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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
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
-- cmd_map_name(const char* mapname)
local notify_frames_p2 = 0
eeObj.AddHook(0x13f138, 0x0080282d, function()
local notify_animstate_p1 = STATE_STOPPED
local mapname = eeObj.ReadMemStr(eeObj.GetGpr(gpr.a0))
local notify_animstate_p2 = STATE_STOPPED
-- print(string.format("cmd_map_name %s", mapname))
if "Scrappe Plateau" == mapname then
-- print("skip_fade!")
skip_fade_flag.map_name = true
else
skip_fade_flag.map_name = false
end
end)


local connected_p1 = 47
</pre>
local connected_p2 = 47
local blink_on_p1 = true
local blink_on_p2 = true


-- ---------------------------------------------------
====Canis Canem Edit (Bully)====
-- the global function 'Global_InitGpuResources()' is invoked by the emulator after
<br>CLI
-- the GS has been initialized.  Textures and Shaders must be loaded here.
<pre>--fpu-accurate-mul-fast=1
--
--fpu-muldiv-range=0x3fa5c0,0x3fa5c0
Global_InitGpuResources = function()
--gs-flush-ad-xyz=SafeZWrite
-- # Fragment Shader 0 is fixed as the default no-thrills as-is renderer.
--vu1-opt-vf00=2
emuObj.LoadFsShader(1, "./shader_scanlines_any_p.sb") -- (1) = Scanlines for SNK logo
--vu1-di-bits=0
emuObj.LoadFsShader(2, "./shader_SL480_p.sb") -- (2) = 480P ScanLine Sim
--ee-hook=0x001f3ef4,FastForwardClock
texture1.Load("./ART1.png")
--gs-use-deferred-l2h=0
texture2.Load("./ART2.png")
--vu1-injection=1
texture3.Load("./SNK_LOGO.png")
--vu1-mpg-cycles=2500
texture4.Load("./p1.png")
--fpu-rsqrt-fast-estimate=0
texture5.Load("./p2.png")
--safe-area-min=1.0</pre>
texture6.Load("./p1d.png")
texture7.Load("./p2d.png")
texture8.Load("./SNK_LOGO_sl.png")


local p1_w,p1_h = texture4.GetSize()
SLES 535.61
local p2_w,p2_h = texture5.GetSize()
<br>LUA
local p1d_w,p1d_h = texture6.GetSize()
<pre>apiRequest(0.1)
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)
-- EA sports cricket 07 bug 9392
spr_p1_notify.SetPosXY(-1 - notify_p1_xsize, notify_ypos)  -- default position is fully obscured from view
-- Performance fix
    spr_p1_notify.SetSizeXY(p1_w,p1_h)
local emuObj = getEmuObject()
spr_p1_notify.SetPosUV(0,0)
local thresholdArea = 600
    spr_p1_notify.SetSizeUV(p1_w,p1_h)
emuObj.SetGsTitleFix( "ignoreUpRender", thresholdArea , {alpha=0x80000044 , zmsk=1 , tw=4, th=4  } )</pre>
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()
SLUS-21269
<br>SLUS-21269_features.lua
<pre>This is a substantial file. Over 150 lines with an extensive performance fix. I'm sharing the file itself as a download link.


if notify_animstate_p1 == STATE_STOPPED then
https://drive.google.com/file/d/12gt2fONqMP1rmEB9UMw3rIpEYbz1dQq8/view
spr_p1_notify.Disable()
spr_p1d_notify.Disable()
return
end


L2()
#Official widescreen support.</pre>


local keyframe = 15
====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>


notify_frames_p1 = notify_frames_p1 + 1
SLUS_209.45
<br>SLUS-20945_features.lua
<pre>-- Lua 5.3
-- Title:  Destroy All Humans! PS2 - SLUS-20945 (USA)
-- Author:  Ernesto Corvi, Adam McInnis


if math.ceil(notify_frames_p1/keyframe) == notify_frames_p1/keyframe then blink_on_p1 = not blink_on_p1 end
-- Changelog:
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))
apiRequest(0.1) -- request version 0.1 API. Calling apiRequest() is mandatory.
-- print(string.format("notify_frames_p1 %s", notify_frames_p1))


if notify_frames_p1 >= 225 then
local eeObj = getEEObject()
notify_animstate_p1 = STATE_STOPPED
local emuObj = getEmuObject()
notify_frames_p1 = 0
local gpr = require( "ee-gpr-alias" ) -- you can access EE GPR by alias (gpr.a0 / gpr["a0"])
connected_p1 = 47
end


if connected_p1 == true then
-- Widescreen
spr_p1_notify.SetBlendColor(1.0,1.0,1.0,1.0)
eeObj.AddHook(0x308270, 0x3c0336c5, function() -- Graphics::Script::SetScreenRatio
spr_p1_notify.SetPosXY(math.floor((1920-notify_p1_xsize)/2), notify_ypos)
local mode = eeObj.GetGpr(gpr.v0)
spr_p1_notify.Enable()
-- print(string.format("mode: %08x", mode))
if mode == 0x36c59d2b then -- widescreen
emuObj.SetDisplayAspectWide()
elseif mode == 0x855a87ef then -- standard
emuObj.SetDisplayAspectNormal()
end
end
end)


if connected_p1 == false then
eeObj.AddHook(0x3078F4, 0xae0000f4, function() -- Graphics::Renderer::Renderer
spr_p1d_notify.SetBlendColor(1.0,1.0,1.0,1.0)
local renderer = eeObj.GetGpr(gpr.s0)
spr_p1d_notify.SetPosXY(math.floor((1920-notify_p1d_xsize)/2), notify_ypos)
eeObj.WriteMemFloat(renderer+0x200, 1.3333333)
spr_p1d_notify.Enable()
eeObj.WriteMemFloat(renderer+0x204, 1.7777777)
end
eeObj.WriteMem32(renderer+0x208, 2)
end
end)


local update_notifications_p2 = function()
emuObj.SetDisplayAspectWide()


if notify_animstate_p2 == STATE_STOPPED then
-- CRC "settings.display.widescreen" = 0xbcf14d81
spr_p2_notify.Disable()
-- $s2 = SaveType (1 = new save)
spr_p2d_notify.Disable()
return
end


L2()
local overlay = InsnOverlay({
0x27bdffe0, -- addiu $sp, -0x20
0xffbf0010, -- sd $ra, 0x10($sp)
0x0c0d49d8, -- jal Core::Memset(void *,int,uint)
0x00000000, -- nop
0x24030001, -- li $v1, 1
0x1472000b, -- bne $s2, $v1, +11
0x00000000, -- nop
0x0c09dacc, -- jal UFO::Progress::Get(void)
0x00000000, -- nop
0x3c01bcf1, -- lui $at, 0xbcf1
0x34214d81, -- ori $at, $at, 0x4d81
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(0x2789F8, 0x0c0d49d8, call_overlay) -- UFO::Progress::Storage::PrepareWrite
#Official widescreen support.</pre>


local keyframe = 15
====Destroy All Humans 2====
 
SLUS_214.39
notify_frames_p2 = notify_frames_p2 + 1
<br>CLI
<pre>--gs-use-mipmap=1
--gs-kernel-cl="mipmap"
--gs-kernel-cl-up="mipmap2x2"
#Fix for graphical glitches.</pre>


if math.ceil(notify_frames_p2/keyframe) == notify_frames_p2/keyframe then blink_on_p2 = not blink_on_p2 end
SLUS_214.39
if blink_on_p2 == true then notify_ypos = 24 + notify_ysize + 8 end
<br>SLUS-21439_features.lua
if blink_on_p2 == false then notify_ypos = -84 - notify_ysize - 8 end
<pre>-- Lua 5.3
-- Title:  Destroy All Humans! 2 PS2 - SLUS-21439 (USA)
-- Author:  Ernesto Corvi, Adam McInnis


-- 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))
-- Changelog:


if notify_frames_p2 >= 225 then
apiRequest(0.7) -- request version 0.1 API. Calling apiRequest() is mandatory.
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))
local eeObj = getEEObject()
local emuObj = getEmuObject()
local gpr = require( "ee-gpr-alias" ) -- you can access EE GPR by alias (gpr.a0 / gpr["a0"])


if connected_p2 == true then
-- Widescreen
spr_p2_notify.SetBlendColor(1.0,1.0,1.0,1.0)
eeObj.AddHook(0x33ca98, 0x3c0436c5, function() -- Graphics::Script::SetScreenRatio
spr_p2_notify.SetPosXY(math.floor((1920-notify_p2_xsize)/2), notify_ypos)
local mode = eeObj.GetGpr(gpr.v0)
spr_p2_notify.Enable()
-- print(string.format("mode: %08x", mode))
if mode == 0x36c59d2b then -- widescreen
emuObj.SetDisplayAspectWide()
elseif mode == 0x855a87ef then -- standard
emuObj.SetDisplayAspectNormal()
end
end
end)


if connected_p2 == false then
eeObj.AddHook(0x33afac, 0x0000282d, function() -- Graphics::Renderer::Renderer
spr_p2d_notify.SetBlendColor(1.0,1.0,1.0,1.0)
eeObj.SetGpr(gpr.a1, 2)
spr_p2d_notify.SetPosXY(math.floor((1920-notify_p2d_xsize)/2), notify_ypos)
end)
spr_p2d_notify.Enable()
end


end
emuObj.SetDisplayAspectWide()


-- slot can range from 0 to 3, for users 1 thru 4.
-- CRC "settings.display.anamorphic" = 0x8b36afe9
-- pad_type can be either:  DS4, REMOTE_DS4, REMOTE_VITA, or HID
-- $s2 = SaveType (1 = new save)
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 = {
local overlay = InsnOverlay({
240.0, -- float scanlineCount
0x27bdffe0, -- addiu $sp, -0x20
  0.7, -- float scanlineHeight;
0xffbf0010, -- sd $ra, 0x10($sp)
1.5,       -- float scanlineBrightScale;
0x0c059d02, -- memset
0.5,       -- float scanlineAlpha;
0x00000000, -- nop
0.5        -- float vignetteStrength;
0x24030001, -- li $v1, 1
}
0x1472000b, -- bne $s2, $v1, +11
0x00000000, -- nop
0x0c09b400, -- jal UFO::Progress::Get(void)
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
-- Full Screen (480p) NoFX
-- ---------------------------------------------------


local original_mode = function()
local overlay2 = InsnOverlay({
if snklogo == 1 then
0x27bdfff0, -- addiu $sp, -0x10
sprite0.BindTexture(3)
0xffbf0000, -- sd $ra, 0(sp)
sprite0.SetPosXY(0,0)
0xffb00008, -- sd $s0, 8(sp)
sprite0.SetSizeXY(1920,1080)
0x3c05000f, -- lui $a1, 0x000f
sprite0.SetPosUV(0,0)
0x34a57000, -- ori $a1, 0x7000
sprite0.SetSizeUV(1920,1080)
0x0c0db8b6, -- jal Script::State::DoString
else
0x0080802d, -- move $s0, $a0
sprite0.BindTexture(0)
0x24050001, -- li $a1, 1
sprite0.BindFragmentShader(0)
0x0c0dba4c, -- jal Script::State::IsNull(int)
sprite0.SetPosXY((1920-1440)/2,0)
0x0200202d, -- move $a0, $s0
sprite0.SetSizeXY(1440,1080)
0xdfb00008, -- ld $s0, 8(sp)
end
0xdfbf0000, -- ld $ra, 0(sp)
sprite0.Enable()
0x03e00008, -- jr ra
sprite1.Disable()
0x27bd0010  -- addiu $sp, 0x10
end
})
 
local call_overlay2 = 0x0c000000 | (overlay2 >> 2)
-- ---------------------------------------------------
eeInsnReplace(0x2e5a14, 0x0c0dba4c, call_overlay2) -- Sim::Manager::ProcessScript near Sim::Manager::SetPauseFlag
-- Full Screen + ScanLines (480p)
-- ---------------------------------------------------
 
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


-- ---------------------------------------------------
eeObj.AddHook(0x2e5a10, 0x0240202d, function() -- Sim::Manager::ProcessScript near Sim::Manager::SetPauseFlag
-- Bezel NoFX
local luaString = [[
-- ---------------------------------------------------
-- disable progressive scan and adjust screen
local bezel_mode = function(bezel)
gui.i.SMOptionsDisplay.table.slots[3] = nil
if snklogo == 1 then
gui.i.SMOptionsDisplay.table.slots[4] = nil
sprite0.BindTexture(3)
]]
sprite0.SetPosXY(0,0)
eeObj.WriteMemStrZ(0xf7000, luaString)
sprite0.SetSizeXY(1920,1080)
end)
sprite0.SetPosUV(0,0)
#Official widescreen support.</pre>
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)
====Eternal ring====
sprite1.SetPosXY(0,0)
'''CLI'''
sprite1.SetSizeXY(1920,1080)
<pre>
sprite1.SetPosUV(0,0)
--pad-analog-to-digital=0
sprite1.SetSizeUV(1920,1080)
--gs-use-deferred-l2h=1
sprite1.Enable()
--host-display-mode=16:9
end
</pre>
'''LUA'''
<pre>
local gpr = require("ee-gpr-alias")
local PadStick = require("PadStick")


-- ---------------------------------------------------
apiRequest(1.5)
-- Bezel + ScanLines (480p)
-- ---------------------------------------------------


local bezel_scanlines_mode = function(bezel)
local eeObj = getEEObject()
if snklogo == 1 then
local emuObj = getEmuObject()
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)
local patcher = function()
sprite1.SetPosXY(0,0)
 
sprite1.SetSizeXY(1920,1080)
--X-Fov - ELF hack
sprite1.SetPosUV(0,0)
--803f013c 00a88144 0045013c
sprite1.SetSizeUV(1920,1080)
eeObj.WriteMem32(0x00100fcc,0x3c013f40) --3c013f80
sprite1.Enable()
 
end
--Memory hack
--eeObj.WriteMem32(0x201FF100,0x43c00000)


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)
if needsSave == true then
SaveData.vid_mode = mode
SaveData.vid_scanlines = scanlines
emuObj.SaveConfig(0, SaveData)
end
end
end


emuObj.AddVsyncHook(patcher)


local vid_modeOptions = {"NONE", "ART1", "ART2"}
if 1 then
local vid_scanlineOptions = {"OFF", "ON"}
-- bug#10361 (intro slowdown) & bug#9823 (conveyor belt effect)
local vid_mode = SaveData.vid_mode
-- Use Deferred L2H except for conveyor belt effect.
local vid_scanlines = SaveData.vid_scanlines


local updateVideoMode = function(mode)
-- Unsure if other convery or similar effects are present, so use permissive match for bypassing deferral.
if mode > 32 then
L2H_SetNonDeferred({TRXREG=0x0000000900000080}) -- match any TRXPOS or BITBLTBUF
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)
-- Full specification of conveyor belt effect.
if mode > 32 then
-- L2H_SetNonDeferred({BITBLTBUF=0x0000000013023240,TRXPOS=0x0000000000770000,TRXREG=0x0000000900000080})
vid_scanlines = vid_scanlines - 1
elseif mode ~= 0 then
vid_scanlines = vid_scanlines + 1
end
if vid_scanlines < 1 then
vid_scanlines = #vid_scanlineOptions
elseif vid_scanlines > #vid_scanlineOptions then
vid_scanlines = 1
end
if mode ~= 0 then
updateMode(vid_mode, vid_scanlines)
end
end
 
local V1 = function()
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
end


eeObj.AddHook(0x16c13c, 0x268300a0, V1)


eeInsnReplace(0x16BB64, 0x8e420010, 0x0040202d) -- move $a0, $v0
local PadStickRemap_EternalRing_Default = {
eeInsnReplace(0x16BC0C, 0x8e420014, 0x0040202d) -- move $a0, $v0
LR=PadStick.AxisRX_Pos,
LL=PadStick.AxisRX_Neg,
LU=PadStick.AxisLY_Neg,
LD=PadStick.AxisLY_Pos,


eeObj.AddHook(0x180f40, 0x26300010, function()
L1=PadStick.AxisLX_Neg,
local addr = eeObj.GetGpr(gpr.s0)
R1=PadStick.AxisLX_Pos,
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}
L2=PadStick.AxisRY_Neg,
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}
R2=PadStick.AxisRY_Pos,
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)


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


-- Fight stick
emuObj.PadPressureStickRemap(0, PadStickRemap_EternalRing_Default)
local pad = function()
updateMode(SaveData.vid_mode, SaveData.vid_scanlines)
emuObj.AddVsyncHook(update_notifications_p1)
emuObj.AddVsyncHook(update_notifications_p2)
end


emuObj.AddPadHook(onHIDPadEvent)
-- Supporting Inverted Y Axis requires smoe menu changes, and should be done via features.lua
emuObj.AddEntryPointHook(pad)
--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>


-- replace SNK logo
SCES_545.35
 
local scanlogos_on = function()
scanlogos = 1
updateMode(SaveData.vid_mode, SaveData.vid_scanlines)
end
 
local logos_anim = function()
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)
eeObj.AddHook(0x16EAF0, 0x27bdff80, logos_anim)
</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>local gpr = require("ee-gpr-alias")
local gpr = require("ee-gpr-alias")
require( "ee-hwaddr" )
require( "ee-hwaddr" )
apiRequest(0.1) -- request version 0.1 API. Calling apiRequest() is mandatory.
apiRequest(1.4)


local eeObj = getEEObject()
local eeObj = getEEObject()


-- -- never gonna die
-- function dump(addr)
-- eeInsnReplace( 0x2bd0a0, 0x27bdfff0, 0x03e00008) -- addiu sp,sp,-16
--   print(string.format("=== dump %x ===", addr))
-- eeInsnReplace( 0x2bd0a4, 0x3c02003e, 0x00000000) -- lui v0,0x3e
--   for i=0,0x1e do
 
--   print(string.format("  %08x : %08x %08x %08x %08x",
 
--   addr + i*16,
-- performance fix bug #9789
--   eeObj.ReadMem32(addr + i*16 + 0),
local emuObj = getEmuObject()
--   eeObj.ReadMem32(addr + i*16 + 4),
emuObj.SetGsTitleFix( "ignoreAreaUpdate", 0, { } )
--   eeObj.ReadMem32(addr + i*16 + 8),
emuObj.SetGsTitleFix( "includeAreaUpdate", "reserved" , {alpha = 0x80000048 } )
--   eeObj.ReadMem32(addr + i*16 +12)))
emuObj.SetGsTitleFix( "ignoreUpRender", 50 , { } )
--    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)




eeInsnReplace(0x103d58, 0x27bdffc0, 0x03e00008)                -- <SyncDCache>
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>
</pre>


====Fahrenheit/Indigo Prophecy====
SLES_535.39
<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"
#Performance fix.</pre>


SLES_535.39
<br>LUA
<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.


====Arc the Lad: Twilight of the Spirits™====
https://drive.google.com/file/d/1L2YxondID65KIAybKVCBH9KgFegqqOeQ/view
SCUS 972.31
<br>Cli
<pre>
--gs-force-bilinear=1
--gs-kernel-cl-up="up2x2Simple"
--lopnor-config=1
</pre>


SCUS 972.31
-- Performace fix (bug #9785 )
<br>lua
-- bug#8571
<pre>
-- ignore 'no wait vsync' case.
require("ee-gpr-alias")
-- unsyncv causes major slowness on loading screen, because the game pushes LOTS of identical frame data to GS.</pre>
apiRequest(0.1) -- request version 0.1 API. Calling apiRequest() is mandatory.


eeObj = getEEObject()
SLES_535.39
<br>SLES-53539_features.lua
<pre>-- Lua 5.3
-- Title:  Fahrenheit PS2 - SLES-53539 (EUR)
-- Author:  Ernesto Corvi, Adam McInnis
 
-- Changelog:


-- Bug#8359 (see bugzilla for the detail)
require( "ee-gpr-alias" ) -- you can access EE GPR by alias (gpr.a0 / gpr["a0"])
-- Skip FadeSet call if map is 'Scrappe Plateau' and the latest loaded script file is 'evt03B_07_0.moc'.
require( "ee-cpr0-alias" ) -- for EE CPR
-- 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 }


-- fade skip Bug#8359. skip FadeSet if skip_fade_flag meets the requirement.
apiRequest(0.1) -- request version 0.1 API. Calling apiRequest() is mandatory.
eeObj.AddHook(  0x13c464, 0x8e0500c0, function()
  -- 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)


-- cmd_read_file(const char* filename)
local eeObj = getEEObject()
eeObj.AddHook(0x13dad0, 0x27bdffc0, function()
local emuObj = getEmuObject()
local filename = eeObj.ReadMemStr(eeObj.GetGpr(gpr.a0))
-- print(string.format("cmd_read_file %s", filename))
if "chara/evt_camera/evt03B_07_0.moc" == filename then
-- print("skip_fade!")
skip_fade_flag.file_name = true
else
skip_fade_flag.file_name = false
end
end)


-- cmd_map_name(const char* mapname)
local L1 = function() -- QDT::SINT::SCRIPT_LOADING_SCREEN::EM::Run
eeObj.AddHook(0x13f138, 0x0080282d, function()
emuObj.ThrottleMax()
local mapname = eeObj.ReadMemStr(eeObj.GetGpr(gpr.a0))
end
-- print(string.format("cmd_map_name %s", mapname))
if "Scrappe Plateau" == mapname then
local L2 = function() -- QDT::SINT::SCRIPT_LOADING_SCREEN::EM::Stop
-- print("skip_fade!")
emuObj.ThrottleNorm()
skip_fade_flag.map_name = true
end
else
skip_fade_flag.map_name = false
local load1 = eeObj.AddHook(0x387040, 0x3c02004b, L1) -- QDT::SINT::SCRIPT_LOADING_SCREEN::Run
end
local load2 = eeObj.AddHook(0x387090, 0x3c02004b, L2) -- QDT::SINT::SCRIPT_LOADING_SCREEN::Stop
end)


</pre>
-- Widescreen
eeInsnReplace(0x20a7c0, 0x3c013faa, 0x3c013fe3)
eeInsnReplace(0x20a7c4, 0x3421aaab, 0x34218e39)
emuObj.SetDisplayAspectWide()


====Canis Canem Edit (Bully)====
-- Skip video mode options
<br>CLI
local videomenuVM = { 0x04, 0x01, 0x00, 0x00, 0x44, 0x00, 0x00, 0x00,
<pre>--fpu-accurate-mul-fast=1
  0x3B, 0x0D, 0x00, 0x00, 0x3B, 0x0B, 0x00, 0x00,
--fpu-muldiv-range=0x3fa5c0,0x3fa5c0
  0x3B, 0x26, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00 }
--gs-flush-ad-xyz=SafeZWrite
 
--vu1-opt-vf00=2
local visualmenuVM = { 0x04, 0x01, 0x00, 0x00, 0xA2, 0x00, 0x00, 0x00,
--vu1-di-bits=0
  0x3B, 0x19, 0x00, 0x00, 0x3B, 0x18, 0x00, 0x00 }
--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
-- locates src chunk on (dst,cnt). -1 if not found, offset if found
<br>LUA
local locateChunk = function(src, dst, count)
<pre>apiRequest(0.1)
local offs = -1
for x = 0, count - #src do
if eeObj.ReadMem8(dst+x) == src[1] then
local found = true
for y = 1, #src do
if eeObj.ReadMem8(dst+x+y-1) ~= src[y] then
found = false
break
end
end
if found == true then
offs = x
break
end
end
end
return offs
end


-- EA sports cricket 07 bug 9392
eeObj.AddHook(0x2812b0, 0x27bdfff0, function() -- QDT::VM::BYTE_CODE::BYTE_CODE
-- Performance fix
local obj = eeObj.GetGpr(gpr.a1)
local emuObj = getEmuObject()
local bytecode = eeObj.ReadMem32(obj+0x18)
local thresholdArea = 600
local count = eeObj.ReadMem32(obj+0x20)
emuObj.SetGsTitleFix( "ignoreUpRender", thresholdArea , {alpha=0x80000044 , zmsk=1 , tw=4, th=4  } )</pre>
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 count > #visualmenuVM then
local offs = locateChunk(visualmenuVM, bytecode, count)
if offs >= 0 then
print("Skipping visual mode video menu")
eeObj.WriteMem8(bytecode+offs+1, 2) -- beq 0xa2 -> bne 0xa2
end
end
end)


-- Force 60hz
eeInsnReplace(0x207ae0, 0x00a0802d, 0x24100001) -- move $s0, $a1 -> li $s0, 1


SLUS-21269
-- Fix for bug 9716, which is a bug in the game.
<br>SLUS-21269_features.lua
-- Trying to retrieve a COM handle in the game will cause an infinite
<pre>This is a substantial file. Over 150 lines with an extensive performance fix. I'm sharing the file itself as a download link.
-- 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.


https://drive.google.com/file/d/12gt2fONqMP1rmEB9UMw3rIpEYbz1dQq8/view
eeInsnReplace(0x1c5958, 0x10400005, 0) -- QDT::KCOM::COM_SERVICE::RetrieveComHandle
 
eeInsnReplace(0x1c5b6c, 0x10400005, 0) -- QDT::KCOM::COM_SERVICE::RetrieveComHandle
#Official widescreen support.</pre>
eeInsnReplace(0x1c5d24, 0x10400005, 0) -- QDT::KCOM::COM_SERVICE::RetrieveComHandle
 
#Official widescreen support, forced 60Hz/NTSC, along with a game crash bug fix.</pre>
====Destroy All Humans====
====Fantavision====
SLUS_209.45
'''CLI'''
<br>CLI
<br>SCES-50002
<pre>--gs-use-mipmap=1
<pre>
--gs-kernel-cl="mipmap"
--gs-kernel-cl-up="fantavision"
--gs-kernel-cl-up="mipmap2x2"
--gs-motion-factor=1
--gs-ignore-dirty-page-border=1
</pre>
--fpu-accurate-addsub-range=0x28bf00,0x28c100
'''LUA'''
#Fix for graphical glitches.</pre>
<br>SCES-50002
<pre>
require("ee-gpr-alias")
require( "ee-hwaddr" )
apiRequest(0.1) -- request version 0.1 API. Calling apiRequest() is mandatory.


SLUS_209.45
eeObj = getEEObject()
<br>SLUS-20945_features.lua
<pre>-- Lua 5.3
-- Title:  Destroy All Humans! PS2 - SLUS-20945 (USA)
-- Author:  Ernesto Corvi, Adam McInnis


-- Changelog:
--
 
-- Bug#93709 (JP Bugzilla)
apiRequest(0.1) -- request version 0.1 API. Calling apiRequest() is mandatory.
-- Same as Parappa the Rapper 2, it's VIF1 vs GIF xfer timing issue.
 
-- The game expects PATH3 happens before VU1 xgkick, but actually Olympus doesn't do like that.
local eeObj = getEEObject()
-- Game kicks  : PATH3(Context1) PATH1(Rendering using Context1&2) PATH3(Context2)
local emuObj = getEmuObject()
-- Game expects: PATH3(Context1) PATH3(Context2) PATH1(Rendering using Context1&2)
local gpr = require( "ee-gpr-alias" ) -- you can access EE GPR by alias (gpr.a0 / gpr["a0"])
-- Hence VIF1 DMA needs to be delayed.
eeObj.AddHook(0x1b1468, 0xae020000, function()
local ee = eeObj
local s0 = ee.GetGpr(gpr.s0)


-- Widescreen
if s0 == vif1_hw.CHCR then
eeObj.AddHook(0x308270, 0x3c0336c5, function() -- Graphics::Script::SetScreenRatio
local chcr = ee.GetGpr(gpr.v0)
local mode = eeObj.GetGpr(gpr.v0)
if (chcr & 0x05) == 0x05 then
  local tadr = ee.ReadMem32(vif1_hw.TADR)
-- print(string.format("mode: %08x", mode))
  if tadr == 0x8883e0 or tadr == 0x9f6b60 then
  ee.SchedulerDelayEvent("vif1.dma", 0x5000)
if mode == 0x36c59d2b then -- widescreen
  end
emuObj.SetDisplayAspectWide()
end
elseif mode == 0x855a87ef then -- standard
end
emuObj.SetDisplayAspectNormal()
end
end)
end)


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)


emuObj.SetDisplayAspectWide()
-- 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====
ALL
<br>CLI
<pre>--gs-uprender=none
--gs-upscale=point
--host-audio-latency=0.010
--force-frame-blend=1
#Graphical fix.</pre>
 
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.


-- CRC "settings.display.widescreen" = 0xbcf14d81
https://drive.google.com/file/d/1FPPPJiHOazTXaD-H6K3kLACYDSdDeAE1/view
-- $s2 = SaveType (1 = new save)


local overlay = InsnOverlay({
#official widescreen support in the form of screen bezels, along with expanded fightstick support and scanline shaders.</pre>
0x27bdffe0, -- addiu $sp, -0x20
0xffbf0010, -- sd $ra, 0x10($sp)
0x0c0d49d8, -- jal Core::Memset(void *,int,uint)
0x00000000, -- nop
0x24030001, -- li $v1, 1
0x1472000b, -- bne $s2, $v1, +11
0x00000000, -- nop
0x0c09dacc, -- jal UFO::Progress::Get(void)
0x00000000, -- nop
0x3c01bcf1, -- lui $at, 0xbcf1
0x34214d81, -- ori $at, $at, 0x4d81
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(0x2789F8, 0x0c0d49d8, call_overlay) -- UFO::Progress::Storage::PrepareWrite
#Official widescreen support.</pre>


====Destroy All Humans 2====
====Fu'un Super Combo!!!====
SLUS_214.39
SLPS_257.81
<br>CLI
<br>CLI
<pre>--gs-use-mipmap=1
<pre>--gs-uprender=2x2
--gs-kernel-cl="mipmap"
--gs-upscale=point
--gs-kernel-cl-up="mipmap2x2"
--host-audio-latency=0.3
#Fix for graphical glitches.</pre>
--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>


SLUS_214.39
SLPS_257.81
<br>SLUS-21439_features.lua
<br>LUA
<pre>-- Lua 5.3
<pre>
-- Title:  Destroy All Humans! 2 PS2 - SLUS-21439 (USA)
apiRequest(1.4)
-- Author:  Ernesto Corvi, Adam McInnis


-- Changelog:
eeNativeFunction(0x11fa9c, 0x0080402d, 'memcpy')
eeNativeFunction(0x11fb48, 0x2cc20008, 'memset')


apiRequest(0.7) -- request version 0.1 API. Calling apiRequest() is mandatory.
eeInsnReplace(0x1279d0, 0x27bdffc0, 0x03e00008)                 -- <SyncDCache>
eeInsnReplace(0x1279d4, 0xffb20020, 0x00000000)
eeNativeHook (0x1279d0, 0x03e00008,'AdvanceClock',0xa00)
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)


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


-- Widescreen
local eeObj = getEEObject()
eeObj.AddHook(0x33ca98, 0x3c0436c5, function() -- Graphics::Script::SetScreenRatio
local emuObj = getEmuObject()
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
-- *** viBufBeginPut (1)
eeObj.SetGpr(gpr.a1, 2)
--eeInsnReplace(0x105628, 0x0c049c78, 0) -- jal 1271e0 <WaitSema>
end)
eeInsnReplace(0x1056c8, 0x0c049c70, 0) -- jal 1271c0 <SignalSema>
-- *** viBufEndPut (1)
eeInsnReplace(0x105708, 0x0c049c78, 0) -- jal 1271e0 <WaitSema>
--eeInsnReplace(0x105730, 0x0c049c70, 0) -- jal 1271c0 <SignalSema>
-- *** viBufFlush (1)
--eeInsnReplace(0x105a88, 0x0c049c78, 0) -- jal 1271e0 <WaitSema>
--eeInsnReplace(0x105ab8, 0x0c049c70, 0) -- jal 1271c0 <SignalSema>
-- *** viBufPutTs (1)
eeInsnReplace(0x105c10, 0x0c049c78, 0) -- jal 1271e0 <WaitSema>
eeInsnReplace(0x105cf4, 0x0c049c70, 0) -- jal 1271c0 <SignalSema>
 
-- it's redundant calling of _waitIpuIdle in libmpeg... not so huge impact tho.
eeInsnReplace(0x118620, 0x0c04672a, 0) -- jal 119ca8 <_waitIpuIdle>


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


-- CRC "settings.display.anamorphic" = 0x8b36afe9
====Grand Theft Auto III====
-- $s2 = SaveType (1 = new save)
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>


local overlay = InsnOverlay({
SLUS_200.62
0x27bdffe0, -- addiu $sp, -0x20
<br>LUA
0xffbf0010, -- sd $ra, 0x10($sp)
<pre>
0x0c059d02, -- memset
apiRequest(0.1) -- request version 0.1 API. Calling apiRequest() is mandatory.
0x00000000, -- nop
 
0x24030001, -- li $v1, 1
-- Performace fix
0x1472000b, -- bne $s2, $v1, +11
local emuObj = getEmuObject()
0x00000000, -- nop
local thresholdArea = 600
0x0c09b400, -- jal UFO::Progress::Get(void)
emuObj.SetGsTitleFix( "ignoreUpRender", thresholdArea , {alpha=0x80008068 , zmsk=1 } )
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


local overlay2 = InsnOverlay({
-- Bug#9133
0x27bdfff0, -- addiu $sp, -0x10
-- workaround ... -16020(gp) value is something wrong. the value comes from CCamera::Process().
0xffbf0000, -- sd $ra, 0(sp)
--               unfortunately accurate math or any other flags don't help for this problem,
0xffb00008, -- sd $s0, 8(sp)
--   even though it should be calculation error issue.
0x3c05000f, -- lui $a1, 0x000f
--   for here, it's just given 0 radian for CSprite::RenderBufferedOneXLUSprite_Rotate_Dimension()
0x34a57000, -- ori $a1, 0x7000
--   actually the cloud is a billboard, so it should have 0 degree in view-space.
0x0c0db8b6, -- jal Script::State::DoString
--   so given 0 degree must be OK.... but could cause some corruption (wrong perspective or something)
0x0080802d, -- move $s0, $a0
eeInsnReplace(0x318344, 0xc792c16c, 0x44809000) -- lwc1 $f18,-16020(gp)
0x24050001, -- li $a1, 1
#Performance fix.</pre>
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
SLUS_200.62
local luaString = [[
<br>SLUS-20062_features.lua
-- disable progressive scan and adjust screen
<pre>-- Lua 5.3
gui.i.SMOptionsDisplay.table.slots[3] = nil
-- Title:  Grand Theft Auto III PS2 - SLUS-20062 (USA) v1.40
gui.i.SMOptionsDisplay.table.slots[4] = nil
-- Author: Nicola Salmoria
]]
-- Date:  November 3, 2015
eeObj.WriteMemStrZ(0xf7000, luaString)
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)
require( "ee-gpr-alias" ) -- you can access EE GPR by alias (gpr.a0 / gpr["a0"])


local eeObj = getEEObject()
apiRequest(0.7) -- need widescreen support
local emuObj = getEmuObject()


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


--X-Fov - ELF hack
--803f013c 00a88144 0045013c
eeObj.WriteMem32(0x00100fcc,0x3c013f40) --3c013f80


--Memory hack
local USEWIDESCREEN_ADDRESS = 0x416748
--eeObj.WriteMem32(0x201FF100,0x43c00000)


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


emuObj.AddVsyncHook(patcher)
local H2 = -- change widescreen flag
function()
local isWidescreen = eeObj.GetGpr(gpr.v0)
if isWidescreen == 0 then
emuObj.SetDisplayAspectNormal()
else
emuObj.SetDisplayAspectWide()
end
end


if 1 then
local hook1 = eeObj.AddHook(0x27ed04, 0x7fbf0000, H1) -- <main>:
-- bug#10361 (intro slowdown) & bug#9823 (conveyor belt effect)
local hook2 = eeObj.AddHook(0x270e50, 0xa382b8d8, H2) -- <CMenuManager::AnaliseMenuContents(void)>:
-- Use Deferred L2H except for conveyor belt effect.
#Official widescreen support.</pre>


-- Unsure if other convery or similar effects are present, so use permissive match for bypassing deferral.
====Grand Theft Auto: San Andreas====
L2H_SetNonDeferred({TRXREG=0x0000000900000080}) -- match any TRXPOS or BITBLTBUF
SLUS_209.46
 
<br>CLI
-- Full specification of conveyor belt effect.
<pre>--gs-optimize-30fps=1
-- L2H_SetNonDeferred({BITBLTBUF=0x0000000013023240,TRXPOS=0x0000000000770000,TRXREG=0x0000000900000080})
--ee-hook=0x34dee8,FastForwardClock
end
--ee-hook=0x00245ee0,FastForwardClock
--cop2-no-clamping=1
--gs-flush-ad-xyz=safe
--vu1-clamp-range=0x04a,0x069
--gs-use-deferred-l2h=0
#Performance optimisation/fix.</pre>


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


local PadStickRemap_EternalRing_Default = {
-- bug#8979
LR=PadStick.AxisRX_Pos,
-- The game bugged.
LL=PadStick.AxisRX_Neg,
-- CStreaming::StreamPedsIntoRandomSlots(int*) expects 8 integers arrray to process,
LU=PadStick.AxisLY_Neg,
-- but CCheat::LoveConquersAllCheat() function copies just only 6 integers to the stack.
LD=PadStick.AxisLY_Pos,
-- it seems the table of the source is correct, so using lq/sq instead of ld/sd to copy
-- the contents of the table correctly.
eeInsnReplace(0x59fbb0, 0xdca20010, 0x78a20010) -- ld v0,16(a1) => lq
eeInsnReplace(0x59fbb8, 0xfc820010, 0x7c820010) -- sd v0,16(a0) => sq


L1=PadStick.AxisLX_Neg,
-- bug#8979, actually different one
R1=PadStick.AxisLX_Pos,
-- the game has another bug... see https://pss.usrd.scea.com/bugzilla/show_bug.cgi?id=8979
L2=PadStick.AxisRY_Neg,
eeInsnReplace(0x1abdd8, 0x102000d9, 0x102000cf) -- beqz at,1ac140 <CPopulation::AddPed(ePedType, unsigned int, CVector const &, bool)+0x3a0>
R2=PadStick.AxisRY_Pos,
}


local PadStickRemap_EternalRing_InvertY = {
-- Performace fix
L2=PadStick.AxisRY_Pos,
local emuObj = getEmuObject()
R2=PadStick.AxisRY_Neg,
local thresholdArea = 700
}
emuObj.SetGsTitleFix( "ignoreUpRender", thresholdArea , {alpha=0x80000044 , zmsk=1 } )
#Performance and rendering fixes.</pre>


emuObj.PadPressureStickRemap(0, PadStickRemap_EternalRing_Default)
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
 
 
require( "ee-gpr-alias" ) -- you can access EE GPR by alias (gpr.a0 / gpr["a0"])
 
apiRequest(0.7) -- need widescreen support


-- Supporting Inverted Y Axis requires smoe menu changes, and should be done via features.lua
local eeObj = getEEObject()
--emuObj.PadPressureStickRemap(0, PadStickRemap_EternalRing_InvertY) </pre>
local emuObj = getEmuObject()
====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)


local eeObj = getEEObject()
local USEWIDESCREEN_ADDRESS = 0x7004ef


-- function dump(addr)
local H1 = -- init widescreen flag
--    print(string.format("=== dump %x ===", addr))
function()
--   for i=0,0x1e do
eeObj.WriteMem8(USEWIDESCREEN_ADDRESS, 1) -- enable widescreen
--   print(string.format("  %08x : %08x %08x %08x %08x",
end
--   addr + i*16,
 
--   eeObj.ReadMem32(addr + i*16 + 0),
local H2 = -- main game loop
--   eeObj.ReadMem32(addr + i*16 + 4),
function()
--   eeObj.ReadMem32(addr + i*16 + 8),
local isWidescreen = eeObj.ReadMem8(USEWIDESCREEN_ADDRESS)
--   eeObj.ReadMem32(addr + i*16 +12)))
--   end
if isWidescreen == 0 then
-- end
emuObj.SetDisplayAspectNormal()
else
emuObj.SetDisplayAspectWide()
end
end
 
 
local hook1 = eeObj.AddHook(0x233584, 0xa200004f, H1) -- <CMenuManager::__ct(void)>:
local hook2 = eeObj.AddHook(0x246750, 0x24040012, H2) -- <TheGame(void)>:
#Official widescreen support.</pre>


-- Bug#8285
====Grand Theft Auto: Vice City====
-- This patch changes the color of background on :
SLUS_205.52
-- - Language selection
<br>CLI
-- - Company logo
<pre>--gs-check-trans-rejection=1
-- - Start screen
--gs-kernel-cl-up="up2x2tc"
-- - Some menu
--gs-optimize-30fps=1
-- which are in menu.bin overlay. Nothing affected in the actual game.
--ee-hook=0x277b88,FastForwardClock
eeObj.DmaAddHook( 1, function()
--ee-hook=0x279a18,FastForwardClock
if eeObj.ReadMem32(vif1_hw.TADR) == 0x1fd1c0 then
#Performance fix.</pre>
-- 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)


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


eeInsnReplace(0x103d58, 0x27bdffc0, 0x03e00008)                -- <SyncDCache>
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====
-- Performance fix
SLES_535.39
local emuObj = getEmuObject()
<br>CLI
local thresholdArea = 600
<pre>--ee-hook=0x002097d0,FastForwardClock,0x8c6261fc
emuObj.SetGsTitleFix( "ignoreUpRender", thresholdArea , {alpha=0x80008068 , zmsk=1 } )
--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.
-- Bug#9147
-- 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>


-- Performace fix (bug #9785 )
SLUS_205.52
local emuObj = getEmuObject()
<br>SLUS-20552_features.lua
emuObj.SetGsTitleFix( "globalSet",  "reserved", { waveThreshold = 90000} )
<pre>-- Lua 5.3
emuObj.SetGsTitleFix( "ignoreAreaUpdate", 0, { } )
-- Title: Grand Theft Auto: Vice City - SLUS-20552 (USA) v3.00
-- Accumulate fill area only when conditions are met
-- Author: Nicola Salmoria
emuObj.SetGsTitleFix( "includeAreaUpdate", "reserved" , {alphaIsNot = 0, zmsk = 1, tw = 6, th = 6 , tbp = 0x00302000} )
-- Date:  November 4, 2015
emuObj.SetGsTitleFix( "ignoreUpRender", 130 , { totalArea= 700} )




-- bug#8571
require( "ee-gpr-alias" ) -- you can access EE GPR by alias (gpr.a0 / gpr["a0"])
-- 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
apiRequest(0.7) -- need widescreen support
require("utils")
 
local eeObj = getEEObject()
local eeObj = getEEObject()
local PrecompileAddrs = Queue.new(
local emuObj = getEmuObject()
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0x2c9390,
0x2c939c,
0x1e4ed8,
0x1e4ef4,
0x2c93a4,
0x2c9458,
0x2c9470,
0x2c9498,
0x1e3e78,
0x1e3ea8,
0x2c94ac,
0x2c94cc,
0x1f0f58,
0x1e40b8,
0x1e40e8,
0x1f0f90,
0x3d84b8,
0x1f0fb0,
0x1f0fc8,
0x1f0fe0,
0x1f0ff8,
0x1f1010,
0x1f1028,
0x1f1048,
0x1f1060,
0x1f1078,
0x1f1090,
0x1f10a8,
0x1f10c0,
0x1f10d8,
0x1f10f0,
0x1f1108,
0x1f1120,
0x1f1138,
0x1f1150,
0x1f1168,
0x1f1180,
0x1f1198,
0x1f11b0,
0x1f11c8,
0x1f11e0,
0x1f11f8,
0x1f1210,
0x1f1228,
0x1f1240,
0x1f1258,
0x1f1270,
0x1f1288,
0x2c94d4,
0x2c93c0,
0x270e90,
0x1e4a68,
0x270ec8,
0x1e3bb8,
0x1e3bd0,
0x270edc,
0x2708c8,
0x2708e4,
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>
<br>LUA(features.lua)
<pre>
-- Lua 5.3
-- Title:  Indigo Prophecy PS2 - SLUS-21196 (USA)
-- Author:  Ernesto Corvi, Adam McInnis


-- Changelog:
local USEWIDESCREEN_ADDRESS = 0x4ba7bc


require( "ee-gpr-alias" ) -- you can access EE GPR by alias (gpr.a0 / gpr["a0"])
local H1 = -- start of main()
require( "ee-cpr0-alias" ) -- for EE CPR
function()
eeObj.WriteMem8(USEWIDESCREEN_ADDRESS, 1) -- enable widescreen
end


apiRequest(0.1) -- request version 0.1 API. Calling apiRequest() is mandatory.
local H2 = -- main game loop
function()
local isWidescreen = eeObj.ReadMem8(USEWIDESCREEN_ADDRESS)
if isWidescreen == 0 then
emuObj.SetDisplayAspectNormal()
else
emuObj.SetDisplayAspectWide()
end
end


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


local L1 = function() -- QDT::SINT::SCRIPT_LOADING_SCREEN::EM::Run
local hook1 = eeObj.AddHook(0x279384, 0xffbf0000, H1) -- <main>:
emuObj.ThrottleMax()
local hook2 = eeObj.AddHook(0x277784, 0x00000000, H2) -- <TheGame(void)>:
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::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.
-- Fix for bug #9161. The 'flying cars' cheat causes crashes when attempting to
-- Trying to retrieve a COM handle in the game will cause an infinite
-- fly an helicopter. We avoid that by disabling recognition of the cheat altogether.
-- loop if the handle has been deallocated and the debug server is not
-- The SLPM version comes with the cheat disabled out of the box.
-- connected. There's apparently a small race condition in the Asylum
eeInsnReplace(0x27db2c, 0x14400015, 0x10000015) -- bnez -> b
-- level that sometimes can trigger the bug.
#Official widescreen support and removal of "flying cars" cheat due to game crash.</pre>
-- 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
SCES_503.61
eeInsnReplace(0x1c5b6c, 0x10400005, 0) -- QDT::KCOM::COM_SERVICE::RetrieveComHandle
<br>LUA
eeInsnReplace(0x1c5d24, 0x10400005, 0) -- QDT::KCOM::COM_SERVICE::RetrieveComHandle
<pre>-- Jak EU
apiRequest(2.2)


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


====Fantavision====
-- Disable internal field shift compensation, part of post-process removal feature.
'''CLI'''
gsObj.SetDeinterlaceShift(0)
<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()
-- Fix shadow
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=1  } )


--
-- Reduce flush count
-- Bug#93709 (JP Bugzilla)
emuObj.SetGsTitleFix( "SetSelfRender", "reserved", { fbmask= 0x00FFFFFF , renderSelf=1 , zmsk=1 , alpha=0 , texMode=1  } )
-- Same as Parappa the Rapper 2, it's VIF1 vs GIF xfer timing issue.
-- The game expects PATH3 happens before VU1 xgkick, but actually Olympus doesn't do like that.
-- Game kicks  : PATH3(Context1) PATH1(Rendering using Context1&2) PATH3(Context2)
-- Game expects: PATH3(Context1) PATH3(Context2) PATH1(Rendering using Context1&2)
-- Hence VIF1 DMA needs to be delayed.
eeObj.AddHook(0x1b1468, 0xae020000, function()
local ee = eeObj
local s0 = ee.GetGpr(gpr.s0)


if s0 == vif1_hw.CHCR then
-- Disable post-processing
local chcr = ee.GetGpr(gpr.v0)
-- update: removed due to occasional regression (bug#10608). post-processing is now skipped in the EE via 'depth-cue'
if (chcr & 0x05) == 0x05 then
-- emuObj.SetGsTitleFix( "ignoreSprite", "reserved", {  texType=1 , tw=5 , th=8, zmsk=1 , alpha=0x80000044  } )
  local tadr = ee.ReadMem32(vif1_hw.TADR)
  if tadr == 0x8883e0 or tadr == 0x9f6b60 then
  ee.SchedulerDelayEvent("vif1.dma", 0x5000)
  end
end
end
end)


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


-- Performace fix
local DH8 = function()
local emuObj = getEmuObject()
local s0 = eeObj.GetGpr(gpr.s0)
-- twIsLess=5 - texture width is less or eq. than 32
local linkblock = eeObj.ReadMem32(s0+0x5c)
emuObj.SetGsTitleFix( "forcePointSampling", "reserved", {alpha = 0x80000048, twIsLess=5, thIsLess=5 } )
</pre>
--print( string.format("--> PRELOAD %08x %08x",s0, linkblock) )
 
====Fatal Fury: Battle Archives volume 2====
local linkblock_allocate_length = eeObj.ReadMem32 (linkblock + 0x00)
ALL
local linkblock_allocate_version = eeObj.ReadMem32 (linkblock + 0x04)
<br>CLI
local linkblock_allocate_segment_count = eeObj.ReadMem32 (linkblock + 0x08)
<pre>--gs-uprender=none
local linkblock_allocate_name = eeObj.ReadMemStr(linkblock + 0x0c)
--gs-upscale=point
--host-audio-latency=0.010
local linkblock_allocate_seg1_linkptr = eeObj.ReadMem32 (linkblock + 0x4C)
--force-frame-blend=1
local linkblock_allocate_seg1_dataptr = eeObj.ReadMem32 (linkblock + 0x50)
</pre>
local linkblock_allocate_seg1_size = eeObj.ReadMem32 (linkblock + 0x54)
<br>LUA
local linkblock_allocate_seg1_flags = eeObj.ReadMem32 (linkblock + 0x58)
<pre>
                                                             
-- Lua 5.3
local linkblock_allocate_seg2_linkptr = eeObj.ReadMem32 (linkblock + 0x5C)
-- Title: Fatal Fury: Battle Archives Volume 2 - SLUS-21723 (USA) v1.00
local linkblock_allocate_seg2_dataptr = eeObj.ReadMem32 (linkblock + 0x60)
-- Author:  Nicola Salmoria
local linkblock_allocate_seg2_size = eeObj.ReadMem32 (linkblock + 0x64)
-- Date: February 3, 2017
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
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) )
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


apiRequest(1.6)
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


local gpr = require( "ee-gpr-alias" )
if (g_OnOverlayRegistered ~= nil) then
local kFilterMode, kWrapMode, kBlendMultiplier, kBlendFunc = require("sprite")
-- Make sure to execute any previously registered OnOverlay handler
local PadConnectType = require("pad-connect-type")
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


local eeObj = getEEObject()
assert(g_OnOverlayRegistered ~= nil)
local emuObj = getEmuObject()
local prev_OnOverlayRegistered = g_OnOverlayRegistered


g_OnOverlayRegistered = function(filename, start, size)
if filename == "depth-cue.seg1" then
-- Disable full-screen post process via depth-cue.
-- 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


local sprite0 = getSpriteObject(0)
eeObj.WriteMem32(start + 0x39c, 0x03E00008)
local sprite1 = getSpriteObject(1)
eeObj.WriteMem32(start + 0x3a0, 0x00000000)
local sprite2 = getSpriteObject(2)
eeObj.WriteMem32(start + 0x004, 0x03E00008)
local sprite3 = getSpriteObject(3)
eeObj.WriteMem32(start + 0x008, 0x00000000)
end


-- Notifications should be assigned to two unused sprite slots.  Since we want them to
if (prev_OnOverlayRegistered ~= nil) then
-- be displayed on top of everything else, they should be the highest sprites in the list.
-- Make sure to execute any previously registered OnOverlay handler
local spr_p1_notify = getSpriteObject(4)
prev_OnOverlayRegistered(filename, start, size)
local spr_p2_notify = getSpriteObject(5)
end
local spr_p1d_notify = getSpriteObject(6)
end
local spr_p2d_notify = getSpriteObject(7)


-- note: Texture 0 is fixed as the PS2 scanout.
-- hooked in link_control::finish(void)>:
local texture1 = getTextureObject(1)
eeObj.AddHook(0x0010ACF8, 0x040C825, DH8) -- this is address US:0010abe0 JP:0010abd8 EU:0010ACF8
local texture2 = getTextureObject(2)
#Graphical fix, removal of intensive post process effects.</pre>
local texture3 = getTextureObject(3)
local texture4 = getTextureObject(4)
local texture5 = getTextureObject(5)
local texture6 = getTextureObject(6)
local texture7 = getTextureObject(7)


-- ------------------------------------------------------------
SCES-50361
local STATE_STOPPED = 0
<br>SCES-50361_features.lua
local STATE_RUNNING = 1
<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 notify_ypos = 24
https://drive.google.com/file/d/1KppgZpiK5bgESrpSRKo6kKPTysZ-NAC9/view
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
#Shadows fix, control scheme changes, forced 60Hz/NTSC/Widescreen.</pre>
local notify_frames_p2 = 0
local notify_animstate_p1 = STATE_STOPPED
local notify_animstate_p2 = STATE_STOPPED


local connected_p1 = 47
====Harvest Moon®: A Wonderful Life Special Edition====
local connected_p2 = 47
CUSA06584
local blink_on_p1 = true
<br>CLI
local blink_on_p2 = true
<pre>
 
--ee-cycle-scalar=0.78
-- ---------------------------------------------------
</pre>
-- 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")
CUSA06584
texture2.Load("./ART2.png")
<br>LUA
texture3.Load("./SNK_LOGO.png")
<pre>
texture4.Load("./p1.png")
apiRequest (1.7)
texture5.Load("./p2.png")
texture6.Load("./p1d.png")
texture7.Load("./p2d.png")


local p1_w,p1_h = texture4.GetSize()
local eeObj = getEEObject()
local p2_w,p2_h = texture5.GetSize()
local gpr = require("ee-gpr-alias")
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)
-- 00107be0 <syncV>: idle loop on vsync
spr_p1_notify.SetPosXY(-1 - notify_p1_xsize, notify_ypos)  -- default position is fully obscured from view
eeNativeHook (0x107c14, 0x3c03005d,"FastForwardClock", 0)
    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


eeNativeFunction(0x44f3f8, 0x27bdffd0, 'ieee754_acosf')
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')


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)


local update_notifications_p1 = 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_p1 == STATE_STOPPED then
spr_p1_notify.Disable()
spr_p1d_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_p1 = notify_frames_p1 + 1
-- Fix shadow
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=1 } )


if math.ceil(notify_frames_p1/keyframe) == notify_frames_p1/keyframe then blink_on_p1 = not blink_on_p1 end
-- Reduce flush count
if blink_on_p1 == true then notify_ypos = 24 end
emuObj.SetGsTitleFix( "SetSelfRender", "reserved", { fbmask= 0x00FFFFFF , renderSelf=1 , zmsk=1 , alpha=0 , texMode=1  } )
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))
-- Disabled due to embossing effect problem --jstine
-- print(string.format("notify_frames_p1 %s", notify_frames_p1))
--emuObj.SetGsTitleFix( "trianglesAsParticles", "reserved", { hasClut=1,zmsk=1 } )


if notify_frames_p1 >= 225 then
notify_animstate_p1 = STATE_STOPPED
notify_frames_p1 = 0
connected_p1 = 47
end


if connected_p1 == true then
-- All JAK titles have a silly way of obtaining the PS2 Timestamp Counter. A binary code snippet is written
spr_p1_notify.SetBlendColor(1.0,1.0,1.0,1.0)
-- into a NON-CONST array, like so:  static u32 getTSC[] = { 0x40024800, 0x03E00008 }; and then that snippet is
spr_p1_notify.SetPosXY(math.floor((1920-notify_p1_xsize)/2), notify_ypos)
-- called via:  ((u32 (*)())getTSC)()
spr_p1_notify.Enable()
--
end
-- Actual disasm of snippet:
 
--    129780:40024800    mfc0        $v0,$count
if connected_p1 == false then
--    129784:03E00008    jr          $ra
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)
-- Because the code is right next to data in the .data section of the process, the emulator's page fault protection
spr_p1d_notify.Enable()
-- 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:
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)
-- global function provided for adding per-overlay callback handlers.
end
end


local update_notifications_p2 = function()
local DH8 = function()
local s1 = eeObj.GetGpr    (gpr.s1)
local filename = eeObj.ReadMemStr(s1 + 17)
local segment = eeObj.ReadMem32 (s1 +  8)
local main = eeObj.ReadMem32 (segment +  4)
local mainSize = eeObj.ReadMem32 (segment +  8)
local top = eeObj.ReadMem32 (segment + 36)
local topSize = eeObj.ReadMem32 (segment + 40)


if notify_animstate_p2 == STATE_STOPPED then
if emuObj.IsToolingVerbose() then
spr_p2_notify.Disable()
print( string.format("--> LOADED SEGMENT \"%s\" MAIN %08x size %x TOP %08x size %x", filename, main, mainSize, top, topSize) )
spr_p2d_notify.Disable()
return
end
end


emuObj.ThrottleNorm()
eeOverlay.Register(filename .. ".main", main, mainSize, false)
eeOverlay.Register(filename .. ".top",  top,  topSize,  true )


local keyframe = 15
--local debugObj = getDebugObject()
--debugObj.eDumpDisasmToFile ("./DisasmGoal/Jak3/" .. filename .. ".main.dasm", main, mainSize, 0)
--debugObj.eDumpDisasmToFile ("./DisasmGoal/Jak3/" .. filename .. ".top.dasm",  top,  topSize,  0)
--debugObj.eDumpAotToFile    ("./DisasmGoal/Jak3/" .. filename .. ".main.aot",  main, mainSize, 0)
--debugObj.eDumpAotToFile    ("./DisasmGoal/Jak3/" .. filename .. ".top.aot",  top,  topSize,  0)


notify_frames_p2 = notify_frames_p2 + 1
if (g_OnOverlayRegistered ~= nil) then
 
-- Make sure to execute any previously registered OnOverlay handler
if math.ceil(notify_frames_p2/keyframe) == notify_frames_p2/keyframe then blink_on_p2 = not blink_on_p2 end
g_OnOverlayRegistered(filename .. ".main", main, mainSize)
if blink_on_p2 == true then notify_ypos = 24 + notify_ysize + 8 end
g_OnOverlayRegistered(filename .. ".top", top, topSize )
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
end


-- print(string.format("connected_p1 %s, connected_p2 %s", connected_p1, connected_p2))
end


if connected_p2 == true then
eeObj.AddHook(0x1091d4, 0x0080c825, DH8)   --     <ndi::link_control::finish(void)>:
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)
assert(g_OnOverlayRegistered ~= nil)
spr_p2d_notify.SetPosXY(math.floor((1920-notify_p2d_xsize)/2), notify_ypos)
local prev_OnOverlayRegistered = g_OnOverlayRegistered
spr_p2d_notify.Enable()
end


end
g_OnOverlayRegistered = function(filename, start, size)
 
if (prev_OnOverlayRegistered ~= nil) then
-- slot can range from 0 to 3, for users 1 thru 4.
-- Make sure to execute any previously registered OnOverlay handler
-- pad_type can be either:  DS4, REMOTE_DS4, REMOTE_VITA, or HID
prev_OnOverlayRegistered(filename, start, size)
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
end


if filename == "sparticle-launcher.main" then
-- this RNG-sqrt instance is removed for performance.  Additionally, not corrupting the RNG seed with
-- bad sqrt math is always a good thing in my book --jstine


local scanlineParams = {
assert(eeObj.ReadMem32(start + 0x005de4) == 0x4be1043d) -- vrget.wxyz  vf01,r
240.0, -- float scanlineCount
assert(eeObj.ReadMem32(start + 0x005de8) == 0x4a0103bd) -- vsqrt        q,vf01x
  0.7, -- float scanlineHeight;
assert(eeObj.ReadMem32(start + 0x005df0) == 0x4b0000a0) -- vaddq.x      vf02,vf00,q
1.5,       -- float scanlineBrightScale;
0.5,       -- float scanlineAlpha;
0.5        -- float vignetteStrength;
}


-- ---------------------------------------------------
assert(eeObj.ReadMem32(start + 0x005e4c) == 0x4a00143f) -- vrxor        r,vf02x
-- Full Screen (480p) NoFX
assert(eeObj.ReadMem32(start + 0x005ef8) == 0x4a00143f) -- vrxor        r,vf02x
-- ---------------------------------------------------
assert(eeObj.ReadMem32(start + 0x005f80) == 0x4a00143f) -- vrxor        r,vf02x
assert(eeObj.ReadMem32(start + 0x006018) == 0x4a00143f) -- vrxor        r,vf02x


local original = function()
eeObj.WriteMem32(start + 0x005de4, 0x00000000)
sprite0.BindTexture(0)
eeObj.WriteMem32(start + 0x005de8, 0x00000000)
sprite0.BindFragmentShader(0)
eeObj.WriteMem32(start + 0x005df0, 0x00000000)
sprite0.SetPosXY((1920-1440)/2,0)
sprite0.SetSizeXY(1440,1080)
sprite0.SetBlendColor(1.0,1.0,1.0,1.0)
sprite0.Enable()


sprite1.Disable()
eeObj.WriteMem32(start + 0x005e4c, 0x00000000)
eeObj.WriteMem32(start + 0x005ef8, 0x00000000)
eeObj.WriteMem32(start + 0x005f80, 0x00000000)
eeObj.WriteMem32(start + 0x006018, 0x00000000)
end
end
end


-- ---------------------------------------------------
-- --------------------------------------------------------------------------------------
-- Full Screen + ScanLines (480p)
-- 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 scanlines = function()
-- eeOverlay.AddPreHook("drawable.main",0x208+8, 0x461E0034, function()
sprite0.BindTexture(0)
-- local v1 = eeObj.GetGpr(gpr.v1)
sprite0.SetPosXY((1920-1440)/2,0)
-- print(string.format("fpuCompare fpr0=%f fpr30=%f", eeObj.GetFpr(0), eeObj.GetFpr(30)))
sprite0.SetSizeXY(1440,1080)
-- end)
sprite0.BindFragmentShader(1)
-- --------------------------------------------------------------------------------------
sprite0.SetShaderParams(scanlineParams)
</pre>
sprite0.SetBlendColor(1.0,1.0,1.0,1.0)
sprite0.Enable()


sprite1.Disable()
====Jak 2====
end
'''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")
-- SNK Overlay NoFX
local emuObj = getEmuObject()
-- ---------------------------------------------------
local eeObj = getEEObject()
local bezel = function()
local eeOverlay = eeObj.getOverlayObject()
sprite0.BindTexture(0)
local iopObj    = getIOPObject()
sprite0.BindFragmentShader(0)
local gsObj = getGsObject()
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()
-- Fix shadow
sprite0.BindTexture(0)
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=1 } )
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)
-- Reduce flush count
sprite1.SetPosXY(0,0)
emuObj.SetGsTitleFix( "SetSelfRender", "reserved", { fbmask= 0x00FFFFFF , renderSelf=1 , zmsk=1 , alpha=0 , texMode=1  } )
sprite1.SetSizeXY(1920,1080)
sprite1.SetPosUV(0,0)
sprite1.SetSizeUV(1920,1080)
sprite1.Enable()
end


-- ---------------------------------------------------
---------------------------------------------------------------------------------
-- Arcade Overlay NoFX
-- Basic Block breakers for EE AOT Injection
-- ---------------------------------------------------
eeOverlay.AddPreHook("traffic-engine.seg1", 0x004474, 0x0080e025, "nop" )
local bezel2 = function()
eeOverlay.AddPreHook("spatial-hash.seg1", 0x004474, 0x0080e025, "nop" )
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


-- ---------------------------------------------------
-- ------------------------- OVERLAY MANAGER --------------------------
-- Arcade Overlay + ScanLines (480p)
g_OnOverlayRegistered = function(filename, start, size)
-- ---------------------------------------------------
-- global function provided for adding per-overlay callback handlers.
 
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
end


 
local DH8 = function()
local VIDEOMODE_ORIGINAL = 0*2 + 0
local s0 = eeObj.GetGpr(gpr.s0)
local VIDEOMODE_SCANLINES = 0*2 + 1
local VIDEOMODE_ART1 = 1*2 + 0
local linkblock = eeObj.ReadMem32(s0+0x60) -- was 0x5c on Jak1
local VIDEOMODE_ART1_SCANLINES = 1*2 + 1
local VIDEOMODE_ART2 = 2*2 + 0
--print( string.format("--> PRELOAD %08x %08x",s0, linkblock) )
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
local linkblock_allocate_length = eeObj.ReadMem32 (linkblock + 0x00)
original()
local linkblock_allocate_version = eeObj.ReadMem32 (linkblock + 0x04)
elseif mode == VIDEOMODE_SCANLINES then
local linkblock_allocate_segment_count = eeObj.ReadMem32 (linkblock + 0x08)
scanlines()
local linkblock_allocate_name = eeObj.ReadMemStr(linkblock + 0x0c)
elseif mode == VIDEOMODE_ART1 then
bezel()
local linkblock_allocate_seg1_linkptr = eeObj.ReadMem32 (linkblock + 0x4C)
elseif mode == VIDEOMODE_ART1_SCANLINES then
local linkblock_allocate_seg1_dataptr = eeObj.ReadMem32 (linkblock + 0x50)
bezel_scanlines()
local linkblock_allocate_seg1_size = eeObj.ReadMem32 (linkblock + 0x54)
elseif mode == VIDEOMODE_ART2 then
local linkblock_allocate_seg1_flags = eeObj.ReadMem32 (linkblock + 0x58)
bezel2()
                                                             
elseif mode == VIDEOMODE_ART2_SCANLINES then
local linkblock_allocate_seg2_linkptr = eeObj.ReadMem32 (linkblock + 0x5C)
bezel2_scanlines()
local linkblock_allocate_seg2_dataptr = eeObj.ReadMem32 (linkblock + 0x60)
end
local linkblock_allocate_seg2_size = eeObj.ReadMem32 (linkblock + 0x64)
end
local linkblock_allocate_seg2_flags = eeObj.ReadMem32 (linkblock + 0x68)
end
                                                             
 
local linkblock_allocate_seg3_linkptr = eeObj.ReadMem32 (linkblock + 0x6C)
 
local linkblock_allocate_seg3_dataptr = eeObj.ReadMem32 (linkblock + 0x70)
local logoON = function(fade)
local linkblock_allocate_seg3_size = eeObj.ReadMem32 (linkblock + 0x74)
lastVideoMode = VIDEOMODE_LOGO
local linkblock_allocate_seg3_flags = eeObj.ReadMem32 (linkblock + 0x78)
 
sprite0.BindTexture(3)
-- seg1 is equiv to main in Jak3
sprite0.SetPosXY(0,0)
-- seg3 is equiv to top  in Jak3
sprite0.SetSizeXY(1920,1080)
-- seg2 appears to be unused ... ?  --jstine (it's a debug segment, so likely unused on retail) DH
sprite0.SetPosUV(0,0)
sprite0.SetSizeUV(1920,1080)
sprite0.SetBlendColor(fade,fade,fade,fade)
sprite0.SetBlendColorEquation(blendConstFadeEquation)
sprite0.Enable()
 
sprite1.Disable()
end


if emuObj.IsToolingVerbose() 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) )
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 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)


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


-- convert unsigned int to signed
if (g_OnOverlayRegistered ~= nil) then
local function asSigned(n)
-- Make sure to execute any previously registered OnOverlay handler
local MAXINT = 0x80000000
if linkblock_allocate_seg1_size ~= 0 then g_OnOverlayRegistered(linkblock_allocate_name .. ".seg1", linkblock_allocate_seg1_dataptr, linkblock_allocate_seg1_size) end
return (n >= MAXINT and n - 2*MAXINT) or n
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


assert(g_OnOverlayRegistered ~= nil)
local prev_OnOverlayRegistered = g_OnOverlayRegistered


local TH1 = -- LoadingScreen constructor
g_OnOverlayRegistered = function(filename, start, size)
function()
if (prev_OnOverlayRegistered ~= nil) then
emuObj.ThrottleMax()
-- Make sure to execute any previously registered OnOverlay handler
prev_OnOverlayRegistered(filename, start, size)
end
end


local TH2 = -- LoadingScreen destructor
if filename == "sparticle-launcher.seg1" then
function()
-- this RNG-sqrt instance is removed for performance. Additionally, not corrupting the RNG seed with
emuObj.ThrottleNorm()
-- bad sqrt math is always a good thing in my book --jstine
end


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


local LH1 = -- update splash screen
assert(eeObj.ReadMem32(start + 0x00454c) == 0x4a00143f) -- vrxor        r,vf02x
function()
assert(eeObj.ReadMem32(start + 0x0045f8) == 0x4a00143f) -- vrxor        r,vf02x
local base = eeObj.GetGpr(gpr.s0)
assert(eeObj.ReadMem32(start + 0x004680) == 0x4a00143f) -- vrxor        r,vf02x
local fade = eeObj.GetGpr(gpr.a1)
assert(eeObj.ReadMem32(start + 0x004718) == 0x4a00143f) -- vrxor        r,vf02x
local splashNum = eeObj.ReadMem32(base + 12)
if splashNum == 4 then
logoON(fade / 128.0)
elseif splashNum == 5 then
switchVideoMode(VIDEOMODE_ORIGINAL)
end
end


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


local FH1 = -- initialize autosave flag
eeObj.WriteMem32(start + 0x00454c, 0x00000000)
function()
eeObj.WriteMem32(start + 0x0045f8, 0x00000000)
local base = eeObj.GetGpr(gpr.a0)
eeObj.WriteMem32(start + 0x004680, 0x00000000)
 
eeObj.WriteMem32(start + 0x004718, 0x00000000)
eeObj.WriteMem8(base + 8, 1) -- ON
end
end
end


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


local FH2A = -- prepare Display Settings menu
function()
local artwork = "ARTWORK"
local scanlines = "SCANLINES"


eeObj.WriteMemStrZ(0x1b8d07, artwork)
local Ready = 0
eeObj.WriteMemStrZ(0x1b8d12, scanlines)
end


local FH2B = -- update Position X (now Artwork) description
local DetectFunc = function()
function()
if Ready == 0 then
local base = eeObj.GetGpr(gpr.s2)
local buffer = eeObj.GetGpr(gpr.a1)
local discID = eeObj.ReadMemStr(0x0012fc8)
if (discID ~= "") then
if (discID == "cdrom0:\\SCUS_972.65;1") or (discID == "cdrom0:\\SCPS_150.57;1") then
-- US or Japan Disc
Ready = 1
install_c_hooks(0)
print( string.format("********************* DETECTED USA, JAPAN DISC ********************" ) )
elseif (discID == "cdrom0:\\SCKA_200.10;1") then
Ready = 1
install_c_hooks(0x08)
print( string.format("********************* KOREA DISC ********************" ) )
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


local pos = asSigned(eeObj.ReadMem32(base + 256))
emuObj.AddVsyncHook(DetectFunc)
-- limit to valid range
</pre>
pos = pos % 3
eeObj.WriteMem32(base + 256, pos)


local options = {"NONE", "ART1", "ART2"}
====Jak X====
eeObj.WriteMemStrZ(buffer, options[pos + 1])
'''CLI'''
end
<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>


local FH2C = -- update Position Y (now Scanlines) description
'''LUA'''
function()
<br>SCUS-97429
local base = eeObj.GetGpr(gpr.s2)
<pre>
local buffer = eeObj.GetGpr(gpr.a1)
-- Jak X Combat Racing  [US]


local pos = asSigned(eeObj.ReadMem32(base + 260))
apiRequest(2.2)
-- limit to valid range
pos = pos % 2
eeObj.WriteMem32(base + 260, pos)


local options = {"OFF", "ON"}
local gpr = require("ee-gpr-alias")
eeObj.WriteMemStrZ(buffer, options[pos + 1])
local eeObj = getEEObject()
end
local emuObj = getEmuObject()
local gsObj = getGsObject()
local eeOverlay = eeObj.getOverlayObject()




local FH3 = -- apply display position x/y settings (now Artwork/Scanlines)
-- Bug 10697
function()
emuObj.SetGsTitleFix( "ignoreSubBuffCov", "reserved", { texMode=2 , tw=6 , th=5} )
local posX = asSigned(eeObj.GetGpr(gpr.a0))
local posY = asSigned(eeObj.GetGpr(gpr.a1))


eeObj.SetGpr(gpr.a0, 0) -- force pos X to 0
-- Fix shadow
eeObj.SetGpr(gpr.a1, 0) -- force pos Y to 0
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=1  } )


-- limit to valid range
-- Reduce flush count
posX = posX % 3
emuObj.SetGsTitleFix( "SetSelfRender", "reserved", { fbmask= 0x00FFFFFF , renderSelf=1 , zmsk=1 , alpha=0 , texMode=1  } )
posY = posY % 2
 
switchVideoMode(posX * 2 + posY)
end


-- ------------------------- OVERLAY MANAGER --------------------------
g_OnOverlayRegistered = function(filename, start, size)
-- global function provided for adding per-overlay callback handlers.
-- See code for bug#10141 below, as example of this usage.
end


-- -- this hooks at the moment of loading the relocatable code and patch it only on the target segment.
eeObj.AddHook(0x0026ff90, 0x03207825, function()
local s1 = eeObj.GetGpr    (gpr.s1)
local filename = eeObj.ReadMemStr(s1 + 17)
local segment = eeObj.ReadMem32 (s1 + 8)
local main = eeObj.ReadMem32 (segment + 4)
local mainSize = eeObj.ReadMem32 (segment + 8)
local top = eeObj.ReadMem32 (segment + 36)
local topSize = eeObj.ReadMem32 (segment + 40)


-- register hooks
if emuObj.IsToolingVerbose() then
 
print(string.format("LOAD SEGMENT \"%s\" MAIN %08x size %x TOP %08x size %x",
local elfChkSelect = function(opcode, pc, expectedOpcode)
filename, main, mainSize, top, topSize))
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
eeOverlay.Register(filename .. ".main", main, mainSize, false)
eeOverlay.Register(filename .. ".top",  top,  topSize,  true )


local elfChkBoot = function(opcode, pc, expectedOpcode)
if (g_OnOverlayRegistered ~= nil) then
local checkValue = eeObj.ReadMem32(0x100120)
-- Make sure to execute any previously registered OnOverlay handler
 
g_OnOverlayRegistered(filename .. ".main", main, mainSize)
if checkValue == 0xffb00000 then
g_OnOverlayRegistered(filename .. ".top",  top,  topSize )
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 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
-- ---------------------------------------------------------------------------------
eeObj.AddHook(0x100964, function(op, pc) return elfChkBoot(op, pc, 0x8e050090) end, LH1), -- <_ZN25_GLOBAL__N_logo.cppFOxZrb8LogoPlay4stepEv>:
-- 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.


-- turn on auto save
assert(g_OnOverlayRegistered ~= nil)
eeObj.AddHook(0x108778, function(op, pc) return elfChkSelect(op, pc, 0xa0800008) end, FH1), -- <__0o5LMenuContentISaveLoadctv>:
local prev_OnOverlayRegistered = g_OnOverlayRegistered


-- patch Position x/y options to show Artwork/Scanlines options
g_OnOverlayRegistered = function(filename, start, size)
eeObj.AddHook(0x110f50, function(op, pc) return elfChkSelect(op, pc, 0x34050005) end, FH2A), -- <__0o5X__N_8_menu_cpp_761e2d17TMenuDispSettingItemctv>:
if (prev_OnOverlayRegistered ~= nil) then
eeObj.AddHook(0x110d88, function(op, pc) return elfChkSelect(op, pc, 0x02802825) end, FH2B), -- <__0f5X__N_8_menu_cpp_761e2d17XMenuDispSettingPropertyEstepv>:
-- Make sure to execute any previously registered OnOverlay handler
eeObj.AddHook(0x110dc4, function(op, pc) return elfChkSelect(op, pc, 0x02802825) end, FH2C), -- <__0f5X__N_8_menu_cpp_761e2d17XMenuDispSettingPropertyEstepv>:
prev_OnOverlayRegistered(filename, start, size)
 
end
-- apply artwork / scanlines settings
eeObj.AddHook(0x1084d4, function(op, pc) return elfChkSelect(op, pc, 0x8e050104) end, FH3), -- <__0FTapplyDisplaySettingv>:
}


-- disallow skipping splash screens
-- bug#10141  workaround
eeInsnReplace(0x1009a0, 0xae000014, 0x00000000) -- nop
-- 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   


-- Fight stick
-- 01309c64 : (1000012f) beq    $zero,$zero,0x0130a124    => nop
 
if filename == "lobby-menu-manager.main" then
HIDPad_Enable()
local adr    = start + 0x1224
 
assert (eeObj.ReadMem32(adr) == 0x1000012f)
local addedHooks = false
eeObj.WriteMem32(adr, 0)
local pad = function()
end
if addedHooks == false then
addedHooks = true
-- bug#10720 - title has a bugged RNG which does an SQRT of the current seed and xor the
switchVideoMode(VIDEOMODE_ORIGINAL)
-- result back into the seed. This breaks the prime factorial pattern of the RNG and causes
emuObj.AddVsyncHook(update_notifications_p1)
-- it to fall into a repeating loop with disturbing regularity.  NOP'ing out the sqrt/xor
emuObj.AddVsyncHook(update_notifications_p2)
-- hack seems to fix the title. --jstine
 
-- test message on boot
if filename == "math.main" then
-- onHIDPadEvent(0, true, PadConnectType.HID)
assert(eeObj.ReadMem32(start + 0x0005e4) == 0x4be1043d) -- vrget.wxyz  vf01,r
 
assert(eeObj.ReadMem32(start + 0x0005e8) == 0x4a0103bd) -- vsqrt        q,vf01x
-- bug report:
assert(eeObj.ReadMem32(start + 0x0005ec) == 0x4b0000a0) -- vaddq.x      vf02,vf00,q
-- please decrease the following title sound volume to the PS4 recommendation.
assert(eeObj.ReadMem32(start + 0x0005f0) == 0x4a00143f) -- vrxor        r,vf02x
-- REALBOUT FATAL FURY -11.49LKFS
eeObj.WriteMem32(start + 0x0005e4, 0x00000000)
-- REALBOUT FATAL FURY SPECIAL -10.95LKFS
eeObj.WriteMem32(start + 0x0005e8, 0x00000000)
-- RB2 THE NEWCOMERS -10.04LKFS
eeObj.WriteMem32(start + 0x0005ec, 0x00000000)
-- PS4 recommendation:-24LKFS(±2)
eeObj.WriteMem32(start + 0x0005f0, 0x00000000)  
--
-- that's an average of -10.83
-- So set main volume to 0.3162 i.e. about 10dB attenuation.
emuObj.SetVolumes(0.3162, 1.0, 1.0)
end
end
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


emuObj.AddPadHook(onHIDPadEvent)
if filename == "sparticle-launcher.main" then
emuObj.AddEntryPointHook(pad)
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>


====Fu'un Super Combo!!!====
====Kinetica====
SLPS_257.81
'''CLI'''
<br>CLI
<br>SCUS-97132
<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>
 
SLPS_257.81
<br>LUA
<pre>
<pre>
apiRequest(1.4)
--vu1-clamp-range=0x386,0x386
 
--vu1-clamp-range=0x5e0,0x5f0 # another gritches
eeNativeFunction(0x11fa9c, 0x0080402d, 'memcpy')
--gs-kernel-cl-up="up2x2skipinterp"
eeNativeFunction(0x11fb48, 0x2cc20008, 'memset')
--vu1-injection=1
--vu1-jr-cache-policy=sameprog
--vu1-jalr-cache-policy=sameprog
--vu1-mpg-cycles=900
--host-audio-latency=0.10
--cdvd-sector-read-cycles=40000
</pre>
 
'''LUA'''
<br>SCUS-97132
<pre>
local gpr = require("ee-gpr-alias")
apiRequest(0.1) -- request version 0.1 API. Calling apiRequest() is mandatory.


eeInsnReplace(0x1279d0, 0x27bdffc0, 0x03e00008)                 -- <SyncDCache>
local emuObj  = getEmuObject()
eeInsnReplace(0x1279d4, 0xffb20020, 0x00000000)
local eeObj        = getEEObject()
eeNativeHook (0x1279d0, 0x03e00008,'AdvanceClock',0xa00)
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")
-- require("debughooks")
-- local iopObj = getIOPObject()
-- iopObj.AddHook(0x000135ac, 0x27bdffe0, DebugHooks.h_IOP_ioman_write)


local eeObj = getEEObject()
-- bug#8123
local emuObj = getEmuObject()
-- Skip resetting VAG stream which happens on an error.
iopInsnReplace(0x00090028, 0x16220009, 0x08024014) -- bne $s1,$v0,0x00090050 => j 0x00090050


-- *** viBufBeginPut (1)
-- bug#9405 - advance EE clock according to spinning-loop SIF activity.
--eeInsnReplace(0x105628, 0x0c049c78, 0) -- jal 1271e0 <WaitSema>
eeInsnReplace(0x1056c8, 0x0c049c70, 0) -- jal 1271c0 <SignalSema>
local skip_syncDCache = function()
-- *** viBufEndPut (1)
-- Original value when actually processing syncDCache was 3300
eeInsnReplace(0x105708, 0x0c049c78, 0) -- jal 1271e0 <WaitSema>
-- Boosting to 8000 helps reduce bottleneck
--eeInsnReplace(0x105730, 0x0c049c70, 0) -- jal 1271c0 <SignalSema>
eeObj.AdvanceClock(8000)
-- *** viBufFlush (1)
end
--eeInsnReplace(0x105a88, 0x0c049c78, 0) -- jal 1271e0 <WaitSema>
--eeInsnReplace(0x105ab8, 0x0c049c70, 0) -- jal 1271c0 <SignalSema>
-- *** viBufPutTs (1)
eeInsnReplace(0x105c10, 0x0c049c78, 0) -- jal 1271e0 <WaitSema>
eeInsnReplace(0x105cf4, 0x0c049c70, 0) -- jal 1271c0 <SignalSema>


-- it's redundant calling of _waitIpuIdle in libmpeg... not so huge impact tho.
eeInsnReplace(0x1ca9e0, 0x27bdffe0, 0x03e00008)
eeInsnReplace(0x118620, 0x0c04672a, 0) -- jal 119ca8 <_waitIpuIdle>
eeInsnReplace(0x1ca9e4, 0x0080302d, 0x00000000)
eeObj.AddHookJT(0x1ca9e0, 0x03e00008, skip_syncDCache)


-- bug# 9972
-- gametime to be from realtim....
local emuObj = getEmuObject()
-- # this causes the time elapses even while in pause. so bugged
emuObj.SetGsTitleFix( "ignoreSubBuffCov", "reserved", { } )
-- # also maybe this causes 'negative' race time as well.
#Crash/stall fixes.</pre>
-- we should be OK even without this because skipping frame works (mostly).
--
-- local prevtime = 0.0
-- eeObj.AddHook(0x12350c, 0x27bdfec0, function()
-- local curtime = os.clock()
-- if prevtime ~= 0.0 then
-- eeObj.WriteMemFloat(eeObj.GetGpr(gpr.gp)-31776, curtime - prevtime)
-- end
-- prevtime = curtime
-- end)


====Grand Theft Auto III====
-- to work skipping frame mechanism correctly...
SLUS_200.62
-- the game checks a flag set by INTC GS whether GS still does his job or not to
<br>CLI
-- determine whether it should skip a frame or not.
<pre>--vu1-no-clamping=0
-- Unfortunately we don't have the actual timing of GS FINISH signal.
--gs-check-trans-rejection=1
-- Instead of that, we check EE clock to determine to skip or not.
--gs-kernel-cl-up="up2x2tc"
--gs-optimize-30fps=1
--ee-hook=0x27cea8,FastForwardClock
#Performance and graphical fix.</pre>


SLUS_200.62
local ee_frequency = 294912000
<br>LUA
local vsync_frequency = 59.94 -- use interlace freq.  
<pre>
apiRequest(0.1) -- request version 0.1 API. Calling apiRequest() is mandatory.


-- Performace fix
local one_vsync_clock_on_ntsc = math.floor(ee_frequency / vsync_frequency)
local emuObj = getEmuObject()
local thresholdArea = 600
emuObj.SetGsTitleFix( "ignoreUpRender", thresholdArea , {alpha=0x80008068 , zmsk=1 } )




-- Bug#9133
-- Kinetica has some inconsistency among frames -- some frames take unusually long, possibly due
-- workaround ... -16020(gp) value is something wrong. the value comes from CCamera::Process().
-- to AI updates. In these cases, it is necessary to skip multiple frames to catch the game's
--                unfortunately accurate math or any other flags don't help for this problem,
-- clock back up to realtime. To do so, we track 'expected_clock' over time, so that especially
--   even though it should be calculation error issue.
-- slow frames are compensated for over time.
--   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>


SLUS_200.62
local prev_clock = 0
<br>SLUS-20062_features.lua
local expected_clock = 0
<pre>-- Lua 5.3
-- Title:  Grand Theft Auto III PS2 - SLUS-20062 (USA) v1.40
-- Author: Nicola Salmoria
-- Date:  November 3, 2015


eeObj.AddHook(0x181f7c, 0x8f82bf54, function()
-- It hits here when it skips a frame.
--local diff = eeObj.GetClock() - prev_clock
local clock = eeObj.GetClock()
--local diff  = clock - expected_clock
--print(string.format("SKIP FRAME: diff=%7d", diff))


require( "ee-gpr-alias" ) -- you can access EE GPR by alias (gpr.a0 / gpr["a0"])
--prev_clock    = eeObj.GetClock() -- just update the clock.
expected_clock = expected_clock + one_vsync_clock_on_ntsc
end)
eeObj.AddHook(0x18202c, 0x8f84bf54, function()
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)


apiRequest(0.7) -- need widescreen support


local eeObj = getEEObject()
-- Applies a cycle rate hack to what I presume is the game logic pipeline, for roughly per-frame updates.
local emuObj = getEmuObject()


local mpgCycles_default = 900
local currentMpgCycles = mpgCycles_default


local USEWIDESCREEN_ADDRESS = 0x416748
local checkNeedsSpeedHack = function()
local stageId    = eeObj.ReadMem32(0x01fce8c)
local numPlayers = eeObj.ReadMem32(0x01ffd78) -- 0x01ffd7c seems to always match this one...


local H1 = -- start of main()
-- print(string.format("stageId = %d, numPlayers = %d", stageId, numPlayers))
function()
eeObj.WriteMem8(USEWIDESCREEN_ADDRESS, 1) -- enable widescreen
-- 3 = Electrica
end
-- 7 = Electrica II
-- 8 = Cliffhanger
local newMpgCycles = mpgCycles_default
if (stageId == 3 or stageId == 7 or stageId == 8) then


local H2 = -- change widescreen flag
-- note: this will also apply to demo loops (0 players)
function()
newMpgCycles = newMpgCycles + 120
local isWidescreen = eeObj.GetGpr(gpr.v0)
if isWidescreen == 0 then
if stageId == 7 then
emuObj.SetDisplayAspectNormal()
-- Electrica 2 is extra-special slow in some areas.
else
-- (and 2-player mode on this map runs enough mpgs that extra penalty isn't needed)
emuObj.SetDisplayAspectWide()
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
end
end


local hook1 = eeObj.AddHook(0x27ed04, 0x7fbf0000, H1) -- <main>:
if currentMpgCycles ~= newMpgCycles then
local hook2 = eeObj.AddHook(0x270e50, 0xa382b8d8, H2) -- <CMenuManager::AnaliseMenuContents(void)>:
-- print ( string.format("################### Setting mpg-cycles = %d", newMpgCycles) )
#Official widescreen support.</pre>
eeObj.Vu1MpgCycles(newMpgCycles)
currentMpgCycles = newMpgCycles
end
end
 
eeObj.AddHookJT(0x15ca2c,0x27bdff20,checkNeedsSpeedHack)
 
</pre>
 
====The King of Fighters Collection: The Orochi Saga====
<br>CLI
<br>SLUS-21554
<pre>
--host-audio-latency=0.010
--force-frame-blend=1
</pre>


====Grand Theft Auto: San Andreas====
====King of Fighters 98 Ultimate Match====
SLUS_209.46
ALL
<br>CLI
<br>CLI
<pre>--gs-optimize-30fps=1
<pre>--force-frame-blend=1
--ee-hook=0x34dee8,FastForwardClock
--ee-hook=0x00245ee0,FastForwardClock
--cop2-no-clamping=1
--gs-flush-ad-xyz=safe
--vu1-clamp-range=0x04a,0x069
--gs-use-deferred-l2h=0
--gs-use-deferred-l2h=0
#Performance optimisation/fix.</pre>
#Graphical fix.</pre>


SLUS_209.46
SLES_552.80
<br>LUA
<br>SLES-55280_features.lua
<pre>apiRequest(0.6) -- request version 0.1 API. Calling apiRequest() is mandatory.
<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.


-- bug#8979
https://drive.google.com/file/d/1-lArL1Yqe079Ni3G-ZtHr8hqNPUsjQJy/view
-- The game bugged.
-- CStreaming::StreamPedsIntoRandomSlots(int*) expects 8 integers arrray to process,
-- but CCheat::LoveConquersAllCheat() function copies just only 6 integers to the stack.
-- it seems the table of the source is correct, so using lq/sq instead of ld/sd to copy
-- the contents of the table correctly.
eeInsnReplace(0x59fbb0, 0xdca20010, 0x78a20010) -- ld v0,16(a1) => lq
eeInsnReplace(0x59fbb8, 0xfc820010, 0x7c820010) -- sd v0,16(a0) => sq


-- bug#8979, actually different one
#More stick support, shaders, bezels, widescreen fix.</pre>
-- 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
====King of Fighters 2000====
local emuObj = getEmuObject()
ALL
local thresholdArea = 700
<br>CLI
emuObj.SetGsTitleFix( "ignoreUpRender", thresholdArea , {alpha=0x80000044 , zmsk=1 } )
<pre>--gs-uprender=none
#Performance and rendering fixes.</pre>
--gs-upscale=point
--host-audio-latency=0.01
--hid-pad=1
#graphical fixes and support for further fightsticks.</pre>


SLUS_209.46
SLUS_208.34
<br>SLUS-20946_features.lua
<br>LUA
<pre>-- Lua 5.3
<pre>-- The King of Fighters 2000
-- Title: Grand Theft Auto: San Andreas - SLUS-20946 (USA) v3.00
-- Author: Nicola Salmoria
-- Date:  November 5, 2015


apiRequest(1.1)


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


apiRequest(0.7) -- need widescreen support
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>


local eeObj = getEEObject()
SLUS_208.34
local emuObj = getEmuObject()
<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


local USEWIDESCREEN_ADDRESS = 0x7004ef
#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>


local H1 = -- init widescreen flag
SLUS_208.27
function()
<br>Lua
eeObj.WriteMem8(USEWIDESCREEN_ADDRESS, 1) -- enable widescreen
<pre>-- Manhunt [US]
end


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


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


local hook1 = eeObj.AddHook(0x233584, 0xa200004f, H1) -- <CMenuManager::__ct(void)>:
local emuObj = getEmuObject()
local hook2 = eeObj.AddHook(0x246750, 0x24040012, H2) -- <TheGame(void)>:
local eeObj  = getEEObject()
#Official widescreen support.</pre>


====Grand Theft Auto: Vice City====
-- Bug #9413
SLUS_205.52
-- Disable uprender on the draw command which samples the framebuffer (0x3200) using bilinear sampling (texMode=2)
<br>CLI
-- All lighting effects use TriFan prim type, so use that as well to filter against.
<pre>--gs-check-trans-rejection=1
--gs-kernel-cl-up="up2x2tc"
emuObj.SetGsTitleFix( "forceSimpleFetch",  "reserved", {prim=5, texMode=2, tbp=0x320000} )
--gs-optimize-30fps=1
--ee-hook=0x277b88,FastForwardClock
--ee-hook=0x279a18,FastForwardClock
</pre>


SLUS_205.52
-- Bug#9277
<br>LUA
-- Shorten the timeout period for some particular execution command(s).
<pre>
-- When entering the crane, some instruction is executed with a wait period of 0x7333.
apiRequest(0.1) -- request version 0.1 API. Calling apiRequest() is mandatory.
-- 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


-- Performance fix
-- No longer seems necessary, when FastForwardClock is applied here instead (see _cli.conf)
local emuObj = getEmuObject()
eeObj.AddHookJT(0x1d71f8, 0x10000036, FixBug9277)
local thresholdArea = 600
#Further bug fixes as well as fixing bloom/overglare from lightsources.</pre>
emuObj.SetGsTitleFix( "ignoreUpRender", thresholdArea , {alpha=0x80008068 , zmsk=1 } )
====Max Payne====
 
SLES_503.26
 
<br>CLI
-- Bug#9147
<pre>--gs-use-clut-merge=1
-- workaround ... -2104(gp) value is something wrong. the value comes from CCamera::Process().
--gs-kernel-cl="clutmerge"
--               unfortunately accurate math or any other flags don't help for this problem,
--gs-kernel-cl-up="clutmerge2x2"
--   even though it should be calculation error issue.
--vu1-no-clamping=1
--   for here, it's just given 0 radian for CSprite::RenderBufferedOneXLUSprite_Rotate_Dimension()
--vu0-no-clamping=1
--   actually the cloud is a billboard, so it should have 0 degree in view-space.
--fpu-no-clamping=1
--   so given 0 degree must be OK.... but could cause some corruption (wrong perspective or something)
--force-pal-60hz=1
eeInsnReplace(0x334d64, 0xc792f7c8, 0x44809000) -- lwc1 $f18,-2104(gp)
--vu1-mpg-cycles=1000
#Performance fix.</pre>
--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]


SLUS_205.52
-- Lua 5.3
<br>SLUS-20552_features.lua
-- Title: Max Payne - SLES-50326 (Europe FIGS) v1.00
<pre>-- Lua 5.3
-- Title: Grand Theft Auto: Vice City - SLUS-20552 (USA) v3.00
-- Author: Nicola Salmoria
-- Date:  November 4, 2015




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


apiRequest(0.7) -- need widescreen support
apiRequest(0.2) -- request version 0.2 API for throttling control.


local eeObj = getEEObject()
local eeObj = getEEObject()
Line 9,152: Line 1,859:




local USEWIDESCREEN_ADDRESS = 0x4ba7bc


local H1 = -- start of main()
local TH1A = -- start of main()
function()
function()
eeObj.WriteMem8(USEWIDESCREEN_ADDRESS, 1) -- enable widescreen
emuObj.ThrottleMax()
end
end


local H2 = -- main game loop
local TH1B = -- init loading screen
function()
function()
local isWidescreen = eeObj.ReadMem8(USEWIDESCREEN_ADDRESS)
local mode = eeObj.GetGpr(gpr.a0)
 
if isWidescreen == 0 then
if mode ~= 4 then -- not sure what mode 4 is, but doesn't precede a real loading
emuObj.SetDisplayAspectNormal()
emuObj.ThrottleMax()
else
emuObj.SetDisplayAspectWide()
end
end
end
end


local TH1C = -- advance progress bar
function()
local pct = eeObj.GetFpr(2)


local hook1 = eeObj.AddHook(0x279384, 0xffbf0000, H1) -- <main>:
if pct >= 1.0 then
local hook2 = eeObj.AddHook(0x277784, 0x00000000, H2) -- <TheGame(void)>:
emuObj.ThrottleNorm()
end
end




-- Fix for bug #9161. The 'flying cars' cheat causes crashes when attempting to
-- 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
-- register hooks
<br>LUA
<pre>-- Jak EU
apiRequest(2.2)


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


-- Disable internal field shift compensation, part of post-process removal feature.
maxpayne_features_unregisterHooks = function() -- global function (called by trophy_data)
gsObj.SetDeinterlaceShift(0)
for _, hook in pairs(registeredHooks) do
eeObj.RemoveHook(hook)
end
registeredHooks = {}
end


-- Fix shadow
maxpayne_features_registerHooks = function() -- global function (called by trophy_data)
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=1  } )
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>


-- Reduce flush count
SLUS_215.50
emuObj.SetGsTitleFix( "SetSelfRender", "reserved", { fbmask= 0x00FFFFFF , renderSelf=1 , zmsk=1 , alpha=0 , texMode=1  } )
<br>LUA
<pre>
-- Metal Slug Anthology PS2 - SLUS-21550 (USA)


-- Disable post-processing
apiRequest(1.2) -- request version 0.1 API. Calling apiRequest() is mandatory.
-- 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  } )


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


local DH8 = function()
-- Fix for black screen booting an elf. This is a game bug.
local s0 = eeObj.GetGpr(gpr.s0)
-- The v1.0 of the game suffered from an intermittent bug on the real PS2
local linkblock = eeObj.ReadMem32(s0+0x5c)
-- 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.
--print( string.format("--> PRELOAD %08x %08x",s0, linkblock) )
-- 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.
local linkblock_allocate_length = eeObj.ReadMem32 (linkblock + 0x00)
-- The fix implemented here replaces a call to FlushCache() to loadImageAndReboot(),
local linkblock_allocate_version = eeObj.ReadMem32 (linkblock + 0x04)
-- which is a function that reboots the IOP and resolves the hang.
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
eeInsnReplace(0x189c24, 0x0c08f7f8, 0x0c061dd2) -- FlushCache() -> loadImageAndReboot()
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) )
eeInsnReplace(0x117804, 0x0c0c1e08, 0x0c045e20) -- FlushCache() -> loadImageAndReboot()
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) )
</pre>
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


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


if (g_OnOverlayRegistered ~= nil) then
local eeObj = getEEObject()
-- 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)
-- bug#8740
local prev_OnOverlayRegistered = g_OnOverlayRegistered
-- 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>


g_OnOverlayRegistered = function(filename, start, size)
</pre>
if filename == "depth-cue.seg1" then
-- Disable full-screen post process via depth-cue.
-- 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)
====Parappa the Rapper 2====
eeObj.WriteMem32(start + 0x3a0, 0x00000000)
ALL
eeObj.WriteMem32(start + 0x004, 0x03E00008)
<br>CLI
eeObj.WriteMem32(start + 0x008, 0x00000000)
<pre>--host-audio-latency=0.01
end


if (prev_OnOverlayRegistered ~= nil) then
#fix for audio off sync.</pre>
-- Make sure to execute any previously registered OnOverlay handler
prev_OnOverlayRegistered(filename, start, size)
end
end


-- hooked in link_control::finish(void)>:
SCUS_971.67
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>


SCES-50361
-- Parappa the Rapper 2  [SCUS-97167]
<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


#Shadows fix, control scheme changes, forced 60Hz/NTSC/Widescreen.</pre>
apiRequest(0.1) -- request version 0.1 API. Calling apiRequest() is mandatory.


====Harvest Moon®: A Wonderful Life Special Edition====
require( "ee-gpr-alias" )
CUSA06584
require( "ee-hwaddr" )
<br>CLI
<pre>
--ee-cycle-scalar=0.78
</pre>
 
CUSA06584
<br>LUA
<pre>
apiRequest (1.7)


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


-- 00107be0 <syncV>: idle loop on vsync
-- ================================================================================================
eeNativeHook (0x107c14, 0x3c03005d,"FastForwardClock", 0)
-- 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 ) )


eeNativeFunction(0x44f3f8, 0x27bdffd0, 'ieee754_acosf')
if tgtaddr == vif1_hw.CHCR then
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')


eeInsnReplace(0x4443e0, 0x24030064, 0x03e00008)                -- <FlushCache>
-- expected:
eeInsnReplace(0x4443e4, 0x0000000c, 0x00000000)
-- # DIR==1 and MOD==1  (chain)
eeNativeHook (0x4443e0, 0x03e00008,'AdvanceClock',0x800)
-- # TADR==0x01C76AA0
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...
local chcr = ee.GetGPR(gpr.v0)
eeObj.AddHook(0x3ce0fc, 0x0200202d, function()
local sign = (eeObj.GetGpr(gpr.v1) >> 31) & 1
if sign then
eeObj.SetPc(0x3ce118)
end
end)


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
-- ================================================================================================


</pre>
eeObj.AddHook(0x0015A008, 0xAE020000, fix01_dma_vif1)
====Jak 3====
'''LUA'''
<br>SCUS-97330
<pre>
apiRequest(2.3)


local gpr    = require("ee-gpr-alias")
-- ================================================================================================
local emuObj = getEmuObject()
-- Our emulator has accuracy problems on so many places. In this title, we have problems on VU.
local eeObj = getEEObject()
-- To be accurate on VU is quite painful (we won't be able to get reasonable performance with it)
local gsObj = getGsObject()
-- So as workaround, we just disable bilinear textures on Render-To-Texture drawing.
local eeOverlay = eeObj.getOverlayObject()
-- 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>


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


-- Reduce flush count
LUA
emuObj.SetGsTitleFix( "SetSelfRender", "reserved", { fbmask= 0x00FFFFFF , renderSelf=1 , zmsk=1 , alpha=0 , texMode=1 } )
<pre>
-- Primal [EU]


-- Disabled due to embossing effect problem --jstine
apiRequest(1.1)
--emuObj.SetGsTitleFix( "trianglesAsParticles", "reserved", { hasClut=1,zmsk=1 } )


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


-- All JAK titles have a silly way of obtaining the PS2 Timestamp Counter. A binary code snippet is written
-- Bug 9094 - Title exhibits poor performance due to VU0 spin loops.
-- into a NON-CONST array, like so:  static u32 getTSC[] = { 0x40024800, 0x03E00008 }; and then that snippet is
-- The spin loops are meant to be an optimizaion on PS2 and the best way of handling them is
-- called via: ((u32 (*)())getTSC)()
-- 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.
-- Actual disasm of snippet:
--    129780:40024800    mfc0        $v0,$count
--    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
-- Insn replacements Summarized:
-- gets tripped up constantly and the code must be re-validated on every invocation. Interesting aside: had the devs
--   1. NOP the spin loop from VU0.
-- marked the array as 'const' and thus had it placed in .ro_data, there wouldn't be a perf issue in the emu since
--   2. NOP the setup code for VI05, which is the reg tested by the VU0 spin loop
-- page invalidations only occur on writes.
--   3. Reorder the vcallms and qmtc2.
--
 
-- 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:
-- [$167:520507ff] IBNE vi05, vi00, [$167]
eeInsnReplace(0x108a78, 0x8c629790, 0x40024800) --  lw     v0,-26736(v1) -> mfc0      $v0,$count
-- [$167:000002ff] NOP
eeInsnReplace(0x108a7c, 0x0040f809, 0x00000000) -- jalr v0          -> jr        $ra
local orig = (0x000002ff << 32) | 0x520507ff
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 --------------------------
vuInsnReplace(0, 0x167, orig, 0x8000033c | (0x000002ff << 32)) -- NOP / NOP2
g_OnOverlayRegistered = function(filename, start, size)
vuInsnReplace(0, 0x172, orig, 0x8000033c | (0x000002ff << 32)) -- NOP / NOP2
-- global function provided for adding per-overlay callback handlers.
end


local DH8 = function()
local region_base = 0x399c5c
local s1 = eeObj.GetGpr    (gpr.s1)
local filename = eeObj.ReadMemStr(s1 + 17)
local segment = eeObj.ReadMem32 (s1 +  8)
local main = eeObj.ReadMem32 (segment +  4)
local mainSize = eeObj.ReadMem32 (segment +  8)
local top = eeObj.ReadMem32 (segment + 36)
local topSize = eeObj.ReadMem32 (segment + 40)


if emuObj.IsToolingVerbose() then
eeInsnReplace(region_base + 0x000, 0x24040001, 0x00000000)   -- li a0,1 -> NOP
print( string.format("--> LOADED SEGMENT \"%s\" MAIN %08x size %x TOP %08x size %x", filename, main, mainSize, top, topSize) )
eeInsnReplace(region_base + 0x010, 0x48c42800, 0x00000000)  -- ctc2.ni a0,$5      -> NOP
end
eeInsnReplace(region_base + 0x090, 0x24040001, 0x00000000)  -- li a0,1            -> NOP
eeInsnReplace(region_base + 0x0a0, 0x48c42800, 0x00000000)   -- ctc2.ni a0,$5      -> NOP


eeOverlay.Register(filename .. ".main", main, mainSize, false)
eeInsnReplace(region_base + 0x05c, 0x48c02800, 0x00000000) -- ctc2.ni zero,$5 -> NOP
eeOverlay.Register(filename .. ".top", top, topSize, true )
eeInsnReplace(region_base + 0x114, 0x48c02800, 0x00000000) -- ctc2.ni zero,$5 -> NOP


--local debugObj = getDebugObject()
eeInsnReplace(region_base + 0x054,  0x4a00d839, 0x48a44800) -- vcallmsr vi27 -> qmtc2 a0,vf9
--debugObj.eDumpDisasmToFile ("./DisasmGoal/Jak3/" .. filename .. ".main.dasm", main, mainSize, 0)
eeInsnReplace(region_base + 0x058, 0x48a44800, 0x4a00d839) -- qmtc2 a0,vf9 -> vcallmsr vi27
--debugObj.eDumpDisasmToFile ("./DisasmGoal/Jak3/" .. filename .. ".top.dasm",  top, topSize, 0)
eeInsnReplace(region_base + 0x10c, 0x4a00d839, 0x48a44800) -- vcallmsr vi27 -> qmtc2 a0,vf9
--debugObj.eDumpAotToFile    ("./DisasmGoal/Jak3/" .. filename .. ".main.aot", main, mainSize, 0)
eeInsnReplace(region_base + 0x110, 0x48a44800, 0x4a00d839) -- qmtc2 a0,vf9 -> vcallmsr vi27
--debugObj.eDumpAotToFile    ("./DisasmGoal/Jak3/" .. filename .. ".top.aot",   top,  topSize,  0)


if (g_OnOverlayRegistered ~= nil) then
-- remove heat haze distortion ( for performance reason Bug#8827 )
-- Make sure to execute any previously registered OnOverlay handler
-- reg = 0x42  packedFlags = 3( iip, tme, fst)  packedPrim  = 5(SCE_GS_PRIM_TRIFAN)
g_OnOverlayRegistered(filename .. ".main", main, mainSize)
emuObj.SetGsTitleFix( "globalSet",  "reserved", { packedRegsLo = 0x42,packedRegsHi = 0, packedRegsNum = 2, packedFlags = 3, packedPrim = 5})
g_OnOverlayRegistered(filename .. ".top", top, topSize )
emuObj.SetGsTitleFix( "skipPacked", "reserved", { alpha = 0x80000044, tbp = 0x3a4000 , zmsk=1 })
end
emuObj.SetGsTitleFix( "skipPacked", "reserved", { alpha = 0x80000044, tbp = 0x348000 , zmsk=1 })
 
end


eeObj.AddHook(0x1091d4, 0x0080c825, DH8)    --    <ndi::link_control::finish(void)>:


-- --------------------------------------------------------------------
-- NOP out cacheline prefetch instructions.
assert(g_OnOverlayRegistered ~= nil)
-- Prefetch might have been a good idea on PS2, but it is entirely unhelpful on the PS4 target.
local prev_OnOverlayRegistered = g_OnOverlayRegistered
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 } )


g_OnOverlayRegistered = function(filename, start, size)
</pre>
if (prev_OnOverlayRegistered ~= nil) then
-- Make sure to execute any previously registered OnOverlay handler
prev_OnOverlayRegistered(filename, start, size)
end


if filename == "sparticle-launcher.main" then
====Red Dead Revolver====
-- this RNG-sqrt instance is removed for performance. Additionally, not corrupting the RNG seed with
<br>SLUS-20500
-- bad sqrt math is always a good thing in my book --jstine
<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")


assert(eeObj.ReadMem32(start + 0x005de4) == 0x4be1043d) -- vrget.wxyz  vf01,r
apiRequest(0.1) -- request version 0.1 API. Calling apiRequest() is mandatory.
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
-- Bug 9309
assert(eeObj.ReadMem32(start + 0x005ef8) == 0x4a00143f) -- vrxor        r,vf02x
local emuObj = getEmuObject()
assert(eeObj.ReadMem32(start + 0x005f80) == 0x4a00143f) -- vrxor        r,vf02x
-- psm= SCE_GS_PSMCT32 (0)
assert(eeObj.ReadMem32(start + 0x006018) == 0x4a00143f) -- vrxor        r,vf02x
emuObj.SetGsTitleFix( "forceSimpleFetch",  "reserved", {psm=0} )
emuObj.SetGsTitleFix( "fetchFromCurrBuff", "reserved", {psm=0} )


eeObj.WriteMem32(start + 0x005de4, 0x00000000)
-- bug#9490 - Disable post-processing effect - <imgImageryDeriver<fxDistort>::Draw(void)>
eeObj.WriteMem32(start + 0x005de8, 0x00000000)
eeInsnReplace(0x4c4b78, 0x27bdfff0, 0x03e00008) -- JR $ra
eeObj.WriteMem32(start + 0x005df0, 0x00000000)
eeInsnReplace(0x4c4b7c, 0xffbf0000, 0x00000000) -- NOP


eeObj.WriteMem32(start + 0x005e4c, 0x00000000)
-- gfxState class writes bytes and then reads them back as words later on.
eeObj.WriteMem32(start + 0x005ef8, 0x00000000)
-- This replaces most of the word readbacks with lbu equivalents to avoid STLF.
eeObj.WriteMem32(start + 0x005f80, 0x00000000)
-- 003c0950 <gfxState::Update_TEST(void)>:
eeObj.WriteMem32(start + 0x006018, 0x00000000)
eeInsnReplace(0x3c0970, 0x8ce6efd8, 0x90e6efd8) -- lw a2,-4136(a3)
end
eeInsnReplace(0x3c09a0, 0x8ce3f37c, 0x90e3f37c) -- lw v1,-3204(a3)
end


-- --------------------------------------------------------------------------------------
-- 0032aa70 <fxFloatPropGrid::Get(Vector2 const &) const>:
-- diagnostic for checking the Jak engine's internal frame skipping mechanism.
--   The original  compiler couldn't assume that Vector2 was an aligned object, so it generated
-- $fp30 contains a ratio of time-taken-to-16ms to render the scene, eg. 18 ms is approx 1.15.
--   ldr/sdr instructions to access it. The lack of assumption seems to have also caused it to
-- The engine will proceed to make a series of logical decisions according to this value.
--   spill FPU registers to memory needlessly.
-- 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.


-- eeOverlay.AddPreHook("drawable.main",0x208+8, 0x461E0034, function()
if true then
-- local v1 = eeObj.GetGpr(gpr.v1)
eeInsnReplace(0x32aa74, 0x68a20007, 0x00000000)
-- print(string.format("fpuCompare fpr0=%f fpr30=%f", eeObj.GetFpr(0), eeObj.GetFpr(30)))
eeInsnReplace(0x32aa78, 0x6ca20000, 0x00000000)
-- end)
eeInsnReplace(0x32aa7c, 0xb3a20017, 0xc4a00000) -- lwc1 $f0,0(a1)
-- --------------------------------------------------------------------------------------
eeInsnReplace(0x32aa80, 0xb7a20010, 0xc4a10004) -- lwc1 $f1,4(a1)
</pre>


====Jak 2====
eeInsnReplace(0x32aa8c, 0xc7a00010, 0x00000000) -- nop
'''CLI'''
eeInsnReplace(0x32aa9c, 0xc7a10014, 0x00000000) -- nop
<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")
eeInsnReplace(0x32aaa8, 0xe7a00010, 0x00000000) -- nop
local emuObj = getEmuObject()
eeInsnReplace(0x32aaac, 0x46020082, 0x46020002) -- mul.s $f0,$f0,$f2 
local eeObj = getEEObject()
eeInsnReplace(0x32aab0, 0x3c014480, 0x3c014480) -- lui at,0x4480
local eeOverlay = eeObj.getOverlayObject()
eeInsnReplace(0x32aab4, 0x34211000, 0x34211000) -- ori at,at,0x1000
local iopObj    = getIOPObject()
eeInsnReplace(0x32aab8, 0x44812000, 0x44812000) -- mtc1 at,$f4
local gsObj = getGsObject()
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"])


-- Fix shadow
apiRequest(0.7) -- need widescreen support
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=1  } )
 
-- Reduce flush count
emuObj.SetGsTitleFix( "SetSelfRender", "reserved", { fbmask= 0x00FFFFFF , renderSelf=1 , zmsk=1 , alpha=0 , texMode=1  } )


---------------------------------------------------------------------------------
local eeObj = getEEObject()
-- Basic Block breakers for EE AOT Injection
local emuObj = getEmuObject()
eeOverlay.AddPreHook("traffic-engine.seg1", 0x004474, 0x0080e025, "nop" )
eeOverlay.AddPreHook("spatial-hash.seg1", 0x004474, 0x0080e025, "nop" )


---------------------------------------------------------------------------------


-- ------------------------- OVERLAY MANAGER --------------------------
local GFXPIPELINE_16BY9_ADDRESS = 0x79eeec
g_OnOverlayRegistered = function(filename, start, size)
local GLOBALS_UNIVERSALDATA_ADDRESS = 0x742120
-- global function provided for adding per-overlay callback handlers.
end


local DH8 = function()
local s0 = eeObj.GetGpr(gpr.s0)
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
local TH1A = -- start loading screen
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) )
emuObj.ThrottleMax()
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) )
end
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) )
 
local TH1B = -- switch to threaded loading (over cutscene etc.)
function()
emuObj.ThrottleNorm()
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)


if linkblock_allocate_seg1_size ~= 0 then eeOverlay.Register(linkblock_allocate_name .. ".seg1",  linkblock_allocate_seg1_dataptr, linkblock_allocate_seg1_size, false) end
local TH2A = -- start flashing loading message
if linkblock_allocate_seg3_size ~= 0 then eeOverlay.Register(linkblock_allocate_name .. ".seg3",  linkblock_allocate_seg3_dataptr, linkblock_allocate_seg3_size, true) end
function()
emuObj.ThrottleMax()
end


if (g_OnOverlayRegistered ~= nil) then
local TH2B = -- pause loading message
-- Make sure to execute any previously registered OnOverlay handler
function()
if linkblock_allocate_seg1_size ~= 0 then g_OnOverlayRegistered(linkblock_allocate_name .. ".seg1", linkblock_allocate_seg1_dataptr, linkblock_allocate_seg1_size) end
emuObj.ThrottleNorm()
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


assert(g_OnOverlayRegistered ~= nil)
local TH2C = -- unpause loading message
local prev_OnOverlayRegistered = g_OnOverlayRegistered
function()
emuObj.ThrottleMax()
end


g_OnOverlayRegistered = function(filename, start, size)
local TH2D = -- end loading message
if (prev_OnOverlayRegistered ~= nil) then
function()
-- Make sure to execute any previously registered OnOverlay handler
emuObj.ThrottleNorm()
prev_OnOverlayRegistered(filename, start, size)
end
end


if filename == "sparticle-launcher.seg1" then
-- this RNG-sqrt instance is removed for performance.  Additionally, not corrupting the RNG seed with
-- bad sqrt math is always a good thing in my book --jstine


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
local showdownLoading = false
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)
local TH3A = -- draw "Loading" on Showdown info screen
eeObj.WriteMem32(start + 0x0044f0, 0x00000000)
function()
eeObj.WriteMem32(start + 0x0044f8, 0x00000000)
if showdownLoading == false then
emuObj.ThrottleMax()
showdownLoading = true
end
end


eeObj.WriteMem32(start + 0x00454c, 0x00000000)
local TH3B = -- draw "Press START" on Showdown info screen
eeObj.WriteMem32(start + 0x0045f8, 0x00000000)
function()
eeObj.WriteMem32(start + 0x004680, 0x00000000)
if showdownLoading == true then
eeObj.WriteMem32(start + 0x004718, 0x00000000)
emuObj.ThrottleNorm()
showdownLoading = false
end
end
end
end


-- hooked in link_control::finish(void)>:
function install_c_hooks(offset)
eeObj.AddHook(0x1085a0 + offset , 0x0080c825, DH8)
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 Ready = 0
local WH2 = -- init universal data
function()
local v1 = eeObj.GetGpr(gpr.v1)
eeObj.SetGpr(gpr.v1, v1 | 1) -- enable widescreen
end


local DetectFunc = function()
local WH3 = -- end of boot up sequence
if Ready == 0 then
function()
local universalData = eeObj.ReadMem32(GLOBALS_UNIVERSALDATA_ADDRESS)
local discID = eeObj.ReadMemStr(0x0012fc8)
local isWidescreen = eeObj.ReadMem32(universalData + 92) & 1
 
if (discID ~= "") then
eeObj.WriteMem8(GFXPIPELINE_16BY9_ADDRESS, isWidescreen)
 
if (discID == "cdrom0:\\SCUS_972.65;1") or (discID == "cdrom0:\\SCPS_150.57;1") then
if isWidescreen == 0 then
-- US or Japan Disc
emuObj.SetDisplayAspectNormal()
Ready = 1
else
install_c_hooks(0)
emuObj.SetDisplayAspectWide()
end
print( string.format("********************* DETECTED USA, JAPAN DISC ********************" ) )
end
 
elseif (discID == "cdrom0:\\SCKA_200.10;1") then
 
Ready = 1
 
install_c_hooks(0x08)
-- unthrottle loading screens
print( string.format("********************* KOREA DISC ********************" ) )
local thr1a = eeObj.AddHook(0x21e02c, 0x0080982d, TH1A) -- <staNewLoadShow::Enter(void)>:
local thr1b = eeObj.AddHook(0x220100, 0x27bdfff0, TH1B) -- <staNewLoadShow::DoThreadedLoadShow(void)>:
elseif (discID == "cdrom0:\\SCES_516.08;1") then
local thr2a = eeObj.AddHook(0x233970, 0x27bdfff0, TH2A) -- <ThreadedLoadingMessage::Start(void)>:
-- European Disc
local thr2b = eeObj.AddHook(0x233a30, 0x27bdfff0, TH2B) -- <ThreadedLoadingMessage::Pause(void)>:
Ready = 1
local thr2c = eeObj.AddHook(0x233a80, 0x3c02004f, TH2C) -- <ThreadedLoadingMessage::Unpause(void)>:
install_c_hooks(0xb8)
local thr2d = eeObj.AddHook(0x2339d8, 0x27bdfff0, TH2D) -- <ThreadedLoadingMessage::Stop(void)>:
local thr3a = eeObj.AddHook(0x226110, 0x8e850008, TH3A) -- <staNewLoadShow::DrawMultiplayerInfo(void)>:
print( string.format("********************* DETECTED EUROPE DISC (SCES-51608) ********************" ) )
local thr3b = eeObj.AddHook(0x226058, 0x8e650008, TH3B) -- <staNewLoadShow::DrawMultiplayerInfo(void)>:
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)
-- widescreen support
</pre>
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)>:


====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>
</pre>


'''LUA'''
====Psychonauts====
<br>SCUS-97429
SLUS_211.20
<pre>
<br>CLI
-- Jak X Combat Racing  [US]
<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>


apiRequest(2.2)
SLUS_211.20
<br>LUA
<pre>-- psychonauts_slus21120
local gpr    = require("ee-gpr-alias")
local emuObj = getEmuObject()


local gpr = require("ee-gpr-alias")
apiRequest(1.0) -- request version 0.1 API. Calling apiRequest() is mandatory.
local eeObj = getEEObject()
local emuObj = getEmuObject()
local gsObj = getGsObject()
local eeOverlay = eeObj.getOverlayObject()


-- Bug#9174 -
emuObj.SetGsTitleFix( "ignoreSubBuffCov", "reserved", { } )


-- Bug 10697
-- Bug#9240 (Light maps uprender)
emuObj.SetGsTitleFix( "ignoreSubBuffCov", "reserved", { texMode=2 , tw=6 , th=5} )
-- 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 } )


-- Fix shadow
-- Apply light maps texMode=2 (bilinear)  psm= SCE_GS_PSMCT32 (0)
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=} )
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", {tw=8, th=8, psm=0, ztst=1, texMode=2 } )


-- Reduce flush count
-- Bug#9176
emuObj.SetGsTitleFix( "SetSelfRender", "reserved", { fbmask= 0x00FFFFFF , renderSelf=1 , zmsk=1 , alpha=0 , texMode=1  } )
--
 
-- This bug seems GPUGS interpolation problem.
-- ------------------------- OVERLAY MANAGER --------------------------
-- The game draws clouds as undiscovered area on the map, but
g_OnOverlayRegistered = function(filename, start, size)
-- Z value is unstable --- sometimes 0x320, sometimes 0x321.
-- global function provided for adding per-overlay callback handlers.
-- On drawing 'Highlight' object (which is missing one), it uses z=0x320 with
-- See code for bug#10141 below, as example of this usage.
-- ZTST=GEQUAL. Therefore if the cloud renders with z=0x321, this highlighted object
end
-- 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
-- -- this hooks at the moment of loading the relocatable code and patch it only on the target segment.
-- the real PS2 and our gs)
eeObj.AddHook(0x0026ff90, 0x03207825, function()
-- it gives some values (50.0f) to get +1 on Z value for the highlighted object.
local s1 = eeObj.GetGpr    (gpr.s1)
-- this value will be used later to create the packet in _sprite_ps2_push_data(ESprite*).
local filename = eeObj.ReadMemStr(s1 + 17)
--
local segment = eeObj.ReadMem32 (s1 + 8)
-- This old one causes a problem on some other scenes.
local main = eeObj.ReadMem32 (segment + 4)
-- local eeObj = getEEObject()
local mainSize = eeObj.ReadMem32 (segment + 8)
-- eeObj.AddHook(0x1b276c, 0xe4400024, function()
local top = eeObj.ReadMem32 (segment + 36)
-- local v0 = eeObj.GetGpr(gpr.v0)
local topSize = eeObj.ReadMem32 (segment + 40)
-- 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) -- >


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
-- bug#9423 - menus render 20+ times over again, causing very low fps.
-- Make sure to execute any previously registered OnOverlay handler
-- The whole game in general has no concept of pacing and will re-draw frames multiple times
g_OnOverlayRegistered(filename .. ".main", main, mainSize)
-- between vsync refreshes.  Hook placed on GameApp::EndFrame() measures time between frames and
g_OnOverlayRegistered(filename .. ".top",  top,  topSize )
-- if it's too short, the EE clock is advanced significantly to compensate.
end
end)


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
-- This code serves as both a working patch for Jak X and as a sample for implementing
-- sanity check, mostly for snapshot restore.
-- overlay-relative code patches in trophy or feature lua scripts. The process described:
last_diff = diff
--
last_time = thistime
-- 1. store local copy of current global variable instance.  if g_OnOverlayRegistered is
return
--   nil then we have a problem.  The universal overlay hook is missing for some reason.
end
--
-- 2. Bind our own function to g_OnOverlayRegistered. Since it's a global, the hook code
-- EE @ 30fps == roughly 10 million cycles
--    in config.lua will execute our handler when the hook is invoked.
-- 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
assert(g_OnOverlayRegistered ~= nil)
--   lock to 45fps, 30fps, or something worse.
local prev_OnOverlayRegistered = g_OnOverlayRegistered
 
local fastminEE = 1600000 -- less than this it's safe to run > 30 fps
g_OnOverlayRegistered = function(filename, start, size)
local fastminVIF_30 = 2200000 -- VU1 total that merits 30hz throttle
if (prev_OnOverlayRegistered ~= nil) then
local fastminVIF_45 = 1700000 -- VU1 total that merit 45hz throttle.
-- Make sure to execute any previously registered OnOverlay handler
local baremin_wo_vif= 6100000 -- EE values below this get promoted to this value (~50hz)
prev_OnOverlayRegistered(filename, start, size)
local forced30hz = 9330000
local forced45hz = 7820000
local vif1_cycles = eeObj.GetVif1Cycles()
if (vif1_cycles > forced30hz) then
vif1_cycles = forced30hz
end
end


-- bug#10141  workaround
local diff_vif = diff + vif1_cycles
-- the problem is actually on a block 0x013090bc - 0x01309188.
adv = adv + vif1_cycles
-- 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.
-- Lock anything that seems like "Real Work" to either 30 or 45 FPS:
-- 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
if diff_vif < fastminEE then
-- result back into the seed.  This breaks the prime factorial pattern of the RNG and causes
adv = adv + (fastminEE*2 - diff_vif)
-- it to fall into a repeating loop with disturbing regularity.  NOP'ing out the sqrt/xor
elseif vif1_cycles > fastminVIF_30 and (diff+(fastminVIF_30)//2) < forced30hz then
-- hack seems to fix the title. --jstine
adv = adv + (forced30hz  - diff - (fastminVIF_30)//2)
elseif vif1_cycles > fastminVIF_45 and (diff+(fastminVIF_45)//2) < forced45hz then
if filename == "math.main" then
adv = adv + (forced45hz  - diff - (fastminVIF_45)//2)
assert(eeObj.ReadMem32(start + 0x0005e4) == 0x4be1043d) -- vrget.wxyz  vf01,r
elseif diff < baremin_wo_vif then
assert(eeObj.ReadMem32(start + 0x0005e8) == 0x4a0103bd) -- vsqrt        q,vf01x
adv = adv + (baremin_wo_vif  - diff)
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
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
-- print (string.format("DELTA: %d  ADV: %d  VIF1: %d", diff, adv, vif1_cycles))
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)
if adv ~= 0 then
eeObj.WriteMem32(start + 0x006310, 0x00000000)
eeObj.AdvanceClock(adv)
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
-- 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
end
-- ---------------------------------------------------------------------------------


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


====Kinetica====
====Red Faction====
'''CLI'''
SLUS_200.73
<br>SCUS-97132
<br>CLI
<pre>
<pre>--gs-use-deferred-l2h=1
--vu1-clamp-range=0x386,0x386
--l2h-2d-params=0x0000000800000001,0x000000003a0a2300,512,2
--vu1-clamp-range=0x5e0,0x5f0 # another gritches
--vu1=jit-sync
--gs-kernel-cl-up="up2x2skipinterp"
--ee-cycle-scalar=1.02
--vu1-injection=1
--ee-hook=0x00213370,FastForwardClock,0x8F8293A8
--vu1-jr-cache-policy=sameprog
--ee-hook=0x24ce30,AdvanceClock,0x8c620000,20000
--vu1-jalr-cache-policy=sameprog
--ee-hook=0x272b44,FastForwardClock,0x3c0201ee
--vu1-mpg-cycles=900
--ee-hook=0x272bc4,FastForwardClock,0x3c0201ee
--host-audio-latency=0.10
--ee-hook=0x21b354,AdvanceClock,0x3c031000,0x1240
--cdvd-sector-read-cycles=40000
#performance fixes.</pre>
</pre>
 
SLUS_200.73
<br>LUA
<pre>-- Red Faction [US]


'''LUA'''
apiRequest(1.6)
<br>SCUS-97132
<pre>
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()
-- title uses memcpy() to write to VU1 memory, so some instances will be hotfixed to
local eeObj        = getEEObject()
-- use slowpath_memcpy() at runtime.


-- require("debughooks")
eeNativeFunction(0x259820, 0x0080402d, 'memcpy')
-- local iopObj = getIOPObject()
eeNativeFunction(0x2599d8, 0x2cc20008, 'memset')
-- iopObj.AddHook(0x000135ac, 0x27bdffe0, DebugHooks.h_IOP_ioman_write)


-- bug#8123
eeNativeFunction(0x253870, 0x27bdffd0, 'ieee754_acosf')
-- Skip resetting VAG stream which happens on an error.
eeNativeFunction(0x254620, 0x44026000, 'ieee754_sqrtf')
iopInsnReplace(0x00090028, 0x16220009, 0x08024014) -- bne $s1,$v0,0x00090050 => j 0x00090050
eeNativeFunction(0x255a50, 0x44026000, 'cosf')
eeNativeFunction(0x255df0, 0x44026000, 'sinf')
eeNativeFunction(0x256318, 0x27bdffa0, 'acosf')


-- bug#9405 - advance EE clock according to spinning-loop SIF activity.
eeInsnReplace(0x24d7e0, 0x24030064, 0x03e00008)                -- <FlushCache>
eeInsnReplace(0x24d7e4, 0x0000000c, 0x00000000)
local skip_syncDCache = function()
eeNativeHook (0x24d7e0, 0x03e00008,'AdvanceClock',0xa00)
-- Original value when actually processing syncDCache was 3300
eeInsnReplace(0x24d810, 0x2403ff98, 0x03e00008)                -- <iFlushCache>
-- Boosting to 8000 helps reduce bottleneck
eeInsnReplace(0x24d814, 0x0000000c, 0x00000000)
eeObj.AdvanceClock(8000)
eeNativeHook (0x24d810, 0x03e00008,'AdvanceClock',0xa00)
end
 
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()


eeInsnReplace(0x1ca9e0, 0x27bdffe0, 0x03e00008)
-- bug#10159 workaround
eeInsnReplace(0x1ca9e4, 0x0080302d, 0x00000000)
-- slowdown the jeep speed....
eeObj.AddHookJT(0x1ca9e0, 0x03e00008, skip_syncDCache)


-- gametime to be from realtim....
local jeepObj = 0
-- # this causes the time elapses even while in pause. so bugged
eeObj.AddHook(0x1376f0, 0xc6600174, function()
-- # also maybe this causes 'negative' race time as well.
jeepObj = eeObj.GetGpr(gpr.s1)
-- we should be OK even without this because skipping frame works (mostly).
end)
--
eeObj.AddHook(0x137a48, 0xc7ac00bc, function()
-- local prevtime = 0.0
local s1 = eeObj.GetGpr(gpr.s1)
-- eeObj.AddHook(0x12350c, 0x27bdfec0, function()
if s1 == jeepObj then
-- local curtime = os.clock()
eeObj.SetFpr(12, eeObj.GetFpr(12)*0.90)
-- if prevtime ~= 0.0 then
end
-- eeObj.WriteMemFloat(eeObj.GetGpr(gpr.gp)-31776, curtime - prevtime)
end)
-- end
-- prevtime = curtime
-- end)


-- to work skipping frame mechanism correctly...
-- bug#10249 workaround
-- the game checks a flag set by INTC GS whether GS still does his job or not to
-- forcibly calculate the jeep's suspension.
-- determine whether it should skip a frame or not.
eeObj.AddHook(0x19ee08, 0x8ec2120c, function()
-- Unfortunately we don't have the actual timing of GS FINISH signal.
if jeepObj - 624 == eeObj.GetGpr(gpr.s6) then
-- Instead of that, we check EE clock to determine to skip or not.
eeObj.SetGpr(gpr.v0, 1)
end
end)


local ee_frequency = 294912000
-- debug code for jeep movment target.
local vsync_frequency = 59.94 -- use interlace freq.  
-- local px = 0.0
 
-- local pz = 0.0
local one_vsync_clock_on_ntsc = math.floor(ee_frequency / vsync_frequency)
-- 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


-- Kinetica has some inconsistency among frames -- some frames take unusually long, possibly due
-- Changelog:
-- to AI updates.  In these cases, it is necessary to skip multiple frames to catch the game's
-- 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
apiRequest(1.1) -- request version 1.1 API. Calling apiRequest() is mandatory.
local expected_clock = 0


eeObj.AddHook(0x181f7c, 0x8f82bf54, function()
local eeObj = getEEObject()
-- It hits here when it skips a frame.
local emuObj = getEmuObject()
--local diff = eeObj.GetClock() - prev_clock
local clock = eeObj.GetClock()
--local diff  = clock - expected_clock
--print(string.format("SKIP FRAME: diff=%7d", diff))


--prev_clock    = eeObj.GetClock() -- just update the clock.
local L1 = -- main
expected_clock = expected_clock + one_vsync_clock_on_ntsc
function()
end)
emuObj.ThrottleMax()
eeObj.AddHook(0x18202c, 0x8f84bf54, function()
end
local clock = eeObj.GetClock()
--local diff = clock - prev_clock
local L2 = -- main
--print(string.format("diff=%d vsync_term=%f %s", diff, one_vsync_clock_on_ntsc, diff > one_vsync_clock_on_ntsc and "SKIP" or ""))
function()
emuObj.ThrottleNorm()
local diff = clock - expected_clock
end
-- Sanity correction -- to handle cases where expected_clock contents is
local load1 = eeObj.AddHook(0x165590, 0x27bdffb0, L1) -- game_load_level
-- zero or out-dated.
local load2 = eeObj.AddHook(0x16578C, 0x7bb10010, L2) -- game_load_level
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)


-- 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>


-- Applies a cycle rate hack to what I presume is the game logic pipeline, for roughly per-frame updates.
====Red faction II====
 
CUSA06356
local mpgCycles_default = 900
<br>CLI
local currentMpgCycles = mpgCycles_default
<pre>
 
--gs-use-deferred-l2h=0
local checkNeedsSpeedHack = function()
--l2h-2d-params=0x0000000800000001,0x000000003a083000,612,2
local stageId    = eeObj.ReadMem32(0x01fce8c)
--mtap1=disabled
local numPlayers = eeObj.ReadMem32(0x01ffd78) -- 0x01ffd7c seems to always match this one...
--mtap2=disabled
</pre>
====Resident Evil Code: Veronica X====
ALL
<br>CLI
<pre>--ee-jit-pagefault-threshold=30
#crash fix.</pre>


-- print(string.format("stageId = %d, numPlayers = %d", stageId, numPlayers))
ALL
<br>LUA
-- 3 = Electrica
<pre>-- VeronicaX
-- 7 = Electrica II
apiRequest(0.1) -- request version 0.1 API. Calling apiRequest() is mandatory.
-- 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)
-- Bug# 9976
newMpgCycles = newMpgCycles + 120
local emuObj = getEmuObject()
emuObj.SetGsTitleFix( "clipScissors", "reserved", {alpha = 0 , frameW = 4 , psm = 0} )
if stageId == 7 then
#graphical fix.</pre>
-- 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
====Rogue Galaxy====
ALL
<br>CLI
<pre>--gs-kernel-cl-up="up2x2skipinterp"
--gs-optimize-30fps=1
#visual fixes and performance optimisation.</pre>


if currentMpgCycles ~= newMpgCycles then
SCUS_974_90
-- print ( string.format("################### Setting mpg-cycles = %d", newMpgCycles) )
<br>LUA
eeObj.Vu1MpgCycles(newMpgCycles)
<pre>require("ee-gpr-alias")
currentMpgCycles = newMpgCycles
apiRequest(0.1) -- request version 0.1 API. Calling apiRequest() is mandatory.
end
end


eeObj.AddHookJT(0x15ca2c,0x27bdff20,checkNeedsSpeedHack)
-- 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>


</pre>
====Rise of the Kasai====
 
'''CLI'''
====The King of Fighters Collection: The Orochi Saga====
<br>SCUS-97416
<br>CLI
<br>SLUS-21554
<pre>
<pre>
--host-audio-latency=0.010
--gs-kernel-cl-up="up2x2skipinterp"
--force-frame-blend=1
--cdvd-sector-read-cycles=31000
--iop-cycle-scalar=0.7
</pre>
</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


--[[ 


Notes:
'''LUA'''
<br>SCUS-97416
<pre>
-- rise_of_kasai
require("ee-gpr-alias")


The intro sequence (SNK logo, movie) only plays ONCE, on startup, never again, no matter how long you leave things in attract mode
apiRequest(0.1) -- request version 0.1 API. Calling apiRequest() is mandatory.
this works to our advantage. For this reason it's probably easiest to have the current scanlines / bezel options kick in immediately
after the SNK logo.




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
local emuObj = getEmuObject()
continues to play until you confirm the 'save to memory card' choice, this might not work to our advantage.
local eeObj  = getEEObject()


Rom base is set to 00020000 then the actual value as soon as you select a game from the main menu.
-- 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} )


text base and RAM base get set as soon as the actual emulation starts for each game.
-- bug#9241
 
-- SwapMemCard to Mark of Kri
 
-- bug#136347 (SCEI bugzilla)
Sprites
-- 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.
0 SNK logo
-- unfortunately we don't have any ways to distinguish which PS4 package we are working on.
1 Bezel
-- instead of US => EU reading out modification, let the game retry EU saved data when it fails.
 
--
2 Art Mode notification
-- NOTE: you can write down the filepath directly(onto strptr) at boot time if we can distinguish the differences of the packages.
3 Scan Mode notification
local first_attempt = true
 
local buffer = -1
4 Fight stick notification
local strptr = -1
5 Fight stick notification
local write_str = function (ptr, str)
6 Fight stick notification
  for i=1,string.len(str) do
7 Fight stick notification
  eeObj.WriteMem8(ptr + i - 1, string.byte(str, i, i))
 
  end
 
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 emuObj = getEmuObject()
local gsObj    = getGsObject()
 
-- hangs on black screen with some other language settings (eg Japanese)
emuObj.SetPs2Lang(1)
 
local gpr = require("ee-gpr-alias")
local kFilterMode, kWrapMode, kBlendMultiplier, kBlendFunc = require("sprite")
local PadConnectType = require("pad-connect-type")
 
HIDPad_Enable()
 
-- NEEDS HOOKING UP
local OptionsMenuActive = 0
local RestoreNewMenus = false -- WBD keep new menus from reappearing when Player Control menu goes away
 
-- should these be 1-x ?
local INTROVOLUME = 0.375                  --WBD adjusted, was 0.7943 
local GAMEVOLUME = 0.39                    --WBD adjusted, was 0.7079
 
local SaveData = emuObj.LoadConfig(0)
 
if SaveData.vid_mode == nil then
SaveData.vid_mode      = 0
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>


if SaveData.vid_scanlines == nil then
====Samurai Shodown Anthology====
SaveData.vid_scanlines  = 0
SLUS_216.29
end
<br>CLI
 
<pre>--gs-upscale=point
local vid_modeOptions = {"NONE", "ART1", "ART2"}
--gs-uprender=2x2
local vid_scanlineOptions = {"OFF", "ON"}
--gs-motion-factor=25
local vid_mode = SaveData.vid_mode
--host-audio-latency=0.01
local vid_scanlines = SaveData.vid_scanlines
--gs-ignore-dirty-page-border=1
 
--gs-kernel-cl="h2lpool"
local snklogo = 0
--gs-kernel-cl-up="h2lpool2x2"
 
--gs-h2l-list-opt=1
--print (string.format("_NOTE: STARTING Region %d", Region))
--gs-h2l-accurate-hash=1
 
#fix for substantial slowdown during combat.</pre>
-----------------------
-- Video Options
-----------------------
 
local sprite_snklogo = getSpriteObject(0)
local sprite_bezel = getSpriteObject(1)
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.
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) -- WBD not needed
 
-- ------------------------------------------------------------
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
 
--[[ Menu notifications --]]
 
local texture9 = getTextureObject(9)
local texture10 = getTextureObject(10)
local texture11 = getTextureObject(11)
local texture12 = getTextureObject(12)
local texture13 = getTextureObject(13)


====Star Ocean 3====
<br>SLES-82028
<br>CLI
<pre>
--vu-hack-triace=1
--assert-path1-ad=0
--gs-kernel-cl-up="OptRightTri"
--ee-cycle-scalar=1.0
--ee-sif0-cycle-scalar=0.1
--ee-sif1-cycle-scalar=2.0
--iop-sif0-cycle-scalar=0.1
--iop-sif1-cycle-scalar=2.0
--ee-hook=0x0011DF00,FastForwardClock,0x8C82000C
--vu1-injection=1
--vu1-mpg-cycles=1
--ee-injection-title=1
--ee-hook=0x109bc4,SO3_AudioRequest,0x3c011001
--ee-hook=0x109c04,SO3_AudioRequest,0x3c011001
--ee-hook=0x1097a0,SO3_AudioWriteBack,0x27bdffe0
--host-audio-latency=0.060
--cop2-accurate-mul-range=0x004cce00,0x004ccf00
</pre>


local extra_menu_h = 0
<br>SLES-82028
local extra_menu_w = 0
<br>LUA
<pre>
-- star_ocean sles82028
local gpr = require("ee-gpr-alias")
apiRequest(0.1) -- request version 0.1 API. Calling apiRequest() is mandatory.


-- adjust these?
local emuObj = getEmuObject()
local artmenu_ypos = 770 -- adjusted by WBD
local eeObj = getEEObject()
local scanmenu_ypos = artmenu_ypos + 36


local menu_xpos = 600 -- adjusted by WBD
-- Ignore up-render shift for triangles when writing mask = write alpha only . Will fix shadows (bug# 6724).
 
emuObj.SetGsTitleFix( "ignoreUpShiftTri", "reserved" , { fbmask = 0x00FFFFFF  } )
 
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)
--]]


--  Performance  fix ( bug# 9474 )
if 0 then -- emuObj.IsNeoMode() then -- neo mode check disabled, due to bug #10442
emuObj.SetGsTitleFix( "globalSet",  "reserved", { workLoadThreshold = 125000} )
else
emuObj.SetGsTitleFix( "globalSet",  "reserved", { workLoadThreshold = 100000} )
end
end


 
local reduceShadowsToOne = function()
 
     eeObj.SetGPR(gpr.a3 ,1)
HideScanMenu = function()
sprite_scanmenu.Disable()
--[[ WBD  added Disable rather than position offscreen
sprite_scanmenu.SetPosXY(-1 - extra_menu_w, scanmenu_ypos)  -- full obscured
     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)
--]]
end
end


 
if 1 then  -- not emuObj.IsNeoMode() then -- neo mode check disabled, due to bug #10443
 
-- enable this hook only in base mode.
 
-- NEO mode hardware has enough horsepower to render extra shadows. (correction: it doesn't, bug 10443)
ShowArtMenu = function()
eeObj.AddHook(0x0042d1e0, 0x24c60001, reduceShadowsToOne)
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
end


ShowScanMenu = function()
-- NOP out some meaningless (M) bits.
sprite_scanmenu.BindTexture(SaveData.vid_scanlines+12)
-- SO3 uses these as a performance optimization to allow writing next data set regs in parallel
sprite_scanmenu.SetPosXY(menu_xpos, scanmenu_ypos)
-- to mpg calculating results of current set.  In our emu it's sync always, so just interlock is ok.
    sprite_scanmenu.SetSizeXY(extra_menu_w,extra_menu_h)
vuInsnReplace(0, 0x004, (0x21f809bc<<32) | 0x8000033c, (0x01f809bc<<32) | 0x8000033c) -- MULAbc.xyzw Acc, vf01, vf24.x (M)
sprite_scanmenu.SetPosUV(0,0)
vuInsnReplace(0, 0x016, (0x21f859bc<<32) | 0x8000033c, (0x01f859bc<<32) | 0x8000033c) -- MULAbc.xyzw Acc, vf11, vf24.x (M)
    sprite_scanmenu.SetSizeUV(extra_menu_w,extra_menu_h)
vuInsnReplace(0, 0x034, (0x21f880bd<<32) | 0x8000033c, (0x01f880bd<<32) | 0x8000033c) -- MADDAbc.xyzw Acc, Acc, vf16, vf24.y (M)
sprite_scanmenu.SetBlendColorEquation(blendDefaultEquation)
vuInsnReplace(0, 0x05b, (0x21f81e4a<<32) | 0x8000033c, (0x01f81e4a<<32) | 0x8000033c) -- MADDbc.xyzw vf25, Acc, vf03, vf24.z (M)
sprite_scanmenu.Enable()
vuInsnReplace(0, 0x06c, (0x210001c3<<32) | 0x8000033c, (0x010001c3<<32) | 0x8000033c) -- ADDbc.x vf07, vf00, vf00.w (M)
end
vuInsnReplace(0, 0x15d, (0x21e141bc<<32) | 0x8000033c, (0x01e141bc<<32) | 0x8000033c) -- MULAbc.xyzw Acc, vf08, vf01.x


-- remove DMA Ch1 kick for audio-vu1.
-- using Native EE processing code.
-- See. SLES82028_cli.conf and eJitExec_NativeHooks.cpp.
eeInsnReplace(0x00109bd4, 0xac239000, 0) -- sw      $v1,-0x7000 (0xffff9000)($at)
eeInsnReplace(0x00109c08, 0xac239000, 0) -- sw      $v1,-0x7000 (0xffff9000)($at)


--Title must always run 50 hz (PAL) even when PRogressive Mode has been enabled.
-- (progressive mode is made possible via ISD LUA patch, it was originally removed from the PAL region
--  release of SO3)
emuObj.ForceRefreshRate(50)


</pre>


====Star Wars Bounty Hunter====
ALL
<br>CLI
<pre>--gs-kernel-cl-up="OptRightTri"
--gs-vert-precision=8</pre>


====Star Wars: Jedi Starfighter====
SLES_503.71
<br>CLI
<pre>--gs-check-trans-rejection68=1
--gs-dirty-page-policy=1</pre>
SLES_503.71
<br>Lua
<pre>-- Star Wars: Jedi Starfighter [SLES-50371] [EU]


local update_notifications_p1 = function()
require("ee-gpr-alias")
require("pad-and-key")
apiRequest(0.1) -- request version 0.1 API. Calling apiRequest() is mandatory.


if notify_animstate_p1 == STATE_STOPPED then
local eeObj = getEEObject()
spr_p1_notify.Disable()
local emuObj = getEmuObject()
spr_p1d_notify.Disable()
return
end


-- L2()
-- Bug#9013 - title calls PS2::Exit() at the end of a bonus stage.
eeInsnReplace(0x323398, 0x0c116bb4, 0x00000000) --  jal    Stop__12CTaskManagerFv
-- Bug#8905
-- The game sets a little bit big DH values for GS Display Register.
-- mimic overscan cropping (generic crop happens in GsScanoutArea::Populate)
local dump_display = function()
  local a5 = eeObj.GetGpr(gpr.t1)
  local ds1_h = eeObj.ReadMem32(a5+892)
  local ds2_h = eeObj.ReadMem32(a5+908)
  local dh1  = (ds1_h>>(44-32))&0x7ff
  local dh2  = (ds2_h>>(44-32))&0x7ff
  if dh1 >= 574 then
  dh1 = 558 -- 574-16
  ds1_h = (ds1_h & 0xfff) | (dh1 << (44-32))
  eeObj.WriteMem32(a5+892, ds1_h)
  end
  if dh2 >= 575 then
  dh2 = 559 -- 575-16
  ds2_h = (ds2_h & 0xfff) | (dh2 << (44-32))
  eeObj.WriteMem32(a5+908, ds2_h)
  end
end
eeObj.AddHook(0x4fc33c, 0x02084821, dump_display)
eeObj.AddHook(0x4fc068, 0x02084821, dump_display)


local keyframe = 15
-- Bug#8944
-- The game doesn't clear the framebuffer on movie-startup and movie-display.
-- call clear functions at the appropriate points by using Replacement.
local Replace_CVideoDecoder_Draw = InsnOverlay( {
0x27bdfff0, -- addiu sp,sp,-16
0xffbf0000, -- sd ra,0(sp)


notify_frames_p1 = notify_frames_p1 + 1
-- swap
0x0c13f044, -- jal 0x4fc110
0x00000000, -- nop
-- clear
0x0c13f228, -- jal 0x4fc8a0
0x24044000, -- li a0,16384


if math.ceil(notify_frames_p1/keyframe) == notify_frames_p1/keyframe then blink_on_p1 = not blink_on_p1 end
0xdfbf0000, -- ld ra,0(sp)
if blink_on_p1 == true then notify_ypos = 24 end
0x03e00008, -- jr ra
if blink_on_p1 == false then notify_ypos = -84 end
0x27bd0010, -- addiu sp,sp,16
})
eeInsnReplace(0x427fe0, 0x0c13f044,0x0c000000 | (Replace_CVideoDecoder_Draw>>2))
local Replace_CPS2MpegPlayer_Open = InsnOverlay( {
0x27bdfff0, -- addiu sp,sp,-16
0xffbf0000, -- sd ra,0(sp)


-- 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))
-- clear color
-- print(string.format("FEATURE SCRIPT : notify_frames_p1 %s", notify_frames_p1))
0x44806000, -- mtc1 zero,$f12
0x46006346, -- mov.s $f13,$f12
0x0c13f1d8, -- jal 0x4fc760
0x46006386, -- mov.s $f14,$f12
-- clear
0x0c13f228, -- jal 0x4fc8a0
0x24044000, --  li a0,16384
-- swap
0x0c13f044, --  jal 4fc110 <glSwapBuffersPSX2>
0x00000000, --  nop


if notify_frames_p1 >= 225 then
-- restore some registers
notify_animstate_p1 = STATE_STOPPED
0x0220302d, -- move a2,s1
notify_frames_p1 = 0
0x0200382d, -- move a3,s0
connected_p1 = 47
end


if connected_p1 == true then
0xdfbf0000, -- ld ra,0(sp)
spr_p1_notify.SetBlendColor(1.0,1.0,1.0,1.0)
0x03e00008, -- jr ra
spr_p1_notify.SetPosXY(math.floor((1920-notify_p1_xsize)/2), notify_ypos)
0x27bd0010, -- addiu sp,sp,16
spr_p1_notify.Enable()
})
end
eeInsnReplace(0x423c3c, 0x0220302d, 0x0c000000 | (Replace_CPS2MpegPlayer_Open>>2))


if connected_p1 == false then
--
spr_p1d_notify.SetBlendColor(1.0,1.0,1.0,1.0)
-- Bug#8981 / Bug#9006
spr_p1d_notify.SetPosXY(math.floor((1920-notify_p1d_xsize)/2), notify_ypos)
--
spr_p1d_notify.Enable()
local std_string_c_str = function(ptr)
end
  return eeObj.ReadMemStr(eeObj.ReadMem32(eeObj.ReadMem32(ptr) + 12))
end
end
local player_obj_found_flag = 0
local player_obj = 0
eeObj.AddHook(0x464530, 0x27bdff90, function()
if std_string_c_str(eeObj.GetGpr(gpr.a1)) == "_player" then
--print(string.format("LookupGameObject %s", std_string_c_str(eeObj.GetGpr(gpr.a1))))
player_obj_found_flag = 1
end
end)
eeObj.AddHook(0x464720, 0x7bb10010, function()
if player_obj_found_flag == 1 then
player_obj = eeObj.ReadMem32(eeObj.GetGpr(gpr.v0)+92)
--print(string.format("    obj    = %x", eeObj.GetGpr(gpr.v0)))
--print(string.format("    92(v0) = %x", player_obj))
--print(string.format("    [%f, %f, %f]", eeObj.ReadMemFloat(player_obj+116), eeObj.ReadMemFloat(player_obj+120), eeObj.ReadMemFloat(player_obj+124)))
--print(string.format("    [%f, %f, %f]", eeObj.ReadMemFloat(player_obj+52), eeObj.ReadMemFloat(player_obj+56), eeObj.ReadMemFloat(player_obj+60)))
player_obj_found_flag = 0
end
end)


local update_notifications_p2 = function()
eeObj.AddHook(0x147444, 0x0040282d, function()
local strptr = eeObj.GetGpr(gpr.v0)
local str    = std_string_c_str(strptr)
if string.match(str, "ExplosionFire")
-- or string.match(str, "ExplosionSpark")
then
local explosion_object = eeObj.ReadMem32(eeObj.GetGpr(gpr.s0)+92)
local eo_x = eeObj.ReadMemFloat(explosion_object+116)
local eo_y = eeObj.ReadMemFloat(explosion_object+120)
local eo_z = eeObj.ReadMemFloat(explosion_object+124)
-- print(string.format("exp obj : %x", explosion_object))
-- print(string.format("        [%f, %f, %f]", eo_x, eo_y, eo_z))
-- print(string.format("        [%f, %f, %f]", eeObj.ReadMemFloat(explosion_object+52), eeObj.ReadMemFloat(explosion_object+56), eeObj.ReadMemFloat(explosion_object+60)))


if notify_animstate_p2 == STATE_STOPPED then
local pl_x = eeObj.ReadMemFloat(player_obj+116)
spr_p2_notify.Disable()
local pl_y = eeObj.ReadMemFloat(player_obj+120)
spr_p2d_notify.Disable()
local pl_z = eeObj.ReadMemFloat(player_obj+124)
return
-- print(string.format("pl  obj : %x", player_obj))
end
-- print(string.format("        [%f, %f, %f]", pl_x, pl_y, pl_z));


-- L2()
local len = (eo_x-pl_x)*(eo_x-pl_x) + (eo_y-pl_y)*(eo_y-pl_y) + (eo_z-pl_z)*(eo_z-pl_z)
-- print(string.format("lengh^2 = %f", len))


local keyframe = 15
-- print(string.format("str : %s", std_string_c_str(strptr)))


notify_frames_p2 = notify_frames_p2 + 1
if len < 960000.0 then
  -- print("    REMOVED")
  eeObj.SetPc(0x1474b0)
end
end
end)


if math.ceil(notify_frames_p2/keyframe) == notify_frames_p2/keyframe then blink_on_p2 = not blink_on_p2 end
local overlay_addr = InsnOverlay( {
if blink_on_p2 == true then notify_ypos = 24 + notify_ysize + 8 end
0x8c700008, --  lw      $s0, 8($v1)
if blink_on_p2 == false then notify_ypos = -84 - notify_ysize - 8 end
0x8e040000, --  lw      $a0, 0($s0)
0x8c840000, --  lw      $a0, 0($a0)
0x3c05006c, --  lui    $a1,0x6c
0x34a5ce28, --  ori    $a1,$a1,0xce28
0x14850002, --  bne    $a0, $a1, <ret>
0x00000000, --  nop
0xac600004, --  sw      zero, 4($v1)
0x03e00008, -- ret: jr      $ra
0x8c630004, --  lw      $v1, 4($v1)
} )
local call_insn = (overlay_addr >> 2) | 0x0c000000
eeInsnReplace( 0x267f84, 0x8c700008, call_insn ) -- lw $s0, 8($v1) -> jal overlay_addr
eeInsnReplace( 0x267f88, 0x8c630004, 0x00000000 ) -- lw $v1, 4($v1) -> nop


-- 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))
-- The game has a bug when you replay the last campaign mission in coop mode ("The Jedi Master").
 
-- Upon completing the mission successfully, the game asks to "Continue" or "Quit".
if notify_frames_p2 >= 225 then
-- Selecting "Continue" causes the game to hang, as there's nothing to continue to (it's the last mission)
notify_animstate_p2 = STATE_STOPPED
-- The following patch fixes this problem by changing to prompt to "Retry" or "Quit", as it behaves in 1p mode
notify_frames_p2 = 0
connected_p2 = 47
eeObj.AddHook(0x39debc, 0x0220202d, function()
end
    local strptr = eeObj.GetGpr(gpr.v0)
 
    local str    = std_string_c_str(strptr)
-- print(string.format("FEATURE SCRIPT : connected_p1 %s, connected_p2 %s", connected_p1, connected_p2))
    if string.match(str, "m16_fleet") then
 
    eeObj.SetGpr(gpr.s0, 1)
if connected_p2 == true then
    end
spr_p2_notify.SetBlendColor(1.0,1.0,1.0,1.0)
end)
spr_p2_notify.SetPosXY(math.floor((1920-notify_p2_xsize)/2), notify_ypos)
spr_p2_notify.Enable()
-- fix for a node corruption.
end
-- here's what happens (from Ernesto)
 
--
if connected_p2 == false then
-- Well, I was finally able to track down the issue. It's actually difficult to explain and the actual trigger is still unknown to me, as it seems to be timing related somehow.
spr_p2d_notify.SetBlendColor(1.0,1.0,1.0,1.0)
-- But, I found a way to reliably detect it and work around it. Basically, when the bug happens, CSGNode::AddChild will try to add a child node that's already a children of a different root node.
spr_p2d_notify.SetPosXY(math.floor((1920-notify_p2d_xsize)/2), notify_ypos)
-- That causes all sorts of havok and it's what ends up causing the node child list to eventually be deallocated and the render to crash.
spr_p2d_notify.Enable()
eeObj.AddHook(0x266A70, 0x27bdffc0, function()
end
--  local obj = eeObj.GetGpr(gpr.a0)
    local node = eeObj.GetGpr(gpr.a1)
    local parent = eeObj.ReadMem32(node+0x10)
--  local caller = eeObj.GetGpr(gpr.ra)


end
    if parent ~= 0 then
--      print(string.format("Node %08x already has a parent (%08x, caller: %08x)", node, parent, caller))
      eeObj.SetPC(0x266B80)
    end
end)
</pre>


-- slot can range from 0 to 3, for users 1 thru 4.
====Star Wars Racer Revenge====
-- 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


SLES_503.66
<br>CLI
<pre>--ee-hook=0x0025b3b0,FastForwardClock
--ee-hook=0x0025b188,FastForwardClock
--ee-hook=0x00243274,FastForwardClock
--gs-vert-precision=8
--idec-cycles-per-qwc=768
--host-audio-latency=0.60
--fpu-no-clamping=1
--cop2-no-clamping=1
--vu1-di-bits=0
--gs-override-small-tri-area=1
--assert-path1-ad=0
--ee-ignore-segfault=Read</pre>
SLES_503.66
<br>Lua
<pre>require( "ee-gpr-alias" ) -- you can access EE GPR by alias (gpr.a0 / gpr["a0"])
apiRequest(0.4)


local scanlineParams = {
-- Star Wars: Racer Revenge (SLES-50366) [US]
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()
local eeObj = getEEObject()
if snklogo == 1 then
local emuObj  = getEmuObject()
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


-- ---------------------------------------------------
eeInsnReplace(0x13d7f0, 0x1000ffff, 0x0804f45d) -- retry FREAD() for fix #9025,
-- 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)
-- Track#
sprite_bezel.SetPosXY(0,0)
-- The Grand Reefs : 6
sprite_bezel.SetSizeXY(1920,1080)
-- Ruins of Carnuss Gorgull : 9
sprite_bezel.SetPosUV(0,0)
eeObj.AddHook(0x187330, 0x3c010001, function()
sprite_bezel.SetSizeUV(1920,1080)
local track = eeObj.GetGpr(gpr.a1)
sprite_bezel.Enable()
print(string.format("Track : %d", track))
end
if track == 6 or track == 9 then
eeObj.Vu1MpgCycles(1000) -- makes it be 30fps.
else
eeObj.Vu1MpgCycles(100) -- default value.
end
end)


-- ---------------------------------------------------
-- Small triangle rejection. Works in conjunction with CLI setting  gs-override-small-tri-area=1
-- Bezel + ScanLines (480p)
-- keep default area for texture 256x256 ( no blend)  (Anakin face)
-- ---------------------------------------------------
emuObj.SetGsTitleFix( "setRejectionArea", 500,{twIsNot=8, thIsNot=8 } )


local bezel_scanlines_mode = function(bezel)
-- Set triangle rejection area= 1000  when alpha blend is not 0 ( i.e blend is On)
if snklogo == 1 then
emuObj.SetGsTitleFix( "setRejectionArea", 1000, {alphaIsNot=0 } )</pre>
sprite_snklogo.BindTexture(3)
SLES_503.66
sprite_snklogo.SetPosXY(0,0)
<br>Lua Features
sprite_snklogo.SetSizeXY(1920,1080)
<br>Seems to also include some game fix
sprite_snklogo.SetPosUV(0,0)
<pre>-- Lua 5.3
sprite_snklogo.SetSizeUV(1920,1080)
-- Title:  Star Wars Racer Revenge PS2 - SLES-50366 (EUR)
else
-- Author:  Ernesto Corvi
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)
-- Changelog:
sprite_bezel.SetPosXY(0,0)
sprite_bezel.SetSizeXY(1920,1080)
sprite_bezel.SetPosUV(0,0)
sprite_bezel.SetSizeUV(1920,1080)
sprite_bezel.Enable()
end


apiRequest(0.2) -- request version 0.2 API. Calling apiRequest() is mandatory.


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


 
local L1 = -- PodUILoadingPage::PodUILoadingPage
 
function()
 
emuObj.ThrottleMax()
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
end
local needsSave = (SaveData.vid_mode ~= mode or SaveData.vid_scanlines ~= scanlines)
local L2 = -- PodUILoadingPage::~PodUILoadingPage
function()
emuObj.ThrottleNorm()
end
if needsSave == true then
local load1 = eeObj.AddHook(0x1caa30, 0x27bdffe0, L1) -- PodUILoadingPage::PodUILoadingPage
SaveData.vid_mode = mode
local load2 = eeObj.AddHook(0x1caa70, 0x27bdffd0, L2) -- PodUILoadingPage::~PodUILoadingPage
SaveData.vid_scanlines = scanlines
emuObj.SaveConfig(0, SaveData)
end
end






-- Fight stick
-- BUG 9244 - This title exhibits memory allocation problems as described on the
local pad = function()
-- PS2 tech note titled "malloc() Issues". Overlay the FullAllocAndFree() and hook it to main()
updateMode(SaveData.vid_mode, SaveData.vid_scanlines)
emuObj.AddVsyncHook(update_notifications_p1)
emuObj.AddVsyncHook(update_notifications_p2)
end


emuObj.AddPadHook(onHIDPadEvent)
local overlay_addr = InsnOverlay( {
emuObj.AddEntryPointHook(pad)
0x27bdfff0, -- addiu $sp, -0x10
 
0x7fbf0000, -- sq $ra, 0($sp)
 
0x0c0c1710, --  jal malloc
 
0x3c0401e0, --  lui $a0, 0x01e0
--[[###################################################################################################################
0x0c0c171a, --  jal free
#######################################################################################################################
0x70402628, --  paddub $a0, $v0, 0
0x7bbf0000, --  lq $ra, 0($sp)
0x03e00008, --  jr $ra
0x27bd0010  --  addiu  $sp, 0x10
} )
local call_insn = (overlay_addr >> 2) | 0x0c000000
eeInsnReplace(0x23a020, 0x0c0be0a2, call_insn) -- jal scePrintf


  Adjusted Memory Read/Write operations
-- BUG 9244 - move stack down to 0x01f80000 to free up an extra 512KB
eeInsnReplace(0x100038, 0x3c0501f0, 0x3c0501f8)
</pre>


  when data stored in memory differs by a common offset between regions these functions are handy
====Twisted Metal Black====
ALL
<br>CLI
<pre>--mtap1=always
--gs-use-deferred-l2h=0
--l2h-2d-params=0x0000000400000004,0x00000000300a0000,240
--vu1-di-bits=0
--vu1-opt-vf00=2
#performance fix.</pre>


###################################################################################################################--]]
SCUS_971.01
<br>LUA
<pre>require("ee-gpr-alias")
apiRequest(0.1) -- request version 0.1 API. Calling apiRequest() is mandatory.


-- Initial offsets based on European version
-- This game uses an old kernel which has a bug on _TerminateThread.
local AdjustForRegion = 0
-- It is necessary to check the target thread is already in readyqueue or not.


function Adjusted_WM32(base, data)
iopObj = getIOPObject()
eeObj.WriteMem32(base + AdjustForRegion, data)
iopInsnReplace(0x0000C5C0, 0x0C004430, 0) -- jal        0x000110C0 // unlink_element (in TerminateThread)
end
iopInsnReplace(0x0000C6EC, 0x0C004430, 0) -- jal        0x000110C0 // unlink_element (in iTerminateThread)
 
local fix_TerminateThread = function()
function Adjusted_WM16(base, data)
  local TCB = iopObj.GetGpr(gpr.s0)
eeObj.WriteMem16(base + AdjustForRegion, data)
  local TCB_status = iopObj.ReadMem8(TCB + 0xc)
end
  local TCB_h_l = TCB
 
  if TCB_status == 0x2 then
function Adjusted_WM8(base, data)
  -- the target thread is on ready.
eeObj.WriteMem8(base + AdjustForRegion, data)
  local TCB_h_l_prev = iopObj.ReadMem32(TCB_h_l + 0)
end
  local TCB_h_l_next = iopObj.ReadMem32(TCB_h_l + 4)
 
  if TCB_h_l_prev == TCB_h_l_next then -- last_one_element(&tcb->h.l)
function Adjusted_WMFloat(base, data)
-- we need to maintain threadManCB.readymap.
eeObj.WriteMemFloat(base + AdjustForRegion, data)
-- print("WE NEED TO MAINTAIN threadManCB.readymap!")
end
local s0 = iopObj.ReadMem16(TCB + 0xe) -- prio
local s1 = TCB
local a0 = s0 >> 5
a0 = a0 << 2
local v1 = s0 & 0x1f
local v0 = 1 << v1
v1 = 0x10000 + a0
v1 = iopObj.ReadMem32(v1 + 0x1a08)
v0 = ~v0
v1 = v1 & v0
local at = 0x10000+a0
iopObj.WriteMem32(at+0x1a08, v1)


-- 0000B798  00102142 srl        a0,s0,5
-- 0000B79C  00042080 sll        a0,a0,2
-- 0000B7A0  3203001F andi        v1,s0,0x1F
-- 0000B7A4  24020001 li          v0,0x1
-- 0000B7A8  00621004 sllv        v0,v0,v1
-- 0000B7AC  3C030001 lui        v1,0x1
-- 0000B7B0  00641821 addu        v1,v1,a0
-- 0000B7B4  8C631A08 lw          v1,0x1A08(v1)
-- 0000B7B8  00021027 nor        v0,zero,v0
-- 0000B7BC  00621824 and        v1,v1,v0
-- 0000B7C0  3C010001 lui        at,0x1
-- 0000B7C4  00240821 addu        at,at,a0
-- 0000B7C8  AC231A08 sw          v1,0x1A08(at)


function Adjusted_RM32(base)
  end
return eeObj.ReadMem32(base + AdjustForRegion)
  end
  -- do unlink_element
  local v1 = iopObj.ReadMem32(TCB_h_l+0) -- element->prev
  local v0 = iopObj.ReadMem32(TCB_h_l+4) -- element->next
  iopObj.WriteMem32(v1 + 4, v0) -- element->prev->next = element->next
  iopObj.WriteMem32(v0 + 0, v1)
end
end
iopObj.AddHook(0x0000C5C4, 0x02002021, fix_TerminateThread) -- move        a0,s0
iopObj.AddHook(0x0000C6F0, 0x02002021, fix_TerminateThread) -- move      a0,s0


function Adjusted_RM16(base)
-- _waitIpuIdle64 spin perf down problem. Bug#8289
return eeObj.ReadMem16(base + AdjustForRegion)
-- NOTE: new libarary also loops just 500dec around. 0x1389 is too much.
end
eeInsnReplace(0x0020CF80, 0x28421389, 0x28420200) -- slti        v0,v0,0x1389
#Performance and stall fixes.</pre>


function Adjusted_RM8(base)
return eeObj.ReadMem8(base + AdjustForRegion)
end


function Adjusted_RMStr(base)
====The Mark of Kri====
return eeObj.ReadMemStr(base + AdjustForRegion)
<br>CLI
end
<br>SCES-51164
<pre>
--gs-scanout-offsetx=27
</pre>


function Adjusted_RMFloat(base)
====The Warriors====
return eeObj.ReadMemFloat(base + AdjustForRegion)
ALL
end
<br>CLI
<pre>--vu1-injection=1
--vu1-mpg-cycles=2300
--vu1-mpg-cycles=2600,-1
--vu1-clamp-range=0x028,0x060
--ee-hook=0x48c660,FastForwardClock,0x1620ffe3
--force-pal-60hz=1</pre>


function Adjusted_W_bitset_8(base, bit)
?
local u8val = eeObj.ReadMem8(base + AdjustForRegion)
<br>LUA
local bitmask = 1 << bit
<pre>-- Lua 5.3
u8val = u8val | bitmask
-- Title: The Warriors (USA)    SLUS-21215 ( 1.04 NTSC )
eeObj.WriteMem8(base + AdjustForRegion, u8val)
--        The Warriors (Europe) SLES-53443 ( 1.01 PAL )
end
-- Features version: 1.00
-- Author: David Haywood
-- Date: November 15th 2015


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


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


function NeoGeo_WM8(address, data)
apiRequest(0.7) -- request version 0.7 API. Calling apiRequest() is mandatory. -- request version 0.7 API. Calling apiRequest() is mandatory. (0.7 is needed for Widescreen switching)


local tempaddress = address & ~3
-- obtain necessary objects.
local eeObj = getEEObject()
address = address & 3
local emuObj = getEmuObject()
if (address==0) then
local trophyObj = getTrophyObject()
tempaddress = tempaddress + 1
local dmaObj = getDmaObject()
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


-- load configuration if exist
local SaveData = emuObj.LoadConfig(0)


function NeoGeo_RM8(address)


local tempaddress = address & ~3
local firstCall = 0
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




--[[


this is the 'setWideScreen' function of the gfx devices
from studying the code it seems that the content of 'a1' that
gets passed in determines if the requested mode is widescreen.


local currentGame = -1
DevRWGraphicsDevice::setWideScreenMode(void)
local lastRomBase = -1
00194E28  27BDFFD0 addiu      sp,sp,-0x30
local textVramBase = -1 -- address of text VRAM for emulated NeoGeo
00194E2C  7FB00010 sq          s0,0x0010(sp)
local RamBase = -1; -- address of main ram for emulated NeoGeo
00194E30  E7B50028 swc1        f21,0x0028(sp)
00194E34  0080802D dmove      s0,a0
00194E38  FFBF0000 sd          ra,0x0000(sp)
00194E3C  E7B40020 swc1        f20,0x0020(sp)
00194E40  4480A800 mtc1        zero,f21
00194E44  C600044C lwc1        f0,0x044C(s0)
00194E48  46150032 c.eq.s      f0,f21
00194E4C  00000000 nop
00194E50  45010053 bc1t        0x00194FA0
00194E54  AE05045C sw          a1,0x045C(s0)
--]]


 
local WidesrceenFunction = function()
local ActivateOptionsMenu = function()
local a1 = eeObj.GetGPR(gpr.a1)
OptionsMenuActive = 1
ShowArtMenu()
a1 = a1 & 1
ShowScanMenu()
end
 
local DeActivateOptionsMenu = function()
OptionsMenuActive = 0
HideArtMenu()
-- force to widescreen on boot, ensures new profiles get created in widescreen mode by default etc.
HideScanMenu()
-- has some unwanted side-effects tho, so don't do it
end
if firstCall == 1 then
 
a1 = 1
--[[ The Player Control menus don't have room for our new bezel and scanline options,
eeObj.SetGPR(gpr.a1, a1)
so remove them if they are present. (They should be present for the main Options screen
firstCall = 0
but not for the gameplay options screens)
end
--]]
local PlayerCtrlMenuOn = function()
if (OptionsMenuActive == 1) then
RestoreNewMenus = true
if a1 == 1 then
DeActivateOptionsMenu()
print( string.format("********* Request WIDE SCREEN mode **************" ) )
emuObj.SetDisplayAspectWide()
else
print( string.format("********* Request 4:3 mode **************" ) )
emuObj.SetDisplayAspectNormal()
end
end
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 hook address actually differs between Europe / US.
WidescreenHook = eeObj.AddHook(0x194e18,0x27BDFFD0,WidesrceenFunction)
-- 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
#official widescreen patch for The Warrior's emulator. The typos are apparently deliberate.</pre>
--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)
====Wild ARMS 3====
ShowArtMenu()
ALL
<br>CLI
--print( string.format("FEATURE SCRIPT: VIDEO MODE IS NOW %d\n", vid_mode ) )
<pre>--gs-motion-factor=50
--ee-static-block-links=JAL,COP2
end
#graphical fixes.</pre>
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


SCUS_972.03
lastL1 = L1
<br>LUA
lastR1 = R1
<pre>require("ee-gpr-alias")
lastL2 = L2
apiRequest(0.1) -- request version 0.1 API. Calling apiRequest() is mandatory.
lastR2 = R2
end


local VsyncFunc = function()
local emuObj = getEmuObject()
-- fix vision logo (Wild Arms 3)
local thresholdArea = 0 -- ignore alls items : fix #112276
emuObj.SetGsTitleFix( "ignoreUpRender", thresholdArea , {  texType = 3, cbp = 0x2390, tbp = 0x288000} )


CheckInputs()


local romBase = -1
-- fix bug #9072
-- this is caused by a wrong string, which we patch directly on the disc.
if Region == 1 then
emuMediaPatch(0x438a, 12 + 0x174, { 0x6e5c2535 }, { 0x11202535 })
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====
<br>SLES-82028
<br>CLI
<pre>
--vu-hack-triace=1
--assert-path1-ad=0
--gs-kernel-cl-up="OptRightTri"
--ee-cycle-scalar=1.0
--ee-sif0-cycle-scalar=0.1
--ee-sif1-cycle-scalar=2.0
--iop-sif0-cycle-scalar=0.1
--iop-sif1-cycle-scalar=2.0
--ee-hook=0x0011DF00,FastForwardClock,0x8C82000C
--vu1-injection=1
--vu1-mpg-cycles=1
--ee-injection-title=1
--ee-hook=0x109bc4,SO3_AudioRequest,0x3c011001
--ee-hook=0x109c04,SO3_AudioRequest,0x3c011001
--ee-hook=0x1097a0,SO3_AudioWriteBack,0x27bdffe0
--host-audio-latency=0.060
--cop2-accurate-mul-range=0x004cce00,0x004ccf00
</pre>
 
<br>SLES-82028
<br>LUA
<pre>
-- star_ocean sles82028
local gpr = require("ee-gpr-alias")
apiRequest(0.1) -- request version 0.1 API. Calling apiRequest() is mandatory.
 
local emuObj = getEmuObject()
local eeObj = getEEObject()
 
-- Ignore up-render shift for triangles when writing mask = write alpha only . Will fix shadows (bug# 6724).
emuObj.SetGsTitleFix( "ignoreUpShiftTri", "reserved" , { fbmask = 0x00FFFFFF  } )
 
--  Performance  fix ( bug# 9474 )
if 0 then -- emuObj.IsNeoMode() then -- neo mode check disabled, due to bug #10442
emuObj.SetGsTitleFix( "globalSet",  "reserved", { workLoadThreshold = 125000} )
else
emuObj.SetGsTitleFix( "globalSet",  "reserved", { workLoadThreshold = 100000} )
end
 
local reduceShadowsToOne = function()
    eeObj.SetGPR(gpr.a3 ,1)
end
 
if 1 then  -- not emuObj.IsNeoMode() then -- neo mode check disabled, due to bug #10443
-- enable this hook only in base mode.
-- NEO mode hardware has enough horsepower to render extra shadows. (correction: it doesn't, bug 10443)
eeObj.AddHook(0x0042d1e0, 0x24c60001, reduceShadowsToOne)
end
 
-- NOP out some meaningless (M) bits.
-- SO3 uses these as a performance optimization to allow writing next data set regs in parallel
-- to mpg calculating results of current set.  In our emu it's sync always, so just interlock is ok.
vuInsnReplace(0, 0x004, (0x21f809bc<<32) | 0x8000033c, (0x01f809bc<<32) | 0x8000033c) -- MULAbc.xyzw Acc, vf01, vf24.x (M)
vuInsnReplace(0, 0x016, (0x21f859bc<<32) | 0x8000033c, (0x01f859bc<<32) | 0x8000033c) -- MULAbc.xyzw Acc, vf11, vf24.x (M)
vuInsnReplace(0, 0x034, (0x21f880bd<<32) | 0x8000033c, (0x01f880bd<<32) | 0x8000033c) -- MADDAbc.xyzw Acc, Acc, vf16, vf24.y (M)
vuInsnReplace(0, 0x05b, (0x21f81e4a<<32) | 0x8000033c, (0x01f81e4a<<32) | 0x8000033c) -- MADDbc.xyzw vf25, Acc, vf03, vf24.z (M)
vuInsnReplace(0, 0x06c, (0x210001c3<<32) | 0x8000033c, (0x010001c3<<32) | 0x8000033c) -- ADDbc.x vf07, vf00, vf00.w (M)
vuInsnReplace(0, 0x15d, (0x21e141bc<<32) | 0x8000033c, (0x01e141bc<<32) | 0x8000033c) -- MULAbc.xyzw Acc, vf08, vf01.x
 
-- remove DMA Ch1 kick for audio-vu1.
-- using Native EE processing code.
-- See. SLES82028_cli.conf and eJitExec_NativeHooks.cpp.
eeInsnReplace(0x00109bd4, 0xac239000, 0) -- sw      $v1,-0x7000 (0xffff9000)($at)
eeInsnReplace(0x00109c08, 0xac239000, 0) -- sw      $v1,-0x7000 (0xffff9000)($at)
 
--Title must always run 50 hz (PAL) even when PRogressive Mode has been enabled.
-- (progressive mode is made possible via ISD LUA patch, it was originally removed from the PAL region
--  release of SO3)
emuObj.ForceRefreshRate(50)
 
</pre>
 
====Star Wars Bounty Hunter====
ALL
<br>CLI
<pre>--gs-kernel-cl-up="OptRightTri"
--gs-vert-precision=8</pre>
 
====Star Wars: Jedi Starfighter====
SLES_503.71
<br>CLI
<pre>--gs-check-trans-rejection68=1
--gs-dirty-page-policy=1</pre>
SLES_503.71
<br>Lua
<pre>-- Star Wars: Jedi Starfighter [SLES-50371] [EU]
 
require("ee-gpr-alias")
require("pad-and-key")
apiRequest(0.1) -- request version 0.1 API. Calling apiRequest() is mandatory.
 
local eeObj = getEEObject()
local emuObj = getEmuObject()
 
-- Bug#9013 - title calls PS2::Exit() at the end of a bonus stage.
eeInsnReplace(0x323398, 0x0c116bb4, 0x00000000) --  jal    Stop__12CTaskManagerFv
-- Bug#8905
-- The game sets a little bit big DH values for GS Display Register.
-- mimic overscan cropping (generic crop happens in GsScanoutArea::Populate)
local dump_display = function()
  local a5 = eeObj.GetGpr(gpr.t1)
  local ds1_h = eeObj.ReadMem32(a5+892)
  local ds2_h = eeObj.ReadMem32(a5+908)
  local dh1  = (ds1_h>>(44-32))&0x7ff
  local dh2  = (ds2_h>>(44-32))&0x7ff
  if dh1 >= 574 then
  dh1 = 558 -- 574-16
  ds1_h = (ds1_h & 0xfff) | (dh1 << (44-32))
  eeObj.WriteMem32(a5+892, ds1_h)
  end
  if dh2 >= 575 then
  dh2 = 559 -- 575-16
  ds2_h = (ds2_h & 0xfff) | (dh2 << (44-32))
  eeObj.WriteMem32(a5+908, ds2_h)
  end
end
eeObj.AddHook(0x4fc33c, 0x02084821, dump_display)
eeObj.AddHook(0x4fc068, 0x02084821, dump_display)
 
-- Bug#8944
-- The game doesn't clear the framebuffer on movie-startup and movie-display.
-- call clear functions at the appropriate points by using Replacement.
local Replace_CVideoDecoder_Draw = InsnOverlay( {
0x27bdfff0, -- addiu sp,sp,-16
0xffbf0000, -- sd ra,0(sp)
 
-- swap
0x0c13f044, -- jal 0x4fc110
0x00000000, -- nop
-- clear
0x0c13f228, -- jal 0x4fc8a0
0x24044000, -- li a0,16384
 
0xdfbf0000, -- ld ra,0(sp)
0x03e00008, -- jr ra
0x27bd0010, -- addiu sp,sp,16
})
eeInsnReplace(0x427fe0, 0x0c13f044,0x0c000000 | (Replace_CVideoDecoder_Draw>>2))
local Replace_CPS2MpegPlayer_Open = InsnOverlay( {
0x27bdfff0, -- addiu sp,sp,-16
0xffbf0000, -- sd ra,0(sp)
 
-- clear color
0x44806000, -- mtc1 zero,$f12
0x46006346, -- mov.s $f13,$f12
0x0c13f1d8, -- jal 0x4fc760
0x46006386, -- mov.s $f14,$f12
-- clear
0x0c13f228, -- jal 0x4fc8a0
0x24044000, --  li a0,16384
-- swap
0x0c13f044, --  jal 4fc110 <glSwapBuffersPSX2>
0x00000000, --  nop
 
-- restore some registers
0x0220302d, -- move a2,s1
0x0200382d, -- move a3,s0
 
0xdfbf0000, -- ld ra,0(sp)
0x03e00008, -- jr ra
0x27bd0010, -- addiu sp,sp,16
})
eeInsnReplace(0x423c3c, 0x0220302d, 0x0c000000 | (Replace_CPS2MpegPlayer_Open>>2))
 
--
-- Bug#8981 / Bug#9006
--
local std_string_c_str = function(ptr)
  return eeObj.ReadMemStr(eeObj.ReadMem32(eeObj.ReadMem32(ptr) + 12))
end
local player_obj_found_flag = 0
local player_obj = 0
eeObj.AddHook(0x464530, 0x27bdff90, function()
if std_string_c_str(eeObj.GetGpr(gpr.a1)) == "_player" then
--print(string.format("LookupGameObject %s", std_string_c_str(eeObj.GetGpr(gpr.a1))))
player_obj_found_flag = 1
end
end)
eeObj.AddHook(0x464720, 0x7bb10010, function()
if player_obj_found_flag == 1 then
player_obj = eeObj.ReadMem32(eeObj.GetGpr(gpr.v0)+92)
--print(string.format("    obj    = %x", eeObj.GetGpr(gpr.v0)))
--print(string.format("    92(v0) = %x", player_obj))
--print(string.format("    [%f, %f, %f]", eeObj.ReadMemFloat(player_obj+116), eeObj.ReadMemFloat(player_obj+120), eeObj.ReadMemFloat(player_obj+124)))
--print(string.format("    [%f, %f, %f]", eeObj.ReadMemFloat(player_obj+52), eeObj.ReadMemFloat(player_obj+56), eeObj.ReadMemFloat(player_obj+60)))
player_obj_found_flag = 0
end
end)
 
eeObj.AddHook(0x147444, 0x0040282d, function()
local strptr = eeObj.GetGpr(gpr.v0)
local str    = std_string_c_str(strptr)
if string.match(str, "ExplosionFire")
-- or string.match(str, "ExplosionSpark")
then
local explosion_object = eeObj.ReadMem32(eeObj.GetGpr(gpr.s0)+92)
local eo_x = eeObj.ReadMemFloat(explosion_object+116)
local eo_y = eeObj.ReadMemFloat(explosion_object+120)
local eo_z = eeObj.ReadMemFloat(explosion_object+124)
-- print(string.format("exp obj : %x", explosion_object))
-- print(string.format("        [%f, %f, %f]", eo_x, eo_y, eo_z))
-- print(string.format("        [%f, %f, %f]", eeObj.ReadMemFloat(explosion_object+52), eeObj.ReadMemFloat(explosion_object+56), eeObj.ReadMemFloat(explosion_object+60)))
 
local pl_x = eeObj.ReadMemFloat(player_obj+116)
local pl_y = eeObj.ReadMemFloat(player_obj+120)
local pl_z = eeObj.ReadMemFloat(player_obj+124)
-- print(string.format("pl  obj : %x", player_obj))
-- print(string.format("        [%f, %f, %f]", pl_x, pl_y, pl_z));
 
local len = (eo_x-pl_x)*(eo_x-pl_x) + (eo_y-pl_y)*(eo_y-pl_y) + (eo_z-pl_z)*(eo_z-pl_z)
-- print(string.format("lengh^2 = %f", len))
 
-- print(string.format("str : %s", std_string_c_str(strptr)))
 
if len < 960000.0 then
  -- print("    REMOVED")
  eeObj.SetPc(0x1474b0)
end
end
end)
 
local overlay_addr = InsnOverlay( {
0x8c700008, --  lw      $s0, 8($v1)
0x8e040000, --  lw      $a0, 0($s0)
0x8c840000, --  lw      $a0, 0($a0)
0x3c05006c, --  lui    $a1,0x6c
0x34a5ce28, --  ori    $a1,$a1,0xce28
0x14850002, --  bne    $a0, $a1, <ret>
0x00000000, --  nop
0xac600004, --  sw      zero, 4($v1)
0x03e00008, -- ret: jr      $ra
0x8c630004, --  lw      $v1, 4($v1)
} )
local call_insn = (overlay_addr >> 2) | 0x0c000000
eeInsnReplace( 0x267f84, 0x8c700008, call_insn ) -- lw $s0, 8($v1) -> jal overlay_addr
eeInsnReplace( 0x267f88, 0x8c630004, 0x00000000 ) -- lw $v1, 4($v1) -> nop
 
-- The game has a bug when you replay the last campaign mission in coop mode ("The Jedi Master").
-- Upon completing the mission successfully, the game asks to "Continue" or "Quit".
-- Selecting "Continue" causes the game to hang, as there's nothing to continue to (it's the last mission)
-- The following patch fixes this problem by changing to prompt to "Retry" or "Quit", as it behaves in 1p mode
eeObj.AddHook(0x39debc, 0x0220202d, function()
    local strptr = eeObj.GetGpr(gpr.v0)
    local str    = std_string_c_str(strptr)
    if string.match(str, "m16_fleet") then
    eeObj.SetGpr(gpr.s0, 1)
    end
end)
-- fix for a node corruption.
-- here's what happens (from Ernesto)
--
-- Well, I was finally able to track down the issue. It's actually difficult to explain and the actual trigger is still unknown to me, as it seems to be timing related somehow.
-- But, I found a way to reliably detect it and work around it. Basically, when the bug happens, CSGNode::AddChild will try to add a child node that's already a children of a different root node.
-- That causes all sorts of havok and it's what ends up causing the node child list to eventually be deallocated and the render to crash.
eeObj.AddHook(0x266A70, 0x27bdffc0, function()
--  local obj = eeObj.GetGpr(gpr.a0)
    local node = eeObj.GetGpr(gpr.a1)
    local parent = eeObj.ReadMem32(node+0x10)
--  local caller = eeObj.GetGpr(gpr.ra)
 
    if parent ~= 0 then
--      print(string.format("Node %08x already has a parent (%08x, caller: %08x)", node, parent, caller))
      eeObj.SetPC(0x266B80)
    end
end)
</pre>
 
====Star Wars Racer Revenge====
 
SLES_503.66
<br>CLI
<pre>--ee-hook=0x0025b3b0,FastForwardClock
--ee-hook=0x0025b188,FastForwardClock
--ee-hook=0x00243274,FastForwardClock
--gs-vert-precision=8
--idec-cycles-per-qwc=768
--host-audio-latency=0.60
--fpu-no-clamping=1
--cop2-no-clamping=1
--vu1-di-bits=0
--gs-override-small-tri-area=1
--assert-path1-ad=0
--ee-ignore-segfault=Read</pre>
SLES_503.66
<br>Lua
<pre>require( "ee-gpr-alias" ) -- you can access EE GPR by alias (gpr.a0 / gpr["a0"])
apiRequest(0.4)
 
-- Star Wars: Racer Revenge (SLES-50366) [US]
 
local eeObj = getEEObject()
local emuObj  = getEmuObject()
 
eeInsnReplace(0x13d7f0, 0x1000ffff, 0x0804f45d) -- retry FREAD() for fix #9025,
 
-- Track#
-- The Grand Reefs : 6
-- Ruins of Carnuss Gorgull : 9
eeObj.AddHook(0x187330, 0x3c010001, function()
local track = eeObj.GetGpr(gpr.a1)
print(string.format("Track : %d", track))
if track == 6 or track == 9 then
eeObj.Vu1MpgCycles(1000) -- makes it be 30fps.
else
eeObj.Vu1MpgCycles(100) -- default value.
end
end)
 
-- Small triangle rejection. Works in conjunction with CLI setting  gs-override-small-tri-area=1
-- keep default area for texture 256x256 ( no blend)  (Anakin face) 
emuObj.SetGsTitleFix( "setRejectionArea", 500,{twIsNot=8, thIsNot=8 } )
 
-- Set triangle rejection area= 1000  when alpha blend is not 0 ( i.e blend is On)
emuObj.SetGsTitleFix( "setRejectionArea", 1000, {alphaIsNot=0 } )</pre>
SLES_503.66
<br>Lua Features
<br>Seems to also include some game fix
<pre>-- Lua 5.3
-- Title:  Star Wars Racer Revenge PS2 - SLES-50366 (EUR)
-- Author:  Ernesto Corvi
 
-- Changelog:
 
apiRequest(0.2) -- request version 0.2 API. Calling apiRequest() is mandatory.
 
local eeObj = getEEObject()
local emuObj = getEmuObject()
 
local L1 =  -- PodUILoadingPage::PodUILoadingPage
function()
emuObj.ThrottleMax()
end
local L2 =  -- PodUILoadingPage::~PodUILoadingPage
function()
emuObj.ThrottleNorm()
end
local load1 = eeObj.AddHook(0x1caa30, 0x27bdffe0, L1) -- PodUILoadingPage::PodUILoadingPage
local load2 = eeObj.AddHook(0x1caa70, 0x27bdffd0, L2) -- PodUILoadingPage::~PodUILoadingPage
 
 
 
-- BUG 9244 - This title exhibits memory allocation problems as described on the
-- PS2 tech note titled "malloc() Issues". Overlay the FullAllocAndFree() and hook it to main()
 
local overlay_addr = InsnOverlay( {
0x27bdfff0, -- addiu $sp, -0x10
0x7fbf0000, -- sq $ra, 0($sp)
0x0c0c1710, --  jal malloc
0x3c0401e0, --  lui $a0, 0x01e0
0x0c0c171a, --  jal free
0x70402628, --  paddub $a0, $v0, 0
0x7bbf0000, --  lq $ra, 0($sp)
0x03e00008, --  jr $ra
0x27bd0010  --  addiu  $sp, 0x10
} )
local call_insn = (overlay_addr >> 2) | 0x0c000000
eeInsnReplace(0x23a020, 0x0c0be0a2, call_insn) -- jal scePrintf
 
-- BUG 9244 - move stack down to 0x01f80000 to free up an extra 512KB
eeInsnReplace(0x100038, 0x3c0501f0, 0x3c0501f8)
</pre>
 
====Twisted Metal Black====
ALL
<br>CLI
<pre>--mtap1=always
--gs-use-deferred-l2h=0
--l2h-2d-params=0x0000000400000004,0x00000000300a0000,240
--vu1-di-bits=0
--vu1-opt-vf00=2
#performance fix.</pre>
 
SCUS_971.01
<br>LUA
<pre>require("ee-gpr-alias")
apiRequest(0.1) -- request version 0.1 API. Calling apiRequest() is mandatory.
 
-- This game uses an old kernel which has a bug on _TerminateThread.
-- It is necessary to check the target thread is already in readyqueue or not.
 
iopObj = getIOPObject()
iopInsnReplace(0x0000C5C0, 0x0C004430, 0) -- jal        0x000110C0 // unlink_element (in TerminateThread)
iopInsnReplace(0x0000C6EC, 0x0C004430, 0) -- jal        0x000110C0 // unlink_element (in iTerminateThread)
local fix_TerminateThread = function()
  local TCB = iopObj.GetGpr(gpr.s0)
  local TCB_status = iopObj.ReadMem8(TCB + 0xc)
  local TCB_h_l = TCB
  if TCB_status == 0x2 then
  -- the target thread is on ready.
  local TCB_h_l_prev = iopObj.ReadMem32(TCB_h_l + 0)
  local TCB_h_l_next = iopObj.ReadMem32(TCB_h_l + 4)
  if TCB_h_l_prev == TCB_h_l_next then -- last_one_element(&tcb->h.l)
-- we need to maintain threadManCB.readymap.
-- print("WE NEED TO MAINTAIN threadManCB.readymap!")
local s0 = iopObj.ReadMem16(TCB + 0xe) -- prio
local s1 = TCB
local a0 = s0 >> 5
a0 = a0 << 2
local v1 = s0 & 0x1f
local v0 = 1 << v1
v1 = 0x10000 + a0
v1 = iopObj.ReadMem32(v1 + 0x1a08)
v0 = ~v0
v1 = v1 & v0
local at = 0x10000+a0
iopObj.WriteMem32(at+0x1a08, v1)
 
-- 0000B798  00102142 srl        a0,s0,5
-- 0000B79C  00042080 sll        a0,a0,2
-- 0000B7A0  3203001F andi        v1,s0,0x1F
-- 0000B7A4  24020001 li          v0,0x1
-- 0000B7A8  00621004 sllv        v0,v0,v1
-- 0000B7AC  3C030001 lui        v1,0x1
-- 0000B7B0  00641821 addu        v1,v1,a0
-- 0000B7B4  8C631A08 lw          v1,0x1A08(v1)
-- 0000B7B8  00021027 nor        v0,zero,v0
-- 0000B7BC  00621824 and        v1,v1,v0
-- 0000B7C0  3C010001 lui        at,0x1
-- 0000B7C4  00240821 addu        at,at,a0
-- 0000B7C8  AC231A08 sw          v1,0x1A08(at)
 
  end
  end
  -- do unlink_element
  local v1 = iopObj.ReadMem32(TCB_h_l+0) -- element->prev
  local v0 = iopObj.ReadMem32(TCB_h_l+4) -- element->next
  iopObj.WriteMem32(v1 + 4, v0) -- element->prev->next = element->next
  iopObj.WriteMem32(v0 + 0, v1)
end
iopObj.AddHook(0x0000C5C4, 0x02002021, fix_TerminateThread) -- move        a0,s0
iopObj.AddHook(0x0000C6F0, 0x02002021, fix_TerminateThread) -- move      a0,s0
 
-- _waitIpuIdle64 spin perf down problem. Bug#8289
-- NOTE: new libarary also loops just 500dec around. 0x1389 is too much.
eeInsnReplace(0x0020CF80, 0x28421389, 0x28420200) -- slti        v0,v0,0x1389
#Performance and stall fixes.</pre>
 
 
====The Mark of Kri====
<br>CLI
<br>SCES-51164
<pre>
--gs-scanout-offsetx=27
</pre>
 
====The Warriors====
ALL
<br>CLI
<pre>--vu1-injection=1
--vu1-mpg-cycles=2300
--vu1-mpg-cycles=2600,-1
--vu1-clamp-range=0x028,0x060
--ee-hook=0x48c660,FastForwardClock,0x1620ffe3
--force-pal-60hz=1</pre>
 
?
<br>LUA
<pre>-- Lua 5.3
-- Title: The Warriors (USA)    SLUS-21215 ( 1.04 NTSC )
--        The Warriors (Europe) SLES-53443 ( 1.01 PAL )
-- Features version: 1.00
-- Author: David Haywood
-- Date: November 15th 2015
 
 
 
require( "ee-gpr-alias" ) -- you can access EE GPR by alias (gpr.a0 / gpr["a0"])
 
apiRequest(0.7) -- request version 0.7 API. Calling apiRequest() is mandatory. -- request version 0.7 API. Calling apiRequest() is mandatory. (0.7 is needed for Widescreen switching)
 
-- obtain necessary objects.
local eeObj = getEEObject()
local emuObj = getEmuObject()
local trophyObj = getTrophyObject()
local dmaObj = getDmaObject()
 
-- load configuration if exist
local SaveData = emuObj.LoadConfig(0)
 
 
local firstCall = 0
 
 
--[[
 
this is the 'setWideScreen' function of the gfx devices
from studying the code it seems that the content of 'a1' that
gets passed in determines if the requested mode is widescreen.
 
DevRWGraphicsDevice::setWideScreenMode(void)
00194E28  27BDFFD0 addiu      sp,sp,-0x30
00194E2C  7FB00010 sq          s0,0x0010(sp)
00194E30  E7B50028 swc1        f21,0x0028(sp)
00194E34  0080802D dmove      s0,a0
00194E38  FFBF0000 sd          ra,0x0000(sp)
00194E3C  E7B40020 swc1        f20,0x0020(sp)
00194E40  4480A800 mtc1        zero,f21
00194E44  C600044C lwc1        f0,0x044C(s0)
00194E48  46150032 c.eq.s      f0,f21
00194E4C  00000000 nop
00194E50  45010053 bc1t        0x00194FA0
00194E54  AE05045C sw          a1,0x045C(s0)
--]]
 
local WidesrceenFunction = function()
local a1 = eeObj.GetGPR(gpr.a1)
a1 = a1 & 1
-- force to widescreen on boot, ensures new profiles get created in widescreen mode by default etc.
-- has some unwanted side-effects tho, so don't do it
if firstCall == 1 then
a1 = 1
eeObj.SetGPR(gpr.a1, a1)
firstCall = 0
end
if a1 == 1 then
print( string.format("********* Request WIDE SCREEN mode **************" ) )
emuObj.SetDisplayAspectWide()
else
print( string.format("********* Request 4:3 mode **************" ) )
emuObj.SetDisplayAspectNormal()
end
end


-- Bug#8907. accuracy-muldiv is too slow to use, so here added some value to get correct value.
local eeObj = getEEObject()
eeObj.AddHook(0x001ef6ec, 0x00000000, function()
eeObj.SetFpr(0, eeObj.GetFpr(0) + 0.00001)
end)
#Graphical glitches and stall fix.</pre>




 
{{Reverse Engineering}}<noinclude>
-- this hook address actually differs between Europe / US.
[[Category:Main]]
WidescreenHook = eeObj.AddHook(0x194e18,0x27BDFFD0,WidesrceenFunction)
</noinclude>
 
#official widescreen patch for The Warrior's emulator. The typos are apparently deliberate.</pre>
 
====Wild ARMS 3====
ALL
<br>CLI
<pre>--gs-motion-factor=50
--ee-static-block-links=JAL,COP2
#graphical fixes.</pre>
 
SCUS_972.03
<br>LUA
<pre>require("ee-gpr-alias")
apiRequest(0.1) -- request version 0.1 API. Calling apiRequest() is mandatory.
 
local emuObj = getEmuObject()
-- fix vision logo (Wild Arms 3)
local thresholdArea = 0 -- ignore alls items : fix #112276
emuObj.SetGsTitleFix( "ignoreUpRender", thresholdArea , { texType = 3, cbp = 0x2390, tbp = 0x288000} )
 
 
-- fix bug #9072
-- this is caused by a wrong string, which we patch directly on the disc.
emuMediaPatch(0x438a, 12 + 0x174, { 0x6e5c2535 }, { 0x11202535 })
 
-- Bug#8907. accuracy-muldiv is too slow to use, so here added some value to get correct value.
local eeObj = getEEObject()
eeObj.AddHook(0x001ef6ec, 0x00000000, function()
eeObj.SetFpr(0, eeObj.GetFpr(0) + 0.00001)
end)
#Graphical glitches and stall fix.</pre>


====War of the Monsters====
====War of the Monsters====
Line 14,166: Line 3,369:


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