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= Description =
= Description =


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


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 fact of the matter is that the PS4 is too weak for emulation, For that reason alone, Sony had to sacrifice accuracy in order to gain performance, but the PS4's emu has more accuracy than PCSX2 in terms of GS and SPU emulation, As for the other parts, PCSX2 is much better at emulating it, For instance PCSX2 syncs VU0 extremely well; the PS4 doesn't, and it's because it doesn't have the horsepower to do that, and that has to lead to games like Rayman 3 being unplayable without overclocking the EE at a specific offset.


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 PS2 game PS4 package file (.pkg) includes the emulator itself, there is no included emulator in the PS4 firmware. although The PS4 firmware has 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 extracted from, and that alone provides a challenge for accurate emulation. since emulators include per title patches, and different default settings, and since the Playstation 2 hardware is known to be one of the most complex systems to emulate, any small change in configuration can have negative consequences in games.


This is first time that Sony has ever cared about floats in its emulators. Compared to the PS3 CPU, x86-64 is doing a worse job in mimicking FPU and VU floats calculation behavior. This is resolved by clamping, accurate math used per memory offset, and/or converting floats to double precision. The emulator uses OpenCL for GS, and likely other components as well.
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.
 
Also note that 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 really cared about floats in their emulator. Compared to the PS3 CPU, x86-64 is doing a worse job in mimicing PS2 FPU, and VU floats calculation behavior. This is resolved by clamping, accurate math used per memory offset, and/or converting floats to double precision. the emulator uses openCL for GS, and probably other components.


= 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 an emu's decrypted '''eboot.bin'''.
=== 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
| --idec-cycles-per-qwc || int/multiplier || || --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
|-
|-
| --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
| --mfifo-chunk-drain-cycles || 1/400000 || A command for changing the functionality of --ee-hook=0x0,Mfifodrain ||--mfifo-chunk-drain-cycles=210000
|-
|-
| --verbose-cpu-cycles=1 || 0,1 || ? || --verbose-cpu-cycles=1
| --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
|-
|-
| --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
|-
| --pcr0-delta-hack || 0.1 , 400000 ||DPCR - DMA priority control option ? || --pcr0-delta-hack=1
|-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 || 0, 1 || <pre>0 Can be used to prevent Resetting The game when switching multiple discs, Useful for games Like SW2 that have Import data Feature</pre>|| --switch-disc-reset=1
|-
| --cdvd-sector-read-cycles || 1, 40000|| <pre>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.</pre>|| --cdvd-sector-read-cycles=40000
|-
| --cdvd-sector-seek-cycles || 1, 40000 || <pre>Set the speed at which the emulated CDVD spins, higher values are slower,
lower values are faster, fixes boot-up sometimes.</pre> 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-pad-loses-focus ||  ||  ||  --host-pad-loses-focus=1
| --host-pad-loses-focus ||  ||  ||  --host-pad-loses-focus=1
|-  
|-  
| --host-gamepads || 0, 1 || || --host-gamepads=1
| --host-gamepads || 0, 1 || This command might have a function if multitap is set to byhost || --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. || --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 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 some of their values Due to them being not Discovered. The scene has named "CLI" with 3 names, including TXT, CLI, CONF. all 3 are the exact same thing.</pre>
All commands are pre-made. Creating new CLI commands is impossible.
<pre>All CLI commands are pre-made by sony, We sadly cannot 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 quota for possible values/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 into the eboot.bin without being programmed by sony.
====EmotionEngine (MIPS-IV)====
and some useful commands were removed/added from different emu revisions. or their effects were changed.</pre>
=====[https://www.psdevwiki.com/ps2/Emotion_Engine EE]=====
<pre>CLI commands use SCE modules to change default emulator settings.
<pre>Commands for the emulated Emotion Engine. These commands may improve performance, prevent crashes, or provide better core sync.</pre>
for instance --cdvd-sector-seek-cycles is  actually sceCdStSeek, but is still unclear how to use SCE modules in a lua</pre>
 
====( EE )====
<pre>Commands for the emulated Emotion Engine. these commands may assist you in gaining performance 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 || <pre> [Overclocking]
(0.99 => 0.1)
[Cycle skipping]
(1.1 => 5.0)</pre> || <pre>If set Higher than 1.0 the Emotion engine Begins skipping cycles, you might face Problems in FMVs if you skip too many cycles. but you will gain a better performance</pre> || --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 ||<pre> [Overclocking]
(0.99 => 0.1)  
[Cycle skipping]
(1.1 => ∞ ) </pre>|| <pre>It's still unknown what this command controls, but the higher it is, the more EE cycles are skipped, Doesn't work for jak emulators.</pre> || --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 || <pre>AdvanceClock
FastForwardClock
Mfifodrain</pre> || <pre>Hook a function to a EE offset. it can be used either as a speedhack  
or a gamefix, Advance clock will overclock the EE and it is the only one that needs a value to be set.
FastForwardClock will skip cycles, Mfifodrain is unknown.</pre> || --ee-hook=0x0028A7B0,AdvanceClock,,500 <pre>Example for usage: --ee-hook=0xEEOFFSET,FUNCTION,OPTIONALOPCODE,VALUEFOROVERCLOCKING</pre>
|-
|-
|-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 || 20-200 || Seems to reduce blue screen occurrence the higher the value, only useful if the game crashes with pagefault errors. || --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-shorthash-len || inst_count/integer || Length of shorthash in instruction/opcode count. Require --ee-block-validation=Hash ||  
| --ee-shorthash-len || inst_count/integer || Length of shorthash in instruction/opcode count. Require --ee-block-validation=Hash ||  
|-
|-
| --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, could potentially be used as a speedhack, [https://en.wikipedia.org/wiki/Constant_folding More info] || --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,R,W,RW] || Ignore segmentation fault, may help with crashes but will probably cause graphical issues || --ee-ignore-segfault=read
|-
|-
| --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 || <pre>memcpy
|-style="background-color:#FFAA00"
memset </pre>||<pre>Seems to be a command that slows down offsets that use memset and memcpy to move data to VU1.
Check redfaction's config for more details.</pre>|| --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 (seems to be 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 || Ignore Break instructions. ||  
|-
|-
| --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?? || Seems to be a debug option for the Program counter. ||  
|-
|-
| --ee-insn-flush-pc || 0, 1 || Flush PC register to memory on every mips opcode. Result in more accurate EE PC reg reads. ||
|-
| --ee-inst-marking || 0,1? || ||  
| --ee-inst-marking || 0,1? || ||  
|-
|-
| --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 || ||
|-
|-
| --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-simd || readwrite, writeonly, readonly || register allocation setting ||  
| --ee-regalloc-scalar || 0,none,ReadOnly,WriteOnly,RW || register allocation setting ||  
|-
|-
| --ee-regalloc-preserve-scalar || LoadOnly, LO, StoreOnly, SO, LoadStore,  LS || EE JIT Scalar/Int Regalloc Mode || --ee-regalloc-preserve-scalar=LoadStore
| --ee-regalloc-simd || || register allocation setting ||  
|-
|-
| --ee-regalloc-preserve-simd || ReadOnly, RO, WriteOnly WO, RW || EE JIT SIMD/XMM Regalloc Mode || --ee-regalloc-preserve-simd=RW
| --ee-regalloc-preserve-scalar ||  LoadOnly, StoreOnly, SO, LoadStore,  LS || EE JIT Scalar/Int Regalloc Mode || --ee-regalloc-preserve-scalar=LoadStore
|-
| --ee-regalloc-preserve-simd || ReadOnly, RO, WO, WriteOnly ,RW || EE JIT SIMD/XMM Regalloc Mode || --ee-regalloc-preserve-simd=RW
|-
|-
| --ee-static-block-links || options Type,Type,... [Branch,Branches,JAL,COP2,All] || || --ee-static-block-links=JAL,COP2
| --ee-static-block-links || options Type,Type,... [Branch,Branches,JAL,COP2,All] || || --ee-static-block-links=JAL,COP2
|-
|-
| --vtune-ee || || ||
| --vtune-ee || || Could be support for intel vtune, [https://github.com/PCSX2/pcsx2/blob/master/cmake/FindVtune.cmake Might be related to this] ||
|-
|-
| --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? || Use peephole optimization for the EE (?) could possibly be a speedhack ||
|-
|-
| --ee-load-rewrites || 0,1? || ||  
| --ee-load-rewrites || 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 ||  
|-
|-
| --ee-insn-flush-pc || 0, 1 || A debug option that updates the EE's program counter more often when enabled ||
|-
| --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 || || ||
Line 252: Line 293:
| --ee-stlf-cycle-threshold || ? ||?||  
| --ee-stlf-cycle-threshold || ? ||?||  
|-
|-
| --detect-idle-ee || 0, 1 || || --detect-idle-ee=1
| --detect-idle-ee || 0, 1 || Enabled by default, Uknown what it does || --detect-idle-ee=1
|-
|-
|}
|}


=====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  
Line 263: Line 304:
|  || 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 || <pre> 1 = Enables clamping
0 = Disables clamping</pre> || Setting it to 1 enables clamping for the FPU, Can be used to fix any game with FPU clamping issues, [https://www.psx-place.com/threads/research-ps2-emulator-configuration-on-ps4.16131/page-53#post-265591 More here] || --fpu-no-clamping=0
|-
| --fpu-custom-fused-madd || 0, 1 || <pre>Custom FMA (fused multiply-add), Disabled by default </pre>|| --fpu-custom-fused-madd=0
|-
| --fpu-custom-min-max || 0, 1 || <pre>Custom Max/Mini logic for denormals, enabled by default, Disabling it might break some games</pre> || --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
| --fpu-accurate-range || start,end offset (0x0 - 0x1FFFFFF) || Accurate Mul/Div/Add/Sub Math instructions for the FPU, used for full ee/fpu accuracy in specified range|| --fpu-accurate-range=0x1acce0,0x2acce0
|-  
|-  
| --fpu-accurate-range || start,end offset (0x0 - 0x1FFFFFF) || Accurate Mul/Div/Add/Sub Math instructions for the FPU by using software floats rather than hardware floats. Can be used for full EE/FPU Mathematical accuracy in the specified range. || --fpu-accurate-range=0x1acce0,0x2acce0
| --fpu-no-clamp-range || start,end offset (0x0 - 0x1FFFFFF) || Full clamping for fpu in selected memory range || --fpu-no-clamp-range=0x1acce0,0x2acce0
|-  
|-  
| --fpu-no-clamp-range || start,end offset (0x0 - 0x1FFFFFF) || Per-range clamping for the FPU in the selected memory range. || --fpu-no-clamp-range=0x1acce0,0x2acce0
| --fpu-accurate-muldiv  || <pre>0 = Disabled
1 = Enabled </pre> || Enable Accurate fpu divide/multiply by 0 for all offsets || --fpu-accurate-muldiv=1
|-  
|-  
| --fpu-accurate-muldiv  || 0 = Disabled<br>1 = Enabled || Allows the FPU to accurately Divide/Multiply by 0 for all offsets by using software floats rather than hardware floats. (Extremely slow) || --fpu-accurate-muldiv=1
| --fpu-accurate-addsub || <pre>0 = Disabled
1 = Enabled </pre>|| Enable Accurate fpu Add/Subtract instructions for all offsets || --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) || Bully uses this command, unknown usage, possibly even more accurate divide/multiply || --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) || Fix for games that divide/multiply by 0 in specified range || --fpu-accurate-muldiv-range=0x1acce0,0x2acce0
|-  
|-  
| --fpu-accurate-addsub-range || start,end offset (0x0 - 0x1FFFFFF) || Allows the FPU to accurately Add/Subtract in the specified ee memory range by using software floats rather than hardware floats. || --fpu-accurate-addsub-range=0x1acce0,0x2acce0
| --fpu-accurate-addsub-range || start,end offset (0x0 - 0x1FFFFFF) || Accurate fpu Add/Subtract instructions in specified address range || --fpu-accurate-addsub-range=0x1acce0,0x2acce0
|-
|-
|-style="background-color:#7698FF"
|-style="background-color:#7698FF"
|  || 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 || less accurate rsqrt (possible speedhack, but can degrade 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 And only has an effect when 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-to-double || 0, 1 || <pre>Converts floats to double, enabling it while
|-
clamping is enabled will result in Full FPU clamping</pre> ||
| --fpu-to-double || 0, 1 || Converts floats to doubles (Accurate). Limited testing shows that infinity is still wrong at 7F7FFFFF, rather than 7FFFFFFF with it enabled. || --fpu-to-double=1
|-  
|-  
| --fpu-clamp-operands || 0, 1 || Affects the fpu's clamping behavior || --fpu-clamp-operands=1
| --fpu-clamp-operands || 0, 1 || <pre>A clamping setting that is supposed to increase the fpu's clamping functionality when FPU clamping is enabled, but no difference is noticed for currently unknown reasons, Sony never used it in any official config, therefore no one is really sure of it's correct usage </pre> || --fpu-clamp-operands=1
|-  
|-  
| --fpu-clamp-results || 0, 1 || Affects the fpu's clamping behavior || --fpu-clamp-results=1
| --fpu-clamp-results || 0, 1 || <pre>A clamping setting that is supposed to increase the fpu's clamping functionality when FPU clamping is enabled, but no difference is noticed for currently unknown reasons, Sony never used it in any official config, therefore no one is really sure of it's correct usage </pre>  || --fpu-clamp-results=1
|-  
|-  
|}
|}


===== COP2 =====
====Vector Interface ( VIF )====
 
<pre>Decompresses vector data, uploads microprograms to the VUs, and sends graphical data to the GIF.</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
|-style="background-color:#7698FF"
|-style="background-color:#D7EF54"
|  || Speedhacks || ||
|  || || Game fixes ||
|-
| --vif-ignore-invalid-cmd || 0, 1 || <pre>Ignore invalid vif commands, can fix freezing if set to 1</pre> || --vif-ignore-invalid-cmd=1
|-
|-
| --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
| --vif1-ignore-cmd-ints || 0, 1 || <pre>PCSX2 Needs this gamefix for some games to load the main game properly,
|-
Games likes "Men in Black II - Alien Escape" and
| --cop2-opt-vf00 || 0, 1, 2 || Optimization for the vf00 register. || --cop2-opt-vf00=1
"Test Drive Unlimited" will be unplayable without it</pre> || --vif1-ignore-cmd-ints=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
|-style="background-color:#D7EF54"
|  || Game fixes || ||
|-
|-
| --cop2-no-clamping || 0, 1 || Changes the clamping behavior of the COP2. The default value is set to 1.  || --cop2-no-clamping=0
| --vif1-instant-xfer || <pre> 1 = Instant transfers
0 = Delayed transfers</pre> || <pre>Allows you to change VIF1 timing, 1 is the default one, but 0 is much more correct, can be used to fix graphical glitches when set to 0, Or to prevent the game from freezing</pre> || --vif1-instant-xfer=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
| --vif-thread-chunk-size || 1, 1000 || Can be used to fix Games stuck at splash screen or later in the game. 1024 seems to be the limit || --vif-thread-chunk-size=100
|-
| --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 (Offset range seems not to directly match EE's) || --cop2-accurate-mul-range=0x123456,0x134567
|-
| --cop2-accurate-mul || 1 = Enabled<br>0 = Disabled || Allows the COP2 to accurately multiply for all offsets by using software floats rather than hardware floats. (Extremely slow) || --cop2-accurate-mul=1
|-
| --cop2-accurate-addsub ||  1 = Enabled<br>0 = Disabled || Allows the COP2 to accurately Add/Subtract for all offsets by using software floats rather than hardware floats. (Extremely slow) || --cop2-accurate-addsub=1
|-
|-
| --cop2-accurate-addsub-range || start,end offset (0x0 - 0x1FFFFFF) || Allows the COP2 to accurately Add/Sub in the specified ee memory range by using software floats rather than hardware floats. (Offset range seems not to directly match EE's) || --cop2-accurate-addsub-range=0x123456,0x134567
| --detect-idle-vif || 0, 1 || Enabled by default. Most likely turns off VIF when it's not needed when set to 0 || --detect-idle-vif=0
|-
|-
|-style="background-color:#FFAA00"
|}
|  || Other || ||
 
====( GS )====
<pre>GS stands for Graphics Synthesizer PlayStation®2 co-processor responsible for rendering the graphics (but is also used by some games for additional calculations and other purposes)</pre>
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Values !! Notes !! Usage
|-style="background-color:#7698FF"
|  || Speedhacks || ||
|-
|-
| --cop2-regalloc || 0, 1 ? || Optimized Register Allocation(?). PCSX2 seems to have this enabled by default. Seems to slow down COP2 when disabled. ||
| --gs-optimize-30fps || 0, 1 || Speedhack for gpu hungry games || --gs-optimize-30fps=1
|-  
|-  
| --cop2-inst-q || 0, 1 || instant Q, no stalling on VWAITQ, or instances of Q. Crashes some games when enabled. ||
| --gs-adaptive-frameskip || 0, 1 || Speedhack, skips frames when the Game starts demanding more resources than there are available. doesn't work on all emulators. confirmed to be working on jak emulators || --gs-adaptive-frameskip=1
|-style="background-color:#ff99c2"
| || Upscaling hacks/fixes || ||
|-
| --gs-uprender || none,2x2 || Internal resolution upscaler. || --gs-uprender=2x2
|-  
|-  
| --cop2-inst-p || 0, 1 || instant P, no stalling on VWAITP, or instances of P. ||
| --gs-upscale || none, gpu, edgesmooth, smooth, motion, motionvec, motionvector, point || Upscaling type Selector || --gs-upscale=EdgeSmooth
|-  
|-  
| --cop2-use-rcp || 0, 1 || Enables SSE RCP. Disabled by default ||
| --gs-kernel-cl-up || h2lpool2x2, OptRightTri, clutmerge2x2, mipmap2x2, up2x2simple, up2x2skipinterp, up2x2tc, up2x2, default || <pre>Kernel Variant Color lookup Upscaler (?), Requires --gs-kernel-cl to be enabled first, otherwise it won't work</pre>|| --gs-kernel-cl-up="clutmerge2x2"
|-  
|-  
| --cop2-use-rsqrt || 0, 1 || Enables SSE RSQRT || --cop2-use-rsqrt=0
|-style="background-color:#b3cccc"
|  || CRC hacks || ||
|-
| --gs-override-small-tri-area || 0, 1 || Enabling it might fix missing text. || --gs-override-small-tri-area=1
|-  
|-  
| --cop2-clamp-operands || 0, 1 || Affects the COP2's clamping behavior|| --cop2-clamp-operands=1
| --gs-dirty-page-policy || 0, 1 || || --gs-dirty-page-policy=1
|-  
|-  
| --cop2-clamp-results || 0, 1 || Affects the COP2's clamping behavior || --cop2-clamp-results=1
| --gs-ignore-dirty-page-border || 0, 1 ||  ||--gs-ignore-dirty-page-border=1
|-  
|-  
|}
| --gs-ignore-rect-correction || 0, 1 || || --gs-ignore-rect-correction=1
 
==== Vector Units (VU) ====
 
===== VU =====
 
<pre>Custom DSPs used to process vertex data, physics calculations, and other related tasks. Settings found here affect VU1, VU0, and COP2. They fix broken or missing geometry, black screens, and crashes.</pre>
 
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Values !! Notes !! Usage
|-style="background-color:#ff99c2"
| || Graphical fixes || ||
|-
|-
| --vu-xgkick-delay || Limit is between (0 => 31)  || Delay xgkick instruction execution. PCSX2 uses 6 cycles, PS3 uses 2-8 cycles depending on the game. A game with missing graphics will require a low value such as 0, while one that crashes might require a high value such as 7.|| --vu-xgkick-delay=8
|-style="background-color:#D7EF54"
| || Gs settings / Behaviour || ||
|-
|-
| --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
| --gs-kernel-cl || h2lpool, clutmerge, mipmap, DarkCloud2, fantavision, ||<pre>Kernel Variant Color lookup(?), you can upscale any option here if you use --gs-kernel-cl-up with it</pre> || --gs-kernel-cl="clutmerge"
|-
| --force-frame-blend || 0, 1 || Fix for shaking screens (Deinterlacing), seems to be one of Pcsx2's Blend tff or Blend bff deinterlacing options || --force-frame-blend=1
|-
|-
|-style="background-color:#D7EF54"
| --force-pal-60hz || 0, 1 || <pre>Force 60hz PAL mode, it is recommended to use it on Pal games as it can fix graphical corruptions</pre> || --force-pal-60hz=1
| || Game fixes || ||
|-
|-
| --vu-hack-triace  || 0, 1 || A hack designed specifically for games developed by Tri Ace. Corrects the VU's addi calculation. Without it, the result will be one bit off, which is enough to break the game's decryption algo. || --vu-hack-triace=1
| --gs-use-clut-merge || 0, 1 || CLUT = Color lookup table, it could possibly solve graphical issues or improve the quality of the colors. it is Required for CL kernels using merging CLUT || <pre>--gs-use-clut-merge=1</pre>
|-  
|-  
| --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
| --gs-use-deferred-l2h || 0, 1 || Some delay option for L2H (local to host, GS to EE), Bully has this disabled || --gs-use-deferred-l2h=1
|-
| --gs-use-mipmap || 0, 1 || <pre>Mipmapping enabler/disabler, Can be used to fix graphics sometimes.</pre> || <pre>--gs-use-mipmap=1</pre>
|-  
|-  
| --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]||
| --l2h-2d-params || TRXREG,BITBLTBUF,height ||  || --l2h-2d-params=0x0000000800000001,0x000000003a0a2300,512,2
|-
| --gs-h2l-accurate-hash || 0, 1 || Used with h2l Upscaler ||--gs-h2l-accurate-hash=1
|-
| --gs-h2l-list-opt || 0, 1 || Used with h2l Upscaler ||--gs-h2l-list-opt=1
|-
| --gs-progressive || 0, 1 || Force progressive scan, it's used to fix Graphical glitches/double screen issues when used  ||
|-  
|-  
| --vu-to-double || 0, 1 || Converts floats to double. Enabling it is the accurate option.  || --vu-to-double=1
| --gs-vert-precision || 8, 16 || 3D Rendering vertex precision, the eboot expects the value of 8 or 16 , any other value will cause a blue screen crash. || --gs-vert-precision=8
|-
| --gs-force-bilinear || 0, 1 || force bilinear filtering. Can fix ghosting problems. but it's not recommended in games that use 2D images || --gs-force-bilinear=1
|-
|-
| --vu-custom-fused-madd  || 0, 1 || Custom FMA (fused multiply-add). Disabled by default || --vu-custom-fused-madd=1
| --gs-skip-dirty-flush-on-mipmap || 0, 1 || Skip flushing the texture cache when mipmap settings change (?) Require mipmap GS CL kernel || <pre>--gs-skip-dirty-flush-on-mipmap=1</pre>
|-  
|-  
|-style="background-color:#7698FF"
| --gs-packed15-fmv-opt || 0, 1 || || --gs-packed15-fmv-opt=1
| || Speedhacks || ||
|-
| --gs-fieldswap-delay || 0, 254 || Wait longer than usual to change field, reduces Sharpness ||
|- 
| --gs-uv-shift-pointsampling || 0, 1 || Can be used with games like manhunt that have issues with [https://github.com/PCSX2/pcsx2/issues/257#issuecomment-1140338680 UV light] || --gs-uv-shift-pointsampling=1
|-
| --gs-opt-frbuff-switch || 0, 1 || Used to fix Fmvs || --gs-opt-frbuff-switch=1
|-
|-
| --vu-opt-sf-check  || 0, 1 || Updates status flags only on blocks which will read them. Known in pcsx2 as mVU flag hack. Won't work with most emulators, but will work on Arc Twilight of the Spirits™ || --vu-opt-sf-check=1
| --gs-aspect-ratio || aspect/float (default=0.81) || || --gs-aspect-ratio=0.65
|- 
| --vu-opt-jr-caching  || 0, 1 || Optimize Jump Register caching. (vi15). Won't work with most emulators but will work on Arc Twilight of the Spirits™ || --vu-opt-jr-caching=1
|-style="background-color:#FEA15C"
|  || Other || ||
|-
|-
| --vu-d-bit  || 0, 1 || Debug break. Halts the VU and sends an interrupt to the EE. || --vu-d-bit=0
| --gs-frontend-opt-mode || 0, 1, 2 || Seems to be an optimization for the gs with 1 being safe and 2 being unstable but with good performance || --gs-frontend-opt-mode=1
|-  
|-  
| --vu-t-bit || 0, 1 || Debug halt. Acts similarly to D-bit ||  --vu-t-bit=0
| --gs-motion-factor || 25, 50 || || --gs-motion-factor=25
|-
| --gs-render-tile-threshold || 0, 3000000 || <pre> Sony uses it for Psychonauts, could be a potential speedhack for the GS</pre> || --gs-render-tile-threshold=300000
|-
| --gs-scanout-delay || 0, 200 ||  || --gs-scanout-delay=200
|-  
|-  
| --vu-inst-mflag  || 0, 1 || Instant macflag? It's enabled by default. When disabled, some texture chunks pop and fade. || --vu-inst-mflag=1
| --gs-scanout-offsetx || relative offset/ignored || Directly overwrite GS register? || --gs-scanout-offsetx=27
|-  
|-  
| --vu-inst-cflag || 0, 1 || Instant cflag? || --vu-inst-cflag=1
| --gs-scanout-offsety || relative offset/ignored || Directly overwrite GS register? || --gs-scanout-offsety=27
|-
| --gs-flush-ad-xyz || always, safe, safeZwrite, off, 0 || Force a primitive flush when a framebuffer is also an input texture, fixes some processing effects but it's very heavy on the GS and will cost you performance, GTA: SA and Jak games need this command. || --gs-flush-ad-xyz=safe
|-
| --gs-check-trans-rejection || 0, 1 || Check transfer rejection ? || --gs-check-trans-rejection=1
|-  
|-  
| --vtune-vu || ? || ? ||
| --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 not be accepted by the emulator || || --safe-area-min=0.9
|-style="background-color:#FEA15C"
| || Other || ||
|-
| --framelimit-mode || slowest,slower,slow,normal,fast,fastest,turbo || a Standalone Framelimiter|| --framelimit-mode=fast
|-  
|-  
| --vu-jit-disasm  || 0, 1, 2 || ? || --vu-jit-disasm=1
| --gs-hdr-support || 0, 1? || Enable hdr support ?||
|-
| --vu-range-merge || vu_inst_cnt || ? ||  
|-  
|-  
| --threaded-gs || 0, 1 || MTGS (?) || --threaded-gs=1
|-
|}
|}


===== VU1 =====
====Vector Units ( VU )====
 
<pre>Custom DSPs used to process vertex data, physics calculations, and other related tasks. Settings found here affect VU1 & VU0 & COP2</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  
|-style="background-color:#7698FF"
|-style="background-color:#ff99c2"
| || Speedhacks || ||
| || Graphical fixes || ||
|-
|-
| --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
| --vu-xgkick-delay ||<pre> Limit is between
(0 => 31) </pre> || <pre>Delay xgkick instruction execution, PCSX2 uses 6 cycles, PS3 uses 2-8 cycles depending on the game, Can be used to either cause or repair missing graphics, 0 is the most compatible</pre> || --vu-xgkick-delay=8
|-
|-
| --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
| --vu-custom-min-max  || 0, 1 || <pre>Custom Max/Mini logic for denormals, Disabled on pcsx2 by default. But enabled by default on some emus like jakv2, Disabling it might cause/repair missing graphics, Setting it to 0 managed to fix missing graphics in Auto Modellista, and would probably fix many games with a similar problem</pre>|| --vu-custom-min-max=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
|-style="background-color:#D7EF54"
|| Game fixes || ||
|-
|-
| --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
| --vu-hack-triace  || 0, 1 || Special hack for games that were Developed by Tri Ace, correct VU addi calculation. Without it result is one bit off, which is enough to break game decryption algo, and thus crashing the game. || --vu-hack-triace=1
|-  
|-  
| --vu1-opt-vf00 || 0, 1, 2 || Optimization for the vf00 register. || --vu1-opt-vf00=2
| --vu-branch-hazard || 0, 1 || Disabling it managed to prevent Batman - Rise of Sin Tzu from Crashing|| --vu-branch-hazard=0
|-  
|-  
| --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
| --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]||
|-
| --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
|-  
|-  
|-style="background-color:#D7EF54"
| --vu-to-double || 0, 1 || <pre>Converts floats to double, enabling it
|  || Game fixes / Graphical fixes || ||
while clamping is also enabled will results in Full VU clamping</pre> ||
|-
| --vu1 || jit-sync || Selector between IR/JIT and it modes. Jit-sync works similarly to disabling MTVU. jit, trans, and jit-async are unimplemented functions that do not change anything. || --vu1=jit-sync
|-
|-
| --vu1-no-clamping || 0,1 || Changes the clamping behavior of the VU1. Setting specific to ps4 emulators, unimplemented in pcsx2, with 0 being closest to extra, and 1 to extra + preserve sign. The default emulator's value is 1. || --vu1-no-clamping=0
| --vu-custom-fused-madd  || 0, 1 || <pre>Custom FMA (fused multiply-add), Disabled by default</pre> || --vu-custom-fused-madd=1
|-  
|-  
| --vu1-clamp-range || vu1 memory offset start,end (0x0 - 0x7FF) || Values must not exceed 0x7FF ||
|-style="background-color:#7698FF"
|-
|  || Speedhacks || ||
| --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-mul0fix-range || vu1 memory offset start,end (0x0 - 0x7FF) || Allows the VU1 to accurately multiply by 0 in the specified ee memory range by using software floats rather than hardware floats. || --vu1-mul0fix-range=0x123,0x123
|-
| --vu1-injection || 0, 1 || unknown || --vu1-injection=1
|-
| --vu1-native-patch || 0, 1 || Use native patches from recompiler, not compatible with jak emus. Sony uses it for their official release of Primal|| --vu1-native-patch=1
|-
|-
| --vu-opt-sf-check  || 0, 1 || Updates status flags only on blocks which will read them, known in pcsx2 as mVU flag hack (Speedhack), Won't work with most emulators, confirmed to be supported by Arc Twilight of the Spirits™ || --vu-opt-sf-check=1
|- 
| --vu-opt-jr-caching  || 0, 1 || Optimize Jump Register caching. (vi15). Won't work with most emulators, confirmed to be supported by Arc Twilight of the Spirits™ || --vu-opt-jr-caching=1
|-style="background-color:#FEA15C"
|-style="background-color:#FEA15C"
|  || Other || ||
|  || Other || ||
|-
|-
| --vu1-inst-p ||0, 1 || instant P, no stalling on WAITP, or instances of P || --vu1-inst-p=1  
| --vu-d-bit  || 0, 1 || Debug break. Halts the VU and sends an interrupt to the EE. ||  --vu-d-bit=0
|-
| --vu-t-bit  || 0, 1 || Debug halt. Acts similarly to D-bit ||  --vu-t-bit=0
|-
| --vu-inst-mflag  || 0, 1 || <pre>instant mac flag, enabled by default</pre> || --vu-inst-mflag=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 ||
| --vu-inst-cflag || 0, 1 || <pre>instant clip flag enabled by default</pre>  || --vu-inst-cflag=1
|-
| --vu1-use-rsqrt || 0, 1 || Use SSE/AVX rsqrt instead of doing sqrt and then div. Speedhack, rather safe to use on VU1. ||
|-  
|-  
| --vu1-clamp-operands || 0, 1 || Clamp operands before mathematical operation. || --vu1-clamp-operands=1
| --vtune-vu  || ? || ? ||
|-  
|-  
| --vu1-clamp-results || 0, 1 || Clamp result after mathematical operation. || --vu1-clamp-results=1
| --vu-jit-disasm  || 0, 1, 2 || VU Just-in-time Dissassembler? Seems to be a debug option, both 0 and 1 are mips, 2 is x86 || --vu-jit-disasm=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
| --vu-range-merge || vu_inst_cnt || ? ||  
|-  
|-  
|}
|}


=====VU0=====
====( VU1 )====
<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>VU1 is the GS’s alternate processing unit, Commands here can possibly improve performance and/or Prevent 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 468: Line 524:
|  || 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
| --vu1-mpg-cycles || <pre> 0.1 =
Slowest
100 =
Default
1000 =
30 FPS</pre>|| <pre>Set cycle speed for VU1 Micro-programs, 100 is default value, Increase the value for better VU1 performance, With no downsides to FMVs, There are no limitations to the values, you can set the value more than 1000 though it's not recommended</pre>|| --vu1-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
| --vu1-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. however, it has never been found to cause any issues as of yet.|| vu1-di-bits=0
|-
|-
| --vu0-const-prop || 0, 1 || Constant propagation, can Be used as speedhack for VU0 hungry games when set to 1 [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L312 More info] || --vu0-const-prop=1
| --vu1-const-prop || 0, 1|| The constant propagation speedhack is enabled by default. 1 will enable the speedhack and thus improve performance, and 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 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
|-  
|-  
| --vu0-opt-vf00 || 0, 1, 2 || Optimization for the vf00 register. || --vu0-opt-vf00=1
| --vu1-opt-vf00 || 0, 1, 2 || Optimization for the vf00 register. Setting it to 1 is safe but setting it to 2 is highly unstable. || --vu1-opt-vf00=2
|-  
|-  
| --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
| --vu1-jr-cache-policy || newprog, sameprog, auto, new, same || PCSX2 uses newprog as default setting.[https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L319 Info] || --vu1-jr-cache-policy=sameprog
|-
| --vu1-jalr-cache-policy || newprog, sameprog, auto, new, same || PCSX2 uses newprog as default setting.[https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L319 Info] || --vu1-jalr-cache-policy=sameprog
|-  
|-  
| --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
| --vu1-injection || 0, 1 || <pre> Sony uses this command in games with heavy VU1 usage, though it is still unknown how exactly it helps with performance, Games like bully, the warriors, psychonauts, seem to make use of it somehow. it's sometimes accompanied by vu1-mpg-cycles in sony's configs</pre> || --vu1-injection=1
|-
|-
| --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
|-style="background-color:#D7EF54"
|-style="background-color:#D7EF54"
|  || Game fixes || ||
|  || Game fixes / Graphical fixes || ||
|-
| --vu1 || jit-sync,  jit, trans, jit-async ||  <pre>Selector between IR/JIT and it modes, jit-sync works similarly to disabling MTVU, but for some reason can sometimes cause massive graphical issues in some games. as for the options jit, trans, jit-async, it's still unknown if they have any effect</pre> || --vu1=jit-sync
|-
| --vu1-no-clamping || <pre> 1 = Enables clamping
0 = Disables clamping</pre> || <pre>Can be used to fix graphical glitches, Some emulators like roguev1 or KOF2000 prefer clamping to be turned off.</pre> || --vu1-no-clamping=0
|-
| --vu1-clamp-range || vu1 memory offset start,end (0x0 - 0x3FF) || Values must be 2 bytes or lower and should not exceed 0x0800 ||
|-
|-
| --vu0-clamp-range || start, end offset (0x0 - 0x1FF) || per range clamping for VU0 || --vu0-clamp-range=0x100,0x120
| --vu1-accurate-addsub-range || vu1 memory offset start,end (0x0 - 0x3FF) || Accurate VU1 Add/Subtract Instructions in specified Address Range, Values must be 2 bytes or lower and should not exceed 0x0800 || --vu1-accurate-addsub-range=0x0000,0x0600
|-  
|-  
| --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
| --vu1-mul0fix-range || vu1 memory offset start,end (0x0 - 0x3FF) || Enables VU1 to accurately multiply by 0 in specified range || --vu1-mul0fix-range=0x123,0x123
|-  
|-  
| --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.||
| --vu1-native-patch || 0, 1 || <pre>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.</pre>|| --vu1-native-patch=1
|-
| --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 ||
|-
|-
|-style="background-color:#FEA15C"
|-style="background-color:#FEA15C"
|  || Other || ||
|  || Other || ||
|-
|-
| --vu0-injection || 0, 1 || Unknown usage. || --vu0-injection=1
| --vu1-inst-q || 0, 1 || instant Q, no stalling on WAITQ, or instances of Q, Can fix or cause Graphical glitches. || --vu1-inst-q=1  
|-
| --vu0-inst-q || 0, 1 || instant Q, no stalling on WAITQ, or instances of Q || --vu0-inst-q=1
|-  
|-  
| --vu0-inst-p || 0, 1 || instant P, no stalling on WAITP, or instances of P|| --vu0-inst-p=1
| --vu1-inst-p ||0, 1 || instant P, no stalling on WAITP, or instances of P || --vu1-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
| --vu1-use-rcp || 0, 1 || <pre>Use sse rcp, Disabled by default</pre> ||
|-
| --vu1-use-rsqrt || 0, 1 || <pre>Use sse rsqrt, Enabeled by default</pre> ||
|-  
|-  
| --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
| --vu1-clamp-operands || 0, 1 ||<pre>A clamping setting that is supposed to increase the vu1's clamping functionality when vu1 clamping is enabled, but no difference is noticed for currently unknown reasons, Sony never used it in any official config, therefore no one is really sure of it's correct usage </pre> || --vu1-clamp-operands=1
|-  
|-  
| --vu0-clamp-operands  || 0, 1 || Clamp operands before mathematical operation. || --vu0-clamp-operands=1
| --vu1-clamp-results || 0, 1 || <pre>A clamping setting that is supposed to increase the vu1's clamping functionality when vu1 clamping is enabled, but no difference is noticed for currently unknown reasons, Sony never used it in any official config, therefore no one is really sure of it's correct usage </pre>|| --vu1-clamp-results=1
|-  
|-
| --vu0-clamp-results  || 0, 1 || Clamp result after mathematical operation. || --vu0-clamp-results=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
|-  
|-  
|}
|}


====DMA Channels====
====( VU0 )====
=====VIF=====
<pre>VU0 is the EE’s alternate processing unit , it is also called "micro-mode"</pre>
<pre>The VIF decompresses vector data, uploads microprograms to the VUs, and sends graphical data to the GIF. Its commands
are often used to fix freezing.</pre>
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Values !! Notes !! Usage
! Command !! Values !! Notes !! Usage  
|-style="background-color:#D7EF54"
|-style="background-color:#7698FF"
|  || VIF || Game fixes ||
|  || Speedhacks || ||
|-
|-
| --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
| --vu0-mpg-cycles || <pre> 0.1 =
Slowest
100 =
Default
1000 =
Fast</pre> || <pre>Set cycle speed for VU0 Micro-programs, 100 is default value, increase the value for better VU0 performance though it won't improve performance as much as vu1, There are no limitations to the values, you can set the value more than 1000 though it's not recommended</pre> || --vu0-mpg-cycles=1000
|-
|-
| --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
| --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
|-
|-
| --detect-idle-vif || 0, 1 || Enabled by default. Unknown function || --detect-idle-vif=0
| --vu0-const-prop || 0, 1 || Constant propagation, can Be used as speedhack for VU0 hungry games when set to 1 [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L312 More info] || --vu0-const-prop=0
|-style="background-color:#ff8080"
|-  
| || VIF1 || Game fixes ||
| --vu0-opt-vf00  || 0, 1, 2 || Optimization for the vf00 register. Setting it to 1 is safe but setting it to 2 is highly unstable.  || --vu0-opt-vf00=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 use newprog as default setting [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L319 Info] || --vu0-jr-cache-policy=sameprog
|-
|-
| --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
| --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"
|  || Game fixes || ||
|-
|-
| --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
| --vu0-clamp-range || start, end offset (0x0 - 0xA000) || per range clamping for VU0 || --vu0-clamp-range=0x100,0x120
|}
|-
 
| --vu0-no-clamping || <pre> 1 = Enables clamping
=====SIF=====
0 = Disables clamping</pre> || <pre>Can be used to fix graphical glitches, Some emulators like roguev1 or KOF2000 prefer clamping to be turned off.</pre> || --vu0-no-clamping=0
<pre>The SIF is how the EE and IOP communicate with each other. SIF has some mailbox hardware registers that the CPUs can use to pass values to each other, which happens during SIF initialization. However, once both sides have booted, they use the SIF0 (IOP->EE) and SIF1 (EE->IOP) DMA channels to communicate. Despite common belief, these commands have no effect on performance, and are rarely ever useful.</pre>
|-  
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
| --vu0-accurate-addsub-range || offset (0x0 - 0xA000) || Accurate VU0 Add/Subtract Instructions in specified Address range ||  
! Command !! Values !! Notes !! Usage
|-style="background-color:#99bbff"
| || || SIF1 (IOP) ||
|-
|-
| --iop-sif1-cycle-scalar || Accelerate SIF cycles: (0.99 => 0.1)<br>Decelerate SIF cycles: (1.1 => ∞ )|| Controls the speed at which the IOP receives from the EE || --iop-sif1-cycle-scalar=0.1
| --vu0-mul0fix-range || vu0 memory offset start,end (0x0 - 0xA000) || Fix for games that multiply by zero ||
|-
|-
| --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
|-style="background-color:#FEA15C"
|-style="background-color:#99ddff"
|  || Other || ||
|  || || 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
| --vu0-injection || 0, 1 || Uknown usage. || --vu0-injection=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
|-
|-
| --vu0-inst-q  || 0, 1  || instant Q, no stalling on WAITQ, or instances of Q  || --vu0-inst-q=1
|-
| --vu0-inst-p || 0, 1 || instant P, not stalling on WAITP, or instances of P|| --vu0-inst-p=1
|-
| --vu0-use-rcp  || 0, 1 || use sse rcp || --vu0-use-rcp=1
|-
| --vu0-use-rsqrt || 0, 1 || use sse rsqrt || --vu0-use-rsqrt=1
|-
| --vu0-clamp-operands  || 0, 1 || <pre>A clamping setting that is supposed to increase the vu0's clamping functionality when vu0 clamping is enabled, but no difference is noticed for currently unknown reasons, Sony never used it in any official config, therefore no one is really sure of it's correct usage </pre> || --vu0-clamp-operands=1
|-
| --vu0-clamp-results  || 0, 1 || <pre>A clamping setting that is supposed to increase the vu0's clamping functionality when vu0 clamping is enabled, but no difference is noticed for currently unknown reasons, Sony never used it in any official config, therefore no one is really sure of it's correct usage </pre> || --vu0-clamp-results=1
|-
|}
|}


====[https://www.psdevwiki.com/ps2/Graphics_Synthesizer GS]====
====( COP2 )====
<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>COP2, Also known as VU0 Macro-mode. these commands "may" only be useful for games that use M-bit</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 559: Line 643:
|  || Speedhacks || ||
|  || Speedhacks || ||
|-
|-
| --gs-optimize-30fps || 0, 1 || Speedhack for GS hungry games. || --gs-optimize-30fps=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
|-  
|-  
| --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
| --cop2-opt-vf00 || 0, 1, 2 || Optimization for the vf00 register. Setting it to 1 is safe but setting it to 2 is highly unstable. || --cop2-opt-vf00=1
|-
| --cop2-const-prop || 0, 1 || 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 speedhack as it skip costly calculations. || --cop2-di-bits=0
|-style="background-color:#D7EF54"
|  || Game fixes || ||
|-
|-
| --gs-h2l-list-opt || 0, 1 ||  Setting it to 1 improves GS performance||--gs-h2l-list-opt=1
| --cop2-no-clamping || <pre> 1 = Full clamping
0 = No clamping</pre> || <pre>Can be used to fix graphical glitches, Some emulators like roguev1 or KOF2000 prefer clamping to be turned off.</pre> || --cop2-no-clamping=0
|-
|-
|-style="background-color:#cbddfb"
| --cop2-accurate-range || start,end offset (0x0 - 0x1FFFFFF) || Accurate COP2 Assembly instructions in the cop2 Address range, Can be used to fix SPS || --cop2-accurate-range=0x123456,0x134567
| || GS features || ||
|-  
|-
| --cop2-no-clamp-range || start,end offset (0x0 - 0x1FFFFFF) || Full clamping for COP2 in selected range || --cop2-no-clamp-range=0x123456,0x134567
| --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
|-
| --cop2-accurate-mul-range || start,end offset (0x0 - 0x1FFFFFF) || Accurate Multiplication instructions in the cop2 Address range || --cop2-accurate-mul-range=0x123456,0x134567
|-  
|-  
| --gs-use-deferred-l2h || 0, 1 || Delay option for L2H (local to host, GS to EE). || --gs-use-deferred-l2h=1
| --cop2-accurate-mul || <pre>1 = Enabled
|-
0 = Disabled</pre> || Accurate Multiplication instructions for all offsets || --cop2-accurate-mul=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
| --cop2-accurate-addsub || <pre>1 = Enabled
0 = Disabled </pre>|| Accurate Add/Subtract instructions for all offsets  || --cop2-accurate-addsub=1
|-
|-
| --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
| --cop2-accurate-addsub-range || start,end offset (0x0 - 0x1FFFFFF) || Accurate Add/Subtract instructions in the cop2 Address range || --cop2-accurate-addsub-range=0x123456,0x134567
|-
|-
|-style="background-color:#D7EF54"
|-style="background-color:#FEA15C"
|  || Gs settings / Behaviour || ||
|  || Other || ||
|-
|-
| --gs-uprender || none,2x2 || Internal resolution upscaler. || --gs-uprender=2x2
| --cop2-regalloc || 0, 1 ? || PCSX2 seems to have this enabled by default. ||
|-  
|-  
| --gs-upscale || none, gpu, edgesmooth, smooth, motion, motionvec, motionvector, point || Upscaling type Selector || --gs-upscale=EdgeSmooth
| --cop2-inst-q || 0, 1 || instant Q, no stalling on VWAITQ, or instances of Q. ||
|-  
|-  
| --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"
| --cop2-inst-p || 0, 1 || instant P, no stalling on VWAITP, or instances of P. ||
|-  
|-  
| --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
| --cop2-use-rcp || 0, 1 || use sse rcp ||
|-  
|-  
| --gs-dirty-page-policy || 0, 1 || Unknown. Used by Star Wars: Jedi Starfighter || --gs-dirty-page-policy=1
| --cop2-use-rsqrt || 0, 1 || use sse rsqrt || --cop2-use-rsqrt=0
|-  
|-  
| --gs-ignore-dirty-page-border || 0, 1 || Unknown. Used by Samurai Shodown Anthology ||--gs-ignore-dirty-page-border=1
| --cop2-clamp-operands || 0, 1 || <pre>A clamping setting that is supposed to increase the cop2's clamping functionality when cop2 clamping is enabled, but no difference is noticed for currently unknown reasons, Sony never used it in any official config, therefore no one is really sure of it's correct usage </pre>|| --cop2-clamp-operands=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
| --cop2-clamp-results || 0, 1 || <pre>A clamping setting that is supposed to increase the cop2's clamping functionality when cop2 clamping is enabled, but no difference is noticed for currently unknown reasons, Sony never used it in any official config, therefore no one is really sure of it's correct usage </pre>  || --cop2-clamp-results=1
|-
| --gs-opt-frbuff-switch || 0, 1 ||  Unknown. Used by Everybody's Tennis/Hot Shots Tennis || --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"
|-  
|-  
| --force-frame-blend || 0, 1 || Enables blend (Deinterlacing?). Should be used to fix games with shaking screens. || --force-frame-blend=1
|}
 
====( CDVD )====
<pre>Commands for changing the nature of CDVD emulation.</pre>
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Values !! Notes !! Usage
|-style="background-color:#D7EF54"
|| Game fixes || ||
|-
|-
| --force-pal-60hz || 0, 1 || Enables 60hz PAL mode. || --force-pal-60hz=1
| --cdvd-sector-read-cycles || ( 0.1, ∞ ) || <pre>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.</pre>|| --cdvd-sector-read-cycles=40000
|-
|-
| --gs-progressive || 0, 1 || Enables progressive scan. Can fix graphical glitches/double screen issues. ||
| --cdvd-sector-seek-cycles || ( 0.1, ∞ ) || <pre>Set the speed at which the emulated CDVD spins, higher values are slower,
|-  
lower values are faster, fixes boot-up sometimes.</pre> More info here [https://github.com/PCSX2/pcsx2/pull/3877]. || --cdvd-sector-seek-cycles=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
|-style="background-color:#FEA15C"
| || Misc || ||
|-
|-
| --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
| --max-disc-num || 1-|| Numbers of discs in package (maximum=5) || --max-disc-num=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-fieldswap-delay || 0, 254 || Wait longer than usual to change field. In essence, it blurs/sharpens image. ||
|-  
| --gs-uv-shift-pointsampling || 0, 1 || Can be used on games like manhunt that have issues with [https://github.com/PCSX2/pcsx2/issues/257#issuecomment-1140338680 UV light rendering] || --gs-uv-shift-pointsampling=1
|-
|-
| --gs-render-tile-threshold || 0, 3000000 || Unknown. Used by Psychonauts|| --gs-render-tile-threshold=300000
| --boot-disc-id || 1-5  || Sets boot disc for multi-disc pkg || --boot-disc-id=0
|-
|-
| --threaded-gs || 0, 1 || Multi-threaded-gs ? || --threaded-gs=1
| --switch-disc-reset || <pre> 1 = Enables resetting the game upon disc swap
0 = Disables resetting the game upon disc swap</pre>|| <pre> 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</pre> || --switch-disc-reset=1
|-
|-
| --gs-aspect-ratio || aspect/float (default=0.81) || || --gs-aspect-ratio=0.65
| --cdvd-determinism || 0, 1|| (?) || --cdvd-determinism=1
|-
|-
| --gs-frontend-opt-mode || 0, 1, 2 || GS optimization mode? Unknown effect. Used on JakX || --gs-frontend-opt-mode=1
| --verbose-cdvd-reads || 0, 1 || Seems to slightly improve reading speed when enabled (?) || --verbose-cdvd-reads=1
|-
| --gs-motion-factor || 25, 50 ||  Unknown. Used by Wild ARMS 3|| --gs-motion-factor=25
|-
|-
| --gs-scanout-delay || 0, 200 || || --gs-scanout-delay=200
|}
 
====( IOP )====
<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;"
! Command !! Values !! Notes !! Usage
|-style="background-color:#D7EF54"
|| Game fixes || ||
|-
|-
| --gs-check-trans-rejection || 0, 1  || Check transfer rejection? Unknown. Used by Grand Theft Auto: Vice City || --gs-check-trans-rejection=1
| --iop-cycle-scalar || <pre> [Overclocking]
|-
(0.99 => 0.1)
| --gs-check-trans-rejection68 || 0, 1 || Unknown. Used by Star Wars: Jedi Starfighter || --gs-check-trans-rejection68=1
[Cycle skipping]
(1.1 => 5.0)</pre> || '''Not a Speedhack''', when you lower it below 1.0 the iop is overclocked, when you increase it above 1.0 the iop cycles are skipped. the only thing you will notice from this is faster/slower loading speed|| --iop-cycle-scalar=1.0
|-
|-
| --l2h-2d-params || TRXREG,BITBLTBUF,height || || --l2h-2d-params=0x0000000800000001,0x000000003a0a2300,512,2
| --iop-const-folding || None,Gpr,All || IOP constant folding [https://en.wikipedia.org/wiki/Constant_folding More info] || --iop-const-folding=All
|-
|-
| --gs-h2l-accurate-hash || 0, 1 || ||--gs-h2l-accurate-hash=1
| --iop-tight-slice-count || 12? || || --iop-tight-slice-count=12
|-
|-
|-style="background-color:#9042f5"
| --iop-hook || AdvanceClock, FastForwardClock || <pre>IOP native hook, Sony uses it on their official release of Red dead revolver</pre> || --iop-hook=0x0086ac,FastForwardClock
| || Aspect ratio || ||
|-
|-
| --gs-scanout-offsetx || relative offset/ignored || A zoom in setting in the x direction || --gs-scanout-offsetx=27
| --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
|-
| --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"
|  || Other || ||
|  || Other || ||
|-
|-
| --framelimit-mode || slowest,slower,slow,normal,fast,fastest,turbo ||Standalone Framelimiter|| --framelimit-mode=fast
| --iop-validate-kernel || 0, 1 || ||  
|-
|-
| --framelimiter || 0, 1 || Enable or disable Frame limiting || --framelimiter=1
| --iop-shorthash-len || inst_count/integer || Length of shorthash in instruction/opcode count. Require --iop-block-validation=ShortHash ||
|-
|-
| --framelimit-fps ||  FPS/float || framelimiter || --framelimit-fps=0.8
| --iop-pc-coherency || 0, 1|| Most likely updates the (Program counter) more frequently for the iop (?)  ||  
|-
| --gs-hdr-support || 0, 1? || ? ||
|}
 
====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>
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Values !! Notes !! Usage
|-style="background-color:#D7EF54"
|  || Game fixes || ||
|-
| --iop-cycle-scalar ||<br>Accelerate IOP cycles: (0.999 => 0.100)<br>Decelerate IOP cycles: (1.001 => 5.000)|| '''Not a performance speedhack'''. It impacts the speed of loading times and input latency. The default value for most emulators is 0.5|| --iop-cycle-scalar=1.0
|-
| --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-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-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"
|  || Other || ||
|-
| --iop-validate-kernel || 0, 1 || ||
|-
| --iop-shorthash-len || inst_count/integer || Length of shorthash in instruction/opcode count. Require --iop-block-validation=ShortHash ||
|-
| --iop-pc-coherency || 0, 1||   ||  
|-
|-
| --iop-inst-marking || 0, 1? || ||  
| --iop-inst-marking || 0, 1? || ||  
|-
| --detect-idle-iop || 0, 1 || Enabled by default. || --detect-idle-iop=0
|-
|-
| --iop-jit-disasm || || ||  
| --iop-jit-disasm || || ||  
|-
|-
| --iop-evt-check-full || 0, 1 ?|| ||  
| --iop-evt-check-full || || ||  
|-
|-
|}
|}


====CDVD====
====( SIF )====
 
<pre>The SIF is how the EE and IOP communicate with each other. SIF has some mailbox hardware registers that the CPUs can use to pass values to each other, which happens during SIF initialization. However, once both sides have booted, they use the SIF0 (IOP->EE) and SIF1 (EE->IOP) DMA channels to communicate. Despite common belief, these commands have no effect on performance.
<pre>The emulated CDVD settings. These commands help games with timing issues.</pre>
but they could help with fixing many games that are still unplayable due to Syncing 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"
|-style="background-color:#99bbff"
|  || General commands || ||
|  || || SIF1 (IOP) ||
|-
|-
| --max-disc-num || 1-5  || numbers of discs in package (maximum=5) || --max-disc-num=1
| --iop-sif1-cycle-scalar || <pre> [Overclocking]
(0.99 => 0.1)
[Cycle skipping]
(1.1 => ∞ )</pre>|| It controls how much data the IOP recieves from the EE || --iop-sif1-cycle-scalar=0.1
|-
|-
| --boot-disc-id || 1-5  || sets boot disc for multi-disc pkg || --boot-disc-id=0
| --ee-sif1-cycle-scalar || <pre> [Overclocking]
(0.99 => 0.1)
[Cycle skipping]
(1.1 => ∞ )</pre> || It controls how much data the EE sends to the IOP || --ee-sif1-cycle-scalar=0.1
|-style="background-color:#99ddff"
|  ||  || SIF0 (EE) ||
|-
|-
| --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
| --iop-sif0-cycle-scalar || <pre> [Overclocking]
|-style="background-color:#46a4e8"
(0.99 => 0.1)
|  || Timing || ||
[Cycle skipping]
(1.1 => ∞ )</pre>|| It controls how much data the IOP sends to the EE || --iop-sif0-cycle-scalar=0.1
|-
|-
| --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=0.1
| --ee-sif0-cycle-scalar || <pre> [Overclocking]
|-
(0.99 => 0.1)
| --cdvd-sector-seek-cycles || 0.1 = Fastest, 80000 = Slowest || Set the speed at which the emulated CDVD spins. Higher values are slower,
[Cycle skipping]
lower values are faster. Fixes boot-up sometimes. More info here [https://github.com/PCSX2/pcsx2/pull/3877].
(1.1 => ∞ )</pre>|| It controls how much data the EE recieves from the IOP || --ee-sif0-cycle-scalar=0.1
|-
| --verbose-cdvd-reads || 0, 1 || Significantly helps games with CDVD timing issues when set to 1. || --verbose-cdvd-reads=0
|-
|-
|}
|}


====Misc====
==== PCSX2's Gameindex.yaml Settings ====
<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 in case these settings get deleted from PCSX2]


<pre>This list will help you use PCSX2's gameindex settings on the ps4.
These commands are fully tested. there's no need to edit them</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
! PCSX2 !! PS4 !! Notes
|-
| XGKickHack ||--vu-xgkick-delay=0 || <pre> Limit is between
(0 => 31) </pre>
|-
|-
| --idec-cycles-per-qwc || int/multiplier || Multiply how many cycles IDEC command take per whole currently worked on QWC. || --idec-cycles-per-qwc=768
| VuAddSubHack ||--vu-hack-triace=1 || <pre>Required for every single game developed by TriAce</pre>
|-
|-
| --mfifo-manual-drain || 0.1/5.0 || A command for changing the functionality of --ee-hook=0x0,Mfifodrain ||--mfifo-manual-drain=0.30
| vuClampMode: 2 ||<pre>--vu1-no-clamping=0  
--vu0-no-clamping=0
--cop2-no-clamping=0 </pre>||
|-
|-
| --mfifo-chunk-drain-cycles || 1/400000 || A command for changing the functionality of --ee-hook=0x0,Mfifodrain ||--mfifo-chunk-drain-cycles=210000
| vuClampMode: 3  || <pre>--vu1-no-clamping=1
--vu0-no-clamping=1  
--cop2-no-clamping=1
--vu-to-double=1</pre> ||
|-
|-
| --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
|vu0ClampMode: 2 || <pre>--vu0-no-clamping=0
--cop2-no-clamping=0</pre> ||
|-
|-
| --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: 3 || <pre>--vu0-no-clamping=1
--cop2-no-clamping=1
--vu-to-double=1</pre>||
|-
|-
| --detect-idle-intc ||0, 1|| Enabled by default, 0 disables it || --detect-idle-intc=0
|vu1ClampMode: 2 || --vu1-no-clamping=0 ||
|-
|-
| --detect-idle-chcr|| 0, 1||  Enabled by default, 0 disables it  || --detect-idle-chcr=0
|vu1ClampMode: 3 || <pre>--vu1-no-clamping=1  
--vu-to-double=1</pre>||
|-
|-
| --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"
| eeClampMode: 2 || --fpu-no-clamping=0 ||
|-
|-
| --cop2 || jit, trans || ? ||  
| eeClampMode: 3  || <pre>--fpu-no-clamping=1
--fpu-to-double=1</pre>||
|-
|-
| --vu0 || jit, trans || ? ||  
| FpuNegDivHack & FpuMulHack || --fpu-accurate-muldiv-range=0x0,0x0 || Note: requires ee start and end offsets
|-
|-
| --r30 || jit, trans || ? ||  
| cpuCLUTRender: 1 || --gs-uv-shift-pointsampling=1 ||
|-
|-
|}
| MTVUSpeedHack: 0 || --vu1=jit-sync ||
 
==== 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
| IbitHack || <pre>--vu1-di-bits=0
--vu1-const-prop=1</pre> || <pre>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 are not the equivalent of this hack. </pre>
|-
|-
| {{cellcolors|#0b9fb3|#000000}}VuAddSubHack ||{{cellcolors|#b52fde|#000000}}--vu-hack-triace=1 || Required for every single game developed by TriAce
| <pre>preloadFrameData: 1
alignSprite: 1
roundSprite:
halfPixelOffset:
wildArmsHack: 1
mergeSprite: 1</pre> || --gs-kernel-cl-up="up2x2simple" || <pre>Note: Works very similar to them,
But it's not exactly the same, there could be
other commands that work better for each of them.</pre>
|-
|-
| {{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  ||
| cpuSpriteRenderBW: 4 || --gs-opt-frbuff-switch=1 || Note: Works very similar to it, But it's not exactly the same
|-
|-
| {{cellcolors|#0b9fb3|#000000}}vuClampMode: || {{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 ||
| mipmap: 1 || <pre>--gs-use-mipmap=1</pre> ||
|-
|-
| {{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 ||
| autoFlush: 1 || --gs-flush-ad-xyz=safe || <pre>Possible values include
always, safe, off, 0</pre>
|-
|-
| {{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 ||
| VIF1StallHack || --vif1-instant-xfer=0 || <pre> if that doesn't work you can always use
the lua command eeObj.SchedulerDelayEvent("vif1.dma", 0x9000)</pre>
|-
|-
| {{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
| VIFFIFOHack || --vif1-ignore-cmd-ints=1 ||
|-
| {{cellcolors|#0b9fb3|#000000}}FpuNegDivHack<br>FpuMulHack || {{cellcolors|#b52fde|#000000}}--fpu-accurate-muldiv=1 ||
|-
| {{cellcolors|#0b9fb3|#000000}}cpuCLUTRender: 1 || {{cellcolors|#b52fde|#000000}}--gs-uv-shift-pointsampling=1 ||
|-
| {{cellcolors|#0b9fb3|#000000}}MTVUSpeedHack: 0 || {{cellcolors|#b52fde|#000000}}--vu1=jit-sync || Some games will also require --vu1-mpg-cycles= to be between "6000 - 19000"
|-
| {{cellcolors|#0b9fb3|#000000}}mergeSprite<br>alignSprite || {{cellcolors|#b52fde|#000000}}--gs-kernel-cl-up="up2x2simple" || Note: works similarly but not the equivalent
|-
| {{cellcolors|#0b9fb3|#000000}}cpuSpriteRenderBW: 4 || {{cellcolors|#b52fde|#000000}}--gs-opt-frbuff-switch=1 || Note: works similarly but not the equivalent
|-
| {{cellcolors|#0b9fb3|#000000}}mipmap || {{cellcolors|#b52fde|#000000}}--gs-use-mipmap=1<br>--gs-kernel-cl="mipmap"  || Note: Works best on War of the Monsters emu
|-
| {{cellcolors|#0b9fb3|#000000}}autoFlush || {{cellcolors|#b52fde|#000000}}--gs-flush-ad-xyz=safe || Possible values include always, safe, off, 0
|-
| {{cellcolors|#0b9fb3|#000000}}VIF1StallHack || {{cellcolors|#b52fde|#000000}}--vif1-instant-xfer=0 ||  If that doesn't work, the lua command eeObj.SchedulerDelayEvent("vif1.dma", 0x9000) might assist.
|-
| {{cellcolors|#0b9fb3|#000000}}wildArmsHack || {{cellcolors|#b52fde|#000000}}--gs-kernel-cl-up="DarkCloud2" ||
|-
| {{cellcolors|#0b9fb3|#000000}}deinterlace || {{cellcolors|#b52fde|#000000}}--force-frame-blend=1 ||
|}
|}


=== Emulators ===
=== Emulators ===
 
<pre>Every emulator is programmed in a different way, Sometimes Choosing the right emulator is the only possible way to fix a game, this list includes The typical usage of some of The 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 !! Usage !! API Version !! Similar emulators (Usage)
|-style="background-color:#D7EF54"
|  || 2018 || ||
|-
|-
| The King of Fighters '98: Ultimate Match || The only known emulator where '''Mojin-ribbon''' is playable. Commonly known as "KOF98"|| 2.0 ||
| <pre>Jak</pre> || Good compatibility with most ps2 games, and it has a very high api version which means more LUA commands are supported.|| 2.2? || '''JakX,''' '''Jak 2,''' '''Jak 3,''' '''Parappa.'''
|-
|-
|-style="background-color:#D7EF54"
| <pre>RECVX</pre> || Fixes Games like '''Jackie chan Adventures, Pac-man World 3, Yu-Gi-Oh: Capsule monsters''' Most likely due to the way it emulates Vector unit 1|| || '''Fatal Fury,''' '''Redfaction,''' '''AOFA.'''
|  || 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,'''
|-
| Art of Fighting Anthology || Similar to RECVX. It was successful in fixing "'''Coraline'''." Sometimes called "AOFA" || 2.0 ||
|-
| Resident Evil - Code: Veronica || Fixes games like '''Jackie chan Adventures, SpongeBob SquarePants: Creature From the Krust Krab, Pac-man World 3, Yu-Gi-Oh: Capsule monsters, SpongeBob's Atlantis SquarePantis''' freezing at a black/splash screen. Additionally, it fixes many games requiring '''OPL's mode 2'''. Often referred to as "RECVX" || 1.7 || '''Fatal Fury,''' '''Redfaction,''' '''AOFA.'''
|-
| Fatal Fury Battle Archives: Volume 2 || Similarly to RECVX, it is often used to fix frozen games. ||  ||
|-style="background-color:#D7EF54"
|  || 2016 || ||
|-
| Red Faction || It is prominently used to fix VU1 sensitive games. It was used to fix '''Tony Hawk games''' suddenly crashing, as well as MTVU sensitive games such as '''Star Wars Battlefront II'''.|| 1.6 || '''Max payne'''
|-
| Forbidden Siren || The only emulator to fix '''Ice age 2''' being stuck at splash screen. It also fixed '''Gran turismo 4''' running abysmally slow. || 0.1 ||
|-
| King of Fighters 2000 || Seemingly one of the most VU-accurate emus, fixing sps in games such as '''Crash Twinsanity''', '''Rayman 3''', '''Crazy Frog Racer'''. It also '''prevents Koei tecmo games from suddenly freezing when battle starts. Moreover, it is likely the only emulator where '''Batman Begins''' does not crash.''' Often referred to as "KOF2000"|| 1.2 || '''Roguev1''', '''KOF98''', '''Okage'''
|-
| Destroy All Humans! || Fixed '''Tenchu: Fatal Shadows'''' crashing. || 0.1 ||
|-
|-
| Destroy All Humans! 2 || || 0.7 ||  
| <pre>Forbidden
siren</pre> || The only emulator that fixed '''Ice age 2''' being stuck at splash screen using kozarovv's patch. this emu possibly has EE cache support || ||
|-
|-
| Rise of the Kasai || It fixed most of the '''Harry Potter''' games. Often referred to as "rotk". || 0.2 ||
| <pre>GTA3</pre> || Fixed the pal Version of '''Genji: Dawn of the Samurai''' || ||
|-
|-
|-style="background-color:#D7EF54"
| <pre>KOF2000</pre> || fixes graphical issues in games such as '''Crash Twinsanity''', And '''prevents Koei tecmo games from suddenly freezing when battle starts''', since it emulates COP2/VU1/VU0 timing much more accurately than other emulators || || '''Roguev1''' and '''KOF98'''
| || 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'''
| <pre>Parappa</pre> || The only emulator that was able to Boot '''Spyro: A Hero's Tail''' || ||
|-
|-
| GTA III || Fixed the PAL version of '''Genji: Dawn of the Samurai'''. || 0.6 ||
| <pre>Redfaction</pre> || It is a very good emulator to use for games that are sensitive to MTVU. it was used to fix '''Tony hawk games''' || 1.6 || '''Max payne'''
|-
|-
| PaRappa the Rapper 2 || The only emulator to boot '''Spyro: A Hero's Tail'''. || 0.1 ||
| <pre>AOFA</pre> || Works similarly to RECVX, It managed to fix Coraline || ||
|-
|-
| 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 ||  
|<pre>War of the monsters v1</pre> || Probably the most GS accurate emulator we have on the PS4, Fixed '''Enter the Matrix''' crashing with upscaling on, and fixed '''Devil may cry 2''' characters having missing faces, fixed '''Tekken 5''' having graphical corruptions in some levels, it also happens to be the default emulator for PS2ClassicsGUI ||
|-
|-
|}
|}
Line 840: Line 887:
=== 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 most important part of a lua. without it the lua will crash the game.</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
|-
|-
| apiRequest || apiRequest(0.1) || apiRequest(<api version>)
| apiRequest || apiRequest(<api version>) || example: apiRequest(0.1)  
Different emu versions support different highest api.  
Different emu versions support different highest api.  
Calling api is mandatory. some commands require higher version. Highest known version is 2.3 api from JAK 2,3,X game emulator.
Calling api is mandatory. some commands require higher version. Highest known version is 2.3 api from JAK 2,3,X game emulator.
|-
|-
|}
|}
===== (Emulator) EmuObject =====
=====(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 978:
|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 992:
| GetDiscTitleId || ||
| GetDiscTitleId || ||
|-
|-
|ShowDiscSwitchInfo || emuObj.ShowDiscSwitchInfo() ||
|ShowDiscSwitchInfo ||emuObj.ShowDiscSwitchInfo() ||
|-
|-
|-style="background-color:#FEA15C"
|-style="background-color:#FEA15C"
Line 955: Line 999:
| 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 1,039:
| 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, Strangely, Some Games can Crash if their Specific Language is not selected
<div align="left"><pre>0 - japanese
<div align="left"><pre>0 - japanese
1 - english
1 - english
Line 1,016: Line 1,060:
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 1,097:
|}
|}


===== (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 1,110:
|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 1,178:
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 1,209:
|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 1,227:
|  || 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 1 or 0 based on whether or not the EE is being overclocked.
|-
|-
|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=, setting it to eeObj.Vu1MpgCycles(1000) would skip 50% of frames When the game enters a VU1 Heavy area and will return to normal framerate when VU1 is not being under heavy usage.
|-style="background-color:#FEA15C"
|-style="background-color:#FEA15C"
|  || Other ||  
|  || Other ||  
Line 1,206: Line 1,239:
| 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() || most likely this is --vu1=jit-sync, adding it will Sync the EE with the VU1, Pcsx2 has a similar gamefix called VU Sync which syncs both VU1 and VU0 with the EE.  
|-
|-
|GetPcRingBuffer || ||
|GetPcRingBuffer || ||
Line 1,216: Line 1,249:
|CalcInsnHash || ||
|CalcInsnHash || ||
|-
|-
|getOverlayObject || eeObj.getOverlayObject() || local eeOverlay = eeObj.getOverlayObject()
|getOverlayObject || eeObj.getOverlayObject() || Can be used to get Current EE Offset (???) 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 8  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} )
| WriteMem16 || <pre>iopObj.WriteMem16(<iop memory offset>, <data>)</pre> || Write 2 bytes to offset, example: iopObj.WriteMem16(0x89ac, 0x70f0)
------------------------------------------------------------------------------------------------------
|-
-- Fix shadow
| ReadMem8 || <pre>iopObj.ReadMem8(<iop memory offset>)</pre> || Read 1 byte from offset, example: iopObj.ReadMem8(0x1198)
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=1 } )
|-
------------------------------------------------------------------------------------------------------
| WriteMem8 || <pre>iopObj.WriteMem8(<iop memory offset>, <data>)</pre> || Write 1 byte to offset, example: iopObj.WriteMem8(0x89ac, 0xf0)
-- Reduce flush count
|-
emuObj.SetGsTitleFix( "SetSelfRender", "reserved", { fbmask= 0x00FFFFFF , renderSelf=1 , zmsk=1 , alpha=0 , texMode=1  } )
|ReadMemStr || ||
------------------------------------------------------------------------------------------------------
|-
-- Disable post-processing
|GetGpr || iopObj.GetGPR(<gpr register>) || iopObj.GetGPR(a1)
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)
-- 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
|GetPc || iopObj.GetPc() || can be used also with additional var. like iopObj.GetPc()+8
|-
|-
|reserved || ||
|SetPc || iopObj.SetPC(<PC>) ||iopObj.SetPC(0x6B80)
|-
|-
|ignoreSubBuffCov|| ||ignore ? buffer coverage
|GetCPR0 || iopObj.GetCPR0(<COP0 register>) ||
|-
|-
|ignoreUpRenderTimeout|| emuObj.SetGsTitleFix( "globalSet", "reserved", {ignoreUpRenderTimeout=2} ) ||
|SetCPR0 || iopObj.SetCPR0(<COP0 register>) ||
|-
|-
|ignoreAreaUpdate|| emuObj.SetGsTitleFix( "ignoreAreaUpdate", 0, { alpha=0x80000048 } ) ||
|-style="background-color:#FEA15C"
| || Clock speed ||  
|-
|-
|ignoreSprite|| emuObj.SetGsTitleFix( "ignoreSprite", "reserved", {  texType=1 , tw=5 , th=8, zmsk=1 , alpha=0x80000044  } ) ||
| FastForwardClock || iopObj.FastForwardClock() ||
|-
|-
|ignoreUpShiftTri|| emuObj.SetGsTitleFix( "ignoreUpShiftTri", "reserved", {psm=0} ) ||
| AdvanceClock || iopObj.AdvanceClock() || Increase Iop Clock speed at hooked iop offset
|-
|-
|clipScissors|| emuObj.SetGsTitleFix( "clipScissors", "reserved", {alpha = 0 , frameW = 4 , psm = 0} ) ||
| GetClock || iopObj.GetClock() || Get Iop Clock speed at hooked iop Offset, if no offset is hooked, value of iopObj.GetClock() will be 0
|-style="background-color:#c6ecd9"
|  || Hooks ||
|-
|-
|trianglesAsParticles|| emuObj.SetGsTitleFix( "trianglesAsParticles", "reserved", { hasClut=1,zmsk=1 } ) ||
|AddHook || iopObj.AddHook()||
|-
|-
|SetSelfRender|| emuObj.SetGsTitleFix( "SetSelfRender", "reserved", { fbmask= 0x00FFFFFF , renderSelf=1 , zmsk=1 , alpha=0 , texMode=1  } ) ||
|RemoveHook || iopObj.RemoveHook()||
|-
|-
|forceBiLinear || ||
|}
|-
 
|forcePoint|| emuObj.SetGsTitleFix( "forcePoint", "reserved", {mipIsGt=0, mmin=0} ) ||
=====(GS) GsObject=====
<pre>Commands for the emulated Graphics synthesizer</pre>
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Usage !! Notes
|-style="background-color:#D7EF54"
| || Object calling class ||
|-
|-
|forceSimpleFetch ||   emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", {psm=0} ) ||Used frequently to fix graphical corruptions
| getGsObject || local gsObj = getGsObject() ||
|-style="background-color:#c6ecd9"
| || Graphical fixes / Improvement ||
|-
|-
|forcePointSampling|| emuObj.SetGsTitleFix( "forcePointSampling", "reserved", {alpha = 0x80000048, twIsLess=5, thIsLess=5 } ) ||
|SetL2HMode || gsObj.SetL2HMode()||
|-
|-
|setRejectionArea|| emuObj.SetGsTitleFix( "setRejectionArea", 1000, { } ) ||
|SetUprenderMode ||gsObj.SetUprenderMode(1)|| Set uprender mode.  Overrides CLI, 0=none, 1=2x2
|-
|-
|ignoreUpRender|| emuObj.SetGsTitleFix( "ignoreUpRender", thresholdArea , {  texType = 3, cbp = 0x2390, tbp = 0x288000} ) || Ignore uprender for texture type described in params
|SetUpscaleMode || gsObj.SetUpscaleMode() ||
|-
|-
|includeAreaUpdate|| ||
|GetFramesInQueue || gsObj.GetFramesInQueue() || Returns the value of the frames that are still in queue
|-
|-
|fetchFromCurrBuff|| emuObj.SetGsTitleFix( "fetchFromCurrBuff", "reserved", {psm=0} ) ||
|SetFrameSkipping || gsObj.SetFrameSkipping(true) || false and true are the values.
|-
|-
|skipPacked|| emuObj.SetGsTitleFix( "skipPacked", "reserved", { alpha = 0x80000044, tbp = 0x3a4000 , zmsk=1 }) ||
|SetDeinterlaceShift || gsObj.SetDeinterlaceShift(0) || The values are 1 and 0, Enable or disable interlacing, requires emulators with high api
|-
|changeAlpha|| ||
|-
|-
|}
|}


<br>'''Arguments/variables'''
=====Does not require Object calling or Uknown=====
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Argument !! Usage !! Notes
! Command !! Usage !! Notes
|-style="background-color:#7698FF"
|  || Variable ||
|-
|-
|alpha_mask || ||
| 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
|-
|-
|texType || {texType = 3}|| (1-3, more? )
| vuInsnReplace || <pre>vuInsnReplace(vu 0/1, vu memory offset divided by 8, (original opcode<<32) | original opcode, (replace opcode<<32) | replace opcode) </pre>|| Replace 2 x 4 bytes in VU memory, correct memory range depend on selected VU, left shift by 32 is used for VU lower opcodes. Command will fail if size is above 254. <pre>example:
vuInsnReplace(0, 0x167, (0x000002ff << 32) | 0x520507ff,(0x000002ff << 32) | 0x8000033c)
Replace 64 bits of VU0 at offset 0xB38</pre>
|-
|-
|texMode || || 1 - Point? , 2 - bilinear
| 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:#D7EF54"
|  || Argument ||
|-
|-
|alphaIsNot || || alpha - is not X
| eeNativeFunction || eeNativeFunction(<ee offset>, <original opcode>, <function>) || eeNativeFunction(0x11fa9c, 0x0080402d, 'memcpy')
Different emulators can have different functions included, vide SO3. Require api 1.4 or higher.
But functions from this list should be available in every emu:
<pre>ieee754_acosf ieee754_asinf ieee754_sqrtf
fabs cosf fabsf
sinf acosf asinf
sqrtf fptoui fptodp
litodp dptoli dptofp
memcpy memset strlen</pre>
|-
|-
|twIsLess || || texture width - is less than X
| eeNativeHook || eeNativeHook(<ee ofset>, <original opcode>, <action>) || eeNativeHook require apiRequest(1.4) or higher.
|-
|-
|thIsLess || || texture height - is less than X
| GsCustomShader || ||  
|-
|-
|twIsNot || || texture width - is not X
| Unlock || ||  
|-
|-
|thIsNot || || texture width - is not X
| IsUnlocked || ||  
|-
|-
|psmIsNot || || texture pixel storage format - is not X
| InsnOverlay || InsnOverlay({<opcode, opcode, opcode...>}) || example: <div align="left"><pre>InsnOverlay({
<pre>PSMCT32  = 0   PSMT4HL = 36
0x27bdfff0, -- addiu $sp, -0x10
PSMCT24  = 1   PSMT4HH = 44
0xffbf0000, -- sd $ra, 0(sp)
PSMCT16  = 2  PSMZ32  = 48
0xffb00008, -- sd $s0, 8(sp)
PSMCT16S = 10  PSMZ24  = 49
0x3c05000f, -- lui $a1, 0x000f
PSMT8    = 19  PSMZ16  = 50
0x34a57000, -- ori $a1, 0x7000
PSMT4    = 20 PSMZ16S = 58
0x0c0db8b6, -- jal Script::State::DoString
PSMT8H  = 27  </pre>
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>
|-
|-
|primIsNot || || GS primitive type - is not
| eeDebugBreak || ||  
<pre>Point        = 0
Line          = 1
LineStrip    = 2
Triangle      = 3
TriangleStrip = 4
TriangleFan  = 5
Sprite        = 6</pre>
|-
|-
|mipIsGt || || mip level is grater than X (?)
| CsBindShader || ||  
|-
|-
|-style="background-color:#FEA15C"
| CsSetParamInt32 || ||  
| || Needs wikify ||
|-
|-
|zmsk || || Z (depth) draw mask
| CsSetParamFloat || ||  
<pre>update Z buffer      = 0
don't update Z buffer = 1
 
When 1 depth test result will be ignored</pre>
|-
|-
|tw || || texture width
| CsResetContext || ||  
|-
|-
|th || || texture height
| CsPrintContext || ||  
|-
|-
|ztst || || Z (depht) test method
| PsBindShader || ||  
<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
| PsSetParamInt32 || ||  
<pre>NEAREST                = 0
LINEAR                = 1
NEAREST_MIPMAP_NEAREST = 2
NEAREST_MIPMAP_LINEAR  = 3
LINEAR_MIPMAP_NEAREST  = 4
LINEAR_MIPMAP_LINEAR  = 5</pre>
|-
|-
|prim || || GS primitive type
| PsSetParamFloat || ||  
<pre>Point        = 0
Line          = 1
LineStrip    = 2
Triangle      = 3
TriangleStrip = 4
TriangleFan  = 5
Sprite        = 6</pre>
|-
|-
|fillArea || ||  
| PsResetContext || ||  
|-
|-
|frameW || ||  
| PsPrintContext || ||  
|-
|-
|renderSelf || ||  
|}
<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
|-
|-
|hasClut || ||
! !! getGLSObject class !!
|-
|-
|alphaTest || ||  
| getGLSObject || ||  
|-
|-
|primTest || ||  
|Enable || ||
|-
|-
|workLoadThreshold || ||  
|EnableServerRecording || ||  
|-
|-
|alpha || || <pre> example: alpha=0x80000044
|Pause || ||  
alpha=0</pre>
|-
|-
|tbp || || texture base pointer
! !! getGsObject class !!
|-
|-
|cbp ||  {cbp = 0x2390} || CLUT buffer base pointer
! !! getAudioObject class !!
|-
|-
|psm || {psm=0}  || texture pixel storage format
| getAudioObject || ||  
<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)
| muteStreamingAll || ||  
|-
|-
|fbmask || { fbmask= 0x00FFFFFF}|| Framebuffer mask(?)
| muteStreamingMain || ||  
|-
|-
|totalArea || ||  
| muteStreamingBGM || ||  
|-
|-
|packedRegs || ||
! !! getRemotePlayObject class !!
|-
|-
|packedRegsLo || ||  
| getRemotePlayObject || ||  
|-
|-
|packedRegsHi || ||  
| Enable || ||  
|-
|-
|packedRegsNum || ||
! !! getVideoRecordingObject class !!
|-
|-
|packedFlags || ||  
| getVideoRecordingObject || ||
|-
|-
|packedPrim || ||  
| Enable || ||  
|-
|-
|areaNumFrames || ||
! !! getSharePlayObject class !!
|-
|-
|waveThreshold || ||  
| getSharePlayObject || ||  
|-
|-
|loadThreshold || ||  
| Enable || ||  
|-
|-
|fixSpriteDivTab || ||  
! !! getSpriteObject group  !!
|}
|-
 
|getSpriteObject || ||
===== (IOP) IOPObject =====
|-
 
|Enable || ||
<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
|Disable || ||
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>) ||
|BindFragmentShader || ||
|-
|-
|ReplaceMem32 || iopObj.ReplaceMem32(<address>, <value>)||
|SetShaderParams || || <div align="left">
<pre> Is not clear that params depend on shader, or are somehow hardcoded.
Example usage:
 
local sprite0 = getSpriteObject(0)
local scanlineParams = {
240.0, -- float scanlineCount
  0.7, -- float scanlineHeight;
1.5,        -- float scanlineBrightScale;
0.5,        -- float scanlineAlpha;
0.5        -- float vignetteStrength;
}
 
sprite0.SetShaderParams(scanlineParams)</pre></div>
|-
|-
|ReplaceMem16 || iopObj.ReplaceMem16(<address>, <value>)||
|BindTexture || ||
|-
|-
|ReplaceMem8 ||iopObj.ReplaceMem8(<address>, <value>) ||
|SetPosXY || ||
|-
|-
|ReadMemFloat || iopObj.ReadMemFloat(<address>) || iopObj.ReadMemFloat(0x28c3c)
|SetSizeXY || ||
|-
|-
|WriteMemFloat || iopObj.WriteMemFloat(<address>, <value>) || iopObj.WriteMemFloat(0x65364, 1.3333333)
|SetPosUV || ||
|-
|-
|ReadMem128 || iopObj.ReadMem128(<iop memory offset>)||  
|SetSizeUV || ||
|-
|-
|WriteMem128 || iopObj.WriteMem128(<iop memory offset>, <value>)||
|PrintContext || ||
|-
|ReadMemFloat128 ||iopObj.ReadMemFloat128(<iop memory offset>) ||
|-
|-
|WriteMemFloat128 || iopObj.WriteMemFloat128(<iop memory offset>, <value>)||
|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>
|-
|-
| ReadMem64 || <pre>iopObj.ReadMem64(<iop memory offset>)</pre> || Read 8  Bytes From offset
| getTrophyObject || local trophyObj = getTrophyObject() || Required for all functions using trophyObj
|-
|-
| WriteMem64 || <pre>iopObj.WriteMem64(<iop memory offset>, <data>)</pre> || Write 8  Bytes From offset
| 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.
|-
|-
| ReadMem32 || <pre>iopObj.ReadMem32(<iop memory offset>)</pre> || Read 4 bytes from offset, examples: iopObj.ReadMem32(0x1198)
| getScreenShotObject || ||  
iopObj.ReadMem32(gp - 348)
|-
|-
| WriteMem32 || <pre>iopObj.WriteMem32(<iop memory offset>, <data>)</pre> || Write 4 bytes to offset, example: iopObj.WriteMem32(0x89ac, 0x001b70f0)
|}
|-
 
| ReadMem16 || <pre>iopObj.ReadMem16(<iop memory offset>)</pre> || Read 2 bytes from offset, example: iopObj.ReadMem16(0x1198)
====Registers for hook====
|-
Registers defined in alias files.  
| WriteMem16 || <pre>iopObj.WriteMem16(<iop memory offset>, <data>)</pre> || Write 2 bytes to offset, example: iopObj.WriteMem16(0x89ac, 0x70f0)
 
|-
'''GetGpr/SetGpr
| ReadMem8 || <pre>iopObj.ReadMem8(<iop memory offset>)</pre> || Read 1 byte from offset, example: iopObj.ReadMem8(0x1198)
'''
|-
<pre>gpr.zero gpr.at
| WriteMem8 || <pre>iopObj.WriteMem8(<iop memory offset>, <data>)</pre> || Write 1 byte to offset, example: iopObj.WriteMem8(0x89ac, 0xf0)
gpr.v0  gpr.v1
|-
gpr.a0  gpr.a1 gpr.a2  gpr.a3
|ReadMemStr || ||
gpr.t0  gpr.t1  gpr.t2  gpr.t3
|-
gpr.t4  gpr.t5  gpr.t6  gpr.t7
|GetGpr || iopObj.GetGPR(<gpr register>) || iopObj.GetGPR(a1)
gpr.s0  gpr.s1  gpr.s2  gpr.s3
|-
gpr.s4  gpr.s5  gpr.s6  gpr.s7
|SetGpr || iopObj.SetGPR(<gpr register> ,<value>) || example: iopObj.SetGPR(gpr.v0 ,3)
gpr.t8  gpr.t9
|-
gpr.k0  gpr.k1
|GetPc || iopObj.GetPc() || can be used also with additional var. like iopObj.GetPc()+8
gpr.gp  gpr.sp  gpr.fp  gpr.ra
|-
gpr.lo  gpr.hi gpr.sa
|SetPc || iopObj.SetPC(<PC>) ||iopObj.SetPC(0x6B80)
 
|-
example: eeObj.GetGpr(gpr.a1)
|GetCPR0 || iopObj.GetCPR0(<COP0 register>) ||
|-
|SetCPR0 || iopObj.SetCPR0(<COP0 register>) ||
|-
|-style="background-color:#FEA15C"
| || Clock speed ||
|-
| FastForwardClock || iopObj.FastForwardClock() ||
<pre>
iopObj.AddHook(0x002cc350, 0x78a30000, function()
          iopObj.FastForwardClock()
end)
</pre>
</pre>
|-
 
| AdvanceClock || iopObj.AdvanceClock() || Skip an allocated amount of IOP cycles
<pre>
iopObj.AddHook(0x002cc350, 0x78a30000, function()
          iopObj.AdvanceClock(21000)end)
</pre>
</pre>
|-
'''GetCPR0/SetCPR0
| GetClock || iopObj.GetClock() || Returns the value of cycles the iop is ahead of (?)
'''
|-style="background-color:#c6ecd9"
<pre>cpr.index   cpr.pagemask
|  || Hooks ||
cpr.random   cpr.wired
|-
cpr.entrylo0      cpr.badvaddr
|AddHook || iopObj.AddHook()||
cpr.entrylo1      cpr.count
|-
cpr.context   cpr.entryhi
|RemoveHook || iopObj.RemoveHook()||
|-
|}


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


<pre>Commands for the emulated Graphics Synthesizer</pre>
cpr.compare   cpr.config    cpr.taglo
cpr.status   cpr.badpaddr  cpr.taghi
cpr.cause   cpr.hwbk cpr.errorepc
cpr.epc   cpr.pccr
cpr.prid


{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
example: eeObj.GetCPR0(cpr.status) </pre>
! Command !! Usage !! Notes
|-style="background-color:#D7EF54"
|  || Object calling class ||
|-
| getGsObject || local gsObj = getGsObject() ||
|-style="background-color:#c6ecd9"
|  || Graphical fixes / Improvement ||
|-
|SetL2HMode || gsObj.SetL2HMode(true)|| (true) and (false) are only known options
|-
|SetUprenderMode ||gsObj.SetUprenderMode(1)|| Set uprender mode.  Overrides CLI, 0=none, 1=2x2
|-
|SetUpscaleMode || gsObj.SetUpscaleMode("EdgeSmooth") || Sets upscale mode.  Overrides CLI
|-
|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 =====
====SetGsTitleFix====


{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
<pre>One of the most important commands in lua, allows to change the GS's behavior.
! Command !! Usage !! Notes
Part of EmuObject() class, used frequently in official configs.</pre>
|-
'''Examples'''
| 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>
|-
-- fix vision logo (Wild Arms 3)
| 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:
local thresholdArea = 0 -- ignore alls items : fix #112276
vuInsnReplace(0, 0x167, (0x000002ff << 32) | 0x520507ff,(0x000002ff << 32) | 0x8000033c)
emuObj.SetGsTitleFix( "ignoreUpRender", thresholdArea , { texType = 3, cbp = 0x2390, tbp = 0x288000} )
Replace 64 bits of VU0 at offset 0xB38</pre>
------------------------------------------------------------------------------------------------------
|-
-- Ignore up-render shift for triangles when writing mask = write alpha only . Will fix shadows (bug# 6724).
| 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)
emuObj.SetGsTitleFix( "ignoreUpShiftTri", "reserved" , { fbmask = 0x00FFFFFF  } )
|-
------------------------------------------------------------------------------------------------------
| eeNativeFunction || eeNativeFunction(<ee offset>, <original opcode>, <function>) || eeNativeFunction(0x11fa9c, 0x0080402d, 'memcpy')
--  Performance  fix ( bug# 9474 )
Different emulators can have different functions included, vide SO3. Require api 1.4 or higher.
if 0 then  -- emuObj.IsNeoMode() then  -- neo mode check disabled, due to bug #10442
But functions from this list should be available in every emu:
    emuObj.SetGsTitleFix( "globalSet",  "reserved", { workLoadThreshold = 125000} )
<pre>ieee754_acosf ieee754_asinf ieee754_sqrtf
else
fabs cosf fabsf
    emuObj.SetGsTitleFix( "globalSet""reserved", { workLoadThreshold = 100000} )
sinf acosf asinf
end
sqrtf fptoui fptodp
------------------------------------------------------------------------------------------------------
litodp dptoli dptofp
-- bug# 9972
memcpy memset strlen</pre>
emuObj.SetGsTitleFix( "ignoreSubBuffCov", "reserved", { } )
|-
------------------------------------------------------------------------------------------------------
| eeNativeHook || eeNativeHook(<ee ofset>, <original opcode>, <action>) || eeNativeHook require apiRequest(1.4) or higher.
-- Bully bug 9392
|-
-- Performace fix
| GsCustomShader || ||
local thresholdArea = 600
|-
emuObj.SetGsTitleFix( "ignoreUpRender", thresholdArea , {alpha=0x80000044 , zmsk=1 , tw=4, th=4  } )
| Unlock || ||
------------------------------------------------------------------------------------------------------
|-
-- Bug#9174 -
| IsUnlocked || ||
emuObj.SetGsTitleFix( "ignoreSubBuffCov", "reserved", { } )
|-
------------------------------------------------------------------------------------------------------
| InsnOverlay || InsnOverlay({<opcode, opcode, opcode...>}) || example: <div align="left"><pre>InsnOverlay({
-- Bug#9240 (Light maps uprender)
0x27bdfff0, -- addiu $sp, -0x10
-- Copy z-buffer for future use with light maps. psm = SCE_GS_PSMZ24 (49)
0xffbf0000, -- sd $ra, 0(sp)
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", {tw=9, th=9, psm=49, zmsk=1 } )
0xffb00008, -- sd $s0, 8(sp)
------------------------------------------------------------------------------------------------------
0x3c05000f, -- lui $a1, 0x000f
-- Apply light maps texMode=2 (bilinear)  psm= SCE_GS_PSMCT32 (0)
0x34a57000, -- ori $a1, 0x7000
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", {tw=8, th=8, psm=0, ztst=1, texMode=2 } )
0x0c0db8b6, -- jal Script::State::DoString
------------------------------------------------------------------------------------------------------
0x0080802d, -- move $s0, $a0
-- Performace fix (bug #9785 )
0x24050001, -- li $a1, 1
emuObj.SetGsTitleFix( "globalSet", "reserved", { waveThreshold = 90000} )
0x0c0dba4c, -- jal Script::State::IsNull(int)
emuObj.SetGsTitleFix( "ignoreAreaUpdate", 0, { } )
0x0200202d, -- move $a0, $s0
------------------------------------------------------------------------------------------------------
0xdfb00008, -- ld $s0, 8(sp)
-- Accumulate fill area only when conditions are met
0xdfbf0000, -- ld $ra, 0(sp)
emuObj.SetGsTitleFix( "includeAreaUpdate", "reserved" , {alphaIsNot = 0, zmsk = 1, tw = 6, th = 6 , tbp = 0x00302000} )
0x03e00008, -- jr ra
emuObj.SetGsTitleFix( "ignoreUpRender", 130 , { totalArea= 700} )
0x27bd0010 -- addiu $sp, 0x10
------------------------------------------------------------------------------------------------------
})</pre></div>
-- 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
|-
|-
| eeDebugBreak || ||  
|globalSet || used with workLoadThreshold or  waveThreshold or loadThreshold
|-
|-
| CsBindShader || ||  
|reserved ||
|-
|-
| CsSetParamInt32 || ||  
|forceBiLinear ||
|-
|-
| CsSetParamFloat || ||  
|ignoreSubBuffCov|| ignore ? buffer coverage
|-
|-
| CsResetContext || ||  
|trianglesAsParticles||
|-
|-
| CsPrintContext || ||  
|ignoreAreaUpdate||
|-
|-
| PsBindShader || ||  
|SetSelfRender||
|-
|-
| PsSetParamInt32 || ||  
|ignoreSprite||
|-
|-
| PsSetParamFloat || ||  
|clipScissors||
|-
|-
| PsResetContext || ||  
|forcePoint||
|-
|-
| PsPrintContext || ||  
|forcePointSampling||
|-
|-
|}
|setRejectionArea||
 
<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 !!
|ignoreUpRender|| Ignore uprender for texture type described in params
|-
|-
| getGLSObject || ||  
|includeAreaUpdate||
|-
|-
|Enable || ||
|forceSimpleFetch|| Used Frequently To Fix Graphical Corruptions, emuObj.SetGsTitleFix( "forceSimpleFetch",  "reserved", {psm=0} )
|-
|-
|EnableServerRecording || ||  
|fetchFromCurrBuff|| emuObj.SetGsTitleFix( "fetchFromCurrBuff", "reserved", {psm=0} )
|-
|-
|Pause || ||  
|ignoreUpShiftTri|| emuObj.SetGsTitleFix( "ignoreUpShiftTri", "reserved", {psm=0} )
|-
|-
! !! getAudioObject class !!
|skipPacked||
|-
|-
| getAudioObject || ||  
|changeAlpha||
|-
|-
| muteStreamingAll || ||  
|ignoreUpRenderTimeout||
|-
|-
| muteStreamingMain || ||  
|}
 
'''Arguments/variables
'''
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Argument !! Notes
|-
|-
| muteStreamingBGM || ||  
|alpha_mask ||  
|-
|-
! !! getRemotePlayObject class !!
|alphaIsNot || alpha - is not X
|-
|-
| getRemotePlayObject || ||  
|texMode || 1 - Point? , 2 - bilinear
|-
|-
| Enable || ||  
|twIsLess || texture width - is less than X
|-
|-
! !! getVideoRecordingObject class !!
|thIsLess || texture height - is less than X
|-
|-
| getVideoRecordingObject || ||
|twIsNot || texture width - is not X
|-
|-
| Enable || ||  
|thIsNot || texture width - is not X
|-
|-
! !! getSharePlayObject class !!
|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>
|-
|-
| getSharePlayObject || ||  
|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>
|-
|-
| Enable || ||  
|tw || texture width
|-
|-
! !! getSpriteObject group  !!
|th || texture height
|-
|-
|getSpriteObject || ||
|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>
|-
|-
|Enable || ||
|mipIsGt || mip level is grater than X (?)
|-
|-
|Disable || ||
|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>
|-
|-
|BindFragmentShader || ||
|prim || GS primitive type
|-
<pre>Point        = 0
|SetShaderParams || || <div align="left">
Line          = 1
<pre> Is not clear that params depend on shader, or are somehow hardcoded.
LineStrip    = 2
Example usage:
Triangle      = 3
 
TriangleStrip = 4
local sprite0 = getSpriteObject(0)
TriangleFan  = 5
local scanlineParams = {
Sprite       = 6</pre>
240.0, -- float scanlineCount
  0.7, -- float scanlineHeight;
1.5,        -- float scanlineBrightScale;
0.5,       -- float scanlineAlpha;
0.5        -- float vignetteStrength;
}
 
sprite0.SetShaderParams(scanlineParams)</pre></div>
|-
|-
|BindTexture || ||
|primIsNot || GS primitive type - is not
<pre>Point        = 0
Line          = 1
LineStrip    = 2
Triangle      = 3
TriangleStrip = 4
TriangleFan  = 5
Sprite        = 6</pre>
|-
|-
|SetPosXY || ||
|fillArea ||  
|-
|-
|SetSizeXY || ||
|frameW ||  
|-
|-
|SetPosUV || ||
|renderSelf ||  
|-
|-
|SetSizeUV || ||
|hasClut ||  
|-
|-
|PrintContext || ||
|alphaTest ||  
|-
|-
|SetBlendColor || sprite<X>.SetBlendColor(<R,G,B,A>) in floats, max val. 1.0 || <div align="left">
|primTest ||  
<pre>local sprite0 = getSpriteObject(0)
sprite0.SetBlendColor(1.0,1.0,1.0,1.0)</pre></div>
|-
|-
| getTrophyObject || local trophyObj = getTrophyObject() || Required for all functions using trophyObj
|workLoadThreshold ||  
|-
|-
| 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.
|alpha || <pre> example: alpha=0x80000044
alpha=0</pre>
|-
|-
| getScreenShotObject || ||  
|texType || (1-3, more? )
|-
|tbp || texture base pointer
|-
|cbp || CLUT buffer base pointer
|-
|psm || texture pixel storage format
<pre>PSMCT32  = 0  PSMT4HL = 36
PSMCT24  = 1  PSMT4HH = 44
PSMCT16  = 2  PSMZ32  = 48
PSMCT16S = 10  PSMZ24  = 49
PSMT8    = 19  PSMZ16  = 50
PSMT4    = 20  PSMZ16S = 58
PSMT8H  = 27  </pre>
|-
|mxl || maximum mip level (0-6)
|-
|fbmask || ?
|-
|totalArea ||
|-
|packedRegs ||
|-
|packedRegsLo ||
|-
|packedRegsHi ||
|-
|packedRegsNum ||
|-
|packedFlags ||
|-
|packedPrim ||
|-
|areaNumFrames ||
|-
|waveThreshold ||
|-
|loadThreshold ||  
|-
|-
|fixSpriteDivTab ||
|}
|}


==== Registers for hook ====
====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>


Registers defined in alias files.  
====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
 


cpr.compare   cpr.config    cpr.taglo
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: left;"
cpr.status   cpr.badpaddr  cpr.taghi
! Name !! From !! To
cpr.cause   cpr.hwbk cpr.errorepc
|-
cpr.epc   cpr.pccr
|EE Flat Memory (4gb)             ||  0x0000008000000000 ||  0x0000008100000000
cpr.prid
|-
 
|IOP Flat Memory (4gb)             ||  0x0000009000000000 ||  0x0000009100000000
example: eeObj.GetCPR0(cpr.status) </pre>
|-
 
|R59 Binary Cache                  ||  0x0000000914B10000 || 0x0000000916B10000
 
|-
==== Official PS2 configuration examples ====
|R30 Binary Cache                  ||  0x0000000916B14000 ||  0x0000000917314000
 
|-
*You can find the rest of the PS2 configurations in [https://www.psdevwiki.com/ps4/Official_Configuration_Files here].
|jitVU0                            ||  0x0000000917318000 ||  0x0000000917B18000
 
|-
<br>Canis Canem Edit
|jitVU1                            ||  0x0000000917B1C000 ||  0x0000000918B1C000
<br>'''SLES 535.61'''
|-
<br>'''LUA'''
! !! Host's EE Memory Map !!
<pre>
|-
require( "ee-gpr-alias" ) -- you can access EE GPR by alias (gpr.a0 / gpr["a0"])
| EE Registers Map                ||  0x0000001000000000 ||  0x0000001000004000
apiRequest(0.1)
|-
-- EA sports cricket 07 bug 9392
|EE RAM - Kernel                  ||  0x0000008000000000 ||  0x0000008000080000
-- Performance fix
|-
local emuObj = getEmuObject()
|EE RAM - Debug                    ||  0x0000008000078000 || 0x0000008000080000
local thresholdArea = 600
|-
emuObj.SetGsTitleFix( "ignoreUpRender", thresholdArea , {alpha=0x80000044 , zmsk=1 , tw=4, th=4 } )
|EE RAM - User                    ||  0x0000008000080000 ||  0x0000008002000000
</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 Hw Devices                    ||  0x0000008010000000 ||  0x0000008010010000
|-
|-
|IOP Flat Memory (4gb)            ||  0x0000009000000000 ||  0x0000009100000000
|EE ROM                            ||  0x000000801FC00000 ||  0x000000801FFE0000
|-
|-
|R59 Binary Cache                  ||  0x0000000914B10000 ||  0x0000000916B10000
|EE RAM - Uncached                ||  0x0000008020080000 ||  0x0000008022000000
|-
|-
|R30 Binary Cache                  ||  0x0000000916B14000 ||  0x0000000917314000
|EE RAM - UncachedAccel            ||  0x0000008030100000 ||  0x0000008032000000
|-
|-
|jitVU0                            ||  0x0000000917318000 ||  0x0000000917B18000
|EE Scratchpad                    ||  0x0000008070000000 ||  0x0000008070004000
|-
|-
|jitVU1                            ||  0x0000000917B1C000 ||  0x0000000918B1C000
|EE Debug                          ||  0x00000080FFFF8000 ||  0x0000008100000000
|-
|-
! !! Host's EE Memory Map !!
! !! Host's IOP Memory Map !!
|-
|-
|EE RAM - Kernel                  ||  0x0000008000000000 ||  0x0000008000080000
|IOP RAM                          ||  0x0000009000000000 ||  0x0000009000200000
|-
|EE RAM - Debug                    ||  0x0000008000078000 ||  0x0000008000080000
|-
|EE RAM - User                    ||  0x0000008000080000 ||  0x0000008002000000
|-
|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 1)                ||  0x0000009000200000 ||  0x0000009000400000
Line 1,902: Line 1,912:
|}
|}


== Registers Map ==
==Registers Map==
 
===EE - FPU - COP0 - IOP===
=== EE-IOP ===
<br>'''Incomplete, there could be some incorrect information in this list.'''
 
<pre>Warning: 0x1000000xxx base is not guaranteed in different emu revisions, but layout should be the same regardless of base.
<pre>
if base is different, simply reduce these offsets by 8 hex values.
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).
This list was made for the purpose of making a future debugger for the PS4's PS2 emulator.
</pre>
</pre>
 
<pre> Tested on 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
! scope=col | Address
! scope=col | Address
| rowspan=900 style="border: none; background: none;"|
| rowspan=900 style="border: none; background: none;"|
! scope=col | FPR
! scope=col | FPR / FPU
! scope=col | Address
! scope=col | Address
| rowspan=900 style="border: none; background: none;"|
| rowspan=900 style="border: none; background: none;"|
! scope=col | CP0
! scope=col | CP0 / COP0
! scope=col | Address
! scope=col | Address
| rowspan=900 style="border: none; background: none;"|
| rowspan=900 style="border: none; background: none;"|
! scope=col | GPR-IOP
! scope=col | GPR / IOP
! scope=col | Address
! scope=col | Address
|-
|-
Line 1,992: Line 1,998:
|  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 2,014:
|}
|}


=== 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.
| unknown || 0x1000000360      || Locking the value seems to cause a crash.
|-style="background-color:#8b9dc3"
|Current PC<br>(4 Bytes) || 0x1000000368 || Shows the current offset that's being executed by the EE.<br>
Updated only on branch/jump tests, unless commands such as --ee-pc-coherency  or --ee-insn-flush-pc are used.<br>
Then updates are instant, right when instructions are executed. <br>
Commonly used by sceners as a way of finding troublesome offsets. Can be found in some emulators here too: 0x8000016830
|-
|-
| (?) || 0x100000036C ||
|Current PC || 0x1000000368 || Shows the current offset that's being read by the EE
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
| ?? || 0x100000036C || it showed 0x80000184 in dbz bd 1
|-
|-
| Delta counter  || 0x1000000370  ||<pre>(Passed cycles, likely decrementer).  
| Delta counter  || 0x1000000370  ||<pre>(Passed cycles, likely decrementer).  
Line 2,029: Line 2,029:
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.
This register most of times will hold last executed syscall address,
sometimes last tlb miss or break(if "as nop" is disabled).
Unlike the pc, this one doesn't change after a crash and has much lower latency.
Thus meaning it's better at diagnosing problems.</pre>
|-
|-
|}
|}


=== VU0 Registers ===
===VU0===
 
{| 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 2,090: Line 2,083:
|-
|-
|}
|}
 
vi registers Incomplete yet.
{| 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 2,104:
|  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 2,125:
|-
|-
|}
|}
=== VU1 Registers ===


===VU1===
{| 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 2,185:
! 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??
|-
|-
|}
|}
 
====Registers information====
= Open CL and Floats =
[https://psi-rockin.github.io/ps2tek/ Information taken from here]
 
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
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].
! Name !! Purpose / info
 
|-
== CPU ==
|  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 supports and OpenCL info, for both CPU, and GPU. Understanding of floating points conversion is very important in emulating PS2.
<br>Below info comes from this [https://gist.github.com/masterzorag/06cadbc5fbe7d3375704fc52518f434e#file-gistfile1-md gist]
<br>There you can find more info about PS4 OpenCL.
 
==CPU==
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Info !! Value
! Info !! Value
Line 2,312: Line 2,349:
|}
|}


== 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 2,447:
|}
|}


= 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:
Emulator support configs in format known from ps2_netemu/ps2classic from PS3. This feature was
officially used in Arc the Lad Twilight of the Spirits ps2-ps4 classic.
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=
<pre>List of known issues in the PS4's PS2 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;"
! 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 ||  
| <pre>No support for EE Cache</pre> || <pre>Ice Age 2, DOA2: Extreme, Nascar 2009, Barnyard,</pre> [https://github.com/PCSX2/pcsx2/issues/2248 Others]|| <pre>Lua patches to the EE memory and picking the right emulator</pre> || <pre>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.</pre>
|-
| 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.
|-
|-
| 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
|<pre> VU0/COP2 is not running in sync with EE core </pre>|| <pre>24 The Game, ATV Quad Power Racing 2, Twisted Metal Head-On, Primal, Ghosthunter, Rayman Arena, Rayman 3, Largo winch. All games using M-bit.</pre> [https://github.com/PCSX2/pcsx2/issues/4439 other games affected by COP2 timing] || <pre>ee hook AdvanceClock or fastforwardclock commands on affected addresses, Most of the time it will be CTC2 instructions that are affected</pre> <pre>Or using Kozraovv's method of EE memory patching</pre> || [[Talk:PS2_Classics_Emulator_Compatibility_List#Rayman_3:_Hoodlum_havoc | Rayman 3's fix for example]]
[[Talk:PS2_Classics_Emulator_Compatibility_List#Largo_Winch | Largo winch's fix for example]]
<pre>This issue can also be replicated on Pcsx2 if you overclock the EE by +3</pre>
|-
|-
| 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).
| <pre>No roundmode support for VU/FPU </pre>|| <pre>Koun, Tony hawk games, Devil may cry 3, Gun, TY the Tasmanian Tiger 3, Beyond Good & Evil, MTX Mototrax, Many others</pre> || <pre>Lua patches to the EE memory</pre> ||
<br>Worth to note that pcsx2 by default apply "accurate add/sub" for every single FPU opcode, and only to fpu opcodes. That why sometimes we need to use accurate add/sub while pcsx2 is happy at default settings.
|-
|-
| M-Bit support is broken || '''Every game that uses M-Bit'''. Totally Spies! Totally Party, Mike Tyson Heavyweight Boxing, My Street, Crash Twinsanity, Marvel Nemesis, Panzer Elite Action - Fields of Glory, Super Monkey Ball Adventure, most Eko Software games, and many more. [https://github.com/PCSX2/pcsx2/pull/3593] || Lua patches to the EE memory || While emulator respect m-bit, way that VU0 work on it make it broken most of times (check "VU0 is not running in sync with EE core" issue).
| <pre>No M-Bit support</pre> || '''Every game that uses M-Bit'''. <pre>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.</pre> [https://github.com/PCSX2/pcsx2/pull/3593] || <pre>Lua patches to the EE memory</pre> || <pre>M-bit: Only applicable for VU0. Ends interlock on a single QMTC2.I/CTC2.I instruction, allowing the EE to continue execution</pre>
|-
|-
| 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.
| <pre>Wrong read speed for double layer disc games</pre> || <pre>Shadowman(Textures), God of war (Music), Ratchet and clank size matters (Music), every game that's listed to require CDVD_READ_DELAY.</pre> [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
|-
|-
| DMA writes when busy signal is engaged || Ratchet and clank games, Metal gear solid 2, others || None yet || AKA eetiminghack
| <pre>In-accurate VU0/VU1/COP2 emulation</pre> || <pre>Sly cooper games, Crash twinsanity, Crazy frog racer, Rayman 3, Koei tecmo games, Klonoa 2, others.</pre>  || <pre>Choosing a VU accurate emulator such as Roguev1 or Kof2000 with the right clamping commands</pre> || <pre>The issue leads to SPS and graphical issues and sometimes freezing.</pre>
|-
|-
|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
| <pre>In-accurate Multiply/Divide/Add/Subtract instructions</pre> || <pre>Max payne, Bully, Jackie chan adventures, Wild arms 3, Pac-man World 3, Others </pre>|| <pre>Addsub/Muldiv Cli commands</pre> || <pre>Causes many geometry issues and black screens. Sony reduced the accuracy of these instructions to improve performance</pre>
|-
|-
|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.
| <pre>Multitap doesn't support all games</pre> || <pre>Urban reign, many others</pre> || None ||
|-
|-
|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.
| <pre>DMA writes when busy signal is engaged</pre> || Ratchet and clank games, Metal gear solid 2, others || None yet || AKA eetiminghack
|-
|-
| 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.
|<pre>VU1 running too fast (DMA sync)</pre> || Harry Potter the Chamber of secrets, Mercenaries 2 || None yet ||
|-
|-
| 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.
|<pre>VIF1 runs instantly</pre> || <pre>Urban reign, Avatar, Parappa 2, Eternal Poison, Soul Calibur 2, Soul Calibur 3, Others</pre>  || <pre>Using LUA's SchedulerDelayEvent command or Using CLI'S vif1-instant-xfer command</pre> || <pre>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</pre>
|-
|-
| 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.
|<pre>Inaccuracies in the IPU</pre> || Burnout 3, Onimusha dawn of dreams || None yet ||
|-
|-
|}
|}


= PCSX2 glitches not present on PS4=
===Diagnosing problems===
<pre>
<pre>This guide will assist you in tracing the issue's cause,The list is based on what you can possibly solve using CLI</pre>
This is a list of glitches that the PS4 does not suffer from, as opposed to PCSX2.</pre>
<br>''also don't forget to Check out'' [https://www.psdevwiki.com/ps3/PS2_Emulation#Known_Emulation_Bugs ps3 Emulator] Bugs, since many of them also exist in the ps4
{| 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"
! Issue !! PCSX2's fix !! Games affected !! Description !! PCSX2 issue no.
! Issue !! VU1 !! EE !! GS !! VIF !! IOP !! COP2!! VU0 !! VU !! FPU !! SIF
|--style="background-color:#7698FF"
| || || Natively fixed || ||
|-
|-
| ? || Disabling EE recompiler ||Armored Core Nine Breaker || The AI becomes stuck on some levels, working only when EE recompiler's disabled || #8587
| {{cellcolors|#b3e0ff|#000000}}''Performance'' || ✔ || ✔ || ✔ || ? || || || ✔ || ✔ ||  ||
|-
|-
| ? || Enabling EETimingHack || Pac-Man World 2 || Hanging in Butane Pain, Ghost Bayou, Pinky's Revenge and Clyde in the Caldera levels. || Unavailable
| {{cellcolors|#ff8080|#000000}}''Crashes'' || ✔ || || || ✔ || ✔ || ✔ || ✔ || ✔ || ✔ ||
|-
|-
| ? || Unavailable || Persona 3 || Stuttering noise when saving || #7316
| {{cellcolors|#ffff99|#000000}}''Broken graphics'' || || || ✔ || ✔ ||  || ✔|| ✔ || ✔ ||  ||
|-
|-
| ? || Unavailable || Mega Man X8 || Flickering subtitles on FMVS || #5192
| {{cellcolors|#b3ffb3|#000000}}''Glitches'' || || || || || || || || || ||  
|-
| ? || Unavailable || Spyro Enter the Dragonfly || Audio-video desync || #8286
|-
| ? || Unavailable || Petit Copter 2 || In-game hang || #10380
|-
| ? || Unavailable || Yu-Gi-Oh! The Duelists of the Roses || In-game data corruption (?) leading to a hang || #11576
|-
| ? || Unavailable || Ape Escape 3 || Sudden burst of in-game speed at some random points in the map || Unavailable
|-
| ? || vu0RoundMode: 2 || Ape Escape 3 || The character's buster malforms when spawning anew || #11386
|--style="background-color:#D7EF54"
| || || Fixed by using certain commands || ||
|-
| Inaccurate COP2 add/sub implementation|| Unavailable || Driv3r || AI cop car drives at the incorrect direction (Fixed on PS4 with accurate COP2 add/sub) || #11714
|-
|-
|}
|}
'''Performance bottleneck order:'''
<pre>
VU1 ==> EE ==> GS
As you can see, the biggest bottleneck for the ps4 is the emulated VU1,
therefore it's speedhacks will be the most effective for performance.
</pre>
====Debugging through PS4CHEATER====
<pre>
You can also use for instance the program PS4CHEATER and add the addresses of
1000000368 (Jakv2 uses this offset)
1000000360 (Emus with older revision use this one)
And change the type into > View as Hex.
Make sure live cheats is on.
One of them will show the Current (Program counter) which will lead you to
find out which EE offset the game gets stuck on! or offsets that get repeated/cause performance problems
</pre>


= PS2 Bios =
=Faqs=
<pre>A section dedicated to sharing knowledge about PS2 emulation in PS4</pre>
==Emulator's grammar==
'''This list was made since most of the emulator's Commands and /or Wiki instructions are hard to comprehend for most users.'''
<pre>
Insn = Instruction                          | lopnor = (Ps3 config) [It's unknown what lopnor stands for]
Addsub = Add / Subtract (MATH)              | CLI = Command line instruction (?)
muldiv = Multiply / Divide (MATH)          | Mem = Memory
opt = Optimize (?)  Option(?)              | Int = Integer (?)
jr = Jump register                          | cmd = Command
ad = Address (?)                            | XXXX-YYYYY = The ps2 game's region code
inst = Instant (?)                          | PC = Program counter
Scalar = A multiplier for the default value | Hook = Attach a function to an offset
r59 = EE                                    | ∞ = No limit for possible values (Int32)
r30 = IOP                                  |
===============================================================================================================================
</pre>
 
==CLI==
'''Making a comment inside the CLI'''
<pre>
1.You can make a comment inside a cli by using a Hashtag (#) at the start of the comment
Example:
#Speedup
--vu1-mpg-cycles=1000
 
2.Your comments will be fully ignored if they are in the same line as the hashtag
Example:
#This is a comment
 
Incorrect example:
#This is a comment
This is not a part of the comment and will crash the emu
 
 
3. hyphens are the start of a command in CLI (--)
And as for the equals, (=) everything that comes after it is the value that the command will use
 
On a lua hyphens (--) mean it is a comment, but on the cli it's the start of the command.
4. Commands cannot contain spaces
Example: --ee-cycle-scalar=0.1
 
Incorrect example: --ee cycle scalar = 0.1
</pre>
'''Making a CLI.'''
<pre>
1. You can use any text editor to make a CLI
2. Each command has to be below the previous one and they cannot share the same line.
 
Correct CLI example:
--vu1-mpg-cycles=1000
--ee-cycle-scalar=1.1
 
Incorrect CLI example:


== Description ==
--vu1-mpg-cycles=1000 --ee-cycle-scalar=1.1


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.
3. Your commands cannot contain spaces
4. Values start after the (=) sign
5. Commands can possibly contain multiple value entries and some values can be skipped by adding (,,).
Example: --ee-hook=0x0028A578,AdvanceClock,,1000


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]].
Unskipped value example: --ee-hook=0x0028A578,AdvanceClock,0x13a893bd,1000</pre>


'''More about the PS2 BIOS'''
==LUA==
'''Making a lua'''
<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.
When making a lua there is 1 part that is always necessary (Apirequest)
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.  
and 2 parts that are almost always necessary (Object) (Object's commands).
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.
By order it goes like this:
1. Apirequest
2. Object calling, gsobj/eeobj/iopobj, etc
3. the object's command
You cannot call an object without first requesting an api, as that will cause a crash.
and you most certainly cannot use an object's command without calling the object first


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.
For instance you cannot use
iopObj.ReadMem32(0x400000)
 
Without first having this in your lua
local iopObj = getIOPObject()
</pre>
</pre>


'''PS2 BIOS file information:'''
'''Making a comment inside the lua'''
<pre>
<pre>
File name: PS20220WD20050620.crack
You can make a comment in a lua by using two hyphens (--)
MD5: 83AD2B530C9C102A561BA1CDC6D996D5
Your comments will be ignored by the lua
 
You can also use --[[ (comment) --]]
All text between --[[ and --]] will be ignored by lua
 
 
</pre>
</pre>
==Commands==
<br>'''(Cycle scalars)'''
<pre>
Cycle scalar is basically a scale between overclock and cycle skip (Underclock), we say that to simplify
for anyone making configs, but in the truth it controls cycle speed of that Processor whether it be (IOP) or (SIF) or (EE).


== Files inside ROM image ==
Slowing the cycles can be done by setting it higher than 1.0 (Underclock) (Cycle skip)
Speeding up the cycles can be done by setting it anything lower than 1.0 (Overclock)


{| class="wikitable" style="font-size:small;"
So, it's basically a multiplier of the Processor's cycle speed in a way that's connected to the Delta counter.
! File !! Offset in exported bin !! Description !! File type (exportable)
 
|-
Sony uses all of them to improve sync, It's recommended to use them for sync also considering that using them can possibly
| RESET || 0x00 || Bootstrap code for the EE and IOP. || BIN
cause stuttering or input lag with no real benefit.
|-
 
| ROMDIR || 0x2780 || The ROMDIR part of the ROM image, which provides information on the location and name of files contained in the image. || BIN
Except for eecyclescalar. as using it can be very helpful for performance gain
when you slow down the cycles (Anything higher than 1.0).
 
Some games like (Metal gear solid 3) want a very fast EE cycle speed,
and will refuse to work if it's at the Default speed.
 
(0.1) is the highest number for overclocking
And (1.0) is the Default clock value.
And (5.0) is the highest value for Underclocking (Cycle skipping) For the (IOP) and (EE)
 
As for the (SIF) it has no limit for underclocking.
</pre>
 
(vu1/0 mpg cycles)
<pre>
This command sets the cycle speed of vu1 or vu0.
0.1 is the fastest cycle speed and the most compatible (Slowest in terms of performance).
100 is the default value set by sony
1000 is the recommended value for performance gain but you can increase it to any value you like.
</pre>
 
==PS2 emulation related links==
*[https://github.com/Scalerize/PS2-tutorials-archive How to create general patches for PS2 games]
*[https://github.com/Scalerize/Ps2-assembly Knowledge about Assembly instructions in PS2]
*[https://forums.pcsx2.net/Thread-60-fps-codes Thread with 60 fps patches]
*[https://psi-rockin.github.io/ps2tek/ A great website for learning about PS2 hardware]
 
= PS2 Bios =
 
==Description==
 
The PS2 bios is the file '''PS20220WD20050620.crack''' included in every PS2 game .pkg. It Is '''exactly''' the same BIOS that Sony used in ps2_netemu.self in PS3. Due to lack of many X modules homebrew compatibility is limited, and many of those need to be recompiled to use non X versions of modules, or need to load open source versions of them thru mc/cdvd. Important non X module that is missing is libsd, and homebrew that need it, will most likely fail to boot, or error.
<br>Bios is know to blacklist some titles, and refuse to boot them. This include all titles with 00000000 000000A0 flag from that  [[PS2_Emulation#Game_ID/DiscID in PS20220WD20050620.crack | list (click here)]]
 
<br>'''More about the bios'''
<pre>
Bios version seems to be Developement v2.20 from Japan region (22/01/2007), but it's of course not limited to booting only NTSC-J games.
Emulator not support USB peripherals, but this seems to be not limitation of BIOS, as it is used also in CECH C/E PS3 consoles.
There are signs that different bios version exist, named PS20190AC20030623_nordram_miniOSD.bin. This bios have included handy extensions for debugging, and can debug print with "debug osd verbosity" from CLI set to "verbose". Most noticeable difference for both bios files seems to be special RDRAM module.
 
While PS3 emulators patch bios to preferred region, emulator used in PS4 use so called CallHook which is known better for pcsx2 users as fastboot. No need to describe patch here, just look at PCSX2 fastboot code. It's literally the same code, but PS4 emus don't have patches for different bios revisions.
</pre>
<br>'''Bios file information:'''
<pre>
File name: PS20220WD20050620.crack
MD5: 83AD2B530C9C102A561BA1CDC6D996D5
</pre>
 
==Files inside ROM image==
 
{| class="wikitable" style="font-size:small;"
! File !! Offset in exported bin !! Description !! File type (exportable)
|-
| RESET || 0x00 || Bootstrap code for the EE and IOP. || BIN
|-
| ROMDIR || 0x2780 || The ROMDIR part of the ROM image, which provides information on the location and name of files contained in the image. || BIN
|-
|-
| EXTINFO || 0x2CC0 || Contains the "EXTINFO" for all files in the ROM image. || BIN
| EXTINFO || 0x2CC0 || Contains the "EXTINFO" for all files in the ROM image. || BIN
Line 2,690: Line 2,863:
| 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" ||  
|-  
|-  
! Command !! Name
! Command !! Name !! Fix on ps4 / Explanation
|-
|-
| 0x00 || TITLE_MASK  
| 0x00 || TITLE_MASK || Black-listed games if 0xA0000000 value
|-
|-
| 0x01 || SIO2_MASK  
| 0x01 || SIO2_MASK ||
|-
|-
| 0x02 || DEV9_MASK
| 0x02 || DEV9_MASK || Emulates dummy ethernet connection
|-
|-
| 0x03 || USB_MASK  
| 0x03 || USB_MASK ||
|-
|-
| 0x04 || SIF_DMA_SYNC  
| 0x04 || SIF_DMA_SYNC ||
|-
|-
| 0x05 || SIF_DMA_LOAD  
| 0x05 || SIF_DMA_LOAD ||
|-
|-
| 0x06 || DMAC_CH10_INT_DELAY
| 0x06 || DMAC_CH10_INT_DELAY ||
|-
|-
| 0x07 || MECHA_RECOGTIME
| 0x07 || MECHA_RECOGTIME ||
|-
|-
| 0x08 || CPU_DELAY  
| 0x08 || CPU_DELAY ||<pre> Most likely requires
different IOP clock speed 
--iop-cycle-scalar=0.1 </pre>
|-
|-
| 0x09 || DEV5_INT_SPEED  
| 0x09 || DEV5_INT_SPEED ||
|-
|-
| 0x0A || CDVD_READ_DELAY
| 0x0A || CDVD_READ_DELAY || <pre> CDVD commands</pre>
|-
|-
| 0x0B || SPU2_BEHAVIOR
| 0x0B || SPU2_BEHAVIOR ||
|-
|-
|}
|}
Line 3,226: Line 3,400:
└── trophy_data
└── trophy_data
     └── SLES-50326_trophies.lua
     └── SLES-50326_trophies.lua
</pre>
</pre>
 
=LUA include files=
= LUA include files =
<pre>Files that the lua sometimes need to be inside of the lua_include folder
 
<pre>
Files that some official PS2 Classics PKG files use in order for the lua files to be separate.
</pre>
</pre>
 
<br>'''ee-cpr0-alias.lua'''
'''pad-connect-type.lua'''
<pre>
<pre>
local PadConnectType = {}
cpr = {}


PadConnectType.DS4 = 0
cpr.index = 0
PadConnectType.HID              = 1 -- any 3rd party USB controller (fight stick, turbo controller, etc), always local.
cpr.random = 1
PadConnectType.REMOTE_DS4      = 2 -- remote DS4 should behave just like regular DS4
cpr.entrylo0 = 2
PadConnectType.REMOTE_VITA      = 3 -- remote VITA lacks analog L2/R2
cpr.entrylo1 = 3
cpr.context = 4
cpr.pagemask = 5
cpr.wired = 6
cpr.badvaddr = 8
cpr.count = 9
cpr.entryhi = 10
cpr.compare = 11
cpr.status = 12
cpr.cause = 13
cpr.epc = 14
cpr.prid = 15
cpr.config = 16
cpr.badpaddr = 23
cpr.hwbk = 24
cpr.pccr = 25
cpr.taglo = 28
cpr.taghi = 29
cpr.errorepc = 30


return PadConnectType
return cpr
</pre>
</pre>
 
'''ee-gpr-alias.lua'''
'''sprite.lua'''
<pre>
<pre>
local kFilterMode = {}
kFilterMode.Point                          = 0x00000000 -- < Sample the one texel nearest to the sample point.
kFilterMode.Bilinear                        = 0x00000001 -- < Sample the four texels nearest the sample point, and blend linearly.


local kWrapMode = {}
-- Recommended method to import this module:
kWrapMode.Wrap                              = 0x00000000 -- < The integer portion of the input coordinate is discarded, and the fractional portion is used instead. <c>U=U-floorf(U);</c>
--   local gpr = require("ee-gpr-alias")
kWrapMode.Mirror                            = 0x00000001 -- < The input coordinate is "reflected" across the texture boundary. This reflection may occur multiple times until the coordinate falls within the <c>[0..1]</c> range. <c>U=isOdd(floorf(U)) ? 1-fracf(U) : fracf(U)</c>
--  
kWrapMode.ClampLastTexel                    = 0x00000002 -- < The input coordinate is clamped to the range <c>[0..1]</c>. <c>U=max(0,min(1,U));</c>
-- Using the global 'lang' variable is depreciated. This will change to a local-scope variable after
kWrapMode.MirrorOnceLastTexel              = 0x00000003 -- < The input coordinate is reflected at most one time and then clamped to the range <c>[0..1]</c>. <c>U=abs(max(-1,min(1,U));</c>
-- the depreciation period has expired in April 2016.
kWrapMode.ClampHalfBorder                  = 0x00000004 -- < Similar to kWrapModeClampLastTexel, but if clamping is necessary, the output color will be the border color specified by the Sampler. For this mode, coordinates that are not within half a pixel of the border are considered clamped.
kWrapMode.MirrorOnceHalfBorder              = 0x00000005 -- < Similar to kWrapModeMirrorOnceLastTexel, but if clamping is necessary, the output color will be the border color specified by the Sampler. For this mode, coordinates that are not within half a pixel of the border are considered clamped.
kWrapMode.ClampBorder                      = 0x00000006 -- < Similar to kWrapModeClampLastTexel, but if clamping is necessary, the output color will be the border color specified by the Sampler. For this mode, coordinates that are outside the range <c>[0..1]</c> are considered clamped.
kWrapMode.MirrorOnceBorder                  = 0x00000007 -- < Similar to kWrapModeMirrorOnceLastTexel, but if clamping is necessary, the output color will be the border color specified by the Sampler. For this mode, coordinates that are outside the range <c>[0..1]</c> are considered clamped.


local kBlendMultiplier = {}
gpr = {}
kBlendMultiplier.Zero                            = 0x00000000  -- < Multiply the associated input by zero.
kBlendMultiplier.One                              = 0x00000001  -- < Multiply the associated input by one.
kBlendMultiplier.SrcColor                        = 0x00000002  -- < Multiply the associated input by the fragment color.
kBlendMultiplier.OneMinusSrcColor                = 0x00000003  -- < Multiply the associated input by one minus the fragment color.
kBlendMultiplier.SrcAlpha                        = 0x00000004  -- < Multiply the associated input by the fragment alpha.
kBlendMultiplier.OneMinusSrcAlpha                = 0x00000005  -- < Multiply the associated input by one minus the fragment alpha.
kBlendMultiplier.DestAlpha                        = 0x00000006  -- < Multiply the associated input by the render target alpha.
kBlendMultiplier.OneMinusDestAlpha                = 0x00000007  -- < Multiply the associated input by one minus the render target alpha.
kBlendMultiplier.DestColor                        = 0x00000008  -- < Multiply the associated input by the render target color.
kBlendMultiplier.OneMinusDestColor                = 0x00000009  -- < Multiply the associated input by one minus the render target color.
kBlendMultiplier.SrcAlphaSaturate                = 0x0000000a  -- < Multiply the associated input by the minimum of 1 or fragment alpha.
kBlendMultiplier.ConstantColor                    = 0x0000000d  -- < Multiply the associated input by the constant color. @see DrawCommandBuffer::setBlendColor()
kBlendMultiplier.OneMinusConstantColor            = 0x0000000e  -- < Multiply the associated input by one minus the constant color. @see DrawCommandBuffer::setBlendColor()
kBlendMultiplier.Src1Color                        = 0x0000000f  -- < Multiply the associated input by a secondary fragment color.
kBlendMultiplier.InverseSrc1Color                = 0x00000010  -- < Multiply the associated input by one minus a secondary fragment color.
kBlendMultiplier.Src1Alpha                        = 0x00000011  -- < Multiply the associated input by a secondary fragment alpha.
kBlendMultiplier.InverseSrc1Alpha                = 0x00000012  -- < Multiply the associated input by one minus a secondary fragment alpha.
kBlendMultiplier.ConstantAlpha                    = 0x00000013  -- < Multiply the associated input by the constant color alpha. @see DrawCommandBuffer::setBlendColor()
kBlendMultiplier.OneMinusConstantAlpha            = 0x00000014  -- < Multiply the associated input by one minus the constant color alpha. @see DrawCommandBuffer::setBlendColor()


local kBlendFunc = {}
gpr.zero = 0
kBlendFunc.Add                          = 0x00000000  -- < The source value is added to the destination value.
gpr.at  = 1
kBlendFunc.Subtract                    = 0x00000001  -- < The destination value is subtracted from the source value.
gpr.v0  = 2
kBlendFunc.Min                          = 0x00000002  -- < The minimum of the source and destination values is selected.
gpr.v1  = 3
kBlendFunc.Max                          = 0x00000003  -- < The maximum of the source and destination values is selected.
gpr.a0  = 4
kBlendFunc.ReverseSubtract              = 0x00000004  -- < The source value is subtracted from the destination value.
gpr.a1  = 5
 
gpr.a2  = 6
-- Default blending mode, ideal for typical alpha channel embedded into a PNG image.
gpr.a3  = 7
blendDefaultEquation = {
gpr.t0  = 8
kBlendMultiplier.SrcAlpha, -- src multiplier
gpr.t1  = 9
kBlendFunc.Add,                         -- blend function
gpr.t2  = 10
kBlendMultiplier.OneMinusSrcAlpha,     -- dest multiplier
gpr.t3  = 11
}
gpr.t4  = 12
 
gpr.t5  = 13
blendConstFadeEquation = {
gpr.t6  = 14
kBlendMultiplier.ConstantAlpha, -- src multiplier
gpr.t7  = 15
kBlendFunc.Add,                       -- blend function
gpr.s0  = 16
kBlendMultiplier.OneMinusConstantAlpha,     -- dest multiplier
gpr.s1  = 17
}
gpr.s2  = 18
gpr.s3  = 19
gpr.s4  = 20
gpr.s5  = 21
gpr.s6  = 22
gpr.s7  = 23
gpr.t8  = 24
gpr.t9  = 25
gpr.k0  = 26
gpr.k1  = 27
gpr.gp  = 28
gpr.sp  = 29
gpr.fp  = 30
gpr.ra  = 31
 
return gpr


return kFilterMode, kWrapMode, kBlendMultiplier, kBlendFunc
</pre>
</pre>
 
'''ee-hwaddr.lua'''
'''MipsInsn.lua'''
<pre>
<pre>
MipsInsn = {}
gif_hw  = {}
MipsInsn.IsAddi = function(insn) return (insn & 0xfc000000) == 0x20000000 end -- addi rt,rs,simm
vif0_hw = {}
MipsInsn.IsAddiu = function(insn) return (insn & 0xfc000000) == 0x24000000 end -- addiu rt,rs,simm
vif1_hw = {}
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
gif_hw.CHCR = 0x1000A000
MipsInsn.GetRs = function(insn) return (insn >> 21) & 0x1f end
gif_hw.MADR = 0x1000A010
MipsInsn.GetRd = function(insn) return (insn >> 11) & 0x1f end
gif_hw.QWC = 0x1000A020
--MipsInsn.GetSimm = function(insn) return ((insn << 48) >> 48) end -- this can't create a negative value correctly
gif_hw.TADR = 0x1000A030
MipsInsn.GetSimm = function(insn)
gif_hw.ASR0 = 0x1000A040
  -- Lua5.3 shifts are all logical (WHY!?). threfore (insn<<48)>>48 cannot extend the sign.
gif_hw.ASR1 = 0x1000A050
  -- Instead of using shift, do following
gif_hw.SADR = 0x1000A080
  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
vif0_hw.CHCR = 0x10008000
</pre>
vif0_hw.MADR = 0x10008010
vif0_hw.QWC = 0x10008020
vif0_hw.TADR = 0x10008030
vif0_hw.ASR0 = 0x10008040
vif0_hw.ASR1 = 0x10008050
vif0_hw.SADR = 0x10008080


'''ee-cpr0-alias.lua'''
vif1_hw.CHCR = 0x10009000
<pre>
vif1_hw.MADR = 0x10009010
cpr = {}
vif1_hw.QWC = 0x10009020
vif1_hw.TADR = 0x10009030
vif1_hw.ASR0 = 0x10009040
vif1_hw.ASR1 = 0x10009050
vif1_hw.SADR = 0x10009080


cpr.index = 0
return gif_hw, vif0_hw, vif1_hw, nil
cpr.random = 1
cpr.entrylo0 = 2
cpr.entrylo1 = 3
cpr.context = 4
cpr.pagemask = 5
cpr.wired = 6
cpr.badvaddr = 8
cpr.count = 9
cpr.entryhi = 10
cpr.compare = 11
cpr.status = 12
cpr.cause = 13
cpr.epc = 14
cpr.prid = 15
cpr.config = 16
cpr.badpaddr = 23
cpr.hwbk = 24
cpr.pccr = 25
cpr.taglo = 28
cpr.taghi = 29
cpr.errorepc = 30
 
return cpr
</pre>
</pre>
'''language.lua'''
<pre>


'''ee-gpr-alias.lua'''
<pre>
-- Recommended method to import this module:
-- Recommended method to import this module:
--  local gpr = require("ee-gpr-alias")
--  local lang = require("language")
--  
--  
-- Using the global 'lang' variable is depreciated.  This will change to a local-scope variable after
-- Using the global 'lang' variable is depreciated.  This will change to a local-scope variable after
-- the depreciation period has expired in April 2016.
-- the depreciation period has expired in April 2016.


gpr = {}
lang = {}


gpr.zero = 0
lang.japanese = 0
gpr.at  = 1
lang.english = 1
gpr.v0  = 2
lang.french = 2
gpr.v1  = 3
lang.spanish = 3
gpr.a0  = 4
lang.german = 4
gpr.a1  = 5
lang.italian = 5
gpr.a2  = 6
lang.dutch = 6
gpr.a3  = 7
lang.portuguese = 7
gpr.t0  = 8
lang.russian = 8
gpr.t1  = 9
lang.korean = 9
gpr.t2  = 10
lang.chinese_traditional = 10
gpr.t3  = 11
lang.chinese_simplified = 11
gpr.t4  = 12
lang.finnish = 12
gpr.t5  = 13
lang.swedish = 13
gpr.t6  = 14
lang.danish = 14
gpr.t7  = 15
lang.norwegian = 15
gpr.s0  = 16
lang.polish = 16
gpr.s1  = 17
lang.portuguese_brazil = 17
gpr.s2  = 18
lang.english_gb = 18
gpr.s3  = 19
lang.turkish = 19
gpr.s4  = 20
lang.spanish_la = 20
gpr.s5  = 21
lang.arabic = 21
gpr.s6  = 22
lang.french_canada = 22
gpr.s7  = 23
gpr.t8  = 24
gpr.t9  = 25
gpr.k0  = 26
gpr.k1  = 27
gpr.gp  = 28
gpr.sp  = 29
gpr.fp  = 30
gpr.ra  = 31


return gpr
return lang
</pre>
</pre>
 
'''pad-and-key.lua'''
'''ee-hwaddr.lua'''
<pre>
<pre>
gif_hw  = {}
vif0_hw = {}
vif1_hw = {}


gif_hw.CHCR = 0x1000A000
pad = {}
gif_hw.MADR = 0x1000A010
gif_hw.QWC = 0x1000A020
gif_hw.TADR = 0x1000A030
gif_hw.ASR0 = 0x1000A040
gif_hw.ASR1 = 0x1000A050
gif_hw.SADR = 0x1000A080


vif0_hw.CHCR = 0x10008000
-- Left Side
vif0_hw.MADR = 0x10008010
pad.LU = 0x0010 -- Up
vif0_hw.QWC = 0x10008020
pad.LD = 0x0040 -- Down
vif0_hw.TADR = 0x10008030
pad.LL = 0x0080 -- Left
vif0_hw.ASR0 = 0x10008040
pad.LR = 0x0020 -- Right
vif0_hw.ASR1 = 0x10008050
vif0_hw.SADR = 0x10008080


vif1_hw.CHCR = 0x10009000
-- Right Side
vif1_hw.MADR = 0x10009010
pad.RU = 0x1000 -- Up (Triangle)
vif1_hw.QWC = 0x10009020
pad.RD = 0x4000 -- Down (Cross)
vif1_hw.TADR = 0x10009030
pad.RL = 0x8000 -- Left (Square)
vif1_hw.ASR0 = 0x10009040
pad.RR = 0x2000 -- Right (Circle)
vif1_hw.ASR1 = 0x10009050
vif1_hw.SADR = 0x10009080


return gif_hw, vif0_hw, vif1_hw, nil
-- aliases
</pre>
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


'''language.lua'''
pad.L1 = 0x0400
<pre>
pad.L2 = 0x0100
-- Recommended method to import this module:
pad.L3 = 0x0002
--  local lang = require("language")
 
--
pad.R1 = 0x0800
-- Using the global 'lang' variable is depreciated. This will change to a local-scope variable after
pad.R2 = 0x0200
-- the depreciation period has expired in April 2016.
pad.R3 = 0x0004
 
pad.SELECT = 0x0001
pad.START = 0x0008


lang = {}
keyboard = {}


lang.japanese = 0
keyboard.ESCAPE = 0x1000
lang.english = 1
keyboard.SLASH = 0x1001
lang.french = 2
keyboard.SEPARATOR = 0x1002 -- backslash or pipe (\|)
lang.spanish = 3
keyboard.BACKQUOTE = 0x1003
lang.german = 4
keyboard.PAGEDOWN = 0x1004
lang.italian = 5
keyboard.PAGEUP = 0x1005
lang.dutch = 6
keyboard.F1 = 0x1006
lang.portuguese = 7
keyboard.F2 = 0x1007
lang.russian = 8
keyboard.F3 = 0x1008
lang.korean = 9
keyboard.F4 = 0x1009
lang.chinese_traditional = 10
keyboard.F5 = 0x100a
lang.chinese_simplified = 11
keyboard.F6 = 0x100b
lang.finnish = 12
keyboard.F7 = 0x100c
lang.swedish = 13
keyboard.F8 = 0x100d
lang.danish = 14
keyboard.F9 = 0x100e
lang.norwegian = 15
keyboard.F10 = 0x100f
lang.polish = 16
keyboard.F11 = 0x1010
lang.portuguese_brazil = 17
keyboard.F12 = 0x1011
lang.english_gb = 18
</pre>
lang.turkish = 19
'''ps2.lua'''
lang.spanish_la = 20
lang.arabic = 21
lang.french_canada = 22
 
return lang
</pre>
 
'''pad-and-key.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 3,753: Line 3,814:
end
end
</pre>
</pre>
'''utils.lua'''
'''utils.lua'''
<pre>
<pre>
Line 3,818: Line 3,878:
</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, very helpful for debugging games]
* [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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