Slide Card (Video)
PS2 Swap Magic instructions

Specification
Models & Variations
Production & Availability
Version Checker
Blog Articles
Forum (community support)
Common Parts & Spares Downloadable Files
PS2 KHS-400B Laser
PS2 Laser Arm
PS2 Power Supply Unit
PS2 CD Motor
All PS2 Parts
 

 

 

PlayStation 2 Specification

* CPU: 64-bit[3][4] "Emotion Engine" clocked at 294.912 MHz (299 MHz on newer versions), 10.5 million transistors
o System Memory: 32 MB(32 × 220 bytes) Direct Rambus or RDRAM
o Memory bus Bandwidth: 3.2 gigabytes per second
o Main processor: MIPS R5900 CPU core, 64 bit, little endian (mipsel).
o Coprocessor: FPU (Floating Point Multiply Accumulator × 1, Floating Point Divider × 1)
o Vector Units: VU0 and VU1 (Floating Point Multiply Accumulator × 9, Floating Point Divider × 1), 32-bit, at 150 MHz.
+ VU0 typically used for polygon transformations optionally (under parallel or serial connection), physics and other gameplay based things
# Parallel performs transformations in parallel in the same moment
# Serial (series) performs transformations in a series of steps or stages coherent to the design of each VU
* Stage 1: VU0 does perspective and cam, boning, animations and movement laws per triangle
* Stage 2: VU1 does colors, lights and effects per triangle)
+ VU1 typically used for polygon transformations, lighting and other visual based calculations
# Texture matrix able for 2 units (UV/ST)[36]
o Floating Point Performance: 6.2 gigaFLOPS (single precision 32-bit floating point)
+ FPU 0.64 gigaFLOPS
+ VU0 2.44 gigaFLOPS
+ VU1 3.08 gigaFLOPS (with Internal 0.64 gigaFLOP EFU)
o 3D CG Geometric transformation(VU0+VU1 parallel): 66 million polygons per second
+ 3D CG Geometric transformations under curved surfaces: 16 million polygons per second
+ 3D CG Geometric transformations at peak bones/movements/effects(textures)/lights(VU0+VU1): 15-20 million polygons per second (dependent on if series or parallel T&L)
+ Actual real-world polygons (per frame):500-650k at 30fps, 250-325k at 60fps
o Compressed Image Decoder: MPEG-2
o I/O Processor interconnection: Remote Procedure Call over a serial link, DMA controller for bulk transfer
o Cache memory: Instruction: 16 KB(16 × 210 bytes), Data: 8 KB + 16 KB (ScrP)

* Graphics processing unit: "Graphics Synthesizer" clocked at 147 MHz
o Pixel pipelines: 16
o Video output resolution: variable from 256x224 to 1280x1024 pixels
o 4 MB (4 × 220 bytes) Embedded DRAM video memory bandwidth at 48 gigabytes per second (main system 32 MB can be dedicated into VRAM for off-screen materials)
+ Texture buffer bandwidth: 9.6 GB/s
+ Frame buffer bandwidth: 38.4 GB/s
o DRAM Bus width: 2560-bit (composed of three independent buses: 1024-bit write, 1024-bit read, 512-bit read/write)
o Pixel Configuration: RGB: Alpha:Z Buffer (24:8, 15:1 for RGB, 16, 24, or 32-bit Z buffer)
o Dedicated connection to: Main CPU and VU1
o Overall Pixel fillrate: 16x147 = 2.352 Gpixel/s (rounded to 2.4 Gpixel/s)
+ Pixel fillrate: with no texture, flat shaded 2.4(75,000,000 32pixel raster triangles)
+ Pixel fillrate: with 1 full texture(Diffuse Map), Gouraud shaded 1.2 (37,750,000 32-bit pixel raster triangles)
+ Pixel fillrate: with 2 full textures(Diffuse map + specular or alpha or other), Gouraud shaded 0.6 (18,750,000 32-bit pixel raster triangles)
o GS effects: AAx2 (poly sorting required)[37], Bilinear, Trilinear, Multi-pass, Palletizing (4-bit = 6:1 ratio, 8-bit = 4:1)
o Multi-pass rendering ability
+ Four passes = 300 Mpixel/s (300 Mpixels/s divided by 32 pixels = 9,375,000 triangles/s lost every four passes)[38]

* Audio: "SPU1+SPU2" (SPU1 is actually the CPU clocked at 8 MHz)
o Number of voices: 48 hardware channels of ADPCM on SPU2 plus software-mixed channels
o Sampling Frequency: 44.1 kHz or 48 kHz (selectable)
o Output: Dolby Digital 5.1 Surround sound, DTS (Full motion video only), later games achieved analog 5.1 surround during gameplay through Dolby Pro Logic II

* I/O Processor
o CPU Core: Original PlayStation CPU (MIPS R3000A clocked at 33.8688 MHz or 37.5 MHz)
o Automatically underclocked to 33.8688 MHz to achieve hardware backwards compatibility with original Playstation format games.
o Sub Bus: 32-bit
o Connection to: SPU and CD/DVD controller.

* Interfaces:
o 2 proprietary PlayStation controller ports (250 kHz clock for PS1 and 500 kHz for PS2 controllers)
o 2 proprietary Memory Card slots using MagicGate encryption (250 kHz for PS1 cards, up to 2 MHz for PS2 cards)
o Expansion Bay (PCMCIA on early models for PCMCIA Network Adaptor and External Hard Disk Drive) DEV9 port for Network Adaptor
o Modem, Ethernet and Internal Hard Disk Drive (single IDE/ATA channel, possible to hook 2 devices to.)
o FireWire (only in SCPH 10xxx – 3xxxx)
o Infrared remote control port (SCPH 5000x and newer) — IEEE 1394 port removed and Infrared port added in SCPH-50000 and later hardware versions.
o 2 USB 1.1 ports with an OHCI-compatible controller.

* Disc Drive type: proprietary interface through a custom micro-controller + DSP chip. 24x speed (PlayStation 2 format CD-ROM, PlayStation format CD-ROM), 4x (Supported DVD formats) — Region-locked with anti-copy protection. Can't read "Gold Discs" i.e., normal CD-ROMs.

* Supported Disc Media: PlayStation 2 format CD-ROM, PlayStation format CD-ROM, Compact Disc Audio, PlayStation 2 format DVD-ROM (4.7 GB)(some games on DVD9 8.5 GB), DVD Video (4.7 GB), DVD-9 (8.5 GB Double-Layer). Later models (starting with SCPH-50000) are DVD+RW, and DVD-RW compatible.

 

 

PlayStation 2 Models / Variations

Three of the original PS2 launch models (SCPH-10000, SCPH-15000, and SCPH-18000) were only sold in Japan, and lacked the expansion bay (Dev9) of current PS2 models. These models included a PCMCIA slot instead of the Dev9 port of newer models. A PCMCIA-to-Dev9 adapter was later made available for these models. SCPH-10000 and SCPH-15000 did not have a built-in DVD movie playback and instead relied on encrypted playback software that was copied to a memory card from an included CD-ROM. V3 had a substantially different internal structure from the subsequent revisions, featuring several interconnected printed circuit boards. As of V4 everything was unified into one board, except the power supply. V5 introduced minor internal changes, and the only difference between V6 (sometimes called V5.1) and V5 is the orientation of the Power/Reset switch board connector, which was reversed to prevent the use of no-solder modchips. V7 and V8 included only minor revisions to V6. Assembly of the PS2 moved to the People's Republic of China during the development of V9 (model numbers SCPH-50000 and SCPH-50001). The upgraded console added an infrared port for the optional DVD remote control, added the capability to read DVD-RW and DVD+RW discs, added progressive-scan output of DVD movies, and added a quieter fan. V10 and V11 were only minor revisions to V9.

The PS2 standard color is matte black. Several different variations in color have been produced in different quantities and regions, including ceramic white, light yellow, metallic blue (aqua), metallic silver, navy (star blue), opaque blue (astral blue), opaque black (midnight black), pearl white, Sakura purple, satin gold, satin silver, snow white, super red, and transparent blue (ocean blue).

In September 2004, Sony unveiled its third major hardware revision (V12, model number SCPH-70000).

 

 

PlayStation 2 Production & Availability

On November 29, 2005, the PlayStation 2 became the fastest game console to reach 100 million units shipped, accomplishing the feat within 5 years and 9 months from its launch. This achievement occurred faster than its predecessor, the PlayStation, which took 9 years and 6 months to reach the same benchmark.

The PS2 has sold 138 million sell-in units worldwide as of August 18, 2009, according to Sony. In Europe, the PS2 has sold 48 million units as of May 6, 2008, according to Sony Computer Entertainment Europe. In North America, the PS2 has sold 50 million units as of December 2008. In Japan, the PS2 has sold 21,454,325 units as of October 1, 2008, according to Famitsu/Enterbrain.

In Europe, the PS2 sold 6 million units in 2006 and 3.8 million in 2007, according to estimates by Electronic Arts. In 2007, the PS2 sold 3.97 million units in the US according to the NPD Group and 816,419 units in Japan according to Enterbrain. In 2008, the PS2 sold 480,664 units in Japan, according to Enterbrain.

 

 

PlayStation 2 Version Checker

Take a look on the back of your PS2 console, you will see a label similar to the one below. The numbers that follow SCPH are your PS2's model number. This can help you identify which version you have.

PS2 console versions 1, 2 & 3 Identification

V1 - First PS2 released in Japan

V2 - First PS2 released in USA

V3 - First PS2 released in UK & Europe

Turn your console upside down and have a look at the bottom you will see several square screw caps, if you have 10 of these caps you have a PS2 console version 1, 2 or 3 if not, then you have 8 screw caps and your version will be 4 or above.

PS2 console version 4 Identification

The model number can be

SCPH- 30000 , 30001 , 35001 , 30002 , 35002 , 30003 , 35003 , 30004 , 35004

You console will have 8 case screws.

PS2 console version 5/6 Identification

The model number can be

SCPH- 30000R, 30001 R, 30002 R, 30003 R, 30004 R, 30006 R
But also some 30000, 30001, 30002, 30003, 30004 PS2 consoles have a V5/V6 main board.

PS2 console version 7/8 Identification

If your model number is SCPH- 39000 , 39001 , 39002 , 39003 , 39004 , 37000

PS2 console version 9/10 Identification

If your model number is SCPH- 50001, 50002, 50003, 50004, 5000X

These consoles will either be Black or Satin Silver in colour and have an Infrared remote sensor between the Power and Eject buttons. The only difference between them is the mainboard the version 9 has the GH-023 and the V10 has GH-026.

PS2 console version 11 Identification

This console version does not exist .

PS2 console version 12,13,14 Identification

These consoles are all PS2 slimline models, there is a few variations but no significant changes.

 

 

References

Much of the content on this page has been produced with information provided by wikipedia under the terms and conditions of the creative commons license.

 




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