Editing PS2 Emulation
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= Description = | = Description = | ||
<pre>PlayStation 2 emulation on the PlayStation 4 is handled with little difference to the PlayStation 3 | <pre>PlayStation 2 emulation on the PlayStation 4 is handled with little difference to the PlayStation 3. | ||
Some issues that the PlayStation 3 encountered have moved on to the PlayStation 4, along with a few new ones. | |||
The PS4 is too weak for emulation, therefore Sony had to sacrifice accuracy for performance. | |||
Each PS2ONPS4 package file (.pkg) includes the emulator itself. The ps4 does not have a native built-in emulator in its firmware, but it does have some PS2 emulator specific features. Like the functions sceLncUtilIsPs2Emu, sceShellCoreUtilGetImposeMenuFlagForPs2Emu, sceSystemServiceAddLocalProcessForPs2Emu, or sceSystemServiceShowImposeMenuForPs2Emu. | |||
Emulators are programmed to be accurate for the games that they were made for. And that alone is a challenge for accurate emulation. Since emulators include per title patches, and different default settings, and since the Playstation 2 hardware is a complex system to emulate, any small change in configuration can make or break a game. | |||
This is first time that Sony has ever cared about floats in | Currently the most commonly used emulator is Jakv2 because it is the most compatible. For game crashes we use RECVX, and for VU accuracy we use roguev1. | ||
The BIOS itself is included in the game's pkg and it is the exact same BIOS that was used in the ps2_netemu. Another important thing is the lack of encryption mechanism for PS2 game disc image file, this time it is just a plain ISO file. But the emulator still supports LIMG sector that allows the usage of non-2048 sector size discs. Memory card is also decrypted, but the emulator checks the CRC of some of the regions to ensure that the memory card was Not modified. The PS2 Emulator supports LUA scripting by "Lua Bridge", and it is an extremely powerful interface that provide many possibilities to improve compatibility. | |||
This is first time that Sony has ever cared about floats in their emulators. Compared to the PS3 CPU, x86-64 is doing a worse job in mimicking FPU and VU floats calculation behavior. This is resolved by clamping, accurate math used per memory offset, and/or converting floats to double precision. The emulator uses openCL for GS, and likely other components as well.</pre> | |||
= Emulator Configuration = | = Emulator Configuration = | ||
== Files == | == Files == | ||
Emulator configuration is handled by 4 files: | |||
* '''config-emu-ps4.txt''' - Stores paths, basic video/audio settings in official packages. But unofficially can be also used for advanced settings for global effect in multi disc .pkg with all commands originally used in cli.conf file. | * '''config-emu-ps4.txt''' - Stores paths, basic video/audio settings in official packages. But unofficially can be also used for advanced settings for global effect in multi disc .pkg with all commands originally used in cli.conf file. | ||
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== Commands == | == Commands == | ||
The rest of the CLI and LUA commands can all be found inside of any emulator's '''Eboot.bin''' file. | '''Known functions:''' Require cleanup. | ||
<br>The rest of the CLI and LUA commands can all be found inside of any emulator's '''Eboot.bin''' file. | |||
=== config-emu-ps4.txt commands === | === config-emu-ps4.txt commands === | ||
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|- | |- | ||
| --config-local-lua || || || --config-local-lua="" | | --config-local-lua || || || --config-local-lua="" | ||
|- | |- | ||
| --load-tooling-lua || || || --load-tooling-lua=0 | | --load-tooling-lua || || || --load-tooling-lua=0 | ||
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| --boot-disc-id || 1-5 || sets boot disc for multi-disc pkg || --boot-disc-id=0 | | --boot-disc-id || 1-5 || sets boot disc for multi-disc pkg || --boot-disc-id=0 | ||
|- | |- | ||
| --switch-disc-reset || 1 = Enables resetting the game upon disc swap | | --switch-disc-reset || 1 = Enables resetting the game upon disc swap | ||
0 = Disables resetting the game upon disc swap|| 0 Can be used to prevent resetting the game when switching multiple discs. Useful for games like Samurai warriors 2 that include an Import data feature. Sadly this command isn't supported by many emulators, but jakv2 is confirmed to support it || --switch-disc-reset=1 | |||
|- | |- | ||
| --cdvd-sector-read-cycles || 0.1 = Fastest, 80000 = Slowest|| Set DVD reading speed. Higher values are slower, lower values are faster. Kinetica uses 40000, Psychonauts 4000, Red dead revolver 5000, Rise of kasai 31000. Some games require moderate speed, too slow or too fast could cause audio problems.|| --cdvd-sector-read-cycles=40000 | | --cdvd-sector-read-cycles || 0.1 = Fastest, 80000 = Slowest|| Set DVD reading speed. Higher values are slower, lower values are faster. Kinetica uses 40000, Psychonauts 4000, Red dead revolver 5000, Rise of kasai 31000. Some games require moderate speed, too slow or too fast could cause audio problems.|| --cdvd-sector-read-cycles=40000 | ||
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=== XXXX-YYYYY_cli.conf commands === | === XXXX-YYYYY_cli.conf commands === | ||
<pre> | <pre>Please note that the commands listed here also work in config-emu-ps4.txt. But the official way to use them is by CLI file. The CLI file way is also needed for multi-disc packages. Some of the commands are still not discovered, and some known commands are missing their values. </pre> | ||
<pre>All commands are pre-made. | <pre>All CLI commands are pre-made. It's not possible to create CLI commands out of thin air. | ||
The values of the commands are also pre-defined by Sony and/or have a set of possible values or ranges. | The values of the commands are also pre-defined by Sony and/or have a set of possible values or ranges. | ||
Some CLI commands have no effect | Some CLI commands have no effect and were added to the eboot.bin without any programming. Some useful commands were removed or added in different emu revisions, or their effects changed. In some emultors, CLI configuration can be found in the ram at SceLibcHeap[0]-3-881004000.</pre> | ||
====EmotionEngine (MIPS-IV)==== | ====EmotionEngine (MIPS-IV)==== | ||
===== | =====EE===== | ||
<pre>Commands for the emulated Emotion Engine. These commands may | <pre>Commands for the emulated Emotion Engine. These commands may help with performance gain, or better sync.</pre> | ||
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;" | {| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;" | ||
! Command !! Values !! Notes !! Usage | ! Command !! Values !! Notes !! Usage | ||
|-style="background-color:#7698FF" | |-style="background-color:#7698FF" | ||
| || Speedhacks | | || Speedhacks || || | ||
|- | |- | ||
| --ee-cycle-scalar || | | --ee-cycle-scalar || [Overclocking] (0.99 => 0.1)<br>[Underclocking] (1.1 => 5.0) || Underclocking the ee can be useful for performance gain (Can cause stuttering fmvs though.) And overclocking the ee should only be useful for the purpose of fixing games. The default value is 1.0 || --ee-cycle-scalar=1.0 | ||
|- | |- | ||
| --ee-context-switch-cycles || | | --ee-context-switch-cycles || [Overclocking(?)] (0.99 => 0.1) <br>[Cycle skipping(?)] (1.1 => ∞ ) || This command's function is yet to be discovered. Its effects are similar to cyclescalar, regardless, It's not supported by Jak emulators. || --ee-context-switch-cycles=2700? | ||
|- | |- | ||
| | | --ee-hook || AdvanceClock<br>FastForwardClock<br>Mfifodrain || Set a function to be applied every time the PC register reaches the selected offset in the EE memory. FastForwardClock is likely an overclocking function while AdvanceClock is the opposite. Mfifodrain is still unknown. ||--ee-hook=0x0025A9F2,AdvanceClock,,500 --ee-hook=0x0019F0AD,FastForwardClock | ||
|- | |- | ||
|-style="background-color:#D7EF54" | |-style="background-color:#D7EF54" | ||
| || Game fixes || || | | || Game fixes || || | ||
|- | |- | ||
| --ee-jit-pagefault-threshold || 0-254 || Ignore JIT pagefaults, usually caused by data placed right after code. JIT try to recompile it, and obviously hit some bad opcodes. | | --ee-jit-pagefault-threshold || 0-254 || Ignore JIT pagefaults, usually caused by data placed right after code. JIT try to recompile it, and obviously hit some bad opcodes. Command reduces the occurrence of crashes the higher it is. || --ee-jit-pagefault-threshold=40 | ||
|- | |- | ||
| --ee-block-validation || PageProt, PageProtection, Hash, Full, none || way of validating that block been modified, and require recompilation. [[https://github.com/PCSX2/pcsx2/blob/4db6b287cda817345f7ed4268a8a68f9fda76f26/pcsx2/Memory.cpp#L869| Some info about PageProt way]] || --ee-block-validation=None | | --ee-block-validation || PageProt, PageProtection, Hash, Full, none || way of validating that block been modified, and require recompilation. [[https://github.com/PCSX2/pcsx2/blob/4db6b287cda817345f7ed4268a8a68f9fda76f26/pcsx2/Memory.cpp#L869| Some info about PageProt way]] || --ee-block-validation=None | ||
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|- | |- | ||
| --ee-native-function || memset, memcpy, strlen, strcmp, strcasecmp, litodp, dptoli, floatdidf, fptoui, fptodp, dptofp, fabs, fabsf, ieee754_atan2f, ieee754_asinf, ieee754_acosf, ieee754_sinf, ieee754_cosf, ieee754_sqrtf, asinf, acosf, sinf, cosf, sqrtf. || Hook mips function with HLE x64 native version. Much faster, but tricky to keep correct timings on ps2 VM. || --ee-native-function=memcpy,0x11e328 | | --ee-native-function || memset, memcpy, strlen, strcmp, strcasecmp, litodp, dptoli, floatdidf, fptoui, fptodp, dptofp, fabs, fabsf, ieee754_atan2f, ieee754_asinf, ieee754_acosf, ieee754_sinf, ieee754_cosf, ieee754_sqrtf, asinf, acosf, sinf, cosf, sqrtf. || Hook mips function with HLE x64 native version. Much faster, but tricky to keep correct timings on ps2 VM. || --ee-native-function=memcpy,0x11e328 | ||
|-style="background-color:# | |-style="background-color:#FEA15C" | ||
| || Other || || | | || Other || || | ||
|- | |- | ||
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=====FPU===== | =====FPU===== | ||
<pre>The FPU is a fast single-precision unit that | <pre>The FPU is a fast single-precision unit that serves the EE. It's also called (COP1).</pre> | ||
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;" | {| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;" | ||
! Command !! Values !! Notes !! Usage | ! Command !! Values !! Notes !! Usage | ||
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| || Game fixes || || | | || Game fixes || || | ||
|- | |- | ||
| --fpu-no-clamping || 1 = Extra + preserve sign<br>0 = Extra || Changes the clamping behavior of the FPU. | | --fpu-no-clamping || 1 = Extra + preserve sign<br>0 = Extra || Changes the clamping behavior of the FPU. The default emulator's behavior cannot be selected by CLI commands. || --fpu-no-clamping=0 | ||
|- | |- | ||
| --fpu-custom-min-max || 0, 1 || Custom Max/Mini logic for denormals. Enabled by default. Disabling it might break some games || --fpu-custom-min-max=0 | | --fpu-custom-min-max || 0, 1 || Custom Max/Mini logic for denormals. Enabled by default. Disabling it might break some games || --fpu-custom-min-max=0 | ||
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|- | |- | ||
| --fpu-accurate-addsub || 0 = Disabled<br>1 = Enabled || Allows the FPU to accurately Add/Subtract for all offsets by using software floats rather than hardware floats. (Extremely slow) || --fpu-accurate-addsub=1 | | --fpu-accurate-addsub || 0 = Disabled<br>1 = Enabled || Allows the FPU to accurately Add/Subtract for all offsets by using software floats rather than hardware floats. (Extremely slow) || --fpu-accurate-addsub=1 | ||
|- | |||
| --fpjk-muldiv-range || offset (0x0 - 0x1FFFFFF) || ? || --fpjk-muldiv-range=0x123456 | |||
|- | |- | ||
| --fpu-accurate-muldiv-range || start,end offset (0x0 - 0x1FFFFFF) || Allows the FPU to accurately Divide/Multiply by 0 in the specified ee memory range by using software floats rather than hardware floats. || --fpu-accurate-muldiv-range=0x1acce0,0x2acce0 | | --fpu-accurate-muldiv-range || start,end offset (0x0 - 0x1FFFFFF) || Allows the FPU to accurately Divide/Multiply by 0 in the specified ee memory range by using software floats rather than hardware floats. || --fpu-accurate-muldiv-range=0x1acce0,0x2acce0 | ||
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| || Speedhacks || || | | || Speedhacks || || | ||
|- | |- | ||
| --fpu-rsqrt-fast-estimate || 0, 1 || Decreases RSQRT's accuracy. | | --fpu-rsqrt-fast-estimate || 0, 1 || Decreases RSQRT's accuracy. Enabled by default. Disabling it is required for full FPU accuracy || --fpu-rsqrt-fast-estimate=1 | ||
|- | |- | ||
| --fpu-accurate-mul-fast || 0, 1 || A | | --fpu-accurate-mul-fast || 0, 1 || A speed up option for --fpu-accurate-muldiv-range that only has an effect while the "muldiv" command is being used. || --fpu-accurate-mul-fast=1 | ||
|-style="background-color:# | |-style="background-color:#FEA15C" | ||
| || Other || || | | || Other || || | ||
|- | |- | ||
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=====COP2===== | =====COP2===== | ||
<pre>VU0 Macro-mode | <pre>VU0 Macro-mode.</pre> | ||
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;" | {| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;" | ||
! Command !! Values !! Notes !! Usage | ! Command !! Values !! Notes !! Usage | ||
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| || Speedhacks || || | | || Speedhacks || || | ||
|- | |- | ||
| --cop2-opt-flags || 0, 1 ,2 || Optimize flags | | --cop2-opt-flags || 0, 1 ,2 || Optimize flags when do VU recompilation (1 is safe, 2 update sticky, and mac flag on every status flag update) [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L280 More Info] || --cop2-opt-flags=1 | ||
|- | |- | ||
| --cop2-opt-vf00 || 0, 1, 2 || Optimization for the vf00 register. || --cop2-opt-vf00=1 | | --cop2-opt-vf00 || 0, 1, 2 || Optimization for the vf00 register. || --cop2-opt-vf00=1 | ||
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| --cop2-const-prop || 0, 1 || Disables or enables constant propagation. Can Be Used as speedhack for COP2 hungry games when set to 1 [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L312 More info] || --cop2-const-prop=1 | | --cop2-const-prop || 0, 1 || Disables or enables constant propagation. Can Be Used as speedhack for COP2 hungry games when set to 1 [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L312 More info] || --cop2-const-prop=1 | ||
|- | |- | ||
| --cop2-di-bits || 0, 1 || 0 to skip setting invalid, and | | --cop2-di-bits || 0, 1 || 0 to skip setting invalid, and Div by Zero flags in status register, and therefore improve performance. Can be used as speedhack as it skip costly calculations. || --cop2-di-bits=0 | ||
|-style="background-color:#D7EF54" | |-style="background-color:#D7EF54" | ||
| || Game fixes || || | | || Game fixes || || | ||
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| --cop2-no-clamping || 1 = Extra + preserve sign<br>0 = Extra || Changes the clamping behavior of the COP2. The default emulator's behavior is none of the included values and cannot be set by CLI commands. || --cop2-no-clamping=0 | | --cop2-no-clamping || 1 = Extra + preserve sign<br>0 = Extra || Changes the clamping behavior of the COP2. The default emulator's behavior is none of the included values and cannot be set by CLI commands. || --cop2-no-clamping=0 | ||
|- | |- | ||
| --cop2-accurate-range || start,end offset (0x0 - 0x1FFFFFF) ||Accurate Mul/Div/Add/Sub | | --cop2-accurate-range || start,end offset (0x0 - 0x1FFFFFF) ||Accurate Mul/Div/Add/Sub Math instructions for the COP2 by using software floats rather than hardware floats. Can be used for full COP2 Mathematical accuracy in the specified range. || --cop2-accurate-range=0x123456,0x134567 | ||
|- | |- | ||
| --cop2-no-clamp-range || start,end offset (0x0 - 0x1FFFFFF) || Per-range clamping for COP2. || --cop2-no-clamp-range=0x123456,0x134567 | | --cop2-no-clamp-range || start,end offset (0x0 - 0x1FFFFFF) || Per-range clamping for COP2. || --cop2-no-clamp-range=0x123456,0x134567 | ||
|- | |- | ||
| --cop2-accurate-mul-range || start,end offset (0x0 - 0x1FFFFFF) || Accurate | | --cop2-accurate-mul-range || start,end offset (0x0 - 0x1FFFFFF) || Accurate Multiplication instructions for the COP2 in the specified range by using software floats rather than hardware floats || --cop2-accurate-mul-range=0x123456,0x134567 | ||
|- | |- | ||
| --cop2-accurate-mul || 1 = Enabled<br>0 = Disabled || Allows the COP2 to accurately | | --cop2-accurate-mul || 1 = Enabled<br>0 = Disabled || Allows the COP2 to accurately Multiply for all offsets by using software floats rather than hardware floats. (Extremely slow) || --cop2-accurate-mul=1 | ||
|- | |- | ||
| --cop2-accurate-addsub || 1 = Enabled<br>0 = Disabled || Allows the COP2 to accurately Add/Subtract for all offsets by using software floats rather than hardware floats. (Extremely slow) || --cop2-accurate-addsub=1 | | --cop2-accurate-addsub || 1 = Enabled<br>0 = Disabled || Allows the COP2 to accurately Add/Subtract for all offsets by using software floats rather than hardware floats. (Extremely slow) || --cop2-accurate-addsub=1 | ||
|- | |- | ||
| --cop2-accurate-addsub-range || start,end offset (0x0 - 0x1FFFFFF) || Allows the COP2 to accurately Add/ | | --cop2-accurate-addsub-range || start,end offset (0x0 - 0x1FFFFFF) || Allows the COP2 to accurately Add/Subtract in the specified ee memory range by using software floats rather than hardware floats. || --cop2-accurate-addsub-range=0x123456,0x134567 | ||
|- | |- | ||
|-style="background-color:# | |-style="background-color:#FEA15C" | ||
| || Other || || | | || Other || || | ||
|- | |- | ||
| --cop2-regalloc || 0, 1 ? || PCSX2 seems to have this enabled by default | | --cop2-regalloc || 0, 1 ? || PCSX2 seems to have this enabled by default. || | ||
|- | |- | ||
| --cop2-inst-q || 0, 1 || instant Q, no stalling on VWAITQ, or instances of Q | | --cop2-inst-q || 0, 1 || instant Q, no stalling on VWAITQ, or instances of Q. || | ||
|- | |- | ||
| --cop2-inst-p || 0, 1 || instant P, no stalling on VWAITP, or instances of P. || | | --cop2-inst-p || 0, 1 || instant P, no stalling on VWAITP, or instances of P. || | ||
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====Vector Units (VU)==== | ====Vector Units (VU)==== | ||
=====VU===== | =====VU===== | ||
<pre>Custom DSPs used to process vertex data, physics calculations, and other related tasks. Settings found here affect VU1 | <pre>Custom DSPs used to process vertex data, physics calculations, and other related tasks. Settings found here affect VU1 & VU0 & COP2</pre> | ||
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;" | {| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;" | ||
! Command !! Values !! Notes !! Usage | ! Command !! Values !! Notes !! Usage | ||
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| --vu-xgkick-delay || Limit is between (0 => 31) || Delay xgkick instruction execution. PCSX2 uses 6 cycles, PS3 uses 2-8 cycles depending on the game. Can be used to repair missing graphics with 0 being the most compatible. Useful for games with GIF issues || --vu-xgkick-delay=8 | | --vu-xgkick-delay || Limit is between (0 => 31) || Delay xgkick instruction execution. PCSX2 uses 6 cycles, PS3 uses 2-8 cycles depending on the game. Can be used to repair missing graphics with 0 being the most compatible. Useful for games with GIF issues || --vu-xgkick-delay=8 | ||
|- | |- | ||
| --vu-custom-min-max || 0, 1 || Custom Max/Mini logic for denormals. Disabled on pcsx2 by default but enabled by default on a couple of emus such as jakv2. Disabling it could potentially restore missing graphics | | --vu-custom-min-max || 0, 1 || Custom Max/Mini logic for denormals. Disabled on pcsx2 by default but enabled by default on a couple of emus such as jakv2. Disabling it could potentially restore missing graphics.|| --vu-custom-min-max=0 | ||
|- | |- | ||
|-style="background-color:#D7EF54" | |-style="background-color:#D7EF54" | ||
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=====VU1===== | =====VU1===== | ||
<pre>VU1 is the GS’s alternate processing unit | <pre>VU1 is the GS’s alternate processing unit, Commands here can possibly improve performance, prevent crashes, and resolve SPS issues.</pre> | ||
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;" | {| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;" | ||
! Command !! Values !! Notes !! Usage | ! Command !! Values !! Notes !! Usage | ||
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| || Speedhacks || || | | || Speedhacks || || | ||
|- | |- | ||
| --vu1-mpg-cycles || 0 - | | --vu1-mpg-cycles || 0.1 - 20000|| Set initial speed for VU1 Micro-programs. Increasing it will result in better performance while decreasing it will do the opposite. Increasing it can be beneficial for games that are MTVU sensitive.|| --vu1-mpg-cycles=1000 | ||
|- | |- | ||
| --vu1-di-bits || 0, 1 || 0 Skips setting invalid, and Divides by zero flags in status register. Can be used as a speedhack as it can skip costly calculations. But at the same time, it can cause issues such as broken geometry. || --vu1-di-bits=0 | | --vu1-di-bits || 0, 1 || 0 Skips setting invalid, and Divides by zero flags in status register. Can be used as a speedhack as it can skip costly calculations. But at the same time, it can cause issues such as broken geometry. || --vu1-di-bits=0 | ||
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| --vu1-const-prop || 0, 1|| Enabled by default. 0 will disable it and cause performance issues.[https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L312 More info] || --vu1-const-prop=1 | | --vu1-const-prop || 0, 1|| Enabled by default. 0 will disable it and cause performance issues.[https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L312 More info] || --vu1-const-prop=1 | ||
|- | |- | ||
| --vu1-opt-flags || 0, 1, 2 || Optimize flags | | --vu1-opt-flags || 0, 1, 2 || Optimize flags instances when do VU recompilation (1 is safe, 2 update sticky, and mac flag on every status flag update) [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L280 More Info] || --vu1-opt-flags=0 | ||
|- | |- | ||
| --vu1-opt-vf00 || 0, 1, 2 || Optimization for the vf00 register. || --vu1-opt-vf00=2 | | --vu1-opt-vf00 || 0, 1, 2 || Optimization for the vf00 register. || --vu1-opt-vf00=2 | ||
|- | |- | ||
| --vu1-jr-cache-policy || newprog, sameprog, auto, new, same || PCSX2 uses newprog as default setting. | | --vu1-jr-cache-policy || newprog, sameprog, auto, new, same || PCSX2 uses newprog as default setting.[https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L319 Info] || --vu1-jr-cache-policy=sameprog | ||
|- | |- | ||
| --vu1-jalr-cache-policy || newprog, sameprog, auto, new, same || PCSX2 uses newprog as default setting. | | --vu1-jalr-cache-policy || newprog, sameprog, auto, new, same || PCSX2 uses newprog as default setting.[https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L319 Info] || --vu1-jalr-cache-policy=sameprog | ||
|- | |- | ||
|-style="background-color:#D7EF54" | |-style="background-color:#D7EF54" | ||
| || Game fixes / Graphical fixes || || | | || Game fixes / Graphical fixes || || | ||
|- | |- | ||
| --vu1 || jit-sync || Selector between IR/JIT and it modes | | --vu1 || jit-sync, jit, trans, jit-async || Selector between IR/JIT and it modes, jit-sync works similarly to disabling MTVU. || --vu1=jit-sync | ||
|- | |- | ||
| --vu1-no-clamping || 0,1 || Changes the clamping behavior of the VU1. Setting specific to ps4 emulators, unimplemented in pcsx2. The default emulator's behavior cannot be set by CLI commands. || --vu1-no-clamping=0 | | --vu1-no-clamping || 0,1 || Changes the clamping behavior of the VU1. Setting specific to ps4 emulators, unimplemented in pcsx2. The default emulator's behavior cannot be set by CLI commands. || --vu1-no-clamping=0 | ||
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| --vu1-inst-q || 0, 1 || instant Q, no stalling on WAITQ, or instances of Q. || --vu1-inst-q=1 | | --vu1-inst-q || 0, 1 || instant Q, no stalling on WAITQ, or instances of Q. || --vu1-inst-q=1 | ||
|- | |- | ||
| --assert-path1-ad || 0, 1 || Path 1 is how the GIF takes data from VU1 via XGKICK instruction. It's unknown what this command does but it's related to VU1 | | --assert-path1-ad || 0, 1 || Path 1 is how the GIF takes data from VU1 via XGKICK instruction. It's unknown what this command does but it's related to VU1 || --assert-path1-ad=1 | ||
|- | |- | ||
|} | |} | ||
Line 478: | Line 483: | ||
| || Speedhacks || || | | || Speedhacks || || | ||
|- | |- | ||
| --vu0-mpg-cycles || 0 - | | --vu0-mpg-cycles || 0.1 - 20000 || Set initial cycle speed for VU0 Micro-programs. || --vu0-mpg-cycles=1000 | ||
|- | |- | ||
| --vu0-di-bits || 0, 1 || 0 to skip setting invalid, and Div by zero flags in status register. Can be used as speedhack as it skips costly calculations, but at the same time can cause issues like broken geometry, and weird physics behavior. Depending per game.|| --vu0-di-bits=0 | | --vu0-di-bits || 0, 1 || 0 to skip setting invalid, and Div by zero flags in status register. Can be used as speedhack as it skips costly calculations, but at the same time can cause issues like broken geometry, and weird physics behavior. Depending per game.|| --vu0-di-bits=0 | ||
Line 486: | Line 491: | ||
| --vu0-opt-vf00 || 0, 1, 2 || Optimization for the vf00 register. || --vu0-opt-vf00=1 | | --vu0-opt-vf00 || 0, 1, 2 || Optimization for the vf00 register. || --vu0-opt-vf00=1 | ||
|- | |- | ||
| --vu0-opt-flags || 0, 1, 2 || Optimize flags | | --vu0-opt-flags || 0, 1, 2 || Optimize flags when do VU recompilation (1 is safe, 2 update sticky, and mac flag on every status flag update) [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L280 More Info] || --vu0-opt-flags=1 | ||
|- | |- | ||
| --vu0-jr-cache-policy || newprog, sameprog, auto, new, same || PCSX2 use newprog as default setting [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L319 Info] || --vu0-jr-cache-policy=sameprog | | --vu0-jr-cache-policy || newprog, sameprog, auto, new, same || PCSX2 use newprog as default setting [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L319 Info] || --vu0-jr-cache-policy=sameprog | ||
Line 523: | Line 528: | ||
====DMA Channels==== | ====DMA Channels==== | ||
=====VIF===== | =====VIF===== | ||
<pre>The VIF decompresses vector data, uploads microprograms to the VUs, and sends graphical data to the GIF. | <pre>The VIF decompresses vector data, uploads microprograms to the VUs, and sends graphical data to the GIF. | ||
VIF CLI commands might aid in fixing games that have freezing issues.</pre> | |||
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;" | {| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;" | ||
! Command !! Values !! Notes !! Usage | ! Command !! Values !! Notes !! Usage | ||
Line 532: | Line 537: | ||
| --vif-ignore-invalid-cmd || 0, 1 || Ignore invalid vif commands. In some cases, setting it to 1 can fix games that freeze while showing the same frame. || --vif-ignore-invalid-cmd=1 | | --vif-ignore-invalid-cmd || 0, 1 || Ignore invalid vif commands. In some cases, setting it to 1 can fix games that freeze while showing the same frame. || --vif-ignore-invalid-cmd=1 | ||
|- | |- | ||
| --vif-thread-chunk-size || | | --vif-thread-chunk-size || 1, 1000 || Unknown usage. 1024 is likely the limit. || --vif-thread-chunk-size=100 | ||
|- | |- | ||
| --detect-idle-vif || 0, 1 || Enabled by default. Unknown function || --detect-idle-vif=0 | | --detect-idle-vif || 0, 1 || Enabled by default. Unknown function || --detect-idle-vif=0 | ||
Line 538: | Line 543: | ||
| || VIF1 || Game fixes || | | || VIF1 || Game fixes || | ||
|- | |- | ||
| --vif1-ignore-cmd-ints || 0, 1 || Set to 1 to | | --vif1-ignore-cmd-ints || 0, 1 || Set to 1 to Ignore Command interrupt bit. ([https://psi-rockin.github.io/ps2tek/#vifcommands info] , explanation of int bit is right before command list). Can in some cases fix games that freeze while showing the same frame if set to 1. Games likes "Men in Black II - Alien Escape" and "Test Drive Unlimited" Will always need it. || --vif1-ignore-cmd-ints=1 | ||
|- | |- | ||
| --vif1-instant-xfer || 1 = Instant VIF1<br>0 = Delayed VIF1 || Changes VIF1 timing. 0 | | --vif1-instant-xfer || 1 = Instant VIF1<br>0 = Delayed VIF1 || Changes VIF1 timing. 0 is the accurate option. It can be used to fix graphical glitches or to prevent games from freezing. || --vif1-instant-xfer=0 | ||
|} | |} | ||
Line 550: | Line 555: | ||
| || || SIF1 (IOP) || | | || || SIF1 (IOP) || | ||
|- | |- | ||
| --iop-sif1-cycle-scalar || | | --iop-sif1-cycle-scalar || <br>[Overclocking] (0.99 => 0.1)<br>[Underclocking] (1.1 => ∞ )|| It controls how much data the IOP receives from the EE || --iop-sif1-cycle-scalar=0.1 | ||
|- | |- | ||
| --ee-sif1-cycle-scalar || | | --ee-sif1-cycle-scalar ||<br>[Overclocking] (0.99 => 0.1)<br>[Underclocking] (1.1 => ∞ ) || It controls how much data the EE sends to the IOP || --ee-sif1-cycle-scalar=0.1 | ||
|-style="background-color:#99ddff" | |-style="background-color:#99ddff" | ||
| || || SIF0 (EE) || | | || || SIF0 (EE) || | ||
|- | |- | ||
| --iop-sif0-cycle-scalar || | | --iop-sif0-cycle-scalar || <br>[Overclocking] (0.99 => 0.1)<br>[Underclocking] (1.1 => ∞ )|| It controls how much data the IOP sends to the EE || --iop-sif0-cycle-scalar=0.1 | ||
|- | |- | ||
| --ee-sif0-cycle-scalar || | | --ee-sif0-cycle-scalar || <br>[Overclocking] (0.99 => 0.1)<br>[Underclocking] (1.1 => ∞ )|| It controls how much data the EE receives from the IOP || --ee-sif0-cycle-scalar=0.1 | ||
|- | |- | ||
|} | |} | ||
==== | ====GS==== | ||
<pre>"GS" stands for Graphics Synthesizer. It's the PlayStation®2's co-processor that's responsible for rendering the graphics (but is also used by some games for additional calculations and other purposes)</pre> | <pre>"GS" stands for Graphics Synthesizer. It's the PlayStation®2's co-processor that's responsible for rendering the graphics (but is also used by some games for additional calculations and other purposes)</pre> | ||
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;" | {| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;" | ||
Line 571: | Line 576: | ||
| --gs-optimize-30fps || 0, 1 || Speedhack for GS hungry games. || --gs-optimize-30fps=1 | | --gs-optimize-30fps || 0, 1 || Speedhack for GS hungry games. || --gs-optimize-30fps=1 | ||
|- | |- | ||
| --gs-adaptive-frameskip || 0, 1 || Speedhack. Skips frames when the gs demands more resources than there are available. doesn't work on all emulators. | | --gs-adaptive-frameskip || 0, 1 || Speedhack. Skips frames when the gs demands more resources than there are available. doesn't work on all emulators. Does however work on jak emulators || --gs-adaptive-frameskip=1 | ||
|- | |- | ||
| -- | |-style="background-color:#D7EF54" | ||
| || Gs settings / Behaviour || || | |||
|- | |- | ||
| --gs-use-deferred-l2h || 0, 1 || Delay option for L2H (local to host, GS to EE). || --gs-use-deferred-l2h=1 | | --gs-use-deferred-l2h || 0, 1 || Delay option for L2H (local to host, GS to EE). || --gs-use-deferred-l2h=1 | ||
|- | |- | ||
| --gs-uprender || none,2x2 || Internal resolution upscaler. || --gs-uprender=2x2 | | --gs-uprender || none,2x2 || Internal resolution upscaler. || --gs-uprender=2x2 | ||
Line 593: | Line 587: | ||
| --gs-upscale || none, gpu, edgesmooth, smooth, motion, motionvec, motionvector, point || Upscaling type Selector || --gs-upscale=EdgeSmooth | | --gs-upscale || none, gpu, edgesmooth, smooth, motion, motionvec, motionvector, point || Upscaling type Selector || --gs-upscale=EdgeSmooth | ||
|- | |- | ||
| --gs-kernel-cl-up || "DarkCloud2" "fantavision" "h2lpool2x2", "OptRightTri", "clutmerge2x2", "mipmap2x2", "up2x2simple", "up2x2skipinterp", "up2x2tc", "up2x2", default || Kernel Variant Color lookup Upscaler (?), | | --gs-kernel-cl-up || "DarkCloud2" "fantavision" "h2lpool2x2", "OptRightTri", "clutmerge2x2", "mipmap2x2", "up2x2simple", "up2x2skipinterp", "up2x2tc", "up2x2", default || Kernel Variant Color lookup Upscaler (?), Mipmap and clutmerge and h2l will have to be enabled first before using their options|| --gs-kernel-cl-up="clutmerge2x2" | ||
|- | |- | ||
| --gs-override-small-tri-area || 0, 1 || | | --gs-override-small-tri-area || 0, 1 || Could potentially restore missing text in some games. || --gs-override-small-tri-area=1 | ||
|- | |- | ||
| --gs-dirty-page-policy || 0, 1 || || --gs-dirty-page-policy=1 | | --gs-dirty-page-policy || 0, 1 || || --gs-dirty-page-policy=1 | ||
Line 601: | Line 595: | ||
| --gs-ignore-dirty-page-border || 0, 1 || ? ||--gs-ignore-dirty-page-border=1 | | --gs-ignore-dirty-page-border || 0, 1 || ? ||--gs-ignore-dirty-page-border=1 | ||
|- | |- | ||
| --gs-ignore-rect-correction || 0, 1 || | | --gs-ignore-rect-correction || 0, 1 || || --gs-ignore-rect-correction=1 | ||
|- | |- | ||
| --gs-opt-frbuff-switch || 0, 1 || || --gs-opt-frbuff-switch=0 | | --gs-opt-frbuff-switch || 0, 1 || || --gs-opt-frbuff-switch=0 | ||
|- | |- | ||
| --gs-kernel-cl || h2lpool, clutmerge, mipmap, DarkCloud2, fantavision, Mipmap and clutmerge and h2l | | --gs-kernel-cl || h2lpool, clutmerge, mipmap, DarkCloud2, fantavision, Mipmap and clutmerge and h2l will have to be enabled first before using their options ||Kernel Variant Color lookup(?). Options included here can be upscaling if --gs-kernel-cl-up were to be used along with it || --gs-kernel-cl="clutmerge" | ||
|- | |- | ||
| --force-frame-blend || 0, 1 || Enables blend (Deinterlacing?). Should be used to fix games with shaking screens. || --force-frame-blend=1 | | --force-frame-blend || 0, 1 || Enables blend (Deinterlacing?). Should be used to fix games with shaking screens. || --force-frame-blend=1 | ||
Line 611: | Line 605: | ||
| --force-pal-60hz || 0, 1 || Enables 60hz PAL mode. || --force-pal-60hz=1 | | --force-pal-60hz || 0, 1 || Enables 60hz PAL mode. || --force-pal-60hz=1 | ||
|- | |- | ||
| --gs- | | --gs-use-clut-merge || 0, 1 ||Color lookup table(?). It could possibly solve graphical issues or improve the quality of the colors. || --gs-use-clut-merge=1 | ||
|- | |- | ||
| --gs-vert-precision || 8, 16 || 3D | | --gs-use-mipmap || 0, 1 || Enables Mipmapping. Can be used to fix Graphics. || --gs-use-mipmap=1 | ||
|- | |||
| --gs-progressive || 0, 1 || Enables progressive scan. It's used to fix Graphical glitches/double screen issues. || | |||
|- | |||
| --gs-vert-precision || 8, 16 || 3D Rendering vertex precision, the emu expects the values of 8 or 16. Any other values are not permitted. || --gs-vert-precision=8 | |||
|- | |- | ||
| --gs-force-bilinear || 0, 1 || Forces bilinear filtering | | --gs-force-bilinear || 0, 1 || Forces bilinear filtering. Can fix ghosting problems in some cases. But despite this, it's not recommended for games that use 2D images. Can break games which use nearest filtering on purpose.|| --gs-force-bilinear=1 | ||
|- | |- | ||
| --gs-skip-dirty-flush-on-mipmap || 0, 1 || Skip flushing textures marked as dirty from cache when enabled. It does, however, require mipmap to be enabled first. || --gs-skip-dirty-flush-on-mipmap=1 | | --gs-skip-dirty-flush-on-mipmap || 0, 1 || Skip flushing textures marked as dirty from cache when enabled. It does, however, require mipmap to be enabled first. || --gs-skip-dirty-flush-on-mipmap=1 | ||
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| --gs-packed15-fmv-opt || 0, 1 || || --gs-packed15-fmv-opt=1 | | --gs-packed15-fmv-opt || 0, 1 || || --gs-packed15-fmv-opt=1 | ||
|- | |- | ||
| --gs-fieldswap-delay || 0, 254 || Wait longer than usual to change field. Reduces | | --gs-fieldswap-delay || 0, 254 || Wait longer than usual to change field. Reduces Sharpness. || | ||
|- | |- | ||
| --gs-uv-shift-pointsampling || 0, 1 || Can be used on games like manhunt that have issues with [https://github.com/PCSX2/pcsx2/issues/257#issuecomment-1140338680 UV light rendering] || --gs-uv-shift-pointsampling=1 | | --gs-uv-shift-pointsampling || 0, 1 || Can be used on games like manhunt that have issues with [https://github.com/PCSX2/pcsx2/issues/257#issuecomment-1140338680 UV light rendering] || --gs-uv-shift-pointsampling=1 | ||
Line 636: | Line 634: | ||
|- | |- | ||
| --gs-scanout-delay || 0, 200 || || --gs-scanout-delay=200 | | --gs-scanout-delay || 0, 200 || || --gs-scanout-delay=200 | ||
|- | |||
| --gs-scanout-offsetx || relative offset/ignored || A zoom in setting in the x direction || --gs-scanout-offsetx=27 | |||
|- | |||
| --gs-scanout-offsety || relative offset/ignored || A zoom in setting in the y direction || --gs-scanout-offsety=27 | |||
|- | |||
| --gs-flush-ad-xyz || always, safe, safeZwrite, off, 0 || Force a primitive flush when a framebuffer is also an input texture. This fixes some processing effects, but it can sometimes be heavy on the GS in terms of performance. GTA: SA, and Jak 3 use this command. || --gs-flush-ad-xyz=safe | |||
|- | |- | ||
| --gs-check-trans-rejection || 0, 1 || Check transfer rejection ? || --gs-check-trans-rejection=1 | | --gs-check-trans-rejection || 0, 1 || Check transfer rejection ? || --gs-check-trans-rejection=1 | ||
|- | |- | ||
| --gs-check-trans-rejection68 || 0, 1 || || --gs-check-trans-rejection68=1 | | --gs-check-trans-rejection68 || 0, 1 || || --gs-check-trans-rejection68=1 | ||
|- | |||
| --safe-area-min || area/float (range 0.9 to 1.0) any other values outside of that range will be rejected by the emulator || An overscan setting|| --safe-area-min=0.9 | |||
|- | |- | ||
| --l2h-2d-params || TRXREG,BITBLTBUF,height || || --l2h-2d-params=0x0000000800000001,0x000000003a0a2300,512,2 | | --l2h-2d-params || TRXREG,BITBLTBUF,height || || --l2h-2d-params=0x0000000800000001,0x000000003a0a2300,512,2 | ||
|- | |- | ||
| --gs-h2l-accurate-hash || 0, 1 || | | --gs-h2l-accurate-hash || 0, 1 || Used with h2l Upscaler ||--gs-h2l-accurate-hash=1 | ||
|- | |- | ||
|- | | --gs-h2l-list-opt || 0, 1 || Used with h2l Upscaler ||--gs-h2l-list-opt=1 | ||
| --gs- | |||
|- | |- | ||
|-style="background-color:#FEA15C" | |-style="background-color:#FEA15C" | ||
Line 663: | Line 662: | ||
====IOP==== | ====IOP==== | ||
<pre>The emulated I/O Processor (IOP) settings | <pre>The emulated I/O Processor (IOP) settings, Commands here are rarely useful, since the ps4 emulates it very accurately, very few games will require these options. the iop controls the emulated DEV9, SPU2, USB, Memory cards, CDVD, Firewire, along with other input/output Devices</pre> | ||
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;" | {| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;" | ||
! Command !! Values !! Notes !! Usage | ! Command !! Values !! Notes !! Usage | ||
Line 669: | Line 668: | ||
| || Game fixes || || | | || Game fixes || || | ||
|- | |- | ||
| --iop-cycle-scalar ||<br> | | --iop-cycle-scalar ||<br>[Overclocking] (0.99 => 0.1) <br>[Underclocking] (1.1 => 5.0)|| '''Not a Speedhack'''. When it is lowered below 1.0, the iop is overclocked. when it is increased above 1.0, the iop is underclocked. the only noticeable effect from it is a faster/slower loading speed|| --iop-cycle-scalar=1.0 | ||
|- | |- | ||
| --iop-const-folding || None,Gpr,All || IOP constant folding [https://en.wikipedia.org/wiki/Constant_folding More info] || --iop-const-folding=All | | --iop-const-folding || None,Gpr,All || IOP constant folding [https://en.wikipedia.org/wiki/Constant_folding More info] || --iop-const-folding=All | ||
Line 677: | Line 676: | ||
| --iop-hook || AdvanceClock, FastForwardClock || IOP native hook, Sony uses it on their official release of Red dead revolver || --iop-hook=0x0086ac,FastForwardClock | | --iop-hook || AdvanceClock, FastForwardClock || IOP native hook, Sony uses it on their official release of Red dead revolver || --iop-hook=0x0086ac,FastForwardClock | ||
|- | |- | ||
| --iop-block-validation || IsC, ShortHash, Hash || Way of validating that block been modified, and require recompilation | | --iop-block-validation || IsC, ShortHash, Hash || Way of validating that block been modified, and require recompilation, other Possible values include PageProt, None, PageProtection || --iop-block-validation=IsC | ||
|- | |- | ||
|-style="background-color:#FEA15C" | |-style="background-color:#FEA15C" | ||
Line 690: | Line 689: | ||
| --iop-inst-marking || 0, 1? || || | | --iop-inst-marking || 0, 1? || || | ||
|- | |- | ||
| --detect-idle-iop || 0, 1 || | | --detect-idle-iop || 0, 1 || enabled by default. || --detect-idle-iop=0 | ||
|- | |- | ||
| --iop-jit-disasm || || || | | --iop-jit-disasm || || || | ||
Line 702: | Line 701: | ||
! Command !! Values !! Notes !! Usage | ! Command !! Values !! Notes !! Usage | ||
|- | |- | ||
| --idec-cycles-per-qwc || int/multiplier || | | --idec-cycles-per-qwc || int/multiplier || Likely related to the ipu|| --idec-cycles-per-qwc=768 | ||
|- | |- | ||
| --mfifo-manual-drain || 0.1/5.0 || A command for changing the functionality of --ee-hook=0x0,Mfifodrain ||--mfifo-manual-drain=0.30 | | --mfifo-manual-drain || 0.1/5.0 || A command for changing the functionality of --ee-hook=0x0,Mfifodrain ||--mfifo-manual-drain=0.30 | ||
Line 708: | Line 707: | ||
| --mfifo-chunk-drain-cycles || 1/400000 || A command for changing the functionality of --ee-hook=0x0,Mfifodrain ||--mfifo-chunk-drain-cycles=210000 | | --mfifo-chunk-drain-cycles || 1/400000 || A command for changing the functionality of --ee-hook=0x0,Mfifodrain ||--mfifo-chunk-drain-cycles=210000 | ||
|- | |- | ||
| --pcr0-delta-hack || 0.1 , 400000 | | --pcr0-delta-hack || 0.1 , 400000 || || --pcr0-delta-hack=1 | ||
|- | |- | ||
| --jitproc-use-aslr || || | | --jitproc-use-aslr || || || | ||
|- | |- | ||
| --detect-idle-intc ||0, 1|| | | --detect-idle-intc ||0, 1|| enabled by default, set to 0 in order to disable it || --detect-idle-intc=0 | ||
|- | |- | ||
| --detect-idle-chcr|| 0, 1|| | | --detect-idle-chcr|| 0, 1|| enabled by default, set to 0 in order to disable it || --detect-idle-chcr=0 | ||
|- | |- | ||
| --rom || location of the bios that's inside of the fpkg || Could allow to use custom bios, though still not working || --rom="PS20220WD20050620.crack" or --rom="/roms/PS20220WD20050620.crack" | | --rom || location of the bios that's inside of the fpkg || Could allow to use custom bios, though still not working || --rom="PS20220WD20050620.crack" or --rom="/roms/PS20220WD20050620.crack" | ||
|- | |- | ||
|} | |||
|} | |||
====PCSX2's gameindex==== | ====PCSX2's gameindex==== | ||
<pre>PCSX2's | <pre>This list includes the cli commands that have the very same or similar effects as PCSX2's gamefixes.</pre> | ||
<br>[https://raw.githubusercontent.com/PCSX2/pcsx2/master/bin/resources/GameIndex.yaml Current Gameindex.yaml] | <br>[https://raw.githubusercontent.com/PCSX2/pcsx2/master/bin/resources/GameIndex.yaml Current Gameindex.yaml] | ||
<br>[https://github.com/Scalerize/Pcsx2-gameindexes Old Gameindex.yaml files] | |||
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;" | {| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;" | ||
! | ! PCSX2 !! PS4 !! Notes | ||
|- | |- | ||
| XGKickHack ||--vu-xgkick-delay=0 || Limit is between | | XGKickHack ||--vu-xgkick-delay=0 || Limit is between | ||
Line 754: | Line 748: | ||
| eeClampMode: 3 || --fpu-no-clamping=1<br>--cop2-no-clamping=1 || | | eeClampMode: 3 || --fpu-no-clamping=1<br>--cop2-no-clamping=1 || | ||
|- | |- | ||
| FpuNegDivHack | | FpuNegDivHack & FpuMulHack || --fpu-accurate-muldiv=1 || it'll have an impact on performance,therefore it's recommended to use "--fpu-accurate-mul-fast=1" along with it. | ||
|- | |- | ||
| cpuCLUTRender: 1 || --gs-uv-shift-pointsampling=1 || | | cpuCLUTRender: 1 || --gs-uv-shift-pointsampling=1 || | ||
Line 760: | Line 754: | ||
| MTVUSpeedHack: 0 || --vu1=jit-sync || Some games will also require --vu1-mpg-cycles= to be between "6000 - 19000" | | MTVUSpeedHack: 0 || --vu1=jit-sync || Some games will also require --vu1-mpg-cycles= to be between "6000 - 19000" | ||
|- | |- | ||
| mergeSprite | | mergeSprite: 1 || --gs-kernel-cl-up="up2x2simple" || Note: Works very similar but not the equivalent | ||
|- | |- | ||
| cpuSpriteRenderBW: 4 || --gs-opt-frbuff-switch=1 || Note: | | cpuSpriteRenderBW: 4 || --gs-opt-frbuff-switch=1 || Note: Works very similar to it, But it's not exactly the same | ||
|- | |- | ||
| mipmap || --gs-use-mipmap=1 || | | mipmap || --gs-use-mipmap=1 || | ||
Line 768: | Line 762: | ||
| autoFlush || --gs-flush-ad-xyz=safe || Possible values include always, safe, off, 0 | | autoFlush || --gs-flush-ad-xyz=safe || Possible values include always, safe, off, 0 | ||
|- | |- | ||
| VIF1StallHack || --vif1-instant-xfer=0 || | | VIF1StallHack || --vif1-instant-xfer=0 || if that doesn't work you can always use the lua command eeObj.SchedulerDelayEvent("vif1.dma", 0x9000) | ||
|- | |- | ||
| wildArmsHack || --gs-kernel-cl-up="DarkCloud2" || | | wildArmsHack || --gs-kernel-cl-up="DarkCloud2" || | ||
Line 776: | Line 770: | ||
=== Emulators === | === Emulators === | ||
Every emulator is programmed differently. Sometimes choosing the right emulator is the only way to fix a game. Emulators are not provided pre-installed on the ps4, they have to be unpacked from an official Sony made PS2CLASSICS pkg. | Every emulator is programmed differently. Sometimes choosing the right emulator is the only way to fix a game. Emulators are not provided pre-installed on the ps4, they have to be unpacked from an official Sony made PS2CLASSICS pkg. this list includes the typical usage of those emulators. | ||
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;" | {| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;" | ||
! Emulator name !! Typical usage | ! Emulator name !! Typical usage !! API Version !! Similar emulators | ||
|-style="background-color:#D7EF54" | |-style="background-color:#D7EF54" | ||
| || 2018 || || | | || 2018 || || | ||
|- | |- | ||
| The King of Fighters '98: Ultimate Match || The only known emulator | | The King of Fighters '98: Ultimate Match || The only known emulator that managed to fix '''Mojin-ribbon'''. Commonly referred to as "KOF98"|| 2.0 || | ||
|- | |- | ||
|-style="background-color:#D7EF54" | |-style="background-color:#D7EF54" | ||
| || 2017 || || | | || 2017 || || | ||
|- | |- | ||
| Jak and Daxter: The Precursor Legacy || Good compatibility with most ps2 games. It has a very high api version which means more LUA commands are supported. | | Jak and Daxter: The Precursor Legacy || Good compatibility with most ps2 games. It has a very high api version which means more LUA commands are supported. Jak emus are some of the few emus that can use the '''--gs-adaptive-frameskip=1''' command. Often referred to as "Jak v2"|| 2.2 || '''JakX,''' '''Jak 2,''' '''Jak 3,''' | ||
|- | |- | ||
| Art of Fighting Anthology || | | Art of Fighting Anthology || It is programmed in a similar fashion to RECVX and was successful in fixing "Coraline." Often referred to as "AOFA" || 2.0 || | ||
|- | |- | ||
| Resident Evil – Code: Veronica || Fixes | | Resident Evil – Code: Veronica || Fixes Games like '''Jackie chan Adventures, Pac-man World 3, Yu-Gi-Oh: Capsule monsters''' freezing at the splash screen likely due to the way it emulates VU1. Often referred to as "RECVX" || 1.7 || '''Fatal Fury,''' '''Redfaction,''' '''AOFA.''' | ||
|- | |- | ||
|-style="background-color:#D7EF54" | |-style="background-color:#D7EF54" | ||
| || 2016 || || | | || 2016 || || | ||
|- | |- | ||
| Redfaction || It is prominently used to fix games that are VU1 sensitive. It was used to fix '''Tony Hawk games''' suddenly crashing | | Redfaction || It is prominently used to fix games that are VU1 sensitive. It was used to fix '''Tony Hawk games''' suddenly crashing. || 1.6 || '''Max payne''' | ||
|- | |- | ||
| Forbidden Siren || The only emulator that was able fix '''Ice age 2''' being stuck at splash screen by using it in conjunction with patches. It also fixed '''Gran turismo 4''' running EXTREMELY slow. || 0.1 || | | Forbidden Siren || The only emulator that was able fix '''Ice age 2''' being stuck at splash screen by using it in conjunction with patches. It also fixed '''Gran turismo 4''' running EXTREMELY slow. || 0.1 || | ||
|- | |- | ||
| King of | | King of fighters 2000 || Fixes graphical issues and sps in games such as '''Crash Twinsanity''', '''Rayman 3''', '''Crazy Frog Racer''', and '''prevents Koei tecmo games from suddenly freezing when battle starts.''' Often referred to as "KOF2000"|| 1.2 || '''Roguev1''', '''KOF98''', '''Okage''' | ||
|- | |- | ||
| Destroy All Humans! || Fixed '''Tenchu: Fatal Shadows''' | | Destroy All Humans! || Fixed '''Tenchu: Fatal Shadows''' in conjunction with patches. || 0.1 || | ||
|- | |- | ||
| Destroy All Humans! 2 || || 0.7 || | | Destroy All Humans! 2 || || 0.7 || | ||
Line 812: | Line 805: | ||
| || 2015 || || | | || 2015 || || | ||
|- | |- | ||
|War of the monsters v1 || | |War of the monsters v1 || || 0.1 || '''Rogue v1 and v2, Arc the Lad, Star Wars Jedi Starfighter''' | ||
|- | |- | ||
| GTA 3 || Fixed the pal | | GTA 3 || Fixed the pal Version of '''Genji: Dawn of the Samurai''' || 0.6 || | ||
|- | |- | ||
| Parappa 2 || The only emulator that was able to | | Parappa 2 || The only emulator that was able to Boot '''Spyro: A Hero's Tail''' || 0.1 || | ||
|- | |- | ||
| Star Wars Racer Revenge || Seems to be the most similar emulator to the ps3. | | Star Wars Racer Revenge || Seems to be the most similar emulator to the ps3. useful for debugging games as it also shows useful information such as pagefault || 0.4 || | ||
|- | |- | ||
|} | |} | ||
Line 824: | Line 817: | ||
=== XXXX-YYYYY_config.lua === | === XXXX-YYYYY_config.lua === | ||
<br>It is the most powerful configuration on the emulator, it allows | <br>It is the most powerful configuration on the emulator, it allows direct patching of EE/IOP/VU memory, hooks registers, hook dma, almost Everything can be done here. | ||
<br>If needed it can hook registers by using register names from alias files. Alias files (ee-cpr0-alias.lua, ee-gpr-alias.lua, ee-hwaddr.lua) are stored in lua_include folder, and can be included to config by using require ( "alias file name" ). | |||
<br>If needed it can hook registers by using register names from alias files. Alias files (ee-cpr0-alias.lua, ee-gpr-alias.lua, ee-hwaddr.lua) are stored in lua_include folder, and can be included to config by using require ( "alias file name" ). | |||
'''Known functions: | |||
''' | ''' | ||
Require cleanup. | Require cleanup. | ||
====ApiRequest==== | ====ApiRequest==== | ||
<pre>The most important part of the lua. The lua will crash the game if it | <pre>The most important part of the lua. The lua will crash the game if it was used without it. </pre> | ||
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;" | {| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;" | ||
! Command !! Usage !! Notes | ! Command !! Usage !! Notes | ||
Line 914: | Line 908: | ||
|ThrottleFast || emuObj.ThrottleFast() || Faster than default, but exact value is unknown. | |ThrottleFast || emuObj.ThrottleFast() || Faster than default, but exact value is unknown. | ||
|- | |- | ||
|ThrottleMax || emuObj.ThrottleMax() || Disable framelimiter | |ThrottleMax || emuObj.ThrottleMax() || Disable framelimiter During loading screens, This setting can sometimes be harmful when used globally in config files. Loading times are faster, but the game also runs faster than it should when the PS4 has enough free cpu power. | ||
|-style="background-color:#ffe680" | |-style="background-color:#ffe680" | ||
| || CDVD || | | || CDVD || | ||
Line 975: | Line 969: | ||
| GetPs4SystemLang || emuObj.GetPs4SystemLang() || Return PS4 system language (in unknown format). | | GetPs4SystemLang || emuObj.GetPs4SystemLang() || Return PS4 system language (in unknown format). | ||
|- | |- | ||
| SetPs2Lang || emuObj.SetPs2Lang(<Lang ID>) || Set emulated PS2 language, correct Lang IDs are 0-18 | | SetPs2Lang || emuObj.SetPs2Lang(<Lang ID>) || Set emulated PS2 language, correct Lang IDs are 0-18, in some cases, games will hang on a black screen with some other language settings (eg Japanese) - Example for usage: emuObj.SetPs2Lang(1) | ||
<div align="left"><pre>0 - japanese | <div align="left"><pre>0 - japanese | ||
1 - english | 1 - english | ||
Line 996: | Line 990: | ||
18 - english-uk</pre></div> | 18 - english-uk</pre></div> | ||
|- | |- | ||
|PadSetLightBar || emuObj.PadSetLightBar(<port, red, green, blue>) || Set DS4 light bar color. | |PadSetLightBar || emuObj.PadSetLightBar(<port, red, green, blue>) || Set DS4 light bar color. Correct port values are 0-3, correct light values are 0-255. | ||
|- | |- | ||
|PadPressureStickRemap || emuObj.PadPressureStickRemap()|| | |PadPressureStickRemap || emuObj.PadPressureStickRemap()|| | ||
Line 1,046: | Line 1,040: | ||
|ReplaceMem64 || eeObj.ReplaceMem64(<address>, <value>)|| | |ReplaceMem64 || eeObj.ReplaceMem64(<address>, <value>)|| | ||
|- | |- | ||
|ReplaceMem32 || eeObj.ReplaceMem32(<address>, <value>) || Permanently replace an offset without needing addvsynchook | |ReplaceMem32 || eeObj.ReplaceMem32(<address>, <value>) || Permanently replace an offset without needing addvsynchook | ||
|- | |- | ||
|ReplaceMem16 || eeObj.ReplaceMem16(<address>, <value>)|| | |ReplaceMem16 || eeObj.ReplaceMem16(<address>, <value>)|| | ||
Line 1,114: | Line 1,108: | ||
eeObj.SetFpr(14, eeObj.GetFpr(14) + 50.0) this will add 50.0 to current fpr 14 value | eeObj.SetFpr(14, eeObj.GetFpr(14) + 50.0) this will add 50.0 to current fpr 14 value | ||
|- | |- | ||
|GetPc || eeObj.GetPc() ||This command is very helpful as it will return to you the current EE address that's being read. | |GetPc || eeObj.GetPc() ||This command is very helpful as it will return to you the current EE address that's being read. can be used also with additional var. like eeObj.GetPc()+4 | ||
|- | |- | ||
|SetPc || eeObj.SetPC(<PC>) ||eeObj.SetPC(0x266B80) | |SetPc || eeObj.SetPC(<PC>) ||eeObj.SetPC(0x266B80) | ||
Line 1,145: | Line 1,139: | ||
|RemoveJitResetHook || || | |RemoveJitResetHook || || | ||
|- | |- | ||
| AddHookJT || eeObj.AddHookJT(Offset, offset opcode, | | AddHookJT || eeObj.AddHookJT(Offset, offset opcode, ???) || Seems to somehow be related to gpr registers | ||
|- | |- | ||
|-style="background-color:#ffb3b3" | |-style="background-color:#ffb3b3" | ||
Line 1,163: | Line 1,157: | ||
| || Speedhacks || | | || Speedhacks || | ||
|- | |- | ||
|FastForwardClock || eeObj.FastForwardClock() || Skip Emotion | |FastForwardClock || eeObj.FastForwardClock() || Skip Emotion engine Cycles | ||
|- | |- | ||
|AdvanceClock || eeObj.AdvanceClock() || it is still unknown how to use this command | |AdvanceClock || eeObj.AdvanceClock() || it is still unknown how to use this command, check Psychonauts lua for more details. | ||
|- | |- | ||
| GetClock || eeObj.GetClock() || Returns the value of how many cycles the | | GetClock || eeObj.GetClock() || Returns the value of how many cycles the ee is ahead of normal clock (?) | ||
|- | |- | ||
|Vu1MpgCycles || eeObj.Vu1MpgCycles(<cycles>) || Works just like the cli command --vu1-mpg-cycles= | |Vu1MpgCycles || eeObj.Vu1MpgCycles(<cycles>) || Works just like the cli command --vu1-mpg-cycles= | ||
Line 1,175: | Line 1,169: | ||
| CallPredicate | | CallPredicate | ||
|- | |- | ||
|SchedulerDelayEvent || eeObj.SchedulerDelayEvent("event", cycles | |SchedulerDelayEvent || eeObj.SchedulerDelayEvent("event", cycles) || Parrapa use eeObj.SchedulerDelayEvent("vif1.dma", 0x6500) other events are gif.dma, vif0.dma, vif1.dma, sif0.dma, Sif0-NormalTransfer, sif1.dma, Sif1-NormalTransfer, ipu0.dma, ipu1.dma . This command allow to delay certain DMA transfer by cycles. | ||
|- | |- | ||
|WaitVu1 || eeObj.WaitVu1() || Likely to be the lua equivalent of "--vu1=jit-sync". | |WaitVu1 || eeObj.WaitVu1() || Likely to be the lua equivalent of "--vu1=jit-sync". | ||
Line 1,187: | Line 1,181: | ||
|getOverlayObject || eeObj.getOverlayObject() || local eeOverlay = eeObj.getOverlayObject() | |getOverlayObject || eeObj.getOverlayObject() || local eeOverlay = eeObj.getOverlayObject() | ||
|- | |- | ||
| GetVif1Cycles || eeObj.GetVif1Cycles() || local vif1_cycles = eeObj.GetVif1Cycles() create vif_cycles value that can be used later | | GetVif1Cycles || eeObj.GetVif1Cycles() || local vif1_cycles = eeObj.GetVif1Cycles() create vif_cycles value that can be used later, you can rename it as you wish. | ||
|- | |- | ||
|} | |} | ||
<pre> | =====(IOP) IOPObject===== | ||
<pre>Commands for the emulated input-output processor</pre> | |||
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;" | |||
! Command !! Usage !! Notes | |||
|-style="background-color:#D7EF54" | |||
| || Object calling class || | |||
|- | |||
| getIOPObject || local iopObj = getIOPObject() || Required for all functions using iopObj, that include: <div align="left"><pre>ReplaceMem64 ReplaceMem32 ReplaceMem16 ReplaceMem8 ReadMemFloat | |||
WriteMemFloat WriteMem64 WriteMem32 WriteMem16 WriteMem8 | |||
ReadMemStr AddHook RemoveHook GetGpr SetGpr GetPc SetPc | |||
GetCPR0 SetCPR0</pre></div> | |||
|-style="background-color:#7698FF" | |||
| || Memory editing || | |||
|- | |||
|ReplaceMem64 ||iopObj.ReplaceMem64(<address>, <value>) || | |||
|- | |||
|ReplaceMem32 || iopObj.ReplaceMem32(<address>, <value>)|| | |||
-- | |- | ||
|ReplaceMem16 || iopObj.ReplaceMem16(<address>, <value>)|| | |||
|- | |||
|ReplaceMem8 ||iopObj.ReplaceMem8(<address>, <value>) || | |||
- | |- | ||
|ReadMemFloat || iopObj.ReadMemFloat(<address>) || iopObj.ReadMemFloat(0x28c3c) | |||
local | |- | ||
|WriteMemFloat || iopObj.WriteMemFloat(<address>, <value>) || iopObj.WriteMemFloat(0x65364, 1.3333333) | |||
|- | |||
-- | |ReadMem128 || iopObj.ReadMem128(<iop memory offset>)|| | ||
|- | |||
|WriteMem128 || iopObj.WriteMem128(<iop memory offset>, <value>)|| | |||
- | |- | ||
|ReadMemFloat128 ||iopObj.ReadMemFloat128(<iop memory offset>) || | |||
|- | |||
|WriteMemFloat128 || iopObj.WriteMemFloat128(<iop memory offset>, <value>)|| | |||
|- | |||
| ReadMem64 || <pre>iopObj.ReadMem64(<iop memory offset>)</pre> || Read 8 Bytes From offset | |||
|- | |||
| WriteMem64 || <pre>iopObj.WriteMem64(<iop memory offset>, <data>)</pre> || Write 8 Bytes From offset | |||
</pre> | |||
|- | |- | ||
| | | ReadMem32 || <pre>iopObj.ReadMem32(<iop memory offset>)</pre> || Read 4 bytes from offset, examples: iopObj.ReadMem32(0x1198) | ||
iopObj.ReadMem32(gp - 348) | |||
|- | |- | ||
| | | WriteMem32 || <pre>iopObj.WriteMem32(<iop memory offset>, <data>)</pre> || Write 4 bytes to offset, example: iopObj.WriteMem32(0x89ac, 0x001b70f0) | ||
|- | |- | ||
| | | ReadMem16 || <pre>iopObj.ReadMem16(<iop memory offset>)</pre> || Read 2 bytes from offset, example: iopObj.ReadMem16(0x1198) | ||
|- | |- | ||
| | | WriteMem16 || <pre>iopObj.WriteMem16(<iop memory offset>, <data>)</pre> || Write 2 bytes to offset, example: iopObj.WriteMem16(0x89ac, 0x70f0) | ||
|- | |- | ||
| | | ReadMem8 || <pre>iopObj.ReadMem8(<iop memory offset>)</pre> || Read 1 byte from offset, example: iopObj.ReadMem8(0x1198) | ||
|- | |- | ||
| | | WriteMem8 || <pre>iopObj.WriteMem8(<iop memory offset>, <data>)</pre> || Write 1 byte to offset, example: iopObj.WriteMem8(0x89ac, 0xf0) | ||
|- | |- | ||
| | |ReadMemStr || || | ||
|- | |- | ||
| | |GetGpr || iopObj.GetGPR(<gpr register>) || iopObj.GetGPR(a1) | ||
|- | |- | ||
| | |SetGpr || iopObj.SetGPR(<gpr register> ,<value>) || example: iopObj.SetGPR(gpr.v0 ,3) | ||
|- | |- | ||
| | |GetPc || iopObj.GetPc() || can be used also with additional var. like iopObj.GetPc()+8 | ||
|- | |- | ||
| | |SetPc || iopObj.SetPC(<PC>) ||iopObj.SetPC(0x6B80) | ||
|- | |- | ||
| | |GetCPR0 || iopObj.GetCPR0(<COP0 register>) || | ||
|- | |- | ||
| | |SetCPR0 || iopObj.SetCPR0(<COP0 register>) || | ||
|- | |- | ||
| | |-style="background-color:#FEA15C" | ||
| || Clock speed || | |||
|- | |- | ||
| | | FastForwardClock || iopObj.FastForwardClock() || | ||
|- | |- | ||
| | | AdvanceClock || iopObj.AdvanceClock() || | ||
|- | |- | ||
| | | GetClock || iopObj.GetClock() || Returns the value of how many cycles the iop is ahead of normal clock (?) | ||
|-style="background-color:#c6ecd9" | |||
| || Hooks || | |||
|- | |- | ||
| | |AddHook || iopObj.AddHook()|| | ||
|- | |- | ||
| | |RemoveHook || iopObj.RemoveHook()|| | ||
|- | |- | ||
|} | |} | ||
< | =====(GS) GsObject===== | ||
<pre>Commands for the emulated Graphics synthesizer</pre> | |||
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;" | {| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;" | ||
! | ! Command !! Usage !! Notes | ||
|-style="background-color:# | |-style="background-color:#D7EF54" | ||
| || | | || Object calling class || | ||
|- | |- | ||
| | | getGsObject || local gsObj = getGsObject() || | ||
|-style="background-color:#c6ecd9" | |||
| || Graphical fixes / Improvement || | |||
|- | |- | ||
| | |SetL2HMode || gsObj.SetL2HMode()|| | ||
|- | |- | ||
| | |SetUprenderMode ||gsObj.SetUprenderMode(1)|| Set uprender mode. Overrides CLI, 0=none, 1=2x2 | ||
|- | |- | ||
| | |SetUpscaleMode || gsObj.SetUpscaleMode() || | ||
|- | |- | ||
| | |GetFramesInQueue || gsObj.GetFramesInQueue() || Returns the value of the frames that are still in queue | ||
|- | |- | ||
| | |SetFrameSkipping || gsObj.SetFrameSkipping(true) || false and true are the values. | ||
|- | |- | ||
| | |SetDeinterlaceShift || gsObj.SetDeinterlaceShift(0) || The values are 1 and 0, Enable or disable interlacing, requires emulators with high api | ||
|- | |- | ||
| | |} | ||
=====Does not require Object calling or Uknown===== | |||
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;" | |||
! Command !! Usage !! Notes | |||
|- | |- | ||
| | | eeInsnReplace || eeInsnReplace(EE memory offset, Original opcode (BE), Replace opcode (BE)) || Replace 4 bytes opcode in ee memory, correct memory range is 0x0 to 0x1FFFFFFF | ||
|- | |- | ||
| | | vuInsnReplace || <pre>vuInsnReplace(vu 0/1, vu memory offset divided by 8, (original opcode<<32) | original opcode, (replace opcode<<32) | replace opcode) </pre>|| Replace 2 x 4 bytes in VU memory, correct memory range depend on selected VU, left shift by 32 is used for VU lower opcodes. Command will fail if size is above 254. <pre>example: | ||
<pre> | vuInsnReplace(0, 0x167, (0x000002ff << 32) | 0x520507ff,(0x000002ff << 32) | 0x8000033c) | ||
Replace 64 bits of VU0 at offset 0xB38</pre> | |||
|- | |- | ||
| | | iopInsnReplace || iopInsnReplace(IOP memory offset, Original opcode, opcode replacement) || Replace 4 bytes in iop memory, correct memory range is 0x0 to 0x1FFFFF, iopInsnReplace(0x1FFFFF, 0x0, 0x0803fff0) | ||
|- | |- | ||
| | | eeNativeFunction || eeNativeFunction(<ee offset>, <original opcode>, <function>) || eeNativeFunction(0x11fa9c, 0x0080402d, 'memcpy') | ||
| | Different emulators can have different functions included, vide SO3. Require api 1.4 or higher. | ||
But functions from this list should be available in every emu: | |||
<pre>ieee754_acosf ieee754_asinf ieee754_sqrtf | |||
fabs cosf fabsf | |||
sinf acosf asinf | |||
sqrtf fptoui fptodp | |||
litodp dptoli dptofp | |||
memcpy memset strlen</pre> | |||
|- | |- | ||
| | | eeNativeHook || eeNativeHook(<ee ofset>, <original opcode>, <action>) || eeNativeHook require apiRequest(1.4) or higher. | ||
< | |||
|- | |- | ||
| | | GsCustomShader || || | ||
|- | |- | ||
| | | Unlock || || | ||
|- | |- | ||
| | | IsUnlocked || || | ||
|- | |- | ||
| | | InsnOverlay || InsnOverlay({<opcode, opcode, opcode...>}) || example: <div align="left"><pre>InsnOverlay({ | ||
<pre> | 0x27bdfff0, -- addiu $sp, -0x10 | ||
0xffbf0000, -- sd $ra, 0(sp) | |||
0xffb00008, -- sd $s0, 8(sp) | |||
0x3c05000f, -- lui $a1, 0x000f | |||
0x34a57000, -- ori $a1, 0x7000 | |||
0x0c0db8b6, -- jal Script::State::DoString | |||
0x0080802d, -- move $s0, $a0 | |||
0x24050001, -- li $a1, 1 | |||
0x0c0dba4c, -- jal Script::State::IsNull(int) | |||
0x0200202d, -- move $a0, $s0 | |||
0xdfb00008, -- ld $s0, 8(sp) | |||
0xdfbf0000, -- ld $ra, 0(sp) | |||
0x03e00008, -- jr ra | |||
0x27bd0010 -- addiu $sp, 0x10 | |||
})</pre></div> | |||
|- | |- | ||
| | | eeDebugBreak || || | ||
|- | |- | ||
| | | CsBindShader || || | ||
|- | |- | ||
| | | CsSetParamInt32 || || | ||
|- | |- | ||
| | | CsSetParamFloat || || | ||
|- | |- | ||
| | | CsResetContext || || | ||
|- | |- | ||
| | | CsPrintContext || || | ||
|- | |- | ||
| | | PsBindShader || || | ||
|- | |- | ||
| | | PsSetParamInt32 || || | ||
|- | |- | ||
| | | PsSetParamFloat || || | ||
|- | |- | ||
| | | PsResetContext || || | ||
|- | |- | ||
| | | PsPrintContext || || | ||
|- | |- | ||
| | |} | ||
<pre> | <pre>Note: eeObj, emuObj, gsObj, etc are described as required, this is not really true. You can set functions locals they use as whatever you want, but due to specify of that emulator it will be better to keep official naming used in official configs.</pre> | ||
=====Other objects===== | |||
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;" | |||
! Command !! Usage !! Notes | |||
|- | |- | ||
! !! getGLSObject class !! | |||
|- | |- | ||
| | | getGLSObject || || | ||
|- | |- | ||
| | |Enable || || | ||
|- | |- | ||
| | |EnableServerRecording || || | ||
|- | |- | ||
| | |Pause || || | ||
|- | |- | ||
! !! getGsObject class !! | |||
|- | |- | ||
! !! getAudioObject class !! | |||
|- | |- | ||
| | | getAudioObject || || | ||
|- | |- | ||
| | | muteStreamingAll || || | ||
|- | |- | ||
| | | muteStreamingMain || || | ||
|- | |- | ||
| | | muteStreamingBGM || || | ||
|- | |- | ||
! !! getRemotePlayObject class !! | |||
|- | |- | ||
| | | getRemotePlayObject || || | ||
|- | |- | ||
| | | Enable || || | ||
|- | |- | ||
! !! getVideoRecordingObject class !! | |||
|- | |- | ||
| | | getVideoRecordingObject || || | ||
|- | |- | ||
| | | Enable || || | ||
|- | |- | ||
! !! getSharePlayObject class !! | |||
|- | |- | ||
| | | getSharePlayObject || || | ||
|- | |- | ||
| | | Enable || || | ||
|- | |- | ||
! !! getSpriteObject group !! | |||
|- | |- | ||
| | |getSpriteObject || || | ||
|- | |- | ||
| | |Enable || || | ||
|- | |- | ||
| | |Disable || || | ||
|- | |- | ||
| | |BindFragmentShader || || | ||
|- | |- | ||
| | |SetShaderParams || || <div align="left"> | ||
<pre> Is not clear that params depend on shader, or are somehow hardcoded. | |||
Example usage: | |||
local sprite0 = getSpriteObject(0) | |||
local scanlineParams = { | |||
240.0, -- float scanlineCount | |||
0.7, -- float scanlineHeight; | |||
1.5, -- float scanlineBrightScale; | |||
0.5, -- float scanlineAlpha; | |||
0.5 -- float vignetteStrength; | |||
} | |||
sprite0.SetShaderParams(scanlineParams)</pre></div> | |||
|- | |- | ||
| | |BindTexture || || | ||
|- | |- | ||
| | |SetPosXY || || | ||
|- | |- | ||
| | |SetSizeXY || || | ||
|- | |- | ||
| | |SetPosUV || || | ||
|- | |- | ||
| | |SetSizeUV || || | ||
|- | |- | ||
| | |PrintContext || || | ||
|- | |- | ||
| | |SetBlendColor || sprite<X>.SetBlendColor(<R,G,B,A>) in floats, max val. 1.0 || <div align="left"> | ||
<pre>local sprite0 = getSpriteObject(0) | |||
sprite0.SetBlendColor(1.0,1.0,1.0,1.0)</pre></div> | |||
|- | |- | ||
| | | getTrophyObject || local trophyObj = getTrophyObject() || Required for all functions using trophyObj | ||
|- | |- | ||
| | | getDmaObject || local dmaObj = getDmaObject() || Depreciated API - use EE:DmaAddHook / EE:DmaRemoveHook instead. Is not clear when it was depreciated, JAK emu don't use it. | ||
|- | |- | ||
| | | getScreenShotObject || || | ||
|- | |- | ||
|} | |} | ||
=====( | ====Registers for hook==== | ||
<pre> | Registers defined in alias files. | ||
{ | |||
'''GetGpr/SetGpr | |||
''' | |||
<pre>gpr.zero gpr.at | |||
gpr.v0 gpr.v1 | |||
gpr.a0 gpr.a1 gpr.a2 gpr.a3 | |||
gpr.t0 gpr.t1 gpr.t2 gpr.t3 | |||
gpr.t4 gpr.t5 gpr.t6 gpr.t7 | |||
gpr.s0 gpr.s1 gpr.s2 gpr.s3 | |||
gpr.s4 gpr.s5 gpr.s6 gpr.s7 | |||
gpr.t8 gpr.t9 | |||
gpr.k0 gpr.k1 | |||
gpr.gp gpr.sp gpr.fp gpr.ra | |||
gpr.lo gpr.hi gpr.sa | |||
example: eeObj.GetGpr(gpr.a1) | |||
</pre> | |||
</pre> | |||
'''GetCPR0/SetCPR0 | |||
''' | |||
<pre>cpr.index cpr.pagemask | |||
cpr.random cpr.wired | |||
cpr.entrylo0 cpr.badvaddr | |||
cpr.entrylo1 cpr.count | |||
cpr.context cpr.entryhi | |||
cpr.compare cpr.config cpr.taglo | |||
cpr.status cpr.badpaddr cpr.taghi | |||
cpr.cause cpr.hwbk cpr.errorepc | |||
cpr.epc cpr.pccr | |||
cpr.prid | |||
example: eeObj.GetCPR0(cpr.status) </pre> | |||
====SetGsTitleFix==== | |||
<pre>One of the most important commands in lua, allows to change the GS's behavior. | |||
Part of EmuObject() class, used frequently in official configs.</pre> | |||
'''Examples''' | |||
<pre> | |||
-- fix vision logo (Wild Arms 3) | |||
local thresholdArea = 0 -- ignore alls items : fix #112276 | |||
emuObj.SetGsTitleFix( "ignoreUpRender", thresholdArea , { texType = 3, cbp = 0x2390, tbp = 0x288000} ) | |||
------------------------------------------------------------------------------------------------------ | |||
-- Ignore up-render shift for triangles when writing mask = write alpha only . Will fix shadows (bug# 6724). | |||
emuObj.SetGsTitleFix( "ignoreUpShiftTri", "reserved" , { fbmask = 0x00FFFFFF } ) | |||
------------------------------------------------------------------------------------------------------ | |||
-- Performance fix ( bug# 9474 ) | |||
if 0 then -- emuObj.IsNeoMode() then -- neo mode check disabled, due to bug #10442 | |||
emuObj.SetGsTitleFix( "globalSet", "reserved", { workLoadThreshold = 125000} ) | |||
else | |||
emuObj.SetGsTitleFix( "globalSet", "reserved", { workLoadThreshold = 100000} ) | |||
end | |||
------------------------------------------------------------------------------------------------------ | |||
-- bug# 9972 | |||
emuObj.SetGsTitleFix( "ignoreSubBuffCov", "reserved", { } ) | |||
------------------------------------------------------------------------------------------------------ | |||
-- Bully bug 9392 | |||
-- Performace fix | |||
local thresholdArea = 600 | |||
emuObj.SetGsTitleFix( "ignoreUpRender", thresholdArea , {alpha=0x80000044 , zmsk=1 , tw=4, th=4 } ) | |||
------------------------------------------------------------------------------------------------------ | |||
-- Bug#9174 - | |||
emuObj.SetGsTitleFix( "ignoreSubBuffCov", "reserved", { } ) | |||
------------------------------------------------------------------------------------------------------ | |||
-- Bug#9240 (Light maps uprender) | |||
-- Copy z-buffer for future use with light maps. psm = SCE_GS_PSMZ24 (49) | |||
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", {tw=9, th=9, psm=49, zmsk=1 } ) | |||
------------------------------------------------------------------------------------------------------ | |||
-- Apply light maps texMode=2 (bilinear) psm= SCE_GS_PSMCT32 (0) | |||
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", {tw=8, th=8, psm=0, ztst=1, texMode=2 } ) | |||
------------------------------------------------------------------------------------------------------ | |||
-- Performace fix (bug #9785 ) | |||
emuObj.SetGsTitleFix( "globalSet", "reserved", { waveThreshold = 90000} ) | |||
emuObj.SetGsTitleFix( "ignoreAreaUpdate", 0, { } ) | |||
------------------------------------------------------------------------------------------------------ | |||
-- Accumulate fill area only when conditions are met | |||
emuObj.SetGsTitleFix( "includeAreaUpdate", "reserved" , {alphaIsNot = 0, zmsk = 1, tw = 6, th = 6 , tbp = 0x00302000} ) | |||
emuObj.SetGsTitleFix( "ignoreUpRender", 130 , { totalArea= 700} ) | |||
------------------------------------------------------------------------------------------------------ | |||
-- 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 } ) | |||
------------------------------------------------------------------------------------------------------ | |||
-- Disable post-processing | |||
emuObj.SetGsTitleFix( "ignoreSprite", "reserved", { texType=1 , tw=5 , th=8, zmsk=1 , alpha=0x80000044 } ) | |||
------------------------------------------------------------------------------------------------------ | |||
-- Small triangle rejection. Works in conjunction with CLI setting gs-override-small-tri-area=1 | |||
-- keep default area for texture 256x256 ( no blend) (Anakin face) | |||
emuObj.SetGsTitleFix( "setRejectionArea", 500,{twIsNot=8, thIsNot=8 } ) | |||
------------------------------------------------------------------------------------------------------ | |||
-- Set triangle rejection area= 1000 when alpha blend is not 0 ( i.e blend is On) | |||
emuObj.SetGsTitleFix( "setRejectionArea", 1000, {alphaIsNot=0 } ) | |||
------------------------------------------------------------------------------------------------------ | |||
-- Performace fix | |||
local thresholdArea = 600 | |||
emuObj.SetGsTitleFix( "ignoreUpRender", thresholdArea , {alpha=0x80008068 , zmsk=1 } ) | |||
------------------------------------------------------------------------------------------------------ | |||
-- Performace fix | |||
local thresholdArea = 700 | |||
emuObj.SetGsTitleFix( "ignoreUpRender", thresholdArea , {alpha=0x80000044 , zmsk=1 } ) | |||
------------------------------------------------------------------------------------------------------ | |||
-- Disable uprender on the draw command which samples the framebuffer (0x3200) using bilinear sampling (texMode=2) | |||
-- All lighting effects use TriFan prim type, so use that as well to filter against. | |||
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", {prim=5, texMode=2, tbp=0x320000} ) | |||
</pre> | |||
===== | =====Commands===== | ||
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;" | {| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;" | ||
! Command !! | ! Command !! Example !! Notes | ||
|- | |- | ||
|globalSet || || used with workLoadThreshold or waveThreshold or loadThreshold | |||
|- | |- | ||
| | |reserved || || | ||
|- | |- | ||
| | |forceBiLinear || || | ||
|- | |- | ||
| | |ignoreSubBuffCov|| ||ignore ? buffer coverage | ||
|- | |- | ||
| | |trianglesAsParticles|| || | ||
|- | |||
|ignoreAreaUpdate|| || | |||
|- | |||
|SetSelfRender|| || | |||
|- | |||
|ignoreSprite|| || | |||
|- | |||
|clipScissors|| || | |||
|- | |- | ||
|forcePoint|| || | |||
|- | |- | ||
| | |forcePointSampling|| | ||
|- | |- | ||
| | |setRejectionArea|| emuObj.SetGsTitleFix( "setRejectionArea", 1000, { } ) || | ||
|- | |- | ||
| | |ignoreUpRender|| || Ignore uprender for texture type described in params | ||
|- | |- | ||
| | |includeAreaUpdate|| || | ||
|- | |- | ||
|forceSimpleFetch || emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", {psm=0} ) ||Used Frequently To Fix Graphical Corruptions | |||
|- | |- | ||
| | |fetchFromCurrBuff|| emuObj.SetGsTitleFix( "fetchFromCurrBuff", "reserved", {psm=0} ) || | ||
|- | |- | ||
| | |ignoreUpShiftTri|| emuObj.SetGsTitleFix( "ignoreUpShiftTri", "reserved", {psm=0} ) || | ||
|- | |- | ||
|skipPacked|| || | |||
|- | |- | ||
| | |changeAlpha|| || | ||
|- | |- | ||
| | |ignoreUpRenderTimeout|| || | ||
|- | |- | ||
! !! | |} | ||
=====Arguments/variables===== | |||
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;" | |||
! Argument !! Notes | |||
|- | |- | ||
| | |alpha_mask || | ||
|- | |- | ||
| | |alphaIsNot || alpha - is not X | ||
|- | |- | ||
|texMode || 1 - Point? , 2 - bilinear | |||
|- | |- | ||
| | |twIsLess || texture width - is less than X | ||
|- | |- | ||
| | |thIsLess || texture height - is less than X | ||
|- | |- | ||
| | |twIsNot || texture width - is not X | ||
|- | |- | ||
| | |thIsNot || texture width - is not X | ||
|- | |- | ||
| | |psmIsNot || texture pixel storage format - is not X | ||
<pre> | <pre>PSMCT32 = 0 PSMT4HL = 36 | ||
PSMCT24 = 1 PSMT4HH = 44 | |||
PSMCT16 = 2 PSMZ32 = 48 | |||
PSMCT16S = 10 PSMZ24 = 49 | |||
PSMT8 = 19 PSMZ16 = 50 | |||
PSMT4 = 20 PSMZ16S = 58 | |||
PSMT8H = 27 </pre> | |||
|- | |||
|zmsk || Z (depth) draw mask | |||
<pre>update Z buffer = 0 | |||
don't update Z buffer = 1 | |||
When 1 depth test result will be ignored</pre> | |||
|- | |- | ||
| | |tw || texture width | ||
|- | |- | ||
| | |th || texture height | ||
|- | |- | ||
| | |ztst || Z (depht) test method | ||
<pre>ZNOUSE = 0 | |||
ZALWAYS = 1 | |||
ZGEQUAL = 2 | |||
ZGREATER = 3 | |||
0 - All pixels fail | |||
1 - All pixels pass | |||
2 - Pass if Z grater or equal to Z buffer | |||
3 - Pass if Z grater than Z buffer</pre> | |||
|- | |- | ||
| | |mipIsGt || mip level is grater than X (?) | ||
|- | |- | ||
| | |mmin || MMIN flag | ||
<pre>NEAREST = 0 | |||
LINEAR = 1 | |||
NEAREST_MIPMAP_NEAREST = 2 | |||
NEAREST_MIPMAP_LINEAR = 3 | |||
LINEAR_MIPMAP_NEAREST = 4 | |||
LINEAR_MIPMAP_LINEAR = 5</pre> | |||
|- | |- | ||
| | |prim || GS primitive type | ||
<pre>Point = 0 | |||
Line = 1 | |||
LineStrip = 2 | |||
Triangle = 3 | |||
TriangleStrip = 4 | |||
TriangleFan = 5 | |||
Sprite = 6</pre> | |||
|- | |||
|primIsNot || GS primitive type - is not | |||
<pre>Point = 0 | |||
Line = 1 | |||
LineStrip = 2 | |||
Triangle = 3 | |||
TriangleStrip = 4 | |||
TriangleFan = 5 | |||
Sprite = 6</pre> | |||
|- | |||
|fillArea || | |||
|- | |||
|frameW || | |||
|- | |- | ||
| | |renderSelf || | ||
<pre> | |- | ||
|hasClut || | |||
|- | |||
|alphaTest || | |||
|- | |||
|primTest || | |||
|- | |||
|workLoadThreshold || | |||
|- | |||
|alpha || <pre> example: alpha=0x80000044 | |||
alpha=0</pre> | |||
|- | |- | ||
| | |texType || (1-3, more? ) | ||
|- | |- | ||
| | |tbp || texture base pointer | ||
|- | |- | ||
| | |cbp || CLUT buffer base pointer | ||
|- | |- | ||
| | |psm || texture pixel storage format | ||
<pre>PSMCT32 = 0 PSMT4HL = 36 | |||
==== | PSMCT24 = 1 PSMT4HH = 44 | ||
PSMCT16 = 2 PSMZ32 = 48 | |||
PSMCT16S = 10 PSMZ24 = 49 | |||
PSMT8 = 19 PSMZ16 = 50 | |||
PSMT4 = 20 PSMZ16S = 58 | |||
PSMT8H = 27 </pre> | |||
|- | |||
|mxl || maximum mip level (0-6) | |||
|- | |||
|fbmask || ? | |||
|- | |||
|totalArea || | |||
|- | |||
|packedRegs || | |||
|- | |||
|packedRegsLo || | |||
|- | |||
|packedRegsHi || | |||
|- | |||
|packedRegsNum || | |||
|- | |||
|packedFlags || | |||
|- | |||
|packedPrim || | |||
|- | |||
|areaNumFrames || | |||
|- | |||
|waveThreshold || | |||
|- | |||
|loadThreshold || | |||
|- | |||
|fixSpriteDivTab || | |||
|} | |||
====Official examples==== | |||
[https://www.psdevwiki.com/ps4/Talk:PS2_Classics_Emulator_Compatibility_List#Official_PS2emu_Configuration_Files You can find the rest of them here] | |||
<br>Canis Canem Edit | |||
<br>'''SLES 535.61''' | |||
<br>'''LUA''' | |||
<pre> | |||
====Official examples==== | |||
[https://www.psdevwiki.com/ps4/Talk:PS2_Classics_Emulator_Compatibility_List#Official_PS2emu_Configuration_Files You can find the rest of them here] | |||
<br>Canis Canem Edit | |||
<br>'''SLES 535.61''' | |||
<br>'''LUA''' | |||
<pre> | |||
require( "ee-gpr-alias" ) -- you can access EE GPR by alias (gpr.a0 / gpr["a0"]) | require( "ee-gpr-alias" ) -- you can access EE GPR by alias (gpr.a0 / gpr["a0"]) | ||
apiRequest(0.1) | apiRequest(0.1) | ||
Line 1,787: | Line 1,777: | ||
eeInsnReplace(0x1CF3CC, 0x4100ffff, 0x00000000) -- bc0f 0x1CF3CC to nop | eeInsnReplace(0x1CF3CC, 0x4100ffff, 0x00000000) -- bc0f 0x1CF3CC to nop | ||
</pre> | </pre> | ||
This is | This is very basic command to replace part of EE memory with other instruction. | ||
* apiRequest(0.1) - Is required for every config. Used version depend on your original eboot highest supported api. 0.1 seems to be enough for basic patches like here. 2.3 is highest known for now. | * apiRequest(0.1) - Is required for every config. Used version depend on your original eboot highest supported api. 0.1 seems to be enough for basic patches like here. 2.3 is highest known for now. | ||
* -- Fix black screen SLUS-20064 is comment | * -- Fix black screen SLUS-20064 is comment | ||
Line 1,852: | Line 1,842: | ||
===EE-IOP=== | ===EE-IOP=== | ||
<pre>This list of registers is yet to be completed. Some registers are incorrectly named or include incorrect offsets. 0x1000000xxx base is not guaranteed in different emu revisions, but layout should be the same regardless. | <pre>This list of registers is yet to be completed. Some registers are incorrectly named or include incorrect offsets. 0x1000000xxx base is not guaranteed in different emu revisions, but layout should be the same regardless. | ||
Assuming base is different (Like on kof2000), simply reduce these offsets by 8 hex values | Assuming base is different (Like on kof2000), simply reduce these offsets by 8 hex values. | ||
Regardless, this should not affect the IOP, VU0, or VU1 registers. | |||
</pre> | </pre> | ||
<pre> List was designed for Jak v2 | <pre> List was designed for Jak v2 | ||
Line 1,952: | Line 1,942: | ||
===Emulator related regs=== | ===Emulator related regs=== | ||
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;" | {| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;" | ||
! {{cellcolors|#7698FF|#000000}}"Fake" | ! {{cellcolors|#7698FF|#000000}}"Fake" register !! Address !! Notes | ||
|- | |- | ||
| (?) || 0x1000000360 || Locking the value seems to cause a crash. | | (?) || 0x1000000360 || Locking the value seems to cause a crash. | ||
|-style="background-color:#8b9dc3" | |-style="background-color:#8b9dc3" | ||
|Current PC<br>(4 Bytes) || 0x1000000368 || Shows the current offset that's being executed by the EE.<br> | |Current PC<br>(4 Bytes) || 0x1000000368 || Shows the current offset that's being executed by the EE.<br> | ||
Updated only on branch/jump tests, unless | Updated only on branch/jump tests, unless command such as --ee-pc-coherency or --ee-insn-flush-pc is used.<br> | ||
Then updates are instant, right when | Then updates are instant, right when instruction is executed. <br> | ||
Commonly used by | Commonly used by Sceners as a tool for finding troublesome offsets. | ||
|- | |- | ||
| (?) || 0x100000036C || | | (?) || 0x100000036C || | ||
Line 1,980: | Line 1,970: | ||
|} | |} | ||
=== | --------------------------------------------------------------------------------------------------------------------------------- | ||
===VU0f-VU0i=== | |||
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;" | {| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;" | ||
{| class=wikitable style="border: none; background: none;" | {| class=wikitable style="border: none; background: none;" | ||
Line 2,051: | Line 2,043: | ||
| vi05|| 0x1030000260 || I || 0x1030000360 | | vi05|| 0x1030000260 || I || 0x1030000360 | ||
|- | |- | ||
| vi06|| 0x1030000270 || Q || | | vi06|| 0x1030000270 || Q || 0x1030000370?? | ||
|-style="background-color:#EEEFF2" | |-style="background-color:#EEEFF2" | ||
| vi07|| 0x1030000280 || c2c23 || 0x1030000380?? | | vi07|| 0x1030000280 || c2c23 || 0x1030000380?? | ||
Line 2,072: | Line 2,064: | ||
|- | |- | ||
|} | |} | ||
=== | |||
--------------------------------------------------------------------------------------------------------------------------------- | |||
===VU1f-VU1i=== | |||
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;" | {| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;" | ||
{| class=wikitable style="border: none; background: none;" | {| class=wikitable style="border: none; background: none;" | ||
Line 2,131: | Line 2,126: | ||
! scope=col | Address | ! scope=col | Address | ||
|- | |- | ||
| vi00 || 0x1040000210 || | | vi00 || 0x1040000210 ||Status|| 0x1040000310?? | ||
|-style="background-color:#EEEFF2" | |-style="background-color:#EEEFF2" | ||
| vi01 || 0x1040000220 || | | vi01 || 0x1040000220 || MACflag || 0x1040000320?? | ||
|- | |- | ||
| vi02|| 0x1040000230 || | | vi02|| 0x1040000230 || Clipflag || 0x1040000330?? | ||
|-style="background-color:#EEEFF2" | |-style="background-color:#EEEFF2" | ||
| vi03|| 0x1040000240 || | | vi03|| 0x1040000240 || c2c19 || 0x1040000340?? | ||
|- | |- | ||
| vi04|| 0x1040000250 || | | vi04|| 0x1040000250 || R || 0x1040000350?? | ||
|-style="background-color:#EEEFF2" | |-style="background-color:#EEEFF2" | ||
| vi05|| 0x1040000260 || | | vi05|| 0x1040000260 || I || 0x1040000360 | ||
|- | |- | ||
| vi06|| 0x1040000270 || | | vi06|| 0x1040000270 || Q || 0x1040000370?? | ||
|-style="background-color:#EEEFF2" | |-style="background-color:#EEEFF2" | ||
| vi07|| 0x1040000280 || | | vi07|| 0x1040000280 || c2c23 || 0x1040000380?? | ||
|- | |- | ||
| vi08|| 0x1040000290 || | | vi08|| 0x1040000290 || c2c24 || 0x1040000390?? | ||
|-style="background-color:#EEEFF2" | |-style="background-color:#EEEFF2" | ||
| vi09|| 0x10400002A0 || | | vi09|| 0x10400002A0 || c2c25 || 0x10400003A0?? | ||
|- | |- | ||
| vi10|| 0x10400002B0 || | | vi10|| 0x10400002B0 || TPC || 0x10400003B0 | ||
|-style="background-color:#EEEFF2" | |-style="background-color:#EEEFF2" | ||
| vi11|| 0x10400002C0|| | | vi11|| 0x10400002C0|| CMSAR0 || 0x10400003C0?? | ||
|- | |- | ||
| vi12|| 0x10400002D0 || | | vi12|| 0x10400002D0 || FBRST || 0x10400003D0 | ||
|-style="background-color:#EEEFF2" | |-style="background-color:#EEEFF2" | ||
| vi13|| 0x10400002E0 || | | vi13|| 0x10400002E0 || VPU-STAT || 0x10400003E0?? | ||
|- | |- | ||
| vi14|| 0x10400002F0 || | | vi14|| 0x10400002F0 || CMSAR1 || 0x10400003F0?? | ||
|-style="background-color:#EEEFF2" | |-style="background-color:#EEEFF2" | ||
| vi15|| 0x1040000300 || | | vi15|| 0x1040000300 || c2c30 || 0x1040000400?? | ||
|- | |- | ||
|} | |} | ||
====Register Details==== | |||
= | [https://psi-rockin.github.io/ps2tek/ Credits to PSI Rockin] | ||
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;" | {| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;" | ||
! | ! Name !! Purpose / info | ||
|- | |- | ||
| | | zero || Hardwired to 0, writes are ignored | ||
|- | |- | ||
| | | at || Temporary register used for pseudo-instructions | ||
|- | |- | ||
| | | v0-v1 || Return register, holds values returned by functions | ||
|- | |- | ||
| | | a0-a3 || Argument registers, holds first four parameters passed to a function | ||
|- | |- | ||
| Device Type || CPU | | t0-t7 || Temporary registers. t0-t3 may also be used as additional argument registers | ||
|- | |||
| s0-s7 || Saved registers. Functions must save and restore these before using them | |||
|- | |||
| t8-t9 || Temporary registers | |||
|- | |||
| k0-k1 || Reserved for use by kernels | |||
|- | |||
| gp || Global pointer | |||
|- | |||
| sp || Stack pointer, address of currently-executing function | |||
|- | |||
| fp || Frame pointer | |||
|- | |||
| ra || Return address. Used by JAL and (usually) JALR to store the address to return to after a function | |||
|- | |||
! Special registers !! | |||
|- | |||
| pc || Program counter, address of currently-executing instruction (32-bit) | |||
|- | |||
| hi/lo || Stores multiplication and division results (64-bit) | |||
|- | |||
| hi1/lo1 || Used by MULT1/DIV1 type instructions, same as above (64-bit) | |||
|- | |||
| sa ||Shift amount used by QFSRV instruction | |||
|- | |||
|} | |||
<pre> | |||
Aside from zero, all GPRs may be freely accessed if convention rules are respected. | |||
</pre> | |||
=Open CL and Floats= | |||
PS4 native Floating point support and OpenCL info, for both CPU and GPU. The understanding of floating point conversion is very important for emulating the PS2. | |||
<br>Info found below came from this: [https://gist.github.com/masterzorag/06cadbc5fbe7d3375704fc52518f434e#file-gistfile1-md gist] | |||
<br>There you can find more info about PS4's OpenCL. | |||
==CPU== | |||
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;" | |||
! Info !! Value | |||
|- | |||
| Device Name || CXD90026AG - DG1002FGF84HT | |||
|- | |||
| Device Vendor || AuthenticAMD | |||
|- | |||
| Device Vendor ID || 0x1022 | |||
|- | |||
| Device OpenCL C Version || OpenCL C 1.2 pocl | |||
|- | |||
| Device Type || CPU | |||
|- | |- | ||
| Max compute units || 8 | | Max compute units || 8 | ||
Line 2,378: | Line 2,416: | ||
! Issue !! Games affected !! Solution !! Description | ! Issue !! Games affected !! Solution !! Description | ||
|- | |- | ||
| | | IOP emulation inaccuracy(?) || Zatch Bell! Mamodo Fury, Godfather, Gran turismo 4, SSX || || a Stutter that's not caused by performance but by inaccurate iop emulation leading to stuttering fmvs/mainmenu | ||
|- | |||
| GS texture cache inaccuracy(?) || Taz Wanted, Tenchu Fatal Shadows, Ratchet And Clank Up Your Arsenal || || Some textures being missing or miscoloured. | |||
|- | |||
| GIF emulation inaccuracy (?) || Tenchu - Fatal Shadows, Genji dawn of the samurai, Batman begins, Lara Croft Tomb Raider - The Angel of Darkness, Dragon ball z budokai tenkaichi 1, Possibly many more! || LUA patches || | |||
|- | |- | ||
| No support for EE Cache || Ice Age 2, DOA2: Extreme, Nascar 2009, Barnyard, [https://github.com/PCSX2/pcsx2/issues/2248 Others]|| Lua patches to the EE memory and picking the right emulator || It's not a ps4 issue per say since these issues are also encountered by Pcsx2. but Pcsx2 does have support for EE cache, though it doesn't use it to fix these games because emulating EE cache is extremely slow. so that's why the Pcsx2 team decided to use pnach patches to fix this issue. | | No support for EE Cache || Ice Age 2, DOA2: Extreme, Nascar 2009, Barnyard, [https://github.com/PCSX2/pcsx2/issues/2248 Others]|| Lua patches to the EE memory and picking the right emulator || It's not a ps4 issue per say since these issues are also encountered by Pcsx2. but Pcsx2 does have support for EE cache, though it doesn't use it to fix these games because emulating EE cache is extremely slow. so that's why the Pcsx2 team decided to use pnach patches to fix this issue. | ||
|- | |- | ||
| Missing COP2 pipeline emulation. || [https://github.com/PCSX2/pcsx2/issues/4439 other games affected by COP2 timing] || Rearranging code | | Missing COP2 pipeline emulation. || [https://github.com/PCSX2/pcsx2/issues/4439 other games affected by COP2 timing] || Rearranging code by lua patches. || While COP2 is part of EE, in terms of emulation it's separate processor that can run on its own. So some operations take some time while EE still mind own business. Some games abuse that fact and do own thing knowing that COP2 calculation take expected number of cycles. On this emu every COP2 opcode is instant, which break games that expect it to take some time. | ||
|- | |- | ||
| VU0 is not running in sync with EE core || 24 The Game, ATV Quad Power Racing 2, Ghosthunter, Rayman Arena, Rayman 3, Largo winch, Ratchet and clank games. All games using M-bit. || EE hook AdvanceClock or fastforwardclock commands on affected addresses to push VU0 ahead while stalling EE, patches to rearrange code. Most of the time it will be CTC2/QMTC2 instructions with interlock that are affected. || Emulator kickstart VU0 for 256 cycles, while report 512 cycles passed. Yup, we are out of sync right from the start of VU0 mpg because people working for $ony don't know that VU0 run at EE MHz, not at EE bus MHz. Not to mention that 256 cycles kickstart is too much even on correct speed. Later things just got worse. This issue can be partially replicated on Pcsx2 if you overclock the EE by +3 | | VU0 is not running in sync with EE core || 24 The Game, ATV Quad Power Racing 2, Ghosthunter, Rayman Arena, Rayman 3, Largo winch, Ratchet and clank games. All games using M-bit. || EE hook AdvanceClock or fastforwardclock commands on affected addresses to push VU0 ahead while stalling EE, patches to rearrange code. Most of the time it will be CTC2/QMTC2 instructions with interlock that are affected. || Emulator kickstart VU0 for 256 cycles, while report 512 cycles passed. Yup, we are out of sync right from the start of VU0 mpg because people working for $ony don't know that VU0 run at EE MHz, not at EE bus MHz. Not to mention that 256 cycles kickstart is too much even on correct speed. Later things just got worse. This issue can be partially replicated on Pcsx2 if you overclock the EE by +3 | ||
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| Wrong disc read speed for some games || Shadowman(Textures), God of war (Music), Ratchet and clank size matters (Music), every game that's listed to require CDVD_READ_DELAY. [https://github.com/PCSX2/pcsx2/pull/3877 and many other affected games] || Try your luck with IOP and CDVD CLI commands. || Also known in sony's bios as CDVD_READ_DELAY | | Wrong disc read speed for some games || Shadowman(Textures), God of war (Music), Ratchet and clank size matters (Music), every game that's listed to require CDVD_READ_DELAY. [https://github.com/PCSX2/pcsx2/pull/3877 and many other affected games] || Try your luck with IOP and CDVD CLI commands. || Also known in sony's bios as CDVD_READ_DELAY | ||
|- | |- | ||
| | | In-accurate VU0/VU1/COP2 emulation || Sly cooper games, Crash twinsanity, Crazy frog racer, Rayman 3, Koei tecmo games, Klonoa 2, others. || Choosing a VU accurate emulator such as Roguev1 or Kof2000 with the right clamping commands || The issue leads to SPS and graphical issues and sometimes freezing. | ||
|- | |- | ||
| Multitap doesn't support all games || Urban reign, others || Lua patches || Emulator expect PS4 to be able to use 8 controllers (well, who doesn't? Even PS1 can do it...). That cause all kind of mess with controller detection when game expect multitap in second port. | | Multitap doesn't support all games || Urban reign, others || Lua patches || Emulator expect PS4 to be able to use 8 controllers (well, who doesn't? Even PS1 can do it...). That cause all kind of mess with controller detection when game expect multitap in second port. | ||
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|VIF1 runs too fast || Urban reign, Avatar, Parappa 2, Eternal Poison, Soul Calibur 2, Soul Calibur 3, Others || Using LUA's SchedulerDelayEvent command or Using CLI'S vif1-instant-xfer command || Sony wanted to improve the performance, which is the reason VIF1 is instant. The lua's command can be customizable to set the delay period, the cli can't, therefore lua's command is much more compatible | |VIF1 runs too fast || Urban reign, Avatar, Parappa 2, Eternal Poison, Soul Calibur 2, Soul Calibur 3, Others || Using LUA's SchedulerDelayEvent command or Using CLI'S vif1-instant-xfer command || Sony wanted to improve the performance, which is the reason VIF1 is instant. The lua's command can be customizable to set the delay period, the cli can't, therefore lua's command is much more compatible | ||
|- | |- | ||
| | | IPU emulation inaccuracy || Burnout 3 || None yet || | ||
|- | |- | ||
| CDVD register 0x1F402038 (KeysValid) return wrong result. || Every "SCCS" game || Patches in lua. || Likely specific to NTSC-C releases, because that region use special SDK. Issue make cdvdman stuck on any request because it thinks that cdvd key is invalid. | |||
| CDVD register 0x1F402038 (KeysValid) return wrong result. || Every "SCCS" game || Patches in lua. || Likely specific to NTSC-C releases, because that region | |||
|- | |- | ||
| Lack of CDVD error handling || Demon Chaos, Spyro A new Beginning, Silent Hill 2 Black Ribbon, games from pcsx2 #5174 PR. || Patches in lua if needed. || One correctly supported error is SCECdErABRT, rest is just not handled or what's worst trigger emu panic on purpose like SCECdErILI (but not for 0 sector request - Spyro). Some affected games can still work if error is just accidental and not checked by game code. | |||
|} | |} | ||
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==Description== | ==Description== | ||
The PS2 bios is the file '''PS20220WD20050620.crack''' included in every PS2 game .pkg. It | The PS2 bios is the file '''PS20220WD20050620.crack''' included in every PS2 game .pkg. It Is '''exactly''' the same BIOS that Sony used in ps2_netemu.self in PS3. Due to lack of many X modules, homebrew compatibility is limited, and many of those need to be recompiled to use non X versions of modules, or need to load open source versions of them through MC/CDVD. Important non X module that is missing is LIBSD, and homebrew that need it, will likely fail to boot, or cause an error. | ||
<br>Bios is | <br>Bios is know to blacklist some titles, and refuse to boot them. This include all titles with 00000000 000000A0 flag from that [[PS2_Emulation#Game_ID/DiscID in PS20220WD20050620.crack | list (click here)]] | ||
<br>'''More about the bios''' | <br>'''More about the bios''' | ||
<pre> | <pre> | ||
Bios version seems to be Developement v2.20 from Japan region (22/01/2007), but it's of course not limited to booting only NTSC-J games. | |||
Emulator not support USB peripherals, but this seems to be not limitation of BIOS, as it is used also in CECH C/E PS3 consoles. | Emulator not support USB peripherals, but this seems to be not limitation of BIOS, as it is used also in CECH C/E PS3 consoles. | ||
There are signs that different bios version exist, named PS20190AC20030623_nordram_miniOSD.bin. This bios | There are signs that different bios version exist, named PS20190AC20030623_nordram_miniOSD.bin. This bios have included handy extensions for debugging, and can debug print with "debug osd verbosity" from CLI set to "verbose". Most noticeable difference for both bios files seems to be special RDRAM module. | ||
While PS3 | While PS3 emulators patch bios to preferred region, emulator used in PS4 uses a so called CallHook which is better known for pcsx2 users as fastboot. No need to describe patch here, just look at PCSX2 fastboot code. It's the same code, but PS4 emus don't have patches for different bios revisions. | ||
</pre> | </pre> | ||
<br>'''Bios file information:''' | <br>'''Bios file information:''' | ||
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|SLUS_202.74 || City Crisis || 0x0A || 0x80BB8 || CDVD_READ_DELAY | |SLUS_202.74 || City Crisis || 0x0A || 0x80BB8 || CDVD_READ_DELAY | ||
|- | |- | ||
|SLUS_203.05 || Simpsons: Road Rage || 0x01 || 0x800 || SIO2_MASK | |SLUS_203.05 || Simpsons: Road Rage || 0x01 || 0x800 || SIO2_MASK | ||
|- | |- | ||
|SLUS_203.64 || Tiger Woods PGA Tour 2002 || 0x0A || 0x803E8 || CDVD_READ_DELAY | |SLUS_203.64 || Tiger Woods PGA Tour 2002 || 0x0A || 0x803E8 || CDVD_READ_DELAY | ||
|- | |- | ||
|SLUS_204.13 || Shadowman 2 || 0x0A || 0x80600 || CDVD_READ_DELAY | |SLUS_204.13 || Shadowman 2 || 0x0A || 0x80600 || CDVD_READ_DELAY | ||
|- | |- | ||
|SLUS_204.33 || SWAT: Global Strike Team || 0x01 || 0x800 || SIO2_MASK | |SLUS_204.33 || SWAT: Global Strike Team || 0x01 || 0x800 || SIO2_MASK | ||
|- | |- | ||
|SLUS_204.88 || Star Ocean: Til the end of Time [Disc 1] || 0x08 || 0x1388 || CPU_DELAY | |SLUS_204.88 || Star Ocean: Til the end of Time [Disc 1] || 0x08 || 0x1388 || CPU_DELAY | ||
|- | |- | ||
|SLUS_205.72 || Tiger Woods PGA Tour 2003 || 0x0A || 0x803E8 || CDVD_READ_DELAY | |SLUS_205.72 || Tiger Woods PGA Tour 2003 || 0x0A || 0x803E8 || CDVD_READ_DELAY | ||
|- | |- | ||
|SLUS_205.90 || Spyhunter 2 || 0x01 || 0x800 || SIO2_MASK | |SLUS_205.90 || Spyhunter 2 || 0x01 || 0x800 || SIO2_MASK | ||
|- | |- | ||
|SLUS_206.35 || Muppets Party Cruise || 0x01 || 0x801 || SIO2_MASK | |SLUS_206.35 || Muppets Party Cruise || 0x01 || 0x801 || SIO2_MASK | ||
|- | |||
|SLUS_206.39 || Def Jam Vendetta || 0x01 || 0x800 || SIO2_MASK | |||
|- | |||
|SLUS_206.86 || Splashdown: Rides Gone Wild || 0x0A || 0x80400 || CDVD_READ_DELAY | |||
|- | |||
|SLUS_208.38 || All-Star Baseball 2005 || 0x01 || 0x802 || SIO2_MASK | |||
|- | |||
|SLUS_208.51 || Ace Combat 5: The Unsung War || 0x0A || 0x500000 || CDVD_READ_DELAY | |||
|- | |||
|SLUS_208.91 || Star Ocean: Til the end of Time [Disc 2] || 0x08 || 0x1388 || CPU_DELAY | |||
|- | |||
|SLUS_209.18 || Super Monkey Ball: Deluxe || 0x01 || 0x800 || SIO2_MASK | |||
|- | |||
|SLUS_210.59 || Tekken 5 || 0x0B || 0x40000000 || SPU2_BEHAVIOR | |||
|- | |||
|SLUS_210.70 || Final Fantasy XI: Chains of Promathia || 0x02 || 0xB || DEV9_MASK | |||
|- | |||
|SLUS_210.89 || Karaoke Revolution Vol.3 || 0x08 || 0x1388 || CPU_DELAY | |||
|- | |||
|SLUS_213.31 || Sonic Riders || 0x01 || 0x800 || SIO2_MASK | |||
|- | |||
|SLUS_213.39 || Puzzle Challenge || 0x01 || 0x800 || SIO2_MASK | |||
|- | |||
|SLUS_214.04 || Final Fantasy XI: Treasures of Aht Urhgan || 0x02 || 0xB || DEV9_MASK | |||
|- | |||
|SLUS_214.52 || Valkyrie Profile 2: Silmeria || 0x08 || 0x1388 || CPU_DELAY | |||
|- | |||
|} | |||
=Command examples= | |||
<pre> | |||
A section for explaining the full usage of a CLI or LUA command | |||
</pre> | |||
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;" | |||
! Command !! Description | |||
|--style="background-color:#7698FF" | |||
| ee hook || | |||
|- | |- | ||
| | | <pre>--ee-hook=0x0028A578,AdvanceClock,,1000</pre> || <pre>First is the offset, second is the instruction, | ||
third is the opcode that was skipped, fourth is the value of the instruction</pre> | |||
|- | |- | ||
| | | <pre>--ee-hook=0x0028A578,FastForwardClock</pre> || <pre>First is the offset, second is the instruction.</pre> | ||
| | |||
|- | |- | ||
|} | |} | ||
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*[https://forums.pcsx2.net/Thread-Fixing-unplayable-games A thread filled with patches for ps2 games] | *[https://forums.pcsx2.net/Thread-Fixing-unplayable-games A thread filled with patches for ps2 games] | ||
{{Reverse Engineering}} | {{Reverse Engineering}} | ||
<noinclude> | <noinclude>[[Category:Main]]</noinclude> | ||
[[Category:Main]] | |||
</noinclude> |