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emuObj.AddVsyncHook(DetectFunc)
emuObj.AddVsyncHook(DetectFunc)
</pre>
====Jak X====
'''CLI'''
<br>SCUS-97429
<pre>
--ee-jit-pagefault-threshold=30
--gs-frontend-opt-mode=1
--gs-use-mipmap=1
--gs-kernel-cl="mipmap"
--gs-kernel-cl-up="mipmap2x2"
--cop2-no-clamping=1
--vu1-mpg-cycles=250
</pre>
'''LUA'''
<br>SCUS-97429
<pre>
-- Jak X Combat Racing  [US]
apiRequest(2.2)
local gpr = require("ee-gpr-alias")
local eeObj = getEEObject()
local emuObj = getEmuObject()
local gsObj = getGsObject()
local eeOverlay = eeObj.getOverlayObject()
-- Bug 10697
emuObj.SetGsTitleFix( "ignoreSubBuffCov", "reserved", { texMode=2 , tw=6 , th=5} )
-- Fix shadow
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=1  } )
-- Reduce flush count
emuObj.SetGsTitleFix( "SetSelfRender", "reserved", { fbmask= 0x00FFFFFF , renderSelf=1 , zmsk=1 , alpha=0 , texMode=1  } )
-- ------------------------- OVERLAY MANAGER --------------------------
g_OnOverlayRegistered = function(filename, start, size)
-- global function provided for adding per-overlay callback handlers.
-- See code for bug#10141 below, as example of this usage.
end
-- -- this hooks at the moment of loading the relocatable code and patch it only on the target segment.
eeObj.AddHook(0x0026ff90, 0x03207825, function()
local s1 = eeObj.GetGpr    (gpr.s1)
local filename = eeObj.ReadMemStr(s1 + 17)
local segment = eeObj.ReadMem32 (s1 + 8)
local main = eeObj.ReadMem32 (segment + 4)
local mainSize = eeObj.ReadMem32 (segment + 8)
local top = eeObj.ReadMem32 (segment + 36)
local topSize = eeObj.ReadMem32 (segment + 40)
if emuObj.IsToolingVerbose() then
print(string.format("LOAD SEGMENT \"%s\" MAIN %08x size %x TOP %08x size %x",
filename, main, mainSize, top, topSize))
end
eeOverlay.Register(filename .. ".main", main, mainSize, false)
eeOverlay.Register(filename .. ".top",  top,  topSize,  true )
if (g_OnOverlayRegistered ~= nil) then
-- Make sure to execute any previously registered OnOverlay handler
g_OnOverlayRegistered(filename .. ".main", main, mainSize)
g_OnOverlayRegistered(filename .. ".top",  top,  topSize )
end
end)
-- ---------------------------------------------------------------------------------
-- This code serves as both a working patch for Jak X and as a sample for implementing
-- overlay-relative code patches in trophy or feature lua scripts.  The process described:
--
-- 1. store local copy of current global variable instance.  if g_OnOverlayRegistered is
--    nil then we have a problem.  The universal overlay hook is missing for some reason.
--
-- 2. Bind our own function to g_OnOverlayRegistered.  Since it's a global, the hook code
--    in config.lua will execute our handler when the hook is invoked.
assert(g_OnOverlayRegistered ~= nil)
local prev_OnOverlayRegistered = g_OnOverlayRegistered
g_OnOverlayRegistered = function(filename, start, size)
if (prev_OnOverlayRegistered ~= nil) then
-- Make sure to execute any previously registered OnOverlay handler
prev_OnOverlayRegistered(filename, start, size)
end
-- bug#10141  workaround
-- the problem is actually on a block 0x013090bc - 0x01309188.
-- the block is expected to loop 8 times (s4 is the loop counter),
-- the game falls into freezing state once it reaches at 0x01309170.
-- it seems it's OK just to avoid to go into this 'freeze' state, eliminated the branch.
-- this doesn't take into account relocatable code.
-- eeInsnReplace(0x01309174, 0x1000012f, 0) -- beq    $zero,$zero,0x01309634   
-- 01309c64 : (1000012f) beq    $zero,$zero,0x0130a124    => nop
if filename == "lobby-menu-manager.main" then
local adr    = start + 0x1224
assert (eeObj.ReadMem32(adr) == 0x1000012f)
eeObj.WriteMem32(adr, 0)
end
-- bug#10720 - title has a bugged RNG which does an SQRT of the current seed and xor the
-- result back into the seed.  This breaks the prime factorial pattern of the RNG and causes
-- it to fall into a repeating loop with disturbing regularity.  NOP'ing out the sqrt/xor
-- hack seems to fix the title. --jstine
if filename == "math.main" then
assert(eeObj.ReadMem32(start + 0x0005e4) == 0x4be1043d) -- vrget.wxyz  vf01,r
assert(eeObj.ReadMem32(start + 0x0005e8) == 0x4a0103bd) -- vsqrt        q,vf01x
assert(eeObj.ReadMem32(start + 0x0005ec) == 0x4b0000a0) -- vaddq.x      vf02,vf00,q
assert(eeObj.ReadMem32(start + 0x0005f0) == 0x4a00143f) -- vrxor        r,vf02x
eeObj.WriteMem32(start + 0x0005e4, 0x00000000)
eeObj.WriteMem32(start + 0x0005e8, 0x00000000)
eeObj.WriteMem32(start + 0x0005ec, 0x00000000)
eeObj.WriteMem32(start + 0x0005f0, 0x00000000)
end
-- this RNG-sqrt instance is removed more for performance than for RNG corruption.  the particle
-- launcher iterates over the sqrt quite often.  In any case, not corrupting the RNG seed with
-- bad sqrt math is always a good thing in my book --jstine
if filename == "sparticle-launcher.main" then
assert(eeObj.ReadMem32(start + 0x00630c) == 0x4be1043d) -- vrget.wxyz  vf01,r
assert(eeObj.ReadMem32(start + 0x006310) == 0x4a0103bd) -- vsqrt        q,vf01x
assert(eeObj.ReadMem32(start + 0x006318) == 0x4b0000a0) -- vaddq.x      vf02,vf00,q
assert(eeObj.ReadMem32(start + 0x006370) == 0x4a00143f) -- vrxor        r,vf02x
assert(eeObj.ReadMem32(start + 0x0063fc) == 0x4a00143f) -- vrxor        r,vf02x
assert(eeObj.ReadMem32(start + 0x006484) == 0x4a00143f) -- vrxor        r,vf02x
assert(eeObj.ReadMem32(start + 0x00651c) == 0x4a00143f) -- vrxor        r,vf02x
eeObj.WriteMem32(start + 0x00630c, 0x00000000)
eeObj.WriteMem32(start + 0x006310, 0x00000000)
eeObj.WriteMem32(start + 0x006318, 0x00000000)
eeObj.WriteMem32(start + 0x006370, 0x00000000)
eeObj.WriteMem32(start + 0x0063fc, 0x00000000)
eeObj.WriteMem32(start + 0x006484, 0x00000000)
eeObj.WriteMem32(start + 0x00651c, 0x00000000)
end
end
-- ---------------------------------------------------------------------------------
</pre>
</pre>


Line 1,725: Line 1,580:
eeObj.AddHookJT(0x15ca2c,0x27bdff20,checkNeedsSpeedHack)
eeObj.AddHookJT(0x15ca2c,0x27bdff20,checkNeedsSpeedHack)


</pre>
====The King of Fighters Collection: The Orochi Saga====
<br>CLI
<br>SLUS-21554
<pre>
--host-audio-latency=0.010
--force-frame-blend=1
</pre>
</pre>


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