Editing PS2 Emulation
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= Description = | = Description = | ||
<pre>PlayStation 2 emulation on the PlayStation 4 is handled with little difference to the PlayStation 3. | |||
Some issues that the PlayStation 3 encountered have moved on to the PlayStation 4, along with a few new ones. | |||
The PS4 is too weak for emulation, therefore Sony had to sacrifice accuracy for performance. | |||
Each PS2ONPS4 package file (.pkg) includes the emulator itself, the ps4 does not have a native built-in emulator in its firmware but it does have some PS2 emulator specific features, like the functions sceLncUtilIsPs2Emu, sceShellCoreUtilGetImposeMenuFlagForPs2Emu, sceSystemServiceAddLocalProcessForPs2Emu, or sceSystemServiceShowImposeMenuForPs2Emu. | |||
Emulators are programmed to be accurate for the games that they were made for. And that alone is a challenge for accurate emulation, since emulators include per title patches, and different default settings, and since the Playstation 2 hardware is a complex system to emulate, any small change in configuration can have make or break a game. | |||
This is first time that Sony has ever cared about floats in | Currently the most used emulator is Jakv2 since it is the most compatible, but for game crashes we use RECVX, and for VU accuracy we use roguev1. | ||
The BIOS itself is included in the game's pkg and it is the exact same BIOS that was used in the ps2_netemu. Another important thing is the lack of encryption mechanism for PS2 game disc image file, this time it is just a plain ISO file. But the emulator still supports LIMG sector that allows the usage of non-2048 sector size discs. Memory card is also decrypted, but the emulator checks the CRC of some of the regions to ensure that the memory card was Not modified. The PS2 Emulator supports LUA scripting by "Lua Bridge", and it is an extremely powerful interface that provide many possibilities to improve compatibility. | |||
This is first time that Sony has ever cared about floats in their emulators. Compared to the PS3 CPU, x86-64 is doing a worse job in mimicking FPU and VU floats calculation behavior. This is resolved by clamping, accurate math used per memory offset, and/or converting floats to double precision. The emulator uses openCL for GS, and likely other components as well.</pre> | |||
= Emulator Configuration = | = Emulator Configuration = | ||
== Files == | == Files == | ||
Emulator configuration is handled by 4 files: | |||
* '''config-emu-ps4.txt''' - Stores paths, basic video/audio settings in official packages. But unofficially can be also used for advanced settings for global effect in multi disc .pkg with all commands originally used in cli.conf file. | * '''config-emu-ps4.txt''' - Stores paths, basic video/audio settings in official packages. But unofficially can be also used for advanced settings for global effect in multi disc .pkg with all commands originally used in cli.conf file. | ||
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== Commands == | == Commands == | ||
The rest of the CLI and LUA commands can all be found inside of any emulator's '''Eboot.bin''' file. | '''Known functions:''' Require cleanup. | ||
<br>The rest of the CLI and LUA commands can all be found inside of any emulator's '''Eboot.bin''' file. | |||
=== config-emu-ps4.txt commands === | === config-emu-ps4.txt commands === | ||
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|- | |- | ||
| --config-local-lua || || || --config-local-lua="" | | --config-local-lua || || || --config-local-lua="" | ||
|- | |- | ||
| --load-tooling-lua || || || --load-tooling-lua=0 | | --load-tooling-lua || || || --load-tooling-lua=0 | ||
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| --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 | | --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 | | --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 || | | --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 | ||
|-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 || <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, Sadly this command isn't supported by many emulators, but jakv2 is confirmed to support it</pre> || --switch-disc-reset=1 | |||
|- | |||
| --cdvd-sector-read-cycles || <pre>0.1 = Fastest, | |||
80000 = Slowest</pre>|| <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 || <pre>0.1 = Fastest, | |||
80000 = Slowest</pre> || <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-gamepads || 0, 1 || || --host-gamepads=1 | | --host-gamepads || 0, 1 || || --host-gamepads=1 | ||
|- | |- | ||
| --pad-record || 0, 1 || Enables | | --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 | | --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 | | --mtap2 || Disabled, Always, ByHost || <pre>Multitap switch, some games require multitap to be selected only on second port (1, 2-a, 2-b, 2-c layout). To achieve that we need to disable first mtap. In some cases, the emulator can be flawed in how it handles multi-tap when it involves "--mtap2". All functions for 2A, 2B, 2C, 2D must be redirected to ports on multi-tap 1 by using memory patches.</pre> || --mtap2=always | ||
|} | |} | ||
=== XXXX-YYYYY_cli.conf commands === | === XXXX-YYYYY_cli.conf commands === | ||
<pre> | <pre>Please note that the commands listed here also work in config-emu-ps4.txt. But the official way to use them is by CLI file. The CLI file way is also needed for multi-disc packages. Some of the commands are still not discovered, and some known commands are missing their values. </pre> | ||
All commands are pre-made. | <pre>All CLI commands are pre-made. It's not possible to create CLI commands out of thin air. | ||
The values of the commands are also pre-defined by Sony and/or have a set of possible values or ranges. | The values of the commands are also pre-defined by Sony and/or have a set of possible values or ranges. | ||
Some CLI commands have no effect | Some CLI commands have no effect and were added to the eboot.bin without any programming. Some useful commands were removed or added in different emu revisions, or their effects changed. In some emultors, CLI configuration can be found in the ram at SceLibcHeap[0]-3-881004000.</pre> | ||
====EmotionEngine (MIPS-IV)==== | ====EmotionEngine (MIPS-IV)==== | ||
===== | =====EE===== | ||
<pre> | <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 | | || Speedhacks || || | ||
|- | |- | ||
| --ee-cycle-scalar || | | --ee-cycle-scalar || <pre> | ||
[Overclocking] | |||
(0.99 => 0.1) | |||
[Underclocking] | |||
(1.1 => 5.0)</pre> || <pre> Underclocking the ee can be useful for performance gain (Can cause stuttering fmvs though.) And overclocking the ee should only be useful for the purpose of fixing games. The default value is 1.0</pre> || --ee-cycle-scalar=1.0 | |||
|- | |- | ||
| --ee-context-switch-cycles || | | --ee-context-switch-cycles ||<pre> [Overclocking(?)] | ||
(0.99 => 0.1) | |||
[Cycle skipping(?)] | |||
(1.1 => ∞ ) </pre>|| <pre>This command's function is yet to be discovered. Its effects are similar to cyclescalar, regardless, It's not supported by Jak emulators.</pre> || --ee-context-switch-cycles=2700? | |||
|- | |- | ||
| | | --ee-hook || <pre>AdvanceClock | ||
FastForwardClock | |||
Mfifodrain</pre> || <pre>Set a function to be applied every time the PC register reaches the selected offset in the EE memory. FastForwardClock is likely an overclocking function while AdvanceClock is the opposite. Mfifodrain is still unknown.</pre> ||<pre>--ee-hook=0x0025A9F2,AdvanceClock,,500 </pre> <pre>--ee-hook=0x0019F0AD,FastForwardClock</pre> | |||
|- | |- | ||
|-style="background-color:#D7EF54" | |-style="background-color:#D7EF54" | ||
| || Game fixes || || | | || Game fixes || || | ||
|- | |- | ||
| --ee-jit-pagefault-threshold || 0-254 || | | --ee-jit-pagefault-threshold || 0-254 || Reduces the occurrence of crashes the higher it is. Only accepts 1 byte long values with 254 being the limit|| --ee-jit-pagefault-threshold=40 | ||
|- | |- | ||
| --ee-block-validation || PageProt, PageProtection, Hash, Full, none || way of validating that block been modified, and require recompilation. [[https://github.com/PCSX2/pcsx2/blob/4db6b287cda817345f7ed4268a8a68f9fda76f26/pcsx2/Memory.cpp#L869| Some info about PageProt way]] || --ee-block-validation=None | | --ee-block-validation || PageProt, PageProtection, Hash, Full, none || way of validating that block been modified, and require recompilation. [[https://github.com/PCSX2/pcsx2/blob/4db6b287cda817345f7ed4268a8a68f9fda76f26/pcsx2/Memory.cpp#L869| Some info about PageProt way]] || --ee-block-validation=None | ||
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| --ee-const-folding || None,Gpr,Fpu,All || EE constant folding. "All" seems to be the default option. || --ee-const-folding=none | | --ee-const-folding || None,Gpr,Fpu,All || EE constant folding. "All" seems to be the default option. || --ee-const-folding=none | ||
|- | |- | ||
| --ee-ignore-segfault || none, read, write, readwrite || Ignore segmentation fault. | | --ee-ignore-segfault || none, read, write, readwrite || Ignore segmentation fault. May help with crashes but will probably cause graphical inaccuracies || --ee-ignore-segfault=readwrite | ||
|- | |- | ||
| --ee-native-function || memset | | --ee-native-function || <pre>memcpy | ||
|-style="background-color:# | memset </pre>||<pre> | ||
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 (Likely a debug log option) || --ee-jit-disasm=1 | ||
|- | |- | ||
| --ee-ignore-break || 0, 1 || | | --ee-ignore-break || 0, 1 || When enabled, BREAK instructions will be ignored. || | ||
|- | |- | ||
| --ee-break-as-nop || 0, 1 || Turns a BREAK instruction into a NOP Instruction | | --ee-break-as-nop || 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 || | | --ee-pc-coherency || 0, 1 || || | ||
|- | |- | ||
| --ee-insn-flush-pc || 0, 1 || | | --ee-insn-flush-pc || 0, 1 || || | ||
|- | |- | ||
| --ee-inst-marking || 0,1? || || | | --ee-inst-marking || 0,1? || || | ||
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| --ee-insn-marking || 0,1? || || | | --ee-insn-marking || 0,1? || || | ||
|- | |- | ||
| --ee-kernel-hle || 0, 1 || High-level emulation kernel | | --ee-kernel-hle || 0, 1 || High-level emulation kernel || | ||
|- | |- | ||
| --ee-injection-kernel || 0, 1 || Just like --ee-kernel-hle, except using a different name. || | | --ee-injection-kernel || 0, 1 || Just like --ee-kernel-hle, except using a different name. || | ||
|- | |- | ||
| --ee-injection-title || 0, 1 || | | --ee-injection-title || 0, 1 || || | ||
|- | |- | ||
| --ee-validate-kernel || 0, 1 || || | | --ee-validate-kernel || 0, 1 || || | ||
|- | |||
| --ee-regalloc-scalar || 0,none,ReadOnly,WriteOnly,RW || register allocation setting || | |||
|- | |- | ||
| --ee-regalloc-simd || readwrite, writeonly, readonly || register allocation setting || | | --ee-regalloc-simd || readwrite, writeonly, readonly || register allocation setting || | ||
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| --ee-live32 || 0,1? || || | | --ee-live32 || 0,1? || || | ||
|- | |- | ||
| --ee-cache-breaks-block || 0,1 || | | --ee-cache-breaks-block || 0,1? || || | ||
|- | |- | ||
| --ee-evt-check-full || 0, 1 || | | --ee-evt-check-full || 0, 1 || || | ||
|- | |- | ||
| --ee-peephole || 0, 1? || || | | --ee-peephole || 0, 1? || || | ||
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| --ee-precompile-trace || || || | | --ee-precompile-trace || || || | ||
|- | |- | ||
| --ee-penalize-short-blocks || 0, 1 || | | --ee-penalize-short-blocks || 0, 1 || || | ||
|- | |- | ||
| --ee-mem-check-eob || || EE memory check end of block || | | --ee-mem-check-eob || || EE memory check end of block || | ||
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| --ee-insn-callmark || || || | | --ee-insn-callmark || || || | ||
|- | |- | ||
| --ee-inline-limit-full || insn_count/integer || | | --ee-inline-limit-full || insn_count/integer || || | ||
|- | |- | ||
| --ee-inline-limit-partial || || || | | --ee-inline-limit-partial || || || | ||
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=====FPU===== | =====FPU===== | ||
<pre>The FPU is a fast single-precision unit that | <pre>The FPU is a fast single-precision unit that serves the EE. It's also called (COP1).</pre> | ||
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;" | {| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;" | ||
! Command !! Values !! Notes !! Usage | ! Command !! Values !! Notes !! Usage | ||
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| || Game fixes || || | | || Game fixes || || | ||
|- | |- | ||
| --fpu-no-clamping || | | --fpu-no-clamping || <pre> 1 = Extra + preserve sign | ||
0 = Extra</pre> || Changes the clamping behavior of the FPU. The default emulator's behavior cannot be selected by CLI commands. || --fpu-no-clamping=0 | |||
|- | |- | ||
| --fpu-custom-min-max || 0, 1 || Custom Max/Mini logic for denormals. Enabled by default. Disabling it might break some games || --fpu-custom-min-max=0 | | --fpu-custom-min-max || 0, 1 || <pre>Custom Max/Mini logic for denormals. Enabled by default. Disabling it might break some games</pre> || --fpu-custom-min-max=0 | ||
|- | |- | ||
| --fpu-accurate-range || start,end offset (0x0 - 0x1FFFFFF) || Accurate Mul/Div/Add/Sub Math instructions for the FPU by using software floats rather than hardware floats. Can be used for full EE/FPU Mathematical accuracy in the specified range. || --fpu-accurate-range=0x1acce0,0x2acce0 | | --fpu-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 | ||
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| --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-no-clamp-range || start,end offset (0x0 - 0x1FFFFFF) || Per-range clamping for the FPU in the selected memory range. || --fpu-no-clamp-range=0x1acce0,0x2acce0 | ||
|- | |- | ||
| --fpu-accurate-muldiv || 0 = Disabled | | --fpu-accurate-muldiv || <pre>0 = Disabled | ||
1 = Enabled </pre> || 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>|| Allows the FPU to accurately Add/Subtract for all offsets by using software floats rather than hardware floats. (Extremely slow) || --fpu-accurate-addsub=1 | |||
|- | |- | ||
| -- | | --fpjk-muldiv-range || offset (0x0 - 0x1FFFFFF) || ? || --fpjk-muldiv-range=0x123456 | ||
|- | |- | ||
| --fpu-accurate-muldiv-range || start,end offset (0x0 - 0x1FFFFFF) || Allows the FPU to accurately Divide/Multiply by 0 in the specified ee memory range by using software floats rather than hardware floats. || --fpu-accurate-muldiv-range=0x1acce0,0x2acce0 | | --fpu-accurate-muldiv-range || start,end offset (0x0 - 0x1FFFFFF) || Allows the FPU to accurately Divide/Multiply by 0 in the specified ee memory range by using software floats rather than hardware floats. || --fpu-accurate-muldiv-range=0x1acce0,0x2acce0 | ||
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| || Speedhacks || || | | || Speedhacks || || | ||
|- | |- | ||
| --fpu-rsqrt-fast-estimate || 0, 1 || | | --fpu-rsqrt-fast-estimate || 0, 1 || Less accurate RSQRT. Enabled by default. Disabling it is required for full FPU accuracy || --fpu-rsqrt-fast-estimate=1 | ||
|- | |- | ||
| --fpu-accurate-mul-fast || 0, 1 || | | --fpu-accurate-mul-fast || 0, 1 || A speed up option for --fpu-accurate-muldiv-range that only has an effect while the "muldiv" command is being used. || --fpu-accurate-mul-fast=1 | ||
|-style="background-color:# | |-style="background-color:#FEA15C" | ||
| || Other || || | | || Other || || | ||
|- | |- | ||
| --fpu-custom-fused-madd || 0, 1 || Custom FMA (fused multiply-add). Disabled by default. || --fpu-custom-fused-madd=0 | | --fpu-custom-fused-madd || 0, 1 || <pre>Custom FMA (fused multiply-add). Disabled by default. </pre>|| --fpu-custom-fused-madd=0 | ||
|- | |- | ||
| --fpu-to-double || 0, 1 || Converts floats to doubles (Accurate) | | --fpu-to-double || 0, 1 || <pre>Converts floats to doubles (Accurate)</pre> || --fpu-to-double=1 | ||
|- | |- | ||
| --fpu-clamp-operands || 0, 1 || | | --fpu-clamp-operands || 0, 1 || Improves FPU clamping|| --fpu-clamp-operands=1 | ||
|- | |- | ||
| --fpu-clamp-results || 0, 1 || | | --fpu-clamp-results || 0, 1 || Improves FPU clamping || --fpu-clamp-results=1 | ||
|- | |- | ||
|} | |} | ||
===== COP2 ===== | =====COP2===== | ||
<pre>COP2, Also known as VU0 Macro-mode. </pre> | |||
<pre>VU0 Macro-mode | |||
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;" | {| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;" | ||
! Command !! Values !! Notes !! Usage | ! Command !! Values !! Notes !! Usage | ||
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| || Speedhacks || || | | || Speedhacks || || | ||
|- | |- | ||
| --cop2-opt-flags || 0, 1 ,2 || Optimize flags | | --cop2-opt-flags || 0, 1 ,2 || Optimize flags when do VU recompilation (1 is safe, 2 update sticky, and mac flag on every status flag update) [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L280 More Info] || --cop2-opt-flags=1 | ||
|- | |- | ||
| --cop2-opt-vf00 || 0, 1, 2 || Optimization for the vf00 register. || --cop2-opt-vf00=1 | | --cop2-opt-vf00 || 0, 1, 2 || Optimization for the vf00 register. || --cop2-opt-vf00=1 | ||
|- | |- | ||
| --cop2-const-prop || 0, 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 | | --cop2-di-bits || 0, 1 || 0 to skip setting Invalid, and Div by Zero flags in status register, and therefore improve performance. Can be used as speedhack as it skip costly calculations. || --cop2-di-bits=0 | ||
|-style="background-color:#D7EF54" | |-style="background-color:#D7EF54" | ||
| || Game fixes || || | | || Game fixes || || | ||
|- | |- | ||
| --cop2-no-clamping || | | --cop2-no-clamping || <pre> 1 = Extra + preserve sign | ||
0 = Extra</pre> || <pre>Changes the clamping behavior of the COP2. The default emulator's behavior is none of the included values and cannot be set by CLI commands.</pre> || --cop2-no-clamping=0 | |||
|- | |- | ||
| --cop2-accurate-range || start,end offset (0x0 - 0x1FFFFFF) ||Accurate Mul/Div/Add/Sub | | --cop2-accurate-range || start,end offset (0x0 - 0x1FFFFFF) ||Accurate Mul/Div/Add/Sub Math instructions for the COP2 by using software floats rather than hardware floats. Can be used for full COP2 Mathematical accuracy in the specified range. || --cop2-accurate-range=0x123456,0x134567 | ||
|- | |- | ||
| --cop2-no-clamp-range || start,end offset (0x0 - 0x1FFFFFF) || Per-range clamping for COP2. || --cop2-no-clamp-range=0x123456,0x134567 | | --cop2-no-clamp-range || start,end offset (0x0 - 0x1FFFFFF) || Per-range clamping for COP2. || --cop2-no-clamp-range=0x123456,0x134567 | ||
|- | |- | ||
| --cop2-accurate-mul-range || start,end offset (0x0 - 0x1FFFFFF) || Accurate | | --cop2-accurate-mul-range || start,end offset (0x0 - 0x1FFFFFF) || Accurate Multiplication instructions for the COP2 in the specified range by using software floats rather than hardware floats || --cop2-accurate-mul-range=0x123456,0x134567 | ||
|- | |- | ||
| --cop2-accurate-mul || 1 = Enabled | | --cop2-accurate-mul || <pre>1 = Enabled | ||
0 = Disabled</pre> || 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 | | --cop2-accurate-addsub || <pre>1 = Enabled | ||
0 = Disabled </pre>|| Allows the COP2 to accurately Add/Subtract for all offsets by using software floats rather than hardware floats. (Extremely slow) || --cop2-accurate-addsub=1 | |||
|- | |- | ||
| --cop2-accurate-addsub-range || start,end offset (0x0 - 0x1FFFFFF) || Allows the COP2 to accurately Add/ | | --cop2-accurate-addsub-range || start,end offset (0x0 - 0x1FFFFFF) || Allows the COP2 to accurately Add/Subtract in the specified ee memory range by using software floats rather than hardware floats. || --cop2-accurate-addsub-range=0x123456,0x134567 | ||
|- | |- | ||
|-style="background-color:# | |-style="background-color:#FEA15C" | ||
| || Other || || | | || Other || || | ||
|- | |- | ||
| --cop2-regalloc || 0, 1 ? || | | --cop2-regalloc || 0, 1 ? || PCSX2 seems to have this enabled by default. || | ||
|- | |- | ||
| --cop2-inst-q || 0, 1 || instant Q, no stalling on VWAITQ, or instances of Q | | --cop2-inst-q || 0, 1 || instant Q, no stalling on VWAITQ, or instances of Q. || | ||
|- | |- | ||
| --cop2-inst-p || 0, 1 || instant P, no stalling on VWAITP, or instances of P. || | | --cop2-inst-p || 0, 1 || instant P, no stalling on VWAITP, or instances of P. || | ||
|- | |- | ||
| --cop2-use-rcp || 0, 1 || | | --cop2-use-rcp || 0, 1 || use sse rcp || | ||
|- | |- | ||
| --cop2-use-rsqrt || 0, 1 || | | --cop2-use-rsqrt || 0, 1 || use sse rsqrt || --cop2-use-rsqrt=0 | ||
|- | |- | ||
| --cop2-clamp-operands || 0, 1 || | | --cop2-clamp-operands || 0, 1 || <pre>Improves COP2 clamping</pre>|| --cop2-clamp-operands=1 | ||
|- | |- | ||
| --cop2-clamp-results || 0, 1 || | | --cop2-clamp-results || 0, 1 || <pre>Improves COP2 clamping</pre> || --cop2-clamp-results=1 | ||
|- | |- | ||
|} | |} | ||
==== Vector Units (VU) ==== | ====Vector Units (VU)==== | ||
=====VU===== | |||
===== VU ===== | <pre>Custom DSPs used to process vertex data, physics calculations, and other related tasks. Settings found here affect VU1 & VU0 & COP2</pre> | ||
<pre>Custom DSPs used to process vertex data, physics calculations, and other related tasks. Settings found here affect VU1 | |||
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;" | {| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;" | ||
! Command !! Values !! Notes !! Usage | ! Command !! Values !! Notes !! Usage | ||
Line 361: | Line 396: | ||
| || Graphical fixes || || | | || Graphical fixes || || | ||
|- | |- | ||
| --vu-xgkick-delay || Limit is between (0 => 31) | | --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 repair missing graphics with 0 being the most compatible. Useful for games with GIF issues</pre> || --vu-xgkick-delay=8 | |||
|- | |- | ||
| --vu-custom-min-max || 0, 1 || Custom Max/Mini logic for denormals. Disabled on pcsx2 by default but enabled by default on a couple of emus such as jakv2. Disabling it could potentially restore missing graphics.|| --vu-custom-min-max=0 | | --vu-custom-min-max || 0, 1 || <pre>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.</pre>|| --vu-custom-min-max=0 | ||
|- | |- | ||
|-style="background-color:#D7EF54" | |-style="background-color:#D7EF54" | ||
| || Game fixes || || | | || Game fixes || || | ||
|- | |- | ||
| --vu-hack-triace || 0, 1 || | | --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. || --vu-hack-triace=1 | ||
|- | |- | ||
| --vu-branch-hazard || 0, 1 || | | --vu-branch-hazard || 0, 1 || Disabling it managed to prevent "Batman - Rise of Sin Tzu" from Crashing|| --vu-branch-hazard=0 | ||
|- | |- | ||
| --vu-evil-branches || 0, 1 || Take in count branch in delay slot, or not. [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L306 More Info]|| | | --vu-evil-branches || 0, 1 || Take in count branch in delay slot, or not. [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L306 More Info]|| | ||
|- | |- | ||
| --vu-to-double || 0, 1 || Converts floats to double. Enabling it is the accurate option. | | --vu-to-double || 0, 1 || <pre>Converts floats to double. Enabling it | ||
is the accurate option. </pre> || --vu-to-double=1 | |||
|- | |- | ||
| --vu-custom-fused-madd || 0, 1 || Custom FMA (fused multiply-add). Disabled by default || --vu-custom-fused-madd=1 | | --vu-custom-fused-madd || 0, 1 || <pre>Custom FMA (fused multiply-add). Disabled by default</pre> || --vu-custom-fused-madd=1 | ||
|- | |- | ||
|-style="background-color:#7698FF" | |-style="background-color:#7698FF" | ||
Line 391: | Line 428: | ||
| --vu-t-bit || 0, 1 || Debug halt. Acts similarly to D-bit || --vu-t-bit=0 | | --vu-t-bit || 0, 1 || Debug halt. Acts similarly to D-bit || --vu-t-bit=0 | ||
|- | |- | ||
| --vu-inst-mflag || 0, 1 || | | --vu-inst-mflag || 0, 1 || ? || --vu-inst-mflag=1 | ||
|- | |- | ||
| --vu-inst-cflag || 0, 1 || | | --vu-inst-cflag || 0, 1 || ? || --vu-inst-cflag=1 | ||
|- | |- | ||
| --vtune-vu || ? || ? || | | --vtune-vu || ? || ? || | ||
Line 402: | Line 439: | ||
|- | |- | ||
|} | |} | ||
=====VU1===== | |||
===== VU1 ===== | <pre>VU1 is the GS’s alternate processing unit, Commands here can possibly improve performance, prevent crashes, and resolve SPS issues.</pre> | ||
<pre>VU1 is the | |||
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;" | {| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;" | ||
! Command !! Values !! Notes !! Usage | ! Command !! Values !! Notes !! Usage | ||
Line 411: | Line 446: | ||
| || Speedhacks || || | | || Speedhacks || || | ||
|- | |- | ||
| --vu1-mpg-cycles || 0 - | | --vu1-mpg-cycles || <pre>0.1 - 20000</pre>|| <pre>Set initial speed for VU1 Micro-programs. Increasing it will result in better performance while decreasing it will do the opposite. Increasing it can be beneficial for games that are MTVU sensitive.</pre>|| --vu1-mpg-cycles=1000 | ||
|- | |- | ||
| --vu1-di-bits || 0, 1 || 0 Skips setting | | --vu1-di-bits || 0, 1 || 0 Skips setting Invalid, and Divides by zero flags in status register. Can be used as a Speedhack as it can skip costly calculations. But at the same time, it can cause issues such as broken geometry. || --vu1-di-bits=0 | ||
|- | |- | ||
| --vu1-const-prop || 0, 1|| Enabled by default. 0 will disable it and cause performance issues | | --vu1-const-prop || 0, 1|| Enabled by default. 0 will disable it and cause performance issues.[https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L312 More info] || --vu1-const-prop=1 | ||
|- | |- | ||
| --vu1-opt-flags || 0, 1, 2 || Optimize flags | | --vu1-opt-flags || 0, 1, 2 || Optimize flags instances when do VU recompilation (1 is safe, 2 update sticky, and mac flag on every status flag update) [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L280 More Info] || --vu1-opt-flags=0 | ||
|- | |- | ||
| --vu1-opt-vf00 || 0, 1, 2 || Optimization for the vf00 register. || --vu1-opt-vf00=2 | | --vu1-opt-vf00 || 0, 1, 2 || Optimization for the vf00 register. || --vu1-opt-vf00=2 | ||
|- | |- | ||
| --vu1-jr-cache-policy || newprog, sameprog, auto, new, same || PCSX2 uses newprog as | | --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 | | --vu1-jalr-cache-policy || newprog, sameprog, auto, new, same || PCSX2 uses newprog as default setting.[https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L319 Info] || --vu1-jalr-cache-policy=sameprog | ||
|- | |- | ||
|-style="background-color:#D7EF54" | |-style="background-color:#D7EF54" | ||
| || Game fixes / Graphical fixes || || | | || Game fixes / Graphical fixes || || | ||
|- | |- | ||
| --vu1 || jit-sync || Selector between IR/JIT and it modes | | --vu1 || jit-sync, jit, trans, jit-async || <pre>Selector between IR/JIT and it modes, jit-sync works similarly to disabling MTVU.</pre> || --vu1=jit-sync | ||
|- | |- | ||
| --vu1-no-clamping || | | --vu1-no-clamping || <pre> 1 = Extra + preserve sign | ||
0 = Extra</pre> || <pre>Changes the clamping behavior of the VU1. The default emulator's behavior cannot be set by CLI commands.</pre> || --vu1-no-clamping=0 | |||
|- | |- | ||
| --vu1-clamp-range || vu1 memory offset start,end (0x0 - | | --vu1-clamp-range || vu1 memory offset start,end (0x0 - 0x3FF) || Values must be 2 bytes or lower and should not exceed 0x0800 || | ||
|- | |- | ||
| --vu1-accurate-addsub-range || vu1 memory offset start,end (0x0 - | | --vu1-accurate-addsub-range || vu1 memory offset start,end (0x0 - 0x3FF) || Allows the VU1 to accurately Add/Subtract in the specified ee memory range by using software floats rather than hardware floats.|| --vu1-accurate-addsub-range=0x0000,0x0600 | ||
|- | |- | ||
| --vu1-mul0fix-range || vu1 memory offset start,end (0x0 - | | --vu1-mul0fix-range || vu1 memory offset start,end (0x0 - 0x3FF) || Allows the VU1 to accurately Multiply by 0 in the specified ee memory range by using software floats rather than hardware floats. || --vu1-mul0fix-range=0x123,0x123 | ||
|- | |- | ||
| --vu1-injection || 0, 1 || unknown || --vu1-injection=1 | | --vu1-injection || 0, 1 || <pre>unknown</pre> || --vu1-injection=1 | ||
|- | |- | ||
| --vu1-native-patch || 0, 1 || Use native patches from recompiler, not compatible with jak emus | | --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 | ||
|- | |- | ||
|-style="background-color:#FEA15C" | |-style="background-color:#FEA15C" | ||
Line 447: | Line 483: | ||
| --vu1-inst-p ||0, 1 || instant P, no stalling on WAITP, or instances of P || --vu1-inst-p=1 | | --vu1-inst-p ||0, 1 || instant P, no stalling on WAITP, or instances of P || --vu1-inst-p=1 | ||
|- | |- | ||
| --vu1-use-rcp || 0, 1 || Use | | --vu1-use-rcp || 0, 1 || <pre>Use sse rcp. Disabled by default</pre> || | ||
|- | |- | ||
| --vu1-use-rsqrt || 0, 1 || Use | | --vu1-use-rsqrt || 0, 1 || <pre>Use sse rsqrt. Enabeled by default</pre> || | ||
|- | |- | ||
| --vu1-clamp-operands || 0, 1 || | | --vu1-clamp-operands || 0, 1 ||<pre>Improves VU1 clamping</pre> || --vu1-clamp-operands=1 | ||
|- | |- | ||
| --vu1-clamp-results || 0, 1 || | | --vu1-clamp-results || 0, 1 || <pre>Improves VU1 clamping</pre>|| --vu1-clamp-results=1 | ||
|- | |- | ||
| --vu1-inst-q || 0, 1 || instant Q, no stalling on WAITQ, or instances of Q. || --vu1-inst-q=1 | | --vu1-inst-q || 0, 1 || <pre>instant Q, no stalling on WAITQ, or instances of Q.</pre> || --vu1-inst-q=1 | ||
|- | |- | ||
| --assert-path1-ad || 0, 1 || Path 1 is how the GIF takes data from VU1 via XGKICK instruction. It's unknown what this command does but it's related to VU1 | | --assert-path1-ad || 0, 1 || Path 1 is how the GIF takes data from VU1 via XGKICK instruction. It's unknown what this command does but it's related to VU1 || --assert-path1-ad=1 | ||
|- | |- | ||
|} | |} | ||
=====VU0===== | =====VU0===== | ||
<pre>VU0 is the | <pre>VU0 is the EE’s alternate processing unit , it is also called "micro-mode"</pre> | ||
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;" | {| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;" | ||
! Command !! Values !! Notes !! Usage | ! Command !! Values !! Notes !! Usage | ||
Line 468: | Line 504: | ||
| || Speedhacks || || | | || Speedhacks || || | ||
|- | |- | ||
| --vu0-mpg-cycles || 0 - | | --vu0-mpg-cycles || <pre>0.1 - 20000 </pre> || <pre>Set initial cycle speed for VU0 Micro-programs.</pre> || --vu0-mpg-cycles=1000 | ||
|- | |- | ||
| --vu0-di-bits || 0, 1 || 0 to skip setting | | --vu0-di-bits || 0, 1 || 0 to skip setting Invalid, and Div by zero flags in status register. Can be used as speedhack as it skips costly calculations, but at the same time can cause issues like broken geometry, and weird physics behavior. Depending per game.|| --vu0-di-bits=0 | ||
|- | |- | ||
| --vu0-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 | | --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 | ||
Line 476: | Line 512: | ||
| --vu0-opt-vf00 || 0, 1, 2 || Optimization for the vf00 register. || --vu0-opt-vf00=1 | | --vu0-opt-vf00 || 0, 1, 2 || Optimization for the vf00 register. || --vu0-opt-vf00=1 | ||
|- | |- | ||
| --vu0-opt-flags || 0, 1, 2 || Optimize flags | | --vu0-opt-flags || 0, 1, 2 || Optimize flags when do VU recompilation (1 is safe, 2 update sticky, and mac flag on every status flag update) [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L280 More Info] || --vu0-opt-flags=1 | ||
|- | |- | ||
| --vu0-jr-cache-policy || newprog, sameprog, auto, new, same || PCSX2 | | --vu0-jr-cache-policy || newprog, sameprog, auto, new, same || PCSX2 use newprog as default setting [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L319 Info] || --vu0-jr-cache-policy=sameprog | ||
|- | |- | ||
| --vu0-jalr-cache-policy || newprog, sameprog, auto, new, same || PCSX2 | | --vu0-jalr-cache-policy || newprog, sameprog, auto, new, same || PCSX2 use newprog as default setting [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L319 Info] || --vu0-jalr-cache-policy=sameprog | ||
|-style="background-color:#D7EF54" | |-style="background-color:#D7EF54" | ||
| || Game fixes || || | | || Game fixes || || | ||
|- | |- | ||
| --vu0-clamp-range || start, end offset (0x0 - | | --vu0-clamp-range || start, end offset (0x0 - 0xA000) || per range clamping for VU0 || --vu0-clamp-range=0x100,0x120 | ||
|- | |- | ||
| --vu0-no-clamping || 0 | | --vu0-no-clamping || <pre> 1 = Extra + preserve sign | ||
0 = Extra</pre> || <pre>Changes the clamping behavior of the VU0. The default emulator's behavior is none of the included values and cannot be set by CLI commands.</pre> || --vu0-no-clamping=0 | |||
|- | |- | ||
| --vu0-accurate-addsub-range || offset (0x0 - | | --vu0-accurate-addsub-range || offset (0x0 - 0xA000) ||Allows the VU0 to accurately Add/Subtract in the specified ee memory range by using software floats rather than hardware floats.|| | ||
|- | |- | ||
| --vu0-mul0fix-range || vu0 memory offset start,end (0x0 - | | --vu0-mul0fix-range || vu0 memory offset start,end (0x0 - 0xA000) || Allows the VU0 to accurately Multiply by 0 in the specified ee memory range by using software floats rather than hardware floats || | ||
|- | |- | ||
|-style="background-color:#FEA15C" | |-style="background-color:#FEA15C" | ||
| || Other || || | | || Other || || | ||
|- | |- | ||
| --vu0-injection || 0, 1 || | | --vu0-injection || 0, 1 || Uknown usage. || --vu0-injection=1 | ||
|- | |- | ||
| --vu0-inst-q || 0, 1 || instant Q, no stalling on WAITQ, or instances of Q || --vu0-inst-q=1 | | --vu0-inst-q || 0, 1 || instant Q, no stalling on WAITQ, or instances of Q || --vu0-inst-q=1 | ||
Line 501: | Line 538: | ||
| --vu0-inst-p || 0, 1 || instant P, no stalling on WAITP, or instances of P|| --vu0-inst-p=1 | | --vu0-inst-p || 0, 1 || instant P, no stalling on WAITP, or instances of P|| --vu0-inst-p=1 | ||
|- | |- | ||
| --vu0-use-rcp || 0, 1 || | | --vu0-use-rcp || 0, 1 || use sse rcp || --vu0-use-rcp=1 | ||
|- | |- | ||
| --vu0-use-rsqrt || 0, 1 || | | --vu0-use-rsqrt || 0, 1 || use sse rsqrt || --vu0-use-rsqrt=1 | ||
|- | |- | ||
| --vu0-clamp-operands || 0, 1 || | | --vu0-clamp-operands || 0, 1 || <pre>Improves VU0 clamping</pre> || --vu0-clamp-operands=1 | ||
|- | |- | ||
| --vu0-clamp-results || 0, 1 || | | --vu0-clamp-results || 0, 1 || <pre>Improves VU0 clamping</pre> || --vu0-clamp-results=1 | ||
|- | |- | ||
|} | |} | ||
Line 513: | Line 550: | ||
====DMA Channels==== | ====DMA Channels==== | ||
=====VIF===== | =====VIF===== | ||
<pre> | <pre>Decompresses vector data, uploads microprograms to the VUs, and sends graphical data to the GIF, | ||
are | VIF CLI commands are mostly used for fixing games that freeze.</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 520: | Line 557: | ||
| || VIF || Game fixes || | | || VIF || Game fixes || | ||
|- | |- | ||
| --vif-ignore-invalid-cmd || 0, 1 || Ignore invalid vif commands. In some cases, setting it to 1 can fix games that freeze while showing the same frame. || --vif-ignore-invalid-cmd=1 | | --vif-ignore-invalid-cmd || 0, 1 || <pre>Ignore invalid vif commands. In some cases, setting it to 1 can fix games that freeze while showing the same frame.</pre> || --vif-ignore-invalid-cmd=1 | ||
|- | |- | ||
| --vif-thread-chunk-size || | | --vif-thread-chunk-size || 1, 1000 || Unknown usage. 1024 is likely the limit. || --vif-thread-chunk-size=100 | ||
|- | |- | ||
| --detect-idle-vif || 0, 1 || Enabled by default. Unknown function || --detect-idle-vif=0 | | --detect-idle-vif || 0, 1 || Enabled by default. Unknown function || --detect-idle-vif=0 | ||
Line 528: | Line 565: | ||
| || VIF1 || Game fixes || | | || VIF1 || Game fixes || | ||
|- | |- | ||
| --vif1-ignore-cmd-ints || 0, 1 || | | --vif1-ignore-cmd-ints || 0, 1 || <pre> Set to 1 to Ignore CMD ints. Can in some cases fix games that freeze while showing the same frame if set to 1. | ||
Games likes "Men in Black II - Alien Escape" and | |||
"Test Drive Unlimited" Will always need it.</pre> || --vif1-ignore-cmd-ints=1 | |||
|- | |||
| --vif1-instant-xfer || <pre> 1 = Instant VIF1 | |||
0 = Delayed VIF1</pre> || <pre>Changes VIF1 timing. 0 is the accurate option. It can be used to fix graphical glitches or to prevent games from freezing.</pre> || --vif1-instant-xfer=0 | |||
|- | |- | ||
|} | |} | ||
Line 540: | Line 581: | ||
| || || SIF1 (IOP) || | | || || SIF1 (IOP) || | ||
|- | |- | ||
| --iop-sif1-cycle-scalar || | | --iop-sif1-cycle-scalar || <pre> [Overclocking] | ||
(0.99 => 0.1) | |||
[Underclocking] | |||
(1.1 => ∞ )</pre>|| It controls how much data the IOP receives from the EE || --iop-sif1-cycle-scalar=0.1 | |||
|- | |- | ||
| --ee-sif1-cycle-scalar || | | --ee-sif1-cycle-scalar || <pre> [Overclocking] | ||
(0.99 => 0.1) | |||
[Underclocking] | |||
(1.1 => ∞ )</pre> || It controls how much data the EE sends to the IOP || --ee-sif1-cycle-scalar=0.1 | |||
|-style="background-color:#99ddff" | |-style="background-color:#99ddff" | ||
| || || SIF0 (EE) || | | || || SIF0 (EE) || | ||
|- | |- | ||
| --iop-sif0-cycle-scalar || | | --iop-sif0-cycle-scalar || <pre> [Overclocking] | ||
(0.99 => 0.1) | |||
[Underclocking] | |||
(1.1 => ∞ )</pre>|| It controls how much data the IOP sends to the EE || --iop-sif0-cycle-scalar=0.1 | |||
|- | |- | ||
| --ee-sif0-cycle-scalar || | | --ee-sif0-cycle-scalar || <pre> [Overclocking] | ||
(0.99 => 0.1) | |||
[Underclocking] | |||
(1.1 => ∞ )</pre>|| It controls how much data the EE receives from the IOP || --ee-sif0-cycle-scalar=0.1 | |||
|- | |- | ||
|} | |} | ||
====GS==== | |||
==== | |||
<pre>"GS" stands for Graphics Synthesizer. It's the PlayStation®2's co-processor that's responsible for rendering the graphics (but is also used by some games for additional calculations and other purposes)</pre> | <pre>"GS" stands for Graphics Synthesizer. It's the PlayStation®2's co-processor that's responsible for rendering the graphics (but is also used by some games for additional calculations and other purposes)</pre> | ||
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;" | {| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;" | ||
Line 561: | Line 613: | ||
| --gs-optimize-30fps || 0, 1 || Speedhack for GS hungry games. || --gs-optimize-30fps=1 | | --gs-optimize-30fps || 0, 1 || Speedhack for GS hungry games. || --gs-optimize-30fps=1 | ||
|- | |- | ||
| --gs-adaptive-frameskip || 0, 1 || Speedhack. Skips frames when the gs demands more resources than there are available. doesn't work on all emulators. | | --gs-adaptive-frameskip || 0, 1 || Speedhack. Skips frames when the gs demands more resources than there are available. doesn't work on all emulators. Does however work on jak emulators || --gs-adaptive-frameskip=1 | ||
|- | |- | ||
| -- | |-style="background-color:#D7EF54" | ||
| || Gs settings / Behaviour || || | |||
|- | |- | ||
|- | | --gs-use-deferred-l2h || 0, 1 || <pre>Delay option for L2H (local to host, GS to EE).</pre> || --gs-use-deferred-l2h=1 | ||
| | |||
|- | |- | ||
| --gs- | | --gs-uprender || none,2x2 || Internal resolution upscaler. || --gs-uprender=2x2 | ||
|- | |- | ||
| --gs- | | --gs-upscale || none, gpu, edgesmooth, smooth, motion, motionvec, motionvector, point || Upscaling type Selector || --gs-upscale=EdgeSmooth | ||
|- | |- | ||
| --gs- | | --gs-kernel-cl-up || "DarkCloud2" "fantavision" "h2lpool2x2", "OptRightTri", "clutmerge2x2", "mipmap2x2", "up2x2simple", "up2x2skipinterp", "up2x2tc", "up2x2", default || Kernel Variant Color lookup Upscaler (?), <pre>Mipmap and clutmerge and h2l will have to be enabled first before using their options</pre>|| --gs-kernel-cl-up="clutmerge2x2" | ||
|- | |||
| --gs-override-small-tri-area || 0, 1 || Could potentially restore missing text in some games. || --gs-override-small-tri-area=1 | |||
|- | |- | ||
| --gs- | | --gs-dirty-page-policy || 0, 1 || || --gs-dirty-page-policy=1 | ||
| | |||
| --gs- | |||
|- | |- | ||
| --gs- | | --gs-ignore-dirty-page-border || 0, 1 || ? ||--gs-ignore-dirty-page-border=1 | ||
|- | |- | ||
| --gs-ignore-rect-correction || 0, 1 || || --gs-ignore-rect-correction=1 | |||
| --gs-ignore-rect-correction || 0, 1 || | |||
|- | |- | ||
| --gs-opt-frbuff-switch || 0, 1 || | | --gs-opt-frbuff-switch || 0, 1 || || --gs-opt-frbuff-switch=0 | ||
|- | |- | ||
| --gs-kernel-cl || h2lpool, clutmerge, mipmap, DarkCloud2, fantavision, Mipmap and clutmerge and h2l | | --gs-kernel-cl || h2lpool, clutmerge, mipmap, DarkCloud2, fantavision, <pre>Mipmap and clutmerge and h2l will have to be enabled first before using their options</pre> ||<pre>Kernel Variant Color lookup(?). Options included here can be upscaling if --gs-kernel-cl-up were to be used along with it</pre> || --gs-kernel-cl="clutmerge" | ||
|- | |- | ||
| --force-frame-blend || 0, 1 || Enables blend (Deinterlacing?). Should be used to fix games with shaking screens. || --force-frame-blend=1 | | --force-frame-blend || 0, 1 || Enables blend (Deinterlacing?). Should be used to fix games with shaking screens. || --force-frame-blend=1 | ||
|- | |- | ||
| --force-pal-60hz || 0, 1 || Enables 60hz PAL mode. || --force-pal-60hz=1 | | --force-pal-60hz || 0, 1 || <pre>Enables 60hz PAL mode.</pre> || --force-pal-60hz=1 | ||
|- | |- | ||
| --gs- | | --gs-use-clut-merge || 0, 1 ||Color lookup table(?). It could possibly solve graphical issues or improve the quality of the colors. || <pre>--gs-use-clut-merge=1</pre> | ||
|- | |- | ||
| --gs- | | --gs-use-mipmap || 0, 1 || <pre>Enables Mipmapping. Can be used to fix Graphics.</pre> || <pre>--gs-use-mipmap=1</pre> | ||
|- | |||
| --gs-progressive || 0, 1 || Enables progressive scan. It's used to fix Graphical glitches/double screen issues. || | |||
|- | |||
| --gs-vert-precision || 8, 16 || 3D Rendering vertex precision, the emu expects the values of 8 or 16. Any other values are not permitted. || --gs-vert-precision=8 | |||
|- | |- | ||
| --gs-skip-dirty-flush-on-mipmap || 0, 1 || Skip flushing | | --gs-force-bilinear || 0, 1 || enables bilinear filtering. can fix ghosting problems in some cases. But despite this, it's not recommended for games that use 2D images. || --gs-force-bilinear=1 | ||
|- | |||
| --gs-skip-dirty-flush-on-mipmap || 0, 1 || Skip flushing the texture cache when mipmap settings change (?). It does, however, require mipmap to be enabled first. || <pre>--gs-skip-dirty-flush-on-mipmap=1</pre> | |||
|- | |- | ||
| --gs-packed15-fmv-opt || 0, 1 || | | --gs-packed15-fmv-opt || 0, 1 || || --gs-packed15-fmv-opt=1 | ||
|- | |- | ||
| --gs-fieldswap-delay || 0, 254 || Wait longer than usual to change field. | | --gs-fieldswap-delay || 0, 254 || Wait longer than usual to change field. Reduces Sharpness. || | ||
|- | |- | ||
| --gs-uv-shift-pointsampling || 0, 1 || Can be used on games like manhunt that have issues with [https://github.com/PCSX2/pcsx2/issues/257#issuecomment-1140338680 UV light rendering] || --gs-uv-shift-pointsampling=1 | | --gs-uv-shift-pointsampling || 0, 1 || Can be used on games like manhunt that have issues with [https://github.com/PCSX2/pcsx2/issues/257#issuecomment-1140338680 UV light rendering] || --gs-uv-shift-pointsampling=1 | ||
|- | |- | ||
| --gs-render-tile-threshold || 0, 3000000 || | | --gs-render-tile-threshold || 0, 3000000 |||| --gs-render-tile-threshold=300000 | ||
|- | |- | ||
| --threaded-gs || 0, 1 || Multi-threaded-gs ? || --threaded-gs=1 | | --threaded-gs || 0, 1 || Multi-threaded-gs ? || --threaded-gs=1 | ||
Line 621: | Line 666: | ||
| --gs-aspect-ratio || aspect/float (default=0.81) || || --gs-aspect-ratio=0.65 | | --gs-aspect-ratio || aspect/float (default=0.81) || || --gs-aspect-ratio=0.65 | ||
|- | |- | ||
| --gs-frontend-opt-mode || 0, 1, 2 || | | --gs-frontend-opt-mode || 0, 1, 2 || ? || --gs-frontend-opt-mode=1 | ||
|- | |- | ||
| --gs-motion-factor || 25, 50 || | | --gs-motion-factor || 25, 50 || || --gs-motion-factor=25 | ||
|- | |- | ||
| --gs-scanout-delay || 0, 200 || || --gs-scanout-delay=200 | | --gs-scanout-delay || 0, 200 || || --gs-scanout-delay=200 | ||
|- | |||
| --gs-scanout-offsetx || relative offset/ignored || A zoom in setting in the x direction || --gs-scanout-offsetx=27 | |||
|- | |||
| --gs-scanout-offsety || relative offset/ignored || A zoom in setting in the y direction || --gs-scanout-offsety=27 | |||
|- | |||
| --gs-flush-ad-xyz || always, safe, safeZwrite, off, 0 || Force a primitive flush when a framebuffer is also an input texture. This fixes some processing effects, but it can sometimes be heavy on the GS in terms of performance. GTA: SA, and Jak 3 use this command. || --gs-flush-ad-xyz=safe | |||
|- | |- | ||
| --gs-check-trans-rejection || 0, 1 || Check transfer rejection? | | --gs-check-trans-rejection || 0, 1 || Check transfer rejection ? || --gs-check-trans-rejection=1 | ||
|- | |- | ||
| --gs-check-trans-rejection68 || 0, 1 || | | --gs-check-trans-rejection68 || 0, 1 || || --gs-check-trans-rejection68=1 | ||
|- | |||
| --safe-area-min || area/float (range 0.9 to 1.0) any other values outside of that range will be rejected by the emulator || An overscan setting|| --safe-area-min=0.9 | |||
|- | |- | ||
| --l2h-2d-params || TRXREG,BITBLTBUF,height || || --l2h-2d-params=0x0000000800000001,0x000000003a0a2300,512,2 | | --l2h-2d-params || TRXREG,BITBLTBUF,height || || --l2h-2d-params=0x0000000800000001,0x000000003a0a2300,512,2 | ||
|- | |- | ||
| --gs-h2l-accurate-hash || 0, 1 || | | --gs-h2l-accurate-hash || 0, 1 || Used with h2l Upscaler ||--gs-h2l-accurate-hash=1 | ||
|- | |- | ||
| -- | | --gs-h2l-list-opt || 0, 1 || Used with h2l Upscaler ||--gs-h2l-list-opt=1 | ||
|- | |- | ||
|-style="background-color:#FEA15C" | |-style="background-color:#FEA15C" | ||
Line 648: | Line 694: | ||
|- | |- | ||
| --framelimit-mode || slowest,slower,slow,normal,fast,fastest,turbo ||Standalone Framelimiter|| --framelimit-mode=fast | | --framelimit-mode || slowest,slower,slow,normal,fast,fastest,turbo ||Standalone Framelimiter|| --framelimit-mode=fast | ||
|- | |||
| --gs-hdr-support || 0, 1? || ? || | |||
|- | |||
|- | |||
| --gs-hdr-support || 0, 1? || ? || | |||
|} | |} | ||
====IOP==== | ====IOP==== | ||
<pre>The emulated I/O Processor (IOP) settings | <pre>The emulated I/O Processor (IOP) settings, Commands here are rarely useful, since the ps4 emulates it very accurately, very few games will require these options. the iop controls the emulated DEV9, SPU2, USB, Memory cards, CDVD, Firewire, along with other input/output Devices</pre> | ||
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;" | {| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;" | ||
! Command !! Values !! Notes !! Usage | ! Command !! Values !! Notes !! Usage | ||
Line 663: | Line 707: | ||
| || Game fixes || || | | || Game fixes || || | ||
|- | |- | ||
| --iop-cycle-scalar ||< | | --iop-cycle-scalar || <pre> [Overclocking] | ||
(0.99 => 0.1) | |||
[Underclocking] | |||
(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 is underclocked. the only thing you will notice from this is faster/slower loading speed|| --iop-cycle-scalar=1.0 | |||
|- | |- | ||
| --iop-const-folding || None,Gpr,All || IOP constant folding [https://en.wikipedia.org/wiki/Constant_folding More info] || --iop-const-folding=All | | --iop-const-folding || None,Gpr,All || IOP constant folding [https://en.wikipedia.org/wiki/Constant_folding More info] || --iop-const-folding=All | ||
|- | |- | ||
| --iop-tight-slice-count || 0, 2000 || Seems to slow down the iop the higher the value | | --iop-tight-slice-count || 0, 2000 || Seems to slow down the iop the higher the value, Can be used in games such as the godfather or gran turismo 4 to solve stuttering fmvs due to very fast iop cycles|| --iop-tight-slice-count=12 | ||
|- | |- | ||
| --iop-hook || AdvanceClock | | --iop-hook || AdvanceClock, FastForwardClock || <pre>IOP native hook, Sony uses it on their official release of Red dead revolver</pre> || --iop-hook=0x0086ac,FastForwardClock | ||
|- | |- | ||
| --iop-block-validation || IsC, ShortHash, Hash || Way of validating that block been modified, and require recompilation | | --iop-block-validation || IsC, ShortHash, Hash || Way of validating that block been modified, and require recompilation, other Possible values include PageProt, None, PageProtection || --iop-block-validation=IsC | ||
|- | |- | ||
|-style="background-color:#FEA15C" | |-style="background-color:#FEA15C" | ||
Line 684: | Line 731: | ||
| --iop-inst-marking || 0, 1? || || | | --iop-inst-marking || 0, 1? || || | ||
|- | |- | ||
| --detect-idle-iop || 0, 1 || | | --detect-idle-iop || 0, 1 || enabled by default. || --detect-idle-iop=0 | ||
|- | |- | ||
| --iop-jit-disasm || || || | | --iop-jit-disasm || || || | ||
Line 692: | Line 739: | ||
|} | |} | ||
==== | ====Misc==== | ||
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;" | {| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;" | ||
! Command !! Values !! Notes !! Usage | ! Command !! Values !! Notes !! Usage | ||
|- | |- | ||
| | | --idec-cycles-per-qwc || int/multiplier || Likely related to the ipu|| --idec-cycles-per-qwc=768 | ||
|- | |||
| --mfifo-manual-drain || 0.1/5.0 || A command for changing the functionality of --ee-hook=0x0,Mfifodrain ||--mfifo-manual-drain=0.30 | |||
|- | |- | ||
| -- | | --mfifo-chunk-drain-cycles || 1/400000 || A command for changing the functionality of --ee-hook=0x0,Mfifodrain ||--mfifo-chunk-drain-cycles=210000 | ||
|- | |- | ||
| -- | | --pcr0-delta-hack || 0.1 , 400000 || || --pcr0-delta-hack=1 | ||
|- | |- | ||
| -- | | --jitproc-use-aslr || || || | ||
|- | |- | ||
| -- | | --detect-idle-intc ||0, 1|| enabled by default, set to 0 in order to disable it || --detect-idle-intc=0 | ||
|- | |- | ||
| -- | | --detect-idle-chcr|| 0, 1|| enabled by default, set to 0 in order to disable it || --detect-idle-chcr=0 | ||
|- | |- | ||
| -- | | --rom || <pre>location of the bios that's inside of the fpkg</pre> || <pre>Could allow to use custom bios, though still not working</pre> || <pre>--rom="PS20220WD20050620.crack" or --rom="/roms/PS20220WD20050620.crack"</pre> | ||
|- | |- | ||
|} | |} | ||
==== | ====PCSX2's gameindex==== | ||
<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 includes the gameindex's equivalent commands in 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;" | ||
! | ! PCSX2 !! PS4 !! Notes | ||
|- | |- | ||
| -- | | XGKickHack ||--vu-xgkick-delay=0 || <pre> Limit is between | ||
(0 => 31) </pre> | |||
|- | |- | ||
| -- | | VuAddSubHack ||--vu-hack-triace=1 || <pre>Required for every single game developed by TriAce</pre> | ||
|- | |- | ||
| -- | | vuClampMode: 2 ||<pre>--vu1-no-clamping=0 | ||
--vu0-no-clamping=0 </pre>|| | |||
|- | |- | ||
| -- | | vuClampMode: 3 || <pre>--vu1-no-clamping=1 | ||
--vu0-no-clamping=1 | |||
</pre> || | |||
|- | |- | ||
| | |vu0ClampMode: 2 || <pre>--vu0-no-clamping=0</pre> || | ||
|- | |- | ||
| -- | |vu0ClampMode: 3 || <pre>--vu0-no-clamping=1 | ||
</pre>|| | |||
|- | |- | ||
| | |vu1ClampMode: 2 || <pre>--vu1-no-clamping=0</pre> || | ||
|- | |- | ||
| | |vu1ClampMode: 3 || <pre>--vu1-no-clamping=1 | ||
</pre>|| | |||
|- | |- | ||
| | | eeClampMode: 2 || <pre>--fpu-no-clamping=0 | ||
--cop2-no-clamping=0</pre> | |||
|- | |- | ||
| | | eeClampMode: 3 || <pre>--fpu-no-clamping=1 | ||
--cop2-no-clamping=1 | |||
</pre>|| | |||
|- | |- | ||
| | | FpuNegDivHack & FpuMulHack || --fpu-accurate-muldiv=1 || <pre>it'll have an impact on performance, | ||
therefore it's recommended to use "--fpu-accurate-mul-fast=1" along with it.</pre> | |||
|- | |- | ||
| | | cpuCLUTRender: 1 || --gs-uv-shift-pointsampling=1 || | ||
|- | |- | ||
| | | MTVUSpeedHack: 0 || --vu1=jit-sync || Some games will also require --vu1-mpg-cycles= to be between "6000 - 19000" | ||
|- | |- | ||
| | | 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 is not the equivalent of this hack. </pre> | |||
|- | |- | ||
| | | roundSprite: 1 || --gs-use-clut-merge=1 || <pre>Note: Works very similar but not the equivalent</pre> | ||
|- | |- | ||
| | | <pre>mergeSprite: 1</pre> || --gs-kernel-cl-up="up2x2simple" || <pre>Note: Works very similar but not the equivalent</pre> | ||
|- | |- | ||
| | | cpuSpriteRenderBW: 4 || --gs-opt-frbuff-switch=1 || Note: Works very similar to it, But it's not exactly the same | ||
|- | |- | ||
| | | mipmap: 1 || <pre>--gs-use-mipmap=1</pre> || | ||
|- | |- | ||
| | | autoFlush: 1 || --gs-flush-ad-xyz=safe || <pre>Possible values include | ||
always, safe, off, 0</pre> | |||
|- | |- | ||
| | | VIF1StallHack || --vif1-instant-xfer=0 || <pre> if that doesn't work you can always use | ||
the lua command eeObj.SchedulerDelayEvent("vif1.dma", 0x9000)</pre> | |||
|- | |- | ||
| | | VIFFIFOHack || --vif1-ignore-cmd-ints=1 || | ||
|- | |- | ||
| | | wildArmsHack: 1 || --gs-kernel-cl-up="DarkCloud2" || | ||
|- | |- | ||
| | | deinterlace: || --force-frame-blend=1 || | ||
|- | |- | ||
|} | |} | ||
=== Emulators === | === Emulators === | ||
<pre>Every emulator is programmed in a different way, sometimes choosing the right emulator is the only possible way to fix a game. Emulators are not provided pre-installed on the ps4, they have to be unpacked from a backup that's downloaded from the ps store from that specific game. this list includes The typical usage of some of The emulators.</pre> | |||
Every | |||
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;" | {| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;" | ||
! Emulator name !! Typical usage | ! Emulator name !! Typical usage !! API Version !! Similar emulators | ||
|-style="background-color:#D7EF54" | |-style="background-color:#D7EF54" | ||
| || 2018 || || | | || 2018 || || | ||
|- | |- | ||
| The King of Fighters '98: Ultimate Match || The only known emulator | |<pre>The King of Fighters '98: Ultimate Match</pre> || The only known emulator that managed to fix '''Mojin-ribbon'''. Commonly referred to as "KOF98"|| 2.0 || | ||
|- | |- | ||
|-style="background-color:#D7EF54" | |-style="background-color:#D7EF54" | ||
| || 2017 || || | | || 2017 || || | ||
|- | |- | ||
| Jak and Daxter: The Precursor Legacy || Good compatibility with most ps2 games. It has a very high api version which means more LUA commands are supported. | | <pre>Jak and Daxter: The Precursor Legacy</pre> || Good compatibility with most ps2 games. It has a very high api version which means more LUA commands are supported. Jak emus are some of the few emus that can use the '''--gs-adaptive-frameskip=1''' command. Often referred to as "Jak v2"|| 2.2 || '''JakX,''' '''Jak 2,''' '''Jak 3,''' | ||
|- | |- | ||
| Art of Fighting Anthology || | | <pre>Art of Fighting Anthology</pre> || It programmed in a similar fashion to RECVX and was successful in fixing "Coraline." Often referred to as "AOFA" || 2.0 || | ||
|- | |- | ||
| Resident Evil | | <pre>Resident Evil – Code: Veronica</pre> || Fixes Games like '''Jackie chan Adventures, Pac-man World 3, Yu-Gi-Oh: Capsule monsters''' freezing at the splash screen likely due to the way it emulates VU1. Often referred to as "RECVX" || 1.7 || '''Fatal Fury,''' '''Redfaction,''' '''AOFA.''' | ||
|- | |- | ||
|-style="background-color:#D7EF54" | |-style="background-color:#D7EF54" | ||
| || 2016 || || | | || 2016 || || | ||
|- | |- | ||
| | | <pre>Redfaction</pre> || It is prominently used to fix games that are VU1 sensitive. It was used to fix '''Tony Hawk games''' suddenly crashing. || 1.6 || '''Max payne''' | ||
|- | |- | ||
| Forbidden | | <pre>Forbidden | ||
siren</pre> || The only emulator that was able fix '''Ice age 2''' being stuck at splash screen by using it in conjunction with patches. It also fixed '''Gran turismo 4''' running EXTREMELY slow. || 0.1 || | |||
|- | |- | ||
| King of | | <pre>King of fighters 2000</pre> || Fixes graphical issues and sps in games such as '''Crash Twinsanity''', '''Rayman 3''', '''Crazy Frog Racer''', and '''prevents Koei tecmo games from suddenly freezing when battle starts.''' Often referred to as "KOF2000"|| 1.2 || '''Roguev1''', '''KOF98''', '''Okage''' | ||
|- | |- | ||
| Destroy All Humans! || Fixed '''Tenchu: Fatal Shadows''' | | <pre>Destroy All Humans!</pre> || Fixed '''Tenchu: Fatal Shadows''' in conjunction with patches. || 0.1 || | ||
|- | |- | ||
| Destroy All Humans! 2 || || 0.7 || | | <pre>Destroy All Humans! 2</pre> || || 0.7 || | ||
|- | |- | ||
| Rise of the Kasai || | | <pre>Rise of the Kasai</pre> || Fixed most of the '''Harry potter''' games. Often referred to as "rotk"|| 0.2 || | ||
|- | |- | ||
|-style="background-color:#D7EF54" | |-style="background-color:#D7EF54" | ||
| || 2015 || || | | || 2015 || || | ||
|- | |- | ||
|War of the monsters v1 || | |<pre>War of the monsters v1</pre> || || 0.1 || '''Rogue v1 and v2, Arc the Lad, Star Wars Jedi Starfighter''' | ||
|- | |- | ||
| GTA | | <pre>GTA 3</pre> || Fixed the pal Version of '''Genji: Dawn of the Samurai''' || 0.6 || | ||
|- | |- | ||
| | | <pre>Parappa 2</pre> || The only emulator that was able to Boot '''Spyro: A Hero's Tail''' || 0.1 || | ||
|- | |- | ||
| Star Wars | | <pre>Star Wars Racer Revenge</pre> || Seems to be the most similar emulator to the ps3. useful for debugging games as it also shows useful information such as pagefault || 0.4 || | ||
|- | |- | ||
|} | |} | ||
Line 840: | Line 882: | ||
=== XXXX-YYYYY_config.lua === | === XXXX-YYYYY_config.lua === | ||
< | <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. | ||
< | If needed it can hook registers by using register names from alias files. Alias files (ee-cpr0-alias.lua, ee-gpr-alias.lua, ee-hwaddr.lua) are stored in lua_include folder, and can be included to config by using require ( "alias file name" ).</pre> | ||
'''Known functions: | |||
''' | ''' | ||
Require cleanup. | Require cleanup. | ||
====ApiRequest==== | |||
==== ApiRequest ==== | <pre>The foundation of the lua. The lua will cause the game to crash if it is not present. </pre> | ||
<pre>The | |||
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;" | {| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;" | ||
! Command !! Usage !! Notes | ! Command !! Usage !! Notes | ||
Line 858: | Line 899: | ||
|- | |- | ||
|} | |} | ||
===== (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 973: | ||
|ThrottleFast || emuObj.ThrottleFast() || Faster than default, but exact value is unknown. | |ThrottleFast || emuObj.ThrottleFast() || Faster than default, but exact value is unknown. | ||
|- | |- | ||
|ThrottleMax || emuObj.ThrottleMax() || Disable framelimiter | |ThrottleMax || emuObj.ThrottleMax() || Disable framelimiter During loading screens, This setting can sometimes be harmful when used globally in config files. Loading times are faster, but the game also runs faster than it should when the PS4 has enough free cpu power. | ||
|-style="background-color:#ffe680" | |-style="background-color:#ffe680" | ||
| || CDVD || | | || CDVD || | ||
Line 948: | Line 987: | ||
| GetDiscTitleId || || | | GetDiscTitleId || || | ||
|- | |- | ||
|ShowDiscSwitchInfo || emuObj.ShowDiscSwitchInfo() || | |ShowDiscSwitchInfo ||emuObj.ShowDiscSwitchInfo() || | ||
|- | |- | ||
|-style="background-color:#FEA15C" | |-style="background-color:#FEA15C" | ||
Line 955: | Line 994: | ||
| EnableImposeMenu || emuObj.EnableImposeMenu(<true/false>) || EnableImposeMenu(false) | | EnableImposeMenu || emuObj.EnableImposeMenu(<true/false>) || EnableImposeMenu(false) | ||
|- | |- | ||
|LoadConfig || | |LoadConfig || || | ||
|- | |- | ||
|SaveConfig || | |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 1,034: | ||
| GetPs4SystemLang || emuObj.GetPs4SystemLang() || Return PS4 system language (in unknown format). | | GetPs4SystemLang || emuObj.GetPs4SystemLang() || Return PS4 system language (in unknown format). | ||
|- | |- | ||
| SetPs2Lang || emuObj.SetPs2Lang(<Lang ID>) || Set emulated PS2 language, correct Lang IDs are 0-18 | | SetPs2Lang || emuObj.SetPs2Lang(<Lang ID>) || Set emulated PS2 language, correct Lang IDs are 0-18, in some cases, games will hang on a black screen with some other language settings (eg Japanese) - Example for usage: emuObj.SetPs2Lang(1) | ||
<div align="left"><pre>0 - japanese | <div align="left"><pre>0 - japanese | ||
1 - english | 1 - english | ||
Line 1,016: | Line 1,055: | ||
18 - english-uk</pre></div> | 18 - english-uk</pre></div> | ||
|- | |- | ||
|PadSetLightBar || emuObj.PadSetLightBar(<port, red, green, blue>) || Set DS4 light bar color. | |PadSetLightBar || emuObj.PadSetLightBar(<port, red, green, blue>) || Set DS4 light bar color. Correct port values are 0-3, correct light values are 0-255. | ||
|- | |- | ||
|PadPressureStickRemap || emuObj.PadPressureStickRemap()|| | |PadPressureStickRemap || emuObj.PadPressureStickRemap()|| | ||
Line 1,053: | Line 1,092: | ||
|} | |} | ||
===== (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 1,105: | ||
|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 1,173: | ||
eeObj.SetFpr(14, eeObj.GetFpr(14) + 50.0) this will add 50.0 to current fpr 14 value | eeObj.SetFpr(14, eeObj.GetFpr(14) + 50.0) this will add 50.0 to current fpr 14 value | ||
|- | |- | ||
|GetPc || eeObj.GetPc() ||This command is very helpful as it will return to you the current EE address that's being read. | |GetPc || eeObj.GetPc() ||This command is very helpful as it will return to you the current EE address that's being read. can be used also with additional var. like eeObj.GetPc()+4 | ||
|- | |- | ||
|SetPc || eeObj.SetPC(<PC>) ||eeObj.SetPC(0x266B80) | |SetPc || eeObj.SetPC(<PC>) ||eeObj.SetPC(0x266B80) | ||
Line 1,167: | Line 1,204: | ||
|RemoveJitResetHook || || | |RemoveJitResetHook || || | ||
|- | |- | ||
| AddHookJT || eeObj.AddHookJT(Offset, offset opcode, | | AddHookJT || eeObj.AddHookJT(Offset, offset opcode, ???) || Seems to somehow be related to gpr registers | ||
|- | |- | ||
|-style="background-color:#ffb3b3" | |-style="background-color:#ffb3b3" | ||
Line 1,185: | Line 1,222: | ||
| || Speedhacks || | | || Speedhacks || | ||
|- | |- | ||
|FastForwardClock || eeObj.FastForwardClock() || Skip Emotion | |FastForwardClock || eeObj.FastForwardClock() || Skip Emotion engine Cycles | ||
|- | |- | ||
|AdvanceClock || eeObj.AdvanceClock() || | |AdvanceClock || eeObj.AdvanceClock() || it is still unknown how to use this command, check Psychonauts lua for more details. | ||
|- | |- | ||
| GetClock || eeObj.GetClock() || Returns the value of how many cycles the | | GetClock || eeObj.GetClock() || Returns the value of how many cycles the ee is ahead of normal clock (?) | ||
|- | |- | ||
|Vu1MpgCycles || eeObj.Vu1MpgCycles(<cycles>) || Works just like the cli command --vu1-mpg-cycles= | |Vu1MpgCycles || eeObj.Vu1MpgCycles(<cycles>) || Works just like the cli command --vu1-mpg-cycles= | ||
Line 1,206: | Line 1,234: | ||
| CallPredicate | | CallPredicate | ||
|- | |- | ||
|SchedulerDelayEvent || eeObj.SchedulerDelayEvent("event", cycles | |SchedulerDelayEvent || eeObj.SchedulerDelayEvent("event", cycles) || Parrapa use eeObj.SchedulerDelayEvent("vif1.dma", 0x6500) other events are gif.dma, vif0.dma, vif1.dma, sif0.dma, Sif0-NormalTransfer, sif1.dma, Sif1-NormalTransfer, ipu0.dma, ipu1.dma . This command allow to delay certain DMA transfer by cycles. | ||
|- | |- | ||
|WaitVu1 || eeObj.WaitVu1() || Likely to be the lua equivalent of "--vu1=jit-sync". | |WaitVu1 || eeObj.WaitVu1() || Likely to be the lua equivalent of "--vu1=jit-sync". | ||
Line 1,218: | Line 1,246: | ||
|getOverlayObject || eeObj.getOverlayObject() || local eeOverlay = eeObj.getOverlayObject() | |getOverlayObject || eeObj.getOverlayObject() || local eeOverlay = eeObj.getOverlayObject() | ||
|- | |- | ||
| GetVif1Cycles || eeObj.GetVif1Cycles() || local vif1_cycles = eeObj.GetVif1Cycles() create vif_cycles value that can be used later | | GetVif1Cycles || eeObj.GetVif1Cycles() || local vif1_cycles = eeObj.GetVif1Cycles() create vif_cycles value that can be used later, you can rename it as you wish. | ||
|- | |- | ||
|} | |} | ||
====== | =====(IOP) IOPObject===== | ||
<pre>Commands for the emulated input-output processor</pre> | |||
<pre> | {| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;" | ||
! Command !! Usage !! Notes | |||
|-style="background-color:#D7EF54" | |||
| || Object calling class || | |||
|- | |||
| getIOPObject || local iopObj = getIOPObject() || Required for all functions using iopObj, that include: <div align="left"><pre>ReplaceMem64 ReplaceMem32 ReplaceMem16 ReplaceMem8 ReadMemFloat | |||
WriteMemFloat WriteMem64 WriteMem32 WriteMem16 WriteMem8 | |||
ReadMemStr AddHook RemoveHook GetGpr SetGpr GetPc SetPc | |||
GetCPR0 SetCPR0</pre></div> | |||
|-style="background-color:#7698FF" | |||
| || Memory editing || | |||
|- | |||
|ReplaceMem64 ||iopObj.ReplaceMem64(<address>, <value>) || | |||
|- | |||
|ReplaceMem32 || iopObj.ReplaceMem32(<address>, <value>)|| | |||
|- | |||
|ReplaceMem16 || iopObj.ReplaceMem16(<address>, <value>)|| | |||
|- | |||
-- | |ReplaceMem8 ||iopObj.ReplaceMem8(<address>, <value>) || | ||
|- | |||
|ReadMemFloat || iopObj.ReadMemFloat(<address>) || iopObj.ReadMemFloat(0x28c3c) | |||
|- | |||
- | |WriteMemFloat || iopObj.WriteMemFloat(<address>, <value>) || iopObj.WriteMemFloat(0x65364, 1.3333333) | ||
|- | |||
local | |ReadMem128 || iopObj.ReadMem128(<iop memory offset>)|| | ||
|- | |||
|WriteMem128 || iopObj.WriteMem128(<iop memory offset>, <value>)|| | |||
-- | |- | ||
|ReadMemFloat128 ||iopObj.ReadMemFloat128(<iop memory offset>) || | |||
|- | |||
- | |WriteMemFloat128 || iopObj.WriteMemFloat128(<iop memory offset>, <value>)|| | ||
|- | |||
| ReadMem64 || <pre>iopObj.ReadMem64(<iop memory offset>)</pre> || Read 8 Bytes From offset | |||
|- | |||
| WriteMem64 || <pre>iopObj.WriteMem64(<iop memory offset>, <data>)</pre> || Write 8 Bytes From offset | |||
|- | |||
| ReadMem32 || <pre>iopObj.ReadMem32(<iop memory offset>)</pre> || Read 4 bytes from offset, examples: iopObj.ReadMem32(0x1198) | |||
iopObj.ReadMem32(gp - 348) | |||
</pre> | |||
< | |||
|- | |- | ||
| | | WriteMem32 || <pre>iopObj.WriteMem32(<iop memory offset>, <data>)</pre> || Write 4 bytes to offset, example: iopObj.WriteMem32(0x89ac, 0x001b70f0) | ||
|- | |- | ||
| | | ReadMem16 || <pre>iopObj.ReadMem16(<iop memory offset>)</pre> || Read 2 bytes from offset, example: iopObj.ReadMem16(0x1198) | ||
|- | |- | ||
| | | WriteMem16 || <pre>iopObj.WriteMem16(<iop memory offset>, <data>)</pre> || Write 2 bytes to offset, example: iopObj.WriteMem16(0x89ac, 0x70f0) | ||
|- | |- | ||
| | | ReadMem8 || <pre>iopObj.ReadMem8(<iop memory offset>)</pre> || Read 1 byte from offset, example: iopObj.ReadMem8(0x1198) | ||
|- | |- | ||
| | | WriteMem8 || <pre>iopObj.WriteMem8(<iop memory offset>, <data>)</pre> || Write 1 byte to offset, example: iopObj.WriteMem8(0x89ac, 0xf0) | ||
|- | |- | ||
| | |ReadMemStr || || | ||
|- | |- | ||
| | |GetGpr || iopObj.GetGPR(<gpr register>) || iopObj.GetGPR(a1) | ||
|- | |- | ||
| | |SetGpr || iopObj.SetGPR(<gpr register> ,<value>) || example: iopObj.SetGPR(gpr.v0 ,3) | ||
|- | |- | ||
| | |GetPc || iopObj.GetPc() || can be used also with additional var. like iopObj.GetPc()+8 | ||
|- | |- | ||
| | |SetPc || iopObj.SetPC(<PC>) ||iopObj.SetPC(0x6B80) | ||
|- | |- | ||
| | |GetCPR0 || iopObj.GetCPR0(<COP0 register>) || | ||
|- | |- | ||
| | |SetCPR0 || iopObj.SetCPR0(<COP0 register>) || | ||
|- | |- | ||
| | |-style="background-color:#FEA15C" | ||
| || Clock speed || | |||
|- | |- | ||
| | | FastForwardClock || iopObj.FastForwardClock() || | ||
|- | |- | ||
| | | AdvanceClock || iopObj.AdvanceClock() || | ||
|- | |- | ||
| | | GetClock || iopObj.GetClock() || Returns the value of how many cycles the iop is ahead of normal clock (?) | ||
|-style="background-color:#c6ecd9" | |||
| || Hooks || | |||
|- | |- | ||
| | |AddHook || iopObj.AddHook()|| | ||
|- | |- | ||
| | |RemoveHook || iopObj.RemoveHook()|| | ||
|- | |- | ||
|} | |} | ||
< | =====(GS) GsObject===== | ||
<pre>Commands for the emulated Graphics synthesizer</pre> | |||
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;" | {| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;" | ||
! | ! Command !! Usage !! Notes | ||
|-style="background-color:# | |-style="background-color:#D7EF54" | ||
| || | | || Object calling class || | ||
|- | |- | ||
| | | getGsObject || local gsObj = getGsObject() || | ||
|-style="background-color:#c6ecd9" | |||
| || Graphical fixes / Improvement || | |||
|- | |- | ||
| | |SetL2HMode || gsObj.SetL2HMode()|| | ||
|- | |- | ||
| | |SetUprenderMode ||gsObj.SetUprenderMode(1)|| Set uprender mode. Overrides CLI, 0=none, 1=2x2 | ||
|- | |- | ||
| | |SetUpscaleMode || gsObj.SetUpscaleMode() || | ||
|- | |- | ||
| | |GetFramesInQueue || gsObj.GetFramesInQueue() || Returns the value of the frames that are still in queue | ||
|- | |- | ||
| | |SetFrameSkipping || gsObj.SetFrameSkipping(true) || false and true are the values. | ||
|- | |- | ||
| | |SetDeinterlaceShift || gsObj.SetDeinterlaceShift(0) || The values are 1 and 0, Enable or disable interlacing, requires emulators with high api | ||
|- | |- | ||
| | |} | ||
=====Does not require Object calling or Uknown===== | |||
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;" | |||
! Command !! Usage !! Notes | |||
|- | |- | ||
| | | eeInsnReplace || eeInsnReplace(EE memory offset, Original opcode (BE), Replace opcode (BE)) || Replace 4 bytes opcode in ee memory, correct memory range is 0x0 to 0x1FFFFFFF | ||
<pre> | |- | ||
| 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> | |||
|- | |- | ||
| | | iopInsnReplace || iopInsnReplace(IOP memory offset, Original opcode, opcode replacement) || Replace 4 bytes in iop memory, correct memory range is 0x0 to 0x1FFFFF, iopInsnReplace(0x1FFFFF, 0x0, 0x0803fff0) | ||
|- | |- | ||
| | | eeNativeFunction || eeNativeFunction(<ee offset>, <original opcode>, <function>) || eeNativeFunction(0x11fa9c, 0x0080402d, 'memcpy') | ||
Different emulators can have different functions included, vide SO3. Require api 1.4 or higher. | |||
But functions from this list should be available in every emu: | |||
<pre>ieee754_acosf ieee754_asinf ieee754_sqrtf | |||
fabs cosf fabsf | |||
sinf acosf asinf | |||
sqrtf fptoui fptodp | |||
litodp dptoli dptofp | |||
memcpy memset strlen</pre> | |||
|- | |- | ||
| | | eeNativeHook || eeNativeHook(<ee ofset>, <original opcode>, <action>) || eeNativeHook require apiRequest(1.4) or higher. | ||
| | |||
|- | |- | ||
| | | GsCustomShader || || | ||
|- | |- | ||
| | | Unlock || || | ||
|- | |- | ||
| | | IsUnlocked || || | ||
|- | |- | ||
| | | InsnOverlay || InsnOverlay({<opcode, opcode, opcode...>}) || example: <div align="left"><pre>InsnOverlay({ | ||
<pre> | 0x27bdfff0, -- addiu $sp, -0x10 | ||
0xffbf0000, -- sd $ra, 0(sp) | |||
0xffb00008, -- sd $s0, 8(sp) | |||
0x3c05000f, -- lui $a1, 0x000f | |||
0x34a57000, -- ori $a1, 0x7000 | |||
0x0c0db8b6, -- jal Script::State::DoString | |||
1 - | 0x0080802d, -- move $s0, $a0 | ||
0x24050001, -- li $a1, 1 | |||
0x0c0dba4c, -- jal Script::State::IsNull(int) | |||
0x0200202d, -- move $a0, $s0 | |||
0xdfb00008, -- ld $s0, 8(sp) | |||
0xdfbf0000, -- ld $ra, 0(sp) | |||
0x03e00008, -- jr ra | |||
0x27bd0010 -- addiu $sp, 0x10 | |||
})</pre></div> | |||
|- | |- | ||
| | | eeDebugBreak || || | ||
|- | |- | ||
| | | CsBindShader || || | ||
|- | |- | ||
| | | CsSetParamInt32 || || | ||
|- | |- | ||
| | | CsSetParamFloat || || | ||
|- | |- | ||
| | | CsResetContext || || | ||
|- | |||
| CsPrintContext || || | |||
|- | |- | ||
| | | PsBindShader || || | ||
|- | |- | ||
| | | PsSetParamInt32 || || | ||
|- | |- | ||
| | | PsSetParamFloat || || | ||
|- | |- | ||
| | | PsResetContext || || | ||
|- | |- | ||
| | | PsPrintContext || || | ||
|- | |- | ||
| | |} | ||
<pre>Note: eeObj, emuObj, gsObj, etc are described as required, this is not really true. You can set functions locals they use as whatever you want, but due to specify of that emulator it will be better to keep official naming used in official configs.</pre> | |||
=====Other objects===== | |||
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;" | |||
! Command !! Usage !! Notes | |||
|- | |- | ||
! !! getGLSObject class !! | |||
|- | |- | ||
| | | getGLSObject || || | ||
|- | |- | ||
| | |Enable || || | ||
|- | |- | ||
| | |EnableServerRecording || || | ||
|- | |- | ||
| | |Pause || || | ||
|- | |- | ||
! !! getGsObject class !! | |||
|- | |- | ||
! !! getAudioObject class !! | |||
|- | |- | ||
| | | getAudioObject || || | ||
|- | |- | ||
| | | muteStreamingAll || || | ||
|- | |- | ||
| | | muteStreamingMain || || | ||
|- | |- | ||
| | | muteStreamingBGM || || | ||
|- | |- | ||
! !! getRemotePlayObject class !! | |||
|- | |- | ||
| | | getRemotePlayObject || || | ||
|- | |- | ||
| | | Enable || || | ||
|- | |- | ||
! !! getVideoRecordingObject class !! | |||
! | |||
|- | |- | ||
| | | getVideoRecordingObject || || | ||
|- | |- | ||
| | | Enable || || | ||
|- | |- | ||
! !! getSharePlayObject class !! | |||
|- | |- | ||
| | | getSharePlayObject || || | ||
|- | |- | ||
| | | Enable || || | ||
|- | |- | ||
! !! getSpriteObject group !! | |||
|- | |- | ||
| | |getSpriteObject || || | ||
|- | |- | ||
| | |Enable || || | ||
|- | |- | ||
| | |Disable || || | ||
|- | |- | ||
| | |BindFragmentShader || || | ||
|- | |- | ||
| | |SetShaderParams || || <div align="left"> | ||
<pre> Is not clear that params depend on shader, or are somehow hardcoded. | |||
Example usage: | |||
local sprite0 = getSpriteObject(0) | |||
local scanlineParams = { | |||
240.0, -- float scanlineCount | |||
0.7, -- float scanlineHeight; | |||
1.5, -- float scanlineBrightScale; | |||
0.5, -- float scanlineAlpha; | |||
0.5 -- float vignetteStrength; | |||
} | |||
sprite0.SetShaderParams(scanlineParams)</pre></div> | |||
|- | |- | ||
| | |BindTexture || || | ||
|- | |- | ||
| | |SetPosXY || || | ||
|- | |- | ||
| | |SetSizeXY || || | ||
|- | |- | ||
| | |SetPosUV || || | ||
|- | |- | ||
| | |SetSizeUV || || | ||
|- | |- | ||
| | |PrintContext || || | ||
|- | |- | ||
| | |SetBlendColor || sprite<X>.SetBlendColor(<R,G,B,A>) in floats, max val. 1.0 || <div align="left"> | ||
<pre>local sprite0 = getSpriteObject(0) | |||
sprite0.SetBlendColor(1.0,1.0,1.0,1.0)</pre></div> | |||
|- | |- | ||
| | | getTrophyObject || local trophyObj = getTrophyObject() || Required for all functions using trophyObj | ||
|- | |- | ||
| | | getDmaObject || local dmaObj = getDmaObject() || Depreciated API - use EE:DmaAddHook / EE:DmaRemoveHook instead. Is not clear when it was depreciated, JAK emu don't use it. | ||
|- | |- | ||
| | | getScreenShotObject || || | ||
|- | |- | ||
|} | |||
|} | |||
==== | ====Registers for hook==== | ||
Registers defined in alias files. | |||
<pre> | '''GetGpr/SetGpr | ||
''' | |||
<pre>gpr.zero gpr.at | |||
gpr.v0 gpr.v1 | |||
gpr.a0 gpr.a1 gpr.a2 gpr.a3 | |||
gpr.t0 gpr.t1 gpr.t2 gpr.t3 | |||
gpr.t4 gpr.t5 gpr.t6 gpr.t7 | |||
gpr.s0 gpr.s1 gpr.s2 gpr.s3 | |||
gpr.s4 gpr.s5 gpr.s6 gpr.s7 | |||
gpr.t8 gpr.t9 | |||
gpr.k0 gpr.k1 | |||
gpr.gp gpr.sp gpr.fp gpr.ra | |||
gpr.lo gpr.hi gpr.sa | |||
example: eeObj.GetGpr(gpr.a1) | |||
</pre> | |||
</pre> | |||
'''GetCPR0/SetCPR0 | |||
''' | |||
<pre>cpr.index cpr.pagemask | |||
cpr.random cpr.wired | |||
cpr.entrylo0 cpr.badvaddr | |||
cpr.entrylo1 cpr.count | |||
cpr.context cpr.entryhi | |||
cpr.compare cpr.config cpr.taglo | |||
cpr.status cpr.badpaddr cpr.taghi | |||
cpr.cause cpr.hwbk cpr.errorepc | |||
cpr.epc cpr.pccr | |||
cpr.prid | |||
example: eeObj.GetCPR0(cpr.status) </pre> | |||
====SetGsTitleFix==== | |||
<pre>One of the most important commands in lua, allows to change the GS's behavior. | |||
Part of EmuObject() class, used frequently in official configs.</pre> | |||
'''Examples''' | |||
<pre> | |||
-- fix vision logo (Wild Arms 3) | |||
local thresholdArea = 0 -- ignore alls items : fix #112276 | |||
emuObj.SetGsTitleFix( "ignoreUpRender", thresholdArea , { texType = 3, cbp = 0x2390, tbp = 0x288000} ) | |||
------------------------------------------------------------------------------------------------------ | |||
-- Ignore up-render shift for triangles when writing mask = write alpha only . Will fix shadows (bug# 6724). | |||
emuObj.SetGsTitleFix( "ignoreUpShiftTri", "reserved" , { fbmask = 0x00FFFFFF } ) | |||
------------------------------------------------------------------------------------------------------ | |||
-- Performance fix ( bug# 9474 ) | |||
if 0 then -- emuObj.IsNeoMode() then -- neo mode check disabled, due to bug #10442 | |||
emuObj.SetGsTitleFix( "globalSet", "reserved", { workLoadThreshold = 125000} ) | |||
else | |||
emuObj.SetGsTitleFix( "globalSet", "reserved", { workLoadThreshold = 100000} ) | |||
end | |||
------------------------------------------------------------------------------------------------------ | |||
-- bug# 9972 | |||
emuObj.SetGsTitleFix( "ignoreSubBuffCov", "reserved", { } ) | |||
------------------------------------------------------------------------------------------------------ | |||
-- Bully bug 9392 | |||
-- Performace fix | |||
local thresholdArea = 600 | |||
emuObj.SetGsTitleFix( "ignoreUpRender", thresholdArea , {alpha=0x80000044 , zmsk=1 , tw=4, th=4 } ) | |||
------------------------------------------------------------------------------------------------------ | |||
-- Bug#9174 - | |||
emuObj.SetGsTitleFix( "ignoreSubBuffCov", "reserved", { } ) | |||
------------------------------------------------------------------------------------------------------ | |||
-- Bug#9240 (Light maps uprender) | |||
-- Copy z-buffer for future use with light maps. psm = SCE_GS_PSMZ24 (49) | |||
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", {tw=9, th=9, psm=49, zmsk=1 } ) | |||
------------------------------------------------------------------------------------------------------ | |||
-- Apply light maps texMode=2 (bilinear) psm= SCE_GS_PSMCT32 (0) | |||
}) | emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", {tw=8, th=8, psm=0, ztst=1, texMode=2 } ) | ||
------------------------------------------------------------------------------------------------------ | |||
-- Performace fix (bug #9785 ) | |||
emuObj.SetGsTitleFix( "globalSet", "reserved", { waveThreshold = 90000} ) | |||
emuObj.SetGsTitleFix( "ignoreAreaUpdate", 0, { } ) | |||
------------------------------------------------------------------------------------------------------ | |||
-- Accumulate fill area only when conditions are met | |||
emuObj.SetGsTitleFix( "includeAreaUpdate", "reserved" , {alphaIsNot = 0, zmsk = 1, tw = 6, th = 6 , tbp = 0x00302000} ) | |||
emuObj.SetGsTitleFix( "ignoreUpRender", 130 , { totalArea= 700} ) | |||
------------------------------------------------------------------------------------------------------ | |||
-- Fix shadow | |||
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=1 } ) | |||
------------------------------------------------------------------------------------------------------ | |||
-- Reduce flush count | |||
emuObj.SetGsTitleFix( "SetSelfRender", "reserved", { fbmask= 0x00FFFFFF , renderSelf=1 , zmsk=1 , alpha=0 , texMode=1 } ) | |||
------------------------------------------------------------------------------------------------------ | |||
-- Disable post-processing | |||
emuObj.SetGsTitleFix( "ignoreSprite", "reserved", { texType=1 , tw=5 , th=8, zmsk=1 , alpha=0x80000044 } ) | |||
------------------------------------------------------------------------------------------------------ | |||
-- Small triangle rejection. Works in conjunction with CLI setting gs-override-small-tri-area=1 | |||
-- keep default area for texture 256x256 ( no blend) (Anakin face) | |||
emuObj.SetGsTitleFix( "setRejectionArea", 500,{twIsNot=8, thIsNot=8 } ) | |||
------------------------------------------------------------------------------------------------------ | |||
-- Set triangle rejection area= 1000 when alpha blend is not 0 ( i.e blend is On) | |||
emuObj.SetGsTitleFix( "setRejectionArea", 1000, {alphaIsNot=0 } ) | |||
------------------------------------------------------------------------------------------------------ | |||
-- Performace fix | |||
local thresholdArea = 600 | |||
emuObj.SetGsTitleFix( "ignoreUpRender", thresholdArea , {alpha=0x80008068 , zmsk=1 } ) | |||
------------------------------------------------------------------------------------------------------ | |||
-- Performace fix | |||
local thresholdArea = 700 | |||
emuObj.SetGsTitleFix( "ignoreUpRender", thresholdArea , {alpha=0x80000044 , zmsk=1 } ) | |||
------------------------------------------------------------------------------------------------------ | |||
-- Disable uprender on the draw command which samples the framebuffer (0x3200) using bilinear sampling (texMode=2) | |||
-- All lighting effects use TriFan prim type, so use that as well to filter against. | |||
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", {prim=5, texMode=2, tbp=0x320000} ) | |||
</pre> | |||
'''Commands''' | |||
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;" | {| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;" | ||
! Command | ! Command !! Notes | ||
|- | |- | ||
|globalSet || used with workLoadThreshold or waveThreshold or loadThreshold | |||
|- | |- | ||
| | |reserved || | ||
|- | |- | ||
| | |forceBiLinear || | ||
|- | |- | ||
| | |ignoreSubBuffCov|| ignore ? buffer coverage | ||
|- | |- | ||
| | |trianglesAsParticles|| | ||
|- | |- | ||
|ignoreAreaUpdate|| | |||
|- | |- | ||
| | |SetSelfRender|| | ||
|- | |- | ||
| | |ignoreSprite|| | ||
|- | |- | ||
| | |clipScissors|| | ||
|- | |- | ||
| | |forcePoint|| | ||
|- | |- | ||
|forcePointSampling|| | |||
|- | |- | ||
| | |setRejectionArea|| | ||
|- | |- | ||
| | |ignoreUpRender|| Ignore uprender for texture type described in params | ||
|- | |- | ||
|includeAreaUpdate|| | |||
|- | |- | ||
| | |forceSimpleFetch|| Used Frequently To Fix Graphical Corruptions, emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", {psm=0} ) | ||
|- | |- | ||
| | |fetchFromCurrBuff|| emuObj.SetGsTitleFix( "fetchFromCurrBuff", "reserved", {psm=0} ) | ||
|- | |- | ||
|ignoreUpShiftTri|| emuObj.SetGsTitleFix( "ignoreUpShiftTri", "reserved", {psm=0} ) | |||
|- | |- | ||
| | |skipPacked|| | ||
|- | |- | ||
| | |changeAlpha|| | ||
|- | |- | ||
|ignoreUpRenderTimeout|| | |||
|- | |- | ||
| | |} | ||
'''Arguments/variables | |||
''' | |||
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;" | |||
! Argument !! Notes | |||
|- | |- | ||
| | |alpha_mask || | ||
|- | |- | ||
| | |alphaIsNot || alpha - is not X | ||
|- | |- | ||
| | |texMode || 1 - Point? , 2 - bilinear | ||
|- | |- | ||
| | |twIsLess || texture width - is less than X | ||
|- | |- | ||
| | |thIsLess || texture height - is less than X | ||
|- | |- | ||
| | |twIsNot || texture width - is not X | ||
|- | |- | ||
| | |thIsNot || texture width - is not X | ||
|- | |- | ||
| | |psmIsNot || texture pixel storage format - is not X | ||
<pre>PSMCT32 = 0 PSMT4HL = 36 | |||
PSMCT24 = 1 PSMT4HH = 44 | |||
PSMCT16 = 2 PSMZ32 = 48 | |||
PSMCT16S = 10 PSMZ24 = 49 | |||
PSMT8 = 19 PSMZ16 = 50 | |||
PSMT4 = 20 PSMZ16S = 58 | |||
PSMT8H = 27 </pre> | |||
|- | |- | ||
| | |zmsk || Z (depth) draw mask | ||
<pre>update Z buffer = 0 | |||
don't update Z buffer = 1 | |||
When 1 depth test result will be ignored</pre> | |||
|- | |- | ||
| | |tw || texture width | ||
|- | |- | ||
| | |th || texture height | ||
|- | |- | ||
| | |ztst || Z (depht) test method | ||
<pre>ZNOUSE = 0 | |||
ZALWAYS = 1 | |||
ZGEQUAL = 2 | |||
ZGREATER = 3 | |||
0 - All pixels fail | |||
1 - All pixels pass | |||
2 - Pass if Z grater or equal to Z buffer | |||
3 - Pass if Z grater than Z buffer</pre> | |||
|- | |- | ||
| | |mipIsGt || mip level is grater than X (?) | ||
|- | |- | ||
| | |mmin || MMIN flag | ||
<pre>NEAREST = 0 | |||
LINEAR = 1 | |||
NEAREST_MIPMAP_NEAREST = 2 | |||
NEAREST_MIPMAP_LINEAR = 3 | |||
LINEAR_MIPMAP_NEAREST = 4 | |||
LINEAR_MIPMAP_LINEAR = 5</pre> | |||
|- | |- | ||
| | |prim || GS primitive type | ||
<pre>Point = 0 | |||
==== | Line = 1 | ||
LineStrip = 2 | |||
Triangle = 3 | |||
TriangleStrip = 4 | |||
TriangleFan = 5 | |||
Sprite = 6</pre> | |||
<pre> | |- | ||
|primIsNot || GS primitive type - is not | |||
<pre>Point = 0 | |||
Line = 1 | |||
LineStrip = 2 | |||
Triangle = 3 | |||
TriangleStrip = 4 | |||
TriangleFan = 5 | |||
Sprite = 6</pre> | |||
|- | |||
|fillArea || | |||
|- | |||
|frameW || | |||
|- | |||
|renderSelf || | |||
|- | |||
|hasClut || | |||
|- | |||
|alphaTest || | |||
|- | |||
|primTest || | |||
|- | |||
|workLoadThreshold || | |||
|- | |||
|alpha || <pre> example: alpha=0x80000044 | |||
alpha=0</pre> | |||
|- | |||
|texType || (1-3, more? ) | |||
|- | |||
|tbp || texture base pointer | |||
|- | |||
|cbp || CLUT buffer base pointer | |||
|- | |||
|psm || texture pixel storage format | |||
<pre>PSMCT32 = 0 PSMT4HL = 36 | |||
PSMCT24 = 1 PSMT4HH = 44 | |||
PSMCT16 = 2 PSMZ32 = 48 | |||
PSMCT16S = 10 PSMZ24 = 49 | |||
PSMT8 = 19 PSMZ16 = 50 | |||
PSMT4 = 20 PSMZ16S = 58 | |||
PSMT8H = 27 </pre> | |||
|- | |||
|mxl || maximum mip level (0-6) | |||
|- | |||
|fbmask || ? | |||
|- | |||
|totalArea || | |||
|- | |||
|packedRegs || | |||
|- | |||
|packedRegsLo || | |||
|- | |||
|packedRegsHi || | |||
|- | |||
|packedRegsNum || | |||
|- | |||
|packedFlags || | |||
|- | |||
|packedPrim || | |||
|- | |||
|areaNumFrames || | |||
|- | |||
|waveThreshold || | |||
|- | |||
|loadThreshold || | |||
|- | |||
|fixSpriteDivTab || | |||
|} | |||
====Official 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''' | |||
==== Official | |||
<br>Canis Canem Edit | |||
<br>'''SLES 535.61''' | |||
<br>'''LUA''' | <br>'''LUA''' | ||
<pre> | <pre> | ||
Line 1,829: | Line 1,833: | ||
</pre> | </pre> | ||
==== Custom config.lua examples ==== | ====Custom config.lua examples==== | ||
Here is the first custom lua config created by the community: | |||
Here is the first custom | |||
<pre> | <pre> | ||
Line 1,840: | Line 1,843: | ||
eeInsnReplace(0x1CF3CC, 0x4100ffff, 0x00000000) -- bc0f 0x1CF3CC to nop | eeInsnReplace(0x1CF3CC, 0x4100ffff, 0x00000000) -- bc0f 0x1CF3CC to nop | ||
</pre> | </pre> | ||
This is | This is very basic command to replace part of EE memory with other instruction. | ||
* apiRequest(0.1) - Is required for every config. Used version depend on your original eboot highest supported api. 0.1 seems to be enough for basic patches like here. 2.3 is highest known for now. | * apiRequest(0.1) - Is required for every config. Used version depend on your original eboot highest supported api. 0.1 seems to be enough for basic patches like here. 2.3 is highest known for now. | ||
* -- Fix black screen SLUS-20064 is comment | * -- Fix black screen SLUS-20064 is comment | ||
Line 1,847: | Line 1,850: | ||
[https://www.psdevwiki.com/ps4/Talk:PS2_Classics_Emulator_Compatibility_List#Custom_PS2emu_Configuration_Files Other custom configurations made by users can be found here] | [https://www.psdevwiki.com/ps4/Talk:PS2_Classics_Emulator_Compatibility_List#Custom_PS2emu_Configuration_Files Other custom configurations made by users can be found here] | ||
= Memory Mapping = | =Memory Mapping= | ||
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: left;" | {| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: left;" | ||
Line 1,902: | Line 1,905: | ||
|} | |} | ||
== Registers Map == | ==Registers Map== | ||
===EE-IOP=== | |||
=== EE-IOP === | <pre>This is an incomplete list of the emulated ps2 registers. Some registers are incorrectly named or have incorrect offsets. 0x1000000xxx base is not guaranteed in different emu revisions, but layout should be the same regardless of base. | ||
Assuming base is different (Like on kof2000), simply reduce these offsets by 8 hex values. | |||
<pre> | Regardless, this should not affect IOP or the VU0 and VU1 registers. | ||
This list of registers | |||
</pre> | </pre> | ||
<pre> List was designed for Jak v2 | |||
Eboot md5:c644f6879af225a6e5a70233fc4625a3</pre> | |||
{| class=wikitable style="border: none; background: none;" | {| class=wikitable style="border: none; background: none;" | ||
! scope=col | GPR-EE | ! scope=col | GPR-EE | ||
Line 1,992: | Line 1,990: | ||
| ra || 0x10000001F0 || f31 || 0x10000002AC || Rsvd31 || 0x100000034C || ra || 0x102000007C | | ra || 0x10000001F0 || f31 || 0x10000002AC || Rsvd31 || 0x100000034C || ra || 0x102000007C | ||
|- | |- | ||
| | | unk (pc?) || 0x1000000200 || fACC || 0x10000002B0 || {{cellcolors|#7698FF|#000000}}COP0 additional registers || || pc || 0x102000008C | ||
|-style="background-color:#EEEFF2" | |-style="background-color:#EEEFF2" | ||
| lo | | 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 2,006: | ||
|} | |} | ||
=== Emulator related | ===Emulator related regs=== | ||
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;" | {| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;" | ||
! {{cellcolors|#7698FF|#000000}}"Fake" | ! {{cellcolors|#7698FF|#000000}}"Fake" register !! Address !! Notes | ||
|- | |- | ||
| (?) || 0x1000000360 || Locking the value seems to cause a crash. | | (?) || 0x1000000360 || Locking the value seems to cause a crash. | ||
|-style="background-color:# | |-style="background-color:#13cfbc" | ||
|Current PC | |Current PC || 0x1000000368 || Shows the current offset that's being executed by the EE. | ||
Commonly used by Sceners as a tool for finding troublesome offsets. | |||
Commands such as --ee-pc-coherency or --ee-insn-flush-pc can change the offset's behavior. | |||
|- | |- | ||
| (?) || 0x100000036C || | | (?) || 0x100000036C || it shows 0x80000184 | ||
|- | |- | ||
| Delta counter || 0x1000000370 ||<pre>(Passed cycles, likely decrementer). | | Delta counter || 0x1000000370 ||<pre>(Passed cycles, likely decrementer). | ||
Line 2,029: | Line 2,023: | ||
advanceclock subtract value from this fake reg)</pre> | advanceclock subtract value from this fake reg)</pre> | ||
|- | |- | ||
|Cycles ||0x1000000378|| | |Cycles ||0x1000000378|| (need work) | ||
|- | |- | ||
| (?) || 0x1000000384 || <pre> | | (?) || 0x1000000384 || <pre>Likely previously used by Sony for diagnosing issues. unlike the pc, | ||
this one doesn't change after a crash and has much lower latency. | |||
Thus meaning it's better at diagnosing problems.</pre> | Thus meaning it's better at diagnosing problems.</pre> | ||
|- | |- | ||
|} | |} | ||
--------------------------------------------------------------------------------------------------------------------------------- | |||
===VU0f-VU0i=== | |||
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;" | {| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;" | ||
{| class=wikitable style="border: none; background: none;" | {| class=wikitable style="border: none; background: none;" | ||
Line 2,111: | Line 2,104: | ||
| vi05|| 0x1030000260 || I || 0x1030000360 | | vi05|| 0x1030000260 || I || 0x1030000360 | ||
|- | |- | ||
| vi06|| 0x1030000270 || Q || | | vi06|| 0x1030000270 || Q || 0x1030000370?? | ||
|-style="background-color:#EEEFF2" | |-style="background-color:#EEEFF2" | ||
| vi07|| 0x1030000280 || c2c23 || 0x1030000380?? | | vi07|| 0x1030000280 || c2c23 || 0x1030000380?? | ||
Line 2,132: | Line 2,125: | ||
|- | |- | ||
|} | |} | ||
--------------------------------------------------------------------------------------------------------------------------------- | |||
===VU1f-VU1i=== | |||
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;" | {| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;" | ||
{| class=wikitable style="border: none; background: none;" | {| class=wikitable style="border: none; background: none;" | ||
Line 2,192: | Line 2,187: | ||
! scope=col | Address | ! scope=col | Address | ||
|- | |- | ||
| vi00 || 0x1040000210 || | | vi00 || 0x1040000210 ||Status|| 0x1040000310?? | ||
|-style="background-color:#EEEFF2" | |-style="background-color:#EEEFF2" | ||
| vi01 || 0x1040000220 || | | vi01 || 0x1040000220 || MACflag || 0x1040000320?? | ||
|- | |- | ||
| vi02|| 0x1040000230 || | | vi02|| 0x1040000230 || Clipflag || 0x1040000330?? | ||
|-style="background-color:#EEEFF2" | |-style="background-color:#EEEFF2" | ||
| vi03|| 0x1040000240 || | | vi03|| 0x1040000240 || c2c19 || 0x1040000340?? | ||
|- | |- | ||
| vi04|| 0x1040000250 || | | vi04|| 0x1040000250 || R || 0x1040000350?? | ||
|-style="background-color:#EEEFF2" | |-style="background-color:#EEEFF2" | ||
| vi05|| 0x1040000260 || | | vi05|| 0x1040000260 || I || 0x1040000360 | ||
|- | |- | ||
| vi06|| 0x1040000270 || | | vi06|| 0x1040000270 || Q || 0x1040000370?? | ||
|-style="background-color:#EEEFF2" | |-style="background-color:#EEEFF2" | ||
| vi07|| 0x1040000280 || | | vi07|| 0x1040000280 || c2c23 || 0x1040000380?? | ||
|- | |- | ||
| vi08|| 0x1040000290 || | | vi08|| 0x1040000290 || c2c24 || 0x1040000390?? | ||
|-style="background-color:#EEEFF2" | |-style="background-color:#EEEFF2" | ||
| vi09|| 0x10400002A0 || | | vi09|| 0x10400002A0 || c2c25 || 0x10400003A0?? | ||
|- | |- | ||
| vi10|| 0x10400002B0 || | | vi10|| 0x10400002B0 || TPC || 0x10400003B0 | ||
|-style="background-color:#EEEFF2" | |-style="background-color:#EEEFF2" | ||
| vi11|| 0x10400002C0|| | | vi11|| 0x10400002C0|| CMSAR0 || 0x10400003C0?? | ||
|- | |- | ||
| vi12|| 0x10400002D0 || | | vi12|| 0x10400002D0 || FBRST || 0x10400003D0 | ||
|-style="background-color:#EEEFF2" | |-style="background-color:#EEEFF2" | ||
| vi13|| 0x10400002E0 || | | vi13|| 0x10400002E0 || VPU-STAT || 0x10400003E0?? | ||
|- | |- | ||
| vi14|| 0x10400002F0 || | | vi14|| 0x10400002F0 || CMSAR1 || 0x10400003F0?? | ||
|-style="background-color:#EEEFF2" | |-style="background-color:#EEEFF2" | ||
| vi15|| 0x1040000300 || | | vi15|| 0x1040000300 || c2c30 || 0x1040000400?? | ||
|- | |- | ||
|} | |} | ||
====Register Details==== | |||
= | [https://psi-rockin.github.io/ps2tek/ Credits to psi rockin] | ||
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;" | {| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;" | ||
! | ! Name !! Purpose / info | ||
|- | |- | ||
| | | zero || Hardwired to 0, writes are ignored | ||
|- | |- | ||
| | | at || Temporary register used for pseudo-instructions | ||
|- | |- | ||
| | | v0-v1 || Return register, holds values returned by functions | ||
|- | |- | ||
| | | a0-a3 || Argument registers, holds first four parameters passed to a function | ||
|- | |- | ||
| | | 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 | ||
|- | |- | ||
! Half-precision Floating-point support !! (n/a) | | fp || Frame pointer | ||
|- | |||
| ra || Return address. Used by JAL and (usually) JALR to store the address to return to after a function | |||
|- | |||
! Special registers !! | |||
|- | |||
| pc || Program counter, address of currently-executing instruction (32-bit) | |||
|- | |||
| hi/lo || Stores multiplication and division results (64-bit) | |||
|- | |||
| hi1/lo1 || Used by MULT1/DIV1 type instructions, same as above (64-bit) | |||
|- | |||
| sa ||Shift amount used by QFSRV instruction | |||
|- | |||
|} | |||
<pre> | |||
Aside from zero, all GPRs may be freely accessed if convention rules are respected. | |||
</pre> | |||
=Open CL and Floats= | |||
PS4 native Floating point support and OpenCL info, for both CPU and GPU. The understanding of floating point conversion is very important for emulating the PS2. | |||
<br>Info found below came from this: [https://gist.github.com/masterzorag/06cadbc5fbe7d3375704fc52518f434e#file-gistfile1-md gist] | |||
<br>There you can find more info about PS4's OpenCL. | |||
==CPU== | |||
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;" | |||
! Info !! Value | |||
|- | |||
| Device Name || CXD90026AG - DG1002FGF84HT | |||
|- | |||
| Device Vendor || AuthenticAMD | |||
|- | |||
| Device Vendor ID || 0x1022 | |||
|- | |||
| Device OpenCL C Version || OpenCL C 1.2 pocl | |||
|- | |||
| Device Type || CPU | |||
|- | |||
| Max compute units || 8 | |||
|- | |||
| Max work item dimensions || 3 | |||
|- | |||
| Max work item sizes || 4096x4096x4096 | |||
|- | |||
| Max work group size || 4096 | |||
|- | |||
| Preferred work group size multiple || 8 | |||
|- | |||
! Half-precision Floating-point support !! (n/a) | |||
|- | |- | ||
! Single-precision Floating-point support !! (core) | ! Single-precision Floating-point support !! (core) | ||
Line 2,312: | Line 2,351: | ||
|} | |} | ||
== 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 2,449: | ||
|} | |} | ||
= PS3 | =PS3 Config support= | ||
<pre> | <pre> | ||
The | The emulator supports configurations in the format known from ps2_netemu/ps2classic that came from the PS3. This feature was | ||
officially used in Arc the Lad Twilight of the Spirits ps2-ps4 classic. | |||
To enable ps3 style config add this to config-emu-ps4.txt: | |||
--lopnor-config=1 | --lopnor-config=1 | ||
--ps2-title-id=TITLE-ID | --ps2-title-id=TITLE-ID | ||
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 | 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 | 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 | Command 0x07 is NOT recognized, but can be manually translated to cli config (to: --vu-xgkick-delay=value). | ||
Same goes for | 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 | *More about PS3 style configs/commands: https://www.psdevwiki.com/ps3/PS2_Emulation#Game_CONFIG | ||
* | *Log from loading that kind of config: https://pastebin.com/ZpUyU8DE | ||
=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 | ||
|- | |- | ||
| | | <pre>Suspected iop issue(?)</pre> || Zatch Bell! Mamodo Fury, Godfather, Gran turismo 4, SSX || || a Stutter that's not caused by performance but by inaccurate iop emulation leading to stuttering fmvs/mainmenu | ||
|- | |- | ||
| | | <pre> Suspected GIF issue (?) </pre> || <pre>Tenchu - Fatal Shadows, Genji dawn of the samurai, Batman begins, Lara Croft Tomb Raider - The Angel of Darkness, Dragon ball z budokai tenkaichi 1, Possibly many more! </pre>|| LUA patches || | ||
|- | |- | ||
| | | <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> | ||
|- | |- | ||
| | |<pre> VU0/COP2 is not running in sync with EE core </pre>|| <pre>24 The Game, ATV Quad Power Racing 2, Ghosthunter, Rayman Arena, Rayman 3, Largo winch, Ratchet and clank games. 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> | |||
|- | |- | ||
| | | <pre>No roundmode support for VU or 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> || | ||
|- | |- | ||
| | | <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> | ||
|- | |- | ||
| | | <pre>Wrong read speed for some 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 | ||
|- | |- | ||
| | | <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> | ||
|- | |- | ||
| | | <pre>In-accurate Multiply/Divide/Add/Subtract instructions</pre> || <pre>Max payne, Bully, Jackie chan adventures, Wild arms 3, Pac-man World 3, Gran turismo 4, 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> | ||
|- | |- | ||
| | | <pre>Multitap doesn't support all games</pre> || <pre>Urban reign, many others</pre> || None || | ||
|- | |- | ||
| | | <pre>DMA writes when busy signal is engaged</pre> || Ratchet and clank games, Metal gear solid 2, others || None yet || AKA eetiminghack | ||
<pre> | |||
|- | |- | ||
| | |<pre>VU1 running too fast (DMA sync)</pre> || Harry Potter the Chamber of secrets, Mercenaries 2 || None yet || | ||
|- | |- | ||
| ? || | |<pre>VIF1 runs constantly(?)</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> | ||
|- | |- | ||
| | |<pre>Inaccuracies in the IPU</pre> || Burnout 3, Onimusha dawn of dreams || None yet || | ||
|- | |- | ||
|} | |} | ||
Line 2,500: | Line 2,512: | ||
= PS2 Bios = | = PS2 Bios = | ||
== Description == | ==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 through MC/CDVD. Important non X module that is missing is LIBSD, and homebrew that need it, will likely fail to boot, or cause an error. | |||
<br>Bios is 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)]] | |||
'''More about the | <br>'''More about the bios''' | ||
<pre> | <pre> | ||
Bios version seems to be Developement v2.20 from Japan region (22/01/2007), but it's of course not limited to booting only NTSC-J games. | |||
Emulator not support USB peripherals, but this seems to be not limitation of BIOS, as it is used also in CECH C/E PS3 consoles. | |||
There are signs that different | 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 uses a so called CallHook which is better known for pcsx2 users as fastboot. No need to describe patch here, just look at PCSX2 fastboot code. It's the same code, but PS4 emus don't have patches for different bios revisions. | |||
</pre> | </pre> | ||
<br>'''Bios file information:''' | |||
''' | |||
<pre> | <pre> | ||
File name: PS20220WD20050620.crack | File name: PS20220WD20050620.crack | ||
Line 2,521: | Line 2,531: | ||
</pre> | </pre> | ||
== Files inside ROM image == | ==Files inside ROM image== | ||
{| class="wikitable" style="font-size:small;" | {| class="wikitable" style="font-size:small;" | ||
Line 2,690: | Line 2,700: | ||
| 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 | <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. | ||
Original PS2 bios from models with emulated IOP, include similar list file called XPARAM.ELF. Title IDs there are not the same, although some of them exist on both lists.</pre> | |||
{| class="wikitable sortable" || | {| class="wikitable sortable" || | ||
Line 3,136: | Line 3,145: | ||
|- | |- | ||
|SLUS_214.52 || Valkyrie Profile 2: Silmeria || 0x08 || 0x1388 || CPU_DELAY | |SLUS_214.52 || Valkyrie Profile 2: Silmeria || 0x08 || 0x1388 || CPU_DELAY | ||
|- | |||
|} | |||
=Command examples= | |||
<pre> | |||
A section for explaining the full usage of a CLI or LUA command | |||
</pre> | |||
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;" | |||
! Command !! Description | |||
|--style="background-color:#7698FF" | |||
| ee hook || | |||
|- | |||
| <pre>--ee-hook=0x0028A578,AdvanceClock,,1000</pre> || <pre>First is the offset, second is the instruction, | |||
third is the opcode that was skipped, fourth is the value of the instruction</pre> | |||
|- | |||
| <pre>--ee-hook=0x0028A578,FastForwardClock</pre> || <pre>First is the offset, second is the instruction.</pre> | |||
|- | |- | ||
|} | |} | ||
Line 3,226: | Line 3,251: | ||
└── 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 requires to be inside of the lua_include folder. | |||
</pre> | |||
<br>'''pad-connect-type.lua''' | |||
<pre> | <pre> | ||
local PadConnectType = {} | local PadConnectType = {} | ||
Line 3,245: | Line 3,269: | ||
return PadConnectType | return PadConnectType | ||
</pre> | </pre> | ||
<br>'''sprite.lua''' | |||
<pre> | |||
local kFilterMode = {} | local kFilterMode = {} | ||
kFilterMode.Point = 0x00000000 -- < Sample the one texel nearest to the sample point. | kFilterMode.Point = 0x00000000 -- < Sample the one texel nearest to the sample point. | ||
Line 3,304: | Line 3,328: | ||
return kFilterMode, kWrapMode, kBlendMultiplier, kBlendFunc | return kFilterMode, kWrapMode, kBlendMultiplier, kBlendFunc | ||
</pre> | </pre> | ||
<br>'''ee-cpr0-alias.lua''' | |||
< | |||
'''ee-cpr0-alias.lua''' | |||
<pre> | <pre> | ||
cpr = {} | cpr = {} | ||
Line 3,373: | Line 3,359: | ||
return cpr | return cpr | ||
</pre> | </pre> | ||
'''ee-gpr-alias.lua''' | '''ee-gpr-alias.lua''' | ||
<pre> | <pre> | ||
-- Recommended method to import this module: | -- Recommended method to import this module: | ||
-- local gpr = require("ee-gpr-alias") | -- local gpr = require("ee-gpr-alias") | ||
Line 3,418: | Line 3,404: | ||
return gpr | return gpr | ||
</pre> | </pre> | ||
'''ee-hwaddr.lua''' | '''ee-hwaddr.lua''' | ||
<pre> | <pre> | ||
Line 3,452: | Line 3,438: | ||
return gif_hw, vif0_hw, vif1_hw, nil | return gif_hw, vif0_hw, vif1_hw, nil | ||
</pre> | </pre> | ||
'''language.lua''' | '''language.lua''' | ||
<pre> | <pre> | ||
-- Recommended method to import this module: | -- Recommended method to import this module: | ||
-- local lang = require("language") | -- local lang = require("language") | ||
Line 3,476: | Line 3,462: | ||
lang.chinese_simplified = 11 | lang.chinese_simplified = 11 | ||
lang.finnish = 12 | lang.finnish = 12 | ||
lang.swedish = 13 | lang.swedish = 13 | ||
lang.danish = 14 | lang.danish = 14 | ||
lang.norwegian = 15 | lang.norwegian = 15 | ||
lang.polish = 16 | lang.polish = 16 | ||
lang.portuguese_brazil = 17 | lang.portuguese_brazil = 17 | ||
lang.english_gb = 18 | lang.english_gb = 18 | ||
lang.turkish = 19 | lang.turkish = 19 | ||
lang.spanish_la = 20 | lang.spanish_la = 20 | ||
lang.arabic = 21 | lang.arabic = 21 | ||
lang.french_canada = 22 | lang.french_canada = 22 | ||
return lang | return lang | ||
</pre> | </pre> | ||
'''pad-and-key.lua''' | |||
'''pad-and-key.lua''' | <pre> | ||
pad = {} | |||
-- Left Side | |||
pad.LU = 0x0010 -- Up | |||
pad.LD = 0x0040 -- Down | |||
pad.LL = 0x0080 -- Left | |||
pad.LR = 0x0020 -- Right | |||
-- Right Side | |||
pad.RU = 0x1000 -- Up (Triangle) | |||
pad.RD = 0x4000 -- Down (Cross) | |||
pad.RL = 0x8000 -- Left (Square) | |||
pad.RR = 0x2000 -- Right (Circle) | |||
-- aliases | |||
pad.UP = 0x0010 -- LU | |||
pad.DOWN = 0x0040 -- LD | |||
pad.LEFT = 0x0080 -- LL | |||
pad.RIGHT = 0x0020 -- LR | |||
pad.TRIANGLE= 0x1000 | |||
pad.CROSS = 0x4000 | |||
pad.SQUARE = 0x8000 | |||
pad.CIRCLE = 0x2000 | |||
pad.L1 = 0x0400 | |||
pad.L2 = 0x0100 | |||
pad.L3 = 0x0002 | |||
pad.R1 = 0x0800 | |||
pad.R2 = 0x0200 | |||
pad.R3 = 0x0004 | |||
pad.SELECT = 0x0001 | |||
pad.START = 0x0008 | |||
keyboard = {} | |||
keyboard.ESCAPE = 0x1000 | |||
keyboard.SLASH = 0x1001 | |||
keyboard.SEPARATOR = 0x1002 -- backslash or pipe (\|) | |||
keyboard.BACKQUOTE = 0x1003 | |||
keyboard.PAGEDOWN = 0x1004 | |||
keyboard.PAGEUP = 0x1005 | |||
keyboard.F1 = 0x1006 | |||
keyboard.F2 = 0x1007 | |||
keyboard.F3 = 0x1008 | |||
keyboard.F4 = 0x1009 | |||
keyboard.F5 = 0x100a | |||
keyboard.F6 = 0x100b | |||
keyboard.F7 = 0x100c | |||
keyboard.F8 = 0x100d | |||
keyboard.F9 = 0x100e | |||
keyboard.F10 = 0x100f | |||
keyboard.F11 = 0x1010 | |||
keyboard.F12 = 0x1011 | |||
</pre> | |||
'''ps2.lua''' | |||
<pre> | <pre> | ||
require("ee-gpr-alias") | require("ee-gpr-alias") | ||
require("utils") | require("utils") | ||
Line 3,753: | Line 3,739: | ||
end | end | ||
</pre> | </pre> | ||
'''utils.lua''' | '''utils.lua''' | ||
<pre> | <pre> | ||
Line 3,818: | Line 3,803: | ||
</pre> | </pre> | ||
= Links = | =Links= | ||
*[https://psi-rockin.github.io/ps2tek/ Ps2 Hardware Documentation] | |||
* [https://psi-rockin.github.io/ps2tek/ | *[https://pastebin.com/yf802Up3 GS title fix guide] | ||
* [https://pastebin.com/yf802Up3 | *[https://www.psdevwiki.com/ps3/PS2_Custom_Configs PS3 custom configs] | ||
* [https://www.psdevwiki.com/ps3/PS2_Custom_Configs PS3 custom configs] | *[http://www.psx-place.com/threads/research-ps2-emulator-configuration-on-ps4.16131/ A place for research and sharing successful configurations for the emulator] | ||
* [http://www.psx-place.com/threads/research-ps2-emulator-configuration-on-ps4.16131/ A place for research and sharing successful configurations for the emulator] | *[https://www.psdevwiki.com/ps4/Talk:PS2_Classics_Emulator_Compatibility_List Configuration examples] | ||
* [https://www.psdevwiki.com/ps4/Talk:PS2_Classics_Emulator_Compatibility_List Configuration examples] | *[https://www.romhacking.net/utilities/692/ PS2DIS, a very helpful tool for debugging executables] | ||
* [https://www.romhacking.net/utilities/692/ PS2DIS, a very helpful tool for debugging executables] | *[https://forums.pcsx2.net/Thread-Fixing-unplayable-games A thread filled with patches for ps2 games] | ||
* [https://forums.pcsx2.net/Thread-Fixing-unplayable-games A thread filled with patches for ps2 games] | |||
{{Reverse Engineering}} | {{Reverse Engineering}} | ||
<noinclude> | <noinclude>[[Category:Main]]</noinclude> | ||
[[Category:Main]] | |||
</noinclude> |