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| type = style
| type = style
| text = To Do:
| text = To Do:
There should be something between 50 and 60 <nowiki>{{official}}</nowiki> <span class="plainlinks">[{{ps3wikiurl}}User_talk:Roxanne#Notebook "PS2 Classics"]</span> {{InvertibleImage|Icon_ps3.png|24px|This Article leads towards PS3 Developer Wiki}} released by Sony.<br>Are there duplicates used for several releases or why we list only 48 here?
There should be something between 50 and 60 <nowiki>{{official}}</nowiki> <span class="plainlinks">[{{ps3wikiurl}}User_talk:Roxanne#Notebook "PS2 Classics"]</span> {{InvertibleImage|Icon_ps3.png|24px|This Article leads towards PS3 Developer Wiki}} released by Sony.<br>Are there duplicates used for several releases or why we list only 41 here?
Please take a look. Thank you.
Please take a look. Thank you.
}}
}}
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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>
-- Video Options
--gs-force-bilinear=1
-----------------------
--gs-kernel-cl-up="up2x2Simple"
--lopnor-config=1
</pre>


local SaveData = emuObj.LoadConfig(0)
SCUS 972.31
<br>lua
<pre>
require("ee-gpr-alias")
apiRequest(0.1) -- request version 0.1 API. Calling apiRequest() is mandatory.


if SaveData.vid_mode == nil then
eeObj = getEEObject()
SaveData.vid_mode      = 1
end


if SaveData.vid_scanlines == nil then
-- Bug#8359 (see bugzilla for the detail)
SaveData.vid_scanlines  = 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 }


local sprite0 = getSpriteObject(0)
-- fade skip Bug#8359. skip FadeSet if skip_fade_flag meets the requirement.
local sprite1 = getSpriteObject(1)
eeObj.AddHook(  0x13c464, 0x8e0500c0, function()
local sprite2 = getSpriteObject(2)
  -- print(skip_fade_flag.map_name)
local sprite3 = getSpriteObject(3)
  -- 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)


-- Notifications should be assigned to two unused sprite slots. Since we want them to
-- cmd_read_file(const char* filename)
-- be displayed on top of everything else, they should be the highest sprites in the list.
eeObj.AddHook(0x13dad0, 0x27bdffc0, function()
local spr_p1_notify = getSpriteObject(4)
local filename = eeObj.ReadMemStr(eeObj.GetGpr(gpr.a0))
local spr_p2_notify = getSpriteObject(5)
-- print(string.format("cmd_read_file %s", filename))
local spr_p1d_notify = getSpriteObject(6)
if "chara/evt_camera/evt03B_07_0.moc" == filename then
local spr_p2d_notify = getSpriteObject(7)
-- print("skip_fade!")
skip_fade_flag.file_name = true
else
skip_fade_flag.file_name = false
end
end)


-- note: Texture 0 is fixed as the PS2 scanout.
-- cmd_map_name(const char* mapname)
local texture1 = getTextureObject(1)
eeObj.AddHook(0x13f138, 0x0080282d, function()
local texture2 = getTextureObject(2)
local mapname = eeObj.ReadMemStr(eeObj.GetGpr(gpr.a0))
local texture3 = getTextureObject(3)
-- print(string.format("cmd_map_name %s", mapname))
local texture4 = getTextureObject(4)
if "Scrappe Plateau" == mapname then
local texture5 = getTextureObject(5)
-- print("skip_fade!")
local texture6 = getTextureObject(6)
skip_fade_flag.map_name = true
local texture7 = getTextureObject(7)
else
local texture8 = getTextureObject(8)
skip_fade_flag.map_name = false
end
end)


-- ------------------------------------------------------------
</pre>
local STATE_STOPPED = 0
local STATE_RUNNING = 1


local notify_ypos = 24
====Canis Canem Edit (Bully)====
local notify_p1_xsize = 0
<br>CLI
local notify_p2_xsize = 0
<pre>--fpu-accurate-mul-fast=1
local notify_p1d_xsize = 0
--fpu-muldiv-range=0x3fa5c0,0x3fa5c0
local notify_p2d_xsize = 0
--gs-flush-ad-xyz=SafeZWrite
local notify_ysize = 0
--vu1-opt-vf00=2
--vu1-di-bits=0
--ee-hook=0x001f3ef4,FastForwardClock
--gs-use-deferred-l2h=0
--vu1-injection=1
--vu1-mpg-cycles=2500
--fpu-rsqrt-fast-estimate=0
--safe-area-min=1.0</pre>
 
SLES 535.61
<br>LUA
<pre>apiRequest(0.1)


local notify_frames_p1 = 0
-- EA sports cricket 07 bug 9392
local notify_frames_p2 = 0
-- Performance fix
local notify_animstate_p1 = STATE_STOPPED
local emuObj = getEmuObject()
local notify_animstate_p2 = STATE_STOPPED
local thresholdArea = 600
emuObj.SetGsTitleFix( "ignoreUpRender", thresholdArea , {alpha=0x80000044 , zmsk=1 , tw=4, th=4  } )</pre>


local connected_p1 = 47
local connected_p2 = 47
local blink_on_p1 = true
local blink_on_p2 = true


-- ---------------------------------------------------
SLUS-21269
-- the global function 'Global_InitGpuResources()' is invoked by the emulator after
<br>SLUS-21269_features.lua
-- the GS has been initialized. Textures and Shaders must be loaded here.
<pre>This is a substantial file. Over 150 lines with an extensive performance fix. I'm sharing the file itself as a download link.
--
Global_InitGpuResources = function()
-- # Fragment Shader 0 is fixed as the default no-thrills as-is renderer.
emuObj.LoadFsShader(1, "./shader_scanlines_any_p.sb") -- (1) = Scanlines for SNK logo
emuObj.LoadFsShader(2, "./shader_SL480_p.sb") -- (2) = 480P ScanLine Sim
texture1.Load("./ART1.png")
texture2.Load("./ART2.png")
texture3.Load("./SNK_LOGO.png")
texture4.Load("./p1.png")
texture5.Load("./p2.png")
texture6.Load("./p1d.png")
texture7.Load("./p2d.png")
texture8.Load("./SNK_LOGO_sl.png")


local p1_w,p1_h = texture4.GetSize()
https://drive.google.com/file/d/12gt2fONqMP1rmEB9UMw3rIpEYbz1dQq8/view
local p2_w,p2_h = texture5.GetSize()
 
local p1d_w,p1d_h = texture6.GetSize()
#Official widescreen support.</pre>
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)
====Destroy All Humans====
spr_p1_notify.SetPosXY(-1 - notify_p1_xsize, notify_ypos)  -- default position is fully obscured from view
SLUS_209.45
    spr_p1_notify.SetSizeXY(p1_w,p1_h)
<br>CLI
spr_p1_notify.SetPosUV(0,0)
<pre>--gs-use-mipmap=1
    spr_p1_notify.SetSizeUV(p1_w,p1_h)
--gs-kernel-cl="mipmap"
spr_p1_notify.SetBlendColorEquation(blendDefaultEquation)
--gs-kernel-cl-up="mipmap2x2"
--gs-ignore-dirty-page-border=1
--fpu-accurate-addsub-range=0x28bf00,0x28c100
#Fix for graphical glitches.</pre>


spr_p2_notify.BindTexture(5)
SLUS_209.45
spr_p2_notify.SetPosXY(-1 - notify_p2_xsize, notify_ypos)   -- default position is fully obscured from view
<br>SLUS-20945_features.lua
    spr_p2_notify.SetSizeXY(p2_w,p1_h)
<pre>-- Lua 5.3
spr_p2_notify.SetPosUV(0,0)
-- Title:   Destroy All Humans! PS2 - SLUS-20945 (USA)
    spr_p2_notify.SetSizeUV(p2_w,p1_h)
-- Author:  Ernesto Corvi, Adam McInnis
spr_p2_notify.SetBlendColorEquation(blendDefaultEquation)


spr_p1d_notify.BindTexture(6)
-- Changelog:
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)
apiRequest(0.1) -- request version 0.1 API. Calling apiRequest() is mandatory.
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()
local eeObj = getEEObject()
local emuObj = getEmuObject()
local gpr = require( "ee-gpr-alias" ) -- you can access EE GPR by alias (gpr.a0 / gpr["a0"])


if notify_animstate_p1 == STATE_STOPPED then  
-- Widescreen
spr_p1_notify.Disable()
eeObj.AddHook(0x308270, 0x3c0336c5, function() -- Graphics::Script::SetScreenRatio
spr_p1d_notify.Disable()
local mode = eeObj.GetGpr(gpr.v0)
return
-- print(string.format("mode: %08x", mode))
if mode == 0x36c59d2b then -- widescreen
emuObj.SetDisplayAspectWide()
elseif mode == 0x855a87ef then -- standard
emuObj.SetDisplayAspectNormal()
end
end
end)


L2()
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)


local keyframe = 15
emuObj.SetDisplayAspectWide()


notify_frames_p1 = notify_frames_p1 + 1
-- CRC "settings.display.widescreen" = 0xbcf14d81
-- $s2 = SaveType (1 = new save)


if math.ceil(notify_frames_p1/keyframe) == notify_frames_p1/keyframe then blink_on_p1 = not blink_on_p1 end
local overlay = InsnOverlay({
if blink_on_p1 == true then notify_ypos = 24 end
0x27bdffe0, -- addiu $sp, -0x20
if blink_on_p1 == false then notify_ypos = -84 end
0xffbf0010, -- sd $ra, 0x10($sp)
 
0x0c0d49d8, -- jal Core::Memset(void *,int,uint)
-- 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))
0x00000000, -- nop
-- print(string.format("notify_frames_p1 %s", notify_frames_p1))
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====
SLUS_214.39
<br>CLI
<pre>--gs-use-mipmap=1
--gs-kernel-cl="mipmap"
--gs-kernel-cl-up="mipmap2x2"
#Fix for graphical glitches.</pre>


if notify_frames_p1 >= 225 then
SLUS_214.39
notify_animstate_p1 = STATE_STOPPED
<br>SLUS-21439_features.lua
notify_frames_p1 = 0
<pre>-- Lua 5.3
connected_p1 = 47
-- Title:  Destroy All Humans! 2 PS2 - SLUS-21439 (USA)
end
-- Author:  Ernesto Corvi, Adam McInnis


if connected_p1 == true then
-- Changelog:
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
apiRequest(0.7) -- request version 0.1 API. Calling apiRequest() is mandatory.
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()
local eeObj = getEEObject()
local emuObj = getEmuObject()
local gpr = require( "ee-gpr-alias" ) -- you can access EE GPR by alias (gpr.a0 / gpr["a0"])


if notify_animstate_p2 == STATE_STOPPED then  
-- Widescreen
spr_p2_notify.Disable()
eeObj.AddHook(0x33ca98, 0x3c0436c5, function() -- Graphics::Script::SetScreenRatio
spr_p2d_notify.Disable()
local mode = eeObj.GetGpr(gpr.v0)
return
-- print(string.format("mode: %08x", mode))
if mode == 0x36c59d2b then -- widescreen
emuObj.SetDisplayAspectWide()
elseif mode == 0x855a87ef then -- standard
emuObj.SetDisplayAspectNormal()
end
end
end)


L2()
eeObj.AddHook(0x33afac, 0x0000282d, function() -- Graphics::Renderer::Renderer
eeObj.SetGpr(gpr.a1, 2)
end)


local keyframe = 15
emuObj.SetDisplayAspectWide()


notify_frames_p2 = notify_frames_p2 + 1
-- CRC "settings.display.anamorphic" = 0x8b36afe9
-- $s2 = SaveType (1 = new save)


if math.ceil(notify_frames_p2/keyframe) == notify_frames_p2/keyframe then blink_on_p2 = not blink_on_p2 end
local overlay = InsnOverlay({
if blink_on_p2 == true then notify_ypos = 24 + notify_ysize + 8 end
0x27bdffe0, -- addiu $sp, -0x20
if blink_on_p2 == false then notify_ypos = -84 - notify_ysize - 8 end
0xffbf0010, -- sd $ra, 0x10($sp)
 
0x0c059d02, -- memset
-- 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))
0x00000000, -- nop
 
0x24030001, -- li $v1, 1
if notify_frames_p2 >= 225 then
0x1472000b, -- bne $s2, $v1, +11
notify_animstate_p2 = STATE_STOPPED
0x00000000, -- nop
notify_frames_p2 = 0
0x0c09b400, -- jal UFO::Progress::Get(void)
connected_p2 = 47
0x00000000, -- nop
end
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


-- print(string.format("connected_p1 %s, connected_p2 %s", connected_p1, connected_p2))
-- Disable Progressive Scan and Adjust Screen Position


if connected_p2 == true then
local overlay2 = InsnOverlay({
spr_p2_notify.SetBlendColor(1.0,1.0,1.0,1.0)
0x27bdfff0, -- addiu $sp, -0x10
spr_p2_notify.SetPosXY(math.floor((1920-notify_p2_xsize)/2), notify_ypos)
0xffbf0000, -- sd $ra, 0(sp)
spr_p2_notify.Enable()
0xffb00008, -- sd $s0, 8(sp)
end
0x3c05000f, -- lui $a1, 0x000f
0x34a57000, -- ori $a1, 0x7000
0x0c0db8b6, -- jal Script::State::DoString
0x0080802d, -- move $s0, $a0
0x24050001, -- li $a1, 1
0x0c0dba4c, -- jal Script::State::IsNull(int)
0x0200202d, -- move $a0, $s0
0xdfb00008, -- ld $s0, 8(sp)
0xdfbf0000, -- ld $ra, 0(sp)
0x03e00008, -- jr ra
0x27bd0010  -- addiu $sp, 0x10
})
local call_overlay2 = 0x0c000000 | (overlay2 >> 2)
eeInsnReplace(0x2e5a14, 0x0c0dba4c, call_overlay2) -- Sim::Manager::ProcessScript near Sim::Manager::SetPauseFlag


if connected_p2 == false then
eeObj.AddHook(0x2e5a10, 0x0240202d, function() -- Sim::Manager::ProcessScript near Sim::Manager::SetPauseFlag
spr_p2d_notify.SetBlendColor(1.0,1.0,1.0,1.0)
local luaString = [[
spr_p2d_notify.SetPosXY(math.floor((1920-notify_p2d_xsize)/2), notify_ypos)
-- disable progressive scan and adjust screen
spr_p2d_notify.Enable()
gui.i.SMOptionsDisplay.table.slots[3] = nil
end
gui.i.SMOptionsDisplay.table.slots[4] = nil
]]
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)
 
local eeObj = getEEObject()
local emuObj = getEmuObject()
 
local patcher = function()
 
--X-Fov - ELF hack
--803f013c 00a88144 0045013c
eeObj.WriteMem32(0x00100fcc,0x3c013f40) --3c013f80
 
--Memory hack
--eeObj.WriteMem32(0x201FF100,0x43c00000)


end
end


-- slot can range from 0 to 3, for users 1 thru 4.
emuObj.AddVsyncHook(patcher)
-- pad_type can be either:  DS4, REMOTE_DS4, REMOTE_VITA, or HID
 
local onHIDPadEvent = function(slot, connected, pad_type)
if 1 then
spr_p1_notify.Disable()
-- bug#10361 (intro slowdown) & bug#9823 (conveyor belt effect)
spr_p1d_notify.Disable()
-- Use Deferred L2H except for conveyor belt effect.
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 = {
-- Unsure if other convery or similar effects are present, so use permissive match for bypassing deferral.
240.0, -- float scanlineCount
L2H_SetNonDeferred({TRXREG=0x0000000900000080}) -- match any TRXPOS or BITBLTBUF
  0.7, -- float scanlineHeight;
1.5,        -- float scanlineBrightScale;
0.5,        -- float scanlineAlpha;
0.5        -- float vignetteStrength;
}


-- ---------------------------------------------------
-- Full specification of conveyor belt effect.
-- Full Screen (480p) NoFX
-- L2H_SetNonDeferred({BITBLTBUF=0x0000000013023240,TRXPOS=0x0000000000770000,TRXREG=0x0000000900000080})
-- ---------------------------------------------------
 
local original_mode = function()
if snklogo == 1 then
sprite0.BindTexture(3)
sprite0.SetPosXY(0,0)
sprite0.SetSizeXY(1920,1080)
sprite0.SetPosUV(0,0)
sprite0.SetSizeUV(1920,1080)
else
sprite0.BindTexture(0)
sprite0.BindFragmentShader(0)
sprite0.SetPosXY((1920-1440)/2,0)
sprite0.SetSizeXY(1440,1080)
end
sprite0.Enable()
sprite1.Disable()
end
end


-- ---------------------------------------------------
-- Full Screen + ScanLines (480p)
-- ---------------------------------------------------


local scanlines_mode = function()
local PadStickRemap_EternalRing_Default = {
if snklogo == 1 then
LR=PadStick.AxisRX_Pos,
sprite0.BindTexture(8)
LL=PadStick.AxisRX_Neg,
sprite0.SetPosXY(0,0)
LU=PadStick.AxisLY_Neg,
sprite0.SetSizeXY(1920,1080)
LD=PadStick.AxisLY_Pos,
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


-- ---------------------------------------------------
L1=PadStick.AxisLX_Neg,
-- Bezel NoFX
R1=PadStick.AxisLX_Pos,
-- ---------------------------------------------------
L2=PadStick.AxisRY_Neg,
local bezel_mode = function(bezel)
R2=PadStick.AxisRY_Pos,
if snklogo == 1 then
}
sprite0.BindTexture(3)
sprite0.SetPosXY(0,0)
sprite0.SetSizeXY(1920,1080)
sprite0.SetPosUV(0,0)
sprite0.SetSizeUV(1920,1080)
else
sprite0.BindTexture(0)
sprite0.BindFragmentShader(0)
sprite0.SetPosXY((1920-1280)/2, (1080-896)/2)
sprite0.SetSizeXY(1280,896)
end
sprite0.Enable()


sprite1.BindTexture(bezel)
local PadStickRemap_EternalRing_InvertY = {
sprite1.SetPosXY(0,0)
L2=PadStick.AxisRY_Pos,
sprite1.SetSizeXY(1920,1080)
R2=PadStick.AxisRY_Neg,
sprite1.SetPosUV(0,0)
}
sprite1.SetSizeUV(1920,1080)
sprite1.Enable()
end


-- ---------------------------------------------------
emuObj.PadPressureStickRemap(0, PadStickRemap_EternalRing_Default)
-- Bezel + ScanLines (480p)
-- ---------------------------------------------------


local bezel_scanlines_mode = function(bezel)
-- Supporting Inverted Y Axis requires smoe menu changes, and should be done via features.lua
if snklogo == 1 then
--emuObj.PadPressureStickRemap(0, PadStickRemap_EternalRing_InvertY) </pre>
sprite0.BindTexture(8)
====Everybody's Tennis/Hot Shots Tennis====
sprite0.SetPosXY(0,0)
SCES_545.35
sprite0.SetSizeXY(1920,1080)
<br>CLI
sprite0.SetPosUV(0,0)
<pre>--gs-use-deferred-l2h=0
sprite0.SetSizeUV(1920,1080)
--l2h-2d-params=0x0000000800000010,0x00000000300a1400,256
sprite0.BindFragmentShader(1)
--gs-motion-factor=50
sprite0.SetShaderParams(scanlineParams)
--mtap1=always
else
--gs-opt-frbuff-switch=1
sprite0.BindTexture(0)
--gs-ignore-dirty-page-border=1
sprite0.SetPosXY((1920-1280)/2, (1080-896)/2)
--gs-ignore-rect-correction=1
sprite0.SetSizeXY(1280,896)
--ee-native-function=memcpy,0x11e328
sprite0.BindFragmentShader(2)
--ee-native-function=memset,0x11e4e0
sprite0.SetShaderParams(scanlineParams)
#performance and visual fix(?)</pre>
end
sprite0.Enable()


sprite1.BindTexture(bezel)
SCES_545.35
sprite1.SetPosXY(0,0)
<br>LUA
sprite1.SetSizeXY(1920,1080)
<pre>local gpr = require("ee-gpr-alias")
sprite1.SetPosUV(0,0)
require( "ee-hwaddr" )
sprite1.SetSizeUV(1920,1080)
apiRequest(1.4)
sprite1.Enable()
end


local updateMode = function(mode, scanlines)
local eeObj = getEEObject()
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


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


local vid_modeOptions = {"NONE", "ART1", "ART2"}
local vid_scanlineOptions = {"OFF", "ON"}
local vid_mode = SaveData.vid_mode
local vid_scanlines = SaveData.vid_scanlines
local updateVideoMode = function(mode)
if mode > 32 then
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)
eeInsnReplace(0x103d58, 0x27bdffc0, 0x03e00008)                -- <SyncDCache>
if mode > 32 then
eeInsnReplace(0x103d5c, 0xffb20020, 0x00000000)
vid_scanlines = vid_scanlines - 1
eeNativeHook (0x103d58, 0x03e00008,'AdvanceClock',0x600)
elseif mode ~= 0 then
eeInsnReplace(0x103dd8, 0x3c02ffff, 0x03e00008)                -- <iSyncDCache>
vid_scanlines = vid_scanlines + 1
eeInsnReplace(0x103ddc, 0x3442ffc0, 0x00000000)
end
eeNativeHook (0x103dd8, 0x03e00008,'AdvanceClock',0x600)
eeInsnReplace(0x103e98, 0x27bdffc0, 0x03e00008)                -- <InvalidDCache>
if vid_scanlines < 1 then
eeInsnReplace(0x103e9c, 0xffb20020, 0x00000000)
vid_scanlines = #vid_scanlineOptions
eeNativeHook (0x103e98, 0x03e00008,'AdvanceClock',0x600)
elseif vid_scanlines > #vid_scanlineOptions then
eeInsnReplace(0x103f18, 0x3c02ffff, 0x03e00008)                -- <iInvalidDCache>
vid_scanlines = 1
eeInsnReplace(0x103f1c, 0x3442ffc0, 0x00000000)
end
eeNativeHook (0x103f18, 0x03e00008,'AdvanceClock',0x600)
eeInsnReplace(0x106970, 0x3c19ffff, 0x03e00008)                -- <sceSifWriteBackDCache>
if mode ~= 0 then
eeInsnReplace(0x106974, 0x3739ffc0, 0x00000000)
updateMode(vid_mode, vid_scanlines)
eeNativeHook (0x106970, 0x03e00008,'AdvanceClock',0x1700)
end
</pre>
end
 
====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>


local V1 = function()
SLES_535.39
local data = eeObj.GetGpr(gpr.v1)
<br>LUA
local menu = eeObj.GetGpr(gpr.a3)
<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.
local buf = eeObj.GetGpr(gpr.a2)
if menu == 17 then -- Position X (Artwork)
local mode = eeObj.ReadMem32(data + 0x10)
updateVideoMode(mode)
eeObj.WriteMemStrZ(buf, vid_modeOptions[vid_mode])
eeObj.SetGpr(gpr.a3, 0)
if mode ~= 0 then
eeObj.WriteMem32(data + 0x10, 0)
end
elseif menu == 18 then -- Position Y (Scanlines)
local mode = eeObj.ReadMem32(data + 0x14)
updateScanlineMode(mode)
eeObj.WriteMemStrZ(buf, vid_scanlineOptions[vid_scanlines])
eeObj.SetGpr(gpr.a3, 0)
if mode ~= 0 then
eeObj.WriteMem32(data + 0x14, 0)
end
end
end


eeObj.AddHook(0x16c13c, 0x268300a0, V1)
https://drive.google.com/file/d/1L2YxondID65KIAybKVCBH9KgFegqqOeQ/view


eeInsnReplace(0x16BB64, 0x8e420010, 0x0040202d) -- move $a0, $v0
-- Performace fix (bug #9785 )
eeInsnReplace(0x16BC0C, 0x8e420014, 0x0040202d) -- move $a0, $v0
-- bug#8571
-- ignore 'no wait vsync' case.
-- unsyncv causes major slowness on loading screen, because the game pushes LOTS of identical frame data to GS.</pre>


eeObj.AddHook(0x180f40, 0x26300010, function()
SLES_535.39
local addr = eeObj.GetGpr(gpr.s0)
<br>SLES-53539_features.lua
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}
<pre>-- Lua 5.3
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}
-- Title:  Fahrenheit PS2 - SLES-53539 (EUR)
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}
-- Author:  Ernesto Corvi, Adam McInnis
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)


-- Changelog:


-- Fight stick
require( "ee-gpr-alias" ) -- you can access EE GPR by alias (gpr.a0 / gpr["a0"])
local pad = function()
require( "ee-cpr0-alias" ) -- for EE CPR
updateMode(SaveData.vid_mode, SaveData.vid_scanlines)
emuObj.AddVsyncHook(update_notifications_p1)
emuObj.AddVsyncHook(update_notifications_p2)
end


emuObj.AddPadHook(onHIDPadEvent)
apiRequest(0.1) -- request version 0.1 API. Calling apiRequest() is mandatory.
emuObj.AddEntryPointHook(pad)


-- replace SNK logo
local eeObj = getEEObject()
local emuObj = getEmuObject()


local scanlogos_on = function()
local L1 = function() -- QDT::SINT::SCRIPT_LOADING_SCREEN::EM::Run
scanlogos = 1
emuObj.ThrottleMax()
updateMode(SaveData.vid_mode, SaveData.vid_scanlines)
end
local L2 = function() -- QDT::SINT::SCRIPT_LOADING_SCREEN::EM::Stop
emuObj.ThrottleNorm()
end
end
local load1 = eeObj.AddHook(0x387040, 0x3c02004b, L1) -- QDT::SINT::SCRIPT_LOADING_SCREEN::Run
local load2 = eeObj.AddHook(0x387090, 0x3c02004b, L2) -- QDT::SINT::SCRIPT_LOADING_SCREEN::Stop
-- Widescreen
eeInsnReplace(0x20a7c0, 0x3c013faa, 0x3c013fe3)
eeInsnReplace(0x20a7c4, 0x3421aaab, 0x34218e39)
emuObj.SetDisplayAspectWide()


local logos_anim = function()
-- Skip video mode options
if scanlogos == 1 then
local videomenuVM = { 0x04, 0x01, 0x00, 0x00, 0x44, 0x00, 0x00, 0x00,
local a0 = eeObj.GetGpr(gpr.a0)
  0x3B, 0x0D, 0x00, 0x00, 0x3B, 0x0B, 0x00, 0x00,
local a1 = eeObj.GetGpr(gpr.a1)
  0x3B, 0x26, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00 }
-- print(string.format("anim: %08x, %08x", a0, a1))
 
local visualmenuVM = { 0x04, 0x01, 0x00, 0x00, 0xA2, 0x00, 0x00, 0x00,
if a1 == 2 then
  0x3B, 0x19, 0x00, 0x00, 0x3B, 0x18, 0x00, 0x00 }
local a040 = eeObj.ReadMem32(a0+0x40)
 
local a050 = eeObj.ReadMem32(a0+0x50)
-- locates src chunk on (dst,cnt). -1 if not found, offset if found
-- print(string.format("stage 2: %08x, %08x", a040, a050))
local locateChunk = function(src, dst, count)
local offs = -1
if a050 == 0 and a040 ~= 0 then
local curFrame = eeObj.ReadMem32(a040+0x50)
for x = 0, count - #src do
-- print(string.format("stage 3: %08x", curFrame))
if eeObj.ReadMem8(dst+x) == src[1] then
local found = true
if curFrame == 0x9e then
for y = 1, #src do
print("SNK logo on")
if eeObj.ReadMem8(dst+x+y-1) ~= src[y] then
snklogo = 1
found = false
updateMode(SaveData.vid_mode, SaveData.vid_scanlines)
break
end
end
end
elseif a050 == 2 then
if found == true then
print("SNK logo off")
offs = x
snklogo = 0
break
updateMode(SaveData.vid_mode, SaveData.vid_scanlines)
scanlogos = 0
end
end
end
end
end
end
return offs
end
end


eeObj.AddHook(0x10026C, 0x0220202d, scanlogos_on)
eeObj.AddHook(0x2812b0, 0x27bdfff0, function() -- QDT::VM::BYTE_CODE::BYTE_CODE
eeObj.AddHook(0x16EAF0, 0x27bdff80, logos_anim)
local obj = eeObj.GetGpr(gpr.a1)
</pre>
local bytecode = eeObj.ReadMem32(obj+0x18)
 
local count = eeObj.ReadMem32(obj+0x20)
====Ape Escape 2====
<br>SCES-50885
if count > #videomenuVM then
<br>CLI
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
 
-- Fix for bug 9716, which is a bug in the game.
-- Trying to retrieve a COM handle in the game will cause an infinite
-- loop if the handle has been deallocated and the debug server is not
-- connected. There's apparently a small race condition in the Asylum
-- level that sometimes can trigger the bug.
-- The fix involves getting out of the loop.
-- It causes a small visual glitch but otherwise the game continues to work fine.
 
eeInsnReplace(0x1c5958, 0x10400005, 0) -- QDT::KCOM::COM_SERVICE::RetrieveComHandle
eeInsnReplace(0x1c5b6c, 0x10400005, 0) -- QDT::KCOM::COM_SERVICE::RetrieveComHandle
eeInsnReplace(0x1c5d24, 0x10400005, 0) -- QDT::KCOM::COM_SERVICE::RetrieveComHandle
#Official widescreen support, forced 60Hz/NTSC, along with a game crash bug fix.</pre>
====Fantavision====
'''CLI'''
<br>SCES-50002
<pre>
<pre>
--gs-use-mipmap=1
--gs-kernel-cl-up="fantavision"
--gs-kernel-cl="mipmap"
--gs-motion-factor=1
--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>
</pre>
<br>SCES-50885
'''LUA'''
<br>LUA
<br>SCES-50002
<pre>
<pre>
local gpr = require("ee-gpr-alias")
require("ee-gpr-alias")
require( "ee-hwaddr" )
require( "ee-hwaddr" )
apiRequest(0.1) -- request version 0.1 API. Calling apiRequest() is mandatory.
apiRequest(0.1) -- request version 0.1 API. Calling apiRequest() is mandatory.


local eeObj = getEEObject()
eeObj = getEEObject()


-- -- never gonna die
--
-- eeInsnReplace(  0x2bd0a0, 0x27bdfff0, 0x03e00008) -- addiu sp,sp,-16
-- Bug#93709 (JP Bugzilla)
-- eeInsnReplace( 0x2bd0a4, 0x3c02003e, 0x00000000) -- lui v0,0x3e
-- 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
local chcr = ee.GetGpr(gpr.v0)
if (chcr & 0x05) == 0x05 then
  local tadr = ee.ReadMem32(vif1_hw.TADR)
  if tadr == 0x8883e0 or tadr == 0x9f6b60 then
  ee.SchedulerDelayEvent("vif1.dma", 0x5000)
  end
end
end
end)


-- performance fix bug #9789
local emuObj = getEmuObject()
emuObj.SetGsTitleFix( "ignoreAreaUpdate", 0, { } )
emuObj.SetGsTitleFix( "includeAreaUpdate", "reserved" , {alpha = 0x80000048 } )
emuObj.SetGsTitleFix( "ignoreUpRender", 50 , { } )


-- 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>


</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.


https://drive.google.com/file/d/1FPPPJiHOazTXaD-H6K3kLACYDSdDeAE1/view


#official widescreen support in the form of screen bezels, along with expanded fightstick support and scanline shaders.</pre>


====Arc the Lad: Twilight of the Spirits™====
====Fu'un Super Combo!!!====
SCUS 972.31
SLPS_257.81
<br>Cli
<br>CLI
<pre>
<pre>--gs-uprender=2x2
--gs-force-bilinear=1
--gs-upscale=point
--gs-kernel-cl-up="up2x2Simple"
--host-audio-latency=0.3
--lopnor-config=1
--ee-hook=0x127050,AdvanceClock,0x2403002b,0x4000
</pre>
--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>


SCUS 972.31
SLPS_257.81
<br>lua
<br>LUA
<pre>
<pre>
apiRequest(1.4)
eeNativeFunction(0x11fa9c, 0x0080402d, 'memcpy')
eeNativeFunction(0x11fb48, 0x2cc20008, 'memset')
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)
require("ee-gpr-alias")
require("ee-gpr-alias")
apiRequest(0.1) -- request version 0.1 API. Calling apiRequest() is mandatory.


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


-- Bug#8359 (see bugzilla for the detail)
-- *** viBufBeginPut (1)
-- Skip FadeSet call if map is 'Scrappe Plateau' and the latest loaded script file is 'evt03B_07_0.moc'.
--eeInsnReplace(0x105628, 0x0c049c78, 0) -- jal 1271e0 <WaitSema>
-- This game seems to have a problem (sensitive) with frame count on the script engine.
eeInsnReplace(0x1056c8, 0x0c049c70, 0) -- jal 1271c0 <SignalSema>
-- On our emulator, frame counting is slightly different from the original.
-- *** viBufEndPut (1)
-- therefore it reads out 'overun' script command, which is 'cmd_fade' to fade-in.
eeInsnReplace(0x105708, 0x0c049c78, 0) -- jal 1271e0 <WaitSema>
-- At here, we will skip FADE-IN command if the situation meets the requirement.
--eeInsnReplace(0x105730, 0x0c049c70, 0) -- jal 1271c0 <SignalSema>
skip_fade_flag = { map_name = false, file_name = false }
-- *** viBufFlush (1)
 
--eeInsnReplace(0x105a88, 0x0c049c78, 0) -- jal 1271e0 <WaitSema>
-- fade skip Bug#8359. skip FadeSet if skip_fade_flag meets the requirement.
--eeInsnReplace(0x105ab8, 0x0c049c70, 0) -- jal 1271c0 <SignalSema>
eeObj.AddHook( 0x13c464, 0x8e0500c0, function()
-- *** viBufPutTs (1)
  -- print(skip_fade_flag.map_name)
eeInsnReplace(0x105c10, 0x0c049c78, 0) -- jal 1271e0 <WaitSema>
  -- print(skip_fade_flag.file_name)
eeInsnReplace(0x105cf4, 0x0c049c70, 0) -- jal 1271c0 <SignalSema>
  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)
-- it's redundant calling of _waitIpuIdle in libmpeg... not so huge impact tho.
eeObj.AddHook(0x13dad0, 0x27bdffc0, function()
eeInsnReplace(0x118620, 0x0c04672a, 0) -- jal 119ca8 <_waitIpuIdle>
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)
-- bug# 9972
eeObj.AddHook(0x13f138, 0x0080282d, function()
local emuObj = getEmuObject()
local mapname = eeObj.ReadMemStr(eeObj.GetGpr(gpr.a0))
emuObj.SetGsTitleFix( "ignoreSubBuffCov", "reserved", { } )
-- print(string.format("cmd_map_name %s", mapname))
#Crash/stall fixes.</pre>
if "Scrappe Plateau" == mapname then
-- print("skip_fade!")
skip_fade_flag.map_name = true
else
skip_fade_flag.map_name = false
end
end)


</pre>
====Grand Theft Auto III====
 
SLUS_200.62
====Canis Canem Edit (Bully)====
<br>CLI
<br>CLI
<pre>--fpu-accurate-mul-fast=1
<pre>--vu1-no-clamping=0
--fpu-muldiv-range=0x3fa5c0,0x3fa5c0
--gs-check-trans-rejection=1
--gs-flush-ad-xyz=SafeZWrite
--gs-kernel-cl-up="up2x2tc"
--vu1-opt-vf00=2
--gs-optimize-30fps=1
--vu1-di-bits=0
--ee-hook=0x27cea8,FastForwardClock
--ee-hook=0x001f3ef4,FastForwardClock
#Performance and graphical fix.</pre>
--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
SLUS_200.62
<br>LUA
<br>LUA
<pre>apiRequest(0.1)
<pre>
apiRequest(0.1) -- request version 0.1 API. Calling apiRequest() is mandatory.


-- EA sports cricket 07 bug 9392
-- Performace fix
-- Performance fix
local emuObj = getEmuObject()
local emuObj = getEmuObject()
local thresholdArea = 600
local thresholdArea = 600
emuObj.SetGsTitleFix( "ignoreUpRender", thresholdArea , {alpha=0x80000044 , zmsk=1 , tw=4, th=4  } )</pre>
emuObj.SetGsTitleFix( "ignoreUpRender", thresholdArea , {alpha=0x80008068 , zmsk=1 } )




SLUS-21269
-- Bug#9133
<br>SLUS-21269_features.lua
-- workaround ... -16020(gp) value is something wrong. the value comes from CCamera::Process().
<pre>This is a substantial file. Over 150 lines with an extensive performance fix. I'm sharing the file itself as a download link.
--                unfortunately accurate math or any other flags don't help for this problem,
--   even though it should be calculation error issue.
--   for here, it's just given 0 radian for CSprite::RenderBufferedOneXLUSprite_Rotate_Dimension()
--   actually the cloud is a billboard, so it should have 0 degree in view-space.
--   so given 0 degree must be OK.... but could cause some corruption (wrong perspective or something)
eeInsnReplace(0x318344, 0xc792c16c, 0x44809000) -- lwc1 $f18,-16020(gp)
#Performance fix.</pre>


https://drive.google.com/file/d/12gt2fONqMP1rmEB9UMw3rIpEYbz1dQq8/view
SLUS_200.62
<br>SLUS-20062_features.lua
<pre>-- Lua 5.3
-- Title: Grand Theft Auto III PS2 - SLUS-20062 (USA) v1.40
-- Author: Nicola Salmoria
-- Date:  November 3, 2015


#Official widescreen support.</pre>


====Destroy All Humans====
require( "ee-gpr-alias" ) -- you can access EE GPR by alias (gpr.a0 / gpr["a0"])
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>


SLUS_209.45
apiRequest(0.7) -- need widescreen support
<br>SLUS-20945_features.lua
<pre>-- Lua 5.3
-- Title:  Destroy All Humans! PS2 - SLUS-20945 (USA)
-- Author:  Ernesto Corvi, Adam McInnis


-- Changelog:
local eeObj = getEEObject()
local emuObj = getEmuObject()


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


local eeObj = getEEObject()
local USEWIDESCREEN_ADDRESS = 0x416748
local emuObj = getEmuObject()
local gpr = require( "ee-gpr-alias" ) -- you can access EE GPR by alias (gpr.a0 / gpr["a0"])


-- Widescreen
local H1 = -- start of main()
eeObj.AddHook(0x308270, 0x3c0336c5, function() -- Graphics::Script::SetScreenRatio
function()
local mode = eeObj.GetGpr(gpr.v0)
eeObj.WriteMem8(USEWIDESCREEN_ADDRESS, 1) -- enable widescreen
-- print(string.format("mode: %08x", mode))
if mode == 0x36c59d2b then -- widescreen
emuObj.SetDisplayAspectWide()
elseif mode == 0x855a87ef then -- standard
emuObj.SetDisplayAspectNormal()
end
end
end)


eeObj.AddHook(0x3078F4, 0xae0000f4, function() -- Graphics::Renderer::Renderer
local H2 = -- change widescreen flag
local renderer = eeObj.GetGpr(gpr.s0)
function()
eeObj.WriteMemFloat(renderer+0x200, 1.3333333)
local isWidescreen = eeObj.GetGpr(gpr.v0)
eeObj.WriteMemFloat(renderer+0x204, 1.7777777)
eeObj.WriteMem32(renderer+0x208, 2)
if isWidescreen == 0 then
end)
emuObj.SetDisplayAspectNormal()
else
emuObj.SetDisplayAspectWide()
end
end
 
local hook1 = eeObj.AddHook(0x27ed04, 0x7fbf0000, H1) -- <main>:
local hook2 = eeObj.AddHook(0x270e50, 0xa382b8d8, H2) -- <CMenuManager::AnaliseMenuContents(void)>:
#Official widescreen support.</pre>


emuObj.SetDisplayAspectWide()
====Grand Theft Auto: San Andreas====
SLUS_209.46
<br>CLI
<pre>--gs-optimize-30fps=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
#Performance optimisation/fix.</pre>


-- CRC "settings.display.widescreen" = 0xbcf14d81
SLUS_209.46
-- $s2 = SaveType (1 = new save)
<br>LUA
<pre>apiRequest(0.6) -- request version 0.1 API. Calling apiRequest() is mandatory.


local overlay = InsnOverlay({
-- bug#8979
0x27bdffe0, -- addiu $sp, -0x20
-- The game bugged.
0xffbf0010, -- sd $ra, 0x10($sp)
-- CStreaming::StreamPedsIntoRandomSlots(int*) expects 8 integers arrray to process,
0x0c0d49d8, -- jal Core::Memset(void *,int,uint)
-- but CCheat::LoveConquersAllCheat() function copies just only 6 integers to the stack.
0x00000000, -- nop
-- it seems the table of the source is correct, so using lq/sq instead of ld/sd to copy
0x24030001, -- li $v1, 1
-- the contents of the table correctly.
0x1472000b, -- bne $s2, $v1, +11
eeInsnReplace(0x59fbb0, 0xdca20010, 0x78a20010) -- ld v0,16(a1) => lq
0x00000000, -- nop
eeInsnReplace(0x59fbb8, 0xfc820010, 0x7c820010) -- sd v0,16(a0) => sq
0x0c09dacc, -- jal UFO::Progress::Get(void)
 
0x00000000, -- nop
-- bug#8979, actually different one
0x3c01bcf1, -- lui $at, 0xbcf1
-- the game has another bug... see https://pss.usrd.scea.com/bugzilla/show_bug.cgi?id=8979
0x34214d81, -- ori $at, $at, 0x4d81
eeInsnReplace(0x1abdd8, 0x102000d9, 0x102000cf) -- beqz at,1ac140 <CPopulation::AddPed(ePedType, unsigned int, CVector const &, bool)+0x3a0>
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====
-- Performace fix
SLUS_214.39
local emuObj = getEmuObject()
<br>CLI
local thresholdArea = 700
<pre>--gs-use-mipmap=1
emuObj.SetGsTitleFix( "ignoreUpRender", thresholdArea , {alpha=0x80000044 , zmsk=1 } )
--gs-kernel-cl="mipmap"
#Performance and rendering fixes.</pre>
--gs-kernel-cl-up="mipmap2x2"
#Fix for graphical glitches.</pre>


SLUS_214.39
SLUS_209.46
<br>SLUS-21439_features.lua
<br>SLUS-20946_features.lua
<pre>-- Lua 5.3
<pre>-- Lua 5.3
-- Title:   Destroy All Humans! 2 PS2 - SLUS-21439 (USA)
-- Title: Grand Theft Auto: San Andreas - SLUS-20946 (USA) v3.00
-- Author: Ernesto Corvi, Adam McInnis
-- Author: Nicola Salmoria
 
-- Date:  November 5, 2015
-- Changelog:
 
 
require( "ee-gpr-alias" ) -- you can access EE GPR by alias (gpr.a0 / gpr["a0"])


apiRequest(0.7) -- request version 0.1 API. Calling apiRequest() is mandatory.
apiRequest(0.7) -- need widescreen support


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


-- Widescreen
 
eeObj.AddHook(0x33ca98, 0x3c0436c5, function() -- Graphics::Script::SetScreenRatio
local USEWIDESCREEN_ADDRESS = 0x7004ef
local mode = eeObj.GetGpr(gpr.v0)
 
local H1 = -- init widescreen flag
-- print(string.format("mode: %08x", mode))
function()
eeObj.WriteMem8(USEWIDESCREEN_ADDRESS, 1) -- enable widescreen
if mode == 0x36c59d2b then -- widescreen
emuObj.SetDisplayAspectWide()
elseif mode == 0x855a87ef then -- standard
emuObj.SetDisplayAspectNormal()
end
end
end)


eeObj.AddHook(0x33afac, 0x0000282d, function() -- Graphics::Renderer::Renderer
local H2 = -- main game loop
eeObj.SetGpr(gpr.a1, 2)
function()
end)
local isWidescreen = eeObj.ReadMem8(USEWIDESCREEN_ADDRESS)
if isWidescreen == 0 then
emuObj.SetDisplayAspectNormal()
else
emuObj.SetDisplayAspectWide()
end
end


emuObj.SetDisplayAspectWide()


-- CRC "settings.display.anamorphic" = 0x8b36afe9
local hook1 = eeObj.AddHook(0x233584, 0xa200004f, H1) -- <CMenuManager::__ct(void)>:
-- $s2 = SaveType (1 = new save)
local hook2 = eeObj.AddHook(0x246750, 0x24040012, H2) -- <TheGame(void)>:
#Official widescreen support.</pre>


local overlay = InsnOverlay({
====Grand Theft Auto: Vice City====
0x27bdffe0, -- addiu $sp, -0x20
SLUS_205.52
0xffbf0010, -- sd $ra, 0x10($sp)
<br>CLI
0x0c059d02, -- memset
<pre>--gs-check-trans-rejection=1
0x00000000, -- nop
--gs-kernel-cl-up="up2x2tc"
0x24030001, -- li $v1, 1
--gs-optimize-30fps=1
0x1472000b, -- bne $s2, $v1, +11
--ee-hook=0x277b88,FastForwardClock
0x00000000, -- nop
--ee-hook=0x279a18,FastForwardClock
0x0c09b400, -- jal UFO::Progress::Get(void)
</pre>
0x00000000, -- nop
 
0x3c01bcf1, -- lui $at, 0x8b36
SLUS_205.52
0x34214d81, -- ori $at, $at, 0xafe9
<br>LUA
0xafa10000, -- sw $at, 0($sp)
<pre>
0x24030001, -- li $v1, 1
apiRequest(0.1) -- request version 0.1 API. Calling apiRequest() is mandatory.
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({
-- Performance fix
0x27bdfff0, -- addiu $sp, -0x10
local emuObj = getEmuObject()
0xffbf0000, -- sd $ra, 0(sp)
local thresholdArea = 600
0xffb00008, -- sd $s0, 8(sp)
emuObj.SetGsTitleFix( "ignoreUpRender", thresholdArea , {alpha=0x80008068 , zmsk=1 } )
0x3c05000f, -- lui $a1, 0x000f
0x34a57000, -- ori $a1, 0x7000
0x0c0db8b6, -- jal Script::State::DoString
0x0080802d, -- move $s0, $a0
0x24050001, -- li $a1, 1
0x0c0dba4c, -- jal Script::State::IsNull(int)
0x0200202d, -- move $a0, $s0
0xdfb00008, -- ld $s0, 8(sp)
0xdfbf0000, -- ld $ra, 0(sp)
0x03e00008, -- jr ra
0x27bd0010  -- addiu $sp, 0x10
})
local call_overlay2 = 0x0c000000 | (overlay2 >> 2)
eeInsnReplace(0x2e5a14, 0x0c0dba4c, call_overlay2) -- Sim::Manager::ProcessScript near Sim::Manager::SetPauseFlag


eeObj.AddHook(0x2e5a10, 0x0240202d, function() -- Sim::Manager::ProcessScript near Sim::Manager::SetPauseFlag
local luaString = [[
-- disable progressive scan and adjust screen
gui.i.SMOptionsDisplay.table.slots[3] = nil
gui.i.SMOptionsDisplay.table.slots[4] = nil
]]
eeObj.WriteMemStrZ(0xf7000, luaString)
end)
#Official widescreen support.</pre>


====Eternal ring====
-- Bug#9147
'''CLI'''
-- workaround ... -2104(gp) value is something wrong. the value comes from CCamera::Process().
<pre>
--                unfortunately accurate math or any other flags don't help for this problem,
--pad-analog-to-digital=0
--   even though it should be calculation error issue.
--gs-use-deferred-l2h=1
--   for here, it's just given 0 radian for CSprite::RenderBufferedOneXLUSprite_Rotate_Dimension()
--host-display-mode=16:9
--   actually the cloud is a billboard, so it should have 0 degree in view-space.
</pre>
--   so given 0 degree must be OK.... but could cause some corruption (wrong perspective or something)
'''LUA'''
eeInsnReplace(0x334d64, 0xc792f7c8, 0x44809000) -- lwc1 $f18,-2104(gp)
<pre>
#Performance fix.</pre>
local gpr = require("ee-gpr-alias")
local PadStick = require("PadStick")


apiRequest(1.5)
SLUS_205.52
<br>SLUS-20552_features.lua
<pre>-- Lua 5.3
-- Title: Grand Theft Auto: Vice City - SLUS-20552 (USA) v3.00
-- Author: Nicola Salmoria
-- Date:  November 4, 2015


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


local patcher = function()
require( "ee-gpr-alias" ) -- you can access EE GPR by alias (gpr.a0 / gpr["a0"])
 
apiRequest(0.7) -- need widescreen support


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


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


end
local USEWIDESCREEN_ADDRESS = 0x4ba7bc


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


if 1 then
local H2 = -- main game loop
-- bug#10361 (intro slowdown) & bug#9823 (conveyor belt effect)
function()
-- Use Deferred L2H except for conveyor belt effect.
local isWidescreen = eeObj.ReadMem8(USEWIDESCREEN_ADDRESS)
if isWidescreen == 0 then
emuObj.SetDisplayAspectNormal()
else
emuObj.SetDisplayAspectWide()
end
end


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


-- Full specification of conveyor belt effect.
local hook1 = eeObj.AddHook(0x279384, 0xffbf0000, H1) -- <main>:
-- L2H_SetNonDeferred({BITBLTBUF=0x0000000013023240,TRXPOS=0x0000000000770000,TRXREG=0x0000000900000080})
local hook2 = eeObj.AddHook(0x277784, 0x00000000, H2) -- <TheGame(void)>:
end




local PadStickRemap_EternalRing_Default = {
-- Fix for bug #9161. The 'flying cars' cheat causes crashes when attempting to
LR=PadStick.AxisRX_Pos,
-- fly an helicopter. We avoid that by disabling recognition of the cheat altogether.
LL=PadStick.AxisRX_Neg,
-- The SLPM version comes with the cheat disabled out of the box.
LU=PadStick.AxisLY_Neg,
eeInsnReplace(0x27db2c, 0x14400015, 0x10000015) -- bnez -> b
LD=PadStick.AxisLY_Pos,
#Official widescreen support and removal of "flying cars" cheat due to game crash.</pre>


L1=PadStick.AxisLX_Neg,
SCES_503.61
R1=PadStick.AxisLX_Pos,
<br>LUA
L2=PadStick.AxisRY_Neg,
<pre>-- Jak EU
R2=PadStick.AxisRY_Pos,
apiRequest(2.2)
}


local PadStickRemap_EternalRing_InvertY = {
local gpr    = require("ee-gpr-alias")
L2=PadStick.AxisRY_Pos,
local emuObj = getEmuObject()vi
R2=PadStick.AxisRY_Neg,
local eeObj = getEEObject()
}
local gsObj = getGsObject()
local eeOverlay = eeObj.getOverlayObject()


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


-- Supporting Inverted Y Axis requires smoe menu changes, and should be done via features.lua
-- Fix shadow
--emuObj.PadPressureStickRemap(0, PadStickRemap_EternalRing_InvertY) </pre>
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=1 } )
====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
-- Reduce flush count
<br>LUA
emuObj.SetGsTitleFix( "SetSelfRender", "reserved", { fbmask= 0x00FFFFFF , renderSelf=1 , zmsk=1 , alpha=0 , texMode=1 } )
<pre>local gpr = require("ee-gpr-alias")
require( "ee-hwaddr" )
apiRequest(1.4)


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


-- function dump(addr)
-- ------------------------- OVERLAY MANAGER --------------------------
--   print(string.format("=== dump %x ===", addr))
g_OnOverlayRegistered = function(filename, start, size)
--   for i=0,0x1e do
-- global function provided for adding per-overlay callback handlers.
--   print(string.format("  %08x : %08x %08x %08x %08x",
end
--   addr + i*16,
--   eeObj.ReadMem32(addr + i*16 + 0),
--   eeObj.ReadMem32(addr + i*16 + 4),
--   eeObj.ReadMem32(addr + i*16 + 8),
--   eeObj.ReadMem32(addr + i*16 +12)))
--   end
-- end


-- Bug#8285
local DH8 = function()
-- This patch changes the color of background on :
local s0 = eeObj.GetGpr(gpr.s0)
-- - Language selection
local linkblock = eeObj.ReadMem32(s0+0x5c)
-- - Company logo
-- - Start screen
--print( string.format("--> PRELOAD %08x %08x",s0, linkblock) )
-- - Some menu
-- which are in menu.bin overlay. Nothing affected in the actual game.
local linkblock_allocate_length = eeObj.ReadMem32 (linkblock + 0x00)
eeObj.DmaAddHook( 1, function()
local linkblock_allocate_version = eeObj.ReadMem32 (linkblock + 0x04)
if eeObj.ReadMem32(vif1_hw.TADR) == 0x1fd1c0 then
local linkblock_allocate_segment_count = eeObj.ReadMem32 (linkblock + 0x08)
-- On language select
local linkblock_allocate_name = eeObj.ReadMemStr(linkblock + 0x0c)
if eeObj.ReadMem32(0x4c8ef0) == 0x00ff9090 then
  eeObj.WriteMem32(0x4c8ef0, 0)
local linkblock_allocate_seg1_linkptr = eeObj.ReadMem32 (linkblock + 0x4C)
end
local linkblock_allocate_seg1_dataptr = eeObj.ReadMem32 (linkblock + 0x50)
if eeObj.ReadMem32(0x548f30) == 0x00ff9090 then
local linkblock_allocate_seg1_size = eeObj.ReadMem32 (linkblock + 0x54)
  eeObj.WriteMem32(0x548f30, 0)
local linkblock_allocate_seg1_flags = eeObj.ReadMem32 (linkblock + 0x58)
end
                                                             
-- On company logo
local linkblock_allocate_seg2_linkptr = eeObj.ReadMem32 (linkblock + 0x5C)
if eeObj.ReadMem32(0x4c6d70) == 0x00ff9090 then
local linkblock_allocate_seg2_dataptr = eeObj.ReadMem32 (linkblock + 0x60)
  eeObj.WriteMem32(0x4c6d70, 0)
local linkblock_allocate_seg2_size = eeObj.ReadMem32 (linkblock + 0x64)
end
local linkblock_allocate_seg2_flags = eeObj.ReadMem32 (linkblock + 0x68)
if eeObj.ReadMem32(0x546db0) == 0x00ff9090 then
                                                             
  eeObj.WriteMem32(0x546db0, 0)
local linkblock_allocate_seg3_linkptr = eeObj.ReadMem32 (linkblock + 0x6C)
end
local linkblock_allocate_seg3_dataptr = eeObj.ReadMem32 (linkblock + 0x70)
end
local linkblock_allocate_seg3_size = eeObj.ReadMem32 (linkblock + 0x74)
end)
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


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


eeInsnReplace(0x103d58, 0x27bdffc0, 0x03e00008)                -- <SyncDCache>
if (g_OnOverlayRegistered ~= nil) then
eeInsnReplace(0x103d5c, 0xffb20020, 0x00000000)
-- Make sure to execute any previously registered OnOverlay handler
eeNativeHook (0x103d58, 0x03e00008,'AdvanceClock',0x600)
if linkblock_allocate_seg1_size ~= 0 then g_OnOverlayRegistered(linkblock_allocate_name .. ".seg1", linkblock_allocate_seg1_dataptr, linkblock_allocate_seg1_size) end
eeInsnReplace(0x103dd8, 0x3c02ffff, 0x03e00008)                -- <iSyncDCache>
if linkblock_allocate_seg1_size ~= 0 then g_OnOverlayRegistered(linkblock_allocate_name .. ".seg3", linkblock_allocate_seg3_dataptr, linkblock_allocate_seg3_size) end
eeInsnReplace(0x103ddc, 0x3442ffc0, 0x00000000)
end
eeNativeHook (0x103dd8, 0x03e00008,'AdvanceClock',0x600)
end
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====
assert(g_OnOverlayRegistered ~= nil)
SLES_535.39
local prev_OnOverlayRegistered = g_OnOverlayRegistered
<br>CLI
<pre>--ee-hook=0x002097d0,FastForwardClock,0x8c6261fc
--ee-hook=0x1a5570,AdvanceClock,,500000
--ee-hook=0x00223c48,AdvanceClock,0x0080382d,8000
--gs-kernel-cl="h2lpool"
--gs-kernel-cl-up="h2lpool2x2"
</pre>
<br>LUA(config.lua)
<pre>


-- indigo_prophecy
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


apiRequest(1.2) -- request version 0.1 API. Calling apiRequest() is mandatory.
eeObj.WriteMem32(start + 0x39c, 0x03E00008)
eeObj.WriteMem32(start + 0x3a0, 0x00000000)
eeObj.WriteMem32(start + 0x004, 0x03E00008)
eeObj.WriteMem32(start + 0x008, 0x00000000)
end


-- Performace fix (bug #9785 )
if (prev_OnOverlayRegistered ~= nil) then
local emuObj = getEmuObject()
-- Make sure to execute any previously registered OnOverlay handler
emuObj.SetGsTitleFix( "globalSet",  "reserved", { waveThreshold = 90000} )
prev_OnOverlayRegistered(filename, start, size)
emuObj.SetGsTitleFix( "ignoreAreaUpdate", 0, { } )
end
-- Accumulate fill area only when conditions are met
end
emuObj.SetGsTitleFix( "includeAreaUpdate", "reserved" , {alphaIsNot = 0, zmsk = 1, tw = 6, th = 6 , tbp = 0x00302000} )  
emuObj.SetGsTitleFix( "ignoreUpRender", 130 , { totalArea= 700} )


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


-- bug#8571
SCES-50361
-- ignore 'no wait vsync' case.
<br>SCES-50361_features.lua
-- unsyncv causes major slowness on loading screen, because the game pushes LOTS of identical frame data to GS.
<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.
eeInsnReplace(0x2097b8, 0x1040000c, 0) -- beqz v0,2097ec <QDT::KCORE::RENDER_CONTEXT::DoSwapStuff(void)+0x1a4>
 
https://drive.google.com/file/d/1KppgZpiK5bgESrpSRKo6kKPTysZ-NAC9/view


-- bug#9727
#Shadows fix, control scheme changes, forced 60Hz/NTSC/Widescreen.</pre>
require("utils")
local eeObj = getEEObject()
local PrecompileAddrs = Queue.new(
  {
0x3b92ec,
0x1f23d0,
0x2bad48,
0x2b9718,
0x14d6c4,
0x14d7fc,
0x1b5a44,
0x14fbf4,
0x1b7aac,
0x195e38,
0x14f4f4,
0x2f54d0,
0x3a7a50,
0x1528a4,
0x1f50a0,
0x152c54,
0x1f6b20,
0x14ffe0,
0x114db0,
0x3cb4e4,
0x21ae90,
0x21b2f8,
0x2218a8,
0x20fa80,
0x20fcf4,
0x20c438,
0x20cb98,
0x20cd40,
0x20cdb0,
0x20b498,
0x20d054,
0x20d0d4,
0x1d910c,
0x1da700,
0x1da81c,
0x331048,
0x1b6ca8,
0x1b7230,
0x3ddf04,
0x1e5b30,
0x2e4668,
0x3ba020,
0x3b1d7c,
0x3b2074,
0x18c13c,
0x3bc678,
0x3bbf60,
0x3bbf7c,
0x3bbfc4,
0x24cfb0,
0x24cfc4,
0x24cfd8,
0x24cfe0,
0x24d014,
0x275dd0,
0x1d7398,
0x1ccf24,
0x1ca534,
0x1ca468,
0x1cb1f0,
0x1cb2d4,
0x1ca478,
0x1ca53c,
0x1ca548,
0x1ca498,
0x1ca4ac,
0x1ca550,
0x1ca55c,
0x1ca564,
0x1ca570,
0x1d73bc,
0x1d73c4,
0x1d73dc,
0x1d73e8,
0x1d73f4,
0x1d7580,
0x237810,
0x1d7588,
0x1d7404,
0x1d73e0,
0x1d7598,
0x1d7418,
0x275de0,
0x24d05c,
0x3bbfcc,
0x24d080,
0x24d090,
0x275f20,
0x1d7d88,
0x1d7ddc,
0x275f3c,
0x24d0a4,
0x3bbfd4,
0x3bc688,
0x2fcfe0,
0x2f9c10,
0x2f9c2c,
0x2f9c40,
0x2f9c48,
0x275a80,
0x275a94,
0x274570,
0x1fea88,
0x1fea98,
0x1feaa8,
0x1feab0,
0x274580,
0x275a9c,
0x275ab0,
0x2f9c54,
0x2f9c60,
0x2fcfe8,
0x2fcff0,
0x2fdb58,
0x2fdba0,
0x2fdbb0,
0x2fdbc4,
0x2fdbcc,
0x2fdbdc,
0x2fdbf4,
0x2fdc00,
0x2fd768,
0x2fcd08,
0x2fd784,
0x2fd790,
0x2fccf0,
0x2fd798,
0x2fd7a0,
0x2fd7ac,
0x2fd7b4,
0x2fd7bc,
0x2fd7c4,
0x2fd7cc,
0x2fd7d4,
0x2fd7ec,
0x2fd7f4,
0x2fd808,
0x2fdc08,
0x2fdc1c,
0x2fdcb4,
0x2fdcbc,
0x2fdd58,
0x2fdd68,
0x2fdd70,
0x2fdd88,
0x2fde1c,
0x2fde4c,
0x2fd6a0,
0x2fd6c0,
0x2fd6cc,
0x2fd6e0,
0x2fd6ec,
0x2fd6f4,
0x2fd6fc,
0x2fd714,
0x2fd744,
0x2fd74c,
0x2fde54,
0x2fcff8,
0x2fd0c0,
0x1fee40,
0x1fee48,
0x1fee6c,
0x1fee74,
0x1fee94,
0x1fef1c,
0x1fef44,
0x3bbae0,
0x3bbc60,
0x3bbc7c,
0x3bbc84,
0x3b7c10,
0x3b7c28,
0x3b7c30,
0x3b7c7c,
0x3b7c88,
0x3b7c90,
0x3b7c98,
0x3b7ca4,
0x3bbc8c,
0x3b8c70,
0x3b8c84,
0x3b8c8c,
0x3b8c94,
0x3b8c9c,
0x3b8ca4,
0x3bbc94,
0x3b19b0,
0x3b19d4,
0x3bbc9c,
0x3b1af8,
0x3bbca4,
0x3b1a50,
0x3bbcac,
0x3bbb08,
0x3bc7e0,
0x3b1950,
0x3bc80c,
0x24c8e8,
0x24c914,
0x2378d0,
0x23794c,
0x237958,
0x237960,
0x24c938,
0x3bc818,
0x3bbb14,
0x3103c4,
0x3103cc,
0x310f98,
0x3103d8,
0x3103ec,
0x2f3764,
0x2f3768,
0x2f37a0,
0x2f37a8,
0x2f3874,
0x2f3920,
0x2f3870,
0x2f391c,
0x2f8de8,
0x2f8df0,
0x3ca7bc,
0x3ca7c8,
0x3adb70,
0x3adb84,
0x3adb8c,
0x3adb94,
0x3afef0,
0x3afd60,
0x3aff18,
0x3aff5c,
0x3adbac,
0x3afec0,
0x3adbb8,
0x3af370,
0x3aeea0,
0x3af3b4,
0x3af3c0,
0x3aeeb8,
0x3af3d0,
0x267a38,
0x267870,
0x267888,
0x267250,
0x267288,
0x21a4e0,
0x21a4ec,
0x267298,
0x2672a0,
0x21a500,
0x21a50c,
0x2672a8,
0x2672bc,
0x267890,
0x267a48,
0x3af3e0,
0x3af3e8,
0x2679d8,
0x2678a0,
0x2678cc,
0x2678d4,
0x267038,
0x267068,
0x2674d8,
0x267074,
0x267080,
0x267538,
0x267090,
0x267550,
0x2670a4,
0x307118,
0x301208,
0x301274,
0x303e48,
0x303e5c,
0x303e74,
0x30127c,
0x3012a4,
0x3012e8,
0x3012fc,
0x30132c,
0x3013d8,
0x30140c,
0x301488,
0x301648,
0x30165c,
0x301674,
0x303c00,
0x301688,
0x301694,
0x3014a4,
0x3014ec,
0x30133c,
0x307134,
0x2670b8,
0x267088,
0x36ce68,
0x36ce90,
0x36cef8,
0x36cf28,
0x36cf38,
0x300d30,
0x36cf50,
0x36cf5c,
0x36cfac,
0x36cfb4,
0x36cfdc,
0x36ce9c,
0x36cff8,
0x36d01c,
0x36d264,
0x36d270,
0x36d290,
0x370a60,
0x370a7c,
0x36d2d0,
0x36d300,
0x36d308,
0x36d310,
0x352890,
0x36d328,
0x36d3d8,
0x370a94,
0x36d29c,
0x36d2a8,
0x36d2c0,
0x36ceb0,
0x36ced8,
0x2670c4,
0x2678f0,
0x2679e8,
0x3af3fc,
0x3af3c8,
0x285388,
0x2853c8,
0x285394,
0x2853b0,
0x27e4bc,
0x27e4c4,
0x27e4cc,
0x27e4d8,
0x27e4f4,
0x27e508,
0x27e510,
0x27e518,
0x2881c0,
0x2881d0,
0x27e524,
0x27e534,
0x27e544,
0x27e54c,
0x27e558,
0x27e574,
0x27e57c,
0x27e588,
0x27e594,
0x27e5a8,
0x27e5b0,
0x27e5c4,
0x3dd3b0,
0x3dd3e0,
0x27e5cc,
0x27e5d4,
0x27e5ec,
0x27e5f8,
0x27e604,
0x27e614,
0x27e62c,
0x27e634,
0x27e640,
0x289c80,
0x289ca4,
0x289cf0,
0x289cf8,
0x289d08,
0x289d18,
0x289d24,
0x289d30,
0x27e654,
0x27e65c,
0x27e674,
0x27e680,
0x27e68c,
0x27e698,
0x27e6a4,
0x3dd208,
0x27e6ac,
0x27d920,
0x27e6b4,
0x28d820,
0x28d840,
0x28d868,
0x28dcf8,
0x28dd34,
0x293580,
0x2935ac,
0x2935d4,
0x2935fc,
0x290720,
0x290748,
0x29076c,
0x290788,
0x290638,
0x290670,
0x290694,
0x2906b0,
0x2906d4,
0x29070c,
0x2911a0,
0x2911d0,
0x2911f8,
0x291188,
0x291208,
0x28d8c8,
0x28d8f8,
0x28d908,
0x28b994,
0x27e6c0,
0x27e6c8,
0x27e0f8,
0x27e6d0,
0x27e6ec,
0x27e6f4,
0x27e72c,
0x27e734,
0x355898,
0x267270,
0x2672b8,
0x36b4f0,
0x36b518,
0x36b3c8,
0x36b3e4,
0x36b3f0,
0x36b3fc,
0x36b414,
0x36b420,
0x36b428,
0x36b43c,
0x36b520,
0x36b528,
0x36b540,
0x36d3d4,
0x36b554,
0x368d78,
0x368d8c,
0x368d94,
0x368d9c,
0x36b574,
0x2ff6c8,
0x2ff6e4,
0x3aff78,
0x2ff6ec,
0x2ff724,
0x2ff780,
0x2ff7c8,
0x3af40c,
0x3adbcc,
0x285fa4,
0x285fac,
0x334a1c,
0x2ff800,
0x334a38,
0x334a40,
0x334a48,
0x334a50,
0x2ff860,
0x334a5c,
0x334a70,
0x334a7c,
0x334ab0,
0x2ff878,
0x334ab8,
0x334ad4,
0x334b20,
0x3e5eb8,
0x3e6078,
0x3e6098,
0x3e60b0,
0x3e60cc,
0x334b28,
0x334b64,
0x3e6080,
0x334b6c,
0x334b78,
0x334a30,
0x334aac,
0x334b04,
0x38de50,
0x38de60,
0x38de7c,
0x334c2c,
0x334c38,
0x334ccc,
0x334c30,
0x334cd8,
0x334868,
0x38d850,
0x38d884,
0x38d924,
0x38da00,
0x38dad4,
0x38dbb0,
0x38dc80,
0x334898,
0x334900,
0x334870,
0x2ff1fc,
0x2ff200,
0x3adb98,
0x301464,
0x3015f8,
0x30160c,
0x301618,
0x303c08,
0x30162c,
0x301638,
0x301480,
0x3014a8,
0x36d27c,
0x36d288,
0x370aa8,
0x370ac4,
0x36d3f0,
0x36d428,
0x36d430,
0x36d438,
0x36d450,
0x36d514,
0x370adc,
0x36d510,
0x2ff5b0,
0x2ff5f0,
0x3aff80,
0x2ff5f8,
0x2ff668,
0x2ff6b0,
0x3349a0,
0x334b48,
0x334b74,
0x334a84,
0x334a90,
0x334a98,
0x334aa4,
0x334abc,
0x38dd48,
0x3a68e0,
0x3a7c30,
0x3a7c6c,
0x3a7c84,
0x3a7c9c,
0x3a7cd8,
0x3a7d08,
0x3a7e18,
0x3a7e20,
0x3a7e40,
0x3a7e50,
0x3a7e68,
0x3a6370,
0x3a7e70,
0x3a7e80,
0x3a7e88,
0x3a7eb0,
0x3a7f0c,
0x3a6904,
0x3a6918,
0x3a6920,
0x3a6928,
0x3a6930,
0x3a6938,
0x3a69ec,
0x38dd50,
0x38dd60,
0x38ddd0,
0x38dde0,
0x38ddfc,
0x38d894,
0x38d89c,
0x38d8bc,
0x38d8dc,
0x38d8fc,
0x38dc84,
0x3348a4,
0x3348ac,
0x3348b8,
0x3348d0,
0x3348d8,
0x3348e4,
0x334910,
0x3331fc,
0x3335d8,
0x33360c,
0x33364c,
0x333610,
0x333618,
0x333620,
0x32eef0,
0x32ef28,
0x32ef3c,
0x32ef50,
0x32ef58,
0x32ef64,
0x32ef78,
0x32ef88,
0x32efa0,
0x32efb0,
0x31e4f0,
0x31e57c,
0x31e598,
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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)


====Harvest Moon®: A Wonderful Life Special Edition====
CUSA06584
<br>CLI
<pre>
--ee-cycle-scalar=0.78
</pre>
</pre>
<br>LUA(features.lua)
 
CUSA06584
<br>LUA
<pre>
<pre>
-- Lua 5.3
apiRequest (1.7)
-- Title:  Indigo Prophecy PS2 - SLUS-21196 (USA)
-- Author:  Ernesto Corvi, Adam McInnis


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


require( "ee-gpr-alias" ) -- you can access EE GPR by alias (gpr.a0 / gpr["a0"])
-- 00107be0 <syncV>: idle loop on vsync
require( "ee-cpr0-alias" ) -- for EE CPR
eeNativeHook (0x107c14, 0x3c03005d,"FastForwardClock", 0)


apiRequest(0.1) -- request version 0.1 API. Calling apiRequest() is mandatory.
eeNativeFunction(0x44f3f8, 0x27bdffd0, 'ieee754_acosf')
 
eeNativeFunction(0x44f820, 0x27bdffd0, 'ieee754_asinf')
local eeObj = getEEObject()
eeNativeFunction(0x450930, 0x44036000, 'ieee754_sqrtf')
local emuObj = getEmuObject()
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 L1 = function() -- QDT::SINT::SCRIPT_LOADING_SCREEN::EM::Run
-- bug#10318 : workaround...
emuObj.ThrottleMax()
eeObj.AddHook(0x3ce0fc, 0x0200202d, function()
end
local sign = (eeObj.GetGpr(gpr.v1) >> 31) & 1
if sign then
local L2 = function() -- QDT::SINT::SCRIPT_LOADING_SCREEN::EM::Stop
eeObj.SetPc(0x3ce118)
emuObj.ThrottleNorm()
end
end
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.
-- Trying to retrieve a COM handle in the game will cause an infinite
-- loop if the handle has been deallocated and the debug server is not
-- connected. There's apparently a small race condition in the Asylum
-- level that sometimes can trigger the bug.
-- The fix involves getting out of the loop.
-- It causes a small visual glitch but otherwise the game continues to work fine.
eeInsnReplace(0x1c5958, 0x10400005, 0) -- QDT::KCOM::COM_SERVICE::RetrieveComHandle
eeInsnReplace(0x1c5b6c, 0x10400005, 0) -- QDT::KCOM::COM_SERVICE::RetrieveComHandle
eeInsnReplace(0x1c5d24, 0x10400005, 0) -- QDT::KCOM::COM_SERVICE::RetrieveComHandle


</pre>
</pre>
 
====Jak 3====
====Fantavision====
'''CLI'''
<br>SCES-50002
<pre>
--gs-kernel-cl-up="fantavision"
--gs-motion-factor=1
</pre>
'''LUA'''
'''LUA'''
<br>SCES-50002
<br>SCUS-97330
<pre>
<pre>
require("ee-gpr-alias")
apiRequest(2.3)
require( "ee-hwaddr" )
apiRequest(0.1) -- request version 0.1 API. Calling apiRequest() is mandatory.


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


--
-- Fix shadow
-- Bug#93709 (JP Bugzilla)
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { 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
-- Reduce flush count
local chcr = ee.GetGpr(gpr.v0)
emuObj.SetGsTitleFix( "SetSelfRender", "reserved", { fbmask= 0x00FFFFFF , renderSelf=1 , zmsk=1 , alpha=0 , texMode=1  } )
if (chcr & 0x05) == 0x05 then
  local tadr = ee.ReadMem32(vif1_hw.TADR)
  if tadr == 0x8883e0 or tadr == 0x9f6b60 then
  ee.SchedulerDelayEvent("vif1.dma", 0x5000)
  end
end
end
end)


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


-- 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 JAK titles have a silly way of obtaining the PS2 Timestamp Counter. A binary code snippet is written
ALL
-- into a NON-CONST array, like so: static u32 getTSC[] = { 0x40024800, 0x03E00008 }; and then that snippet is
<br>CLI
-- called via:  ((u32 (*)())getTSC)()
<pre>--gs-uprender=none
--
--gs-upscale=point
-- Actual disasm of snippet:
--host-audio-latency=0.010
--   129780:40024800    mfc0        $v0,$count
--force-frame-blend=1
--   129784:03E00008    jr          $ra
</pre>
--
<br>LUA
-- Because the code is right next to data in the .data section of the process, the emulator's page fault protection
<pre>
-- gets tripped up constantly and the code must be re-validated on every invocation.  Interesting aside: had the devs
-- Lua 5.3
-- marked the array as 'const' and thus had it placed in .ro_data, there wouldn't be a perf issue in the emu since
-- Title: Fatal Fury: Battle Archives Volume 2 - SLUS-21723 (USA) v1.00
-- page invalidations only occur on writes.
-- Author: Nicola Salmoria
--
-- Date: February 3, 2017
-- 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)
apiRequest(1.6)
--    108c84:0040f809 jalr v0


local gpr = require( "ee-gpr-alias" )
-- Replace four separate instances:
local kFilterMode, kWrapMode, kBlendMultiplier, kBlendFunc = require("sprite")
eeInsnReplace(0x108a78, 0x8c629790, 0x40024800) --  lw     v0,-26736(v1) -> mfc0      $v0,$count
local PadConnectType = require("pad-connect-type")
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


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


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)


local sprite0 = getSpriteObject(0)
if emuObj.IsToolingVerbose() then
local sprite1 = getSpriteObject(1)
print( string.format("--> LOADED SEGMENT \"%s\" MAIN %08x size %x TOP %08x size %x", filename, main, mainSize, top, topSize) )
local sprite2 = getSpriteObject(2)
end
local sprite3 = getSpriteObject(3)


-- Notifications should be assigned to two unused sprite slots. Since we want them to
eeOverlay.Register(filename .. ".main", main, mainSize, false)
-- be displayed on top of everything else, they should be the highest sprites in the list.
eeOverlay.Register(filename .. ".top",  top,  topSize,  true )
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 debugObj = getDebugObject()
local texture1 = getTextureObject(1)
--debugObj.eDumpDisasmToFile ("./DisasmGoal/Jak3/" .. filename .. ".main.dasm", main, mainSize, 0)
local texture2 = getTextureObject(2)
--debugObj.eDumpDisasmToFile ("./DisasmGoal/Jak3/" .. filename .. ".top.dasm",  top,  topSize,  0)
local texture3 = getTextureObject(3)
--debugObj.eDumpAotToFile    ("./DisasmGoal/Jak3/" .. filename .. ".main.aot",  main, mainSize, 0)
local texture4 = getTextureObject(4)
--debugObj.eDumpAotToFile    ("./DisasmGoal/Jak3/" .. filename .. ".top.aot",  top,  topSize,  0)
local texture5 = getTextureObject(5)
local texture6 = getTextureObject(6)
local texture7 = getTextureObject(7)


-- ------------------------------------------------------------
if (g_OnOverlayRegistered ~= nil) then
local STATE_STOPPED = 0
-- Make sure to execute any previously registered OnOverlay handler
local STATE_RUNNING = 1
g_OnOverlayRegistered(filename .. ".main", main, mainSize)
g_OnOverlayRegistered(filename .. ".top",  top,  topSize )
end


local notify_ypos = 24
end
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
eeObj.AddHook(0x1091d4, 0x0080c825, DH8)    --    <ndi::link_control::finish(void)>:
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
assert(g_OnOverlayRegistered ~= nil)
local blink_on_p1 = true
local prev_OnOverlayRegistered = g_OnOverlayRegistered
local blink_on_p2 = true


-- ---------------------------------------------------
g_OnOverlayRegistered = function(filename, start, size)
-- the global function 'Global_InitGpuResources()' is invoked by the emulator after
if (prev_OnOverlayRegistered ~= nil) then
-- the GS has been initialized.  Textures and Shaders must be loaded here.
-- Make sure to execute any previously registered OnOverlay handler
--
prev_OnOverlayRegistered(filename, start, size)
Global_InitGpuResources = function()
end
-- # 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")
if filename == "sparticle-launcher.main" then
texture2.Load("./ART2.png")
-- this RNG-sqrt instance is removed for performance. Additionally, not corrupting the RNG seed with
texture3.Load("./SNK_LOGO.png")
-- bad sqrt math is always a good thing in my book --jstine
texture4.Load("./p1.png")
texture5.Load("./p2.png")
texture6.Load("./p1d.png")
texture7.Load("./p2d.png")


local p1_w,p1_h = texture4.GetSize()
assert(eeObj.ReadMem32(start + 0x005de4) == 0x4be1043d) -- vrget.wxyz  vf01,r
local p2_w,p2_h = texture5.GetSize()
assert(eeObj.ReadMem32(start + 0x005de8) == 0x4a0103bd) -- vsqrt        q,vf01x
local p1d_w,p1d_h = texture6.GetSize()
assert(eeObj.ReadMem32(start + 0x005df0) == 0x4b0000a0) -- vaddq.x      vf02,vf00,q
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)
assert(eeObj.ReadMem32(start + 0x005e4c) == 0x4a00143f) -- vrxor        r,vf02x
spr_p1_notify.SetPosXY(-1 - notify_p1_xsize, notify_ypos)   -- default position is fully obscured from view
assert(eeObj.ReadMem32(start + 0x005ef8) == 0x4a00143f) -- vrxor        r,vf02x
    spr_p1_notify.SetSizeXY(p1_w,p1_h)
assert(eeObj.ReadMem32(start + 0x005f80) == 0x4a00143f) -- vrxor        r,vf02x
spr_p1_notify.SetPosUV(0,0)
assert(eeObj.ReadMem32(start + 0x006018) == 0x4a00143f) -- vrxor        r,vf02x
    spr_p1_notify.SetSizeUV(p1_w,p1_h)
spr_p1_notify.SetBlendColorEquation(blendDefaultEquation)


spr_p2_notify.BindTexture(5)
eeObj.WriteMem32(start + 0x005de4, 0x00000000)
spr_p2_notify.SetPosXY(-1 - notify_p2_xsize, notify_ypos)   -- default position is fully obscured from view
eeObj.WriteMem32(start + 0x005de8, 0x00000000)
    spr_p2_notify.SetSizeXY(p2_w,p1_h)
eeObj.WriteMem32(start + 0x005df0, 0x00000000)
spr_p2_notify.SetPosUV(0,0)
    spr_p2_notify.SetSizeUV(p2_w,p1_h)
spr_p2_notify.SetBlendColorEquation(blendDefaultEquation)


spr_p1d_notify.BindTexture(6)
eeObj.WriteMem32(start + 0x005e4c, 0x00000000)
spr_p1d_notify.SetPosXY(-1 - notify_p1d_xsize, notify_ypos)   -- default position is fully obscured from view
eeObj.WriteMem32(start + 0x005ef8, 0x00000000)
    spr_p1d_notify.SetSizeXY(p1d_w,p1_h)
eeObj.WriteMem32(start + 0x005f80, 0x00000000)
spr_p1d_notify.SetPosUV(0,0)
eeObj.WriteMem32(start + 0x006018, 0x00000000)
    spr_p1d_notify.SetSizeUV(p1d_w,p1_h)
end
spr_p1d_notify.SetBlendColorEquation(blendDefaultEquation)
 
spr_p2d_notify.BindTexture(7)
spr_p2d_notify.SetPosXY(-1 - notify_p2d_xsize, notify_ypos)  -- default position is fully obscured from view
    spr_p2d_notify.SetSizeXY(p2d_w,p1_h)
spr_p2d_notify.SetPosUV(0,0)
    spr_p2d_notify.SetSizeUV(p2d_w,p1_h)
spr_p2d_notify.SetBlendColorEquation(blendDefaultEquation)
end
end


-- --------------------------------------------------------------------------------------
-- 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.


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


local update_notifications_p1 = function()
====Jak 2====
 
'''CLI'''
if notify_animstate_p1 == STATE_STOPPED then
<br>SCUS-97265
spr_p1_notify.Disable()
<pre>
spr_p1d_notify.Disable()
--ee-jit-pagefault-threshold=20
return
--gs-frontend-opt-mode=1
end
--gs-use-mipmap=1
 
--gs-kernel-cl="mipmap"
emuObj.ThrottleNorm()
--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 keyframe = 15
local gpr    = require("ee-gpr-alias")
local emuObj = getEmuObject()
local eeObj = getEEObject()
local eeOverlay = eeObj.getOverlayObject()
local iopObj    = getIOPObject()
local gsObj = getGsObject()


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
-- Fix shadow
if blink_on_p1 == true then notify_ypos = 24 end
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { 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))
-- Reduce flush count
-- print(string.format("notify_frames_p1 %s", notify_frames_p1))
emuObj.SetGsTitleFix( "SetSelfRender", "reserved", { fbmask= 0x00FFFFFF , renderSelf=1 , zmsk=1 , alpha=0 , texMode=1  } )


if notify_frames_p1 >= 225 then
---------------------------------------------------------------------------------
notify_animstate_p1 = STATE_STOPPED
-- Basic Block breakers for EE AOT Injection
notify_frames_p1 = 0
eeOverlay.AddPreHook("traffic-engine.seg1", 0x004474, 0x0080e025, "nop" )
connected_p1 = 47
eeOverlay.AddPreHook("spatial-hash.seg1", 0x004474, 0x0080e025, "nop" )
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
-- ------------------------- OVERLAY MANAGER --------------------------
spr_p1d_notify.SetBlendColor(1.0,1.0,1.0,1.0)
g_OnOverlayRegistered = function(filename, start, size)
spr_p1d_notify.SetPosXY(math.floor((1920-notify_p1d_xsize)/2), notify_ypos)
-- global function provided for adding per-overlay callback handlers.
spr_p1d_notify.Enable()
end
end
end


local update_notifications_p2 = function()
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 notify_animstate_p2 == STATE_STOPPED then  
if emuObj.IsToolingVerbose() then
spr_p2_notify.Disable()
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) )
spr_p2d_notify.Disable()
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) )
return
print( string.format("    seg2linkptr %08x seg2dataptr %08x seg2size %08x seg2flags %08x", linkblock_allocate_seg2_linkptr, linkblock_allocate_seg2_dataptr, linkblock_allocate_seg2_size, linkblock_allocate_seg2_flags) )
print( string.format("    seg3linkptr %08x seg3dataptr %08x seg3size %08x seg3flags %08x", linkblock_allocate_seg3_linkptr, linkblock_allocate_seg3_dataptr, linkblock_allocate_seg3_size, linkblock_allocate_seg3_flags) )
end
end


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


local keyframe = 15
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


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
if linkblock_allocate_seg1_size ~= 0 then g_OnOverlayRegistered(linkblock_allocate_name .. ".seg1", linkblock_allocate_seg1_dataptr, linkblock_allocate_seg1_size) end
if blink_on_p2 == true then notify_ypos = 24 + notify_ysize + 8 end
if linkblock_allocate_seg1_size ~= 0 then g_OnOverlayRegistered(linkblock_allocate_name .. ".seg3", linkblock_allocate_seg3_dataptr, linkblock_allocate_seg3_size) 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
end
end


-- print(string.format("connected_p1 %s, connected_p2 %s", connected_p1, connected_p2))
assert(g_OnOverlayRegistered ~= nil)
local prev_OnOverlayRegistered = g_OnOverlayRegistered


if connected_p2 == true then
g_OnOverlayRegistered = function(filename, start, size)
spr_p2_notify.SetBlendColor(1.0,1.0,1.0,1.0)
if (prev_OnOverlayRegistered ~= nil) then
spr_p2_notify.SetPosXY(math.floor((1920-notify_p2_xsize)/2), notify_ypos)
-- Make sure to execute any previously registered OnOverlay handler
spr_p2_notify.Enable()
prev_OnOverlayRegistered(filename, start, size)
end
end


if connected_p2 == false then
if filename == "sparticle-launcher.seg1" then
spr_p2d_notify.SetBlendColor(1.0,1.0,1.0,1.0)
-- this RNG-sqrt instance is removed for performance. Additionally, not corrupting the RNG seed with
spr_p2d_notify.SetPosXY(math.floor((1920-notify_p2d_xsize)/2), notify_ypos)
-- bad sqrt math is always a good thing in my book --jstine
spr_p2d_notify.Enable()
end


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


-- slot can range from 0 to 3, for users 1 thru 4.
assert(eeObj.ReadMem32(start + 0x00454c) == 0x4a00143f) -- vrxor        r,vf02x
-- pad_type can be either:  DS4, REMOTE_DS4, REMOTE_VITA, or HID
assert(eeObj.ReadMem32(start + 0x0045f8) == 0x4a00143f) -- vrxor        r,vf02x
local onHIDPadEvent = function(slot, connected, pad_type)
assert(eeObj.ReadMem32(start + 0x004680) == 0x4a00143f) -- vrxor        r,vf02x
spr_p1_notify.Disable()
assert(eeObj.ReadMem32(start + 0x004718) == 0x4a00143f) -- vrxor        r,vf02x
spr_p1d_notify.Disable()
 
spr_p2_notify.Disable()
eeObj.WriteMem32(start + 0x0044ec, 0x00000000)
spr_p2d_notify.Disable()
eeObj.WriteMem32(start + 0x0044f0, 0x00000000)
-- print(string.format("slot %s, connected %s, pad_type %s", slot, connected, pad_type))
eeObj.WriteMem32(start + 0x0044f8, 0x00000000)
if pad_type == PadConnectType.HID then
 
notify_frames_p1 = 0
eeObj.WriteMem32(start + 0x00454c, 0x00000000)
notify_frames_p2 = 0
eeObj.WriteMem32(start + 0x0045f8, 0x00000000)
blink_on_p1 = true
eeObj.WriteMem32(start + 0x004680, 0x00000000)
blink_on_p2 = true
eeObj.WriteMem32(start + 0x004718, 0x00000000)
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
end


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


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


-- ---------------------------------------------------
local Ready = 0
-- Full Screen (480p) NoFX
-- ---------------------------------------------------


local original = function()
local DetectFunc = function()
sprite0.BindTexture(0)
if Ready == 0 then
sprite0.BindFragmentShader(0)
sprite0.SetPosXY((1920-1440)/2,0)
local discID = eeObj.ReadMemStr(0x0012fc8)
sprite0.SetSizeXY(1440,1080)
sprite0.SetBlendColor(1.0,1.0,1.0,1.0)
if (discID ~= "") then
sprite0.Enable()
 
if (discID == "cdrom0:\\SCUS_972.65;1") or (discID == "cdrom0:\\SCPS_150.57;1") then
sprite1.Disable()
-- US or Japan Disc
end
Ready = 1
 
install_c_hooks(0)
-- ---------------------------------------------------
-- Full Screen + ScanLines (480p)
print( string.format("********************* DETECTED USA, JAPAN DISC ********************" ) )
-- ---------------------------------------------------
 
elseif (discID == "cdrom0:\\SCKA_200.10;1") then
local scanlines = function()
Ready = 1
sprite0.BindTexture(0)
install_c_hooks(0x08)
sprite0.SetPosXY((1920-1440)/2,0)
print( string.format("********************* KOREA DISC ********************" ) )
sprite0.SetSizeXY(1440,1080)
sprite0.BindFragmentShader(1)
elseif (discID == "cdrom0:\\SCES_516.08;1") then
sprite0.SetShaderParams(scanlineParams)
-- European Disc
sprite0.SetBlendColor(1.0,1.0,1.0,1.0)
Ready = 1
sprite0.Enable()
install_c_hooks(0xb8)
 
sprite1.Disable()
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
end


-- ---------------------------------------------------
emuObj.AddVsyncHook(DetectFunc)
-- SNK Overlay NoFX
</pre>
-- ---------------------------------------------------
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)
====Jak X====
sprite1.SetPosXY(0,0)
'''CLI'''
sprite1.SetSizeXY(1920,1080)
<br>SCUS-97429
sprite1.SetPosUV(0,0)
<pre>
sprite1.SetSizeUV(1920,1080)
--ee-jit-pagefault-threshold=30
sprite1.Enable()
--gs-frontend-opt-mode=1
end
--gs-use-mipmap=1
--gs-kernel-cl="mipmap"
--gs-kernel-cl-up="mipmap2x2"
--cop2-no-clamping=1
--vu1-mpg-cycles=250
</pre>
 
'''LUA'''
<br>SCUS-97429
<pre>
-- Jak X Combat Racing  [US]


-- ---------------------------------------------------
apiRequest(2.2)
-- SNK Overlay + ScanLines (480p)
-- ---------------------------------------------------


local bezel_scanlines = function()
local gpr = require("ee-gpr-alias")
sprite0.BindTexture(0)
local eeObj = getEEObject()
sprite0.SetPosXY((1920-1280)/2, (1080-896)/2)
local emuObj = getEmuObject()
sprite0.SetSizeXY(1280,896)
local gsObj = getGsObject()
sprite0.BindFragmentShader(1)
local eeOverlay = eeObj.getOverlayObject()
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


-- ---------------------------------------------------
-- Bug 10697
-- Arcade Overlay NoFX
emuObj.SetGsTitleFix( "ignoreSubBuffCov", "reserved", { texMode=2 , tw=6 , th=5} )
-- ---------------------------------------------------
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)
-- Fix shadow
sprite1.SetPosXY(0,0)
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=1  } )
sprite1.SetSizeXY(1920,1080)
sprite1.SetPosUV(0,0)
sprite1.SetSizeUV(1920,1080)
sprite1.Enable()
end


-- ---------------------------------------------------
-- Reduce flush count
-- Arcade Overlay + ScanLines (480p)
emuObj.SetGsTitleFix( "SetSelfRender", "reserved", { fbmask= 0x00FFFFFF , renderSelf=1 , zmsk=1 , alpha=0 , texMode=1  } )
-- ---------------------------------------------------


local bezel2_scanlines = function()
-- ------------------------- OVERLAY MANAGER --------------------------
sprite0.BindTexture(0)
g_OnOverlayRegistered = function(filename, start, size)
sprite0.SetPosXY((1920-1280)/2, (1080-896)/2)
-- global function provided for adding per-overlay callback handlers.
sprite0.SetSizeXY(1280,896)
-- See code for bug#10141 below, as example of this usage.
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


-- -- 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)


local VIDEOMODE_ORIGINAL = 0*2 + 0
if emuObj.IsToolingVerbose() then
local VIDEOMODE_SCANLINES = 0*2 + 1
print(string.format("LOAD SEGMENT \"%s\" MAIN %08x size %x TOP %08x size %x",
local VIDEOMODE_ART1 = 1*2 + 0
filename, main, mainSize, top, topSize))
local VIDEOMODE_ART1_SCANLINES = 1*2 + 1
end
local VIDEOMODE_ART2 = 2*2 + 0
local VIDEOMODE_ART2_SCANLINES = 2*2 + 1
eeOverlay.Register(filename .. ".main", main, mainSize, false)
local VIDEOMODE_LOGO = 127
eeOverlay.Register(filename .. ".top",  top,  topSize,  true )


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


local function switchVideoMode(mode)
if lastVideoMode ~= mode then
lastVideoMode = mode


emuObj.ThrottleNorm()
-- ---------------------------------------------------------------------------------
-- This code serves as both a working patch for Jak X and as a sample for implementing
if mode == VIDEOMODE_ORIGINAL then
-- overlay-relative code patches in trophy or feature lua scripts. The process described:
original()
--
elseif mode == VIDEOMODE_SCANLINES then
-- 1. store local copy of current global variable instance.  if g_OnOverlayRegistered is
scanlines()
--    nil then we have a problem.  The universal overlay hook is missing for some reason.
elseif mode == VIDEOMODE_ART1 then
--
bezel()
-- 2. Bind our own function to g_OnOverlayRegistered.  Since it's a global, the hook code
elseif mode == VIDEOMODE_ART1_SCANLINES then
--    in config.lua will execute our handler when the hook is invoked.
bezel_scanlines()
elseif mode == VIDEOMODE_ART2 then
bezel2()
elseif mode == VIDEOMODE_ART2_SCANLINES then
bezel2_scanlines()
end
end
end


assert(g_OnOverlayRegistered ~= nil)
local prev_OnOverlayRegistered = g_OnOverlayRegistered


local logoON = function(fade)
g_OnOverlayRegistered = function(filename, start, size)
lastVideoMode = VIDEOMODE_LOGO
if (prev_OnOverlayRegistered ~= nil) then
-- Make sure to execute any previously registered OnOverlay handler
prev_OnOverlayRegistered(filename, start, size)
end


sprite0.BindTexture(3)
-- bug#10141  workaround
sprite0.SetPosXY(0,0)
-- the problem is actually on a block 0x013090bc - 0x01309188.
sprite0.SetSizeXY(1920,1080)
-- the block is expected to loop 8 times (s4 is the loop counter),
sprite0.SetPosUV(0,0)
-- the game falls into freezing state once it reaches at 0x01309170.
sprite0.SetSizeUV(1920,1080)
-- it seems it's OK just to avoid to go into this 'freeze' state, eliminated the branch.
sprite0.SetBlendColor(fade,fade,fade,fade)
sprite0.SetBlendColorEquation(blendConstFadeEquation)
sprite0.Enable()


sprite1.Disable()
-- this doesn't take into account relocatable code.
end
-- 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
-- convert unsigned int to signed
assert (eeObj.ReadMem32(adr) == 0x1000012f)
local function asSigned(n)
eeObj.WriteMem32(adr, 0)
local MAXINT = 0x80000000
return (n >= MAXINT and n - 2*MAXINT) or n
end
 
 
local TH1 = -- LoadingScreen constructor
function()
emuObj.ThrottleMax()
end
end
 
local TH2 = -- LoadingScreen destructor
-- bug#10720 - title has a bugged RNG which does an SQRT of the current seed and xor the
function()
-- result back into the seed.  This breaks the prime factorial pattern of the RNG and causes
emuObj.ThrottleNorm()
-- it to fall into a repeating loop with disturbing regularity.  NOP'ing out the sqrt/xor
-- hack seems to fix the title. --jstine
if filename == "math.main" then
assert(eeObj.ReadMem32(start + 0x0005e4) == 0x4be1043d) -- vrget.wxyz  vf01,r
assert(eeObj.ReadMem32(start + 0x0005e8) == 0x4a0103bd) -- vsqrt        q,vf01x
assert(eeObj.ReadMem32(start + 0x0005ec) == 0x4b0000a0) -- vaddq.x      vf02,vf00,q
assert(eeObj.ReadMem32(start + 0x0005f0) == 0x4a00143f) -- vrxor        r,vf02x
eeObj.WriteMem32(start + 0x0005e4, 0x00000000)
eeObj.WriteMem32(start + 0x0005e8, 0x00000000)
eeObj.WriteMem32(start + 0x0005ec, 0x00000000)  
eeObj.WriteMem32(start + 0x0005f0, 0x00000000)  
end
end
-- this RNG-sqrt instance is removed more for performance than for RNG corruption.  the particle
-- launcher iterates over the sqrt quite often.  In any case, not corrupting the RNG seed with
-- bad sqrt math is always a good thing in my book --jstine


if filename == "sparticle-launcher.main" then
assert(eeObj.ReadMem32(start + 0x00630c) == 0x4be1043d) -- vrget.wxyz  vf01,r
assert(eeObj.ReadMem32(start + 0x006310) == 0x4a0103bd) -- vsqrt        q,vf01x
assert(eeObj.ReadMem32(start + 0x006318) == 0x4b0000a0) -- vaddq.x      vf02,vf00,q
assert(eeObj.ReadMem32(start + 0x006370) == 0x4a00143f) -- vrxor        r,vf02x
assert(eeObj.ReadMem32(start + 0x0063fc) == 0x4a00143f) -- vrxor        r,vf02x
assert(eeObj.ReadMem32(start + 0x006484) == 0x4a00143f) -- vrxor        r,vf02x
assert(eeObj.ReadMem32(start + 0x00651c) == 0x4a00143f) -- vrxor        r,vf02x


local LH1 = -- update splash screen
eeObj.WriteMem32(start + 0x00630c, 0x00000000)
function()
eeObj.WriteMem32(start + 0x006310, 0x00000000)
local base = eeObj.GetGpr(gpr.s0)
eeObj.WriteMem32(start + 0x006318, 0x00000000)
local fade = eeObj.GetGpr(gpr.a1)
eeObj.WriteMem32(start + 0x006370, 0x00000000)
local splashNum = eeObj.ReadMem32(base + 12)
eeObj.WriteMem32(start + 0x0063fc, 0x00000000)
if splashNum == 4 then
eeObj.WriteMem32(start + 0x006484, 0x00000000)
logoON(fade / 128.0)
eeObj.WriteMem32(start + 0x00651c, 0x00000000)
elseif splashNum == 5 then
switchVideoMode(VIDEOMODE_ORIGINAL)
end
end
end
end
-- ---------------------------------------------------------------------------------


</pre>


local FH1 = -- initialize autosave flag
====Kinetica====
function()
'''CLI'''
local base = eeObj.GetGpr(gpr.a0)
<br>SCUS-97132
<pre>
--vu1-clamp-range=0x386,0x386
--vu1-clamp-range=0x5e0,0x5f0 # another gritches
--gs-kernel-cl-up="up2x2skipinterp"
--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>


eeObj.WriteMem8(base + 8, 1) -- ON
'''LUA'''
end
<br>SCUS-97132
<pre>
local gpr = require("ee-gpr-alias")
apiRequest(0.1) -- request version 0.1 API. Calling apiRequest() is mandatory.


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


local FH2A = -- prepare Display Settings menu
-- require("debughooks")
function()
-- local iopObj = getIOPObject()
local artwork = "ARTWORK"
-- iopObj.AddHook(0x000135ac, 0x27bdffe0, DebugHooks.h_IOP_ioman_write)
local scanlines = "SCANLINES"


eeObj.WriteMemStrZ(0x1b8d07, artwork)
-- bug#8123
eeObj.WriteMemStrZ(0x1b8d12, scanlines)
-- Skip resetting VAG stream which happens on an error.
end
iopInsnReplace(0x00090028, 0x16220009, 0x08024014) -- bne $s1,$v0,0x00090050 => j 0x00090050


local FH2B = -- update Position X (now Artwork) description
-- bug#9405 - advance EE clock according to spinning-loop SIF activity.
function()
local base = eeObj.GetGpr(gpr.s2)
local skip_syncDCache = function()
local buffer = eeObj.GetGpr(gpr.a1)
-- Original value when actually processing syncDCache was 3300
-- Boosting to 8000 helps reduce bottleneck
eeObj.AdvanceClock(8000)
end


local pos = asSigned(eeObj.ReadMem32(base + 256))
eeInsnReplace(0x1ca9e0, 0x27bdffe0, 0x03e00008)
-- limit to valid range
eeInsnReplace(0x1ca9e4, 0x0080302d, 0x00000000)
pos = pos % 3
eeObj.AddHookJT(0x1ca9e0, 0x03e00008, skip_syncDCache)
eeObj.WriteMem32(base + 256, pos)


local options = {"NONE", "ART1", "ART2"}
-- gametime to be from realtim....
eeObj.WriteMemStrZ(buffer, options[pos + 1])
-- # this causes the time elapses even while in pause. so bugged
end
-- # also maybe this causes 'negative' race time as well.
-- 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)


local FH2C = -- update Position Y (now Scanlines) description
-- to work skipping frame mechanism correctly...
function()
-- the game checks a flag set by INTC GS whether GS still does his job or not to
local base = eeObj.GetGpr(gpr.s2)
-- determine whether it should skip a frame or not.
local buffer = eeObj.GetGpr(gpr.a1)
-- Unfortunately we don't have the actual timing of GS FINISH signal.
-- Instead of that, we check EE clock to determine to skip or not.


local pos = asSigned(eeObj.ReadMem32(base + 260))
local ee_frequency = 294912000
-- limit to valid range
local vsync_frequency = 59.94 -- use interlace freq.  
pos = pos % 2
eeObj.WriteMem32(base + 260, pos)


local options = {"OFF", "ON"}
local one_vsync_clock_on_ntsc = math.floor(ee_frequency / vsync_frequency)
eeObj.WriteMemStrZ(buffer, options[pos + 1])
end




local FH3 = -- apply display position x/y settings (now Artwork/Scanlines)
-- Kinetica has some inconsistency among frames -- some frames take unusually long, possibly due
function()
-- to AI updates.  In these cases, it is necessary to skip multiple frames to catch the game's
local posX = asSigned(eeObj.GetGpr(gpr.a0))
-- clock back up to realtime. To do so, we track 'expected_clock' over time, so that especially
local posY = asSigned(eeObj.GetGpr(gpr.a1))
-- slow frames are compensated for over time.


eeObj.SetGpr(gpr.a0, 0) -- force pos X to 0
local prev_clock = 0
eeObj.SetGpr(gpr.a1, 0) -- force pos Y to 0
local expected_clock = 0


-- limit to valid range
eeObj.AddHook(0x181f7c, 0x8f82bf54, function()
posX = posX % 3
-- It hits here when it skips a frame.
posY = posY % 2
--local diff = eeObj.GetClock() - prev_clock
local clock = eeObj.GetClock()
--local diff  = clock - expected_clock
--print(string.format("SKIP FRAME: diff=%7d", diff))


switchVideoMode(posX * 2 + posY)
--prev_clock    = eeObj.GetClock() -- just update the clock.
end
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)




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


-- register hooks
local mpgCycles_default = 900
local currentMpgCycles = mpgCycles_default


local elfChkSelect = function(opcode, pc, expectedOpcode)
local checkNeedsSpeedHack = function()
local checkValue = eeObj.ReadMem32(0x100120)
local stageId    = eeObj.ReadMem32(0x01fce8c)
local numPlayers = eeObj.ReadMem32(0x01ffd78) -- 0x01ffd7c seems to always match this one...
 
-- print(string.format("stageId = %d, numPlayers = %d", stageId, numPlayers))
-- 3 = Electrica
-- 7 = Electrica II
-- 8 = Cliffhanger
local newMpgCycles = mpgCycles_default
if (stageId == 3 or stageId == 7 or stageId == 8) then
 
-- note: this will also apply to demo loops (0 players)
newMpgCycles = newMpgCycles + 120
if stageId == 7 then
-- Electrica 2 is extra-special slow in some areas.
-- (and 2-player mode on this map runs enough mpgs that extra penalty isn't needed)
if numPlayers == 2 then
newMpgCycles = newMpgCycles - 100
else
newMpgCycles = newMpgCycles + 275
end
elseif numPlayers == 2 then
-- increment is not so big here because two player mode already runs many more VU programs.
newMpgCycles = newMpgCycles + 100
end


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


local elfChkBoot = function(opcode, pc, expectedOpcode)
if currentMpgCycles ~= newMpgCycles then
local checkValue = eeObj.ReadMem32(0x100120)
-- print ( string.format("################### Setting mpg-cycles = %d", newMpgCycles) )
 
eeObj.Vu1MpgCycles(newMpgCycles)
if checkValue == 0xffb00000 then
currentMpgCycles = newMpgCycles
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 = {
eeObj.AddHookJT(0x15ca2c,0x27bdff20,checkNeedsSpeedHack)
-- 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
</pre>
eeObj.AddHook(0x100964, function(op, pc) return elfChkBoot(op, pc, 0x8e050090) end, LH1), -- <_ZN25_GLOBAL__N_logo.cppFOxZrb8LogoPlay4stepEv>:


-- turn on auto save
====The King of Fighters Collection: The Orochi Saga====
eeObj.AddHook(0x108778, function(op, pc) return elfChkSelect(op, pc, 0xa0800008) end, FH1), -- <__0o5LMenuContentISaveLoadctv>:
<br>CLI
 
<br>SLUS-21554
-- patch Position x/y options to show Artwork/Scanlines options
<pre>
eeObj.AddHook(0x110f50, function(op, pc) return elfChkSelect(op, pc, 0x34050005) end, FH2A), -- <__0o5X__N_8_menu_cpp_761e2d17TMenuDispSettingItemctv>:
--host-audio-latency=0.010
eeObj.AddHook(0x110d88, function(op, pc) return elfChkSelect(op, pc, 0x02802825) end, FH2B), -- <__0f5X__N_8_menu_cpp_761e2d17XMenuDispSettingPropertyEstepv>:
--force-frame-blend=1
eeObj.AddHook(0x110dc4, function(op, pc) return elfChkSelect(op, pc, 0x02802825) end, FH2C), -- <__0f5X__N_8_menu_cpp_761e2d17XMenuDispSettingPropertyEstepv>:
</pre>
 
<br>LUA
-- apply artwork / scanlines settings
<pre>
eeObj.AddHook(0x1084d4, function(op, pc) return elfChkSelect(op, pc, 0x8e050104) end, FH3), -- <__0FTapplyDisplaySettingv>:
-- Lua 5.3
}
-- Titles: The King of Fighters Collection - The Orochi Saga
 
-- Features version: 1.00
-- disallow skipping splash screens
-- Author: David Haywood, Warren Davis
eeInsnReplace(0x1009a0, 0xae000014, 0x00000000) -- nop
-- Date: March/April 2017


--[[ 


-- Fight stick
Notes:
 
The intro sequence (SNK logo, movie) only plays ONCE, on startup, never again, no matter how long you leave things in attract mode
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.


HIDPad_Enable()


local addedHooks = false
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 pad = function()
continues to play until you confirm the 'save to memory card' choice, this might not work to our advantage.
if addedHooks == false then
addedHooks = true
switchVideoMode(VIDEOMODE_ORIGINAL)
emuObj.AddVsyncHook(update_notifications_p1)
emuObj.AddVsyncHook(update_notifications_p2)


-- test message on boot
Rom base is set to 00020000 then the actual value as soon as you select a game from the main menu.
-- onHIDPadEvent(0, true, PadConnectType.HID)


-- bug report:
text base and RAM base get set as soon as the actual emulation starts for each game.
-- please decrease the following title sound volume to the PS4 recommendation.
-- REALBOUT FATAL FURY -11.49LKFS
-- REALBOUT FATAL FURY SPECIAL -10.95LKFS
-- RB2 THE NEWCOMERS -10.04LKFS
-- PS4 recommendation:-24LKFS(±2)
--
-- 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


emuObj.AddPadHook(onHIDPadEvent)
emuObj.AddEntryPointHook(pad)


</pre>
Sprites
0 SNK logo
1 Bezel


====Fu'un Super Combo!!!====
2 Art Mode notification
SLPS_257.81
3 Scan Mode notification
<br>CLI
 
<pre>--gs-uprender=2x2
4 Fight stick notification
--gs-upscale=point
5 Fight stick notification
--host-audio-latency=0.3
6 Fight stick notification
--ee-hook=0x127050,AdvanceClock,0x2403002b,0x4000
7 Fight stick notification
--ee-hook=0x106734,FastForwardClock,0x0c04149c
 
--ee-native-function=memcpy,0x11fa9c,0x0080402d
 
--force-frame-blend=1
Requested volume adjustments
--vif1-ignore-cmd-ints=1
#Graphical and performance fixes.</pre>


SLPS_257.81
Intro 100% -> 79.43%
<br>LUA
Games 100% -> 70.79%
<pre>
apiRequest(1.4)


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


eeInsnReplace(0x1279d0, 0x27bdffc0, 0x03e00008)                -- <SyncDCache>
-- 1 for US
eeInsnReplace(0x1279d4, 0xffb20020, 0x00000000)
-- 2 for Europe
eeNativeHook (0x1279d0, 0x03e00008,'AdvanceClock',0xa00)
local Region = 1
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")


local eeObj = getEEObject()
apiRequest(2.0) -- request version 2.0 API. Calling apiRequest() is mandatory.
local emuObj = getEmuObject()


-- *** viBufBeginPut (1)
local eeObj = getEEObject()
--eeInsnReplace(0x105628, 0x0c049c78, 0) -- jal 1271e0 <WaitSema>
local emuObj = getEmuObject()
eeInsnReplace(0x1056c8, 0x0c049c70, 0) -- jal 1271c0 <SignalSema>
local gsObj    = getGsObject()
-- *** 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.
-- hangs on black screen with some other language settings (eg Japanese)
eeInsnReplace(0x118620, 0x0c04672a, 0) -- jal 119ca8 <_waitIpuIdle>
emuObj.SetPs2Lang(1)


-- bug# 9972
local gpr = require("ee-gpr-alias")
local emuObj = getEmuObject()
local kFilterMode, kWrapMode, kBlendMultiplier, kBlendFunc = require("sprite")
emuObj.SetGsTitleFix( "ignoreSubBuffCov", "reserved", { } )
local PadConnectType = require("pad-connect-type")
#Crash/stall fixes.</pre>


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


SLUS_200.62
-- NEEDS HOOKING UP
<br>LUA
local OptionsMenuActive = 0
<pre>
local RestoreNewMenus = false -- WBD keep new menus from reappearing when Player Control menu goes away
apiRequest(0.1) -- request version 0.1 API. Calling apiRequest() is mandatory.


-- Performace fix
-- should these be 1-x ?
local emuObj = getEmuObject()
local INTROVOLUME = 0.375                  --WBD adjusted, was 0.7943 
local thresholdArea = 600
local GAMEVOLUME = 0.39                    --WBD adjusted, was 0.7079
emuObj.SetGsTitleFix( "ignoreUpRender", thresholdArea , {alpha=0x80008068 , zmsk=1 } )


local SaveData = emuObj.LoadConfig(0)


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


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


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


require( "ee-gpr-alias" ) -- you can access EE GPR by alias (gpr.a0 / gpr["a0"])
local snklogo = 0


apiRequest(0.7) -- need widescreen support
--print (string.format("_NOTE: STARTING Region %d", Region))


local eeObj = getEEObject()
-----------------------
local emuObj = getEmuObject()
-- Video Options
-----------------------


local sprite_snklogo = getSpriteObject(0)
local sprite_bezel = getSpriteObject(1)
local sprite_artmenu = getSpriteObject(2)
local sprite_scanmenu = getSpriteObject(3)


local USEWIDESCREEN_ADDRESS = 0x416748
-- 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)


local H1 = -- start of main()
-- note: Texture 0 is fixed as the PS2 scanout.
function()
local texture1 = getTextureObject(1)
eeObj.WriteMem8(USEWIDESCREEN_ADDRESS, 1) -- enable widescreen
local texture2 = getTextureObject(2)
end
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 H2 = -- change widescreen flag
local notify_ypos = 24
function()
local notify_p1_xsize = 0
local isWidescreen = eeObj.GetGpr(gpr.v0)
local notify_p2_xsize = 0
local notify_p1d_xsize = 0
if isWidescreen == 0 then
local notify_p2d_xsize = 0
emuObj.SetDisplayAspectNormal()
local notify_ysize = 0
else
emuObj.SetDisplayAspectWide()
end
end


local hook1 = eeObj.AddHook(0x27ed04, 0x7fbf0000, H1) -- <main>:
local notify_frames_p1 = 0
local hook2 = eeObj.AddHook(0x270e50, 0xa382b8d8, H2) -- <CMenuManager::AnaliseMenuContents(void)>:
local notify_frames_p2 = 0
#Official widescreen support.</pre>
local notify_animstate_p1 = STATE_STOPPED
local notify_animstate_p2 = STATE_STOPPED


====Grand Theft Auto: San Andreas====
local connected_p1 = 47
SLUS_209.46
local connected_p2 = 47
<br>CLI
local blink_on_p1 = true
<pre>--gs-optimize-30fps=1
local blink_on_p2 = true
--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
#Performance optimisation/fix.</pre>


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


-- bug#8979
local texture9 = getTextureObject(9)
-- The game bugged.
local texture10 = getTextureObject(10)
-- CStreaming::StreamPedsIntoRandomSlots(int*) expects 8 integers arrray to process,
local texture11 = getTextureObject(11)
-- but CCheat::LoveConquersAllCheat() function copies just only 6 integers to the stack.
local texture12 = getTextureObject(12)
-- it seems the table of the source is correct, so using lq/sq instead of ld/sd to copy
local texture13 = getTextureObject(13)
-- 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
-- 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
local extra_menu_h = 0
local emuObj = getEmuObject()
local extra_menu_w = 0
local thresholdArea = 700
emuObj.SetGsTitleFix( "ignoreUpRender", thresholdArea , {alpha=0x80000044 , zmsk=1 } )
#Performance and rendering fixes.</pre>


SLUS_209.46
-- adjust these?
<br>SLUS-20946_features.lua
local artmenu_ypos = 770 -- adjusted by WBD
<pre>-- Lua 5.3
local scanmenu_ypos = artmenu_ypos + 36
-- Title: Grand Theft Auto: San Andreas - SLUS-20946 (USA) v3.00
-- Author: Nicola Salmoria
-- Date:  November 5, 2015


local menu_xpos = 600 -- adjusted by WBD


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


apiRequest(0.7) -- need widescreen support
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)
--]]


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




local USEWIDESCREEN_ADDRESS = 0x7004ef


local H1 = -- init widescreen flag
HideScanMenu = function()
function()
sprite_scanmenu.Disable()
eeObj.WriteMem8(USEWIDESCREEN_ADDRESS, 1) -- enable widescreen
--[[ WBD  added Disable rather than position offscreen
end
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


local H2 = -- main game loop
function()
local isWidescreen = eeObj.ReadMem8(USEWIDESCREEN_ADDRESS)
if isWidescreen == 0 then
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>


====Grand Theft Auto: Vice City====
ShowArtMenu = function()
SLUS_205.52
sprite_artmenu.BindTexture(SaveData.vid_mode+9)
<br>CLI
sprite_artmenu.SetPosXY(menu_xpos, artmenu_ypos)
<pre>--gs-check-trans-rejection=1
    sprite_artmenu.SetSizeXY(extra_menu_w,extra_menu_h)
--gs-kernel-cl-up="up2x2tc"
sprite_artmenu.SetPosUV(0,0)
--gs-optimize-30fps=1
    sprite_artmenu.SetSizeUV(extra_menu_w,extra_menu_h)
--ee-hook=0x277b88,FastForwardClock
sprite_artmenu.SetBlendColorEquation(blendDefaultEquation)
--ee-hook=0x279a18,FastForwardClock
sprite_artmenu.Enable()
</pre>
end


SLUS_205.52
ShowScanMenu = function()
<br>LUA
sprite_scanmenu.BindTexture(SaveData.vid_scanlines+12)
<pre>
sprite_scanmenu.SetPosXY(menu_xpos, scanmenu_ypos)
apiRequest(0.1) -- request version 0.1 API. Calling apiRequest() is mandatory.
    sprite_scanmenu.SetSizeXY(extra_menu_w,extra_menu_h)
sprite_scanmenu.SetPosUV(0,0)
    sprite_scanmenu.SetSizeUV(extra_menu_w,extra_menu_h)
sprite_scanmenu.SetBlendColorEquation(blendDefaultEquation)
sprite_scanmenu.Enable()
end




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




-- 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>


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


local update_notifications_p1 = function()


require( "ee-gpr-alias" ) -- you can access EE GPR by alias (gpr.a0 / gpr["a0"])
if notify_animstate_p1 == STATE_STOPPED then
spr_p1_notify.Disable()
spr_p1d_notify.Disable()
return
end


apiRequest(0.7) -- need widescreen support
-- L2()


local eeObj = getEEObject()
local keyframe = 15
local emuObj = getEmuObject()


notify_frames_p1 = notify_frames_p1 + 1


local USEWIDESCREEN_ADDRESS = 0x4ba7bc
if math.ceil(notify_frames_p1/keyframe) == notify_frames_p1/keyframe then blink_on_p1 = not blink_on_p1 end
if blink_on_p1 == true then notify_ypos = 24 end
if blink_on_p1 == false then notify_ypos = -84 end
 
-- print(string.format("FEATURE SCRIPT : rounded %s, floating %s, blink %s ypos %s", math.ceil(notify_frames_p1/keyframe), notify_frames_p1/keyframe, blink_on_p1, notify_ypos))
-- print(string.format("FEATURE SCRIPT : notify_frames_p1 %s", notify_frames_p1))


local H1 = -- start of main()
if notify_frames_p1 >= 225 then
function()
notify_animstate_p1 = STATE_STOPPED
eeObj.WriteMem8(USEWIDESCREEN_ADDRESS, 1) -- enable widescreen
notify_frames_p1 = 0
connected_p1 = 47
end
end


local H2 = -- main game loop
if connected_p1 == true then
function()
spr_p1_notify.SetBlendColor(1.0,1.0,1.0,1.0)
local isWidescreen = eeObj.ReadMem8(USEWIDESCREEN_ADDRESS)
spr_p1_notify.SetPosXY(math.floor((1920-notify_p1_xsize)/2), notify_ypos)
spr_p1_notify.Enable()
if isWidescreen == 0 then
emuObj.SetDisplayAspectNormal()
else
emuObj.SetDisplayAspectWide()
end
end
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 hook1 = eeObj.AddHook(0x279384, 0xffbf0000, H1) -- <main>:
local update_notifications_p2 = function()
local hook2 = eeObj.AddHook(0x277784, 0x00000000, H2) -- <TheGame(void)>:


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


-- Fix for bug #9161. The 'flying cars' cheat causes crashes when attempting to
-- L2()
-- 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
local keyframe = 15
<br>LUA
<pre>-- Jak EU
apiRequest(2.2)


local gpr    = require("ee-gpr-alias")
notify_frames_p2 = notify_frames_p2 + 1
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.
if math.ceil(notify_frames_p2/keyframe) == notify_frames_p2/keyframe then blink_on_p2 = not blink_on_p2 end
gsObj.SetDeinterlaceShift(0)
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


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


-- Reduce flush count
if notify_frames_p2 >= 225 then
emuObj.SetGsTitleFix( "SetSelfRender", "reserved", { fbmask= 0x00FFFFFF , renderSelf=1 , zmsk=1 , alpha=0 , texMode=1  } )
notify_animstate_p2 = STATE_STOPPED
notify_frames_p2 = 0
connected_p2 = 47
end


-- Disable post-processing
-- print(string.format("FEATURE SCRIPT : connected_p1 %s, connected_p2 %s", connected_p1, connected_p2))
-- 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 --------------------------
if connected_p2 == true then
g_OnOverlayRegistered = function(filename, start, size)
spr_p2_notify.SetBlendColor(1.0,1.0,1.0,1.0)
-- global function provided for adding per-overlay callback handlers.
spr_p2_notify.SetPosXY(math.floor((1920-notify_p2_xsize)/2), notify_ypos)
end
spr_p2_notify.Enable()
end


local DH8 = function()
if connected_p2 == false then
local s0 = eeObj.GetGpr(gpr.s0)
spr_p2d_notify.SetBlendColor(1.0,1.0,1.0,1.0)
local linkblock = eeObj.ReadMem32(s0+0x5c)
spr_p2d_notify.SetPosXY(math.floor((1920-notify_p2d_xsize)/2), notify_ypos)
spr_p2d_notify.Enable()
--print( string.format("--> PRELOAD %08x %08x",s0, linkblock) )
local linkblock_allocate_length = eeObj.ReadMem32 (linkblock + 0x00)
local linkblock_allocate_version = eeObj.ReadMem32 (linkblock + 0x04)
local linkblock_allocate_segment_count = eeObj.ReadMem32 (linkblock + 0x08)
local linkblock_allocate_name = eeObj.ReadMemStr(linkblock + 0x0c)
local linkblock_allocate_seg1_linkptr = eeObj.ReadMem32 (linkblock + 0x4C)
local linkblock_allocate_seg1_dataptr = eeObj.ReadMem32 (linkblock + 0x50)
local linkblock_allocate_seg1_size = eeObj.ReadMem32 (linkblock + 0x54)
local linkblock_allocate_seg1_flags = eeObj.ReadMem32 (linkblock + 0x58)
                                                             
local linkblock_allocate_seg2_linkptr = eeObj.ReadMem32 (linkblock + 0x5C)
local linkblock_allocate_seg2_dataptr = eeObj.ReadMem32 (linkblock + 0x60)
local linkblock_allocate_seg2_size = eeObj.ReadMem32 (linkblock + 0x64)
local linkblock_allocate_seg2_flags = eeObj.ReadMem32 (linkblock + 0x68)
                                                             
local linkblock_allocate_seg3_linkptr = eeObj.ReadMem32 (linkblock + 0x6C)
local linkblock_allocate_seg3_dataptr = eeObj.ReadMem32 (linkblock + 0x70)
local linkblock_allocate_seg3_size = eeObj.ReadMem32 (linkblock + 0x74)
local linkblock_allocate_seg3_flags = eeObj.ReadMem32 (linkblock + 0x78)
-- seg1 is equiv to main in Jak3
-- seg3 is equiv to top  in Jak3
-- seg2 appears to be unused ... ?  --jstine
 
if emuObj.IsToolingVerbose() then
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
end


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


if (g_OnOverlayRegistered ~= nil) then
-- 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
if linkblock_allocate_seg1_size ~= 0 then g_OnOverlayRegistered(linkblock_allocate_name .. ".seg1", linkblock_allocate_seg1_dataptr, linkblock_allocate_seg1_size) end
local onHIDPadEvent = function(slot, connected, pad_type)
if linkblock_allocate_seg1_size ~= 0 then g_OnOverlayRegistered(linkblock_allocate_name .. ".seg3", linkblock_allocate_seg3_dataptr, linkblock_allocate_seg3_size) end
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
end
end


assert(g_OnOverlayRegistered ~= nil)
local prev_OnOverlayRegistered = g_OnOverlayRegistered


g_OnOverlayRegistered = function(filename, start, size)
local scanlineParams = {
240.0, -- float scanlineCount
if filename == "depth-cue.seg1" then
  0.7, -- float scanlineHeight;
-- Disable full-screen post process via depth-cue.
1.5,        -- float scanlineBrightScale;
-- This also removes half-pixel shift during interlacing.
0.5,       -- float scanlineAlpha;
-- <depth-cue.seg1+00039c>
0.5        -- float vignetteStrength;
-- 00701DFC:67BDFFF0                daddiu      $sp,$sp,-0x10 (0xfffffff0) -> 03E00008                jr          $ra
}
-- 00701E00:FFBE0008                sd          $fp,8($sp)                    -> 00000000 nop


eeObj.WriteMem32(start + 0x39c, 0x03E00008)
-- ---------------------------------------------------
eeObj.WriteMem32(start + 0x3a0, 0x00000000)
-- Full Screen (480p) NoFX
eeObj.WriteMem32(start + 0x004, 0x03E00008)
-- ---------------------------------------------------
eeObj.WriteMem32(start + 0x008, 0x00000000)
end


if (prev_OnOverlayRegistered ~= nil) then
local original_mode = function()
-- Make sure to execute any previously registered OnOverlay handler
if snklogo == 1 then
prev_OnOverlayRegistered(filename, start, size)
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
end
sprite_snklogo.Enable()
sprite_bezel.Disable()
end
end


-- hooked in link_control::finish(void)>:
-- ---------------------------------------------------
eeObj.AddHook(0x0010ACF8, 0x040C825, DH8)  -- this is address US:0010abe0 JP:0010abd8 EU:0010ACF8
-- Full Screen + ScanLines (480p)
#Graphical fix, removal of intensive post process effects.</pre>
-- ---------------------------------------------------


SCES-50361
local scanlines_mode = function()
<br>SCES-50361_features.lua
if snklogo == 1 then
<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.
sprite_snklogo.BindTexture(3)
 
sprite_snklogo.SetPosXY(0,0)
https://drive.google.com/file/d/1KppgZpiK5bgESrpSRKo6kKPTysZ-NAC9/view
sprite_snklogo.SetSizeXY(1920,1080)
 
sprite_snklogo.SetPosUV(0,0)
#Shadows fix, control scheme changes, forced 60Hz/NTSC/Widescreen.</pre>
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


====Harvest Moon®: A Wonderful Life Special Edition====
-- ---------------------------------------------------
CUSA06584
-- Bezel NoFX
<br>CLI
-- ---------------------------------------------------
<pre>
local bezel_mode = function(bezel)
--ee-cycle-scalar=0.78
if snklogo == 1 then
</pre>
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()


CUSA06584
sprite_bezel.BindTexture(bezel)
<br>LUA
sprite_bezel.SetPosXY(0,0)
<pre>
sprite_bezel.SetSizeXY(1920,1080)
apiRequest (1.7)
sprite_bezel.SetPosUV(0,0)
sprite_bezel.SetSizeUV(1920,1080)
sprite_bezel.Enable()
end
 
-- ---------------------------------------------------
-- Bezel + ScanLines (480p)
-- ---------------------------------------------------
 
local bezel_scanlines_mode = function(bezel)
if snklogo == 1 then
sprite_snklogo.BindTexture(3)
sprite_snklogo.SetPosXY(0,0)
sprite_snklogo.SetSizeXY(1920,1080)
sprite_snklogo.SetPosUV(0,0)
sprite_snklogo.SetSizeUV(1920,1080)
else
sprite_snklogo.BindTexture(0)
sprite_snklogo.SetPosXY((1920-1280)/2, (1080-896)/2)
sprite_snklogo.SetSizeXY(1280,896)
sprite_snklogo.BindFragmentShader(2)
sprite_snklogo.SetShaderParams(scanlineParams)
end
sprite_snklogo.Enable()
 
sprite_bezel.BindTexture(bezel)
sprite_bezel.SetPosXY(0,0)
sprite_bezel.SetSizeXY(1920,1080)
sprite_bezel.SetPosUV(0,0)
sprite_bezel.SetSizeUV(1920,1080)
sprite_bezel.Enable()
end


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


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


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)


-- bug#10318 : workaround...
 
eeObj.AddHook(0x3ce0fc, 0x0200202d, function()
local updateMode = function(mode, scanlines)
local sign = (eeObj.GetGpr(gpr.v1) >> 31) & 1
if scanlines == 0 then
if sign then
if mode == 0 then
eeObj.SetPc(0x3ce118)
original_mode()
end
else
end)
bezel_mode(mode)
end
else
if mode == 0 then
scanlines_mode()
else
bezel_scanlines_mode(mode)
end
end
local needsSave = (SaveData.vid_mode ~= mode or SaveData.vid_scanlines ~= scanlines)
if needsSave == true then
SaveData.vid_mode = mode
SaveData.vid_scanlines = scanlines
emuObj.SaveConfig(0, SaveData)
end
end
 




</pre>
-- Fight stick
====Jak 3====
local pad = function()
'''CLI'''
updateMode(SaveData.vid_mode, SaveData.vid_scanlines)
<br>SCUS-97330
emuObj.AddVsyncHook(update_notifications_p1)
<pre>
emuObj.AddVsyncHook(update_notifications_p2)
--ee-jit-pagefault-threshold=30
end
--gs-frontend-opt-mode=1
 
--gs-use-mipmap=1
emuObj.AddPadHook(onHIDPadEvent)
--gs-kernel-cl="mipmap"
emuObj.AddEntryPointHook(pad)
--gs-kernel-cl-up="mipmap2x2"
 
--cop2-no-clamping=1
--vu1-mpg-cycles=250
--gs-adaptive-frameskip=1
</pre>
'''LUA'''
<br>SCUS-97330
<pre>
apiRequest(2.3)


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


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


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


-- Disabled due to embossing effect problem --jstine
  when data stored in memory differs by a common offset between regions these functions are handy
--emuObj.SetGsTitleFix( "trianglesAsParticles", "reserved", { hasClut=1,zmsk=1 } )


###################################################################################################################--]]


-- All JAK titles have a silly way of obtaining the PS2 Timestamp Counter. A binary code snippet is written
-- Initial offsets based on European version
-- into a NON-CONST array, like so:  static u32 getTSC[] = { 0x40024800, 0x03E00008 }; and then that snippet is
local AdjustForRegion = 0
-- called via:  ((u32 (*)())getTSC)()
--
-- 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
-- gets tripped up constantly and the code must be re-validated on every invocation.  Interesting aside: had the devs
-- marked the array as 'const' and thus had it placed in .ro_data, there wouldn't be a perf issue in the emu since
-- page invalidations only occur on writes.
--
-- Solution: rewrite the code which calls this function to simply execute mfc0 inline instead.  Typical pattern which
-- invokes the PS2 TSC read:
--    108c80:8c629790 lw v0,-26736(v1)
--    108c84:0040f809 jalr v0


-- Replace four separate instances:
function Adjusted_WM32(base, data)
eeInsnReplace(0x108a78, 0x8c629790, 0x40024800) --  lw     v0,-26736(v1) -> mfc0      $v0,$count
eeObj.WriteMem32(base + AdjustForRegion, data)
eeInsnReplace(0x108a7c, 0x0040f809, 0x00000000) --  jalr v0          -> jr        $ra
end
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 --------------------------
function Adjusted_WM16(base, data)
g_OnOverlayRegistered = function(filename, start, size)
eeObj.WriteMem16(base + AdjustForRegion, data)
-- global function provided for adding per-overlay callback handlers.
end
end


local DH8 = function()
function Adjusted_WM8(base, data)
local s1 = eeObj.GetGpr    (gpr.s1)
eeObj.WriteMem8(base + AdjustForRegion, data)
local filename = eeObj.ReadMemStr(s1 + 17)
end
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
function Adjusted_WMFloat(base, data)
print( string.format("--> LOADED SEGMENT \"%s\" MAIN %08x size %x TOP %08x size %x", filename, main, mainSize, top, topSize) )
eeObj.WriteMemFloat(base + AdjustForRegion, data)
end
end


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


--local debugObj = getDebugObject()
function Adjusted_RM32(base)
--debugObj.eDumpDisasmToFile ("./DisasmGoal/Jak3/" .. filename .. ".main.dasm", main, mainSize, 0)
return eeObj.ReadMem32(base + AdjustForRegion)
--debugObj.eDumpDisasmToFile ("./DisasmGoal/Jak3/" .. filename .. ".top.dasm",  top,  topSize,  0)
end
--debugObj.eDumpAotToFile    ("./DisasmGoal/Jak3/" .. filename .. ".main.aot",  main, mainSize, 0)
--debugObj.eDumpAotToFile    ("./DisasmGoal/Jak3/" .. filename .. ".top.aot",  top,  topSize,  0)


if (g_OnOverlayRegistered ~= nil) then
function Adjusted_RM16(base)
-- Make sure to execute any previously registered OnOverlay handler
return eeObj.ReadMem16(base + AdjustForRegion)
g_OnOverlayRegistered(filename .. ".main", main, mainSize)
end
g_OnOverlayRegistered(filename .. ".top",  top,  topSize )
end


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


eeObj.AddHook(0x1091d4, 0x0080c825, DH8)    --    <ndi::link_control::finish(void)>:
function Adjusted_RMStr(base)
return eeObj.ReadMemStr(base + AdjustForRegion)
end


-- --------------------------------------------------------------------
function Adjusted_RMFloat(base)
assert(g_OnOverlayRegistered ~= nil)
return eeObj.ReadMemFloat(base + AdjustForRegion)
local prev_OnOverlayRegistered = g_OnOverlayRegistered
end


g_OnOverlayRegistered = function(filename, start, size)
function Adjusted_W_bitset_8(base, bit)
if (prev_OnOverlayRegistered ~= nil) then
local u8val = eeObj.ReadMem8(base + AdjustForRegion)
-- Make sure to execute any previously registered OnOverlay handler
local bitmask = 1 << bit
prev_OnOverlayRegistered(filename, start, size)
u8val = u8val | bitmask
end
eeObj.WriteMem8(base + AdjustForRegion, u8val)
end


if filename == "sparticle-launcher.main" then
function Adjusted_W_bitclear_8(base, bit)
-- this RNG-sqrt instance is removed for performance. Additionally, not corrupting the RNG seed with
local u8val = eeObj.ReadMem8(base + AdjustForRegion)
-- bad sqrt math is always a good thing in my book --jstine
local bitmask = 1 << bit
bitmask = bitmask ~0xff
u8val = u8val & bitmask
eeObj.WriteMem8(base + AdjustForRegion, u8val)
end


assert(eeObj.ReadMem32(start + 0x005de4) == 0x4be1043d) -- vrget.wxyz  vf01,r
function Adjusted_R_bit_8(base, bit)
assert(eeObj.ReadMem32(start + 0x005de8) == 0x4a0103bd) -- vsqrt        q,vf01x
local u8val = eeObj.ReadMem8(base + AdjustForRegion)
assert(eeObj.ReadMem32(start + 0x005df0) == 0x4b0000a0) -- vaddq.x      vf02,vf00,q
local bitmask = 1 << bit
u8val = u8val & bitmask
u8val = u8val >> bit
return u8val
end


assert(eeObj.ReadMem32(start + 0x005e4c) == 0x4a00143f) -- vrxor        r,vf02x
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


eeObj.WriteMem32(start + 0x005de4, 0x00000000)
function NeoGeo_WM8(address, data)
eeObj.WriteMem32(start + 0x005de8, 0x00000000)
eeObj.WriteMem32(start + 0x005df0, 0x00000000)


eeObj.WriteMem32(start + 0x005e4c, 0x00000000)
local tempaddress = address & ~3
eeObj.WriteMem32(start + 0x005ef8, 0x00000000)
eeObj.WriteMem32(start + 0x005f80, 0x00000000)
address = address & 3
eeObj.WriteMem32(start + 0x006018, 0x00000000)
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
end
eeObj.WriteMem8(tempaddress, data)
end
function NeoGeo_RM8(address)
local tempaddress = address & ~3
address = address & 3
if (address==0) then
tempaddress = tempaddress + 1
elseif (address==1) then
tempaddress = tempaddress + 0
elseif (address==2) then
tempaddress = tempaddress + 3
elseif (address==3) then
tempaddress = tempaddress + 2
end
return eeObj.ReadMem8(tempaddress)
end
end


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


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


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


local gpr    = require("ee-gpr-alias")
local currentGame = -1
local emuObj = getEmuObject()
local lastRomBase = -1
local eeObj = getEEObject()
local textVramBase = -1 -- address of text VRAM for emulated NeoGeo
local eeOverlay = eeObj.getOverlayObject()
local RamBase = -1; -- address of main ram for emulated NeoGeo
local iopObj    = getIOPObject()
local gsObj = getGsObject()




-- Fix shadow
local ActivateOptionsMenu = function()
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=1 } )
OptionsMenuActive = 1
ShowArtMenu()
ShowScanMenu()
end


-- Reduce flush count
local DeActivateOptionsMenu = function()
emuObj.SetGsTitleFix( "SetSelfRender", "reserved", { fbmask= 0x00FFFFFF , renderSelf=1 , zmsk=1 , alpha=0 , texMode=1  } )
OptionsMenuActive = 0
HideArtMenu()
HideScanMenu()
end


---------------------------------------------------------------------------------
--[[ The Player Control menus don't have room for our new bezel and scanline options,
-- Basic Block breakers for EE AOT Injection
so remove them if they are present. (They should be present for the main Options screen
eeOverlay.AddPreHook("traffic-engine.seg1", 0x004474, 0x0080e025, "nop" )
but not for the gameplay options screens)
eeOverlay.AddPreHook("spatial-hash.seg1", 0x004474, 0x0080e025, "nop" )
--]]
 
local PlayerCtrlMenuOn = function()
---------------------------------------------------------------------------------
if (OptionsMenuActive == 1) then
 
RestoreNewMenus = true
-- ------------------------- OVERLAY MANAGER --------------------------
DeActivateOptionsMenu()
g_OnOverlayRegistered = function(filename, start, size)
end
-- global function provided for adding per-overlay callback handlers.
end
end


local DH8 = function()
--[[ When a Player Control menu goes away, we may need to restore our new bezel and scanline
local s0 = eeObj.GetGpr(gpr.s0)
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()
local linkblock = eeObj.ReadMem32(s0+0x60) -- was 0x5c on Jak1
-- This entire piece of code needs to be blocked out unless the menu is active and displayed
--print( string.format("--> PRELOAD %08x %08x",s0, linkblock) )
if OptionsMenuActive ~= 1 then
return
end
local linkblock_allocate_length = eeObj.ReadMem32 (linkblock + 0x00)
local pad_bits = emuObj.GetPad()
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 UP = pad_bits &  0x0010
local linkblock_allocate_seg1_dataptr = eeObj.ReadMem32 (linkblock + 0x50)
local DOWN = pad_bits &  0x0040
local linkblock_allocate_seg1_size = eeObj.ReadMem32 (linkblock + 0x54)
local LEFT = pad_bits &  0x0080
local linkblock_allocate_seg1_flags = eeObj.ReadMem32 (linkblock + 0x58)
local RIGHT = pad_bits &  0x0020
                                                             
local Triangle = pad_bits &  0x1000
local linkblock_allocate_seg2_linkptr = eeObj.ReadMem32 (linkblock + 0x5C)
local Cross = pad_bits &  0x4000
local linkblock_allocate_seg2_dataptr = eeObj.ReadMem32 (linkblock + 0x60)
local Square = pad_bits &  0x8000
local linkblock_allocate_seg2_size = eeObj.ReadMem32 (linkblock + 0x64)
local Circle = pad_bits &  0x2000
local linkblock_allocate_seg2_flags = eeObj.ReadMem32 (linkblock + 0x68)
local L1 = pad_bits &  0x0400
                                                             
local L2 = pad_bits &  0x0100
local linkblock_allocate_seg3_linkptr = eeObj.ReadMem32 (linkblock + 0x6C)
local L3 = pad_bits &  0x0002
local linkblock_allocate_seg3_dataptr = eeObj.ReadMem32 (linkblock + 0x70)
local R1 = pad_bits &  0x0800
local linkblock_allocate_seg3_size = eeObj.ReadMem32 (linkblock + 0x74)
local R2 = pad_bits &  0x0200
local linkblock_allocate_seg3_flags = eeObj.ReadMem32 (linkblock + 0x78)
local R3 = pad_bits &  0x0004
local Select = pad_bits & 0x0001
-- seg1 is equiv to main in Jak3
local Start = pad_bits &  0x0008
-- 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
if (L2 ~= 0) and (L2 ~= lastL2) 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("L2 Pressed\n" ) )
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) )
vid_mode = vid_mode - 1
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) )
if (vid_mode<0) then vid_mode = 2 end
end


-- local debugObj = getDebugObject()
updateMode(vid_mode, vid_scanlines)
-- debugObj.eDumpDisasmToFile("./DisasmGoal/JakII/" .. linkblock_allocate_name .. ".seg1.dasm", linkblock_allocate_seg1_dataptr, linkblock_allocate_seg1_size, 0)
ShowArtMenu()
-- 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)
--print( string.format("FEATURE SCRIPT: VIDEO MODE IS NOW %d\n", vid_mode ) )
-- 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
 
if (g_OnOverlayRegistered ~= nil) then
-- Make sure to execute any previously registered OnOverlay handler
if linkblock_allocate_seg1_size ~= 0 then g_OnOverlayRegistered(linkblock_allocate_name .. ".seg1", linkblock_allocate_seg1_dataptr, linkblock_allocate_seg1_size) end
if linkblock_allocate_seg1_size ~= 0 then g_OnOverlayRegistered(linkblock_allocate_name .. ".seg3", linkblock_allocate_seg3_dataptr, linkblock_allocate_seg3_size) end
end
end
end
if (R2 ~= 0) and (R2 ~= lastR2) then
--print( string.format("R2 Pressed\n" ) )
vid_mode = vid_mode + 1
if (vid_mode>2) then vid_mode = 0 end
updateMode(vid_mode, vid_scanlines)
ShowArtMenu()
--print( string.format("FEATURE SCRIPT: VIDEO MODE IS NOW %d\n", vid_mode ) )
end
if (L1 ~= 0) and (L1 ~= lastL1) then
--print( string.format("L1 Pressed\n" ) )
vid_scanlines = vid_scanlines - 1
if (vid_scanlines<0) then vid_scanlines = 1 end
updateMode(vid_mode, vid_scanlines)
ShowScanMenu()
--print( string.format("FEATURE SCRIPT: SCANLINES MODE IS NOW %d\n", vid_scanlines ) )
end
if (R1 ~= 0) and (R1 ~= lastR1) then
--print( string.format("R1 Pressed\n" ) )
vid_scanlines = vid_scanlines + 1
if (vid_scanlines>1) then vid_scanlines = 0 end
updateMode(vid_mode, vid_scanlines)
ShowScanMenu()
--print( string.format("FEATURE SCRIPT: SCANLINES MODE IS NOW %d\n", vid_scanlines ) )
end


assert(g_OnOverlayRegistered ~= nil)
local prev_OnOverlayRegistered = g_OnOverlayRegistered
lastL1 = L1
 
lastR1 = R1
g_OnOverlayRegistered = function(filename, start, size)
lastL2 = L2
if (prev_OnOverlayRegistered ~= nil) then
lastR2 = R2
-- Make sure to execute any previously registered OnOverlay handler
prev_OnOverlayRegistered(filename, start, size)
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
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)
eeObj.WriteMem32(start + 0x0044f0, 0x00000000)
eeObj.WriteMem32(start + 0x0044f8, 0x00000000)
 
eeObj.WriteMem32(start + 0x00454c, 0x00000000)
eeObj.WriteMem32(start + 0x0045f8, 0x00000000)
eeObj.WriteMem32(start + 0x004680, 0x00000000)
eeObj.WriteMem32(start + 0x004718, 0x00000000)
end
end
end


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


CheckInputs()


local Ready = 0
local romBase = -1
 
local DetectFunc = function()
if Ready == 0 then
local discID = eeObj.ReadMemStr(0x0012fc8)
if Region == 1 then
romBase = Adjusted_RM32(0x02d89bc)
elseif Region == 2 then
romBase = Adjusted_RM32(0x02d89bc + 0x700)
end
if (discID ~= "") then
if (romBase ~= lastRomBase) then
lastRomBase = romBase
--print( string.format("FEATURE SCRIPT : Rom Base %08x\n", romBase ) )
if (discID == "cdrom0:\\SCUS_972.65;1") or (discID == "cdrom0:\\SCPS_150.57;1") then
if (romBase == 0) then
-- US or Japan Disc
currentGame = -1
Ready = 1
textVramBase = -1
install_c_hooks(0)
RamBase = -1
--print( string.format("FEATURE SCRIPT : unloaded game, disable game specific trophies\n", romBase ) )
print( string.format("********************* DETECTED USA, JAPAN DISC ********************" ) )
end
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
if (romBase == 0) then
--print( string.format("------------------- SETTING VOLUME FOR INTRO\n" ) )
emuObj.SetVolumes(INTROVOLUME, 1.0, 1.0);
end
end
end
if (romBase == 0x0020000) then
end
--print( string.format("------------------- SETTING VOLUME FOR GAMES\n" ) )
 
emuObj.SetVolumes(GAMEVOLUME, 1.0, 1.0);
emuObj.AddVsyncHook(DetectFunc)
end
</pre>
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


====Jak X====
if (checkString1 == 0x4f2d4e45) and (checkString2 == 0x4f104745) and (checkString3 == 0x00300214) then
'''CLI'''
--print( string.format("FEATURE SCRIPT : Once upon a 1996\n" ) )
<br>SCUS-97429
currentGame = 96
<pre>
end
--ee-jit-pagefault-threshold=30
--gs-frontend-opt-mode=1
--gs-use-mipmap=1
--gs-kernel-cl="mipmap"
--gs-kernel-cl-up="mipmap2x2"
--cop2-no-clamping=1
--vu1-mpg-cycles=250
</pre>


'''LUA'''
if (checkString1 == 0x4f2d4e45) and (checkString2 == 0x4f104745) and (checkString3 == 0x00400232) then
<br>SCUS-97429
--print( string.format("FEATURE SCRIPT : it's 1997!\n" ) )
<pre>
currentGame = 97
-- Jak X Combat Racing  [US]
end


apiRequest(2.2)
if (checkString1 == 0x4f2d4e45) and (checkString2 == 0x4f104745) and (checkString3 == 0x00500242) then
--print( string.format("FEATURE SCRIPT : Slugfest of '98!\n" ) )
currentGame = 98
end
end
end


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


local TextFunc = function()


-- Bug 10697
if (currentGame ~= -1) then
emuObj.SetGsTitleFix( "ignoreSubBuffCov", "reserved", { texMode=2 , tw=6 , th=5} )
 
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


-- Fix shadow
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=1  } )
-- Reduce flush count
emuObj.SetGsTitleFix( "SetSelfRender", "reserved", { fbmask= 0x00FFFFFF , renderSelf=1 , zmsk=1 , alpha=0 , texMode=1  } )
-- ------------------------- OVERLAY MANAGER --------------------------
g_OnOverlayRegistered = function(filename, start, size)
-- global function provided for adding per-overlay callback handlers.
-- See code for bug#10141 below, as example of this usage.
end
end


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


if emuObj.IsToolingVerbose() then
local TurnOnScaleAndInterp = function()
print(string.format("LOAD SEGMENT \"%s\" MAIN %08x size %x TOP %08x size %x",
local game = eeObj.ReadMem32(0x32e7f4)
filename, main, mainSize, top, topSize))
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
eeOverlay.Register(filename .. ".main", main, mainSize, false)
end
eeOverlay.Register(filename .. ".top",  top,  topSize,  true )


if (g_OnOverlayRegistered ~= nil) then
local TurnOffScaleAndInterp = function()
-- Make sure to execute any previously registered OnOverlay handler
local s2 = eeObj.GetGpr(gpr.s2)
g_OnOverlayRegistered(filename .. ".main", main, mainSize)
local choice = eeObj.ReadMem16(s2+0xe8)  -- if choice is to return to main menu, no need to turn off
g_OnOverlayRegistered(filename .. ".top",  top,  topSize )
if (choice < 3) then
--print "_NOTE: Turning OFF Scale and Interp"
gsObj.SetUprenderMode("none")
gsObj.SetUpscaleMode("point")
end
end
end)
end


local EnterChallengeMode = function()
TurnOffScaleAndInterp()
end


-- ---------------------------------------------------------------------------------
if Region == 1 then -- US
-- This code serves as both a working patch for Jak X and as a sample for implementing
-- set Default AutoSave to ON
-- overlay-relative code patches in trophy or feature lua scripts. The process described:
eeInsnReplace(0x20f1d0, 0xae200014, 0xae250014)
--
-- 1. store local copy of current global variable instance.  if g_OnOverlayRegistered is
TextHook = eeObj.AddHook(0x001e0280+8,0x8c648a4c,TextFunc)
--    nil then we have a problem.  The universal overlay hook is missing for some reason.
OptOnHook1 = eeObj.AddHook(0x208d0c,0xffb20010,ActivateOptionsMenu) -- Options menu On
--
OptOffHook1 = eeObj.AddHook(0x208d8c,0xffb00000,DeActivateOptionsMenu) -- Options menu Off
-- 2. Bind our own function to g_OnOverlayRegistered.  Since it's a global, the hook code
PlCtrlOnHook = eeObj.AddHook(0x1fc8fc,0xffb20010,PlayerCtrlMenuOn) -- Plyr Ctrl menu On
--    in config.lua will execute our handler when the hook is invoked.
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)


assert(g_OnOverlayRegistered ~= nil)
TextHook = eeObj.AddHook(0x001e09a0+8,0x8c64914c,TextFunc)
local prev_OnOverlayRegistered = g_OnOverlayRegistered
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


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


-- bug#10141  workaround
MainHook = emuObj.AddVsyncHook(VsyncFunc)
-- the problem is actually on a block 0x013090bc - 0x01309188.
-- the block is expected to loop 8 times (s4 is the loop counter),
-- the game falls into freezing state once it reaches at 0x01309170.
-- it seems it's OK just to avoid to go into this 'freeze' state, eliminated the branch.


-- this doesn't take into account relocatable code.
-- eeInsnReplace(0x01309174, 0x1000012f, 0) -- beq    $zero,$zero,0x01309634   


-- 01309c64 : (1000012f) beq    $zero,$zero,0x0130a124    => nop
local StartSNK = function()
if filename == "lobby-menu-manager.main" then
--print( string.format("FEATURE SCRIPT : ================== BEGIN SNK LOGO DISPLAY ===============\n" ) )
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
snklogo = 1
-- result back into the seed. This breaks the prime factorial pattern of the RNG and causes
updateMode(SaveData.vid_mode, SaveData.vid_scanlines)
-- it to fall into a repeating loop with disturbing regularity. NOP'ing out the sqrt/xor
--print( string.format("------------------- SETTING VOLUME FOR INTRO\n" ) )
-- hack seems to fix the title. --jstine
emuObj.SetVolumes(INTROVOLUME, 1.0, 1.0);
if filename == "math.main" then
emuObj.ThrottleNorm() -- end of initial load, restore to normal speed
assert(eeObj.ReadMem32(start + 0x0005e4) == 0x4be1043d) -- vrget.wxyz  vf01,r
--print "_NOTE: End of boot load, ThrottleNorm"
assert(eeObj.ReadMem32(start + 0x0005e8) == 0x4a0103bd) -- vsqrt        q,vf01x
end
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)  
local StartVideo = function()
eeObj.WriteMem32(start + 0x0005ec, 0x00000000)
--print( string.format("FEATURE SCRIPT : ================== BEGIN VIDEO ===============\n" ) )
eeObj.WriteMem32(start + 0x0005f0, 0x00000000)
end
-- this RNG-sqrt instance is removed more for performance than for RNG corruption.  the particle
snklogo = 0
-- launcher iterates over the sqrt quite often.  In any case, not corrupting the RNG seed with
updateMode(SaveData.vid_mode, SaveData.vid_scanlines)
-- bad sqrt math is always a good thing in my book --jstine
 
end
if filename == "sparticle-launcher.main" then
assert(eeObj.ReadMem32(start + 0x00630c) == 0x4be1043d) -- vrget.wxyz  vf01,r
assert(eeObj.ReadMem32(start + 0x006310) == 0x4a0103bd) -- vsqrt        q,vf01x
assert(eeObj.ReadMem32(start + 0x006318) == 0x4b0000a0) -- vaddq.x      vf02,vf00,q
assert(eeObj.ReadMem32(start + 0x006370) == 0x4a00143f) -- vrxor        r,vf02x
assert(eeObj.ReadMem32(start + 0x0063fc) == 0x4a00143f) -- vrxor        r,vf02x
assert(eeObj.ReadMem32(start + 0x006484) == 0x4a00143f) -- vrxor        r,vf02x
assert(eeObj.ReadMem32(start + 0x00651c) == 0x4a00143f) -- vrxor        r,vf02x


eeObj.WriteMem32(start + 0x00630c, 0x00000000)
if Region == 1 then
eeObj.WriteMem32(start + 0x006310, 0x00000000)
emuObj.AddSectorReadHook(776480, 32, StartSNK)  
eeObj.WriteMem32(start + 0x006318, 0x00000000)
emuObj.AddSectorReadHook(200000, 16, StartVideo)  
eeObj.WriteMem32(start + 0x006370, 0x00000000)
elseif Region == 2 then
eeObj.WriteMem32(start + 0x0063fc, 0x00000000)
emuObj.AddSectorReadHook(9696, 32, StartSNK)  
eeObj.WriteMem32(start + 0x006484, 0x00000000)
emuObj.AddSectorReadHook(580324, 16, StartVideo)  
eeObj.WriteMem32(start + 0x00651c, 0x00000000)
end
end
end
-- ---------------------------------------------------------------------------------


</pre>


====Kinetica====
'''CLI'''
<br>SCUS-97132
<pre>
--vu1-clamp-range=0x386,0x386
--vu1-clamp-range=0x5e0,0x5f0 # another gritches
--gs-kernel-cl-up="up2x2skipinterp"
--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
-- the global function 'Global_InitGpuResources()' is invoked by the emulator after
<pre>
-- the GS has been initialized.  Textures and Shaders must be loaded here.
local gpr = require("ee-gpr-alias")
--
apiRequest(0.1) -- request version 0.1 API. Calling apiRequest() is mandatory.
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 emuObj  = getEmuObject()
local p1_w,p1_h = texture4.GetSize()
local eeObj        = getEEObject()
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


-- require("debughooks")
spr_p1_notify.BindTexture(4)
-- local iopObj = getIOPObject()
spr_p1_notify.SetPosXY(-1 - notify_p1_xsize, notify_ypos)   -- default position is fully obscured from view
-- iopObj.AddHook(0x000135ac, 0x27bdffe0, DebugHooks.h_IOP_ioman_write)
    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)


-- bug#8123
spr_p2_notify.BindTexture(5)
-- Skip resetting VAG stream which happens on an error.
spr_p2_notify.SetPosXY(-1 - notify_p2_xsize, notify_ypos)  -- default position is fully obscured from view
iopInsnReplace(0x00090028, 0x16220009, 0x08024014) -- bne $s1,$v0,0x00090050 => j 0x00090050
    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)


-- bug#9405 - advance EE clock according to spinning-loop SIF activity.
spr_p1d_notify.BindTexture(6)
spr_p1d_notify.SetPosXY(-1 - notify_p1d_xsize, notify_ypos)  -- default position is fully obscured from view
local skip_syncDCache = function()
    spr_p1d_notify.SetSizeXY(p1d_w,p1_h)
-- Original value when actually processing syncDCache was 3300
spr_p1d_notify.SetPosUV(0,0)
-- Boosting to 8000 helps reduce bottleneck
    spr_p1d_notify.SetSizeUV(p1d_w,p1_h)
eeObj.AdvanceClock(8000)
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
end


eeInsnReplace(0x1ca9e0, 0x27bdffe0, 0x03e00008)
--[[************************************************************************************
eeInsnReplace(0x1ca9e4, 0x0080302d, 0x00000000)
eeObj.AddHookJT(0x1ca9e0, 0x03e00008, skip_syncDCache)


-- gametime to be from realtim....
Attempt to speed up some load times
-- # this causes the time elapses even while in pause. so bugged
-- # also maybe this causes 'negative' race time as well.
****************************************************************************************  --]]
-- 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)


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


local ee_frequency = 294912000
-- called when initial "Loading..." message is displayed onscreen (after Playstation 2 logo)
local vsync_frequency = 59.94 -- use interlace freq.
--
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


local one_vsync_clock_on_ntsc = math.floor(ee_frequency / vsync_frequency)
--[[
-- 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




-- Kinetica has some inconsistency among frames -- some frames take unusually long, possibly due
-- called when a game is selected from the main menu
-- 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
local LoadGameFromMainMenu_start = function()
-- slow frames are compensated for over time.
emuObj.ThrottleFast()
 
--print "_NOTE: Start game load, Throttle Fast"
local prev_clock = 0
end
local expected_clock = 0


eeObj.AddHook(0x181f7c, 0x8f82bf54, function()
local LoadGameFromMainMenu_done = function()
-- It hits here when it skips a frame.
emuObj.ThrottleNorm()
--local diff = eeObj.GetClock() - prev_clock
--print "_NOTE: End of game load, Throttle Normal"
end
local clock = eeObj.GetClock()
 
--local diff  = clock - expected_clock
-- called after Player Selection when the match is loaded
--print(string.format("SKIP FRAME: diff=%7d", diff))
-- 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


--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)


local music_to_kill = 0xffffffff -- will contain a handle to bg music that we want to kill during loading


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


local mpgCycles_default = 900
local currentMpgCycles = mpgCycles_default


local checkNeedsSpeedHack = function()
-- When the game issues a call to fade out the Player Selection music, it usually takes a very long time. This
local stageId    = eeObj.ReadMem32(0x01fce8c)
-- will kill it quickly so we can use ThrottleMax.
local numPlayers = eeObj.ReadMem32(0x01ffd78) -- 0x01ffd7c seems to always match this one...
--
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)


-- print(string.format("stageId = %d, numPlayers = %d", stageId, numPlayers))
eeObj.AddHook(0x1ced34, 0xffb00000, LoadMainMenu_start) -- load main menu from start screen
eeObj.AddHook(0x21a1a4, 0xffb00000, LoadMainMenu_done)
-- 3 = Electrica
-- 7 = Electrica II
-- 8 = Cliffhanger
local newMpgCycles = mpgCycles_default
if (stageId == 3 or stageId == 7 or stageId == 8) then


-- note: this will also apply to demo loops (0 players)
eeObj.AddHook(0x20befc, 0xffb00000, LoadGameFromMainMenu_start) -- load game from main menu
newMpgCycles = newMpgCycles + 120
eeObj.AddHook(0x218d2c, 0x3c040033, LoadGameFromMainMenu_done)
if stageId == 7 then
-- Electrica 2 is extra-special slow in some areas.
-- (and 2-player mode on this map runs enough mpgs that extra penalty isn't needed)
if numPlayers == 2 then
newMpgCycles = newMpgCycles - 100
else
newMpgCycles = newMpgCycles + 275
end
elseif numPlayers == 2 then
-- increment is not so big here because two player mode already runs many more VU programs.
newMpgCycles = newMpgCycles + 100
end


end


if currentMpgCycles ~= newMpgCycles then
eeObj.AddHook(0x195b68, 0xae42e394, CheckMusic) -- see if we're starting music we may need to kill later
-- print ( string.format("################### Setting mpg-cycles = %d", newMpgCycles) )
eeObj.AddHook(0x196134, 0x24060001, KillMusic) -- force kill player selection music
eeObj.Vu1MpgCycles(newMpgCycles)
eeObj.AddHook(0x1ec944, 0x3c030035, LoadIntoGameplay_start) -- between player selection and gameplay
currentMpgCycles = newMpgCycles
 
end
 
 
--[[
-- 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
end
 
eeObj.AddHook(0x1dc3dc, 0x3c050033, forceHorzScrnRes)
eeObj.AddHookJT(0x15ca2c,0x27bdff20,checkNeedsSpeedHack)
]]--


</pre>
</pre>


====The King of Fighters Collection: The Orochi Saga====
====King of Fighters 98 Ultimate Match====
ALL
<br>CLI
<br>CLI
<br>SLUS-21554
<pre>--force-frame-blend=1
<pre>
--gs-use-deferred-l2h=0
--host-audio-latency=0.010
#Graphical fix.</pre>
--force-frame-blend=1
</pre>
<br>LUA
<pre>
-- Lua 5.3
-- Titles: The King of Fighters Collection - The Orochi Saga
-- Features version: 1.00
-- Author: David Haywood, Warren Davis
-- Date: March/April 2017


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


Notes:
https://drive.google.com/file/d/1-lArL1Yqe079Ni3G-ZtHr8hqNPUsjQJy/view


The intro sequence (SNK logo, movie) only plays ONCE, on startup, never again, no matter how long you leave things in attract mode
#More stick support, shaders, bezels, widescreen fix.</pre>
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
continues to play until you confirm the 'save to memory card' choice, this might not work to our advantage.
 
Rom base is set to 00020000 then the actual value as soon as you select a game from the main menu.
 
text base and RAM base get set as soon as the actual emulation starts for each game.
 
 
Sprites
0 SNK logo
1 Bezel
 
2 Art Mode notification
3 Scan Mode notification
 
4 Fight stick notification
5 Fight stick notification
6 Fight stick notification
7 Fight stick notification
 
 
Requested volume adjustments
 
Intro 100% -> 79.43%
Games 100% -> 70.79%
 
--]]
 
-- 1 for US
-- 2 for Europe
local Region = 1
 
 
apiRequest(2.0) -- request version 2.0 API. Calling apiRequest() is mandatory.
 
local eeObj = getEEObject()
local 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
 
if SaveData.vid_scanlines == nil then
SaveData.vid_scanlines  = 0
end
 
local vid_modeOptions = {"NONE", "ART1", "ART2"}
local vid_scanlineOptions = {"OFF", "ON"}
local vid_mode = SaveData.vid_mode
local vid_scanlines = SaveData.vid_scanlines
 
local snklogo = 0
 
--print (string.format("_NOTE: STARTING Region %d", Region))
 
-----------------------
-- 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)
 
 
local extra_menu_h = 0
local extra_menu_w = 0
 
-- adjust these?
local artmenu_ypos = 770 -- adjusted by WBD
local scanmenu_ypos = artmenu_ypos + 36
 
local menu_xpos = 600 -- adjusted by WBD
 
 
HideArtMenu = function()
sprite_artmenu.Disable()
--[[ WBD  added Disable rather than position offscreen
sprite_artmenu.SetPosXY(-1 - extra_menu_w, artmenu_ypos)  -- full obscured
sprite_artmenu.SetSizeXY(extra_menu_w,extra_menu_h)
sprite_artmenu.SetPosUV(0,0)
sprite_artmenu.SetSizeUV(extra_menu_w,extra_menu_h)
sprite_artmenu.SetBlendColorEquation(blendDefaultEquation)
--]]
 
end
 
 
 
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
 
 
 
 
ShowArtMenu = function()
sprite_artmenu.BindTexture(SaveData.vid_mode+9)
sprite_artmenu.SetPosXY(menu_xpos, artmenu_ypos)
    sprite_artmenu.SetSizeXY(extra_menu_w,extra_menu_h)
sprite_artmenu.SetPosUV(0,0)
    sprite_artmenu.SetSizeUV(extra_menu_w,extra_menu_h)
sprite_artmenu.SetBlendColorEquation(blendDefaultEquation)
sprite_artmenu.Enable()
end
 
ShowScanMenu = function()
sprite_scanmenu.BindTexture(SaveData.vid_scanlines+12)
sprite_scanmenu.SetPosXY(menu_xpos, scanmenu_ypos)
    sprite_scanmenu.SetSizeXY(extra_menu_w,extra_menu_h)
sprite_scanmenu.SetPosUV(0,0)
    sprite_scanmenu.SetSizeUV(extra_menu_w,extra_menu_h)
sprite_scanmenu.SetBlendColorEquation(blendDefaultEquation)
sprite_scanmenu.Enable()
end
 
 
 
 
 
 
local update_notifications_p1 = function()
 
if notify_animstate_p1 == STATE_STOPPED then
spr_p1_notify.Disable()
spr_p1d_notify.Disable()
return
end
 
-- L2()
 
local keyframe = 15
 
notify_frames_p1 = notify_frames_p1 + 1
 
if math.ceil(notify_frames_p1/keyframe) == notify_frames_p1/keyframe then blink_on_p1 = not blink_on_p1 end
if blink_on_p1 == true then notify_ypos = 24 end
if blink_on_p1 == false then notify_ypos = -84 end
 
-- print(string.format("FEATURE SCRIPT : rounded %s, floating %s, blink %s ypos %s", math.ceil(notify_frames_p1/keyframe), notify_frames_p1/keyframe, blink_on_p1, notify_ypos))
-- print(string.format("FEATURE SCRIPT : notify_frames_p1 %s", notify_frames_p1))
 
if notify_frames_p1 >= 225 then
notify_animstate_p1 = STATE_STOPPED
notify_frames_p1 = 0
connected_p1 = 47
end
 
if connected_p1 == true then
spr_p1_notify.SetBlendColor(1.0,1.0,1.0,1.0)
spr_p1_notify.SetPosXY(math.floor((1920-notify_p1_xsize)/2), notify_ypos)
spr_p1_notify.Enable()
end
 
if connected_p1 == false then
spr_p1d_notify.SetBlendColor(1.0,1.0,1.0,1.0)
spr_p1d_notify.SetPosXY(math.floor((1920-notify_p1d_xsize)/2), notify_ypos)
spr_p1d_notify.Enable()
end
end
 
local update_notifications_p2 = function()
 
if notify_animstate_p2 == STATE_STOPPED then
spr_p2_notify.Disable()
spr_p2d_notify.Disable()
return
end
 
-- L2()
 
local keyframe = 15
 
notify_frames_p2 = notify_frames_p2 + 1
 
if math.ceil(notify_frames_p2/keyframe) == notify_frames_p2/keyframe then blink_on_p2 = not blink_on_p2 end
if blink_on_p2 == true then notify_ypos = 24 + notify_ysize + 8 end
if blink_on_p2 == false then notify_ypos = -84 - notify_ysize - 8 end
 
-- print(string.format("FEATURE SCRIPT : rounded %s, floating %s, blink %s ypos %s", math.ceil(notify_frames_p2/keyframe), notify_frames_p2/keyframe, blink_on_p2, notify_ypos))
 
if notify_frames_p2 >= 225 then
notify_animstate_p2 = STATE_STOPPED
notify_frames_p2 = 0
connected_p2 = 47
end
 
-- print(string.format("FEATURE SCRIPT : connected_p1 %s, connected_p2 %s", connected_p1, connected_p2))
 
if connected_p2 == true then
spr_p2_notify.SetBlendColor(1.0,1.0,1.0,1.0)
spr_p2_notify.SetPosXY(math.floor((1920-notify_p2_xsize)/2), notify_ypos)
spr_p2_notify.Enable()
end
 
if connected_p2 == false then
spr_p2d_notify.SetBlendColor(1.0,1.0,1.0,1.0)
spr_p2d_notify.SetPosXY(math.floor((1920-notify_p2d_xsize)/2), notify_ypos)
spr_p2d_notify.Enable()
end
 
end
 
-- slot can range from 0 to 3, for users 1 thru 4.
-- pad_type can be either:  DS4, REMOTE_DS4, REMOTE_VITA, or HID
local onHIDPadEvent = function(slot, connected, pad_type)
spr_p1_notify.Disable()
spr_p1d_notify.Disable()
spr_p2_notify.Disable()
spr_p2d_notify.Disable()
-- print(string.format("FEATURE SCRIPT : slot %s, connected %s, pad_type %s", slot, connected, pad_type))
if pad_type == PadConnectType.HID then
notify_frames_p1 = 0
notify_frames_p2 = 0
blink_on_p1 = true
blink_on_p2 = true
if slot == 0 then
connected_p1 = connected
notify_animstate_p1 = STATE_RUNNING
end
if slot == 1 then
connected_p2 = connected
notify_animstate_p2 = STATE_RUNNING
end
end
end
 
 
local scanlineParams = {
240.0, -- float scanlineCount
  0.7, -- float scanlineHeight;
1.5,        -- float scanlineBrightScale;
0.5,        -- float scanlineAlpha;
0.5        -- float vignetteStrength;
}
 
-- ---------------------------------------------------
-- Full Screen (480p) NoFX
-- ---------------------------------------------------
 
local original_mode = function()
if snklogo == 1 then
sprite_snklogo.BindTexture(3)
sprite_snklogo.SetPosXY(0,0)
sprite_snklogo.SetSizeXY(1920,1080)
sprite_snklogo.SetPosUV(0,0)
sprite_snklogo.SetSizeUV(1920,1080)
else
sprite_snklogo.BindTexture(0)
sprite_snklogo.BindFragmentShader(0)
sprite_snklogo.SetPosXY((1920-1440)/2,0)
sprite_snklogo.SetSizeXY(1440,1080)
end
sprite_snklogo.Enable()
sprite_bezel.Disable()
end
 
-- ---------------------------------------------------
-- Full Screen + ScanLines (480p)
-- ---------------------------------------------------
 
local scanlines_mode = function()
if snklogo == 1 then
sprite_snklogo.BindTexture(3)
sprite_snklogo.SetPosXY(0,0)
sprite_snklogo.SetSizeXY(1920,1080)
sprite_snklogo.SetPosUV(0,0)
sprite_snklogo.SetSizeUV(1920,1080)
else
sprite_snklogo.BindTexture(0)
sprite_snklogo.SetPosXY((1920-1440)/2,0)
sprite_snklogo.SetSizeXY(1440,1080)
sprite_snklogo.BindFragmentShader(2)
sprite_snklogo.SetShaderParams(scanlineParams)
end
sprite_snklogo.Enable()
sprite_bezel.Disable()
end
 
-- ---------------------------------------------------
-- Bezel NoFX
-- ---------------------------------------------------
local bezel_mode = function(bezel)
if snklogo == 1 then
sprite_snklogo.BindTexture(3)
sprite_snklogo.SetPosXY(0,0)
sprite_snklogo.SetSizeXY(1920,1080)
sprite_snklogo.SetPosUV(0,0)
sprite_snklogo.SetSizeUV(1920,1080)
else
sprite_snklogo.BindTexture(0)
sprite_snklogo.BindFragmentShader(0)
sprite_snklogo.SetPosXY((1920-1280)/2, (1080-896)/2)
sprite_snklogo.SetSizeXY(1280,896)
end
sprite_snklogo.Enable()
 
sprite_bezel.BindTexture(bezel)
sprite_bezel.SetPosXY(0,0)
sprite_bezel.SetSizeXY(1920,1080)
sprite_bezel.SetPosUV(0,0)
sprite_bezel.SetSizeUV(1920,1080)
sprite_bezel.Enable()
end
 
-- ---------------------------------------------------
-- Bezel + ScanLines (480p)
-- ---------------------------------------------------
 
local bezel_scanlines_mode = function(bezel)
if snklogo == 1 then
sprite_snklogo.BindTexture(3)
sprite_snklogo.SetPosXY(0,0)
sprite_snklogo.SetSizeXY(1920,1080)
sprite_snklogo.SetPosUV(0,0)
sprite_snklogo.SetSizeUV(1920,1080)
else
sprite_snklogo.BindTexture(0)
sprite_snklogo.SetPosXY((1920-1280)/2, (1080-896)/2)
sprite_snklogo.SetSizeXY(1280,896)
sprite_snklogo.BindFragmentShader(2)
sprite_snklogo.SetShaderParams(scanlineParams)
end
sprite_snklogo.Enable()
 
sprite_bezel.BindTexture(bezel)
sprite_bezel.SetPosXY(0,0)
sprite_bezel.SetSizeXY(1920,1080)
sprite_bezel.SetPosUV(0,0)
sprite_bezel.SetSizeUV(1920,1080)
sprite_bezel.Enable()
end
 
 
 
 
 
 
local updateMode = function(mode, scanlines)
if scanlines == 0 then
if mode == 0 then
original_mode()
else
bezel_mode(mode)
end
else
if mode == 0 then
scanlines_mode()
else
bezel_scanlines_mode(mode)
end
end
local needsSave = (SaveData.vid_mode ~= mode or SaveData.vid_scanlines ~= scanlines)
if needsSave == true then
SaveData.vid_mode = mode
SaveData.vid_scanlines = scanlines
emuObj.SaveConfig(0, SaveData)
end
end
 
 
 
-- Fight stick
local pad = function()
updateMode(SaveData.vid_mode, SaveData.vid_scanlines)
emuObj.AddVsyncHook(update_notifications_p1)
emuObj.AddVsyncHook(update_notifications_p2)
end
 
emuObj.AddPadHook(onHIDPadEvent)
emuObj.AddEntryPointHook(pad)
 
 
 
--[[###################################################################################################################
#######################################################################################################################
 
  Adjusted Memory Read/Write operations
 
  when data stored in memory differs by a common offset between regions these functions are handy
 
###################################################################################################################--]]
 
-- Initial offsets based on European version
local AdjustForRegion = 0
 
function Adjusted_WM32(base, data)
eeObj.WriteMem32(base + AdjustForRegion, data)
end
 
function Adjusted_WM16(base, data)
eeObj.WriteMem16(base + AdjustForRegion, data)
end
 
function Adjusted_WM8(base, data)
eeObj.WriteMem8(base + AdjustForRegion, data)
end
 
function Adjusted_WMFloat(base, data)
eeObj.WriteMemFloat(base + AdjustForRegion, data)
end
 
 
function Adjusted_RM32(base)
return eeObj.ReadMem32(base + AdjustForRegion)
end
 
function Adjusted_RM16(base)
return eeObj.ReadMem16(base + AdjustForRegion)
end
 
function Adjusted_RM8(base)
return eeObj.ReadMem8(base + AdjustForRegion)
end
 
function Adjusted_RMStr(base)
return eeObj.ReadMemStr(base + AdjustForRegion)
end
 
function Adjusted_RMFloat(base)
return eeObj.ReadMemFloat(base + AdjustForRegion)
end
 
function Adjusted_W_bitset_8(base, bit)
local u8val = eeObj.ReadMem8(base + AdjustForRegion)
local bitmask = 1 << bit
u8val = u8val | bitmask
eeObj.WriteMem8(base + AdjustForRegion, u8val)
end
 
function Adjusted_W_bitclear_8(base, bit)
local u8val = eeObj.ReadMem8(base + AdjustForRegion)
local bitmask = 1 << bit
bitmask = bitmask ~0xff
u8val = u8val & bitmask
eeObj.WriteMem8(base + AdjustForRegion, u8val)
end
 
function Adjusted_R_bit_8(base, bit)
local u8val = eeObj.ReadMem8(base + AdjustForRegion)
local bitmask = 1 << bit
u8val = u8val & bitmask
u8val = u8val >> bit
return u8val
end
 
 
function NeoGeo_WM8(address, data)
 
local tempaddress = address & ~3
address = address & 3
if (address==0) then
tempaddress = tempaddress + 1
elseif (address==1) then
tempaddress = tempaddress + 0
elseif (address==2) then
tempaddress = tempaddress + 3
elseif (address==3) then
tempaddress = tempaddress + 2
end
eeObj.WriteMem8(tempaddress, data)
end
 
 
function NeoGeo_RM8(address)
 
local tempaddress = address & ~3
address = address & 3
if (address==0) then
tempaddress = tempaddress + 1
elseif (address==1) then
tempaddress = tempaddress + 0
elseif (address==2) then
tempaddress = tempaddress + 3
elseif (address==3) then
tempaddress = tempaddress + 2
end
return eeObj.ReadMem8(tempaddress)
end
 
 
 
 
local currentGame = -1
local lastRomBase = -1
local textVramBase = -1 -- address of text VRAM for emulated NeoGeo
local RamBase = -1; -- address of main ram for emulated NeoGeo
 
 
local ActivateOptionsMenu = function()
OptionsMenuActive = 1
ShowArtMenu()
ShowScanMenu()
end
 
local DeActivateOptionsMenu = function()
OptionsMenuActive = 0
HideArtMenu()
HideScanMenu()
end
 
--[[ The Player Control menus don't have room for our new bezel and scanline options,
so remove them if they are present. (They should be present for the main Options screen
but not for the gameplay options screens)
--]]
local PlayerCtrlMenuOn = function()
if (OptionsMenuActive == 1) then
RestoreNewMenus = true
DeActivateOptionsMenu()
end
end
 
--[[ When a Player Control menu goes away, we may need to restore our new bezel and scanline
options.
--]]
local PlayerCtrlMenuOff = function()
if (RestoreNewMenus == true) then
ActivateOptionsMenu()
end
RestoreNewMenus = false
end
 
 
local lastR1 = -1
local lastL1 = -1
local lastR2 = -1
local lastL2 = -1
 
local CheckInputs = function()
-- This entire piece of code needs to be blocked out unless the menu is active and displayed
if OptionsMenuActive ~= 1 then
return
end
local pad_bits = emuObj.GetPad()
local UP = pad_bits &  0x0010
local DOWN = pad_bits &  0x0040
local LEFT = pad_bits &  0x0080
local RIGHT = pad_bits &  0x0020
local Triangle = pad_bits &  0x1000
local Cross = pad_bits &  0x4000
local Square = pad_bits &  0x8000
local Circle = pad_bits &  0x2000
local L1 = pad_bits &  0x0400
local L2 = pad_bits &  0x0100
local L3 = pad_bits &  0x0002
local R1 = pad_bits &  0x0800
local R2 = pad_bits &  0x0200
local R3 = pad_bits &  0x0004
local Select = pad_bits &  0x0001
local Start = pad_bits &  0x0008
 
if (L2 ~= 0) and (L2 ~= lastL2) then
--print( string.format("L2 Pressed\n" ) )
vid_mode = vid_mode - 1
if (vid_mode<0) then vid_mode = 2 end
 
updateMode(vid_mode, vid_scanlines)
ShowArtMenu()
--print( string.format("FEATURE SCRIPT: VIDEO MODE IS NOW %d\n", vid_mode ) )
end
if (R2 ~= 0) and (R2 ~= lastR2) then
--print( string.format("R2 Pressed\n" ) )
vid_mode = vid_mode + 1
if (vid_mode>2) then vid_mode = 0 end
updateMode(vid_mode, vid_scanlines)
ShowArtMenu()
--print( string.format("FEATURE SCRIPT: VIDEO MODE IS NOW %d\n", vid_mode ) )
end
if (L1 ~= 0) and (L1 ~= lastL1) then
--print( string.format("L1 Pressed\n" ) )
vid_scanlines = vid_scanlines - 1
if (vid_scanlines<0) then vid_scanlines = 1 end
updateMode(vid_mode, vid_scanlines)
ShowScanMenu()
--print( string.format("FEATURE SCRIPT: SCANLINES MODE IS NOW %d\n", vid_scanlines ) )
end
if (R1 ~= 0) and (R1 ~= lastR1) then
--print( string.format("R1 Pressed\n" ) )
vid_scanlines = vid_scanlines + 1
if (vid_scanlines>1) then vid_scanlines = 0 end
updateMode(vid_mode, vid_scanlines)
ShowScanMenu()
--print( string.format("FEATURE SCRIPT: SCANLINES MODE IS NOW %d\n", vid_scanlines ) )
end
 
lastL1 = L1
lastR1 = R1
lastL2 = L2
lastR2 = R2
end
 
local VsyncFunc = function()
 
CheckInputs()
 
local romBase = -1
if Region == 1 then
romBase = Adjusted_RM32(0x02d89bc)
elseif Region == 2 then
romBase = Adjusted_RM32(0x02d89bc + 0x700)
end
if (romBase ~= lastRomBase) then
lastRomBase = romBase
--print( string.format("FEATURE SCRIPT : Rom Base %08x\n", romBase ) )
if (romBase == 0) then
currentGame = -1
textVramBase = -1
RamBase = -1
--print( string.format("FEATURE SCRIPT : unloaded game, disable game specific trophies\n", romBase ) )
end
if (romBase == 0) then
--print( string.format("------------------- SETTING VOLUME FOR INTRO\n" ) )
emuObj.SetVolumes(INTROVOLUME, 1.0, 1.0);
end
if (romBase == 0x0020000) then
--print( string.format("------------------- SETTING VOLUME FOR GAMES\n" ) )
emuObj.SetVolumes(GAMEVOLUME, 1.0, 1.0);
end
end
if (currentGame == -1) then
if (romBase ~= 0) then
local checkString1 = eeObj.ReadMem32(romBase+0x100+0x0)
local checkString2 = eeObj.ReadMem32(romBase+0x100+0x4)
local checkString3 = eeObj.ReadMem32(romBase+0x100+0x8)
--print( string.format("FEATURE SCRIPT : %08x %08x %08x", checkString1, checkString2, checkString3 ) )
   
if (checkString1 == 0x4f2d4e45) and (checkString2 == 0x4f004745) and (checkString3 == 0x00100055) then
--print( string.format("FEATURE SCRIPT : 1994 1994 1994\n" ) )
currentGame = 94
end
if (checkString1 == 0x4f2d4e45) and (checkString2 == 0x4f004745) and (checkString3 == 0x00100084) then
--print( string.format("FEATURE SCRIPT : looks like we're KOF'95ing\n" ) )
currentGame = 95
end
 
if (checkString1 == 0x4f2d4e45) and (checkString2 == 0x4f104745) and (checkString3 == 0x00300214) then
--print( string.format("FEATURE SCRIPT : Once upon a 1996\n" ) )
currentGame = 96
end
 
if (checkString1 == 0x4f2d4e45) and (checkString2 == 0x4f104745) and (checkString3 == 0x00400232) then
--print( string.format("FEATURE SCRIPT : it's 1997!\n" ) )
currentGame = 97
end
 
if (checkString1 == 0x4f2d4e45) and (checkString2 == 0x4f104745) and (checkString3 == 0x00500242) then
--print( string.format("FEATURE SCRIPT : Slugfest of '98!\n" ) )
currentGame = 98
end
end
end
 
end
 
local TextFunc = function()
 
if (currentGame ~= -1) then
 
if (textVramBase == -1) then
local base = eeObj.GetGPR(gpr.s0);
local newText = base + 0xe000
if (newText ~= textVramBase) then
--print( string.format("FEATURE SCRIPT : text base is %08x?!\n", newText ) )
textVramBase = newText
if Region==1 then
RamBase = Adjusted_RM32(0x002d89b0)
elseif Region==2 then
RamBase = Adjusted_RM32(0x002d89b0+0x700)
end
--print( string.format("FEATURE SCRIPT : RAM base is 0x%08x\n", RamBase ) )
end
end
 
end
 
end
 
 
local TurnOnScaleAndInterp = function()
local game = eeObj.ReadMem32(0x32e7f4)
if (game == 0xffffffff) then -- can get here from within challenge mode, don't turn on
--print "_NOTE: Turning On Scale and Interp"
gsObj.SetUprenderMode("2x2")
gsObj.SetUpscaleMode("EdgeSmooth")
end
end
 
local TurnOffScaleAndInterp = function()
local s2 = eeObj.GetGpr(gpr.s2)
local choice = eeObj.ReadMem16(s2+0xe8)  -- if choice is to return to main menu, no need to turn off
if (choice < 3) then
--print "_NOTE: Turning OFF Scale and Interp"
gsObj.SetUprenderMode("none")
gsObj.SetUpscaleMode("point")
end
end
 
local EnterChallengeMode = function()
TurnOffScaleAndInterp()
end
 
if Region == 1 then -- US
-- set Default AutoSave to ON
eeInsnReplace(0x20f1d0, 0xae200014, 0xae250014)
TextHook = eeObj.AddHook(0x001e0280+8,0x8c648a4c,TextFunc)
OptOnHook1 = eeObj.AddHook(0x208d0c,0xffb20010,ActivateOptionsMenu) -- Options menu On
OptOffHook1 = eeObj.AddHook(0x208d8c,0xffb00000,DeActivateOptionsMenu) -- Options menu Off
PlCtrlOnHook = eeObj.AddHook(0x1fc8fc,0xffb20010,PlayerCtrlMenuOn) -- Plyr Ctrl menu On
PlCtrlOffHook = eeObj.AddHook(0x1fcbb4,0xffb00000,PlayerCtrlMenuOff) -- Plyr Ctrl menu Off
SclIntrpOffHook = eeObj.AddHook(0x211980,0x26b0e7f4,TurnOffScaleAndInterp) -- Scale and Interp Off
-- SclIntrpOnHook = eeObj.AddHook(0x21a1a4,0xffb00000,TurnOnScaleAndInterp) -- This is now called from LoadMainMenu_done
eeObj.AddHook(0x210250, 0x24030001, EnterChallengeMode)
 
elseif Region == 2 then -- EU
eeInsnReplace(0x2107d8, 0xae200014, 0xae250014)
 
TextHook = eeObj.AddHook(0x001e09a0+8,0x8c64914c,TextFunc)
OptOnHook1 = eeObj.AddHook(0x20a10c,0xffb20010,ActivateOptionsMenu)
OptOffHook1 = eeObj.AddHook(0x20a18c,0xffb00000,DeActivateOptionsMenu)
PlCtrlOnHook = eeObj.AddHook(0x1fdb84,0xffb20010,PlayerCtrlMenuOn) -- Plyr Ctrl menu On
PlCtrlOffHook = eeObj.AddHook(0x1fde3c,0xffb00000,PlayerCtrlMenuOff) -- Plyr Ctrl menu Off
SclIntrpOffHook = eeObj.AddHook(0x212fc8,0x26b0eef4,TurnOffScaleAndInterp) -- Scale and Interp Off
SclIntrpOnHook = eeObj.AddHook(0x21b9f4,0xffb00000,TurnOnScaleAndInterp) -- Scale and Interp On
 
end
 
MainHook = emuObj.AddVsyncHook(VsyncFunc)
 
 
local StartSNK = function()
--print( string.format("FEATURE SCRIPT : ================== BEGIN SNK LOGO DISPLAY ===============\n" ) )
snklogo = 1
updateMode(SaveData.vid_mode, SaveData.vid_scanlines)
--print( string.format("------------------- SETTING VOLUME FOR INTRO\n" ) )
emuObj.SetVolumes(INTROVOLUME, 1.0, 1.0);
emuObj.ThrottleNorm() -- end of initial load, restore to normal speed
--print "_NOTE: End of boot load, ThrottleNorm"
end
 
 
 
local StartVideo = function()
--print( string.format("FEATURE SCRIPT : ================== BEGIN VIDEO ===============\n" ) )
snklogo = 0
updateMode(SaveData.vid_mode, SaveData.vid_scanlines)
end
 
if Region == 1 then
emuObj.AddSectorReadHook(776480, 32, StartSNK)
emuObj.AddSectorReadHook(200000, 16, StartVideo)
elseif Region == 2 then
emuObj.AddSectorReadHook(9696, 32, StartSNK)
emuObj.AddSectorReadHook(580324, 16, StartVideo)
end
 
 
 
-- ---------------------------------------------------
-- the global function 'Global_InitGpuResources()' is invoked by the emulator after
-- the GS has been initialized.  Textures and Shaders must be loaded here.
--
Global_InitGpuResources = function()
-- # Fragment Shader 0 is fixed as the default no-thrills as-is renderer.
emuObj.LoadFsShader(1, "./shader_scanlines_any_p.sb") -- (1) = Scanlines for SNK logo
emuObj.LoadFsShader(2, "./shader_SL480_p.sb") -- (2) = 480P ScanLine Sim
texture1.Load("./PS2_Classics_for_PS4_KOF98_OROCHI_1.png")
texture2.Load("./PS2_Classics_for_PS4_KOF98_OROCHI_2.png")
texture3.Load("./SNK_LOGO.png")
texture4.Load("./p1.png")
texture5.Load("./p2.png")
texture6.Load("./p1d.png")
texture7.Load("./p2d.png")
-- texture8.Load("./SNK_LOGO_sl.png") WBD not needed
 
local p1_w,p1_h = texture4.GetSize()
local p2_w,p2_h = texture5.GetSize()
local p1d_w,p1d_h = texture6.GetSize()
local p2d_w,p2d_h = texture7.GetSize()
notify_p1_xsize = p1_w
notify_p2_xsize = p2_w
notify_p1d_xsize = p1d_w
notify_p2d_xsize = p2d_w
notify_ysize = p1_h
 
spr_p1_notify.BindTexture(4)
spr_p1_notify.SetPosXY(-1 - notify_p1_xsize, notify_ypos)  -- default position is fully obscured from view
    spr_p1_notify.SetSizeXY(p1_w,p1_h)
spr_p1_notify.SetPosUV(0,0)
    spr_p1_notify.SetSizeUV(p1_w,p1_h)
spr_p1_notify.SetBlendColorEquation(blendDefaultEquation)
 
spr_p2_notify.BindTexture(5)
spr_p2_notify.SetPosXY(-1 - notify_p2_xsize, notify_ypos)  -- default position is fully obscured from view
    spr_p2_notify.SetSizeXY(p2_w,p1_h)
spr_p2_notify.SetPosUV(0,0)
    spr_p2_notify.SetSizeUV(p2_w,p1_h)
spr_p2_notify.SetBlendColorEquation(blendDefaultEquation)
 
spr_p1d_notify.BindTexture(6)
spr_p1d_notify.SetPosXY(-1 - notify_p1d_xsize, notify_ypos)  -- default position is fully obscured from view
    spr_p1d_notify.SetSizeXY(p1d_w,p1_h)
spr_p1d_notify.SetPosUV(0,0)
    spr_p1d_notify.SetSizeUV(p1d_w,p1_h)
spr_p1d_notify.SetBlendColorEquation(blendDefaultEquation)
 
spr_p2d_notify.BindTexture(7)
spr_p2d_notify.SetPosXY(-1 - notify_p2d_xsize, notify_ypos)  -- default position is fully obscured from view
    spr_p2d_notify.SetSizeXY(p2d_w,p1_h)
spr_p2d_notify.SetPosUV(0,0)
    spr_p2d_notify.SetSizeUV(p2d_w,p1_h)
spr_p2d_notify.SetBlendColorEquation(blendDefaultEquation)
--[[ Additional graphics for Menu Notifications --]]
texture9.Load("./menuart0.png")
texture10.Load("./menuart1.png")
texture11.Load("./menuart2.png")
texture12.Load("./menuscanoff.png")
texture13.Load("./menuscanonn.png")
 
-- all menu text replacement files are 720x34 at the moment..
local menu_w,menu_h = texture9.GetSize()
extra_menu_h = menu_h
extra_menu_w = menu_w
sprite_artmenu.BindTexture(9) -- default
sprite_scanmenu.BindTexture(12) -- default
 
--HideArtMenu() WBD not needed
--HideScanMenu() WBD not needed
 
DeActivateOptionsMenu()
end
 
--[[************************************************************************************
 
Attempt to speed up some load times
****************************************************************************************  --]]
 
 
-- called when initial "Loading..." message is displayed onscreen (after Playstation 2 logo)
--
local BootLoad_start = function()
local a1 = eeObj.GetGpr(gpr.a1)
if (a1 == 0x389c90) then
emuObj.ThrottleFast()
--print "_NOTE: Start of boot load, Throttle Fast"
end
end
 
--[[
-- no longer needed, as this is called from StartSNK when the SNK logo is displayed
--
local BootLoad_done = function()
emuObj.ThrottleNorm()
--print "_NOTE: End of boot load, ThrottleNorm"
end
]]--
 
-- called when the introductory video is killed and the Main Menu is loaded
--
local LoadMainMenu_start = function()
emuObj.ThrottleFast()
--print "_NOTE: Start of main menu load, Throttle Fast"
end
 
-- called when load of Main Menu is done
--
local LoadMainMenu_done = function()
TurnOnScaleAndInterp() -- preserve pre-existing hook at this same location
emuObj.ThrottleNorm()
--print "_NOTE: End of main menu load, Throttle Normal"
end
 
 
-- called when a game is selected from the main menu
--
local LoadGameFromMainMenu_start = function()
emuObj.ThrottleFast()
--print "_NOTE: Start game load, Throttle Fast"
end
 
local LoadGameFromMainMenu_done = function()
emuObj.ThrottleNorm()
--print "_NOTE: End of game load, Throttle Normal"
end
 
-- called after Player Selection when the match is loaded
-- For most games, there will be music playing and the call to ThrottleMax will be ignored.
-- However for KOF09 and Challenge mode, which have some of the longest load times, the music will
-- be killed after Player Selection.
--
local LoadIntoGameplay_start = function()
local ra = eeObj.GetGpr(gpr.ra) -- only speed up for a particular calling function
if (ra == 0x1c11a0) then
--print "_NOTE: Throttle Max"
emuObj.ThrottleMax()
end
end
 
 
local music_to_kill = 0xffffffff -- will contain a handle to bg music that we want to kill during loading
 
-- This will detect if the Player Selection music is running for KOF98 or Challenge mode
-- We want to allow the music to play during player selection, but be killed before the match is loaded
--
local CheckMusic = function()
music_to_kill = 0xffffffff
local s0 = eeObj.GetGpr(gpr.s0) -- s0 is a pointer to the music filename
if (s0 ~= 0) then
local music = eeObj.ReadMemStr(s0)
--print (string.format("_NOTE: Music starting...  %s", music))
if (music == "kof98_bgm_23.at3") then
music_to_kill = eeObj.GetGpr(gpr.v0) -- save the bg handle for this music
--print (string.format("_NOTE: We will kill this handle (%x) later", music_to_kill))
end
end
end
 
 
-- When the game issues a call to fade out the Player Selection music, it usually takes a very long time. This
-- will kill it quickly so we can use ThrottleMax.
--
local KillMusic = function()
local a1 = eeObj.GetGpr(gpr.a1)
local bgmh = eeObj.ReadMem32(0x32e394)
--print (string.format("_NOTE: should we kill this? bgmh = %x  a1 = %x", bgmh, a1))
if ((bgmh == a1) and (a1 == music_to_kill)) then
--print (string.format("_NOTE: Killing BG Music, handle = %x", bgmh))
eeObj.SetFpr(13, 0.0) -- kill this sound immediately
end
end
 
eeObj.AddHook(0x18acac, 0x27bdfb40, BootLoad_start) -- initial load
--eeObj.AddHook(0x1f641c, 0x8e220034, BootLoad_done) -- this is done in StartSNK (logo is displayed)
 
eeObj.AddHook(0x1ced34, 0xffb00000, LoadMainMenu_start) -- load main menu from start screen
eeObj.AddHook(0x21a1a4, 0xffb00000, LoadMainMenu_done)
 
eeObj.AddHook(0x20befc, 0xffb00000, LoadGameFromMainMenu_start) -- load game from main menu
eeObj.AddHook(0x218d2c, 0x3c040033, LoadGameFromMainMenu_done)
 
 
eeObj.AddHook(0x195b68, 0xae42e394, CheckMusic) -- see if we're starting music we may need to kill later
eeObj.AddHook(0x196134, 0x24060001, KillMusic) -- force kill player selection music
eeObj.AddHook(0x1ec944, 0x3c030035, LoadIntoGameplay_start) -- between player selection and gameplay
 
 
 
--[[
-- Fix vertical lines (by forcing gCurrentGamePIXX to be 320). This constant is natively 304, which
--  when divided into 640 gives you not exactly 2. This is apparently causing some rounding errors when
--  blitting sprites. Forcing the screen width to 320 removes the problem. The side effect is that the
--  screen is horizontally compressed by a very very small amount.
 
local forceHorzScrnRes = function()
eeObj.SetGpr(gpr.a3, 0x140)
print "_NOTE: *******************************> Forcing Horz Scrn Res"
end
eeObj.AddHook(0x1dc3dc, 0x3c050033, forceHorzScrnRes)
]]--
 
</pre>
 
====King of Fighters 98 Ultimate Match====
ALL
<br>CLI
<pre>--force-frame-blend=1
--gs-use-deferred-l2h=0
</pre>
<br>LUA
<pre>
-- Lua 5.3
-- Title: The King of Fighters '98 Ultimate Match - SLES-55280 (Europe) v1.01
-- Author: Nicola Salmoria
-- Date: April 4, 2017
 
 
apiRequest(2.0)
 
local gpr = require( "ee-gpr-alias" )
local kFilterMode, kWrapMode, kBlendMultiplier, kBlendFunc = require("sprite")
local PadConnectType = require("pad-connect-type")
 
local eeObj = getEEObject()
local emuObj = getEmuObject()
local gsObj = getGsObject()
 
 
local GRAPHIC_SETTING_ADDRESS = 0x52f1f0
local AUTO_SAVE_ADDRESS = 0x52f200
local PROGRE_FLG_ADDRESS = 0x542ab0
 
 
local sprite0 = getSpriteObject(0)
local sprite1 = getSpriteObject(1)
local sprite2 = getSpriteObject(2)
local sprite3 = getSpriteObject(3)
 
-- Notifications should be assigned to two unused sprite slots.  Since we want them to
-- be displayed on top of everything else, they should be the highest sprites in the list.
local spr_p1_notify = getSpriteObject(4)
local spr_p2_notify = getSpriteObject(5)
local spr_p1d_notify = getSpriteObject(6)
local spr_p2d_notify = getSpriteObject(7)
 
-- note: Texture 0 is fixed as the PS2 scanout.
local texture1 = getTextureObject(1)
local texture2 = getTextureObject(2)
local texture3 = getTextureObject(3)
local texture4 = getTextureObject(4)
local texture5 = getTextureObject(5)
local texture6 = getTextureObject(6)
local texture7 = getTextureObject(7)
 
-- ------------------------------------------------------------
local STATE_STOPPED = 0
local STATE_RUNNING = 1
 
local notify_ypos = 24
local notify_p1_xsize = 0
local notify_p2_xsize = 0
local notify_p1d_xsize = 0
local notify_p2d_xsize = 0
local notify_ysize = 0
 
local notify_frames_p1 = 0
local notify_frames_p2 = 0
local notify_animstate_p1 = STATE_STOPPED
local notify_animstate_p2 = STATE_STOPPED
 
local connected_p1 = 47
local connected_p2 = 47
local blink_on_p1 = true
local blink_on_p2 = true
 
-- ---------------------------------------------------
-- the global function 'Global_InitGpuResources()' is invoked by the emulator after
-- the GS has been initialized.  Textures and Shaders must be loaded here.
--
Global_InitGpuResources = function()
-- # Fragment Shader 0 is fixed as the default no-thrills as-is renderer.
emuObj.LoadFsShader(1, "./shader_SL480_p.sb") -- (1) = 480P ScanLine Sim
 
texture1.Load("./ART1.png")
texture2.Load("./ART2.png")
texture3.Load("./SNK_LOGO.png")
texture4.Load("./p1.png")
texture5.Load("./p2.png")
texture6.Load("./p1d.png")
texture7.Load("./p2d.png")
 
local p1_w,p1_h = texture4.GetSize()
local p2_w,p2_h = texture5.GetSize()
local p1d_w,p1d_h = texture6.GetSize()
local p2d_w,p2d_h = texture7.GetSize()
notify_p1_xsize = p1_w
notify_p2_xsize = p2_w
notify_p1d_xsize = p1d_w
notify_p2d_xsize = p2d_w
notify_ysize = p1_h
 
spr_p1_notify.BindTexture(4)
spr_p1_notify.SetPosXY(-1 - notify_p1_xsize, notify_ypos)  -- default position is fully obscured from view
    spr_p1_notify.SetSizeXY(p1_w,p1_h)
spr_p1_notify.SetPosUV(0,0)
    spr_p1_notify.SetSizeUV(p1_w,p1_h)
spr_p1_notify.SetBlendColorEquation(blendDefaultEquation)
 
spr_p2_notify.BindTexture(5)
spr_p2_notify.SetPosXY(-1 - notify_p2_xsize, notify_ypos)  -- default position is fully obscured from view
    spr_p2_notify.SetSizeXY(p2_w,p1_h)
spr_p2_notify.SetPosUV(0,0)
    spr_p2_notify.SetSizeUV(p2_w,p1_h)
spr_p2_notify.SetBlendColorEquation(blendDefaultEquation)
 
spr_p1d_notify.BindTexture(6)
spr_p1d_notify.SetPosXY(-1 - notify_p1d_xsize, notify_ypos)  -- default position is fully obscured from view
    spr_p1d_notify.SetSizeXY(p1d_w,p1_h)
spr_p1d_notify.SetPosUV(0,0)
    spr_p1d_notify.SetSizeUV(p1d_w,p1_h)
spr_p1d_notify.SetBlendColorEquation(blendDefaultEquation)
 
spr_p2d_notify.BindTexture(7)
spr_p2d_notify.SetPosXY(-1 - notify_p2d_xsize, notify_ypos)  -- default position is fully obscured from view
    spr_p2d_notify.SetSizeXY(p2d_w,p1_h)
spr_p2d_notify.SetPosUV(0,0)
    spr_p2d_notify.SetSizeUV(p2d_w,p1_h)
spr_p2d_notify.SetBlendColorEquation(blendDefaultEquation)
end
 
 
 
local update_notifications_p1 = function()
 
if notify_animstate_p1 == STATE_STOPPED then
spr_p1_notify.Disable()
spr_p1d_notify.Disable()
return
end
 
emuObj.ThrottleNorm()
 
local keyframe = 15
 
notify_frames_p1 = notify_frames_p1 + 1
 
if math.ceil(notify_frames_p1/keyframe) == notify_frames_p1/keyframe then blink_on_p1 = not blink_on_p1 end
if blink_on_p1 == true then notify_ypos = 24 end
if blink_on_p1 == false then notify_ypos = -84 end
 
-- print(string.format("rounded %s, floating %s, blink %s ypos %s", math.ceil(notify_frames_p1/keyframe), notify_frames_p1/keyframe, blink_on_p1, notify_ypos))
-- print(string.format("notify_frames_p1 %s", notify_frames_p1))
 
if notify_frames_p1 >= 225 then
notify_animstate_p1 = STATE_STOPPED
notify_frames_p1 = 0
connected_p1 = 47
end
 
if connected_p1 == true then
spr_p1_notify.SetBlendColor(1.0,1.0,1.0,1.0)
spr_p1_notify.SetPosXY(math.floor((1920-notify_p1_xsize)/2), notify_ypos)
spr_p1_notify.Enable()
end
 
if connected_p1 == false then
spr_p1d_notify.SetBlendColor(1.0,1.0,1.0,1.0)
spr_p1d_notify.SetPosXY(math.floor((1920-notify_p1d_xsize)/2), notify_ypos)
spr_p1d_notify.Enable()
end
end
 
local update_notifications_p2 = function()
 
if notify_animstate_p2 == STATE_STOPPED then
spr_p2_notify.Disable()
spr_p2d_notify.Disable()
return
end
 
emuObj.ThrottleNorm()
 
local keyframe = 15
 
notify_frames_p2 = notify_frames_p2 + 1
 
if math.ceil(notify_frames_p2/keyframe) == notify_frames_p2/keyframe then blink_on_p2 = not blink_on_p2 end
if blink_on_p2 == true then notify_ypos = 24 + notify_ysize + 8 end
if blink_on_p2 == false then notify_ypos = -84 - notify_ysize - 8 end
 
-- print(string.format("rounded %s, floating %s, blink %s ypos %s", math.ceil(notify_frames_p2/keyframe), notify_frames_p2/keyframe, blink_on_p2, notify_ypos))
 
if notify_frames_p2 >= 225 then
notify_animstate_p2 = STATE_STOPPED
notify_frames_p2 = 0
connected_p2 = 47
end
 
-- print(string.format("connected_p1 %s, connected_p2 %s", connected_p1, connected_p2))
 
if connected_p2 == true then
spr_p2_notify.SetBlendColor(1.0,1.0,1.0,1.0)
spr_p2_notify.SetPosXY(math.floor((1920-notify_p2_xsize)/2), notify_ypos)
spr_p2_notify.Enable()
end
 
if connected_p2 == false then
spr_p2d_notify.SetBlendColor(1.0,1.0,1.0,1.0)
spr_p2d_notify.SetPosXY(math.floor((1920-notify_p2d_xsize)/2), notify_ypos)
spr_p2d_notify.Enable()
end
 
end
 
-- slot can range from 0 to 3, for users 1 thru 4.
-- pad_type can be either:  DS4, REMOTE_DS4, REMOTE_VITA, or HID
local onHIDPadEvent = function(slot, connected, pad_type)
spr_p1_notify.Disable()
spr_p1d_notify.Disable()
spr_p2_notify.Disable()
spr_p2d_notify.Disable()
-- print(string.format("slot %s, connected %s, pad_type %s", slot, connected, pad_type))
if pad_type == PadConnectType.HID then
notify_frames_p1 = 0
notify_frames_p2 = 0
blink_on_p1 = true
blink_on_p2 = true
if slot == 0 then
connected_p1 = connected
notify_animstate_p1 = STATE_RUNNING
end
if slot == 1 then
connected_p2 = connected
notify_animstate_p2 = STATE_RUNNING
end
end
end
 
 
local scanlineParams = {
240.0, -- float scanlineCount
  0.7, -- float scanlineHeight;
1.5,        -- float scanlineBrightScale;
0.5,        -- float scanlineAlpha;
0.5        -- float vignetteStrength;
}
 
-- ---------------------------------------------------
-- Full Screen (480p) NoFX
-- ---------------------------------------------------
 
local original = function()
sprite0.BindTexture(0)
sprite0.BindFragmentShader(0)
sprite0.SetPosXY((1920-1440)/2,0)
sprite0.SetSizeXY(1440,1080)
sprite0.SetBlendColor(1.0,1.0,1.0,1.0)
sprite0.Enable()
 
sprite1.Disable()
end
 
-- ---------------------------------------------------
-- Full Screen + ScanLines (480p)
-- ---------------------------------------------------
 
local scanlines = function()
sprite0.BindTexture(0)
sprite0.SetPosXY((1920-1440)/2,0)
sprite0.SetSizeXY(1440,1080)
sprite0.BindFragmentShader(1)
sprite0.SetShaderParams(scanlineParams)
sprite0.SetBlendColor(1.0,1.0,1.0,1.0)
sprite0.Enable()
 
sprite1.Disable()
end
 
-- ---------------------------------------------------
-- SNK Overlay NoFX
-- ---------------------------------------------------
local bezel = function()
sprite0.BindTexture(0)
sprite0.BindFragmentShader(0)
sprite0.SetPosXY((1920-1280)/2, (1080-896)/2)
sprite0.SetSizeXY(1280,896)
sprite0.SetBlendColor(1.0,1.0,1.0,1.0)
sprite0.Enable()
 
sprite1.BindTexture(1)
sprite1.SetPosXY(0,0)
sprite1.SetSizeXY(1920,1080)
sprite1.SetPosUV(0,0)
sprite1.SetSizeUV(1920,1080)
sprite1.Enable()
end
 
-- ---------------------------------------------------
-- SNK Overlay + ScanLines (480p)
-- ---------------------------------------------------
 
local bezel_scanlines = function()
sprite0.BindTexture(0)
sprite0.SetPosXY((1920-1280)/2, (1080-896)/2)
sprite0.SetSizeXY(1280,896)
sprite0.BindFragmentShader(1)
sprite0.SetShaderParams(scanlineParams)
sprite0.SetBlendColor(1.0,1.0,1.0,1.0)
sprite0.Enable()
 
sprite1.BindTexture(1)
sprite1.SetPosXY(0,0)
sprite1.SetSizeXY(1920,1080)
sprite1.SetPosUV(0,0)
sprite1.SetSizeUV(1920,1080)
sprite1.Enable()
end
 
-- ---------------------------------------------------
-- Arcade Overlay NoFX
-- ---------------------------------------------------
local bezel2 = function()
sprite0.BindTexture(0)
sprite0.BindFragmentShader(0)
sprite0.SetPosXY((1920-1280)/2, (1080-896)/2)
sprite0.SetSizeXY(1280,896)
sprite0.SetBlendColor(1.0,1.0,1.0,1.0)
sprite0.Enable()
 
sprite1.BindTexture(2)
sprite1.SetPosXY(0,0)
sprite1.SetSizeXY(1920,1080)
sprite1.SetPosUV(0,0)
sprite1.SetSizeUV(1920,1080)
sprite1.Enable()
end
 
-- ---------------------------------------------------
-- Arcade Overlay + ScanLines (480p)
-- ---------------------------------------------------
 
local bezel2_scanlines = function()
sprite0.BindTexture(0)
sprite0.SetPosXY((1920-1280)/2, (1080-896)/2)
sprite0.SetSizeXY(1280,896)
sprite0.BindFragmentShader(1)
sprite0.SetShaderParams(scanlineParams)
sprite0.SetBlendColor(1.0,1.0,1.0,1.0)
sprite0.Enable()
 
sprite1.BindTexture(2)
sprite1.SetPosXY(0,0)
sprite1.SetSizeXY(1920,1080)
sprite1.SetPosUV(0,0)
sprite1.SetSizeUV(1920,1080)
sprite1.Enable()
end
 
 
local VIDEOMODE_ORIGINAL = 0*2 + 0
local VIDEOMODE_SCANLINES = 0*2 + 1
local VIDEOMODE_ART1 = 1*2 + 0
local VIDEOMODE_ART1_SCANLINES = 1*2 + 1
local VIDEOMODE_ART2 = 2*2 + 0
local VIDEOMODE_ART2_SCANLINES = 2*2 + 1
local VIDEOMODE_LOGO = 127
 
local lastVideoMode = nil
 
local function switchVideoMode(mode)
if lastVideoMode ~= mode then
lastVideoMode = mode
 
emuObj.ThrottleNorm()
if mode == VIDEOMODE_ORIGINAL then
original()
elseif mode == VIDEOMODE_SCANLINES then
scanlines()
elseif mode == VIDEOMODE_ART1 then
bezel()
elseif mode == VIDEOMODE_ART1_SCANLINES then
bezel_scanlines()
elseif mode == VIDEOMODE_ART2 then
bezel2()
elseif mode == VIDEOMODE_ART2_SCANLINES then
bezel2_scanlines()
end
end
end
 
 
local logoON = function(fade)
lastVideoMode = VIDEOMODE_LOGO
 
sprite0.BindTexture(3)
sprite0.SetPosXY(0,0)
sprite0.SetSizeXY(1920,1080)
sprite0.SetPosUV(0,0)
sprite0.SetSizeUV(1920,1080)
sprite0.SetBlendColor(fade,fade,fade,fade)
sprite0.SetBlendColorEquation(blendConstFadeEquation)
sprite0.Enable()
 
sprite1.Disable()
end
 
 
 
 
-- convert unsigned int to signed
local function asSigned(n)
local MAXINT = 0x80000000
return (n >= MAXINT and n - 2*MAXINT) or n
end
 
 
local LH1 = -- update splash screen
function()
local splashNum = eeObj.GetGpr(gpr.s1)
if splashNum == 3 then
local counter = eeObj.GetGpr(gpr.s0)
local fade = 128
if counter < 32 then
fade = counter * 4
elseif counter >= 192 then
fade = 0
elseif counter > 160 then
fade = (192 - counter) * 4
end
logoON(fade / 128.0)
elseif splashNum == 4 then
switchVideoMode(VIDEOMODE_ORIGINAL)
end
end
 
 
local FH1 = -- initialize options
function()
eeObj.WriteMem8(AUTO_SAVE_ADDRESS, 1) -- ON
end
 
 
local elementPatches = {
[0x960] = -1000, -- move "+" out of view
[0x96e] = -1000, -- move "-" out of view
[0x97c] = -1000, -- move "+" out of view (scroll-in)
[0x98a] = -1000, -- move "-" out of view (scroll-in)
[0x998] = -1000, -- move "+" out of view (scroll-out)
[0x9a6] = -1000, -- move "-" out of view (scroll-out)
[0x9b4] = -1000, -- move "0" out of view
[0x9c2] = -1000, -- move "1" out of view
[0x9d0] = -1000, -- move "2" out of view
[0x9de] = -1000, -- move "0" out of view (scroll-in)
[0x9ec] = -1000, -- move "1" out of view (scroll-in)
[0x9fa] = -1000, -- move "2" out of view (scroll-in)
[0xa08] = -1000, -- move "0" out of view (scroll-out)
[0xa16] = -1000, -- move "1" out of view (scroll-out)
[0xa24] = -1000, -- move "2" out of view (scroll-out)
[0xa38] = 0x25, -- replace "0" with "OFF"
[0xa32] = 0xfe, -- adjust "OFF" x position
[0xa46] = 0x0f, -- replace "1" with "TYPE A"
[0xa40] = 0xfe, -- adjust "TYPE A" x position
[0xa54] = 0x10, -- replace "2" with "TYPE B"
[0xa4e] = 0xfe, -- adjust "TYPE B" x position
[0xac4] = 0x1f, -- replace "0" with "OFF" (scroll-in)
[0xabe] = 0xffae, -- adjust "OFF" x position (scroll-in)
[0xad2] = 0x09, -- replace "1" with "TYPE A" (scroll-in)
[0xacc] = 0xffae, -- adjust "TYPE A" x position (scroll-in)
[0xae0] = 0x0a, -- replace "2" with "TYPE B" (scroll-in)
[0xada] = 0xffae, -- adjust "TYPE B" x position (scroll-in)
[0xb50] = 0x58, -- replace "0" with "OFF" (scroll-out)
[0xb4a] = 0xfe, -- adjust "OFF" x position (scroll-out)
[0xb5e] = 0x42, -- replace "1" with "TYPE A" (scroll-out)
[0xb58] = 0xfe, -- adjust "TYPE A" x position (scroll-out)
[0xb6c] = 0x43, -- replace "2" with "TYPE B" (scroll-out)
[0xb66] = 0xfe, -- adjust "TYPE B" x position (scroll-out)
 
[0xcee] = -1000, -- move "+" out of view
[0xcfc] = -1000, -- move "-" out of view
[0xd0a] = -1000, -- move "+" out of view (scroll-in)
[0xd18] = -1000, -- move "-" out of view (scroll-in)
[0xd26] = -1000, -- move "+" out of view (scroll-out)
[0xd34] = -1000, -- move "-" out of view (scroll-out)
[0xd48] = 0x23, -- replace "0"  with "ON OFF"
[0xd42] = 0xfd, -- adjust "ON OFF" x position
[0xd50] = -1000, -- move "1" out of view
[0xd5e] = -1000, -- move "2" out of view
[0xd72] = 0x1d, -- replace "0"  with "ON OFF" (scroll-in)
[0xd6c] = 0xffad, -- adjust "ON OFF" x position (scroll-in)
[0xd7a] = -1000, -- move "1" out of view (scroll-in)
[0xd88] = -1000, -- move "2" out of view (scroll-in)
[0xd9c] = 0x56, -- replace "0"  with "ON OFF" (scroll-out)
[0xd96] = 0xfd, -- adjust "ON OFF" x position (scroll-out)
[0xda4] = -1000, -- move "1" out of view (scroll-out)
[0xdb2] = -1000, -- move "2" out of view (scroll-out)
[0xdc6] = 0x25, -- replace "0" with "OFF"
[0xdc0] = 0x114, -- adjust "OFF" x position
[0xdd4] = 0x24, -- replace "1" with "ON"
[0xdce] = 0xe3, -- adjust "ON" x position
[0xe52] = 0x1f, -- replace "0" with "OFF" (scroll-in)
[0xe4c] = 0xffc4, -- adjust "OFF" x position (scroll-in)
[0xe60] = 0x1e, -- replace "1" with "ON" (scroll-in)
[0xe5a] = 0xff93, -- adjust "ON" x position (scroll-in)
[0xede] = 0x58, -- replace "0" with "OFF" (scroll-out)
[0xed8] = 0x114, -- adjust "OFF" x position (scroll-out)
[0xeec] = 0x57, -- replace "1" with "ON" (scroll-out)
[0xee6] = 0xe3, -- adjust "ON" x position (scroll-out)
}
 
local atlasPatches = {
-- "POSITION X" -> "ARTWORK"
[0x18e] = 0xffda, -- adjust X offset
[0x192] = 0, -- no other quads after this
 
-- highlighted "POSITION X" -> "ARTWORK"
[0x10e] = 0xffda, -- adjust X offset
[0x112] = 0, -- no other quads after this
 
-- "POSITION Y" -> "SCANLINES"
[0x6a6] = 0x80, -- adjust texture U
[0x6a8] = 0x70, -- adjust texture V
[0x6aa] = 0x78, -- adjust texture width
[0x6ae] = 0xffc2, -- adjust X offset
[0x6b2] = 0, -- no other quads after this
 
-- highlighted "POSITION Y" -> "SCANLINES"
[0x688] = 0x60, -- adjust texture V
[0x68a] = 0x78, -- adjust texture width
[0x68e] = 0xffc2, -- adjust X offset
[0x692] = 0, -- no other quads after this
}
 
local texturePatches = {
-- "POSITION" -> "ARTWORK"
[0x5099] = "02222222222200222222222222002222222222202222200022222002222222222200222222222222002222200022222",
[0x5199] = "22444444444220244444444442202444444444202444200024442022444444444220244444444442202444200024442",
[0x5299] = "24442222244420244422222444202222444222202444200024442024442222244420244422222444202444200024442",
[0x5399] = "24442000244420244420002444200002444200002444200024442024442000244420244420002444202444200024442",
[0x5499] = "24442000244420244420002444200002444200002444222224442024442000244420244420002444202444200024442",
[0x5599] = "24442000244420244420002444200002444200002444244424442024442000244420244420002444202444200024442",
[0x5699] = "24442222244420244422222444200002444200002444244424442024442000244420244422222444202444222224442",
[0x5799] = "24444444444420244444444422200002444200002444244424442024442000244420244444444422202444444444422",
[0x5899] = "24442222244420244422222444200002444200002244444444422024442000244420244422222444202444222224442",
[0x5999] = "24442000244420244420002444200002444200000244422244420024442000244420244420002444202444200024442",
[0x5a99] = "24442000244420244420002444200002444200000244420244420024442000244420244420002444202444200024442",
[0x5b99] = "24442000244420244420002444200002444200000244420244420024442000244420244420002444202444200024442",
[0x5c99] = "24442000244420244420002444200002444200000244420244420024442222244420244420002444202444200024442",
[0x5d99] = "24442000244420244420002444200002444200000244420244420022444444444220244420002444202444200024442",
[0x5e99] = "22222000222220222220002222200002222200000222220222220002222222222200222220002222202222200022222",
 
-- highlighted "POSITION" -> "ARTWORK"
[0x1001] = "09999999999900999999999999009999999999909999900099999009999999999900999999999999009999900099999",
[0x1101] = "99333333333990933333333339909333333333909333900093339099333333333990933333333339909333900093339",
[0x1201] = "93339999933390933399999333909999333999909333900093339093339999933390933399999333909333900093339",
[0x1301] = "93339000933390933390009333900009333900009333900093339093339000933390933390009333909333900093339",
[0x1401] = "93339000933390933390009333900009333900009333999993339093339000933390933390009333909333900093339",
[0x1501] = "93339000933390933390009333900009333900009333933393339093339000933390933390009333909333900093339",
[0x1601] = "93339999933390933399999333900009333900009333933393339093339000933390933399999333909333999993339",
[0x1701] = "93333333333390933333333339900009333900009333933393339093339000933390933333333339909333333333399",
[0x1801] = "93339999933390933399999333900009333900009933333333399093339000933390933399999333909333999993339",
[0x1901] = "93339000933390933390009333900009333900000933399933390093339000933390933390009333909333900093339",
[0x1a01] = "93339000933390933390009333900009333900000933390933390093339000933390933390009333909333900093339",
[0x1b01] = "93339000933390933390009333900009333900000933390933390093339000933390933390009333909333900093339",
[0x1c01] = "93339000933390933390009333900009333900000933390933390093339999933390933390009333909333900093339",
[0x1d01] = "93339000933390933390009333900009333900000933390933390099333333333990933390009333909333900093339",
[0x1e01] = "99999000999990999990009999900009999900000999990999990009999999999900999990009999909999900099999",
 
-- "DEMO CUT" (unused) -> "SCANLINES"
[0x7083] = "022222222222000222222222220002222222222200222222002222202222200000000022222022222200222220022222222222200222222222220",
[0x7183] = "224444444442202244444444422022444444444220244442202444202444200000000024442024444220244420224444444444202244444444422",
[0x7283] = "244422222444202444222224442024442222244420244449202444202444200000000024442024444920244420244422222222202444222224442",
[0x7383] = "244420002444202444200024442024442000244420244444222444202444200000000024442024444422244420244420000000002444200024442",
[0x7483] = "244420002222202444200022222024442000244420244444922444202444200000000024442024444492244420244420000000002444200022222",
[0x7583] = "244420000000002444200000000024442000244420244444422444202444200000000024442024444442244420244420000000002444200000000",
[0x7683] = "244422222222002444200000000024442222244420244494492444202444200000000024442024449449244420244422222220002444222222220",
[0x7783] = "224444444442202444200000000024444444444420244424442444202444200000000024442024442444244420244444444420002244444444422",
[0x7883] = "022222222444202444200000000024442222244420244429449444202444200000000024442024442944944420244422222220000222222224442",
[0x7983] = "000000002444202444200000000024442000244420244422444444202444200022222024442024442244444420244420000000000000000024442",
[0x7a83] = "222220002444202444200022222024442000244420244422944444202444200024442024442024442294444420244420000000002222200024442",
[0x7b83] = "244420002444202444200024442024442000244420244422244444202444200024442024442024442224444420244420000000002444200024442",
[0x7c83] = "244422222444202444222224442024442000244420244420294444202444222224442024442024442029444420244422222222202444222224442",
[0x7d83] = "224444444442202244444444422024442000244420244420224444202444444444442024442024442022444420224444444444202244444444422",
[0x7e83] = "022222222222000222222222220022222000222220222220022222202222222222222022222022222002222220022222222222200222222222220",
 
-- highlighted "DEMO CUT" (unused) -> "SCANLINES"
[0x6002] = "0099999999999000999999999990009999999999900999999009999909999900000000099999099999900999990099999999999900999999999990",
[0x6102] = "0993333333339909933333333399099333333333990933339909333909333900000000093339093333990933390993333333333909933333333399",
[0x6202] = "0933399999333909333999993339093339999933390933332909333909333900000000093339093333290933390933399999999909333999993339",
[0x6302] = "0933390009333909333900093339093339000933390933333999333909333900000000093339093333399933390933390000000009333900093339",
[0x6402] = "0933390009999909333900099999093339000933390933333299333909333900000000093339093333329933390933390000000009333900099999",
[0x6502] = "0933390000000009333900000000093339000933390933333399333909333900000000093339093333339933390933390000000009333900000000",
[0x6602] = "0933399999999009333900000000093339999933390933323329333909333900000000093339093332332933390933399999990009333999999990",
[0x6702] = "0993333333339909333900000000093333333333390933393339333909333900000000093339093339333933390933333333390009933333333399",
[0x6802] = "0099999999333909333900000000093339999933390933392332333909333900000000093339093339233233390933399999990000999999993339",
[0x6902] = "0000000009333909333900000000093339000933390933399333333909333900099999093339093339933333390933390000000000000000093339",
[0x6a02] = "0999990009333909333900099999093339000933390933399233333909333900093339093339093339923333390933390000000009999900093339",
[0x6b02] = "0933390009333909333900093339093339000933390933399933333909333900093339093339093339993333390933390000000009333900093339",
[0x6c02] = "0933399999333909333999993339093339000933390933390923333909333999993339093339093339092333390933399999999909333999993339",
[0x6d02] = "0993333333339909933333333399093339000933390933390993333909333333333339093339093339099333390993333333333909933333333399",
[0x6e02] = "0099999999999000999999999990099999000999990999990099999909999999999999099999099999009999990099999999999900999999999990",
}
 
local FH2A = -- initialize display options screen layout
function()
local layout = eeObj.GetGpr(gpr.a1)
local elements = layout + eeObj.ReadMem32(layout + 12)
 
for offset, value in pairs(elementPatches) do
eeObj.WriteMem16(elements + offset, value)
end
 
local atlas = layout + eeObj.ReadMem32(layout + 4)
for offset, value in pairs(atlasPatches) do
eeObj.WriteMem16(atlas + offset, value)
end
 
local bitmap = layout + eeObj.ReadMem32(layout) + 0x440
for offset, str in pairs(texturePatches) do
local l = string.len(str)
for i = 1, l do
local c = string.sub(str, i, i)
eeObj.WriteMem8(bitmap + offset + i - 1, string.byte(c) - 0x30)
end
end
end
 
 
local FH2B = -- adjust Position X (now Artwork) setting
function()
local posX = asSigned(eeObj.GetGpr(gpr.a0))
eeObj.SetGpr(gpr.a0, posX % 3) -- limit to valid range
end
 
 
local FH2C = -- adjust Position Y (now Scanlines) setting
function()
local posX = asSigned(eeObj.GetGpr(gpr.a0))
eeObj.SetGpr(gpr.a0, posX % 2) -- limit to valid range
end
 
 
local finishedSplashScreens = false
 
local settingPosX = 0
local FH3A = -- apply display position x/y settings (now Artwork/Scanlines)
function()
settingPosX = eeObj.GetGpr(gpr.a1)
eeObj.SetGpr(gpr.a1, 0) -- force pos X to 0
end
local FH3B =
function()
local settingPosY = eeObj.GetGpr(gpr.v1)
eeObj.SetGpr(gpr.v1, 0) -- force pos Y to 0
 
-- limit to valid range
settingPosX = settingPosX % 3
settingPosY = settingPosY % 2
 
if finishedSplashScreens == true then
switchVideoMode(settingPosX * 2 + settingPosY)
end
end
 
local FH3C =
function()
eeObj.SetGpr(gpr.a2, 0) -- force pos Y to 0
end
 
local FH3D = -- finish splash screens
function()
finishedSplashScreens = true
end
 
 
local FH4A = -- init display
function()
-- force progressive mode
eeObj.SetGpr(gpr.a1, 0)
eeObj.SetGpr(gpr.a2, 80)
eeObj.SetGpr(gpr.a3, 1)
eeObj.WriteMem8(PROGRE_FLG_ADDRESS, 1) -- ON
end
 
 
local FH4B = -- check X + Triangle on boot
function()
eeObj.SetGpr(gpr.v0, 0) -- always ignore
end
 
 
 
-- register hooks
 
local hooks = {
-- SNK logo
eeObj.AddHook(0x464f18, 0x0000202d, LH1), -- <logo_task>:
 
-- turn on auto save
eeObj.AddHook(0x329b34, 0x0000282d, FH1), -- <init_option>:
 
-- patch Position x/y options to show Artwork/Scanlines options
eeObj.AddHook(0x4453a4, 0x0200282d, FH2A), -- <UM_GRAPHIC_SETTING>:
eeObj.AddHook(0x445558, 0x24a40001, FH2B), -- <UM_GRAPHIC_SETTING_2000>:
eeObj.AddHook(0x4457c0, 0x24a4ffff, FH2B), -- <UM_GRAPHIC_SETTING_2000>:
eeObj.AddHook(0x445594, 0x24a40001, FH2C), -- <UM_GRAPHIC_SETTING_2000>:
eeObj.AddHook(0x4457fc, 0x24a4ffff, FH2C), -- <UM_GRAPHIC_SETTING_2000>:
 
-- apply artwork / scanlines settings
eeObj.AddHook(0x329bcc, 0x8065f1f3, FH3A), -- <DisplayPositionSet>:
eeObj.AddHook(0x329bec, 0x8063f1f4, FH3B), -- <DisplayPositionSet>:
eeObj.AddHook(0x329c18, 0x8046f1f4, FH3C), -- <DisplayPositionSet>:
eeObj.AddHook(0x464fa8, 0x7bb00000, FH3D), -- <logo_task>:
 
-- force Progressive mode
eeObj.AddHook(0x100290, 0x27bdffb0, FH4A), -- <sceGsResetGraph>:
eeObj.AddHook(0x1b5e98, 0x90422a98, FH4B), -- <DEMO_INIT_200>:
}
 
-- force 60Hz mode
eeInsnReplace(0x47a9c0, 0x0c11e9e4, 0x24020002) -- li $v0,2
eeInsnReplace(0x47a9b8, 0x0c11e934, 0x00000000) -- nop
eeInsnReplace(0x47a9e8, 0x0c11e950, 0x00000000) -- nop
eeInsnReplace(0x3290e0, 0x5440000c, 0x00000000) -- nop
 
 
-- Fight stick
 
HIDPad_Enable()
 
local addedHooks = false
local pad = function()
if addedHooks == false then
addedHooks = true
switchVideoMode(VIDEOMODE_ORIGINAL)
emuObj.AddVsyncHook(update_notifications_p1)
emuObj.AddVsyncHook(update_notifications_p2)
 
-- test message on boot
-- onHIDPadEvent(0, true, PadConnectType.HID)
 
-- disable interpolation
gsObj.SetUprenderMode("none")
gsObj.SetUpscaleMode("point")
 
-- bug report:
-- The sound volume is too loud and could you please decrease to -24LKF (�2) as PS4 recommended?
-- The current sound volume: -10.21LKFS
--
-- So set main volume to 10^(-14/20) ~= 0.2 i.e. about 14dB attenuation.
emuObj.SetVolumes(0.2, 1.0, 1.0)
end
end
 
emuObj.AddPadHook(onHIDPadEvent)
emuObj.AddEntryPointHook(pad)
 
 
--=======================================  WBD addition 11/29/2017
 
-- Fix bug 10414 - large stretched polygons block view of player characters
 
local FixPointTable = function()
-- local pPtTbl = eeObj.ReadMem32(p5Tbl+0x114) -- ptr to source points DEBUG ONLY
local s6 = eeObj.GetGpr(gpr.s6) -- obj in question
local p5Tbl = eeObj.ReadMem32(s6+0x10) -- ptr to object's data
local numPts = eeObj.ReadMem32(p5Tbl+0x110) -- num points in list
local pTbl = 0x1bd6ce0 -- bg_point_buff (we need to scan this)
for i = 1, numPts do
local stat = eeObj.ReadMem32(pTbl + 0xc) -- check 4th word, should be 0
if (stat ~= 0) then -- if not, we need to fix
 
--[[ DEBUG ONLY, print source point
local w1 = eeObj.ReadMemFloat(pPtTbl)
local w2 = eeObj.ReadMemFloat(pPtTbl+4)
local w3 = eeObj.ReadMemFloat(pPtTbl+8)
local w4 = eeObj.ReadMemFloat(pPtTbl+12)
print (string.format("_NOTE: Point %d, %x (%f, %f, %f, %f) needs fixing", i, pPtTbl, w1,w2,w3,w4))
--]]
if (i > 1) then -- if this is any but the first entry
stat = eeObj.ReadMem64(pTbl-0x10) -- fix by replacing the x, y with
eeObj.WriteMem64(pTbl, stat) -- the previous entry's x and y.
-- stat = eeObj.ReadMem64(pTbl-8)
stat = 0x0000000080000000 -- replace the z with 0x80000000
eeObj.WriteMem64(pTbl+8, stat) -- replace the 4th word with 0
-- print "_NOTE: Fixed with previous entry"
else
stat = eeObj.ReadMem32(pTbl + 0x1c) -- if this is the first entry
if (stat == 0) then -- make sure the second entry is kosher
stat = eeObj.ReadMem64(pTbl+0x10)
eeObj.WriteMem64(pTbl, stat) -- if it is, use the x, y from that entry.
-- stat = eeObj.ReadMem64(pTbl+0x18)
stat = 0x0000000080000000 -- replace the z with 0x80000000
eeObj.WriteMem64(pTbl+8, stat) -- replace the 4th word with 0
-- print "_NOTE: Fixed with next entry"
else
eeObj.WriteMem64(pTbl, 0) -- if the 2nd entry is not kosher
eeObj.WriteMem64(pTbl+8, 0x0000000080000000) -- write 0, 0, 0x80000000, 0
-- print "_NOTE: Fixed with (0, 0, 0x80000000, 0)"
end
end
else -- check if Z value is between 0 and 0x8000
stat = eeObj.ReadMem32(pTbl + 8) -- if so, overwrite Z with 0x80000000
if (stat <= 0x8000) then
eeObj.WriteMem32(pTbl+8, 0x80000000)
-- print (string.format("_NOTE: Fixed positive Z = %x", stat))
end
end
pTbl = pTbl + 0x10
-- pPtTbl = pPtTbl + 0x10 -- DEBUG ONLY
end
end
 
eeObj.AddHook(0x439dc8, 0x008e150180, FixPointTable)
 
eeInsnReplace(0x3298ac, 0xa064f1f2, 0xa060f1f2)  -- Change default Focus setting from Soft to Normal
 
</pre>


====King of Fighters 2000====
====King of Fighters 2000====
Line 12,319: Line 3,251:
emuObj.SetGsTitleFix( "ignoreAreaUpdate", 0, { alpha=0x00000000 } )
emuObj.SetGsTitleFix( "ignoreAreaUpdate", 0, { alpha=0x00000000 } )
emuObj.SetGsTitleFix( "ignoreAreaUpdate", 0, { alpha=0x80000048 } )
emuObj.SetGsTitleFix( "ignoreAreaUpdate", 0, { alpha=0x80000048 } )
</pre>
====Puzzle Quest====
<br>LUA
<br>SLUS-21692
<pre>
require("ee-gpr-alias")
require( "ee-hwaddr" )
apiRequest(0.1) -- request version 0.1 API. Calling apiRequest() is mandatory.
eeObj = getEEObject()
-- Bug#8536
-- the game has a discrepancy between PATH1+2(for env+polygon) and PATH3(tex)
-- At here, we will replace VIF packet including MSKPATH3 just only the first one in a frame.
-- The packet sits at 0x35cbd0 statically and the game uses CALL tag to refer it for each draw-calls.
-- Because it's shared among all drawcalls, we can't rewrite it directly.
-- Instead of that, changing the address of CALL tag and placing our own packet excluding MSKPATH3=OFF on Overlay area.
-- Strategy
-- - Create our special packet on Overlay area
-- - just before kicking Ch1DMA, replace CALL tag's address to our own one.
--
-- the original packets at 0x35cbd0
-- 6000001f 00000000 11000000 50000002 : RET QWC=1f
-- 00008001 10000000 0000000e 00000000
-- 00000000 00000000 0000007f 00000000
-- 00000000 00000000 13000000 50000002
-- 00008001 10000000 0000000e 00000000
-- 00000000 00000000 0000003f 00000000
-- 00000000 00000000 00000000 06000000 : MSKPATH3=OFF
-- 00000000 00000000 00000000 00000000 x 23 qword
-- Reserve memory area for our packet.
-- Because InsnOverlay is for instructions, we can't use directly the API for 'data'.
local addrReplacePacket = InsnOverlay( {
  0, 0, 0, 0,
  0, 0, 0, 0,
  0, 0, 0, 0,
  0, 0, 0, 0,
  0, 0, 0, 0,
  0, 0, 0, 0,
  0, 0, 0, 0
})
-- Create our packet at the top of 'main'
eeObj.AddHook( 0x205be0, 0x27bdff80, function()
  local addr = addrReplacePacket
  -- create replace packet on the reserved area.
  eeObj.WriteMem128(addr + 0x00, 0x60000006, 0x00000000, 0x11000000, 0x50000002)
  eeObj.WriteMem128(addr + 0x10, 0x00008001, 0x10000000, 0x0000000e, 0x00000000)
  eeObj.WriteMem128(addr + 0x20, 0x00000000, 0x00000000, 0x0000007f, 0x00000000)
  eeObj.WriteMem128(addr + 0x30, 0x00000000, 0x00000000, 0x13000000, 0x50000002)
  eeObj.WriteMem128(addr + 0x40, 0x00008001, 0x10000000, 0x0000000e, 0x00000000)
  eeObj.WriteMem128(addr + 0x50, 0x00000000, 0x00000000, 0x0000003f, 0x00000000)
  eeObj.WriteMem128(addr + 0x60, 0x00000000, 0x00000000, 0x00000000, 0x00000000)
end)
-- Replace the address of CALL to our own packet.
eeObj.AddHook( 0x1faff0, 0x24030145, function()
  local ee  = eeObj
  local tadr = ee.ReadMem32(vif1_hw.TADR)
  local addr_openClosePATH3Chain = 0x35cbd0
  -- the first VIF tag of the chain must be 'CALL 0x35cbd0'.
  if ee.ReadMem32(tadr) ~= 0x50000000 or ee.ReadMem32(tadr+4) ~= addr_openClosePATH3Chain then
-- print(stirng.format("***** UNEXPECTED PACKET *****"))
return
  end
  -- change call address to our own no-mskpath3 packets.
  ee.WriteMem32(tadr+4, addrReplacePacket)
  -- print(string.format("=== replace packet %08x ===", addrReplacePacket))
  -- for i=0,6 do
  -- print(string.format("  %08x %08x %08x %08x", ee.ReadMem128(addrReplacePacket + i*16)))
  -- end
end)


</pre>
</pre>
Line 13,656: Line 4,513:
-- Karla Quiros Manager Business Finance & Ops
-- Karla Quiros Manager Business Finance & Ops
-- Special thanks to A-R&D
-- Special thanks to A-R&D
</pre>
====Forbidden Siren====
<br>CLI
<pre>
--ee-context-switch-cycles=1440
</pre>
</pre>


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