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==Description==
==Description==
[[File:Ps2_block_diagram.png|200px|thumb|right|Simplified block diagram of a PS2<br />[http://www.philvaz.com/games/PS2.htm source]]]
Emulation of Playstation 2 is currently handled by 3 kind of emulators. CECH-A/B models use ps2_emu.self able to use built-in PS2 hardware (EE/GS/Rambus memory), and have best compatibility. CECH-C/E use ps2_gxemu, this emulator use physical Graphic Synthesizer found in this ps3 model, but Emotion Engine is fully emulated here, also there is no Rambus memory. All other models emulate PS2 thru fully software based ps2_netemu used for ps2 classics, and hacked now to use decrypted ISO files. Earlier before Sony provided ps2 classics on PS Store there was another soft only emulator strongly based on ps2_gxemu. It was called ps2_softemu, and had support for original PS2 CDVD. Only emulator not able to run physical discs is ps2_netemu.  
Emulation of Playstation 2 is currently handled by 3 kind of emulators. CECH-A/B models use ps2_emu.self able to use built-in PS2 hardware (EE/GS/Rambus memory), and have best compatibility. CECH-C/E use ps2_gxemu, this emulator use physical Graphic Synthesizer found in this ps3 model, but Emotion Engine is fully emulated here, also there is no Rambus memory. All other models emulate PS2 thru fully software based ps2_netemu used for ps2 classics, and hacked now to use decrypted ISO files. Earlier before Sony provided ps2 classics on PS Store there was another soft only emulator strongly based on ps2_gxemu. It was called ps2_softemu, and had support for original PS2 CDVD. Only emulator not able to run physical discs is ps2_netemu.  


Emulators are self files, but not typical one. Emulators are not truly PS3 Game OS elf executables, but Guest OS'es running on LV1 of PS3. This mean that LV2, or more friendly Game OS is unloaded before emulator is loaded. This also mean that while emulators are running we can't call any LV2 function. Also LV1 syscalls are limited to call from all emulators, but can be fully unlocked.
Emulators are self files, but not typical one. Emulators are not truly PS3 Game OS elf executables, but Guest OS'es running on LV1 of PS3. This mean that LV2, or more friendly Game OS is unloaded before emulator is loaded. This also mean that while emulators are running we can't call any LV2 function. Also LV1 syscalls are limited to call from all emulators, but can be fully unlocked.  


All emulators use built-in stripped developement version of PS2 BIOS with disabled debug functions that can affect some games. This is done because some games print debug info on screen when found that are run on dev bios. Bios between ps2_emu, and ps2_gxemu/ps2_netemu are different. Ps2_emu BIOS is able to run only on ps2emu version of emulator due to RDRAM check.
All emulators use built-in stripped developement version of PS2 BIOS with disabled debug functions that can affect some games. This is done because some games print debug info on screen when found that are run on dev bios. Bios between ps2_emu, and ps2_gxemu/ps2_netemu are different. Ps2_emu BIOS is able to run only on ps2emu version of emulator due to RDRAM check.


PS3 models without Emotion Engine unit use "SPE-compatible SIMD graphics-rounding mode for VMX/Altivec Instructions" for FPU, and VU0 emulated floats calculations. This is set on emulator init by HV call 97 with param 1. VU1 actually run at SPE core so no compatibility mode need (or can) to be set. SPE compatible mode for PPE mean that rounding mode is set as round to zero, denormals are treated as zero, and there are no infinities or NaNs. So theoretically what PS2 FPU/VU was originally. Although SPE and PPE SPE compatibility mode is still inaccurate comparing to PS2, because Sony decided to cut off 2 guard bits from calculations on PS2. Probably because there was no need for round and sticky bits (no Nan/Inf, one round mode, etc.). Additionally float divide algorithm is custom and not fully understood up to this day. Good example here are TriAce games, or Castlevania COD where SPE calculation is wrong by 1 bit making games unplayable without patch. This are PS2 math algo specific inaccuracies in FPU/VU implementation that are not present on any other hardware.
PS3 models without Emotion Engine unit use "SPE-compatible SIMD graphics-rounding mode for VMX/Altivec Instructions" for FPU, and VU0 emulated floats calculations. This is set on emulator init by HV call 97 with param 1. VU1 actually run at SPE core so no compatibility mode need (or can) to be set. SPE compatible mode for PPE mean that rounding mode is set as round to zero, denormals are treated as zero, and there are no infinities or NaNs. So literally what PS2 VU was originally. Although SPE, and PPE SPE compatibility mode can still be inaccurate comparing to PS2. Good example here are TriAce games, or Castlevania COD where SPE calculation is wrong by 1 bit making games unplayable without patch. This is due to some PS2 math algo specific inaccuracies in FPU/VU implementation that are not present on any other hardware.


[[File:Ps2_block_diagram.png|200px|thumb|right|Simplified block diagram of a PS2<br />[http://www.philvaz.com/games/PS2.htm source]]]
Note:  
Note:  
* not available in early Tool/DECR and Debug/DEX firmwares. But available in AV TOOL firmware since 1.00
* not available in early Tool/DECR and Debug/DEX firmwares. But available in AV TOOL firmware since 1.00
* Emulation is based on a SCPH-50000/SCPH-20401 Playstation 2 Model.
* Emulation is based on a SCPH-50000/SCPH-20401 Playstation 2 Model.
* [https://web.archive.org/web/20211118050305/http://unina.stidue.net/Universita'%20di%20Trieste/Ingegneria%20Industriale%20e%20dell'Informazione/Tuzzi/Architetture_Avanzate_dei_Calcolatori/Emotion_2.pdf Introduction to PlayStation2 Architecture.pdf]
* [http://unina.stidue.net/Universita'%20di%20Trieste/Ingegneria%20Industriale%20e%20dell'Informazione/Tuzzi/Architetture_Avanzate_dei_Calcolatori/Emotion_2.pdf Introduction to PlayStation2 Architecture.pdf]
* ps2tek docs - https://psi-rockin.github.io/ps2tek/


==PS2 emulators workload comparison==
==PS2 emulators workload comparison==
{{PS2 emulators workload comparison}}
{{PS2 emulators workload comparison}}


==PS2 Emulator Types and Revisions==
==PS2 Emulators types and versions==
 
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
<div>
<div style="float:top; text-align:center;">'''PS2 Emulator Types and Revisions'''</div>
<div style="float:left; width:28%;">
{| class="wikitable" style="font-size:xx-small;"
|+ ps2_emu.elf (decrypted)
! Firmware !! Bytes !! MD5 !! Timestamp !! <abbr title="Revision">Rev</abbr> !! <abbr title="Maximun number of supported commands">Comm</abbr>
|-
|-
! [[1.00_AV|1.00 AV]]
! colspan="4" | PS2_EMU
| 8 258 328 || 19DC714F1109FF772BEF5B00C4AF2CF7 || 06/10/04/12:15 || ? || ?
|-
|-
! [[1.02_CEX|1.02]]
! FW version !! TOC !!  Notes
| 8.258.504 || FF9C1C465DF6F501E418602A488CBD40 || 06/10/21/00:01 || ? || ?
|-
|-
! [[1.10_CEX|1.10]]
| 1.00 AV || 0x7C3150 ||
| 8.254.568 || 72EFF1FB3E9A175253687634B698CC91 || 06/11/09/06:08 || ? || ?
|-
|-
! [[1.11_CEX|1.11]]
| 1.02 || 0x7C31F0 ||
| 8.255.192 || 98BCC06ACA07971DFE57A126000B6DEE || 06/11/21/17:54 || ? || ?
|-
|-
! [[1.30_CEX|1.30]]
| 1.10 || 0x7C2168 ||
| 8.787.800 || 3F1E943139329E8AD5461FA43DB4DD0E || 06/12/05/05:33 || rowspan="2" | same || rowspan="2" | ?
|-
|-
! [[1.30_AV|1.30 AV]]
| 1.11 || 0x7C23C8 ||
| 8.787.800 || F2CE2D8CF41FF38E586AE7A91A13980C || 06/12/05/07:15
|-
|-
! [[1.31_CEX|1.31]]
| 1.30 || 0x8442E8 ||
| 8.790.440 || CF13D31F202DA3C55009C06B6A2B27A0 || 06/12/12/18:47 || ? || ?
|-
|-
! [[1.32_CEX|1.32]]
| 1.30 AV || 0x8442E8 ||
| 8.794.664 || 6DD631EEDE321AC7F59C85BC6AC0DCA9 || 06/12/18/05:54 || ? || ?
|-
|-
! [[1.50_CEX|1.50]]
| 1.31 || 0x844C98 ||
| 8.805.912 || 81B38EE824E460385B44FADE78CAA5DC || 07/01/18/22:52 || ? || ?
|-
|-
! ?
| 1.32 || 0x845CA0 ||
| ? || ? || ? || ? || ?
|-
|-
! [[1.70_CEX|1.70]]
| 1.50 || 0x848728 ||
| 8.854.680 || CEACBB22EB450C5CC587C193CE7BBE91 || 07/04/16/16:11 || ? || ?
|-
|-
! ?
| 1.90 || 0x4D7ED8 ||
| ? || ? || ? || ? || ?
|-
|-
! [[1.90_CEX|1.90]]
| 3.66 - 3.74 || 0x4E9A20 ||
| 5.190.280 || 88B26FDC910B8633613BC366D39F439D || 07/07/21/06:44 || ? || ?
|-
|-
! ?
| 4.00 - 4.01 || 0x4EADB8 ||
| ? || ? || ? || ? || ?
|-
|-
! [[2.10_CEX|2.10]]
| 4.10 - 4.11 || 0x4EAD28 ||
| 5.223.112 || CB1924E7163F01EA2DD3965918BACCE4 || 07/12/15/05:29 || ? || ?
|-
|-
! ?
| 4.20 - 4.21 || 0x4EAE30 ||
| ? || ? || ? || ? || ?
|-
|-
! [[3.40_CEX|3.40]]
| 4.23 || 0x4EACE0 ||
| 5.267.128 || 916603300F798139456FCF1A40384A97 || 10/06/23/15:44 || ? || ?
|-
|-
! ?
| 4.25 || 0x4EAE30 || Reverted to 4.20 - 4.21 version?
| ? || ? || ? || ? || ?
|-{{cellcolors|#ddddff}}
! [[3.66_CEX|3.66]]
| rowspan="3" | 5.267.112 || BE20230D091F5C8AB8364607D49A6992 || 11/06/16/03:51 || rowspan="3" | same || rowspan="3" | ?
|-{{cellcolors|#ddddff}}
! ~
| colspan="2" style="text-align:center; background-color:#ddddff;" | ''Any''
|-{{cellcolors|#ddddff}}
! [[3.74_CEX|3.74]]
| 5B2CA12EE08298094177667C681BC75F || 11/10/25/00:30
|-{{cellcolors|#bbbbff}}
! [[4.00_CEX|4.00]]
| rowspan="2" | 5.272.152 || 08516640BE636F3E633C0416F09EF941 || 11/11/22/03:10 || rowspan="2" | same || rowspan="2" | ?
|-{{cellcolors|#bbbbff}}
! [[4.01_CEX|4.01]]
| 61ECD51036247547736274EEB52FA4C4 || 11/12/23/01:02
|-{{cellcolors|#ddddff}}
! [[4.10_CEX|4.10]]
| rowspan="2" | 5.272.008 || 88CFD465D2F412C075C69531278BB3A9 || 12/02/05/23:08 || rowspan="2" | same || rowspan="2" | ?
|-{{cellcolors|#ddddff}}
! [[4.11_CEX|4.11]]
| 2B45F72675B844C08E1735059F9826E3 || 12/02/11/07:05
|-{{cellcolors|#bbbbff}}
! [[4.20_CEX|4.20]]
| rowspan="2" | 5.272.264 || 23D3F9909EBA3F1AB0D757850C5D6809 || 12/06/15/02:01 || rowspan="2" | same || rowspan="2" | ?
|-{{cellcolors|#bbbbff}}
! [[4.21_CEX|4.21]]
| 110F0D01B39193F1A2031BBC7ADBBC2F || 12/06/30/01:06
|-
|-
! [[4.23_SEX|4.23 S]]
| 4.78 - 4.82 || 0x4EB8C0 ||
| 5.271.912 || 783201F2541117E545B8E01B3A0B1955 || 12/07/31/00:17 || ? || ?
|-
|-
! [[4.25_CEX|4.25]]
! colspan="4" | PS2_GXEMU
| 5.272.264 || C895EAA3F79BA2040D6C828A5B811139 || 12/09/07/06:55 || ? || ?
|-
|-
! ?
! FW version !! TOC !!  Notes
| ? || ? || ? || ? || ?
|-
|-
! ?
| 1.50 || 0x5BDFC8 ||
| ? || ? || ? || ? || ?
|-
|-
! ?
| 1.90 || 0x666C78 ||
| ? || ? || ? || ? || ?
|-
|-
! colspan="6" style="background:#80ff80; line-height:75%" | Abandoned (last revision)
| 3.66 - 3.74 || 0x6766B8 ||
|-{{cellcolors|#ddddff}}
! [[4.78_CEX|4.78]]
| rowspan="3" | 5.274.984 || ABC9228FCEA0E779E3157CA546A1FD02 || 15/12/17/01:14 || rowspan="3" | same || rowspan="3" | ?
|-{{cellcolors|#ddddff}}
! ~
| colspan="2" style="text-align:center; background-color:#ddddff;" | ''Any''
|-{{cellcolors|#ddddff}}
! [[4.89_CEX|4.89]]
| 7523DE6D38B13B9C4B9F72419C50D4A7 || 22/02/04/14:35
|}
<span style="font-size:small">
{{dot}}'''Decrypted (elf)''': changes <abbr title="when comparing two decrypted files of the same revision from different firmwares the only difference is the build label">every firmware version</abbr><br>
{{dot}}'''<abbr title="0x20 bytes">Build label</abbr>''': yes, with timestamp, search for '''ps2ver:'''<br>
{{dot}}'''Target Firmware''': no/unknown<br>
{{dot}}'''Revision''': unknown
</span>
</div>
<div style="float:left; width:24%;">
{| class="wikitable" style="font-size:xx-small;"
|+ ps2_gxemu.elf (decrypted)
! Firmware !! Bytes !! MD5 !! <abbr title="Revision">Rev</abbr> !! <abbr title="Maximun number of supported commands">Comm</abbr>
|-
|-
! [[1.00_CEX|1.00]] ~ [[1.32_CEX|1.32]]
| 4.00 - 4.11 || 0x677990 ||
| colspan="4" {{no}}
|-
|-
! [[1.50_CEX|1.50]]
| 3.66 - 3.74 || 0x677AA8 ||
| 6.106.040 || BACC208C8A793F82D71F85B02DD2D318 || ? || ?
|-
|-
! ?
| 4.78 - 4.82 || 0x678548 ||  
| ? || ? || ? || ?
|-
|-
! [[1.70_CEX|1.70]]
! colspan="4" | PS2_SOFTEMU
| 6.763.336 || B70A15512EF9FA74B798A5E9241FE571 || ? || ?
|-
|-
! ?
! FW version !! TOC !!  Notes
| ? || ? || ? || ?
|-
|-
! [[1.90_CEX|1.90]]
| 1.90 || 0x5C7B10 ||
| 6.802.720 || B9E2CC8D72779650D9B500B75AE552EB || ? || ?
|-
|-
! ?
| 2.50 || 0x5C7ED8 ||
| ? || ? || ? || ?
|-
|-
! [[2.10_CEX|2.10]]
| 3.41 || 0x5C8C00 ||  
| 6.822.576 || E34C4EB587CCE44AB4B92D848DC391A7 || ? || ?
|-
|-
! ?
| 3.66 - 3.71 || 0x5C8EC0 ||
| ? || ? || ? || ?
|-
|-
! [[3.40_CEX|3.40]]
| 3.72 - 4.01 || 0x5C8E40 ||
| 6.866.424 || 80091C68E2F8D2385A2125AB38085A3C || ? || ?
|-
|-
! ?
! colspan="4" | PS2_NETEMU
| ? || ? || ? || ?
|-
|-
! [[3.66_CEX|3.66]] ~ [[3.74_CEX|3.74]]
! FW version !! TOC !!  Notes
| 6.867.024 || E04FA0FE63A968C53AE366B3AAD0141A || ? || ?
|-
|-
! [[4.00_CEX|4.00]] ~ [[4.11_CEX|4.11]]
| 3.73 - 3.74 || 0x7D8B00 ||
| 6.871.848 || D5E97019132848203970213FF96F2AAB || ? || ?
|-
|-
! [[4.20_CEX|4.20]] ~ [[4.25_CEX|4.25]]
| 4.00 - 4.01 || 0x7DA200 ||
| 6.872.128 || 678F16283CAA8CFBC03A5FBCB6ABA41E || ? || ?
|-
|-
! ?
| 4.10 - 4.11 || 0x7DA180 ||
| ? || ? || ? || ?
|-
|-
! ?
| 4.20 - 4.25 || 0x7DA500 ||
| ? || ? || ? || ?
|-
|-
! ?
| 4.78 - 4.83 || 0x751280 ||  
| ? || ? || ? || ?
|-
|-
! colspan="6" style="background:#80ff80; line-height:75%" | Abandoned (last revision)
|-
! [[4.78_CEX|4.78]] ~ [[4.89_CEX|4.89]]
| 6.874.848 || C7681420A7B3A2A6E3BF89F4A12A3DD6 || ? || 0x2B ?
|}
|}
<span style="font-size:small">
 
{{dot}}'''Decrypted (elf)''': changes <abbr title="when comparing two decrypted files of the same revision from different firmwares there are no differences">every emu revision</abbr><br>
==General observations regarding PS2 Classics emulator (ps2_netemu)==
{{dot}}'''<abbr title="0x20 bytes">Build label</abbr>''': no/unknown<br>
* Virtual memory cards are per title based, but apparently run through the current memory card system. The module used to manage memory cards is: vmc_savedata_plugin.sprx - Using a regular memory card that has been renamed result in a "The save data is corrupt (8XXXXXXX) error"
{{dot}}'''Target Firmware''': no/unknown<br>
* Loads an epilepsy warning before PS2 logo (PS button menu appears during epilepsy warning if controller is synced)
{{dot}}'''Revision''': unknown
* Does not support online functionality of PS2 titles (network configuration utility inside Full Spectrum Warrior claims no network adaptor has been found, same with Syphon Filter: The Omega Strain).
</span>
 
</div><div style="float:left; width:24%;">
- Only file that is needed in the folder for PS2 Classics is "iso.bin.enc". Removing the manuals/DXT files will cause the game to boot IMMEDIATELY to the PS2 logo upon switching to 720p/starting PS2 LPAR.
{| class="wikitable" style="font-size:xx-small;"
 
|+ ps2_softemu.elf (decrypted)
====folder/file layout====
! Firmware !! Bytes !! MD5 !! <abbr title="Revision">Rev</abbr> !! <abbr title="Maximun number of supported commands">Comm</abbr>
(in this example GTA San Andreas Classic)
|-
<pre>
! [[1.00_CEX|1.00]] ~ [[1.82_CEX|1.82]]
[NPUD20946]
| colspan="4" {{no}}
      [USRDIR]
|-
            [CONTENT]
! [[1.90_CEX|1.90]] ~ [[1.94_CEX|1.94]]
                    001.dxt
| 6.142.080 || 812330515D01291488315BBE7E0F339E || 11065 || ?
                    002.dxt
|-
                    003.dxt
! [[1.97_CEX|1.97]]
                    004.dxt
| ? || ? || ? || ?
                    005.dxt
|-
                    006.dxt
! [[2.00_CEX|2.00]] ~ [[2.10_CEX|2.10]]
                    007.dxt
| 6.143.048 || C0964350E3E8EA80EB5C7CB34901E9DE || 11830 || ?
                    008.dxt
|-
                    009.dxt
! [[2.16_CEX|2.16]]
                    010.dxt
| ? || ? || ? || ?
                    011.dxt
|-
                    012.dxt
! ? ~ ?
                    013.dxt
| ? || ? || ? || ?
                    014.dxt
|-
                    015.dxt
! [[3.10_CEX|3.10]]
                    016.dxt
| ? || ? || ? || ?
                    017.dxt
|-
                    Others.dxt
! [[3.15_CEX|3.15]]
                    Manual.idx
| ? || ? || 12840 || ?
            [SAVEDATA]
|-
                    SCEVMC0.VME
! [[3.16_CEX|3.16]]
                    SCEVMC1.VME
| ? || ? || ? || ?
            CONFIG
|-
            ISO.BIN.EDAT
! ? ~ ?
            ISO.BIN.ENC
| ? || ? || ? || ?
      PS3LOGO.DAT
|-
      PARAM.SFO
! [[3.40_CEX|3.40]]
      ICON0.PNG
| 6.146.424 || 97C33E83E14399EED1BD4F5351443E1C || ? || ?
      PIC0.PNG
|-
      PIC1.PNG
! [[3.41-1_CEX|3.41]] ~ [[3.65_CEX|3.65]]
      PIC2.PNG
| ? || ? || 13474 || ?
</pre>
|-
 
! [[3.66_CEX|3.66]] ~ [[3.71_CEX|3.71]]
==Virtual PS2 (emulated machine) usage and features==
| 6.147.120 || 513B9160AD8C199CAEFC82C1B7D9D794 || 15435 || ?
 
|-
===Video Modes===
! [[3.72_CEX|3.72]] ~ [[4.01_CEX|4.01]]
'''Note:''' Real PS2 : http://users.neoscientists.org/~blue/ps2videomodes.txt
| 6.146.992 || 1232D3EEB48F301CBB61D76EB3046111 || 15529 || ?
 
|-
Video Modes
! [[4.10_CEX|4.10]]  ~ {{latestPS3}}
----.-----------.---------------.-----------.-----------.
| colspan="4" {{no}}
  No | Name      | Resolution | fV(Hz)    | fH(kHz)  |
|}
----+-----------+---------------+-----------+-----------|
<span style="font-size:small">
  0 | NTSC-NI  |  640x240(224) | 59.940    | 15.734    |
{{dot}}'''Decrypted (elf)''': changes <abbr title="when comparing two decrypted files of the same revision from different firmwares there are no differences">every emu revision</abbr><br>
  1 | NTSC-I    | 640x480(448) | 59.820    | 15.734    |
{{dot}}'''<abbr title="0x20 bytes">Build label</abbr>''': no/unknown<br>
  2 | PAL-NI    | 640x288(256) | 50.000    | 15.625    |
{{dot}}'''Target Firmware''': no/unknown<br>
  3 | PAL-I    | 640x576(512) | 49.760    | 15.625    |
{{dot}}'''Revision''': unknown
  4 | VESA-1A  | 640x480      | 59.940    | 31.469    |
</span>
  5 | VESA-1C  | 640x480      | 75.000    | 37.500    |
</div><div style="float:left; width:24%;">
  6 | VESA-2B  | 800x600      | 60.317    | 37.879    |
{| class="wikitable" style="font-size:xx-small;"
  7 | VESA-2D  | 800x600      | 75.000    | 46.875    |
|+ ps2_netemu.elf (decrypted)
  8 | VESA-3B  | 1024x768      | 60.004    | 48.363    |
! Firmware !! Bytes !! MD5 !! <abbr title="Revision">Rev</abbr> !! <abbr title="Maximun number of supported commands">Comm</abbr>
  9 | VESA-3D  | 1024x768      | 75.029    | 60.023    |
|-
  10 | VESA-4A  | 1280x1024    | 60.020    | 63.981    |
! [[1.00_CEX|1.00]] ~ [[3.66_CEX|3.66]]
  11 | VESA-4B  | 1280x1024    | 75.025    | 79.976    |
| colspan="4" {{no}}
  12 | DTV-480P  | 720x480      | 59.940    | 31.469    |
|-
  13 | DTV-1080I | 1920x1080    | 60.000    | 33.750    |
! [[3.70_CEX|3.70]] ~ [[3.71_CEX|3.71]]
  14 | DTV-720P  | 1280x720      | ??        | ??        |
| 11.036.504 || 0D021D18CC63DDBDA530A93C41ABF865 || <abbr title="build r15686-gif-xdr-user2-usb3">15686</abbr> || rowspan="5" | 0x41
----^-----------^---------------^-----------^-----------'
|-
 
! [[3.72_CEX|3.72]]
==Memory Mapping==
| 11.036.504 || 38EABD7E5F998BC04922CA3B70211208 || <abbr title="build r15842-target370">15842</abbr>
 
|-
=== ps2netemu ===
! [[3.73_CEX|3.73]] ~ [[3.74_CEX|3.74]]
Mapping ELF @ 0x200000000
| 11.036.504 || F21110A93BBEA416749283E6BF3D3C6B || <abbr title="build r15936-target370">15936</abbr>
 
|-
{| class="wikitable"
! [[4.00_CEX|4.00]] ~ [[4.01_CEX|4.01]]
| 11.033.048 || F770442DFA626282B01FEBE3DDFFC477 || <abbr title="build r16195-target400">16195</abbr>
|-
! [[4.10_CEX|4.10]] ~ [[4.11_CEX|4.11]]
| 11.033.216 || 8F0885BCC80A3617E654BB6151F4F718 || <abbr title="build r16361-target410">16361</abbr>
|-
! [[4.20_CEX|4.20]] ~ [[4.23_SEX|4.23]]
| 11.033.728 || 8EB5492E453C50B6D728E7999A57A689 || <abbr title="build r16604-target420">16604</abbr> || rowspan="2" | 0x43
|-
! [[4.25_CEX|4.25]] ~ [[4.26_SEX|4.26]]
| 11.033.728 || E38059300E31432A62967770C3E99EF6 || <abbr title="build r16740-target420">16740</abbr>
|-
! [[4.30_CEX|4.30]] ~ [[4.31_CEX|4.31]]
| ? || ? || 16808 || 0x45
|-
! [[4.40_CEX|4.40]] ~ [[4.41_CEX|4.41]]
| ? || ? || 16916 || 0x46
|-
! [[4.45_CEX|4.45]] ~ [[4.46_CEX|4.46]]
| ? || ? || 17041 || 0x48
|-
! [[4.50_CEX|4.50]]
| ? || ? || 17179 || 0x4A
|-
! [[4.55_CEX|4.55]]
| ? || ? || 17277 || rowspan="2" | 0x4D
|-  
! [[4.60_CEX|4.60]] ~ [[4.76_CEX|4.76]]
| ? || ? || 17314
|-
! colspan="6" style="background:#80ff80; line-height:75%" | Abandoned (last revision)
|-  
! [[4.78_CEX|4.78]] ~ [[4.89_CEX|4.89]]
| 10.442.536 || 8B2DBD1AAD22A0EDCF9C867A1A1FB94D || <abbr title="build r17495-main-rel">17495</abbr> || 0x50
|}
<span style="font-size:small">
{{dot}}'''Decrypted (elf)''': changes <abbr title="when comparing two decrypted files of the same revision from different firmwares there are no differences">every emu revision</abbr><br>
{{dot}}'''<abbr title="0x20 bytes">Build label</abbr>''': yes, without timestamp, search for '''build r'''<br>
{{dot}}'''Target Firmware''': included in the build label<br>
{{dot}}'''Revision''': yes, <abbr title="the location can be seen by comparing 4.23 (value 0x40DC) with 4.25 (value 0x4164) at offset 0x3E4BA in both">'''one''' time</abbr>, and included in the build label
</span>
</div>
</div>
<br style="clear: both;" />
 
*Alternative tables<!-- What means TOC ?, is needed to explain it and/or include this TOC info in the other tables -->
{| class="wikitable" style="float:left; margin:5px"
|+ps2_emu.self
! FW version !! TOC !!  Notes
|-
| 1.00 AV || 0x7C3150 ||
|-
| 1.02 || 0x7C31F0 ||
|-
| 1.10 || 0x7C2168 ||
|-
| 1.11 || 0x7C23C8 ||
|-
| 1.30 || 0x8442E8 ||
|-
| 1.30 AV || 0x8442E8 ||
|-
| 1.31 || 0x844C98 ||
|-
| 1.32 || 0x845CA0 ||
|-
| 1.50 || 0x848728 ||
|-
|-
| 1.90 || 0x4D7ED8 ||
! Name !! ea !! lpar2(netemu 4.81) !! size !! flags !! lpar1(lv1 4.81)
|-
|-
| 3.66 - 3.74 || 0x4E9A20 ||
| text          ||          0x0 ||      0x3D00000 ||  0x300000(  3 MB) || 0x8000000000000003  0000000000000003 || 0x7D00000
|-
|-                                                                                                                
| 4.00 - 4.01 || 0x4EADB8 ||
| ro_work      ||    0x300000 ||      0x300000 || 0x500000(  5 MB) || 0x0000000000000003  0000000000000003 || 0x4300000
|-
|-                                                                                                                
| 4.10 - 4.11 || 0x4EAD28 ||
| rw_work      ||    0x800000 ||      0x800000 || 0x2A00000( 42 MB) || 0x0000000000000001  0000000000000003 || 0x4800000
|-
|-                                                                                                                
| 4.20 - 4.21 || 0x4EAE30 ||
| negmem        ||  0x1FFF0000 ||      0x3210000 ||  0x10000( 64 KB) || 0x0000000000000001  0000000000000000 || 0x7210000
|-
|-                                                                                                                
| 4.23 || 0x4EACE0 ||
| ee_ram        ||  0x100000000 || 0x64000E000000 || 0x2000000( 32 MB) || 0x0000000000000001  0000000000000000 || 0x3C00000 - 0x3F00000, 0x8000000 - 0x9B00000
|-
|-                                                                                                                
| 4.25 || 0x4EAE30 || Reverted to 4.20 - 4.21 version?
| ee_jit_code  ||  0xD00000000 || 0x680024000000 || 0x3000000( 48 MB) || 0x8000000000000001  0000000000000003 || 0xBC00000 - 0xEB00000
|-
|-                                                                                                                
| 4.78 - 4.82 || 0x4EB8C0 ||
| vu0_jit_code  ||  0xD08000000 || 0x580000800000 ||  0x400000(  4 MB) || 0x8000000000000001  0000000000000003 || 0x900000 - 0xC00000
|}
|-                                                                                                                
 
| vu0_jit_data  ||  0xD0C000000 ||      0x3700000 ||  0x400000(  4 MB) || 0x0000000000000002  0000000000000003 || 0x7700000
{| class="wikitable" style="float:left; margin:5px"
|-                                                                                                                
|+ps2_gxemu.self
| eeram_jit_lut ||  0xE00000000 || 0x640010000000 || 0x2000000( 32 MB) || 0x0000000000000001  0000000000000003 || 0x9C00000 - 0xBB00000
! FW version !! TOC !! Notes
|-                                                                                                                
|-
| eerom_jit_lut ||  0xE0FC00000 || 0x580000C00000 ||  0x400000(  4 MB) || 0x0000000000000001  0000000000000003 || 0xD00000 - 0x1000000
| 1.50 || 0x5BDFC8 ||
|-                                                                                                                
|-
| ee_dbg_ram    ||  0x90FFF8000 || 0x64000E078000 ||    0x8000( 32 KB) || 0x0000000000000001  0000000000000000 ||
| 1.90 || 0x666C78 ||
|-                                                                                                                
|-
| iop_ram      ||  0x400000000 ||      0x3300000 ||  0x200000(  2 MB) || 0x0000000000000001  0000000000000000 || 0x7300000
| 3.66 - 3.74 || 0x6766B8 ||
|-                                                                                                                 
|-
| iop_rom      ||  0x50FC00000 || 0x580001000000 ||  0x400000(  4 MB) || 0x0000000000000001  0000000000000002 || 0x1100000 - 0x1400000
| 4.00 - 4.11 || 0x677990 ||
|-                                                                                                                 
|-
| iop_spad      ||  0x50F800000 ||      0x3220000 ||  0x10000( 64 KB) || 0x0000000000000001 0000000000000002 || 0x7220000
| 3.66 - 3.74 || 0x677AA8 ||
|-                                                                                                                
|-
| spu2_ram      ||  0x600000000 ||     0x3500000 || 0x200000(  2 MB) || 0x0000000000000001  0000000000000000 || 0x7500000
| 4.78 - 4.82 || 0x678548 ||  
|-                                                                                                                
|}
| spu2_ram2    ||  0x600200000 ||      0x3500000 || 0x200000(  2 MB) || 0x0000000000000001  0000000000000000 || 0x7500000
 
|-                                                                                                                
{| class="wikitable" style="float:left; margin:5px"
| spu2_pcm      || 0x1000000000 ||      0x3230000 ||  0x10000( 64 KB) || 0x0000000000000001  0000000000000000 || 0x7230000
|+ps2_softemu.self
|-                                                                                                                
! FW version !! TOC !! Notes
| ee_spr_lo    ||  0x700000000 ||      0x3201000 ||    0x2000(  8 KB) || 0x0000000000000001  0000000000000000 || 0x7201000
|-
|-                                                                                                                
| 1.90 || 0x5C7B10 ||
| ee_spr        ||  0x800000000 ||      0x3203000 ||    0x6000( 24 KB) || 0x0000000000000001  0000000000000000 || 0x7203000
|-
|-                                                                                                                
| 2.50 || 0x5C7ED8 ||
| ee_vu0_dmem0  ||  0x301004000 ||      0x3200000 ||    0x1000(  4 KB) || 0x0000000000000001  0000000000000001 || 0x7200000
|-
|-                                                                                                                
| 3.41 || 0x5C8C00 ||  
| ee_vu0_dmem1  ||  0x301005000 ||      0x3200000 ||    0x1000(  4 KB) || 0x0000000000000001  0000000000000001 || 0x7200000
|-
|-                                                                                                                 
| 3.66 - 3.71 || 0x5C8EC0 ||
| ee_vu0_dmem2  ||  0x301006000 ||      0x3200000 ||    0x1000(  4 KB) || 0x0000000000000001  0000000000000001 || 0x7200000
|-
|-                                                                                                                 
| 3.72 - 4.01 || 0x5C8E40 ||
| ee_vu0_dmem3  ||  0x301007000 ||      0x3200000 ||    0x1000(  4 KB) || 0x0000000000000001 0000000000000001 || 0x7200000
|}
|-                                                                                                                
 
| ee_rom        ||  0x30FC00000 || 0x580001000000 || 0x400000(  4 MB) || 0x0000000000000001  0000000000000001 || 0x1100000 - 0x1400000
{| class="wikitable" style="float:left; margin:5px"
|-                                                                                                                
|+ps2_netemu.self
| vrc          ||  0xC00000000 || 0x600005000000 || 0x1000000( 16 MB) || 0x0000000000000001  0000000000000000 || 0x1500000 - 0x2400000
! FW version !! TOC !! Notes
|-                                                                                                                
|-
| /dev/zero    || 0x4000000000 ||      0x3240000 ||  0x10000( 64 KB) || 0x0000000000000001  0000000000000001 || 0x7240000
| 3.73 - 3.74 || 0x7D8B00 ||
|-                                                                                                                
|-
| dma_vu0_dmem0 || 0x4001004000 ||      0x3200000 ||    0x1000(  4 KB) || 0x0000000000000001  0000000000000001 || 0x7200000
| 4.00 - 4.01 || 0x7DA200 ||
|-                                                                                                                
|-
| dma_vu0_dmem1 || 0x4001005000 ||      0x3200000 ||    0x1000(  4 KB) || 0x0000000000000001  0000000000000001 || 0x7200000
| 4.10 - 4.11 || 0x7DA180 ||
|-                                                                                                                 
|-
| dma_vu0_dmem2 || 0x4001006000 ||      0x3200000 ||    0x1000(  4 KB) || 0x0000000000000001  0000000000000001 || 0x7200000
| 4.20 - 4.25 || 0x7DA500 ||
|-                                                                                                                 
|-
| dma_vu0_dmem3 || 0x4001007000 ||      0x3200000 ||    0x1000(  4 KB) || 0x0000000000000001 0000000000000001 || 0x7200000
| 4.78 - 4.83 || 0x751280 ||  
|-                                                                                                                
|}{{clear}}
| imm_vu0_dmem0 ||  0x30000000 ||      0x3200000 ||    0x1000(  4 KB) || 0x0000000000000001  0000000000000001 || 0x7200000
|-                                                                                                                        
| imm_vu0_dmem1 ||  0x30001000 ||      0x3200000 ||    0x1000(  4 KB) || 0x0000000000000001  0000000000000001 || 0x7200000
|-                                                                                                                        
| imm_vu0_dmem2 ||  0x30002000 ||      0x3200000 ||    0x1000(  4 KB) || 0x0000000000000001  0000000000000001 || 0x7200000
|-                                                                                                                        
| imm_vu0_dmem3 ||  0x30003000 ||      0x3200000 ||    0x1000(  4 KB) || 0x0000000000000001  0000000000000001 || 0x7200000
|-                                                                                                                        
| SGSXdr        || 0x1904000000 || 0x64000C000000 || 0x1700000( 23 MB) || 0x0000000000000001  0000000000000000 || 0x2500000 - 0x3B00000
|-                                                                                                                        
| iopTrace      || 0x1400000000 ||      0x3250000 ||  0x10000( 64 KB) || 0x0000000000000001  0000000000000000 || 0x7250000
|}


==General observations regarding PS2 Classics emulator (ps2_netemu)==
===PS2 Memory and Hardware Mapped Registers Layout===
* Virtual memory cards are per title based, but apparently run through the current memory card system. The module used to manage memory cards is: vmc_savedata_plugin.sprx - Using a regular memory card that has been renamed result in a "The save data is corrupt (8XXXXXXX) error"
* Loads an epilepsy warning before PS2 logo (PS button menu appears during epilepsy warning if controller is synced)
* Does not support online functionality of PS2 titles (network configuration utility inside Full Spectrum Warrior claims no network adaptor has been found, same with Syphon Filter: The Omega Strain).
 
- Only file that is needed in the folder for PS2 Classics is "iso.bin.enc". Removing the manuals/DXT files will cause the game to boot IMMEDIATELY to the PS2 logo upon switching to 720p/starting PS2 LPAR.
 
===LIMG Segment===
The ISO.BIN.ENC has a block of 0x4000 bytes added at the end codenamed "LIMG" that works as a descriptor for the ISO structure
 
{| class="wikitable"
|-
! Offset !! Length !! Name !! Example !! Description
|-
| 0x00 || 0x4 || '''magic''' || LIMG || '''L'''ogical '''IM'''a'''G'''e (layout) ?
|-
| 0x04 || 0x4 || '''img_type''' || 0x00000001 || 1=DVD<br>2=CD
|-
| 0x08 || 0x4 || '''sector_count''' || 0x00279890 || ''sector_count = img_size / sector_size''
|-
| 0x0C || 0x4 || '''sector_size''' || 0x0000800 || ''sector_size = img_size / sector_count''<br>0x800=DVD (Mode1/2048)<br>0x930=CD (Mode2/2352)
|-
| 0x10 || 0x3FF0 || ''padding'' || 0x00000000... ||
|}
 
===folder/file layout===
(in this example GTA San Andreas Classic)
<pre>
<pre>
[NPUD20946]
EE Virtual/Physical Memory Map
      [USRDIR]
  KUSEG: 00000000h-7FFFFFFFh User segment
            [CONTENT]
  KSEG0: 80000000h-9FFFFFFFh Kernel segment 0
                    001.dxt
  KSEG1: A0000000h-BFFFFFFFh Kernel segment 1
                    002.dxt
  KSSEG: C0000000h-DFFFFFFFh Supervisor segment
                    003.dxt
  KSEG3: E0000000h-FFFFFFFFh Kernel segment 3
                    004.dxt
 
                    005.dxt
  Virtual    Physical
                    006.dxt
  00000000h  00000000h  32 MB    Main RAM (first 1 MB reserved for kernel)
                    007.dxt
  20000000h  00000000h  32 MB    Main RAM, uncached
                    008.dxt
  30100000h  00100000h  31 MB    Main RAM, uncached and accelerated
                    009.dxt
  10000000h  10000000h  64 KB    I/O registers
                    010.dxt
  11000000h  11000000h  4 KB    VU0 code memory
                    011.dxt
  11004000h  11004000h  4 KB    VU0 data memory
                    012.dxt
  11008000h  11008000h  16 KB    VU1 code memory
                    013.dxt
  1100C000h  1100C000h  16 KB    VU1 data memory
                    014.dxt
  12000000h  12000000h  8 KB    GS privileged registers
                    015.dxt
  1C000000h  1C000000h  2 MB    IOP RAM
                    016.dxt
  1FC00000h  1FC00000h  4 MB    BIOS, uncached (rom0)
                    017.dxt
  9FC00000h  1FC00000h  4 MB    BIOS, cached (rom09)
                    Others.dxt
  BFC00000h  1FC00000h  4 MB    BIOS, uncached (rom0b)
                    Manual.idx
  70000000h  ---------  16 KB    Scratchpad RAM (only accessible via virtual addressing)
            [SAVEDATA]
                    SCEVMC0.VME
                    SCEVMC1.VME
            CONFIG
            ISO.BIN.EDAT
            ISO.BIN.ENC
      PS3LOGO.DAT
      PARAM.SFO
      ICON0.PNG
      PIC0.PNG
      PIC1.PNG
      PIC2.PNG
</pre>


==Virtual PS2 (emulated machine) usage and features==
IOP Physical Memory Map
  KUSEG: 00000000h-7FFFFFFFh User segment
  KSEG0: 80000000h-9FFFFFFFh Kernel segment 0
  KSEG1: A0000000h-BFFFFFFFh Kernel segment 1
 
  Physical
  00000000h  2 MB    Main RAM (same as on PSX)
  1D000000h          SIF registers
  1F800000h  64 KB    Various I/O registers
  1F900000h  1 KB    SPU2 registers
  1FC00000h  4 MB    BIOS (rom0) - Same as EE BIOS
 
  FFFE0000h (KSEG2)  Cache control


===Video Modes===
Additional Memory
'''Note:''' Real PS2 : https://web.archive.org/web/20180802152820/http://users.neoscientists.org/~blue/ps2videomodes.txt
   4 MB  GS VRAM (used for framebuffer, textures, zbuffer, etc)
 
   2 MB   SPU2 work RAM - quadrupled from PSX's SPU
Video Modes
   8 MB   Memory card
----.-----------.---------------.-----------.-----------.
   No | Name      | Resolution | fV(Hz)    | fH(kHz)   |
----+-----------+---------------+-----------+-----------|
  0 | NTSC-NI   |  640x240(224) | 59.940    | 15.734    |
  1 | NTSC-I    |  640x480(448) | 59.820    | 15.734    |
  2 | PAL-NI    |  640x288(256) | 50.000    | 15.625    |
  3 | PAL-I    |  640x576(512) | 49.760    | 15.625    |
  4 | VESA-1A   |  640x480      | 59.940    | 31.469    |
  5 | VESA-1C  |  640x480      | 75.000    | 37.500    |
  6 | VESA-2B   |  800x600      | 60.317    | 37.879    |
  7 | VESA-2D  |  800x600      | 75.000    | 46.875    |
  8 | VESA-3B  | 1024x768      | 60.004    | 48.363    |
  9 | VESA-3D  | 1024x768      | 75.029    | 60.023    |
  10 | VESA-4A  | 1280x1024    | 60.020    | 63.981    |
  11 | VESA-4B  | 1280x1024    | 75.025    | 79.976    |
  12 | DTV-480P  |  720x480      | 59.940    | 31.469    |
  13 | DTV-1080I | 1920x1080    | 60.000    | 33.750    |
   14 | DTV-720P  | 1280x720      | ??        | ??        |
----^-----------^---------------^-----------^-----------'


==Memory Mapping==


=== ps2netemu ===
Hardware Mapped Registers
{| class="wikitable"
EE Map
|-
EE Timers
! Name !! ea !! lpar2(netemu 4.81) !! size !! flags !! lpar1(lv1 4.81)
  100000xxh        Timer 0
|-
  100008xxh        Timer 1
| text          ||          0x0 ||      0x3D00000 ||  0x300000( 3 MB) || 0x8000000000000003  0000000000000003 || 0x7D00000
  100010xxh        Timer 2
|-                                                                                                                 
  100018xxh        Timer 3
| ro_work      ||     0x300000 ||      0x300000 ||  0x500000(  5 MB) || 0x0000000000000003  0000000000000003 || 0x4300000
Image Processing Unit (IPU)
|-                                                                                                                 
  10002000h 8h    IPU Command
| rw_work      ||     0x800000 ||      0x800000 || 0x2A00000( 42 MB) || 0x0000000000000001  0000000000000003 || 0x4800000
  10002010h 4h     IPU Control
|-                                                                                                                 
  10002020h 4h    IPU bit pointer control
| negmem        ||   0x1FFF0000 ||      0x3210000 ||  0x10000( 64 KB) || 0x0000000000000001  0000000000000000 || 0x7210000
  10002030h 8h     Top of bitstream
|-                                                                                                                 
  10007000h 10h    Out FIFO (read)
| ee_ram        ||  0x100000000 || 0x64000E000000 || 0x2000000( 32 MB) || 0x0000000000000001  0000000000000000 || 0x3C00000 - 0x3F00000, 0x8000000 - 0x9B00000
   10007010h 10h    In FIFO (write)
|-                                                                                                                
Graphics Interface (GIF)
| ee_jit_code   ||  0xD00000000 || 0x680024000000 || 0x3000000( 48 MB) || 0x8000000000000001  0000000000000003 || 0xBC00000 - 0xEB00000
  10003000h 4h    GIF_CTRL - Control register
|-                                                                                                                
  10003010h 4h    GIF_MODE - Mode setting
| vu0_jit_code  ||  0xD08000000 || 0x580000800000 ||  0x400000(  4 MB) || 0x8000000000000001  0000000000000003 || 0x900000 - 0xC00000
  10003020h 4h    GIF_STAT - Status
|-                                                                                                                
   10003040h 4h    GIF_TAG0 - Bits 0-31 of tag before
| vu0_jit_data  ||  0xD0C000000 ||      0x3700000 ||  0x400000(  4 MB) || 0x0000000000000002  0000000000000003 || 0x7700000
  10003050h 4h    GIF_TAG1 - Bits 32-63 of tag before
|-                                                                                                                
  10003060h 4h    GIF_TAG2 - Bits 64-95 of tag before
| eeram_jit_lut ||  0xE00000000 || 0x640010000000 || 0x2000000( 32 MB) || 0x0000000000000001  0000000000000003 || 0x9C00000 - 0xBB00000
  10003070h 4h    GIF_TAG3 - Bits 96-127 of tag before
|-                                                                                                                
  10003080h 4h    GIF_CNT - Transfer status counter
| eerom_jit_lut ||  0xE0FC00000 || 0x580000C00000 ||  0x400000(  4 MB) || 0x0000000000000001  0000000000000003 || 0xD00000 - 0x1000000
  10003090h 4h    GIF_P3CNT - PATH3 transfer status counter
|-                                                                                                                
  100030A0h 4h    GIF_P3TAG - Bits 0-31 of PATH3 tag when interrupted
| ee_dbg_ram   ||  0x90FFF8000 || 0x64000E078000 ||    0x8000( 32 KB) || 0x0000000000000001  0000000000000000 ||
  10006000h 10h   GIF FIFO
|-                                                                                                                
DMA Controller (DMAC)
| iop_ram      ||  0x400000000 ||      0x3300000 ||  0x200000(  2 MB) || 0x0000000000000001  0000000000000000 || 0x7300000
  100080xxh        VIF0 - channel 0
|-                                                                                                                
  100090xxh        VIF1 - channel 1
| iop_rom      ||  0x50FC00000 || 0x580001000000 ||  0x400000(  4 MB) || 0x0000000000000001  0000000000000002 || 0x1100000 - 0x1400000
  1000A0xxh        GIF - channel 2
|-                                                                                                                
  1000B0xxh        IPU_FROM - channel 3
| iop_spad      ||  0x50F800000 ||      0x3220000 ||   0x10000( 64 KB) || 0x0000000000000001  0000000000000002 || 0x7220000
  1000B4xxh        IPU_TO - channel 4
|-                                                                                                                
  1000C0xxh        SIF0 - channel 5
| spu2_ram      ||  0x600000000 ||      0x3500000 ||  0x200000(  2 MB) || 0x0000000000000001  0000000000000000 || 0x7500000
  1000C4xxh        SIF1 - channel 6
|-                                                                                                                
   1000C8xxh        SIF2 - channel 7
| spu2_ram2     ||  0x600200000 ||      0x3500000 ||  0x200000(  2 MB) || 0x0000000000000001  0000000000000000 || 0x7500000
  1000D0xxh        SPR_FROM - channel 8
|-                                                                                                                
  1000D4xxh        SPR_TO - channel 9
| spu2_pcm      || 0x1000000000 ||      0x3230000 ||   0x10000( 64 KB) || 0x0000000000000001  0000000000000000 || 0x7230000
  1000E000h 4h    D_CTRL - DMAC control
|-                                                                                                                
  1000E010h 4h     D_STAT - DMAC interrupt status
| ee_spr_lo     ||  0x700000000 ||      0x3201000 ||    0x2000(  8 KB) || 0x0000000000000001  0000000000000000 || 0x7201000
  1000E020h 4h    D_PCR - DMAC priority control
|-                                                                                                                
   1000E030h 4h    D_SQWC - DMAC skip quadword
| ee_spr        ||  0x800000000 ||      0x3203000 ||    0x6000( 24 KB) || 0x0000000000000001  0000000000000000 || 0x7203000
  1000E040h 4h    D_RBSR - DMAC ringbuffer size
|-                                                                                                                
  1000E050h 4h     D_RBOR - DMAC ringbuffer offset
| ee_vu0_dmem0  ||  0x301004000 ||      0x3200000 ||    0x1000( 4 KB) || 0x0000000000000001  0000000000000001 || 0x7200000
  1000E060h 4h    D_STADR - DMAC stall address
|-                                                                                                                
  1000F520h 4h    D_ENABLER - DMAC disabled status
| ee_vu0_dmem1  ||  0x301005000 ||      0x3200000 ||    0x1000(  4 KB) || 0x0000000000000001  0000000000000001 || 0x7200000
  1000F590h 4h    D_ENABLEW - DMAC disable
|-                                                                                                                
Interrupt Controller (INTC)
| ee_vu0_dmem2  ||  0x301006000 ||      0x3200000 ||    0x1000( 4 KB) || 0x0000000000000001  0000000000000001 || 0x7200000
  1000F000h 4h    INTC_STAT - Interrupt status
|-                                                                                                                
  1000F010h 4h    INTC_MASK - Interrupt mask
| ee_vu0_dmem3  ||  0x301007000 ||      0x3200000 ||    0x1000(  4 KB) || 0x0000000000000001  0000000000000001 || 0x7200000
Subsystem Interface (SIF)
|-                                                                                                                
  1000F200h 4h    MSCOM - EE->IOP communication
| ee_rom        ||  0x30FC00000 || 0x580001000000 ||  0x400000(  4 MB) || 0x0000000000000001  0000000000000001 || 0x1100000 - 0x1400000
  1000F210h 4h    SMCOM - IOP->EE communication
|-                                                                                                                 
  1000F220h 4h    MSFLAG - EE->IOP flags
| vrc          ||  0xC00000000 || 0x600005000000 || 0x1000000( 16 MB) || 0x0000000000000001  0000000000000000 || 0x1500000 - 0x2400000
  1000F230h 4h    SMFLAG - IOP->EE flags
|-                                                                                                                
  1000F240h 4h    Control register
| /dev/zero     || 0x4000000000 ||      0x3240000 ||   0x10000( 64 KB) || 0x0000000000000001  0000000000000001 || 0x7240000
Privileged GS registers
|-                                                                                                                 
  12000000h 8h    PMODE - various PCRTC controls
| dma_vu0_dmem0 || 0x4001004000 ||      0x3200000 ||    0x1000(  4 KB) || 0x0000000000000001  0000000000000001 || 0x7200000
  12000010h 8h     SMODE1
|-                                                                                                                 
   12000020h 8h    SMODE2
| dma_vu0_dmem1 || 0x4001005000 ||      0x3200000 ||    0x1000(  4 KB) || 0x0000000000000001  0000000000000001 || 0x7200000
  12000030h 8h    SRFSH
|-                                                                                                                
  12000040h 8h    SYNCH1
| dma_vu0_dmem2 || 0x4001006000 ||      0x3200000 ||    0x1000(  4 KB) || 0x0000000000000001  0000000000000001 || 0x7200000
  12000050h 8h    SYNCH2
|-                                                                                                                
  12000060h 8h    SYNCV
| dma_vu0_dmem3 || 0x4001007000 ||      0x3200000 ||    0x1000(  4 KB) || 0x0000000000000001  0000000000000001 || 0x7200000
  12000070h 8h    DISPFB1 - display buffer for output circuit 1
|-                                                                                                                
  12000080h 8h    DISPLAY1 - output circuit 1 control
| imm_vu0_dmem0 ||   0x30000000 ||      0x3200000 ||    0x1000(  4 KB) || 0x0000000000000001  0000000000000001 || 0x7200000
  12000090h 8h    DISPFB2 - display buffer for output circuit 2
|-                                                                                                                        
   120000A0h 8h    DISPLAY2 - output circuit 2 control
| imm_vu0_dmem1 ||   0x30001000 ||      0x3200000 ||    0x1000(  4 KB) || 0x0000000000000001  0000000000000001 || 0x7200000
   120000B0h 8h    EXTBUF
|-                                                                                                                         
  120000C0h 8h    EXTDATA
| imm_vu0_dmem2 ||   0x30002000 ||      0x3200000 ||    0x1000(  4 KB) || 0x0000000000000001  0000000000000001 || 0x7200000
   120000D0h 8h    EXTWRITE
|-                                                                                                                        
  120000E0h 8h    BGCOLOR - background color
| imm_vu0_dmem3 ||   0x30003000 ||      0x3200000 ||    0x1000(  4 KB) || 0x0000000000000001  0000000000000001 || 0x7200000
   12001000h 8h    GS_CSR - control register
|-                                                                                                                        
  12001010h 8h    GS_IMR - GS interrupt control
| SGSXdr        || 0x1904000000 || 0x64000C000000 || 0x1700000( 23 MB) || 0x0000000000000001  0000000000000000 || 0x2500000 - 0x3B00000
  12001040h 8h    BUSDIR - transfer direction
|-                                                                                                                        
   12001080h 8h    SIGLBLID - signal
| iopTrace      || 0x1400000000 ||      0x3250000 ||   0x10000( 64 KB) || 0x0000000000000001  0000000000000000 || 0x7250000
|}


====SPE local storage====
IOP Map
Emulator access SPE LS by accessing special addresses. Mapping as follows:
Subsystem Interface (SIF)
{| class="wikitable"
  1D000000h 4h    MSCOM - EE->IOP communication
|-
  1D000010h 4h    SMCOM - IOP->EE communication
! SPE Num. !! SPE task !! Address in netemu !! address in SPE
  1D000020h 4h    MSFLAG - EE->IOP flags
|-
  1D000030h 4h    SMFLAG - IOP->EE flags
| 0 || IOP || 0x40000000 - 0x4003FFFF ||  0x0 - 3FFFF
  1D000040h 4h    Control register
|-
CDVD Drive
| 1 || SPU2 || 0x40080000 - 0x400BFFFF ||  0x0 - 3FFFF
  1F402004h 1h    Current N command
|-
  1F402005h 1h    N command status (R)
| 2 || VU1 || 0x40100000 - 0x4013FFFF ||  0x0 - 3FFFF
  1F402005h 1h    N command params (W)
|-
  1F402006h 1h    Error
| 3 || EEDMA || 0x40180000 - 0x401BFFFF ||  0x0 - 3FFFF
  1F402007h 1h    Send BREAK command
|-
  1F402008h 1h    CDVD I_STAT - interrupt register
| 4 || FE || 0x40200000 - 0x4023FFFF ||  0x0 - 3FFFF
  1F40200Ah 1h    Drive status
|-
  1F40200Fh 1h    Disk type
| 5 || BE || 0x40280000 - 0x402BFFFF ||  0x0 - 3FFFF
  1F402016h 1h    Current S command
|-
  1F402017h 1h    S command status
| 6 || IPU || 0x40300000 - 0x4033FFFF ||  0x0 - 3FFFF
  1F402018h 1h    S command params
|-
Interrupt Control
|}
  1F801070h 4h    I_STAT - Interrupt status
 
  1F801074h 4h    I_MASK - Interrupt mask
Additionally, emulator access SPU directly with those addresses. <br>
  1F801078h 1h    I_CTRL - Global interrupt disable
 
DMA registers
{| class="wikitable"
  1F80108xh        MDECin - channel 0
|-
  1F80109xh        MDECout - channel 1
! Address !! Channel !! Channel description !! Access type !! Notes
  1F8010Axh        SIF2 (GPU) - channel 2
|-
   1F8010Bxh        CDVD - channel 3
| 0x44004 || SPU_Out_Mbox || SPU Outbound Mailbox Register || Read only || Used to read 32 bits of data from the corresponding SPU outbound mailbox queue. Outbound Mailbox Register has a corresponding SPU Write Outbound Mailbox Channel for writing data into outbound mailbox queue.
  1F8010Cxh        SPU2 Core0 - channel 4
|-
  1F8010Dxh        PIO - channel 5
| 0x4400C || SPU_In_Mbox || SPU Inbound Mailbox Register || Write only || Used to write 32 bits of data into the corresponding SPU inbound mailbox queue. Inbound mailbox queue has a corresponding SPU Read Inbound Mailbox Channel for reading data from the queue.
  1F8010Exh        OTC - channel 6
|-
  1F80150xh        SPU2 Core1 - channel 8
| 0x44014 || SPU_Mbox_Stat || SPU Mailbox Status Register || Read only || Contains the current In_Mbox/Out_Mbox/Out_Intr_Mbox count of the mailbox queues in the corresponding SPE. 
   1F80151xh        ??? - channel 9
|-
   1F80152xh        SIF0 - channel 10
| 0x4401C || SPU_RunCntl || SPU Run Control Register || Read/Write || Used to start and stop the execution of instructions in the SPU.
   1F80153xh        SIF1 - channel 11
The SPU can dynamically change the state of the Run Status bit (that is, SPU_Status[R]).    
   1F80154xh        SIO2in - channel 12
|-
   1F80155xh        SIO2out - channel 13
| 0x44024 || SPU_Status || SPU Status Register || Read only || Used to report the status (state) of an SPU. Emulator use it mostly to check if SPU is running (bit31).
|-
| 0x44034 || SPU_NPC || SPU Next Program Counter Register || Read/Write || Contains the address from which an SPU starts executing when the Run Control bit is set in the SPU Run Control Register.
Used in function that start SPU programs, and in interrupts handlers, plus in few other places.
|-
| 0x5400C || SPU_Sig_Notify_1 || SPU Signal Notification 1 Register || Read/Write || Used to write data that can be read in SPU_RdSigNotify1 channel corresponding SPE.
|-
| 0x5C00C || SPU_Sig_Notify_2 || SPU Signal Notification 2 Register || Read/Write || Used to write data that can be read in SPU_RdSigNotify2 channel corresponding SPE.
|-
|}
 
Address = SPU base + Address. For example, IPU SPU is mapped to 0x40300000 so accessing SPU_Sig_Notify1 will be done by read/write to 0x4035400C.
 
===PS2 Memory and Hardware Mapped Registers Layout===
<pre>
EE Virtual/Physical Memory Map
   KUSEG: 00000000h-7FFFFFFFh User segment
   KSEG0: 80000000h-9FFFFFFFh Kernel segment 0
   KSEG1: A0000000h-BFFFFFFFh Kernel segment 1
   KSSEG: C0000000h-DFFFFFFFh Supervisor segment
   KSEG3: E0000000h-FFFFFFFFh Kernel segment 3
    
    
   Virtual    Physical
   1F8010F0h 4h    DPCR - DMA priority control
   00000000h  00000000h  32 MB    Main RAM (first 1 MB reserved for kernel)
  1F8010F4h 4h    DICR - DMA interrupt control
   20000000h  00000000h  32 MB    Main RAM, uncached
  1F801570h 4h    DPCR2 - DMA priority control 2
   30100000h  00100000h  31 MB    Main RAM, uncached and accelerated
  1F801574h 4h    DICR2 - DMA priority control 2
   10000000h  10000000h  64 KB    I/O registers
IOP Timers
   11000000h  11000000h  4 KB    VU0 code memory
   1F80110xh        Timer 0
   11004000h  11004000h  4 KB    VU0 data memory
   1F80111xh        Timer 1
   11008000h  11008000h  16 KB   VU1 code memory
   1F80112xh        Timer 2
   1100C000h  1100C000h  16 KB   VU1 data memory
   1F80148xh        Timer 3
   12000000h  12000000h  8 KB     GS privileged registers
   1F80149xh        Timer 4
   1C000000h  1C000000h  2 MB     IOP RAM
   1F8014Axh        Timer 5
   1FC00000h  1FC00000h  4 MB     BIOS, uncached (rom0)
Serial Interface (SIO2)
   9FC00000h  1FC00000h  4 MB     BIOS, cached (rom09)
   1F808200h 40h   SEND3 buffer
   BFC00000h  1FC00000h  4 MB     BIOS, uncached (rom0b)
   1F808240h 20h   SEND1/2 buffers
   70000000h  ---------  16 KB    Scratchpad RAM (only accessible via virtual addressing)
   1F808260h 1h     In FIFO
 
   1F808264h 1h     Out FIFO
IOP Physical Memory Map
   1F808268h 4h     SIO2 control
   KUSEG: 00000000h-7FFFFFFFh User segment
   1F80826Ch 4h     RECV1
   KSEG0: 80000000h-9FFFFFFFh Kernel segment 0
   1F808270h 4h     RECV2
   KSEG1: A0000000h-BFFFFFFFh Kernel segment 1
   1F808274h 4h    RECV3
    
Sound Processing Unit (SPU2)
   Physical
   1F900000h 180h  Core0 Voice 0-23 registers
   00000000h  2 MB     Main RAM (same as on PSX)
   1F900190h 4h    Key ON 0/1
   1D000000h          SIF registers
   1F900194h 4h    Key OFF 0/1
   1F800000h  64 KB    Various I/O registers
   1F90019Ah 2h    Core attributes
   1F900000h  1 KB     SPU2 registers
   1F90019Ch 4h    Interrupt address H/L
   1FC00000h  4 MB    BIOS (rom0) - Same as EE BIOS
   1F9001A8h 4h    DMA transfer address H/L
  1F9001ACh 2h     Internal transfer FIFO
   1F9001B0h 2h    AutoDMA status
   1F9001C0h 120h  Core0 Voice 0-23 start/loop/next addresses
   1F900340h 4h    ENDX 0/1
  1F900344h 2h     Status register
 
   ... above addresses repeat for Core1 starting at 1F900400h ...
    
    
   FFFE0000h (KSEG2)   Cache control
   1F900760h 2h    Master Volume Left
   1F900762h 2h    Master Volume Right
  1F900764h 2h    Effect Volume Left
  1F900766h 2h    Effect Volume Right
  1F900768h 2h    Core1 External Input Volume Left
  1F90076Ah 2h    Core1 External Input Volume Right
</pre>
Source:
* ps2tek docs - https://psi-rockin.github.io/ps2tek/


Additional Memory
== Memory Allocation ==
  4 MB  GS VRAM (used for framebuffer, textures, zbuffer, etc)
===ps2_netemu===
  2 MB  SPU2 work RAM - quadrupled from PSX's SPU
{| class="wikitable"
   8 MB  Memory card
|-
 
! Name !! Size !! page_log2 !! lpar2(netemu 4.81) !! lpar1(lv1 4.81)
 
|-
Hardware Mapped Registers
| ra_vu0_dmem   ||    0x1000 (4 KB) || 12 (4 KB) ||      0x3200000 || 0x7200000
EE Map
|-                                                                     
EE Timers
| ra_ee_spr_lo  ||    0x2000 (8 KB) || 12 (4 KB) ||      0x3201000 || 0x7201000
   100000xxh        Timer 0
|-                                                                     
  100008xxh        Timer 1
| ra_ee_sprx    ||    0x6000 (24 KB) || 12 (4 KB) ||      0x3203000 || 0x7203000
   100010xxh        Timer 2
|-                                                                     
   100018xxh        Timer 3
| ra_negmem    ||   0x10000 (64 KB) || 16 (64 KB) ||      0x3210000 || 0x7210000
Image Processing Unit (IPU)
|-                                                                     
  10002000h 8h    IPU Command
| ra_iop_spad   ||   0x10000 (64 KB) || 16 (64 KB) ||      0x3220000 || 0x7220000
   10002010h 4h    IPU Control
|-                                                                     
   10002020h 4h    IPU bit pointer control
| ra_spu2_pcm   ||   0x10000 (64 KB) || 16 (64 KB) ||      0x3230000 || 0x7230000
  10002030h 8h    Top of bitstream
|-                                                                     
  10007000h 10h    Out FIFO (read)
| ra_nulls      ||   0x10000 (64 KB) || 16 (64 KB) ||      0x3240000 || 0x7240000
   10007010h 10h    In FIFO (write)
|-                                                                      
Graphics Interface (GIF)
| ra_itrace     ||   0x10000 (64 KB) || 16 (64 KB) ||      0x3250000 || 0x7250000
  10003000h 4h    GIF_CTRL - Control register
|-                                                                      
  10003010h 4h     GIF_MODE - Mode setting
| ra_iop_ram    ||  0x200000 (2 MB) || 20 (1 MB) ||      0x3300000 || 0x7300000
   10003020h 4h    GIF_STAT - Status
|-                                                                      
  10003040h 4h    GIF_TAG0 - Bits 0-31 of tag before
| ra_spu2_ram   ||  0x200000 (2 MB) || 20 (1 MB) ||      0x3500000 || 0x7500000
  10003050h 4h    GIF_TAG1 - Bits 32-63 of tag before
|-                                                                      
  10003060h 4h    GIF_TAG2 - Bits 64-95 of tag before
| ra_vu0_code   ||  0x400000 (4 MB) || 20 (1 MB) || 0x580000800000 || 0x900000 - 0xC00000
   10003070h 4h    GIF_TAG3 - Bits 96-127 of tag before
|-                                                                      
  10003080h 4h    GIF_CNT - Transfer status counter
| ra_vu0_data   ||  0x400000 (4 MB) || 20 (1 MB) ||      0x3700000 || 0x7700000
   10003090h 4h    GIF_P3CNT - PATH3 transfer status counter
|-                                                                      
  100030A0h 4h    GIF_P3TAG - Bits 0-31 of PATH3 tag when interrupted
| ra_ee_rom_pc  ||  0x400000 (4 MB) || 20 (1 MB) || 0x580000C00000 || 0xD00000 - 0x1000000
   10006000h 10h    GIF FIFO
|-                                                                      
DMA Controller (DMAC)
| ra_ps2_rom    ||  0x400000 (4 MB) || 20 (1 MB) || 0x580001000000 || 0x1100000 - 0x1400000
  100080xxh        VIF0 - channel 0
|-                                                                      
  100090xxh        VIF1 - channel 1
| ra_vrc_mem    || 0x1000000 (16 MB) || 20 (1 MB) || 0x600005000000 || 0x1500000 - 0x2400000
  1000A0xxh        GIF - channel 2
|-                                                                      
  1000B0xxh        IPU_FROM - channel 3
| ra_sgs_xdr    || 0x1700000 (23 MB) || 20 (1 MB) || 0x64000C000000 || 0x2500000 - 0x3B00000
  1000B4xxh        IPU_TO - channel 4
|-                                                                      
  1000C0xxh        SIF0 - channel 5
| ra_ee_ram     || 0x2000000 (32 MB) || 20 (1 MB) || 0x64000E000000 || 0x3C00000 - 0x3F00000, 0x8000000 - 0x9B00000
  1000C4xxh        SIF1 - channel 6
|-                                                                      
  1000C8xxh        SIF2 - channel 7
| ra_ee_ram_pc  || 0x2000000 (32 MB) || 20 (1 MB) || 0x640010000000 || 0x9C00000 - 0xBB00000
  1000D0xxh        SPR_FROM - channel 8
|-                                                                      
  1000D4xxh        SPR_TO - channel 9
| ra_trans_code || 0x3000000 (48 MB) || 20 (1 MB) || 0x680024000000 || 0xBC00000 - 0xEB00000
  1000E000h 4h     D_CTRL - DMAC control
|}
  1000E010h 4h    D_STAT - DMAC interrupt status
 
  1000E020h 4h    D_PCR - DMAC priority control
 
  1000E030h 4h    D_SQWC - DMAC skip quadword
==Controller==
  1000E040h 4h    D_RBSR - DMAC ringbuffer size
{| class="wikitable sortable"
  1000E050h 4h    D_RBOR - DMAC ringbuffer offset
|-
  1000E060h 4h    D_STADR - DMAC stall address
! ID !! Controller #Number !! Note
  1000F520h 4h    D_ENABLER - DMAC disabled status
|-
  1000F590h 4h    D_ENABLEW - DMAC disable
| 1 (1-A) || 1 ||
Interrupt Controller (INTC)
|-
  1000F000h 4h    INTC_STAT - Interrupt status
| 2 (2-A) || 2 ||
  1000F010h 4h    INTC_MASK - Interrupt mask
|-
Subsystem Interface (SIF)
| 3 (1-B) || 3 ||
  1000F200h 4h    MSCOM - EE->IOP communication
|-
  1000F210h 4h    SMCOM - IOP->EE communication
| 4 (2-B) || 4 ||
  1000F220h 4h    MSFLAG - EE->IOP flags
|-
  1000F230h 4h    SMFLAG - IOP->EE flags
| 5 (1-C) || 5 || Gamepad LED #1 + #4
  1000F240h 4h    Control register
|-
Privileged GS registers
| 6 (2-C) || 6 || Gamepad LED #2 + #4
  12000000h 8h    PMODE - various PCRTC controls
|-
  12000010h 8h    SMODE1
| 7 (1-D) || 7 || Gamepad LED #3 + #4
  12000020h 8h    SMODE2
|-
  12000030h 8h    SRFSH
|}
  12000040h 8h    SYNCH1
  12000050h 8h    SYNCH2
  12000060h 8h    SYNCV
  12000070h 8h    DISPFB1 - display buffer for output circuit 1
  12000080h 8h    DISPLAY1 - output circuit 1 control
  12000090h 8h    DISPFB2 - display buffer for output circuit 2
  120000A0h 8h    DISPLAY2 - output circuit 2 control
  120000B0h 8h    EXTBUF
  120000C0h 8h    EXTDATA
  120000D0h 8h    EXTWRITE
  120000E0h 8h    BGCOLOR - background color
  12001000h 8h    GS_CSR - control register
  12001010h 8h    GS_IMR - GS interrupt control
  12001040h 8h    BUSDIR - transfer direction
  12001080h 8h    SIGLBLID - signal


IOP Map
==Peripheral support==
Subsystem Interface (SIF)
===ps2_emu.self / ps2_gxemu.self===
  1D000000h 4h    MSCOM - EE->IOP communication
#Hub
  1D000010h 4h    SMCOM - IOP->EE communication
#Mouse
  1D000020h 4h    MSFLAG - EE->IOP flags
#Keyboard
  1D000030h 4h    SMFLAG - IOP->EE flags
#EyeToy
  1D000040h 4h    Control register
#Head Mount Display
CDVD Drive
#Mic
  1F402004h 1h    Current N command
#Ascii Mic
  1F402005h 1h    N command status (R)
#Socom USB Headset
  1F402005h 1h    N command params (W)
#Usb Headset
  1F402006h 1h    Error
#Sea Mic Controller
  1F402007h 1h    Send BREAK command
#Force Feedback device
  1F402008h 1h    CDVD I_STAT - interrupt register
#GT Force
  1F40200Ah 1h    Drive status
#Momo Force
  1F40200Fh 1h    Disk type
#Driving Force Pro
  1F402016h 1h    Current S command
#G25/G27
  1F402017h 1h    S command status
#Momo Racing
  1F402018h 1h    S command params
#Flight Force
Interrupt Control
#Force 3D Pro
  1F801070h 4h    I_STAT - Interrupt status
#Modem
  1F801074h 4h    I_MASK - Interrupt mask
#Guncon2
  1F801078h 1h    I_CTRL - Global interrupt disable
#Densya de GO! controller type 2
DMA registers
#Densya de GO! Sincansen senyou controller
  1F80108xh        MDECin - channel 0
#Capture Eye
  1F80109xh        MDECout - channel 1
#Flight Stick
  1F8010Axh        SIF2 (GPU) - channel 2
#Flight Stick 2
  1F8010Bxh        CDVD - channel 3
#Pop Egg
  1F8010Cxh        SPU2 Core0 - channel 4
#Trance Vibrator
  1F8010Dxh        PIO - channel 5
#PSP
  1F8010Exh        OTC - channel 6
#Compact Flight Controller
  1F80150xh        SPU2 Core1 - channel 8
#Flash Memory
  1F80151xh        ??? - channel 9
#Buzz!
  1F80152xh        SIF0 - channel 10
#Pachi-Slot Controller Kurouto
  1F80153xh        SIF1 - channel 11
#Usb Adapter
  1F80154xh        SIO2in - channel 12
#Guncon3
  1F80155xh        SIO2out - channel 13
#Multi Train Controller
 
 
  1F8010F0h 4h    DPCR - DMA priority control
===ps2_netemu.self===
  1F8010F4h 4h    DICR - DMA interrupt control
#BD Remote Control
  1F801570h 4h    DPCR2 - DMA priority control 2
#PLAYSTATION(R)3 Controller (Vendor ID 0x54C, Product ID 0x268),
  1F801574h 4h    DICR2 - DMA priority control 2
#Motion Controller - Move (Vendor ID 0x54C, Product ID 0x3D5),
IOP Timers
#Navigation Controller  (Vendor ID 0x54C, Product ID 0x42F)
  1F80110xh        Timer 0
#"guncon3"
  1F80111xh        Timer 1
<br/>
  1F80112xh        Timer 2
Unknown:
  1F80148xh        Timer 3
#Vendor ID 0xF0D (Hori), Product ID 0x4A
  1F80149xh        Timer 4
#Vendor ID 0x54C (Sony), Product ID 0x5AF
  1F8014Axh        Timer 5
 
Serial Interface (SIO2)
==BIOS==
  1F808200h 40h    SEND3 buffer
===ps2_netemu.self===
  1F808240h 20h    SEND1/2 buffers
Ps2_netemu use integrated PS2 bios included in ps2netemu.elf, not additional file like in ps1emu case. In 4.81 firmware BIOS is located from 0x820A00 to 0x9F09FF (0x820900 to 0x9F08FF in fw4.50). Bios version is to be Developement v2.20 from Japan region (22/01/2007), but it's of course not limited to booting only NTSC-J games.
  1F808260h 1h    In FIFO
  1F808264h 1h    Out FIFO
  1F808268h 4h    SIO2 control
  1F80826Ch 4h    RECV1
  1F808270h 4h    RECV2
  1F808274h 4h    RECV3
Sound Processing Unit (SPU2)
  1F900000h 180h  Core0 Voice 0-23 registers
  1F900190h 4h    Key ON 0/1
  1F900194h 4h    Key OFF 0/1
  1F90019Ah 2h    Core attributes
  1F90019Ch 4h    Interrupt address H/L
  1F9001A8h 4h    DMA transfer address H/L
  1F9001ACh 2h    Internal transfer FIFO
  1F9001B0h 2h    AutoDMA status
  1F9001C0h 120h  Core0 Voice 0-23 start/loop/next addresses
  1F900340h 4h    ENDX 0/1
  1F900344h 2h    Status register
 
  ... above addresses repeat for Core1 starting at 1F900400h ...
 
  1F900760h 2h    Master Volume Left
  1F900762h 2h    Master Volume Right
  1F900764h 2h    Effect Volume Left
  1F900766h 2h    Effect Volume Right
  1F900768h 2h    Core1 External Input Volume Left
  1F90076Ah 2h    Core1 External Input Volume Right
</pre>


== Memory Allocation ==
Notable thing is that ps2_netemu use the same bios as ps2_gxemu, and ps2onps4. ps2_netemu not boot using ps2_emu bios because of failing RDRAM check.
===ps2_netemu===
 
{| class="wikitable"
{| class="wikitable" style="font-size:small;"
|-
! File !! Offset in fw4.81 ps2_netemu !! Offset in exported bin !! Description !! File type (exportable)
|-
| RESET || 0x820A00 || 0x00 || Bootstrap code for the EE and IOP. || BIN
|-
| ROMDIR || 0x823180 || 0x2780 || The ROMDIR part of the ROM image, which provides information on the location and name of files contained in the image. || BIN
|-
| EXTINFO || 0x8236C0 || 0x2CC0 || Contains the "EXTINFO" for all files in the ROM image. || BIN
|-
| SBIN || 0x823D30 || 0x3330 || Seems to be the pad controller library for the PS1 monitor. || BIN
|-
| LOGO || 0x82ACD0 || 0xA2D0 || PS1 logo? || BIN
|-
|-
! Name !! Size !! page_log2 !! lpar2(netemu 4.81) !! lpar1(lv1 4.81)
| IOPBTCONF || 0x83F420 || 0x1EA20 || Boot configuration file for the IOP, during the final phase of the IOP reset. If no UDNL module is specified, the IOP will only have a single IOP reset in the reboot process, with the modules listed in IOPBTCONF. || BIN
|-
|-
| ra_vu0_dmem  ||   0x1000 (4 KB) || 12 (4 KB) ||     0x3200000 || 0x7200000
| IOPBTCON2 || 0x83F510 || 0x1EB10 || Boot configuration file for the IOP, for the first phase of the IOP reset (before UDNL is loaded). || BIN
|-                                                                     
|-
| ra_ee_spr_lo  ||    0x2000 (8 KB) || 12 (4 KB) ||     0x3201000 || 0x7201000
| SYSMEM || 0x83F5E0 || 0x1EBE0 || System Memory Manager. || ELF
|-                                                                      
|-
| ra_ee_sprx    ||   0x6000 (24 KB) || 12 (4 KB) ||     0x3203000 || 0x7203000
| LOADCORE || 0x840800 || 0x1FE00 || The core of IOP module loading. Provides the lowest level of IOP module loading functions. Also handles the startup of the IOP. || ELF
|-                                                                      
|-
| ra_negmem    ||   0x10000 (64 KB) || 16 (64 KB) ||     0x3210000 || 0x7210000
| EXCEPMAN || 0x842D80 || 0x22380 || Exception manager. || ELF
|-                                                                      
|-
| ra_iop_spad  ||   0x10000 (64 KB) || 16 (64 KB) ||     0x3220000 || 0x7220000
| INTRMANP || 0x843960 || 0x22F60 || Interrupt Manager. According to wisi, it is for PS mode. || ELF
|-                                                                      
|-
| ra_spu2_pcm  ||   0x10000 (64 KB) || 16 (64 KB) ||     0x3230000 || 0x7230000
| INTRMANI || 0x845370 || 0x24970 || Interrupt Manager. According to wisi, it is for IOP mode. || ELF
|-                                                                      
|-
| ra_nulls      ||   0x10000 (64 KB) || 16 (64 KB) ||     0x3240000 || 0x7240000
| SSBUSC || 0x8471B0 || 0x267B0 || SSBUS Controller library. The SSBUS seems to be the bus that all peripherals get connected to. It seems to have the power to control the mapping of the device registers, as well as access timing. || ELF
|-                                                                      
|-
| ra_itrace    ||  0x10000 (64 KB) || 16 (64 KB) ||     0x3250000 || 0x7250000
| TIMEMANP || 0x847920 || 0x26F20 || Timer Manager (PS mode) || ELF
|-                                                                     
| ra_iop_ram    ||  0x200000 (2 MB) || 20 (1 MB) ||      0x3300000 || 0x7300000
|-                                                                     
| ra_spu2_ram  ||  0x200000 (2 MB) || 20 (1 MB) ||      0x3500000 || 0x7500000
|-                                                                     
| ra_vu0_code  ||  0x400000 (4 MB) || 20 (1 MB) || 0x580000800000 || 0x900000 - 0xC00000
|-                                                                     
| ra_vu0_data  ||  0x400000 (4 MB) || 20 (1 MB) ||      0x3700000 || 0x7700000
|-                                                                     
| ra_ee_rom_pc  ||  0x400000 (4 MB) || 20 (1 MB) || 0x580000C00000 || 0xD00000 - 0x1000000
|-                                                                     
| ra_ps2_rom    ||  0x400000 (4 MB) || 20 (1 MB) || 0x580001000000 || 0x1100000 - 0x1400000
|-                                                                      
| ra_vrc_mem    || 0x1000000 (16 MB) || 20 (1 MB) || 0x600005000000 || 0x1500000 - 0x2400000
|-                                                                     
| ra_sgs_xdr    || 0x1700000 (23 MB) || 20 (1 MB) || 0x64000C000000 || 0x2500000 - 0x3B00000
|-                                                                     
| ra_ee_ram    || 0x2000000 (32 MB) || 20 (1 MB) || 0x64000E000000 || 0x3C00000 - 0x3F00000, 0x8000000 - 0x9B00000
|-                                                                     
| ra_ee_ram_pc  || 0x2000000 (32 MB) || 20 (1 MB) || 0x640010000000 || 0x9C00000 - 0xBB00000
|-                                                                     
| ra_trans_code || 0x3000000 (48 MB) || 20 (1 MB) || 0x680024000000 || 0xBC00000 - 0xEB00000
|}
 
 
==Controller==
{| class="wikitable sortable"
|-
|-
! ID !! Controller #Number !! Note
| TIMEMANI || 0x848500 || 0x27B00 || Timer Manager (IOP mode) || ELF
|-
|-
| 1 (1-A) || 1 ||
| DMACMAN || 0x849130 || 0x28730 || DMA Controller Manager. || ELF
|-
|-
| 2 (2-A) || 2 ||
| SYSCLIB || 0x84C830 || 0x2BE30 || System C Library. || ELF
|-
|-
| 3 (1-B) || 3 ||
| HEAPLIB || 0x84EF90 || 0x2E590 || Memory HEAP LIBrary (i.e. thvpool, thfpool) || ELF
|-
|-
| 4 (2-B) || 4 ||
| THREADLIB || 0x84FC90 || 0x2F290 || Multi_Thread_Manager || ELF
|-
|-
| 5 (1-C) || 5 || Gamepad LED #1 + #4
| VBLANK || 0x858A20 || 0x38020 || V-Blank management || ELF
|-
|-
| 6 (2-C) || 6 || Gamepad LED #2 + #4
| IOMAN || 0x8597B0 || 0x38DB0 || IO Manager || ELF
|-
|-
| 7 (1-D) || 7 || Gamepad LED #3 + #4
| MODLOAD || 0x85B720 || 0x3AD20 || IOP module loader. || ELF
|-
| ROMDRV || 0x85DA70 || 0x3D070 || ROM driver. Provides access to the boot ROM (rom0). || ELF
|-
| ADDDRV || 0x85E960 || 0x3DF60 ||  Adds support for the DVD ROM (rom1:), via ROMDRV. || ELF
|-
| STDIO || 0x85DDC0 || 0x3D3C0 || Standard I/O library. || ELF
|-
| SIFMAN || 0x85F9B0 || 0x3EFB0 || SIF manager. || ELF
|-
| SIFINIT || 0x860F50 || 0x40550 || Initializes the SIF. || ELF
|-
| EESYNC || 0x861370 || 0x40970 || For synchronizing with the EE, at the end of IOP resets. EESYNC from DNAS images are evil; they also perform a memory wipe of the region from 0x00084000 to .0x00100000. || ELF
|-
| EENULL || 0x861810 || 0x40E10 ||  The idle thread (id #0) module, in ps2 loaded to 0x00081FC0. || BIN
|-
|-
|}
| PS1ID || 0x861850 || 0x40E50 ||  Only found in newer boot ROMs || BIN
 
|-
==Peripheral support==
| LIBFI || 0x861860 || 0x40E60 || Not present in the boot ROM of the SCPH-10000 and SCPH-15000. || BIN
===ps2_emu.self / ps2_gxemu.self===
|-
#Hub
| PS1VERJ || 0x861950 || 0x40F50 ||  || BIN
#Mouse
|-
#Keyboard
| PS1VERA || 0x861960 || 0x40F60 ||  || BIN
#EyeToy
|-
#Head Mount Display
| PS1VERE || 0x861970 || 0x40F70 ||  || BIN
#Mic
|-
#Ascii Mic
| PS1VERC || 0x861980 || 0x40F80 ||  || BIN
#Socom USB Headset
|-
#Usb Headset
| PS1VERH || 0x861990 || 0x40F90 ||  || BIN
#Sea Mic Controller
|-
#Force Feedback device
| OSDSYS || 0x8619A0 || 0x40FA0 || The browser || BIN
#GT Force
|-
#Momo Force
| - || 0x8619B0 || 0x40FB0 ||  || BIN
#Driving Force Pro
|-
#G25/G27
| RDRAM || 0x861A00 || 0x41000  || Provides a RDRAM test for the EE at power-on. This is run from RESET. || BIN
#Momo Racing
|-
#Flight Force
| EELOADCNF || 0x864750 || 0x43D50 || Contains the IOP boot configuration file for EELOAD. || BIN
#Force 3D Pro
|-
#Modem
| SIFCMD || 0x864900 || 0x43F00 || SIF command module. Contains the SIF command and SIF RPC functions. || ELF
#Guncon2
|-
#Densya de GO! controller type 2
| REBOOT || 0x866B40 || 0x46140 || The reboot service. Receives IOP reset packets from the EE, from across the SIF. || ELF
#Densya de GO! Sincansen senyou controller
|-
#Capture Eye
| LOADFILE || 0x867310 || 0x46910 || The RPC server for MODLOAD || ELF
#Flight Stick
|-
#Flight Stick 2
| EECONF || 0x869A70 || 0x49070 || Loads part of the system configuration from the MECHACON EEPROM. Also configures and resets some peripherals, depending on the model version. In slimlines, and possibly on PS3 EECONF will also load the MAC address. || ELF
#Pop Egg
|-
#Trance Vibrator
| - || 0x86A9F0 || 0x49FF0 ||  || BIN
#PSP
|-
#Compact Flight Controller
| IOPBOOT || 0x86AA00 || 0x4A000 || IOP bootup program || BIN
#Flash Memory
#Buzz!
#Pachi-Slot Controller Kurouto
#Usb Adapter
#Guncon3
#Multi Train Controller
#Para Para Paradise controller
 
===ps2_netemu.self===
Support for USB devices seems to be limited comparing to other available emulators. Although PS2 side of USB subsystem seems to be fully implemented. IOP emulator in SPU handle USB HW registers addresses and generate interrupt for PPU which later handle RW to mentioned registers in similar fashion to ps2_emu/ps2_gxemu. PS2 side of things can be disabled/enabled using one byte, when disabled USB writes are ignored, and USB reads return 0. Initial state is unknown. Emulator seems to accept HID controllers and use them as DS3.
<br/><br/>
Supported devices:
#BD Remote Control
#PLAYSTATION(R)3 Controller (Vendor ID 0x54C, Product ID 0x268),
#Motion Controller - Move (Vendor ID 0x54C, Product ID 0x3D5),
#Navigation Controller  (Vendor ID 0x54C, Product ID 0x42F)
#"guncon3"
<br/>
Unknown:
#Vendor ID 0xF0D (Hori), Product ID 0x4A
#Vendor ID 0x54C (Sony), Product ID 0x5AF
<br/>
Few peripherals not listed above work fine or with issues.
#PS3 Dance Dance Revolution Dance Pad - not ps2 accessory, opposite arrows can't be pressed at the same time.
#Pop'N Music controllers - Require PS2 to USB converter. Wrong button mappings can be fixed by remap in config file.
#Retro-Bit Official SEGA Mega Drive USB 6-Button Controller. Mapped for PS3 already and also works with this emulator. Lacks analogue sticks and shoulder buttons.
 
==BIOS==
===ps2_netemu.self===
Ps2_netemu use integrated PS2 bios included in ps2netemu.elf, not additional file like in ps1_emu. In 4.81 firmware BIOS is located from 0x820A00 to 0x9F09FF (0x820900 to 0x9F08FF in fw4.50). Bios version is Developement v2.20 (22/01/2007).
 
Notable thing is that ps2_netemu use the same bios as ps2_gxemu, and ps2onps4. ps2_netemu not boot using ps2_emu bios because of failing RDRAM check.  
 
===Content===
Files included in ps2_netemu/ps2_gxemu bios.
 
{| class="wikitable" style="font-size:small;"
|-
|-
! File !! Offset in fw4.81 ps2_netemu !! Offset in exported bin !! Description !! File type (exportable)
| - || 0x86BB60 || 0x4B160 ||  || BIN
|-
|-
| RESET || 0x820A00 || 0x00 || Bootstrap code for the EE and IOP. || BIN
| TBIN || 0x86C200 || 0x4B800 || The PS1 monitor program. Seems to be the PS1 BIOS. This is started by RESET, when the IOP is in PS1 mode. || BIN
|-
|-
| ROMDIR || 0x823180 || 0x2780 || The ROMDIR part of the ROM image, which provides information on the location and name of files contained in the image. || BIN
| XSHA1 || 0x87A170 || 0x59770 || sha1 - this only present in PS3. It is used as additional antipiracy check. It seems that it calculate disc main elf checksum and compares it with some database. Config related?|| ELF
|-
|-
| EXTINFO || 0x8236C0 || 0x2CC0 || Contains the "EXTINFO" for all files in the ROM image. || BIN
| XLOADFILE || 0x87B140 || 0x5A740 || Updated module || ELF
|-
|-
| SBIN || 0x823D30 || 0x3330 || Seems to be the pad controller library for the PS1 monitor. || BIN
| SIO2MAN || 0x87E1F0 || 0x5D7F0 || SIO2 manager. Provides access to the SIO2 interface. || ELF
|-
|-
| LOGO || 0x82ACD0 || 0xA2D0 || PS1 logo? || BIN
| - || 0x87FE20 || 0x5F420 ||   || BIN
|-
|-
| IOPBTCONF || 0x83F420 || 0x1EA20 || Boot configuration file for the IOP, during the final phase of the IOP reset. If no UDNL module is specified, the IOP will only have a single IOP reset in the reboot process, with the modules listed in IOPBTCONF.  || BIN
| MCSERV || 0x881D40 || 0x61340 || RPC server for MCMAN. || ELF
|-
|-
| IOPBTCON2 || 0x83F510 || 0x1EB10 || Boot configuration file for the IOP, for the first phase of the IOP reset (before UDNL is loaded). || BIN
| - || 0x883A40 || 0x63040 ||   || BIN
|-
|-
| SYSMEM || 0x83F5E0 || 0x1EBE0 || System Memory Manager. || ELF
| KROMG || 0x884A00 || 0x64000 ||   || BIN
|-
|-
| LOADCORE || 0x840800 || 0x1FE00 || The core of IOP module loading. Provides the lowest level of IOP module loading functions. Also handles the startup of the IOP. || ELF
| - || 0x8866C0 || 0x65CC0 ||   || BIN
|-
|-
| EXCEPMAN || 0x842D80 || 0x22380 || Exception manager. || ELF
| KROM || 0x886A00 || 0x66000 || Kanji ROM? Not sure where this is used. || BIN
|-
|-
| INTRMANP || 0x843960 || 0x22F60 || Interrupt Manager. According to wisi, it is for PS mode. || ELF
| - || 0x8A0870 || 0x7FE70 ||   || BIN
|-
|-
| INTRMANI || 0x845370 || 0x24970 || Interrupt Manager. According to wisi, it is for IOP mode. || ELF
| ROMVER || 0x8A0900 || 0x7FF00 || ROM version. || BIN
|-
|-
| SSBUSC || 0x8471B0 || 0x267B0 || SSBUS Controller library. The SSBUS seems to be the bus that all peripherals get connected to. It seems to have the power to control the mapping of the device registers, as well as access timing. || ELF
| - || 0x8A0910 || 0x7FF10 ||   || BIN
|-
|-
| TIMEMANP || 0x847920 || 0x26F20 || Timer Manager (PS mode) || ELF
| VERSTR || 0x8A0930 || 0x7FF30 || Version string. Probably PS1 ROM will use this because that this string is also present in PlayStation consoles. || BIN
|-
|-
| TIMEMANI || 0x848500 || 0x27B00 || Timer Manager (IOP mode) || ELF
| - || 0x8A0990 || 0x7FF90 ||   || BIN
|-
|-
| DMACMAN || 0x849130 || 0x28730 || DMA Controller Manager. || ELF
| ROMGSCRT || 0x8A0A00 || 0x80000 ||   || BIN
|-
|-
| SYSCLIB || 0x84C830 || 0x2BE30 || System C Library. || ELF
| NCDVDMAN || 0x8A3730 || 0x82D30 || It seems to be a heavily stripped-down CDVDMAN module, with no support for some S-command functions like sceCdRI. || ELF
|-
|-
| HEAPLIB || 0x84EF90 || 0x2E590 || Memory HEAP LIBrary (i.e. thvpool, thfpool) || ELF
| SECRMAN || 0x8B0170 || 0x8F770 || Security Manager. Signing is NOT done with the one in ROM, but with a special version that comes with the utility discs. Looks like PS3 units have a different SECRMAN module from retail sets, similar to PS2 TOOL one. || ELF
|-
|-
| THREADLIB || 0x84FC90 || 0x2F290 || Multi_Thread_Manager || ELF
| MCMAN || 0x8B4630 || 0x93C30 || Memory Card Manager. || ELF
|-
|-
| VBLANK || 0x858A20 || 0x38020 || V-Blank management || ELF
| PADMAN || 0x8C3AC0 || 0xA30C0 || Pad manager. || ELF
|-
|-
| IOMAN || 0x8597B0 || 0x38DB0 || IO Manager || ELF
| CDVDMAN || 0x8CD210 || 0xAC810 || The CD/DVD manager. || ELF
|-
|-
| MODLOAD || 0x85B720 || 0x3AD20 || IOP module loader. || ELF
| CDVDFSV || 0x8D55C0 || 0xB4BC0 || The RPC server for CDVDMAN. || ELF
|-
|-
| ROMDRV || 0x85DA70 || 0x3D070 || ROM driver. Provides access to the boot ROM (rom0). || ELF
| FILEIO || 0x8DD980 || 0xBCF80 || RPC server for IOMAN. Sony has greatly changed the semantics and design of FILEIO after some point. Connecting an old FILEIO EE RPC client to a newer server will result in a severe IOP crash. || ELF
|-
|-
| ADDDRV || 0x85E960 || 0x3DF60 || Adds support for the DVD ROM (rom1:), via ROMDRV. || ELF
| CLEARSPU || 0x8DFA80 || 0xBF080 || Seems to clear/reset the SPU, but is known to cause crashes under some conditions. Not sure if it's buggy or not. Only used by the OSDSYS of the SCPH-10000 and SCPH-15000, probably retained for backward-compatibility. || ELF
|-
|-
| STDIO || 0x85EDC0 || 0x3D3C0 || Standard I/O library. || ELF
| UDNL || 0x8E16C0 || 0xC0CC0 || It is responsible for selecting the modules and starting the IOP, during the final phase of the IOP reset where the desired modules are to be loaded into the IOP. || ELF
|-
|-
| SIFMAN || 0x85F9B0 || 0x3EFB0 || SIF manager. || ELF
| IGREETING || 0x8E35C0 || 0xC2BC0 || Displays boot information (i.e. IOP boot type, EBOOTP, IBOOTP, switch positions for DSW602 and the type of DSW602 board installed || ELF
|-
|-
| SIFINIT || 0x860F50 || 0x40550 || Initializes the SIF. || ELF
| EELOAD || 0x8E4620 || 0xC3C20 || The EE ELF loader, which is loaded by LoadExecPS2() to 0x00082000 in PS2 for loading ELFs. || BIN
|-
|-
| EESYNC || 0x861370 || 0x40970 || For synchronizing with the EE, at the end of IOP resets. EESYNC from DNAS images are evil; they also perform a memory wipe of the region from 0x00084000 to .0x00100000. || ELF
| XCDVDMAN || 0x8F37A0 || 0xD2DA0 || cdvd_driver - Updated module || ELF
|-
|-
| EENULL || 0x861810 || 0x40E10 ||  The idle thread (id #0) module, in ps2 loaded to 0x00081FC0. || BIN
| XCDVDFSV || 0x902530 || 0xE1B30 ||  cdvd_ee_driver - Updated module || ELF
|-
|-
| PS1ID || 0x861850 || 0x40E50 || Only found in newer boot ROMs || BIN
| OSDSND || 0x910960 || 0xEFF60 || OSD sound library. This is actually the tentative sound driver, which is called "librspu2" in the Sony SDK. || ELF
|-
|-
| LIBFI || 0x861860 || 0x40E60 || Not present in the boot ROM of the SCPH-10000 and SCPH-15000. || BIN
| PS2LOGO || 0x93B5B0 || 0x11ABB0 || Displays the PlayStation 2 logo from the inserted disc. For newer consoles, if the logo cannot be decrypted properly, it will fall back to the browser. Not actually required to boot games, but the Sony OSDSYS boots PS2 games through this program. || ELF
|-
|-
| PS1VERJ || 0x861950 || 0x40F50 ||   || BIN
| XPARAM2 || 0x957F00 || 0x137500 || Store IOP emulation settings/flags || ELF
|-
|-
| PS1VERA || 0x861960 || 0x40F60 ||   || BIN
| OSDSYS || 0x95A400 || 0x139A00 || The browser, in ps3 is stripped to parse xparam2. No real browser here. || BIN
|-
|-
| PS1VERE || 0x861970 || 0x40F70 ||  || BIN
| PIOPRP || 0x998280 || 0x177880 ||  Present in the PS3 ps2_(gx/soft/net)emu; contains version 3.1.0 of the IOP software (compared to version 1.3.4 on the root). || BIN
|-
|-
| PS1VERC || 0x861980 || 0x40F80 || || BIN
| KERNEL || 0x9DC1E0 || 0x1BB7E0 || The EE kernel || BIN
|-
|}
| PS1VERH || 0x861990 || 0x40F90 ||  || BIN
Description source: https://gist.github.com/uyjulian/25291080f083987d3f3c134f593483c5
|-
 
| OSDSYS || 0x8619A0 || 0x40FA0 || The browser || BIN
==Virtual PS2 HDD==
|-
There are 2 different "PS2 game" contents that can be installed in PS3 HDD (CATEGORY's [[PARAM.SFO#CATEGORY_For_HDD_contents | 2P and 2G ]]).
| - || 0x8619B0 || 0x40FB0 ||  || BIN
'''2P''' are games released from PSN as "PS2 Classic" in .PKG format, and '''2G''' are a few real "PS2 DVD discs" that can be installed in the PS3 HDD, this installation is managed by the '''PS2_system_data.pkg'''.
|-
 
| RDRAM || 0x861A00 || 0x41000  || Provides a RDRAM test for the EE at power-on. This is run from RESET. || BIN
This games can be installed in real PS2 (in the internall HDD of a PS2 fat)... later this same installation was used in the [http://en.wikipedia.org/wiki/PSX_(DVR) PSX]... and when implemented in PS3 there was needed to use a '''virtual PS2 HDD''' image file keeping the same format than the original HDD used in PS2.
|-
 
| - || 0x864190 || 0x43A30 ||  || BIN
Game files (extracted from the real PS2 disc) are installed in a '''IMAGE.DAT''' file, this file is a 1:1 "raw copy" of a PS2 HDD.
|-
 
| EELOADCNF || 0x864200 || 0x43D50 || Contains the IOP boot configuration file for EELOAD. || BIN
This '''IMAGE.DAT''' is placed in the "install folder" (inside USRDIR folder) and his size can vary up to 10+GB
|-
 
| SIFCMD || 0x864900 || 0x43F00 || SIF command module. Contains the SIF command and SIF RPC functions. || ELF
There are 2 different installations: the most common is used to store "game expansions" (e.g: used by additional content in SOCOM games)... the other type of installation is a "full install" and it seems the only game that uses it is "Final Fantasy XI" (main game installation when the game boots for first time + game expansions added later when needed in the same '''IMAGE.DAT''')
|-
 
| REBOOT || 0x866B40 || 0x46140 || The reboot service. Receives IOP reset packets from the EE, from across the SIF. || ELF
'''PS2_system_data.pkg''' itself uses an '''IMAGE.DAT''' file (6.43 MB)
|-
 
| LOADFILE || 0x867310 || 0x46910 || The RPC server for MODLOAD || ELF
The structure of this "virtual PS2 HDD" uses an "APA header" and a "APA MBR" + several "APA partitions", some of them containing "PFS filesystems".
|-
 
| EECONF || 0x869A70 || 0x49070 || Loads part of the system configuration from the MECHACON EEPROM. Also configures and resets some peripherals, depending on the model version. In slimlines, and possibly on PS3 EECONF will also load the MAC address. || ELF
Error message trying to boot a CATEGORY "2G" game with hand-made SFO's and invalid IMAGE.DAT file:
|-
'''The game partition for this game cannot be created because the installed game is corrupted.'''
| - || 0x86A9F0 || 0x49FF0 ||  || BIN
'''To perform this operation, delete the game, and then reinstall the game using the disc.'''
|-
 
| IOPBOOT || 0x86AA00 || 0x4A000 || IOP bootup program || BIN
*Notes
|-
**List of PS2 disc games compatibles with PS3 HDD installation hardcoded in '''dev_flash/vsh/module/[[game_ext_plugin]].sprx'''
| - || 0x86BB60 || 0x4B160 ||  || BIN
**Virtuall PS2 HDD support module '''dev_flash/vsh/module/[[libps2hdd]].sprx''' ?
|-
 
| TBIN || 0x86C200 || 0x4B800 || The PS1 monitor program. Seems to be the PS1 BIOS. This is started by RESET, when the IOP is in PS1 mode. || BIN
===PS2 System Data (PSN HDD Tool package)===
|-
A direct link to the package can be found in NoPayStation database in DLCs
| XSHA1 || 0x87A170 || 0x59770 || sha1 - this only present in PS3. It is used as additional antipiracy check. It seems that it calculate disc main elf checksum and compares it with some database. Config related?|| ELF
 
|-
Content ID: IP9100-NPIA00001_00-PS2HDDSYSDAT0001
| XLOADFILE || 0x87B140 || 0x5A740 || Updated module || ELF
QA Digest: 2A876715D42678BB7A6E00C030C0121B
|-
  HASH: E1B0DBE46FC44190DC7A140681D8B9D4
| SIO2MAN || 0x87E1F0 || 0x5D7F0 || SIO2 manager. Provides access to the SIO2 interface. || ELF
 
http://manuals.playstation.net/document/en/ps3/current/game/hddinstall.html
 
'''Titles supporting HDD installation'''
* Nobunaga's Ambition Online and Expansion Packs
* Final Fantasy XI (disc1=SCUS97266 disc2=SCUS97269)and Expansion Discs
* SOCOM II: U.S. NAVY SEALs and Related discs included with OPM Issue 87, OPM Issue 88, OPM Issue 89, OPM Issue 90
* SOCOM 3: U.S. NAVY SEALs
* SOCOM: U.S. NAVY SEALs Combined Assault
* Front Mission Online
* Official PlayStation Magazine Issue 87, 88, 89, 90 Discs
([[Talk:Emulation#PS2_HDD | non-official ps2hdd gameslist ]])
 
===TitleID/DiscID in game_ext_plugin.sprx===
 
Mainly Final Fantasy 11, Nobunaga Ambition Online, Socom IDs and the required HDD Gigabyte amount for install onto the internal hdd.
 
Speculation: flags are AND' with 0,1,2 (selected from sys_sm_get_hw_config according to ps2emu hardware flags? 0 = no hw?, 1 = gxemu?, 2=full hw? )
 
{| class="wikitable sortable"
! flags !! DiscID !! Alternative? DiscID !! GigaByte !! Title !! 0 = VMC<br>1 = IMAGE.DAT !! Internal Name? !! GigaByte
|-
|-
| - || 0x87FE20 || 0x5F420 ||   || BIN
|0xFFFF || "SLPS20200" || "SLPS25200" || 0x15 || "FINAL FANTASY XI" || 1 || "PP.SLPM-25200.MAGIC.APPLICATION" || 0x15
|-
|-
| BNNETCNF || 0x881D00 || 0x61300 || Network configuration. Used by BB Navigator Network Configuration Library. || BIN
|0xFFFF || "SLPM65705" || "SLPS25200" || 0x15 || "FINAL FANTASY XI" || 1 || "PP.SLPM-25200.MAGIC.APPLICATION" || 0x15
|-
|-
| MCSERV || 0x881D40 || 0x61340 || RPC server for MCMAN. || ELF
|0xFFFF || "SLPM65706" || "SLPS25200" || 0x15 || "FINAL FANTASY XI" || 1 || "PP.SLPM-25200.MAGIC.APPLICATION" || 0x15
|-
|-
| - || 0x883A40 || 0x63040 ||   || BIN
|0xFFFF || "SLPM65953" || "SLPS25200" || 0x15 || "FINAL FANTASY XI" || 1 || "PP.SLPM-25200.MAGIC.APPLICATION" || 0x15
|-
|-
| KROMG || 0x884A00 || 0x64000 ||   || BIN
|0xFFFF || "SLPM66393" || "SLPS25200" || 0x15 || "FINAL FANTASY XI" || 1 || "PP.SLPM-25200.MAGIC.APPLICATION" || 0x15
|-
|-
| - || 0x8866C0 || 0x65CC0 ||   || BIN
|0xFFFF || "SLPM66394" || "SLPS25200" || 0x15 || "FINAL FANTASY XI" || 1 || "PP.SLPM-25200.MAGIC.APPLICATION" || 0x15
|-
|-
| KROM || 0x886A30 || 0x66030 || Kanji ROM? Not sure where this is used. || BIN
|0xFFFF || "SLPM66893" || "SLPS25200" || 0x15 || "FINAL FANTASY XI" || 1 || "PP.SLPM-25200.MAGIC.APPLICATION" || 0x15
|-
|-
| - || 0x8A0870 || 0x7FE70 ||   || BIN
|0xFFFF || "SLPM66894" || "SLPS25200" || 0x15 || "FINAL FANTASY XI" || 1 || "PP.SLPM-25200.MAGIC.APPLICATION" || 0x15
|-
|-
| ROMVER || 0x8A0900 || 0x7FF00 || ROM version. || BIN
|0xFFFF || "SLPM55229" || "SLPS25200" || 0x15 || "FINAL FANTASY XI" || 1 || "PP.SLPM-25200.MAGIC.APPLICATION" || 0x15
|-
|-
| - || 0x8A0910 || 0x7FF10 ||   || BIN
|0x0001 || "SLPM65197" || "SLPM65197" || 0x07 || "信長の野望 Online" || 1 || "PP.SLPM-65197.MAGIC.APPLICATION" || 0x07
|-
|-
| VERSTR || 0x8A0930 || 0x7FF30 || Version string. Probably PS1 ROM will use this because that this string is also present in PlayStation consoles. || BIN
|0x0001 || "SLPM65783" || "SLPM65197" || 0x07 || "信長の野望 Online" || 1 || "PP.SLPM-65197.MAGIC.APPLICATION" || 0x07
|-
|-
| - || 0x8A0990 || 0x7FF90 ||   || BIN
|0x0001 || "SLPM66539" || "SLPM65197" || 0x07 || "信長の野望 Online" || 1 || "PP.SLPM-65197.MAGIC.APPLICATION" || 0x07
|-
|-
| ROMGSCRT || 0x8A0A00 || 0x80000 ||   || BIN
|0x0001 || "SLPM66954" || "SLPM65197" || 0x07 || "信長の野望 Online" || 1 || "PP.SLPM-65197.MAGIC.APPLICATION" || 0x07
|-
| NCDVDMAN || 0x8A3730 || 0x82D30 || It seems to be a heavily stripped-down CDVDMAN module, with no support for some S-command functions like sceCdRI. || ELF
|-
| SECRMAN || 0x8B0170 || 0x8F770 || Security Manager. Signing is NOT done with the one in ROM, but with a special version that comes with the utility discs. Looks like PS3 units have a different SECRMAN module from retail sets, similar to PS2 TOOL one. || ELF
|-
| MCMAN || 0x8B4630 || 0x93C30 || Memory Card Manager. || ELF
|-
| PADMAN || 0x8C3AC0 || 0xA30C0 || Pad manager. || ELF
|-
| CDVDMAN || 0x8CD210 || 0xAC810 || The CD/DVD manager. || ELF
|-
| CDVDFSV || 0x8D55C0 || 0xB4BC0 || The RPC server for CDVDMAN. || ELF
|-
| FILEIO || 0x8DD980 || 0xBCF80 || RPC server for IOMAN. Sony has greatly changed the semantics and design of FILEIO after some point. Connecting an old FILEIO EE RPC client to a newer server will result in a severe IOP crash. || ELF
|-
|-
| CLEARSPU || 0x8DFA80 || 0xBF080 || Seems to clear/reset the SPU, but is known to cause crashes under some conditions. Not sure if it's buggy or not. Only used by the OSDSYS of the SCPH-10000 and SCPH-15000, probably retained for backward-compatibility. || ELF
|0xFFFF || "SCUS97269" || "SCUS97269" || 0x15 || "FINAL FANTASY XI" || 1 || "PP.SCUS-97266.MAGIC.APPLICATION" || 0x15
|-
|-
| UDNL || 0x8E16C0 || 0xC0CC0 || It is responsible for selecting the modules and starting the IOP, during the final phase of the IOP reset where the desired modules are to be loaded into the IOP. || ELF
|0xFFFF || "SLUS21070" || "SCUS97269" || 0x15 || "FINAL FANTASY XI" || 1 || "PP.SCUS-97266.MAGIC.APPLICATION" || 0x15
|-
|-
| IGREETING || 0x8E35C0 || 0xC2BC0 || Displays boot information (i.e. IOP boot type, EBOOTP, IBOOTP, switch positions for DSW602 and the type of DSW602 board installed || ELF
|0xFFFF || "SLUS21404" || "SCUS97269" || 0x15 || "FINAL FANTASY XI" || 1 || "PP.SCUS-97266.MAGIC.APPLICATION" || 0x15
|-
|-
| EELOAD || 0x8E4620 || 0xC3C20 || The EE ELF loader, which is loaded by LoadExecPS2() to 0x00082000 in PS2 for loading ELFs. || BIN
|0xFFFF || "SLUS21694" || "SCUS97269" || 0x15 || "FINAL FANTASY XI" || 1 || "PP.SCUS-97266.MAGIC.APPLICATION" || 0x15
|-
|-
| XCDVDMAN || 0x8F37A0 || 0xD2DA0 || cdvd_driver - Updated module || ELF
|0xFFFF || "SLUS21704" || "SCUS97269" || 0x15 || "FINAL FANTASY XI" || 1 || "PP.SCUS-97266.MAGIC.APPLICATION" || 0x15
|-
|-
| XCDVDFSV || 0x902530 || 0xE1B30 || cdvd_ee_driver - Updated module || ELF
|0xFFFF || "SCUS97275" || "SCUS97275" || 0x02 || "SOCOM" || 0 || "PP.SCUS-97275..SOCOM_II" || 0x02
|-
|-
| OSDSND || 0x910960 || 0xEFF60 || OSD sound library. This is actually the tentative sound driver, which is called "librspu2" in the Sony SDK. || ELF
|0xFFFF || "SCUS97474" || "SCUS97275" || 0x02 || "SOCOM" || 0 || "PP.SCUS-97275..SOCOM_II" || 0x02
|-
|-
| PS2LOGO || 0x93B5B0 || 0x11ABB0 || Displays the PlayStation 2 logo from the inserted disc. For newer consoles, if the logo cannot be decrypted properly, it will fall back to the browser. Not actually required to boot games, but the Sony OSDSYS boots PS2 games through this program. || ELF
|0xFFFF || "SCUS97340" || "SCUS97275" || 0x02 || "SOCOM" || 0 || "PP.SCUS-97275..SOCOM_II" || 0x02
|-
|-
| XPARAM2 || 0x957F00 || 0x137500 || Store IOP emulation settings/flags || ELF
|0xFFFF || "SCUS97341" || "SCUS97275" || 0x02 || "SOCOM" || 0 || "PP.SCUS-97275..SOCOM_II" || 0x02
|-
|-
| OSDSYS || 0x95A400 || 0x139A00 || The browser, in ps3 is stripped to parse xparam2. No real browser here. || BIN
|0xFFFF || "SCUS97342" || "SCUS97275" || 0x02 || "SOCOM" || 0 || "PP.SCUS-97275..SOCOM_II" || 0x02
|-
|-
| PIOPRP || 0x998280 || 0x177880 || Present in the PS3 ps2_(gx/soft/net)emu; contains version 3.1.0 of the IOP software (compared to version 1.3.4 on the root). || BIN
|0xFFFF || "SCUS97442" || "SCUS97275" || 0x02 || "SOCOM" || 0 || "PP.SCUS-97275..SOCOM_II" || 0x02
|-
|-
| KERNEL || 0x9DC1E0 || 0x1BB7E0 || The EE kernel || BIN
|0xFFFF || "SCUS97545" || "SCUS97275" || 0x02 || "SOCOM" || 0 || "PP.SCUS-97275..SOCOM_II" || 0x02
|}
|}
Description source: https://gist.github.com/uyjulian/25291080f083987d3f3c134f593483c5


===Bios region patch===
In PS2 Emulator same Title IDs are present with following information:
SLPS25200 FINAL FANTASY XI          : 0x100000000 (4 GB?)
SCUS97269 FINAL FANTASY XI          : 0x300000000 (12GB?)
SLPM65981 Front Mission Online      : 0x100000000 (4 GB?)
SLPM65197 Nobunagas Ambition Online : 0x200000000 (8 GB?)


Emulator patch loaded bios image to set proper region based on target_id, and string (separated for readability):
==Emulators management from GameOS==
JJjpnJJ  AAengAUU EEengEEE EEengEOA HHengJAG ERengERD CCschJCC HKkorJAG HHtchJAG AAspaAMM
Note: Additional space after first set is intentional and exist also in full string.<br><br>
'''Target id to region pairing:'''
* JJjpnJJ  for 0x83
* AAengAUU for 0x84 , others (DECR, etc.)
* EEengEEE for 0x85 , 0x87 (also forced if game id from SYSTEM.CNF is xxEx_yy.zzz)
* HHengJAG for 0x86 , 0x8A , 0x8E
* AAspaAMM for 0x88 , 0x8F
* EEengEOA for 0x89
* HHtchJAG for 0x8B
* ERengERD for 0x8C
* CCschJCC for 0x8D (unreleased PS3 Chinese model)
* HKkorJAG unused


Bios is patched using EE memory mapping addresses, so offset in file + 0x1FC00000.
===Mountpoints===
Using HKkorJAG example, addresses below are set to:
  dev_ps2disc
  dev_ps2disc1


  * 0x1FC7FF04 = H (x in "0220xD20121227" string)
===ps2_netemu syscalls ===
* 0x1FC7FF14 = K
* 0x1FC7FF15 = k
  0x0 - 0 = exec smth,
* 0x1FC7FF16 = o
      1 = 0x132 panic,
* 0x1FC7FF17 = r
      2 = 0x133 panic,
* 0x1FC7FF52 = J (x in "System ROM Version 5.0 12/27/12 x" string)
      3 = 0x134 panic,
  * 0x1FC7FF20 = A
      4 = 0x135 panic,
  * 0x1FC7FF90 = G
      else = 0x136 panic)
  0xC - exec smth
0x5 - exec smth
0x6 - exec smth
  0x10 - panic


==Virtual PS2 HDD==
Basically are [[HV_Syscalls#HV_Syscalls|hvsc syscalls]] (xoris    r11, r11, 0x8000)
There are 2 different "PS2 game" contents that can be installed in PS3 HDD (CATEGORY's [[PARAM.SFO#CATEGORY_For_HDD_contents | 2P and 2G ]]).
 
'''2P''' are games released from PSN as "PS2 Classic" in .PKG format, and '''2G''' are a few real "PS2 DVD discs" that can be installed in the PS3 HDD, this installation is managed by the '''PS2_system_data.pkg'''.
0x80000000 - [[HV_Syscall_Reference#lv1_allocate_memory]]
 
0x80000001 - [[HV_Syscall_Reference#lv1_write_htab_entry]]
This games can be installed in real PS2 (in the internall HDD of a PS2 fat)... later this same installation was used in the [http://en.wikipedia.org/wiki/PSX_(DVR) PSX]... and when implemented in PS3 there was needed to use a '''virtual PS2 HDD''' image file keeping the same format than the original HDD used in PS2.
0x80000002 - [[HV_Syscall_Reference#lv1_construct_virtual_address_space]]
 
0x80000007 - [[HV_Syscall_Reference#lv1_select_virtual_address_space]]
Game files (extracted from the real PS2 disc) are installed in a '''IMAGE.DAT''' file, this file is a 1:1 "raw copy" of a PS2 HDD.
0x80000009 - [[HV_Syscall_Reference#lv1_pause]]
 
0x8000000F - [[HV_Syscall_Reference#lv1_put_iopte]]
This '''IMAGE.DAT''' is placed in the "install folder" (inside USRDIR folder) and his size can vary up to 10+GB
0x80000012 - [[HV_Syscall_Reference#lv1_construct_event_receive_port]]
 
0x8000001A - [[HV_Syscall_Reference#lv1_detect_pending_interrupts]]
There are 2 different installations: the most common is used to store "game expansions" (e.g: used by additional content in SOCOM games)... the other type of installation is a "full install" and it seems the only game that uses it is "Final Fantasy XI" (main game installation when the game boots for first time + game expansions added later when needed in the same '''IMAGE.DAT''')
0x8000001B - [[HV_Syscall_Reference#lv1_end_of_interrupt]]
 
0x8000001C - [[HV_Syscall_Reference#lv1_connect_irq_plug]]
'''PS2_system_data.pkg''' itself uses an '''IMAGE.DAT''' file (6.43 MB)
0x80000039 - [[HV_Syscall_Reference#lv1_construct_logical_spe]]
 
0x8000003D - [[HV_Syscall_Reference#lv1_set_spe_interrupt_mask]]
The structure of this "virtual PS2 HDD" uses an "APA header" and a "APA MBR" + several "APA partitions", some of them containing "PFS filesystems".
0x80000042 - [[HV_Syscall_Reference#lv1_clear_spe_interrupt_status]]
 
0x80000043 - [[HV_Syscall_Reference#lv1_get_spe_interrupt_status]]
  Error message trying to boot a CATEGORY "2G" game with hand-made SFO's and invalid IMAGE.DAT file:
0x80000045 - [[HV_Syscall_Reference#lv1_get_logical_ppe_id]]
  '''The game partition for this game cannot be created because the installed game is corrupted.'''
0x80000049 - [[HV_Syscall_Reference#lv1_set_interrupt_mask]]
  '''To perform this operation, delete the game, and then reinstall the game using the disc.'''
0x8000004A - [[HV_Syscall_Reference#lv1_get_logical_partition_id]]
 
  0x8000004E - [[HV_Syscall_Reference#lv1_get_spe_irq_outlet]]
*Notes
  0x8000005B - [[HV_Syscall_Reference#lv1_get_repository_node_value]]
**List of PS2 disc games compatibles with PS3 HDD installation hardcoded in '''dev_flash/vsh/module/[[game_ext_plugin]].sprx'''
  0x8000005F - [[HV_Syscall_Reference#lv1_read_htab_entries]]
**Virtual PS2 HDD support module '''dev_flash/vsh/module/[[libps2hdd]].sprx''' ?
0x80000061 - [[HV_Syscall_Reference#lv1_set_vmx_graphics_mode]]
 
0x80000062 - [[HV_Syscall_Reference#lv1_set_thread_switch_control_register]]
===PS2 System Data (PSN HDD Tool package)===
0x80000074 - [[HV_Syscall_Reference#lv1_allocate_io_segment]]
A direct link to the package can be found in NoPayStation database in DLCs
0x80000076 - [[HV_Syscall_Reference#lv1_allocate_ioid]]
 
0x80000078 - [[HV_Syscall_Reference#lv1_construct_io_irq_outlet]]
  Content ID: IP9100-NPIA00001_00-PS2HDDSYSDAT0001
0x8000007C - [[HV_Syscall_Reference#lv1_undocumented_function_124]]
  QA Digest: 2A876715D42678BB7A6E00C030C0121B
0x8000007D - [[HV_Syscall_Reference#lv1_undocumented_function_125]]
  HASH: E1B0DBE46FC44190DC7A140681D8B9D4
0x8000007E - [[HV_Syscall_Reference#lv1_undocumented_function_126]]
 
  0x80000088 - [[HV_Syscall_Reference#lv1_undocumented_function_136]]
http://manuals.playstation.net/document/en/ps3/current/game/hddinstall.html
0x8000008C - [[HV_Syscall_Reference#lv1_construct_lpm]]
 
  0x8000008D - [[HV_Syscall_Reference#lv1_destruct_lpm]]
'''Titles supporting HDD installation'''
  0x8000008E - [[HV_Syscall_Reference#lv1_start_lpm]]
* Nobunaga's Ambition Online and Expansion Packs
0x8000008F - [[HV_Syscall_Reference#lv1_stop_lpm]]
* Final Fantasy XI (disc1=SCUS97266 disc2=SCUS97269)and Expansion Discs
0x80000090 - [[HV_Syscall_Reference#lv1_copy_lpm_trace_buffer]]
* SOCOM II: U.S. NAVY SEALs and Related discs included with OPM Issue 87, OPM Issue 88, OPM Issue 89, OPM Issue 90
0x80000091 - [[HV_Syscall_Reference#lv1_add_lpm_event_bookmark]]
* SOCOM 3: U.S. NAVY SEALs
0x80000092 - [[HV_Syscall_Reference#lv1_delete_lpm_event_bookmark]]
* SOCOM: U.S. NAVY SEALs Combined Assault
0x80000093 - [[HV_Syscall_Reference#lv1_set_lpm_interrupt_mask]]
* Front Mission Online
0x80000094 - [[HV_Syscall_Reference#lv1_get_lpm_interrupt_status]]
* Official PlayStation Magazine Issue 87, 88, 89, 90 Discs
0x80000095 - [[HV_Syscall_Reference#lv1_set_lpm_general_control]]
([[Talk:Emulation#PS2_HDD | non-official ps2hdd gameslist ]])
0x80000096 - [[HV_Syscall_Reference#lv1_set_lpm_interval]]
 
0x80000097 - [[HV_Syscall_Reference#lv1_set_lpm_trigger_control]]
===TitleID/DiscID in game_ext_plugin.sprx===
0x80000098 - [[HV_Syscall_Reference#lv1_set_lpm_counter_control]]
 
0x80000099 - [[HV_Syscall_Reference#lv1_set_lpm_group_control]]
Mainly Final Fantasy 11, Nobunaga Ambition Online, Socom IDs and the required HDD Gigabyte amount for install onto the internal hdd.
0x8000009A - [[HV_Syscall_Reference#lv1_set_lpm_debug_bus_control]]
 
0x8000009B - [[HV_Syscall_Reference#lv1_set_lpm_counter]]
Speculation: flags are AND' with 0,1,2 (selected from sys_sm_get_hw_config according to ps2emu hardware flags? 0 = no hw?, 1 = gxemu?, 2=full hw? )
0x8000009C - [[HV_Syscall_Reference#lv1_set_lpm_signal]]
 
0x8000009D - [[HV_Syscall_Reference#lv1_set_lpm_spr_trigger]]
{| class="wikitable" style="font-size:small;"
0x800000A3 - [[HV_Syscall_Reference#lv1_write_virtual_uart]]
! Flags !! DiscID !! Alternative? DiscID !! GigaByte !! Title !! 0 = VMC<br>1 = IMAGE.DAT !! Internal Name? !! GigaByte
0x800000A4 - [[HV_Syscall_Reference#lv1_set_virtual_uart_param]]
|-
0x800000A5 - [[HV_Syscall_Reference#lv1_get_virtual_uart_param]]
| rowspan="9" | 0xFFFF || SLPS20200 || rowspan="9" | SLPS25200 || rowspan="9" | 0x15 || rowspan="9" | FINAL FANTASY XI || rowspan="9" | 1 || rowspan="9" | PP.SLPM-25200.MAGIC.APPLICATION || rowspan="9" | 0x15
0x800000A6 - [[HV_Syscall_Reference#lv1_configure_virtual_uart_irq]]
|-
0x800000AA - [[HV_Syscall_Reference#lv1_open_device]]
| SLPM65705
0x800000AB - [[HV_Syscall_Reference#lv1_close_device]]
|-
0x800000AC - [[HV_Syscall_Reference#lv1_map_device_mmio_region]]
| SLPM65706
0x800000AE - [[HV_Syscall_Reference#lv1_allocate_device_dma_region]]
|-
0x800000AF - [[HV_Syscall_Reference#lv1_free_device_dma_region]]
| SLPM65953
0x800000B0 - [[HV_Syscall_Reference#lv1_map_device_dma_region]]
|-
0x800000B1 - [[HV_Syscall_Reference#lv1_unmap_device_dma_region]]
| SLPM66393
0x800000B2 - [[HV_Syscall_Reference#lv1_read_pci_config]]
|-
0x800000B3 - [[HV_Syscall_Reference#lv1_write_pci_config]]
| SLPM66394
0x800000C5 - [[HV_Syscall_Reference#lv1_connect_interrupt_event_receive_port]]
|-
0x800000CF - [[HV_Syscall_Reference#lv1_enable_logical_spe]]
| SLPM66893
0x800000D2 - [[HV_Syscall_Reference#lv1_gpu_open]]
|-
0x800000D4 - [[HV_Syscall_Reference#lv1_gpu_device_map]]
| SLPM66894
0x800000D6 - [[HV_Syscall_Reference#lv1_gpu_memory_allocate]]
|-
0x800000D9 - [[HV_Syscall_Reference#lv1_gpu_context_allocate]]
| SLPM55229
0x800000DD - [[HV_Syscall_Reference#lv1_gpu_context_iomap]]
|-
0x800000E1 - [[HV_Syscall_Reference#lv1_gpu_context_attribute]]
|rowspan="4" | 0x0001 || SLPM65197 || rowspan="4" | SLPM65197 || rowspan="4" | 0x07 || rowspan="4" | 信長の野望 Online || rowspan="4" | 1 || rowspan="4" | PP.SLPM-65197.MAGIC.APPLICATION || rowspan="4" | 0x07
0x800000E3 - [[HV_Syscall_Reference#lv1_gpu_context_intr]]
0x800000E4 - [[HV_Syscall_Reference#lv1_gpu_attribute]]
0x800000F5 - [[HV_Syscall_Reference#lv1_storage_read]]
0x800000F6 - [[HV_Syscall_Reference#lv1_storage_write]]
0x800000F9 - [[HV_Syscall_Reference#lv1_storage_get_async_status]]
 
===LPAR / AUTH ID's===
{| border="1" cellspacing="0" cellpadding="5" border="#999" class="wikitable" style="border:1px solid #999; border-collapse: collapse;"  
|- bgcolor="#cccccc"
! Name !! Auth ID !! Self<br />(/dev_flash/ps2emu) !! Notes
|-
|-
| SLPM65783
| PS2_LPAR  || 0x1020000003000001 || rowspan="2" | ps2_emu.self ||
|-
|-
| SLPM66539
| *SCE_CELLOS_SYSTEM_MGR_PS2  || 0x107000001D000001 ||
|-
|-
| SLPM66954
| PS2_GX_LPAR || 0x1020000003000001 || rowspan="2" | ps2_gxemu.self ||
|-
|-
|rowspan="5" | 0xFFFF || SCUS97269 || rowspan="5" | SCUS97269 || rowspan="5" | 0x15 || rowspan="5" | FINAL FANTASY XI || rowspan="5" | 1 || rowspan="5" | PP.SCUS-97266.MAGIC.APPLICATION || rowspan="5" | 0x15
| *SCE_CELLOS_SYSTEM_MGR_PS2_GX || 0x107000001D000001 ||  
|-
|-
| SLUS21070
| PS2_SW_LPAR || 0x1020000003000001 || rowspan="2" | ps2_softemu.self ||
|-
|-
| SLUS21404
| *SCE_CELLOS_SYSTEM_MGR_PS2_SW || 0x107000001D000001 ||
|-
|-
| SLUS21694
| PS2_NE_LPAR || 0x1020000003000001 || rowspan="2" | ps2_netemu.self ||
|-
|-
| SLUS21704
| *SCE_CELLOS_SYSTEM_MGR_PS2_NE || 0x107000001D000001 ||
|-
|-
|rowspan="7" | 0xFFFF || SCUS97275 || rowspan="7" | SCUS97275 || rowspan="7" | 0x02 || rowspan="7" | SOCOM || rowspan="7" | 0 || rowspan="7" | PP.SCUS-97275..SOCOM_II || rowspan="7" | 0x02
|-
| SCUS97474
|-
| SCUS97340
|-
| SCUS97341
|-
| SCUS97342
|-
| SCUS97442
|-
| SCUS97545
|}
|}


In PS2 Emulator same Title IDs are present with following information:  
===Getting compatibility hardware info===
SLPS25200 FINAL FANTASY XI          : 0x00000001
See: [[PS2_Compatibility#Software]]
SCUS97269 FINAL FANTASY XI          : 0x00000003
 
  SLPM65981 Front Mission Online      : 0x00000001
===ps2bootparam.dat===
SLPM65197 Nobunagas Ambition Online : 0x00000002 (return different value in IOP SPEED 0x10000004 read (2 instead of default 3) )
A file created at path: dev_hdd0/tmp/game/'''ps2bootparam.dat'''
*See: [[ps2bootparam.dat]]<!--we need this page because we have others like that in wiki-->
 
===Cobra core===
taken from storage_ext.c
  <pre> patch_ps2emu_entry(ps2emu_type); </pre>
*sets proper ps2_(gx/soft)emu.self path for reboot
*patches ss_storage service 0x5004 disc checks on ss_server3.self inside lv1
  (Change from Parameter li r3, 2 and li r3, 1E (Drive Authentification) to li r3, 0x29 (Reset Drive))
*and the usual either replace read/ioctl for iso etc.
 
==Game CONFIG==
Some of the PS2 emulator types (such ps2_gxemu.self, ps2netemu.self) are able to load config commands that are applyed "by game ID". The concept of "game patches" is not technically correct because some of the commands does patching functions but others does other things (not patching), and other commands works as switches or sets a value that are enviromental settings for the emulator (not for the game) but because are applyed "by game" should be considered enviromental settings for that specific game, so for simplification purposes you can think in all this data as "game configs"
 
This "game config" data seems to work in the same way for all the PS2 emulator types but can be located in different places, some are hardcoded inside the emulators itself (inside the .self), and at the time the "PS2 classics" emulator (ps2_netemu.self) was developed this config can be loaded from an external file<!--and there is some more inside some .sprx or inside the ps2 hdd data pkg ?-->


==Emulators management from GameOS==
In short, the "game configs" can modify the game image (by patching it) and can be used to configure the virtual PS2 (the emulated machine). And can be loaded from hardcoded data (inside the .self) or from an external file (this feature is supported only by ps2_netemu.self)


===Mountpoints===
The config data consists in a list of concatenated values of 8 bytes lenght (uint32_t), and can be processed like this:
   dev_ps2disc
union{
   dev_ps2disc1
   uint32_t command
   ...data...
}


===ps2_netemu syscalls ===
===Config Commands===
Vector at 0xC00 address.
  ps2_netemu.self fw4.50 sub_12D7D8, fw4.81 sub_12E050
  0x00 -
  params are uint32_t unless noted.
      0 = return ((unk from 0x1C30/0x1C38 << 56) | thread_number << 48 | ctrl_CT1 (in bit 30) | srr1_EE (in bit 15) | srr1_PS (in bit 14) | srr1_DR (in bit 4))
          Where 0x1C30/0x1C38 is selected depending on current HW thread.
          Thread number is current SW thread
          ctrl_CT1 is lower bit of CT (Current Thread) from PPC Control Register (0 for HW0, 1 for HW1)
          srr1_EE is MSR Enable External Interrupts bit from time when exception occurred (from before syscall was executed)
          srr1_PS is MSR Problem State bit from time when exception occurred (from before syscall was executed)
          srr1_DR is MSR Data Relocate bit from time when exception occurred (from before syscall was executed)
      1 = 0x132 lv1 panic
      2 = 0x133 lv1 panic
      3 = 0x134 lv1 panic
      4 = 0x135 lv1 panic
      else = 0x136 lv1 panic
0x02 - Destroy init code and perform illegal instructions check. Memzero following addresses:
      CODE: 0x16000 - 0x20B80
      DATA: 0x930F80 - 0x933F80
      UNK:  0x3D016000 - 0x3D020B80
0x03 - Enable additional code related to VU0/COP2.
      3 = Patch 0x186C10 to NOP
      4 = Patch 0x186C40 to NOP
      anything else = LV1 panic
0x04 - Unknown. Available for HW0 only.
0x05 - External interrupts disable (48 bit in MSR). Returns previous MSR state.
0x06 - External interrupts enable (48 bit in MSR) if param & 0x8000 is not 0, otherwise disable them.
      This sc is more like restore 48th bit of MSR, but many times emu use it to enable bit without using old state.
      Also, emulator panic LV1 if syscall is called while external interrupts are already enabled.
0x0A - IPU emulation related syscall
0x0B - IPU emulation related syscall
  0x0C - Used in PS2 COP0 MTC0/MFC0 r9/r25 (count/perf), decrementer/timing related, return value in r15.
        Config CMD 0x17 disable that syscall for r9 (count) r/w, and alternative path is used. Perf r/w still use it.
0x0E - PS2 counters/timers related (also used on vsync related functions).
0x0F - PS2 counters/timers related (also used on vsync related functions).
0x10 - lv1 panic.
0x11 - Wrapper for lv1_read_virtual_uart(port_number, buffer, bytes) [HW0 only, only ports 0 and 2 available, else panic]
0x12 - Wrapper for lv1_storage_send_device_command(dev_id, cmd_id, cmd_block, cmd_size, data_buffer, blocks)
      [HW0 only, Available only for threads: VRC, MECHA, HDD, else panic]
      params are rearranged:
      r3 = cmd_block (0x245E000 is added to this value internally)
      r4 = data_buffer (0x245E000 is added to this value internally)
      r5 = blocks
      dev_id is taken from 0x245D008 and it is 0(HDD) for my dump.
      cmd_id = 0x88 and cmd_size is 8.
0x13 - Set thread info unknown byte to 1 for respective thread and set unknown byte to 1 in USB thread.
      [HW0 only, else panic. Available only for threads: BL2MAIN and BL2LNK, else do nothing in exception handler]
0x14 - Same as 0x13 but set all bits to 0 regardless which thread called it.
      [HW0 only, else panic. Available only for threads: BL2MAIN and BL2LNK, else do nothing in exception handler]
0x1002 - Invalidate gpu hvcalls.
0x800000XX - HV Syscall where XX is syscall nr.
else (other syscalls) - jump to 0x12670 (FW4.78 - current) for HW_0
                        jump to 0x12050 (FW4.78 - current) for HW_1


List of used HV syscalls:
At the time of writing this, most of the commands are completely or partially unknown.<br />
If you want to read some speculation and brainstorming about them, please join the {{talk}} page


0x80000000 - [[HV_Syscall_Reference#lv1_allocate_memory]]
{| class="wikitable sortable"
0x80000001 - [[HV_Syscall_Reference#lv1_write_htab_entry]]
|-
0x80000002 - [[HV_Syscall_Reference#lv1_construct_virtual_address_space]]
! CMD ID !! Example !! Notes
0x80000007 - [[HV_Syscall_Reference#lv1_select_virtual_address_space]]
|-
  0x80000009 - [[HV_Syscall_Reference#lv1_pause]]
| 0x00|||| Copy following title id for enforcing if available + end config
0x8000000F - [[HV_Syscall_Reference#lv1_put_iopte]]
|-
  0x80000012 - [[HV_Syscall_Reference#lv1_construct_event_receive_port]]
| 0x01|||| 2x uint32_t Params ( addr, func_id 0-0x3B) - EE_ADD_HOOK
  0x8000001A - [[HV_Syscall_Reference#lv1_detect_pending_interrupts]]
 
  0x8000001B - [[HV_Syscall_Reference#lv1_end_of_interrupt]]
  Most of 0x01 commands are strictly per game fixes, or at least per game engine.
0x8000001C - [[HV_Syscall_Reference#lv1_connect_irq_plug]]
  [Grand Theft Auto 3 (EU)] uses 0x349790, 0x10 (somewhat floats related)
0x80000039 - [[HV_Syscall_Reference#lv1_construct_logical_spe]]
  [Max Payne] uses 0x52E9F4, 3 and 0x52EB78, 2 (set lwsync 0)
0x8000003D - [[HV_Syscall_Reference#lv1_set_spe_interrupt_mask]]
  Maximum Amount of Usage: ?
0x80000042 - [[HV_Syscall_Reference#lv1_clear_spe_interrupt_status]]
  (The command is used 3 times consecutively by SLUS-20565 (Champions of Norrath) and SLUS-21494 (Need for Speed Carbon)
0x80000043 - [[HV_Syscall_Reference#lv1_get_spe_interrupt_status]]
  game configs hardcoded inside ps2_gxemu.self)
0x80000045 - [[HV_Syscall_Reference#lv1_get_logical_ppe_id]]
{| class="wikitable sortable"
0x80000049 - [[HV_Syscall_Reference#lv1_set_interrupt_mask]]
|-
0x8000004A - [[HV_Syscall_Reference#lv1_get_logical_partition_id]]
!Function ID!! Notes
0x8000004E - [[HV_Syscall_Reference#lv1_get_spe_irq_outlet]]
|-
0x8000005B - [[HV_Syscall_Reference#lv1_get_repository_node_value]]
|0x00||
0x8000005F - [[HV_Syscall_Reference#lv1_read_htab_entries]]
|-
0x80000061 - [[HV_Syscall_Reference#lv1_set_vmx_graphics_mode]]
|0x01|| FIFA 2000 use it as hook for EE kernel at 0x80001858 (DMAC related).
0x80000062 - [[HV_Syscall_Reference#lv1_set_thread_switch_control_register]]
|-
0x80000074 - [[HV_Syscall_Reference#lv1_allocate_io_segment]]
|0x02||
0x80000076 - [[HV_Syscall_Reference#lv1_allocate_ioid]]
Max Payne
0x80000078 - [[HV_Syscall_Reference#lv1_construct_io_irq_outlet]]
sets some sync off?
0x8000007C - [[HV_Syscall_Reference#lv1_undocumented_function_124]]
|-
0x8000007D - [[HV_Syscall_Reference#lv1_undocumented_function_125]]
|0x03||
0x8000007E - [[HV_Syscall_Reference#lv1_undocumented_function_126]]
Max Payne
  0x80000088 - [[HV_Syscall_Reference#lv1_undocumented_function_136]]
sets some sync on?
  0x8000008C - [[HV_Syscall_Reference#lv1_construct_lpm]]
|-
  0x8000008D - [[HV_Syscall_Reference#lv1_destruct_lpm]]
|0x04|| Used by Castle Shikigami II store 0 on 0x94A290 (EMU Memory)
  0x8000008E - [[HV_Syscall_Reference#lv1_start_lpm]]
|-
  0x8000008F - [[HV_Syscall_Reference#lv1_stop_lpm]]
|0x05||
  0x80000090 - [[HV_Syscall_Reference#lv1_copy_lpm_trace_buffer]]
|-
  0x80000091 - [[HV_Syscall_Reference#lv1_add_lpm_event_bookmark]]
|0x06||
  0x80000092 - [[HV_Syscall_Reference#lv1_delete_lpm_event_bookmark]]
|-
  0x80000093 - [[HV_Syscall_Reference#lv1_set_lpm_interrupt_mask]]
|0x07||
  0x80000094 - [[HV_Syscall_Reference#lv1_get_lpm_interrupt_status]]
|-
  0x80000095 - [[HV_Syscall_Reference#lv1_set_lpm_general_control]]
|0x08|| Harry Potter - Quidditch World Cup US use it at offset 0x2BD45C (EE)
  0x80000096 - [[HV_Syscall_Reference#lv1_set_lpm_interval]]
|-
0x80000097 - [[HV_Syscall_Reference#lv1_set_lpm_trigger_control]]
|0x09|| Harry Potter - Quidditch World Cup US use it at offset 0x2BD620 (EE)
  0x80000098 - [[HV_Syscall_Reference#lv1_set_lpm_counter_control]]
|-
  0x80000099 - [[HV_Syscall_Reference#lv1_set_lpm_group_control]]
|0x0A||
0x8000009A - [[HV_Syscall_Reference#lv1_set_lpm_debug_bus_control]]
|-
0x8000009B - [[HV_Syscall_Reference#lv1_set_lpm_counter]]
|0x0B||
0x8000009C - [[HV_Syscall_Reference#lv1_set_lpm_signal]]
|-
0x8000009D - [[HV_Syscall_Reference#lv1_set_lpm_spr_trigger]]
|0x0C|| Used by Piglet's Big Game
  0x800000A3 - [[HV_Syscall_Reference#lv1_write_virtual_uart]]
|-
  0x800000A4 - [[HV_Syscall_Reference#lv1_set_virtual_uart_param]]
|0x0D|| usleep(100)
0x800000A5 - [[HV_Syscall_Reference#lv1_get_virtual_uart_param]]
|-
  0x800000A6 - [[HV_Syscall_Reference#lv1_configure_virtual_uart_irq]]
|0x0E|| Used 3 times in Need for Speed - Carbon [Collector's Edition] US
  0x800000AA - [[HV_Syscall_Reference#lv1_open_device]]
|-
  0x800000AB - [[HV_Syscall_Reference#lv1_close_device]]
|0x0F||
  0x800000AC - [[HV_Syscall_Reference#lv1_map_device_mmio_region]]
GTA 3 (US)
0x800000AE - [[HV_Syscall_Reference#lv1_allocate_device_dma_region]]
  using 0x348B40, 0x18E1F0, 0x348EC8 ( + 200000000 base )
  0x800000AF - [[HV_Syscall_Reference#lv1_free_device_dma_region]]
  0x348B40 = start CTheScripts::ClearSpaceForMissionEntity((CVector const &, CEntity *))
  0x800000B0 - [[HV_Syscall_Reference#lv1_map_device_dma_region]]
  0x18E1F0 = start CCollision::ProcessColModels((CMatrix const &, CColModel &, CMatrix const &, CColModel &, CColPoint *, CColPoint *, float *))
  0x800000B1 - [[HV_Syscall_Reference#lv1_unmap_device_dma_region]]
  0x348EC8 = Almost end (only loading values preserved on stack) of CTheScripts::ClearSpaceForMissionEntity((CVector const &, CEntity *))
  0x800000B2 - [[HV_Syscall_Reference#lv1_read_pci_config]]
|-
  0x800000B3 - [[HV_Syscall_Reference#lv1_write_pci_config]]
|0x10||
  0x800000C5 - [[HV_Syscall_Reference#lv1_connect_interrupt_event_receive_port]]
GTA 3 (EU)
0x800000CF - [[HV_Syscall_Reference#lv1_enable_logical_spe]]
  using 0x349790, 0x18E1F0, 0x349B18 ( + 200000000 base )
0x800000D2 - [[HV_Syscall_Reference#lv1_gpu_open]]
  0x349790 = start CTheScripts::ClearSpaceForMissionEntity((CVector const &, CEntity *))
0x800000D4 - [[HV_Syscall_Reference#lv1_gpu_device_map]]
  0x18E1F0 = start CCollision::ProcessColModels((CMatrix const &, CColModel &, CMatrix const &, CColModel &, CColPoint *, CColPoint *, float *))
0x800000D6 - [[HV_Syscall_Reference#lv1_gpu_memory_allocate]]
  0x349B18 = Almost end (only loading values preserved on stack) of CTheScripts::ClearSpaceForMissionEntity((CVector const &, CEntity *))
0x800000D9 - [[HV_Syscall_Reference#lv1_gpu_context_allocate]]
|-
0x800000DD - [[HV_Syscall_Reference#lv1_gpu_context_iomap]]
|0x11||
0x800000E1 - [[HV_Syscall_Reference#lv1_gpu_context_attribute]]
GTA 3 (EU different ver.)
0x800000E3 - [[HV_Syscall_Reference#lv1_gpu_context_intr]]
  using 0x3495C0, 0x18E1F0, 0x349948 ( + 200000000 base )
0x800000E4 - [[HV_Syscall_Reference#lv1_gpu_attribute]]
  0x3495C0 = start CTheScripts::ClearSpaceForMissionEntity((CVector const &, CEntity *))
0x800000F5 - [[HV_Syscall_Reference#lv1_storage_read]]
  0x18E1F0 = start CCollision::ProcessColModels((CMatrix const &, CColModel &, CMatrix const &, CColModel &, CColPoint *, CColPoint *, float *))
0x800000F6 - [[HV_Syscall_Reference#lv1_storage_write]]
  0x349948 = Almost end (only loading values preserved on stack) of CTheScripts::ClearSpaceForMissionEntity((CVector const &, CEntity *))
0x800000F9 - [[HV_Syscall_Reference#lv1_storage_get_async_status]]
|-
0x800000FF - [[HV_Syscall_Reference#lv1_panic]]
|0x12|| Disney-Pixar's Finding Nemo use it
 
  if condition met...
===LPAR / AUTH ID's===
  store 0 in [ 0x204FC500 + 200000000 base] 0x4FC500 EE memory
{| border="1" cellspacing="0" cellpadding="5" border="#999" class="wikitable" style="border:1px solid #999; border-collapse: collapse;"
|-
|- bgcolor="#cccccc"
|0x13||
! Name !! Auth ID !! Self<br />(/dev_flash/ps2emu) !! SM Ability Mask !! Notes
|-
|0x14||
|-
|0x15||
|-
|0x16||
  store 0x01114BA8 in [ 0x208EAB4C + 200000000 base]
  store 0x010C9E40 in [ 0x208EAB6C + 200000000 base]
|-
|0x17||
  condition r18 == 0x8000
  setting:
  stores 0x40490FDA somewhere
Note: 0x40490FDA (3.14159250) is the highest float approximation to π in hexadecimal without going over the value.<br />
Probably can improve FPU accuracy for some games.
|-
|0x18||
  condition [ 0x20183F04 + 200000000 base ] == 0x0C060F2C
  setting:
  stores 0 in address 0x20183F04, 0x20183F34, 0x20183F3C ( + 0x200000000 base )
  0x183F0C, sub_46334 (4.70)
  0x183F3C, sub_45DA4 (4.70)
  0x183D74, sub_47B50 (4.70)
|-
|0x19||
|-
|0x1A||
  store 0 in [ 0x209FD560 + 200000000 base]
  store 0 in [ 0x209F9550 + 200000000 base]
  store 0 in [ 0x20A01570 + 200000000 base]
  store 0 in [ 0x209F9540 + 200000000 base]
  store 0 in [ 0x209F5540 + 200000000 base]
  store 0 in [ 0x209F1530 + 200000000 base]
|-
|0x1B|| store 0 in [ 0x20552168 + 200000000 base]
|-
|0x1C|| store 1 in [ 0x20552168 + 200000000 base]
|-
|0x1D|| store 0 in [ 0x20556C08 + 200000000 base]
|-
|0x1E|| store 1 in [ 0x20556C08 + 200000000 base]
|-
|0x1F|| store 0 in [ 0x205243D8 + 200000000 base]
|-
|0x20|| store 1 in [ 0x205243D8 + 200000000 base]
|-
|0x21|| store 0 in [ 0x20524F88 + 200000000 base]
|-
|0x22|| store 1 in [ 0x20524F88 + 200000000 base]
|-
|0x23|| store 0 in [ 0x2047E7F8 + 200000000 base]
|-
|0x24|| store 1 in [ 0x2047E7F8 + 200000000 base]
|-
|0x25|| store 0 in [ 0x204802B8 + 200000000 base]
|-
|0x26|| store 1 in [ 0x204802B8 + 200000000 base]
|-
|0x27|| store 0 in [ 0x20586348 + 200000000 base]
|-
|0x28|| store 1 in [ 0x20586348 + 200000000 base]
|-
|-
| PS2_LPAR  || 0x1020000003000001 || rowspan="2" | ps2_emu.self || rowspan="2" | 0x201226D || rowspan="2" |
|0x29|| store 0 in [ 0x205868A8 + 200000000 base]
|-
|-
| *SCE_CELLOS_SYSTEM_MGR_PS2  || 0x107000001D000001
|0x2A|| store 1 in [ 0x205868A8 + 200000000 base]
|-
|-
| PS2_GX_LPAR || 0x1020000003000001 || rowspan="2" | ps2_gxemu.self || rowspan="2" | 0x201226D || rowspan="2" |
|0x2B||  
|-
|-
| *SCE_CELLOS_SYSTEM_MGR_PS2_GX || 0x107000001D000001
|0x2C|| Shin Onimusha - Dawn of Dreams Fix ingame IPU runtime - JPN/US release [https://github.com/PCSX2/pcsx2/issues/1141 bug]
|-
|-
| PS2_SW_LPAR || 0x1020000003000001 || rowspan="2" | ps2_softemu.self || rowspan="2" | 0x201226D || rowspan="2" |
|0x2D|| Shin Onimusha - Dawn of Dreams Fix ingame IPU runtime - PAL release [https://github.com/PCSX2/pcsx2/issues/1141 bug]
|-
|-
| *SCE_CELLOS_SYSTEM_MGR_PS2_SW || 0x107000001D000001
|0x2E||  
|-
|-
| PS2_NE_LPAR || 0x1020000003000001 || rowspan="2" | ps2_netemu.self || rowspan="2" | 0x412265 || rowspan="2" | Netemu additional SM abilities:
|0x2F|| condition [ 0x37B0C4 + 200000000 base ] == 0 -> 00 10 0B 98
* 0x00400000 = Reboot into netemu LPAR (using opcode 0x8204).
Missing SM abilities when compared to other ps2 emus:
* 0x00000008 = Reboot into PS2/GX/SOFT LPAR (using opcode 0x8202).
* 0x02000000 = Unknown, seems to be unused by current system manager.
|-
|-
| *SCE_CELLOS_SYSTEM_MGR_PS2_NE || 0x107000001D000001
|0x30|| condition [ 0x37B704 + 200000000 base ] == 0 -> 00 10 0B 98
|-
|-
|}
|0x31|| condition [ 0x37630C + 200000000 base ] == 0 -> 00 10 0B A8
Note: All PS2 emulator lack 0x00000100 ability, thus can't get/set fan speed without LV1 patch.
|-
 
|0x32|| condition [ 0x37BB0C + 200000000 base ] == 0 -> 00 10 0B A8
===Getting compatibility hardware info===
See: [[PS2_Compatibility#Software]]
 
===ps2bootparam.dat===
A file created at path: dev_hdd0/tmp/game/'''ps2bootparam.dat'''
*See: [[ps2bootparam.dat]]<!--we need this page because we have others like that in wiki-->
 
===Cobra core===
taken from storage_ext.c
<pre> patch_ps2emu_entry(ps2emu_type); </pre>
*sets proper ps2_(gx/soft)emu.self path for reboot
*patches ss_storage service 0x5004 disc checks on ss_server3.self inside lv1
  (Change from Parameter li r3, 2 and li r3, 1E (Drive Authentification) to li r3, 0x29 (Reset Drive))
*and the usual either replace read/ioctl for iso etc.
 
==Game CONFIG==
Some of the PS2 emulator types (such ps2_gxemu.self, ps2netemu.self) are able to load config commands that are applyed "by game ID". The concept of "game patches" is not technically correct because some of the commands does patching functions but others does other things (not patching), and other commands works as switches or sets a value that are enviromental settings for the emulator (not for the game) but because are applyed "by game" should be considered enviromental settings for that specific game, so for simplification purposes you can think in all this data as "game configs"
 
This "game config" data seems to work in the same way for all the PS2 emulator types but can be located in different places, some are hardcoded inside the emulators itself (inside the .self), and at the time the "PS2 classics" emulator (ps2_netemu.self) was developed this config can be loaded from an external file<!--and there is some more inside some .sprx or inside the ps2 hdd data pkg ?-->
 
In short, the "game configs" can modify the game image (by patching it) and can be used to configure the virtual PS2 (the emulated machine). And can be loaded from hardcoded data (inside the .self) or from an external file (this feature is supported only by ps2_netemu.self). Maximum CONFIG size for ps2_netemu is 16384 bytes.
 
===Config Commands===
Below is a brief summary table with basic info about available config commands. <br>
Detailed commands description can be found here: '''[[PS2_Emulation/PS2_Config_Commands|PS2 Config Commands]]'''. <br>
If you want to read some speculation and brainstorming about them, please join the {{talk}} page. <br>
 
{| class="wikitable" style="font-size:85%; line-height:100%; text-align:center"
|+PS2 Emulators Config Commands Overview
! rowspan="2" | Command Name !! colspan="3" | Command ID !! rowspan="2" style="padding:1px" | Max<br>Usage !! colspan="4" | Command Data
|-
|-
! style="padding:1px" | gxemu !! style="padding:1px" | softemu !! style="padding:1px" | netemu !! Length !! colspan="3" | Params
|0x33||  
|-
|-
! {{cellcolors|#c96|#000}} TitleID enforce
|0x34|| not filled
| {{NA}} || {{NA}} || 0x00
| 1 || style="text-align:left" | char[10]
| colspan="3" {{cellcolors|#c96|#000|center}} titleid
|-
|-
! {{cellcolors|#555|#fff}} Hook EE memory offset with emu function ID
|0x35||  
| 0x00 || 0x00 || 0x01
| 3 ? || style="text-align:left" | 2&nbsp;*&nbsp;uint32_t
| {{cellcolors|#555|#fff|center}} offset || colspan="2" {{cellcolors|#555|#fff|center}} functionid
|-
|-
! {{cellcolors|#fff|#000}} Set something
|0x36||  
| 0x01 || 0x01 || 0x02
| 1 || style="text-align:left" | uint32_t
| colspan="3" | ?
|-
|-
! {{cellcolors|#fff|#000}} Skip r5900 CACHE IXIN/IHIN opcodes
|0x37||  
| 0x02 || 0x02 || 0x03
| 1 || style="text-align:left" | 0
| colspan="3" {{cellcolors|#ddd|#666|center}} ''Nothing''
|-
|-
! {{cellcolors|#bd5|#000}} Patch something in SP3 EEDMA
|0x38||
| 0x03 || 0x03 || 0x04
| 1 || style="text-align:left" | uint32_t
| colspan="3" | ?
|-
|-
! {{cellcolors|#bd5|#000}} Alternative VIF1 DIRECT/DIRECTHL handler
|0x39||  
| 0x04 || 0x04 || {{cellcolors|#eee|#b44|center}} <abbr style="cursor:help; text-decoration:none" title="Not Available">0x05</abbr>
| 1 || style="text-align:left" | 0
| colspan="3" {{cellcolors|#ddd|#666|center}} ''Nothing''
|-
|-
! {{cellcolors|#fff|#000}} Alternative VIF1 OFFSET handler
|0x3A||  
| 0x05 || 0x05 || 0x06
| 1 || style="text-align:left" | 0
| colspan="3" {{cellcolors|#ddd|#666|center}} ''Nothing''
|-
|-
! {{cellcolors|#c96|#000}} Delay VU1 xgkick by X cycles
|0x3B|| GTA 3 (JP/AS) ? using 0x351210, 0x18F590, 0x351568 ( + 200000000 base )
| 0x06 || 0x06 || 0x07
|}
| 1 || style="text-align:left" | uint32_t
| colspan="3" {{cellcolors|#c96|#000|center}} <abbr title="2=2cycles, 4=4cycles, 8=8cycles">cycles</abbr>
|-
|-
! {{cellcolors|#c96|#000}} Patch VU1 memory by <abbr title="two bit masks for original and patched data">bitmask</abbr>
|0x02|||| 1 Param, Config file revision ?
| 0x07 || 0x07 || 0x08
| 3 || style="text-align:left" | 8&nbsp;*&nbsp;uint32_t
| colspan="3" {{cellcolors|#c96|#000|center}} <abbr title="read mask, read mask, original opcode, original opcode, write mask, write mask, replace opcode, replace opcode">MASK</abbr>
|-
|-
! {{cellcolors|#9f9|#000}} Patch EE memory 64 bit
|0x03|||| 0 Param, sets something 0 (Fire Pro Wrestling Returns)
| 0x08 || 0x08 || 0x09
| <abbr title="command">1</abbr>→<abbr title="list">32</abbr> || style="text-align:left" | uint32_t&nbsp;+&nbsp;LIST
| {{cellcolors|#9f9|#000|center}} <abbr title="amount of patches in the LIST">count</abbr> || colspan="2" {{cellcolors|#9f9|#000|center}} <abbr title="offset, original opcode, original opcode, replace opcode, replace opcode">LIST</abbr>
|-
|-
! {{cellcolors|#9f9|#000}} Patch EE memory 32 bit
|0x04|||| 1 Param uint32_t index (i*0x80, special 0x12345: 0x91a280?)
| {{NA}} || {{NA}} || 0x0A
| <abbr title="command">1</abbr>→<abbr title="list">32</abbr> || style="text-align:left" | uint32_t&nbsp;+&nbsp;LIST
| {{cellcolors|#9f9|#000|center}} <abbr title="amount of patches in the LIST">count</abbr> || colspan="2" {{cellcolors|#9f9|#000|center}} <abbr title="offset, original opcode, replace opcode">LIST</abbr>
|-
|-
! {{cellcolors|#9f9|#000}} Patch game disc by sector & offset
|0x05|||| read next command
| 0x09 || 0x09 || 0x0B
| <abbr title="command">1</abbr>→<abbr title="list">47</abbr> || style="text-align:left" | uint32_t&nbsp;+&nbsp;LIST
| {{cellcolors|#9f9|#000|center}} <abbr title="amount of patches in the LIST">count</abbr> || colspan="2" {{cellcolors|#9f9|#000|center}} <abbr title="sector id, offset, sizeof present opcodes, replace opcodes, original opcodes">LIST</abbr>
|-
|-
! {{cellcolors|#fff|#000}} Set something
|0x06|||| 0 Param, sets something 0x14F80 (85888'd)
| 0x0A || 0x0A || 0x0C
| 1 || style="text-align:left" | 2&nbsp;*&nbsp;uint16_t
| <abbr title="0=?, 1=?, 2=?">unk_mode</abbr> || colspan="2" | <abbr title="min 0x0, max 0xFFFF">unk_range</abbr>
|-
|-
! {{cellcolors|#fff|#000}} Set something
|0x07|||| 1 Param uint32_t (default 1)
| 0x0B || 0x0B || 0x0D
Delay VU xgkick by X cycles
| 1 || style="text-align:left" | uint32_t
| colspan="3" | <abbr title="0=skip, 1=don't skip (default)">skip</abbr>
|-
|-
! {{cellcolors|#f93|#000}} COP2 and FPU accurate ADD/SUB address
|0x08|||| 8 Param uint32_t (read mask,read mask, original opcode, original opcode, write mask, write mask, replace opcode, replace opcode)
| 0x0C || 0x0C || 0x0E
Maximum Amount of Usage: 3 times
| 32 || style="text-align:left" | uint32_t
Patch VU memory by mask
| colspan="3" {{cellcolors|#f93|#000|center}} <abbr title="min 0x100000 ?, max 0x1FFFFFFF ?">offset</abbr>
|-
|-
! {{cellcolors|#f93|#000}} COP2 and FPU accurate ADD/SUB range
|0x09|||| uint32_t count, <list> (offset, original opcode, original opcode, replace opcode, replace opcode) - EE_INSN_REPLACE64
| 0x0D || 0x0D || 0x0F
  [Dark Cloud] uses 1
| 32 || style="text-align:left" | 2&nbsp;*&nbsp;uint32_t
  [Dead Or Alive 2 Hardcore] uses 1
| {{cellcolors|#f93|#000|center}} <abbr title="min 0x100000">start&nbsp;offset</abbr> || colspan="2" {{cellcolors|#f93|#000|center}} <abbr title="max 0x1FFFFFFF">end&nbsp;offset</abbr>
Maximum List Count: 32
|-
|-
! {{cellcolors|#f93|#000}} FPU accurate MUL/DIV range
|0x0A|||| uint32_t count, <List> (offset, original opcode, replace opcode) - EE_INSN_REPLACE32
| 0x0E || 0x0E || 0x10
  [Deadly Strike] uses 1
| 32 || style="text-align:left" | 2&nbsp;*&nbsp;uint32_t
  [Dragon Force] uses 2
| {{cellcolors|#f93|#000|center}} <abbr title="min 0x100000">start&nbsp;offset</abbr> || colspan="2" {{cellcolors|#f93|#000|center}} <abbr title="max 0x1FFFFFFF">end&nbsp;offset</abbr>
Maximum List Count: 32
|-
|-
! {{cellcolors|#f93|#000}} VU0 accurate ADD/SUB address
|0x0B|||| 1 Param uint32_t count, <List> {sector id, offset, sizeof present opcodes, replace opcodes, original opcodes} - MECHA_SET_PATCH
| 0x0F || 0x0F || 0x11
offset on disc = sector id * sector size + offset (-0xC for DVD, -0x18 for CD [raw 2352 sector size])
| 32 || style="text-align:left" | uint32_t
  [Dead Or Alive 2 Hardcore] uses 7
| colspan="3" {{cellcolors|#f93|#000|center}} <abbr title="min 0x000, max 0xFF8">offset</abbr>
  [Gradius V] uses 1
  [Grand Theft Auto III] uses 1
  [Katamari Damacy] uses 1
  [Manhunt] uses 1
  [Odin Sphere] uses 2
  [Primal] uses 1
  [Psychonauts] uses 1
  [Syphon Filter The Omega Strain] uses 1
Maximum List Count: 47
|-
|-
! {{cellcolors|#588|#fff}} VU0/COP2 multi cmd
|0x0C|||| 1 Param (uint16_t, uint16_t) --- 0/1/2,<0x63>
| 0x10 || 0x10 || 0x12
| <abbr title="command">1</abbr>→<abbr title="list">63</abbr> || style="text-align:left" | uint32_t&nbsp;+&nbsp;LIST
| {{cellcolors|#588|#fff|center}} flags ? || colspan="2" {{cellcolors|#588|#fff|center}} LIST
|-
|-
! {{cellcolors|#dda|#000}} Memory Card Delay
|0x0D|||| 1 Param, true/false
| 0x11 || 0x11 || 0x13
Default Init = 1?
| 1 || style="text-align:left" | uint64_t
0 == skip some code,
| colspan="3" {{cellcolors|#dda|#000|center}} time ?
1 == some code + checks
|-
|-
! {{cellcolors|#f93|#000}} Alternative VU1 ADD/SUB
|0x0E|||| 1 Param offset --- Improves ADD/SUB accuracy for selected offset (incl. Floats)
| 0x12 || 0x12 || 0x14
  [Rygar] only has 0x147DA8 sub.s  $f12, $f20, $f12
| 1 || style="text-align:left" | 0
Maximum Amount of Usage: 31 times
| colspan="3" {{cellcolors|#ddd|#666|center}} ''Nothing''
|-
|-
! {{cellcolors|#fff|#000}} Patch IOP SPE program
|0x0F|||| List <uint32_t Param, uint32_t Param> --- More accurate memory range (FPU mul/div/sub/add accuracy related)
| 0x13 || 0x13 || 0x15
  [Dark Cloud] uses 0x239334, 0x1FFFFFF
| 1 || style="text-align:left" | uint32_t
  [Grand Theft Auto SA] uses 0x1E46DC, 0x1E4AE8
| colspan="3" | 2 or higher
Maximum List Count: 31
|-
|-
! {{cellcolors|#fff|#000}} Unknown
|0x10|||| List <uint32_t Param, uint32_t Param> --- More accurate memory range (COP2, mul/div/sub/add accuracy related) - MULDIV_Accurate_range
| 0x14? || 0x14? || {{cellcolors|#eee|#b44|center}} <abbr style="cursor:help; text-decoration:none" title="Not Available">0x16</abbr>
Maximum List Count: 31
| ? || style="text-align:left" | ?
| colspan="3" | ?
|-
|-
! {{cellcolors|#9cf|#000}} Alternative COP0 MTC0/MFC0 Count ($9) handler
|0x11|||| 1x uint32_t Param. ADD/SUB accuracy related, all emulated ADD/SUB instruction variations check that value. Param seems to be VU memory offset (need confirmation).
| 0x15 || 0x15 || 0x17
Maximum Amount of Usage: 31 times
| 1 || style="text-align:left" | uint8_t ?
| colspan="3" {{cellcolors|#9cf|#000|center}} <abbr title="0=disabled, 1=enabled">status</abbr>
|-
|-
! {{cellcolors|#fff|#000}} Switch something
|0x12|||| <List> (uint32_t count,
| 0x16 || 0x16 || {{cellcolors|#eee|#b44|center}} <abbr style="cursor:help; text-decoration:none" title="Not Available">0x18</abbr>
  [Primal] uses 0xD
| 1 || style="text-align:left" | 0
  [Rayman Arena] uses 0x11
| colspan="3" {{cellcolors|#ddd|#666|center}} ''Nothing''
  [Syphon Filter: The Omega Strain] uses 0x5
00 00 00 0?
00 00 00 00
type? count?
... 
Maximum List Count: 63
|-
|-
! {{cellcolors|#ff9|#000}} Force analog controller mode
| 0x13|||| 1x uint64_t Param - Memory card timing related
| {{NA}} || 0x17 || 0x19
Jak X: Combat Racing uses 0xf960 (63840)
| 1 || style="text-align:left" | 0
Netsu Chu! Pro Yakyuu 2004 uses 0xf960 (63840)
| colspan="3" {{cellcolors|#ddd|#666|center}} ''Nothing''
Phantasy Star Universe uses 0x9bdc (39900)
WRC II Extreme uses 0x9bdc (39900)
Burnout Dominator uses 0x9bdc (39900)
Jissen Pachi-Slot Hisshouhou! Kemono-Oh uses 0x1d394 (119700)
|-
|-
! {{cellcolors|#fff|#000}} End fromIPU DMA transfer on BCLR command
| 0x14|||| 0 Param, sets something 1
| 0x17 || 0x18 || 0x1A
| 1 || style="text-align:left" | 0
| colspan="3" {{cellcolors|#ddd|#666|center}} ''Nothing''
|-
|-
! {{cellcolors|#fff|#000}} IPU IDEC Hack
| 0x15|| 4 || 1 Param ( <1, >1 ), different settings/mode?
| 0x18 || 0x19 || 0x1B
[Bloodrayne 2] uses 4
| 1 || style="text-align:left" | 0
[GRIMgRiMoiRe] uses 4
| colspan="3" {{cellcolors|#ddd|#666|center}} ''Nothing''
[Mana Khemia 2] uses 4
[Odin Sphere] uses 4
[SMT Persona 3 FES] uses 4
|-
|-
! {{cellcolors|#ff9|#000}} Emulate Multitap
| 0x16|||| = 0x05 (next id)
| 0x19? || 0x1A? || 0x1C
| 1 || style="text-align:left" | uint8_t
| colspan="3" {{cellcolors|#ff9|#000|center}} port
|-
|-
! {{cellcolors|#ff9|#000}} Set Multitap
| 0x17||1 || 1 Param, true/false?
| 0x1A || 0x1B || 0x1D
[Bully] uses 1
| 1 || style="text-align:left" | uint8_t
| colspan="3" {{cellcolors|#ff9|#000|center}} order
|-
|-
! {{cellcolors|#ff9|#000}} Multitap related
| 0x18|||| = 0x16 = 0x05 (next id)
| 0x1B || {{NA}} || 0x1E
| 1 || style="text-align:left" | uint8_t
| colspan="3" | ?
|-
|-
! {{cellcolors|#fff|#000}} Enable VIF0 cmds MSXXX/MPG/FLUSHE timings.
| 0x19 |||| 0 Param, sets something 1 --- SB_SIO2 related?
| 0x1C || 0x1C || 0x1F
[Grand Theft Auto III]
| 1 || style="text-align:left" | uint32_t
[Red Faction 2]
| colspan="3" | Initial cycles to run
[Siren]
|-
|-
! {{cellcolors|#fff|#000}} Set something
| 0x1A|||| 0 Param, sets something 1
| 0x1D || 0x1D || 0x20
| 1 || style="text-align:left" | uint64_t
| colspan="3" | ?
|-
|-
! {{cellcolors|#fff|#000}} Set something
| 0x1B|||| 0 Param, sets something 1
| 0x1E || 0x1E || 0x21
[Mana Khemia 2]
| 1 || style="text-align:left" | uint32_t
| colspan="3" | ?
|-
|-
! {{cellcolors|#fff|#000}} Switch something
| 0x1C |||| read uint32_t (use uint8_t) Param (default 3)
| {{NA}} || 0x1F || 0x22
| 1 || style="text-align:left" | 0
| colspan="3" {{cellcolors|#ddd|#666|center}} ''Nothing''
|-
|-
! {{cellcolors|#fff|#000}} Snowblind Engine hack
| 0x1D |||| read uint32_t (use uint8_t) Param
| 0x1F || 0x20 || 0x23
| 1 || style="text-align:left" | 0
| colspan="3" {{cellcolors|#ddd|#666|center}} ''Nothing''
|-
|-
! {{cellcolors|#ddf|#000}} SIO2 Delay
| 0x1E |||| read uint32_t (use uint8_t) Param
| 0x20 || 0x21 || 0x24
| 1 || style="text-align:left" | uint64_t
| colspan="3" | ?
|-
|-
! {{cellcolors|#fff|#000}} Switch something
| 0x1F |||| uint32_t Param (default 0x3E8?)
| 0x21 || 0x22 || {{cellcolors|#eee|#b44|center}} <abbr style="cursor:help; text-decoration:none" title="Not Available">0x25</abbr>
| 1 || style="text-align:left" | 0
| colspan="3" {{cellcolors|#ddd|#666|center}} ''Nothing''
|-
|-
! {{cellcolors|#f93|#000}} FPU accurate ADD/SUB range
| 0x20|||| uint64_t Param (default 0x3C)
| 0x22 || 0x23 || 0x26
| 32 || style="text-align:left" | 2&nbsp;*&nbsp;uint32_t
| {{cellcolors|#f93|#000|center}} <abbr title="min 0x100000">start&nbsp;offset</abbr> || colspan="2" {{cellcolors|#f93|#000|center}} <abbr title="max 0x1FFFFFFF">end&nbsp;offset</abbr>
|-
|-
! {{cellcolors|#f93|#000}} COP2 accurate ADD/SUB range
| 0x21|| 1 || 1 Param:
| 0x23 || 0x24 || 0x27
0 = sets an option from 1 to 0 and another one to 0,
| 32 || style="text-align:left" | 2&nbsp;*&nbsp;uint32_t
1 = sets an option from 1 to 0 and another one to 1,
| {{cellcolors|#f93|#000|center}} <abbr title="min 0x100000">start&nbsp;offset</abbr> || colspan="2" {{cellcolors|#f93|#000|center}} <abbr title="max 0x1FFFFFFF">end&nbsp;offset</abbr>
2 = sets an option from 1 to 1 and another one to 0
  [Fatal Frame II] uses 0
  [Grand Theft Auto Vice City] uses 1
  [Grand Theft Auto III (EU)] uses 1
  [SMT Persona 3 FES] uses 0
|-
|-
! {{cellcolors|#aaf|#000}} Set something <abbr title="PS2 MECHACON related">(CDVD)</abbr>
| 0x22|||| 0 Param, sets something 1
| 0x24 || 0x25? || 0x28
| 1 || style="text-align:left" | uint32_t
| colspan="3" | ?
|-
|-
! {{cellcolors|#aaf|#000}} CDVD seek timing
| 0x23|||| 0 Param --- memcpy 0x100 Bytes and sets 0x14E00
| 0x25 || 0x26? || 0x29
| 1 || style="text-align:left" | 2&nbsp;*&nbsp;uint32_t
| ? || colspan="2" | ?
|-
|-
! {{cellcolors|#fff|#000}} Switch something
| 0x24|||| uint64_t Param
| 0x26 || 0x27 || 0x2A
| 1 || style="text-align:left" | 0
| colspan="3" {{cellcolors|#ddd|#666|center}} ''Nothing''
|-
|-
! {{cellcolors|#aaf|#000}} Enable CDDA hack <abbr title="PS2 MECHACON related">(CDVD)</abbr>
| 0x25|||| = 0x18 = 0x16 = 0x05 (next id)
| 0x27? || 0x28 || 0x2B
| 1 || style="text-align:left" | 0
| colspan="3" {{cellcolors|#ddd|#666|center}} ''Nothing''
|-
|-
! {{cellcolors|#fff|#000}} Set something
| 0x26|||| List <uint32_t Param,uint32_t Param> --- Improves ADD/SUB accuracy for selected memory range (incl. Floats) - FPU_Accurate_range
| 0x28 || 0x29 || 0x2C
| 1 || style="text-align:left" | uint32_t
  [Bloodrayne 2] uses 0x340000, 0x350000
| colspan="3" | ?
  [Gradius V] uses 0x3046E0, 0x0x305E44
Maximum List Count: 31
Maximum Amount of Usage: ??
  The command is used 4 times consecutively by [Strawberry Shortcake: The Sweet Dreams]
  SLES-54309 (EU) and
  SLUS-21497 (US) game configs hardcoded inside ps2_gxemu.self
|-
|-
! {{cellcolors|#fff|#000}} Switch something
| 0x27|||| List <uint32_t Param,uint32_t Param> --- Improves COP2 operations accuracy for selected memory range - VU0 macromode accurate range
| 0x29? || 0x2A || {{cellcolors|#eee|#b44|center}} <abbr style="cursor:help; text-decoration:none" title="Not Available">0x2D</abbr>
Maximum List Count: 31
| 1 || style="text-align:left" | 0
| colspan="3" {{cellcolors|#ddd|#666|center}} ''Nothing''
|-
|-
! {{cellcolors|#fff|#000}} Set something
| 0x28|||| 1x uint32_t Param (<=3)
| 0x2A || 0x2B || 0x2E
| 1 || style="text-align:left" | uint32_t
| colspan="3" | ?
|-
|-
! {{cellcolors|#fff|#000}} SPU2 multi cmd.
| 0x29 |||| 2x uint32_t Param,
| 0x2B || {{NA}} || 0x2F
| 1 || style="text-align:left" | uint32_t
| colspan="3" | ?
|-
|-
! {{cellcolors|#eee|#b44|left}} Reserved
| 0x2A|||| 0 Param, sets something 1 --- Allow online downloadable content (HDD)? Multitap? Local 2 player?
| {{cellcolors|#eee|#b44|center}} <abbr style="cursor:help; text-decoration:none" title="Not Available">N&thinsp;/&thinsp;A<br>N&thinsp;/&thinsp;A<br>N&thinsp;/&thinsp;A<br>N&thinsp;/&thinsp;A<br>N&thinsp;/&thinsp;A</abbr> || {{cellcolors|#eee|#b44|center}} <abbr style="cursor:help; text-decoration:none" title="Not Available">N&thinsp;/&thinsp;A<br>N&thinsp;/&thinsp;A<br>N&thinsp;/&thinsp;A<br>N&thinsp;/&thinsp;A<br>N&thinsp;/&thinsp;A</abbr> || {{cellcolors|#eee|#b44|center}} <abbr style="cursor:help; text-decoration:none" title="Not Available">0x30<br>0x31<br>0x32<br>0x33<br>0x34</abbr>
All-Star Baseball 2004
| 0 || style="text-align:left" | 0
| colspan="3" {{cellcolors|#ddd|#666|center}} ''Nothing''
|-
|-
! {{cellcolors|#f66|#000}} Enable Force Flip Field
| 0x2B|||| 0 Param, sets something 1 --- Allow disc eject/swap?
| {{NA}} || {{NA}} || 0x35
Dance Factory
| 1 || style="text-align:left" | 0
| colspan="3" {{cellcolors|#ddd|#666|center}} ''Nothing''
|-
|-
! {{cellcolors|#eee|#b44|left}} Reserved
| 0x2C |||| 1 Param, uint32_t
| {{cellcolors|#eee|#b44|center}} <abbr style="cursor:help; text-decoration:none" title="Not Available">N&thinsp;/&thinsp;A<br>N&thinsp;/&thinsp;A<br>N&thinsp;/&thinsp;A<br>N&thinsp;/&thinsp;A<br>N&thinsp;/&thinsp;A<br>N&thinsp;/&thinsp;A<br>N&thinsp;/&thinsp;A</abbr> || {{cellcolors|#eee|#b44|center}} <abbr style="cursor:help; text-decoration:none" title="Not Available">N&thinsp;/&thinsp;A<br>N&thinsp;/&thinsp;A<br>N&thinsp;/&thinsp;A<br>N&thinsp;/&thinsp;A<br>N&thinsp;/&thinsp;A<br>N&thinsp;/&thinsp;A<br>N&thinsp;/&thinsp;A</abbr> || {{cellcolors|#eee|#b44|center}} <abbr style="cursor:help; text-decoration:none" title="Not Available">0x36<br>0x37<br>0x38<br>0x39<br>0x3A<br>0x3B<br>0x3C</abbr>
Summoner uses 0x1
| 0 || style="text-align:left" | 0
| colspan="3" {{cellcolors|#ddd|#666|center}} ''Nothing''
|-
|-
! {{cellcolors|#c96|#000}} Config revision
| 0x2D |||| = 0x25 = 0x18 = 0x16 = 0x05 (next id)
| {{NA}} || {{NA}} || 0x3D
| 1 || style="text-align:left" | uint32_t
| colspan="3" {{cellcolors|#c96|#000|center}} revision
|-
|-
! {{cellcolors|#fff|#000}} Switch something
| 0x2E |||| 1 Param, uint32_t
| {{NA}} || {{NA}} || 0x3E
| 1 || style="text-align:left" | 0
| colspan="3" {{cellcolors|#ddd|#666|center}} ''Nothing''
|-
|-
! {{cellcolors|#fff|#000}} Set something
| 0x2F |||| 1 Param, uint32_t --- SPU2 related?
| {{NA}} || {{NA}} || 0x3F
Indigo Prophecy/Fahrenheit uses 0x1
| 1 || style="text-align:left" | uint32_t
| colspan="3" | ?
|-
|-
! {{cellcolors|#fff|#000}} Switch something
| 0x30|||| (nothing)
| {{NA}} || {{NA}} || 0x40
| 1 || style="text-align:left" | 0
| colspan="3" {{cellcolors|#ddd|#666|center}} ''Nothing''
|-
|-
! {{cellcolors|#fff|#000}} Switch something
| 0x31|||| (nothing)
| {{NA}} || {{NA}} || 0x41
| 1 || style="text-align:left" | 0
| colspan="3" {{cellcolors|#ddd|#666|center}} ''Nothing''
|-
|-
! {{cellcolors|#9f9|#000}} Patch EE memory by overlay
| 0x32|||| (nothing)
| {{NA}} || {{NA}} || 0x42
| <abbr title="command">1</abbr>→<abbr title="list">1023</abbr> || style="text-align:left" | 2&nbsp;*&nbsp;uint32_t&nbsp;+&nbsp;LIST
| {{cellcolors|#9f9|#000|center}} offset || {{cellcolors|#9f9|#000|center}} count || {{cellcolors|#9f9|#000|center}} <abbr title="opcode,opcode,opcode, etc...">LIST</abbr>
|-
|-
! {{cellcolors|#fff|#000}} Set something
| 0x33|||| (nothing)
| {{NA}} || {{NA}} || 0x43
| 1 || style="text-align:left" | uint32_t
| colspan="3" | ?
|-
|-
! {{cellcolors|#fcc|#000}} Disable smoothing filter
| 0x34|||| (nothing)
| {{NA}} || {{NA}} || 0x44
| 1 || style="text-align:left" | 0
| colspan="3" {{cellcolors|#ddd|#666|center}} ''Nothing''
|-
|-
! {{cellcolors|#fff|#000}} Switch something
| 0x35|||| 0 Param --- Enables Force Flip Field, described in emu setting as "''Fix for [Hang] for soft-lock''"
| {{NA}} || {{NA}} || 0x45
| 1 || style="text-align:left" | 0
| colspan="3" {{cellcolors|#ddd|#666|center}} ''Nothing''
|-
|-
! {{cellcolors|#f66|#000}} Enable L2H Improvement
| 0x36|||| (nothing)
| {{NA}} || {{NA}} || 0x46
| 1 || style="text-align:left" | 0
| colspan="3" {{cellcolors|#ddd|#666|center}} ''Nothing''
|-
|-
! {{cellcolors|#f66|#000}} Enable XOR CSR
| 0x37|||| (nothing)
| {{NA}} || {{NA}} || 0x47
| 1 || style="text-align:left" | 0
| colspan="3" {{cellcolors|#ddd|#666|center}} ''Nothing''
|-
|-
! {{cellcolors|#f66|#000}} Set VSYNC IPU & Delay
| 0x38|||| (nothing)
| {{NA}} || {{NA}} || 0x48
| 1 || style="text-align:left" | 2&nbsp;*&nbsp;uint32_t
| {{cellcolors|#f66|#000|center}} <abbr title="1=No IPU, 2=IPU, 3=Anytime">ipu</abbr> || colspan="2" {{cellcolors|#f66|#000|center}} <abbr title="20000=Conservative, 100000=Normal, 250000=Agressive, Any other">delay</abbr>
|-
|-
! {{cellcolors|#fff|#000}} Switch something
| 0x39 |||| (nothing)
| {{NA}} || {{NA}} || 0x49
| 1 || style="text-align:left" | 0
| colspan="3" {{cellcolors|#ddd|#666|center}} ''Nothing''
|-
|-
! {{cellcolors|#fff|#000}} Switch something
| 0x3A|||| (nothing)
| {{NA}} || {{NA}} || 0x4A
| 1 || style="text-align:left" | 0
| colspan="3" {{cellcolors|#ddd|#666|center}} ''Nothing''
|-
|-
! {{cellcolors|#fff|#000}} Set something
| 0x3B|||| (nothing)
| {{NA}} || {{NA}} || 0x4B
| 1 || style="text-align:left" | 2&nbsp;*&nbsp;uint32_t
| ? || colspan="2" | ?
|-
|-
! {{cellcolors|#fff|#000}} Set something
| 0x3C |||| (nothing)
| {{NA}} || {{NA}} || 0x4C
| 1 || style="text-align:left" | 2&nbsp;*&nbsp;uint32_t
| ? || colspan="2" | ?
|-
|-
! {{cellcolors|#fff|#000}} Set something
| 0x3D |||| 1 Param, uint32_t Config file revision
| {{NA}} || {{NA}} || 0x4D
 
| 1 || style="text-align:left" | uint32_t
{| class="wikitable sortable"
| colspan="3" | ?
|-
|-
! {{cellcolors|#fff|#000}} Unknown
! Firmware !! ps2_netemu Revision !! Max Supported Commands
| {{NA}} || {{NA}} || 0x4E
| 1 || style="text-align:left" | ?
| colspan="3" | ?
|-
|-
! {{cellcolors|#fff|#000}} Unknown
| 3.70 || 15686 || 0x41
| {{NA}} || {{NA}} || 0x4F
| 1 || style="text-align:left" | ?
| colspan="3" | ?
|-
|-
! {{cellcolors|#ff9|#000}} Enable pressure sensitive controls
| 3.73 || 15936 || 0x41
| {{NA}} || {{NA}} || 0x50
|-
| 1 || style="text-align:left" | 0
| 3.74 || 15936 || 0x41
| colspan="3" {{cellcolors|#ddd|#666|center}} ''Nothing''
|}
 
===Config file examples (for netemu)===
 
====Official PS2 Classic====
See: [[PS2 Official Configs]]
 
====Official GXEMU/SOFTEMU extracted====
See: [[PS2 Official Configs]]
 
==== Custom Configs ====
See: [[PS2 Custom Configs]]
 
===Config data examples (hardcoded)===
====Inside ps2_emu.self====
Embedded patches are based on Checksum/Hash of title. ps2_emu is only emulator version where patches are described inside self file in ascii. Known patch types described in ascii are: Patch data, new SPU2 params, and Setting mecha HACK to show GODZCD as GODZCDDA.
 
{| class="wikitable sortable"
! PS2 Title !! Hash !! Game !! Patch Type !! Data
|-
|-
| SCUS_971.46|| 0x6B1ADE00D||Disney's Treasure Planet || Patch data - Fixes black screen at start, it apply to STREAM_D.IRX file in IOP folder. || 0x147C (sector) , 0x580 (offset) (- 0xC on disc)
| 4.00 || 16195 || 0x41
Replace opcodes
00 01 01 3C lui at,0x0100
80 BF 03 3C lui v1,0xBF80
C8 10 63 8C lw v1,0x10C8(v1)
24 18 61 00 and v1,at
FB FF 61 10 beq v1,at, -0x10
00 00 00 00 nop
Original opcodes
FF FF 01 24 li at,-0x1
04 00 61 14 bne at,v1, +0x14
00 80 01 3C lui at,0x8000
02 00 41 14 bne at,v0, +0x0C
00 00 00 00 nop
0D 00 06 00 break 
|-
|-
|SLUS_201.74 ||0x23D92589C5|| Rumble Racing || Patch data - fixes black screen after Playstation 2 logo. Patch apply to AUDIO.IRX file in MODULES folder || 0x3AEDA (sector), 0x120 (offset)
| 4.01 || 16195 || 0x41
Replace opcodes
|-
06 00 80 14 bnez a0, +0x1C
| 4.10 || 16361 || 0x41
21 20 43 00 addu a0,v0,v1
|-
21 10 A0 00 move v0,a1
| 4.11 || 16361 || 0x41
02 00 A0 14 bnez a1, +0x0C
|-
00 00 00 00 nop
| 4.20 || 16604 || 0x43
01 00 05 24 li a1,0x1
EB FF 40 10 beqz v0, -0x50
04 00 84 24 addiu a0,0x4
FC FF 90 24 addiu s0,a0,-0x4
Original opcodes
07 00 80 14 bnez a0, +0x20
21 80 43 00 addu s0,v0,v1
21 10 A0 00 move v0,a1
02 00 A0 14 bnez a1, +0x0C
00 00 00 00 nop
01 00 05 24 li a1,0x1
FC FF 40 10 beqz v0, -0x0C
00 00 00 00 nop
04 00 04 26 addiu a0,s0,0x4
|-
|-
|SLUS_211.96||0x24D92589D5|| Indigo Prophecy || new SPU2 params || 1
| 4.21 || 16604 || 0x43
|-
|-
|SLPM_661.93||0x608634992D|| <abbr title="https://www.gamefaqs.com/ps2/544598-indigo-prophecy/data">Fahrenheit (NTSC-J)</abbr> || new SPU2 params || 1
| 4.23 || 16604 || 0x43
|-
|-
|SLUS_212.96||0x5CA15DF14D|| Dance Factory ||Setting mecha HACK to show GODZCD as GODZCDDA ||
| 4.25 || 16740 || 0x43
|}
|-
 
| 4.26 || 16740 || 0x43
====Inside ps2_gxemu.self/ps2_softemu.self====
|-
There are hundreds of configs hidden in ps2_gxemu, and ps2_softemu self files. Internal config structure is basing on custom hash based on Title ID, internal memory offset pointing to place where true patch instruction is, and count of used commands. When disc/iso is started emulator search for configs, and if config for selected ID exist, then emulator apply it by itself. Is not perfect way of applying patches, because some games use the same ID, but different content. Good example here is Star Wars Battlefront II SLUS-21240, where some versions of game can refuse to work because it apply bad patch.
| 4.30 || 16808 || 0x45
 
|-
{| class="wikitable sortable"
| 4.31 || 16808 || 0x45
! PS2 Title !! Hash !! Game !! Patch Type !! Data
|-
| 4.40 || 16916 || 0x46
|-
| 4.41 || 16916 || 0x46
|-
| 4.45 || 17041 || 0x48
|-
| 4.46 || 17041 || 0x48
|-
| 4.50 || 17179 || 0x4A
|-
|-
| || || ||   ||
| 4.55 || 17277 || 0x4D
|-
|4.60<br />
4.70<br />
4.75<br />
4.76<br />
|| 17314 || 0x4D
|-
|4.78<br />
4.80<br />
4.81<br />
|| 17495 || 0x50
|-
|}
|}
==Known Emulation Bugs==
This list known bugs inside emulator code that make emulation inaccurate. Since those are only EE side bugs for now, ps2_gxemu/ps2_netemu/ps_softemu share the same issues.
{| class="wikitable sortable"
! Bug !! Description !! Known Affected Games
|-
|-
| Missing Emotion Engine Data Cache emulation || Emulating that is literally not possible without making games run at 3 fps. Fixed by patches to game image, or EE code. Instruction Cache (not Data) seems to be implemented, at least partially. || Ice Age 2, DOA2: Extreme, Nascar 2009.
| 0x3E |||| 0 Params --- Sets something 1
Default Init = 0
0 == do set some stuff,  
1 == skip
Similar to 0x0D with param 0. Affect the same code path, but skips more code.  
|-
|-
| Branch delay slot violation not supported on EE || Some games have Branch instruction inside Branch delay slots, this is not emulated correctly on EE (VU have proper emulation of that). This is patched in configs by rearangging MIPS code. || WRC 3,4,Rally Evolved, one of Action Replay discs. 
| 0x3F |||| 1 Param, uint32_t
|-
|-
| Unmapped write only EE memory (confirmed only for SIF) || Reads/Writes to 0x2000000+ shouldn't throw bus error on dma transfers. Write should be performed as successful, memory should stay unchanged. Reads should return 0. || Games developed by In Utero, while creating initial save file, send DMA where address is EE stack pointer. At the time of transfer start $sp is too high, and requested transfer size make MADR overflow above 0x2000000 at some point. This is game bug, and happen also on real hardware. Fixed by config.
| 0x40|||| 0 Param --- Sets something 1
Grand Theft Auto SA
Silent Hill Origins - unofficial fix
|-
|-
| VIF bugs || There is no correct timing, and queuing for some VIF commands like MSCAL. || Snowblind Engine games. Probably more.
| 0x41|||| 0 Param --- Sets something 1 (Disables some lwsync - speedhack?)
Dragon Force
God Hand
Gradius V
Katamari Damacy
|-
|-
| XGKick is instant || Some games expect to XGKick happen few cycles in future, on PS3 is done instant. Fixed by config 0x07 which delay XGKick by selected value || WRC series, Wakeboarding Unleashed, TriAce games, World of Outlaws - Sprint Cars, Ty - The Tazmanian Tiger, dot Hack - G.U. series, and more
| 0x42|||| EE Overlay patch. 2 main Params + patch data: uint32_t address, uint32_t count, opcode,opcode,opcode...
Address need to be in 0xFF000 - 0xFFFFC range.
Count is size of patch in 4 bytes opcodes. So 5 opcode patch = count 5.
Opcodes will be placed on selected address, we use only patch code, no need for original opcode.
Next opcode addresses are auto calculated (+4..) so we need to specify only patch start address.
Remember we need to jump to our new code, best way is command 0x0A with j (jump) opcode.
Also is important to add return jump if required. That one need to be added in our 0x42 patch. 
Maximum opcodes count seems to be 0x3FF (1023 opcodes).
|-
|-
| COP2 instructions are instant || Some games rely on fact that COP2 operations can take some time, on PS3 emulators they are done instantly due to lack of correctly emulated pipeline Patched by rearranging mips code || FFX, FFX-2, Ghost in The Shell SAC, Ace Combat series, Sprint Cars 1/2, Black, Run Like Hell, Everblue 2, Dragon Quest - Shounen Yangus no Fushigi na Daibouken, and many more
| 0x43|||| 1 Param --- Equal to 0x40, but with Parameter:
0 = Default
1 = (like 0x40)
param =
-1 = failure?
|-
|-
| VU0 is not running in sync with EE core || VU0 is running program "at once", which mean that VU0 run until it hits E bit. From EE perspective it looks like whole VU0 program run in 1 cycle. Games that expect VU0 registers to be changed from EE side while VU0 is running are broken due to that. Partially resolved using 0x12 command with 2/3 subcommands, or by code rearranging.|| 24 The Game, ATV Quad Power Racing 2, Twisted Metal Head-On, Primal, Ghosthunter, Rayman Arena, Rayman 3, Largo winch. All games using M-bit.
| 0x44|||| 0 Param --- Disables Smoothing and Smoothing option
|-
|-
| M-Bit not supported || Emulator ignore VU0 M-Bit, that cause issues for games that need it to work correctly. This is done because there is no way to sync correctly running VU0 without sync with EE. Partially resolved on emu using 0x12 command with 2/3 subcommands, or direct VU0/MIPS code rearranging. || Totally Spies! Totally Party, Mike Tyson Heavyweight Boxing, My Street, Crash Twinsanity, Marvel Nemesis, Panzer Elite Action - Fields of Glory, TriAce games (speed optimizations only), Super Monkey Ball Adventure, most Eko Software games, and many more.
| 0x45|||| 0 Param --- Sets something 1
Phantasy Star Complete Collection
|-
|-
| T-Bit not supported on VU0 || Emulator ignore VU0 T-Bit, that cause issues for games that need it to work. Note: T-Bit is correctly handled for VU1. || Spiderman 3 set T-Bit, then do cfc2 from TPC (address where VU0 stopped). Since T-Bit is ignored, TPC is wrong. Value is later copied to CMSAR0, and program continue at wrong address. Well that's what should happen, but T-Bit also not signalize correct bit in VPU-STAT. Causing another issue, also in Spiderman 3.
| 0x46|||| 0 Param --- Enables L2H Improvement, [Performance] related setting for titles using L2H
SMT Digital Devil Saga 1
SMT Nocturne
Fatal Frame II
|-
|-
| Emulator do not update correct flag instances for COP2 while ending VU0 program on Ebit || This cause few games to read bad flag status (not status flag!) on COP2. This is resolved on emu by forcing update of MAC flag on every STATUS flag read (by config 0x12), this cause slowdowns creating a lot of unnecessary operations. || Driving Emotion Type-S, State of Emergency 2, The Getaway Black Monday.
| 0x47|||| 0 Param --- Enables XOR CSR - XOR System Status Register (0x12001000)?, [Graphics] related setting, should fix fullscreen line corruption
|-
|-
| Not updated status flag when VDIV/VSQRT/VRSQRT is done on COP2 || Potential bad flag state can cause a lot of issues that are not related on first sight || Yanya Caballista (already patched by custom config)
| 0x48|||| VSYNC Delay, 2x uint32_t Param
*First param possible value are 1 = No IPU, 2 = IPU, 3 = Anytime.
*Second param is delay (in ms?), and can be also negative value.
**Emu has standard presets for second param.
***Agressive = 0x3D090 (250000 decimal),
***Normal = 0x186A0 (100000 decimal),
***Conservative = 0x4E20 (20000 decimal),
***But other values can be used.
[SMT Digital Devil Saga 1] uses 1, 0x3D090
[Fatal Frame II] uses 0x2, 0xFFFFE69C (-6500 decimal)
|-
|-
| In corner cases emu select wrong block flags pipeline state (both VU0/EEonBE and VU1/VRC affected). || This can cause various issues, mostly SPS, missing graphic, specific slowdowns, etc. Issue seems to occur when branch/jump delay slot have opcode important for flags calculation. Theory is that cached microprogram don't include modified flags state from delay slot instruction. So when already recompiled program is fetched from pool, it will miss one cycle in fmac flags pipeline. This can be crucial in games that rely on it. || Tales of Legendia and Klonoa 2 set sticky flag bits to 0 and branch with sub.xyzw in delay slot (expecting that sub change status flag), Tamsoft engine games set sticky bits to 0 in branch delay slot, this was most ridiculous bug, because problematic branch was pointing to next opcode after delay slot, removing branch was enough. True Crime: NY is only known game where VU0 is affected by this bug. more..
| 0x49|||| 0 Param --- Sets something 0xB,0,0
|-
|-
| CTC2 opcode write whole value to R register, while only 23 bits are writable. Rest is hardcoded to 0x3F800000. || Can cause many weird issues like broken physics, broken graphics. PCSX2 was also affected [[https://github.com/PCSX2/pcsx2/pull/6611 more]]. || The one game that is known to be affected, and is already patched, is Musashi: Samurai Legend.
| 0x4A|||| 0 Param --- Sets something 0x15100
|-
|-
| CFC2 from R register should return only 23 lower bits. || CFC2 from R on real PS2 return only lower 23 bits. Originally found out by PCSX2 team  [[https://github.com/PCSX2/pcsx2/pull/8409 more]] and later confirmed to affect ps2_netemu in emu assembly. || There is only one game that is known to be affected, Onimusha Dawn of Dreams.
| 0x4B|||| 2x uint32_t Params: offset,int (-1? selects different titleid?) - /game/ /../ USRDIR/SAVEDATA related
|-
|-
| Missing floating point result overflow/underflow detection (U/O flags not set) || Since this affect all units (FPU/VU), many issues can occur. But in reality it seems to not affect any games. While this is easier to implement than on x86 system (full floats range, compared to ieee754), there is no way to do that by hardware way. Because SPU add/sub don't set those flags on single precision operations, and vmx have them disabled in spu compatibility mode. || Superman Returns.
| 0x4C|||| 2x uint32_t Params: offset,int (2 = current path?, 3 = new ISO.BIN.ENC path?, other= ?)
|-
|-
| DMA between SPR and VU1 memory cause emulator panic. || Currently cause is unknown. It seems that functions responsible for transfer don't check that VU is running. Manual state that dma can be performed only when VU is not active, and pcsx2 wait until VU end. Games affected in emulators on ps3 display this warning in pcsx2 if mtvu is enabled: "MTVU: SPR Accessing VU1 Memory". Affected games are fixed by rearranging code to do lq/sq loop instead of DMA. || Summoner 2 (SPRfrom to VU1 data mem), Kaena (SPRto from VU1 data mem).
| 0x4D|||| 1 uint32_t Param (can be -1) --- Sets something (same as 0x49 but) 0xC, Param, 0
|-
|-
| IOP SIF0/1 DMA IRQs can be disabled (masked), which is not true on real hardware. || IOP interrupts 0x2A and 0x2B should always trigger. Fixed by patches to IOP code. Ps2_emu seems to be unfacted, probably handled on real hw in CXD9208GP. || Knockout Kings 2001, DOA2: Hardcore.
| 0x4E|||| (nothing)
|}
===Software emulation bugs===
Related to the GS emulation issues mostly. Apply to the ps2_netemu especially.
{| class="wikitable sortable"
! Bug !! Description !! Known Affected Games
|-
|-
| No mipmapping support || Emulator does ignore the mipmap layers, probably for performance reasons. It is processing only the level 0 texture base pointer specified in the TEX0 register. There are games writing garbage data into that memory area, when the mipmap level is different than zero. As a result, a garbled texture is shown instead of a correct one. || Ace Combat series, Ape Escape 2, EA Sports F1 series, Harry Potter series, ICO (psuedo volumetric rays), Jak and Daxter series, Nickelodeon Barnyard and Nicktoons Unite (very strange implementation), Ratchet and Clank series and more.
| 0x4F|||| (nothing)
|-
|-
| SCANMSK register ignored || Emulator does ignore the SCANMSK setting responsible for restricting the drawing primitives on the odd or even lines. It is used as a fake transparency effect in some games by merging the two display circuits. || Metal Gear Solid series (water and reflection effects), Gran Turismo series (ghost cars), Raw Danger! (depth of field effect)
| 0x50|||| 0 Param --- Switch to default gamepad config ?
|-
| Missing PCRTC feedback write support || PCRTC feature that writes back the image to the frame buffer is not supported or broken. Additional RGB to YCbCr conversion could be performed there. || Xenosaga Episode I: Der Wille zur Macht (black and white cut scenes)
|-
|-
|}
|}


==TitleID/DiscID in ps2_netemu.self==
===Config file examples (for netemu)===
There are 193 titleIDs listed inside ps2_netemu.self. More precisely, into XPARAM2.ELF file of PS2 Bios included in ps2_netemu.self. XPARAM2.ELF is called by OSDSYS, then ID check is performed. If title ID match to one of included in the table, different IOP emulation settings are applied.
 
There are internal flags related to every title ID included inside file, still unknown what they do. Also some arguments, in plain text. File in real ps2 is introduced in SCPH-750XX models so exactly when DECKARD Power PC chip exchanged original IOP chip. This can explain why it is still in PS3 netemu bios. Because PS3 it is ppc that can need the same/similar flags.
====Official====
 
{| class="wikitable sortable" style="width: 1920px;" |
Original PS2 bios include similar list file called XPARAM.ELF, but Title IDs there are not the same, although some of them exist on both lists.
|-
 
! Title ID !! Title !! Config Data !! Revision !! Notes
{| class="wikitable sortable" ||
|-
|-
|  style="width: 5px;" | NPUD20461 || Bloodrayne || style="width: 650px;" |
! Command !! Name
00000000  3D 00 00 00 46 3E 00 00  16 00 00 00 0B 00 00 00  =...F>..........
00000010  04 00 00 00 07 01 00 00  C0 02 00 00 10 00 00 00  ........+.......
00000020  00 09 3C 52 52 3C 09 00  03 1F 90 14 14 90 1F 03  ..<RR<....É..É..
00000030  00 09 3C 52 52 3C 09 00  03 20 C0 04 04 C0 20 03  ..<RR<... +..+ .
00000040  56 A0 09 00 10 00 00 00  04 00 00 00 00 00 90 01  Vá............É.
00000050  FA 0F BD 01 21 39 07 00  B8 06 00 00 28 00 00 00  ·.¢.!9..©...(...
00000060  35 4A 02 02 00 0A 54 38  35 4A 62 7E 34 A5 00 A0  5J....T85Jb~4Ñ.á
00000070  3C 09 00 1B 35 29 FA 00  00 09 4C 38 35 29 02 02  <...5)·...L85)..
00000080  00 09 4C 38 35 29 62 7E  35 4A 02 03 00 0A 54 38  ..L85)b~5J....T8
00000090  35 4A 22 7E 34 A5 00 A0  3C 09 00 1B 35 29 FA 00  5J"~4Ñ.á<...5)·.
000000A0  00 09 4C 38 35 29 02 03  00 09 4C 38 35 29 22 7E  ..L85)....L85)"~
000000B0  27 39 07 00 80 03 00 00  24 00 00 00 35 6B 02 02  '9..Ç...$...5k..
000000C0  00 0B 5C 38 35 6B 62 7E  3C 0C 00 1B 35 8C FA 00  ..\85kb~<...5î·.
000000D0  00 0C 64 38 35 8C 02 02  00 0C 64 38 35 8C 62 7E  ..d85î....d85îb~
000000E0  35 6B 02 03 00 0B 5C 38  35 6B 22 7E 3C 0C 00 1B  5k....\85k"~<...
000000F0  35 8C FA 00 00 0C 64 38  35 8C 02 03 00 0C 64 38  5î·...d85î....d8
00000100  35 8C 22 7E                                      5î"~
|| 15942 (4.00+) ||
0x3D => 0x3E46 (15942)
0x16 => 0xB => 4
  0x107, (sector)
  0x2C0, (offset -> 0x1072B4 in iso)
    0x10,
                0x523C0900, (beql s1, gp, ?)
                0x00093C52, (mflo a3)
                0x14901F03, (bne a0, s0, ?)
                0x031F9014, (dsllv s2, ra, t8)
                0x523C0900, (beql s1, gp, ?)
                0x00093C52, (mflo a3)
                0x04C02003, (bltz a2, ?)
                0x0320C004  (sllv t8, zero, t9)
  0x9A056, (sector)
  0x10, (offset -> 0x4D02B004 in iso)
    0x04,
                0x01900000 (sll zero, s0, 0x00?),
                0x01BD0FFA (dsrl at,sp,0x1F?)
  0x73921, (sector)
  0x6B8, (offset -> 0x39C90EAC in iso)
    0x28,
                    21 39 07 00 addi t9,t1,0x0700
                    B8 06 00 00 swr a2,(zero)
                    28 00 00 00 slti zero,0x0000
                    35 4A 02 02 ori t2,0x202
                    00 0A 54 38 dsll t2,0x10
                    35 4A 62 7E ori t2,0x627E
                    34 A5 00 A0 ori a1,0xA0
                    3C 09 00 1B lui t1,0x001B
                    35 29 FA 00 ori t1,0xFA00
                    00 09 4C 38 dsll t1,0x10
                    35 29 02 02 ori t1,0x202
                    00 09 4C 38 dsll t1,0x10
                    35 29 62 7E ori t1,0x627E
                    35 4A 02 03 ori t2,0x203
                    00 0A 54 38 dsll t2,0x10
                    35 4A 22 7E ori t2,0x227E
                    34 A5 00 A0 ori a1,0xA0
                    3C 09 00 1B lui t1,0x001B
                    35 29 FA 00 ori t1,0xFA00
                    00 09 4C 38 dsll t1,0x10
                    35 29 02 03 ori t1,0x203
                    00 09 4C 38 dsll t1,0x10
                    35 29 22 7E ori t1,0x227E
  0x73927, (sector)
  0x380, (offset -> 0x39C93B74 in iso)
    0x24,
                    35 6B 02 02 ori t3,0x202
                    00 0B 5C 38 dsll t3,0x10
                    35 6B 62 7E ori t3,0x627E
                    3C 0C 00 1B lui t4,0x001B
                    35 8C FA 00 ori t4,0xFA00
                    00 0C 64 38 dsll t4,0x10
                    35 8C 02 02 ori t4,0x202
                    00 0C 64 38 dsll t4,0x10
                    35 8C 62 7E ori t4,0x627E
                    35 6B 02 03 ori t3,0x203
                    00 0B 5C 38 dsll t3,0x10
                    35 6B 22 7E ori t3,0x227E
                    3C 0C 00 1B lui t4,0x001B
                    35 8C FA 00 ori t4,0xFA00
                    00 0C 64 38 dsll t4,0x10
                    35 8C 02 03 ori t4,0x203
                    00 0C 64 38 dsll t4,0x10
                    35 8C 22 7E ori t4,0x227E
|-
| NPUD20862 || Bloodrayne 2 ||
00000000  3D 00 00 00 3D 3F 00 00  15 00 00 00 04 00 00 00 =...=?..........
00000010  26 00 00 00 00 00 34 00  00 00 35 00 00 00 00 00 &.....4...5.....
00000020  53 4C 55 53 2D 32 30 38  36 32                  SLUS-20862
|| 16189 (4.00+) ||
0x3D => 0x3F3D (16189)
0x15 => 4
0x26 => 0x340000, 0x350000
|-
| NPUD21269 || Bully ||
00000000  3D 00 00 00 89 3D 00 00  17 00 00 00 01 00 00 00 =....=..........
00000010  00 00 00 00 53 4C 55 53  2D 32 31 32 36 39      ....SLUS-21269
|| 15753 (3.73+) ||
0x3D => 0x3D89 (15753)
0x17 => 1
|-
| NPJD00004 || Contra Shattered Soldier ||
00000000  3D 00 00 00 BF 3F 00 00  0A 00 00 00 12 00 00 00  =...+?..........
00000010  A0 FF 0F 00 00 00 00 00  10 00 01 3C A4 FF 0F 00  á .........<ñ ..
00000020  00 00 00 00 90 FF 24 8C  A8 FF 0F 00 00 00 00 00  ....É $î¿ ......
00000030  81 00 85 2C AC FF 0F 00  00 00 00 00 06 00 A0 10  ü.à,¼ ........á.
00000040  B0 FF 0F 00 00 00 00 00  01 00 84 24 B4 FF 0F 00  ¦ ........ä$¦ ..
00000050  00 00 00 00 90 FF 24 AC  B8 FF 0F 00 00 00 00 00  ....É $¼© ......
00000060  81 00 85 2C BC FF 0F 00  00 00 00 00 02 00 A0 14  ü.à,+ ........á.
00000070  C0 FF 0F 00 00 00 00 00  00 00 00 00 C4 FF 0F 00  + ..........- ..
00000080  00 00 00 00 00 07 02 34  C8 FF 0F 00 00 00 00 00  .......4+ ......
00000090  08 00 E0 03 CC FF 0F 00  00 00 00 00 00 00 00 00  ..Ó.¦ ..........
000000A0  D0 FF 0F 00 00 00 00 00  10 00 01 3C D4 FF 0F 00  ð .........<È ..
000000B0  00 00 00 00 08 00 E0 03  D8 FF 0F 00 00 00 00 00  ......Ó.Ï ......
000000C0  90 FF 20 AC DC FF 0F 00  00 00 00 00 00 00 00 00  É  ¼_ ..........
000000D0  C0 72 42 00 08 00 E0 03  E8 FF 03 08 B4 7C 42 00  +rB...Ó.Þ ..¦|B.
000000E0  08 00 E0 03 F4 FF 03 08  00 00 00 00 53 4C 50 4D  ..Ó.¶ ......SLPM
000000F0  2D 36 32 32 34 37                                -62247
|| 16319 (4.10+)||
0x3D => 0x3FBF (16319)
0x0A => 0x12,
  0xFFFA0,0, 0x3C010010 lui at,0x0010
  0xFFFA4,0, 0x8C24FF90 lw a0,-0x70(at)
  0xFFFA8,0, 0x2C850081 sltiu a1,a0,0x0081
  0xFFFAC,0, 0x10A00006 beqz a1,pos_000FFFC8
  0xFFFB0,0, 0x24840001 addiu a0,0x1
  0xFFFB4,0, 0xAC24FF90 sw a0,-0x70(at)
  0xFFFB8,0, 0x2C850081 sltiu a1,a0,0x0081
  0xFFFBC,0, 0x14A00002 bnez a1,pos_000FFFC8
  0xFFFC0,0, 0x00000000 nop
  0xFFFC4,0, 0x34020700 li v0,0x700
  0xFFFC8,0, 0x03E00008 jr t9
  0xFFFCC,0, 0x00000000 nop
  0xFFFD0,0, 0x3C010010 lui at,0x0010
  0xFFFD4,0, 0x03E00008 jr ra
  0xFFFD8,0, 0xAC20FF90 sw zero,-0x70(at)
  0xFFFDC,0, 0x00000000 nop
  0x4272C0, 0x03E00008 (jr ra), 0x0803FFE8    j pos_000FFFA0
  0x427CB4, 0x03E00008 (jr ra), 0x0803FFF4    j pos_000FFFD0
|-
| NPJC00002 || Dark Cloud ||
00000000  3D 00 00 00 07 3F 00 00  0F 00 00 00 34 93 23 00 =....?......4.#.
00000010  FF FF FF 01 09 00 00 00  01 00 00 00 B0 8E 13 00 ................
00000020  20 00 BF 7F B0 FF BD 27  00 00 00 00 08 00 E0 03  ......'........
00000030  00 00 00 00 53 43 50 53  2D 31 35 30 30 34      ....SCPS-15004
|| 16135 (4.00+)||
0x3D => 0x3F07 (16135)
0x0F => 0x239334, 0x01FFFFFF
0x09 => 1,
  0x138EB0 ,
    0x7FBF0020 (sq ra,0x20(sp)),
    0x27BDFFB0 (addiu sp,-0x50),
    0x00000000 (nop),
    0x03E00008 (jr ra)
 
0x239334 = end of code segment?
0x138EB0 = Remove function CCharacter::DrawShadow((void))
config  20 00 BF 7F 0x7FBF0020 sq ra, 0x20(sp)
          B0 FF BD 27 0x27BDFFB0 addiu sp, -0x50
          00 00 00 00 0x00000000 nop
          08 00 E0 03 0x03E00008 jr ra
|-
| NPUD20071 || Dead Or Alive 2 Hardcore ||
00000000 3D 00 00 00 F0 42 00 00 0A 00 00 00 01 00 00 00 =....B..........
00000010 EC 06 2B 00 01 00 06 24 00 00 06 24 0B 00 00 00 ..+....$...$....
00000020 07 00 00 00 71 6A 18 00 F4 07 00 00 04 00 00 00 ....qj..........
00000030 0C 00 32 B7 0C 00 32 B3 71 6A 18 00 F4 05 00 00 ..2...2.qj......
00000040 08 00 00 00 03 E0 00 08 00 00 00 00 27 BD FF F0 ............'...
00000050 AF BE 00 08 7B 6A 18 00 08 07 00 00 08 00 00 00 ....{j..........
00000060 03 E0 00 08 00 00 00 00 27 BD FF F0 AF BE 00 08 ........'.......
00000070 85 6A 18 00 18 01 00 00 08 00 00 00 03 E0 00 08 .j..............
00000080 00 00 00 00 27 BD FF F0 AF BE 00 08 85 6A 18 00 ....'........j..
00000090 70 01 00 00 08 00 00 00 03 E0 00 08 00 00 00 00 p...............
000000A0 27 BD FF F0 AF BE 00 08 85 6A 18 00 C8 01 00 00 '........j......
000000B0 08 00 00 00 03 E0 00 08 00 00 00 00 27 BD FF F0 ............'...
000000C0 AF BE 00 08 86 6A 18 00 FC 07 00 00 08 00 00 00 .....j..........
000000D0 03 E0 00 08 00 00 00 00 27 BD FF F0 AF BE 00 08 ........'.......
000000E0 00 00 00 00 53 4C 55 53 2D 32 30 30 37 31      ....SLUS-20071 
|| 17136 (4.50+) || fixes blackscreen
0x3D => 0x42F0 (17136)
0x0A => 0x01,
  0x2B06EC, 0x24060001 (li a2,0x1),
            0x24060000 (li a2,0x0)
0x0B => 0x07,
  0x186A71, 0x7F4, 0x04,
                    0xB732000C (jal -0x2A9B90),
                    0xB332000C (jal -0x2A9BA0)
  0x186A71, 0x5F4, 0x08, 0x0800E003 (jr ra), 0 (nop), 0xF0FFBD27 (addiu sp,-0x10), 0x0800BEAF (sw fp,0x8(sp)),
  0x186A7B, 0x708, 0x08, 0x0800E003 (jr ra), 0 (nop), 0xF0FFBD27 (addiu sp,-0x10), 0x0800BEAF (sw fp,0x8(sp)),
  0x186A85, 0x118, 0x08, 0x0800E003 (jr ra), 0 (nop), 0xF0FFBD27 (addiu sp,-0x10), 0x0800BEAF (sw fp,0x8(sp)),
  0x186A85, 0x170, 0x08, 0x0800E003 (jr ra), 0 (nop), 0xF0FFBD27 (addiu sp,-0x10), 0x0800BEAF (sw fp,0x8(sp)),
  0x186A85, 0x1C8, 0x08, 0x0800E003 (jr ra), 0 (nop), 0xF0FFBD27 (addiu sp,-0x10), 0x0800BEAF (sw fp,0x8(sp)),
  0x186A86, 0x7FC, 0x08, 0x0800E003 (jr ra), 0 (nop), 0xF0FFBD27 (addiu sp,-0x10), 0x0800BEAF (sw fp,0x8(sp))
 
|-
| NPJD00011 || Dead Or Alive 2 Hardcore ||
00000000  3D 00 00 00 89 3D 00 00  09 00 00 00 01 00 00 00  =...ë=..........
00000010  6C 66 2B 00 80 00 08 24  01 00 06 24 80 00 08 24  lf+.Ç..$...$Ç..$
00000020  00 00 06 24 0B 00 00 00  07 00 00 00 05 FF 17 00  ...$......... ..
00000030  F0 07 00 00 0C 00 00 00  27 C4 00 10 0C 00 32 B7  ­.......'-....2À
00000040  00 00 00 00 24 04 00 2B  0C 00 32 B3 27 C5 00 10  ....$..+..2¦'+..
00000050  05 FF 17 00 F4 05 00 00  08 00 00 00 03 E0 00 08  . ..¶........Ó..
00000060  00 00 00 00 27 BD FF F0  AF BE 00 08 0F FF 17 00  ....'¢ ­»¥... ..
00000070  08 07 00 00 08 00 00 00  03 E0 00 08 00 00 00 00  .........Ó......
00000080  27 BD FF F0 AF BE 00 08  19 FF 17 00 18 01 00 00  '¢ ­»¥... ......
00000090  08 00 00 00 03 E0 00 08  00 00 00 00 27 BD FF F0  .....Ó......'¢ ­
000000A0  AF BE 00 08 19 FF 17 00  70 01 00 00 08 00 00 00  »¥... ..p.......
000000B0  03 E0 00 08 00 00 00 00  27 BD FF F0 AF BE 00 08  .Ó......'¢ ­»¥..
000000C0  19 FF 17 00 C8 01 00 00  08 00 00 00 03 E0 00 08  . ..+........Ó..
000000D0  00 00 00 00 27 BD FF F0  AF BE 00 08 1A FF 17 00  ....'¢ ­»¥... ..
000000E0  FC 07 00 00 08 00 00 00  03 E0 00 08 00 00 00 00  ³........Ó......
000000F0  27 BD FF F0 AF BE 00 08  00 00 00 00 53 4C 50 53  '¢ ­»¥......SLPS
00000100  2D 32 35 30 32 36                                -25026
|| 15753 (3.73+) || Block TLSDRV rpc (0x09 patch), and fix issues at IOP side (0x0B) in Tick function
0x3D => 0x3D89 (15753)
0x09 => 1,
  0x2B666C,
    0x24080080 (li t0,0x80),
    0x24060001 (li a2,0x1),
    0x24080080 (li t0,0x80),
    0x24060000 (li a2,0x0)
0x0B => 7,
  0x17FF05, 0x7F0, 0x0C ,
                    0x1000C427 addiu a0,fp,0x10,
                    0xB732000C jal -0x2A9B90,
                    0x00000000 nop,
                    0x2B000424 li a0,0x2B,
                    0xB332000C jal -0x2A9BA0,
                    0x1000C527 addiu a1,fp,0x10,
  0x17FF05, 0x5F4, 0x08 ,0x0800E003 (jr ra), 0 (nop), 0xF0FFBD27 (addiu sp,-0x10), 0x0800BEAF (sw fp,0x8(sp)),
  0x17FF0F, 0x708, 0x08 ,0x0800E003 (jr ra), 0 (nop), 0xF0FFBD27 (addiu sp,-0x10), 0x0800BEAF (sw fp,0x8(sp)),
  0x17FF19, 0x118, 0x08 ,0x0800E003 (jr ra), 0 (nop), 0xF0FFBD27 (addiu sp,-0x10), 0x0800BEAF (sw fp,0x8(sp)),
  0x17FF19, 0x170, 0x08 ,0x0800E003 (jr ra), 0 (nop), 0xF0FFBD27 (addiu sp,-0x10), 0x0800BEAF (sw fp,0x8(sp)),
  0x17FF19, 0x1C8, 0x08 ,0x0800E003 (jr ra), 0 (nop), 0xF0FFBD27 (addiu sp,-0x10), 0x0800BEAF (sw fp,0x8(sp)),
  0x17FF1A, 0x7FC, 0x08 ,0x0800E003 (jr ra), 0 (nop), 0xF0FFBD27 (addiu sp,-0x10), 0x0800BEAF (sw fp,0x8(sp)),
 
|-
| NPED00027 || Deadly Strike ||
00000000  3D 00 00 00 96 40 00 00  0A 00 00 00 01 00 00 00 =....@..........
00000010  14 09 1E 00 17 37 01 3C  14 37 01 3C 00 00 00 00 .....7.<.7.<....
00000020  53 4C 45 53 2D 35 32 39  35 35                  SLES-52955
|| 16534 (4.20+) ||
0x3D => 0x4096 (16534)
0x0A => 1
  0x1E0914, 17 37 01 3C 0x3C013717 li at,0x3717
            14 37 01 3C 0x3C013714 li at,0x3714
|-
| NPED00087 || Disneys PK: Out of the Shadows ||
 
||  || blackscreen
 
|-
| NPUD21944 || Doras Big Birthday Adventure ||
00000000  3D 00 00 00 ED 3F 00 00  0A 00 00 00 0A 00 00 00 =....?..........
00000010  00 FF 0F 00 00 00 00 00  07 00 40 14 04 FF 0F 00 ..........@.....
00000020  00 00 00 00 10 00 01 3C  08 FF 0F 00 00 00 00 00 .......<........
00000030  F0 FF 28 8C 0C FF 0F 00  00 00 00 00 20 01 09 2D ..(......... ..-
00000040  10 FF 0F 00 00 00 00 00  03 00 20 11 14 FF 0F 00 .......... .....
00000050  00 00 00 00 01 00 08 25  18 FF 0F 00 00 00 00 00 .......%........
00000060  F0 FF 28 AC 1C FF 0F 00  00 00 00 00 06 00 02 24 ..(............$
00000070  20 FF 0F 00 00 00 00 00  08 00 E0 03 90 9B 1E 00  ...............
00000080  08 00 E0 03 C0 FF 03 08  00 00 00 00 53 4C 55 53 ............SLUS
00000090  2D 32 31 39 34 34                                -21944
|| 16365 (4.20+) ||
0x3D => 0x3FED (16365)
0x0A => 0xA,
  0xFFF00,0,0x14400007 bnez v0,pos_000FFF20
  0xFFF04,0,0x3C010010 lui at,0x0010
  0xFFF08,0,0x8C28FFF0 lw t0,-0x10(at)
  0xFFF0C,0,0x2D090120 sltiu t1,t0,0x0120
  0xFFF10,0,0x11200003 beqz t1,pos_000FFF20
  0xFFF14,0,0x25080001 addiu t0,0x1
  0xFFF18,0,0xAC28FFF0 sw t0,-0x10(at)
  0xFFF1C,0,0x24020006 li v0,0x6
  0xFFF20,0,0x03E00008 jr ra
  0x1E9B90, 0x03E00008 (jr ra), 0x0803FFC0    j pos_000FFF00
|-
| NPJD00005 || Dragon Force ||
00000000  3D 00 00 00 D6 40 00 00  0A 00 00 00 02 00 00 00 =....@..........
00000010  B4 41 10 00 1C 00 40 10  F9 FF 40 14 BC 41 10 00 .A....@[email protected]..
00000020  1D 00 02 3C 1A 00 40 10  41 00 00 00 00 00 00 00 ...<[email protected].......
00000030  53 4C 50 4D 2D 36 35 37  37 38                  SLPM-65778
|| 16598 (4.20+) ||
0x3D => 0x40D6 (16598)
0x0A => 2,
  0x1041B4, 0x1040001C beqz v0,pos_00104228
            0x1440FFF9 bnez v0,pos_0010419C
  0x1041BC, 0x3C02001D lui v0,0x001D
            0x1040001A beqz v0,pos_00104228
0x41 => (sets some value 1, sync? - speedhack?)
|-
| NPUD20766 || Fatal Frame II ||
00000000  3D 00 00 00 AF 42 00 00  21 00 00 00 00 00 00 00 =....B..!.......
00000010  48 00 00 00 02 00 00 00  9C E6 FF FF 0A 00 00 00 H...............
00000020  01 00 00 00 1C 70 17 00  41 01 0F 24 61 01 0F 24 .....p..A..$a..$
00000030  46 00 00 00 0B 00 00 00  01 00 00 00 DD 04 00 00 F...............
00000040  E8 02 00 00 04 00 00 00  00 42 73 84 00 00 02 FF .........Bs.....
00000050  00 00 00 00 53 4C 55 53  2D 32 30 37 36 36      ....SLUS-20766 
|| 17071 (4.50+) || 0x0B patch VU microcode
0x3D => 0x42AF (17071)
0x21 => 0
0x48 => 0x2, 0xFFFFE69C
0x0A => 1,
  0x17701C, 0x240F0141 (li t7,0x141)
            0x240F0161 (li t7,0x161)
0x46
0x0B => 1
  0x4DD, (sector)
  0x2E8, (offset -> 0x26EADC in iso)
    0x04,
                  0x84734200 lq.z vf2,0x3840(vi14),
                  0x000002FF nop
|-
| NPED00052 || God Hand ||
00000000  3D 00 00 00 5F 3F 00 00  41 00 00 00 0A 00 00 00  =..._?..A.......
00000010  14 00 00 00 A0 FF 0F 00  00 00 00 00 01 00 02 3C  ....á .........<
00000020  A4 FF 0F 00 00 00 00 00  21 20 82 00 A8 FF 0F 00  ñ ......! é.¿ ..
00000030  00 00 00 00 4D 00 02 24  AC FF 0F 00 00 00 00 00  ....M..$¼ ......
00000040  0E 00 45 14 B4 FF 0F 00  00 00 00 00 3E 18 06 00  ..E.¦ ......>...
00000050  B8 FF 0F 00 00 00 00 00  FF 3F 63 38 BC FF 0F 00  © ...... ?c8+ ..
00000060  00 00 00 00 60 00 02 24  C0 FF 0F 00 00 00 00 00  ....`..$+ ......
00000070  0A 10 03 00 C4 FF 0F 00  00 00 00 00 00 00 83 8C  ....- ........âî
00000080  C8 FF 0F 00 00 00 00 00  00 00 62 FC CC FF 0F 00  + ........b³¦ ..
00000090  00 00 00 00 15 00 02 24  D0 FF 0F 00 00 00 00 00  .......$ð ......
000000A0  08 00 62 FC D4 FF 0F 00  00 00 00 00 10 00 63 24  ..b³È ........c$
000000B0  D8 FF 0F 00 00 00 00 00  00 00 83 AC DC FF 0F 00  Ï ........â¼_ ..
000000C0  00 00 00 00 10 00 83 8C  E0 FF 0F 00 00 00 00 00  ......âîÓ ......
000000D0  01 00 63 24 E4 FF 0F 00  00 00 00 00 10 00 83 AC  ..c$õ ........â¼
000000E0  E8 FF 0F 00 00 00 00 00  A6 67 0A 08 90 9E 29 00  Þ ......ªg..É×).
000000F0  01 00 02 3C E8 FF 03 08  94 9E 29 00 21 20 82 00  ...<Þ ..ö×).! é.
00000100  00 00 00 00 00 00 00 00  53 4C 45 53 2D 35 34 34  ........SLES-544
00000110  39 30                                            90
|| 16223 (4.10+) ||
0x3D => 0x3F5F (16223)
0x41 => (sets some value 1, sync? - speedhack?)
0x0A => 0x14
  0xFFFA0,0,0x3C020001 lui v0,0x0001
  0xFFFA4,0,0x00822021 addu a0,v0
  0xFFFA8,0,0x2402004D li v0,0x4D
  0xFFFAC,0,0x1445000E bne v0,a1,pos_000FFFE8
  0xFFFB4,0,0x0006183E dsrl32 v1,a2,0x00
  0xFFFB8,0,0x38633FFF xori v1,0x3FFF
  0xFFFBC,0,0x24020060 li v0,0x60
  0xFFFC0,0,0x0003100A movz v0,zero,v1
  0xFFFC4,0,0x8C830000 lw v1,(a0)
  0xFFFC8,0,0xFC620000 sd v0,(v1)
  0xFFFCC,0,0x24020015 li v0,0x15
  0xFFFD0,0,0xFC620008 sd v0,0x8(v1)
  0xFFFD4,0,0x24630010 addiu v1,0x10
  0xFFFD8,0,0xAC830000 sw v1,(a0)
  0xFFFDC,0,0x8C830010 lw v1,0x10(a0)
  0xFFFE0,0,0x24630001 addiu v1,0x1
  0xFFFE4,0,0xAC830010 sw v1,0x10(a0)
  0xFFFE8,0,0x080A67A6 j pos_00299E98
  0x299E90,0x3C020001 (lui v0,0x0001),0x0803FFE8 j pos_000FFFA0
  0x299E94,0x00822021 (addu a0,v0),0x00000000 nop
|-
| NPUD20712 || Gradius V ||
00000000  3D 00 00 00 37 3E 00 00  0B 00 00 00 01 00 00 00 =...7>..........
00000010  D3 05 00 00 10 03 00 00  08 00 00 00 03 E0 00 08 ................
00000020  00 00 00 00 27 BD FF C0  3C 03 00 4C 41 00 00 00 ....'...<..LA...
00000030  26 00 00 00 E0 46 30 00  44 5E 30 00 00 00 00 00 &....F0.D^0.....
00000040  53 4C 55 53 2D 32 30 37  31 32                  SLUS-20712     
|| 15927 (3.71+) ||
0x3D => 0x3E37 (15927)
0x0B => 1
  0x5D3, (sector)
  0x310, (offset -> 0x2E9B04 in iso)
    0x08,
                  03 E0 00 08 jr ra
                  00 00 00 00 nop
                  27 BD FF C0 addiu sp,-0x40
                  3C 03 00 4C lui v1,0x004C
0x41 => (sets some value 1, sync? - speedhack?)
0x26 => 0x3046E0, 0x0x305E44
|-
| NPUD20552 || Grand Theft Auto - Vice City ||
00000000  3D 00 00 00 A5 41 00 00  21 00 00 00 01 00 00 00 =....A..!.......
00000010  0A 00 00 00 0D 00 00 00  A0 FF 0F 00 00 00 00 00 ................
00000020  17 00 01 24 A4 FF 0F 00  00 00 00 00 08 00 24 14 ...$..........$.
00000030  AC FF 0F 00 00 00 00 00  10 00 01 3C B0 FF 0F 00 ...........<....
00000040  00 00 00 00 90 FF 22 8C  B4 FF 0F 00 00 00 00 00 ......".........
00000050  FF FF 42 24 B8 FF 0F 00  00 00 00 00 05 00 40 1C ..B$..........@.
00000060  C0 FF 0F 00 00 00 00 00  04 00 02 24 C4 FF 0F 00 ...........$....
00000070  00 00 00 00 90 FF 22 AC  C8 FF 0F 00 00 00 00 00 ......".........
00000080  C1 3A 0B 08 CC FF 0F 00  00 00 00 00 D0 FF BD 27 .:.............'
00000090  D0 FF 0F 00 00 00 00 00  08 00 E0 03 D4 FF 0F 00 ................
000000A0  00 00 00 00 90 FF 22 AC  00 EB 2C 00 D0 FF BD 27 ......"...,....'
000000B0  E8 FF 03 08 00 00 00 00  53 4C 55 53 2D 32 30 35 ........SLUS-205
000000C0  35 32                                            52
|| 16805 (4.30+) ||
0x3D => 0x41A5 (16805)
0x21 => 1
0x0A = 0xD
  0xFFFA0,0,0x24010017 li at,0x17
  0xFFFA4,0,0x14240008 bne at,a0,pos_000FFFC8
  0xFFFAC,0,0x3C010010 lui at,0x0010
  0xFFFB0,0,0x8C22FF90 lw v0,-0x70(at)
  0xFFFB4,0,0x2442FFFF addiu v0,-0x1
  0xFFFB8,0,0x1C400005 bgtz v0,pos_000FFFD0
  0xFFFC0,0,0x24020004 li v0,0x4
  0xFFFC4,0,0xAC22FF90 sw v0,-0x70(at)
  0xFFFC8,0,0x080B3AC1 j pos_002CEB04
  0xFFFCC,0,0x27BDFFD0 addiu sp,-0x30
  0xFFFD0,0,0x03E00008 jr ra
  0xFFFD4,0,0xAC22FF90 sw v0,-0x70(at)
  0x2CEB00,0x27BDFFD0 ( addiu sp,-0x30 ),0x0803FFE8 j pos_000FFFA0
 
|-
| NPED00063 || Grand Theft Auto III ||
00000000  3D 00 00 00 89 3D 00 00  01 00 00 00 90 97 34 00 =....=........4.
00000010  10 00 00 00 21 00 00 00  01 00 00 00 00 00 00 00 ....!...........
00000020  53 4C 45 53 2D 35 30 33  33 30                  SLES-50330
|| 15753 (3.73+) ||
0x3D => 0x3D89 (15753)
0x01 => 0x349790, 0x10
0x21 => 1
|-
| NPUD20062 || Grand Theft Auto III ||
00000000  3D 00 00 00 48 3F 00 00 19 00 00 00 01 00 00 00 =...H?..........
00000010  40 8B 34 00 0F 00 00 00 21 00 00 00 01 00 00 00 @.4.....!.......
00000020  0B 00 00 00 01 00 00 00 71 6D 0F 00 EC 04 00 00 ........qm......
00000030  B0 00 00 00 03 E0 00 08 00 00 00 00 3C 01 00 10 ............<...
00000040  8C 21 FE F0 14 20 00 25 00 00 00 00 27 BD FF 50 .!... .%....'..P
00000050  08 0B 64 B9 7F BF 00 50 00 00 00 00 34 02 00 03 ..d....P....4...
00000060  34 01 00 43 10 81 00 15 34 03 00 00 34 01 00 20 4..C....4...4..
00000070  10 81 00 12 34 03 00 01 34 01 00 1F 10 81 00 0F ....4...4.......
00000080  34 03 00 02 34 01 00 1D 10 81 00 0C 34 03 00 03 4...4.......4...
00000090  34 02 00 02 34 01 00 39 10 81 00 08 34 03 00 04 4...4..9....4...
000000A0  34 02 00 01 34 01 00 1A 10 81 00 04 34 03 00 05 4...4.......4...
000000B0  27 BD FE F0 08 0B 1D 05 7F BF 00 90 3C 01 00 10 '...........<...
000000C0  00 23 18 21 90 79 FE E0 27 39 00 01 03 22 08 2A .#.!.y..'9...".*
000000D0  00 01 C8 0A 13 20 FF F6 A0 79 FE E0 03 E0 00 08 ..... ...y......
000000E0  00 00 00 00 27 BD FE D0 7F BF 00 B0 7F BE 00 A0 ....'...........
000000F0  7F B7 00 90 7F B6 00 80 7F B5 00 70 7F B4 00 60 ...........p...`
00000100  7F B3 00 50 7F B2 00 40 7F B1 00 30 7F B0 00 20 [email protected]...
00000110  E7 B7 00 1C E7 B6 00 18 E7 B5 00 14 E7 B4 00 10 ................
00000120  27 B7 00 F4 46 00 65 06 E7 AC 00 F0 24 07 00 01 '...F.e.....$...
00000130  46 00 75 86 27 B0 00 F8 46 00 7D 46 E6 ED 00 00 F.u.'...F.}F....
00000140  3C 02 C4 7A AE 02 00 00 3C 02 44 7A FF A0 00 00 <..z....<.Dz....
00000150  44 82 60 00 27 A4 00 F0 46 00 6D C6 27 A5 00 C0 D.`.'...F.m.'...
00000160  27 A6 01 2C 70 00 46 28 70 00 4E 28 70 00 56 28 '..,p.F(p.N(p.V(
00000170  70 E0 5E 28 0C 0A A8 34 FF A0 00 08 27 B1 00 C8 p.^(...4....'...
00000180  C6 20 00 00 3C 02 40 00 44 82 08 00 24 07 00 01 . ..<[email protected]...$...
00000190  3C 02 44 7A 0A 00 00 00 07 00 00 00 40 7D 24 00 <.Dz........@}$.
000001A0  08 00 E0 03 10 00 01 3C 44 7D 24 00 00 00 00 00 .......<D}$.....
000001B0  08 00 E0 03 48 7D 24 00 00 00 00 00 F0 FE 22 AC ....H}$.......".
000001C0  E0 92 2D 00 50 FF BD 27 1A 2B 0D 08 E4 92 2D 00 ..-.P..'.+....-.
000001D0  50 00 BF 7F 00 00 00 00 10 74 2C 00 F0 FE BD 27 P........t,....'
000001E0  22 2B 0D 08 14 74 2C 00 90 00 BF 7F 00 00 00 00 "+...t,.........
000001F0  00 00 00 00 53 4C 55 53 2D 32 30 30 36 32      ....SLUS-20062 
|| 16200 (4.10+) ||
0x3D => 0x3F48 (16200)
0x19 => (sets some value 1)
0x01 => 0x348B40, 0xF
0x21 => 1
0x0B => 1
  0xF6D71, (sector)
  0x4EC, (offset -> 0x7B6B8CE0 in iso)
    0xB0,
                    03 E0 00 08 jr ra
                    00 00 00 00 nop
                    3C 01 00 10 lui at,0x0010
                    8C 21 FE F0 lw at,-0x110(at)
                    14 20 00 25 bnez at,+0x98
                    00 00 00 00 nop
                    27 BD FF 50 addiu sp,-0xB0
                    08 0B 64 B9 j +0x22C78
                    7F BF 00 50 sq ra,0x50(sp)
                    00 00 00 00 nop
                    34 02 00 03 li v0,0x3
                    34 01 00 43 li at,0x43
                    10 81 00 15 beq a0,at,+0x5C
                    34 03 00 00 li v1,0x0
                    34 01 00 20 li at,0x20
                    10 81 00 12 beq a0,at,+0x4C
                    34 03 00 01 li v1,0x1
                    34 01 00 1F li at,0x1F
                    10 81 00 0F beq a0,at,+0x3C
                    34 03 00 02 li v1,0x2
                    34 01 00 1D li at,0x1D
                    10 81 00 0C beq a0,at,+0x2C
                    34 03 00 03 li v1,0x3
                    34 02 00 02 li v0,0x2
                    34 01 00 39 li at,0x39
                    10 81 00 08 beq a0,at,+0x24
                    34 03 00 04 li v1,0x4
                    34 02 00 01 li v0,0x1
                    34 01 00 1A li at,0x1A
                    10 81 00 04 beq a0,at,+0x14
                    34 03 00 05 li v1,0x5
                    27 BD FE F0 addiu sp,-0x110
                    08 0B 1D 05 j +0x10D54
                    7F BF 00 90 sq ra,0x90(sp)
                    3C 01 00 10 lui at,0x0010
                    00 23 18 21 addu v1,at
                    90 79 FE E0 lbu t9,-0x120(v1)
                    27 39 00 01 addiu t9,0x1
                    03 22 08 2A slt at,t9,v0
                    00 01 C8 0A movz t9,zero,at
                    13 20 FF F6 beqz t9,-0x24
                    A0 79 FE E0 sb t9,-0x120(v1)
                    03 E0 00 08 jr ra
                    00 00 00 00 nop
                    27 BD FE D0 addiu sp,-0x130
                    7F BF 00 B0 sq ra,0xB0(sp)
                    7F BE 00 A0 sq fp,0xA0(sp)
                    7F B7 00 90 sq s7,0x90(sp)
                    7F B6 00 80 sq s6,0x80(sp)
                    7F B5 00 70 sq s5,0x70(sp)
                    7F B4 00 60 sq s4,0x60(sp)
                    7F B3 00 50 sq s3,0x50(sp)
                    7F B2 00 40 sq s2,0x40(sp)
                    7F B1 00 30 sq s1,0x30(sp)
                    7F B0 00 20 sq s0,0x20(sp)
                    E7 B7 00 1C swc1 f23,0x1C(sp)
                    E7 B6 00 18 swc1 f22,0x18(sp)
                    E7 B5 00 14 swc1 f21,0x14(sp)
                    E7 B4 00 10 swc1 f20,0x10(sp)
                    27 B7 00 F4 addiu s7,sp,0xF4
                    46 00 65 06 mov.s f20,f12
                    E7 AC 00 F0 swc1 f12,0xF0(sp)
                    24 07 00 01 li a3,0x1
                    46 00 75 86 mov.s f22,f14
                    27 B0 00 F8 addiu s0,sp,0xF8
                    46 00 7D 46 mov.s f21,f15
                    E6 ED 00 00 swc1 f13,(s7)
                    3C 02 C4 7A lui v0,0xC47A
                    AE 02 00 00 sw v0,(s0)
                    3C 02 44 7A lui v0,0x447A
                    FF A0 00 00 sd zero,(sp)
                    44 82 60 00 mtc1 v0,f12
                    27 A4 00 F0 addiu a0,sp,0xF0
                    46 00 6D C6 mov.s f23,f13
                    27 A5 00 C0 addiu a1,sp,0xC0
                    27 A6 01 2C addiu a2,sp,0x12C
                    70 00 46 28 paddub t0,zero,zero
                    70 00 4E 28 paddub t1,zero,zero
                    70 00 56 28 paddub t2,zero,zero
                    70 E0 5E 28 paddub t3,a3,zero
                    0C 0A A8 34 jal 0x2AA0D0
                    FF A0 00 08 sd zero,0x8(sp)
                    27 B1 00 C8 addiu s1,sp,0xC8
                    C6 20 00 00 lwc1 f00,(s1)
                    3C 02 40 00 lui v0,0x4000
                    44 82 08 00 mtc1 v0,f01
                    24 07 00 01 li a3,0x1
                    3C 02 44 7A lui v0,0x447A
0x0A => 7
  0x247D40, 0x03E00008 (jr ra), 0x3C010010 lui at,0x0010
  0x247D44, 0x00000000 (nop), 0x03E00008 jr ra
  0x247D48, 0x00000000 (nop), 0xAC22FEF0 sw v0,-0x110(at)
  0x2D92E0, 0x27BDFF50 (addiu sp,-0xB0), 0x080D2B1A j pos_0034AC68
  0x2D92E4, 0x7FBF0050 (sq ra,0x50(sp)), 0x00000000 nop
  0x2C7410, 0x27BDFEF0 (addiu sp,-0x110), 0x080D2B22 j pos_0034AC88
  0x2C7414, 0x7FBF0090 (sq ra,0x90(sp)), 0x00000000 nop
|-
| NPED00070 || Grand Theft Auto - San Andreas ||
00000000  3D 00 00 00 60 40 00 00  0F 00 00 00 B0 45 1E 00 =...`@.......E..
00000010  08 51 1E 00 40 00 00 00  00 00 00 00 53 4C 45 53 [email protected]
00000020  2D 35 32 39 32 37                                -52927
|| 16480 (4.20+) ||
0x3D => 0x4060 (16480)
0x0F => 0x1E45B0, 0x1E5108
0x40 => (sets some value 1)
|-
| NPUD20946 || Grand Theft Auto - San Andreas ||
00000000  3D 00 00 00 60 40 00 00  0F 00 00 00 DC 46 1E 00 =...`@.......F..
00000010  E8 4A 1E 00 40 00 00 00  00 00 00 00 53 4C 55 53 [email protected]
00000020  2D 32 30 39 34 36                                -20946
|| 16480 (4.20+) ||
0x3D => 0x4060 (16480)
0x0F => 0x1E46DC, 0x1E4AE8
0x40 => (sets some value 1)
|-
| NPJD00062 || Grandia II ||
 
||  || texture bugs, clipping issue
 
|-
| NPUD21604 || GRIMgRiMoiRe ||
00000000  3D 00 00 00 12 3D 00 00  15 00 00 00 04 00 00 00 =....=..........
|| 15634 (3.70+) ||
0x3D => 0x3D12 (15634)
0x15 => 4
|-
| NPJD00020 || Katamari Damacy ||
00000000  3D 00 00 00 46 40 00 00  41 00 00 00 0B 00 00 00 [email protected].......
00000010  01 00 00 00 29 04 00 00  40 00 00 00 04 00 00 00 ....)...@.......
00000020  00 24 77 68 00 00 00 00  00 00 00 00 53 4C 50 53 .$wh........SLPS
00000030  2D 32 35 33 36 30                                -25360
|| 16454 (4.20+)||
0x3D => 0x4046 (16454)
0x41 => (sets some value 1, sync? - speedhack?)
0x0B => 1
  0x429, (sector)
  0x40, (offset -> 0x214834 in iso)
    0x04,
                  0x00247768 (pointer)
                  0x00000000
|-
| NPUD21008 || Katamari Damacy ||
00000000  3D 00 00 00 89 3D 00 00  41 00 00 00 0B 00 00 00 =....=..A.......
00000010  01 00 00 00 71 04 00 00  80 02 00 00 04 00 00 00 ....q...........
00000020  00 26 B8 D8 00 00 00 00  00 00 00 00 53 4C 55 53 .&..........SLUS
00000030  2D 32 31 30 30 38                              -21008
|| 15753 (3.70+)||
0x3D => 0x3D89 (15753)
0x41 => (sets some value 1, sync? - speedhack?)
0x0B => 1
  0x471, (sector)
  0x280, (offset -> 0x238A74 in iso)
    0x04,
                  0x0024B8D8 (pointer)
                  0x00000000
|-
| NPUD20847 || La Pucelle: Tactics ||
00000000 3D 00 00 00 DB 3F 00 00 0A 00 00 00 0B 00 00 00 =....?..........
00000010 40 FA 0F 00 00 00 00 00 0C 01 0A 3C 44 FA 0F 00 @..........<D...
00000020 00 00 00 00 04 DE 4A 35 48 FA 0F 00 00 00 00 00 ......J5H.......
00000030 04 00 45 11 4C FA 0F 00 00 00 00 00 00 00 00 00 ..E.L...........
00000040 50 FA 0F 00 00 00 00 00 10 00 0A 8E 54 FA 0F 00 P...........T...
00000050 00 00 00 00 9A E2 04 08 58 FA 0F 00 00 00 00 00 ........X.......
00000060 14 00 0B 8E 5C FA 0F 00 00 00 00 00 9C E2 04 08 ....\...........
00000070 60 FA 0F 00 00 00 00 00 00 00 00 00 60 8A 13 00 `...........`...
00000080 10 00 0A 8E 90 FE 03 08 64 8A 13 00 14 00 0B 8E ........d.......
00000090 00 00 00 00 00 00 00 00 53 4C 55 53 2D 32 30 38 ........SLUS-208
000000A0 34 37                                          47             
|| 16347 (4.10+) || Fixes blackscreen
0x3D => 0x3FDB (16347)
0x0A => 0xB
  0xFFA40,0,0x3C0A010C lui t2, 0x010C
  0xFFA44,0,0x354ADE04 ori t2, 0xDE04
  0xFFA48,0,0x11450004 beq t2, a1, 0x000FFA5C
  0xFFA4C,0,0          nop
  0xFFA50,0,0x8E0A0010 lw t2, 0x10(s0)
  0xFFA54,0,0x0804E29A j  0x00138A68
  0xFFA58,0,0x8E0B0014 lw t3, 0x14(s0)
  0xFFA5C,0,0x0804E29C j  0x00138A70
  0xFFA60,0,0          nop
  0x138A60,0x8E0A0010 (lw t2, 0x10(s0)),0x0803FE90 j 0x000FFA40
  0x138A64,0x8E0B0014 (lw t3, 0x14(s0)),0 (nop)
|-
| NPUD20275 || Kessen II ||
00000000 3D 00 00 00 89 3D 00 00 0B 00 00 00 03 00 00 00 =....=..........
00000010 10 76 00 00 BC 07 00 00 10 00 00 00 48 43 88 00 .v..........HC..
00000020 4B E5 21 AC 30 84 80 00 4B E7 2B 3C 4B E5 21 AC K.!.0...K.+<K.!.
00000030 30 84 80 00 4B E7 2B 3C 48 43 88 00 64 76 00 00 0...K.+<HC..dv..
00000040 10 05 00 00 0C 00 00 00 4B C0 10 9C 4B C0 18 DC ........K...K...
00000050 4A 68 03 BE 4A 68 03 BE 4B C0 10 9C 4B C0 18 DC Jh..Jh..K...K...
00000060 64 76 00 00 C8 06 00 00 0C 00 00 00 4B C0 10 9C dv..........K...
00000070 4B C0 18 DC 4A 68 03 BE 4A 68 03 BE 4B C0 10 9C K...Jh..Jh..K...
00000080 4B C0 18 DC 00 00 00 00 53 4C 55 53 2D 32 30 32 K.......SLUS-202
00000090 37 35                                          75             
|| 15753 (3.73+) || fixes spickey polygon syndrome problems for characters in cutscenes/selection/..
0x3D => 0x3D89 (15753)
0x0B => 3
  0x7610, 0x07BC, 0x10,
                        Patched Bytes:
                        0x00884348 00 88 43 48 cfc2    $v1, $17 (cfc2 v1,MACflag)
                        0xAC21E54B AC 21 E5 4B cop2    (vsub.xyzw vf06, vf04, vf05)
                        0x00808430 00 80 84 30 andi    $a0, 0x8000
                        0x3C2BE74B 3C 2B E7 4B cop2    (vmove.xyzw, vf07, vf05)
                        Original Bytes:
                        0xAC21E54B AC 21 E5 4B cop2    (vsub.xyzw vf06, vf04, vf05)
                        0x00808430 00 80 84 30 andi    $a0, 0x8000
                        0x3C2BE74B 3C 2B E7 4B cop2    (vmove.xyzw, vf07, vf05)
                        0x00884348 00 88 43 48 cfc2    $v1, $17 (cfc2 v1,MACflag)
  0x7664, 0x0510, 0x0C,
                        Patched Bytes:
                        0x9C10C04B 9C 10 C0 4B cop2    (vmulq.xyz vf02,vf02,Q)
                        0xDC18C04B DC 18 C0 4B cop2    (vmulq.xyz vf03,vf03,Q)
                        0xBE03684A BE 03 68 4A cop2    (vrsqrt Q, vf00w, vf08x)
                        Original Bytes:
                        0xBE03684A BE 03 68 4A cop2    (vrsqrt Q, vf00w, vf08x)
                        0x9C10C04B 9C 10 C0 4B cop2    (vmulq.xyz vf02,vf02,Q)
                        0xDC18C04B DC 18 C0 4B cop2    (vmulq.xyz vf03,vf03,Q)
  0x7664, 0x06C8, 0x0C,
                        Patched Bytes:
                        0x9C10C04B 9C 10 C0 4B cop2    (vmulq.xyz vf02,vf02,Q)
                        0xDC18C04B DC 18 C0 4B cop2    (vmulq.xyz vf03,vf03,Q)
                        0xBE03684A BE 03 68 4A cop2    (vrsqrt Q, vf00w, vf08x)
                        Original Bytes:
                        0xBE03684A BE 03 68 4A cop2    (vrsqrt Q, vf00w, vf08x)
                        0x9C10C04B 9C 10 C0 4B cop2    (vmulq.xyz vf02,vf02,Q)
                        0xDC18C04B DC 18 C0 4B cop2    (vmulq.xyz vf03,vf03,Q)
|-
| NPJD00040 || Mana Khemia 2 ||
00000000  3D 00 00 00 98 41 00 00  1B 00 00 00 15 00 00 00 =....A..........
00000010  04 00 00 00 00 00 00 00  53 4C 50 4D 2D 35 35 31 ........SLPM-551
00000020  31 34                                            14
|| 16792 (4.30+) || fixes blackscreen
0x3D => 0x4198 (16792)
0x1B => (sets some value 1)
0x15 => 4
|-
| NPUD20827 || Manhunt ||
00000000  3D 00 00 00 89 3D 00 00 0A 00 00 00 0F 00 00 00 =....=..........
00000010  A0 FF 0F 00 00 00 00 00 2D 68 A0 00 A4 FF 0F 00 ........-h......
00000020  00 00 00 00 14 00 AE 8D A8 FF 0F 00 00 00 00 00 ................
00000030  10 00 AC 8D AC FF 0F 00 00 00 00 00 50 00 AF 8D ............P...
00000040  B0 FF 0F 00 00 00 00 00 08 00 8F 15 B4 FF 0F 00 ................
00000050  00 00 00 00 54 00 AB 8D B8 FF 0F 00 00 00 00 00 ....T...........
00000060  06 00 CB 15 BC FF 0F 00 00 00 00 00 00 80 8F 25 ...............%
00000070  C0 FF 0F 00 00 00 00 00 00 80 CE 25 C4 FF 0F 00 ...........%....
00000080  00 00 00 00 54 00 AE AD C8 FF 0F 00 00 00 00 00 ....T...........
00000090  50 00 AF AD CC FF 0F 00 00 00 00 00 10 00 AF AD P...............
000000A0  D0 FF 0F 00 00 00 00 00 14 00 AE AD D4 FF 0F 00 ................
000000B0  00 00 00 00 04 68 10 08 D8 FF 0F 00 00 00 00 00 .....h..........
000000C0  5F 00 03 3C 0B 00 00 00 01 00 00 00 22 0D 00 00 _..<........"...
000000D0  14 01 00 00 08 00 00 00 08 03 FF E8 27 BD FF F0 ............'...
000000E0  3C 03 00 5F 27 BD FF F0 00 00 00 00 53 4C 55 53 <.._'.......SLUS
000000F0  2D 32 30 38 32 37                              -20827
|| 15753 (3.73+) || fixes graphical issues
0x3D => 0x3D89 (15753)
0x0A => 0x0F
  0xFFFA0,0, 0x00A0682D 2D 68 A0 00 dmove t5,a1
  0xFFFA4,0, 0x8DAE0014 14 00 AE 8D lw t6,0x14(t5)
  0xFFFA8,0, 0x8DAC0010 10 00 AC 8D lw t4,0x10(t5)
  0xFFFAC,0, 0x8DAF0050 50 00 AF 8D lw t7,0x50(t5)
  0xFFFB0,0, 0x158F0008 08 00 8F 15 bne t4,t7,pos_000FFFD4
  0xFFFB4,0, 0x8DAB0054 54 00 AB 8D lw t3,0x54(t5)
  0xFFFB8,0, 0x15CB0006 06 00 CB 15 bne t6,t3,pos_000FFFD4
  0xFFFBC,0, 0x258F8000 00 80 8F 25 addiu t7,t4,-0x8000
  0xFFFC0,0, 0x25CE8000 00 80 CE 25 addiu t6,-0x8000
  0xFFFC4,0, 0xADAE0054 54 00 AE AD sw t6,0x54(t5)
  0xFFFC8,0, 0xADAF0050 50 00 AF AD sw t7,0x50(t5)
  0xFFFCC,0, 0xADAF0010 10 00 AF AD sw t7,0x10(t5)
  0xFFFD0,0, 0xADAE0014 14 00 AE AD sw t6,0x14(t5)
  0xFFFD4,0, 0x08106804 04 68 10 08 j pos_0041A010
  0xFFFD8,0, 0x3C03005F 5F 00 03 3C lui v1,0x005F
0x0B => 1
  0xD22, (disc sector)
  0x114, (offset -> 0x691108 in iso)
  0x08,
                  0x0803FFE8 E8 FF 03 08 j pos_000FFFA0
                  0x27BDFFF0 F0 FF BD 27 addiu sp,-0x10
                  0x3C03005F 5F 00 03 3C lui v1,0x005F
                  0x27BDFFF0 F0 FF BD 27 addiu sp,-0x10
<pre>
z_un_0041a008:
 
lui v1,0x005F          <- gets overwritten (hook)
addiu sp,-0x10
lw v0,-0x5C14(v1)
sd ra,(sp)
jalr v0
nop
ld ra,(sp)
jr ra
addiu sp,0x10
nop
</pre>
|-
| NPED00145 || Max Payne ||
00000000  3D 00 00 00 89 3D 00 00  01 00 00 00 F4 E9 52 00 =....=........R.
00000010  03 00 00 00 01 00 00 00  78 EB 52 00 02 00 00 00 ........x.R.....
00000020  00 00 00 00 53 4C 45 53  2D 35 30 33 32 35      ....SLES-50325
|| 15753 (3.73+) || fixes game hang on first cutscene/cutscenes
0x3D => 0x3D89 (15753)
0x01 => 0x52E9F4, 3  (applies to main_p.run ELF on disc: 0x52E9F4 dmove a1,v0 )
0x01 => 0x52EB78, 2  (applies to main_p.run ELF on disc: 0x52EB78 lq s1,0x10(sp) )
|-
| NPED00055 || MX World Tour: Featuring Jamie Little ||
 
||  || blackscreen
 
|-
| NPUD21577 || Odin Sphere ||
00000000  3D 00 00 00 10 3D 00 00  0B 00 00 00 02 00 00 00 =....=..........
00000010  52 04 00 00 F8 03 00 00  04 00 00 00 2D 02 49 0C R...........-.I.
00000020  2D 02 49 14 52 04 00 00  70 04 00 00 04 00 00 00 -.I.R...p.......
00000030  2D 03 49 0C 2D 03 49 14  15 00 00 00 04 00 00 00 -.I.-.I.........
|| 15632 (3.70+) ||
0x3D => 0x3D10 (15632)
0x0B => 2
  0x452, (sector)
  0x3F8, (offset -> 0x2293EC in iso)
    0x04,
                  0x0C49022D sltiu v0,t0,0x490C,
                  0x1449022D sltiu v0,t0,0x4914,
  0x452, (sector)
  0x470, (offset -> 0x229464 in iso)
    0x04,
                  0x0C49032D sltiu v1,t0,0x490C,
                  0x1449032D sltiu v1,t0,0x4914
0x15 => 4
|-
| NPJD00028 || Phantasy Star Complete Collection ||
00000000  3D 00 00 00 B8 41 00 00  45 00 00 00 00 00 00 00 =....A..E.......
00000010  53 4C 50 4D 2D 36 32 37  37 35                  SLPM-62775
|| 16824 (4.40+)||
0x3D => 0x41B8 (16824)
0x45 => (sets some value 1)
|-
| NPUC97142 || Primal ||
00000000  3D 00 00 00 65 3D 00 00  12 00 00 00 0D 00 00 00 =...e=..........
00000010  00 00 00 04 00 00 00 00  02 00 03 00 5F 01 00 00 ............_...
00000020  8D BD 6F 2C 67 03 00 00  02 00 03 00 6B 01 00 00 ..o,g.......k...
00000030  31 35 70 E9 72 03 00 00  03 00 02 00 60 9B 39 10 15p.r.......`.9.
00000040  18 9C 39 10 0B 00 00 00  01 00 00 00 47 07 00 00 ..9.........G...
00000050  6C 04 00 00 04 00 00 00  80 5F 03 3C 80 00 03 3C l........_.<...<
|| 15717 (3.73+) || Same issue as 24 The game described in Custom Configs, fixes loading screen freezing
0x3D => 0x3D65 (15717)
0x12 => 0x0D, (fixes freezing)
  00 00 00 04 0x04000000 (64 MB?)
  00 00 00 00 
  02 00>'''03 00'''< Count, Type 2
  5F 01 00 00 0x15F
  8D BD 6F 2C 0x2C6FBD8D
  67 03 00 00  0x367
  02 00>'''03 00'''< Count, Type 2
  6B 01 00 00 0x16B
  31 35 70 E9 0xE9703531
  72 03 00 00  0x372
  03 00>'''02 00'''< Count
  60 9B 39 10 -> 0x399B60  ctc2    $zero, $5
  18 9C 39 10 -> 0x399C18  ctc2    $zero, $5
0x0B => 1
  0x747, (disc sector)
  0x46C, (offset -> 0x3A3C60 - this patch is for VU microprogram (.vutext) on disc, fix rare SPS
    0x04,
                  0x8000033c nop
                  0x805f033c move.z vf31, vf0
|-
| NPUD21120 || Psychonauts ||
00000000  3D 00 00 00 89 3D 00 00  0B 00 00 00 01 00 00 00 =....=..........
00000010  12 01 00 00 58 00 00 00  04 00 00 00 00 00 00 00 ....X...........
00000020  11 CF FF F9 00 00 00 00  53 4C 55 53 2D 32 31 31 ........SLUS-211
00000030  32 30                                            20
|| 15753 (3.73+) ||
0x3D => 0x3D89 (15753)
0x0B => 1
  0x112, (sector)
  0x58, (offset -> 0x8904C in iso)
    0x04,
                  0x00000000 nop,
                  0xF9FFCF11 beq t6,t7,-0x18
|-
| NPUD20272 || Rayman Arena||
00000000 3D 00 00 00 89 3D 00 00 12 00 00 00 11 00 00 00 =....=..........
00000010 00 00 00 04 00 00 00 00 02 00 04 00 00 00 00 00 ................
00000020 AE B3 4E 5D 20 02 00 00 46 02 00 00 03 00 09 00 ..N] ...F.......
00000030 B0 E9 1D 10 94 EB 1D 10 00 EC 1D 10 54 EC 1D 10 ............T...
00000040 A0 EE 1D 10 DC EE 1D 10 78 F0 1D 10 B4 F0 1D 10 ........x.......
00000050 54 F1 1D 10 00 00 00 00 53 4C 55 53 2D 32 30 32 T.......SLUS-202
00000060 37 32                                          72             
|| 15753 (3.73+) ||
0x3D => 0x3D89 (15753)
0x12 => 0x11
  00 00 00 04
  00 00 00 00
  02 00>'''04 00'''< Count
  00 00 00 00
  AE B3 4E 5D
  20 02 00 00
  46 02 00 00
  03 00>'''09 00'''< Count
  B0 E9 1D 10 -> 0x1DE9B0  ctc2    $t0, $6
  94 EB 1D 10 -> 0x1DEB94  ctc2    $t0, $6
  00 EC 1D 10 -> 0x1DEC00  ctc2    $t0, $6
  54 EC 1D 10 -> 0x1DEC54  ctc2    $t0, $6
  A0 EE 1D 10 -> 0x1DEEA0  ctc2    $t0, $6
  DC EE 1D 10 -> 0x1DEEDC  ctc2    $t0, $6
  78 F0 1D 10 -> 0x1DF078  ctc2    $t0, $6
  B4 F0 1D 10 -> 0x1DF0B4  ctc2    $t0, $6
  54 F1 1D 10 -> 0x1DF154  ctc2    $t0, $6
|-
| NPJD00079 || Raw Danger! ||
00000000  3D 00 00 00 27 44 00 00 46 00 00 00 41 00 00 00  =...'D..F...A...
00000010  0A 00 00 00 02 00 00 00 94 E0 11 00 04 68 06 0C  ........”ŕ...h..
00000020  00 00 00 00 9C E0 11 00 54 A6 08 0C 00 00 00 00  ....śŕ..T¦......
00000030  00 00 00 00 53 4C 50 53 2D 32 35 36 30 36        ....SLPS-25606
|| 17447 (?) || Fix fps problem by removing problematic effects
 
|-
| NPUD20442 || Red Faction 2 ||
00000000  3D 00 00 00 42 3F 00 00  19 00 00 00 00 00 00 00 =...B?..........
00000010  53 4C 55 53 2D 32 30 34  34 32                  SLUS-20442
|| 16194 (4.00+) ||
0x3D => 0x3F42 (16194)
0x19 => (sets some value 1)
|-
| NPUD20471 || Rygar ||
00000000  3D 00 00 00 89 3D 00 00  0E 00 00 00 A8 7D 14 00 =....=.......}..
00000010  00 00 00 00 53 4C 55 53  2D 32 30 34 37 31      ....SLUS-20471
|| 15753 (3.73+) || fixes hard crash at start when leaving the place
0x3D => 0x3D89 (15753)
0x0E => 0x147DA8 (offset)
 
.text:00147DA8                sub.s  $f12, $f20, $f12
|-
| NPUD20974 || Shin Megami Tensei Digital Devil Saga 1||
00000000  3D 00 00 00 EC 42 00 00  46 00 00 00 48 00 00 00 =....B..F...H...
00000010  01 00 00 00 90 D0 03 00  00 00 00 00 53 4C 55 53 ............SLUS
00000020  2D 32 30 39 37 34                                -20974
|| 17132 (4.50+) || fixes screen shakes/framerate cracks
0x3D => 0x42EC (17132)
0x46 => (sets some value 1)
0x48 => 0x1 , 0x3D090
|-
| NPUD20911 || Shin Megami Tensei Nocturne ||
00000000  3D 00 00 00 F6 41 00 00  46 00 00 00 00 00 00 00 =....A..F.......
00000010  53 4C 55 53 2D 32 30 39  31 31                  SLUS-20911
|| 16886 (4.40+) || fixes screen shakes/flickers (and much more importantly, game crashes)
0x3D => 0x41F6 (16886)
0x46 => (sets some value 1)
|-
| NPUD21621 || Shin Megami Tensei Persona 3 FES ||
00000000  3D 00 00 00 48 41 00 00  0A 00 00 00 20 00 00 00  =...HA...... ...
00000010  00 FA 0F 00 00 00 00 00  E0 00 A4 8F 04 FA 0F 00  .·......Ó.ñÅ.·..
00000020  00 00 00 00 6C 01 03 24  08 FA 0F 00 00 00 00 00  ....l..$.·......
00000030  0A 00 83 14 0C FA 0F 00  00 00 00 00 FF 00 04 24  ..â..·...... ..$
00000040  10 FA 0F 00 00 00 00 00  B8 26 04 00 14 FA 0F 00  .·......©&...·..
00000050  00 00 00 00 27 20 84 00  18 FA 0F 00 00 00 00 00  ....' ä..·......
00000060  D0 00 A3 DF 1C FA 0F 00  00 00 00 00 24 18 83 00  ð.ú¯.·......$.â.
00000070  20 FA 0F 00 00 00 00 00  0B 00 63 64 24 FA 0F 00  ·........cd$·..
00000080  00 00 00 00 33 00 04 24  28 FA 0F 00 00 00 00 00  ....3..$(·......
00000090  B8 26 04 00 2C FA 0F 00  00 00 00 00 25 18 83 00  ©&..,·......%.â.
000000A0  30 FA 0F 00 00 00 00 00  D0 00 A3 FF 34 FA 0F 00  0·......ð.ú 4·..
000000B0  00 00 00 00 E1 B3 11 08  38 FA 0F 00 00 00 00 00  ....ߦ..8·......
000000C0  50 00 64 8E 7C CF 46 00  50 00 64 8E 80 FE 03 08  P.dÄ|¤F.P.dÄǦ..
000000D0  40 FA 0F 00 00 00 00 00  00 3C 04 3C 44 FA 0F 00  @·.......<.<D·..
000000E0  00 00 00 00 18 3F 05 3C  48 FA 0F 00 00 00 00 00  .....?.<H·......
000000F0  20 00 24 AE 4C FA 0F 00  00 00 00 00 24 00 24 AE  .$«L·......$.$«
00000100  50 FA 0F 00 00 00 00 00  60 00 25 AE 54 FA 0F 00  P·......`.%«T·..
00000110  00 00 00 00 64 00 24 AE  58 FA 0F 00 00 00 00 00  ....d.$«X·......
00000120  A0 00 24 AE 5C FA 0F 00  00 00 00 00 A4 00 25 AE  á.$«\·......ñ.%«
00000130  60 FA 0F 00 00 00 00 00  E0 00 25 AE 64 FA 0F 00  `·......Ó.%«d·..
00000140  00 00 00 00 E4 00 25 AE  68 FA 0F 00 00 00 00 00  ....õ.%«h·......
00000150  04 00 04 24 6C FA 0F 00  00 00 00 00 39 9B 10 08  ...$l·......9ø..
00000160  70 FA 0F 00 00 00 00 00  10 00 25 26 DC 6C 42 00  p·........%&_lB.
00000170  04 00 04 24 90 FE 03 08  E0 6C 42 00 10 00 25 26  ...$ɦ..ÓlB...%&
00000180  00 00 00 00 30 6A 4C 00  80 3F 02 3C 7F 3F 02 3C  ....0jL.Ç?.<?.<
00000190  21 00 00 00 00 00 00 00  15 00 00 00 04 00 00 00  !...............
000001A0  00 00 00 00 53 4C 55 53  2D 32 31 36 32 31        ....SLUS-21621
|| 16712 (4.25+)||
0x3D => 0x4148 (16712)
0x0A => 0x20
  0xFFA00,0,0x8FA400E0 lw a0,0xE0(sp)
  0xFFA04,0,0x2403016C li v1,0x16C
  0xFFA08,0,0x1483000A bne a0,v1,pos_000FFA34
  0xFFA0C,0,0x240400FF li a0,0xFF
  0xFFA10,0,0x000426B8 dsll a0,0x1A
  0xFFA14,0,0x00842027 nor a0,a0
  0xFFA18,0,0xDFA300D0 ld v1,0xD0(sp)
  0xFFA1C,0,0x00831824 and v1,a0,v1
  0xFFA20,0,0x6463000B daddiu v1,0x000B
  0xFFA24,0,0x24040030 li a0,0x30
  0xFFA28,0,0x000426B8 dsll a0,0x1A
  0xFFA2C,0,0x00831825 or v1,a0,v1
  0xFFA30,0,0xFFA300D0 sd v1,0xD0(sp)
  0xFFA34,0,0x0811B3E1 j pos_0046CF84
  0xFFA38,0,0x8E640050 lw a0,0x50(s3)
  0x46CF7C,0x8E640050 (lw a0,0x50(s3),0x0803FE80 j pos_000FFA00
  0xFFA40,0,0x3C043C00 lui a0,0x3C00
  0xFFA44,0,0x3C053F18 lui a1,0x3F18
  0xFFA48,0,0xAE240020 sw a0,0x20(s1)
  0xFFA4C,0,0xAE240024 sw a0,0x24(s1)
  0xFFA50,0,0xAE250060 sw a1,0x60(s1)
  0xFFA54,0,0xAE240064 sw a0,0x64(s1)
  0xFFA58,0,0xAE2400A0 sw a0,0xA0(s1)
  0xFFA5C,0,0xAE2500A4 sw a1,0xA4(s1)
  0xFFA60,0,0xAE2500E0 sw a1,0xE0(s1)
  0xFFA64,0,0xAE2500E4 sw a1,0xE4(s1)
  0xFFA68,0,0x24040004 li a0,0x4
  0xFFA6C,0,0x08109B39 j pos_00426CE4
  0xFFA70,0,0x26250010 addiu a1,s1,0x10
  0x426CDC,0x24040004(li a0,0x4),0x0803FE90 j pos_000FFA40
  0x426CE0,0x26250010(addiu a1,s1,0x10),0 nop
  0x4C6A30,0x3C023F80(lui v0,0x3F80),0x3C023F7F lui v0,0x3F7F
0x21 => 0
0x15 => 4
|-
| NPUD21782 || Shin Megami Tensei Persona 4 ||
00000000  3D 00 00 00 89 3D 00 00  0A 00 00 00 01 00 00 00 =....=..........
00000010  60 9C 18 00 80 3F 02 3C  7F 3F 02 3C 00 00 00 00 `....?.<.?.<....
00000020  53 4C 55 53 2D 32 31 37  38 32                  SLUS-21782
|| 15753 (3.73+) || Dungeon name in the corner is glitched (shows black bar).
0x3D => 0x3D89 (15753)
0x0A => 1
  0x189C60, 0x3C023F80 lui v0,0x3F80
            0x3C023F7F lui v0,0x3F7F
|-
| NPUC97355 || Siren ||
00000000  3D 00 00 00 15 41 00 00  19 00 00 00 00 00 00 00 =....A..........
00000010  53 43 55 53 2D 39 37 33  35 35                  SCUS-97355
|| 16661 (4.25+)||
0x3D => 0x4115 (16661)
0x19 => (sets some value 1)
|-
| NPED00272 || Summoner ||
00000000 3D 00 00 00 89 3D 00 00 2C 00 00 00 01 00 00 00 =....=..,.......
00000010 00 00 00 00 53 4C 45 53 2D 38 32 30 30 35      ....SLES-82005 
|| 15753 (3.73+)  || fixes blackscreen
0x3D => 0x3D89 (15753)
0x2C => 0x1
|-
| NPUC97264 || Syphon Filter The Omega Strain ||
00000000  3D 00 00 00 1F 40 00 00 12 00 00 00 05 00 00 00 =....@..........
00000010  00 00 00 00 00 00 00 00 01 00 02 00 31 00 99 18 ............1...
00000020  32 00 B6 18 0B 00 00 00 01 00 00 00 F5 05 00 00 2...............
00000030  8C 02 00 00 04 00 00 00 00 00 00 00 0C 0D C1 54 ...............T
00000040  0A 00 00 00 0B 00 00 00 F8 35 37 00 1B 52 06 4B .........57..R.K
00000050  00 80 43 48 FC 35 37 00 00 80 43 48 1B 52 06 4B ..CH.57...CH.R.K
00000060  EC 6F 3A 00 00 00 00 00 00 00 11 64 F8 6F 3A 00 .o:........d.o:.
00000070  78 A1 0E 0C 80 FE 03 0C 00 FA 0F 00 00 00 00 00 x...............
00000080  02 00 08 3C 04 FA 0F 00 00 00 00 00 2B 40 28 02 ...<........+@(.
00000090  08 FA 0F 00 00 00 00 00 02 00 00 15 0C FA 0F 00 ................
000000A0  00 00 00 00 54 00 01 3C 10 FA 0F 00 00 00 00 00 ....T..<........
000000B0  00 28 20 AC 14 FA 0F 00 00 00 00 00 78 A1 0E 08 .( .........x...
000000C0  18 FA 0F 00 00 00 00 00 01 00 31 26 00 00 00 00 ..........1&....
000000D0  53 43 55 53 2D 39 37 32 36 34                  SCUS-97264
|| 16415 (4.20+)|| fixes texture bugs
0x3D => 0x401F (16415)
0x12 => 0x5
  00 00 00 00
  00 00 00 00
  01 00>'''02 00'''< Count
  31 00 99 18 -> 0x18990
  32 00 B6 18 -> 0x18B60
0x0B => 1
  0x5F5, (sector)
  0x28C, (offset -> 0x2FAA80 in iso)
    0x04,
                  0x00000000 (nop),
                  0x0C0DC154 (jal sub_370550)
0x0A => 0xB
  0x3735F8, 0x4B06521B (cop2 vmulw.x vf08,vf10,vf06w), 0x48438000 cfc2 v1,Status
  0x3735FC, 0x48438000 (cfc2 v1,Status)              , 0x4B06521B cop2 (vmulw.x vf08,vf10,vf06w)
  0x3A6FEC, 0 (nop), 0x64110000 li      $s1, 0
  0x3A6FF8, 0x0C0EA178 (jal pos_003A85E0), 0x0c03FE80 jal pos_000FFA00
  0xFFA00,  0 (nop), 0x3C080002 lui t0,0x0002
  0xFFA04,  0 (nop), 0x0228402B sltu t0,s1,t0
  0xFFA08,  0 (nop), 0x15000002 bnez t0,pos_000FFA14
  0xFFA0C,  0 (nop), 0x3C010054 lui at,0x0054
  0xFFA10,  0 (nop), 0xAC202800 sw zero,0x2800(at)
  0xFFA14,  0 (nop), 0x080EA178 j pos_003A85E0
  0xFFA18,  0 (nop), 0x26310001 addiu s1,0x1
|-
| NPJD00080 || Zettaizetsumei Toshi (Disaster Report) ||
00000000  3D 00 00 00 26 44 00 00  44 00 00 00 00 00 00 00 =...&D..D.......
00000010  53 4C 50 53 2D 32 35 31  31 33                  SLPS-25113
|| 17446 (4.78)||
0x3D => 0x4426 (17446)
0x44 => (disables smoothing and smoothing option)
|}
 
====Unofficial====
{| class="wikitable sortable" style="width: 1920px;" |
|-
! style="width: 10px;" | ID !! Title !! style="width: 600px;" | Config Data !! Revision !! Notes
|-
| ALL || .hack\\infection Part 1 ||
00000000 3D 00 00 00 89 3D 00 00 08 00 00 00 FF FF FF FF =....=..........
00000010 FF FF FF FF 8D 94 11 01 FC 0E 00 80 FF FF FF FF ................
00000020 FF FF FF FF 8D 94 11 01 03 02 03 10 08 00 00 00 ................
00000030 FF FF FF FF FF FF FF FF 40 A7 E0 01 3C 03 00 80 ........@...<...
00000040 FF FF FF FF FF FF FF FF 40 A7 E1 01 FC 1E 00 80 ........@.......
00000050 00 00 00 00        ....
|| 15753 (3.73+) || fix freeze
 
|-
| SLUS-21268 || 24 The Game ||
00000000 3D 00 00 00 65 3D 00 00 12 00 00 00 0D 00 00 00 =...e=..........
00000010 00 00 00 04 00 00 00 00 02 00 03 00 E7 00 00 00 ................
00000020 45 AD 6E AA EF 02 00 00 02 00 03 00 F3 00 00 00 E.n.............
00000030 E4 A0 6E 47 FA 02 00 00 03 00 02 00 B0 55 41 10 ..nG.........UA.
00000040 68 56 41 10 00 00 00 00                        hVA.....                                             
 
|| 15717 (3.73+) || Fixes loading screen freezing caused by VU looping at ibne vi05, vi00. Problem occur when EE try to run microprogram by vcallmsr CMSAR0, right after qmtc2 a0, vf9 something seems to cause situation where data for vf9 can't be fetched that moment, and vcallmsr need to wait for it, next instruction should clear loop state on VU side by setting vi05 to 0. But that never happen because vcallmsr wait for execution. This made VU1 looping all the time at the same address, VU0 to not start, and permanent EE stall.
0x3D => 0x3D65 (15717)
0x12 => 0x0D,
  00 00 00 04
  00 00 00 00 
  02 00>'''03 00'''< Count, Type 2
  E7 00 00 00 < Value of TPC register
  45 AD 6E AA < CRC (unknown)
  EF 02 00 00 
  02 00>'''03 00'''< Count, Type 2
  F3 00 00 00 < Value of TPC register
  E4 A0 6E 47 < CRC (unknown)
  FA 02 00 00 
  03 00>'''02 00'''< Count, Type 3
  B0 55 41 10 -> 0x4155B0 < EE memory offset with problematic stall
  68 56 41 10 -> 0x415668 < EE memory offset with problematic stall
 
|-
| SCES-50885 || Ape Escape 2 ||
00000000  3D 00 00 00 57 44 00 00 0A 00 00 00 01 00 00 00 =...WD..........
00000010  E0 E0 34 00 16 00 40 14 00 00 00 00 00 00 00 00 ŕŕ4...@.........
|| 17495 (4.78+) || Force game to not create Mipmaps. Fix flickering textures completely.
0x3D => 0x4457 (17495)
0x0A => 0x01 (1 Patch to EE memory)
  0x34E0E0, 0x14400016 (bnez loc_0063a0c4), 0x00000000 (nop)
|-
|  || Ar Tonelico - Melody of Elemia, <br>Ar tonelico II - Melody of Metafalica, <br>Atelier Iris 1,2,3, <br>Mana Khemia: Alchemists of Al-Revis, [https://en.wikipedia.org/wiki/Gust_Co._Ltd.#Games other games developed by Gust] ||
00000000  3D 00 00 00 98 41 00 00  1B 00 00 00 15 00 00 00 =....A..........
00000010  04 00 00 00 00 00 00 00                          ........
|| 16792 (4.30+) || fixes blackscreen, additionally to GX config this one use 0x15 command
0x3D => 0x4198 (16792)
0x1B => (sets some value 1)
0x15 => 4
 
|-
| SLES-50672/SLUS-20035 || Baldur's Gate - Dark Alliance ||
00000000  3D 00 00 00 1B 43 00 00  4A 00 00 00 00 00 00 00 =....A..@.......
|| 17179 (4.50+) ||
fixes backgrounds not rendering properly (see: [https://www.dropbox.com/s/92n81uot56czb5v/Datei%2018.08.17%2011%2011%2029.jpeg?dl=0] )
0x3D => 0x431B (17179)
0x4A => (sets something 0x15100)
|-
|  || Baldur's Gate 2 ||
00000000  3D 00 00 00 1B 43 00 00  4A 00 00 00 00 00 00 00 =....A..@.......
|| 17179 (4.50+) ||
fixes backgrounds not rendering properly
0x3D => 0x431B (17179)
0x4A => (sets something 0x15100)
 
|-
|  || Bard's Tale ||
00000000  3D 00 00 00 1B 43 00 00  4A 00 00 00 00 00 00 00 =....A..@.......
|| 17179 (4.50+) ||
fixes backgrounds not rendering properly
0x3D => 0x431B (17179)
0x4A => (sets something 0x15100)
 
 
|-
| SLES-50771 || Blood Omen 2: Legacy of Kain ||
00000000  3d 00 00 00 11 11 00 00 0a 00 00 00 01 00 00 00  =...WD..........
00000010  30 24 2f 00 06 00 02 45 06 00 00 10 00 00 00 00  „Ő%....E........
|| 4369 ||
Trick game to not produce mipmaps. Ignore Coprocessor 1 compare result, and branch(likely) always. Fix graphical issues.
0x3D => 0x1111 (4369)
  0x0A => 0x01 (1 patch to EE memory)
  0x2F2430, 0x45020006 (bc1fl +6), 0x10000006 (b +6)
 
|-
| SLES-50772 || Blood Omen 2: Legacy of Kain ||
00000000  3d 00 00 00 11 11 00 00 0a 00 00 00 01 00 00 00  =...WD..........
00000010  a0 30 2f 00 06 00 02 45 06 00 00 10 00 00 00 00  „Ő%....E........
|| 4369 ||
Trick game to not produce mipmaps. Ignore Coprocessor 1 compare result, and branch(likely) always. Fix graphical issues.
0x3D => 0x1111 (4369)
  0x0A => 0x01 (1 patch to EE memory)
  0x2F30A0, 0x45020006 (bc1fl +6), 0x10000006 (b +6)
|-
| SLES-51044 / SLES-52968 || Burnout 2: POI ||
00000000  3D 00 00 00 46 40 00 00 0A 00 00 00 05 00 00 00  =...F@..........
00000010  B8 85 24 00 18 0D 80 C6 16 43 01 3C CC 85 24 00  ¸…$...€Ć.C.<Ě…$.
00000020  00 00 40 E4 00 00 41 AC 04 26 26 00 80 97 80 C7  ..@ä..A¬.&&.€—€Ç
00000030  16 43 01 3C 18 26 26 00 00 00 40 E4 00 00 41 AC  .C.<.&&...@ä..A¬
00000040  B8 64 25 00 64 97 82 8F 00 00 02 24 00 00 00 00  ¸d%.d—‚Ź...$....
|| 16454 ||
Fixes all white rendered textures/shadows (Big thanks to Maori-Jigglypuff for patch code! )
0x3D => 0x4046 (16454)
  0x0A => 0x5 (5 Patches to EE memory)
  // Remove the whitish Car-Parts from the Racer Cars
  // [Control Address and Value: 2039917C 43160000]
  0x2485B8, 0xC6800D18 (lwc1 $f0, 0xD18(s4)), 0x3C014316 (lui at, 0x4316)
  0x2485СС, 0xE4400000 (swc1 $f0, 0(v0)), 0xAC410000 (sw at, 0(v0))
 
  // Remove the whitish Car-Parts from the Traffic Cars
  0x262604, 0xC7809780 (lwc1 $f0, 0x9780(gp)), 0x3C014316 (lui at, 0x4316)
  0x262618, 0xE4400000 (swc1 $f0, 0(v0)), 0xAC410000 (sw at, 0(v0))
 
  // Remove whitish Reflections on Anything!!!
  // (on Buildings, Bridges, Streets)
  0x2564B8, 0x8F829764 (lw v0, 0x9764(gp)), 0x24020000 (li v0, 0)
 
|-
| SLUS-20497 || Burnout 2: POI ||
00000000  3D 00 00 00 46 40 00 00 0A 00 00 00 05 00 00 00
00000010  A8 85 24 00 18 0D 80 C6 16 43 01 3C BC 85 24 00
00000020  00 00 40 E4 00 00 41 AC F4 25 26 00 80 97 80 C7
00000030  16 43 01 3C 08 26 26 00 00 00 40 E4 00 00 41 AC
00000040  A8 64 25 00 64 97 82 8F 00 00 02 24 00 00 00 00
|| 16454 ||
Fixes all white rendered textures/shadows (Big thanks to Maori-Jigglypuff for patch code! )
0x3D => 0x4046 (16454)
0x0A => 0x5 (5 Patches to EE memory)
  // Remove the whitish Car-Parts from the Racer Cars
  // [Control Address and Value: 2039917C 43160000]
  0x2485A8, 0xC6800D18 (lwc1 $f0, 0xD18(s4)), 0x3C014316 (lui at, 0x4316)
  0x2485bc, 0xE4400000 (swc1 $f0, 0(v0)), 0xAC410000 (sw at, 0(v0))
 
  // Remove the whitish Car-Parts from the Traffic Cars
  0x2625F4, 0xC7809780 (lwc1 $f0, 0x9780(gp)), 0x3C014316 (lui at, 0x4316)
  0x262608, 0xE4400000 (swc1 $f0, 0(v0)), 0xAC410000 (sw at, 0(v0))
 
  // Remove whitish Reflections on Anything!!!
  // (on Buildings, Bridges, Streets)
  0x2564A8, 0x8F829764 (lw v0, 0x9764(gp)), 0x24020000 (li v0, 0)
 
|-
| SLUS-21050 || Burnout 3: Takedown ||
00000000  3D 00 00 00 57 44 00 00 0A 00 00 00 01 00 00 00  =...WD..........
00000010  80 53 13 00 A8 BA 60 AC A8 BA 43 AC 00 00 00 00  €S..¨º`¬¨ºC¬....
|| 17495 (4.78+) ||
Fixes slow motion bug.
 
|-
| SLUS-21050 || Burnout 3: Takedown ||
00000000  3D 00 00 00 57 44 00 00 0A 00 00 00 04 00 00 00  =...WD..........
00000010  28 5F 66 00 01 01 01 01 00 00 01 01 30 5F 66 00  (_f.........0_f.
00000020  41 70 00 00 00 00 00 00 3C 5F 66 00 41 A0 00 00  Ap......<_f.A ..
00000030  00 00 00 00 80 53 13 00 A8 BA 60 AC A8 BA 43 AC  ....€S..¨º`¬¨ºC¬
00000040  13 00 00 00 00 00 00 00 60 F9 00 00 00 00 00 00  ........`ù......
                              Alternative
00000000  3D 00 00 00 57 44 00 00 0A 00 00 00 05 00 00 00  =...WD..........
00000010  20 5F 66 00 01 01 01 01 00 01 01 01 28 5F 66 00  _f.........(_f.
00000020  01 01 01 01 00 00 00 01 30 5F 66 00 41 70 00 00  ........0_f.Ap..
00000030  00 00 00 00 3C 5F 66 00 41 A0 00 00 00 00 00 00  ....<_f.A ......
00000040  80 53 13 00 A8 BA 60 AC A8 BA 43 AC 13 00 00 00  €S..¨º`¬¨ºC¬....
00000050  00 00 00 00 60 F9 00 00 00 00 00 00              ....`ù..........
|| 17495 (4.78+) ||
Fixes slow motion bug, fixes VMC bug, and applies all speedhacks from user UlsterRose (disable bloom, fog, lower car and traffic detail). Keeps motion blur and environment maps (reflections). Alternative version additionally remove motion blur, and environment maps
 
|-
| SLUS-21168/SLES-53755/SLPM-66175/SLKA-25328 || Castlevania: Curse of Darkness ||
00000000 3D 00 00 00 89 3D 00 00 08 00 00 00 00 00 00 80 =....=..........
00000010 FF FF FF FF 00 00 00 80 00 80 FF FF 00 00 00 80 ................
00000020 FF FF FF FF 00 00 00 80 01 80 FF FF 00 00 00 00 ................
||  || Fixes Graphic issues with Spiky Polygons, by patching VU memory directly. Replace 0xFF800000 (-qnan) with FF800001 (-qnan). Seems PS3 SPE miss calculation by really small amount, but is enough to break graphic. (PCSX2 due to IEEE754 miss it a lot)
 
|-
|  || Champions of Norath ||
00000000  3D 00 00 00 1B 43 00 00  4A 00 00 00 00 00 00 00 =....A..@.......
|| 17179 (4.50+) ||
fixes backgrounds not rendering properly
0x3D => 0x431B (17179)
0x4A => (sets something 0x15100)
 
|-
|  || Champions Return to Arms ||
00000000  3D 00 00 00 1B 43 00 00  4A 00 00 00 00 00 00 00 =....A..@.......
|| 17179 (4.50+) ||
fixes backgrounds not rendering properly
0x3D => 0x431B (17179)
0x4A => (sets something 0x15100)
 
|-
| SLUS-21574 || Dawn of Mana ||
00000000 3D 00 00 00 65 3D 00 00 12 00 00 00 04 00 00 00 =...e=..........
00000010 00 00 00 00 00 00 00 00 01 00 01 00 0C 00 DF 0D ................
00000020 00 00 00 00                                    ....
|| 15717 (3.70+) ||
fix? (untested)
0x3D => 0x3D65 (15717)
0x12 => 0x04,
  00 00 00 00
  00 00 00 00 
  01 00>01 00< Count, Type 1
  0C 00 DF 0D
 
|-
| SCUS-97146 || Disney's Treasure Planet ||
00000000  3D 00 00 00 F0 42 00 00  0B 00 00 00 01 00 00 00 =...đB..........
00000010  7C 14 00 00 80 05 00 00  18 00 00 00 3C 01 01 00 |...€.......<...
00000020  3C 03 BF 80 8C 63 10 C8  00 61 18 24 10 61 FF FB <.ż€Śc.Č.a.$.a˙ű
00000030  00 00 00 00 24 01 FF FF  14 61 00 04 3C 01 80 00 ....$.˙˙.a..<.€.
00000040  14 41 00 02 00 00 00 00  00 06 00 0D 00 00 00 00 .A..............
 
|| 17136 (4.50+) || Fixes black screen at start, it apply to STREAM_D.IRX file in IOP folder.
 
0x3D => 0x42F0 (17136)
0x0B => 1
  0x147C, (sector)
  0x580, (offset)
    0x18 (bytes to replace),
                 
 
                  Replaced opcodes
                  00 01 01 3C lui at,0x0100
                  80 BF 03 3C lui v1,0xBF80
                  C8 10 63 8C lw v1,0x10C8(v1)
                  24 18 61 00 and v1,at
                  FB FF 61 10 beq v1,at, -0x10
                  00 00 00 00 nop
                  Original opcodes
                  FF FF 01 24 li at,-0x1
                  04 00 61 14 bne at,v1, +0x14
                  00 80 01 3C lui at,0x8000
                  02 00 41 14 bne at,v0, +0x0C
                  00 00 00 00 nop
                  0D 00 06 00 break 
 
|-
| ALL || Dynasty Warriors 3/Dynasty Warriors 3 Xtreme Legends ||
00000000  3D 00 00 00 89 3D 00 00  35 00 00 00 00 00 00 00 =...‰=..5.......
|| 15753 (3.73+) ||
fix blackscreen
0x3D => 0x3D89 (15753)
0x35 => (enable Force Flip Field)
 
|-
| SLES-53539/SLUS-21196 || Fahrenheit / Indigo Prophecy ||
00000000  3D 00 00 00 F6 41 00 00  40 00 00 00 00 00 00 00 =....A..@.......
                              Alternative
00000000  3D 00 00 00 89 3D 00 00  2F 00 00 00 01 00 00 00 =....=../.......
00000010  00 00 00 00                                      ....
|| 16886 (4.40+) /  ||
Fixes freeze after Lucas' apartment. This bug have random trigger related to DECI2
0x3D => 0x41F6 (16886)
0x40 => (sets some value 1)
 
|-
|  || Fallout ||
00000000  3D 00 00 00 1B 43 00 00  4A 00 00 00 00 00 00 00 =....A..@.......
|| 17179 (4.50+) ||
fixes backgrounds not rendering properly
0x3D => 0x431B (17179)
0x4A => (sets something 0x15100)
 
|-
| SLUS-20658 SLES-51467 SLPM-65548 SLPM-65803 || Freedom Fighters ||
00000000 3D 00 00 00 65 3D 00 00  1F 00 00 00 E8 03 00 00 =...e=......č...
00000010 00 00 00 00                                      ....         
|| 15717 (3.70+) ||
fix freeze when you get control at start
3D => 0x3D17 (15717)
0x1F => 0x3E8 (sets something 0x3E8 - 1000 in decimal)
 
|-
| SLUS-21702 || Fire Pro Wrestling Returns ||
00000000  3D 00 00 00 F6 41 00 00  03 00 00 00 00 00 00 00 =....A..@.......
|| 16886 (4.40+) ||
fixes interlaced artifacts
0x3D => 0x41F6 (16886)
0x03 => (sets some value 0)
 
|-
| SLES-52065 || Flipnic ||
00000000  3D 00 00 00 57 44 00 00 46 00 00 00 47 00 00 00 =...WD..F...G...
00000010  00 00 00 00                                    ....
|| 17495 (4.78+) || Remove horizontal lines at full screen, and reducing screen shakes little bit
0x3D => 0x4457 (17495)
0x46 => Enable L2H Improvement
0x47 => Enable XOR CSR
 
|-
| SCES-53851 || Forbidden Siren 2 ||
00000000 3D 00 00 00 F6 41 00 00 0A 00 00 00 02 00 00 00 =....A..........
00000010 44 2B 2E 00 FF 49 C9 4B 00 90 44 48 4C 2B 2E 00 D+...I.K..DHL+..
00000020 00 90 44 48 FF 49 C9 4B 00 00 00 00            ..DH.I.K....   
|| 16886 (4.40+) || Graphic issues with Spiky Polygons
0x3D => 0x41F6 (16886)
0x0A => 0x2
  0x2E2B44, 0x4BC949FF (vclip vf09xyz, vf09w), 0x48449000 (cfc2    $a1, $18)
  0x2E2B4C, 0x48449000 (cfc2    $a1, $18)    , 0x4BC949FF (vclip vf09xyz, vf09w)
 
|-
| SLUS-20343 || Forever Kingdom ||
00000000  3D 00 00 00 46 40 00 00 26 00 00 00 00 DC 21 00  =...F@..&....Ü!.
00000010  00 DD 21 00 00 00 00 00                          .Ý!.....
|| 16454 ||
Fix for bridge that can't be crossed after opening.
0x3D => 0x4046 (16454)
0x26 => 0x21DC00, 0x21DD00 (Improve floats calculation)
 
|-
| SLES-51343 || Galerians Ash ||
00000000  3D 00 00 00 11 11 00 00 0A 00 00 00 05 00 00 00  =...............
00000010  30 71 1E 00 00 00 00 00 50 71 01 3C 38 71 1E 00  0q......Pq.<8q..
00000020  43 01 05 46 00 28 81 44 50 71 1E 00 83 01 06 46  C..F.(.DPq.....F
00000030  00 30 81 44 60 71 1E 00 C3 01 07 46 00 38 81 44  .0.D`q..Ă..F.8.D
00000040  70 71 1E 00 03 00 01 46 00 00 81 44 00 00 00 00  pq.....F...D....
|| 4369 (any) ||
Fixes missing texts/animations. Game generate very high float number (0x7F7FFFFF) on FPU, and use it for calculations, that finally make GS Q register to get bad value, most likely interpreted as Nan. Fix force lowered float on fpu, making later calculations to fit in range. 
0x3D => 0x1111 (4369)
0x0A => 5 patches to EE, first replace nop with lui at, 0x7150, next 4 patches move that value to $f00,$f05,$f06,$f07
 
|-
| SLUS-20993 || Ghosthunter ||
00000000  3D 00 00 00 57 44 00 00 0E 00 00 00 84 2B 29 00  =...WD......„+).
00000010  0B 00 00 00 01 00 00 00 A7 06 00 00 98 02 00 00  ........§.......
00000020  14 00 00 00 4A 00 02 FF 48 45 88 00 4B E0 19 BF  ....J..˙HE..Kŕ.ż
00000030  4B EA 48 BC 4B EA 18 8C 4B E0 19 BF 4B EA 48 BC  KęHĽKę.ŚKŕ.żKęHĽ
00000040  4B EA 18 8C 4A 00 02 FF 48 45 88 00 00 00 00 00  Kę.ŚJ..˙HE......
|| 17495 (4.78+) ||
fixes random minor flickering, and ladder bug (see: [https://www.youtube.com/watch?v=WbJzzMYQLI0] )
0x3D => 0x4457 (17495)
0x0E => 0x292B84 (Improve floating point subtract accuracy)
0x0B => Disc patch for hidden elf
|-
| SLES-54317 || Ghost Rider ||
00000000  3D 00 00 00 F6 41 00 00  40 00 00 00 00 00 00 00 =....A..@.......
|| 16886 (4.40+) ||
texture fix: white overblending ingame
0x3D => 0x41F6 (16886)
0x40 => (sets some value 1)
 
|-
| SLUS-20552 || Grand Theft Auto - Vice City ||
00000000  3D 00 00 00 A5 41 00 00 21 00 00 00 01 00 00 00  =...¥A..!.......
00000010  0A 00 00 00 0D 00 00 00 A0 FF 0F 00 00 00 00 00  ........ ÿ......
00000020  17 00 01 24 A4 FF 0F 00 00 00 00 00 08 00 24 14  ...$¤ÿ........$.
00000030  AC FF 0F 00 00 00 00 00 10 00 01 3C B0 FF 0F 00  ¬ÿ.........<°ÿ..
00000040  00 00 00 00 90 FF 22 8C B4 FF 0F 00 00 00 00 00  .....ÿ"Œ´ÿ......
00000050  FF FF 42 24 B8 FF 0F 00 00 00 00 00 05 00 40 1C  ÿÿB$¸ÿ........@.
00000060  C0 FF 0F 00 00 00 00 00 04 00 02 24 C4 FF 0F 00  Àÿ.........$Äÿ..
00000070  00 00 00 00 90 FF 22 AC C8 FF 0F 00 00 00 00 00  .....ÿ"¬Èÿ......
00000080  21 1D 0B 08 CC FF 0F 00 00 00 00 00 D0 FF BD 27  !...Ìÿ......Ðÿ½'
00000090  D0 FF 0F 00 00 00 00 00 08 00 E0 03 D4 FF 0F 00  Ðÿ........à.Ôÿ..
000000A0  00 00 00 00 90 FF 22 AC 80 74 2C 00 D0 FF BD 27  .....ÿ"¬€t,.Ðÿ½'
000000B0  E8 FF 03 08 00 00 00 00 53 4C 55 53 2D 32 30 35  èÿ......SLUS-205
000000C0  35 32                                            52
|| 16805 (4.30+) ||
backport of the official config above (disc version 3.00) for the original release
(disc version 1.40). it patches a particle related function when type is 0x17.
0x0A => 0x2CEB00 to 0x2C7480
0x0A => 0x080B3AC1 to 0x080B1D21 (j pos_002C7484)
 
|-
| SLUS-20758 || Growlanser Generations ||
00000000 3D 00 00 00 89 3D 00 00 2C 00 00 00 72 01 00 00 =....=..,...r...
00000010 0B 00 00 00 01 00 00 00 F8 03 00 00 7C 05 00 00 ............|...
00000020 04 00 00 00 00 00 00 00 10 40 FF FC 00 00 00 00 .........@......
00000030 53 4C 55 53 2D 32 30 37 35 38                  SLUS-20758     
|| 15753 (3.73+) ||
fix menu freeze? (untested)
 
|-
| SLUS-20576 || Harry Potter and the Chamber of Secrets ||
00000000 3D 00 00 00 89 3D 00 00 07 00 00 00 08 00 00 00 =....=..........
00000010 00 00 00 00                                    ....
|| 15753 (3.73+) ||
Fix black screen? (untested)
 
|-
| SLUS-20926/SLPM-65612/SLKA-25172/SLES-52440/SLES-52527/SLES-52600 || Harry Potter and The Prisoner of Azkaban ||
00000000 3D 00 00 00 57 44 00 00 07 00 00 00 08 00 =...WD........
0000000E 00 00 00 00 00 00                        ......
|| 17495 (4.78+) ||
Fix for 3D graphics issues. However sometimes textures have a problem caused by mipmaping
0x3D => 0x4457 (17495)
0x07 => 8
 
|-
| SLES-54971(?)/SLUS-21628 || Hot Wheels: Beat That! ||
00000000 3D 00 00 00 89 3D 00 00 15 00 00 00 04 00 00 00 =....=..........
00000010 00 00 00 00                                    ....
|| 15753 (3.73+) ||
Fix for turning off ps3 after selecting track
 
|-
| SLUS-21307 || Ice Age 2 The Meltdown ||
00000000 3D 00 00 00 89 3D 00 00 0B 00 00 00 01 00 00 00 =....=..........
00000010 31 05 00 00 8C 03 00 00 40 00 00 00 27 BD FE E0 1.......@...'...
00000020 24 06 00 6C FF BF 00 70 03 A0 20 2D 7F B0 00 80 $..l...p.. -....
00000030 8C B0 00 00 0C 0C 88 B5 00 00 28 2D 02 00 20 2D ..........(-.. -
00000040 0C 0A 84 CE 03 A0 28 2D 7B B0 00 80 03 A0 10 2D ......(-{......-
00000050 DF BF 00 70 03 E0 00 08 27 BD 01 20 27 BD FF 70 ...p....'.. '..p
00000060 24 06 00 6C FF BF 00 70 03 A0 20 2D 7F B0 00 80 $..l...p.. -....
00000070 8C B0 00 00 0C 0C 88 B5 00 00 28 2D 02 00 20 2D ..........(-.. -
00000080 0C 0A 84 CE 03 A0 28 2D 7B B0 00 80 03 A0 10 2D ......(-{......-
00000090 DF BF 00 70 03 E0 00 08 27 BD 00 90 00 00 00 00 ...p....'.......
000000A0 53 4C 55 53 2D 32 31 33 30 37                  SLUS-21307   
|| 15753 (3.73+) || Fix freeze at the game logo. Function allocate too small stack, causing issues later. This patch fix it.
 
|-
| SLUS-21307 || Ice Age 2 The Meltdown ||
00000000  3D 00 00 00 64 41 00 00 0A 00 00 00 02 00 00 00  =...............
00000010  80 EB 2F 00 70 FF BD 27 00 FC 03 08 84 EB 2F 00  €ë/.p˙˝'.ü..„ë/.
00000020  6C 00 06 24 00 00 00 00 42 00 00 00 00 F0 0F 00  l..$....B....đ..
00000030  10 00 00 00 E0 FE BD 27 6C 00 06 24 70 00 BF FF  ....ŕţ˝'l..$p.ż˙
00000040  2D 20 A0 03 80 00 B0 7F 00 00 B0 8C B5 88 0C 0C  -  .€.°...°Śµ...
00000050  2D 28 00 00 2D 20 00 02 CE 84 0A 0C 2D 28 A0 03  -(..- ..΄..-( .
00000060  80 00 B0 7B 2D 10 A0 03 70 00 BF DF 08 00 E0 03  €.°{-. .p.żß..ŕ.
00000070  20 01 BD 27 00 00 00 00                          .˝'....
|| 16740 || Alternative patch to show 0x42 command usage, as a bonus is using less code than original to do the same.
0x3D => 0x4164 (16740)
0x0A => 0x2
  0x2FEB80, 0x27BDFF70  addiu $sp,-0x90,  0x0803FC00  j 0xFF000 [address of patch area from 0x42]
  0x2FEB84, 0x2406006C  li    $a2, 0x6C,  0x00000000  nop
 
0x42 => 0xFF000, 0x10
  0x27BDFEE0  addiu  $sp, -0x120
  0x2406006C  li      $a2, 0x6C
  0xFFBF0070  sd      $ra, 0x90+var_20($sp)
  0x03A0202D  move    $a0, $sp
  0x7FB00080  sq      $s0, 0x90+var_10($sp)
  0x8CB00000  lw      $s0, 0($a1)
  0x0C0C88B5  jal    sub_3222D4
  0x0000282D  move    $a1, $zero
  0x0200202D  move    $a0, $s0
  0x0C0A84CE  jal    sub_2A1338
  0x03A0282D  move    $a1, $sp
  0x7BB00080  lq      $s0, 0x90+var_10($sp)
  0x03A0102D  move    $v0, $sp
  0xDFBF0070  ld      $ra, 0x90+var_20($sp)
  0x03E00008  jr      $ra
  0x27BD0120  addiu  $sp, 0x120
|-
| SCES-53286/SCUS-97429 || Jak X ||
00000000  3D 00 00 00 57 3D 00 00 24 00 00 00 00 00 00 00  =...W=..$.......
00000010  80 BB 00 00 13 00 00 00 00 00 00 00 60 F9 00 00  €»..........`ů..
00000020  00 00 00 00                                      ....
|| 15753 (3.73+) || Fixes freeze while saving game, official config not work properly.
 
|-
| SLPM-66675 || Kingdom Hearts II Final Mix ||
00000000 3D 00 00 00 89 3D 00 00 26 00 00 00 58 A5 1D 00 =....A..&...XĄ..
00000010 F4 AE 1D 00 00 00 00 00                        ô®......             
|| 15753 (3.73+) ||
Fixes Hostile Program Boss issue.
 
|-
| SLUS-21007 || Kuon ||
00000000  3D 00 00 00 57 44 00 00 0F 00 00 00 24 41 10 00  =...WD......$A..
00000010  24 41 10 00 00 00 00 00                          $A......
|| 17495 (4.78+) ||
Fixes bugged Sugoroku minigame.
 
|-
| SLES-50196 || Legacy of Kain: Soul Reaver 2 ||
00000000  3D 00 00 00 43 21 00 00 0A 00 00 00 01 00 00 00  =...C!..........
00000010  80 1F 2A 00 01 00 00 00 00 00 00 00 00 00 00 00  €.*.............                                          99             
|| 15753 (3.73+) ||
Turn off mipmapping in game engine. Completely fix flickering, and bad texturing.
 
|-
| SLUS-20671 || Mafia ||
00000000  3D 00 00 00 89 3D 00 00 09 00 00 00 05 00 00 00  =...‰=..........
00000010  B0 68 3E 00 34 A3 0F 0C 9C 90 84 8F 00 10 01 3C  °h>.4Ł..ś.„Ź...<
00000020  08 00 02 24 B8 68 3E 00 08 00 02 24 01 00 05 24  ...$¸h>....$...$
00000030  9C 90 84 8F 10 3C 22 AC C0 68 3E 00 10 3C 22 AC  ś.„Ź.<"¬Ŕh>..<"¬
00000040  00 10 01 3C 01 00 05 24 34 A3 0F 0C B4 2B 3E 00  ...<...$4Ł..´+>.
00000050  FF FF 02 24 0A 00 50 10 FF FF 02 24 00 00 00 00  ˙˙.$..P.˙˙.$....
00000060  4C F0 16 00 00 60 80 44 50 07 42 8E 00 60 80 44  Lđ...`€DP.BŽ.`€D
00000070  0D 00 00 10 00 00 00 00                          ........
|| 15753 (3.73+) || Fix freeze at start. Additional two patches comparing to gxemu included here allow to avoid tlb misses in some places, and are required to finish game.
 
|-
| SLES-53585 || Marvel Nemesis: Rise of the Imperfects ||
00000000 3D 00 00 00 89 3D 00 00 12 00 00 00 0D 00 00 00 =....=..........
00000010 00 F0 FF 04 00 00 00 00 02 00 03 00 11 00 00 00 ................
00000020 7A 7F CE 5D 14 02 00 00 03 00 06 00 EC 8F 55 10 z..]..........U.
00000030 C0 45 55 10 28 49 55 10 40 4A 55 10 60 7F 55 10 .EU.(IU.@JU.`.U.
00000040 C0 8F 55 10 00 00 00 00 53 4C 45 53 2D 35 33 35 ..U.....SLES-535
00000050 38 35                                          85             
|| 15753 (3.73+)  || Fixes loading/crash, game still unplayable due to other issues.
0x3D => 0x3D89 (15753)
0x12 => 0x0D
  00 F0 FF 04
  00 00 00 00
  02 00 03 00 count 3, type 2
  11 00 00 00
  7A 7F CE 5D
  14 02 00 00
  03 00 06 00 count 6, type 3
  EC 8F 55 10 0x558fec
  C0 45 55 10 0x5545c0
  28 49 55 10 0x554928
  40 4A 55 10 0x554a40
  60 7F 55 10 0x557f60
  C0 8F 55 10 0x558fc0
 
|-
| SLUS-21281 || Marvel Nemesis: Rise of the Imperfects ||
00000000 3D 00 00 00 89 3D 00 00 12 00 00 00 09 00 00 00 =....=..........
00000010 00 F0 FF 04 00 00 00 00 02 00 03 00 11 00 00 00 ................
00000020 7A 7F CE 5D 14 02 00 00 03 00 02 00 88 76 55 10 z..].........vU.
00000030 08 87 55 10 00 00 00 00 53 4C 55 53 2D 32 31 32 ..U.....SLUS-212
00000040 38 31                                          81
|| 15753 (3.73+)  || Fixes loading/crash, game still unplayable due to other issues.
0x3D => 0x3D89 (15753)
0x12 => 0x09
  00 F0 FF 04
  00 00 00 00
  02 00 03 00 count 3, type 2
  11 00 00 00
  7A 7F CE 5D
  14 02 00 00
  03 00 02 00 count 2, type 3
  88 76 55 10 0x557688
  08 87 55 10 0x558708
 
|-
| SLUS-20230 || Max Payne ||
00000000  3D 00 00 00 89 3D 00 00  01 00 00 00 E4 E6 52 00 =....=........R.
00000010  03 00 00 00 01 00 00 00  68 E8 52 00 02 00 00 00 ........x.R.....
00000020  00 00 00 00                                      ....
|| 15753 (3.73+) || fixes game hang on first cutscene/cutscenes
0x3D => 0x3D89 (15753)
0x01 => 0x52E6E4, 3  (applies to main.run ELF on disc: 0x52E6E4 dmove a1,v0 )
0x01 => 0x52E868, 2  (applies to main.run ELF on disc: 0x52E868 lq s1,0x10(sp) )
 
|-
| SLUS-21550 || Metal Slug Anthology ||
00000000  3D 00 00 00 89 3D 00 00 0A 00 00 00 01 00 00 00  =...‰=..........
00000010  24 9C 18 00 F8 F7 08 0C D2 1D 06 0C 00 00 00 00  $ś..ř÷..Ň.......
|| 15753 (3.73+) || Fix launching MS6 by using LoadImageAndReboot instead of FlushCache. Seems to work much better than GXemu solution.
0x3D => 0x3D89 (15753)
0x0A => 0x1
  0x189C24, 0x0C08F7F8  (jal FlushCache), 0x0C061DD2 (jal LoadImageAndReboot)
 
|-
| SLUS-20983 || Musashi: Samurai Legend ||
00000000  3D 00 00 00 F6 41 00 00  17 00 00 00 01 00 00 00 =....A..@.......
00000010  00 00 00 00                                      ....
|| 16886 (4.40+) ||
no sps fix, but reduces heavily
0x3D => 0x41F6 (16886)
0x17 => 1
 
|-
| SLES-50134 SLES-50176 SLES-50177 SLES-50178 SLES-50179 || Oni ||
00000000  3D 00 00 00 57 44 00 00 0A 00 00 00 01 00 00 00 =...WD..........
00000010  7C EF 1C 00 FF FF 00 41 00 00 00 00 00 00 00 00 |ď..˙˙.A........
|| 17495 (4.78+) ||
fixes black screen at start
0x3D => 0x4457 (17495)
0x0A => 0x1
  0x1CEF7C 0x4100FFFF (bc0f +0), 0x00000000 (nop)
|-
| SLUS-20064 || Oni ||
00000000  3D 00 00 00 57 44 00 00 0A 00 00 00 01 00 00 00 =...WD..........
00000010  CC F3 1C 00 FF FF 00 41 00 00 00 00 00 00 00 00 Ěó..˙˙.A........
|| 17495 (4.78+) ||
fixes black screen at start
0x3D => 0x4457 (17495)
0x0A => 0x1
  0x1CF3CC 0x4100FFFF (bc0f +0), 0x00000000 (nop)
 
|-
| SCPS-15005 || Phase Paradox ||
00000000  3D 00 00 00 57 44 00 00 0A 00 00 00 12 00 00 00  =...WD..........
00000010  00 C0 0F 00 00 00 00 00 4C 00 5B 3C 04 C0 0F 00  .À......L.[<.À..
00000020  00 00 00 00 4C 0C 7B 37 08 C0 0F 00 00 00 00 00  ....L.{7.À......
00000030  02 00 71 17 10 C0 0F 00 00 00 00 00 2D 18 00 00  ..q..À......-...
00000040  14 C0 0F 00 00 00 00 00 00 00 23 AE 18 C0 0F 00  .À........#®.À..
00000050  00 00 00 00 00 00 5B 3C 1C C0 0F 00 00 00 00 00  ......[<.À......
00000060  A6 E4 0B 08 20 C0 0F 00 00 00 00 00 00 00 7B 37  ¦ä.. À........{7
00000070  90 92 2F 00 00 00 23 AE 00 F0 03 08 E0 8A 27 00  .’/...#®.ð..àŠ'.
00000080  00 00 62 AC 00 00 60 AC CC 21 2C 00 2C 00 07 3C  ..b¬..`¬Ì!,.,..<
00000090  08 00 E0 03 D0 21 2C 00 00 00 B0 FF 20 00 BD 27  ..à.Ð!,...°ÿ .½'
000000A0  00 00 00 00                                      ....           
|| 17495 (4.78+) || Disables shadows, blur, and color overlay effects to fix frame rate/desync.
 
|-
| SLUS-21037 || Project: Snowblind ||
00000000  3D 00 00 00 39 05 00 00 0B 00 00 00 03 00 00 00  =...9...........
00000010  69 02 00 00 78 00 00 00 04 00 00 00 10 00 00 07  i...x...........
00000020  45 00 00 07 00 0C 0D 00 78 05 00 00 04 00 00 00  E.......x.......
00000030  10 00 00 07 45 00 00 07 BB 15 0D 00 F8 05 00 00  ....E...»...ř...
00000040  04 00 00 00 10 00 00 07 45 00 00 07 00 00 00 00  ........E.......
||  ||
fixes mipmap/texturing issues
|-
| SLES-52384 || Project Zero II ||
00000000  3D 00 00 00 AF 42 00 00 21 00 00 00 00 00 00 00  =...ŻB..!.......
00000010  48 00 00 00 02 00 00 00 9C E6 FF FF 0A 00 00 00  H.......ść˙˙....
00000020  01 00 00 00 0C 94 17 00 41 01 0F 24 61 01 0F 24  .....”..A..$a..$
00000030  46 00 00 00 0B 00 00 00 01 00 00 00 F6 03 00 00  F...........ö...
00000040  98 03 00 00 04 00 00 00 00 42 73 84 00 00 02 FF  .........Bs„...˙
00000050  00 00 00 00 53 4C 45 53 2D 35 32 33 38 34        ....SLES-52384
|| 17071 (4.50+) || Fix textures problems + performance improvement (0x0B patch VU microcode)
0x3D => 0x42AF (17071)
0x21 => 0
0x48 => 0x2, 0xFFFFE69C
0x0A => 1,
  0x17940C, 0x240F0141 (li t7,0x141)
            0x240F0161 (li t7,0x161)
0x46
0x0B => 1
  0x3F6, (sector)
  0x398, (offset)
    0x04,
                  0x84734200 lq.z vf2,0x3840(vi14),
                  0x000002FF nop
 
|-
| SLUS-20167 || Quake 3 - Revolution ||
00000000  3D 00 00 00 57 44 00 00 0A 00 00 00 02 00 00 00  =...WD..........
00000010  98 03 2D 00 40 FF BD 27 08 00 E0 03 9C 03 2D 00  ..-.@˙˝'..ŕ.ś.-.
00000020  A0 00 BE 7F 00 00 00 00 00 00 00 00       
|| 17495 (4.78+) || Break creating mipmaps to fix graphical issues / flickering (ps2_netemu not support mipmapping)
 
|-
| SLES-50126 || Quake 3 - Revolution ||
00000000  3D 00 00 00 57 44 00 00 0A 00 00 00 02 00 00 00  =...WD..........
00000010  20 03 2D 00 40 FF BD 27 08 00 E0 03 9C 03 2D 00  ..-.@˙˝'..ŕ.ś.-.
00000020  A0 00 BE 7F 00 00 00 00 00 00 00 00       
|| 17495 (4.78+) || Break creating mipmaps to fix graphical issues / flickering (ps2_netemu not support mipmapping)
 
|-
| SLUS-21262 || Radiata Stories ||
00000000  3D 00 00 00 89 3D 00 00 07 00 00 00 08 00 00 00  =...‰=..........
00000010  01 00 00 00 94 4D 12 00 0A 00 00 00 01 00 00 00  ....”M..........
00000020  18 F6 1A 00 0B 00 00 00 44 00 00 00 00 00 00 00  .ö......D.......
00000030  53 4C 55 53 2D 32 31 32 36 32                    SLUS-21262       
|| 15753 (3.73+) || Fix black screen and ghosting/gfx
 
|-
| SLUS-20174 || Rumble Racing ||
00000000  3D 00 00 00 F0 42 00 00  0B 00 00 00 01 00 00 00 =...đB..........
00000010  DA AE 03 00 20 01 00 00  24 00 00 00 14 80 00 06 Ú®.. ...$....€..
00000020  00 43 20 21 00 A0 10 21  14 A0 00 02 00 00 00 00 .C !. .!. ......
00000030  24 05 00 01 10 40 FF EB  24 84 00 04 24 90 FF FC $....@˙ë$„..$.˙ü
00000040  14 80 00 07 00 43 80 21  00 A0 10 21 14 A0 00 02 .€...C€!. .!. ..
00000050  00 00 00 00 24 05 00 01  10 40 FF FC 00 00 00 00 ....$....@˙ü....
00000060  26 04 00 04 00 00 00 00                          &.......
|| 17136 (4.50+) || fixes black screen after Playstation 2 logo. Patch apply to AUDIO.IRX file in MODULES folder
0x3D => 0x42F0 (17136)
0x0B => 1
  0x03AEDA, (sector)
  0x120, (offset)
    0x24 (bytes to replace),
                 
                  Replaced opcodes
                  06 00 80 14 bnez a0, +0x1C
                  21 20 43 00 addu a0,v0,v1
                  21 10 A0 00 move v0,a1
                  02 00 A0 14 bnez a1, +0x0C
                  00 00 00 00 nop
                  01 00 05 24 li a1,0x1
                  EB FF 40 10 beqz v0, -0x50
                  04 00 84 24 addiu a0,0x4
                  FC FF 90 24 addiu s0,a0,-0x4
                  Original opcodes
                  07 00 80 14 bnez a0, +0x20
                  21 80 43 00 addu s0,v0,v1
                  21 10 A0 00 move v0,a1
                  02 00 A0 14 bnez a1, +0x0C
                  00 00 00 00 nop
                  01 00 05 24 li a1,0x1
                  FC FF 40 10 beqz v0, -0x0C
                  00 00 00 00 nop
                  04 00 04 26 addiu a0,s0,0x4
 
|-
| SLES-51345 || Run Like Hell ||
00000000  3D 00 00 00 57 44 00 00 0A 00 00 00 04 00 00 00 =...WD..........
00000010  34 45 1D 00 0B FA 07 4B FF 02 00 4A 44 45 1D 00 4E...ú.K˙..JDE..
00000020  FF 02 00 4A 0B FA 07 4B 20 47 1D 00 BE F8 07 4B ˙..J.ú.K G..ľř.K
00000030  FF 02 00 4A 30 47 1D 00 AC F7 FE 4B 0B FA 07 4B ˙..J0G..¬÷ţK.ú.K
00000040  00 00 00 00                                    ....
|| 17495 (4.78+) || fixes main character flickering/texturing
0x3D => 0x4457 (17495)
0x0A => 0x4
  0x1D4534 0x4B07FA0B (vmaddw.x vf8, vf31, vf7w) , 0x4A0002FF (vnop)
  0x1D4544 0x4A0002FF (vnop)                    , 0x4B07FA0B (vmaddw.x vf8, vf31, vf7w)
  0x1D4720 0x4B07F8BE (vmaddaz.x ACC, vf31, vf7z), 0x4A0002FF (vnop)
  0x1D4750 0x4BFEF7AC (vsub.xyzw vf31,vf31,vf31) , 0x4B07FA0B (vmaddw.x vf8, vf31, vf7w)
 
|-
| SLES-51445 || Rygar: The Legendary Adventure ||
00000000  3D 00 00 00 89 3D 00 00 0E 00 00 00 50 D0 14 00 =...‰=......PĐ..
00000010  00 00 00 00                                    ....
|| 15753 (3.73+) || fixes hard crash at start when leaving the place
0x3D => 0x3D89 (15753)
0x0E => 0x14D050 (offset)
.text:0014D050                sub.s  $f12, $f20, $f12
 
|-
| SLUS-20228GH || Silent Hill 2 ||
00000000  3D 00 00 00 34 12 00 00 0E 00 00 00 B4 53 17 00  =...4.......´S..
00000010  0F 00 00 00 18 5D 17 00 1C 5D 17 00 00 00 00 00  .....]...]......
||  || Fixes the missing polygons on characters and the inaccurate camera angles
|-
| SLUS-20622 || Silent Hill 3 ||
00000000  3D 00 00 00 57 44 00 00 0F 00 00 00 34 AC 19 00  =...WD......4¬..
00000010  34 AC 19 00 00 00 00 00                          4¬......
||  || Fixes camera inaccuracies
|-
| SLES-55147/SLUS-21731 || Silent Hill: Origins ||
00000000  3D 00 00 00 F6 41 00 00  40 00 00 00 00 00 00 00 =....A..@.......
|| 16886 (4.40+) ||
fixes white overblending at burning house
0x3D => 0x41F6 (16886)
0x40 => (sets some value 1)
 
|-
| SLUS-20488 || Star Ocean - Till the End of Time ||
00000000 3D 00 00 00 89 3D 00 00 07 00 00 00 08 00 00 00 =....=..........
00000010 01 00 00 00 48 09 10 00 0A 00 00 00 2C 00 00 00 ....H.......,...
00000020 72 01 00 00 00 00 00 00 53 4C 55 53 2D 32 30 34 r.......SLUS-204
00000030 38 38                                          88
|| 15753 (3.73+) || Fix black screen
 
|-
| SLUS-21240 (v1.01)|| Star Wars: Battlefront II ||
00000000  3D 00 00 00 89 3D 00 00 01 00 00 00 84 B7 49 00  =...‰=......„·I.
00000010  05 00 00 00 00 00 00 00 53 4C 55 53 2D 32 31 32  ........SLUS-212
00000020  34 30                                            40
|| 15753 (3.73+) || Fix freeze. Work only with v1.01 version of game. Patch apply to SWBFRNT2.ELF file.
 
|-
| SLUS-21240 (v2.01)|| Star Wars: Battlefront II ||
00000000  3D 00 00 00 89 3D 00 00 01 00 00 00 04 97 49 00  =...‰=.......—I.
00000010  05 00 00 00 00 00 00 00 53 4C 55 53 2D 32 31 32  ........SLUS-212
00000020  34 30                                            40                                           
|| 15753 (3.73+) || Fix freeze. Work only with v2.01 version of game. Patch apply to SWBFRNT2.ELF file.
 
|-
| SLES-50371 || Star Wars: Jedi Starfighter ||
00000000  3D 00 00 00 65 3D 00 00 0A 00 00 00 01 00 00 00  =...e=..........
00000010  98 33 32 00 B4 6B 11 0C 00 00 00 00 00 00 00 00  .32.´k..........
|| 15717 (3.73+) || Without it title calls PS2::Exit() at the end of a bonus stage.
 
|-
| SLUS-21913 || Star Wars: The Clone Wars – Republic Heroes ||
00000000  3D 00 00 00 39 05 00 00 0A 00 00 00 01 00 00 00  =...9...........
00000010  28 33 17 00 FF FF 64 34 FD FF 64 34 00 00 00 00  „Ë..˙˙d4đ˙d4.Ë..
|| 1337 (ALL) || Fix graphical gliches, subtitles, QTE buttons, missing HUD
 
 
|-
| SLES-54658 || Star Wars: The Force Unleashed ||
00000000  3D 00 00 00 39 05 00 00 0A 00 00 00 02 00 00 00  =...9...........
00000010  84 CB 17 00 FF FF 64 34 F0 FF 64 34 90 CB 17 00  „Ë..˙˙d4đ˙d4.Ë..
00000020  FE FF 63 34 FC FF 63 34 00 00 00 00              ţ˙c4ü˙c4....
|| 1337 (ALL) || Fix graphical gliches, subtitles, QTE buttons, missing HUD
 
|-
| ALL || Superman Returns ||
00000000  3D 00 00 00 89 3D 00 00 08 00 00 00 00 00 00 00  =...‰=..........
00000010  00 00 00 FE 00 00 00 00 00 00 00 2C 00 00 00 00  ...ţ.......,....
00000020  00 00 00 FE 00 00 00 00 00 00 00 10 00 00 00 00  ...ţ............
|| 15753 (3.73+) || fixes Graphic issues
 
|-
| SLUS-21386 || Tales of The Abyss ||
00000000  3D 00 00 00 65 3D 00 00 26 00 00 00 FC FF 27 00  =...e=..&...ü˙'.
00000010  FF FF 27 00 26 00 00 00 F4 21 29 00 F8 21 29 00  ˙˙'.&...ô!).ř!).
00000020  00 00 00 00                                      ....
|| 15717 (3.73+) || Fix freeze at Choral Castle
  Improve add accuracy range => 0x27FFFC , 0x27FFFF
  Improve add accuracy range => 0x2921F4 , 0x2921F8
|-
| SLPS-25842 || Tales of Destiny (Director's cut) ||
00000000  3D 00 00 00 57 44 00 00 0F 00 00 00 00 00 1C 00  =...WD..........
00000010  00 00 1D 00 00 00 00 00                          ........
|| 17495 (4.78+) || Fix freezes
  Improve FPU accuracy range => 0x1C0000 , 0x1D0000
 
|-
| ALL || Tokyo Extreme Racer 3 ||
00000000  3D 00 00 00 91 42 00 00 48 00 00 00 01 00 00 00  =...‘B..H.......
00000010  F0 49 02 00 00 00 00 00                          đI...... 
|| 17041 (4.46+) || Fix screen jumps
  Vsync Delay -> No IPU 150,000
 
|-
| ALL || Tony Hawk's series ||
00000000 3D 00 00 00 89 3D 00 00 08 00 00 00 00 00 00 80 =....=..........
00000010 FF FF FF FF 00 00 00 80 00 00 40 53 00 00 00 80 ..........@S....
00000020 FF FF FF FF 00 00 00 80 00 00 40 D3 14 00 00 00 ..........@Ó....
00000030 00 00 00 00                                    ....
|| 15753 (3.73+) || VU patch fixes graphic issues with Spiky Polygons. Command 0x14 seems to be related to VRC, but is not known what it do.
 
|-
| ALL || TY The Tasmanian Tiger ||
00000000  3D 00 00 00 89 3D 00 00 07 00 00 00 08 00 00 00  =...‰=..........
00000010  00 00 00 00       
|| 15753 (3.73+) || Fix graphical glitches, and fix locks up once you're given control.
 
|-
| SLUS-21106 || True Crime: NYC ||
00000000  3D 00 00 00 89 3D 00 00  27 00 00 00 D8 2A 41 00 =...‰=..'...Ř*A.
00000010  50 2E 41 00 00 00 00 00                          P.A.....
|| 15753 (3.73+) || fixes freeze when something in 3D appearing
0x3D => 0x3D89 (15753)
0x27 => 0x412AD8, 0x412E50
 
|-
| SLES-51958 || Whiplash ||
00000000  3D 00 00 00 57 44 00 00 0A 00 00 00 01 00 00 00  =...WD..........
00000010  84 D5 25 00 07 00 02 45 07 00 00 10 00 00 00 00  „Ő%....E........
||  || Trick game to not produce mipmaps. Fix graphical issues.
|-
| SLES-54644 || Valkyrie Profile 2 - Silmeria ||
00000000  3D 00 00 00 57 44 00 00 09 00 00 00 15 00 00 00  =...WD..........
00000010  D4 5A 20 00 99 00 83 90 00 00 B0 7F 80 FE 03 08  ÔZ .™.ƒ...°.€þ..
00000020  00 00 B0 7F 00 FA 0F 00 00 00 00 00 00 00 00 00  ..°..ú..........
00000030  18 D9 23 A0 99 00 83 90 08 FA 0F 00 00 00 00 00  .Ù# ™.ƒ..ú......
00000040  00 00 00 00 E8 33 43 8C 42 00 02 3C 10 FA 0F 00  ....è3CŒB..<.ú..
00000050  00 00 00 00 00 00 00 00 10 00 C6 34 1E 3C 06 3C  ..........Æ4.<.<
00000060  18 FA 0F 00 00 00 00 00 00 00 00 00 2D 10 00 00  .ú..........-...
00000070  0B 00 66 14 20 FA 0F 00 00 00 00 00 00 00 00 00  ..f. ú..........
00000080  60 AC 07 3C 42 00 02 3C 28 FA 0F 00 00 00 00 00  `¬.<B..<(ú......
00000090  00 00 00 00 D4 39 47 AC 00 00 E7 34 30 FA 0F 00  ....Ô9G¬..ç40ú..
000000A0  00 00 00 00 00 00 00 00 16 24 0B 3C 42 00 0A 3C  .........$.<B..<
000000B0  38 FA 0F 00 00 00 00 00 00 00 00 00 B4 33 4B AD  8ú..........´3K.
000000C0  00 00 6B 35 40 FA 0F 00 00 00 00 00 00 00 00 00  ..k5@ú..........
000000D0  20 37 4B AD 68 35 4B AD 48 FA 0F 00 00 00 00 00  7K.h5K.Hú......
000000E0  00 00 00 00 4A 00 02 3C 2D 10 00 00 50 FA 0F 00  ....J..<-...Pú..
000000F0  00 00 00 00 00 00 00 00 12 3C 06 3C D0 BA 43 8C  .........<.<кCŒ
00000100  58 FA 0F 00 00 00 00 00 00 00 00 00 03 00 66 14  Xú............f.
00000110  10 00 C6 34 60 FA 0F 00 00 00 00 00 00 00 00 00  ..Æ4`ú..........
00000120  4A 00 02 3C 2D 10 00 00 68 FA 0F 00 00 00 00 00  J..<-...hú......
00000130  00 00 00 00 2D 10 00 00 5C 9F 40 AC 70 FA 0F 00  ....-...\Ÿ@¬pú..
00000140  00 00 00 00 00 00 00 00 AC D2 43 8C 37 00 02 3C  ........¬ÒCŒ7..<
00000150  78 FA 0F 00 00 00 00 00 00 00 00 00 34 C2 C6 34  xú..........4ÂÆ4
00000160  10 0C 06 3C 80 FA 0F 00 00 00 00 00 00 00 00 00  ...<€ú..........
00000170  00 00 00 00 B8 16 08 08 60 67 24 00 02 00 02 24  ....¸...`g$....$
00000180  30 FE BD 27 00 00 00 00 08 00 E0 03 E0 7B 2B 00  0þ½'......à.à{+.
00000190  80 00 BF FF 30 FE BD 27 00 00 00 00 08 00 E0 03  €.¿ÿ0þ½'......à.
000001A0  60 0B 2E 00 2D 28 80 00 F0 FF BD 27 00 00 00 00  `...-(€.ðÿ½'....
000001B0  08 00 E0 03 07 00 00 00 08 00 00 00 01 00 00 00  ..à.............
000001C0  08 98 2B 00 0B 00 00 00 01 00 00 00 28 09 10 00  .˜+.........(...
000001D0  0A 00 00 00 44 00 00 00 00 00 00 00              ....D.......
|| 17495 (4.78+) || Fix black screen and ghosting, and fully disable game protection, shadows, and intensive effects to fix performance issues.
|-
| SLUS-21452 || Valkyrie Profile 2 - Silmeria ||
00000000  3D 00 00 00 89 3D 00 00 07 00 00 00 08 00 00 00  =...‰=..........
00000010  01 00 00 00 28 09 10 00 0A 00 00 00 01 00 00 00  ....(...........
00000020  48 98 2B 00 0B 00 00 00 44 00 00 00 00 00 00 00  H.+.....D.......
00000030  53 4C 55 53 2D 32 31 34 35 32                    SLUS-21452
|| 15753 (3.73+) || Fix black screen and ghosting/gfx (requires speed fix)
 
|-
| SLUS-20469 || Xenosaga Episode I: Der Wille zur Macht ||
00000000  3D 00 00 00 57 44 00 00 0F 00 00 00 00 24 32 00  =...WD.......$2.
00000010  00 29 32 00 00 00 00 00                          .)2.....
|| 17495 (4.78+) || Fix "erde kaiser" quest. Config cause massive slow down, and should be used only for that part of game, then removed safely. 
  Improve FPU accuracy range => 0x322400 , 0x322900
 
|-
| SLUS-21348 || Yakuza ||
00000000  3D 00 00 00 57 44 00 00 10 00 00 00 08 B3 1A 00  =...WD.......³..
00000010  08 B3 1A 00 00 00 00 00                          .³......
|| 17495 (4.78+) || Fix chapter 3, 7, 10 (more?) freeze after battle loading screens. 
  Improve COP2 accuracy "range" => 0x1AB308
 
 
|  ||  || ||  ||
|}
 
===Config data examples (hardcoded)===
====Inside ps2_emu.self====
Embedded patches are based on Checksum/Hash of title. ps2_emu is only emulator version where patches are described inside self file in ascii. Known patch types described in ascii are: Patch data, new SPU2 params, and Setting mecha HACK to show GODZCD as GODZCDDA.
 
{| class="wikitable sortable"
! PS2 Title !! Hash !! Game !! Patch Type !! Data
|-
| SCUS_971.46|| 0x6B1ADE00D||Disney's Treasure Planet || Patch data - Fixes black screen at start, it apply to STREAM_D.IRX file in IOP folder. || 0x147C (sector) , 0x580 (offset) (- 0xC on disc)
Replace opcodes
00 01 01 3C lui at,0x0100
80 BF 03 3C lui v1,0xBF80
C8 10 63 8C lw v1,0x10C8(v1)
24 18 61 00 and v1,at
FB FF 61 10 beq v1,at, -0x10
00 00 00 00 nop
Original opcodes
FF FF 01 24 li at,-0x1
04 00 61 14 bne at,v1, +0x14
00 80 01 3C lui at,0x8000
02 00 41 14 bne at,v0, +0x0C
00 00 00 00 nop
0D 00 06 00 break 
|-
|SLUS_201.74 ||0x23D92589C5|| Rumble Racing || Patch data - fixes black screen after Playstation 2 logo. Patch apply to AUDIO.IRX file in MODULES folder || 0x3AEDA (sector), 0x120 (offset)
Replace opcodes
06 00 80 14 bnez a0, +0x1C
21 20 43 00 addu a0,v0,v1
21 10 A0 00 move v0,a1
02 00 A0 14 bnez a1, +0x0C
00 00 00 00 nop
01 00 05 24 li a1,0x1
EB FF 40 10 beqz v0, -0x50
04 00 84 24 addiu a0,0x4
FC FF 90 24 addiu s0,a0,-0x4
Original opcodes
07 00 80 14 bnez a0, +0x20
21 80 43 00 addu s0,v0,v1
21 10 A0 00 move v0,a1
02 00 A0 14 bnez a1, +0x0C
00 00 00 00 nop
01 00 05 24 li a1,0x1
FC FF 40 10 beqz v0, -0x0C
00 00 00 00 nop
04 00 04 26 addiu a0,s0,0x4
|-
|SLUS_211.96||0x24D92589D5|| Indigo Prophecy || new SPU2 params || 1
|-
|SLPM_661.93||0x608634992D|| <abbr title="https://www.gamefaqs.com/ps2/544598-indigo-prophecy/data">Fahrenheit (NTSC-J)</abbr> || new SPU2 params || 1
|-
|SLUS_212.96||0x5CA15DF14D|| Dance Factory ||Setting mecha HACK to show GODZCD as GODZCDDA ||
|}
 
====Inside ps2_gxemu.self/ps2_softemu.self====
There are hundreds of configs hidden in ps2_gxemu, and ps2_softemu self files. Internal config structure is basing on custom hash based on Title ID, internal memory offset pointing to place where true patch instruction is, and count of used commands. When disc/iso is started emulator search for configs, and if config for selected ID exist, then emulator apply it by itself. Is not perfect way of applying patches, because some games use the same ID, but different content. Good example here is Star Wars Battlefront II SLUS-21240, where some versions of game can refuse to work because it apply bad patch.
 
{| class="wikitable sortable"
! PS2 Title !! Hash !! Game !! Patch Type !! Data
|-
|  ||  ||  ||  || 
|}
 
==Known Emulation Bugs==
This list known bugs inside emulator code that make emulation inaccurate. Since those are only EE side bugs for now, ps2_gxemu/ps2_netemu/ps_softemu share the same issues.
{| class="wikitable sortable"
! Bug !! Description !! Known Affected Games
|-
| Missing Emotion Engine Cache emulation || Emulating that is literally not possible without making games run at 3 fps. Fixed by patches to game image, or EE code. || Ice Age 2, DOA2: Extreme, Nascar 2009 (luckily fixed by instant VIF bug).
|-
| Branch delay slot violation not supported on EE || Some games have Branch instruction inside Branch delay slots, this is not emulated correctly on EE (VU have proper emulation of that). This is patched in configs by rearangging MIPS code. || WRC 3,4,Rally Evolved, one of Action Replay discs. 
|-
| VIF is instant || There is no correct timing, or even attempt to emulate that. Everyting done by VIF0/1 is done right when pushed || Nascar 2009 is affected in possitive way, game don't have time to corrupt transfer. Probably many more games.
|-
| XGKick is instant || Some games expect to XGKick happen few cycles in future, on PS3 is done instant. Fixed by config 0x07 which delay XGKick by selected value || WRC series, Wakeboarding Unleashed, TriAce games, World of Outlaws - Sprint Cars, Ty - The Tazmanian Tiger, dot Hack - G.U. series, and more
|-
| COP2 instructions are instant || Some games rely on fact that COP2 operations can take some time, on PS3 emulators they are done instantly due to lack of correctly emulated pipeline Patched by rearranging mips code || FFX, FFX-2, Ghost in The Shell SAC, Ace Combat series, Sprint Cars 1/2, Black, Run Like Hell, Everblue 2, Dragon Quest - Shounen Yangus no Fushigi na Daibouken, and many more
|-
| VU0 is not running in sync with EE core || Seems like old pcsx2 mVU approach is used where VU0 is running thousands of cycles ahead of EE. Partially resolved on emu using 0x12 command with 2/3 subcommands.  || 24 The Game, ATV Quad Power Racing 2, Twisted Metal Head-On, Primal, Ghosthunter, Rayman Arena, Rayman 3, All games using M-bit.
|-
| M-Bit not supported || Emulator ignore VU0 M-Bit, that cause issues for games that need it to work correctly. This is done because there is no way to sync correctly running VU0 without sync with EE. Partially resolved on emu using 0x12 command with 2/3 subcommands. || Totally Spies, Mike Tyson Heavyweight Boxing, My Street, Crash Twinsanity, Marvel Nemesis, Panzer Elite Action - Fields of Glory, TriAce games (speed optimizations only), Super Monkey Ball Adventure, most Eko Software games, and many more.
|-
| Emulator Fail to save correct flag instances while ending VU0 program on Ebit || This cause few games to read bad flag status (not status flag!) on COP2. This is resolved on emu by forcing update of MAC flag on every STATUS flag read (by config 0x12), this cause slowdowns creating a lot of unnesessary operations. || Driving Emotion Type-S, State of Emergency 2, The Getaway Black Monday.
|-
| Not updated status flag when VDIV/VSQRT/VRSQRT is done on COP2 || Potential bad flag state can cause a lot of issues that are not related on first sight || Yanya Caballista (already patched by custom config)
|}
 
==TitleID/DiscID in ps2_netemu.self==
There are 193 titleIDs listed inside ps2_netemu.self. More precisely, into XPARAM2.ELF file of PS2 Bios included in ps2_netemu.self. XPARAM2.ELF is called by OSDSYS, then ID check is performed. If title ID match to one of included in the table, different IOP emulation settings are applied.
There are internal flags related to every title ID included inside file, still unknown what they do. Also some arguments, in plain text. File in real ps2 is introduced in SCPH-750XX models so exactly when DECKARD Power PC chip exchanged original IOP chip. This can explain why it is still in PS3 netemu bios. Because PS3 it is ppc that can need the same/similar flags.
 
Original PS2 bios include similar list file called XPARAM.ELF, but Title IDs there are not the same, although some of them exist on both lists.
 
{| class="wikitable sortable" ||
|-
! Command !! Name
|-
| 0x00 || TITLE_MASK
|-
| 0x01 || SIO2_MASK
|-
| 0x02 || DEV9_MASK
|-
| 0x03 || USB_MASK
|-
| 0x04 || SIF_DMA_SYNC
|-
| 0x05 || SIF_DMA_LOAD
|-
| 0x06 || DMAC_CH10_INT_DELAY
|-
| 0x07 || MECHA_RECOGTIME
|-
| 0x08 || CPU_DELAY
|-
| 0x09 || DEV5_INT_SPEED
|-
| 0x0A || CDVD_READ_DELAY
|-
| 0x0B || SPU2_BEHAVIOR
|-
|}
 
{| class="wikitable sortable" ||
|-
! ID !! Title !! Command !! Value !! Remarks
|-
|PBPX_952.01 || DVD Utility Disc Version 1.00                                        || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|PBPX_952.02 || DVD Utility Disc Version 1.01                                        || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|PBPX_952.03 || DVD Utility Disc Version 1.01                                        || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|PBPX_952.06 || DVD Player (Version 2.01)                                            || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|PBPX_952.07 || DVD Player (Version 2.10)                                            || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|PBPX_952.08 || DVD Player (Version 2.10)                                            || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|PBPX_952.09 || DVD Player (Version 2.10)                                            || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|PBPX_952.10 || DVD Utility Disc Version 2.10                                        || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
| 0x00 || TITLE_MASK  
|PBPX_952.11 || DVD Utility Disc Version 1.00                                        || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
| 0x01 || SIO2_MASK
|PBPX_952.21 || DVD Player (Version 2.12)                                            || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
| 0x02 || DEV9_MASK
|PBPX_952.22 || DVD Player (Version 2.14)                                            || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
| 0x03 || USB_MASK
|PBPX_952.24 || DVD Player (Version 2.16)                                            || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
| 0x04 || SIF_DMA_SYNC
|PBPX_952.28 ||                                                                     || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
| 0x05 || SIF_DMA_LOAD
|PBPX_952.35 ||                                                                     || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
| 0x06 || DMAC_CH10_INT_DELAY
|PBPX_952.39 || Online Start Up Disc v3.0                                            || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
| 0x07 || MECHA_RECOGTIME
|PBPX_955.01 || Linux for PS2 Beta Release 1                                        || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
| 0x08 || CPU_DELAY
|PBPX_955.07 || Playstation 2 Linux Runtime Environment v1.0 (Disc 1)                || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
| 0x09 || DEV5_INT_SPEED
|PBPX_955.09 || Linux for PS2 Release 1.0                                            || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
| 0x0A || CDVD_READ_DELAY
|PBPX_955.18 ||                                                                     || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
| 0x0B || SPU2_BEHAVIOR
|PDPX_991.09 || DVD Player (Version 3.04)                                            || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
|}
|PSXC_002.01 || PSX Update Disc 1.10                                                || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
 
{| class="wikitable sortable" ||
|-
! ID !! Title !! Command !! Value !! Remarks
|-
|PBPX_952.01 || DVD Utility Disc Version 1.00                                        || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
|PBPX_952.02 || DVD Utility Disc Version 1.01                                        || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|PSXC_002.02 || PSX Update Disc 1.20                                                || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
|PBPX_952.03 || DVD Utility Disc Version 1.01                                        || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|PSXC_002.03 || PSX Update Disc 1.31                                                || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
|PBPX_952.06 || DVD Player (Version 2.01)                                            || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|PTPX_970.38 ||                                                                     || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
|PBPX_952.07 || DVD Player (Version 2.10)                                            || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|SCAJ_201.25 || Tekken 5                                                            || 0x0B || 0x40000000 || SPU2_BEHAVIOR
|-
|-
|PBPX_952.08 || DVD Player (Version 2.10)                                            || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|SCAJ_201.26 || Tekken 5                                                            || 0x0B || 0x40000000 || SPU2_BEHAVIOR
|-
|-
|PBPX_952.09 || DVD Player (Version 2.10)                                            || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|SCES_532.02 || Tekken 5                                                            || 0x0B || 0x40000000 || SPU2_BEHAVIOR
|-
|-
|PBPX_952.10 || DVD Utility Disc Version 2.10                                        || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|SCKA_200.49 || Tekken 5                                                            || 0x0B || 0x40000000 || SPU2_BEHAVIOR
|-
|-
|PBPX_952.11 || DVD Utility Disc Version 1.00                                        || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|SCPM_621.15 ||                                                                     || 0x00 || 0x1000000 || TITLE_MASK
|-
|-
|PBPX_952.21 || DVD Player (Version 2.12)                                            || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|SCPM_621.16 ||                                                                     || 0x00 || 0x1000000 || TITLE_MASK
|-
|-
|PBPX_952.22 || DVD Player (Version 2.14)                                           || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|SCPN_601.01 || PlayStation BB Navigator (Version 0.10)                             || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
|PBPX_952.24 || DVD Player (Version 2.16)                                           || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|SCPN_601.30 || PlayStation BB Navigator (Version 0.20)                             || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
|PBPX_952.28 ||                                                                     || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|SCPN_601.40 || PlayStation BB Navigator (Version 0.30)                              || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
|PBPX_952.35 ||                                                                     || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|SCPN_601.50 || PlayStation BB Navigator (Version 0.31)                              || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
|PBPX_952.39 || Online Start Up Disc v3.0                                            || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|SCPN_601.60 || PlayStation BB Navigator (Version 0.32)                              || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
|PBPX_955.01 || Linux for PS2 Beta Release 1                                        || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|SCPS_110.01 || I.Q. Remix                                                          || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
|PBPX_955.07 || Playstation 2 Linux Runtime Environment v1.0 (Disc 1)               || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|SCPS_110.10 || Yoake no Mariko (Performance Pack Edition)                           || 0x01 ||     0x1800 || SIO2_MASK
|-
|-
|PBPX_955.09 || Linux for PS2 Release 1.0                                            || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|SCPS_110.18 || Yoake no Mariko                                                      || 0x01 ||     0x1800 || SIO2_MASK
|-
|-
|PBPX_955.18 ||                                                                     || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|SCPS_110.21 || Yoake no Mariko 2nd Act (Limited Edition)                            || 0x01 ||     0x1800 || SIO2_MASK
|-
|-
|PDPX_991.09 || DVD Player (Version 3.04)                                            || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|SCPS_110.22 || Yoake no Mariko 2nd Act                                              || 0x01 ||     0x1800 || SIO2_MASK
|-
|-
|PSXC_002.01 || PSX Update Disc 1.10                                                || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|SCPS_150.38 || Lifeline                                                            || 0x0A ||   0x80300 || CDVD_READ_DELAY
|-
|-
|PSXC_002.02 || PSX Update Disc 1.20                                                || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|SCPS_150.39 || Lifeline                                                            || 0x0A ||   0x80300 || CDVD_READ_DELAY
|-
|-
|PSXC_002.03 || PSX Update Disc 1.31                                                || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|SCPS_170.01 || Gran Turismo 4                                                      || 0x0B || 0x10000000 || SPU2_BEHAVIOR
|-
|-
|PTPX_970.38 ||                                                                     || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|SCPS_175.01 || Linux (for PlayStation2) Release 1.0                                || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
|SCAJ_201.25 || Tekken 5                                                            || 0x0B || 0x40000000 || SPU2_BEHAVIOR
|SCPS_200.39 ||                                                                     || 0x00 || 0x4000000 || TITLE_MASK
|-
|-
|SCAJ_201.26 || Tekken 5                                                            || 0x0B || 0x40000000 || SPU2_BEHAVIOR
|SCUS_971.67 || PaRappa the Rapper 2                                                || 0x04 ||     0x2000 || SIF_DMA_SYNC
|-
|-
|SCES_532.02 || Tekken 5                                                            || 0x0B || 0x40000000 || SPU2_BEHAVIOR
|SCUS_972.69 || Final Fantasy XI [Disc 2]                                            || 0x02 ||       0xB || DEV9_MASK
|-
|-
|SCKA_200.49 || Tekken 5                                                            || 0x0B || 0x40000000 || SPU2_BEHAVIOR
|SLES_500.48 || Donald Duck: Quack Attack                                            || 0x01 ||     0x800 || SIO2_MASK
|-
|-
|SCPM_621.15 ||                                                                     || 0x00 || 0x1000000 || TITLE_MASK
|SLES_500.62 || Orphen: Scion of Sorcery                                            || 0x08 ||     0xC1C || CPU_DELAY
|-
|-
|SCPM_621.16 ||                                                                     || 0x00 || 0x1000000 || TITLE_MASK
|SLES_503.64 || City Crisis                                                          || 0x0A ||   0x80BB8 || CDVD_READ_DELAY
|-
|-
|SCPN_601.01 || PlayStation BB Navigator (Version 0.10)                              || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|SLES_504.46 || Shadow Man 2: The Second Coming                                      || 0x0A ||   0x80600 || CDVD_READ_DELAY
|-
|-
|SCPN_601.30 || PlayStation BB Navigator (Version 0.20)                              || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|SLES_505.40 || Simpsons: Road Rage                                                  || 0x01 ||     0x800 || SIO2_MASK
|-
|-
|SCPN_601.40 || PlayStation BB Navigator (Version 0.30)                              || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|SLES_506.08 || Shadow Man 2: The Second Coming                                      || 0x0A ||   0x80600 || CDVD_READ_DELAY
|-
|-
|SCPN_601.50 || PlayStation BB Navigator (Version 0.31)                              || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|SLES_506.28 || Simpsons: Road Rage                                                  || 0x01 ||     0x800 || SIO2_MASK
|-
|-
|SCPN_601.60 || PlayStation BB Navigator (Version 0.32)                              || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|SLES_507.28 || Tiger Woods PGA Tour 2002                                            || 0x0A ||   0x803E8 || CDVD_READ_DELAY
|-
|-
|SCPS_110.01 || I.Q. Remix                                                          || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|SLES_507.29 ||                                                                     || 0x0A ||   0x803E8 || CDVD_READ_DELAY
|-
|-
|SCPS_110.10 || Yoake no Mariko (Performance Pack Edition)                          || 0x01 ||     0x1800 || SIO2_MASK
|SLES_512.82 || Tiger Woods PGA Tour 2003                                            || 0x0A ||   0x803E8 || CDVD_READ_DELAY
|-
|-
|SCPS_110.18 || Yoake no Mariko                                                      || 0x01 ||     0x1800 || SIO2_MASK
|SLES_514.79 || Def Jam Vendetta                                                    || 0x01 ||     0x802 || SIO2_MASK
|-
|-
|SCPS_110.21 || Yoake no Mariko 2nd Act (Limited Edition)                            || 0x01 ||     0x1800 || SIO2_MASK
|SLES_518.41 || SpyHunter 2                                                          || 0x01 ||     0x800 || SIO2_MASK
|-
|-
|SCPS_110.22 || Yoake no Mariko 2nd Act                                              || 0x01 ||     0x1800 || SIO2_MASK
|SLES_518.44 || Time Crisis 3                                                        || 0x01 ||     0x800 || SIO2_MASK
|-
|-
|SCPS_150.38 || Lifeline                                                            || 0x0A ||   0x80300 || CDVD_READ_DELAY
|SLES_519.97 || SWAT: Global Strike Team                                            || 0x01 ||     0x800 || SIO2_MASK
|-
|-
|SCPS_150.39 || Lifeline                                                            || 0x0A ||   0x80300 || CDVD_READ_DELAY
|SLES_520.97 || SWAT: Global Strike Force                                            || 0x01 ||     0x800 || SIO2_MASK
|-
|-
|SCPS_170.01 || Gran Turismo 4                                                      || 0x0B || 0x10000000 || SPU2_BEHAVIOR
|SLES_530.37 || Super Monkey Ball Deluxe                                            || 0x01 ||     0x802 || SIO2_MASK
|-
|-
|SCPS_175.01 || Linux (for PlayStation2) Release 1.0                                || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|SLES_536.68 || Micro Machines v4                                                    || 0x01 ||     0x801 || SIO2_MASK
|-
|-
|SCPS_200.39 ||                                                                     || 0x00 || 0x4000000 || TITLE_MASK
|SLES_537.55 || Castlevania: Curse of Darkness                                      || 0x04 ||       0x10 || SIF_DMA_SYNC
|-
|-
|SCUS_971.67 || PaRappa the Rapper 2                                                 || 0x04 ||    0x2000 || SIF_DMA_SYNC
|SLES_537.96 || FIFA Street 2                                                       || 0x01 ||    0x1800 || SIO2_MASK
|-
|-
|SCUS_972.69 || Final Fantasy XI [Disc 2]                                            || 0x02 ||       0xB || DEV9_MASK
|SLPM_620.42 || Kurogane no Houkou: Warship Commander                                || 0x01 ||     0x3000 || SIO2_MASK
|-
|-
|SLES_500.48 || Donald Duck: Quack Attack                                            || 0x01 ||     0x800 || SIO2_MASK
|SLPM_620.62 || Gitaroo Man One                                                      || 0x0A ||   0x80540 || CDVD_READ_DELAY
|-
|-
|SLES_500.62 || Orphen: Scion of Sorcery                                            || 0x08 ||     0xC1C || CPU_DELAY
|SLPM_621.05 || Taikou Risshiden IV                                                  || 0x09 || 0x2B47000A || DEV5_INT_SPEED
|-
|-
|SLES_503.64 || City Crisis                                                          || 0x0A ||   0x80BB8 || CDVD_READ_DELAY
|SLPM_621.24 || Ready 2 Rumble Boxing: Round 2                                      || 0x08 ||     0x1388 || CPU_DELAY
|-
|-
|SLES_504.46 || Shadow Man 2: The Second Coming                                      || 0x0A ||   0x80600 || CDVD_READ_DELAY
|SLPM_621.25 || Gauntlet: Dark Legacy                                                || 0x08 ||     0xC1C || CPU_DELAY
|-
|-
|SLES_505.40 || Simpsons: Road Rage                                                  || 0x01 ||     0x800 || SIO2_MASK
|SLPM_621.25 || Gauntlet: Dark Legacy                                                || 0x09 || 0x2B470005 || DEV5_INT_SPEED
|-
|-
|SLES_506.08 || Shadow Man 2: The Second Coming                                      || 0x0A ||   0x80600 || CDVD_READ_DELAY
|SLPM_621.35 || Final Fantasy: XI (Beta Version)                                    || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
|SLES_506.28 || Simpsons: Road Rage                                                  || 0x01 ||     0x800 || SIO2_MASK
|SLPM_621.54 || DDRMAX Dance Dance Revolution 6thMix                                || 0x08 ||     0x1A5E || CPU_DELAY
|-
|-
|SLES_507.28 || Tiger Woods PGA Tour 2002                                           || 0x0A ||    0x803E8 || CDVD_READ_DELAY
|SLPM_622.39 || Supercar Street Challenge                                           || 0x0A ||    0x80300 || CDVD_READ_DELAY
|-
|-
|SLES_507.29 ||                                                                     || 0x0A ||   0x803E8 || CDVD_READ_DELAY
|SLPM_623.69 || Karaoke Revolution: J-Pop Vol.1                                      || 0x08 ||     0x1388 || CPU_DELAY
|-
|-
|SLES_512.82 || Tiger Woods PGA Tour 2003                                            || 0x0A ||   0x803E8 || CDVD_READ_DELAY
|SLPM_623.79 || Karaoke Revolution: J-Pop Vol.2                                      || 0x08 ||     0x1388 || CPU_DELAY
|-
|-
|SLES_514.79 || Def Jam Vendetta                                                    || 0x01 ||     0x802 || SIO2_MASK
|SLPM_623.80 || Karaoke Revolution: J-Pop Vol.3                                      || 0x08 ||     0x1388 || CPU_DELAY
|-
|-
|SLES_518.41 || SpyHunter 2                                                          || 0x01 ||     0x800 || SIO2_MASK
|SLPM_623.81 || Karaoke Revolution: J-Pop Vol.4                                      || 0x08 ||     0x1388 || CPU_DELAY
|-
|-
|SLES_518.44 || Time Crisis 3                                                        || 0x01 ||     0x800 || SIO2_MASK
|SLPM_623.82 || Karaoke Revolution: Love & Ballad                                    || 0x08 ||     0x1388 || CPU_DELAY
|-
|-
|SLES_519.97 || SWAT: Global Strike Team                                            || 0x01 ||     0x800 || SIO2_MASK
|SLPM_623.83 || Karaoke Revolution: Night Selection 2003                            || 0x08 ||     0x1388 || CPU_DELAY
|-
|-
|SLES_520.97 || SWAT: Global Strike Force                                            || 0x01 ||     0x800 || SIO2_MASK
|SLPM_624.14 || Karaoke Revolution: Dreams & Memories                                || 0x08 ||     0x1388 || CPU_DELAY
|-
|-
|SLES_530.37 || Super Monkey Ball Deluxe                                            || 0x01 ||     0x802 || SIO2_MASK
|SLPM_624.37 || Suisui Sweet: Amai Ai no Mitsukekata                                || 0x0B || 0x40000000 || SPU2_BEHAVIOR
|-
|-
|SLES_536.68 || Micro Machines v4                                                    || 0x01 ||     0x801 || SIO2_MASK
|SLPM_624.50 || Karaoke Revolution: Anime Song Selection                            || 0x08 ||     0x1388 || CPU_DELAY
|-
|-
|SLES_537.55 || Castlevania: Curse of Darkness                                      || 0x04 ||       0x10 || SIF_DMA_SYNC
|SLPM_624.51 || Karaoke Revolution: J-Pop Vol.5                                      || 0x08 ||     0x1388 || CPU_DELAY
|-
|-
|SLES_537.96 || FIFA Street 2                                                        || 0x01 ||    0x1800 || SIO2_MASK
|SLPM_624.54 || Karaoke Revolution: J-Pop Vol.6                                      || 0x08 ||    0x1388 || CPU_DELAY
|-
|-
|SLPM_620.42 || Kurogane no Houkou: Warship Commander                                || 0x01 ||    0x3000 || SIO2_MASK
|SLPM_624.55 || Karaoke Revolution: J-Pop Vol.7                                      || 0x08 ||    0x1388 || CPU_DELAY
|-
|-
|SLPM_620.62 || Gitaroo Man One                                                      || 0x0A ||   0x80540 || CDVD_READ_DELAY
|SLPM_624.56 || Karaoke Revolution: J-Pop Vol.8                                      || 0x08 ||     0x1388 || CPU_DELAY
|-
|-
|SLPM_621.05 || Taikou Risshiden IV                                                  || 0x09 || 0x2B47000A || DEV5_INT_SPEED
|SLPM_624.57 || Karaoke Revolution: Snow & Party                                    || 0x08 ||     0x1388 || CPU_DELAY
|-
|-
|SLPM_621.24 || Ready 2 Rumble Boxing: Round 2                                       || 0x08 ||    0x1388 || CPU_DELAY
|SLPM_624.64 || Pop'n Taisen Pazurudame Online                                       || 0x08 ||    0x1F40 || CPU_DELAY
|-
|-
|SLPM_621.25 || Gauntlet: Dark Legacy                                                || 0x08 ||     0xC1C || CPU_DELAY
|SLPM_624.79 || Karaoke Revolution: J-Pop Vol.9                                      || 0x08 ||     0x1388 || CPU_DELAY
|-
|-
|SLPM_621.25 || Gauntlet: Dark Legacy                                                || 0x09 || 0x2B470005 || DEV5_INT_SPEED
|SLPM_624.91 || Mega Man: The Power Battle                                          || 0x04 ||     0x2000 || SIF_DMA_SYNC
|-
|-
|SLPM_621.35 || Final Fantasy: XI (Beta Version)                                    || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|SLPM_624.92 || Karaoke Revolution: Kids Song Selection                              || 0x08 ||     0x1388 || CPU_DELAY
|-
|-
|SLPM_621.54 || DDRMAX Dance Dance Revolution 6thMix                                || 0x08 ||    0x1A5E || CPU_DELAY
|SLPM_625.28 || Karaoke Revolution: Kazoku Idol Sengen (Bundle Edition)              || 0x08 ||    0x1388 || CPU_DELAY
|-
|-
|SLPM_622.39 || Supercar Street Challenge                                            || 0x0A ||   0x80300 || CDVD_READ_DELAY
|SLPM_625.29 || Karaoke Revolution: Kazoku Idol Sengen                              || 0x08 ||     0x1388 || CPU_DELAY
|-
|-
|SLPM_623.69 || Karaoke Revolution: J-Pop Vol.1                                     || 0x08 ||    0x1388 || CPU_DELAY
|SLPM_650.86 || A Visual Mix: Ayumi Hamasaki Dome Tour 2001 (Disc 1)                || 0x08 ||    0x1450 || CPU_DELAY
|-
|-
|SLPM_623.79 || Karaoke Revolution: J-Pop Vol.2                                     || 0x08 ||    0x1388 || CPU_DELAY
|SLPM_650.87 || A Visual Mix: Ayumi Hamasaki Dome Tour 2001 (Disc 2)                || 0x08 ||    0x1450 || CPU_DELAY
|-
|-
|SLPM_623.80 || Karaoke Revolution: J-Pop Vol.3                                      || 0x08 ||    0x1388 || CPU_DELAY
|SLPM_650.90 || Spy Hunter                                                          || 0x01 ||    0x1800 || SIO2_MASK
|-
|-
|SLPM_623.81 || Karaoke Revolution: J-Pop Vol.4                                      || 0x08 ||     0x1388 || CPU_DELAY
|SLPM_651.97 || Nobunaga's Ambition Online                                          || 0x02 ||       0xB || DEV9_MASK
|-
|-
|SLPM_623.82 || Karaoke Revolution: Love & Ballad                                    || 0x08 ||     0x1388 || CPU_DELAY
|SLPM_652.09 || Star Ocean: Till the End of Time                                    || 0x0B ||   0x20014 || SPU2_BEHAVIOR
|-
|-
|SLPM_623.83 || Karaoke Revolution: Night Selection 2003                            || 0x08 ||     0x1388 || CPU_DELAY
|SLPM_654.38 || Star Ocean: Till the End of Time (Director's Cut) (Disc 1)          || 0x0B ||   0x20014 || SPU2_BEHAVIOR
|-
|-
|SLPM_624.14 || Karaoke Revolution: Dreams & Memories                                || 0x08 ||     0x1388 || CPU_DELAY
|SLPM_654.39 || Star Ocean: Till the End of Time (Director's Cut) (Disc 2)          || 0x0B ||   0x20014 || SPU2_BEHAVIOR
|-
|-
|SLPM_624.37 || Suisui Sweet: Amai Ai no Mitsukekata                                || 0x0B || 0x40000000 || SPU2_BEHAVIOR
|SLPM_654.88 || Grand Theft Auto: Vice City                                          || 0x0A ||     0x300 || CDVD_READ_DELAY
|-
|-
|SLPM_624.50 || Karaoke Revolution: Anime Song Selection                            || 0x08 ||     0x1388 || CPU_DELAY
|SLPM_654.88 || Grand Theft Auto: Vice City                                          || 0x09 || 0x36000200 || DEV5_INT_SPEED
|-
|-
|SLPM_624.51 || Karaoke Revolution: J-Pop Vol.5                                      || 0x08 ||     0x1388 || CPU_DELAY
|SLPM_656.33 || I Love Baseball: Pro Yakyu wo Koyonaku                              || 0x08 ||     0xFA0 || CPU_DELAY
|-
|-
|SLPM_624.54 || Karaoke Revolution: J-Pop Vol.6                                      || 0x08 ||     0x1388 || CPU_DELAY
|SLPM_656.98 || Love Songs: ADV Futaba Riho 14-sai Natsu                            || 0x0A ||   0x80380 || CDVD_READ_DELAY
|-
|-
|SLPM_624.55 || Karaoke Revolution: J-Pop Vol.7                                      || 0x08 ||     0x1388 || CPU_DELAY
|SLPM_657.05 || Final Fantasy XI: Chains of Promathia (Expansion Disc)              || 0x02 ||       0xB || DEV9_MASK
|-
|-
|SLPM_624.56 || Karaoke Revolution: J-Pop Vol.8                                      || 0x08 ||     0x1388 || CPU_DELAY
|SLPM_657.06 || Final Fantasy XI: Chains of Promathia (All-In-One Edition)          || 0x02 ||       0xB || DEV9_MASK
|-
|-
|SLPM_624.57 || Karaoke Revolution: Snow & Party                                    || 0x08 ||    0x1388 || CPU_DELAY
|SLPM_657.19 || Burnout 3: Takedown                                                  || 0x01 ||    0x1C00 || SIO2_MASK
|-
|-
|SLPM_624.64 || Pop'n Taisen Pazurudame Online                                       || 0x08 ||     0x1F40 || CPU_DELAY
|SLPM_657.83 || Nobunaga no Yabou Online: Tappi no Shou                              || 0x02 ||       0xB || DEV9_MASK
|-
|-
|SLPM_624.79 || Karaoke Revolution: J-Pop Vol.9                                      || 0x08 ||    0x1388 || CPU_DELAY
|SLPM_658.94 || Winning Post 6: 2005 Version                                        || 0x01 ||    0x2400 || SIO2_MASK
|-
|-
|SLPM_624.91 || Mega Man: The Power Battle                                          || 0x04 ||     0x2000 || SIF_DMA_SYNC
|SLPM_659.34 || Maple Colors                                                        || 0x0A ||   0x80300 || CDVD_READ_DELAY
|-
|-
|SLPM_624.92 || Karaoke Revolution: Kids Song Selection                              || 0x08 ||     0x1388 || CPU_DELAY
|SLPM_659.53 || Final Fantasy: XI (Entry Disc 2005)                                  || 0x02 ||       0xB || DEV9_MASK
|-
|-
|SLPM_625.28 || Karaoke Revolution: Kazoku Idol Sengen (Bundle Edition)              || 0x08 ||     0x1388 || CPU_DELAY
|SLPM_659.84 || Grand Theft Auto: San Andreas                                        || 0x0A ||   0x803E8 || CDVD_READ_DELAY
|-
|-
|SLPM_625.29 || Karaoke Revolution: Kazoku Idol Sengen                              || 0x08 ||     0x1388 || CPU_DELAY
|SLPM_660.33 || The Sword of Etheria                                                || 0x08 ||     0xC1C || CPU_DELAY
|-
|-
|SLPM_650.86 || A Visual Mix: Ayumi Hamasaki Dome Tour 2001 (Disc 1)                || 0x08 ||     0x1450 || CPU_DELAY
|SLPM_660.33 || The Sword of Etheria                                                || 0x00 || 0x2000000 || TITLE_MASK
|-
|-
|SLPM_650.87 || A Visual Mix: Ayumi Hamasaki Dome Tour 2001 (Disc 2)                || 0x08 ||     0x1450 || CPU_DELAY
|SLPM_660.48 || The Sword of Etheria                                                || 0x08 ||     0xC1C || CPU_DELAY
|-
|-
|SLPM_650.90 || Spy Hunter                                                          || 0x01 ||     0x1800 || SIO2_MASK
|SLPM_660.48 || The Sword of Etheria                                                || 0x00 || 0x2000000 || TITLE_MASK
|-
|-
|SLPM_651.97 || Nobunaga's Ambition Online                                          || 0x02 ||       0xB || DEV9_MASK
|SLPM_660.57 || Taito Memories Vol.1                                                || 0x08 ||     0xCE4 || CPU_DELAY
|-
|-
|SLPM_652.09 || Star Ocean: Till the End of Time                                    || 0x0B ||   0x20014 || SPU2_BEHAVIOR
|SLPM_661.56 || Marheaven: Arm Fight Dream                                          || 0x01 ||     0x1800 || SIO2_MASK
|-
|-
|SLPM_654.38 || Star Ocean: Till the End of Time (Director's Cut) (Disc 1)          || 0x0B ||   0x20014 || SPU2_BEHAVIOR
|SLPM_661.75 || Akumajo Dracula: Yami no Juin                                        || 0x08 ||       0x60 || CPU_DELAY
|-
|-
|SLPM_654.39 || Star Ocean: Till the End of Time (Director's Cut) (Disc 2)          || 0x0B ||    0x20014 || SPU2_BEHAVIOR
|SLPM_661.75 || Akumajo Dracula: Yami no Juin                                        || 0x0B ||    0x2001C || SPU2_BEHAVIOR
|-
|-
|SLPM_654.88 || Grand Theft Auto: Vice City                                          || 0x0A ||     0x300 || CDVD_READ_DELAY
|SLPM_663.93 || Final Fantasy XI: Treasures of Aht Urhgan (All-In-One Edition)      || 0x0A ||   0x803E8 || CDVD_READ_DELAY
|-
|-
|SLPM_654.88 || Grand Theft Auto: Vice City                                          || 0x09 || 0x36000200 || DEV5_INT_SPEED
|SLPM_663.93 || Final Fantasy XI: Treasures of Aht Urhgan (All-In-One Edition)      || 0x09 || 0x2B47000A || DEV5_INT_SPEED
|-
|-
|SLPM_656.33 || I Love Baseball: Pro Yakyu wo Koyonaku                              || 0x08 ||     0xFA0 || CPU_DELAY
|SLPM_663.93 || Final Fantasy XI: Treasures of Aht Urhgan (All-In-One Edition)      || 0x02 ||       0xB || DEV9_MASK
|-
|-
|SLPM_656.98 || Love Songs: ADV Futaba Riho 14-sai Natsu                            || 0x0A ||   0x80380 || CDVD_READ_DELAY
|SLPM_663.94 || Final Fantasy XI: Treasures of Aht Urhgan                            || 0x02 ||       0xB || DEV9_MASK
|-
|-
|SLPM_657.05 || Final Fantasy XI: Chains of Promathia (Expansion Disc)              || 0x02 ||       0xB || DEV9_MASK
|SLPM_664.36 || Aria the Natural                                                    || 0x01 ||     0x1800 || SIO2_MASK
|-
|-
|SLPM_657.06 || Final Fantasy XI: Chains of Promathia (All-In-One Edition)          || 0x02 ||       0xB || DEV9_MASK
|SLPM_664.36 || Aria the Natural                                                    || 0x00 || 0xA000000 || TITLE_MASK
|-
|-
|SLPM_657.19 || Burnout 3: Takedown                                                  || 0x01 ||     0x1C00 || SIO2_MASK
|SLPM_665.39 || Nobunaga no Yabou Online: Haten no Shou                              || 0x02 ||       0xB || DEV9_MASK
|-
|-
|SLPM_657.83 || Nobunaga no Yabou Online: Tappi no Shou                              || 0x02 ||       0xB || DEV9_MASK
|SLPM_665.58 || Tomb Raider: Legend                                                  || 0x08 ||     0x3E8 || CPU_DELAY
|-
|-
|SLPM_658.94 || Winning Post 6: 2005 Version                                        || 0x01 ||     0x2400 || SIO2_MASK
|SLPM_665.74 || Detective Evangelion                                                || 0x00 || 0x2000000 || TITLE_MASK
|-
|-
|SLPM_659.34 || Maple Colors                                                        || 0x0A ||   0x80300 || CDVD_READ_DELAY
|SLPM_680.07 || Karaoke Revolution (Trial)                                          || 0x08 ||     0x1388 || CPU_DELAY
|-
|-
|SLPM_659.53 || Final Fantasy: XI (Entry Disc 2005)                                  || 0x02 ||       0xB || DEV9_MASK
|SLPM_680.10 ||                                                                     || 0x08 ||     0x1388 || CPU_DELAY
|-
|-
|SLPM_659.84 || Grand Theft Auto: San Andreas                                        || 0x0A ||   0x803E8 || CDVD_READ_DELAY
|SLPS_200.08 || Morita Shogi                                                        || 0x08 ||     0x1388 || CPU_DELAY
|-
|-
|SLPM_660.33 || The Sword of Etheria                                                || 0x08 ||     0xC1C || CPU_DELAY
|SLPS_200.20 || FIFA 2000 World Championship                                        || 0x04 ||     0x2001 || SIF_DMA_SYNC
|-
|-
|SLPM_660.33 || The Sword of Etheria                                                || 0x00 || 0x2000000 || TITLE_MASK
|SLPS_200.37 || Go Go Golf                                                          || 0x09 || 0x2B47000A || DEV5_INT_SPEED
|-
|-
|SLPM_660.48 || The Sword of Etheria                                                || 0x08 ||     0xC1C || CPU_DELAY
|SLPS_200.38 || Grappler Baki: Baki Saidai no Tournament                            || 0x08 ||     0x1194 || CPU_DELAY
|-
|-
|SLPM_660.48 || The Sword of Etheria                                                || 0x00 || 0x2000000 || TITLE_MASK
|SLPS_200.53 || Tenshi no Present: Marle Oukoku Monogatari (Limited Edition)        || 0x0B || 0x20000000 || SPU2_BEHAVIOR
|-
|-
|SLPM_660.57 || Taito Memories Vol.1                                                || 0x08 ||     0xCE4 || CPU_DELAY
|SLPS_200.66 || Tenshi no Present: Marle Oukoku Monogatari                          || 0x0B || 0x20000000 || SPU2_BEHAVIOR
|-
|-
|SLPM_661.56 || Marheaven: Arm Fight Dream                                          || 0x01 ||     0x1800 || SIO2_MASK
|SLPS_201.01 || City Crisis                                                          || 0x0A ||   0x80BB8 || CDVD_READ_DELAY
|-
|-
|SLPM_661.75 || Akumajo Dracula: Yami no Juin                                        || 0x08 ||       0x60 || CPU_DELAY
|SLPS_201.11 || Magical Sports Pro Baseball 2001                                    || 0x09 || 0x2B47000A || DEV5_INT_SPEED
|-
|-
|SLPM_661.75 || Akumajo Dracula: Yami no Juin                                        || 0x0B ||   0x2001C || SPU2_BEHAVIOR
|SLPS_201.72 || Koushien: Konpeki no Sora                                            || 0x09 || 0x2B47000A || DEV5_INT_SPEED
|-
|-
|SLPM_663.93 || Final Fantasy XI: Treasures of Aht Urhgan (All-In-One Edition)      || 0x0A ||    0x803E8 || CDVD_READ_DELAY
|SLPS_201.73 || Hard Hitter 2                                                        || 0x0A ||    0x80300 || CDVD_READ_DELAY
|-
|-
|SLPM_663.93 || Final Fantasy XI: Treasures of Aht Urhgan (All-In-One Edition)      || 0x09 || 0x2B47000A || DEV5_INT_SPEED
|SLPS_201.97 || Surfing Air Show with RatBoy                                        || 0x09 || 0x2B47000A || DEV5_INT_SPEED
|-
|-
|SLPM_663.93 || Final Fantasy XI: Treasures of Aht Urhgan (All-In-One Edition)      || 0x02 ||       0xB || DEV9_MASK
|SLPS_201.99 || F1 2002                                                              || 0x0B ||   0x20005 || SPU2_BEHAVIOR
|-
|-
|SLPM_663.94 || Final Fantasy XI: Treasures of Aht Urhgan                            || 0x02 ||        0xB || DEV9_MASK
|SLPS_202.00 || Final Fantasy XI                                                     || 0x02 ||        0xB || DEV9_MASK
|-
|-
|SLPM_664.36 || Aria the Natural                                                    || 0x01 ||     0x1800 || SIO2_MASK
|SLPS_204.04 || Rakushou! Pachi-Slot Sengen 2                                        || 0x0A ||   0x80300 || CDVD_READ_DELAY
|-
|-
|SLPM_664.36 || Aria the Natural                                                    || 0x00 || 0xA000000 || TITLE_MASK
|SLPS_204.29 || Hissatsu Pachi-Slot Evolution: Ninja Hattori-Kun V                  || 0x08 ||     0x1B58 || CPU_DELAY
|-
|-
|SLPM_665.39 || Nobunaga no Yabou Online: Haten no Shou                              || 0x02 ||       0xB || DEV9_MASK
|SLPS_204.55 || Simple 2000 Series Vol.94: The Aka-Champion - Come on Baby          || 0x0B || 0x40000000 || SPU2_BEHAVIOR
|-
|-
|SLPM_665.58 || Tomb Raider: Legend                                                  || 0x08 ||      0x3E8 || CPU_DELAY
|SLPS_250.08 || Sorcerous Stabber Orphen                                            || 0x08 ||      0xC1C || CPU_DELAY
|-
|-
|SLPM_665.74 || Detective Evangelion                                                || 0x00 || 0x2000000 || TITLE_MASK
|SLPS_250.71 || A Visual Mix: Ayumi Hamasaki Dome Tour 2001                          || 0x08 ||     0x1450 || CPU_DELAY
|-
|-
|SLPM_680.07 || Karaoke Revolution (Trial)                                          || 0x08 ||    0x1388 || CPU_DELAY
|SLPS_250.72 || A Visual Mix: Ayumi Hamasaki Dome Tour 2001                          || 0x08 ||    0x1450 || CPU_DELAY
|-
|-
|SLPM_680.10 ||                                                                     || 0x08 ||     0x1388 || CPU_DELAY
|SLPS_250.81 || Saishuu Densha                                                      || 0x0A ||   0x803E8 || CDVD_READ_DELAY
|-
|-
|SLPS_200.08 || Morita Shogi                                                        || 0x08 ||     0x1388 || CPU_DELAY
|SLPS_251.36 || Kuon no Kizuna Sairin Mikotonori                                    || 0x0A ||   0x805DC || CDVD_READ_DELAY
|-
|-
|SLPS_200.20 || FIFA 2000 World Championship                                        || 0x04 ||     0x2001 || SIF_DMA_SYNC
|SLPS_251.42 || Tiger Woods PGA Tour 2002                                            || 0x0A ||   0x803E8 || CDVD_READ_DELAY
|-
|-
|SLPS_200.37 || Go Go Golf                                                          || 0x09 || 0x2B47000A || DEV5_INT_SPEED
|SLPS_251.50 || Only You                                                            || 0x0B || 0x40000000 || SPU2_BEHAVIOR
|-
|-
|SLPS_200.38 || Grappler Baki: Baki Saidai no Tournament                            || 0x08 ||     0x1194 || CPU_DELAY
|SLPS_252.37 || Only You                                                            || 0x0B || 0x40000000 || SPU2_BEHAVIOR
|-
|-
|SLPS_200.53 || Tenshi no Present: Marle Oukoku Monogatari (Limited Edition)        || 0x0B || 0x20000000 || SPU2_BEHAVIOR
|SLPS_252.75 || Def Jam: Vendetta                                                    || 0x01 ||     0x802 || SIO2_MASK
|-
|-
|SLPS_200.66 || Tenshi no Present: Marle Oukoku Monogatari                          || 0x0B || 0x20000000 || SPU2_BEHAVIOR
|SLPS_252.78 || Memories Off: Mix                                                    || 0x0A ||   0x80300 || CDVD_READ_DELAY
|-
|-
|SLPS_201.01 || City Crisis                                                         || 0x0A ||   0x80BB8 || CDVD_READ_DELAY
|SLPS_252.90 || Time Crisis 3                                                        || 0x01 ||     0x800 || SIO2_MASK
|-
|-
|SLPS_201.11 || Magical Sports Pro Baseball 2001                                    || 0x09 || 0x2B47000A || DEV5_INT_SPEED
|SLPS_253.15 || One Piece: Grand Battle 3                                            || 0x01 ||     0x1800 || SIO2_MASK
|-
|-
|SLPS_201.72 || Koushien: Konpeki no Sora                                            || 0x09 || 0x2B47000A || DEV5_INT_SPEED
|SLPS_253.57 || 3-Nen B-Gumi Kinpachi Sensei: Densetsu no Kyoudan ni Tate!          || 0x01 ||     0x1800 || SIO2_MASK
|-
|-
|SLPS_201.73 || Hard Hitter 2                                                        || 0x0A ||    0x80300 || CDVD_READ_DELAY
|SLPS_253.79 || Tokyo Majin Gakuen: Kaihoujyou Kefurokou                            || 0x0A ||    0x803E8 || CDVD_READ_DELAY
|-
|-
|SLPS_201.97 || Surfing Air Show with RatBoy                                        || 0x09 || 0x2B47000A || DEV5_INT_SPEED
|SLPS_254.06 || Hitman: Contracts                                                    || 0x08 ||     0xDAC || CPU_DELAY
|-
|-
|SLPS_201.99 || F1 2002                                                              || 0x0B ||   0x20005 || SPU2_BEHAVIOR
|SLPS_254.18 || Ace Combat 5: The Unsung War                                        || 0x0A ||   0x500000 || CDVD_READ_DELAY
|-
|-
|SLPS_202.00 || Final Fantasy XI                                                    || 0x02 ||       0xB || DEV9_MASK
|SLPS_255.10 || Tekken 5                                                            || 0x0B || 0x40000000 || SPU2_BEHAVIOR
|-
|-
|SLPS_204.04 || Rakushou! Pachi-Slot Sengen 2                                        || 0x0A ||   0x80300 || CDVD_READ_DELAY
|SLPS_255.85 || Monster Farm 5: Circus Caravan                                      || 0x07 ||         5 || MECHA_RECOGTIME
|-
|-
|SLPS_204.29 || Hissatsu Pachi-Slot Evolution: Ninja Hattori-Kun V                  || 0x08 ||     0x1B58 || CPU_DELAY
|SLPS_255.86 || Tales of the Abyss                                                  || 0x0A ||   0x803E8 || CDVD_READ_DELAY
|-
|-
|SLPS_204.55 || Simple 2000 Series Vol.94: The Aka-Champion - Come on Baby          || 0x0B || 0x40000000 || SPU2_BEHAVIOR
|SLPS_256.04 || Ar tonelico Qoga: Knell of Ar Ciel                                  || 0x00 || 0xA000000 || TITLE_MASK
|-
|-
|SLPS_250.08 || Sorcerous Stabber Orphen                                            || 0x08 ||     0xC1C || CPU_DELAY
|SLPS_256.67 || Daito Giken Premium Pachi-Slot Collection: Yoshimune                || 0x01 ||     0x1800 || SIO2_MASK
|-
|-
|SLPS_250.71 || A Visual Mix: Ayumi Hamasaki Dome Tour 2001                          || 0x08 ||     0x1450 || CPU_DELAY
|SLPS_256.98 || Fatal Fury Battle Archives Volume 2                                  || 0x00 || 0xA000000 || TITLE_MASK
|-
|-
|SLPS_250.72 || A Visual Mix: Ayumi Hamasaki Dome Tour 2001                          || 0x08 ||     0x1450 || CPU_DELAY
|SLPS_257.08 || The Familiar of Zero (Limited Edition)                              || 0x0A ||   0x803E8 || CDVD_READ_DELAY
|-
|-
|SLPS_250.81 || Saishuu Densha                                                      || 0x0A ||    0x803E8 || CDVD_READ_DELAY
|SLPS_257.09 || The Familiar of Zero                                                || 0x0A ||    0x803E8 || CDVD_READ_DELAY
|-
|-
|SLPS_251.36 || Kuon no Kizuna Sairin Mikotonori                                    || 0x0A ||   0x805DC || CDVD_READ_DELAY
|SLPS_257.21 || HimeHibi - Princess Days                                            || 0x0B || 0x8000000 || SPU2_BEHAVIOR
|-
|-
|SLPS_251.42 || Tiger Woods PGA Tour 2002                                            || 0x0A ||   0x803E8 || CDVD_READ_DELAY
|SLPS_257.22 || Routes PE (Limited Edition)                                          || 0x08 ||     0x3E8 || CPU_DELAY
|-
|-
|SLPS_251.50 || Only You                                                            || 0x0B || 0x40000000 || SPU2_BEHAVIOR
|SLPS_257.27 || Routes PE                                                            || 0x08 ||     0x3E8 || CPU_DELAY
|-
|-
|SLPS_252.37 || Only You                                                            || 0x0B || 0x40000000 || SPU2_BEHAVIOR
|SLPS_732.49 || Ar tonelico Qoga: Knell of Ar Ciel (Platinum)                        || 0x00 || 0xA000000 || TITLE_MASK
|-
|-
|SLPS_252.75 || Def Jam: Vendetta                                                    || 0x01 ||     0x802 || SIO2_MASK
|SLUS_200.11 || Orphen: Ocion of Sorcery                                            || 0x08 ||     0x1388 || CPU_DELAY
|-
|-
|SLPS_252.78 || Memories Off: Mix                                                    || 0x0A ||   0x80300 || CDVD_READ_DELAY
|SLUS_200.11 || Orphen: Ocion of Sorcery                                            || 0x09 || 0x8000010 || DEV5_INT_SPEED
|-
|-
|SLPS_252.90 || Time Crisis 3                                                        || 0x01 ||      0x800 || SIO2_MASK
|SLUS_200.77 || Donald Duck: Go'in Quackers                                          || 0x01 ||      0x800 || SIO2_MASK
|-
|-
|SLPS_253.15 || One Piece: Grand Battle 3                                            || 0x01 ||     0x1800 || SIO2_MASK
|SLUS_202.74 || City Crisis                                                          || 0x0A ||   0x80BB8 || CDVD_READ_DELAY
|-
|-
|SLPS_253.57 || 3-Nen B-Gumi Kinpachi Sensei: Densetsu no Kyoudan ni Tate!          || 0x01 ||     0x1800 || SIO2_MASK
|SLUS_203.05 || Simpsons: Road Rage                                                  || 0x01 ||     0x800 || SIO2_MASK
|-
|-
|SLPS_253.79 || Tokyo Majin Gakuen: Kaihoujyou Kefurokou                            || 0x0A ||    0x803E8 || CDVD_READ_DELAY
|SLUS_203.64 || Tiger Woods PGA Tour 2002                                            || 0x0A ||    0x803E8 || CDVD_READ_DELAY
|-
|-
|SLPS_254.06 || Hitman: Contracts                                                    || 0x08 ||     0xDAC || CPU_DELAY
|SLUS_204.13 || Shadowman 2                                                          || 0x0A ||   0x80600 || CDVD_READ_DELAY
|-
|-
|SLPS_254.18 || Ace Combat 5: The Unsung War                                        || 0x0A ||   0x500000 || CDVD_READ_DELAY
|SLUS_204.33 || SWAT: Global Strike Team                                            || 0x01 ||     0x800 || SIO2_MASK
|-
|-
|SLPS_255.10 || Tekken 5                                                            || 0x0B || 0x40000000 || SPU2_BEHAVIOR
|SLUS_204.88 || Star Ocean: Til the end of Time [Disc 1]                            || 0x08 ||     0x1388 || CPU_DELAY
|-
|-
|SLPS_255.85 || Monster Farm 5: Circus Caravan                                      || 0x07 ||         5 || MECHA_RECOGTIME
|SLUS_205.72 || Tiger Woods PGA Tour 2003                                            || 0x0A ||   0x803E8 || CDVD_READ_DELAY
|-
|-
|SLPS_255.86 || Tales of the Abyss                                                  || 0x0A ||   0x803E8 || CDVD_READ_DELAY
|SLUS_205.90 || Spyhunter 2                                                          || 0x01 ||     0x800 || SIO2_MASK
|-
|-
|SLPS_256.04 || Ar tonelico Qoga: Knell of Ar Ciel                                  || 0x00 || 0xA000000 || TITLE_MASK
|SLUS_206.35 || Muppets Party Cruise                                                || 0x01 ||     0x801 || SIO2_MASK
|-
|-
|SLPS_256.67 || Daito Giken Premium Pachi-Slot Collection: Yoshimune                || 0x01 ||     0x1800 || SIO2_MASK
|SLUS_206.39 || Def Jam Vendetta                                                    || 0x01 ||     0x800 || SIO2_MASK
|-
|-
|SLPS_256.98 || Fatal Fury Battle Archives Volume 2                                  || 0x00 || 0xA000000 || TITLE_MASK
|SLUS_206.86 || Splashdown: Rides Gone Wild                                          || 0x0A ||   0x80400 || CDVD_READ_DELAY
|-
|-
|SLPS_257.08 || The Familiar of Zero (Limited Edition)                              || 0x0A ||   0x803E8 || CDVD_READ_DELAY
|SLUS_208.38 || All-Star Baseball 2005                                              || 0x01 ||     0x802 || SIO2_MASK
|-
|-
|SLPS_257.09 || The Familiar of Zero                                                || 0x0A ||   0x803E8 || CDVD_READ_DELAY
|SLUS_208.51 || Ace Combat 5: The Unsung War                                        || 0x0A ||   0x500000 || CDVD_READ_DELAY
|-
|-
|SLPS_257.21 || HimeHibi - Princess Days                                            || 0x0B || 0x8000000 || SPU2_BEHAVIOR
|SLUS_208.91 || Star Ocean: Til the end of Time [Disc 2]                            || 0x08 ||     0x1388 || CPU_DELAY
|-
|-
|SLPS_257.22 || Routes PE (Limited Edition)                                          || 0x08 ||      0x3E8 || CPU_DELAY
|SLUS_209.18 || Super Monkey Ball: Deluxe                                            || 0x01 ||      0x800 || SIO2_MASK
|-
|-
|SLPS_257.27 || Routes PE                                                            || 0x08 ||     0x3E8 || CPU_DELAY
|SLUS_210.59 || Tekken 5                                                            || 0x0B || 0x40000000 || SPU2_BEHAVIOR
|-
|-
|SLPS_732.49 || Ar tonelico Qoga: Knell of Ar Ciel (Platinum)                        || 0x00 || 0xA000000 || TITLE_MASK
|SLUS_210.70 || Final Fantasy XI: Chains of Promathia                                || 0x02 ||       0xB || DEV9_MASK
|-
|-
|SLUS_200.11 || Orphen: Ocion of Sorcery                                             || 0x08 ||    0x1388 || CPU_DELAY
|SLUS_210.89 || Karaoke Revolution Vol.3                                             || 0x08 ||    0x1388 || CPU_DELAY
|-
|-
|SLUS_200.11 || Orphen: Ocion of Sorcery                                            || 0x09 || 0x8000010 || DEV5_INT_SPEED
|SLUS_213.31 || Sonic Riders                                                        || 0x01 ||     0x800 || SIO2_MASK
|-
|-
|SLUS_200.77 || Donald Duck: Go'in Quackers                                          || 0x01 ||      0x800 || SIO2_MASK
|SLUS_213.39 || Puzzle Challenge                                                    || 0x01 ||      0x800 || SIO2_MASK
|-
|-
|SLUS_202.74 || City Crisis                                                          || 0x0A ||   0x80BB8 || CDVD_READ_DELAY
|SLUS_214.04 || Final Fantasy XI: Treasures of Aht Urhgan                            || 0x02 ||       0xB || DEV9_MASK
|-
|-
|SLUS_203.05 || Simpsons: Road Rage                                                  || 0x01 ||      0x800 || SIO2_MASK
|SLUS_214.52 || Valkyrie Profile 2: Silmeria                                        || 0x08 ||    0x1388 || CPU_DELAY
|-
|-  
|SLUS_203.64 || Tiger Woods PGA Tour 2002                                            || 0x0A ||    0x803E8 || CDVD_READ_DELAY
|}
|-
 
|SLUS_204.13 || Shadowman 2                                                          || 0x0A ||    0x80600 || CDVD_READ_DELAY
==Other game patches (unofficial)==
|-
There are other unofficial ways to patch the PS2 games such the [https://forums.pcsx2.net/Thread-A-simplistic-guide-to-pnach-files-aka-pnach-for-dummies pnach] format, or the widescreen patches that allows 16:9 screen output for some games by hex editing the ISO, or by applying ppf patches. Games work fine on PS3 with same compatibility like before patching. Also some 480p (aka progressive scan) patches work fine. http://ps2wide.net/
|SLUS_204.33 || SWAT: Global Strike Team                                            || 0x01 ||      0x800 || SIO2_MASK
 
|-
The problem of this methods is the patch is applyed over the ISO and is modifyed permanently, but this problem can be avoided in PS3 because that unofficial patches can be "ported" to the official config format to be used by ps2_netemu.self, by using the official config format the settings and patchs from the config file are applyed "on the fly" and the ISO is not modifyed
|SLUS_204.88 || Star Ocean: Til the end of Time [Disc 1]                            || 0x08 ||    0x1388 || CPU_DELAY
 
|-
==ps2_title_brute code==
|SLUS_205.72 || Tiger Woods PGA Tour 2003                                            || 0x0A ||    0x803E8 || CDVD_READ_DELAY
|-
|SLUS_205.90 || Spyhunter 2                                                          || 0x01 ||      0x800 || SIO2_MASK
|-
|SLUS_206.35 || Muppets Party Cruise                                                || 0x01 ||      0x801 || SIO2_MASK
|-
|SLUS_206.39 || Def Jam Vendetta                                                    || 0x01 ||      0x800 || SIO2_MASK
|-
|SLUS_206.86 || Splashdown: Rides Gone Wild                                          || 0x0A ||    0x80400 || CDVD_READ_DELAY
|-
|SLUS_208.38 || All-Star Baseball 2005                                              || 0x01 ||      0x802 || SIO2_MASK
|-
|SLUS_208.51 || Ace Combat 5: The Unsung War                                        || 0x0A ||  0x500000 || CDVD_READ_DELAY
|-
|SLUS_208.91 || Star Ocean: Til the end of Time [Disc 2]                            || 0x08 ||    0x1388 || CPU_DELAY
|-
|SLUS_209.18 || Super Monkey Ball: Deluxe                                            || 0x01 ||      0x800 || SIO2_MASK
|-
|SLUS_210.59 || Tekken 5                                                            || 0x0B || 0x40000000 || SPU2_BEHAVIOR
|-
|SLUS_210.70 || Final Fantasy XI: Chains of Promathia                                || 0x02 ||        0xB || DEV9_MASK
|-
|SLUS_210.89 || Karaoke Revolution Vol.3                                            || 0x08 ||    0x1388 || CPU_DELAY
|-
|SLUS_213.31 || Sonic Riders                                                        || 0x01 ||      0x800 || SIO2_MASK
|-
|SLUS_213.39 || Puzzle Challenge                                                    || 0x01 ||      0x800 || SIO2_MASK
|-
|SLUS_214.04 || Final Fantasy XI: Treasures of Aht Urhgan                            || 0x02 ||        0xB || DEV9_MASK
|-
|SLUS_214.52 || Valkyrie Profile 2: Silmeria                                        || 0x08 ||    0x1388 || CPU_DELAY
|-  
|}
 
==Other game patches (unofficial)==
There are other unofficial ways to patch the PS2 games such the [https://forums.pcsx2.net/Thread-A-simplistic-guide-to-pnach-files-aka-pnach-for-dummies pnach] format, or the widescreen patches that allows 16:9 screen output for some games by hex editing the ISO, or by applying ppf patches. Games work fine on PS3 with same compatibility like before patching. Also some 480p (aka progressive scan) patches work fine. http://ps2wide.net/
 
The problem of this methods is the patch is applyed over the ISO and is modifyed permanently, but this problem can be avoided in PS3 because that unofficial patches can be "ported" to the official config format to be used by ps2_netemu.self, by using the official config format the settings and patchs from the config file are applyed "on the fly" and the ISO is not modifyed


==ps2_title_brute code==
A script to calculate whatever this encode is that is used in ps2emu, gxemu and softemu from given input title id.


A script to calculate cdvd key magic used in ps2emu, gxemu and softemu from given input title id.
On real PS2 this value seems to be stored at 0x1F402020-0x1F402024.
It contains code for bruting as well. Just call gen_sum with the title id in a specific format to get it.
It contains code for bruting as well. Just call gen_sum with the title id in a specific format to get it.


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'''
'''
</syntaxhighlight>
</syntaxhighlight>
<br>
Alternative script version for better readability. Work same way as one above, just cleaner looking code.
<syntaxhighlight lang="python">
ID = "SLUS_202.02"
def gen_sum2(title):


        decimal_id = 0
        decimal_id += ( ord(title[10:11]) - 0x30)
        decimal_id += ((ord(title[9:10])  - 0x30) * 10)
        decimal_id += ((ord(title[7:8])  - 0x30) * 100)
        decimal_id += ((ord(title[6:7])  - 0x30) * 1000)
        decimal_id += ((ord(title[5:6])  - 0x30) * 10000)
       
        first_char  = ord(title[0:1])
        second_char = ord(title[1:2])
        third_char  = ord(title[2:3])
        fourth_char = ord(title[3:4])
       
        temp0  = (first_char  >> 4) & 7
        temp1  = (second_char >> 3) & 0xF
        temp2  = (third_char  >> 2) & 0x1F
        temp3  = (fourth_char >> 1) & 0x3F
        temp4  = (first_char  << 4)
        temp5  = (second_char << 5)
        temp6  = (third_char  << 6)
        temp7  = (fourth_char << 7)
       
        temp8  = (decimal_id >> 10) & 0x7F
        temp9  = (decimal_id << 3 )
        temp10 = (decimal_id >> 2 ) & 0xF8
        temp8 |= temp7
        temp3 |= temp6
        temp2 |= temp5
        temp1 |= temp4
        temp0 |= temp9
       
        temp8 &= 0xFF
        temp3 &= 0xFF
        temp2 &= 0xFF
        temp1 &= 0xFF
        temp0 &= 0xFF
       
        temp8 ^= temp10
        temp3 ^= temp10
        temp2 ^= temp10
        temp1 ^= temp10
        temp0 ^= temp10       
        result = (temp0 | (temp1 << 8) | (temp2 << 16) | (temp3 << 24) | (temp8 << 32))
        return result
print(hex(gen_sum2(ID)))
</syntaxhighlight>
Alternative implementation: https://github.com/PCSX2/pcsx2/blob/1a3d77b2c0c6b57313f0dceaf5ecc3f8cb453497/pcsx2/CDVD/CDVD.cpp#L545


==External References==
==External References==
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* http://wiki.pcsx2.net/index.php/Category:Software_rendering_only_games
* http://wiki.pcsx2.net/index.php/Category:Software_rendering_only_games


{{Reverse engineering}}<noinclude>
{{Reverse engineering}}<noinclude>[[Category:Main]]</noinclude>
[[Category:Main]]
</noinclude>
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