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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.
PlayStation 2 emulation on PS4 is handled slightly differently compared to the PS3.


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 PS2 game PS4 package file (.pkg) includes the emulator itself, there is no included emulator in the PS4 firmware. Although PS4 firmware has some PS2 emulator specific features, like functions sceLncUtilIsPs2Emu, sceShellCoreUtilGetImposeMenuFlagForPs2Emu, sceSystemServiceAddLocalProcessForPs2Emu, or 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.


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 Fact that the emulator is Programmed for the game it was Extracted from, Makes it slightly complicated to provide a compatibility list. since emulators include per title patches, and different default settings.


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.
Currently most used emulators come from Rogue Galaxy, and Jak games.


= Emulator Configuration =
the Next thing is that the BIOS itself is included in the game's pkg and it is the exact same BIOS that was used in 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 it regions to ensure that fresh card is not modified. the PS2 Emulator supports LUA scripting by "Lua Bridge", and it is a powerful interface that provide many possibilities to improve compatibility.
The emulator can be configured through 4 files.


== Files ==
This is first time that sony really cared about floats in their emulator. Compared to the PS3 CPU, x86-64 is doing a worse job in mimicing PS2 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 probably other components.


* '''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.
=Memory Mapping=
* '''XXXX-YYYYY_cli.conf''' - Stores per disc advanced settings. GS, VU, EE, IOP, FPU, COP2 emulation settings, are here. Also hacks, and hooks.
* '''XXXX-YYYYY_config.lua''' - Used for per disc advanced scripts. Patching EE/IOP memory, Conditional hooks.
* '''disc-swap-cli.conf''' - Stores info of multi disc games.


== Commands ==
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: left;"
The rest of the CLI and LUA commands can all be found inside of any emulator's '''Eboot.bin''' file.
! Name !! From !! To
=== config-emu-ps4.txt commands ===
 
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Values !! Notes !! Usage
|-style="background-color:#7698FF"
|  || Misc ||  ||
|-
|-
| --config-local-lua ||   ||   || --config-local-lua=""
|EE Flat Memory (4gb)              || 0x0000008000000000 || 0x0000008100000000
|-
|-
| --lopnor-config ||  0,1  ||  Enables limited PS3's PS2 config support || --lopnor-config=1
|IOP Flat Memory (4gb)            ||  0x0000009000000000 ||  0x0000009100000000
|-
|-
| --load-tooling-lua ||   ||   || --load-tooling-lua=0
|R59 Binary Cache                  || 0x0000000914B10000 || 0x0000000916B10000
|-
|-
| --max-console-spam ||  ||  ||
|R30 Binary Cache                  ||  0x0000000916B14000 ||  0x0000000917314000
|-
|-
| --path-snaps || dir/folder ||  Path to savestates folder || --path-snaps="/tmp/snapshots"
|jitVU0                            || 0x0000000917318000 ||  0x0000000917B18000
|-
|-
| --path-recordings || dir/folder ||   || --path-recordings="/tmp/recordings"
|jitVU1                            || 0x0000000917B1C000 || 0x0000000918B1C000
|-
|-
| --path-memcards || dir/folder ||  ||
! !! Host's EE Memory Map !!
|-
|-
| --path-vmc || dir/folder ||   || --path-vmc="/tmp/vmc"
|EE RAM - Kernel                  || 0x0000008000000000 || 0x0000008000080000
|-
|-
| --emulog-file || 0, 1 ||  Creates a log file with information that is rarely useful || --emulog-file=1
|EE RAM - Debug                    || 0x0000008000078000 ||  0x0000008000080000
|-
|-
| --path-emulog || dir/folder || Sets the directory of the emulog file. Requires --emulog-file=1 command || --path-emulog="/tmp/recordings"
|EE RAM - User                    || 0x0000008000080000 ||  0x0000008002000000
|-
|-
| --path-manual || dir/folder ||  ||
|EE Hw Devices                    || 0x0000008010000000 || 0x0000008010010000
|-
|-
| --path-patches || dir/folder || Path to patches folder || --path-patches="/app0/patches"
|EE ROM                            || 0x000000801FC00000 || 0x000000801FFE0000
|-
|-
| --path-trophydata || dir/folder ||   || --path-trophydata="/app0/trophy_data"
|EE RAM - Uncached                || 0x0000008020080000 || 0x0000008022000000
|-
|-
| --path-featuredata || dir/folder || Path to folder with XXXX-YYYYY_features.lua file || --path-featuredata="/app0/feature_data"
|EE RAM - UncachedAccel            || 0x0000008030100000 || 0x0000008032000000
|-
|-
| --path-postproc || dir/folder || Post-processing (shaders?) ||
|EE Scratchpad                    || 0x0000008070000000 || 0x0000008070004000
|-
|-
| --path-toolingscript || dir/folder ||   || --path-toolingscript="/app0/patches"
|EE Debug                          || 0x00000080FFFF8000 || 0x0000008100000000
|-
|-
| --snapshot-name || ||  ||
! !! Host's IOP Memory Map !!
|-
|-
| --snapshot-datafile ||  ||  ||
|IOP RAM                          ||  0x0000009000000000 ||  0x0000009000200000
|-
|-
| --snapshot-restore ||  ||  ||
|IOP RAM (mirror 1)                ||  0x0000009000200000 ||  0x0000009000400000
|-
|-
| --snapshot-save || frameId(?) ||   ||
|IOP RAM (mirror 2)               || 0x0000009000400000 || 0x0000009000600000
|-
|-
| --snapshot-mcd-files ||  ||  ||
|IOP RAM (mirror 3)                ||  0x0000009000600000 ||  0x0000009000800000
|-
|-
| --snapshot-repeat || repeat_count ||  ||
|IOP Scratchpad                    || 0x000000901F800000 || 0x000000901F801000
|-
|-
| --snapshot-modulo ||  ||  ||
|IOP HW                            ||  0x000000901F801000 ||  0x000000901F810000
|-
|-
| --host-keyboard || slot [0-7] ||   || --host-keyboard=4
|IOP ROM                          || 0x000000901FC00000 || 0x000000901FFE0000
|-
|-
| --host-window-scale || scale/float ||  || --host-window-scale=0.5
|}
|-
 
| --host-window-pos || x,y ||  ||
=Open CL and Floats=
 
PS4 native Floating point supports and OpenCL info, for both CPU, and GPU. Understanding of floating points conversion is very important in emulating PS2.
<br>Below info comes from this gist: https://gist.github.com/masterzorag/06cadbc5fbe7d3375704fc52518f434e#file-gistfile1-md
<br>There you can find more info about PS4 OpenCL.
 
==CPU==
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Info !! Value
|-
|-
| --host-display-mode || normal,full,4:3,16:9  || Set display mode || --host-display-mode=full
| Device Name                                ||   CXD90026AG - DG1002FGF84HT
|-
|-
| --host-graph || fps || Debug option that requires an unleaked debug ps2 bios || --host-graph=fps
| Device Vendor                              ||   AuthenticAMD
|-
|-
| --host-osd || verbose, minimal ||  || --host-osd=0
| Device Vendor ID                            ||  0x1022
|-
|-
| --host-vsync || 0, 1 ||  Enable or disable vsync || --host-vsync=1
| Device OpenCL C Version                    ||   OpenCL C 1.2 pocl
|-
|-
| --host-trophy-support ||  ||  ||
| Device Type                                ||  CPU
|-
|-
| --rtc-epoch ||  unix_time (seconds since epoch) ||  || --rtc-epoch=1523776362
| Max compute units                          ||  8
|-
|-
| --framelimiter || 0, 1 || Enable or disable Frame limiting || --framelimiter=1
| Max work item dimensions                    ||   3
|-
|-
| --framelimit-fps || FPS/float || framelimiter || --framelimit-fps=0.8
| Max work item sizes                        ||   4096x4096x4096
|-
|-
| --framelimit-scalar || scalar/float || || --framelimit-scalar=3.2
| Max work group size                        ||   4096
|-
|-
| --framelimit-mode || slowest,slower,slow,normal,fast,fastest,turbo || A Standalone framelimiter || --framelimit-mode=fast
| Preferred work group size multiple          ||   8
|-
|-
| --ps2-lang || system  || Sets language. Might seem like a useless command, but a tiny number of games refuse to boot without a selected language. || --ps2-lang=system
! Half-precision Floating-point support      !!  (n/a)
|-
|-
| --ps2-title-id || XXXX-YYYYY Example: (SLUS-21515) || Sets title-id for patches. Requires the game's region code as value || --ps2-title-id=SLES-50366
! Single-precision Floating-point support    !!  (core)
|-
|-
| --verbose-cpu-cycles=1 || 0,1 || ? || --verbose-cpu-cycles=1
| Denormals                                  || Yes
|-
|-
| --gs-uprender || none, 2x2 || Internal resolution upscaler. || --gs-uprender=2x2
| Infinity and NANs                          || Yes
|-
|-
| --gs-upscale || none, gpu, edgesmooth, motionvec, point, motionvector, smooth, motion || upscaling type || --gs-upscale=EdgeSmooth
| Round to nearest                            || Yes
|-style="background-color:#ff8080"
|  || Audio || ||
|-
|-
| --host-audio-latency || msec/float || Audio latency must be between 0.010 and 4.0 || --host-audio-latency=1.5
| Round to zero                              || Yes
|-
|-
| --path-audio-images || dir/folder ||  ||  
| Round to infinity                          || Yes
|-
|-
| --record-audio ||  ||  ||  
| IEEE754-2008 fused multiply-add            || No
|-
|-
| --record-audio-img ||  ||  ||  
| Support is emulated in software            || No
|-
|-
| --record-audio-image ||  ||  ||  
| Correctly-rounded divide and sqrt operations|| Yes
|-
|-
| --record-audio-ext ||  ||  ||
! Double-precision Floating-point support    !!  (cl_khr_fp64)
|-
|-
| --host-audio || 1,0,on,off,mono ||  || --host-audio=1
| Denormals                                  || Yes
|-
|-
| --mute-audio ||all,none,main,bgm || || --mute-audio=all
| Infinity and NANs                          || Yes
|-
|-
| --mute-streaming-audio || all,none,main,bgm || || --mute-streaming-audio=all
| Round to nearest                            || Yes
|-
|-
|-style="background-color:#D7EF54"
| Round to zero                              || Yes
|  || Controllers || ||  
|-
|-
| --ds4-deadzone-adjust ||  ||  ||  
| Round to infinity                          || Yes
|-
|-
| --ds4-diagonal-adjust ||  ||  ||  
| IEEE754-2008 fused multiply-add            || Yes
|-
|-
| --host-pad-loses-focus || ||  ||  --host-pad-loses-focus=1
| Support is emulated in software            || No
|-
| --host-gamepads || 0, 1 ||  || --host-gamepads=1
|-
|-
| --pad-record ||  0, 1  ||  Enables logging pad info in emulog ||
! Execution capabilities                      !!
|-
|-
| --pad-analog-to-digital || 0, 1 || Eternel ring emu uses the value 0 || --pad-analog-to-digital=0
| Run OpenCL kernels                          || Yes
|-
|-
| --mtap1 || Disabled, Always, ByHost || Multitap switch. The values are correct but the multitap only works in certain games. || --mtap1=always
| Run native kernels                          || Yes
|-
|-
| --mtap2 || Disabled, Always, ByHost || Multitap switch. Some games require multitap to be selected only on second port (1, 2-a, 2-b, 2-c layout). To achieve that, we need to disable the first mtap. In some cases, the emulator can be flawed in how it handles multi-tap when it involves "--mtap2". All functions for 2A, 2B, 2C, 2D must be redirected to ports on multi-tap 1 by using memory patches. || --mtap2=always
| SPIR versions                              || 1.2
|}
 
=== 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.
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.
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>
====EmotionEngine (MIPS-IV)====
=====[https://www.psdevwiki.com/ps2/Emotion_Engine EE]=====
<pre>Commands for the emulated Emotion Engine. These commands may improve performance, prevent crashes, or provide better core sync.</pre>
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Values !! Notes !! Usage
|-style="background-color:#7698FF"
|  || 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
| Device Extensions                          ||   <div align="left"><pre> cl_khr_byte_addressable_store
|-
cl_khr_global_int32_base_atomics
| --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?
cl_khr_global_int32_extended_atomics
cl_khr_local_int32_base_atomics
cl_khr_local_int32_extended_atomics
cl_khr_3d_image_writes
cl_khr_spir
  cl_khr_fp64
cl_khr_int64_base_atomics
cl_khr_int64_extended_atomics </pre></div>
|-
|-
| [[--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
|}
 
==GPU==
 
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Info !! Values
|-
|-
|-style="background-color:#D7EF54"
|Device Name                                  ||   AMD LIVERPOOL
|  || 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. This command reduces the occurrence of crashes the higher it is. || --ee-jit-pagefault-threshold=40
|Device Vendor                                ||   AMD
|-
|-
| --ee-regalloc-scalar || 0,none,ReadOnly,WriteOnly,RW || Register allocation setting. Setting it to 0 may prevent crashes. ||  
|Device Vendor ID                            ||   0x1002
|-
|-
| --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
|Device Version                                || OpenCL 1.1
|-
|-
| --ee-shorthash-len || inst_count/integer || Length of shorthash in instruction/opcode count. Require --ee-block-validation=Hash ||
|Device OpenCL C Version                      || OpenCL C 1.1
|-
|-
| --ee-const-folding || None,Gpr,Fpu,All || EE constant folding. "All" seems to be the default option. || --ee-const-folding=none
|Device Type                                  || GPU
|-
|-
| --ee-ignore-segfault || none, read, write, readwrite || Ignore segmentation fault. Ignore rw from/to unmapped memory, known in pcsx2 as TLB miss (load.store) || --ee-ignore-segfault=readwrite
|Max compute units                            || 18
|-
|-
| --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
|Max work item dimensions                      || 3
|-style="background-color:#FFAA00"
|  || Other || ||
|-
|-
| --ee-jit-disasm || 0 or 1 for mips and 2 for x86 || Emotion engine Just in Time disassembler mode (Likely a debug log option) || --ee-jit-disasm=1
|Max work item sizes                          || 256x256x256
|-
|-
| --ee-ignore-break || 0, 1 || Turns a BREAK instruction into a NOP Instruction. ||  
|Max work group size                            || 256
|-
|-
| --ee-break-as-nop || 0, 1 || Turns a BREAK instruction into a NOP Instruction. || --ee-break-as-nop=1
|Compiler Available                              || Yes
|-
|-
| --ee-jit-opt-debug || 0, 1 || ||
|Preferred work group size multiple            || 64
|-
|-
| --ee-pc-coherency || 0, 1 || Flush PC register to memory on every mips opcode. Result in more accurate EE PC reg reads. ||
!Half-precision Floating-point support        !!  (cl_khr_fp16)
|-
|-
| --ee-insn-flush-pc || 0, 1 || Flush PC register to memory on every mips opcode. Result in more accurate EE PC reg reads. ||
|Denormals                                    || No
|-
| --ee-inst-marking || 0,1? || ||  
|-
|-
| --ee-insn-marking || 0,1? || ||  
|Infinity and NANs                            || Yes
|-
|-
| --ee-kernel-hle ||  0, 1 || High-level emulation kernel. Apply HLE patches (used in mast1c0re part 2 Vulnerability 2). Apply EE kernel patches which run previously prepared x64 code instead of recompiling real code part. ||  
|Round to nearest                              || Yes
|-
|-
| --ee-injection-kernel || 0, 1 || Just like --ee-kernel-hle, except using a different name. ||
|Round to zero                                || No
|-
|-
| --ee-injection-title || 0, 1 || Apply HLE patches (used in mast1c0re part 2 Vulnerability 2). Apply per title patches which run previously prepared x64 code instead of recompiling real code part. ||
|Round to infinity                            || No
|-
|-
| --ee-validate-kernel || 0, 1 || ||  
|IEEE754-2008 fused multiply-add              || No
|-
|-
| --ee-regalloc-simd || readwrite, writeonly, readonly || register allocation setting ||  
|Support is emulated in software              || No
|-
|-
| --ee-regalloc-preserve-scalar ||  LoadOnly, LO, StoreOnly, SO, LoadStore,  LS || EE JIT Scalar/Int Regalloc Mode || --ee-regalloc-preserve-scalar=LoadStore
!Single-precision Floating-point support    !!    (core)
|-
|-
| --ee-regalloc-preserve-simd || ReadOnly, RO, WriteOnly WO, RW || EE JIT SIMD/XMM Regalloc Mode || --ee-regalloc-preserve-simd=RW
|Denormals                                    || No
|-
|-
| --ee-static-block-links || options Type,Type,... [Branch,Branches,JAL,COP2,All] || || --ee-static-block-links=JAL,COP2
|Infinity and NANs                            || Yes
|-
|-
| --vtune-ee || ||  ||
|Round to nearest                              || Yes
|-
|-
| --ee-live32 || 0,1? || ||  
|Round to zero                                || No
|-
|-
| --ee-cache-breaks-block || 0,1 || End recompiler block on r5900 cache opcode. ||
|Round to infinity                            || No
|-
|-
| --ee-evt-check-full || 0, 1 || Perform more accurate EE event check ||  
|IEEE754-2008 fused multiply-add              || No
|-
|-
| --ee-peephole || 0, 1? || ||
|Support is emulated in software              || No
|-
|-
| --ee-load-rewrites || 0,1? || ||  
|Correctly-rounded divide and sqrt operations  || No
|-
|-
| --ee-store-rewrites || 0,1? || ||  
!Double-precision Floating-point support      !!  (cl_khr_fp64)
|-
|Denormals                                    || Yes
|-
|-
| --ee-precompile-trace || || ||
|Infinity and NANs                            || Yes
|-
|-
| --ee-penalize-short-blocks || 0, 1 || Add cycles to short recompiled blocks? ||
|Round to nearest                              || Yes
|-
|-
| --ee-mem-check-eob || || EE memory check end of block ||  
|Round to zero                                || Yes
|-
|-
| --ee-insn-callmark || || ||
|Round to infinity                            || Yes
|-
| --ee-inline-limit-full || insn_count/integer ||  ||
|-
|-
| --ee-inline-limit-partial || || ||
|IEEE754-2008 fused multiply-add              || Yes
|-
|-
| --ee-stlf-cycle-threshold || ? ||?||  
|Support is emulated in software              || No
|-
|-
| --detect-idle-ee || 0, 1 ||  || --detect-idle-ee=1
!Execution capabilities !!
|-
|-
|}
|Run OpenCL kernels                            || Yes
 
=====FPU=====
<pre>The FPU is a fast single-precision unit that typically serves the EE by calculating in-game physics. It mostly controls the accuracy of the movement of in-game objects, or the game's gravity as a whole. In some cases, it is best to use COP2 commands with the FPU's to ensure the accuracy of the game's geometrical calculations.</pre>
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Values !! Notes !! Usage
|-style="background-color:#D7EF54"
|  || Game fixes || ||
|-
|-
| --fpu-no-clamping || 0, 1 || Changes the clamping behavior of the FPU. It's set to 1 by default. Might fix freezing issues, or misplaced characters/items (Inaccuracies with in-game physics) || --fpu-no-clamping=0
|Run native kernels                            || No
|-
| --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-accurate-range || start,end offset (0x0 - 0x1FFFFFF) || Accurate Mul/Div/Add/Sub Math instructions for the FPU by using software floats rather than hardware floats. Can be used for full EE/FPU Mathematical accuracy in the specified range. || --fpu-accurate-range=0x1acce0,0x2acce0
|-
| --fpu-no-clamp-range || start,end offset (0x0 - 0x1FFFFFF) || Per-range clamping for the FPU in the selected memory range. || --fpu-no-clamp-range=0x1acce0,0x2acce0
|-
| --fpu-accurate-muldiv  || 0 = Disabled<br>1 = Enabled  || Allows the FPU to accurately Divide/Multiply by 0 for all offsets by using software floats rather than hardware floats. (Extremely slow) || --fpu-accurate-muldiv=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
|-
| --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-addsub-range || start,end offset (0x0 - 0x1FFFFFF) || Allows the FPU to accurately Add/Subtract in the specified ee memory range by using software floats rather than hardware floats. || --fpu-accurate-addsub-range=0x1acce0,0x2acce0
|-
|-
|-style="background-color:#7698FF"
|Device Extensions                              || <div align="left"><pre>cl_khr_byte_addressable_store
|  || Speedhacks || ||
cl_khr_byte_addressable_store
|-
cl_khr_global_int32_base_atomics
| --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
cl_khr_global_int32_extended_atomics
cl_khr_local_int32_base_atomics
cl_khr_local_int32_extended_atomics
cl_khr_int64_base_atomics
cl_khr_int64_extended_atomics
cl_khr_fp64
cl_khr_fp16</pre></div>
|-
|-
| --fpu-accurate-mul-fast || 0, 1 || Speedhack for CLI FPU muldiv commands.  || --fpu-accurate-mul-fast=1
|-style="background-color:#FFAA00"
|  || Other || ||
|-
| --fpu-custom-fused-madd || 0, 1 || Custom FMA (fused multiply-add). Disabled by default. || --fpu-custom-fused-madd=0
|-
| --fpu-to-double || 0, 1 || Converts floats to doubles (Accurate). Limited testing shows that infinity is still wrong at 7F7FFFFF, rather than 7FFFFFFF with it enabled. || --fpu-to-double=1
|-
| --fpu-clamp-operands || 0, 1 || Affects the fpu's clamping behavior || --fpu-clamp-operands=1
|-
| --fpu-clamp-results || 0, 1 || Affects the fpu's clamping behavior || --fpu-clamp-results=1
|-
|}
|}


===== COP2 =====
= Emulator Configuration =


<pre>VU0 Macro-mode. These commands assist the FPU.</pre>
== Files ==
 
Emulator configuration is probably 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.
* '''XXXX-YYYYY_cli.conf''' - Stores per disc advanced settings. GS, VU, EE, IOP, FPU, COP2 emulation settings, are here. Also hacks, and hooks.
* '''XXXX-YYYYY_config.lua''' - Used for per disc advanced scripts. Patching EE/IOP memory, Conditional hooks.
* '''disc-swap-cli.conf''' - Stores info of multi disc games.
 
== Commands ==
 
=== config-emu-ps4.txt 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 !! Values !! Notes !! Usage  
! Command !! Values !! Notes !! Usage  
|-style="background-color:#7698FF"
|  || Speedhacks || ||
|-
|-
| --cop2-opt-flags || 0, 1 ,2 || Optimize flags upon recompilation (1 is safe, 2 update sticky, and mac flag on every status flag update) setting it to 0 can in some cases improve FPU accuracy. [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L280 More Info] || --cop2-opt-flags=1
| --config-local-lua ||   ||   || --config-local-lua=""
|-  
|-
| --cop2-opt-vf00 || 0, 1, 2 || Optimization for the vf00 register. || --cop2-opt-vf00=1
| --load-tooling-lua ||   ||   || --load-tooling-lua=0
|-
|-
| --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
| --record-audio || ||  ||  
|-  
| --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 a speedhack to skip costly calculations. || --cop2-di-bits=0
|-style="background-color:#D7EF54"
|| Game fixes || ||
|-
|-
| --cop2-no-clamping ||  0, 1 || Changes the clamping behavior of the COP2. The default value is set to 1. || --cop2-no-clamping=0
| --record-audio-img ||  ||  ||  
|-
|-
| --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
| --record-audio-image || ||  ||  
|-
| --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 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 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-range || start,end offset (0x0 - 0x1FFFFFF) || Allows the COP2 to accurately Add/Sub in the specified ee memory range by using software floats rather than hardware floats. || --cop2-accurate-addsub-range=0x123456,0x134567
| --record-audio-ext || || ||  
|-
|-
|-style="background-color:#FFAA00"
| --max-console-spam ||  || ||  
|  || Other || ||
|-
|-
| --cop2-regalloc || 0, 1 ? || Optimized Register Allocation(?). PCSX2 seems to have this enabled by default. Seems to slow down COP2 when disabled. ||
| --path-snaps || dir/folder || Path to savestates folder || --path-snaps="/tmp/snapshots"
|-
| --cop2-inst-q || 0, 1 || instant Q, no stalling on VWAITQ, or instances of Q. Crashes some games when enabled. ||
|-
| --cop2-inst-p || 0, 1 || instant P, no stalling on VWAITP, or instances of P. ||
|-
| --cop2-use-rcp || 0, 1 || Enables SSE RCP. Disabled by default ||
|-
| --cop2-use-rsqrt || 0, 1 || Enables SSE RSQRT || --cop2-use-rsqrt=0
|-
| --cop2-clamp-operands || 0, 1 || Affects the COP2's clamping behavior|| --cop2-clamp-operands=1
|-
| --cop2-clamp-results || 0, 1 || Affects the COP2's clamping behavior  || --cop2-clamp-results=1
|-
|}
 
==== Vector Units (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>
 
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Values !! Notes !! Usage
|-style="background-color:#ff99c2"
| || 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
| --path-recordings || dir/folder ||   || --path-recordings="/tmp/recordings"
|-
|-
| --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
| --path-audio-images || dir/folder ||   ||  
|-
|-
|-style="background-color:#D7EF54"
| --path-memcards || dir/folder ||   ||
|| Game fixes || ||
|-
|-
| --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
| --path-vmc || dir/folder ||   || --path-vmc="/tmp/vmc"
|-
| --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-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-to-double || 0, 1 || Converts floats to double. Enabling it is the accurate option.  || --vu-to-double=1
|-
|-
| --vu-custom-fused-madd  || 0, 1 || Custom FMA (fused multiply-add). Disabled by default || --vu-custom-fused-madd=1
| --emulog-file || 0,1 || Creates a log file with information that is Rarely Useful || --emulog-file=1
|-
|-style="background-color:#7698FF"
|  || Speedhacks || ||
|-
|-
| --vu-opt-sf-check  || 0, 1 || Updates status flags only on blocks which will read them. Known in pcsx2 as mVU flag hack. Won't work with most emulators, but will work on Arc Twilight of the Spirits™ || --vu-opt-sf-check=1
| --path-emulog || dir/folder || Sets the directory of the Emulog file, Requires --emulog-file=1 command || --path-emulog="/tmp/recordings"
|-  
| --vu-opt-jr-caching  || 0, 1 || Optimize Jump Register caching. (vi15). Won't work with most emulators but will work on Arc Twilight of the Spirits™ || --vu-opt-jr-caching=1
|-style="background-color:#FEA15C"
|  || Other || ||
|-
|-
| --vu-d-bit  || 0, 1 || Debug break. Halts the VU and sends an interrupt to the EE. ||  --vu-d-bit=0
| --path-manual || dir/folder ||   ||
|-
| --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-cflag || 0, 1 || Instant cflag?  || --vu-inst-cflag=1
|-
| --vtune-vu  || ? || ? ||
|-
| --vu-jit-disasm  || 0, 1, 2 || ? || --vu-jit-disasm=1
|-
| --vu-range-merge || vu_inst_cnt || ? ||
|-
|}
 
===== VU1 =====
 
<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;"
! Command !! Values !! Notes !! Usage
|-style="background-color:#7698FF"
|  || Speedhacks || ||
|-
|-
| --vu1-mpg-cycles  || 0 - 400000 || Set initial speed for VU1 Micro-programs. 100 is the default value. If VU1 requirements were a bottleneck, increasing it will result in better performance while decreasing it will result in the opposite. Increasing it can be beneficial for MTVU sensitive games.|| --vu1-mpg-cycles=1000<br>--vu1-mpg-cycles=850,$037,$7b3<br>--vu1-mpg-cycles=950,0xffffffff<br>--vu1-mpg-cycles=1166,$000<br>--vu1-mpg-cycles=2600,-1
| --path-patches || dir/folder || Path to patches folder || --path-patches="/app0/patches"
|-
|-
| --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
| --path-trophydata || dir/folder ||   || --path-trophydata="/app0/trophy_data"
|-
|-
| --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
| --path-featuredata || dir/folder || Path to folder with XXXX-YYYYY_features.lua file || --path-featuredata="/app0/feature_data"
|-
|-
| --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
| --path-postproc || dir/folder || Post-processing (shaders?) ||
|-
| --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-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
| --path-toolingscript || dir/folder ||   || --path-toolingscript="/app0/patches"
|-
|-style="background-color:#D7EF54"
|  || Game fixes / Graphical fixes || ||
|-
|-
| --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
| --snapshot-name || ||  ||  
|-
|-
| --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
| --snapshot-datafile ||  || ||  
|-
| --vu1-clamp-range || vu1 memory offset start,end (0x0 - 0x7FF) || Values must not exceed 0x7FF ||
|-
|-
| --vu1-accurate-addsub-range || vu1 memory offset start,end (0x0 - 0x7FF) ||  Allows the VU1 to accurately add/subtract in the specified ee memory range by using software floats rather than hardware floats.|| --vu1-accurate-addsub-range=0x0000,0x0600
| --snapshot-restore || ||  ||  
|-
| --vu1-mul0fix-range || vu1 memory offset start,end (0x0 - 0x7FF) || Allows the VU1 to accurately multiply by 0 in the specified ee memory range by using software floats rather than hardware floats. || --vu1-mul0fix-range=0x123,0x123
|-
| --vu1-injection || 0, 1 || unknown || --vu1-injection=1
|-
|-
| --vu1-native-patch || 0, 1 || Use native patches from recompiler, not compatible with jak emus. Sony uses it for their official release of Primal|| --vu1-native-patch=1
| --snapshot-save || frameId(?) ||   ||
|-
|-
|-style="background-color:#FEA15C"
| --snapshot-mcd-files ||  || ||  
|  || Other || ||
|-
|-
| --vu1-inst-p ||0, 1 || instant P, no stalling on WAITP, or instances of P || --vu1-inst-p=1
| --snapshot-repeat || repeat_count ||   ||
|-
| --vu1-use-rcp || 0, 1 || Use SSE/AVX RCP. Speedhack. Likely used only in EFU pipeline, due to rare use, its really not worth to enable it. Speed improvement will be marginally/unnoticeable. Disabled by default ||
|-
|-
| --vu1-use-rsqrt || 0, 1 || Use SSE/AVX rsqrt instead of doing sqrt and then div. Speedhack, rather safe to use on VU1. ||
| --snapshot-modulo ||  ||  ||  
|-
| --vu1-clamp-operands || 0, 1 || Clamp operands before mathematical operation. || --vu1-clamp-operands=1
|-
| --vu1-clamp-results || 0, 1 || Clamp result after mathematical operation. || --vu1-clamp-results=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, and helps prevent crashes in VU1 sensitive games when enabled. || --assert-path1-ad=1
|-
|}
 
=====VU0=====
<pre>VU0 is the Emotion Engine’s alternate processing unit. It is sometimes referred to as "micro-mode". Commands here prevent crashes, and fix SPS (graphical glitches).</pre>
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Values !! Notes !! Usage
|-style="background-color:#7698FF"
|| 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
| --ds4-deadzone-adjust ||  || ||  
|-
|-
| --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
| --ds4-diagonal-adjust || || ||  
|-
|-
| --vu0-const-prop || 0, 1 || Constant propagation, can Be used as speedhack for VU0 hungry games when set to 1 [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L312 More info] || --vu0-const-prop=1
| --host-pad-loses-focus || || || --host-pad-loses-focus=1
|-  
|-  
| --vu0-opt-vf00  || 0, 1, 2 || Optimization for the vf00 register. || --vu0-opt-vf00=1
| --host-gamepads || || --host-gamepads=1 Fixes urban reign detecting only 1 controller || --host-gamepads=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
| --host-keyboard || slot [0-7] ||   || --host-keyboard=4
|-  
| --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-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
| --host-audio || 1,0,on,off,mono ||   || --host-audio=1
|-style="background-color:#D7EF54"
|  || Game fixes || ||
|-
|-
| --vu0-clamp-range || start, end offset (0x0 - 0x1FF) || per range clamping for VU0 || --vu0-clamp-range=0x100,0x120
| --host-audio-latency || msec/float || Audio latency must be between 0.010 and 4.0 || --host-audio-latency=1.5
|-
| --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-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-mul0fix-range || vu0 memory offset start,end (0x0 - 0x1FF) || Allows the VU0 to accurately Multiply by 0 in the specified ee memory range by using software floats rather than hardware floats ||
| --host-window-scale || scale/float ||   || --host-window-scale=0.5
|-
|-
|-style="background-color:#FEA15C"
| --host-window-pos || x,y ||   ||
|| Other || ||
|-
|-
| --vu0-injection || 0, 1 || Unknown usage. || --vu0-injection=1
| --host-display-mode || normal,full,4:3,16:9  || Set display mode || --host-display-mode=full
|-
|-
| --vu0-inst-q  || 0, 1  || instant Q, no stalling on WAITQ, or instances of Q  || --vu0-inst-q=1
| --host-osd || 0,off,minimal,verbose ||   || --host-osd=0
|-
| --vu0-inst-p || 0, 1 || instant P, no stalling on WAITP, or instances of P|| --vu0-inst-p=1
|-
| --vu0-use-rcp  || 0, 1 || Use SSE/AVX RCP. Speedhack. Not sure why it is even available for VU0. Disabled by default || --vu0-use-rcp=1
|-
| --vu0-use-rsqrt || 0, 1 || Use SSE/AVX rsqrt instead of doing sqrt and then div. Speedhack, rather unsafe to use on VU0. || --vu0-use-rsqrt=1
|-
| --vu0-clamp-operands  || 0, 1 || Clamp operands before mathematical operation. || --vu0-clamp-operands=1
|-
| --vu0-clamp-results  || 0, 1 || Clamp result after mathematical operation. || --vu0-clamp-results=1
|-
|}
 
====DMA Channels====
=====VIF=====
<pre>The VIF decompresses vector data, uploads microprograms to the VUs, and sends graphical data to the GIF. Its commands
are often used to fix freezing.</pre>
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Values !! Notes !! Usage
|-style="background-color:#D7EF54"
|  ||  VIF || Game fixes ||
|-
|-
| --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
| --host-vsync || 0,1 || Enable or disable vsync || --host-vsync=1
|-
|-
| --vif-thread-chunk-size || 0, 1024 || Slows down both VIFS the lower it is, and speeds them up the higher it is. 1024 is the limit, with 112 being the default value.  || --vif-thread-chunk-size=100
| --host-trophy-support ||   ||   ||
|-
|-
| --detect-idle-vif || 0, 1 || Enabled by default. Unknown function || --detect-idle-vif=0
| --rtc-epoch || unix_time (seconds since epoch) ||   || --rtc-epoch=1523776362
|-style="background-color:#ff8080"
|  || VIF1 || Game fixes ||
|-
|-
| --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
| --framelimiter || 0,1 || Enable or disable Frame limiting || --framelimiter=1
|-
|-
| --vif1-instant-xfer ||  1 = Instant VIF1<br>0 = Delayed VIF1 || Changes VIF1 timing. 0 slows its timing and is the compatible option for most games, while 1 speeds up its timing, and being more compatible with a small fraction of games. It can be used to fix graphical glitches or potentially prevent games from freezing. || --vif1-instant-xfer=0
| --framelimit-fps ||  FPS/float || framelimiter || --framelimit-fps=0.8
|}
 
=====SIF=====
<pre>The SIF is how the EE and IOP communicate with each other. SIF has some mailbox hardware registers that the CPUs can use to pass values to each other, which happens during SIF initialization. However, once both sides have booted, they use the SIF0 (IOP->EE) and SIF1 (EE->IOP) DMA channels to communicate. Despite common belief, these commands have no effect on performance, and are rarely ever useful.</pre>
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Values !! Notes !! Usage
|-style="background-color:#99bbff"
|  ||  || SIF1 (IOP) ||
|-
|-
| --iop-sif1-cycle-scalar || Accelerate SIF cycles: (0.99 => 0.1)<br>Decelerate SIF cycles: (1.1 => ∞ )|| Controls the speed at which the IOP receives from the EE || --iop-sif1-cycle-scalar=0.1
| --framelimit-scalar || scalar/float || scalar must be between 0.1 and 5.0 || --framelimit-scalar=3.2
|-
|-
| --ee-sif1-cycle-scalar ||Accelerate SIF cycles: (0.99 => 0.1)<br>Decelerate SIF cycles: (1.1 => ∞ )|| Controls the speed at which the EE sends to the IOP || --ee-sif1-cycle-scalar=0.1
| --framelimit-mode || slowest,slower,slow,normal,fast,fastest,turbo || Works Just like Turbo mode On Pcsx2 if set to Fastest, And Works Just like Slowmotion on Pcsx2 If Set To Slowest, Does not require Any other command for it to work. || --framelimit-mode=fast
|-style="background-color:#99ddff"
|  ||  || SIF0 (EE) ||
|-
|-
| --iop-sif0-cycle-scalar || Accelerate SIF cycles: (0.99 => 0.1)<br>Decelerate SIF cycles: (1.1 => ∞ )|| Controls the speed at which the IOP sends to the EE || --iop-sif0-cycle-scalar=0.1
| --audio-stretching || 0, 1??  ||   ||
|-
|-
| --ee-sif0-cycle-scalar || Accelerate SIF cycles: (0.99 => 0.1)<br>Decelerate SIF cycles: (1.1 => ∞ )|| Controls the speed at which the EE receives from the IOP || --ee-sif0-cycle-scalar=0.1
| --ps2-lang || system  || sets language || --ps2-lang=system
|-
|-
|}
| --ps2-title-id ||   || sets title-id for patches  || --ps2-title-id=SLES-50366
 
====[https://www.psdevwiki.com/ps2/Graphics_Synthesizer 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>
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Values !! Notes !! Usage
|-style="background-color:#7698FF"
| || Speedhacks || ||
|-
|-
| --gs-optimize-30fps || 0, 1 || Speedhack for GS hungry games. || --gs-optimize-30fps=1
| --pad-record || 0,1 ||  Enables Logging pad info in emulog ||
|-
| --gs-adaptive-frameskip || 0, 1 || Speedhack. Skips frames when the gs demands more resources than there are available. doesn't work on all emulators. It does however, work on jak emulators || --gs-adaptive-frameskip=1
|-
|-
| --gs-h2l-list-opt || 0, 1 || Setting it to 1 improves GS performance||--gs-h2l-list-opt=1
| --assert-path1-ad || 0,1 ||   || --assert-path1-ad=0
|-
|-
|-style="background-color:#cbddfb"
| --gs-uprender || none, 2x2 || Internal resolution uprender || --gs-uprender=2x2
| || 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-upscale || None, Gpu, Edgesmooth, Point, Motionvec || Upscaler || --gs-upscale=EdgeSmooth
|-
| --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
| --max-disc-num || 1-5  || numbers of discs in package (maximum=5) || --max-disc-num=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-force-bilinear || 0, 1 || Forces bilinear filtering, can fix ghosting problems in some cases. Not recommended for games that use 2D images, as it could possibly break games that rely on nearest filtering.|| --gs-force-bilinear=1
| --boot-disc-id || 1-5  || sets boot disc for multi-disc pkg || --boot-disc-id=0
|-
|-
|-style="background-color:#D7EF54"
| --switch-disc-reset || 0,1 || 0 Can be used to prevent Resetting The game when switching multiple discs, Useful for games Like SW2 that have Import data Feature || --switch-disc-reset=1
| || Gs settings / Behaviour || ||
|-
|-
| --gs-uprender || none,2x2 || Internal resolution upscaler. || --gs-uprender=2x2
| --cdvd-sector-read-cycles || 1000, 40000?|| Increase or Decrease Reading speed, Some games require Fast reading and some require slow reading, Kinetica use 40000, Psychonauts 4000, Red Dead Revolver 5000, Rise of Kasai 31000 || --cdvd-sector-read-cycles=40000
|-  
| --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 (?), 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-dirty-page-policy || 0, 1 || Unknown. Used by Star Wars: Jedi Starfighter || --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-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
| --injection-vu1 || 0,1 || Speed up fps ? || --injection-vu1=1  ||
|-
|-
| --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"
| --mute-audio ||all,none,main,bgm || || --mute-audio=all
|-
| --force-frame-blend || 0, 1 || Enables blend (Deinterlacing?). Should be used to fix games with shaking screens. || --force-frame-blend=1
|-
|-
| --force-pal-60hz || 0, 1 || Enables 60hz PAL mode. || --force-pal-60hz=1
| --mute-streaming-audio || all,none,main,bgm || || --mute-streaming-audio=all
|-
|-
| --gs-progressive || 0, 1 || Enables progressive scan. Can fix graphical glitches/double screen issues.  ||
| --verbose-cdvd-reads || 0,1 || || --verbose-cdvd-reads=0
|-
| --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-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
| --mtap1 || Disabled, Always, ByHost || Multitap Switch, The Values are correct but the multitap only works in certain games. || --mtap1=always
|-
| --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-fieldswap-delay || 0, 254 || Wait longer than usual to change field. In essence, it blurs/sharpens image. ||
|- 
| --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
| --mtap2 || Disabled, Always, ByHost || Multitap Switch, some games require Multitap to be selected only on second port (1, 2-a, 2-b, 2-c layout). To achieve that we need to disable first mtap. || --mtap2=always
|}
 
=== XXXX-YYYYY_cli.conf commands ===
 
Please note that commands listed here work also in config-emu-ps4.txt. Anyway official way to use them is by CLI file. CLI file way is also needed for multi-disc packages, Some of the Commands are still not discovered, And some known commands are missing some of their values Due to not being Discovered by the Scene.
====Speedhacks====
Commands that Improve Performance, Sorted from Most beneficial to Least beneficial.
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Values !! Notes !! Usage
|-
|-
| --threaded-gs || 0, 1 || Multi-threaded-gs ? || --threaded-gs=1
| --vu1-mpg-cycles || 1,3000 || Frameskipping, 100 is default, 1000 is 30 fps, Higher Values Improve performance || --vu1-mpg-cycles=1000
|-
|-
| --gs-aspect-ratio || aspect/float (default=0.81) || || --gs-aspect-ratio=0.65
| --vu0-mpg-cycles || 1,3000 || Frameskipping, 100 is default, 1000 is 30 fps, Higher Values Improve performance || --vu0-mpg-cycles=1000
|-
|-
| --gs-frontend-opt-mode || 0, 1, 2 || GS optimization mode? Unknown effect. Used on JakX || --gs-frontend-opt-mode=1
| --ee-cycle-scalar || 0.1/5.0|| Emotion Engine Cycle skipping, Higher Values Improve performance, Might Have Negative effect on FMVS || --ee-cycle-scalar=1.5
|-
| --gs-motion-factor || 25, 50 ||  Unknown. Used by Wild ARMS 3|| --gs-motion-factor=25
|-
|-
| --gs-scanout-delay || 0, 200 || || --gs-scanout-delay=200
| --vu1-di-bits || 0,1 || Skips costly calculations || --vu1-di-bits=0
|-
|-
| --gs-check-trans-rejection || 0, 1 || Check transfer rejection? Unknown. Used by Grand Theft Auto: Vice City || --gs-check-trans-rejection=1
| --vu0-di-bits || 0,1 || Skips costly calculations || --vu0-di-bits=0
|-
| --gs-check-trans-rejection68 || 0, 1 || Unknown. Used by Star Wars: Jedi Starfighter || --gs-check-trans-rejection68=1
|-
|-
| --l2h-2d-params || TRXREG,BITBLTBUF,height ||  || --l2h-2d-params=0x0000000800000001,0x000000003a0a2300,512,2
| --vu1-const-prop || 0,1 ||  Skips costly calculations || --vu1-const-prop=0
|-
|-
| --gs-h2l-accurate-hash || 0, 1 || ||--gs-h2l-accurate-hash=1
| --vu0-const-prop || 0,1 || Skips costly calculations || --vu0-const-prop=0
|-
|-
|-style="background-color:#9042f5"
| --gs-adaptive-frameskip || 0,1 || Frame-skipping Very lightly, Doesn't work on all emus, Confirmed to be working on jakv2 || --gs-adaptive-frameskip=1
| || Aspect ratio || ||
|-
|-
| --gs-scanout-offsetx || relative offset/ignored || A zoom in setting in the x direction || --gs-scanout-offsetx=27
| --vu1-injection || 0,1 || Doesn't work on all emus, Confirmed to be working on jakv2 || --vu1-injection=1
|-
| --gs-scanout-offsety || relative offset/ignored || A zoom in setting in the y direction || --gs-scanout-offsety=27
|-
|-
| --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
| --vu0-injection || 0,1 || Doesn't work on all emus, Confirmed to be working on jakv2 || --vu0-injection=1
|-
|-
|-style="background-color:#FEA15C"
| --gs-optimize-30fps || 0,1 || Optimizes the Game's fps using algorithm?? || --gs-optimize-30fps=1
| || Other || ||
|-
|-
| --framelimit-mode || slowest,slower,slow,normal,fast,fastest,turbo ||Standalone Framelimiter|| --framelimit-mode=fast
| --gs-upscale || none || Disables Upscaling,  Very Minimal Effect on Fps || --gs-upscale=none
|-
|-
| --framelimiter ||  0, 1 || Enable or disable Frame limiting || --framelimiter=1
| --gs-uprender || none ||  Disables Uprender, Very Minimal Effect on Fps || --gs-uprender=none
|-
|-
| --framelimit-fps ||  FPS/float || framelimiter || --framelimit-fps=0.8
|-
| --gs-hdr-support || 0, 1? || ? ||
|}
|}


====IOP====
====EE====
<pre>The emulated I/O Processor (IOP) settings. Commands here are rarely useful, as very few games will require them. The IOP controls the emulated DEV9, SPU2, USB, Memory cards, CDVD, Firewire, along with other input/output devices</pre>
Ps2's EmotionEngine Emulator 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 !! Values !! Notes !! Usage  
! Command !! Values !! Notes !! Usage
|-style="background-color:#D7EF54"
|  || Game fixes || ||
|-
|-
| --iop-cycle-scalar ||<br>Accelerate IOP cycles: (0.999 => 0.100)<br>Decelerate IOP cycles: (1.001 => 5.000)|| '''Not a performance speedhack'''. It impacts the speed of loading times and input latency. The default value for most emulators is 0.5|| --iop-cycle-scalar=1.0
| --ee-cycle-scalar || Between 0.1 And 5.0 || Speedhack! Multiplier for emulated EE cycles, Works same way as EE cyclerate in PCSX2, frequently used by scene to fix Low FPS issues. Might Cause Negative impact on FMVS || --ee-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
| --ee-sif0-cycle-scalar || multiplier/float || Subsystem interface cycle scalar, No Impact on performance || --ee-sif0-cycle-scalar=2.0
|-
|-
| --iop-tight-slice-count || 0, 2000 || Seems to slow down the iop the higher the value. Can be used to fix CDVD timing issues. || --iop-tight-slice-count=12
| --ee-sif1-cycle-scalar || multiplier/float || Subsystem interface cycle scalar, No Impact on performance|| --ee-sif1-cycle-scalar=0.1
|-
|-
| --iop-hook || AdvanceClock<br>FastForwardClock<br>Mfifodrain || IOP native hook, Sony uses it on their official release of Red dead revolver. It helps fix timing issues || --iop-hook=0x0086ac,FastForwardClock
| --ee-stlf-cycle-threshold || ? ||?||  
|-
|-
| --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
| --ee-block-validation || PageProt, PageProtection, Hash, Full || 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
|-
|-
|-style="background-color:#FEA15C"
| --ee-native-function || memcpy, memset, 0x0000 || || --ee-native-function=memcpy,0x11e328
| || Other || ||
|-
|-
| --iop-validate-kernel || 0, 1 || ||  
| --ee-ignore-break || 0,1 ? || Ignore Break instructions (we should never land here) ||  
|-
|-
| --iop-shorthash-len || inst_count/integer || Length of shorthash in instruction/opcode count. Require --iop-block-validation=ShortHash ||
| --ee-break-as-nop || 0,1 || Turns a Break Instruction into a Nop Instruction (this seems to be rarely useful as Break usually mean eof) || --ee-break-as-nop=1
|-
|-
| --iop-pc-coherency || 0, 1||   ||  
| --ee-hook || AdvanceClock, FastForwardClock, MfifoDrain || Non-conditional EE hook (This is not speedhack!), advancing/ff'ing clock can be useful for getting better sync CFC2/CTC2 || --ee-hook=0x0025b3b0,FastForwardClock
|-
|-
| --iop-inst-marking || 0, 1? || ||  
| --ee-jit-disasm || 0 or 1 for mips and 2 for x86 || Emotion Engine Just in Time disassembler mode (seems to be debug log option) || --ee-jit-disasm=1
|-
|-
| --detect-idle-iop || 0, 1 || Enabled by default. || --detect-idle-iop=0
| --ee-jit-pagefault-threshold || fault_count/integer || Seems to reduce blue screens the higher the value || --ee-jit-pagefault-threshold=40
|-
|-
| --iop-jit-disasm || || ||
|-
|-
| --iop-evt-check-full || 0, 1 ?|| ||  
| --ee-validate-kernel || 0,1 || ||  
|-
|-
|}
| --ee-context-switch-cycles || 1440? || || --ee-context-switch-cycles=1440
 
====CDVD====
 
<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;"
! Command !! Values !! Notes !! Usage
|-style="background-color:#e9f562"
| || General commands || ||
|-
|-
| --max-disc-num || 1-5  || numbers of discs in package (maximum=5)  || --max-disc-num=1
| --ee-shorthash-len || inst_count/integer || Length of shorthash in instruction/opcode count. Require --ee-block-validation=Hash ||
|-
|-
| --boot-disc-id || 1-5  || sets boot disc for multi-disc pkg || --boot-disc-id=0
| --ee-const-folding || None,Gpr,Fpu,All || EE constant folding, (Speedhack?) [https://en.wikipedia.org/wiki/Constant_folding More info] || --ee-const-folding=none
|-
|-
| --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
| --ee-jit-opt-debug || 0,1 || Enables Logging of emotion engine in emulog file ?||
|-style="background-color:#46a4e8"
|  || Timing || ||
|-
|-
| --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=0.1
| --ee-pc-coherency || 0,1 || Emulates EmotionEngine Similarly to a PC?? ||  
|-
|-
| --cdvd-sector-seek-cycles || 0.1 = Fastest, 80000 = Slowest || Set the speed at which the emulated CDVD spins. Higher values are slower,
| --ee-inst-marking || 0,1 || ||
lower values are faster. Fixes boot-up sometimes. More info here [https://github.com/PCSX2/pcsx2/pull/3877].
|-
|-
| --verbose-cdvd-reads || 0, 1 || Significantly helps games with CDVD timing issues when set to 1. || --verbose-cdvd-reads=0
| --ee-insn-marking || 0,1? || ||  
|-
|-
|}
| --ee-kernel-hle |0,1 || High-level emulation kernel  ||
 
====Misc====
 
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Values !! Notes !! Usage
|-
|-
| --idec-cycles-per-qwc || int/multiplier || Multiply how many cycles IDEC command take per whole currently worked on QWC. || --idec-cycles-per-qwc=768
| --ee-injection-kernel || 0,1 || ||
|-
|-
| --mfifo-manual-drain || 0.1/5.0 || A command for changing the functionality of --ee-hook=0x0,Mfifodrain ||--mfifo-manual-drain=0.30
| --ee-injection-title || 0,1 || ||
|-
|-
| --mfifo-chunk-drain-cycles || 1/400000 || A command for changing the functionality of --ee-hook=0x0,Mfifodrain ||--mfifo-chunk-drain-cycles=210000
| --ee-regalloc-scalar || 0,none,ReadOnly,WriteOnly,RW || register allocation setting ||  
|-
|-
| --pcr0-delta-hack || 0.1 , 400000.0 || Modify delta of pcr0 when reading it from MFC0. Some games rely on good performance counters accuracy (Spyro ANB cutscenes), and since emulator don't implement most events, hack it is. || --pcr0-delta-hack=1.0
| --ee-ignore-segfault || read || || --ee-ignore-segfault=read
|-
|-
| --jitproc-use-aslr || || Disables compiler process ASLR, useful for easier debugging, as the compiler process will be always on fixed address. Theoretically useful for mast1c0re, but to change it you need to be already in... || --jitproc-use-aslr=0
| --ee-regalloc-simd || || register allocation setting ||  
|-
|-
| --detect-idle-intc ||0, 1|| Enabled by default, 0 disables it || --detect-idle-intc=0
| --ee-regalloc-preserve-scalar || LoadOnly, StoreOnly, SO, LoadStore, LS || EE JIT Scalar/Int Regalloc Mode || --ee-regalloc-preserve-scalar=LoadStore
|-
|-
| --detect-idle-chcr|| 0, 1|| Enabled by default, 0 disables it  || --detect-idle-chcr=0
| --ee-regalloc-preserve-simd || ReadOnly, RO, WO, WriteOnly ,RW || EE JIT SIMD/XMM Regalloc Mode || --ee-regalloc-preserve-simd=RW
|-
|-
| --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"
| --ee-static-block-links || options Type,Type,... [Branch,Branches,JAL,COP2,All] || || --ee-static-block-links=JAL,COP2
|-
|-
| --cop2 || jit, trans || ? ||  
| --vtune-ee || || ||
|-
|-
| --vu0 || jit, trans || ? ||  
| --ee-mem-check-eob || || EE Memory check end of block ||  
|-
|-
| --r30 || jit, trans || ? ||  
| --ee-cache-breaks-block || 0,1? || ||
|-
|-
|}
| --ee-evt-check-full || || ||  
 
==== PCSX2's gameindex ====
 
<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]
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! {{cellcolors|#00d6f2|#000000}}PCSX2 !! {{cellcolors|#d352fa|#000000}}PS4 !! Notes
|-
|-
| {{cellcolors|#0b9fb3|#000000}}XGKickHack ||{{cellcolors|#b52fde|#000000}}--vu-xgkick-delay= || Possible equivalent value is 8
| --ee-insn-flush-pc || || ||
|-
| --ee-insn-callmark || || ||
|-  
| --ee-peephole || || ||
|-
|-
| {{cellcolors|#0b9fb3|#000000}}VuAddSubHack ||{{cellcolors|#b52fde|#000000}}--vu-hack-triace=1 || Required for every single game developed by TriAce
| --ee-load-rewrites || || ||  
|-
|-
| {{cellcolors|#0b9fb3|#000000}}vuClampMode: 2 ||{{cellcolors|#b52fde|#000000}}--vu1-clamp-operands=1<br>--vu1-clamp-results=1<br>--vu1-no-clamping=0<br>--vu0-clamp-operands=1<br>--vu0-clamp-results=1<br>--vu0-no-clamping=0<br>--vu-to-double=0  ||
| --ee-store-rewrites || || ||  
|-
|-
| {{cellcolors|#0b9fb3|#000000}}vuClampMode: 3  || {{cellcolors|#b52fde|#000000}}--vu1-clamp-operands=1<br>--vu1-clamp-results=1<br>--vu1-no-clamping=1<br>--vu0-clamp-operands=1<br>--vu0-clamp-results=1<br>--vu0-no-clamping=1<br>--vu-to-double=1 ||
| --ee-live32 || || ||  
|-
|-
| {{cellcolors|#0b9fb3|#000000}}eeClampMode: 2 || {{cellcolors|#b52fde|#000000}}--fpu-clamp-operands=1<br>--fpu-clamp-results=1<br>--cop2-clamp-operands=1<br>--cop2-clamp-results=1<br>--fpu-to-double=0<br>--fpu-no-clamping=0<br>--cop2-no-clamping=0 ||
| --ee-inline-limit-full || insn_count/integer || ||
|-
|-
| {{cellcolors|#0b9fb3|#000000}}eeClampMode: 3  || {{cellcolors|#b52fde|#000000}}--fpu-clamp-operands=1<br>--fpu-clamp-results=1<br>--cop2-clamp-operands=1<br>--cop2-clamp-results=1<br>--fpu-to-double=1<br>--fpu-no-clamping=1<br>--cop2-no-clamping=1 ||
| --ee-inline-limit-partial || || ||
|-
|-
| {{cellcolors|#0b9fb3|#000000}}eeCycleRate: || {{cellcolors|#b52fde|#000000}}--ee-cycle-scalar= || '''"Potential" equivalent values: PCSX2 - PS4''':<br>300% --> 0.333<br>180% --> 0.555<br>130% -->0.769<br>'''100% --> 1.0'''<br>75% --> 1.333<br>60% --> 1.666<br>50% --> 2
|}
|-
| {{cellcolors|#0b9fb3|#000000}}FpuNegDivHack<br>FpuMulHack || {{cellcolors|#b52fde|#000000}}--fpu-accurate-muldiv=1 ||
|-
| {{cellcolors|#0b9fb3|#000000}}cpuCLUTRender: 1 || {{cellcolors|#b52fde|#000000}}--gs-uv-shift-pointsampling=1 ||
|-
| {{cellcolors|#0b9fb3|#000000}}MTVUSpeedHack: 0 || {{cellcolors|#b52fde|#000000}}--vu1=jit-sync || Some games will also require --vu1-mpg-cycles= to be between "6000 - 19000"
|-
| {{cellcolors|#0b9fb3|#000000}}mergeSprite<br>alignSprite || {{cellcolors|#b52fde|#000000}}--gs-kernel-cl-up="up2x2simple" || 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}}autoFlush || {{cellcolors|#b52fde|#000000}}--gs-flush-ad-xyz=safe || Possible values include always, safe, off, 0
|-
| {{cellcolors|#0b9fb3|#000000}}VIF1StallHack || {{cellcolors|#b52fde|#000000}}--vif1-instant-xfer=0 ||  If that doesn't work, the lua command eeObj.SchedulerDelayEvent("vif1.dma", 0x9000) might assist.
|-
| {{cellcolors|#0b9fb3|#000000}}wildArmsHack || {{cellcolors|#b52fde|#000000}}--gs-kernel-cl-up="DarkCloud2" ||
|-
| {{cellcolors|#0b9fb3|#000000}}deinterlace || {{cellcolors|#b52fde|#000000}}--force-frame-blend=1 ||
|}
 
=== 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.


====IOP====
Input Output Processor Settings
{| 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
! Command !! Values !! Notes !! Usage
|-style="background-color:#D7EF54"
|  || 2018 || ||
|-
|-
| The King of Fighters '98: Ultimate Match || The only known emulator where '''Mojin-ribbon''' is playable. Commonly known as "KOF98"|| 2.0 ||
| --iop-cycle-scalar || 0.1/3.0 || Not a Speedhack, Used To Fix Micro-Freezes the lower it is, But Won't affect the Game's FPS
|-
|-
|-style="background-color:#D7EF54"
| --iop-const-folding || None,Gpr,All || IOP constant folding [https://en.wikipedia.org/wiki/Constant_folding More info] || --iop-const-folding=All
| || 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. In addition, Jak emus are one of the few emus that can use the '''--gs-adaptive-frameskip=1''' command. It is often referred to as "Jak v2"|| 2.2 || '''JakX,''' '''Jak 2,''' '''Jak 3,'''
| --iop-sif0-cycle-scalar || multiplier/float || Subsystem interface cycle scalar || --iop-sif0-cycle-scalar=1.5
|-
|-
| Art of Fighting Anthology || Similar to RECVX. It was successful in fixing "'''Coraline'''." Sometimes called "AOFA" || 2.0 ||
| --iop-sif1-cycle-scalar || multiplier/float || Subsystem interface cycle scalar || --iop-sif1-cycle-scalar=1.8
|-
|-
| 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.'''
| --iop-block-validation || IsC, ShortHash, PageProt?,Hash?, None? || || --iop-block-validation=IsC
|-
|-
| Fatal Fury Battle Archives: Volume 2 || Similarly to RECVX, it is often used to fix frozen games. ||  ||
| --iop-validate-kernel || || ||  
|-style="background-color:#D7EF54"
|| 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'''
| --iop-shorthash-len || inst_count/integer || Length of shorthash in instruction/opcode count. Require --iop-block-validation=ShortHash ||  
|-
|-
| 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 ||
| --iop-pc-coherency || 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'''
| --iop-inst-marking || 0,1? || ||  
|-
|-
| Destroy All Humans! || Fixed '''Tenchu: Fatal Shadows'''' crashing. || 0.1 ||  
| --iop-jit-disasm || || ||  
|-
|-
| Destroy All Humans! 2 || || 0.7 ||  
| --iop-evt-check-full || || ||  
|-
|-
| Rise of the Kasai || It fixed most of the '''Harry Potter''' games. Often referred to as "rotk". || 0.2 ||
| --iop-tight-slice-count || 12? || || --iop-tight-slice-count=12
|-
|-
|-style="background-color:#D7EF54"
| --iop-hook || AdvanceClock, FastForwardClock || iop native hook || --iop-hook=0x0086ac,FastForwardClock
| || 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'''
|}
 
====FPU====
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Values !! Notes !! Usage
|-
|-
| GTA III || Fixed the PAL version of '''Genji: Dawn of the Samurai'''. || 0.6 ||
| --fpu-to-double || 0,1 || Converts floats to double ||
|-
| --fpu-no-clamping || 0, 1 || No clamping for fpu || --fpu-no-clamping=0 (this option when enabled (set to 1), for some unknown reason seems to behave similar to pcsx2 FPU FULL clamping mode)
|-
|-
| PaRappa the Rapper 2 || The only emulator to boot '''Spyro: A Hero's Tail'''. || 0.1 ||
| --fpu-clamp-operands || 0, 1 || fpu clamp on operand stage (combined with --fpu-clamp-results = ee/fpu clamping: extra in pcsx2) || --fpu-clamp-operands=1
|-
| --fpu-clamp-results || 0, 1 || fpu clamp for results of operations (ee/fpu clamping: normal in pcsx2) || --fpu-clamp-results=1
|-
| --fpu-custom-min-max || 0, 1 || Custom Max/Mini logic for denormals || --fpu-custom-min-max=0
|-
| --fpu-custom-fused-madd || 0, 1 || Custom FMA (fused multiply-add) || --fpu-custom-fused-madd=0
|-
| --fpu-rsqrt-fast-estimate || 0,1 || less accurate rsqrt (possible speedhack, but can degrade accuracy) || --fpu-rsqrt-fast-estimate=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 ||  
| --fpu-accurate-mul-fast || 0,1 || || --fpu-accurate-mul-fast=1
|-
|-  
|}
| --fpu-accurate-range || start,end offset (0x0 - 0x1FFFFFF) || Used to fix Non-Graphical Glitches Caused by Emulation InAccuracy Such as Black fmvs or Infinite loading screens or Not being able to progress further after a certain mission || --fpu-accurate-range=0x1acce0,0x2acce0
 
|-
=== XXXX-YYYYY_config.lua ===
| --fpu-no-clamp-range || start,end offset (0x0 - 0x1FFFFFF) || No clamping for fpu in selected memory range || --fpu-no-clamp-range=0x1acce0,0x2acce0
 
|-  
<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.
| --fpu-accurate-muldiv  || offset (0x0 - 0x1FFFFFF) || || --fpu-accurate-muldiv=0x123456
<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>'''Known functions:
| --fpjk-muldiv-range || offset (0x0 - 0x1FFFFFF) || || --fpjk-muldiv-range=0x123456
'''
|-
Require cleanup.
| --fpu-accurate-muldiv-range || start,end offset (0x0 - 0x1FFFFFF) || || --fpu-accurate-muldiv-range=0x1acce0,0x2acce0
 
|-  
==== ApiRequest ====
| --fpu-accurate-addsub || offset (0x0 - 0x1FFFFFF) || || --fpu-accurate-addsub=0x234567
 
|-
<pre>The most important part of the LUA script. The LUA script will crash the game if used without it.</pre>
| --fpu-accurate-addsub-range || start,end offset (0x0 - 0x1FFFFFF) || || --fpu-accurate-addsub-range=0x1acce0,0x2acce0
 
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Usage !! Notes
|-
| apiRequest || apiRequest(0.1) || apiRequest(<api version>)
Different emu versions support different highest api.
Calling api is mandatory. some commands require higher version. Highest known version is 2.3 api from JAK 2,3,X game emulator.
|-
|-
|}
|}
===== (Emulator) EmuObject =====
<pre> Commands for the emulator</pre>


====VU====
{| 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 !! Values !! Notes !! Usage
|-style="background-color:#D7EF54"
|-
| || Object calling class ||
| --vu-to-double || 0, 1 || Converts floats to double ||
|-
|-
| getEmuObject || local emuObj = getEmuObject() || Required for all functions using emuObj, that include: <div align="left"><pre>LoadConfig SaveConfig GetPad AddVsyncHook
| --vu-branch-hazard || 0, 1 || ||
RemoveVsyncHook AddEntryPointHook RemoveEntryPointHook
|-
AddLoginHook RemoveLoginHook AddLogoutHook RemoveLogoutHook
| --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]||
CheckEntitlement AddImageHook AddGifTagHook SwapMemCard
|-
SetFormattedCard OpenDiscTray CloseDiscTray SwitchDisc
| --vu-d-bit  || 0, 1 || ignore D-bit (note: D bit shouldn't ever be used in retail games. PCSX2 ignore it at default.) || --vu-d-bit=0
EnableImposeMenu GetDiscId GetDiscTitleId
|-
AddSectorReadHook AddMCWriteHook ShowDiscSwitchInfo GetPs4SystemLang SetPs2Lang
| --vu-t-bit  || 0, 1 || ignore T-bit (note: T bit is replacement of D bit for retail games, correct behavior of VU is to take it in count) || --vu-t-bit=0
ThrottleNorm ThrottleFast ThrottleMax AddAssertionHook
|-
SetGsTitleFix SetDeinterlace SetDisplayAspectWide SetDisplayAspectNormal
| --vu-custom-min-max  || 0, 1 || Custom Max/Mini logic for denormals, pcsx2 use 0 at default || --vu-custom-min-max=0
ForceRefreshRate LoadFsShader SetDisplaySafeArea PadSetLightBar
|-
AddPadHook PadPressureStickRemap SetVolumes GetVolumes
| --vu-custom-fused-madd  || 0, 1 || Custom FMA (fused multiply-add) || --vu-custom-fused-madd=1
SetAudioRoute GetAudioRoute AddSnapshotLoadedHook
|-
RemoveSnapshotLoadedHook IsNeoMode IsToolingVerbose emuMediaPatch </pre></div>
| --vu-opt-sf-check  || 0, 1 || Optimize Status or Sticky Flag check(?) ||
|-style="background-color:#c6ecd9"
|-
|  || Hooks ||
| --vu-hack-triace  || 0, 1 || Special hack for Tri Ace games, correct VU addi calculation. Without it result is one bit off, which is enough to break game decryption algo. || --vu-hack-triace=1
|-
| --vu-inst-mflag  || 0, 1 || Instant mac flag, or instances of mac flag? ||
|-
| --vu-inst-cflag || 0, 1 || Instant clipping flag, or instances of clipping flag? ||
|-
| --vu-opt-jr-caching  || 0, 1? || Optimize Jump Register caching. (vi15). Is not clear how optimization is done. ||
|-
| --vtune-vu  || 0, 1?? || ||
|-
| --vu-jit-disasm  || 0, 1, 2 || seems to be debug print only option. || 0,1=mips,2=x86
|-  
| --vu-xgkick-delay || 0?, 8  vu_cycles/integer || Delay xgkick instruction execute, pcsx2 use 6 cycles, emu in ps3 use 2-8 cycles depend on game, Can be Used Sometimes to fix Graphical Glitches || --vu-xgkick-delay=8
|-
|-
|AddVsyncHook || emuObj.AddVsyncHook(<task to be done every vsync>) || emuObj.AddVsyncHook(my_function)
| --vu-range-merge || vu_inst_cnt || ||  
my_function can be anything, from simple patches, to extensive hook.
|-
Example usage can be found in SLUS-21550 features file. some games are not compatible with it and will crash upon startup.
|}
 
====VU0====
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Values !! Notes !! Usage
|-
|-
|RemoveVsyncHook || emuObj.RemoveVsyncHook(<previously added task to be removed>) || emuObj.RemoveVsyncHook(my_function)
| --vu0-injection || 0,1 || Doesn't work on all emus, Confirmed to be working on jakv2 || --vu0-injection=1
|-
|-
|AddEntryPointHook || emuObj.AddEntryPointHook(<task>) || Task to be done at ps2 game main elf entry point (right where game is loaded).
| --vu0-mpg-cycles || 100-3000 || Speedhack!, set initial cycles for vu0 microprograms, 100 is the Default value, 3000 is the fastest|| --vu0-mpg-cycles=1000
|-
|-
|RemoveEntryPointHook || ||
| --vu0-di-bits || 0,1 || Speedhack!, 0 to skip setting Invalid, and Div by zero flags in status register. Can be potentially used as speedhack as it skip costly calculations, but at the same time can cause issues like broken geometry, and weird physics behavior. Depending per game,|| --vu0-di-bits=0
|-
|-
|AddLoginHook || ||
| --vu0-opt-flags  || [0,1,2] - 1=safe, 2=unsafe || 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-opt-vf00  || [0,1,2] - 1=safe, 2=unsafe || optimization for vf00? Not really sure here as vf00 is a special register where x,y,z are hard coded to 0.0 and w is hard-coded to 1.0. Not sure what to optimize here.  || --vu0-opt-vf00=1
|-
| --vu0-opt-subroutine  ||  0, 1? || ||
|-
| --vu0-const-prop || 0, 1 || Constant propagation, Can Be Used as speedhack for vu0 hungry games when set to 0 [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L312 More info] || --vu0-const-prop=0
|-
| --vu0-no-clamping || 0, 1 || No clamping for vu0 (default 1) || --vu0-no-clamping=0
|-
| --vu0-clamp-operands  || 0, 1 || vu0 clamp on operand stage || --vu0-clamp-operands=1
|-
| --vu0-clamp-results  || 0, 1 || vu0 clamp for results of operations, Used Sometimes to fix Graphical Glitches || --vu0-clamp-results=1
|-
| --vu0-inst-q  || 0, 1  || instant Q, not stall on WAITQ, or instances of Q(?)  || --vu0-inst-q=1
|-
| --vu0-inst-p || 0, 1 || instant P, not stall on WAITP, or instances of P(?)|| --vu0-inst-p=1
|-
| --vu0-use-rcp  || 0, 1 || use sse rcp || --vu0-use-rcp=1
|-
| --vu0-use-rsqrt || 0, 1 || use sse rsqrt || --vu0-use-rsqrt=1
|-
| --vu0-clamp-range || start, end offset || per range clamping for VU0 || --vu0-clamp-range=0x100,0x120
|-
| --vu0-accurate-addsub-range || start, end offset? || ||  
|-
|-
|RemoveLoginHook || ||
| --vu0-mul0fix-range || vu0 memory offset start,end (0x0 - 0xFFF) || Fix for games that multiply by zero ||
|-
|-
|AddLogoutHook || ||
| --vu0-aot-start-addr || start address || Seems to be PS3 command 0x12 replacement ahead of time compilation with CRC then to start, and CRC when to finish ||
|-
|-
|RemoveLogoutHook || ||
| --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
|-
|-
|AddImageHook || ||
| --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
|-
|-
|AddGifTagHook || ||
| --vu0-aot-outmode || out/overwrite, append || ||
|-
|-
| AddSectorReadHook || emuObj.AddSectorReadHook(<sector, unk, task>) || Hook to do task when disc image sector is read. Not all values are known (ex. emuObj.AddSectorReadHook(776480, 32, <task/function>) )
| --vu0-aot-end-addr || end address for ahead of time compilation || ||  
|-
|-
|AddMCWriteHook ||emuObj.AddMCWriteHook() ||
| --vu0-aot-start-crc || ? || verify crc for aot start block (registers)||
|-
|-
|AddAssertionHook ||emuObj.AddAssertionHook() ||
| --vu0-aot-end-crc || ? || verify crc for aot end block (registers) ||
|-
|-
|AddSnapshotLoadedHook || ||
|}
 
====VU1====
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Values !! Notes !! Usage
|-
|-
|RemoveSnapshotLoadedHook || ||
| --vu1-injection || 0, 1 or enable/disable depend on emu revision, || Doesn't work on all emus, Confirmed to be working on jakv2 || --vu1-injection=1
|-
|-
|AddPadHook ||emuObj.AddPadHook() ||
| --vu1-mpg-cycles  || 100-3000 || Speedhack!, set initial cycles for vu1 microprograms,100 is the Default value, 3000 is the fastest || --vu1-mpg-cycles=1000
|-
|-
|-style="background-color:#ff8080"
| --vu1-di-bits || 0,1 || Speedhack!, 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.|| vu1-di-bits=0
|  || Audio ||  
|-  
| --vu1 || jit-sync, jit,  jit-async,  trans, || Can be used as speedhack, or to fix glitches, Selector between IR/JIT and its modes. Jit-sync behaves similar to turning off MTVU in pcsx2, Some Games only work with MTVU Turned off|| --vu1=jit-sync
|-
|-
|SetVolumes || emuObj.SetVolumes('global', 'main', 'bgm') || Set volume, usually setting global is enough. Example: emuObj.SetVolumes(0.31, 1.0, 1.0) values, in floats 1.0 = 100%
| --vu1-clamp-range || Start Offset, End Offset || enable Clamping in the specified Range? ||
|-
|-
|GetVolumes || emuObj.GetVolumes() || Return current volume levels for ('global', 'main', 'bgm') in floating point values.
| --vu1-opt-flags || [0,1,2] - 1=safe, 2=unsafe || 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
|-
|-
|SetAudioRoute || ||
| --vu1-opt-vf00 || [0,1,2] - 1=safe, 2=unsafe || optimization for vf00? Not really sure here as vf00 is a special register where x,y,z are hard coded to 0.0 and w is hard-coded to 1.0. Not sure what to optimize here. || --vu1-opt-vf00=2
|-
| --vu1-opt-subroutine || 0, 1? || ||
|-
| --vu1-const-prop || 0, 1 || Constant propagation, Can Be Used as speedhack for vu1 hungry games when set to 0 [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L312 More info] || --vu1-const-prop=1
|-
| --vu1-no-clamping || 0, 1 || No clamping for vu1 (default 1) || --vu1-no-clamping=0
|-
| --vu1-clamp-operands || 0, 1 || vu1 clamp on operand stage || --vu1-clamp-operands=1
|-
| --vu1-clamp-results || 0, 1 || vu1 clamp for results of operations, Used Sometimes to fix Graphical Glitches || --vu1-clamp-results=1
|-
| --vu1-inst-q || 0, 1 || instant Q, not stall on WAITQ, or instances of Q(?) || --vu0-inst-q=1
|-
| --vu1-inst-p ||0, 1 || instant P, not stall on WAITP, or instances of P(?) || --vu0-inst-p=1
|-
| --vu1-use-rcp || 0, 1 || use sse rcp ||
|-
| --vu1-accurate-addsub-range= || Offset start,Offset End?? || || --vu1-accurate-addsub-range=0x10000,0x20000
|-
| --vu1-aot-outmode || out/overwrite, append || ||
|-
| --vu1-aot-start-crc || Offset start || ||
|-
| --vu1-aot-end-crc || Offset End?? || ||
|-
| --vu1-aot-start-addr || Offset start || ||
|-  
| --vu1-aot-end-addr || Offset End || ||
|-
|-
|GetAudioRoute || ||
| --vu1-use-rsqrt || 0, 1 || use sse rsqrt ||
|-style="background-color:#c2c2d6"
|-  
| || Game loading speed ||  
| --vu1-native-patch || 0,1 || use native patches from recompiler || --vu1-native-patch=1
|-  
| --vu1-jr-cache-policy || newprog, sameprog, auto || PCSX2 use newprog as default setting, Newprog potential speedhack [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L319 Info] || --vu1-jr-cache-policy=sameprog
|-
|-
|ThrottleNorm ||emuObj.ThrottleNorm() || Enable default framelimiter (50/60 fps depend on region).
| --vu1-jalr-cache-policy || newprog, sameprog, auto || PCSX2 use newprog as default setting, Newprog protential speedhack[https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L319 Info] || --vu1-jalr-cache-policy=sameprog
|-
| --vu1-mul0fix-range || vu1 memory offset start,end (0x0 - 0x3FFF) || Fix for games that multiply by zero || --vu1-mul0fix-range=0x1230,0x1238
|-
|}
 
====COP2====
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Values !! Notes !! Usage
|-
| --cop2-opt-flags || [0,1,2] - 1=safe, 2=unsafe || 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] - 1=safe, 2=unsafe || optimization for vf00? Not really sure here as vf00 is a special register where x,y,z are hard coded to 0.0 and w is hard-coded to 1.0. Not sure what to optimize here. ||
|-
| --cop2-const-prop || 0,1 || Constant propagation, Can Be Used as speedhack for cop2 hungry games when set to 0 [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L312 More info] ||
|-
| --cop2-di-bits || 0,1 || 0 to skip setting Invalid, and Div by Zero flags in status register. Can be used as speedhack as it skip costly calculations, but can cause issues like broken geometry, and weird physics behavior. Depending per game. || --cop2-di-bits=1
|-
| --cop2-no-clamping || 0,1 || No clamping for COP2 (default 1) || --cop2-no-clamping=0
|-
|-
|ThrottleFast || emuObj.ThrottleFast() || Faster than default, but exact value is unknown.
| --cop2-clamp-operands || 0,1 || clamp on operand stage || --cop2-clamp-operands=1
|-
|-
|ThrottleMax || emuObj.ThrottleMax() || Disable framelimiter during loading screens.
| --cop2-clamp-results || 0,1 || clamp for results of operations || --cop2-clamp-results=1
|-style="background-color:#ffe680"
|-
| || CDVD ||  
| --cop2-regalloc || 0,1 ? || PCSX2 seems to have this enabled by default. ||
|-
| --cop2-inst-q || 0,1 || instant Q, not stall on VWAITQ, , or instances of Q(?) ||
|-
| --cop2-inst-p || 0,1 || ? ||
|-
| --cop2-use-rcp || 0,1 || use sse rcp ||
|-
| --cop2-use-rsqrt || 0,1 || use sse rsqrt || --cop2-use-rsqrt=0
|-
| --cop2-accurate-range || start,end offset (0x0 - 0x1FFFFFF) || || --cop2-accurate-range=0x123456,0x134567
|-
| --cop2-no-clamp-range || start,end offset (0x0 - 0x1FFFFFF) || No clamping for COP2 in selected range || --cop2-no-clamp-range=0x123456,0x134567
|-
| --cop2-accurate-mul-range || start,end offset (0x0 - 0x1FFFFFF) || || --cop2-accurate-mul-range=0x123456,0x134567
|-
| --cop2-accurate-addsub || start,end offset (0x0 - 0x1FFFFFF) || || --cop2-accurate-addsub=0x123456
|-
| --cop2-accurate-addsub-range || start,end offset (0x0 - 0x1FFFFFF) || || --cop2-accurate-addsub-range=0x123456,0x134567
|-  
| --cop2-accurate-mul || offset (0x0 - 0x1FFFFFF) || || --cop2-accurate-mul=0x123456
|-  
|}
 
====GS/VIF====
Graphics Synthesizer Commands
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Values !! Notes !! Usage
|-
| --vif-ignore-invalid-cmd || 0,1 || Ignore invalid vif commands || --vif-ignore-invalid-cmd=1
|-
|-
|OpenDiscTray || ||
| --vif1-ignore-cmd-ints || 0,1 || || --vif1-ignore-cmd-ints=1
|-
| --vif1-instant-xfer || 0,1 || "Instant VIF transfer" Default 1. Correct behavior is 0, but we don't know how accurate VIF timing is in that emu. || --vif1-instant-xfer=0
|-
|-
|CloseDiscTray || ||
| --vif-thread-chunk-size || int/kilowords || ||
|-
|-
|SwitchDisc || emuObj.SwitchDisc(<disc ID>) || ID can be provided as is, or for example read from memory or register when needed.
| --detect-idle-vif || 0,1 || || --detect-idle-vif=1
|-
|-
| GetDiscId || emuObj.GetDiscId() || Return DiscId in XXXX_YYY.ZZ format
| --l2h-2d-params || TRXREG,BITBLTBUF,height || || --l2h-2d-params=0x0000000800000001,0x000000003a0a2300,512,2
|-
|-
| GetDiscTitleId || ||
| --force-frame-blend || 0, 1 || Fix For Shaking Screens? || --force-frame-blend=1
|-
|-
|ShowDiscSwitchInfo || emuObj.ShowDiscSwitchInfo() ||
| --framelimit-mode || slowest,slower,slow,normal,fast,fastest,turbo || Works Just like Turbo mode On Pcsx2 if set to Fastest, And Works Just like Slowmotion on Pcsx2 If Set To Slowest, Does not require Any other command for it to work. || --framelimit-mode=fast
|-
|-
|-style="background-color:#FEA15C"
| --force-pal-60hz || 0,1 || Force 60hz PAL mode || --force-pal-60hz=1
| || Other ||  
|-
|-
| EnableImposeMenu || emuObj.EnableImposeMenu(<true/false>) || EnableImposeMenu(false)
| --gs-adaptive-frameskip || 0,1 || Speedhack, Skips frames when the Game starts Demanding more resources than there are available. ||
|-
| --gs-hdr-support || 0,1? || ||
|-
| --gs-progressive || 0,1 ?|| Force progressive scan?  ||
|-
| --gs-vert-precision || 0,8 ? || || --gs-vert-precision=8
|-
|-
|LoadConfig || emuObj.LoadConfig( 0 or 1 )|| emuObj.LoadConfig(0)
| --threaded-gs || 0,1 (more?) || || --threaded-gs=0
|-
|-
|SaveConfig || emuObj.LoadConfig( 0 or 1 ) || emuObj.LoadConfig(0)
| --gs-force-bilinear || 0,1 || force bilinear filtering || --gs-force-bilinear=1
|-
|-
|GetPad || emuObj.GetPad(<gamepad button by bits>)|| example usage for reading input:
| --gs-use-mipmap || 0,1 || Required for CL kernels using mipmaping || --gs-use-mipmap=1
<div align="left"><pre>local CheckInputs = function()
|-
 
| --gs-use-clut-merge || 0.1 || Required for CL kernels using merging CLUT || --gs-use-clut-merge=1
local pad_bits = emuObj.GetPad()
|-
local UP = pad_bits &  0x0010
| --gs-check-trans-rejection68 || 0,1  || || --gs-check-trans-rejection68=1
local DOWN = pad_bits &  0x0040
|-
local LEFT = pad_bits &  0x0080
| --gs-skip-dirty-flush-on-mipmap || 0,1 || Require mipmap GS CL kernel || --gs-skip-dirty-flush-on-mipmap=1
local RIGHT = pad_bits &  0x0020
|-
local Triangle = pad_bits &  0x1000
| --gs-packed15-fmv-opt || 0,1 || || --gs-packed15-fmv-opt=1
local Cross = pad_bits &  0x4000
|-
local Square = pad_bits &  0x8000
| --gs-dirty-page-policy || 0,1 || || --gs-dirty-page-policy=1
local Circle = pad_bits &  0x2000
|-
local L1 = pad_bits &  0x0400
| --gs-optimize-30fps || 0,1 || || --gs-optimize-30fps=1
local L2 = pad_bits &  0x0100
|-
local L3 = pad_bits &  0x0002
| --gs-fieldswap-delay || 0,1 || Wait longer than usual to change field ||
local R1 = pad_bits &  0x0800
|-
local R2 = pad_bits &  0x0200
| --gs-use-deferred-l2h || 0,1 || Some delay option for L2H (local to host, GS to EE)|| --gs-use-deferred-l2h=1
local R3 = pad_bits &  0x0004
|-
local Select = pad_bits &  0x0001
| --gs-uv-shift-pointsampling || 0,1 || || --gs-uv-shift-pointsampling=1
local Start = pad_bits &  0x0008
|-
| --gs-opt-frbuff-switch || 0,1 || || --gs-opt-frbuff-switch=1
|-
| --gs-ignore-rect-correction || 0,1 || || --gs-ignore-rect-correction=1
|-
| --gs-scanout-delay || hsync_count/integer || ||
|-
| --gs-uprender || none,2x2 || Rendering upscaler (use higher internal resolution) || --gs-uprender=2x2
|-
| --gs-upscale || none, gpu, edgesmooth, motionvec, point, motionvector, smooth, motion|| after recompilation upscaler? || --gs-upscale=EdgeSmooth
|-
| --gs-aspect-ratio || aspect/float (default=0.81) || || --gs-aspect-ratio=0.65
|-
| --gs-frontend-opt-mode || (0-2?) || || --gs-frontend-opt-mode=1
|-
| --gs-kernel-cl || h2lpool, clutmerge, mipmap, DarkCloud2, fantavision, || Kernel Variant || --gs-kernel-cl="clutmerge"
|-
| --gs-kernel-cl-up || h2lpool2x2, OptRightTri, clutmerge2x2, mipmap2x2, up2x2simple, up2x2skipinterp, up2x2tc || Kernel Variant Upscaler || --gs-kernel-cl-up="clutmerge2x2"
|-
| --gs-motion-factor || motion factor || [value 25 is used on NTSC-U game in official PKG, so unknown what it is] || --gs-motion-factor=25
|-
| --gs-override-small-tri-area || 0,1 || || --gs-override-small-tri-area=1
|-
| --gs-check-trans-rejection || || ||
|-
| --gs-render-tile-threshold || || || --gs-render-tile-threshold=300000
|-
| --gs-scanout-offsetx || relative offset/ignored || Directly overwrite GS register? || --gs-scanout-offsetx=27
|-
| --gs-scanout-offsety || relative offset/ignored || Directly overwrite GS register? || --gs-scanout-offsety=27
|-
| --idec-cycles-per-qwc || int/multiplier || || --idec-cycles-per-qwc=768
|-
| --gs-flush-ad-xyz || always, safe, off, 0 || || --gs-flush-ad-xyz=safe
|-
| --safe-area-min || area/float (range 0.9 to 1.0) || || --safe-area-min=0.9
|-
|}


if (L2 ~= 0) then
=== Emulators ===
<here function that should be done when L2 is pushed>
Emulators are Files Officially Made By Sony To Emulate the Ps2's Hardware, Emus are extracted from Official PS2 PKGS, Each emulator has different files, Which makes Every Emulator run Differently, Please note that the usages listed below Won't necessarily Solve The listed issue in all games, But is known to fix said issue in some games Due to it's programming Being compatible With said game.
end
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Emulator !! Usage
end
|-
 
| Jakv2 || Used For Its Good Compatibility With Most Ps2 Games, And For being one of the Latest Released Ps2 Emulators.
emuObj.AddVsyncHook(CheckInputs) <to trigger check at every vsync></pre></div>
|-
| RECVX || Fixing Crashes on startup And Fixes Bad Disc Reading in Some Games
|-
|-
|SwapMemCard || ||
| Fatal Fury || Fixing Crashes on startup
|-
|-
|SetFormattedCard || emuObj.SetFormattedCard(<"file name">) || emuObj.SetFormattedCard("custom_formatted.card")
| AOFA || Fixing Crashes on startup
Allow to use custom memory card.
|-
|-
| GetPs4SystemLang || emuObj.GetPs4SystemLang() || Return PS4 system language (in unknown format).
| GTA3 || Has Been Used to fix Mysterious Crashes in Games Like Genji: Dawn of the Samurai
|-
|-
| 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)
| KOF2000 || Has been used to fix Graphical Glitches In games Such as Crash Twinsanity
<div align="left"><pre>0 - japanese
1 - english
2 - french
3 - spanish
4 - german
5 - italian
6 - dutch
7 - portuguese
8 - russian
9 - korean
10 - traditonal-chinese
11 - simplified-chinese
12 - finnish
13 - swedish
14 - danish
15 - norwegian
16 - polish
17 - portuguese-brazil
18 - english-uk</pre></div>
|-
|-
|PadSetLightBar || emuObj.PadSetLightBar(<port, red, green, blue>) || Set DS4 light bar color. The correct port values are 0-3, correct light values are 0-255.
|}
|-
 
|PadPressureStickRemap || emuObj.PadPressureStickRemap()||
===Porting a Pcsx2 pnach into the Ps4 using lua===
|-
Porting a pnach file into the Ps4 Is extremely simple, This example will help you understand the process
| IsNeoMode || emuObj.IsNeoMode() || Check that PS4 run in NEO (PRO) mode. Return 1/0
 
|-
<br>PCSX2 PNACH Example
| IsToolingVerbose || ||
<pre>
|-
patch=1,EE,20320D00,word,00000000
|CheckEntitlement || ||
</pre>
|-
 
| emuMediaPatch || emuMediaPatch(disc sector, 12/24 + offset, { original data }, { replace data }) || Replace 4 bytes from loaded iso file. For unknown reason we always need to add 12 to real offset for DVD game, and 24 for CD game.
<br>Ps4 Lua Example:
|-style="background-color:#c6ecd9"
<pre>
|  || GS related ||
local gpr = require("ee-gpr-alias")
|-
 
| CountFrameOnPS2 || emuObj.CountFrameOnPS2() || updates FRAPS/Actual FPS reading in olympus
apiRequest(0.1)
|-
 
| SetGsTitleFix || emuObj.SetGsTitleFix() ||  [[PS2_Emulation#SetGsTitleFix|More info]]
local eeObj = getEEObject()
|-
local emuObj = getEmuObject()
|SetDisplayAspectWide || emuObj.SetDisplayAspectWide() || Force display area to 16:9 (If game not support widescreen, it will be stretched).
 
|-
local patcher = function()
|SetDisplayAspectNormal || emuObj.SetDisplayAspectNormal() || Force display area to 4:3.
eeObj.WriteMem32(0x20320D00,0x00000000)
|-
 
|ForceRefreshRate || emuObj.ForceRefreshRate(<hz>) || emuObj.ForceRefreshRate(50) correct values are 0, 50, 60 where 0 = default.
|-
|LoadFsShader || emuObj.LoadFsShader(<slot?>, "<path>") || <div align="left"><pre>Shaders must be loaded right after GS has been initialized.
Example:
Global_InitGpuResources = function()
emuObj.LoadFsShader(1, "./shader.sb")
end
end


That only load Fragment Shader to program memory, to use it we need BindFragmentShader,
emuObj.AddVsyncHook(patcher)
and if depend on shader SetShaderParams.</pre></div>
</pre>
|-
 
|SetDisplaySafeArea || ||
=== XXXX-YYYYY_config.lua ===
|-
|}


===== (EE) EEObject =====
It is the most powerful config. it Allows direct patching of EE/IOP/VU memory, hooks registers, hook dma. Everything can be done here.


<pre>Commands for the emulated Emotion Engine</pre>
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" ).


{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
'''Known functions:
'''
Require cleanup.
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Usage !! Notes
! Command !! Usage !! Notes
|-style="background-color:#D7EF54"
|  || Object calling class ||
|-
|-
| getEEObject || local eeObj = getEEObject() || Required for all functions using eeObj
| apiRequest || apiRequest(<api version>) || example: apiRequest(0.1)
|-style="background-color:#7698FF"
Different emu versions support different highest api.
|  || Memory editing ||
Calling api is mandatory. some commands require higher version. Highest known version is 2.3 api from JAK 2,3,X game emulator.
|-
|-
|ReplaceMem64 || eeObj.ReplaceMem64(<address>, <value>)||
! !! getEmuObject class !!
|-
|-
|ReplaceMem32 || eeObj.ReplaceMem32(<address>, <value>) || Permanently replace an offset without needing addvsynchook?
| getEmuObject || local emuObj = getEmuObject() || Required for all functions using emuObj, that include: <div align="left"><pre>LoadConfig SaveConfig GetPad AddVsyncHook
RemoveVsyncHook AddEntryPointHook RemoveEntryPointHook
AddLoginHook RemoveLoginHook AddLogoutHook RemoveLogoutHook
CheckEntitlement AddImageHook AddGifTagHook SwapMemCard
SetFormattedCard OpenDiscTray CloseDiscTray SwitchDisc
EnableImposeMenu GetDiscId GetDiscTitleId
AddSectorReadHook AddMCWriteHook ShowDiscSwitchInfo GetPs4SystemLang SetPs2Lang
ThrottleNorm ThrottleFast ThrottleMax AddAssertionHook
SetGsTitleFix SetDeinterlace SetDisplayAspectWide SetDisplayAspectNormal
ForceRefreshRate LoadFsShader SetDisplaySafeArea PadSetLightBar
emuAddPadHook PadPressureStickRemap SetVolumes GetVolumes
SetAudioRoute GetAudioRoute AddSnapshotLoadedHook
RemoveSnapshotLoadedHook IsNeoMode IsToolingVerbose emuMediaPatch </pre></div>
|-
|-
|ReplaceMem16 || eeObj.ReplaceMem16(<address>, <value>)||
|LoadConfig || ||
|-
|-
|ReplaceMem8 ||eeObj.ReplaceMem8(<address>, <value>) ||
|SaveConfig || ||
|-
|-
|ReadMemFloat || eeObj.ReadMemFloat(<address>) || eeObj.ReadMemFloat(0x258c3c)
|GetPad || emuObj.GetPad(<gamepad button by bits>)|| example usage for reading input:
|-
<div align="left"><pre>local CheckInputs = function()
|WriteMemFloat || eeObj.WriteMemFloat(<address>, <value>) || eeObj.WriteMemFloat(0x365364, 1.3333333)
 
|-
local pad_bits = emuObj.GetPad()
|ReadMem128 || <pre>eeObj.ReadMem128(<ee memory offset>)</pre> || Read 16 bytes from offset, examples: eeObj.ReadMem128(0x100198)
local UP = pad_bits &  0x0010
|-
local DOWN = pad_bits &  0x0040
|ReadMemFloat128 || <pre>eeObj.ReadMemFloat128(<ee memory offset>)</pre> || return 16 bytes from offset in float form
local LEFT = pad_bits &  0x0080
local RIGHT = pad_bits &  0x0020
local Triangle = pad_bits &  0x1000
local Cross = pad_bits &  0x4000
local Square = pad_bits &  0x8000
local Circle = pad_bits &  0x2000
local L1 = pad_bits &  0x0400
local L2 = pad_bits &  0x0100
local L3 = pad_bits &  0x0002
local R1 = pad_bits &  0x0800
local R2 = pad_bits &  0x0200
local R3 = pad_bits &  0x0004
local Select = pad_bits &  0x0001
local Start = pad_bits &  0x0008
 
if (L2 ~= 0) then
<here function that should be done when L2 is pushed>
end
end
 
emuObj.AddVsyncHook(CheckInputs) <to trigger check at every vsync></pre></div>
|-
|-
|WriteMem128 || ||
|AddVsyncHook || emuObj.AddVsyncHook(<task to be done every vsync>) || emuObj.AddVsyncHook(my_function)
my_function can be anything, from simple patches, to extensive hook.
Example usage can be found in SLUS-21550 features file.
|-
|-
|WriteMemFloat128 || ||
|RemoveVsyncHook || emuObj.RemoveVsyncHook(<previously added task to be removed>) || emuObj.RemoveVsyncHook(my_function)
|-
|-
| ReadMem64 || <pre>eeObj.ReadMem64(<ee memory offset>)</pre> || Read 8 bytes from offset, examples: eeObj.ReadMem64(0x100198)
|AddEntryPointHook || emuObj.AddEntryPointHook(<task>) || Task to be done at ps2 game main elf entry point (right where game is loaded).
|-
|-
| WriteMem64 || <pre>eeObj.WriteMem64(<ee memory offset>, <data>)</pre> ||  
|RemoveEntryPointHook || ||
|-
|-
| ReadMem32 || <pre>eeObj.ReadMem32(<ee memory offset>)</pre> || Read 4 bytes from offset, examples: eeObj.ReadMem32(0x100198)
|AddLoginHook || ||
eeObj.ReadMem32(gp - 31348)
|-
|-
| WriteMem32 || <pre>eeObj.WriteMem32(<ee memory offset>, <data>)</pre> || Write 4 bytes to offset, example: eeObj.WriteMem32(0x2c89ac, 0x001b70f0)
|RemoveLoginHook || ||
|-
|-
| ReadMem16 || <pre>eeObj.ReadMem16(<ee memory offset>)</pre> || Read 2 bytes from offset, example: eeObj.ReadMem16(0x100198)
|AddLogoutHook || ||
|-
|-
| WriteMem16 || <pre>eeObj.WriteMem16(<ee memory offset>, <data>)</pre> || Write 2 bytes to offset, example: eeObj.WriteMem16(0x2c89ac, 0x70f0)
|RemoveLogoutHook || ||
|-
|-
| ReadMem8 || <pre>eeObj.ReadMem8(<ee memory offset>)</pre> || Read 1 byte from offset, example: eeObj.ReadMem8(0x100198)
|CheckEntitlement || ||
|-
|-
| WriteMem8 || <pre>eeObj.WriteMem8(<ee memory offset>, <data>)</pre> || Write 1 byte to offset, example: eeObj.WriteMem8(0x2c89ac, 0xf0)
|AddImageHook || ||
|-
|-
|ReadMemStr || eeObj.ReadMemStr(address/register) || Read string from address until null terminator
|AddGifTagHook || ||
|-
|-
|WriteMemStr || eeObj.WriteMemStr(address, string) ||  
|SwapMemCard || ||
|-
|-
|WriteMemStrZ || || eeObj.WriteMemStrZ(string pointer, string) . Pointer can be read from GPR
|SetFormattedCard || emuObj.SetFormattedCard(<"file name">) || emuObj.SetFormattedCard("custom_formatted.card")
|-style="background-color:#ff9999"
  Allow to use custom memory card.
| || GPR require (Necessary for register related commands)||
|-
|-
| || local gpr = require( "ee-gpr-alias" )
|OpenDiscTray || ||
|-
|-
|GetGpr64 || eeObj.GetGPR64(<gpr register>) || example: eeObj.GetGPR64(t3)
|CloseDiscTray || ||
|-
|-
|SetGpr64 || ||
|SwitchDisc || emuObj.SwitchDisc(<disc ID>) || ID can be provided as is, or for example read from memory or register when needed.
|-
|-
| GetGprFloat || || Get gpr value as float value
| EnableImposeMenu || emuObj.EnableImposeMenu(<true/false>) || EnableImposeMenu(false)
|-
|-
| SetGprFloat || || Set gpr value as float value
| GetDiscId || emuObj.GetDiscId() || Return DiscId in XXXX_YYY.ZZ format
|-
|-
|GetGpr || eeObj.GetGPR(<gpr register>) || eeObj.GetGPR(t3)
| GetDiscTitleId || ||
|-
|-
|SetGpr|| eeObj.SetGPR(<gpr register> ,<value>) || example: eeObj.SetGPR(gpr.a3 ,1)
| AddSectorReadHook || emuObj.AddSectorReadHook(<sector, unk, task>) || Hook to do task when disc image sector is read. Not all values are known (ex. emuObj.AddSectorReadHook(776480, 32, <task/function>) )
Require defined getEEObject() as eeObj
|-
|-
| GetFprHex || eeObj.GetFprHex(<FPU register (0-31)>)|| Get/return floating point register value as hex string
|AddMCWriteHook || ||
|-
|-
| SetFprHex || eeObj.SetFprHex(<FPU register (0-31), value (u32)>)|| Set floating point register value as hex string
|ShowDiscSwitchInfo || ||
|-
|-
| GetFpr || eeObj.GetFpr(<register number>) || example eeObj.GetFpr(14)
| GetPs4SystemLang || emuObj.GetPs4SystemLang() || Return PS4 system language (in unknown format).
|-
|-
| SetFpr  || eeObj.SetFpr(<fpr register number>, <value>) || Simple example eeObj.SetFpr(14, 50.0) will set frp 14 to 50.0
| SetPs2Lang || emuObj.SetPs2Lang(<Lang ID>) || Set emulated PS2 language, correct Lang IDs are 0-18.
But we can also combine commands to add/sub from registers
<div align="left"><pre>0 - japanese
eeObj.SetFpr(14, eeObj.GetFpr(14) + 50.0) this will add 50.0 to current fpr 14 value
1 - english
2 - french
3 - spanish
4 - german
5 - italian
6 - dutch
7 - portuguese
8 - russian
9 - korean
10 - traditonal-chinese
11 - simplified-chinese
12 - finnish
13 - swedish
14 - danish
15 - norwegian
16 - polish
17 - portuguese-brazil
18 - english-uk</pre></div>
|-
|-
|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
|ThrottleNorm ||emuObj.ThrottleNorm() || Enable default framelimiter (50/60 fps depend on region).
|-
|-
|SetPc || eeObj.SetPC(<PC>) ||eeObj.SetPC(0x266B80)
|ThrottleFast || emuObj.ThrottleFast() || Faster than default, but exact value is unknown.
|-
|-
|GetCPR0 || eeObj.GetCPR0(<COP0 register>) ||  
|ThrottleMax || emuObj.ThrottleMax() || Disable framelimiter at all, usually used during static loadings in official packages. WARNING: Using this in config remove framelimiter! PS2 games have tied game speed to frame per second. By using this globally you make game running faster than it was on original hardware, sometimes even twice as fast. This setting is very harmful when used globally in config files. Loadings are faster, but game also run faster than it should when PS4 have enough free cpu power!
|-
|-
|SetCPR0 || eeObj.SetCPR0(<COP0 register>) ||
|AddAssertionHook || ||
|-style="background-color:#c6ecd9"
|  || Hooks ||
|-
|-
| AddHook || eeObj.AddHook(<ee offset>, <original opcode>, <definied hook name>) || example: <div align="left"><pre>local W1 =
| SetGsTitleFix || emuObj.SetGsTitleFix() || [[PS2_Emulation#SetGsTitleFix|More info]]
function()
emuObj.SetDisplayAspectNormal()
end
 
local ws1 = eeObj.AddHook(0x1c9840, 0xaf808c78, W1)</pre></div>
|-
|-
|RemoveHook || ||  
|SetDisplayAspectWide || emuObj.SetDisplayAspectWide() || Force display area to 16:9 (If game not support widescreen, it will be stretched).
|-
|-
|AddPreHook || ||
|SetDisplayAspectNormal || emuObj.SetDisplayAspectNormal() || Force display area to 4:3.
|-
|-
|AddPostHook || ||
|ForceRefreshRate || emuObj.ForceRefreshRate(<hz>) || emuObj.ForceRefreshRate(50) correct values are 0, 50, 60 where 0 = default.
|-
|-
|RemovePreHook || ||
|LoadFsShader || emuObj.LoadFsShader(<slot?>, "<path>") || <div align="left"><pre>Shaders must be loaded right after GS has been initialized.
Example:
Global_InitGpuResources = function()
emuObj.LoadFsShader(1, "./shader.sb")
end
 
That only load Fragment Shader to program memory, to use it we need BindFragmentShader,
and if depend on shader SetShaderParams.</pre></div>
|-
|SetDisplaySafeArea || ||
|-
|-
|RemovePostHook || ||
|PadSetLightBar || emuObj.PadSetLightBar(<port, red, green, blue>) || Set DS4 light bar color. Correct port values are 0-3, correct light values are 0-255.
|-
|-
|AddJitResetHook || ||
|emuAddPadHook || ||
|-
|-
|RemoveJitResetHook || ||
|PadPressureStickRemap || ||
|-
|-
| AddHookJT || eeObj.AddHookJT(Offset, offset opcode, function) || Seems be a hook related to the jit
|SetVolumes || emuObj.SetVolumes('global', 'main', 'bgm') || Set volume, usually setting global is enough. Example: emuObj.SetVolumes(0.31, 1.0, 1.0) values, in floats 1.0 = 100%
|-
|-
|-style="background-color:#ffb3b3"
|GetVolumes || emuObj.GetVolumes() || Return current volume levels for ('global', 'main', 'bgm') in floating point values.
| || Dma ||  
|-
|-
|DmaAddHook || <pre>eeobj.DmaAddHook(channel=%d key=%x)</pre> || Possible Dma channel numbers (?)
|SetAudioRoute || ||
<pre> GIF = 0 VIF0 = 1
VIF1 = 2 SIF0 = 4
SIF1 = 5 IPU0 = 6
IPU1 = 7  </pre>
Possible values for hooks
<pre>DmaTransfer [VIF0/VIF1], RaiseIntc [VIF0/VIF1], NormalTransfer [SIF0/SIF1]. </pre>
|-
|-
|DmaRemoveHook || ||
|GetAudioRoute || ||
|-
|-
|-style="background-color:#b3f0ff"
| CountFrameOnPS2 || ||
| || Speedhacks ||  
|-
|-
|FastForwardClock || eeObj.FastForwardClock() || Skip Emotion Engine cycles?
|AddSnapshotLoadedHook || ||
<pre>
eeObj.AddHook(0x002cc350, 0x78a30000, function()
          eeObj.FastForwardClock()
end)
</pre>
|-
|-
|AdvanceClock || eeObj.AdvanceClock() || Likely skips an allocated amount of EE cycles.
|RemoveSnapshotLoadedHook || ||
<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 (?)
| IsNeoMode || emuObj.IsNeoMode() || Check that PS4 run in NEO (PRO) mode. Return 1/0
|-
|-
|Vu1MpgCycles || eeObj.Vu1MpgCycles(<cycles>) || Works just like the cli command --vu1-mpg-cycles=
| IsToolingVerbose || ||
|-style="background-color:#FEA15C"
|  || Other ||  
|-
|-
| CallPredicate
| emuMediaPatch || emuMediaPatch(disc sector, 12/24 + offset, { original data }, { replace data }) || Replace 4 bytes from loaded iso file. For unknown reason we always need to add 12 to real offset for DVD game, and 24 for CD game.
|-
|-
|SchedulerDelayEvent || eeObj.SchedulerDelayEvent("event", cycles)<br>Example:<br>eeObj.AddHook(0x0033A4DC,0xAC430000, function() eeObj.SchedulerDelayEvent("gif.dma", 0x10500) end) || 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 allows for the delayment of certain DMA transfer by cycles.
! !! getIOPObject class !!
|-
|-
|WaitVu1 || eeObj.WaitVu1() || Likely to be the lua equivalent of "--vu1=jit-sync".
| 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 iopInsnReplace</pre></div>
|-
|-
|GetPcRingBuffer || ||
|ReplaceMem64 || ||
|-
|-
|Precompile || || Requires unknown values
|ReplaceMem32 || ||
|-
|-
|CalcInsnHash || ||
|ReplaceMem16 || ||
|-
|-
|getOverlayObject || eeObj.getOverlayObject() || local eeOverlay = eeObj.getOverlayObject()
|ReplaceMem8 || ||
|-
|-
| GetVif1Cycles || eeObj.GetVif1Cycles() || local vif1_cycles = eeObj.GetVif1Cycles() create vif_cycles value that can be used later. You can rename it as you wish.
|ReadMemFloat || iopObj.ReadMemFloat(<address>) || iopObj.ReadMemFloat(0x28c3c)
|-
|-
|}
|WriteMemFloat || iopbj.WriteMemFloat(<address>, <value>) || iopObj.WriteMemFloat(0x65364, 1.3333333)
 
====== SetGsTitleFix ======
 
<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>
'''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>
 
<br />
'''Commands'''
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Example !! Notes !! Values
|-
|-
|globalSet || emuObj.SetGsTitleFix( "globalSet",  "reserved", { packedRegsLo = 0x42,packedRegsHi = 0, packedRegsNum = 2, packedFlags = 3, packedPrim = 5}) || used with workLoadThreshold or waveThreshold or loadThreshold
| ReadMem64 || <pre>iopObj.ReadMem64(<iop memory offset>)</pre> || Read 8 Bytes From offset
|-
|-
|reserved || ||
| WriteMem64 || <pre>iopObj.WriteMem64(<iop memory offset>, <data>)</pre> || Write 8  Bytes From offset
|-
|-
|ignoreSubBuffCov|| ||ignore ? buffer coverage
| ReadMem32 || <pre>iopObj.ReadMem32(<iop memory offset>)</pre> || Read 4 bytes from offset, examples: iopObj.ReadMem32(0x1198)
iopObj.ReadMem32(gp - 348)
|-
|-
|ignoreUpRenderTimeout|| emuObj.SetGsTitleFix( "globalSet", "reserved", {ignoreUpRenderTimeout=2} ) ||
| WriteMem32 || <pre>iopObj.WriteMem32(<iop memory offset>, <data>)</pre> || Write 4 bytes to offset, example: iopObj.WriteMem32(0x89ac, 0x001b70f0)
|-
|-
|ignoreAreaUpdate|| emuObj.SetGsTitleFix( "ignoreAreaUpdate", 0, { alpha=0x80000048 } ) ||
| ReadMem16 || <pre>iopObj.ReadMem16(<iop memory offset>)</pre> || Read 2 bytes from offset, example: iopObj.ReadMem16(0x1198)
|-
|-
|ignoreSprite|| emuObj.SetGsTitleFix( "ignoreSprite", "reserved", {  texType=1 , tw=5 , th=8, zmsk=1 , alpha=0x80000044  } ) ||
| WriteMem16 || <pre>iopObj.WriteMem16(<iop memory offset>, <data>)</pre> || Write 2 bytes to offset, example: iopObj.WriteMem16(0x89ac, 0x70f0)
|-
|-
|ignoreUpShiftTri|| emuObj.SetGsTitleFix( "ignoreUpShiftTri", "reserved", {psm=0} ) ||
| ReadMem8 || <pre>iopObj.ReadMem8(<iop memory offset>)</pre> || Read 1 byte from offset, example: iopObj.ReadMem8(0x1198)
|-
|-
|clipScissors|| emuObj.SetGsTitleFix( "clipScissors", "reserved", {alpha = 0 , frameW = 4 , psm = 0} ) ||
| WriteMem8 || <pre>iopObj.WriteMem8(<iop memory offset>, <data>)</pre> || Write 1 byte to offset, example: iopObj.WriteMem8(0x89ac, 0xf0)
|-
|-
|trianglesAsParticles|| emuObj.SetGsTitleFix( "trianglesAsParticles", "reserved", { hasClut=1,zmsk=1 } ) ||
|ReadMemStr || ||
|-
|-
|SetSelfRender|| emuObj.SetGsTitleFix( "SetSelfRender", "reserved", { fbmask= 0x00FFFFFF , renderSelf=1 , zmsk=1 , alpha=0 , texMode=1  } ) ||
|AddHook || ||
|-
|-
|forceBiLinear || ||
|RemoveHook || ||
|-
|-
|forcePoint|| emuObj.SetGsTitleFix( "forcePoint", "reserved", {mipIsGt=0,  mmin=0} ) ||
|GetGpr || iopObj.GetGPR(<gpr register>) || iopObj.GetGPR(a1)
|-
|-
|forceSimpleFetch ||   emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", {psm=0} ) ||Used frequently to fix graphical corruptions
|SetGpr || iopObj.SetGPR(<gpr register> ,<value>) || example: iopObj.SetGPR(gpr.v0 ,3)
|-
|-
|forcePointSampling|| emuObj.SetGsTitleFix( "forcePointSampling", "reserved", {alpha = 0x80000048, twIsLess=5, thIsLess=5 } ) ||
|GetPc || ||iopObj.GetPc(), can be used also with additional var. like iopObj.GetPc()+8
|-
|-
|setRejectionArea|| emuObj.SetGsTitleFix( "setRejectionArea", 1000, { } ) ||
|SetPc || iopObj.SetPC(<PC>) ||iopObj.SetPC(0x6B80)
|-
|-
|ignoreUpRender|| emuObj.SetGsTitleFix( "ignoreUpRender", thresholdArea , {  texType = 3, cbp = 0x2390, tbp = 0x288000} ) || Ignore uprender for texture type described in params
|GetCPR0 || iopObj.GetCPR0(<COP0 register>) ||
|-
|-
|includeAreaUpdate|| ||
|SetCPR0 || iopObj.SetCPR0(<COP0 register>) ||
|-
|-
|fetchFromCurrBuff|| emuObj.SetGsTitleFix( "fetchFromCurrBuff", "reserved", {psm=0} ) ||
| iopInsnReplace || iopInsnReplace(IOP memory offset, Original opcode (BE), Replace opcode (BE)) || Replace 4 bytes opcode in iop memory, correct memory range is 0x0 to 0x1FFFFF
|-
|-
|skipPacked|| emuObj.SetGsTitleFix( "skipPacked", "reserved", { alpha = 0x80000044, tbp = 0x3a4000 , zmsk=1 }) ||
! !! getEEObject class !!
|-
|-
|changeAlpha|| ||
| getEEObject || local eeObj = getEEObject() || Required for all functions using eeObj
|-
|-
|}
|ReplaceMem64 || ||
 
<br>'''Arguments/variables'''
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Argument !! Usage !! Notes
|-style="background-color:#7698FF"
|  || Variable ||  
|-
|-
|alpha_mask || ||
|ReplaceMem32 || ||
|-
|-
|texType || {texType = 3}|| (1-3, more? )
|ReplaceMem16 || ||
|-
|-
|texMode || || 1 - Point? , 2 - bilinear
|ReplaceMem8 || ||
|-style="background-color:#D7EF54"
|  || Argument ||
|-
|-
|alphaIsNot || || alpha - is not X
|ReadMemFloat || eeObj.ReadMemFloat(<address>) || eeObj.ReadMemFloat(0x258c3c)
|-
|-
|twIsLess || || texture width - is less than X
|WriteMemFloat || eeObj.WriteMemFloat(<address>, <value>) || eeObj.WriteMemFloat(0x365364, 1.3333333)
|-
|-
|thIsLess || || texture height - is less than X
|ReadMem128 || <pre>eeObj.ReadMem128(<ee memory offset>)</pre> || Read 16 bytes from offset, examples: eeObj.ReadMem128(0x100198)
|-
|-
|twIsNot || || texture width - is not X
|ReadMemFloat128 || <pre>eeObj.ReadMemFloat128(<ee memory offset>)</pre> || return 16 bytes from offset in float form
|-
|-
|thIsNot || || texture width - is not X
|WriteMem128 || ||
|-
|-
|psmIsNot || || texture pixel storage format - is not X
|WriteMemFloat128 || ||
<pre>PSMCT32  = 0  PSMT4HL = 36
|-
PSMCT24  = 1  PSMT4HH = 44
| ReadMem64 || <pre>eeObj.ReadMem64(<ee memory offset>)</pre> || Read 8 bytes from offset, examples: eeObj.ReadMem64(0x100198)
PSMCT16  = 2  PSMZ32  = 48
|-
PSMCT16S = 10  PSMZ24  = 49
| WriteMem64 || <pre>eeObj.WriteMem64(<ee memory offset>, <data>)</pre> ||
PSMT8    = 19  PSMZ16  = 50
PSMT4    = 20  PSMZ16S = 58
PSMT8H  = 27  </pre>
|-
|-
|primIsNot || || GS primitive type - is not
| ReadMem32 || <pre>eeObj.ReadMem32(<ee memory offset>)</pre> || Read 4 bytes from offset, examples: eeObj.ReadMem32(0x100198)
<pre>Point        = 0
eeObj.ReadMem32(gp - 31348)
Line          = 1
LineStrip    = 2
Triangle      = 3
TriangleStrip = 4
TriangleFan  = 5
Sprite        = 6</pre>
|-
|-
|mipIsGt || || mip level is grater than X (?)
| WriteMem32 || <pre>eeObj.WriteMem32(<ee memory offset>, <data>)</pre> || Write 4 bytes to offset, example: eeObj.WriteMem32(0x2c89ac, 0x001b70f0)
|-
|-
|-style="background-color:#FEA15C"
| ReadMem16 || <pre>eeObj.ReadMem16(<ee memory offset>)</pre> || Read 2 bytes from offset, example: eeObj.ReadMem16(0x100198)
| || Needs wikify ||
|-
|-
|zmsk || || Z (depth) draw mask
| WriteMem16 || <pre>eeObj.WriteMem16(<ee memory offset>, <data>)</pre> || Write 2 bytes to offset, example: eeObj.WriteMem16(0x2c89ac, 0x70f0)
<pre>update Z buffer      = 0
don't update Z buffer = 1
 
When 1 depth test result will be ignored</pre>
|-
|-
|tw || || texture width
| ReadMem8 || <pre>eeObj.ReadMem8(<ee memory offset>)</pre> || Read 1 byte from offset, example: eeObj.ReadMem8(0x100198)
|-
|-
|th || || texture height
| WriteMem8 || <pre>eeObj.WriteMem8(<ee memory offset>, <data>)</pre> || Write 1 byte to offset, example: eeObj.WriteMem8(0x2c89ac, 0xf0)
|-
|-
|ztst || || Z (depht) test method
|ReadMemStr || eeObj.ReadMemStr(address/register) || Read string from address until null terminator
<pre>ZNOUSE  = 0
|-
ZALWAYS  = 1
| AddHook || eeObj.AddHook(<ee offset>, <original opcode>, <definied hook name>) || example: <div align="left"><pre>local W1 =  
ZGEQUAL  = 2
function()
ZGREATER = 3
emuObj.SetDisplayAspectNormal()
end


0 -                      All pixels fail
local ws1 = eeObj.AddHook(0x1c9840, 0xaf808c78, W1)</pre></div>
1 -                      All pixels pass
2 - Pass if Z grater or equal to Z buffer
3 -        Pass if Z grater than Z buffer</pre>
|-
|-
|mmin || || MMIN flag
|RemoveHook || ||  
<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
|AddPreHook || ||
<pre>Point        = 0
Line          = 1
LineStrip    = 2
Triangle      = 3
TriangleStrip = 4
TriangleFan  = 5
Sprite        = 6</pre>
|-
|-
|fillArea || ||  
|RemovePreHook || ||
|-
|-
|frameW || ||  
|RemovePostHook || ||
|-
|-
|renderSelf || ||  
|GetGpr64 || eeObj.GetGPR64(<gpr register>) || example: eeObj.GetGPR64(t3)
|-
|-
|hasClut || ||  
|SetGpr64 || ||
|-
|-
|alphaTest || ||  
| GetGprFloat || || Get gpr value as float value
|-
|-
|primTest || ||  
| SetGprFloat || || Set gpr value as float value
|-
|-
|workLoadThreshold || ||  
|GetGpr / GetGPR || eeObj.GetGPR(<gpr register>) || eeObj.GetGPR(t3)
|-
|-
|alpha || || <pre> example: alpha=0x80000044
|SetGpr / SetGPR || eeObj.SetGPR(<gpr register> ,<value>) || example: eeObj.SetGPR(gpr.a3 ,1)
alpha=0</pre>
Require defined getEEObject() as eeObj
|-
|-
|tbp || || texture base pointer
| GetFprHex || eeObj.GetFprHex(<FPU register (0-31)>)|| Get/return floating point register value as hex string
|-
|-
|cbp || {cbp = 0x2390} || CLUT buffer base pointer
| SetFprHex || eeObj.SetFprHex(<FPU register (0-31), value (u32)>)|| Set floating point register value as hex string
|-
|-
|psm || {psm=0}  || texture pixel storage format
| GetFpr / GetFPR || eeObj.GetFpr(<register number>) || example eeObj.GetFpr(14)
<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)
| SetFpr / SetFPR || eeObj.SetFpr(<fpr register number>, <value>) || Simple example eeObj.SetFpr(14, 50.0) will set frp 14 to 50.0
But we can also combine commands to add/sub from registers
eeObj.SetFpr(14, eeObj.GetFpr(14) + 50.0) this will add 50.0 to current fpr 14 value
|-
|-
|fbmask || { fbmask= 0x00FFFFFF}|| Framebuffer mask(?)  
|GetPc || ||eeObj.GetPc(), can be used also with additional var. like eeObj.GetPc()+4
|-
|-
|totalArea || ||  
|SetPc || eeObj.SetPC(<PC>) ||eeObj.SetPC(0x266B80)
|-
|-
|packedRegs || ||  
|GetCPR0 || eeObj.GetCPR0(<COP0 register>) ||  
|-
|-
|packedRegsLo || ||  
|SetCPR0 || eeObj.SetCPR0(<COP0 register>) ||  
|-
|-
|packedRegsHi || ||  
|SchedulerDelayEvent || eeObj.SchedulerDelayEvent("event", cycles) || Parrapa use eeObj.SchedulerDelayEvent("vif1.dma", 0x6500) Possible events are gif.dma,  vif0.dma,  vif1.dma,  sif0.dma,  sif1.dma,  ipu0.dma,  ipu1.dma . This command allow to delay certain DMA transfer by cycles.
|-
|-
|packedRegsNum || ||  
|DmaAddHook || ||
|-
|-
|packedFlags || ||  
|DmaRemoveHook || ||
|-
|-
|packedPrim || ||  
|WaitVu1 || ||
|-
|-
|areaNumFrames || ||  
|Vu1MpgCycles || eeObj.Vu1MpgCycles(<cycles>) || eeObj.Vu1MpgCycles(100) Values is cycles that VU1 microprogram should run before force end
|-
|-
|waveThreshold || ||  
|GetPcRingBuffer || ||
|-
|-
|loadThreshold || ||  
|WriteMemStr || eeObj.WriteMemStr(address, string) ||  
|-
|-
|fixSpriteDivTab || ||
|FastForwardClock || ||
|}
 
===== (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
|AdvanceClock || ||
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>) ||
|WriteMemStrZ || || eeObj.WriteMemStrZ(string pointer, string) .  Pointer can be read from GPR
|-
|-
|ReplaceMem32 || iopObj.ReplaceMem32(<address>, <value>)||
|Precompile || ||
|-
|-
|ReplaceMem16 || iopObj.ReplaceMem16(<address>, <value>)||
|CalcInsnHash || ||
|-
|-
|ReplaceMem8 ||iopObj.ReplaceMem8(<address>, <value>) ||
|AddJitResetHook || ||
|-
|-
|ReadMemFloat || iopObj.ReadMemFloat(<address>) || iopObj.ReadMemFloat(0x28c3c)
|RemoveJitResetHook || ||
|-
|-
|WriteMemFloat || iopObj.WriteMemFloat(<address>, <value>) || iopObj.WriteMemFloat(0x65364, 1.3333333)
|getOverlayObject || || local eeOverlay = eeObj.getOverlayObject()
|-
|-
|ReadMem128 || iopObj.ReadMem128(<iop memory offset>)||  
| GetVif1Cycles || eeObj.GetVif1Cycles() || local vif1_cycles = eeObj.GetVif1Cycles() create vif_cycles value that can be used later, you can rename it as you wish.
|-
|-
|WriteMem128 || iopObj.WriteMem128(<iop memory offset>, <value>)||
! !! getGLSObject class !!
|-
|ReadMemFloat128 ||iopObj.ReadMemFloat128(<iop memory offset>) ||
|-
|-
|WriteMemFloat128 || iopObj.WriteMemFloat128(<iop memory offset>, <value>)||
| getGLSObject || ||  
|-
|-
| ReadMem64 || <pre>iopObj.ReadMem64(<iop memory offset>)</pre> || Read 8  Bytes From offset
|Enable || ||
|-
|-
| WriteMem64 || <pre>iopObj.WriteMem64(<iop memory offset>, <data>)</pre> || Write 8  Bytes From offset
|EnableServerRecording || ||  
|-
|-
| ReadMem32 || <pre>iopObj.ReadMem32(<iop memory offset>)</pre> || Read 4 bytes from offset, examples: iopObj.ReadMem32(0x1198)
|Pause || ||  
iopObj.ReadMem32(gp - 348)
|-
! !! getGsObject class !!
|-
|-
| WriteMem32 || <pre>iopObj.WriteMem32(<iop memory offset>, <data>)</pre> || Write 4 bytes to offset, example: iopObj.WriteMem32(0x89ac, 0x001b70f0)
| getGsObject || local gsObj = getGsObject() ||  
|-
|-
| ReadMem16 || <pre>iopObj.ReadMem16(<iop memory offset>)</pre> || Read 2 bytes from offset, example: iopObj.ReadMem16(0x1198)
|SetL2HMode || ||
|-
|-
| WriteMem16 || <pre>iopObj.WriteMem16(<iop memory offset>, <data>)</pre> || Write 2 bytes to offset, example: iopObj.WriteMem16(0x89ac, 0x70f0)
|SetUprenderMode ||gsObj.SetUprenderMode(0)|| Sets uprender mode. Overrides CLI 0=none, 1=2x2
|-
|-
| ReadMem8 || <pre>iopObj.ReadMem8(<iop memory offset>)</pre> || Read 1 byte from offset, example: iopObj.ReadMem8(0x1198)
|SetUpscaleMode || ||
|-
|-
| WriteMem8 || <pre>iopObj.WriteMem8(<iop memory offset>, <data>)</pre> || Write 1 byte to offset, example: iopObj.WriteMem8(0x89ac, 0xf0)
|GetFramesInQueue || ||
|-
|-
|ReadMemStr || ||
|SetFrameSkipping || ||
|-
|-
|GetGpr || iopObj.GetGPR(<gpr register>) || iopObj.GetGPR(a1)
|SetDeinterlaceShift || || gsObj.SetDeinterlaceShift(0)
|-
|-
|SetGpr || iopObj.SetGPR(<gpr register> ,<value>) || example: iopObj.SetGPR(gpr.v0 ,3)
! !! getAudioObject class !!
|-
|-
|GetPc || iopObj.GetPc() || can be used also with additional var. like iopObj.GetPc()+8
| getAudioObject || ||  
|-
|-
|SetPc || iopObj.SetPC(<PC>) ||iopObj.SetPC(0x6B80)
| muteStreamingAll || ||  
|-
|-
|GetCPR0 || iopObj.GetCPR0(<COP0 register>) ||
| muteStreamingMain || ||  
|-
|-
|SetCPR0 || iopObj.SetCPR0(<COP0 register>) ||
| muteStreamingBGM || ||  
|-
|-
|-style="background-color:#FEA15C"
! !! getRemotePlayObject class !!
|  || Clock speed ||
|-
|-
| FastForwardClock || iopObj.FastForwardClock() ||
| getRemotePlayObject || ||  
<pre>
iopObj.AddHook(0x002cc350, 0x78a30000, function()
          iopObj.FastForwardClock()
end)
</pre>
|-
|-
| AdvanceClock || iopObj.AdvanceClock() || Skip an allocated amount of IOP cycles
| Enable || ||  
<pre>
iopObj.AddHook(0x002cc350, 0x78a30000, function()
          iopObj.AdvanceClock(21000)end)
</pre>
|-
|-
| GetClock || iopObj.GetClock() || Returns the value of cycles the iop is ahead of (?)
! !! getVideoRecordingObject class !!
|-style="background-color:#c6ecd9"
|  || Hooks ||
|-
|-
|AddHook || iopObj.AddHook()||
| getVideoRecordingObject || ||
|-
|-
|RemoveHook || iopObj.RemoveHook()||
| Enable || ||  
|-
|-
|}
! !! getSharePlayObject class !!
 
===== (GS) GsObject =====
 
<pre>Commands for the emulated Graphics Synthesizer</pre>
 
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Usage !! Notes
|-style="background-color:#D7EF54"
|  || Object calling class ||
|-
|-
| getGsObject || local gsObj = getGsObject() ||
| getSharePlayObject || ||  
|-style="background-color:#c6ecd9"
|  || Graphical fixes / Improvement ||  
|-
|-
|SetL2HMode || gsObj.SetL2HMode(true)|| (true) and (false) are only known options
| Enable || ||  
|-
|-
|SetUprenderMode ||gsObj.SetUprenderMode(1)|| Set uprender mode. Overrides CLI, 0=none, 1=2x2
! !! getSpriteObject group !!
|-
|-
|SetUpscaleMode || gsObj.SetUpscaleMode("EdgeSmooth") || Sets upscale mode.  Overrides CLI
|getSpriteObject || ||
|-
|-
|GetFramesInQueue || gsObj.GetFramesInQueue() || Returns the value of the frames that are still in queue
|Enable || ||
|-
|-
|SetFrameSkipping || gsObj.SetFrameSkipping(true) || false and true are the values.
|Disable || ||
|-
|-
|SetDeinterlaceShift || gsObj.SetDeinterlaceShift(0) || The values are 1 and 0, Enable or disable interlacing, requires emulators with high api
|BindFragmentShader || ||
|-
|-
|}
|SetShaderParams || || <div align="left">
<pre> Is not clear that params depend on shader, or are somehow hardcoded.
Example usage:


===== Does not require Object calling or Unknown =====
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;
}


{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
sprite0.SetShaderParams(scanlineParams)</pre></div>
! 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
|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>
|-
! !! Not require Obj call group, or unknown !!
|-
| 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:
| 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:
vuInsnReplace(0, 0x167, (0x000002ff << 32) | 0x520507ff,(0x000002ff << 32) | 0x8000033c)
vuInsnReplace(0, 0x167, (0x000002ff << 32) | 0x520507ff,(0x000002ff << 32) | 0x8000033c)
Replace 64 bits of VU0 at offset 0xB38</pre>
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')
| eeNativeFunction || eeNativeFunction(<ee offset>, <original opcode>, <function>) || eeNativeFunction(0x11fa9c, 0x0080402d, 'memcpy')
Line 1,633: Line 1,401:
|-
|-
| GsCustomShader || ||  
| GsCustomShader || ||  
|-
| 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.
|-
|-
| Unlock || ||  
| Unlock || ||  
|-
| getScreenShotObject || ||
|-
|-
| IsUnlocked || ||  
| IsUnlocked || ||  
Line 1,678: Line 1,452:
|-
|-
|}
|}
<b>Note:</b> 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>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>
===Registers for hook===
Registers defined in alias files.  


===== Other objects =====
'''GetGpr/SetGpr
 
'''
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
<pre>gpr.zero gpr.at
! Command !! Usage !! Notes
gpr.v0  gpr.v1
|-
gpr.a0  gpr.a1  gpr.a2  gpr.a3
! !! getGLSObject class !!
gpr.t0  gpr.t1  gpr.t2  gpr.t3
|-
gpr.t4  gpr.t5  gpr.t6  gpr.t7
| getGLSObject || ||
gpr.s0  gpr.s1  gpr.s2  gpr.s3
|-
gpr.s4  gpr.s5  gpr.s6  gpr.s7
|Enable || ||
gpr.t8  gpr.t9
|-
gpr.k0  gpr.k1
|EnableServerRecording || ||
gpr.gp  gpr.sp  gpr.fp  gpr.ra
|-
gpr.lo  gpr.hi  gpr.sa
|Pause || ||
 
|-
example: eeObj.GetGpr(gpr.a1) </pre>
! !! getAudioObject class !!
 
|-
'''GetCPR0/SetCPR0
| getAudioObject || ||
'''
|-
<pre>cpr.index   cpr.pagemask
| muteStreamingAll || ||
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===
 
One of very important commands in ps2 emu lua, allow to change GS behavior.
Part of EmuObject() class, used frequently in official configs.
<br>Example usage from official config files: https://pastebin.com/yf802Up3
 
 
'''Commands'''
 
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Notes
|-
|-
| muteStreamingMain || ||  
|globalSet || used with workLoadThreshold or  waveThreshold or loadThreshold
|-
|-
| muteStreamingBGM || ||  
|reserved ||
|-
|-
! !! getRemotePlayObject class !!
|forceBiLinear ||
|-
|-
| getRemotePlayObject || ||  
|ignoreSubBuffCov|| ignore ? buffer coverage
|-
|-
| Enable || ||  
|trianglesAsParticles||
|-
|-
! !! getVideoRecordingObject class !!
|ignoreAreaUpdate||
|-
|-
| getVideoRecordingObject || ||
|SetSelfRender||
|-
|-
| Enable || ||  
|ignoreSprite||
|-
|-
! !! getSharePlayObject class !!
|clipScissors||
|-
|-
| getSharePlayObject || ||  
|forcePoint||
|-
|-
| Enable || ||  
|forcePointSampling||
|-
|-
! !! getSpriteObject group  !!
|setRejectionArea||
|-
|-
|getSpriteObject || ||
|ignoreUpRender|| Ignore uprender for texture type described in params
|-
|includeAreaUpdate||
|-
|forceSimpleFetch|| Used Frequently To Fix Graphical Corruptions
|-
|fetchFromCurrBuff||
|-
|ignoreUpShiftTri||
|-
|-
|Enable || ||
|skipPacked||
|-
|-
|Disable || ||
|changeAlpha||
|-
|-
|BindFragmentShader || ||
|ignoreUpRenderTimeout||
|-
|-
|SetShaderParams || || <div align="left">
|}
<pre> Is not clear that params depend on shader, or are somehow hardcoded.
Example usage:


local sprite0 = getSpriteObject(0)
'''Arguments/variables
local scanlineParams = {
'''
240.0, -- float scanlineCount
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
  0.7, -- float scanlineHeight;
! Argument !! Notes
1.5,        -- float scanlineBrightScale;
0.5,        -- float scanlineAlpha;
0.5        -- float vignetteStrength;
}
 
sprite0.SetShaderParams(scanlineParams)</pre></div>
|-
|-
|BindTexture || ||
|alpha_mask ||  
|-
|-
|SetPosXY || ||
|alphaIsNot || alpha - is not X
|-
|-
|SetSizeXY || ||
|texMode || 1 - Point? , 2 - bilinear
|-
|-
|SetPosUV || ||
|twIsLess || texture width - is less than X
|-
|-
|SetSizeUV || ||
|thIsLess || texture height - is less than X
|-
|-
|PrintContext || ||
|twIsNot || texture width - is not X
|-
|-
|SetBlendColor || sprite<X>.SetBlendColor(<R,G,B,A>) in floats, max val. 1.0 || <div align="left">
|thIsNot || texture width - is not X
<pre>local sprite0 = getSpriteObject(0)
|-
sprite0.SetBlendColor(1.0,1.0,1.0,1.0)</pre></div>
|psmIsNot || texture pixel storage format - is not X
<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>
|-
|-
| getTrophyObject || local trophyObj = getTrophyObject() || Required for all functions using trophyObj
|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>
|-
|-
| 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.
|tw || texture width
|-
|-
| getScreenShotObject || ||  
|th || texture height
|-
|-
|}
|ztst || Z (depht) test method
 
<pre>ZNOUSE   = 0
==== Registers for hook ====
ZALWAYS  = 1
 
ZGEQUAL = 2
Registers defined in alias files.
ZGREATER = 3
 
'''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>
 
'''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>


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 ||
|-
|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 PS2 configuration examples ====
===Example configs===


*You can find the rest of the PS2 configurations in [https://www.psdevwiki.com/ps4/Official_Configuration_Files here].
====Official example====
 
<br>Canis Canem Edit
<br>'''SLES 535.61'''
<br>'''LUA'''
<pre>
<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(0.4)
-- EA sports cricket 07 bug 9392
 
-- Performance fix
-- Star Wars: Racer Revenge (SLES-50366) [US]
local emuObj = getEmuObject()
local thresholdArea = 600
emuObj.SetGsTitleFix( "ignoreUpRender", thresholdArea , {alpha=0x80000044 , zmsk=1 , tw=4, th=4  } )
</pre>


==== Custom config.lua examples ====
local eeObj = getEEObject()


Here is the first custom LUA configuration created by the community:
eeInsnReplace(0x13d7f0, 0x1000ffff, 0x0804f45d) -- retry FREAD() for fix #9025,
eeInsnReplace(0x13BCD0, 0x3c023f80, 0x3C023F40) -- Zoom
eeInsnReplace(0x1153B4, 0x3c023f80, 0x3C023FAB) -- Y-FOV
 
 
-- Track#
-- The Grand Reefs : 6
-- Ruins of Carnuss Gorgull : 9
eeObj.AddHook(0x187330, 0x3c010001, function()
local track = eeObj.GetGpr(gpr.a1)
print(string.format("Track : %d", track))
if track == 6 or track == 9 then
eeObj.Vu1MpgCycles(1000) -- makes it be 30fps.
else
eeObj.Vu1MpgCycles(100) -- default value.
end
end)
</pre>
 
====Custom config.lua example====
 
Here is the first custom lua config created by the community:


<pre>
<pre>
Line 1,840: Line 1,721:
eeInsnReplace(0x1CF3CC, 0x4100ffff, 0x00000000) -- bc0f 0x1CF3CC to nop
eeInsnReplace(0x1CF3CC, 0x4100ffff, 0x00000000) -- bc0f 0x1CF3CC to nop
</pre>
</pre>
This is a very basic command to replace a part of the EE memory with another 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.  
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. 0.4 is highest known for now.  
* -- Fix black screen SLUS-20064 is comment
* -- Fix black screen SLUS-20064 is comment
* eeInsnReplace(0x1CF3CC, 0x4100ffff, 0x00000000) is our true command here. We are replacing the value 0x4100FFFF to 0x00000000 at the offset of 0x1CF3CC  . Like you can see we need to add what opcode is replaced. Not only patch, and memory offset.
* eeInsnReplace(0x1CF3CC, 0x4100ffff, 0x00000000) is our true command here. We are replacing here 0x4100FFFF to 0x00000000 at 0x1CF3CC memory offset. Like you can see we need to add what opcode is replaced. Not only patch, and memory offset.
* -- bc0f 0x1CF3CC to nop is just another comment, in this case explaining what is changed
* -- bc0f 0x1CF3CC to nop is just another comment, in this case explaining what is changed
[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 =
==PS3 Config support==
 
Emulator support configs in format known from ps2_netemu/ps2classic from PS3. This feature was officially used in Arc the Lad Twilight of the Spirits ps2-ps4 classic.<br/>
To enable ps3 style config add this to config-emu-ps4.txt:
 
*--lopnor-config=1
*--ps2-title-id=TITLE-ID
 
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).
<br>Example path: /patches/SLUS-12345/SLUS-12345_lopnor.cfgbin
<br>Tester confirmed that configs work like that. We don't even need to edit them, they work as is.
 
 
'''Config repository:''' https://github.com/Zarh/ManaGunZ/tree/master/pkgfiles/USRDIR/sys/CONFIG
Just download as raw file, and rename correctly.
 
Please keep in mind that not all commands are recognized, only 0x01 (can depend on emu revision), 0x09, 0x0A, 0x0B, 0x0F, 0x10, 0x26, 0x27, 0x42.
For example Rayman 3 config not work due to unsupported command.<br>
Command 0x07 is NOT recognized, but can be manually translated to cli config (to: --vu-xgkick-delay=value). Same goes for 0x11 (--vu0-accurate-addsub-range can be used).<br>
*Configs explained in text form: https://github.com/Zarh/Get_CONFIG/blob/master/log.txt
*More about PS3 style configs/commands: https://www.psdevwiki.com/ps3/PS2_Emulation#Game_CONFIG
*Log from loading that kind of config: https://pastebin.com/ZpUyU8DE
 
= PS2 Bios =


{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: left;"
==Description==
! Name !! From !! To
 
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 thru mc/cdvd. Important non X module that is missing is libsd, and homebrew that need it, will most likely fail to boot, or error.
<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)]]
 
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.
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.
<br>
<br>'''PS20220WD20050620.crack file MD5: 83AD2B530C9C102A561BA1CDC6D996D5'''
 
While PS3 emulators patch bios to preferred region, emulator used in PS4 use so called CallHook which is known better for pcsx2 users as fastboot. No need to describe patch here, just look at PCSX2 fastboot code. It's literally the same code, but PS4 emus don't have patches for different bios revisions.
 
==Files inside ROM image==
 
{| class="wikitable" style="font-size:small;"
! File !! Offset in exported bin !! Description !! File type (exportable)
|-
|-
|EE Flat Memory (4gb)              || 0x0000008000000000 || 0x0000008100000000
| RESET || 0x00 || Bootstrap code for the EE and IOP. || BIN
|-
|-
|IOP Flat Memory (4gb)            || 0x0000009000000000 || 0x0000009100000000
| ROMDIR || 0x2780 || The ROMDIR part of the ROM image, which provides information on the location and name of files contained in the image. || BIN
|-
|-
|R59 Binary Cache                  || 0x0000000914B10000 || 0x0000000916B10000
| EXTINFO || 0x2CC0 || Contains the "EXTINFO" for all files in the ROM image. || BIN
|-
|-
|R30 Binary Cache                  || 0x0000000916B14000 || 0x0000000917314000
| SBIN || 0x3330 || Seems to be the pad controller library for the PS1 monitor. || BIN
|-
|-
|jitVU0                            || 0x0000000917318000 || 0x0000000917B18000
| LOGO || 0xA2D0 || PS1 logo? || BIN
|-
|-
|jitVU1                            ||  0x0000000917B1C000 || 0x0000000918B1C000
| IOPBTCONF || 00x1EA20 || Boot configuration file for the IOP, during the final phase of the IOP reset. If no UDNL module is specified, the IOP will only have a single IOP reset in the reboot process, with the modules listed in IOPBTCONF. || BIN
|-
|-
! !! Host's EE Memory Map !!
| IOPBTCON2 || 0x1EB10 || Boot configuration file for the IOP, for the first phase of the IOP reset (before UDNL is loaded). || BIN
|-
|-
|EE RAM - Kernel                  || 0x0000008000000000 || 0x0000008000080000
| SYSMEM || 0x1EBE0 || System Memory Manager. || ELF
|-
|-
|EE RAM - Debug                    || 0x0000008000078000 || 0x0000008000080000
| LOADCORE || 0x1FE00 || The core of IOP module loading. Provides the lowest level of IOP module loading functions. Also handles the startup of the IOP. || ELF
|-
|-
|EE RAM - User                    || 0x0000008000080000 || 0x0000008002000000
| EXCEPMAN || 0x22380 || Exception manager. || ELF
|-
|-
|EE Hw Devices                    || 0x0000008010000000 || 0x0000008010010000
| INTRMANP || 0x22F60 || Interrupt Manager. According to wisi, it is for PS mode. || ELF
|-
|-
|EE ROM                            || 0x000000801FC00000 || 0x000000801FFE0000
| INTRMANI || 0x24970 || Interrupt Manager. According to wisi, it is for IOP mode. || ELF
|-
|-
|EE RAM - Uncached                || 0x0000008020080000 || 0x0000008022000000
| SSBUSC || 0x267B0 || SSBUS Controller library. The SSBUS seems to be the bus that all peripherals get connected to. It seems to have the power to control the mapping of the device registers, as well as access timing. || ELF
|-
|-
|EE RAM - UncachedAccel            || 0x0000008030100000 || 0x0000008032000000
| TIMEMANP || 0x26F20 || Timer Manager (PS mode) || ELF
|-
|-
|EE Scratchpad                    || 0x0000008070000000 || 0x0000008070004000
| TIMEMANI || 0x27B00 || Timer Manager (IOP mode) || ELF
|-
|-
|EE Debug                          || 0x00000080FFFF8000 || 0x0000008100000000
| DMACMAN || 0x28730 || DMA Controller Manager. || ELF
|-
|-
! !! Host's IOP Memory Map  !!
| SYSCLIB || 0x2BE30 || System C Library. || ELF
|-
|-
|IOP RAM                          || 0x0000009000000000 || 0x0000009000200000
| HEAPLIB || 0x2E590 || Memory HEAP LIBrary (i.e. thvpool, thfpool) || ELF
|-
|-
|IOP RAM (mirror 1)                || 0x0000009000200000 || 0x0000009000400000
| THREADLIB || 0x2F290 || Multi_Thread_Manager || ELF
|-
|-
|IOP RAM (mirror 2)                || 0x0000009000400000 || 0x0000009000600000
| VBLANK || 0x38020 || V-Blank management || ELF
|-
|-
|IOP RAM (mirror 3)                || 0x0000009000600000 || 0x0000009000800000
| IOMAN || 0x38DB0 || IO Manager || ELF
|-
|-
|IOP Scratchpad                    || 0x000000901F800000 || 0x000000901F801000
| MODLOAD || 0x3AD20 || IOP module loader. || ELF
|-
|-
|IOP HW                            || 0x000000901F801000 || 0x000000901F810000
| ROMDRV || 0x3D070 || ROM driver. Provides access to the boot ROM (rom0). || ELF
|-
|-
|IOP ROM                          ||  0x000000901FC00000 || 0x000000901FFE0000
| ADDDRV || 0x3DF60 ||  Adds support for the DVD ROM (rom1:), via ROMDRV. || ELF
|-
|-
|}
| STDIO || 0x3D3C0 || Standard I/O library. || ELF
 
== Registers Map ==
 
=== 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 (IOP, VU0, and VU1 registers' offsets are static in all emulators).
</pre>
 
<pre>
List was designed for Jak v2
Eboot md5:c644f6879af225a6e5a70233fc4625a3
</pre>
 
{| class=wikitable style="border: none; background: none;"
! scope=col | GPR-EE
! scope=col | Address
| rowspan=900 style="border: none; background: none;"|
! scope=col | FPR
! scope=col | Address
| rowspan=900 style="border: none; background: none;"|
! scope=col | CP0
! scope=col | Address
| rowspan=900 style="border: none; background: none;"|
! scope=col | GPR-IOP
! scope=col | Address
|-
|-
| zero  || 0x1000000000 || f00 || 0x1000000230 || Index ||  0x10000002D0 || zero ||  0x1020000000
| SIFMAN || 0x3EFB0 || SIF manager. || ELF
|-style="background-color:#EEEFF2"
|  at || 0x1000000010  ||  f01 ||  0x1000000234 ||  Random ||  0x10000002D4  || at  || 0x1020000004
|-
|-
|   v0 || 0x1000000020 || f02 || 0x1000000238 ||  EntryLo0  || 0x10000002D8  || v0  || 0x1020000008
| SIFINIT || 0x40550 || Initializes the SIF. || ELF
|-style="background-color:#EEEFF2"
|  v1 ||  0x1000000030 || f03 || 0x100000023C  || EntryLo1 ||  0x10000002DC  || v1  || 0x102000000C
|-
|-
|   a0 || 0x1000000040 || f04  || 0x1000000240  ||  Context ||  0x10000002E0  || a0  || 0x1020000010
| EESYNC || 0x40970 || For synchronizing with the EE, at the end of IOP resets. EESYNC from DNAS images are evil; they also perform a memory wipe of the region from 0x00084000 to .0x00100000. || ELF
|-style="background-color:#EEEFF2"
|  a1 ||  0x1000000050 ||  f05 ||  0x1000000244 ||  PageMask ||  0x10000002E4  ||  a1 || 0x1020000014
|-
|-
|   a2 || 0x1000000060 ||  f06 ||  0x1000000248 ||  Wired  ||    0x10000002E8 || a2  || 0x1020000018
| EENULL || 0x40E10 ||  The idle thread (id #0) module, in ps2 loaded to 0x00081FC0. || BIN
|-style="background-color:#EEEFF2"
|  a3 ||  0x1000000070 ||  f07 || 0x100000024C  ||  rsvd7  ||    0x10000002EC ||  a3 || 0x102000001C
|-
|-
|   t0  ||  0x1000000080 ||  f08 ||  0x1000000250 ||  BadVAddr ||    0x10000002F0 ||  t0 || 0x1020000020
| PS1ID || 0x40E50 ||  Only found in newer boot ROMs || BIN
|-style="background-color:#EEEFF2"
|  t1  ||  0x1000000090 ||  f09||  0x1000000254 ||  Count  ||   0x10000002F4 ||  t1 || 0x1020000024
|-
|-
|   t2  || 0x10000000A0 || f10 ||  0x1000000258 ||  EntryHi  ||    0x10000002F8 ||  t2 || 0x1020000028
| LIBFI || 0x40E60 || Not present in the boot ROM of the SCPH-10000 and SCPH-15000. || BIN
|-style="background-color:#EEEFF2"
|  t3  || 0x10000000B0  || f11  ||  0x100000025C ||  Compare ||    0x10000002FC ||  t3 || 0x102000002C
|-
|-
|   t4  || 0x10000000C0  || f12 || 0x1000000260  ||  Status ||    0x1000000300 ||  t4 || 0x1020000030
| PS1VERJ || 0x40F50 ||  || BIN
|-style="background-color:#EEEFF2"
t5  || 0x10000000D0  ||  f13 ||  0x1000000264 ||  Cause ||    0x1000000304 ||  t5 || 0x1020000034
|-
|-
|   t6  || 0x10000000E0  ||  f14 ||  0x1000000268 ||  EPC  ||    0x1000000308 ||  t6 || 0x1020000038
| PS1VERA || 0x40F60 ||  || BIN
|-style="background-color:#EEEFF2"
t7 ||  0x10000000F0 ||  f15 ||  0x100000026C ||  PRid  ||    0x100000030C || t7  || 0x102000003C
|-
|-
|   s0 || 0x1000000100 ||  f16 || 0x1000000270 || Config ||    0x1000000310 ||  s0 || 0x1020000040
| PS1VERE || 0x40F70 ||  || BIN
|-style="background-color:#EEEFF2"
|  s1 || 0x1000000110  || f17  ||  0x1000000274 ||  Iab ||    0x1000000314 || s1 || 0x1020000044
|-
|-
|   s2 || 0x1000000120 ||  f18 ||  0x1000000278 ||  Iabm ||    0x1000000318 || s2 || 0x1020000048
| PS1VERC || 0x40F80 ||  || BIN
|-style="background-color:#EEEFF2"
|  s3 ||  0x1000000130 || f19 || 0x100000027C  ||  Dab ||    0x100000031C ||  s3 || 0x102000004C
|-
|-
|   s4 || 0x1000000140  || f20  || 0x1000000280  ||  Dabm ||    0x1000000320 || s4  || 0x1020000050
| PS1VERH || 0x40F90 ||  || BIN
|-style="background-color:#EEEFF2"
|  s5 ||  0x1000000150 || f21  ||  0x1000000284 ||  Dvm  ||    0x1000000324 || s5 || 0x1020000054
|-
|-
|   s6 || 0x1000000160 || f22 || 0x1000000288 ||  Dvbm  ||    0x1000000328 || s6  || 0x1020000058
| OSDSYS || 0x40FA0 || The browser || BIN
|-style="background-color:#EEEFF2"
|  s7 ||  0x1000000170 ||  f23 ||  0x100000028C ||  BadPAddr ||    0x100000032C ||  s7 || 0x102000005C
|-
|-
|   t8 || 0x1000000180  ||  f24 || 0x1000000290  || Debug   ||   0x1000000330 || t8  ||  0x1020000060
| - || 0x40FB0 ||  || BIN
|-style="background-color:#EEEFF2"
|  t9 ||  0x1000000190 ||  f25 ||  0x1000000294 ||  Perf  ||    0x1000000334 || t9  || 0x1020000064
|-
|-
|   k0 ||  0x10000001A0 || f26  ||  0x1000000298 ||  Pcr0 ||    0x1000000338 || k0 ||  0x1020000068
| RDRAM || 0x41000 || Provides a RDRAM test for the EE at power-on. This is run from RESET. || BIN
|-style="background-color:#EEEFF2"
|  k1 ||  0x10000001B0 || f27  || 0x100000029C  ||  Pcr1 ||    0x100000033C ||  k1 ||   0x102000006C
|-
|-
|   gp || 0x10000001C0 || f28  || 0x10000002A0 || TagLo  ||    0x1000000340 ||  gp  || 0x1020000070
| EELOADCNF || 0x43D50 || Contains the IOP boot configuration file for EELOAD. || BIN
|-style="background-color:#EEEFF2"
|  sp ||  0x10000001D0 ||  f29 || 0x10000002A4  || TagHi  ||    0x1000000344 ||  sp  || 0x1020000074
|-
|-
|   fp || 0x10000001E0 || f30 || 0x10000002A8  ||  ErrorEPC ||    0x1000000348 ||  fp || 0x1020000078
| SIFCMD || 0x43F00 || SIF command module. Contains the SIF command and SIF RPC functions. || ELF
|-style="background-color:#EEEFF2"
|  ra || 0x10000001F0  || f31  || 0x10000002AC ||  Rsvd31 ||    0x100000034C ||    ra || 0x102000007C
|-
|-
|   hi/hi1 (2x 64bit) || 0x1000000200  || fACC || 0x10000002B0 || {{cellcolors|#7698FF|#000000}}COP0 additional registers  || ||    pc || 0x102000008C   
| REBOOT || 0x46140 || The reboot service. Receives IOP reset packets from the EE, from across the SIF. || ELF
|-style="background-color:#EEEFF2"
|  lo/lo1 (2x 64bit) || 0x1000000210  || {{cellcolors|#7698FF|#000000}}FPU CTRL (FCR) ||  || real Pcr0 ||  0x1000000350 ||  hi ||0x1020000090 ??
|-
|-
|   sa  || 0x1000000220 || cp1cond  || 0x10000002B4 || real Pcr1  || 0x1000000358  ||  lo  || 0x1020000094 ??
| LOADFILE || 0x46910 || The RPC server for MODLOAD || ELF
|--style="background-color:#EEEFF2"
|    ||  ||  fpu ver ||  0x10000002B8   
|-
|-
|   ||   || fpu sticky  || 0x10000002BC   
| EECONF || 0x49070 || Loads part of the system configuration from the MECHACON EEPROM. Also configures and resets some peripherals, depending on the model version. In slimlines, and possibly on PS3 EECONF will also load the MAC address. || ELF
|--style="background-color:#EEEFF2"
|  ||  ||  fpu ctrl ||  0x10000002C0
|-
|-
|   ||   || 2CF unknown || 0x10000002C4 
| - || 0x49FF0 ||   || BIN
|-
|-
|}
| IOPBOOT || 0x4A000 || IOP bootup program || BIN
 
=== Emulator related registers ===
 
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! {{cellcolors|#7698FF|#000000}}"Fake" registers !! Address !! Notes 
|-
|-
| (?) || 0x1000000360      || Locking the value seems to cause a crash.
| - || 0x4B160 ||   || BIN
|-style="background-color:#8b9dc3"
|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 commands such as --ee-pc-coherency  or --ee-insn-flush-pc are used.<br>
Then updates are instant, right when instructions are executed. <br>
Commonly used by sceners as a way of finding troublesome offsets. Can be found in some emulators here too: 0x8000016830
|-
|-
| (?) || 0x100000036C ||
| TBIN || 0x4B800 ||  The PS1 monitor program. Seems to be the PS1 BIOS. This is started by RESET, when the IOP is in PS1 mode. || BIN
  Updated on branch/jump instructions, emulator seems to use it to store next address that will be executed.
At least in recompiler to interpreter fallback mode. During tests it shows 0x80000184
|-
|-
| Delta counter  || 0x1000000370  ||<pre>(Passed cycles, likely decrementer).  
| XSHA1 || 0x59770 || sha1 - this only present in PS3. It is used as additional antipiracy check. It seems that it calculate disc main elf checksum and compares it with some database. Config related?|| ELF
Evt check is performed on branch test when 0.
Fastforwardclock set this to 0,
advanceclock subtract value from this fake reg)</pre>
|-
|-
|Cycles ||0x1000000378||  
| XLOADFILE || 0x5A740 || Updated module || ELF
|-
|-
| (?) || 0x1000000384 || <pre>Address when last exception occurred on r5900.
| SIO2MAN || 0x5D7F0 || SIO2 manager. Provides access to the SIO2 interface. || ELF
This register most of times will hold last executed syscall address,
sometimes last tlb miss or break(if "as nop" is disabled).
Unlike the pc, this one doesn't change after a crash and has much lower latency.
Thus meaning it's better at diagnosing problems.</pre>
|-
|-
|}
| - || 0x5F420 ||   || BIN
 
=== VU0 Registers ===
 
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
{| class=wikitable style="border: none; background: none;"
! scope=col | Register
! scope=col | W
! scope=col | Z
! scope=col | Y
! scope=col | X
| rowspan=900 style="border: none; background: none;"|
! scope=col | Register
! scope=col | W
! scope=col | Z
! scope=col | Y
! scope=col | X
|-
|-
| vf00 || 0x103000000C|| 0x1030000008 || 0x1030000004||  0x1030000000|| vf17 || 0x103000011C|| 0x1030000118|| 0x1030000114||  0x1030000110
| MCSERV || 0x61340 ||  RPC server for MCMAN. || ELF
|-style="background-color:#EEEFF2"
| vf01 || 0x103000001C || 0x1030000018|| 0x1030000014||0x1030000010 || vf18 || 0x103000012C|| 0x1030000128|| 0x1030000124|| 0x1030000120
|-
|-
| vf02 || 0x103000002C|| 0x1030000028|| 0x1030000024|| 0x1030000020|| vf19 ||0x103000013C|| 0x1030000138|| 0x1030000134|| 0x1030000130
| - || 0x63040 ||   || BIN
|-style="background-color:#EEEFF2"
| vf03 || 0x103000003C||0x1030000038 ||0x1030000034 || 0x1030000030|| vf20 || 0x103000014C|| 0x1030000148|| 0x1030000144|| 0x1030000140
|-
|-
| vf04 || 0x103000004C|| 0x1030000048|| 0x1030000044|| 0x1030000040|| vf21 || 0x103000015C||0x1030000158 || 0x1030000154|| 0x1030000150
| KROMG || 0x64000 ||   || BIN
|-style="background-color:#EEEFF2"
| vf05 || 0x103000005C|| 0x1030000058|| 0x1030000054|| 0x1030000050|| vf22 || 0x103000016C|| 0x1030000168|| 0x1030000164|| 0x1030000160
|-
|-
| vf06 || 0x103000006C|| 0x1030000068 || 0x1030000064|| 0x1030000060|| vf23 || 0x103000017C||0x1030000178 || 0x1030000174||0x1030000170
| - || 0x65CC0 ||   || BIN
|-style="background-color:#EEEFF2"
| vf07 || 0x103000007C|| 0x1030000078 || 0x1030000074|| 0x1030000070|| vf24 ||0x103000018C || 0x1030000188|| 0x1030000184||0x1030000180
|-
|-
| vf08 || 0x103000008C|| 0x1030000088|| 0x1030000084|| 0x1030000080|| vf25 || 0x103000019C || 0x1030000198||0x1030000194 ||0x1030000190
| KROM || 0x66000 || Kanji ROM? Not sure where this is used. || BIN
|-style="background-color:#EEEFF2"
| vf09 || 0x103000009C ||0x1030000098||0x1030000094 || 0x1030000090|| vf26 || 0x10300001AC|| 0x10300001A8||0x10300001A4||0x10300001A0
|-
|-
| vf10|| 0x10300000AC|| 0x10300000A8|| 0x10300000A4|| 0x10300000A0|| vf27 || 0x10300001BC||0x10300001B8 ||0x10300001B4||0x10300001B0
| - || 0x7FE70 ||   || BIN
|-style="background-color:#EEEFF2"
| vf11 || 0x10300000BC|| 0x10300000B8|| 0x10300000B4||0x10300000B0 || vf28 || 0x10300001CC||0x10300001C8 || 0x10300001C4||0x10300001C0
|-
|-
| vf12 ||0x10300000CC || 0x10300000C8||0x10300000C4 || 0x10300000C0|| vf29 || 0x10300001DC||0x10300001D8 ||0x10300001D4 ||0x10300001D0
| ROMVER || 0x7FF00 || ROM version. || BIN
|-style="background-color:#EEEFF2"
| vf13 || 0x10300000DC|| 0x10300000D8|| 0x10300000D4|| 0x10300000D0|| vf30 || 0x10300001EC|| 0x10300001E8|| 0x10300001E4||0x10300001E0
|-
|-
| vf14 || 0x10300000EC||0x10300000E8 || 0x10300000E4|| 0x10300000E0|| vf31 || 0x10300001FC|| 0x10300001F8|| 0x10300001F4||0x10300001F0
| - || 0x7FF10 ||   || BIN
|-style="background-color:#EEEFF2"
| vf15 || 0x10300000FC|| 0x10300000F8|| 0x10300000F4|| 0x10300000F0|| ACC || 0x103000020C|| 0x1030000208||0x1030000204 || 0x1030000200
|-
|-
| vf16 || 0x103000010C ||0x1030000108 || 0x1030000104|| 0x1030000100
| VERSTR || 0x7FF30 || Version string. Probably PS1 ROM will use this because that this string is also present in PlayStation consoles. || BIN
|-
|-
|}
| - || 0x7FF90 ||   || BIN
 
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
{| class=wikitable style="border: none; background: none;"
! scope=col | Register
! scope=col | Address
| rowspan=900 style="border: none; background: none;"|
! scope=col | Register
! scope=col | Address
|-
| vi00 || 0x1030000210 ||Status|| 0x1030000310??
|-style="background-color:#EEEFF2"
| vi01 || 0x1030000220  || MACflag || 0x1030000320??
|-
|-
| vi02|| 0x1030000230  || Clipflag || 0x1030000330??
| ROMGSCRT || 0x80000 ||   || BIN
|-style="background-color:#EEEFF2"
|  vi03||  0x1030000240 || c2c19 || 0x1030000340??
|-
|-
| vi04|| 0x1030000250 || R || 0x1030000350??
| NCDVDMAN || 0x82D30 || It seems to be a heavily stripped-down CDVDMAN module, with no support for some S-command functions like sceCdRI. || ELF
|-style="background-color:#EEEFF2"
|  vi05|| 0x1030000260  || I || 0x1030000360
|-
|-
| vi06|| 0x1030000270 || Q || 0x1030000590
| SECRMAN || 0x8F770 || Security Manager. Signing is NOT done with the one in ROM, but with a special version that comes with the utility discs. Looks like PS3 units have a different SECRMAN module from retail sets, similar to PS2 TOOL one. || ELF
|-style="background-color:#EEEFF2"
|  vi07||  0x1030000280 || c2c23 || 0x1030000380??
|-
|-
| vi08|| 0x1030000290 || c2c24 || 0x1030000390??
| MCMAN || 0x93C30 || Memory Card Manager. || ELF
|-style="background-color:#EEEFF2"
|  vi09||  0x10300002A0 || c2c25 || 0x10300003A0??
|-
|-
| vi10|| 0x10300002B0 || TPC || 0x10300003B0
| PADMAN || 0xA30C0 || Pad manager. || ELF
|-style="background-color:#EEEFF2"
|  vi11||  0x10300002C0|| CMSAR0 || 0x10300003C0??
|-
|-
| vi12|| 0x10300002D0 || FBRST || 0x10300003D0
| CDVDMAN || 0xAC810 || The CD/DVD manager. || ELF
|-style="background-color:#EEEFF2"
|  vi13||  0x10300002E0 || VPU-STAT || 0x10300003E0??
|-
|-
| vi14|| 0x10300002F0 || CMSAR1 || 0x10300003F0??
| CDVDFSV || 0xB4BC0 || The RPC server for CDVDMAN. || ELF
|-style="background-color:#EEEFF2"
|  vi15||  0x1030000300 || c2c30 || 0x1030000400??
|-
|-
|}
| FILEIO || 0xBCF80 || RPC server for IOMAN. Sony has greatly changed the semantics and design of FILEIO after some point. Connecting an old FILEIO EE RPC client to a newer server will result in a severe IOP crash. || ELF
=== VU1 Registers ===
 
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
{| class=wikitable style="border: none; background: none;"
! scope=col | Register
! scope=col | W
! scope=col | Z
! scope=col | Y
! scope=col | X
| rowspan=900 style="border: none; background: none;"|
! scope=col | Register
! scope=col | W
! scope=col | Z
! scope=col | Y
! scope=col | X
|-
|-
| vf00 || 0x104000000C|| 0x1040000008 || 0x1040000004||  0x1040000000|| vf17 || 0x104000011C|| 0x1040000118|| 0x1040000114||  0x1040000110
| CLEARSPU || 0xBF080 || Seems to clear/reset the SPU, but is known to cause crashes under some conditions. Not sure if it's buggy or not. Only used by the OSDSYS of the SCPH-10000 and SCPH-15000, probably retained for backward-compatibility. || ELF
|-style="background-color:#EEEFF2"
| vf01 || 0x104000001C || 0x1040000018|| 0x1040000014||0x1040000010 || vf18 || 0x104000012C|| 0x1040000128|| 0x1040000124|| 0x1040000120
|-
|-
| vf02 || 0x104000002C|| 0x1040000028|| 0x1040000024|| 0x1040000020|| vf19 ||0x104000013C|| 0x1040000138|| 0x1040000134|| 0x1040000130
| UDNL || 0xC0CC0 || It is responsible for selecting the modules and starting the IOP, during the final phase of the IOP reset where the desired modules are to be loaded into the IOP. || ELF
|-style="background-color:#EEEFF2"
| vf03 || 0x104000003C||0x1040000038 ||0x1040000034 || 0x1040000030|| vf20 || 0x104000014C|| 0x1040000148|| 0x1040000144|| 0x1040000140
|-
|-
| vf04 || 0x104000004C|| 0x1040000048|| 0x1040000044|| 0x1040000040|| vf21 || 0x104000015C||0x1040000158 || 0x1040000154|| 0x1040000150
| IGREETING || 0xC2BC0 || Displays boot information (i.e. IOP boot type, EBOOTP, IBOOTP, switch positions for DSW602 and the type of DSW602 board installed || ELF
|-style="background-color:#EEEFF2"
| vf05 || 0x104000005C|| 0x1040000058|| 0x1040000054|| 0x1040000050|| vf22 || 0x104000016C|| 0x1040000168|| 0x1040000164|| 0x1040000160
|-
|-
| vf06 || 0x104000006C|| 0x1040000068 || 0x1040000064|| 0x1040000060|| vf23 || 0x104000017C||0x1040000178 || 0x1040000174||0x1040000170
| EELOAD || 0xC3C20 || The EE ELF loader, which is loaded by LoadExecPS2() to 0x00082000 in PS2 for loading ELFs. || BIN
|-style="background-color:#EEEFF2"
| vf07 || 0x104000007C|| 0x1040000078 || 0x1040000074|| 0x1040000070|| vf24 ||0x104000018C || 0x1040000188|| 0x1040000184||0x1040000180
|-
|-
| vf08 || 0x104000008C|| 0x1040000088|| 0x1040000084|| 0x1040000080|| vf25 || 0x104000019C || 0x1040000198||0x1040000194 ||0x1040000190
| XCDVDMAN || 0xD2DA0 || cdvd_driver - Updated module || ELF
|-style="background-color:#EEEFF2"
| vf09 || 0x104000009C ||0x1040000098||0x1040000094 || 0x1040000090|| vf26 || 0x10400001AC|| 0x10400001A8||0x10400001A4||0x10400001A0
|-
|-
| vf10|| 0x10400000AC|| 0x10400000A8|| 0x10400000A4|| 0x10400000A0|| vf27 || 0x10400001BC||0x10400001B8 ||0x10400001B4||0x10400001B0
| XCDVDFSV || 0xE1B30 || cdvd_ee_driver - Updated module || ELF
|-style="background-color:#EEEFF2"
| vf11 || 0x10400000BC|| 0x10400000B8|| 0x10400000B4||0x10400000B0 || vf28 || 0x10400001CC||0x10400001C8 || 0x10400001C4||0x10400001C0
|-
|-
| vf12 ||0x10400000CC || 0x10400000C8||0x10400000C4 || 0x10400000C0|| vf29 || 0x10400001DC||0x10400001D8 ||0x10400001D4 ||0x10400001D0
| OSDSND || 0xEFF60 || OSD sound library. This is actually the tentative sound driver, which is called "librspu2" in the Sony SDK. || ELF
|-style="background-color:#EEEFF2"
| vf13 || 0x10400000DC|| 0x10400000D8|| 0x10400000D4|| 0x10400000D0|| vf30 || 0x10400001EC|| 0x10400001E8|| 0x10400001E4||0x10400001E0
|-
|-
| vf14 || 0x10400000EC||0x10400000E8 || 0x10400000E4|| 0x10400000E0|| vf31 || 0x10400001FC|| 0x10400001F8|| 0x10400001F4||0x10400001F0
| PS2LOGO || 0x11ABB0 || Displays the PlayStation 2 logo from the inserted disc. For newer consoles, if the logo cannot be decrypted properly, it will fall back to the browser. Not actually required to boot games, but the Sony OSDSYS boots PS2 games through this program. || ELF
|-style="background-color:#EEEFF2"
| vf15 || 0x10400000FC|| 0x10400000F8|| 0x10400000F4|| 0x10400000F0|| ACC || 0x104000020C|| 0x1040000208||0x1040000204 || 0x1040000200
|-
|-
| vf16 || 0x104000010C ||0x1040000108 || 0x1040000104|| 0x1040000100
| XPARAM2 || 0x137500 || File store per title settings for IOP emulation (XPARAM available also in real PS2 since 750XX where Deckard powerPC was introduced) || ELF
|-
|-
|}
| OSDSYS || 0x139A00 ||  The browser || BIN
 
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
{| class=wikitable style="border: none; background: none;"
! scope=col | Register
! scope=col | Address
| rowspan=900 style="border: none; background: none;"|
! scope=col | Register
! scope=col | Address
|-
| vi00 || 0x1040000210 ||vi16|| 0x1040000310??
|-style="background-color:#EEEFF2"
| vi01 || 0x1040000220 || vi17 || 0x1040000320??
|-
|-
| vi02|| 0x1040000230  || vi18 || 0x1040000330??
| PIOPRP || 0x177880 || Present in the PS3 ps2_(gx/soft/net)emu; contains version 3.1.0 of the IOP software (compared to version 1.3.4 on the root). || BIN
|-style="background-color:#EEEFF2"
|  vi03||  0x1040000240 || vi19 || 0x1040000340??
|-
|  vi04||  0x1040000250 ||  vi20 || 0x1040000350??
|-style="background-color:#EEEFF2"
|  vi05|| 0x1040000260  || vi21 || 0x1040000360
|-
| vi06||  0x1040000270 || vi22 || 0x1040000370??
|-style="background-color:#EEEFF2"
|  vi07||  0x1040000280 || vi23 || 0x1040000380??
|-
|  vi08||  0x1040000290 || vi24 || 0x1040000390??
|-style="background-color:#EEEFF2"
|  vi09||  0x10400002A0 || vi25 || 0x10400003A0??
|-
|  vi10||  0x10400002B0 || vi26 || 0x10400003B0
|-style="background-color:#EEEFF2"
|  vi11||  0x10400002C0|| vi27 || 0x10400003C0??
|-
|  vi12||  0x10400002D0 || vi28 || 0x10400003D0
|-style="background-color:#EEEFF2"
|  vi13||  0x10400002E0 || vi29 || 0x10400003E0??
|-
|  vi14||  0x10400002F0 || vi30 || 0x10400003F0??
|-style="background-color:#EEEFF2"
|  vi15||  0x1040000300 || vi31 || 0x1040000400??
|-
|-
| KERNEL || 0x1BB7E0 || The EE kernel || BIN
|}
|}
Description source: https://gist.github.com/uyjulian/25291080f083987d3f3c134f593483c5


= Open CL and Floats =
== Game_ID/DiscID in PS20220WD20050620.crack ==


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].
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.  


== CPU ==
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.


{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
{| class="wikitable sortable" ||
! Info !! Value
|-  
! Command !! Name
|-
|-
| Device Name                                ||   CXD90026AG - DG1002FGF84HT
| 0x00 || TITLE_MASK
|-
|-
| Device Vendor                              ||   AuthenticAMD
| 0x01 || SIO2_MASK
|-
|-
| Device Vendor ID                            ||   0x1022
| 0x02 || DEV9_MASK
|-
|-
| Device OpenCL C Version                    ||   OpenCL C 1.2 pocl
| 0x03 || USB_MASK
|-
|-
| Device Type                                ||   CPU
| 0x04 || SIF_DMA_SYNC
|-
|-
| Max compute units                          ||   8
| 0x05 || SIF_DMA_LOAD
|-
|-
| Max work item dimensions                    ||   3
| 0x06 || DMAC_CH10_INT_DELAY
|-
|-
| Max work item sizes                        ||   4096x4096x4096
| 0x07 || MECHA_RECOGTIME
|-
|-
| Max work group size                        ||   4096
| 0x08 || CPU_DELAY
|-
|-
| Preferred work group size multiple          ||   8
| 0x09 || DEV5_INT_SPEED
|-
|-
! Half-precision Floating-point support      !!  (n/a)
| 0x0A || CDVD_READ_DELAY
|-
|-
! Single-precision Floating-point support    !!  (core)
| 0x0B || SPU2_BEHAVIOR
|-
|-
| Denormals                                  || Yes
|}
 
{| class="wikitable sortable" ||
|-
! ID !! Title !! Command !! Value !! Remarks
|-
|PBPX_952.01 || DVD Utility Disc Version 1.00                                        || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
| Infinity and NANs                          || Yes
|PBPX_952.02 || DVD Utility Disc Version 1.01                                        || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
| Round to nearest                            || Yes
|PBPX_952.03 || DVD Utility Disc Version 1.01                                        || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
| Round to zero                              || Yes
|PBPX_952.06 || DVD Player (Version 2.01)                                            || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
| Round to infinity                          || Yes
|PBPX_952.07 || DVD Player (Version 2.10)                                            || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
| IEEE754-2008 fused multiply-add            || No
|PBPX_952.08 || DVD Player (Version 2.10)                                            || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
| Support is emulated in software            || No
|PBPX_952.09 || DVD Player (Version 2.10)                                            || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
| Correctly-rounded divide and sqrt operations|| Yes
|PBPX_952.10 || DVD Utility Disc Version 2.10                                        || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
! Double-precision Floating-point support    !!  (cl_khr_fp64)
|PBPX_952.11 || DVD Utility Disc Version 1.00                                        || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
| Denormals                                  || Yes
|PBPX_952.21 || DVD Player (Version 2.12)                                            || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
| Infinity and NANs                          || Yes
|PBPX_952.22 || DVD Player (Version 2.14)                                            || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
| Round to nearest                            || Yes
|PBPX_952.24 || DVD Player (Version 2.16)                                            || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
| Round to zero                              || Yes
|PBPX_952.28 ||                                                                     || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|PBPX_952.35 ||                                                                      || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
| Round to infinity                          || Yes
|PBPX_952.39 || Online Start Up Disc v3.0                                            || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
| IEEE754-2008 fused multiply-add            || Yes
|PBPX_955.01 || Linux for PS2 Beta Release 1                                        || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
| Support is emulated in software            || No
|PBPX_955.07 || Playstation 2 Linux Runtime Environment v1.0 (Disc 1)                || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
! Execution capabilities                      !!
|PBPX_955.09 || Linux for PS2 Release 1.0                                            || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
| Run OpenCL kernels                          || Yes
|PBPX_955.18 ||                                                                     || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
| Run native kernels                          || Yes
|PDPX_991.09 || DVD Player (Version 3.04)                                            || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
| SPIR versions                              || 1.2
|PSXC_002.01 || PSX Update Disc 1.10                                                || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
| Device Extensions                          ||   <div align="left"><pre> cl_khr_byte_addressable_store
|PSXC_002.02 || PSX Update Disc 1.20                                                || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
cl_khr_global_int32_base_atomics
cl_khr_global_int32_extended_atomics
cl_khr_local_int32_base_atomics
cl_khr_local_int32_extended_atomics
cl_khr_3d_image_writes
cl_khr_spir
cl_khr_fp64
cl_khr_int64_base_atomics
cl_khr_int64_extended_atomics </pre></div>
|-
|-
|}
|PSXC_002.03 || PSX Update Disc 1.31                                                || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
 
== GPU ==
 
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Info !! Values
|-
|-
|Device Name                                  ||   AMD LIVERPOOL
|PTPX_970.38 ||                                                                     || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
|Device Vendor                                ||   AMD
|SCAJ_201.25 || Tekken 5                                                            || 0x0B || 0x40000000 || SPU2_BEHAVIOR
|-
|-
|Device Vendor ID                            ||   0x1002
|SCAJ_201.26 || Tekken 5                                                            || 0x0B || 0x40000000 || SPU2_BEHAVIOR
|-
|-
|Device Version                                || OpenCL 1.1
|SCES_532.02 || Tekken 5                                                            || 0x0B || 0x40000000 || SPU2_BEHAVIOR
|-
|-
|Device OpenCL C Version                      || OpenCL C 1.1
|SCKA_200.49 || Tekken 5                                                            || 0x0B || 0x40000000 || SPU2_BEHAVIOR
|-
|-
|Device Type                                  ||  GPU
|SCPM_621.15 ||                                                                      || 0x00 ||  0x1000000 || TITLE_MASK
|-
|-
|Max compute units                            ||  18
|SCPM_621.16 ||                                                                      || 0x00 ||  0x1000000 || TITLE_MASK
|-
|-
|Max work item dimensions                      || 3
|SCPN_601.01 || PlayStation BB Navigator (Version 0.10)                              || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
|Max work item sizes                          || 256x256x256
|SCPN_601.30 || PlayStation BB Navigator (Version 0.20)                              || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
|Max work group size                            || 256
|SCPN_601.40 || PlayStation BB Navigator (Version 0.30)                              || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
|Compiler Available                             || Yes
|SCPN_601.50 || PlayStation BB Navigator (Version 0.31)                             || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
|Preferred work group size multiple            || 64
|SCPN_601.60 || PlayStation BB Navigator (Version 0.32)                              || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
!Half-precision Floating-point support        !!  (cl_khr_fp16)
|SCPS_110.01 || I.Q. Remix                                                          || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
|Denormals                                    || No
|SCPS_110.10 || Yoake no Mariko (Performance Pack Edition)                          || 0x01 ||    0x1800 || SIO2_MASK
|-
|-
|Infinity and NANs                            || Yes
|SCPS_110.18 || Yoake no Mariko                                                      || 0x01 ||    0x1800 || SIO2_MASK
|-
|-
|Round to nearest                              || Yes
|SCPS_110.21 || Yoake no Mariko 2nd Act (Limited Edition)                            || 0x01 ||    0x1800 || SIO2_MASK
|-
|-
|Round to zero                                || No
|SCPS_110.22 || Yoake no Mariko 2nd Act                                              || 0x01 ||    0x1800 || SIO2_MASK
|-
|-
|Round to infinity                            || No
|SCPS_150.38 || Lifeline                                                            || 0x0A ||    0x80300 || CDVD_READ_DELAY
|-
|-
|IEEE754-2008 fused multiply-add              || No
|SCPS_150.39 || Lifeline                                                            || 0x0A ||    0x80300 || CDVD_READ_DELAY
|-
|-
|Support is emulated in software              || No
|SCPS_170.01 || Gran Turismo 4                                                      || 0x0B || 0x10000000 || SPU2_BEHAVIOR
|-
|-
!Single-precision Floating-point support    !!    (core)
|SCPS_175.01 || Linux (for PlayStation2) Release 1.0                                || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
|Denormals                                    || No
|SCPS_200.39 ||                                                                     || 0x00 ||  0x4000000 || TITLE_MASK
|-
|-
|Infinity and NANs                            || Yes
|SCUS_971.67 || PaRappa the Rapper 2                                                || 0x04 ||    0x2000 || SIF_DMA_SYNC
|-
|-
|Round to nearest                              || Yes
|SCUS_972.69 || Final Fantasy XI [Disc 2]                                            || 0x02 ||        0xB || DEV9_MASK
|-
|-
|Round to zero                                || No
|SLES_500.48 || Donald Duck: Quack Attack                                            || 0x01 ||      0x800 || SIO2_MASK
|-
|-
|Round to infinity                            || No
|SLES_500.62 || Orphen: Scion of Sorcery                                            || 0x08 ||      0xC1C || CPU_DELAY
|-
|-
|IEEE754-2008 fused multiply-add              || No
|SLES_503.64 || City Crisis                                                          || 0x0A ||    0x80BB8 || CDVD_READ_DELAY
|-
|-
|Support is emulated in software              || No
|SLES_504.46 || Shadow Man 2: The Second Coming                                      || 0x0A ||    0x80600 || CDVD_READ_DELAY
|-
|-
|Correctly-rounded divide and sqrt operations  || No
|SLES_505.40 || Simpsons: Road Rage                                                  || 0x01 ||      0x800 || SIO2_MASK
|-
|-
!Double-precision Floating-point support      !!  (cl_khr_fp64)
|SLES_506.08 || Shadow Man 2: The Second Coming                                      || 0x0A ||    0x80600 || CDVD_READ_DELAY
|-
|SLES_506.28 || Simpsons: Road Rage                                                  || 0x01 ||      0x800 || SIO2_MASK
|-
|SLES_507.28 || Tiger Woods PGA Tour 2002                                            || 0x0A ||    0x803E8 || CDVD_READ_DELAY
|-
|-
|Denormals                                    || Yes
|SLES_507.29 ||                                                                     || 0x0A ||    0x803E8 || CDVD_READ_DELAY
|-
|-
|Infinity and NANs                            || Yes
|SLES_512.82 || Tiger Woods PGA Tour 2003                                            || 0x0A ||    0x803E8 || CDVD_READ_DELAY
|-
|-
|Round to nearest                              || Yes
|SLES_514.79 || Def Jam Vendetta                                                    || 0x01 ||      0x802 || SIO2_MASK
|-
|-
|Round to zero                                || Yes
|SLES_518.41 || SpyHunter 2                                                          || 0x01 ||      0x800 || SIO2_MASK
|-
|-
|Round to infinity                            || Yes
|SLES_518.44 || Time Crisis 3                                                        || 0x01 ||      0x800 || SIO2_MASK
|-
|-
|IEEE754-2008 fused multiply-add              || Yes
|SLES_519.97 || SWAT: Global Strike Team                                            || 0x01 ||      0x800 || SIO2_MASK
|-
|-
|Support is emulated in software              || No
|SLES_520.97 || SWAT: Global Strike Force                                            || 0x01 ||      0x800 || SIO2_MASK
|-
|-
!Execution capabilities !!
|SLES_530.37 || Super Monkey Ball Deluxe                                            || 0x01 ||      0x802 || SIO2_MASK
|-
|-
|Run OpenCL kernels                            || Yes
|SLES_536.68 || Micro Machines v4                                                    || 0x01 ||      0x801 || SIO2_MASK
|-
|-
|Run native kernels                            || No
|SLES_537.55 || Castlevania: Curse of Darkness                                      || 0x04 ||      0x10 || SIF_DMA_SYNC
|-
|-
|Device Extensions                              || <div align="left"><pre>cl_khr_byte_addressable_store
|SLES_537.96 || FIFA Street 2                                                        || 0x01 ||    0x1800 || SIO2_MASK
cl_khr_byte_addressable_store
cl_khr_global_int32_base_atomics
cl_khr_global_int32_extended_atomics
cl_khr_local_int32_base_atomics
cl_khr_local_int32_extended_atomics
cl_khr_int64_base_atomics
cl_khr_int64_extended_atomics
cl_khr_fp64
cl_khr_fp16</pre></div>
|-
|-
|}
|SLPM_620.42 || Kurogane no Houkou: Warship Commander                                || 0x01 ||    0x3000 || SIO2_MASK
 
= PS3 Configuration support =
 
<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:
 
--lopnor-config=1
--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.
</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.
For example, the Rayman 3 configuration does not work due to the command being unsupported on PS4.
Command 0x07 is NOT recognized, but can be manually translated to CLI configuration (to "--vu-xgkick-delay=value").
Same goes for command 0x11 (--vu0-accurate-addsub-range can be used).
</pre>
 
*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
*A PS4 log from loading that kind of config: https://pastebin.com/ZpUyU8DE
 
= Known issues =
 
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Issue !! Games affected !! Solution !! Description
|-
|-
| 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 ||  
|SLPM_620.62 || Gitaroo Man One                                                      || 0x0A ||   0x80540 || CDVD_READ_DELAY
|-
|-
| Missing COP2 pipeline emulation. || [https://github.com/PCSX2/pcsx2/issues/4439 other games affected by COP2 timing]  || Rearranging code through lua patches. || While COP2 is a part of EE, in terms of emulation it's a separate processor that can run on its own. Consequently, some operations take a long time while EE still minds own its business. Some games abuse this and do their own thing, knowing that COP2 calculation takes an expected number of cycles. On this emu, every COP2 opcode is instant, which break games that expect it to take some time.
|SLPM_621.05 || Taikou Risshiden IV                                                  || 0x09 || 0x2B47000A || DEV5_INT_SPEED
|-
|-
| 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, setting the value of 5 to ee cycle scalar, and patches to rearrange code. Most of the time, it will be CTC2/QMTC2 instructions with interlock that are affected. || Emulator kickstarts VU0 for 256 cycles, while reporting that 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 a 256 cycles kickstart is too much even on the correct speed. Later things just got worse. This issue can be partially replicated on Pcsx2 if you overclock the EE by +3
|SLPM_621.24 || Ready 2 Rumble Boxing: Round 2                                       || 0x08 ||     0x1388 || CPU_DELAY
|-
|-
| FPU/VU math inaccuracies. || Koun, Tony hawk games, Devil may cry 3, Gun, TY the Tasmanian Tiger 3, Beyond Good & Evil, MTX Mototrax, Max payne, Bully, Jackie chan adventures, Wild arms 3, Pac-man World 3, Gran turismo 4, Many others  || Lua patches to the EE memory, accurate math commands. || PS2 use really obscure floating point math, only one guard bit is used in calculations. PCSX2 hack it with different rounding modes, emu on ps4 fix it with soft floats, usually applied per offset. Sometime with patches directly to affected code (THPS engine).
|SLPM_621.25 || Gauntlet: Dark Legacy                                                || 0x08 ||      0xC1C || CPU_DELAY
<br>Worth to note that pcsx2 by default apply "accurate add/sub" for every single FPU opcode, and only to fpu opcodes. That why sometimes we need to use accurate add/sub while pcsx2 is happy at default settings.
|-
|-
| M-Bit support is broken || '''Every game that uses M-Bit'''. Totally Spies! Totally Party, Mike Tyson Heavyweight Boxing, My Street, Crash Twinsanity, Marvel Nemesis, Panzer Elite Action - Fields of Glory, Super Monkey Ball Adventure, most Eko Software games, and many more. [https://github.com/PCSX2/pcsx2/pull/3593] || Lua patches to the EE memory || While emulator respect m-bit, way that VU0 work on it make it broken most of times (check "VU0 is not running in sync with EE core" issue).
|SLPM_621.25 || Gauntlet: Dark Legacy                                                || 0x09 || 0x2B470005 || DEV5_INT_SPEED
|-
|-
| Multitap doesn't support all games || Urban reign, Digimon Rumble Arena 2, 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.
|SLPM_621.35 || Final Fantasy: XI (Beta Version)                                    || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
| DMA writes when busy signal is engaged || Ratchet and clank games, Metal gear solid 2, others || None yet || AKA eetiminghack
|SLPM_621.54 || DDRMAX Dance Dance Revolution 6thMix                                || 0x08 ||     0x1A5E || CPU_DELAY
|-
|-
|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
|SLPM_622.39 || Supercar Street Challenge                                            || 0x0A ||   0x80300 || CDVD_READ_DELAY
|-
|-
|Reading VU TPC registers returns wrong values || Street Fighter 3 EX(VU0), R: Racing Revolution(VU0), Spiderman 3 (VU0, in T-Bit handler...), Edge of Reality games(VU1) || Patches in lua. || In this emu TPC stores full addresses, which is wrong. Real hardware keep there addr >> 3. Worth noting that EoR games read VU1 TPC in a nasty way, accessing 0x43A0(VU1 TPC) from COP2 code.
|SLPM_623.69 || Karaoke Revolution: J-Pop Vol.1                                      || 0x08 ||     0x1388 || CPU_DELAY
|-
|-
|VIF command interrupts handled before VIFn_CODE is updated. || Onimusha Blade Warriors || Fixed by patch in intr handler. || This is very specific case because Onimusha check VIFn_CODE register in interrupt handler and do nothing if code is not 0x80 (NOP with I). But VIFn_CODE seems to be updated after interrupt is handled. This practically makes everything out of sync later as interrupts are happening, but handler does nothing about them.
|SLPM_623.79 || Karaoke Revolution: J-Pop Vol.2                                      || 0x08 ||     0x1388 || CPU_DELAY
|-
|-
| CDVD register 0x1F402038 (KeysValid) return wrong result. || Every "SCCS" game || Patches in lua. || Likely specific to NTSC-C releases, because that region uses special SDK. This issue makes cdvdman become stuck on any request because it thinks that the cdvd key is invalid.
|SLPM_623.80 || Karaoke Revolution: J-Pop Vol.3                                      || 0x08 ||     0x1388 || CPU_DELAY
|-
|-
| 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.
|SLPM_623.81 || Karaoke Revolution: J-Pop Vol.4                                      || 0x08 ||     0x1388 || CPU_DELAY
|-
|-
| Corrupted SIF0 transfer when not full QW is send by IOP || True Crime: LA, PDC DC 2008, Street Racing Syndicate(1.03) || Patches in lua. || IOP is able to send words by SIF0, EE DMAC can only transfer Quadwords. When IOP send not full QW real hardware use whatever was in buffer from previous transfer for missing words (only words that are requested by iop are overwritten in transfer buffer). Emu probably memset 0 that part.
|SLPM_623.82 || Karaoke Revolution: Love & Ballad                                    || 0x08 ||     0x1388 || CPU_DELAY
|-
|-
|}
|SLPM_623.83 || Karaoke Revolution: Night Selection 2003                            || 0x08 ||    0x1388 || CPU_DELAY
 
= Unconfirmed or unknown issues (vodoo/speculation) =
 
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Issue !! Games affected !! Solution !! Description
|-
|-
| Inaccurate GIF timing || The Matrix: Path of Neo, Tenchu - Fatal Shadows, Batman begins, and possibly many more! || LUA patches, or hooking schedulerdelayevent on an affected offset ||
|SLPM_624.14 || Karaoke Revolution: Dreams & Memories                                || 0x08 ||     0x1388 || CPU_DELAY
|-
|-
| (CDVD -> IOP -> EE) timing inaccuracy || The Simpsons, Bee Movie, Robot Alchemic Drive, Raw Danger!, Wild ARMS 4, Genji dawn of the samurai, Dragon ball z budokai tenkaichi 1, Shadowman(Textures), God of war (Music), Ratchet and clank size matters (Music), every game that's listed to require CDVD_READ_DELAY. || IOP, EE, CDVD CLI commands, Lua patches, and even VU1 commands. || The IOP is set by default to run 2x faster than it's designed, and what it's designed at is likely incorrect in the first place. Likewise with CDVD, making it hard to recognize the correct speed. Users may encounter frozen or distorted audio, games irresponsive to input, and frozen fmvs repeating the same frame and sound they were stuck at. Red Dead Revolver is an official release affected by this issue.
|SLPM_624.37 || Suisui Sweet: Amai Ai no Mitsukekata                                || 0x0B || 0x40000000 || SPU2_BEHAVIOR
|-
|-
| IPU emulation inaccuracy || Burnout 3, Tony Hawk's Underground, Onimusha Dawn of Dreams || ? ||  
|SLPM_624.50 || Karaoke Revolution: Anime Song Selection                            || 0x08 ||     0x1388 || CPU_DELAY
|-
|-
| Inaccurate hsync rate/bad ipu timing || Bee movie, Never7, Tomb Raider: The Angel of Darkness, ESPN - NBA 2K5 || Underclocking/overclocking the EE, limiting the fps, and LUA patches. || Because the video goes out of sync either initially or midpoint, the game freezes at whatever frame it was at, repeating the exact same audio over and over again, or in some cases skipping parts of it and continuing normally. This is a timing issue that can be the result of more than one thing. As such, the cause can be one thing, or a combination of things going wrong. Predicting the cause can be a challenge, as PCSX2 is also affected by this issue, albeit at a lesser degree.
|SLPM_624.51 || Karaoke Revolution: J-Pop Vol.5                                      || 0x08 ||    0x1388 || CPU_DELAY
|-
|-
|}
|SLPM_624.54 || Karaoke Revolution: J-Pop Vol.6                                      || 0x08 ||    0x1388 || CPU_DELAY
 
= PS2 Bios =
 
== 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.
 
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]].
 
'''More about the PS2 BIOS'''
<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 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.
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.
 
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.
</pre>
 
'''PS2 BIOS file information:'''
<pre>
File name: PS20220WD20050620.crack
MD5: 83AD2B530C9C102A561BA1CDC6D996D5
</pre>
 
== Files inside ROM image ==
 
{| class="wikitable" style="font-size:small;"
! File !! Offset in exported bin !! Description !! File type (exportable)
|-
|-
| RESET || 0x00 || Bootstrap code for the EE and IOP. || BIN
|SLPM_624.55 || Karaoke Revolution: J-Pop Vol.7                                      || 0x08 ||    0x1388 || CPU_DELAY
|-
|-
| ROMDIR || 0x2780 || The ROMDIR part of the ROM image, which provides information on the location and name of files contained in the image. || BIN
|SLPM_624.56 || Karaoke Revolution: J-Pop Vol.8                                      || 0x08 ||    0x1388 || CPU_DELAY
|-
|-
| EXTINFO || 0x2CC0 || Contains the "EXTINFO" for all files in the ROM image. || BIN
|SLPM_624.57 || Karaoke Revolution: Snow & Party                                    || 0x08 ||     0x1388 || CPU_DELAY
|-
|-
| SBIN || 0x3330 || Seems to be the pad controller library for the PS1 monitor. || BIN
|SLPM_624.64 || Pop'n Taisen Pazurudame Online                                      || 0x08 ||     0x1F40 || CPU_DELAY
|-
|-
| LOGO || 0xA2D0 || PS1 logo? || BIN
|SLPM_624.79 || Karaoke Revolution: J-Pop Vol.9                                      || 0x08 ||     0x1388 || CPU_DELAY
|-
|-
| IOPBTCONF || 00x1EA20 || Boot configuration file for the IOP, during the final phase of the IOP reset. If no UDNL module is specified, the IOP will only have a single IOP reset in the reboot process, with the modules listed in IOPBTCONF.  || BIN
|SLPM_624.91 || Mega Man: The Power Battle                                          || 0x04 ||    0x2000 || SIF_DMA_SYNC
|-
|-
| IOPBTCON2 || 0x1EB10 || Boot configuration file for the IOP, for the first phase of the IOP reset (before UDNL is loaded). || BIN
|SLPM_624.92 || Karaoke Revolution: Kids Song Selection                              || 0x08 ||     0x1388 || CPU_DELAY
|-
|-
| SYSMEM || 0x1EBE0 || System Memory Manager. || ELF
|SLPM_625.28 || Karaoke Revolution: Kazoku Idol Sengen (Bundle Edition)              || 0x08 ||     0x1388 || CPU_DELAY
|-
|-
| LOADCORE || 0x1FE00 || The core of IOP module loading. Provides the lowest level of IOP module loading functions. Also handles the startup of the IOP. || ELF
|SLPM_625.29 || Karaoke Revolution: Kazoku Idol Sengen                              || 0x08 ||     0x1388 || CPU_DELAY
|-
|-
| EXCEPMAN || 0x22380 || Exception manager. || ELF
|SLPM_650.86 || A Visual Mix: Ayumi Hamasaki Dome Tour 2001 (Disc 1)                || 0x08 ||     0x1450 || CPU_DELAY
|-
|-
| INTRMANP || 0x22F60 || Interrupt Manager. According to wisi, it is for PS mode. || ELF
|SLPM_650.87 || A Visual Mix: Ayumi Hamasaki Dome Tour 2001 (Disc 2)                || 0x08 ||    0x1450 || CPU_DELAY
|-
|-
| INTRMANI || 0x24970 || Interrupt Manager. According to wisi, it is for IOP mode. || ELF
|SLPM_650.90 || Spy Hunter                                                          || 0x01 ||    0x1800 || SIO2_MASK
|-
|-
| SSBUSC || 0x267B0 || SSBUS Controller library. The SSBUS seems to be the bus that all peripherals get connected to. It seems to have the power to control the mapping of the device registers, as well as access timing. || ELF
|SLPM_651.97 || Nobunaga's Ambition Online                                          || 0x02 ||       0xB || DEV9_MASK
|-
|-
| TIMEMANP || 0x26F20 || Timer Manager (PS mode) || ELF
|SLPM_652.09 || Star Ocean: Till the End of Time                                    || 0x0B ||   0x20014 || SPU2_BEHAVIOR
|-
|-
| TIMEMANI || 0x27B00 || Timer Manager (IOP mode) || ELF
|SLPM_654.38 || Star Ocean: Till the End of Time (Director's Cut) (Disc 1)          || 0x0B ||   0x20014 || SPU2_BEHAVIOR
|-
|-
| DMACMAN || 0x28730 || DMA Controller Manager. || ELF
|SLPM_654.39 || Star Ocean: Till the End of Time (Director's Cut) (Disc 2)          || 0x0B ||   0x20014 || SPU2_BEHAVIOR
|-
|-
| SYSCLIB || 0x2BE30 || System C Library. || ELF
|SLPM_654.88 || Grand Theft Auto: Vice City                                          || 0x0A ||     0x300 || CDVD_READ_DELAY
|-
|-
| HEAPLIB || 0x2E590 || Memory HEAP LIBrary (i.e. thvpool, thfpool) || ELF
|SLPM_654.88 || Grand Theft Auto: Vice City                                          || 0x09 || 0x36000200 || DEV5_INT_SPEED
|-
|-
| THREADLIB || 0x2F290 || Multi_Thread_Manager || ELF
|SLPM_656.33 || I Love Baseball: Pro Yakyu wo Koyonaku                              || 0x08 ||     0xFA0 || CPU_DELAY
|-
|-
| VBLANK || 0x38020 || V-Blank management || ELF
|SLPM_656.98 || Love Songs: ADV Futaba Riho 14-sai Natsu                            || 0x0A ||   0x80380 || CDVD_READ_DELAY
|-
|-
| IOMAN || 0x38DB0 || IO Manager || ELF
|SLPM_657.05 || Final Fantasy XI: Chains of Promathia (Expansion Disc)              || 0x02 ||       0xB || DEV9_MASK
|-
|-
| MODLOAD || 0x3AD20 || IOP module loader. || ELF
|SLPM_657.06 || Final Fantasy XI: Chains of Promathia (All-In-One Edition)          || 0x02 ||       0xB || DEV9_MASK
|-
|-
| ROMDRV || 0x3D070 || ROM driver. Provides access to the boot ROM (rom0). || ELF
|SLPM_657.19 || Burnout 3: Takedown                                                  || 0x01 ||    0x1C00 || SIO2_MASK
|-
|-
| ADDDRV || 0x3DF60 || Adds support for the DVD ROM (rom1:), via ROMDRV. || ELF
|SLPM_657.83 || Nobunaga no Yabou Online: Tappi no Shou                              || 0x02 ||       0xB || DEV9_MASK
|-
|-
| STDIO || 0x3D3C0 || Standard I/O library. || ELF
|SLPM_658.94 || Winning Post 6: 2005 Version                                        || 0x01 ||     0x2400 || SIO2_MASK
|-
|-
| SIFMAN || 0x3EFB0 || SIF manager. || ELF
|SLPM_659.34 || Maple Colors                                                        || 0x0A ||   0x80300 || CDVD_READ_DELAY
|-
|-
| SIFINIT || 0x40550 || Initializes the SIF. || ELF
|SLPM_659.53 || Final Fantasy: XI (Entry Disc 2005)                                  || 0x02 ||       0xB || DEV9_MASK
|-
|-
| EESYNC || 0x40970 || For synchronizing with the EE, at the end of IOP resets. EESYNC from DNAS images are evil; they also perform a memory wipe of the region from 0x00084000 to .0x00100000. || ELF
|SLPM_659.84 || Grand Theft Auto: San Andreas                                        || 0x0A ||   0x803E8 || CDVD_READ_DELAY
|-
|-
| EENULL || 0x40E10 || The idle thread (id #0) module, in ps2 loaded to 0x00081FC0. || BIN
|SLPM_660.33 || The Sword of Etheria                                                || 0x08 ||     0xC1C || CPU_DELAY
|-
|-
| PS1ID || 0x40E50 ||  Only found in newer boot ROMs || BIN
|SLPM_660.33 || The Sword of Etheria                                                || 0x00 ||  0x2000000 || TITLE_MASK
|-
|-
| LIBFI || 0x40E60 || Not present in the boot ROM of the SCPH-10000 and SCPH-15000. || BIN
|SLPM_660.48 || The Sword of Etheria                                                || 0x08 ||     0xC1C || CPU_DELAY
|-
|-
| PS1VERJ || 0x40F50 ||   || BIN
|SLPM_660.48 || The Sword of Etheria                                                || 0x00 || 0x2000000 || TITLE_MASK
|-
|-
| PS1VERA || 0x40F60 ||   || BIN
|SLPM_660.57 || Taito Memories Vol.1                                                || 0x08 ||     0xCE4 || CPU_DELAY
|-
|-
| PS1VERE || 0x40F70 || || BIN
|SLPM_661.56 || Marheaven: Arm Fight Dream                                          || 0x01 ||     0x1800 || SIO2_MASK
|-
|-
| PS1VERC || 0x40F80 || || BIN
|SLPM_661.75 || Akumajo Dracula: Yami no Juin                                        || 0x08 ||       0x60 || CPU_DELAY
|-
|-
| PS1VERH || 0x40F90 || || BIN
|SLPM_661.75 || Akumajo Dracula: Yami no Juin                                        || 0x0B ||   0x2001C || SPU2_BEHAVIOR
|-
|-
| OSDSYS || 0x40FA0 || The browser || BIN
|SLPM_663.93 || Final Fantasy XI: Treasures of Aht Urhgan (All-In-One Edition)      || 0x0A ||   0x803E8 || CDVD_READ_DELAY
|-
|-
| - || 0x40FB0 ||   || BIN
|SLPM_663.93 || Final Fantasy XI: Treasures of Aht Urhgan (All-In-One Edition)      || 0x09 || 0x2B47000A || DEV5_INT_SPEED
|-
|-
| RDRAM || 0x41000  || Provides a RDRAM test for the EE at power-on. This is run from RESET. || BIN
|SLPM_663.93 || Final Fantasy XI: Treasures of Aht Urhgan (All-In-One Edition)      || 0x02 ||       0xB || DEV9_MASK
|-
|-
| EELOADCNF || 0x43D50 || Contains the IOP boot configuration file for EELOAD. || BIN
|SLPM_663.94 || Final Fantasy XI: Treasures of Aht Urhgan                            || 0x02 ||       0xB || DEV9_MASK
|-
|-
| SIFCMD || 0x43F00 || SIF command module. Contains the SIF command and SIF RPC functions. || ELF
|SLPM_664.36 || Aria the Natural                                                    || 0x01 ||     0x1800 || SIO2_MASK
|-
|-
| REBOOT || 0x46140 || The reboot service. Receives IOP reset packets from the EE, from across the SIF. || ELF
|SLPM_664.36 || Aria the Natural                                                    || 0x00 || 0xA000000 || TITLE_MASK
|-
|-
| LOADFILE || 0x46910 || The RPC server for MODLOAD || ELF
|SLPM_665.39 || Nobunaga no Yabou Online: Haten no Shou                              || 0x02 ||       0xB || DEV9_MASK
|-
|-
| EECONF || 0x49070 || Loads part of the system configuration from the MECHACON EEPROM. Also configures and resets some peripherals, depending on the model version. In slimlines, and possibly on PS3 EECONF will also load the MAC address. || ELF
|SLPM_665.58 || Tomb Raider: Legend                                                  || 0x08 ||     0x3E8 || CPU_DELAY
|-
|-
| - || 0x49FF0 ||   || BIN
|SLPM_665.74 || Detective Evangelion                                                || 0x00 || 0x2000000 || TITLE_MASK
|-
|-
| IOPBOOT || 0x4A000 || IOP bootup program || BIN
|SLPM_680.07 || Karaoke Revolution (Trial)                                          || 0x08 ||     0x1388 || CPU_DELAY
|-
|-
| - || 0x4B160 ||   || BIN
|SLPM_680.10 ||                                                                     || 0x08 ||     0x1388 || CPU_DELAY
|-
|-
| TBIN || 0x4B800 || The PS1 monitor program. Seems to be the PS1 BIOS. This is started by RESET, when the IOP is in PS1 mode. || BIN
|SLPS_200.08 || Morita Shogi                                                        || 0x08 ||     0x1388 || CPU_DELAY
|-
|-
| XSHA1 || 0x59770 || sha1 - this only present in PS3. It is used as additional antipiracy check. It seems that it calculate disc main elf checksum and compares it with some database. Config related?|| ELF
|SLPS_200.20 || FIFA 2000 World Championship                                        || 0x04 ||     0x2001 || SIF_DMA_SYNC
|-
|-
| XLOADFILE || 0x5A740 || Updated module || ELF
|SLPS_200.37 || Go Go Golf                                                          || 0x09 || 0x2B47000A || DEV5_INT_SPEED
|-
|-
| SIO2MAN || 0x5D7F0 || SIO2 manager. Provides access to the SIO2 interface. || ELF
|SLPS_200.38 || Grappler Baki: Baki Saidai no Tournament                            || 0x08 ||    0x1194 || CPU_DELAY
|-
|-
| - || 0x5F420 ||   || BIN
|SLPS_200.53 || Tenshi no Present: Marle Oukoku Monogatari (Limited Edition)        || 0x0B || 0x20000000 || SPU2_BEHAVIOR
|-
|-
| MCSERV || 0x61340 || RPC server for MCMAN. || ELF
|SLPS_200.66 || Tenshi no Present: Marle Oukoku Monogatari                          || 0x0B || 0x20000000 || SPU2_BEHAVIOR
|-
|-
| - || 0x63040 ||   || BIN
|SLPS_201.01 || City Crisis                                                          || 0x0A ||   0x80BB8 || CDVD_READ_DELAY
|-
|-
| KROMG || 0x64000 ||   || BIN
|SLPS_201.11 || Magical Sports Pro Baseball 2001                                    || 0x09 || 0x2B47000A || DEV5_INT_SPEED
|-
|-
| - || 0x65CC0 ||   || BIN
|SLPS_201.72 || Koushien: Konpeki no Sora                                            || 0x09 || 0x2B47000A || DEV5_INT_SPEED
|-
|-
| KROM || 0x66000 || Kanji ROM? Not sure where this is used. || BIN
|SLPS_201.73 || Hard Hitter 2                                                        || 0x0A ||   0x80300 || CDVD_READ_DELAY
|-
|-
| - || 0x7FE70 ||   || BIN
|SLPS_201.97 || Surfing Air Show with RatBoy                                        || 0x09 || 0x2B47000A || DEV5_INT_SPEED
|-
|-
| ROMVER || 0x7FF00 || ROM version. || BIN
|SLPS_201.99 || F1 2002                                                              || 0x0B ||   0x20005 || SPU2_BEHAVIOR
|-
|-
| - || 0x7FF10 ||   || BIN
|SLPS_202.00 || Final Fantasy XI                                                    || 0x02 ||       0xB || DEV9_MASK
|-
|-
| VERSTR || 0x7FF30 || Version string. Probably PS1 ROM will use this because that this string is also present in PlayStation consoles. || BIN
|SLPS_204.04 || Rakushou! Pachi-Slot Sengen 2                                        || 0x0A ||    0x80300 || CDVD_READ_DELAY
|-
|-
| - || 0x7FF90 ||   || BIN
|SLPS_204.29 || Hissatsu Pachi-Slot Evolution: Ninja Hattori-Kun V                  || 0x08 ||     0x1B58 || CPU_DELAY
|-
|-
| ROMGSCRT || 0x80000 ||   || BIN
|SLPS_204.55 || Simple 2000 Series Vol.94: The Aka-Champion - Come on Baby          || 0x0B || 0x40000000 || SPU2_BEHAVIOR
|-
|-
| NCDVDMAN || 0x82D30 || It seems to be a heavily stripped-down CDVDMAN module, with no support for some S-command functions like sceCdRI. || ELF
|SLPS_250.08 || Sorcerous Stabber Orphen                                            || 0x08 ||     0xC1C || CPU_DELAY
|-
|-
| SECRMAN || 0x8F770 || Security Manager. Signing is NOT done with the one in ROM, but with a special version that comes with the utility discs. Looks like PS3 units have a different SECRMAN module from retail sets, similar to PS2 TOOL one. || ELF
|SLPS_250.71 || A Visual Mix: Ayumi Hamasaki Dome Tour 2001                          || 0x08 ||     0x1450 || CPU_DELAY
|-
|-
| MCMAN || 0x93C30 || Memory Card Manager. || ELF
|SLPS_250.72 || A Visual Mix: Ayumi Hamasaki Dome Tour 2001                          || 0x08 ||     0x1450 || CPU_DELAY
|-
|-
| PADMAN || 0xA30C0 || Pad manager. || ELF
|SLPS_250.81 || Saishuu Densha                                                      || 0x0A ||   0x803E8 || CDVD_READ_DELAY
|-
|-
| CDVDMAN || 0xAC810 || The CD/DVD manager. || ELF
|SLPS_251.36 || Kuon no Kizuna Sairin Mikotonori                                    || 0x0A ||   0x805DC || CDVD_READ_DELAY
|-
|-
| CDVDFSV || 0xB4BC0 || The RPC server for CDVDMAN. || ELF
|SLPS_251.42 || Tiger Woods PGA Tour 2002                                            || 0x0A ||   0x803E8 || CDVD_READ_DELAY
|-
|-
| FILEIO || 0xBCF80 || RPC server for IOMAN. Sony has greatly changed the semantics and design of FILEIO after some point. Connecting an old FILEIO EE RPC client to a newer server will result in a severe IOP crash. || ELF
|SLPS_251.50 || Only You                                                            || 0x0B || 0x40000000 || SPU2_BEHAVIOR
|-
|-
| CLEARSPU || 0xBF080 || Seems to clear/reset the SPU, but is known to cause crashes under some conditions. Not sure if it's buggy or not. Only used by the OSDSYS of the SCPH-10000 and SCPH-15000, probably retained for backward-compatibility. || ELF
|SLPS_252.37 || Only You                                                            || 0x0B || 0x40000000 || SPU2_BEHAVIOR
|-
|-
| UDNL || 0xC0CC0 || It is responsible for selecting the modules and starting the IOP, during the final phase of the IOP reset where the desired modules are to be loaded into the IOP. || ELF
|SLPS_252.75 || Def Jam: Vendetta                                                    || 0x01 ||     0x802 || SIO2_MASK
|-
|-
| IGREETING || 0xC2BC0 || Displays boot information (i.e. IOP boot type, EBOOTP, IBOOTP, switch positions for DSW602 and the type of DSW602 board installed || ELF
|SLPS_252.78 || Memories Off: Mix                                                    || 0x0A ||    0x80300 || CDVD_READ_DELAY
|-
|-
| EELOAD || 0xC3C20 || The EE ELF loader, which is loaded by LoadExecPS2() to 0x00082000 in PS2 for loading ELFs. || BIN
|SLPS_252.90 || Time Crisis 3                                                        || 0x01 ||     0x800 || SIO2_MASK
|-
|-
| XCDVDMAN || 0xD2DA0 || cdvd_driver - Updated module || ELF
|SLPS_253.15 || One Piece: Grand Battle 3                                            || 0x01 ||     0x1800 || SIO2_MASK
|-
|-
| XCDVDFSV || 0xE1B30 || cdvd_ee_driver - Updated module || ELF
|SLPS_253.57 || 3-Nen B-Gumi Kinpachi Sensei: Densetsu no Kyoudan ni Tate!          || 0x01 ||    0x1800 || SIO2_MASK
|-
|-
| OSDSND || 0xEFF60 || OSD sound library. This is actually the tentative sound driver, which is called "librspu2" in the Sony SDK. || ELF
|SLPS_253.79 || Tokyo Majin Gakuen: Kaihoujyou Kefurokou                            || 0x0A ||    0x803E8 || CDVD_READ_DELAY
|-
|-
| PS2LOGO || 0x11ABB0 || Displays the PlayStation 2 logo from the inserted disc. For newer consoles, if the logo cannot be decrypted properly, it will fall back to the browser. Not actually required to boot games, but the Sony OSDSYS boots PS2 games through this program. || ELF
|SLPS_254.06 || Hitman: Contracts                                                    || 0x08 ||     0xDAC || CPU_DELAY
|-
|-
| XPARAM2 || 0x137500 || File store per title settings for IOP emulation (XPARAM available also in real PS2 since 750XX where Deckard powerPC was introduced) || ELF
|SLPS_254.18 || Ace Combat 5: The Unsung War                                        || 0x0A ||   0x500000 || CDVD_READ_DELAY
|-
|-
| OSDSYS || 0x139A00 || The browser || BIN
|SLPS_255.10 || Tekken 5                                                            || 0x0B || 0x40000000 || SPU2_BEHAVIOR
|-
|-
| PIOPRP || 0x177880 || Present in the PS3 ps2_(gx/soft/net)emu; contains version 3.1.0 of the IOP software (compared to version 1.3.4 on the root).  || BIN
|SLPS_255.85 || Monster Farm 5: Circus Caravan                                      || 0x07 ||         5 || MECHA_RECOGTIME
|-
|-
| KERNEL || 0x1BB7E0 || The EE kernel || BIN
|SLPS_255.86 || Tales of the Abyss                                                  || 0x0A ||   0x803E8 || CDVD_READ_DELAY
|}
 
Description source: https://gist.github.com/uyjulian/25291080f083987d3f3c134f593483c5
 
== 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.
 
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>
 
{| class="wikitable sortable" ||  
|-
! Command !! Name
|-
|-
| 0x00 || TITLE_MASK  
|SLPS_256.04 || Ar tonelico Qoga: Knell of Ar Ciel                                  || 0x00 ||  0xA000000 || TITLE_MASK
|-
|-
| 0x01 || SIO2_MASK  
|SLPS_256.67 || Daito Giken Premium Pachi-Slot Collection: Yoshimune                || 0x01 ||    0x1800 || SIO2_MASK
|-
|-
| 0x02 || DEV9_MASK  
|SLPS_256.98 || Fatal Fury Battle Archives Volume 2                                  || 0x00 ||  0xA000000 || TITLE_MASK
|-
|-
| 0x03 || USB_MASK
|SLPS_257.08 || The Familiar of Zero (Limited Edition)                              || 0x0A ||    0x803E8 || CDVD_READ_DELAY
|-
|-
| 0x04 || SIF_DMA_SYNC
|SLPS_257.09 || The Familiar of Zero                                                || 0x0A ||    0x803E8 || CDVD_READ_DELAY
|-
|-
| 0x05 || SIF_DMA_LOAD
|SLPS_257.21 || HimeHibi - Princess Days                                            || 0x0B ||  0x8000000 || SPU2_BEHAVIOR
|-
|-
| 0x06 || DMAC_CH10_INT_DELAY 
|SLPS_257.22 || Routes PE (Limited Edition)                                          || 0x08 ||      0x3E8 || CPU_DELAY
|-
|-
| 0x07 || MECHA_RECOGTIME 
|SLPS_257.27 || Routes PE                                                            || 0x08 ||      0x3E8 || CPU_DELAY
|-
|-
| 0x08 || CPU_DELAY
|SLPS_732.49 || Ar tonelico Qoga: Knell of Ar Ciel (Platinum)                        || 0x00 ||  0xA000000 || TITLE_MASK
|-
|-
| 0x09 || DEV5_INT_SPEED
|SLUS_200.11 || Orphen: Ocion of Sorcery                                            || 0x08 ||    0x1388 || CPU_DELAY
|-
|-
| 0x0A || CDVD_READ_DELAY  
|SLUS_200.11 || Orphen: Ocion of Sorcery                                            || 0x09 ||  0x8000010 || DEV5_INT_SPEED
|-
|-
| 0x0B || SPU2_BEHAVIOR 
|SLUS_200.77 || Donald Duck: Go'in Quackers                                          || 0x01 ||      0x800 || SIO2_MASK
|-
|-
|}
|SLUS_202.74 || City Crisis                                                          || 0x0A ||   0x80BB8 || CDVD_READ_DELAY
 
{| class="wikitable sortable" ||
|-
! ID !! Title !! Command !! Value !! Remarks
|-
|PBPX_952.01 || DVD Utility Disc Version 1.00                                        || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
|PBPX_952.02 || DVD Utility Disc Version 1.01                                        || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|SLUS_203.05 || Simpsons: Road Rage                                                  || 0x01 ||     0x800 || SIO2_MASK
|-
|-
|PBPX_952.03 || DVD Utility Disc Version 1.01                                        || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|SLUS_203.64 || Tiger Woods PGA Tour 2002                                            || 0x0A ||   0x803E8 || CDVD_READ_DELAY
|-
|-
|PBPX_952.06 || DVD Player (Version 2.01)                                            || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|SLUS_204.13 || Shadowman 2                                                         || 0x0A ||   0x80600 || CDVD_READ_DELAY
|-
|-
|PBPX_952.07 || DVD Player (Version 2.10)                                            || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|SLUS_204.33 || SWAT: Global Strike Team                                            || 0x01 ||     0x800 || SIO2_MASK
|-
|-
|PBPX_952.08 || DVD Player (Version 2.10)                                            || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|SLUS_204.88 || Star Ocean: Til the end of Time [Disc 1]                            || 0x08 ||     0x1388 || CPU_DELAY
|-
|-
|PBPX_952.09 || DVD Player (Version 2.10)                                           || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|SLUS_205.72 || Tiger Woods PGA Tour 2003                                           || 0x0A ||   0x803E8 || CDVD_READ_DELAY
|-
|-
|PBPX_952.10 || DVD Utility Disc Version 2.10                                        || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|SLUS_205.90 || Spyhunter 2                                                         || 0x01 ||     0x800 || SIO2_MASK
|-
|-
|PBPX_952.11 || DVD Utility Disc Version 1.00                                        || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|SLUS_206.35 || Muppets Party Cruise                                                || 0x01 ||     0x801 || SIO2_MASK
|-
|-
|PBPX_952.21 || DVD Player (Version 2.12)                                            || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|SLUS_206.39 || Def Jam Vendetta                                                    || 0x01 ||     0x800 || SIO2_MASK
|-
|-
|PBPX_952.22 || DVD Player (Version 2.14)                                            || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|SLUS_206.86 || Splashdown: Rides Gone Wild                                          || 0x0A ||   0x80400 || CDVD_READ_DELAY
|-
|-
|PBPX_952.24 || DVD Player (Version 2.16)                                            || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|SLUS_208.38 || All-Star Baseball 2005                                              || 0x01 ||     0x802 || SIO2_MASK
|-
|-
|PBPX_952.28 ||                                                                     || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|SLUS_208.51 || Ace Combat 5: The Unsung War                                        || 0x0A ||   0x500000 || CDVD_READ_DELAY
|-
|-
|PBPX_952.35 ||                                                                     || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|SLUS_208.91 || Star Ocean: Til the end of Time [Disc 2]                            || 0x08 ||     0x1388 || CPU_DELAY
|-
|-
|PBPX_952.39 || Online Start Up Disc v3.0                                           || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|SLUS_209.18 || Super Monkey Ball: Deluxe                                           || 0x01 ||     0x800 || SIO2_MASK
|-
|-
|PBPX_955.01 || Linux for PS2 Beta Release 1                                        || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|SLUS_210.59 || Tekken 5                                                            || 0x0B || 0x40000000 || SPU2_BEHAVIOR
|-
|-
|PBPX_955.07 || Playstation 2 Linux Runtime Environment v1.0 (Disc 1)                || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|SLUS_210.70 || Final Fantasy XI: Chains of Promathia                                || 0x02 ||       0xB || DEV9_MASK
|-
|-
|PBPX_955.09 || Linux for PS2 Release 1.0                                            || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|SLUS_210.89 || Karaoke Revolution Vol.3                                            || 0x08 ||     0x1388 || CPU_DELAY
|-
|-
|PBPX_955.18 ||                                                                     || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|SLUS_213.31 || Sonic Riders                                                        || 0x01 ||     0x800 || SIO2_MASK
|-
|-
|PDPX_991.09 || DVD Player (Version 3.04)                                            || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|SLUS_213.39 || Puzzle Challenge                                                    || 0x01 ||     0x800 || SIO2_MASK
|-
|-
|PSXC_002.01 || PSX Update Disc 1.10                                                || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|SLUS_214.04 || Final Fantasy XI: Treasures of Aht Urhgan                            || 0x02 ||       0xB || DEV9_MASK
|-
|-
|PSXC_002.02 || PSX Update Disc 1.20                                                || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|SLUS_214.52 || Valkyrie Profile 2: Silmeria                                        || 0x08 ||     0x1388 || CPU_DELAY
|-
|-  
|PSXC_002.03 || PSX Update Disc 1.31                                                || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|}
|-
 
|PTPX_970.38 ||                                                                      || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
= Folder/File layout =
|-
 
|SCAJ_201.25 || Tekken 5                                                            || 0x0B || 0x40000000 || SPU2_BEHAVIOR
Example: Max Payne Classic
|-
 
|SCAJ_201.26 || Tekken 5                                                            || 0x0B || 0x40000000 || SPU2_BEHAVIOR
<pre>
|-
├── config-emu-ps4.txt
|SCES_532.02 || Tekken 5                                                            || 0x0B || 0x40000000 || SPU2_BEHAVIOR
├── docs
|-
│   └── revision.h
|SCKA_200.49 || Tekken 5                                                            || 0x0B || 0x40000000 || SPU2_BEHAVIOR
├── eboot.bin
|-
├── feature_data
|SCPM_621.15 ||                                                                      || 0x00 ||  0x1000000 || TITLE_MASK
│   └── SLES-50326_features.lua
|-
├── formatted.card
|SCPM_621.16 ||                                                                      || 0x00 ||  0x1000000 || TITLE_MASK
├── image
|-
│   └── disc01.iso
|SCPN_601.01 || PlayStation BB Navigator (Version 0.10)                              || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
├── lua_include
|-
│   ├── ee-cpr0-alias.lua
|SCPN_601.30 || PlayStation BB Navigator (Version 0.20)                              || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
│   ├── ee-gpr-alias.lua
|-
│   ├── ee-hwaddr.lua
|SCPN_601.40 || PlayStation BB Navigator (Version 0.30)                              || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
│   ├── language.lua
|-
│   ├── pad-and-key.lua
|SCPN_601.50 || PlayStation BB Navigator (Version 0.31)                              || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
│   ├── ps2.lua
|-
│   └── utils.lua
|SCPN_601.60 || PlayStation BB Navigator (Version 0.32)                              || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
├── patches
|-
│   └── SLES-50326_cli.conf
|SCPS_110.01 || I.Q. Remix                                                          || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
├── PS20220WD20050620.crack
|-
├── ps2-emu-compiler.self
|SCPS_110.10 || Yoake no Mariko (Performance Pack Edition)                          || 0x01 ||     0x1800 || SIO2_MASK
├── sce_companion_httpd
|-
│   └── html
|SCPS_110.18 || Yoake no Mariko                                                      || 0x01 ||     0x1800 || SIO2_MASK
│      ├── BackCover.jpg
|-
│       ├── base
|SCPS_110.21 || Yoake no Mariko 2nd Act (Limited Edition)                            || 0x01 ||     0x1800 || SIO2_MASK
│      │   ├── arrow_up.png
|-
│       │   └── sprites.png
|SCPS_110.22 || Yoake no Mariko 2nd Act                                              || 0x01 ||     0x1800 || SIO2_MASK
│      ├── css
|-
│       │   ├── default-skin.png
|SCPS_150.38 || Lifeline                                                            || 0x0A ||    0x80300 || CDVD_READ_DELAY
│      │   └── styles.min.css
|-
│       ├── index.html
|SCPS_150.39 || Lifeline                                                            || 0x0A ||    0x80300 || CDVD_READ_DELAY
│      ├── js
|-
│      │   └── app.min.js
|SCPS_170.01 || Gran Turismo 4                                                      || 0x0B || 0x10000000 || SPU2_BEHAVIOR
│      ├── large
|-
│      │   ├── Box01.jpg
|SCPS_175.01 || Linux (for PlayStation2) Release 1.0                                || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
│      │   ├── Box04.jpg
|-
│      │   ├── landscape
|SCPS_200.39 ||                                                                      || 0x00 ||  0x4000000 || TITLE_MASK
│      │   │   ├── Box01.jpg
|-
│      │   │   ├── Box04.jpg
|SCUS_971.67 || PaRappa the Rapper 2                                                || 0x04 ||     0x2000 || SIF_DMA_SYNC
│      │   │   ├── Page01.jpg
|-
│      │   │   ├── Page02.jpg
|SCUS_972.69 || Final Fantasy XI [Disc 2]                                            || 0x02 ||        0xB || DEV9_MASK
│      │   │   ├── Page03.jpg
|-
│       │   │   ├── Page04.jpg
|SLES_500.48 || Donald Duck: Quack Attack                                            || 0x01 ||      0x800 || SIO2_MASK
│      │   │   ├── Page05.jpg
|-
│      │   │   ├── Page06.jpg
|SLES_500.62 || Orphen: Scion of Sorcery                                            || 0x08 ||      0xC1C || CPU_DELAY
│      │   │   ├── Page07.jpg
|-
│      │   │   ├── Page08.jpg
|SLES_503.64 || City Crisis                                                          || 0x0A ||    0x80BB8 || CDVD_READ_DELAY
│      │   │   ├── Page09.jpg
|-
│      │   │   ├── Page10.jpg
|SLES_504.46 || Shadow Man 2: The Second Coming                                      || 0x0A ||    0x80600 || CDVD_READ_DELAY
│      │   │   ├── Page11.jpg
|-
│      │   │   ├── Page12.jpg
|SLES_505.40 || Simpsons: Road Rage                                                  || 0x01 ||      0x800 || SIO2_MASK
│      │   │   ├── Page13.jpg
|-
│      │   │   ├── Page14.jpg
|SLES_506.08 || Shadow Man 2: The Second Coming                                      || 0x0A ||    0x80600 || CDVD_READ_DELAY
│      │   │   ├── Page15.jpg
|-
│      │   │   ├── Page16.jpg
|SLES_506.28 || Simpsons: Road Rage                                                  || 0x01 ||      0x800 || SIO2_MASK
│      │   │   ├── Page17.jpg
|-
│      │   │   ├── Page18.jpg
|SLES_507.28 || Tiger Woods PGA Tour 2002                                            || 0x0A ||    0x803E8 || CDVD_READ_DELAY
│      │   │   ├── Page19.jpg
|-
│      │   │   ├── Page20.jpg
|SLES_507.29 ||                                                                      || 0x0A ||    0x803E8 || CDVD_READ_DELAY
│      │   │   ├── Page21.jpg
|-
│      │   │   ├── Page22.jpg
|SLES_512.82 || Tiger Woods PGA Tour 2003                                            || 0x0A ||    0x803E8 || CDVD_READ_DELAY
│      │   │   ├── Page23.jpg
|-
│      │   │   ├── Page24.jpg
|SLES_514.79 || Def Jam Vendetta                                                    || 0x01 ||      0x802 || SIO2_MASK
│      │   │   ├── Page25.jpg
|-
│      │   │   ├── Page26.jpg
|SLES_518.41 || SpyHunter 2                                                          || 0x01 ||      0x800 || SIO2_MASK
│      │   │   ├── Page27.jpg
|-
│      │   │   ├── Page28.jpg
|SLES_518.44 || Time Crisis 3                                                        || 0x01 ||      0x800 || SIO2_MASK
│      │   │   ├── Page29.jpg
|-
│      │   │   ├── Page30.jpg
|SLES_519.97 || SWAT: Global Strike Team                                            || 0x01 ||      0x800 || SIO2_MASK
│      │   │   ├── Page31.jpg
|-
│      │   │   ├── Page32.jpg
|SLES_520.97 || SWAT: Global Strike Force                                            || 0x01 ||      0x800 || SIO2_MASK
│      │   │   ├── Page33.jpg
|-
│      │   │   ├── Page34.jpg
|SLES_530.37 || Super Monkey Ball Deluxe                                            || 0x01 ||      0x802 || SIO2_MASK
│      │   │   ├── Page35.jpg
|-
│      │   │   ├── Page36.jpg
|SLES_536.68 || Micro Machines v4                                                    || 0x01 ||      0x801 || SIO2_MASK
│      │   │   ├── Page37.jpg
|-
│      │   │   ├── Page38.jpg
|SLES_537.55 || Castlevania: Curse of Darkness                                      || 0x04 ||      0x10 || SIF_DMA_SYNC
│      │   │   ├── Page39.jpg
|-
│      │   │   ├── Page40.jpg
|SLES_537.96 || FIFA Street 2                                                        || 0x01 ||     0x1800 || SIO2_MASK
│      │   │   ├── Page41.jpg
|-
│      │   │   ├── Page42.jpg
|SLPM_620.42 || Kurogane no Houkou: Warship Commander                                || 0x01 ||     0x3000 || SIO2_MASK
│       │   │   ├── Page43.jpg
|-
│      │   │   ├── Page44.jpg
|SLPM_620.62 || Gitaroo Man One                                                      || 0x0A ||    0x80540 || CDVD_READ_DELAY
│       │   │   ├── Page45.jpg
|-
│      │   │   ├── Page46.jpg
|SLPM_621.05 || Taikou Risshiden IV                                                  || 0x09 || 0x2B47000A || DEV5_INT_SPEED
│      │   │   ├── Page47.jpg
|-
│      │   │   ├── Page48.jpg
|SLPM_621.24 || Ready 2 Rumble Boxing: Round 2                                      || 0x08 ||     0x1388 || CPU_DELAY
│      │   │   ├── Page49.jpg
|-
│      │   │   ├── Page50.jpg
|SLPM_621.25 || Gauntlet: Dark Legacy                                                || 0x08 ||      0xC1C || CPU_DELAY
│      │   │   ├── Page51.jpg
|-
│       │   │   ├── Page52.jpg
|SLPM_621.25 || Gauntlet: Dark Legacy                                                || 0x09 || 0x2B470005 || DEV5_INT_SPEED
│      │   │   ├── Page53.jpg
|-
│      │   │   ├── Page54.jpg
|SLPM_621.35 || Final Fantasy: XI (Beta Version)                                    || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
│      │   │   ├── Page55.jpg
|-
│      │   │   ├── Page56.jpg
|SLPM_621.54 || DDRMAX Dance Dance Revolution 6thMix                                || 0x08 ||     0x1A5E || CPU_DELAY
│      │   │   ├── Page57.jpg
|-
│      │   │   ├── Page58.jpg
|SLPM_622.39 || Supercar Street Challenge                                            || 0x0A ||    0x80300 || CDVD_READ_DELAY
│      │   │   └── Page59.jpg
|-
│      │   ├── Page01.jpg
|SLPM_623.69 || Karaoke Revolution: J-Pop Vol.1                                      || 0x08 ||     0x1388 || CPU_DELAY
│       │   ├── Page02.jpg
|-
│      │   ├── Page03.jpg
|SLPM_623.79 || Karaoke Revolution: J-Pop Vol.2                                      || 0x08 ||     0x1388 || CPU_DELAY
│      │   ├── Page04.jpg
|-
│      │   ├── Page05.jpg
|SLPM_623.80 || Karaoke Revolution: J-Pop Vol.3                                      || 0x08 ||     0x1388 || CPU_DELAY
│      │   ├── Page06.jpg
|-
│      │   ├── Page07.jpg
|SLPM_623.81 || Karaoke Revolution: J-Pop Vol.4                                      || 0x08 ||     0x1388 || CPU_DELAY
│       │   ├── Page08.jpg
|-
│      │   ├── Page09.jpg
|SLPM_623.82 || Karaoke Revolution: Love & Ballad                                    || 0x08 ||     0x1388 || CPU_DELAY
│      │   ├── Page100.jpg
|-
│      │   ├── Page101.jpg
|SLPM_623.83 || Karaoke Revolution: Night Selection 2003                            || 0x08 ||     0x1388 || CPU_DELAY
│       │   ├── Page102.jpg
|-
│      │   ├── Page103.jpg
|SLPM_624.14 || Karaoke Revolution: Dreams & Memories                                || 0x08 ||     0x1388 || CPU_DELAY
│      │   ├── Page104.jpg
|-
│      │   ├── Page105.jpg
|SLPM_624.37 || Suisui Sweet: Amai Ai no Mitsukekata                                || 0x0B || 0x40000000 || SPU2_BEHAVIOR
│       │   ├── Page106.jpg
|-
│      │   ├── Page107.jpg
|SLPM_624.50 || Karaoke Revolution: Anime Song Selection                            || 0x08 ||     0x1388 || CPU_DELAY
│      │   ├── Page108.jpg
|-
│       │   ├── Page109.jpg
|SLPM_624.51 || Karaoke Revolution: J-Pop Vol.5                                      || 0x08 ||     0x1388 || CPU_DELAY
│      │   ├── Page10.jpg
|-
│      │   ├── Page110.jpg
|SLPM_624.54 || Karaoke Revolution: J-Pop Vol.6                                      || 0x08 ||     0x1388 || CPU_DELAY
│       │   ├── Page111.jpg
|-
│      │   ├── Page112.jpg
|SLPM_624.55 || Karaoke Revolution: J-Pop Vol.7                                      || 0x08 ||     0x1388 || CPU_DELAY
│      │   ├── Page113.jpg
|-
│       │   ├── Page114.jpg
|SLPM_624.56 || Karaoke Revolution: J-Pop Vol.8                                      || 0x08 ||     0x1388 || CPU_DELAY
│      │   ├── Page115.jpg
|-
│       │   ├── Page116.jpg
|SLPM_624.57 || Karaoke Revolution: Snow & Party                                    || 0x08 ||     0x1388 || CPU_DELAY
│      │   ├── Page11.jpg
|-
│      │   ├── Page12.jpg
|SLPM_624.64 || Pop'n Taisen Pazurudame Online                                      || 0x08 ||     0x1F40 || CPU_DELAY
│      │   ├── Page13.jpg
|-
│      │   ├── Page14.jpg
|SLPM_624.79 || Karaoke Revolution: J-Pop Vol.9                                      || 0x08 ||     0x1388 || CPU_DELAY
│       │   ├── Page15.jpg
|-
│      │   ├── Page16.jpg
|SLPM_624.91 || Mega Man: The Power Battle                                          || 0x04 ||     0x2000 || SIF_DMA_SYNC
│      │   ├── Page17.jpg
|-
│      │   ├── Page18.jpg
|SLPM_624.92 || Karaoke Revolution: Kids Song Selection                              || 0x08 ||     0x1388 || CPU_DELAY
│       │   ├── Page19.jpg
|-
│      │   ├── Page20.jpg
|SLPM_625.28 || Karaoke Revolution: Kazoku Idol Sengen (Bundle Edition)              || 0x08 ||     0x1388 || CPU_DELAY
│      │   ├── Page21.jpg
|-
│      │   ├── Page22.jpg
|SLPM_625.29 || Karaoke Revolution: Kazoku Idol Sengen                              || 0x08 ||     0x1388 || CPU_DELAY
│       │   ├── Page23.jpg
|-
│      │   ├── Page24.jpg
|SLPM_650.86 || A Visual Mix: Ayumi Hamasaki Dome Tour 2001 (Disc 1)                || 0x08 ||     0x1450 || CPU_DELAY
│      │   ├── Page25.jpg
|-
│      │   ├── Page26.jpg
|SLPM_650.87 || A Visual Mix: Ayumi Hamasaki Dome Tour 2001 (Disc 2)                || 0x08 ||     0x1450 || CPU_DELAY
│       │   ├── Page27.jpg
|-
│      │   ├── Page28.jpg
|SLPM_650.90 || Spy Hunter                                                          || 0x01 ||     0x1800 || SIO2_MASK
│      │   ├── Page29.jpg
|-
│      │   ├── Page30.jpg
|SLPM_651.97 || Nobunaga's Ambition Online                                          || 0x02 ||        0xB || DEV9_MASK
│       │   ├── Page31.jpg
|-
│      │   ├── Page32.jpg
|SLPM_652.09 || Star Ocean: Till the End of Time                                    || 0x0B ||    0x20014 || SPU2_BEHAVIOR
│      │   ├── Page33.jpg
|-
│       │   ├── Page34.jpg
|SLPM_654.38 || Star Ocean: Till the End of Time (Director's Cut) (Disc 1)          || 0x0B ||    0x20014 || SPU2_BEHAVIOR
│      │   ├── Page35.jpg
|-
│      │   ├── Page36.jpg
|SLPM_654.39 || Star Ocean: Till the End of Time (Director's Cut) (Disc 2)          || 0x0B ||    0x20014 || SPU2_BEHAVIOR
│       │   ├── Page37.jpg
|-
│      │   ├── Page38.jpg
|SLPM_654.88 || Grand Theft Auto: Vice City                                          || 0x0A ||      0x300 || CDVD_READ_DELAY
│      │   ├── Page39.jpg
|-
│      │   ├── Page40.jpg
|SLPM_654.88 || Grand Theft Auto: Vice City                                          || 0x09 || 0x36000200 || DEV5_INT_SPEED
│       │   ├── Page41.jpg
|-
│      │   ├── Page42.jpg
|SLPM_656.33 || I Love Baseball: Pro Yakyu wo Koyonaku                              || 0x08 ||      0xFA0 || CPU_DELAY
│      │   ├── Page43.jpg
|-
│       │   ├── Page44.jpg
|SLPM_656.98 || Love Songs: ADV Futaba Riho 14-sai Natsu                            || 0x0A ||    0x80380 || CDVD_READ_DELAY
│      │   ├── Page45.jpg
|-
│      │   ├── Page46.jpg
|SLPM_657.05 || Final Fantasy XI: Chains of Promathia (Expansion Disc)              || 0x02 ||        0xB || DEV9_MASK
│       │   ├── Page47.jpg
|-
│      │   ├── Page48.jpg
|SLPM_657.06 || Final Fantasy XI: Chains of Promathia (All-In-One Edition)          || 0x02 ||        0xB || DEV9_MASK
│      │   ├── Page49.jpg
|-
│       │   ├── Page50.jpg
|SLPM_657.19 || Burnout 3: Takedown                                                  || 0x01 ||     0x1C00 || SIO2_MASK
│      │   ├── Page51.jpg
|-
│      │   ├── Page52.jpg
|SLPM_657.83 || Nobunaga no Yabou Online: Tappi no Shou                              || 0x02 ||        0xB || DEV9_MASK
│       │   ├── Page53.jpg
|-
│      │   ├── Page54.jpg
|SLPM_658.94 || Winning Post 6: 2005 Version                                        || 0x01 ||     0x2400 || SIO2_MASK
│       │   ├── Page55.jpg
|-
│      │   ├── Page56.jpg
|SLPM_659.34 || Maple Colors                                                        || 0x0A ||    0x80300 || CDVD_READ_DELAY
│      │   ├── Page57.jpg
|-
│       │   ├── Page58.jpg
|SLPM_659.53 || Final Fantasy: XI (Entry Disc 2005)                                  || 0x02 ||        0xB || DEV9_MASK
│      │   ├── Page59.jpg
|-
│      │   ├── Page60.jpg
|SLPM_659.84 || Grand Theft Auto: San Andreas                                        || 0x0A ||    0x803E8 || CDVD_READ_DELAY
│       │   ├── Page61.jpg
|-
│      │   ├── Page62.jpg
|SLPM_660.33 || The Sword of Etheria                                                || 0x08 ||      0xC1C || CPU_DELAY
│      │   ├── Page63.jpg
|-
│      │   ├── Page64.jpg
|SLPM_660.33 || The Sword of Etheria                                                || 0x00 ||  0x2000000 || TITLE_MASK
│      │   ├── Page65.jpg
|-
│      │   ├── Page66.jpg
|SLPM_660.48 || The Sword of Etheria                                                || 0x08 ||      0xC1C || CPU_DELAY
│      │   ├── Page67.jpg
|-
│      │   ├── Page68.jpg
|SLPM_660.48 || The Sword of Etheria                                                || 0x00 ||  0x2000000 || TITLE_MASK
│      │   ├── Page69.jpg
|-
│      │   ├── Page70.jpg
|SLPM_660.57 || Taito Memories Vol.1                                                || 0x08 ||      0xCE4 || CPU_DELAY
│      │   ├── Page71.jpg
|-
│      │   ├── Page72.jpg
|SLPM_661.56 || Marheaven: Arm Fight Dream                                          || 0x01 ||     0x1800 || SIO2_MASK
│      │   ├── Page73.jpg
|-
│      │   ├── Page74.jpg
|SLPM_661.75 || Akumajo Dracula: Yami no Juin                                        || 0x08 ||      0x60 || CPU_DELAY
│      │   ├── Page75.jpg
|-
│      │   ├── Page76.jpg
|SLPM_661.75 || Akumajo Dracula: Yami no Juin                                        || 0x0B ||    0x2001C || SPU2_BEHAVIOR
│      │   ├── Page77.jpg
|-
│      │   ├── Page78.jpg
|SLPM_663.93 || Final Fantasy XI: Treasures of Aht Urhgan (All-In-One Edition)      || 0x0A ||    0x803E8 || CDVD_READ_DELAY
│      │   ├── Page79.jpg
|-
│      │   ├── Page80.jpg
|SLPM_663.93 || Final Fantasy XI: Treasures of Aht Urhgan (All-In-One Edition)      || 0x09 || 0x2B47000A || DEV5_INT_SPEED
│      │   ├── Page81.jpg
|-
│      │   ├── Page82.jpg
|SLPM_663.93 || Final Fantasy XI: Treasures of Aht Urhgan (All-In-One Edition)      || 0x02 ||        0xB || DEV9_MASK
│      │   ├── Page83.jpg
|-
│       │   ├── Page84.jpg
|SLPM_663.94 || Final Fantasy XI: Treasures of Aht Urhgan                            || 0x02 ||        0xB || DEV9_MASK
│      │   ├── Page85.jpg
|-
│      │   ├── Page86.jpg
|SLPM_664.36 || Aria the Natural                                                    || 0x01 ||     0x1800 || SIO2_MASK
│      │   ├── Page87.jpg
|-
│       │   ├── Page88.jpg
|SLPM_664.36 || Aria the Natural                                                    || 0x00 ||  0xA000000 || TITLE_MASK
│      │   ├── Page89.jpg
|-
│      │   ├── Page90.jpg
|SLPM_665.39 || Nobunaga no Yabou Online: Haten no Shou                              || 0x02 ||        0xB || DEV9_MASK
│      │   ├── Page91.jpg
|-
│      │   ├── Page92.jpg
|SLPM_665.58 || Tomb Raider: Legend                                                  || 0x08 ||      0x3E8 || CPU_DELAY
│      │   ├── Page93.jpg
|-
│      │   ├── Page94.jpg
|SLPM_665.74 || Detective Evangelion                                                || 0x00 ||  0x2000000 || TITLE_MASK
│      │   ├── Page95.jpg
|-
│      │   ├── Page96.jpg
|SLPM_680.07 || Karaoke Revolution (Trial)                                          || 0x08 ||     0x1388 || CPU_DELAY
│      │   ├── Page97.jpg
|-
│      │   ├── Page98.jpg
|SLPM_680.10 ||                                                                      || 0x08 ||     0x1388 || CPU_DELAY
│      │   └── Page99.jpg
|-
│      ├── medium
|SLPS_200.08 || Morita Shogi                                                        || 0x08 ||     0x1388 || CPU_DELAY
│      │   ├── Box01.jpg
|-
│      │   ├── Box04.jpg
|SLPS_200.20 || FIFA 2000 World Championship                                        || 0x04 ||     0x2001 || SIF_DMA_SYNC
│      │   ├── landscape
|-
│      │   │   ├── Box01.jpg
|SLPS_200.37 || Go Go Golf                                                          || 0x09 || 0x2B47000A || DEV5_INT_SPEED
│      │   │   ├── Box04.jpg
|-
│      │   │   ├── Page01.jpg
|SLPS_200.38 || Grappler Baki: Baki Saidai no Tournament                            || 0x08 ||     0x1194 || CPU_DELAY
│      │   │   ├── Page02.jpg
|-
│       │   │   ├── Page03.jpg
|SLPS_200.53 || Tenshi no Present: Marle Oukoku Monogatari (Limited Edition)        || 0x0B || 0x20000000 || SPU2_BEHAVIOR
│      │   │   ├── Page04.jpg
|-
│      │   │   ├── Page05.jpg
|SLPS_200.66 || Tenshi no Present: Marle Oukoku Monogatari                          || 0x0B || 0x20000000 || SPU2_BEHAVIOR
│      │   │   ├── Page06.jpg
|-
│      │   │   ├── Page07.jpg
|SLPS_201.01 || City Crisis                                                          || 0x0A ||    0x80BB8 || CDVD_READ_DELAY
│      │   │   ├── Page08.jpg
|-
│      │   │   ├── Page09.jpg
|SLPS_201.11 || Magical Sports Pro Baseball 2001                                    || 0x09 || 0x2B47000A || DEV5_INT_SPEED
│      │   │   ├── Page10.jpg
|-
│      │   │   ├── Page11.jpg
|SLPS_201.72 || Koushien: Konpeki no Sora                                            || 0x09 || 0x2B47000A || DEV5_INT_SPEED
│      │   │   ├── Page12.jpg
|-
│      │   │   ├── Page13.jpg
|SLPS_201.73 || Hard Hitter 2                                                        || 0x0A ||    0x80300 || CDVD_READ_DELAY
│      │   │   ├── Page14.jpg
|-
│      │   │   ├── Page15.jpg
|SLPS_201.97 || Surfing Air Show with RatBoy                                        || 0x09 || 0x2B47000A || DEV5_INT_SPEED
│       │   │   ├── Page16.jpg
|-
│      │   │   ├── Page17.jpg
|SLPS_201.99 || F1 2002                                                              || 0x0B ||    0x20005 || SPU2_BEHAVIOR
│      │   │   ├── Page18.jpg
|-
│      │   │   ├── Page19.jpg
|SLPS_202.00 || Final Fantasy XI                                                    || 0x02 ||        0xB || DEV9_MASK
│      │   │   ├── Page20.jpg
|-
│      │   │   ├── Page21.jpg
|SLPS_204.04 || Rakushou! Pachi-Slot Sengen 2                                        || 0x0A ||    0x80300 || CDVD_READ_DELAY
│      │   │   ├── Page22.jpg
|-
│      │   │   ├── Page23.jpg
|SLPS_204.29 || Hissatsu Pachi-Slot Evolution: Ninja Hattori-Kun V                  || 0x08 ||     0x1B58 || CPU_DELAY
│      │   │   ├── Page24.jpg
|-
│      │   │   ├── Page25.jpg
|SLPS_204.55 || Simple 2000 Series Vol.94: The Aka-Champion - Come on Baby          || 0x0B || 0x40000000 || SPU2_BEHAVIOR
│      │   │   ├── Page26.jpg
|-
│       │   │   ├── Page27.jpg
|SLPS_250.08 || Sorcerous Stabber Orphen                                            || 0x08 ||      0xC1C || CPU_DELAY
│      │   │   ├── Page28.jpg
|-
│       │   │   ├── Page29.jpg
|SLPS_250.71 || A Visual Mix: Ayumi Hamasaki Dome Tour 2001                          || 0x08 ||     0x1450 || CPU_DELAY
│      │   │   ├── Page30.jpg
|-
│      │   │   ├── Page31.jpg
|SLPS_250.72 || A Visual Mix: Ayumi Hamasaki Dome Tour 2001                          || 0x08 ||     0x1450 || CPU_DELAY
│       │   │   ├── Page32.jpg
|-
│      │   │   ├── Page33.jpg
|SLPS_250.81 || Saishuu Densha                                                      || 0x0A ||    0x803E8 || CDVD_READ_DELAY
│      │   │   ├── Page34.jpg
|-
│       │   │   ├── Page35.jpg
|SLPS_251.36 || Kuon no Kizuna Sairin Mikotonori                                    || 0x0A ||    0x805DC || CDVD_READ_DELAY
│      │   │   ├── Page36.jpg
|-
│      │   │   ├── Page37.jpg
|SLPS_251.42 || Tiger Woods PGA Tour 2002                                            || 0x0A ||    0x803E8 || CDVD_READ_DELAY
│      │   │   ├── Page38.jpg
|-
│       │   │   ├── Page39.jpg
|SLPS_251.50 || Only You                                                            || 0x0B || 0x40000000 || SPU2_BEHAVIOR
│      │   │   ├── Page40.jpg
|-
│      │   │   ├── Page41.jpg
|SLPS_252.37 || Only You                                                            || 0x0B || 0x40000000 || SPU2_BEHAVIOR
│      │   │   ├── Page42.jpg
|-
│      │   │   ├── Page43.jpg
|SLPS_252.75 || Def Jam: Vendetta                                                    || 0x01 ||      0x802 || SIO2_MASK
│      │   │   ├── Page44.jpg
|-
│      │   │   ├── Page45.jpg
|SLPS_252.78 || Memories Off: Mix                                                    || 0x0A ||    0x80300 || CDVD_READ_DELAY
│      │   │   ├── Page46.jpg
|-
│      │   │   ├── Page47.jpg
|SLPS_252.90 || Time Crisis 3                                                        || 0x01 ||      0x800 || SIO2_MASK
│      │   │   ├── Page48.jpg
|-
│      │   │   ├── Page49.jpg
|SLPS_253.15 || One Piece: Grand Battle 3                                            || 0x01 ||     0x1800 || SIO2_MASK
│      │   │   ├── Page50.jpg
|-
│      │   │   ├── Page51.jpg
|SLPS_253.57 || 3-Nen B-Gumi Kinpachi Sensei: Densetsu no Kyoudan ni Tate!          || 0x01 ||     0x1800 || SIO2_MASK
│      │   │   ├── Page52.jpg
|-
│      │   │   ├── Page53.jpg
|SLPS_253.79 || Tokyo Majin Gakuen: Kaihoujyou Kefurokou                            || 0x0A ||    0x803E8 || CDVD_READ_DELAY
│      │   │   ├── Page54.jpg
|-
│      │   │   ├── Page55.jpg
|SLPS_254.06 || Hitman: Contracts                                                    || 0x08 ||      0xDAC || CPU_DELAY
│      │   │   ├── Page56.jpg
|-
│      │   │   ├── Page57.jpg
|SLPS_254.18 || Ace Combat 5: The Unsung War                                        || 0x0A ||  0x500000 || CDVD_READ_DELAY
│      │   │   ├── Page58.jpg
|-
│      │   │   └── Page59.jpg
|SLPS_255.10 || Tekken 5                                                            || 0x0B || 0x40000000 || SPU2_BEHAVIOR
│      │   ├── Page01.jpg
|-
│      │   ├── Page02.jpg
|SLPS_255.85 || Monster Farm 5: Circus Caravan                                      || 0x07 ||          5 || MECHA_RECOGTIME
│       │   ├── Page03.jpg
|-
│      │   ├── Page04.jpg
|SLPS_255.86 || Tales of the Abyss                                                  || 0x0A ||    0x803E8 || CDVD_READ_DELAY
│      │   ├── Page05.jpg
|-
│      │   ├── Page06.jpg
|SLPS_256.04 || Ar tonelico Qoga: Knell of Ar Ciel                                  || 0x00 ||  0xA000000 || TITLE_MASK
│      │   ├── Page07.jpg
|-
│      │   ├── Page08.jpg
|SLPS_256.67 || Daito Giken Premium Pachi-Slot Collection: Yoshimune                || 0x01 ||     0x1800 || SIO2_MASK
│      │   ├── Page09.jpg
|-
│      │   ├── Page100.jpg
|SLPS_256.98 || Fatal Fury Battle Archives Volume 2                                  || 0x00 ||  0xA000000 || TITLE_MASK
│       │   ├── Page101.jpg
|-
│      │   ├── Page102.jpg
|SLPS_257.08 || The Familiar of Zero (Limited Edition)                              || 0x0A ||    0x803E8 || CDVD_READ_DELAY
│      │   ├── Page103.jpg
|-
│       │   ├── Page104.jpg
|SLPS_257.09 || The Familiar of Zero                                                || 0x0A ||    0x803E8 || CDVD_READ_DELAY
│      │   ├── Page105.jpg
|-
│      │   ├── Page106.jpg
|SLPS_257.21 || HimeHibi - Princess Days                                            || 0x0B ||  0x8000000 || SPU2_BEHAVIOR
│      │   ├── Page107.jpg
|-
│      │   ├── Page108.jpg
|SLPS_257.22 || Routes PE (Limited Edition)                                          || 0x08 ||      0x3E8 || CPU_DELAY
│      │   ├── Page109.jpg
|-
│      │   ├── Page10.jpg
|SLPS_257.27 || Routes PE                                                            || 0x08 ||      0x3E8 || CPU_DELAY
│      │   ├── Page110.jpg
|-
│      │   ├── Page111.jpg
|SLPS_732.49 || Ar tonelico Qoga: Knell of Ar Ciel (Platinum)                        || 0x00 ||  0xA000000 || TITLE_MASK
│      │   ├── Page112.jpg
|-
│      │   ├── Page113.jpg
|SLUS_200.11 || Orphen: Ocion of Sorcery                                            || 0x08 ||     0x1388 || CPU_DELAY
│      │   ├── Page114.jpg
|-
│      │   ├── Page115.jpg
|SLUS_200.11 || Orphen: Ocion of Sorcery                                            || 0x09 ||  0x8000010 || DEV5_INT_SPEED
│      │   ├── Page116.jpg
|-
│      │   ├── Page11.jpg
|SLUS_200.77 || Donald Duck: Go'in Quackers                                          || 0x01 ||      0x800 || SIO2_MASK
│      │   ├── Page12.jpg
|-
│      │   ├── Page13.jpg
|SLUS_202.74 || City Crisis                                                          || 0x0A ||    0x80BB8 || CDVD_READ_DELAY
│      │   ├── Page14.jpg
|-
│      │   ├── Page15.jpg
|SLUS_203.05 || Simpsons: Road Rage                                                  || 0x01 ||      0x800 || SIO2_MASK
│      │   ├── Page16.jpg
|-
│       │   ├── Page17.jpg
|SLUS_203.64 || Tiger Woods PGA Tour 2002                                            || 0x0A ||    0x803E8 || CDVD_READ_DELAY
│      │   ├── Page18.jpg
|-
│      │   ├── Page19.jpg
|SLUS_204.13 || Shadowman 2                                                          || 0x0A ||    0x80600 || CDVD_READ_DELAY
│       │   ├── Page20.jpg
|-
│      │   ├── Page21.jpg
|SLUS_204.33 || SWAT: Global Strike Team                                            || 0x01 ||      0x800 || SIO2_MASK
│      │   ├── Page22.jpg
|-
│      │   ├── Page23.jpg
|SLUS_204.88 || Star Ocean: Til the end of Time [Disc 1]                            || 0x08 ||     0x1388 || CPU_DELAY
│      │   ├── Page24.jpg
|-
│      │   ├── Page25.jpg
|SLUS_205.72 || Tiger Woods PGA Tour 2003                                            || 0x0A ||    0x803E8 || CDVD_READ_DELAY
│      │   ├── Page26.jpg
|-
│      │   ├── Page27.jpg
|SLUS_205.90 || Spyhunter 2                                                          || 0x01 ||      0x800 || SIO2_MASK
│      │   ├── Page28.jpg
|-
│      │   ├── Page29.jpg
|SLUS_206.35 || Muppets Party Cruise                                                || 0x01 ||      0x801 || SIO2_MASK
│      │   ├── Page30.jpg
|-
│      │   ├── Page31.jpg
|SLUS_206.39 || Def Jam Vendetta                                                    || 0x01 ||      0x800 || SIO2_MASK
│      │   ├── Page32.jpg
|-
│      │   ├── Page33.jpg
|SLUS_206.86 || Splashdown: Rides Gone Wild                                          || 0x0A ||    0x80400 || CDVD_READ_DELAY
│      │   ├── Page34.jpg
|-
│      │   ├── Page35.jpg
|SLUS_208.38 || All-Star Baseball 2005                                              || 0x01 ||      0x802 || SIO2_MASK
│       │   ├── Page36.jpg
|-
│      │   ├── Page37.jpg
|SLUS_208.51 || Ace Combat 5: The Unsung War                                        || 0x0A ||  0x500000 || CDVD_READ_DELAY
│      │   ├── Page38.jpg
|-
│      │   ├── Page39.jpg
|SLUS_208.91 || Star Ocean: Til the end of Time [Disc 2]                            || 0x08 ||     0x1388 || CPU_DELAY
│      │   ├── Page40.jpg
|-
│      │   ├── Page41.jpg
|SLUS_209.18 || Super Monkey Ball: Deluxe                                            || 0x01 ||      0x800 || SIO2_MASK
│      │   ├── Page42.jpg
|-
│      │   ├── Page43.jpg
|SLUS_210.59 || Tekken 5                                                            || 0x0B || 0x40000000 || SPU2_BEHAVIOR
│      │   ├── Page44.jpg
|-
│      │   ├── Page45.jpg
|SLUS_210.70 || Final Fantasy XI: Chains of Promathia                                || 0x02 ||        0xB || DEV9_MASK
│      │   ├── Page46.jpg
|-
│      │   ├── Page47.jpg
|SLUS_210.89 || Karaoke Revolution Vol.3                                            || 0x08 ||     0x1388 || CPU_DELAY
│      │   ├── Page48.jpg
|-
│      │   ├── Page49.jpg
|SLUS_213.31 || Sonic Riders                                                        || 0x01 ||      0x800 || SIO2_MASK
│      │   ├── Page50.jpg
|-
│      │   ├── Page51.jpg
|SLUS_213.39 || Puzzle Challenge                                                    || 0x01 ||      0x800 || SIO2_MASK
│       │   ├── Page52.jpg
|-
│      │   ├── Page53.jpg
|SLUS_214.04 || Final Fantasy XI: Treasures of Aht Urhgan                            || 0x02 ||        0xB || DEV9_MASK
│      │   ├── Page54.jpg
|-
│      │   ├── Page55.jpg
|SLUS_214.52 || Valkyrie Profile 2: Silmeria                                        || 0x08 ||     0x1388 || CPU_DELAY
│      │   ├── Page56.jpg
|-
│      │   ├── Page57.jpg
|}
│      │   ├── Page58.jpg
 
│      │   ├── Page59.jpg
= Folder/File layout =
│      │   ├── Page60.jpg
 
│      │   ├── Page61.jpg
Example: Max Payne Classic
│      │   ├── Page62.jpg
 
│      │   ├── Page63.jpg
<pre>
│      │   ├── Page64.jpg
├── config-emu-ps4.txt
│      │   ├── Page65.jpg
├── docs
│      │   ├── Page66.jpg
│   └── revision.h
│      │   ├── Page67.jpg
├── eboot.bin
│       │   ├── Page68.jpg
├── feature_data
│      │   ├── Page69.jpg
│   └── SLES-50326_features.lua
│      │   ├── Page70.jpg
├── formatted.card
│      │   ├── Page71.jpg
├── image
│      │   ├── Page72.jpg
│   └── disc01.iso
│      │   ├── Page73.jpg
├── lua_include
│      │   ├── Page74.jpg
│   ├── ee-cpr0-alias.lua
│      │   ├── Page75.jpg
│   ├── ee-gpr-alias.lua
│      │   ├── Page76.jpg
│   ├── ee-hwaddr.lua
│      │   ├── Page77.jpg
│   ├── language.lua
│      │   ├── Page78.jpg
│   ├── pad-and-key.lua
│      │   ├── Page79.jpg
│   ├── ps2.lua
│      │   ├── Page80.jpg
│   └── utils.lua
│      │   ├── Page81.jpg
├── patches
│      │   ├── Page82.jpg
│   └── SLES-50326_cli.conf
│      │   ├── Page83.jpg
├── PS20220WD20050620.crack
│       │   ├── Page84.jpg
├── ps2-emu-compiler.self
│      │   ├── Page85.jpg
├── sce_companion_httpd
│      │   ├── Page86.jpg
│   └── html
│      │   ├── Page87.jpg
│       ├── BackCover.jpg
│      │   ├── Page88.jpg
│      ├── base
│      │   ├── Page89.jpg
│      │   ├── arrow_up.png
│      │   ├── Page90.jpg
│      │   └── sprites.png
│      │   ├── Page91.jpg
│      ├── css
│      │   ├── Page92.jpg
│      │   ├── default-skin.png
│      │   ├── Page93.jpg
│      │   └── styles.min.css
│       │   ├── Page94.jpg
│      ├── index.html
│      │   ├── Page95.jpg
│      ├── js
│      │   ├── Page96.jpg
│      │   └── app.min.js
│      │   ├── Page97.jpg
│      ├── large
│      │   ├── Page98.jpg
│       │   ├── Box01.jpg
│      │   └── Page99.jpg
│      │   ├── Box04.jpg
│      ├── small
│      │   ├── landscape
│      │   ├── Box01.jpg
│      │   │   ├── Box01.jpg
│      │   ├── Box04.jpg
│      │   │   ├── Box04.jpg
│       │   ├── landscape
│      │   │   ├── Page01.jpg From 01 to 59
│      │   │   ├── Box01.jpg
│      │   │   └── Page59.jpg
│      │   │   ├── Box04.jpg
│      │   ├── Page01.jpg From 01 to 116
│      │   │   ├── Page01.jpg
│      │   └── Page116.jpg
│      │   │   ├── Page02.jpg
│      ├── medium
│       │   │   ├── Page03.jpg
│       │   ├── Box01.jpg
│      │   │   ├── Page04.jpg
│      │   ├── Box04.jpg
│      │   │   ├── Page05.jpg
│      │   ├── landscape
│       │   │   ├── Page06.jpg
│      │   │   ├── Box01.jpg
│      │   │   ├── Page07.jpg
│      │   │   ├── Box04.jpg
│      │   │   ├── Page08.jpg
│      │   │   ├── Page01.jpg From 01 to 59
│       │   │   ├── Page09.jpg
│      │   │   └── Page59.jpg
│      │   │   ├── Page10.jpg
│      │   ├── Page01.jpg from 01 to 116
│      │   │   ├── Page11.jpg
│      │   └── Page116.jpg
│      │   │   ├── Page12.jpg
│      ├── small
│      │   │   ├── Page13.jpg
│      │   ├── Box01.jpg from 01 to 04
│      │   │   ├── Page14.jpg
│      │   ├── Box04.jpg
│      │   │   ├── Page15.jpg
│      │   ├── landscape
│       │   │   ├── Page16.jpg
│      │   │   ├── Box01.jpg from 01 to 04
│      │   │   ├── Page17.jpg
│      │   │   ├── Box04.jpg
│       │   │   ├── Page18.jpg
│      │   │   ├── Page01.jpg From 01 to 59
│      │   │   ├── Page19.jpg
│      │   │   └── Page59.jpg
│      │   │   ├── Page20.jpg
│      │   ├── Page01.jpg From 01 to 116
│      │   │   ├── Page21.jpg
│      │   └── Page116.jpg
│      │   │   ├── Page22.jpg
│      └── thumbnails
│      │   │   ├── Page23.jpg
│           ├── BoxThumb01.jpg
│      │   │   ├── Page24.jpg
│           ├── BoxThumb04.jpg
│      │   │   ├── Page25.jpg
│           ├── landscape
│      │   │   ├── Page26.jpg
│           │   ├── BoxThumb01.jpg
│      │   │   ├── Page27.jpg
│           │   ├── BoxThumb04.jpg
│      │   │   ├── Page28.jpg
│           │   ├── Thumb01.jpg from 01 to 59
│      │   │   ├── Page29.jpg
│           │   └── Thumb59.jpg
│      │   │   ├── Page30.jpg
│           ├── Thumb01.jpg From 01 to 116
│      │   │   ├── Page31.jpg
│           └── Thumb116.jpg
│      │   │   ├── Page32.jpg
├── sce_module
│      │   │   ├── Page33.jpg
│   ├── libc.prx
│      │   │   ├── Page34.jpg
│   └── libSceFios2.prx
│      │   │   ├── Page35.jpg
├── sce_sys
│      │   │   ├── Page36.jpg
│   ├── about
│      │   │   ├── Page37.jpg
│   │   └── right.sprx
│      │   │   ├── Page38.jpg
│   └── keystone
│      │   │   ├── Page39.jpg
└── trophy_data
│      │   │   ├── Page40.jpg
     └── SLES-50326_trophies.lua
│      │   │   ├── Page41.jpg
</pre>
│      │   │   ├── Page42.jpg
 
│      │   │   ├── Page43.jpg
= LUA include files =
│      │   │   ├── Page44.jpg
 
│      │   │   ├── Page45.jpg
<pre>
│      │   │   ├── Page46.jpg
Files that some official PS2 Classics PKG files use in order for the lua files to be separate.
│      │   │   ├── Page47.jpg
</pre>
│      │   │   ├── Page48.jpg
 
│      │   │   ├── Page49.jpg
'''pad-connect-type.lua'''
│      │   │   ├── Page50.jpg
<pre>
│      │   │   ├── Page51.jpg
local PadConnectType = {}
│      │   │   ├── Page52.jpg
 
│      │   │   ├── Page53.jpg
PadConnectType.DS4 = 0
│      │   │   ├── Page54.jpg
PadConnectType.HID              = 1 -- any 3rd party USB controller (fight stick, turbo controller, etc), always local.
│      │   │   ├── Page55.jpg
PadConnectType.REMOTE_DS4      = 2 -- remote DS4 should behave just like regular DS4
│      │   │   ├── Page56.jpg
PadConnectType.REMOTE_VITA      = 3 -- remote VITA lacks analog L2/R2
│       │   │   ├── Page57.jpg
 
│       │   │   ├── Page58.jpg
return PadConnectType
│       │   │   └── Page59.jpg
</pre>
│       │   ├── Page01.jpg
 
│       │   ├── Page02.jpg
'''sprite.lua'''
│       │   ├── Page03.jpg
<pre>
│       │   ├── Page04.jpg
local kFilterMode = {}
│      │   ├── Page05.jpg
kFilterMode.Point                          = 0x00000000 -- < Sample the one texel nearest to the sample point.
│      │   ├── Page06.jpg
kFilterMode.Bilinear                        = 0x00000001 -- < Sample the four texels nearest the sample point, and blend linearly.
│       │   ├── Page07.jpg
 
│      │   ├── Page08.jpg
local kWrapMode = {}
│       │   ├── Page09.jpg
kWrapMode.Wrap                              = 0x00000000 -- < The integer portion of the input coordinate is discarded, and the fractional portion is used instead. <c>U=U-floorf(U);</c>
│       │   ├── Page100.jpg
kWrapMode.Mirror                            = 0x00000001 -- < The input coordinate is "reflected" across the texture boundary. This reflection may occur multiple times until the coordinate falls within the <c>[0..1]</c> range. <c>U=isOdd(floorf(U)) ? 1-fracf(U) : fracf(U)</c>
│      │   ├── Page101.jpg
kWrapMode.ClampLastTexel                    = 0x00000002 -- < The input coordinate is clamped to the range <c>[0..1]</c>. <c>U=max(0,min(1,U));</c>
│       │   ├── Page102.jpg
kWrapMode.MirrorOnceLastTexel              = 0x00000003 -- < The input coordinate is reflected at most one time and then clamped to the range <c>[0..1]</c>. <c>U=abs(max(-1,min(1,U));</c>
│      │   ├── Page103.jpg
kWrapMode.ClampHalfBorder                  = 0x00000004 -- < Similar to kWrapModeClampLastTexel, but if clamping is necessary, the output color will be the border color specified by the Sampler. For this mode, coordinates that are not within half a pixel of the border are considered clamped.
│      │   ├── Page104.jpg
kWrapMode.MirrorOnceHalfBorder              = 0x00000005 -- < Similar to kWrapModeMirrorOnceLastTexel, but if clamping is necessary, the output color will be the border color specified by the Sampler. For this mode, coordinates that are not within half a pixel of the border are considered clamped.
│      │   ├── Page105.jpg
kWrapMode.ClampBorder                      = 0x00000006 -- < Similar to kWrapModeClampLastTexel, but if clamping is necessary, the output color will be the border color specified by the Sampler. For this mode, coordinates that are outside the range <c>[0..1]</c> are considered clamped.
│      │   ├── Page106.jpg
kWrapMode.MirrorOnceBorder                  = 0x00000007 -- < Similar to kWrapModeMirrorOnceLastTexel, but if clamping is necessary, the output color will be the border color specified by the Sampler. For this mode, coordinates that are outside the range <c>[0..1]</c> are considered clamped.
│      │   ├── Page107.jpg
 
│      │   ├── Page108.jpg
local kBlendMultiplier = {}
│      │   ├── Page109.jpg
kBlendMultiplier.Zero                            = 0x00000000  -- < Multiply the associated input by zero.
│      │   ├── Page10.jpg
kBlendMultiplier.One                              = 0x00000001  -- < Multiply the associated input by one.
│      │   ├── Page110.jpg
kBlendMultiplier.SrcColor                        = 0x00000002  -- < Multiply the associated input by the fragment color.
│      │   ├── Page111.jpg
kBlendMultiplier.OneMinusSrcColor                = 0x00000003  -- < Multiply the associated input by one minus the fragment color.
│      │   ├── Page112.jpg
kBlendMultiplier.SrcAlpha                        = 0x00000004  -- < Multiply the associated input by the fragment alpha.
│      │   ├── Page113.jpg
kBlendMultiplier.OneMinusSrcAlpha                = 0x00000005  -- < Multiply the associated input by one minus the fragment alpha.
│      │   ├── Page114.jpg
kBlendMultiplier.DestAlpha                        = 0x00000006  -- < Multiply the associated input by the render target alpha.
│      │   ├── Page115.jpg
kBlendMultiplier.OneMinusDestAlpha                = 0x00000007  -- < Multiply the associated input by one minus the render target alpha.
│      │   ├── Page116.jpg
kBlendMultiplier.DestColor                        = 0x00000008  -- < Multiply the associated input by the render target color.
│      │   ├── Page11.jpg
kBlendMultiplier.OneMinusDestColor                = 0x00000009  -- < Multiply the associated input by one minus the render target color.
│      │   ├── Page12.jpg
kBlendMultiplier.SrcAlphaSaturate                = 0x0000000a  -- < Multiply the associated input by the minimum of 1 or fragment alpha.
│      │   ├── Page13.jpg
kBlendMultiplier.ConstantColor                    = 0x0000000d  -- < Multiply the associated input by the constant color. @see DrawCommandBuffer::setBlendColor()
│      │   ├── Page14.jpg
kBlendMultiplier.OneMinusConstantColor            = 0x0000000e  -- < Multiply the associated input by one minus the constant color. @see DrawCommandBuffer::setBlendColor()
│      │   ├── Page15.jpg
kBlendMultiplier.Src1Color                        = 0x0000000f  -- < Multiply the associated input by a secondary fragment color.
│      │   ├── Page16.jpg
kBlendMultiplier.InverseSrc1Color                = 0x00000010  -- < Multiply the associated input by one minus a secondary fragment color.
│      │   ├── Page17.jpg
kBlendMultiplier.Src1Alpha                        = 0x00000011  -- < Multiply the associated input by a secondary fragment alpha.
│      │   ├── Page18.jpg
kBlendMultiplier.InverseSrc1Alpha                = 0x00000012  -- < Multiply the associated input by one minus a secondary fragment alpha.
│      │   ├── Page19.jpg
kBlendMultiplier.ConstantAlpha                    = 0x00000013  -- < Multiply the associated input by the constant color alpha. @see DrawCommandBuffer::setBlendColor()
│      │   ├── Page20.jpg
kBlendMultiplier.OneMinusConstantAlpha            = 0x00000014  -- < Multiply the associated input by one minus the constant color alpha. @see DrawCommandBuffer::setBlendColor()
│      │   ├── Page21.jpg
 
│      │   ├── Page22.jpg
local kBlendFunc = {}
│      │   ├── Page23.jpg
kBlendFunc.Add                          = 0x00000000  -- < The source value is added to the destination value.
│      │   ├── Page24.jpg
kBlendFunc.Subtract                    = 0x00000001  -- < The destination value is subtracted from the source value.
│      │   ├── Page25.jpg
kBlendFunc.Min                          = 0x00000002  -- < The minimum of the source and destination values is selected.
│      │   ├── Page26.jpg
kBlendFunc.Max                          = 0x00000003  -- < The maximum of the source and destination values is selected.
│      │   ├── Page27.jpg
kBlendFunc.ReverseSubtract              = 0x00000004  -- < The source value is subtracted from the destination value.
│      │   ├── Page28.jpg
 
│      │   ├── Page29.jpg
-- Default blending mode, ideal for typical alpha channel embedded into a PNG image.
│      │   ├── Page30.jpg
blendDefaultEquation = {
│      │   ├── Page31.jpg
kBlendMultiplier.SrcAlpha, -- src multiplier
│      │   ├── Page32.jpg
kBlendFunc.Add,                         -- blend function
│      │   ├── Page33.jpg
kBlendMultiplier.OneMinusSrcAlpha,     -- dest multiplier
│      │   ├── Page34.jpg
}
│      │   ├── Page35.jpg
 
│      │   ├── Page36.jpg
blendConstFadeEquation = {
│      │   ├── Page37.jpg
kBlendMultiplier.ConstantAlpha, -- src multiplier
│      │   ├── Page38.jpg
kBlendFunc.Add,                       -- blend function
│      │   ├── Page39.jpg
kBlendMultiplier.OneMinusConstantAlpha,     -- dest multiplier
│      │   ├── Page40.jpg
}
│      │   ├── Page41.jpg
 
│      │   ├── Page42.jpg
return kFilterMode, kWrapMode, kBlendMultiplier, kBlendFunc
│      │   ├── Page43.jpg
</pre>
│      │   ├── Page44.jpg
 
│      │   ├── Page45.jpg
'''MipsInsn.lua'''
│      │   ├── Page46.jpg
<pre>
│      │   ├── Page47.jpg
MipsInsn = {}
│      │   ├── Page48.jpg
MipsInsn.IsAddi = function(insn) return (insn & 0xfc000000) == 0x20000000 end -- addi rt,rs,simm
│      │   ├── Page49.jpg
MipsInsn.IsAddiu = function(insn) return (insn & 0xfc000000) == 0x24000000 end -- addiu rt,rs,simm
│      │   ├── Page50.jpg
MipsInsn.IsDaddu = function(insn) return (insn & 0xfc0007ff) == 0x0000002d end -- daddu rd,rs,rt
│      │   ├── Page51.jpg
MipsInsn.IsAddu = function(insn) return (insn & 0xfc0007ff) == 0x00000021 end -- addu rd,rs,rt
│      │   ├── Page52.jpg
MipsInsn.IsBeq = function(insn) return (insn & 0xfc000000) == 0x10000000 end -- beq rs,rt,off
│      │   ├── Page53.jpg
MipsInsn.IsJ = function(insn) return (insn & 0xfc000000) == 0x08000000 end -- j target
│      │   ├── Page54.jpg
MipsInsn.IsJal = function(insn) return (insn & 0xfc000000) == 0x0c000000 end -- jal target
│      │   ├── Page55.jpg
MipsInsn.IsJr = function(insn) return (insn & 0xfc1fffff) == 0x00000008 end -- jr rs
│      │   ├── Page56.jpg
MipsInsn.IsLq = function(insn) return (insn & 0xfc000000) == 0x78000000 end -- lq rt,simm(rs)
│      │   ├── Page57.jpg
MipsInsn.IsLd = function(insn) return (insn & 0xfc000000) == 0xdc000000 end -- ld rt,simm(rs)
│      │   ├── Page58.jpg
MipsInsn.IsLw = function(insn) return (insn & 0xfc000000) == 0x8c000000 end -- lw rt,simm(rs)
│      │   ├── Page59.jpg
MipsInsn.IsSq = function(insn) return (insn & 0xfc000000) == 0x7c000000 end -- sq rt,simm(rs)
│      │   ├── Page60.jpg
MipsInsn.IsSd = function(insn) return (insn & 0xfc000000) == 0xfc000000 end -- sd rt,simm(rs)
│      │   ├── Page61.jpg
MipsInsn.IsSw = function(insn) return (insn & 0xfc000000) == 0xac000000 end -- sw rt,simm(rs)
│      │   ├── Page62.jpg
MipsInsn.IsEnd = function(insn) return (insn & 0xfc00003f) == 0x0000000d end -- break [code]
│      │   ├── Page63.jpg
 
│      │   ├── Page64.jpg
MipsInsn.GetRt = function(insn) return (insn >> 16) & 0x1f end
│      │   ├── Page65.jpg
MipsInsn.GetRs = function(insn) return (insn >> 21) & 0x1f end
│      │   ├── Page66.jpg
MipsInsn.GetRd = function(insn) return (insn >> 11) & 0x1f end
│      │   ├── Page67.jpg
--MipsInsn.GetSimm = function(insn) return ((insn << 48) >> 48) end -- this can't create a negative value correctly
│      │   ├── Page68.jpg
MipsInsn.GetSimm = function(insn)
│      │   ├── Page69.jpg
  -- Lua5.3 shifts are all logical (WHY!?). threfore (insn<<48)>>48 cannot extend the sign.
│      │   ├── Page70.jpg
  -- Instead of using shift, do following
│      │   ├── Page71.jpg
  local bit = 16 -- sign bit place.
│      │   ├── Page72.jpg
  local v = insn & 0xffff
│      │   ├── Page73.jpg
  local m = 1 << (bit - 1)
│      │   ├── Page74.jpg
  v = v & ((1 << bit) - 1)
│      │   ├── Page75.jpg
  return (v ~ m) - m -- '~' is xor in Lua... how strange it is.
│      │   ├── Page76.jpg
end
│      │   ├── Page77.jpg
MipsInsn.GetOff = function(insn) return MipsInsn.GetSimm(insn) end
│      │   ├── Page78.jpg
MipsInsn.GetTarget = function(insn) return insn & 0x3ffffff end
│      │   ├── Page79.jpg
 
│      │   ├── Page80.jpg
return MipsInsn
│      │   ├── Page81.jpg
</pre>
│      │   ├── Page82.jpg
 
│      │   ├── Page83.jpg
'''ee-cpr0-alias.lua'''
│      │   ├── Page84.jpg
<pre>
│      │   ├── Page85.jpg
cpr = {}
│      │   ├── Page86.jpg
 
│      │   ├── Page87.jpg
cpr.index = 0
│      │   ├── Page88.jpg
cpr.random = 1
│      │   ├── Page89.jpg
cpr.entrylo0 = 2
│      │   ├── Page90.jpg
cpr.entrylo1 = 3
│      │   ├── Page91.jpg
cpr.context = 4
│      │   ├── Page92.jpg
cpr.pagemask = 5
│      │   ├── Page93.jpg
cpr.wired = 6
│      │   ├── Page94.jpg
cpr.badvaddr = 8
│      │   ├── Page95.jpg
cpr.count = 9
│      │   ├── Page96.jpg
cpr.entryhi = 10
│      │   ├── Page97.jpg
cpr.compare = 11
│      │   ├── Page98.jpg
cpr.status = 12
│      │   └── Page99.jpg
cpr.cause = 13
│      └── thumbnails
cpr.epc = 14
│          ├── BoxThumb01.jpg
cpr.prid = 15
│          ├── BoxThumb04.jpg
cpr.config = 16
│          ├── landscape
cpr.badpaddr = 23
│          │   ├── BoxThumb01.jpg
cpr.hwbk = 24
│          │   ├── BoxThumb04.jpg
cpr.pccr = 25
│          │   ├── Thumb01.jpg
cpr.taglo = 28
│          │   ├── Thumb02.jpg
cpr.taghi = 29
│          │   ├── Thumb03.jpg
cpr.errorepc = 30
│          │   ├── Thumb04.jpg
 
│          │   ├── Thumb05.jpg
return cpr
│          │   ├── Thumb06.jpg
</pre>
│          │   ├── Thumb07.jpg
 
│          │   ├── Thumb08.jpg
'''ee-gpr-alias.lua'''
│          │   ├── Thumb09.jpg
<pre>
│          │   ├── Thumb10.jpg
-- Recommended method to import this module:
│          │   ├── Thumb11.jpg
--  local gpr = require("ee-gpr-alias")
│          │   ├── Thumb12.jpg
--
│          │   ├── Thumb13.jpg
-- Using the global 'lang' variable is depreciated. This will change to a local-scope variable after
│          │   ├── Thumb14.jpg
-- the depreciation period has expired in April 2016.
│          │   ├── Thumb15.jpg
 
│          │   ├── Thumb16.jpg
gpr = {}
│          │   ├── Thumb17.jpg
 
│          │   ├── Thumb18.jpg
gpr.zero = 0
│          │   ├── Thumb19.jpg
gpr.at  = 1
│          │   ├── Thumb20.jpg
gpr.v0  = 2
│          │   ├── Thumb21.jpg
gpr.v1  = 3
│          │   ├── Thumb22.jpg
gpr.a0  = 4
│          │   ├── Thumb23.jpg
gpr.a1  = 5
│          │   ├── Thumb24.jpg
gpr.a2  = 6
│          │   ├── Thumb25.jpg
gpr.a3  = 7
│          │   ├── Thumb26.jpg
gpr.t0  = 8
│          │   ├── Thumb27.jpg
gpr.t1  = 9
│          │   ├── Thumb28.jpg
gpr.t2  = 10
│          │   ├── Thumb29.jpg
gpr.t3  = 11
│          │   ├── Thumb30.jpg
gpr.t4  = 12
│          │   ├── Thumb31.jpg
gpr.t5  = 13
│          │   ├── Thumb32.jpg
gpr.t6  = 14
│          │   ├── Thumb33.jpg
gpr.t7  = 15
│          │   ├── Thumb34.jpg
gpr.s0  = 16
│          │   ├── Thumb35.jpg
gpr.s1  = 17
│          │   ├── Thumb36.jpg
gpr.s2  = 18
│          │   ├── Thumb37.jpg
gpr.s3  = 19
│          │   ├── Thumb38.jpg
gpr.s4  = 20
│          │   ├── Thumb39.jpg
gpr.s5  = 21
│          │   ├── Thumb40.jpg
gpr.s6  = 22
│          │   ├── Thumb41.jpg
gpr.s7  = 23
│          │   ├── Thumb42.jpg
gpr.t8  = 24
│          │   ├── Thumb43.jpg
gpr.t9  = 25
│          │   ├── Thumb44.jpg
gpr.k0  = 26
│          │   ├── Thumb45.jpg
gpr.k1  = 27
│          │   ├── Thumb46.jpg
gpr.gp  = 28
│          │   ├── Thumb47.jpg
gpr.sp  = 29
│          │   ├── Thumb48.jpg
gpr.fp  = 30
│          │   ├── Thumb49.jpg
gpr.ra  = 31
│          │   ├── Thumb50.jpg
 
│          │   ├── Thumb51.jpg
return gpr
│          │   ├── Thumb52.jpg
</pre>
│          │   ├── Thumb53.jpg
 
│          │   ├── Thumb54.jpg
'''ee-hwaddr.lua'''
│          │   ├── Thumb55.jpg
<pre>
│          │   ├── Thumb56.jpg
gif_hw  = {}
│          │   ├── Thumb57.jpg
vif0_hw = {}
│          │   ├── Thumb58.jpg
vif1_hw = {}
│          │   └── Thumb59.jpg
 
│          ├── Thumb01.jpg
gif_hw.CHCR = 0x1000A000
│          ├── Thumb02.jpg
gif_hw.MADR = 0x1000A010
│          ├── Thumb03.jpg
gif_hw.QWC = 0x1000A020
│          ├── Thumb04.jpg
gif_hw.TADR = 0x1000A030
│          ├── Thumb05.jpg
gif_hw.ASR0 = 0x1000A040
│          ├── Thumb06.jpg
gif_hw.ASR1 = 0x1000A050
│          ├── Thumb07.jpg
gif_hw.SADR = 0x1000A080
│          ├── Thumb08.jpg
 
│          ├── Thumb09.jpg
vif0_hw.CHCR = 0x10008000
│          ├── Thumb100.jpg
vif0_hw.MADR = 0x10008010
│          ├── Thumb101.jpg
vif0_hw.QWC = 0x10008020
│          ├── Thumb102.jpg
vif0_hw.TADR = 0x10008030
│          ├── Thumb103.jpg
vif0_hw.ASR0 = 0x10008040
│          ├── Thumb104.jpg
vif0_hw.ASR1 = 0x10008050
│          ├── Thumb105.jpg
vif0_hw.SADR = 0x10008080
│          ├── Thumb106.jpg
 
│          ├── Thumb107.jpg
vif1_hw.CHCR = 0x10009000
│          ├── Thumb108.jpg
vif1_hw.MADR = 0x10009010
│          ├── Thumb109.jpg
vif1_hw.QWC = 0x10009020
│          ├── Thumb10.jpg
vif1_hw.TADR = 0x10009030
│          ├── Thumb110.jpg
vif1_hw.ASR0 = 0x10009040
│          ├── Thumb111.jpg
vif1_hw.ASR1 = 0x10009050
│          ├── Thumb112.jpg
vif1_hw.SADR = 0x10009080
│          ├── Thumb113.jpg
 
│          ├── Thumb114.jpg
return gif_hw, vif0_hw, vif1_hw, nil
│          ├── Thumb115.jpg
</pre>
│          ├── Thumb116.jpg
 
│          ├── Thumb11.jpg
'''language.lua'''
│          ├── Thumb12.jpg
<pre>
│          ├── Thumb13.jpg
-- Recommended method to import this module:
│          ├── Thumb14.jpg
--  local lang = require("language")
│          ├── Thumb15.jpg
--
│          ├── Thumb16.jpg
-- Using the global 'lang' variable is depreciated. This will change to a local-scope variable after
│          ├── Thumb17.jpg
-- the depreciation period has expired in April 2016.
│          ├── Thumb18.jpg
 
│          ├── Thumb19.jpg
lang = {}
│          ├── Thumb20.jpg
 
│          ├── Thumb21.jpg
lang.japanese = 0
│          ├── Thumb22.jpg
lang.english = 1
│          ├── Thumb23.jpg
lang.french = 2
│          ├── Thumb24.jpg
lang.spanish = 3
│          ├── Thumb25.jpg
lang.german = 4
│          ├── Thumb26.jpg
lang.italian = 5
│          ├── Thumb27.jpg
lang.dutch = 6
│          ├── Thumb28.jpg
lang.portuguese = 7
│          ├── Thumb29.jpg
lang.russian = 8
│          ├── Thumb30.jpg
lang.korean = 9
│          ├── Thumb31.jpg
lang.chinese_traditional = 10
│          ├── Thumb32.jpg
lang.chinese_simplified = 11
│          ├── Thumb33.jpg
lang.finnish = 12
│          ├── Thumb34.jpg
lang.swedish = 13
│          ├── Thumb35.jpg
lang.danish = 14
│          ├── Thumb36.jpg
lang.norwegian = 15
│          ├── Thumb37.jpg
lang.polish = 16
│          ├── Thumb38.jpg
lang.portuguese_brazil = 17
│          ├── Thumb39.jpg
lang.english_gb = 18
│          ├── Thumb40.jpg
lang.turkish = 19
│          ├── Thumb41.jpg
lang.spanish_la = 20
│          ├── Thumb42.jpg
lang.arabic = 21
│          ├── Thumb43.jpg
lang.french_canada = 22
│          ├── Thumb44.jpg
 
│          ├── Thumb45.jpg
return lang
│          ├── Thumb46.jpg
</pre>
│          ├── Thumb47.jpg
 
│          ├── Thumb48.jpg
'''pad-and-key.lua'''
│          ├── Thumb49.jpg
<pre>
│          ├── Thumb50.jpg
pad = {}
│          ├── Thumb51.jpg
 
│          ├── Thumb52.jpg
-- Left Side
│          ├── Thumb53.jpg
pad.LU = 0x0010 -- Up
│          ├── Thumb54.jpg
pad.LD = 0x0040 -- Down
│          ├── Thumb55.jpg
pad.LL = 0x0080 -- Left
│          ├── Thumb56.jpg
pad.LR = 0x0020 -- Right
│          ├── Thumb57.jpg
 
│          ├── Thumb58.jpg
-- Right Side
│          ├── Thumb59.jpg
pad.RU = 0x1000 -- Up (Triangle)
│          ├── Thumb60.jpg
pad.RD = 0x4000 -- Down (Cross)
│          ├── Thumb61.jpg
pad.RL = 0x8000 -- Left (Square)
│          ├── Thumb62.jpg
pad.RR = 0x2000 -- Right (Circle)
│          ├── Thumb63.jpg
 
│          ├── Thumb64.jpg
-- aliases
│          ├── Thumb65.jpg
pad.UP = 0x0010 -- LU
│          ├── Thumb66.jpg
pad.DOWN = 0x0040 -- LD
│          ├── Thumb67.jpg
pad.LEFT = 0x0080 -- LL
│          ├── Thumb68.jpg
pad.RIGHT = 0x0020 -- LR
│          ├── Thumb69.jpg
pad.TRIANGLE= 0x1000
│          ├── Thumb70.jpg
pad.CROSS = 0x4000
│          ├── Thumb71.jpg
pad.SQUARE = 0x8000
│          ├── Thumb72.jpg
pad.CIRCLE = 0x2000
│          ├── Thumb73.jpg
 
│          ├── Thumb74.jpg
pad.L1 = 0x0400
│          ├── Thumb75.jpg
pad.L2 = 0x0100
│          ├── Thumb76.jpg
pad.L3 = 0x0002
│          ├── Thumb77.jpg
 
│          ├── Thumb78.jpg
pad.R1 = 0x0800
│          ├── Thumb79.jpg
pad.R2 = 0x0200
│          ├── Thumb80.jpg
pad.R3 = 0x0004
│          ├── Thumb81.jpg
 
│          ├── Thumb82.jpg
pad.SELECT = 0x0001
│          ├── Thumb83.jpg
pad.START = 0x0008
│          ├── Thumb84.jpg
 
│          ├── Thumb85.jpg
keyboard = {}
│          ├── Thumb86.jpg
 
│          ├── Thumb87.jpg
keyboard.ESCAPE = 0x1000
│          ├── Thumb88.jpg
keyboard.SLASH = 0x1001
│          ├── Thumb89.jpg
keyboard.SEPARATOR = 0x1002 -- backslash or pipe (\|)
│          ├── Thumb90.jpg
keyboard.BACKQUOTE = 0x1003
│          ├── Thumb91.jpg
keyboard.PAGEDOWN = 0x1004
│          ├── Thumb92.jpg
keyboard.PAGEUP = 0x1005
│          ├── Thumb93.jpg
keyboard.F1 = 0x1006
│          ├── Thumb94.jpg
keyboard.F2 = 0x1007
│          ├── Thumb95.jpg
keyboard.F3 = 0x1008
│          ├── Thumb96.jpg
keyboard.F4 = 0x1009
│          ├── Thumb97.jpg
keyboard.F5 = 0x100a
│          ├── Thumb98.jpg
keyboard.F6 = 0x100b
│          └── Thumb99.jpg
keyboard.F7 = 0x100c
├── sce_module
keyboard.F8 = 0x100d
│   ├── libc.prx
keyboard.F9 = 0x100e
│   └── libSceFios2.prx
keyboard.F10 = 0x100f
├── sce_sys
keyboard.F11 = 0x1010
│   ├── about
keyboard.F12 = 0x1011
│   │   └── right.sprx
</pre>
│   └── keystone
 
└── trophy_data
'''ps2.lua'''
    └── SLES-50326_trophies.lua
<pre>
require("ee-gpr-alias")
require("utils")
 
MipsInsn = {}
MipsInsn.IsAddi = function(insn) return (insn & 0xfc000000) == 0x20000000 end -- addi rt,rs,simm
MipsInsn.IsAddiu = function(insn) return (insn & 0xfc000000) == 0x24000000 end -- addiu rt,rs,simm
MipsInsn.IsBeq = function(insn) return (insn & 0xfc000000) == 0x10000000 end -- beq rs,rt,off
MipsInsn.IsJ = function(insn) return (insn & 0xfc000000) == 0x08000000 end -- j target
MipsInsn.IsJal = function(insn) return (insn & 0xfc000000) == 0x0c000000 end -- jal target
MipsInsn.IsJr = function(insn) return (insn & 0xfc1fffff) == 0x00000008 end -- jr rs
MipsInsn.IsLq = function(insn) return (insn & 0xfc000000) == 0x78000000 end -- lq rt,simm(rs)
MipsInsn.IsLd = function(insn) return (insn & 0xfc000000) == 0xdc000000 end -- ld rt,simm(rs)
MipsInsn.IsLw = function(insn) return (insn & 0xfc000000) == 0x8c000000 end -- lw rt,simm(rs)
MipsInsn.IsSq = function(insn) return (insn & 0xfc000000) == 0x7c000000 end -- sq rt,simm(rs)
MipsInsn.IsSd = function(insn) return (insn & 0xfc000000) == 0xfc000000 end -- sd rt,simm(rs)
MipsInsn.IsSw = function(insn) return (insn & 0xfc000000) == 0xac000000 end -- sw rt,simm(rs)
MipsInsn.IsEnd = function(insn) return (insn & 0xfc00003f) == 0x0000000d end
 
MipsInsn.GetRt = function(insn) return (insn >> 16) & 0x1f end
MipsInsn.GetRs = function(insn) return (insn >> 21) & 0x1f end
MipsInsn.GetSimm = function(insn) return ((insn << 48) >> 48) end
MipsInsn.GetOff = function(insn) return MipsInsn.GetSimm(insn) end
MipsInsn.GetTarget = function(insn) return insn & 0x3ffffff end
 
-- return FIFO queue of stack trace
-- the queue item is { caller-addr, return-from }
--
-- example:
--    print("=== stack trace ===")
--   local stack_trace = MipsStackTrace(eeObj, eeObj.GetPc()+4, eeObj.GetGpr(gpr.ra), eeObj.GetGpr(gpr.sp))
--   while not stack_trace:isEmpty() do
-- local caller = stack_trace:dequeue()
-- print( string.format(" 0x%08x [will return from : %x]", caller[1], caller[2]) )
--   end
--
-- NOTE: you must +4 against GetPc() if you in a EE/IOP hook.
-- Because EE/IOP jit executed the instruction at the address already and it might affect $sp or $ra.
--
-- obj : eeObj or iopObj
-- pc  : current pc (from GetPC or readout from thread context)
-- ra  : current ra (from GetGpr or readout from thread context)
-- sp  : current sp (from GetGpr or readout from thread context)
MipsStackTrace = function (obj, pc, ra, sp, depth)
  local max_depth = depth or 10 -- max trace depth
  local n_j = 1
  local jmax = {}
  local depth = 0
  local bdl_count = 0
  local new_pc    = 0
  local icount    = 0
 
  local result = Queue.new()
  local pushed_ra = Queue.new()
  while depth < max_depth and icount < 2048 do
  -- TODO: error checks
  if (pc & 3) ~= 0 then
return result
  end
  pc = pc & 0x01ffffff
  sp = sp & 0x01ffffff
  local insn = obj.ReadMem32(pc)
  -- print(string.format("trace .. pc=%x insn=%x", pc, insn))
  -- result:enqueue( { pc, insn } )
 
  if MipsInsn.IsJr(insn) and MipsInsn.GetRs(insn) == gpr.ra then
bdl_count = 1
depth = depth + 1
new_pc = ra
-- print(string.format("jr ra : ra=%x", ra))
icount = 0
-- print(string.format("enqueue caller pc=%x ret addr=%x", new_pc-8, pc))
result:enqueue( {new_pc-8, pc} ) -- {return-addr, where-from}
  elseif MipsInsn.IsAddiu(insn) and MipsInsn.GetRt(insn) == gpr.sp and MipsInsn.GetRs(insn) == gpr.sp then
sp = sp + MipsInsn.GetSimm(insn) -- ((insn<<48) >>48)
-- print(string.format("addiu sp,sp,** : new sp = %x", sp))
  elseif MipsInsn.IsLq(insn) or MipsInsn.IsLd(insn) or MipsInsn.IsLw(insn) then
if MipsInsn.GetRt(insn) == gpr.ra and MipsInsn.GetRs(insn) == gpr.sp then
-- the code might push $ra on the stack after start pc.
-- in such case, we must not retrieve $ra value from the memory.
if pushed_ra:isEmpty() then
  local imm = MipsInsn.GetSimm(insn) -- ((insn<<48) >>48)
  -- print(string.format("retrieve ra from stack(%x) : sp=%x imm=%x", sp+imm, sp, imm))
  ra = obj.ReadMem32(sp + imm)
  -- print(string.format("load ra,%x(sp) : sp = %x+%x, ra = %x", imm, sp, imm, ra))
else
  -- print(string.format("retrieve ra from pushed one"))
  pushed_ra:dequeue()
end
end
  elseif MipsInsn.IsSq(insn) or MipsInsn.IsSd(insn) or MipsInsn.IsSw(insn) then
if MipsInsn.GetRt(insn) == gpr.ra and MipsInsn.GetRs(insn) == gpr.sp then
pushed_ra:enqueue(pc);
end
  elseif MipsInsn.IsJ(insn) then -- j **
local imm = MipsInsn.GetTarget(insn)
imm = imm << 2
if pc == imm then
-- jump to self? maybe we can ignore it.
else
new_pc = imm
-- print(string.format("j ** : new_pc = %x", new_pc))
bdl_count = 1
for t=1, n_j do
  if jmax[t] == new_pc then
  return result -- closed loop
  end
end
if n_j > 1024 then
  return result -- jump buffer overflow
end
jmax[n_j] = new_pc
n_j = n_j + 1
end
  elseif MipsInsn.IsBeq(insn) and MipsInsn.GetRs(insn) == gpr.zero then -- beq zero,**
local offset = MipsInsn.GetOff(insn) -- ((insn<<48) >> 48)
offset = offset << 2
new_pc = pc + 4 + offset
 
if pc == new_pc then
-- jump to self? maybe we can ignore it
else
-- print(string.format("beq zero,** : new_pc=%x", new_pc))
bdl_count = 1
for t = 1, n_j do
  if jmax[t] == new_pc then
  return result
  end
end
if n_j > 1024 then
  return result
end
jmax[n_j] = new_pc
n_j = n_j + 1
end
  elseif MipsInsn.IsEnd(insn) then -- end
-- print(string.format("end"))
return result
  elseif MipsInsn.IsJal(insn) then -- jal **
local imm = insn & 0x03ffffff
imm = imm << 2
-- print(string.format("jal ** : addr = %x", imm))
-- call
  end
 
  icount = icount + 1
  pc = pc + 4
 
  -- -- print(string.format("bdl_count=%d", bdl_count))
  if bdl_count > 0 then
if bdl_count == 2 then
pc = new_pc
bdl_count = 0
else
bdl_count = bdl_count + 1
end
  end
  end
  return result
end


PS2 = {}
PS2.GetCurrentThread = function(eeObj) return eeObj.ReadMem32(0x12fac) end
PS2.GetThreads = function(eeObj)
  local EE_THREAD_BASE = 0x18000
  local EE_NUM_THREADS = 0x100
  local th = EE_THREAD_BASE
  local result = Queue.new()
  for t = 0, EE_NUM_THREADS-1 do
  -- 0 : node_prev
  -- 4 : node_next
  -- 8 : status
  -- 12: pc
  -- 16: sp
  -- 20: gp
  -- 24: init_pri
  -- 26: curr_pri
  -- 28: wstat
  -- 32: waitId
  -- 36: wakeupCount
  -- 40: attr
  -- 44: option
  -- 48: func
  -- 52: argc
  -- 56: args
  -- 60: stack
  -- 64: size
  -- 68: root
  -- 72: endOfHeap
  local status = eeObj.ReadMem32(th + 8)
  if status ~= 0 then
local id    = t
local pri  = eeObj.ReadMem16(th + 26)
local gp    = eeObj.ReadMem32(th + 20)
local pc    = eeObj.ReadMem32(th + 12)
local sp    = eeObj.ReadMem32(th + 16)
result:enqueue( {id=id, status=status, pri=pri, gp=gp, pc=pc, sp=sp} )
  end
  th = th + 76
  end
  return result
end
</pre>
</pre>


'''utils.lua'''
=Links=
<pre>
*More info: http://www.psx-place.com/threads/research-ps2-emulator-configuration-on-ps4.16131/
-- utility classes/functions
*More emulator configurations examples: https://www.psdevwiki.com/ps4/Talk:PS2_Classics_Emulator_Compatibility_List  
 
-- Stack
-- ex:
-- my_stack = Stack.new()
--  my_stack:push( val )
-- print( my_stack:pop( val ) )
Stack = {}
 
function Stack.new()
  local obj = { buff = {} }
  return setmetatable(obj, {__index = Stack})
end
 
function Stack:push(x)
  table.insert(self.buff, x)
end
 
function Stack:pop()
  return table.remove(self.buff)
end
 
function Stack:top()
  return self.buff[#self.buff]
end
 
function Stack:isEmpty()
  return #self.buff == 0
end
 
 
-- Queue
-- ex:
-- my_queue = Queue.new()
-- my_queue:enqueue( val )
-- print( my_queue:dequeue(val) )
Queue = {}
 
function Queue.new()
  local obj = { buff = {} }
  return setmetatable(obj, {__index = Queue})
end
 
function Queue:enqueue(x)
  table.insert(self.buff, x)
end
 
function Queue:dequeue()
  return table.remove(self.buff, 1)
end
 
function Queue:top()
  if #self.buff > 0 then
    return self.buff[1]
  end
end
 
function Queue:isEmpty()
  return #self.buff == 0
end
</pre>
 
= Links =
 
* [https://psi-rockin.github.io/ps2tek/ PS2 Hardware Documentation]
* [https://pastebin.com/yf802Up3 Graphics Synthetizer title fix guide]
* [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]
* [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://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]]</noinclude>
[[Category:Main]]
</noinclude>
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