Editing PS2 Emulation

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= Description =
= Description =


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


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.
The PS4 is too weak for emulation, therefore Sony had to sacrifice accuracy for performance.


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.
Each PS2ONPS4 package file (.pkg) includes the emulator itself, the ps4 does not have a native built-in emulator in its firmware but it does have some PS2 emulator specific features, like the functions sceLncUtilIsPs2Emu, sceShellCoreUtilGetImposeMenuFlagForPs2Emu, sceSystemServiceAddLocalProcessForPs2Emu, or sceSystemServiceShowImposeMenuForPs2Emu.


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.
Emulators are programmed to be accurate for the games that they were made for. And that alone is a challenge for accurate emulation, since emulators include per title patches, and different default settings, and since the Playstation 2 hardware is a complex system to emulate, any small change in configuration can have make or break a game.


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 the most used emulator is Jakv2 since it is the most compatible, but for game crashes we use RECVX, and for VU accuracy we use roguev1.
 
The BIOS itself is included in the game's pkg and it is the exact same BIOS that was used in the ps2_netemu. Another important thing is the lack of encryption mechanism for PS2 game disc image file, this time it is just a plain ISO file. But the emulator still supports LIMG sector that allows the usage of non-2048 sector size discs. Memory card is also decrypted, but the emulator checks the CRC of some of the regions to ensure that the memory card was Not modified. The PS2 Emulator supports LUA scripting by "Lua Bridge", and it is an extremely powerful interface that provide many possibilities to improve compatibility.
 
This is first time that Sony has ever cared about floats in their emulators. Compared to the PS3 CPU, x86-64 is doing a worse job in mimicking FPU and VU floats calculation behavior. This is resolved by clamping, accurate math used per memory offset, and/or converting floats to double precision. The emulator uses openCL for GS, and likely other components as well.</pre>


= Emulator Configuration =
= Emulator Configuration =
The emulator can be configured through 4 files.


== Files ==
== Files ==
Emulator configuration is handled by 4 files:


* '''config-emu-ps4.txt''' - Stores paths, basic video/audio settings in official packages. But unofficially can be also used for advanced settings for global effect in multi disc .pkg with all commands originally used in cli.conf file.  
* '''config-emu-ps4.txt''' - Stores paths, basic video/audio settings in official packages. But unofficially can be also used for advanced settings for global effect in multi disc .pkg with all commands originally used in cli.conf file.  
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== Commands ==
== Commands ==
The rest of the CLI and LUA commands can all be found inside of any emulator's '''Eboot.bin''' file.
'''Known functions:''' Require cleanup.
<br>The rest of the CLI and LUA commands can all be found inside of any emulator's '''Eboot.bin''' file.
=== config-emu-ps4.txt commands ===
=== config-emu-ps4.txt commands ===


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|-
|-
| --config-local-lua ||  ||  || --config-local-lua=""
| --config-local-lua ||  ||  || --config-local-lua=""
|-
| --lopnor-config ||  0,1  ||  Enables limited PS3's PS2 config support || --lopnor-config=1
|-
|-
| --load-tooling-lua ||  ||  || --load-tooling-lua=0
| --load-tooling-lua ||  ||  || --load-tooling-lua=0
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| --path-vmc || dir/folder ||  || --path-vmc="/tmp/vmc"
| --path-vmc || dir/folder ||  || --path-vmc="/tmp/vmc"
|-
|-
| --emulog-file || 0, 1 ||  Creates a log file with information that is rarely useful || --emulog-file=1
| --emulog-file || 0, 1 ||  Creates a log file with information that is Rarely useful || --emulog-file=1
|-
|-
| --path-emulog || dir/folder || Sets the directory of the emulog file. Requires --emulog-file=1 command  || --path-emulog="/tmp/recordings"
| --path-emulog || dir/folder || Sets the directory of the emulog file, Requires --emulog-file=1 command  || --path-emulog="/tmp/recordings"
|-
|-
| --path-manual || dir/folder ||  ||
| --path-manual || dir/folder ||  ||
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| --framelimit-fps ||  FPS/float || framelimiter || --framelimit-fps=0.8
| --framelimit-fps ||  FPS/float || framelimiter || --framelimit-fps=0.8
|-
|-
| --framelimit-scalar ||  scalar/float || || --framelimit-scalar=3.2
| --framelimit-scalar ||  scalar/float || scalar must be between 0.1 and 5.0 || --framelimit-scalar=3.2
|-
|-
| --framelimit-mode || slowest,slower,slow,normal,fast,fastest,turbo || A Standalone framelimiter || --framelimit-mode=fast
| --framelimit-mode || slowest,slower,slow,normal,fast,fastest,turbo || A Standalone framelimiter || --framelimit-mode=fast
|-
|-
| --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  
| --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  
|-
| --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
|-
|-
| --verbose-cpu-cycles=1 || 0,1 || ? || --verbose-cpu-cycles=1
| --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
|-
|-
| --gs-uprender || none, 2x2 || Internal resolution upscaler. || --gs-uprender=2x2
| --gs-uprender || none, 2x2 || Internal resolution upscaler. || --gs-uprender=2x2
|-
|-
| --gs-upscale || none, gpu, edgesmooth, motionvec, point, motionvector, smooth, motion || upscaling type || --gs-upscale=EdgeSmooth
| --gs-upscale || none, gpu, edgesmooth, motionvec, point, motionvector, smooth, motion || upscaling type || --gs-upscale=EdgeSmooth
|-style="background-color:#ffe680"
|  || CDVD || ||
|-
| --max-disc-num || 1-5  || numbers of discs in package (maximum=5)  || --max-disc-num=1
|-
| --boot-disc-id || 1-5  ||  sets boot disc for multi-disc pkg || --boot-disc-id=0
|-
| --switch-disc-reset ||  1 = Enables resetting the game upon disc swap
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 have Import data Feature, Sadly this command isn't supported by many emulators, but jakv2 is confirmed to support it || --switch-disc-reset=1
|-
| --cdvd-sector-read-cycles || 0.1 = Fastest, 80000 = Slowest|| Set DVD reading speed, higher values are slower, lower values are faster, Kinetica uses 40000, Psychonauts 4000, Red dead revolver 5000, Rise of kasai 31000, some games require moderate speed, too slow or too fast could cause audio problems.|| --cdvd-sector-read-cycles=40000
|-
| --cdvd-sector-seek-cycles || 0.1 = Fastest, 80000 = Slowest || Set the speed at which the emulated CDVD spins, higher values are slower,
lower values are faster, fixes boot-up sometimes. More info here [https://github.com/PCSX2/pcsx2/pull/3877]. || --cdvd-sector-seek-cycles=1
|-
| --verbose-cdvd-reads || 0, 1 || Might improve disc reading if set to 1|| --verbose-cdvd-reads=0
|-style="background-color:#ff8080"
|-style="background-color:#ff8080"
|  || Audio || ||
|  || Audio || ||
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| --host-gamepads || 0, 1 ||  || --host-gamepads=1
| --host-gamepads || 0, 1 ||  || --host-gamepads=1
|-
|-
| --pad-record ||  0, 1  ||  Enables logging pad info in emulog ||
| --pad-record ||  0, 1  ||  Enables Logging pad info in emulog ||
|-
|-
| --pad-analog-to-digital || 0, 1 || Eternel ring emu uses the value 0 || --pad-analog-to-digital=0
| --pad-analog-to-digital || 0, 1 || Eternel ring emu uses the value 0 || --pad-analog-to-digital=0
|-
|-
| --mtap1 || Disabled, Always, ByHost || Multitap switch. The values are correct but the multitap only works in certain games. || --mtap1=always
| --mtap1 || Disabled, Always, ByHost || Multitap switch, The values are correct but the multitap only works in certain games. || --mtap1=always
|-
|-
| --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
| --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. 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
|}
|}


=== XXXX-YYYYY_cli.conf commands ===
=== XXXX-YYYYY_cli.conf commands ===


<pre>These commands work in config-emu-ps4.txt, but the official way to use them is through the CLI file (It is also needed for multi-disc packages). Additionally, some commands are still not discovered, and known commands might be missing their values.
<pre>Please note that the commands listed here also work in config-emu-ps4.txt. But the official way to use them is by CLI file. The CLI file way is also needed for multi-disc packages. Some of the commands are still not discovered, and some known commands are missing their values. </pre>
All commands are pre-made. Creating new CLI commands is impossible.
<pre>All CLI commands are pre-made. It's not possible to create CLI commands out of thin air.
The values of the commands are also pre-defined by Sony and/or have a set of possible values or ranges.
The values of the commands are also pre-defined by Sony and/or have a set of possible values or ranges.
Some CLI commands have no effect, as they were added to the eboot.bin without being programmed. Some useful commands were removed or added in or from different emu revisions, or their effects were changed. In some emulators, CLI configurations can be found in the ram at SceLibcHeap[0]-3-881004000.</pre>
Some CLI commands have no effect and were added to the eboot.bin without any programming. Some useful commands were removed or added in different emu revisions, or their effects changed. In some emultors, CLI configuration can be found in the ram at SceLibcHeap[0]-3-881004000.</pre>
====EmotionEngine (MIPS-IV)====
====EmotionEngine (MIPS-IV)====
=====[https://www.psdevwiki.com/ps2/Emotion_Engine EE]=====
=====EE=====
<pre>Commands for the emulated Emotion Engine. These commands may improve performance, prevent crashes, or provide better core sync.</pre>
<pre>commands for the emulated Emotion Engine. These commands may help with performance gain, or better sync.</pre>
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Values !! Notes !! Usage
! Command !! Values !! Notes !! Usage
|-style="background-color:#7698FF"
|-style="background-color:#7698FF"
|  || Speedhacks / Desync Fixes|| ||
|  || Speedhacks || ||
|-
|-
| --ee-cycle-scalar ||Slowest cycles speed: 5.00<br>Normal cycles speed: 1.000<br>Fastest cycles speed: 0.100 ||  Can benefit core sync or performance (lowering the cycle rate may affect FMVS). The default value for most emulators is ~1.0. It is highly sensitive, as any slight change may break or fix the game. (Possibly divides 100 with the entered value and sets the result as EE's clock speed percentage % .) || --ee-cycle-scalar=1.0  
| --ee-cycle-scalar || [Overclocking] (0.99 => 0.1)<br>[Underclocking] (1.1 => 5.0) ||  Underclocking the ee can be useful for performance gain (Can cause stuttering fmvs though.) And overclocking the ee should only be useful for the purpose of fixing games. The default value is 1.0 || --ee-cycle-scalar=1.0  
|-
|-
| --ee-context-switch-cycles || Accelerate cycles (360 => 0) <br>Decelerate cycles (361 => ∞ ) || Its effects are mysterious. Possibly configures how many CPU cycles the emulator should run before switching between different tasks or threads. Does not work on Jak emulators. Default value is 360. Seems to be useful for Bee Movie, Metal Gear Solid 3, as well as others with IPU issues.|| --ee-context-switch-cycles=2700?
| --ee-context-switch-cycles || [Overclocking(?)] (0.99 => 0.1) <br>[Cycle skipping(?)] (1.1 => ∞ ) || This command's function is yet to be discovered. Its effects are similar to cyclescalar, regardless, It's not supported by Jak emulators. || --ee-context-switch-cycles=2700?
|-
|-
| [[--ee-hook|--ee-hook]] || AdvanceClock<br>FastForwardClock<br>Mfifodrain || Runs the specified functionality each time a selected EE offset is reached. FastForwardClock and AdvanceClock help fix core sync issues, but can be used as a speedhack. It is believed that AdvanceClock stalls the EE for a specified amount of cycles, while FastForwardClock behaves similarly. They are commonly used on affected COP2 instructions. Mfifodrain is still unknown. [[--ee-hook|For more examples]] ||--ee-hook=0x0025A9F2,AdvanceClock,,500 <br>--ee-hook=0x0019F0AD,FastForwardClock
| --ee-hook || AdvanceClock<br>FastForwardClock<br>Mfifodrain || Set a function to be applied every time the PC register reaches the selected offset in the EE memory. FastForwardClock is likely an overclocking function while AdvanceClock is the opposite. Mfifodrain is still unknown. ||--ee-hook=0x0025A9F2,AdvanceClock,,500 --ee-hook=0x0019F0AD,FastForwardClock
|-
|-
|-style="background-color:#D7EF54"
|-style="background-color:#D7EF54"
|  || Game fixes || ||
|  || Game fixes || ||
|-
|-
| --ee-jit-pagefault-threshold || 0-254 || Ignore JIT pagefaults, usually caused by data placed right after code. JIT try to recompile it, and obviously hit some bad opcodes. This command reduces the occurrence of crashes the higher it is. || --ee-jit-pagefault-threshold=40
| --ee-jit-pagefault-threshold || 0-254 || Reduces the occurrence of crashes the higher it is. Only accepts 1 byte long values with 254 being the limit|| --ee-jit-pagefault-threshold=40
|-
| --ee-regalloc-scalar || 0,none,ReadOnly,WriteOnly,RW || Register allocation setting. Setting it to 0 may prevent crashes. ||
|-
|-
| --ee-block-validation || PageProt, PageProtection, Hash, Full, none || way of validating that block been modified, and require recompilation. [[https://github.com/PCSX2/pcsx2/blob/4db6b287cda817345f7ed4268a8a68f9fda76f26/pcsx2/Memory.cpp#L869| Some info about PageProt way]] || --ee-block-validation=None
| --ee-block-validation || PageProt, PageProtection, Hash, Full, none || way of validating that block been modified, and require recompilation. [[https://github.com/PCSX2/pcsx2/blob/4db6b287cda817345f7ed4268a8a68f9fda76f26/pcsx2/Memory.cpp#L869| Some info about PageProt way]] || --ee-block-validation=None
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| --ee-const-folding || None,Gpr,Fpu,All || EE constant folding. "All" seems to be the default option. || --ee-const-folding=none  
| --ee-const-folding || None,Gpr,Fpu,All || EE constant folding. "All" seems to be the default option. || --ee-const-folding=none  
|-
|-
| --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
| --ee-ignore-segfault || none, read, write, readwrite || Ignore segmentation fault. May help with crashes but will probably cause graphical inaccuracies || --ee-ignore-segfault=readwrite
|-
|-
| --ee-native-function || memset, memcpy, strlen, strcmp, strcasecmp, litodp, dptoli, floatdidf, fptoui, fptodp, dptofp, fabs, fabsf, ieee754_atan2f, ieee754_asinf, ieee754_acosf, ieee754_sinf, ieee754_cosf, ieee754_sqrtf, asinf, acosf, sinf, cosf, sqrtf. || Hook mips function with HLE x64 native version. Much faster, but tricky to keep correct timings on ps2 VM. || --ee-native-function=memcpy,0x11e328
| --ee-native-function || memcpy
|-style="background-color:#FFAA00"
memset ||
Check redfaction's config for more details.|| --ee-native-function=memcpy,0x11e328
|-style="background-color:#FEA15C"
|  || Other || ||
|  || 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
| --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
|-
|-
| --ee-ignore-break || 0, 1 || Turns a BREAK instruction into a NOP Instruction. ||  
| --ee-ignore-break || 0, 1 || When enabled, BREAK instructions will be ignored. ||  
|-
|-
| --ee-break-as-nop || 0, 1 || Turns a BREAK instruction into a NOP Instruction. || --ee-break-as-nop=1
| --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
|-
|-
| --ee-jit-opt-debug || 0, 1 || ||
| --ee-jit-opt-debug || 0, 1 || ||
|-
|-
| --ee-pc-coherency || 0, 1 || Flush PC register to memory on every mips opcode. Result in more accurate EE PC reg reads. ||  
| --ee-pc-coherency || 0, 1 || ||  
|-
|-
| --ee-insn-flush-pc || 0, 1 || Flush PC register to memory on every mips opcode. Result in more accurate EE PC reg reads. ||
| --ee-insn-flush-pc || 0, 1 || ||
|-  
|-  
| --ee-inst-marking || 0,1? || ||  
| --ee-inst-marking || 0,1? || ||  
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| --ee-insn-marking || 0,1? || ||  
| --ee-insn-marking || 0,1? || ||  
|-
|-
| --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. ||  
| --ee-kernel-hle ||  0, 1 || High-level emulation kernel ||  
|-
|-
| --ee-injection-kernel || 0, 1 || Just like --ee-kernel-hle, except using a different name. ||
| --ee-injection-kernel || 0, 1 || Just like --ee-kernel-hle, except using a different name. ||
|-
|-
| --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. ||
| --ee-injection-title || 0, 1 || ||
|-
|-
| --ee-validate-kernel || 0, 1 || ||  
| --ee-validate-kernel || 0, 1 || ||  
|-
| --ee-regalloc-scalar || 0,none,ReadOnly,WriteOnly,RW || register allocation setting ||
|-
|-
| --ee-regalloc-simd || readwrite, writeonly, readonly || register allocation setting ||  
| --ee-regalloc-simd || readwrite, writeonly, readonly || register allocation setting ||  
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| --ee-live32 || 0,1? || ||  
| --ee-live32 || 0,1? || ||  
|-
|-
| --ee-cache-breaks-block || 0,1 || End recompiler block on r5900 cache opcode. ||
| --ee-cache-breaks-block || 0,1? || ||
|-
|-
| --ee-evt-check-full || 0, 1 || Perform more accurate EE event check ||  
| --ee-evt-check-full || 0, 1 || ||  
|-
|-
| --ee-peephole || 0, 1? || ||
| --ee-peephole || 0, 1? || ||
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| --ee-precompile-trace || || ||
| --ee-precompile-trace || || ||
|-
|-
| --ee-penalize-short-blocks || 0, 1 || Add cycles to short recompiled blocks? ||
| --ee-penalize-short-blocks || 0, 1 || ||
|-
|-
| --ee-mem-check-eob || || EE memory check end of block ||  
| --ee-mem-check-eob || || EE memory check end of block ||  
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| --ee-insn-callmark || || ||
| --ee-insn-callmark || || ||
|-  
|-  
| --ee-inline-limit-full || insn_count/integer || ||
| --ee-inline-limit-full || insn_count/integer || ||
|-
|-
| --ee-inline-limit-partial || || ||
| --ee-inline-limit-partial || || ||
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=====FPU=====
=====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>
<pre>The FPU is a fast single-precision unit that serves the EE. It's also called (COP1).</pre>
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Values !! Notes !! Usage  
! Command !! Values !! Notes !! Usage  
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|  || Game fixes || ||
|  || Game fixes || ||
|-
|-
| --fpu-no-clamping ||  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
| --fpu-no-clamping ||  1 = Extra + preserve sign<br>0 = Extra || Changes the clamping behavior of the FPU. The default emulator's behavior cannot be selected by CLI commands. || --fpu-no-clamping=0
|-  
|-  
| --fpu-custom-min-max || 0, 1 || Custom Max/Mini logic for denormals. Enabled by default. Disabling it might break some games || --fpu-custom-min-max=0
| --fpu-custom-min-max || 0, 1 || Custom Max/Mini logic for denormals. Enabled by default. Disabling it might break some games || --fpu-custom-min-max=0
Line 274: Line 295:
|-  
|-  
| --fpu-accurate-addsub || 0 = Disabled<br>1 = Enabled || Allows the FPU to accurately Add/Subtract for all offsets by using software floats rather than hardware floats. (Extremely slow) || --fpu-accurate-addsub=1
| --fpu-accurate-addsub || 0 = Disabled<br>1 = Enabled || Allows the FPU to accurately Add/Subtract for all offsets by using software floats rather than hardware floats. (Extremely slow) || --fpu-accurate-addsub=1
|-
| --fpjk-muldiv-range || offset (0x0 - 0x1FFFFFF) || ? || --fpjk-muldiv-range=0x123456
|-  
|-  
| --fpu-accurate-muldiv-range || start,end offset (0x0 - 0x1FFFFFF) || Allows the FPU to accurately Divide/Multiply by 0 in the specified ee memory range by using software floats rather than hardware floats. || --fpu-accurate-muldiv-range=0x1acce0,0x2acce0
| --fpu-accurate-muldiv-range || start,end offset (0x0 - 0x1FFFFFF) || Allows the FPU to accurately Divide/Multiply by 0 in the specified ee memory range by using software floats rather than hardware floats. || --fpu-accurate-muldiv-range=0x1acce0,0x2acce0
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|  || Speedhacks || ||
|  || Speedhacks || ||
|-
|-
| --fpu-rsqrt-fast-estimate || 0, 1 || Decreases RSQRT's accuracy. Enabled by default, disabling it helps with achieving full FPU accuracy. || --fpu-rsqrt-fast-estimate=1
| --fpu-rsqrt-fast-estimate || 0, 1 || Decreases RSQRT's accuracy. Enabled by default. Disabling it is required for full FPU accuracy || --fpu-rsqrt-fast-estimate=1
|-
|-
| --fpu-accurate-mul-fast || 0, 1 || Speedhack for CLI FPU muldiv commands.  || --fpu-accurate-mul-fast=1
| --fpu-accurate-mul-fast || 0, 1 || A speed up option for --fpu-accurate-muldiv-range that only has an effect while the "muldiv" command is being used.  || --fpu-accurate-mul-fast=1
|-style="background-color:#FFAA00"
|-style="background-color:#FEA15C"
|  || Other || ||
|  || Other || ||
|-
|-
| --fpu-custom-fused-madd || 0, 1 || Custom FMA (fused multiply-add). Disabled by default. || --fpu-custom-fused-madd=0
| --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-to-double || 0, 1 || Converts floats to doubles (Accurate) || --fpu-to-double=1
|-  
|-  
| --fpu-clamp-operands || 0, 1 || Affects the fpu's clamping behavior || --fpu-clamp-operands=1
| --fpu-clamp-operands || 0, 1 || Affects the fpu's clamping behavior || --fpu-clamp-operands=1
Line 298: Line 321:
|}
|}


===== COP2 =====
=====COP2=====
 
<pre>VU0 Macro-mode.</pre>
<pre>VU0 Macro-mode. These commands assist the FPU.</pre>
 
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Values !! Notes !! Usage  
! Command !! Values !! Notes !! Usage  
Line 307: Line 328:
|  || Speedhacks || ||
|  || 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
| --cop2-opt-flags || 0, 1 ,2 || Optimize flags when do VU recompilation (1 is safe, 2 update sticky, and mac flag on every status flag update) [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L280 More Info] || --cop2-opt-flags=1
|-  
|-  
| --cop2-opt-vf00 || 0, 1, 2 || Optimization for the vf00 register. || --cop2-opt-vf00=1
| --cop2-opt-vf00 || 0, 1, 2 || Optimization for the vf00 register. || --cop2-opt-vf00=1
Line 313: Line 334:
| --cop2-const-prop || 0, 1 || Disables or enables constant propagation. Can Be Used as speedhack for COP2 hungry games when set to 1 [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L312 More info] || --cop2-const-prop=1
| --cop2-const-prop || 0, 1 || Disables or enables constant propagation. Can Be Used as speedhack for COP2 hungry games when set to 1 [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L312 More info] || --cop2-const-prop=1
|-  
|-  
| --cop2-di-bits || 0, 1 || 0 to skip setting invalid, and 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
| --cop2-di-bits || 0, 1 || 0 to skip setting invalid, and Div by Zero flags in status register, and therefore improve performance. Can be used as speedhack as it skip costly calculations. || --cop2-di-bits=0
|-style="background-color:#D7EF54"
|-style="background-color:#D7EF54"
|  || Game fixes || ||
|  || Game fixes || ||
|-
|-
| --cop2-no-clamping ||  0, 1 || Changes the clamping behavior of the COP2. The default value is set to 1.  || --cop2-no-clamping=0
| --cop2-no-clamping ||  1 = Extra + preserve sign<br>0 = Extra || Changes the clamping behavior of the COP2. The default emulator's behavior is none of the included values and cannot be set by CLI commands.  || --cop2-no-clamping=0
|-
|-
| --cop2-accurate-range || start,end offset (0x0 - 0x1FFFFFF) ||Accurate Mul/Div/Add/Sub math instructions for the COP2 by using software floats rather than hardware floats. Can be used for full COP2 mathematical accuracy in the specified range. || --cop2-accurate-range=0x123456,0x134567
| --cop2-accurate-range || start,end offset (0x0 - 0x1FFFFFF) ||Accurate Mul/Div/Add/Sub Math instructions for the COP2 by using software floats rather than hardware floats. Can be used for full COP2 Mathematical accuracy in the specified range. || --cop2-accurate-range=0x123456,0x134567
|-  
|-  
| --cop2-no-clamp-range || start,end offset (0x0 - 0x1FFFFFF) || Per-range clamping for COP2. || --cop2-no-clamp-range=0x123456,0x134567
| --cop2-no-clamp-range || start,end offset (0x0 - 0x1FFFFFF) || Per-range clamping for COP2. || --cop2-no-clamp-range=0x123456,0x134567
|-  
|-  
| --cop2-accurate-mul-range || start,end offset (0x0 - 0x1FFFFFF) || Accurate 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-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-mul || 1 = Enabled<br>0 = Disabled || Allows the COP2 to accurately Multiply for all offsets by using software floats rather than hardware floats. (Extremely slow) || --cop2-accurate-mul=1
|-  
|-  
| --cop2-accurate-addsub ||  1 = Enabled<br>0 = Disabled || Allows the COP2 to accurately Add/Subtract for all offsets by using software floats rather than hardware floats. (Extremely slow) || --cop2-accurate-addsub=1
| --cop2-accurate-addsub ||  1 = Enabled<br>0 = Disabled || Allows the COP2 to accurately Add/Subtract for all offsets by using software floats rather than hardware floats. (Extremely slow) || --cop2-accurate-addsub=1
|-
|-
| --cop2-accurate-addsub-range || start,end offset (0x0 - 0x1FFFFFF) || Allows the COP2 to accurately Add/Sub in the specified ee memory range by using software floats rather than hardware floats. || --cop2-accurate-addsub-range=0x123456,0x134567
| --cop2-accurate-addsub-range || start,end offset (0x0 - 0x1FFFFFF) || Allows the COP2 to accurately Add/Subtract in the specified ee memory range by using software floats rather than hardware floats. || --cop2-accurate-addsub-range=0x123456,0x134567
|-
|-
|-style="background-color:#FFAA00"
|-style="background-color:#FEA15C"
|  || Other || ||
|  || Other || ||
|-
|-
| --cop2-regalloc || 0, 1 ? || Optimized Register Allocation(?). PCSX2 seems to have this enabled by default. Seems to slow down COP2 when disabled. ||
| --cop2-regalloc || 0, 1 ? || PCSX2 seems to have this enabled by default. ||
|-  
|-  
| --cop2-inst-q || 0, 1 || instant Q, no stalling on VWAITQ, or instances of Q. Crashes some games when enabled. ||
| --cop2-inst-q || 0, 1 || instant Q, no stalling on VWAITQ, or instances of Q. ||
|-  
|-  
| --cop2-inst-p || 0, 1 || instant P, no stalling on VWAITP, or instances of P. ||
| --cop2-inst-p || 0, 1 || instant P, no stalling on VWAITP, or instances of P. ||
Line 350: Line 371:
|}
|}


==== Vector Units (VU) ====
====Vector Units (VU)====
 
=====VU=====
===== VU =====
<pre>Custom DSPs used to process vertex data, physics calculations, and other related tasks. Settings found here affect VU1 & VU0 & COP2</pre>
 
<pre>Custom DSPs used to process vertex data, physics calculations, and other related tasks. Settings found here affect VU1, VU0, and COP2. They fix broken or missing geometry, black screens, and crashes.</pre>
 
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Values !! Notes !! Usage  
! Command !! Values !! Notes !! Usage  
Line 361: Line 379:
| || Graphical fixes || ||
| || Graphical fixes || ||
|-
|-
| --vu-xgkick-delay  || Limit is between (0 => 31)  || Delay xgkick instruction execution. PCSX2 uses 6 cycles, PS3 uses 2-8 cycles depending on the game. A game with missing graphics will require a low value such as 0, while one that crashes might require a high value such as 7.|| --vu-xgkick-delay=8
| --vu-xgkick-delay  || Limit is between (0 => 31)  || Delay xgkick instruction execution. PCSX2 uses 6 cycles, PS3 uses 2-8 cycles depending on the game. Can be used to repair missing graphics with 0 being the most compatible. Useful for games with GIF issues || --vu-xgkick-delay=8
|-
|-
| --vu-custom-min-max  || 0, 1 || Custom Max/Mini logic for denormals. Disabled on pcsx2 by default but enabled by default on a couple of emus such as jakv2. Disabling it could potentially restore missing graphics.|| --vu-custom-min-max=0
| --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
Line 370: Line 388:
| --vu-hack-triace  || 0, 1 || A hack designed specifically for games developed by Tri Ace. Corrects the VU's addi calculation. Without it, the result will be one bit off, which is enough to break the game's decryption algo. || --vu-hack-triace=1
| --vu-hack-triace  || 0, 1 || A hack designed specifically for games developed by Tri Ace. Corrects the VU's addi calculation. Without it, the result will be one bit off, which is enough to break the game's decryption algo. || --vu-hack-triace=1
|-  
|-  
| --vu-branch-hazard || 0, 1 || This command relates to how the emulator handles branch hazards in the Vector Units (VU). Setting it to 0 is the compatible option, while 1 might improve performance. Seems to be enabled by default. Disabling it managed to prevent "'''Batman - Rise of Sin Tzu'''" from crashing|| --vu-branch-hazard=0
| --vu-branch-hazard || 0, 1 || Disabling it managed to prevent "Batman - Rise of Sin Tzu" from crashing|| --vu-branch-hazard=0
|-  
|-  
| --vu-evil-branches || 0, 1 || Take in count branch in delay slot, or not. [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L306 More Info]||
| --vu-evil-branches || 0, 1 || Take in count branch in delay slot, or not. [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L306 More Info]||
Line 391: Line 409:
| --vu-t-bit  || 0, 1 || Debug halt. Acts similarly to D-bit ||  --vu-t-bit=0
| --vu-t-bit  || 0, 1 || Debug halt. Acts similarly to D-bit ||  --vu-t-bit=0
|-  
|-  
| --vu-inst-mflag  || 0, 1 || Instant macflag? It's enabled by default. When disabled, some texture chunks pop and fade. || --vu-inst-mflag=1
| --vu-inst-mflag  || 0, 1 || ? || --vu-inst-mflag=1
|-  
|-  
| --vu-inst-cflag || 0, 1 || Instant cflag?  || --vu-inst-cflag=1
| --vu-inst-cflag || 0, 1 || ?  || --vu-inst-cflag=1
|-  
|-  
| --vtune-vu  || ? || ? ||
| --vtune-vu  || ? || ? ||
Line 403: Line 421:
|}
|}


===== VU1 =====
=====VU1=====
 
<pre>VU1 is the GS’s alternate processing unit, Commands here can possibly improve performance, prevent crashes, and resolve SPS issues.</pre>
<pre>VU1 is the Graphics Synthesizer’s alternate processing unit. Commands here typically improve performance, prevent crashes, and fix SPS (graphical glitches).</pre>
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Values !! Notes !! Usage  
! Command !! Values !! Notes !! Usage  
Line 411: Line 428:
|  || Speedhacks || ||
|  || 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
| --vu1-mpg-cycles  || 0.1 - 20000|| Set initial speed for VU1 Micro-programs. Increasing it will result in better performance while decreasing it will do the opposite. Increasing it can be beneficial for games that are MTVU sensitive.|| --vu1-mpg-cycles=1000
|-
|-
| --vu1-di-bits || 0, 1 || 0 Skips setting invalid, and Divides by zero flags in status register. Can be used as a speedhack as it can skip costly calculations. But at the same time, it can cause issues such as broken geometry. || --vu1-di-bits=0
| --vu1-di-bits || 0, 1 || 0 Skips setting invalid, and Divides by zero flags in status register. Can be used as a Speedhack as it can skip costly calculations. But at the same time, it can cause issues such as broken geometry. || --vu1-di-bits=0
|-
|-
| --vu1-const-prop || 0, 1|| Enabled by default. 0 will disable it and cause performance issues but with higher compatability.[https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L312 More info] || --vu1-const-prop=1
| --vu1-const-prop || 0, 1|| Enabled by default. 0 will disable it and cause performance issues.[https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L312 More info] || --vu1-const-prop=1
|-
|-
| --vu1-opt-flags || 0, 1, 2 || Optimize flags upon recompilation (1 is safe, 2 update sticky, and mac flag on every status flag update) [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L280 More Info] || --vu1-opt-flags=0
| --vu1-opt-flags || 0, 1, 2 || Optimize flags instances when do VU recompilation (1 is safe, 2 update sticky, and mac flag on every status flag update) [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L280 More Info] || --vu1-opt-flags=0
|-  
|-  
| --vu1-opt-vf00 || 0, 1, 2 || Optimization for the vf00 register. || --vu1-opt-vf00=2
| --vu1-opt-vf00 || 0, 1, 2 || Optimization for the vf00 register. || --vu1-opt-vf00=2
|-  
|-  
| --vu1-jr-cache-policy || newprog, sameprog, auto, new, same || PCSX2 uses newprog as the default setting. Setting it into newprog has been proven to fix some crashes [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L319 Info] || --vu1-jr-cache-policy=newprog
| --vu1-jr-cache-policy || newprog, sameprog, auto, new, same || PCSX2 uses newprog as default setting.[https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L319 Info] || --vu1-jr-cache-policy=sameprog
|-
|-
| --vu1-jalr-cache-policy || newprog, sameprog, auto, new, same || PCSX2 uses newprog as the default setting. Setting it into newprog has been proven to fix some crashes [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L319 Info] || --vu1-jalr-cache-policy=newprog
| --vu1-jalr-cache-policy || newprog, sameprog, auto, new, same || PCSX2 uses newprog as default setting.[https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L319 Info] || --vu1-jalr-cache-policy=sameprog
|-  
|-  
|-style="background-color:#D7EF54"
|-style="background-color:#D7EF54"
|  || Game fixes / Graphical fixes || ||
|  || Game fixes / Graphical fixes || ||
|-
|-
| --vu1 || jit-sync ||  Selector between IR/JIT and it modes. Jit-sync works similarly to disabling MTVU. jit, trans, and jit-async are unimplemented functions that do not change anything. || --vu1=jit-sync
| --vu1 || jit-sync,  jit, trans, jit-async ||  Selector between IR/JIT and it modes, jit-sync works similarly to disabling MTVU. || --vu1=jit-sync
|-
|-
| --vu1-no-clamping ||  0,1 || Changes the clamping behavior of the VU1. Setting specific to ps4 emulators, unimplemented in pcsx2, with 0 being closest to extra, and 1 to extra + preserve sign. The default emulator's value is 1. || --vu1-no-clamping=0
| --vu1-no-clamping ||  1 = Extra + preserve sign<br>0 = Extra || Changes the clamping behavior of the VU1. The default emulator's behavior cannot be set by CLI commands. || --vu1-no-clamping=0
|-  
|-  
| --vu1-clamp-range || vu1 memory offset start,end (0x0 - 0x7FF) || Values must not exceed 0x7FF ||
| --vu1-clamp-range || vu1 memory offset start,end (0x0 - 0x3FF) || Values must be 2 bytes or lower and should not exceed 0x0800 ||
|-
|-
| --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
| --vu1-accurate-addsub-range || vu1 memory offset start,end (0x0 - 0x3FF) ||  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
|-  
|-  
| --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-mul0fix-range || vu1 memory offset start,end (0x0 - 0x3FF) || 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-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
| --vu1-native-patch || 0, 1 || Use native patches from recompiler, not compatible with jak emus, Could be VU1 round mode since sony uses it for their official release of Primal, and Primal is known to require that mode to work correctly.|| --vu1-native-patch=1
|-
|-
|-style="background-color:#FEA15C"
|-style="background-color:#FEA15C"
Line 447: Line 464:
| --vu1-inst-p ||0, 1 || instant P, no stalling on WAITP, or instances of P || --vu1-inst-p=1  
| --vu1-inst-p ||0, 1 || instant P, no stalling on WAITP, or instances of P || --vu1-inst-p=1  
|-  
|-  
| --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-rcp || 0, 1 || Enables SSE RCP. 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. ||
| --vu1-use-rsqrt || 0, 1 || Enables SSE RSQRT. ||
|-  
|-  
| --vu1-clamp-operands || 0, 1 || Clamp operands before mathematical operation. || --vu1-clamp-operands=1
| --vu1-clamp-operands || 0, 1 ||Affects the VU1's clamping behavior || --vu1-clamp-operands=1
|-  
|-  
| --vu1-clamp-results || 0, 1 || Clamp result after mathematical operation. || --vu1-clamp-results=1
| --vu1-clamp-results || 0, 1 || Affects the VU1's clamping behavior|| --vu1-clamp-results=1
|-   
|-   
| --vu1-inst-q || 0, 1 || instant Q, no stalling on WAITQ, or instances of Q.  || --vu1-inst-q=1  
| --vu1-inst-q || 0, 1 || instant Q, no stalling on WAITQ, or instances of Q.  || --vu1-inst-q=1  
|-  
|-  
| --assert-path1-ad || 0, 1 || Path 1 is how the GIF takes data from VU1 via XGKICK instruction. It's unknown what this command does but it's related to VU1, and helps prevent crashes in VU1 sensitive games when enabled. || --assert-path1-ad=1
| --assert-path1-ad || 0, 1 || Path 1 is how the GIF takes data from VU1 via XGKICK instruction. It's unknown what this command does but it's related to VU1 || --assert-path1-ad=1
|-  
|-  
|}
|}


=====VU0=====
=====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>
<pre>VU0 is the Emotion Engine’s alternate processing unit. It is sometimes referred to as "micro-mode"</pre>
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Values !! Notes !! Usage  
! Command !! Values !! Notes !! Usage  
Line 468: Line 485:
|  || Speedhacks || ||
|  || Speedhacks || ||
|-
|-
| --vu0-mpg-cycles || 0 - 400000 || Set initial cycle speed for VU0 Micro-programs. 100 is the default value. It is not available in older emulators such as War of the Monsters. || --vu0-mpg-cycles=1000
| --vu0-mpg-cycles || 0.1 - 20000 || Set initial cycle speed for VU0 Micro-programs. || --vu0-mpg-cycles=1000
|-
|-
| --vu0-di-bits || 0, 1 || 0 to skip setting invalid, and Div by zero flags in status register. Can be used as speedhack as it skips costly calculations, but at the same time can cause issues like broken geometry, and weird physics behavior. Depending per game.|| --vu0-di-bits=0
| --vu0-di-bits || 0, 1 || 0 to skip setting invalid, and Div by zero flags in status register. Can be used as speedhack as it skips costly calculations, but at the same time can cause issues like broken geometry, and weird physics behavior. Depending per game.|| --vu0-di-bits=0
Line 476: Line 493:
| --vu0-opt-vf00  || 0, 1, 2 || Optimization for the vf00 register. || --vu0-opt-vf00=1
| --vu0-opt-vf00  || 0, 1, 2 || Optimization for the vf00 register. || --vu0-opt-vf00=1
|-  
|-  
| --vu0-opt-flags  || 0, 1, 2 || Optimize flags upon recompilation (1 is safe, 2 update sticky, and mac flag on every status flag update) [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L280 More Info] || --vu0-opt-flags=1
| --vu0-opt-flags  || 0, 1, 2 || Optimize flags when do VU recompilation (1 is safe, 2 update sticky, and mac flag on every status flag update) [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L280 More Info] || --vu0-opt-flags=1
|-  
|-  
| --vu0-jr-cache-policy || newprog, sameprog, auto, new, same || PCSX2 uses newprog as the default setting [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L319 Info] || --vu0-jr-cache-policy=sameprog
| --vu0-jr-cache-policy || newprog, sameprog, auto, new, same || PCSX2 use newprog as default setting [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L319 Info] || --vu0-jr-cache-policy=sameprog
|-
|-
| --vu0-jalr-cache-policy || newprog, sameprog, auto, new, same || PCSX2 uses newprog as the default setting [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L319 Info] || --vu0-jalr-cache-policy=sameprog
| --vu0-jalr-cache-policy || newprog, sameprog, auto, new, same || PCSX2 use newprog as default setting [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L319 Info] || --vu0-jalr-cache-policy=sameprog
|-style="background-color:#D7EF54"
|-style="background-color:#D7EF54"
|  || Game fixes || ||
|  || Game fixes || ||
|-
|-
| --vu0-clamp-range || start, end offset (0x0 - 0x1FF) || per range clamping for VU0 || --vu0-clamp-range=0x100,0x120
| --vu0-clamp-range || start, end offset (0x0 - 0xA000) || per range clamping for VU0 || --vu0-clamp-range=0x100,0x120
|-  
|-  
| --vu0-no-clamping || 0,1 || Changes the clamping behavior of the VU0. Setting specific to ps4 emulators, unimplemented in pcsx2. The default emulator's value is 1. || --vu0-no-clamping=0
| --vu0-no-clamping || 1 = Extra + preserve sign<br>0 = Extra || Changes the clamping behavior of the VU0. The default emulator's behavior is none of the included values and cannot be set by CLI commands. || --vu0-no-clamping=0
|-  
|-  
| --vu0-accurate-addsub-range || offset (0x0 - 0x1FF) ||Allows the VU0 to accurately Add/Subtract in the specified ee memory range by using software floats rather than hardware floats.||  
| --vu0-accurate-addsub-range || offset (0x0 - 0xA000) ||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 ||
| --vu0-mul0fix-range || vu0 memory offset start,end (0x0 - 0xA000) || Allows the VU0 to accurately Multiply by 0 in the specified ee memory range by using software floats rather than hardware floats ||
|-
|-
|-style="background-color:#FEA15C"
|-style="background-color:#FEA15C"
|  || Other || ||
|  || Other || ||
|-
|-
| --vu0-injection || 0, 1 || Unknown usage. || --vu0-injection=1
| --vu0-injection || 0, 1 || Uknown usage. || --vu0-injection=1
|-
|-
| --vu0-inst-q  || 0, 1  || instant Q, no stalling on WAITQ, or instances of Q  || --vu0-inst-q=1
| --vu0-inst-q  || 0, 1  || instant Q, no stalling on WAITQ, or instances of Q  || --vu0-inst-q=1
Line 501: Line 518:
| --vu0-inst-p || 0, 1 || instant P, no stalling on WAITP, or instances of P|| --vu0-inst-p=1
| --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-rcp  || 0, 1 || Enables SSE RCP || --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-use-rsqrt || 0, 1 || Enables SSE RSQRT || --vu0-use-rsqrt=1
|-  
|-  
| --vu0-clamp-operands  || 0, 1 || Clamp operands before mathematical operation. || --vu0-clamp-operands=1
| --vu0-clamp-operands  || 0, 1 || Affects the VU0's clamping behavior || --vu0-clamp-operands=1
|-  
|-  
| --vu0-clamp-results  || 0, 1 || Clamp result after mathematical operation. || --vu0-clamp-results=1
| --vu0-clamp-results  || 0, 1 || Affects the VU0's clamping behavior || --vu0-clamp-results=1
|-  
|-  
|}
|}
Line 513: Line 530:
====DMA Channels====
====DMA Channels====
=====VIF=====
=====VIF=====
<pre>The VIF decompresses vector data, uploads microprograms to the VUs, and sends graphical data to the GIF. Its commands
<pre>The VIF decompresses vector data, uploads microprograms to the VUs, and sends graphical data to the GIF.
are often used to fix freezing.</pre>
VIF CLI commands might aid in fixing games that have freezing issues.</pre>
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Values !! Notes !! Usage
! Command !! Values !! Notes !! Usage
Line 522: Line 539:
| --vif-ignore-invalid-cmd || 0, 1 || Ignore invalid vif commands. In some cases, setting it to 1 can fix games that freeze while showing the same frame. || --vif-ignore-invalid-cmd=1
| --vif-ignore-invalid-cmd || 0, 1 || Ignore invalid vif commands. In some cases, setting it to 1 can fix games that freeze while showing the same frame. || --vif-ignore-invalid-cmd=1
|-
|-
| --vif-thread-chunk-size || 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  
| --vif-thread-chunk-size || 1, 1000 || Unknown usage. 1024 is likely the limit.  ||  --vif-thread-chunk-size=100  
|-
|-
| --detect-idle-vif || 0, 1 || Enabled by default. Unknown function || --detect-idle-vif=0
| --detect-idle-vif || 0, 1 || Enabled by default. Unknown function || --detect-idle-vif=0
Line 528: Line 545:
|  || VIF1 || Game fixes ||
|  || 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
| --vif1-ignore-cmd-ints || 0, 1 ||  Set to 1 to Ignore CMD ints. Can in some cases fix games that freeze while showing the same frame if set to 1. Games likes "Men in Black II - Alien Escape" and "Test Drive Unlimited" Will always need it. || --vif1-ignore-cmd-ints=1
|-
|-
| --vif1-instant-xfer ||  1 = Instant VIF1<br>0 = Delayed VIF1 || Changes VIF1 timing. 0 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
| --vif1-instant-xfer ||  1 = Instant VIF1<br>0 = Delayed VIF1 || Changes VIF1 timing. 0 is the accurate option. It can be used to fix graphical glitches or to prevent games from freezing. || --vif1-instant-xfer=0
|}
|}


Line 540: Line 557:
|  ||  || SIF1 (IOP) ||
|  ||  || 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
| --iop-sif1-cycle-scalar || <br>[Overclocking] (0.99 => 0.1)<br>[Underclocking] (1.1 => ∞ )|| It controls how much data the IOP receives from the EE || --iop-sif1-cycle-scalar=0.1
|-
|-
| --ee-sif1-cycle-scalar ||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
| --ee-sif1-cycle-scalar ||<br>[Overclocking] (0.99 => 0.1)<br>[Underclocking] (1.1 => ∞ ) || It controls how much data the EE sends to the IOP || --ee-sif1-cycle-scalar=0.1
|-style="background-color:#99ddff"
|-style="background-color:#99ddff"
|  ||  || SIF0 (EE) ||
|  ||  || SIF0 (EE) ||
|-
|-
| --iop-sif0-cycle-scalar || 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
| --iop-sif0-cycle-scalar || <br>[Overclocking] (0.99 => 0.1)<br>[Underclocking] (1.1 => ∞ )|| It controls how much data the IOP sends to the EE || --iop-sif0-cycle-scalar=0.1
|-
|-
| --ee-sif0-cycle-scalar || 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
| --ee-sif0-cycle-scalar || <br>[Overclocking] (0.99 => 0.1)<br>[Underclocking] (1.1 => ∞ )|| It controls how much data the EE receives from the IOP || --ee-sif0-cycle-scalar=0.1
|-
|-
|}
|}


====[https://www.psdevwiki.com/ps2/Graphics_Synthesizer GS]====
====GS====
<pre>"GS" stands for Graphics Synthesizer. It's the PlayStation®2's co-processor that's responsible for rendering the graphics (but is also used by some games for additional calculations and other purposes)</pre>
<pre>"GS" stands for Graphics Synthesizer. It's the PlayStation®2's co-processor that's responsible for rendering the graphics (but is also used by some games for additional calculations and other purposes)</pre>
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
Line 561: Line 578:
| --gs-optimize-30fps || 0, 1 || Speedhack for GS hungry games. || --gs-optimize-30fps=1
| --gs-optimize-30fps || 0, 1 || Speedhack for GS hungry games. || --gs-optimize-30fps=1
|-  
|-  
| --gs-adaptive-frameskip || 0, 1 || Speedhack. Skips frames when the gs demands more resources than there are available. doesn't work on all emulators.  It does however, work on jak emulators || --gs-adaptive-frameskip=1
| --gs-adaptive-frameskip || 0, 1 || Speedhack. Skips frames when the gs demands more resources than there are available. doesn't work on all emulators.  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
|-style="background-color:#D7EF54"
|| Gs settings / Behaviour || ||
|-
|-
|-style="background-color:#cbddfb"
|  || GS features || ||
|-
| --gs-use-mipmap || 0, 1 || Enables mipmapping support. Can be used to fix graphics. Needs --gs-kernel-cl="mipmap" for full mipmapping support. If upscaling, however, --gs-kernel-cl-up="mipmap2x2" is also needed. It works best on War of the Monsters emulator, as the Ratchet series' mipmapping issues can only be fixed by it.|| --gs-use-mipmap=1
|-
| --gs-use-deferred-l2h || 0, 1 || Delay option for L2H (local to host, GS to EE). || --gs-use-deferred-l2h=1  
| --gs-use-deferred-l2h || 0, 1 || Delay option for L2H (local to host, GS to EE). || --gs-use-deferred-l2h=1  
|-
| --gs-use-clut-merge || 0, 1 ||  Enabling CLUT merging helps improve how the emulator processes textures that use indexed color palettes. It ensures more accurate emulation of the PS2’s color handling. It sometimes restores missing graphical elements, and fix texture flickering (prominently flickering shadows or UI elements). Enabling it is the accurate option. || --gs-use-clut-merge=1
|-
| --gs-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
|-
|-style="background-color:#D7EF54"
|  || Gs settings / Behaviour || ||
|-
|-
| --gs-uprender || none,2x2 || Internal resolution upscaler. || --gs-uprender=2x2
| --gs-uprender || none,2x2 || Internal resolution upscaler. || --gs-uprender=2x2
Line 585: Line 589:
| --gs-upscale || none, gpu, edgesmooth, smooth, motion, motionvec, motionvector, point || Upscaling type Selector || --gs-upscale=EdgeSmooth
| --gs-upscale || none, gpu, edgesmooth, smooth, motion, motionvec, motionvector, point || Upscaling type Selector || --gs-upscale=EdgeSmooth
|-  
|-  
| --gs-kernel-cl-up || "DarkCloud2" "fantavision" "h2lpool2x2", "OptRightTri", "clutmerge2x2", "mipmap2x2", "up2x2simple", "up2x2skipinterp", "up2x2tc", "up2x2", default || Kernel Variant Color lookup Upscaler (?), mipmap and clutmerge and h2l need to be enabled before their options become usable|| --gs-kernel-cl-up="clutmerge2x2"
| --gs-kernel-cl-up || "DarkCloud2" "fantavision" "h2lpool2x2", "OptRightTri", "clutmerge2x2", "mipmap2x2", "up2x2simple", "up2x2skipinterp", "up2x2tc", "up2x2", default || Kernel Variant Color lookup Upscaler (?), Mipmap and clutmerge and h2l will have to be enabled first before using their options|| --gs-kernel-cl-up="clutmerge2x2"
|-  
|-  
| --gs-override-small-tri-area || 0, 1 || This option is designed to modify how the emulator handles or renders small triangles that fall below a certain area threshold. Enabling this option could resolve graphical problems such as missing, flickering, or incorrectly rendered small details, and could potentially restore missing text in some games. || --gs-override-small-tri-area=1
| --gs-override-small-tri-area || 0, 1 || Could potentially restore missing text in some games. || --gs-override-small-tri-area=1
|-  
|-  
| --gs-dirty-page-policy || 0, 1 || Unknown. Used by Star Wars: Jedi Starfighter || --gs-dirty-page-policy=1
| --gs-dirty-page-policy || 0, 1 || || --gs-dirty-page-policy=1
|-  
|-  
| --gs-ignore-dirty-page-border || 0, 1 || Unknown. Used by Samurai Shodown Anthology ||--gs-ignore-dirty-page-border=1
| --gs-ignore-dirty-page-border || 0, 1 || ? ||--gs-ignore-dirty-page-border=1
|-  
|-  
| --gs-ignore-rect-correction || 0, 1 || Setting it to 1 is known to fix flickering textures and graphical glitches in far distances. || --gs-ignore-rect-correction=1
| --gs-ignore-rect-correction || 0, 1 || || --gs-ignore-rect-correction=1
|-
|-
| --gs-opt-frbuff-switch || 0, 1 ||  Unknown. Used by Everybody's Tennis/Hot Shots Tennis || --gs-opt-frbuff-switch=0
| --gs-opt-frbuff-switch || 0, 1 ||  || --gs-opt-frbuff-switch=0
|-
|-
| --gs-kernel-cl || h2lpool, clutmerge, mipmap, DarkCloud2, fantavision, Mipmap and clutmerge and h2l need to be enabled before their options become usable ||Kernel Variant Color lookup(?). Options included here can be upscaling if --gs-kernel-cl-up were to be used along with it || --gs-kernel-cl="clutmerge"
| --gs-kernel-cl || h2lpool, clutmerge, mipmap, DarkCloud2, fantavision, Mipmap and clutmerge and h2l will have to be enabled first before using their options ||Kernel Variant Color lookup(?). Options included here can be upscaling if --gs-kernel-cl-up were to be used along with it || --gs-kernel-cl="clutmerge"
|-  
|-  
| --force-frame-blend || 0, 1 || Enables blend (Deinterlacing?). Should be used to fix games with shaking screens. || --force-frame-blend=1
| --force-frame-blend || 0, 1 || Enables blend (Deinterlacing?). Should be used to fix games with shaking screens. || --force-frame-blend=1
Line 603: Line 607:
| --force-pal-60hz || 0, 1 || Enables 60hz PAL mode. || --force-pal-60hz=1
| --force-pal-60hz || 0, 1 || Enables 60hz PAL mode. || --force-pal-60hz=1
|-
|-
| --gs-progressive || 0, 1 || Enables progressive scan. Can fix graphical glitches/double screen issues. ||
| --gs-use-clut-merge || 0, 1 ||Color lookup table(?). It could possibly solve graphical issues or improve the quality of the colors. || --gs-use-clut-merge=1
|-  
|-  
| --gs-vert-precision || 8, 16 || 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-use-mipmap || 0, 1 || Enables Mipmapping. Can be used to fix Graphics. || --gs-use-mipmap=1
|-
| --gs-progressive || 0, 1 || Enables progressive scan. It's used to fix Graphical glitches/double screen issues.  ||
|-
| --gs-vert-precision || 8, 16 || 3D Rendering vertex precision, the emu expects the values of 8 or 16. Any other values are not permitted. || --gs-vert-precision=8
|-
|-
| --gs-skip-dirty-flush-on-mipmap || 0, 1 || Skip flushing textures marked as dirty from cache when enabled. It does, however, require mipmap to be enabled first. || --gs-skip-dirty-flush-on-mipmap=1
| --gs-force-bilinear || 0, 1 || enables bilinear filtering. can fix ghosting problems in some cases. But despite this, it's not recommended for games that use 2D images. || --gs-force-bilinear=1
|-
| --gs-skip-dirty-flush-on-mipmap || 0, 1 || Skip flushing the texture cache when mipmap settings change (?). It does, however, require mipmap to be enabled first. || --gs-skip-dirty-flush-on-mipmap=1
|-  
|-  
| --gs-packed15-fmv-opt || 0, 1 || Unknown. This option likely controls whether the emulator optimizes or processes FMVs that use the 15-bit packed color format. Used by Ape Escape 2|| --gs-packed15-fmv-opt=1
| --gs-packed15-fmv-opt || 0, 1 || || --gs-packed15-fmv-opt=1
|-  
|-  
| --gs-fieldswap-delay || 0, 254 || Wait longer than usual to change field. In essence, it blurs/sharpens image. ||
| --gs-fieldswap-delay || 0, 254 || Wait longer than usual to change field. Reduces Sharpness. ||
|-   
|-   
| --gs-uv-shift-pointsampling || 0, 1 || Can be used on games like manhunt that have issues with [https://github.com/PCSX2/pcsx2/issues/257#issuecomment-1140338680 UV light rendering] || --gs-uv-shift-pointsampling=1
| --gs-uv-shift-pointsampling || 0, 1 || Can be used on games like manhunt that have issues with [https://github.com/PCSX2/pcsx2/issues/257#issuecomment-1140338680 UV light rendering] || --gs-uv-shift-pointsampling=1
|-
|-
| --gs-render-tile-threshold || 0, 3000000 || Unknown. Used by Psychonauts|| --gs-render-tile-threshold=300000
| --gs-render-tile-threshold || 0, 3000000 |||| --gs-render-tile-threshold=300000
|-
|-
| --threaded-gs || 0, 1 || Multi-threaded-gs ? || --threaded-gs=1
| --threaded-gs || 0, 1 || Multi-threaded-gs ? || --threaded-gs=1
Line 621: Line 631:
| --gs-aspect-ratio || aspect/float (default=0.81) || || --gs-aspect-ratio=0.65
| --gs-aspect-ratio || aspect/float (default=0.81) || || --gs-aspect-ratio=0.65
|-
|-
| --gs-frontend-opt-mode || 0, 1, 2 || GS optimization mode? Unknown effect. Used on JakX || --gs-frontend-opt-mode=1
| --gs-frontend-opt-mode || 0, 1, 2 || ? || --gs-frontend-opt-mode=1
|-  
|-  
| --gs-motion-factor || 25, 50 ||  Unknown. Used by Wild ARMS 3|| --gs-motion-factor=25
| --gs-motion-factor || 25, 50 ||  || --gs-motion-factor=25
|-
|-
| --gs-scanout-delay || 0, 200 ||  || --gs-scanout-delay=200
| --gs-scanout-delay || 0, 200 ||  || --gs-scanout-delay=200
|-
| --gs-scanout-offsetx || relative offset/ignored || A zoom in setting in the x direction || --gs-scanout-offsetx=27
|-
| --gs-scanout-offsety || relative offset/ignored || A zoom in setting in the y direction || --gs-scanout-offsety=27
|-
|-
| --gs-check-trans-rejection || 0, 1  || Check transfer rejection? Unknown. Used by Grand Theft Auto: Vice City || --gs-check-trans-rejection=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-check-trans-rejection || 0, 1  || Check transfer rejection ? || --gs-check-trans-rejection=1
|-  
|-  
| --gs-check-trans-rejection68 || 0, 1 || Unknown. Used by Star Wars: Jedi Starfighter || --gs-check-trans-rejection68=1
| --gs-check-trans-rejection68 || 0, 1 || || --gs-check-trans-rejection68=1
|-
| --safe-area-min || area/float (range 0.9 to 1.0) any other values outside of that range will be rejected by the emulator || An overscan setting|| --safe-area-min=0.9
|-
|-
| --l2h-2d-params || TRXREG,BITBLTBUF,height ||  || --l2h-2d-params=0x0000000800000001,0x000000003a0a2300,512,2
| --l2h-2d-params || TRXREG,BITBLTBUF,height ||  || --l2h-2d-params=0x0000000800000001,0x000000003a0a2300,512,2
|-
|-
| --gs-h2l-accurate-hash || 0, 1 || ||--gs-h2l-accurate-hash=1
| --gs-h2l-accurate-hash || 0, 1 || Used with h2l Upscaler ||--gs-h2l-accurate-hash=1
|-
|-
|-style="background-color:#9042f5"
| --gs-h2l-list-opt || 0, 1 || Used with h2l Upscaler ||--gs-h2l-list-opt=1
|  || Aspect ratio || ||
|-
| --gs-scanout-offsetx || relative offset/ignored || A zoom in setting in the x direction || --gs-scanout-offsetx=27
|-
| --gs-scanout-offsety || relative offset/ignored || A zoom in setting in the y direction || --gs-scanout-offsety=27
|-
| --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
|-
|-
|-style="background-color:#FEA15C"
|-style="background-color:#FEA15C"
Line 648: Line 659:
|-
|-
| --framelimit-mode || slowest,slower,slow,normal,fast,fastest,turbo ||Standalone Framelimiter|| --framelimit-mode=fast
| --framelimit-mode || slowest,slower,slow,normal,fast,fastest,turbo ||Standalone Framelimiter|| --framelimit-mode=fast
|-
|-  
| --framelimiter ||  0, 1 || Enable or disable Frame limiting || --framelimiter=1
|-
| --framelimit-fps ||  FPS/float || framelimiter || --framelimit-fps=0.8
|-
| --gs-hdr-support || 0, 1? || ? ||  
| --gs-hdr-support || 0, 1? || ? ||  
|}
|}


====IOP====
====IOP====
<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>
<pre>The emulated I/O Processor (IOP) settings, Commands here are rarely useful, since the ps4 emulates it very accurately, very few games will require these options. the iop controls the emulated DEV9, SPU2, USB, Memory cards, CDVD, Firewire, along with other input/output Devices</pre>
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Values !! Notes !! Usage  
! Command !! Values !! Notes !! Usage  
Line 663: Line 670:
|  || Game fixes || ||
|  || 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
| --iop-cycle-scalar ||<br>[Overclocking] (0.99 => 0.1) <br>[Underclocking] (1.1 => 5.0)|| '''Not a Speedhack''', when you lower it below 1.0 the iop is overclocked, when you increase it above 1.0 the iop is underclocked. the only thing you will notice from this is faster/slower loading speed|| --iop-cycle-scalar=1.0
|-
|-
| --iop-const-folding || None,Gpr,All || IOP constant folding [https://en.wikipedia.org/wiki/Constant_folding More info] || --iop-const-folding=All
| --iop-const-folding || None,Gpr,All || IOP constant folding [https://en.wikipedia.org/wiki/Constant_folding More info] || --iop-const-folding=All
|-
|-
| --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
| --iop-tight-slice-count || 0, 2000 || Seems to slow down the iop the higher the value, Can be used in games such as the godfather or gran turismo 4 to solve stuttering fmvs due to very fast iop cycles|| --iop-tight-slice-count=12
|-
|-
| --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
| --iop-hook || AdvanceClock, FastForwardClock || IOP native hook, Sony uses it on their official release of Red dead revolver || --iop-hook=0x0086ac,FastForwardClock
|-
|-
| --iop-block-validation || IsC, ShortHash, Hash || Way of validating that block been modified, and require recompilation. Other Possible values include PageProt, None, PageProtection || --iop-block-validation=IsC
| --iop-block-validation || IsC, ShortHash, Hash || Way of validating that block been modified, and require recompilation, other Possible values include PageProt, None, PageProtection || --iop-block-validation=IsC
|-
|-
|-style="background-color:#FEA15C"
|-style="background-color:#FEA15C"
Line 684: Line 691:
| --iop-inst-marking || 0, 1? || ||  
| --iop-inst-marking || 0, 1? || ||  
|-
|-
| --detect-idle-iop || 0, 1 || Enabled by default. || --detect-idle-iop=0
| --detect-idle-iop || 0, 1 || enabled by default. || --detect-idle-iop=0
|-
|-
| --iop-jit-disasm || || ||  
| --iop-jit-disasm || || ||  
Line 692: Line 699:
|}
|}


====CDVD====
====Misc====
 
<pre>The emulated CDVD settings. These commands help games with timing issues.</pre>
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Values !! Notes !! Usage  
! Command !! Values !! Notes !! Usage
|-style="background-color:#e9f562"
|-
| || General commands || ||
| --idec-cycles-per-qwc || int/multiplier || Likely related to the ipu|| --idec-cycles-per-qwc=768
|-
| --mfifo-manual-drain || 0.1/5.0 || A command for changing the functionality of --ee-hook=0x0,Mfifodrain ||--mfifo-manual-drain=0.30
|-
|-
| --max-disc-num || 1-5  || numbers of discs in package (maximum=5)  || --max-disc-num=1
| --mfifo-chunk-drain-cycles || 1/400000 || A command for changing the functionality of --ee-hook=0x0,Mfifodrain ||--mfifo-chunk-drain-cycles=210000
|-
|-
| --boot-disc-id || 1-5  || sets boot disc for multi-disc pkg || --boot-disc-id=0
| --pcr0-delta-hack || 0.1 , 400000 || || --pcr0-delta-hack=1
|-
|-
| --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
| --jitproc-use-aslr || || ||
|-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
| --detect-idle-intc ||0, 1|| enabled by default, set to 0 in order to disable it || --detect-idle-intc=0
|-
|-
| --cdvd-sector-seek-cycles || 0.1 = Fastest, 80000 = Slowest || Set the speed at which the emulated CDVD spins. Higher values are slower,
| --detect-idle-chcr|| 0, 1|| enabled by default, set to 0 in order to disable it || --detect-idle-chcr=0
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
| --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"
|-
|-
|}
|}


====Misc====
====PCSX2's gameindex====
<pre>This list includes the cli commands that have the very same or similar effects as PCSX2's gamefixes.</pre>


<br>[https://raw.githubusercontent.com/PCSX2/pcsx2/master/bin/resources/GameIndex.yaml Current Gameindex.yaml]
<br>[https://github.com/Scalerize/Pcsx2-gameindexes Old Gameindex.yaml files]
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Values !! Notes !! Usage
! PCSX2 !! PS4 !! Notes
|-
|-
| --idec-cycles-per-qwc || int/multiplier || Multiply how many cycles IDEC command take per whole currently worked on QWC. || --idec-cycles-per-qwc=768
| XGKickHack ||--vu-xgkick-delay=0 || Limit is between
(0 => 31)
|-
|-
| --mfifo-manual-drain || 0.1/5.0 || A command for changing the functionality of --ee-hook=0x0,Mfifodrain ||--mfifo-manual-drain=0.30
| VuAddSubHack ||--vu-hack-triace=1 || Required for every single game developed by TriAce
|-
|-
| --mfifo-chunk-drain-cycles || 1/400000 || A command for changing the functionality of --ee-hook=0x0,Mfifodrain ||--mfifo-chunk-drain-cycles=210000
| vuClampMode: 2 ||--vu1-no-clamping=0<br>--vu0-no-clamping=||
|-
|-
| --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
| vuClampMode: 3  || --vu1-no-clamping=1<br>--vu0-no-clamping=1 ||
|-
|-
| --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
| vu0ClampMode: 2 || --vu0-no-clamping=0 ||
|-
|-
| --detect-idle-intc ||0, 1|| Enabled by default, 0 disables it || --detect-idle-intc=0
| vu0ClampMode: 3 || --vu0-no-clamping=1 ||
|-
|-
| --detect-idle-chcr|| 0, 1||  Enabled by default, 0 disables it  || --detect-idle-chcr=0
| vu1ClampMode: 2 || --vu1-no-clamping=0 ||
|-
|-
| --rom || location of the bios that's inside of the fpkg || Could allow to use custom bios, though still not working || --rom="PS20220WD20050620.crack" or --rom="/roms/PS20220WD20050620.crack"
| vu1ClampMode: 3 || --vu1-no-clamping=1 ||
|-
|-
| --cop2 || jit, trans || ? ||  
| eeClampMode: 2 || --fpu-no-clamping=0<br>--cop2-no-clamping=0 ||
|-
|-
| --vu0 || jit, trans || ? ||
| eeClampMode: 3  || --fpu-no-clamping=1<br>--cop2-no-clamping=1 ||
|-
| --r30 || jit, trans || ? ||
|-
|}
 
==== 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
| FpuNegDivHack & FpuMulHack || --fpu-accurate-muldiv=1 || it'll have an impact on performance,therefore it's recommended to use "--fpu-accurate-mul-fast=1" along with it.
|-
|-
| {{cellcolors|#0b9fb3|#000000}}VuAddSubHack ||{{cellcolors|#b52fde|#000000}}--vu-hack-triace=1 || Required for every single game developed by TriAce
| cpuCLUTRender: 1 || --gs-uv-shift-pointsampling=1 ||
|-
|-
| {{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  ||
| MTVUSpeedHack: 0 || --vu1=jit-sync || Some games will also require --vu1-mpg-cycles= to be between "6000 - 19000"
|-
|-
| {{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 ||
| IbitHack || --vu1-di-bits=0<br>--vu1-const-prop=1 || Note: this emulator has this hack enabled by default for all games and emulators, these 2 commands are only provided to assist games that need that hack with performance and is not the equivalent of this hack.
|-
|-
| {{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 ||
| roundSprite: 1 || --gs-use-clut-merge=1 || Note: Works very similar but not the equivalent
|-
|-
| {{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 ||
| mergeSprite: 1 || --gs-kernel-cl-up="up2x2simple" || Note: Works very similar but not the equivalent
|-
|-
| {{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
| cpuSpriteRenderBW: 4 || --gs-opt-frbuff-switch=1 || Note: Works very similar to it, But it's not exactly the same
|-
|-
| {{cellcolors|#0b9fb3|#000000}}FpuNegDivHack<br>FpuMulHack || {{cellcolors|#b52fde|#000000}}--fpu-accurate-muldiv=1 ||  
| mipmap: 1 || --gs-use-mipmap=1 ||
|-
|-
| {{cellcolors|#0b9fb3|#000000}}cpuCLUTRender: 1 || {{cellcolors|#b52fde|#000000}}--gs-uv-shift-pointsampling=1 ||
| autoFlush: 1 || --gs-flush-ad-xyz=safe || Possible values include always, safe, off, 0
|-
|-
| {{cellcolors|#0b9fb3|#000000}}MTVUSpeedHack: 0 || {{cellcolors|#b52fde|#000000}}--vu1=jit-sync || Some games will also require --vu1-mpg-cycles= to be between "6000 - 19000"
| VIF1StallHack || --vif1-instant-xfer=0 || if that doesn't work you can always use the lua command eeObj.SchedulerDelayEvent("vif1.dma", 0x9000)
|-
|-
| {{cellcolors|#0b9fb3|#000000}}mergeSprite<br>alignSprite || {{cellcolors|#b52fde|#000000}}--gs-kernel-cl-up="up2x2simple" || Note: works similarly but not the equivalent
| VIFFIFOHack || --vif1-ignore-cmd-ints=1 ||
|-
|-
| {{cellcolors|#0b9fb3|#000000}}cpuSpriteRenderBW: 4 || {{cellcolors|#b52fde|#000000}}--gs-opt-frbuff-switch=1 || Note: works similarly but not the equivalent
| wildArmsHack: 1 || --gs-kernel-cl-up="DarkCloud2" ||
|-
|-
| {{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
| deinterlace: || --force-frame-blend=1 ||
|-
| {{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 ===
=== Emulators ===
 
<pre>Every emulator is programmed in a different way. Sometimes choosing the right emulator is the only possible way to fix a game. Emulators are not provided pre-installed on the ps4, they have to be unpacked from an official Sony made PS2CLASSICS pkg. this list includes The typical usage of those emulators.</pre>
Every PS2 emulator is programmed differently. Sometimes choosing the right emulator is the only way to fix a game. Emulators are not provided pre-installed in the PS4 OS, but instead they have to be unpacked from an official PS2 CLASSICS PKG file signed by Sony. This list includes the typical usage of those emulators.
 
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Emulator name !! Typical usage - Info !! API Version !! Similar emulators
! Emulator name !! Typical usage !! API Version !! Similar emulators
|-style="background-color:#D7EF54"
|-style="background-color:#D7EF54"
|  || 2018 || ||
|  || 2018 || ||
|-
|-
| The King of Fighters '98: Ultimate Match || The only known emulator where '''Mojin-ribbon''' is playable. Commonly known as "KOF98"|| 2.0 ||
| The King of Fighters '98: Ultimate Match || The only known emulator that managed to fix '''Mojin-ribbon'''. Commonly referred to as "KOF98"|| 2.0 ||
|-
|-
|-style="background-color:#D7EF54"
|-style="background-color:#D7EF54"
|  || 2017 || ||
|  || 2017 || ||
|-
|-
| Jak and Daxter: The Precursor Legacy || Good compatibility with most ps2 games. It has a very high api version which means more LUA commands are supported. 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,'''  
| Jak and Daxter: The Precursor Legacy || Good compatibility with most ps2 games. It has a very high api version which means more LUA commands are supported. Jak emus are some of the few emus that can use the '''--gs-adaptive-frameskip=1''' command. Often referred to as "Jak v2"|| 2.2 || '''JakX,''' '''Jak 2,''' '''Jak 3,'''  
|-
|-
| Art of Fighting Anthology || Similar to RECVX. It was successful in fixing "'''Coraline'''." Sometimes called "AOFA" || 2.0 ||
| Art of Fighting Anthology || It is programmed in a similar fashion to RECVX and was successful in fixing "Coraline." Often referred to as "AOFA" || 2.0 ||
|-
|-
| Resident Evil - Code: Veronica || Fixes games like '''Jackie chan Adventures, SpongeBob SquarePants: Creature From the Krust Krab, Pac-man World 3, Yu-Gi-Oh: Capsule monsters, SpongeBob's Atlantis SquarePantis''' freezing at a black/splash screen. Additionally, it fixes many games requiring '''OPL's mode 2'''. Often referred to as "RECVX" || 1.7 || '''Fatal Fury,''' '''Redfaction,''' '''AOFA.'''
| Resident Evil Code: Veronica || Fixes Games like '''Jackie chan Adventures, Pac-man World 3, Yu-Gi-Oh: Capsule monsters''' freezing at the splash screen likely due to the way it emulates VU1. Often referred to as "RECVX" || 1.7 || '''Fatal Fury,''' '''Redfaction,''' '''AOFA.'''
|-
|-
| Fatal Fury Battle Archives: Volume 2 || Similarly to RECVX, it is often used to fix frozen games. ||  ||
|-style="background-color:#D7EF54"
|-style="background-color:#D7EF54"
|  || 2016 || ||
|  || 2016 || ||
|-
|-
| Red Faction || It is prominently used to fix VU1 sensitive games. It was used to fix '''Tony Hawk games''' suddenly crashing, as well as MTVU sensitive games such as '''Star Wars Battlefront II'''.|| 1.6 || '''Max payne'''  
| Redfaction || It is prominently used to fix games that are VU1 sensitive. It was used to fix '''Tony Hawk games''' suddenly crashing. || 1.6 || '''Max payne'''  
|-
|-
| Forbidden Siren || The only emulator to fix '''Ice age 2''' being stuck at splash screen. It also fixed '''Gran turismo 4''' running abysmally slow. || 0.1 ||
| Forbidden Siren || The only emulator that was able fix '''Ice age 2''' being stuck at splash screen by using it in conjunction with patches. It also fixed '''Gran turismo 4''' running EXTREMELY slow. || 0.1 ||
|-
|-
| King of Fighters 2000 || Seemingly one of the most VU-accurate emus, fixing sps in games such as '''Crash Twinsanity''', '''Rayman 3''', '''Crazy Frog Racer'''. It also '''prevents Koei tecmo games from suddenly freezing when battle starts. Moreover, it is likely the only emulator where '''Batman Begins''' does not crash.''' Often referred to as "KOF2000"|| 1.2 || '''Roguev1''', '''KOF98''', '''Okage'''
| King of fighters 2000 || Fixes graphical issues and sps in games such as '''Crash Twinsanity''', '''Rayman 3''', '''Crazy Frog Racer''', and '''prevents Koei tecmo games from suddenly freezing when battle starts.''' Often referred to as "KOF2000"|| 1.2 || '''Roguev1''', '''KOF98''', '''Okage'''
|-
|-
| Destroy All Humans! || Fixed '''Tenchu: Fatal Shadows'''' crashing. || 0.1 ||  
| Destroy All Humans! || Fixed '''Tenchu: Fatal Shadows''' in conjunction with patches. || 0.1 ||  
|-
|-
| Destroy All Humans! 2 ||  || 0.7 ||  
| Destroy All Humans! 2 ||  || 0.7 ||  
|-
|-
| Rise of the Kasai || It fixed most of the '''Harry Potter''' games. Often referred to as "rotk". || 0.2 ||
| Rise of the Kasai || Fixed most of the '''Harry potter''' games. Often referred to as "rotk"|| 0.2 ||
|-
|-
|-style="background-color:#D7EF54"
|-style="background-color:#D7EF54"
|  || 2015 || ||
|  || 2015 || ||
|-
|-
|War of the monsters v1 || Subjectively the best emulator to use. Used as PS2CLASSICSGUI's default emulator, it is the best one around for accurate gs emulation, as some graphical issues on the Ratchet series and Tekken 5 can only be fixed by it. Another interesting case is GTA SA's lack of need for auto flush on it, and being natively performant. Additionally, its VU0 timing is much better than Jakv2's, making it one of the best emulators on the PS4. || 0.1 || '''Rogue v1 and v2, Arc the Lad, Star Wars Jedi Starfighter'''
|War of the monsters v1 || || 0.1 || '''Rogue v1 and v2, Arc the Lad, Star Wars Jedi Starfighter'''
|-
|-
| GTA III || Fixed the PAL version of '''Genji: Dawn of the Samurai'''. || 0.6 ||
| GTA 3 || Fixed the pal Version of '''Genji: Dawn of the Samurai''' || 0.6 ||
|-
|-
| PaRappa the Rapper 2 || The only emulator to boot '''Spyro: A Hero's Tail'''. || 0.1 ||
| Parappa 2 || The only emulator that was able to Boot '''Spyro: A Hero's Tail''' || 0.1 ||
|-
|-
| Star Wars Racers Revenge || Seemingly the closest emulator to the PS3's. Useful for debugging games as it also shows useful information such as pagefault. || 0.4 ||  
| Star Wars Racer Revenge || Seems to be the most similar emulator to the ps3. useful for debugging games as it also shows useful information such as pagefault || 0.4 ||  
|-
|-
|}
|}
Line 840: Line 825:
=== XXXX-YYYYY_config.lua ===
=== XXXX-YYYYY_config.lua ===


<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.  
<pre>It is the most powerful Configuration on the emulator, it Allows direct patching of EE/IOP/VU memory, hooks registers, hook dma, almost Everything can be done here.  
<br>If needed it can hook registers by using register names from alias files. Alias files (ee-cpr0-alias.lua, ee-gpr-alias.lua, ee-hwaddr.lua) are stored in lua_include folder, and can be included to config by using require ("alias file name").  
 
<br>'''Known functions:  
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" ).</pre>
 
'''Known functions:  
'''
'''
Require cleanup.
Require cleanup.
 
====ApiRequest====
==== ApiRequest ====
<pre>The foundation of the lua. The lua will cause the game to crash if it is not present. </pre>
 
<pre>The most important part of the LUA script. The LUA script will crash the game if used without it.</pre>
 
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Usage !! Notes
! Command !! Usage !! Notes
Line 858: Line 842:
|-
|-
|}
|}
===== (Emulator) EmuObject =====
=====(Emulator) EmuObject=====
 
<pre> Commands for the emulator</pre>
<pre> Commands for the emulator</pre>
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Usage !! Notes
! Command !! Usage !! Notes
Line 934: Line 916:
|ThrottleFast || emuObj.ThrottleFast() || Faster than default, but exact value is unknown.
|ThrottleFast || emuObj.ThrottleFast() || Faster than default, but exact value is unknown.
|-
|-
|ThrottleMax || emuObj.ThrottleMax() || Disable framelimiter during loading screens.  
|ThrottleMax || emuObj.ThrottleMax() || Disable framelimiter During loading screens, This setting can sometimes be harmful when used globally in config files. Loading times are faster, but the game also runs faster than it should when the PS4 has enough free cpu power.
|-style="background-color:#ffe680"
|-style="background-color:#ffe680"
|  || CDVD ||  
|  || CDVD ||  
Line 948: Line 930:
| GetDiscTitleId || ||
| GetDiscTitleId || ||
|-
|-
|ShowDiscSwitchInfo || emuObj.ShowDiscSwitchInfo() ||
|ShowDiscSwitchInfo ||emuObj.ShowDiscSwitchInfo() ||
|-
|-
|-style="background-color:#FEA15C"
|-style="background-color:#FEA15C"
Line 955: Line 937:
| EnableImposeMenu || emuObj.EnableImposeMenu(<true/false>) || EnableImposeMenu(false)
| EnableImposeMenu || emuObj.EnableImposeMenu(<true/false>) || EnableImposeMenu(false)
|-
|-
|LoadConfig || emuObj.LoadConfig( 0 or 1 )|| emuObj.LoadConfig(0)
|LoadConfig || ||
|-
|-
|SaveConfig || emuObj.LoadConfig( 0 or 1 ) || emuObj.LoadConfig(0)
|SaveConfig || ||
|-
|-
|GetPad || emuObj.GetPad(<gamepad button by bits>)|| example usage for reading input:  
|GetPad || emuObj.GetPad(<gamepad button by bits>)|| example usage for reading input:  
Line 995: Line 977:
| GetPs4SystemLang || emuObj.GetPs4SystemLang() || Return PS4 system language (in unknown format).
| GetPs4SystemLang || emuObj.GetPs4SystemLang() || Return PS4 system language (in unknown format).
|-
|-
| SetPs2Lang || emuObj.SetPs2Lang(<Lang ID>) || Set emulated PS2 language, correct Lang IDs are 0-18. In some cases, games will hang on a black screen with some other language settings (eg Japanese) - Example for usage: emuObj.SetPs2Lang(1)
| SetPs2Lang || emuObj.SetPs2Lang(<Lang ID>) || Set emulated PS2 language, correct Lang IDs are 0-18, in some cases, games will hang on a black screen with some other language settings (eg Japanese) - Example for usage: emuObj.SetPs2Lang(1)
<div align="left"><pre>0 - japanese
<div align="left"><pre>0 - japanese
1 - english
1 - english
Line 1,016: Line 998:
18 - english-uk</pre></div>
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.
|PadSetLightBar || emuObj.PadSetLightBar(<port, red, green, blue>) || Set DS4 light bar color. Correct port values are 0-3, correct light values are 0-255.
|-
|-
|PadPressureStickRemap || emuObj.PadPressureStickRemap()||
|PadPressureStickRemap || emuObj.PadPressureStickRemap()||
Line 1,053: Line 1,035:
|}
|}


===== (EE) EEObject =====
=====(EE) EEObject=====
 
<pre>Commands for the emulated Emotion Engine</pre>
<pre>Commands for the emulated Emotion Engine</pre>
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Usage !! Notes
! Command !! Usage !! Notes
Line 1,068: Line 1,048:
|ReplaceMem64 || eeObj.ReplaceMem64(<address>, <value>)||
|ReplaceMem64 || eeObj.ReplaceMem64(<address>, <value>)||
|-
|-
|ReplaceMem32 || eeObj.ReplaceMem32(<address>, <value>) || Permanently replace an offset without needing addvsynchook?
|ReplaceMem32 || eeObj.ReplaceMem32(<address>, <value>) || Permanently replace an offset without needing addvsynchook
|-
|-
|ReplaceMem16 || eeObj.ReplaceMem16(<address>, <value>)||
|ReplaceMem16 || eeObj.ReplaceMem16(<address>, <value>)||
Line 1,136: Line 1,116:
eeObj.SetFpr(14, eeObj.GetFpr(14) + 50.0) this will add 50.0 to current fpr 14 value
eeObj.SetFpr(14, eeObj.GetFpr(14) + 50.0) this will add 50.0 to current fpr 14 value
|-
|-
|GetPc || eeObj.GetPc() ||This command is very helpful as it will return to you the current EE address that's being read. Can be used also with additional var. like eeObj.GetPc()+4
|GetPc || eeObj.GetPc() ||This command is very helpful as it will return to you the current EE address that's being read. can be used also with additional var. like eeObj.GetPc()+4
|-
|-
|SetPc || eeObj.SetPC(<PC>) ||eeObj.SetPC(0x266B80)
|SetPc || eeObj.SetPC(<PC>) ||eeObj.SetPC(0x266B80)
Line 1,167: Line 1,147:
|RemoveJitResetHook || ||
|RemoveJitResetHook || ||
|-
|-
| AddHookJT || eeObj.AddHookJT(Offset, offset opcode, function) || Seems be a hook related to the jit
| AddHookJT || eeObj.AddHookJT(Offset, offset opcode, ???) || Seems to somehow be related to gpr registers
|-
|-
|-style="background-color:#ffb3b3"
|-style="background-color:#ffb3b3"
Line 1,185: Line 1,165:
|  || Speedhacks ||  
|  || Speedhacks ||  
|-
|-
|FastForwardClock || eeObj.FastForwardClock() || Skip Emotion Engine cycles?
|FastForwardClock || eeObj.FastForwardClock() || Skip Emotion engine Cycles
<pre>
eeObj.AddHook(0x002cc350, 0x78a30000, function()
          eeObj.FastForwardClock()
end)
</pre>
|-
|-
|AdvanceClock || eeObj.AdvanceClock() || Likely skips an allocated amount of EE cycles.
|AdvanceClock || eeObj.AdvanceClock() || it is still unknown how to use this command, check Psychonauts lua for more details.
<pre>
eeObj.AddHook(0x002cc350, 0x78a30000, function()
          eeObj.AdvanceClock(21000)
end)</pre>
|-
|-
| GetClock || eeObj.GetClock() || Returns the value of how many cycles the EE is ahead of normal clock (?)
| GetClock || eeObj.GetClock() || Returns the value of how many cycles the ee is ahead of normal clock (?)
|-
|-
|Vu1MpgCycles || eeObj.Vu1MpgCycles(<cycles>) || Works just like the cli command --vu1-mpg-cycles=
|Vu1MpgCycles || eeObj.Vu1MpgCycles(<cycles>) || Works just like the cli command --vu1-mpg-cycles=
Line 1,206: Line 1,177:
| CallPredicate
| CallPredicate
|-
|-
|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.  
|SchedulerDelayEvent || eeObj.SchedulerDelayEvent("event", cycles) || Parrapa use eeObj.SchedulerDelayEvent("vif1.dma", 0x6500) other events are gif.dma, vif0.dma, vif1.dma, sif0.dma, Sif0-NormalTransfer, sif1.dma, Sif1-NormalTransfer, ipu0.dma, ipu1.dma . This command allow to delay certain DMA transfer by cycles.  
|-
|-
|WaitVu1 || eeObj.WaitVu1() || Likely to be the lua equivalent of "--vu1=jit-sync".
|WaitVu1 || eeObj.WaitVu1() || Likely to be the lua equivalent of "--vu1=jit-sync".
Line 1,218: Line 1,189:
|getOverlayObject || eeObj.getOverlayObject() || local eeOverlay = eeObj.getOverlayObject()
|getOverlayObject || eeObj.getOverlayObject() || local eeOverlay = eeObj.getOverlayObject()
|-
|-
| GetVif1Cycles || eeObj.GetVif1Cycles() || local vif1_cycles = eeObj.GetVif1Cycles() create vif_cycles value that can be used later. You can rename it as you wish.
| GetVif1Cycles || eeObj.GetVif1Cycles() || local vif1_cycles = eeObj.GetVif1Cycles() create vif_cycles value that can be used later, you can rename it as you wish.
|-
|-
|}
|}


====== SetGsTitleFix ======
=====(IOP) IOPObject=====
 
<pre>Commands for the emulated input-output processor</pre>
<pre>One of the most important LUA commands. It modifies the Graphics Synthesizer's behavior.
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
 
! Command !! Usage !! Notes
Part of EmuObject() class, it's frequently used in official configs.</pre>
|-style="background-color:#D7EF54"
'''Examples'''
| || Object calling class ||
<pre>
|-
-- fix vision logo (Wild Arms 3)
| getIOPObject || local iopObj = getIOPObject() || Required for all functions using iopObj, that include: <div align="left"><pre>ReplaceMem64 ReplaceMem32 ReplaceMem16 ReplaceMem8 ReadMemFloat
local thresholdArea = 0 -- ignore alls items : fix #112276
WriteMemFloat WriteMem64 WriteMem32 WriteMem16 WriteMem8
emuObj.SetGsTitleFix( "ignoreUpRender", thresholdArea , {  texType = 3, cbp = 0x2390, tbp = 0x288000} )
  ReadMemStr AddHook RemoveHook GetGpr SetGpr GetPc SetPc
------------------------------------------------------------------------------------------------------
GetCPR0 SetCPR0</pre></div>
-- Ignore up-render shift for triangles when writing mask = write alpha only . Will fix shadows (bug# 6724).
|-style="background-color:#7698FF"
emuObj.SetGsTitleFix( "ignoreUpShiftTri", "reserved" , { fbmask = 0x00FFFFFF  } )
|  || Memory editing ||
------------------------------------------------------------------------------------------------------
|-
-- Performance  fix ( bug# 9474 )
|ReplaceMem64 ||iopObj.ReplaceMem64(<address>, <value>) ||
if 0 then  -- emuObj.IsNeoMode() then -- neo mode check disabled, due to bug #10442
|-
    emuObj.SetGsTitleFix( "globalSet", "reserved", { workLoadThreshold = 125000} )
|ReplaceMem32 || iopObj.ReplaceMem32(<address>, <value>)||
else
|-
    emuObj.SetGsTitleFix( "globalSet", "reserved", { workLoadThreshold = 100000} )
|ReplaceMem16 || iopObj.ReplaceMem16(<address>, <value>)||
end
|-
------------------------------------------------------------------------------------------------------
|ReplaceMem8 ||iopObj.ReplaceMem8(<address>, <value>) ||
-- bug# 9972
|-
emuObj.SetGsTitleFix( "ignoreSubBuffCov", "reserved", { } )
|ReadMemFloat || iopObj.ReadMemFloat(<address>) || iopObj.ReadMemFloat(0x28c3c)
------------------------------------------------------------------------------------------------------
|-
-- Bully bug 9392
|WriteMemFloat || iopObj.WriteMemFloat(<address>, <value>) || iopObj.WriteMemFloat(0x65364, 1.3333333)
-- Performace fix
|-
local thresholdArea = 600
|ReadMem128 || iopObj.ReadMem128(<iop memory offset>)||
emuObj.SetGsTitleFix( "ignoreUpRender", thresholdArea , {alpha=0x80000044 , zmsk=1 , tw=4, th=4  } )
|-
------------------------------------------------------------------------------------------------------
|WriteMem128 || iopObj.WriteMem128(<iop memory offset>, <value>)||
-- Bug#9174 -
|-  
emuObj.SetGsTitleFix( "ignoreSubBuffCov", "reserved", { } )
|ReadMemFloat128 ||iopObj.ReadMemFloat128(<iop memory offset>) ||
------------------------------------------------------------------------------------------------------
|-
-- Bug#9240 (Light maps uprender)
|WriteMemFloat128 || iopObj.WriteMemFloat128(<iop memory offset>, <value>)||
-- 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 } )
| ReadMem64 || <pre>iopObj.ReadMem64(<iop memory offset>)</pre> || Read Bytes From offset
------------------------------------------------------------------------------------------------------
|-
-- Apply light maps texMode=2 (bilinear)   psm= SCE_GS_PSMCT32 (0)
| WriteMem64 || <pre>iopObj.WriteMem64(<iop memory offset>, <data>)</pre> || Write 8 Bytes From offset
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", {tw=8, th=8, psm=0, ztst=1, texMode=2 } )
|-
------------------------------------------------------------------------------------------------------
| ReadMem32 || <pre>iopObj.ReadMem32(<iop memory offset>)</pre> || Read 4 bytes from offset, examples: iopObj.ReadMem32(0x1198)
-- Performace fix (bug #9785 )
iopObj.ReadMem32(gp - 348)
emuObj.SetGsTitleFix( "globalSet", "reserved", { waveThreshold = 90000} )
|-
emuObj.SetGsTitleFix( "ignoreAreaUpdate", 0, { } )
| WriteMem32 || <pre>iopObj.WriteMem32(<iop memory offset>, <data>)</pre> || Write 4 bytes to offset, example: iopObj.WriteMem32(0x89ac, 0x001b70f0)
------------------------------------------------------------------------------------------------------
|-
-- Accumulate fill area only when conditions are met
| ReadMem16 || <pre>iopObj.ReadMem16(<iop memory offset>)</pre> || Read 2 bytes from offset, example: iopObj.ReadMem16(0x1198)
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
| WriteMem16 || <pre>iopObj.WriteMem16(<iop memory offset>, <data>)</pre> || Write 2 bytes to offset, example: iopObj.WriteMem16(0x89ac, 0x70f0)
|-
|-
|reserved || ||
| ReadMem8 || <pre>iopObj.ReadMem8(<iop memory offset>)</pre> || Read 1 byte from offset, example: iopObj.ReadMem8(0x1198)
|-
|-
|ignoreSubBuffCov|| ||ignore ? buffer coverage
| WriteMem8 || <pre>iopObj.WriteMem8(<iop memory offset>, <data>)</pre> || Write 1 byte to offset, example: iopObj.WriteMem8(0x89ac, 0xf0)
|-
|-
|ignoreUpRenderTimeout|| emuObj.SetGsTitleFix( "globalSet", "reserved", {ignoreUpRenderTimeout=2} ) ||
|ReadMemStr || ||
|-
|-
|ignoreAreaUpdate|| emuObj.SetGsTitleFix( "ignoreAreaUpdate", 0, { alpha=0x80000048 } ) ||
|GetGpr || iopObj.GetGPR(<gpr register>) || iopObj.GetGPR(a1)
|-
|-
|ignoreSprite|| emuObj.SetGsTitleFix( "ignoreSprite", "reserved", {  texType=1 , tw=5 , th=8, zmsk=1 , alpha=0x80000044  } ) ||
|SetGpr || iopObj.SetGPR(<gpr register> ,<value>) || example: iopObj.SetGPR(gpr.v0 ,3)
|-
|-
|ignoreUpShiftTri|| emuObj.SetGsTitleFix( "ignoreUpShiftTri", "reserved", {psm=0} ) ||
|GetPc || iopObj.GetPc() || can be used also with additional var. like iopObj.GetPc()+8
|-
|-
|clipScissors|| emuObj.SetGsTitleFix( "clipScissors", "reserved", {alpha = 0 , frameW = 4 , psm = 0} ) ||
|SetPc || iopObj.SetPC(<PC>) ||iopObj.SetPC(0x6B80)
|-
|-
|trianglesAsParticles|| emuObj.SetGsTitleFix( "trianglesAsParticles", "reserved", { hasClut=1,zmsk=1 } ) ||
|GetCPR0 || iopObj.GetCPR0(<COP0 register>) ||
|-
|-
|SetSelfRender|| emuObj.SetGsTitleFix( "SetSelfRender", "reserved", { fbmask= 0x00FFFFFF , renderSelf=1 , zmsk=1 , alpha=0 , texMode=1  } ) ||
|SetCPR0 || iopObj.SetCPR0(<COP0 register>) ||
|-
|-
|forceBiLinear || ||
|-style="background-color:#FEA15C"
| || Clock speed ||  
|-
|-
|forcePoint|| emuObj.SetGsTitleFix( "forcePoint", "reserved", {mipIsGt=0,  mmin=0} ) ||
| FastForwardClock || iopObj.FastForwardClock() ||
|-
|-
|forceSimpleFetch ||   emuObj.SetGsTitleFix( "forceSimpleFetch",  "reserved", {psm=0} ) ||Used frequently to fix graphical corruptions
| AdvanceClock || iopObj.AdvanceClock() ||
|-
|-
|forcePointSampling|| emuObj.SetGsTitleFix( "forcePointSampling", "reserved", {alpha = 0x80000048, twIsLess=5, thIsLess=5 } ) ||
| GetClock || iopObj.GetClock() || Returns the value of how many cycles the iop is ahead of normal clock (?)
|-style="background-color:#c6ecd9"
|  || Hooks ||
|-
|-
|setRejectionArea|| emuObj.SetGsTitleFix( "setRejectionArea", 1000, { } ) ||
|AddHook || iopObj.AddHook()||
|-
|-
|ignoreUpRender|| emuObj.SetGsTitleFix( "ignoreUpRender", thresholdArea , {  texType = 3, cbp = 0x2390, tbp = 0x288000} ) || Ignore uprender for texture type described in params
|RemoveHook || iopObj.RemoveHook()||
|-
|includeAreaUpdate|| ||
|-
|fetchFromCurrBuff|| emuObj.SetGsTitleFix( "fetchFromCurrBuff", "reserved", {psm=0} ) ||
|-
|skipPacked|| emuObj.SetGsTitleFix( "skipPacked", "reserved", { alpha = 0x80000044, tbp = 0x3a4000 , zmsk=1 }) ||
|-
|changeAlpha|| ||
|-
|-
|}
|}


<br>'''Arguments/variables'''
=====(GS) GsObject=====
<pre>Commands for the emulated Graphics synthesizer</pre>
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Argument !! Usage !! Notes
! Command !! Usage !! Notes
|-style="background-color:#7698FF"
|-style="background-color:#D7EF54"
|  || Variable ||  
|  || Object calling class ||
|-
|-
|alpha_mask ||  ||
| getGsObject || local gsObj = getGsObject() ||
|-style="background-color:#c6ecd9"
|| Graphical fixes / Improvement ||  
|-
|-
|texType || {texType = 3}|| (1-3, more? )
|SetL2HMode || gsObj.SetL2HMode()||
|-
|-
|texMode || || 1 - Point? , 2 - bilinear
|SetUprenderMode ||gsObj.SetUprenderMode(1)|| Set uprender mode.  Overrides CLI, 0=none, 1=2x2
|-style="background-color:#D7EF54"
|  || Argument ||
|-
|-
|alphaIsNot || || alpha - is not X
|SetUpscaleMode || gsObj.SetUpscaleMode() ||
|-
|-
|twIsLess || || texture width - is less than X
|GetFramesInQueue || gsObj.GetFramesInQueue() || Returns the value of the frames that are still in queue
|-
|-
|thIsLess || || texture height - is less than X
|SetFrameSkipping || gsObj.SetFrameSkipping(true) || false and true are the values.
|-
|-
|twIsNot || || texture width - is not X
|SetDeinterlaceShift || gsObj.SetDeinterlaceShift(0) || The values are 1 and 0, Enable or disable interlacing, requires emulators with high api
|-
|-
|thIsNot || || texture width - is not X
|}
 
=====Does not require Object calling or Uknown=====
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Usage !! Notes
|-
|-
|psmIsNot || || texture pixel storage format - is not X
| 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
<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>
|-
|-
|primIsNot || || GS primitive type - is not
| vuInsnReplace || <pre>vuInsnReplace(vu 0/1, vu memory offset divided by 8, (original opcode<<32) | original opcode, (replace opcode<<32) | replace opcode) </pre>|| Replace 2 x 4 bytes in VU memory, correct memory range depend on selected VU, left shift by 32 is used for VU lower opcodes. Command will fail if size is above 254. <pre>example:
<pre>Point        = 0
vuInsnReplace(0, 0x167, (0x000002ff << 32) | 0x520507ff,(0x000002ff << 32) | 0x8000033c)
Line          = 1
Replace 64 bits of VU0 at offset 0xB38</pre>
LineStrip    = 2
Triangle      = 3
TriangleStrip = 4
TriangleFan  = 5
Sprite        = 6</pre>
|-
|-
|mipIsGt || || mip level is grater than X (?)
| 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)
|-
|-
|-style="background-color:#FEA15C"
| eeNativeFunction || eeNativeFunction(<ee offset>, <original opcode>, <function>) || eeNativeFunction(0x11fa9c, 0x0080402d, 'memcpy')
| || Needs wikify ||
Different emulators can have different functions included, vide SO3. Require api 1.4 or higher.
But functions from this list should be available in every emu:
<pre>ieee754_acosf ieee754_asinf ieee754_sqrtf
fabs cosf fabsf
sinf acosf asinf
sqrtf fptoui fptodp
litodp dptoli dptofp
memcpy memset strlen</pre>
|-
|-
|zmsk || || Z (depth) draw mask
| eeNativeHook || eeNativeHook(<ee ofset>, <original opcode>, <action>) || eeNativeHook require apiRequest(1.4) or higher.
<pre>update Z buffer      = 0
don't update Z buffer = 1
 
When 1 depth test result will be ignored</pre>
|-
|-
|tw || || texture width
| GsCustomShader || ||  
|-
|-
|th || || texture height
| Unlock || ||  
|-
|-
|ztst || || Z (depht) test method
| IsUnlocked || ||  
<pre>ZNOUSE  = 0
ZALWAYS  = 1
ZGEQUAL  = 2
ZGREATER = 3
 
0 -                      All pixels fail
1 -                      All pixels pass
2 - Pass if Z grater or equal to Z buffer
3 -        Pass if Z grater than Z buffer</pre>
|-
|-
|mmin || || MMIN flag
| InsnOverlay || InsnOverlay({<opcode, opcode, opcode...>}) || example: <div align="left"><pre>InsnOverlay({
<pre>NEAREST                = 0
0x27bdfff0, -- addiu $sp, -0x10
LINEAR                = 1
0xffbf0000, -- sd $ra, 0(sp)
NEAREST_MIPMAP_NEAREST = 2
0xffb00008, -- sd $s0, 8(sp)
NEAREST_MIPMAP_LINEAR  = 3
0x3c05000f, -- lui $a1, 0x000f
LINEAR_MIPMAP_NEAREST = 4
0x34a57000, -- ori $a1, 0x7000
LINEAR_MIPMAP_LINEAR  = 5</pre>
0x0c0db8b6, -- jal Script::State::DoString
0x0080802d, -- move $s0, $a0
0x24050001, -- li $a1, 1
0x0c0dba4c, -- jal Script::State::IsNull(int)
0x0200202d, -- move $a0, $s0
0xdfb00008, -- ld $s0, 8(sp)
0xdfbf0000, -- ld $ra, 0(sp)
0x03e00008, -- jr ra
0x27bd0010 -- addiu $sp, 0x10
})</pre></div>
|-
|-
|prim || || GS primitive type
| eeDebugBreak || ||  
<pre>Point        = 0
Line          = 1
LineStrip    = 2
Triangle      = 3
TriangleStrip = 4
TriangleFan  = 5
Sprite        = 6</pre>
|-
|-
|fillArea || ||  
| CsBindShader || ||  
|-
|-
|frameW || ||  
| CsSetParamInt32 || ||  
|-
|-
|renderSelf || ||  
| CsSetParamFloat || ||  
|-
|-
|hasClut || ||  
| CsResetContext || ||  
|-
|-
|alphaTest || ||  
| CsPrintContext || ||  
|-
|-
|primTest || ||  
| PsBindShader || ||  
|-
|-
|workLoadThreshold || ||  
| PsSetParamInt32 || ||  
|-
|-
|alpha || || <pre> example: alpha=0x80000044
| PsSetParamFloat || ||  
alpha=0</pre>
|-
|-
|tbp || || texture base pointer
| PsResetContext || ||  
|-
|-
|cbp || {cbp = 0x2390} || CLUT buffer base pointer
| PsPrintContext || ||
|-
|}
<pre>Note: eeObj, emuObj, gsObj, etc are described as required, this is not really true. You can set functions locals they use as whatever you want, but due to specify of that emulator it will be better to keep official naming used in official configs.</pre>
 
=====Other objects=====
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Usage !! Notes
|-
|-
|psm ||  {psm=0}  || texture pixel storage format
! !! getGLSObject class !!
<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)
| getGLSObject || ||  
|-
|-
|fbmask || { fbmask= 0x00FFFFFF}|| Framebuffer mask(?)
|Enable || ||
|-
|-
|totalArea || ||  
|EnableServerRecording || ||  
|-
|-
|packedRegs || ||  
|Pause || ||  
|-
|-
|packedRegsLo || ||
! !! getGsObject class !!
|-
|-
|packedRegsHi || ||
! !! getAudioObject class !!
|-
|-
|packedRegsNum || ||  
| getAudioObject || ||  
|-
|-
|packedFlags || ||  
| muteStreamingAll || ||  
|-
|-
|packedPrim || ||  
| muteStreamingMain || ||  
|-
|-
|areaNumFrames || ||  
| muteStreamingBGM || ||  
|-
|-
|waveThreshold || ||
! !! getRemotePlayObject class !!
|-
|-
|loadThreshold || ||  
| getRemotePlayObject || ||  
|-
|-
|fixSpriteDivTab || ||
| Enable || ||  
|}
 
===== (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
! !! getVideoRecordingObject class !!
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>) ||
| getVideoRecordingObject || ||
|-
|-
|ReplaceMem32 || iopObj.ReplaceMem32(<address>, <value>)||
| Enable || ||  
|-
|-
|ReplaceMem16 || iopObj.ReplaceMem16(<address>, <value>)||
! !! getSharePlayObject class !!
|-
|-
|ReplaceMem8 ||iopObj.ReplaceMem8(<address>, <value>) ||
| getSharePlayObject || ||  
|-
|-
|ReadMemFloat || iopObj.ReadMemFloat(<address>) || iopObj.ReadMemFloat(0x28c3c)
| Enable || ||  
|-
|-
|WriteMemFloat || iopObj.WriteMemFloat(<address>, <value>) || iopObj.WriteMemFloat(0x65364, 1.3333333)
! !! getSpriteObject group  !!
|-
|-
|ReadMem128 || iopObj.ReadMem128(<iop memory offset>)||  
|getSpriteObject || ||
|-
|-
|WriteMem128 || iopObj.WriteMem128(<iop memory offset>, <value>)||
|Enable || ||
|-
|ReadMemFloat128 ||iopObj.ReadMemFloat128(<iop memory offset>) ||
|-
|-
|WriteMemFloat128 || iopObj.WriteMemFloat128(<iop memory offset>, <value>)||
|Disable || ||
|-
|-
| ReadMem64 || <pre>iopObj.ReadMem64(<iop memory offset>)</pre> || Read 8  Bytes From offset
|BindFragmentShader || ||
|-
|-
| WriteMem64 || <pre>iopObj.WriteMem64(<iop memory offset>, <data>)</pre> || Write 8  Bytes From offset
|SetShaderParams || || <div align="left">
|-
<pre> Is not clear that params depend on shader, or are somehow hardcoded.
| ReadMem32 || <pre>iopObj.ReadMem32(<iop memory offset>)</pre> || Read 4 bytes from offset, examples: iopObj.ReadMem32(0x1198)
Example usage:
iopObj.ReadMem32(gp - 348)
 
|-
local sprite0 = getSpriteObject(0)
| WriteMem32 || <pre>iopObj.WriteMem32(<iop memory offset>, <data>)</pre> || Write 4 bytes to offset, example: iopObj.WriteMem32(0x89ac, 0x001b70f0)
local scanlineParams = {
240.0, -- float scanlineCount
  0.7, -- float scanlineHeight;
1.5,        -- float scanlineBrightScale;
0.5,        -- float scanlineAlpha;
0.5        -- float vignetteStrength;
}
 
sprite0.SetShaderParams(scanlineParams)</pre></div>
|-
|-
| ReadMem16 || <pre>iopObj.ReadMem16(<iop memory offset>)</pre> || Read 2 bytes from offset, example: iopObj.ReadMem16(0x1198)
|BindTexture || ||
|-
|-
| WriteMem16 || <pre>iopObj.WriteMem16(<iop memory offset>, <data>)</pre> || Write 2 bytes to offset, example: iopObj.WriteMem16(0x89ac, 0x70f0)
|SetPosXY || ||
|-
|-
| ReadMem8 || <pre>iopObj.ReadMem8(<iop memory offset>)</pre> || Read 1 byte from offset, example: iopObj.ReadMem8(0x1198)
|SetSizeXY || ||
|-
|-
| WriteMem8 || <pre>iopObj.WriteMem8(<iop memory offset>, <data>)</pre> || Write 1 byte to offset, example: iopObj.WriteMem8(0x89ac, 0xf0)
|SetPosUV || ||
|-
|-
|ReadMemStr || ||
|SetSizeUV || ||
|-
|-
|GetGpr || iopObj.GetGPR(<gpr register>) || iopObj.GetGPR(a1)
|PrintContext || ||
|-
|-
|SetGpr || iopObj.SetGPR(<gpr register> ,<value>) || example: iopObj.SetGPR(gpr.v0 ,3)
|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>
|-
|-
|GetPc || iopObj.GetPc() || can be used also with additional var. like iopObj.GetPc()+8
| getTrophyObject || local trophyObj = getTrophyObject() || Required for all functions using trophyObj
|-
|-
|SetPc || iopObj.SetPC(<PC>) ||iopObj.SetPC(0x6B80)
| 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.
|-
|-
|GetCPR0 || iopObj.GetCPR0(<COP0 register>) ||
| getScreenShotObject || ||  
|-
|-
|SetCPR0 || iopObj.SetCPR0(<COP0 register>) ||
|}
|-
 
|-style="background-color:#FEA15C"
====Registers for hook====
|  || Clock speed ||
Registers defined in alias files.  
|-
| FastForwardClock || iopObj.FastForwardClock() ||
<pre>
iopObj.AddHook(0x002cc350, 0x78a30000, function()
          iopObj.FastForwardClock()
end)
</pre>
|-
| AdvanceClock || iopObj.AdvanceClock() || Skip an allocated amount of IOP cycles
<pre>
iopObj.AddHook(0x002cc350, 0x78a30000, function()
          iopObj.AdvanceClock(21000)end)
</pre>
|-
| GetClock || iopObj.GetClock() || Returns the value of cycles the iop is ahead of (?)
|-style="background-color:#c6ecd9"
|  || Hooks ||
|-
|AddHook || iopObj.AddHook()||
|-
|RemoveHook || iopObj.RemoveHook()||
|-
|}


===== (GS) GsObject =====
'''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


<pre>Commands for the emulated Graphics Synthesizer</pre>
example: eeObj.GetGpr(gpr.a1)
</pre>


{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
</pre>
! Command !! Usage !! Notes
'''GetCPR0/SetCPR0
|-style="background-color:#D7EF54"
'''
|  || Object calling class ||
<pre>cpr.index   cpr.pagemask
|-
cpr.random   cpr.wired
| getGsObject || local gsObj = getGsObject() ||
cpr.entrylo0      cpr.badvaddr
|-style="background-color:#c6ecd9"
cpr.entrylo1      cpr.count
|  || Graphical fixes / Improvement ||
cpr.context   cpr.entryhi
|-
 
|SetL2HMode || gsObj.SetL2HMode(true)|| (true) and (false) are only known options
 
|-
cpr.compare   cpr.config    cpr.taglo
|SetUprenderMode ||gsObj.SetUprenderMode(1)|| Set uprender modeOverrides CLI, 0=none, 1=2x2
cpr.status   cpr.badpaddr cpr.taghi
|-
cpr.cause   cpr.hwbk cpr.errorepc
|SetUpscaleMode || gsObj.SetUpscaleMode("EdgeSmooth") || Sets upscale mode. Overrides CLI
cpr.epc   cpr.pccr
|-
cpr.prid
|GetFramesInQueue || gsObj.GetFramesInQueue() || Returns the value of the frames that are still in queue
|-
|SetFrameSkipping || gsObj.SetFrameSkipping(true) || false and true are the values.
|-
|SetDeinterlaceShift || gsObj.SetDeinterlaceShift(0) || The values are 1 and 0, Enable or disable interlacing, requires emulators with high api
|-
|}


===== Does not require Object calling or Unknown =====
example: eeObj.GetCPR0(cpr.status) </pre>


{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
====SetGsTitleFix====
! Command !! Usage !! Notes
 
|-
<pre>One of the most important commands in lua, allows to change the GS's behavior.
| 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
Part of EmuObject() class, used frequently in official configs.</pre>
|-
'''Examples'''
| vuInsnReplace || <pre>vuInsnReplace(vu 0/1, vu memory offset divided by 8, (original opcode<<32) | original opcode, (replace opcode<<32) | replace opcode) </pre>|| Replace 2 x 4 bytes in VU memory, correct memory range depend on selected VU, left shift by 32 is used for VU lower opcodes. Command will fail if size is above 254. <pre>example:
<pre>
vuInsnReplace(0, 0x167, (0x000002ff << 32) | 0x520507ff,(0x000002ff << 32) | 0x8000033c)
-- fix vision logo (Wild Arms 3)
Replace 64 bits of VU0 at offset 0xB38</pre>
local thresholdArea = 0 -- ignore alls items : fix #112276
|-
emuObj.SetGsTitleFix( "ignoreUpRender", thresholdArea , {  texType = 3, cbp = 0x2390, tbp = 0x288000} )
| 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)
------------------------------------------------------------------------------------------------------
|-
-- Ignore up-render shift for triangles when writing mask = write alpha only . Will fix shadows (bug# 6724).
| eeNativeFunction || eeNativeFunction(<ee offset>, <original opcode>, <function>) || eeNativeFunction(0x11fa9c, 0x0080402d, 'memcpy')
emuObj.SetGsTitleFix( "ignoreUpShiftTri", "reserved" , { fbmask = 0x00FFFFFF  } )
Different emulators can have different functions included, vide SO3. Require api 1.4 or higher.
------------------------------------------------------------------------------------------------------
But functions from this list should be available in every emu:
--  Performance  fix ( bug# 9474 )
<pre>ieee754_acosf ieee754_asinf ieee754_sqrtf
if 0 then  -- emuObj.IsNeoMode() then  -- neo mode check disabled, due to bug #10442
fabs cosf fabsf
    emuObj.SetGsTitleFix( "globalSet", "reserved", { workLoadThreshold = 125000} )
sinf acosf asinf
else
sqrtf fptoui fptodp
    emuObj.SetGsTitleFix( "globalSet", "reserved", { workLoadThreshold = 100000} )
litodp dptoli dptofp
end
memcpy memset strlen</pre>
------------------------------------------------------------------------------------------------------
|-
-- bug# 9972
| eeNativeHook || eeNativeHook(<ee ofset>, <original opcode>, <action>) || eeNativeHook require apiRequest(1.4) or higher.
emuObj.SetGsTitleFix( "ignoreSubBuffCov", "reserved", { } )
|-
------------------------------------------------------------------------------------------------------
| GsCustomShader || ||
-- Bully bug 9392
|-
-- Performace fix
| Unlock || ||
local thresholdArea = 600
|-
emuObj.SetGsTitleFix( "ignoreUpRender", thresholdArea , {alpha=0x80000044 , zmsk=1 , tw=4, th=4 } )
| IsUnlocked || ||
------------------------------------------------------------------------------------------------------
|-
-- Bug#9174 -
| InsnOverlay || InsnOverlay({<opcode, opcode, opcode...>}) || example: <div align="left"><pre>InsnOverlay({
emuObj.SetGsTitleFix( "ignoreSubBuffCov", "reserved", { } )
0x27bdfff0, -- addiu $sp, -0x10
------------------------------------------------------------------------------------------------------
0xffbf0000, -- sd $ra, 0(sp)
-- Bug#9240 (Light maps uprender)
0xffb00008, -- sd $s0, 8(sp)
-- Copy z-buffer for future use with light maps. psm = SCE_GS_PSMZ24 (49)
0x3c05000f, -- lui $a1, 0x000f
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", {tw=9, th=9, psm=49, zmsk=1 } )
0x34a57000, -- ori $a1, 0x7000
------------------------------------------------------------------------------------------------------
0x0c0db8b6, -- jal Script::State::DoString
-- Apply light maps texMode=2 (bilinear)  psm= SCE_GS_PSMCT32 (0)
0x0080802d, -- move $s0, $a0
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", {tw=8, th=8, psm=0, ztst=1, texMode=2 } )
0x24050001, -- li $a1, 1
------------------------------------------------------------------------------------------------------
0x0c0dba4c, -- jal Script::State::IsNull(int)
-- Performace fix (bug #9785 )
0x0200202d, -- move $a0, $s0
emuObj.SetGsTitleFix( "globalSet", "reserved", { waveThreshold = 90000} )
0xdfb00008, -- ld $s0, 8(sp)
emuObj.SetGsTitleFix( "ignoreAreaUpdate", 0, { } )
0xdfbf0000, -- ld $ra, 0(sp)
------------------------------------------------------------------------------------------------------
0x03e00008, -- jr ra
-- Accumulate fill area only when conditions are met
0x27bd0010  -- addiu $sp, 0x10
emuObj.SetGsTitleFix( "includeAreaUpdate", "reserved" , {alphaIsNot = 0, zmsk = 1, tw = 6, th = 6 , tbp = 0x00302000} )
})</pre></div>
emuObj.SetGsTitleFix( "ignoreUpRender", 130 , { totalArea= 700} )
|-
------------------------------------------------------------------------------------------------------
| eeDebugBreak || ||
-- Fix shadow
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=1  } )
------------------------------------------------------------------------------------------------------
-- Reduce flush count
emuObj.SetGsTitleFix( "SetSelfRender", "reserved", { fbmask= 0x00FFFFFF , renderSelf=1 , zmsk=1 , alpha=0 , texMode=1  } )
------------------------------------------------------------------------------------------------------
-- Disable post-processing
emuObj.SetGsTitleFix( "ignoreSprite", "reserved", {  texType=1 , tw=5 , th=8, zmsk=1 , alpha=0x80000044  } )
------------------------------------------------------------------------------------------------------
-- Small triangle rejection. Works in conjunction with CLI setting  gs-override-small-tri-area=1
-- keep default area for texture 256x256 ( no blend)  (Anakin face)
emuObj.SetGsTitleFix( "setRejectionArea", 500,{twIsNot=8, thIsNot=8 } )
------------------------------------------------------------------------------------------------------
-- Set triangle rejection area= 1000  when alpha blend is not 0 ( i.e blend is On)
emuObj.SetGsTitleFix( "setRejectionArea", 1000, {alphaIsNot=0 } )
------------------------------------------------------------------------------------------------------
-- Performace fix
local thresholdArea = 600
emuObj.SetGsTitleFix( "ignoreUpRender", thresholdArea , {alpha=0x80008068 , zmsk=1 } )
------------------------------------------------------------------------------------------------------
-- Performace fix
local thresholdArea = 700
emuObj.SetGsTitleFix( "ignoreUpRender", thresholdArea , {alpha=0x80000044 , zmsk=1 } )
------------------------------------------------------------------------------------------------------
-- Disable uprender on the draw command which samples the framebuffer (0x3200) using bilinear sampling (texMode=2)
-- All lighting effects use TriFan prim type, so use that as well to filter against.
emuObj.SetGsTitleFix( "forceSimpleFetch",  "reserved", {prim=5, texMode=2, tbp=0x320000} )
</pre>
 
 
'''Commands'''
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Notes
|-
|-
| CsBindShader || ||  
|globalSet || used with workLoadThreshold or  waveThreshold or loadThreshold
|-
|-
| CsSetParamInt32 || ||  
|reserved ||
|-
|-
| CsSetParamFloat || ||  
|forceBiLinear ||
|-
|-
| CsResetContext || ||  
|ignoreSubBuffCov|| ignore ? buffer coverage
|-
|-
| CsPrintContext || ||  
|trianglesAsParticles||
|-
|-
| PsBindShader || ||  
|ignoreAreaUpdate||
|-
|-
| PsSetParamInt32 || ||  
|SetSelfRender||
|-
|-
| PsSetParamFloat || ||  
|ignoreSprite||
|-
|-
| PsResetContext || ||  
|clipScissors||
|-
|-
| PsPrintContext || ||  
|forcePoint||
|-
|-
|}
|forcePointSampling||
 
<pre>Note: eeObj, emuObj, gsObj, etc. are described as required but this is not really true. You can set the functions locals that they use as whatever you want, but due to the specificity of that emulator, it will be better to keep official naming used in official configs.</pre>
 
===== Other objects =====
 
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Usage !! Notes
|-
|-
! !! getGLSObject class !!
|setRejectionArea||
|-
|-
| getGLSObject || ||  
|ignoreUpRender|| Ignore uprender for texture type described in params
|-
|-
|Enable || ||
|includeAreaUpdate||
|-
|-
|EnableServerRecording || ||  
|forceSimpleFetch|| Used Frequently To Fix Graphical Corruptions, emuObj.SetGsTitleFix( "forceSimpleFetch",  "reserved", {psm=0} )
|-
|-
|Pause || ||  
|fetchFromCurrBuff|| emuObj.SetGsTitleFix( "fetchFromCurrBuff", "reserved", {psm=0} )
|-
|-
! !! getAudioObject class !!
|ignoreUpShiftTri|| emuObj.SetGsTitleFix( "ignoreUpShiftTri", "reserved", {psm=0} )
|-
|-
| getAudioObject || ||  
|skipPacked||
|-
|-
| muteStreamingAll || ||  
|changeAlpha||
|-
|-
| muteStreamingMain || ||  
|ignoreUpRenderTimeout||
|-
|-
| muteStreamingBGM || ||  
|}
 
'''Arguments/variables
'''
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Argument !! Notes
|-
|-
! !! getRemotePlayObject class !!
|alpha_mask ||
|-
|-
| getRemotePlayObject || ||  
|alphaIsNot || alpha - is not X
|-
|-
| Enable || ||  
|texMode || 1 - Point? , 2 - bilinear
|-
|-
! !! getVideoRecordingObject class !!
|twIsLess || texture width - is less than X
|-
|-
| getVideoRecordingObject || ||
|thIsLess || texture height - is less than X
|-
|-
| Enable || ||  
|twIsNot || texture width - is not X
|-
|-
! !! getSharePlayObject class !!
|thIsNot || texture width - is not X
|-
|-
| getSharePlayObject || ||  
|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>
|-
|-
| Enable || ||  
|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>
|-
|-
! !! getSpriteObject group  !!
|tw || texture width
|-
|-
|getSpriteObject || ||
|th || texture height
|-
|-
|Enable || ||
|ztst || Z (depht) test method
<pre>ZNOUSE  = 0
ZALWAYS  = 1
ZGEQUAL  = 2
ZGREATER = 3
 
0 -                      All pixels fail
1 -                      All pixels pass
2 - Pass if Z grater or equal to Z buffer
3 -        Pass if Z grater than Z buffer</pre>
|-
|-
|Disable || ||
|mipIsGt || mip level is grater than X (?)
|-
|-
|BindFragmentShader || ||
|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>
|-
|-
|SetShaderParams || || <div align="left">
|prim || GS primitive type
<pre> Is not clear that params depend on shader, or are somehow hardcoded.
<pre>Point        = 0
Example usage:
Line          = 1
 
LineStrip    = 2
local sprite0 = getSpriteObject(0)
Triangle      = 3
local scanlineParams = {
TriangleStrip = 4
240.0, -- float scanlineCount
TriangleFan  = 5
  0.7, -- float scanlineHeight;
Sprite        = 6</pre>
1.5,        -- float scanlineBrightScale;
|-
0.5,        -- float scanlineAlpha;
|primIsNot || GS primitive type - is not
0.5        -- float vignetteStrength;
<pre>Point        = 0
}
Line          = 1
 
LineStrip    = 2
sprite0.SetShaderParams(scanlineParams)</pre></div>
Triangle      = 3
TriangleStrip = 4
TriangleFan  = 5
Sprite        = 6</pre>
|-
|fillArea ||
|-
|-
|BindTexture || ||
|frameW ||  
|-
|-
|SetPosXY || ||
|renderSelf ||  
|-
|-
|SetSizeXY || ||
|hasClut ||  
|-
|-
|SetPosUV || ||
|alphaTest ||  
|-
|-
|SetSizeUV || ||
|primTest ||  
|-
|-
|PrintContext || ||
|workLoadThreshold ||  
|-
|-
|SetBlendColor || sprite<X>.SetBlendColor(<R,G,B,A>) in floats, max val. 1.0 || <div align="left">
|alpha || <pre> example: alpha=0x80000044
<pre>local sprite0 = getSpriteObject(0)
alpha=0</pre>
sprite0.SetBlendColor(1.0,1.0,1.0,1.0)</pre></div>
|-
|-
| getTrophyObject || local trophyObj = getTrophyObject() || Required for all functions using trophyObj
|texType || (1-3, more? )
|-
|-
| 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.
|tbp || texture base pointer
|-
|-
| getScreenShotObject || ||  
|cbp || CLUT buffer base pointer
|-
|-
|}
|psm || texture pixel storage format
 
<pre>PSMCT32  = 0  PSMT4HL = 36
==== Registers for hook ====
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 ||
|}


Registers defined in alias files.  
====Official examples====
[https://www.psdevwiki.com/ps4/Talk:PS2_Classics_Emulator_Compatibility_List#Official_PS2emu_Configuration_Files You can find the rest of them here]
<br>Canis Canem Edit
<br>'''SLES 535.61'''
<br>'''LUA'''
<pre>
require( "ee-gpr-alias" ) -- you can access EE GPR by alias (gpr.a0 / gpr["a0"])
apiRequest(0.1)
-- EA sports cricket 07 bug 9392
-- Performance fix
local emuObj = getEmuObject()
local thresholdArea = 600
emuObj.SetGsTitleFix( "ignoreUpRender", thresholdArea , {alpha=0x80000044 , zmsk=1 , tw=4, th=4  } )
</pre>
 
====Custom config.lua examples====
Here is the first custom lua config created by the community:


'''GetGpr/SetGpr
<pre>
'''
apiRequest(0.1)
<pre>gpr.zero gpr.at
 
gpr.v0  gpr.v1
-- Fix black screen SLUS-20064
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)
eeInsnReplace(0x1CF3CC, 0x4100ffff, 0x00000000) -- bc0f 0x1CF3CC to nop
</pre>
</pre>
This is very basic command to replace part of EE memory with other instruction.
* apiRequest(0.1) - Is required for every config. Used version depend on your original eboot highest supported api. 0.1 seems to be enough for basic patches like here. 2.3 is highest known for now.
* -- 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.
* -- 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]


'''GetCPR0/SetCPR0
=Memory Mapping=
'''
<pre>cpr.index   cpr.pagemask
cpr.random   cpr.wired
cpr.entrylo0      cpr.badvaddr
cpr.entrylo1      cpr.count
cpr.context   cpr.entryhi


 
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: left;"
cpr.compare   cpr.config    cpr.taglo
! Name !! From !! To
cpr.status   cpr.badpaddr  cpr.taghi
|-
cpr.cause   cpr.hwbk cpr.errorepc
|EE Flat Memory (4gb)             ||  0x0000008000000000 ||  0x0000008100000000
cpr.epc   cpr.pccr
|-
cpr.prid
|IOP Flat Memory (4gb)             ||  0x0000009000000000 ||  0x0000009100000000
 
|-
example: eeObj.GetCPR0(cpr.status) </pre>
|R59 Binary Cache                  ||  0x0000000914B10000 || 0x0000000916B10000
 
|-
 
|R30 Binary Cache                  ||  0x0000000916B14000 ||  0x0000000917314000
==== Official PS2 configuration examples ====
|-
 
|jitVU0                            ||  0x0000000917318000 ||  0x0000000917B18000
*You can find the rest of the PS2 configurations in [https://www.psdevwiki.com/ps4/Official_Configuration_Files here].
|-
 
|jitVU1                            ||  0x0000000917B1C000 ||  0x0000000918B1C000
<br>Canis Canem Edit
|-
<br>'''SLES 535.61'''
! !! Host's EE Memory Map !!
<br>'''LUA'''
|-
<pre>
|EE RAM - Kernel                  ||  0x0000008000000000 ||  0x0000008000080000
require( "ee-gpr-alias" ) -- you can access EE GPR by alias (gpr.a0 / gpr["a0"])
|-
apiRequest(0.1)
|EE RAM - Debug                    ||  0x0000008000078000 || 0x0000008000080000
-- EA sports cricket 07 bug 9392
|-
-- Performance fix
|EE RAM - User                    ||  0x0000008000080000 ||  0x0000008002000000
local emuObj = getEmuObject()
|-
local thresholdArea = 600
|EE Hw Devices                    ||  0x0000008010000000 ||  0x0000008010010000
emuObj.SetGsTitleFix( "ignoreUpRender", thresholdArea , {alpha=0x80000044 , zmsk=1 , tw=4, th=4 } )
</pre>
 
==== Custom config.lua examples ====
 
Here is the first custom LUA configuration created by the community:
 
<pre>
apiRequest(0.1)
 
-- Fix black screen SLUS-20064
 
eeInsnReplace(0x1CF3CC, 0x4100ffff, 0x00000000) -- bc0f 0x1CF3CC to nop
</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.
* -- 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.
* -- 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 =
 
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: left;"
! Name !! From !! To
|-
|-
|EE Flat Memory (4gb)              ||  0x0000008000000000 ||  0x0000008100000000
|EE ROM                            ||  0x000000801FC00000 ||  0x000000801FFE0000
|-
|-
|IOP Flat Memory (4gb)            ||  0x0000009000000000 ||  0x0000009100000000
|EE RAM - Uncached                ||  0x0000008020080000 ||  0x0000008022000000
|-
|-
|R59 Binary Cache                  ||  0x0000000914B10000 ||  0x0000000916B10000
|EE RAM - UncachedAccel            ||  0x0000008030100000 ||  0x0000008032000000
|-
|-
|R30 Binary Cache                  ||  0x0000000916B14000 ||  0x0000000917314000
|EE Scratchpad                    ||  0x0000008070000000 ||  0x0000008070004000
|-
|-
|jitVU0                            ||  0x0000000917318000 ||  0x0000000917B18000
|EE Debug                          ||  0x00000080FFFF8000 ||  0x0000008100000000
|-
|-
|jitVU1                            || 0x0000000917B1C000 ||  0x0000000918B1C000
! !! Host's IOP Memory Map !!
|-
|-
! !! Host's EE Memory Map !!
|IOP RAM                          ||  0x0000009000000000 ||  0x0000009000200000
|-
|-
|EE RAM - Kernel                  ||  0x0000008000000000 ||  0x0000008000080000
|IOP RAM (mirror 1)                ||  0x0000009000200000 ||  0x0000009000400000
|-
|-
|EE RAM - Debug                    ||  0x0000008000078000 ||  0x0000008000080000
|IOP RAM (mirror 2)                ||  0x0000009000400000 ||  0x0000009000600000
|-
|-
|EE RAM - User                    ||  0x0000008000080000 ||  0x0000008002000000
|IOP RAM (mirror 3)                ||  0x0000009000600000 ||  0x0000009000800000
|-
|EE Hw Devices                    ||  0x0000008010000000 ||  0x0000008010010000
|-
|EE ROM                            ||  0x000000801FC00000 ||  0x000000801FFE0000
|-
|EE RAM - Uncached                ||  0x0000008020080000 ||  0x0000008022000000
|-
|EE RAM - UncachedAccel            ||  0x0000008030100000 ||  0x0000008032000000
|-
|EE Scratchpad                    ||  0x0000008070000000 ||  0x0000008070004000
|-
|EE Debug                          ||  0x00000080FFFF8000 ||  0x0000008100000000
|-
! !! Host's IOP Memory Map  !!
|-
|IOP RAM                          ||  0x0000009000000000 ||  0x0000009000200000
|-
|IOP RAM (mirror 1)                ||  0x0000009000200000 ||  0x0000009000400000
|-
|IOP RAM (mirror 2)                ||  0x0000009000400000 ||  0x0000009000600000
|-
|IOP RAM (mirror 3)                ||  0x0000009000600000 ||  0x0000009000800000
|-
|-
|IOP Scratchpad                    ||  0x000000901F800000 ||  0x000000901F801000
|IOP Scratchpad                    ||  0x000000901F800000 ||  0x000000901F801000
Line 1,902: Line 1,848:
|}
|}


== Registers Map ==
==Registers Map==
 
===EE-IOP===
=== EE-IOP ===
<pre>This list of the emulated ps2 registers is yet to be completed. Some registers are incorrectly named or have incorrect offsets. 0x1000000xxx base is not guaranteed in different emu revisions, but layout should be the same regardless of base.
 
Assuming base is different (Like on kof2000), simply reduce these offsets by 8 hex values.
<pre>
Regardless, this should not affect IOP or the VU0 and VU1 registers.
This list of registers is yet to be completed. Some registers are incorrectly named or include incorrect offsets. 0x1000000xxx base is not guaranteed in different emu revisions, but layout should be the same regardless. Assuming base is different (Like on kof2000), simply reduce these offsets by 8 hex values (IOP, VU0, and VU1 registers' offsets are static in all emulators).
</pre>
</pre>
 
<pre> List was designed for Jak v2
<pre>
Eboot md5:c644f6879af225a6e5a70233fc4625a3</pre>
List was designed for Jak v2
Eboot md5:c644f6879af225a6e5a70233fc4625a3
</pre>
 
{| class=wikitable style="border: none; background: none;"
{| class=wikitable style="border: none; background: none;"
! scope=col | GPR-EE
! scope=col | GPR-EE
Line 1,992: Line 1,933:
|  ra || 0x10000001F0  || f31  || 0x10000002AC ||  Rsvd31 ||    0x100000034C ||    ra || 0x102000007C  
|  ra || 0x10000001F0  || f31  || 0x10000002AC ||  Rsvd31 ||    0x100000034C ||    ra || 0x102000007C  
|-
|-
hi/hi1 (2x 64bit) || 0x1000000200  ||  fACC ||  0x10000002B0 || {{cellcolors|#7698FF|#000000}}COP0 additional registers  || ||    pc || 0x102000008C     
unk (pc?) || 0x1000000200  ||  fACC ||  0x10000002B0 || {{cellcolors|#7698FF|#000000}}COP0 additional registers  || ||    pc || 0x102000008C     
|-style="background-color:#EEEFF2"
|-style="background-color:#EEEFF2"
|  lo/lo1 (2x 64bit) || 0x1000000210  || {{cellcolors|#7698FF|#000000}}FPU CTRL (FCR) ||  || real Pcr0 ||  0x1000000350 ||  hi ||0x1020000090 ??
hi/lo (2 x 64?) || 0x1000000210  || {{cellcolors|#7698FF|#000000}}FPU CTRL (FCR) ||  || real Pcr0 ||  0x1000000350 ||  hi ||0x1020000090 ??
|-
|-
|  sa  ||  0x1000000220 ||  cp1cond  ||  0x10000002B4 || real Pcr1  || 0x1000000358  ||  lo  || 0x1020000094 ??
|  sa  ||  0x1000000220 ||  cp1cond  ||  0x10000002B4 || real Pcr1  || 0x1000000358  ||  lo  || 0x1020000094 ??
Line 2,008: Line 1,949:
|}
|}


=== Emulator related registers ===
===Emulator related regs===
 
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! {{cellcolors|#7698FF|#000000}}"Fake" registers !! Address !! Notes   
! {{cellcolors|#7698FF|#000000}}"Fake" register !! Address !! Notes   
|-
|-
| (?) || 0x1000000360      || Locking the value seems to cause a crash.
| (?) || 0x1000000360      || Locking the value seems to cause a crash.
|-style="background-color:#8b9dc3"
|-style="background-color:#8b9dc3"
|Current PC<br>(4 Bytes) || 0x1000000368 || Shows the current offset that's being executed by the EE.<br>
|Current PC || 0x1000000368 || Shows the current offset that's being executed by the EE.  
Updated only on branch/jump tests, unless commands such as --ee-pc-coherency  or --ee-insn-flush-pc are used.<br>
Commonly used by Sceners as a tool for finding troublesome offsets.
Then updates are instant, right when instructions are executed. <br>
Commands such as --ee-pc-coherency  or --ee-insn-flush-pc can change what the offset includes.  
Commonly used by sceners as a way of finding troublesome offsets. Can be found in some emulators here too: 0x8000016830
|-
|-
| (?) || 0x100000036C ||
| (?) || 0x100000036C || it shows 0x80000184
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).  
| Delta counter  || 0x1000000370  ||<pre>(Passed cycles, likely decrementer).  
Line 2,029: Line 1,966:
advanceclock subtract value from this fake reg)</pre>
advanceclock subtract value from this fake reg)</pre>
|-
|-
|Cycles ||0x1000000378||  
|Cycles ||0x1000000378|| (need work)
|-
|-
| (?) || 0x1000000384 || <pre>Address when last exception occurred on r5900.
| (?) || 0x1000000384 || <pre>Likely previously used by Sony for diagnosing issues. unlike the pc,  
This register most of times will hold last executed syscall address,
this one doesn't change after a crash and has much lower latency.
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>
Thus meaning it's better at diagnosing problems.</pre>
|-
|-
|}
|}


=== VU0 Registers ===
---------------------------------------------------------------------------------------------------------------------------------


===VU0f-VU0i===
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
{| class=wikitable style="border: none; background: none;"
{| class=wikitable style="border: none; background: none;"
Line 2,111: Line 2,047:
|  vi05|| 0x1030000260  || I || 0x1030000360
|  vi05|| 0x1030000260  || I || 0x1030000360
|-
|-
|  vi06||  0x1030000270 || Q || 0x1030000590
|  vi06||  0x1030000270 || Q || 0x1030000370??
|-style="background-color:#EEEFF2"
|-style="background-color:#EEEFF2"
|  vi07||  0x1030000280 || c2c23 || 0x1030000380??
|  vi07||  0x1030000280 || c2c23 || 0x1030000380??
Line 2,132: Line 2,068:
|-
|-
|}
|}
=== VU1 Registers ===


---------------------------------------------------------------------------------------------------------------------------------
===VU1f-VU1i===
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
{| class=wikitable style="border: none; background: none;"
{| class=wikitable style="border: none; background: none;"
Line 2,192: Line 2,130:
! scope=col | Address
! scope=col | Address
|-  
|-  
| vi00 || 0x1040000210 ||vi16|| 0x1040000310??
| vi00 || 0x1040000210 ||Status|| 0x1040000310??
|-style="background-color:#EEEFF2"
|-style="background-color:#EEEFF2"
| vi01 || 0x1040000220  || vi17 || 0x1040000320??
| vi01 || 0x1040000220  || MACflag || 0x1040000320??
|-
|-
|  vi02|| 0x1040000230  || vi18 || 0x1040000330??
|  vi02|| 0x1040000230  || Clipflag || 0x1040000330??
|-style="background-color:#EEEFF2"
|-style="background-color:#EEEFF2"
|  vi03||  0x1040000240 || vi19 || 0x1040000340??
|  vi03||  0x1040000240 || c2c19 || 0x1040000340??
|-
|-
|  vi04||  0x1040000250 ||  vi20 || 0x1040000350??
|  vi04||  0x1040000250 ||  R || 0x1040000350??
|-style="background-color:#EEEFF2"
|-style="background-color:#EEEFF2"
|  vi05|| 0x1040000260  || vi21 || 0x1040000360
|  vi05|| 0x1040000260  || I || 0x1040000360
|-
|-
|  vi06||  0x1040000270 || vi22 || 0x1040000370??
|  vi06||  0x1040000270 || Q || 0x1040000370??
|-style="background-color:#EEEFF2"
|-style="background-color:#EEEFF2"
|  vi07||  0x1040000280 || vi23 || 0x1040000380??
|  vi07||  0x1040000280 || c2c23 || 0x1040000380??
|-
|-
|  vi08||  0x1040000290 || vi24 || 0x1040000390??
|  vi08||  0x1040000290 || c2c24 || 0x1040000390??
|-style="background-color:#EEEFF2"
|-style="background-color:#EEEFF2"
|  vi09||  0x10400002A0 || vi25 || 0x10400003A0??
|  vi09||  0x10400002A0 || c2c25 || 0x10400003A0??
|-
|-
|  vi10||  0x10400002B0 || vi26 || 0x10400003B0
|  vi10||  0x10400002B0 || TPC || 0x10400003B0
|-style="background-color:#EEEFF2"
|-style="background-color:#EEEFF2"
|  vi11||  0x10400002C0|| vi27 || 0x10400003C0??
|  vi11||  0x10400002C0|| CMSAR0 || 0x10400003C0??
|-
|-
|  vi12||  0x10400002D0 || vi28 || 0x10400003D0
|  vi12||  0x10400002D0 || FBRST || 0x10400003D0
|-style="background-color:#EEEFF2"
|-style="background-color:#EEEFF2"
|  vi13||  0x10400002E0 || vi29 || 0x10400003E0??
|  vi13||  0x10400002E0 || VPU-STAT || 0x10400003E0??
|-
|-
|  vi14||  0x10400002F0 || vi30 || 0x10400003F0??
|  vi14||  0x10400002F0 || CMSAR1 || 0x10400003F0??
|-style="background-color:#EEEFF2"
|-style="background-color:#EEEFF2"
|  vi15||  0x1040000300 || vi31 || 0x1040000400??
|  vi15||  0x1040000300 || c2c30 || 0x1040000400??
|-
|-
|}
|}
 
====Register Details====
= Open CL and Floats =
[https://psi-rockin.github.io/ps2tek/ Credits to psi rockin]
 
In this part, we describe the PS4 native Floating point support and OpenCL information, for both CPU and GPU. The understanding of floating point conversion is very important for emulating the PS2. The information below came from this [https://gist.github.com/masterzorag/06cadbc5fbe7d3375704fc52518f434e#file-gistfile1-md gist].
 
== CPU ==
 
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Info !! Value
! Name !! Purpose / info
|-
|-
| Device Name                                ||  CXD90026AG - DG1002FGF84HT
|  zero    ||  Hardwired to 0, writes are ignored
|-
|  at      ||  Temporary register used for pseudo-instructions
|-
| v0-v1    ||  Return register, holds values returned by functions
|-
|  a0-a3    ||  Argument registers, holds first four parameters passed to a function
|-
| t0-t7    ||  Temporary registers. t0-t3 may also be used as additional argument registers
|-
|  s0-s7    || Saved registers. Functions must save and restore these before using them
|-
|  t8-t9    || Temporary registers
|-
|  k0-k1    || Reserved for use by kernels
|-
|  gp        || Global pointer
|-
|  sp        || Stack pointer, address of currently-executing function
|-
|  fp        || Frame pointer
|-
|  ra        || Return address. Used by JAL and (usually) JALR to store the address to return to after a function
|-
! Special registers !!
|-
|  pc        || Program counter, address of currently-executing instruction (32-bit)
|-
| hi/lo    || Stores multiplication and division results (64-bit)
|-
|  hi1/lo1  || Used by MULT1/DIV1 type instructions, same as above (64-bit)
|-
|  sa        ||Shift amount used by QFSRV instruction
|-
|}
<pre>
Aside from zero, all GPRs may be freely accessed if convention rules are respected.
</pre>
 
=Open CL and Floats=
 
PS4 native Floating point support and OpenCL info, for both CPU and GPU. The understanding of floating point conversion is very important for emulating the PS2.
<br>Info found below came from this: [https://gist.github.com/masterzorag/06cadbc5fbe7d3375704fc52518f434e#file-gistfile1-md gist]
<br>There you can find more info about PS4's OpenCL.
 
==CPU==
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Info !! Value
|-
| Device Name                                ||  CXD90026AG - DG1002FGF84HT
|-
|-
| Device Vendor                              ||  AuthenticAMD
| Device Vendor                              ||  AuthenticAMD
Line 2,312: Line 2,294:
|}
|}


== GPU ==
==GPU==


{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
Line 2,410: Line 2,392:
|}
|}


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


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


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


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


= Known issues =
= Known issues =
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Issue !! Games affected !! Solution !! Description
! Issue !! Games affected !! Solution !! Description
|-
|-
| 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 ||  
| IOP emulation inaccuracy(?) || Zatch Bell! Mamodo Fury, Godfather, Gran turismo 4, SSX  || || a Stutter that's not caused by performance but by inaccurate iop emulation leading to stuttering fmvs/mainmenu
|-
|-
| 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.
| GIF emulation inaccuracy (?) || Tenchu - Fatal Shadows, Genji dawn of the samurai, Batman begins, Lara Croft Tomb Raider - The Angel of Darkness, Dragon ball z budokai tenkaichi 1, Possibly many more! || LUA patches ||
|-
|-
| 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
| No support for EE Cache || Ice Age 2, DOA2: Extreme, Nascar 2009, Barnyard, [https://github.com/PCSX2/pcsx2/issues/2248 Others]|| Lua patches to the EE memory and picking the right emulator || It's not a ps4 issue per say since these issues are also encountered by Pcsx2. but Pcsx2 does have support for EE cache, though it doesn't use it to fix these games because emulating EE cache is extremely slow. so that's why the Pcsx2 team decided to use pnach patches to fix this issue.
|-
|-
| 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).
| VU0/COP2 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. [https://github.com/PCSX2/pcsx2/issues/4439 other games affected by COP2 timing] || ee hook AdvanceClock or fastforwardclock commands on affected addresses, Most of the time it will be CTC2 instructions that are affected Or using Kozraovv's method of EE memory patching || [[Talk:PS2_Classics_Emulator_Compatibility_List#Rayman_3:_Hoodlum_havoc | Rayman 3's fix for example]]
<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.
[[Talk:PS2_Classics_Emulator_Compatibility_List#Largo_Winch | Largo winch's fix for example]]
This issue can also be replicated on Pcsx2 if you overclock the EE by +3
|-
|-
| 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).
| No support for switching the rounding mode  || Koun, Tony hawk games, Devil may cry 3, Gun, TY the Tasmanian Tiger 3, Beyond Good & Evil, MTX Mototrax, Many others  || Lua patches to the EE memory ||
|-
|-
| 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.
| No M-Bit support || '''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 || M-bit: Only applicable for VU0. Ends interlock on a single QMTC2.I/CTC2.I instruction, allowing the EE to continue execution
|-
|-
| DMA writes when busy signal is engaged || Ratchet and clank games, Metal gear solid 2, others || None yet || AKA eetiminghack
| Wrong disc read speed for some games || Shadowman(Textures), God of war (Music), Ratchet and clank size matters (Music), every game that's listed to require CDVD_READ_DELAY. [https://github.com/PCSX2/pcsx2/pull/3877 and many other affected games] || Try your luck with IOP and CDVD CLI commands. || Also known in sony's bios as CDVD_READ_DELAY
|-
|-
|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
| In-accurate VU0/VU1/COP2 emulation || Sly cooper games, Crash twinsanity, Crazy frog racer, Rayman 3, Koei tecmo games, Klonoa 2, others.  || Choosing a VU accurate emulator such as Roguev1 or Kof2000 with the right clamping commands || The issue leads to SPS and graphical issues and sometimes freezing.
|-
|-
|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.
| In-accurate Multiply/Divide/Add/Subtract instructions || Max payne, Bully, Jackie chan adventures, Wild arms 3, Pac-man World 3, Gran turismo 4, Others || Addsub/Muldiv Cli commands || Causes many geometry issues and black screens.
|-
|-
|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.
| Multitap doesn't support all games || Urban reign, others || Lua patches ||
|-
|-
| 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.
| DMA writes when busy signal is engaged || Ratchet and clank games, Metal gear solid 2, others || None yet || AKA eetiminghack
|-
|-
| 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.
|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
|-
| 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.
|-
|-
| IPU emulation inaccuracy || Burnout 3, Onimusha dawn of dreams || None yet ||
|}
|}


= Unconfirmed or unknown issues (vodoo/speculation) =
= PS2 Bios =
 
==Description==


{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
The PS2 bios is the file '''PS20220WD20050620.crack''' included in every PS2 game .pkg. It Is '''exactly''' the same BIOS that Sony used in ps2_netemu.self in PS3. Due to lack of many X modules, homebrew compatibility is limited, and many of those need to be recompiled to use non X versions of modules, or need to load open source versions of them through MC/CDVD. Important non X module that is missing is LIBSD, and homebrew that need it, will likely fail to boot, or cause an error.
! Issue !! Games affected !! Solution !! Description
<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)]]
|-
| 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 ||
|-
| (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.
|-
| IPU emulation inaccuracy || Burnout 3, Tony Hawk's Underground, Onimusha Dawn of Dreams || ? ||
|-
| 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.
|-
|}


= PS2 Bios =
<br>'''More about the 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>
<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.
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.
The PS2 emulator does not support USB peripherals, but this seems not to be a limitation of the BIOS, as it is used also in CECH C/E PS3 consoles.  
Emulator not support USB peripherals, but this seems to be not limitation of BIOS, as it is used also in CECH C/E PS3 consoles.  
There are signs that different PS2 BIOS versions exist, named PS20190AC20030623_nordram_miniOSD.bin. This PS2 BIOS has included handy extensions for debugging, and can debug print with "debug osd verbosity" from CLI set to "verbose". The most noticeable difference for both BIOS files seems to be the special RDRAM module.
There are signs that different bios version exist, named PS20190AC20030623_nordram_miniOSD.bin. This bios 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.


Whilst the PS3 patches its PS2 BIOS to preferred regions, the PS4 uses a so called CallHook which is better known for PCSX2 users as fastboot. For more information about this patch, look at PCSX2's fastboot code. It is the same code except that PS2 emulators for PS4 do not have patches for different BIOS revisions.
While PS3 emulators patch bios to preferred region, emulator used in PS4 uses a so called CallHook which is better known for pcsx2 users as fastboot. No need to describe patch here, just look at PCSX2 fastboot code. It's the same code, but PS4 emus don't have patches for different bios revisions.
</pre>
</pre>
 
<br>'''Bios file information:'''
'''PS2 BIOS file information:'''
<pre>
<pre>
File name: PS20220WD20050620.crack
File name: PS20220WD20050620.crack
Line 2,504: Line 2,470:
</pre>
</pre>


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


{| class="wikitable" style="font-size:small;"
{| class="wikitable" style="font-size:small;"
Line 2,673: Line 2,639:
| KERNEL || 0x1BB7E0 || The EE kernel || BIN
| KERNEL || 0x1BB7E0 || The EE kernel || BIN
|}
|}
Description source: https://gist.github.com/uyjulian/25291080f083987d3f3c134f593483c5
Description source: https://gist.github.com/uyjulian/25291080f083987d3f3c134f593483c5


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


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


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


{| class="wikitable sortable" ||  
{| class="wikitable sortable" ||  
Line 3,119: Line 3,084:
|-
|-
|SLUS_214.52 || Valkyrie Profile 2: Silmeria                                        || 0x08 ||    0x1388 || CPU_DELAY
|SLUS_214.52 || Valkyrie Profile 2: Silmeria                                        || 0x08 ||    0x1388 || CPU_DELAY
|-
|}
=Command examples=
<pre>
A section for explaining the full usage of a CLI or LUA command
</pre>
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Description
|--style="background-color:#7698FF"
| ee hook ||
|-
| <pre>--ee-hook=0x0028A578,AdvanceClock,,1000</pre> || <pre>First is the offset, second is the instruction,
third is the opcode that was skipped, fourth is the value of the instruction</pre>
|-
| <pre>--ee-hook=0x0028A578,FastForwardClock</pre> || <pre>First is the offset, second is the instruction.</pre>
|-  
|-  
|}
|}
Line 3,209: Line 3,190:
└── trophy_data
└── trophy_data
     └── SLES-50326_trophies.lua
     └── SLES-50326_trophies.lua
</pre>
</pre>


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


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


Line 3,228: Line 3,208:
return PadConnectType
return PadConnectType
</pre>
</pre>
<br>'''sprite.lua'''
<pre>


'''sprite.lua'''
<pre>
local kFilterMode = {}
local kFilterMode = {}
kFilterMode.Point                          = 0x00000000 -- < Sample the one texel nearest to the sample point.
kFilterMode.Point                          = 0x00000000 -- < Sample the one texel nearest to the sample point.
Line 3,287: Line 3,267:


return kFilterMode, kWrapMode, kBlendMultiplier, kBlendFunc
return kFilterMode, kWrapMode, kBlendMultiplier, kBlendFunc
</pre>
</pre>
<br>'''ee-cpr0-alias.lua'''
<pre>
cpr = {}


'''MipsInsn.lua'''
cpr.index = 0
<pre>
cpr.random = 1
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.IsDaddu = function(insn) return (insn & 0xfc0007ff) == 0x0000002d end -- daddu rd,rs,rt
MipsInsn.IsAddu = function(insn) return (insn & 0xfc0007ff) == 0x00000021 end -- addu rd,rs,rt
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 -- break [code]
 
MipsInsn.GetRt = function(insn) return (insn >> 16) & 0x1f end
MipsInsn.GetRs = function(insn) return (insn >> 21) & 0x1f end
MipsInsn.GetRd = function(insn) return (insn >> 11) & 0x1f end
--MipsInsn.GetSimm = function(insn) return ((insn << 48) >> 48) end -- this can't create a negative value correctly
MipsInsn.GetSimm = function(insn)
  -- Lua5.3 shifts are all logical (WHY!?). threfore (insn<<48)>>48 cannot extend the sign.
  -- Instead of using shift, do following
  local bit = 16 -- sign bit place.
  local v = insn & 0xffff
  local m = 1 << (bit - 1)
  v = v & ((1 << bit) - 1)
  return (v ~ m) - m -- '~' is xor in Lua... how strange it is.
end
MipsInsn.GetOff = function(insn) return MipsInsn.GetSimm(insn) end
MipsInsn.GetTarget = function(insn) return insn & 0x3ffffff end
 
return MipsInsn
</pre>
 
'''ee-cpr0-alias.lua'''
<pre>
cpr = {}
 
cpr.index = 0
cpr.random = 1
cpr.entrylo0 = 2
cpr.entrylo0 = 2
cpr.entrylo1 = 3
cpr.entrylo1 = 3
Line 3,356: Line 3,298:
return cpr
return cpr
</pre>
</pre>
'''ee-gpr-alias.lua'''
'''ee-gpr-alias.lua'''
<pre>
<pre>
-- Recommended method to import this module:
-- Recommended method to import this module:
--  local gpr = require("ee-gpr-alias")
--  local gpr = require("ee-gpr-alias")
Line 3,401: Line 3,343:


return gpr
return gpr
</pre>
</pre>
'''ee-hwaddr.lua'''
'''ee-hwaddr.lua'''
<pre>
<pre>
Line 3,435: Line 3,377:
return gif_hw, vif0_hw, vif1_hw, nil
return gif_hw, vif0_hw, vif1_hw, nil
</pre>
</pre>
'''language.lua'''
'''language.lua'''
<pre>
<pre>
-- Recommended method to import this module:
-- Recommended method to import this module:
--  local lang = require("language")
--  local lang = require("language")
Line 3,459: Line 3,401:
lang.chinese_simplified = 11
lang.chinese_simplified = 11
lang.finnish = 12
lang.finnish = 12
lang.swedish = 13
lang.swedish = 13
lang.danish = 14
lang.danish = 14
lang.norwegian = 15
lang.norwegian = 15
lang.polish = 16
lang.polish = 16
lang.portuguese_brazil = 17
lang.portuguese_brazil = 17
lang.english_gb = 18
lang.english_gb = 18
lang.turkish = 19
lang.turkish = 19
lang.spanish_la = 20
lang.spanish_la = 20
lang.arabic = 21
lang.arabic = 21
lang.french_canada = 22
lang.french_canada = 22
 
 
return lang
return lang
</pre>
</pre>
 
'''pad-and-key.lua'''
'''pad-and-key.lua'''
<pre>
 
pad = {}
 
-- Left Side
pad.LU = 0x0010 -- Up
pad.LD = 0x0040 -- Down
pad.LL = 0x0080 -- Left
pad.LR = 0x0020 -- Right
 
-- Right Side
pad.RU = 0x1000 -- Up (Triangle)
pad.RD = 0x4000 -- Down (Cross)
pad.RL = 0x8000 -- Left (Square)
pad.RR = 0x2000 -- Right (Circle)
 
-- aliases
pad.UP = 0x0010 -- LU
pad.DOWN = 0x0040 -- LD
pad.LEFT = 0x0080 -- LL
pad.RIGHT = 0x0020 -- LR
pad.TRIANGLE= 0x1000
pad.CROSS = 0x4000
pad.SQUARE = 0x8000
pad.CIRCLE = 0x2000
 
pad.L1 = 0x0400
pad.L2 = 0x0100
pad.L3 = 0x0002
 
pad.R1 = 0x0800
pad.R2 = 0x0200
pad.R3 = 0x0004
 
pad.SELECT = 0x0001
pad.START = 0x0008
 
keyboard = {}
 
keyboard.ESCAPE = 0x1000
keyboard.SLASH = 0x1001
keyboard.SEPARATOR = 0x1002 -- backslash or pipe (\|)
keyboard.BACKQUOTE = 0x1003
keyboard.PAGEDOWN = 0x1004
keyboard.PAGEUP = 0x1005
keyboard.F1 = 0x1006
keyboard.F2 = 0x1007
keyboard.F3 = 0x1008
keyboard.F4 = 0x1009
keyboard.F5 = 0x100a
keyboard.F6 = 0x100b
keyboard.F7 = 0x100c
keyboard.F8 = 0x100d
keyboard.F9 = 0x100e
keyboard.F10 = 0x100f
keyboard.F11 = 0x1010
keyboard.F12 = 0x1011
</pre>
'''ps2.lua'''
<pre>
<pre>
pad = {}
-- Left Side
pad.LU = 0x0010 -- Up
pad.LD = 0x0040 -- Down
pad.LL = 0x0080 -- Left
pad.LR = 0x0020 -- Right
-- Right Side
pad.RU = 0x1000 -- Up (Triangle)
pad.RD = 0x4000 -- Down (Cross)
pad.RL = 0x8000 -- Left (Square)
pad.RR = 0x2000 -- Right (Circle)
-- aliases
pad.UP = 0x0010 -- LU
pad.DOWN = 0x0040 -- LD
pad.LEFT = 0x0080 -- LL
pad.RIGHT = 0x0020 -- LR
pad.TRIANGLE= 0x1000
pad.CROSS = 0x4000
pad.SQUARE = 0x8000
pad.CIRCLE = 0x2000
pad.L1 = 0x0400
pad.L2 = 0x0100
pad.L3 = 0x0002
pad.R1 = 0x0800
pad.R2 = 0x0200
pad.R3 = 0x0004
pad.SELECT = 0x0001
pad.START = 0x0008
keyboard = {}
keyboard.ESCAPE = 0x1000
keyboard.SLASH = 0x1001
keyboard.SEPARATOR = 0x1002 -- backslash or pipe (\|)
keyboard.BACKQUOTE = 0x1003
keyboard.PAGEDOWN = 0x1004
keyboard.PAGEUP = 0x1005
keyboard.F1 = 0x1006
keyboard.F2 = 0x1007
keyboard.F3 = 0x1008
keyboard.F4 = 0x1009
keyboard.F5 = 0x100a
keyboard.F6 = 0x100b
keyboard.F7 = 0x100c
keyboard.F8 = 0x100d
keyboard.F9 = 0x100e
keyboard.F10 = 0x100f
keyboard.F11 = 0x1010
keyboard.F12 = 0x1011
</pre>


'''ps2.lua'''
<pre>
require("ee-gpr-alias")
require("ee-gpr-alias")
require("utils")
require("utils")
Line 3,736: Line 3,678:
end
end
</pre>
</pre>
'''utils.lua'''
'''utils.lua'''
<pre>
<pre>
Line 3,801: Line 3,742:
</pre>
</pre>


= Links =
=Links=
 
*[https://psi-rockin.github.io/ps2tek/ Ps2 Hardware Documentation]
* [https://psi-rockin.github.io/ps2tek/ PS2 Hardware Documentation]
*[https://pastebin.com/yf802Up3 GS title fix guide]
* [https://pastebin.com/yf802Up3 Graphics Synthetizer title fix guide]
*[https://www.psdevwiki.com/ps3/PS2_Custom_Configs PS3 custom configs]
* [https://www.psdevwiki.com/ps3/PS2_Custom_Configs PS3 custom configs]
*[http://www.psx-place.com/threads/research-ps2-emulator-configuration-on-ps4.16131/ A place for research and sharing successful configurations for the emulator]
* [http://www.psx-place.com/threads/research-ps2-emulator-configuration-on-ps4.16131/ A place for research and sharing successful configurations for the emulator]
*[https://www.psdevwiki.com/ps4/Talk:PS2_Classics_Emulator_Compatibility_List Configuration examples]
* [https://www.psdevwiki.com/ps4/Talk:PS2_Classics_Emulator_Compatibility_List Configuration examples]
*[https://www.romhacking.net/utilities/692/ PS2DIS, a very helpful tool for debugging executables]
* [https://www.romhacking.net/utilities/692/ PS2DIS, a very helpful tool for debugging executables]
*[https://forums.pcsx2.net/Thread-Fixing-unplayable-games A thread filled with patches for ps2 games]
* [https://forums.pcsx2.net/Thread-Fixing-unplayable-games A thread filled with patches for ps2 games]
* [https://github.com/florinsdistortedvision/ps2-classics-emus Most base emulators for PS2 Classics released on PS4 by florinsdistortedvision]
* [https://github.com/Zcor3x/Playstation-2-Classics-PS4 Most base emulators for PS2 Classics released on PS4 by Zcor3x]
 
{{Reverse Engineering}}
{{Reverse Engineering}}
<noinclude>
<noinclude>[[Category:Main]]</noinclude>
[[Category:Main]]
</noinclude>
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