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= Description =
= Description =


The PlayStation 2 emulation on the PlayStation 4 is handled with little difference to the PlayStation 3. Some issues on PS3's PS2 emulator were left unfixed on the PlayStation 4. Consequently, the PS4 inherited some of PS3's emulation glitches, and even introduced new ones. The new issues came as a result of PS4's weakness with emulation, which likely resulted in the trade of accuracy for performance.
<pre>PlayStation 2 emulation on the PlayStation 4 is handled with little difference to the PlayStation 3.
Some issues on PS3's PS2 emulator were left unfixed on the PlayStation 4. Consequently, the PS4 inherited some of PS3's emulation glitches, while introducing new ones.
The new issues came as a result of PS4's weakness with emulation, which likely resulted in the trade of accuracy for performance.


Each PS2onPS4 package file (.pkg) includes the PS2 emulator itself. The PS4 does not have a native built-in emulator in its System Software, but it does have a few PS2 emulator specific features, like the usermode functions sceLncUtilIsPs2Emu, sceShellCoreUtilGetImposeMenuFlagForPs2Emu, sceSystemServiceAddLocalProcessForPs2Emu, and sceSystemServiceShowImposeMenuForPs2Emu.
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 a few PS2 emulator specific features, like the functions sceLncUtilIsPs2Emu, sceShellCoreUtilGetImposeMenuFlagForPs2Emu, sceSystemServiceAddLocalProcessForPs2Emu, and sceSystemServiceShowImposeMenuForPs2Emu.


The PS2 emulators are programmed to be accurate for the games they were designed to emulate. In turn, this makes accurate emulation challenging, as emulators include per-title patches and different default settings. The PlayStation 2 hardware is a complex system to emulate; any small change in configuration can make or break a game. Currently, the most commonly used emulator is "Jakv2" from Jak games, as it is the most compatible one out there. When game crashes are concerned in an emulated PS2 game, then the Resident Evil Code: Veronica X's emulator is typically used, whereas for VU accuracy it is Rogue Galaxy's.
Emulators are programmed to be accurate for the games they were designed to emulate. In turn, this makes accurate emulation challenging, as emulators include per title patches and different default settings. The Playstation 2 hardware is a complex system to emulate; any small change in configuration can make or break a game.
Currently the most commonly used emulator is Jakv2 as it is the most compatible one out there. When game crashes are concerned, RECVX is typically used, whereas for VU accuracy it is roguev1.


The PS2 BIOS is included in the game's pkg file. It is the same PS2 BIOS as used in the ps2_netemu in PS3 Operating System. The lack of encryption mechanism for PS2 game disc image files is also huge. This time, it is a plain ISO file, but the emulator still supports LIMG sector that allows the usage of non-2048 sector size discs. Moreover, memory cards are also unencrypted, but the emulator checks the CRC of some of the regions to ensure that the memory card was not modified. The PS2 emulator on PS4 also supports LUA scripting by a "Lua Bridge", which is a powerful interface that may prove exceptionally handy in fixing games.
The PS2 BIOS is included in the game's pkg, the same one used on the ps2_netemu. The lack of encryption mechanism for PS2 game disc image file is also important. This time it is a plain ISO file, but the emulator still supports LIMG sector that allows the usage of non-2048 sector size discs. Moreover, memory cards are also decrypted, but the emulator checks the CRC of some of the regions to ensure that the memory card was not modified. This PS2 Emulator also supports LUA scripting by "Lua Bridge", which is a powerful interface that may prove exceptionally handy in fixing games.


This is first time that Sony has ever cared about floats in its 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.
This is first time that Sony has ever cared about floats in its 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 =
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=== XXXX-YYYYY_cli.conf commands ===
=== XXXX-YYYYY_cli.conf commands ===


<pre>These commands work in config-emu-ps4.txt, but the official way to use them is through the CLI file (It is also needed for multi-disc packages). Additionally, some commands are still not discovered, and known commands might be missing their values.
<pre>These commands work in config-emu-ps4.txt, but the official way to use them is through the CLI file (It is also needed for multi-disc packages). Additionally, some commands are still not discovered, and known commands might be missing their values. </pre>
All commands are pre-made. Creating new CLI commands is impossible.
<pre>All commands are pre-made. Creating new CLI commands is impossible.
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, as they were added to the eboot.bin without being programmed. Some useful commands were removed or added in or from different emu revisions, or their effects were changed. In some emulators, CLI configurations can be found in the ram at SceLibcHeap[0]-3-881004000.</pre>
Some CLI commands have no effect, as they were added to the eboot.bin without being programmed. Some useful commands were removed or added in or from different emu revisions, or their effects were changed. In some emulators, CLI configurations can be found in the ram at SceLibcHeap[0]-3-881004000.</pre>
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|  || Speedhacks / Desync Fixes|| ||
|  || Speedhacks / Desync Fixes|| ||
|-
|-
| --ee-cycle-scalar ||Slowest cycles speed: 5.00<br>Normal cycles speed: 1.000<br>Fastest cycles speed: 0.100 ||  Can benefit core sync or performance (lowering the cycle rate may affect FMVS). The default value for most emulators is ~1.0. It is highly sensitive, as any slight change may break or fix the game. (Possibly divides 100 with the entered value and sets the result as EE's clock speed percentage % .) || --ee-cycle-scalar=1.0  
| --ee-cycle-scalar || Accelerate EE cycles: (0.999 => 0.100)<br>Decelerate EE cycles: (1.001 => 5.000) ||  Can benefit core sync or performance (too much deceleration can cause stuttery fmvs.) The default value for most emulators is ~1.0. It is highly sensitive, as any slight change may break or fix the game. (Possibly divides 100 with the entered value and sets the result as EE's clock speed percentage % .) || --ee-cycle-scalar=1.0  
|-
|-
| --ee-context-switch-cycles || Accelerate cycles (360 => 0) <br>Decelerate cycles (361 => ∞ ) || Its effects are mysterious. Possibly configures how many CPU cycles the emulator should run before switching between different tasks or threads. Does not work on Jak emulators. Default value is 360. Seems to be useful for Bee Movie, Metal Gear Solid 3, as well as others with IPU issues.|| --ee-context-switch-cycles=2700?
| --ee-context-switch-cycles || Accelerate cycles (360 => 0) <br>Decelerate cycles (361 => ∞ ) || Its effects are mysterious, but likely affect COP0. Does not work on Jak emulators. Default value is 360. Seems to be useful for Bee Movie, Metal Gear Solid 3, as well as others with IPU issues.|| --ee-context-switch-cycles=2700?
|-
|-
| [[--ee-hook|--ee-hook]] || AdvanceClock<br>FastForwardClock<br>Mfifodrain || Runs the specified functionality each time a selected EE offset is reached. FastForwardClock and AdvanceClock help fix core sync issues, but can be used as a speedhack. It is believed that AdvanceClock stalls the EE for a specified amount of cycles, while FastForwardClock behaves similarly. They are commonly used on affected COP2 instructions. Mfifodrain is still unknown. [[--ee-hook|For more examples]] ||--ee-hook=0x0025A9F2,AdvanceClock,,500 <br>--ee-hook=0x0019F0AD,FastForwardClock
| [[--ee-hook|--ee-hook]] || AdvanceClock<br>FastForwardClock<br>Mfifodrain || Runs the specified feature every time a selected EE offset is reached. FastForwardClock and AdvanceClock help fix core sync issues, but can be used as a speedhack. Mfifodrain is still unknown. [[--ee-hook|For more examples]] ||--ee-hook=0x0025A9F2,AdvanceClock,,500 <br>--ee-hook=0x0019F0AD,FastForwardClock
|-
|-
|-style="background-color:#D7EF54"
|-style="background-color:#D7EF54"
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| --fpu-rsqrt-fast-estimate || 0, 1 || Decreases RSQRT's accuracy. Enabled by default, disabling it helps with achieving full FPU accuracy. || --fpu-rsqrt-fast-estimate=1
| --fpu-rsqrt-fast-estimate || 0, 1 || Decreases RSQRT's accuracy. Enabled by default, disabling it helps with achieving full FPU accuracy. || --fpu-rsqrt-fast-estimate=1
|-
|-
| --fpu-accurate-mul-fast || 0, 1 || Speedhack for CLI FPU muldiv commands.  || --fpu-accurate-mul-fast=1
| --fpu-accurate-mul-fast || 0, 1 || Speedhack for FPU muldiv commands.  || --fpu-accurate-mul-fast=1
|-style="background-color:#FFAA00"
|-style="background-color:#FFAA00"
|  || Other || ||
|  || Other || ||
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|}
|}


===== COP2 =====
=====COP2=====
 
<pre>VU0 Macro-mode. These commands assist the FPU.</pre>
<pre>VU0 Macro-mode. These commands assist the FPU.</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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|  || Other || ||
|  || Other || ||
|-
|-
| --cop2-regalloc || 0, 1 ? || Optimized Register Allocation(?). PCSX2 seems to have this enabled by default. Seems to slow down COP2 when disabled. ||
| --cop2-regalloc || 0, 1 ? || PCSX2 seems to have this enabled by default. Uknown function, might be a speechack. ||
|-  
|-  
| --cop2-inst-q || 0, 1 || instant Q, no stalling on VWAITQ, or instances of Q. Crashes some games when enabled. ||
| --cop2-inst-q || 0, 1 || instant Q, no stalling on VWAITQ, or instances of Q. Crashes some games when enabled. ||
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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, VU0, and COP2. They fix broken or missing geometry, black screens, and crashes.</pre>
<pre>Custom DSPs used to process vertex data, physics calculations, and other related tasks. Settings found here affect VU1, VU0, and COP2. They fix broken or missing geometry, black screens, and crashes.</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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| || Graphical fixes || ||
| || Graphical fixes || ||
|-
|-
| --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. A game with missing graphics will require a low value such as 0, while one that crashes might require a high value such as 7.|| --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. Lowering the value can potentially restore missing graphics, while increasing it can possibly fix games freezing at splash screen. || --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
| --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 by speeding up the vector units.|| --vu-custom-min-max=0
|-
|-
|-style="background-color:#D7EF54"
|-style="background-color:#D7EF54"
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| --vu-hack-triace  || 0, 1 || A hack designed specifically for games developed by Tri Ace. Corrects the VU's addi calculation. Without it, the result will be one bit off, which is enough to break the game's decryption algo. || --vu-hack-triace=1
| --vu-hack-triace  || 0, 1 || A hack designed specifically for games developed by Tri Ace. Corrects the VU's addi calculation. Without it, the result will be one bit off, which is enough to break the game's decryption algo. || --vu-hack-triace=1
|-  
|-  
| --vu-branch-hazard || 0, 1 || This command relates to how the emulator handles branch hazards in the Vector Units (VU). Setting it to 0 is the compatible option, while 1 might improve performance. Seems to be enabled by default. Disabling it managed to prevent "'''Batman - Rise of Sin Tzu'''" from crashing|| --vu-branch-hazard=0
| --vu-branch-hazard || 0, 1 || Disabling it managed to prevent "Batman - Rise of Sin Tzu" from crashing|| --vu-branch-hazard=0
|-  
|-  
| --vu-evil-branches || 0, 1 || Take in count branch in delay slot, or not. [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L306 More Info]||
| --vu-evil-branches || 0, 1 || Take in count branch in delay slot, or not. [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L306 More Info]||
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| --vu-t-bit  || 0, 1 || Debug halt. Acts similarly to D-bit ||  --vu-t-bit=0
| --vu-t-bit  || 0, 1 || Debug halt. Acts similarly to D-bit ||  --vu-t-bit=0
|-  
|-  
| --vu-inst-mflag  || 0, 1 || Instant macflag? It's enabled by default. When disabled, some texture chunks pop and fade. || --vu-inst-mflag=1
| --vu-inst-mflag  || 0, 1 || Instant macflag? || --vu-inst-mflag=1
|-  
|-  
| --vu-inst-cflag || 0, 1 || Instant cflag?  || --vu-inst-cflag=1
| --vu-inst-cflag || 0, 1 || Instant cflag?  || --vu-inst-cflag=1
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|}
|}


===== VU1 =====
=====VU1=====
 
<pre>VU1 is the GS’s alternate processing unit. Commands here typically improve performance, prevent crashes, and fix SPS (graphical glitches).</pre>
<pre>VU1 is the Graphics Synthesizer’s alternate processing unit. Commands here typically improve performance, prevent crashes, and fix SPS (graphical glitches).</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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| --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
|-
|-
| --vu1-const-prop || 0, 1|| Enabled by default. 0 will disable it and cause performance issues but with higher compatability.[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 upon 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-flags || 0, 1, 2 || Optimize flags upon 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
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| --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 the default setting. Setting it into newprog has been proven to fix some crashes [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L319 Info] || --vu1-jr-cache-policy=newprog
| --vu1-jr-cache-policy || newprog, sameprog, auto, new, same || PCSX2 uses newprog as default setting. Setting it into newprog has been proven to fix some crashes [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L319 Info] || --vu1-jr-cache-policy=newprog
|-
|-
| --vu1-jalr-cache-policy || newprog, sameprog, auto, new, same || PCSX2 uses newprog as the default setting. Setting it into newprog has been proven to fix some crashes [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L319 Info] || --vu1-jalr-cache-policy=newprog
| --vu1-jalr-cache-policy || newprog, sameprog, auto, new, same || PCSX2 uses newprog as default setting. Setting it into newprog has been proven to fix some crashes [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L319 Info] || --vu1-jalr-cache-policy=newprog
|-  
|-  
|-style="background-color:#D7EF54"
|-style="background-color:#D7EF54"
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| --vu1 || jit-sync ||  Selector between IR/JIT and it modes. Jit-sync works similarly to disabling MTVU. jit, trans, and jit-async are unimplemented functions that do not change anything. || --vu1=jit-sync
| --vu1 || jit-sync ||  Selector between IR/JIT and it modes. Jit-sync works similarly to disabling MTVU. jit, trans, and jit-async are unimplemented functions that do not change anything. || --vu1=jit-sync
|-
|-
| --vu1-no-clamping ||  0,1 || Changes the clamping behavior of the VU1. Setting specific to ps4 emulators, unimplemented in pcsx2, with 0 being closest to extra, and 1 to extra + preserve sign. The default emulator's value is 1. || --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
|-  
|-  
| --vu1-clamp-range || vu1 memory offset start,end (0x0 - 0x7FF) || Values must not exceed 0x7FF ||
| --vu1-clamp-range || vu1 memory offset start,end (0x0 - 0x7FF) || Values must not exceed 0x7FF ||
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|  || Speedhacks || ||
|  || Speedhacks || ||
|-
|-
| --vu0-mpg-cycles || 0 - 400000  || Set initial cycle speed for VU0 Micro-programs. 100 is the default value. It is not available in older emulators such as War of the Monsters. || --vu0-mpg-cycles=1000
| --vu0-mpg-cycles || 0 - 400000  || Set initial cycle speed for VU0 Micro-programs. 100 is the default value. || --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
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| --vu0-opt-flags  || 0, 1, 2 || Optimize flags upon 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-opt-flags  || 0, 1, 2 || Optimize flags upon 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 uses newprog as the 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
|-
|-
| --vu0-jalr-cache-policy || newprog, sameprog, auto, new, same || PCSX2 uses newprog as the default setting [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L319 Info] || --vu0-jalr-cache-policy=sameprog
| --vu0-jalr-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-jalr-cache-policy=sameprog
|-style="background-color:#D7EF54"
|-style="background-color:#D7EF54"
|  || Game fixes || ||
|  || Game fixes || ||
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| --vu0-clamp-range || start, end offset (0x0 - 0x1FF) || per range clamping for VU0 || --vu0-clamp-range=0x100,0x120
| --vu0-clamp-range || start, end offset (0x0 - 0x1FF) || per range clamping for VU0 || --vu0-clamp-range=0x100,0x120
|-  
|-  
| --vu0-no-clamping || 0,1 || Changes the clamping behavior of the VU0. Setting specific to ps4 emulators, unimplemented in pcsx2. The default emulator's value is 1. || --vu0-no-clamping=0
| --vu0-no-clamping || 0,1 || Changes the clamping behavior of the VU0. Setting specific to ps4 emulators, unimplemented in pcsx2. The default emulator's behavior cannot be set by CLI commands. || --vu0-no-clamping=0
|-  
|-  
| --vu0-accurate-addsub-range || offset (0x0 - 0x1FF) ||Allows the VU0 to accurately Add/Subtract in the specified ee memory range by using software floats rather than hardware floats.||  
| --vu0-accurate-addsub-range || offset (0x0 - 0x1FF) ||Allows the VU0 to accurately Add/Subtract in the specified ee memory range by using software floats rather than hardware floats.||  
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|  || GS features || ||
|  || GS features || ||
|-
|-
| --gs-use-mipmap || 0, 1 || Enables mipmapping support. Can be used to fix graphics. Needs --gs-kernel-cl="mipmap" for full mipmapping support. If upscaling, however, --gs-kernel-cl-up="mipmap2x2" is also needed. It works best on War of the Monsters emulator, as the Ratchet series' mipmapping issues can only be fixed by it.|| --gs-use-mipmap=1
| --gs-use-mipmap || 0, 1 || Enables mipmapping support. Can be used to fix graphics. || --gs-use-mipmap=1
|-  
|-  
| --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-use-clut-merge || 0, 1 || Enabling CLUT merging helps improve how the emulator processes textures that use indexed color palettes. It ensures more accurate emulation of the PS2’s color handling. It sometimes restores missing graphical elements, and fix texture flickering (prominently flickering shadows or UI elements). Enabling it is the accurate option. || --gs-use-clut-merge=1
| --gs-use-clut-merge || 0, 1 ||Color lookup table(?). It sometimes restores missing graphical elements, and fix texture flickering. || --gs-use-clut-merge=1
|-  
|-  
| --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-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
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| --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 need to be enabled before their options become usable|| --gs-kernel-cl-up="clutmerge2x2"
| --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 need to be enabled before their options become usable|| --gs-kernel-cl-up="clutmerge2x2"
|-  
|-  
| --gs-override-small-tri-area || 0, 1 || This option is designed to modify how the emulator handles or renders small triangles that fall below a certain area threshold. Enabling this option could resolve graphical problems such as missing, flickering, or incorrectly rendered small details, and could potentially restore missing text in some games. || --gs-override-small-tri-area=1
| --gs-override-small-tri-area || 0, 1 || Small triangle rejection. Could potentially restore missing text in some games. || --gs-override-small-tri-area=1
|-  
|-  
| --gs-dirty-page-policy || 0, 1 || Unknown. Used by Star Wars: Jedi Starfighter || --gs-dirty-page-policy=1
| --gs-dirty-page-policy || 0, 1 || || --gs-dirty-page-policy=1
|-  
|-  
| --gs-ignore-dirty-page-border || 0, 1 || Unknown. Used by Samurai Shodown Anthology ||--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 || Setting it to 1 is known to fix flickering textures and graphical glitches in far distances. || --gs-ignore-rect-correction=1
| --gs-ignore-rect-correction || 0, 1 || Setting it to 1 is known to fix flickering textures and graphical glitches in far distances. || --gs-ignore-rect-correction=1
|-
|-
| --gs-opt-frbuff-switch || 0, 1 ||  Unknown. Used by Everybody's Tennis/Hot Shots Tennis || --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 need to be enabled before their options become usable ||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"
| --gs-kernel-cl || h2lpool, clutmerge, mipmap, DarkCloud2, fantavision, Mipmap and clutmerge and h2l need to be enabled before their options become usable ||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"
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| --gs-progressive || 0, 1 || Enables progressive scan. Can fix graphical glitches/double screen issues.  ||
| --gs-progressive || 0, 1 || Enables progressive scan. Can fix graphical glitches/double screen issues.  ||
|-  
|-  
| --gs-vert-precision || 8, 16 || This option allows the user to choose between 8-bit and 16-bit precision for the vertex calculations in 3D graphics rendering. It reduces the likelihood of visual distortions such as jagged edges, improper alignment of polygons, or model "warping." The emu expects the values of 8 or 16, any other values are not permitted. || --gs-vert-precision=8
| --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-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
|-  
|-  
| --gs-packed15-fmv-opt || 0, 1 || Unknown. This option likely controls whether the emulator optimizes or processes FMVs that use the 15-bit packed color format. Used by Ape Escape 2|| --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. In essence, it blurs/sharpens image. ||
| --gs-fieldswap-delay || 0, 254 || Wait longer than usual to change field. Blurs/sharpens image. (Trilinear filtering??) ||
|-   
|-   
| --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
|-
|-
| --gs-render-tile-threshold || 0, 3000000 || Unknown. Used by Psychonauts|| --gs-render-tile-threshold=300000
| --gs-render-tile-threshold || 0, 3000000 |||| --gs-render-tile-threshold=300000
|-
|-
| --threaded-gs || 0, 1 || Multi-threaded-gs ? || --threaded-gs=1
| --threaded-gs || 0, 1 || Multi-threaded-gs ? || --threaded-gs=1
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| --gs-aspect-ratio || aspect/float (default=0.81) || || --gs-aspect-ratio=0.65
| --gs-aspect-ratio || aspect/float (default=0.81) || || --gs-aspect-ratio=0.65
|-
|-
| --gs-frontend-opt-mode || 0, 1, 2 || GS optimization mode? Unknown effect. Used on JakX || --gs-frontend-opt-mode=1
| --gs-frontend-opt-mode || 0, 1, 2 || ? || --gs-frontend-opt-mode=1
|-  
|-  
| --gs-motion-factor || 25, 50 ||  Unknown. Used by Wild ARMS 3|| --gs-motion-factor=25
| --gs-motion-factor || 25, 50 ||  || --gs-motion-factor=25
|-
|-
| --gs-scanout-delay || 0, 200 ||  || --gs-scanout-delay=200
| --gs-scanout-delay || 0, 200 ||  || --gs-scanout-delay=200
|-
|-
| --gs-check-trans-rejection || 0, 1  || Check transfer rejection? Unknown. Used by Grand Theft Auto: Vice City || --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 || Unknown. Used by Star Wars: Jedi Starfighter || --gs-check-trans-rejection68=1
| --gs-check-trans-rejection68 || 0, 1 || || --gs-check-trans-rejection68=1
|-
|-
| --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
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====CDVD====
====CDVD====
<pre>The emulated CDVD settings. These commands help games with timing issues.</pre>
<pre>The emulated CDVD settings. These commands help games with timing 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;"
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====Misc====
====Misc====
{| 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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|}
|}


==== PCSX2's gameindex ====
====PCSX2's gameindex====
 
<pre>PCSX2's commands on the PS4</pre>
<pre>PCSX2's commands on the PS4 (or the commands which behave similarly)</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]
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| {{cellcolors|#0b9fb3|#000000}}cpuSpriteRenderBW: 4 || {{cellcolors|#b52fde|#000000}}--gs-opt-frbuff-switch=1 || Note: works similarly but not the equivalent
| {{cellcolors|#0b9fb3|#000000}}cpuSpriteRenderBW: 4 || {{cellcolors|#b52fde|#000000}}--gs-opt-frbuff-switch=1 || Note: works similarly but not the equivalent
|-
|-
| {{cellcolors|#0b9fb3|#000000}}mipmap || {{cellcolors|#b52fde|#000000}}--gs-use-mipmap=1<br>--gs-kernel-cl="mipmap"  || Note: Works best on War of the Monsters emu
| {{cellcolors|#0b9fb3|#000000}}mipmap || {{cellcolors|#b52fde|#000000}}--gs-use-mipmap=1<br>--gs-kernel-cl="mipmap"  ||
|-
|-
| {{cellcolors|#0b9fb3|#000000}}autoFlush || {{cellcolors|#b52fde|#000000}}--gs-flush-ad-xyz=safe || Possible values include always, safe, off, 0
| {{cellcolors|#0b9fb3|#000000}}autoFlush || {{cellcolors|#b52fde|#000000}}--gs-flush-ad-xyz=safe || Possible values include always, safe, off, 0
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=== 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. This list includes the typical usage of those emulators.
Every PS2 emulator is programmed differently. Sometimes choosing the right emulator is the only way to fix a game. Emulators are not provided pre-installed in the PS4 OS, but instead they have to be unpacked from an official PS2 CLASSICS PKG file signed by Sony. 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 - Info !! API Version !! Similar emulators
! Emulator name !! Typical usage - Info !! API Version !! Similar emulators
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| Art of Fighting Anthology || Similar to RECVX. It was successful in fixing "'''Coraline'''." Sometimes called "AOFA" || 2.0 ||
| Art of Fighting Anthology || Similar to RECVX. It was successful in fixing "'''Coraline'''." Sometimes called "AOFA" || 2.0 ||
|-
|-
| Resident Evil - Code: Veronica || Fixes games like '''Jackie chan Adventures, SpongeBob SquarePants: Creature From the Krust Krab, Pac-man World 3, Yu-Gi-Oh: Capsule monsters, SpongeBob's Atlantis SquarePantis''' freezing at a black/splash screen. Additionally, it fixes many games requiring '''OPL's mode 2'''. Often referred to as "RECVX" || 1.7 || '''Fatal Fury,''' '''Redfaction,''' '''AOFA.'''
| Resident Evil Code: Veronica || Fixes games like '''Jackie chan Adventures, SpongeBob SquarePants: Creature From the Krust Krab, Pac-man World 3, Yu-Gi-Oh: Capsule monsters, SpongeBob's Atlantis SquarePantis''' freezing at a black/splash screen. Additionally, it fixes many games requiring '''OPL's mode 2'''. Often referred to as "RECVX" || 1.7 || '''Fatal Fury,''' '''Redfaction,''' '''AOFA.'''
|-
|-
| Fatal Fury Battle Archives: Volume 2 || Similarly to RECVX, it is often used to fix frozen games. ||  ||  
| Fatal Fury Battle Archives: Volume 2 || The emulator with the closest VU0-EE sync on the PS4; setting eecyclescalar to 5 on this emulator will render some VU0 sync demanding games such as Rayman 3 nearly playable on the PS4. ||  ||  
|-style="background-color:#D7EF54"
|-style="background-color:#D7EF54"
|  || 2016 || ||
|  || 2016 || ||
|-
|-
| Red Faction || It is prominently used to fix VU1 sensitive games. It was used to fix '''Tony Hawk games''' suddenly crashing, as well as MTVU sensitive games such as '''Star Wars Battlefront II'''.|| 1.6 || '''Max payne'''  
| Redfaction || It is prominently used to fix VU1 sensitive games. It was used to fix '''Tony Hawk games''' suddenly crashing, as well as MTVU sensitive games such as '''Star Wars Battlefront II'''.|| 1.6 || '''Max payne'''  
|-
|-
| Forbidden Siren || The only emulator to fix '''Ice age 2''' being stuck at splash screen. It also fixed '''Gran turismo 4''' running abysmally slow. || 0.1 ||
| Forbidden Siren || The only emulator to fix '''Ice age 2''' being stuck at splash screen. It also fixed '''Gran turismo 4''' running abysmally slow. || 0.1 ||
|-
|-
| King of Fighters 2000 || Seemingly one of the most VU-accurate emus, fixing sps in games such as '''Crash Twinsanity''', '''Rayman 3''', '''Crazy Frog Racer'''. It also '''prevents Koei tecmo games from suddenly freezing when battle starts. Moreover, it is likely the only emulator where '''Batman Begins''' does not crash.''' Often referred to as "KOF2000"|| 1.2 || '''Roguev1''', '''KOF98''', '''Okage'''
| King of Fighters 2000 || Seemingly one of the closest VU0-EE sync emus on the PS4, fixing sps in games such as '''Crash Twinsanity''', '''Rayman 3''', '''Crazy Frog Racer''', and '''prevents Koei tecmo games from suddenly freezing when battle starts. It is also likely the only emulator where '''Batman Begins''' does not crash.''' Often referred to as "KOF2000"|| 1.2 || '''Roguev1''', '''KOF98''', '''Okage'''
|-
|-
| Destroy All Humans! || Fixed '''Tenchu: Fatal Shadows'''' crashing. || 0.1 ||  
| Destroy All Humans! || Fixed '''Tenchu: Fatal Shadows'''' crashing. || 0.1 ||  
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| Destroy All Humans! 2 ||  || 0.7 ||  
| Destroy All Humans! 2 ||  || 0.7 ||  
|-
|-
| Rise of the Kasai || It fixed most of the '''Harry Potter''' games. Often referred to as "rotk". || 0.2 ||
| Rise of the Kasai || It fixed most of the '''Harry potter''' games. Often referred to as "rotk".|| 0.2 ||
|-
|-
|-style="background-color:#D7EF54"
|-style="background-color:#D7EF54"
|  || 2015 || ||
|  || 2015 || ||
|-
|-
|War of the monsters v1 || Subjectively the best emulator to use. Used as PS2CLASSICSGUI's default emulator, it is the best one around for accurate gs emulation, as some graphical issues on the Ratchet series and Tekken 5 can only be fixed by it. Another interesting case is GTA SA's lack of need for auto flush on it, and being natively performant. Additionally, its VU0 timing is much better than Jakv2's, making it one of the best emulators on the PS4. || 0.1 || '''Rogue v1 and v2, Arc the Lad, Star Wars Jedi Starfighter'''
|War of the monsters v1 || Subjectively the best emulator to use. Used as PS2CLASSICSGUI's default emulator, it is the best one around for accurate gs emulation. || 0.1 || '''Rogue v1 and v2, Arc the Lad, Star Wars Jedi Starfighter'''
|-
|-
| GTA III || Fixed the PAL version of '''Genji: Dawn of the Samurai'''. || 0.6 ||
| GTA 3 || Fixed the pal version of '''Genji: Dawn of the Samurai'''. || 0.6 ||
|-
|-
| PaRappa the Rapper 2 || The only emulator to boot '''Spyro: A Hero's Tail'''. || 0.1 ||
| Parappa 2 || The only emulator to boot '''Spyro: A Hero's Tail'''. || 0.1 ||
|-
|-
| Star Wars Racers Revenge || Seemingly the closest emulator to the PS3's. Useful for debugging games as it also shows useful information such as pagefault. || 0.4 ||  
| Star Wars Racer Revenge || Seemingly the closest emulator to the ps3's. Useful for debugging games as it also shows useful information such as pagefault. || 0.4 ||  
|-
|-
|}
|}
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<br>It is the most powerful configuration on the emulator, it allows for direct patching of EE/IOP/VU memory, hooks registers, hook dma. Almost Everything can be done here.  
<br>It is the most powerful configuration on the emulator, it allows for 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" ).  
<br> [[PS2_PS4_LUA|Examples]]
<br>'''Known functions:  
<br>'''Known functions:  
'''
'''
Require cleanup.
Require cleanup.
 
====ApiRequest====
==== ApiRequest ====
<pre>The most important part of the lua. The lua will crash the game if it were used without it. </pre>
 
<pre>The most important part of the LUA script. The LUA script will crash the game if 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
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|-
|-
|}
|}
===== (Emulator) EmuObject =====
=====(Emulator) EmuObject=====
 
<pre> Commands for the emulator</pre>
<pre> Commands for the emulator</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 948: Line 936:
| GetDiscTitleId || ||
| GetDiscTitleId || ||
|-
|-
|ShowDiscSwitchInfo || emuObj.ShowDiscSwitchInfo() ||
|ShowDiscSwitchInfo ||emuObj.ShowDiscSwitchInfo() ||
|-
|-
|-style="background-color:#FEA15C"
|-style="background-color:#FEA15C"
Line 1,053: Line 1,041:
|}
|}


===== (EE) EEObject =====
=====(EE) EEObject=====
 
<pre>Commands for the emulated Emotion Engine</pre>
<pre>Commands for the emulated Emotion Engine</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
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|-
|-
|FastForwardClock || eeObj.FastForwardClock() || Skip Emotion Engine cycles?
|FastForwardClock || eeObj.FastForwardClock() || Skip Emotion Engine cycles?
<pre>
eeObj.AddHook(0x002cc350, 0x78a30000, function()
          eeObj.FastForwardClock()
end)
</pre>
|-
|-
|AdvanceClock || eeObj.AdvanceClock() || Likely skips an allocated amount of EE cycles.  
|AdvanceClock || eeObj.AdvanceClock() || it is still unknown how to use this command. Check Psychonauts lua for more details.
<pre>
eeObj.AddHook(0x002cc350, 0x78a30000, function()
          eeObj.AdvanceClock(21000)
end)</pre>
|-
|-
| GetClock || eeObj.GetClock() || Returns the value of how many cycles the EE is ahead of normal clock (?)
| GetClock || eeObj.GetClock() || Returns the value of how many cycles the EE is ahead of normal clock (?)
Line 1,221: Line 1,198:
|-
|-
|}
|}
======SetGsTitleFix======


====== SetGsTitleFix ======
<pre>One of the most important LUA commands. It modifies the GS's behavior.
 
<pre>One of the most important LUA commands. It modifies the Graphics Synthesizer's behavior.
 
Part of EmuObject() class, it's frequently used in official configs.</pre>
Part of EmuObject() class, it's frequently used in official configs.</pre>
'''Examples'''
'''Examples'''
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</pre>
</pre>


<br />
 
'''Commands'''
<br>'''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 !! Example !! Notes !! Values
! Command !! Example !! Notes !! Values
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|}
|}


===== (IOP) IOPObject =====
=====(IOP) IOPObject=====
 
<pre>Commands for the emulated input-output processor</pre>
<pre>Commands for the emulated input-output processor</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 1,558: Line 1,531:
|-
|-
| FastForwardClock || iopObj.FastForwardClock() ||
| FastForwardClock || iopObj.FastForwardClock() ||
<pre>
iopObj.AddHook(0x002cc350, 0x78a30000, function()
          iopObj.FastForwardClock()
end)
</pre>
|-
|-
| AdvanceClock || iopObj.AdvanceClock() || Skip an allocated amount of IOP cycles
| AdvanceClock || iopObj.AdvanceClock() ||
<pre>
iopObj.AddHook(0x002cc350, 0x78a30000, function()
          iopObj.AdvanceClock(21000)end)
</pre>
|-
|-
| GetClock || iopObj.GetClock() || Returns the value of cycles the iop is ahead of (?)
| GetClock || iopObj.GetClock() || Returns the value of cycles the iop is ahead of (?)
Line 1,580: Line 1,544:
|}
|}


===== (GS) GsObject =====
=====(GS) GsObject=====
 
<pre>Commands for the emulated Graphics synthesizer</pre>
<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
! Command !! Usage !! Notes
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|}
|}


===== Does not require Object calling or Unknown =====
=====Does not require Object calling or Uknown=====
 
{| 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
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|-
|-
|}
|}
<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>


<pre>Note: eeObj, emuObj, gsObj, etc. are described as required but this is not really true. You can set the functions locals that they use as whatever you want, but due to the specificity of that emulator, it will be better to keep official naming used in official configs.</pre>
=====Other objects=====
 
===== Other objects =====
 
{| 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
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|}
|}


==== Registers for hook ====
====Registers for hook====
 
Registers defined in alias files.  
Registers defined in alias files.  


Line 1,812: Line 1,770:




==== Official PS2 configuration examples ====
====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]
*You can find the rest of the PS2 configurations in the [https://www.psdevwiki.com/ps4/Talk:PS2_Classics_Emulator_Compatibility_List#Official_PS2emu_Configuration_Files Talk page].
 
<br>Canis Canem Edit
<br>Canis Canem Edit
<br>'''SLES 535.61'''
<br>'''SLES 535.61'''
Line 1,829: Line 1,785:
</pre>
</pre>


==== Custom config.lua examples ====
====Custom config.lua examples====
 
Here is the first custom lua config created by the community:
Here is the first custom LUA configuration created by the community:


<pre>
<pre>
Line 1,847: Line 1,802:
[https://www.psdevwiki.com/ps4/Talk:PS2_Classics_Emulator_Compatibility_List#Custom_PS2emu_Configuration_Files Other custom configurations made by users can be found here]
[https://www.psdevwiki.com/ps4/Talk:PS2_Classics_Emulator_Compatibility_List#Custom_PS2emu_Configuration_Files Other custom configurations made by users can be found here]


= Memory Mapping =
=Memory Mapping=


{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: left;"
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: left;"
Line 1,902: Line 1,857:
|}
|}


== Registers Map ==
==Registers Map==
 
===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.
 
Assuming base is different (Like on kof2000), simply reduce these offsets by 8 hex values
<pre>
(IOP, VU0, and VU1 registers' offsets are static in all emulators).
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 (IOP, VU0, and VU1 registers' offsets are static in all emulators).
</pre>
</pre>
<pre> List was designed for Jak v2
 
Eboot md5:c644f6879af225a6e5a70233fc4625a3</pre>
<pre>
List was designed for Jak v2
Eboot md5:c644f6879af225a6e5a70233fc4625a3
</pre>
 
{| class=wikitable style="border: none; background: none;"
{| class=wikitable style="border: none; background: none;"
! scope=col | GPR-EE
! scope=col | GPR-EE
Line 2,008: Line 1,958:
|}
|}


=== Emulator related registers ===
===Emulator related regs===
 
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{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! {{cellcolors|#7698FF|#000000}}"Fake" registers !! Address !! Notes   
! {{cellcolors|#7698FF|#000000}}"Fake" registers !! Address !! Notes   
Line 2,039: Line 1,988:
|}
|}


=== VU0 Registers ===
===VU0 Registers===
 
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{| class=wikitable style="border: none; background: none;"
Line 2,132: Line 2,080:
|-
|-
|}
|}
=== VU1 Registers ===
===VU1 Registers===
 
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|}
|}


= Open CL and Floats =
=Open CL and Floats=
 
In this part, we describe the PS4 native Floating point support and OpenCL information, for both CPU and GPU. The understanding of floating point conversion is very important for emulating the PS2. The information below came from this [https://gist.github.com/masterzorag/06cadbc5fbe7d3375704fc52518f434e#file-gistfile1-md gist].


== CPU ==
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;"
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Info !! Value
! Info !! Value
Line 2,312: Line 2,260:
|}
|}


== GPU ==
==GPU==


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|}
|}


= PS3 Configuration support =
=PS3 Config support=
 
<pre>
<pre>
The PS2 emulator of the PS4 supports configurations in the known format from ps2_netemu/ps2classic that came from the PS3. This feature was officially used in Arc the Lad Twilight of the Spirits ps2-ps4 classic. To enable PS3 style configuration, add this to config-emu-ps4.txt:
The emulator supports configurations in the format known from ps2_netemu/ps2classic that came from the PS3. This feature was
officially used in Arc the Lad Twilight of the Spirits ps2-ps4 classic.
To enable ps3 style config add this to config-emu-ps4.txt:


--lopnor-config=1
--lopnor-config=1
--ps2-title-id=TITLE-ID
--ps2-title-id=TITLE-ID


The configuration file needs to be in folder ...'''/patches/{TITLE-ID}/''' and the file need to have name '''{TITLE-ID}_lopnor.cfgbin'''. The Title ID needs to be in XXXX-YYYYY format (ex. SLUS-12345). Example path: /patches/SLUS-12345/SLUS-12345_lopnor.cfgbin. A tester confirmed that configurations work as is without even the need to edit them.
Config file need to be in folder ...'''/patches/{TITLE-ID}/''' and file need to have name '''{TITLE-ID}_lopnor.cfgbin'''. title id need to be in XXXX-YYYYY format (ex. SLUS-12345).  
Example path: /patches/SLUS-12345/SLUS-12345_lopnor.cfgbin
Tester confirmed that configs work like that. We don't even need to edit them, they work as is.
</pre>
</pre>


<pre>
<pre>
Please keep in mind that not all PS3 commands are recognized, only 0x01 (can depend upon emu revision), 0x09, 0x0A, 0x0B, 0x0F, 0x10, 0x26, 0x27 and 0x42.
Please keep in mind that not all commands are recognized, only 0x01 (can depend upon emu revision), 0x09, 0x0A, 0x0B, 0x0F, 0x10, 0x26, 0x27, 0x42.
For example, the Rayman 3 configuration does not work due to the command being unsupported on PS4.
For example Rayman 3 config Does not work due to the command being unsupported
Command 0x07 is NOT recognized, but can be manually translated to CLI configuration (to "--vu-xgkick-delay=value").
Command 0x07 is NOT recognized, but can be manually translated to cli config (to: --vu-xgkick-delay=value).
Same goes for command 0x11 (--vu0-accurate-addsub-range can be used).
Same goes for 0x11 (--vu0-accurate-addsub-range can be used).
</pre>
</pre>
*Configs explained in text form: https://github.com/Zarh/Get_CONFIG/blob/master/log.txt
*Configs explained in text form: https://github.com/Zarh/Get_CONFIG/blob/master/log.txt
*More about PS3 style configurations/commands: https://www.psdevwiki.com/ps3/PS2_Emulation#Game_CONFIG
*More about PS3 style configs/commands: https://www.psdevwiki.com/ps3/PS2_Emulation#Game_CONFIG
*A PS4 log from loading that kind of config: https://pastebin.com/ZpUyU8DE
*Log from loading that kind of config: https://pastebin.com/ZpUyU8DE


= Known issues =
= Known issues =
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{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Issue !! Games affected !! Solution !! Description
! Issue !! Games affected !! Solution !! Description
Line 2,467: Line 2,416:


= Unconfirmed or unknown issues (vodoo/speculation) =
= Unconfirmed or unknown issues (vodoo/speculation) =
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Issue !! Games affected !! Solution !! Description
! Issue !! Games affected !! Solution !! Description
Line 2,483: Line 2,431:
= PS2 Bios =
= PS2 Bios =


== Description ==
==Description==


The PS2 BIOS is the file '''PS20220WD20050620.crack''' included in every PS2 game .pkg. It is the same BIOS used by Sony in PS3's ps2_netemu.self. The lack of many X modules here means that homebrew compatibility is limited, as 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. An important non X module that is missing is LIBSD, therefore, homebrews that require it will likely fail to boot, or cause an error.
The PS2 bios is the file '''PS20220WD20050620.crack''' included in every PS2 game .pkg. It is the same BIOS used by Sony in PS3's ps2_netemu.self. The lack of many X modules here means that homebrew compatibility is limited, as 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. An important non X module that is missing is LIBSD, therefore, homebrews that require it will likely fail to boot, or cause an error.
<br>Bios is known to blacklist some titles, and refuse to boot them. This includes all titles with 00000000 000000A0 flag from that  [[PS2_Emulation#Game_ID/DiscID in PS20220WD20050620.crack | list (click here)]]


This PS2 BIOS is known to blacklist some titles, and refuse to boot them. This includes all titles with the 00000000 000000A0 flag, documented [[PS2_Emulation#Game_ID/DiscID in PS20220WD20050620.crack|here]].
<br>'''More about the bios'''
 
'''More about the PS2 BIOS'''
<pre>
<pre>
The version of the PS2 BIOS seems to be the developement v2.20 from the Japanese region (22/01/2007), and is not limited to booting only NTSC-J games.
The version of the bios seems to be developement v2.20 from the Japanese region (22/01/2007), and is not limited to booting only NTSC-J games.
The PS2 emulator does not support USB peripherals, but this seems not to be a limitation of the 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 PS2 BIOS versions exist, named PS20190AC20030623_nordram_miniOSD.bin. This PS2 BIOS has included handy extensions for debugging, and can debug print with "debug osd verbosity" from CLI set to "verbose". The most noticeable difference for both BIOS files seems to be the special RDRAM module.
There are signs that different bios version exist, named PS20190AC20030623_nordram_miniOSD.bin. This bios has included handy extensions for debugging, and can debug print with "debug osd verbosity" from CLI set to "verbose". The most noticeable difference for both bios files seems to be the special RDRAM module.


Whilst the PS3 patches its PS2 BIOS to preferred regions, the PS4 uses a so called CallHook which is better known for PCSX2 users as fastboot. For more information about this patch, look at PCSX2's fastboot code. It is the same code except that PS2 emulators for PS4 do not have patches for different BIOS revisions.
While PS3 patches its bios to preferred regions, PS4 uses a so called CallHook which is better known for pcsx2 users as fastboot. No need to describe this patch here, just look at PCSX2 fastboot code. It's the same code, but the only difference is that PS4 emus don't have patches for different bios revisions.
</pre>
</pre>
 
<br>'''Bios file information:'''
'''PS2 BIOS file information:'''
<pre>
<pre>
File name: PS20220WD20050620.crack
File name: PS20220WD20050620.crack
Line 2,504: Line 2,450:
</pre>
</pre>


== Files inside ROM image ==
==Files inside ROM image==


{| class="wikitable" style="font-size:small;"
{| class="wikitable" style="font-size:small;"
Line 2,673: Line 2,619:
| KERNEL || 0x1BB7E0 || The EE kernel || BIN
| KERNEL || 0x1BB7E0 || The EE kernel || BIN
|}
|}
Description source: https://gist.github.com/uyjulian/25291080f083987d3f3c134f593483c5
Description source: https://gist.github.com/uyjulian/25291080f083987d3f3c134f593483c5


== Game_ID/DiscID in PS20220WD20050620.crack ==
== Game_ID/DiscID in PS20220WD20050620.crack ==


<pre>There are 193 titleIDs listed inside XPARAM2.ELF file of PS2 BIOS included in PS20220WD20050620.crack. XPARAM2.ELF is called by OSDSYS, then ID check is performed. If titleID match to one of included in the table, different IOP emulation settings are applied. This include blacklisting for some specific titles.  
<pre>There are 193 titleIDs listed inside XPARAM2.ELF file of PS2 Bios included in PS20220WD20050620.crack. XPARAM2.ELF is called by OSDSYS, then ID check is performed. If titleID match to one of included in the table, different IOP emulation settings are applied. This include blacklisting for some specific titles.  


The original PS2 BIOS from models with emulated IOP, include a similar list file called XPARAM.ELF. The Title IDs there are not the same, although some of them exist on both lists.</pre>
Original PS2 bios from models with emulated IOP, include similar list file called XPARAM.ELF. Title IDs there are not the same, although some of them exist on both lists.</pre>


{| class="wikitable sortable" ||  
{| class="wikitable sortable" ||  
Line 3,209: Line 3,154:
└── trophy_data
└── trophy_data
     └── SLES-50326_trophies.lua
     └── SLES-50326_trophies.lua
</pre>
</pre>


= LUA include files =
=LUA include files=
 
<pre>Files that some official pkgs use in order for the lua files to be separate.
</pre>
<br>'''pad-connect-type.lua'''
<pre>
<pre>
Files that some official PS2 Classics PKG files use in order for the lua files to be separate.
</pre>


'''pad-connect-type.lua'''
<pre>
local PadConnectType = {}
local PadConnectType = {}


Line 3,228: Line 3,172:
return PadConnectType
return PadConnectType
</pre>
</pre>
<br>'''sprite.lua'''
<pre>


'''sprite.lua'''
<pre>
local kFilterMode = {}
local kFilterMode = {}
kFilterMode.Point                          = 0x00000000 -- < Sample the one texel nearest to the sample point.
kFilterMode.Point                          = 0x00000000 -- < Sample the one texel nearest to the sample point.
Line 3,287: Line 3,231:


return kFilterMode, kWrapMode, kBlendMultiplier, kBlendFunc
return kFilterMode, kWrapMode, kBlendMultiplier, kBlendFunc
</pre>
</pre>
<br>'''MipsInsn.lua'''
<pre>


'''MipsInsn.lua'''
<pre>
MipsInsn = {}
MipsInsn = {}
MipsInsn.IsAddi = function(insn) return (insn & 0xfc000000) == 0x20000000 end -- addi rt,rs,simm
MipsInsn.IsAddi = function(insn) return (insn & 0xfc000000) == 0x20000000 end -- addi rt,rs,simm
Line 3,325: Line 3,270:


return MipsInsn
return MipsInsn
</pre>
</pre>


'''ee-cpr0-alias.lua'''
<br>'''ee-cpr0-alias.lua'''
<pre>
<pre>
cpr = {}
cpr = {}
Line 3,356: Line 3,302:
return cpr
return cpr
</pre>
</pre>
'''ee-gpr-alias.lua'''
'''ee-gpr-alias.lua'''
<pre>
<pre>
-- Recommended method to import this module:
-- Recommended method to import this module:
--  local gpr = require("ee-gpr-alias")
--  local gpr = require("ee-gpr-alias")
Line 3,401: Line 3,347:


return gpr
return gpr
</pre>
</pre>
'''ee-hwaddr.lua'''
'''ee-hwaddr.lua'''
<pre>
<pre>
Line 3,435: Line 3,381:
return gif_hw, vif0_hw, vif1_hw, nil
return gif_hw, vif0_hw, vif1_hw, nil
</pre>
</pre>
'''language.lua'''
'''language.lua'''
<pre>
<pre>
-- Recommended method to import this module:
-- Recommended method to import this module:
--  local lang = require("language")
--  local lang = require("language")
Line 3,472: Line 3,418:
return lang
return lang
</pre>
</pre>
'''pad-and-key.lua'''
'''pad-and-key.lua'''
<pre>
<pre>
pad = {}
pad = {}


Line 3,531: Line 3,477:
keyboard.F12 = 0x1011
keyboard.F12 = 0x1011
</pre>
</pre>
'''ps2.lua'''
'''ps2.lua'''
<pre>
<pre>
require("ee-gpr-alias")
require("ee-gpr-alias")
require("utils")
require("utils")
Line 3,736: Line 3,682:
end
end
</pre>
</pre>
'''utils.lua'''
'''utils.lua'''
<pre>
<pre>
Line 3,801: Line 3,746:
</pre>
</pre>


= Links =
=Links=
 
*[https://psi-rockin.github.io/ps2tek/ Ps2 Hardware Documentation]
* [https://psi-rockin.github.io/ps2tek/ PS2 Hardware Documentation]
*[https://pastebin.com/yf802Up3 GS title fix guide]
* [https://pastebin.com/yf802Up3 Graphics Synthetizer title fix guide]
*[https://www.psdevwiki.com/ps3/PS2_Custom_Configs PS3 custom configs]
* [https://www.psdevwiki.com/ps3/PS2_Custom_Configs PS3 custom configs]
*[http://www.psx-place.com/threads/research-ps2-emulator-configuration-on-ps4.16131/ A place for research and sharing successful configurations for the emulator]
* [http://www.psx-place.com/threads/research-ps2-emulator-configuration-on-ps4.16131/ A place for research and sharing successful configurations for the emulator]
*[https://www.psdevwiki.com/ps4/Talk:PS2_Classics_Emulator_Compatibility_List Configuration examples]
* [https://www.psdevwiki.com/ps4/Talk:PS2_Classics_Emulator_Compatibility_List Configuration examples]
*[https://www.romhacking.net/utilities/692/ PS2DIS, a very helpful tool for debugging executables]
* [https://www.romhacking.net/utilities/692/ PS2DIS, a very helpful tool for debugging executables]
*[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]
* [https://github.com/florinsdistortedvision/ps2-classics-emus Most base emulators for PS2 Classics released on PS4 by florinsdistortedvision]
* [https://github.com/Zcor3x/Playstation-2-Classics-PS4 Most base emulators for PS2 Classics released on PS4 by Zcor3x]
 
{{Reverse Engineering}}
{{Reverse Engineering}}
<noinclude>
<noinclude>
[[Category:Main]]
[[Category:Main]]
</noinclude>
</noinclude>
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