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====ADK Damashii====
====ADK Damashii====
<br>CLI
'''CLI'''
<br>SLPS-25906
<pre>
<pre>
--gs-uprender=none
--gs-uprender=none
Line 16: Line 17:
--force-frame-blend=1
--force-frame-blend=1
</pre>
</pre>
====Ape Escape 2====
<br>SCES-50885
<br>CLI
<pre>
--gs-use-mipmap=1
--gs-kernel-cl="mipmap"
--gs-kernel-cl-up="mipmap2x2"
--gs-scanout-offsetx=27
--vu1-injection=1
--gs-packed15-fmv-opt=1
--gs-skip-dirty-flush-on-mipmap=1
--cop2-accurate-addsub-range=0x3151e8,0x315414
</pre>
<br>SCES-50885
<br>LUA
<br>LUA
<pre>
<pre>
-- ps2isd_hash=5c8433ad15a27ffa : GENERATED BY SCRIPT FOR LOCAL RUNENV USE ONLY (  
local gpr = require("ee-gpr-alias")
-- Title:  ADK Tamashii PS2 - SLPS-25906 (JPN)
require( "ee-hwaddr" )
-- Author:  Ernesto Corvi
apiRequest(0.1) -- request version 0.1 API. Calling apiRequest() is mandatory.


-- Changelog:
local eeObj = getEEObject()
-- v1.1: Added video mode support
-- v1.4: Adjusted SNK logo timing
-- v1.5: Adjusted Main Volume
-- v2.0: Fixed Bug 10184


apiRequest(1.6) -- request version 1.6 API. Calling apiRequest() is mandatory.
-- -- never gonna die
-- eeInsnReplace( 0x2bd0a0, 0x27bdfff0, 0x03e00008) -- addiu sp,sp,-16
-- eeInsnReplace( 0x2bd0a4, 0x3c02003e, 0x00000000) --  lui v0,0x3e


local eeObj = getEEObject()
local emuObj = getEmuObject()


local gpr = require("ee-gpr-alias")
-- performance fix bug #9789
local kFilterMode, kWrapMode, kBlendMultiplier, kBlendFunc = require("sprite")
local emuObj = getEmuObject()
local PadConnectType = require("pad-connect-type")
emuObj.SetGsTitleFix( "ignoreAreaUpdate", 0, { } )
emuObj.SetGsTitleFix( "includeAreaUpdate", "reserved" , {alpha = 0x80000048 } )  
emuObj.SetGsTitleFix( "ignoreUpRender", 50 , { } )


HIDPad_Enable()


emuObj.SetVolumes(0.3, 1.0, 1.0);


local snklogo = 0
</pre>
local scanlogos = 0


local L1 = function()
local flag = eeObj.GetGpr(gpr.a2)
if flag ~= 0 then
emuObj.ThrottleMax()
end
end


local L2 = function()
emuObj.ThrottleNorm()
end


eeObj.AddHook(0x175a40, 0x8c468650, L1)
====Arc the Lad: Twilight of the Spirits™====
eeObj.AddHook(0x19af40, 0x27bdfff0, L2)
SCUS 972.31
<br>Cli
<pre>
--gs-force-bilinear=1
--gs-kernel-cl-up="up2x2Simple"
--lopnor-config=1
</pre>


-----------------------
SCUS 972.31
-- Video Options
<br>lua
-----------------------
<pre>
require("ee-gpr-alias")
apiRequest(0.1) -- request version 0.1 API. Calling apiRequest() is mandatory.


local SaveData = emuObj.LoadConfig(0)
eeObj = getEEObject()


if SaveData.vid_mode == nil then
-- Bug#8359 (see bugzilla for the detail)
SaveData.vid_mode      = 1
-- Skip FadeSet call if map is 'Scrappe Plateau' and the latest loaded script file is 'evt03B_07_0.moc'.
end
-- This game seems to have a problem (sensitive) with frame count on the script engine.
-- On our emulator, frame counting is slightly different from the original.
-- therefore it reads out 'overun' script command, which is 'cmd_fade' to fade-in.
-- At here, we will skip FADE-IN command if the situation meets the requirement.
skip_fade_flag = { map_name = false, file_name = false }


if SaveData.vid_scanlines == nil then
-- fade skip Bug#8359. skip FadeSet if skip_fade_flag meets the requirement.
SaveData.vid_scanlines  = 1
eeObj.AddHook(  0x13c464, 0x8e0500c0, function()
end
  -- print(skip_fade_flag.map_name)
  -- print(skip_fade_flag.file_name)
  if skip_fade_flag.map_name and skip_fade_flag.file_name then
  -- print("SKIP FADE")
  eeObj.SetPc(0x13c470)
  skip_fade_flag.map_name = false
  skip_fade_flag.file_name = false
  end
end)


local sprite0 = getSpriteObject(0)
-- cmd_read_file(const char* filename)
local sprite1 = getSpriteObject(1)
eeObj.AddHook(0x13dad0, 0x27bdffc0, function()
local sprite2 = getSpriteObject(2)
local filename = eeObj.ReadMemStr(eeObj.GetGpr(gpr.a0))
local sprite3 = getSpriteObject(3)
-- print(string.format("cmd_read_file %s", filename))
 
if "chara/evt_camera/evt03B_07_0.moc" == filename then
-- Notifications should be assigned to two unused sprite slots. Since we want them to
-- print("skip_fade!")
-- be displayed on top of everything else, they should be the highest sprites in the list.
skip_fade_flag.file_name = true
local spr_p1_notify = getSpriteObject(4)
else
local spr_p2_notify = getSpriteObject(5)
skip_fade_flag.file_name = false
local spr_p1d_notify = getSpriteObject(6)
end
local spr_p2d_notify = getSpriteObject(7)
end)
 
-- note: Texture 0 is fixed as the PS2 scanout.
local texture1 = getTextureObject(1)
local texture2 = getTextureObject(2)
local texture3 = getTextureObject(3)
local texture4 = getTextureObject(4)
local texture5 = getTextureObject(5)
local texture6 = getTextureObject(6)
local texture7 = getTextureObject(7)
local texture8 = getTextureObject(8)
 
-- ------------------------------------------------------------
local STATE_STOPPED = 0
local STATE_RUNNING = 1


local notify_ypos = 24
-- cmd_map_name(const char* mapname)
local notify_p1_xsize = 0
eeObj.AddHook(0x13f138, 0x0080282d, function()
local notify_p2_xsize = 0
local mapname = eeObj.ReadMemStr(eeObj.GetGpr(gpr.a0))
local notify_p1d_xsize = 0
-- print(string.format("cmd_map_name %s", mapname))
local notify_p2d_xsize = 0
if "Scrappe Plateau" == mapname then
local notify_ysize = 0
-- print("skip_fade!")
skip_fade_flag.map_name = true
else
skip_fade_flag.map_name = false
end
end)


local notify_frames_p1 = 0
</pre>
local notify_frames_p2 = 0
local notify_animstate_p1 = STATE_STOPPED
local notify_animstate_p2 = STATE_STOPPED


local connected_p1 = 47
====Canis Canem Edit (Bully)====
local connected_p2 = 47
<br>CLI
local blink_on_p1 = true
<pre>--fpu-accurate-mul-fast=1
local blink_on_p2 = true
--fpu-muldiv-range=0x3fa5c0,0x3fa5c0
--gs-flush-ad-xyz=SafeZWrite
--vu1-opt-vf00=2
--vu1-di-bits=0
--ee-hook=0x001f3ef4,FastForwardClock
--gs-use-deferred-l2h=0
--vu1-injection=1
--vu1-mpg-cycles=2500
--fpu-rsqrt-fast-estimate=0
--safe-area-min=1.0</pre>


-- ---------------------------------------------------
SLES 535.61
-- the global function 'Global_InitGpuResources()' is invoked by the emulator after
<br>LUA
-- the GS has been initialized.  Textures and Shaders must be loaded here.
<pre>apiRequest(0.1)
--
Global_InitGpuResources = function()
-- # Fragment Shader 0 is fixed as the default no-thrills as-is renderer.
emuObj.LoadFsShader(1, "./shader_scanlines_any_p.sb") -- (1) = Scanlines for SNK logo
emuObj.LoadFsShader(2, "./shader_SL480_p.sb") -- (2) = 480P ScanLine Sim
texture1.Load("./ART1.png")
texture2.Load("./ART2.png")
texture3.Load("./SNK_LOGO.png")
texture4.Load("./p1.png")
texture5.Load("./p2.png")
texture6.Load("./p1d.png")
texture7.Load("./p2d.png")
texture8.Load("./SNK_LOGO_sl.png")


local p1_w,p1_h = texture4.GetSize()
-- EA sports cricket 07 bug 9392
local p2_w,p2_h = texture5.GetSize()
-- Performance fix
local p1d_w,p1d_h = texture6.GetSize()
local emuObj = getEmuObject()
local p2d_w,p2d_h = texture7.GetSize()
local thresholdArea = 600
emuObj.SetGsTitleFix( "ignoreUpRender", thresholdArea , {alpha=0x80000044 , zmsk=1 , tw=4, th=4  } )</pre>
notify_p1_xsize = p1_w
notify_p2_xsize = p2_w
notify_p1d_xsize = p1d_w
notify_p2d_xsize = p2d_w
notify_ysize = p1_h


spr_p1_notify.BindTexture(4)
spr_p1_notify.SetPosXY(-1 - notify_p1_xsize, notify_ypos)  -- default position is fully obscured from view
    spr_p1_notify.SetSizeXY(p1_w,p1_h)
spr_p1_notify.SetPosUV(0,0)
    spr_p1_notify.SetSizeUV(p1_w,p1_h)
spr_p1_notify.SetBlendColorEquation(blendDefaultEquation)


spr_p2_notify.BindTexture(5)
SLUS-21269
spr_p2_notify.SetPosXY(-1 - notify_p2_xsize, notify_ypos)  -- default position is fully obscured from view
<br>SLUS-21269_features.lua
    spr_p2_notify.SetSizeXY(p2_w,p1_h)
<pre>This is a substantial file. Over 150 lines with an extensive performance fix. I'm sharing the file itself as a download link.
spr_p2_notify.SetPosUV(0,0)
    spr_p2_notify.SetSizeUV(p2_w,p1_h)
spr_p2_notify.SetBlendColorEquation(blendDefaultEquation)


spr_p1d_notify.BindTexture(6)
https://drive.google.com/file/d/12gt2fONqMP1rmEB9UMw3rIpEYbz1dQq8/view
spr_p1d_notify.SetPosXY(-1 - notify_p1d_xsize, notify_ypos)  -- default position is fully obscured from view
    spr_p1d_notify.SetSizeXY(p1d_w,p1_h)
spr_p1d_notify.SetPosUV(0,0)
    spr_p1d_notify.SetSizeUV(p1d_w,p1_h)
spr_p1d_notify.SetBlendColorEquation(blendDefaultEquation)


spr_p2d_notify.BindTexture(7)
#Official widescreen support.</pre>
spr_p2d_notify.SetPosXY(-1 - notify_p2d_xsize, notify_ypos)  -- default position is fully obscured from view
    spr_p2d_notify.SetSizeXY(p2d_w,p1_h)
spr_p2d_notify.SetPosUV(0,0)
    spr_p2d_notify.SetSizeUV(p2d_w,p1_h)
spr_p2d_notify.SetBlendColorEquation(blendDefaultEquation)
end


local update_notifications_p1 = function()
====Destroy All Humans====
SLUS_209.45
<br>CLI
<pre>--gs-use-mipmap=1
--gs-kernel-cl="mipmap"
--gs-kernel-cl-up="mipmap2x2"
--gs-ignore-dirty-page-border=1
--fpu-accurate-addsub-range=0x28bf00,0x28c100
#Fix for graphical glitches.</pre>


if notify_animstate_p1 == STATE_STOPPED then
SLUS_209.45
spr_p1_notify.Disable()
<br>SLUS-20945_features.lua
spr_p1d_notify.Disable()
<pre>-- Lua 5.3
return
-- Title:  Destroy All Humans! PS2 - SLUS-20945 (USA)
end
-- Author:  Ernesto Corvi, Adam McInnis


L2()
-- Changelog:


local keyframe = 15
apiRequest(0.1) -- request version 0.1 API. Calling apiRequest() is mandatory.


notify_frames_p1 = notify_frames_p1 + 1
local eeObj = getEEObject()
local emuObj = getEmuObject()
local gpr = require( "ee-gpr-alias" ) -- you can access EE GPR by alias (gpr.a0 / gpr["a0"])


if math.ceil(notify_frames_p1/keyframe) == notify_frames_p1/keyframe then blink_on_p1 = not blink_on_p1 end
-- Widescreen
if blink_on_p1 == true then notify_ypos = 24 end
eeObj.AddHook(0x308270, 0x3c0336c5, function() -- Graphics::Script::SetScreenRatio
if blink_on_p1 == false then notify_ypos = -84 end
local mode = eeObj.GetGpr(gpr.v0)
 
-- print(string.format("rounded %s, floating %s, blink %s ypos %s", math.ceil(notify_frames_p1/keyframe), notify_frames_p1/keyframe, blink_on_p1, notify_ypos))
-- print(string.format("mode: %08x", mode))
-- print(string.format("notify_frames_p1 %s", notify_frames_p1))
 
if mode == 0x36c59d2b then -- widescreen
if notify_frames_p1 >= 225 then
emuObj.SetDisplayAspectWide()
notify_animstate_p1 = STATE_STOPPED
elseif mode == 0x855a87ef then -- standard
notify_frames_p1 = 0
emuObj.SetDisplayAspectNormal()
connected_p1 = 47
end
 
if connected_p1 == true then
spr_p1_notify.SetBlendColor(1.0,1.0,1.0,1.0)
spr_p1_notify.SetPosXY(math.floor((1920-notify_p1_xsize)/2), notify_ypos)
spr_p1_notify.Enable()
end
 
if connected_p1 == false then
spr_p1d_notify.SetBlendColor(1.0,1.0,1.0,1.0)
spr_p1d_notify.SetPosXY(math.floor((1920-notify_p1d_xsize)/2), notify_ypos)
spr_p1d_notify.Enable()
end
end
end
end)


local update_notifications_p2 = function()
eeObj.AddHook(0x3078F4, 0xae0000f4, function() -- Graphics::Renderer::Renderer
local renderer = eeObj.GetGpr(gpr.s0)
eeObj.WriteMemFloat(renderer+0x200, 1.3333333)
eeObj.WriteMemFloat(renderer+0x204, 1.7777777)
eeObj.WriteMem32(renderer+0x208, 2)
end)


if notify_animstate_p2 == STATE_STOPPED then
emuObj.SetDisplayAspectWide()
spr_p2_notify.Disable()
spr_p2d_notify.Disable()
return
end


L2()
-- CRC "settings.display.widescreen" = 0xbcf14d81
-- $s2 = SaveType (1 = new save)


local keyframe = 15
local overlay = InsnOverlay({
 
0x27bdffe0, -- addiu $sp, -0x20
notify_frames_p2 = notify_frames_p2 + 1
0xffbf0010, -- sd $ra, 0x10($sp)
 
0x0c0d49d8, -- jal Core::Memset(void *,int,uint)
if math.ceil(notify_frames_p2/keyframe) == notify_frames_p2/keyframe then blink_on_p2 = not blink_on_p2 end
0x00000000, -- nop
if blink_on_p2 == true then notify_ypos = 24 + notify_ysize + 8 end
0x24030001, -- li $v1, 1
if blink_on_p2 == false then notify_ypos = -84 - notify_ysize - 8 end
0x1472000b, -- bne $s2, $v1, +11
 
0x00000000, -- nop
-- print(string.format("rounded %s, floating %s, blink %s ypos %s", math.ceil(notify_frames_p2/keyframe), notify_frames_p2/keyframe, blink_on_p2, notify_ypos))
0x0c09dacc, -- jal UFO::Progress::Get(void)
 
0x00000000, -- nop
if notify_frames_p2 >= 225 then
0x3c01bcf1, -- lui $at, 0xbcf1
notify_animstate_p2 = STATE_STOPPED
0x34214d81, -- ori $at, $at, 0x4d81
notify_frames_p2 = 0
0xafa10000, -- sw $at, 0($sp)
connected_p2 = 47
0x24030001, -- li $v1, 1
end
0xa3a30004, -- sb $v1, 4($sp)
 
0x03a0282d, -- move $a1, $sp
-- print(string.format("connected_p1 %s, connected_p2 %s", connected_p1, connected_p2))
0x0c09dd4c, -- jal UFO::Progress::Record::AddKey(UFO::Progress::Content const&)
 
0x0040202d, -- move $a0, $v0
if connected_p2 == true then
0xdfbf0010, -- ld $ra, 0x10($sp)
spr_p2_notify.SetBlendColor(1.0,1.0,1.0,1.0)
0x03e00008, -- jr $ra
spr_p2_notify.SetPosXY(math.floor((1920-notify_p2_xsize)/2), notify_ypos)
0x27bd0020  -- addiu $sp, 0x20
spr_p2_notify.Enable()
})
end
local call_overlay = 0x0c000000 | (overlay >> 2)
 
eeInsnReplace(0x2789F8, 0x0c0d49d8, call_overlay) -- UFO::Progress::Storage::PrepareWrite
if connected_p2 == false then
#Official widescreen support.</pre>
spr_p2d_notify.SetBlendColor(1.0,1.0,1.0,1.0)
spr_p2d_notify.SetPosXY(math.floor((1920-notify_p2d_xsize)/2), notify_ypos)
spr_p2d_notify.Enable()
end


end
====Destroy All Humans 2====
SLUS_214.39
<br>CLI
<pre>--gs-use-mipmap=1
--gs-kernel-cl="mipmap"
--gs-kernel-cl-up="mipmap2x2"
#Fix for graphical glitches.</pre>


-- slot can range from 0 to 3, for users 1 thru 4.
SLUS_214.39
-- pad_type can be either: DS4, REMOTE_DS4, REMOTE_VITA, or HID
<br>SLUS-21439_features.lua
local onHIDPadEvent = function(slot, connected, pad_type)
<pre>-- Lua 5.3
spr_p1_notify.Disable()
-- Title:   Destroy All Humans! 2 PS2 - SLUS-21439 (USA)
spr_p1d_notify.Disable()
-- Author:  Ernesto Corvi, Adam McInnis
spr_p2_notify.Disable()
spr_p2d_notify.Disable()
-- print(string.format("slot %s, connected %s, pad_type %s", slot, connected, pad_type))
if pad_type == PadConnectType.HID then
notify_frames_p1 = 0
notify_frames_p2 = 0
blink_on_p1 = true
blink_on_p2 = true
if slot == 0 then
connected_p1 = connected
notify_animstate_p1 = STATE_RUNNING
end
if slot == 1 then
connected_p2 = connected
notify_animstate_p2 = STATE_RUNNING
end
end
end


local scanlineParams = {
-- Changelog:
240.0, -- float scanlineCount
  0.7, -- float scanlineHeight;
1.5,        -- float scanlineBrightScale;
0.5,        -- float scanlineAlpha;
0.5        -- float vignetteStrength;
}


-- ---------------------------------------------------
apiRequest(0.7) -- request version 0.1 API. Calling apiRequest() is mandatory.
-- Full Screen (480p) NoFX
-- ---------------------------------------------------


local original_mode = function()
local eeObj = getEEObject()
if snklogo == 1 then
local emuObj = getEmuObject()
sprite0.BindTexture(3)
local gpr = require( "ee-gpr-alias" ) -- you can access EE GPR by alias (gpr.a0 / gpr["a0"])
sprite0.SetPosXY(0,0)
sprite0.SetSizeXY(1920,1080)
sprite0.SetPosUV(0,0)
sprite0.SetSizeUV(1920,1080)
else
sprite0.BindTexture(0)
sprite0.BindFragmentShader(0)
sprite0.SetPosXY((1920-1440)/2,0)
sprite0.SetSizeXY(1440,1080)
end
sprite0.Enable()
sprite1.Disable()
end


-- ---------------------------------------------------
-- Widescreen
-- Full Screen + ScanLines (480p)
eeObj.AddHook(0x33ca98, 0x3c0436c5, function() -- Graphics::Script::SetScreenRatio
-- ---------------------------------------------------
local mode = eeObj.GetGpr(gpr.v0)
 
local scanlines_mode = function()
if snklogo == 1 then
sprite0.BindTexture(8)
sprite0.SetPosXY(0,0)
sprite0.SetSizeXY(1920,1080)
sprite0.SetPosUV(0,0)
sprite0.SetSizeUV(1920,1080)
sprite0.BindFragmentShader(1)
sprite0.SetShaderParams(scanlineParams)
else
sprite0.BindTexture(0)
sprite0.SetPosXY((1920-1440)/2,0)
sprite0.SetSizeXY(1440,1080)
sprite0.BindFragmentShader(2)
sprite0.SetShaderParams(scanlineParams)
end
sprite0.Enable()
sprite1.Disable()
end
 
-- ---------------------------------------------------
-- Bezel NoFX
-- ---------------------------------------------------
local bezel_mode = function(bezel)
if snklogo == 1 then
sprite0.BindTexture(3)
sprite0.SetPosXY(0,0)
sprite0.SetSizeXY(1920,1080)
sprite0.SetPosUV(0,0)
sprite0.SetSizeUV(1920,1080)
else
sprite0.BindTexture(0)
sprite0.BindFragmentShader(0)
sprite0.SetPosXY((1920-1280)/2, (1080-896)/2)
sprite0.SetSizeXY(1280,896)
end
sprite0.Enable()
 
sprite1.BindTexture(bezel)
sprite1.SetPosXY(0,0)
sprite1.SetSizeXY(1920,1080)
sprite1.SetPosUV(0,0)
sprite1.SetSizeUV(1920,1080)
sprite1.Enable()
end
 
-- ---------------------------------------------------
-- Bezel + ScanLines (480p)
-- ---------------------------------------------------
 
local bezel_scanlines_mode = function(bezel)
if snklogo == 1 then
sprite0.BindTexture(8)
sprite0.SetPosXY(0,0)
sprite0.SetSizeXY(1920,1080)
sprite0.SetPosUV(0,0)
sprite0.SetSizeUV(1920,1080)
sprite0.BindFragmentShader(1)
sprite0.SetShaderParams(scanlineParams)
else
sprite0.BindTexture(0)
sprite0.SetPosXY((1920-1280)/2, (1080-896)/2)
sprite0.SetSizeXY(1280,896)
sprite0.BindFragmentShader(2)
sprite0.SetShaderParams(scanlineParams)
end
sprite0.Enable()
 
sprite1.BindTexture(bezel)
sprite1.SetPosXY(0,0)
sprite1.SetSizeXY(1920,1080)
sprite1.SetPosUV(0,0)
sprite1.SetSizeUV(1920,1080)
sprite1.Enable()
end
 
local updateMode = function(mode, scanlines)
if scanlines == 1 then
if mode == 1 then
original_mode()
else
bezel_mode(mode - 1)
end
else
if mode == 1 then
scanlines_mode()
else
bezel_scanlines_mode(mode - 1)
end
end
local needsSave = (SaveData.vid_mode ~= mode or SaveData.vid_scanlines ~= scanlines)
-- print(string.format("mode: %08x", mode))
if needsSave == true then
if mode == 0x36c59d2b then -- widescreen
SaveData.vid_mode = mode
emuObj.SetDisplayAspectWide()
SaveData.vid_scanlines = scanlines
elseif mode == 0x855a87ef then -- standard
emuObj.SaveConfig(0, SaveData)
emuObj.SetDisplayAspectNormal()
end
end
end
end)


eeObj.AddHook(0x33afac, 0x0000282d, function() -- Graphics::Renderer::Renderer
eeObj.SetGpr(gpr.a1, 2)
end)


local vid_modeOptions = {"NONE", "ART1", "ART2"}
emuObj.SetDisplayAspectWide()
local vid_scanlineOptions = {"OFF", "ON"}
local vid_mode = SaveData.vid_mode
local vid_scanlines = SaveData.vid_scanlines


local updateVideoMode = function(mode)
-- CRC "settings.display.anamorphic" = 0x8b36afe9
if mode > 32 then
-- $s2 = SaveType (1 = new save)
vid_mode = vid_mode - 1
elseif mode ~= 0 then
vid_mode = vid_mode + 1
end
if vid_mode < 1 then
vid_mode = #vid_modeOptions
elseif vid_mode > #vid_modeOptions then
vid_mode = 1
end
if mode ~= 0 then
updateMode(vid_mode, vid_scanlines)
end
end


local updateScanlineMode = function(mode)
local overlay = InsnOverlay({
if mode > 32 then
0x27bdffe0, -- addiu $sp, -0x20
vid_scanlines = vid_scanlines - 1
0xffbf0010, -- sd $ra, 0x10($sp)
elseif mode ~= 0 then
0x0c059d02, -- memset
vid_scanlines = vid_scanlines + 1
0x00000000, -- nop
end
0x24030001, -- li $v1, 1
0x1472000b, -- bne $s2, $v1, +11
if vid_scanlines < 1 then
0x00000000, -- nop
vid_scanlines = #vid_scanlineOptions
0x0c09b400, -- jal UFO::Progress::Get(void)
elseif vid_scanlines > #vid_scanlineOptions then
0x00000000, -- nop
vid_scanlines = 1
0x3c01bcf1, -- lui $at, 0x8b36
end
0x34214d81, -- ori $at, $at, 0xafe9
0xafa10000, -- sw $at, 0($sp)
if mode ~= 0 then
0x24030001, -- li $v1, 1
updateMode(vid_mode, vid_scanlines)
0xa3a30004, -- sb $v1, 4($sp)
end
0x03a0282d, -- move $a1, $sp
end
0x0c09dd4c, -- jal UFO::Progress::Record::AddKey(UFO::Progress::Content const&)
0x0040202d, -- move $a0, $v0
0xdfbf0010, -- ld $ra, 0x10($sp)
0x03e00008, -- jr $ra
0x27bd0020  -- addiu $sp, 0x20
})
local call_overlay = 0x0c000000 | (overlay >> 2)
eeInsnReplace(0x271AD0, 0x0c059d02, call_overlay) -- UFO::Progress::Storage::PrepareWrite


local V1 = function()
-- Disable Progressive Scan and Adjust Screen Position
local data = eeObj.GetGpr(gpr.v1)
local menu = eeObj.GetGpr(gpr.a3)
local buf = eeObj.GetGpr(gpr.a2)
if menu == 17 then -- Position X (Artwork)
local mode = eeObj.ReadMem32(data + 0x10)
updateVideoMode(mode)
eeObj.WriteMemStrZ(buf, vid_modeOptions[vid_mode])
eeObj.SetGpr(gpr.a3, 0)
if mode ~= 0 then
eeObj.WriteMem32(data + 0x10, 0)
end
elseif menu == 18 then -- Position Y (Scanlines)
local mode = eeObj.ReadMem32(data + 0x14)
updateScanlineMode(mode)
eeObj.WriteMemStrZ(buf, vid_scanlineOptions[vid_scanlines])
eeObj.SetGpr(gpr.a3, 0)
if mode ~= 0 then
eeObj.WriteMem32(data + 0x14, 0)
end
end
end


eeObj.AddHook(0x16c13c, 0x268300a0, V1)
local overlay2 = InsnOverlay({
0x27bdfff0, -- addiu $sp, -0x10
0xffbf0000, -- sd $ra, 0(sp)
0xffb00008, -- sd $s0, 8(sp)
0x3c05000f, -- lui $a1, 0x000f
0x34a57000, -- ori $a1, 0x7000
0x0c0db8b6, -- jal Script::State::DoString
0x0080802d, -- move $s0, $a0
0x24050001, -- li $a1, 1
0x0c0dba4c, -- jal Script::State::IsNull(int)
0x0200202d, -- move $a0, $s0
0xdfb00008, -- ld $s0, 8(sp)
0xdfbf0000, -- ld $ra, 0(sp)
0x03e00008, -- jr ra
0x27bd0010  -- addiu $sp, 0x10
})
local call_overlay2 = 0x0c000000 | (overlay2 >> 2)
eeInsnReplace(0x2e5a14, 0x0c0dba4c, call_overlay2) -- Sim::Manager::ProcessScript near Sim::Manager::SetPauseFlag


eeInsnReplace(0x16BB64, 0x8e420010, 0x0040202d) -- move $a0, $v0
eeObj.AddHook(0x2e5a10, 0x0240202d, function() -- Sim::Manager::ProcessScript near Sim::Manager::SetPauseFlag
eeInsnReplace(0x16BC0C, 0x8e420014, 0x0040202d) -- move $a0, $v0
local luaString = [[
 
-- disable progressive scan and adjust screen
eeObj.AddHook(0x180f40, 0x26300010, function()
gui.i.SMOptionsDisplay.table.slots[3] = nil
local addr = eeObj.GetGpr(gpr.s0)
gui.i.SMOptionsDisplay.table.slots[4] = nil
local posx = {0x07, 0x00, 0x00, 0x03, 0x01, 0x82, 0x6f, 0x82, 0x6e, 0x82, 0x72, 0x82, 0x68, 0x82, 0x73, 0x82, 0x68, 0x82, 0x6e, 0x82, 0x6d, 0x81, 0x40, 0x82, 0x77}
]]
local posy = {0x07, 0x00, 0x00, 0x03, 0x01, 0x82, 0x6f, 0x82, 0x6e, 0x82, 0x72, 0x82, 0x68, 0x82, 0x73, 0x82, 0x68, 0x82, 0x6e, 0x82, 0x6d, 0x81, 0x40, 0x82, 0x78}
eeObj.WriteMemStrZ(0xf7000, luaString)
local artw = {0x07, 0x00, 0x00, 0x03, 0x01, 0x81, 0x40, 0x82, 0x60, 0x82, 0x71, 0x82, 0x73, 0x82, 0x76, 0x82, 0x6e, 0x82, 0x71, 0x82, 0x6a, 0x81, 0x40, 0x81, 0x40}
local scan = {0x07, 0x00, 0x00, 0x03, 0x01, 0x82, 0x72, 0x82, 0x62, 0x82, 0x60, 0x82, 0x6d, 0x82, 0x6b, 0x82, 0x68, 0x82, 0x6d, 0x82, 0x64, 0x82, 0x72, 0x81, 0x40}
local found = true
for x = 1, #posx - 1 do
if eeObj.ReadMem8(addr+x-1) ~= posx[x] then
found = false
break
end
end
if found == true then
local repl
if eeObj.ReadMem8(addr+#posx-1) == posx[#posx] then
repl = artw
else
repl = scan
end
for x = 1, #repl do
eeObj.WriteMem8(addr+x-1, repl[x])
end
end
end)
end)
#Official widescreen support.</pre>


====Eternal ring====
'''CLI'''
<pre>
--pad-analog-to-digital=0
--gs-use-deferred-l2h=1
--host-display-mode=16:9
</pre>
'''LUA'''
<pre>
local gpr = require("ee-gpr-alias")
local PadStick = require("PadStick")
apiRequest(1.5)
local eeObj = getEEObject()
local emuObj = getEmuObject()
local patcher = function()


-- Fight stick
--X-Fov - ELF hack
local pad = function()
--803f013c 00a88144 0045013c
updateMode(SaveData.vid_mode, SaveData.vid_scanlines)
eeObj.WriteMem32(0x00100fcc,0x3c013f40) --3c013f80
emuObj.AddVsyncHook(update_notifications_p1)
emuObj.AddVsyncHook(update_notifications_p2)
end
 
emuObj.AddPadHook(onHIDPadEvent)
emuObj.AddEntryPointHook(pad)


-- replace SNK logo
--Memory hack
--eeObj.WriteMem32(0x201FF100,0x43c00000)


local scanlogos_on = function()
scanlogos = 1
updateMode(SaveData.vid_mode, SaveData.vid_scanlines)
end
end


local logos_anim = function()
emuObj.AddVsyncHook(patcher)
if scanlogos == 1 then
local a0 = eeObj.GetGpr(gpr.a0)
local a1 = eeObj.GetGpr(gpr.a1)
-- print(string.format("anim: %08x, %08x", a0, a1))
if a1 == 2 then
local a040 = eeObj.ReadMem32(a0+0x40)
local a050 = eeObj.ReadMem32(a0+0x50)
-- print(string.format("stage 2: %08x, %08x", a040, a050))
if a050 == 0 and a040 ~= 0 then
local curFrame = eeObj.ReadMem32(a040+0x50)
-- print(string.format("stage 3: %08x", curFrame))
if curFrame == 0x9e then
print("SNK logo on")
snklogo = 1
updateMode(SaveData.vid_mode, SaveData.vid_scanlines)
end
elseif a050 == 2 then
print("SNK logo off")
snklogo = 0
updateMode(SaveData.vid_mode, SaveData.vid_scanlines)
scanlogos = 0
end
end
end
end


eeObj.AddHook(0x10026C, 0x0220202d, scanlogos_on)
if 1 then
eeObj.AddHook(0x16EAF0, 0x27bdff80, logos_anim)
-- bug#10361 (intro slowdown) & bug#9823 (conveyor belt effect)
</pre>
-- Use Deferred L2H except for conveyor belt effect.


====Ape Escape 2====
-- Unsure if other convery or similar effects are present, so use permissive match for bypassing deferral.
<br>SCES-50885
L2H_SetNonDeferred({TRXREG=0x0000000900000080}) -- match any TRXPOS or BITBLTBUF
<br>CLI
<pre>
--gs-use-mipmap=1
--gs-kernel-cl="mipmap"
--gs-kernel-cl-up="mipmap2x2"
--gs-scanout-offsetx=27
--vu1-injection=1
--gs-packed15-fmv-opt=1
--gs-skip-dirty-flush-on-mipmap=1
--cop2-accurate-addsub-range=0x3151e8,0x315414
</pre>
<br>SCES-50885
<br>LUA
<pre>
local gpr = require("ee-gpr-alias")
require( "ee-hwaddr" )
apiRequest(0.1) -- request version 0.1 API. Calling apiRequest() is mandatory.


local eeObj = getEEObject()
-- Full specification of conveyor belt effect.
-- L2H_SetNonDeferred({BITBLTBUF=0x0000000013023240,TRXPOS=0x0000000000770000,TRXREG=0x0000000900000080})
end


-- -- never gonna die
-- eeInsnReplace(  0x2bd0a0, 0x27bdfff0, 0x03e00008) --  addiu sp,sp,-16
-- eeInsnReplace(  0x2bd0a4, 0x3c02003e, 0x00000000) --  lui v0,0x3e


local PadStickRemap_EternalRing_Default = {
LR=PadStick.AxisRX_Pos,
LL=PadStick.AxisRX_Neg,
LU=PadStick.AxisLY_Neg,
LD=PadStick.AxisLY_Pos,


-- performance fix bug #9789
L1=PadStick.AxisLX_Neg,
local emuObj = getEmuObject()
R1=PadStick.AxisLX_Pos,
emuObj.SetGsTitleFix( "ignoreAreaUpdate", 0, { } )
L2=PadStick.AxisRY_Neg,
emuObj.SetGsTitleFix( "includeAreaUpdate", "reserved" , {alpha = 0x80000048 } )
R2=PadStick.AxisRY_Pos,
emuObj.SetGsTitleFix( "ignoreUpRender", 50 , { } )
}
 


local PadStickRemap_EternalRing_InvertY = {
L2=PadStick.AxisRY_Pos,
R2=PadStick.AxisRY_Neg,
}


</pre>
emuObj.PadPressureStickRemap(0, PadStickRemap_EternalRing_Default)


-- Supporting Inverted Y Axis requires smoe menu changes, and should be done via features.lua
--emuObj.PadPressureStickRemap(0, PadStickRemap_EternalRing_InvertY) </pre>
====Everybody's Tennis/Hot Shots Tennis====
SCES_545.35
<br>CLI
<pre>--gs-use-deferred-l2h=0
--l2h-2d-params=0x0000000800000010,0x00000000300a1400,256
--gs-motion-factor=50
--mtap1=always
--gs-opt-frbuff-switch=1
--gs-ignore-dirty-page-border=1
--gs-ignore-rect-correction=1
--ee-native-function=memcpy,0x11e328
--ee-native-function=memset,0x11e4e0
#performance and visual fix(?)</pre>


SCES_545.35
<br>LUA
<pre>local gpr = require("ee-gpr-alias")
require( "ee-hwaddr" )
apiRequest(1.4)


====Arc the Lad: Twilight of the Spirits™====
local eeObj = getEEObject()
SCUS 972.31
<br>Cli
<pre>
--gs-force-bilinear=1
--gs-kernel-cl-up="up2x2Simple"
--lopnor-config=1
</pre>


SCUS 972.31
-- function dump(addr)
<br>lua
--    print(string.format("=== dump %x ===", addr))
<pre>
--    for i=0,0x1e do
require("ee-gpr-alias")
--   print(string.format("  %08x : %08x %08x %08x %08x",
apiRequest(0.1) -- request version 0.1 API. Calling apiRequest() is mandatory.
--   addr + i*16,
--   eeObj.ReadMem32(addr + i*16 + 0),
--   eeObj.ReadMem32(addr + i*16 + 4),
--   eeObj.ReadMem32(addr + i*16 + 8),
--   eeObj.ReadMem32(addr + i*16 +12)))
--    end
-- end
 
-- Bug#8285
-- This patch changes the color of background on :
-- - Language selection
-- - Company logo
-- - Start screen
-- - Some menu
-- which are in menu.bin overlay. Nothing affected in the actual game.
eeObj.DmaAddHook( 1, function()
if eeObj.ReadMem32(vif1_hw.TADR) == 0x1fd1c0 then
-- On language select
if eeObj.ReadMem32(0x4c8ef0) == 0x00ff9090 then
  eeObj.WriteMem32(0x4c8ef0, 0)
end
if eeObj.ReadMem32(0x548f30) == 0x00ff9090 then
  eeObj.WriteMem32(0x548f30, 0)
end
-- On company logo
if eeObj.ReadMem32(0x4c6d70) == 0x00ff9090 then
  eeObj.WriteMem32(0x4c6d70, 0)
end
if eeObj.ReadMem32(0x546db0) == 0x00ff9090 then
  eeObj.WriteMem32(0x546db0, 0)
end
end
end)


eeObj = getEEObject()


-- Bug#8359 (see bugzilla for the detail)
eeInsnReplace(0x103d58, 0x27bdffc0, 0x03e00008)                -- <SyncDCache>
-- Skip FadeSet call if map is 'Scrappe Plateau' and the latest loaded script file is 'evt03B_07_0.moc'.
eeInsnReplace(0x103d5c, 0xffb20020, 0x00000000)
-- This game seems to have a problem (sensitive) with frame count on the script engine.
eeNativeHook (0x103d58, 0x03e00008,'AdvanceClock',0x600)
-- On our emulator, frame counting is slightly different from the original.
eeInsnReplace(0x103dd8, 0x3c02ffff, 0x03e00008)                -- <iSyncDCache>
-- therefore it reads out 'overun' script command, which is 'cmd_fade' to fade-in.
eeInsnReplace(0x103ddc, 0x3442ffc0, 0x00000000)
-- At here, we will skip FADE-IN command if the situation meets the requirement.
eeNativeHook (0x103dd8, 0x03e00008,'AdvanceClock',0x600)
skip_fade_flag = { map_name = false, file_name = false }
eeInsnReplace(0x103e98, 0x27bdffc0, 0x03e00008)                -- <InvalidDCache>
eeInsnReplace(0x103e9c, 0xffb20020, 0x00000000)
eeNativeHook (0x103e98, 0x03e00008,'AdvanceClock',0x600)
eeInsnReplace(0x103f18, 0x3c02ffff, 0x03e00008)                -- <iInvalidDCache>
eeInsnReplace(0x103f1c, 0x3442ffc0, 0x00000000)
eeNativeHook (0x103f18, 0x03e00008,'AdvanceClock',0x600)
eeInsnReplace(0x106970, 0x3c19ffff, 0x03e00008)                -- <sceSifWriteBackDCache>
eeInsnReplace(0x106974, 0x3739ffc0, 0x00000000)
eeNativeHook (0x106970, 0x03e00008,'AdvanceClock',0x1700)
</pre>


-- fade skip Bug#8359. skip FadeSet if skip_fade_flag meets the requirement.
====Fahrenheit/Indigo Prophecy====
eeObj.AddHook(  0x13c464, 0x8e0500c0, function()
SLES_535.39
  -- print(skip_fade_flag.map_name)
<br>CLI
  -- print(skip_fade_flag.file_name)
<pre>--ee-hook=0x002097d0,FastForwardClock,0x8c6261fc
  if skip_fade_flag.map_name and skip_fade_flag.file_name then
--ee-hook=0x1a5570,AdvanceClock,,500000
  -- print("SKIP FADE")
--ee-hook=0x00223c48,AdvanceClock,0x0080382d,8000
  eeObj.SetPc(0x13c470)
--gs-kernel-cl="h2lpool"
  skip_fade_flag.map_name = false
--gs-kernel-cl-up="h2lpool2x2"
  skip_fade_flag.file_name = false
#Performance fix.</pre>
  end
end)


-- cmd_read_file(const char* filename)
SLES_535.39
eeObj.AddHook(0x13dad0, 0x27bdffc0, function()
<br>LUA
local filename = eeObj.ReadMemStr(eeObj.GetGpr(gpr.a0))
<pre>This is a substantial file. Over 20,000 lines with an extensive performance fix. I'm sharing the file itself as a download link.
-- print(string.format("cmd_read_file %s", filename))
 
if "chara/evt_camera/evt03B_07_0.moc" == filename then
https://drive.google.com/file/d/1L2YxondID65KIAybKVCBH9KgFegqqOeQ/view
-- print("skip_fade!")
 
skip_fade_flag.file_name = true
-- Performace fix (bug #9785 )
else
-- bug#8571
skip_fade_flag.file_name = false
-- ignore 'no wait vsync' case.
end
-- unsyncv causes major slowness on loading screen, because the game pushes LOTS of identical frame data to GS.</pre>
end)


-- cmd_map_name(const char* mapname)
SLES_535.39
eeObj.AddHook(0x13f138, 0x0080282d, function()
<br>SLES-53539_features.lua
local mapname = eeObj.ReadMemStr(eeObj.GetGpr(gpr.a0))
<pre>-- Lua 5.3
-- print(string.format("cmd_map_name %s", mapname))
-- Title:  Fahrenheit PS2 - SLES-53539 (EUR)
if "Scrappe Plateau" == mapname then
-- Author:  Ernesto Corvi, Adam McInnis
-- print("skip_fade!")
skip_fade_flag.map_name = true
else
skip_fade_flag.map_name = false
end
end)


</pre>
-- Changelog:


====Canis Canem Edit (Bully)====
require( "ee-gpr-alias" ) -- you can access EE GPR by alias (gpr.a0 / gpr["a0"])
<br>CLI
require( "ee-cpr0-alias" ) -- for EE CPR
<pre>--fpu-accurate-mul-fast=1
--fpu-muldiv-range=0x3fa5c0,0x3fa5c0
--gs-flush-ad-xyz=SafeZWrite
--vu1-opt-vf00=2
--vu1-di-bits=0
--ee-hook=0x001f3ef4,FastForwardClock
--gs-use-deferred-l2h=0
--vu1-injection=1
--vu1-mpg-cycles=2500
--fpu-rsqrt-fast-estimate=0
--safe-area-min=1.0</pre>


SLES 535.61
apiRequest(0.1) -- request version 0.1 API. Calling apiRequest() is mandatory.
<br>LUA
<pre>apiRequest(0.1)


-- EA sports cricket 07 bug 9392
local eeObj = getEEObject()
-- Performance fix
local emuObj = getEmuObject()
local emuObj = getEmuObject()
local thresholdArea = 600
emuObj.SetGsTitleFix( "ignoreUpRender", thresholdArea , {alpha=0x80000044 , zmsk=1 , tw=4, th=4  } )</pre>


local L1 = function() -- QDT::SINT::SCRIPT_LOADING_SCREEN::EM::Run
emuObj.ThrottleMax()
end
local L2 = function() -- QDT::SINT::SCRIPT_LOADING_SCREEN::EM::Stop
emuObj.ThrottleNorm()
end
local load1 = eeObj.AddHook(0x387040, 0x3c02004b, L1) -- QDT::SINT::SCRIPT_LOADING_SCREEN::Run
local load2 = eeObj.AddHook(0x387090, 0x3c02004b, L2) -- QDT::SINT::SCRIPT_LOADING_SCREEN::Stop


SLUS-21269
-- Widescreen
<br>SLUS-21269_features.lua
eeInsnReplace(0x20a7c0, 0x3c013faa, 0x3c013fe3)
<pre>This is a substantial file. Over 150 lines with an extensive performance fix. I'm sharing the file itself as a download link.
eeInsnReplace(0x20a7c4, 0x3421aaab, 0x34218e39)
emuObj.SetDisplayAspectWide()


https://drive.google.com/file/d/12gt2fONqMP1rmEB9UMw3rIpEYbz1dQq8/view
-- Skip video mode options
local videomenuVM = { 0x04, 0x01, 0x00, 0x00, 0x44, 0x00, 0x00, 0x00,
  0x3B, 0x0D, 0x00, 0x00, 0x3B, 0x0B, 0x00, 0x00,
  0x3B, 0x26, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00 }
 
local visualmenuVM = { 0x04, 0x01, 0x00, 0x00, 0xA2, 0x00, 0x00, 0x00,
  0x3B, 0x19, 0x00, 0x00, 0x3B, 0x18, 0x00, 0x00 }


#Official widescreen support.</pre>
-- locates src chunk on (dst,cnt). -1 if not found, offset if found
 
local locateChunk = function(src, dst, count)
====Destroy All Humans====
local offs = -1
SLUS_209.45
<br>CLI
for x = 0, count - #src do
<pre>--gs-use-mipmap=1
if eeObj.ReadMem8(dst+x) == src[1] then
--gs-kernel-cl="mipmap"
local found = true
--gs-kernel-cl-up="mipmap2x2"
for y = 1, #src do
--gs-ignore-dirty-page-border=1
if eeObj.ReadMem8(dst+x+y-1) ~= src[y] then
--fpu-accurate-addsub-range=0x28bf00,0x28c100
found = false
#Fix for graphical glitches.</pre>
break
 
end
SLUS_209.45
end
<br>SLUS-20945_features.lua
<pre>-- Lua 5.3
if found == true then
-- Title:  Destroy All Humans! PS2 - SLUS-20945 (USA)
offs = x
-- Author:  Ernesto Corvi, Adam McInnis
break
 
end
-- Changelog:
end
 
end
apiRequest(0.1) -- request version 0.1 API. Calling apiRequest() is mandatory.
 
return offs
local eeObj = getEEObject()
end
local emuObj = getEmuObject()
local gpr = require( "ee-gpr-alias" ) -- you can access EE GPR by alias (gpr.a0 / gpr["a0"])


-- Widescreen
eeObj.AddHook(0x2812b0, 0x27bdfff0, function() -- QDT::VM::BYTE_CODE::BYTE_CODE
eeObj.AddHook(0x308270, 0x3c0336c5, function() -- Graphics::Script::SetScreenRatio
local obj = eeObj.GetGpr(gpr.a1)
local mode = eeObj.GetGpr(gpr.v0)
local bytecode = eeObj.ReadMem32(obj+0x18)
local count = eeObj.ReadMem32(obj+0x20)
-- print(string.format("mode: %08x", mode))
if count > #videomenuVM then
local offs = locateChunk(videomenuVM, bytecode, count)
if offs >= 0 then
print("Skipping video mode menu")
eeObj.WriteMem8(bytecode+offs+4, 8) -- beq 0x44 -> beq 0x8
end
end
if mode == 0x36c59d2b then -- widescreen
if count > #visualmenuVM then
emuObj.SetDisplayAspectWide()
local offs = locateChunk(visualmenuVM, bytecode, count)
elseif mode == 0x855a87ef then -- standard
if offs >= 0 then
emuObj.SetDisplayAspectNormal()
print("Skipping visual mode video menu")
eeObj.WriteMem8(bytecode+offs+1, 2) -- beq 0xa2 -> bne 0xa2
end
end
end
end)
end)


eeObj.AddHook(0x3078F4, 0xae0000f4, function() -- Graphics::Renderer::Renderer
-- Force 60hz
local renderer = eeObj.GetGpr(gpr.s0)
eeInsnReplace(0x207ae0, 0x00a0802d, 0x24100001) -- move $s0, $a1 -> li $s0, 1
eeObj.WriteMemFloat(renderer+0x200, 1.3333333)
 
eeObj.WriteMemFloat(renderer+0x204, 1.7777777)
-- Fix for bug 9716, which is a bug in the game.
eeObj.WriteMem32(renderer+0x208, 2)
-- Trying to retrieve a COM handle in the game will cause an infinite
end)
-- loop if the handle has been deallocated and the debug server is not
-- connected. There's apparently a small race condition in the Asylum
-- level that sometimes can trigger the bug.
-- The fix involves getting out of the loop.
-- It causes a small visual glitch but otherwise the game continues to work fine.


emuObj.SetDisplayAspectWide()
eeInsnReplace(0x1c5958, 0x10400005, 0) -- QDT::KCOM::COM_SERVICE::RetrieveComHandle
eeInsnReplace(0x1c5b6c, 0x10400005, 0) -- QDT::KCOM::COM_SERVICE::RetrieveComHandle
eeInsnReplace(0x1c5d24, 0x10400005, 0) -- QDT::KCOM::COM_SERVICE::RetrieveComHandle
#Official widescreen support, forced 60Hz/NTSC, along with a game crash bug fix.</pre>
====Fantavision====
'''CLI'''
<br>SCES-50002
<pre>
--gs-kernel-cl-up="fantavision"
--gs-motion-factor=1
</pre>
'''LUA'''
<br>SCES-50002
<pre>
require("ee-gpr-alias")
require( "ee-hwaddr" )
apiRequest(0.1) -- request version 0.1 API. Calling apiRequest() is mandatory.


-- CRC "settings.display.widescreen" = 0xbcf14d81
eeObj = getEEObject()
-- $s2 = SaveType (1 = new save)


local overlay = InsnOverlay({
--
0x27bdffe0, -- addiu $sp, -0x20
-- Bug#93709 (JP Bugzilla)
0xffbf0010, -- sd $ra, 0x10($sp)
-- Same as Parappa the Rapper 2, it's VIF1 vs GIF xfer timing issue.
0x0c0d49d8, -- jal Core::Memset(void *,int,uint)
-- The game expects PATH3 happens before VU1 xgkick, but actually Olympus doesn't do like that.
0x00000000, -- nop
-- Game kicks  : PATH3(Context1) PATH1(Rendering using Context1&2) PATH3(Context2)
0x24030001, -- li $v1, 1
-- Game expects: PATH3(Context1) PATH3(Context2) PATH1(Rendering using Context1&2)
0x1472000b, -- bne $s2, $v1, +11
-- Hence VIF1 DMA needs to be delayed.
0x00000000, -- nop
eeObj.AddHook(0x1b1468, 0xae020000, function()
0x0c09dacc, -- jal UFO::Progress::Get(void)
local ee = eeObj
0x00000000, -- nop
local s0 = ee.GetGpr(gpr.s0)
0x3c01bcf1, -- lui $at, 0xbcf1
 
0x34214d81, -- ori $at, $at, 0x4d81
if s0 == vif1_hw.CHCR then
0xafa10000, -- sw $at, 0($sp)
local chcr = ee.GetGpr(gpr.v0)
0x24030001, -- li $v1, 1
if (chcr & 0x05) == 0x05 then
0xa3a30004, -- sb $v1, 4($sp)
  local tadr = ee.ReadMem32(vif1_hw.TADR)
0x03a0282d, -- move $a1, $sp
  if tadr == 0x8883e0 or tadr == 0x9f6b60 then
0x0c09dd4c, -- jal UFO::Progress::Record::AddKey(UFO::Progress::Content const&)
  ee.SchedulerDelayEvent("vif1.dma", 0x5000)
0x0040202d, -- move $a0, $v0
  end
0xdfbf0010, -- ld $ra, 0x10($sp)
end
0x03e00008, -- jr $ra
end
0x27bd0020  -- addiu $sp, 0x20
end)
})
local call_overlay = 0x0c000000 | (overlay >> 2)
eeInsnReplace(0x2789F8, 0x0c0d49d8, call_overlay) -- UFO::Progress::Storage::PrepareWrite
#Official widescreen support.</pre>


====Destroy All Humans 2====
SLUS_214.39
<br>CLI
<pre>--gs-use-mipmap=1
--gs-kernel-cl="mipmap"
--gs-kernel-cl-up="mipmap2x2"
#Fix for graphical glitches.</pre>


SLUS_214.39
-- Performace fix
<br>SLUS-21439_features.lua
local emuObj = getEmuObject()
<pre>-- Lua 5.3
-- twIsLess=5 - texture width is less or eq. than 32
-- Title:  Destroy All Humans! 2 PS2 - SLUS-21439 (USA)
emuObj.SetGsTitleFix( "forcePointSampling", "reserved", {alpha = 0x80000048, twIsLess=5, thIsLess=5 } )
-- Author:  Ernesto Corvi, Adam McInnis
</pre>


-- Changelog:
====Fatal Fury: Battle Archives volume 2====
ALL
<br>CLI
<pre>--gs-uprender=none
--gs-upscale=point
--host-audio-latency=0.010
--force-frame-blend=1
#Graphical fix.</pre>


apiRequest(0.7) -- request version 0.1 API. Calling apiRequest() is mandatory.
SLUS_217.23
<br>SLUS-21723_features.lua
<pre>This is a substantial file. Over 500 lines with additional controller/fightstick support and various shader/bezel files. I'm sharing the file itself as a download link.


local eeObj = getEEObject()
https://drive.google.com/file/d/1FPPPJiHOazTXaD-H6K3kLACYDSdDeAE1/view
local emuObj = getEmuObject()
local gpr = require( "ee-gpr-alias" ) -- you can access EE GPR by alias (gpr.a0 / gpr["a0"])


-- Widescreen
#official widescreen support in the form of screen bezels, along with expanded fightstick support and scanline shaders.</pre>
eeObj.AddHook(0x33ca98, 0x3c0436c5, function() -- Graphics::Script::SetScreenRatio
local mode = eeObj.GetGpr(gpr.v0)
-- print(string.format("mode: %08x", mode))
if mode == 0x36c59d2b then -- widescreen
emuObj.SetDisplayAspectWide()
elseif mode == 0x855a87ef then -- standard
emuObj.SetDisplayAspectNormal()
end
end)


eeObj.AddHook(0x33afac, 0x0000282d, function() -- Graphics::Renderer::Renderer
====Fu'un Super Combo!!!====
eeObj.SetGpr(gpr.a1, 2)
SLPS_257.81
end)
<br>CLI
<pre>--gs-uprender=2x2
--gs-upscale=point
--host-audio-latency=0.3
--ee-hook=0x127050,AdvanceClock,0x2403002b,0x4000
--ee-hook=0x106734,FastForwardClock,0x0c04149c
--ee-native-function=memcpy,0x11fa9c,0x0080402d
--force-frame-blend=1
--vif1-ignore-cmd-ints=1
#Graphical and performance fixes.</pre>


emuObj.SetDisplayAspectWide()
SLPS_257.81
<br>LUA
<pre>
apiRequest(1.4)


-- CRC "settings.display.anamorphic" = 0x8b36afe9
eeNativeFunction(0x11fa9c, 0x0080402d, 'memcpy')
-- $s2 = SaveType (1 = new save)
eeNativeFunction(0x11fb48, 0x2cc20008, 'memset')


local overlay = InsnOverlay({
eeInsnReplace(0x1279d0, 0x27bdffc0, 0x03e00008)                 -- <SyncDCache>
0x27bdffe0, -- addiu $sp, -0x20
eeInsnReplace(0x1279d4, 0xffb20020, 0x00000000)
0xffbf0010, -- sd $ra, 0x10($sp)
eeNativeHook (0x1279d0, 0x03e00008,'AdvanceClock',0xa00)
0x0c059d02, -- memset
eeInsnReplace(0x127b00, 0x27bdffc0, 0x03e00008)                 -- <InvalidDCache>
0x00000000, -- nop
eeInsnReplace(0x127b04, 0xffb20020, 0x00000000)
0x24030001, -- li $v1, 1
eeNativeHook (0x127b00, 0x03e00008,'AdvanceClock',0xa00)
0x1472000b, -- bne $s2, $v1, +11
eeInsnReplace(0x12a258, 0x3c19ffff, 0x03e00008)                 -- <sceSifWriteBackDCache>
0x00000000, -- nop
eeInsnReplace(0x12a25c, 0x3739ffc0, 0x00000000)
0x0c09b400, -- jal UFO::Progress::Get(void)
eeNativeHook (0x12a258, 0x03e00008,'AdvanceClock',0x1700)
0x00000000, -- nop
0x3c01bcf1, -- lui $at, 0x8b36
0x34214d81, -- ori $at, $at, 0xafe9
0xafa10000, -- sw $at, 0($sp)
0x24030001, -- li $v1, 1
0xa3a30004, -- sb $v1, 4($sp)
0x03a0282d, -- move $a1, $sp
0x0c09dd4c, -- jal UFO::Progress::Record::AddKey(UFO::Progress::Content const&)
0x0040202d, -- move $a0, $v0
0xdfbf0010, -- ld $ra, 0x10($sp)
0x03e00008, -- jr $ra
0x27bd0020  -- addiu $sp, 0x20
})
local call_overlay = 0x0c000000 | (overlay >> 2)
eeInsnReplace(0x271AD0, 0x0c059d02, call_overlay) -- UFO::Progress::Storage::PrepareWrite


-- Disable Progressive Scan and Adjust Screen Position
require("ee-gpr-alias")


local overlay2 = InsnOverlay({
local eeObj = getEEObject()
0x27bdfff0, -- addiu $sp, -0x10
local emuObj = getEmuObject()
0xffbf0000, -- sd $ra, 0(sp)
0xffb00008, -- sd $s0, 8(sp)
0x3c05000f, -- lui $a1, 0x000f
0x34a57000, -- ori $a1, 0x7000
0x0c0db8b6, -- jal Script::State::DoString
0x0080802d, -- move $s0, $a0
0x24050001, -- li $a1, 1
0x0c0dba4c, -- jal Script::State::IsNull(int)
0x0200202d, -- move $a0, $s0
0xdfb00008, -- ld $s0, 8(sp)
0xdfbf0000, -- ld $ra, 0(sp)
0x03e00008, -- jr ra
0x27bd0010  -- addiu $sp, 0x10
})
local call_overlay2 = 0x0c000000 | (overlay2 >> 2)
eeInsnReplace(0x2e5a14, 0x0c0dba4c, call_overlay2) -- Sim::Manager::ProcessScript near Sim::Manager::SetPauseFlag


eeObj.AddHook(0x2e5a10, 0x0240202d, function() -- Sim::Manager::ProcessScript near Sim::Manager::SetPauseFlag
-- *** viBufBeginPut (1)
local luaString = [[
--eeInsnReplace(0x105628, 0x0c049c78, 0) -- jal 1271e0 <WaitSema>
-- disable progressive scan and adjust screen
eeInsnReplace(0x1056c8, 0x0c049c70, 0) -- jal 1271c0 <SignalSema>
gui.i.SMOptionsDisplay.table.slots[3] = nil
-- *** viBufEndPut (1)
gui.i.SMOptionsDisplay.table.slots[4] = nil
eeInsnReplace(0x105708, 0x0c049c78, 0) -- jal 1271e0 <WaitSema>
]]
--eeInsnReplace(0x105730, 0x0c049c70, 0) -- jal 1271c0 <SignalSema>
eeObj.WriteMemStrZ(0xf7000, luaString)
-- *** viBufFlush (1)
end)
--eeInsnReplace(0x105a88, 0x0c049c78, 0) -- jal 1271e0 <WaitSema>
#Official widescreen support.</pre>
--eeInsnReplace(0x105ab8, 0x0c049c70, 0) -- jal 1271c0 <SignalSema>
-- *** viBufPutTs (1)
eeInsnReplace(0x105c10, 0x0c049c78, 0) -- jal 1271e0 <WaitSema>
eeInsnReplace(0x105cf4, 0x0c049c70, 0) -- jal 1271c0 <SignalSema>


====Eternal ring====
-- it's redundant calling of _waitIpuIdle in libmpeg... not so huge impact tho.
'''CLI'''
eeInsnReplace(0x118620, 0x0c04672a, 0) -- jal 119ca8 <_waitIpuIdle>
<pre>
--pad-analog-to-digital=0
--gs-use-deferred-l2h=1
--host-display-mode=16:9
</pre>
'''LUA'''
<pre>
local gpr = require("ee-gpr-alias")
local PadStick = require("PadStick")


apiRequest(1.5)
-- bug# 9972
 
local eeObj = getEEObject()
local emuObj = getEmuObject()
local emuObj = getEmuObject()
emuObj.SetGsTitleFix( "ignoreSubBuffCov", "reserved", { } )
#Crash/stall fixes.</pre>


local patcher = function()
====Grand Theft Auto III====
SLUS_200.62
<br>CLI
<pre>--vu1-no-clamping=0
--gs-check-trans-rejection=1
--gs-kernel-cl-up="up2x2tc"
--gs-optimize-30fps=1
--ee-hook=0x27cea8,FastForwardClock
#Performance and graphical fix.</pre>


--X-Fov - ELF hack
SLUS_200.62
--803f013c 00a88144 0045013c
<br>LUA
eeObj.WriteMem32(0x00100fcc,0x3c013f40) --3c013f80
<pre>
apiRequest(0.1) -- request version 0.1 API. Calling apiRequest() is mandatory.


--Memory hack
-- Performace fix
--eeObj.WriteMem32(0x201FF100,0x43c00000)
local emuObj = getEmuObject()
local thresholdArea = 600
emuObj.SetGsTitleFix( "ignoreUpRender", thresholdArea , {alpha=0x80008068 , zmsk=1 } )


end


emuObj.AddVsyncHook(patcher)
-- Bug#9133
-- workaround ... -16020(gp) value is something wrong. the value comes from CCamera::Process().
--                unfortunately accurate math or any other flags don't help for this problem,
--   even though it should be calculation error issue.
--   for here, it's just given 0 radian for CSprite::RenderBufferedOneXLUSprite_Rotate_Dimension()
--   actually the cloud is a billboard, so it should have 0 degree in view-space.
--   so given 0 degree must be OK.... but could cause some corruption (wrong perspective or something)
eeInsnReplace(0x318344, 0xc792c16c, 0x44809000) -- lwc1 $f18,-16020(gp)
#Performance fix.</pre>


if 1 then
SLUS_200.62
-- bug#10361 (intro slowdown) & bug#9823 (conveyor belt effect)
<br>SLUS-20062_features.lua
-- Use Deferred L2H except for conveyor belt effect.
<pre>-- Lua 5.3
-- Title:  Grand Theft Auto III PS2 - SLUS-20062 (USA) v1.40
-- Author: Nicola Salmoria
-- Date:  November 3, 2015


-- Unsure if other convery or similar effects are present, so use permissive match for bypassing deferral.
L2H_SetNonDeferred({TRXREG=0x0000000900000080}) -- match any TRXPOS or BITBLTBUF


-- Full specification of conveyor belt effect.
require( "ee-gpr-alias" ) -- you can access EE GPR by alias (gpr.a0 / gpr["a0"])
-- L2H_SetNonDeferred({BITBLTBUF=0x0000000013023240,TRXPOS=0x0000000000770000,TRXREG=0x0000000900000080})
end


apiRequest(0.7) -- need widescreen support


local PadStickRemap_EternalRing_Default = {
local eeObj = getEEObject()
LR=PadStick.AxisRX_Pos,
local emuObj = getEmuObject()
LL=PadStick.AxisRX_Neg,
LU=PadStick.AxisLY_Neg,
LD=PadStick.AxisLY_Pos,


L1=PadStick.AxisLX_Neg,
R1=PadStick.AxisLX_Pos,
L2=PadStick.AxisRY_Neg,
R2=PadStick.AxisRY_Pos,
}


local PadStickRemap_EternalRing_InvertY = {
local USEWIDESCREEN_ADDRESS = 0x416748
L2=PadStick.AxisRY_Pos,
R2=PadStick.AxisRY_Neg,
}


emuObj.PadPressureStickRemap(0, PadStickRemap_EternalRing_Default)
local H1 = -- start of main()
function()
eeObj.WriteMem8(USEWIDESCREEN_ADDRESS, 1) -- enable widescreen
end


-- Supporting Inverted Y Axis requires smoe menu changes, and should be done via features.lua
local H2 = -- change widescreen flag
--emuObj.PadPressureStickRemap(0, PadStickRemap_EternalRing_InvertY) </pre>
function()
====Everybody's Tennis/Hot Shots Tennis====
local isWidescreen = eeObj.GetGpr(gpr.v0)
SCES_545.35
if isWidescreen == 0 then
emuObj.SetDisplayAspectNormal()
else
emuObj.SetDisplayAspectWide()
end
end
 
local hook1 = eeObj.AddHook(0x27ed04, 0x7fbf0000, H1) -- <main>:
local hook2 = eeObj.AddHook(0x270e50, 0xa382b8d8, H2) -- <CMenuManager::AnaliseMenuContents(void)>:
#Official widescreen support.</pre>
 
====Grand Theft Auto: San Andreas====
SLUS_209.46
<br>CLI
<br>CLI
<pre>--gs-use-deferred-l2h=0
<pre>--gs-optimize-30fps=1
--l2h-2d-params=0x0000000800000010,0x00000000300a1400,256
--ee-hook=0x34dee8,FastForwardClock
--gs-motion-factor=50
--ee-hook=0x00245ee0,FastForwardClock
--mtap1=always
--cop2-no-clamping=1
--gs-opt-frbuff-switch=1
--gs-flush-ad-xyz=safe
--gs-ignore-dirty-page-border=1
--vu1-clamp-range=0x04a,0x069
--gs-ignore-rect-correction=1
--gs-use-deferred-l2h=0
--ee-native-function=memcpy,0x11e328
#Performance optimisation/fix.</pre>
--ee-native-function=memset,0x11e4e0
#performance and visual fix(?)</pre>


SCES_545.35
SLUS_209.46
<br>LUA
<br>LUA
<pre>local gpr = require("ee-gpr-alias")
<pre>apiRequest(0.6) -- request version 0.1 API. Calling apiRequest() is mandatory.
require( "ee-hwaddr" )
apiRequest(1.4)


local eeObj = getEEObject()
-- bug#8979
 
-- The game bugged.
-- function dump(addr)
-- CStreaming::StreamPedsIntoRandomSlots(int*) expects 8 integers arrray to process,
--   print(string.format("=== dump %x ===", addr))
-- but CCheat::LoveConquersAllCheat() function copies just only 6 integers to the stack.
--   for i=0,0x1e do
-- it seems the table of the source is correct, so using lq/sq instead of ld/sd to copy
--   print(string.format("  %08x : %08x %08x %08x %08x",
-- the contents of the table correctly.
--   addr + i*16,
eeInsnReplace(0x59fbb0, 0xdca20010, 0x78a20010) -- ld v0,16(a1) => lq
--   eeObj.ReadMem32(addr + i*16 + 0),
eeInsnReplace(0x59fbb8, 0xfc820010, 0x7c820010) -- sd v0,16(a0) => sq
--   eeObj.ReadMem32(addr + i*16 + 4),
 
--   eeObj.ReadMem32(addr + i*16 + 8),
-- bug#8979, actually different one
--   eeObj.ReadMem32(addr + i*16 +12)))
-- the game has another bug... see https://pss.usrd.scea.com/bugzilla/show_bug.cgi?id=8979
--   end
eeInsnReplace(0x1abdd8, 0x102000d9, 0x102000cf) -- beqz at,1ac140 <CPopulation::AddPed(ePedType, unsigned int, CVector const &, bool)+0x3a0>
-- end
 
-- Performace fix
local emuObj = getEmuObject()
local thresholdArea = 700
emuObj.SetGsTitleFix( "ignoreUpRender", thresholdArea , {alpha=0x80000044 , zmsk=1 } )
#Performance and rendering fixes.</pre>
 
SLUS_209.46
<br>SLUS-20946_features.lua
<pre>-- Lua 5.3
-- Title: Grand Theft Auto: San Andreas - SLUS-20946 (USA) v3.00
-- Author: Nicola Salmoria
-- Date:  November 5, 2015


-- Bug#8285
-- This patch changes the color of background on :
-- - Language selection
-- - Company logo
-- - Start screen
-- - Some menu
-- which are in menu.bin overlay. Nothing affected in the actual game.
eeObj.DmaAddHook( 1, function()
if eeObj.ReadMem32(vif1_hw.TADR) == 0x1fd1c0 then
-- On language select
if eeObj.ReadMem32(0x4c8ef0) == 0x00ff9090 then
  eeObj.WriteMem32(0x4c8ef0, 0)
end
if eeObj.ReadMem32(0x548f30) == 0x00ff9090 then
  eeObj.WriteMem32(0x548f30, 0)
end
-- On company logo
if eeObj.ReadMem32(0x4c6d70) == 0x00ff9090 then
  eeObj.WriteMem32(0x4c6d70, 0)
end
if eeObj.ReadMem32(0x546db0) == 0x00ff9090 then
  eeObj.WriteMem32(0x546db0, 0)
end
end
end)


require( "ee-gpr-alias" ) -- you can access EE GPR by alias (gpr.a0 / gpr["a0"])


eeInsnReplace(0x103d58, 0x27bdffc0, 0x03e00008)                 -- <SyncDCache>
apiRequest(0.7) -- need widescreen support
eeInsnReplace(0x103d5c, 0xffb20020, 0x00000000)
eeNativeHook (0x103d58, 0x03e00008,'AdvanceClock',0x600)
eeInsnReplace(0x103dd8, 0x3c02ffff, 0x03e00008)                -- <iSyncDCache>
eeInsnReplace(0x103ddc, 0x3442ffc0, 0x00000000)
eeNativeHook (0x103dd8, 0x03e00008,'AdvanceClock',0x600)
eeInsnReplace(0x103e98, 0x27bdffc0, 0x03e00008)                -- <InvalidDCache>
eeInsnReplace(0x103e9c, 0xffb20020, 0x00000000)
eeNativeHook (0x103e98, 0x03e00008,'AdvanceClock',0x600)
eeInsnReplace(0x103f18, 0x3c02ffff, 0x03e00008)                -- <iInvalidDCache>
eeInsnReplace(0x103f1c, 0x3442ffc0, 0x00000000)
eeNativeHook (0x103f18, 0x03e00008,'AdvanceClock',0x600)
eeInsnReplace(0x106970, 0x3c19ffff, 0x03e00008)                -- <sceSifWriteBackDCache>
eeInsnReplace(0x106974, 0x3739ffc0, 0x00000000)
eeNativeHook (0x106970, 0x03e00008,'AdvanceClock',0x1700)
</pre>


====Fahrenheit/Indigo Prophecy====
local eeObj = getEEObject()
SLES_535.39
local emuObj = getEmuObject()
<br>CLI
<pre>--ee-hook=0x002097d0,FastForwardClock,0x8c6261fc
--ee-hook=0x1a5570,AdvanceClock,,500000
--ee-hook=0x00223c48,AdvanceClock,0x0080382d,8000
--gs-kernel-cl="h2lpool"
--gs-kernel-cl-up="h2lpool2x2"
</pre>
<br>LUA(config.lua)
<pre>


-- indigo_prophecy


apiRequest(1.2) -- request version 0.1 API. Calling apiRequest() is mandatory.
local USEWIDESCREEN_ADDRESS = 0x7004ef


-- Performace fix (bug #9785 )
local H1 = -- init widescreen flag
local emuObj = getEmuObject()
function()
emuObj.SetGsTitleFix( "globalSet", "reserved", { waveThreshold = 90000} )
eeObj.WriteMem8(USEWIDESCREEN_ADDRESS, 1) -- enable widescreen
emuObj.SetGsTitleFix( "ignoreAreaUpdate", 0, { } )
end
-- Accumulate fill area only when conditions are met
emuObj.SetGsTitleFix( "includeAreaUpdate", "reserved" , {alphaIsNot = 0, zmsk = 1, tw = 6, th = 6 , tbp = 0x00302000} )
emuObj.SetGsTitleFix( "ignoreUpRender", 130 , { totalArea= 700} )


local H2 = -- main game loop
function()
local isWidescreen = eeObj.ReadMem8(USEWIDESCREEN_ADDRESS)
if isWidescreen == 0 then
emuObj.SetDisplayAspectNormal()
else
emuObj.SetDisplayAspectWide()
end
end


-- bug#8571
-- ignore 'no wait vsync' case.
-- unsyncv causes major slowness on loading screen, because the game pushes LOTS of identical frame data to GS.
eeInsnReplace(0x2097b8, 0x1040000c, 0) -- beqz v0,2097ec <QDT::KCORE::RENDER_CONTEXT::DoSwapStuff(void)+0x1a4>


-- bug#9727
local hook1 = eeObj.AddHook(0x233584, 0xa200004f, H1) -- <CMenuManager::__ct(void)>:
require("utils")
local hook2 = eeObj.AddHook(0x246750, 0x24040012, H2) -- <TheGame(void)>:
local eeObj = getEEObject()
#Official widescreen support.</pre>
local PrecompileAddrs = Queue.new(
  {
0x3b92ec,
0x1f23d0,
0x2bad48,
0x2b9718,
0x14d6c4,
0x14d7fc,
0x1b5a44,
0x14fbf4,
0x1b7aac,
0x195e38,
0x14f4f4,
0x2f54d0,
0x3a7a50,
0x1528a4,
0x1f50a0,
0x152c54,
0x1f6b20,
0x14ffe0,
0x114db0,
0x3cb4e4,
0x21ae90,
0x21b2f8,
0x2218a8,
0x20fa80,
0x20fcf4,
0x20c438,
0x20cb98,
0x20cd40,
0x20cdb0,
0x20b498,
0x20d054,
0x20d0d4,
0x1d910c,
0x1da700,
0x1da81c,
0x331048,
0x1b6ca8,
0x1b7230,
0x3ddf04,
0x1e5b30,
0x2e4668,
0x3ba020,
0x3b1d7c,
0x3b2074,
0x18c13c,
0x3bc678,
0x3bbf60,
0x3bbf7c,
0x3bbfc4,
0x24cfb0,
0x24cfc4,
0x24cfd8,
0x24cfe0,
0x24d014,
0x275dd0,
0x1d7398,
0x1ccf24,
0x1ca534,
0x1ca468,
0x1cb1f0,
0x1cb2d4,
0x1ca478,
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0x2707a8,
0x1e3a78,
0x1e3ad0,
0x2707cc,
0x1e3b98,
0x2707d8,
0x2708f0,
0x270ee4,
0x270f04,
0x270f1c,
0x1e4d00,
0x1e4d2c,
0x1e4d44,
0x1e4d5c,
0x1e3ae8,
0x1e3af8,
0x1e4d74,
0x1e4d88,
0x1e3b08,
0x1e3b1c,
0x1e4d94,
0x1e4db4,
0x1e4dcc,
0x270f2c,
0x270f54,
0x3dc140,
0x3dc1b0,
0x3dc1d0,
0x3dc204,
0x3dc240,
0x3dc254,
0x3dc26c,
0x3dc29c,
0x3dc2f4,
0x270f5c,
0x2c93d0,
0x298038,
0x298060,
0x290320,
0x1e5df0,
0x1e5e0c,
0x1e5e14,
0x1e5e1c,
0x3bdf28,
0x3bdf38,
0x3bdf7c,
0x3be060,
0x3be040,
0x3be068,
0x1e5e28,
0x1e5e34,
0x290360,
0x269b38,
0x270ca0,
0x269b50,
0x269b5c,
0x269b78,
0x269ca4,
0x26ca50,
0x290374,
0x29037c,
0x270df8,
0x270e1c,
0x270e5c,
0x3dc2b4,
0x3dc2d0,
0x270e64,
0x290388,
0x2903b0,
0x293308,
0x269b64,
0x3dbcd4,
0x3dbcf0,
0x29334c,
0x293354,
0x270cc8,
0x270cec,
0x270d28,
0x270d30,
0x293360,
0x293388,
0x269b40,
0x3bd970,
0x3bd97c,
0x3bd9a8,
0x270d14,
0x2de280,
0x1c0938,
0x2e4588,
0x1e3a10,
0x1e3a54,
0x2e45c8,
0x1d95b8,
0x2e45e0,
0x2e4608,
0x1dac98,
0x1dacf8,
0x1dad2c,
0x1dad64,
0x1dad94,
0x1db0e0,
0x1db0f0,
0x1db0fc,
0x1dadd0,
0x1dae38,
0x1dae40,
0x1dae4c,
0x1dae8c,
0x1daec0,
0x1daef4,
0x1daf24,
0x1dafdc,
0x1daff4,
0x1db004,
0x1db048,
0x1db064,
0x1dafec,
0x1daff8,
0x1daf68,
0x1daf74,
0x1db008,
0x1db038,
0x1db040,
0x1db054,
0x1db0f8,
0x1db108,
0x1db12c,
0x1db160,
0x1db194,
0x1db1c4,
0x1db370,
0x1db384,
0x1db208,
0x1db220,
0x1db228,
0x1db280,
0x1db29c,
0x1db318,
0x1db380,
0x1db390,
0x1db3a4,
0x1db3b0,
0x1db40c,
0x1db428,
0x1db4a4,
0x2e464c,
0x1e3fe0,
0x1e4010,
0x2e48a8,
0x2e47c0,
0x2e47cc,
0x2e47d4,
0x1bf0e8,
0x1bf114,
0x1bf12c,
0x2e47e0,
0x2e47f8,
0x2e4844,
0x2e48a4,
0x2e48b4,
0x2e48d0,
0x2e48d8,
0x1d95d0,
0x1d95ec,
0x1d9620,
0x1d9650,
0x1d9678,
0x2e48e0,
0x2e48f0,
0x1d9628,
0x1d9630,
0x2e48fc,
0x2e4914,
0x2e4920,
0x2e2608,
0x2e2628,
0x2e4930,
0x2e4944,
0x2e495c,
0x2e4968,
0x2e4974,
0x2e497c,
0x1bf1a8,
0x1bf1d0,
0x1e5c48,
0x1e5c6c,
0x1e6a48,
0x1e6a60,
0x1e5c78,
0x1e5c84,
0x1e5c90,
0x1bf1dc,
0x1e5b58,
0x1e5b80,
0x1e5b90,
0x1e5b98,
0x1e5bac,
0x1e5bb8,
0x1e5bc8,
0x1e5bd4,
0x1bf1ec,
0x1bf1f8,
0x2e4988,
0x2e4994,
0x2eabc8,
0x2eabf0,
0x2eabfc,
0x2eac10,
0x2eac1c,
0x2eac28,
0x2eac30,
0x2eac3c,
0x2eac48,
0x2eac58,
0x2eac60,
0x2eac6c,
0x2eac78,
0x2ead88,
0x2eadb8,
0x2eadc4,
0x2eadcc,
0x2eadd8,
0x2eadec,
0x2eac90,
0x2eaca0,
0x2eacb0,
0x27e5f4,
0x270e48,
0x2967f8,
0x296844,
0x296850,
0x296858,
0x1fd388,
0x1fd3b8,
0x3d84c8,
0x1fd3d0,
0x1fd3e8,
0x1fd400,
0x1fd418,
0x1fd430,
0x1fd448,
0x1fd460,
0x1fd478,
0x1fd490,
0x1fd4a8,
0x1fd4c0,
0x1fd4d8,
0x296868,
0x270f40,
0x296878,
0x2968a0,
0x295170,
0x2951bc,
0x2951c8,
0x2951d0,
0x2951e0,
0x2951f0,
0x295218,
0x3dc1e0,
0x3dc1ec,
0x291380,
0x2913c4,
0x2913cc,
0x270d60,
0x270d84,
0x270db0,
0x270dcc,
0x2913d8,
0x291400,
0x2d4080,
0x2d40ac,
0x2d40b8,
0x2d0698,
0x2d06a8,
0x12de18,
0x2d06b0,
0x2d40c0,
0x2d40d0,
0x35c2a8,
0x35c2d8,
0x35c2e4,
0x35c2ec,
0x35c308,
0x35c334,
0x35c344,
0x2eacd8,
0x2ea4d8,
0x2ea4ec,
0x2ea4fc,
0x2ea50c,
0x2eace0,
0x2eacec,
0x2eacf8,
0x2ead08,
0x2ead10,
0x2ead1c,
0x2ead28,
0x2acda0,
0x2acdbc,
0x269bd0,
0x3dc2c0,
0x3dc2c8,
0x3dc2f8,
0x2acde4,
0x2acdf0,
0x2ead44,
0x2ead50,
0x2ead5c,
0x2ead68,
0x2e49b0,
0x2e49bc,
0x2e49cc,
0x2e49d4,
0x2e49dc,
0x2e49e4,
0x2e49f0,
0x2e49f8,
0x2e4a04,
0x2e4a10,
0x2e4a1c,
0x2e4a28,
0x2c95b0,
0x2c95e0,
0x2e4a34,
0x2e4a40,
0x2e4a48,
0x2e4a50,
0x2e4a5c,
0x2c95f8,
0x2c9614,
0x2c962c,
0x2e4a64,
0x2e4a90,
0x2e4a98,
0x2e4aa4,
0x2fe130,
0x2fe170,
0x2fe178,
0x2fe184,
0x2fe190,
0x2fe19c,
0x2fe1a4,
0x2fe1b4,
0x2fe1bc,
0x2fe1cc,
0x2fe188,
0x2fe1e8,
0x2fe204,
0x2fe20c,
0x2fe218,
0x2fe224,
0x2fe234,
0x2fe244,
0x2fe24c,
0x2fe25c,
0x2fe264,
0x2fe274,
0x2fe284,
0x3ab830,
0x3ab860,
0x1e4070,
0x1e40a0,
0x3ab878,
0x3ab890,
0x1e3f98,
0x1e3fc8,
0x3ab8a8,
0x3ab8c0,
0x3ab8d8,
0x3ab8f0,
0x3ab908,
0x3ab920,
0x3ab938,
0x3ab950,
0x2fe290,
0x2fe29c,
0x2fe2b8,
0x2fe2d4,
0x2fe2ec,
0x2fe2fc,
0x2fe314,
0x2fe324,
0x2fe33c,
0x2fe354,
0x2fe36c,
0x2fe384,
0x2fe210,
0x2fe388,
0x2fe394,
0x2fe3a0,
0x2e4aac,
0x2e4ac4,
0x2e4acc,
0x2e4ad8,
0x2e4ae4,
0x2e4af0,
0x2e4afc,
0x3d7af0,
0x3d7b1c,
0x3d7b38,
0x3d7b28,
0x3d7b50,
0x2e4b04,
0x1e3b58,
0x1e3b14,
0x1e3b7c,
0x2e4b28,
0x3be054,
0x2dd0a8,
0x2dd0c4,
0x2dd0d0,
0x2a80a8,
0x2a80c4,
0x2a80d0,
0x298110,
0x298144,
0x298168,
0x298178,
0x294390,
0x294398,
0x2943ac,
0x270dc4,
0x3bdff4,
0x292eb0,
0x292edc,
0x292f08,
0x292f30,
0x292f78,
0x2926e0,
0x292710,
0x292738,
0x292760,
0x2926c8,
0x292770,
0x2885cc,
0x3dc228,
0x3dc238,
0x3dbc00,
0x3dbc0c,
0x26c208,
0x26c230,
0x26c8f8,
0x3b53d8,
0x3b4550,
0x3bd380,
0x3bd3d4,
0x3bd3e0,
0x3bd3f0,
0x3bd40c,
0x3bd41c,
0x3bd424,
0x3bd438,
0x3bd440,
0x3bd454,
0x3bd47c,
0x3bd4ac,
0x3bd4c4,
0x3b45a0,
0x3bd260,
0x3bd2a0,
0x3bd2ac,
0x3bd2b4,
0x3bd2bc,
0x3bd328,
0x3bd33c,
0x3bd354,
0x3bd36c,
0x3bd2c4,
0x3bd2d4,
0x3bd2dc,
0x3bd2e4,
0x3bd2fc,
0x3b45b0,
0x3b45d0,
0x3b45e0,
0x3b4600,
0x3b460c,
0x3b461c,
0x3b4634,
0x3b53ec,
0x26c918,
0x26c240,
0x26c254,
0x291a48,
0x291a70,
0x291a94,
0x291ab0,
0x26c268,
0x26c284,
0x26c930,
0x3b53f8,
0x3b4b70,
0x3b3de8,
0x201560,
0x3b3dfc,
0x3b4b80,
0x3b3e78,
0x3b4470,
0x21a2e0,
0x3b448c,
0x3b4498,
0x3bdc58,
0x3bdc70,
0x3bdd10,
0x3bdd30,
0x3bdd50,
0x3bdd54,
0x3bdd6c,
0x3be074,
0x3be16c,
0x3be184,
0x3bdd74,
0x3b44e4,
0x3b4538,
0x3b3e9c,
0x2015e0,
0x3b3eac,
0x3b3eb4,
0x2015f0,
0x3b3ec0,
0x3b3ecc,
0x3b41f0,
0x3bd298,
0x3bd300,
0x3b4220,
0x3b423c,
0x3b4248,
0x3b4258,
0x3b4264,
0x3b4290,
0x3b42ac,
0x3bcc20,
0x3bcc6c,
0x3bcc78,
0x3bcc80,
0x3bcc88,
0x3bcca4,
0x3be650,
0x3be7c8,
0x3be7d0,
0x3be7ec,
0x3be7f8,
0x3be810,
0x3bccb8,
0x3bccfc,
0x3bcd14,
0x3b42c0,
0x3b4360,
0x3b442c,
0x3b3ef0,
0x3b3ee0,
0x3bd2cc,
0x3b422c,
0x3b4240,
0x3b42c8,
0x3b42d0,
0x3bcc08,
0x3b42d8,
0x3b4300,
0x3b430c,
0x3bce40,
0x3bce80,
0x3bce8c,
0x3bce9c,
0x3bcedc,
0x3bcef4,
0x3b4314,
0x3b4428,
0x3b4320,
0x3b4328,
0x3b4330,
0x2015c0,
0x3b433c,
0x3b4348,
0x3b4354,
0x3bcd80,
0x3bcdb0,
0x3bcdbc,
0x3bcdcc,
0x3bce00,
0x3bce18,
0x3b435c,
0x3b4384,
0x3b43e0,
0x3b4408,
0x3b4410,
0x3b4418,
0x3b3ef8,
0x3b3f08,
0x3b4b98,
0x3b4ba0,
0x3b3f20,
0x3b3f38,
0x3b3f44,
0x201600,
0x3b3f50,
0x3b4ba8,
0x3b4bb0,
0x3b4bbc,
0x3b4bd4,
0x3b4bf0,
0x3b4bf8,
0x3b4c00,
0x3b3e50,
0x201590,
0x2015b4,
0x3b3e6c,
0x3b4c0c,
0x3b4c20,
0x3b540c,
0x26c944,
0x26c290,
0x12d820,
0x12d834,
0x12d48c,
0x12d578,
0x12d588,
0x12d594,
0x12d59c,
0x12d5a8,
0x12d5b8,
0x12d508,
0x12d518,
0x12d520,
0x12d528,
0x12d534,
0x12d544,
0x12d54c,
0x3cc468,
0x3cc478
  }
)
eeObj.AddHook(0x100568, 0x3c020045, function()
for i=1,5 do
if not PrecompileAddrs:isEmpty() then
  local addr = PrecompileAddrs:dequeue()
  --print(string.format("Precompile %x", addr))
  eeObj.Precompile(addr)
end
end
end)


</pre>
====Grand Theft Auto: Vice City====
<br>LUA(features.lua)
SLUS_205.52
<br>CLI
<pre>--gs-check-trans-rejection=1
--gs-kernel-cl-up="up2x2tc"
--gs-optimize-30fps=1
--ee-hook=0x277b88,FastForwardClock
--ee-hook=0x279a18,FastForwardClock
#Performance fix.</pre>
 
SLUS_205.52
<br>LUA
<pre>
<pre>
-- Lua 5.3
apiRequest(0.1) -- request version 0.1 API. Calling apiRequest() is mandatory.
-- Title:  Indigo Prophecy PS2 - SLUS-21196 (USA)
-- Author:  Ernesto Corvi, Adam McInnis


-- Changelog:


require( "ee-gpr-alias" ) -- you can access EE GPR by alias (gpr.a0 / gpr["a0"])
-- Performance fix
require( "ee-cpr0-alias" ) -- for EE CPR
local emuObj = getEmuObject()
local thresholdArea = 600
emuObj.SetGsTitleFix( "ignoreUpRender", thresholdArea , {alpha=0x80008068 , zmsk=1 } )


apiRequest(0.1) -- request version 0.1 API. Calling apiRequest() is mandatory.


local eeObj = getEEObject()
-- Bug#9147
local emuObj = getEmuObject()
-- workaround ... -2104(gp) value is something wrong. the value comes from CCamera::Process().
--                unfortunately accurate math or any other flags don't help for this problem,
--   even though it should be calculation error issue.
--   for here, it's just given 0 radian for CSprite::RenderBufferedOneXLUSprite_Rotate_Dimension()
--   actually the cloud is a billboard, so it should have 0 degree in view-space.
--   so given 0 degree must be OK.... but could cause some corruption (wrong perspective or something)
eeInsnReplace(0x334d64, 0xc792f7c8, 0x44809000) -- lwc1 $f18,-2104(gp)
#Performance fix.</pre>


local L1 = function() -- QDT::SINT::SCRIPT_LOADING_SCREEN::EM::Run
SLUS_205.52
emuObj.ThrottleMax()
<br>SLUS-20552_features.lua
end
<pre>-- Lua 5.3
-- Title: Grand Theft Auto: Vice City - SLUS-20552 (USA) v3.00
local L2 = function() -- QDT::SINT::SCRIPT_LOADING_SCREEN::EM::Stop
-- Author: Nicola Salmoria
emuObj.ThrottleNorm()
-- Date:   November 4, 2015
end
local load1 = eeObj.AddHook(0x387040, 0x3c02004b, L1) -- QDT::SINT::SCRIPT_LOADING_SCREEN::EM::Run
local load2 = eeObj.AddHook(0x387090, 0x3c02004b, L2) -- QDT::SINT::SCRIPT_LOADING_SCREEN::EM::Stop


-- Widescreen
eeInsnReplace(0x20A7C0, 0x3c013faa, 0x3c013fe3)
eeInsnReplace(0x20A7C4, 0x3421aaab, 0x34218e39)
emuObj.SetDisplayAspectWide()


-- Fix for bug 9716, which is a bug in the game.
require( "ee-gpr-alias" ) -- you can access EE GPR by alias (gpr.a0 / gpr["a0"])
-- Trying to retrieve a COM handle in the game will cause an infinite
-- loop if the handle has been deallocated and the debug server is not
-- connected. There's apparently a small race condition in the Asylum
-- level that sometimes can trigger the bug.
-- The fix involves getting out of the loop.
-- It causes a small visual glitch but otherwise the game continues to work fine.


eeInsnReplace(0x1c5958, 0x10400005, 0) -- QDT::KCOM::COM_SERVICE::RetrieveComHandle
apiRequest(0.7) -- need widescreen support
eeInsnReplace(0x1c5b6c, 0x10400005, 0) -- QDT::KCOM::COM_SERVICE::RetrieveComHandle
eeInsnReplace(0x1c5d24, 0x10400005, 0) -- QDT::KCOM::COM_SERVICE::RetrieveComHandle


</pre>
local eeObj = getEEObject()
local emuObj = getEmuObject()


====Fantavision====
'''CLI'''
<br>SCES-50002
<pre>
--gs-kernel-cl-up="fantavision"
--gs-motion-factor=1
</pre>
'''LUA'''
<br>SCES-50002
<pre>
require("ee-gpr-alias")
require( "ee-hwaddr" )
apiRequest(0.1) -- request version 0.1 API. Calling apiRequest() is mandatory.


eeObj = getEEObject()
local USEWIDESCREEN_ADDRESS = 0x4ba7bc


--
local H1 = -- start of main()
-- Bug#93709 (JP Bugzilla)
function()
-- Same as Parappa the Rapper 2, it's VIF1 vs GIF xfer timing issue.
eeObj.WriteMem8(USEWIDESCREEN_ADDRESS, 1) -- enable widescreen
-- The game expects PATH3 happens before VU1 xgkick, but actually Olympus doesn't do like that.
end
-- Game kicks  : PATH3(Context1) PATH1(Rendering using Context1&2) PATH3(Context2)
 
-- Game expects: PATH3(Context1) PATH3(Context2) PATH1(Rendering using Context1&2)
local H2 = -- main game loop
-- Hence VIF1 DMA needs to be delayed.
function()
eeObj.AddHook(0x1b1468, 0xae020000, function()
local isWidescreen = eeObj.ReadMem8(USEWIDESCREEN_ADDRESS)
local ee = eeObj
local s0 = ee.GetGpr(gpr.s0)
if isWidescreen == 0 then
emuObj.SetDisplayAspectNormal()
else
emuObj.SetDisplayAspectWide()
end
end


if s0 == vif1_hw.CHCR then
local chcr = ee.GetGpr(gpr.v0)
if (chcr & 0x05) == 0x05 then
  local tadr = ee.ReadMem32(vif1_hw.TADR)
  if tadr == 0x8883e0 or tadr == 0x9f6b60 then
  ee.SchedulerDelayEvent("vif1.dma", 0x5000)
  end
end
end
end)


local hook1 = eeObj.AddHook(0x279384, 0xffbf0000, H1) -- <main>:
local hook2 = eeObj.AddHook(0x277784, 0x00000000, H2) -- <TheGame(void)>:


-- Performace fix
local emuObj = getEmuObject()
-- twIsLess=5 - texture width is less or eq. than 32
emuObj.SetGsTitleFix( "forcePointSampling", "reserved", {alpha = 0x80000048, twIsLess=5, thIsLess=5 } )
</pre>


====Fatal Fury: Battle Archives volume 2====
-- Fix for bug #9161. The 'flying cars' cheat causes crashes when attempting to
ALL
-- fly an helicopter. We avoid that by disabling recognition of the cheat altogether.
<br>CLI
-- The SLPM version comes with the cheat disabled out of the box.
<pre>--gs-uprender=none
eeInsnReplace(0x27db2c, 0x14400015, 0x10000015) -- bnez -> b
--gs-upscale=point
#Official widescreen support and removal of "flying cars" cheat due to game crash.</pre>
--host-audio-latency=0.010
 
--force-frame-blend=1
SCES_503.61
</pre>
<br>LUA
<br>LUA
<pre>
<pre>-- Jak EU
-- Lua 5.3
apiRequest(2.2)
-- Title: Fatal Fury: Battle Archives Volume 2 - SLUS-21723 (USA) v1.00
-- Author:  Nicola Salmoria
-- Date: February 3, 2017


local gpr    = require("ee-gpr-alias")
local emuObj = getEmuObject()vi
local eeObj = getEEObject()
local gsObj = getGsObject()
local eeOverlay = eeObj.getOverlayObject()


apiRequest(1.6)
-- Disable internal field shift compensation, part of post-process removal feature.
gsObj.SetDeinterlaceShift(0)


local gpr = require( "ee-gpr-alias" )
-- Fix shadow
local kFilterMode, kWrapMode, kBlendMultiplier, kBlendFunc = require("sprite")
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=1  } )
local PadConnectType = require("pad-connect-type")


local eeObj = getEEObject()
-- Reduce flush count
local emuObj = getEmuObject()
emuObj.SetGsTitleFix( "SetSelfRender", "reserved", { fbmask= 0x00FFFFFF , renderSelf=1 , zmsk=1 , alpha=0 , texMode=1  } )


-- Disable post-processing
-- update: removed due to occasional regression (bug#10608).  post-processing is now skipped in the EE via 'depth-cue'
-- emuObj.SetGsTitleFix( "ignoreSprite", "reserved", {  texType=1 , tw=5 , th=8, zmsk=1 , alpha=0x80000044  } )


local sprite0 = getSpriteObject(0)
-- ------------------------- OVERLAY MANAGER --------------------------
local sprite1 = getSpriteObject(1)
g_OnOverlayRegistered = function(filename, start, size)
local sprite2 = getSpriteObject(2)
-- global function provided for adding per-overlay callback handlers.
local sprite3 = getSpriteObject(3)
end
 
-- Notifications should be assigned to two unused sprite slots.  Since we want them to
-- be displayed on top of everything else, they should be the highest sprites in the list.
local spr_p1_notify = getSpriteObject(4)
local spr_p2_notify = getSpriteObject(5)
local spr_p1d_notify = getSpriteObject(6)
local spr_p2d_notify = getSpriteObject(7)


-- note: Texture 0 is fixed as the PS2 scanout.
local DH8 = function()
local texture1 = getTextureObject(1)
local s0 = eeObj.GetGpr(gpr.s0)
local texture2 = getTextureObject(2)
local linkblock = eeObj.ReadMem32(s0+0x5c)
local texture3 = getTextureObject(3)
local texture4 = getTextureObject(4)
--print( string.format("--> PRELOAD %08x %08x",s0, linkblock) )
local texture5 = getTextureObject(5)
local texture6 = getTextureObject(6)
local linkblock_allocate_length = eeObj.ReadMem32 (linkblock + 0x00)
local texture7 = getTextureObject(7)
local linkblock_allocate_version = eeObj.ReadMem32 (linkblock + 0x04)
local linkblock_allocate_segment_count = eeObj.ReadMem32 (linkblock + 0x08)
local linkblock_allocate_name = eeObj.ReadMemStr(linkblock + 0x0c)
local linkblock_allocate_seg1_linkptr = eeObj.ReadMem32 (linkblock + 0x4C)
local linkblock_allocate_seg1_dataptr = eeObj.ReadMem32 (linkblock + 0x50)
local linkblock_allocate_seg1_size = eeObj.ReadMem32 (linkblock + 0x54)
local linkblock_allocate_seg1_flags = eeObj.ReadMem32 (linkblock + 0x58)
                                                             
local linkblock_allocate_seg2_linkptr = eeObj.ReadMem32 (linkblock + 0x5C)
local linkblock_allocate_seg2_dataptr = eeObj.ReadMem32 (linkblock + 0x60)
local linkblock_allocate_seg2_size = eeObj.ReadMem32 (linkblock + 0x64)
local linkblock_allocate_seg2_flags = eeObj.ReadMem32 (linkblock + 0x68)
                                                             
local linkblock_allocate_seg3_linkptr = eeObj.ReadMem32 (linkblock + 0x6C)
local linkblock_allocate_seg3_dataptr = eeObj.ReadMem32 (linkblock + 0x70)
local linkblock_allocate_seg3_size = eeObj.ReadMem32 (linkblock + 0x74)
local linkblock_allocate_seg3_flags = eeObj.ReadMem32 (linkblock + 0x78)
-- seg1 is equiv to main in Jak3
-- seg3 is equiv to top  in Jak3
-- seg2 appears to be unused ... ?  --jstine


-- ------------------------------------------------------------
if emuObj.IsToolingVerbose() then
local STATE_STOPPED = 0
print( string.format("--> LOADED SEGMENT alloc_len %08x ver %08x segcount %08x  name:\"%s\"", linkblock_allocate_length, linkblock_allocate_version, linkblock_allocate_segment_count, linkblock_allocate_name) )
local STATE_RUNNING = 1
print( string.format("    seg1linkptr %08x seg1dataptr %08x seg1size %08x seg1flags %08x", linkblock_allocate_seg1_linkptr, linkblock_allocate_seg1_dataptr, linkblock_allocate_seg1_size, linkblock_allocate_seg1_flags) )
print( string.format("    seg2linkptr %08x seg2dataptr %08x seg2size %08x seg2flags %08x", linkblock_allocate_seg2_linkptr, linkblock_allocate_seg2_dataptr, linkblock_allocate_seg2_size, linkblock_allocate_seg2_flags) )
print( string.format("    seg3linkptr %08x seg3dataptr %08x seg3size %08x seg3flags %08x", linkblock_allocate_seg3_linkptr, linkblock_allocate_seg3_dataptr, linkblock_allocate_seg3_size, linkblock_allocate_seg3_flags) )
end


local notify_ypos = 24
if linkblock_allocate_seg1_size ~= 0 then eeOverlay.Register(linkblock_allocate_name .. ".seg1",  linkblock_allocate_seg1_dataptr, linkblock_allocate_seg1_size, false) end
local notify_p1_xsize = 0
if linkblock_allocate_seg3_size ~= 0 then eeOverlay.Register(linkblock_allocate_name .. ".seg3",  linkblock_allocate_seg3_dataptr, linkblock_allocate_seg3_size, true)  end
local notify_p2_xsize = 0
local notify_p1d_xsize = 0
local notify_p2d_xsize = 0
local notify_ysize = 0


local notify_frames_p1 = 0
if (g_OnOverlayRegistered ~= nil) then
local notify_frames_p2 = 0
-- Make sure to execute any previously registered OnOverlay handler
local notify_animstate_p1 = STATE_STOPPED
if linkblock_allocate_seg1_size ~= 0 then g_OnOverlayRegistered(linkblock_allocate_name .. ".seg1", linkblock_allocate_seg1_dataptr, linkblock_allocate_seg1_size) end
local notify_animstate_p2 = STATE_STOPPED
if linkblock_allocate_seg1_size ~= 0 then g_OnOverlayRegistered(linkblock_allocate_name .. ".seg3", linkblock_allocate_seg3_dataptr, linkblock_allocate_seg3_size) end
end
end


local connected_p1 = 47
assert(g_OnOverlayRegistered ~= nil)
local connected_p2 = 47
local prev_OnOverlayRegistered = g_OnOverlayRegistered
local blink_on_p1 = true
local blink_on_p2 = true


-- ---------------------------------------------------
g_OnOverlayRegistered = function(filename, start, size)
-- the global function 'Global_InitGpuResources()' is invoked by the emulator after
-- the GS has been initialized.  Textures and Shaders must be loaded here.
--
Global_InitGpuResources = function()
-- # Fragment Shader 0 is fixed as the default no-thrills as-is renderer.
emuObj.LoadFsShader(1, "./shader_SL480_p.sb") -- (1) = 480P ScanLine Sim
 
texture1.Load("./ART1.png")
texture2.Load("./ART2.png")
texture3.Load("./SNK_LOGO.png")
texture4.Load("./p1.png")
texture5.Load("./p2.png")
texture6.Load("./p1d.png")
texture7.Load("./p2d.png")
 
local p1_w,p1_h = texture4.GetSize()
local p2_w,p2_h = texture5.GetSize()
local p1d_w,p1d_h = texture6.GetSize()
local p2d_w,p2d_h = texture7.GetSize()
notify_p1_xsize = p1_w
if filename == "depth-cue.seg1" then
notify_p2_xsize = p2_w
-- Disable full-screen post process via depth-cue.
notify_p1d_xsize = p1d_w
-- This also removes half-pixel shift during interlacing.
notify_p2d_xsize = p2d_w
-- <depth-cue.seg1+00039c>
notify_ysize = p1_h
-- 00701DFC:67BDFFF0                daddiu      $sp,$sp,-0x10 (0xfffffff0) -> 03E00008                jr          $ra
-- 00701E00:FFBE0008                sd          $fp,8($sp)                    -> 00000000 nop


spr_p1_notify.BindTexture(4)
eeObj.WriteMem32(start + 0x39c, 0x03E00008)
spr_p1_notify.SetPosXY(-1 - notify_p1_xsize, notify_ypos)   -- default position is fully obscured from view
eeObj.WriteMem32(start + 0x3a0, 0x00000000)
    spr_p1_notify.SetSizeXY(p1_w,p1_h)
eeObj.WriteMem32(start + 0x004, 0x03E00008)
spr_p1_notify.SetPosUV(0,0)
eeObj.WriteMem32(start + 0x008, 0x00000000)
    spr_p1_notify.SetSizeUV(p1_w,p1_h)
end
spr_p1_notify.SetBlendColorEquation(blendDefaultEquation)


spr_p2_notify.BindTexture(5)
if (prev_OnOverlayRegistered ~= nil) then
spr_p2_notify.SetPosXY(-1 - notify_p2_xsize, notify_ypos)  -- default position is fully obscured from view
-- Make sure to execute any previously registered OnOverlay handler
    spr_p2_notify.SetSizeXY(p2_w,p1_h)
prev_OnOverlayRegistered(filename, start, size)
spr_p2_notify.SetPosUV(0,0)
end
    spr_p2_notify.SetSizeUV(p2_w,p1_h)
spr_p2_notify.SetBlendColorEquation(blendDefaultEquation)
 
spr_p1d_notify.BindTexture(6)
spr_p1d_notify.SetPosXY(-1 - notify_p1d_xsize, notify_ypos)  -- default position is fully obscured from view
    spr_p1d_notify.SetSizeXY(p1d_w,p1_h)
spr_p1d_notify.SetPosUV(0,0)
    spr_p1d_notify.SetSizeUV(p1d_w,p1_h)
spr_p1d_notify.SetBlendColorEquation(blendDefaultEquation)
 
spr_p2d_notify.BindTexture(7)
spr_p2d_notify.SetPosXY(-1 - notify_p2d_xsize, notify_ypos)  -- default position is fully obscured from view
    spr_p2d_notify.SetSizeXY(p2d_w,p1_h)
spr_p2d_notify.SetPosUV(0,0)
    spr_p2d_notify.SetSizeUV(p2d_w,p1_h)
spr_p2d_notify.SetBlendColorEquation(blendDefaultEquation)
end
end


-- hooked in link_control::finish(void)>:
eeObj.AddHook(0x0010ACF8, 0x040C825, DH8)  -- this is address US:0010abe0 JP:0010abd8 EU:0010ACF8
#Graphical fix, removal of intensive post process effects.</pre>


SCES-50361
<br>SCES-50361_features.lua
<pre>This is a substantial file. Over 700 lines with an extensive graphical and control fix. I'm sharing the file itself as a download link.


local update_notifications_p1 = function()
https://drive.google.com/file/d/1KppgZpiK5bgESrpSRKo6kKPTysZ-NAC9/view


if notify_animstate_p1 == STATE_STOPPED then
#Shadows fix, control scheme changes, forced 60Hz/NTSC/Widescreen.</pre>
spr_p1_notify.Disable()
spr_p1d_notify.Disable()
return
end


emuObj.ThrottleNorm()
====Harvest Moon®: A Wonderful Life Special Edition====
CUSA06584
<br>CLI
<pre>
--ee-cycle-scalar=0.78
</pre>


local keyframe = 15
CUSA06584
<br>LUA
<pre>
apiRequest (1.7)


notify_frames_p1 = notify_frames_p1 + 1
local eeObj = getEEObject()
local gpr = require("ee-gpr-alias")


if math.ceil(notify_frames_p1/keyframe) == notify_frames_p1/keyframe then blink_on_p1 = not blink_on_p1 end
-- 00107be0 <syncV>: idle loop on vsync
if blink_on_p1 == true then notify_ypos = 24 end
eeNativeHook (0x107c14, 0x3c03005d,"FastForwardClock", 0)
if blink_on_p1 == false then notify_ypos = -84 end


-- print(string.format("rounded %s, floating %s, blink %s ypos %s", math.ceil(notify_frames_p1/keyframe), notify_frames_p1/keyframe, blink_on_p1, notify_ypos))
eeNativeFunction(0x44f3f8, 0x27bdffd0, 'ieee754_acosf')
-- print(string.format("notify_frames_p1 %s", notify_frames_p1))
eeNativeFunction(0x44f820, 0x27bdffd0, 'ieee754_asinf')
eeNativeFunction(0x450930, 0x44036000, 'ieee754_sqrtf')
eeNativeFunction(0x452848, 0x0080102d, 'fabs')
eeNativeFunction(0x453080, 0x27bdffd0, 'cosf')
eeNativeFunction(0x453158, 0x27bdfff0, 'fabsf')
eeNativeFunction(0x453320, 0x27bdffd0, 'sinf')
eeNativeFunction(0x4534b0, 0x27bdfff0, 'acosf')
eeNativeFunction(0x4534c8, 0x27bdfff0, 'asinf')
eeNativeFunction(0x453510, 0x27bdfff0, 'sqrtf')
eeNativeFunction(0x4552d8, 0x27bdffd0, 'fptoui')
eeNativeFunction(0x455298, 0x27bdffd0, 'fptodp')
eeNativeFunction(0x455d48, 0x27bdffd0, 'litodp')
eeNativeFunction(0x455e00, 0x27bdffc0, 'dptoli')
eeNativeFunction(0x455ed0, 0x27bdffc0, 'dptofp')
eeNativeFunction(0x45d580, 0x0080402d, 'memcpy')
eeNativeFunction(0x45d738, 0x2cc20008, 'memset')
eeNativeFunction(0x45fde8, 0x30820007, 'strlen')


if notify_frames_p1 >= 225 then
eeInsnReplace(0x4443e0, 0x24030064, 0x03e00008)                -- <FlushCache>
notify_animstate_p1 = STATE_STOPPED
eeInsnReplace(0x4443e4, 0x0000000c, 0x00000000)
notify_frames_p1 = 0
eeNativeHook (0x4443e0, 0x03e00008,'AdvanceClock',0x800)
connected_p1 = 47
eeInsnReplace(0x444410, 0x2403ff98, 0x03e00008)                -- <iFlushCache>
end
eeInsnReplace(0x444414, 0x0000000c, 0x00000000)
 
eeNativeHook (0x444410, 0x03e00008,'AdvanceClock',0x800)
if connected_p1 == true then
eeInsnReplace(0x444a58, 0x27bdffc0, 0x03e00008)                 -- <SyncDCache>
spr_p1_notify.SetBlendColor(1.0,1.0,1.0,1.0)
eeInsnReplace(0x444a5c, 0xffb20020, 0x00000000)
spr_p1_notify.SetPosXY(math.floor((1920-notify_p1_xsize)/2), notify_ypos)
eeNativeHook (0x444a58, 0x03e00008,'AdvanceClock',0x800)
spr_p1_notify.Enable()
eeInsnReplace(0x444b98, 0x27bdffc0, 0x03e00008)                -- <InvalidDCache>
end
eeInsnReplace(0x444b9c, 0xffb20020, 0x00000000)
 
eeNativeHook (0x444b98, 0x03e00008,'AdvanceClock',0x800)
if connected_p1 == false then
spr_p1d_notify.SetBlendColor(1.0,1.0,1.0,1.0)
spr_p1d_notify.SetPosXY(math.floor((1920-notify_p1d_xsize)/2), notify_ypos)
spr_p1d_notify.Enable()
end
end


local update_notifications_p2 = function()
-- bug#10318 : workaround...
eeObj.AddHook(0x3ce0fc, 0x0200202d, function()
local sign = (eeObj.GetGpr(gpr.v1) >> 31) & 1
if sign then
eeObj.SetPc(0x3ce118)
end
end)


if notify_animstate_p2 == STATE_STOPPED then
spr_p2_notify.Disable()
spr_p2d_notify.Disable()
return
end


emuObj.ThrottleNorm()
</pre>
====Jak 3====
'''LUA'''
<br>SCUS-97330
<pre>
apiRequest(2.3)


local keyframe = 15
local gpr    = require("ee-gpr-alias")
local emuObj = getEmuObject()
local eeObj = getEEObject()
local gsObj = getGsObject()
local eeOverlay = eeObj.getOverlayObject()


notify_frames_p2 = notify_frames_p2 + 1
-- Fix shadow
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=1 } )


if math.ceil(notify_frames_p2/keyframe) == notify_frames_p2/keyframe then blink_on_p2 = not blink_on_p2 end
-- Reduce flush count
if blink_on_p2 == true then notify_ypos = 24 + notify_ysize + 8 end
emuObj.SetGsTitleFix( "SetSelfRender", "reserved", { fbmask= 0x00FFFFFF , renderSelf=1 , zmsk=1 , alpha=0 , texMode=1  } )
if blink_on_p2 == false then notify_ypos = -84 - notify_ysize - 8 end


-- print(string.format("rounded %s, floating %s, blink %s ypos %s", math.ceil(notify_frames_p2/keyframe), notify_frames_p2/keyframe, blink_on_p2, notify_ypos))
-- Disabled due to embossing effect problem --jstine
--emuObj.SetGsTitleFix( "trianglesAsParticles", "reserved", { hasClut=1,zmsk=1 } )


if notify_frames_p2 >= 225 then
notify_animstate_p2 = STATE_STOPPED
notify_frames_p2 = 0
connected_p2 = 47
end


-- print(string.format("connected_p1 %s, connected_p2 %s", connected_p1, connected_p2))
-- All JAK titles have a silly way of obtaining the PS2 Timestamp Counter. A binary code snippet is written
 
-- into a NON-CONST array, like so:  static u32 getTSC[] = { 0x40024800, 0x03E00008 }; and then that snippet is
if connected_p2 == true then
-- called via:  ((u32 (*)())getTSC)()
spr_p2_notify.SetBlendColor(1.0,1.0,1.0,1.0)
--
spr_p2_notify.SetPosXY(math.floor((1920-notify_p2_xsize)/2), notify_ypos)
-- Actual disasm of snippet:
spr_p2_notify.Enable()
--    129780:40024800    mfc0        $v0,$count
end
--    129784:03E00008    jr          $ra
--
-- Because the code is right next to data in the .data section of the process, the emulator's page fault protection
-- gets tripped up constantly and the code must be re-validated on every invocation. Interesting aside: had the devs
-- marked the array as 'const' and thus had it placed in .ro_data, there wouldn't be a perf issue in the emu since
-- page invalidations only occur on writes.
--
-- Solution: rewrite the code which calls this function to simply execute mfc0 inline instead. Typical pattern which
-- invokes the PS2 TSC read:
--   108c80:8c629790 lw v0,-26736(v1)
--    108c84:0040f809 jalr v0


if connected_p2 == false then
-- Replace four separate instances:
spr_p2d_notify.SetBlendColor(1.0,1.0,1.0,1.0)
eeInsnReplace(0x108a78, 0x8c629790, 0x40024800) --  lw     v0,-26736(v1) -> mfc0      $v0,$count
spr_p2d_notify.SetPosXY(math.floor((1920-notify_p2d_xsize)/2), notify_ypos)
eeInsnReplace(0x108a7c, 0x0040f809, 0x00000000) --  jalr v0          -> jr        $ra
spr_p2d_notify.Enable()
eeInsnReplace(0x108c80, 0x8c629790, 0x40024800) --  lw     v0,-26736(v1) -> mfc0      $v0,$count
end
eeInsnReplace(0x108c84, 0x0040f809, 0x00000000) --  jalr v0          -> jr        $ra
eeInsnReplace(0x108ea4, 0x8c629790, 0x40024800) -- lw     v0,-26736(v1) -> mfc0      $v0,$count
eeInsnReplace(0x108ea8, 0x0040f809, 0x00000000) --  jalr v0          -> jr        $ra
eeInsnReplace(0x10902c, 0x8c629790, 0x40024800) --  lw     v0,-26736(v1) -> mfc0      $v0,$count
eeInsnReplace(0x109030, 0x0040f809, 0x00000000) --  jalr v0          -> jr        $ra


-- ------------------------- OVERLAY MANAGER --------------------------
g_OnOverlayRegistered = function(filename, start, size)
-- global function provided for adding per-overlay callback handlers.
end
end


-- slot can range from 0 to 3, for users 1 thru 4.
local DH8 = function()
-- pad_type can be either:  DS4, REMOTE_DS4, REMOTE_VITA, or HID
local s1 = eeObj.GetGpr    (gpr.s1)
local onHIDPadEvent = function(slot, connected, pad_type)
local filename = eeObj.ReadMemStr(s1 + 17)
spr_p1_notify.Disable()
local segment = eeObj.ReadMem32 (s1 +  8)
spr_p1d_notify.Disable()
local main = eeObj.ReadMem32 (segment +  4)
spr_p2_notify.Disable()
local mainSize = eeObj.ReadMem32 (segment +  8)
spr_p2d_notify.Disable()
local top = eeObj.ReadMem32 (segment + 36)
-- print(string.format("slot %s, connected %s, pad_type %s", slot, connected, pad_type))
local topSize = eeObj.ReadMem32 (segment + 40)
if pad_type == PadConnectType.HID then
notify_frames_p1 = 0
notify_frames_p2 = 0
blink_on_p1 = true
blink_on_p2 = true
if slot == 0 then
connected_p1 = connected
notify_animstate_p1 = STATE_RUNNING
end
if slot == 1 then
connected_p2 = connected
notify_animstate_p2 = STATE_RUNNING
end
end
end
 


local scanlineParams = {
if emuObj.IsToolingVerbose() then
240.0, -- float scanlineCount
print( string.format("--> LOADED SEGMENT \"%s\" MAIN %08x size %x TOP %08x size %x", filename, main, mainSize, top, topSize) )
  0.7, -- float scanlineHeight;
end
1.5,       -- float scanlineBrightScale;
0.5,       -- float scanlineAlpha;
0.5        -- float vignetteStrength;
}


-- ---------------------------------------------------
eeOverlay.Register(filename .. ".main", main, mainSize, false)
-- Full Screen (480p) NoFX
eeOverlay.Register(filename .. ".top",  top,  topSize,  true )
-- ---------------------------------------------------


local original = function()
--local debugObj = getDebugObject()
sprite0.BindTexture(0)
--debugObj.eDumpDisasmToFile ("./DisasmGoal/Jak3/" .. filename .. ".main.dasm", main, mainSize, 0)
sprite0.BindFragmentShader(0)
--debugObj.eDumpDisasmToFile ("./DisasmGoal/Jak3/" .. filename .. ".top.dasm",  top,  topSize,  0)
sprite0.SetPosXY((1920-1440)/2,0)
--debugObj.eDumpAotToFile    ("./DisasmGoal/Jak3/" .. filename .. ".main.aot",  main, mainSize, 0)
sprite0.SetSizeXY(1440,1080)
--debugObj.eDumpAotToFile    ("./DisasmGoal/Jak3/" .. filename .. ".top.aot",   top, topSize, 0)
sprite0.SetBlendColor(1.0,1.0,1.0,1.0)
sprite0.Enable()


sprite1.Disable()
if (g_OnOverlayRegistered ~= nil) then
end
-- Make sure to execute any previously registered OnOverlay handler
 
g_OnOverlayRegistered(filename .. ".main", main, mainSize)
-- ---------------------------------------------------
g_OnOverlayRegistered(filename .. ".top", top, topSize )
-- Full Screen + ScanLines (480p)
end
-- ---------------------------------------------------
 
local scanlines = function()
sprite0.BindTexture(0)
sprite0.SetPosXY((1920-1440)/2,0)
sprite0.SetSizeXY(1440,1080)
sprite0.BindFragmentShader(1)
sprite0.SetShaderParams(scanlineParams)
sprite0.SetBlendColor(1.0,1.0,1.0,1.0)
sprite0.Enable()


sprite1.Disable()
end
end


-- ---------------------------------------------------
eeObj.AddHook(0x1091d4, 0x0080c825, DH8)   --     <ndi::link_control::finish(void)>:
-- SNK Overlay NoFX
-- ---------------------------------------------------
local bezel = function()
sprite0.BindTexture(0)
sprite0.BindFragmentShader(0)
sprite0.SetPosXY((1920-1280)/2, (1080-896)/2)
sprite0.SetSizeXY(1280,896)
sprite0.SetBlendColor(1.0,1.0,1.0,1.0)
sprite0.Enable()


sprite1.BindTexture(1)
-- --------------------------------------------------------------------
sprite1.SetPosXY(0,0)
assert(g_OnOverlayRegistered ~= nil)
sprite1.SetSizeXY(1920,1080)
local prev_OnOverlayRegistered = g_OnOverlayRegistered
sprite1.SetPosUV(0,0)
sprite1.SetSizeUV(1920,1080)
sprite1.Enable()
end


-- ---------------------------------------------------
g_OnOverlayRegistered = function(filename, start, size)
-- SNK Overlay + ScanLines (480p)
if (prev_OnOverlayRegistered ~= nil) then
-- ---------------------------------------------------
-- Make sure to execute any previously registered OnOverlay handler
prev_OnOverlayRegistered(filename, start, size)
end


local bezel_scanlines = function()
if filename == "sparticle-launcher.main" then
sprite0.BindTexture(0)
-- this RNG-sqrt instance is removed for performance. Additionally, not corrupting the RNG seed with
sprite0.SetPosXY((1920-1280)/2, (1080-896)/2)
-- bad sqrt math is always a good thing in my book --jstine
sprite0.SetSizeXY(1280,896)
sprite0.BindFragmentShader(1)
sprite0.SetShaderParams(scanlineParams)
sprite0.SetBlendColor(1.0,1.0,1.0,1.0)
sprite0.Enable()


sprite1.BindTexture(1)
assert(eeObj.ReadMem32(start + 0x005de4) == 0x4be1043d) -- vrget.wxyz  vf01,r
sprite1.SetPosXY(0,0)
assert(eeObj.ReadMem32(start + 0x005de8) == 0x4a0103bd) -- vsqrt        q,vf01x
sprite1.SetSizeXY(1920,1080)
assert(eeObj.ReadMem32(start + 0x005df0) == 0x4b0000a0) -- vaddq.x      vf02,vf00,q
sprite1.SetPosUV(0,0)
sprite1.SetSizeUV(1920,1080)
sprite1.Enable()
end


-- ---------------------------------------------------
assert(eeObj.ReadMem32(start + 0x005e4c) == 0x4a00143f) -- vrxor        r,vf02x
-- Arcade Overlay NoFX
assert(eeObj.ReadMem32(start + 0x005ef8) == 0x4a00143f) -- vrxor        r,vf02x
-- ---------------------------------------------------
assert(eeObj.ReadMem32(start + 0x005f80) == 0x4a00143f) -- vrxor        r,vf02x
local bezel2 = function()
assert(eeObj.ReadMem32(start + 0x006018) == 0x4a00143f) -- vrxor        r,vf02x
sprite0.BindTexture(0)
sprite0.BindFragmentShader(0)
sprite0.SetPosXY((1920-1280)/2, (1080-896)/2)
sprite0.SetSizeXY(1280,896)
sprite0.SetBlendColor(1.0,1.0,1.0,1.0)
sprite0.Enable()


sprite1.BindTexture(2)
eeObj.WriteMem32(start + 0x005de4, 0x00000000)
sprite1.SetPosXY(0,0)
eeObj.WriteMem32(start + 0x005de8, 0x00000000)
sprite1.SetSizeXY(1920,1080)
eeObj.WriteMem32(start + 0x005df0, 0x00000000)
sprite1.SetPosUV(0,0)
sprite1.SetSizeUV(1920,1080)
sprite1.Enable()
end


-- ---------------------------------------------------
eeObj.WriteMem32(start + 0x005e4c, 0x00000000)
-- Arcade Overlay + ScanLines (480p)
eeObj.WriteMem32(start + 0x005ef8, 0x00000000)
-- ---------------------------------------------------
eeObj.WriteMem32(start + 0x005f80, 0x00000000)
 
eeObj.WriteMem32(start + 0x006018, 0x00000000)
local bezel2_scanlines = function()
sprite0.BindTexture(0)
sprite0.SetPosXY((1920-1280)/2, (1080-896)/2)
sprite0.SetSizeXY(1280,896)
sprite0.BindFragmentShader(1)
sprite0.SetShaderParams(scanlineParams)
sprite0.SetBlendColor(1.0,1.0,1.0,1.0)
sprite0.Enable()
 
sprite1.BindTexture(2)
sprite1.SetPosXY(0,0)
sprite1.SetSizeXY(1920,1080)
sprite1.SetPosUV(0,0)
sprite1.SetSizeUV(1920,1080)
sprite1.Enable()
end
 
 
local VIDEOMODE_ORIGINAL = 0*2 + 0
local VIDEOMODE_SCANLINES = 0*2 + 1
local VIDEOMODE_ART1 = 1*2 + 0
local VIDEOMODE_ART1_SCANLINES = 1*2 + 1
local VIDEOMODE_ART2 = 2*2 + 0
local VIDEOMODE_ART2_SCANLINES = 2*2 + 1
local VIDEOMODE_LOGO = 127
 
local lastVideoMode = nil
 
local function switchVideoMode(mode)
if lastVideoMode ~= mode then
lastVideoMode = mode
 
emuObj.ThrottleNorm()
if mode == VIDEOMODE_ORIGINAL then
original()
elseif mode == VIDEOMODE_SCANLINES then
scanlines()
elseif mode == VIDEOMODE_ART1 then
bezel()
elseif mode == VIDEOMODE_ART1_SCANLINES then
bezel_scanlines()
elseif mode == VIDEOMODE_ART2 then
bezel2()
elseif mode == VIDEOMODE_ART2_SCANLINES then
bezel2_scanlines()
end
end
end
end
end


-- --------------------------------------------------------------------------------------
-- diagnostic for checking the Jak engine's internal frame skipping mechanism.
-- $fp30 contains a ratio of time-taken-to-16ms to render the scene, eg. 18 ms is approx 1.15.
-- The engine will proceed to make a series of logical decisions according to this value.
-- The value read out here will be affected by both EE cycle rates and adaptive GS penalties.
-- I tried modifiying this value directly but it gives somewhat unsatisfactory results.


local logoON = function(fade)
-- eeOverlay.AddPreHook("drawable.main",0x208+8, 0x461E0034, function()
lastVideoMode = VIDEOMODE_LOGO
-- local v1 = eeObj.GetGpr(gpr.v1)
 
-- print(string.format("fpuCompare fpr0=%f fpr30=%f", eeObj.GetFpr(0), eeObj.GetFpr(30)))
sprite0.BindTexture(3)
-- end)
sprite0.SetPosXY(0,0)
-- --------------------------------------------------------------------------------------
sprite0.SetSizeXY(1920,1080)
</pre>
sprite0.SetPosUV(0,0)
sprite0.SetSizeUV(1920,1080)
sprite0.SetBlendColor(fade,fade,fade,fade)
sprite0.SetBlendColorEquation(blendConstFadeEquation)
sprite0.Enable()
 
sprite1.Disable()
end


====Jak 2====
'''CLI'''
<br>SCUS-97265
<pre>
--ee-jit-pagefault-threshold=20
--gs-frontend-opt-mode=1
--gs-use-mipmap=1
--gs-kernel-cl="mipmap"
--gs-kernel-cl-up="mipmap2x2"
--cop2-no-clamping=1
--cop2-clamp-range=0x2A18,0x2a20,joint.seg1
--vu1-mpg-cycles=250
</pre>
'''LUA'''
<br>SCUS-97265
<pre>
apiRequest(2.2)


local gpr    = require("ee-gpr-alias")
local emuObj = getEmuObject()
local eeObj = getEEObject()
local eeOverlay = eeObj.getOverlayObject()
local iopObj    = getIOPObject()
local gsObj = getGsObject()




-- convert unsigned int to signed
-- Fix shadow
local function asSigned(n)
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=1  } )
local MAXINT = 0x80000000
return (n >= MAXINT and n - 2*MAXINT) or n
end


-- Reduce flush count
emuObj.SetGsTitleFix( "SetSelfRender", "reserved", { fbmask= 0x00FFFFFF , renderSelf=1 , zmsk=1 , alpha=0 , texMode=1  } )


local TH1 = -- LoadingScreen constructor
---------------------------------------------------------------------------------
function()
-- Basic Block breakers for EE AOT Injection
emuObj.ThrottleMax()
eeOverlay.AddPreHook("traffic-engine.seg1", 0x004474, 0x0080e025, "nop" )
end
eeOverlay.AddPreHook("spatial-hash.seg1", 0x004474, 0x0080e025, "nop" )


local TH2 = -- LoadingScreen destructor
---------------------------------------------------------------------------------
function()
emuObj.ThrottleNorm()
end


-- ------------------------- OVERLAY MANAGER --------------------------
g_OnOverlayRegistered = function(filename, start, size)
-- global function provided for adding per-overlay callback handlers.
end


local LH1 = -- update splash screen
local DH8 = function()
function()
local s0 = eeObj.GetGpr(gpr.s0)
local base = eeObj.GetGpr(gpr.s0)
local fade = eeObj.GetGpr(gpr.a1)
local linkblock = eeObj.ReadMem32(s0+0x60) -- was 0x5c on Jak1
local splashNum = eeObj.ReadMem32(base + 12)
if splashNum == 4 then
--print( string.format("--> PRELOAD %08x %08x",s0, linkblock) )
logoON(fade / 128.0)
elseif splashNum == 5 then
local linkblock_allocate_length = eeObj.ReadMem32 (linkblock + 0x00)
switchVideoMode(VIDEOMODE_ORIGINAL)
local linkblock_allocate_version = eeObj.ReadMem32 (linkblock + 0x04)
end
local linkblock_allocate_segment_count = eeObj.ReadMem32 (linkblock + 0x08)
end
local linkblock_allocate_name = eeObj.ReadMemStr(linkblock + 0x0c)
local linkblock_allocate_seg1_linkptr = eeObj.ReadMem32 (linkblock + 0x4C)
local linkblock_allocate_seg1_dataptr = eeObj.ReadMem32 (linkblock + 0x50)
local linkblock_allocate_seg1_size = eeObj.ReadMem32 (linkblock + 0x54)
local linkblock_allocate_seg1_flags = eeObj.ReadMem32 (linkblock + 0x58)
                                                             
local linkblock_allocate_seg2_linkptr = eeObj.ReadMem32 (linkblock + 0x5C)
local linkblock_allocate_seg2_dataptr = eeObj.ReadMem32 (linkblock + 0x60)
local linkblock_allocate_seg2_size = eeObj.ReadMem32 (linkblock + 0x64)
local linkblock_allocate_seg2_flags = eeObj.ReadMem32 (linkblock + 0x68)
                                                             
local linkblock_allocate_seg3_linkptr = eeObj.ReadMem32 (linkblock + 0x6C)
local linkblock_allocate_seg3_dataptr = eeObj.ReadMem32 (linkblock + 0x70)
local linkblock_allocate_seg3_size = eeObj.ReadMem32 (linkblock + 0x74)
local linkblock_allocate_seg3_flags = eeObj.ReadMem32 (linkblock + 0x78)
-- seg1 is equiv to main in Jak3
-- seg3 is equiv to top  in Jak3
-- seg2 appears to be unused ... ?  --jstine (it's a debug segment, so likely unused on retail) DH


 
if emuObj.IsToolingVerbose() then
local FH1 = -- initialize autosave flag
print( string.format("--> LOADED SEGMENT alloc_len %08x ver %08x segcount %08x  name:\"%s\"", linkblock_allocate_length, linkblock_allocate_version, linkblock_allocate_segment_count, linkblock_allocate_name) )
function()
print( string.format("    seg1linkptr %08x seg1dataptr %08x seg1size %08x seg1flags %08x", linkblock_allocate_seg1_linkptr, linkblock_allocate_seg1_dataptr, linkblock_allocate_seg1_size, linkblock_allocate_seg1_flags) )
local base = eeObj.GetGpr(gpr.a0)
print( string.format("    seg2linkptr %08x seg2dataptr %08x seg2size %08x seg2flags %08x", linkblock_allocate_seg2_linkptr, linkblock_allocate_seg2_dataptr, linkblock_allocate_seg2_size, linkblock_allocate_seg2_flags) )
 
print( string.format("    seg3linkptr %08x seg3dataptr %08x seg3size %08x seg3flags %08x", linkblock_allocate_seg3_linkptr, linkblock_allocate_seg3_dataptr, linkblock_allocate_seg3_size, linkblock_allocate_seg3_flags) )
eeObj.WriteMem8(base + 8, 1) -- ON
end
end


-- local debugObj = getDebugObject()
-- debugObj.eDumpDisasmToFile("./DisasmGoal/JakII/" .. linkblock_allocate_name .. ".seg1.dasm", linkblock_allocate_seg1_dataptr, linkblock_allocate_seg1_size, 0)
-- debugObj.eDumpDisasmToFile("./DisasmGoal/JakII/" .. linkblock_allocate_name .. ".seg3.dasm", linkblock_allocate_seg3_dataptr, linkblock_allocate_seg3_size, 0)
-- debugObj.eDumpAotToFile  ("./DisasmGoal/JakII/" .. linkblock_allocate_name .. ".seg1.aot",  linkblock_allocate_seg1_dataptr, linkblock_allocate_seg1_size, 0)
-- debugObj.eDumpAotToFile  ("./DisasmGoal/JakII/" .. linkblock_allocate_name .. ".seg3.aot",  linkblock_allocate_seg3_dataptr, linkblock_allocate_seg3_size, 0)


local FH2A = -- prepare Display Settings menu
if linkblock_allocate_seg1_size ~= 0 then eeOverlay.Register(linkblock_allocate_name .. ".seg1",  linkblock_allocate_seg1_dataptr, linkblock_allocate_seg1_size, false) end
function()
if linkblock_allocate_seg3_size ~= 0 then eeOverlay.Register(linkblock_allocate_name .. ".seg3",  linkblock_allocate_seg3_dataptr, linkblock_allocate_seg3_size, true)  end
local artwork = "ARTWORK"
local scanlines = "SCANLINES"


eeObj.WriteMemStrZ(0x1b8d07, artwork)
if (g_OnOverlayRegistered ~= nil) then
eeObj.WriteMemStrZ(0x1b8d12, scanlines)
-- Make sure to execute any previously registered OnOverlay handler
if linkblock_allocate_seg1_size ~= 0 then g_OnOverlayRegistered(linkblock_allocate_name .. ".seg1", linkblock_allocate_seg1_dataptr, linkblock_allocate_seg1_size) end
if linkblock_allocate_seg1_size ~= 0 then g_OnOverlayRegistered(linkblock_allocate_name .. ".seg3", linkblock_allocate_seg3_dataptr, linkblock_allocate_seg3_size) end
end
end
end


local FH2B = -- update Position X (now Artwork) description
assert(g_OnOverlayRegistered ~= nil)
function()
local prev_OnOverlayRegistered = g_OnOverlayRegistered
local base = eeObj.GetGpr(gpr.s2)
local buffer = eeObj.GetGpr(gpr.a1)


local pos = asSigned(eeObj.ReadMem32(base + 256))
g_OnOverlayRegistered = function(filename, start, size)
-- limit to valid range
if (prev_OnOverlayRegistered ~= nil) then
pos = pos % 3
-- Make sure to execute any previously registered OnOverlay handler
eeObj.WriteMem32(base + 256, pos)
prev_OnOverlayRegistered(filename, start, size)
 
local options = {"NONE", "ART1", "ART2"}
eeObj.WriteMemStrZ(buffer, options[pos + 1])
end
end


local FH2C = -- update Position Y (now Scanlines) description
if filename == "sparticle-launcher.seg1" then
function()
-- this RNG-sqrt instance is removed for performance. Additionally, not corrupting the RNG seed with
local base = eeObj.GetGpr(gpr.s2)
-- bad sqrt math is always a good thing in my book --jstine
local buffer = eeObj.GetGpr(gpr.a1)


local pos = asSigned(eeObj.ReadMem32(base + 260))
assert(eeObj.ReadMem32(start + 0x0044ec) == 0x4be1043d) -- vrget.wxyz  vf01,r
-- limit to valid range
assert(eeObj.ReadMem32(start + 0x0044f0) == 0x4a0103bd) -- vsqrt        q,vf01x
pos = pos % 2
assert(eeObj.ReadMem32(start + 0x0044f8) == 0x4b0000a0) -- vaddq.x      vf02,vf00,q
eeObj.WriteMem32(base + 260, pos)


local options = {"OFF", "ON"}
assert(eeObj.ReadMem32(start + 0x00454c) == 0x4a00143f) -- vrxor        r,vf02x
eeObj.WriteMemStrZ(buffer, options[pos + 1])
assert(eeObj.ReadMem32(start + 0x0045f8) == 0x4a00143f) -- vrxor        r,vf02x
end
assert(eeObj.ReadMem32(start + 0x004680) == 0x4a00143f) -- vrxor        r,vf02x
assert(eeObj.ReadMem32(start + 0x004718) == 0x4a00143f) -- vrxor        r,vf02x


eeObj.WriteMem32(start + 0x0044ec, 0x00000000)
eeObj.WriteMem32(start + 0x0044f0, 0x00000000)
eeObj.WriteMem32(start + 0x0044f8, 0x00000000)


local FH3 = -- apply display position x/y settings (now Artwork/Scanlines)
eeObj.WriteMem32(start + 0x00454c, 0x00000000)
function()
eeObj.WriteMem32(start + 0x0045f8, 0x00000000)
local posX = asSigned(eeObj.GetGpr(gpr.a0))
eeObj.WriteMem32(start + 0x004680, 0x00000000)
local posY = asSigned(eeObj.GetGpr(gpr.a1))
eeObj.WriteMem32(start + 0x004718, 0x00000000)
 
eeObj.SetGpr(gpr.a0, 0) -- force pos X to 0
eeObj.SetGpr(gpr.a1, 0) -- force pos Y to 0
 
-- limit to valid range
posX = posX % 3
posY = posY % 2
 
switchVideoMode(posX * 2 + posY)
end
 
 
 
-- register hooks
 
local elfChkSelect = function(opcode, pc, expectedOpcode)
local checkValue = eeObj.ReadMem32(0x100120)
 
if checkValue == 0x3c030026 then
assert(opcode == expectedOpcode, string.format("Overlay opcode mismatch @ 0x%06x: expected 0x%08x, found %08x", pc, expectedOpcode, opcode))
return true
else
return false
end
end
end
end


local elfChkBoot = function(opcode, pc, expectedOpcode)
-- hooked in link_control::finish(void)>:
local checkValue = eeObj.ReadMem32(0x100120)
function install_c_hooks(offset)
 
eeObj.AddHook(0x1085a0 + offset , 0x0080c825, DH8)  
if checkValue == 0xffb00000 then
assert(opcode == expectedOpcode, string.format("Overlay opcode mismatch @ 0x%06x: expected 0x%08x, found %08x", pc, expectedOpcode, opcode))
return true
else
return false
end
end
end


local hooks = {
-- Loading screen
eeObj.AddHook(0x105fa8, function(op, pc) return elfChkSelect(op, pc, 0x27bdfff0) end, TH1), -- <LoadingScreen::LoadingScreen(void)>:
eeObj.AddHook(0x106090, function(op, pc) return elfChkSelect(op, pc, 0x27bdffd0) end, TH2), -- <LoadingScreen::~LoadingScreen(void)>:


-- SNK logo
local Ready = 0
eeObj.AddHook(0x100964, function(op, pc) return elfChkBoot(op, pc, 0x8e050090) end, LH1), -- <_ZN25_GLOBAL__N_logo.cppFOxZrb8LogoPlay4stepEv>:


-- turn on auto save
local DetectFunc = function()
eeObj.AddHook(0x108778, function(op, pc) return elfChkSelect(op, pc, 0xa0800008) end, FH1), -- <__0o5LMenuContentISaveLoadctv>:
if Ready == 0 then
 
-- patch Position x/y options to show Artwork/Scanlines options
local discID = eeObj.ReadMemStr(0x0012fc8)
eeObj.AddHook(0x110f50, function(op, pc) return elfChkSelect(op, pc, 0x34050005) end, FH2A), -- <__0o5X__N_8_menu_cpp_761e2d17TMenuDispSettingItemctv>:
eeObj.AddHook(0x110d88, function(op, pc) return elfChkSelect(op, pc, 0x02802825) end, FH2B), -- <__0f5X__N_8_menu_cpp_761e2d17XMenuDispSettingPropertyEstepv>:
if (discID ~= "") then
eeObj.AddHook(0x110dc4, function(op, pc) return elfChkSelect(op, pc, 0x02802825) end, FH2C), -- <__0f5X__N_8_menu_cpp_761e2d17XMenuDispSettingPropertyEstepv>:
 
if (discID == "cdrom0:\\SCUS_972.65;1") or (discID == "cdrom0:\\SCPS_150.57;1") then
-- apply artwork / scanlines settings
-- US or Japan Disc
eeObj.AddHook(0x1084d4, function(op, pc) return elfChkSelect(op, pc, 0x8e050104) end, FH3), -- <__0FTapplyDisplaySettingv>:
Ready = 1
}
install_c_hooks(0)
 
-- disallow skipping splash screens
print( string.format("********************* DETECTED USA, JAPAN DISC ********************" ) )
eeInsnReplace(0x1009a0, 0xae000014, 0x00000000) -- nop
 
elseif (discID == "cdrom0:\\SCKA_200.10;1") then
 
Ready = 1
-- Fight stick
install_c_hooks(0x08)
 
print( string.format("********************* KOREA DISC ********************" ) )
HIDPad_Enable()
 
elseif (discID == "cdrom0:\\SCES_516.08;1") then
local addedHooks = false
-- European Disc
local pad = function()
Ready = 1
if addedHooks == false then
install_c_hooks(0xb8)
addedHooks = true
switchVideoMode(VIDEOMODE_ORIGINAL)
print( string.format("********************* DETECTED EUROPE DISC (SCES-51608) ********************" ) )
emuObj.AddVsyncHook(update_notifications_p1)
emuObj.AddVsyncHook(update_notifications_p2)
 
elseif (discID == "rom0:PS2LOGO") then
-- test message on boot
-- loading PS2 logo
-- onHIDPadEvent(0, true, PadConnectType.HID)
elseif (discID == "EELOAD") then
 
-- loading?
-- bug report:
elseif (discID == "rom0:OSDSYS") then
-- please decrease the following title sound volume to the PS4 recommendation.
-- loading initial boot
-- REALBOUT FATAL FURY -11.49LKFS
else
-- REALBOUT FATAL FURY SPECIAL -10.95LKFS
print( string.format("--> DISC ID \"%s\"", discID ) )
-- RB2 THE NEWCOMERS -10.04LKFS
end
-- PS4 recommendation:-24LKFS(±2)
--
end
-- that's an average of -10.83
-- So set main volume to 0.3162 i.e. about 10dB attenuation.
end
emuObj.SetVolumes(0.3162, 1.0, 1.0)
end
end
end


emuObj.AddPadHook(onHIDPadEvent)
emuObj.AddVsyncHook(DetectFunc)
emuObj.AddEntryPointHook(pad)
 
</pre>
</pre>


====Fu'un Super Combo!!!====
====Kinetica====
SLPS_257.81
'''CLI'''
<br>CLI
<br>SCUS-97132
<pre>--gs-uprender=2x2
<pre>
--gs-upscale=point
--vu1-clamp-range=0x386,0x386
--host-audio-latency=0.3
--vu1-clamp-range=0x5e0,0x5f0 # another gritches
--ee-hook=0x127050,AdvanceClock,0x2403002b,0x4000
--gs-kernel-cl-up="up2x2skipinterp"
--ee-hook=0x106734,FastForwardClock,0x0c04149c
--vu1-injection=1
--ee-native-function=memcpy,0x11fa9c,0x0080402d
--vu1-jr-cache-policy=sameprog
--force-frame-blend=1
--vu1-jalr-cache-policy=sameprog
--vif1-ignore-cmd-ints=1
--vu1-mpg-cycles=900
#Graphical and performance fixes.</pre>
--host-audio-latency=0.10
--cdvd-sector-read-cycles=40000
</pre>


SLPS_257.81
'''LUA'''
<br>LUA
<br>SCUS-97132
<pre>
<pre>
apiRequest(1.4)
local gpr = require("ee-gpr-alias")
apiRequest(0.1) -- request version 0.1 API. Calling apiRequest() is mandatory.
 
local emuObj  = getEmuObject()
local eeObj        = getEEObject()


eeNativeFunction(0x11fa9c, 0x0080402d, 'memcpy')
-- require("debughooks")
eeNativeFunction(0x11fb48, 0x2cc20008, 'memset')
-- local iopObj = getIOPObject()
-- iopObj.AddHook(0x000135ac, 0x27bdffe0, DebugHooks.h_IOP_ioman_write)


eeInsnReplace(0x1279d0, 0x27bdffc0, 0x03e00008)                -- <SyncDCache>
-- bug#8123
eeInsnReplace(0x1279d4, 0xffb20020, 0x00000000)
-- Skip resetting VAG stream which happens on an error.
eeNativeHook (0x1279d0, 0x03e00008,'AdvanceClock',0xa00)
iopInsnReplace(0x00090028, 0x16220009, 0x08024014) -- bne $s1,$v0,0x00090050 => j 0x00090050
eeInsnReplace(0x127b00, 0x27bdffc0, 0x03e00008)                -- <InvalidDCache>
eeInsnReplace(0x127b04, 0xffb20020, 0x00000000)
eeNativeHook (0x127b00, 0x03e00008,'AdvanceClock',0xa00)
eeInsnReplace(0x12a258, 0x3c19ffff, 0x03e00008)                -- <sceSifWriteBackDCache>
eeInsnReplace(0x12a25c, 0x3739ffc0, 0x00000000)
eeNativeHook (0x12a258, 0x03e00008,'AdvanceClock',0x1700)


require("ee-gpr-alias")
-- bug#9405 - advance EE clock according to spinning-loop SIF activity.
local skip_syncDCache = function()
-- Original value when actually processing syncDCache was 3300
-- Boosting to 8000 helps reduce bottleneck
eeObj.AdvanceClock(8000)
end


local eeObj = getEEObject()
eeInsnReplace(0x1ca9e0, 0x27bdffe0, 0x03e00008)
local emuObj = getEmuObject()
eeInsnReplace(0x1ca9e4, 0x0080302d, 0x00000000)
eeObj.AddHookJT(0x1ca9e0, 0x03e00008, skip_syncDCache)


-- *** viBufBeginPut (1)
-- gametime to be from realtim....
--eeInsnReplace(0x105628, 0x0c049c78, 0) -- jal 1271e0 <WaitSema>
-- # this causes the time elapses even while in pause. so bugged
eeInsnReplace(0x1056c8, 0x0c049c70, 0) -- jal 1271c0 <SignalSema>
-- # also maybe this causes 'negative' race time as well.
-- *** viBufEndPut (1)
-- we should be OK even without this because skipping frame works (mostly).
eeInsnReplace(0x105708, 0x0c049c78, 0) -- jal 1271e0 <WaitSema>
--  
--eeInsnReplace(0x105730, 0x0c049c70, 0) -- jal 1271c0 <SignalSema>
-- local prevtime = 0.0
-- *** viBufFlush (1)
-- eeObj.AddHook(0x12350c, 0x27bdfec0, function()
--eeInsnReplace(0x105a88, 0x0c049c78, 0) -- jal 1271e0 <WaitSema>
-- local curtime = os.clock()
--eeInsnReplace(0x105ab8, 0x0c049c70, 0) -- jal 1271c0 <SignalSema>
-- if prevtime ~= 0.0 then
-- *** viBufPutTs (1)
-- eeObj.WriteMemFloat(eeObj.GetGpr(gpr.gp)-31776, curtime - prevtime)
eeInsnReplace(0x105c10, 0x0c049c78, 0) -- jal 1271e0 <WaitSema>
-- end
eeInsnReplace(0x105cf4, 0x0c049c70, 0) -- jal 1271c0 <SignalSema>
-- prevtime = curtime
-- end)


-- it's redundant calling of _waitIpuIdle in libmpeg... not so huge impact tho.
-- to work skipping frame mechanism correctly...
eeInsnReplace(0x118620, 0x0c04672a, 0) -- jal 119ca8 <_waitIpuIdle>
-- the game checks a flag set by INTC GS whether GS still does his job or not to
-- determine whether it should skip a frame or not.
-- Unfortunately we don't have the actual timing of GS FINISH signal.
-- Instead of that, we check EE clock to determine to skip or not.


-- bug# 9972
local ee_frequency = 294912000
local emuObj = getEmuObject()
local vsync_frequency = 59.94 -- use interlace freq.  
emuObj.SetGsTitleFix( "ignoreSubBuffCov", "reserved", { } )
#Crash/stall fixes.</pre>


====Grand Theft Auto III====
local one_vsync_clock_on_ntsc = math.floor(ee_frequency / vsync_frequency)
SLUS_200.62
<br>CLI
<pre>--vu1-no-clamping=0
--gs-check-trans-rejection=1
--gs-kernel-cl-up="up2x2tc"
--gs-optimize-30fps=1
--ee-hook=0x27cea8,FastForwardClock
#Performance and graphical fix.</pre>


SLUS_200.62
<br>LUA
<pre>
apiRequest(0.1) -- request version 0.1 API. Calling apiRequest() is mandatory.


-- Performace fix
-- Kinetica has some inconsistency among frames -- some frames take unusually long, possibly due
local emuObj = getEmuObject()
-- to AI updates.  In these cases, it is necessary to skip multiple frames to catch the game's
local thresholdArea = 600
-- clock back up to realtime. To do so, we track 'expected_clock' over time, so that especially
emuObj.SetGsTitleFix( "ignoreUpRender", thresholdArea , {alpha=0x80008068 , zmsk=1 } )
-- slow frames are compensated for over time.


local prev_clock = 0
local expected_clock = 0


-- Bug#9133
eeObj.AddHook(0x181f7c, 0x8f82bf54, function()
-- workaround ... -16020(gp) value is something wrong. the value comes from CCamera::Process().
-- It hits here when it skips a frame.
--               unfortunately accurate math or any other flags don't help for this problem,
--local diff = eeObj.GetClock() - prev_clock
--   even though it should be calculation error issue.
--   for here, it's just given 0 radian for CSprite::RenderBufferedOneXLUSprite_Rotate_Dimension()
local clock = eeObj.GetClock()
--   actually the cloud is a billboard, so it should have 0 degree in view-space.
--local diff  = clock - expected_clock
--   so given 0 degree must be OK.... but could cause some corruption (wrong perspective or something)
--print(string.format("SKIP FRAME: diff=%7d", diff))
eeInsnReplace(0x318344, 0xc792c16c, 0x44809000) -- lwc1 $f18,-16020(gp)
#Performance fix.</pre>


SLUS_200.62
--prev_clock    = eeObj.GetClock() -- just update the clock.
<br>SLUS-20062_features.lua
expected_clock = expected_clock + one_vsync_clock_on_ntsc
<pre>-- Lua 5.3
end)
-- Title:  Grand Theft Auto III PS2 - SLUS-20062 (USA) v1.40
eeObj.AddHook(0x18202c, 0x8f84bf54, function()
-- Author: Nicola Salmoria
local clock = eeObj.GetClock()
-- Date:  November 3, 2015
--local diff = clock - prev_clock
 
--print(string.format("diff=%d vsync_term=%f %s", diff, one_vsync_clock_on_ntsc, diff > one_vsync_clock_on_ntsc and "SKIP" or ""))
 
require( "ee-gpr-alias" ) -- you can access EE GPR by alias (gpr.a0 / gpr["a0"])
local diff = clock - expected_clock
 
apiRequest(0.7) -- need widescreen support
-- Sanity correction -- to handle cases where expected_clock contents is
 
-- zero or out-dated.
local eeObj = getEEObject()
if (math.abs(diff) > (one_vsync_clock_on_ntsc * 6)) then
local emuObj = getEmuObject()
expected_clock = clock
end
-- print(string.format("diff=%7d %s", diff, diff > 17000 and "SKIP" or ""))
               
if diff > 17000 then
eeObj.SetGpr(gpr.a0, 1)
end
               
-- update clock
--prev_clock    = clock
expected_clock = expected_clock + one_vsync_clock_on_ntsc
end)




local USEWIDESCREEN_ADDRESS = 0x416748
-- Applies a cycle rate hack to what I presume is the game logic pipeline, for roughly per-frame updates.


local H1 = -- start of main()
local mpgCycles_default = 900
function()
local currentMpgCycles = mpgCycles_default
eeObj.WriteMem8(USEWIDESCREEN_ADDRESS, 1) -- enable widescreen
end


local H2 = -- change widescreen flag
local checkNeedsSpeedHack = function()
function()
local stageId    = eeObj.ReadMem32(0x01fce8c)
local isWidescreen = eeObj.GetGpr(gpr.v0)
local numPlayers = eeObj.ReadMem32(0x01ffd78) -- 0x01ffd7c seems to always match this one...
if isWidescreen == 0 then
emuObj.SetDisplayAspectNormal()
else
emuObj.SetDisplayAspectWide()
end
end


local hook1 = eeObj.AddHook(0x27ed04, 0x7fbf0000, H1) -- <main>:
-- print(string.format("stageId = %d, numPlayers = %d", stageId, numPlayers))
local hook2 = eeObj.AddHook(0x270e50, 0xa382b8d8, H2) -- <CMenuManager::AnaliseMenuContents(void)>:
#Official widescreen support.</pre>
-- 3 = Electrica
-- 7 = Electrica II
-- 8 = Cliffhanger
local newMpgCycles = mpgCycles_default
if (stageId == 3 or stageId == 7 or stageId == 8) then


====Grand Theft Auto: San Andreas====
-- note: this will also apply to demo loops (0 players)
SLUS_209.46
newMpgCycles = newMpgCycles + 120
<br>CLI
<pre>--gs-optimize-30fps=1
if stageId == 7 then
--ee-hook=0x34dee8,FastForwardClock
-- Electrica 2 is extra-special slow in some areas.
--ee-hook=0x00245ee0,FastForwardClock
-- (and 2-player mode on this map runs enough mpgs that extra penalty isn't needed)
--cop2-no-clamping=1
if numPlayers == 2 then
--gs-flush-ad-xyz=safe
newMpgCycles = newMpgCycles - 100
--vu1-clamp-range=0x04a,0x069
else
--gs-use-deferred-l2h=0
newMpgCycles = newMpgCycles + 275
#Performance optimisation/fix.</pre>
end
elseif numPlayers == 2 then
-- increment is not so big here because two player mode already runs many more VU programs.
newMpgCycles = newMpgCycles + 100
end


SLUS_209.46
end
<br>LUA
<pre>apiRequest(0.6) -- request version 0.1 API. Calling apiRequest() is mandatory.


-- bug#8979
if currentMpgCycles ~= newMpgCycles then
-- The game bugged.
-- print ( string.format("################### Setting mpg-cycles = %d", newMpgCycles) )
-- CStreaming::StreamPedsIntoRandomSlots(int*) expects 8 integers arrray to process,
eeObj.Vu1MpgCycles(newMpgCycles)
-- but CCheat::LoveConquersAllCheat() function copies just only 6 integers to the stack.
currentMpgCycles = newMpgCycles
-- it seems the table of the source is correct, so using lq/sq instead of ld/sd to copy
end
-- the contents of the table correctly.
end
eeInsnReplace(0x59fbb0, 0xdca20010, 0x78a20010) -- ld v0,16(a1) => lq
eeInsnReplace(0x59fbb8, 0xfc820010, 0x7c820010) -- sd v0,16(a0) => sq


-- bug#8979, actually different one
eeObj.AddHookJT(0x15ca2c,0x27bdff20,checkNeedsSpeedHack)
-- the game has another bug... see https://pss.usrd.scea.com/bugzilla/show_bug.cgi?id=8979
eeInsnReplace(0x1abdd8, 0x102000d9, 0x102000cf) -- beqz at,1ac140 <CPopulation::AddPed(ePedType, unsigned int, CVector const &, bool)+0x3a0>


-- Performace fix
</pre>
local emuObj = getEmuObject()
local thresholdArea = 700
emuObj.SetGsTitleFix( "ignoreUpRender", thresholdArea , {alpha=0x80000044 , zmsk=1 } )
#Performance and rendering fixes.</pre>


SLUS_209.46
====King of Fighters 98 Ultimate Match====
<br>SLUS-20946_features.lua
ALL
<pre>-- Lua 5.3
<br>CLI
-- Title: Grand Theft Auto: San Andreas - SLUS-20946 (USA) v3.00
<pre>--force-frame-blend=1
-- Author: Nicola Salmoria
--gs-use-deferred-l2h=0
-- Date:  November 5, 2015
#Graphical fix.</pre>


SLES_552.80
<br>SLES-55280_features.lua
<pre>This is a substantial file. Over 800 lines with additional controller/fightstick support and various shader/bezel files. I'm sharing the file itself as a download link.


require( "ee-gpr-alias" ) -- you can access EE GPR by alias (gpr.a0 / gpr["a0"])
https://drive.google.com/file/d/1-lArL1Yqe079Ni3G-ZtHr8hqNPUsjQJy/view


apiRequest(0.7) -- need widescreen support
#More stick support, shaders, bezels, widescreen fix.</pre>


local eeObj = getEEObject()
====King of Fighters 2000====
local emuObj = getEmuObject()
ALL
<br>CLI
<pre>--gs-uprender=none
--gs-upscale=point
--host-audio-latency=0.01
--hid-pad=1
#graphical fixes and support for further fightsticks.</pre>


SLUS_208.34
<br>LUA
<pre>-- The King of Fighters 2000


local USEWIDESCREEN_ADDRESS = 0x7004ef
apiRequest(1.1)


local H1 = -- init widescreen flag
function()
eeObj.WriteMem8(USEWIDESCREEN_ADDRESS, 1) -- enable widescreen
end


local H2 = -- main game loop
local emuObj = getEmuObject()
function()
--will fix sprite rendering artifact
local isWidescreen = eeObj.ReadMem8(USEWIDESCREEN_ADDRESS)
ndx = 28
val = 0x86
if isWidescreen == 0 then
-- spriteCorrectionTab[ndx] = val
emuObj.SetDisplayAspectNormal()
emuObj.SetGsTitleFix( "globalSet",  "reserved", { fixSpriteDivTab = val | ( ndx<<16) })
else
#graphical fixes.</pre>
emuObj.SetDisplayAspectWide()
end
end


SLUS_208.34
<br>SLUS-20834_features.lua
<pre>This is a substantial file. Over 700 lines with additional controller/fightstick support and various shader/bezel files. I'm sharing the file itself as a download link.


local hook1 = eeObj.AddHook(0x233584, 0xa200004f, H1) -- <CMenuManager::__ct(void)>:
https://drive.google.com/file/d/1FsPnuxgEa0ymnGdU6w2tdy-eamRN6l3e/view
local hook2 = eeObj.AddHook(0x246750, 0x24040012, H2) -- <TheGame(void)>:
#Official widescreen support.</pre>


====Grand Theft Auto: Vice City====
#More stick support, shaders, bezels, widescreen fix.</pre>
SLUS_205.52
 
====Manhunt====
SLUS_208.27
<br>CLI
<br>CLI
<pre>--gs-check-trans-rejection=1
<pre>--ee-hook=0x4329e0,FastForwardClock,0x1600fff1
--gs-kernel-cl-up="up2x2tc"
--gs-uv-shift-pointsampling=1
--gs-optimize-30fps=1
--ee-hook=0x1d1d60,AdvanceClock,0x27bdffb0,225
--ee-hook=0x277b88,FastForwardClock
--ee-hook=0x1d71e0,AdvanceClock,0x0c09a4d0,100
--ee-hook=0x279a18,FastForwardClock
#Fix crane issue, and probably fixing lightsourcing.</pre>
</pre>
 
SLUS_208.27
<br>Lua
<pre>-- Manhunt [US]
 
local gpr = require('ee-gpr-alias')


SLUS_205.52
<br>LUA
<pre>
apiRequest(0.1) -- request version 0.1 API. Calling apiRequest() is mandatory.
apiRequest(0.1) -- request version 0.1 API. Calling apiRequest() is mandatory.


-- Performance fix
local emuObj = getEmuObject()
local emuObj = getEmuObject()
local thresholdArea = 600
local eeObj  = getEEObject()
emuObj.SetGsTitleFix( "ignoreUpRender", thresholdArea , {alpha=0x80008068 , zmsk=1 } )


-- Bug #9413
-- Disable uprender on the draw command which samples the framebuffer (0x3200) using bilinear sampling (texMode=2)
-- All lighting effects use TriFan prim type, so use that as well to filter against.
emuObj.SetGsTitleFix( "forceSimpleFetch",  "reserved", {prim=5, texMode=2, tbp=0x320000} )


-- Bug#9147
-- Bug#9277
-- workaround ... -2104(gp) value is something wrong. the value comes from CCamera::Process().
-- Shorten the timeout period for some particular execution command(s).
--               unfortunately accurate math or any other flags don't help for this problem,
-- When entering the crane, some instruction is executed with a wait period of 0x7333.
--   even though it should be calculation error issue.
-- Shortening the wait period to 0x4000 it. Note that 0x5000 is enough to fix entering the
--   for here, it's just given 0 radian for CSprite::RenderBufferedOneXLUSprite_Rotate_Dimension()
-- crane once, but a more aggressive value was needed for subsequent entry into the crane.
--   actually the cloud is a billboard, so it should have 0 degree in view-space.
--   so given 0 degree must be OK.... but could cause some corruption (wrong perspective or something)
eeInsnReplace(0x334d64, 0xc792f7c8, 0x44809000) -- lwc1 $f18,-2104(gp)
#Performance fix.</pre>


SLUS_205.52
local FixBug9277 = function()
<br>SLUS-20552_features.lua
local s0 = eeObj.GetGpr(gpr.s0)
<pre>-- Lua 5.3
--local v0 = eeObj.GetGpr(gpr.v0)
-- Title: Grand Theft Auto: Vice City - SLUS-20552 (USA) v3.00
--print( string.format("-------- v0=0x%08x s0=0x%08x", v0, s0) )
-- Author: Nicola Salmoria
if s0 == 0x7333 then
-- Date:  November 4, 2015
eeObj.SetGpr(gpr.s0, 0x5800)
 
 
require( "ee-gpr-alias" ) -- you can access EE GPR by alias (gpr.a0 / gpr["a0"])
 
apiRequest(0.7) -- need widescreen support
 
local eeObj = getEEObject()
local emuObj = getEmuObject()
 
 
local USEWIDESCREEN_ADDRESS = 0x4ba7bc
 
local H1 = -- start of main()
function()
eeObj.WriteMem8(USEWIDESCREEN_ADDRESS, 1) -- enable widescreen
end
end
end


local H2 = -- main game loop
-- No longer seems necessary, when FastForwardClock is applied here instead (see _cli.conf)
function()
eeObj.AddHookJT(0x1d71f8, 0x10000036, FixBug9277)
local isWidescreen = eeObj.ReadMem8(USEWIDESCREEN_ADDRESS)
#Further bug fixes as well as fixing bloom/overglare from lightsources.</pre>
====Max Payne====
if isWidescreen == 0 then
SLES_503.26
emuObj.SetDisplayAspectNormal()
<br>CLI
else
<pre>--gs-use-clut-merge=1
emuObj.SetDisplayAspectWide()
--gs-kernel-cl="clutmerge"
end
--gs-kernel-cl-up="clutmerge2x2"
end
--vu1-no-clamping=1
--vu0-no-clamping=1
--fpu-no-clamping=1
--force-pal-60hz=1
--vu1-mpg-cycles=1000
--safe-area-min=1.0
--fpu-accurate-mul-fast=1
--fpu-accurate-muldiv-range=0x2acce0,0x2acce0
 
#Graphics clean-up</pre>


SLES_503.26
<br> Features Lua
<pre>-- Max Payne [US]


local hook1 = eeObj.AddHook(0x279384, 0xffbf0000, H1) -- <main>:
-- Lua 5.3
local hook2 = eeObj.AddHook(0x277784, 0x00000000, H2) -- <TheGame(void)>:
-- Title: Max Payne - SLES-50326 (Europe FIGS) v1.00




-- Fix for bug #9161. The 'flying cars' cheat causes crashes when attempting to
require( "ee-gpr-alias" ) -- you can access EE GPR by alias (gpr.a0 / gpr["a0"])
-- fly an helicopter. We avoid that by disabling recognition of the cheat altogether.
-- The SLPM version comes with the cheat disabled out of the box.
eeInsnReplace(0x27db2c, 0x14400015, 0x10000015) -- bnez -> b
#Official widescreen support and removal of "flying cars" cheat due to game crash.</pre>


SCES_503.61
apiRequest(0.2) -- request version 0.2 API for throttling control.
<br>LUA
<pre>-- Jak EU
apiRequest(2.2)


local gpr    = require("ee-gpr-alias")
local eeObj = getEEObject()
local emuObj = getEmuObject()vi
local emuObj = getEmuObject()
local eeObj = getEEObject()
local gsObj = getGsObject()
local eeOverlay = eeObj.getOverlayObject()


-- Disable internal field shift compensation, part of post-process removal feature.
gsObj.SetDeinterlaceShift(0)


-- Fix shadow
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=1  } )


-- Reduce flush count
local TH1A = -- start of main()
emuObj.SetGsTitleFix( "SetSelfRender", "reserved", { fbmask= 0x00FFFFFF , renderSelf=1 , zmsk=1 , alpha=0 , texMode=1  } )
function()
emuObj.ThrottleMax()
end


-- Disable post-processing
local TH1B = -- init loading screen
-- update: removed due to occasional regression (bug#10608).  post-processing is now skipped in the EE via 'depth-cue'
function()
-- emuObj.SetGsTitleFix( "ignoreSprite", "reserved", {  texType=1 , tw=5 , th=8, zmsk=1 , alpha=0x80000044  } )
local mode = eeObj.GetGpr(gpr.a0)


-- ------------------------- OVERLAY MANAGER --------------------------
if mode ~= 4 then -- not sure what mode 4 is, but doesn't precede a real loading
g_OnOverlayRegistered = function(filename, start, size)
emuObj.ThrottleMax()
-- global function provided for adding per-overlay callback handlers.
end
end
end


local DH8 = function()
local TH1C = -- advance progress bar
local s0 = eeObj.GetGpr(gpr.s0)
function()
local linkblock = eeObj.ReadMem32(s0+0x5c)
local pct = eeObj.GetFpr(2)
--print( string.format("--> PRELOAD %08x %08x",s0, linkblock) )
local linkblock_allocate_length = eeObj.ReadMem32 (linkblock + 0x00)
local linkblock_allocate_version = eeObj.ReadMem32 (linkblock + 0x04)
local linkblock_allocate_segment_count = eeObj.ReadMem32 (linkblock + 0x08)
local linkblock_allocate_name = eeObj.ReadMemStr(linkblock + 0x0c)
local linkblock_allocate_seg1_linkptr = eeObj.ReadMem32 (linkblock + 0x4C)
local linkblock_allocate_seg1_dataptr = eeObj.ReadMem32 (linkblock + 0x50)
local linkblock_allocate_seg1_size = eeObj.ReadMem32 (linkblock + 0x54)
local linkblock_allocate_seg1_flags = eeObj.ReadMem32 (linkblock + 0x58)
                                                             
local linkblock_allocate_seg2_linkptr = eeObj.ReadMem32 (linkblock + 0x5C)
local linkblock_allocate_seg2_dataptr = eeObj.ReadMem32 (linkblock + 0x60)
local linkblock_allocate_seg2_size = eeObj.ReadMem32 (linkblock + 0x64)
local linkblock_allocate_seg2_flags = eeObj.ReadMem32 (linkblock + 0x68)
                                                             
local linkblock_allocate_seg3_linkptr = eeObj.ReadMem32 (linkblock + 0x6C)
local linkblock_allocate_seg3_dataptr = eeObj.ReadMem32 (linkblock + 0x70)
local linkblock_allocate_seg3_size = eeObj.ReadMem32 (linkblock + 0x74)
local linkblock_allocate_seg3_flags = eeObj.ReadMem32 (linkblock + 0x78)
-- seg1 is equiv to main in Jak3
-- seg3 is equiv to top  in Jak3
-- seg2 appears to be unused ... ?  --jstine


if emuObj.IsToolingVerbose() then
if pct >= 1.0 then
print( string.format("--> LOADED SEGMENT alloc_len %08x ver %08x segcount %08x  name:\"%s\"", linkblock_allocate_length, linkblock_allocate_version, linkblock_allocate_segment_count, linkblock_allocate_name) )
emuObj.ThrottleNorm()
print( string.format("    seg1linkptr %08x seg1dataptr %08x seg1size %08x seg1flags %08x", linkblock_allocate_seg1_linkptr, linkblock_allocate_seg1_dataptr, linkblock_allocate_seg1_size, linkblock_allocate_seg1_flags) )
end
print( string.format("    seg2linkptr %08x seg2dataptr %08x seg2size %08x seg2flags %08x", linkblock_allocate_seg2_linkptr, linkblock_allocate_seg2_dataptr, linkblock_allocate_seg2_size, linkblock_allocate_seg2_flags) )
print( string.format("    seg3linkptr %08x seg3dataptr %08x seg3size %08x seg3flags %08x", linkblock_allocate_seg3_linkptr, linkblock_allocate_seg3_dataptr, linkblock_allocate_seg3_size, linkblock_allocate_seg3_flags) )
end
end


if linkblock_allocate_seg1_size ~= 0 then eeOverlay.Register(linkblock_allocate_name .. ".seg1",  linkblock_allocate_seg1_dataptr, linkblock_allocate_seg1_size, false) end
if linkblock_allocate_seg3_size ~= 0 then eeOverlay.Register(linkblock_allocate_name .. ".seg3",  linkblock_allocate_seg3_dataptr, linkblock_allocate_seg3_size, true)  end


if (g_OnOverlayRegistered ~= nil) then
-- Make sure to execute any previously registered OnOverlay handler
if linkblock_allocate_seg1_size ~= 0 then g_OnOverlayRegistered(linkblock_allocate_name .. ".seg1", linkblock_allocate_seg1_dataptr, linkblock_allocate_seg1_size) end
if linkblock_allocate_seg1_size ~= 0 then g_OnOverlayRegistered(linkblock_allocate_name .. ".seg3", linkblock_allocate_seg3_dataptr, linkblock_allocate_seg3_size) end
end
end


assert(g_OnOverlayRegistered ~= nil)
-- register hooks
local prev_OnOverlayRegistered = g_OnOverlayRegistered
 
local registeredHooks = {}


g_OnOverlayRegistered = function(filename, start, size)
maxpayne_features_unregisterHooks = function() -- global function (called by trophy_data)
for _, hook in pairs(registeredHooks) do
eeObj.RemoveHook(hook)
end
if filename == "depth-cue.seg1" then
registeredHooks = {}
-- Disable full-screen post process via depth-cue.
end
-- This also removes half-pixel shift during interlacing.
-- <depth-cue.seg1+00039c>
-- 00701DFC:67BDFFF0                daddiu      $sp,$sp,-0x10 (0xfffffff0) -> 03E00008                jr          $ra
-- 00701E00:FFBE0008                sd          $fp,8($sp)                    -> 00000000 nop


eeObj.WriteMem32(start + 0x39c, 0x03E00008)
maxpayne_features_registerHooks = function() -- global function (called by trophy_data)
eeObj.WriteMem32(start + 0x3a0, 0x00000000)
registeredHooks = {
eeObj.WriteMem32(start + 0x004, 0x03E00008)
eeObj.AddHook(0x133dc8, 0x24030001, TH1A), -- <main>:
eeObj.WriteMem32(start + 0x008, 0x00000000)
eeObj.AddHook(0x15ed7c, 0x24030003, TH1B), -- <MaxPayne_GameMode::initLoadingScreen(void)>:
end
eeObj.AddHook(0x133078, 0xc4a20000, TH1C), -- <UpdateProgressBarKH(void)>:
}
end</pre>


if (prev_OnOverlayRegistered ~= nil) then
====Metal Slug Anthology====
-- Make sure to execute any previously registered OnOverlay handler
ALL
prev_OnOverlayRegistered(filename, start, size)
<br>CLI
end
<pre>--host-audio-latency=0.010
end
--gs-upscale=point
--gs-uprender=none
#fix for graphical glitches.</pre>


-- hooked in link_control::finish(void)>:
SLUS_215.50
eeObj.AddHook(0x0010ACF8, 0x040C825, DH8)  -- this is address US:0010abe0 JP:0010abd8 EU:0010ACF8
<br>LUA
#Graphical fix, removal of intensive post process effects.</pre>
<pre>
-- Metal Slug Anthology PS2 - SLUS-21550 (USA)


SCES-50361
apiRequest(1.2) -- request version 0.1 API. Calling apiRequest() is mandatory.
<br>SCES-50361_features.lua
<pre>This is a substantial file. Over 700 lines with an extensive graphical and control fix. I'm sharing the file itself as a download link.


https://drive.google.com/file/d/1KppgZpiK5bgESrpSRKo6kKPTysZ-NAC9/view
local eeObj = getEEObject()
local emuObj = getEmuObject()


#Shadows fix, control scheme changes, forced 60Hz/NTSC/Widescreen.</pre>
-- Fix for black screen booting an elf. This is a game bug.
-- The v1.0 of the game suffered from an intermittent bug on the real PS2
-- where sometimes it would hang on a black screen trying to launch a new elf.
-- This is apparently due to a bad IOP state, which caused sceCdInit to hang.
-- Later versions of the game (1.1, 1.2) attempted to fix this in different ways.
-- On Olympus, v1.0 (USA) hangs always, while v1.2 (EUR/JPN) works always.
-- The fix implemented here replaces a call to FlushCache() to loadImageAndReboot(),
-- which is a function that reboots the IOP and resolves the hang.


====Harvest Moon®: A Wonderful Life Special Edition====
eeInsnReplace(0x189c24, 0x0c08f7f8, 0x0c061dd2) -- FlushCache() -> loadImageAndReboot()
CUSA06584
eeInsnReplace(0x117804, 0x0c0c1e08, 0x0c045e20) -- FlushCache() -> loadImageAndReboot()
<br>CLI
<pre>
--ee-cycle-scalar=0.78
</pre>
</pre>


CUSA06584
====Okage====
<br>LUA
'''TXT'''
<br>SCUS-97129
<pre>
<pre>
apiRequest (1.7)
--vu1-mpg-cycles=50
--vu1-mpg-cycles=850,$037,$7b3
--vu1-mpg-cycles=150,$2b4,$7c4
</pre>
'''LUA'''
<br>SCUS-97129
<pre>
require("ee-gpr-alias")
require("ps2")
apiRequest(0.6) -- request version 0.1 API. Calling apiRequest() is mandatory.


local eeObj = getEEObject()
local eeObj = getEEObject()
local gpr = require("ee-gpr-alias")


-- 00107be0 <syncV>: idle loop on vsync
-- bug#8740
eeNativeHook (0x107c14, 0x3c03005d,"FastForwardClock", 0)
-- SPSetDirect(addr, char-pos, char-pos, x-coord, y-coord, width, height)
-- reduce width just 1 pix.
local Replace_1a1fb0 = InsnOverlay( {
0x0806720a, --        j      0x19c828
0x2529ffff, --        addiu  t1,t1,-1
})
eeInsnReplace(0x1a1fb0, 0x0c06720a, 0x0c000000 | (Replace_1a1fb0>>2)) -- jal 19c828 <SPSetDirect>
 
</pre>
 
====Parappa the Rapper 2====
ALL
<br>CLI
<pre>--host-audio-latency=0.01
 
#fix for audio off sync.</pre>


eeNativeFunction(0x44f3f8, 0x27bdffd0, 'ieee754_acosf')
SCUS_971.67
eeNativeFunction(0x44f820, 0x27bdffd0, 'ieee754_asinf')
<br>LUA
eeNativeFunction(0x450930, 0x44036000, 'ieee754_sqrtf')
<pre>
eeNativeFunction(0x452848, 0x0080102d, 'fabs')
 
eeNativeFunction(0x453080, 0x27bdffd0, 'cosf')
-- Parappa the Rapper 2  [SCUS-97167]
eeNativeFunction(0x453158, 0x27bdfff0, 'fabsf')
eeNativeFunction(0x453320, 0x27bdffd0, 'sinf')
eeNativeFunction(0x4534b0, 0x27bdfff0, 'acosf')
eeNativeFunction(0x4534c8, 0x27bdfff0, 'asinf')
eeNativeFunction(0x453510, 0x27bdfff0, 'sqrtf')
eeNativeFunction(0x4552d8, 0x27bdffd0, 'fptoui')
eeNativeFunction(0x455298, 0x27bdffd0, 'fptodp')
eeNativeFunction(0x455d48, 0x27bdffd0, 'litodp')
eeNativeFunction(0x455e00, 0x27bdffc0, 'dptoli')
eeNativeFunction(0x455ed0, 0x27bdffc0, 'dptofp')
eeNativeFunction(0x45d580, 0x0080402d, 'memcpy')
eeNativeFunction(0x45d738, 0x2cc20008, 'memset')
eeNativeFunction(0x45fde8, 0x30820007, 'strlen')


eeInsnReplace(0x4443e0, 0x24030064, 0x03e00008)                -- <FlushCache>
eeInsnReplace(0x4443e4, 0x0000000c, 0x00000000)
eeNativeHook (0x4443e0, 0x03e00008,'AdvanceClock',0x800)
eeInsnReplace(0x444410, 0x2403ff98, 0x03e00008)                -- <iFlushCache>
eeInsnReplace(0x444414, 0x0000000c, 0x00000000)
eeNativeHook (0x444410, 0x03e00008,'AdvanceClock',0x800)
eeInsnReplace(0x444a58, 0x27bdffc0, 0x03e00008)                -- <SyncDCache>
eeInsnReplace(0x444a5c, 0xffb20020, 0x00000000)
eeNativeHook (0x444a58, 0x03e00008,'AdvanceClock',0x800)
eeInsnReplace(0x444b98, 0x27bdffc0, 0x03e00008)                -- <InvalidDCache>
eeInsnReplace(0x444b9c, 0xffb20020, 0x00000000)
eeNativeHook (0x444b98, 0x03e00008,'AdvanceClock',0x800)


-- bug#10318 : workaround...
apiRequest(0.1) -- request version 0.1 API. Calling apiRequest() is mandatory.
eeObj.AddHook(0x3ce0fc, 0x0200202d, function()
local sign = (eeObj.GetGpr(gpr.v1) >> 31) & 1
if sign then
eeObj.SetPc(0x3ce118)
end
end)


require( "ee-gpr-alias" )
require( "ee-hwaddr" )


</pre>
local eeObj = getEEObject()
====Jak 3====
'''LUA'''
<br>SCUS-97330
<pre>
apiRequest(2.3)


local gpr    = require("ee-gpr-alias")
-- ================================================================================================
local emuObj = getEmuObject()
-- Title issues racy combination of VIF1 and GIF transfers.  It expects GIF to finish ahead of VU
local eeObj = getEEObject()
-- XGKICK (via VIF1), which is atypical among PS2 titles (XGKICK has HW priority over GIF, and so
local gsObj = getGsObject()
-- GIF can only finish ahead of XGKICK in certain extreme cases).
local eeOverlay = eeObj.getOverlayObject()
--
-- Fixed by delaying the specific VIF1 transfer (identified by MADR) for a long time to ensure GIF
-- gains arbitration and finishes ahead of XGKICKs.
--
local fix01_dma_vif1 =  
function()
local ee = eeObj
local tgtaddr = ee.GetGpr(gpr.s0)


-- Fix shadow
-- print( string.format("success pt.1 : %x %x", vif1_hw.CHCR, tgtaddr ) )
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=1  } )


-- Reduce flush count
if tgtaddr == vif1_hw.CHCR then
emuObj.SetGsTitleFix( "SetSelfRender", "reserved", { fbmask= 0x00FFFFFF , renderSelf=1 , zmsk=1 , alpha=0 , texMode=1  } )


-- Disabled due to embossing effect problem --jstine
-- expected:
--emuObj.SetGsTitleFix( "trianglesAsParticles", "reserved", { hasClut=1,zmsk=1 } )
-- # DIR==1 and MOD==1 (chain)
--  # TADR==0x01C76AA0


local chcr = ee.GetGPR(gpr.v0)


-- All JAK titles have a silly way of obtaining the PS2 Timestamp Counter. A binary code snippet is written
if (chcr & 0x05) == 0x05 then
-- into a NON-CONST array, like so:  static u32 getTSC[] = { 0x40024800, 0x03E00008 }; and then that snippet is
local tadr = ee.ReadMem32(vif1_hw.TADR);
-- called via:  ((u32 (*)())getTSC)()
if tadr == 0x01C76AA0 then
--
-- 0x6000 works fine, 0x6500 adds a little extra cushion.
-- Actual disasm of snippet:
ee.SchedulerDelayEvent("vif1.dma", 0x6500)
--    129780:40024800    mfc0        $v0,$count
-- print( "Parappa fix applied!" )
--    129784:03E00008    jr          $ra
end
--
end
-- Because the code is right next to data in the .data section of the process, the emulator's page fault protection
end
-- gets tripped up constantly and the code must be re-validated on every invocation. Interesting aside: had the devs
end
-- marked the array as 'const' and thus had it placed in .ro_data, there wouldn't be a perf issue in the emu since
-- ================================================================================================
-- page invalidations only occur on writes.
--
-- Solution: rewrite the code which calls this function to simply execute mfc0 inline instead.  Typical pattern which
-- invokes the PS2 TSC read:
--    108c80:8c629790 lw v0,-26736(v1)
--   108c84:0040f809 jalr v0


-- Replace four separate instances:
eeObj.AddHook(0x0015A008, 0xAE020000, fix01_dma_vif1)
eeInsnReplace(0x108a78, 0x8c629790, 0x40024800) --  lw     v0,-26736(v1) -> mfc0      $v0,$count
eeInsnReplace(0x108a7c, 0x0040f809, 0x00000000) --  jalr v0          -> jr        $ra
eeInsnReplace(0x108c80, 0x8c629790, 0x40024800) --  lw     v0,-26736(v1) -> mfc0      $v0,$count
eeInsnReplace(0x108c84, 0x0040f809, 0x00000000) --  jalr v0          -> jr        $ra
eeInsnReplace(0x108ea4, 0x8c629790, 0x40024800) --  lw     v0,-26736(v1) -> mfc0      $v0,$count
eeInsnReplace(0x108ea8, 0x0040f809, 0x00000000) --  jalr v0          -> jr        $ra
eeInsnReplace(0x10902c, 0x8c629790, 0x40024800) --  lw     v0,-26736(v1) -> mfc0      $v0,$count
eeInsnReplace(0x109030, 0x0040f809, 0x00000000) --  jalr v0          -> jr        $ra


-- ------------------------- OVERLAY MANAGER --------------------------
-- ================================================================================================
g_OnOverlayRegistered = function(filename, start, size)
-- Our emulator has accuracy problems on so many places. In this title, we have problems on VU.
-- global function provided for adding per-overlay callback handlers.
-- To be accurate on VU is quite painful (we won't be able to get reasonable performance with it)
end
-- So as workaround, we just disable bilinear textures on Render-To-Texture drawing.
 
-- Bug#8122
local DH8 = function()
eeInsnReplace(0x118084, 0xde260008, 0x24060000) -- ld a2,8(s1)
local s1 = eeObj.GetGpr    (gpr.s1)
eeInsnReplace(0x118798, 0xde260008, 0x24060000) -- ld a2,8(s1)
local filename = eeObj.ReadMemStr(s1 + 17)
eeInsnReplace(0x118868, 0xde660008, 0x24060000) -- ld a2,8(s3)
local segment = eeObj.ReadMem32 (s1 +  8)
eeInsnReplace(0x119d18, 0xdc460008, 0x24060000) -- ld a2,8(v0)
local main = eeObj.ReadMem32 (segment +  4)
eeInsnReplace(0x119d18, 0xdc460008, 0x24060000) -- ld a2,8(v0)
local mainSize = eeObj.ReadMem32 (segment +  8)
local top = eeObj.ReadMem32 (segment + 36)
local topSize = eeObj.ReadMem32 (segment + 40)


if emuObj.IsToolingVerbose() then
</pre>
print( string.format("--> LOADED SEGMENT \"%s\" MAIN %08x size %x TOP %08x size %x", filename, main, mainSize, top, topSize) )
end


eeOverlay.Register(filename .. ".main", main, mainSize, false)
====Primal====
eeOverlay.Register(filename .. ".top", top, topSize, true )
CLI
<pre>
--vu1-mul0fix-range=0x22f,0x22f
--vu1-mul0fix-range=0x298,0x29c
--vu1-native-patch=1
--ee-hook=0x2f76c0,FastForwardClock,0x1200ffbf
--vu1-mpg-cycles=700
--gs-kernel-cl-up="up2x2Simple"
--cop2-no-clamp-range=0x37bd78,0x37c514    ;; CMatrix functions         
--cop2-no-clamp-range=0x38c0e0,0x38c174    ;; CModel::CalcSkinningMatrices
--cop2-no-clamp-range=0x391cf0,0x392084    ;; CSkelton::Update           
</pre>


--local debugObj = getDebugObject()
LUA
--debugObj.eDumpDisasmToFile ("./DisasmGoal/Jak3/" .. filename .. ".main.dasm", main, mainSize, 0)
<pre>
--debugObj.eDumpDisasmToFile ("./DisasmGoal/Jak3/" .. filename .. ".top.dasm",  top,  topSize,  0)
-- Primal [EU]
--debugObj.eDumpAotToFile    ("./DisasmGoal/Jak3/" .. filename .. ".main.aot",  main, mainSize, 0)
--debugObj.eDumpAotToFile    ("./DisasmGoal/Jak3/" .. filename .. ".top.aot",  top,  topSize, 0)


if (g_OnOverlayRegistered ~= nil) then
apiRequest(1.1)
-- Make sure to execute any previously registered OnOverlay handler
g_OnOverlayRegistered(filename .. ".main", main, mainSize)
g_OnOverlayRegistered(filename .. ".top",  top,  topSize )
end


end
local eeObj = getEEObject()
local emuObj = getEmuObject()


eeObj.AddHook(0x1091d4, 0x0080c825, DH8)    --     <ndi::link_control::finish(void)>:
-- Bug 9094 - Title exhibits poor performance due to VU0 spin loops.
-- The spin loops are meant to be an optimizaion on PS2 and the best way of handling them is
-- to remove them from the original code.  This can be done since the VF09 register is unsed by
-- the first portion of the VU0 mpg.
--
-- Insn replacements Summarized:
--  1. NOP the spin loop from VU0.
--  2. NOP the setup code for VI05, which is the reg tested by the VU0 spin loop
--   3. Reorder the vcallms and qmtc2.


-- --------------------------------------------------------------------
assert(g_OnOverlayRegistered ~= nil)
local prev_OnOverlayRegistered = g_OnOverlayRegistered


g_OnOverlayRegistered = function(filename, start, size)
-- [$167:520507ff] IBNE vi05, vi00, [$167]
if (prev_OnOverlayRegistered ~= nil) then
-- [$167:000002ff] NOP
-- Make sure to execute any previously registered OnOverlay handler
local orig = (0x000002ff << 32) | 0x520507ff
prev_OnOverlayRegistered(filename, start, size)
end


if filename == "sparticle-launcher.main" then
vuInsnReplace(0, 0x167, orig, 0x8000033c | (0x000002ff << 32)) -- NOP / NOP2
-- this RNG-sqrt instance is removed for performance.  Additionally, not corrupting the RNG seed with
vuInsnReplace(0, 0x172, orig, 0x8000033c | (0x000002ff << 32)) -- NOP / NOP2
-- bad sqrt math is always a good thing in my book --jstine


assert(eeObj.ReadMem32(start + 0x005de4) == 0x4be1043d) -- vrget.wxyz  vf01,r
local region_base = 0x399c5c
assert(eeObj.ReadMem32(start + 0x005de8) == 0x4a0103bd) -- vsqrt        q,vf01x
assert(eeObj.ReadMem32(start + 0x005df0) == 0x4b0000a0) -- vaddq.x      vf02,vf00,q


assert(eeObj.ReadMem32(start + 0x005e4c) == 0x4a00143f) -- vrxor        r,vf02x
eeInsnReplace(region_base + 0x000, 0x24040001, 0x00000000)   -- li a0,1 -> NOP
assert(eeObj.ReadMem32(start + 0x005ef8) == 0x4a00143f) -- vrxor        r,vf02x
eeInsnReplace(region_base + 0x010, 0x48c42800, 0x00000000)   -- ctc2.ni a0,$5      -> NOP
assert(eeObj.ReadMem32(start + 0x005f80) == 0x4a00143f) -- vrxor        r,vf02x
eeInsnReplace(region_base + 0x090, 0x24040001, 0x00000000)   -- li a0,1            -> NOP
assert(eeObj.ReadMem32(start + 0x006018) == 0x4a00143f) -- vrxor        r,vf02x
eeInsnReplace(region_base + 0x0a0, 0x48c42800, 0x00000000)   -- ctc2.ni a0,$5      -> NOP


eeObj.WriteMem32(start + 0x005de4, 0x00000000)
eeInsnReplace(region_base + 0x05c, 0x48c02800, 0x00000000) -- ctc2.ni zero,$5 -> NOP
eeObj.WriteMem32(start + 0x005de8, 0x00000000)
eeInsnReplace(region_base + 0x114, 0x48c02800, 0x00000000) -- ctc2.ni zero,$5 -> NOP
eeObj.WriteMem32(start + 0x005df0, 0x00000000)


eeObj.WriteMem32(start + 0x005e4c, 0x00000000)
eeInsnReplace(region_base + 0x054, 0x4a00d839, 0x48a44800) -- vcallmsr vi27 -> qmtc2 a0,vf9
eeObj.WriteMem32(start + 0x005ef8, 0x00000000)
eeInsnReplace(region_base + 0x058, 0x48a44800, 0x4a00d839) -- qmtc2 a0,vf9 -> vcallmsr vi27
eeObj.WriteMem32(start + 0x005f80, 0x00000000)
eeInsnReplace(region_base + 0x10c, 0x4a00d839, 0x48a44800) -- vcallmsr vi27 -> qmtc2 a0,vf9
eeObj.WriteMem32(start + 0x006018, 0x00000000)
eeInsnReplace(region_base + 0x110, 0x48a44800, 0x4a00d839) -- qmtc2 a0,vf9 -> vcallmsr vi27
end
end


-- --------------------------------------------------------------------------------------
-- remove heat haze distortion ( for performance reason Bug#8827 )
-- diagnostic for checking the Jak engine's internal frame skipping mechanism.
-- reg = 0x42  packedFlags = 3( iip, tme, fst)  packedPrim  = 5(SCE_GS_PRIM_TRIFAN)
-- $fp30 contains a ratio of time-taken-to-16ms to render the scene, eg. 18 ms is approx 1.15.
emuObj.SetGsTitleFix( "globalSet",  "reserved", { packedRegsLo = 0x42,packedRegsHi = 0, packedRegsNum = 2, packedFlags = 3, packedPrim = 5})
-- The engine will proceed to make a series of logical decisions according to this value.
emuObj.SetGsTitleFix( "skipPacked", "reserved", { alpha = 0x80000044, tbp = 0x3a4000 , zmsk=1 })
-- The value read out here will be affected by both EE cycle rates and adaptive GS penalties.
emuObj.SetGsTitleFix( "skipPacked", "reserved", { alpha = 0x80000044, tbp = 0x348000 , zmsk=1 })
-- I tried modifiying this value directly but it gives somewhat unsatisfactory results.


-- eeOverlay.AddPreHook("drawable.main",0x208+8, 0x461E0034, function()
-- local v1 = eeObj.GetGpr(gpr.v1)
-- print(string.format("fpuCompare fpr0=%f fpr30=%f", eeObj.GetFpr(0), eeObj.GetFpr(30)))
-- end)
-- --------------------------------------------------------------------------------------
</pre>


====Jak 2====
-- NOP out cacheline prefetch instructions.
'''CLI'''
-- Prefetch might have been a good idea on PS2, but it is entirely unhelpful on the PS4 target.
<br>SCUS-97265
if 1 then
<pre>
eeInsnReplace(0x381e60, 0x78400040, 0x00000000) -- lq zero,64(v0)
--ee-jit-pagefault-threshold=20
eeInsnReplace(0x3822c0, 0x78400040, 0x00000000) -- lq zero,64(v0)
--gs-frontend-opt-mode=1
eeInsnReplace(0x38ec7c, 0x78800040, 0x00000000) -- lq zero,64(a0)
--gs-use-mipmap=1
eeInsnReplace(0x38ed78, 0x78600040, 0x00000000) -- lq zero,64(v1)
--gs-kernel-cl="mipmap"
eeInsnReplace(0x38eec0, 0x78a00040, 0x00000000) -- lq zero,64(a1)
--gs-kernel-cl-up="mipmap2x2"
eeInsnReplace(0x38fe28, 0x7a600040, 0x00000000) -- lq zero,64(s3)
--cop2-no-clamping=1
eeInsnReplace(0x38fea4, 0x78800040, 0x00000000) -- lq zero,64(a0)
--cop2-clamp-range=0x2A18,0x2a20,joint.seg1
eeInsnReplace(0x390da8, 0x78400040, 0x00000000) -- lq zero,64(v0)
--vu1-mpg-cycles=250
eeInsnReplace(0x391020, 0x78400040, 0x00000000) -- lq zero,64(v0)
</pre>
eeInsnReplace(0x391174, 0x78a00040, 0x00000000) -- lq zero,64(a1)
'''LUA'''
eeInsnReplace(0x3912b0, 0x78a00040, 0x00000000) -- lq zero,64(a1)
<br>SCUS-97265
eeInsnReplace(0x398790, 0x7a000040, 0x00000000) -- lq zero,64(s0)
<pre>
eeInsnReplace(0x399e60, 0x78400050, 0x00000000) -- lq zero,80(v0)
apiRequest(2.2)
eeInsnReplace(0x399ee8, 0x78400050, 0x00000000) -- lq zero,80(v0)
end


local gpr    = require("ee-gpr-alias")
-- NOP out an idle loop meant to flush some cache lines...
local emuObj = getEmuObject()
if 1 then
local eeObj = getEEObject()
eeInsnReplace(0x331038, 0x18a00009, 0x00000000) --  blez a1,331060 <CDMAStreamIterator::AllocateBlock(unsigned int)+0x110>
local eeOverlay = eeObj.getOverlayObject()
eeInsnReplace(0x33103c, 0x00d41821, 0x00000000) --  addu v1,a2,s4
local iopObj    = getIOPObject()
eeInsnReplace(0x331040, 0xbc5a0000, 0x00000000) -- cache 0x1a,0(v0)
local gsObj = getGsObject()
eeInsnReplace(0x331044, 0x24a5ffff, 0x00000000) --  addiu a1,a1,-1
eeInsnReplace(0x331054, 0x1ca0fffa, 0x00000000) --  bgtz a1,331040 <CDMAStreamIterator::AllocateBlock(unsigned int)+0xf0>
eeInsnReplace(0x331058, 0x24420040, 0x00000000) --  addiu v0,v0,64
end
 
-- perf. fix bug 9094
emuObj.SetGsTitleFix( "globalSet", "reserved", {ignoreUpRenderTimeout=2} )
emuObj.SetGsTitleFix( "ignoreUpRender",  230, {} )
emuObj.SetGsTitleFix( "ignoreAreaUpdate", 0, { alpha=0x00000000 } )
emuObj.SetGsTitleFix( "ignoreAreaUpdate", 0, { alpha=0x80000048 } )


</pre>


-- Fix shadow
====Red Dead Revolver====
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=1  } )
<br>SLUS-20500
 
<br>CLI
-- Reduce flush count
<pre>
emuObj.SetGsTitleFix( "SetSelfRender", "reserved", { fbmask= 0x00FFFFFF , renderSelf=1 , zmsk=1 , alpha=0 , texMode=1  } )
--gs-kernel-cl-up="up2x2skipInterp"
 
--fpu-rsqrt-fast-estimate=0
---------------------------------------------------------------------------------
--mtap1=Always
-- Basic Block breakers for EE AOT Injection
--vif1-ignore-cmd-ints=1
eeOverlay.AddPreHook("traffic-engine.seg1", 0x004474, 0x0080e025, "nop" )
--iop-cycle-scalar=0.80
eeOverlay.AddPreHook("spatial-hash.seg1", 0x004474, 0x0080e025, "nop" )
--iop-hook=0x0086ac,FastForwardClock
 
--ee-sif0-cycle-scalar=2.0
---------------------------------------------------------------------------------
--ee-sif1-cycle-scalar=2.0
 
--iop-sif1-cycle-scalar=5.0
-- ------------------------- OVERLAY MANAGER --------------------------
--iop-sif0-cycle-scalar=5.0
g_OnOverlayRegistered = function(filename, start, size)
--iop-tight-slice-count=12
-- global function provided for adding per-overlay callback handlers.
--cdvd-sector-read-cycles=5000
end
--ee-hook=0x352dd0,AdvanceClock,0x0c0ef9a2,4500
--ee-hook=0x3b5068,FastForwardClock,0x00481024
--ee-hook=0x46fb68,FastForwardClock,0x8ca30000
--ee-hook=0x46fb38,FastForwardClock,0x8c620000
--ee-hook=0x46fb68,MfifoDrain,0x8ca30000
--ee-hook=0x46fb38,MfifoDrain,0x8c620000
--mfifo-manual-drain=0.30
--mfifo-chunk-drain-cycles=210000
</pre>
<br>SLUS-20500
<br>LUA
<pre>
-- red_dead_revolver
local gpr = require("ee-gpr-alias")
 
apiRequest(0.1) -- request version 0.1 API. Calling apiRequest() is mandatory.
 
-- Bug 9309
local emuObj = getEmuObject()
-- psm= SCE_GS_PSMCT32 (0)
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", {psm=0} )
emuObj.SetGsTitleFix( "fetchFromCurrBuff", "reserved", {psm=0} )


local DH8 = function()
-- bug#9490 - Disable post-processing effect - <imgImageryDeriver<fxDistort>::Draw(void)>
local s0 = eeObj.GetGpr(gpr.s0)
eeInsnReplace(0x4c4b78, 0x27bdfff0, 0x03e00008) -- JR $ra
eeInsnReplace(0x4c4b7c, 0xffbf0000, 0x00000000) -- NOP
local linkblock = eeObj.ReadMem32(s0+0x60) -- was 0x5c on Jak1
--print( string.format("--> PRELOAD %08x %08x",s0, linkblock) )
local linkblock_allocate_length = eeObj.ReadMem32 (linkblock + 0x00)
local linkblock_allocate_version = eeObj.ReadMem32 (linkblock + 0x04)
local linkblock_allocate_segment_count = eeObj.ReadMem32 (linkblock + 0x08)
local linkblock_allocate_name = eeObj.ReadMemStr(linkblock + 0x0c)
local linkblock_allocate_seg1_linkptr = eeObj.ReadMem32 (linkblock + 0x4C)
local linkblock_allocate_seg1_dataptr = eeObj.ReadMem32 (linkblock + 0x50)
local linkblock_allocate_seg1_size = eeObj.ReadMem32 (linkblock + 0x54)
local linkblock_allocate_seg1_flags = eeObj.ReadMem32 (linkblock + 0x58)
                                                             
local linkblock_allocate_seg2_linkptr = eeObj.ReadMem32 (linkblock + 0x5C)
local linkblock_allocate_seg2_dataptr = eeObj.ReadMem32 (linkblock + 0x60)
local linkblock_allocate_seg2_size = eeObj.ReadMem32 (linkblock + 0x64)
local linkblock_allocate_seg2_flags = eeObj.ReadMem32 (linkblock + 0x68)
                                                             
local linkblock_allocate_seg3_linkptr = eeObj.ReadMem32 (linkblock + 0x6C)
local linkblock_allocate_seg3_dataptr = eeObj.ReadMem32 (linkblock + 0x70)
local linkblock_allocate_seg3_size = eeObj.ReadMem32 (linkblock + 0x74)
local linkblock_allocate_seg3_flags = eeObj.ReadMem32 (linkblock + 0x78)
-- seg1 is equiv to main in Jak3
-- seg3 is equiv to top  in Jak3
-- seg2 appears to be unused ... ?  --jstine (it's a debug segment, so likely unused on retail) DH


if emuObj.IsToolingVerbose() then
-- gfxState class writes bytes and then reads them back as words later on.
print( string.format("--> LOADED SEGMENT alloc_len %08x ver %08x segcount %08x  name:\"%s\"", linkblock_allocate_length, linkblock_allocate_version, linkblock_allocate_segment_count, linkblock_allocate_name) )
-- This replaces most of the word readbacks with lbu equivalents to avoid STLF.
print( string.format("    seg1linkptr %08x seg1dataptr %08x seg1size %08x seg1flags %08x", linkblock_allocate_seg1_linkptr, linkblock_allocate_seg1_dataptr, linkblock_allocate_seg1_size, linkblock_allocate_seg1_flags) )
-- 003c0950 <gfxState::Update_TEST(void)>:
print( string.format("    seg2linkptr %08x seg2dataptr %08x seg2size %08x seg2flags %08x", linkblock_allocate_seg2_linkptr, linkblock_allocate_seg2_dataptr, linkblock_allocate_seg2_size, linkblock_allocate_seg2_flags) )
eeInsnReplace(0x3c0970, 0x8ce6efd8, 0x90e6efd8) -- lw a2,-4136(a3)
print( string.format("    seg3linkptr %08x seg3dataptr %08x seg3size %08x seg3flags %08x", linkblock_allocate_seg3_linkptr, linkblock_allocate_seg3_dataptr, linkblock_allocate_seg3_size, linkblock_allocate_seg3_flags) )
eeInsnReplace(0x3c09a0, 0x8ce3f37c, 0x90e3f37c) -- lw v1,-3204(a3)
end


-- local debugObj = getDebugObject()
-- 0032aa70 <fxFloatPropGrid::Get(Vector2 const &) const>:
-- debugObj.eDumpDisasmToFile("./DisasmGoal/JakII/" .. linkblock_allocate_name .. ".seg1.dasm", linkblock_allocate_seg1_dataptr, linkblock_allocate_seg1_size, 0)
--   The original  compiler couldn't assume that Vector2 was an aligned object, so it generated
-- debugObj.eDumpDisasmToFile("./DisasmGoal/JakII/" .. linkblock_allocate_name .. ".seg3.dasm", linkblock_allocate_seg3_dataptr, linkblock_allocate_seg3_size, 0)
--   ldr/sdr instructions to access itThe lack of assumption seems to have also caused it to
-- debugObj.eDumpAotToFile  ("./DisasmGoal/JakII/" .. linkblock_allocate_name .. ".seg1.aot", linkblock_allocate_seg1_dataptr, linkblock_allocate_seg1_size, 0)
--   spill FPU registers to memory needlessly.
-- debugObj.eDumpAotToFile  ("./DisasmGoal/JakII/" .. linkblock_allocate_name .. ".seg3.aot",  linkblock_allocate_seg3_dataptr, linkblock_allocate_seg3_size, 0)


if linkblock_allocate_seg1_size ~= 0 then eeOverlay.Register(linkblock_allocate_name .. ".seg1", linkblock_allocate_seg1_dataptr, linkblock_allocate_seg1_size, false) end
if true then
if linkblock_allocate_seg3_size ~= 0 then eeOverlay.Register(linkblock_allocate_name .. ".seg3", linkblock_allocate_seg3_dataptr, linkblock_allocate_seg3_size, true) end
eeInsnReplace(0x32aa74, 0x68a20007, 0x00000000)
eeInsnReplace(0x32aa78, 0x6ca20000, 0x00000000)
eeInsnReplace(0x32aa7c, 0xb3a20017, 0xc4a00000) -- lwc1 $f0,0(a1)
eeInsnReplace(0x32aa80, 0xb7a20010, 0xc4a10004) -- lwc1 $f1,4(a1)


if (g_OnOverlayRegistered ~= nil) then
eeInsnReplace(0x32aa8c, 0xc7a00010, 0x00000000) -- nop
-- Make sure to execute any previously registered OnOverlay handler
eeInsnReplace(0x32aa9c, 0xc7a10014, 0x00000000) -- nop
if linkblock_allocate_seg1_size ~= 0 then g_OnOverlayRegistered(linkblock_allocate_name .. ".seg1", linkblock_allocate_seg1_dataptr, linkblock_allocate_seg1_size) end
if linkblock_allocate_seg1_size ~= 0 then g_OnOverlayRegistered(linkblock_allocate_name .. ".seg3", linkblock_allocate_seg3_dataptr, linkblock_allocate_seg3_size) end
end
end


assert(g_OnOverlayRegistered ~= nil)
eeInsnReplace(0x32aaa8, 0xe7a00010, 0x00000000) -- nop
local prev_OnOverlayRegistered = g_OnOverlayRegistered
eeInsnReplace(0x32aaac, 0x46020082, 0x46020002) -- mul.s $f0,$f0,$f2 
eeInsnReplace(0x32aab0, 0x3c014480, 0x3c014480) -- lui at,0x4480
eeInsnReplace(0x32aab4, 0x34211000, 0x34211000) -- ori at,at,0x1000
eeInsnReplace(0x32aab8, 0x44812000, 0x44812000) -- mtc1 at,$f4
eeInsnReplace(0x32aabc, 0xe7a10014, 0x00000000) -- nop
eeInsnReplace(0x32aac0, 0x460308c2, 0x46030842) -- mul.s $f1,$f1,$f3
eeInsnReplace(0x32aac4, 0xe7a20010, 0xe7a00000) -- swc1 $f0,0(sp)
eeInsnReplace(0x32aac8, 0x90a4001c, 0x90a4001c) -- lbu $a0,28($a1)
eeInsnReplace(0x32aacc, 0xe7a30014, 0xe7a10004) -- swc1 $f1,4(sp)


g_OnOverlayRegistered = function(filename, start, size)
eeInsnReplace(0x32aad0, 0x6baa0017, 0x00000000) -- nop
if (prev_OnOverlayRegistered ~= nil) then
eeInsnReplace(0x32aad4, 0x6faa0010, 0x00000000) -- nop
-- Make sure to execute any previously registered OnOverlay handler
eeInsnReplace(0x32aad8, 0xb3aa0007, 0x00000000) -- nop
prev_OnOverlayRegistered(filename, start, size)
eeInsnReplace(0x32aadc, 0xb7aa0000, 0x00000000) -- nop
end
eeInsnReplace(0x32aae0, 0xc7a00000, 0x00000000) -- nop
eeInsnReplace(0x32aae4, 0xc7a10004, 0x00000000) -- nop
end


if filename == "sparticle-launcher.seg1" then
</pre>
-- this RNG-sqrt instance is removed for performance. Additionally, not corrupting the RNG seed with
<br>Features.lua
-- bad sqrt math is always a good thing in my book --jstine
<br>SLUS-20500
<br>Even though it's features.lua, it's still a very good example for learning
<pre>
-- Lua 5.3
-- Title: Red Dead Revolver - SLUS-20500 (USA) v1.03
-- Author:  Nicola Salmoria
-- Date: March 23, 2016


assert(eeObj.ReadMem32(start + 0x0044ec) == 0x4be1043d) -- vrget.wxyz  vf01,r
assert(eeObj.ReadMem32(start + 0x0044f0) == 0x4a0103bd) -- vsqrt        q,vf01x
assert(eeObj.ReadMem32(start + 0x0044f8) == 0x4b0000a0) -- vaddq.x      vf02,vf00,q


assert(eeObj.ReadMem32(start + 0x00454c) == 0x4a00143f) -- vrxor        r,vf02x
require( "ee-gpr-alias" ) -- you can access EE GPR by alias (gpr.a0 / gpr["a0"])
assert(eeObj.ReadMem32(start + 0x0045f8) == 0x4a00143f) -- vrxor        r,vf02x
assert(eeObj.ReadMem32(start + 0x004680) == 0x4a00143f) -- vrxor        r,vf02x
assert(eeObj.ReadMem32(start + 0x004718) == 0x4a00143f) -- vrxor        r,vf02x


eeObj.WriteMem32(start + 0x0044ec, 0x00000000)
apiRequest(0.7) -- need widescreen support
eeObj.WriteMem32(start + 0x0044f0, 0x00000000)
eeObj.WriteMem32(start + 0x0044f8, 0x00000000)


eeObj.WriteMem32(start + 0x00454c, 0x00000000)
local eeObj = getEEObject()
eeObj.WriteMem32(start + 0x0045f8, 0x00000000)
local emuObj = getEmuObject()
eeObj.WriteMem32(start + 0x004680, 0x00000000)
eeObj.WriteMem32(start + 0x004718, 0x00000000)
end
end


-- hooked in link_control::finish(void)>:
function install_c_hooks(offset)
eeObj.AddHook(0x1085a0 + offset , 0x0080c825, DH8)
end


local GFXPIPELINE_16BY9_ADDRESS = 0x79eeec
local GLOBALS_UNIVERSALDATA_ADDRESS = 0x742120
local TH1A = -- start loading screen
function()
emuObj.ThrottleMax()
end
local TH1B = -- switch to threaded loading (over cutscene etc.)
function()
emuObj.ThrottleNorm()
end


local Ready = 0


local DetectFunc = function()
local TH2A = -- start flashing loading message
if Ready == 0 then
function()
emuObj.ThrottleMax()
local discID = eeObj.ReadMemStr(0x0012fc8)
end
 
if (discID ~= "") then
local TH2B = -- pause loading message
function()
if (discID == "cdrom0:\\SCUS_972.65;1") or (discID == "cdrom0:\\SCPS_150.57;1") then
emuObj.ThrottleNorm()
-- US or Japan Disc
end
Ready = 1
 
install_c_hooks(0)
local TH2C = -- unpause loading message
function()
print( string.format("********************* DETECTED USA, JAPAN DISC ********************" ) )
emuObj.ThrottleMax()
end
elseif (discID == "cdrom0:\\SCKA_200.10;1") then
 
Ready = 1
local TH2D = -- end loading message
install_c_hooks(0x08)
function()
print( string.format("********************* KOREA DISC ********************" ) )
emuObj.ThrottleNorm()
end
elseif (discID == "cdrom0:\\SCES_516.08;1") then
-- European Disc
Ready = 1
install_c_hooks(0xb8)
print( string.format("********************* DETECTED EUROPE DISC (SCES-51608) ********************" ) )
elseif (discID == "rom0:PS2LOGO") then
-- loading PS2 logo
elseif (discID == "EELOAD") then
-- loading?
elseif (discID == "rom0:OSDSYS") then
-- loading initial boot
else
print( string.format("--> DISC ID \"%s\"", discID ) )
end
end
end
end


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'''
local showdownLoading = false
<br>SCUS-97429
<pre>
-- Jak X Combat Racing  [US]


apiRequest(2.2)
local TH3A = -- draw "Loading" on Showdown info screen
function()
if showdownLoading == false then
emuObj.ThrottleMax()
showdownLoading = true
end
end


local gpr = require("ee-gpr-alias")
local TH3B = -- draw "Press START" on Showdown info screen
local eeObj = getEEObject()
function()
local emuObj = getEmuObject()
if showdownLoading == true then
local gsObj = getGsObject()
emuObj.ThrottleNorm()
local eeOverlay = eeObj.getOverlayObject()
showdownLoading = false
end
end




-- Bug 10697
local WH1 = -- update 16:9 flag
emuObj.SetGsTitleFix( "ignoreSubBuffCov", "reserved", { texMode=2 , tw=6 , th=5} )
function()
local isWidescreen = eeObj.GetGpr(gpr.a0)
if isWidescreen == 0 then
emuObj.SetDisplayAspectNormal()
else
emuObj.SetDisplayAspectWide()
end
end


-- Fix shadow
local WH2 = -- init universal data
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=1 } )
function()
local v1 = eeObj.GetGpr(gpr.v1)
eeObj.SetGpr(gpr.v1, v1 | 1) -- enable widescreen
end


-- Reduce flush count
local WH3 = -- end of boot up sequence
emuObj.SetGsTitleFix( "SetSelfRender", "reserved", { fbmask= 0x00FFFFFF , renderSelf=1 , zmsk=1 , alpha=0 , texMode=1 } )
function()
local universalData = eeObj.ReadMem32(GLOBALS_UNIVERSALDATA_ADDRESS)
local isWidescreen = eeObj.ReadMem32(universalData + 92) & 1


-- ------------------------- OVERLAY MANAGER --------------------------
eeObj.WriteMem8(GFXPIPELINE_16BY9_ADDRESS, isWidescreen)
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.
if isWidescreen == 0 then
eeObj.AddHook(0x0026ff90, 0x03207825, function()
emuObj.SetDisplayAspectNormal()
local s1 = eeObj.GetGpr    (gpr.s1)
else
local filename = eeObj.ReadMemStr(s1 + 17)
emuObj.SetDisplayAspectWide()
local segment = eeObj.ReadMem32 (s1 + 8)
end
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
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)
-- unthrottle loading screens
local prev_OnOverlayRegistered = g_OnOverlayRegistered
local thr1a = eeObj.AddHook(0x21e02c, 0x0080982d, TH1A) -- <staNewLoadShow::Enter(void)>:
local thr1b = eeObj.AddHook(0x220100, 0x27bdfff0, TH1B) -- <staNewLoadShow::DoThreadedLoadShow(void)>:
local thr2a = eeObj.AddHook(0x233970, 0x27bdfff0, TH2A) -- <ThreadedLoadingMessage::Start(void)>:
local thr2b = eeObj.AddHook(0x233a30, 0x27bdfff0, TH2B) -- <ThreadedLoadingMessage::Pause(void)>:
local thr2c = eeObj.AddHook(0x233a80, 0x3c02004f, TH2C) -- <ThreadedLoadingMessage::Unpause(void)>:
local thr2d = eeObj.AddHook(0x2339d8, 0x27bdfff0, TH2D) -- <ThreadedLoadingMessage::Stop(void)>:
local thr3a = eeObj.AddHook(0x226110, 0x8e850008, TH3A) -- <staNewLoadShow::DrawMultiplayerInfo(void)>:
local thr3b = eeObj.AddHook(0x226058, 0x8e650008, TH3B) -- <staNewLoadShow::DrawMultiplayerInfo(void)>:


g_OnOverlayRegistered = function(filename, start, size)
-- widescreen support
if (prev_OnOverlayRegistered ~= nil) then
local wide1 = eeObj.AddHook(0x3b9050, 0x46010003, WH1) -- <gfxPipeline::Set16By9(bool)>:
-- Make sure to execute any previously registered OnOverlay handler
local wide2 = eeObj.AddHook(0x180f90, 0x00641824, WH2) -- <swcSaveUniversalData::swcSaveUniversalData(void)>:
prev_OnOverlayRegistered(filename, start, size)
local wide3 = eeObj.AddHook(0x102b70, 0x24040003, WH3) -- <gmGame::DoBootUpSequence(void)>:
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>


====Kinetica====
====Psychonauts====
'''CLI'''
SLUS_211.20
<br>SCUS-97132
<br>CLI
<pre>
<pre>--vu1-jr-cache-policy=sameprog
--vu1-clamp-range=0x386,0x386
--vu1-jalr-cache-policy=sameprog
--vu1-clamp-range=0x5e0,0x5f0 # another gritches
--ee-hook=0x101fc0,FastForwardClock,0x3c0f0036
--gs-kernel-cl-up="up2x2skipinterp"
--ee-hook=0x110390,FastForwardClock,0x8d8f0000
--ee-hook=0x101c10,FastForwardClock,0x51cf0052
--gs-vert-precision=8
--gs-kernel-cl="h2lpool"
--gs-kernel-cl-up="h2lpool2x2"
--gs-render-tile-threshold=300000
--vu-custom-min-max=0
--vu1-di-bits=0
--vu0-di-bits=0
--vu1-opt-vf00=2
--vu0-opt-vf00=2
--vu1-injection=1
--vu1-injection=1
--vu1-jr-cache-policy=sameprog
--vu1-mpg-cycles=666
--vu1-jalr-cache-policy=sameprog
--vu1-mpg-cycles=1166,$000
--vu1-mpg-cycles=900
--vu1-mpg-cycles=950,0xffffffff
--host-audio-latency=0.10
--vu0-mpg-cycles=300,0xfc
--cdvd-sector-read-cycles=40000
--ee-hook=0x127630,AdvanceClock,0x27bdffd0,2100
</pre>
--cdvd-sector-read-cycles=4000
--iop-cycle-scalar=1.6
#Seems like substantial performance fixes</pre>


'''LUA'''
SLUS_211.20
<br>SCUS-97132
<br>LUA
<pre>
<pre>-- psychonauts_slus21120
local gpr = require("ee-gpr-alias")
local gpr   = require("ee-gpr-alias")
apiRequest(0.1) -- request version 0.1 API. Calling apiRequest() is mandatory.
local emuObj = getEmuObject()


local emuObj  = getEmuObject()
apiRequest(1.0) -- request version 0.1 API. Calling apiRequest() is mandatory.
local eeObj        = getEEObject()


-- require("debughooks")
-- Bug#9174 -  
-- local iopObj = getIOPObject()
emuObj.SetGsTitleFix( "ignoreSubBuffCov", "reserved", { } )
-- iopObj.AddHook(0x000135ac, 0x27bdffe0, DebugHooks.h_IOP_ioman_write)


-- bug#8123
-- Bug#9240 (Light maps uprender)
-- Skip resetting VAG stream which happens on an error.
-- Copy z-buffer for future use with light maps. psm = SCE_GS_PSMZ24 (49)
iopInsnReplace(0x00090028, 0x16220009, 0x08024014) -- bne $s1,$v0,0x00090050 => j 0x00090050
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", {tw=9, th=9, psm=49, zmsk=1 } )


-- bug#9405 - advance EE clock according to spinning-loop SIF activity.
-- Apply light maps texMode=2 (bilinear)  psm= SCE_GS_PSMCT32 (0)
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", {tw=8, th=8, psm=0, ztst=1, texMode=2 } )
local skip_syncDCache = function()
-- Original value when actually processing syncDCache was 3300
-- Boosting to 8000 helps reduce bottleneck
eeObj.AdvanceClock(8000)
end


eeInsnReplace(0x1ca9e0, 0x27bdffe0, 0x03e00008)
-- Bug#9176
eeInsnReplace(0x1ca9e4, 0x0080302d, 0x00000000)
--
eeObj.AddHookJT(0x1ca9e0, 0x03e00008, skip_syncDCache)
-- This bug seems GPUGS interpolation problem.
 
-- The game draws clouds as undiscovered area on the map, but
-- gametime to be from realtim....
-- Z value is unstable --- sometimes 0x320, sometimes 0x321.
-- # this causes the time elapses even while in pause. so bugged
-- On drawing 'Highlight' object (which is missing one), it uses z=0x320 with
-- # also maybe this causes 'negative' race time as well.
-- ZTST=GEQUAL. Therefore if the cloud renders with z=0x321, this highlighted object
-- we should be OK even without this because skipping frame works (mostly).
-- doesn't appear. But it's OK on the real PS2 because of no-drawing right edge,
--  
-- z=0x321 won't be available on the packet (interpolation differences between
-- local prevtime = 0.0
-- the real PS2 and our gs)
-- eeObj.AddHook(0x12350c, 0x27bdfec0, function()
-- it gives some values (50.0f) to get +1 on Z value for the highlighted object.
-- local curtime = os.clock()
-- this value will be used later to create the packet in _sprite_ps2_push_data(ESprite*).
-- if prevtime ~= 0.0 then
--
-- eeObj.WriteMemFloat(eeObj.GetGpr(gpr.gp)-31776, curtime - prevtime)
-- This old one causes a problem on some other scenes.
-- end
-- local eeObj = getEEObject()
-- prevtime = curtime
-- eeObj.AddHook(0x1b276c, 0xe4400024, function()  
-- local v0 = eeObj.GetGpr(gpr.v0)
-- local z  = eeObj.ReadMemFloat(v0+32)
-- eeObj.WriteMemFloat(v0+32, z+50.0)
-- end)
-- end)
-- New one by Ernesto :
-- The idea is to apply the offset only on the marker.
local eeObj = getEEObject()
local adjustMapZHook = function() -- EMapRenderWindow::drawHighlightSprites
    eeObj.SetFpr(14, eeObj.GetFpr(14) + 50.0)
end
eeObj.AddHook(0x25d654, 0x8de40068, adjustMapZHook) -- \/
eeObj.AddHook(0x25d714, 0xe7b500cc, adjustMapZHook) -- /\
eeObj.AddHook(0x25d7d0, 0xe7b500cc, adjustMapZHook) -- <
eeObj.AddHook(0x25d894, 0x46000386, adjustMapZHook) -- >


-- to work skipping frame mechanism correctly...
-- the game checks a flag set by INTC GS whether GS still does his job or not to
-- determine whether it should skip a frame or not.
-- Unfortunately we don't have the actual timing of GS FINISH signal.
-- Instead of that, we check EE clock to determine to skip or not.


local ee_frequency = 294912000
-- bug#9423 - menus render 20+ times over again, causing very low fps.
local vsync_frequency = 59.94 -- use interlace freq.  
-- The whole game in general has no concept of pacing and will re-draw frames multiple times
-- between vsync refreshes. Hook placed on GameApp::EndFrame() measures time between frames and
-- if it's too short, the EE clock is advanced significantly to compensate.


local one_vsync_clock_on_ntsc = math.floor(ee_frequency / vsync_frequency)
local last_time = 0
local last_diff = 0
local advanceClockForAny = function()
local thistime = eeObj.GetClock()
local diff = thistime - last_time
local adv  = 0


if diff <= 0 then
-- sanity check, mostly for snapshot restore.
last_diff = diff
last_time = thistime
return
end
-- EE @ 30fps == roughly 10 million cycles
-- bug#9555 - We need to make a reasonable tally of VIF cycles across game display swaps.
--  Use a combination heuristic of EE and VIF1 cycles to gues at whether the title should
--  lock to 45fps, 30fps, or something worse.
local fastminEE = 1600000 -- less than this it's safe to run > 30 fps
local fastminVIF_30 = 2200000 -- VU1 total that merits 30hz throttle
local fastminVIF_45 = 1700000 -- VU1 total that merit 45hz throttle.
local baremin_wo_vif= 6100000 -- EE values below this get promoted to this value  (~50hz)
local forced30hz = 9330000
local forced45hz = 7820000
local vif1_cycles = eeObj.GetVif1Cycles()
if (vif1_cycles > forced30hz) then
vif1_cycles = forced30hz
end


-- Kinetica has some inconsistency among frames -- some frames take unusually long, possibly due
local diff_vif = diff + vif1_cycles
-- to AI updates.  In these cases, it is necessary to skip multiple frames to catch the game's
adv = adv + vif1_cycles
-- clock back up to realtime.  To do so, we track 'expected_clock' over time, so that especially
-- slow frames are compensated for over time.


local prev_clock = 0
-- Lock anything that seems like "Real Work" to either 30 or 45 FPS:
local expected_clock = 0
 
if diff_vif < fastminEE then
eeObj.AddHook(0x181f7c, 0x8f82bf54, function()
adv = adv + (fastminEE*2 - diff_vif)
-- It hits here when it skips a frame.
elseif vif1_cycles > fastminVIF_30 and (diff+(fastminVIF_30)//2) < forced30hz then
--local diff = eeObj.GetClock() - prev_clock
adv = adv + (forced30hz  - diff - (fastminVIF_30)//2)
elseif vif1_cycles > fastminVIF_45 and (diff+(fastminVIF_45)//2) < forced45hz then
local clock = eeObj.GetClock()
adv = adv + (forced45hz  - diff - (fastminVIF_45)//2)
--local diff = clock - expected_clock
elseif diff < baremin_wo_vif then
--print(string.format("SKIP FRAME: diff=%7d", diff))
adv = adv + (baremin_wo_vif  - diff)
end
 
-- print (string.format("DELTA: %d  ADV: %d  VIF1: %d", diff, adv, vif1_cycles))
 
if adv ~= 0 then
eeObj.AdvanceClock(adv)
end
 
-- Ensure next frame's delta time takes into consideration this frame's advancement.
-- Otherwise each fraem delta time would get progressively worse.


--prev_clock    = eeObj.GetClock() -- just update the clock.
thistime = thistime + adv
expected_clock = expected_clock + one_vsync_clock_on_ntsc
last_time = thistime
end)
last_diff = diff
eeObj.AddHook(0x18202c, 0x8f84bf54, function()
end
local clock = eeObj.GetClock()
--local diff = clock - prev_clock
--print(string.format("diff=%d vsync_term=%f %s", diff, one_vsync_clock_on_ntsc, diff > one_vsync_clock_on_ntsc and "SKIP" or ""))
local diff = clock - expected_clock
-- Sanity correction -- to handle cases where expected_clock contents is
-- zero or out-dated.
if (math.abs(diff) > (one_vsync_clock_on_ntsc * 6)) then
expected_clock = clock
end
-- print(string.format("diff=%7d %s", diff, diff > 17000 and "SKIP" or ""))
               
if diff > 17000 then
eeObj.SetGpr(gpr.a0, 1)
end
               
-- update clock
--prev_clock    = clock
expected_clock = expected_clock + one_vsync_clock_on_ntsc
end)


local advanceClockForGame = function() advanceClockForAny(5300000, 2700000) end
eeObj.AddHookJT(0x207cf8, 0x27bdfff0, advanceClockForGame)   -- <GameApp::EndFrame()>:
#Performance and optimisations</pre>


-- Applies a cycle rate hack to what I presume is the game logic pipeline, for roughly per-frame updates.
====Red Faction====
SLUS_200.73
<br>CLI
<pre>--gs-use-deferred-l2h=1
--l2h-2d-params=0x0000000800000001,0x000000003a0a2300,512,2
--vu1=jit-sync
--ee-cycle-scalar=1.02
--ee-hook=0x00213370,FastForwardClock,0x8F8293A8
--ee-hook=0x24ce30,AdvanceClock,0x8c620000,20000
--ee-hook=0x272b44,FastForwardClock,0x3c0201ee
--ee-hook=0x272bc4,FastForwardClock,0x3c0201ee
--ee-hook=0x21b354,AdvanceClock,0x3c031000,0x1240
#performance fixes.</pre>


local mpgCycles_default = 900
SLUS_200.73
local currentMpgCycles = mpgCycles_default
<br>LUA
<pre>-- Red Faction [US]


local checkNeedsSpeedHack = function()
apiRequest(1.6)
local stageId    = eeObj.ReadMem32(0x01fce8c)
local gpr = require("ee-gpr-alias")
local numPlayers = eeObj.ReadMem32(0x01ffd78) -- 0x01ffd7c seems to always match this one...


-- print(string.format("stageId = %d, numPlayers = %d", stageId, numPlayers))
-- title uses memcpy() to write to VU1 memory, so some instances will be hotfixed to
-- use slowpath_memcpy() at runtime.
-- 3 = Electrica
-- 7 = Electrica II
-- 8 = Cliffhanger
local newMpgCycles = mpgCycles_default
if (stageId == 3 or stageId == 7 or stageId == 8) then


-- note: this will also apply to demo loops (0 players)
eeNativeFunction(0x259820, 0x0080402d, 'memcpy')
newMpgCycles = newMpgCycles + 120
eeNativeFunction(0x2599d8, 0x2cc20008, 'memset')
if stageId == 7 then
-- Electrica 2 is extra-special slow in some areas.
-- (and 2-player mode on this map runs enough mpgs that extra penalty isn't needed)
if numPlayers == 2 then
newMpgCycles = newMpgCycles - 100
else
newMpgCycles = newMpgCycles + 275
end
elseif numPlayers == 2 then
-- increment is not so big here because two player mode already runs many more VU programs.
newMpgCycles = newMpgCycles + 100
end


end
eeNativeFunction(0x253870, 0x27bdffd0, 'ieee754_acosf')
eeNativeFunction(0x254620, 0x44026000, 'ieee754_sqrtf')
eeNativeFunction(0x255a50, 0x44026000, 'cosf')
eeNativeFunction(0x255df0, 0x44026000, 'sinf')
eeNativeFunction(0x256318, 0x27bdffa0, 'acosf')


if currentMpgCycles ~= newMpgCycles then
eeInsnReplace(0x24d7e0, 0x24030064, 0x03e00008)                -- <FlushCache>
-- print ( string.format("################### Setting mpg-cycles = %d", newMpgCycles) )
eeInsnReplace(0x24d7e4, 0x0000000c, 0x00000000)
eeObj.Vu1MpgCycles(newMpgCycles)
eeNativeHook (0x24d7e0, 0x03e00008,'AdvanceClock',0xa00)
currentMpgCycles = newMpgCycles
eeInsnReplace(0x24d810, 0x2403ff98, 0x03e00008)                 -- <iFlushCache>
end
eeInsnReplace(0x24d814, 0x0000000c, 0x00000000)
end
eeNativeHook (0x24d810, 0x03e00008,'AdvanceClock',0xa00)


eeObj.AddHookJT(0x15ca2c,0x27bdff20,checkNeedsSpeedHack)
eeInsnReplace(0x24de20, 0x27bdffe0, 0x03e00008)                -- <SyncDCache>
eeInsnReplace(0x24de24, 0x0080302d, 0x00000000)
eeNativeHook (0x24de20, 0x03e00008,'AdvanceClock',0x600)
eeInsnReplace(0x24de98, 0x3c02ffff, 0x03e00008)                -- <iSyncDCache>
eeInsnReplace(0x24de9c, 0x3442ffc0, 0x00000000)
eeNativeHook (0x24de98, 0x03e00008,'AdvanceClock',0x600)
eeInsnReplace(0x24df58, 0x27bdffe0, 0x03e00008)                -- <InvalidDCache>
eeInsnReplace(0x24df5c, 0x0080302d, 0x00000000)
eeNativeHook (0x24df58, 0x03e00008,'AdvanceClock',0x600)
eeInsnReplace(0x24dfd0, 0x3c02ffff, 0x03e00008)                -- <iInvalidDCache>
eeInsnReplace(0x24dfd4, 0x3442ffc0, 0x00000000)
eeNativeHook (0x24dfd0, 0x03e00008,'AdvanceClock',0x600)


</pre>
local emuObj = getEmuObject()
local eeObj = getEEObject()


====The King of Fighters Collection: The Orochi Saga====
-- bug#10159 workaround
<br>CLI
-- slowdown the jeep speed....
<br>SLUS-21554
<pre>
--host-audio-latency=0.010
--force-frame-blend=1
</pre>
<br>LUA
<pre>
-- Lua 5.3
-- Titles: The King of Fighters Collection - The Orochi Saga
-- Features version: 1.00
-- Author: David Haywood, Warren Davis
-- Date: March/April 2017


--[[ 
local jeepObj = 0
 
eeObj.AddHook(0x1376f0, 0xc6600174, function()
Notes:
jeepObj = eeObj.GetGpr(gpr.s1)
 
end)
The intro sequence (SNK logo, movie) only plays ONCE, on startup, never again, no matter how long you leave things in attract mode
eeObj.AddHook(0x137a48, 0xc7ac00bc, function()
this works to our advantage. For this reason it's probably easiest to have the current scanlines / bezel options kick in immediately
local s1 = eeObj.GetGpr(gpr.s1)
after the SNK logo.
if s1 == jeepObj then
 
eeObj.SetFpr(12, eeObj.GetFpr(12)*0.90)
 
end
FEATURE SCRIPT : Rom Base is is set to 0 as soon as you select 'return to main menu' although any music that is playing at the time
end)
continues to play until you confirm the 'save to memory card' choice, this might not work to our advantage.


Rom base is set to 00020000 then the actual value as soon as you select a game from the main menu.
-- bug#10249 workaround
-- forcibly calculate the jeep's suspension.
eeObj.AddHook(0x19ee08, 0x8ec2120c, function()
if jeepObj - 624 == eeObj.GetGpr(gpr.s6) then
eeObj.SetGpr(gpr.v0, 1)
end
end)


text base and RAM base get set as soon as the actual emulation starts for each game.
-- debug code for jeep movment target.
-- local px = 0.0
-- local pz = 0.0
-- eeObj.AddHook(0x1375bc, 0x26650174, function()
-- local s1 = eeObj.GetGpr(gpr.s1)
-- if s1 == jeepObj then
-- local s3 = eeObj.GetGpr(gpr.s3)
-- px = eeObj.ReadMemFloat(s3 + 372)
-- pz = eeObj.ReadMemFloat(s3 + 380)
-- end
-- end)
-- eeObj.AddHook(0x1375c8, 0xa2620170, function()
-- local s1 = eeObj.GetGpr(gpr.s1)
-- if s1 == 0x19a7a00 then
-- local s3 = eeObj.GetGpr(gpr.s3)
-- local x = eeObj.ReadMemFloat(s3 + 372)
-- local z = eeObj.ReadMemFloat(s3 + 380)
-- if px ~= x or pz ~= z then
--   print(string.format("[%f %f] => [%f %f] v0=%d",
--   px, pz, x, z, eeObj.GetGpr(gpr.v0)))
-- end
--  end
-- end)
#physics calculations and performance fix.</pre>


SLUS_200.73
<br>SLUS-20073_features.lua
<pre>-- Lua 5.3
-- Title:  Red Faction PS2 - SLUS-20073 (USA)
-- Author:  Ernesto Corvi, Adam McInnis


Sprites
-- Changelog:
0 SNK logo
1 Bezel
 
2 Art Mode notification
3 Scan Mode notification


4 Fight stick notification
apiRequest(1.1) -- request version 1.1 API. Calling apiRequest() is mandatory.
5 Fight stick notification
6 Fight stick notification
7 Fight stick notification
 
 
Requested volume adjustments
 
Intro 100% -> 79.43%
Games 100% -> 70.79%
 
--]]
 
-- 1 for US
-- 2 for Europe
local Region = 1
 
 
apiRequest(2.0) -- request version 2.0 API. Calling apiRequest() is mandatory.


local eeObj = getEEObject()
local eeObj = getEEObject()
local emuObj = getEmuObject()
local emuObj = getEmuObject()
local gsObj    = getGsObject()


-- hangs on black screen with some other language settings (eg Japanese)
local L1 =  -- main
emuObj.SetPs2Lang(1)
function()
emuObj.ThrottleMax()
end
local L2 =  -- main
function()
emuObj.ThrottleNorm()
end
local load1 = eeObj.AddHook(0x165590, 0x27bdffb0, L1) -- game_load_level
local load2 = eeObj.AddHook(0x16578C, 0x7bb10010, L2) -- game_load_level


local gpr = require("ee-gpr-alias")
-- Widescreen support --
local kFilterMode, kWrapMode, kBlendMultiplier, kBlendFunc = require("sprite")
eeInsnReplace(0x2071c4, 0x00000000, 0x3c013f40) -- gr_setup_3d
local PadConnectType = require("pad-connect-type")
eeInsnReplace(0x2071d0, 0x00000000, 0x4481f000) -- gr_setup_3d
eeInsnReplace(0x2072e0, 0x00000000, 0x461ea502) -- gr_setup_3d
eeInsnReplace(0x2072e8, 0x00000000, 0x461ead43) -- gr_setup_3d
eeInsnReplace(0x23a34c, 0x44826000, 0x461e0303) -- shadow_ngps_render_and_copy
eeInsnReplace(0x23a444, 0x3c024334, 0x3c024309) -- shadow_ngps_render_and_copy
emuObj.SetDisplayAspectWide()
#Official widescreen support.</pre>


HIDPad_Enable()
====Red faction II====
 
CUSA06356
-- NEEDS HOOKING UP
<br>CLI
local OptionsMenuActive = 0
<pre>
local RestoreNewMenus = false -- WBD keep new menus from reappearing when Player Control menu goes away
--gs-use-deferred-l2h=0
 
--l2h-2d-params=0x0000000800000001,0x000000003a083000,612,2
-- should these be 1-x ?
--mtap1=disabled
local INTROVOLUME = 0.375                  --WBD adjusted, was 0.7943 
--mtap2=disabled
local GAMEVOLUME = 0.39                    --WBD adjusted, was 0.7079
</pre>
====Resident Evil Code: Veronica X====
ALL
<br>CLI
<pre>--ee-jit-pagefault-threshold=30
#crash fix.</pre>


local SaveData = emuObj.LoadConfig(0)
ALL
<br>LUA
<pre>-- VeronicaX
apiRequest(0.1) -- request version 0.1 API. Calling apiRequest() is mandatory.


if SaveData.vid_mode == nil then
-- Bug# 9976
SaveData.vid_mode      = 0
local emuObj = getEmuObject()
end
emuObj.SetGsTitleFix( "clipScissors", "reserved", {alpha = 0 , frameW = 4 , psm = 0} )
#graphical fix.</pre>


if SaveData.vid_scanlines == nil then
====Rogue Galaxy====
SaveData.vid_scanlines  = 0
ALL
end
<br>CLI
<pre>--gs-kernel-cl-up="up2x2skipinterp"
--gs-optimize-30fps=1
#visual fixes and performance optimisation.</pre>


local vid_modeOptions = {"NONE", "ART1", "ART2"}
SCUS_974_90
local vid_scanlineOptions = {"OFF", "ON"}
<br>LUA
local vid_mode = SaveData.vid_mode
<pre>require("ee-gpr-alias")
local vid_scanlines = SaveData.vid_scanlines
apiRequest(0.1) -- request version 0.1 API. Calling apiRequest() is mandatory.


local snklogo = 0
-- Bug#8404 WORKAROUND
-- See https://pss.usrd.scea.com/bugzilla/show_bug.cgi?id=8404
eeInsnReplace(0x124898, 0x3442ffff, 0x3442fffe) -- ori v0,v0,0xffff
#unsure what this fixes.</pre>


--print (string.format("_NOTE: STARTING Region %d", Region))
====Rise of the Kasai====
 
'''CLI'''
-----------------------
<br>SCUS-97416
-- Video Options
<pre>
-----------------------
--gs-kernel-cl-up="up2x2skipinterp"
 
--cdvd-sector-read-cycles=31000
local sprite_snklogo = getSpriteObject(0)
--iop-cycle-scalar=0.7
local sprite_bezel = getSpriteObject(1)
</pre>
local sprite_artmenu = getSpriteObject(2)
local sprite_scanmenu = getSpriteObject(3)


-- Notifications should be assigned to two unused sprite slots.  Since we want them to
-- be displayed on top of everything else, they should be the highest sprites in the list.
local spr_p1_notify = getSpriteObject(4)
local spr_p2_notify = getSpriteObject(5)
local spr_p1d_notify = getSpriteObject(6)
local spr_p2d_notify = getSpriteObject(7)


-- note: Texture 0 is fixed as the PS2 scanout.
'''LUA'''
local texture1 = getTextureObject(1)
<br>SCUS-97416
local texture2 = getTextureObject(2)
<pre>
local texture3 = getTextureObject(3)
-- rise_of_kasai
local texture4 = getTextureObject(4)
require("ee-gpr-alias")
local texture5 = getTextureObject(5)
local texture6 = getTextureObject(6)
local texture7 = getTextureObject(7)
--local texture8 = getTextureObject(8) -- WBD not needed


-- ------------------------------------------------------------
apiRequest(0.1) -- request version 0.1 API. Calling apiRequest() is mandatory.
local STATE_STOPPED = 0
local STATE_RUNNING = 1


local notify_ypos = 24
local notify_p1_xsize = 0
local notify_p2_xsize = 0
local notify_p1d_xsize = 0
local notify_p2d_xsize = 0
local notify_ysize = 0


local notify_frames_p1 = 0
local emuObj = getEmuObject()
local notify_frames_p2 = 0
local eeObj  = getEEObject()
local notify_animstate_p1 = STATE_STOPPED
local notify_animstate_p2 = STATE_STOPPED


local connected_p1 = 47
-- bug #9037.
local connected_p2 = 47
-- Force point sampling when max mip map > 0 and min filter is set to nearest( 0).  
local blink_on_p1 = true
-- This is done generically when mipmaping is On , however we prefer to disable mip maps for this title.
local blink_on_p2 = true
emuObj.SetGsTitleFix( "forcePoint", "reserved", {mipIsGt=0, mmin=0} )
 
--[[ Menu notifications --]]
 
local texture9 = getTextureObject(9)
local texture10 = getTextureObject(10)
local texture11 = getTextureObject(11)
local texture12 = getTextureObject(12)
local texture13 = getTextureObject(13)
 
 
local extra_menu_h = 0
local extra_menu_w = 0
 
-- adjust these?
local artmenu_ypos = 770 -- adjusted by WBD
local scanmenu_ypos = artmenu_ypos + 36
 
local menu_xpos = 600 -- adjusted by WBD
 
 
HideArtMenu = function()
sprite_artmenu.Disable()
--[[ WBD added Disable rather than position offscreen
sprite_artmenu.SetPosXY(-1 - extra_menu_w, artmenu_ypos)  -- full obscured
sprite_artmenu.SetSizeXY(extra_menu_w,extra_menu_h)
sprite_artmenu.SetPosUV(0,0)
sprite_artmenu.SetSizeUV(extra_menu_w,extra_menu_h)
sprite_artmenu.SetBlendColorEquation(blendDefaultEquation)
--]]


-- bug#9241
-- SwapMemCard to Mark of Kri
-- bug#136347 (SCEI bugzilla)
-- we re-use US image for Rise of Kasai EU package and want to let use be able to have Mark of Kri completion bonus.
-- unfortunately we don't have any ways to distinguish which PS4 package we are working on.
-- instead of US => EU reading out modification, let the game retry EU saved data when it fails.
--
-- NOTE: you can write down the filepath directly(onto strptr) at boot time if we can distinguish the differences of the packages.
local first_attempt = true
local buffer = -1
local strptr = -1
local write_str = function (ptr, str)
  for i=1,string.len(str) do
  eeObj.WriteMem8(ptr + i - 1, string.byte(str, i, i))
  end
end
end
eeObj.AddHook(0x1aa904, 0x0040382d, function()
strptr = eeObj.GetGpr(gpr.a2)
local fname = eeObj.ReadMemStr(strptr)
-- print(string.format("%s", fname))
if fname == "BASCUS-97140/BASCUS-97140" then
if first_attempt then
  buffer = eeObj.GetGpr(gpr.a3)
  --print("Trying to read out SCUS-97140 Mark of Kri US saved data");
  --print(string.format("%x:ReadFile(%x, %x, %x)", eeObj.GetGpr(gpr.a0), 0, eeObj.GetGpr(gpr.a2), eeObj.GetGpr(gpr.a3)))
  emuObj.SwapMemCard(0, 0, "SCUS-97140") -- 2nd argument, user-id isn't used in the current implementation.
else
  -- this is the case of re-trying : reading out EU mark of kri
  --print("Trying to read out SCES-51164 Mark of Kri EU saved data");
  write_str(strptr, "BESCES-51164/BESCES-51164")
  eeObj.SetGpr(gpr.a3, buffer);
  --print(string.format("%x:ReadFile(%x, %x, %x)", eeObj.GetGpr(gpr.a0), 0, eeObj.GetGpr(gpr.a2), eeObj.GetGpr(gpr.a3)))
  emuObj.SwapMemCard(0, 0, "SCES-51164")
end
end
end)
eeInsnReplace(0x1aa910, 0x10400020, 0x00000000)
eeObj.AddHook(0x1aa910, 0x00000000, function()
local v0 = eeObj.GetGpr(gpr.v0)
if v0 == 0 then -- failed
--print("File Load Failed")
if first_attempt then
  first_attempt = false
  eeObj.SetPc(0x1aa8fc)
else
  first_attempt = true
  eeObj.SetPc(0x1aa994)
end
end
end)
-- SwapMemCard to Rise of Kasai
eeObj.AddHook(0x1aa9e8, 0xdfbf0000, function()
emuObj.SwapMemCard(0, 0, "SCUS-97416")
write_str(strptr, "BASCUS-97140/BASCUS-97140") -- write back the original string to the place.
strptr = -1
buffer = -1
end)
</pre>


 
====Samurai Shodown Anthology====
 
SLUS_216.29
HideScanMenu = function()
<br>CLI
sprite_scanmenu.Disable()
<pre>--gs-upscale=point
--[[ WBD  added Disable rather than position offscreen
--gs-uprender=2x2
sprite_scanmenu.SetPosXY(-1 - extra_menu_w, scanmenu_ypos)  -- full obscured
--gs-motion-factor=25
    sprite_scanmenu.SetSizeXY(extra_menu_w,extra_menu_h)
--host-audio-latency=0.01
sprite_scanmenu.SetPosUV(0,0)
--gs-ignore-dirty-page-border=1
    sprite_scanmenu.SetSizeUV(extra_menu_w,extra_menu_h)
--gs-kernel-cl="h2lpool"
sprite_scanmenu.SetBlendColorEquation(blendDefaultEquation)
--gs-kernel-cl-up="h2lpool2x2"
--]]
--gs-h2l-list-opt=1
end
--gs-h2l-accurate-hash=1
 
#fix for substantial slowdown during combat.</pre>
 
 
 
ShowArtMenu = function()
sprite_artmenu.BindTexture(SaveData.vid_mode+9)
sprite_artmenu.SetPosXY(menu_xpos, artmenu_ypos)
    sprite_artmenu.SetSizeXY(extra_menu_w,extra_menu_h)
sprite_artmenu.SetPosUV(0,0)
    sprite_artmenu.SetSizeUV(extra_menu_w,extra_menu_h)
sprite_artmenu.SetBlendColorEquation(blendDefaultEquation)
sprite_artmenu.Enable()
end
 
ShowScanMenu = function()
sprite_scanmenu.BindTexture(SaveData.vid_scanlines+12)
sprite_scanmenu.SetPosXY(menu_xpos, scanmenu_ypos)
    sprite_scanmenu.SetSizeXY(extra_menu_w,extra_menu_h)
sprite_scanmenu.SetPosUV(0,0)
    sprite_scanmenu.SetSizeUV(extra_menu_w,extra_menu_h)
sprite_scanmenu.SetBlendColorEquation(blendDefaultEquation)
sprite_scanmenu.Enable()
end
 
 
 
 
 
 
local update_notifications_p1 = function()
 
if notify_animstate_p1 == STATE_STOPPED then
spr_p1_notify.Disable()
spr_p1d_notify.Disable()
return
end
 
-- L2()
 
local keyframe = 15
 
notify_frames_p1 = notify_frames_p1 + 1
 
if math.ceil(notify_frames_p1/keyframe) == notify_frames_p1/keyframe then blink_on_p1 = not blink_on_p1 end
if blink_on_p1 == true then notify_ypos = 24 end
if blink_on_p1 == false then notify_ypos = -84 end
 
-- print(string.format("FEATURE SCRIPT : rounded %s, floating %s, blink %s ypos %s", math.ceil(notify_frames_p1/keyframe), notify_frames_p1/keyframe, blink_on_p1, notify_ypos))
-- print(string.format("FEATURE SCRIPT : notify_frames_p1 %s", notify_frames_p1))
 
if notify_frames_p1 >= 225 then
notify_animstate_p1 = STATE_STOPPED
notify_frames_p1 = 0
connected_p1 = 47
end
 
if connected_p1 == true then
spr_p1_notify.SetBlendColor(1.0,1.0,1.0,1.0)
spr_p1_notify.SetPosXY(math.floor((1920-notify_p1_xsize)/2), notify_ypos)
spr_p1_notify.Enable()
end
 
if connected_p1 == false then
spr_p1d_notify.SetBlendColor(1.0,1.0,1.0,1.0)
spr_p1d_notify.SetPosXY(math.floor((1920-notify_p1d_xsize)/2), notify_ypos)
spr_p1d_notify.Enable()
end
end
 
local update_notifications_p2 = function()
 
if notify_animstate_p2 == STATE_STOPPED then
spr_p2_notify.Disable()
spr_p2d_notify.Disable()
return
end
 
-- L2()
 
local keyframe = 15
 
notify_frames_p2 = notify_frames_p2 + 1
 
if math.ceil(notify_frames_p2/keyframe) == notify_frames_p2/keyframe then blink_on_p2 = not blink_on_p2 end
if blink_on_p2 == true then notify_ypos = 24 + notify_ysize + 8 end
if blink_on_p2 == false then notify_ypos = -84 - notify_ysize - 8 end
 
-- print(string.format("FEATURE SCRIPT : rounded %s, floating %s, blink %s ypos %s", math.ceil(notify_frames_p2/keyframe), notify_frames_p2/keyframe, blink_on_p2, notify_ypos))
 
if notify_frames_p2 >= 225 then
notify_animstate_p2 = STATE_STOPPED
notify_frames_p2 = 0
connected_p2 = 47
end
 
-- print(string.format("FEATURE SCRIPT : connected_p1 %s, connected_p2 %s", connected_p1, connected_p2))
 
if connected_p2 == true then
spr_p2_notify.SetBlendColor(1.0,1.0,1.0,1.0)
spr_p2_notify.SetPosXY(math.floor((1920-notify_p2_xsize)/2), notify_ypos)
spr_p2_notify.Enable()
end
 
if connected_p2 == false then
spr_p2d_notify.SetBlendColor(1.0,1.0,1.0,1.0)
spr_p2d_notify.SetPosXY(math.floor((1920-notify_p2d_xsize)/2), notify_ypos)
spr_p2d_notify.Enable()
end
 
end
 
-- slot can range from 0 to 3, for users 1 thru 4.
-- pad_type can be either:  DS4, REMOTE_DS4, REMOTE_VITA, or HID
local onHIDPadEvent = function(slot, connected, pad_type)
spr_p1_notify.Disable()
spr_p1d_notify.Disable()
spr_p2_notify.Disable()
spr_p2d_notify.Disable()
-- print(string.format("FEATURE SCRIPT : slot %s, connected %s, pad_type %s", slot, connected, pad_type))
if pad_type == PadConnectType.HID then
notify_frames_p1 = 0
notify_frames_p2 = 0
blink_on_p1 = true
blink_on_p2 = true
if slot == 0 then
connected_p1 = connected
notify_animstate_p1 = STATE_RUNNING
end
if slot == 1 then
connected_p2 = connected
notify_animstate_p2 = STATE_RUNNING
end
end
end
 
 
local scanlineParams = {
240.0, -- float scanlineCount
  0.7, -- float scanlineHeight;
1.5,        -- float scanlineBrightScale;
0.5,        -- float scanlineAlpha;
0.5        -- float vignetteStrength;
}
 
-- ---------------------------------------------------
-- Full Screen (480p) NoFX
-- ---------------------------------------------------
 
local original_mode = function()
if snklogo == 1 then
sprite_snklogo.BindTexture(3)
sprite_snklogo.SetPosXY(0,0)
sprite_snklogo.SetSizeXY(1920,1080)
sprite_snklogo.SetPosUV(0,0)
sprite_snklogo.SetSizeUV(1920,1080)
else
sprite_snklogo.BindTexture(0)
sprite_snklogo.BindFragmentShader(0)
sprite_snklogo.SetPosXY((1920-1440)/2,0)
sprite_snklogo.SetSizeXY(1440,1080)
end
sprite_snklogo.Enable()
sprite_bezel.Disable()
end
 
-- ---------------------------------------------------
-- Full Screen + ScanLines (480p)
-- ---------------------------------------------------
 
local scanlines_mode = function()
if snklogo == 1 then
sprite_snklogo.BindTexture(3)
sprite_snklogo.SetPosXY(0,0)
sprite_snklogo.SetSizeXY(1920,1080)
sprite_snklogo.SetPosUV(0,0)
sprite_snklogo.SetSizeUV(1920,1080)
else
sprite_snklogo.BindTexture(0)
sprite_snklogo.SetPosXY((1920-1440)/2,0)
sprite_snklogo.SetSizeXY(1440,1080)
sprite_snklogo.BindFragmentShader(2)
sprite_snklogo.SetShaderParams(scanlineParams)
end
sprite_snklogo.Enable()
sprite_bezel.Disable()
end
 
-- ---------------------------------------------------
-- Bezel NoFX
-- ---------------------------------------------------
local bezel_mode = function(bezel)
if snklogo == 1 then
sprite_snklogo.BindTexture(3)
sprite_snklogo.SetPosXY(0,0)
sprite_snklogo.SetSizeXY(1920,1080)
sprite_snklogo.SetPosUV(0,0)
sprite_snklogo.SetSizeUV(1920,1080)
else
sprite_snklogo.BindTexture(0)
sprite_snklogo.BindFragmentShader(0)
sprite_snklogo.SetPosXY((1920-1280)/2, (1080-896)/2)
sprite_snklogo.SetSizeXY(1280,896)
end
sprite_snklogo.Enable()
 
sprite_bezel.BindTexture(bezel)
sprite_bezel.SetPosXY(0,0)
sprite_bezel.SetSizeXY(1920,1080)
sprite_bezel.SetPosUV(0,0)
sprite_bezel.SetSizeUV(1920,1080)
sprite_bezel.Enable()
end
 
-- ---------------------------------------------------
-- Bezel + ScanLines (480p)
-- ---------------------------------------------------
 
local bezel_scanlines_mode = function(bezel)
if snklogo == 1 then
sprite_snklogo.BindTexture(3)
sprite_snklogo.SetPosXY(0,0)
sprite_snklogo.SetSizeXY(1920,1080)
sprite_snklogo.SetPosUV(0,0)
sprite_snklogo.SetSizeUV(1920,1080)
else
sprite_snklogo.BindTexture(0)
sprite_snklogo.SetPosXY((1920-1280)/2, (1080-896)/2)
sprite_snklogo.SetSizeXY(1280,896)
sprite_snklogo.BindFragmentShader(2)
sprite_snklogo.SetShaderParams(scanlineParams)
end
sprite_snklogo.Enable()
 
sprite_bezel.BindTexture(bezel)
sprite_bezel.SetPosXY(0,0)
sprite_bezel.SetSizeXY(1920,1080)
sprite_bezel.SetPosUV(0,0)
sprite_bezel.SetSizeUV(1920,1080)
sprite_bezel.Enable()
end
 
 
 
 
 
 
local updateMode = function(mode, scanlines)
if scanlines == 0 then
if mode == 0 then
original_mode()
else
bezel_mode(mode)
end
else
if mode == 0 then
scanlines_mode()
else
bezel_scanlines_mode(mode)
end
end
local needsSave = (SaveData.vid_mode ~= mode or SaveData.vid_scanlines ~= scanlines)
if needsSave == true then
SaveData.vid_mode = mode
SaveData.vid_scanlines = scanlines
emuObj.SaveConfig(0, SaveData)
end
end
 
 
 
-- Fight stick
local pad = function()
updateMode(SaveData.vid_mode, SaveData.vid_scanlines)
emuObj.AddVsyncHook(update_notifications_p1)
emuObj.AddVsyncHook(update_notifications_p2)
end
 
emuObj.AddPadHook(onHIDPadEvent)
emuObj.AddEntryPointHook(pad)
 
 
 
--[[###################################################################################################################
#######################################################################################################################
 
  Adjusted Memory Read/Write operations
 
  when data stored in memory differs by a common offset between regions these functions are handy
 
###################################################################################################################--]]
 
-- Initial offsets based on European version
local AdjustForRegion = 0
 
function Adjusted_WM32(base, data)
eeObj.WriteMem32(base + AdjustForRegion, data)
end
 
function Adjusted_WM16(base, data)
eeObj.WriteMem16(base + AdjustForRegion, data)
end
 
function Adjusted_WM8(base, data)
eeObj.WriteMem8(base + AdjustForRegion, data)
end
 
function Adjusted_WMFloat(base, data)
eeObj.WriteMemFloat(base + AdjustForRegion, data)
end
 
 
function Adjusted_RM32(base)
return eeObj.ReadMem32(base + AdjustForRegion)
end
 
function Adjusted_RM16(base)
return eeObj.ReadMem16(base + AdjustForRegion)
end
 
function Adjusted_RM8(base)
return eeObj.ReadMem8(base + AdjustForRegion)
end
 
function Adjusted_RMStr(base)
return eeObj.ReadMemStr(base + AdjustForRegion)
end
 
function Adjusted_RMFloat(base)
return eeObj.ReadMemFloat(base + AdjustForRegion)
end
 
function Adjusted_W_bitset_8(base, bit)
local u8val = eeObj.ReadMem8(base + AdjustForRegion)
local bitmask = 1 << bit
u8val = u8val | bitmask
eeObj.WriteMem8(base + AdjustForRegion, u8val)
end
 
function Adjusted_W_bitclear_8(base, bit)
local u8val = eeObj.ReadMem8(base + AdjustForRegion)
local bitmask = 1 << bit
bitmask = bitmask ~0xff
u8val = u8val & bitmask
eeObj.WriteMem8(base + AdjustForRegion, u8val)
end
 
function Adjusted_R_bit_8(base, bit)
local u8val = eeObj.ReadMem8(base + AdjustForRegion)
local bitmask = 1 << bit
u8val = u8val & bitmask
u8val = u8val >> bit
return u8val
end
 
 
function NeoGeo_WM8(address, data)
 
local tempaddress = address & ~3
address = address & 3
if (address==0) then
tempaddress = tempaddress + 1
elseif (address==1) then
tempaddress = tempaddress + 0
elseif (address==2) then
tempaddress = tempaddress + 3
elseif (address==3) then
tempaddress = tempaddress + 2
end
eeObj.WriteMem8(tempaddress, data)
end
 
 
function NeoGeo_RM8(address)
 
local tempaddress = address & ~3
address = address & 3
if (address==0) then
tempaddress = tempaddress + 1
elseif (address==1) then
tempaddress = tempaddress + 0
elseif (address==2) then
tempaddress = tempaddress + 3
elseif (address==3) then
tempaddress = tempaddress + 2
end
return eeObj.ReadMem8(tempaddress)
end
 
 
 
 
local currentGame = -1
local lastRomBase = -1
local textVramBase = -1 -- address of text VRAM for emulated NeoGeo
local RamBase = -1; -- address of main ram for emulated NeoGeo
 
 
local ActivateOptionsMenu = function()
OptionsMenuActive = 1
ShowArtMenu()
ShowScanMenu()
end
 
local DeActivateOptionsMenu = function()
OptionsMenuActive = 0
HideArtMenu()
HideScanMenu()
end
 
--[[ The Player Control menus don't have room for our new bezel and scanline options,
so remove them if they are present. (They should be present for the main Options screen
but not for the gameplay options screens)
--]]
local PlayerCtrlMenuOn = function()
if (OptionsMenuActive == 1) then
RestoreNewMenus = true
DeActivateOptionsMenu()
end
end
 
--[[ When a Player Control menu goes away, we may need to restore our new bezel and scanline
options.
--]]
local PlayerCtrlMenuOff = function()
if (RestoreNewMenus == true) then
ActivateOptionsMenu()
end
RestoreNewMenus = false
end
 
 
local lastR1 = -1
local lastL1 = -1
local lastR2 = -1
local lastL2 = -1
 
local CheckInputs = function()
-- This entire piece of code needs to be blocked out unless the menu is active and displayed
if OptionsMenuActive ~= 1 then
return
end
local pad_bits = emuObj.GetPad()
local UP = pad_bits &  0x0010
local DOWN = pad_bits &  0x0040
local LEFT = pad_bits &  0x0080
local RIGHT = pad_bits &  0x0020
local Triangle = pad_bits &  0x1000
local Cross = pad_bits &  0x4000
local Square = pad_bits &  0x8000
local Circle = pad_bits &  0x2000
local L1 = pad_bits &  0x0400
local L2 = pad_bits &  0x0100
local L3 = pad_bits &  0x0002
local R1 = pad_bits &  0x0800
local R2 = pad_bits &  0x0200
local R3 = pad_bits &  0x0004
local Select = pad_bits &  0x0001
local Start = pad_bits &  0x0008
 
if (L2 ~= 0) and (L2 ~= lastL2) then
--print( string.format("L2 Pressed\n" ) )
vid_mode = vid_mode - 1
if (vid_mode<0) then vid_mode = 2 end
 
updateMode(vid_mode, vid_scanlines)
ShowArtMenu()
--print( string.format("FEATURE SCRIPT: VIDEO MODE IS NOW %d\n", vid_mode ) )
end
if (R2 ~= 0) and (R2 ~= lastR2) then
--print( string.format("R2 Pressed\n" ) )
vid_mode = vid_mode + 1
if (vid_mode>2) then vid_mode = 0 end
updateMode(vid_mode, vid_scanlines)
ShowArtMenu()
--print( string.format("FEATURE SCRIPT: VIDEO MODE IS NOW %d\n", vid_mode ) )
end
if (L1 ~= 0) and (L1 ~= lastL1) then
--print( string.format("L1 Pressed\n" ) )
vid_scanlines = vid_scanlines - 1
if (vid_scanlines<0) then vid_scanlines = 1 end
updateMode(vid_mode, vid_scanlines)
ShowScanMenu()
--print( string.format("FEATURE SCRIPT: SCANLINES MODE IS NOW %d\n", vid_scanlines ) )
end
if (R1 ~= 0) and (R1 ~= lastR1) then
--print( string.format("R1 Pressed\n" ) )
vid_scanlines = vid_scanlines + 1
if (vid_scanlines>1) then vid_scanlines = 0 end
updateMode(vid_mode, vid_scanlines)
ShowScanMenu()
--print( string.format("FEATURE SCRIPT: SCANLINES MODE IS NOW %d\n", vid_scanlines ) )
end
 
lastL1 = L1
lastR1 = R1
lastL2 = L2
lastR2 = R2
end
 
local VsyncFunc = function()
 
CheckInputs()
 
local romBase = -1
if Region == 1 then
romBase = Adjusted_RM32(0x02d89bc)
elseif Region == 2 then
romBase = Adjusted_RM32(0x02d89bc + 0x700)
end
if (romBase ~= lastRomBase) then
lastRomBase = romBase
--print( string.format("FEATURE SCRIPT : Rom Base %08x\n", romBase ) )
if (romBase == 0) then
currentGame = -1
textVramBase = -1
RamBase = -1
--print( string.format("FEATURE SCRIPT : unloaded game, disable game specific trophies\n", romBase ) )
end
if (romBase == 0) then
--print( string.format("------------------- SETTING VOLUME FOR INTRO\n" ) )
emuObj.SetVolumes(INTROVOLUME, 1.0, 1.0);
end
if (romBase == 0x0020000) then
--print( string.format("------------------- SETTING VOLUME FOR GAMES\n" ) )
emuObj.SetVolumes(GAMEVOLUME, 1.0, 1.0);
end
end
if (currentGame == -1) then
if (romBase ~= 0) then
local checkString1 = eeObj.ReadMem32(romBase+0x100+0x0)
local checkString2 = eeObj.ReadMem32(romBase+0x100+0x4)
local checkString3 = eeObj.ReadMem32(romBase+0x100+0x8)
--print( string.format("FEATURE SCRIPT : %08x %08x %08x", checkString1, checkString2, checkString3 ) )
   
if (checkString1 == 0x4f2d4e45) and (checkString2 == 0x4f004745) and (checkString3 == 0x00100055) then
--print( string.format("FEATURE SCRIPT : 1994 1994 1994\n" ) )
currentGame = 94
end
if (checkString1 == 0x4f2d4e45) and (checkString2 == 0x4f004745) and (checkString3 == 0x00100084) then
--print( string.format("FEATURE SCRIPT : looks like we're KOF'95ing\n" ) )
currentGame = 95
end
 
if (checkString1 == 0x4f2d4e45) and (checkString2 == 0x4f104745) and (checkString3 == 0x00300214) then
--print( string.format("FEATURE SCRIPT : Once upon a 1996\n" ) )
currentGame = 96
end
 
if (checkString1 == 0x4f2d4e45) and (checkString2 == 0x4f104745) and (checkString3 == 0x00400232) then
--print( string.format("FEATURE SCRIPT : it's 1997!\n" ) )
currentGame = 97
end
 
if (checkString1 == 0x4f2d4e45) and (checkString2 == 0x4f104745) and (checkString3 == 0x00500242) then
--print( string.format("FEATURE SCRIPT : Slugfest of '98!\n" ) )
currentGame = 98
end
end
end
 
end
 
local TextFunc = function()
 
if (currentGame ~= -1) then
 
if (textVramBase == -1) then
local base = eeObj.GetGPR(gpr.s0);
local newText = base + 0xe000
if (newText ~= textVramBase) then
--print( string.format("FEATURE SCRIPT : text base is %08x?!\n", newText ) )
textVramBase = newText
if Region==1 then
RamBase = Adjusted_RM32(0x002d89b0)
elseif Region==2 then
RamBase = Adjusted_RM32(0x002d89b0+0x700)
end
--print( string.format("FEATURE SCRIPT : RAM base is 0x%08x\n", RamBase ) )
end
end
 
end
 
end
 
 
local TurnOnScaleAndInterp = function()
local game = eeObj.ReadMem32(0x32e7f4)
if (game == 0xffffffff) then -- can get here from within challenge mode, don't turn on
--print "_NOTE: Turning On Scale and Interp"
gsObj.SetUprenderMode("2x2")
gsObj.SetUpscaleMode("EdgeSmooth")
end
end
 
local TurnOffScaleAndInterp = function()
local s2 = eeObj.GetGpr(gpr.s2)
local choice = eeObj.ReadMem16(s2+0xe8)  -- if choice is to return to main menu, no need to turn off
if (choice < 3) then
--print "_NOTE: Turning OFF Scale and Interp"
gsObj.SetUprenderMode("none")
gsObj.SetUpscaleMode("point")
end
end
 
local EnterChallengeMode = function()
TurnOffScaleAndInterp()
end
 
if Region == 1 then -- US
-- set Default AutoSave to ON
eeInsnReplace(0x20f1d0, 0xae200014, 0xae250014)
TextHook = eeObj.AddHook(0x001e0280+8,0x8c648a4c,TextFunc)
OptOnHook1 = eeObj.AddHook(0x208d0c,0xffb20010,ActivateOptionsMenu) -- Options menu On
OptOffHook1 = eeObj.AddHook(0x208d8c,0xffb00000,DeActivateOptionsMenu) -- Options menu Off
PlCtrlOnHook = eeObj.AddHook(0x1fc8fc,0xffb20010,PlayerCtrlMenuOn) -- Plyr Ctrl menu On
PlCtrlOffHook = eeObj.AddHook(0x1fcbb4,0xffb00000,PlayerCtrlMenuOff) -- Plyr Ctrl menu Off
SclIntrpOffHook = eeObj.AddHook(0x211980,0x26b0e7f4,TurnOffScaleAndInterp) -- Scale and Interp Off
-- SclIntrpOnHook = eeObj.AddHook(0x21a1a4,0xffb00000,TurnOnScaleAndInterp) -- This is now called from LoadMainMenu_done
eeObj.AddHook(0x210250, 0x24030001, EnterChallengeMode)
 
elseif Region == 2 then -- EU
eeInsnReplace(0x2107d8, 0xae200014, 0xae250014)
 
TextHook = eeObj.AddHook(0x001e09a0+8,0x8c64914c,TextFunc)
OptOnHook1 = eeObj.AddHook(0x20a10c,0xffb20010,ActivateOptionsMenu)
OptOffHook1 = eeObj.AddHook(0x20a18c,0xffb00000,DeActivateOptionsMenu)
PlCtrlOnHook = eeObj.AddHook(0x1fdb84,0xffb20010,PlayerCtrlMenuOn) -- Plyr Ctrl menu On
PlCtrlOffHook = eeObj.AddHook(0x1fde3c,0xffb00000,PlayerCtrlMenuOff) -- Plyr Ctrl menu Off
SclIntrpOffHook = eeObj.AddHook(0x212fc8,0x26b0eef4,TurnOffScaleAndInterp) -- Scale and Interp Off
SclIntrpOnHook = eeObj.AddHook(0x21b9f4,0xffb00000,TurnOnScaleAndInterp) -- Scale and Interp On
 
end
 
MainHook = emuObj.AddVsyncHook(VsyncFunc)
 
 
local StartSNK = function()
--print( string.format("FEATURE SCRIPT : ================== BEGIN SNK LOGO DISPLAY ===============\n" ) )
snklogo = 1
updateMode(SaveData.vid_mode, SaveData.vid_scanlines)
--print( string.format("------------------- SETTING VOLUME FOR INTRO\n" ) )
emuObj.SetVolumes(INTROVOLUME, 1.0, 1.0);
emuObj.ThrottleNorm() -- end of initial load, restore to normal speed
--print "_NOTE: End of boot load, ThrottleNorm"
end
 
 
 
local StartVideo = function()
--print( string.format("FEATURE SCRIPT : ================== BEGIN VIDEO ===============\n" ) )
snklogo = 0
updateMode(SaveData.vid_mode, SaveData.vid_scanlines)
end
 
if Region == 1 then
emuObj.AddSectorReadHook(776480, 32, StartSNK)
emuObj.AddSectorReadHook(200000, 16, StartVideo)
elseif Region == 2 then
emuObj.AddSectorReadHook(9696, 32, StartSNK)
emuObj.AddSectorReadHook(580324, 16, StartVideo)
end
 
 
 
-- ---------------------------------------------------
-- the global function 'Global_InitGpuResources()' is invoked by the emulator after
-- the GS has been initialized.  Textures and Shaders must be loaded here.
--
Global_InitGpuResources = function()
-- # Fragment Shader 0 is fixed as the default no-thrills as-is renderer.
emuObj.LoadFsShader(1, "./shader_scanlines_any_p.sb") -- (1) = Scanlines for SNK logo
emuObj.LoadFsShader(2, "./shader_SL480_p.sb") -- (2) = 480P ScanLine Sim
texture1.Load("./PS2_Classics_for_PS4_KOF98_OROCHI_1.png")
texture2.Load("./PS2_Classics_for_PS4_KOF98_OROCHI_2.png")
texture3.Load("./SNK_LOGO.png")
texture4.Load("./p1.png")
texture5.Load("./p2.png")
texture6.Load("./p1d.png")
texture7.Load("./p2d.png")
-- texture8.Load("./SNK_LOGO_sl.png") WBD not needed
 
local p1_w,p1_h = texture4.GetSize()
local p2_w,p2_h = texture5.GetSize()
local p1d_w,p1d_h = texture6.GetSize()
local p2d_w,p2d_h = texture7.GetSize()
notify_p1_xsize = p1_w
notify_p2_xsize = p2_w
notify_p1d_xsize = p1d_w
notify_p2d_xsize = p2d_w
notify_ysize = p1_h
 
spr_p1_notify.BindTexture(4)
spr_p1_notify.SetPosXY(-1 - notify_p1_xsize, notify_ypos)  -- default position is fully obscured from view
    spr_p1_notify.SetSizeXY(p1_w,p1_h)
spr_p1_notify.SetPosUV(0,0)
    spr_p1_notify.SetSizeUV(p1_w,p1_h)
spr_p1_notify.SetBlendColorEquation(blendDefaultEquation)
 
spr_p2_notify.BindTexture(5)
spr_p2_notify.SetPosXY(-1 - notify_p2_xsize, notify_ypos)  -- default position is fully obscured from view
    spr_p2_notify.SetSizeXY(p2_w,p1_h)
spr_p2_notify.SetPosUV(0,0)
    spr_p2_notify.SetSizeUV(p2_w,p1_h)
spr_p2_notify.SetBlendColorEquation(blendDefaultEquation)
 
spr_p1d_notify.BindTexture(6)
spr_p1d_notify.SetPosXY(-1 - notify_p1d_xsize, notify_ypos)  -- default position is fully obscured from view
    spr_p1d_notify.SetSizeXY(p1d_w,p1_h)
spr_p1d_notify.SetPosUV(0,0)
    spr_p1d_notify.SetSizeUV(p1d_w,p1_h)
spr_p1d_notify.SetBlendColorEquation(blendDefaultEquation)
 
spr_p2d_notify.BindTexture(7)
spr_p2d_notify.SetPosXY(-1 - notify_p2d_xsize, notify_ypos)  -- default position is fully obscured from view
    spr_p2d_notify.SetSizeXY(p2d_w,p1_h)
spr_p2d_notify.SetPosUV(0,0)
    spr_p2d_notify.SetSizeUV(p2d_w,p1_h)
spr_p2d_notify.SetBlendColorEquation(blendDefaultEquation)
--[[ Additional graphics for Menu Notifications --]]
texture9.Load("./menuart0.png")
texture10.Load("./menuart1.png")
texture11.Load("./menuart2.png")
texture12.Load("./menuscanoff.png")
texture13.Load("./menuscanonn.png")
 
-- all menu text replacement files are 720x34 at the moment..
local menu_w,menu_h = texture9.GetSize()
extra_menu_h = menu_h
extra_menu_w = menu_w
sprite_artmenu.BindTexture(9) -- default
sprite_scanmenu.BindTexture(12) -- default
 
--HideArtMenu() WBD not needed
--HideScanMenu() WBD not needed
 
DeActivateOptionsMenu()
end
 
--[[************************************************************************************
 
Attempt to speed up some load times
****************************************************************************************  --]]
 
 
-- called when initial "Loading..." message is displayed onscreen (after Playstation 2 logo)
--
local BootLoad_start = function()
local a1 = eeObj.GetGpr(gpr.a1)
if (a1 == 0x389c90) then
emuObj.ThrottleFast()
--print "_NOTE: Start of boot load, Throttle Fast"
end
end
 
--[[
-- no longer needed, as this is called from StartSNK when the SNK logo is displayed
--
local BootLoad_done = function()
emuObj.ThrottleNorm()
--print "_NOTE: End of boot load, ThrottleNorm"
end
]]--
 
-- called when the introductory video is killed and the Main Menu is loaded
--
local LoadMainMenu_start = function()
emuObj.ThrottleFast()
--print "_NOTE: Start of main menu load, Throttle Fast"
end
 
-- called when load of Main Menu is done
--
local LoadMainMenu_done = function()
TurnOnScaleAndInterp() -- preserve pre-existing hook at this same location
emuObj.ThrottleNorm()
--print "_NOTE: End of main menu load, Throttle Normal"
end
 
 
-- called when a game is selected from the main menu
--
local LoadGameFromMainMenu_start = function()
emuObj.ThrottleFast()
--print "_NOTE: Start game load, Throttle Fast"
end
 
local LoadGameFromMainMenu_done = function()
emuObj.ThrottleNorm()
--print "_NOTE: End of game load, Throttle Normal"
end
 
-- called after Player Selection when the match is loaded
-- For most games, there will be music playing and the call to ThrottleMax will be ignored.
-- However for KOF09 and Challenge mode, which have some of the longest load times, the music will
-- be killed after Player Selection.
--
local LoadIntoGameplay_start = function()
local ra = eeObj.GetGpr(gpr.ra) -- only speed up for a particular calling function
if (ra == 0x1c11a0) then
--print "_NOTE: Throttle Max"
emuObj.ThrottleMax()
end
end
 
 
local music_to_kill = 0xffffffff -- will contain a handle to bg music that we want to kill during loading
 
-- This will detect if the Player Selection music is running for KOF98 or Challenge mode
-- We want to allow the music to play during player selection, but be killed before the match is loaded
--
local CheckMusic = function()
music_to_kill = 0xffffffff
local s0 = eeObj.GetGpr(gpr.s0) -- s0 is a pointer to the music filename
if (s0 ~= 0) then
local music = eeObj.ReadMemStr(s0)
--print (string.format("_NOTE: Music starting...  %s", music))
if (music == "kof98_bgm_23.at3") then
music_to_kill = eeObj.GetGpr(gpr.v0) -- save the bg handle for this music
--print (string.format("_NOTE: We will kill this handle (%x) later", music_to_kill))
end
end
end
 
 
-- When the game issues a call to fade out the Player Selection music, it usually takes a very long time. This
-- will kill it quickly so we can use ThrottleMax.
--
local KillMusic = function()
local a1 = eeObj.GetGpr(gpr.a1)
local bgmh = eeObj.ReadMem32(0x32e394)
--print (string.format("_NOTE: should we kill this? bgmh = %x  a1 = %x", bgmh, a1))
if ((bgmh == a1) and (a1 == music_to_kill)) then
--print (string.format("_NOTE: Killing BG Music, handle = %x", bgmh))
eeObj.SetFpr(13, 0.0) -- kill this sound immediately
end
end
 
eeObj.AddHook(0x18acac, 0x27bdfb40, BootLoad_start) -- initial load
--eeObj.AddHook(0x1f641c, 0x8e220034, BootLoad_done) -- this is done in StartSNK (logo is displayed)
 
eeObj.AddHook(0x1ced34, 0xffb00000, LoadMainMenu_start) -- load main menu from start screen
eeObj.AddHook(0x21a1a4, 0xffb00000, LoadMainMenu_done)
 
eeObj.AddHook(0x20befc, 0xffb00000, LoadGameFromMainMenu_start) -- load game from main menu
eeObj.AddHook(0x218d2c, 0x3c040033, LoadGameFromMainMenu_done)
 
 
eeObj.AddHook(0x195b68, 0xae42e394, CheckMusic) -- see if we're starting music we may need to kill later
eeObj.AddHook(0x196134, 0x24060001, KillMusic) -- force kill player selection music
eeObj.AddHook(0x1ec944, 0x3c030035, LoadIntoGameplay_start) -- between player selection and gameplay
 
 
 
--[[
-- Fix vertical lines (by forcing gCurrentGamePIXX to be 320). This constant is natively 304, which
--  when divided into 640 gives you not exactly 2. This is apparently causing some rounding errors when
--  blitting sprites. Forcing the screen width to 320 removes the problem. The side effect is that the
--  screen is horizontally compressed by a very very small amount.
 
local forceHorzScrnRes = function()
eeObj.SetGpr(gpr.a3, 0x140)
print "_NOTE: *******************************> Forcing Horz Scrn Res"
end
eeObj.AddHook(0x1dc3dc, 0x3c050033, forceHorzScrnRes)
]]--
 
</pre>
 
====King of Fighters 98 Ultimate Match====
ALL
<br>CLI
<pre>--force-frame-blend=1
--gs-use-deferred-l2h=0
</pre>
<br>LUA
<pre>
-- Lua 5.3
-- Title: The King of Fighters '98 Ultimate Match - SLES-55280 (Europe) v1.01
-- Author: Nicola Salmoria
-- Date: April 4, 2017
 
 
apiRequest(2.0)
 
local gpr = require( "ee-gpr-alias" )
local kFilterMode, kWrapMode, kBlendMultiplier, kBlendFunc = require("sprite")
local PadConnectType = require("pad-connect-type")
 
local eeObj = getEEObject()
local emuObj = getEmuObject()
local gsObj = getGsObject()
 
 
local GRAPHIC_SETTING_ADDRESS = 0x52f1f0
local AUTO_SAVE_ADDRESS = 0x52f200
local PROGRE_FLG_ADDRESS = 0x542ab0
 
 
local sprite0 = getSpriteObject(0)
local sprite1 = getSpriteObject(1)
local sprite2 = getSpriteObject(2)
local sprite3 = getSpriteObject(3)
 
-- Notifications should be assigned to two unused sprite slots.  Since we want them to
-- be displayed on top of everything else, they should be the highest sprites in the list.
local spr_p1_notify = getSpriteObject(4)
local spr_p2_notify = getSpriteObject(5)
local spr_p1d_notify = getSpriteObject(6)
local spr_p2d_notify = getSpriteObject(7)
 
-- note: Texture 0 is fixed as the PS2 scanout.
local texture1 = getTextureObject(1)
local texture2 = getTextureObject(2)
local texture3 = getTextureObject(3)
local texture4 = getTextureObject(4)
local texture5 = getTextureObject(5)
local texture6 = getTextureObject(6)
local texture7 = getTextureObject(7)
 
-- ------------------------------------------------------------
local STATE_STOPPED = 0
local STATE_RUNNING = 1
 
local notify_ypos = 24
local notify_p1_xsize = 0
local notify_p2_xsize = 0
local notify_p1d_xsize = 0
local notify_p2d_xsize = 0
local notify_ysize = 0
 
local notify_frames_p1 = 0
local notify_frames_p2 = 0
local notify_animstate_p1 = STATE_STOPPED
local notify_animstate_p2 = STATE_STOPPED
 
local connected_p1 = 47
local connected_p2 = 47
local blink_on_p1 = true
local blink_on_p2 = true
 
-- ---------------------------------------------------
-- the global function 'Global_InitGpuResources()' is invoked by the emulator after
-- the GS has been initialized.  Textures and Shaders must be loaded here.
--
Global_InitGpuResources = function()
-- # Fragment Shader 0 is fixed as the default no-thrills as-is renderer.
emuObj.LoadFsShader(1, "./shader_SL480_p.sb") -- (1) = 480P ScanLine Sim
 
texture1.Load("./ART1.png")
texture2.Load("./ART2.png")
texture3.Load("./SNK_LOGO.png")
texture4.Load("./p1.png")
texture5.Load("./p2.png")
texture6.Load("./p1d.png")
texture7.Load("./p2d.png")
 
local p1_w,p1_h = texture4.GetSize()
local p2_w,p2_h = texture5.GetSize()
local p1d_w,p1d_h = texture6.GetSize()
local p2d_w,p2d_h = texture7.GetSize()
notify_p1_xsize = p1_w
notify_p2_xsize = p2_w
notify_p1d_xsize = p1d_w
notify_p2d_xsize = p2d_w
notify_ysize = p1_h
 
spr_p1_notify.BindTexture(4)
spr_p1_notify.SetPosXY(-1 - notify_p1_xsize, notify_ypos)  -- default position is fully obscured from view
    spr_p1_notify.SetSizeXY(p1_w,p1_h)
spr_p1_notify.SetPosUV(0,0)
    spr_p1_notify.SetSizeUV(p1_w,p1_h)
spr_p1_notify.SetBlendColorEquation(blendDefaultEquation)
 
spr_p2_notify.BindTexture(5)
spr_p2_notify.SetPosXY(-1 - notify_p2_xsize, notify_ypos)  -- default position is fully obscured from view
    spr_p2_notify.SetSizeXY(p2_w,p1_h)
spr_p2_notify.SetPosUV(0,0)
    spr_p2_notify.SetSizeUV(p2_w,p1_h)
spr_p2_notify.SetBlendColorEquation(blendDefaultEquation)
 
spr_p1d_notify.BindTexture(6)
spr_p1d_notify.SetPosXY(-1 - notify_p1d_xsize, notify_ypos)  -- default position is fully obscured from view
    spr_p1d_notify.SetSizeXY(p1d_w,p1_h)
spr_p1d_notify.SetPosUV(0,0)
    spr_p1d_notify.SetSizeUV(p1d_w,p1_h)
spr_p1d_notify.SetBlendColorEquation(blendDefaultEquation)
 
spr_p2d_notify.BindTexture(7)
spr_p2d_notify.SetPosXY(-1 - notify_p2d_xsize, notify_ypos)  -- default position is fully obscured from view
    spr_p2d_notify.SetSizeXY(p2d_w,p1_h)
spr_p2d_notify.SetPosUV(0,0)
    spr_p2d_notify.SetSizeUV(p2d_w,p1_h)
spr_p2d_notify.SetBlendColorEquation(blendDefaultEquation)
end
 
 
 
local update_notifications_p1 = function()
 
if notify_animstate_p1 == STATE_STOPPED then
spr_p1_notify.Disable()
spr_p1d_notify.Disable()
return
end
 
emuObj.ThrottleNorm()
 
local keyframe = 15
 
notify_frames_p1 = notify_frames_p1 + 1
 
if math.ceil(notify_frames_p1/keyframe) == notify_frames_p1/keyframe then blink_on_p1 = not blink_on_p1 end
if blink_on_p1 == true then notify_ypos = 24 end
if blink_on_p1 == false then notify_ypos = -84 end
 
-- print(string.format("rounded %s, floating %s, blink %s ypos %s", math.ceil(notify_frames_p1/keyframe), notify_frames_p1/keyframe, blink_on_p1, notify_ypos))
-- print(string.format("notify_frames_p1 %s", notify_frames_p1))
 
if notify_frames_p1 >= 225 then
notify_animstate_p1 = STATE_STOPPED
notify_frames_p1 = 0
connected_p1 = 47
end
 
if connected_p1 == true then
spr_p1_notify.SetBlendColor(1.0,1.0,1.0,1.0)
spr_p1_notify.SetPosXY(math.floor((1920-notify_p1_xsize)/2), notify_ypos)
spr_p1_notify.Enable()
end
 
if connected_p1 == false then
spr_p1d_notify.SetBlendColor(1.0,1.0,1.0,1.0)
spr_p1d_notify.SetPosXY(math.floor((1920-notify_p1d_xsize)/2), notify_ypos)
spr_p1d_notify.Enable()
end
end
 
local update_notifications_p2 = function()
 
if notify_animstate_p2 == STATE_STOPPED then
spr_p2_notify.Disable()
spr_p2d_notify.Disable()
return
end
 
emuObj.ThrottleNorm()
 
local keyframe = 15
 
notify_frames_p2 = notify_frames_p2 + 1
 
if math.ceil(notify_frames_p2/keyframe) == notify_frames_p2/keyframe then blink_on_p2 = not blink_on_p2 end
if blink_on_p2 == true then notify_ypos = 24 + notify_ysize + 8 end
if blink_on_p2 == false then notify_ypos = -84 - notify_ysize - 8 end
 
-- print(string.format("rounded %s, floating %s, blink %s ypos %s", math.ceil(notify_frames_p2/keyframe), notify_frames_p2/keyframe, blink_on_p2, notify_ypos))
 
if notify_frames_p2 >= 225 then
notify_animstate_p2 = STATE_STOPPED
notify_frames_p2 = 0
connected_p2 = 47
end
 
-- print(string.format("connected_p1 %s, connected_p2 %s", connected_p1, connected_p2))
 
if connected_p2 == true then
spr_p2_notify.SetBlendColor(1.0,1.0,1.0,1.0)
spr_p2_notify.SetPosXY(math.floor((1920-notify_p2_xsize)/2), notify_ypos)
spr_p2_notify.Enable()
end
 
if connected_p2 == false then
spr_p2d_notify.SetBlendColor(1.0,1.0,1.0,1.0)
spr_p2d_notify.SetPosXY(math.floor((1920-notify_p2d_xsize)/2), notify_ypos)
spr_p2d_notify.Enable()
end
 
end
 
-- slot can range from 0 to 3, for users 1 thru 4.
-- pad_type can be either:  DS4, REMOTE_DS4, REMOTE_VITA, or HID
local onHIDPadEvent = function(slot, connected, pad_type)
spr_p1_notify.Disable()
spr_p1d_notify.Disable()
spr_p2_notify.Disable()
spr_p2d_notify.Disable()
-- print(string.format("slot %s, connected %s, pad_type %s", slot, connected, pad_type))
if pad_type == PadConnectType.HID then
notify_frames_p1 = 0
notify_frames_p2 = 0
blink_on_p1 = true
blink_on_p2 = true
if slot == 0 then
connected_p1 = connected
notify_animstate_p1 = STATE_RUNNING
end
if slot == 1 then
connected_p2 = connected
notify_animstate_p2 = STATE_RUNNING
end
end
end
 
 
local scanlineParams = {
240.0, -- float scanlineCount
  0.7, -- float scanlineHeight;
1.5,        -- float scanlineBrightScale;
0.5,        -- float scanlineAlpha;
0.5        -- float vignetteStrength;
}
 
-- ---------------------------------------------------
-- Full Screen (480p) NoFX
-- ---------------------------------------------------
 
local original = function()
sprite0.BindTexture(0)
sprite0.BindFragmentShader(0)
sprite0.SetPosXY((1920-1440)/2,0)
sprite0.SetSizeXY(1440,1080)
sprite0.SetBlendColor(1.0,1.0,1.0,1.0)
sprite0.Enable()
 
sprite1.Disable()
end
 
-- ---------------------------------------------------
-- Full Screen + ScanLines (480p)
-- ---------------------------------------------------
 
local scanlines = function()
sprite0.BindTexture(0)
sprite0.SetPosXY((1920-1440)/2,0)
sprite0.SetSizeXY(1440,1080)
sprite0.BindFragmentShader(1)
sprite0.SetShaderParams(scanlineParams)
sprite0.SetBlendColor(1.0,1.0,1.0,1.0)
sprite0.Enable()
 
sprite1.Disable()
end
 
-- ---------------------------------------------------
-- SNK Overlay NoFX
-- ---------------------------------------------------
local bezel = function()
sprite0.BindTexture(0)
sprite0.BindFragmentShader(0)
sprite0.SetPosXY((1920-1280)/2, (1080-896)/2)
sprite0.SetSizeXY(1280,896)
sprite0.SetBlendColor(1.0,1.0,1.0,1.0)
sprite0.Enable()
 
sprite1.BindTexture(1)
sprite1.SetPosXY(0,0)
sprite1.SetSizeXY(1920,1080)
sprite1.SetPosUV(0,0)
sprite1.SetSizeUV(1920,1080)
sprite1.Enable()
end
 
-- ---------------------------------------------------
-- SNK Overlay + ScanLines (480p)
-- ---------------------------------------------------
 
local bezel_scanlines = function()
sprite0.BindTexture(0)
sprite0.SetPosXY((1920-1280)/2, (1080-896)/2)
sprite0.SetSizeXY(1280,896)
sprite0.BindFragmentShader(1)
sprite0.SetShaderParams(scanlineParams)
sprite0.SetBlendColor(1.0,1.0,1.0,1.0)
sprite0.Enable()
 
sprite1.BindTexture(1)
sprite1.SetPosXY(0,0)
sprite1.SetSizeXY(1920,1080)
sprite1.SetPosUV(0,0)
sprite1.SetSizeUV(1920,1080)
sprite1.Enable()
end
 
-- ---------------------------------------------------
-- Arcade Overlay NoFX
-- ---------------------------------------------------
local bezel2 = function()
sprite0.BindTexture(0)
sprite0.BindFragmentShader(0)
sprite0.SetPosXY((1920-1280)/2, (1080-896)/2)
sprite0.SetSizeXY(1280,896)
sprite0.SetBlendColor(1.0,1.0,1.0,1.0)
sprite0.Enable()
 
sprite1.BindTexture(2)
sprite1.SetPosXY(0,0)
sprite1.SetSizeXY(1920,1080)
sprite1.SetPosUV(0,0)
sprite1.SetSizeUV(1920,1080)
sprite1.Enable()
end
 
-- ---------------------------------------------------
-- Arcade Overlay + ScanLines (480p)
-- ---------------------------------------------------
 
local bezel2_scanlines = function()
sprite0.BindTexture(0)
sprite0.SetPosXY((1920-1280)/2, (1080-896)/2)
sprite0.SetSizeXY(1280,896)
sprite0.BindFragmentShader(1)
sprite0.SetShaderParams(scanlineParams)
sprite0.SetBlendColor(1.0,1.0,1.0,1.0)
sprite0.Enable()
 
sprite1.BindTexture(2)
sprite1.SetPosXY(0,0)
sprite1.SetSizeXY(1920,1080)
sprite1.SetPosUV(0,0)
sprite1.SetSizeUV(1920,1080)
sprite1.Enable()
end
 
 
local VIDEOMODE_ORIGINAL = 0*2 + 0
local VIDEOMODE_SCANLINES = 0*2 + 1
local VIDEOMODE_ART1 = 1*2 + 0
local VIDEOMODE_ART1_SCANLINES = 1*2 + 1
local VIDEOMODE_ART2 = 2*2 + 0
local VIDEOMODE_ART2_SCANLINES = 2*2 + 1
local VIDEOMODE_LOGO = 127
 
local lastVideoMode = nil
 
local function switchVideoMode(mode)
if lastVideoMode ~= mode then
lastVideoMode = mode
 
emuObj.ThrottleNorm()
if mode == VIDEOMODE_ORIGINAL then
original()
elseif mode == VIDEOMODE_SCANLINES then
scanlines()
elseif mode == VIDEOMODE_ART1 then
bezel()
elseif mode == VIDEOMODE_ART1_SCANLINES then
bezel_scanlines()
elseif mode == VIDEOMODE_ART2 then
bezel2()
elseif mode == VIDEOMODE_ART2_SCANLINES then
bezel2_scanlines()
end
end
end
 
 
local logoON = function(fade)
lastVideoMode = VIDEOMODE_LOGO
 
sprite0.BindTexture(3)
sprite0.SetPosXY(0,0)
sprite0.SetSizeXY(1920,1080)
sprite0.SetPosUV(0,0)
sprite0.SetSizeUV(1920,1080)
sprite0.SetBlendColor(fade,fade,fade,fade)
sprite0.SetBlendColorEquation(blendConstFadeEquation)
sprite0.Enable()
 
sprite1.Disable()
end
 
 
 
 
-- convert unsigned int to signed
local function asSigned(n)
local MAXINT = 0x80000000
return (n >= MAXINT and n - 2*MAXINT) or n
end
 
 
local LH1 = -- update splash screen
function()
local splashNum = eeObj.GetGpr(gpr.s1)
if splashNum == 3 then
local counter = eeObj.GetGpr(gpr.s0)
local fade = 128
if counter < 32 then
fade = counter * 4
elseif counter >= 192 then
fade = 0
elseif counter > 160 then
fade = (192 - counter) * 4
end
logoON(fade / 128.0)
elseif splashNum == 4 then
switchVideoMode(VIDEOMODE_ORIGINAL)
end
end
 
 
local FH1 = -- initialize options
function()
eeObj.WriteMem8(AUTO_SAVE_ADDRESS, 1) -- ON
end
 
 
local elementPatches = {
[0x960] = -1000, -- move "+" out of view
[0x96e] = -1000, -- move "-" out of view
[0x97c] = -1000, -- move "+" out of view (scroll-in)
[0x98a] = -1000, -- move "-" out of view (scroll-in)
[0x998] = -1000, -- move "+" out of view (scroll-out)
[0x9a6] = -1000, -- move "-" out of view (scroll-out)
[0x9b4] = -1000, -- move "0" out of view
[0x9c2] = -1000, -- move "1" out of view
[0x9d0] = -1000, -- move "2" out of view
[0x9de] = -1000, -- move "0" out of view (scroll-in)
[0x9ec] = -1000, -- move "1" out of view (scroll-in)
[0x9fa] = -1000, -- move "2" out of view (scroll-in)
[0xa08] = -1000, -- move "0" out of view (scroll-out)
[0xa16] = -1000, -- move "1" out of view (scroll-out)
[0xa24] = -1000, -- move "2" out of view (scroll-out)
[0xa38] = 0x25, -- replace "0" with "OFF"
[0xa32] = 0xfe, -- adjust "OFF" x position
[0xa46] = 0x0f, -- replace "1" with "TYPE A"
[0xa40] = 0xfe, -- adjust "TYPE A" x position
[0xa54] = 0x10, -- replace "2" with "TYPE B"
[0xa4e] = 0xfe, -- adjust "TYPE B" x position
[0xac4] = 0x1f, -- replace "0" with "OFF" (scroll-in)
[0xabe] = 0xffae, -- adjust "OFF" x position (scroll-in)
[0xad2] = 0x09, -- replace "1" with "TYPE A" (scroll-in)
[0xacc] = 0xffae, -- adjust "TYPE A" x position (scroll-in)
[0xae0] = 0x0a, -- replace "2" with "TYPE B" (scroll-in)
[0xada] = 0xffae, -- adjust "TYPE B" x position (scroll-in)
[0xb50] = 0x58, -- replace "0" with "OFF" (scroll-out)
[0xb4a] = 0xfe, -- adjust "OFF" x position (scroll-out)
[0xb5e] = 0x42, -- replace "1" with "TYPE A" (scroll-out)
[0xb58] = 0xfe, -- adjust "TYPE A" x position (scroll-out)
[0xb6c] = 0x43, -- replace "2" with "TYPE B" (scroll-out)
[0xb66] = 0xfe, -- adjust "TYPE B" x position (scroll-out)
 
[0xcee] = -1000, -- move "+" out of view
[0xcfc] = -1000, -- move "-" out of view
[0xd0a] = -1000, -- move "+" out of view (scroll-in)
[0xd18] = -1000, -- move "-" out of view (scroll-in)
[0xd26] = -1000, -- move "+" out of view (scroll-out)
[0xd34] = -1000, -- move "-" out of view (scroll-out)
[0xd48] = 0x23, -- replace "0"  with "ON OFF"
[0xd42] = 0xfd, -- adjust "ON OFF" x position
[0xd50] = -1000, -- move "1" out of view
[0xd5e] = -1000, -- move "2" out of view
[0xd72] = 0x1d, -- replace "0"  with "ON OFF" (scroll-in)
[0xd6c] = 0xffad, -- adjust "ON OFF" x position (scroll-in)
[0xd7a] = -1000, -- move "1" out of view (scroll-in)
[0xd88] = -1000, -- move "2" out of view (scroll-in)
[0xd9c] = 0x56, -- replace "0"  with "ON OFF" (scroll-out)
[0xd96] = 0xfd, -- adjust "ON OFF" x position (scroll-out)
[0xda4] = -1000, -- move "1" out of view (scroll-out)
[0xdb2] = -1000, -- move "2" out of view (scroll-out)
[0xdc6] = 0x25, -- replace "0" with "OFF"
[0xdc0] = 0x114, -- adjust "OFF" x position
[0xdd4] = 0x24, -- replace "1" with "ON"
[0xdce] = 0xe3, -- adjust "ON" x position
[0xe52] = 0x1f, -- replace "0" with "OFF" (scroll-in)
[0xe4c] = 0xffc4, -- adjust "OFF" x position (scroll-in)
[0xe60] = 0x1e, -- replace "1" with "ON" (scroll-in)
[0xe5a] = 0xff93, -- adjust "ON" x position (scroll-in)
[0xede] = 0x58, -- replace "0" with "OFF" (scroll-out)
[0xed8] = 0x114, -- adjust "OFF" x position (scroll-out)
[0xeec] = 0x57, -- replace "1" with "ON" (scroll-out)
[0xee6] = 0xe3, -- adjust "ON" x position (scroll-out)
}
 
local atlasPatches = {
-- "POSITION X" -> "ARTWORK"
[0x18e] = 0xffda, -- adjust X offset
[0x192] = 0, -- no other quads after this
 
-- highlighted "POSITION X" -> "ARTWORK"
[0x10e] = 0xffda, -- adjust X offset
[0x112] = 0, -- no other quads after this
 
-- "POSITION Y" -> "SCANLINES"
[0x6a6] = 0x80, -- adjust texture U
[0x6a8] = 0x70, -- adjust texture V
[0x6aa] = 0x78, -- adjust texture width
[0x6ae] = 0xffc2, -- adjust X offset
[0x6b2] = 0, -- no other quads after this
 
-- highlighted "POSITION Y" -> "SCANLINES"
[0x688] = 0x60, -- adjust texture V
[0x68a] = 0x78, -- adjust texture width
[0x68e] = 0xffc2, -- adjust X offset
[0x692] = 0, -- no other quads after this
}
 
local texturePatches = {
-- "POSITION" -> "ARTWORK"
[0x5099] = "02222222222200222222222222002222222222202222200022222002222222222200222222222222002222200022222",
[0x5199] = "22444444444220244444444442202444444444202444200024442022444444444220244444444442202444200024442",
[0x5299] = "24442222244420244422222444202222444222202444200024442024442222244420244422222444202444200024442",
[0x5399] = "24442000244420244420002444200002444200002444200024442024442000244420244420002444202444200024442",
[0x5499] = "24442000244420244420002444200002444200002444222224442024442000244420244420002444202444200024442",
[0x5599] = "24442000244420244420002444200002444200002444244424442024442000244420244420002444202444200024442",
[0x5699] = "24442222244420244422222444200002444200002444244424442024442000244420244422222444202444222224442",
[0x5799] = "24444444444420244444444422200002444200002444244424442024442000244420244444444422202444444444422",
[0x5899] = "24442222244420244422222444200002444200002244444444422024442000244420244422222444202444222224442",
[0x5999] = "24442000244420244420002444200002444200000244422244420024442000244420244420002444202444200024442",
[0x5a99] = "24442000244420244420002444200002444200000244420244420024442000244420244420002444202444200024442",
[0x5b99] = "24442000244420244420002444200002444200000244420244420024442000244420244420002444202444200024442",
[0x5c99] = "24442000244420244420002444200002444200000244420244420024442222244420244420002444202444200024442",
[0x5d99] = "24442000244420244420002444200002444200000244420244420022444444444220244420002444202444200024442",
[0x5e99] = "22222000222220222220002222200002222200000222220222220002222222222200222220002222202222200022222",
 
-- highlighted "POSITION" -> "ARTWORK"
[0x1001] = "09999999999900999999999999009999999999909999900099999009999999999900999999999999009999900099999",
[0x1101] = "99333333333990933333333339909333333333909333900093339099333333333990933333333339909333900093339",
[0x1201] = "93339999933390933399999333909999333999909333900093339093339999933390933399999333909333900093339",
[0x1301] = "93339000933390933390009333900009333900009333900093339093339000933390933390009333909333900093339",
[0x1401] = "93339000933390933390009333900009333900009333999993339093339000933390933390009333909333900093339",
[0x1501] = "93339000933390933390009333900009333900009333933393339093339000933390933390009333909333900093339",
[0x1601] = "93339999933390933399999333900009333900009333933393339093339000933390933399999333909333999993339",
[0x1701] = "93333333333390933333333339900009333900009333933393339093339000933390933333333339909333333333399",
[0x1801] = "93339999933390933399999333900009333900009933333333399093339000933390933399999333909333999993339",
[0x1901] = "93339000933390933390009333900009333900000933399933390093339000933390933390009333909333900093339",
[0x1a01] = "93339000933390933390009333900009333900000933390933390093339000933390933390009333909333900093339",
[0x1b01] = "93339000933390933390009333900009333900000933390933390093339000933390933390009333909333900093339",
[0x1c01] = "93339000933390933390009333900009333900000933390933390093339999933390933390009333909333900093339",
[0x1d01] = "93339000933390933390009333900009333900000933390933390099333333333990933390009333909333900093339",
[0x1e01] = "99999000999990999990009999900009999900000999990999990009999999999900999990009999909999900099999",
 
-- "DEMO CUT" (unused) -> "SCANLINES"
[0x7083] = "022222222222000222222222220002222222222200222222002222202222200000000022222022222200222220022222222222200222222222220",
[0x7183] = "224444444442202244444444422022444444444220244442202444202444200000000024442024444220244420224444444444202244444444422",
[0x7283] = "244422222444202444222224442024442222244420244449202444202444200000000024442024444920244420244422222222202444222224442",
[0x7383] = "244420002444202444200024442024442000244420244444222444202444200000000024442024444422244420244420000000002444200024442",
[0x7483] = "244420002222202444200022222024442000244420244444922444202444200000000024442024444492244420244420000000002444200022222",
[0x7583] = "244420000000002444200000000024442000244420244444422444202444200000000024442024444442244420244420000000002444200000000",
[0x7683] = "244422222222002444200000000024442222244420244494492444202444200000000024442024449449244420244422222220002444222222220",
[0x7783] = "224444444442202444200000000024444444444420244424442444202444200000000024442024442444244420244444444420002244444444422",
[0x7883] = "022222222444202444200000000024442222244420244429449444202444200000000024442024442944944420244422222220000222222224442",
[0x7983] = "000000002444202444200000000024442000244420244422444444202444200022222024442024442244444420244420000000000000000024442",
[0x7a83] = "222220002444202444200022222024442000244420244422944444202444200024442024442024442294444420244420000000002222200024442",
[0x7b83] = "244420002444202444200024442024442000244420244422244444202444200024442024442024442224444420244420000000002444200024442",
[0x7c83] = "244422222444202444222224442024442000244420244420294444202444222224442024442024442029444420244422222222202444222224442",
[0x7d83] = "224444444442202244444444422024442000244420244420224444202444444444442024442024442022444420224444444444202244444444422",
[0x7e83] = "022222222222000222222222220022222000222220222220022222202222222222222022222022222002222220022222222222200222222222220",
 
-- highlighted "DEMO CUT" (unused) -> "SCANLINES"
[0x6002] = "0099999999999000999999999990009999999999900999999009999909999900000000099999099999900999990099999999999900999999999990",
[0x6102] = "0993333333339909933333333399099333333333990933339909333909333900000000093339093333990933390993333333333909933333333399",
[0x6202] = "0933399999333909333999993339093339999933390933332909333909333900000000093339093333290933390933399999999909333999993339",
[0x6302] = "0933390009333909333900093339093339000933390933333999333909333900000000093339093333399933390933390000000009333900093339",
[0x6402] = "0933390009999909333900099999093339000933390933333299333909333900000000093339093333329933390933390000000009333900099999",
[0x6502] = "0933390000000009333900000000093339000933390933333399333909333900000000093339093333339933390933390000000009333900000000",
[0x6602] = "0933399999999009333900000000093339999933390933323329333909333900000000093339093332332933390933399999990009333999999990",
[0x6702] = "0993333333339909333900000000093333333333390933393339333909333900000000093339093339333933390933333333390009933333333399",
[0x6802] = "0099999999333909333900000000093339999933390933392332333909333900000000093339093339233233390933399999990000999999993339",
[0x6902] = "0000000009333909333900000000093339000933390933399333333909333900099999093339093339933333390933390000000000000000093339",
[0x6a02] = "0999990009333909333900099999093339000933390933399233333909333900093339093339093339923333390933390000000009999900093339",
[0x6b02] = "0933390009333909333900093339093339000933390933399933333909333900093339093339093339993333390933390000000009333900093339",
[0x6c02] = "0933399999333909333999993339093339000933390933390923333909333999993339093339093339092333390933399999999909333999993339",
[0x6d02] = "0993333333339909933333333399093339000933390933390993333909333333333339093339093339099333390993333333333909933333333399",
[0x6e02] = "0099999999999000999999999990099999000999990999990099999909999999999999099999099999009999990099999999999900999999999990",
}
 
local FH2A = -- initialize display options screen layout
function()
local layout = eeObj.GetGpr(gpr.a1)
local elements = layout + eeObj.ReadMem32(layout + 12)
 
for offset, value in pairs(elementPatches) do
eeObj.WriteMem16(elements + offset, value)
end
 
local atlas = layout + eeObj.ReadMem32(layout + 4)
for offset, value in pairs(atlasPatches) do
eeObj.WriteMem16(atlas + offset, value)
end
 
local bitmap = layout + eeObj.ReadMem32(layout) + 0x440
for offset, str in pairs(texturePatches) do
local l = string.len(str)
for i = 1, l do
local c = string.sub(str, i, i)
eeObj.WriteMem8(bitmap + offset + i - 1, string.byte(c) - 0x30)
end
end
end
 
 
local FH2B = -- adjust Position X (now Artwork) setting
function()
local posX = asSigned(eeObj.GetGpr(gpr.a0))
eeObj.SetGpr(gpr.a0, posX % 3) -- limit to valid range
end
 
 
local FH2C = -- adjust Position Y (now Scanlines) setting
function()
local posX = asSigned(eeObj.GetGpr(gpr.a0))
eeObj.SetGpr(gpr.a0, posX % 2) -- limit to valid range
end
 
 
local finishedSplashScreens = false
 
local settingPosX = 0
local FH3A = -- apply display position x/y settings (now Artwork/Scanlines)
function()
settingPosX = eeObj.GetGpr(gpr.a1)
eeObj.SetGpr(gpr.a1, 0) -- force pos X to 0
end
local FH3B =
function()
local settingPosY = eeObj.GetGpr(gpr.v1)
eeObj.SetGpr(gpr.v1, 0) -- force pos Y to 0
 
-- limit to valid range
settingPosX = settingPosX % 3
settingPosY = settingPosY % 2
 
if finishedSplashScreens == true then
switchVideoMode(settingPosX * 2 + settingPosY)
end
end
 
local FH3C =
function()
eeObj.SetGpr(gpr.a2, 0) -- force pos Y to 0
end
 
local FH3D = -- finish splash screens
function()
finishedSplashScreens = true
end
 
 
local FH4A = -- init display
function()
-- force progressive mode
eeObj.SetGpr(gpr.a1, 0)
eeObj.SetGpr(gpr.a2, 80)
eeObj.SetGpr(gpr.a3, 1)
eeObj.WriteMem8(PROGRE_FLG_ADDRESS, 1) -- ON
end
 
 
local FH4B = -- check X + Triangle on boot
function()
eeObj.SetGpr(gpr.v0, 0) -- always ignore
end
 
 
 
-- register hooks
 
local hooks = {
-- SNK logo
eeObj.AddHook(0x464f18, 0x0000202d, LH1), -- <logo_task>:
 
-- turn on auto save
eeObj.AddHook(0x329b34, 0x0000282d, FH1), -- <init_option>:
 
-- patch Position x/y options to show Artwork/Scanlines options
eeObj.AddHook(0x4453a4, 0x0200282d, FH2A), -- <UM_GRAPHIC_SETTING>:
eeObj.AddHook(0x445558, 0x24a40001, FH2B), -- <UM_GRAPHIC_SETTING_2000>:
eeObj.AddHook(0x4457c0, 0x24a4ffff, FH2B), -- <UM_GRAPHIC_SETTING_2000>:
eeObj.AddHook(0x445594, 0x24a40001, FH2C), -- <UM_GRAPHIC_SETTING_2000>:
eeObj.AddHook(0x4457fc, 0x24a4ffff, FH2C), -- <UM_GRAPHIC_SETTING_2000>:
 
-- apply artwork / scanlines settings
eeObj.AddHook(0x329bcc, 0x8065f1f3, FH3A), -- <DisplayPositionSet>:
eeObj.AddHook(0x329bec, 0x8063f1f4, FH3B), -- <DisplayPositionSet>:
eeObj.AddHook(0x329c18, 0x8046f1f4, FH3C), -- <DisplayPositionSet>:
eeObj.AddHook(0x464fa8, 0x7bb00000, FH3D), -- <logo_task>:
 
-- force Progressive mode
eeObj.AddHook(0x100290, 0x27bdffb0, FH4A), -- <sceGsResetGraph>:
eeObj.AddHook(0x1b5e98, 0x90422a98, FH4B), -- <DEMO_INIT_200>:
}
 
-- force 60Hz mode
eeInsnReplace(0x47a9c0, 0x0c11e9e4, 0x24020002) -- li $v0,2
eeInsnReplace(0x47a9b8, 0x0c11e934, 0x00000000) -- nop
eeInsnReplace(0x47a9e8, 0x0c11e950, 0x00000000) -- nop
eeInsnReplace(0x3290e0, 0x5440000c, 0x00000000) -- nop
 
 
-- Fight stick
 
HIDPad_Enable()
 
local addedHooks = false
local pad = function()
if addedHooks == false then
addedHooks = true
switchVideoMode(VIDEOMODE_ORIGINAL)
emuObj.AddVsyncHook(update_notifications_p1)
emuObj.AddVsyncHook(update_notifications_p2)
 
-- test message on boot
-- onHIDPadEvent(0, true, PadConnectType.HID)
 
-- disable interpolation
gsObj.SetUprenderMode("none")
gsObj.SetUpscaleMode("point")
 
-- bug report:
-- The sound volume is too loud and could you please decrease to -24LKF (�2) as PS4 recommended?
-- The current sound volume: -10.21LKFS
--
-- So set main volume to 10^(-14/20) ~= 0.2 i.e. about 14dB attenuation.
emuObj.SetVolumes(0.2, 1.0, 1.0)
end
end
 
emuObj.AddPadHook(onHIDPadEvent)
emuObj.AddEntryPointHook(pad)
 
 
--=======================================  WBD addition 11/29/2017
 
-- Fix bug 10414 - large stretched polygons block view of player characters
 
local FixPointTable = function()
-- local pPtTbl = eeObj.ReadMem32(p5Tbl+0x114) -- ptr to source points DEBUG ONLY
local s6 = eeObj.GetGpr(gpr.s6) -- obj in question
local p5Tbl = eeObj.ReadMem32(s6+0x10) -- ptr to object's data
local numPts = eeObj.ReadMem32(p5Tbl+0x110) -- num points in list
local pTbl = 0x1bd6ce0 -- bg_point_buff (we need to scan this)
for i = 1, numPts do
local stat = eeObj.ReadMem32(pTbl + 0xc) -- check 4th word, should be 0
if (stat ~= 0) then -- if not, we need to fix
 
--[[ DEBUG ONLY, print source point
local w1 = eeObj.ReadMemFloat(pPtTbl)
local w2 = eeObj.ReadMemFloat(pPtTbl+4)
local w3 = eeObj.ReadMemFloat(pPtTbl+8)
local w4 = eeObj.ReadMemFloat(pPtTbl+12)
print (string.format("_NOTE: Point %d, %x (%f, %f, %f, %f) needs fixing", i, pPtTbl, w1,w2,w3,w4))
--]]
if (i > 1) then -- if this is any but the first entry
stat = eeObj.ReadMem64(pTbl-0x10) -- fix by replacing the x, y with
eeObj.WriteMem64(pTbl, stat) -- the previous entry's x and y.
-- stat = eeObj.ReadMem64(pTbl-8)
stat = 0x0000000080000000 -- replace the z with 0x80000000
eeObj.WriteMem64(pTbl+8, stat) -- replace the 4th word with 0
-- print "_NOTE: Fixed with previous entry"
else
stat = eeObj.ReadMem32(pTbl + 0x1c) -- if this is the first entry
if (stat == 0) then -- make sure the second entry is kosher
stat = eeObj.ReadMem64(pTbl+0x10)
eeObj.WriteMem64(pTbl, stat) -- if it is, use the x, y from that entry.
-- stat = eeObj.ReadMem64(pTbl+0x18)
stat = 0x0000000080000000 -- replace the z with 0x80000000
eeObj.WriteMem64(pTbl+8, stat) -- replace the 4th word with 0
-- print "_NOTE: Fixed with next entry"
else
eeObj.WriteMem64(pTbl, 0) -- if the 2nd entry is not kosher
eeObj.WriteMem64(pTbl+8, 0x0000000080000000) -- write 0, 0, 0x80000000, 0
-- print "_NOTE: Fixed with (0, 0, 0x80000000, 0)"
end
end
else -- check if Z value is between 0 and 0x8000
stat = eeObj.ReadMem32(pTbl + 8) -- if so, overwrite Z with 0x80000000
if (stat <= 0x8000) then
eeObj.WriteMem32(pTbl+8, 0x80000000)
-- print (string.format("_NOTE: Fixed positive Z = %x", stat))
end
end
pTbl = pTbl + 0x10
-- pPtTbl = pPtTbl + 0x10 -- DEBUG ONLY
end
end
 
eeObj.AddHook(0x439dc8, 0x008e150180, FixPointTable)
 
eeInsnReplace(0x3298ac, 0xa064f1f2, 0xa060f1f2)  -- Change default Focus setting from Soft to Normal
 
</pre>
 
====King of Fighters 2000====
ALL
<br>CLI
<pre>--gs-uprender=none
--gs-upscale=point
--host-audio-latency=0.01
--hid-pad=1
#graphical fixes and support for further fightsticks.</pre>
 
SLUS_208.34
<br>LUA
<pre>-- The King of Fighters 2000
 
apiRequest(1.1)
 
 
local emuObj = getEmuObject()
--will fix sprite rendering artifact
ndx = 28
val = 0x86
-- spriteCorrectionTab[ndx] = val
emuObj.SetGsTitleFix( "globalSet",  "reserved", { fixSpriteDivTab = val | ( ndx<<16) })
#graphical fixes.</pre>
 
SLUS_208.34
<br>SLUS-20834_features.lua
<pre>This is a substantial file. Over 700 lines with additional controller/fightstick support and various shader/bezel files. I'm sharing the file itself as a download link.
 
https://drive.google.com/file/d/1FsPnuxgEa0ymnGdU6w2tdy-eamRN6l3e/view
 
#More stick support, shaders, bezels, widescreen fix.</pre>
 
====Manhunt====
SLUS_208.27
<br>CLI
<pre>--ee-hook=0x4329e0,FastForwardClock,0x1600fff1
--gs-uv-shift-pointsampling=1
--ee-hook=0x1d1d60,AdvanceClock,0x27bdffb0,225
--ee-hook=0x1d71e0,AdvanceClock,0x0c09a4d0,100
#Fix crane issue, and probably fixing lightsourcing.</pre>
 
SLUS_208.27
<br>Lua
<pre>-- Manhunt [US]
 
local gpr = require('ee-gpr-alias')
 
apiRequest(0.1) -- request version 0.1 API. Calling apiRequest() is mandatory.
 
local emuObj = getEmuObject()
local eeObj  = getEEObject()
 
-- Bug #9413
-- Disable uprender on the draw command which samples the framebuffer (0x3200) using bilinear sampling (texMode=2)
-- All lighting effects use TriFan prim type, so use that as well to filter against.
emuObj.SetGsTitleFix( "forceSimpleFetch",  "reserved", {prim=5, texMode=2, tbp=0x320000} )
 
-- Bug#9277
-- Shorten the timeout period for some particular execution command(s).
-- When entering the crane, some instruction is executed with a wait period of 0x7333.
-- Shortening the wait period to 0x4000 it.  Note that 0x5000 is enough to fix entering the
-- crane once, but a more aggressive value was needed for subsequent entry into the crane.
 
local FixBug9277 = function()
local s0 = eeObj.GetGpr(gpr.s0)
--local v0 = eeObj.GetGpr(gpr.v0)
--print( string.format("-------- v0=0x%08x s0=0x%08x", v0, s0) )
if s0 == 0x7333 then
eeObj.SetGpr(gpr.s0, 0x5800)
end
end
 
-- No longer seems necessary, when FastForwardClock is applied here instead (see _cli.conf)
eeObj.AddHookJT(0x1d71f8, 0x10000036, FixBug9277)
#Further bug fixes as well as fixing bloom/overglare from lightsources.</pre>
====Max Payne====
SLES_503.26
<br>CLI
<pre>--gs-use-clut-merge=1
--gs-kernel-cl="clutmerge"
--gs-kernel-cl-up="clutmerge2x2"
--vu1-no-clamping=1
--vu0-no-clamping=1
--fpu-no-clamping=1
--force-pal-60hz=1
--vu1-mpg-cycles=1000
--safe-area-min=1.0
--fpu-accurate-mul-fast=1
--fpu-accurate-muldiv-range=0x2acce0,0x2acce0
 
#Graphics clean-up</pre>
 
SLES_503.26
<br> Features Lua
<pre>-- Max Payne [US]
 
-- Lua 5.3
-- Title: Max Payne - SLES-50326 (Europe FIGS) v1.00
 
 
require( "ee-gpr-alias" ) -- you can access EE GPR by alias (gpr.a0 / gpr["a0"])
 
apiRequest(0.2) -- request version 0.2 API for throttling control.
 
local eeObj = getEEObject()
local emuObj = getEmuObject()
 
 
 
local TH1A = -- start of main()
function()
emuObj.ThrottleMax()
end
 
local TH1B = -- init loading screen
function()
local mode = eeObj.GetGpr(gpr.a0)
 
if mode ~= 4 then -- not sure what mode 4 is, but doesn't precede a real loading
emuObj.ThrottleMax()
end
end
 
local TH1C = -- advance progress bar
function()
local pct = eeObj.GetFpr(2)
 
if pct >= 1.0 then
emuObj.ThrottleNorm()
end
end
 
 
 
-- register hooks
 
local registeredHooks = {}
 
maxpayne_features_unregisterHooks = function() -- global function (called by trophy_data)
for _, hook in pairs(registeredHooks) do
eeObj.RemoveHook(hook)
end
registeredHooks = {}
end
 
maxpayne_features_registerHooks = function() -- global function (called by trophy_data)
registeredHooks = {
eeObj.AddHook(0x133dc8, 0x24030001, TH1A), -- <main>:
eeObj.AddHook(0x15ed7c, 0x24030003, TH1B), -- <MaxPayne_GameMode::initLoadingScreen(void)>:
eeObj.AddHook(0x133078, 0xc4a20000, TH1C), -- <UpdateProgressBarKH(void)>:
}
end</pre>
 
====Metal Slug Anthology====
ALL
<br>CLI
<pre>--host-audio-latency=0.010
--gs-upscale=point
--gs-uprender=none
#fix for graphical glitches.</pre>
 
SLUS_215.50
<br>LUA
<pre>
-- Metal Slug Anthology PS2 - SLUS-21550 (USA)
 
apiRequest(1.2) -- request version 0.1 API. Calling apiRequest() is mandatory.
 
local eeObj = getEEObject()
local emuObj = getEmuObject()
 
-- Fix for black screen booting an elf. This is a game bug.
-- The v1.0 of the game suffered from an intermittent bug on the real PS2
-- where sometimes it would hang on a black screen trying to launch a new elf.
-- This is apparently due to a bad IOP state, which caused sceCdInit to hang.
-- Later versions of the game (1.1, 1.2) attempted to fix this in different ways.
-- On Olympus, v1.0 (USA) hangs always, while v1.2 (EUR/JPN) works always.
-- The fix implemented here replaces a call to FlushCache() to loadImageAndReboot(),
-- which is a function that reboots the IOP and resolves the hang.
 
eeInsnReplace(0x189c24, 0x0c08f7f8, 0x0c061dd2) -- FlushCache() -> loadImageAndReboot()
eeInsnReplace(0x117804, 0x0c0c1e08, 0x0c045e20) -- FlushCache() -> loadImageAndReboot()
</pre>
 
====Okage====
'''TXT'''
<br>SCUS-97129
<pre>
--vu1-mpg-cycles=50
--vu1-mpg-cycles=850,$037,$7b3
--vu1-mpg-cycles=150,$2b4,$7c4
</pre>
'''LUA'''
<br>SCUS-97129
<pre>
require("ee-gpr-alias")
require("ps2")
apiRequest(0.6) -- request version 0.1 API. Calling apiRequest() is mandatory.
 
local eeObj = getEEObject()
 
-- bug#8740
-- SPSetDirect(addr, char-pos, char-pos, x-coord, y-coord, width, height)
-- reduce width just 1 pix.
local Replace_1a1fb0 = InsnOverlay( {
0x0806720a, --        j      0x19c828
0x2529ffff, --        addiu  t1,t1,-1
})
eeInsnReplace(0x1a1fb0, 0x0c06720a, 0x0c000000 | (Replace_1a1fb0>>2)) -- jal 19c828 <SPSetDirect>
 
</pre>
 
====Parappa the Rapper 2====
ALL
<br>CLI
<pre>--host-audio-latency=0.01
 
#fix for audio off sync.</pre>
 
SCUS_971.67
<br>LUA
<pre>
 
-- Parappa the Rapper 2  [SCUS-97167]
 
 
apiRequest(0.1) -- request version 0.1 API. Calling apiRequest() is mandatory.
 
require( "ee-gpr-alias" )
require( "ee-hwaddr" )
 
local eeObj = getEEObject()
 
-- ================================================================================================
-- Title issues racy combination of VIF1 and GIF transfers.  It expects GIF to finish ahead of VU
-- XGKICK (via VIF1), which is atypical among PS2 titles (XGKICK has HW priority over GIF, and so
-- GIF can only finish ahead of XGKICK in certain extreme cases).
--
-- Fixed by delaying the specific VIF1 transfer (identified by MADR) for a long time to ensure GIF
-- gains arbitration and finishes ahead of XGKICKs.
--
local fix01_dma_vif1 =
function()
local ee = eeObj
local tgtaddr = ee.GetGpr(gpr.s0)
 
-- print( string.format("success pt.1 : %x %x", vif1_hw.CHCR, tgtaddr ) )
 
if tgtaddr == vif1_hw.CHCR then
 
-- expected:
--  # DIR==1 and MOD==1  (chain)
--  # TADR==0x01C76AA0
 
local chcr = ee.GetGPR(gpr.v0)
 
if (chcr & 0x05) == 0x05 then
local tadr = ee.ReadMem32(vif1_hw.TADR);
if tadr == 0x01C76AA0 then
-- 0x6000 works fine, 0x6500 adds a little extra cushion.
ee.SchedulerDelayEvent("vif1.dma", 0x6500)
-- print( "Parappa fix applied!" )
end
end
end
end
-- ================================================================================================
 
eeObj.AddHook(0x0015A008, 0xAE020000, fix01_dma_vif1)
 
-- ================================================================================================
-- Our emulator has accuracy problems on so many places. In this title, we have problems on VU.
-- To be accurate on VU is quite painful (we won't be able to get reasonable performance with it)
-- So as workaround, we just disable bilinear textures on Render-To-Texture drawing.
-- Bug#8122
eeInsnReplace(0x118084, 0xde260008, 0x24060000) -- ld a2,8(s1)
eeInsnReplace(0x118798, 0xde260008, 0x24060000) -- ld a2,8(s1)
eeInsnReplace(0x118868, 0xde660008, 0x24060000) -- ld a2,8(s3)
eeInsnReplace(0x119d18, 0xdc460008, 0x24060000) -- ld a2,8(v0)
eeInsnReplace(0x119d18, 0xdc460008, 0x24060000) -- ld a2,8(v0)
 
</pre>
 
====Primal====
CLI
<pre>
--vu1-mul0fix-range=0x22f,0x22f
--vu1-mul0fix-range=0x298,0x29c
--vu1-native-patch=1
--ee-hook=0x2f76c0,FastForwardClock,0x1200ffbf
--vu1-mpg-cycles=700
--gs-kernel-cl-up="up2x2Simple"
--cop2-no-clamp-range=0x37bd78,0x37c514    ;; CMatrix functions         
--cop2-no-clamp-range=0x38c0e0,0x38c174    ;; CModel::CalcSkinningMatrices
--cop2-no-clamp-range=0x391cf0,0x392084    ;; CSkelton::Update           
</pre>
 
LUA
<pre>
-- Primal  [EU]
 
apiRequest(1.1)
 
local eeObj = getEEObject()
local emuObj = getEmuObject()
 
-- Bug 9094 - Title exhibits poor performance due to VU0 spin loops.
-- The spin loops are meant to be an optimizaion on PS2 and the best way of handling them is
-- to remove them from the original code.  This can be done since the VF09 register is unsed by
-- the first portion of the VU0 mpg.
--
-- Insn replacements Summarized:
--  1. NOP the spin loop from VU0.
--  2. NOP the setup code for VI05, which is the reg tested by the VU0 spin loop
--  3. Reorder the vcallms and qmtc2.
 
 
-- [$167:520507ff] IBNE vi05, vi00, [$167]
-- [$167:000002ff] NOP
local orig = (0x000002ff << 32) | 0x520507ff
 
vuInsnReplace(0, 0x167, orig, 0x8000033c | (0x000002ff << 32)) -- NOP / NOP2
vuInsnReplace(0, 0x172, orig, 0x8000033c | (0x000002ff << 32)) -- NOP / NOP2
 
local region_base = 0x399c5c
 
eeInsnReplace(region_base + 0x000, 0x24040001, 0x00000000)  -- li a0,1 -> NOP
eeInsnReplace(region_base + 0x010, 0x48c42800, 0x00000000)  -- ctc2.ni a0,$5      -> NOP
eeInsnReplace(region_base + 0x090, 0x24040001, 0x00000000)  -- li a0,1            -> NOP
eeInsnReplace(region_base + 0x0a0, 0x48c42800, 0x00000000)  -- ctc2.ni a0,$5      -> NOP
 
eeInsnReplace(region_base + 0x05c, 0x48c02800, 0x00000000) -- ctc2.ni zero,$5 -> NOP
eeInsnReplace(region_base + 0x114, 0x48c02800, 0x00000000) -- ctc2.ni zero,$5 -> NOP
 
eeInsnReplace(region_base + 0x054,  0x4a00d839, 0x48a44800) -- vcallmsr vi27 -> qmtc2 a0,vf9
eeInsnReplace(region_base + 0x058,  0x48a44800, 0x4a00d839) -- qmtc2 a0,vf9 -> vcallmsr vi27
eeInsnReplace(region_base + 0x10c, 0x4a00d839, 0x48a44800) -- vcallmsr vi27 -> qmtc2 a0,vf9
eeInsnReplace(region_base + 0x110, 0x48a44800, 0x4a00d839) -- qmtc2 a0,vf9 -> vcallmsr vi27
 
-- remove heat haze distortion ( for performance reason Bug#8827 )
--  reg = 0x42  packedFlags = 3( iip, tme, fst)  packedPrim  = 5(SCE_GS_PRIM_TRIFAN)
emuObj.SetGsTitleFix( "globalSet",  "reserved", { packedRegsLo = 0x42,packedRegsHi = 0, packedRegsNum = 2, packedFlags = 3, packedPrim = 5})
emuObj.SetGsTitleFix( "skipPacked", "reserved", { alpha = 0x80000044, tbp = 0x3a4000 , zmsk=1 })
emuObj.SetGsTitleFix( "skipPacked", "reserved", { alpha = 0x80000044, tbp = 0x348000 , zmsk=1 })
 
 
-- NOP out cacheline prefetch instructions.
-- Prefetch might have been a good idea on PS2, but it is entirely unhelpful on the PS4 target.
if 1 then
eeInsnReplace(0x381e60, 0x78400040, 0x00000000) -- lq zero,64(v0)
eeInsnReplace(0x3822c0, 0x78400040, 0x00000000) -- lq zero,64(v0)
eeInsnReplace(0x38ec7c, 0x78800040, 0x00000000) -- lq zero,64(a0)
eeInsnReplace(0x38ed78, 0x78600040, 0x00000000) -- lq zero,64(v1)
eeInsnReplace(0x38eec0, 0x78a00040, 0x00000000) -- lq zero,64(a1)
eeInsnReplace(0x38fe28, 0x7a600040, 0x00000000) -- lq zero,64(s3)
eeInsnReplace(0x38fea4, 0x78800040, 0x00000000) -- lq zero,64(a0)
eeInsnReplace(0x390da8, 0x78400040, 0x00000000) -- lq zero,64(v0)
eeInsnReplace(0x391020, 0x78400040, 0x00000000) -- lq zero,64(v0)
eeInsnReplace(0x391174, 0x78a00040, 0x00000000) -- lq zero,64(a1)
eeInsnReplace(0x3912b0, 0x78a00040, 0x00000000) -- lq zero,64(a1)
eeInsnReplace(0x398790, 0x7a000040, 0x00000000) -- lq zero,64(s0)
eeInsnReplace(0x399e60, 0x78400050, 0x00000000) -- lq zero,80(v0)
eeInsnReplace(0x399ee8, 0x78400050, 0x00000000) -- lq zero,80(v0)
end
 
-- NOP out an idle loop meant to flush some cache lines...
if 1 then
eeInsnReplace(0x331038, 0x18a00009, 0x00000000) --  blez a1,331060 <CDMAStreamIterator::AllocateBlock(unsigned int)+0x110>
eeInsnReplace(0x33103c, 0x00d41821, 0x00000000) --  addu v1,a2,s4
eeInsnReplace(0x331040, 0xbc5a0000, 0x00000000) --  cache 0x1a,0(v0)
eeInsnReplace(0x331044, 0x24a5ffff, 0x00000000) --  addiu a1,a1,-1
eeInsnReplace(0x331054, 0x1ca0fffa, 0x00000000) --  bgtz a1,331040 <CDMAStreamIterator::AllocateBlock(unsigned int)+0xf0>
eeInsnReplace(0x331058, 0x24420040, 0x00000000) --  addiu v0,v0,64
end
 
-- perf. fix bug 9094
emuObj.SetGsTitleFix( "globalSet", "reserved", {ignoreUpRenderTimeout=2} )
emuObj.SetGsTitleFix( "ignoreUpRender",  230, {} )
emuObj.SetGsTitleFix( "ignoreAreaUpdate", 0, { alpha=0x00000000 } )
emuObj.SetGsTitleFix( "ignoreAreaUpdate", 0, { alpha=0x80000048 } )
 
</pre>
 
====Red Dead Revolver====
<br>SLUS-20500
<br>CLI
<pre>
--gs-kernel-cl-up="up2x2skipInterp"
--fpu-rsqrt-fast-estimate=0
--mtap1=Always
--vif1-ignore-cmd-ints=1
--iop-cycle-scalar=0.80
--iop-hook=0x0086ac,FastForwardClock
--ee-sif0-cycle-scalar=2.0
--ee-sif1-cycle-scalar=2.0
--iop-sif1-cycle-scalar=5.0
--iop-sif0-cycle-scalar=5.0
--iop-tight-slice-count=12
--cdvd-sector-read-cycles=5000
--ee-hook=0x352dd0,AdvanceClock,0x0c0ef9a2,4500
--ee-hook=0x3b5068,FastForwardClock,0x00481024
--ee-hook=0x46fb68,FastForwardClock,0x8ca30000
--ee-hook=0x46fb38,FastForwardClock,0x8c620000
--ee-hook=0x46fb68,MfifoDrain,0x8ca30000
--ee-hook=0x46fb38,MfifoDrain,0x8c620000
--mfifo-manual-drain=0.30
--mfifo-chunk-drain-cycles=210000
</pre>
<br>SLUS-20500
<br>LUA
<pre>
-- red_dead_revolver
local gpr = require("ee-gpr-alias")
 
apiRequest(0.1) -- request version 0.1 API. Calling apiRequest() is mandatory.
 
-- Bug 9309
local emuObj = getEmuObject()
-- psm= SCE_GS_PSMCT32 (0)
emuObj.SetGsTitleFix( "forceSimpleFetch",  "reserved", {psm=0} )
emuObj.SetGsTitleFix( "fetchFromCurrBuff", "reserved", {psm=0} )
 
-- bug#9490 - Disable post-processing effect - <imgImageryDeriver<fxDistort>::Draw(void)>
eeInsnReplace(0x4c4b78, 0x27bdfff0, 0x03e00008) -- JR $ra
eeInsnReplace(0x4c4b7c, 0xffbf0000, 0x00000000) -- NOP
 
-- gfxState class writes bytes and then reads them back as words later on.
-- This replaces most of the word readbacks with lbu equivalents to avoid STLF.
-- 003c0950 <gfxState::Update_TEST(void)>:
eeInsnReplace(0x3c0970, 0x8ce6efd8, 0x90e6efd8) -- lw a2,-4136(a3)
eeInsnReplace(0x3c09a0, 0x8ce3f37c, 0x90e3f37c) -- lw v1,-3204(a3)
 
-- 0032aa70 <fxFloatPropGrid::Get(Vector2 const &) const>:
--  The original  compiler couldn't assume that Vector2 was an aligned object, so it generated
--    ldr/sdr instructions to access it.  The lack of assumption seems to have also caused it to
--    spill FPU registers to memory needlessly.
 
if true then
eeInsnReplace(0x32aa74, 0x68a20007, 0x00000000)
eeInsnReplace(0x32aa78, 0x6ca20000, 0x00000000)
eeInsnReplace(0x32aa7c, 0xb3a20017, 0xc4a00000) -- lwc1 $f0,0(a1)
eeInsnReplace(0x32aa80, 0xb7a20010, 0xc4a10004) -- lwc1 $f1,4(a1)
 
eeInsnReplace(0x32aa8c, 0xc7a00010, 0x00000000) -- nop
eeInsnReplace(0x32aa9c, 0xc7a10014, 0x00000000) -- nop
 
eeInsnReplace(0x32aaa8, 0xe7a00010, 0x00000000) -- nop
eeInsnReplace(0x32aaac, 0x46020082, 0x46020002) -- mul.s $f0,$f0,$f2 
eeInsnReplace(0x32aab0, 0x3c014480, 0x3c014480) -- lui at,0x4480
eeInsnReplace(0x32aab4, 0x34211000, 0x34211000) -- ori at,at,0x1000
eeInsnReplace(0x32aab8, 0x44812000, 0x44812000) -- mtc1 at,$f4
eeInsnReplace(0x32aabc, 0xe7a10014, 0x00000000) -- nop
eeInsnReplace(0x32aac0, 0x460308c2, 0x46030842) -- mul.s $f1,$f1,$f3
eeInsnReplace(0x32aac4, 0xe7a20010, 0xe7a00000) -- swc1 $f0,0(sp)
eeInsnReplace(0x32aac8, 0x90a4001c, 0x90a4001c) -- lbu $a0,28($a1)
eeInsnReplace(0x32aacc, 0xe7a30014, 0xe7a10004) -- swc1 $f1,4(sp)
 
eeInsnReplace(0x32aad0, 0x6baa0017, 0x00000000) -- nop
eeInsnReplace(0x32aad4, 0x6faa0010, 0x00000000) -- nop
eeInsnReplace(0x32aad8, 0xb3aa0007, 0x00000000) -- nop
eeInsnReplace(0x32aadc, 0xb7aa0000, 0x00000000) -- nop
eeInsnReplace(0x32aae0, 0xc7a00000, 0x00000000) -- nop
eeInsnReplace(0x32aae4, 0xc7a10004, 0x00000000) -- nop
end
 
</pre>
<br>Features.lua
<br>SLUS-20500
<br>Even though it's features.lua, it's still a very good example for learning
<pre>
-- Lua 5.3
-- Title: Red Dead Revolver - SLUS-20500 (USA) v1.03
-- Author:  Nicola Salmoria
-- Date: March 23, 2016
 
 
require( "ee-gpr-alias" ) -- you can access EE GPR by alias (gpr.a0 / gpr["a0"])
 
apiRequest(0.7) -- need widescreen support
 
local eeObj = getEEObject()
local emuObj = getEmuObject()
 
 
local GFXPIPELINE_16BY9_ADDRESS = 0x79eeec
local GLOBALS_UNIVERSALDATA_ADDRESS = 0x742120
 
 
local TH1A = -- start loading screen
function()
emuObj.ThrottleMax()
end
 
local TH1B = -- switch to threaded loading (over cutscene etc.)
function()
emuObj.ThrottleNorm()
end
 
 
local TH2A = -- start flashing loading message
function()
emuObj.ThrottleMax()
end
 
local TH2B = -- pause loading message
function()
emuObj.ThrottleNorm()
end
 
local TH2C = -- unpause loading message
function()
emuObj.ThrottleMax()
end
 
local TH2D = -- end loading message
function()
emuObj.ThrottleNorm()
end
 
 
 
local showdownLoading = false
 
local TH3A = -- draw "Loading" on Showdown info screen
function()
if showdownLoading == false then
emuObj.ThrottleMax()
showdownLoading = true
end
end
 
local TH3B = -- draw "Press START" on Showdown info screen
function()
if showdownLoading == true then
emuObj.ThrottleNorm()
showdownLoading = false
end
end
 
 
local WH1 = -- update 16:9 flag
function()
local isWidescreen = eeObj.GetGpr(gpr.a0)
if isWidescreen == 0 then
emuObj.SetDisplayAspectNormal()
else
emuObj.SetDisplayAspectWide()
end
end
 
local WH2 = -- init universal data
function()
local v1 = eeObj.GetGpr(gpr.v1)
eeObj.SetGpr(gpr.v1, v1 | 1) -- enable widescreen
end
 
local WH3 = -- end of boot up sequence
function()
local universalData = eeObj.ReadMem32(GLOBALS_UNIVERSALDATA_ADDRESS)
local isWidescreen = eeObj.ReadMem32(universalData + 92) & 1
 
eeObj.WriteMem8(GFXPIPELINE_16BY9_ADDRESS, isWidescreen)
 
if isWidescreen == 0 then
emuObj.SetDisplayAspectNormal()
else
emuObj.SetDisplayAspectWide()
end
end
 
 
 
-- unthrottle loading screens
local thr1a = eeObj.AddHook(0x21e02c, 0x0080982d, TH1A) -- <staNewLoadShow::Enter(void)>:
local thr1b = eeObj.AddHook(0x220100, 0x27bdfff0, TH1B) -- <staNewLoadShow::DoThreadedLoadShow(void)>:
local thr2a = eeObj.AddHook(0x233970, 0x27bdfff0, TH2A) -- <ThreadedLoadingMessage::Start(void)>:
local thr2b = eeObj.AddHook(0x233a30, 0x27bdfff0, TH2B) -- <ThreadedLoadingMessage::Pause(void)>:
local thr2c = eeObj.AddHook(0x233a80, 0x3c02004f, TH2C) -- <ThreadedLoadingMessage::Unpause(void)>:
local thr2d = eeObj.AddHook(0x2339d8, 0x27bdfff0, TH2D) -- <ThreadedLoadingMessage::Stop(void)>:
local thr3a = eeObj.AddHook(0x226110, 0x8e850008, TH3A) -- <staNewLoadShow::DrawMultiplayerInfo(void)>:
local thr3b = eeObj.AddHook(0x226058, 0x8e650008, TH3B) -- <staNewLoadShow::DrawMultiplayerInfo(void)>:
 
-- widescreen support
local wide1 = eeObj.AddHook(0x3b9050, 0x46010003, WH1) -- <gfxPipeline::Set16By9(bool)>:
local wide2 = eeObj.AddHook(0x180f90, 0x00641824, WH2) -- <swcSaveUniversalData::swcSaveUniversalData(void)>:
local wide3 = eeObj.AddHook(0x102b70, 0x24040003, WH3) -- <gmGame::DoBootUpSequence(void)>:
 
</pre>
 
====Psychonauts====
SLUS_211.20
<br>CLI
<pre>--vu1-jr-cache-policy=sameprog
--vu1-jalr-cache-policy=sameprog
--ee-hook=0x101fc0,FastForwardClock,0x3c0f0036
--ee-hook=0x110390,FastForwardClock,0x8d8f0000
--ee-hook=0x101c10,FastForwardClock,0x51cf0052
--gs-vert-precision=8
--gs-kernel-cl="h2lpool"
--gs-kernel-cl-up="h2lpool2x2"
--gs-render-tile-threshold=300000
--vu-custom-min-max=0
--vu1-di-bits=0
--vu0-di-bits=0
--vu1-opt-vf00=2
--vu0-opt-vf00=2
--vu1-injection=1
--vu1-mpg-cycles=666
--vu1-mpg-cycles=1166,$000
--vu1-mpg-cycles=950,0xffffffff
--vu0-mpg-cycles=300,0xfc
--ee-hook=0x127630,AdvanceClock,0x27bdffd0,2100
--cdvd-sector-read-cycles=4000
--iop-cycle-scalar=1.6
#Seems like substantial performance fixes</pre>
 
SLUS_211.20
<br>LUA
<pre>-- psychonauts_slus21120
local gpr    = require("ee-gpr-alias")
local emuObj = getEmuObject()
 
apiRequest(1.0) -- request version 0.1 API. Calling apiRequest() is mandatory.
 
-- Bug#9174 -
emuObj.SetGsTitleFix( "ignoreSubBuffCov", "reserved", { } )
 
-- Bug#9240 (Light maps uprender)
-- Copy z-buffer for future use with light maps. psm = SCE_GS_PSMZ24 (49)
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", {tw=9, th=9, psm=49, zmsk=1 } )
 
-- Apply light maps texMode=2 (bilinear)  psm= SCE_GS_PSMCT32 (0)
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", {tw=8, th=8, psm=0, ztst=1, texMode=2 } )
 
-- Bug#9176
--
-- This bug seems GPUGS interpolation problem.
-- The game draws clouds as undiscovered area on the map, but
-- Z value is unstable --- sometimes 0x320, sometimes 0x321.
-- On drawing 'Highlight' object (which is missing one), it uses z=0x320 with
-- ZTST=GEQUAL. Therefore if the cloud renders with z=0x321, this highlighted object
-- doesn't appear. But it's OK on the real PS2 because of no-drawing right edge,
-- z=0x321 won't be available on the packet (interpolation differences between
-- the real PS2 and our gs)
-- it gives some values (50.0f) to get +1 on Z value for the highlighted object.
-- this value will be used later to create the packet in _sprite_ps2_push_data(ESprite*).
--
-- This old one causes a problem on some other scenes.
-- local eeObj = getEEObject()
-- eeObj.AddHook(0x1b276c, 0xe4400024, function()
-- local v0 = eeObj.GetGpr(gpr.v0)
-- local z  = eeObj.ReadMemFloat(v0+32)
-- eeObj.WriteMemFloat(v0+32, z+50.0)
-- end)
-- New one by Ernesto :
-- The idea is to apply the offset only on the marker.
local eeObj = getEEObject()
local adjustMapZHook = function() -- EMapRenderWindow::drawHighlightSprites
    eeObj.SetFpr(14, eeObj.GetFpr(14) + 50.0)
end
eeObj.AddHook(0x25d654, 0x8de40068, adjustMapZHook) -- \/
eeObj.AddHook(0x25d714, 0xe7b500cc, adjustMapZHook) -- /\
eeObj.AddHook(0x25d7d0, 0xe7b500cc, adjustMapZHook) -- <
eeObj.AddHook(0x25d894, 0x46000386, adjustMapZHook) -- >
 
 
-- bug#9423 - menus render 20+ times over again, causing very low fps.
-- The whole game in general has no concept of pacing and will re-draw frames multiple times
-- between vsync refreshes.  Hook placed on GameApp::EndFrame() measures time between frames and
-- if it's too short, the EE clock is advanced significantly to compensate.
 
local last_time = 0
local last_diff = 0
local advanceClockForAny = function()
local thistime = eeObj.GetClock()
local diff = thistime - last_time
local adv  = 0
 
if diff <= 0 then
-- sanity check, mostly for snapshot restore.
last_diff = diff
last_time = thistime
return
end
-- EE @ 30fps == roughly 10 million cycles
-- bug#9555 - We need to make a reasonable tally of VIF cycles across game display swaps.
--  Use a combination heuristic of EE and VIF1 cycles to gues at whether the title should
--  lock to 45fps, 30fps, or something worse.
local fastminEE = 1600000 -- less than this it's safe to run > 30 fps
local fastminVIF_30 = 2200000 -- VU1 total that merits 30hz throttle
local fastminVIF_45 = 1700000 -- VU1 total that merit 45hz throttle.
local baremin_wo_vif= 6100000 -- EE values below this get promoted to this value  (~50hz)
local forced30hz = 9330000
local forced45hz = 7820000
local vif1_cycles = eeObj.GetVif1Cycles()
if (vif1_cycles > forced30hz) then
vif1_cycles = forced30hz
end
 
local diff_vif = diff + vif1_cycles
adv = adv + vif1_cycles
 
-- Lock anything that seems like "Real Work" to either 30 or 45 FPS:
if diff_vif < fastminEE then
adv = adv + (fastminEE*2 - diff_vif)
elseif vif1_cycles > fastminVIF_30 and (diff+(fastminVIF_30)//2) < forced30hz then
adv = adv + (forced30hz  - diff - (fastminVIF_30)//2)
elseif vif1_cycles > fastminVIF_45 and (diff+(fastminVIF_45)//2) < forced45hz then
adv = adv + (forced45hz  - diff - (fastminVIF_45)//2)
elseif diff < baremin_wo_vif then
adv = adv + (baremin_wo_vif  - diff)
end
 
-- print (string.format("DELTA: %d  ADV: %d  VIF1: %d", diff, adv, vif1_cycles))
 
if adv ~= 0 then
eeObj.AdvanceClock(adv)
end
 
-- Ensure next frame's delta time takes into consideration this frame's advancement.
-- Otherwise each fraem delta time would get progressively worse.
 
thistime = thistime + adv
last_time = thistime
last_diff = diff
end
 
local advanceClockForGame = function() advanceClockForAny(5300000, 2700000) end
eeObj.AddHookJT(0x207cf8, 0x27bdfff0, advanceClockForGame)   -- <GameApp::EndFrame()>:
#Performance and optimisations</pre>
 
====Red Faction====
SLUS_200.73
<br>CLI
<pre>--gs-use-deferred-l2h=1
--l2h-2d-params=0x0000000800000001,0x000000003a0a2300,512,2
--vu1=jit-sync
--ee-cycle-scalar=1.02
--ee-hook=0x00213370,FastForwardClock,0x8F8293A8
--ee-hook=0x24ce30,AdvanceClock,0x8c620000,20000
--ee-hook=0x272b44,FastForwardClock,0x3c0201ee
--ee-hook=0x272bc4,FastForwardClock,0x3c0201ee
--ee-hook=0x21b354,AdvanceClock,0x3c031000,0x1240
#performance fixes.</pre>
 
SLUS_200.73
<br>LUA
<pre>-- Red Faction [US]
 
apiRequest(1.6)
local gpr = require("ee-gpr-alias")
 
-- title uses memcpy() to write to VU1 memory, so some instances will be hotfixed to
-- use slowpath_memcpy() at runtime.
 
eeNativeFunction(0x259820, 0x0080402d, 'memcpy')
eeNativeFunction(0x2599d8, 0x2cc20008, 'memset')
 
eeNativeFunction(0x253870, 0x27bdffd0, 'ieee754_acosf')
eeNativeFunction(0x254620, 0x44026000, 'ieee754_sqrtf')
eeNativeFunction(0x255a50, 0x44026000, 'cosf')
eeNativeFunction(0x255df0, 0x44026000, 'sinf')
eeNativeFunction(0x256318, 0x27bdffa0, 'acosf')
 
eeInsnReplace(0x24d7e0, 0x24030064, 0x03e00008)                -- <FlushCache>
eeInsnReplace(0x24d7e4, 0x0000000c, 0x00000000)
eeNativeHook (0x24d7e0, 0x03e00008,'AdvanceClock',0xa00)
eeInsnReplace(0x24d810, 0x2403ff98, 0x03e00008)                -- <iFlushCache>
eeInsnReplace(0x24d814, 0x0000000c, 0x00000000)
eeNativeHook (0x24d810, 0x03e00008,'AdvanceClock',0xa00)
 
eeInsnReplace(0x24de20, 0x27bdffe0, 0x03e00008)                -- <SyncDCache>
eeInsnReplace(0x24de24, 0x0080302d, 0x00000000)
eeNativeHook (0x24de20, 0x03e00008,'AdvanceClock',0x600)
eeInsnReplace(0x24de98, 0x3c02ffff, 0x03e00008)                -- <iSyncDCache>
eeInsnReplace(0x24de9c, 0x3442ffc0, 0x00000000)
eeNativeHook (0x24de98, 0x03e00008,'AdvanceClock',0x600)
eeInsnReplace(0x24df58, 0x27bdffe0, 0x03e00008)                -- <InvalidDCache>
eeInsnReplace(0x24df5c, 0x0080302d, 0x00000000)
eeNativeHook (0x24df58, 0x03e00008,'AdvanceClock',0x600)
eeInsnReplace(0x24dfd0, 0x3c02ffff, 0x03e00008)                -- <iInvalidDCache>
eeInsnReplace(0x24dfd4, 0x3442ffc0, 0x00000000)
eeNativeHook (0x24dfd0, 0x03e00008,'AdvanceClock',0x600)
 
local emuObj = getEmuObject()
local eeObj = getEEObject()
 
-- bug#10159 workaround
-- slowdown the jeep speed....
 
local jeepObj = 0
eeObj.AddHook(0x1376f0, 0xc6600174, function()
jeepObj = eeObj.GetGpr(gpr.s1)
end)
eeObj.AddHook(0x137a48, 0xc7ac00bc, function()
local s1 = eeObj.GetGpr(gpr.s1)
if s1 == jeepObj then
eeObj.SetFpr(12, eeObj.GetFpr(12)*0.90)
end
end)
 
-- bug#10249 workaround
-- forcibly calculate the jeep's suspension.
eeObj.AddHook(0x19ee08, 0x8ec2120c, function()
if jeepObj - 624 == eeObj.GetGpr(gpr.s6) then
eeObj.SetGpr(gpr.v0, 1)
end
end)
 
-- debug code for jeep movment target.
-- local px = 0.0
-- local pz = 0.0
-- eeObj.AddHook(0x1375bc, 0x26650174, function()
-- local s1 = eeObj.GetGpr(gpr.s1)
-- if s1 == jeepObj then
-- local s3 = eeObj.GetGpr(gpr.s3)
-- px = eeObj.ReadMemFloat(s3 + 372)
-- pz = eeObj.ReadMemFloat(s3 + 380)
-- end
-- end)
-- eeObj.AddHook(0x1375c8, 0xa2620170, function()
-- local s1 = eeObj.GetGpr(gpr.s1)
-- if s1 == 0x19a7a00 then
-- local s3 = eeObj.GetGpr(gpr.s3)
-- local x = eeObj.ReadMemFloat(s3 + 372)
-- local z = eeObj.ReadMemFloat(s3 + 380)
-- if px ~= x or pz ~= z then
--   print(string.format("[%f %f] => [%f %f] v0=%d",
--   px, pz, x, z, eeObj.GetGpr(gpr.v0)))
-- end
--  end
-- end)
#physics calculations and performance fix.</pre>
 
SLUS_200.73
<br>SLUS-20073_features.lua
<pre>-- Lua 5.3
-- Title:  Red Faction PS2 - SLUS-20073 (USA)
-- Author:  Ernesto Corvi, Adam McInnis
 
-- Changelog:
 
apiRequest(1.1) -- request version 1.1 API. Calling apiRequest() is mandatory.
 
local eeObj = getEEObject()
local emuObj = getEmuObject()
 
local L1 =  -- main
function()
emuObj.ThrottleMax()
end
local L2 =  -- main
function()
emuObj.ThrottleNorm()
end
local load1 = eeObj.AddHook(0x165590, 0x27bdffb0, L1) -- game_load_level
local load2 = eeObj.AddHook(0x16578C, 0x7bb10010, L2) -- game_load_level
 
-- Widescreen support --
eeInsnReplace(0x2071c4, 0x00000000, 0x3c013f40) -- gr_setup_3d
eeInsnReplace(0x2071d0, 0x00000000, 0x4481f000) -- gr_setup_3d
eeInsnReplace(0x2072e0, 0x00000000, 0x461ea502) -- gr_setup_3d
eeInsnReplace(0x2072e8, 0x00000000, 0x461ead43) -- gr_setup_3d
eeInsnReplace(0x23a34c, 0x44826000, 0x461e0303) -- shadow_ngps_render_and_copy
eeInsnReplace(0x23a444, 0x3c024334, 0x3c024309) -- shadow_ngps_render_and_copy
emuObj.SetDisplayAspectWide()
#Official widescreen support.</pre>
 
====Red faction II====
CUSA06356
<br>CLI
<pre>
--gs-use-deferred-l2h=0
--l2h-2d-params=0x0000000800000001,0x000000003a083000,612,2
--mtap1=disabled
--mtap2=disabled
</pre>
====Resident Evil Code: Veronica X====
ALL
<br>CLI
<pre>--ee-jit-pagefault-threshold=30
#crash fix.</pre>
 
ALL
<br>LUA
<pre>-- VeronicaX
apiRequest(0.1) -- request version 0.1 API. Calling apiRequest() is mandatory.
 
-- Bug# 9976
local emuObj = getEmuObject()
emuObj.SetGsTitleFix( "clipScissors", "reserved", {alpha = 0 , frameW = 4 , psm = 0} )
#graphical fix.</pre>
 
====Rogue Galaxy====
ALL
<br>CLI
<pre>--gs-kernel-cl-up="up2x2skipinterp"
--gs-optimize-30fps=1
#visual fixes and performance optimisation.</pre>
 
SCUS_974_90
<br>LUA
<pre>require("ee-gpr-alias")
apiRequest(0.1) -- request version 0.1 API. Calling apiRequest() is mandatory.
 
-- Bug#8404 WORKAROUND
-- See https://pss.usrd.scea.com/bugzilla/show_bug.cgi?id=8404
eeInsnReplace(0x124898, 0x3442ffff, 0x3442fffe) -- ori v0,v0,0xffff
#unsure what this fixes.</pre>
 
====Rise of the Kasai====
'''CLI'''
<br>SCUS-97416
<pre>
--gs-kernel-cl-up="up2x2skipinterp"
--cdvd-sector-read-cycles=31000
--iop-cycle-scalar=0.7
</pre>
 
 
'''LUA'''
<br>SCUS-97416
<pre>
-- rise_of_kasai
require("ee-gpr-alias")
 
apiRequest(0.1) -- request version 0.1 API. Calling apiRequest() is mandatory.
 
 
local emuObj = getEmuObject()
local eeObj  = getEEObject()
 
-- bug #9037.
-- Force point sampling when max mip map > 0 and min filter is set to nearest( 0). 
-- This is done generically when mipmaping is On , however  we prefer to disable mip maps for this title.
emuObj.SetGsTitleFix( "forcePoint", "reserved", {mipIsGt=0,  mmin=0} )
 
-- bug#9241
-- SwapMemCard to Mark of Kri
-- bug#136347 (SCEI bugzilla)
-- we re-use US image for Rise of Kasai EU package and want to let use be able to have Mark of Kri completion bonus.
-- unfortunately we don't have any ways to distinguish which PS4 package we are working on.
-- instead of US => EU reading out modification, let the game retry EU saved data when it fails.
--
-- NOTE: you can write down the filepath directly(onto strptr) at boot time if we can distinguish the differences of the packages.
local first_attempt = true
local buffer = -1
local strptr = -1
local write_str = function (ptr, str)
  for i=1,string.len(str) do
  eeObj.WriteMem8(ptr + i - 1, string.byte(str, i, i))
  end
end
eeObj.AddHook(0x1aa904, 0x0040382d, function()
strptr = eeObj.GetGpr(gpr.a2)
local fname = eeObj.ReadMemStr(strptr)
-- print(string.format("%s", fname))
if fname == "BASCUS-97140/BASCUS-97140" then
if first_attempt then
  buffer = eeObj.GetGpr(gpr.a3)
  --print("Trying to read out SCUS-97140 Mark of Kri US saved data");
  --print(string.format("%x:ReadFile(%x, %x, %x)", eeObj.GetGpr(gpr.a0), 0, eeObj.GetGpr(gpr.a2), eeObj.GetGpr(gpr.a3)))
  emuObj.SwapMemCard(0, 0, "SCUS-97140") -- 2nd argument, user-id isn't used in the current implementation.
else
  -- this is the case of re-trying : reading out EU mark of kri
  --print("Trying to read out SCES-51164 Mark of Kri EU saved data");
  write_str(strptr, "BESCES-51164/BESCES-51164")
  eeObj.SetGpr(gpr.a3, buffer);
  --print(string.format("%x:ReadFile(%x, %x, %x)", eeObj.GetGpr(gpr.a0), 0, eeObj.GetGpr(gpr.a2), eeObj.GetGpr(gpr.a3)))
  emuObj.SwapMemCard(0, 0, "SCES-51164")
end
end
end)
eeInsnReplace(0x1aa910, 0x10400020, 0x00000000)
eeObj.AddHook(0x1aa910, 0x00000000, function()
local v0 = eeObj.GetGpr(gpr.v0)
if v0 == 0 then -- failed
--print("File Load Failed")
if first_attempt then
  first_attempt = false
  eeObj.SetPc(0x1aa8fc)
else
  first_attempt = true
  eeObj.SetPc(0x1aa994)
end
end
end)
-- SwapMemCard to Rise of Kasai
eeObj.AddHook(0x1aa9e8, 0xdfbf0000, function()
emuObj.SwapMemCard(0, 0, "SCUS-97416")
write_str(strptr, "BASCUS-97140/BASCUS-97140") -- write back the original string to the place.
strptr = -1
buffer = -1
end)
</pre>
 
====Samurai Shodown Anthology====
SLUS_216.29
<br>CLI
<pre>--gs-upscale=point
--gs-uprender=2x2
--gs-motion-factor=25
--host-audio-latency=0.01
--gs-ignore-dirty-page-border=1
--gs-kernel-cl="h2lpool"
--gs-kernel-cl-up="h2lpool2x2"
--gs-h2l-list-opt=1
--gs-h2l-accurate-hash=1
</pre>
<br>LUA
<pre>-- Lua 5.3
-- Title: Samurai Shodown Anthology - SLUS-21629 (USA) v1.01
-- Author: Nicola Salmoria
-- Date: October 12, 2016
 
 
local gpr = require( "ee-gpr-alias" )
 
apiRequest(1.6)
 
local eeObj = getEEObject()
local emuObj = getEmuObject()
 
local kFilterMode, kWrapMode, kBlendMultiplier, kBlendFunc = require("sprite")
local PadConnectType = require("pad-connect-type")
 
 
local BRIGHT_ADDRESS = 0x7803fc
local BRIGHT_DESCRIPTION_ADDRESS = 0x4d8380
local SETTINGS_ADDRESS = 0x756900
 
-- a free memory location for our perusal
local DISPLAYMODE_STRING_ADDRESS = 0xf7000
 
local sprite0 = getSpriteObject(0)
local sprite1 = getSpriteObject(1)
 
-- Notifications should be assigned to two unused sprite slots.  Since we want them to
-- be displayed on top of everything else, they should be the highest sprites in the list.
local spr_p1_notify = getSpriteObject(2)
local spr_p2_notify = getSpriteObject(3)
local spr_p1d_notify = getSpriteObject(4)
local spr_p2d_notify = getSpriteObject(5)
 
-- note: Texture 0 is fixed as the PS2 scanout.
local texture1 = getTextureObject(1)
local texture2 = getTextureObject(2)
local texture3 = getTextureObject(3)
local texture4 = getTextureObject(4)
local texture5 = getTextureObject(5)
local texture6 = getTextureObject(6)
local texture7 = getTextureObject(7)
 
-- ------------------------------------------------------------
local STATE_STOPPED = 0
local STATE_RUNNING = 1
 
local notify_ypos = 24
local notify_p1_xsize = 0
local notify_p2_xsize = 0
local notify_p1d_xsize = 0
local notify_p2d_xsize = 0
local notify_ysize = 0
 
local notify_frames_p1 = 0
local notify_frames_p2 = 0
local notify_animstate_p1 = STATE_STOPPED
local notify_animstate_p2 = STATE_STOPPED
 
local connected_p1 = 47
local connected_p2 = 47
local blink_on_p1 = true
local blink_on_p2 = true
 
-- ---------------------------------------------------
-- the global function 'Global_InitGpuResources()' is invoked by the emulator after
-- the GS has been initialized.  Textures and Shaders must be loaded here.
--
Global_InitGpuResources = function()
-- # Fragment Shader 0 is fixed as the default no-thrills as-is renderer.
emuObj.LoadFsShader(1, "./shader_SL480_p.sb") -- (1) = 480P ScanLine Sim
 
texture1.Load("./ART1.png")
texture2.Load("./ART2.png")
texture3.Load("./SNK_LOGO.png")
texture4.Load("./p1.png")
texture5.Load("./p2.png")
texture6.Load("./p1d.png")
texture7.Load("./p2d.png")
 
local p1_w,p1_h = texture4.GetSize()
local p2_w,p2_h = texture5.GetSize()
local p1d_w,p1d_h = texture6.GetSize()
local p2d_w,p2d_h = texture7.GetSize()
notify_p1_xsize = p1_w
notify_p2_xsize = p2_w
notify_p1d_xsize = p1d_w
notify_p2d_xsize = p2d_w
notify_ysize = p1_h
 
spr_p1_notify.BindTexture(4)
spr_p1_notify.SetPosXY(-1 - notify_p1_xsize, notify_ypos)  -- default position is fully obscured from view
spr_p1_notify.SetSizeXY(p1_w,p1_h)
spr_p1_notify.SetPosUV(0,0)
spr_p1_notify.SetSizeUV(p1_w,p1_h)
spr_p1_notify.SetBlendColorEquation(blendDefaultEquation)
 
spr_p2_notify.BindTexture(5)
spr_p2_notify.SetPosXY(-1 - notify_p2_xsize, notify_ypos)  -- default position is fully obscured from view
spr_p2_notify.SetSizeXY(p2_w,p1_h)
spr_p2_notify.SetPosUV(0,0)
spr_p2_notify.SetSizeUV(p2_w,p1_h)
spr_p2_notify.SetBlendColorEquation(blendDefaultEquation)
 
spr_p1d_notify.BindTexture(6)
spr_p1d_notify.SetPosXY(-1 - notify_p1d_xsize, notify_ypos)  -- default position is fully obscured from view
spr_p1d_notify.SetSizeXY(p1d_w,p1_h)
spr_p1d_notify.SetPosUV(0,0)
spr_p1d_notify.SetSizeUV(p1d_w,p1_h)
spr_p1d_notify.SetBlendColorEquation(blendDefaultEquation)
 
spr_p2d_notify.BindTexture(7)
spr_p2d_notify.SetPosXY(-1 - notify_p2d_xsize, notify_ypos)  -- default position is fully obscured from view
spr_p2d_notify.SetSizeXY(p2d_w,p1_h)
spr_p2d_notify.SetPosUV(0,0)
spr_p2d_notify.SetSizeUV(p2d_w,p1_h)
spr_p2d_notify.SetBlendColorEquation(blendDefaultEquation)
end
 
 
local update_notifications_p1 = function()
 
if notify_animstate_p1 == STATE_STOPPED then
spr_p1_notify.Disable()
spr_p1d_notify.Disable()
return
end
 
emuObj.ThrottleNorm()
 
local keyframe = 15
 
notify_frames_p1 = notify_frames_p1 + 1
 
if math.ceil(notify_frames_p1/keyframe) == notify_frames_p1/keyframe then blink_on_p1 = not blink_on_p1 end
if blink_on_p1 == true then notify_ypos = 24 end
if blink_on_p1 == false then notify_ypos = -84 end
 
-- print(string.format("rounded %s, floating %s, blink %s ypos %s", math.ceil(notify_frames_p1/keyframe), notify_frames_p1/keyframe, blink_on_p1, notify_ypos))
-- print(string.format("notify_frames_p1 %s", notify_frames_p1))
 
if notify_frames_p1 >= 225 then
notify_animstate_p1 = STATE_STOPPED
notify_frames_p1 = 0
connected_p1 = 47
end
 
if connected_p1 == true then
spr_p1_notify.SetBlendColor(1.0,1.0,1.0,1.0)
spr_p1_notify.SetPosXY(math.floor((1920-notify_p1_xsize)/2), notify_ypos)
spr_p1_notify.Enable()
end
 
if connected_p1 == false then
spr_p1d_notify.SetBlendColor(1.0,1.0,1.0,1.0)
spr_p1d_notify.SetPosXY(math.floor((1920-notify_p1d_xsize)/2), notify_ypos)
spr_p1d_notify.Enable()
end
end
 
local update_notifications_p2 = function()
 
if notify_animstate_p2 == STATE_STOPPED then
spr_p2_notify.Disable()
spr_p2d_notify.Disable()
return
end
 
emuObj.ThrottleNorm()
 
local keyframe = 15
 
notify_frames_p2 = notify_frames_p2 + 1
 
if math.ceil(notify_frames_p2/keyframe) == notify_frames_p2/keyframe then blink_on_p2 = not blink_on_p2 end
if blink_on_p2 == true then notify_ypos = 24 + notify_ysize + 8 end
if blink_on_p2 == false then notify_ypos = -84 - notify_ysize - 8 end
 
-- print(string.format("rounded %s, floating %s, blink %s ypos %s", math.ceil(notify_frames_p2/keyframe), notify_frames_p2/keyframe, blink_on_p2, notify_ypos))
 
if notify_frames_p2 >= 225 then
notify_animstate_p2 = STATE_STOPPED
notify_frames_p2 = 0
connected_p2 = 47
end
 
-- print(string.format("connected_p1 %s, connected_p2 %s", connected_p1, connected_p2))
 
if connected_p2 == true then
spr_p2_notify.SetBlendColor(1.0,1.0,1.0,1.0)
spr_p2_notify.SetPosXY(math.floor((1920-notify_p2_xsize)/2), notify_ypos)
spr_p2_notify.Enable()
end
 
if connected_p2 == false then
spr_p2d_notify.SetBlendColor(1.0,1.0,1.0,1.0)
spr_p2d_notify.SetPosXY(math.floor((1920-notify_p2d_xsize)/2), notify_ypos)
spr_p2d_notify.Enable()
end
 
end
 
-- slot can range from 0 to 3, for users 1 thru 4.
-- pad_type can be either:  DS4, REMOTE_DS4, REMOTE_VITA, or HID
local onHIDPadEvent = function(slot, connected, pad_type)
spr_p1_notify.Disable()
spr_p1d_notify.Disable()
spr_p2_notify.Disable()
spr_p2d_notify.Disable()
-- print(string.format("slot %s, connected %s, pad_type %s", slot, connected, pad_type))
if pad_type == PadConnectType.HID then
notify_frames_p1 = 0
notify_frames_p2 = 0
blink_on_p1 = true
blink_on_p2 = true
if slot == 0 then
connected_p1 = connected
notify_animstate_p1 = STATE_RUNNING
end
if slot == 1 then
connected_p2 = connected
notify_animstate_p2 = STATE_RUNNING
end
end
end
 
local scanlineParams = {
240.0,      -- float scanlineCount
0.7,        -- float scanlineHeight;
1.5,        -- float scanlineBrightScale;
0.5,        -- float scanlineAlpha;
0.5        -- float vignetteStrength;
}
 
-- ---------------------------------------------------
-- Full Screen (480p) NoFX
-- ---------------------------------------------------
 
local original = function()
sprite0.BindTexture(0)
sprite0.BindFragmentShader(0)
sprite0.SetPosXY((1920-1440)/2,0)
sprite0.SetSizeXY(1440,1080)
sprite0.Enable()
 
sprite1.Disable()
end
 
-- ---------------------------------------------------
-- Full Screen + ScanLines (480p)
-- ---------------------------------------------------
 
local scanlines = function()
sprite0.BindTexture(0)
sprite0.SetPosXY((1920-1440)/2,0)
sprite0.SetSizeXY(1440,1080)
sprite0.BindFragmentShader(1)
sprite0.SetShaderParams(scanlineParams)
sprite0.Enable()
 
sprite1.Disable()
end
 
-- ---------------------------------------------------
-- SNK Overlay NoFX
-- ---------------------------------------------------
local bezel = function()
sprite0.BindTexture(0)
sprite0.BindFragmentShader(0)
sprite0.SetPosXY((1920-1280)/2, (1080-896)/2)
sprite0.SetSizeXY(1280,896)
sprite0.Enable()
 
sprite1.BindTexture(1)
sprite1.SetPosXY(0,0)
sprite1.SetSizeXY(1920,1080)
sprite1.SetPosUV(0,0)
sprite1.SetSizeUV(1920,1080)
sprite1.Enable()
end
 
-- ---------------------------------------------------
-- SNK Overlay + ScanLines (480p)
-- ---------------------------------------------------
 
local bezel_scanlines = function()
sprite0.BindTexture(0)
sprite0.SetPosXY((1920-1280)/2, (1080-896)/2)
sprite0.SetSizeXY(1280,896)
sprite0.BindFragmentShader(1)
sprite0.SetShaderParams(scanlineParams)
sprite0.Enable()
 
sprite1.BindTexture(1)
sprite1.SetPosXY(0,0)
sprite1.SetSizeXY(1920,1080)
sprite1.SetPosUV(0,0)
sprite1.SetSizeUV(1920,1080)
sprite1.Enable()
end
 
-- ---------------------------------------------------
-- Arcade Overlay NoFX
-- ---------------------------------------------------
local bezel2 = function()
sprite0.BindTexture(0)
sprite0.BindFragmentShader(0)
sprite0.SetPosXY((1920-1280)/2, (1080-896)/2)
sprite0.SetSizeXY(1280,896)
sprite0.Enable()
 
sprite1.BindTexture(2)
sprite1.SetPosXY(0,0)
sprite1.SetSizeXY(1920,1080)
sprite1.SetPosUV(0,0)
sprite1.SetSizeUV(1920,1080)
sprite1.Enable()
end
 
-- ---------------------------------------------------
-- Arcade Overlay + ScanLines (480p)
-- ---------------------------------------------------
 
local bezel2_scanlines = function()
sprite0.BindTexture(0)
sprite0.SetPosXY((1920-1280)/2, (1080-896)/2)
sprite0.SetSizeXY(1280,896)
sprite0.BindFragmentShader(1)
sprite0.SetShaderParams(scanlineParams)
sprite0.Enable()
 
sprite1.BindTexture(2)
sprite1.SetPosXY(0,0)
sprite1.SetSizeXY(1920,1080)
sprite1.SetPosUV(0,0)
sprite1.SetSizeUV(1920,1080)
sprite1.Enable()
end
 
 
local logoON = function()
emuObj.ThrottleMax()
 
sprite0.BindTexture(3)
sprite0.SetPosXY(0,0)
sprite0.SetSizeXY(1920,1080)
sprite0.SetPosUV(0,0)
sprite0.SetSizeUV(1920,1080)
sprite0.Enable()
 
sprite1.Disable()
end
 
 
local VIDEOMODE_ORIGINAL = 256
local VIDEOMODE_SCANLINES = 251
local VIDEOMODE_ART1 = 252
local VIDEOMODE_ART1_SCANLINES = 253
local VIDEOMODE_ART2 = 254
local VIDEOMODE_ART2_SCANLINES = 255
 
local videoModes = {
[VIDEOMODE_ORIGINAL ] = "ORIGINAL",
[VIDEOMODE_SCANLINES ] = "SCANLINES",
[VIDEOMODE_ART1 ] = "ART1",
[VIDEOMODE_ART1_SCANLINES ] = "ART1 + SCANLINES",
[VIDEOMODE_ART2 ] = "ART2",
[VIDEOMODE_ART2_SCANLINES ] = "ART2 + SCANLINES",
}
 
local lastVideoMode = nil
 
local function switchVideoMode(mode)
if lastVideoMode ~= mode then
lastVideoMode = mode
 
emuObj.ThrottleNorm()
if mode == VIDEOMODE_ORIGINAL then
original()
elseif mode == VIDEOMODE_SCANLINES then
scanlines()
elseif mode == VIDEOMODE_ART1 then
bezel()
elseif mode == VIDEOMODE_ART1_SCANLINES then
bezel_scanlines()
elseif mode == VIDEOMODE_ART2 then
bezel2()
elseif mode == VIDEOMODE_ART2_SCANLINES then
bezel2_scanlines()
end
end
end
 
 
 
local FH1 = -- printf
function()
eeObj.SetGpr(gpr.ra, 0x11afd0) -- <LoadExecPS2>:
eeObj.SetGpr(gpr.a0, 0x348710) -- "cdrom0:\S6\NO1_E.ELF;1"
eeObj.SetGpr(gpr.a1, 0)
eeObj.SetGpr(gpr.a2, 0)
 
-- also turn on the SNK logo (it will be implicitly tuned off after video mode settings are applied)
logoON()
end
 
local FH2A = -- increment main menu option
function()
local v1 = eeObj.GetGpr(gpr.v1)
if v1 == 7 then
eeObj.SetGpr(gpr.v1, 8) -- skip "exit to main menu"
end
end
 
local FH2B = -- decrement main menu option
function()
local v1 = eeObj.GetGpr(gpr.v1)
if v1 == 7 then
eeObj.SetGpr(gpr.v1, 6) -- skip "exit to main menu"
end
end
 
local FH2C = -- get pointer of "exit to main menu" string
function()
local strPtr = eeObj.GetFprHex(0)
eeObj.WriteMem8(strPtr, 0) -- erase the string
end
 
 
local FH3 =
function()
local msgId = eeObj.GetGpr(gpr.a0)
if msgId == 5 then
eeObj.SetGpr(gpr.v1, 9) -- skip message
end
end
 
 
local FH4A = -- increment the BRIGHT value
function()
local bright = eeObj.ReadMem32(BRIGHT_ADDRESS)
 
local next = bright + 1
if next > 256 then
next = 251
end
 
eeObj.SetGpr(gpr.a0, next)
end
 
local FH4B = -- decrement the BRIGHT value
function()
local bright = eeObj.ReadMem32(BRIGHT_ADDRESS)
 
local next = bright - 1
if next < 251 then
next = 256
end
 
eeObj.SetGpr(gpr.a0, next)
end
 
 
local function forceBright(register)
local bright = eeObj.GetGpr(register)
 
-- update the video mode
switchVideoMode(bright)
 
-- force brightness to 100%
eeObj.SetGpr(register, 256)
end
 
local FH5A = -- read BRIGHT setting
function()
forceBright(gpr.a2)
end
local FH5B = -- read BRIGHT setting
function()
forceBright(gpr.a0)
end
local FH5C = -- read BRIGHT setting
function()
forceBright(gpr.v1)
end
local FH5D = -- read BRIGHT setting
function()
forceBright(gpr.t4)
end
 
 
local FH6 = -- get label for game option
function()
local v1 = eeObj.GetGpr(gpr.v1)
 
if v1 == 8 then
eeObj.WriteMemStrZ(DISPLAYMODE_STRING_ADDRESS, "DISPLAY")
eeObj.SetGpr(gpr.v0, DISPLAYMODE_STRING_ADDRESS)
 
eeObj.WriteMemStrZ(BRIGHT_DESCRIPTION_ADDRESS, "The display mode can be changed")
end
end
 
 
local FH7 = -- get description for BRIGHT option
function()
local bright = eeObj.ReadMem32(BRIGHT_ADDRESS)
local sp = eeObj.GetGpr(gpr.sp)
eeObj.WriteMemStrZ(sp + 128, videoModes[bright])
end
 
 
local FH8 = -- initialize settings
function()
eeObj.WriteMem32(SETTINGS_ADDRESS + 0xafe8, 1) -- auto save enabled
end
 
 
-- register hooks
 
local CHKDATA_MAIN = 0x3c04001d
local CHKDATA_SS6  = 0x3c040056
 
local elfChkMain = function(opcode, pc, expectedOpcode)
local chkData = eeObj.ReadMem32(0x100198)
 
if chkData == CHKDATA_MAIN then
assert(opcode == expectedOpcode, string.format("Overlay opcode mismatch @ 0x%06x: expected 0x%08x, found %08x", pc, expectedOpcode, opcode))
return true
else
return false
end
end
 
local elfChkSS6 = function(opcode, pc, expectedOpcode)
local chkData = eeObj.ReadMem32(0x100198)
 
if chkData == CHKDATA_SS6 then
assert(opcode == expectedOpcode, string.format("Overlay opcode mismatch @ 0x%06x: expected 0x%08x, found %08x", pc, expectedOpcode, opcode))
return true
else
return false
end
end
 
local hooks = {
-- load Samurai Shodown VI on startup
eeObj.AddHook(0x100850, function(op, pc) return elfChkMain(op, pc, 0xdfbf0030) end, FH1),
 
-- skip "exit to main menu" menu option
eeObj.AddHook(0x24bd84, function(op, pc) return elfChkSS6(op, pc, 0x00001810) end, FH2A),
eeObj.AddHook(0x24bf90, function(op, pc) return elfChkSS6(op, pc, 0x00001810) end, FH2B),
-- hide "exit to main menu" menu option
eeObj.AddHook(0x1cae4c, function(op, pc) return elfChkSS6(op, pc, 0xe7a00080) end, FH2C),
 
-- skip "There is no SAMURAI SHODOWN -ANTHOLOGY- data on the memory card" message
eeObj.AddHook(0x2a4d3c, function(op, pc) return elfChkSS6(op, pc, 0x24030007) end, FH3),
 
-- increment/decrement BRIGHT setting: replace with clamp to range 251-256
eeObj.AddHook(0x27ba2c, function(op, pc) return elfChkSS6(op, pc, 0x00642021) end, FH4A),
eeObj.AddHook(0x27bc34, function(op, pc) return elfChkSS6(op, pc, 0x00642021) end, FH4B),
 
-- force screen brightness to max
eeObj.AddHook(0x2aa740, function(op, pc) return elfChkSS6(op, pc, 0x8c6603fc) end, FH5A),
eeObj.AddHook(0x2aaab8, function(op, pc) return elfChkSS6(op, pc, 0x8c6403fc) end, FH5B),
eeObj.AddHook(0x2ad2f0, function(op, pc) return elfChkSS6(op, pc, 0x8c4303fc) end, FH5C),
eeObj.AddHook(0x2ad950, function(op, pc) return elfChkSS6(op, pc, 0x8c4303fc) end, FH5C),
eeObj.AddHook(0x2addb4, function(op, pc) return elfChkSS6(op, pc, 0x8c4303fc) end, FH5C),
eeObj.AddHook(0x2ae2c8, function(op, pc) return elfChkSS6(op, pc, 0x8c6c03fc) end, FH5D),
eeObj.AddHook(0x2ae4e4, function(op, pc) return elfChkSS6(op, pc, 0x8c6c03fc) end, FH5D),
 
-- patch BRIGHT label
eeObj.AddHook(0x1c8dec, function(op, pc) return elfChkSS6(op, pc, 0x2463ffff) end, FH6),
eeObj.AddHook(0x1c9dc4, function(op, pc) return elfChkSS6(op, pc, 0x2463ffff) end, FH6),
 
-- patch BRIGHT description
eeObj.AddHook(0x1c958c, function(op, pc) return elfChkSS6(op, pc, 0x24020006) end, FH7),
 
-- enable AUTO SAVE on first boot
eeObj.AddHook(0x2a5ebc, function(op, pc) return elfChkSS6(op, pc, 0x3c040076) end, FH8),
}
 
 
-- Fight stick
 
HIDPad_Enable()
 
local addedHooks = false
local pad = function()
if addedHooks == false then
addedHooks = true
emuObj.AddVsyncHook(update_notifications_p1)
emuObj.AddVsyncHook(update_notifications_p2)
 
-- bug report:
-- Sound volume: The sound is extremely louder than previous titles.
-- <PS4 recommendation>      -24LKFS(±2)
-- <The current game sound> -11.59LUFS
--
-- So set main volume to 0.25 i.e. about 12dB attenuation.
emuObj.SetVolumes(0.25, 1.0, 1.0)
end
end
emuObj.AddPadHook(onHIDPadEvent)
emuObj.AddEntryPointHook(pad)
 
 
 
 
-- Credits
 
-- Trophy design and development by SCEA ISD SpecOps
-- David Thach Senior Director
-- George Weising Executive Producer
-- Tim Lindquist Senior Technical PM
-- Clay Cowgill Engineering
-- Nicola Salmoria Engineering
-- Jenny Murphy Producer
-- David Alonzo Assistant Producer
-- Tyler Chan Associate Producer
-- Karla Quiros Manager Business Finance & Ops
-- Special thanks to A-R&D
</pre>


====Star Ocean 3====
====Star Ocean 3====
Line 14,146: Line 3,191:
#Graphical glitches and stall fix.</pre>
#Graphical glitches and stall fix.</pre>


====War of the Monsters====
SCUS-97197
<br>CLI
<pre>
--gs-kernel-cl-up="up2x2Simple"
</pre>
SCUS-97197
<br>LUA
<pre>
require("ee-gpr-alias")
apiRequest(0.1) -- request version 0.1 API. Calling apiRequest() is mandatory.
-- bug#8201
-- this game clear sound handlers if something errant situation happened.
-- just remove clearing memory code from the error check-ups.
eeInsnReplace(  0x1f71e8, 0xac400000, 0 ) -- sw zero,0(v0)
eeInsnReplace(  0x1f7200, 0xae000000, 0 ) -- sw zero,0(s0)
</pre>


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