Editing Talk:PS2 Emulation

Jump to navigation Jump to search
Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.

Latest revision Your text
Line 1: Line 1:
==Game CONFIG commands (notepad and worklog)==
== Playstation 2 ==
Moved to [[Talk:PS2_Emulation/PS2_Config_Commands]]
==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===
===Getting Playstation 2 Software Emulator working===


Line 51: Line 18:
* [[Talk:Emulation#PS2.2FPStwo]]
* [[Talk:Emulation#PS2.2FPStwo]]


===ps2_netemu===
<pre>
seg017:00000000001355B4                ld        r28, off_74BA20 # unk_933F80
seg017:00000000001355B8                .using unk_933F80, r28
seg017:00000000001355B8                lis      r0, 0x4000 # 0x40000020
seg017:00000000001355BC                ori      r0, r0, 0x20 # 0x40000020
seg017:00000000001355C0                ld        r9, off_934158 # unk_0
seg017:00000000001355C4                and      r9, r9, r0    # r9 = r9 & 0x40000020
seg017:00000000001355C8                cmpdi    cr7, r9, 0
seg017:00000000001355CC                bne      cr7, loc_1356E4
seg017:00000000001355D0                ld        r0, off_934158 # unk_0
seg017:00000000001355D4                rlwinm    r0, r0, 0,2,2 # r0 = r0 & 0x20000000
seg017:00000000001355D8                cmpdi    cr7, r0, 0
seg017:00000000001355DC                bne      cr7, image_selection
seg017:00000000001355E0                ld        r0, off_934158 # unk_0
seg017:00000000001355E4                rlwinm    r0, r0, 0,5,5 # r0 = r0 & 0x4000000
seg017:00000000001355E8                cmpdi    cr7, r0, 0
seg017:00000000001355EC                beq      cr7, static_path
</pre>


====boot_ps2====
=== Cold Fear ===
http://foxbrew.org/ps3/otheros-utils/boot_ps2.git <br />
frequenlty, as if you pressed pause
http://www.multi...upload.com/QKK7ETPHXZ boot_ps2-src.rar (1.43 KB) <br />
0x46
http://www.multi...upload.com/YCZ63Y6TQ5 boot_ps2.pkg (69.17 KB) <br />
0x19


any chance of having this package resigned for 4.21 cfw? might be useful to see if it'll boot ps2_netemu.self LPAR.
=== config 0x12 ===
==== type 1 ====
Playground discussion, unsure about clrlslwi  r11, r0, 16,3 result


(can boot ps2lpar, but also petitboot if otheros installed! 50:50 chance)
<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


[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===
type 1: (Syphon Filter The Omega Strain )
*0x48  | ptr to 1st value *0x2A4 (0x15F)
*0x50  | count of type values


[[http://www.ps3devwiki.com/index.php?title=Emulation#Getting_Playstation_2_Software_Emulator_working Getting Playstation 2 Software Emulator working]]
        (0x18990031 >> 0xC) & 0xFFFF0 = 0x18990
        (0x18B60032 >> 0xC) & 0xFFFF0 = 0x18B60


[[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>
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>


==== Service Mode in relation to PS2 emulation tests ====
==== type 2 ====
* 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.
Fix on Interpretation?


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


* 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)
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)


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


==== tests on 2000 series PS3 Slim ====
==== type 3 ====
Testplatform:
SKU: 2000 series slim (minver 2.70)
Firmware: 3.55 'Rogero 3.4' mmap114+peek/poke but no SS-patches
Memorycards: MC:PS1 in slot1, MC:PS2 in slot2.
Mainscreen: Component+Composite 576i+P/720i+P//1080i
Sec.screen: Composite 576i
48 titles tested (PAL disc on PAL SKU) // [[User:Euss|Euss]]


* Without Factory Service Mode : gives "Incompatible Data" when inserting PS2 disc
<pre>
Example Primal
*0x11B4| counter
*0x11B8| -1 -> 0x399B60?
*0x11BC| 0 -> 0x399B60?
*0x11C0| ptr to *0x2C4 values
*0x11C4| count (2)


* 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)
r11 = r0 & 0xFFFFFFF = 0x10399B60 & 0xFFFFFFF = 0x399B60
0x10399C18 & 0xFFFFFFF = 0x399C18


* 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)
r3 = r31 >> 28 = 0x10399B60 >> 0x1C = 1
a check if 1,2
</pre>


* 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).
==== type 4 ====


* 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).
        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
---big handler, different register settings?---


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].
=== Enable Playstation 2 on non BC's===
Perhaps hardswapping out all the dev_flash ps2 emu files for the same software only emulator would circumvent the 'incompatible title' message.


[[http://www.ps3devwiki.com/index.php?title=Emulation#Getting_Playstation_2_Software_Emulator_working Getting Playstation 2 Software Emulator working]]


==== Second test: FW 2.70/3.15 ====
[[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>
Silent Hill : gives disk icon "unsupported data" and error message like "This model of the PS3 system is not compatible with Playstation2 format software" when run via disc icon. Using [https://web.archive.org/web/*/http://ps3devwiki.com/files/OtherOSplusplus/misc/boot_ps2.pkg boot_ps2.pkg] gives title not supported error message like "This title is not currently compatible with the PS3 system".


==== Third test: FW 3.55 OtherOS++22GB (with SS Patches) ====  
==== Service Mode in relation to PS2 emulation tests ====
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.
* 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.


===== considering titles to test =====
* Any made Virtual Memory Cards previously will be removed and you will have no access to them, nor be able to create one.
* 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:
* 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)
* Half-Life
* Hulk
* Medal of Honor: Frontline
These have minor issues listed (but should still play):
* Silent Hill 3
* Second Sight


==== tests on CECHC04 (partial BC) ====
* As a workaround for above wireless controller issue, you can use an USB2PS2 converter and connect an old PS2 / Dualshock2 controller.
on 3.41 or on 3.55 in normal XMB mode (no disc icon in XMB): boot_ps2.pkg gives no resetting of date/time/displayoutput (still output on mainscreen), but all connection to any bound bluetooth device is lost, even when connected via USB (need PS button reactivation), and after a long while comes up with the message that the "The system was not turned off properly" as if it had experienced poweroff and from there booted back to XMB. It then returns to the XMB, but first gives an error screen, mentioning 0x80028F17 occured (''PS2 mode error 0x80028F17 "An error occurred during the start operation (80028F17)," PlayStation 2 disc Boot Error, also related to PS1 PSN games.'')


on 3.41 or on 3.55 in normal XMB mode (disc icon in XMB): boot_ps2.pkg gives resetting of date/time/displayoutput (no output on mainscreen), but all connection to any bound bluetooth device is lost, even when connected via USB (need PS button reactivation). The game is playable on secondary screen, and exit to XMB with holding PS button goes without 0x80028F17 errors, but does give the "The system was not turned off properly" error.


no disc icon:
====XMB messages related with PS2 Emulation====
* Medal of Honor: Rising Sun
'''From: explore_category_sysconf.rco\Text\English.xml'''
* Half-Life
<Text name="msg_ps_ps2_upconvert">PS/PS2 - Upscaler</Text>
 
<Text name="msg_ps_upconvert">PS - Upscaler</Text>
disc icon:
* Hulk
<Text name="msg_ps_ps2_smoothing">PS/PS2 - Smoothing</Text>
* Second Sight
<Text name="msg_ps_smoothing">PS - Smoothing</Text>
* Silent Hill 3
<Text name="msg_ps_ps2_smoothing_explanation">Reduces the roughness of the displayed image.</Text>
'''From: game_ext_plugin.rco\Text\English.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>
'''From: explore_plugin_full.rco\Text\English.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>
 
==== 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]]


==== Renaming ps2_netemu to ps2_emu ====
* Without Factory Service Mode : gives "Incompatible Data" when inserting PS2 disc


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.
* When enabling [http://www.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)


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)
* When enabling [http://www.ps3devwiki.com/files/devtools/lv2-v9-pkg/ LV2Patcher] without factory service mode (patch4 set as http://pastie.org/4355919) : gives XMB:Game PS2 smoothing/upscaling options, it also make an inserted disk to be seen as PS2 format. Still same problem of ¨incompatible title¨ and loss of BT/settings. Also after returning to XMB, it no longer sees the disc as PS2 format but as incompatible data (which suggests the lv2 patch is undone, as lv2 is reloaded when returning from the ps2 lpar)


* Using [http://www.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 on non BC HW - Tests ====
* With Factory Service Mode enabled (there are no Xmb options to combinetest with [http://www.ps3devwiki.com/files/devtools/lv2-v9-pkg/ LV2Patcher] or [http://www.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).


{| class="wikitable sortable"
In short: [http://www.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 [http://www.ps3devwiki.com/files/OtherOSplusplus/misc/boot_ps2.pkg boot_ps2.pkg] gives you more options e.g. using [http://www.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.
! rowspan="2" | Title !! rowspan="2" | DiscID !! colspan="2" | Disc Icon !! colspan="3" | ps2_softemu !! rowspan="2" | Remarks
 
|-
 
! <abbr title="Normal Mode">Normal</abbr> !! <abbr title="Factory Service Mode">FSM</abbr> !! 2.50 !! 2.60 !! 2.70
==== Second test: FW 2.70/3.15 ====  
|-
Silent Hill : gives disk icon "unsupported data" and error message like "This model of the PS3 system is not compatible with Playstation2 format software" when run via disc icon. Using [http://www.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".
| Action Replay MAX || SCED54409 ||  || {{ps2cd}} ||  ||  || {{no}} ||
 
|-
==== Third test: FW 3.55 OtherOS++22GB (with SS Patches) ====
| Battlefield 2 Modern Combat || SLES53729 ||  || {{ps2dvd}} ||  ||  || {{no}} ||
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 [http://www.ps3devwiki.com/files/OtherOSplusplus/misc/boot_ps2.pkg boot_ps2.pkg] gives blackscreen lockup, not reacting on PS button, or powerbutton, requiring removing powercord.
|-
 
| Constantine || SLES52872 ||  || {{ps2dvd}} ||  ||  || {{no}} ||
 
|-
===== considering titles to test =====
| Demo Disc 3-073-543-11 || PBPX95514 ||  || {{ps2dvd}} ||  ||  || {{no}} ||
* 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
| EyeToy Play || SCES51513 ||  || {{ps2dvd}} ||  ||  || {{no}} ||  
* http://us.playstation.com/support/compatiblestatus/index.htm
 
These have no listed issues:
* Half-Life
* Hulk
* Medal of Honor: Frontline
These have minor issues listed (but should still play):
* Silent Hill 3
* Second Sight
 
==== tests on CECHC04 (partial BC) ====
on 3.41 or on 3.55 in normal XMB mode (no disc icon in XMB): boot_ps2.pkg gives no resetting of date/time/displayoutput (still output on mainscreen), but all connection to any bound bluetooth device is lost, even when connected via USB (need PS button reactivation), and after a long while comes up with the message that the "The system was not turned off properly" as if it had experienced poweroff and from there booted back to XMB. It then returns to the XMB, but first gives an error screen, mentioning 0x80028F17 occured (''PS2 mode error 0x80028F17 "An error occurred during the start operation (80028F17)," PlayStation 2 disc Boot Error, also related to PS1 PSN games.'')
 
on 3.41 or on 3.55 in normal XMB mode (disc icon in XMB): boot_ps2.pkg gives resetting of date/time/displayoutput (no output on mainscreen), but all connection to any bound bluetooth device is lost, even when connected via USB (need PS button reactivation). The game is playable on secondary screen, and exit to XMB with holding PS button goes without 0x80028F17 errors, but does give the "The system was not turned off properly" error.
 
no disc icon:
* Medal of Honor: Rising Sun
* Half-Life
 
disc icon:
* Hulk
* Second Sight
* Silent Hill 3
 
 
 
==== PS2 on non BC HW - Tests ====
 
{| class="wikitable sortable"
|-
|-
| EyeToy Play 2 || SCES52748 ||  || {{ps2dvd}} ||  ||  || {{no}} ||  
! rowspan="2" | Title !! rowspan="2" | DiscID !! colspan="2" | Disc Icon !! colspan="3" | ps2_softemu !! rowspan="2" | Remarks
|-
|-
| EyeToy Play 3 || SLES53315 ||  || {{ps2dvd}} ||  ||  || {{no}} ||  
! <abbr title="Normal Mode">Normal</abbr> !! <abbr title="Factory Service Mode">FSM</abbr> !! 2.50 !! 2.60 !! 2.70
|-
| Action Replay MAX || SCED54409 ||  || {{ps2cd}} ||  ||  || {{no}} ||
|-
| Battlefield 2 Modern Combat || SLES53729 ||  || {{ps2dvd}} ||  ||  || {{no}} ||
|-
| Constantine || SLES52872 ||  || {{ps2dvd}} ||  ||  || {{no}} ||
|-
| Demo Disc 3-073-543-11 || PBPX95514 ||  || {{ps2dvd}} ||  ||  || {{no}} ||
|-
| EyeToy Play || SCES51513 ||  || {{ps2dvd}} ||  ||  || {{no}} ||
|-
| EyeToy Play 2 || SCES52748 ||  || {{ps2dvd}} ||  ||  || {{no}} ||
|-
| EyeToy Play 3 || SLES53315 ||  || {{ps2dvd}} ||  ||  || {{no}} ||  
|-
|-
| Freedom Fighters || SLES51467 ||  || {{ps2dvd}} ||  ||  || {{no}} ||  
| Freedom Fighters || SLES51467 ||  || {{ps2dvd}} ||  ||  || {{no}} ||  
Line 297: Line 392:
Comparative listings: http://tortuga-cove.com/forums/viewtopic.php?f=57&t=530
Comparative listings: http://tortuga-cove.com/forums/viewtopic.php?f=57&t=530


==Hidden/Inaccessible menu in ps2_emu==
=== LIMG Table ===
PS2 Classics, help to fill please (only working titles please)


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.
{| class="wikitable"
More info about printed data: https://www.psdevwiki.com/ps3/PS2_Emulation#TitleID.2FDiscID_in_ps2_netemu.self
 
==Crazy Taxi check==
Emulators ps2_netemu, and ps2_gxemu (maybe others too), after calculating game hash perform compare check to 0x2BD12D81ED.
ID match US release of Crazy Taxi. This id is kinda special, because Swap Magic CD version, and some other Datel products like Action Replay use Crazy Taxi TOC in their retail discs.
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==
===Netemu===
<pre>
4.75 and up.
 
Supported CDVD N Commands:
 
opd_ptr  num  name
0x934AB0 0x00: N_CD_NOP
0x934AB8 0x01: N_CD_RESET
0x934AC0 0x02: N_CD_STANDBY
0x934AC8 0x03: N_CD_STOP
0x934AD0 0x04: N_CD_PAUSE
0x934AD8 0x05: N_CD_SEEK
0x934AE0 0x06: N_CD_READ
0x934AE8 0x07: N_CD_READ_CDDA
0x934AF0 0x08: N_DVD_READ
0x934AF8 0x09: N_CD_GET_TOC
0x934B00 0x0A: N_CMD_A                      panic
0x934B08 0x0B: N_CMD_B                      panic
0x934B10 0x0C: N_CD_READ_KEY
0x934B18 0x0D: N_CMD_D                      panic
any command above 0x0D                      panic
 
Supported CDVD S Commands:
 
opd_ptr  num  name
0x934B20 0x00: SCMD_Return_0
0x934B28 0x01: SCMD_GetDiscType            panic
0x934B30 0x02: SCMD_CdReadSubQ              panic
0x934B38 0x03: SCMD_Mecacon_command        (support 0x00, 0x01 ,0x30, 0x45 sub cmds)
0x934B40 0x04: SCMD_0x04                    panic
0x934B48 0x05: SCMD_CdTrayReqState
0x934B50 0x06: SCMD_CdTrayCtrl
0x934B58 0x07: SCMD_0x07                    panic
0x934B60 0x08: SCMD_CdReadRTC
0x934B68 0x09: SCMD_sceCdWriteRTC
0x934B70 0x0A: SCMD_sceCdReadNVM            panic
0x934B78 0x0B: SCMD_sceCdWriteNVM          panic
0x934B80 0x0C: SCMD_0x0C                    panic
0x934B88 0x0D: SCMD_0x0D                    panic
0x934B90 0x0E: SCMD_0x0E                    panic
0x934B98 0x0F: SCMD_sceCdPowerOff
0x934BA0 0x10: SCMD_0x10                    panic
0x934BA8 0x11: SCMD_0x11                    panic
0x934BB0 0x12: SCMD_sceCdReadILinkId        return zeroed iLinkId
0x934BB8 0x13: SCMD_sceCdWriteILinkID      panic
0x934BC0 0x14: SCMD_CdCtrlAudioDigitalOut  panic
0x934BC8 0x15: SCMD_sceCdForbidDVDP
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..)
0x934BE0 0x18: SCMD_CdWriteModelNumber      panic
0x934BE8 0x19: SCMD_0x19                    panic
0x934BF0 0x1A: SCMD_sceCdBootCertify
0x934BF8 0x1B: SCMD_sceCdCancelPOffRdy
0x934C00 0x1C: SCMD_sceCdBlueLEDCtl
0x934C08 0x1D: SCMD_cdvdman_call116
0x934C10 0x1E: SCMD_sceRemote2Read
0x934C18 0x1F: SCMD_sceRemote2_7
0x934C20 0x20: SCMD_Return_0
0x934C28 0x21: SCMD_Return_0
0x934C30 0x22: SCMD_Return_0
0x934C38 0x23: SCMD_Return_0
0x934C40 0x24: SCMD_Return_0
0x934C48 0x25: SCMD_Return_0
0x934C50 0x26: SCMD_Return_0
0x934C58 0x27: SCMD_Return_0
0x934C60 0x28: SCMD_Return_0
0x934C68 0x29: SCMD_sceCdNoticeGameStart    panic
0x934C70 0x2A: SCMD_Return_0
0x934C78 0x2B: SCMD_Return_0
0x934C80 0x2C: SCMD_Return_0
0x934C88 0x2D: SCMD_Return_0
0x934C90 0x2E: SCMD_Return_0
0x934C98 0x2F: SCMD_Return_0
0x934CA0 0x30: SCMD_Return_0
0x934CA8 0x31: SCMD_Return_0
0x934CB0 0x32: SCMD_Return_0
0x934CB8 0x33: SCMD_Return_0
0x934CC0 0x34: SCMD_Return_0
0x934CC8 0x35: SCMD_Return_0
0x934CD0 0x36: SCMD_Return_0
0x934CD8 0x37: SCMD_Return_0
0x934CE0 0x38: SCMD_Return_0
0x934CE8 0x39: SCMD_Return_0
0x934CF0 0x3A: SCMD_Return_0
0x934CF8 0x3B: SCMD_Return_0
0x934D00 0x3C: SCMD_Return_0
0x934D08 0x3D: SCMD_Return_0
0x934D10 0x3E: SCMD_Return_0
0x934D18 0x3F: SCMD_Return_0
0x934D20 0x40: SCMD_CdOpenConfig
0x934D28 0x41: SCMD_CdReadConfig
0x934D30 0x42: SCMD_CdWriteConfig
0x934D38 0x43: SCMD_CdCloseConfig
0x934D40 0x44: SCMD_Return_0
0x934D48 0x45: SCMD_Return_0
0x934D50 0x46: SCMD_Return_0
0x934D58 0x47: SCMD_Return_0
0x934D60 0x48: SCMD_Return_0
0x934D68 0x49: SCMD_Return_0
0x934D70 0x4A: SCMD_Return_0
0x934D78 0x4B: SCMD_Return_0
0x934D80 0x4C: SCMD_Return_0
0x934D88 0x4D: SCMD_Return_0
0x934D90 0x4E: SCMD_Return_0
0x934D98 0x4F: SCMD_Return_0
0x934DA0 0x50: SCMD_Return_0
0x934DA8 0x51: SCMD_Return_0
0x934DB0 0x52: SCMD_Return_0
0x934DB8 0x53: SCMD_Return_0
0x934DC0 0x54: SCMD_Return_0
0x934DC8 0x55: SCMD_Return_0
0x934DD0 0x56: SCMD_Return_0
0x934DD8 0x57: SCMD_Return_0
0x934DE0 0x58: SCMD_Return_0
0x934DE8 0x59: SCMD_Return_0
0x934DF0 0x5A: SCMD_Return_0
0x934DF8 0x5B: SCMD_Return_0
0x934E00 0x5C: SCMD_Return_0
0x934E08 0x5D: SCMD_Return_0
0x934E10 0x5E: SCMD_Return_0
0x934E18 0x5F: SCMD_Return_0
0x934E20 0x60: SCMD_Return_0
0x934E28 0x61: SCMD_Return_0
0x934E30 0x62: SCMD_Return_0
0x934E38 0x63: SCMD_Return_0
0x934E40 0x64: SCMD_Return_0
0x934E48 0x65: SCMD_Return_0
0x934E50 0x66: SCMD_Return_0
0x934E58 0x67: SCMD_Return_0
0x934E60 0x68: SCMD_Return_0
0x934E68 0x69: SCMD_Return_0
0x934E70 0x6A: SCMD_Return_0
0x934E78 0x6B: SCMD_Return_0
0x934E80 0x6C: SCMD_Return_0
0x934E88 0x6D: SCMD_Return_0
0x934E90 0x6E: SCMD_Return_0
0x934E98 0x6F: SCMD_Return_0
0x934EA0 0x70: SCMD_Return_0
0x934EA8 0x71: SCMD_Return_0
0x934EB0 0x72: SCMD_Return_0
0x934EB8 0x73: SCMD_Return_0
0x934EC0 0x74: SCMD_Return_0
0x934EC8 0x75: SCMD_Return_0
0x934ED0 0x76: SCMD_Return_0
0x934ED8 0x77: SCMD_Return_0
0x934EE0 0x78: SCMD_Return_0
0x934EE8 0x79: SCMD_Return_0
0x934EF0 0x7A: SCMD_Return_0
0x934EF8 0x7B: SCMD_Return_0
0x934F00 0x7C: SCMD_Return_0
0x934F08 0x7D: SCMD_Return_0
0x934F10 0x7E: SCMD_Return_0
0x934F18 0x7F: SCMD_Return_0
0x934F20 0x80: SCMD__mechacon_auth_0x80
0x934F28 0x81: SCMD__mechacon_auth_0x81
0x934F30 0x82: SCMD__mechacon_auth_0x82
0x934F38 0x83: SCMD__mechacon_auth_0x83
0x934F40 0x84: SCMD__mechacon_auth_0x84
0x934F48 0x85: SCMD__mechacon_auth_0x85
0x934F50 0x86: SCMD__mechacon_auth_0x86
0x934F58 0x87: SCMD__mechacon_auth_0x87
0x934F60 0x88: SCMD__mechacon_auth_0x88
0x934F68 0x89: SCMD_Return_0
0x934F70 0x8A: SCMD_Return_0
0x934F78 0x8B: SCMD_Return_0
0x934F80 0x8C: SCMD_Return_0
0x934F88 0x8D: SCMD_Return_0
0x934F90 0x8E: SCMD_Return_0
0x934F98 0x8F: SCMD__mechacon_auth_0x8F
 
Notes:
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.
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==
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.
===Netemu===
Address in memory |  r5900 register
FFFFFFFFFFFF8980  |  5900_zero_upper64bits
FFFFFFFFFFFF8988  |  5900_zero_lower64bits
FFFFFFFFFFFF8990  |  5900_at_reg_upper64
FFFFFFFFFFFF8998  |  5900_at_reg_lower64
FFFFFFFFFFFF89A0  |  5900_v0_reg_upper64
FFFFFFFFFFFF89A8  |  5900_v0_reg_lower64
FFFFFFFFFFFF89B0  |  5900_v1_reg_upper64
FFFFFFFFFFFF89B8  |  5900_v1_reg_lower64
FFFFFFFFFFFF89C0  |  5900_a0_reg_upper64
FFFFFFFFFFFF89C8  |  5900_a0_reg_lower64
FFFFFFFFFFFF89D0  |  5900_a1_reg_upper64
FFFFFFFFFFFF89D8  |  5900_a1_reg_lower64
FFFFFFFFFFFF89E0  |  5900_a2_reg_upper64
FFFFFFFFFFFF89E8  |  5900_a2_reg_lower64
FFFFFFFFFFFF89F0  |  5900_a3_reg_upper64
FFFFFFFFFFFF89F8  |  5900_a3_reg_lower64
FFFFFFFFFFFF8A00  |  5900_t0_reg_upper64
FFFFFFFFFFFF8A08  |  5900_t0_reg_lower64
FFFFFFFFFFFF8A10  |  5900_t1_reg_upper64
FFFFFFFFFFFF8A18  |  5900_t1_reg_lower64
FFFFFFFFFFFF8A20  |  5900_t2_reg_upper64
FFFFFFFFFFFF8A28  |  5900_t2_reg_lower64
FFFFFFFFFFFF8A30  |  5900_t3_reg_upper64
FFFFFFFFFFFF8A38  |  5900_t3_reg_lower64
FFFFFFFFFFFF8A40  |  5900_t4_reg_upper64
FFFFFFFFFFFF8A48  |  5900_t4_reg_lower64
FFFFFFFFFFFF8A50  |  5900_t5_reg_upper64
FFFFFFFFFFFF8A58  |  5900_t5_reg_lower64
FFFFFFFFFFFF8A60  |  5900_t6_reg_upper64
FFFFFFFFFFFF8A68  |  5900_t6_reg_lower64
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 || T0_COUNT || stru_723218
! rowspan="2" | Name of Game !! rowspan="2" | DiscID !! colspan="4" | LIMG
|-
|-
| 2 || 4 || T0_COUNT || stru_723290
! magic<br /><small>ascii("LIMG")</small> !! disctype<br /><small>0x01 DVD<br />&nbsp;&nbsp;&nbsp;or<br/>0x02 CD</small> !! Size<br /><small>sector count</small> !! sector size<br /><small>0x800 (DVD)<br />&nbsp;&nbsp;&nbsp;or<br/>0x930 (CD)</small>
|-
|-
| 1 || 4 || T0_MODE || stru_723308
| Baroque  || || || || ||  
|-
|-
| 2 || 4 || T0_MODE || stru_7233E0
| Bloodrayne  || || || || ||  
|-
|-
| 1 || 4 || T0_COMP || stru_7231A0
| Bloodrayne 2 || || || || ||  
|-
|-
| 2 || 4 || T0_COMP || stru_723248
| Bully  || || || || ||  
|-
|-
| 1 || 4 || T0_HOLD || stru_723110
| Capcom Fighting Jam  || || || || ||  
|-
|-
| 2 || 4 || T0_HOLD || stru_723128
| Capcom Vs SNK 2 Millionaire Fighting 2001  || || || || ||  
|-
|-
| 1 || 4 || T1_COUNT || stru_7232F0
| Castlevania Lament Of Innocence || || || || ||  
|-
|-
| 2 || 4 || T1_COUNT || stru_7233B0
| Chulip  || || || || ||  
|-
|-
| 1 || 4 || T1_MODE || stru_723278
| Dark Cloud  || || || || ||  
|-
|-
| 2 || 4 || T1_MODE || stru_723260
| Dead or Alive 2 Hardcore  || || || || ||  
|-
|-
| 1 || 4 || T1_COMP || stru_723140
| Deadly Strike  || || || || ||  
|-
|-
| 2 || 4 || T1_COMP || stru_723380
| Deus Ex  || || || || ||  
|-
|-
| 1 || 4 || T1_HOLD || stru_7231E8
| Digimon World 4 || || || || ||  
|-
|-
| 2 || 4 || T1_HOLD || stru_723200
| Dirt Track Devils || NPED00032 || 4C 49 4D 47 || 00 00 00 02 || 00 01 59 11 || 00 00 09 30
|-
|-
| 1 || 4 || T2_COUNT || stru_7232D8
| Disgaea Hour of Darkness  || NPUD21397 || 4C 49 4D 47 || 00 00 00 01 || 00 0A A4 E0 || 00 00 08 00
|-
|-
| 2 || 4 || T2_COUNT || stru_723398
| Disgaea 2 Cursed Memories || || || || ||  
|-
|-
| 1 || 4 || T2_MODE || stru_723338
| Doras Big Birthday Adventure  || || || || ||  
|-
|-
| 2 || 4 || T2_MODE || stru_723410
| Dragon Force  || || || || ||  
|-
|-
| 1 || 4 || T2_COMP || stru_7231D0
| Drakengard || || || || ||  
|-
|-
| 2 || 4 || T2_COMP || stru_723368
| Dynamite Cop || || || || ||  
|-
|-
| 1 || 4 || T3_COUNT || stru_7232C0
| Eternal Quest  || || || || ||  
|-
|-
| 2 || 4 || T3_COUNT || stru_7233C8
| Fantavision || || || || ||  
|-
|-
| 1 || 4 || T3_MODE || stru_723320
| Final Fantasy VII: Dirge of Cerberus || || || || ||  
|-
|-
| 2 || 4 || T3_MODE || stru_7233F8
| Final Fantasy X || || || || ||  
|-
|-
| 1 || 4 || T3_COMP || stru_7231B8
| Final Fantasy XII || || || || ||  
|-
|-
| 2 || 4 || T3_COMP || stru_723350
| Football Generation || NPED00028 || 4C 49 4D 47 || 00 00 00 02 || 00 03 C7 43 || 00 00 09 30
|-
|-
| 1 || 8 || IPU_CMD || stru_721910
| God Hand || || || || ||  
|-
|-
| 2 || 8 || IPU_CMD || stru_7218F8
| Gran Turismo 4 || || || || ||  
|-
|-
| 1 || 4 || IPU_CTRL || stru_721970
| Grand Theft Auto: Vice City || NPUD20552 || 4C 49 4D 47 || 00 00 00 01 || 00 1C 97 80 || 00 00 08 00
|-
|-
| 2 || 4 || IPU_CTRL || stru_721958
| Grand Theft Auto III  || || || || ||  
|-
|-
| 1 || 4 || IPU_BP || stru_721940
| Grand Theft Auto San Andreas || || || || ||  
|-
|-
| 1 || 8 || IPU_TOP || stru_721928
| GRIMgRiMoiRe || || || || ||  
|-
|-
| 2 || 4 || GIF_CTRL || stru_7220C0
| Gun Grave Overdose || || || || ||  
|-
|-
| 2 || 4 || GIF_MODE || stru_7220A8
| Just Cause || || || || ||  
|-
|-
| 1 || 4 || GIF_STAT || stru_722000
| Katamari Damacy || || || || ||  
|-
|-
| 1 || 4 || GIF_TAG0 || stru_721EB0
| Kingdom Hearts 1 || || || || ||
|-
|-
| 1 || 4 || GIF_TAG1 || stru_721FE8
| Kingdom Hearts 2 || || || || ||  
|-
|-
| 1 || 4 || GIF_TAG2 || stru_721FD0
| Max Payne || || || || ||  
|-
|-
| 1 || 4 || GIF_TAG3 || stru_721FB8
| Maximo || || || || ||  
|-
|-
| 1 || 4 || GIF_CNT || stru_721EC8
| Mega Man X8 || || || || ||  
|-
|-
| 1 || 4 || GIF_P3CNT || stru_721EE0
| Midnight Club 3 DUB Edition REMIX || || || || ||  
|-
|-
| 1 || 4 || GIF_P3TAG || stru_721EF8
| Neo Contra || || || || ||  
|-
|-
| 1 || 4 || VIF0_STAT || stru_721820
| Odin Sphere || || || || ||  
|-
|-
| 2 || 4 || VIF0_FBRST || stru_721868
| Persona 3 FES || || || || ||  
|-
|-
| 1 || 4 || VIF0_ERR || stru_7217A8
| Persona 4 || || || || ||  
|-
|-
| 2 || 4 || VIF0_ERR || stru_721598
| Phantasy Star Complete Collection || || || || ||  
|-
|-
| 1 || 4 || VIF0_MARK || stru_721790
| Pool Shark 2 || || || || ||  
|-
|-
| 2 || 4 || VIF0_MARK || stru_7215B0
| Primal || || || || ||  
|-
|-
| 1 || 4 || VIF0_CYCLE || stru_721778
| Psychonauts || NPUD21120 || 4C 49 4D 47 || 00 00 00 01 || 00 1A 2F 00 || 00 00 08 00
|-
|-
| 1 || 4 || VIF0_MODE || stru_721760
| Rayman 2 Revolution || || || || ||  
|-
|-
| 1 || 4 || VIF0_NUM || stru_721748
| Raw Danger || || || || ||  
|-
|-
| 1 || 4 || VIF0_MASK || stru_721730
| Red Dead Revolver  || || || || ||  
|-
|-
| 1 || 4 || VIF0_CODE || stru_721718
| Red Faction || || || || ||  
|-
|-
| 1 || 4 || VIF0_ITOPS || stru_721700
| Red Faction 2 || || || || ||  
|-
|-
| 1 || 4 || VIF0_ITOP || stru_7216E8
| Ring of Red || || || || ||  
|-
|-
| 1 || 4 || VIF0_R0 || stru_7216D0
| Room Zoom - Race for Impact || || || || ||  
|-
|-
| 1 || 4 || VIF0_R1 || stru_7216B8
| Rygar - The Legendary Adventure || || || || ||  
|-
|-
| 1 || 4 || VIF0_R2 || stru_7216A0
| Shinobi || || || || ||  
|-
|-
| 1 || 4 || VIF0_R3 || stru_721688
| Silent Hill - The Room || || || || ||  
|-
|-
| 1 || 4 || VIF0_C0 || stru_721670
| Siren || || || || ||  
|-
|-
| 1 || 4 || VIF0_C1 || stru_721658
| Skyscraper || || || || ||  
|-
|-
| 1 || 4 || VIF0_C2 || stru_721640
| Sonic Heroes || || || || ||  
|-
|-
| 1 || 4 || VIF0_C3 || stru_721628
| Syphon Filter The Omega Strain || || || || ||  
|-
|-
| 1 || 4 || VIF1_STAT || stru_722960
| The King of Fighters XI || || || || ||  
|-
|-
| 2 || 4 || VIF1_STAT || stru_722618
| The Sniper 2 || || || || ||
|-
|-
| 2 || 4 || VIF1_FBRST || stru_722A98
| Tourist Trophy || || || || ||  
|-
|-
| 1 || 4 || VIF1_ERR || stru_722948
| Twisted Metal Black || || || || ||  
|-
|-
| 2 || 4 || VIF1_ERR || stru_722630
| War of the Monsters || || || || ||  
|-
|-
| 1 || 4 || VIF1_MARK || stru_722930
|}
 
== Games Compatibility ==
=== PS2/PStwo Games Compatibility ===
 
==== 0-9 ====
{| border="1" cellspacing="0" cellpadding="5" border="#999" class="wikitable" style="border:1px solid #999; border-collapse: collapse;"
|- bgcolor="#cccccc"
! Title !! ps2<br />emu !! ps2<br />gxemu !! ps2<br />softemu !! Other !! Notes
|-
| .hack//G.U. vol. 1//Rebirth ||  ||  ||  ||  ||
|-
| .hack//G.U. Vol. 1: Saitan|.hack//G.U. vol. 1//Rebirth ||  ||  ||  ||  ||
|-
| .hack//G.U. Vol. 2: Kimi Omou Koe / .hack//G.U. Vol. 2: Kimi Omou Koe|.hack//G.U. vol. 2//Reminisce + PS2 The Best Re-release ||  ||  ||  ||  ||
|-
| .hack//G.U. Vol. 3: Aruku Youna Hayasa de / .hack//G.U. Vol. 3: Aruku Youna Hayasa de|.hack//G.U. vol. 3//Redemption + PS2 The Best Re-release ||  ||  ||  ||  ||
|-
| .hack//Kansen Kakudai Vol. 1/ .hack//Infection ||  ||  || || ||  
|-
|-
| 2 || 4 || VIF1_MARK || stru_722648
| .hack//Akushou Heni Vol. 2/ .hack//Mutation || || ||  ||  ||  
|-
|-
| 1 || 4 || VIF1_CYCLE || stru_722918
| .hack//Shinshoku Osen Vol. 3/ .hack//Outbreak || || ||  ||  ||  
|-
|-
| 1 || 4 || VIF1_MODE || stru_722900
| .hack//Zettai Houi Vol. 4/ .hack//Quarantine Part 4 || ||  ||  || ||  
|-
|-
| 1 || 4 || VIF1_NUM || stru_7228E8
| .hack//Vol. 1 x Vol. 2 Re-release of Vol 1+2 ||  ||  || || ||  
|-
|-
| 1 || 4 || VIF1_MASK || stru_7228D0
| .hack//Vol. 3 x Vol. 4 Re-release of Vol 3+4 || ||  ||  || ||  
|-
|-
| 1 || 4 || VIF1_CODE || stru_7228B8
| 0 Story || || ||  ||  ||  
|-
|-
| 1 || 4 || VIF1_ITOPS || stru_7228A0
| 10,000 Bullets ( Tsukiyo ni Saraba in Japan) || || ||  ||  ||  
|-
|-
| 1 || 4 || VIF1_BASE || stru_722888
| 120-en no Haru: 120 Yen Stories || || ||  ||  ||  
|-
|-
| 1 || 4 || VIF1_OFST || stru_722870
| 12Riven - The Psi-Climinal of Integral || || ||  ||  ||  
|-
|-
| 1 || 4 || VIF1_TOPS || stru_722858
| 12Riven - The Psi-Climinal of Integral(Soundtrack Edition) || || ||  ||  ||  
|-
|-
| 1 || 4 || VIF1_ITOP || stru_722840
| 18 Wheeler American Pro Trucker || || ||  ||  ||  
|-
|-
| 1 || 4 || VIF1_TOP || stru_722828
| 187 Ride or Die || || ||  ||  ||  
|-
|-
| 1 || 4 || VIF1_R0 || stru_722810
| 1945 I&II The Arcade Games ( Psikyo Shooting Collection Vol. 1 Strikers 1945 I+II in Japan) || || ||  ||  ||  
|-
|-
| 1 || 4 || VIF1_R1 || stru_7227F8
| 2002 FIFA World Cup || || ||  ||  ||  
|-
|-
| 1 || 4 || VIF1_R2 || stru_7227E0
| 2003-Toshi Kaimaku - Ganbare Kyuukaiou || || ||  ||  ||  
|-
|-
| 1 || 4 || VIF1_R3 || stru_7227C8
| 21 Card Games || || ||  ||  ||  
|-
|-
| 1 || 4 || VIF1_C0 || stru_7227B0
| 24: The Game || || ||  ||  ||  
|-
|-
| 1 || 4 || VIF1_C1 || stru_722798
| 24: The Game Greatest Hits / Platinum Re-Releases || || ||  ||  ||  
|-
|-
| 1 || 4 || VIF1_C2 || stru_722780
| 25 to Life || || ||  ||  ||  
|-
|-
| 1 || 4 || VIF1_C3 || stru_722768
| 3LDK - Shiawase ni Narouyo || || ||  ||  ||  
|-
|-
| 2 || 0x10 || VIF0_FIFO || stru_721850
| 3LDK - Shiawase ni Narouyo Limited Edition || || ||  ||  ||  
|-
|-
| 1 || 0x10 || VIF1_FIFO || stru_722678
| 3-Nen B-Gumi Kinpachi Sensei Densetsu no Kyoudan ni Tate! || || ||  ||  ||  
|-
|-
| 2 || 0x10 || VIF1_FIFO || stru_722AB0
| 3-Nen B-Gumi Kinpachi Sensei Densetsu no Kyoudan ni Tate!(Complete Edition) || || ||  ||  ||  
|-
|-
| 2 || 0x10 || GIF_FIFO || stru_722B40
| 4x4 EVO 2 || || ||  ||  ||  
|-
|-
| 1 || 0x10 || IPU_Out_FIFO || stru_7238A8
| 50 Cent Bulletproof || || ||  ||  ||  
|-
|-
| 2 || 0x10 || IPU_In_FIFO || stru_723890
| 50 Cent Bulletproof Greatest Hits / Platinum Re-Releases || || ||  ||  ||  
|-
|-
| 1 || 4 || D0_CHCR || stru_721610
| 7 Blades ( Seven Blades in Japan) || || ||  ||  ||  
|-
|-
| 2 || 4 || D0_CHCR || stru_721880
| 7 Sins || || ||  ||  ||  
|-
|-
| 1 || 4 || D0_MADR || stru_721508
| 7 Wonders of the Ancient World || || ||  ||  ||  
|-
|-
| 2 || 4 || D0_MADR || stru_721520
|}
==== A ====
{| border="1" cellspacing="0" cellpadding="5" border="#999" class="wikitable" style="border:1px solid #999; border-collapse: collapse;"
|- bgcolor="#cccccc"
! Title !! ps2<br />emu !! ps2<br />gxemu !! ps2<br />softemu !! Other !! Notes
|-
|-
| 1 || 4 || D0_QWC || stru_721808
| A-Ressha de Ikou 2001 || || ||  ||  ||  
|-
|-
| 2 || 4 || D0_QWC || stru_721538
| A-Ressha de Ikou 2001 Perfect Set || || ||  ||  ||  
|-
|-
| 1 || 4 || D0_TADR || stru_7217F0
| A6: A-Ressha de Ikou 6/ A-Train 6 || || ||  ||  ||  
|-
|-
| 2 || 4 || D0_TADR || stru_721550
| A.C.E.: Another Century's Episode + "PlayStation2 the Best" Re-Release || || ||  ||  ||  
|-
|-
| 1 || 4 || D0_ASR0 || stru_7217D8
| A.C.E.: Another Century's Episode 2 || || ||  ||  ||  
|-
|-
| 2 || 4 || D0_ASR0 || stru_721568
| A.C.E.: Another Century's Episode 2 (Special Vocal Version) || || ||  ||  ||  
|-
|-
| 1 || 4 || D0_ASR1 || stru_7217C0
| A.C.E.: Another Century's Episode 3: The Final || || ||  ||  ||  
|-
|-
| 2 || 4 || D0_ASR1 || stru_721580
| Aa Megami-sama+ "Holy Box Edition" + "Best Collection "Re-release || || ||  ||  ||  
|-
|-
| 1 || 4 || D1_CHCR || stru_722690
| Abarenbou Princess || || ||  ||  ||  
|-
|-
| 2 || 4 || D1_CHCR || stru_722A68
| AC/DC Live: Rock Band Track Pack || || ||  ||  ||  
|-
|-
| 1 || 4 || D1_MADR || stru_722A50
| Ace Combat 04: Shattered Skies/ Distant Thunder || || ||  ||  ||  
|-
|-
| 2 || 4 || D1_MADR || stru_722750
| Ace Combat 04: Shattered Skies/ Distant Thunder Re-Releases PS2 The Best/Greatest Hits || || ||  ||  ||  
|-
|-
| 1 || 4 || D1_QWC || stru_722A38
| Ace Combat 5: The Unsung War/Ace Combat: Squadron Leader || || ||  ||  ||  
|-
|-
| 2 || 4 || D1_QWC || stru_722738
| Ace Combat 5: The Unsung War/Ace Combat: Squadron Leader Re-Releases Greatest Hits/PS2 The Best/Big Hits || || ||  ||  ||  
|-
|-
| 1 || 4 || D1_TADR || stru_722A20
| Ace Combat Zero: The Belkan War + Re-release (PS2 The Best) || || ||  ||  ||  
|-
|-
| 2 || 4 || D1_TADR || stru_722720
| Ace Lightning || || ||  ||  ||  
|-
|-
| 1 || 4 || D1_ASR0 || stru_722A08
| Aces of War Original name: Zero Shikikan Josentoki in Japan || || ||  ||  ||  
|-
|-
| 2 || 4 || D1_ASR0 || stru_722708
| Action Girlz Racing || || ||  ||  ||  
|-
|-
| 1 || 4 || D1_ASR1 || stru_7229F0
| Action Man ATOM: Alpha Teens on Machines || || ||  ||  ||  
|-
|-
| 2 || 4 || D1_ASR1 || stru_7226F0
| Activision Anthology || || ||  ||  ||  
|-
|-
| 1 || 4 || D2_CHCR || stru_722B28
| Adiboo and the Energy Thieves || || ||  ||  ||  
|-
|-
| 2 || 4 || D2_CHCR || stru_722B58
| ADK Tamashii || || ||  ||  ||  
|-
|-
| 1 || 4 || D2_MADR || stru_7229D8
| Adventure of Tokyo Disney Sea || || ||  ||  ||  
|-
|-
| 2 || 4 || D2_MADR || stru_722AE0
| Adventures of Cookie & Cream Original Name: Kuri Kuri Mix (JP/EU) || || ||  ||  ||  
|-
|-
| 1 || 4 || D2_QWC || stru_7229C0
| Adventures of Darwin Original Name: Simple 2000 Series Vol. 99: The Genshijin EU Name = Darwin || || ||  ||  ||  
|-
|-
| 2 || 4 || D2_QWC || stru_722AC8
| Adventures of Jimmy Neutron Boy Genius: Attack of the Twonkies,The || || ||  ||  ||  
|-
|-
| 1 || 4 || D2_TADR || stru_7229A8
| Æon Flux || || ||  ||  ||  
|-
|-
| 2 || 4 || D2_TADR || stru_722AF8
| Aero Dancing 4: New Generation (Japan)/Aero Elite: Combat Academy(USA) + "Sega The Best" Re-release (Japan) ||  || ||| ||  
|-
|-
| 1 || 4 || D2_ASR0 || stru_722990
| Aerobics Revolution || || ||  ||  ||  
|-
|-
| 2 || 4 || D2_ASR0 || stru_7226D8
| AFL Live 2003 || || ||  ||  ||  
|-
|-
| 1 || 4 || D2_ASR1 || stru_722978
| AFL Live 2004 || || ||  ||  ||  
|-
|-
| 2 || 4 || D2_ASR1 || stru_7226C0
| AFL Live Premiership Edition || || ||  ||  ||  
|-
|-
| 1 || 4 || D3_CHCR || stru_723740
| AFL Premiership 2005: The Official Game of the AFL Premiership || || ||  ||  ||  
|-
|-
| 2 || 4 || D3_CHCR || stru_723800
| AFL Premiership 2006 || || ||  ||  ||  
|-
|-
| 1 || 4 || D3_MADR || stru_7237D0
| AFL Premiership 2007 || || ||  ||  ||  
|-
|-
| 2 || 4 || D3_MADR || stru_723878
| After... (Normal + LE Version) || || ||  ||  ||  
|-
|-
| 1 || 4 || D3_QWC || stru_7237B8
| Agassi Tennis Generation || || ||  ||  ||  
|-
|-
| 2 || 4 || D3_QWC || stru_723860
| Age of Empires II: The Age of Kings || || ||  ||  ||  
|-
|-
| 1 || 4 || D4_CHCR || stru_7237A0
| Agent Collection (Set of GoldenEye: Rogue Agent + James Bond 007: Everything or Nothing) || || ||  ||  ||  
|-
|-
| 2 || 4 || D4_CHCR || stru_7237E8
| Agent Hugo || || ||  ||  ||  
|-
|-
| 1 || 4 || D4_MADR || stru_723788
| Agent Hugo: Hula Holiday || || ||  ||  ||  
|-
|-
| 2 || 4 || D4_MADR || stru_723848
| Agent Hugo: Lemoon Twist || || ||  ||  ||  
|-
|-
| 1 || 4 || D4_QWC || stru_723770
| Agent Hugo: Roborumble || || ||  ||  ||  
|-
|-
| 2 || 4 || D4_QWC || stru_723830
| Aggressive Inline || || ||  ||  ||  
|-
|-
| 1 || 4 || D4_TADR || stru_723758
| AI Igo 2003 || || ||  ||  ||  
|-
|-
| 2 || 4 || D4_TADR || stru_723818
| AI Mahjong 2003 || || ||  ||  ||  
|-
|-
| 1 || 4 || D5_CHCR || stru_722498
| AI Shogi 2003 || || ||  ||  ||  
|-
|-
| 2 || 4 || D5_CHCR || stru_7224C8
| Aikagi + "Best Version" Re-Release || || ||  ||  ||  
|-
|-
| 1 || 4 || D5_MADR || stru_722408
| Air + "Best Version" Re-Release || || ||  ||  ||  
|-
|-
| 2 || 4 || D5_MADR || stru_722390
| Air Raid 3 || || ||  ||  ||  
|-
|-
| 1 || 4 || D5_QWC || stru_722468
| Air Ranger 2 Plus: Rescue Helicopter || || ||  ||  ||  
|-
|-
| 2 || 4 || D5_QWC || stru_7223F0
| Air Ranger 2: Rescue Helicopter + Reprint || || ||  ||  ||  
|-
|-
| 1 || 4 || D6_CHCR || stru_722480
| Air Ranger: Rescue Helicopter + Reprint (JP) || || ||  ||  ||  
|-
|-
| 2 || 4 || D6_CHCR || stru_7224B0
| AirBlade || || ||  ||  ||  
|-
|-
| 1 || 4 || D6_MADR || stru_722450
| Airborne Troops: Countdown to D-Day Just Airborne Troops in PAL Regions || || ||  ||  ||  
|-
|-
| 2 || 4 || D6_MADR || stru_7223D8
| AirForce Delta Strike Also known as AirForce Delta: Blue Wing Knights (JP) and Delta Strike (PAL Regions) || || ||  ||  ||  
|-
|-
| 1 || 4 || D6_QWC || stru_722420
| Aiyori Aoshi + LE + "SuperLite 2000" Re-release || || ||  ||  ||  
|-
|-
| 2 || 4 || D6_QWC || stru_7223A8
| Akagi: Yami ni Furitatta Tensai || || ||  ||  ||  
|-
|-
| 1 || 4 || unk_1000C430 || stru_722438
| Akai Ito + "SuperLite 2000 Adventure" Re-release || || ||  ||  ||  
|-
|-
| 2 || 4 || unk_1000C430 || stru_7223C0
| Akane Iro ni Somaru Saka: Parallel + LE || || ||  ||  ||  
|-
|-
| 1 || 4 || D7_CHCR || stru_7235C0
| Akira Psycho Ball || || ||  ||  ||  
|-
|-
| 2 || 4 || D7_CHCR || stru_723530
| Akudaikan + "Global The Best" Re-release || || ||  ||  ||  
|-
|-
| 1 || 4 || D7_MADR || stru_7235A8
| Akudaikan 2: Mousouden + "Global The Best" Re-release || || ||  ||  ||  
|-
|-
| 2 || 4 || D7_MADR || stru_723500
| Akudaikan 3 + "Global The Best" Re-release || || ||  ||  ||  
|-
|-
| 1 || 4 || D7_QWC || stru_723590
| Akumajou Dracula: Yami no Juin + "Konami the Best Re-release" (Known as Castlevania: Curse of Darkness in PAL Regions and the USA) || || ||  ||  ||  
|-
|-
| 2 || 4 || D7_QWC || stru_723518
| Alan Hansen's Sports Challenge || || ||  ||  ||  
|-
|-
| 1 || 4 || D8_CHCR || stru_7222D0
| Alarm for Cobra 11: Hot Pursuit || || ||  ||  ||  
|-
|-
| 2 || 4 || D8_CHCR || stru_7222E8
| Alex Ferguson's Player Manager 2001 aka " DSF Football Manager 2002 (Ger)" "Guy Roux Manager 2002 (FR)" || || ||  ||  ||  
|-
|-
| 1 || 4 || D8_MADR || stru_7222B8
| Alfa Romeo Racing Italiano || || ||  ||  ||  
|-
|-
| 2 || 4 || D8_MADR || stru_722168
| Alias || || ||  ||  ||  
|-
|-
| 1 || 4 || D8_QWC || stru_7222A0
| Alien Hominid || || ||  ||  ||  
|-
|-
| 2 || 4 || D8_QWC || stru_722180
| Aliens in the Attic || || ||  ||  ||  
|-
|-
| 1 || 4 || D8_SADR || stru_722288
| Aliens Versus Predator: Extinction || || ||  ||  ||  
|-
|-
| 2 || 4 || D8_SADR || stru_722198
| All Star Fighters in Japan known as " Simple 2000 Series Vol. 91: The All Star Kakutou" || || ||  ||  ||  
|-
|-
| 1 || 4 || D9_CHCR || stru_722270
| All Star Pro-Wrestling || || ||  ||  ||  
|-
|-
| 2 || 4 || D9_CHCR || stru_722318
| All Star Pro-Wrestling II || || ||  ||  ||  
|-
|-
| 1 || 4 || D9_MADR || stru_722258
| All Star Pro-Wrestling III || || ||  ||  ||  
|-
|-
| 2 || 4 || D9_MADR || stru_7221F8
| All-Star Baseball 2002 || || ||  ||  ||  
|-
|-
| 1 || 4 || D9_QWC || stru_722240
| All-Star Baseball 2003 || || ||  ||  ||  
|-
|-
| 2 || 4 || D9_QWC || stru_7221B0
| All-Star Baseball 2004 || || ||  ||  ||  
|-
|-
| 1 || 4 || D9_TADR || stru_722228
| All-Star Baseball 2005 || || ||  ||  ||  
|-
|-
| 2 || 4 || D9_TADR || stru_7221E0
| Alone in the Dark || || ||  ||  ||  
|-
|-
| 1 || 4 || D9_SADR || stru_722210
| Alone in the Dark: The New Nightmare || || ||  ||  ||  
|-
|-
| 2 || 4 || D9_SADR || stru_7221C8
| Alpine Racer 3 || || ||  ||  ||  
|-
|-
| 1 || 4 || D_CTRL || stru_721C28
| Alpine Ski Racing 2007 || || ||  ||  ||  
|-
|-
| 2 || 4 || D_CTRL || stru_721C70
| Alpine Skiing 2005 || || ||  ||  ||  
|-
|-
| 1 || 4 || D_STAT || stru_724130
| Alter Echo || || ||  ||  ||  
|-
|-
| 2 || 4 || D_STAT || stru_7241A8
| Altered Beast Original Name is "Jyuouki: Project Altered Beast" in Japan || || ||  ||  ||  
|-
|-
| 1 || 4 || D_PCR || stru_724100
| Alvin and the Chipmunks || || ||  ||  ||  
|-
|-
| 2 || 4 || D_PCR || stru_7240E8
| Amagami || || ||  ||  ||  
|-
|-
| 1 || 4 || D_SQWC || stru_722138
| Amagoushi no Yakata + "The Best Price" Re-Release || || ||  ||  ||  
|-
|-
| 2 || 4 || D_SQWC || stru_722150
| America Oudan Ultra-Quiz + "DigiCube Best Selection" Re-release || || ||  ||  ||  
|-
|-
| 1 || 4 || D_RBSR || stru_721BF8
| America's 10 Most Wanted (released in the US as Fugitive Hunter: War on Terror) || || ||  ||  ||  
|-
|-
| 2 || 4 || D_RBSR || stru_721B68
| America's Army: Rise of a Soldier || || ||  ||  ||  
|-
|-
| 1 || 4 || D_RBOR || stru_721B80
| American Arcade in PAL released as "Play It Pinball" || || ||  ||  ||  
|-
|-
| 2 || 4 || D_RBOR || stru_721B98
| American Chopper || || ||  ||  ||  
|-
|-
| 1 || 4 || D_STADR || stru_721C40
| American Chopper 2: Full Throttle || || ||  ||  ||  
|-
|-
| 2 || 4 || D_STADR || stru_721BB0
| American Idol Original Version was "Pop Idol" released in UK There are also other PAL Versions for (Ger) (Au) || || ||  ||  ||  
|-
|-
| 1 || 4 || INTC_STAT || stru_724148
| American Pool II || || ||  ||  ||  
|-
|-
| 2 || 4 || INTC_STAT || stru_7241C0
| AMF Xtreme Bowling Known as AMF Xtreme Bowling 2006 in PAL Regions || || ||  ||  ||  
|-
|-
| 1 || 4 || INTC_MASK || stru_724118
| Amplitude || || ||  ||  ||  
|-
|-
| 2 || 4 || INTC_MASK || stru_724160
| An American Tail || || ||  ||  ||  
|-
|-
| 2 || 4 || KPUTCHAR || stru_723B30
| AND 1 Streetball There was also a Special Edition with the Games Soundtracked released in the USA || || ||  ||  ||  
|-
|-
| 1 || 4 || MSCOM || stru_723578
| Angel Profile + "Best Hit Selection" Re-Release || || ||  ||  ||  
|-
|-
| 2 || 4 || MSCOM || stru_723548
| Angel Wish || || ||  ||  ||  
|-
|-
| 1 || 4 || SMCOM || stru_723560
| Angel's Feather + Limited Edition || || ||  ||  ||  
|-
|-
| 1 || 4 || MSFLAG || stru_723620
| Angel's Feather: Kuro no Zanei + Limited Edition || || ||  ||  ||  
|-
|-
| 2 || 4 || MSFLAG || stru_723680
| Angelic Concert + "Special Version" || || ||  ||  ||  
|-
|-
| 1 || 4 || SMFLAG || stru_723608
| Angelique Etoile /Premium Box + "Koei the Best" + Koei Teiban Series Re-Releases || || ||  ||  ||  
|-
|-
| 2 || 4 || SMFLAG || stru_723668
| Angelique Trois / Premium Box + "Koei Teiban Series" Re-release || || ||  ||  ||  
|-
|-
| 1 || 4 || SIF_CR || stru_7235F0
| Angelique Trois: Aizouhen / Limited Edition + "Koei the Best" + "Koei the Best Series" Re-releases || || ||  ||  ||  
|-
|-
| 2 || 4 || SIF_CR || stru_723650
| Animal Soccer World || || ||  ||  ||  
|-
|-
| 1 || 4 || unk_1000F260 || stru_7235D8
| Animaniacs: The Great Edgar Hunt || || ||  ||  ||  
|-
|-
| 2 || 4 || unk_1000F260 || stru_723638
| Anime Eikaiwa: 15 Shounen Hyouryuuhen || || ||  ||  ||  
|-
|-
| 1 || 4 || unk_1000F280 || stru_723428
| Anime Eikaiwa: Tondemo Nezumi Daikatsuyaku || || ||  ||  ||  
|-
|-
| 2 || 4 || unk_1000F280 || stru_723440
| Anime Eikaiwa: Totoi || || ||  ||  ||  
|-
|-
| 1 || 4 || unk_1000F290 || stru_723458
| Ant Bully, The || || ||  ||  ||  
|-
|-
| 1 || 4 || unk_1000F2A0 || stru_723470
| Antz Extreme Racing || || ||  ||  ||  
|-
|-
| 2 || 4 || unk_1000F2A0 || stru_723488
| Anubis II || || ||  ||  ||  
|-
|-
| 1 || 4 || unk_1000F2B0 || stru_7234A0
| Anubis: Zone of the Enders in PAL and US Regions just known as Zone of the Enders 2 || || ||  ||  ||  
|-
|-
| 2 || 4 || unk_1000F2B0 || stru_7234B8
| Anubis: Zone of the Enders Special Edition in PAL Known as "Zone of the Enders: The 2nd Runner Special Edition" + "Konami Dendou Selection" Re-Release || || ||  ||  ||  
|-
|-
| 1 || 4 || unk_1000F2C0 || stru_7234D0
| Anya Nisasayaku / "Special Edition" || || ||  ||  ||  
|-
|-
| 2 || 4 || unk_1000F2C0 || stru_7234E8
| Aoi no Mamade... / "Limited Edition" || || ||  ||  ||  
|-
|-
| 1 || 4 || D_ENABLER || stru_721C10
| Aoi no Tristia /Limited Edition + "The Best Price" Re-release || || ||  ||  ||  
|-
|-
| 2 || 4 || D_ENABLEW || stru_721C58
| Aoi Sora no Neosphere ~Nanoca Flanka Hatsumei Koubouki 2~ /Limited Edition || || ||  ||  ||  
|-
|-
| 1 || 8 || unk_1000F800 || stru_7250C0
| Aoishiro / Limited Edition + || || ||  ||  ||  
|-
|-
| 2 || 8 || unk_1000F800 || stru_7250D8
| Aoitenryuu: The Arcade || || ||  ||  ||  
|-
|-
| 1 || 8 || unk_1000F810 || stru_725150
| Ape Escape 2 Original Name/Release "Saru! Get You! 2" in Japan || || ||  ||  ||  
|-
|-
| 1 || 0x10 || unk_1000F820 || stru_7250F0
| Ape Escape 3 Original Name/Release "Saru! Get You! 3" in Japan || || ||  ||  ||  
|-
|-
| 1 || 0x10 || unk_1000F830 || stru_725108
| Ape Escape: Pumped & Primed Original Name/Release "Gacha Mecha Stadium Saru Battle" (Japan) || || ||  ||  ||  
|-
|-
| 1 || 4 || unk_1000F860 || stru_725120
| Apocripha/0 + Limited Edition || || ||  ||  ||  
|-
|-
| 1 || 4 || unk_1000F880 || stru_725138
| Appleseed EX + Limited Edition || || ||  ||  ||  
|-
|-
| 1 || 4 || unk_1000F8B0 || stru_725168
| Aqua Aqua in PAL Regions known as "Aqua Aqua: Wetrix 2" || || ||  ||  ||  
|-
|-
| 2 || 8 || PMODE || stru_721E20
| Aqua Kids || || ||  ||  ||  
|-
|-
| 2 || 8 || SMODE1 || stru_722060
| Aqua Teen Hunger Force Zombie Ninja Pro-Am || || ||  ||  ||  
|-
|-
| 2 || 8 || SMODE2 || stru_721F88
| Ar tonelico II: Melody of MetafalicaOriginal Release/Name "Ar tonelico II: Sekai ni Hibiku Shoujo Tachi no Metafalica" + Rereleases in Japan || || ||  ||  ||  
|-
|-
| 2 || 8 || SRFSH || stru_721E38
| Ar tonelico: Melody of Elemia Original Release/Name "Ar tonelico: Sekai no Owari de Utai Tsudzukeru Shoujo" + "Best" Re-release (Japan) || || ||  ||  ||  
|-
|-
| 2 || 8 || SYNCH1 || stru_721F70
| Arabians Lost: The Engagement on Desert || || ||  ||  ||  
|-
|-
| 2 || 8 || SYNCH2 || stru_721F58
| Arc the Lad: End of Darkness Original Release/Name: "Arc the Lad: Generation (Japan) " || || ||  ||  ||  
|-
|-
| 2 || 8 || SYNCV || stru_721F40
| Arc the Lad: Twilight of the Spirits Original Release/Name: "Arc the Lad: Seirei no Koukon (Japan) " || || ||  ||  ||  
|-
|-
| 2 || 8 || DISPFB1 || stru_7220F0
| Arcade Classics Volume One || || ||  ||  ||  
|-
|-
| 2 || 8 || DISPLAY1 || stru_722018
| Arcade USA || || ||  ||  ||  
|-
|-
| 2 || 8 || DISPFB2 || stru_7220D8
| Arcana Heart + "AQ The Best" Re-Release in Japan || || ||  ||  ||  
|-
|-
| 2 || 8 || DISPLAY2 || stru_722078
| Arcobaleno! + Limited Edition Release || || ||  ||  ||  
|-
|-
| 2 || 8 || EXTBUF || stru_721E50
| Arctic Thunder || || ||  ||  ||  
|-
|-
| 2 || 8 || EXTDATA || stru_721E68
| Are You Smarter Than a 5th Grader: Make the Grade || || ||  ||  ||  
|-
|-
| 2 || 8 || EXTWRITE || stru_721E80
| Area 51 || || ||  ||  ||  
|-
|-
| 2 || 8 || BGCOLOR || stru_721E98
| Arena Football || || ||  ||  ||  
|-
|-
| 1 || 8 || GS_CSR || stru_722090
| Arena Football: Road to Glory || || ||  ||  ||  
|-
|-
| 2 || 8 || GS_CSR || stru_722120
| Argus no Senshi Known in the USA and PAL Regions as "Rygar: The Legendary Adventure " || || ||  ||  ||  
|-
|-
| 2 || 8 || GS_IMR || stru_722108
| Aria: The Natural ~Tooi Yume no Mirage~ + LE and "Alchemist the Best" Re-Release || || ||  ||  ||  
|-
|-
| 2 || 8 || BUSDIR || stru_721FA0
| Aria: The Origination ~Aoi Hoshi no El Cielo~ + LE and "Alchemist the Best" Re-Release || || ||  ||  ||  
|-
|-
| 1 || 8 || SIGLBLID || stru_722030
| Armored Core 2 + "Playstation 2 The Best" Rerelease (Japan) || || ||  ||  ||  
|-
|-
| 2 || 8 || SIGLBLID || stru_722048
| Armored Core 2: Another Age + "Playstation 2 The Best" Rerelease (Japan) ||  ||  || || ||  
|-
|-
|}
| Armored Core 3 + "Playstation 2 The Best" Rerelease (Japan) ||  || ||  ||  ||
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]
| Armored Core 3: Silent Line + "Playstation 2 The Best" Rerelease (Japan) ||  ||  ||  ||  ||
* 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]
| Armored Core: Formula Front ||  ||  ||  ||  ||
* 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.
| Armored Core: Last Raven + "Playstation 2 The Best" Rerelease (Japan) ||  ||  ||  || ||
* 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]
| Armored Core: Nexus + "Playstation 2 The Best" Rerelease (Japan) ||  ||  ||  ||  ||
* 1000F8B0 return unk value. Seems to be related to fe spe. [r only]
|-
 
| Armored Core: Nine Breaker ||  ||  ||  ||  ||
==Random notes about SPE in ps2_netemu==
|-
 
| Army Men: Air Attack 2 in PAL Regions known as "Army Men: Air Attack - Blade's Revenge" ||  ||  ||  ||  ||
===IOP SPE===
|-
This
| Army Men: Green Rogue ||  ||  ||  ||  ||
SPE run not only dma related stuff, but also fully fledged r3000 instruction interpreter (yes interpreter, not recompiler).
|-
 
| Army Men: Major Malfunction ||  ||  ||  ||  ||
<pre>
|-
  opcode      | address
| Army Men: RTS known in Japan as " Totsugeki! Army Men: Shijou Saishou no Sakusen" ||  ||  ||  ||  ||
--------------+--------  
|-
r3000_ADDI      0x317C0
| Army Men: Sarge's Heroes 2 ||  ||  ||  ||  ||
r3000_ADDIU    0x31800
|-
r3000_SLTI      0x31840
| Army Men: Sarge's War ||  ||  ||  ||  ||
r3000_SLTIU    0x31880
|-
r3000_ANDI      0x318C0
| Army Men: Soldiers of Misfortune ||  ||  ||  ||  ||
r3000_ORI      0x31900
|-
r3000_XORI      0x31940
| Art of Fighting Anthology Original Release /Name is "Ryuuko no Ken: Ten-Chi-Jin (NeoGeo Online Collection Vol. 4) " in Japan ||  ||  ||  ||  ||
r3000_LUI      0x31980
|-
r3000_ADD      0x319C0
| Arthur and the Invisibles ||  ||  ||  ||  ||
r3000_ADDU      0x31A00
|-
r3000_SUB      0x31A40
| Ashita no Joe 2: The Anime Super Remix ||  ||  ||  ||  ||
r3000_SUBU      0x31A80
|-
r3000_SLT      0x31AC0
| Ashita no Joe Touchi: Typing Namida Hashi || ||  || || ||
r3000_SLTU      0x31B00
|-
r3000_AND      0x31B40
| Ashita no Joe: Masshiro ni Moe Tsukiro! + "Konami the Best" Rerelease ||  ||  ||  ||  ||
r3000_OR        0x31B80
|-
r3000_XOR      0x31BC0
| Asobi ni Iku Yo! + Limited Edition ||  ||  ||  ||  ||
r3000_NOR      0x31C00
|-
r3000_SLL      0x31C40
| Assault Suits Valken Original Release/Name " Juusou Kihei Valken" (Japan) ||  ||  ||  ||  ||
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)
| Asterix & Obelix XXL in the USA known as "Asterix & Obelix: Kick Buttix" ||  ||  ||  ||  ||
r3000_SRL      0x31D00
|-
r3000_SRA      0x31D40
| Asterix & Obelix XXL2: Mission: Las Vegum ||  ||  ||  ||  ||
r3000_SLLV      0x31D80
|-
r3000_SRLV      0x31DC0
| Asterix at the Olympic Games ||  ||  ||  ||  ||
r3000_SRAV      0x31E00
|-
r3000_MULT      0x31E40
| Astro Boy: Tetsuwan Atom in PAL Regions and the USA simply known as "Astro Boy" ||  ||  ||  ||  ||
r3000_MULTU    0x31F00
|-
r3000_DIV      0x31F80
| Astro Boy: The Video Game ||  ||  ||  ||  ||
r3000_MFHI      0x32080
|-
r3000_MFLO      0x320C0
| Astro Kyuudan: Kessen!! Victory Kyuudanhen ||  ||  ||  ||  ||
r3000_MTHI      0x32100
|-
r3000_MTLO      0x32140
| At the Races Presents Gallop Racer Originalrelease: Gallop Racer 6: Revolution (Japan) also released in US as "Gallop Racer 2003: A New Breed" ||  ||  ||  ||  ||
r3000_J        0x32180
|-
r3000_JAL      0x32200
| Atari Anthology ||  ||  ||  ||  ||
r3000_JR        0x32280
|-
r3000_JALR      0x322C0
| Atelier Iris 2: The Azoth of Destiny Original Release/Name: "Iris no Atelier: Eternal Mana 2" (Japan) ||  ||  ||  ||  ||
r3000_BEQ      0x32300
|-
r3000_BNE      0x32340
| Atelier Iris 3: Grand Phantasm Original Release/Name: Iris no Atelier: Grand Fantasm (Japan) ||  ||  ||  ||  ||
r3000_BLEZ      0x32380
|-
r3000_BGTZ      0x323C0
| Atelier Iris: Eternal Mana Original Release/Name: "Iris no Atelier: Eternal Mana" (Japan) ||  ||  ||  ||  ||
r3000_BcondZ    0x32400
|-
r3000_SYSCALL  0x32480
| Atelier Marie + Elie + Limited Edition ||  ||  ||  ||  ||
r3000_BREAK    0x324C0
|-
r3000_COP_bad  0x32500
| Athens 2004 + "Platinum" Re-release in PAL/EU ||  ||  ||  ||  ||
r3000_COP0      0x32540
|-
r3000_bad_op    0x32740
| Atlantis III: The New World ||  ||  ||  ||  ||
r3000_LB        0x32840
|-
r3000_LH        0x32940
| ATV Offroad Fury + Greatest Hits Re-Release in the USA ||  ||  ||  ||  ||
r3000_LW        0x32A40
|-
r3000_LBU      0x32B80
| ATV Offroad Fury 2 + Greatest Hits Re-Release in the USA ||  ||  ||  ||  ||
r3000_LHU      0x32C80
|-
r3000_LWL      0x32D80
| ATV Offroad Fury 3 + Greatest Hits Re-Release in the USA ||  ||  ||  ||  ||
r3000_LWR      0x32E80
|-
r3000_SB        0x32F80
| ATV Offroad Fury 4 + Greatest Hits Re-Release in the USA ||  ||  ||  ||  ||
r3000_SH        0x33080
|-
r3000_SW        0x33180
| ATV Quad Power Racing 2 ||  ||  ||  ||  ||
r3000_SWL      0x33300
|-
r3000_SWR      0x33400
| Austin Mini Racing ||  ||  ||  ||  ||
 
|-
Addresses above ARE NOT the ones in emulator memory, this is local storage address in IOP SPE program!
| Australian Idol Sing ||  ||  ||  ||  ||
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.
| Auto Modellista Enhanced Version released in USA and later Japan as well "Auto Modellista: U.S.-Tuned" ||  ||  ||  ||  ||
While LWC/SWC are triggering bad opcode exception.
|-
Not sure if LWC0/SWC0 should be allowed.
| Auto Modellista: U.S.-Tuned ||  ||  ||  ||  ||
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.
| Autobahn Raser: Police Madness Released in UK first as "London Racer Police Madness" in France as "Paris-Marseille Racing : Police Madness" ||  ||  ||  ||  ||
</pre>
|-
 
| Autobahn Raser IV || || || || ||
This is unconfirmed by any code reversing for now, but IOP emulator print messages like:  
|-
  Cache write (IOPADDR/LSADDR/SIZE)
| Autobahn Raser: Das Spiel zum Film || || || || ||
  Cache read (IOPADDR/LSADDR/SIZE)
|-
ERROR: Double ICACHE fault
| Autobahn Raser: Destruction Madness Released in UK first as "London Racer Destruction Madness" in France as "Paris-Marseille Racing : Destruction Madness" || || || || ||
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.
|-
 
| Autobahn Raser: World Challenge Released in UK first as "London Racer: World Challenge" in France as "Paris-Marseille Racing : Edition Tour du Monde" ||  ||  || ||  ||
===EEDMA on SPE3===
|-
That one is one of most misleading names in whole emulator.. <br>
| Avatar - The Last Airbender: Into the Inferno ||  ||  ||  ||  ||
DMA channels are handled in:
|-
*0 - VIF0 on PPU only
| Avatar: The Last Airbender known as "Avatar: The Legend of Aang" in PAL Regions + Greatest Hits Re-Release (USA) ||  ||  ||  ||  ||
*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
| Avatar: The Last Airbender: The Burning Earth known as Avatar: The Legend of Aang: The Burning Earth in PAL Regions ||  ||  ||  ||  ||
*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
| Ayaka Shibito + Limited Edition and "Best Selection" Re-Release ||  ||  ||  ||  ||
*5 - SIF0 dma is handled in PPE, and SPE 0 (IOP)
|-
*6 - SIF1 dma is handled in PPE, and SPE 0 (IOP)
| Azumi the Game got re-released as part of the D3 Simple Series Budget Games under the Name "Simple 2000 Series Ultimate Vol. 32: Azumi" ||  ||  ||  ||  ||
*7 - SIF2 dma is handled in PPE, and SPE 0 (IOP)
|-
*8 - SPRfrom dma is handled on PPE only it seems
| Azur & Asmar ||  ||  ||  ||  ||  
*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.
==== B ====
 
{| border="1" cellspacing="0" cellpadding="5" border="#999" class="wikitable" style="border:1px solid #999; border-collapse: collapse;"
"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)
|- bgcolor="#cccccc"
 
! Title !! ps2<br />emu !! ps2<br />gxemu !! ps2<br />softemu !! Other !! Notes
===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).
| B-Boy ||  ||  ||  || ||
<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.
| Babe || || ||  ||  ||
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.
|-
 
| Backyard Baseball ||  ||  ||  || ||
In latest ps2_netemu function responsible for translating VU1 code into SPE ready code is located at 0x13C69C
|-
<br><br>
| Backyard Baseball '09 || || || || ||
SPU registers always follow this layout when VU1 is running:
|-
*r0  - r31 = vf00 - vf31
| Backyard Baseball '10 || || || || ||
*r32 - r57 = vi00 - vi25 (vu ctrl regs above vi25 are mapped to vu0 anyway)
|-
*r48      = ACC (accessible from VU0 as vi19)
| Backyard Basketball ||  ||  || || ||
 
|-
Additionally ppu can access those regs with addresses 0x3000xyy0.
| Backyard Football '08 || || || || ||
Where x is 4,5,6, or 7 (mirrors), and yy is reg number in hex.
|-
*0x30004100 = vf16
| Backyard Football 2006 ||  ||  ||  ||  ||
*0x30004200 = vi00
|-
*0x30004350 = I register (vi21)
| Backyard Football 2009 ||  || || || ||
etc.
|-
 
| Backyard Football 2010 || || || || ||
Is worth to note that ppu is not accessing spu regs directly, instead 0x3000x000 is mapped to 0x3F000 of vu1 local store. On real PS2 hardware regs are accessible only when VU1 is stopped so program just dump regs to that location on every vu1 stop (ebit/tbit/force break).
|-
This mapping is added specially for VU0 which can access VU1 registers by use of memory address, when vu0 recompiled program run ppu always load 0x30000000 to r1 to compute address if needed.
| Backyard Sports Baseball 2007 || || || || ||
 
|-
===IPU SPE6===
| Backyard Sports Basketball 2007 || || || || ||
====IDEC start code detection====
|-
IDEC perform compare to 0 while starting to search code, but not check that required bits are even available in stream.
| Backyard Wrestling 2: There Goes the Neighborhood ||  ||  ||  ||  ||
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.
| Backyard Wrestling: Don't Try This at Home ||  ||  ||  ||  ||
====IPU skip mpeg hack====
|-
There are some leftovers of SKIP MPEG hack in SPE 6 (IPU), i'm not sure that is still available.
| Bad Boys II in the USA released as Bad Boys: Miami Takedown || || || || ||
 
|-
===SPE4 and SPE5===
| Bakushou! Jinsei Kaimichi ||  || || || ||
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.
|-
 
| Baldur's Gate: Dark Alliance ||  ||  ||  ||  ||
SPE4 (FE) have a lot of PS2 GIF related code, GS downloads function in PPE check something there (BUSY? BUSDIR? DL ready? bit), and if that bit is not 1 loop for 1000000 x 4 cycles and check again. That spe is also place where GIF_TAG# can be read, so last processed tag on GIF unit. That was greatest hint to be honest, there is no reason to send it there if is not processed there. This is also where 0x49 and 0x4D config commands go. And surprisingly they are not really related. But fact is they go thru same parser on SPE side. 11, and 12 from those commands are subcommand on SPE side. 11 take no args that's why 0x49 send 11,0,0. 12 take 1 arg, and that's why 0x4D send 12, param, 0.<br>
|-
SPE5 (BE), well i didn't reversed that one too much. But it seems to have relation with "FE", and with RSX. This is only speculation but it seems that FE and BE are FrontEnd and BackEnd for GIF/GS emulation tandem. My first idea was BlendingEngine, but that doesn't seems to be the case. Well those 2 need more work.
| Baldur's Gate: Dark Alliance II || || || || ||
 
|-
==SCANMSK on ps2_netemu==
| Bakufu Slash!!Kizna Arashi || || || || ||
Apparently SCANMSK is not really ignored, GIF process it, update, etc. So is rather not implemented in later parts of code (GS emulation), or this is some other bug. I guess this GIF code is shared with ps2_gxemu, so maybe it is really missing processing on software GS emulation in later stages.
|-
  0xD34C    hbrr    loc_D38C, Update_7E98
| Barbarian || ||  || || ||
  0xD350    lr      r4, r80
|-
  0xD354    lqr      r9, SCANMSK_REG
| Barbie Horse Adventures: Wild Horse Rescue ||  ||  ||  ||  ||
  0xD358    il      r3, 0x22 ; GIF_REG_NR
|-
0xD35C    shlqbyi  r5, r80, 4
| The Bard's Tale || ||  ||  || ||
  0xD360    cwd      r6, 0x30+var_30+0xC(sp)
|-
  0xD364    andi    r5, r5, 3 ;        New SCANMSK write
| Barnyard ||  ||  ||  ||  ||
  0xD368    rotqbyi r8, r9, 0xC
|-
0xD36C    ceq      r7, r8, r5
| Bass Strike ||  ||  ||  ||  ||
0xD370    brnz    r7, return_D390 ;  branch if old SCANMSK == new
|-
  0xD374    lqr      r11, SCANMSK_REG
| Batman Begins || || ||  ||  ||
  0xD378    lqd      lr, 0x30+link_reg(sp)
|-
  0xD37C    ai      sp, sp, 0x30
| Batman: Rise of Sin Tzu ||  ||  || || ||
  0xD380    lqd      r80, var_10(sp)
|-
0xD384    shufb    r10, r5, r11, r6
| Batman Vengeance ||  ||  ||  ||  ||
0xD388    stqr    r10, SCANMSK_REG
|-
| Battle Engine Aquila ||  ||  ||  ||  ||
  0xD38C    br      UpdateGS_7E98
|-
 
| Battlefield 2: Modern Combat ||  ||  ||  ||  ||
==PS2 masterlist with ps2 emu hashes==
|-
*See: [[PS2_Emulation/PS2_Games_Masterlist]]
| Battle Stadium D.O.N ||  ||  ||  ||  ||
 
|-
== ps2_netemu supported video modes ==
| Battlestar Galactica ||  ||  ||  ||  ||
 
|-
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.
| BCV: Battle Construction Vehicles ||  ||  ||  ||  ||
* None of released games support 576p, so they probably didn't bothered. Afaik that mode is not really used for anything in PS2, like some leftover after testing, or something. I remember that older PS2 don't support it at all, so maybe it was planned as new feature? Also does forcing 480p work? I remember that 480p patching from Managunz gave similar result to what you described for 0x53 mode. But maybe its just broken feature in Managunz itself, i never tested manual patch. --[[User:Kozarovv|Kozarovv]] ([[User talk:Kozarovv|talk]]) 06:15, 29 March 2022 (UTC)
|-
** Only the 2.20 BOOT ROM versions and PSX DVR BIOSes support that mode. But in the netemu, I think this mode is not compatible with the real PS2 one. It looks like a regular PAL (0x03) mode to me with a progressive support (SMODE2 INT field set to zero sends correctly a full 576 frame, instead of 288 lines with a PAL 0x03). Judging by the GS DISPLAY registers of OPL's 576p setting, the parameters of this mode should be more similar to the 480p mode than 576i on the real hardware.<br> You are right, it is actually the same case with the forced 480p through sceGsResetGraph. If you force this mode and leave the NTSC output buffer sizes, you get a horizontally magnified image (because the MAGH bit is switched in the register and the requested DW is bigger (2560) than expected (1440)). It could be related to the PCRTC/DVE emulation (maybe conversion of VCK units to pixels, I do not know how it does look like on the PS2). At least the parameters of 480p mode seems to follow the correct specifications, in contrary to the 576p.<br> Anyway, forcing the 480p mode in the netemu is not needed at all (apart from the issue mentioned earlier). Even using the interlaced modes, it does output a progressive frame with the full height front buffer games. With the half height front buffer games, the deinterlacing quality is pretty good in my opinion, as long as the 50/60 fps is maintained.--[[User:Agrippa|Agrippa]] ([[User talk:Agrippa|talk]]) 18:03, 30 March 2022 (UTC)
| Beat Down: Fists of Vengeance ||  || || || ||
=== Widescreen support ===
|-
If the game does retrieve the widescreen flag from the GetOSDConfigParam through the scescfGetAspect function, the results are as follows:
| Beatmania || || || || ||
* Upscaler turned off: widescreen flag set by BIOS,
|-
* Upscaler turned on - Normal setting (keep original aspect ratio): no flag is set,
| Beatmania IIDX 3rd Style || || || || ||
* Upscaler turned on - Full screen setting: widescreen flag set by BIOS.
|-
Assuming the PS3 is connected with the HDMI cable and all HD resolutions are ticked in settings. Probably the widescreen support with the upscaler turned off is dependent on the connection and the PS3 resolution settings.
| Beatmania IIDX 4th Style: New Songs Collection || || ||  ||  ||
 
|-
== Emu Patches ==
| Beatmania IIDX 5th Style: New Songs Collection || || || || ||
 
|-
===Remove PCRTC Blur for Netemu===
| Beatmania IIDX 6th Style: New Songs Collection || || || || ||
Adds new config 0x4F (no param) which disables PCRTC blur offset which many games use. Patch additionally changes debug menu entry XOR CSR to NO BLUR setting. XOR CSR from file CONFIG is unaffected and still work as expected. I decided to add this entry in menu because it's nice way to compare how good this setting is when game use blur offset. While games which need XOR CSR have very obvious screen corruptions so there is no need for "live" view for it. New config obviously not work on HEN, but CONFIG files which include 0x4F work fine on HEN, command is just skipped, this keeps configs compatible with all current hacks. Big thanks to mrjaredbeta for testing all of this!
|-
Under the hood code compares DISPLAY1 and DISPLAY2 registers and when DX and DY difference is not greater than 6 it mirrors DISPLAY1 to DISPLAY2. Many checks are added to prevent false detection: PMODE need to have enabled 2 circuits, any of DISPLAY registers can't be all 0's, etc. Detection also works for different DW/DH, for games like Soul Calibur 3. Results really vary per game, many games stays unaffected because they modify OFFSET by GIF 0x18/0x19 commands. Good example of game that is nicely improved is Kingdom Hearts 2.
| Beatmania IIDX 7th Style || || || ||  ||
<br><br>Patch is for Evilnat 4.90 ps2_netemu.elf file.
|-
<br>https://www.mediafire.com/file/s83lt9zkwlyhpc2/No_Blur.ppf/file
| Beatmania IIDX 8th Style || || || || ||
<br><br>MD5 before patch is applied:
|-
70D22D79A5BB876B8EA2D0FE55D046C7
| Beatmania IIDX 9th Style || ||  ||  || ||
MD5 after patch is applied:
|-
  0B632F05371215AA6BE2C976924737AE
| Beatmania IIDX 10th Style ||  ||  ||  ||  ||
Preview:
|-
  https://ibb.co/9sSjmCm (default netemu)
| Beatmania IIDX 11: IIDX RED ||  ||  ||  ||  ||
  https://ibb.co/G7t11Nq (No Blur enabled)
|-
 
| Beatmania IIDX 12: Happy Sky ||  ||  ||  ||  ||
===Display current PC/RA values for r5900===
|-
 
| Beatmania IIDX 13: Distorted ||  ||  ||  ||  ||
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.
|-
 
| Beatmania IIDX 14: Gold ||  ||  ||  || ||  
  search for (2 times):
3F 40 02 41 63 5A E3 0C 89 3A 00 00 2F 89 00 00
  39 29 FF FF 41 9E 00 7C 99 3A 00 00 88 DA 00 01
  88 FA 00 02
   
  replace to (2 times):
60 00 00 00 60 00 00 00 60 00 00 00 60 00 00 00
  60 00 00 00 60 00 00 00 60 00 00 00 80 C0 91 00
  80 E0 8B 7C
   
  search for:
43 45 4C 4C 3A 20 25 30 32 64 20 C2 B0 43 26 23
  78 61 3B 52 53 58 3A 20 20 20 25 30 32 64 20 C2
  B0 43 00
  replace to:
  50 43 3A 20 25 30 38 58 26 23 78 61 3B 52 41 3A
  20 25 30 38 58 00 00 00 00 00 00 00 00 00 00 00
  00 00 00
 
===Skip demo disc check===
 
Sony is blocking every game which id from SYSTEM.CNF starts with S, and 4th character is D (SLED, SCED, etc.). When demo is detected sys_stat is set to error code, and emulator return to XMB. Patches here remove that restriction. Apparently ps2_emu don't have that check, probably because there was no need for it (compatibility reasons i guess).
 
ps2_netemu:
  search for
  41 9E 03 50 39 80 00 00 54 00 06 3E 54 69 38 30
   
replace to
  60 00 00 00 39 80 00 00 54 00 06 3E 54 69 38 30
   
  in 4.75+ emu: 0x13356C  beq  cr7, demo_check ---> nop
   
ps2_gxemu
  search for
  41 9E 04 50 78 E0 FE A2 78 C9 F6 E2 54 C6 30 32
   
replace to
  60 00 00 00 78 E0 FE A2 78 C9 F6 E2 54 C6 30 32
   
  in 4.75+ emu: 0x8EEA0  beq  cr7, demo_check ---> nop
 
===Extend config table by 50% in ps2_gxemu===
Patch increase config slots count from 0x314(788) to 0x49E (1182), so exactly 50% more than before. Patch is dedicated for advanced users, and there is no profit of using it if we don't plan to add any new configs.
We are abusing fact that emulator isn't compiled by usual "GameOS" PS3SDK, and pointers are 8 bytes. Also fact that compiler to keep everything aligned is forced to add 4 zeroed bytes after config count.
 
8 bytes for hash, 8 bytes for pointer, 4 bytes for count, and 4 bytes of align to make data 0x18 sized. Without that PPC64 will throw exception because that data is read in a loop, so next read will be 8 bytes hash from xxxxx4 address.
Sony (LV2/emus/guestOS) compiler isn't aware that emulator need really only 4 bytes for pointer, we have unused 4 bytes. Plus 4 bytes at the end used as alignment.
 
Now:
  hash      00 00 00 FF FF FF FF FF
  pointer  00 00 00 00 FF FF FF FF
  cmd count FF FF FF FF
  align    00 00 00 00 (previously we thought that is terminator)
 
Compacted:
  hash      00 00 00 FF FF FF FF FF
  pointer  FF FF FF FF
  cmd count FF FF FF FF
 
We have reduced size from 0x18 to 0x10 for single title without losing any data, free 1576 bytes to use :) .
After that i wrote small dumper that allowed me to edit table in easy way to recreate new table with empty slots.
Hardest part behind us, now just patches to respect new table elements size, and we are done.
 
4.88.2 Evilnat ps2_gxemu.elf offsets:
  0x6F938: 38 00 03 14 --> 38 00 04 9E (increase loop count)
  0x6F950: 39 29 00 18 --> 39 29 00 10 (decrease step incrementer)
0x6F968: 79 59 2E A4
          79 5A 1F 24
          7C 1A C8 50
              -->
          79 59 26 E4
          60 00 00 00
          7B 20 00 20                  (change way of config data offset calculation)
  0x6F978: EB EB 00 08 --> 83 EB 00 08 (load config data pointer as zero extended word, instead of doubleword)
  0x6F998: 80 0B 00 10 --> 80 0B 00 0C (change load offset for config count)
0x6F9DC: 7D 3A C8 50 --> 7B 29 00 20 (change way of config data offset calculation for config with 2 or more cmds)
  0x6F9F8: 80 09 00 10 --> 80 09 00 0C (change load offset for config count)
 
For now we can add some configs to table, and use rest of new zeroed space to store configs itself.
Alternatively we can use whole new space for extended table, and use language strings for configs itself. But that make things "per region" which i don't like. All that without removing or editing any existing config.
 
Patch need to be applied directly to decrypted elf file, using ppf-o-matic (select all files to see emus in browser), or other tool.<br>
gxemu.elf MD5 before patch
  38D891A6A67F9275D1B6D18E04BDCAA7
gxemu.elf MD5 after patch
  B452CCB51348127DAF8A931B621E5E39
DL: https://www.mediafire.com/file/kpno5mubyy7q9p0/gx_cfg_ext.ppf/file
 
===Patch System Manager to allow PS2 emulators Fan Control===
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):
  E8 03 01 C8 54 00 05 EE 2F A0 00 00 41 9E 00 E4
 
Replace to (4.78 LV1):
  E8 03 01 C8 54 00 05 EE 2F A0 00 00 60 00 00 00
 
== SPE programs dumper ==
 
Script for IDA to dump SPE programs from PS2 emulators, don't work with ps2_emu. Script is basing on SPE program names to find correct offsets. Due to that is will miss any SPE program which name is not listed inside script. Tested with ps2_gxemu/ps2_softemu/ps2_netemu.
 
https://pastebin.com/x8fvY1UL
 
== Random ps2_netemu notes ==
 
* Emulator not only patch SPU programs on init, but also patch own PPU code. Which is hard to understand when you can just make changes in source code... eg. 0x1F128 - 0x1F134 in latest emu.
* GUI seems to be tied to GIF/GS emulation. That research was inspired by Dolphin progress report, and it seems to be correct. Fe/be (frontend/backend) spus are involved here. Which explain some UI slowdowns on GIF intensive games.
* Emulator is full of unused functions. Everything that is compiled inline its also there as separate unreachable function.
* DEV9 registers are not implemented. Reads return 0, writes are void. In simple words Net and PS2 HDD emulation is impossible. Fun fact is that emu perform meaningless check for HDD supported titles.
* USB registers are IMPLEMENTED and seems to be fully functional on ppe and spe side. We are missing something else here, not sure what.
===Registers===
It seems that emulator try to keep lower 64 bits of some r5900 registers in specific ppc registers. At least at the time when recompiler is running, also when 0x01 command run.
This helps little bit with understanding some hooks (0x01 commands). Reason is probably optimization, and cached regs are written only when they need to. At least that how it looks like from analyzing recompiled code.
 
  r0 = 0x200000000, used when recompiler load something directly from EE memory.
  r13 = Cycles. When recompiled code run, value is frequently compared to value from negmem F000 and event test is triggered depending on compare result.
r14 = r5900_current_pc
  r15 = r5900 pc >> 6, used for cache checks. r15 is also used as temp register when fallback to interpreter, etc.
  r16 = r5900_v0_reg_lower64
  r17 = r5900_v1_reg_lower64
  r18 = r5900_a0_reg_lower64
r19 = r5900_a1_reg_lower64
  r20 = r5900_a2_reg_lower64
  r21 = r5900_a3_reg_lower64
  r31 = r5900_ra_reg_lower64
   
Additionally, Onimusha hooks expect r25 to be r5900 s0, and r28 to be r5900 s3. But i didn't found other parts of recompiler that expect the same. So, for now only values above are confirmed.
   
   
128 bit Altivec registers v20 - v23 are used to keep masks which is most likely used to extract/select/insert COP1 regs for next operations. Additionally v0, and v2 are used for other constants.
  v0 = 0x0F0E0D0C, 0x0B0A0908, 0x07060504, 0x03020100
  v2 = 0x80000000, 0x80000000, 0x80000000, 0x80000000
v20 = 0xFFFFFFFF, 0x00000000, 0x00000000, 0x00000000
  v21 = 0x00000000, 0xFFFFFFFF, 0x00000000, 0x00000000
  v22 = 0x00000000, 0x00000000, 0xFFFFFFFF, 0x00000000
  v22 = 0x00000000, 0x00000000, 0x00000000, 0xFFFFFFFF
   
128 bit Altivec registers v24 - v31 are used as COP1 (fpu) regs.
  v24 = f00, f01, f02, f03
  v25 = f04, f05, f06, f07
  v26 = f08, f09, f10, f11
v27 = f12, f13, f14, f15
  v28 = f16, f17, f18, f19
  v29 = f20, f21, f22, f23
  v30 = f24, f25, f26, f27
  v31 = f28, f29, f30, f31
  Register that handle ACC is taken from different pool (same pool as all vfXX regs when in COP2 mode) with param 32 as reg nr (not real reg, probably part of one of vXX regs).
  Most likely those regs are flushed to memory when COP2 opcode is running, for sure they are flushed when VU0 microprogram is running.
 
=== EE Timers Count Read ===
Emulator have bizarre behavior for EE Tx Count read (0x10000000, 10000800, etc). In specific situation (related to pending edge triggered irq) instead of Count value emulator returns Mode value. This doesn't look like programming error and can be some kind of ps2 undocumented behavior implementation.
 
=== DataStorage vector hook ===
What normally should work as DataStorage exception handler is hacked into very ugly dispatcher for EE related handlers. This code is used for example to read/write IPU registers. At the time when vector is reached:
* Emulator preserves few registers on custom stack at 0x800000. Registers seems to be little random, but they are not. This code is launched from recompiled mips code.
* srr0 is backed up to r3 register (address where exception occurred + 4, rfid opcode jump to address from that reg) and since now it is also used as argument for next steps.
* srr0 is given new value of 0x2EFCC which is custom "dispatcher", link register changes to 0x28F8C8 which is return from that custom piece of... code.
* rfid is hit, let's go to our newly hooked srr0 with 0x2EFCC address.
* Time to use address preserved in r3. This address going thru few checks, it needs to be in 0x10000000- 0x12FFFFFF range (EE JIT Code).
* From this address emulator get single word, that word is used to figure out what mips code wanted to do. This 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 ===
Since CELL B.E. is big endian machine is only natural to Sony to use little endian for CONFIG files and byte reverse every single word for them. :) What's more important for us, CELL have special opcodes for situation like that one, lwbrx and stwbrx (load/store word byte reversed indexed). But compiler decided that it will be better to do old fashioned 8 opcodes load/swap by shifts and masks and 'or'. This leaves us a lot of space when implementing new configs, making things nice and clean without need to jump outside of function, etc. This code:
seg020:000000000012EECC        lwzx      r0, r9, r31
seg020:000000000012EED0        srwi      r11, r0, 24
seg020:000000000012EED4        rlwinm    r9, r0, 8,8,15
seg020:000000000012EED8        slwi      r3, r0, 24
seg020:000000000012EEDC        rlwinm    r0, r0, 24,16,23
  seg020:000000000012EEE0        or        r3, r3, r9
seg020:000000000012EEE4        or        r0, r0, r11
seg020:000000000012EEE8        or        r3, r3, r0
seg020:000000000012EEEC        clrldi    r3, r3, 32
Can be replaced by simple:
seg020:000000000012EECC        lwbrx    r3, r9, r31
seg020:000000000012EED0        clrldi    r3, r3, 32
 
== RSX workload on the netemu ==
 
Looks like there is a way to overclock the RSX core by 50 or 100 MHz through LV1 patches. Will the netemu benefit from it?
* Yes, i don't see why not. Assuming that is static patch to elf file, not some cobra style on the fly patch. But don't expect some magic from that. I don't know too much about RSX and not really much about GS. But PS2 emulation is usually limited by CPU power, specially in native resolution. But for example games that need 0x44 cmd, maybe they will work with smoothing now. Maybe some minor slowdowns will be fixed. I still don't know which parts of GS are emulated on RSX, for example softemu used something similar to pcsx2 software render. So there you will get almost nothing from RSX OC. But netemu is different. --[[User:Kozarovv|Kozarovv]] ([[User talk:Kozarovv|talk]]) 04:56, 20 March 2022 (UTC)
** Tested the 600/750 MHz overclock with a few intensive games (SC3, ToCA3, CMR3, VP2, GT4). Assuming the patches are correctly applied (I have no idea at all), there is no performance boost at all.--[[User:Agrippa|Agrippa]] ([[User talk:Agrippa|talk]]) 15:24, 29 May 2022 (UTC)
*** Little bit late, but it seems that GS is almost fully "software" emulated (PPE + BE SPE). It was mistake to not touch ps2_softemu earlier, because that's what helped me to find out that all shaders in netemu are not strictly emulation related. While softemu have Cg shaders for hardware render. --[[User:Kozarovv|Kozarovv]] ([[User talk:Kozarovv|talk]]) 14:48, 29 June 2023 (CEST)
 
== Netemu load/store with r0 register ==
 
Emulator access weird addresses which are interpreted as eg. 0xFFFFFFFFFFFF9480, or load/store like std r14, -0x6B80(r0) which translate to std r14, -FFFF9480(r0), and its sign extended by CPU to 64 bit.
Also easier example (without using negative addressing because this is additional emu quirk..). ld r2, 0x3008(r0). This opcode will load double word from 0x3008 address no matter what we currently have in r0, because RA is 0 which is badly interpreted as r0 base.
 
This is because of PowerPC quirk that i (and apparently IDA in 64 bit mode) wasn't aware. From IBM manual:
 
ld RT, Disp(RA)
RT Specifies target general-purpose register where result of operation is stored.
Disp Specifies a 16-bit signed number that is a multiple of 4. The assembler divides this number by 4 when generating the instruction.
RA Specifies source general-purpose register for EA calculation.
 
But according to the same manual:
 
If GPR RA is not 0, the EA is the sum of the contents of GPR RA and Disp. If GPR RA is 0, then the EA is Disp.
 
Tl;dr is that if RA is 0 (which disassemblers show as r0), then Disp is real load/store address. This is used many times in emu itself to access negative addresses (0xFFFFFFFFxxxxxxxx), and is used in all netemu cmd 0x01 hooks.
While this is more PPC itself than emu stuff, i feel is important to mention this here.
Now if we remember that emu have mapped "negative address", loads/stores with r0 starting to make sense.
 
std      r4, 0x3008(r0) # store r4 on 0x3008, no matter what r0 actually is at the moment.
ld        r0, -0x6BF0(r0) # load to r0 from address 0xFFFFFFFFFFFF9410, no matter what r0 actually is at the moment.
ld        r4, 0x3008(r0) # load to r4 from address 0x3008, no matter what r0 actually is at the moment.
 
== Communication with Graphics Synthesizer in ps2_gxemu ==
 
Communication from emu level is done with rw to special addresses of what seems to be RSX ports.
Emu includes thin translation layer that intercept rw operations to GS privilaged registers.
Emulator to write or read GS register first need to write register number that we want to access. To do that we use one of two exposed 32 bit ports, separate for reads and writes.
 
To write GS register first write 64 bit data to write buffer. Separate for lower 32 bit (0xA000304C) and upper (0xA0003048) part of GS write. GS regs are 64 bit while RSX operate on 32 ports.
Finally write translated register number to 0xA0003040. This write starts transfer to GS. To ensure everything went ok emulator performs 32 bit read from 0xA0003000 and check if bit 1 is active.
This operation is performed in loop up to 1000 times until bit 1 is not 0, if that is not the case in mentioned 1000 loops panic is called.
 
To read GS register first write translated register number to 0xA0003050, then wait for bit 1 of 0xA0003000 to be active. Emulator wait up to 1000 read loops if GS didn't answered in that time emu panic.
Now when bit 1 is not 0, data can be read from 0xA0003058 for upper 32 bits and 0xA000305C for lower 32 bits.
Emulator translate almost all reads to CSR. Only SIGLBLID is readable beside CSR. This is real PS2 GS behavior. Although there is unused runtime that allow read any register. Behavior in that case is unknown.
 
0x00 = PMODE
0x01 = SMODE1
0x02 = SMODE2
0x03 = SRFSH
0x04 = SYNCH1
0x05 = SYNCH2
0x06 = SYNCV
0x07 = DISPFB1
0x08 = DISPLAY1
0x09 = DISPFB2
0x0A = DISPLAY2
0x0B = EXTBUF
0x0C = EXTDATA
0x0D = EXTWRITE
0x0E = BDCOLOR
0x40 = CSR
0x41 = IMR
0x44 = BUSDIR
0x48 = SIGLBLID
 
== ps2_gxemu external bios/rom loading. ==
 
Emulator can load external bios file. File need to be 4 bytes aligned, and 4MB or less size. File name need to be rom.bin (lower case), and probably need to have patched out RDRAM module to success RD check. At least that check is patched in current ps2_gxemu.self rom, maybe is not really needed.
 
To load bios we need to set emulator status flag bit 2 to true. I'm not sure that is already set, because i don't have memory dump, only elf file. In case is not, we can probably just ignore that check by patch. Emulator read file using lv1_read_remote_file with type 1, and path "rom.bin". So it seems to be relative to emulator self file (dev_flash/ps2emu)? All code is there and is valid, so external bios loading is fully implemented. Only two things required to do that is second bit of status flag set to true, and rom.bin file in correct path.
 
Note: This code don't exist in ps2_netemu.
 
== Universal DNAS anti-wipe patch ==
 
Tested with 2.8.0 and 3.0.0 DNAS libraries. EESYNC wipes the memory from 0x00084000 to 0x00100000. Patch is needed for 0x42 command to work with DNAS games when the overlay is installed in this memory region.
<pre>
Original: 18 00 A2 AF 95 00 00 0C 1C 00 A0 AF
Patched:  18 00 A2 AF 01 00 02 24 1C 00 A0 AF</pre>
 
== Accurate ADD/SUB ==
 
Emulator need accurate math for PS2 floating points operations because PS2 FPU/VU are special (partially also PS3 SPEs, but that's story for different wiki page).
PS3 VMX unit in PPU have special compatibility mode with SPU, activated by lv1_set_vmx_graphics_mode(1) hvcall. This is supposed to make floating points operations results as close to SPU as possible. This set default rounding mode to round to zero, denormals are treated as zero, and there are no infinities or NaNs. So practically same mode as PS2 use.
Every PS2 EE emulator on PS3 use this mode as otherwise many of that need to be done by software which is inconvenient, and tank performance. There are some suggestions that Sony requested this mode from IBM specifically for PS2 emulators. At this point floats should be handled like on PS2 right? Nope.
PS2 FPU/VU is even more "special" than that, and it seems that Sony missed, or IBM wasn't able to implement that. What is so special? Since PS2 guarantee to round to zero, there is no need for 3 guard bits (more precisely guard/round/sticky bits).
Testing shows that PS2 use only 1 of those bits in way known from other platforms. This makes every FPU/VU ADD/SUB/MUL/DIV operation possibly inaccurate on hardware other than PS2.
There is no way to reproduce that on hardware that is not created with that in mind. No matter it is PS3 VMX, or x86/ARM SSE/AVX. This behavior is not reproductible on currently used hardware without software approach.
But this still doesn't sound that bad, how much developers can rely on bit precise floating point results? 80 from 788 ps2_gxemu configs is using accurate math command, and that's only small chunk of what is really needed. Not to mention direct patches like Persona 4, etc, and tons of custom configs.
<br><br>
Here is function used when accurate ADD/SUB math is requested: https://pastebin.com/sX6vfxin This code run for EVERY SINGLE add/sub separately when opcode is in command range.
<br>
Recompiled code for eg. fpu '''add d,c,b''' looks like this:
vaddfp d,c,b
 
While recompiled code for accurate fpu '''add d,c,b''' looks like this (simplified):
lis a,0xXXXX
ori a,a, 0xXXXX
stvx b,a, 0x0
add a,0x10
stvx c,a, 0x0
bla https://pastebin.com/sX6vfxin
lis a,0xXXXX
ori a,a, 0xXXXX
lvx d,a, 0x0
 
Accurate add/sub is really over-complicated, I think is possible to shrink it to prevents slow downs and cache resets when overused. For example instead of creating "constants", we can really use constants from unused memory. On every single accurate add/sub emulator run this code:
0x18726C    li        r9, -1                # --- start of "constants" creation ---
0x187270    clrlwi    r9, r9, 1            # r9 = 0x7FFFFFFF
0x187274    stw      r9, 0x20(r31)
0x187278    li        r9, 0xFF
0x18727C    stw      r9, 0x24(r31)
0x187280    li        r9, 31
0x187284    stw      r9, 0x28(r31)
0x187288    li        r9, 23
0x18728C    stw      r9, 0x2C(r31)
0x187290    li        r9, 0x20 # ' '
0x187294    lvxl      v16, r9, r31          # Load from 0x20(r31)
0x187294                                    # [0x7FFFFFFF, 255, 31, 23]
0x187298    li        r9, 0x97
0x18729C    stw      r9, 0x20(r31)
0x1872A0    clrlslwi  r9, r9, 31,23        # 4B800000 ?
0x1872A4    stw      r9, 0x24(r31)
0x1872A8    li        r9, 25
0x1872AC    stw      r9, 0x28(r31)
0x1872B0    li        r9, -1
0x1872B4    clrrwi    r9, r9, 8            # r9 = 0xFFFFFF00
0x1872B8    stw      r9, 0x2C(r31)
0x1872BC    li        r9, 0x20 # ' '
0x1872C0    lvxl      v15, r9, r31          # Load from 0x20(r31)
0x1872C0                                    # [0x97, 0x4B800000, 25, 0xFFFFFF00]
0x1872C0                                    # End of "constants" creation.
 
All that to load vector v15 with [0x97, 0x4B800000, 25, 0xFFFFFF00], and v16 with [0x7FFFFFFF, 255, 31, 23]. This is really painful when you need to do that on every accurate add/sub, 22 opcodes, even more cycles. But what if we patch emulator to have those values for example at 0x7000 - 0x701F offset? Then loading constants will be:
 
0x18726C    li        r9, 0x7000
0x187270    lvxl      v16, r9, r0
0x187274    addi      r9, r9, 0x10
0x187278    lvxl      v16, r9, r0
 
From 22 opcodes we end up with 4. 18 opcodes less on every accurate add/sub. Additionally we can skip preserving/restoring of LR, CTR, and maybe XER. That give another saving of 12 opcodes. Additional 2 opcodes could be saved by not using r6 as temp for save/restore values. We can reuse r9 instead, so there is no need to preserve/restore old r6. All that shrink add/sub from 216 opcodes to 184. For FPU add/sub even more could be done, but for VU/COP2 its most likely only possible optimisation. Still worth it, should bring noticeable difference in framerate on intensive games that need it.
 
== Ugly fix for HDD whitelisted games loaded through Cobra ==
 
The HDD whitelisted games are crashing when loaded through the Cobra (they do work as a 2P package, but the HDD install prompt does not appear of course). I do not know whether the backwards compatible models are affected. The serial ID is compared in the game_ext_plugin module and currently the webMAN MOD does rename the executable inside the ISO to avoid the check. Here is a patch meant to be done on the fly in the payload when mounting the game. Only the SOCOM games have been tested - the HDD install prompt appears and regardless of what you choose, the game will boot successfully.
<pre>
Original: 4B FF 1A 11 38 81 00 A0 38 61 00 AC 4B FF ED 3D
Patched:  60 00 00 00 38 81 00 A0 38 61 00 AC 4B FF ED 3D</pre>
 
== Unknown VIF issue - bad cmd ==
Emulator seems to do something wrong when bad (unknown) command is sent to VIF. Since all examples are related to VIF1 lets assume that maybe only that part is broken.
 
* Buffy send command 0x12 - At the time when command is sent VIF1_ERR.ME1 bit is not set. Correct behavior will be stall VIF, seems to be broken because stall take too long.
* Jak TPL accidentally send bad data (vectors floats) as cmd - At the time when command is sent VIF1_ERR.ME1 bit is set. Correct behavior will be ignore bad cmd, and handle it as nop, no stall.
* Formula One 05 bad cmd when entering pitstop - Unknown reason, fixed in pcsx2 at some unknown point. Can be dma issue, but worth to check if netemu is affected in any way (https://github.com/PCSX2/pcsx2/issues/2918)
* General note. PS2 VIF seems to be broken by design. Manual have following warnings:
** Due to a failure in determining DMAtag Mismatch error, setting ME0 bit to 0 may generate an error even though a correct packet has been transmitted.  Set the ME0 bit to 1 when using it.
** In V3_16 format, set the ME1 bit to 1.
** The ER0 bit cannot be used appropriately due to a failure in determining DMAtag Mismatch error. Mask the DMAtag Mismatch error detection feature by setting VIF0_ERR.ME0 to 1.
 
Code which handle bad cmd:
0x14D00  ila    r4, 0x2000
0x14D04  shufb  r2, r104, r104, r89
0x14D08  ila    sp, sub_147C0
0x14D0C  a      r2, r2, r77
0x14D10  shufb  r2, r103, r102, r2
0x14D14  stqa    r2, VIF1_CODE
0x14D18  lqa    r2, VIF1_ERR
0x14D1C  lqa    r3, VIF1_STAT
0x14D20  andi    r2, r2, 4          ; VIF1_ERR.ME1
0x14D24  ceqi    r2, r2, 0          ; set if bad cmd is unmasked
0x14D28  selb    r3, r3, r2, r4    ; Set VIF_STAT.ER1 if bad cmd bit mask is not active
0x14D2C  andi    r4, r2, 0x10
0x14D30  selb    r2, sp, r39, r2    ; sub_147C0[sp] or (sub_12840 or sub_17700)[r39] depending on ME1 bit // Probably issue starts here.
0x14D34  lnop
0x14D38  or      r87, r87, r4      ; Unk flags, stored at 0x290
0x14D3C  stqa    r3, VIF1_STAT
0x14D40  nop
0x14D44  bi      r2
*Shoutout to Agrippa for finding where the bad cmd in J&D was sent out. Formula One 05 is affected and results in a freeze when entering the pit stop, but I created a patch a while ago to skip the sending of it, so current config fixes the freeze without issue.--[[User:Mrjaredbeta|Mrjaredbeta]] ([[User talk:Mrjaredbeta|talk]]) 03:37, 12 February 2023 (CET)
 
== Games with EE threading/interrupt issues ==
 
* '''Def Jam: Fight for NY'''
** Random hangs on first loading sequence.
* '''Visual Mix: Ayumi Hamasaki Dome Tour 2001'''
** Random hangs during loading transitions.
* '''Harry Potter and the Chamber of Secrets'''
** Seems to randomly hang on the last stage of loading (ra=0x19bf70). WaitSema calls spotted during the hang.
* '''Gran Turismo 4'''
** Hangs during the FMV playback on the idle wait loop. Game does wait for the interrupt that does not happen, probably.
***Game wait in 81FC0 loop or some custom one? Never leave it? --[[User:Kozarovv|Kozarovv]] ([[User talk:Kozarovv|talk]]) 19:01, 11 April 2023 (CEST)
****In the 81FC0 loop. It does leave for a split second indeed, but it is impossible to read the offset. The game is working right in gxemu, I have always wondered if the built-in CDVD emulation may be bugged somehow, introducing new glitches versus gxemu.--[[User:Agrippa|Agrippa]] ([[User talk:Agrippa|talk]]) 19:39, 11 April 2023 (CEST)
 
Assuming the game programming is right, the underlying issues are data transfer related, probably.
 
== Games with GS emulation issues ==
Neither performance, nor mipmap and SCANMSK related.
* '''Prince of Persia: Warrior Within'''
** Weapons' trails are rainbow (fixed by Auto-flush in PCSX2).
* '''Lord of the Rings: The Return of the King'''
** Top-left corner issue when the mist/fog is rendered.
* '''Dance Summit 2001: Bust-a-Move'''
** Front buffer is not flushed most of the time. Game seems to apply additional effects there, apart from the downsampling.
* '''Snowblind Engine 2003+ games'''
** Shows the very last "interlaced" frame when switching back to the interlaced mode from progressive one. I thought it could be a VBLANK issue, but that old frame should be long gone by then. The issue seems to be related to the PCRTC. The SMODE2 register is updated in the VBLANK handler. That old frame is shown when the FFMD bit is switched to 1. Looking for better workarounds than delaying the VSYNC or lowering the resolution in 60 fps mode. By the way, the 0x20 command does work with negative values too. Moreover, the max positive value for NTSC is something like 0x106. Anything higher makes the screen freeze on PS2 logo (but the game is working in the background).
 
== Stuntman/Driv3r research ==
Well, I decided to take another look at this game a few days ago after a weird dream I had. I am glad I did, since I have discovered some new things. This is with 0x0E accuracy adjustments.
 
Stuntman US
0x100000-0x1c5e68 - no change
0x1c5e6c - improvement in ApplyTyreForces__5WheelR3CarffG4MAv3N24R4MAm4Rf
  vadd.xyzw vf01, vf01, vf02
0x1c7128 - improvement in Update__5WheelR3CarR4MAm4R4MAv3T3
  vadd.xyzw vf01, vf01, vf02
0x1c727c - imrpovement in Update__5WheelR3CarR4MAm4R4MAv3T3
  vadd.xyzw vf01, vf01, vf02
    - both of the above with the others make most accurate path
    - vm insts 0x1c6e78-0x1c6ecc basically negate this additional accuracy?
0x1c769c-0x211f04 - nothing
0x211f08 - improvement in _dyForwardDynamics__FP10DYdynamicsf
  vadd.xyzw vf02, vf02, vf01
0x211f94 - improvement in dyStepRunge1__FP10DYdynamicsf
  vadd.xyzw vf04, vf04, vf01
0x2140b0-0x215118 - no change
0x215118 - obUpdateTransMatrix__FP8OBobject
    - negates additional accuracy of Update__5WheelR3CarR4MAm4R4MAv3T3?
0x215260-0x1ffffff - no change
 
This does not seem to make any stages completable, but it at least helps the AI car in 1-4 get past the indoor section and not get caught up on the turn/area after. Instead, it now hits the orange crate left of the path it is supposed to go. It could potentially have worse effects on other stages as well... Maybe these offsets/functions in particular can help PCSX2 research.
*Try with EU version, you should be able to complete that mission with accu config. I remember that on pcsx2 with hacked vadd almost full EU game is playable. At some point i also hacked dyStepRunge little bit. dyStepRunge1 is less accurate, dyStepRunge5 is most accurate. Game decide which function should be used. But you can patch it to branch always to dyStepRunge5 etc. --[[User:Kozarovv|Kozarovv]] ([[User talk:Kozarovv|talk]]) 20:03, 4 January 2023 (UTC)
 
== Patches for SCCS region games ==
Most Chinese region games (SCCS) require the ROM2 modules to be present. However, even if they are required by the game in order to boot, they are not needed at all and are fully playable without ROM2 the vast majority of the time. I have compiled patches for all SCCS games that allow each one to at least boot on PS3 and PCSX2 (older versions, or newer ones without the correct BIOS) by simply skipping over the infinite loops the games get caught in: https://www.mediafire.com/file/skdka574f23b96g/SCCS_patches.zip/file
 
Mostly untested on PS3, but all have been tested on an older PCSX2 version. PS4 seems to not work with these patches. Even the bootable games without patching needed do not work, so I suspect there is some blacklist preventing them from booting on that emulator. In the end, only two games ended up having text bugs due to the character data not being loaded from ROM2:
 
{| class="wikitable"
|-
|-
! Serial Number !! Game !! Bootable (without patch) !! ROM2 required
| Beatmania IIDX 15: DJ Troopers ||  ||  ||  ||  ||
|-
|-
| SCCS-40001 || Ape Escape 2 || No || Yes (missing text)
| Beatmania IIDX 16: Empress + Premium Best || || ||  ||  ||  
|-
|-
| SCCS-40002 || Devil May Cry 2 (Disc 1) || No || No
| Berserk: Millennium Falcon Hen Seima Senki no Sh? || || ||  ||  ||  
|-
|-
| SCCS-40003 || Devil May Cry 2 (Disc 2) || No || No
| Beyond Good and Evil || || ||  ||  ||  
|-
|-
| SCCS-40004 || XIGO: Zuihou de Touzi || No || No
| The Bible Game || || ||  ||  ||  
|-
|-
| SCCS-40005 || Ico || No || No
| Big Mutha Truckers || || ||  ||  ||  
|-
|-
| SCCS-40006 || Zhen Sanguo Wushuang 2 || No || No
| Big Mutha Truckers 2 ||  || ||| ||  
|-
|-
| SCCS-40007 || Arc the Lad: Seirei no Tasogare || No || No
| Bionicle Heroes || || ||  ||  ||  
|-
|-
| SCCS-40009 || Dragon Ball Z 2 || Yes || No
| Bionicle: The Game || || ||  ||  ||  
|-
|-
| SCCS-40010 || Super Puzzle Bobble 2 || No || No
| Black || || ||  ||  ||  
|-
|-
| SCCS-40011 || Armored Core 2: Another Age || No || No
| Black & Bruised || || ||  ||  ||  
|-
|-
| SCCS-40014 || World Soccer Winning Eleven 7 International || No || No
| Black Cat:Kikai Shikake no Tenshi || || ||  ||  ||  
|-
|-
| SCCS-40015 || Viorate no Atelier: Gramnad no Renkinjutsushi 2 || No || Yes (text bugs)
| Black Market Bowling || || ||  ||  ||  
|-
|-
| SCCS-40016 || Ape Escape: Pumped & Primed || Yes || No
| Blade II || || ||  ||  ||  
|-
|-
| SCCS-40017 || EyeToy: Play || No || EyeToy game
| Bleach: Blade Battlers ||  || ||| ||  
|-
|-
| SCCS-40018 || Saru EyeToy Oosawagi: Wakki Waki Game Tenkomori!! || No || EyeToy game
| Bleach: Blade Battlers 2 ||  || ||| ||  
|-
|-
| SCCS-40019 || Formula One 04 || No || No (English)
| Bleach: Erabareshi Tamashii || || ||  ||  ||  
|-
|-
| SCCS-40022 || World Soccer Winning Eleven 8: Asia Championship || No || No
| Bleach: Hanatareshi Yabou ||  || ||| ||  
|-
|-
| SCCS-60002 || Gran Turismo 4 || No || No
| Blitz: The League ||  ||  || || ||  
|}
|-
* I believe that real PS2 also need those patches. For OPL, but not only. ROM2 with CH fonts is not existing outside of 3 ps2 models. All of them released only in China, and one of them is still not even dumped (devkit). This ROM2 is even missing in Hong Kong region PS2. Btw. When i implemented ROM2 support in pcsx2, i tested patching game first. Unluckily for netemu, and fortunately for pcsx2. First and only game i tried to patch was Ape Escape 2. :) --[[User:Kozarovv|Kozarovv]] ([[User talk:Kozarovv|talk]]) 12:39, 23 November 2022 (UTC)
| Blood Omen 2 || || || || ||  
** Yup, lucky for me I tested Dynasty Warriors 3 first, then Ape Escape 2 was the second if I recall. I was worried but pleasantly surprised by the rest of the results. I assume ROM2 has data for simplified Chinese characters while Hong Kong/Taiwan uses traditional characters, and that’s probably why there is no ROM2 in the HK/TW region. I am not sure why they even included ROM2 in the first place if barely any games utilize it, but oh well. --[[User:Mrjaredbeta|Mrjaredbeta]] ([[User talk:Mrjaredbeta|talk]]) 18:01, 28 November 2022 (UTC)
|-
*** "PS4 seems to not work with these patches. Even the bootable games without patching needed do not work, so I suspect there is some blacklist preventing them from booting on that emulator.". Just for the record, ps4 don't blacklist them. It's issue with cdvdkey (known for PS3 users as "game hash". ;) ). Emulator fail to respond correctly to one of CDVD register reads. Issue is already patched with my ugly hacks (TC:LA-a-like code swap). Your patches are still required on ps4 after fixing other issues. --[[User:Kozarovv|Kozarovv]] ([[User talk:Kozarovv|talk]]) 17:39, 20 June 2023 (CEST)
| Blood+: One Night Kiss || ||  || ||  ||  
 
|-
== Removing stuff from ps2 emu page ==
| Blood: The Last Vampire - First Volume ||  || ||  || ||  
 
|-
I'm thinking about removing some data from PS2 Emulation page. Mostly stuff that is strictly PS2 thing.
| Blood: The Last Vampire - Last Volume ||  || || ||  ||
 
|-
*PS2 Memory and Hardware Mapped Registers Layout
| Blood Will Tell ||  || ||  || ||  
*Video Modes
|-
*<s>Config related info</s> Done.
| BloodRayne ||  || || ||  ||  
 
'''Video Modes''' listed there are not even supported by emulators without GS, and likely to fail even on PS3 with GS. This is really info for PS2 wiki in my opinion. '''PS2 Memory and Hardware Mapped Registers Layout''' also fit more in PS2 wiki. This is more like general PS2 dev knowledge than emulation related stuff. Eventually keep them as a links to ps2tek or ps2 devwiki, or something. Let me know if you think this is/isn't good idea. For example PS1 page don't list stuff like this, same goes for PSP page. In case of Config stuff. This is crucial part of this page, but i feel that harm general readability. Due to complicated nature of PS2 config descriptions are getting bigger, and bigger. Honestly this is still missing a lot of info because many times we are limiting ourself to not make descriptions too extensive. All that to not flood page too much. Maybe it's time to move most of that to new dedicated page? We can leave some basic info, like that small table, plus some '''BOLD''' link to "advanced page". This should allow to wikify and move some non-config stuff from talk page. This are only ideas, i expect not everyone will be happy about all of them. Lets talk. :P --[[User:Kozarovv|Kozarovv]] ([[User talk:Kozarovv|talk]]) 08:21, 16 January 2023 (UTC)
* I think these are all good ideas. I occasionally use the PS2 register info for help sometimes, but I could easily use PSI’s page for that (https://psi-rockin.github.io/ps2tek/). I agree that it doesn’t really belong on the page. I agree that emulation page is getting extensive, so maybe it would be good to move the config info to a new page. I am not opposed and are all for it. --[[User:Mrjaredbeta|Mrjaredbeta]] ([[User talk:Mrjaredbeta|talk]]) 15:12, 16 January 2023 (UTC)
 
== Floating point arithmetic inaccuracies ==
 
While the software emulators are doing a great job with their accurate paths, there are still issues with some games, unfortunately.
* Stuntman/Driv3r
Completely broken AI, game is unplayable.
* Gran Turismo series
An infamous licence demonstration bug - cars deviate from the racing line. It may affect the AI in the race too. Since the GT's AI is retarded, the subject is difficult to confirm.
* Tokyo Xtreme Racer Zero
It is unconfirmed, but the cars path from PS2 imported replays are played back wrongly in the PCSX2.
* PRIDE FC: Fighting Championships
It seems that y × 1 ≠ y sometimes. Fixed by patching the game code.
 
== Manipulating r5900 cyclerate ==
 
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  |
|----------------|------------------|-------------|
  | Default opcode |     1 unit      |   9 units  |
  | Load/Store    |     2 units      |   14 units  |
| Multiply      |     4 units      |   16 units |
  | Divide        |   37 units      112 units  |
| COP 0          |     1 unit      |   7 units |
  | COP 1          1 unit(some 2) |   7 units  |
| COP 2          |     1 unit      |   7 units |
  | NOP            |   0 units(!!!)  |   7? units |
---------------------------------------------------
Additionally pcsx2 use different cycles for many other opcodes that ps3 emus just count as one.
  * MMI      =  14 units
  * MMI Mult =  24 units
  * MMI Div  = 176 units
  * FPU Mul  =  32 units
At the second hand gx/net emu do some weird shenigans with cycles based on... Opcode number, this is still small unknown here. Yeah...
  It turns out that emu is not counting nop cycles. Weird shenigans mentioned above check if opcode number is 1, which belongs to ee NOP in internal emu table.
  When opcode is NOP then emulator is not adding even single cycle. This explains a lot of issues with dma and why EE always seemed too fast for DMA and other components.
  This code takes 2 cycles (units) per loop in emu:
loop_here:
  addiu v0, -1
  nop
  nop
  nop
  nop
  nop
  bnez v0, loop_here
 
I still need to fully confirm that nop isn't handled in some special way elsewhere but looks like it's not.
Underclocking/Overclocking could be done by modifying opcodes at 0x17CEB0, 0x17CFF8, 0x17D4C8.
What has been tested do far is shifting by 1 or 2 to the left (underclock by multiplying passed cycles). Sadly without any possitive result to framerate, shift by 2 was even slower.
 
== Emulator status flags ==
 
We can't really modify this flag from outside on retail emu, but we can always patch function that do init.
===Netemu===
Localised at 0x934158 of emu memory.
1        = init done?
2        = unk thr sys
4        = unk thr sys
8        = unk
10      = run watchpoint opcode (debug halt) 0x11DD80
20      = set mecha 0x245828A to 2, and run sc8 (0x200)
40      = some setting for spe0_class0_int_handler
80      = enable cmd 0xF/0x26/0x27 for whole memory range
200      = set when emulated hardware init is done
400      = enable 0x934160 debug flag (watchpoint on ee and on iop)
800      = skip parsing config file
1000    = do cmd 0x1F with 0x3E8(1000) param
4000    = enable cmd 0x11 for whole VU0 mem (per range setting is inaccessible from config!)
20000    = skip SCED discs error (more, todo)
40000    = do cmd 0x14
80000    = memory card related (0x12A6D8) also run sc_7(2) in thr hdd
200000  = do cmd 0x05
400000  = enable config cmd 0x10 for whole memory range
800000  = do cmd 0x12 with 0x2DFF000 flags
4000000  = mecha related (todo 0x135664)
8000000  = run loop that wait for 0xB52BB8 to be non zero
10000000 = watchpoint (if thread flag is set)
20000000 = timing setting for media validity check
80000000 = show health warning message
Need work
 
===Gxemu===
Localised at 0x3ED0 of emu memory.
1        = init done?
2        = load external bios.rom
4        = run sub_56784 and sub_56A6C
8        = unk
10      = run watchpoint opcode (debug halt) 0x3F02C
20      = set mecha 0x177AA4F to 2, and run sc8 (0x200) ___todo
40      = some setting for spe0_class0_int_handler
80      = enable gx cmd 0xC/0x22/0x23 for whole memory range
200      = check byte 0x6E6302 and do something if 2. Seems to disable media validity test. Set after EE hw init.
400      = set 0x3D60 to 1
800      = skip parsing internal config list
1000    = do gx cmd 0x1C with param 0x3E8 (1000)
4000    = enable cmd 0x0F for whole VU0 mem (per range setting is inaccessible from config!)
10000    = used as a param for sub_40054, unknown. Not available in netemu
20000    = skip auto setting gx cmd 0x19 for games from hashlist, and later in different sub. Also skip setting SCED error.
40000    = do gx cmd 0x12
80000    = skip running unk syscall
100000  = do gx cmd 0x19 (command unavailable in netemu? Looks different)
200000  = do gx cmd 0x04
400000  = enable gx cmd 0x0E for whole memory range
800000  = run sub sub_F1D78, seems to be much more complicated version of what netemu do here.
1000000  = set 0x3D63 to 1
Need even more work...
 
== Memory Map ==
=== Netemu ===
Tables at main page taken directly from emulator memory seems to be wrong. I double checked this and values are really there, but ea just don't match to what emulator code do (lpars are most likely correct there). So here it is memory map with addresses that emulator use when want to reach any of mentioned regions.
 
{| class="wikitable" style="font-size:small;"
|-
|-
! Name !! Start EA !! End EA !! Flags !! Notes
| BloodRayne 2 ||  ||  ||  ||  ||
|-
|-
| work
| Bloody Roar 3 ||  || || || ||  
|| 0
|| 0x3200000
|| 3
|| separated into work 0x0-0x300000, ro_work 0x300000-0x800000, and rw_work 0x800000-0x32000000.
|-
|-
| menu_heap
| Bloody Roar 4 || || || ||  ||  
|| 0xE000000
|| 0xE400000
|| 3
||
|-
|-
| negmem
| BlowOut || || || ||  ||  
|| 0xFFFFFFFFFFFF0000
|| 0
|| 0x10000001
||
|-
|-
| ?
| BMX XXX || || || ||  ||  
|| 0x30000000
|| 0x30008000
|| 0x30000000
|| vu0
|-
|-
| spu_iop
| Bobobo-bo Bo-bobo Atsumare! Taikan Bo-bobo || || || ||  ||  
|| 0x40000000
|| 0x40060000
|| 0xE0000001
||
|-
|-
| spu_spu2
| Bobobo-bo Bo-bobo Hajike Matsuri || || || ||  ||  
|| 0x40080000
|| 0x400E0000
|| 0xE0000001
||
|-
|-
| spu_vu1
| Bode Miller Alpine Skiing || || || ||  ||  
|| 0x40100000
|| 0x40160000
|| 0xE0000001
||  
|-
|-
| spu_eedma
| Boku no Natsu Yasumi 2 || || || ||  ||  
|| 0x40180000
|| 0x401E0000
|| 0xE0000001
||
|-
|-
| fe
| Bombastic || || || ||  ||  
|| 0x40200000
|| 0x40260000
|| 0xE0000001
||  
|-
|-
| be
| Bomberman Hardball || || || ||  ||  
|| 0x40280000
|| 0x402E0000
|| 0xE0000001
||  
|-
|-
| spu_ipu
| Bomberman Jetters || || || ||  ||  
|| 0x40300000
|| 0x40360000
|| 0xE0000001
||
|-
|-
| be
| Bomberman Land 2 || || || ||  ||  
|| 0x40380000
|| 0x403E0000
|| 0xE0000001
|| not working spu be on spe7
|-
|-
| SPC_SLB
| Bomberman Kart || || || ||  ||  
|| 0x50061000
|| 0x50062000
|| 0xF0000000
|| for spu_iop
|-
|-
|   
| Bouken Jidai Katsugeki: Goemon ||  || || || ||  
|| 0x50063000
|| 0x50066000
|| 0xF0000000
||
3000 = SPC_MFC_CNTL
4000 = SPC_PUINT_MB
5000 = SPC_CSR1
|-
|-
| SPC_CSR
| The Bouncer || || || ||  ||  
|| 0x50062000
|| 0x50063000
|| 0xF0000000
||
|-
|-
| SPC_SLB
| Boxing Champions || || || ||  ||  
|| 0x500E1000
|| 0x500E2000
|| 0xF0000000
|| for spu_spu2
|-
|-
|   
| Bratz: Forever Diamondz ||  || || || ||  
|| 0x500E3000
|| 0x500E6000
|| 0xF0000000
||
3000 = SPC_MFC_CNTL
4000 = SPC_PUINT_MB
5000 = SPC_CSR1
|-
|-
| SPC_CSR
| Bratz: Rock Angelz || || || ||  ||  
|| 0x500E2000
|| 0x500E3000
|| 0xF0000000
||
|-
|-
| SPC_SLB
| Brave: The Search for Spirit Dancer ||  || || || ||  
|| 0x50161000
|| 0x50162000
|| 0xF0000000
|| for spu_vu1
|-
|-
|   
| Bravo Music: Chou-Meikyokuban ||  || || || ||  
|| 0x50163000
|| 0x50166000
|| 0xF0000000
||
3000 = SPC_MFC_CNTL
4000 = SPC_PUINT_MB
5000 = SPC_CSR1
|-
|-
| SPC_CSR
| Bravo Music: Christmas Edition || || || ||  ||  
|| 0x50162000
|| 0x50163000
|| 0xF0000000
||
|-
|-
| SPC_SLB
| Breath of Fire: Dragon Quarter || || || ||  ||  
|| 0x501E1000
|| 0x501E2000
|| 0xF0000000
|| for spu_eedma
|-
|-
|   
| Brian Lara International Cricket 2005 ||  || || || ||  
|| 0x501E3000
|| 0x501E6000
|| 0xF0000000
||
3000 = SPC_MFC_CNTL
4000 = SPC_PUINT_MB
5000 = SPC_CSR1
|-
|-
| SPC_CSR
| Brian Lara International Cricket 2007 || || || ||  ||  
|| 0x501E2000
|| 0x501E3000
|| 0xF0000000
||
|-
|-
| SPC_SLB
| Britney's Dance Beat || || || ||  ||  
|| 0x50261000
|| 0x50262000
|| 0xF0000000
|| for fe
|-
|-
|   
| Broken Sword: The Sleeping Dragon ||  || || || ||  
|| 0x50263000
|| 0x50266000
|| 0xF0000000
||
3000 = SPC_MFC_CNTL
4000 = SPC_PUINT_MB
5000 = SPC_CSR1
|-
|-
| SPC_CSR
| Brothers in Arms: Earned in Blood || || || ||  ||  
|| 0x50262000
|| 0x50263000
|| 0xF0000000
||
|-
|-
| SPC_SLB
| Brothers In Arms: Road to Hill 30 || || || ||  ||  
|| 0x502E1000
|| 0x502E2000
|| 0xF0000000
|| for be
|-
|-
|   
| Buffy the Vampire Slayer: Chaos Bleeds ||  || || || ||  
|| 0x502E3000
|| 0x502E6000
|| 0xF0000000
||
3000 = SPC_MFC_CNTL
4000 = SPC_PUINT_MB
5000 = SPC_CSR1
|-
|-
| SPC_CSR
| Bujingai: The Forsaken City || || || ||  ||  
|| 0x502E2000
|| 0x502E3000
|| 0xF0000000
||
|-
|-
| SPC_SLB
| Bully (Canis Canem Edit in Europe/Australia) || || || ||  ||  
|| 0x50361000
|| 0x50362000
|| 0xF0000000
|| for spu_ipu
|-
|-
|   
| Burnout ||  || || || ||  
|| 0x50363000
|| 0x50366000
|| 0xF0000000
||
3000 = SPC_MFC_CNTL
4000 = SPC_PUINT_MB
5000 = SPC_CSR1
|-
|-
| SPC_CSR
| Burnout 2: Point of Impact || || || ||  ||  
|| 0x50362000
|| 0x50363000
|| 0xF0000000
||
|-
|-
| SPC_SLB
| Burnout 3: Takedown || || || ||  ||  
|| 0x503E1000
|| 0x503E2000
|| 0xF0000000
|| for unused be on spe7
|-
|-
|   
| Burnout Revenge ||  || || || ||  
|| 0x503E3000
|| 0x503E6000
|| 0xF0000000
||
3000 = SPC_MFC_CNTL
4000 = SPC_PUINT_MB
5000 = SPC_CSR1
|-
|-
| SPC_CSR
| Burnout Dominator || || || ||  ||  
|| 0x503E2000
|| 0x503E3000
|| 0xF0000000
||
|-
|-
| GSIF
| Busou Renkin: Yokosu Papillon Park e || || || ||  ||  
|| 0xA0020000
|| 0xA0028000
|| 0x80000000
|| rsx
|-
|-
| NL
| Bust-A-Bloc || || || ||  ||  
|| 0xA0009000
|| 0xA000A000
|| 0x80000000
|| rsx
|-
|-
| rsx_driver_info
| Butt-Ugly Martians: Zoom or Doom || || || ||  ||  
|| 0xA0004000
|| 0xA0007000
|| 0x80000000
|| rsx
|-
|-
| rsx_dma_ctrl
| Buzz! Junior: Jungle Party || || || ||  ||  
|| 0xA0030000
|| 0xA0050000
|| 0x80000000
|| rsx
|-
|-
| ?
| Buzz! Junior: Monster Rumble || || || ||  ||  
|| 0xA0008000
|| 0xA0009000
|| 0x80000000
|| rsx
|-
|-
| ohci_mmio
| Buzz! The Big Quiz || || || ||  ||  
|| 0x60000000
|| 0x60001000
|| 0x60000000
||
|-
|-
| ehci_mmio
| Buzz! The Hollywood Quiz || || || ||  ||  
|| 0x60200000
|| 0x60201000
|| 0x60000000
||
|-
|-
| ohci_mmio
| Buzz! The Mega Quiz || || || ||  ||  
|| 0x60100000
|| 0x60101000
|| 0x60000000
||
|-
|-
| ehci_mmio
| Buzz! The Music Quiz || || || ||  ||  
|| 0x60300000
|| 0x60301000
|| 0x60000000
||
|-
|-
| base
| Buzz! The Sports Quiz || || || ||  ||  
|| 0x80000000
|| 0x80100000
|| 0x70000003
|| usb
|-
|-
| rawdata
|}
|| 0x80800000
==== C ====
|| 0x80900000
{| border="1" cellspacing="0" cellpadding="5" border="#999" class="wikitable" style="border:1px solid #999; border-collapse: collapse;"
|| 0x70000003
|- bgcolor="#cccccc"
|| usb
! Title !! ps2<br />emu !! ps2<br />gxemu !! ps2<br />softemu !! Other !! Notes
|-
|-
| iopdata
| Cabela's African Safari || || || ||  ||  
|| 0x81000000
|| 0x81100000
|| 0x70000003
|| usb
|-
|-
| base
| Cabela's Alaskan Adventure || || || ||  ||  
|| 0x82000000
|| 0x82100000
|| 0x70000003
|| ehci? usb
|-
|-
| ehci_vars
| Cabela's Big Game Hunter (2002) || || || ||  ||  
|| 0x82800000
|| 0x82900000
|| 0x70000003
|| usb
|-
|-
| bchs_pmalloc
| Cabela's Big Game Hunter (2007) || || || ||  ||  
|| 0x83000000
|| 0x83100000
|| 0x70000003
|| usb
|-
|-
| ?
| Cabela's Big Game Hunter 2005 Adventures || || || ||  ||  
|| 0x83800000
|| 0x83900000
|| 0x70000003
||
|-
|-
| SB_CDVD
| Cabela's Dangerous Hunts || || || ||  ||  
|| 0x84000000
|| 0x84100000
|| 0x70000003
||
|-
|-
| SB_HDD
| Cabela's Dangerous Hunts 2 || || || ||  ||  
|| 0x84800000
|| 0x84900000
|| 0x70000003
||
|-
|-
| ?
| Cabela's Dangerous Hunts 2009 || || || ||  ||  
|| 0x85000000
|| 0x85100000
|| 0x70000003
||
|-
|-
| SB_SIO2
| Cabela's Legendary Adventures || || || ||  ||  
|| 0x85800000
|| 0x85900000
|| 0x70000003
|| only first 0x4000?
|-
|-
| vrc_area
| Cabela's Monster Bass || || || ||  ||  
|| 0x90000000
|| 0x91000000
|| 0xC00000003
|| vu1 recompiler area
|-
|-
| ee_cached
| Cabela's Outdoor Adventures || || || ||  ||  
|| 0x200000000
|| 0x202000000
|| 0x100000003
||
|-
|-
| ?
| Cabela's Trophy Bucks || || || ||  ||  
|| 0x211004000
|| 0x211008000
|| 0x300000000
|| vu1 memory direct rw
|-
|-
| ee_rom
| Call of Duty: Finest Hour || || || ||  ||  
|| 0x21FC00000
|| 0x220000000
|| 0x300000000
||
|-
|-
| ee_uncached
| Call of Duty 2: Big Red One || || || ||  ||  
|| 0x220000000
|| 0x222000000
|| 0x100000003
||
|-
|-
| ee_uncacc
| Call of Duty 3 || || || ||  ||  
|| 0x230000000
|| 0x232000000
|| 0x100000003
||
|-
|-
| ee_spr_lo
| Call of Duty: World at War: Final Fronts || || || ||  ||  
|| 0x260000000
|| 0x260002000
|| 0x700000000
|| weird, that map directly to 0x60000000 ps2 address
|-
|-
| ee_spr_hi
| Capcom Classics Collection || || || ||  ||  
|| 0x270000000
|| 0x270006000
|| 0x800000000
|| ee scratchpad
|-
|-
| ee_kmem0
| Capcom Classics Collection Vol. 2 || || || ||  ||  
|| 0x280000000
|| 0x282000000
|| 0x100000003
||
|-
|-
| ?
| Capcom Fighting Evolution || || || ||  ||  
|| 0x291004000
|| 0x291008000
|| 0x300000000
|| vu1 data rw in kernel mode
|-
|-
| ?
| Captain Tsubasa || || || ||  ||  
|| 0x29FC00000
|| 0x2A0000000
|| 0x300000000
|| ee_rom in kernel mode
|-
|-
| ?
| Carmen Sandiego: The Secret of the Stolen Drums || || || ||  ||  
|| 0x2A0000000
|| 0x2A2000000
|| 0x100000003
|| ee_uncached in kernel mode
|-
|-
| ?
| Cars || || || ||  ||  
|| 0x2B1004000
|| 0x2B1008000
|| 0x300000000
|| vu1 data in kernel mode. Uncached, i doubt that is even accessible in ps2.
|-
|-
| ?
| Cars Mater-National || || || ||  ||  
|| 0x2BFC00000
|| 0x2C0000000
|| 0x300000000
|| ee_rom in uncached kernel mode
|-
|-
| ee_dbg
| Cars Race-O-Rama || || || ||  ||  
|| 0x2FFFF8000
|| 0x300000000
|| 0x900000000
||
|-
|-
| iop_mem
| CART Fury || || || ||  ||  
|| 0x400000000
|| 0x400200000
|| 0x400000003
||
|-
|-
| iop_rom
| Cartoon Network Racing || || || ||  ||  
|| 0x4BFC00000
|| 0x4C0000000
|| 0x500000001
|| kernel mode
|-
|-
| iop_kmmio0
| Castle Shikigami 2 || || || ||  ||  
|| 0x4BF800000
|| 0x4BF810000
|| 0x500000001
|| including iop_spad at first 0x1000
|-
|-
| ?
| Shikigami no Shiro 2JP || || || ||  ||  
|| 0x4AFC00000
|| 0x4B0000000
|| 0x500000001
|| iop_rom, uncached?
|-
|-
| iop_kmmio1
| Castlevania: Curse of Darkness || || || ||  ||  
|| 0x4AF800000
|| 0x4AF810000
|| 0x500000001
|| including iop_spad at first 0x1000
|-
|-
| spu2_ram
| Castlevania: Lament of Innocence || || || ||  ||  
|| 0x600000000
|| 0x600400000
|| 0x600000003
|| starting from 0x200000 spu2_ram2
|-
|-
| ?
| Catwoman || || || ||  ||  
|| 0x800000000
|| 0x800010000
|| 0x1000000001
||
|-
|-
| ?
| Cel Damage Overdrive || || || ||  ||  
|| 0xC0000000
|| 0xCF800000
|| 0x1600000003
||
|-
|-
| sgs_xdr
| Celebrity Deathmatch || || || ||  ||  
|| 0xB4000000
|| 0xB5700000
|| 0x1900000003
||
|-
|-
| ?
| Centre Court Hard Hitter || || || ||  ||  
|| 0x40000000000
|| 0x40000010000
|| 0x1400000001
||
|-
|-
| ee_jit_code
| Champions of Norrath: Realms of Everquest || || || ||  ||  
|| 0x10000000
|| 0x13000000
|| 0xD00000003
|| Recompiled EE code that gets executed.
|-
|-
| vu0_jit_code
| Champions: Return to Arms || || || ||  ||  
|| 0x18000000
|| 0x18400000
|| 0xD00000003
|| Recompiled VU0 micro code that is executed.
|-
|-
| vu0_jit_data
| Championship Manager 2006 || || || ||  ||  
|| 0x1C000000
|| 0x1C400000
|| 0xD00000003
||
|-
|-
| eeram_jit_lut
| Championship Manager 2007 || || || ||  ||  
|| 0x20000000
|| 0x22000000
|| 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
| Championship Manager 5 || || || ||  ||  
|| 0x2FC00000
|| 0x30000000
|| 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)
| Charlie and the Chocolate Factory || || || ||  ||  
|| 0xAAA70000000
|| 0xAAA70040000
|| 0x4200000000001
|| Thread KRN0:1 (aka BOOT00)
|-
|-
| ustack (micro stack)
| Charlie's Angels || || || ||  ||  
|| 0xAAA70040000
|| 0xAAA70080000
|| 0x4200010000001
|| Thread KRN1:1 (aka BOOT01)
|-
|-
| ustack (micro stack)
| Chaos Legion || || || ||  ||  
|| 0xAAA70080000
|| 0xAAA700C0000
|| 0x42000B0000001
|| VU0 stack (used in EEonBE when VU0 is running)
|-
|-
| ustack (micro stack)
| The Chronicles of Narnia: The Lion, the Witch and the Wardrobe || || || ||  ||  
|| 0xAAA700C0000
|| 0xAAA70100000
|| 0x4200030000001
|| Thread SYS
|-
|-
| ustack (micro stack)
| Chessmaster || || || ||  ||  
|| 0xAAA70100000
|| 0xAAA70140000
|| 0x4200040000001
|| Thread VRC
|-
|-
| ustack (micro stack)
| ChoroQ || || || ||  ||  
|| 0xAAA70140000
|| 0xAAA70180000
|| 0x4200050000001
|| Thread MECHA
|-
|-
| ustack (micro stack)
| Chulip || || || ||  ||  
|| 0xAAA70180000
|| 0xAAA701C0000
|| 0x4200060000001
|| Thread HDD
|-
|-
| ustack (micro stack)
| C.I.D 925: An Ordinary Life || || || ||  ||  
|| 0xAAA701C0000
|| 0xAAA70200000
|| 0x4200070000001
|| Thread UI
|-
|-
| ustack (micro stack)
| Circus Maximus: Chariot Wars || || || ||  ||  
|| 0xAAA70200000
|| 0xAAA70280000
|| 0x4200090000001
|| Thread BL2LNK and BL2MAIN
|-
|-
| ustack (micro stack)
| City Crisis || || || ||  ||  
|| 0xAAA70280000
|| 0xAAA702C0000
|| 0x42000A0000001
|| Thread USB
|-
|-
| ustack (micro stack)
| Clannad || || || ||  ||  
|| 0xAAA702C0000
|| 0xAAA70300000
|| 0x42000B0000001
|| Thread EEonBE
|-
|-
|}
| Clever Kids-Dino Land ||  ||  ||  ||  ||  
 
=== Gxemu ===
{| class=wikitable style=font-size:small;
|-
|-
! Name !! Start EA !! Unk (lpar?) !! Unk !! Notes
| Clever Kids-Pony World ||  ||  ||  ||  ||
|-
|-
| work || 0 || 0 || 0 ||
| Clock Tower 3 || || || ||  ||  
|-
|-
| vu0_direct || 0x30000000 || 0x30000000 || 0x1000000 ||
| Club Football AC Milan 2005 || || || ||  ||  
|-
|-
| ustack || 0xAAA70000000 || 0x4200000000 || 0x1000000 ||
| Club Football Barcelona 2005 || || || ||  ||  
|-
|-
| transcode|| 0x50000000 || 0xD00000000 || 0 || Recompiled EE code that gets executed.
| Club Football Birmingham City 2005 || || || ||  ||  
|-
|-
| 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.
| CMT Presents: Karaoke Revolution Country || || || ||  ||  
|-
|-
| spc|| 0x40000000 || 0xE0000000 || 0x1000000 ||  
| Cocoto Platform Jumper || || || ||  ||  
|-
|-
| rsx|| 0xA0000000 || 0x80000000 || 0x1000000 ||
| Code Age Commanders || || || ||  ||  
|-
|-
| sb_mmio|| 0x60000000 || 0x60000000 || 0x1000000 ||
| Code Lyoko: Quest for Infinity || || || ||  ||  
|-
|-
| io_work|| 0x80000000 || 0x70000000 || 0x1000000 ||
| Code of the Samurai || || || ||  ||  
|-
|-
| ee_cached|| 0x200000000 || 0xFF00000000 || 0x1000000 ||
| Cold Fear || || || ||  ||  
|-
|-
| ee_mmio|| 0x210000000 || 0x300000000 || 0x1000000 ||
| Cold Winter || || || ||  ||  
|-
|-
| ee_uncached|| 0x220000000 || 0x100000000 || 0x1000000 ||
| Colin McRae Rally 3 || || || ||  ||  
|-
|-
| ee_uncacc|| 0x230000000 || 0x100000000 || 0x1000000 ||
| Colin McRae Rally 04 || || || ||  ||  
|-
|-
| ee_rsvd0 || 0x240000000 || 0xA00000000 || 0x1000000 ||
| Colin McRae Rally 2005 || || || ||  ||  
|-
|-
| ee_rsvd1 || 0x250000000 || 0xA00000000 || 0x1000000 ||
| College Hoops 2K6 || || || ||  ||  
|-
|-
| ee_spr_lo|| 0x260000000 || 0x700000000 || 0x1000000 ||
| College Hoops 2K7 || || || ||  ||  
|-
|-
| ee_spr_hi|| 0x270000000 || 0x800000000 || 0x1000000 ||
| College Hoops 2K8 || || || ||  ||  
|-
|-
| ee_kmem0 || 0x280000000 || 0xFF00000000 || 0x1000000 ||
| Coloball 2002 || || || ||  ||  
|-
|-
| ee_kmmio0|| 0x290000000 || 0x300000000 || 0x1000000 ||
| Colosseum: Road to Freedom || || || ||  ||  
|-
|-
| ee_kmem1 || 0x2A0000000 || 0x100000000 || 0x1000000 ||
| Combat Elite: WWII Paratroopers || || || ||  ||  
|-
|-
| ee_kmmio1|| 0x2B0000000 || 0x300000000 || 0x1000000 ||
| Commandos: Strike Force || || || ||  ||  
|-
|-
| ee_krsvd0|| 0x2C0000000 || 0xA00000000 || 0x1000000 ||
| Commandos 2: Men of Courage || || || ||  ||  
|-
|-
| ee_krsvd1|| 0x2D0000000 || 0xA00000000 || 0x1000000 ||
| Conflict: Desert Storm || || || ||  ||  
|-
|-
| ee_krsvd2|| 0x2E0000000 || 0xA00000000 || 0x1000000 ||
| Conflict: Desert Storm II: Back to Baghdad || || || ||  ||  
|-
|-
| ee_dbg || 0x2F0000000 || 0x900000000 || 0x1000000 ||
| Conflict: Vietnam || || || ||  ||  
|-
|-
| iop_mem|| 0x400000000 || 0x400000000 || 0x1000000 ||
| Conflict Zone || || || ||  ||  
|-
|-
| iop_kmmio0 || 0x4B0000000 || 0x500000000 || 0x1000000 ||
| Constantine || || || ||  ||  
|-
|-
| iop_kmmio1 || 0x4A0000000 || 0x500000000 || 0x1000000 ||
| Contra: Shattered Soldier || || || ||  ||  
|-
|-
| spu2_mem || 0x600000000 || 0x600000000 || 0x1000000 ||
| Convenience Store Manager 3 || || || ||  ||  
|-
|-
| spu2_pcm || 0x800000000 || 0x1000000000 || 0x1000000 ||
| Corvette || || || ||  ||  
|-
|-
| rsx_xdr|| 0xA00000000 || 0x1500000000 || 0x1000000 ||
| Cookie and Cream || || || ||  ||  
|-
|-
| rsx_ddr|| 0x900000000 || 0x1600000000 || 0x1000000 ||
| Coraline || || || ||  ||  
|-
|-
| vrc_area || 0x90000000 || 0xC00000000 || 0x1000000 ||
| Cowboy Bebop || || || ||  ||  
|-
|-
| ioptrace || 0x40000000000 || 0x1400000000 || 0x1000000 ||
| Crash Bandicoot: The Wrath of Cortex || || || ||  ||  
|-
|-
|}
| Crash Nitro Kart ||  ||  ||  ||  ||  
===Emu===
{| class="wikitable" style="font-size:small;"
|-
|-
! Name !! Start EA !! Size !! Flags !! Notes
| Crash Tag Team Racing ||  ||  ||  ||  ||
|-
|-
| work          || 0x0 ||         0x2000000(32MB) || 0x200000000 || 64MB minus below allocations (up to user stack 10). Minimum 32MB.
| Crash Twinsanity || || || ||  ||  
|-
|-
| spider work  || 0x30000000 ||  0x600000(6MB) ||  0x600000000 || (sb work)
| Crash of the Titans || ||  ||  ||  ||  
|-
|-
| iop ram      || 0x100000000 || 0x200000(2MB) ||  0x600000000 ||
| Crash: Mind Over Mutant || || ||  ||  ||  
|-
|-
| ps2 rom      || 0x200000000 || 0x400000(4MB) ||  0x600000000 ||
| Crash 'N' Burn || || ||  ||  ||  
|-
|-
| spu2 ram      || 0x70000000 ||  0x200000(2MB) ||  0x600000000 ||
| Crazy Frog Racer || ||  ||  ||  ||  
|-
|-
| spu2 ram2    || 0x70200000 ||  0x200000(2MB) ||  0x600000000 ||
| Crazy Frog Racer 2 || ||  ||  ||  ||  
|-
|-
| pcm work      || 0x80000000 ||  0x100000(1MB) ||  0x600000000 ||
| Crazy Taxi || ||  ||  ||  ||  
|-
|-
| menu work    || 0x90000000 ||  0x400000(4MB) ||  0x600000000 ||
| Crescent Suzuki Racing: Superbikes and Supersides || ||  ||  ||  ||  
|-
|-
| user stack 0 || 0x10100000 ||  0x100000(1MB) ||  0x600000000 ||
| Cricket || || ||  ||  ||  
|-
|-
| user stack 1 || 0x10300000 ||  0x100000(1MB) ||  0x600000000 ||
| Crime Life: Gang Wars || || ||  ||  ||  
|-
|-
| user stack 2  || 0x10500000 ||  0x100000(1MB) ||  0x600000000 ||
| Crimson Sea 2 || || ||  ||  ||  
|-
|-
| user stack 3 || 0x10700000 ||  0x100000(1MB) ||  0x600000000 ||
| Crimson Tears || || ||  ||  ||  
|-
|-
| user stack 4 || 0x10900000 ||  0x100000(1MB) ||  0x600000000 ||
| Critical Velocity || || ||  ||  ||  
|-
|-
| user stack 5 || 0x10B00000 ||  0x100000(1MB) ||  0x600000000 ||
| Cross Channel: To All People || || ||  ||  ||  
|-
|-
| user stack 6 || 0x10D00000 ||  0x100000(1MB) ||  0x600000000 ||
| Crouching Tiger, Hidden Dragon || || ||  ||  ||  
|-
|-
| user stack 7 || 0x10F00000 ||  0x100000(1MB) ||  0x600000000 ||
| Crusty Demons || || ||  ||  ||  
|-
|-
| user stack 8 || 0x11100000 ||  0x100000(1MB) ||  0x600000000 ||
| Crystal Zone || || ||  ||  ||  
|-
|-
| user stack 9 || 0x11300000 ||  0x100000(1MB) ||  0x600000000 ||
| CSI: 3 Dimensions of Murder || || ||  ||  ||  
|-
|-
| user stack 10 || 0x11500000 ||  0x100000(1MB) ||  0x600000000 ||
| Cue Academy || ||  ||  ||  ||  
|-
|-
| sb mmio      || 0x20000000 ||         ?(?MB) ||           ? ||
| Culdcept || || || ||  ||  
|-
|-
| spc area      || 0x40000000 ||         ?(?MB) ||           ? ||
| Curious George || || || ||  ||  
|-
|-
| rsx mmio      || 0x50000000 ||         ?(?MB) ||           ? ||
| Cyber Mahjong || || || ||  ||  
|-
|-
| rsx gcmbar1  || 0x60000000 ||         ?(?MB) ||           ? ||
| Cyclone Circus || || || ||  ||  
|-
|-
| memcard      || 0x300000000 || 0x1100000(17MB) ||           ? || Allocated much later than above memory.
| Cy Girls || || || || ||
|-
|}
==== D ====
{| border="1" cellspacing="0" cellpadding="5" border="#999" class="wikitable" style="border:1px solid #999; border-collapse: collapse;"
|- bgcolor="#cccccc"
! Title !! ps2<br />emu !! ps2<br />gxemu !! ps2<br />softemu !! Other !! Notes
|-
| D1 Grand Prix ||  ||  ||  ||  ||
|-
| Daemon Summoner ||  ||  ||  ||  ||
|-
| Dakar 2: The World's Ultimate Rally ||  ||  ||  ||  ||
|-
| Dance Dance Revolution Disney Channel Edition ||  ||  ||  ||  ||
|-
| Dance Dance Revolution Extreme ||  ||  ||  ||  ||
|-
| Dance Dance Revolution Extreme ||  ||  ||  ||  ||
|-
| Dance Dance Revolution Extreme 2 ||  ||  ||  ||  ||
|-
| Dance Dance Revolution Party Collection ||  ||  ||  ||  ||
|-
| Dance Dance Revolution Strike ||  ||  ||  ||  ||
|-
| Dance Dance Revolution SuperNova ||  ||  ||  ||  ||
|-
| Dance Dance Revolution SuperNova ||  ||  ||  ||  ||
|-
| Dance Dance Revolution SuperNova 2 ||  ||  ||  ||  ||
|-
| Dance Dance Revolution SuperNova 2 ||  ||  ||  ||  ||
|-
| Dance Dance Revolution X ||  ||  ||  ||  ||
|-
| Dance Factory ||  ||  ||  ||  ||
|-
| Dance: UK ||  ||  ||  ||  ||
|-
| Dancing Stage Fever ||  ||  ||  ||  ||
|-
| Dancing Stage Fusion ||  ||  ||  ||  ||
|-
| Dancing Stage Max ||  ||  ||  ||  ||
|-
| Dancing Stage MegaMix ||  ||  ||  ||  ||
|-
| Dancing Stage SuperNova ||  ||  ||  ||  ||
|-
| Dancing Stage SuperNova 2 ||  ||  ||  ||  ||
|-
| Dark Angel: Vampire Apocalypse ||  ||  ||  ||  ||
|-
| Dark Cloud ||  ||  ||  ||  ||
|-
| Dark Cloud 2 ||  ||  ||  ||  ||
|-
| Dark Summit ||  ||  ||  ||  ||
|-
| Darkwatch ||  ||  ||  ||  ||
|-
| Dave Mirra Freestyle BMX 2 ||  ||  ||  ||  ||
|-
| The Da Vinci Code ||  ||  ||  ||  ||
|-
| DDR Festival Dance Dance Revolution ||  ||  ||  ||  ||
|-
| DDRMAX Dance Dance Revolution ||  ||  ||  ||  ||
|-
| DDRMAX Dance Dance Revolution 6thMix ||  ||  ||  ||  ||
|-
| DDRMAX2 Dance Dance Revolution ||  ||  ||  ||  ||
|-
| DDRMAX2 Dance Dance Revolution 7thMix ||  ||  ||  ||  ||
|-
| Dead or Alive 2: Hardcore ||  ||  ||  ||  ||
|-
| Dead Rush ||  ||  ||  ||  ||
|-
| Dead To Rights ||  ||  ||  ||  ||
|-
| Dead To Rights II ||  ||  ||  ||  ||
|-
| Deadly Strike ||  ||  ||  ||  ||
|-
| Death by Degrees ||  ||  ||  ||  ||
|-
| Def Jam Fight for NY ||  ||  ||  ||  ||
|-
| Def Jam Vendetta ||  ||  ||  ||  ||
|-
| Defender ||  ||  ||  ||  ||
|-
| Delta Force: Black Hawk Down ||  ||  ||  ||  ||
|-
| Delta Force: Black Hawk Down: Team Sabre ||  ||  ||  ||  ||
|-
| Densha de go! Professional 2 ||  ||  ||  ||  ||
|-
| Densha de go! Final ||  ||  ||  ||  ||
|-
| Destroy All Humans! ||  ||  ||  ||  ||
|-
| Destroy All Humans! 2 ||  ||  ||  ||  ||
|-
| Destruction Derby Arenas ||  ||  ||  ||  ||
|-
| Deus Ex: The Conspiracy ||  ||  ||  ||  ||
|-
| Devil Kings ||  ||  ||  ||  ||
|-
| Devil May Cry ||  ||  ||  ||  ||
|-
| Devil May Cry 2 ||  ||  ||  ||  ||
|-
| Devil May Cry 3: Dante's Awakening ||  ||  ||  ||  ||
|-
| Devil May Cry 3: Special Edition ||  ||  ||  ||  ||
|-
| Digimon Rumble Arena 2 ||  ||  ||  ||  ||
|-
| Digimon World 4 ||  ||  ||  ||  ||
|-
| Dino Stalker ||  ||  ||  ||  ||
|-
| Dirge of Cerberus: Final Fantasy VII ||  ||  ||  ||  ||
|-
| Dirttrack Devils ||  ||  ||  ||  ||
|-
| Disaster Report ||  ||  ||  ||  ||
|-
| Disaster Report 2 ||  ||  ||  ||  ||
|-
| Disgaea: Hour of Darkness ||  ||  ||  ||  ||
|-
| Disgaea 2: Cursed Memories ||  ||  ||  ||  ||
|-
| Disney's Extreme Skate Adventure ||  ||  ||  ||  ||
|-
| Disney Golf ||  ||  ||  ||  ||
|-
| DNA Dark Native Apostle ||  ||  ||  ||  ||
|-
| DoDonPachi Dai Ou Jou ||  ||  ||  ||  ||
|-
| Dog's Life ||  ||  ||  ||  ||
|-
| Dora the Explorer: Journey to the Purple Planet ||  ||  ||  ||  ||
|-
| Downforce ||  ||  ||  ||  ||
|-
| Downhill Domination ||  ||  ||  ||  ||
|-
| Dragon Ball Z: Budokai ||  ||  ||  ||  ||
|-
| Dragon Ball Z: Budokai 2 ||  ||  ||  ||  ||
|-
| Dragon Ball Z: Budokai 3 ||  ||  ||  ||  ||
|-
| Dragon Ball Z: Budokai Tenkaichi ||  ||  ||  ||  ||
|-
| Dragon Ball Z: Budokai Tenkaichi 2 ||  ||  ||  ||  ||
|-
| Dragon Ball Z: Budokai Tenkaichi 3 ||  ||  ||  ||  ||
|-
| Dragon Ball Z: Infinite World ||  ||  ||  ||  ||
|-
| Dragon Ball Z: Sagas ||  ||  ||  ||  ||
|-
| Dragon Quest and Final Fantasy In Itadaki Street Special ||  ||  ||  ||  ||
|-
| Dragon Quest V: Bride of the Sky ||  ||  ||  ||  ||
|-
| Dragon Quest VIII: Journey of the Cursed King ||  ||  ||  ||  ||
|-
| Dragon Quest Yangus ||  ||  ||  ||  ||
|-
| Dragon's Lair 3D: Return to the Lair ||  ||  ||  ||  ||
|-
| Drakan: The Ancients' Gates ||  ||  ||  ||  ||
|-
| Drakengard ||  ||  ||  ||  ||
|-
| Drakengard 2 ||  ||  ||  ||  ||
|-
| DreamMix TV World Fighters ||  ||  ||  ||  ||
|-
| DRIV3R ||  ||  ||  ||  ||
|-
| Driver: Parallel Lines ||  ||  ||  ||  ||
|-
| Driven ||  ||  ||  ||  ||
|-
| Driven to Destruction ||  ||  ||  ||  ||
|-
| Driving Emotion Type-S ||  ||  ||  ||  ||
|-
| Dr. Muto ||  ||  ||  ||  ||
|-
| Drome Racers ||  ||  ||  ||  ||
|-
| Dropship: United Peace Force ||  ||  ||  ||  ||
|-
| DrumMania ||  ||  ||  ||  ||
|-
| DT Racer ||  ||  ||  ||  ||
|-
| Dual Hearts ||  ||  ||  ||  ||
|-
| Duel Masters ||  ||  ||  ||  ||
|-
| The Dukes of Hazzard: Return of the General Lee ||  ||  ||  ||  ||
|-
| Dynasty Tactics ||  ||  ||  ||  ||
|-
| Dynasty Tactics 2 ||  ||  ||  ||  ||
|-
| Dynasty Warriors 2 ||  ||  ||  ||  ||
|-
| Dynasty Warriors 3 ||  ||  ||  ||  ||
|-
| Dynasty Warriors 3: Xtreme Legends ||  ||  ||  ||  ||
|-
| Dynasty Warriors 4 ||  ||  ||  ||  ||
|-
| Dynasty Warriors 4: Empires ||  ||  ||  ||  ||
|-
| Dynasty Warriors 4: Xtreme Legends ||  ||  ||  ||  ||
|-
| Dynasty Warriors 5 ||  ||  ||  ||  ||
|-
| Dynasty Warriors 5: Empires ||  ||  ||  ||  ||
|-
| Dynasty Warriors 5: Xtreme Legends ||  ||  ||  ||  ||
|-
| Dynasty Warriors 6 ||  ||  ||  ||  ||
|-
| Dynasty Warriors: Gundam ||  ||  ||  ||  ||
|-
| Dynasty Warriors: Gundam 2 ||  ||  ||  ||  ||
|-
|}
==== E ====
{| border="1" cellspacing="0" cellpadding="5" border="#999" class="wikitable" style="border:1px solid #999; border-collapse: collapse;"
|- bgcolor="#cccccc"
! Title !! ps2<br />emu !! ps2<br />gxemu !! ps2<br />softemu !! Other !! Notes
|-
| Eagle Eye Golf ||  ||  ||  ||  ||
|-
| Ecco the Dolphin: Defender of the Future ||  ||  ||  ||  ||
|-
| Echo Night: Beyond ||  ||  ||  ||  ||
|-
| Ed, Edd n Eddy: The Mis-Edventures ||  ||  ||  ||  ||
|-
| eJay Clubworld ||  ||  ||  ||  ||
|-
| Endonesia ||  ||  ||  ||  ||
|-
| Energy Airforce ||  ||  ||  ||  ||
|-
| Energy Airforce Aim Strike! ||  ||  ||  ||  ||
|-
| Enter the Matrix ||  ||  ||  ||  ||
|-
| Enthusia Professional Racing ||  ||  ||  ||  ||
|-
| Ephemeral Fantasia ||  ||  ||  ||  ||
|-
| Eragon ||  ||  ||  ||  ||
|-
| Escape from Monkey Island ||  ||  ||  ||  ||
|-
| Ethan Nelson's Adventure through Time and Space ||  ||  ||  ||  ||
|-
| ESPN College Hoops ||  ||  ||  ||  ||
|-
| ESPN College Hoops 2K5 ||  ||  ||  ||  ||
|-
| ESPN Major League Baseball ||  ||  ||  ||  ||
|-
| ESPN National Hockey Night ||  ||  ||  ||  ||
|-
| ESPN NBA 2K5 ||  ||  ||  ||  ||
|-
| ESPN NBA Basketball ||  ||  ||  ||  ||
|-
| ESPN NFL 2K5 ||  ||  ||  ||  ||
|-
| ESPN NFL Football ||  ||  ||  ||  ||
|-
| ESPN NHL 2K5 ||  ||  ||  ||  ||
|-
| ESPN NHL Hockey ||  ||  ||  ||  ||
|-
| ESPN X Games Skateboarding ||  ||  ||  ||  ||
|-
| Eternal Poison ||  ||  ||  ||  ||
|-
| Eternal Quest ||  ||  ||  ||  ||
|-
| Eternal Ring ||  ||  ||  ||  ||
|-
| Eureka Seven vol.1: New Wave ||  ||  ||  ||  ||
|-
| Eureka Seven vol. 2: The New Vision ||  ||  ||  ||  ||
|-
| Euro 2004 ||  ||  ||  ||  ||
|-
| European Tennis Pro ||  ||  ||  ||  ||
|-
| EOE: Eve of Extinction ||  ||  ||  ||  ||
|-
| Everblue ||  ||  ||  ||  ||
|-
| Everblue 2 ||  ||  ||  ||  ||
|-
| Evergrace ||  ||  ||  ||  ||
|-
| EverQuest Online Adventures ||  ||  ||  ||  ||
|-
| EverQuest Online Adventures: Frontiers ||  ||  ||  ||  ||
|-
| Everybody's Golf ||  ||  ||  ||  ||
|-
| Evil Dead: A Fistful of Boomstick ||  ||  ||  ||  ||
|-
| Evil Dead: Regeneration ||  ||  ||  ||  ||
|-
| Evil Twin: Cyprien's Chronicles ||  ||  ||  ||  ||
|-
| Extreme Sprint 3010 ||  ||  ||  ||  ||
|-
| Extermination ||  ||  ||  ||  ||
|-
| EyeToy: AntiGrav ||  ||  ||  ||  ||
|-
| EyeToy: Chat ||  ||  ||  ||  ||
|-
| EyeToy: Groove ||  ||  ||  ||  ||
|-
| EyeToy: Kinetic ||  ||  ||  ||  ||
|-
| EyeToy: Monkey Mania ||  ||  ||  ||  ||
|-
| EyeToy: Operation Spy ||  ||  ||  ||  ||
|-
| EyeToy: Play ||  ||  ||  ||  ||
|-
| EyeToy: Play 2 ||  ||  ||  ||  ||
|-
| EyeToy: Play 3 ||  ||  ||  ||  ||
|-
| EyeToy: Sega Superstars ||  ||  ||  ||  ||
|-
| EyeToy: Play Sports ||  ||  ||  ||  ||
|-
|}
==== F ====
{| border="1" cellspacing="0" cellpadding="5" border="#999" class="wikitable" style="border:1px solid #999; border-collapse: collapse;"
|- bgcolor="#cccccc"
! Title !! ps2<br />emu !! ps2<br />gxemu !! ps2<br />softemu !! Other !! Notes
|-
| F1 Championship Season 2000 ||  ||  ||  ||  ||
|-
| F1 2001 ||  ||  ||  ||  ||
|-
| F1 2002 ||  ||  ||  ||  ||
|-
| F1 Career Challenge ||  ||  ||  ||  ||
|-
| Fahrenheit ||  ||  ||  ||  ||
|-
| The Fairly OddParents: Shadow Showdown ||  ||  ||  ||  ||
|-
| The Fairly OddParents: Breakin' Da Rules ||  ||  ||  ||  ||
|-
| Fallout: Brotherhood of Steel ||  ||  ||  ||  ||
|-
| Fame Academy: Dance Edition ||  ||  ||  ||  ||
|-
| Family Feud ||  ||  ||  ||  ||
|-
| Family Game Night ||  ||  ||  ||  ||
|-
| Family Guy ||  ||  ||  ||  ||
|-
| Fantastic Four ||  ||  ||  ||  ||
|-
| FantaVision ||  ||  ||  ||  ||
|-
| The Fast and the Furious ||  ||  ||  ||  ||
|-
| Fatal Frame ||  ||  ||  ||  ||
|-
| Fatal Frame II: Crimson Butterfly ||  ||  ||  ||  ||
|-
| Fatal Frame III: The Tormented ||  ||  ||  ||  ||
|-
| Fatal Fury: Battle Archives Vol. 1 ||  ||  ||  ||  ||
|-
| Fear & Respect ||  ||  ||  ||  ||
|-
| Ferrari Challenge Trofeo Pirelli ||  ||  ||  ||  ||
|-
| FIFA 2001 ||  ||  ||  ||  ||
|-
| FIFA Football 2002 ||  ||  ||  ||  ||
|-
| FIFA Football 2003 ||  ||  ||  ||  ||
|-
| FIFA Football 2004 ||  ||  ||  ||  ||
|-
| FIFA Football 2005 ||  ||  ||  ||  ||
|-
| FIFA 06 ||  ||  ||  ||  ||
|-
| FIFA 07 ||  ||  ||  ||  ||
|-
| FIFA 08 ||  ||  ||  ||  ||
|-
| FIFA 09 ||  ||  ||  ||  ||
|-
| FIFA 10 ||  ||  ||  ||  ||
|-
| FIFA 11 ||  ||  ||  ||  ||
|-
| FIFA Street ||  ||  ||  ||  ||
|-
| FIFA Street 2 ||  ||  ||  ||  ||
|-
| FightBox ||  ||  ||  ||  ||
|-
| Fighting Angels ||  ||  ||  ||  ||
|-
| Fighting Fury ||  ||  ||  ||  ||
|-
| Fight Club ||  ||  ||  ||  ||
|-
| Fight Night 2004 ||  ||  ||  ||  ||
|-
| Fight Night Round 2 ||  ||  ||  ||  ||
|-
| Fight Night: Round 3 ||  ||  ||  ||  ||
|-
| Fighter Maker 2 ||  ||  ||  ||  ||
|-
| Final Fantasy X ||  ||  ||  ||  ||
|-
| Final Fantasy XI ||  ||  ||  ||  ||
|-
| Final Fantasy XI: Rise of the Zilart ||  ||  ||  ||  ||
|-
| Final Fantasy XI: Chains of Promathia ||  ||  ||  ||  ||
|-
| Final Fantasy XI: Treasures of Aht Urhgan ||  ||  ||  ||  ||
|-
| Final Fantasy XI: Wings of the Goddess ||  ||  ||  ||  ||
|-
| Final Fantasy XII ||  ||  ||  ||  ||
|-
| Final Fantasy X-2 ||  ||  ||  ||  ||
|-
| Final Fight: Streetwise ||  ||  ||  ||  ||
|-
| Finding Nemo ||  ||  ||  ||  ||
|-
| Finny The Fish & The Seven Waters ||  ||  ||  ||  ||
|-
| Firefighter F.D. 18 ||  ||  ||  ||  ||
|-
| Fire Pro Wrestling Returns ||  ||  ||  ||  ||
|-
| First Kiss Stories ||  ||  ||  ||  ||
|-
| Flatout ||  ||  ||  ||  ||
|-
| Flatout 2 ||  ||  ||  ||  ||
|-
| Flipnic: Ultimate Pinball ||  ||  ||  ||  ||
|-
| Flow: Urban Dance Uprising ||  ||  ||  ||  ||
|-
| Flower, Sun, and Rain ||  ||  ||  ||  ||
|-
| Flushed Away ||  ||  ||  ||  ||
|-
| Football Generation ||  ||  ||  ||  ||
|-
| Ford Bold Moves Street Racing ||  ||  ||  ||  ||
|-
| Ford Mustang: The Legend Lives ||  ||  ||  ||  ||
|-
| Ford Racing 2 ||  ||  ||  ||  ||
|-
| Ford Racing 3 ||  ||  ||  ||  ||
|-
| Ford Street Racing ||  ||  ||  ||  ||
|-
| Forgotten Realms: Demon Stone ||  ||  ||  ||  ||
|-
| Formula One 2001 ||  ||  ||  ||  ||
|-
| Formula One 2002 ||  ||  ||  ||  ||
|-
| Formula One 2003 ||  ||  ||  ||  ||
|-
| Formula One 04 ||  ||  ||  ||  ||
|-
| Formula One 05 ||  ||  ||  ||  ||
|-
| Formula One 06 ||  ||  ||  ||  ||
|-
| Franklin: A Birthday Surprise ||  ||  ||  ||  ||
|-
| Freakout ||  ||  ||  ||  ||
|-
| Freaky Flyers ||  ||  ||  ||  ||
|-
| Freaky Sex Club ||  ||  ||  ||  ||
|-
| Free Running ||  ||  ||  ||  ||
|-
| Freedom Fighters ||  ||  ||  ||  ||
|-
| Freekstyle ||  ||  ||  ||  ||
|-
| Frequency ||  ||  ||  ||  ||
|-
| Frogger: The Great Quest ||  ||  ||  ||  ||
|-
| Front Mission 4 ||  ||  ||  ||  ||
|-
| Front Mission 5 ||  ||  ||  ||  ||
|-
| Front Mission Online ||  ||  ||  ||  ||
|-
| Fugitive Hunter: War on Terror ||  ||  ||  ||  ||
|-
| Fullmetal Alchemist and the Broken Angel ||  ||  ||  ||  ||
|-
| Fullmetal Alchemist 2: Curse of the Crimson Elixir ||  ||  ||  ||  ||
|-
| Full Spectrum Warrior: Ten Hammers ||  ||  ||  ||  ||
|-
| Funkmaster Flex Digital Hitz Factory ||  ||  ||  ||  ||
|-
| Fur Fighters: Viggo's Revenge ||  ||  ||  ||  ||
|-
| Futurama ||  ||  ||  ||  ||
|-
| Future Tactics: The Uprising ||  ||  ||  ||  ||
|-
|-
|}
|}


== Negmem ==
==== G ====
 
{| border="1" cellspacing="0" cellpadding="5" border="#999" class="wikitable" style="border:1px solid #999; border-collapse: collapse;"
Netemu use memory part called internally negmem. Memory is mapped to 0xFFFFFFFFFFFF0000, but emulator take advantage only of memory from 0xFFFFFFFFFFFF8000 to 0xFFFFFFFFFFFFFFFF. Why? Because that range is loadable with single opcode. How? By "r0" loads/stores (https://www.psdevwiki.com/ps3/Talk:PS2_Emulation#Netemu_load.2Fstore_with_r0_register). With that clever way emulator can access high addresses by setting negative offset for r0 register. This range is used for PS2 registers, DMAC status, next event delta, INTC, and many more. That way emu is able to load value from cached ps2 register in single opcode! Very clever idea!
|- bgcolor="#cccccc"
 
! Title !! ps2<br />emu !! ps2<br />gxemu !! ps2<br />softemu !! Other !! Notes
Negmem memory map.
|-
 
| G-Surfers ||  ||  ||  ||  ||
// Accurate Mul/Div
|-
0xFFFFFFFFFFFF8094 = Storage for accurate mul/div
| Gadget Racers ||  ||  ||  ||  ||
0xFFFFFFFFFFFF8098 = Storage for accurate mul/div
|-
0xFFFFFFFFFFFF809C = Storage for accurate mul/div
| Gaelic Games: Football ||  ||  ||  ||  ||
|-
// Cycles
| Gaelic Games: Football 2 ||  ||  ||  ||  ||
0xFFFFFFFFFFFF8110 = r5900_cycles
|-
| Gaelic Games: Hurling ||  ||  ||  ||  ||
// Accurate Add/Sub
|-
0xFFFFFFFFFFFF8138 = Storage for accurate add/sub fs, also for result
| Galactic Wrestling: Featuring Ultimate Muscle ||  ||  ||  ||  ||
0xFFFFFFFFFFFF8140 = Storage for accurate add/sub ft
|-
| Galerians: Ash ||  ||  ||  ||  ||
// Cache checks
|-
0xFFFFFFFFFFFF8180
| Galidor: Defenders of the Outer Dimension ||  ||  ||  ||  ||
\
|-
  |- 512 entries. 23 bits for PFN + 2 upper bits for Valid, and LFR flags.
| Galleon: Islands of Mystery ||  ||  ||  ||  ||
  |- Checks are performed for 2 entries
|-
| Gallop Racer 2004 ||  ||  ||  ||  ||
|-
| Gallop Racer 2006 ||  ||  ||  ||  ||
|-
| Gantz: The Game ||  ||  ||  ||  ||
|-
| Garfield: Saving Arlene ||  ||  ||  ||  ||
|-
| Garou: Mark of the Wolves ||  ||  ||  ||  ||
|-
| Gauntlet: Dark Legacy ||  ||  ||  ||  ||
|-
| Gauntlet: Seven Sorrows ||  ||  ||  ||  ||
|-
| Genji: Dawn of the Samurai ||  ||  ||  ||  ||
|-
| The Getaway ||  ||  ||  ||  ||
|-
| The Getaway: Black Monday ||  ||  ||  ||  ||
|-
| Get On Da Mic ||  ||  ||  ||  ||
|-
| Ghostbusters: The Video Game ||  ||  ||  ||  ||
|-
| Ghosthunter ||  ||  ||  ||  ||
|-
| Ghost in the Shell: Stand Alone Complex ||  ||  ||  ||  ||
|-
| Ghost Master ||  ||  ||  ||  ||
|-
| Ghost Rider ||  ||  ||  ||  ||
|-
| Giants: Citizen Kabuto ||  ||  ||  ||  ||
|-
| Gift ||  ||  ||  ||  ||
|-
| Gitaroo Man ||  ||  ||  ||  ||
|-
| Gladiator: Sword of Vengeance ||  ||  ||  ||  ||
|-
| Gladius ||  ||  ||  ||  ||
|-
| Glass Rose ||  ||  ||  ||  ||
|-
| Go Go Copter ||  ||  ||  ||  ||
|-
| Go Go Golf ||  ||  ||  ||  ||
|-
| Goblin Commander: Unleash the Horde ||  ||  ||  ||  ||
|-
| God Hand ||  ||  ||  ||  ||
|-
| God of War ||  ||  ||  ||  ||
|-
| God of War II ||  ||  ||  ||  ||
|-
| Godai Elemental Force ||  ||  ||  ||  ||
|-
| The Godfather: The Game ||  ||  ||  ||  ||
|-
| Godzilla: Save the Earth ||  ||  ||  ||  ||
|-
| Godzilla: Unleashed ||  ||  ||  ||  ||
|-
| Golden Age of Racing ||  ||  ||  ||  ||
|-
| The Golden Compass (video game) ||  ||  ||  ||  ||
|-
| GoldenEye: Rogue Agent ||  ||  ||  ||  ||
|-
| Gradius III and IV ||  ||  ||  ||  ||
|-
| Gradius V ||  ||  ||  ||  ||
|-
| Graffiti Kingdom ||  ||  ||  ||  ||
|-
| Gran Turismo Concept 2001 Tokyo ||  ||  ||  ||  ||
|-
| Gran Turismo Concept 2002 Tokyo-Geneva ||  ||  ||  ||  ||
|-
| Gran Turismo 3 A-spec ||  ||  ||  ||  ||
|-
| Gran Turismo 4 Prologue ||  ||  ||  ||  ||
|-
| Gran Turismo 4 ||  ||  ||  ||  ||
|-
| Grand Prix Challenge ||  ||  ||  ||  ||
|-
| Grand Slam Tennis ||  ||  ||  ||  ||
|-
| Grand Theft Auto III ||  ||  ||  ||  ||
|-
| Grand Theft Auto: Liberty City Stories ||  ||  ||  ||  ||
|-
| Grand Theft Auto: San Andreas ||  ||  ||  ||  ||
|-
| Grand Theft Auto: Vice City ||  ||  ||  ||  ||
|-
| Grand Theft Auto: Vice City Stories ||  ||  ||  ||  ||
|-
| Grandia II ||  ||  ||  ||  ||
|-
| Grandia III ||  ||  ||  ||  ||
|-
| Grandia Xtreme ||  ||  ||  ||  ||
|-
| Gravity Games Bike: Street. Vert. Dirt. ||  ||  ||  ||  ||
|-
| Greg Hastings' Tournament Paintball Max'd ||  ||  ||  ||  ||
|-
| Gregory Horror Show ||  ||  ||  ||  ||
|-
| Gretzky NHL 2005 ||  ||  ||  ||  ||
|-
| Gretzky NHL 2006 ||  ||  ||  ||  ||
|-
| The Grim Adventures of Billy & Mandy ||  ||  ||  ||  ||
|-
| Grimgrimoire ||  ||  ||  ||  ||
|-
| Growlanser Generations ||  ||  ||  ||  ||
|-
| GT-R 400 ||  ||  ||  ||  ||
|-
| GT Racers ||  ||  ||  ||  ||
|-
| GT-R Touring ||  ||  ||  ||  ||
|-
| Guilty Gear Isuka ||  ||  ||  ||  ||
|-
| Guilty Gear X ||  ||  ||  ||  ||
|-
| Guilty Gear XX: Accent Core ||  ||  ||  ||  ||
|-
| Guilty Gear XX: Accent Core Plus ||  ||  ||  ||  ||
|-
| Guilty Gear XX: The Midnight Carnival ||  ||  ||  ||  ||
|-
| Guilty Gear XX #reload ||  ||  ||  ||  ||
|-
| Guilty Gear XX: Slash ||  ||  ||  ||  ||
|-
| GuitarFreaks 3rd Mix & DrumMania 2nd Mix ||  ||  ||  ||  ||
|-
| GuitarFreaks 4th Mix & DrumMania 3rd Mix (Gitadora!) ||  ||  ||  ||  ||
|-
| GuitarFreaks V & DrumMania V ||  ||  ||  ||  ||
|-
| GuitarFreaks V2 & DrumMania V2 ||  ||  ||  ||  ||
|-
| GuitarFreaks V3 & DrumMania V3 ||  ||  ||  ||  ||
|-
| GuitarFreaks & DrumMania: Masterpiece Gold ||  ||  ||  ||  ||
|-
| GuitarFreaks & DrumMania: Masterpiece Silver ||  ||  ||  ||  ||
|-
| Guitar Hero ||  ||  ||  ||  ||
|-
| Guitar Hero II ||  ||  ||  ||  ||
|-
| Guitar Hero Encore: Rocks the 80s ||  ||  ||  ||  ||
|-
| Guitar Hero III: Legends of Rock ||  ||  ||  ||  ||
|-
| Guitar Hero 5 ||  ||  ||  ||  ||
|-
| Guitar Hero: Aerosmith ||  ||  ||  ||  ||
|-
| Guitar Hero: Metallica ||  ||  ||  ||  ||
|-
| Guitar Hero: Smash Hits ||  ||  ||  ||  ||
|-
| Guitar Hero: Van Halen ||  ||  ||  ||  ||
|-
| Guitar Hero: World Tour ||  ||  ||  ||  ||
|-
| Gumball 3000 ||  ||  ||  ||  ||
|-
| GUN ||  ||  ||  ||  ||
|-
| Gungriffon Blaze ||  ||  ||  ||  ||
|-
| Gunfighter 2 ||  ||  ||  ||  ||
|-
| Gungrave ||  ||  ||  ||  ||
|-
| Gungrave: Overdose ||  ||  ||  ||  ||
|-
| Gunslinger Girl Vol.1 ||  ||  ||  ||  ||
|-
| Gunslinger Girl Vol.2 ||  ||  ||  ||  ||
|-
| Gunslinger Girl Vol.3 ||  ||  ||  ||  ||
|-
| The Guy Game ||  ||  ||  ||  ||
|-
|}
 
==== H ====
{| border="1" cellspacing="0" cellpadding="5" border="#999" class="wikitable" style="border:1px solid #999; border-collapse: collapse;"
|- bgcolor="#cccccc"
! Title !! ps2<br />emu !! ps2<br />gxemu !! ps2<br />softemu !! Other !! Notes
|-
| Half-Life ||  ||  ||  ||  ||
|-
| Happy Feet ||  ||  ||  ||  ||
|-
| Hard Hitter Tennis ||  ||  ||  ||  ||
|-
| Hard Rock Casino ||  ||  ||  ||  ||
|-
| Hardware: Online Arena ||  ||  ||  ||  ||
|-
| Harry Potter and the Chamber of Secrets ||  ||  ||  ||  ||
|-
| Harry Potter and the Goblet of Fire ||  ||  ||  ||  ||
|-
| Harry Potter and the Half-Blood Prince ||  ||  ||  ||  ||
|-
| Harry Potter and the Order of the Phoenix ||  ||  ||  ||  ||
|-
| Harry Potter and the Philosopher's Stone ||  ||  ||  ||  ||
|-
| Harry Potter and the Prisoner of Azkaban ||  ||  ||  ||  ||
|-
| Harry Potter: Quidditch World Cup ||  ||  ||  ||  ||
|-
| Harvest Moon: Save the Homeland ||  ||  ||  ||  ||
|-
| Harvest Moon: A Wonderful Life ||  ||  ||  ||  ||
|-
| Haunting Ground ||  ||  ||  ||  ||
|-
| Haven: Call of the King ||  ||  ||  ||  ||
|-
| Hawk-Kawasaki Racing ||  ||  ||  ||  ||
|-
| Headhunter ||  ||  ||  ||  ||
|-
| Headhunter Redemption ||  ||  ||  ||  ||
|-
| He-Man: Defender of Grayskull ||  ||  ||  ||  ||
|-
| Hello Kitty: Roller Rescue ||  ||  |
Please note that all contributions to PS3 Developer wiki are considered to be released under the GNU Free Documentation License 1.2 (see PS3 Developer wiki:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

To protect the wiki against automated edit spam, we kindly ask you to solve the following hCaptcha:

Cancel Editing help (opens in new window)