AFAIK it's the same with better graphics, picture gallery and the ability to share fishing minigames with friends.
EDIT: Someone made a list of the differences:
The title screen is different
Some slowdown before attacks until you've had the game on for a bit.
The electric room with the machine soldier in the "Factory" has permanent slowdown which actually makes it a lot easier to do that sequence of lever presses. I think this was done on purpose because there's no other parts like it in the game.
Hachio's name is "Haochi"
Heavy Dagger is now more accurately called "Frost Dagger."
The room with the block puzzle in angel tower has one of the passages decreased in width and you can't get into random battles to teleport to the top to skip the puzzle.
Stallion's color scheme is completely different. He is Brown, white, and yellow if I recall.
"Utmost attack" had its name changed to "Vacuum Wave". I think it is because Stallion was supposed to look like "Ultraman", a Japanese hero. Utmost attack must have been one of his techniques?"
In the Desert, getting into random encounters does not turn Ryu in a random direction. Turning right once, then walking straight until you reach Manmo still works thankfully.
Dupe glitch does not work anymore.
The Holy Mantle seems to work better. If you walk perfectly straight, you will go a while without fighting. Take a single turn, and it's battle time though. I remember it doing absolutely nothing.
Finally, all of the music has added instruments which in my opinion make the music in the game a LOT better. I have never heard those extra sounds even on my I-pod. When I play my PSP on TV, you can still hear the new sounds. I wonder if the music had some sort of error in all of the tracks to begin with? Every song I can think of has something new in it.
Source: http://www.gamefaqs.com/boards/196817-breath-of-fire-iii/55291244
For those aspects of 'regions' that do not actually affect the physical functioning of the hardware (I.e. those regions that are just labels arbitrarily assigned), there is no problem with emulators. Why?
Emulators simply don't use this region-locking "feature". They don't read the 'special section' of the disc. And since the game is unaware of its existence as a 'safety feature', this DRM is ironically its own undoing. There's no way for the game to query or know what its own region is, when all the regions behave the same.
Some emulators also have 'fast-boot' support that skips this phase of the boot process, also nullifying region checks further.
So as emulators don't need the region information, they just imitate the real thing: It's never available. Hence custom checks that fail if region information is available past boot will succeed on properly behaved, read; most popular, emulators.
There is one aspect that is different though: PAL versus NTSC. The latter is used in Japan, Canada, the USA, Mexico. The former is used in the rest of the world. These two standards have different framerates. That is something the game can access, and thus games that are created for PAL might crash or quit themselves if loaded on an NTSC BIOS and vice versa due to custom checks, as you noticed. But since the emulator controls the BIOS subsystem, it can simply be instructed by the user to load the correct one for the game. When using fastboot, the emulator might also infer the correct display standard from the game itself and set itself up accordingly.
Side note: It might behoove the user to locate PAL versions of any NTSC game they have originally developed in the US or Japan: NTSC conversions are typically of poor quality, game developers usually took the route of slowing the whole game down by ~17%, which tends to affect the experience negatively: Even though 60fps PAL is a thing, support for more TV sets and/or lack of knowledge overrode the decision to implement it properly.
You can read more about it here. Or check out the source code of an emulator to see how video mode switching works. (This is PCSX2, but it also supports PS1 games).
Best Answer
The pocketstation is simply a special Playstation One memory card with a screen and a few buttons. A few select Playstation titles could send special data to the Pocketstation where you could play a game on the Pocketstation itself, independent of the Playstation, and sometimes send data back to the game for in-game rewards. A notable user of this system was Final Fantasy 8, whose North American version included this feature, despite the US never getting the Pocketstation. Those of us (me) who imported a Pocketstation could use it on NA FF8 on NA Playstations, however.
If you're familiar with the Dreamcast's VMU "Visual Memory Unit", it is exactly that, though it loaded in the memory card slot, not the controller, and was not used as a display in-game.
Also noteworthy is the Playstation 3 actually recognizes and can read Pocketstation data (it will even display a Pocketstation icon), though it cannot send data back to the Pocketstation, making it somewhat useless unless you need to read it as a memory card.