Editing Talk:PS2 Emulation

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==Game CONFIG commands (notepad and worklog)==
=== PS2/PStwo Games Compatibility ===
All info here related with commands needs to be moved to frontpage at some point


===ps2_netemu command 0x1===
==== 0-9 ====
There are some additional internal patches using CONFIG cmd id 0x01, using subs not available in 0x3B list
{| border="1" cellspacing="0" cellpadding="5" border="#999" class="wikitable" style="border:1px solid #999; border-collapse: collapse;"
  condition: 0xBBB5F800, 0x3B949C00, 0x42133A90
|- bgcolor="#cccccc"
  setting:  
! Title !! ps2<br />emu !! ps2<br />gxemu !! ps2<br />softemu !! Other !! Notes
  0x18E1F0, sub_4670C (4.70)
|-
  0x348EC8, sub_44338 (4.70)
| .hack//G.U. vol. 1//Rebirth ||  ||  ||  ||  ||
|-
| .hack//G.U. Vol. 1: Saitan|.hack//G.U. vol. 1//Rebirth ||  ||  ||  ||  ||
|-
| .hack//G.U. Vol. 2: Kimi Omou Koe / .hack//G.U. Vol. 2: Kimi Omou Koe|.hack//G.U. vol. 2//Reminisce + PS2 The Best Re-release ||  ||  ||  ||  ||
|-
| .hack//G.U. Vol. 3: Aruku Youna Hayasa de / .hack//G.U. Vol. 3: Aruku Youna Hayasa de|.hack//G.U. vol. 3//Redemption + PS2 The Best Re-release ||  ||  ||  ||  ||
|-
| .hack//Kansen Kakudai Vol. 1/ .hack//Infection ||  ||  ||  ||  ||
|-
| .hack//Akushou Heni Vol. 2/ .hack//Mutation ||  ||  ||  ||  ||
|-
| .hack//Shinshoku Osen Vol. 3/ .hack//Outbreak ||  ||  ||  ||  ||
|-
| .hack//Zettai Houi Vol. 4/ .hack//Quarantine Part 4 ||  ||  ||  ||  ||
|-
| .hack//Vol. 1 x Vol. 2 Re-release of Vol 1+2 ||  ||  ||  ||  ||
|-
| .hack//Vol. 3 x Vol. 4 Re-release of Vol 3+4 ||  ||  ||  ||  ||
|-
| 0 Story ||  ||  ||  ||  ||
|-
| 10,000 Bullets ( Tsukiyo ni Saraba in Japan) ||  ||  ||  ||  ||
|-
| 120-en no Haru: 120 Yen Stories ||  ||  ||  ||  ||
|-
| 12Riven - The Psi-Climinal of Integral ||  ||  ||  ||  ||
|-
| 12Riven - The Psi-Climinal of Integral(Soundtrack Edition) ||  ||  ||  ||  ||
|-
| 18 Wheeler American Pro Trucker ||  ||  ||  ||  ||
|-
| 187 Ride or Die ||  ||  ||  ||  ||
|-
| 1945 I&II The Arcade Games ( Psikyo Shooting Collection Vol. 1 Strikers 1945 I+II in Japan) ||  ||  ||  ||  ||
|-
| 2002 FIFA World Cup ||  ||  ||  ||  ||
|-
| 2003-Toshi Kaimaku - Ganbare Kyuukaiou ||  ||  ||  ||  ||
|-
| 21 Card Games ||  ||  ||  ||  ||
|-
| 24: The Game ||  ||  ||  ||  ||
|-
| 24: The Game Greatest Hits / Platinum Re-Releases ||  ||  ||  ||  ||
|-
| 25 to Life ||  ||  ||  ||  ||
|-
| 3LDK - Shiawase ni Narouyo ||  ||  ||  ||  ||
|-
| 3LDK - Shiawase ni Narouyo Limited Edition ||  ||  ||  ||  ||
|-
| 3-Nen B-Gumi Kinpachi Sensei Densetsu no Kyoudan ni Tate! ||  ||  ||  ||  ||
|-
| 3-Nen B-Gumi Kinpachi Sensei Densetsu no Kyoudan ni Tate!(Complete Edition) ||  ||  ||  ||  ||
|-
| 4x4 EVO 2 ||  ||  ||  ||  ||
|-
| 50 Cent Bulletproof ||  ||  ||  ||  ||
|-
| 50 Cent Bulletproof Greatest Hits / Platinum Re-Releases ||  ||  ||  ||  ||
|-
| 7 Blades ( Seven Blades in Japan) ||  ||  ||  ||  ||
|-
| 7 Sins ||  ||  ||  ||  ||
|-
| 7 Wonders of the Ancient World ||  ||  ||  ||  ||
|-
|}
==== A ====
{| border="1" cellspacing="0" cellpadding="5" border="#999" class="wikitable" style="border:1px solid #999; border-collapse: collapse;"
|- bgcolor="#cccccc"
! Title !! ps2<br />emu !! ps2<br />gxemu !! ps2<br />softemu !! Other !! Notes
|-
| A-Ressha de Ikou 2001 ||  ||  ||  ||  ||
|-
| A-Ressha de Ikou 2001 Perfect Set ||  ||  ||  ||  ||
|-
| A6: A-Ressha de Ikou 6/ A-Train 6 ||  ||  ||  ||  ||
|-
| A.C.E.: Another Century's Episode + "PlayStation2 the Best" Re-Release ||  ||  ||  ||  ||
|-
| A.C.E.: Another Century's Episode 2 ||  ||  ||  ||  ||
|-
| A.C.E.: Another Century's Episode 2 (Special Vocal Version) ||  ||  ||  ||  ||
|-
| A.C.E.: Another Century's Episode 3: The Final ||  ||  ||  ||  ||
|-
| Aa Megami-sama+ "Holy Box Edition" + "Best Collection "Re-release ||  ||  ||  ||  ||
|-
| Abarenbou Princess ||  ||  ||  ||  ||
|-
| AC/DC Live: Rock Band Track Pack ||  ||  ||  ||  ||
|-
| Ace Combat 04: Shattered Skies/ Distant Thunder ||  ||  ||  ||  ||
|-
| Ace Combat 04: Shattered Skies/ Distant Thunder Re-Releases PS2 The Best/Greatest Hits ||  ||  ||  ||  ||
|-
| Ace Combat 5: The Unsung War/Ace Combat: Squadron Leader ||  ||  ||  ||  ||
|-
| Ace Combat 5: The Unsung War/Ace Combat: Squadron Leader Re-Releases Greatest Hits/PS2 The Best/Big Hits ||  ||  ||  ||  ||
|-
| Ace Combat Zero: The Belkan War + Re-release (PS2 The Best) ||  ||  ||  ||  ||
|-
| Ace Lightning ||  ||  ||  ||  ||
|-
| Aces of War Original name: Zero Shikikan Josentoki in Japan ||  ||  ||  ||  ||
|-
| Action Girlz Racing ||  ||  ||  ||  ||
|-
| Action Man ATOM: Alpha Teens on Machines ||  ||  ||  ||  ||
|-
| Activision Anthology ||  ||  ||  ||  ||
|-
| Adiboo and the Energy Thieves ||  ||  ||  ||  ||
|-
| ADK Tamashii ||  ||  ||  ||  ||
|-
| Adventure of Tokyo Disney Sea ||  ||  ||  ||  ||
|-
| Adventures of Cookie & Cream Original Name: Kuri Kuri Mix (JP/EU) ||  ||  ||  ||  ||
|-
| Adventures of Darwin Original Name: Simple 2000 Series Vol. 99: The Genshijin EU Name = Darwin ||  ||  ||  ||  ||
|-
| Adventures of Jimmy Neutron Boy Genius: Attack of the Twonkies,The ||  ||  ||  ||  ||
|-
| Æon Flux ||  ||  ||  ||  ||
|-
| Aero Dancing 4: New Generation (Japan)/Aero Elite: Combat Academy(USA) + "Sega The Best" Re-release (Japan) ||  ||  ||  ||  ||
|-
| Aerobics Revolution ||  ||  ||  ||  ||
|-
| AFL Live 2003 ||  ||  ||  ||  ||
|-
| AFL Live 2004 ||  ||  ||  ||  ||
|-
| AFL Live Premiership Edition ||  ||  ||  ||  ||
|-
| AFL Premiership 2005: The Official Game of the AFL Premiership ||  ||  ||  ||  ||
|-
| AFL Premiership 2006 ||  ||  ||  ||  ||
|-
| AFL Premiership 2007 ||  ||  ||  ||  ||
|-
| After... (Normal + LE Version) ||  ||  ||  ||  ||
|-
| Agassi Tennis Generation ||  ||  ||  ||  ||
|-
| Age of Empires II: The Age of Kings ||  ||  ||  ||  ||
|-
| Agent Collection (Set of GoldenEye: Rogue Agent + James Bond 007: Everything or Nothing) ||  ||  ||  ||  ||
|-
| Agent Hugo ||  ||  ||  ||  ||
|-
| Agent Hugo: Hula Holiday ||  ||  ||  ||  ||
|-
| Agent Hugo: Lemoon Twist ||  ||  ||  ||  ||
|-
| Agent Hugo: Roborumble ||  ||  ||  ||  ||
|-
| Aggressive Inline ||  ||  ||  ||  ||
|-
| AI Igo 2003 ||  ||  ||  ||  ||
|-
| AI Mahjong 2003 ||  ||  ||  ||  ||
|-
| AI Shogi 2003 ||  ||  ||  ||  ||
|-
| Aikagi + "Best Version" Re-Release ||  ||  ||  ||  ||
|-
| Air + "Best Version" Re-Release ||  ||  ||  ||  ||
|-
| Air Raid 3 ||  ||  ||  ||  ||
|-
| Air Ranger 2 Plus: Rescue Helicopter ||  ||  ||  ||  ||
|-
| Air Ranger 2: Rescue Helicopter + Reprint ||  ||  ||  ||  ||
|-
| Air Ranger: Rescue Helicopter + Reprint (JP) ||  ||  ||  ||  ||
|-
| AirBlade ||  ||  ||  ||  ||
|-
| Airborne Troops: Countdown to D-Day Just Airborne Troops in PAL Regions ||  ||  ||  ||  ||
|-
| AirForce Delta Strike Also known as AirForce Delta: Blue Wing Knights (JP) and Delta Strike (PAL Regions) ||  ||  ||  ||  ||
|-
| Aiyori Aoshi + LE + "SuperLite 2000" Re-release ||  ||  ||  ||  ||
|-
| Akagi: Yami ni Furitatta Tensai ||  ||  ||  ||  ||
|-
| Akai Ito + "SuperLite 2000 Adventure" Re-release ||  ||  ||  ||  ||
|-
| Akane Iro ni Somaru Saka: Parallel + LE ||  ||  ||  ||  ||
|-
| Akira Psycho Ball ||  ||  ||  ||  ||
|-
| Akudaikan + "Global The Best" Re-release ||  ||  ||  ||  ||
|-
| Akudaikan 2: Mousouden + "Global The Best" Re-release ||  ||  ||  ||  ||
|-
| Akudaikan 3 + "Global The Best" Re-release ||  ||  ||  ||  ||
|-
| Akumajou Dracula: Yami no Juin + "Konami the Best Re-release" (Known as Castlevania: Curse of Darkness in PAL Regions and the USA) ||  ||  ||  ||  ||
|-
| Alan Hansen's Sports Challenge ||  ||  ||  ||  ||
|-
| Alarm for Cobra 11: Hot Pursuit ||  ||  ||  ||  ||
|-
| Alex Ferguson's Player Manager 2001 aka " DSF Football Manager 2002 (Ger)" "Guy Roux Manager 2002 (FR)" ||  ||  ||  ||  ||
|-
| Alfa Romeo Racing Italiano ||  ||  ||  ||  ||
|-
| Alias ||  ||  ||  ||  ||
|-
| Alien Hominid ||  ||  ||  ||  ||
|-
| Aliens in the Attic ||  ||  ||  ||  ||
|-
| Aliens Versus Predator: Extinction ||  ||  ||  ||  ||
|-
| All Star Fighters in Japan known as " Simple 2000 Series Vol. 91: The All Star Kakutou" ||  ||  ||  ||  ||
|-
| All Star Pro-Wrestling ||  ||  ||  ||  ||
|-
| All Star Pro-Wrestling II ||  ||  ||  ||  ||
|-
| All Star Pro-Wrestling III ||  ||  ||  ||  ||
|-
| All-Star Baseball 2002 ||  ||  ||  ||  ||
|-
| All-Star Baseball 2003 ||  ||  ||  ||  ||
|-
| All-Star Baseball 2004 ||  ||  ||  ||  ||
|-
| All-Star Baseball 2005 ||  ||  ||  ||  ||
|-
| Alone in the Dark ||  ||  ||  ||  ||
|-
| Alone in the Dark: The New Nightmare ||  ||  ||  ||  ||
|-
| Alpine Racer 3 ||  ||  ||  ||  ||
|-
| Alpine Ski Racing 2007 ||  ||  ||  ||  ||
|-
| Alpine Skiing 2005 ||  ||  ||  ||  ||
|-
| Alter Echo ||  ||  ||  ||  ||
|-
| Altered Beast Original Name is "Jyuouki: Project Altered Beast" in Japan ||  ||  ||  ||  ||
|-
| Alvin and the Chipmunks ||  ||  ||  ||  ||
|-
| Amagami ||  ||  ||  ||  ||
|-
| Amagoushi no Yakata + "The Best Price" Re-Release ||  ||  ||  ||  ||
|-
| America Oudan Ultra-Quiz + "DigiCube Best Selection" Re-release ||  ||  ||  ||  ||
|-
| America's 10 Most Wanted (released in the US as Fugitive Hunter: War on Terror) ||  ||  ||  ||  ||
|-
| America's Army: Rise of a Soldier ||  ||  ||  ||  ||
|-
| American Arcade in PAL released as "Play It Pinball" ||  ||  ||  ||  ||
|-
| American Chopper ||  ||  ||  ||  ||
|-
| American Chopper 2: Full Throttle ||  ||  ||  ||  ||
|-
| American Idol Original Version was "Pop Idol" released in UK There are also other PAL Versions for (Ger) (Au) ||  ||  ||  ||  ||
|-
| American Pool II ||  ||  ||  ||  ||
|-
| AMF Xtreme Bowling Known as AMF Xtreme Bowling 2006 in PAL Regions ||  ||  ||  ||  ||
|-
| Amplitude ||  ||  ||  ||  ||
|-
| An American Tail ||  ||  ||  ||  ||
|-
| AND 1 Streetball There was also a Special Edition with the Games Soundtracked released in the USA ||  ||  ||  ||  ||
|-
| Angel Profile + "Best Hit Selection" Re-Release ||  ||  ||  ||  ||
|-
| Angel Wish ||  ||  ||  ||  ||
|-
| Angel's Feather + Limited Edition ||  ||  ||  ||  ||
|-
| Angel's Feather: Kuro no Zanei + Limited Edition ||  ||  ||  ||  ||
|-
| Angelic Concert + "Special Version" ||  ||  ||  ||  ||
|-
| Angelique Etoile /Premium Box + "Koei the Best" + Koei Teiban Series Re-Releases ||  ||  ||  ||  ||
|-
| Angelique Trois / Premium Box + "Koei Teiban Series" Re-release ||  ||  ||  ||  ||
|-
| Angelique Trois: Aizouhen / Limited Edition + "Koei the Best" + "Koei the Best Series" Re-releases ||  ||  ||  ||  ||
|-
| Animal Soccer World ||  ||  ||  ||  ||
|-
| Animaniacs: The Great Edgar Hunt ||  ||  ||  ||  ||
|-
| Anime Eikaiwa: 15 Shounen Hyouryuuhen ||  ||  ||  ||  ||
|-
| Anime Eikaiwa: Tondemo Nezumi Daikatsuyaku ||  ||  ||  ||  ||
|-
| Anime Eikaiwa: Totoi ||  ||  ||  ||  ||
|-
| Ant Bully, The ||  ||  ||  ||  ||
|-
| Antz Extreme Racing ||  ||  ||  ||  ||
|-
| Anubis II ||  ||  ||  ||  ||
|-
| Anubis: Zone of the Enders in PAL and US Regions just known as Zone of the Enders 2 ||  ||  ||  ||  ||
|-
| Anubis: Zone of the Enders Special Edition in PAL Known as "Zone of the Enders: The 2nd Runner Special Edition" + "Konami Dendou Selection" Re-Release ||  ||  ||  ||  ||
|-
| Anya Nisasayaku / "Special Edition" ||  ||  ||  ||  ||
|-
| Aoi no Mamade... / "Limited Edition" ||  ||  ||  ||  ||
|-
| Aoi no Tristia /Limited Edition + "The Best Price" Re-release ||  ||  ||  ||  ||
|-
| Aoi Sora no Neosphere ~Nanoca Flanka Hatsumei Koubouki 2~ /Limited Edition ||  ||  ||  ||  ||
|-
| Aoishiro / Limited Edition + ||  ||  ||  ||  ||
|-
| Aoitenryuu: The Arcade ||  ||  ||  ||  ||
|-
| Ape Escape 2 Original Name/Release "Saru! Get You! 2" in Japan ||  ||  ||  ||  ||
|-
| Ape Escape 3 Original Name/Release "Saru! Get You! 3" in Japan ||  ||  ||  ||  ||
|-
| Ape Escape: Pumped & Primed Original Name/Release "Gacha Mecha Stadium Saru Battle" (Japan) ||  ||  ||  ||  ||
|-
| Apocripha/0 + Limited Edition ||  ||  ||  ||  ||
|-
| Appleseed EX + Limited Edition ||  ||  ||  ||  ||
|-
| Aqua Aqua in PAL Regions known as "Aqua Aqua: Wetrix 2" ||  ||  ||  ||  ||
|-
| Aqua Kids ||  ||  ||  ||  ||
|-
| Aqua Teen Hunger Force Zombie Ninja Pro-Am ||  ||  ||  ||  ||
|-
| Ar tonelico II: Melody of MetafalicaOriginal Release/Name "Ar tonelico II: Sekai ni Hibiku Shoujo Tachi no Metafalica" + Rereleases in Japan ||  ||  ||  ||  ||
|-
| Ar tonelico: Melody of Elemia Original Release/Name "Ar tonelico: Sekai no Owari de Utai Tsudzukeru Shoujo" + "Best" Re-release (Japan) ||  ||  ||  ||  ||
|-
| Arabians Lost: The Engagement on Desert ||  ||  ||  ||  ||
|-
| Arc the Lad: End of Darkness Original Release/Name: "Arc the Lad: Generation (Japan) " ||  ||  ||  ||  ||
|-
| Arc the Lad: Twilight of the Spirits Original Release/Name: "Arc the Lad: Seirei no Koukon (Japan) " ||  ||  ||  ||  ||
|-
| Arcade Classics Volume One ||  ||  ||  ||  ||
|-
| Arcade USA ||  ||  ||  ||  ||
|-
| Arcana Heart + "AQ The Best" Re-Release in Japan ||  ||  ||  ||  ||
|-
| Arcobaleno! + Limited Edition Release ||  ||  ||  ||  ||
|-
| Arctic Thunder ||  ||  ||  ||  ||
|-
| Are You Smarter Than a 5th Grader: Make the Grade ||  ||  ||  ||  ||
|-
| Area 51 ||  ||  ||  ||  ||
|-
| Arena Football ||  ||  ||  ||  ||
|-
| Arena Football: Road to Glory ||  ||  ||  ||  ||
|-
| Argus no Senshi Known in the USA and PAL Regions as "Rygar: The Legendary Adventure " ||  ||  ||  ||  ||
|-
| Aria: The Natural ~Tooi Yume no Mirage~ + LE and "Alchemist the Best" Re-Release ||  ||  ||  ||  ||
|-
| Aria: The Origination ~Aoi Hoshi no El Cielo~ + LE and "Alchemist the Best" Re-Release ||  ||  ||  ||  ||
|-
| Armored Core 2 + "Playstation 2 The Best" Rerelease (Japan) ||  ||  ||  ||  ||
|-
| Armored Core 2: Another Age + "Playstation 2 The Best" Rerelease (Japan) ||  ||  ||  ||  ||
|-
| Armored Core 3 + "Playstation 2 The Best" Rerelease (Japan) ||  ||  ||  ||  ||
|-
| Armored Core 3: Silent Line + "Playstation 2 The Best" Rerelease (Japan) ||  ||  ||  ||  ||
|-
| Armored Core: Formula Front ||  ||  ||  ||  ||
|-
| Armored Core: Last Raven + "Playstation 2 The Best" Rerelease (Japan) ||  ||  ||  ||  ||
|-
| Armored Core: Nexus + "Playstation 2 The Best" Rerelease (Japan) ||  ||  ||  ||  ||
|-
| Armored Core: Nine Breaker ||  ||  ||  ||  ||
|-
| Army Men: Air Attack 2 in PAL Regions known as "Army Men: Air Attack - Blade's Revenge" ||  ||  ||  ||  ||
|-
| Army Men: Green Rogue ||  ||  ||  ||  ||
|-
| Army Men: Major Malfunction ||  ||  ||  ||  ||
|-
| Army Men: RTS known in Japan as " Totsugeki! Army Men: Shijou Saishou no Sakusen" ||  ||  ||  ||  ||
|-
| Army Men: Sarge's Heroes 2 ||  ||  ||  ||  ||
|-
| Army Men: Sarge's War ||  ||  ||  ||  ||
|-
| Army Men: Soldiers of Misfortune ||  ||  ||  ||  ||
|-
| Art of Fighting Anthology Original Release /Name is "Ryuuko no Ken: Ten-Chi-Jin (NeoGeo Online Collection Vol. 4) " in Japan ||  ||  ||  ||  ||
|-
| Arthur and the Invisibles ||  ||  ||  ||  ||
|-
| Ashita no Joe 2: The Anime Super Remix ||  ||  ||  ||  ||
|-
| Ashita no Joe Touchi: Typing Namida Hashi ||  ||  ||  ||  ||
|-
| Ashita no Joe: Masshiro ni Moe Tsukiro! + "Konami the Best" Rerelease ||  ||  ||  ||  ||
|-
| Asobi ni Iku Yo! + Limited Edition ||  ||  ||  ||  ||
|-
| Assault Suits Valken Original Release/Name " Juusou Kihei Valken" (Japan) ||  ||  ||  ||  ||
|-
| Asterix & Obelix XXL in the USA known as "Asterix & Obelix: Kick Buttix" ||  ||  ||  ||  ||
|-
| Asterix & Obelix XXL2: Mission: Las Vegum ||  ||  ||  ||  ||
|-
| Asterix at the Olympic Games ||  ||  ||  ||  ||
|-
| Astro Boy: Tetsuwan Atom in PAL Regions and the USA simply known as "Astro Boy" ||  ||  ||  ||  ||
|-
| Astro Boy: The Video Game ||  ||  ||  ||  ||
|-
| Astro Kyuudan: Kessen!! Victory Kyuudanhen ||  || ||  ||  ||
|-
| At the Races Presents Gallop Racer Originalrelease: Gallop Racer 6: Revolution (Japan) also released in US as "Gallop Racer 2003: A New Breed" ||  ||  ||  ||  ||
|-
| Atari Anthology ||  ||  ||  ||  ||
|-
| Atelier Iris 2: The Azoth of Destiny Original Release/Name: "Iris no Atelier: Eternal Mana 2" (Japan) ||  ||  ||  || ||
|-
| Atelier Iris 3: Grand Phantasm Original Release/Name: Iris no Atelier: Grand Fantasm (Japan) ||  ||  ||  ||  ||
|-
| Atelier Iris: Eternal Mana Original Release/Name: "Iris no Atelier: Eternal Mana" (Japan) ||  ||  ||  ||  ||
|-
| Atelier Marie + Elie + Limited Edition ||  ||  ||  ||  ||
|-
| Athens 2004 + "Platinum" Re-release in PAL/EU ||  ||  ||  ||  ||
|-
| Atlantis III: The New World ||  ||  ||  ||  ||
|-
| ATV Offroad Fury + Greatest Hits Re-Release in the USA ||  ||  ||  ||  ||
|-
| ATV Offroad Fury 2 + Greatest Hits Re-Release in the USA ||  ||  ||  ||  ||
|-
| ATV Offroad Fury 3 + Greatest Hits Re-Release in the USA ||  ||  ||  ||  ||
|-
| ATV Offroad Fury 4 + Greatest Hits Re-Release in the USA ||  ||  ||  ||  ||
|-
| ATV Quad Power Racing 2 ||  ||  ||  ||  ||
|-
| Austin Mini Racing ||  ||  ||  ||  ||
|-
| Australian Idol Sing ||  ||  ||  ||  ||
|-
| Auto Modellista Enhanced Version released in USA and later Japan as well "Auto Modellista: U.S.-Tuned" ||  ||  ||  ||  ||
|-
| Auto Modellista: U.S.-Tuned ||  ||  ||  ||  ||
|-
| Autobahn Raser: Police Madness Released in UK first as "London Racer Police Madness" in France as "Paris-Marseille Racing : Police Madness" ||  ||  ||  ||  ||
|-
| Autobahn Raser IV ||  ||  ||  ||  ||
|-
| Autobahn Raser: Das Spiel zum Film ||  ||  ||  ||  ||
|-
| Autobahn Raser: Destruction Madness Released in UK first as "London Racer Destruction Madness" in France as "Paris-Marseille Racing : Destruction Madness" ||  ||  ||  ||  ||
|-
| Autobahn Raser: World Challenge Released in UK first as "London Racer: World Challenge" in France as "Paris-Marseille Racing : Edition Tour du Monde" ||  ||  ||  ||  ||
|-
| Avatar - The Last Airbender: Into the Inferno ||  ||  ||  ||  ||
|-
| Avatar: The Last Airbender known as "Avatar: The Legend of Aang" in PAL Regions + Greatest Hits Re-Release (USA) ||  ||  ||  ||  ||
|-
| Avatar: The Last Airbender: The Burning Earth known as Avatar: The Legend of Aang: The Burning Earth in PAL Regions ||  ||  ||  ||  ||
|-
| Ayaka Shibito + Limited Edition and "Best Selection" Re-Release ||  ||  ||  ||  ||
|-
| Azumi the Game got re-released as part of the D3 Simple Series Budget Games under the Name "Simple 2000 Series Ultimate Vol. 32: Azumi" ||  ||  ||  ||  ||
|-
| Azur & Asmar ||  ||  ||  ||  ||
|-
|}
==== B ====
{| border="1" cellspacing="0" cellpadding="5" border="#999" class="wikitable" style="border:1px solid #999; border-collapse: collapse;"
|- bgcolor="#cccccc"
! Title !! ps2<br />emu !! ps2<br />gxemu !! ps2<br />softemu !! Other !! Notes
|-
| B-Boy ||  ||  ||  ||  ||
|-
| Babe ||  ||  ||  ||  ||
|-
| Backyard Baseball ||  ||  ||  ||  ||
|-
| Backyard Baseball '09 ||  ||  ||  ||  ||
|-
| Backyard Baseball '10 ||  ||  ||  ||  ||
|-
| Backyard Basketball ||  ||  ||  ||  ||
|-
| Backyard Football '08 ||  ||  ||  ||  ||
|-
| Backyard Football 2006 ||  ||  ||  ||  ||
|-
| Backyard Football 2009 ||  ||  ||  ||  ||
|-
| Backyard Football 2010 ||  ||  ||  ||  ||
|-
| Backyard Sports Baseball 2007 ||  ||  ||  ||  ||
|-
| Backyard Sports Basketball 2007 ||  ||  ||  ||  ||
|-
| Backyard Wrestling 2: There Goes the Neighborhood ||  ||  ||  ||  ||
|-
| Backyard Wrestling: Don't Try This at Home ||  ||  ||  ||  ||
|-
| Bad Boys II in the USA released as Bad Boys: Miami Takedown ||  ||  ||  ||  ||
|-
| Bakushou! Jinsei Kaimichi ||  ||  ||  ||  ||
|-
| Baldur's Gate: Dark Alliance ||  ||  ||  ||  ||
|-
| Baldur's Gate: Dark Alliance II ||  ||  ||  ||  ||
|-
| Bakufu Slash!!Kizna Arashi ||  ||  ||  ||  ||
|-
| Barbarian ||  ||  ||  ||  ||
|-
| Barbie Horse Adventures: Wild Horse Rescue ||  ||  ||  ||  ||
|-
| The Bard's Tale ||  ||  ||  ||  ||
|-
| Barnyard ||  ||  ||  ||  ||
|-
| Bass Strike ||  ||  ||  ||  ||
|-
| Batman Begins ||  ||  ||  ||  ||
|-
| Batman: Rise of Sin Tzu ||  ||  ||  ||  ||
|-
| Batman Vengeance ||  ||  ||  ||  ||
|-
| Battle Engine Aquila ||  ||  ||  ||  ||
|-
| Battlefield 2: Modern Combat ||  ||  ||  ||  ||
|-
| Battle Stadium D.O.N ||  ||  ||  ||  ||
|-
| Battlestar Galactica ||  ||  ||  ||  ||
|-
| BCV: Battle Construction Vehicles ||  ||  ||  ||  ||
|-
| Beat Down: Fists of Vengeance ||  ||  ||  ||  ||
|-
| Beatmania ||  ||  ||  ||  ||
|-
| Beatmania IIDX 3rd Style ||  ||  ||  ||  ||
|-
| Beatmania IIDX 4th Style: New Songs Collection ||  ||  ||  ||  ||
|-
| Beatmania IIDX 5th Style: New Songs Collection ||  ||  ||  ||  ||
|-
| Beatmania IIDX 6th Style: New Songs Collection ||  ||  ||  ||  ||
|-
| Beatmania IIDX 7th Style ||  ||  ||  ||  ||
|-
| Beatmania IIDX 8th Style ||  ||  ||  ||  ||
|-
| Beatmania IIDX 9th Style ||  ||  ||  ||  ||
|-
| Beatmania IIDX 10th Style ||  ||  ||  ||  ||
|-
| Beatmania IIDX 11: IIDX RED ||  ||  ||  ||  ||
|-
| Beatmania IIDX 12: Happy Sky ||  ||  ||  ||  ||
|-
| Beatmania IIDX 13: Distorted ||  ||  ||  ||  ||
|-
| Beatmania IIDX 14: Gold ||  ||  ||  ||  ||
|-
| Beatmania IIDX 15: DJ Troopers ||  ||  ||  ||  ||
|-
| Beatmania IIDX 16: Empress + Premium Best ||  ||  ||  ||  ||
|-
| Berserk: Millennium Falcon Hen Seima Senki no Sh? ||  ||  ||  ||  ||
|-
| Beyond Good and Evil ||  ||  ||  ||  ||
|-
| The Bible Game ||  ||  ||  ||  ||
|-
| Big Mutha Truckers ||  ||  ||  ||  ||
|-
| Big Mutha Truckers 2 ||  ||  ||  ||  ||
|-
| Bionicle Heroes ||  ||  ||  ||  ||
|-
| Bionicle: The Game ||  ||  ||  ||  ||
|-
| Black ||  ||  ||  ||  ||
|-
| Black & Bruised ||  ||  ||  ||  ||
|-
| Black Cat:Kikai Shikake no Tenshi ||  ||  ||  ||  ||
|-
| Black Market Bowling ||  ||  ||  ||  ||
|-
| Blade II ||  ||  ||  ||  ||
|-
| Bleach: Blade Battlers ||  ||  ||  ||  ||
|-
| Bleach: Blade Battlers 2 ||  ||  ||  ||  ||
|-
| Bleach: Erabareshi Tamashii ||  ||  ||  ||  ||
|-
| Bleach: Hanatareshi Yabou ||  ||  ||  ||  ||
|-
| Blitz: The League ||  ||  ||  ||  ||
|-
| Blood Omen 2 ||  ||  ||  ||  ||
|-
| Blood+: One Night Kiss ||  ||  ||  ||  ||
|-
| Blood: The Last Vampire - First Volume ||  ||  ||  ||  ||
|-
| Blood: The Last Vampire - Last Volume ||  ||  ||  ||  ||
|-
| Blood Will Tell ||  ||  ||  ||  ||
|-
| BloodRayne ||  ||  ||  ||  ||
|-
| BloodRayne 2 ||  ||  ||  ||  ||
|-
| Bloody Roar 3 ||  ||  ||  ||  ||
|-
| Bloody Roar 4 ||  ||  ||  ||  ||
|-
| BlowOut ||  ||  ||  ||  ||
|-
| BMX XXX ||  ||  ||  ||  ||
|-
| Bobobo-bo Bo-bobo Atsumare! Taikan Bo-bobo ||  ||  ||  ||  ||
|-
| Bobobo-bo Bo-bobo Hajike Matsuri ||  ||  ||  ||  ||
|-
| Bode Miller Alpine Skiing ||  ||  ||  ||  ||
|-
| Boku no Natsu Yasumi 2 ||  ||  ||  ||  ||
|-
| Bombastic ||  ||  ||  ||  ||
|-
| Bomberman Hardball ||  ||  ||  ||  ||
|-
| Bomberman Jetters ||  ||  ||  ||  ||
|-
| Bomberman Land 2 ||  ||  ||  ||  ||
|-
| Bomberman Kart ||  ||  ||  ||  ||
|-
| Bouken Jidai Katsugeki: Goemon ||  ||  ||  ||  ||
|-
| The Bouncer ||  ||  ||  ||  ||
|-
| Boxing Champions ||  ||  ||  ||  ||
|-
| Bratz: Forever Diamondz ||  ||  ||  ||  ||
|-
| Bratz: Rock Angelz ||  ||  ||  ||  ||
|-
| Brave: The Search for Spirit Dancer ||  ||  ||  ||  ||
|-
| Bravo Music: Chou-Meikyokuban ||  ||  ||  ||  ||
|-
| Bravo Music: Christmas Edition ||  ||  ||  ||  ||
|-
| Breath of Fire: Dragon Quarter ||  ||  ||  ||  ||
|-
| Brian Lara International Cricket 2005 ||  ||  ||  ||  ||
|-
| Brian Lara International Cricket 2007 ||  ||  ||  ||  ||
|-
| Britney's Dance Beat ||  ||  ||  ||  ||
|-
| Broken Sword: The Sleeping Dragon ||  ||  ||  ||  ||
|-
| Brothers in Arms: Earned in Blood ||  ||  ||  ||  ||
|-
| Brothers In Arms: Road to Hill 30 ||  ||  ||  ||  ||
|-
| Buffy the Vampire Slayer: Chaos Bleeds ||  ||  ||  ||  ||
|-
| Bujingai: The Forsaken City ||  ||  ||  ||  ||
|-
| Bully (Canis Canem Edit in Europe/Australia) ||  ||  ||  ||  ||
|-
| Burnout ||  ||  ||  ||  ||
|-
| Burnout 2: Point of Impact ||  ||  ||  ||  ||
|-
| Burnout 3: Takedown ||  ||  ||  ||  ||
|-
| Burnout Revenge ||  ||  ||  ||  ||
|-
| Burnout Dominator ||  ||  ||  ||  ||
|-
| Busou Renkin: Yokosu Papillon Park e ||  ||  ||  ||  ||
|-
| Bust-A-Bloc ||  ||  ||  ||  ||
|-
| Butt-Ugly Martians: Zoom or Doom ||  ||  ||  ||  ||
|-
| Buzz! Junior: Jungle Party ||  ||  ||  ||  ||
|-
| Buzz! Junior: Monster Rumble ||  ||  ||  ||  ||
|-
| Buzz! The Big Quiz ||  ||  ||  ||  ||
|-
| Buzz! The Hollywood Quiz ||  ||  ||  ||  ||
|-
| Buzz! The Mega Quiz ||  ||  ||  ||  ||
|-
| Buzz! The Music Quiz ||  ||  ||  ||  ||
|-
| Buzz! The Sports Quiz ||  ||  ||  ||  ||
|-
|}
==== C ====
{| border="1" cellspacing="0" cellpadding="5" border="#999" class="wikitable" style="border:1px solid #999; border-collapse: collapse;"
|- bgcolor="#cccccc"
! Title !! ps2<br />emu !! ps2<br />gxemu !! ps2<br />softemu !! Other !! Notes
|-
| Cabela's African Safari ||  ||  ||  ||  ||
|-
| Cabela's Alaskan Adventure ||  ||  ||  ||  ||
|-
| Cabela's Big Game Hunter (2002) ||  ||  ||  ||  ||
|-
| Cabela's Big Game Hunter (2007) ||  ||  ||  ||  ||
|-
| Cabela's Big Game Hunter 2005 Adventures ||  ||  ||  ||  ||
|-
| Cabela's Dangerous Hunts ||  ||  ||  ||  ||
|-
| Cabela's Dangerous Hunts 2 ||  ||  ||  ||  ||
|-
| Cabela's Dangerous Hunts 2009 ||  ||  ||  ||  ||
|-
| Cabela's Legendary Adventures ||  ||  ||  ||  ||
|-
| Cabela's Monster Bass ||  ||  ||  ||  ||
|-
| Cabela's Outdoor Adventures ||  ||  ||  ||  ||
|-
| Cabela's Trophy Bucks ||  ||  ||  ||  ||
|-
| Call of Duty: Finest Hour ||  ||  ||  ||  ||
|-
| Call of Duty 2: Big Red One ||  ||  ||  ||  ||
|-
| Call of Duty 3 ||  ||  ||  ||  ||
|-
| Call of Duty: World at War: Final Fronts ||  ||  ||  ||  ||
|-
| Capcom Classics Collection ||  ||  ||  ||  ||
|-
| Capcom Classics Collection Vol. 2 ||  ||  ||  ||  ||
|-
| Capcom Fighting Evolution ||  ||  ||  ||  ||
|-
| Captain Tsubasa ||  ||  ||  ||  ||
|-
| Carmen Sandiego: The Secret of the Stolen Drums ||  ||  ||  ||  ||
|-
| Cars ||  ||  ||  ||  ||
|-
| Cars Mater-National ||  ||  ||  ||  ||
|-
| Cars Race-O-Rama ||  ||  ||  ||  ||
|-
| CART Fury ||  ||  ||  ||  ||
|-
| Cartoon Network Racing ||  ||  ||  ||  ||
|-
| Castle Shikigami 2 ||  ||  ||  ||  ||
|-
| Shikigami no Shiro 2JP ||  ||  ||  ||  ||
|-
| Castlevania: Curse of Darkness ||  ||  ||  ||  ||
|-
| Castlevania: Lament of Innocence ||  ||  ||  ||  ||
|-
| Catwoman ||  ||  ||  ||  ||
|-
| Cel Damage Overdrive ||  ||  ||  ||  ||
|-
| Celebrity Deathmatch ||  ||  ||  ||  ||
|-
| Centre Court Hard Hitter ||  ||  ||  ||  ||
|-
| Champions of Norrath: Realms of Everquest ||  ||  ||  ||  ||
|-
| Champions: Return to Arms ||  ||  ||  ||  ||
|-
| Championship Manager 2006 ||  ||  ||  ||  ||
|-
| Championship Manager 2007 ||  ||  ||  ||  ||
|-
| Championship Manager 5 ||  ||  ||  ||  ||
|-
| Charlie and the Chocolate Factory ||  ||  ||  ||  ||
|-
| Charlie's Angels ||  ||  ||  ||  ||
|-
| Chaos Legion ||  ||  ||  ||  ||
|-
| The Chronicles of Narnia: The Lion, the Witch and the Wardrobe ||  ||  ||  ||  ||
|-
| Chessmaster ||  ||  ||  ||  ||
|-
| ChoroQ ||  ||  ||  ||  ||
|-
| Chulip ||  ||  ||  ||  ||
|-
| C.I.D 925: An Ordinary Life ||  ||  ||  ||  ||
|-
| Circus Maximus: Chariot Wars ||  ||  ||  ||  ||
|-
| City Crisis ||  ||  ||  ||  ||
|-
| Clannad ||  ||  ||  ||  ||
|-
| Clever Kids-Dino Land ||  ||  ||  ||  ||
|-
| Clever Kids-Pony World ||  ||  ||  ||  ||
|-
| Clock Tower 3 ||  ||  ||  ||  ||
|-
| Club Football AC Milan 2005 ||  ||  ||  ||  ||
|-
| Club Football Barcelona 2005 ||  ||  ||  ||  ||
|-
| Club Football Birmingham City 2005 ||  ||  ||  ||  ||
|-
| CMT Presents: Karaoke Revolution Country ||  ||  ||  ||  ||
|-
| Cocoto Platform Jumper ||  ||  ||  ||  ||
|-
| Code Age Commanders ||  ||  ||  ||  ||
|-
| Code Lyoko: Quest for Infinity ||  ||  ||  ||  ||
|-
| Code of the Samurai ||  ||  ||  ||  ||
|-
| Cold Fear ||  ||  ||  ||  ||
|-
| Cold Winter ||  ||  ||  ||  ||
|-
| Colin McRae Rally 3 ||  ||  ||  ||  ||
|-
| Colin McRae Rally 04 ||  ||  ||  ||  ||
|-
| Colin McRae Rally 2005 ||  ||  ||  ||  ||
|-
| College Hoops 2K6 ||  ||  ||  ||  ||
|-
| College Hoops 2K7 ||  ||  ||  ||  ||
|-
| College Hoops 2K8 ||  ||  ||  ||  ||
|-
| Coloball 2002 ||  ||  ||  ||  ||
|-
| Colosseum: Road to Freedom ||  ||  ||  ||  ||
|-
| Combat Elite: WWII Paratroopers ||  ||  ||  ||  ||
|-
| Commandos: Strike Force ||  ||  ||  ||  ||
|-
| Commandos 2: Men of Courage ||  ||  ||  ||  ||
|-
| Conflict: Desert Storm ||  ||  ||  ||  ||
|-
| Conflict: Desert Storm II: Back to Baghdad ||  ||  ||  ||  ||
|-
| Conflict: Vietnam ||  ||  ||  ||  ||
|-
| Conflict Zone ||  ||  ||  ||  ||
|-
| Constantine ||  ||  ||  ||  ||
|-
| Contra: Shattered Soldier ||  ||  ||  ||  ||
|-
| Convenience Store Manager 3 ||  ||  ||  ||  ||
|-
| Corvette ||  ||  ||  ||  ||
|-
| Cookie and Cream ||  ||  ||  ||  ||
|-
| Coraline ||  ||  ||  ||  ||
|-
| Cowboy Bebop ||  ||  ||  ||  ||
|-
| Crash Bandicoot: The Wrath of Cortex ||  ||  ||  ||  ||
|-
| Crash Nitro Kart ||  ||  ||  ||  ||
|-
| Crash Tag Team Racing ||  ||  ||  ||  ||
|-
| Crash Twinsanity ||  ||  ||  ||  ||
|-
| Crash of the Titans ||  ||  ||  ||  ||
|-
| Crash: Mind Over Mutant ||  ||  ||  ||  ||
|-
| Crash 'N' Burn ||  ||  ||  ||  ||
|-
| Crazy Frog Racer ||  ||  ||  ||  ||
|-
| Crazy Frog Racer 2 ||  ||  ||  ||  ||
|-
| Crazy Taxi ||  ||  ||  ||  ||
|-
| Crescent Suzuki Racing: Superbikes and Supersides ||  ||  ||  ||  ||
|-
| Cricket ||  ||  ||  ||  ||
|-
| Crime Life: Gang Wars ||  ||  ||  ||  ||
|-
| Crimson Sea 2 ||  ||  ||  ||  ||
|-
| Crimson Tears ||  ||  ||  ||  ||
|-
| Critical Velocity ||  ||  ||  ||  ||
|-
| Cross Channel: To All People ||  ||  ||  ||  ||
|-
| Crouching Tiger, Hidden Dragon ||  ||  ||  ||  ||
|-
| Crusty Demons ||  ||  ||  ||  ||
|-
| Crystal Zone ||  ||  ||  ||  ||
|-
| CSI: 3 Dimensions of Murder ||  ||  ||  ||  ||
|-
| Cue Academy ||  ||  ||  ||  ||
|-
| Culdcept ||  ||  ||  ||  ||
|-
| Curious George ||  ||  ||  ||  ||
|-
| Cyber Mahjong ||  ||  ||  ||  ||
|-
| Cyclone Circus ||  ||  ||  ||  ||
|-
| Cy Girls ||  ||  ||  ||  ||
|-
|}
==== D ====
{| border="1" cellspacing="0" cellpadding="5" border="#999" class="wikitable" style="border:1px solid #999; border-collapse: collapse;"
|- bgcolor="#cccccc"
! Title !! ps2<br />emu !! ps2<br />gxemu !! ps2<br />softemu !! Other !! Notes
|-
| D1 Grand Prix ||  ||  ||  ||  ||
|-
| Daemon Summoner ||  ||  ||  ||  ||
|-
| Dakar 2: The World's Ultimate Rally ||  ||  ||  ||  ||
|-
| Dance Dance Revolution Disney Channel Edition ||  ||  ||  ||  ||
|-
| Dance Dance Revolution Extreme ||  ||  ||  ||  ||
|-
| Dance Dance Revolution Extreme ||  ||  ||  ||  ||
|-
| Dance Dance Revolution Extreme 2 ||  ||  ||  ||  ||
|-
| Dance Dance Revolution Party Collection ||  ||  ||  ||  ||
|-
| Dance Dance Revolution Strike ||  ||  ||  ||  ||
|-
| Dance Dance Revolution SuperNova ||  ||  ||  ||  ||
|-
| Dance Dance Revolution SuperNova ||  ||  ||  ||  ||
|-
| Dance Dance Revolution SuperNova 2 ||  ||  ||  ||  ||
|-
| Dance Dance Revolution SuperNova 2 ||  ||  ||  ||  ||
|-
| Dance Dance Revolution X ||  ||  ||  ||  ||
|-
| Dance Factory ||  ||  ||  ||  ||
|-
| Dance: UK ||  ||  ||  ||  ||
|-
| Dancing Stage Fever ||  ||  ||  ||  ||
|-
| Dancing Stage Fusion ||  ||  ||  ||  ||
|-
| Dancing Stage Max ||  ||  ||  ||  ||
|-
| Dancing Stage MegaMix ||  ||  ||  ||  ||
|-
| Dancing Stage SuperNova ||  ||  ||  ||  ||
|-
| Dancing Stage SuperNova 2 ||  ||  ||  ||  ||
|-
| Dark Angel: Vampire Apocalypse ||  ||  ||  ||  ||
|-
| Dark Cloud ||  ||  ||  ||  ||
|-
| Dark Cloud 2 ||  ||  ||  ||  ||
|-
| Dark Summit ||  ||  ||  ||  ||
|-
| Darkwatch ||  ||  ||  ||  ||
|-
| Dave Mirra Freestyle BMX 2 ||  ||  ||  ||  ||
|-
| The Da Vinci Code ||  ||  ||  ||  ||
|-
| DDR Festival Dance Dance Revolution ||  ||  ||  ||  ||
|-
| DDRMAX Dance Dance Revolution ||  ||  ||  ||  ||
|-
| DDRMAX Dance Dance Revolution 6thMix ||  ||  ||  ||  ||
|-
| DDRMAX2 Dance Dance Revolution ||  ||  ||  ||  ||
|-
| DDRMAX2 Dance Dance Revolution 7thMix ||  ||  ||  ||  ||
|-
| Dead or Alive 2: Hardcore ||  ||  ||  ||  ||
|-
| Dead Rush ||  ||  ||  ||  ||
|-
| Dead To Rights ||  ||  ||  ||  ||
|-
| Dead To Rights II ||  ||  ||  ||  ||
|-
| Deadly Strike ||  ||  ||  ||  ||
|-
| Death by Degrees ||  ||  ||  ||  ||
|-
| Def Jam Fight for NY ||  ||  ||  ||  ||
|-
| Def Jam Vendetta ||  ||  ||  ||  ||
|-
| Defender ||  ||  ||  ||  ||
|-
| Delta Force: Black Hawk Down ||  ||  ||  ||  ||
|-
| Delta Force: Black Hawk Down: Team Sabre ||  ||  ||  ||  ||
|-
| Densha de go! Professional 2 ||  ||  ||  ||  ||
|-
| Densha de go! Final ||  ||  ||  ||  ||
|-
| Destroy All Humans! ||  ||  ||  ||  ||
|-
| Destroy All Humans! 2 ||  ||  ||  ||  ||
|-
| Destruction Derby Arenas ||  ||  ||  ||  ||
|-
| Deus Ex: The Conspiracy ||  ||  ||  ||  ||
|-
| Devil Kings ||  ||  ||  ||  ||
|-
| Devil May Cry ||  ||  ||  ||  ||
|-
| Devil May Cry 2 ||  ||  ||  ||  ||
|-
| Devil May Cry 3: Dante's Awakening ||  ||  ||  ||  ||
|-
| Devil May Cry 3: Special Edition ||  ||  ||  ||  ||
|-
| Digimon Rumble Arena 2 ||  ||  ||  ||  ||
|-
| Digimon World 4 ||  ||  ||  ||  ||
|-
| Dino Stalker ||  ||  ||  ||  ||
|-
| Dirge of Cerberus: Final Fantasy VII ||  ||  ||  ||  ||
|-
| Dirttrack Devils ||  ||  ||  ||  ||
|-
| Disaster Report ||  ||  ||  ||  ||
|-
| Disaster Report 2 ||  ||  ||  ||  ||
|-
| Disgaea: Hour of Darkness ||  ||  ||  ||  ||
|-
| Disgaea 2: Cursed Memories ||  ||  ||  ||  ||
|-
| Disney's Extreme Skate Adventure ||  ||  ||  ||  ||
|-
| Disney Golf ||  ||  ||  ||  ||
|-
| DNA Dark Native Apostle ||  ||  ||  ||  ||
|-
| DoDonPachi Dai Ou Jou ||  ||  ||  ||  ||
|-
| Dog's Life ||  ||  ||  ||  ||
|-
| Dora the Explorer: Journey to the Purple Planet ||  ||  ||  ||  ||
|-
| Downforce ||  ||  ||  ||  ||
|-
| Downhill Domination ||  ||  ||  ||  ||
|-
| Dragon Ball Z: Budokai ||  ||  ||  ||  ||
|-
| Dragon Ball Z: Budokai 2 ||  ||  ||  ||  ||
|-
| Dragon Ball Z: Budokai 3 ||  ||  ||  ||  ||
|-
| Dragon Ball Z: Budokai Tenkaichi ||  ||  ||  ||  ||
|-
| Dragon Ball Z: Budokai Tenkaichi 2 ||  ||  ||  ||  ||
|-
| Dragon Ball Z: Budokai Tenkaichi 3 ||  ||  ||  ||  ||
|-
| Dragon Ball Z: Infinite World ||  ||  ||  ||  ||
|-
| Dragon Ball Z: Sagas ||  ||  ||  ||  ||
|-
| Dragon Quest and Final Fantasy In Itadaki Street Special ||  ||  ||  ||  ||
|-
| Dragon Quest V: Bride of the Sky ||  ||  ||  ||  ||
|-
| Dragon Quest VIII: Journey of the Cursed King ||  ||  ||  ||  ||
|-
| Dragon Quest Yangus ||  ||  ||  ||  ||
|-
| Dragon's Lair 3D: Return to the Lair ||  ||  ||  ||  ||
|-
| Drakan: The Ancients' Gates ||  ||  ||  ||  ||
|-
| Drakengard ||  ||  ||  ||  ||
|-
| Drakengard 2 ||  ||  ||  ||  ||
|-
| DreamMix TV World Fighters ||  ||  ||  ||  ||
|-
| DRIV3R ||  ||  ||  ||  ||
|-
| Driver: Parallel Lines ||  ||  ||  ||  ||
|-
| Driven ||  ||  ||  ||  ||
|-
| Driven to Destruction ||  ||  ||  ||  ||
|-
| Driving Emotion Type-S ||  ||  ||  ||  ||
|-
| Dr. Muto ||  ||  ||  ||  ||
|-
| Drome Racers ||  ||  ||  ||  ||
|-
| Dropship: United Peace Force ||  ||  ||  ||  ||
|-
| DrumMania ||  ||  ||  ||  ||
|-
| DT Racer ||  ||  ||  ||  ||
|-
| Dual Hearts ||  ||  ||  ||  ||
|-
| Duel Masters ||  ||  ||  ||  ||
|-
| The Dukes of Hazzard: Return of the General Lee ||  ||  ||  ||  ||
|-
| Dynasty Tactics ||  ||  ||  ||  ||
|-
| Dynasty Tactics 2 ||  ||  ||  ||  ||
|-
| Dynasty Warriors 2 ||  ||  ||  ||  ||
|-
| Dynasty Warriors 3 ||  ||  ||  ||  ||
|-
| Dynasty Warriors 3: Xtreme Legends ||  ||  ||  ||  ||
|-
| Dynasty Warriors 4 ||  ||  ||  ||  ||
|-
| Dynasty Warriors 4: Empires ||  ||  ||  ||  ||
|-
| Dynasty Warriors 4: Xtreme Legends ||  ||  ||  ||  ||
|-
| Dynasty Warriors 5 ||  ||  ||  ||  ||
|-
| Dynasty Warriors 5: Empires ||  ||  ||  ||  ||
|-
| Dynasty Warriors 5: Xtreme Legends ||  ||  ||  ||  ||
|-
| Dynasty Warriors 6 ||  ||  ||  ||  ||
|-
| Dynasty Warriors: Gundam ||  ||  ||  ||  ||
|-
| Dynasty Warriors: Gundam 2 ||  ||  ||  ||  ||
|-
|}
==== E ====
{| border="1" cellspacing="0" cellpadding="5" border="#999" class="wikitable" style="border:1px solid #999; border-collapse: collapse;"
|- bgcolor="#cccccc"
! Title !! ps2<br />emu !! ps2<br />gxemu !! ps2<br />softemu !! Other !! Notes
|-
| Eagle Eye Golf ||  ||  ||  ||  ||
|-
| Ecco the Dolphin: Defender of the Future ||  ||  ||  ||  ||
|-
| Echo Night: Beyond ||  ||  ||  ||  ||
|-
| Ed, Edd n Eddy: The Mis-Edventures ||  ||  ||  ||  ||
|-
| eJay Clubworld ||  ||  ||  ||  ||
|-
| Endonesia ||  ||  ||  ||  ||
|-
| Energy Airforce ||  ||  ||  ||  ||
|-
| Energy Airforce Aim Strike! ||  ||  ||  ||  ||
|-
| Enter the Matrix ||  ||  ||  ||  ||
|-
| Enthusia Professional Racing ||  ||  ||  ||  ||
|-
| Ephemeral Fantasia ||  ||  ||  ||  ||
|-
| Eragon ||  ||  ||  ||  ||
|-
| Escape from Monkey Island ||  ||  ||  ||  ||
|-
| Ethan Nelson's Adventure through Time and Space ||  ||  ||  ||  ||
|-
| ESPN College Hoops ||  ||  ||  ||  ||
|-
| ESPN College Hoops 2K5 ||  ||  ||  ||  ||
|-
| ESPN Major League Baseball ||  ||  ||  ||  ||
|-
| ESPN National Hockey Night ||  ||  ||  ||  ||
|-
| ESPN NBA 2K5 ||  ||  ||  ||  ||
|-
| ESPN NBA Basketball ||  ||  ||  ||  ||
|-
| ESPN NFL 2K5 ||  ||  ||  ||  ||
|-
| ESPN NFL Football ||  ||  ||  ||  ||
|-
| ESPN NHL 2K5 ||  ||  ||  ||  ||
|-
| ESPN NHL Hockey ||  ||  ||  ||  ||
|-
| ESPN X Games Skateboarding ||  ||  ||  ||  ||
|-
| Eternal Poison ||  ||  ||  ||  ||
|-
| Eternal Quest ||  ||  ||  ||  ||
|-
| Eternal Ring ||  ||  ||  ||  ||
|-
| Eureka Seven vol.1: New Wave ||  ||  ||  ||  ||
|-
| Eureka Seven vol. 2: The New Vision ||  ||  ||  ||  ||
|-
| Euro 2004 ||  ||  ||  ||  ||
|-
| European Tennis Pro ||  ||  ||  ||  ||
|-
| EOE: Eve of Extinction ||  ||  ||  ||  ||
|-
| Everblue ||  ||  ||  ||  ||
|-
| Everblue 2 ||  ||  ||  ||  ||
|-
| Evergrace ||  ||  ||  ||  ||
|-
| EverQuest Online Adventures ||  ||  ||  ||  ||
|-
| EverQuest Online Adventures: Frontiers ||  ||  ||  ||  ||
|-
| Everybody's Golf ||  ||  ||  ||  ||
|-
| Evil Dead: A Fistful of Boomstick ||  ||  ||  ||  ||
|-
| Evil Dead: Regeneration ||  ||  ||  ||  ||
|-
| Evil Twin: Cyprien's Chronicles ||  ||  ||  ||  ||
|-
| Extreme Sprint 3010 ||  ||  ||  ||  ||
|-
| Extermination ||  ||  ||  ||  ||
|-
| EyeToy: AntiGrav ||  ||  ||  ||  ||
|-
| EyeToy: Chat ||  ||  ||  ||  ||
|-
| EyeToy: Groove ||  ||  ||  ||  ||
|-
| EyeToy: Kinetic ||  ||  ||  ||  ||
|-
| EyeToy: Monkey Mania ||  ||  ||  ||  ||
|-
| EyeToy: Operation Spy ||  ||  ||  ||  ||
|-
| EyeToy: Play ||  ||  ||  ||  ||
|-
| EyeToy: Play 2 ||  ||  ||  ||  ||
|-
| EyeToy: Play 3 ||  ||  ||  ||  ||
|-
| EyeToy: Sega Superstars ||  ||  ||  ||  ||
|-
| EyeToy: Play Sports ||  ||  ||  ||  ||
|-
|}
==== F ====
{| border="1" cellspacing="0" cellpadding="5" border="#999" class="wikitable" style="border:1px solid #999; border-collapse: collapse;"
|- bgcolor="#cccccc"
! Title !! ps2<br />emu !! ps2<br />gxemu !! ps2<br />softemu !! Other !! Notes
|-
| F1 Championship Season 2000 ||  ||  ||  ||  ||
|-
| F1 2001 ||  ||  ||  ||  ||
|-
| F1 2002 ||  ||  ||  ||  ||
|-
| F1 Career Challenge ||  ||  ||  ||  ||
|-
| Fahrenheit ||  ||  ||  ||  ||
|-
| The Fairly OddParents: Shadow Showdown ||  ||  ||  ||  ||
|-
| The Fairly OddParents: Breakin' Da Rules ||  ||  ||  ||  ||
|-
| Fallout: Brotherhood of Steel ||  ||  ||  ||  ||
|-
| Fame Academy: Dance Edition ||  ||  ||  ||  ||
|-
| Family Feud ||  ||  ||  ||  ||
|-
| Family Game Night ||  ||  ||  ||  ||
|-
| Family Guy ||  ||  ||  ||  ||
|-
| Fantastic Four ||  ||  ||  ||  ||
|-
| FantaVision ||  ||  ||  ||  ||
|-
| The Fast and the Furious ||  ||  ||  ||  ||
|-
| Fatal Frame ||  ||  ||  ||  ||
|-
| Fatal Frame II: Crimson Butterfly ||  ||  ||  ||  ||
|-
| Fatal Frame III: The Tormented ||  ||  ||  ||  ||
|-
| Fatal Fury: Battle Archives Vol. 1 ||  ||  ||  ||  ||
|-
| Fear & Respect ||  ||  ||  ||  ||
|-
| Ferrari Challenge Trofeo Pirelli ||  ||  ||  ||  ||
|-
| FIFA 2001 ||  ||  ||  ||  ||
|-
| FIFA Football 2002 ||  ||  ||  ||  ||
|-
| FIFA Football 2003 ||  ||  ||  ||  ||
|-
| FIFA Football 2004 ||  ||  ||  ||  ||
|-
| FIFA Football 2005 ||  ||  ||  ||  ||
|-
| FIFA 06 ||  ||  ||  ||  ||
|-
| FIFA 07 ||  ||  ||  ||  ||
|-
| FIFA 08 ||  ||  ||  ||  ||
|-
| FIFA 09 ||  ||  ||  ||  ||
|-
| FIFA 10 ||  ||  ||  ||  ||
|-
| FIFA 11 ||  ||  ||  ||  ||
|-
| FIFA Street ||  ||  ||  ||  ||
|-
| FIFA Street 2 ||  ||  ||  ||  ||
|-
| FightBox ||  ||  ||  ||  ||
|-
| Fighting Angels ||  ||  ||  ||  ||
|-
| Fighting Fury ||  ||  ||  ||  ||
|-
| Fight Club ||  ||  ||  ||  ||
|-
| Fight Night 2004 ||  ||  ||  ||  ||
|-
| Fight Night Round 2 ||  ||  ||  ||  ||
|-
| Fight Night: Round 3 ||  ||  ||  ||  ||
|-
| Fighter Maker 2 ||  ||  ||  ||  ||
|-
| Final Fantasy X ||  ||  ||  ||  ||
|-
| Final Fantasy XI ||  ||  ||  ||  ||
|-
| Final Fantasy XI: Rise of the Zilart ||  ||  ||  ||  ||
|-
| Final Fantasy XI: Chains of Promathia ||  ||  ||  ||  ||
|-
| Final Fantasy XI: Treasures of Aht Urhgan ||  ||  ||  ||  ||
|-
| Final Fantasy XI: Wings of the Goddess ||  ||  ||  ||  ||
|-
| Final Fantasy XII ||  ||  ||  ||  ||
|-
| Final Fantasy X-2 ||  ||  ||  ||  ||
|-
| Final Fight: Streetwise ||  ||  ||  ||  ||
|-
| Finding Nemo ||  ||  ||  ||  ||
|-
| Finny The Fish & The Seven Waters ||  ||  ||  ||  ||
|-
| Firefighter F.D. 18 ||  ||  ||  ||  ||
|-
| Fire Pro Wrestling Returns ||  ||  ||  ||  ||
|-
| First Kiss Stories ||  ||  ||  ||  ||
|-
| Flatout ||  ||  ||  ||  ||
|-
| Flatout 2 ||  ||  ||  ||  ||
|-
| Flipnic: Ultimate Pinball ||  ||  ||  ||  ||
|-
| Flow: Urban Dance Uprising ||  ||  ||  ||  ||
|-
| Flower, Sun, and Rain ||  ||  ||  ||  ||
|-
| Flushed Away ||  ||  ||  ||  ||
|-
| Football Generation ||  ||  ||  ||  ||
|-
| Ford Bold Moves Street Racing ||  ||  ||  ||  ||
|-
| Ford Mustang: The Legend Lives ||  ||  ||  ||  ||
|-
| Ford Racing 2 ||  ||  ||  ||  ||
|-
| Ford Racing 3 ||  ||  ||  ||  ||
|-
| Ford Street Racing ||  ||  ||  ||  ||
|-
| Forgotten Realms: Demon Stone ||  ||  ||  ||  ||
|-
| Formula One 2001 ||  ||  ||  ||  ||
|-
| Formula One 2002 ||  ||  ||  ||  ||
|-
| Formula One 2003 ||  ||  ||  ||  ||
|-
| Formula One 04 ||  ||  ||  ||  ||
|-
| Formula One 05 ||  ||  ||  ||  ||
|-
| Formula One 06 ||  ||  ||  ||  ||
|-
| Franklin: A Birthday Surprise ||  ||  ||  ||  ||
|-
| Freakout ||  ||  ||  ||  ||
|-
| Freaky Flyers ||  ||  ||  ||  ||
|-
| Freaky Sex Club ||  ||  ||  ||  ||
|-
| Free Running ||  ||  ||  ||  ||
|-
| Freedom Fighters ||  ||  ||  ||  ||
|-
| Freekstyle ||  ||  ||  ||  ||
|-
| Frequency ||  ||  ||  ||  ||
|-
| Frogger: The Great Quest ||  ||  ||  ||  ||
|-
| Front Mission 4 ||  ||  ||  ||  ||
|-
| Front Mission 5 ||  ||  ||  ||  ||
|-
| Front Mission Online ||  ||  ||  ||  ||
|-
| Fugitive Hunter: War on Terror ||  ||  ||  ||  ||
|-
| Fullmetal Alchemist and the Broken Angel ||  ||  ||  ||  ||
|-
| Fullmetal Alchemist 2: Curse of the Crimson Elixir ||  ||  ||  ||  ||
|-
| Full Spectrum Warrior: Ten Hammers ||  ||  ||  ||  ||
|-
| Funkmaster Flex Digital Hitz Factory ||  ||  ||  ||  ||
|-
| Fur Fighters: Viggo's Revenge ||  ||  ||  ||  ||
|-
| Futurama ||  ||  ||  ||  ||
|-
| Future Tactics: The Uprising ||  ||  ||  ||  ||
|-
|}


====Function Mapping====
==== G ====
ps2_netemu.self contains a table (with entry_length=8 and entry_number=variable) where are listed the function offsets used by config command 0x01
{| border="1" cellspacing="0" cellpadding="5" border="#999" class="wikitable" style="border:1px solid #999; border-collapse: collapse;"
|- bgcolor="#cccccc"
! Title !! ps2<br />emu !! ps2<br />gxemu !! ps2<br />softemu !! Other !! Notes
|-
| G-Surfers ||  ||  ||  ||  ||
|-
| Gadget Racers ||  ||  ||  ||  ||
|-
| Gaelic Games: Football ||  ||  ||  ||  ||
|-
| Gaelic Games: Football 2 ||  ||  ||  ||  ||
|-
| Gaelic Games: Hurling ||  ||  ||  ||  ||
|-
| Galactic Wrestling: Featuring Ultimate Muscle ||  ||  ||  ||  ||
|-
| Galerians: Ash ||  ||  ||  ||  ||
|-
| Galidor: Defenders of the Outer Dimension ||  ||  ||  ||  ||
|-
| Galleon: Islands of Mystery ||  ||  ||  ||  ||
|-
| Gallop Racer 2004 ||  ||  ||  ||  ||
|-
| Gallop Racer 2006 ||  ||  ||  ||  ||
|-
| Gantz: The Game ||  ||  ||  ||  ||
|-
| Garfield: Saving Arlene ||  ||  ||  ||  ||
|-
| Garou: Mark of the Wolves ||  ||  ||  ||  ||
|-
| Gauntlet: Dark Legacy ||  ||  ||  ||  ||
|-
| Gauntlet: Seven Sorrows ||  ||  ||  ||  ||
|-
| Genji: Dawn of the Samurai ||  ||  ||  ||  ||
|-
| The Getaway ||  ||  ||  ||  ||
|-
| The Getaway: Black Monday ||  ||  ||  ||  ||
|-
| Get On Da Mic ||  ||  ||  ||  ||
|-
| Ghostbusters: The Video Game ||  ||  ||  ||  ||
|-
| Ghosthunter ||  ||  ||  ||  ||
|-
| Ghost in the Shell: Stand Alone Complex ||  ||  ||  ||  ||
|-
| Ghost Master ||  ||  ||  ||  ||
|-
| Ghost Rider ||  ||  ||  ||  ||
|-
| Giants: Citizen Kabuto ||  ||  ||  ||  ||
|-
| Gift ||  ||  ||  ||  ||
|-
| Gitaroo Man ||  ||  ||  ||  ||
|-
| Gladiator: Sword of Vengeance ||  ||  ||  ||  ||
|-
| Gladius ||  ||  ||  ||  ||
|-
| Glass Rose ||  ||  ||  ||  ||
|-
| Go Go Copter ||  ||  ||  ||  ||
|-
| Go Go Golf ||  ||  ||  ||  ||
|-
| Goblin Commander: Unleash the Horde ||  ||  ||  ||  ||
|-
| God Hand ||  ||  ||  ||  ||
|-
| God of War ||  ||  ||  ||  ||
|-
| God of War II ||  ||  ||  ||  ||
|-
| Godai Elemental Force ||  ||  ||  ||  ||
|-
| The Godfather: The Game ||  ||  ||  ||  ||
|-
| Godzilla: Save the Earth ||  ||  ||  ||  ||
|-
| Godzilla: Unleashed ||  ||  ||  ||  ||
|-
| Golden Age of Racing ||  ||  ||  ||  ||
|-
| The Golden Compass (video game) ||  ||  ||  ||  ||
|-
| GoldenEye: Rogue Agent ||  ||  ||  ||  ||
|-
| Gradius III and IV ||  ||  ||  ||  ||
|-
| Gradius V ||  ||  ||  ||  ||
|-
| Graffiti Kingdom ||  ||  ||  ||  ||
|-
| Gran Turismo Concept 2001 Tokyo ||  ||  ||  ||  ||
|-
| Gran Turismo Concept 2002 Tokyo-Geneva ||  ||  ||  ||  ||
|-
| Gran Turismo 3 A-spec ||  ||  ||  ||  ||
|-
| Gran Turismo 4 Prologue ||  ||  ||  ||  ||
|-
| Gran Turismo 4 ||  ||  ||  ||  ||
|-
| Grand Prix Challenge ||  ||  ||  ||  ||
|-
| Grand Slam Tennis ||  ||  ||  ||  ||
|-
| Grand Theft Auto III ||  ||  ||  ||  ||
|-
| Grand Theft Auto: Liberty City Stories ||  ||  ||  ||  ||
|-
| Grand Theft Auto: San Andreas ||  ||  ||  ||  ||
|-
| Grand Theft Auto: Vice City ||  ||  ||  ||  ||
|-
| Grand Theft Auto: Vice City Stories ||  ||  ||  ||  ||
|-
| Grandia II ||  ||  ||  ||  ||
|-
| Grandia III ||  ||  ||  ||  ||
|-
| Grandia Xtreme ||  ||  ||  ||  ||
|-
| Gravity Games Bike: Street. Vert. Dirt. ||  ||  ||  ||  ||
|-
| Greg Hastings' Tournament Paintball Max'd ||  ||  ||  ||  ||
|-
| Gregory Horror Show ||  ||  ||  ||  ||
|-
| Gretzky NHL 2005 ||  ||  ||  ||  ||
|-
| Gretzky NHL 2006 ||  ||  ||  ||  ||
|-
| The Grim Adventures of Billy & Mandy ||  ||  ||  ||  ||
|-
| Grimgrimoire ||  ||  ||  ||  ||
|-
| Growlanser Generations ||  ||  ||  ||  ||
|-
| GT-R 400 ||  ||  ||  ||  ||
|-
| GT Racers ||  ||  ||  ||  ||
|-
| GT-R Touring ||  ||  ||  ||  ||
|-
| Guilty Gear Isuka ||  ||  ||  ||  ||
|-
| Guilty Gear X ||  ||  ||  ||  ||
|-
| Guilty Gear XX: Accent Core ||  ||  ||  ||  ||
|-
| Guilty Gear XX: Accent Core Plus ||  ||  ||  ||  ||
|-
| Guilty Gear XX: The Midnight Carnival ||  ||  ||  ||  ||
|-
| Guilty Gear XX #reload ||  ||  ||  ||  ||
|-
| Guilty Gear XX: Slash ||  ||  ||  ||  ||
|-
| GuitarFreaks 3rd Mix & DrumMania 2nd Mix ||  ||  ||  ||  ||
|-
| GuitarFreaks 4th Mix & DrumMania 3rd Mix (Gitadora!) ||  ||  ||  ||  ||
|-
| GuitarFreaks V & DrumMania V ||  ||  ||  ||  ||
|-
| GuitarFreaks V2 & DrumMania V2 ||  ||  ||  ||  ||
|-
| GuitarFreaks V3 & DrumMania V3 ||  ||  ||  ||  ||
|-
| GuitarFreaks & DrumMania: Masterpiece Gold ||  ||  ||  ||  ||
|-
| GuitarFreaks & DrumMania: Masterpiece Silver ||  ||  ||  ||  ||
|-
| Guitar Hero ||  ||  ||  ||  ||
|-
| Guitar Hero II ||  ||  ||  ||  ||
|-
| Guitar Hero Encore: Rocks the 80s ||  ||  ||  ||  ||
|-
| Guitar Hero III: Legends of Rock ||  ||  ||  ||  ||
|-
| Guitar Hero 5 ||  ||  ||  ||  ||
|-
| Guitar Hero: Aerosmith ||  ||  ||  ||  ||
|-
| Guitar Hero: Metallica ||  ||  ||  ||  ||
|-
| Guitar Hero: Smash Hits ||  ||  ||  ||  ||
|-
| Guitar Hero: Van Halen ||  ||  ||  ||  ||
|-
| Guitar Hero: World Tour ||  ||  ||  ||  ||
|-
| Gumball 3000 ||  ||  ||  ||  ||
|-
| GUN ||  ||  ||  ||  ||
|-
| Gungriffon Blaze ||  ||  ||  ||  ||
|-
| Gunfighter 2 ||  ||  ||  ||  ||
|-
| Gungrave ||  ||  ||  ||  ||
|-
| Gungrave: Overdose ||  ||  ||  ||  ||
|-
| Gunslinger Girl Vol.1 ||  ||  ||  ||  ||
|-
| Gunslinger Girl Vol.2 ||  ||  ||  ||  ||
|-
| Gunslinger Girl Vol.3 ||  ||  ||  ||  ||
|-
| The Guy Game ||  ||  ||  ||  ||
|-
|}


This table is used to assign a funct_id to a funct_offset. The funct_id is given by the position of the entry in the table, so the first entry in the table is funct_id=0x00, second entry is funct_id=0x01 and so on
==== H ====
 
{| border="1" cellspacing="0" cellpadding="5" border="#999" class="wikitable" style="border:1px solid #999; border-collapse: collapse;"
The purpose of this table is to be able use the same funct_id values in the external CONFIG files for netemu, this way even if the func_offset changes in between versions (internally inside the ps2_netemu.self file structure) the funct_id will be the same. The other ps2 emulator types doesnt have this table (doesnt needs it because doesnt uses external CONFIG files)
|- bgcolor="#cccccc"
 
! Title !! ps2<br />emu !! ps2<br />gxemu !! ps2<br />softemu !! Other !! Notes
 
|-
*funct_offset_table location by ps2_netemu versions:
| Half-Life ||  ||  ||  ||  ||
**Table v1 (the table contains the same data)
|-
***Firmware:370-374 offset:0x897ED8 length:0x1C8
| Happy Feet ||  ||  ||  ||  ||
**Table v2 (the table contains the same data)
|-
***Firmware:400-401 offset:0x8970E8 length:0x1C8
| Hard Hitter Tennis ||  ||  || || ||
**Table v3 (the table contains the same data)
|-
***Firmware:410-411 offset:0x8971E8 length:0x1C8
| Hard Rock Casino || || || || ||
***Firmware:420-425 offset:0x8972F8 length:0x1C8
|-
**Table v4
| Hardware: Online Arena || || ||  ||  ||
***Firmwares 4.30 up to 4.76 was not tested (if someone wants to add this info do it here)
|-
**Table vX (latest)
| Harry Potter and the Chamber of Secrets || || || || ||
***Firmware:478-488 offset:0x8063f8 length:0x1E0
|-
 
| Harry Potter and the Goblet of Fire || || || || ||
Example from ps2_netemu.self 4.88
|-
<pre>
| Harry Potter and the Half-Blood Prince || || || || ||
Offset(h) 00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F
|-
 
| Harry Potter and the Order of the Phoenix ||  ||  || || ||
008063F0                          00 00 00 00 00 04 2F 70          ....../p
|-
00806400 00 00 00 00 00 04 30 34 00 00 00 00 00 04 47 C0 ......04......GÀ
| Harry Potter and the Philosopher's Stone || || || || ||
00806410 00 00 00 00 00 04 46 E0 00 00 00 00 00 04 33 84 ......Fà......3„
|-
00806420 00 00 00 00 00 04 74 5C 00 00 00 00 00 04 6D 20 ......t\......m
| Harry Potter and the Prisoner of Azkaban ||  || || ||  ||
00806430 00 00 00 00 00 04 7C 1C 00 00 00 00 00 04 31 00 ......|.......1.
|-
00806440 00 00 00 00 00 04 31 D8 00 00 00 00 00 04 34 48 ......1Ø......4H
| Harry Potter: Quidditch World Cup || || || || ||
00806450 00 00 00 00 00 04 35 20 00 00 00 00 00 04 45 E8 ......5 ......Eè
|-
00806460 00 00 00 00 00 04 45 0C 00 00 00 00 00 04 44 30 ......E.......D0
| Harvest Moon: Save the Homeland ||  ||  || || ||
00806470 00 00 00 00 00 04 42 54 00 00 00 00 00 04 41 70 ......BT......Ap
|-
00806480 00 00 00 00 00 04 40 8C 00 00 00 00 00 04 60 FC ......@Œ......`ü
| Harvest Moon: A Wonderful Life || || || || ||
00806490 00 00 00 00 00 04 35 E4 00 00 00 00 00 04 7F C4 ......5ä.......Ä
|-
008064A0 00 00 00 00 00 04 5A 1C 00 00 00 00 00 04 55 90 ......Z.......U.
| Haunting Ground ||  || || ||  ||
008064B0 00 00 00 00 00 04 6A DC 00 00 00 00 00 04 5F A8 ......jÜ......_¨
|-
008064C0 00 00 00 00 00 04 7A 88 00 00 00 00 00 04 5C 6C ......zˆ......\l
| Haven: Call of the King || || || || ||
008064D0 00 00 00 00 00 04 54 C0 00 00 00 00 00 04 53 F0 ......TÀ......Sð
|-
008064E0 00 00 00 00 00 04 53 20 00 00 00 00 00 04 52 50 ......S ......RP
| Hawk-Kawasaki Racing || || || || ||
008064F0 00 00 00 00 00 04 51 80 00 00 00 00 00 04 50 B0 ......Q€......P°
|-
00806500 00 00 00 00 00 04 4F E0 00 00 00 00 00 04 4F 10 ......Oà......O.
| Headhunter ||  ||  || || ||
00806510 00 00 00 00 00 04 4E 40 00 00 00 00 00 04 4D 70 [email protected]
|-
00806520 00 00 00 00 00 04 4C A0 00 00 00 00 00 04 4B D0 ......L ......KÐ
| Headhunter Redemption || || || || ||
00806530 00 00 00 00 00 04 4B 00 00 00 00 00 00 04 4A 30 ......K.......J0
|-
00806540 00 00 00 00 00 04 49 60 00 00 00 00 00 04 48 90 ......I`......H.
| He-Man: Defender of Grayskull ||  || || ||  ||
00806550 00 00 00 00 00 04 66 2C 00 00 00 00 00 04 71 14 ......f,......q.
|-
00806560 00 00 00 00 00 04 6F 9C 00 00 00 00 00 04 6E 24 ......oœ......n$
| Hello Kitty: Roller Rescue ||  || || || ||
00806570 00 00 00 00 00 04 59 2C 00 00 00 00 00 04 58 48 ......Y,......XH
|-
00806580 00 00 00 00 00 04 57 64 00 00 00 00 00 04 56 80 ......Wd......V€
| Heracles: Battle with the Gods ||  ||  ||  ||  ||
00806590 00 00 00 00 00 04 75 60 00 00 00 00 00 00 00 00 ......u`........
|-
008065A0 00 00 00 00 00 04 62 18 00 00 00 00 00 04 36 B4 ......b.......6´
| Herdy Gerdy ||  ||  ||  ||  ||
008065B0 00 00 00 00 00 04 7D 28 00 00 00 00 00 04 72 98 ......}(......r˜
|-
008065C0 00 00 00 00 00 04 76 74 00 00 00 00 00 04 6B D4 ......vt......kÔ
| Heroes of Might and Magic: Quest for the Dragon Bone Staff ||  ||  ||  ||  ||
008065D0 00 00 00 00 00 04 3F AC                          ......?¬
|-
</pre>
| Heroes of the Pacific ||  ||  ||  ||  ||
 
|-
{| class="wikitable" style="float:left; font-size:xx-small; line-height:100%; margin:5px"
| Hidden Invasion ||  ||  ||  ||  ||
! colspan="5" | netemu 0x01 !! gxemu 0x00 !! softemu 0x00
|-
| High School Musical: Sing It! ||  ||  ||  ||  ||
|-
| High Rollers Casino ||  ||  ||  ||  ||
|-
| Hi Hi Puffy AmiYumi 2 ||  ||  ||  ||  ||
|-
| Hitman: Blood Money ||  ||  ||  ||  ||
|-
| Hitman: Contracts ||  ||  ||  ||  ||
|-
| Hitman 2: Silent Assassin ||  ||  ||  ||  ||
|-
| Hoihoi-san ||  ||  ||  ||  ||
|-
| Homura ||  ||  ||  ||  ||
|-
| Hot Shots Golf 3 ||  ||  ||  ||  ||
|-
| Hot Shots Golf Fore! ||  ||  ||  ||  ||
|-
| Hot Wheels Velocity X ||  ||  ||  ||  ||
|-
| Hot Wheels World Race ||  ||  ||  ||  ||
|-
| HSX HyperSonic.Xtreme ||  ||  ||  ||  ||
|-
| The Hulk ||  ||  ||  ||  ||
|-
| Hummer Badlands ||  ||  ||  ||  ||
|-
| Hunter: The Reckoning: Wayward ||  ||  ||  ||  ||
|-
| The Hustle: Detroit Streets ||  ||  ||  ||  ||
|-
| Hype Time Quest ||  ||  ||  ||  ||
|-
|}
==== I ====
{| border="1" cellspacing="0" cellpadding="5" border="#999" class="wikitable" style="border:1px solid #999; border-collapse: collapse;"
|- bgcolor="#cccccc"
! Title !! ps2<br />emu !! ps2<br />gxemu !! ps2<br />softemu !! Other !! Notes
|-
| Ico ||  ||  ||  ||  ||
|-
| I-Ninja ||  ||  ||  ||  ||
|-
| Ice Age 2: The Meltdown ||  ||  ||  ||  ||
|-
| IGPX ||  ||  ||  ||  ||
|-
| IHRA Drag Racing 2 ||  ||  ||  ||  ||
|-
| IHRA Drag Racing: Sportsman Edition ||  ||  ||  ||  ||
|-
| Ikusagami ||  ||  ||  ||  ||
|-
| The Incredible Hulk: Ultimate Destruction ||  ||  ||  ||  ||
|-
| The Incredibles: Rise of the Underminer ||  ||  ||  ||  ||
|-
| Indiana Jones and the Emperor's Tomb ||  ||  ||  ||  ||
|-
| Indiana Jones and the Staff of Kings ||  ||  ||  ||  ||
|-
| IndyCar Series ||  ||  ||  ||  ||
|-
| IndyCar Series 2005 ||  ||  ||  ||  ||
|-
| Initial D: Special Stage ||  ||  ||  ||  ||
|-
| Inspector Gadget ||  ||  ||  ||  ||
|-
| Intellivision Lives! ||  ||  ||  ||  ||
|-
| International Cue Club ||  ||  ||  ||  ||
|-
| International Cue Club 2 ||  ||  ||  ||  ||
|-
| International Golf Pro ||  ||  ||  ||  ||
|-
| International Super Karts ||  ||  ||  ||  ||
|-
| International Superstar Soccer ||  ||  ||  ||  ||
|-
| Interview With a Made Man ||  ||  ||  ||  ||
|-
| Ikki Tousen: Shining Dragon ||  ||  ||  ||  ||
|-
| In The Groove ||  ||  ||  ||  ||
|-
| InuYasha: Feudal Combat ||  ||  ||  ||  ||
|-
| InuYasha: The Secret of the Cursed Mask ||  ||  ||  ||  ||
|-
| Iron Man ||  ||  ||  ||  ||
|-
| Island Xtreme Stunts ||  ||  ||  ||  ||
|-
| The Italian Job ||  ||  ||  ||  ||
|-
|}
==== J ====
{| border="1" cellspacing="0" cellpadding="5" border="#999" class="wikitable" style="border:1px solid #999; border-collapse: collapse;"
|- bgcolor="#cccccc"
! Title !! ps2<br />emu !! ps2<br />gxemu !! ps2<br />softemu !! Other !! Notes
|-
| J-League Winning Eleven 6 ||  ||  ||  ||  ||
|-
| Jackass: The Game ||  ||  ||  ||  ||
|-
| Jackie Chan Adventures ||  ||  ||  ||  ||
|-
| Jacked ||  ||  ||  ||  ||
|-
| Jade Cocoon 2 ||  ||  ||  ||  ||
|-
| Jak and Daxter: The Precursor Legacy ||  ||  ||  ||  ||
|-
| Jak and Daxter: The Lost Frontier ||  ||  ||  ||  ||
|-
| Jak II ||  ||  ||  ||  ||
|-
| Jak 3 ||  ||  ||  ||  ||
|-
| Jak X: Combat Racing ||  ||  ||  ||  ||
|-
| James Bond 007: Agent Under Fire ||  ||  ||  ||  ||
|-
| James Bond 007: Everything or Nothing ||  ||  ||  ||  ||
|-
| James Bond 007: From Russia with Love ||  ||  ||  ||  ||
|-
| James Bond 007: Nightfire ||  ||  ||  ||  ||
|-
| James Bond 007: Quantum of Solace ||  ||  ||  ||  ||
|-
| James Cameron's Dark Angel ||  ||  ||  ||  ||
|-
| Jeep Thrills ||  ||  ||  ||  ||
|-
| Jet Li: Rise to Honor ||  ||  ||  ||  ||
|-
| Jeopardy! ||  ||  ||  ||  ||
|-
| Juiced ||  ||  ||  ||  ||
|-
| Juiced 2 ||  ||  ||  ||  ||
|-
| Judge Dredd: Dredd Vs. Death ||  ||  ||  ||  ||
|-
| Jurassic Park: Operation Genesis ||  ||  ||  ||  ||
|-
| Jurassic: The Hunted ||  ||  ||  ||  ||
|-
| Just Cause ||  ||  ||  ||  ||
|-
|}
==== K ====
{| border="1" cellspacing="0" cellpadding="5" border="#999" class="wikitable" style="border:1px solid #999; border-collapse: collapse;"
|- bgcolor="#cccccc"
! Title !! ps2<br />emu !! ps2<br />gxemu !! ps2<br />softemu !! Other !! Notes
|-
| Kanon ||  ||  ||  ||  ||
|-
| Kamen Rider: Climax Heroes ||  ||  ||  ||  ||
|-
| CR Kamen Rider: Pachitte Chonmage Tatsujin 5 ||  ||  ||  ||  ||
|-
| Kamen Rider: Seigi No Keifu ||  ||  ||  ||  ||
|-
| Pachinko Kamen Rider: Shocker Zenmetsu Daisakusen ||  ||  ||  ||  ||
|-
| Kamen Rider 555 ||  ||  ||  ||  ||
|-
| Kamen Rider Blade ||  ||  ||  ||  ||
|-
| Kamen Rider Hibiki ||  ||  ||  ||  ||
|-
| Kamen Rider Kabuto ||  ||  ||  ||  ||
|-
| Kao the Kangaroo Round 2 ||  ||  ||  ||  ||
|-
| Katamari Damacy ||  ||  ||  ||  ||
|-
| Kengo: Master of Bushido ||  ||  ||  ||  ||
|-
| Kessen ||  ||  ||  ||  ||
|-
| Kessen II ||  ||  ||  ||  ||
|-
| Kessen III ||  ||  ||  ||  ||
|-
| Killer7 ||  ||  ||  ||  ||
|-
| Killzone (Guerilla Games) ||  ||  ||  ||  ||
|-
| Kinetica ||  ||  ||  ||  ||
|-
| King Arthur ||  ||  ||  ||  ||
|-
| Kingdom Hearts ||  ||  ||  ||  ||
|-
| Kingdom Hearts Re:Chain of Memories ||  ||  ||  ||  ||
|-
| Kingdom Hearts II ||  ||  ||  ||  ||
|-
| King of Clubs ||  ||  ||  ||  ||
|-
| The King of Fighters '94 Re-bout ||  ||  ||  ||  ||
|-
| The King of Fighters '98 Ultimate Match ||  ||  ||  ||  ||
|-
| The King of Fighters 2000 ||  ||  ||  ||  ||
|-
| The King of Fighters 2001 ||  ||  ||  ||  ||
|-
| The King of Fighters 2000/2001 ||  ||  ||  ||  ||
|-
| The King of Fighters 2002 ||  ||  ||  ||  ||
|-
| The King of Fighters 2002 Unlimited Match ||  ||  ||  ||  ||
|-
| The King of Fighters 2002 Unlimited Match Tougeki Ver. ||  ||  ||  ||  ||
|-
| The King of Fighters 2003 ||  ||  ||  ||  ||
|-
| The King of Fighters 2002/2003 ||  ||  ||  ||  ||
|-
| The King of Fighters Neowave ||  ||  ||  ||  ||
|-
| The King of Fighters XI ||  ||  ||  ||  ||
|-
| The King of Fighters Collection: The Orochi Saga ||  ||  ||  ||  ||
|-
| King's Field: The Ancient City ||  ||  ||  ||  ||
|-
| Kira Kira Rock N Roll Show ||  ||  ||  ||  ||
|-
| Klonoa 2: Lunatea's Veil ||  ||  ||  ||  ||
|-
| Knight Rider: The Game ||  ||  ||  ||  ||
|-
| Knight Rider 2 : The Game ||  ||  ||  ||  ||
|-
| Knights of the Temple: Infernal Crusade ||  ||  ||  ||  ||
|-
| Knockout Kings 2002 ||  ||  ||  ||  ||
|-
| Knockout Kings 2003 ||  ||  ||  ||  ||
|-
| KOF: Maximum Impact ||  ||  ||  ||  ||
|-
| KOF: Maximum Impact 2 (JP) ||  ||  ||  ||  ||
|-
| The King of Fighters 2006 (NA) ||  ||  ||  ||  ||
|-
| KOF: Maximum Impact Regulation A ||  ||  ||  ||  ||
|-
| Konjiki no Gash Bell: Yuujou no Tag Battle ||  ||  ||  ||  ||
|-
| Kujibiki Unbalance: Kaicho Onegai Smash Fight ||  ||  ||  ||  ||
|-
| Kuon ||  ||  ||  ||  ||
|-
| Kuri Kuri Mix ||  ||  ||  ||  ||
|-
| Kya: Dark Lineage ||  ||  ||  ||  ||
|-
|}
==== L ====
{| border="1" cellspacing="0" cellpadding="5" border="#999" class="wikitable" style="border:1px solid #999; border-collapse: collapse;"
|- bgcolor="#cccccc"
! Title !! ps2<br />emu !! ps2<br />gxemu !! ps2<br />softemu !! Other !! Notes
|-
| L.A. Rush ||  ||  ||  ||  ||
|-
| La Pucelle: Tactics ||  ||  ||  ||  ||
|-
| LarryBoy and the Bad Apple ||  ||  ||  ||  ||
|-
| Leaderboard Golf ||  ||  ||  ||  ||
|-
| League Series Baseball 2 ||  ||  ||  ||  ||
|-
| Legacy of Kain: Defiance ||  ||  ||  ||  ||
|-
| Legacy of Kain: Soul Reaver 2 ||  ||  ||  ||  ||
|-
| Legaia 2: Duel Saga ||  ||  ||  ||  ||
|-
| The Legend of Alon D'ar ||  ||  ||  ||  ||
|-
| Legend of Kay ||  ||  ||  ||  ||
|-
| Legend of the Dragon ||  ||  ||  ||  ||
|-
| The Legend of Spyro: A New Beginning ||  ||  ||  ||  ||
|-
| The Legend of Spyro: The Eternal Night ||  ||  ||  ||  ||
|-
| The Legend of Spyro: Dawn of the Dragon ||  ||  ||  ||  ||
|-
| Legends of Wrestling ||  ||  ||  ||  ||
|-
| Legends of Wrestling II ||  ||  ||  ||  ||
|-
| Lego Batman: The Video Game ||  ||  ||  ||  ||
|-
| Lego Indiana Jones: The Original Adventures ||  ||  ||  ||  ||
|-
| Lego Star Wars: The Video Game ||  ||  ||  ||  ||
|-
| Lego Star Wars II: The Original Trilogy ||  ||  ||  ||  ||
|-
| Leisure Suit Larry: Magna Cum Laude ||  ||  ||  ||  ||
|-
| Lemmings ||  ||  ||  ||  ||
|-
| Lethal Skies Elite Pilot: Team SW ||  ||  ||  ||  ||
|-
| Let's Make a Soccer Team! ||  ||  ||  ||  ||
|-
| Let's Ride: Silver Buckle Stables ||  ||  ||  ||  ||
|-
| Lifeline ||  ||  ||  ||  ||
|-
| Little Britain: The Video Game ||  ||  ||  ||  ||
|-
| Little Busters! Converted Edition ||  ||  ||  ||  ||
|-
| LMA Manager 2002 ||  ||  ||  ||  ||
|-
| LMA Manager 2003 ||  ||  ||  ||  ||
|-
| LMA Manager 2004 ||  ||  ||  ||  ||
|-
| LMA Manager 2005 ||  ||  ||  ||  ||
|-
| LMA Manager 2006 ||  ||  ||  ||  ||
|-
| LMA Manager 2007 ||  ||  ||  ||  ||
|-
| London Racer 2 ||  ||  ||  ||  ||
|-
| London Racer World Challenge ||  ||  ||  ||  ||
|-
| Looney Tunes: Acme Arsenal ||  ||  ||  ||  ||
|-
| Looney Tunes: Back in Action ||  ||  ||  ||  ||
|-
| Looney Tunes: Space Race ||  ||  ||  ||  ||
|-
| The Lord of the Rings: Aragorn's Quest ||  ||  ||  ||  ||
|-
| The Lord of the Rings: The Fellowship of the Ring ||  ||  ||  ||  ||
|-
| The Lord of the Rings: The Two Towers ||  ||  ||  ||  ||
|-
| The Lord of the Rings: The Return of the King ||  ||  ||  ||  ||
|-
| The Lord of the Rings: The Third Age ||  ||  ||  ||  ||
|-
| Lowrider ||  ||  ||  ||  ||
|-
| Lumines Plus ||  ||  ||  ||  ||
|-
| Lupin the 3rd: Treasure of the Sorcerer King ||  ||  ||  ||  ||
|-
|}
==== M ====
{| border="1" cellspacing="0" cellpadding="5" border="#999" class="wikitable" style="border:1px solid #999; border-collapse: collapse;"
|- bgcolor="#cccccc"
! Title !! ps2<br />emu !! ps2<br />gxemu !! ps2<br />softemu !! Other !! Notes
|-
| Mace Griffin: Bounty Hunter ||  ||  ||  ||  ||
|-
| Mad Maestro! ||  ||  ||  ||  ||
|-
| Madagascar ||  ||  ||  ||  ||
|-
| Madagascar: Escape 2 Africa ||  ||  ||  ||  ||
|-
| Madden NFL 2001 ||  ||  ||  ||  ||
|-
| Madden NFL 2002 ||  ||  ||  ||  ||
|-
| Madden NFL 2003 ||  ||  ||  ||  ||
|-
| Madden NFL 2004 ||  ||  ||  ||  ||
|-
| Madden NFL 2005 ||  ||  ||  ||  ||
|-
| Madden NFL 06 ||  ||  ||  ||  ||
|-
| Madden NFL 07 ||  ||  ||  ||  ||
|-
| Madden NFL 08 ||  ||  ||  ||  ||
|-
| Madden NFL 09 ||  ||  ||  ||  ||
|-
| Madden NFL 10 ||  ||  ||  ||  ||
|-
| Madden NFL 11 ||  ||  ||  ||  ||
|-
| Madden NFL 12 ||  ||  ||  ||  ||
|-
| Mafia ||  ||  ||  ||  ||
|-
| Magic Pengel ||  ||  ||  ||  ||
|-
| Magix Music Maker ||  ||  ||  ||  ||
|-
| Magister Negi Magi: 1st time ||  ||  ||  ||  ||
|-
| Magister Negi Magi: 2nd time ||  ||  ||  ||  ||
|-
| Magna Carta: Tears of Blood ||  ||  ||  ||  ||
|-
| Mahou Sensei Negima! 2-Jikanme ||  ||  ||  ||  ||
|-
| Mai-Hime: The Another ||  ||  ||  ||  ||
|-
| Major League Baseball 2K5 ||  ||  ||  ||  ||
|-
| Major League Baseball 2K5: World Series Edition ||  ||  ||  ||  ||
|-
| Major League Baseball 2K6 ||  ||  ||  ||  ||
|-
| Major League Baseball 2K7 ||  ||  ||  ||  ||
|-
| Major League Baseball 2K8 ||  ||  ||  ||  ||
|-
| Major League Baseball 2K9 ||  ||  ||  ||  ||
|-
| Major League Baseball 2K10 ||  ||  ||  ||  ||
|-
| Makai Kingdom: Chronicles Of The Sacred Tome ||  ||  ||  ||  ||
|-
| Maken Shao ||  ||  ||  ||  ||
|-
| Malice ||  ||  ||  ||  ||
|-
| Manchester United Club Football 2005 ||  ||  ||  ||  ||
|-
| Manhunt ||  ||  ||  ||  ||
|-
| Manhunt 2 ||  ||  ||  ||  ||
|-
| Marc Ecko's Getting Up: Contents Under Pressure ||  ||  ||  ||  ||
|-
| Mar Heaven: Arm Fight ||  ||  ||  ||  ||
|-
| Mark Davis Pro Bass Challenge ||  ||  ||  ||  ||
|-
| The Mark of Kri ||  ||  ||  ||  ||
|-
| Martial Arts: Capoeira ||  ||  ||  ||  ||
|-
| Marvel Nemesis ||  ||  ||  ||  ||
|-
| Marvel vs. Capcom 2 ||  ||  ||  ||  ||
|-
| Marvel: Ultimate Alliance ||  ||  ||  ||  ||
|-
| Marvel Ultimate Alliance 2: Fusion ||  ||  ||  ||  ||
|-
| Mary-Kate and Ashley: Sweet 16 ||  ||  ||  ||  ||
|-
| Mashed ||  ||  ||  ||  ||
|-
| Mashed: Drive To Survive ||  ||  ||  ||  ||
|-
| Mashed Fully Loaded ||  ||  ||  ||  ||
|-
| Master Rallye ||  ||  ||  ||  ||
|-
| Mat Hoffman's Pro BMX 2 ||  ||  ||  ||  ||
|-
| The Matrix: Path of Neo ||  ||  ||  ||  ||
|-
| Maximo vs. Army of Zin ||  ||  ||  ||  ||
|-
| Maximo: Ghosts to Glory ||  ||  ||  ||  ||
|-
| Max Payne ||  ||  ||  ||  ||
|-
| Max Payne 2: The Fall of Max Payne ||  ||  ||  ||  ||
|-
| MaXXed Out Racing ||  ||  ||  ||  ||
|-
| Maze Action ||  ||  ||  ||  ||
|-
| McFarlane's Evil Prophecy ||  ||  ||  ||  ||
|-
| MDK2: Armageddon ||  ||  ||  ||  ||
|-
| Medal of Honor: European Assault ||  ||  ||  ||  ||
|-
| Medal of Honor: Frontline ||  ||  ||  ||  ||
|-
| Medal of Honor: Rising Sun ||  ||  ||  ||  ||
|-
| Medal of Honor: Vanguard ||  ||  ||  ||  ||
|-
| Mega Man Anniversary Collection ||  ||  ||  ||  ||
|-
| Mega Man X Collection ||  ||  ||  ||  ||
|-
| Mega Man X Command Mission ||  ||  ||  ||  ||
|-
| Mega Man X7 ||  ||  ||  ||  ||
|-
| Mega Man X8 ||  ||  ||  ||  ||
|-
| MegaRace 3: Nanotech Disaster ||  ||  ||  ||  ||
|-
| Melty Blood: Act Cadenza ||  ||  ||  ||  ||
|-
| Melty Blood: Actress Again ||  ||  ||  ||  ||
|-
| Men in Black II: Alien Escape ||  ||  ||  ||  ||
|-
| Mercedes-Benz World Racing ||  ||  ||  ||  ||
|-
| Mercenaries: Playground of Destruction ||  ||  ||  ||  ||
|-
| Mercenaries 2: World in Flames ||  ||  ||  ||  ||
|-
| Mercury Meltdown Remix ||  ||  ||  ||  ||
|-
| Metal Arms: Glitch in the System ||  ||  ||  ||  ||
|-
| Metal Gear Solid 2: Sons of Liberty ||  ||  ||  ||  ||
|-
| Metal Gear Solid 2: Substance ||  ||  ||  ||  ||
|-
| Metal Gear Solid 3: Snake Eater ||  ||  ||  ||  ||
|-
| Metal Gear Solid 3: Subsistence ||  ||  ||  ||  ||
|-
| Metal Saga ||  ||  ||  ||  ||
|-
| Metal Slug 3 ||  ||  ||  ||  ||
|-
| Metal Slug 4 ||  ||  ||  ||  ||
|-
| Metal Slug 4 And 5 ||  ||  ||  ||  ||
|-
| Metal Slug 6 ||  ||  ||  ||  ||
|-
| Metal Slug Anthology ||  ||  ||  ||  ||
|-
| Metropolismania ||  ||  ||  ||  ||
|-
| Miami Vice ||  ||  ||  ||  ||
|-
| Micro Machines V4 ||  ||  ||  ||  ||
|-
| Midnight Club Street Racing ||  ||  ||  ||  ||
|-
| Midnight Club 2 ||  ||  ||  ||  ||
|-
| Midnight Club 3: DUB Edition ||  ||  ||  ||  ||
|-
| Midnight Club 3: DUB Edition Remix ||  ||  ||  ||  ||
|-
| Midway Arcade Treasures ||  ||  ||  ||  ||
|-
| Midway Arcade Treasures 2 ||  ||  ||  ||  ||
|-
| Midway Arcade Treasures 3 ||  ||  ||  ||  ||
|-
| Mike Tyson Heavyweight Boxing ||  ||  ||  ||  ||
|-
| Mini Desktop Racing ||  ||  ||  ||  ||
|-
| Mission Impossible: Operation Surma ||  ||  ||  ||  ||
|-
| Mister Mosquito ||  ||  ||  ||  ||
|-
| MLB 2004 ||  ||  ||  ||  ||
|-
| MLB 2005 ||  ||  ||  ||  ||
|-
| MLB 2006 ||  ||  ||  ||  ||
|-
| MLB 06: The Show ||  ||  ||  ||  ||
|-
| MLB 07: The Show ||  ||  ||  ||  ||
|-
| MLB '08: The Show ||  ||  ||  ||  ||
|-
| MLB 09: The Show ||  ||  ||  ||  ||
|-
| MLB 10: The Show ||  ||  ||  ||  ||
|-
| MLB 11: The Show ||  ||  ||  ||  ||
|-
| MLB Power Pros ||  ||  ||  ||  ||
|-
| MLB Power Pros 2008 ||  ||  ||  ||  ||
|-
| MLB SlugFest 2003 ||  ||  ||  ||  ||
|-
| MLB SlugFest 2004 ||  ||  ||  ||  ||
|-
| MLB SlugFest 2006 ||  ||  ||  ||  ||
|-
| MLB SlugFest: Loaded ||  ||  ||  ||  ||
|-
| Mobile Light Force 2 ||  ||  ||  ||  ||
|-
| Mobile Suit Gundam SEED: Never Ending Tomorrow ||  ||  ||  ||  ||
|-
| Mobile Suit Gundam SEED Destiny: Generation Of C.E. ||  ||  ||  ||  ||
|-
| Mobile Suit Gundam: AEUG v.s Titans ||  ||  ||  ||  ||
|-
| Mobile Suit Gundam: Climax U.C. ||  ||  ||  ||  ||
|-
| Mobile Suit Gundam: Encounters in Space ||  ||  ||  ||  ||
|-
| Mobile Suit Gundam: Journey to Jaburo ||  ||  ||  ||  ||
|-
| Mobile Suit Gundam: The One Year War ||  ||  ||  ||  ||
|-
| Mobile Suit Gundam: Gundam vs. Zeta Gundam ||  ||  ||  ||  ||
|-
| Mobile Suit Gundam: Zeonic Front ||  ||  ||  ||  ||
|-
| Moderngroove: Ministry of Sound Edition ||  ||  ||  ||  ||
|-
| Mojib-Ribbon ||  ||  ||  ||  ||
|-
| Mojo! ||  ||  ||  ||  ||
|-
| Monopoly Party ||  ||  ||  ||  ||
|-
| Monster 4x4: Masters of Metal ||  ||  ||  ||  ||
|-
| Monster House ||  ||  ||  ||  ||
|-
| Monster Hunter ||  ||  ||  ||  ||
|-
| Monster Hunter G ||  ||  ||  ||  ||
|-
| Monster Jam: Maximum Destruction ||  ||  ||  ||  ||
|-
| Monster Rancher 3 ||  ||  ||  ||  ||
|-
| Monster Rancher 4 ||  ||  ||  ||  ||
|-
| Monster Rancher EVO ||  ||  ||  ||  ||
|-
| Monsters, Inc. Scare Island ||  ||  ||  ||  ||
|-
| Monsters vs. Aliens ||  ||  ||  ||  ||
|-
| Mortal Kombat: Armageddon ||  ||  ||  ||  ||
|-
| Mortal Kombat: Deadly Alliance ||  ||  ||  ||  ||
|-
| Mortal Kombat: Deception ||  ||  ||  ||  ||
|-
| Mortal Kombat: Shaolin Monks ||  ||  ||  ||  ||
|-
| Motocross Mania 3 ||  ||  ||  ||  ||
|-
| MotoGP ||  ||  ||  ||  ||
|-
| MotoGP 2 ||  ||  ||  ||  ||
|-
| MotoGP 3 ||  ||  ||  ||  ||
|-
| MotoGP 4 ||  ||  ||  ||  ||
|-
| MotoGP '07 ||  ||  ||  ||  ||
|-
| MotoGP '08 ||  ||  ||  ||  ||
|-
| Motor Mayhem ||  ||  ||  ||  ||
|-
| MotorStorm: Arctic Edge ||  ||  ||  ||  ||
|-
| Mr Golf ||  ||  ||  ||  ||
|-
| Ms. Chris Grams LA game ||  ||  ||  ||  ||
|-
| MS Saga: A New Dawn ||  ||  ||  ||  ||
|-
| MTV Music Generator 2 ||  ||  ||  ||  ||
|-
| MTV Music Generator 3: This Is The Remix ||  ||  ||  ||  ||
|-
| MTX: Mototrax ||  ||  ||  ||  ||
|-
| The Mummy Returns ||  ||  ||  ||  ||
|-
| The Mummy: Tomb of the Dragon Emperor ||  ||  ||  ||  ||
|-
| Muppets Party Cruise ||  ||  ||  ||  ||
|-
| Musashi: Samurai Legend ||  ||  ||  ||  ||
|-
| Music 3000 ||  ||  ||  ||  ||
|-
| MVP Baseball 2003 ||  ||  ||  ||  ||
|-
| MVP Baseball 2004 ||  ||  ||  ||  ||
|-
| MVP Baseball 2005 ||  ||  ||  ||  ||
|-
| MVP 06: NCAA Baseball ||  ||  ||  ||  ||
|-
| MVP 07: NCAA Baseball ||  ||  ||  ||  ||
|-
| MX 2002 Featuring Ricky Carmichael ||  ||  ||  ||  ||
|-
| MX Super Fly ||  ||  ||  ||  ||
|-
| MX Unleashed ||  ||  ||  ||  ||
|-
| MX vs. ATV Unleashed ||  ||  ||  ||  ||
|-
| MX vs. ATV Untamed ||  ||  ||  ||  ||
|-
| MX World Tour: Featuring Jamie Little ||  ||  ||  ||  ||
|-
| MXRider ||  ||  ||  ||  ||
|-
| My Street ||  ||  ||  ||  ||
|-
| My-Otome: Otome Butoushi!! ||  ||  ||  ||  ||
|-
| Myst III: Exile ||  ||  ||  ||  ||
|-
| Mystic Heroes ||  ||  ||  ||  ||
|-
|}
==== N ====
{| border="1" cellspacing="0" cellpadding="5" border="#999" class="wikitable" style="border:1px solid #999; border-collapse: collapse;"
|- bgcolor="#cccccc"
! Title !! ps2<br />emu !! ps2<br />gxemu !! ps2<br />softemu !! Other !! Notes
|-
| Namco Museum ||  ||  ||  ||  ||
|-
| Namco Museum: 50th Anniversary Arcade Collection ||  ||  ||  ||  ||
|-
| Namco X Capcom ||  ||  ||  ||  ||
|-
| Nano Breaker ||  ||  ||  ||  ||
|-
| NARC ||  ||  ||  ||  ||
|-
| Naruto: Ultimate Ninja ||  ||  ||  ||  ||
|-
| Naruto: Ultimate Ninja 2 ||  ||  ||  ||  ||
|-
| Naruto: Ultimate Ninja 3 ||  ||  ||  ||  ||
|-
| Naruto: Uzumaki Chronicles ||  ||  ||  ||  ||
|-
| Naruto: Uzumaki Chronicles 2 ||  ||  ||  ||  ||
|-
| Naruto Shippuden: Ultimate Ninja 4 ||  ||  ||  ||  ||
|-
| Naruto Shippuden: Ultimate Ninja 5 ||  ||  ||  ||  ||
|-
| NASCAR: Dirt to Daytona ||  ||  ||  ||  ||
|-
| NASCAR Heat 2002 ||  ||  ||  ||  ||
|-
| NASCAR 2001 ||  ||  ||  ||  ||
|-
| NASCAR Thunder 2002 ||  ||  ||  ||  ||
|-
| NASCAR Thunder 2003 ||  ||  ||  ||  ||
|-
| NASCAR Thunder 2004 ||  ||  ||  ||  ||
|-
| NASCAR 2005: Chase for the Cup ||  ||  ||  ||  ||
|-
| NASCAR 06: Total Team Control ||  ||  ||  ||  ||
|-
| NASCAR 07 (EA Sports) ||  ||  ||  ||  ||
|-
| NASCAR 08 ||  ||  ||  ||  ||
|-
| NASCAR 09 ||  ||  ||  ||  ||
|-
| Naval Ops: Commander ||  ||  ||  ||  ||
|-
| Naval Ops: Warship Gunner ||  ||  ||  ||  ||
|-
| Naval Ops: Warship Gunner 2 ||  ||  ||  ||  ||
|-
| NBA 06 ||  ||  ||  ||  ||
|-
| NBA 07 ||  ||  ||  ||  ||
|-
| NBA 08 ||  ||  ||  ||  ||
|-
| NBA '09: The Inside ||  ||  ||  ||  ||
|-
| NBA 2K2 ||  ||  ||  ||  ||
|-
| NBA 2K3 ||  ||  ||  ||  ||
|-
| NBA 2K6 ||  ||  ||  ||  ||
|-
| NBA 2K7 ||  ||  ||  ||  ||
|-
| NBA 2K8 ||  ||  ||  ||  ||
|-
| NBA 2K9 ||  ||  ||  ||  ||
|-
| NBA 2K10 ||  ||  ||  ||  ||
|-
| NBA 2K11 ||  ||  ||  ||  ||
|-
| NBA Ballers ||  ||  ||  ||  ||
|-
| NBA Ballers Phenom ||  ||  ||  ||  ||
|-
| NBA Hoopz ||  ||  ||  ||  ||
|-
| NBA Jam ||  ||  ||  ||  ||
|-
| NBA Live 2001 ||  ||  ||  ||  ||
|-
| NBA Live 2002 ||  ||  ||  ||  ||
|-
| NBA Live 2003 ||  ||  ||  ||  ||
|-
| NBA Live 2004 ||  ||  ||  ||  ||
|-
| NBA Live 2005 ||  ||  ||  ||  ||
|-
| NBA Live 06 ||  ||  ||  ||  ||
|-
| NBA Live 07 ||  ||  ||  ||  ||
|-
| NBA Live 08 ||  ||  ||  ||  ||
|-
| NBA Live 09 ||  ||  ||  ||  ||
|-
| NBA Live 10 ||  ||  ||  ||  ||
|-
| NBA Shootout 2001 ||  ||  ||  ||  ||
|-
| NBA Shootout 2003 ||  ||  ||  ||  ||
|-
| NBA Shootout 2004 ||  ||  ||  ||  ||
|-
| NBA Starting Five ||  ||  ||  ||  ||
|-
| NBA Street ||  ||  ||  ||  ||
|-
| NBA Street Vol. 2 ||  ||  ||  ||  ||
|-
| NBA Street V3 ||  ||  ||  ||  ||
|-
| NCAA College Basketball 2K3 ||  ||  ||  ||  ||
|-
| NCAA College Football 2K3 ||  ||  ||  ||  ||
|-
| NCAA Final Four 2001 ||  ||  ||  ||  ||
|-
| NCAA Final Four 2002 ||  ||  ||  ||  ||
|-
| NCAA Final Four 2003 ||  ||  ||  ||  ||
|-
| NCAA Final Four 2004 ||  ||  ||  ||  ||
|-
| NCAA Football 2002 ||  ||  ||  ||  ||
|-
| NCAA Football 2003 ||  ||  ||  ||  ||
|-
| NCAA Football 2004 ||  ||  ||  ||  ||
|-
| NCAA Football 2005 ||  ||  ||  ||  ||
|-
| NCAA Football 06 ||  ||  ||  ||  ||
|-
| NCAA Football 07 ||  ||  ||  ||  ||
|-
| NCAA Football 08 ||  ||  ||  ||  ||
|-
| NCAA Football 09 ||  ||  ||  ||  ||
|-
| NCAA Football 10 ||  ||  ||  ||  ||
|-
| NCAA Football 11 ||  ||  ||  ||  ||
|-
| NCAA Gamebreaker 2001 ||  ||  ||  ||  ||
|-
| NCAA Gamebreaker 2003 ||  ||  ||  ||  ||
|-
| NCAA Gamebreaker 2004 ||  ||  ||  ||  ||
|-
| NCAA March Madness 2002 ||  ||  ||  ||  ||
|-
| NCAA March Madness 2003 ||  ||  ||  ||  ||
|-
| NCAA March Madness 2004 ||  ||  ||  ||  ||
|-
| NCAA March Madness 2005 ||  ||  ||  ||  ||
|-
| NCAA March Madness 06 ||  ||  ||  ||  ||
|-
| NCAA March Madness 07 ||  ||  ||  ||  ||
|-
| NCAA March Madness 08 ||  ||  ||  ||  ||
|-
| Need For Speed: Hot Pursuit 2 ||  ||  ||  ||  ||
|-
| Need for Speed: Underground ||  ||  ||  ||  ||
|-
| Need for Speed: Underground 2 ||  ||  ||  ||  ||
|-
| Need for Speed: Most Wanted ||  ||  ||  ||  ||
|-
| Need for Speed: Most Wanted Black Edition ||  ||  ||  ||  ||
|-
| Need for Speed: Carbon ||  ||  ||  ||  ||
|-
| Need for Speed: ProStreet ||  ||  ||  ||  ||
|-
| Need for Speed: Undercover ||  ||  ||  ||  ||
|-
| Negima!?: 3rd time ||  ||  ||  ||  ||
|-
| Negima!?: Dream Tactics ||  ||  ||  ||  ||
|-
| Neo Contra ||  ||  ||  ||  ||
|-
| Neo Geo Battle Coliseum ||  ||  ||  ||  ||
|-
| Neopets: The Darkest Faerie ||  ||  ||  ||  ||
|-
| Newcastle United Club Football 2005 ||  ||  ||  ||  ||
|-
| Next Generation Tennis ||  ||  ||  ||  ||
|-
| Next Generation Tennis 2003 ||  ||  ||  ||  ||
|-
| NFL 2K2 ||  ||  ||  ||  ||
|-
| NFL 2K3 ||  ||  ||  ||  ||
|-
| NFL Blitz 20-02 ||  ||  ||  ||  ||
|-
| NFL Blitz 20-03 ||  ||  ||  ||  ||
|-
| NFL Blitz Pro ||  ||  ||  ||  ||
|-
| NFL GameDay 2001 ||  ||  ||  ||  ||
|-
| NFL GameDay 2002 ||  ||  ||  ||  ||
|-
| NFL GameDay 2003 ||  ||  ||  ||  ||
|-
| NFL GameDay 2004 ||  ||  ||  ||  ||
|-
| NFL Head Coach ||  ||  ||  ||  ||
|-
| NFL Quarterback Club 2002 ||  ||  ||  ||  ||
|-
| NFL Street ||  ||  ||  ||  ||
|-
| NFL Street 2 ||  ||  ||  ||  ||
|-
| NFL Street 3 ||  ||  ||  ||  ||
|-
| NHL 2001 ||  ||  ||  ||  ||
|-
| NHL 2002 ||  ||  ||  ||  ||
|-
| NHL 2003 ||  ||  ||  ||  ||
|-
| NHL 2004 ||  ||  ||  ||  ||
|-
| NHL 2005 ||  ||  ||  ||  ||
|-
| NHL 06 ||  ||  ||  ||  ||
|-
|-
! [[3.70_CEX|3.70]]~{{latestPS3}} !! [[3.70_CEX|3.70]]~[[3.74_CEX|3.74]] !! [[4.00_CEX|4.00]]~[[4.01_CEX|4.01]] !! [[4.10_CEX|4.10]]~[[4.25_CEX|4.25]] !! [[4.78_CEX|4.78]]~[[4.88_CEX|4.88]] !! [[4.78_CEX|4.78]]~[[4.82_CEX|4.82]] !! [[3.72_CEX|3.72]]~[[4.01_CEX|4.01]]
| NHL 07 || || || || ||  
|-
|-
! funct_id !! funct_offset !! funct_offset !! funct_offset !! funct_offset !! funct_offset !! funct_offset
| NHL 08 ||  ||  ||  ||  ||
|-
|-
| 0x00 || 0x46720 || 0x42E00 || 0x42EB8 || 0x42F70 || 0x36B40 || 0x2FEF0
| NHL 09 || || || || ||  
|-
|-
| 0x01 || 0x42DB0 || 0x42EC4 || 0x42F7C || 0x43034 || 0x35FB0 || 0x31E38
| NHL 2K3 || || || || ||  
|-
|-
| 0x02 || 0x44394 || 0x4456C || 0x44560 || 0x447C0 || 0x34068 || 0x30220
| NHL 2K6 || || || || ||  
|-
|-
| 0x03 || 0x442B4 || 0x4448C || 0x44480 || 0x446E0 || 0x34144 || 0x302FC
| NHL 2K7 || || || || ||  
|-
|-
| 0x04 || 0x43100 || 0x43214 || 0x432CC || 0x43384 || 0x33F98 ? || 0x30150
| NHL 2K8 || || || || ||  
|-
|-
| 0x05 || 0x46A90 || 0x46DB4 || 0x47184 || 0x4745C || 0x36CF8 || 0x31D08
| NHL 2K9 || || || || ||  
|-
|-
| 0x06 || 0x46D64 || 0x46AE0 || 0x46934 || 0x46D20 || 0x34224 || 0x303DC
| NHL FaceOff 2001 || || || || ||  
|-
|-
| 0x07 || 0x47134 || 0x47154 || 0x47524 || 0x47C1C || 0x37850 ||  
| NHL FaceOff 2003 || || || || ||  
|-
|-
| 0x08 || 0x42E7C || 0x42F90 || 0x43048 || 0x43100 || 0x33DFC<!--0x33E00 ? (old)--> || 0x2FFB4
| NHL Hitz 20-02 || || || || ||  
|-
|-
| 0x09 || 0x42F54 || 0x43068 || 0x43120 || 0x431D8 || 0x36C04 || 0x31C14
| NHL Hitz 20-03 || || || || ||  
|-
|-
| 0x0A || 0x431C4 || 0x432D8 || 0x43390 || 0x43448 || 0x36EF0 || 0x31FCC
| NHL Hitz Pro || || || || ||  
|-
|-
| 0x0B || 0x4329C || 0x433B0 || 0x43468 || 0x43520 || 0x34354 ||  
| NHRA Drag Racing Countdown to the Championship 2007 || || || || ||  
|-
|-
| 0x0C || 0x441BC || 0x44394 || 0x44388 || 0x445E8 || 0x34424 || 0x30518
| Nicktoons Movin' || || || || ||  
|-
|-
| 0x0D || 0x440E0 || 0x442B8 || 0x442AC || 0x4450C || 0x34520 ||  
| Nicktoons Unite! || || || || ||  
|-
|-
| 0x0E || 0x44004 || 0x441DC || 0x441D0 || 0x44430 || 0x345FC || 0x306F0
| Nicktoons: Battle for Volcano Island || || || || ||  
|-
|-
| 0x0F || 0x43E28 || 0x44000 || 0x43FF4 || 0x44254 || 0x365F0 || 0x31124
| The Nightmare Before Christmas: Oogie's Revenge || || || || ||  
|-
|-
| 0x10 || 0x43D44 || 0x43F1C || 0x43F10 || 0x44170 || 0x36510 || 0x31044
| The Nightmare of Druaga: Fushigino Dungeon || || || || ||  
|-
|-
| 0x11 || 0x43C64 || 0x43E3C || 0x43E30 || 0x4408C || 0x36430 || 0x30F64
| Nightshade || || || || ||  
|-
|-
| 0x12 || 0x45CD4 || 0x45EAC || 0x46EA0 || 0x460FC || 0x34DD0<!--0x366C4 ? (old)--> || 0x311F8<!--0x30C28 ? (old)-->
| Ninja Assault || || || || ||  
|-
|-
| 0x13 || 0x469C0 || 0x43474 || 0x46864 || 0x435E4 || 0x366C4 || 0x30C28
| Nishanka's Ultimate Grand Turismo & Juiced || || || || ||  
|-
|-
| 0x14 || 0x4777C || 0x4779C || 0x478CC || 0x47FC4 || 0x34EDC || 0x31304
| Noble Racing || || || || ||  
|-
|-
| 0x15 || 0x455F0 || 0x457C8 || 0x457BC || 0x45A1C || 0x3795C || 0x327B4
| Nobunaga's Ambition: Rise to Power || || || || ||  
|-
|-
| 0x16 || 0x45164 || 0x4533C || 0x45330 || 0x45590 || 0x3521C || 0x31580
| Nobunaga's Ambition: Iron Triangle || || || || ||  
|-
|-
| 0x17 || 0x468C8 || 0x469DC || 0x4676C || 0x46ADC || 0x347D0 || 0x308C4
| NRA Gun Club || || || || ||  
|-
|-
| 0x18 || 0x45B80 || 0x45D58 || 0x45D48 || 0x45FA8 || 0x35300<!--0x373FC ? (old)--> || 0x31664
| NTRA Breeders' Cup World Thoroughbred Championships || || || || ||  
|-
|-
| 0x19 || 0x4706C || 0x46FC0 || 0x4745C || 0x47A88 || 0x36E28 || 0x31F04
| Nuga-Cel! || || || || ||  
|-
|-
| 0x1A || 0x45844 || 0x45A1C || 0x45A0C || 0x45C6C || 0x37614 || 0x325B4
|}
|}
 
==== O ====
{| class="wikitable" style="float:left; font-size:xx-small; line-height:100%; margin:5px"
{| border="1" cellspacing="0" cellpadding="5" border="#999" class="wikitable" style="border:1px solid #999; border-collapse: collapse;"  
! colspan="5" | netemu 0x01 !! gxemu 0x00 !! softemu 0x00
|- bgcolor="#cccccc"
! Title !! ps2<br />emu !! ps2<br />gxemu !! ps2<br />softemu !! Other !! Notes
|-
| ObsCure ||  ||  ||  ||  ||
|-
| Obscure II ||  ||  ||  ||  ||
|-
| Odin Sphere ||  ||  ||  ||  ||
|-
| Okage: Shadow King ||  ||  ||  ||  ||
|-
| Okami ||  ||  ||  ||  ||
|-
| One Piece Grand Adventure ||  ||  ||  ||  ||
|-
| One Piece Grand Battle ||  ||  ||  ||  ||
|-
|-
! [[3.70_CEX|3.70]]~{{latestPS3}} !! [[3.70_CEX|3.70]]~[[3.74_CEX|3.74]] !! [[4.00_CEX|4.00]]~[[4.01_CEX|4.01]] !! [[4.10_CEX|4.10]]~[[4.25_CEX|4.25]] !! [[4.78_CEX|4.78]]~[[4.88_CEX|4.88]] !! [[4.78_CEX|4.78]]~[[4.82_CEX|4.82]] !! [[3.72_CEX|3.72]]~[[4.01_CEX|4.01]]
| One Piece: Pirates Carnival || || || || ||  
|-
|-
! funct_id !! funct_offset !! funct_offset !! funct_offset !! funct_offset !! funct_offset !! funct_offset
| OneChanbara || || || || ||  
|-{{cellcolors|#ddddff}}
| 0x1B || 0x45094 || 0x4526C || 0x45260 || 0x454C0 || 0x35434 || 0x31798
|-{{cellcolors|#ddddff}}
| 0x1C || 0x44FC4 || 0x4519C || 0x45190 || 0x453F0 || 0x354F8 || 0x30A88
|-{{cellcolors|#bbbbff}}
| 0x1D || 0x44EF4 || 0x450CC || 0x450C0 || 0x45320 || 0x355BC ||
|-{{cellcolors|#bbbbff}}
| 0x1E || 0x44E24 || 0x44FFC || 0x44FF0 || 0x45250 || 0x35680 ||
|-{{cellcolors|#ddddff}}
| 0x1F || 0x44D54 || 0x44F2C || 0x44F20 || 0x45180 || 0x35744 ||
|-{{cellcolors|#ddddff}}
| 0x20 || 0x44C84 || 0x44E5C || 0x44E50 || 0x450B0 || 0x35808 ||
|-{{cellcolors|#bbbbff}}
| 0x21 || 0x44BB4 || 0x44D8C || 0x44D80 || 0x44FE0 || 0x358CC ||
|-{{cellcolors|#bbbbff}}
| 0x22 || 0x44AE4 || 0x44CBC || 0x44CB0 || 0x44F10 || 0x35990 ||
|-{{cellcolors|#ddddff}}
| 0x23 || 0x44A14 || 0x44BEC || 0x44BE0 || 0x44E40 || 0x35A54 ||
|-{{cellcolors|#ddddff}}
| 0x24 || 0x44944 || 0x44B1C || 0x44B10 || 0x44D70 || 0x35B18 ||
|-{{cellcolors|#bbbbff}}
| 0x25 || 0x44874 || 0x44A4C || 0x44A40 || 0x44CA0 || 0x35BDC ||
|-{{cellcolors|#bbbbff}}
| 0x26 || 0x447A4 || 0x4497C || 0x44970 || 0x44BD0 || 0x35CA0 ||
|-{{cellcolors|#ddddff}}
| 0x27 || 0x446D4 || 0x448AC || 0x448A0 || 0x44B00 || 0x35D64 ||
|-{{cellcolors|#ddddff}}
| 0x28 || 0x44604 || 0x447DC || 0x447D0 || 0x44A30 || 0x35E28 ||
|-{{cellcolors|#bbbbff}}
| 0x29 || 0x44534 || 0x4470C || 0x44700 || 0x44960 || 0x35EEC ||
|-{{cellcolors|#bbbbff}}
| 0x2A || 0x44464 || 0x4463C || 0x44630 || 0x44890 || 0x35158 ||  
|-
|-
| 0x2B || 0x467E4 || 0x463DC || 0x46688 || 0x4662C || 0x34994 ||  
| Oni || || || || ||  
|-
|-
| 0x2C || 0x465D0 || 0x464B4 || 0x46D28 || 0x47114 || 0x36FC8 ||  
| Onimusha: Warlords || || || || ||  
|-
|-
| 0x2D || 0x47384 || 0x473A4 || 0x46BB0 || 0x46F9C || 0x3607C ||  
| Onimusha 2: Samurai's Destiny || || || || ||  
|-
|-
| 0x2E || 0x47234 || 0x47254 || 0x46A38 || 0x46E24 ||  ||  
| Onimusha 3: Demon Siege || || || ||  ||  
|-
|-
| 0x2F || 0x45500 || 0x456D8 || 0x456CC || 0x4592C || 0x34A70 ||  
| Onimusha Blade Warriors || || || || ||  
|-
|-
| 0x30 || 0x4541C || 0x455F4 || 0x455E8 || 0x45848 || 0x34B48 ||  
| Onimusha: Dawn of Dreams || || || || ||  
|-
|-
| 0x31 || 0x45338 || 0x45510 || 0x45504 || 0x45764 || 0x34C20 ||  
| Open Season || || || || ||  
|-
|-
| 0x32 || 0x45254 || 0x4542C || 0x45420 || 0x45680 || 0x34CF8 ||  
| Operation Air Assault || || || || ||  
|-
|-
| 0x33 || 0x46E74 || 0x46EB8 || 0x47288 || 0x47560 || 0x37714 ||  
| The Operative: No One Lives Forever || || || || ||  
|-
|-
| 0x34 || {{cellcolors|#CC5555}} 0x00000 || {{cellcolors|#CC5555}} 0x00000 || {{cellcolors|#CC5555}} 0x00000 || {{cellcolors|#CC5555}} 0x00000 ||  ||  
| Orphen: Scion of Sorcery || || || ||  ||  
|-
|-
| 0x35 || 0x45DF0 || 0x45FC8 || 0x46274 || 0x46218 ||  ||  
| Outlaw Golf || || || ||  ||  
|-
|-
| 0x36 || 0x4336C || 0x43544 || 0x43538 || 0x436B4 ||  ||  
| Outlaw Golf 2 || || || ||  ||  
|-
|-
| 0x37 || 0x474E0 || 0x47500 || 0x47630 || 0x47D28 ||  ||  
| 'Outlaw Tennis || || || ||  ||  
|-
|-
| 0x38 || 0x46BA0 || 0x46BF0 || 0x46FC0 || 0x47298 ||  ||  
| Outlaw Volleyball Remixed || || || ||  ||  
|-
|-
| 0x39 || {{no}} || {{no}} || {{no}} || 0x47674 ||  ||  
| OutRun 2006: Coast 2 Coast || || || ||  ||  
|-
|-
| 0x3A || {{no}} || {{no}} || {{no}} || 0x46BD4 ||  ||  
| Over the Hedge || || || ||  ||  
|-
|-
| 0x3B || {{no}} || {{no}} || {{no}} || 0x43FAC ||  ||
|}
|}{{clear}}
==== P ====
 
====Function 0x0D====
What is the purpose of this function? Could it be used as a potential fix for the various DMA issues (similar to the EE timing hack in PCSX2)? I may be wrong, but I think the majority of netemu's emulation problems are caused by DMA issues, which are unfortunately hard to fix.
* This hack allow to run all spe cores while doing nothing on ppe side. Is like giving spe more time (100 msec). This can be used to fix some timing issues here or there. But if you know game offset that you want to use it, you probably can already fix it in different way. Also this probably won't affect "emulation cycles", so is not like pcsx2 EE timing hack. About pcsx2 EE timing hack.. This is really stupid hack if you ask me. Hack make all events listed [[https://github.com/PCSX2/pcsx2/blob/5bdec2f532e94065655032eb6cf7f7715c075e3b/pcsx2/R5900.h#L403 here]] to take 8 cycles. No matter that really it was 1, or 2000 cycles, it will make all of that 8 cycles. Idea of that hack is not bad itself, but it is terrible implementation that make a lot of things random. I think that ps2 emu on ps4 do this much better, as you can select only one event, and set cycles for it. While on pcsx2 if you want DMAC_FROM_IPU to take 8 cycles, you also make ALL OTHER events to take 8 cycles. I don't know how lucky that hack is to not break other stuff. --[[User:Kozarovv|Kozarovv]] ([[User talk:Kozarovv|talk]]) 07:47, 12 March 2022 (UTC)
 
====Function 0x12====
The 0x4FC500 EE memory offset is not hardcoded, isn't it? Since this hook fixes other Traveller's Tales games, like Wrath of Cortex, the memory offset should be taken from the opcode itself (if I remember correctly, it is "load word from global pointer").--[[User:Agrippa|Agrippa]] ([[User talk:Agrippa|talk]]) 11:48, 2 October 2022 (UTC)
*Fun(?)fact, it is hardcoded.
oris r0, r0, 0x204F
ori r0, r0, 0xC500.
But i think i know what happen. hook land here (on finding nemo):
lw          $s0, dword_4FC500
bnez        $s0, loc_187568
Notice that config beside 0x4FC500, set $s0 to zero. And here is another fun fact. At least on Nemo this is only place that read from that address. Making patch to 4FC500 meaningless, and not really needed. Assuming that other game doesn't use that exact address, this config is just additionally corrupting some random thing at 0x4FC500. I think that is probably the case also for other Nemo games. To be honest that config can be replaced to just nop that branch there and should do exactly the same thing. ¯\_(ツ)_/¯ --[[User:Kozarovv|Kozarovv]] ([[User talk:Kozarovv|talk]]) 12:23, 2 October 2022 (UTC)
** Hmm, or not exactly the same thing as it also check that COP0 and DMAC stuff. Anyway, i think that patch to EE address do nothing there.
*** NET config for Finding Nemo (SLES-51755) seems to have a 0x42 replacement for 0x01 hook, including the COP0 and D_STAT checks you have mentioned.--[[User:Agrippa|Agrippa]] ([[User talk:Agrippa|talk]]) 13:33, 2 October 2022 (UTC)
 
====Function 0x35====
''Ninkyouden: Toseinin Ichidaiki'' (SLPM-66274) is using command 0x1 with function 0x35 at 0x13ED94...it seems like its executed at the VSync function of the game. This hook is also not in gxemu judging from the table above. No immediate change with or without the command that I can tell. Any idea on what this is doing?
* Function check some bits in GIF, but i don't know what exactly (offset 0x300/0x310 in fe SPU). When bits are 0 command end. When bits are not 0, PPU side of PS3 sleeps 256 cycles, and then check again fe SPU. That loop won't ends unless bits are 0. Just small tip about hooks that are close to VSync. This is not always related to VSync per se. Of course can be, but don't really need to. I mean, if you want to run hook in predictable place, and with similar time steps. VSync is where you hook game code then. --[[User:Kozarovv|Kozarovv]] ([[User talk:Kozarovv|talk]]) 05:31, 22 August 2022 (UTC)
** Yes, I first thought it would be VSync related, but I figured it could be something executed at every VSync like you said. Thanks for checking in on this hook. I am thinking of testing games like Tenchu: Wrath of Heaven and Street Fighter EX3 with this hook to see if anything changes (at least Tenchu's issue is directly related to GIF, SFEX3 not too sure). --[[User:Mrjaredbeta|Mrjaredbeta]] ([[User talk:Mrjaredbeta|talk]]) 00:54, 23 August 2022 (UTC)
 
===ps2_netemu command 0x5===
The external config format used by ps2_netemu.self doesnt supports command ID 0x5. But this same command with a different ID (0x4) was used by this game configs embedded inside ps2_gxemu.self: Grand Theft Auto: Liberty City Stories (SLES-54135, SLES-54136, SLUS-21423), Grand Theft Auto: Vice City Stories (SLES-54622, SLES-54623, SLUS-21590), Hunter: The Reckoning Wayward (SLES-51823), Onimusha: Dawn of Dreams (SLPM-66275), Shinseiki Evangelion: Ayanami Ikusei Keikaku with Asuka Hokan Keikaku (SLPM-65340), Tekken Tag Tournament (SLUS-20001). The reason why this command is not supported in the external config files is because the related emulator code is enabled permanently in ps2_netemu.self for all games
 
This command patches EEDMA SPE program during emulator init (0x1F77C in latest netemu) to set different handling for DIRECT/DIRECTHL VIF1 commands. Weird solution, wasn't better to just change pointers in spe program instead of patching that on init?
* Is there any way to patch the emulator to prevent that command to apply? I wonder if it is affecting the behaviour of some games.--[[User:Agrippa|Agrippa]] ([[User talk:Agrippa|talk]]) 20:00, 11 March 2022 (UTC)
** Yeah, you can patch it on decrypted emu.
Find
91 48 00 00 90 09 00 1C 90 09 00 10 90 09 00 14 90 09 00 18 90 0b 00 1C 90 0b 00 10 90 0b 00 14 90 0b 00 18
Replace
91 48 00 00 60 00 00 00 60 00 00 00 60 00 00 00 60 00 00 00 60 00 00 00 60 00 00 00 60 00 00 00 60 00 00 00
 
And find
E9 42 8C 20 3C 00 00 01 60 00 72 80 E9 2A 00 00
replace
4E 80 00 20 3C 00 00 01 60 00 72 80 E9 2A 00 00
 
Now you need to encrypt it with scetool, using original emu as a template.
scetool --template orig_ps2_netemu.self --sce-type=SELF --compress-data=TRUE --encrypt ps2_netemu.elf ps2_netemu.self
Remember to delete netemu from flash, then copy new one. Overwriting can fail as there is not enough space on dev_flash. --[[User:Kozarovv|Kozarovv]] ([[User talk:Kozarovv|talk]]) 07:35, 12 March 2022 (UTC)
 
===ps2_netemu command 0x0B===
 
SRS:Street Racing Syndicate - sector to patch: 3021/1392496 (1.03) or 1402736 (2.00), offset correction: no, PCSX2 log:
CDRead: Reading Sector 0003021 (008 Blocks of Size 2048) at Speed=4x(CAV) Spindle=83
WRC: Rally Evolved - sector to patch: 3235/1792256 (1.01), offset correction: no, PCSX2 log:
CDRead: Reading Sector 0003235 (008 Blocks of Size 2048) at Speed=4x(CAV) Spindle=83
Notice the CDRead command instead of DvdRead.
* Not sure this is the case here. But PCSX2 have bug in fastboot, where it always fallback to CDRead for few first reads. To confirm you can launch game with fastboot disabled, pcsx2 now should read those sectors with proper mode. At the second hand.. Maybe that's what happen on PS3? Probably no, as far as i know netemu bios perform something similar to fullboot. But maybe, sony can break unbreakable, and this actually seems to be reasonable explanation. --[[User:Kozarovv|Kozarovv]] ([[User talk:Kozarovv|talk]]) 05:18, 22 August 2022 (UTC)
** That is how it does look like on the newest PCSX2 build at the moment of posting it. It does use a CDRead for few reads after loading an ELF file, even in the full boot mode. --[[User:Agrippa|Agrippa]] ([[User talk:Agrippa|talk]]) 17:27, 22 August 2022 (UTC)
Emulator does panic itself, when two separate 0x0B commands are used.--[[User:Agrippa|Agrippa]] ([[User talk:Agrippa|talk]]) 20:25, 15 November 2022 (UTC)
 
===ps2_netemu command 0x0C===
 
These pairs of parameters: 0x0001 and 0x0400; 0x0001 and 0x0800; 0x0001 and 0x0180 fix few missing sound effects in the Klonoa 2. The side effect is slightly longer loading times in general. This game is known for its various audio buffer issues related to the CDVD speed.
* I actually suspected this can be some delay for reads, but default value is (1, 0x1000) so doesn't really fit for delay. Since Shadowman 2 use it, and have known CD issue. Testing Shadowman2 without config can be interesting, if i'm right there will be a lot of broken textures right after you take control of main character. With broken Shadowman2 it will be easy to know that lower values are "better" or higher values are "better". That should help to understand what's going on. Assuming that SM2 really break without config... --[[User:Kozarovv|Kozarovv]] ([[User talk:Kozarovv|talk]]) 19:10, 3 March 2022 (UTC)
** Tested Shadowman with and without config. No texture corruption either way, but it seems like the config helps with frame rate issues maybe caused by streaming in contents from the disc? Either that or placebo. --[[User:Mrjaredbeta|Mrjaredbeta]] ([[User talk:Mrjaredbeta|talk]]) 02:39, 4 March 2022 (UTC)
*** Well that's "unfortunate" because Shadowman2 would be perfect test case here. I noticed that Shadowma2 have hardcoded bios settings "CDVD_READ_DELAY", so maybe is handled there. --[[User:Kozarovv|Kozarovv]] ([[User talk:Kozarovv|talk]]) 19:11, 4 March 2022 (UTC)
 
It seems like this command can further improve FMVs that still have stuttering issues with command 0x21 enabled. The Fear's opening FMVs are heavily improved with command 0x21 set at 1, but there is still some video slowdown and audio stuttering and popping remaining. With the addition of command 0x0C set to 0x1 and 0x400, the slowdown and stutter is completely fixed. I have only tested 0x400 as a value so far.
 
The ingame FMVs with the graphic overlay are still stuttering heavily, though, and I am still unsure why. It seems like the shorter FMVs run fine, and the longer they are they more they have slowdown/stutter. This only applies to the "ingame" FMVs and not the opening ones.
 
I did some work on it, and it seems to modify read speed. Higher values should give faster read speed. Eventually higher values will give more frequent event checks, but read speed modifier seems to be more probable now when we know default values. To get faster read speed we should use (1, x > 0x400) for CD, and (1, x > 0x1000) for DVD. At this point Shadowman 2 is good test candidate again, just with some really high value. All configs from GX emu looks like they slowing down reads, because values for DVD are below 0x1000, Shadowman2 without config doesn't change anything because this config use default value... Burnout 3 is interesting here, only config that seems to use 0 (yolo read speed) option. --[[User:Kozarovv|Kozarovv]] ([[User talk:Kozarovv|talk]]) 22:24, 3 July 2023 (CEST) <br>
void MECHA_on_state_3(__int64* mecha)
{
  ReadSectorSize = *(mecha + 0x70);
  if ( !ReadSectorSize )
    panic(1u);
   
  do
    current_tb = get_current_timebase()
  while ( !current_tb );
 
  readed_sectors_count = readed_size_in_bytes / ReadSectorSize;
  readed_sectors_count_mul_by_79800000 = 79800000LL * readed_sectors_count
  tb_for_seek_and_read = *(mecha + 0x18);
  skip = current_tb - tb_for_seek_and_read >= readed_sectors_count_mul_by_79800000 / val_from_cmd_0x0C_1)
 
  if ( cmd_0x0C_0 != 1 || val_from_cmd_0x0C_1 == 0 || skip )
  {
    if ( *(mecha + 0xD4) <= BytesToRead && !*(mecha + 0xE4) )
    {
      *(mecha + 0xD4) = readed_size_in_bytes;
      *mecha_state = 4; // Reading done here. Going to next step.
      return;
    }
    panic(1u);
  }
  set_scheduler(
    5uLL,                                                                              // 5 - CDVD event
    tb_for_seek_and_read + readed_sectors_count_mul_by_79800000 / val_from_cmd_0x0C_1,  // When
    &syscall8_200,                                                                      // Event Handler.
    0LL);                                                                              // unk
}
 
* Netemu does crash when the first param is set to 0x2.--[[User:Agrippa|Agrippa]] ([[User talk:Agrippa|talk]]) 21:03, 7 July 2023 (CEST)
** No idea why, function that check config compare to 2 and panic if greater than. So '''2''' is accepted at least there. This config is used in 4 places. All of them use next part of config only if this one is '''1'''. 3 places check explicitly for '''1''', one place check for '''0'''. Setting '''2''' is weird from code point of view because it's almost like 0, but allow code to do one check in read function, and to be honest this doesn't look like intentional behavior because similar check is performed earlier in previous N command state, and there is handled properly including setting 1F402006 to error code instead of panic. --[[User:Kozarovv|Kozarovv]] ([[User talk:Kozarovv|talk]]) 22:31, 7 July 2023 (CEST)
 
===ps2_netemu command 0x12===
 
====type 1====
Playground discussion, unsure about clrlslwi  r11, r0, 16,3 result
 
<pre>
Syphon Filter The Omega Strain
298  00 00 00 00
29C  00 00 00 00
2A0  01 00>02 00< Type1, Count 2
2A4  31 00 99 18 
2A8  32 00 B6 18
 
 
type 1: (Syphon Filter The Omega Strain )
*0x48  | ptr to 1st value *0x2A4 (0x15F)
*0x50  | count of type values
 
        (0x18990031 >> 0xC) & 0xFFFF0 = 0x18990
        (0x18B60032 >> 0xC) & 0xFFFF0 = 0x18B60
 
store value in [0x18990 + ??? ]
seg017:0000000000198498 next_value:                            # CODE XREF: read_id0x12_type_1+120�j
seg017:0000000000198498                lwz      r0, 0(r10)    # -> 0x18990031
seg017:000000000019849C                addi      r8, r8, 1    # counter
seg017:00000000001984A0                ld        r29, 0(r31)
seg017:00000000001984A4                addi      r10, r10, 4  # ptr to next value
seg017:00000000001984A8                rlwinm    r28, r0, 20,12,27 # r28 = (r0 >> 12) & 0xFFFF0 = (0x18990031 >> 12) & 0xFFFF0 = 0x18990
seg017:00000000001984AC                clrlslwi  r11, r0, 16,3 # r11 = 0x0031 << 3 = 0x188
seg017:00000000001984B0                add      r26, r28, r29 # r26 = 0x18990 + ??
seg017:00000000001984B4                stw      r11, 4(r26)  # store 0x62000? or 0x188? in r26
seg017:00000000001984B8                lwz      r5, 0x50(r31) # count
seg017:00000000001984BC                cmplw    cr6, r5, r8
seg017:00000000001984C0                bgt      cr6, next_value
</pre>
<br>
Leaving old info for now as it have good explanation of code itself. Command patch vu0_jit_data memory directly. For example above patch will write 0x188 to 0x1C018994 address. vu0 jit mem hold info about microprograms, like how many cycles will run, where program start/end, where is ebit, etc. For now is unknown which info is patched, but shift by 3 suggest it will be vu0 address related info. --[[User:Kozarovv|Kozarovv]] ([[User talk:Kozarovv|talk]]) 12:23, 14 June 2023 (CEST)
 
====type 2====
 
Fix for interlocking/synchronization EE with VU0 in micro mode. Usually used with games that are m bit sensitive, or loop endlessly on VU0 due to lack of sync with EE core.
 
<pre>
Primal
298  00 00 00 04
29C  00 00 00 00 
2A0  02 00>03 00< Type 2, Count 3
2A4  5F 01 00 00
2A8  8D BD 6F 2C
2AC  67 03 00 00 
2B0  02 00>03 00< Type 2, Count 3
2B4  6B 01 00 00
2B8  31 35 70 E9
2BC  72 03 00 00 
2C0  03 00>02 00< Type 3, Count 2
2C4  60 9B 39 10
2C8  18 9C 39 10
2CC
 
type 2:
*0x20C | counter
*0x210 | 1st value: 0x15F      -> only gets compared, if passed check 2nd value
*0x214 | 2nd value: 0x2C6FBD8D -> only gets compared, if passed use *0x218 + *0x21C
*0x218 | 1 ( = count - 2)
        *0x21C | ptr to 3rd value *0x2AC (0x367)
 
First value is VU0 microprogram start address, multiply by 8 to get correct offset in VU0 micro mem. That one is confirmed,
and you can check CMSAR0 register status in pcsx2 when EE hit address from type 3 command to make sure. Now some guessing.
Second value is probably hash of microprogram (from start address to e bit end).
Third value can be run cycles before program is force stopped, for example to wait on m bit for EE side to catch, or to stop endless
loop that normally should already end if VU0 didn't run ahead of EE.
Fourth and next values if available can be run cycles for next program runs.
A lot of guessing here. But looking at games that use it, there is high possibility that is correct.
This command is always used with type 3, or 4. This is probably not required, but without notifying EE side type 2 is useless.
</pre>
 
====type 3====
 
<pre>
Example Primal
*0x11B4| counter
*0x11B8| -1 -> 0x399B60?
*0x11BC| 0 -> 0x399B60?
*0x11C0| ptr to *0x2C4 values
*0x11C4| count (2)
 
r11 = r0 & 0xFFFFFFF = 0x10399B60 & 0xFFFFFFF = 0x399B60
0x10399C18 & 0xFFFFFFF = 0x399C18
 
r3 = r31 >> 28 = 0x10399B60 >> 0x1C = 1
a check if 1,2
</pre>
 
====type 4====
 
        cmpwi    cr7, r0, 4
        bne      cr7, panic_dword_1967BC
        srwi      r9, r6, 1    # r9 = r6 >> 1 = count >> 1
        addi      r11, r4, 4
        stw      r9, 0x1238(r31) save count>>1
        std      r11, 0x1240(r31) save ptr to table values start
 
One correct entry is 2x 32 bit. First 32 bits are EE Opcode in little endian, second 32 bits are the same as first 4 bits of type 3 (interlocking). This type of config work in conjunction with type 2 config, and was required because R&C series use EE memory overlays. So type 3 config can't be used here as EE offset change per game level.
 
Here is alternative config for Rayman 3 (SLUS_206.01), this time using type 4 instead of 3. Just to confirm above is true. Untested, because i have no ability to do that.
<pre>
12 00 00 00 0C 00 00 00 00 00 00 04 00 00 00 00
02 00 04 00 00 00 00 00 AE B3 4E 5D 20 02 00 00
46 02 00 00 04 00 04 00 00 30 D3 48 01 00 00 00
00 30 C8 48 01 00 00 00
</pre>
 
===ps2_netemu command 0x17===
This command is used only in Bully which is only known game by R* Vancouver, there is a chance that is only game which need it. But just in case, what game do is MTC0 $zero, Count <br>
And read that at some point. Since we are in recompiler, count is updated only on events. This can create situation where game retrieve 0 value from count reg. Which according to pcsx2 source is wrong ([[https://github.com/PCSX2/pcsx2/blob/b3590430c97e8df170df0c00ebf466ce848edbf9/pcsx2/COP0.cpp#L56 | referred as TIMR]]). To be honest I'm not 100% sure that is issue here. Only other problem i can imagine is potential divide by 0 in emu itself. Anyway, if game do MTC0 zero, Count (00 48 80 40), or any weird operations with Count. This config should be tested.
 
===ps2_netemu command 0x21===
Well, i don't know where to start.. This command with param 0 or 1 at some point prevent writes to TagLo register. Not with MTC0 tho, but during different opcode that is handled separately. I got this unresolved yet, but it seems that is CACHE opcode. That potentially mean ps2_netemu support some parts of instruction cache. But this need to be tested on real hardware. Good candidate here is WRC4. When command 0x21 with 0 or 1 is added to standard config, game should fail to load at all (unless game getting lucky like described in emu bugs section).
*I assume the cache handling would be the cause for games panicking/shutting down when 0x21 is set at 0? I cannot remember correctly if WRC panics (Agrippa would know better), but games like Shadow Hearts 2/3 will shut down after loading a save when instructions are being loaded in the EE memory from outside the main executable. My mind is blanking on other games besides those two, but surely a handful of games I have tested have had shutdowns caused by this command.--[[User:Mrjaredbeta|Mrjaredbeta]] ([[User talk:Mrjaredbeta|talk]]) 20:13, 1 October 2022 (UTC)
** Yes, since that command disable cache handling only partially. There could be some unexpected issues. Problem is that 0x21 do little bit more, and little bit weird. Not gonna lie, cache is new territory for me since i never worked with any emu that support it. PCSX2 support good chunk of cache, but only in interpreter mode, and usually i just patched games to not rely on cache. This is what i got for now.
*** If my memory serves me right:
**** WRC4 - panic at the loading of stages (0x21-0)
**** VP2 - panic at the switching to the battle mode (0x21-0) or player models fail to load in the battle mode (0x21-1)
**** MGS3 - frame rate improvement, at the expense of awfully longer loading times (0x21-0).--[[User:Agrippa|Agrippa]] ([[User talk:Agrippa|talk]]) 11:40, 2 October 2022 (UTC)
**Since it’s worth mentioning, 0x21 set to 0 also fixes the camera angle issue in Radiata Stories after one or two battle sequences.--[[User:Mrjaredbeta|Mrjaredbeta]] ([[User talk:Mrjaredbeta|talk]]) 15:02, 2 October 2022 (UTC)
***I think the issue is not related to the camera at all. It looks similar to the VP2 case I posted earlier - the models fail to load on the post battle screen (shadows are drawn, though). Moreover, various models do disappear for a second in the battle mode too, if I remember correctly. Just a guess, as both games share the same engine.--[[User:Agrippa|Agrippa]] ([[User talk:Agrippa|talk]]) 18:22, 4 October 2022 (UTC)
I messed little bit with this code today, and 0x21_1, plus 0x03 at the same time seems to be most aggressive combo to remove instruction cache emulation. Not sure about compatibility, but this two configs together skip most cache code in emulator. --[[User:Kozarovv|Kozarovv]] ([[User talk:Kozarovv|talk]]) 10:21, 21 October 2022 (UTC)
*Quick test with this, random game (ATV Offroad Fury 4). It seems like 0x21_0 still gave a better improvement to menu FMV playback/stutter than 0x21_1 and 0x03. I didn't notice any change in performance with 0x21_1 in this scenario. Caching is still enabled with IHIN/IXIN with 0x21_0?--[[User:Mrjaredbeta|Mrjaredbeta]] ([[User talk:Mrjaredbeta|talk]]) 00:15, 22 October 2022 (UTC)
**Whoops, sorry i meant 0x21_0 and 0x03. 0x21_1 actually create a lot of additional recompiled code. 0x21_0 is so fast because it skips lookup for cached addresses also outside of general cache opcodes (that how it looks like, i need to do little bit more work here). IHIN/IXIN (hit/index invalidation) can be totally disabled only with 0x03. 0x21 (0/1) still generate a lot of code for IHIN/IXIN when 0x03 is not used, even more that without 0x21. --[[User:Kozarovv|Kozarovv]] ([[User talk:Kozarovv|talk]]) 06:53, 22 October 2022 (UTC)
***Okay, that makes sense. It is difficult to tell if adding 0x03 with 0x21_0 made any difference with this game as FMV is fixed with just 0x21_0, but it may be beneficial to test games that still have FMV playback issues with 0x21_0 enabled (slight desync still with Shadow Hearts).--[[User:Mrjaredbeta|Mrjaredbeta]] ([[User talk:Mrjaredbeta|talk]]) 15:05, 22 October 2022 (UTC)
<br><br>'''Emotion Engine Cache support'''<br>
Apparently, emulator support some parts of cache. More precisely instruction cache. Implementation seems to be simple and not 100% accurate, and there is no data cache support (obviously - speed). Still impressive there is something at all in recompiler.
 
'''Supported opcodes:'''
{| border="1" cellspacing="0" cellpadding="5" border="#999" class="wikitable" style="border:1px solid #999; border-collapse: collapse;"  
{| border="1" cellspacing="0" cellpadding="5" border="#999" class="wikitable" style="border:1px solid #999; border-collapse: collapse;"  
|- bgcolor="#cccccc"
! Title !! ps2<br />emu !! ps2<br />gxemu !! ps2<br />softemu !! Other !! Notes
|-
| Pacific Warriors II: Dogfight ||  ||  ||  ||  ||
|-
| Pac-Man Fever ||  ||  ||  ||  ||
|-
| Pac-Man World 2 ||  ||  ||  ||  ||
|-
| Pac-Man World 3 ||  ||  ||  ||  ||
|-
| Pac-Man World Rally ||  ||  ||  ||  ||
|-
| PaRappa the Rapper 2 ||  ||  ||  ||  ||
|-
| Paris Dakar Rally ||  ||  ||  ||  ||
|-
| Pasty Maker Sandwich Van Pay Out ||  ||  ||  ||  ||
|-
| Penny Racers ||  ||  ||  ||  ||
|-
| Perfect Ace Pro Tournament Tennis ||  ||  ||  ||  ||
|-
| Peter Jackson's King Kong: The Official Game of the Movie ||  ||  ||  ||  ||
|-
| Phantom Brave ||  ||  ||  ||  ||
|-
| Phantasy Star Universe ||  ||  ||  ||  ||
|-
| Phantom Crash 2050 ||  ||  ||  ||  ||
|-
| Pilot Down ||  ||  ||  ||  ||
|-
| Pimp My Ride: Street Racing ||  ||  ||  ||  ||
|-
| Pinball Fun ||  ||  ||  ||  ||
|-
| Pinball Hall of Fame: The Gottlieb Collection ||  ||  ||  ||  ||
|-
| Pink Pong ||  ||  ||  ||  ||
|-
| Pipo Saru 2001 ||  ||  ||  ||  ||
|-
| Pirates: Legend of the Black Buccaneer ||  ||  ||  ||  ||
|-
| Pirates: The Legend of Black Kat ||  ||  ||  ||  ||
|-
| Pirates of the Caribbean: At Worlds End ||  ||  ||  ||  ||
|-
| Pirates of the Caribbean: The Legend of Jack Sparrow ||  ||  ||  ||  ||
|-
| Pitfall: The Lost Expedition ||  ||  ||  ||  ||
|-
| Planetarian: Chiisana Hoshi no Yume ||  ||  ||  ||  ||
|-
| Playboy: The Mansion ||  ||  ||  ||  ||
|-
| The Polar Express ||  ||  ||  ||  ||
|-
| Pool Paradise ||  ||  ||  ||  ||
|-
| Pool Paradise: International Edition ||  ||  ||  ||  ||
|-
| Pool Shark 2 ||  ||  ||  ||  ||
|-
| PopCap Hits! Vol. 1 ||  ||  ||  ||  ||
|-
| Pop'n Music 7 ||  ||  ||  ||  ||
|-
| Pop'n Music: Best Hits ||  ||  ||  ||  ||
|-
| Pop'n Music 8 ||  ||  ||  ||  ||
|-
| Pop'n Music 9 ||  ||  ||  ||  ||
|-
| Pop'n Music 10 ||  ||  ||  ||  ||
|-
| Pop'n Music 11 ||  ||  ||  ||  ||
|-
| Pop'n Music 12 Iroha ||  ||  ||  ||  ||
|-
| Pop'n Music 13 Carnival ||  ||  ||  ||  ||
|-
| Pop'n Music 14 Fever! ||  ||  ||  ||  ||
|-
| Popeye: Hush Rush for the Spinach ||  ||  ||  ||  ||
|-
| Portal Runner ||  ||  ||  ||  ||
|-
| Power Rangers Dino Thunder ||  ||  ||  ||  ||
|-
| Power Volleyball ||  ||  ||  ||  ||
|-
| Powerdrome ||  ||  ||  ||  ||
|-
| Powerpuff Girls: Relish Rampage ||  ||  ||  ||  ||
|-
| Predator: Concrete Jungle ||  ||  ||  ||  ||
|-
| Primal ||  ||  ||  ||  ||
|-
| Primal Image ||  ||  ||  ||  ||
|-
| Prince of Persia: The Sands of Time ||  ||  ||  ||  ||
|-
| Prince of Persia: The Two Thrones ||  ||  ||  ||  ||
|-
| Prince of Persia: Warrior Within ||  ||  ||  ||  ||
|-
| Premier Manager 2005/2006 ||  ||  ||  ||  ||
|-
| Premier Manager 2006-2007 ||  ||  ||  ||  ||
|-
| Pride FC ||  ||  ||  ||  ||
|-
| Pro Evolution Soccer ||  ||  ||  ||  ||
|-
| Pro Evolution Soccer 2 ||  ||  ||  ||  ||
|-
| Pro Evolution Soccer 3 ||  ||  ||  ||  ||
|-
| Pro Evolution Soccer 4 ||  ||  ||  ||  ||
|-
| Pro Evolution Soccer 5 ||  ||  ||  ||  ||
|-
| Pro Evolution Soccer 6 ||  ||  ||  ||  ||
|-
| Pro Evolution Soccer 2007 ||  ||  ||  ||  ||
|-
| Pro Evolution Soccer 2008 ||  ||  ||  ||  ||
|-
| Pro Evolution Soccer 2009 ||  ||  ||  ||  ||
|-
| Pro Evolution Soccer 2010 ||  ||  ||  ||  ||
|-
| Pro Evolution Soccer 2011 ||  ||  ||  ||  ||
|-
| Pro Evolution Soccer Management ||  ||  ||  ||  ||
|-
| Pro Race Driver (TOCA Race Driver in Europe) ||  ||  ||  ||  ||
|-
| Pro Rally 2002 ||  ||  ||  ||  ||
|-
| Project Altered Beast ||  ||  ||  ||  ||
|-
| Project Eden ||  ||  ||  ||  ||
|-
|-
! Opcode || Info
| Project Minerva ||  ||  ||  ||  ||  
|-
|-
|r5900 CACHE BXLBT ||  Unsupported, store 0 on COP0 TagLo and TagHi
| Project: Snowblind ||  ||  ||  ||  ||
|-
|-
|r5900 CACHE DXLDT ||  Unsupported, store 0 on COP0 TagLo
| ProStroke Golf- World Tour 2007 ||  ||  ||  ||  ||
|-
|-
|r5900 CACHE DXLTG || Unsupported, store 0 on COP0 TagLo
| Psi-Ops: The Mindgate Conspiracy ||  ||  ||  ||  ||  
|-
|-
|r5900 CACHE IXLDT ||  Unsupported, store 0 on COP0 TagLo
| Psychonauts ||  ||  ||  ||  ||
|-
|-
|r5900 CACHE IXLTG ||  Supported, cmd 0x21 (0,1) skip function and store 0 on COP0 TagLo
| P.T.O. IV: Pacific Theater of Operations ||  ||  ||  ||  ||
|-
|-
|r5900 CACHE DXWBIN || Not supported at all, empty function.
| Pump It Up Exceed Special Edition ||  ||  ||  ||  ||  
|-
|-
|r5900 CACHE DXIN ||  Not supported at all, empty function.
| The Punisher ||  || ||  ||  ||
|-
|-
|r5900 CACHE DHWBIN || Not supported at all, empty function.
| Putt Nutz ||  ||  ||  ||  ||  
|-
|-
|r5900 CACHE DHIN ||  Not supported at all, empty function.
| Puzzle Challenge: Crosswords and More ||  || ||  ||  ||
|-
|-
|r5900 CACHE DHWOIN || Not supported at all, empty function.
|}
==== Q ====
{| border="1" cellspacing="0" cellpadding="5" border="#999" class="wikitable" style="border:1px solid #999; border-collapse: collapse;"
|- bgcolor="#cccccc"
! Title !! ps2<br />emu !! ps2<br />gxemu !! ps2<br />softemu !! Other !! Notes
|-
|-
|r5900 CACHE IHIN ||  Full support, cmd 0x21 (0,1) change path of that opcode, 0x03 practically skip whole op.
| Q-Ball Billiards Master ||  || ||  ||  ||
|-
|-
|r5900 CACHE IXIN ||  Full support, cmd 0x21 (0,1) change path of that opcode, 0x03 practically skip whole op.
| Quake III Revolution ||  || ||  ||  ||
|-
|-
|r5900 CACHE misc  ||  Do something, but function is little bit complicated to tell for now that it is something that make sense.
|}
|}
--[[User:Kozarovv|Kozarovv]] ([[User talk:Kozarovv|talk]]) 21:03, 1 October 2022 (UTC)
==== R ====
 
{| border="1" cellspacing="0" cellpadding="5" border="#999" class="wikitable" style="border:1px solid #999; border-collapse: collapse;"
Example of recompiled code with enabled cache emulation:  https://pastebin.com/sDwc1MLX
|- bgcolor="#cccccc"
* Every operation with r15 and following r7/r8 loads, compares, and cr operations will be skipped by emitter with 0x21 --> 0
! Title !! ps2<br />emu !! ps2<br />gxemu !! ps2<br />softemu !! Other !! Notes
* r15 is loaded with current address (page?), to get full value shift it left by 6 eg.  0x808710 << 6 = 0x2021C400 (shift left by 6 = multiplying by 0x40)
|-
* For small part of code posted on pastebin, cache check is performed 33 times * 8 opcodes = 264 opcodes from 801 are cache checks! A lot of work, a lot of code mostly for nothing.
| Radiata Stories || || || || ||
* Conclusion. Use 0x21 --> 0 whenever you can. iCache emulation is pointless for 99% of games.
|-
* Small oftopic. Every opcode that write to r13 increase emulated cycles. Every opcode writing to r14 modify current r5900 pc. Every branch to 0x3800 mean that event test will be performed.
| Ratchet & Clank || || || || ||
* Problematic games (have issues with 0x21 enabled): Shadow Hearts 3, Jak & Daxter, VP2, Hot Shots series, Kingdom Hearts. Any game that load additional code overlays and do that custom way, for example Shadow Hearts 3 load code from bin files hidden in cpx files. All those games doesn't really need iCache emulation to work, but emulator seems to have issue with code invalidation. Only small amount of games used this method of loading, so it still should be fine for 99% of games.
|-
--[[User:Kozarovv|Kozarovv]] ([[User talk:Kozarovv|talk]]) 07:32, 22 May 2023 (CEST)
| Ratchet & Clank: Going Commando || || || || ||
* Radiata does not crash. English patch for FFXII IZJS does crash though (0x21 fixes stuttering in turbo mode).--[[User:Agrippa|Agrippa]] ([[User talk:Agrippa|talk]]) 20:33, 22 May 2023 (CEST)
|-
** Whoops, my bad. Fixed. :P --[[User:Kozarovv|Kozarovv]] ([[User talk:Kozarovv|talk]]) 09:44, 23 May 2023 (CEST)
| Ratchet & Clank: Up Your Arsenal || || || || ||
*** Actually, the icache invalidation issues could explain why the infamous Maori VP2 overlay anti-protection patch is not working on the netemu.--[[User:Agrippa|Agrippa]] ([[User talk:Agrippa|talk]]) 22:14, 15 June 2023 (CEST)
|-
**** His patch is basically self modifying code, so its possible. You can try cmd 0x01 with 0x0E subcommand hook at 0x01feb1c0. This invalidate whole mem every time offset is hit, ensuring that new code that is written from patcher is not in conflict with cache. Also remember that 0x42 is applied only on syscall 7, so if game modify 0x1feb1c0 - 0x1feb2e0 region, it will wipe patcher. And games often memzero whole data memory right after start. This issue don't exist on pcsx2 because it will reapply it on next vsync, while on netemu only 0x09/0x0A patches are reapplied. --[[User:Kozarovv|Kozarovv]] ([[User talk:Kozarovv|talk]]) 15:37, 16 June 2023 (CEST)
| Ratchet: Deadlocked || || || || ||
 
|-
===ps2_netemu command 0x22===
| Ratchet & Clank: Size Matters || || || || ||
Weird command. Sets something 1 (CDVD/MECHA), but seems to never use it.
|-
 
| Rayman 2: Revolution || || || || ||
===ps2_netemu command 0x28===
|-
This command is heavily stripped version of command from gxemu. On netemu only option that seems to change anything is 0. From what i gathered in emu, when set to 0 SEEK ncmd will to be ignored and instant command ack is set. When 0 is used cdvd.SeekToSector is not updated from NCMD params. For emulated vm this mean next read command will perform seek to sector from position where last read end. Not sure if i'm understanding that correctly, it seems to be very hacky solution.
| Rayman Arena/Rayman M || || || || ||
 
|-
After some more work, its either skip seek, or make seek instant. Still a hack, but may give some loading boosts here and there (and break a lot of stuff too).
| Rayman 3: Hoodlum Havoc || || || || ||
 
|-
===ps2_netemu command 0x2A===
| Rayman Raving Rabbids || || || || ||
Any idea what this command is doing? It seems to be directly related to IPU. I thought it only fixed black screen issues on certain games, but it also fixes Mystery Mayhem’s glitching/freezing/stuttering FMVs.
|-
* This config skip check of another value, which finally make one of functions to never run. This affect "SYS" thread, and value that is checked seems to be related to EE/COP2 recompilers (pure guess by addresses that write there...). Nothing related directly to IPU, that's for sure. But this is part of emu that i have basically untouched, so i can't tell what its really skipped here. Function that is skipped trigger other functions which read cached mips code. So maybe something related to recompiler flushing, or constant propagation. Hard to tell at this point. For sure this is something i want to look more into, but not yet. --[[User:Kozarovv|Kozarovv]] ([[User talk:Kozarovv|talk]]) 05:56, 8 July 2022 (UTC)
| Raw Danger || || || || ||
** Gotcha. So, I guess it is indirectly affecting the IPU? Or at least something EE/COP2 touches after IPU stuff. The current games that this command fixes are: All Star Baseball 2004 (GX config), Scooby-Doo! Mystery Mayhem (fixes repeating audio and FMV slowdown), Pro Evolution Soccer 6 (PAL v2.00 and NTSC-J only, unneeded in other versions, fixes black screen after opening FMV), and SCORE International Baja 1000 (fixes black screen after career mode FMV). These are all the currently known uses of the command. --[[User:Mrjaredbeta|Mrjaredbeta]] ([[User talk:Mrjaredbeta|talk]]) 02:15, 10 July 2022 (UTC)
|-
 
| Real World Golf || || || || ||
===ps2_netemu command 0x2E===
|-
Without this command applied there is a black screen and no sound after the PS2LOGO, but the game (Growlanser Generations) is working in the background. Pressing the "PS" button fixes it. After applying this command (0x172 parameter) everything works correctly.
| Realm of the Dead || || || || ||
* this (like most "mecha" commands) is messing with timing.
|-
lwz      r0, 0x2C(r31)          # cmd_0x2E
| Rebel Raiders: Operation Nighthawk || || || || ||
cmpwi    cr7, r0, 0
|-
beq      cr7, cdvd_error_1349B4  # skip cdvd error if cmd not 0.
| Red Card || || || ||  ||
nop
|-
| Red Dead Revolver || || || ||  ||  
loc_134988:
|-
mftb      r9
| Red Faction || || || || ||
cmpwi    cr7, r9, 0
|-
beq      cr7, loc_134988        # Loop until timebase is not 0
| Red Faction II || ||  || || ||  
clrldi    r0, r0, 32
add      r0, r0, r9
li        r9, 5
std      r0, 0x20(r31)          # cmd_0x2E + timebase
stw      r9, 0(r31)
b        end_134844
Value from 0x20(r31) is later used in compare. That result in cdvd error, or in setting which seems schedule event to happen after time from timebase pass. This event is netemu syscall 8 (0x200) which is related to all ps2 cdvd reads. Tl;dr is that value give emulator some more time before cdvd error. Weird thing is that PS button fix it.. --[[User:Kozarovv|Kozarovv]] ([[User talk:Kozarovv|talk]]) 07:05, 7 March 2022 (UTC)
 
===ps2_gxemu command 0x19===
Command disable reads/writes to selected IOP HW registers. Disabled regs are:
 
* 0x10000000 - 0x10003FFF (DEV9/SPEED/ATA/SMAP)
* 0x1F801460 - 0x1F80147F (Unknown)
 
Command is auto applied to titles listed here (duplicates are really there in emu too):
    Hash          ID                Name
  0x0CD1298155 SLES_540.13 World Snooker Championship 2007
  0x12C93199A5  SLES_518.40  NHL Hitz Pro
0x15C93199AD  SLES_549.13  Pro Evolution Soccer 2008
0x24D92589A5  SLUS_211.86  NBA Ballers - Phenom
  0x2CD12D8125 SLUS_212.35 MLB 2K6
  0x34C9359935  SLUS_211.38  X-Men Legends II - Rise of Apocalypse
0x34C93599E5  SLUS_211.28  Blitz - The League
  0x34C93599E5 SLUS_211.28 Blitz - The League
  0x449961C9E5  SLES_542.10  NBA 2K7
0x4C9169C1CD  SLES_542.46  FIFA '07
  0x4C9169C1D5 SLES_542.45 NHL '07
  0x4C9169C1DD  SLES_542.44  FIFA '07
0x4C9169C1E5  SLES_542.43  FIFA '07
  0x4C9169C1F5 SLES_542.41 FIFA '07
  0x4C9169C1FD  SLES_542.40  FIFA '07
0x4CB14DE12D  SLUS_213.74  Marvel - Ultimate Alliance
  0x54A955F915 SLUS_212.74 Outrun 2006 - Coast 2 Coas
  0x5CA15DF165  SLUS_213.01  World Series of Poker
0x5CA15DF1FD  SLUS_212.86  WWE SmackDown! vs RAW 2006
0x5CA15DF1FD  SLUS_212.86  WWE SmackDown! vs RAW 2006
0x649965C94D  SLUS_214.63  Tom Clancy's Ghost Recon 2
  0x649965C955 SLUS_214.60 NBA Live '07
  0x649965C95D  SLUS_214.61  NASCAR '07
0x649965C965  SLUS_214.58  NHL '07
  0x649965C96D SLUS_214.59 NCAA Football '07
  0x6BB149E15D  SLES_531.04  Tom Clancy's Rainbow Six - Lockdown
0x6C916DC165  SLUS_214.91  World Series of Poker - Tournament of Champions
0x6C916DC1A5  SLUS_214.83  Tiger Woods PGA Tour '07
0x6C916DC1AD  SLUS_214.82  NFL Street 3
  0x6C916DC1B5 SLUS_214.81 NCAA March Madness '07
  0x6C916DC1D5  SLUS_214.77  Madden NFL '07 [Hall of Fame Edition]
0x6C916DC1DD  SLUS_214.76  Madden NFL '07
0x748975D9DD  SLUS_213.83  Fight Night - Round 3
  0x7C817DD125 SLUS_214.33 FIFA Soccer '07
  0x7C817DD165  SLUS_214.25  NHL 2K7
0x7C817DD16D  SLUS_214.24  NBA 2K7
0x7C817DD175  SLUS_214.27  WWE SmackDown! vs RAW 2007
0x7C817DD1CD  SLUS_214.12  World Championship Poker featuring Howard Lederer - All-In
  0x84798529BD SLUS_205.65 Champions of Norrath
0x8559A109AD  uuunnnnnkkk  
0x8579852915  SLUS_215.68  Arena Football - Road to Glory
0x8579852965  SLUS_215.82  MVP '07 - NCAA Baseball
0x8D51A90145  SLES_545.11  UEFA Champions League
0x8D51A901B5  SLES_545.13  UEFA Champions League
0x8D51A901BD  SLES_545.12  UEFA Champions League
0x8D718D21BD  SLUS_216.20  NCAA Football '08
0x9C619D31E5  SLUS_205.41  NBA Ballers
0x9D41B911AD  SLES_544.48  World Series of Poker - Tournament of Champions
0x9D619D31C5  SLUS_215.61  Major League Baseball 2K7
0x9F29357805  SCUS_975.44  NBA '07 featuring The Life Vol.2
0x9F293578E5  SCUS_975.56  MLB '07 - The Show
0xB549B51915  SLUS_216.38  Madden NFL '0
0xB549B51925  SLUS_216.32  NHL 2K8
0xB549B5195D  SLUS_216.47  NHL '08
0xB549B519A5  SLUS_216.48  FIFA Soccer '08
0xB549B519AD  SLUS_216.49  NBA Live '08
0xBC61793025  SCES_532.85  Ratchet - Gladiator
0xBD41BD1105  SLUS_216.69  NBA 2K8
0xC439C569F5  SLUS_208.20  Tom Clancy's Ghost Recon - Jungle Storm
0xC7716D20D5  SCUS_974.01  Hot Shots Golf FORE!
  0xC7716D20D5 SCUS_974.01 Hot Shots Golf FORE!
  0xCA11E941F5  SLES_516.97  SSX 3
0xCF7965285D  SCUS_973.53  Ratchet and Clank - Up Your Arsenal
  0xCF7965285D SCUS_973.53 Ratchet and Clank - Up Your Arsenal
  0xD20911582D  SCES_515.93  Hardware Online Arena [Beta, Promo & Full Release]
0xD7617D308D  SCUS_973.28  Gran Turismo 4
0xE339C1695D  SLES_525.45  Star Wars Battlefront
0xE794CCB06D  PCPX_980.42  Minna no Tennis
0xEA3129608D  SCES_515.78  Network Access Disc [Original, v4.02 & v4.03]
0xEC11ED4115  SLUS_209.73  Champions - Return to Arms
  0xEF594508D5 SCUS_975.00 MLB '06 - The Show
  0xF409F559AD  SLUS_208.89  MLB Slugfest - Loaded
0xF7415D10E5  SCUS_974.65  Ratchet - Deadlocked
  0xF7415D10E5 SCUS_974.65 Ratchet - Deadlocked
As a result config disable HDD/NET capabilities.
 
==XMB messages related with PS2 Emulation==
{{Boxcode|title=explore_category_sysconf.rco\Text\English.xml|code=<syntaxhighlight lang="xml">
  <Text name="msg_ps_ps2_upconvert">PS/PS2 - Upscaler</Text>
<Text name="msg_ps_upconvert">PS - Upscaler</Text>
   
  <Text name="msg_ps_ps2_smoothing">PS/PS2 - Smoothing</Text>
  <Text name="msg_ps_smoothing">PS - Smoothing</Text>
<Text name="msg_ps_ps2_smoothing_explanation">Reduces the roughness of the displayed image.</Text>
</syntaxhighlight>}}
 
{{Boxcode|title=game_ext_plugin.rco\Text\English.xml|code=<syntaxhighlight lang="xml">
<Text name="msg_error_cannot_play_ps2disc_scee">This title is not currently compatible with the PS3™ system. Please visit faq.eu.playstation.com/bc for a list of PlayStation®2 format software titles that are compatible, and to update the System Software that will enable your PS3™ system to play additional PlayStation®2 format software titles.</Text>
<Text name="msg_error_cannot_play_ps2disc_scea">This title is not currently compatible with the PS3™ system. If you update your system software the title may become compatible with your system. Please visit http://www.us.playstation.com/Support/CompatibleStatus to check whether a specific PlayStation®2 format software title is compatible with the PS3™ system.</Text>
<Text name="msg_error_cannot_play_ps2disc_scej">This title is not currently compatible with the PS3™ system. If you update your system software the title may become compatible with your system. Please visit http://www.jp.playstation.com/ps3/status/ to check whether a specific PlayStation®2 format software title is compatible with the PS3™ system.</Text>
<Text name="msg_error_cannot_play_ps2disc_scek">This title is not currently compatible with the PS3™ system. If you update your system software the title may become compatible with your system. Please visit http://www.playstation.co.kr/info/bc to check whether a specific PlayStation®2 format software title is compatible with the PS3™ system.</Text>
  <Text name="msg_error_cannot_play_ps2disc_sceasia">This title is not currently compatible with the PS3™ system. If you update your system software the title may become compatible with your system. Please visit http://asia.playstation.com/status to check whether a specific PlayStation®2 format software title is compatible with the PS3™ system.</Text>
<Text name="msg_cannot_run_ps2_fromat_corretly_stop">A problem has occurred. This PlayStation®2 format software was forced to quit.</Text>
</syntaxhighlight>}}
 
{{Boxcode|title=explore_plugin_full.rco\Text\English.xml|code=<syntaxhighlight lang="xml">
<Text name="msg_setting_file_ps2">Settings File (PlayStation®2)</Text>
<Text name="msg_your_bb_navigator">Your PlayStation®BB Navigator</Text>
<Text name="msg_system_driver_ps1">System Driver</Text>
<Text name="msg_system_driver_ps2">System Driver (PlayStation®2)</Text>
<Text name="msg_error_cannot_play_ps2_format">This model of the PS3™ system is not compatible with PlayStation®2 format software.</Text>
</syntaxhighlight>}}
 
==Obsolete experiments==
This is kept here for historical purposes, but needs to be rewritten or deleted
 
===Getting Playstation 2 Software Emulator working===
 
Method (on Firmware 3.55, without! Cobra-USB Dongle or Downgrade) for all consoles (fat & slim).
 
  1. Replace following files on your consoles /dev_flash/
    with the ones included in this archive
    p3dwik-ps2compatfiles.rar
  2. Get into Factory Service Mode (FSM Tool/Dongle)
  3. Insert your Original PS2 Game Disc
  4. It will run.
 
Note: Backups wont work. You're getting the compatibility of the 2.60 software emulator with all of its bugs.
 
Download: [http://www.sendspace.com/file/bm9z9v p3dwik-ps2compatfiles.rar]<br>
Possible compatibility Lists:
* http://tortuga-cove.com/forums/viewtopic.php?f=57&t=530
* [[Talk:Emulation#PS2.2FPStwo]]
 
 
====boot_ps2====
http://foxbrew.org/ps3/otheros-utils/boot_ps2.git <br />
http://www.multi...upload.com/QKK7ETPHXZ boot_ps2-src.rar (1.43 KB) <br />
http://www.multi...upload.com/YCZ63Y6TQ5 boot_ps2.pkg (69.17 KB) <br />
 
any chance of having this package resigned for 4.21 cfw? might be useful to see if it'll boot ps2_netemu.self LPAR.
 
(can boot ps2lpar, but also petitboot if otheros installed! 50:50 chance)
 
[http://rghost.net/42586725 boot_ps2 4.xx eboots.zip (153 KB)] <br /> installing 3.55 pkg and replacing the eboot and editing the sfo should work.
 
=== Enable Playstation 2 on non BC's===
 
[[http://www.ps3devwiki.com/index.php?title=Emulation#Getting_Playstation_2_Software_Emulator_working Getting Playstation 2 Software Emulator working]]
 
[[Image:Vsh_ps2_change1.png|left|thumb|400px|XMB Game Settings non BC/BC,patched]]<br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br>
 
==== Service Mode in relation to PS2 emulation tests ====
* Service mode resets display settings (on default it uses HDMI with composite on MultiAV connector) - this means that users of Component cables can get garbled screen / no display output (in tests below, the primairy screen) unless using composite wiring/screen (in tests below, the secondairy screen).
 
* Service Mode also resets user presets like disc autoboot, so it needs to be disabled again if needed.
 
* Any made Virtual Memory Cards previously will be removed and you will have no access to them, nor be able to create one.
 
* When PS3 is switching to PS2, connection with Sixaxis / Dualshock 3 will be lost (even when using USB wired connection). In some cases easily resyncable by using PS button, but in other cases the leds stay off and the controller cannot be used (until ps2 mode is exited or console rebooted)
 
* As a workaround for above wireless controller issue, you can use an USB2PS2 converter and connect an old PS2 / Dualshock2 controller.
 
==== tests on 2000 series PS3 Slim ====
Testplatform:
  SKU: 2000 series slim (minver 2.70)
  Firmware: 3.55 'Rogero 3.4' mmap114+peek/poke but no SS-patches
Memorycards: MC:PS1 in slot1, MC:PS2 in slot2.
  Mainscreen: Component+Composite 576i+P/720i+P//1080i
Sec.screen: Composite 576i
48 titles tested (PAL disc on PAL SKU) // [[User:Euss|Euss]]
 
* Without Factory Service Mode : gives "Incompatible Data" when inserting PS2 disc
 
* When enabling [https://web.archive.org/web/*/http://ps3devwiki.com/files/devtools/lv2-v9-pkg/ LV2Patcher] without factory service mode (patch4 set as http://pastie.org/private/jp8zhvuocjz95cfrjm0uzg) : no changes in XMB:Game (still only PS upscaler/smoothing, no PS2 mention at all)
 
* When enabling [https://web.archive.org/web/*/http://ps3devwiki.com/files/devtools/lv2-v9-pkg/ LV2Patcher] without factory service mode (patch4 set as http://pastie.org/4355919) : gives XMB:Game PS2 smoothing/upscaling options, it also make an inserted disk to be seen as PS2 format. Still same problem of ¨incompatible title¨ and loss of BT/settings. Also after returning to XMB, it no longer sees the disc as PS2 format but as incompatible data (which suggests the lv2 patch is undone, as lv2 is reloaded when returning from the ps2 lpar)
 
* Using [https://web.archive.org/web/*/http://ps3devwiki.com/files/OtherOSplusplus/misc/boot_ps2.pkg boot_ps2.pkg] without factory service mode : no resetting of date/time/displayoutput (still output on mainscreen), but all connection to any bound bluetooth device is lost, even when connected via USB (need PS button reactivation), and after a long while comes up with the message that the title is not compatible and that the ps3 needs to be updated (Basic nag screen that is on BC PS3s when inserting a noncompatible title).
 
* With Factory Service Mode enabled (there are no Xmb options to combinetest with [https://web.archive.org/web/*/http://ps3devwiki.com/files/devtools/lv2-v9-pkg/ LV2Patcher] or [https://web.archive.org/web/*/http://ps3devwiki.com/files/OtherOSplusplus/misc/boot_ps2.pkg boot_ps2.pkg]): gives ´PS2 disc´ detected at disc icon, but starting gives: resetting of date/time/displayoutput (effectively disabling my mainscreen), then all connection to any bound bluetooth device is lost, even when connected via USB (needs multiple PS button reactivation), and after a long while comes up with the message that the title is not compatible and that the ps3 needs to be updated (Basic nag screen that is on BC PS3s when inserting a noncompatible title).
 
In short: [https://web.archive.org/web/*/http://ps3devwiki.com/files/OtherOSplusplus/misc/boot_ps2.pkg boot_ps2.pkg] and Factory Service Mode seem to enable simulare (it tries to boot it) while [https://web.archive.org/web/*/http://ps3devwiki.com/files/OtherOSplusplus/misc/boot_ps2.pkg boot_ps2.pkg] gives you more options e.g. using [https://web.archive.org/web/*/http://ps3devwiki.com/files/devtools/lv2-v9-pkg/ LV2Patcher].
Perhaps hardswapping out all the dev_flash ps2 emu files for the same software only emulator would circumvent the 'incompatible title' message.
 
 
==== Second test: FW 2.70/3.15 ====
Silent Hill : gives disk icon "unsupported data" and error message like "This model of the PS3 system is not compatible with Playstation2 format software" when run via disc icon. Using [https://web.archive.org/web/*/http://ps3devwiki.com/files/OtherOSplusplus/misc/boot_ps2.pkg boot_ps2.pkg] gives title not supported error message like "This title is not currently compatible with the PS3 system".
 
==== Third test: FW 3.55 OtherOS++22GB (with SS Patches) ====
Silent Hill : gives disk icon "unsupported data" and error message like "This model of the PS3 system is not compatible with Playstation2 format software" when run via disc icon. Using [https://web.archive.org/web/*/http://ps3devwiki.com/files/OtherOSplusplus/misc/boot_ps2.pkg boot_ps2.pkg] gives blackscreen lockup, not reacting on PS button, or powerbutton, requiring removing powercord.
 
 
===== considering titles to test =====
* http://en.wikipedia.org/wiki/List_of_PlayStation_3_backward_compatible_PlayStation_2_and_PlayStation_games
* http://tortuga-cove.com/forums/viewtopic.php?f=57&t=530
* http://us.playstation.com/support/compatiblestatus/index.htm
 
These have no listed issues:
* Half-Life
* Hulk
* Medal of Honor: Frontline
These have minor issues listed (but should still play):
* Silent Hill 3
* Second Sight
 
==== tests on CECHC04 (partial BC) ====
on 3.41 or on 3.55 in normal XMB mode (no disc icon in XMB): boot_ps2.pkg gives no resetting of date/time/displayoutput (still output on mainscreen), but all connection to any bound bluetooth device is lost, even when connected via USB (need PS button reactivation), and after a long while comes up with the message that the "The system was not turned off properly" as if it had experienced poweroff and from there booted back to XMB. It then returns to the XMB, but first gives an error screen, mentioning 0x80028F17 occured (''PS2 mode error 0x80028F17 "An error occurred during the start operation (80028F17)," PlayStation 2 disc Boot Error, also related to PS1 PSN games.'')
 
on 3.41 or on 3.55 in normal XMB mode (disc icon in XMB): boot_ps2.pkg gives resetting of date/time/displayoutput (no output on mainscreen), but all connection to any bound bluetooth device is lost, even when connected via USB (need PS button reactivation). The game is playable on secondary screen, and exit to XMB with holding PS button goes without 0x80028F17 errors, but does give the "The system was not turned off properly" error.
 
no disc icon:
* Medal of Honor: Rising Sun
* Half-Life
 
disc icon:
* Hulk
* Second Sight
* Silent Hill 3
 
==== Renaming ps2_netemu to ps2_emu ====
 
Tested renaming ps2_netemu.self to ps2_emu.self on CECHB01/rogero 4.21 with dev_blind mounting via multiMAN but boots to black screen, no disc activity, but controller shuts off and is synced. No PS button menu or anything.
 
boot_ps2.pkg boots, no disc activities, then throws up an error depending if the file is resigned for 4.21 or not. (tried both a resigned and the existing version)
 
 
==== PS2 on non BC HW - Tests ====
 
{| class="wikitable sortable"
|-
|-
! rowspan="2" | Title !! rowspan="2" | DiscID !! colspan="2" | Disc Icon !! colspan="3" | ps2_softemu !! rowspan="2" | Remarks
| Red Ninja: End of Honor || ||  ||  ||  ||  
|-
|-
! <abbr title="Normal Mode">Normal</abbr> !! <abbr title="Factory Service Mode">FSM</abbr> !! 2.50 !! 2.60 !! 2.70
| The Red Star ||  ||  ||  ||  ||
|-
|-
| Action Replay MAX || SCED54409 ||  || {{ps2cd}} ||  ||  || {{no}} ||  
| Reel Fishing III || ||  ||  ||  ||  
|-
|-
| Battlefield 2 Modern Combat || SLES53729 ||  || {{ps2dvd}} ||  ||  || {{no}} ||  
| Reign of Fire || ||  ||  ||  ||  
|-
|-
| Constantine || SLES52872 ||  || {{ps2dvd}} ||  ||  || {{no}} ||  
| Reservoir Dogs || ||  ||  ||  ||  
|-
|-
| Demo Disc 3-073-543-11 || PBPX95514 ||  || {{ps2dvd}} ||  ||  || {{no}} ||  
| Resident Evil 4 || ||  ||  ||  ||  
|-
|-
| EyeToy Play || SCES51513 ||  || {{ps2dvd}} ||  ||  || {{no}} ||  
| Resident Evil Code: Veronica X || ||  ||  ||  ||  
|-
|-
| EyeToy Play 2 || SCES52748 ||  || {{ps2dvd}} ||  ||  || {{no}} ||  
| Resident Evil: Dead Aim || ||  ||  ||  ||  
|-
|-
| EyeToy Play 3 || SLES53315 ||  || {{ps2dvd}} ||  ||  || {{no}} ||  
| Resident Evil Outbreak || ||  ||  ||  ||  
|-
|-
| Freedom Fighters || SLES51467 ||  || {{ps2dvd}} ||  ||  || {{no}} ||  
| Resident Evil Outbreak File #2 || ||  ||  ||  ||  
|-
|-
| Ghost in the Shell Standalone Complex || SLES53020 ||  || {{ps2dvd}} ||  ||  || {{no}} ||  
| Resident Evil Survivor 2 Code: Veronica || ||  ||  ||  ||  
|-
|-
| GoldenEye Rogue Agent || SLES52974 ||  || {{ps2dvd}} ||  ||  || {{no}} ||  
| Return to Castle Wolfenstein: Operation Resurrection || ||  ||  ||  ||  
|-
|-
| Guerrilla Strike || SLES53344 ||  || {{ps2cd}} ||  ||  || {{no}} ||  
| Rez || ||  ||  ||  ||  
|-
|-
| Gunfighter 2 Revenge of Jessy James || SLES51289 ||  || {{ps2cd}} ||  ||  || {{no}} ||  
| Ribbit King || ||  ||  ||  ||  
|-
|-
| Half Life || SLES50504 ||  ||  {{ps2cd}} ||  ||  || {{no}} ||  
| Richard Burns Rally ||  ||  ||  ||  ||  
|-
|-
| HDLoader || - ||  || {{ps2cd}} ||  ||  || {{no}} ||  
| Ricky Ponting Cricket 2007 || ||  ||  ||  ||  
|-
|-
| International Golf Pro || SLES52349 ||  || {{ps2cd}} ||  ||  || {{no}} ||  
| Ridge Racer V || ||  ||  ||  ||  
|-
|-
| Jet Ion GP || SLES50544 ||  || {{ps2cd}} ||  ||  || {{no}} ||  
| Ring of Red || ||  ||  ||  ||  
|-
|-
| killer7 || SLES53366 ||  || {{ps2dvd}} ||  ||  || {{no}} ||  
| Rise of the Kasai || ||  ||  ||  ||  
|-
|-
| Kya Dark Lineage || SLES51473 ||  || {{ps2dvd}} ||  ||  || {{no}} ||  
| Risk: Global Domination || ||  ||  ||  ||  
|-
|-
| London Racer Destruction Madness || SLES53654 ||  || {{ps2cd}} ||  ||  || {{no}} ||  
| River King: A Wonderful Journey || ||  ||  ||  ||  
|-
|-
| London Racer Police Madness || SLES53536 ||  || {{ps2cd}} ||  ||  || {{no}} ||  
| Roadkill || ||  ||  ||  ||  
|-
|-
| Manhunt || SLES52023 ||  || {{ps2dvd}} ||  ||  || {{no}} ||  
| Road Trip Adventure || ||  ||  ||  ||  
|-
|-
| Max Play - 10 Classic Retro Games || - ||  || {{ps2cd}} ||  ||  || {{no}} ||  
| Robin Hood: Defender of the Crown || ||  ||  ||  ||  
|-
|-
| Medal of Honor European Assault || SLES53332 ||  || {{ps2dvd}} ||  ||  || {{no}} ||  
| Robotech: Battlecry || ||  ||  ||  ||  
|-
|-
| Medal of Honor Frontline || SLES50684 ||  || {{ps2dvd}} ||  ||  || {{no}} ||  
| Robotech Invasion || ||  ||  ||  ||  
|-
|-
| Medal of Honor Rising Sun || SLES51873 ||  || {{ps2dvd}} ||  ||  || {{no}} ||  
| Robot Alchemical Drive || ||  ||  ||  ||  
|-
|-
| Medal of Honor Vanguard || SLES54683 ||  || {{ps2dvd}} ||  ||  || {{no}} ||  
| Robot Warlords || ||  ||  ||  ||  
|-
|-
| Men in Black II Alien Escape || SLES50789 ||  || {{ps2dvd}} ||  ||  || {{no}} ||  
| Robot Wars: Arenas of Destruction || ||  ||  ||  ||  
|-
|-
| Network Access Disc || SCES51578 ||  || {{ps2dvd}} ||  ||  || {{no}} ||  
| Rock Band || ||  ||  ||  ||  
|-
|-
| OPM #66 || SCED54409 ||  || {{ps2dvd}} ||  ||  || {{no}} ||  
| Rock Band 2 || ||  ||  ||  ||  
|-
|-
| OPM #67 || SCED54410 ||  || {{ps2dvd}} ||  ||  || {{no}} ||  
| Rocket Power: Beach Bandits || ||  ||  ||  ||  
|-
|-
| OPM #68 || SCED54412 ||  || {{ps2dvd}} ||  ||  || {{no}} ||  
| Rockman 2: The Power Fighters || ||  ||  ||  ||  
|-
|-
| OPM #69 || SCED54413 ||  || {{ps2dvd}} ||  ||  || {{no}} ||  
| Rocky Legends || ||  ||  ||  ||  
|-
|-
| OPM #70 || SCED54415 ||  || {{ps2dvd}} ||  ||  || {{no}} ||  
| Rogue Galaxy || ||  ||  ||  ||  
|-
|-
| OPM #72 || SCED54417 ||  || {{ps2dvd}} ||  ||  || {{no}} ||  
| Rogue Ops || ||  ||  ||  ||  
|-
|-
| OPM #73 || SCED54418 ||  || {{ps2dvd}} ||  ||  || {{no}} ||  
| Rogue Trooper || ||  ||  ||  ||  
|-
|-
| OPM #74 || SCED55113 ||  || {{ps2dvd}} ||  ||  || {{no}} ||  
| Roland Garros 2002 || ||  ||  ||  ||  
|-
|-
| OPM #75 || SCED55114 ||  || {{ps2dvd}} ||  ||  || {{no}} ||  
| Roland Garros 2005: Powered by Smash Court Tennis || ||  ||  ||  ||  
|-
|-
| OPM #77 || SCED55117 ||  || {{ps2dvd}} ||  ||  || {{no}} ||  
| Rollercoaster World || ||  ||  ||  ||  
|-
|-
| OPM #79 || SCED55119 ||  || {{ps2dvd}} ||  ||  || {{no}} ||  
| Rolling || ||  ||  ||  ||  
|-
|-
| Perfect Ace Pro Tournament Tennis || SLES51735 ||  || {{ps2cd}} ||  ||  || {{no}} ||  
| Romance of the Three Kingdoms VII || ||  ||  ||  ||  
|-
|-
| Prisoner of War || SLES50397 ||  || {{ps2dvd}} ||  ||  || {{no}} ||  
| Romance of the Three Kingdoms VIII || ||  ||  ||  ||  
|-
|-
| Ratchet & Clank 3 || SCES52456 ||  || {{ps2dvd}} ||  ||  || {{no}} ||  
| Romance of the Three Kingdoms IX || ||  ||  ||  ||  
|-
|-
| Red Baron || SLES53434 ||  || {{ps2cd}} ||  ||  || {{no}} ||  
| Romance of the Three Kingdoms X || ||  ||  ||  ||  
|-
|-
| SAS Anti-terror Force || SLES53435 ||  || {{ps2cd}} ||  ||  || {{no}} ||  
| Romance of the Three Kingdoms XI || ||  ||  ||  ||  
|-
|-
| Second Sight || SLES52670 ||  || {{ps2dvd}} ||  ||  || {{no}} ||  
| Romancing SaGa: Minstrel Song || ||  ||  ||  ||  
|-
|-
| Seek and Destroy || SLES51603 ||  || {{ps2cd}} ||  ||  || {{no}} ||  
| RPG Maker 2 || ||  ||  ||  ||  
|-
|-
| Silent Hill 3 || SLES51434 ||  || {{ps2dvd}} || {{yes}} ||  || {{no}} ||  
| RPG Maker 3 || ||  || ||  ||  
|-
|-
| Socom US Navy SEALs || SCES50928 ||  || {{ps2dvd}} ||  ||  || {{no}} ||  
| RPM Tuning || ||  ||  ||  ||  
|-
|-
| Socom II US Navy SEALs || SCES51904 ||  || {{ps2dvd}} ||  ||  || {{no}} ||  
| R-Type Final || ||  ||  ||  ||  
|-
|-
| Socom 3 US Navy SEALs || SCES53300 ||  || {{ps2dvd}} ||  ||  || {{no}} ||  
| Ruff Trigger: The Vanocore Conspiracy || ||  ||  ||  ||  
|-
|-
| Socom US Navy SEALs Combined Assault || SCES54477 ||  || {{ps2dvd}} ||  ||  || {{no}} ||  
| EA Sports Rugby || ||  ||  ||  ||  
|-
|-
| Swap Magic 3 plus (PAL version 3.6) CD || SCED54409 ||  || {{no}} || - ||  || {{no}} ||  
| Rugby 2004 || ||  || ||  ||  
|-
|-
| Swap Magic 3 plus (PAL version 3.6) DVD || SCED54409 ||  || {{ps2dvd}} || {{yes}} ||  || {{no}} ||  
| Rugby 2005 || ||  || ||  ||  
|-
|-
| Tenchu Wrath of Heaven || SLES50679 ||  || {{ps2dvd}} ||  ||  || {{no}} ||  
| Rugby 06 || ||  ||  ||  ||  
|-
|-
| Terminator 3 Rise of the Machines || SLES52152 ||  || {{ps2dvd}} ||  ||  || {{no}} ||  
| Rugby 08 || ||  ||  ||  ||  
|-
|-
| The Great Escape || SLES51315 ||  || {{ps2dvd}} ||  ||  || {{no}} ||  
| Rugby 10 || ||  ||  ||  ||  
|-
|-
| The Hulk || SLES51508 ||  || {{ps2dvd}} || {{yes}} ||  || {{no}} ||  
| Rugby League || ||  || ||  ||  
|-
|-
| The Matrix Path of Neo || SLES53799 ||  || {{ps2dvd}} ||  ||  || {{no}} ||  
| Rugby League 2 || ||  ||  ||  ||  
|-
|-
| The Plan || SLES53965 ||  || {{ps2cd}} ||  ||  || {{no}} ||  
| Rugby League 2 World Cup Edition || ||  ||  ||  ||  
|-
|-
| Time Crisis 3 || SCES51844 ||  || {{ps2dvd}} ||  ||  || {{no}} ||  
| Rule of Rose || ||  ||  ||  ||  
|-
|-
| Tom Clancy's Ghost Recon || SLES51181 ||  || {{ps2dvd}} ||  ||  || {{no}} ||  
| Rumble Racing || ||  ||  ||  ||  
|-
|-
| Tom Clancy's Rainbow Six 3 || SLES52288 ||  || {{ps2dvd}} ||  ||  || {{no}} ||  
| Rumble Roses || ||  ||  ||  ||  
|-
|-
| Tom Clancy's Splinter Cell || SLES51466 ||  || {{ps2dvd}} ||  ||  || {{no}} ||  
| Runabout 3 || ||  ||  ||  ||  
|-
|-
| Tom Clancy's Splinter Cell Chaos Theory || SLES53007 ||  || {{ps2dvd}} ||  ||  || {{no}} ||  
| Rune: Viking Warlord || ||  ||  ||  ||  
|-
|-
| Tom Clancy's Splinter Cell Pandora Tomorrow || SLES52149 ||  || {{ps2dvd}} ||  ||  || {{no}} ||  
| RLH: Run Like Hell || ||  ||  ||  ||  
|-
|-
| Trapt || SLES53824 ||  || {{ps2dvd}} ||  ||  || {{no}} ||  
| Rygar: The Legendary Adventure || ||  ||  ||  ||  
|-
|-
|}
|}
 
==== S ====
==== Tests on NON-BC CECHP01/NTSC-U (Firmware 2.60/boot_ps2.pkg) ====
{| border="1" cellspacing="0" cellpadding="5" border="#999" class="wikitable" style="border:1px solid #999; border-collapse: collapse;"
<br>
|- bgcolor="#cccccc"
<br>Amplitude - Intro prompts are completely glitched, unresponsive to controller input.
! Title !! ps2<br />emu !! ps2<br />gxemu !! ps2<br />softemu !! Other !! Notes
<br>Backyard Football 2007 - Graphical glitches during menu and gameplay. Frame rate is okay.
|-
<br>Boogie - Intro FMV runs very slow, fails to recognize input after the title screen.
| South Park Basketball ||  ||  ||  ||  ||
<br>MLB 08: The Show - Intro videos run smoothly. Menus load with no issue. Gameplay is extremely slow with graphical glitches. Network configuration utility is completely garbled.
|-
 
| Sacred Blaze ||  ||  ||  ||  ||
-- Moose
|-
 
| Saint Seiya - Chapter Sanctuary ||  ||  ||  ||  ||
Comparative listings: http://tortuga-cove.com/forums/viewtopic.php?f=57&t=530
|-
 
| Saint Seiya - The Hades ||  ||  ||  ||  ||
==Hidden/Inaccessible menu in ps2_emu==
|-
 
| Sakura Wars: So Long, My Love ||  ||  ||  ||  ||
Apparently PS2EMU (CECH A/B) have some hidden menu that is able to print IOP configs from bios (XPARAM.ELF), i didn't found way to get there, my only idea is replacing other menu with that one in jump case at 0x5D980 (emu around 4.78). Case 21, and 22 is what seems to be hidden menu.
|-
More info about printed data: https://www.psdevwiki.com/ps3/PS2_Emulation#TitleID.2FDiscID_in_ps2_netemu.self
| Salt Lake 2002 ||  ||  ||  ||  ||
 
|-
==Crazy Taxi check==
| Samurai Champloo: Sidetracked ||  ||  ||  ||  ||
Emulators ps2_netemu, and ps2_gxemu (maybe others too), after calculating game hash perform compare check to 0x2BD12D81ED.
|-
ID match US release of Crazy Taxi. This id is kinda special, because Swap Magic CD version, and some other Datel products like Action Replay use Crazy Taxi TOC in their retail discs.
| Samurai Jack: The Shadow of Aku ||  ||  ||  ||  ||
Is known that they literally ripped part of disc (with key/logo, and TOC), and frankesteined it with own products.
|-
So mentioned check first compare hash, and if that match, then run function that perform another check at disc sector 267559 (0x41527), so exactly where main executable is.
| Samurai Shodown Anthology ||  ||  || || ||
I didn't figured out what next, but this is probably anti AR/Datel/SM check. What's weird, there seems to be nothing for TimeSplitters2 which if i recall correctly was used for DVD version of Swap Magic.
|-
<br>There is also check for 0xE794CCB06D PCPX_980.42 Minna no Tennis entry, emu also refuse to boot it, and throw the same error as with SwapMagic/SCED discs.
| Samurai Shodown V ||  ||  ||  ||  ||
 
|-
==CDVD Commands==
| Samurai Shodown VI || ||  ||  ||  ||
===Netemu===
|-
<pre>
| Samurai Warriors ||  ||  ||  ||  ||
4.75 and up.
|-
 
| Samurai Warriors: Xtreme Legends ||  ||  ||  ||  ||
Supported CDVD N Commands:
|-
 
| Samurai Warriors 2 ||  ||  ||  ||  ||
opd_ptr num  name
|-
0x934AB0 0x00: N_CD_NOP
| Samurai Warriors 2 Empires ||  ||  ||  || ||
0x934AB8 0x01: N_CD_RESET
|-
0x934AC0 0x02: N_CD_STANDBY
| Samurai Warriors 2: Xtreme Legends ||  ||  ||  ||  ||
0x934AC8 0x03: N_CD_STOP
|-
0x934AD0 0x04: N_CD_PAUSE
| Samurai Western ||  ||  ||  ||  ||
0x934AD8 0x05: N_CD_SEEK
|-
0x934AE0 0x06: N_CD_READ
| Saturday Night Speedway ||  ||  ||  ||  ||
0x934AE8 0x07: N_CD_READ_CDDA
|-
0x934AF0 0x08: N_DVD_READ
| SBK-07 - Superbike World Championship ||  ||  ||  ||  ||
0x934AF8 0x09: N_CD_GET_TOC
|-
0x934B00 0x0A: N_CMD_A                      panic
| SBK Superbike World Championship ||  ||  ||  ||  ||
0x934B08 0x0B: N_CMD_B                      panic
|-
0x934B10 0x0C: N_CD_READ_KEY
| Scaler ||  ||  ||  ||  ||
0x934B18 0x0D: N_CMD_D                      panic
|-
any command above 0x0D                      panic
| Scarface: The World Is Yours ||  ||  ||  ||  ||
 
|-
Supported CDVD S Commands:
| Scooby Doo: Mystery Mayhem ||  ||  ||  ||  ||
 
|-
opd_ptr num  name
| Scooby-Doo! Night of 100 Frights ||  ||  ||  ||  ||
0x934B20 0x00: SCMD_Return_0
|-
0x934B28 0x01: SCMD_GetDiscType            panic
| Scooby-Doo! Unmasked ||  ||  ||  ||  ||
0x934B30 0x02: SCMD_CdReadSubQ              panic
|-
0x934B38 0x03: SCMD_Mecacon_command        (support 0x00, 0x01 ,0x30, 0x45 sub cmds)
| Sea Monsters: A Prehistoric Journey ||  ||  ||  ||  ||
0x934B40 0x04: SCMD_0x04                    panic
|-
0x934B48 0x05: SCMD_CdTrayReqState
| Second Sight ||  ||  ||  ||  ||
0x934B50 0x06: SCMD_CdTrayCtrl
|-
0x934B58 0x07: SCMD_0x07                    panic
| Secret Agent Clank ||  ||  ||  ||  ||
0x934B60 0x08: SCMD_CdReadRTC
|-
0x934B68 0x09: SCMD_sceCdWriteRTC
| Secret Weapons Over Normandy ||  ||  ||  ||  ||
0x934B70 0x0A: SCMD_sceCdReadNVM            panic
|-
0x934B78 0x0B: SCMD_sceCdWriteNVM          panic
| The Seed ||  ||  ||  ||  ||
0x934B80 0x0C: SCMD_0x0C                    panic
|-
0x934B88 0x0D: SCMD_0x0D                    panic
| Seek and Destroy ||  ||  ||  ||  ||
0x934B90 0x0E: SCMD_0x0E                    panic
|-
0x934B98 0x0F: SCMD_sceCdPowerOff
| Sega Ages ||  ||  ||  ||  ||
0x934BA0 0x10: SCMD_0x10                    panic
|-
0x934BA8 0x11: SCMD_0x11                    panic
| Sega Classics Collection ||  ||  ||  ||  ||
0x934BB0 0x12: SCMD_sceCdReadILinkId        return zeroed iLinkId
|-
0x934BB8 0x13: SCMD_sceCdWriteILinkID      panic
| Sega Genesis Collection ||  ||  ||  ||  ||
0x934BC0 0x14: SCMD_CdCtrlAudioDigitalOut  panic
|-
0x934BC8 0x15: SCMD_sceCdForbidDVDP
| Sega Mega Drive CollectionJP EU ||  ||  ||  ||  ||
0x934BD0 0x16: SCMD_AutoAdjustCtrl
|-
0x934BD8 0x17: SCMD_CdReadModelNumber      Return SCPH-50000 (SCMD 0x03(0x00) return Mechacon version 3.9 which is wrong for that model..)
| Sega Rally 2006 ||  ||  ||  ||  ||
0x934BE0 0x18: SCMD_CdWriteModelNumber      panic
|-
0x934BE8 0x19: SCMD_0x19                    panic
| Sega Sports Tennis ||  ||  ||  ||  ||
0x934BF0 0x1A: SCMD_sceCdBootCertify
|-
0x934BF8 0x1B: SCMD_sceCdCancelPOffRdy
| Sega Superstars ||  ||  ||  ||  ||
0x934C00 0x1C: SCMD_sceCdBlueLEDCtl
|-
0x934C08 0x1D: SCMD_cdvdman_call116
| Sega Superstars Tennis ||  ||  ||  ||  ||
0x934C10 0x1E: SCMD_sceRemote2Read
|-
0x934C18 0x1F: SCMD_sceRemote2_7
| Sensible Soccer 2006 ||  ||  ||  ||  ||
0x934C20 0x20: SCMD_Return_0
|-
0x934C28 0x21: SCMD_Return_0
| Serious Sam: The Next Encounter ||  ||  ||  ||  ||
0x934C30 0x22: SCMD_Return_0
|-
0x934C38 0x23: SCMD_Return_0
| Seven Samurai 20XX ||  ||  ||  ||  ||
0x934C40 0x24: SCMD_Return_0
|-
0x934C48 0x25: SCMD_Return_0
| Shadow Hearts ||  ||  ||  ||  ||
0x934C50 0x26: SCMD_Return_0
|-
0x934C58 0x27: SCMD_Return_0
| Shadow Hearts: Covenant ||  ||  ||  ||  ||
0x934C60 0x28: SCMD_Return_0
|-
0x934C68 0x29: SCMD_sceCdNoticeGameStart    panic
| Shadow Hearts: From The New World ||  ||  ||  ||  ||
0x934C70 0x2A: SCMD_Return_0
|-
0x934C78 0x2B: SCMD_Return_0
| Shadow Man: 2econd Coming ||  ||  ||  ||  ||
0x934C80 0x2C: SCMD_Return_0
|-
0x934C88 0x2D: SCMD_Return_0
| Shadow of Destiny ||  ||  ||  ||  ||
0x934C90 0x2E: SCMD_Return_0
|-
0x934C98 0x2F: SCMD_Return_0
| Shadow of MemoriesJP EU ||  ||  ||  ||  ||
0x934CA0 0x30: SCMD_Return_0
|-
0x934CA8 0x31: SCMD_Return_0
| Shadow of the Colossus ||  ||  ||  ||  ||
0x934CB0 0x32: SCMD_Return_0
|-
0x934CB8 0x33: SCMD_Return_0
| Shadow of Rome ||  ||  ||  ||  ||
0x934CC0 0x34: SCMD_Return_0
|-
0x934CC8 0x35: SCMD_Return_0
| Shadow the Hedgehog ||  ||  ||  ||  ||
0x934CD0 0x36: SCMD_Return_0
|-
0x934CD8 0x37: SCMD_Return_0
| Shaman King: Funbari Spirits ||  ||  ||  ||  ||
0x934CE0 0x38: SCMD_Return_0
|-
0x934CE8 0x39: SCMD_Return_0
| Shaman King: Power of Spirit ||  ||  ||  ||  ||
0x934CF0 0x3A: SCMD_Return_0
|-
0x934CF8 0x3B: SCMD_Return_0
| SharkPort 2 ||  ||  ||  ||  ||
0x934D00 0x3C: SCMD_Return_0
|-
0x934D08 0x3D: SCMD_Return_0
| Shark Tale ||  ||  ||  ||  ||
0x934D10 0x3E: SCMD_Return_0
|-
0x934D18 0x3F: SCMD_Return_0
| Shaun Palmer's Pro Snowboarder ||  ||  ||  ||  ||
0x934D20 0x40: SCMD_CdOpenConfig
|-
0x934D28 0x41: SCMD_CdReadConfig
| Shellshock: Nam '67 ||  ||  ||  ||  ||
0x934D30 0x42: SCMD_CdWriteConfig
|-
0x934D38 0x43: SCMD_CdCloseConfig
| Shifters ||  ||  ||  ||  ||
0x934D40 0x44: SCMD_Return_0
|-
0x934D48 0x45: SCMD_Return_0
| Shinobi ||  ||  ||  ||  ||
0x934D50 0x46: SCMD_Return_0
|-
0x934D58 0x47: SCMD_Return_0
| Shinobido: Way of the Ninja ||  ||  ||  ||  ||
0x934D60 0x48: SCMD_Return_0
|-
0x934D68 0x49: SCMD_Return_0
| Shin Megami Tensei: Devil Summoner: Raidou Kuzunoha vs. The Soulless Army ||  ||  ||  ||  ||
0x934D70 0x4A: SCMD_Return_0
|-
0x934D78 0x4B: SCMD_Return_0
| Shin Megami Tensei: Devil Summoner 2: Raidou Kuzunoha vs. King Abaddon || ||| || ||
0x934D80 0x4C: SCMD_Return_0
|-
0x934D88 0x4D: SCMD_Return_0
| Shin Megami Tensei: Digital Devil Saga || || ||| ||  
0x934D90 0x4E: SCMD_Return_0
|-
0x934D98 0x4F: SCMD_Return_0
| Shin Megami Tensei: Digital Devil Saga 2 ||| || |||
0x934DA0 0x50: SCMD_Return_0
|-
0x934DA8 0x51: SCMD_Return_0
| Shin Megami Tensei: Nocturne || || ||| ||
0x934DB0 0x52: SCMD_Return_0
|-
0x934DB8 0x53: SCMD_Return_0
| Shin Megami Tensei: Persona 3 || || ||| ||
0x934DC0 0x54: SCMD_Return_0
|-
0x934DC8 0x55: SCMD_Return_0
| Shin Megami Tensei: Persona 4 || || ||| ||
0x934DD0 0x56: SCMD_Return_0
|-
0x934DD8 0x57: SCMD_Return_0
| Shining Dragon || || ||| ||
0x934DE0 0x58: SCMD_Return_0
|-
0x934DE8 0x59: SCMD_Return_0
| Shining Force Neo ||| || |||
0x934DF0 0x5A: SCMD_Return_0
|-
0x934DF8 0x5B: SCMD_Return_0
| Shining Tears || || ||| ||
0x934E00 0x5C: SCMD_Return_0
|-
0x934E08 0x5D: SCMD_Return_0
| Showdown: Legends of Wrestling || || ||| ||
0x934E10 0x5E: SCMD_Return_0
|-
0x934E18 0x5F: SCMD_Return_0
| Shrek: Super Party || || || |||
0x934E20 0x60: SCMD_Return_0
|-
0x934E28 0x61: SCMD_Return_0
| Shrek Super Slam || || ||| ||
0x934E30 0x62: SCMD_Return_0
|-
0x934E38 0x63: SCMD_Return_0
| Shrek 2 || || ||| ||
0x934E40 0x64: SCMD_Return_0
|-
0x934E48 0x65: SCMD_Return_0
| Shuffle! On the Stage || || ||| ||
0x934E50 0x66: SCMD_Return_0
|-
0x934E58 0x67: SCMD_Return_0
| Sidewinder F || || ||| ||
0x934E60 0x68: SCMD_Return_0
|-
0x934E68 0x69: SCMD_Return_0
| Sidewinder Max || || ||| ||
0x934E70 0x6A: SCMD_Return_0
|-
0x934E78 0x6B: SCMD_Return_0
| Sidewinder V || || ||| ||
0x934E80 0x6C: SCMD_Return_0
|-
0x934E88 0x6D: SCMD_Return_0
| Silent Hill 2 || || || |||
0x934E90 0x6E: SCMD_Return_0
|-
0x934E98 0x6F: SCMD_Return_0
| Silent Hill 3 || || ||| ||  
0x934EA0 0x70: SCMD_Return_0
|-
0x934EA8 0x71: SCMD_Return_0
| Silent Hill 4: The Room ||| || |||
0x934EB0 0x72: SCMD_Return_0
|-
0x934EB8 0x73: SCMD_Return_0
| Silent Hill: Origins || || ||| ||
0x934EC0 0x74: SCMD_Return_0
|-
0x934EC8 0x75: SCMD_Return_0
| Silent Hill: Shattered Memories || || |||  ||
0x934ED0 0x76: SCMD_Return_0
|-
0x934ED8 0x77: SCMD_Return_0
| Silent Line: Armored Core || || |||  ||
0x934EE0 0x78: SCMD_Return_0
|-
0x934EE8 0x79: SCMD_Return_0
| Silpheed: The Lost Planet ||  ||  ||  ||  ||
0x934EF0 0x7A: SCMD_Return_0
|-
0x934EF8 0x7B: SCMD_Return_0
| Silent Scope ||  ||  ||  ||  ||
0x934F00 0x7C: SCMD_Return_0
|-
0x934F08 0x7D: SCMD_Return_0
| Simple 2000 Series Vol. 01: The Table Game ||  ||  ||  ||  ||
0x934F10 0x7E: SCMD_Return_0
|-
0x934F18 0x7F: SCMD_Return_0
| Simple 2000 Series Vol. 02: The Party Game ||  ||  ||  ||  ||
0x934F20 0x80: SCMD__mechacon_auth_0x80
|-
0x934F28 0x81: SCMD__mechacon_auth_0x81
| Simple 2000 Series Vol. 03: The Bass Fishing ||  ||  ||  ||  ||
0x934F30 0x82: SCMD__mechacon_auth_0x82
|-
0x934F38 0x83: SCMD__mechacon_auth_0x83
| Simple 2000 Series Vol. 04: The Double Mahjong Puzzle ||  ||  ||  ||  ||
0x934F40 0x84: SCMD__mechacon_auth_0x84
|-
0x934F48 0x85: SCMD__mechacon_auth_0x85
| Simple 2000 Series Vol. 05: The Block Kuzushi Hyper ||  ||  ||  ||  ||
0x934F50 0x86: SCMD__mechacon_auth_0x86
|-
0x934F58 0x87: SCMD__mechacon_auth_0x87
| Simple 2000 Series Vol. 06: The Snowboard ||  ||  ||  ||  ||
0x934F60 0x88: SCMD__mechacon_auth_0x88
|-
0x934F68 0x89: SCMD_Return_0
| Simple 2000 Series Vol. 07: The Boxing - Real Fist Fight ||  ||  ||  ||  ||
0x934F70 0x8A: SCMD_Return_0
|-
0x934F78 0x8B: SCMD_Return_0
| Simple 2000 Series Vol. 08: The Tennis ||  ||  ||  ||  ||
0x934F80 0x8C: SCMD_Return_0
|-
0x934F88 0x8D: SCMD_Return_0
| Simple 2000 Series Vol. 09: The Ren'ai Adventure - Bittersweet Fools ||  ||  ||  ||  ||
0x934F90 0x8E: SCMD_Return_0
|-
0x934F98 0x8F: SCMD__mechacon_auth_0x8F
| Simple 2000 Series Vol. 10: The Table Game Sekaihen ||  ||  ||  ||  ||
 
|-
Notes:
| Simple 2000 Series Vol. 42: The Ishu Kakutougi - Boxing vs Kick vs Karate vs Pro Wres vs Jujutsu vs... ||  ||  ||  ||  ||
N commands handling differ a lot from pcsx2, doing that correctly is important for emulation.
|-
Read model number return SCPH-50000 while returned mechacon version is (not existing?) 3.9.
| Simple 2000 Series Vol. 50: The Daibijin ||  ||  ||  ||  ||
This model should return Dragon mechacon rev, so 5.0 and up.
|-
Returned ConsoleID is 00 00 00 00 00 00 00 00 00, this can be issue in corner case where game additionally check for non zero result.
| Simple 2000 Series Vol. 61: The Oneechanbara ||  ||  ||  ||  ||
Returned iLinkID is 00 00 00 00 00 00 00 00 00, this break Time Crisis 2,3, and one of Armored Core games on pcsx2, surprisingly netemu run them fine.
|-
Every "mechacon_auth" command return zeroed result with different size. Only exception here is 0x81 which return 1.
| Simple 2000 Series Vol. 74: Onna no Ko Senyo - The Ouji-sama to Romance: Ripple no Tamago ||  ||  ||  ||  ||
</pre>
|-
 
| Simple 2000 Series Vol. 80: The Oneechamploo ||  ||  ||  ||  ||
==r5900 regs memory map==
|-
Registers are updated only when recompiler flush them to memory, if there is pending operation on the same register in next instruction, recompiler have no need to update reg before that. So it flush result there.
| Simple 2000 Series Vol. 86: The Menko Shutoku Simulation - Dorokotsuho Taioban ||  ||  ||  ||  ||
===Netemu===
|-
  Address in memory r5900 register
| Simple 2000 Series Vol. 90: The Oneechanbara 2 ||  ||  ||  ||  ||
  FFFFFFFFFFFF8980 | 5900_zero_upper64bits
|-
FFFFFFFFFFFF8988  | 5900_zero_lower64bits
| Simple 2000 Series Vol. 105: The Maid Fuku to Kikanju ||  ||  ||  ||  ||
  FFFFFFFFFFFF8990 5900_at_reg_upper64
|-
FFFFFFFFFFFF8998 | 5900_at_reg_lower64
| Simple 2000 Series Vol. 114: The Jo'okappichi Torimonocho - Oharu-chan Go Go Go! ||  ||  ||  ||  ||
FFFFFFFFFFFF89A0  | 5900_v0_reg_upper64
|-
FFFFFFFFFFFF89A8  | 5900_v0_reg_lower64
| The Simpsons Game ||  ||  ||  ||  ||
FFFFFFFFFFFF89B0  5900_v1_reg_upper64
|-
  FFFFFFFFFFFF89B8 5900_v1_reg_lower64
| The Simpsons Hit & Run ||  ||  ||  ||  ||
FFFFFFFFFFFF89C0  | 5900_a0_reg_upper64
|-
  FFFFFFFFFFFF89C8 5900_a0_reg_lower64
| The Simpsons Road Rage ||  ||  ||  ||  ||
FFFFFFFFFFFF89D0 | 5900_a1_reg_upper64
|-
FFFFFFFFFFFF89D8  | 5900_a1_reg_lower64
| The Simpsons Skateboarding ||  ||  ||  ||  ||
  FFFFFFFFFFFF89E0 5900_a2_reg_upper64
|-
FFFFFFFFFFFF89E8 | 5900_a2_reg_lower64
| The Sims ||  ||  ||  ||  ||
FFFFFFFFFFFF89F0  | 5900_a3_reg_upper64
|-
  FFFFFFFFFFFF89F8 5900_a3_reg_lower64
| The Sims: Bustin' Out ||  ||  ||  ||  ||
FFFFFFFFFFFF8A00 | 5900_t0_reg_upper64
|-
FFFFFFFFFFFF8A08  | 5900_t0_reg_lower64
| The Sims 2 ||  ||  ||  ||  ||
  FFFFFFFFFFFF8A10 5900_t1_reg_upper64
|-
FFFFFFFFFFFF8A18 | 5900_t1_reg_lower64
| The Sims 2 Pets ||  ||  ||  ||  ||
FFFFFFFFFFFF8A20  | 5900_t2_reg_upper64
|-
FFFFFFFFFFFF8A28  5900_t2_reg_lower64
| The Sims 2 Castaway ||  ||  ||  ||  ||
  FFFFFFFFFFFF8A30 5900_t3_reg_upper64
|-
FFFFFFFFFFFF8A38  | 5900_t3_reg_lower64
| SingStar ||  ||  ||  ||  ||
  FFFFFFFFFFFF8A40 5900_t4_reg_upper64
|-
FFFFFFFFFFFF8A48 | 5900_t4_reg_lower64
| SingStar '80s ||  ||  ||  ||  ||
FFFFFFFFFFFF8A50  | 5900_t5_reg_upper64
|-
  FFFFFFFFFFFF8A58 5900_t5_reg_lower64
| SingStar Anthems ||  ||  ||  ||  ||
FFFFFFFFFFFF8A60 | 5900_t6_reg_upper64
|-
FFFFFFFFFFFF8A68  | 5900_t6_reg_lower64
| SingStar Legends ||  ||  ||  ||  ||
  FFFFFFFFFFFF8A70 | 5900_t7_reg_upper64
|-
FFFFFFFFFFFF8A78 5900_t7_reg_lower64
| SingStar Party ||  ||  ||  ||  ||
FFFFFFFFFFFF8A80  | 5900_s0_reg_upper64
|-
  FFFFFFFFFFFF8A88 5900_s0_reg_lower64
| SingStar Pop ||  ||  ||  ||  ||
FFFFFFFFFFFF8A90 | 5900_s1_reg_upper64
|-
FFFFFFFFFFFF8A98  | 5900_s1_reg_lower64
| SingStar Rocks! ||  ||  ||  ||  ||
  FFFFFFFFFFFF8AA0 5900_s2_reg_upper64
|-
FFFFFFFFFFFF8AA8 | 5900_s2_reg_lower64
| SingStar R&B ||  ||  ||  ||  ||
FFFFFFFFFFFF8AB0  | 5900_s3_reg_upper64
|-
  FFFFFFFFFFFF8AB8 5900_s3_reg_lower64
| SingStar '90s ||  ||  ||  ||  ||
FFFFFFFFFFFF8AC0 | 5900_s4_reg_upper64
|-
FFFFFFFFFFFF8AC8  | 5900_s4_reg_lower64
| SingStar The Dome ||  ||  ||  ||  ||
  FFFFFFFFFFFF8AD0 5900_s5_reg_upper64
|-
FFFFFFFFFFFF8AD8 | 5900_s5_reg_lower64
| SingStar Rock Ballads ||  ||  ||  ||  ||
FFFFFFFFFFFF8AE0  | 5900_s6_reg_upper64
|-
  FFFFFFFFFFFF8AE8 5900_s6_reg_lower64
| Siren ||  ||  ||  ||  ||
FFFFFFFFFFFF8AF0 | 5900_s7_reg_upper64
|-
FFFFFFFFFFFF8AF8  | 5900_s7_reg_lower64
| Siren 2 ||  ||  ||  ||  ||
  FFFFFFFFFFFF8B00 5900_t8_reg_upper64
|-
FFFFFFFFFFFF8B08 | 5900_t8_reg_lower64
| Ski & Shoot ||  ||  ||  ||  ||
FFFFFFFFFFFF8B10  | 5900_t9_reg_upper64
|-
  FFFFFFFFFFFF8B18 | 5900_t9_reg_lower64
| SkyGunner ||  ||  ||  ||  ||
FFFFFFFFFFFF8B20 5900_k0_reg_upper64
|-
FFFFFFFFFFFF8B28  | 5900_k0_reg_lower64
| Sky Odyssey ||  ||  ||  ||  ||
  FFFFFFFFFFFF8B30 5900_k1_reg_upper64
FFFFFFFFFFFF8B38 | 5900_k1_reg_lower64
FFFFFFFFFFFF8B40  | 5900_gp_reg_upper64
FFFFFFFFFFFF8B48  | 5900_gp_reg_lower64
FFFFFFFFFFFF8B50  5900_sp_reg_upper64
  FFFFFFFFFFFF8B58 5900_sp_reg_lower64
FFFFFFFFFFFF8B60  | 5900_fp_reg_upper64
  FFFFFFFFFFFF8B68 5900_fp_reg_lower64
FFFFFFFFFFFF8B70 | 5900_ra_reg_upper64
  FFFFFFFFFFFF8B78 5900_ra_reg_lower64
  FFFFFFFFFFFF9100 5900_pc_reg_lower64
Below FFFFFFFFFFFF8B78 you can find COP0, and finally VFxx, and VIxx regs. Todo..
 
==EE I/O Handlers list==
===Netemu===
4.75 and up. Mode (1 = read / 2 = write)
 
{| class="wikitable sortable"
!mode !! size !! PS2_HW_REG !! handler_opd
|-
|-
| 1 || 4 || T0_COUNT || stru_723218
| S.L.A.I.: Steel Lancer Arena International || || ||  ||  ||  
|-
|-
| 2 || 4 || T0_COUNT || stru_723290
| Sled Storm || || ||  ||  ||  
|-
|-
| 1 || 4 || T0_MODE || stru_723308
| Sly Cooper and the Thievius Raccoonus || || ||  ||  ||  
|-
|-
| 2 || 4 || T0_MODE || stru_7233E0
| Sly 2: Band of Thieves || || ||  ||  ||  
|-
|-
| 1 || 4 || T0_COMP || stru_7231A0
| Sly 3: Honor Among Thieves || || ||  ||  ||  
|-
|-
| 2 || 4 || T0_COMP || stru_723248
| Smash Court Tennis Pro Tournament || || ||  ||  ||  
|-
|-
| 1 || 4 || T0_HOLD || stru_723110
| Smash Court Tennis Pro Tournament 2 || || ||  ||  ||  
|-
|-
| 2 || 4 || T0_HOLD || stru_723128
| Smarties: Meltdown || || ||  ||  ||  
|-
|-
| 1 || 4 || T1_COUNT || stru_7232F0
| Smuggler's Run || || ||  ||  ||  
|-
|-
| 2 || 4 || T1_COUNT || stru_7233B0
| Smuggler's Run 2: Hostile Territory || || ||  ||  ||  
|-
|-
| 1 || 4 || T1_MODE || stru_723278
| The Sniper 2 || || ||  ||  ||  
|-
|-
| 2 || 4 || T1_MODE || stru_723260
| Sniper Elite || || ||  ||  ||  
|-
|-
| 1 || 4 || T1_COMP || stru_723140
| SNK Arcade Classics Vol. 1 || || ||  ||  ||  
|-
|-
| 2 || 4 || T1_COMP || stru_723380
| Snoopy vs. the Red Baron || || ||  ||  ||  
|-
|-
| 1 || 4 || T1_HOLD || stru_7231E8
| Snow White and the 7 Dwarfs || || ||  ||  ||  
|-
|-
| 2 || 4 || T1_HOLD || stru_723200
| Snowboard Racer 2 || || ||  ||  ||  
|-
|-
| 1 || 4 || T2_COUNT || stru_7232D8
| SOCOM: U.S. Navy SEALs || || ||  ||  ||  
|-
|-
| 2 || 4 || T2_COUNT || stru_723398
| SOCOM II: U.S. Navy SEALs || || ||  ||  ||  
|-
|-
| 1 || 4 || T2_MODE || stru_723338
| SOCOM 3: U.S. Navy SEALs || || ||  ||  ||  
|-
|-
| 2 || 4 || T2_MODE || stru_723410
| SOCOM U.S. Navy SEALs: Combined Assault || || ||  ||  ||  
|-
|-
| 1 || 4 || T2_COMP || stru_7231D0
| Soccer Life! || || ||  ||  ||  
|-
|-
| 2 || 4 || T2_COMP || stru_723368
| Sol Divide || || ||  ||  ||  
|-
|-
| 1 || 4 || T3_COUNT || stru_7232C0
| Sonic Gems Collection || || ||  ||  ||  
|-
|-
| 2 || 4 || T3_COUNT || stru_7233C8
| Sonic Heroes || || ||  ||  ||  
|-
|-
| 1 || 4 || T3_MODE || stru_723320
| Sonic Mega Collection Plus || || ||  ||  ||  
|-
|-
| 2 || 4 || T3_MODE || stru_7233F8
| Sonic Riders || || ||  ||  ||  
|-
|-
| 1 || 4 || T3_COMP || stru_7231B8
| Sonic Riders: Zero Gravity || || ||  ||  ||  
|-
|-
| 2 || 4 || T3_COMP || stru_723350
| Sonic Unleashed || || ||  ||  ||  
|-
|-
| 1 || 8 || IPU_CMD || stru_721910
| The Sopranos: Road to Respect || || ||  ||  ||  
|-
|-
| 2 || 8 || IPU_CMD || stru_7218F8
| Soul Calibur II || || ||  ||  ||  
|-
|-
| 1 || 4 || IPU_CTRL || stru_721970
| Soul Calibur III || || ||  ||  ||  
|-
|-
| 2 || 4 || IPU_CTRL || stru_721958
| Space Channel 5: Special Edition || || ||  ||  ||  
|-
|-
| 1 || 4 || IPU_BP || stru_721940
| Space Invaders: Invasion Day || || ||  ||  ||  
|-
|-
| 1 || 8 || IPU_TOP || stru_721928
| Spartan: Total Warrior || || ||  ||  ||  
|-
|-
| 2 || 4 || GIF_CTRL || stru_7220C0
| Spawn: Armageddon || || ||  ||  ||  
|-
|-
| 2 || 4 || GIF_MODE || stru_7220A8
| Sphinx and the Cursed Mummy || || ||  ||  ||  
|-
|-
| 1 || 4 || GIF_STAT || stru_722000
| The Spiderwick Chronicles || || ||  ||  ||  
|-
|-
| 1 || 4 || GIF_TAG0 || stru_721EB0
| Spider-Man || || ||  ||  ||  
|-
|-
| 1 || 4 || GIF_TAG1 || stru_721FE8
| Spider-Man 2 || || ||  ||  ||  
|-
|-
| 1 || 4 || GIF_TAG2 || stru_721FD0
| Spider-Man 3 || || ||  ||  ||  
|-
|-
| 1 || 4 || GIF_TAG3 || stru_721FB8
| Spider-Man: Web of Shadows - Amazing Allies Edition || || ||  ||  ||  
|-
|-
| 1 || 4 || GIF_CNT || stru_721EC8
| Splashdown || || ||  ||  ||  
|-
|-
| 1 || 4 || GIF_P3CNT || stru_721EE0
| SpongeBob SquarePants: Battle for Bikini Bottom || || ||  ||  ||  
|-
|-
| 1 || 4 || GIF_P3TAG || stru_721EF8
| SpongeBob SquarePants: Creature from the Krusty Krab || || ||  ||  ||  
|-
|-
| 1 || 4 || VIF0_STAT || stru_721820
| SpongeBob SquarePants featuring Nicktoons: Globs of Doom || || ||  ||  ||  
|-
|-
| 2 || 4 || VIF0_FBRST || stru_721868
| SpongeBob SquarePants: Revenge of the Flying Dutchman || || ||  ||  ||  
|-
|-
| 1 || 4 || VIF0_ERR || stru_7217A8
| The SpongeBob SquarePants Movie Game || || ||  ||  ||  
|-
|-
| 2 || 4 || VIF0_ERR || stru_721598
| SpongeBob SquarePants: Lights, Camera, Pants! || || ||  ||  ||  
|-
|-
| 1 || 4 || VIF0_MARK || stru_721790
| Sprint Cars: Road to Knoxville || || ||  ||  ||  
|-
|-
| 2 || 4 || VIF0_MARK || stru_7215B0
| Spy Fiction || || ||  ||  ||  
|-
|-
| 1 || 4 || VIF0_CYCLE || stru_721778
| Spy Hunter || || ||  ||  ||  
|-
|-
| 1 || 4 || VIF0_MODE || stru_721760
| Spy Hunter: Nowhere to Run || || ||  ||  ||  
|-
|-
| 1 || 4 || VIF0_NUM || stru_721748
| Spy Hunter 2 || || ||  ||  ||  
|-
|-
| 1 || 4 || VIF0_MASK || stru_721730
| Spyro: A Hero's Tail || || ||  ||  ||  
|-
|-
| 1 || 4 || VIF0_CODE || stru_721718
| Spyro: Enter the Dragonfly || || ||  ||  ||  
|-
|-
| 1 || 4 || VIF0_ITOPS || stru_721700
| SSX || || ||  ||  ||  
|-
|-
| 1 || 4 || VIF0_ITOP || stru_7216E8
| SSX 3 || || ||  ||  ||  
|-
|-
| 1 || 4 || VIF0_R0 || stru_7216D0
| SSX on Tour || || ||  ||  ||  
|-
|-
| 1 || 4 || VIF0_R1 || stru_7216B8
| SSX Tricky || || ||  ||  ||  
|-
|-
| 1 || 4 || VIF0_R2 || stru_7216A0
| Stacked with Daniel Negreanu || || ||  ||  ||  
|-
|-
| 1 || 4 || VIF0_R3 || stru_721688
| Star Ocean: Till the End of Time || || ||  ||  ||  
|-
|-
| 1 || 4 || VIF0_C0 || stru_721670
| Star Trek: Conquest || || ||  ||  ||  
|-
|-
| 1 || 4 || VIF0_C1 || stru_721658
| Star Trek: Encounters || || ||  ||  ||  
|-
|-
| 1 || 4 || VIF0_C2 || stru_721640
| Star Trek: Shattered Universe || || ||  ||  ||  
|-
|-
| 1 || 4 || VIF0_C3 || stru_721628
| Star Trek: Voyager - Elite Force || || ||  ||  ||  
|-
|-
| 1 || 4 || VIF1_STAT || stru_722960
| Star Wars: Super Bombad Racing || || ||  ||  ||  
|-
|-
| 2 || 4 || VIF1_STAT || stru_722618
| Star Wars: Battlefront || || ||  ||  ||  
|-
|-
| 2 || 4 || VIF1_FBRST || stru_722A98
| Star Wars: Battlefront II || || ||  ||  ||  
|-
|-
| 1 || 4 || VIF1_ERR || stru_722948
| Star Wars: Bounty Hunter || || ||  ||  ||  
|-
|-
| 2 || 4 || VIF1_ERR || stru_722630
| Star Wars: The Clone Wars || || ||  ||  ||  
|-
|-
| 1 || 4 || VIF1_MARK || stru_722930
| Star Wars Episode III: Revenge of the Sith || || ||  ||  ||  
|-
|-
| 2 || 4 || VIF1_MARK || stru_722648
| Star Wars: Jedi Starfighter || || ||  ||  ||  
|-
|-
| 1 || 4 || VIF1_CYCLE || stru_722918
| Star Wars: Starfighter || || ||  ||  ||  
|-
|-
| 1 || 4 || VIF1_MODE || stru_722900
| Star Wars: The Force Unleashed || || ||  ||  ||  
|-
|-
| 1 || 4 || VIF1_NUM || stru_7228E8
| Starsky and Hutch || || ||  ||  ||  
|-
|-
| 1 || 4 || VIF1_MASK || stru_7228D0
| State of Emergency || || ||  ||  ||  
|-
|-
| 1 || 4 || VIF1_CODE || stru_7228B8
| State of Emergency 2 || || ||  ||  ||  
|-
|-
| 1 || 4 || VIF1_ITOPS || stru_7228A0
| Stealth Force: The War on Terror || || ||  ||  ||  
|-
|-
| 1 || 4 || VIF1_BASE || stru_722888
| Steambot Chronicles || || ||  ||  ||  
|-
|-
| 1 || 4 || VIF1_OFST || stru_722870
| Steamboy || || ||  ||  ||  
|-
|-
| 1 || 4 || VIF1_TOPS || stru_722858
| Steel Dragon EX || || ||  ||  ||  
|-
|-
| 1 || 4 || VIF1_ITOP || stru_722840
| Stella Deus: The Gate of Eternity || || ||  ||  ||  
|-
|-
| 1 || 4 || VIF1_TOP || stru_722828
| Stock Car Crash || || ||  ||  ||  
|-
|-
| 1 || 4 || VIF1_R0 || stru_722810
| Stolen || || ||  ||  ||  
|-
|-
| 1 || 4 || VIF1_R1 || stru_7227F8
| The Street Basketball: 3 on 3 || || ||  ||  ||  
|-
|-
| 1 || 4 || VIF1_R2 || stru_7227E0
| Street Racing || || ||  ||  ||  
|-
|-
| 1 || 4 || VIF1_R3 || stru_7227C8
| Street Fighter Anniversary Collection || || ||  ||  ||  
|-
|-
| 1 || 4 || VIF1_C0 || stru_7227B0
| Street Fighter Alpha Anthology || || ||  ||  ||  
|-
|-
| 1 || 4 || VIF1_C1 || stru_722798
| Street Fighter EX3 || || ||  ||  ||  
|-
|-
| 1 || 4 || VIF1_C2 || stru_722780
| Stretch Panic || || ||  ||  ||  
|-
|-
| 1 || 4 || VIF1_C3 || stru_722768
| Strike Force Bowling || || ||  ||  ||  
|-
|-
| 2 || 0x10 || VIF0_FIFO || stru_721850
| Stuntman || || ||  ||  ||  
|-
|-
| 1 || 0x10 || VIF1_FIFO || stru_722678
| Stuntman Ignition || || ||  ||  ||  
|-
|-
| 2 || 0x10 || VIF1_FIFO || stru_722AB0
| Sub Rebellion || || ||  ||  ||  
|-
|-
| 2 || 0x10 || GIF_FIFO || stru_722B40
| The Suffering || || ||  ||  ||  
|-
|-
| 1 || 0x10 || IPU_Out_FIFO || stru_7238A8
| The Suffering: Ties That Bind || || ||  ||  ||  
|-
|-
| 2 || 0x10 || IPU_In_FIFO || stru_723890
| Suggoi! Arcana Heart 2 || || ||  ||  ||  
|-
|-
| 1 || 4 || D0_CHCR || stru_721610
| Suikoden III || || ||  ||  ||  
|-
|-
| 2 || 4 || D0_CHCR || stru_721880
| Suikoden IV || || ||  ||  ||  
|-
|-
| 1 || 4 || D0_MADR || stru_721508
| Suikoden V || || ||  ||  ||  
|-
|-
| 2 || 4 || D0_MADR || stru_721520
| Suikoden Tactics || || ||  ||  ||  
|-
|-
| 1 || 4 || D0_QWC || stru_721808
| The Sum of All Fears || || ||  ||  ||  
|-
|-
| 2 || 4 || D0_QWC || stru_721538
| Summer Heat Beach Volleyball || || ||  ||  ||  
|-
|-
| 1 || 4 || D0_TADR || stru_7217F0
| Summoner || || ||  ||  ||  
|-
|-
| 2 || 4 || D0_TADR || stru_721550
| Summoner 2 || || ||  ||  ||  
|-
|-
| 1 || 4 || D0_ASR0 || stru_7217D8
| Super Dragon Ball Z || || ||  ||  ||  
|-
|-
| 2 || 4 || D0_ASR0 || stru_721568
| Super Robot Wars Alpha 2 || || ||  ||  ||  
|-
|-
| 1 || 4 || D0_ASR1 || stru_7217C0
| Super Robot Wars Alpha 3 || || ||  ||  ||  
|-
|-
| 2 || 4 || D0_ASR1 || stru_721580
| Super Robot Wars Impact || || ||  ||  ||  
|-
|-
| 1 || 4 || D1_CHCR || stru_722690
| Super Robot Wars MX || || ||  ||  ||  
|-
|-
| 2 || 4 || D1_CHCR || stru_722A68
| Supercar Street Challenge || || ||  ||  ||  
|-
|-
| 1 || 4 || D1_MADR || stru_722A50
| SuperLite 2000: Tokyo Bus Guide || || ||  ||  ||  
|-
|-
| 2 || 4 || D1_MADR || stru_722750
| Superman Returns || || ||  ||  ||  
|-
|-
| 1 || 4 || D1_QWC || stru_722A38
| Super Monkey Ball Adventure || || ||  ||  ||  
|-
|-
| 2 || 4 || D1_QWC || stru_722738
| Super Monkey Ball Deluxe || || ||  ||  ||  
|-
|-
| 1 || 4 || D1_TADR || stru_722A20
| Super Trucks Racing || || ||  ||  ||  
|-
|-
| 2 || 4 || D1_TADR || stru_722720
| Suzumiya Haruhi no Tomadoi || || ||  ||  ||  
|-
|-
| 1 || 4 || D1_ASR0 || stru_722A08
| The Perplexity of Haruhi Suzumiya || || ||  ||  ||  
|-
|-
| 2 || 4 || D1_ASR0 || stru_722708
| SVC Chaos: SNK vs. Capcom || || ||  ||  ||  
|-
|-
| 1 || 4 || D1_ASR1 || stru_7229F0
| Sven-Göran Eriksson's World Challenge || || ||  ||  ||  
|-
|-
| 2 || 4 || D1_ASR1 || stru_7226F0
| SWAT: Global Strike Team || || ||  ||  ||  
|-
|-
| 1 || 4 || D2_CHCR || stru_722B28
| SWAT: Siege || || ||  ||  ||  
|-
|-
| 2 || 4 || D2_CHCR || stru_722B58
| The Sword of Etheria || || ||  ||  ||  
|-
|-
| 1 || 4 || D2_MADR || stru_7229D8
| Syphon Filter: Dark Mirror || || ||  ||  ||  
|-
|-
| 2 || 4 || D2_MADR || stru_722AE0
| Syphon Filter: Logan's Shadow || || ||  ||  ||  
|-
|-
| 1 || 4 || D2_QWC || stru_7229C0
| Syphon Filter: The Omega Strain || || ||  ||  ||  
|-
|-
| 2 || 4 || D2_QWC || stru_722AC8
|}
==== T ====
{| border="1" cellspacing="0" cellpadding="5" border="#999" class="wikitable" style="border:1px solid #999; border-collapse: collapse;"
|- bgcolor="#cccccc"
! Title !! ps2<br />emu !! ps2<br />gxemu !! ps2<br />softemu !! Other !! Notes
|-
|-
| 1 || 4 || D2_TADR || stru_7229A8
| Taiko: Drum Master || || ||  ||  ||  
|-
|-
| 2 || 4 || D2_TADR || stru_722AF8
| Taito Legends || || ||  ||  ||  
|-
|-
| 1 || 4 || D2_ASR0 || stru_722990
| Taito Legends 2 || || ||  ||  ||  
|-
|-
| 2 || 4 || D2_ASR0 || stru_7226D8
| Tak and the Power of Juju || || ||  ||  ||  
|-
|-
| 1 || 4 || D2_ASR1 || stru_722978
| Tak 2: The Staff of Dreams || || ||  ||  ||  
|-
|-
| 2 || 4 || D2_ASR1 || stru_7226C0
| Tak: The Great Juju Challenge || || ||  ||  ||  
|-
|-
| 1 || 4 || D3_CHCR || stru_723740
| Tak and the Guardians of Gross || || ||  ||  ||  
|-
|-
| 2 || 4 || D3_CHCR || stru_723800
| Tales of the Abyss || || ||  ||  ||  
|-
|-
| 1 || 4 || D3_MADR || stru_7237D0
| Tales of Destiny (Remake) || || ||  ||  ||  
|-
|-
| 2 || 4 || D3_MADR || stru_723878
| Tales of Destiny 2 || || ||  ||  ||  
|-
|-
| 1 || 4 || D3_QWC || stru_7237B8
| Tales of Legendia || || ||  ||  ||  
|-
|-
| 2 || 4 || D3_QWC || stru_723860
| Tales of Rebirth || || ||  ||  ||  
|-
|-
| 1 || 4 || D4_CHCR || stru_7237A0
| Tales of Symphonia || || ||  ||  ||  
|-
|-
| 2 || 4 || D4_CHCR || stru_7237E8
| Taz Wanted || || ||  ||  ||  
|-
|-
| 1 || 4 || D4_MADR || stru_723788
| Technic Beat || || ||  ||  ||  
|-
|-
| 2 || 4 || D4_MADR || stru_723848
| Tecmo Cup, aka. Tehkan World Cup || || ||  ||  ||  
|-
|-
| 1 || 4 || D4_QWC || stru_723770
| Tekken Tag Tournament || || ||  ||  ||  
|-
|-
| 2 || 4 || D4_QWC || stru_723830
| Tekken 4 ||  || ||| ||  
|-
|-
| 1 || 4 || D4_TADR || stru_723758
| Tekken 5 || || ||  ||  ||  
|-
|-
| 2 || 4 || D4_TADR || stru_723818
| Teen Titans || || ||  ||  ||  
|-
|-
| 1 || 4 || D5_CHCR || stru_722498
| Teenage Mutant Ninja Turtles || || ||  ||  ||  
|-
|-
| 2 || 4 || D5_CHCR || stru_7224C8
| Teenage Mutant Ninja Turtles 2: Battle Nexus || || ||  ||  ||  
|-
|-
| 1 || 4 || D5_MADR || stru_722408
| Teenage Mutant Ninja Turtles 3: Mutant Nightmare || || ||  ||  ||  
|-
|-
| 2 || 4 || D5_MADR || stru_722390
| Tenchu: Fatal Shadows || || ||  ||  ||  
|-
|-
| 1 || 4 || D5_QWC || stru_722468
| Tenchu: Wrath of Heaven || || ||  ||  ||  
|-
|-
| 2 || 4 || D5_QWC || stru_7223F0
| Tenshi no Present || || ||  ||  ||  
|-
|-
| 1 || 4 || D6_CHCR || stru_722480
| Terminator 3: Rise of the Machines || || ||  ||  ||  
|-
|-
| 2 || 4 || D6_CHCR || stru_7224B0
| Terminator 3: The Redemption || || ||  ||  ||  
|-
|-
| 1 || 4 || D6_MADR || stru_722450
| Test Drive || || ||  ||  ||  
|-
|-
| 2 || 4 || D6_MADR || stru_7223D8
| Test Drive: Eve of Destruction || || ||  ||  ||  
|-
|-
| 1 || 4 || D6_QWC || stru_722420
| Test Drive Off-Road: Wide Open || || ||  ||  ||  
|-
|-
| 2 || 4 || D6_QWC || stru_7223A8
| Test Drive Unlimited || || ||  ||  ||  
|-
|-
| 1 || 4 || unk_1000C430 || stru_722438
| Tetris Worlds || || ||  ||  ||  
|-
|-
| 2 || 4 || unk_1000C430 || stru_7223C0
| The Super Dimension Fortress Macross || || ||  ||  ||  
|-
|-
| 1 || 4 || D7_CHCR || stru_7235C0
| The Arcade || || ||  ||  ||  
|-
|-
| 2 || 4 || D7_CHCR || stru_723530
| The Thing || || ||  ||  ||  
|-
|-
| 1 || 4 || D7_MADR || stru_7235A8
| Theme Park World || || ||  ||  ||  
|-
|-
| 2 || 4 || D7_MADR || stru_723500
| The Nightmare Before Christmas: Oogie's Revenge || || ||  ||  ||  
|-
|-
| 1 || 4 || D7_QWC || stru_723590
| This is Football 2002 || || ||  ||  ||  
|-
|-
| 2 || 4 || D7_QWC || stru_723518
| This is Football 2003 || || ||  ||  ||  
|-
|-
| 1 || 4 || D8_CHCR || stru_7222D0
| This is Football 2004 || || ||  ||  ||  
|-
|-
| 2 || 4 || D8_CHCR || stru_7222E8
| This is Football 2005 || || ||  ||  ||  
|-
|-
| 1 || 4 || D8_MADR || stru_7222B8
| Thomas & Friends: A Day at the Races || || ||  ||  ||  
|-
|-
| 2 || 4 || D8_MADR || stru_722168
| Thrillville || || ||  ||  ||  
|-
|-
| 1 || 4 || D8_QWC || stru_7222A0
| Thunderstrike: Operation Phoenix || || ||  ||  ||  
|-
|-
| 2 || 4 || D8_QWC || stru_722180
| Thunder Force VI || || ||  ||  ||  
|-
|-
| 1 || 4 || D8_SADR || stru_722288
| Tiger Woods PGA Tour 2001 || || ||  ||  ||  
|-
|-
| 2 || 4 || D8_SADR || stru_722198
| Tiger Woods PGA Tour 2002 || || ||  ||  ||  
|-
|-
| 1 || 4 || D9_CHCR || stru_722270
| Tiger Woods PGA Tour 2003 || || ||  ||  ||  
|-
|-
| 2 || 4 || D9_CHCR || stru_722318
| Tiger Woods PGA Tour 2004 || || ||  ||  ||  
|-
|-
| 1 || 4 || D9_MADR || stru_722258
| Tiger Woods PGA Tour 2005 || || ||  ||  ||  
|-
|-
| 2 || 4 || D9_MADR || stru_7221F8
| Tiger Woods PGA Tour 2006 || || ||  ||  ||  
|-
|-
| 1 || 4 || D9_QWC || stru_722240
| Tiger Woods PGA Tour 07 || || ||  ||  ||  
|-
|-
| 2 || 4 || D9_QWC || stru_7221B0
| Tiger Woods PGA Tour 08 || || ||  ||  ||  
|-
|-
| 1 || 4 || D9_TADR || stru_722228
| Tiger Woods PGA Tour 09 || || ||  ||  ||  
|-
|-
| 2 || 4 || D9_TADR || stru_7221E0
| Tiger Woods PGA Tour 10 || || ||  ||  ||  
|-
|-
| 1 || 4 || D9_SADR || stru_722210
| Tiger Woods PGA Tour 11 || || ||  ||  ||  
|-
|-
| 2 || 4 || D9_SADR || stru_7221C8
| Time Crisis II || || ||  ||  ||  
|-
|-
| 1 || 4 || D_CTRL || stru_721C28
| Time Crisis 3 || || ||  ||  ||  
|-
|-
| 2 || 4 || D_CTRL || stru_721C70
| Time Crisis: Crisis Zone || || ||  ||  ||  
|-
|-
| 1 || 4 || D_STAT || stru_724130
| Time Traveler || || ||  ||  ||  
|-
|-
| 2 || 4 || D_STAT || stru_7241A8
| TimeSplitters || || ||  ||  ||  
|-
|-
| 1 || 4 || D_PCR || stru_724100
| TimeSplitters 2 || || ||  ||  ||  
|-
|-
| 2 || 4 || D_PCR || stru_7240E8
| TimeSplitters: Future Perfect || || ||  ||  ||  
|-
|-
| 1 || 4 || D_SQWC || stru_722138
| Tiny Toon Adventures: Defenders of the Looniverse || || ||  ||  ||  
|-
|-
| 2 || 4 || D_SQWC || stru_722150
| TMNT || || ||  ||  ||  
|-
|-
| 1 || 4 || D_RBSR || stru_721BF8
| TNA Impact || || ||  ||  ||  
|-
|-
| 2 || 4 || D_RBSR || stru_721B68
| TOCA Race Driver || || ||  ||  ||  
|-
|-
| 1 || 4 || D_RBOR || stru_721B80
| TOCA Race Driver 2 || || ||  ||  ||  
|-
|-
| 2 || 4 || D_RBOR || stru_721B98
| TOCA Race Driver 3 || || ||  ||  ||  
|-
|-
| 1 || 4 || D_STADR || stru_721C40
| To Heart 2 || || ||  ||  ||  
|-
|-
| 2 || 4 || D_STADR || stru_721BB0
| Tokimeki Memorial 3 || || ||  ||  ||  
|-
|-
| 1 || 4 || INTC_STAT || stru_724148
| Tokimeki Memorial Girl's Side || || ||  ||  ||  
|-
|-
| 2 || 4 || INTC_STAT || stru_7241C0
| Tokobot Plus: Mysteries of the Karakuri || || ||  ||  ||  
|-
|-
| 1 || 4 || INTC_MASK || stru_724118
| Tokyo Road Race || || ||  ||  ||  
|-
|-
| 2 || 4 || INTC_MASK || stru_724160
| Tokyo Road Racer || || ||  ||  ||  
|-
|-
| 2 || 4 || KPUTCHAR || stru_723B30
| Tokyo Xtreme Racer: 3 || || ||  ||  ||  
|-
|-
| 1 || 4 || MSCOM || stru_723578
| Tokyo Xtreme Racer: Drift || || ||  ||  ||  
|-
|-
| 2 || 4 || MSCOM || stru_723548
| Tokyo Xtreme Racer: Drift 2 || || ||  ||  ||  
|-
|-
| 1 || 4 || SMCOM || stru_723560
| Tokyo Xtreme Racer: Zero || || ||  ||  ||  
|-
|-
| 1 || 4 || MSFLAG || stru_723620
| Tomb Raider: The Angel of Darkness || || ||  ||  ||  
|-
|-
| 2 || 4 || MSFLAG || stru_723680
| Tomb Raider: Legend || || ||  ||  ||  
|-
|-
| 1 || 4 || SMFLAG || stru_723608
| Tomb Raider: Anniversary || || ||  ||  ||  
|-
|-
| 2 || 4 || SMFLAG || stru_723668
| Tomb Raider: Underworld || || ||  ||  ||  
|-
|-
| 1 || 4 || SIF_CR || stru_7235F0
| Tom Clancy's Ghost Recon || || ||  ||  ||  
|-
|-
| 2 || 4 || SIF_CR || stru_723650
| Tom Clancy's Ghost Recon: Advanced Warfighter || || ||  ||  ||  
|-
|-
| 1 || 4 || unk_1000F260 || stru_7235D8
| Tom Clancy's Ghost Recon: Jungle Storm || || ||  ||  ||  
|-
|-
| 2 || 4 || unk_1000F260 || stru_723638
| Tom Clancy's Ghost Recon 2 || || ||  ||  ||  
|-
|-
| 1 || 4 || unk_1000F280 || stru_723428
| Tom Clancy's Rainbow Six 3: Raven Shield || || ||  ||  ||  
|-
|-
| 2 || 4 || unk_1000F280 || stru_723440
| Tom Clancy's Splinter Cell || || ||  ||  ||  
|-
|-
| 1 || 4 || unk_1000F290 || stru_723458
| Tom Clancy's Splinter Cell: Chaos Theory || || ||  ||  ||  
|-
|-
| 1 || 4 || unk_1000F2A0 || stru_723470
| Tom Clancy's Splinter Cell: Double Agent || || ||  ||  ||  
|-
|-
| 2 || 4 || unk_1000F2A0 || stru_723488
| Tom Clancy's Splinter Cell: Pandora Tomorrow || || ||  ||  ||  
|-
|-
| 1 || 4 || unk_1000F2B0 || stru_7234A0
| Tomoyo After: It's a Wonderful Life CS Edition || || ||  ||  ||  
|-
|-
| 2 || 4 || unk_1000F2B0 || stru_7234B8
| Tony Hawk's Pro Skater 3 || || ||  ||  ||  
|-
|-
| 1 || 4 || unk_1000F2C0 || stru_7234D0
| Tony Hawk's Pro Skater 4 ||  || ||| ||  
|-
|-
| 2 || 4 || unk_1000F2C0 || stru_7234E8
| Tony Hawk's Underground || || ||  ||  ||  
|-
|-
| 1 || 4 || D_ENABLER || stru_721C10
| Tony Hawk's Underground 2 || || ||  ||  ||  
|-
|-
| 2 || 4 || D_ENABLEW || stru_721C58
| Tony Hawk's American Wasteland || || ||  ||  ||  
|-
|-
| 1 || 8 || unk_1000F800 || stru_7250C0
| Tony Hawk's Project 8 ||  || ||| ||  
|-
|-
| 2 || 8 || unk_1000F800 || stru_7250D8
| Tony Hawk's Downhill Jam || || ||  ||  ||  
|-
|-
| 1 || 8 || unk_1000F810 || stru_725150
| Tony Hawk's Proving Ground || || ||  ||  ||  
|-
|-
| 1 || 0x10 || unk_1000F820 || stru_7250F0
| Torino 2006 || || ||  ||  ||  
|-
|-
| 1 || 0x10 || unk_1000F830 || stru_725108
| Total Overdose: A Gunslinger's Tale in Mexico || || ||  ||  ||  
|-
|-
| 1 || 4 || unk_1000F860 || stru_725120
| Top Gear: Dare Devil || || ||  ||  ||  
|-
|-
| 1 || 4 || unk_1000F880 || stru_725138
| Top Spin || || ||  ||  ||  
|-
|-
| 1 || 4 || unk_1000F8B0 || stru_725168
| Tourist Trophy || || ||  ||  ||  
|-
|-
| 2 || 8 || PMODE || stru_721E20
| Toy Story 3 || || ||  ||  ||  
|-
|-
| 2 || 8 || SMODE1 || stru_722060
| Train Simulator Real || || ||  ||  ||  
|-
|-
| 2 || 8 || SMODE2 || stru_721F88
| Transformers || || ||  ||  ||  
|-
|-
| 2 || 8 || SRFSH || stru_721E38
| Transformers: The Game || || ||  ||  ||  
|-
|-
| 2 || 8 || SYNCH1 || stru_721F70
| Trapt || || ||  ||  ||  
|-
|-
| 2 || 8 || SYNCH2 || stru_721F58
| Treasure Planet || || ||  ||  ||  
|-
|-
| 2 || 8 || SYNCV || stru_721F40
| Tribes: Aerial Assault || || ||  ||  ||  
|-
|-
| 2 || 8 || DISPFB1 || stru_7220F0
| Trigger Man || || ||  ||  ||  
|-
|-
| 2 || 8 || DISPLAY1 || stru_722018
| Trivial Pursuit Unhinged || || ||  ||  ||  
|-
|-
| 2 || 8 || DISPFB2 || stru_7220D8
| Trivial Pursuit || || ||  ||  ||  
|-
|-
| 2 || 8 || DISPLAY2 || stru_722078
| Truck Racing 2 || || ||  ||  ||  
|-
|-
| 2 || 8 || EXTBUF || stru_721E50
| True Crime: New York City || || ||  ||  ||  
|-
|-
| 2 || 8 || EXTDATA || stru_721E68
| True Crime: Streets of LA || || ||  ||  ||  
|-
|-
| 2 || 8 || EXTWRITE || stru_721E80
| Tsugunai: Atonement || || ||  ||  ||  
|-
|-
| 2 || 8 || BGCOLOR || stru_721E98
| Turok: Evolution || || ||  ||  ||  
|-
|-
| 1 || 8 || GS_CSR || stru_722090
| Twinkle Star Sprites: La Petite Princesse || || ||  ||  ||  
|-
|-
| 2 || 8 || GS_CSR || stru_722120
| Twisted Metal: Black || || ||  ||  ||  
|-
|-
| 2 || 8 || GS_IMR || stru_722108
| Twisted Metal: Black Online || || ||  ||  ||  
|-
|-
| 2 || 8 || BUSDIR || stru_721FA0
| Ty the Tasmanian Tiger || || ||  ||  ||  
|-
|-
| 1 || 8 || SIGLBLID || stru_722030
| Ty the Tasmanian Tiger 2: Bush Rescue || || ||  ||  ||  
|-
|-
| 2 || 8 || SIGLBLID || stru_722048
| Ty the Tasmanian Tiger 3: Night of the Quinkan || || ||  ||  ||  
|-
|-
|}
|}
1000F800 to 1000F8B0 seems to be some fake regs for testing purposes. Probably not existing on real PS2. Addresses not described below are handled as a unk rw. Which mean they return 0 on read, and do nothing on write.
* 1000F800 do nothing (blr). Have own handler, which suggest it was used for something earlier. [r/w]
* 1000F810 get current ppc time base using mftb opcode, if tb == 0 then loop until its not. Could be useful, tb is used also in scheduler. [r only] 
* 1000F820 return "DrJock TV Quiz P" [r only]
* 1000F830 return "hD bags few lynx" [r only]
That make string "DrJock TV Quiz PhD bags few lynx" - This is perfect summary of Sony work. Since correct pangram should use "MrJock". So even here they made mistake.
* 1000F860 seems to return halfword of current pad state (0xFFFF if there is no button input currently). [r only]
* 1000F880 return hardcoded value of 0x4457, which match emu revision i'm working on. Can be just coincidence. [r only]
* 1000F8B0 return unk value. Seems to be related to fe spe. [r only]


==Random notes about SPE in ps2_netemu==
==== U ====
 
{| border="1" cellspacing="0" cellpadding="5" border="#999" class="wikitable" style="border:1px solid #999; border-collapse: collapse;"
===IOP SPE===
|- bgcolor="#cccccc"
This
! Title !! ps2<br />emu !! ps2<br />gxemu !! ps2<br />softemu !! Other !! Notes
SPE run not only dma related stuff, but also fully fledged r3000 instruction interpreter (yes interpreter, not recompiler).
|-
 
| UEFA Champions League 2004-2005 || || || || ||
<pre>
|-
  opcode      | address
| UEFA Euro 2004 || || || || ||
--------------+-------- 
|-
r3000_ADDI      0x317C0
| UFC Sudden Impact || || || || ||
r3000_ADDIU    0x31800
|-
r3000_SLTI      0x31840
| UFC: Throwdown || || || || ||
r3000_SLTIU    0x31880
|-
r3000_ANDI      0x318C0
| Ultimate Board Game Collection || || || || ||
r3000_ORI      0x31900
|-
r3000_XORI      0x31940
| Ultimate Mind Games || || || || ||
r3000_LUI      0x31980
|-
r3000_ADD      0x319C0
| Ultimate Sky Surfer || || || || ||
r3000_ADDU      0x31A00
|-
r3000_SUB      0x31A40
| Ultimate Spider-Man || || || || ||
r3000_SUBU      0x31A80
|-
r3000_SLT      0x31AC0
| Ultraman || || || || ||
r3000_SLTU      0x31B00
|-
r3000_AND      0x31B40
| Ultraman Fighting Evolution 2 || || || || ||
r3000_OR        0x31B80
|-
r3000_XOR      0x31BC0
| Ultraman Fighting Evolution 3 || || || || ||
r3000_NOR      0x31C00
|-
r3000_SLL      0x31C40
| Ultraman Fighting Evolution Rebirth || || || || ||
r3000_unk1      0x31C80 Primary opcode field (Bit 26..31) = 0x3E (debug stuff, not existing on real r3000)
|-
r3000_unk2      0x31CC0 Primary opcode field (Bit 26..31) = 0x3F (debug stuff, not existing on real r3000)
| Ultraman Nexus || || || || ||
r3000_SRL      0x31D00
|-
r3000_SRA      0x31D40
| Under the Skin || || || || ||
r3000_SLLV      0x31D80
|-
r3000_SRLV      0x31DC0
| Underworld: The Eternal War || || || || ||
r3000_SRAV      0x31E00
|-
r3000_MULT      0x31E40
| UNiSON || || || || ||
r3000_MULTU    0x31F00
|-
r3000_DIV      0x31F80
| Unlimited SaGa || || || || ||
r3000_MFHI      0x32080
|-
r3000_MFLO      0x320C0
| Unreal Tournament || || || || ||
r3000_MTHI      0x32100
|-
r3000_MTLO      0x32140
| Urban Chaos: Riot Response || || || || ||
r3000_J        0x32180
|-
r3000_JAL      0x32200
| Urban Reign || || ||  || ||
r3000_JR        0x32280
|-
r3000_JALR      0x322C0
| The Urbz: Sims in the City || || || || ||
r3000_BEQ      0x32300
|-
r3000_BNE      0x32340
|}
r3000_BLEZ      0x32380
==== V ====
r3000_BGTZ      0x323C0
{| border="1" cellspacing="0" cellpadding="5" border="#999" class="wikitable" style="border:1px solid #999; border-collapse: collapse;"
r3000_BcondZ    0x32400
|- bgcolor="#cccccc"
r3000_SYSCALL  0x32480
! Title !! ps2<br />emu !! ps2<br />gxemu !! ps2<br />softemu !! Other !! Notes
r3000_BREAK    0x324C0
|-
r3000_COP_bad  0x32500
| V8 Supercar: Race Driver || || || || ||
r3000_COP0      0x32540
|-
r3000_bad_op    0x32740
| V8 Supercar 2 || || || || ||
r3000_LB        0x32840
|-
r3000_LH        0x32940
| V8 Supercar 3 || || || || ||
r3000_LW        0x32A40
|-
r3000_LBU      0x32B80
| Valkyrie Profile 2: Silmeria || || || || ||  
r3000_LHU      0x32C80
|-
r3000_LWL      0x32D80
| Vampire: Darkstalkers Collection || ||  || || ||
r3000_LWR      0x32E80
|-
r3000_SB        0x32F80
| Vampire Night ||  || || || ||
r3000_SH        0x33080
|-
r3000_SW        0x33180
| Vampire Panic || || || || ||
r3000_SWL      0x33300
|-
r3000_SWR      0x33400
| Van Helsing || || || || ||  
 
Addresses above ARE NOT the ones in emulator memory, this is local storage address in IOP SPE program!
Opcodes LWCx 0-3, and SWCx 0-3 are not supported at all.
Same goes for general COP 1-3 opcodes, but those cause COPx unusable r3000 exception.
While LWC/SWC are triggering bad opcode exception.
Not sure if LWC0/SWC0 should be allowed.
COP0 is working in PS2 mode, so those probably shouldn't cause exception.
At the second hand i don't know single IOP module that use that instruction.
</pre>
 
This is unconfirmed by any code reversing for now, but IOP emulator print messages like:
Cache write (IOPADDR/LSADDR/SIZE)
Cache read  (IOPADDR/LSADDR/SIZE)
ERROR: Double ICACHE fault
Which suggest that instruction cache is emulated for IOP. Making this (ps2/gx/net) emu only PS2 emulator that support cache emulation for IOP. For now even most ps1 emulators lack of that feature, and none of known PS2 emulators do that (including Pcsx2/Play!/Dobiestation). With this we can safely assume that also load delay slots are handled correctly here. Unrelated, but is hard to believe that someone implemented icache, but not load delay slots. Which again make it only known emu set that support this afaik.
 
===EEDMA on SPE3===
That one is one of most misleading names in whole emulator.. <br>
DMA channels are handled in:
*0 - VIF0 on PPU only
*1 - VIF1 dma, and VIF1 hw reads/writes including fifo write are handled in SPE3 (EEDMA)
*2 - GIF dma handled in SPE3 (EEDMA) incl. fifo write, but most HW reads is not handled here
*3 - IPUfrom dma, and whole ipu HW r/w is handled by SPE6
*4 - IPUto dma, and whole ipu HW r/w is handled by SPE6
*5 - SIF0 dma is handled in PPE, and SPE 0 (IOP)
*6 - SIF1 dma is handled in PPE, and SPE 0 (IOP)
*7 - SIF2 dma is handled in PPE, and SPE 0 (IOP)
*8 - SPRfrom dma is handled on PPE only it seems
*9 - SPRto dma is handled on PPE only it seems
Additionally EEDMA handle VU1 code writes/reads, VU1 code is stored at 0x1A000 of LS in big endian. Only VU1 code, VU1 data is handled by SPE2 (VU1), and any VU0 r/w is handled by PPU only.<br>
So is more like "Close to GS" DMA handler.
 
"EEDMA" is also responsible for handling VIF1 commands, including UNPACKs. In SPE memory structure responsible for that is starting at 0x1910 (0x00), and last entry (0x7F command) is at 0x9810. This make 100 bytes per "slot" for command information, like pointers to registers, masks for unpacks, pointers to function responsible for commands handling, etc. (more info about VIF cmds: https://psi-rockin.github.io/ps2tek/#vifcommands)
 
===VU1 emulation on SPE===
VU1 SPE program starts at 0x4000 of LS. Start function is responsible for loading all 128 spe registers with values from memory starting from 0x4230 of LS for r0, ends at 0x4A20 for r127 (r127 is trashed literally in next opcode after that...). This should result in all 0 value regs, excluding r0 which will be set to float(1.0, 0, 0, 0) like ps2 vf00. After that function notify PPE side that its done, and jump to 0x8000, here fun begins. SPE program now clear LS memory from 0x0000 to 0x7FF0, this include VU1 data mem that is located at first 0x4000 bytes. What's more important function that we started at 0x4000 will be deleted. Yup, self modifying code on SPU (good luck for eventual emulator that will try to run ps2_netemu).
<br>
When I disassembled VU1 SPE program, i noticed that real code is really small part of that. Not much to run real VU recompiler/interpreter.
Then i found out something impressive in my opinion. Real deal is that real code delivered to SPE is created on PPE dynamically based on real PS2 VU1 code. Due to similarity of SPE with VU requested in IBM by Sony at design level, there is no VU1 interpreter or recompiler per se. Emulator take VU1 code, dismount it to parts by OP field types, and reassemble into ready SPE code using ready hex templates. I'm not familiar with professional naming of that operation, but its like ahead of time translation of code. So when VU1 code reach SPE is already translated to SPE opcodes. In other terms, SPE responsible for running VU1 is really running VU1 code in some way.
 
In latest ps2_netemu function responsible for translating VU1 code into SPE ready code is located at 0x13C69C
<br><br>
SPU registers always follow this layout when VU1 is running:
*r0  - r31 = vf00 - vf31
*r32 - r57 = vi00 - vi25 (vu ctrl regs above vi25 are mapped to vu0 anyway)
*r48      = ACC (accessible from VU0 as vi19)
 
Additionally ppu can access those regs with addresses 0x3000xyy0.
Where x is 4,5,6, or 7 (mirrors), and yy is reg number in hex.
*0x30004100 = vf16
*0x30004200 = vi00
*0x30004350 = I register (vi21)
etc.
 
Is worth to note that ppu is not accessing spu regs directly, instead 0x3000x000 is mapped to 0x3F000 of vu1 local store. On real PS2 hardware regs are accessible only when VU1 is stopped so program just dump regs to that location on every vu1 stop (ebit/tbit/force break).
This mapping is added specially for VU0 which can access VU1 registers by use of memory address, when vu0 recompiled program run ppu always load 0x30000000 to r1 to compute address if needed.
 
===IPU SPE6===
====IDEC start code detection====
IDEC perform compare to 0 while starting to search code, but not check that required bits are even available in stream.
Buffer is not refilled when there is more than 0 bits available (function proceed even if there is only 1 bit available). Next compare whole word to 0, which is wrong thing to do. Specially that whole word can be not even available at this point. More over there is no check that at least 8 "0" bits are in stream that way. So start code detection is totally broken. Surprisingly this seems to be handled properly for BDEC..
This probably break Onimusha DoD, and many other random games.
====IPU skip mpeg hack====
There are some leftovers of SKIP MPEG hack in SPE 6 (IPU), i'm not sure that is still available.
 
===SPE4 and SPE5===
And SPE7, because someone there forgot it doesn't work in retail. :P First thing is that emulator do a lot of setup for SPE7, including creating virtual address to access it (0x40380000 - 0x403BFFFF). Only thing that seems to be missing is actually starting that SPE.
 
SPE4 (FE) have a lot of PS2 GIF related code, GS downloads function in PPE check something there (BUSY? BUSDIR? DL ready? bit), and if that bit is not 1 loop for 1000000 x 4 cycles and check again. That spe is also place where GIF_TAG# can be read, so last processed tag on GIF unit. That was greatest hint to be honest, there is no reason to send it there if is not processed there. This is also where 0x49 and 0x4D config commands go. And surprisingly they are not really related. But fact is they go thru same parser on SPE side. 11, and 12 from those commands are subcommand on SPE side. 11 take no args that's why 0x49 send 11,0,0. 12 take 1 arg, and that's why 0x4D send 12, param, 0.<br>
SPE5 (BE), well i didn't reversed that one too much. But it seems to have relation with "FE", and with RSX. This is only speculation but it seems that FE and BE are FrontEnd and BackEnd for GIF/GS emulation tandem. My first idea was BlendingEngine, but that doesn't seems to be the case. Well those 2 need more work.
 
==SCANMSK on ps2_netemu==
Apparently SCANMSK is not really ignored, GIF process it, update, etc. So is rather not implemented in later parts of code (GS emulation), or this is some other bug. I guess this GIF code is shared with ps2_gxemu, so maybe it is really missing processing on software GS emulation in later stages.
0xD34C    hbrr    loc_D38C, Update_7E98
0xD350    lr      r4, r80
0xD354    lqr      r9, SCANMSK_REG
0xD358    il      r3, 0x22 ; GIF_REG_NR
0xD35C    shlqbyi  r5, r80, 4
0xD360    cwd      r6, 0x30+var_30+0xC(sp)
0xD364    andi    r5, r5, 3 ;        New SCANMSK write
0xD368    rotqbyi  r8, r9, 0xC
0xD36C    ceq      r7, r8, r5
0xD370    brnz    r7, return_D390 ;  branch if old SCANMSK == new
0xD374    lqr      r11, SCANMSK_REG
0xD378    lqd      lr, 0x30+link_reg(sp)
0xD37C    ai      sp, sp, 0x30
0xD380    lqd      r80, var_10(sp)
0xD384    shufb    r10, r5, r11, r6
0xD388    stqr    r10, SCANMSK_REG
0xD38C    br      UpdateGS_7E98
 
==PS2 masterlist with ps2 emu hashes==
*See: [[PS2_Emulation/PS2_Games_Masterlist]]
 
== ps2_netemu supported video modes ==
 
Both HDTV modes (0x51 1080i and 0x52 720p) crash the emulator. 0x53 576p mode does not, but the image is squished and displaced (looks like the DW is 2560, instead of 1440 and I cannot find any reliable documentation about this mode). Tested by forcing the values in the sceGsResetGraph function.
* None of released games support 576p, so they probably didn't bothered. Afaik that mode is not really used for anything in PS2, like some leftover after testing, or something. I remember that older PS2 don't support it at all, so maybe it was planned as new feature? Also does forcing 480p work? I remember that 480p patching from Managunz gave similar result to what you described for 0x53 mode. But maybe its just broken feature in Managunz itself, i never tested manual patch. --[[User:Kozarovv|Kozarovv]] ([[User talk:Kozarovv|talk]]) 06:15, 29 March 2022 (UTC)
** Only the 2.20 BOOT ROM versions and PSX DVR BIOSes support that mode. But in the netemu, I think this mode is not compatible with the real PS2 one. It looks like a regular PAL (0x03) mode to me with a progressive support (SMODE2 INT field set to zero sends correctly a full 576 frame, instead of 288 lines with a PAL 0x03). Judging by the GS DISPLAY registers of OPL's 576p setting, the parameters of this mode should be more similar to the 480p mode than 576i on the real hardware.<br> You are right, it is actually the same case with the forced 480p through sceGsResetGraph. If you force this mode and leave the NTSC output buffer sizes, you get a horizontally magnified image (because the MAGH bit is switched in the register and the requested DW is bigger (2560) than expected (1440)). It could be related to the PCRTC/DVE emulation (maybe conversion of VCK units to pixels, I do not know how it does look like on the PS2). At least the parameters of 480p mode seems to follow the correct specifications, in contrary to the 576p.<br> Anyway, forcing the 480p mode in the netemu is not needed at all (apart from the issue mentioned earlier). Even using the interlaced modes, it does output a progressive frame with the full height front buffer games. With the half height front buffer games, the deinterlacing quality is pretty good in my opinion, as long as the 50/60 fps is maintained.--[[User:Agrippa|Agrippa]] ([[User talk:Agrippa|talk]]) 18:03, 30 March 2022 (UTC)
=== Widescreen support ===
If the game does retrieve the widescreen flag from the GetOSDConfigParam through the scescfGetAspect function, the results are as follows:
* Upscaler turned off: widescreen flag set by BIOS,
* Upscaler turned on - Normal setting (keep original aspect ratio): no flag is set,
* Upscaler turned on - Full screen setting: widescreen flag set by BIOS.
Assuming the PS3 is connected with the HDMI cable and all HD resolutions are ticked in settings. Probably the widescreen support with the upscaler turned off is dependent on the connection and the PS3 resolution settings.
 
== Emu Patches ==
 
===Remove PCRTC Blur for Netemu===
Adds new config 0x4F (no param) which disables PCRTC blur offset which many games use. Patch additionally changes debug menu entry XOR CSR to NO BLUR setting. XOR CSR from file CONFIG is unaffected and still work as expected. I decided to add this entry in menu because it's nice way to compare how good this setting is when game use blur offset. While games which need XOR CSR have very obvious screen corruptions so there is no need for "live" view for it. New config obviously not work on HEN, but CONFIG files which include 0x4F work fine on HEN, command is just skipped, this keeps configs compatible with all current hacks. Big thanks to mrjaredbeta for testing all of this!
Under the hood code compares DISPLAY1 and DISPLAY2 registers and when DX and DY difference is not greater than 6 it mirrors DISPLAY1 to DISPLAY2. Many checks are added to prevent false detection: PMODE need to have enabled 2 circuits, any of DISPLAY registers can't be all 0's, etc. Detection also works for different DW/DH, for games like Soul Calibur 3. Results really vary per game, many games stays unaffected because they modify OFFSET by GIF 0x18/0x19 commands. Good example of game that is nicely improved is Kingdom Hearts 2.
<br><br>Patch is for Evilnat 4.90 ps2_netemu.elf file.
<br>https://www.mediafire.com/file/s83lt9zkwlyhpc2/No_Blur.ppf/file
<br><br>MD5 before patch is applied:
70D22D79A5BB876B8EA2D0FE55D046C7
MD5 after patch is applied:
  0B632F05371215AA6BE2C976924737AE
Preview:
  https://ibb.co/9sSjmCm (default netemu)
  https://ibb.co/G7t11Nq (No Blur enabled)
 
===Display current PC/RA values for r5900===
 
Require '''ps2_netemu''' with 3141card patches to display temperatures (every current cfw have it). Mod update values in crazy interval, this is intended. Because mod is used mostly to figure out when game stuck on specific loop. But this can be easily modified to allow less frequent updates. Please note that PC and RA update only when recompiler registers are flushed to memory, luckily for us this happen on every r5900 branch test.
 
  search for (2 times):
3F 40 02 41 63 5A E3 0C 89 3A 00 00 2F 89 00 00
  39 29 FF FF 41 9E 00 7C 99 3A 00 00 88 DA 00 01
  88 FA 00 02
   
  replace to (2 times):
60 00 00 00 60 00 00 00 60 00 00 00 60 00 00 00
  60 00 00 00 60 00 00 00 60 00 00 00 80 C0 91 00
  80 E0 8B 7C
   
  search for:
43 45 4C 4C 3A 20 25 30 32 64 20 C2 B0 43 26 23
78 61 3B 52 53 58 3A 20 20 20 25 30 32 64 20 C2
B0 43 00
replace to:
  50 43 3A 20 25 30 38 58 26 23 78 61 3B 52 41 3A
  20 25 30 38 58 00 00 00 00 00 00 00 00 00 00 00
  00 00 00
 
===Skip demo disc check===
 
Sony is blocking every game which id from SYSTEM.CNF starts with S, and 4th character is D (SLED, SCED, etc.). When demo is detected sys_stat is set to error code, and emulator return to XMB. Patches here remove that restriction. Apparently ps2_emu don't have that check, probably because there was no need for it (compatibility reasons i guess).
 
ps2_netemu:
  search for
41 9E 03 50 39 80 00 00 54 00 06 3E 54 69 38 30
   
  replace to
  60 00 00 00 39 80 00 00 54 00 06 3E 54 69 38 30
   
in 4.75+ emu: 0x13356C  beq  cr7, demo_check  ---> nop
   
ps2_gxemu
  search for
  41 9E 04 50 78 E0 FE A2 78 C9 F6 E2 54 C6 30 32
   
replace to
60 00 00 00 78 E0 FE A2 78 C9 F6 E2 54 C6 30 32
in 4.75+ emu: 0x8EEA0  beq  cr7, demo_check  ---> nop
 
===Extend config table by 50% in ps2_gxemu===
Patch increase config slots count from 0x314(788) to 0x49E (1182), so exactly 50% more than before. Patch is dedicated for advanced users, and there is no profit of using it if we don't plan to add any new configs.
We are abusing fact that emulator isn't compiled by usual "GameOS" PS3SDK, and pointers are 8 bytes. Also fact that compiler to keep everything aligned is forced to add 4 zeroed bytes after config count.
 
8 bytes for hash, 8 bytes for pointer, 4 bytes for count, and 4 bytes of align to make data 0x18 sized. Without that PPC64 will throw exception because that data is read in a loop, so next read will be 8 bytes hash from xxxxx4 address.
Sony (LV2/emus/guestOS) compiler isn't aware that emulator need really only 4 bytes for pointer, we have unused 4 bytes. Plus 4 bytes at the end used as alignment.
 
Now:
  hash      00 00 00 FF FF FF FF FF
  pointer  00 00 00 00 FF FF FF FF
  cmd count FF FF FF FF
  align    00 00 00 00 (previously we thought that is terminator)
 
Compacted:
hash      00 00 00 FF FF FF FF FF
pointer  FF FF FF FF
cmd count FF FF FF FF
 
We have reduced size from 0x18 to 0x10 for single title without losing any data, free 1576 bytes to use :) .
After that i wrote small dumper that allowed me to edit table in easy way to recreate new table with empty slots.
Hardest part behind us, now just patches to respect new table elements size, and we are done.
 
4.88.2 Evilnat ps2_gxemu.elf offsets:
0x6F938: 38 00 03 14 --> 38 00 04 9E  (increase loop count)
0x6F950: 39 29 00 18 --> 39 29 00 10 (decrease step incrementer)
  0x6F968: 79 59 2E A4
          79 5A 1F 24
          7C 1A C8 50
              -->
          79 59 26 E4
          60 00 00 00
          7B 20 00 20                  (change way of config data offset calculation)
  0x6F978: EB EB 00 08 --> 83 EB 00 08 (load config data pointer as zero extended word, instead of doubleword)
0x6F998: 80 0B 00 10 --> 80 0B 00 0C  (change load offset for config count)
  0x6F9DC: 7D 3A C8 50 --> 7B 29 00 20 (change way of config data offset calculation for config with 2 or more cmds)
  0x6F9F8: 80 09 00 10 --> 80 09 00 0C (change load offset for config count)
 
For now we can add some configs to table, and use rest of new zeroed space to store configs itself.
Alternatively we can use whole new space for extended table, and use language strings for configs itself. But that make things "per region" which i don't like. All that without removing or editing any existing config.
 
Patch need to be applied directly to decrypted elf file, using ppf-o-matic (select all files to see emus in browser), or other tool.<br>
gxemu.elf MD5 before patch
  38D891A6A67F9275D1B6D18E04BDCAA7
gxemu.elf MD5 after patch
  B452CCB51348127DAF8A931B621E5E39
DL: https://www.mediafire.com/file/kpno5mubyy7q9p0/gx_cfg_ext.ppf/file
 
==Inject LIBSD into netemu Bios==
This patch improves compatibility with homebrew. Many homebrews still need hex edits and supplying X modules on disc. But this patch takes care of LIBSD at least. For example, Multiloader 1.41 with midi player mod now works out of the box.
  Offsets for unpacked elf file.
  0x893470: string TBIN --> LIBSD
0x8DC200: Paste LIBSD file here (Ctrl-B in HxD to overwrite old data).
TBIN file which is replaced is not used in PS2 mode, we can safely patch it. Same can be done for other emulators, just need correcting offsets.
 
== SPE programs dumper ==
 
Script for IDA to dump SPE programs from PS2 emulators, don't work with ps2_emu. Script is basing on SPE program names to find correct offsets. Due to that is will miss any SPE program which name is not listed inside script. Tested with ps2_gxemu/ps2_softemu/ps2_netemu.
 
https://pastebin.com/x8fvY1UL
 
== Random ps2_netemu notes ==
 
* Emulator not only patch SPU programs on init, but also patch own PPU code. Which is hard to understand when you can just make changes in source code... eg. 0x1F128 - 0x1F134 in latest emu.
* GUI seems to be tied to GIF/GS emulation. That research was inspired by Dolphin progress report, and it seems to be correct. Fe/be (frontend/backend) spus are involved here. Which explain some UI slowdowns on GIF intensive games.
* Emulator is full of unused functions. Everything that is compiled inline its also there as separate unreachable function.
* DEV9 registers are not implemented. Reads return 0, writes are void. In simple words Net and PS2 HDD emulation is impossible. Fun fact is that emu perform meaningless check for HDD supported titles.
* USB registers are IMPLEMENTED and seems to be fully functional on ppe and spe side. We are missing something else here, not sure what.
===Registers===
It seems that emulator try to keep lower 64 bits of some r5900 registers in specific ppc registers. At least at the time when recompiler is running, also when 0x01 command run.
This helps little bit with understanding some hooks (0x01 commands). Reason is probably optimization, and cached regs are written only when they need to. At least that how it looks like from analyzing recompiled code.
 
  r0 = 0x200000000, used when recompiler load something directly from EE memory.
  r13 = Cycles. When recompiled code run, value is frequently compared to value from negmem F000 and event test is triggered depending on compare result.
  r14 = r5900_current_pc
r15 = r5900 pc >> 6, used for cache checks. r15 is also used as temp register when fallback to interpreter, etc.
  r16 = r5900_v0_reg_lower64
  r17 = r5900_v1_reg_lower64
  r18 = r5900_a0_reg_lower64
  r19 = r5900_a1_reg_lower64
r20 = r5900_a2_reg_lower64
  r21 = r5900_a3_reg_lower64
  r31 = r5900_ra_reg_lower64
   
  Additionally, Onimusha hooks expect r25 to be r5900 s0, and r28 to be r5900 s3. But i didn't found other parts of recompiler that expect the same. So, for now only values above are confirmed.
128 bit Altivec registers v20 - v23 are used to keep masks which is most likely used to extract/select/insert COP1 regs for next operations. Additionally v0, and v2 are used for other constants.
  v0 = 0x0F0E0D0C, 0x0B0A0908, 0x07060504, 0x03020100
  v2 = 0x80000000, 0x80000000, 0x80000000, 0x80000000
v20 = 0xFFFFFFFF, 0x00000000, 0x00000000, 0x00000000
  v21 = 0x00000000, 0xFFFFFFFF, 0x00000000, 0x00000000
  v22 = 0x00000000, 0x00000000, 0xFFFFFFFF, 0x00000000
  v22 = 0x00000000, 0x00000000, 0x00000000, 0xFFFFFFFF
   
128 bit Altivec registers v24 - v31 are used as COP1 (fpu) regs.
  v24 = f00, f01, f02, f03
  v25 = f04, f05, f06, f07
  v26 = f08, f09, f10, f11
  v27 = f12, f13, f14, f15
v28 = f16, f17, f18, f19
  v29 = f20, f21, f22, f23
  v30 = f24, f25, f26, f27
  v31 = f28, f29, f30, f31
   
Register that handle ACC is taken from different pool (same pool as all vfXX regs when in COP2 mode) with param 32 as reg nr (not real reg, probably part of one of vXX regs).
Most likely those regs are flushed to memory when COP2 opcode is running, for sure they are flushed when VU0 microprogram is running.
 
=== EE Timers Count Read ===
Emulator have bizarre behavior for EE Tx Count read (0x10000000, 10000800, etc). In specific situation (related to pending edge triggered irq) instead of Count value emulator returns Mode value. This doesn't look like programming error and can be some kind of ps2 undocumented behavior implementation.
 
=== DataStorage vector hook ===
What normally should work as DataStorage exception handler is hacked into very ugly dispatcher for EE related handlers. This code is used for example to read/write IPU registers. At the time when vector is reached:
* Emulator preserves few registers on custom stack at 0x800000. Registers seems to be little random, but they are not. This code is launched from recompiled mips code.
* srr0 is backed up to r3 register (address where exception occurred + 4, rfid opcode jump to address from that reg) and since now it is also used as argument for next steps.
* srr0 is given new value of 0x2EFCC which is custom "dispatcher", link register changes to 0x28F8C8 which is return from that custom piece of... code.
* rfid is hit, let's go to our newly hooked srr0 with 0x2EFCC address.
* Time to use address preserved in r3. This address going thru few checks, it needs to be in 0x10000000- 0x12FFFFFF range (EE JIT Code).
* From this address emulator get single word, that word is used to figure out what mips code wanted to do. This isn't simple offset but some kind of custom identifier.
* When matching identifier is found, task is performed. Some tasks just jump to function and do what is needed, some continue that hackfest and instead are injected into recompiled code as branches to functions that will perform what game want them to do.
* blr is hit, remember that link register is patched earlier to 0x28F8C8
* This function restores previously backed up regs and set link register to value returned by hook. That's all.
 
=== Free sapce in config parser ===
Since CELL B.E. is big endian machine is only natural to Sony to use little endian for CONFIG files and byte reverse every single word for them. :) What's more important for us, CELL have special opcodes for situation like that one, lwbrx and stwbrx (load/store word byte reversed indexed). But compiler decided that it will be better to do old fashioned 8 opcodes load/swap by shifts and masks and 'or'. This leaves us a lot of space when implementing new configs, making things nice and clean without need to jump outside of function, etc. This code:
  seg020:000000000012EECC        lwzx      r0, r9, r31
  seg020:000000000012EED0        srwi      r11, r0, 24
  seg020:000000000012EED4        rlwinm    r9, r0, 8,8,15
  seg020:000000000012EED8        slwi      r3, r0, 24
seg020:000000000012EEDC        rlwinm    r0, r0, 24,16,23
seg020:000000000012EEE0        or        r3, r3, r9
  seg020:000000000012EEE4        or        r0, r0, r11
  seg020:000000000012EEE8        or        r3, r3, r0
  seg020:000000000012EEEC        clrldi    r3, r3, 32
Can be replaced by simple:
  seg020:000000000012EECC        lwbrx    r3, r9, r31
seg020:000000000012EED0        clrldi    r3, r3, 32
 
== RSX workload on the netemu ==
 
Looks like there is a way to overclock the RSX core by 50 or 100 MHz through LV1 patches. Will the netemu benefit from it?
* Yes, i don't see why not. Assuming that is static patch to elf file, not some cobra style on the fly patch. But don't expect some magic from that. I don't know too much about RSX and not really much about GS. But PS2 emulation is usually limited by CPU power, specially in native resolution. But for example games that need 0x44 cmd, maybe they will work with smoothing now. Maybe some minor slowdowns will be fixed. I still don't know which parts of GS are emulated on RSX, for example softemu used something similar to pcsx2 software render. So there you will get almost nothing from RSX OC. But netemu is different. --[[User:Kozarovv|Kozarovv]] ([[User talk:Kozarovv|talk]]) 04:56, 20 March 2022 (UTC)
** Tested the 600/750 MHz overclock with a few intensive games (SC3, ToCA3, CMR3, VP2, GT4). Assuming the patches are correctly applied (I have no idea at all), there is no performance boost at all.--[[User:Agrippa|Agrippa]] ([[User talk:Agrippa|talk]]) 15:24, 29 May 2022 (UTC)
*** Little bit late, but it seems that GS is almost fully "software" emulated (PPE + BE SPE). It was mistake to not touch ps2_softemu earlier, because that's what helped me to find out that all shaders in netemu are not strictly emulation related. While softemu have Cg shaders for hardware render. --[[User:Kozarovv|Kozarovv]] ([[User talk:Kozarovv|talk]]) 14:48, 29 June 2023 (CEST)
 
== Netemu load/store with r0 register ==
 
Emulator access weird addresses which are interpreted as eg. 0xFFFFFFFFFFFF9480, or load/store like std r14, -0x6B80(r0) which translate to std r14, -FFFF9480(r0), and its sign extended by CPU to 64 bit.
Also easier example (without using negative addressing because this is additional emu quirk..). ld r2, 0x3008(r0). This opcode will load double word from 0x3008 address no matter what we currently have in r0, because RA is 0 which is badly interpreted as r0 base.
 
This is because of PowerPC quirk that i (and apparently IDA in 64 bit mode) wasn't aware. From IBM manual:
 
  ld RT, Disp(RA)
   
RT Specifies target general-purpose register where result of operation is stored.
Disp Specifies a 16-bit signed number that is a multiple of 4. The assembler divides this number by 4 when generating the instruction.
RA Specifies source general-purpose register for EA calculation.
 
But according to the same manual:
 
If GPR RA is not 0, the EA is the sum of the contents of GPR RA and Disp. If GPR RA is 0, then the EA is Disp.
 
Tl;dr is that if RA is 0 (which disassemblers show as r0), then Disp is real load/store address. This is used many times in emu itself to access negative addresses (0xFFFFFFFFxxxxxxxx), and is used in all netemu cmd 0x01 hooks.
While this is more PPC itself than emu stuff, i feel is important to mention this here.
Now if we remember that emu have mapped "negative address", loads/stores with r0 starting to make sense.
 
std      r4, 0x3008(r0) # store r4 on 0x3008, no matter what r0 actually is at the moment.
   
  ld        r0, -0x6BF0(r0) # load to r0 from address 0xFFFFFFFFFFFF9410, no matter what r0 actually is at the moment.
  ld        r4, 0x3008(r0) # load to r4 from address 0x3008, no matter what r0 actually is at the moment.
 
== Communication with Graphics Synthesizer in ps2_gxemu ==
 
Communication from emu level is done with rw to special addresses of what seems to be RSX ports.
Emu includes thin translation layer that intercept rw operations to GS privilaged registers.
Emulator to write or read GS register first need to write register number that we want to access. To do that we use one of two exposed 32 bit ports, separate for reads and writes.
 
To write GS register first write 64 bit data to write buffer. Separate for lower 32 bit (0xA000304C) and upper (0xA0003048) part of GS write. GS regs are 64 bit while RSX operate on 32 ports.
Finally write translated register number to 0xA0003040. This write starts transfer to GS. To ensure everything went ok emulator performs 32 bit read from 0xA0003000 and check if bit 1 is active.
This operation is performed in loop up to 1000 times until bit 1 is not 0, if that is not the case in mentioned 1000 loops panic is called.
 
To read GS register first write translated register number to 0xA0003050, then wait for bit 1 of 0xA0003000 to be active. Emulator wait up to 1000 read loops if GS didn't answered in that time emu panic.
Now when bit 1 is not 0, data can be read from 0xA0003058 for upper 32 bits and 0xA000305C for lower 32 bits.
Emulator translate almost all reads to CSR. Only SIGLBLID is readable beside CSR. This is real PS2 GS behavior. Although there is unused runtime that allow read any register. Behavior in that case is unknown.
 
  0x00 = PMODE
0x01 = SMODE1
0x02 = SMODE2
0x03 = SRFSH
0x04 = SYNCH1
0x05 = SYNCH2
0x06 = SYNCV
0x07 = DISPFB1
0x08 = DISPLAY1
0x09 = DISPFB2
0x0A = DISPLAY2
0x0B = EXTBUF
0x0C = EXTDATA
0x0D = EXTWRITE
0x0E = BDCOLOR
0x40 = CSR
0x41 = IMR
0x44 = BUSDIR
0x48 = SIGLBLID
 
== ps2_gxemu external bios/rom loading. ==
 
Emulator can load external bios file. File need to be 4 bytes aligned, and 4MB or less size. File name need to be rom.bin (lower case), and probably need to have patched out RDRAM module to success RD check. At least that check is patched in current ps2_gxemu.self rom, maybe is not really needed.
 
To load bios we need to set emulator status flag bit 2 to true. I'm not sure that is already set, because i don't have memory dump, only elf file. In case is not, we can probably just ignore that check by patch. Emulator read file using lv1_read_remote_file with type 1, and path "rom.bin". So it seems to be relative to emulator self file (dev_flash/ps2emu)? All code is there and is valid, so external bios loading is fully implemented. Only two things required to do that is second bit of status flag set to true, and rom.bin file in correct path.
 
Note: This code don't exist in ps2_netemu.
 
== Shin Sangoku Musou config ==
 
This config does something with sceGsSyncPath by storing 0x4 to INTC_STAT before jumping to it (from one of the main function, so only a specific jump to sceGsSyncPath). I am thinking it fixes this: WhECT9RGZ0k (YouTube link)
 
What could be happening internally for something like this to be fixed? Interrupt delay to avoid an infinite loop or something? The freeze looks similar to something like the Ecole games (Melty Blood) where the game can move slightly after the freeze, or even break out of it entirely (rare).
* It does write an interrupt request for the start of the VBlank. Looks like the game does sync with the refresh rate and the game logic (at least the specific function you have mentioned) does break itself when the timing is not right.--[[User:Agrippa|Agrippa]] ([[User talk:Agrippa|talk]]) 14:59, 10 August 2022 (UTC)
** Writing to INTC_STAT remove vblank start bit in this case (acknowledge that interrupt happened). But yeah, generally this is timing issue. Probably similar issue to what pcsx2 have: [[https://github.com/PCSX2/pcsx2/issues/5369#issuecomment-1146042222 | here.]] But affect different games due to other differences in emulator. --[[User:Kozarovv|Kozarovv]] ([[User talk:Kozarovv|talk]]) 19:38, 10 August 2022 (UTC)
 
== Universal DNAS anti-wipe patch ==
 
Tested with 2.8.0 and 3.0.0 DNAS libraries. EESYNC wipes the memory from 0x00084000 to 0x00100000. Patch is needed for 0x42 command to work with DNAS games when the overlay is installed in this memory region.
<pre>
Original: 18 00 A2 AF 95 00 00 0C 1C 00 A0 AF
Patched:  18 00 A2 AF 01 00 02 24 1C 00 A0 AF</pre>
 
== Accurate ADD/SUB ==
 
Emulator need accurate math for PS2 floating points operations because PS2 FPU/VU are special (partially also PS3 SPEs, but that's story for different wiki page).
PS3 VMX unit in PPU have special compatibility mode with SPU, activated by lv1_set_vmx_graphics_mode(1) hvcall. This is supposed to make floating points operations results as close to SPU as possible. This set default rounding mode to round to zero, denormals are treated as zero, and there are no infinities or NaNs. So practically same mode as PS2 use.
Every PS2 EE emulator on PS3 use this mode as otherwise many of that need to be done by software which is inconvenient, and tank performance. There are some suggestions that Sony requested this mode from IBM specifically for PS2 emulators. At this point floats should be handled like on PS2 right? Nope.
PS2 FPU/VU is even more "special" than that, and it seems that Sony missed, or IBM wasn't able to implement that. What is so special? Since PS2 guarantee to round to zero, there is no need for 3 guard bits (more precisely guard/round/sticky bits).
Testing shows that PS2 use only 1 of those bits in way known from other platforms. This makes every FPU/VU ADD/SUB/MUL/DIV operation possibly inaccurate on hardware other than PS2.
There is no way to reproduce that on hardware that is not created with that in mind. No matter it is PS3 VMX, or x86/ARM SSE/AVX. This behavior is not reproductible on currently used hardware without software approach.
But this still doesn't sound that bad, how much developers can rely on bit precise floating point results? 80 from 788 ps2_gxemu configs is using accurate math command, and that's only small chunk of what is really needed. Not to mention direct patches like Persona 4, etc, and tons of custom configs.
<br><br>
Here is function used when accurate ADD/SUB math is requested: https://pastebin.com/sX6vfxin This code run for EVERY SINGLE add/sub separately when opcode is in command range.
<br>
Recompiled code for eg. fpu '''add d,c,b''' looks like this:
vaddfp d,c,b
 
While recompiled code for accurate fpu '''add d,c,b''' looks like this (simplified):
  lis a,0xXXXX
  ori a,a, 0xXXXX
  stvx b,a, 0x0
  add a,0x10
stvx c,a, 0x0
bla https://pastebin.com/sX6vfxin
lis a,0xXXXX
ori a,a, 0xXXXX
lvx d,a, 0x0
 
Accurate add/sub is really over-complicated, I think is possible to shrink it to prevents slow downs and cache resets when overused. For example instead of creating "constants", we can really use constants from unused memory. On every single accurate add/sub emulator run this code:
  0x18726C    li        r9, -1                # --- start of "constants" creation ---
  0x187270    clrlwi    r9, r9, 1            # r9 = 0x7FFFFFFF
  0x187274    stw      r9, 0x20(r31)
  0x187278    li        r9, 0xFF
0x18727C    stw      r9, 0x24(r31)
0x187280    li        r9, 31
0x187284    stw      r9, 0x28(r31)
0x187288    li        r9, 23
0x18728C    stw      r9, 0x2C(r31)
0x187290    li        r9, 0x20 # ' '
0x187294    lvxl      v16, r9, r31          # Load from 0x20(r31)
0x187294                                    # [0x7FFFFFFF, 255, 31, 23]
0x187298    li        r9, 0x97
0x18729C    stw      r9, 0x20(r31)
0x1872A0    clrlslwi  r9, r9, 31,23        # 4B800000 ?
0x1872A4    stw      r9, 0x24(r31)
0x1872A8    li        r9, 25
0x1872AC    stw      r9, 0x28(r31)
0x1872B0    li        r9, -1
  0x1872B4    clrrwi    r9, r9, 8            # r9 = 0xFFFFFF00
  0x1872B8    stw      r9, 0x2C(r31)
  0x1872BC    li        r9, 0x20 # ' '
  0x1872C0    lvxl      v15, r9, r31          # Load from 0x20(r31)
0x1872C0                                    # [0x97, 0x4B800000, 25, 0xFFFFFF00]
0x1872C0                                    # End of "constants" creation.
 
All that to load vector v15 with [0x97, 0x4B800000, 25, 0xFFFFFF00], and v16 with [0x7FFFFFFF, 255, 31, 23]. This is really painful when you need to do that on every accurate add/sub, 22 opcodes, even more cycles. But what if we patch emulator to have those values for example at 0x7000 - 0x701F offset? Then loading constants will be:
 
0x18726C    li        r9, 0x7000
0x187270    lvxl      v16, r9, r0
0x187274    addi      r9, r9, 0x10
0x187278    lvxl      v16, r9, r0
 
From 22 opcodes we end up with 4. 18 opcodes less on every accurate add/sub. Additionally we can skip preserving/restoring of LR, CTR, and maybe XER. That give another saving of 12 opcodes. Additional 2 opcodes could be saved by not using r6 as temp for save/restore values. We can reuse r9 instead, so there is no need to preserve/restore old r6. All that shrink add/sub from 216 opcodes to 184. For FPU add/sub even more could be done, but for VU/COP2 its most likely only possible optimisation. Still worth it, should bring noticeable difference in framerate on intensive games that need it.
 
== Ugly fix for HDD whitelisted games loaded through Cobra ==
 
The HDD whitelisted games are crashing when loaded through the Cobra (they do work as a 2P package, but the HDD install prompt does not appear of course). I do not know whether the backwards compatible models are affected. The serial ID is compared in the game_ext_plugin module and currently the webMAN MOD does rename the executable inside the ISO to avoid the check. Here is a patch meant to be done on the fly in the payload when mounting the game. Only the SOCOM games have been tested - the HDD install prompt appears and regardless of what you choose, the game will boot successfully.
<pre>
Original: 4B FF 1A 11 38 81 00 A0 38 61 00 AC 4B FF ED 3D
Patched60 00 00 00 38 81 00 A0 38 61 00 AC 4B FF ED 3D</pre>
 
== Unknown VIF issue - bad cmd ==
Emulator seems to do something wrong when bad (unknown) command is sent to VIF. Since all examples are related to VIF1 lets assume that maybe only that part is broken.
 
* Buffy send command 0x12 - At the time when command is sent VIF1_ERR.ME1 bit is not set. Correct behavior will be stall VIF, seems to be broken because stall take too long.
* Jak TPL accidentally send bad data (vectors floats) as cmd - At the time when command is sent VIF1_ERR.ME1 bit is set. Correct behavior will be ignore bad cmd, and handle it as nop, no stall.
* Formula One 05 bad cmd when entering pitstop - Unknown reason, fixed in pcsx2 at some unknown point. Can be dma issue, but worth to check if netemu is affected in any way (https://github.com/PCSX2/pcsx2/issues/2918)
* General note. PS2 VIF seems to be broken by design. Manual have following warnings:
** Due to a failure in determining DMAtag Mismatch error, setting ME0 bit to 0 may generate an error even though a correct packet has been transmitted. Set the ME0 bit to 1 when using it.
** In V3_16 format, set the ME1 bit to 1.
** The ER0 bit cannot be used appropriately due to a failure in determining DMAtag Mismatch error. Mask the DMAtag Mismatch error detection feature by setting VIF0_ERR.ME0 to 1.
 
Code which handle bad cmd:
  0x14D00  ila    r4, 0x2000
0x14D04  shufb  r2, r104, r104, r89
0x14D08  ila    sp, sub_147C0
0x14D0C  a      r2, r2, r77
0x14D10  shufb  r2, r103, r102, r2
0x14D14  stqa    r2, VIF1_CODE
0x14D18  lqa    r2, VIF1_ERR
0x14D1C  lqa    r3, VIF1_STAT
0x14D20  andi    r2, r2, 4          ; VIF1_ERR.ME1
0x14D24  ceqi    r2, r2, 0          ; set if bad cmd is unmasked
0x14D28  selb    r3, r3, r2, r4    ; Set VIF_STAT.ER1 if bad cmd bit mask is not active
  0x14D2C  andi    r4, r2, 0x10
0x14D30  selb    r2, sp, r39, r2    ; sub_147C0[sp] or (sub_12840 or sub_17700)[r39] depending on ME1 bit // Probably issue starts here.
0x14D34  lnop
0x14D38  or      r87, r87, r4      ; Unk flags, stored at 0x290
0x14D3C  stqa    r3, VIF1_STAT
0x14D40  nop
0x14D44  bi      r2
*Shoutout to Agrippa for finding where the bad cmd in J&D was sent out. Formula One 05 is affected and results in a freeze when entering the pit stop, but I created a patch a while ago to skip the sending of it, so current config fixes the freeze without issue.--[[User:Mrjaredbeta|Mrjaredbeta]] ([[User talk:Mrjaredbeta|talk]]) 03:37, 12 February 2023 (CET)
 
== Games with EE threading/interrupt issues ==
 
* '''Harry Potter and the Chamber of Secrets'''
** Seems to randomly hang on the last stage of loading (ra=0x19bf70). WaitSema calls spotted during the hang.
* '''Gran Turismo 4'''
** Hangs during the FMV playback on the idle wait loop. Game does wait for the interrupt that does not happen, probably.
***Game wait in 81FC0 loop or some custom one? Never leave it? --[[User:Kozarovv|Kozarovv]] ([[User talk:Kozarovv|talk]]) 19:01, 11 April 2023 (CEST)
****In the 81FC0 loop. It does leave for a split second indeed, but it is impossible to read the offset. The game is working right in gxemu, I have always wondered if the built-in CDVD emulation may be bugged somehow, introducing new glitches versus gxemu.--[[User:Agrippa|Agrippa]] ([[User talk:Agrippa|talk]]) 19:39, 11 April 2023 (CEST)
 
Assuming the game programming is right, the underlying issues are data transfer related, probably.
 
== Games with GS emulation issues ==
Neither performance, nor mipmap and SCANMSK related.
* '''Prince of Persia: Warrior Within'''
** Weapons' trails are rainbow (fixed by Auto-flush in PCSX2).
* '''Lord of the Rings: The Return of the King'''
** Top-left corner issue when the mist/fog is rendered.
* '''Dance Summit 2001: Bust-a-Move'''
** Front buffer is not flushed most of the time. Game seems to apply additional effects there, apart from the downsampling.
* '''Snowblind Engine 2003+ games'''
** Shows the very last "interlaced" frame when switching back to the interlaced mode from progressive one. I thought it could be a VBLANK issue, but that old frame should be long gone by then. The issue seems to be related to the PCRTC. The SMODE2 register is updated in the VBLANK handler. That old frame is shown when the FFMD bit is switched to 1. Looking for better workarounds than delaying the VSYNC or lowering the resolution in 60 fps mode. By the way, the 0x20 command does work with negative values too. Moreover, the max positive value for NTSC is something like 0x106. Anything higher makes the screen freeze on PS2 logo (but the game is working in the background).
 
== Stuntman/Driv3r research ==
Well, I decided to take another look at this game a few days ago after a weird dream I had. I am glad I did, since I have discovered some new things. This is with 0x0E accuracy adjustments.
 
  Stuntman US
  0x100000-0x1c5e68 - no change
   
0x1c5e6c - improvement in ApplyTyreForces__5WheelR3CarffG4MAv3N24R4MAm4Rf
  vadd.xyzw vf01, vf01, vf02
  0x1c7128 - improvement in Update__5WheelR3CarR4MAm4R4MAv3T3
  vadd.xyzw vf01, vf01, vf02
  0x1c727c - imrpovement in Update__5WheelR3CarR4MAm4R4MAv3T3
  vadd.xyzw vf01, vf01, vf02
    - both of the above with the others make most accurate path
    - vm insts 0x1c6e78-0x1c6ecc basically negate this additional accuracy?
   
0x1c769c-0x211f04 - nothing
   
  0x211f08 - improvement in _dyForwardDynamics__FP10DYdynamicsf
  vadd.xyzw vf02, vf02, vf01
  0x211f94 - improvement in dyStepRunge1__FP10DYdynamicsf
  vadd.xyzw vf04, vf04, vf01
   
0x2140b0-0x215118 - no change
   
  0x215118 - obUpdateTransMatrix__FP8OBobject
    - negates additional accuracy of Update__5WheelR3CarR4MAm4R4MAv3T3?
   
  0x215260-0x1ffffff - no change
 
This does not seem to make any stages completable, but it at least helps the AI car in 1-4 get past the indoor section and not get caught up on the turn/area after. Instead, it now hits the orange crate left of the path it is supposed to go. It could potentially have worse effects on other stages as well... Maybe these offsets/functions in particular can help PCSX2 research.
*Try with EU version, you should be able to complete that mission with accu config. I remember that on pcsx2 with hacked vadd almost full EU game is playable. At some point i also hacked dyStepRunge little bit. dyStepRunge1 is less accurate, dyStepRunge5 is most accurate. Game decide which function should be used. But you can patch it to branch always to dyStepRunge5 etc. --[[User:Kozarovv|Kozarovv]] ([[User talk:Kozarovv|talk]]) 20:03, 4 January 2023 (UTC)
 
== Patches for SCCS region games ==
Most Chinese region games (SCCS) require the ROM2 modules to be present. However, even if they are required by the game in order to boot, they are not needed at all and are fully playable without ROM2 the vast majority of the time. I have compiled patches for all SCCS games that allow each one to at least boot on PS3 and PCSX2 (older versions, or newer ones without the correct BIOS) by simply skipping over the infinite loops the games get caught in: https://www.mediafire.com/file/skdka574f23b96g/SCCS_patches.zip/file
 
Mostly untested on PS3, but all have been tested on an older PCSX2 version. PS4 seems to not work with these patches. Even the bootable games without patching needed do not work, so I suspect there is some blacklist preventing them from booting on that emulator. In the end, only two games ended up having text bugs due to the character data not being loaded from ROM2:
 
{| class="wikitable"
|-
|-
! Serial Number !! Game !! Bootable (without patch) !! ROM2 required
| VeggieTales: Larry-Boy and the Bad Apple ||  ||  ||  ||  ||
|-
|-
| SCCS-40001 || Ape Escape 2 || No || Yes (missing text)
| Venus & Braves || || ||  ||  ||  
|-
|-
| SCCS-40002 || Devil May Cry 2 (Disc 1) || No || No
| Vexx || || ||  ||  ||  
|-
|-
| SCCS-40003 || Devil May Cry 2 (Disc 2) || No || No
| Vib-Ripple || || ||  ||  ||  
|-
|-
| SCCS-40004 || XIGO: Zuihou de Touzi || No || No
| Victorious Boxers: Ippo's Road to Glory ||  || ||| ||  
|-
|-
| SCCS-40005 || Ico || No || No
| Victorious Boxers 2 || || ||  ||  ||  
|-
|-
| SCCS-40006 || Zhen Sanguo Wushuang 2 || No || No
| Vietcong Purple Haze || || ||  ||  ||  
|-
|-
| SCCS-40007 || Arc the Lad: Seirei no Tasogare || No || No
| Viewtiful Joe || || ||  ||  ||  
|-
|-
| SCCS-40009 || Dragon Ball Z 2 || Yes || No
| Viewtiful Joe 2 ||  || ||| ||  
|-
|-
| SCCS-40010 || Super Puzzle Bobble 2 || No || No
| V.I.P. || || ||  ||  ||  
|-
|-
| SCCS-40011 || Armored Core 2: Another Age || No || No
| Virtua Cop: Elite Edition ||  || ||| ||  
|-
|-
| SCCS-40014 || World Soccer Winning Eleven 7 International || No || No
| Virtua Fighter 4 || || ||  ||  ||  
|-
|-
| SCCS-40015 || Viorate no Atelier: Gramnad no Renkinjutsushi 2 || No || Yes (text bugs)
| Virtua Fighter 4 Evolution || || ||  ||  ||  
|-
|-
| SCCS-40016 || Ape Escape: Pumped & Primed || Yes || No
| Virtua Quest || || ||  ||  ||  
|-
|-
| SCCS-40017 || EyeToy: Play || No || EyeToy game
| Virtua Tennis 2 || || ||  ||  ||  
|-
|-
| SCCS-40018 || Saru EyeToy Oosawagi: Wakki Waki Game Tenkomori!! || No || EyeToy game
| Virtual-On Marz || || ||  ||  ||  
|-
|-
| SCCS-40019 || Formula One 04 || No || No (English)
| Visual Mix Ayumi Hamasaki Dome Tour 2001 || || ||  ||  ||  
|-
|-
| SCCS-40022 || World Soccer Winning Eleven 8: Asia Championship || No || No
| V-Rally 3 || || ||  ||  ||  
|-
|-
| SCCS-60002 || Gran Turismo 4 || No || No
|}
|}
* I believe that real PS2 also need those patches. For OPL, but not only. ROM2 with CH fonts is not existing outside of 3 ps2 models. All of them released only in China, and one of them is still not even dumped (devkit). This ROM2 is even missing in Hong Kong region PS2. Btw. When i implemented ROM2 support in pcsx2, i tested patching game first. Unluckily for netemu, and fortunately for pcsx2. First and only game i tried to patch was Ape Escape 2. :) --[[User:Kozarovv|Kozarovv]] ([[User talk:Kozarovv|talk]]) 12:39, 23 November 2022 (UTC)
==== W ====
** Yup, lucky for me I tested Dynasty Warriors 3 first, then Ape Escape 2 was the second if I recall. I was worried but pleasantly surprised by the rest of the results. I assume ROM2 has data for simplified Chinese characters while Hong Kong/Taiwan uses traditional characters, and that’s probably why there is no ROM2 in the HK/TW region. I am not sure why they even included ROM2 in the first place if barely any games utilize it, but oh well. --[[User:Mrjaredbeta|Mrjaredbeta]] ([[User talk:Mrjaredbeta|talk]]) 18:01, 28 November 2022 (UTC)
{| border="1" cellspacing="0" cellpadding="5" border="#999" class="wikitable" style="border:1px solid #999; border-collapse: collapse;"
*** "PS4 seems to not work with these patches. Even the bootable games without patching needed do not work, so I suspect there is some blacklist preventing them from booting on that emulator.". Just for the record, ps4 don't blacklist them. It's issue with cdvdkey (known for PS3 users as "game hash". ;) ). Emulator fail to respond correctly to one of CDVD register reads. Issue is already patched with my ugly hacks (TC:LA-a-like code swap). Your patches are still required on ps4 after fixing other issues. --[[User:Kozarovv|Kozarovv]] ([[User talk:Kozarovv|talk]]) 17:39, 20 June 2023 (CEST)
|- bgcolor="#cccccc"
 
! Title !! ps2<br />emu !! ps2<br />gxemu !! ps2<br />softemu !! Other !! Notes
== Removing stuff from ps2 emu page ==
|-
 
| Wacky Races Starring Dastardly and Muttley || ||  || ||  ||  
I'm thinking about removing some data from PS2 Emulation page. Mostly stuff that is strictly PS2 thing.
|-
 
| Wallace & Gromit in Project Zoo ||  || || |||  
*PS2 Memory and Hardware Mapped Registers Layout
|-
*Video Modes
| Wallace & Gromit: The Curse of the Were-Rabbit ||  || || ||  ||
*Config related info
|-
 
| War of the Monsters ||  || ||  || ||  
'''Video Modes''' listed there are not even supported by emulators without GS, and likely to fail even on PS3 with GS. This is really info for PS2 wiki in my opinion. '''PS2 Memory and Hardware Mapped Registers Layout''' also fit more in PS2 wiki. This is more like general PS2 dev knowledge than emulation related stuff. Eventually keep them as a links to ps2tek or ps2 devwiki, or something. Let me know if you think this is/isn't good idea. For example PS1 page don't list stuff like this, same goes for PSP page. In case of Config stuff. This is crucial part of this page, but i feel that harm general readability. Due to complicated nature of PS2 config descriptions are getting bigger, and bigger. Honestly this is still missing a lot of info because many times we are limiting ourself to not make descriptions too extensive. All that to not flood page too much. Maybe it's time to move most of that to new dedicated page? We can leave some basic info, like that small table, plus some '''BOLD''' link to "advanced page". This should allow to wikify and move some non-config stuff from talk page. This are only ideas, i expect not everyone will be happy about all of them. Lets talk. :P --[[User:Kozarovv|Kozarovv]] ([[User talk:Kozarovv|talk]]) 08:21, 16 January 2023 (UTC)
|-
* I think these are all good ideas. I occasionally use the PS2 register info for help sometimes, but I could easily use PSI’s page for that (https://psi-rockin.github.io/ps2tek/). I agree that it doesn’t really belong on the page. I agree that emulation page is getting extensive, so maybe it would be good to move the config info to a new page. I am not opposed and are all for it. --[[User:Mrjaredbeta|Mrjaredbeta]] ([[User talk:Mrjaredbeta|talk]]) 15:12, 16 January 2023 (UTC)
| The Warriors ||  || || |||  
 
|-
== Floating point arithmetic inaccuracies ==
| Warriors Orochi || || || || ||
 
|-
While the software emulators are doing a great job with their accurate paths, there are still issues with some games, unfortunately.
| Warriors Orochi 2 || || || || ||
* Stuntman/Driv3r
|-
Completely broken AI, game is unplayable.
| Wave Rally || || || || ||
* Gran Turismo series
|-
An infamous licence demonstration bug - cars deviate from the racing line. It may affect the AI in the race too. Since the GT's AI is retarded, the subject is difficult to confirm.
| Way of the Samurai || || || || ||
* Tokyo Xtreme Racer Zero
|-
It is unconfirmed, but the cars path from PS2 imported replays are played back wrongly in the PCSX2.
| Way of the Samurai 2 || || || || ||
* PRIDE FC: Fighting Championships
|-
It seems that y × 1 ≠ y sometimes. Fixed by patching the game code.
| Warhammer 40,000: Fire Warrior || || || || ||
 
|-
== Manipulating r5900 cyclerate ==
| Warship Gunner 2 || || || || ||
 
|-
Cycles are count in function located at 0x17C9D0 (latest netemu). Emitter with addi to r13 register is what we are looking for. Since pcsx2 use different "unit", lets just call cycles here a... unit.
| The Weakest Link || || || || ||
 
|-
  _________________________________________________
| We Are* || || || || ||
  |  Opcode type  |   Netemu/Gxemu  |     PCSX2  |
  |----------------|------------------|-------------|
| Default opcode |     1 unit      |   9 units |
  | Load/Store    |     2 units      |   14 units |
| Multiply      |     4 units      |   16 units |
  | Divide        |   37 units      112 units  |
| COP 0          |     1 unit      |   7 units |
  | COP 1          1 unit(some 2) |   7 units  |
| COP 2          |     1 unit      |   7 units |
  | NOP            |   0 units(!!!)  |   7? units |
---------------------------------------------------
   
  Additionally pcsx2 use different cycles for many other opcodes that ps3 emus just count as one.
  * MMI      = 14 units
  * MMI Mult = 24 units
  * MMI Div  = 176 units
  * FPU Mul = 32 units
   
  At the second hand gx/net emu do some weird shenigans with cycles based on... Opcode number, this is still small unknown here. Yeah...
  It turns out that emu is not counting nop cycles. Weird shenigans mentioned above check if opcode number is 1, which belongs to ee NOP in internal emu table.
  When opcode is NOP then emulator is not adding even single cycle. This explains a lot of issues with dma and why EE always seemed too fast for DMA and other components.
  This code takes 2 cycles (units) per loop in emu:
loop_here:
  addiu v0, -1
  nop
  nop
  nop
  nop
  nop
  bnez v0, loop_here
 
  I still need to fully confirm that nop isn't handled in some special way elsewhere but looks like it's not.
   
  Underclocking/Overclocking could be done by modifying opcodes at 0x17CEB0, 0x17CFF8, 0x17D4C8.
  What has been tested do far is shifting by 1 or 2 to the left (underclock by multiplying passed cycles). Sadly without any possitive result to framerate, shift by 2 was even slower.
 
== Emulator status flags ==
 
We can't really modify this flag from outside on retail emu, but we can always patch function that do init.
===Netemu===
Localised at 0x934158 of emu memory.
  1        = init done?
  2        = unk thr sys
  4        = unk thr sys
  8        = unk
10      = run watchpoint opcode (debug halt) 0x11DD80
20      = set mecha 0x245828A to 2, and run sc8 (0x200)
  40      = some setting for spe0_class0_int_handler
  80      = enable cmd 0xF/0x26/0x27 for whole memory range
  200      = set when emulated hardware init is done
  400      = enable 0x934160 debug flag (watchpoint on ee and on iop)
800      = skip parsing config file
1000    = do cmd 0x1F with 0x3E8(1000) param
4000    = enable cmd 0x11 for whole VU0 mem (per range setting is inaccessible from config!)
20000    = skip SCED discs error (more, todo)
  40000    = do cmd 0x14
  80000    = memory card related (0x12A6D8) also run sc_7(2) in thr hdd
  200000  = do cmd 0x05
  400000  = enable config cmd 0x10 for whole memory range
800000  = do cmd 0x12 with 0x2DFF000 flags
4000000  = mecha related (todo 0x135664)
8000000  = run loop that wait for 0xB52BB8 to be non zero
10000000 = watchpoint (if thread flag is set)
20000000 = timing setting for media validity check
80000000 = show health warning message
Need work
 
===Gxemu===
Localised at 0x3ED0 of emu memory.
1        = init done?
2       = load external bios.rom
  4        = run sub_56784 and sub_56A6C
  8        = unk
  10      = run watchpoint opcode (debug halt) 0x3F02C
  20      = set mecha 0x177AA4F to 2, and run sc8 (0x200) ___todo
40      = some setting for spe0_class0_int_handler
  80      = enable gx cmd 0xC/0x22/0x23 for whole memory range
  200      = check byte 0x6E6302 and do something if 2. Seems to disable media validity test. Set after EE hw init.
  400      = set 0x3D60 to 1
  800      = skip parsing internal config list
1000    = do gx cmd 0x1C with param 0x3E8 (1000)
  4000    = enable cmd 0x0F for whole VU0 mem (per range setting is inaccessible from config!)
  10000    = used as a param for sub_40054, unknown. Not available in netemu
  20000    = skip auto setting gx cmd 0x19 for games from hashlist, and later in different sub. Also skip setting SCED error.
  40000    = do gx cmd 0x12
80000    = skip running unk syscall
100000  = do gx cmd 0x19 (command unavailable in netemu? Looks different)
200000  = do gx cmd 0x04
400000  = enable gx cmd 0x0E for whole memory range
800000  = run sub sub_F1D78, seems to be much more complicated version of what netemu do here.
1000000  = set 0x3D63 to 1
Need even more work...
 
== Memory Map ==
=== Netemu ===
Tables at main page taken directly from emulator memory seems to be wrong. I double checked this and values are really there, but ea just don't match to what emulator code do (lpars are most likely correct there). So here it is memory map with addresses that emulator use when want to reach any of mentioned regions.
 
{| class="wikitable" style="font-size:small;"
|-
|-
! Name !! Start !! End !! Flags !! Notes
| We Love Katamari ||  ||  ||  ||  ||
|-
|-
| work
| Whiplash || || || ||  ||  
|| 0
|| 0x3200000
|| 3
|| separated into work 0x0-0x300000, ro_work 0x300000-0x800000, and rw_work 0x800000-0x32000000.
|-
|-
| menu_heap
| Who Wants To Be A Millionaire Party Edition || || || ||  ||  
|| 0xE000000
|| 0xE400000
|| 3
||
|-
|-
| negmem
| Wild Arms 3 || || || ||  ||  
|| 0xFFFFFFFFFFFF0000
|| 0
|| 0x10000001
||
|-
|-
| ?
| Wild Arms 4 || || || ||  ||  
|| 0x30000000
|| 0x30008000
|| 0x30000000
|| vu0
|-
|-
| spu_iop
| Wild Arms 5 || || || ||  ||  
|| 0x40000000
|| 0x40060000
|| 0xE0000001
||
|-
|-
| spu_spu2
| Wild Arms Alter Code: F || || || ||  ||  
|| 0x40080000
|| 0x400E0000
|| 0xE0000001
||
|-
|-
| spu_vu1
| Wild Wild Racing || || || ||  ||  
|| 0x40100000
|| 0x40160000
|| 0xE0000001
||  
|-
|-
| spu_eedma
| Winter Sports 2: The Next Challenge || || || ||  ||  
|| 0x40180000
|| 0x401E0000
|| 0xE0000001
||
|-
|-
| fe
| WinBack: Covert Operations || || || ||  ||  
|| 0x40200000
|| 0x40260000
|| 0xE0000001
||  
|-
|-
| be
| WinBack 2: Project Poseidon || || || ||  ||  
|| 0x40280000
|| 0x402E0000
|| 0xE0000001
||  
|-
|-
| spu_ipu
| Wipeout Fusion || || || ||  ||  
|| 0x40300000
|| 0x40360000
|| 0xE0000001
||
|-
|-
| be
| Wipeout Pulse || || || ||  ||  
|| 0x40380000
|| 0x403E0000
|| 0xE0000001
|| not working spu be on spe7
|-
|-
| SPC_SLB
| Without Warning || || || ||  ||  
|| 0x50061000
|| 0x50062000
|| 0xF0000000
|| for spu_iop
|-
|-
|   
| Wizardry: Tale of the Forsaken Land ||  || || || ||  
|| 0x50063000
|| 0x50066000
|| 0xF0000000
||
3000 = SPC_MFC_CNTL
4000 = SPC_PUINT_MB
5000 = SPC_CSR1
|-
|-
| SPC_CSR
| Woody Woodpecker || || || ||  ||  
|| 0x50062000
|| 0x50063000
|| 0xF0000000
||
|-
|-
| SPC_SLB
| World Championship Poker || || || ||  ||  
|| 0x500E1000
|| 0x500E2000
|| 0xF0000000
|| for spu_spu2
|-
|-
|   
| World Championship Poker: Featuring Howard Lederer - All In ||  || || || ||  
|| 0x500E3000
|| 0x500E6000
|| 0xF0000000
||
3000 = SPC_MFC_CNTL
4000 = SPC_PUINT_MB
5000 = SPC_CSR1
|-
|-
| SPC_CSR
| World Championship Snooker 2001 || || || ||  ||  
|| 0x500E2000
|| 0x500E3000
|| 0xF0000000
||
|-
|-
| SPC_SLB
| World Destruction League: Thunder Tanks || || || ||  ||  
|| 0x50161000
|| 0x50162000
|| 0xF0000000
|| for spu_vu1
|-
|-
|   
| World of Outlaws: Sprint Cars 2002 ||  || || || ||  
|| 0x50163000
|| 0x50166000
|| 0xF0000000
||
3000 = SPC_MFC_CNTL
4000 = SPC_PUINT_MB
5000 = SPC_CSR1
|-
|-
| SPC_CSR
| World Poker Tour || || || ||  ||  
|| 0x50162000
|| 0x50163000
|| 0xF0000000
||
|-
|-
| SPC_SLB
| World Racing 2 || || || ||  ||  
|| 0x501E1000
|| 0x501E2000
|| 0xF0000000
|| for spu_eedma
|-
|-
|   
| World Rally Championship ||  || || || ||  
|| 0x501E3000
|| 0x501E6000
|| 0xF0000000
||
3000 = SPC_MFC_CNTL
4000 = SPC_PUINT_MB
5000 = SPC_CSR1
|-
|-
| SPC_CSR
| World Rally Championship 2 || || || ||  ||  
|| 0x501E2000
|| 0x501E3000
|| 0xF0000000
||
|-
|-
| SPC_SLB
| World Rally Championship 3 || || || ||  ||  
|| 0x50261000
|| 0x50262000
|| 0xF0000000
|| for fe
|-
|-
|   
| World Rally Championship 4 ||  || || || ||  
|| 0x50263000
|| 0x50266000
|| 0xF0000000
||
3000 = SPC_MFC_CNTL
4000 = SPC_PUINT_MB
5000 = SPC_CSR1
|-
|-
| SPC_CSR
| World Series of Poker || || || ||  ||  
|| 0x50262000
|| 0x50263000
|| 0xF0000000
||
|-
|-
| SPC_SLB
| World Series of Poker: Tournament of Champions || || || ||  ||  
|| 0x502E1000
|| 0x502E2000
|| 0xF0000000
|| for be
|-
|-
|   
| World Soccer Winning Eleven 9 ||  || || || ||  
|| 0x502E3000
|| 0x502E6000
|| 0xF0000000
||
3000 = SPC_MFC_CNTL
4000 = SPC_PUINT_MB
5000 = SPC_CSR1
|-
|-
| SPC_CSR
| Pro Evolution Soccer 5 PAL || || || ||  ||  
|| 0x502E2000
|| 0x502E3000
|| 0xF0000000
||
|-
|-
| SPC_SLB
| World Super Police || || || ||  ||  
|| 0x50361000
|| 0x50362000
|| 0xF0000000
|| for spu_ipu
|-
|-
|   
| World Tour Soccer 2005 ||  || || || ||  
|| 0x50363000
|| 0x50366000
|| 0xF0000000
||
3000 = SPC_MFC_CNTL
4000 = SPC_PUINT_MB
5000 = SPC_CSR1
|-
|-
| SPC_CSR
| World War I: Aces Of the Sky || || || ||  ||  
|| 0x50362000
|| 0x50363000
|| 0xF0000000
||
|-
|-
| SPC_SLB
| World War II: Battle over the Pacific || || || ||  ||  
|| 0x503E1000
|| 0x503E2000
|| 0xF0000000
|| for unused be on spe7
|-
|-
|   
| World War II:Soldier ||  || || || ||  
|| 0x503E3000
|| 0x503E6000
|| 0xF0000000
||
3000 = SPC_MFC_CNTL
4000 = SPC_PUINT_MB
5000 = SPC_CSR1
|-
|-
| SPC_CSR
| World War II: Tank Battles || || || ||  ||  
|| 0x503E2000
|| 0x503E3000
|| 0xF0000000
||
|-
|-
| GSIF
| World War Zero || || || ||  ||  
|| 0xA0020000
|| 0xA0028000
|| 0x80000000
|| rsx
|-
|-
| NL
| Worms 3D || || || ||  ||  
|| 0xA0009000
|| 0xA000A000
|| 0x80000000
|| rsx
|-
|-
| rsx_driver_info
| Worms 4: Mayhem || || || ||  ||  
|| 0xA0004000
|| 0xA0007000
|| 0x80000000
|| rsx
|-
|-
| rsx_dma_ctrl
| Worms Forts: Under Siege || || || ||  ||  
|| 0xA0030000
|| 0xA0050000
|| 0x80000000
|| rsx
|-
|-
| ?
| Wrath Unleashed || || || ||  ||  
|| 0xA0008000
|| 0xA0009000
|| 0x80000000
|| rsx
|-
|-
| ohci_mmio
| WRC: Rally Evolved || || || ||  ||  
|| 0x60000000
|| 0x60001000
|| 0x60000000
||
|-
|-
| ehci_mmio
| Wreckless: The Yakuza Missions || || || ||  ||  
|| 0x60200000
|| 0x60201000
|| 0x60000000
||
|-
|-
| ohci_mmio
| WWE SmackDown! Here Comes The Pain || || || ||  ||  
|| 0x60100000
|| 0x60101000
|| 0x60000000
||
|-
|-
| ehci_mmio
| WWF SmackDown! Just Bring It || || || ||  ||  
|| 0x60300000
|| 0x60301000
|| 0x60000000
||
|-
|-
| base
| WWE SmackDown! Shut Your Mouth || || || ||  ||  
|| 0x80000000
|| 0x80100000
|| 0x70000003
|| usb
|-
|-
| rawdata
| WWE SmackDown! vs. RAW || || || ||  ||  
|| 0x80800000
|| 0x80900000
|| 0x70000003
|| usb
|-
|-
| iopdata
| WWE SmackDown! vs. RAW 2006 || || || ||  ||  
|| 0x81000000
|| 0x81100000
|| 0x70000003
|| usb
|-
|-
| base
| WWE SmackDown vs. Raw 2007 || || || ||  ||  
|| 0x82000000
|| 0x82100000
|| 0x70000003
|| ehci? usb
|-
|-
| ehci_vars
| WWE SmackDown vs. Raw 2008 || || || ||  ||  
|| 0x82800000
|| 0x82900000
|| 0x70000003
|| usb
|-
|-
| bchs_pmalloc
| WWE Smackdown vs. Raw 2009 || || || ||  ||  
|| 0x83000000
|| 0x83100000
|| 0x70000003
|| usb
|-
|-
| ?
| WWE SmackDown vs. Raw 2010 || || || ||  ||  
|| 0x83800000
|| 0x83900000
|| 0x70000003
||
|-
|-
| SB_CDVD
| WWE SmackDown vs. Raw 2011 || || || ||  ||  
|| 0x84000000
|| 0x84100000
|| 0x70000003
||
|-
|-
| SB_HDD
|}
|| 0x84800000
==== X ====
|| 0x84900000
{| border="1" cellspacing="0" cellpadding="5" border="#999" class="wikitable" style="border:1px solid #999; border-collapse: collapse;"
|| 0x70000003
|- bgcolor="#cccccc"
||
! Title !! ps2<br />emu !! ps2<br />gxemu !! ps2<br />softemu !! Other !! Notes
|-
|-
| ?
| X2: Wolverine's Revenge || || || ||  ||  
|| 0x85000000
|| 0x85100000
|| 0x70000003
||
|-
|-
| SB_SIO2
| The X-Files: Resist or Serve || || || ||  ||  
|| 0x85800000
|| 0x85900000
|| 0x70000003
|| only first 0x4000?
|-
|-
| vrc_area
| X-Men Legends || || || ||  ||  
|| 0x90000000
|| 0x91000000
|| 0xC00000003
|| vu1 recompiler area
|-
|-
| ee_cached
| X-Men Legends II: Rise of Apocalypse || || || ||  ||  
|| 0x200000000
|| 0x202000000
|| 0x100000003
||
|-
|-
| ?
| X-Men: Next Dimension || || || ||  ||  
|| 0x211004000
|| 0x211008000
|| 0x300000000
|| vu1 memory direct rw
|-
|-
| ee_rom
| X-Men Origins: Wolverine || || || ||  ||  
|| 0x21FC00000
|| 0x220000000
|| 0x300000000
||
|-
|-
| ee_uncached
| X-Squad || || || ||  ||  
|| 0x220000000
|| 0x222000000
|| 0x100000003
||
|-
|-
| ee_uncacc
| X-Men: The Official Game || || || ||  ||  
|| 0x230000000
|| 0x232000000
|| 0x100000003
||
|-
|-
| ee_spr_lo
| Xenosaga Episode I: Der Wille zur Macht || || || ||  ||  
|| 0x260000000
|| 0x260002000
|| 0x700000000
|| weird, that map directly to 0x60000000 ps2 address
|-
|-
| ee_spr_hi
| Xenosaga Episode II: Jenseits von Gut und Böse || || || ||  ||  
|| 0x270000000
|| 0x270006000
|| 0x800000000
|| ee scratchpad
|-
|-
| ee_kmem0
| Xenosaga Episode III: Also sprach Zarathustra || || || ||  ||  
|| 0x280000000
|| 0x282000000
|| 0x100000003
||
|-
|-
| ?
| XG3: Extreme G Racing || || || ||  ||  
|| 0x291004000
|| 0x291008000
|| 0x300000000
|| vu1 data rw in kernel mode
|-
|-
| ?
| XGRA: Extreme-G Racing Association || || || ||  ||  
|| 0x29FC00000
|| 0x2A0000000
|| 0x300000000
|| ee_rom in kernel mode
|-
|-
| ?
| Xiaolin Showdown || || || ||  ||  
|| 0x2A0000000
|| 0x2A2000000
|| 0x100000003
|| ee_uncached in kernel mode
|-
|-
| ?
| X-treme Express || || || ||  ||  
|| 0x2B1004000
|| 0x2B1008000
|| 0x300000000
|| vu1 data in kernel mode. Uncached, i doubt that is even accessible in ps2.
|-
|-
| ?
| XIII || || || ||  ||  
|| 0x2BFC00000
|| 0x2C0000000
|| 0x300000000
|| ee_rom in uncached kernel mode
|-
|-
| ee_dbg
|}
|| 0x2FFFF8000
==== Y ====
|| 0x300000000
{| border="1" cellspacing="0" cellpadding="5" border="#999" class="wikitable" style="border:1px solid #999; border-collapse: collapse;"
|| 0x900000000
|- bgcolor="#cccccc"
||
! Title !! ps2<br />emu !! ps2<br />gxemu !! ps2<br />softemu !! Other !! Notes
|-
|-
| iop_mem
| Yakuza || || || ||  ||  
|| 0x400000000
|| 0x400200000
|| 0x400000003
||
|-
|-
| iop_rom
| Yakuza 2 || || || ||  ||  
|| 0x4BFC00000
|| 0x4C0000000
|| 0x500000001
|| kernel mode
|-
|-
| iop_kmmio0
| Yanya Caballista: City Skater || || || ||  ||  
|| 0x4BF800000
|| 0x4BF810000
|| 0x500000001
|| including iop_spad at first 0x1000
|-
|-
| ?
| Yourself!Fitness || || || ||  ||  
|| 0x4AFC00000
|| 0x4B0000000
|| 0x500000001
|| iop_rom, uncached?
|-
|-
| iop_kmmio1
| Ys I And II Eternal Story || || || ||  ||  
|| 0x4AF800000
|| 0x4AF810000
|| 0x500000001
|| including iop_spad at first 0x1000
|-
|-
| spu2_ram
| Ys III: Wanderers from Ys ||  || || || ||  
|| 0x600000000
|| 0x600400000
|| 0x600000003
|| starting from 0x200000 spu2_ram2
|-
|-
| ?
| Ys IV: Mask of the Sun || || || ||  ||  
|| 0x800000000
|| 0x800010000
|| 0x1000000001
||
|-
|-
| ?
| Ys V: Kefin, The Lost City of Sand || || || ||  ||  
|| 0xC0000000
|| 0xCF800000
|| 0x1600000003
||
|-
|-
| sgs_xdr
| Ys: The Ark of Napishtim || || || ||  ||  
|| 0xB4000000
|| 0xB5700000
|| 0x1900000003
||
|-
|-
| ?
| Yu-Gi-Oh! Capsule Monster Coliseum || || || ||  ||  
|| 0x40000000000
|| 0x40000010000
|| 0x1400000001
||
|-
|-
| ee_jit_code
| Yu-Gi-Oh! The Duelists of the Roses || || || ||  ||  
|| 0x10000000
|| 0x13000000
|| 0xD00000003
||
|-
|-
| vu0_jit_code
| Yu-Gi-Oh GX! Tag Force Evolution || || || ||  ||  
|| 0x18000000
|| 0x18400000
|| 0xD00000003
||
|-
|-
| vu0_jit_data
| Yu Yu Hakusho: Dark Tournament || || || ||  ||  
|| 0x1C000000
|| 0x1C400000
|| 0xD00000003
||
|-
|-
| eeram_jit_lut
| Yu Yu Hakusho Forever || || || ||  ||  
|| 0x20000000
|| 0x22000000
|| 0xE00000003
||
|-
|-
| eerom_jit_lut
|}
|| 0x2FC00000
==== Z ====
|| 0x30000000
{| border="1" cellspacing="0" cellpadding="5" border="#999" class="wikitable" style="border:1px solid #999; border-collapse: collapse;"
|| 0xE00000003
|- bgcolor="#cccccc"
||
! Title !! ps2<br />emu !! ps2<br />gxemu !! ps2<br />softemu !! Other !! Notes
|-
|-
| ustack (micro stack)
| Zapper: One Wicked Cricket ||  || || || ||  
|| 0xAAA70000000
|| 0xAAA70040000
|| 0x4200000000001
|| Thread KRN0:1 (aka BOOT00)
|-
|-
| ustack (micro stack)
| Zatch Bell! Mamodo Battles || || || ||  ||  
|| 0xAAA70040000
|| 0xAAA70080000
|| 0x4200010000001
|| Thread KRN1:1 (aka BOOT01)
|-
|-
| ustack (micro stack)
| Zatch Bell! Mamodo Fury || || || ||  ||  
|| 0xAAA70080000
|| 0xAAA700C0000
|| 0x42000B0000001
|| VU0 stack (used in EEonBE when VU0 is running)
|-
|-
| ustack (micro stack)
| Zoids Infinity Fuzors || || || ||  ||  
|| 0xAAA700C0000
|| 0xAAA70100000
|| 0x4200030000001
|| Thread SYS
|-
|-
| ustack (micro stack)
| Zoids Struggle || || || ||  ||  
|| 0xAAA70100000
|| 0xAAA70140000
|| 0x4200040000001
|| Thread VRC
|-
|-
| ustack (micro stack)
| Zoids Tactics || || || ||  ||  
|| 0xAAA70140000
|| 0xAAA70180000
|| 0x4200050000001
|| Thread MECHA
|-
|-
| ustack (micro stack)
| Zombie Hunters || || || ||  ||  
|| 0xAAA70180000
|| 0xAAA701C0000
|| 0x4200060000001
|| Thread HDD
|-
|-
| ustack (micro stack)
| Zombie Virus || || || ||  ||  
|| 0xAAA701C0000
|| 0xAAA70200000
|| 0x4200070000001
|| Thread UI
|-
|-
| ustack (micro stack)
| Zombie Zone || || || ||  ||  
|| 0xAAA70200000
|| 0xAAA70280000
|| 0x4200090000001
|| Thread BL2LNK and BL2MAIN
|-
|-
| ustack (micro stack)
| Zone of the Enders || || || ||  ||  
|| 0xAAA70280000
|| 0xAAA702C0000
|| 0x42000A0000001
|| Thread USB
|-
|-
| ustack (micro stack)
| Zone of the Enders: The 2nd Runner || || || ||  ||  
|| 0xAAA702C0000
|| 0xAAA70300000
|| 0x42000B0000001
|| Thread EEonBE
|-
|-
|}
|}


== Negmem ==
=== PS2 HDD ===


Netemu use memory part called internally negmem. Memory is mapped to 0xFFFFFFFFFFFF0000, but emulator take advantage only of memory from 0xFFFFFFFFFFFF8000 to 0xFFFFFFFFFFFFFFFF. Why? Because that range is loadable with single opcode. How? By "r0" loads/stores (https://www.psdevwiki.com/ps3/Talk:PS2_Emulation#Netemu_load.2Fstore_with_r0_register). With that clever way emulator can access high addresses by setting negative offset for r0 register. This range is used for PS2 registers, DMAC status, next event delta, INTC, and many more. That way emu is able to load value from cached ps2 register in single opcode! Very clever idea!
Usage for game Expansions, reducing loading times, online services, patches. Even tho this list contains alot games, its not confirmed all to work with backwards compatible consoles, or the software emulator. Even Sony themselves note, not all games using (virtual) ps2hdd are supported.


Negmem memory map.
<!--// http://en.wikipedia.org/wiki/PlayStation_2_Expansion_Bay#North_American_releases_with_HDD_support //-->


// Accurate Mul/Div
====North American Games====
0xFFFFFFFFFFFF8094 = Storage for accurate mul/div
{| border="1" cellspacing="0" cellpadding="5" border="#999" class="wikitable sortable" style="border:1px solid #999; border-collapse: collapse;"
0xFFFFFFFFFFFF8098 = Storage for accurate mul/div
|- bgcolor="#cccccc"
0xFFFFFFFFFFFF809C = Storage for accurate mul/div
! Title !! ps2_emu !! ps2_gxemu !! ps2_softemu !! ps2_netemu !! Notes
|-
// Cycles
|ESPN NFL 2K5 || || || || ||
  0xFFFFFFFFFFFF8110 = r5900_cycles
|-
   
|NBA 2K5 || || || || ||
  // Accurate Add/Sub
|-  
  0xFFFFFFFFFFFF8138 = Storage for accurate add/sub fs, also for result
|ESPN College Hoops 2K5 ||  ||  ||  ||  ||
0xFFFFFFFFFFFF8140 = Storage for accurate add/sub ft
|-
   
|ESPN MLB 2K5 ||  ||  ||  || ||
  // Cache checks
|-
  0xFFFFFFFFFFFF8180
|ESPN NHL 2K5 || || || || ||
  \
|-
  |- 512 entries. 23 bits for PFN + 2 upper bits for Valid, and LFR flags.
|Final Fantasy XI || || || || ||
  |- Checks are performed for 2 entries at 1 time.
|-
  /
|Metal Saga || || || || ||
0xFFFFFFFFFFFF897C
|-
   
|MLB 2K6 || || || || ||
  // r5900 GPRs
|-
  0xFFFFFFFFFFFF8980 = r5900_zero_upper64bits
|MLB 2K7 || || || || ||
  0xFFFFFFFFFFFF8988 = r5900_zero_lower64bits
|-
0xFFFFFFFFFFFF8990 = r5900_at_reg_upper64
|MLB 2K8 || || || || ||
  0xFFFFFFFFFFFF8998 = r5900_at_reg_lower64
|-
  0xFFFFFFFFFFFF89a0 = r5900_v0_reg_upper64
|MLB 2K9 || || || || ||
  0xFFFFFFFFFFFF89a8 = r5900_v0_reg_lower64
|-
  0xFFFFFFFFFFFF89b0 = r5900_v1_reg_upper64
|MLB 2K10 || || || || ||
0xFFFFFFFFFFFF89b8 = r5900_v1_reg_lower64
|-
  0xFFFFFFFFFFFF89c0 = r5900_a0_reg_upper64
|MLB 2K11 || || || || ||
  0xFFFFFFFFFFFF89c8 = r5900_a0_reg_lower64
|-
  0xFFFFFFFFFFFF89d0 = r5900_a1_reg_upper64
|MLB 2K12 || || || || ||
  0xFFFFFFFFFFFF89d8 = r5900_a1_reg_lower64
|-
0xFFFFFFFFFFFF89e0 = r5900_a2_reg_upper64
|NBA 2K6 || || || || ||
  0xFFFFFFFFFFFF89e8 = r5900_a2_reg_lower64
|-
  0xFFFFFFFFFFFF89f0 = r5900_a3_reg_upper64
|NBA 2K7 || || || || ||
  0xFFFFFFFFFFFF89f8 = r5900_a3_reg_lower64
|-
  0xFFFFFFFFFFFF8a00 = r5900_t0_reg_upper64
|NBA 2K8 || || || || ||
0xFFFFFFFFFFFF8a08 = r5900_t0_reg_lower64
|-
  0xFFFFFFFFFFFF8a10 = r5900_t1_reg_upper64
|NBA 2K9 || || || || ||
  0xFFFFFFFFFFFF8a18 = r5900_t1_reg_lower64
|-
  0xFFFFFFFFFFFF8a20 = r5900_t2_reg_upper64
|NBA 2K10 || || || || ||
  0xFFFFFFFFFFFF8a28 = r5900_t2_reg_lower64
|-
0xFFFFFFFFFFFF8a30 = r5900_t3_reg_upper64
|NBA 2K11 || || || || ||
  0xFFFFFFFFFFFF8a38 = r5900_t3_reg_lower64
|-
  0xFFFFFFFFFFFF8a40 = r5900_t4_reg_upper64
|NBA 2K12 || || || || ||
  0xFFFFFFFFFFFF8a48 = r5900_t4_reg_lower64
|-
  0xFFFFFFFFFFFF8a50 = r5900_t5_reg_upper64
|NHL 2K6 || || || || ||
0xFFFFFFFFFFFF8a58 = r5900_t5_reg_lower64
|-
  0xFFFFFFFFFFFF8a60 = r5900_t6_reg_upper64
|NHL 2K7 || || || || ||
  0xFFFFFFFFFFFF8a68 = r5900_t6_reg_lower64
|-
  0xFFFFFFFFFFFF8a70 = r5900_t7_reg_upper64
|NHL 2K8 || || || || ||
  0xFFFFFFFFFFFF8a78 = r5900_t7_reg_lower64
|-
0xFFFFFFFFFFFF8a80 = r5900_s0_reg_upper64
|NHL 2K9 || || || || ||
  0xFFFFFFFFFFFF8a88 = r5900_s0_reg_lower64
|-
  0xFFFFFFFFFFFF8a90 = r5900_s1_reg_upper64
|NHL 2K10 || ||  ||  ||  ||
  0xFFFFFFFFFFFF8a98 = r5900_s1_reg_lower64
|-
  0xFFFFFFFFFFFF8aa0 = r5900_s2_reg_upper64
|RPG Maker 3 || || || || ||
0xFFFFFFFFFFFF8aa8 = r5900_s2_reg_lower64
|-
  0xFFFFFFFFFFFF8ab0 = r5900_s3_reg_upper64
|Resident Evil Outbreak File #1 || || || || ||
  0xFFFFFFFFFFFF8ab8 = r5900_s3_reg_lower64
|-
  0xFFFFFFFFFFFF8ac0 = r5900_s4_reg_upper64
|Resident Evil Outbreak File #2 || || || || ||
  0xFFFFFFFFFFFF8ac8 = r5900_s4_reg_lower64
|-
0xFFFFFFFFFFFF8ad0 = r5900_s5_reg_upper64
|SOCOM 3: U.S. Navy SEALs ||  ||  ||  || ||
  0xFFFFFFFFFFFF8ad8 = r5900_s5_reg_lower64
|-
  0xFFFFFFFFFFFF8ae0 = r5900_s6_reg_upper64
|SOCOM II: U.S. Navy SEALs || || || || ||
  0xFFFFFFFFFFFF8ae8 = r5900_s6_reg_lower64
|-
  0xFFFFFFFFFFFF8af0 = r5900_s7_reg_upper64
|SOCOM: U.S. Navy SEALs Combined Assault ||  ||  ||  ||  ||
0xFFFFFFFFFFFF8af8 = r5900_s7_reg_lower64
|-
  0xFFFFFFFFFFFF8b00 = r5900_t8_reg_upper64
|Street Fighter Alpha Anthology ||  || || || ||
  0xFFFFFFFFFFFF8b08 = r5900_t8_reg_lower64
|-
  0xFFFFFFFFFFFF8b10 = r5900_t9_reg_upper64
|The Urbz: Sims in the City || || || || ||
  0xFFFFFFFFFFFF8b18 = r5900_t9_reg_lower64
|-
0xFFFFFFFFFFFF8b20 = r5900_k0_reg_upper64
|The Sims 2 || || || || ||
  0xFFFFFFFFFFFF8b28 = r5900_k0_reg_lower64
|}
  0xFFFFFFFFFFFF8b30 = r5900_k1_reg_upper64
  0xFFFFFFFFFFFF8b38 = r5900_k1_reg_lower64
  0xFFFFFFFFFFFF8b40 = r5900_gp_reg_upper64
0xFFFFFFFFFFFF8b48 = r5900_gp_reg_lower64
  0xFFFFFFFFFFFF8b50 = r5900_sp_reg_upper64
  0xFFFFFFFFFFFF8b58 = r5900_sp_reg_lower64
  0xFFFFFFFFFFFF8b60 = r5900_fp_reg_upper64
  0xFFFFFFFFFFFF8b68 = r5900_fp_reg_lower64
0xFFFFFFFFFFFF8b70 = r5900_ra_reg_upper64
  0xFFFFFFFFFFFF8b78 = r5900_ra_reg_lower64
   
  // r5900 COP0 Registers
  0xFFFFFFFFFFFF8b80 = COP0_Index_REG
0xFFFFFFFFFFFF8b84 = COP0_Random_REG (unused)
  0xFFFFFFFFFFFF8b88 = COP0_EntryLo0_REG
  0xFFFFFFFFFFFF8b8c = COP0_EntryLo1_REG
  0xFFFFFFFFFFFF8b90 = COP0_Context_REG
  0xFFFFFFFFFFFF8b94 = COP0_PageMask_REG
0xFFFFFFFFFFFF8b98 = COP0_Wired_REG
  0xFFFFFFFFFFFF8b9c = COP0_7_REG
  0xFFFFFFFFFFFF8ba0 = COP0_BadVAddr_REG
  0xFFFFFFFFFFFF8ba4 = COP0_9_REG
  0xFFFFFFFFFFFF8ba8 = COP0_EntryHi_REG
0xFFFFFFFFFFFF8bac = COP0_Compare_REG
  0xFFFFFFFFFFFF8bb0 = COP0_Status_REG
  0xFFFFFFFFFFFF8bb4 = COP0_Cause_REG
  0xFFFFFFFFFFFF8bb8 = COP0_EPC_REG
  0xFFFFFFFFFFFF8bbc = COP0_15_REG
0xFFFFFFFFFFFF8bc0 = COP0_PRid_REG
  0xFFFFFFFFFFFF8bc4 = COP0_17_REG
  0xFFFFFFFFFFFF8bc8 = COP0_18_REG
  0xFFFFFFFFFFFF8bcc = COP0_19_REG
  0xFFFFFFFFFFFF8bd0 = COP0_20_REG
0xFFFFFFFFFFFF8bd4 = COP0_21_REG
  0xFFFFFFFFFFFF8bd8 = COP0_22_REG
  0xFFFFFFFFFFFF8bdc = COP0_BadPaddr_REG
  0xFFFFFFFFFFFF8be0 = COP0_24_REG
  0xFFFFFFFFFFFF8be4 = COP0_Perf_REG
0xFFFFFFFFFFFF8be8 = COP0_26_REG
  0xFFFFFFFFFFFF8bec = COP0_27_REG
  0xFFFFFFFFFFFF8bf0 = COP0_TagLo_REG
  0xFFFFFFFFFFFF8bf4 = COP0_TagHi_REG
  0xFFFFFFFFFFFF8bf8 = COP0_ErrorEPC_REG
0xFFFFFFFFFFFF8bfc = COP0_31_REG
   
  // r5900 TLB
  0xFFFFFFFFFFFF9110 = r5900_tlb
  \
  |- 48 entries
  /
0xFFFFFFFFFFFF9400 = r5900_tlb_last
   
  // IPU
  0xFFFFFFFFFFFF9770 = IPU_cycles_unk
  0xFFFFFFFFFFFF9774 = IPU_FFFF9774
0xFFFFFFFFFFFF9778 = IPU_CTRL
  0xFFFFFFFFFFFF9780 = IPU_BP
  0xFFFFFFFFFFFF9788 = IPU_TOP
  0xFFFFFFFFFFFF9790 = IPU_FFFF9790
   
  // Unk
0xFFFFFFFFFFFF97B0 = 0x20000000000
   
  // Dump regs for debug
  0xFFFFFFFFFFFF97C8 = Regs for dump
  \
  |- Used in sub_11A640, to dump regs, then notify debugger.
  /
0xFFFFFFFFFFFF98E0 = Last reg for dump
   
  // Backup Regs
  0xFFFFFFFFFFFF9920
  \
|- Another region do backup registers.
|- Used mostly when cmd 0x01 is running, but not only then.
  /
  0xFFFFFFFFFFFF99A0
   
// uintc (micro intc)
  0xFFFFFFFFFFFFF000 = next event test delta (doubleword)
  0xFFFFFFFFFFFFF08x = INTC_STAT      bits
  0xFFFFFFFFFFFFF09x = INTC_MASK      bits
  0xFFFFFFFFFFFFF0Ax = D_STAT.CIS      bits
0xFFFFFFFFFFFFF0Bx = D_STAT.CIM      bits
  0xFFFFFFFFFFFFF0Dx = D_PCR.CPC      bits
  0xFFFFFFFFFFFFF0E0 = D_PCR          full
  0xFFFFFFFFFFFFF0E4 = INTC_STAT      full
  0xFFFFFFFFFFFFF0E8 = INTC_MASK      full
  0xFFFFFFFFFFFFF0EC = D_STAT          full
0xFFFFFFFFFFFFF0F0 = D_STAT upper 16 bits


== Shaders available in emulators ==


V for Vertex, F for Fragment, P for Pixel
====Japanese Games====


===Netemu===
{| border="1" cellspacing="0" cellpadding="5" border="#999" class="wikitable sortable" style="border:1px solid #999; border-collapse: collapse;"
  FontShader  V
|- bgcolor="#cccccc"
  FontShader   F
! Title !! ps2_emu !! ps2_gxemu !! ps2_softemu !! ps2_netemu !! Notes
  ImageShader V
|-
  ImageShader F
|Final Fantasy X  ||  ||  ||  || ||
  GaussShader0 V
|-
  GaussShader0 F
|Final Fantasy X International ||  ||  ||  ||  ||
  GaussShader1 V
|-
  GaussShader1 F
|Kingdom Hearts   ||  ||  ||  ||  ||
  ScanShader   V
|-
  ScanShader  F
|Kingdom Hearts Final Mix ||  || ||  ||  ||
 
|-
additionally 2 unnamed fragment shaders, 1 vertex shader,
|Xenosaga Episode 1  || || ||  ||  ||
and one "hidden" unaligned vertex shader (at 0x950270).
|-
 
|PlayOnline Viewer  ||  || ||  ||  ||
===Softemu===
|-
  GS Base Vertex program              V
|Tetra Master  ||  ||  ||  || ||
  GS Base Fragment program            P
|-
  Page Translate Out Vertex          V
|JongHowLo  || ||  ||  ||  ||
  Page Translate In Vertex            V
|-
  Page Translate Out Fragment        F
|Final Fantasy XI  ||  ||  ||  || ||
  Page Translate Out Fragment_0      F
|-
  Page Translate Out PSMCT16 Fragment F
|Unlimited Saga ||  ||  ||  ||  ||
  Page Translate Out PSMCT24 Fragment F
|-
  Page Translate Out PSMZ16 Fragment F
|Dark Chronicle (aka Dark Cloud 2)   ||  ||  ||  ||  ||
  Page Translate In Fragment          F
|-
  Page Translate In Fragment_0        F
|Bomberman Kart ||  ||  ||  ||  ||
  Page Translate In PSMCT16 Fragment F
|-
  Page Translate In PSMZ24 Fragment   F
|Capcom vs. SNK 2 ||  ||  ||  ||  ||
  Page Translate In PSMZ16 Fragment   F
|-
  Block PSMCT4 Translate Frag        F
|Zettai Zetsumai Toshi (aka Disaster Report) ||  ||  ||  ||  ||
  Block PSMCT8 Translate Frag        F
|-
  Block PSMCT16 Translate Frag        F
|Star Ocean: Till the End of Time  ||  ||  ||  ||  ||
  Block PSMCT24 Translate Frag        F
|-
  Block PSMCT32 Translate Frag        F
|Star Ocean: Till the End of Time Director's Cut  ||  ||  ||  ||  ||
  Block PSMZ24 Translate Frag        F
|-
  Texture Block Translate Vertex      V
|Pop'n Taisen Puzzle-dama Online  ||  ||  ||  ||  ||
Notice that GS Base Fragment program is really not fragment shader, but pixel shader.
|-
 
|Sony SCE DJ Box  ||  ||  ||  ||  ||
===Gxemu===
|-
  CG_fp_dilate        F
|Dirge of Cerberus: Final Fantasy VII  ||  ||  ||  ||  ||
  CG_fp_shrink        F
|-
  CG_fp_adjweave      F
|Romancing SaGa Minstrel's Song  ||  ||  ||  ||  ||
  CG_fp_motionadj    F
|-
  CG_fp_undither      F
|Shin Sangoku Musou 3  ||  ||  ||  ||  ||
  CG_fp_deinterlace   F x
|-
  CG_fp_weave        F
|Shin Sangoku Musou 3 Moushouden ||  ||  ||  ||  ||
  CG_fp_edgeinterp    F
|-
  CG_fp_smooth        F
|Street Fighter ZERO Fighter's Generation ||  ||  ||  ||  ||
  CG_fp_sharpen      F x
|-
  CG_fp_upscale_smart F x
|Guitar Freaks 4th Mix & DrumMania 3rd Mix  ||  ||  ||  || ||
  CG_fp_upscale      F x
|-
  CG_fp_smart        F x
|Beatmania IIDX 5th Style  ||  || ||  ||  ||
  CG_fp_mofix        F x
|-
  CG_fp_orientation   F x
|Age of Empires II: The Age of Kings  ||  ||  || ||  ||
  CG_fp_gradient      F x
|-
  CG_vpshader        V x
|Musou Orochi Maou Sairin  ||  || ||  ||  ||
  CG_interlace        F
|-
  CG_fpshader16      F
|Winning Eleven 6: Final Evolution  ||  || ||  ||  ||
  CG_fpshader        x
|-
 
|Winning Eleven 7  || ||  ||  ||  ||
Plus 2 unnamed shaders, one F, one V.<br>
|-
Shaders with "x" are also available in PS1 emulators, and i sucessfully replaced some of them in ps1 emu on rpcs3 for testing purpose.
|Winning Eleven 8:  || ||  ||  || ||
 
|-
===Emu===
|Gundam Musou Special  || ||  ||  ||  ||
Ps2emu have available 14 fragment shaders, and 8 vertex shaders. All of them don't give any hint about name or usage.
|-
 
|Gundam Musou 2  || ||  ||  ||  ||
== Custom command ideas ==
|-
 
|Shin Sangoku Musou 5 Special  || || ||  ||  ||
* '''Disable GS downloads.'''<br>
|-
It is definitely a performance improvement for many titles. In theory, easy to implement (force 0x3 TRXDIR value for every 0x1 write instead). The point is, per-game patches are superior and more robust.<br>
|Let's Bravo Music  || ||  ||  ||  ||
* '''Disable PCRTC blur.'''<br>
|-
PCRTC merge circuits are mostly used for pathetic blurry anti-aliasing. Looks awful on modern TV screens (ToCA 3 is unreadable completely). Blending settings are controlled through the PMODE privileged register. Partially implemented here: [[Talk:PS2_Emulation#Remove_PCRTC_Blur_for_Netemu|Link]]
|G1 Jockey 4 2007   ||  ||  ||  ||  ||
 
|-
 
|Winning Post 7 Maximum 2007  ||  ||  ||  ||  ||
===Discussion===
|-
GS download config is partially done, need little bit more than TRXDIR patch. But this is something we can patch per-game too. Games do very obvious things to reverse VIF1 FIFO, and also BUSDIR write. From there you can disable whole function that need it. Config will be better of course, but HEN users... Anti Blur is kinda easy to do. Writes to DISPLAY1 can write also to 2 and write to 2 also to 1. So they always match, and config implementation will be rather easy. Most games just offset DX/DY, and never touch those regs again. For games that mess with it, more serious approach is needed. But again HEN users are out of luck if we create command for that. It doesn't help that this can be done by EE patches too. What need to be done is removing offset between DISPLAY1 and DISPLAY2.
|TVware  ||  ||  ||  ||  ||
*Example for TOCA3 SLUS which use hard coded offset:
|-
  004C55F0 00000000
|A Ressha de Ikou 2001 Perfect Set (A-Train 2001 + Train-Pack)  ||  ||  ||  ||  ||
  004C55F4 00000000
|-
I'm not saying no, but for now i'm kinda lacking of motivation if not so small HEN user base will be out of luck. But more ideas can help with motivation. :P --[[User:Kozarovv|Kozarovv]] ([[User talk:Kozarovv|talk]]) 22:00, 8 August 2023 (CEST)
|Ace Combat 4  ||  ||  ||  ||  ||
|-
|The Urbz: Sims in the City ||  ||  ||  ||  ||
|-
|The Sims 2   ||  ||  ||  ||  ||
|-
|Metal Saga  ||  ||  || ||  ||
|-
|Biohazard Outbreak File 1 ||  ||  ||  ||  ||
|-
|Biohazard Outbreak File 2 ||  ||  ||  ||  ||
|-
|G1 Jockey 4 2008  ||  ||  || ||  ||
|-
|Vampire: Darkstalkers Collection ||  ||  ||  ||  ||
|-
|Wild Arms Advanced 3rd ||  ||  ||  ||  ||
|-
|Taishou Mononoke Ibunroku ||  ||  ||  ||  ||
|-
|Aero Dancing 4  ||  ||  ||  ||  ||
|-
|Tamamayu Monogatari 2(Jade Cocoon 2) ||  ||  ||  ||  ||
|-
|King of Colosseum Green/Red ||  ||  ||  ||  ||
|-
|Venus & Braves ||  ||  ||  ||  ||
|-
|All Star Pro-Wrestling II  ||  ||  ||  || ||
|-
|Winning Post 7 Maximum 2008  ||  ||  || ||  ||
|-
|PoPoLoCrois Hajimari no Bouken ||  ||  ||  ||  ||
|-
|Lilie no Atelier Plus Salburg no Renkinjutsushi 3   ||  ||  ||  ||  ||
|-
|Shadow Hearts 2  ||  ||  ||  ||  ||
|-
|Nobunaga no Yabou: Online  ||  ||  ||  || ||
|-
|Mina no Golf Online  ||  ||  ||  || ||
|-
|Sengoku Musō ||  ||  ||  ||  ||
|-
|Sengoku Musō Moushouden  ||  || ||  ||  ||
|-
|Sengoku Musō 2  || ||  ||  || ||
|-
|Sengoku Musō 2 Moushouden  || ||  ||  || ||
|-
|Sengoku Musō 2 Empires  || ||  ||  || ||
|-
|Shin Sangoku Musou 3 Empires  ||  ||  || || ||
|-
|Shin Sangoku Musou 4  || ||  ||  || ||
|-
|Shin Sangoku Musou 4 Moushouden  ||  ||  || ||  ||
|-
|Shin Sangoku Musou 4 Empires   ||  ||  ||  || ||
|-
|Musou Orochi  || ||  ||  || ||
|-
|Nobunaga no Yabou: Kakushin || ||  ||  ||  ||
|-
|Nobunaga no Yabou: Soutensoku ||  ||  ||  ||  ||
|-
|Nobunaga no Yabou: Tenka Sousei  ||  ||  || ||  ||
|-
|Nobunaga no Yabou: Ranseiki ||  ||  ||  ||  ||
|-
|Wild Arms Alter Code:F ||  || ||  ||  ||
|-
|Kidou Senshi Gundam - Renpou vs. Zeon DX  ||  ||  ||  ||  ||
|-
|Mobile Suit Gundam - Federation vs. Zeon Deluxe ||  ||  ||  ||  ||
|-
|Jikkyo Powerful Pro Yakyuu 12 Ketteiban ||  ||  ||  ||  ||
|-
|Jikkyo Powerful Pro Yakyuu 13  ||  ||  ||  ||  ||
|-
|Jikkyo Powerful Pro Yakyuu 13 Ketteiban  ||  ||  ||  ||  ||
|-
|Jikkyo Powerful Pro Yakyuu 14  ||  ||  ||  ||  ||
|-
|Jikkyo Powerful Pro Yakyuu 14 Ketteiban  ||  ||  ||  ||  ||
|-
|Jikkyo Powerful Pro Yakyuu 15  ||  ||  ||  ||  ||
|-
|Jikkyo Powerful Major League 2  ||  ||  ||  ||  ||
|-
|Jikkyo Powerful Major League 3  ||  ||  ||  ||  ||
|-
|Jikkyō Powerful Major League 2009  ||  ||  ||  ||  ||
|-
|Winning Post 5 Maximum 2002  ||  ||  ||  ||  ||
|-
|Winning Post 5 Maximum 2003  ||  ||  ||  ||  ||
|-
|Winning Eleven 5: Final Evoloution  ||  ||  ||  ||  ||
|-
|Beni no Umi 2(Crimson Sea 2) ||  ||  ||  ||  ||
|-
|AirForce Delta Blue Wing Knights  ||  ||  ||  ||  ||
|-
|G1 Jockey 3 2003  ||  ||  ||  ||  ||
|-
|Winning Post 6  ||  ||  ||  ||  ||
|-
|Winning Post 7  ||  ||  ||  ||  ||
|-
|G1 Jockey 4  ||  ||  ||  ||  ||
|-
|G1 Jockey 4 2006  ||  ||  ||  ||  ||
|-
|Winning Post 6: 2005 Nendoban  ||  ||  ||  ||  ||
|-
|G1 Jockey 3 2005 Nendoban  ||  ||  ||  ||  ||
|-
|Winning Post 7 Maximum 2006 ||  ||  ||  ||  ||
|-
|Winning Post World  ||  ||  ||  ||  ||
|-
|Winning Post World 2010  ||  ||  ||  ||  ||
|-
|San Goku Shi 11 with Power-Up Kit ||  ||  ||  ||  ||
|-
|San Goku Shi 11  ||  ||  ||  ||  ||
|-
|San Goku Shi 10  ||  ||  ||  ||  ||
|-
|San Goku Shi 9 ||  ||  ||  ||  ||
|-
|San Goku Shi 8  ||  ||  || ||  ||
|-
|Nobunaga no Yabou: Kakushin with Power-Up Kit  ||  ||  ||  ||  ||
|-
|Nobunaga no Yabou: Soutensoku with Power-Up Kit  ||  ||  ||  ||  ||
|-
|Nobunaga no Yabou: Tenka Sousei with Power-Up Kit  ||  ||  ||  ||  ||
|-
|Kessen III  ||  ||  ||  ||  ||
|-
|Winback 2:Project Poseidon  ||  ||  ||  ||  ||
|-
|Pro Soccer Club o Tsukurou Europe Championship  ||  ||  ||  ||  ||
|-
|Winning Eleven Tactics: European Club Soccer  ||  ||  ||  ||  ||
|-}
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