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==Game CONFIG commands (notepad and worklog)==
==Game CONFIG commands (notepad and worklog)==
Moved to [[Talk:PS2_Emulation/PS2_Config_Commands]]
All info here related with commands needs to be moved to frontpage at some point
==XMB messages related with PS2 Emulation==
 
{{Boxcode|title=explore_category_sysconf.rco\Text\English.xml|code=<syntaxhighlight lang="xml">
===ps2_netemu command 0x1===
  <Text name="msg_ps_ps2_upconvert">PS/PS2 - Upscaler</Text>
There are some additional internal patches using CONFIG cmd id 0x01, using subs not available in 0x3B list
  <Text name="msg_ps_upconvert">PS - Upscaler</Text>
  condition: 0xBBB5F800, 0x3B949C00, 0x42133A90
  setting:
<Text name="msg_ps_ps2_smoothing">PS/PS2 - Smoothing</Text>
  0x18E1F0, sub_4670C (4.70)
<Text name="msg_ps_smoothing">PS - Smoothing</Text>
  0x348EC8, sub_44338 (4.70)
<Text name="msg_ps_ps2_smoothing_explanation">Reduces the roughness of the displayed image.</Text>
 
</syntaxhighlight>}}
====Function Mapping====
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


{{Boxcode|title=game_ext_plugin.rco\Text\English.xml|code=<syntaxhighlight lang="xml">
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
<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">
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)
<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===
*funct_offset_table location by ps2_netemu versions:
**Table v1 (the table contains the same data)
***Firmware:370-374 offset:0x897ED8 length:0x1C8
**Table v2 (the table contains the same data)
***Firmware:400-401 offset:0x8970E8 length:0x1C8
**Table v3 (the table contains the same data)
***Firmware:410-411 offset:0x8971E8 length:0x1C8
***Firmware:420-425 offset:0x8972F8 length:0x1C8
**Table v4
***Firmwares 4.30 up to 4.76 was not tested (if someone wants to add this info do it here)
**Table vX (latest)
***Firmware:478-488 offset:0x8063f8 length:0x1E0


Method (on Firmware 3.55, without! Cobra-USB Dongle or Downgrade) for all consoles (fat & slim).
Example from ps2_netemu.self 4.88
<pre>
Offset(h) 00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F


  1. Replace following files on your consoles /dev_flash/
008063F0                          00 00 00 00 00 04 2F 70          ....../p
    with the ones included in this archive
00806400 00 00 00 00 00 04 30 34 00 00 00 00 00 04 47 C0  ......04......GÀ
    p3dwik-ps2compatfiles.rar
00806410  00 00 00 00 00 04 46 E0 00 00 00 00 00 04 33 84  ......Fà......3„
  2. Get into Factory Service Mode (FSM Tool/Dongle)
00806420  00 00 00 00 00 04 74 5C 00 00 00 00 00 04 6D 20  ......t\......m
  3. Insert your Original PS2 Game Disc
00806430  00 00 00 00 00 04 7C 1C 00 00 00 00 00 04 31 00  ......|.......1.
  4. It will run.
00806440  00 00 00 00 00 04 31 D8 00 00 00 00 00 04 34 48  ......1Ø......4H
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
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
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.
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
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
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.
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
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.
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$
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€
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´
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......
008065D0 00 00 00 00 00 04 3F AC                          ......?¬
</pre>


Note: Backups wont work. You're getting the compatibility of the 2.60 software emulator with all of its bugs.
{| class="wikitable" style="float:left; font-size:xx-small; line-height:100%; margin:5px"
 
! colspan="5" | netemu 0x01 !! gxemu 0x00 !! softemu 0x00
Download: [http://www.sendspace.com/file/bm9z9v p3dwik-ps2compatfiles.rar]<br>
|-
Possible compatibility Lists:
! [[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]]
* http://tortuga-cove.com/forums/viewtopic.php?f=57&t=530
|-
* [[Talk:Emulation#PS2.2FPStwo]]
! funct_id !! funct_offset !! funct_offset !! funct_offset !! funct_offset !! funct_offset !! funct_offset
 
|-
 
| 0x00 || 0x46720 || 0x42E00 || 0x42EB8 || 0x42F70 || 0x36B40 || 0x2FEF0
====boot_ps2====
|-
http://foxbrew.org/ps3/otheros-utils/boot_ps2.git <br />
| 0x01 || 0x42DB0 || 0x42EC4 || 0x42F7C || 0x43034 || 0x35FB0 || 0x31E38
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 />
| 0x02 || 0x44394 || 0x4456C || 0x44560 || 0x447C0 || 0x34068 || 0x30220
 
|-
any chance of having this package resigned for 4.21 cfw? might be useful to see if it'll boot ps2_netemu.self LPAR.
| 0x03 || 0x442B4 || 0x4448C || 0x44480 || 0x446E0 || 0x34144 || 0x302FC
 
|-
(can boot ps2lpar, but also petitboot if otheros installed! 50:50 chance)
| 0x04 || 0x43100 || 0x43214 || 0x432CC || 0x43384 || 0x33F98 ? || 0x30150
|-
| 0x05 || 0x46A90 || 0x46DB4 || 0x47184 || 0x4745C || 0x36CF8 || 0x31D08
|-
| 0x06 || 0x46D64 || 0x46AE0 || 0x46934 || 0x46D20 || 0x34224 || 0x303DC
|-
| 0x07 || 0x47134 || 0x47154 || 0x47524 || 0x47C1C || 0x37850 ||
|-
| 0x08 || 0x42E7C || 0x42F90 || 0x43048 || 0x43100 || 0x33DFC<!--0x33E00 ? (old)--> || 0x2FFB4
|-
| 0x09 || 0x42F54 || 0x43068 || 0x43120 || 0x431D8 || 0x36C04 || 0x31C14
|-
| 0x0A || 0x431C4 || 0x432D8 || 0x43390 || 0x43448 || 0x36EF0 || 0x31FCC
|-
| 0x0B || 0x4329C || 0x433B0 || 0x43468 || 0x43520 || 0x34354 ||
|-
| 0x0C || 0x441BC || 0x44394 || 0x44388 || 0x445E8 || 0x34424 || 0x30518
|-
| 0x0D || 0x440E0 || 0x442B8 || 0x442AC || 0x4450C || 0x34520 ||
|-
| 0x0E || 0x44004 || 0x441DC || 0x441D0 || 0x44430 || 0x345FC || 0x306F0
|-
| 0x0F || 0x43E28 || 0x44000 || 0x43FF4 || 0x44254 || 0x365F0 || 0x31124
|-
| 0x10 || 0x43D44 || 0x43F1C || 0x43F10 || 0x44170 || 0x36510 || 0x31044
|-
| 0x11 || 0x43C64 || 0x43E3C || 0x43E30 || 0x4408C || 0x36430 || 0x30F64
|-
| 0x12 || 0x45CD4 || 0x45EAC || 0x46EA0 || 0x460FC || 0x34DD0<!--0x366C4 ? (old)--> || 0x311F8<!--0x30C28 ? (old)-->
|-
| 0x13 || 0x469C0 || 0x43474 || 0x46864 || 0x435E4 || 0x366C4 || 0x30C28
|-
| 0x14 || 0x4777C || 0x4779C || 0x478CC || 0x47FC4 || 0x34EDC || 0x31304
|-
| 0x15 || 0x455F0 || 0x457C8 || 0x457BC || 0x45A1C || 0x3795C || 0x327B4
|-
| 0x16 || 0x45164 || 0x4533C || 0x45330 || 0x45590 || 0x3521C || 0x31580
|-
| 0x17 || 0x468C8 || 0x469DC || 0x4676C || 0x46ADC || 0x347D0 || 0x308C4
|-
| 0x18 || 0x45B80 || 0x45D58 || 0x45D48 || 0x45FA8 || 0x35300<!--0x373FC ? (old)--> || 0x31664
|-
| 0x19 || 0x4706C || 0x46FC0 || 0x4745C || 0x47A88 || 0x36E28 || 0x31F04
|-
| 0x1A || 0x45844 || 0x45A1C || 0x45A0C || 0x45C6C || 0x37614 || 0x325B4
|}


[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.
{| class="wikitable" style="float:left; font-size:xx-small; line-height:100%; margin:5px"
 
! colspan="5" | netemu 0x01 !! gxemu 0x00 !! softemu 0x00
=== Enable Playstation 2 on non BC's===
|-
 
! [[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]]
[[http://www.ps3devwiki.com/index.php?title=Emulation#Getting_Playstation_2_Software_Emulator_working Getting Playstation 2 Software Emulator working]]
|-
 
! funct_id !! funct_offset !! funct_offset !! funct_offset !! funct_offset !! funct_offset !! funct_offset
[[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>
|-{{cellcolors|#ddddff}}
 
| 0x1B || 0x45094 || 0x4526C || 0x45260 || 0x454C0 || 0x35434 || 0x31798
==== Service Mode in relation to PS2 emulation tests ====
|-{{cellcolors|#ddddff}}
* 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).
| 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 ||
|-
| 0x2C || 0x465D0 || 0x464B4 || 0x46D28 || 0x47114 || 0x36FC8 ||
|-
| 0x2D || 0x47384 || 0x473A4 || 0x46BB0 || 0x46F9C || 0x3607C ||
|-
| 0x2E || 0x47234 || 0x47254 || 0x46A38 || 0x46E24 ||  ||
|-
| 0x2F || 0x45500 || 0x456D8 || 0x456CC || 0x4592C || 0x34A70 ||
|-
| 0x30 || 0x4541C || 0x455F4 || 0x455E8 || 0x45848 || 0x34B48 ||
|-
| 0x31 || 0x45338 || 0x45510 || 0x45504 || 0x45764 || 0x34C20 ||
|-
| 0x32 || 0x45254 || 0x4542C || 0x45420 || 0x45680 || 0x34CF8 ||
|-
| 0x33 || 0x46E74 || 0x46EB8 || 0x47288 || 0x47560 || 0x37714 ||
|-
| 0x34 || {{cellcolors|#CC5555}} 0x00000 || {{cellcolors|#CC5555}} 0x00000 || {{cellcolors|#CC5555}} 0x00000 || {{cellcolors|#CC5555}} 0x00000 ||  ||
|-
| 0x35 || 0x45DF0 || 0x45FC8 || 0x46274 || 0x46218 ||  ||
|-
| 0x36 || 0x4336C || 0x43544 || 0x43538 || 0x436B4 ||  ||
|-
| 0x37 || 0x474E0 || 0x47500 || 0x47630 || 0x47D28 ||  ||
|-
| 0x38 || 0x46BA0 || 0x46BF0 || 0x46FC0 || 0x47298 ||  ||
|-
| 0x39 || {{no}} || {{no}} || {{no}} || 0x47674 ||  ||
|-
| 0x3A || {{no}} || {{no}} || {{no}} || 0x46BD4 ||  ||
|-
| 0x3B || {{no}} || {{no}} || {{no}} || 0x43FAC ||  ||
|}{{clear}}
 
====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)


* Service Mode also resets user presets like disc autoboot, so it needs to be disabled again if needed.
====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)


* Any made Virtual Memory Cards previously will be removed and you will have no access to them, nor be able to create one.
====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)


* 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)
===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


* As a workaround for above wireless controller issue, you can use an USB2PS2 converter and connect an old PS2 / Dualshock2 controller.
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


==== tests on 2000 series PS3 Slim ====
And find
Testplatform:
  E9 42 8C 20 3C 00 00 01 60 00 72 80 E9 2A 00 00
SKU: 2000 series slim (minver 2.70)
replace
Firmware: 3.55 'Rogero 3.4' mmap114+peek/poke but no SS-patches
  4E 80 00 20 3C 00 00 01 60 00 72 80 E9 2A 00 00
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
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)


* 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)
===ps2_netemu command 0x0B===


* 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)
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)


* 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).
===ps2_netemu command 0x0C===


* 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).
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)


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].
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.
Perhaps hardswapping out all the dev_flash ps2 emu files for the same software only emulator would circumvent the 'incompatible title' message.


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.


==== Second test: FW 2.70/3.15 ====  
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>
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".
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
}


==== Third test: FW 3.55 OtherOS++22GB (with SS Patches) ====
* Netemu does crash when the first param is set to 0x2.--[[User:Agrippa|Agrippa]] ([[User talk:Agrippa|talk]]) 21:03, 7 July 2023 (CEST)
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.
** 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


===== 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:
type 1: (Syphon Filter The Omega Strain )
* Half-Life
*0x48  | ptr to 1st value *0x2A4 (0x15F)
* Hulk
*0x50  | count of type values
* Medal of Honor: Frontline
These have minor issues listed (but should still play):
* Silent Hill 3
* Second Sight


==== tests on CECHC04 (partial BC) ====
        (0x18990031 >> 0xC) & 0xFFFF0 = 0x18990
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.'')
        (0x18B60032 >> 0xC) & 0xFFFF0 = 0x18B60


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.
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)


no disc icon:
====type 2====
* Medal of Honor: Rising Sun
* Half-Life


disc icon:
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.
* Hulk
* Second Sight
* Silent Hill 3


==== Renaming ps2_netemu to ps2_emu ====
<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


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.
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)


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)
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====


==== PS2 on non BC HW - Tests ====
<pre>
Example Primal
*0x11B4| counter
*0x11B8| -1 -> 0x399B60?
*0x11BC| 0 -> 0x399B60?
*0x11C0| ptr to *0x2C4 values
*0x11C4| count (2)


{| class="wikitable sortable"
r11 = r0 & 0xFFFFFFF = 0x10399B60 & 0xFFFFFFF = 0x399B60
|-
0x10399C18 & 0xFFFFFFF = 0x399C18
! rowspan="2" | Title !! rowspan="2" | DiscID !! colspan="2" | Disc Icon !! colspan="3" | ps2_softemu !! rowspan="2" | Remarks
 
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;"  
|-
|-
! <abbr title="Normal Mode">Normal</abbr> !! <abbr title="Factory Service Mode">FSM</abbr> !! 2.50 !! 2.60 !! 2.70
! Opcode || Info
|-
|-
| Action Replay MAX || SCED54409 ||  || {{ps2cd}} ||  ||  || {{no}} ||
|r5900 CACHE BXLBT ||  Unsupported, store 0 on COP0 TagLo and TagHi
|-
|-
| Battlefield 2 Modern Combat || SLES53729 ||  || {{ps2dvd}} ||  ||  || {{no}} ||
|r5900 CACHE DXLDT ||  Unsupported, store 0 on COP0 TagLo
|-
|-
| Constantine || SLES52872 ||  || {{ps2dvd}} ||  ||  || {{no}} ||  
|r5900 CACHE DXLTG || Unsupported, store 0 on COP0 TagLo
|-
|-
| Demo Disc 3-073-543-11 || PBPX95514 ||  || {{ps2dvd}} ||  ||  || {{no}} ||
|r5900 CACHE IXLDT ||  Unsupported, store 0 on COP0 TagLo
|-
|-
| EyeToy Play || SCES51513 ||  || {{ps2dvd}} ||  ||  || {{no}} ||
|r5900 CACHE IXLTG ||  Supported, cmd 0x21 (0,1) skip function and store 0 on COP0 TagLo
|-
|-
| EyeToy Play 2 || SCES52748 ||  || {{ps2dvd}} ||  ||  || {{no}} ||  
|r5900 CACHE DXWBIN || Not supported at all, empty function.
|-
|-
| EyeToy Play 3 || SLES53315 || || {{ps2dvd}} ||  ||  || {{no}} ||
|r5900 CACHE DXIN ||  Not supported at all, empty function.
|-
|-
| Freedom Fighters || SLES51467 ||  || {{ps2dvd}} ||  ||  || {{no}} ||  
|r5900 CACHE DHWBIN || Not supported at all, empty function.
|-
|-
| Ghost in the Shell Standalone Complex || SLES53020 || || {{ps2dvd}} ||  ||  || {{no}} ||
|r5900 CACHE DHIN ||  Not supported at all, empty function.
|-
|-
| GoldenEye Rogue Agent || SLES52974 ||  || {{ps2dvd}} ||  ||  || {{no}} ||  
|r5900 CACHE DHWOIN || Not supported at all, empty function.
|-
|-
| Guerrilla Strike || SLES53344 || || {{ps2cd}} ||  ||  || {{no}} ||
|r5900 CACHE IHIN ||  Full support, cmd 0x21 (0,1) change path of that opcode, 0x03 practically skip whole op.
|-
|-
| Gunfighter 2 Revenge of Jessy James || SLES51289 || || {{ps2cd}} ||  ||  || {{no}} ||
|r5900 CACHE IXIN ||  Full support, cmd 0x21 (0,1) change path of that opcode, 0x03 practically skip whole op.
|-
|-
| Half Life || SLES50504 ||  ||  {{ps2cd}} ||  ||  || {{no}} ||
|r5900 CACHE misc  ||  Do something, but function is little bit complicated to tell for now that it is something that make sense.
|-
|}
| HDLoader || - || || {{ps2cd}} ||  ||  || {{no}} ||
--[[User:Kozarovv|Kozarovv]] ([[User talk:Kozarovv|talk]]) 21:03, 1 October 2022 (UTC)
|-
 
| International Golf Pro || SLES52349 ||  || {{ps2cd}} ||  || || {{no}} ||  
Example of recompiled code with enabled cache emulation: https://pastebin.com/sDwc1MLX
|-
* Every operation with r15 and following r7/r8 loads, compares, and cr operations will be skipped by emitter with 0x21 --> 0
| Jet Ion GP || SLES50544 || || {{ps2cd}} ||  ||  || {{no}} ||  
* 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.
| killer7 || SLES53366 ||  || {{ps2dvd}} ||  ||  || {{no}} ||
* 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.
| Kya Dark Lineage || SLES51473 ||  || {{ps2dvd}} ||  ||  || {{no}} ||  
* 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)
| London Racer Destruction Madness || SLES53654 ||  || {{ps2cd}} ||  ||  || {{no}} ||  
* 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)
| London Racer Police Madness || SLES53536 ||  || {{ps2cd}} ||  ||  || {{no}} ||
*** 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)
| Manhunt || SLES52023 || || {{ps2dvd}} || || || {{no}} ||
 
|-
===ps2_netemu command 0x22===
| Max Play - 10 Classic Retro Games || - || || {{ps2cd}} || || || {{no}} ||
Weird command. Sets something 1 (CDVD/MECHA), but seems to never use it.
|-
 
| Medal of Honor European Assault || SLES53332 || || {{ps2dvd}} || || || {{no}} ||
===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.
| Medal of Honor Frontline || SLES50684 ||  || {{ps2dvd}} ||  ||  || {{no}} ||  
 
|-
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).
| Medal of Honor Rising Sun || SLES51873 || || {{ps2dvd}} || || || {{no}} ||
 
|-
===ps2_netemu command 0x2A===
| Medal of Honor Vanguard || SLES54683 || || {{ps2dvd}} || || || {{no}} ||
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)
| Men in Black II Alien Escape || SLES50789 || || {{ps2dvd}} || || || {{no}} ||
** 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)
|-
 
| Network Access Disc || SCES51578 || || {{ps2dvd}} || || || {{no}} ||
===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.
| OPM #66 || SCED54409 || || {{ps2dvd}} || || || {{no}} ||
* this (like most "mecha" commands) is messing with timing.
|-
  lwz      r0, 0x2C(r31)          # cmd_0x2E
| OPM #67 || SCED54410 || || {{ps2dvd}} || || || {{no}} ||
cmpwi    cr7, r0, 0
|-
  beq      cr7, cdvd_error_1349B4 # skip cdvd error if cmd not 0.
| OPM #68 || SCED54412 || || {{ps2dvd}} || || || {{no}} ||
nop
|-
| OPM #69 || SCED54413 || || {{ps2dvd}} || || || {{no}} ||
  loc_134988:
|-
  mftb      r9
| OPM #70 || SCED54415 || || {{ps2dvd}} || || || {{no}} ||
  cmpwi    cr7, r9, 0
|-
beq      cr7, loc_134988        # Loop until timebase is not 0
| OPM #72 || SCED54417 || || {{ps2dvd}} || || || {{no}} ||
clrldi    r0, r0, 32
|-
add      r0, r0, r9
| OPM #73 || SCED54418 || || {{ps2dvd}} || || || {{no}} ||
li        r9, 5
|-
  std      r0, 0x20(r31)          # cmd_0x2E + timebase
| OPM #74 || SCED55113 || || {{ps2dvd}} || || || {{no}} ||
  stw      r9, 0(r31)
|-
  b        end_134844
| OPM #75 || SCED55114 || || {{ps2dvd}} || || || {{no}} ||
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)
|-
 
| OPM #77 || SCED55117 || || {{ps2dvd}} || || || {{no}} ||
===ps2_gxemu command 0x19===
|-
Command disable reads/writes to selected IOP HW registers. Disabled regs are:
| OPM #79 || SCED55119 || || {{ps2dvd}} || || || {{no}} ||
 
|-
* 0x10000000 - 0x10003FFF (DEV9/SPEED/ATA/SMAP)
| Perfect Ace Pro Tournament Tennis || SLES51735 || || {{ps2cd}} || || || {{no}} ||
* 0x1F801460 - 0x1F80147F (Unknown)
|-
 
| Prisoner of War || SLES50397 || || {{ps2dvd}} || || || {{no}} ||
Command is auto applied to titles listed here (duplicates are really there in emu too):
|-
    Hash          ID                Name
| Ratchet & Clank 3 || SCES52456 || || {{ps2dvd}} || || || {{no}} ||
  0x0CD1298155 SLES_540.13 World Snooker Championship 2007
|-
0x12C93199A5  SLES_518.40  NHL Hitz Pro
| Red Baron || SLES53434 || || {{ps2cd}} || || || {{no}} ||
  0x15C93199AD  SLES_549.13  Pro Evolution Soccer 2008
|-
0x24D92589A5 SLUS_211.86 NBA Ballers - Phenom
| SAS Anti-terror Force || SLES53435 || || {{ps2cd}} || || || {{no}} ||
0x2CD12D8125  SLUS_212.35  MLB 2K6
|-
0x34C9359935  SLUS_211.38  X-Men Legends II - Rise of Apocalypse
| Second Sight || SLES52670 || || {{ps2dvd}} || || || {{no}} ||
  0x34C93599E5 SLUS_211.28 Blitz - The League
|-
0x34C93599E5  SLUS_211.28  Blitz - The League
| Seek and Destroy || SLES51603 || || {{ps2cd}} || || || {{no}} ||
0x449961C9E5  SLES_542.10  NBA 2K7
|-
  0x4C9169C1CD SLES_542.46 FIFA '07
| Silent Hill 3 || SLES51434 || || {{ps2dvd}} || {{yes}} || || {{no}} ||
  0x4C9169C1D5 SLES_542.45 NHL '07
|-
0x4C9169C1DD  SLES_542.44  FIFA '07
| Socom US Navy SEALs || SCES50928 || || {{ps2dvd}} || || || {{no}} ||
0x4C9169C1E5  SLES_542.43  FIFA '07
|-
0x4C9169C1F5  SLES_542.41  FIFA '07
| Socom II US Navy SEALs || SCES51904 || || {{ps2dvd}} || || || {{no}} ||
  0x4C9169C1FD SLES_542.40 FIFA '07
|-
0x4CB14DE12D  SLUS_213.74  Marvel - Ultimate Alliance
| Socom 3 US Navy SEALs || SCES53300 || || {{ps2dvd}} || || || {{no}} ||
0x54A955F915  SLUS_212.74  Outrun 2006 - Coast 2 Coas
|-
  0x5CA15DF165  SLUS_213.01  World Series of Poker
| Socom US Navy SEALs Combined Assault || SCES54477 || || {{ps2dvd}} || || || {{no}} ||
0x5CA15DF1FD SLUS_212.86 WWE SmackDown! vs RAW 2006
|-
0x5CA15DF1FD  SLUS_212.86  WWE SmackDown! vs RAW 2006
| Swap Magic 3 plus (PAL version 3.6) CD || SCED54409 || || {{no}} || - || || {{no}} ||
  0x649965C94D SLUS_214.63 Tom Clancy's Ghost Recon 2
|-
0x649965C955  SLUS_214.60  NBA Live '07
| Swap Magic 3 plus (PAL version 3.6) DVD || SCED54409 || || {{ps2dvd}} || {{yes}} ||  || {{no}} ||
  0x649965C95D  SLUS_214.61  NASCAR '07
|-
0x649965C965 SLUS_214.58 NHL '07
| Tenchu Wrath of Heaven || SLES50679 || || {{ps2dvd}} ||  ||  || {{no}} ||
0x649965C96D  SLUS_214.59  NCAA Football '07
|-
  0x6BB149E15D SLES_531.04 Tom Clancy's Rainbow Six - Lockdown
| Terminator 3 Rise of the Machines || SLES52152 || || {{ps2dvd}} || ||  || {{no}} ||
0x6C916DC165  SLUS_214.91  World Series of Poker - Tournament of Champions
|-
  0x6C916DC1A5 SLUS_214.83 Tiger Woods PGA Tour '07
| The Great Escape || SLES51315 || || {{ps2dvd}} || || || {{no}} ||
0x6C916DC1AD  SLUS_214.82  NFL Street 3
|-
  0x6C916DC1B5 SLUS_214.81 NCAA March Madness '07
| The Hulk || SLES51508 ||  || {{ps2dvd}} || {{yes}} ||  || {{no}} ||
0x6C916DC1D5  SLUS_214.77  Madden NFL '07 [Hall of Fame Edition]
|-
0x6C916DC1DD  SLUS_214.76  Madden NFL '07
| The Matrix Path of Neo || SLES53799 || || {{ps2dvd}} ||  ||  || {{no}} ||
0x748975D9DD  SLUS_213.83  Fight Night - Round 3
|-
  0x7C817DD125  SLUS_214.33  FIFA Soccer '07
| The Plan || SLES53965 || || {{ps2cd}} || || || {{no}} ||
  0x7C817DD165 SLUS_214.25  NHL 2K7
|-
0x7C817DD16D  SLUS_214.24  NBA 2K7
| Time Crisis 3 || SCES51844 ||  || {{ps2dvd}} ||  ||  || {{no}} ||
0x7C817DD175  SLUS_214.27  WWE SmackDown! vs RAW 2007
|-
  0x7C817DD1CD SLUS_214.12 World Championship Poker featuring Howard Lederer - All-In
| Tom Clancy's Ghost Recon || SLES51181 ||  || {{ps2dvd}} ||  ||  || {{no}} ||
0x84798529BD  SLUS_205.65  Champions of Norrath
|-
  0x8559A109AD uuunnnnnkkk  
| Tom Clancy's Rainbow Six 3 || SLES52288 ||  || {{ps2dvd}} ||  ||  || {{no}} ||
0x8579852915  SLUS_215.68  Arena Football - Road to Glory
|-
  0x8579852965 SLUS_215.82 MVP '07 - NCAA Baseball
| Tom Clancy's Splinter Cell || SLES51466 || || {{ps2dvd}} ||  ||  || {{no}} ||  
  0x8D51A90145 SLES_545.11 UEFA Champions League
|-
0x8D51A901B5  SLES_545.13  UEFA Champions League
| Tom Clancy's Splinter Cell Chaos Theory || SLES53007 ||  || {{ps2dvd}} ||  ||  || {{no}} ||
  0x8D51A901BD SLES_545.12 UEFA Champions League
|-
  0x8D718D21BD  SLUS_216.20  NCAA Football '08
| Tom Clancy's Splinter Cell Pandora Tomorrow || SLES52149 || || {{ps2dvd}} || || || {{no}} ||
0x9C619D31E5  SLUS_205.41  NBA Ballers
|-
  0x9D41B911AD SLES_544.48  World Series of Poker - Tournament of Champions
| Trapt || SLES53824 || || {{ps2dvd}} ||  ||  || {{no}} ||
  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]]


==== Tests on NON-BC CECHP01/NTSC-U (Firmware 2.60/boot_ps2.pkg) ====
* Without Factory Service Mode : gives "Incompatible Data" when inserting PS2 disc
<br>
<br>Amplitude - Intro prompts are completely glitched, unresponsive to controller input.
<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.
<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.


-- Moose
* 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)


Comparative listings: http://tortuga-cove.com/forums/viewtopic.php?f=57&t=530
* 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)


==Hidden/Inaccessible menu in ps2_emu==
* 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.


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


==Crazy Taxi check==
==== Second test: FW 2.70/3.15 ====
Emulators ps2_netemu, and ps2_gxemu (maybe others too), after calculating game hash perform compare check to 0x2BD12D81ED.
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".
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.
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.  
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.


==CDVD Commands==
==== Third test: FW 3.55 OtherOS++22GB (with SS Patches) ====  
===Netemu===
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.
<pre>
4.75 and up.


Supported CDVD N Commands:


opd_ptr  num  name
===== considering titles to test =====
0x934AB0 0x00: N_CD_NOP
* http://en.wikipedia.org/wiki/List_of_PlayStation_3_backward_compatible_PlayStation_2_and_PlayStation_games
0x934AB8 0x01: N_CD_RESET
* http://tortuga-cove.com/forums/viewtopic.php?f=57&t=530
0x934AC0 0x02: N_CD_STANDBY
* http://us.playstation.com/support/compatiblestatus/index.htm
0x934AC8 0x03: N_CD_STOP
 
0x934AD0 0x04: N_CD_PAUSE
These have no listed issues:
0x934AD8 0x05: N_CD_SEEK
* Half-Life
0x934AE0 0x06: N_CD_READ
* Hulk
0x934AE8 0x07: N_CD_READ_CDDA
* Medal of Honor: Frontline
0x934AF0 0x08: N_DVD_READ
These have minor issues listed (but should still play):
0x934AF8 0x09: N_CD_GET_TOC
* Silent Hill 3
0x934B00 0x0A: N_CMD_A                      panic
* Second Sight
0x934B08 0x0B: N_CMD_B                      panic
 
0x934B10 0x0C: N_CD_READ_KEY
==== tests on CECHC04 (partial BC) ====
0x934B18 0x0D: N_CMD_D                      panic
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.'')
any command above 0x0D                      panic
 
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.


Supported CDVD S Commands:
no disc icon:
* Medal of Honor: Rising Sun
* Half-Life


opd_ptr  num  name
disc icon:
0x934B20 0x00: SCMD_Return_0
* Hulk
0x934B28 0x01: SCMD_GetDiscType            panic
* Second Sight
0x934B30 0x02: SCMD_CdReadSubQ              panic
* Silent Hill 3
0x934B38 0x03: SCMD_Mecacon_command        (support 0x00, 0x01 ,0x30, 0x45 sub cmds)
 
0x934B40 0x04: SCMD_0x04                    panic
==== Renaming ps2_netemu to ps2_emu ====
0x934B48 0x05: SCMD_CdTrayReqState
 
0x934B50 0x06: SCMD_CdTrayCtrl
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.
0x934B58 0x07: SCMD_0x07                    panic
 
0x934B60 0x08: SCMD_CdReadRTC
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)
0x934B68 0x09: SCMD_sceCdWriteRTC
 
0x934B70 0x0A: SCMD_sceCdReadNVM            panic
 
0x934B78 0x0B: SCMD_sceCdWriteNVM          panic
==== PS2 on non BC HW - Tests ====
0x934B80 0x0C: SCMD_0x0C                    panic
 
0x934B88 0x0D: SCMD_0x0D                    panic
{| class="wikitable sortable"
0x934B90 0x0E: SCMD_0x0E                    panic
|-
0x934B98 0x0F: SCMD_sceCdPowerOff
! rowspan="2" | Title !! rowspan="2" | DiscID !! colspan="2" | Disc Icon !! colspan="3" | ps2_softemu !! rowspan="2" | Remarks
0x934BA0 0x10: SCMD_0x10                    panic
|-
0x934BA8 0x11: SCMD_0x11                    panic
! <abbr title="Normal Mode">Normal</abbr> !! <abbr title="Factory Service Mode">FSM</abbr> !! 2.50 !! 2.60 !! 2.70
0x934BB0 0x12: SCMD_sceCdReadILinkId        return zeroed iLinkId
|-
0x934BB8 0x13: SCMD_sceCdWriteILinkID      panic
| Action Replay MAX || SCED54409 ||  || {{ps2cd}} ||  ||  || {{no}} ||
0x934BC0 0x14: SCMD_CdCtrlAudioDigitalOut  panic
|-
0x934BC8 0x15: SCMD_sceCdForbidDVDP
| Battlefield 2 Modern Combat || SLES53729 ||  || {{ps2dvd}} ||  ||  || {{no}} ||
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..)
| Constantine || SLES52872 ||  || {{ps2dvd}} ||  ||  || {{no}} ||
0x934BE0 0x18: SCMD_CdWriteModelNumber      panic
|-
0x934BE8 0x19: SCMD_0x19                    panic
| Demo Disc 3-073-543-11 || PBPX95514 ||  || {{ps2dvd}} ||  ||  || {{no}} ||
0x934BF0 0x1A: SCMD_sceCdBootCertify
|-
0x934BF8 0x1B: SCMD_sceCdCancelPOffRdy
| EyeToy Play || SCES51513 ||  || {{ps2dvd}} ||  ||  || {{no}} ||
0x934C00 0x1C: SCMD_sceCdBlueLEDCtl
|-
0x934C08 0x1D: SCMD_cdvdman_call116
| EyeToy Play 2 || SCES52748 ||  || {{ps2dvd}} ||  ||  || {{no}} ||
0x934C10 0x1E: SCMD_sceRemote2Read
|-
0x934C18 0x1F: SCMD_sceRemote2_7
| EyeToy Play 3 || SLES53315 ||  || {{ps2dvd}} ||  ||  || {{no}} ||
0x934C20 0x20: SCMD_Return_0
|-
0x934C28 0x21: SCMD_Return_0
| Freedom Fighters || SLES51467 ||  || {{ps2dvd}} ||  ||  || {{no}} ||
0x934C30 0x22: SCMD_Return_0
|-
0x934C38 0x23: SCMD_Return_0
| Ghost in the Shell Standalone Complex || SLES53020 ||  || {{ps2dvd}} ||  ||  || {{no}} ||
0x934C40 0x24: SCMD_Return_0
|-
0x934C48 0x25: SCMD_Return_0
| GoldenEye Rogue Agent || SLES52974 ||  || {{ps2dvd}} ||  ||  || {{no}} ||
0x934C50 0x26: SCMD_Return_0
|-
0x934C58 0x27: SCMD_Return_0
| Guerrilla Strike || SLES53344 ||  || {{ps2cd}} ||  ||  || {{no}} ||
0x934C60 0x28: SCMD_Return_0
|-
0x934C68 0x29: SCMD_sceCdNoticeGameStart    panic
| Gunfighter 2 Revenge of Jessy James || SLES51289 ||  || {{ps2cd}} ||  ||  || {{no}} ||
0x934C70 0x2A: SCMD_Return_0
|-
0x934C78 0x2B: SCMD_Return_0
| Half Life || SLES50504 ||  ||  {{ps2cd}} ||  ||  || {{no}} ||
0x934C80 0x2C: SCMD_Return_0
|-
0x934C88 0x2D: SCMD_Return_0
| HDLoader || - ||  || {{ps2cd}} ||  ||  || {{no}} ||
0x934C90 0x2E: SCMD_Return_0
|-
0x934C98 0x2F: SCMD_Return_0
| International Golf Pro || SLES52349 ||  || {{ps2cd}} ||  ||  || {{no}} ||
0x934CA0 0x30: SCMD_Return_0
|-
0x934CA8 0x31: SCMD_Return_0
| Jet Ion GP || SLES50544 ||  || {{ps2cd}} ||  ||  || {{no}} ||
0x934CB0 0x32: SCMD_Return_0
|-
0x934CB8 0x33: SCMD_Return_0
| killer7 || SLES53366 ||  || {{ps2dvd}} ||  ||  || {{no}} ||
0x934CC0 0x34: SCMD_Return_0
|-
0x934CC8 0x35: SCMD_Return_0
| Kya Dark Lineage || SLES51473 ||  || {{ps2dvd}} ||  ||  || {{no}} ||
0x934CD0 0x36: SCMD_Return_0
|-
0x934CD8 0x37: SCMD_Return_0
| London Racer Destruction Madness || SLES53654 ||  || {{ps2cd}} ||  ||  || {{no}} ||
0x934CE0 0x38: SCMD_Return_0
|-
0x934CE8 0x39: SCMD_Return_0
| London Racer Police Madness || SLES53536 ||  || {{ps2cd}} ||  ||  || {{no}} ||
0x934CF0 0x3A: SCMD_Return_0
|-
0x934CF8 0x3B: SCMD_Return_0
| Manhunt || SLES52023 ||  || {{ps2dvd}} ||  ||  || {{no}} ||
0x934D00 0x3C: SCMD_Return_0
|-
0x934D08 0x3D: SCMD_Return_0
| Max Play - 10 Classic Retro Games || - ||  || {{ps2cd}} ||  ||  || {{no}} ||
0x934D10 0x3E: SCMD_Return_0
|-
0x934D18 0x3F: SCMD_Return_0
| Medal of Honor European Assault || SLES53332 ||  || {{ps2dvd}} ||  ||  || {{no}} ||
0x934D20 0x40: SCMD_CdOpenConfig
|-
0x934D28 0x41: SCMD_CdReadConfig
| Medal of Honor Frontline || SLES50684 ||  || {{ps2dvd}} ||  ||  || {{no}} ||
0x934D30 0x42: SCMD_CdWriteConfig
|-
0x934D38 0x43: SCMD_CdCloseConfig
| Medal of Honor Rising Sun || SLES51873 ||  || {{ps2dvd}} ||  ||  || {{no}} ||
0x934D40 0x44: SCMD_Return_0
|-
0x934D48 0x45: SCMD_Return_0
| Medal of Honor Vanguard || SLES54683 ||  || {{ps2dvd}} ||  ||  || {{no}} ||
0x934D50 0x46: SCMD_Return_0
|-
0x934D58 0x47: SCMD_Return_0
| Men in Black II Alien Escape || SLES50789 ||  || {{ps2dvd}} ||  ||  || {{no}} ||
0x934D60 0x48: SCMD_Return_0
|-
0x934D68 0x49: SCMD_Return_0
| Network Access Disc || SCES51578 ||  || {{ps2dvd}} ||  ||  || {{no}} ||
0x934D70 0x4A: SCMD_Return_0
|-
0x934D78 0x4B: SCMD_Return_0
| OPM #66 || SCED54409 ||  || {{ps2dvd}} ||  ||  || {{no}} ||
0x934D80 0x4C: SCMD_Return_0
|-
0x934D88 0x4D: SCMD_Return_0
| OPM #67 || SCED54410 ||  || {{ps2dvd}} ||  ||  || {{no}} ||
0x934D90 0x4E: SCMD_Return_0
|-
0x934D98 0x4F: SCMD_Return_0
| OPM #68 || SCED54412 ||  || {{ps2dvd}} ||  ||  || {{no}} ||
0x934DA0 0x50: SCMD_Return_0
|-
0x934DA8 0x51: SCMD_Return_0
| OPM #69 || SCED54413 ||  || {{ps2dvd}} ||  ||  || {{no}} ||
0x934DB0 0x52: SCMD_Return_0
|-
0x934DB8 0x53: SCMD_Return_0
| OPM #70 || SCED54415 ||  || {{ps2dvd}} ||  ||  || {{no}} ||
0x934DC0 0x54: SCMD_Return_0
|-
0x934DC8 0x55: SCMD_Return_0
| OPM #72 || SCED54417 ||  || {{ps2dvd}} ||  ||  || {{no}} ||
0x934DD0 0x56: SCMD_Return_0
|-
0x934DD8 0x57: SCMD_Return_0
| OPM #73 || SCED54418 ||  || {{ps2dvd}} ||  ||  || {{no}} ||
0x934DE0 0x58: SCMD_Return_0
|-
0x934DE8 0x59: SCMD_Return_0
| OPM #74 || SCED55113 ||  || {{ps2dvd}} ||  ||  || {{no}} ||
0x934DF0 0x5A: SCMD_Return_0
|-
0x934DF8 0x5B: SCMD_Return_0
| OPM #75 || SCED55114 ||  || {{ps2dvd}} ||  ||  || {{no}} ||
0x934E00 0x5C: SCMD_Return_0
|-
0x934E08 0x5D: SCMD_Return_0
| OPM #77 || SCED55117 ||  || {{ps2dvd}} ||  ||  || {{no}} ||
0x934E10 0x5E: SCMD_Return_0
|-
0x934E18 0x5F: SCMD_Return_0
| OPM #79 || SCED55119 ||  || {{ps2dvd}} ||  ||  || {{no}} ||
0x934E20 0x60: SCMD_Return_0
|-
0x934E28 0x61: SCMD_Return_0
| Perfect Ace Pro Tournament Tennis || SLES51735 ||  || {{ps2cd}} ||  ||  || {{no}} ||
0x934E30 0x62: SCMD_Return_0
|-
0x934E38 0x63: SCMD_Return_0
| Prisoner of War || SLES50397 ||  || {{ps2dvd}} ||  ||  || {{no}} ||
0x934E40 0x64: SCMD_Return_0
|-
0x934E48 0x65: SCMD_Return_0
| Ratchet & Clank 3 || SCES52456 ||  || {{ps2dvd}} ||  ||  || {{no}} ||
0x934E50 0x66: SCMD_Return_0
|-
0x934E58 0x67: SCMD_Return_0
| Red Baron || SLES53434 ||  || {{ps2cd}} ||  ||  || {{no}} ||
0x934E60 0x68: SCMD_Return_0
|-
0x934E68 0x69: SCMD_Return_0
| SAS Anti-terror Force || SLES53435 ||  || {{ps2cd}} ||  ||  || {{no}} ||
0x934E70 0x6A: SCMD_Return_0
|-
0x934E78 0x6B: SCMD_Return_0
| Second Sight || SLES52670 ||  || {{ps2dvd}} ||  ||  || {{no}} ||
0x934E80 0x6C: SCMD_Return_0
|-
0x934E88 0x6D: SCMD_Return_0
| Seek and Destroy || SLES51603 ||  || {{ps2cd}} ||  ||  || {{no}} ||
0x934E90 0x6E: SCMD_Return_0
|-
0x934E98 0x6F: SCMD_Return_0
| Silent Hill 3 || SLES51434 ||  || {{ps2dvd}} || {{yes}} ||  || {{no}} ||
0x934EA0 0x70: SCMD_Return_0
|-
0x934EA8 0x71: SCMD_Return_0
| Socom US Navy SEALs || SCES50928 ||  || {{ps2dvd}} ||  ||  || {{no}} ||
0x934EB0 0x72: SCMD_Return_0
|-
0x934EB8 0x73: SCMD_Return_0
| Socom II US Navy SEALs || SCES51904 ||  || {{ps2dvd}} ||  ||  || {{no}} ||
0x934EC0 0x74: SCMD_Return_0
|-
0x934EC8 0x75: SCMD_Return_0
| Socom 3 US Navy SEALs || SCES53300 ||  || {{ps2dvd}} ||  ||  || {{no}} ||
0x934ED0 0x76: SCMD_Return_0
|-
0x934ED8 0x77: SCMD_Return_0
| Socom US Navy SEALs Combined Assault || SCES54477 ||  || {{ps2dvd}} ||  ||  || {{no}} ||
0x934EE0 0x78: SCMD_Return_0
|-
0x934EE8 0x79: SCMD_Return_0
| Swap Magic 3 plus (PAL version 3.6) CD || SCED54409 ||  || {{no}} || - ||  || {{no}} ||
0x934EF0 0x7A: SCMD_Return_0
|-
0x934EF8 0x7B: SCMD_Return_0
| Swap Magic 3 plus (PAL version 3.6) DVD || SCED54409 ||  || {{ps2dvd}} || {{yes}} ||  || {{no}} ||
0x934F00 0x7C: SCMD_Return_0
|-
0x934F08 0x7D: SCMD_Return_0
| Tenchu Wrath of Heaven || SLES50679 ||  || {{ps2dvd}} ||  ||  || {{no}} ||
0x934F10 0x7E: SCMD_Return_0
|-
0x934F18 0x7F: SCMD_Return_0
| Terminator 3 Rise of the Machines || SLES52152 ||  || {{ps2dvd}} ||  ||  || {{no}} ||
0x934F20 0x80: SCMD__mechacon_auth_0x80
|-
0x934F28 0x81: SCMD__mechacon_auth_0x81
| The Great Escape || SLES51315 ||  || {{ps2dvd}} ||  ||  || {{no}} ||
0x934F30 0x82: SCMD__mechacon_auth_0x82
|-
0x934F38 0x83: SCMD__mechacon_auth_0x83
| The Hulk || SLES51508 ||  || {{ps2dvd}} || {{yes}} ||  || {{no}} ||
0x934F40 0x84: SCMD__mechacon_auth_0x84
|-
0x934F48 0x85: SCMD__mechacon_auth_0x85
| The Matrix Path of Neo || SLES53799 ||  || {{ps2dvd}} ||  ||  || {{no}} ||
0x934F50 0x86: SCMD__mechacon_auth_0x86
|-
0x934F58 0x87: SCMD__mechacon_auth_0x87
| The Plan || SLES53965 ||  || {{ps2cd}} ||  ||  || {{no}} ||
0x934F60 0x88: SCMD__mechacon_auth_0x88
|-
0x934F68 0x89: SCMD_Return_0
| Time Crisis 3 || SCES51844 ||  || {{ps2dvd}} ||  ||  || {{no}} ||
0x934F70 0x8A: SCMD_Return_0
|-
0x934F78 0x8B: SCMD_Return_0
| Tom Clancy's Ghost Recon || SLES51181 ||  || {{ps2dvd}} ||  ||  || {{no}} ||
0x934F80 0x8C: SCMD_Return_0
|-
0x934F88 0x8D: SCMD_Return_0
| Tom Clancy's Rainbow Six 3 || SLES52288 ||  || {{ps2dvd}} ||  ||  || {{no}} ||
0x934F90 0x8E: SCMD_Return_0
|-
0x934F98 0x8F: SCMD__mechacon_auth_0x8F
| Tom Clancy's Splinter Cell || SLES51466 ||  || {{ps2dvd}} ||  ||  || {{no}} ||
|-
| Tom Clancy's Splinter Cell Chaos Theory || SLES53007 ||  || {{ps2dvd}} ||  ||  || {{no}} ||
|-
| Tom Clancy's Splinter Cell Pandora Tomorrow || SLES52149 ||  || {{ps2dvd}} ||  ||  || {{no}} ||
|-
| Trapt || SLES53824 ||  || {{ps2dvd}} ||  ||  || {{no}} ||
|-
|}
 
==== Tests on NON-BC CECHP01/NTSC-U (Firmware 2.60/boot_ps2.pkg) ====
<br>
<br>Amplitude - Intro prompts are completely glitched, unresponsive to controller input.
<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.
<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.
 
-- Moose


Notes:
Comparative listings: http://tortuga-cove.com/forums/viewtopic.php?f=57&t=530
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.
==Hidden/Inaccessible menu in ps2_emu==
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.
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.
</pre>


==r5900 regs memory map==
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.
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.
More info about printed data: https://www.psdevwiki.com/ps3/PS2_Emulation#TitleID.2FDiscID_in_ps2_netemu.self
===Netemu===
 
  Address in memory |  r5900 register
==Crazy Taxi check==
  FFFFFFFFFFFF8980  |  5900_zero_upper64bits
Emulators ps2_netemu, and ps2_gxemu (maybe others too), after calculating game hash perform compare check to 0x2BD12D81ED.
  FFFFFFFFFFFF8988  |  5900_zero_lower64bits
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.
  FFFFFFFFFFFF8990  |  5900_at_reg_upper64
Is known that they literally ripped part of disc (with key/logo, and TOC), and frankesteined it with own products.
  FFFFFFFFFFFF8998  |  5900_at_reg_lower64
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.
  FFFFFFFFFFFF89A0  |  5900_v0_reg_upper64
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.
  FFFFFFFFFFFF89A8  |  5900_v0_reg_lower64
<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.
  FFFFFFFFFFFF89B0  |  5900_v1_reg_upper64
 
  FFFFFFFFFFFF89B8  |  5900_v1_reg_lower64
==CDVD Commands==
  FFFFFFFFFFFF89C0  |  5900_a0_reg_upper64
===Netemu===
  FFFFFFFFFFFF89C8  |  5900_a0_reg_lower64
<pre>
  FFFFFFFFFFFF89D0  |  5900_a1_reg_upper64
4.75 and up.
  FFFFFFFFFFFF89D8  |  5900_a1_reg_lower64
 
  FFFFFFFFFFFF89E0  |  5900_a2_reg_upper64
Supported CDVD N Commands:
  FFFFFFFFFFFF89E8  |  5900_a2_reg_lower64
 
  FFFFFFFFFFFF89F0  |  5900_a3_reg_upper64
opd_ptr  num  name
  FFFFFFFFFFFF89F8  |  5900_a3_reg_lower64
0x934AB0 0x00: N_CD_NOP
  FFFFFFFFFFFF8A00  |  5900_t0_reg_upper64
0x934AB8 0x01: N_CD_RESET
  FFFFFFFFFFFF8A08  |  5900_t0_reg_lower64
0x934AC0 0x02: N_CD_STANDBY
  FFFFFFFFFFFF8A10  |  5900_t1_reg_upper64
0x934AC8 0x03: N_CD_STOP
  FFFFFFFFFFFF8A18  |  5900_t1_reg_lower64
0x934AD0 0x04: N_CD_PAUSE
  FFFFFFFFFFFF8A20  |  5900_t2_reg_upper64
0x934AD8 0x05: N_CD_SEEK
  FFFFFFFFFFFF8A28  |  5900_t2_reg_lower64
0x934AE0 0x06: N_CD_READ
  FFFFFFFFFFFF8A30  |  5900_t3_reg_upper64
0x934AE8 0x07: N_CD_READ_CDDA
  FFFFFFFFFFFF8A38  |  5900_t3_reg_lower64
0x934AF0 0x08: N_DVD_READ
  FFFFFFFFFFFF8A40  |  5900_t4_reg_upper64
0x934AF8 0x09: N_CD_GET_TOC
  FFFFFFFFFFFF8A48  |  5900_t4_reg_lower64
0x934B00 0x0A: N_CMD_A                      panic
  FFFFFFFFFFFF8A50  |  5900_t5_reg_upper64
0x934B08 0x0B: N_CMD_B                      panic
  FFFFFFFFFFFF8A58  |  5900_t5_reg_lower64
0x934B10 0x0C: N_CD_READ_KEY
  FFFFFFFFFFFF8A60  |  5900_t6_reg_upper64
0x934B18 0x0D: N_CMD_D                      panic
  FFFFFFFFFFFF8A68  |  5900_t6_reg_lower64
any command above 0x0D                      panic
  FFFFFFFFFFFF8A70  |  5900_t7_reg_upper64
 
  FFFFFFFFFFFF8A78  |  5900_t7_reg_lower64
Supported CDVD S Commands:
  FFFFFFFFFFFF8A80  |  5900_s0_reg_upper64
 
  FFFFFFFFFFFF8A88  |  5900_s0_reg_lower64
opd_ptr  num  name
  FFFFFFFFFFFF8A90  |  5900_s1_reg_upper64
0x934B20 0x00: SCMD_Return_0
  FFFFFFFFFFFF8A98  |  5900_s1_reg_lower64
0x934B28 0x01: SCMD_GetDiscType            panic
  FFFFFFFFFFFF8AA0  |  5900_s2_reg_upper64
0x934B30 0x02: SCMD_CdReadSubQ              panic
  FFFFFFFFFFFF8AA8  |  5900_s2_reg_lower64
0x934B38 0x03: SCMD_Mecacon_command        (support 0x00, 0x01 ,0x30, 0x45 sub cmds)
  FFFFFFFFFFFF8AB0  |  5900_s3_reg_upper64
0x934B40 0x04: SCMD_0x04                    panic
  FFFFFFFFFFFF8AB8  |  5900_s3_reg_lower64
0x934B48 0x05: SCMD_CdTrayReqState
  FFFFFFFFFFFF8AC0  |  5900_s4_reg_upper64
0x934B50 0x06: SCMD_CdTrayCtrl
  FFFFFFFFFFFF8AC8  |  5900_s4_reg_lower64
0x934B58 0x07: SCMD_0x07                    panic
  FFFFFFFFFFFF8AD0  |  5900_s5_reg_upper64
0x934B60 0x08: SCMD_CdReadRTC
  FFFFFFFFFFFF8AD8  |  5900_s5_reg_lower64
0x934B68 0x09: SCMD_sceCdWriteRTC
  FFFFFFFFFFFF8AE0  |  5900_s6_reg_upper64
0x934B70 0x0A: SCMD_sceCdReadNVM            panic
  FFFFFFFFFFFF8AE8  |  5900_s6_reg_lower64
0x934B78 0x0B: SCMD_sceCdWriteNVM          panic
  FFFFFFFFFFFF8AF0  |  5900_s7_reg_upper64
0x934B80 0x0C: SCMD_0x0C                    panic
  FFFFFFFFFFFF8AF8  |  5900_s7_reg_lower64
0x934B88 0x0D: SCMD_0x0D                    panic
  FFFFFFFFFFFF8B00  |  5900_t8_reg_upper64
0x934B90 0x0E: SCMD_0x0E                    panic
  FFFFFFFFFFFF8B08  |  5900_t8_reg_lower64
0x934B98 0x0F: SCMD_sceCdPowerOff
  FFFFFFFFFFFF8B10  |  5900_t9_reg_upper64
0x934BA0 0x10: SCMD_0x10                    panic
  FFFFFFFFFFFF8B18  |  5900_t9_reg_lower64
0x934BA8 0x11: SCMD_0x11                    panic
  FFFFFFFFFFFF8B20  |  5900_k0_reg_upper64
0x934BB0 0x12: SCMD_sceCdReadILinkId        return zeroed iLinkId
  FFFFFFFFFFFF8B28  |  5900_k0_reg_lower64
0x934BB8 0x13: SCMD_sceCdWriteILinkID      panic
  FFFFFFFFFFFF8B30  |  5900_k1_reg_upper64
0x934BC0 0x14: SCMD_CdCtrlAudioDigitalOut  panic
  FFFFFFFFFFFF8B38  |  5900_k1_reg_lower64
0x934BC8 0x15: SCMD_sceCdForbidDVDP
  FFFFFFFFFFFF8B40  |  5900_gp_reg_upper64
0x934BD0 0x16: SCMD_AutoAdjustCtrl
  FFFFFFFFFFFF8B48  |  5900_gp_reg_lower64
0x934BD8 0x17: SCMD_CdReadModelNumber      Return SCPH-50000 (SCMD 0x03(0x00) return Mechacon version 3.9 which is wrong for that model..)
  FFFFFFFFFFFF8B50  |  5900_sp_reg_upper64
0x934BE0 0x18: SCMD_CdWriteModelNumber      panic
  FFFFFFFFFFFF8B58  |  5900_sp_reg_lower64
0x934BE8 0x19: SCMD_0x19                    panic
  FFFFFFFFFFFF8B60  |  5900_fp_reg_upper64
0x934BF0 0x1A: SCMD_sceCdBootCertify
  FFFFFFFFFFFF8B68  |  5900_fp_reg_lower64
0x934BF8 0x1B: SCMD_sceCdCancelPOffRdy
  FFFFFFFFFFFF8B70  |  5900_ra_reg_upper64
0x934C00 0x1C: SCMD_sceCdBlueLEDCtl
  FFFFFFFFFFFF8B78  |  5900_ra_reg_lower64
0x934C08 0x1D: SCMD_cdvdman_call116
  FFFFFFFFFFFF9100  |  5900_pc_reg_lower64
0x934C10 0x1E: SCMD_sceRemote2Read
Below FFFFFFFFFFFF8B78 you can find COP0, and finally VFxx, and VIxx regs. Todo..
0x934C18 0x1F: SCMD_sceRemote2_7
 
0x934C20 0x20: SCMD_Return_0
==EE I/O Handlers list==
0x934C28 0x21: SCMD_Return_0
===Netemu===
0x934C30 0x22: SCMD_Return_0
4.75 and up. Mode (1 = read / 2 = write)
0x934C38 0x23: SCMD_Return_0
 
0x934C40 0x24: SCMD_Return_0
{| class="wikitable sortable"
0x934C48 0x25: SCMD_Return_0
!mode !! size !! PS2_HW_REG !! handler_opd  
0x934C50 0x26: SCMD_Return_0
|-
0x934C58 0x27: SCMD_Return_0
| 1 || 4 || T0_COUNT || stru_723218
0x934C60 0x28: SCMD_Return_0
|-
0x934C68 0x29: SCMD_sceCdNoticeGameStart    panic
| 2 || 4 || T0_COUNT || stru_723290
0x934C70 0x2A: SCMD_Return_0
|-
0x934C78 0x2B: SCMD_Return_0
| 1 || 4 || T0_MODE || stru_723308
0x934C80 0x2C: SCMD_Return_0
|-
0x934C88 0x2D: SCMD_Return_0
| 2 || 4 || T0_MODE || stru_7233E0
0x934C90 0x2E: SCMD_Return_0
|-
0x934C98 0x2F: SCMD_Return_0
| 1 || 4 || T0_COMP || stru_7231A0
0x934CA0 0x30: SCMD_Return_0
|-
0x934CA8 0x31: SCMD_Return_0
| 2 || 4 || T0_COMP || stru_723248
0x934CB0 0x32: SCMD_Return_0
|-
0x934CB8 0x33: SCMD_Return_0
| 1 || 4 || T0_HOLD || stru_723110
0x934CC0 0x34: SCMD_Return_0
|-
0x934CC8 0x35: SCMD_Return_0
| 2 || 4 || T0_HOLD || stru_723128
0x934CD0 0x36: SCMD_Return_0
|-
0x934CD8 0x37: SCMD_Return_0
| 1 || 4 || T1_COUNT || stru_7232F0
0x934CE0 0x38: SCMD_Return_0
|-
0x934CE8 0x39: SCMD_Return_0
| 2 || 4 || T1_COUNT || stru_7233B0
0x934CF0 0x3A: SCMD_Return_0
|-
0x934CF8 0x3B: SCMD_Return_0
| 1 || 4 || T1_MODE || stru_723278
0x934D00 0x3C: SCMD_Return_0
|-
0x934D08 0x3D: SCMD_Return_0
| 2 || 4 || T1_MODE || stru_723260
0x934D10 0x3E: SCMD_Return_0
|-
0x934D18 0x3F: SCMD_Return_0
| 1 || 4 || T1_COMP || stru_723140
0x934D20 0x40: SCMD_CdOpenConfig
|-
0x934D28 0x41: SCMD_CdReadConfig
| 2 || 4 || T1_COMP || stru_723380
0x934D30 0x42: SCMD_CdWriteConfig
|-
0x934D38 0x43: SCMD_CdCloseConfig
| 1 || 4 || T1_HOLD || stru_7231E8
0x934D40 0x44: SCMD_Return_0
|-
0x934D48 0x45: SCMD_Return_0
| 2 || 4 || T1_HOLD || stru_723200
0x934D50 0x46: SCMD_Return_0
|-
0x934D58 0x47: SCMD_Return_0
| 1 || 4 || T2_COUNT || stru_7232D8
0x934D60 0x48: SCMD_Return_0
|-
0x934D68 0x49: SCMD_Return_0
| 2 || 4 || T2_COUNT || stru_723398
0x934D70 0x4A: SCMD_Return_0
|-
0x934D78 0x4B: SCMD_Return_0
| 1 || 4 || T2_MODE || stru_723338
0x934D80 0x4C: SCMD_Return_0
|-
0x934D88 0x4D: SCMD_Return_0
| 2 || 4 || T2_MODE || stru_723410
0x934D90 0x4E: SCMD_Return_0
|-
0x934D98 0x4F: SCMD_Return_0
| 1 || 4 || T2_COMP || stru_7231D0
0x934DA0 0x50: SCMD_Return_0
|-
0x934DA8 0x51: SCMD_Return_0
| 2 || 4 || T2_COMP || stru_723368
0x934DB0 0x52: SCMD_Return_0
|-
0x934DB8 0x53: SCMD_Return_0
| 1 || 4 || T3_COUNT || stru_7232C0
0x934DC0 0x54: SCMD_Return_0
|-
0x934DC8 0x55: SCMD_Return_0
| 2 || 4 || T3_COUNT || stru_7233C8
0x934DD0 0x56: SCMD_Return_0
|-
0x934DD8 0x57: SCMD_Return_0
| 1 || 4 || T3_MODE || stru_723320
0x934DE0 0x58: SCMD_Return_0
|-
0x934DE8 0x59: SCMD_Return_0
| 2 || 4 || T3_MODE || stru_7233F8
0x934DF0 0x5A: SCMD_Return_0
|-
0x934DF8 0x5B: SCMD_Return_0
| 1 || 4 || T3_COMP || stru_7231B8
0x934E00 0x5C: SCMD_Return_0
|-
0x934E08 0x5D: SCMD_Return_0
| 2 || 4 || T3_COMP || stru_723350
0x934E10 0x5E: SCMD_Return_0
|-
0x934E18 0x5F: SCMD_Return_0
| 1 || 8 || IPU_CMD || stru_721910
0x934E20 0x60: SCMD_Return_0
|-
0x934E28 0x61: SCMD_Return_0
| 2 || 8 || IPU_CMD || stru_7218F8
0x934E30 0x62: SCMD_Return_0
|-
0x934E38 0x63: SCMD_Return_0
| 1 || 4 || IPU_CTRL || stru_721970
0x934E40 0x64: SCMD_Return_0
|-
0x934E48 0x65: SCMD_Return_0
| 2 || 4 || IPU_CTRL || stru_721958
0x934E50 0x66: SCMD_Return_0
|-
0x934E58 0x67: SCMD_Return_0
| 1 || 4 || IPU_BP || stru_721940
0x934E60 0x68: SCMD_Return_0
|-
0x934E68 0x69: SCMD_Return_0
| 1 || 8 || IPU_TOP || stru_721928
0x934E70 0x6A: SCMD_Return_0
|-
0x934E78 0x6B: SCMD_Return_0
| 2 || 4 || GIF_CTRL || stru_7220C0
0x934E80 0x6C: SCMD_Return_0
|-
0x934E88 0x6D: SCMD_Return_0
| 2 || 4 || GIF_MODE || stru_7220A8
0x934E90 0x6E: SCMD_Return_0
|-
0x934E98 0x6F: SCMD_Return_0
| 1 || 4 || GIF_STAT || stru_722000
0x934EA0 0x70: SCMD_Return_0
|-
0x934EA8 0x71: SCMD_Return_0
| 1 || 4 || GIF_TAG0 || stru_721EB0
0x934EB0 0x72: SCMD_Return_0
|-
0x934EB8 0x73: SCMD_Return_0
| 1 || 4 || GIF_TAG1 || stru_721FE8
0x934EC0 0x74: SCMD_Return_0
|-
0x934EC8 0x75: SCMD_Return_0
| 1 || 4 || GIF_TAG2 || stru_721FD0
0x934ED0 0x76: SCMD_Return_0
|-
0x934ED8 0x77: SCMD_Return_0
| 1 || 4 || GIF_TAG3 || stru_721FB8
0x934EE0 0x78: SCMD_Return_0
|-
0x934EE8 0x79: SCMD_Return_0
| 1 || 4 || GIF_CNT || stru_721EC8
0x934EF0 0x7A: SCMD_Return_0
|-
0x934EF8 0x7B: SCMD_Return_0
| 1 || 4 || GIF_P3CNT || stru_721EE0
0x934F00 0x7C: SCMD_Return_0
|-
0x934F08 0x7D: SCMD_Return_0
| 1 || 4 || GIF_P3TAG || stru_721EF8
0x934F10 0x7E: SCMD_Return_0
|-
0x934F18 0x7F: SCMD_Return_0
| 1 || 4 || VIF0_STAT || stru_721820
0x934F20 0x80: SCMD__mechacon_auth_0x80
|-
0x934F28 0x81: SCMD__mechacon_auth_0x81
| 2 || 4 || VIF0_FBRST || stru_721868
0x934F30 0x82: SCMD__mechacon_auth_0x82
|-
0x934F38 0x83: SCMD__mechacon_auth_0x83
| 1 || 4 || VIF0_ERR || stru_7217A8
0x934F40 0x84: SCMD__mechacon_auth_0x84
|-
0x934F48 0x85: SCMD__mechacon_auth_0x85
| 2 || 4 || VIF0_ERR || stru_721598
0x934F50 0x86: SCMD__mechacon_auth_0x86
|-
0x934F58 0x87: SCMD__mechacon_auth_0x87
| 1 || 4 || VIF0_MARK || stru_721790
0x934F60 0x88: SCMD__mechacon_auth_0x88
|-
0x934F68 0x89: SCMD_Return_0
| 2 || 4 || VIF0_MARK || stru_7215B0
0x934F70 0x8A: SCMD_Return_0
|-
0x934F78 0x8B: SCMD_Return_0
| 1 || 4 || VIF0_CYCLE || stru_721778
0x934F80 0x8C: SCMD_Return_0
|-
0x934F88 0x8D: SCMD_Return_0
| 1 || 4 || VIF0_MODE || stru_721760
0x934F90 0x8E: SCMD_Return_0
|-
0x934F98 0x8F: SCMD__mechacon_auth_0x8F
| 1 || 4 || VIF0_NUM || stru_721748
 
|-
Notes:
| 1 || 4 || VIF0_MASK || stru_721730
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.
| 1 || 4 || VIF0_CODE || stru_721718
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.
| 1 || 4 || VIF0_ITOPS || stru_721700
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.
| 1 || 4 || VIF0_ITOP || stru_7216E8
</pre>
|-
 
| 1 || 4 || VIF0_R0 || stru_7216D0
==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.
| 1 || 4 || VIF0_R1 || stru_7216B8
===Netemu===
|-
  Address in memory |  r5900 register
| 1 || 4 || VIF0_R2 || stru_7216A0
  FFFFFFFFFFFF8980  |  5900_zero_upper64bits
|-
  FFFFFFFFFFFF8988  |  5900_zero_lower64bits
| 1 || 4 || VIF0_R3 || stru_721688
  FFFFFFFFFFFF8990  |  5900_at_reg_upper64
|-
  FFFFFFFFFFFF8998  |  5900_at_reg_lower64
| 1 || 4 || VIF0_C0 || stru_721670
  FFFFFFFFFFFF89A0  |  5900_v0_reg_upper64
|-
  FFFFFFFFFFFF89A8  |  5900_v0_reg_lower64
| 1 || 4 || VIF0_C1 || stru_721658
  FFFFFFFFFFFF89B0  |  5900_v1_reg_upper64
|-
  FFFFFFFFFFFF89B8  |  5900_v1_reg_lower64
| 1 || 4 || VIF0_C2 || stru_721640
  FFFFFFFFFFFF89C0  |  5900_a0_reg_upper64
|-
  FFFFFFFFFFFF89C8  |  5900_a0_reg_lower64
| 1 || 4 || VIF0_C3 || stru_721628
  FFFFFFFFFFFF89D0  |  5900_a1_reg_upper64
|-
  FFFFFFFFFFFF89D8  |  5900_a1_reg_lower64
| 1 || 4 || VIF1_STAT || stru_722960
  FFFFFFFFFFFF89E0  |  5900_a2_reg_upper64
|-
  FFFFFFFFFFFF89E8  |  5900_a2_reg_lower64
| 2 || 4 || VIF1_STAT || stru_722618
  FFFFFFFFFFFF89F0  |  5900_a3_reg_upper64
|-
  FFFFFFFFFFFF89F8  |  5900_a3_reg_lower64
| 2 || 4 || VIF1_FBRST || stru_722A98
  FFFFFFFFFFFF8A00  |  5900_t0_reg_upper64
|-
  FFFFFFFFFFFF8A08  |  5900_t0_reg_lower64
| 1 || 4 || VIF1_ERR || stru_722948
  FFFFFFFFFFFF8A10  |  5900_t1_reg_upper64
|-
  FFFFFFFFFFFF8A18  |  5900_t1_reg_lower64
| 2 || 4 || VIF1_ERR || stru_722630
  FFFFFFFFFFFF8A20  |  5900_t2_reg_upper64
|-
  FFFFFFFFFFFF8A28  |  5900_t2_reg_lower64
| 1 || 4 || VIF1_MARK || stru_722930
  FFFFFFFFFFFF8A30  |  5900_t3_reg_upper64
|-
  FFFFFFFFFFFF8A38  |  5900_t3_reg_lower64
| 2 || 4 || VIF1_MARK || stru_722648
  FFFFFFFFFFFF8A40  |  5900_t4_reg_upper64
|-
  FFFFFFFFFFFF8A48  |  5900_t4_reg_lower64
| 1 || 4 || VIF1_CYCLE || stru_722918
  FFFFFFFFFFFF8A50  |  5900_t5_reg_upper64
|-
  FFFFFFFFFFFF8A58  |  5900_t5_reg_lower64
| 1 || 4 || VIF1_MODE || stru_722900
  FFFFFFFFFFFF8A60  |  5900_t6_reg_upper64
|-
  FFFFFFFFFFFF8A68  |  5900_t6_reg_lower64
| 1 || 4 || VIF1_NUM || stru_7228E8
  FFFFFFFFFFFF8A70  |  5900_t7_reg_upper64
  FFFFFFFFFFFF8A78  |  5900_t7_reg_lower64
  FFFFFFFFFFFF8A80  |  5900_s0_reg_upper64
  FFFFFFFFFFFF8A88  |  5900_s0_reg_lower64
  FFFFFFFFFFFF8A90  |  5900_s1_reg_upper64
  FFFFFFFFFFFF8A98  |  5900_s1_reg_lower64
  FFFFFFFFFFFF8AA0  |  5900_s2_reg_upper64
  FFFFFFFFFFFF8AA8  |  5900_s2_reg_lower64
  FFFFFFFFFFFF8AB0  |  5900_s3_reg_upper64
  FFFFFFFFFFFF8AB8  |  5900_s3_reg_lower64
  FFFFFFFFFFFF8AC0  |  5900_s4_reg_upper64
  FFFFFFFFFFFF8AC8  |  5900_s4_reg_lower64
  FFFFFFFFFFFF8AD0  |  5900_s5_reg_upper64
  FFFFFFFFFFFF8AD8  |  5900_s5_reg_lower64
  FFFFFFFFFFFF8AE0  |  5900_s6_reg_upper64
  FFFFFFFFFFFF8AE8  |  5900_s6_reg_lower64
  FFFFFFFFFFFF8AF0  |  5900_s7_reg_upper64
  FFFFFFFFFFFF8AF8  |  5900_s7_reg_lower64
  FFFFFFFFFFFF8B00  |  5900_t8_reg_upper64
  FFFFFFFFFFFF8B08  |  5900_t8_reg_lower64
  FFFFFFFFFFFF8B10  |  5900_t9_reg_upper64
  FFFFFFFFFFFF8B18  |  5900_t9_reg_lower64
  FFFFFFFFFFFF8B20  |  5900_k0_reg_upper64
  FFFFFFFFFFFF8B28  |  5900_k0_reg_lower64
  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 || VIF1_MASK || stru_7228D0
| 1 || 4 || T0_COUNT || stru_723218
|-
|-
| 1 || 4 || VIF1_CODE || stru_7228B8
| 2 || 4 || T0_COUNT || stru_723290
|-
|-
| 1 || 4 || VIF1_ITOPS || stru_7228A0
| 1 || 4 || T0_MODE || stru_723308
|-
|-
| 1 || 4 || VIF1_BASE || stru_722888
| 2 || 4 || T0_MODE || stru_7233E0
|-
|-
| 1 || 4 || VIF1_OFST || stru_722870
| 1 || 4 || T0_COMP || stru_7231A0
|-
|-
| 1 || 4 || VIF1_TOPS || stru_722858
| 2 || 4 || T0_COMP || stru_723248
|-
|-
| 1 || 4 || VIF1_ITOP || stru_722840
| 1 || 4 || T0_HOLD || stru_723110
|-
|-
| 1 || 4 || VIF1_TOP || stru_722828
| 2 || 4 || T0_HOLD || stru_723128
|-
|-
| 1 || 4 || VIF1_R0 || stru_722810
| 1 || 4 || T1_COUNT || stru_7232F0
|-
|-
| 1 || 4 || VIF1_R1 || stru_7227F8
| 2 || 4 || T1_COUNT || stru_7233B0
|-
|-
| 1 || 4 || VIF1_R2 || stru_7227E0
| 1 || 4 || T1_MODE || stru_723278
|-
|-
| 1 || 4 || VIF1_R3 || stru_7227C8
| 2 || 4 || T1_MODE || stru_723260
|-
|-
| 1 || 4 || VIF1_C0 || stru_7227B0
| 1 || 4 || T1_COMP || stru_723140
|-
|-
| 1 || 4 || VIF1_C1 || stru_722798
| 2 || 4 || T1_COMP || stru_723380
|-
|-
| 1 || 4 || VIF1_C2 || stru_722780
| 1 || 4 || T1_HOLD || stru_7231E8
|-
|-
| 1 || 4 || VIF1_C3 || stru_722768
| 2 || 4 || T1_HOLD || stru_723200
|-
|-
| 2 || 0x10 || VIF0_FIFO || stru_721850
| 1 || 4 || T2_COUNT || stru_7232D8
|-
|-
| 1 || 0x10 || VIF1_FIFO || stru_722678
| 2 || 4 || T2_COUNT || stru_723398
|-
|-
| 2 || 0x10 || VIF1_FIFO || stru_722AB0
| 1 || 4 || T2_MODE || stru_723338
|-
|-
| 2 || 0x10 || GIF_FIFO || stru_722B40
| 2 || 4 || T2_MODE || stru_723410
|-
|-
| 1 || 0x10 || IPU_Out_FIFO || stru_7238A8
| 1 || 4 || T2_COMP || stru_7231D0
|-
|-
| 2 || 0x10 || IPU_In_FIFO || stru_723890
| 2 || 4 || T2_COMP || stru_723368
|-
|-
| 1 || 4 || D0_CHCR || stru_721610
| 1 || 4 || T3_COUNT || stru_7232C0
|-
|-
| 2 || 4 || D0_CHCR || stru_721880
| 2 || 4 || T3_COUNT || stru_7233C8
|-
|-
| 1 || 4 || D0_MADR || stru_721508
| 1 || 4 || T3_MODE || stru_723320
|-
|-
| 2 || 4 || D0_MADR || stru_721520
| 2 || 4 || T3_MODE || stru_7233F8
|-
|-
| 1 || 4 || D0_QWC || stru_721808
| 1 || 4 || T3_COMP || stru_7231B8
|-
|-
| 2 || 4 || D0_QWC || stru_721538
| 2 || 4 || T3_COMP || stru_723350
|-
|-
| 1 || 4 || D0_TADR || stru_7217F0
| 1 || 8 || IPU_CMD || stru_721910
|-
|-
| 2 || 4 || D0_TADR || stru_721550
| 2 || 8 || IPU_CMD || stru_7218F8
|-
|-
| 1 || 4 || D0_ASR0 || stru_7217D8
| 1 || 4 || IPU_CTRL || stru_721970
|-
|-
| 2 || 4 || D0_ASR0 || stru_721568
| 2 || 4 || IPU_CTRL || stru_721958
|-
|-
| 1 || 4 || D0_ASR1 || stru_7217C0
| 1 || 4 || IPU_BP || stru_721940
|-
|-
| 2 || 4 || D0_ASR1 || stru_721580
| 1 || 8 || IPU_TOP || stru_721928
|-
|-
| 1 || 4 || D1_CHCR || stru_722690
| 2 || 4 || GIF_CTRL || stru_7220C0
|-
|-
| 2 || 4 || D1_CHCR || stru_722A68
| 2 || 4 || GIF_MODE || stru_7220A8
|-
|-
| 1 || 4 || D1_MADR || stru_722A50
| 1 || 4 || GIF_STAT || stru_722000
|-
|-
| 2 || 4 || D1_MADR || stru_722750
| 1 || 4 || GIF_TAG0 || stru_721EB0
|-
|-
| 1 || 4 || D1_QWC || stru_722A38
| 1 || 4 || GIF_TAG1 || stru_721FE8
|-
|-
| 2 || 4 || D1_QWC || stru_722738
| 1 || 4 || GIF_TAG2 || stru_721FD0
|-
|-
| 1 || 4 || D1_TADR || stru_722A20
| 1 || 4 || GIF_TAG3 || stru_721FB8
|-
|-
| 2 || 4 || D1_TADR || stru_722720
| 1 || 4 || GIF_CNT || stru_721EC8
|-
|-
| 1 || 4 || D1_ASR0 || stru_722A08
| 1 || 4 || GIF_P3CNT || stru_721EE0
|-
|-
| 2 || 4 || D1_ASR0 || stru_722708
| 1 || 4 || GIF_P3TAG || stru_721EF8
|-
|-
| 1 || 4 || D1_ASR1 || stru_7229F0
| 1 || 4 || VIF0_STAT || stru_721820
|-
|-
| 2 || 4 || D1_ASR1 || stru_7226F0
| 2 || 4 || VIF0_FBRST || stru_721868
|-
|-
| 1 || 4 || D2_CHCR || stru_722B28
| 1 || 4 || VIF0_ERR || stru_7217A8
|-
|-
| 2 || 4 || D2_CHCR || stru_722B58
| 2 || 4 || VIF0_ERR || stru_721598
|-
|-
| 1 || 4 || D2_MADR || stru_7229D8
| 1 || 4 || VIF0_MARK || stru_721790
|-
|-
| 2 || 4 || D2_MADR || stru_722AE0
| 2 || 4 || VIF0_MARK || stru_7215B0
|-
|-
| 1 || 4 || D2_QWC || stru_7229C0
| 1 || 4 || VIF0_CYCLE || stru_721778
|-
|-
| 2 || 4 || D2_QWC || stru_722AC8
| 1 || 4 || VIF0_MODE || stru_721760
|-
|-
| 1 || 4 || D2_TADR || stru_7229A8
| 1 || 4 || VIF0_NUM || stru_721748
|-
|-
| 2 || 4 || D2_TADR || stru_722AF8
| 1 || 4 || VIF0_MASK || stru_721730
|-
|-
| 1 || 4 || D2_ASR0 || stru_722990
| 1 || 4 || VIF0_CODE || stru_721718
|-
|-
| 2 || 4 || D2_ASR0 || stru_7226D8
| 1 || 4 || VIF0_ITOPS || stru_721700
|-
|-
| 1 || 4 || D2_ASR1 || stru_722978
| 1 || 4 || VIF0_ITOP || stru_7216E8
|-
|-
| 2 || 4 || D2_ASR1 || stru_7226C0
| 1 || 4 || VIF0_R0 || stru_7216D0
|-
|-
| 1 || 4 || D3_CHCR || stru_723740
| 1 || 4 || VIF0_R1 || stru_7216B8
|-
|-
| 2 || 4 || D3_CHCR || stru_723800
| 1 || 4 || VIF0_R2 || stru_7216A0
|-
|-
| 1 || 4 || D3_MADR || stru_7237D0
| 1 || 4 || VIF0_R3 || stru_721688
|-
|-
| 2 || 4 || D3_MADR || stru_723878
| 1 || 4 || VIF0_C0 || stru_721670
|-
|-
| 1 || 4 || D3_QWC || stru_7237B8
| 1 || 4 || VIF0_C1 || stru_721658
|-
|-
| 2 || 4 || D3_QWC || stru_723860
| 1 || 4 || VIF0_C2 || stru_721640
|-
|-
| 1 || 4 || D4_CHCR || stru_7237A0
| 1 || 4 || VIF0_C3 || stru_721628
|-
|-
| 2 || 4 || D4_CHCR || stru_7237E8
| 1 || 4 || VIF1_STAT || stru_722960
|-
|-
| 1 || 4 || D4_MADR || stru_723788
| 2 || 4 || VIF1_STAT || stru_722618
|-
|-
| 2 || 4 || D4_MADR || stru_723848
| 2 || 4 || VIF1_FBRST || stru_722A98
|-
|-
| 1 || 4 || D4_QWC || stru_723770
| 1 || 4 || VIF1_ERR || stru_722948
|-
|-
| 2 || 4 || D4_QWC || stru_723830
| 2 || 4 || VIF1_ERR || stru_722630
|-
|-
| 1 || 4 || D4_TADR || stru_723758
| 1 || 4 || VIF1_MARK || stru_722930
|-
|-
| 2 || 4 || D4_TADR || stru_723818
| 2 || 4 || VIF1_MARK || stru_722648
|-
|-
| 1 || 4 || D5_CHCR || stru_722498
| 1 || 4 || VIF1_CYCLE || stru_722918
|-
|-
| 2 || 4 || D5_CHCR || stru_7224C8
| 1 || 4 || VIF1_MODE || stru_722900
|-
|-
| 1 || 4 || D5_MADR || stru_722408
| 1 || 4 || VIF1_NUM || stru_7228E8
|-
|-
| 2 || 4 || D5_MADR || stru_722390
| 1 || 4 || VIF1_MASK || stru_7228D0
|-
|-
| 1 || 4 || D5_QWC || stru_722468
| 1 || 4 || VIF1_CODE || stru_7228B8
|-
|-
| 2 || 4 || D5_QWC || stru_7223F0
| 1 || 4 || VIF1_ITOPS || stru_7228A0
|-
|-
| 1 || 4 || D6_CHCR || stru_722480
| 1 || 4 || VIF1_BASE || stru_722888
|-
|-
| 2 || 4 || D6_CHCR || stru_7224B0
| 1 || 4 || VIF1_OFST || stru_722870
|-
|-
| 1 || 4 || D6_MADR || stru_722450
| 1 || 4 || VIF1_TOPS || stru_722858
|-
|-
| 2 || 4 || D6_MADR || stru_7223D8
| 1 || 4 || VIF1_ITOP || stru_722840
|-
|-
| 1 || 4 || D6_QWC || stru_722420
| 1 || 4 || VIF1_TOP || stru_722828
|-
|-
| 2 || 4 || D6_QWC || stru_7223A8
| 1 || 4 || VIF1_R0 || stru_722810
|-
|-
| 1 || 4 || unk_1000C430 || stru_722438
| 1 || 4 || VIF1_R1 || stru_7227F8
|-
|-
| 2 || 4 || unk_1000C430 || stru_7223C0
| 1 || 4 || VIF1_R2 || stru_7227E0
|-
|-
| 1 || 4 || D7_CHCR || stru_7235C0
| 1 || 4 || VIF1_R3 || stru_7227C8
|-
|-
| 2 || 4 || D7_CHCR || stru_723530
| 1 || 4 || VIF1_C0 || stru_7227B0
|-
|-
| 1 || 4 || D7_MADR || stru_7235A8
| 1 || 4 || VIF1_C1 || stru_722798
|-
|-
| 2 || 4 || D7_MADR || stru_723500
| 1 || 4 || VIF1_C2 || stru_722780
|-
|-
| 1 || 4 || D7_QWC || stru_723590
| 1 || 4 || VIF1_C3 || stru_722768
|-
|-
| 2 || 4 || D7_QWC || stru_723518
| 2 || 0x10 || VIF0_FIFO || stru_721850
|-
|-
| 1 || 4 || D8_CHCR || stru_7222D0
| 1 || 0x10 || VIF1_FIFO || stru_722678
|-
|-
| 2 || 4 || D8_CHCR || stru_7222E8
| 2 || 0x10 || VIF1_FIFO || stru_722AB0
|-
|-
| 1 || 4 || D8_MADR || stru_7222B8
| 2 || 0x10 || GIF_FIFO || stru_722B40
|-
|-
| 2 || 4 || D8_MADR || stru_722168
| 1 || 0x10 || IPU_Out_FIFO || stru_7238A8
|-
|-
| 1 || 4 || D8_QWC || stru_7222A0
| 2 || 0x10 || IPU_In_FIFO || stru_723890
|-
|-
| 2 || 4 || D8_QWC || stru_722180
| 1 || 4 || D0_CHCR || stru_721610
|-
|-
| 1 || 4 || D8_SADR || stru_722288
| 2 || 4 || D0_CHCR || stru_721880
|-
|-
| 2 || 4 || D8_SADR || stru_722198
| 1 || 4 || D0_MADR || stru_721508
|-
|-
| 1 || 4 || D9_CHCR || stru_722270
| 2 || 4 || D0_MADR || stru_721520
|-
|-
| 2 || 4 || D9_CHCR || stru_722318
| 1 || 4 || D0_QWC || stru_721808
|-
|-
| 1 || 4 || D9_MADR || stru_722258
| 2 || 4 || D0_QWC || stru_721538
|-
|-
| 2 || 4 || D9_MADR || stru_7221F8
| 1 || 4 || D0_TADR || stru_7217F0
|-
|-
| 1 || 4 || D9_QWC || stru_722240
| 2 || 4 || D0_TADR || stru_721550
|-
|-
| 2 || 4 || D9_QWC || stru_7221B0
| 1 || 4 || D0_ASR0 || stru_7217D8
|-
|-
| 1 || 4 || D9_TADR || stru_722228
| 2 || 4 || D0_ASR0 || stru_721568
|-
|-
| 2 || 4 || D9_TADR || stru_7221E0
| 1 || 4 || D0_ASR1 || stru_7217C0
|-
|-
| 1 || 4 || D9_SADR || stru_722210
| 2 || 4 || D0_ASR1 || stru_721580
|-
|-
| 2 || 4 || D9_SADR || stru_7221C8
| 1 || 4 || D1_CHCR || stru_722690
|-
|-
| 1 || 4 || D_CTRL || stru_721C28
| 2 || 4 || D1_CHCR || stru_722A68
|-
|-
| 2 || 4 || D_CTRL || stru_721C70
| 1 || 4 || D1_MADR || stru_722A50
|-
|-
| 1 || 4 || D_STAT || stru_724130
| 2 || 4 || D1_MADR || stru_722750
|-
|-
| 2 || 4 || D_STAT || stru_7241A8
| 1 || 4 || D1_QWC || stru_722A38
|-
|-
| 1 || 4 || D_PCR || stru_724100
| 2 || 4 || D1_QWC || stru_722738
|-
|-
| 2 || 4 || D_PCR || stru_7240E8
| 1 || 4 || D1_TADR || stru_722A20
|-
|-
| 1 || 4 || D_SQWC || stru_722138
| 2 || 4 || D1_TADR || stru_722720
|-
|-
| 2 || 4 || D_SQWC || stru_722150
| 1 || 4 || D1_ASR0 || stru_722A08
|-
|-
| 1 || 4 || D_RBSR || stru_721BF8
| 2 || 4 || D1_ASR0 || stru_722708
|-
|-
| 2 || 4 || D_RBSR || stru_721B68
| 1 || 4 || D1_ASR1 || stru_7229F0
|-
|-
| 1 || 4 || D_RBOR || stru_721B80
| 2 || 4 || D1_ASR1 || stru_7226F0
|-
|-
| 2 || 4 || D_RBOR || stru_721B98
| 1 || 4 || D2_CHCR || stru_722B28
|-
|-
| 1 || 4 || D_STADR || stru_721C40
| 2 || 4 || D2_CHCR || stru_722B58
|-
|-
| 2 || 4 || D_STADR || stru_721BB0
| 1 || 4 || D2_MADR || stru_7229D8
|-
|-
| 1 || 4 || INTC_STAT || stru_724148
| 2 || 4 || D2_MADR || stru_722AE0
|-
|-
| 2 || 4 || INTC_STAT || stru_7241C0
| 1 || 4 || D2_QWC || stru_7229C0
|-
|-
| 1 || 4 || INTC_MASK || stru_724118
| 2 || 4 || D2_QWC || stru_722AC8
|-
|-
| 2 || 4 || INTC_MASK || stru_724160
| 1 || 4 || D2_TADR || stru_7229A8
|-
|-
| 2 || 4 || KPUTCHAR || stru_723B30
| 2 || 4 || D2_TADR || stru_722AF8
|-
|-
| 1 || 4 || MSCOM || stru_723578
| 1 || 4 || D2_ASR0 || stru_722990
|-
|-
| 2 || 4 || MSCOM || stru_723548
| 2 || 4 || D2_ASR0 || stru_7226D8
|-
|-
| 1 || 4 || SMCOM || stru_723560
| 1 || 4 || D2_ASR1 || stru_722978
|-
|-
| 1 || 4 || MSFLAG || stru_723620
| 2 || 4 || D2_ASR1 || stru_7226C0
|-
|-
| 2 || 4 || MSFLAG || stru_723680
| 1 || 4 || D3_CHCR || stru_723740
|-
|-
| 1 || 4 || SMFLAG || stru_723608
| 2 || 4 || D3_CHCR || stru_723800
|-
|-
| 2 || 4 || SMFLAG || stru_723668
| 1 || 4 || D3_MADR || stru_7237D0
|-
|-
| 1 || 4 || SIF_CR || stru_7235F0
| 2 || 4 || D3_MADR || stru_723878
|-
|-
| 2 || 4 || SIF_CR || stru_723650
| 1 || 4 || D3_QWC || stru_7237B8
|-
|-
| 1 || 4 || unk_1000F260 || stru_7235D8
| 2 || 4 || D3_QWC || stru_723860
|-
|-
| 2 || 4 || unk_1000F260 || stru_723638
| 1 || 4 || D4_CHCR || stru_7237A0
|-
|-
| 1 || 4 || unk_1000F280 || stru_723428
| 2 || 4 || D4_CHCR || stru_7237E8
|-
|-
| 2 || 4 || unk_1000F280 || stru_723440
| 1 || 4 || D4_MADR || stru_723788
|-
|-
| 1 || 4 || unk_1000F290 || stru_723458
| 2 || 4 || D4_MADR || stru_723848
|-
|-
| 1 || 4 || unk_1000F2A0 || stru_723470
| 1 || 4 || D4_QWC || stru_723770
|-
|-
| 2 || 4 || unk_1000F2A0 || stru_723488
| 2 || 4 || D4_QWC || stru_723830
|-
|-
| 1 || 4 || unk_1000F2B0 || stru_7234A0
| 1 || 4 || D4_TADR || stru_723758
|-
|-
| 2 || 4 || unk_1000F2B0 || stru_7234B8
| 2 || 4 || D4_TADR || stru_723818
|-
|-
| 1 || 4 || unk_1000F2C0 || stru_7234D0
| 1 || 4 || D5_CHCR || stru_722498
|-
|-
| 2 || 4 || unk_1000F2C0 || stru_7234E8
| 2 || 4 || D5_CHCR || stru_7224C8
|-
|-
| 1 || 4 || D_ENABLER || stru_721C10
| 1 || 4 || D5_MADR || stru_722408
|-
|-
| 2 || 4 || D_ENABLEW || stru_721C58
| 2 || 4 || D5_MADR || stru_722390
|-
|-
| 1 || 8 || unk_1000F800 || stru_7250C0
| 1 || 4 || D5_QWC || stru_722468
|-
|-
| 2 || 8 || unk_1000F800 || stru_7250D8
| 2 || 4 || D5_QWC || stru_7223F0
|-
|-
| 1 || 8 || unk_1000F810 || stru_725150
| 1 || 4 || D6_CHCR || stru_722480
|-
|-
| 1 || 0x10 || unk_1000F820 || stru_7250F0
| 2 || 4 || D6_CHCR || stru_7224B0
|-
|-
| 1 || 0x10 || unk_1000F830 || stru_725108
| 1 || 4 || D6_MADR || stru_722450
|-
|-
| 1 || 4 || unk_1000F860 || stru_725120
| 2 || 4 || D6_MADR || stru_7223D8
|-
|-
| 1 || 4 || unk_1000F880 || stru_725138
| 1 || 4 || D6_QWC || stru_722420
|-
|-
| 1 || 4 || unk_1000F8B0 || stru_725168
| 2 || 4 || D6_QWC || stru_7223A8
|-
|-
| 2 || 8 || PMODE || stru_721E20
| 1 || 4 || unk_1000C430 || stru_722438
|-
|-
| 2 || 8 || SMODE1 || stru_722060
| 2 || 4 || unk_1000C430 || stru_7223C0
|-
|-
| 2 || 8 || SMODE2 || stru_721F88
| 1 || 4 || D7_CHCR || stru_7235C0
|-
|-
| 2 || 8 || SRFSH || stru_721E38
| 2 || 4 || D7_CHCR || stru_723530
|-
|-
| 2 || 8 || SYNCH1 || stru_721F70
| 1 || 4 || D7_MADR || stru_7235A8
|-
|-
| 2 || 8 || SYNCH2 || stru_721F58
| 2 || 4 || D7_MADR || stru_723500
|-
|-
| 2 || 8 || SYNCV || stru_721F40
| 1 || 4 || D7_QWC || stru_723590
|-
|-
| 2 || 8 || DISPFB1 || stru_7220F0
| 2 || 4 || D7_QWC || stru_723518
|-
|-
| 2 || 8 || DISPLAY1 || stru_722018
| 1 || 4 || D8_CHCR || stru_7222D0
|-
|-
| 2 || 8 || DISPFB2 || stru_7220D8
| 2 || 4 || D8_CHCR || stru_7222E8
|-
|-
| 2 || 8 || DISPLAY2 || stru_722078
| 1 || 4 || D8_MADR || stru_7222B8
|-
|-
| 2 || 8 || EXTBUF || stru_721E50
| 2 || 4 || D8_MADR || stru_722168
|-
|-
| 2 || 8 || EXTDATA || stru_721E68
| 1 || 4 || D8_QWC || stru_7222A0
|-
|-
| 2 || 8 || EXTWRITE || stru_721E80
| 2 || 4 || D8_QWC || stru_722180
|-
|-
| 2 || 8 || BGCOLOR || stru_721E98
| 1 || 4 || D8_SADR || stru_722288
|-
|-
| 1 || 8 || GS_CSR || stru_722090
| 2 || 4 || D8_SADR || stru_722198
|-
|-
| 2 || 8 || GS_CSR || stru_722120
| 1 || 4 || D9_CHCR || stru_722270
|-
| 2 || 4 || D9_CHCR || stru_722318
|-
| 1 || 4 || D9_MADR || stru_722258
|-
| 2 || 4 || D9_MADR || stru_7221F8
|-
| 1 || 4 || D9_QWC || stru_722240
|-
| 2 || 4 || D9_QWC || stru_7221B0
|-
| 1 || 4 || D9_TADR || stru_722228
|-
|-
| 2 || 8 || GS_IMR || stru_722108
| 2 || 4 || D9_TADR || stru_7221E0
|-
|-
| 2 || 8 || BUSDIR || stru_721FA0
| 1 || 4 || D9_SADR || stru_722210
|-
|-
| 1 || 8 || SIGLBLID || stru_722030
| 2 || 4 || D9_SADR || stru_7221C8
|-
|-
| 2 || 8 || SIGLBLID || stru_722048
| 1 || 4 || D_CTRL || stru_721C28
|-
|-
|}
| 2 || 4 || D_CTRL || stru_721C70
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]
| 1 || 4 || D_STAT || stru_724130
* 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]
| 2 || 4 || D_STAT || stru_7241A8
* 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.  
| 1 || 4 || D_PCR || stru_724100
* 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]
| 2 || 4 || D_PCR || stru_7240E8
* 1000F8B0 return unk value. Seems to be related to fe spe. [r only]
|-
 
| 1 || 4 || D_SQWC || stru_722138
==Random notes about SPE in ps2_netemu==
|-
 
| 2 || 4 || D_SQWC || stru_722150
===IOP SPE===
|-
This
| 1 || 4 || D_RBSR || stru_721BF8
SPE run not only dma related stuff, but also fully fledged r3000 instruction interpreter (yes interpreter, not recompiler).
|-
 
| 2 || 4 || D_RBSR || stru_721B68
<pre>
|-
  opcode      | address
| 1 || 4 || D_RBOR || stru_721B80
--------------+-------- 
|-
r3000_ADDI      0x317C0
| 2 || 4 || D_RBOR || stru_721B98
r3000_ADDIU    0x31800
|-
r3000_SLTI      0x31840
| 1 || 4 || D_STADR || stru_721C40
r3000_SLTIU    0x31880
|-
r3000_ANDI      0x318C0
| 2 || 4 || D_STADR || stru_721BB0
r3000_ORI      0x31900
|-
r3000_XORI      0x31940
| 1 || 4 || INTC_STAT || stru_724148
r3000_LUI      0x31980
|-
r3000_ADD      0x319C0
| 2 || 4 || INTC_STAT || stru_7241C0
r3000_ADDU      0x31A00
|-
r3000_SUB      0x31A40
| 1 || 4 || INTC_MASK || stru_724118
r3000_SUBU      0x31A80
|-
r3000_SLT      0x31AC0
| 2 || 4 || INTC_MASK || stru_724160
r3000_SLTU      0x31B00
|-
r3000_AND      0x31B40
| 2 || 4 || KPUTCHAR || stru_723B30
r3000_OR        0x31B80
|-
r3000_XOR      0x31BC0
| 1 || 4 || MSCOM || stru_723578
r3000_NOR      0x31C00
|-
r3000_SLL      0x31C40
| 2 || 4 || MSCOM || stru_723548
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)
| 1 || 4 || SMCOM || stru_723560
r3000_SRL      0x31D00
|-
r3000_SRA      0x31D40
| 1 || 4 || MSFLAG || stru_723620
r3000_SLLV      0x31D80
|-
r3000_SRLV      0x31DC0
| 2 || 4 || MSFLAG || stru_723680
r3000_SRAV      0x31E00
|-
r3000_MULT      0x31E40
| 1 || 4 || SMFLAG || stru_723608
r3000_MULTU    0x31F00
|-
r3000_DIV      0x31F80
| 2 || 4 || SMFLAG || stru_723668
r3000_MFHI      0x32080
|-
r3000_MFLO      0x320C0
| 1 || 4 || SIF_CR || stru_7235F0
r3000_MTHI      0x32100
|-
r3000_MTLO      0x32140
| 2 || 4 || SIF_CR || stru_723650
r3000_J        0x32180
|-
r3000_JAL      0x32200
| 1 || 4 || unk_1000F260 || stru_7235D8
r3000_JR        0x32280
|-
r3000_JALR      0x322C0
| 2 || 4 || unk_1000F260 || stru_723638
r3000_BEQ      0x32300
|-
r3000_BNE      0x32340
| 1 || 4 || unk_1000F280 || stru_723428
r3000_BLEZ      0x32380
|-
r3000_BGTZ      0x323C0
| 2 || 4 || unk_1000F280 || stru_723440
r3000_BcondZ    0x32400
|-
r3000_SYSCALL  0x32480
| 1 || 4 || unk_1000F290 || stru_723458
r3000_BREAK    0x324C0
|-
r3000_COP_bad  0x32500
| 1 || 4 || unk_1000F2A0 || stru_723470
r3000_COP0      0x32540
|-
r3000_bad_op    0x32740
| 2 || 4 || unk_1000F2A0 || stru_723488
r3000_LB        0x32840
|-
r3000_LH        0x32940
| 1 || 4 || unk_1000F2B0 || stru_7234A0
r3000_LW        0x32A40
|-
r3000_LBU      0x32B80
| 2 || 4 || unk_1000F2B0 || stru_7234B8
r3000_LHU      0x32C80
|-
r3000_LWL      0x32D80
| 1 || 4 || unk_1000F2C0 || stru_7234D0
r3000_LWR      0x32E80
|-
r3000_SB        0x32F80
| 2 || 4 || unk_1000F2C0 || stru_7234E8
r3000_SH        0x33080
|-
r3000_SW        0x33180
| 1 || 4 || D_ENABLER || stru_721C10
r3000_SWL      0x33300
|-
r3000_SWR      0x33400
| 2 || 4 || D_ENABLEW || stru_721C58
 
|-
Addresses above ARE NOT the ones in emulator memory, this is local storage address in IOP SPE program!
| 1 || 8 || unk_1000F800 || stru_7250C0
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.
| 2 || 8 || unk_1000F800 || stru_7250D8
While LWC/SWC are triggering bad opcode exception.
|-
Not sure if LWC0/SWC0 should be allowed.
| 1 || 8 || unk_1000F810 || stru_725150
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.
| 1 || 0x10 || unk_1000F820 || stru_7250F0
</pre>
|-
 
| 1 || 0x10 || unk_1000F830 || stru_725108
This is unconfirmed by any code reversing for now, but IOP emulator print messages like:
|-
Cache write (IOPADDR/LSADDR/SIZE)
| 1 || 4 || unk_1000F860 || stru_725120
Cache read  (IOPADDR/LSADDR/SIZE)
|-
ERROR: Double ICACHE fault
| 1 || 4 || unk_1000F880 || stru_725138
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.
|-
 
| 1 || 4 || unk_1000F8B0 || stru_725168
===EEDMA on SPE3===
|-
That one is one of most misleading names in whole emulator.. <br>
| 2 || 8 || PMODE || stru_721E20
DMA channels are handled in:
|-
*0 - VIF0 on PPU only
| 2 || 8 || SMODE1 || stru_722060
*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
| 2 || 8 || SMODE2 || stru_721F88
*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
| 2 || 8 || SRFSH || stru_721E38
*5 - SIF0 dma is handled in PPE, and SPE 0 (IOP)
|-
*6 - SIF1 dma is handled in PPE, and SPE 0 (IOP)
| 2 || 8 || SYNCH1 || stru_721F70
*7 - SIF2 dma is handled in PPE, and SPE 0 (IOP)
|-
*8 - SPRfrom dma is handled on PPE only it seems
| 2 || 8 || SYNCH2 || stru_721F58
*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>
| 2 || 8 || SYNCV || stru_721F40
So is more like "Close to GS" DMA handler.
|-
 
| 2 || 8 || DISPFB1 || stru_7220F0
"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)
|-
 
| 2 || 8 || DISPLAY1 || stru_722018
===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).
| 2 || 8 || DISPFB2 || stru_7220D8
<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.
| 2 || 8 || DISPLAY2 || stru_722078
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.
|-
 
| 2 || 8 || EXTBUF || stru_721E50
In latest ps2_netemu function responsible for translating VU1 code into SPE ready code is located at 0x13C69C
|-
<br><br>
| 2 || 8 || EXTDATA || stru_721E68
SPU registers always follow this layout when VU1 is running:
|-
*r0  - r31 = vf00 - vf31
| 2 || 8 || EXTWRITE || stru_721E80
*r32 - r57 = vi00 - vi25 (vu ctrl regs above vi25 are mapped to vu0 anyway)
|-
*r48      = ACC (accessible from VU0 as vi19)
| 2 || 8 || BGCOLOR || stru_721E98
 
|-
Additionally ppu can access those regs with addresses 0x3000xyy0.
| 1 || 8 || GS_CSR || stru_722090
Where x is 4,5,6, or 7 (mirrors), and yy is reg number in hex.
|-
*0x30004100 = vf16
| 2 || 8 || GS_CSR || stru_722120
*0x30004200 = vi00
|-
*0x30004350 = I register (vi21)
| 2 || 8 || GS_IMR || stru_722108
etc.
|-
| 2 || 8 || BUSDIR || stru_721FA0
|-
| 1 || 8 || SIGLBLID || stru_722030
|-
| 2 || 8 || SIGLBLID || stru_722048
|-
|}
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]


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).
==Random notes about SPE in ps2_netemu==
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===
===IOP SPE===
====IDEC start code detection====
This
IDEC perform compare to 0 while starting to search code, but not check that required bits are even available in stream.
SPE run not only dma related stuff, but also fully fledged r3000 instruction interpreter (yes interpreter, not recompiler).
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===
<pre>
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.
  opcode      | address
 
--------------+--------
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>
r3000_ADDI      0x317C0
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.
r3000_ADDIU    0x31800
 
r3000_SLTI      0x31840
==SCANMSK on ps2_netemu==
r3000_SLTIU    0x31880
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.
r3000_ANDI      0x318C0
0xD34C    hbrr    loc_D38C, Update_7E98
r3000_ORI      0x31900
0xD350    lr       r4, r80
r3000_XORI      0x31940
0xD354    lqr     r9, SCANMSK_REG
r3000_LUI      0x31980
0xD358    il      r3, 0x22 ; GIF_REG_NR
r3000_ADD      0x319C0
0xD35C    shlqbyi  r5, r80, 4
r3000_ADDU      0x31A00
0xD360    cwd     r6, 0x30+var_30+0xC(sp)
r3000_SUB      0x31A40
0xD364     andi    r5, r5, 3 ;        New SCANMSK write
r3000_SUBU      0x31A80
0xD368    rotqbyi  r8, r9, 0xC
r3000_SLT      0x31AC0
0xD36C    ceq     r7, r8, r5
r3000_SLTU      0x31B00
0xD370    brnz    r7, return_D390 ;  branch if old SCANMSK == new
r3000_AND      0x31B40
0xD374    lqr     r11, SCANMSK_REG
r3000_OR        0x31B80
0xD378    lqd     lr, 0x30+link_reg(sp)
r3000_XOR      0x31BC0
0xD37C    ai       sp, sp, 0x30
r3000_NOR      0x31C00
0xD380    lqd     r80, var_10(sp)
r3000_SLL      0x31C40
0xD384    shufb   r10, r5, r11, r6
r3000_unk1      0x31C80 Primary opcode field (Bit 26..31) = 0x3E (debug stuff, not existing on real r3000)
0xD388    stqr    r10, SCANMSK_REG
r3000_unk2      0x31CC0 Primary opcode field (Bit 26..31) = 0x3F (debug stuff, not existing on real r3000)
r3000_SRL      0x31D00
0xD38C     br      UpdateGS_7E98
r3000_SRA       0x31D40
 
r3000_SLLV     0x31D80
==PS2 masterlist with ps2 emu hashes==
r3000_SRLV      0x31DC0
*See: [[PS2_Emulation/PS2_Games_Masterlist]]
r3000_SRAV      0x31E00
 
r3000_MULT     0x31E40
== ps2_netemu supported video modes ==
r3000_MULTU     0x31F00
 
r3000_DIV      0x31F80
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.
r3000_MFHI      0x32080
* 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)
r3000_MFLO     0x320C0
** 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)
r3000_MTHI      0x32100
=== Widescreen support ===
r3000_MTLO     0x32140
If the game does retrieve the widescreen flag from the GetOSDConfigParam through the scescfGetAspect function, the results are as follows:
r3000_J        0x32180
* Upscaler turned off: widescreen flag set by BIOS,
r3000_JAL      0x32200
* Upscaler turned on - Normal setting (keep original aspect ratio): no flag is set,
r3000_JR        0x32280
* Upscaler turned on - Full screen setting: widescreen flag set by BIOS.
r3000_JALR     0x322C0
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.
r3000_BEQ      0x32300
r3000_BNE       0x32340
r3000_BLEZ      0x32380
r3000_BGTZ     0x323C0
r3000_BcondZ   0x32400
r3000_SYSCALL  0x32480
r3000_BREAK     0x324C0
r3000_COP_bad  0x32500
r3000_COP0      0x32540
r3000_bad_op    0x32740
r3000_LB        0x32840
r3000_LH        0x32940
r3000_LW        0x32A40
r3000_LBU      0x32B80
r3000_LHU      0x32C80
r3000_LWL      0x32D80
r3000_LWR      0x32E80
r3000_SB        0x32F80
r3000_SH        0x33080
r3000_SW        0x33180
r3000_SWL      0x33300
r3000_SWR      0x33400


== Emu Patches ==
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>


===Remove PCRTC Blur for Netemu===
This is unconfirmed by any code reversing for now, but IOP emulator print messages like:  
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!
Cache write (IOPADDR/LSADDR/SIZE)
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.
  Cache read (IOPADDR/LSADDR/SIZE)
<br><br>Patch is for Evilnat 4.90 ps2_netemu.elf file.
  ERROR: Double ICACHE fault
<br>https://www.mediafire.com/file/s83lt9zkwlyhpc2/No_Blur.ppf/file
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.
<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===
===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.


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.  
"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)


search for (2 times):
===VU1 emulation on SPE===
3F 40 02 41 63 5A E3 0C 89 3A 00 00 2F 89 00 00
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).
39 29 FF FF 41 9E 00 7C 99 3A 00 00 88 DA 00 01
<br>
88 FA 00 02
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.
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===
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)


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).  
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.  


ps2_netemu:
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).
search for
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.
41 9E 03 50 39 80 00 00 54 00 06 3E 54 69 38 30
 
===IPU SPE6===
replace to  
====IDEC start code detection====
60 00 00 00 39 80 00 00 54 00 06 3E 54 69 38 30
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..
in 4.75+ emu: 0x13356C  beq  cr7, demo_check  ---> nop
This probably break Onimusha DoD, and many other random games.
====IPU skip mpeg hack====
ps2_gxemu
There are some leftovers of SKIP MPEG hack in SPE 6 (IPU), i'm not sure that is still available.
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===
===SPE4 and SPE5===
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.  
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.
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.
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>
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.
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.


Now:
==SCANMSK on ps2_netemu==
  hash     00 00 00 FF FF FF FF FF
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.
  pointer  00 00 00 00 FF FF FF FF
0xD34C    hbrr    loc_D38C, Update_7E98
  cmd count FF FF FF FF
  0xD350    lr      r4, r80
  align     00 00 00 00 (previously we thought that is terminator)
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


Compacted:
==PS2 masterlist with ps2 emu hashes==
hash      00 00 00 FF FF FF FF FF
*See: [[PS2_Emulation/PS2_Games_Masterlist]]
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 :) .
== ps2_netemu supported video modes ==
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:
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.
0x6F938: 38 00 03 14 --> 38 00 04 9E  (increase loop count)
* 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)
0x6F950: 39 29 00 18 --> 39 29 00 10  (decrease step incrementer)
** 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)
0x6F968: 79 59 2E A4
=== Widescreen support ===
          79 5A 1F 24
If the game does retrieve the widescreen flag from the GetOSDConfigParam through the scescfGetAspect function, the results are as follows:
          7C 1A C8 50
* Upscaler turned off: widescreen flag set by BIOS,
              -->
* Upscaler turned on - Normal setting (keep original aspect ratio): no flag is set,
          79 59 26 E4
* Upscaler turned on - Full screen setting: widescreen flag set by BIOS.
          60 00 00 00
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.
          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.
== Emu Patches ==
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>
===Display current PC/RA values for r5900===
gxemu.elf MD5 before patch
38D891A6A67F9275D1B6D18E04BDCAA7
gxemu.elf MD5 after patch
B452CCB51348127DAF8A931B621E5E39
DL: https://www.mediafire.com/file/kpno5mubyy7q9p0/gx_cfg_ext.ppf/file


===Patch System Manager to allow PS2 emulators Fan Control===
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.  
Patch is for LV1 file, should be 4.75+ but it's based on 4.78 LV1 file. '''Don't try to modify your LV1 without hardware flasher!''' This patch enables ability to get fan readings and to set fan speed and policy. This patch doesn't implement fan controls from webman to work in ps2 mode, additional code needs to be patched on PS2 emulators side to make something useful from it.


Search for (4.78 LV1):
search for (2 times):
  E8 03 01 C8 54 00 05 EE  2F A0 00 00 41 9E 00 E4
  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
Replace to (4.78 LV1):
88 FA 00 02
  E8 03 01 C8 54 00 05 EE 2F A0 00 00 60 00 00 00
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  


==Inject LIBSD into netemu Bios==
===Skip demo disc check===
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 ==
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).


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.
ps2_netemu:  
 
search for
https://pastebin.com/x8fvY1UL
  41 9E 03 50 39 80 00 00 54 00 06 3E 54 69 38 30
 
   
== Random ps2_netemu notes ==
  replace to  
 
  60 00 00 00 39 80 00 00 54 00 06 3E 54 69 38 30
* 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.
  in 4.75+ emu: 0x13356C beq cr7, demo_check ---> nop
* 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.
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
   
   
  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.
  in 4.75+ emu: 0x8EEA0 beq cr7, demo_check ---> nop
  v0 = 0x0F0E0D0C, 0x0B0A0908, 0x07060504, 0x03020100
 
  v2  = 0x80000000, 0x80000000, 0x80000000, 0x80000000
===Extend config table by 50% in ps2_gxemu===
v20 = 0xFFFFFFFF, 0x00000000, 0x00000000, 0x00000000
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.
v21 = 0x00000000, 0xFFFFFFFF, 0x00000000, 0x00000000
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.
v22 = 0x00000000, 0x00000000, 0xFFFFFFFF, 0x00000000
 
v22 = 0x00000000, 0x00000000, 0x00000000, 0xFFFFFFFF
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.
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 ===
Now:
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.
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)


=== DataStorage vector hook ===
Compacted:
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:
hash      00 00 00 FF FF FF FF FF
* 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.
pointer  FF FF FF FF
* 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.
cmd count FF FF FF FF
* 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 word is ppc instruction that caused exception.
* Code now read extended opcode (XOP) field to figure out instruction type ((code >> 1) & 0x3FF)
* When matching xop 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 ===
We have reduced size from 0x18 to 0x10 for single title without losing any data, free 1576 bytes to use :) .
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:
After that i wrote small dumper that allowed me to edit table in easy way to recreate new table with empty slots.
seg020:000000000012EECC        lwzx      r0, r9, r31
Hardest part behind us, now just patches to respect new table elements size, and we are done.
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 ==
4.88.2 Evilnat ps2_gxemu.elf offsets:
 
0x6F938: 38 00 03 14 --> 38 00 04 9E  (increase loop count)
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?
0x6F950: 39 29 00 18 --> 39 29 00 10  (decrease step incrementer)
* 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)
0x6F968: 79 59 2E A4
** 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)
          79 5A 1F 24
*** 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)
          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)


== Netemu load/store with r0 register ==
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.


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.
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>
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.
gxemu.elf MD5 before patch
38D891A6A67F9275D1B6D18E04BDCAA7
gxemu.elf MD5 after patch
B452CCB51348127DAF8A931B621E5E39
DL: https://www.mediafire.com/file/kpno5mubyy7q9p0/gx_cfg_ext.ppf/file


This is because of PowerPC quirk that i (and apparently IDA in 64 bit mode) wasn't aware. From IBM manual:
== SPE programs dumper ==


ld RT, Disp(RA)
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.  
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:
https://pastebin.com/x8fvY1UL


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.
== Random ps2_netemu notes ==


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.  
* Some members of pcsx2 team think that emulator is heavily based on early pcsx2. After some reversing this seems to be far away from true. But COP2 and VU0 (and only that for now) really are familiar here and there. To the point where i was able to use pcsx2 code to find names/usage of some variables (mVUbranch for example). But VU0/COP2 is for now only part that have obvious pcsx2 similarities. For example VU1 is different story, and don't even share code with VU0 part of emulator as far as i see.
While this is more PPC itself than emu stuff, i feel is important to mention this here.  
* 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.
Now if we remember that emu have mapped "negative address", loads/stores with r0 starting to make sense.  
* 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.
===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.


  std      r4, 0x3008(r0) # store r4 on 0x3008, no matter what r0 actually is at the moment.
  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.
   
   
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
  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.
  0x41 = IMR
v0  = 0x0F0E0D0C, 0x0B0A0908, 0x07060504, 0x03020100
  0x44 = BUSDIR
v2  = 0x80000000, 0x80000000, 0x80000000, 0x80000000
  0x48 = SIGLBLID
v20 = 0xFFFFFFFF, 0x00000000, 0x00000000, 0x00000000
 
  v21 = 0x00000000, 0xFFFFFFFF, 0x00000000, 0x00000000
== ps2_gxemu external bios/rom loading. ==
  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.


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.
== RSX workload on the netemu ==


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.
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)


Note: This code don't exist in ps2_netemu.
== Netemu load/store with r0 register ==


== Universal DNAS anti-wipe patch ==
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.


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.
This is because of PowerPC quirk that i (and apparently IDA in 64 bit mode) wasn't aware. From IBM manual:
<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 ==
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.


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).
But according to the same manual:
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):
  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.  
  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:
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.
0x18726C    li        r9, -1                # --- start of "constants" creation ---
While this is more PPC itself than emu stuff, i feel is important to mention this here.
0x187270    clrlwi    r9, r9, 1            # r9 = 0x7FFFFFFF
Now if we remember that emu have mapped "negative address", loads/stores with r0 starting to make sense.  
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:
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.


0x18726C    li        r9, 0x7000
== ps2_gxemu external bios/rom loading. ==
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.
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)


== Ugly fix for HDD whitelisted games loaded through Cobra ==
== Universal DNAS anti-wipe patch ==


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.
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>
<pre>
Original: 4B FF 1A 11 38 81 00 A0 38 61 00 AC 4B FF ED 3D
Original: 18 00 A2 AF 95 00 00 0C 1C 00 A0 AF
Patched:  60 00 00 00 38 81 00 A0 38 61 00 AC 4B FF ED 3D</pre>
Patched:  18 00 A2 AF 01 00 02 24 1C 00 A0 AF</pre>


== Unknown VIF issue - bad cmd ==
== Accurate ADD/SUB ==
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.
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).
* 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.
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.
* 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)
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.
* General note. PS2 VIF seems to be broken by design. Manual have following warnings:
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).
** 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.
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.
** In V3_16 format, set the ME1 bit to 1.
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.
** 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.
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>
Code which handle bad cmd:
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.
0x14D00  ila    r4, 0x2000
<br>
0x14D04  shufb  r2, r104, r104, r89
Recompiled code for eg. fpu '''add d,c,b''' looks like this:
0x14D08  ila    sp, sub_147C0
  vaddfp d,c,b
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 ==
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


* '''Def Jam: Fight for NY'''
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:
** Random hangs on first loading sequence.
0x18726C    li        r9, -1                # --- start of "constants" creation ---
* '''Visual Mix: Ayumi Hamasaki Dome Tour 2001'''
0x187270    clrlwi    r9, r9, 1            # r9 = 0x7FFFFFFF
** Random hangs during loading transitions.
0x187274    stw      r9, 0x20(r31)
* '''Harry Potter and the Chamber of Secrets'''
0x187278    li        r9, 0xFF
** Seems to randomly hang on the last stage of loading (ra=0x19bf70). WaitSema calls spotted during the hang.
0x18727C    stw      r9, 0x24(r31)
* '''Gran Turismo 4'''
0x187280    li        r9, 31
** Hangs during the FMV playback on the idle wait loop. Game does wait for the interrupt that does not happen, probably.
0x187284    stw      r9, 0x28(r31)
***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)
0x187288    li        r9, 23
****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)
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.


Assuming the game programming is right, the underlying issues are data transfer related, probably.
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:


== Games with GS emulation issues ==
0x18726C    li        r9, 0x7000
Neither performance, nor mipmap and SCANMSK related.
0x187270    lvxl      v16, r9, r0
* '''Prince of Persia: Warrior Within'''
0x187274    addi      r9, r9, 0x10
** Weapons' trails are rainbow (fixed by Auto-flush in PCSX2).
0x187278    lvxl      v16, r9, r0
* '''Lord of the Rings: The Return of the King'''
 
** Top-left corner issue when the mist/fog is rendered.
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.
* '''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.
== Ugly fix for HDD whitelisted games loaded through Cobra ==
* '''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).
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
Patched:  60 00 00 00 38 81 00 A0 38 61 00 AC 4B FF ED 3D</pre>


== Stuntman/Driv3r research ==
== Unknown VIF issue - bad cmd ==
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.  
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.


Stuntman US
* 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.
0x100000-0x1c5e68 - no change
* 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)
0x1c5e6c - improvement in ApplyTyreForces__5WheelR3CarffG4MAv3N24R4MAm4Rf
* General note. PS2 VIF seems to be broken by design. Manual have following warnings:
  vadd.xyzw vf01, vf01, vf02
** 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 transmittedSet the ME0 bit to 1 when using it.
0x1c7128 - improvement in Update__5WheelR3CarR4MAm4R4MAv3T3
** In V3_16 format, set the ME1 bit to 1.
  vadd.xyzw vf01, vf01, vf02
** 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.
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.
Code which handle bad cmd:
*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)
0x14D00  ila    r4, 0x2000
 
0x14D04  shufb  r2, r104, r104, r89
== Patches for SCCS region games ==
0x14D08  ila    sp, sub_147C0
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
0x14D0C  a      r2, r2, r77
 
0x14D10  shufb  r2, r103, r102, r2
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:
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)


{| class="wikitable"
== Games with EE threading/interrupt issues ==
|-
 
! Serial Number !! Game !! Bootable (without patch) !! ROM2 required
* '''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.
| SCCS-40001 || Ape Escape 2 || No || Yes (missing text)
* '''Gran Turismo 4'''
|-
** Hangs during the FMV playback on the idle wait loop. Game does wait for the interrupt that does not happen, probably.
| SCCS-40002 || Devil May Cry 2 (Disc 1) || No || No
***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)
| SCCS-40003 || Devil May Cry 2 (Disc 2) || No || No
 
|-
Assuming the game programming is right, the underlying issues are data transfer related, probably.
| SCCS-40004 || XIGO: Zuihou de Touzi || No || No
 
|-
== Games with GS emulation issues ==
| SCCS-40005 || Ico || No || No
Neither performance, nor mipmap and SCANMSK related.
|-
* '''Prince of Persia: Warrior Within'''
| SCCS-40006 || Zhen Sanguo Wushuang 2 || No || No
** Weapons' trails are rainbow (fixed by Auto-flush in PCSX2).
|-
* '''Lord of the Rings: The Return of the King'''
| SCCS-40007 || Arc the Lad: Seirei no Tasogare || No || No
** Top-left corner issue when the mist/fog is rendered.
|-
* '''Dance Summit 2001: Bust-a-Move'''
| SCCS-40009 || Dragon Ball Z 2 || Yes || No
** Front buffer is not flushed most of the time. Game seems to apply additional effects there, apart from the downsampling.
|-
 
| SCCS-40010 || Super Puzzle Bobble 2 || No || No
== 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.
| SCCS-40011 || Armored Core 2: Another Age || No || No
 
|-
Stuntman US
| SCCS-40014 || World Soccer Winning Eleven 7 International || No || No
0x100000-0x1c5e68 - no change
|-
| SCCS-40015 || Viorate no Atelier: Gramnad no Renkinjutsushi 2 || No || Yes (text bugs)
0x1c5e6c - improvement in ApplyTyreForces__5WheelR3CarffG4MAv3N24R4MAm4Rf
|-
  vadd.xyzw vf01, vf01, vf02
| SCCS-40016 || Ape Escape: Pumped & Primed || Yes || No
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"
|-
|-
| SCCS-40017 || EyeToy: Play || No || EyeToy game
! Serial Number !! Game !! Bootable (without patch) !! ROM2 required
|-
|-
| SCCS-40018 || Saru EyeToy Oosawagi: Wakki Waki Game Tenkomori!! || No || EyeToy game
| SCCS-40001 || Ape Escape 2 || No || Yes (missing text)
|-
| SCCS-40002 || Devil May Cry 2 (Disc 1) || No || No
|-
| SCCS-40003 || Devil May Cry 2 (Disc 2) || No || No
|-
| SCCS-40004 || XIGO: Zuihou de Touzi || No || No
|-
| SCCS-40005 || Ico || No || No
|-
| SCCS-40006 || Zhen Sanguo Wushuang 2 || No || No
|-
| SCCS-40007 || Arc the Lad: Seirei no Tasogare || No || No
|-
| SCCS-40009 || Dragon Ball Z 2 || Yes || No
|-
| SCCS-40010 || Super Puzzle Bobble 2 || No || No
|-
| SCCS-40011 || Armored Core 2: Another Age || No || No
|-
| SCCS-40014 || World Soccer Winning Eleven 7 International || No || No
|-
| SCCS-40015 || Viorate no Atelier: Gramnad no Renkinjutsushi 2 || No || Yes (text bugs)
|-
| SCCS-40016 || Ape Escape: Pumped & Primed || Yes || No
|-
| SCCS-40017 || EyeToy: Play || No || EyeToy game
|-
| SCCS-40018 || Saru EyeToy Oosawagi: Wakki Waki Game Tenkomori!! || No || EyeToy game
|-
|-
| SCCS-40019 || Formula One 04 || No || No (English)
| SCCS-40019 || Formula One 04 || No || No (English)
Line 1,770: Line 2,274:
*PS2 Memory and Hardware Mapped Registers Layout
*PS2 Memory and Hardware Mapped Registers Layout
*Video Modes
*Video Modes
*<s>Config related info</s> Done.
*Config related info


'''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)
'''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)
Line 1,791: Line 2,295:
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.
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.


   _________________________________________________
   ________________________________________________
  |  Opcode type  |   Netemu/Gxemu  |    PCSX2  |
  |  Opcode type  | Netemu/Gxemu  |    PCSX2  |
  |----------------|------------------|-------------|
  |----------------|-----------------|-------------|
  | Default opcode |    1 unit       |    9 units  |
  | Default opcode |    1 unit     |    9 units  |
  | Load/Store    |    2 units     |  14 units  |
  | Load/Store    |    2 units     |  14 units  |
  | Multiply      |    4 units     |  16 units  |
  | Multiply      |    4 units     |  16 units  |
  | Divide        |    37 units     |  112 units  |
  | Divide        |    37 units     |  112 units  |
  | COP 0          |    1 unit       |    7 units  |
  | COP 0          |    1 unit     |    7 units  |
  | COP 1          |  1 unit(some 2) |    7 units  |
  | COP 1          |  1 unit(some 2) |    7 units  |
  | COP 2          |    1 unit       |    7 units  |
  | COP 2          |    1 unit     |    7 untis |
| NOP            |  0 units(!!!)  |  7? units |
  --------------------------------------------------
  ---------------------------------------------------
   
   
  Additionally pcsx2 use different cycles for many other opcodes that ps3 emus just count as one.  
  Additionally pcsx2 use different cycles for many other opcodes that ps3 emus just count as one.  
Line 1,811: Line 2,314:
   
   
  At the second hand gx/net emu do some weird shenigans with cycles based on... Opcode number, this is still small unknown here. Yeah...
  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.
  Underclocking/Overclocking could be done by modifying opcodes at 0x17CEB0, 0x17CFF8, 0x17D4C8.
Line 1,894: Line 2,383:
{| class="wikitable" style="font-size:small;"
{| class="wikitable" style="font-size:small;"
|-
|-
! Name !! Start EA !! End EA !! Flags !! Notes
! Name !! Start !! End !! Flags !! Notes
|-
|-
| work  
| work  
Line 2,410: Line 2,899:
|| 0x13000000  
|| 0x13000000  
|| 0xD00000003  
|| 0xD00000003  
|| Recompiled EE code that gets executed.
||
|-
|-
| vu0_jit_code  
| vu0_jit_code  
Line 2,416: Line 2,905:
|| 0x18400000  
|| 0x18400000  
|| 0xD00000003  
|| 0xD00000003  
|| Recompiled VU0 micro code that is executed.
||
|-
|-
| vu0_jit_data  
| vu0_jit_data  
Line 2,428: Line 2,917:
|| 0x22000000  
|| 0x22000000  
|| 0xE00000003  
|| 0xE00000003  
|| Lookup Table which holds start addresses of recompiled blocks. If block is not in the table, it gets recompiled right when emulator tries to access it.
||
|-
|-
| eerom_jit_lut  
| eerom_jit_lut  
Line 2,434: Line 2,923:
|| 0x30000000  
|| 0x30000000  
|| 0xE00000003  
|| 0xE00000003  
|| EE ROM Lookup Table which holds start addresses of recompiled blocks. If block is not in the table, it gets recompiled right when emulator tries to access it.
||
|-
|-
| ustack (micro stack)  
| ustack (micro stack)  
Line 2,501: Line 2,990:
|| 0x42000B0000001  
|| 0x42000B0000001  
|| Thread EEonBE
|| Thread EEonBE
|-
|}
=== Gxemu ===
{| class=wikitable style=font-size:small;
|-
! Name !! Start EA !! Unk (lpar?) !! Unk !! Notes
|-
| work || 0 || 0 || 0 ||
|-
| vu0_direct || 0x30000000 || 0x30000000 || 0x1000000 ||
|-
| ustack || 0xAAA70000000 || 0x4200000000 || 0x1000000 ||
|-
| transcode|| 0x50000000 || 0xD00000000 || 0 || Recompiled EE code that gets executed.
|-
| transpc|| 0x10000000 || 0xE00000000 || 0 || Lookup Table which holds start addresses of recompiled blocks. If block is not in the table, it gets recompiled right when emulator tries to access it.
|-
| spc|| 0x40000000 || 0xE0000000 || 0x1000000 ||
|-
| rsx|| 0xA0000000 || 0x80000000 || 0x1000000 ||
|-
| sb_mmio|| 0x60000000 || 0x60000000 || 0x1000000 ||
|-
| io_work|| 0x80000000 || 0x70000000 || 0x1000000 ||
|-
| ee_cached|| 0x200000000 || 0xFF00000000 || 0x1000000 ||
|-
| ee_mmio|| 0x210000000 || 0x300000000 || 0x1000000 ||
|-
| ee_uncached|| 0x220000000 || 0x100000000 || 0x1000000 ||
|-
| ee_uncacc|| 0x230000000 || 0x100000000 || 0x1000000 ||
|-
| ee_rsvd0 || 0x240000000 || 0xA00000000 || 0x1000000 ||
|-
| ee_rsvd1 || 0x250000000 || 0xA00000000 || 0x1000000 ||
|-
| ee_spr_lo|| 0x260000000 || 0x700000000 || 0x1000000 ||
|-
| ee_spr_hi|| 0x270000000 || 0x800000000 || 0x1000000 ||
|-
| ee_kmem0 || 0x280000000 || 0xFF00000000 || 0x1000000 ||
|-
| ee_kmmio0|| 0x290000000 || 0x300000000 || 0x1000000 ||
|-
| ee_kmem1 || 0x2A0000000 || 0x100000000 || 0x1000000 ||
|-
| ee_kmmio1|| 0x2B0000000 || 0x300000000 || 0x1000000 ||
|-
| ee_krsvd0|| 0x2C0000000 || 0xA00000000 || 0x1000000 ||
|-
| ee_krsvd1|| 0x2D0000000 || 0xA00000000 || 0x1000000 ||
|-
| ee_krsvd2|| 0x2E0000000 || 0xA00000000 || 0x1000000 ||
|-
| ee_dbg || 0x2F0000000 || 0x900000000 || 0x1000000 ||
|-
| iop_mem|| 0x400000000 || 0x400000000 || 0x1000000 ||
|-
| iop_kmmio0 || 0x4B0000000 || 0x500000000 || 0x1000000 ||
|-
| iop_kmmio1 || 0x4A0000000 || 0x500000000 || 0x1000000 ||
|-
| spu2_mem || 0x600000000 || 0x600000000 || 0x1000000 ||
|-
| spu2_pcm || 0x800000000 || 0x1000000000 || 0x1000000 ||
|-
| rsx_xdr|| 0xA00000000 || 0x1500000000 || 0x1000000 ||
|-
| rsx_ddr|| 0x900000000 || 0x1600000000 || 0x1000000 ||
|-
| vrc_area || 0x90000000 || 0xC00000000 || 0x1000000 ||
|-
| ioptrace || 0x40000000000 || 0x1400000000 || 0x1000000 ||
|-
|}
===Emu===
{| class="wikitable" style="font-size:small;"
|-
! Name !! Start EA !! Size !! Flags !! Notes
|-
| work          || 0x0 ||        0x2000000(32MB) || 0x200000000 || 64MB minus below allocations (up to user stack 10). Minimum 32MB.
|-
| spider work  || 0x30000000 ||  0x600000(6MB) ||  0x600000000 || (sb work)
|-
| iop ram      || 0x100000000 || 0x200000(2MB) ||  0x600000000 ||
|-
| ps2 rom      || 0x200000000 || 0x400000(4MB) ||  0x600000000 ||
|-
| spu2 ram      || 0x70000000 ||  0x200000(2MB) ||  0x600000000 ||
|-
| spu2 ram2    || 0x70200000 ||  0x200000(2MB) ||  0x600000000 ||
|-
| pcm work      || 0x80000000 ||  0x100000(1MB) ||  0x600000000 ||
|-
| menu work    || 0x90000000 ||  0x400000(4MB) ||  0x600000000 ||
|-
| user stack 0  || 0x10100000 ||  0x100000(1MB) ||  0x600000000 ||
|-
| user stack 1  || 0x10300000 ||  0x100000(1MB) ||  0x600000000 ||
|-
| user stack 2  || 0x10500000 ||  0x100000(1MB) ||  0x600000000 ||
|-
| user stack 3  || 0x10700000 ||  0x100000(1MB) ||  0x600000000 ||
|-
| user stack 4  || 0x10900000 ||  0x100000(1MB) ||  0x600000000 ||
|-
| user stack 5  || 0x10B00000 ||  0x100000(1MB) ||  0x600000000 ||
|-
| user stack 6  || 0x10D00000 ||  0x100000(1MB) ||  0x600000000 ||
|-
| user stack 7  || 0x10F00000 ||  0x100000(1MB) ||  0x600000000 ||
|-
| user stack 8  || 0x11100000 ||  0x100000(1MB) ||  0x600000000 ||
|-
| user stack 9  || 0x11300000 ||  0x100000(1MB) ||  0x600000000 ||
|-
| user stack 10 || 0x11500000 ||  0x100000(1MB) ||  0x600000000 ||
|-
| sb mmio      || 0x20000000 ||          ?(?MB) ||            ? ||
|-
| spc area      || 0x40000000 ||          ?(?MB) ||            ? ||
|-
| rsx mmio      || 0x50000000 ||          ?(?MB) ||            ? ||
|-
| rsx gcmbar1  || 0x60000000 ||          ?(?MB) ||            ? ||
|-
| memcard      || 0x300000000 || 0x1100000(17MB) ||          ? || Allocated much later than above memory.
|-
|-
|}
|}
Line 2,881: Line 3,241:
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>
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>
* '''Disable PCRTC blur.'''<br>
* '''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]]
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.
 
 
===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.
*Example for TOCA3 SLUS which use hard coded offset:
004C55F0 00000000
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)
 
== IOP Handling in ps2_emu? (CECHA/CECHB) ==
 
So, I was reading about how the emulation works here, but I'm not sure how the hardware-based emulation works in the IOP part.
 
The chart clearly shows that IOP is being 100% emulated via software (Cell) on ps2_gxemu and ps2_netemu, but what about ps2_emu? Is it being emulated using hardware like the EE and GS? Or is it software? I couldn't find any physical chip leading to believe the hardware IOP is there (although the PS2 Bridge has a very similar number model), but I'm aware that some games which have IOP issues on ps2_gxemu and ps2_netemu are not affected in ps2_emu. Also some games that could go online were working fine on ps2_emu, but not so in ps2_gxemu and ps2_netemu.
 
Is the IOP really fully emulated via software in CECHA/CECHB consoles?
 
* It's emulated. While other emus use new IOP emulator that is fully running on SPE, ps2_emu use IOP emulator running mostly on PPE core. Emulated IOP ram is mapped to 0x100000000 address of emulator memory, and it's accessible by whole emu. Interpreter is quite simple but handle all needed stuff. IOP hardware registers are mapped in emulator memory and read/write handlers are all PPE functions (that includes DEV9, USB, etc.). IOP Timers run on one of SPE cores, which is interesting solution. SPU2 is running on separate SPE core too. IOP side of SIF communication is done thru "SIF" named SPE program, this program is communicating directly with CXD9208GP hardware. This includes 0x1D0000XX, SIF DMAs, etc. That part is generally not part of IOP per se, I'm just mentioning it for clarity. About compatibility. IOP emus in other PS2 emulators on PS3 were rewritten from scratch, i guess that's why they are less accurate. Plus, fact that with real EE Sony was able to drive most timings inside emu by EE vblk/hblk, which simplifies emulated communication. There is not much to do with accurate IOP when your emulated EE timings are off. --[[User:Kozarovv|Kozarovv]] ([[User talk:Kozarovv|talk]]) 20:19, 24 September 2024 (CEST)
 
* Thank you very much. all of that is pretty informative and fully answers my questions. The last one I have, does this means then that the software emulation that ps2_emu is doing to the IOP part is more accurate than the one DECKARD does on Slims PS2 right? I tried games like Beyond Good & Evil and it seems to run well without the sounds issues that game has on slims models.
** Yeah, looks like it is. Possibly that wasn't the case back in the release days. PS2 emu has been updated many times since launch in 2006, who knows why... You may want to check this compatibility list: https://en.everybodywiki.com/List_of_PlayStation_2_games_compatible_with_PlayStation_3 It's not that accurate because for example Persona 4 entry is partially bullshit because issue with the bar in the lower left-hand corner just can't exist on real EE. But generally, it will give you some info what doesn't worked back then. Entries like Battle Stadium D.O.N, Naruto Shippuden: Ultimate Ninja 5, Orphen: Scion of Sorcery, Wild Arms 5 or Ibara are really interesting, but I'm not sure if they are correct. Back then people recognized PS3 model by HDD size, You can imagine that it's not most accurate way to do that. :D --[[User:Kozarovv|Kozarovv]] ([[User talk:Kozarovv|talk]]) 08:32, 25 September 2024 (CEST)
***Of course, the HDD size is not the reliable way to identify models, especially when you can just swap the HDD haha. Thanks, you gave me a lot of interesting info, checking the compatibility list I saw a lot of interesting cases, perhaps if one day I'm bored enough I will try the examples of games you gave me, and also try some others. Would be fun if ps2_gxemu could be run on CECHA/B models, I'm aware its not possible, at least not right now (I also tried by swapping them in dev_blind with no success, just a black screen crash, but since it's looking for different hardware on the motherboard this was kind of the expected behavior).
In the end, I guess that games like Ratchet & Clank or Tekken Tag Tournament which runs really slow on ps2_gxemu is because Cell can't keep up with the EE emulation.
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