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 make or break a game. | |||
This is first time that Sony has ever cared about floats in | Currently the most commonly used emulator is Jakv2 because it is the most compatible. 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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| --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 | ||
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|- | |- | ||
| --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 | | --ps2-title-id || XXXX-YYYYY Example: (SLUS-21515) || Sets title-id for patches. Requires the game's region code as value || --ps2-title-id=SLES-50366 | ||
|- | |- | ||
| --gs-uprender || none, 2x2 || Internal resolution upscaler. || --gs-uprender=2x2 | | --gs-uprender || none, 2x2 || Internal resolution upscaler. || --gs-uprender=2x2 | ||
|- | |- | ||
| --gs-upscale || none, gpu, edgesmooth, motionvec, point, motionvector, smooth, motion || upscaling type || --gs-upscale=EdgeSmooth | | --gs-upscale || none, gpu, edgesmooth, motionvec, point, motionvector, smooth, motion || upscaling type || --gs-upscale=EdgeSmooth | ||
|-style="background-color:#ffe680" | |||
| || CDVD || || | |||
|- | |||
| --max-disc-num || 1-5 || numbers of discs in package (maximum=5) || --max-disc-num=1 | |||
|- | |||
| --boot-disc-id || 1-5 || sets boot disc for multi-disc pkg || --boot-disc-id=0 | |||
|- | |||
| --switch-disc-reset || 1 = Enables resetting the game upon disc swap | |||
0 = Disables resetting the game upon disc swap|| 0 Can be used to prevent resetting the game when switching multiple discs. Useful for games like Samurai warriors 2 that include an Import data feature. Sadly this command isn't supported by many emulators, but jakv2 is confirmed to support it || --switch-disc-reset=1 | |||
|- | |||
| --cdvd-sector-read-cycles || 0.1 = Fastest, 80000 = Slowest|| Set DVD reading speed. Higher values are slower, lower values are faster. Kinetica uses 40000, Psychonauts 4000, Red dead revolver 5000, Rise of kasai 31000. Some games require moderate speed, too slow or too fast could cause audio problems.|| --cdvd-sector-read-cycles=40000 | |||
|- | |||
| --cdvd-sector-seek-cycles || 0.1 = Fastest, 80000 = Slowest || Set the speed at which the emulated CDVD spins. Higher values are slower, | |||
lower values are faster. Fixes boot-up sometimes. More info here [https://github.com/PCSX2/pcsx2/pull/3877]. || --cdvd-sector-seek-cycles=1 | |||
|- | |||
| --verbose-cdvd-reads || 0, 1 || Might improve disc reading if set to 1|| --verbose-cdvd-reads=0 | |||
|-style="background-color:#ff8080" | |-style="background-color:#ff8080" | ||
| || Audio || || | | || Audio || || | ||
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=== 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)==== | ||
=====[https://www.psdevwiki.com/ps2/Emotion_Engine EE]===== | =====[https://www.psdevwiki.com/ps2/Emotion_Engine EE]===== | ||
<pre>Commands for the emulated Emotion Engine. These commands may | <pre>Commands for the emulated Emotion Engine. These commands may help with performance gain, or better sync.</pre> | ||
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;" | {| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;" | ||
! Command !! Values !! Notes !! Usage | ! Command !! Values !! Notes !! Usage | ||
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| || Speedhacks / Desync Fixes|| || | | || Speedhacks / Desync Fixes|| || | ||
|- | |- | ||
| --ee-cycle-scalar || | | --ee-cycle-scalar || Accelerate EE cycles: (0.99 => 0.1)<br>Decelerate EE cycles: (1.1 => 5.0) || Accelerating can help with improving EE-DMA sync at the cost of performance. Decelerating can help with improving EE's sync with VU0-VU1 while also improving performance; too much deceleration can cause stuttery fmvs. The default value is 1.0 || --ee-cycle-scalar=1.0 | ||
|- | |- | ||
| --ee-context-switch-cycles || | | --ee-context-switch-cycles || [Overclocking(?)] (0.99 => 0.1) <br>[Cycle skipping(?)] (1.1 => ∞ ) || Similar effect to eecyclescalar, but it is still unknown what its effect truly is. Does not work on Jak emulators || --ee-context-switch-cycles=2700? | ||
|- | |- | ||
| [[--ee-hook|--ee-hook]] || AdvanceClock<br>FastForwardClock<br>Mfifodrain || | | [[--ee-hook|--ee-hook]] || AdvanceClock<br>FastForwardClock<br>Mfifodrain || Set a function to be applied every time the PC register reaches the selected offset in the EE memory. FastForwardClock is likely an overclocking function, while AdvanceClock stalls the EE for an allocated time to either improve sync, or performance. Mfifodrain is still unknown. [[--ee-hook|For more examples]] ||--ee-hook=0x0025A9F2,AdvanceClock,,500 <br>--ee-hook=0x0019F0AD,FastForwardClock | ||
|- | |- | ||
|-style="background-color:#D7EF54" | |-style="background-color:#D7EF54" | ||
| || Game fixes || || | | || Game fixes || || | ||
|- | |- | ||
| --ee-jit-pagefault-threshold || 0-254 || Ignore JIT pagefaults, usually caused by data placed right after code. JIT try to recompile it, and obviously hit some bad opcodes. | | --ee-jit-pagefault-threshold || 0-254 || Ignore JIT pagefaults, usually caused by data placed right after code. JIT try to recompile it, and obviously hit some bad opcodes. Command reduces the occurrence of crashes the higher it is. || --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-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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=====FPU===== | =====FPU===== | ||
<pre>The FPU is a fast single-precision unit that typically serves the EE by calculating in-game physics. It | <pre>The FPU is a fast single-precision unit that typically serves the EE by calculating in-game physics. It's also called (COP1).</pre> | ||
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;" | {| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;" | ||
! Command !! Values !! Notes !! Usage | ! Command !! Values !! Notes !! Usage | ||
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| || Game fixes || || | | || Game fixes || || | ||
|- | |- | ||
| --fpu-no-clamping || 0 | | --fpu-no-clamping || 1 = Extra + preserve sign<br>0 = Extra || Changes the clamping behavior of the FPU. Might fix freezing issues, or misplaced characters/items (Inaccuracies with in-game physics) || --fpu-no-clamping=0 | ||
|- | |- | ||
| --fpu-custom-min-max || 0, 1 || Custom Max/Mini logic for denormals. Enabled by default. Disabling it might break some games || --fpu-custom-min-max=0 | | --fpu-custom-min-max || 0, 1 || Custom Max/Mini logic for denormals. Enabled by default. Disabling it might break some games || --fpu-custom-min-max=0 | ||
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|- | |- | ||
| --fpu-accurate-addsub || 0 = Disabled<br>1 = Enabled || Allows the FPU to accurately Add/Subtract for all offsets by using software floats rather than hardware floats. (Extremely slow) || --fpu-accurate-addsub=1 | | --fpu-accurate-addsub || 0 = Disabled<br>1 = Enabled || Allows the FPU to accurately Add/Subtract for all offsets by using software floats rather than hardware floats. (Extremely slow) || --fpu-accurate-addsub=1 | ||
|- | |||
| --fpjk-muldiv-range || offset (0x0 - 0x1FFFFFF) || ? || --fpjk-muldiv-range=0x123456 | |||
|- | |- | ||
| --fpu-accurate-muldiv-range || start,end offset (0x0 - 0x1FFFFFF) || Allows the FPU to accurately Divide/Multiply by 0 in the specified ee memory range by using software floats rather than hardware floats. || --fpu-accurate-muldiv-range=0x1acce0,0x2acce0 | | --fpu-accurate-muldiv-range || start,end offset (0x0 - 0x1FFFFFF) || Allows the FPU to accurately Divide/Multiply by 0 in the specified ee memory range by using software floats rather than hardware floats. || --fpu-accurate-muldiv-range=0x1acce0,0x2acce0 | ||
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| || Speedhacks || || | | || Speedhacks || || | ||
|- | |- | ||
| --fpu-rsqrt-fast-estimate || 0, 1 || Decreases RSQRT's accuracy. Enabled by default | | --fpu-rsqrt-fast-estimate || 0, 1 || Decreases RSQRT's accuracy. Enabled by default. Disabling it is required for full FPU accuracy || --fpu-rsqrt-fast-estimate=1 | ||
|- | |- | ||
| --fpu-accurate-mul-fast || 0, 1 || | | --fpu-accurate-mul-fast || 0, 1 || A command that prevents muldiv commands from causing slowdowns. || --fpu-accurate-mul-fast=1 | ||
|-style="background-color:#FFAA00" | |-style="background-color:#FFAA00" | ||
| || Other || || | | || Other || || | ||
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| --fpu-custom-fused-madd || 0, 1 || Custom FMA (fused multiply-add). Disabled by default. || --fpu-custom-fused-madd=0 | | --fpu-custom-fused-madd || 0, 1 || Custom FMA (fused multiply-add). Disabled by default. || --fpu-custom-fused-madd=0 | ||
|- | |- | ||
| --fpu-to-double || 0, 1 || Converts floats to doubles (Accurate) | | --fpu-to-double || 0, 1 || Converts floats to doubles (Accurate) || --fpu-to-double=1 | ||
|- | |- | ||
| --fpu-clamp-operands || 0, 1 || Affects the fpu's clamping behavior || --fpu-clamp-operands=1 | | --fpu-clamp-operands || 0, 1 || Affects the fpu's clamping behavior || --fpu-clamp-operands=1 | ||
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|} | |} | ||
===== COP2 ===== | =====COP2===== | ||
<pre>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 upon recompilation (1 is safe, 2 update sticky, and mac flag on every status flag update) | | --cop2-opt-flags || 0, 1 ,2 || Optimize flags upon recompilation (1 is safe, 2 update sticky, and mac flag on every status flag update) [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L280 More Info] || --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 | ||
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| --cop2-const-prop || 0, 1 || Disables or enables constant propagation. Can Be Used as speedhack for COP2 hungry games when set to 1 [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L312 More info] || --cop2-const-prop=1 | | --cop2-const-prop || 0, 1 || Disables or enables constant propagation. Can Be Used as speedhack for COP2 hungry games when set to 1 [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L312 More info] || --cop2-const-prop=1 | ||
|- | |- | ||
| --cop2-di-bits || 0, 1 || 0 to skip setting invalid, and | | --cop2-di-bits || 0, 1 || 0 to skip setting invalid, and Div by Zero flags in status register, and therefore improve performance. Can be used as speedhack as it skip costly calculations. || --cop2-di-bits=0 | ||
|-style="background-color:#D7EF54" | |-style="background-color:#D7EF54" | ||
| || Game fixes || || | | || Game fixes || || | ||
|- | |- | ||
| --cop2-no-clamping || 0 | | --cop2-no-clamping || 1 = Extra + preserve sign<br>0 = Extra || Changes the clamping behavior of the COP2. The default emulator's behavior is none of the included values and cannot be set by CLI commands. || --cop2-no-clamping=0 | ||
|- | |- | ||
| --cop2-accurate-range || start,end offset (0x0 - 0x1FFFFFF) ||Accurate Mul/Div/Add/Sub | | --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<br>0 = Disabled || Allows the COP2 to accurately | | --cop2-accurate-mul || 1 = Enabled<br>0 = Disabled || Allows the COP2 to accurately Multiply for all offsets by using software floats rather than hardware floats. (Extremely slow) || --cop2-accurate-mul=1 | ||
|- | |- | ||
| --cop2-accurate-addsub || 1 = Enabled<br>0 = Disabled || Allows the COP2 to accurately Add/Subtract for all offsets by using software floats rather than hardware floats. (Extremely slow) || --cop2-accurate-addsub=1 | | --cop2-accurate-addsub || 1 = Enabled<br>0 = Disabled || Allows the COP2 to accurately Add/Subtract for all offsets by using software floats rather than hardware floats. (Extremely slow) || --cop2-accurate-addsub=1 | ||
|- | |- | ||
| --cop2-accurate-addsub-range || start,end offset (0x0 - 0x1FFFFFF) || Allows the COP2 to accurately Add/ | | --cop2-accurate-addsub-range || start,end offset (0x0 - 0x1FFFFFF) || Allows the COP2 to accurately Add/Subtract in the specified ee memory range by using software floats rather than hardware floats. || --cop2-accurate-addsub-range=0x123456,0x134567 | ||
|- | |- | ||
|-style="background-color:#FFAA00" | |-style="background-color:#FFAA00" | ||
| || 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. || | ||
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|} | |} | ||
==== Vector Units (VU) ==== | ====Vector Units (VU)==== | ||
=====VU===== | |||
===== VU ===== | <pre>Custom DSPs used to process vertex data, physics calculations, and other related tasks. Settings found here affect VU1 & VU0 & 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 | ||
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| || Graphical fixes || || | | || Graphical fixes || || | ||
|- | |- | ||
| --vu-xgkick-delay || Limit is between (0 => 31) || Delay xgkick instruction execution. PCSX2 uses 6 cycles, PS3 uses 2-8 cycles depending on the game. | | --vu-xgkick-delay || Limit is between (0 => 31) || Delay xgkick instruction execution. PCSX2 uses 6 cycles, PS3 uses 2-8 cycles depending on the game. Can be used to repair missing graphics with 0 being the most compatible. Useful for games with GIF issues || --vu-xgkick-delay=8 | ||
|- | |- | ||
| --vu-custom-min-max || 0, 1 || Custom Max/Mini logic for denormals. Disabled on pcsx2 by default but enabled by default on a couple of emus such as jakv2. Disabling it could potentially restore missing graphics.|| --vu-custom-min-max=0 | | --vu-custom-min-max || 0, 1 || Custom Max/Mini logic for denormals. Disabled on pcsx2 by default but enabled by default on a couple of emus such as jakv2. Disabling it could potentially restore missing graphics.|| --vu-custom-min-max=0 | ||
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| --vu-hack-triace || 0, 1 || A hack designed specifically for games developed by Tri Ace. Corrects the VU's addi calculation. Without it, the result will be one bit off, which is enough to break the game's decryption algo. || --vu-hack-triace=1 | | --vu-hack-triace || 0, 1 || A hack designed specifically for games developed by Tri Ace. Corrects the VU's addi calculation. Without it, the result will be one bit off, which is enough to break the game's decryption algo. || --vu-hack-triace=1 | ||
|- | |- | ||
| --vu-branch-hazard || 0, 1 || | | --vu-branch-hazard || 0, 1 || Disabling it managed to prevent "Batman - Rise of Sin Tzu" from crashing|| --vu-branch-hazard=0 | ||
|- | |- | ||
| --vu-evil-branches || 0, 1 || Take in count branch in delay slot, or not. [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L306 More Info]|| | | --vu-evil-branches || 0, 1 || Take in count branch in delay slot, or not. [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L306 More Info]|| | ||
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| --vu-t-bit || 0, 1 || Debug halt. Acts similarly to D-bit || --vu-t-bit=0 | | --vu-t-bit || 0, 1 || Debug halt. Acts similarly to D-bit || --vu-t-bit=0 | ||
|- | |- | ||
| --vu-inst-mflag || 0, 1 || | | --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 || ? || ? || | ||
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|} | |} | ||
===== VU1 ===== | =====VU1===== | ||
<pre>VU1 is the GS’s alternate processing unit. Commands here typically improve performance, prevent crashes, and fix SPS; graphical glitches.</pre> | |||
<pre>VU1 is the | |||
{| 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 || || | ||
|- | |- | ||
| --vu1-mpg-cycles || 0 - | | --vu1-mpg-cycles || 0.1 - 20000|| Set initial speed for VU1 Micro-programs. Increasing it will result in better performance while decreasing it will do the opposite. Increasing it can be beneficial for games that are MTVU sensitive.|| --vu1-mpg-cycles=1000 | ||
|- | |- | ||
| --vu1-di-bits || 0, 1 || 0 Skips setting invalid, and Divides by zero flags in status register. Can be used as a speedhack as it can skip costly calculations. But at the same time, it can cause issues such as broken geometry. || --vu1-di-bits=0 | | --vu1-di-bits || 0, 1 || 0 Skips setting invalid, and Divides by zero flags in status register. Can be used as a speedhack as it can skip costly calculations. But at the same time, it can cause issues such as broken geometry. || --vu1-di-bits=0 | ||
|- | |- | ||
| --vu1-const-prop || 0, 1|| Enabled by default. 0 will disable it and cause performance issues | | --vu1-const-prop || 0, 1|| Enabled by default. 0 will disable it and cause performance issues.[https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L312 More info] || --vu1-const-prop=1 | ||
|- | |- | ||
| --vu1-opt-flags || 0, 1, 2 || Optimize flags upon recompilation (1 is safe, 2 update sticky, and mac flag on every status flag update) [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L280 More Info] || --vu1-opt-flags=0 | | --vu1-opt-flags || 0, 1, 2 || Optimize flags upon recompilation (1 is safe, 2 update sticky, and mac flag on every status flag update) [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L280 More Info] || --vu1-opt-flags=0 | ||
Line 421: | Line 438: | ||
| --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. Jit-sync works similarly to disabling MTVU | | --vu1 || jit-sync, jit, trans, jit-async || Selector between IR/JIT and it modes. Jit-sync works similarly to disabling MTVU. || --vu1=jit-sync | ||
|- | |- | ||
| --vu1-no-clamping || 0,1 || Changes the clamping behavior of the VU1. Setting specific to ps4 emulators, unimplemented in pcsx2 | | --vu1-no-clamping || 0,1 || Changes the clamping behavior of the VU1. Setting specific to ps4 emulators, unimplemented in pcsx2. The default emulator's behavior cannot be set by CLI commands. || --vu1-no-clamping=0 | ||
|- | |- | ||
| --vu1-clamp-range || vu1 memory offset start,end (0x0 - 0x7FF) || Values must not exceed 0x7FF || | | --vu1-clamp-range || vu1 memory offset start,end (0x0 - 0x7FF) || Values must not exceed 0x7FF || | ||
Line 457: | Line 474: | ||
| --vu1-inst-q || 0, 1 || instant Q, no stalling on WAITQ, or instances of Q. || --vu1-inst-q=1 | | --vu1-inst-q || 0, 1 || instant Q, no stalling on WAITQ, or instances of Q. || --vu1-inst-q=1 | ||
|- | |- | ||
| --assert-path1-ad || 0, 1 || Path 1 is how the GIF takes data from VU1 via XGKICK instruction. It's unknown what this command does but it's related to VU1 | | --assert-path1-ad || 0, 1 || Path 1 is how the GIF takes data from VU1 via XGKICK instruction. It's unknown what this command does but it's related to VU1 || --assert-path1-ad=1 | ||
|- | |- | ||
|} | |} | ||
=====VU0===== | =====VU0===== | ||
<pre>VU0 is the Emotion Engine’s alternate processing unit. It is sometimes referred to as "micro-mode" | <pre>VU0 is the Emotion Engine’s alternate processing unit. It is sometimes referred to as "micro-mode"</pre> | ||
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;" | {| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;" | ||
! Command !! Values !! Notes !! Usage | ! Command !! Values !! Notes !! Usage | ||
Line 468: | Line 485: | ||
| || Speedhacks || || | | || Speedhacks || || | ||
|- | |- | ||
| --vu0-mpg-cycles || 0 - | | --vu0-mpg-cycles || 0.1 - 20000 || Set initial cycle speed for VU0 Micro-programs. || --vu0-mpg-cycles=1000 | ||
|- | |- | ||
| --vu0-di-bits || 0, 1 || 0 to skip setting invalid, and Div by zero flags in status register. Can be used as speedhack as it skips costly calculations, but at the same time can cause issues like broken geometry, and weird physics behavior. Depending per game.|| --vu0-di-bits=0 | | --vu0-di-bits || 0, 1 || 0 to skip setting invalid, and Div by zero flags in status register. Can be used as speedhack as it skips costly calculations, but at the same time can cause issues like broken geometry, and weird physics behavior. Depending per game.|| --vu0-di-bits=0 | ||
Line 478: | Line 495: | ||
| --vu0-opt-flags || 0, 1, 2 || Optimize flags upon recompilation (1 is safe, 2 update sticky, and mac flag on every status flag update) [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L280 More Info] || --vu0-opt-flags=1 | | --vu0-opt-flags || 0, 1, 2 || Optimize flags upon recompilation (1 is safe, 2 update sticky, and mac flag on every status flag update) [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L280 More Info] || --vu0-opt-flags=1 | ||
|- | |- | ||
| --vu0-jr-cache-policy || newprog, sameprog, auto, new, same || PCSX2 | | --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 || || | ||
Line 486: | Line 503: | ||
| --vu0-clamp-range || start, end offset (0x0 - 0x1FF) || per range clamping for VU0 || --vu0-clamp-range=0x100,0x120 | | --vu0-clamp-range || start, end offset (0x0 - 0x1FF) || per range clamping for VU0 || --vu0-clamp-range=0x100,0x120 | ||
|- | |- | ||
| --vu0-no-clamping || 0,1 || Changes the clamping behavior of the VU0. Setting specific to ps4 emulators, unimplemented in pcsx2. The default emulator's | | --vu0-no-clamping || 0,1 || Changes the clamping behavior of the VU0. Setting specific to ps4 emulators, unimplemented in pcsx2. The default emulator's behavior cannot be set by CLI commands. || --vu0-no-clamping=0 | ||
|- | |- | ||
| --vu0-accurate-addsub-range || offset (0x0 - 0x1FF) ||Allows the VU0 to accurately Add/Subtract in the specified ee memory range by using software floats rather than hardware floats.|| | | --vu0-accurate-addsub-range || offset (0x0 - 0x1FF) ||Allows the VU0 to accurately Add/Subtract in the specified ee memory range by using software floats rather than hardware floats.|| | ||
Line 513: | Line 530: | ||
====DMA Channels==== | ====DMA Channels==== | ||
=====VIF===== | =====VIF===== | ||
<pre>The VIF decompresses vector data, uploads microprograms to the VUs, and sends graphical data to the GIF. | <pre>The VIF decompresses vector data, uploads microprograms to the VUs, and sends graphical data to the GIF. | ||
VIF CLI commands often fix freezing issues.</pre> | |||
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;" | {| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;" | ||
! Command !! Values !! Notes !! Usage | ! Command !! Values !! Notes !! Usage | ||
Line 522: | Line 539: | ||
| --vif-ignore-invalid-cmd || 0, 1 || Ignore invalid vif commands. In some cases, setting it to 1 can fix games that freeze while showing the same frame. || --vif-ignore-invalid-cmd=1 | | --vif-ignore-invalid-cmd || 0, 1 || Ignore invalid vif commands. In some cases, setting it to 1 can fix games that freeze while showing the same frame. || --vif-ignore-invalid-cmd=1 | ||
|- | |- | ||
| --vif-thread-chunk-size || | | --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 530: | Line 547: | ||
| --vif1-ignore-cmd-ints || 0, 1 || Set to 1 to ignore command interrupt bit. ([https://psi-rockin.github.io/ps2tek/#vifcommands info] , explanation of int bit is right before command list). Can in some cases fix games that freeze while showing the same frame if set to 1. Games likes "Men in Black II - Alien Escape" and "Test Drive Unlimited" Will always need it. || --vif1-ignore-cmd-ints=1 | | --vif1-ignore-cmd-ints || 0, 1 || Set to 1 to ignore command interrupt bit. ([https://psi-rockin.github.io/ps2tek/#vifcommands info] , explanation of int bit is right before command list). Can in some cases fix games that freeze while showing the same frame if set to 1. Games likes "Men in Black II - Alien Escape" and "Test Drive Unlimited" Will always need it. || --vif1-ignore-cmd-ints=1 | ||
|- | |- | ||
| --vif1-instant-xfer || 1 = Instant VIF1<br>0 = Delayed VIF1 || Changes VIF1 timing. 0 | | --vif1-instant-xfer || 1 = Instant VIF1<br>0 = Delayed VIF1 || Changes VIF1 timing. 0 is the accurate option. It can be used to fix graphical glitches or to potentially prevent games from freezing. || --vif1-instant-xfer=0 | ||
|} | |} | ||
Line 540: | Line 557: | ||
| || || SIF1 (IOP) || | | || || SIF1 (IOP) || | ||
|- | |- | ||
| --iop-sif1-cycle-scalar || Accelerate SIF cycles: (0.99 => 0.1)<br>Decelerate SIF cycles: (1.1 => ∞ )|| | | --iop-sif1-cycle-scalar || Accelerate SIF cycles: (0.99 => 0.1)<br>Decelerate SIF cycles: (1.1 => ∞ )|| It controls how much data the IOP receives from the EE || --iop-sif1-cycle-scalar=0.1 | ||
|- | |- | ||
| --ee-sif1-cycle-scalar ||Accelerate SIF cycles: (0.99 => 0.1)<br>Decelerate SIF cycles: (1.1 => ∞ )|| | | --ee-sif1-cycle-scalar ||Accelerate SIF cycles: (0.99 => 0.1)<br>Decelerate SIF cycles: (1.1 => ∞ )|| It controls how much data the EE sends to the IOP || --ee-sif1-cycle-scalar=0.1 | ||
|-style="background-color:#99ddff" | |-style="background-color:#99ddff" | ||
| || || SIF0 (EE) || | | || || SIF0 (EE) || | ||
|- | |- | ||
| --iop-sif0-cycle-scalar || Accelerate SIF cycles: (0.99 => 0.1)<br>Decelerate SIF cycles: (1.1 => ∞ )|| | | --iop-sif0-cycle-scalar || Accelerate SIF cycles: (0.99 => 0.1)<br>Decelerate SIF cycles: (1.1 => ∞ )|| It controls how much data the IOP sends to the EE || --iop-sif0-cycle-scalar=0.1 | ||
|- | |- | ||
| --ee-sif0-cycle-scalar || Accelerate SIF cycles: (0.99 => 0.1)<br>Decelerate SIF cycles: (1.1 => ∞ )|| | | --ee-sif0-cycle-scalar || Accelerate SIF cycles: (0.99 => 0.1)<br>Decelerate SIF cycles: (1.1 => ∞ )|| It controls how much data the EE receives from the IOP || --ee-sif0-cycle-scalar=0.1 | ||
|- | |- | ||
|} | |} | ||
Line 563: | Line 580: | ||
| --gs-adaptive-frameskip || 0, 1 || Speedhack. Skips frames when the gs demands more resources than there are available. doesn't work on all emulators. It does however, work on jak emulators || --gs-adaptive-frameskip=1 | | --gs-adaptive-frameskip || 0, 1 || Speedhack. Skips frames when the gs demands more resources than there are available. doesn't work on all emulators. It does however, work on jak emulators || --gs-adaptive-frameskip=1 | ||
|- | |- | ||
|-style="background-color:#D7EF54" | |||
| || Gs settings / Behaviour || || | |||
|-style="background-color:# | |||
| || | |||
|- | |- | ||
| --gs-use-deferred-l2h || 0, 1 || Delay option for L2H (local to host, GS to EE). || --gs-use-deferred-l2h=1 | | --gs-use-deferred-l2h || 0, 1 || Delay option for L2H (local to host, GS to EE). || --gs-use-deferred-l2h=1 | ||
|- | |- | ||
| --gs-uprender || none,2x2 || Internal resolution upscaler. || --gs-uprender=2x2 | | --gs-uprender || none,2x2 || Internal resolution upscaler. || --gs-uprender=2x2 | ||
Line 585: | Line 589: | ||
| --gs-upscale || none, gpu, edgesmooth, smooth, motion, motionvec, motionvector, point || Upscaling type Selector || --gs-upscale=EdgeSmooth | | --gs-upscale || none, gpu, edgesmooth, smooth, motion, motionvec, motionvector, point || Upscaling type Selector || --gs-upscale=EdgeSmooth | ||
|- | |- | ||
| --gs-kernel-cl-up || "DarkCloud2" "fantavision" "h2lpool2x2", "OptRightTri", "clutmerge2x2", "mipmap2x2", "up2x2simple", "up2x2skipinterp", "up2x2tc", "up2x2", default || Kernel Variant Color lookup Upscaler (?), | | --gs-kernel-cl-up || "DarkCloud2" "fantavision" "h2lpool2x2", "OptRightTri", "clutmerge2x2", "mipmap2x2", "up2x2simple", "up2x2skipinterp", "up2x2tc", "up2x2", default || Kernel Variant Color lookup Upscaler (?), Mipmap and clutmerge and h2l will have to be enabled first before using their options|| --gs-kernel-cl-up="clutmerge2x2" | ||
|- | |- | ||
| --gs-override-small-tri-area || 0, 1 || | | --gs-override-small-tri-area || 0, 1 || Small triangle rejection. Could potentially restore missing text in some games. || --gs-override-small-tri-area=1 | ||
|- | |- | ||
| --gs-dirty-page-policy || 0, 1 || | | --gs-dirty-page-policy || 0, 1 || || --gs-dirty-page-policy=1 | ||
|- | |- | ||
| --gs-ignore-dirty-page-border || 0, 1 || | | --gs-ignore-dirty-page-border || 0, 1 || ? ||--gs-ignore-dirty-page-border=1 | ||
|- | |- | ||
| --gs-ignore-rect-correction || 0, 1 || | | --gs-ignore-rect-correction || 0, 1 || || --gs-ignore-rect-correction=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, Mipmap and clutmerge and h2l will have to be enabled first before using their options ||Kernel Variant Color lookup(?). Options included here can be upscaling if --gs-kernel-cl-up were to be used along with it || --gs-kernel-cl="clutmerge" | ||
|- | |- | ||
| --force-frame-blend || 0, 1 || Enables blend (Deinterlacing?). Should be used to fix games with shaking screens. || --force-frame-blend=1 | | --force-frame-blend || 0, 1 || Enables blend (Deinterlacing?). Should be used to fix games with shaking screens. || --force-frame-blend=1 | ||
Line 603: | Line 607: | ||
| --force-pal-60hz || 0, 1 || Enables 60hz PAL mode. || --force-pal-60hz=1 | | --force-pal-60hz || 0, 1 || Enables 60hz PAL mode. || --force-pal-60hz=1 | ||
|- | |- | ||
| --gs- | | --gs-use-clut-merge || 0, 1 ||Color lookup table(?). It could possibly solve graphical issues or improve the quality of the colors. || --gs-use-clut-merge=1 | ||
|- | |- | ||
| --gs- | | --gs-use-mipmap || 0, 1 || Enables Mipmapping support. Can be used to fix graphics. || --gs-use-mipmap=1 | ||
|- | |||
| --gs-progressive || 0, 1 || Enables progressive scan. It's used to fix Graphical glitches/double screen issues. || | |||
|- | |||
| --gs-vert-precision || 8, 16 || 3D Rendering vertex precision. The emu expects the values of 8 or 16. Any other values are not permitted. || --gs-vert-precision=8 | |||
|- | |||
| --gs-force-bilinear || 0, 1 || Forces bilinear filtering. Can fix ghosting problems in some cases. But despite this, it's not recommended for games that use 2D images. Can break games which use nearest filtering on purpose.|| --gs-force-bilinear=1 | |||
|- | |- | ||
| --gs-skip-dirty-flush-on-mipmap || 0, 1 || Skip flushing textures marked as dirty from cache when enabled. It does, however, require mipmap to be enabled first. || --gs-skip-dirty-flush-on-mipmap=1 | | --gs-skip-dirty-flush-on-mipmap || 0, 1 || Skip flushing textures marked as dirty from cache when enabled. It does, however, require mipmap to be enabled first. || --gs-skip-dirty-flush-on-mipmap=1 | ||
|- | |- | ||
| --gs-packed15-fmv-opt || 0, 1 || | | --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. (Trilinear filtering??) || | ||
|- | |- | ||
| --gs-uv-shift-pointsampling || 0, 1 || Can be used on games like manhunt that have issues with [https://github.com/PCSX2/pcsx2/issues/257#issuecomment-1140338680 UV light rendering] || --gs-uv-shift-pointsampling=1 | | --gs-uv-shift-pointsampling || 0, 1 || Can be used on games like manhunt that have issues with [https://github.com/PCSX2/pcsx2/issues/257#issuecomment-1140338680 UV light rendering] || --gs-uv-shift-pointsampling=1 | ||
|- | |- | ||
| --gs-render-tile-threshold || 0, 3000000 || | | --gs-render-tile-threshold || 0, 3000000 |||| --gs-render-tile-threshold=300000 | ||
|- | |- | ||
| --threaded-gs || 0, 1 || Multi-threaded-gs ? || --threaded-gs=1 | | --threaded-gs || 0, 1 || Multi-threaded-gs ? || --threaded-gs=1 | ||
Line 621: | Line 631: | ||
| --gs-aspect-ratio || aspect/float (default=0.81) || || --gs-aspect-ratio=0.65 | | --gs-aspect-ratio || aspect/float (default=0.81) || || --gs-aspect-ratio=0.65 | ||
|- | |- | ||
| --gs-frontend-opt-mode || 0, 1, 2 || | | --gs-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-check-trans-rejection || 0, 1 || Check transfer rejection? | | --gs-flush-ad-xyz || always, safe, safeZwrite, off, 0 || Force a primitive flush when a framebuffer is also an input texture. This fixes some processing effects, but it can sometimes be heavy on the GS in terms of performance. GTA: SA, and Jak 3 use this command. || --gs-flush-ad-xyz=safe | ||
|- | |||
| --gs-check-trans-rejection || 0, 1 || Check transfer rejection ? || --gs-check-trans-rejection=1 | |||
|- | |- | ||
| --gs-check-trans-rejection68 || 0, 1 || | | --gs-check-trans-rejection68 || 0, 1 || || --gs-check-trans-rejection68=1 | ||
|- | |- | ||
| --l2h-2d-params || TRXREG,BITBLTBUF,height || || --l2h-2d-params=0x0000000800000001,0x000000003a0a2300,512,2 | | --l2h-2d-params || TRXREG,BITBLTBUF,height || || --l2h-2d-params=0x0000000800000001,0x000000003a0a2300,512,2 | ||
|- | |- | ||
| --gs-h2l-accurate-hash || 0, 1 || ||--gs-h2l-accurate-hash=1 | | --gs-h2l-accurate-hash || 0, 1 || ||--gs-h2l-accurate-hash=1 | ||
|- | |||
| --gs-h2l-list-opt || 0, 1 || ||--gs-h2l-list-opt=1 | |||
|- | |- | ||
|-style="background-color:#9042f5" | |-style="background-color:#9042f5" | ||
Line 648: | Line 662: | ||
|- | |- | ||
| --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. Commands here are rarely useful | <pre>The emulated I/O Processor (IOP) settings. Commands here are rarely useful; 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 673: | ||
| || Game fixes || || | | || Game fixes || || | ||
|- | |- | ||
| --iop-cycle-scalar ||<br>Accelerate IOP cycles: (0. | | --iop-cycle-scalar ||<br>Accelerate IOP cycles: (0.99 => 0.1) <br>Decelerate IOP cycles: (1.1 => 5.0)|| '''Not a Speedhack'''. Accelerating can improve DVD reading 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 || IOP native hook, Sony uses it on their official release of Red dead revolver || --iop-hook=0x0086ac,FastForwardClock | ||
|- | |- | ||
| --iop-block-validation || IsC, ShortHash, Hash || Way of validating that block been modified, and require recompilation | | --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 689: | Line 699: | ||
|- | |- | ||
| --iop-evt-check-full || 0, 1 ?|| || | | --iop-evt-check-full || 0, 1 ?|| || | ||
|- | |- | ||
|} | |} | ||
====Misc==== | ====Misc==== | ||
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;" | {| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;" | ||
! Command !! Values !! Notes !! Usage | ! Command !! Values !! Notes !! Usage | ||
Line 730: | Line 714: | ||
| --pcr0-delta-hack || 0.1 , 400000.0 || Modify delta of pcr0 when reading it from MFC0. Some games rely on good performance counters accuracy (Spyro ANB cutscenes), and since emulator don't implement most events, hack it is. || --pcr0-delta-hack=1.0 | | --pcr0-delta-hack || 0.1 , 400000.0 || Modify delta of pcr0 when reading it from MFC0. Some games rely on good performance counters accuracy (Spyro ANB cutscenes), and since emulator don't implement most events, hack it is. || --pcr0-delta-hack=1.0 | ||
|- | |- | ||
| --jitproc-use-aslr || || | | --jitproc-use-aslr || || Disable compiler process ASLR, useful when you want easier debugging, compiler process will be always on fixed address. Theoretically useful for mast1c0re, but to change it you need to be already in... || --jitproc-use-aslr=0 | ||
|- | |- | ||
| --detect-idle-intc ||0, 1|| | | --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|| | | --detect-idle-chcr|| 0, 1|| enabled by default, set to 0 in order to disable it || --detect-idle-chcr=0 | ||
|- | |- | ||
| --rom || location of the bios that's inside of the fpkg || Could allow to use custom bios, though still not working || --rom="PS20220WD20050620.crack" or --rom="/roms/PS20220WD20050620.crack" | | --rom || location of the bios that's inside of the fpkg || Could allow to use custom bios, though still not working || --rom="PS20220WD20050620.crack" or --rom="/roms/PS20220WD20050620.crack" | ||
Line 746: | Line 730: | ||
|} | |} | ||
==== PCSX2's gameindex ==== | ====PCSX2's gameindex==== | ||
<pre>PCSX2's equivalent commands on the PS4</pre> | |||
<pre>PCSX2's commands on the PS4 | |||
<br>[https://raw.githubusercontent.com/PCSX2/pcsx2/master/bin/resources/GameIndex.yaml Current Gameindex.yaml] | <br>[https://raw.githubusercontent.com/PCSX2/pcsx2/master/bin/resources/GameIndex.yaml Current Gameindex.yaml] | ||
<br>[https://github.com/Scalerize/Pcsx2-gameindexes Old Gameindex.yaml files] | |||
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;" | {| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;" | ||
! {{cellcolors|#00d6f2|#000000}}PCSX2 !! {{cellcolors|# | ! {{cellcolors|#00d6f2|#000000}}PCSX2 !! {{cellcolors|#c300ff|#000000}}PS4 !! Notes | ||
|- | |||
| XGKickHack ||--vu-xgkick-delay=0 || Limit is between | |||
(0 => 31) | |||
|- | |||
| VuAddSubHack ||--vu-hack-triace=1 || Required for every single game developed by TriAce | |||
|- | |- | ||
| | | vuClampMode: 2 ||--vu1-no-clamping=0<br>--vu0-no-clamping=0 || | ||
|- | |- | ||
| | | vuClampMode: 3 || --vu1-no-clamping=1<br>--vu0-no-clamping=1 || | ||
|- | |- | ||
| | | vu0ClampMode: 2 || --vu0-no-clamping=0 || | ||
|- | |- | ||
| | | vu0ClampMode: 3 || --vu0-no-clamping=1 || | ||
|- | |- | ||
| | | vu1ClampMode: 2 || --vu1-no-clamping=0 || | ||
|- | |- | ||
| | | vu1ClampMode: 3 || --vu1-no-clamping=1 || | ||
|- | |- | ||
| | | eeClampMode: 2 || --fpu-no-clamping=0<br>--cop2-no-clamping=0 || | ||
|- | |- | ||
| | | eeClampMode: 3 || --fpu-no-clamping=1<br>--cop2-no-clamping=1 || | ||
|- | |- | ||
| | | FpuNegDivHack<br>FpuMulHack || --fpu-accurate-muldiv=1 || | ||
|- | |- | ||
| | | 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" | ||
|- | |- | ||
| | | mergeSprite<br>alignSprite || --gs-kernel-cl-up="up2x2simple" || Note: Works very similar but not the equivalent | ||
|- | |- | ||
| | | cpuSpriteRenderBW: 4 || --gs-opt-frbuff-switch=1 || Note: Works very similar to it, but it's not exactly the same | ||
|- | |- | ||
| | | mipmap || --gs-use-mipmap=1 || | ||
|- | |- | ||
| | | autoFlush || --gs-flush-ad-xyz=safe || Possible values include always, safe, off, 0 | ||
|- | |- | ||
| | | VIF1StallHack || --vif1-instant-xfer=0 || if that doesn't work you can always use the lua command eeObj.SchedulerDelayEvent("vif1.dma", 0x9000) | ||
|- | |- | ||
| | | wildArmsHack || --gs-kernel-cl-up="DarkCloud2" || | ||
|- | |||
| deinterlace || --force-frame-blend=1 || | |||
|} | |} | ||
=== Emulators === | === Emulators === | ||
Every emulator is programmed differently. Sometimes choosing the right emulator is the only way to fix a game. Emulators are not provided pre-installed on the ps4, they have to be unpacked from an official Sony made PS2CLASSICS pkg. This list includes the typical usage of those emulators. | |||
Every | |||
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;" | {| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;" | ||
! Emulator name !! Typical usage - Info !! API Version !! Similar emulators | ! Emulator name !! Typical usage - Info !! API Version !! Similar emulators | ||
Line 798: | Line 787: | ||
| || 2018 || || | | || 2018 || || | ||
|- | |- | ||
| The King of Fighters '98: Ultimate Match || The only known emulator | | The King of Fighters '98: Ultimate Match || The only known emulator that managed to fix '''Mojin-ribbon'''. Commonly referred to as "KOF98"|| 2.0 || | ||
|- | |- | ||
|-style="background-color:#D7EF54" | |-style="background-color:#D7EF54" | ||
| || 2017 || || | | || 2017 || || | ||
|- | |- | ||
| Jak and Daxter: The Precursor Legacy || Good compatibility with most ps2 games. It has a very high api version which means more LUA commands are supported. | | Jak and Daxter: The Precursor Legacy || Good compatibility with most ps2 games. It has a very high api version which means more LUA commands are supported. Jak emus are one of the few emus that can use the '''--gs-adaptive-frameskip=1''' command. Often referred to as "Jak v2"|| 2.2 || '''JakX,''' '''Jak 2,''' '''Jak 3,''' | ||
|- | |- | ||
| Art of Fighting Anthology || Similar to RECVX. It was successful in fixing "'''Coraline'''." | | Art of Fighting Anthology || Similar to RECVX. It was successful in fixing "'''Coraline'''." Often referred to as "AOFA" || 2.0 || | ||
|- | |- | ||
| Resident Evil | | Resident Evil – Code: Veronica || Fixes games like '''Jackie chan Adventures, Pac-man World 3, Yu-Gi-Oh: Capsule monsters, SpongeBob's Atlantis SquarePantis''' freezing at the splash screen. Often referred to as "RECVX" || 1.7 || '''Fatal Fury,''' '''Redfaction,''' '''AOFA.''' | ||
|- | |- | ||
| Fatal Fury Battle Archives: Volume 2 || | | Fatal Fury Battle Archives: Volume 2 || The emulator with the closest VU0-EE sync on the PS4; setting eecyclescalar to 5 on this emulator will enable some VU0 sync demanding games to run on the PS4. || || | ||
|-style="background-color:#D7EF54" | |-style="background-color:#D7EF54" | ||
| || 2016 || || | | || 2016 || || | ||
|- | |- | ||
| | | Redfaction || It is prominently used to fix games that are VU1 sensitive. It was used to fix '''Tony Hawk games''' suddenly crashing, and to fix MTVU sensitive games such as '''Star Wars Battlefront II'''.|| 1.6 || '''Max payne''' | ||
|- | |- | ||
| Forbidden Siren || The only emulator | | Forbidden Siren || The only emulator that was able fix '''Ice age 2''' being stuck at splash screen by using it in conjunction with patches. It also fixed '''Gran turismo 4''' running EXTREMELY slow. || 0.1 || | ||
|- | |- | ||
| King of Fighters 2000 || | | King of Fighters 2000 || Fixes graphical issues and sps in games such as '''Crash Twinsanity''', '''Rayman 3''', '''Crazy Frog Racer''', and '''prevents Koei tecmo games from suddenly freezing when battle starts, and it is likely the only emulator where '''Batman Begins''' does not crash.''' Often referred to as "KOF2000"|| 1.2 || '''Roguev1''', '''KOF98''', '''Okage''' | ||
|- | |- | ||
| Destroy All Humans! || Fixed '''Tenchu: Fatal Shadows | | Destroy All Humans! || Fixed '''Tenchu: Fatal Shadows''' crashing. || 0.1 || | ||
|- | |- | ||
| Destroy All Humans! 2 || || 0.7 || | | Destroy All Humans! 2 || || 0.7 || | ||
|- | |- | ||
| Rise of the Kasai || | | Rise of the Kasai || Fixed most of the '''Harry potter''' games. Often referred to as "rotk"|| 0.2 || | ||
|- | |- | ||
|-style="background-color:#D7EF54" | |-style="background-color:#D7EF54" | ||
| || 2015 || || | | || 2015 || || | ||
|- | |- | ||
|War of the monsters v1 || | |War of the monsters v1 || The emulator that's used in PS2CLASSICSGUI, and the best one around for GS/GIF accuracy. || 0.1 || '''Rogue v1 and v2, Arc the Lad, Star Wars Jedi Starfighter''' | ||
|- | |- | ||
| GTA | | GTA 3 || Fixed the pal version of '''Genji: Dawn of the Samurai''' || 0.6 || | ||
|- | |- | ||
| | | Parappa 2 || The only emulator that was able to boot '''Spyro: A Hero's Tail''' || 0.1 || | ||
|- | |- | ||
| Star Wars | | Star Wars Racer Revenge || Seems to be the most similar emulator to the ps3. Useful for debugging games as it also shows useful information such as pagefault || 0.4 || | ||
|- | |- | ||
|} | |} | ||
Line 841: | Line 830: | ||
<br>It is the most powerful configuration on the emulator, it allows for direct patching of EE/IOP/VU memory, hooks registers, hook dma. Almost Everything can be done here. | <br>It is the most powerful configuration on the emulator, it allows for direct patching of EE/IOP/VU memory, hooks registers, hook dma. Almost Everything can be done here. | ||
<br>If needed it can hook registers by using register names from alias files. Alias files (ee-cpr0-alias.lua, ee-gpr-alias.lua, ee-hwaddr.lua) are stored in lua_include folder, and can be included to config by using require ("alias file name"). | <br>If needed it can hook registers by using register names from alias files. Alias files (ee-cpr0-alias.lua, ee-gpr-alias.lua, ee-hwaddr.lua) are stored in lua_include folder, and can be included to config by using require ( "alias file name" ). | ||
<br> [[PS2_PS4_LUA|Examples]] | |||
<br>'''Known functions: | <br>'''Known functions: | ||
''' | ''' | ||
Require cleanup. | Require cleanup. | ||
====ApiRequest==== | |||
==== ApiRequest ==== | <pre>The most important part of the lua. The lua will crash the game if it was used without it. </pre> | ||
<pre>The most important part of 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 845: | ||
|- | |- | ||
|} | |} | ||
===== (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 919: | ||
|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. | ||
|-style="background-color:#ffe680" | |-style="background-color:#ffe680" | ||
| || CDVD || | | || CDVD || | ||
Line 948: | Line 933: | ||
| GetDiscTitleId || || | | GetDiscTitleId || || | ||
|- | |- | ||
|ShowDiscSwitchInfo || emuObj.ShowDiscSwitchInfo() || | |ShowDiscSwitchInfo ||emuObj.ShowDiscSwitchInfo() || | ||
|- | |- | ||
|-style="background-color:#FEA15C" | |-style="background-color:#FEA15C" | ||
Line 955: | Line 940: | ||
| 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 1,016: | Line 1,001: | ||
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 1,038: | ||
|} | |} | ||
===== (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 1,186: | Line 1,169: | ||
|- | |- | ||
|FastForwardClock || eeObj.FastForwardClock() || Skip Emotion Engine cycles? | |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 EE is ahead of normal clock (?) | | GetClock || eeObj.GetClock() || Returns the value of how many cycles the EE is ahead of normal clock (?) | ||
Line 1,221: | Line 1,195: | ||
|- | |- | ||
|} | |} | ||
======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> | |||
<pre>One of the most important | |||
Part of EmuObject() class | |||
'''Examples''' | '''Examples''' | ||
<pre> | <pre> | ||
Line 1,298: | Line 1,270: | ||
</pre> | </pre> | ||
<br | |||
'''Commands''' | <br>'''Commands''' | ||
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;" | {| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;" | ||
! Command !! Example !! Notes !! Values | ! Command !! Example !! Notes !! Values | ||
Line 1,327: | Line 1,299: | ||
|forcePoint|| emuObj.SetGsTitleFix( "forcePoint", "reserved", {mipIsGt=0, mmin=0} ) || | |forcePoint|| emuObj.SetGsTitleFix( "forcePoint", "reserved", {mipIsGt=0, mmin=0} ) || | ||
|- | |- | ||
|forceSimpleFetch || emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", {psm=0} ) ||Used frequently to fix | |forceSimpleFetch || emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", {psm=0} ) ||Used frequently to fix Graphical corruptions | ||
|- | |- | ||
|forcePointSampling|| emuObj.SetGsTitleFix( "forcePointSampling", "reserved", {alpha = 0x80000048, twIsLess=5, thIsLess=5 } ) || | |forcePointSampling|| emuObj.SetGsTitleFix( "forcePointSampling", "reserved", {alpha = 0x80000048, twIsLess=5, thIsLess=5 } ) || | ||
Line 1,487: | Line 1,459: | ||
|} | |} | ||
===== (IOP) IOPObject ===== | =====(IOP) IOPObject===== | ||
<pre>Commands for the emulated input-output processor</pre> | <pre>Commands for the emulated input-output processor</pre> | ||
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;" | {| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;" | ||
! Command !! Usage !! Notes | ! Command !! Usage !! Notes | ||
Line 1,558: | Line 1,528: | ||
|- | |- | ||
| FastForwardClock || iopObj.FastForwardClock() || | | FastForwardClock || iopObj.FastForwardClock() || | ||
|- | |- | ||
| AdvanceClock || iopObj.AdvanceClock() || | | AdvanceClock || iopObj.AdvanceClock() || | ||
|- | |- | ||
| GetClock || iopObj.GetClock() || Returns the value of cycles the iop is ahead of (?) | | GetClock || iopObj.GetClock() || Returns the value of how many cycles the iop is ahead of normal clock (?) | ||
|-style="background-color:#c6ecd9" | |-style="background-color:#c6ecd9" | ||
| || Hooks || | | || Hooks || | ||
Line 1,580: | Line 1,541: | ||
|} | |} | ||
===== (GS) GsObject ===== | =====(GS) GsObject===== | ||
<pre>Commands for the emulated Graphics synthesizer</pre> | |||
<pre>Commands for the emulated Graphics | |||
{| 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 1,607: | Line 1,566: | ||
|} | |} | ||
===== Does not require Object calling or | =====Does not require Object calling or Uknown===== | ||
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;" | {| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;" | ||
! Command !! Usage !! Notes | ! Command !! Usage !! Notes | ||
Line 1,678: | Line 1,636: | ||
|- | |- | ||
|} | |} | ||
<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===== | |||
===== Other objects ===== | |||
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;" | {| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;" | ||
! Command !! Usage !! Notes | ! Command !! Usage !! Notes | ||
Line 1,773: | Line 1,729: | ||
|} | |} | ||
==== Registers for hook ==== | ====Registers for hook==== | ||
Registers defined in alias files. | Registers defined in alias files. | ||
Line 1,794: | Line 1,749: | ||
</pre> | </pre> | ||
</pre> | |||
'''GetCPR0/SetCPR0 | '''GetCPR0/SetCPR0 | ||
''' | ''' | ||
Line 1,812: | Line 1,768: | ||
==== Official | ====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>Canis Canem Edit | ||
<br>'''SLES 535.61''' | <br>'''SLES 535.61''' | ||
Line 1,829: | Line 1,783: | ||
</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 1,847: | Line 1,800: | ||
[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 1,855: | ||
|} | |} | ||
== Registers Map == | ==Registers Map== | ||
===EE-IOP=== | |||
=== EE-IOP === | <pre>This list of registers is yet to be completed. Some registers are incorrectly named or include incorrect offsets. 0x1000000xxx base is not guaranteed in different emu revisions, but layout should be the same regardless. | ||
Assuming base is different (Like on kof2000), simply reduce these offsets by 8 hex values. | |||
<pre> | Regardless, this should not affect the IOP, VU0, or VU1 registers. | ||
This list of registers is yet to be completed. Some registers are incorrectly named or include incorrect offsets. 0x1000000xxx base is not guaranteed in different emu revisions, but layout should be the same regardless. Assuming base is different (Like on kof2000), simply reduce these offsets by 8 hex values | |||
</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 2,008: | Line 1,956: | ||
|} | |} | ||
=== 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:#8b9dc3" | |-style="background-color:#8b9dc3" | ||
|Current PC<br>(4 Bytes) || 0x1000000368 || Shows the current offset that's being executed by the EE.<br> | |Current PC<br>(4 Bytes) || 0x1000000368 || Shows the current offset that's being executed by the EE.<br> | ||
Updated only on branch/jump tests, unless | Updated only on branch/jump tests, unless command such as --ee-pc-coherency or --ee-insn-flush-pc is used.<br> | ||
Then updates are instant, right when | Then updates are instant, right when instruction is executed. <br> | ||
Commonly used by | Commonly used by Sceners as a tool for finding troublesome offsets. | ||
|- | |- | ||
| (?) || 0x100000036C || | | (?) || 0x100000036C || | ||
Line 2,039: | Line 1,986: | ||
|} | |} | ||
--------------------------------------------------------------------------------------------------------------------------------- | |||
===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 2,132: | Line 2,080: | ||
|- | |- | ||
|} | |} | ||
--------------------------------------------------------------------------------------------------------------------------------- | |||
===VU1f-VU1i=== | |||
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|} | |} | ||
= Open CL and Floats = | =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;" | {| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;" | ||
! Info !! Value | ! Info !! Value | ||
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|} | |} | ||
== GPU == | ==GPU== | ||
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|} | |} | ||
= 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 = | = Known issues = | ||
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;" | {| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;" | ||
! Issue !! Games affected !! Solution !! Description | ! Issue !! Games affected !! Solution !! Description | ||
|- | |- | ||
| | | IOP emulation inaccuracy(?) || Zatch Bell! Mamodo Fury, Godfather, Gran turismo 4, SSX || || a Stutter that's not caused by performance but by inaccurate iop emulation leading to stuttering fmvs/mainmenu | ||
|- | |- | ||
| | | GS texture cache inaccuracy(?) || Taz Wanted, Ratchet And Clank Up Your Arsenal || || Some textures being missing or miscoloured. | ||
|- | |- | ||
| VU0 is not running in sync with EE core || 24 The Game, ATV Quad Power Racing 2, Ghosthunter, Rayman Arena, Rayman 3, Largo winch, Ratchet and clank games. All games using M-bit. || EE hook AdvanceClock or fastforwardclock commands on affected addresses to push VU0 ahead while stalling EE, | | GIF timing is inaccurate || The Matrix: Path of Neo, Tenchu - Fatal Shadows, Genji dawn of the samurai, Batman begins, Dragon ball z budokai tenkaichi 1, possibly many more! || LUA patches or hooking schedulerdelayevent on a troublesome offset || | ||
|- | |||
| No support for EE Cache || Ice Age 2, DOA2: Extreme, Nascar 2009, Barnyard, [https://github.com/PCSX2/pcsx2/issues/2248 Others]|| Lua patches to the EE memory and picking the right emulator || It's not a ps4 issue per say since these issues are also encountered by Pcsx2. but Pcsx2 does have support for EE cache, though it doesn't use it to fix these games because emulating EE cache is extremely slow. so that's why the Pcsx2 team decided to use pnach patches to fix this issue. | |||
|- | |||
| Missing COP2 pipeline emulation. || [https://github.com/PCSX2/pcsx2/issues/4439 other games affected by COP2 timing] || Rearranging code by lua patches. || While COP2 is part of EE, in terms of emulation it's separate processor that can run on its own. So some operations take some time while EE still mind own business. Some games abuse that fact and do own thing knowing that COP2 calculation take expected number of cycles. On this emu every COP2 opcode is instant, which break games that expect it to take some time. | |||
|- | |||
| VU0 is not running in sync with EE core || 24 The Game, ATV Quad Power Racing 2, Ghosthunter, Rayman Arena, Rayman 3, Largo winch, Ratchet and clank games. All games using M-bit. || EE hook AdvanceClock or fastforwardclock commands on affected addresses to push VU0 ahead while stalling EE, patches to rearrange code. Most of the time it will be CTC2/QMTC2 instructions with interlock that are affected. || Emulator kickstart VU0 for 256 cycles, while report 512 cycles passed. Yup, we are out of sync right from the start of VU0 mpg because people working for $ony don't know that VU0 run at EE MHz, not at EE bus MHz. Not to mention that 256 cycles kickstart is too much even on correct speed. Later things just got worse. This issue can be partially replicated on Pcsx2 if you overclock the EE by +3 | |||
|- | |- | ||
| FPU/VU math inaccuracies. || Koun, Tony hawk games, Devil may cry 3, Gun, TY the Tasmanian Tiger 3, Beyond Good & Evil, MTX Mototrax, Max payne, Bully, Jackie chan adventures, Wild arms 3, Pac-man World 3, Gran turismo 4, Many others || Lua patches to the EE memory, accurate math commands. || PS2 use really obscure floating point math, only one guard bit is used in calculations. PCSX2 hack it with different rounding modes, emu on ps4 fix it with soft floats, usually applied per offset. Sometime with patches directly to affected code (THPS engine). | | FPU/VU math inaccuracies. || Koun, Tony hawk games, Devil may cry 3, Gun, TY the Tasmanian Tiger 3, Beyond Good & Evil, MTX Mototrax, Max payne, Bully, Jackie chan adventures, Wild arms 3, Pac-man World 3, Gran turismo 4, Many others || Lua patches to the EE memory, accurate math commands. || PS2 use really obscure floating point math, only one guard bit is used in calculations. PCSX2 hack it with different rounding modes, emu on ps4 fix it with soft floats, usually applied per offset. Sometime with patches directly to affected code (THPS engine). | ||
Line 2,448: | Line 2,406: | ||
| M-Bit support is broken || '''Every game that uses M-Bit'''. Totally Spies! Totally Party, Mike Tyson Heavyweight Boxing, My Street, Crash Twinsanity, Marvel Nemesis, Panzer Elite Action - Fields of Glory, Super Monkey Ball Adventure, most Eko Software games, and many more. [https://github.com/PCSX2/pcsx2/pull/3593] || Lua patches to the EE memory || While emulator respect m-bit, way that VU0 work on it make it broken most of times (check "VU0 is not running in sync with EE core" issue). | | M-Bit support is broken || '''Every game that uses M-Bit'''. Totally Spies! Totally Party, Mike Tyson Heavyweight Boxing, My Street, Crash Twinsanity, Marvel Nemesis, Panzer Elite Action - Fields of Glory, Super Monkey Ball Adventure, most Eko Software games, and many more. [https://github.com/PCSX2/pcsx2/pull/3593] || Lua patches to the EE memory || While emulator respect m-bit, way that VU0 work on it make it broken most of times (check "VU0 is not running in sync with EE core" issue). | ||
|- | |- | ||
| Multitap doesn't support all games || Urban reign | | Wrong disc read speed for some games || Shadowman(Textures), God of war (Music), Ratchet and clank size matters (Music), every game that's listed to require CDVD_READ_DELAY. [https://github.com/PCSX2/pcsx2/pull/3877 and many other affected games] || Try your luck with IOP and CDVD CLI commands. || Also known in sony's bios as CDVD_READ_DELAY | ||
|- | |||
| In-accurate VU0/VU1/COP2 emulation || Sly cooper games, Crash twinsanity, Crazy frog racer, Rayman 3, Klonoa 2, others. || Choosing a VU accurate emulator such as Roguev1 or Kof2000 with the right clamping commands || The issue leads to SPS and graphical issues and sometimes freezing. | |||
|- | |||
| Multitap doesn't support all games || Urban reign, others || Lua patches || Emulator expect PS4 to be able to use 8 controllers (well, who doesn't? Even PS1 can do it...). That cause all kind of mess with controller detection when game expect multitap in second port. | |||
|- | |- | ||
| DMA writes when busy signal is engaged || Ratchet and clank games, Metal gear solid 2, others || None yet || AKA eetiminghack | | DMA writes when busy signal is engaged || Ratchet and clank games, Metal gear solid 2, others || None yet || AKA eetiminghack | ||
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|VIF1 runs too fast || Urban reign, Avatar, Parappa 2, Eternal Poison, Soul Calibur 2, Soul Calibur 3, Others || Using LUA's SchedulerDelayEvent command or Using CLI'S vif1-instant-xfer command || Sony wanted to improve the performance, which is the reason VIF1 is instant. The lua's command can be customizable to set the delay period, the cli can't, therefore lua's command is much more compatible | |VIF1 runs too fast || Urban reign, Avatar, Parappa 2, Eternal Poison, Soul Calibur 2, Soul Calibur 3, Others || Using LUA's SchedulerDelayEvent command or Using CLI'S vif1-instant-xfer command || Sony wanted to improve the performance, which is the reason VIF1 is instant. The lua's command can be customizable to set the delay period, the cli can't, therefore lua's command is much more compatible | ||
|- | |- | ||
|Reading VU TPC registers | |Reading VU TPC registers return wrong value|| Street Fighter 3 EX(VU0), R: Racing Revolution(VU0), Spiderman 3 (VU0, in T-Bit handler...), Edge of Reality games(VU1) || Patches in lua. || In this emu TPC store full address which is wrong. Real hardware keep there addr >> 3. Worth to note that EoR games read VU1 TPC in nasty way, accessing 0x43A0(VU1 TPC) from COP2 code. | ||
|- | |||
|VIF command interrupts handled before VIFn_CODE is updated. || Onimusha Blade Warriors || Fixed by patch in intr handler. || This is very specific case because Onimusha check VIFn_CODE register in interrupt handler and do nothing if code is not 0x80 (NOP with I). But VIFn_CODE seems to be updated after interrupt is handled. This practically make everything out of sync later as interrupts are happening, but handler do nothing about them. | |||
|- | |- | ||
| | | IPU emulation inaccuracy || Burnout 3 || None yet || | ||
|- | |- | ||
| CDVD register 0x1F402038 (KeysValid) return wrong result. || Every "SCCS" game || Patches in lua. || Likely specific to NTSC-C releases, because that region | | CDVD register 0x1F402038 (KeysValid) return wrong result. || Every "SCCS" game || Patches in lua. || Likely specific to NTSC-C releases, because that region use special SDK. Issue make cdvdman stuck on any request because it thinks that cdvd key is invalid. | ||
|- | |- | ||
| Lack of CDVD error handling || Demon Chaos, Spyro A new Beginning, Silent Hill 2 Black Ribbon, games from pcsx2 #5174 PR. || Patches in lua if needed. || One correctly supported error is SCECdErABRT, rest is just not handled or what's worst trigger emu panic on purpose like SCECdErILI (but not for 0 sector request - Spyro). Some affected games can still work if error is just accidental and not checked by game code. | | Lack of CDVD error handling || Demon Chaos, Spyro A new Beginning, Silent Hill 2 Black Ribbon, games from pcsx2 #5174 PR. || Patches in lua if needed. || One correctly supported error is SCECdErABRT, rest is just not handled or what's worst trigger emu panic on purpose like SCECdErILI (but not for 0 sector request - Spyro). Some affected games can still work if error is just accidental and not checked by game code. | ||
|} | |} | ||
= PS2 Bios = | = PS2 Bios = | ||
== Description == | ==Description== | ||
The PS2 | 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)]] | |||
<br>'''More about the bios''' | |||
'''More about the | |||
<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 | ||
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</pre> | </pre> | ||
== Files inside ROM image == | ==Files inside ROM image== | ||
{| class="wikitable" style="font-size:small;" | {| class="wikitable" style="font-size:small;" | ||
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| 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" || | ||
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└── trophy_data | └── trophy_data | ||
└── SLES-50326_trophies.lua | └── SLES-50326_trophies.lua | ||
</pre> | </pre> | ||
= LUA include files = | =LUA include files= | ||
<pre>Files that some official pkgs use in order for the lua files to be separate. | |||
</pre> | |||
<br>'''pad-connect-type.lua''' | |||
<pre> | <pre> | ||
local PadConnectType = {} | local PadConnectType = {} | ||
Line 3,245: | Line 3,170: | ||
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 3,229: | ||
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 3,260: | ||
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 3,305: | ||
return gpr | return gpr | ||
</pre> | </pre> | ||
'''ee-hwaddr.lua''' | '''ee-hwaddr.lua''' | ||
<pre> | <pre> | ||
Line 3,452: | Line 3,339: | ||
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 3,489: | Line 3,376: | ||
return lang | return lang | ||
</pre> | </pre> | ||
'''pad-and-key.lua''' | '''pad-and-key.lua''' | ||
<pre> | <pre> | ||
pad = {} | pad = {} | ||
Line 3,548: | Line 3,435: | ||
keyboard.F12 = 0x1011 | keyboard.F12 = 0x1011 | ||
</pre> | </pre> | ||
'''ps2.lua''' | '''ps2.lua''' | ||
<pre> | <pre> | ||
require("ee-gpr-alias") | require("ee-gpr-alias") | ||
require("utils") | require("utils") | ||
Line 3,753: | Line 3,640: | ||
end | end | ||
</pre> | </pre> | ||
'''utils.lua''' | '''utils.lua''' | ||
<pre> | <pre> | ||
Line 3,818: | Line 3,704: | ||
</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> |