Editing PS2 Emulation

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=2024-present year=
= Description =
<pre>No emulator backported yet.</pre>
 
<br>PlayStation 2 emulation on the Playstaion 4 is handled '''with little difference''' to the Playstation 3,
<br>But still many issues that the Playstation 3 faced Have moved into the Playstation 4 along with Many new issues.


=2014-2018 emulators=
= Description =


The PlayStation 2 emulation on the PlayStation 4 is handled with little difference to the PlayStation 3. Some issues on PS3's PS2 emulator were left unfixed on the PlayStation 4. Consequently, the PS4 inherited some of PS3's emulation glitches, and even introduced new ones. The new issues came as a result of PS4's weakness with emulation, which likely resulted in the trade of accuracy for performance.
The fact of the matter is that the PS4 is too weak for emulation, For that reason alone, Sony had to sacrifice accuracy in order to gain Performance,
But the Ps4's emu has more accuracy than PCSX2 in terms of GS and SPU Emulation, As for the other parts, PCSX2 is much better at emulating it, For instance PCSX2 syncs VU0 extremely well, the Ps4 doesn't, And it's because it doesn't have the horsepower to do that, And that has to lead to games like Rayman 3 being unplayable without overclocking the EE at a specific offset.


Each PS2onPS4 package file (.pkg) includes the PS2 emulator itself. The PS4 does not have a native built-in emulator in its System Software, but it does have a few PS2 emulator specific features, like the usermode functions sceLncUtilIsPs2Emu, sceShellCoreUtilGetImposeMenuFlagForPs2Emu, sceSystemServiceAddLocalProcessForPs2Emu, and sceSystemServiceShowImposeMenuForPs2Emu.
Each PS2 game PS4 package file (.pkg) includes the emulator itself, there is no included emulator in the PS4 firmware. although The PS4 firmware has some PS2 emulator specific features, like the functions sceLncUtilIsPs2Emu, sceShellCoreUtilGetImposeMenuFlagForPs2Emu, sceSystemServiceAddLocalProcessForPs2Emu, or sceSystemServiceShowImposeMenuForPs2Emu.


The PS2 emulators are programmed to be accurate for the games they were designed to emulate. In turn, this makes accurate emulation challenging, as emulators include per-title patches and different default settings. The PlayStation 2 hardware is a complex system to emulate; any small change in configuration can make or break a game. Currently, the most commonly used emulator is "Jakv2" from Jak games, as it is the most compatible one out there. When game crashes are concerned in an emulated PS2 game, then the Resident Evil Code: Veronica X's emulator is typically used, whereas for VU accuracy it is Rogue Galaxy's.


The PS2 BIOS is included in the game's pkg file. It is the same PS2 BIOS as used in the ps2_netemu in PS3 Operating System. The lack of encryption mechanism for PS2 game disc image files is also huge. This time, it is a plain ISO file, but the emulator still supports LIMG sector that allows the usage of non-2048 sector size discs. Moreover, memory cards are also unencrypted, but the emulator checks the CRC of some of the regions to ensure that the memory card was not modified. The PS2 emulator on PS4 also supports LUA scripting by a "Lua Bridge", which is a powerful interface that may prove exceptionally handy in fixing games.
'''Emulators are programmed to be accurate for the games that they were extracted from''', and that alone provides a challenge For accurate Emulation. since emulators include per title patches, and different default settings, and since the Playstation 2 hardware is known to be one of the most complex systems to emulate, any small change in configuration can have negative consequences in Games.


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


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


== Files ==
Also note that '''the BIOS itself is included in the game's pkg and it is the exact same BIOS that was used in the ps2_netemu.''' Another important thing is the lack of encryption mechanism for PS2 game disc image file, this time it is just a plain ISO file, but the emulator still supports LIMG sector that allows the usage of non-2048 sector size discs. Memory card is also decrypted, but the emulator checks the crc of some of the regions to ensure that the memory card was Not modified. the PS2 Emulator supports LUA scripting by "Lua Bridge", and it is an extremely powerful interface that provide many possibilities to improve compatibility.


* '''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.
This is first time that sony really cared about floats in their emulator. Compared to the PS3 CPU, x86-64 is doing a worse job in mimicing PS2 FPU, and VU floats calculation behavior. This is resolved by clamping, accurate math used per memory offset, and/or converting floats to double precision. the emulator uses openCL for GS, and probably other components.
* '''XXXX-YYYYY_cli.conf''' - Stores per disc advanced settings. GS, VU, EE, IOP, FPU, COP2 emulation settings, are here. Also hacks, and hooks.
* '''XXXX-YYYYY_config.lua''' - Used for per disc advanced scripts. Patching EE/IOP memory, Conditional hooks.
* '''disc-swap-cli.conf''' - Stores info of multi disc games.


== Commands ==
=Memory Mapping=
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 ===


{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: left;"
! Command !! Values !! Notes !! Usage
! Name !! From !! To
|-style="background-color:#7698FF"
|  || Misc ||  ||
|-
|-
| --config-local-lua ||   ||   || --config-local-lua=""
|EE Flat Memory (4gb)              || 0x0000008000000000 || 0x0000008100000000
|-
|-
| --lopnor-config ||  0,1  ||  Enables limited PS3's PS2 config support || --lopnor-config=1
|IOP Flat Memory (4gb)            ||  0x0000009000000000 ||  0x0000009100000000
|-
|-
| --load-tooling-lua ||   ||   || --load-tooling-lua=0
|R59 Binary Cache                  || 0x0000000914B10000 || 0x0000000916B10000
|-
|-
| --max-console-spam ||  ||  ||
|R30 Binary Cache                  ||  0x0000000916B14000 ||  0x0000000917314000
|-
|-
| --path-snaps || dir/folder ||  Path to savestates folder || --path-snaps="/tmp/snapshots"
|jitVU0                            || 0x0000000917318000 ||  0x0000000917B18000
|-
|-
| --path-recordings || dir/folder ||   || --path-recordings="/tmp/recordings"
|jitVU1                            || 0x0000000917B1C000 || 0x0000000918B1C000
|-
|-
| --path-memcards || dir/folder ||  ||
! !! Host's EE Memory Map !!
|-
|-
| --path-vmc || dir/folder ||   || --path-vmc="/tmp/vmc"
| EE Registers Map                || 0x0000001000000000 || 0x0000001000004000
|-
|-
| --emulog-file || 0, 1 ||  Creates a log file with information that is rarely useful || --emulog-file=1
|EE RAM - Kernel                  || 0x0000008000000000 ||  0x0000008000080000
|-
|-
| --path-emulog || dir/folder || Sets the directory of the emulog file. Requires --emulog-file=1 command || --path-emulog="/tmp/recordings"
|EE RAM - Debug                    || 0x0000008000078000 ||  0x0000008000080000
|-
|-
| --path-manual || dir/folder ||   ||
|EE RAM - User                    || 0x0000008000080000 || 0x0000008002000000
|-
|-
| --path-patches || dir/folder || Path to patches folder || --path-patches="/app0/patches"
|EE Hw Devices                    || 0x0000008010000000 || 0x0000008010010000
|-
|-
| --path-trophydata || dir/folder ||   || --path-trophydata="/app0/trophy_data"
|EE ROM                            || 0x000000801FC00000 || 0x000000801FFE0000
|-
|-
| --path-featuredata || dir/folder || Path to folder with XXXX-YYYYY_features.lua file || --path-featuredata="/app0/feature_data"
|EE RAM - Uncached                || 0x0000008020080000 || 0x0000008022000000
|-
|-
| --path-postproc || dir/folder || Post-processing (shaders?) ||
|EE RAM - UncachedAccel            || 0x0000008030100000 || 0x0000008032000000
|-
|-
| --path-toolingscript || dir/folder ||   || --path-toolingscript="/app0/patches"
|EE Scratchpad                    || 0x0000008070000000 || 0x0000008070004000
|-
|-
| --snapshot-name ||  ||  ||
|EE Debug                          ||  0x00000080FFFF8000 ||  0x0000008100000000
|-
|-
| --snapshot-datafile || ||  ||
! !! Host's IOP Memory Map !!
|-
|-
| --snapshot-restore ||  ||  ||
|IOP RAM                          ||  0x0000009000000000 ||  0x0000009000200000
|-
|-
| --snapshot-save || frameId(?) ||   ||
|IOP RAM (mirror 1)               || 0x0000009000200000 || 0x0000009000400000
|-
|-
| --snapshot-mcd-files ||  ||  ||
|IOP RAM (mirror 2)                ||  0x0000009000400000 ||  0x0000009000600000
|-
|-
| --snapshot-repeat || repeat_count ||  ||
|IOP RAM (mirror 3)                || 0x0000009000600000 || 0x0000009000800000
|-
|-
| --snapshot-modulo ||  ||  ||
|IOP Scratchpad                    ||  0x000000901F800000 ||  0x000000901F801000
|-
|-
| --host-keyboard || slot [0-7] ||   || --host-keyboard=4
|IOP HW                            || 0x000000901F801000 || 0x000000901F810000
|-
|-
| --host-window-scale || scale/float ||   || --host-window-scale=0.5
|IOP ROM                          || 0x000000901FC00000 || 0x000000901FFE0000
|-
|-
| --host-window-pos || x,y ||  ||
|}
|-
 
| --host-display-mode || normal,full,4:3,16:9  || Set display mode || --host-display-mode=full
'''GIF / VIF1 / VIF0 - offsets'''
|-
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: left;"
| --host-graph ||  fps || Debug option that requires an unleaked debug ps2 bios || --host-graph=fps
! Interface !! Address
|-
| --host-osd || verbose, minimal ||  || --host-osd=0
|-
|-
| --host-vsync || 0, 1 ||  Enable or disable vsync || --host-vsync=1
! GIF !!
|-
|-
| --host-trophy-support ||  ||  ||
|gif_hw.CHCR || 0x1000A000
|-
|-
| --rtc-epoch || unix_time (seconds since epoch) ||  || --rtc-epoch=1523776362
|gif_hw.MADR || 0x1000A010
|-
|-
| --framelimiter || 0, 1 || Enable or disable Frame limiting || --framelimiter=1
|gif_hw.QWC || 0x1000A020
|-
|-
| --framelimit-fps ||  FPS/float || framelimiter || --framelimit-fps=0.8
|gif_hw.TADR || 0x1000A030
|-
|-
| --framelimit-scalar ||  scalar/float || || --framelimit-scalar=3.2
|gif_hw.ASR0 || 0x1000A040
|-
|-
| --framelimit-mode || slowest,slower,slow,normal,fast,fastest,turbo || A Standalone framelimiter || --framelimit-mode=fast
|gif_hw.ASR1 || 0x1000A050
|-
|-
| --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
|gif_hw.SADR || 0x1000A080
|-
|-
| --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
!  VIF0 !!
|-
|-
| --verbose-cpu-cycles=1 || 0,1 || ? || --verbose-cpu-cycles=1
|vif0_hw.CHCR || 0x10008000
|-
|-
| --gs-uprender || none, 2x2 || Internal resolution upscaler. || --gs-uprender=2x2
|vif0_hw.MADR || 0x10008010
|-
|-
| --gs-upscale || none, gpu, edgesmooth, motionvec, point, motionvector, smooth, motion || upscaling type || --gs-upscale=EdgeSmooth
|vif0_hw.QWC || 0x10008020
|-style="background-color:#ff8080"
|  || Audio || ||
|-
|-
| --host-audio-latency || msec/float || Audio latency must be between 0.010 and 4.0 || --host-audio-latency=1.5
|vif0_hw.TADR || 0x10008030
|-
|-
| --path-audio-images || dir/folder ||  ||  
|vif0_hw.ASR0 || 0x10008040
|-
|-
| --record-audio ||  ||  ||
|vif0_hw.ASR1 || 0x10008050
|-
|-
| --record-audio-img ||  ||  ||
|vif0_hw.SADR || 0x10008080
|-
|-
| --record-audio-image || ||  ||
! VIF1 !!
|-
|-
| --record-audio-ext ||  ||  ||  
|vif1_hw.CHCR|| 0x10009000
|-
|-
| --host-audio || 1,0,on,off,mono ||  || --host-audio=1
|vif1_hw.MADR || 0x10009010
|-
|-
| --mute-audio ||all,none,main,bgm || || --mute-audio=all
|vif1_hw.QWC || 0x10009020
|-
|-
| --mute-streaming-audio || all,none,main,bgm || || --mute-streaming-audio=all
|vif1_hw.TADR || 0x10009030
|-
|-
|-style="background-color:#D7EF54"
|vif1_hw.ASR0 || 0x10009040
|| Controllers || ||
|-
|-
| --ds4-deadzone-adjust ||  ||  ||
|vif1_hw.ASR1 || 0x10009050
|-
|-
| --ds4-diagonal-adjust ||  ||  ||
|vif1_hw.SADR || 0x10009080
|-
|-
| --host-pad-loses-focus ||  ||  ||  --host-pad-loses-focus=1
|}
|-
 
| --host-gamepads || 0, 1 ||  || --host-gamepads=1
=Clock Speeds=
These are the default clock speeds for the ps2. the emulator's clock speeds are still unknown
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: left;"
! Core !! Clock speed
|-
|-
| --pad-record ||  0, 1  ||  Enables logging pad info in emulog ||
|IOP || ''36.864''(?)
|-
|-
| --pad-analog-to-digital || 0, 1 || Eternel ring emu uses the value 0 || --pad-analog-to-digital=0
|EE || ''294.912''
|-
|-
| --mtap1 || Disabled, Always, ByHost || Multitap switch. The values are correct but the multitap only works in certain games. || --mtap1=always
|GS || ''147.456''
|-
|-
| --mtap2 || Disabled, Always, ByHost || Multitap switch. Some games require multitap to be selected only on second port (1, 2-a, 2-b, 2-c layout). To achieve that, we need to disable the first mtap. In some cases, the emulator can be flawed in how it handles multi-tap when it involves "--mtap2". All functions for 2A, 2B, 2C, 2D must be redirected to ports on multi-tap 1 by using memory patches. || --mtap2=always
|}
|}


=== XXXX-YYYYY_cli.conf commands ===
=Open CL and Floats=


<pre>These commands work in config-emu-ps4.txt, but the official way to use them is through the CLI file (It is also needed for multi-disc packages). Additionally, some commands are still not discovered, and known commands might be missing their values.
PS4 native Floating point supports and OpenCL info, for both CPU, and GPU. Understanding of floating points conversion is very important in emulating PS2.
All commands are pre-made. Creating new CLI commands is impossible.
<br>Below info comes from this [https://gist.github.com/masterzorag/06cadbc5fbe7d3375704fc52518f434e#file-gistfile1-md gist]
The values of the commands are also pre-defined by Sony and/or have a set of possible values or ranges.
<br>There you can find more info about PS4 OpenCL.
Some CLI commands have no effect, as they were added to the eboot.bin without being programmed. Some useful commands were removed or added in or from different emu revisions, or their effects were changed. In some emulators, CLI configurations can be found in the ram at SceLibcHeap[0]-3-881004000.</pre>
 
====EmotionEngine (MIPS-IV)====
==CPU==
=====[https://www.psdevwiki.com/ps2/Emotion_Engine EE]=====
<pre>Commands for the emulated Emotion Engine. These commands may improve performance, prevent crashes, or provide better core sync.</pre>
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Values !! Notes !! Usage
! Info !! Value
|-style="background-color:#7698FF"
|  || Speedhacks / Desync Fixes|| ||
|-
|-
| --ee-cycle-scalar ||Slowest cycles speed: 5.00<br>Normal cycles speed: 1.000<br>Fastest cycles speed: 0.100 ||  Can benefit core sync or performance (lowering the cycle rate may affect FMVS). The default value for most emulators is ~1.0. It is highly sensitive, as any slight change may break or fix the game. (Possibly divides 100 with the entered value and sets the result as EE's clock speed percentage % .) || --ee-cycle-scalar=1.0
| Device Name                                ||   CXD90026AG - DG1002FGF84HT
|-
|-
| --ee-context-switch-cycles || Accelerate cycles (360 => 0) <br>Decelerate cycles (361 => ∞ ) || Its effects are mysterious. Possibly configures how many CPU cycles the emulator should run before switching between different tasks or threads. Does not work on Jak emulators. Default value is 360. Seems to be useful for Bee Movie, Metal Gear Solid 3, as well as others with IPU issues.|| --ee-context-switch-cycles=2700?
| Device Vendor                              ||   AuthenticAMD
|-
|-
| [[--ee-hook|--ee-hook]] || AdvanceClock<br>FastForwardClock<br>Mfifodrain || Runs the specified functionality each time a selected EE offset is reached. FastForwardClock and AdvanceClock help fix core sync issues, but can be used as a speedhack. It is believed that AdvanceClock stalls the EE for a specified amount of cycles, while FastForwardClock behaves similarly. They are commonly used on affected COP2 instructions. Mfifodrain is still unknown. [[--ee-hook|For more examples]] ||--ee-hook=0x0025A9F2,AdvanceClock,,500 <br>--ee-hook=0x0019F0AD,FastForwardClock
| Device Vendor ID                            ||   0x1022
|-
|-
|-style="background-color:#D7EF54"
| Device OpenCL C Version                    ||   OpenCL C 1.2 pocl
|  || Game fixes || ||
|-
|-
| --ee-jit-pagefault-threshold || 0-254 || Ignore JIT pagefaults, usually caused by data placed right after code. JIT try to recompile it, and obviously hit some bad opcodes. This command reduces the occurrence of crashes the higher it is. || --ee-jit-pagefault-threshold=40
| Device Type                                ||   CPU
|-
|-
| --ee-regalloc-scalar || 0,none,ReadOnly,WriteOnly,RW || Register allocation setting. Setting it to 0 may prevent crashes. ||  
| Max compute units                          ||   8
|-
|-
| --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
| Max work item dimensions                    ||   3
|-
|-
| --ee-shorthash-len || inst_count/integer || Length of shorthash in instruction/opcode count. Require --ee-block-validation=Hash ||  
| Max work item sizes                        ||   4096x4096x4096
|-
|-
| --ee-const-folding || None,Gpr,Fpu,All || EE constant folding. "All" seems to be the default option. || --ee-const-folding=none
| Max work group size                        ||   4096
|-
|-
| --ee-ignore-segfault || none, read, write, readwrite || Ignore segmentation fault. Ignore rw from/to unmapped memory, known in pcsx2 as TLB miss (load.store) || --ee-ignore-segfault=readwrite
| Preferred work group size multiple          ||   8
|-
|-
| --ee-native-function || memset, memcpy, strlen, strcmp, strcasecmp, litodp, dptoli, floatdidf, fptoui, fptodp, dptofp, fabs, fabsf, ieee754_atan2f, ieee754_asinf, ieee754_acosf, ieee754_sinf, ieee754_cosf, ieee754_sqrtf, asinf, acosf, sinf, cosf, sqrtf. || Hook mips function with HLE x64 native version. Much faster, but tricky to keep correct timings on ps2 VM. || --ee-native-function=memcpy,0x11e328
! Half-precision Floating-point support      !!  (n/a)
|-style="background-color:#FFAA00"
|  || Other || ||
|-
|-
| --ee-jit-disasm || 0 or 1 for mips and 2 for x86 || Emotion engine Just in Time disassembler mode (Likely a debug log option) || --ee-jit-disasm=1
! Single-precision Floating-point support    !!  (core)
|-
|-
| --ee-ignore-break || 0, 1 || Turns a BREAK instruction into a NOP Instruction. ||  
| Denormals                                  || Yes
|-
|-
| --ee-break-as-nop || 0, 1 || Turns a BREAK instruction into a NOP Instruction. || --ee-break-as-nop=1
| Infinity and NANs                          || Yes
|-
|-
| --ee-jit-opt-debug || 0, 1 || ||
| Round to nearest                            || Yes
|-
|-
| --ee-pc-coherency || 0, 1 || Flush PC register to memory on every mips opcode. Result in more accurate EE PC reg reads. ||  
| Round to zero                              || Yes
|-
|-
| --ee-insn-flush-pc || 0, 1 || Flush PC register to memory on every mips opcode. Result in more accurate EE PC reg reads. ||
| Round to infinity                          || Yes
|-
| --ee-inst-marking || 0,1? || ||  
|-
|-
| --ee-insn-marking || 0,1? || ||  
| IEEE754-2008 fused multiply-add            || No
|-
|-
| --ee-kernel-hle ||  0, 1 || High-level emulation kernel. Apply HLE patches (used in mast1c0re part 2 Vulnerability 2). Apply EE kernel patches which run previously prepared x64 code instead of recompiling real code part. ||  
| Support is emulated in software            || No
|-
|-
| --ee-injection-kernel || 0, 1 || Just like --ee-kernel-hle, except using a different name. ||
| Correctly-rounded divide and sqrt operations|| Yes
|-
|-
| --ee-injection-title || 0, 1 || Apply HLE patches (used in mast1c0re part 2 Vulnerability 2). Apply per title patches which run previously prepared x64 code instead of recompiling real code part. ||
! Double-precision Floating-point support    !!  (cl_khr_fp64)
|-
|-
| --ee-validate-kernel || 0, 1 || ||  
| Denormals                                  || Yes
|-
|-
| --ee-regalloc-simd || readwrite, writeonly, readonly || register allocation setting ||  
| Infinity and NANs                          || Yes
|-
|-
| --ee-regalloc-preserve-scalar || LoadOnly, LO, StoreOnly, SO, LoadStore,  LS || EE JIT Scalar/Int Regalloc Mode || --ee-regalloc-preserve-scalar=LoadStore
| Round to nearest                            || Yes
|-
|-
| --ee-regalloc-preserve-simd || ReadOnly, RO, WriteOnly WO, RW || EE JIT SIMD/XMM Regalloc Mode || --ee-regalloc-preserve-simd=RW
| Round to zero                              || Yes
|-
|-
| --ee-static-block-links || options Type,Type,... [Branch,Branches,JAL,COP2,All] || || --ee-static-block-links=JAL,COP2
| Round to infinity                          || Yes
|-
|-
| --vtune-ee || ||  ||
| IEEE754-2008 fused multiply-add            || Yes
|-
|-
| --ee-live32 || 0,1? || ||  
| Support is emulated in software            || No
|-
|-
| --ee-cache-breaks-block || 0,1 || End recompiler block on r5900 cache opcode. ||
! Execution capabilities                      !!
|-
|-
| --ee-evt-check-full || 0, 1 || Perform more accurate EE event check ||  
| Run OpenCL kernels                          || Yes
|-
|-
| --ee-peephole || 0, 1? || ||
| Run native kernels                          || Yes
|-
|-
| --ee-load-rewrites || 0,1? || ||
| SPIR versions                              || 1.2
|-
|-
| --ee-store-rewrites || 0,1? || ||  
| Device Extensions                          ||   <div align="left"><pre> cl_khr_byte_addressable_store
cl_khr_global_int32_base_atomics
cl_khr_global_int32_extended_atomics
cl_khr_local_int32_base_atomics
cl_khr_local_int32_extended_atomics
cl_khr_3d_image_writes
cl_khr_spir
cl_khr_fp64
cl_khr_int64_base_atomics
cl_khr_int64_extended_atomics </pre></div>
|-
|-
| --ee-precompile-trace || || ||
|}
 
==GPU==
 
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Info !! Values
|-
|-
| --ee-penalize-short-blocks || 0, 1 || Add cycles to short recompiled blocks? ||
|Device Name                                  ||   AMD LIVERPOOL
|-
|-
| --ee-mem-check-eob || || EE memory check end of block ||  
|Device Vendor                                ||   AMD
|-
|Device Vendor ID                            ||   0x1002
|-
|-
| --ee-insn-callmark || || ||
|Device Version                                ||  OpenCL 1.1
|-
| --ee-inline-limit-full || insn_count/integer ||  ||
|-
|-
| --ee-inline-limit-partial || || ||
|Device OpenCL C Version                      || OpenCL C 1.1
|-
|-
| --ee-stlf-cycle-threshold || ? ||?||  
|Device Type                                  || GPU
|-
|-
| --detect-idle-ee || 0, 1 ||  || --detect-idle-ee=1
|Max compute units                            ||  18
|-
|-
|}
|Max work item dimensions                      || 3
 
=====FPU=====
<pre>The FPU is a fast single-precision unit that typically serves the EE by calculating in-game physics. It mostly controls the accuracy of the movement of in-game objects, or the game's gravity as a whole. In some cases, it is best to use COP2 commands with the FPU's to ensure the accuracy of the game's geometrical calculations.</pre>
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Values !! Notes !! Usage
|-style="background-color:#D7EF54"
|  || Game fixes || ||
|-
|-
| --fpu-no-clamping ||  0, 1 || Changes the clamping behavior of the FPU. It's set to 1 by default. Might fix freezing issues, or misplaced characters/items (Inaccuracies with in-game physics) || --fpu-no-clamping=0
|Max work item sizes                          ||  256x256x256
|-
| --fpu-custom-min-max || 0, 1 || Custom Max/Mini logic for denormals. Enabled by default. Disabling it might break some games || --fpu-custom-min-max=0
|-
| --fpu-accurate-range || start,end offset (0x0 - 0x1FFFFFF) || Accurate Mul/Div/Add/Sub Math instructions for the FPU by using software floats rather than hardware floats. Can be used for full EE/FPU Mathematical accuracy in the specified range. || --fpu-accurate-range=0x1acce0,0x2acce0
|-
| --fpu-no-clamp-range || start,end offset (0x0 - 0x1FFFFFF) || Per-range clamping for the FPU in the selected memory range. || --fpu-no-clamp-range=0x1acce0,0x2acce0
|-
| --fpu-accurate-muldiv  || 0 = Disabled<br>1 = Enabled || Allows the FPU to accurately Divide/Multiply for all offsets by using software floats rather than hardware floats. (Extremely slow) || --fpu-accurate-muldiv=1
|-
| --fpu-accurate-addsub || 0 = Disabled<br>1 = Enabled || Allows the FPU to accurately Add/Subtract for all offsets by using software floats rather than hardware floats. (Extremely slow) || --fpu-accurate-addsub=1
|-
| --fpu-accurate-muldiv-range || start,end offset (0x0 - 0x1FFFFFF) || Allows the FPU to accurately Divide/Multiply in the specified ee memory range by using software floats rather than hardware floats. || --fpu-accurate-muldiv-range=0x1acce0,0x2acce0
|-
| --fpu-accurate-addsub-range || start,end offset (0x0 - 0x1FFFFFF) || Allows the FPU to accurately Add/Subtract in the specified ee memory range by using software floats rather than hardware floats. || --fpu-accurate-addsub-range=0x1acce0,0x2acce0
|-
|-
|-style="background-color:#7698FF"
|Max work group size                            || 256
|  || Speedhacks || ||
|-
|-
| --fpu-rsqrt-fast-estimate || 0, 1 || Decreases RSQRT's accuracy. Enabled by default, disabling it helps with achieving full FPU accuracy. || --fpu-rsqrt-fast-estimate=1
|Compiler Available                              || Yes
|-
|-
| --fpu-accurate-mul-fast || 0, 1 || Speedhack for CLI FPU muldiv commands. || --fpu-accurate-mul-fast=1
|Preferred work group size multiple            ||  64
|-style="background-color:#FFAA00"
|  || Other || ||
|-
|-
| --fpu-custom-fused-madd || 0, 1 || Custom FMA (fused multiply-add). Disabled by default. || --fpu-custom-fused-madd=0
!Half-precision Floating-point support        !!  (cl_khr_fp16)
|-
|-
| --fpu-to-double || 0, 1 || Converts floats to doubles (Accurate). Limited testing shows that infinity is still wrong at 7F7FFFFF, rather than 7FFFFFFF with it enabled. || --fpu-to-double=1
|Denormals                                    || No
|-  
|-
| --fpu-clamp-operands || 0, 1 || Affects the fpu's clamping behavior || --fpu-clamp-operands=1
|Infinity and NANs                            || Yes
|-  
|-
| --fpu-clamp-results || 0, 1 || Affects the fpu's clamping behavior || --fpu-clamp-results=1
|Round to nearest                              || Yes
|-  
|-
|}
|Round to zero                                || No
 
===== COP2 =====
 
<pre>VU0 Macro-mode. These commands assist the FPU.</pre>
 
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Values !! Notes !! Usage
|-style="background-color:#7698FF"
|  || Speedhacks || ||
|-
|-
| --cop2-opt-flags || 0, 1 ,2 || Optimize flags upon recompilation (1 is safe, 2 update sticky, and mac flag on every status flag update) setting it to 0 can in some cases improve FPU accuracy. [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L280 More Info] || --cop2-opt-flags=1
|Round to infinity                            || No
|-
| --cop2-opt-vf00 || 0, 1, 2 || Optimization for the vf00 register. || --cop2-opt-vf00=1
|-
| --cop2-const-prop || 0, 1 || Disables or enables constant propagation. Can Be Used as speedhack for COP2 hungry games when set to 1 [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L312 More info] || --cop2-const-prop=1
|-
| --cop2-di-bits || 0, 1 || 0 to skip setting invalid, and div by Zero flags in status register, and therefore improve performance. Can be used as a speedhack to skip costly calculations. || --cop2-di-bits=0
|-style="background-color:#D7EF54"
|  || Game fixes || ||
|-
|-
| --cop2-no-clamping ||  0, 1 || Changes the clamping behavior of the COP2. The default value is set to 1.  || --cop2-no-clamping=0
|IEEE754-2008 fused multiply-add              || No
|-
|-
| --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
|Support is emulated in software               || No
|-
| --cop2-no-clamp-range || start,end offset (0x0 - 0x1FFFFFF) || Per-range clamping for COP2. || --cop2-no-clamp-range=0x123456,0x134567
|-
| --cop2-accurate-mul-range || start,end offset (0x0 - 0x1FFFFFF) || Accurate multiplication instructions for the COP2 in the specified range by using software floats rather than hardware floats (Offset range seems not to directly match EE's) || --cop2-accurate-mul-range=0x123456,0x134567
|-
| --cop2-accurate-mul || 1 = Enabled<br>0 = Disabled || Allows the COP2 to accurately multiply for all offsets by using software floats rather than hardware floats. (Extremely slow) || --cop2-accurate-mul=1
|-
| --cop2-accurate-addsub ||  1 = Enabled<br>0 = Disabled || Allows the COP2 to accurately Add/Subtract for all offsets by using software floats rather than hardware floats. (Extremely slow) || --cop2-accurate-addsub=1
|-
|-
| --cop2-accurate-addsub-range || start,end offset (0x0 - 0x1FFFFFF) || Allows the COP2 to accurately Add/Sub in the specified ee memory range by using software floats rather than hardware floats. (Offset range seems not to directly match EE's. It is possibly 0x95400~ behind(?) || --cop2-accurate-addsub-range=0x123456,0x134567
!Single-precision Floating-point support    !!    (core)
|-
|-
|-style="background-color:#FFAA00"
|Denormals                                    || No
|  || Other || ||
|-
|-
| --cop2-regalloc || 0, 1 ? || Optimized Register Allocation(?). PCSX2 seems to have this enabled by default. Seems to slow down COP2 when disabled. ||
|Infinity and NANs                            || Yes
|-  
|-
| --cop2-inst-q || 0, 1 || instant Q, no stalling on VWAITQ, or instances of Q. Crashes some games when enabled. ||
|Round to nearest                              || Yes
|-  
|-
| --cop2-inst-p || 0, 1 || instant P, no stalling on VWAITP, or instances of P. ||
|Round to zero                                || No
|-
|-
| --cop2-use-rcp || 0, 1 || Enables SSE RCP. Disabled by default ||
|Round to infinity                            || No
|-
| --cop2-use-rsqrt || 0, 1 || Enables SSE RSQRT || --cop2-use-rsqrt=0
|-
| --cop2-clamp-operands || 0, 1 || Affects the COP2's clamping behavior|| --cop2-clamp-operands=1
|-
| --cop2-clamp-results || 0, 1 || Affects the COP2's clamping behavior  || --cop2-clamp-results=1
|-  
|}
 
==== Vector Units (VU) ====
 
===== VU =====
 
<pre>Custom DSPs used to process vertex data, physics calculations, and other related tasks. Settings found here affect VU1, VU0, and COP2. They fix broken or missing geometry, black screens, and crashes.</pre>
 
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Values !! Notes !! Usage
|-style="background-color:#ff99c2"
| || Graphical fixes || ||
|-
|-
| --vu-xgkick-delay  || Limit is between (0 => 31)  || Delay xgkick instruction execution. PCSX2 uses 6 cycles, PS3 uses 2-8 cycles depending on the game. A game with missing graphics will require a low value such as 0, while one that crashes might require a high value such as 7.|| --vu-xgkick-delay=8
|IEEE754-2008 fused multiply-add              || No
|-
|-
| --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
|Support is emulated in software              || No
|-
|-
|-style="background-color:#D7EF54"
|Correctly-rounded divide and sqrt operations || No
| || Game fixes || ||
|-
|-
| --vu-hack-triace  || 0, 1 || A hack designed specifically for games developed by Tri Ace. Corrects the VU's addi calculation. Without it, the result will be one bit off, which is enough to break the game's decryption algo. || --vu-hack-triace=1
!Double-precision Floating-point support      !!  (cl_khr_fp64)
|-
| --vu-branch-hazard || 0, 1 || This command relates to how the emulator handles branch hazards in the Vector Units (VU). Setting it to 0 is the compatible option, while 1 might improve performance. Seems to be enabled by default. Disabling it managed to prevent "'''Batman - Rise of Sin Tzu'''" from crashing|| --vu-branch-hazard=0
|-
| --vu-evil-branches || 0, 1 || Take in count branch in delay slot, or not. [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L306 More Info]||
|-
| --vu-to-double || 0, 1 || Converts floats to double. Enabling it is the accurate option.  || --vu-to-double=1
|-
|-
| --vu-custom-fused-madd  || 0, 1 || Custom FMA (fused multiply-add). Disabled by default || --vu-custom-fused-madd=1
|Denormals                                    || Yes
|-
|-style="background-color:#7698FF"
|  || Speedhacks || ||
|-
|-
| --vu-opt-sf-check  || 0, 1 || Updates status flags only on blocks which will read them. Known in pcsx2 as mVU flag hack. Won't work with most emulators, but will work on Arc Twilight of the Spirits™ || --vu-opt-sf-check=1
|Infinity and NANs                            || Yes
|- 
| --vu-opt-jr-caching  || 0, 1 || Optimize Jump Register caching. (vi15). Won't work with most emulators but will work on Arc Twilight of the Spirits™ || --vu-opt-jr-caching=1
|-style="background-color:#FEA15C"
|  || Other || ||
|-
|-
| --vu-d-bit  || 0, 1 || Debug break. Halts the VU and sends an interrupt to the EE. ||  --vu-d-bit=0
|Round to nearest                              || Yes
|-
| --vu-t-bit  || 0, 1 || Debug halt. Acts similarly to D-bit ||  --vu-t-bit=0
|-
| --vu-inst-mflag  || 0, 1 || Instant macflag? It's enabled by default. When disabled, some texture chunks pop and fade. || --vu-inst-mflag=1
|-
| --vu-inst-cflag || 0, 1 || Instant cflag?  || --vu-inst-cflag=1
|-
| --vtune-vu  || ? || ? ||
|-
| --vu-jit-disasm  || 0, 1, 2 || ? || --vu-jit-disasm=1
|-
| --vu-range-merge || vu_inst_cnt || ? ||
|-
|}
 
===== VU1 =====
 
<pre>VU1 is the Graphics Synthesizer’s alternate processing unit. Commands here typically improve performance, prevent crashes, and fix SPS (graphical glitches).</pre>
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Values !! Notes !! Usage
|-style="background-color:#7698FF"
|  || Speedhacks || ||
|-
|-
| --vu1-mpg-cycles  || Decimals<br>0 - 65535 || Set initial speed for VU1 Micro-programs. 100 is the default value. If VU1 requirements were a bottleneck, increasing it will result in better performance while decreasing it will result in the opposite. Increasing it can be beneficial for MTVU sensitive games.|| --vu1-mpg-cycles=1000<br><pre> Symbols (They change values close to VU1-mpg-cycles' offset):
|Round to zero                                || Yes
 
$ goes to the specified succeeding offsets. $0 will go 2 bytes forward and change them. $1 will go 4 bytes forward and change the 2 bytes specified. For example, $0,$1 will change the 4 bytes ahead as the specified 2 bytes' value.
 
'0x' Is like '+' a symbol that modifies succeeding values. 0x0 goes 2 bytes ahead and changes them, 0x1 goes 4 bytes ahead and so on and so forth.
 
'-' or '+' Changes the specified preceding or succeeding 2 bytes of VU1 mpg cycles' offset according to the added number. Adding -1, for example will change the 2 bytes before it. Likewise, adding -2 will go 4 bytes away and change the specified 2 bytes accordingly. It even can change EE cycle scalar itself if you go far enough. These numbers are in HEX. Infinite amounts of '-' and '+' symbols seem to be supported.</pre>
|-
|-
| --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
|Round to infinity                            || Yes
|-
|-
| --vu1-const-prop || 0, 1|| Enabled by default. 0 will disable it and cause performance issues but with higher compatability.[https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L312 More info] || --vu1-const-prop=1
|IEEE754-2008 fused multiply-add              || Yes
|-
|-
| --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
|Support is emulated in software              || No
|-
| --vu1-opt-vf00 || 0, 1, 2 || Optimization for the vf00 register. || --vu1-opt-vf00=2
|-
| --vu1-jr-cache-policy || newprog, sameprog, auto, new, same || PCSX2 uses newprog as the default setting. Setting it into newprog has been proven to fix some crashes [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L319 Info] || --vu1-jr-cache-policy=newprog
|-
|-
| --vu1-jalr-cache-policy || newprog, sameprog, auto, new, same || PCSX2 uses newprog as the default setting. Setting it into newprog has been proven to fix some crashes [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L319 Info] || --vu1-jalr-cache-policy=newprog
!Execution capabilities !!
|-
|-style="background-color:#D7EF54"
|  || Game fixes / Graphical fixes || ||
|-
|-
| --vu1 || jit-sync ||  Selector between IR/JIT and it modes. Jit-sync works similarly to disabling MTVU. jit, trans, and jit-async are unimplemented functions that do not change anything. || --vu1=jit-sync
|Run OpenCL kernels                            || Yes
|-
|-
| --vu1-no-clamping ||  0,1 || Changes the clamping behavior of the VU1. Setting specific to ps4 emulators, unimplemented in pcsx2, with 0 being closest to extra, and 1 to extra + preserve sign. The default emulator's value is 1. || --vu1-no-clamping=0
|Run native kernels                            || No
|-
| --vu1-clamp-range || vu1 memory offset start,end (0x0 - 0x7FF) || Values must not exceed 0x7FF ||
|-
|-
| --vu1-accurate-addsub-range || vu1 memory offset start,end (0x0 - 0x7FF) ||  Allows the VU1 to accurately add/subtract in the specified ee memory range by using software floats rather than hardware floats.|| --vu1-accurate-addsub-range=0x0000,0x0600
|Device Extensions                              || <div align="left"><pre>cl_khr_byte_addressable_store
|-
cl_khr_byte_addressable_store
| --vu1-mul0fix-range || vu1 memory offset start,end (0x0 - 0x7FF) || Allows the VU1 to accurately multiply by 0 in the specified ee memory range by using software floats rather than hardware floats. || --vu1-mul0fix-range=0x123,0x123
cl_khr_global_int32_base_atomics
|-
cl_khr_global_int32_extended_atomics
| --vu1-injection || 0, 1 || unknown || --vu1-injection=1
cl_khr_local_int32_base_atomics
|-
cl_khr_local_int32_extended_atomics
| --vu1-native-patch || 0, 1 || Use native patches from recompiler, not compatible with jak emus. Sony uses it for their official release of Primal|| --vu1-native-patch=1
cl_khr_int64_base_atomics
|-
cl_khr_int64_extended_atomics
|-style="background-color:#FEA15C"
cl_khr_fp64
|  || Other || ||
cl_khr_fp16</pre></div>
|-
| --vu1-inst-p ||0, 1 || instant P, no stalling on WAITP, or instances of P || --vu1-inst-p=1
|-
| --vu1-use-rcp || 0, 1 || Use SSE/AVX RCP. Speedhack. Likely used only in EFU pipeline, due to rare use, its really not worth to enable it. Speed improvement will be marginally/unnoticeable. Disabled by default ||
|-
|-
| --vu1-use-rsqrt || 0, 1 || Use SSE/AVX rsqrt instead of doing sqrt and then div. Speedhack, rather safe to use on VU1. ||
|-
| --vu1-clamp-operands || 0, 1 || Clamp operands before mathematical operation. || --vu1-clamp-operands=1
|-
| --vu1-clamp-results || 0, 1 || Clamp result after mathematical operation. || --vu1-clamp-results=1
|- 
| --vu1-inst-q || 0, 1 || instant Q, no stalling on WAITQ, or instances of Q.  || --vu1-inst-q=1
|-
| --assert-path1-ad || 0, 1 || Path 1 is how the GIF takes data from VU1 via XGKICK instruction. It's unknown what this command does but it's related to VU1, and helps prevent crashes in VU1 sensitive games when enabled. || --assert-path1-ad=1
|-
|}
|}


=====VU0=====
= Emulator Configuration =
<pre>VU0 is the Emotion Engine’s alternate processing unit. It is sometimes referred to as "micro-mode". Commands here prevent crashes, and fix SPS (graphical glitches).</pre>
 
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
== Files ==
! Command !! Values !! Notes !! Usage
|-style="background-color:#7698FF"
|  || Speedhacks || ||
|-
| --vu0-mpg-cycles || Decimals<br>0 - 65535  || Set initial cycle speed for VU0 Micro-programs. 100 is the default value. It is not available in older emulators such as War of the Monsters. Raising the value helps COP2 timing, while lowering does the opposite.|| --vu0-mpg-cycles=1000<br><pre> Symbols (They change values close to VU0-mpg-cycles' offset):


$ goes to the specified succeeding offsets. $0 will go 2 bytes forward and changes them. $1 will go 4 bytes forward and changes the 2 bytes specified. For example, $0,$1 will change the 4 bytes ahead as the specified 2 bytes value.
Emulator configuration is handled by 4 files:


'0x' Is like '+' a symbol that modifies succeeding values. 0x0 goes 2 bytes ahead and changes them, 0x1 goes 4 bytes ahead and so on and so forth.  
* '''config-emu-ps4.txt''' - Stores paths, basic video/audio settings in official packages. But unofficially can be also used for advanced settings for global effect in multi disc .pkg with all commands originally used in cli.conf file.
* '''XXXX-YYYYY_cli.conf''' - Stores per disc advanced settings. GS, VU, EE, IOP, FPU, COP2 emulation settings, are here. Also hacks, and hooks.
* '''XXXX-YYYYY_config.lua''' - Used for per disc advanced scripts. Patching EE/IOP memory, Conditional hooks.
* '''disc-swap-cli.conf''' - Stores info of multi disc games.


'-' or '+' Changes the specified preceding or succeeding 2 bytes of VU0 mpg cycles' offset according to the added number. Adding -1, for example will change the 2 bytes before it. Likewise, adding -2 will go 4 bytes away and change the specified 2 bytes accordingly. It even can change EE cycle scalar itself at -15 (Jakv2). Setting it to --vu0-mpg-cycles=1280,-15 would, for example, set ee-cycle-scalar to 5. These numbers are in HEX. Infinite amounts of '-' and '+' instances seem to be supported.</pre>
== Diagnosing problems ==
|-
This guide will assist you in tracing the issue's cause, '''The list is based on what you can possibly solve using CLI'''.
| --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
<br>''also don't forget to Check out'' [https://www.psdevwiki.com/ps3/PS2_Emulation#Known_Emulation_Bugs ps3 Emulator] Bugs, since many of them also exist in the ps4
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;" class="wikitable"
! Issue !! VU1 !! EE !! GS !! VIF !! IOP !! COP2!! VU0 !! VU !! FPU
|-
|-
| --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
| ''GS performance (GPU)'' || ||  || || ? || ||  || || ||  
|-
| --vu0-opt-vf00 || 0, 1, 2 || Optimization for the vf00 register. || --vu0-opt-vf00=1
|-
| --vu0-opt-flags || 0, 1, 2 || Optimize flags upon recompilation (1 is safe, 2 update sticky, and mac flag on every status flag update) [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L280 More Info] || --vu0-opt-flags=1
|-
| --vu0-jr-cache-policy || newprog, sameprog, auto, new, same || PCSX2 uses newprog as the default setting [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L319 Info] || --vu0-jr-cache-policy=sameprog
|-
|-
| --vu0-jalr-cache-policy || newprog, sameprog, auto, new, same || PCSX2 uses newprog as the default setting [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L319 Info] || --vu0-jalr-cache-policy=sameprog
| ''EE performance (CPU)'' || || || || ? ||  || ✔ || ✔ || ||
|-style="background-color:#D7EF54"
|  || Game fixes || ||
|-
|-
| --vu0-clamp-range || start, end offset (0x0 - 0x1FF) || per range clamping for VU0 || --vu0-clamp-range=0x100,0x120
| ''Broken graphics/geometry'' || || || || || || || || ||
|-
| --vu0-no-clamping || 0,1 || Changes the clamping behavior of the VU0. Setting specific to ps4 emulators, unimplemented in pcsx2. The default emulator's value is 1. || --vu0-no-clamping=0
|-
| --vu0-accurate-addsub-range || offset (0x0 - 0x1FF) ||Allows the VU0 to accurately Add/Subtract in the specified ee memory range by using software floats rather than hardware floats.||  
|-
|-
| --vu0-mul0fix-range || vu0 memory offset start,end (0x0 - 0x1FF) || Allows the VU0 to accurately Multiply by 0 in the specified ee memory range by using software floats rather than hardware floats ||
| ''Crashes'' || || || ✔ || ✔ || ✔ || ✔ || ✔ || ✔ || ✔
|-
|-
|-style="background-color:#FEA15C"
| ''Broken physics/geometry'' ||  ||  ||  || ||  || ✔ || ✔ || ||
|  || Other || ||
|-
|-
| --vu0-injection || 0, 1 || Unknown usage. || --vu0-injection=1
|}
|-
 
| --vu0-inst-q  || 0, 1  || instant Q, no stalling on WAITQ, or instances of Q  || --vu0-inst-q=1
<pre>
|-
You can also use for instance the program PS4CHEATER and add the addresses of
| --vu0-inst-p || 0, 1 || instant P, no stalling on WAITP, or instances of P|| --vu0-inst-p=1
1000000368
|-
1000000360
| --vu0-use-rcp  || 0, 1 || Use SSE/AVX RCP. Speedhack. Not sure why it is even available for VU0. Disabled by default || --vu0-use-rcp=1
And change the type into > View as Hex.
|-
One of them will show the Current (Program counter) which will lead you to
| --vu0-use-rsqrt || 0, 1 || Use SSE/AVX rsqrt instead of doing sqrt and then div. Speedhack, rather unsafe to use on VU0. || --vu0-use-rsqrt=1
find out which EE offset the game gets stuck on!
|-
</pre>
| --vu0-clamp-operands  || 0, 1 || Clamp operands before mathematical operation. || --vu0-clamp-operands=1
 
|-
== Commands ==
| --vu0-clamp-results  || 0, 1 || Clamp result after mathematical operation. || --vu0-clamp-results=1
'''Known functions:''' Require cleanup.
|-
<br>The rest of the cli and lua commands can all be found inside of an emu's decrypted '''eboot.bin'''.
|}
=== config-emu-ps4.txt commands ===


====DMA Channels====
=====VIF=====
<pre>The VIF decompresses vector data, uploads microprograms to the VUs, and sends graphical data to the GIF. Its commands
are often used to fix freezing.</pre>
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Values !! Notes !! Usage
! Command !! Values !! Notes !! Usage  
|-style="background-color:#D7EF54"
|-
| || VIF || Game fixes ||
| --config-local-lua ||   ||   || --config-local-lua=""
|-
|-
| --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
| --load-tooling-lua ||   ||   || --load-tooling-lua=0
|-
|-
| --vif-thread-chunk-size || 0, 1024 || Slows down both VIFS the lower it is, and speeds them up the higher it is. 1024 is the limit, with 112 being the default value.  || --vif-thread-chunk-size=100
| --record-audio || || ||  
|-
|-
| --detect-idle-vif || 0, 1 || Enabled by default. Unknown function || --detect-idle-vif=0
| --record-audio-img || ||  ||  
|-style="background-color:#ff8080"
|| VIF1 || Game fixes ||
|-
|-
| --vif1-ignore-cmd-ints || 0, 1 ||  Set to 1 to ignore command interrupt bit. ([https://psi-rockin.github.io/ps2tek/#vifcommands info] , explanation of int bit is right before command list). Can in some cases fix games that freeze while showing the same frame if set to 1. Games likes "Men in Black II - Alien Escape" and "Test Drive Unlimited" Will always need it. || --vif1-ignore-cmd-ints=1
| --record-audio-image || ||  ||  
|-
|-
| --vif1-instant-xfer ||  1 = Instant VIF1<br>0 = Delayed VIF1 || Changes VIF1 timing. 0 slows its timing and is the compatible option for most games, while 1 speeds up its timing, and being more compatible with a small fraction of games. It can be used to fix graphical glitches or potentially prevent games from freezing. || --vif1-instant-xfer=0
| --record-audio-ext ||  ||  ||  
|}
 
=====SIF=====
<pre>The SIF is how the EE and IOP communicate with each other. SIF has some mailbox hardware registers that the CPUs can use to pass values to each other, which happens during SIF initialization. However, once both sides have booted, they use the SIF0 (IOP->EE) and SIF1 (EE->IOP) DMA channels to communicate. Despite common belief, these commands have no effect on performance, and are rarely ever useful.</pre>
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Values !! Notes !! Usage
|-style="background-color:#99bbff"
||  || SIF1 (IOP) ||
|-
|-
| --iop-sif1-cycle-scalar || Accelerate SIF cycles: (0.99 => 0.1)<br>Decelerate SIF cycles: (1.1 => ∞ )|| Controls the speed at which the IOP receives from the EE || --iop-sif1-cycle-scalar=0.1
| --max-console-spam || || ||  
|-
|-
| --ee-sif1-cycle-scalar ||Accelerate SIF cycles: (0.99 => 0.1)<br>Decelerate SIF cycles: (1.1 => ∞ )|| Controls the speed at which the EE sends to the IOP || --ee-sif1-cycle-scalar=0.1
| --path-snaps || dir/folder || Path to savestates folder || --path-snaps="/tmp/snapshots"
|-style="background-color:#99ddff"
|  ||  || SIF0 (EE) ||
|-
|-
| --iop-sif0-cycle-scalar || Accelerate SIF cycles: (0.99 => 0.1)<br>Decelerate SIF cycles: (1.1 => ∞ )|| Controls the speed at which the IOP sends to the EE || --iop-sif0-cycle-scalar=0.1
| --path-recordings || dir/folder ||   || --path-recordings="/tmp/recordings"
|-
|-
| --ee-sif0-cycle-scalar || Accelerate SIF cycles: (0.99 => 0.1)<br>Decelerate SIF cycles: (1.1 => ∞ )|| Controls the speed at which the EE receives from the IOP || --ee-sif0-cycle-scalar=0.1
| --path-audio-images || dir/folder ||   ||  
|-
|-
|}
| --path-memcards || dir/folder ||   ||
 
====[https://www.psdevwiki.com/ps2/Graphics_Synthesizer GS]====
<pre>"GS" stands for Graphics Synthesizer. It's the PlayStation®2's co-processor that's responsible for rendering the graphics (but is also used by some games for additional calculations and other purposes)</pre>
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Values !! Notes !! Usage
|-style="background-color:#7698FF"
| || Speedhacks || ||
|-
|-
| --gs-optimize-30fps || 0, 1 || Speedhack for GS hungry games. || --gs-optimize-30fps=1
| --path-vmc || dir/folder ||   || --path-vmc="/tmp/vmc"
|-
| --gs-adaptive-frameskip || 0, 1 || Speedhack. Skips frames when the gs demands more resources than there are available. doesn't work on all emulators.  It does however, work on jak emulators || --gs-adaptive-frameskip=1
|-
|-
| --gs-h2l-list-opt || 0, 1 ||  Setting it to 1 improves GS performance||--gs-h2l-list-opt=1
| --emulog-file || 0, 1 ||  Creates a log file with information that is Rarely useful || --emulog-file=1
|-
|-
|-style="background-color:#cbddfb"
| --path-emulog || dir/folder || Sets the directory of the emulog file, Requires --emulog-file=1 command  || --path-emulog="/tmp/recordings"
| || GS features || ||
|-
|-
| --gs-use-mipmap || 0, 1 || Enables mipmapping support. Can be used to fix graphics. Needs --gs-kernel-cl="mipmap" for full mipmapping support. If upscaling, however, --gs-kernel-cl-up="mipmap2x2" is also needed. It works best on War of the Monsters emulator, as the Ratchet series' mipmapping issues can only be fixed by it.|| --gs-use-mipmap=1
| --vmc1 || native, host, target, null || ||
|-
| --gs-use-deferred-l2h || 0, 1 || Delay option for L2H (local to host, GS to EE). || --gs-use-deferred-l2h=1
|-
|-
| --gs-use-clut-merge || 0, 1 ||  Enabling CLUT merging helps improve how the emulator processes textures that use indexed color palettes. It ensures more accurate emulation of the PS2’s color handling. It sometimes restores missing graphical elements, and fix texture flickering (prominently flickering shadows or UI elements). Enabling it is the accurate option. || --gs-use-clut-merge=1
| --vmc2 || native, host, target, null || ||  
|-
| --gs-flush-ad-xyz || always, safe, safeZwrite, off, 0 || Force a primitive flush when a framebuffer is also an input texture. This fixes some processing effects, but it can sometimes be heavy on the GS in terms of performance. GTA: SA, and Jak 3 use this command. || --gs-flush-ad-xyz=safe
|-
|-
| --gs-force-bilinear || 0, 1 || Forces bilinear filtering, can fix ghosting problems in some cases. Not recommended for games that use 2D images, as it could possibly break games that rely on nearest filtering.|| --gs-force-bilinear=1
| --path-manual || dir/folder ||   ||
|-
|-
|-style="background-color:#D7EF54"
| --path-patches || dir/folder || Path to patches folder || --path-patches="/app0/patches"
| || Gs settings / Behaviour || ||
|-
|-
| --gs-uprender || none,2x2 || Internal resolution upscaler. || --gs-uprender=2x2
| --path-trophydata || dir/folder ||   || --path-trophydata="/app0/trophy_data"
|-
| --gs-upscale || none, gpu, edgesmooth, smooth, motion, motionvec, motionvector, point || Upscaling type Selector || --gs-upscale=EdgeSmooth
|-
| --gs-kernel-cl-up || "DarkCloud2" "fantavision" "h2lpool2x2", "OptRightTri", "clutmerge2x2", "mipmap2x2", "up2x2simple", "up2x2skipinterp", "up2x2tc", "up2x2", default || Kernel Variant Color lookup Upscaler (?), mipmap and clutmerge and h2l need to be enabled before their options become usable|| --gs-kernel-cl-up="clutmerge2x2"
|-
| --gs-override-small-tri-area || 0, 1 || This option is designed to modify how the emulator handles or renders small triangles that fall below a certain area threshold. Enabling this option could resolve graphical problems such as missing, flickering, or incorrectly rendered small details, and could potentially restore missing text in some games. It prevents Spyro's shadow from flickering in Enter the Dragonfly. || --gs-override-small-tri-area=1
|-
| --gs-dirty-page-policy || 0, 1 || Unknown. Used by Star Wars: Jedi Starfighter || --gs-dirty-page-policy=1
|-
| --gs-ignore-dirty-page-border || 0, 1 || Unknown. Used by Samurai Shodown Anthology ||--gs-ignore-dirty-page-border=1
|-
| --gs-ignore-rect-correction || 0, 1 || Setting it to 1 is known to fix flickering textures and graphical glitches in far distances. || --gs-ignore-rect-correction=1
|-
|-
| --gs-opt-frbuff-switch || 0, 1 || Unknown. Used by Everybody's Tennis/Hot Shots Tennis || --gs-opt-frbuff-switch=0
| --path-featuredata || dir/folder || Path to folder with XXXX-YYYYY_features.lua file || --path-featuredata="/app0/feature_data"
|-
|-
| --gs-kernel-cl || h2lpool, clutmerge, mipmap, DarkCloud2, fantavision, Mipmap and clutmerge and h2l need to be enabled before their options become usable ||Kernel Variant Color lookup(?). Options included here can be upscaling if --gs-kernel-cl-up were to be used along with it || --gs-kernel-cl="clutmerge"
| --path-postproc || dir/folder || Post-processing (shaders?) ||
|-
| --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
| --path-toolingscript || dir/folder ||   || --path-toolingscript="/app0/patches"
|-
|-
| --gs-progressive || 0, 1 || Enables progressive scan. Can fix graphical glitches/double screen issues. ||
| --snapshot-name || ||  ||  
|-
| --gs-vert-precision || 8, 16 || This option allows the user to choose between 8-bit and 16-bit precision for the vertex calculations in 3D graphics rendering. It reduces the likelihood of visual distortions such as jagged edges, improper alignment of polygons, or model "warping." The emu expects the values of 8 or 16, any other values are not permitted. || --gs-vert-precision=8
|-
|-
| --gs-skip-dirty-flush-on-mipmap || 0, 1 || Skip flushing textures marked as dirty from cache when enabled. It does, however, require mipmap to be enabled first. || --gs-skip-dirty-flush-on-mipmap=1
| --snapshot-datafile || ||  ||  
|-
| --gs-packed15-fmv-opt || 0, 1 || Unknown. This option likely controls whether the emulator optimizes or processes FMVs that use the 15-bit packed color format. Used by Ape Escape 2|| --gs-packed15-fmv-opt=1
|-
| --gs-fieldswap-delay || 0, 254 || Wait longer than usual to change field. In essence, it blurs/sharpens image. ||
|-  
| --gs-uv-shift-pointsampling || 0, 1 || Can be used on games like manhunt that have issues with [https://github.com/PCSX2/pcsx2/issues/257#issuecomment-1140338680 UV light rendering] || --gs-uv-shift-pointsampling=1
|-
|-
| --gs-render-tile-threshold || 0, 3000000 || Unknown. Used by Psychonauts|| --gs-render-tile-threshold=300000
| --snapshot-restore || || ||  
|-
|-
| --threaded-gs || 0, 1 || Multi-threaded-gs ? || --threaded-gs=1
| --snapshot-save || frameId(?) ||   ||
|-
|-
| --gs-aspect-ratio || aspect/float (default=0.81) || || --gs-aspect-ratio=0.65
| --snapshot-mcd-files || || ||
|-
| --snapshot-repeat || repeat_count ||  ||
|-
| --snapshot-modulo ||  ||  ||
|-
|-
| --gs-frontend-opt-mode || 0, 1, 2 || GS optimization mode? Unknown effect. Used on JakX || --gs-frontend-opt-mode=1
| --spu2-update-deferral || Ts/integer ||  ||  
|-
| --gs-motion-factor || 25, 50 ||  Unknown. Used by Wild ARMS 3|| --gs-motion-factor=25
|-
|-
| --gs-scanout-delay || 0, 200 || || --gs-scanout-delay=200
| --cpu-avx|| 0, 1|| || --cpu-avx=0
|-
|-
| --gs-check-trans-rejection || 0, 1 || Check transfer rejection? Unknown. Used by Grand Theft Auto: Vice City || --gs-check-trans-rejection=1
| --cpu-crc32||0, 1 || || --cpu-crc32=0
|-
| --gs-check-trans-rejection68 || 0, 1 || Unknown. Used by Star Wars: Jedi Starfighter || --gs-check-trans-rejection68=1
|-
|-
| --l2h-2d-params || TRXREG,BITBLTBUF,height || || --l2h-2d-params=0x0000000800000001,0x000000003a0a2300,512,2
| --pcr0-delta-hack || 0, 1 ||DPCR - DMA priority control option ? || --pcr0-delta-hack=1
|-
|-
| --gs-h2l-accurate-hash || 0, 1 ||  ||--gs-h2l-accurate-hash=1
| --ds4-deadzone-adjust || ||  ||  
|-
|-
|-style="background-color:#9042f5"
| --ds4-diagonal-adjust ||  || ||  
|  || Aspect ratio || ||
|-
|-
| --gs-scanout-offsetx || relative offset/ignored || A zoom in setting in the x direction || --gs-scanout-offsetx=27
| --host-pad-loses-focus || || || --host-pad-loses-focus=1
|-  
|-  
| --gs-scanout-offsety || relative offset/ignored || A zoom in setting in the y direction || --gs-scanout-offsety=27
| --host-gamepads || ? || Correct values might be 0-3, But no one knows the values for sure, This command might have a function if multitap is set byhost || --host-gamepads=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
| --host-keyboard || slot [0-7] ||   || --host-keyboard=4
|-
|-
|-style="background-color:#FEA15C"
| --host-audio || 1,0,on,off,mono ||   || --host-audio=1
| || Other || ||
|-
|-
| --framelimit-mode || slowest,slower,slow,normal,fast,fastest,turbo ||Standalone Framelimiter|| --framelimit-mode=fast
| --host-audio-latency || msec/float || Audio latency must be between 0.010 and 4.0 || --host-audio-latency=1.5
|-
|-
| --framelimiter || 0, 1 || Enable or disable Frame limiting || --framelimiter=1
| --host-window-scale || scale/float ||   || --host-window-scale=0.5
|-
|-
| --framelimit-fps || FPS/float || framelimiter || --framelimit-fps=0.8
| --host-window-pos || x,y ||   ||
|-
|-
| --gs-hdr-support || 0, 1? || ? ||
| --host-display-mode || normal,full,4:3,16:9 || Set display mode || --host-display-mode=full
|}
 
====IOP====
<pre>The emulated I/O Processor (IOP) settings. Commands here are rarely useful, as very few games will require them. The IOP controls the emulated DEV9, SPU2, USB, Memory cards, CDVD, Firewire, along with other input/output devices</pre>
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Values !! Notes !! Usage
|-style="background-color:#D7EF54"
| || Game fixes || ||
|-
|-
| --iop-cycle-scalar ||<br>Accelerate IOP cycles: (0.999 => 0.100)<br>Decelerate IOP cycles: (1.001 => 5.000)|| '''Not a performance speedhack'''. It impacts the speed of loading times and input latency. The default value for most emulators is 0.5|| --iop-cycle-scalar=1.0
| --host-graph || fps || Debug option that requires an unleaked debug ps2 bios || --host-graph=fps
|-
|-
| --iop-const-folding || None,Gpr,All || IOP constant folding [https://en.wikipedia.org/wiki/Constant_folding More info] || --iop-const-folding=All
| --host-osd || verbose, minimal ||   || --host-osd=0
|-
|-
| --iop-tight-slice-count || 0, 2000 || Seems to slow down the iop the higher the value. Can be used to fix CDVD timing issues. || --iop-tight-slice-count=12
| --host-vsync || 0, 1 || Enable or disable vsync || --host-vsync=1
|-
|-
| --iop-hook || AdvanceClock<br>FastForwardClock<br>Mfifodrain || IOP native hook, Sony uses it on their official release of Red dead revolver. It helps fix timing issues || --iop-hook=0x0086ac,FastForwardClock
| --host-trophy-support ||   ||   ||
|-
|-
| --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
| --rtc-epoch || unix_time (seconds since epoch) ||   || --rtc-epoch=1523776362
|-
|-
|-style="background-color:#FEA15C"
| --framelimiter |0, 1 || Enable or disable Frame limiting || --framelimiter=1
|  || Other || ||
|-
|-
| --iop-validate-kernel || 0, 1 || ||  
| --framelimit-fps ||  FPS/float || framelimiter || --framelimit-fps=0.8
|-
| --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
|-
| --mfifo-manual-drain || || Unknown usage ||--mfifo-manual-drain=0.30
|-
|-
| --iop-shorthash-len || inst_count/integer || Length of shorthash in instruction/opcode count. Require --iop-block-validation=ShortHash ||
| --mfifo-chunk-drain-cycles || || Unknown usage||--mfifo-chunk-drain-cycles=210000
|-
|-
| --iop-pc-coherency || 0, 1||   ||  
| --ps2-lang || system  || sets language, Might seem like a useless command, but a Tiny number of games refuse to boot without a selected language. || --ps2-lang=system
|-
|-
| --iop-inst-marking || 0, 1? || ||  
| --ps2-title-id ||   || sets title-id for patches  || --ps2-title-id=SLES-50366
|-
|-
| --detect-idle-iop || 0, 1 || Enabled by default. || --detect-idle-iop=0
| --pad-record || 0, 1 || Enables Logging pad info in emulog ||
|-
|-
| --iop-jit-disasm || || ||  
| --pad-analog-to-digital || 0, 1 || Eternel ring Emu uses the value 0 || --pad-analog-to-digital=0
|-
|-
| --iop-evt-check-full || 0, 1 ?|| ||  
| --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
 
====CDVD====
 
<pre>The emulated CDVD settings. These commands help games with timing issues.</pre>
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Values !! Notes !! Usage
|-style="background-color:#e9f562"
| || General commands || ||
|-
|-
| --max-disc-num || 1-5  || numbers of discs in package (maximum=5)  || --max-disc-num=1
| --max-disc-num || 1-5  || numbers of discs in package (maximum=5)  || --max-disc-num=1
Line 720: Line 500:
| --boot-disc-id || 1-5  ||  sets boot disc for multi-disc pkg || --boot-disc-id=0
| --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
| --switch-disc-reset || 0, 1 || 0 Can be used to prevent Resetting The game when switching multiple discs, Useful for games Like SW2 that have Import data Feature || --switch-disc-reset=1
|-style="background-color:#46a4e8"
|-
| || Timing || ||
| --cdvd-sector-read-cycles || 1, 40000|| 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 || 1, 40000 || Fixes boot-up sometimes, More info here [https://github.com/PCSX2/pcsx2/pull/3877] || --cdvd-sector-seek-cycles=1
|-
| --mute-audio ||all,none,main,bgm || || --mute-audio=all
|-
| --mute-streaming-audio || all,none,main,bgm || || --mute-streaming-audio=all
|-
|-
| --cdvd-sector-read-cycles || 0.1 = Fastest, 80000 = Slowest|| Set DVD reading speed. Higher values are slower, lower values are faster. Kinetica uses 40000, Psychonauts 4000, Red dead revolver 5000, Rise of kasai 31000. Some games require moderate speed, too slow or too fast could cause audio problems.|| --cdvd-sector-read-cycles=0.1
| --verbose-cdvd-reads || 0, 1 || Might improve disc reading if set to 1|| --verbose-cdvd-reads=0
|-
|-
| --cdvd-sector-seek-cycles || 0.1 = Fastest, 80000 = Slowest || Set the speed at which the emulated CDVD spins. Higher values are slower,
| --verbose-cpu-cycles || 0, 1? || ? ||
lower values are faster. Fixes boot-up sometimes. More info here [https://github.com/PCSX2/pcsx2/pull/3877].
|-
|-
| --verbose-cdvd-reads || 0, 1 || Significantly helps games with CDVD timing issues when set to 1. || --verbose-cdvd-reads=0
| --mtap1 || Disabled, Always, ByHost || Multitap switch, The values are correct but the multitap only works in certain games. || --mtap1=always
|-
|-
| --mtap2 || Disabled, Always, ByHost || Multitap switch, some games require multitap to be selected only on second port (1, 2-a, 2-b, 2-c layout). To achieve that we need to disable first mtap. || --mtap2=always
|}
|}


====Misc====
=== XXXX-YYYYY_cli.conf commands ===
 
Please note that commands listed here also work in config-emu-ps4.txt. But the official way to use them is by CLI file. The CLI file way is also needed for multi-disc packages, Some of the Commands are still not discovered, And some known commands are missing some of their values Due to them being not Discovered by the Scene.
 


====Emotion Engine (EE)====
''Commands for the emulated Emotion Engine. these commands may assist you in gaining performance or better sync.''
{| 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 || Multiply how many cycles IDEC command take per whole currently worked on QWC. || --idec-cycles-per-qwc=768
| --ee-cycle-scalar || To skip cycles between 1.1 And 5.0, To overclock between 0.99 and 0.1 || '''A speedhack''', if set less than 1.0 the emotion engine is overclocked, If set Higher than 1.0 the Emotion engine Begins skipping cycles, You can even have both overclock and cycle skipping values in the same CLI, Though you might face Problems in FMVs if you skip too many cycles. || --ee-cycle-scalar=1.0
|-
| --ee-context-switch-cycles || Range between (0.1 & integer value limit) || '''A speedhack''', rather than skipping the cycles for The entirety of the emulated EE, it seems to only skip VU1 cycles(?), The higher the value, the higher the performance. This command doesn't work on jak emulators along with a few others. || --ee-context-switch-cycles=2700?
|-
| --ee-sif0-cycle-scalar || Range between (0.1 & integer value limit)  || '''Not a Speedhack''', Sif0 cycle skipping, loading times will increase and the graphics will stutter, Not recommended. [https://github.com/PCSX2/pcsx2/blob/master/pcsx2/Sif0.cpp#L33 More info here] || --ee-sif0-cycle-scalar=6000
|-
| --ee-sif1-cycle-scalar || Range between (0.1 & integer value limit) || '''Not a Speedhack''', Sif1 cycle skipping, you will only encounter stuttering graphics, may be helpful as a debug option for some games that require better sif1 Sync, not recommended. [https://github.com/PCSX2/pcsx2/blob/master/pcsx2/Sif1.cpp#L34 more info here] || --ee-sif1-cycle-scalar=6000
|-
|-
| --mfifo-manual-drain || 0.1/5.0 || A command for changing the functionality of --ee-hook=0x0,Mfifodrain ||--mfifo-manual-drain=0.30
| --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
|-
|-
| --mfifo-chunk-drain-cycles || 1/400000 || A command for changing the functionality of --ee-hook=0x0,Mfifodrain ||--mfifo-chunk-drain-cycles=210000
| --ee-native-function || memcpy, memset, 0x0000 || || --ee-native-function=memcpy,0x11e328
|-
|-
| --pcr0-delta-hack || 0.1 , 400000.0 || Modify delta of pcr0 when reading it from MFC0. Some games rely on good performance counters accuracy (Spyro ANB cutscenes), and since emulator don't implement most events, hack it is. || --pcr0-delta-hack=1.0
| --ee-hook || AdvanceClock, FastForwardClock, Mfifodrain '''And every other eeobj function''' || Hook a function to a EE offset. Advance clock will overclock the EE and it is the only one that needs a value to be set, FastForwardClock will skip cycles, Mfifodrain is unknown. || --ee-hook=0x0028A7B0,AdvanceClock,,500  <pre>Example for usage: --ee-hook=0xEEOFFSET,FUNCTION,OPTIONALOPCODE,VALUEFOROVERCLOCKING</pre>
|-
|-
| --jitproc-use-aslr || || Disables compiler process ASLR, useful for easier debugging, as the compiler process will be always on fixed address. Theoretically useful for mast1c0re, but to change it you need to be already in... || --jitproc-use-aslr=0
| --ee-jit-disasm || 0 or 1 for mips and 2 for x86 || Emotion engine Just in Time disassembler mode (seems to be debug log option) || --ee-jit-disasm=1
|-
|-
| --detect-idle-intc ||0, 1|| Enabled by default, 0 disables it || --detect-idle-intc=0
| --ee-jit-pagefault-threshold || 20-200 || Seems to reduce blue screen occurrence the higher the value || --ee-jit-pagefault-threshold=40
|-
|-
| --detect-idle-chcr|| 0, 1||  Enabled by default, 0 disables it  || --detect-idle-chcr=0
| --ee-shorthash-len || inst_count/integer || Length of shorthash in instruction/opcode count. Require --ee-block-validation=Hash ||
|-
|-
| --rom || location of the bios that's inside of the fpkg || Could allow to use custom bios, though still not working || --rom="PS20220WD20050620.crack" or --rom="/roms/PS20220WD20050620.crack"
| --ee-const-folding || None,Gpr,Fpu,All || EE constant folding, [https://en.wikipedia.org/wiki/Constant_folding More info] || --ee-const-folding=none
|-
|-
| --cop2 || jit, trans || ? ||  
| --ee-ignore-segfault || [none,R,W,RW] || Ignore segmentation fault, may help with crashes but will probably cause graphical issues || --ee-ignore-segfault=read
|-
|-
| --vu0 || jit, trans || ? ||  
| --ee-ignore-break || 0, 1 || Ignore Break instructions. ||  
|-
|-
| --r30 || jit, trans || ? ||  
| --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 || ||
 
==== PCSX2's gameindex ====
 
<pre>PCSX2's commands on the PS4 (or the commands which behave similarly)</pre>
 
<br>[https://raw.githubusercontent.com/PCSX2/pcsx2/master/bin/resources/GameIndex.yaml Current Gameindex.yaml]
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! {{cellcolors|#00d6f2|#000000}}PCSX2 !! {{cellcolors|#38ffc3|#000000}}PS4 !! Notes
|-
|-
| {{cellcolors|#0b9fb3|#000000}}XGKickHack ||{{cellcolors|#03fcb1|#000000}}--vu-xgkick-delay= || Possible equivalent value is 8
| --ee-pc-coherency || 0,1?? || Seems to be a debug option for the Program counter. ||  
|-
|-
| {{cellcolors|#0b9fb3|#000000}}VuAddSubHack ||{{cellcolors|#03fcb1|#000000}}--vu-hack-triace=1 || Required for every single game developed by TriAce
| --ee-inst-marking || 0,1? || ||  
|-
|-
| {{cellcolors|#0b9fb3|#000000}}vuClampMode: 2 ||{{cellcolors|#03fcb1|#000000}}<br>--vu1-no-clamping=0<br>--vu0-no-clamping=0<br>--cop2-no-clamping=0  ||
| --ee-insn-marking || 0,1? || ||  
|-
|-
| {{cellcolors|#0b9fb3|#000000}}vuClampMode: 3 || {{cellcolors|#03fcb1|#000000}}<br>--vu1-no-clamping=1<br>--vu0-no-clamping=1<br>--cop2-no-clamping=1<br>--vu-to-double=1 ||
| --ee-kernel-hle ||  0, 1 || High-level emulation kernel  ||  
|-
|-
| {{cellcolors|#0b9fb3|#000000}}eeClampMode: 2 || {{cellcolors|#03fcb1|#000000}}--fpu-to-double=0<br>--fpu-no-clamping=0<br> ||
| --ee-injection-kernel || 0, 1 || ||
|-
|-
| {{cellcolors|#0b9fb3|#000000}}eeClampMode: 3  || {{cellcolors|#03fcb1|#000000}}--fpu-to-double=1<br>--fpu-no-clamping=1<br> ||
| --ee-injection-title || 0, 1 || ||
|-
|-
| {{cellcolors|#0b9fb3|#000000}}eeRoundMode: || {{cellcolors|#03fcb1|#000000}}--fpu-accurate-muldiv=1<br>--fpu-accurate-addsub=1 ||
| --ee-validate-kernel || 0, 1 || ||  
|-
|-
| {{cellcolors|#0b9fb3|#000000}}vu0RoundMode: || {{cellcolors|#03fcb1|#000000}}--cop2-accurate-mul=1<br>--cop2-accurate-addsub=1<br>--vu0-accurate-addsub-range=<br>--vu0-mul0fix-range= ||
| --ee-regalloc-scalar || 0,none,ReadOnly,WriteOnly,RW || register allocation setting ||  
|-
|-
| {{cellcolors|#0b9fb3|#000000}}vu1RoundMode: || {{cellcolors|#03fcb1|#000000}}--vu1-accurate-addsub-range=<br>--vu1-mul0fix-range=||
| --ee-regalloc-simd || || register allocation setting ||  
|-
|-
| {{cellcolors|#0b9fb3|#000000}}eeCycleRate: || {{cellcolors|#03fcb1|#000000}}--ee-cycle-scalar= || '''"Potential" equivalent values: PCSX2 - PS4''':<br>300% --> 0.333<br>180% --> 0.555<br>130% -->0.769<br>'''100% --> 1.0'''<br>75% --> 1.333<br>60% --> 1.666<br>50% --> 2
| --ee-regalloc-preserve-scalar || LoadOnly, StoreOnly, SO, LoadStore,  LS || EE JIT Scalar/Int Regalloc Mode || --ee-regalloc-preserve-scalar=LoadStore
|-
|-
| {{cellcolors|#0b9fb3|#000000}}FpuNegDivHack<br>FpuMulHack || {{cellcolors|#03fcb1|#000000}}--fpu-accurate-muldiv=1 ||
| --ee-regalloc-preserve-simd || ReadOnly, RO, WO, WriteOnly ,RW || EE JIT SIMD/XMM Regalloc Mode || --ee-regalloc-preserve-simd=RW
|-
|-
| {{cellcolors|#0b9fb3|#000000}}cpuCLUTRender: 1 || {{cellcolors|#03fcb1|#000000}}--gs-uv-shift-pointsampling=1 ||
| --ee-static-block-links || options Type,Type,... [Branch,Branches,JAL,COP2,All] || || --ee-static-block-links=JAL,COP2
|-
|-
| {{cellcolors|#0b9fb3|#000000}}MTVUSpeedHack: 0 || {{cellcolors|#03fcb1|#000000}}--vu1=jit-sync || Some games will also require --vu1-mpg-cycles= to be between "6000 - 19000"
| --vtune-ee || || Could be support for intel vtune, [https://github.com/PCSX2/pcsx2/blob/master/cmake/FindVtune.cmake Might be related to this] ||
|-
|-
| {{cellcolors|#0b9fb3|#000000}}mergeSprite<br>alignSprite || {{cellcolors|#03fcb1|#000000}}--gs-kernel-cl-up="up2x2simple" || Note: works similarly but not the equivalent
| --ee-live32 || 0,1? || ||  
|-
|-
| {{cellcolors|#0b9fb3|#000000}}cpuSpriteRenderBW: 4 || {{cellcolors|#03fcb1|#000000}}--gs-opt-frbuff-switch=1 || Note: works similarly but not the equivalent
| --ee-cache-breaks-block || 0,1? || ||
|-
|-
| {{cellcolors|#0b9fb3|#000000}}mipmap || {{cellcolors|#03fcb1|#000000}}--gs-use-mipmap=1<br>--gs-kernel-cl="mipmap" || Note: Works best on War of the Monsters emu
| --ee-evt-check-full || 0, 1 || ||  
|-
|-
| {{cellcolors|#0b9fb3|#000000}}autoFlush || {{cellcolors|#03fcb1|#000000}}--gs-flush-ad-xyz=safe || Possible values include always, safe, off, 0
| --ee-peephole || 0,1? || ||
|-
|-
| {{cellcolors|#0b9fb3|#000000}}VIF1StallHack || {{cellcolors|#03fcb1|#000000}}--vif1-instant-xfer=0 || If that doesn't work, the lua command eeObj.SchedulerDelayEvent("vif1.dma", 0x9000) might assist.
| --ee-load-rewrites || 0,1? || ||  
|-
|-
| {{cellcolors|#0b9fb3|#000000}}wildArmsHack || {{cellcolors|#03fcb1|#000000}}--gs-kernel-cl-up="DarkCloud2" ||
| --ee-store-rewrites || 0,1? || ||  
|-
|-
| {{cellcolors|#0b9fb3|#000000}}deinterlace || {{cellcolors|#03fcb1|#000000}}--force-frame-blend=1 ||
| --ee-precompile-trace || || ||
|}
 
=== Emulators ===
 
Every PS2 emulator is programmed differently. Sometimes choosing the right emulator is the only way to fix a game. Emulators are not provided pre-installed in the PS4 OS, but instead they have to be unpacked from an official PS2 CLASSICS PKG file signed by Sony. This list includes the typical usage of those emulators.
 
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Emulator name !! Typical usage - Info !! API Version !! Similar emulators
|-style="background-color:#D7EF54"
|| 2018 || ||
|-
|-
| The King of Fighters '98: Ultimate Match || The only known emulator where '''Mojin-ribbon''' is playable. Commonly known as "KOF98"|| 2.0 ||
| --ee-penalize-short-blocks || 0, 1 || ||
|-
|-
|-style="background-color:#D7EF54"
| --ee-mem-check-eob || || EE memory check end of block ||  
|| 2017 || ||
|-
|-
| Jak and Daxter: The Precursor Legacy || Good compatibility with most ps2 games. It has a very high api version which means more LUA commands are supported. In addition, Jak emus are one of the few emus that can use the '''--gs-adaptive-frameskip=1''' command. It is often referred to as "Jak v2"|| 2.2 || '''JakX,''' '''Jak 2,''' '''Jak 3,'''
| --ee-insn-flush-pc || EE offset ?? || ||
|-
| --ee-insn-callmark || || ||
|-
| --ee-inline-limit-full || insn_count/integer || ||
|-
|-
| Art of Fighting Anthology || Similar to RECVX. It was successful in fixing "'''Coraline'''." Sometimes called "AOFA" || 2.0 ||
| --ee-inline-limit-partial || || ||
|-
|-
| Resident Evil - Code: Veronica || Fixes games like '''Jackie chan Adventures, SpongeBob SquarePants: Creature From the Krust Krab, Pac-man World 3, Yu-Gi-Oh: Capsule monsters, SpongeBob's Atlantis SquarePantis''' freezing at a black/splash screen. Additionally, it fixes many games requiring '''OPL's mode 2'''. Often referred to as "RECVX" || 1.7 || '''Fatal Fury,''' '''Redfaction,''' '''AOFA.'''
| --ee-stlf-cycle-threshold || ? ||?||  
|-
|-
| Fatal Fury Battle Archives: Volume 2 || Similarly to RECVX, it is often used to fix frozen games. || ||  
| --detect-idle-ee || 0, 1 || Enabled by default, Uknown what it does || --detect-idle-ee=1
|-style="background-color:#D7EF54"
|  || 2016 || ||
|-
|-
| Red Faction || It is prominently used to fix VU1 sensitive games. It was used to fix '''Tony Hawk games''' suddenly crashing, as well as MTVU sensitive games such as '''Star Wars Battlefront II'''.|| 1.6 || '''Max payne'''
|}
 
====Floating point unit (FPU)====
''The fpu is a fast single-precision unit that serves the EE. It's also called (COP1).''
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Values !! Notes !! Usage
|-
|-
| Forbidden Siren || The only emulator to fix '''Ice age 2''' being stuck at splash screen. It also fixed '''Gran turismo 4''' running abysmally slow. || 0.1 ||
| --fpu-to-double || 0, 1 || Converts floats to double, enabling it will increase the fpu's accuracy ||
|-
| --fpu-no-clamping || 0, 1 || Setting it to 1 it enables ee/fpu full clamping mode, Can be used to fix any game with ee/fpu clamping issues, [https://www.psx-place.com/threads/research-ps2-emulator-configuration-on-ps4.16131/page-53#post-265591 More here] || --fpu-no-clamping=0
|-
|-
| King of Fighters 2000 || Seemingly one of the most VU-accurate emus, fixing sps in games such as '''Crash Twinsanity''', '''Rayman 3''', '''Crazy Frog Racer'''. It also '''prevents Koei tecmo games from suddenly freezing when battle starts. Moreover, it is likely the only emulator where '''Batman Begins''' does not crash.''' Often referred to as "KOF2000"|| 1.2 || '''Roguev1''', '''KOF98''', '''Okage'''
| --fpu-clamp-operands || 0, 1 || fpu clamping during operand stage|| --fpu-clamp-operands=1
|-
|-
| Destroy All Humans! || Fixed '''Tenchu: Fatal Shadows'''' crashing. || 0.1 ||  
| --fpu-clamp-results || 0, 1 || fpu clamp for results of operations || --fpu-clamp-results=1
|-
| --fpu-custom-min-max || 0, 1 || Custom Max/Mini logic for denormals, Disabling might break some games || --fpu-custom-min-max=0
|-  
| --fpu-custom-fused-madd || 0, 1 || Custom FMA (fused multiply-add) || --fpu-custom-fused-madd=0
|-
| --fpu-rsqrt-fast-estimate || 0, 1 || less accurate rsqrt (possible speedhack, but can degrade accuracy) || --fpu-rsqrt-fast-estimate=1
|-
|-
| Destroy All Humans! 2 ||  || 0.7 ||  
| --fpu-accurate-mul-fast || 0, 1 || A speed up option for --fpu-accurate-muldiv-range And only has an effect when muldiv command is being used, the command basically removes the accurate divide part from muldiv for the purpose of performance  || --fpu-accurate-mul-fast=1
|-
| --fpu-accurate-range || start,end offset (0x0 - 0x1FFFFFF) || Accurate Mul/Div/Add/Sub Math instructions for the FPU, used for full ee/fpu accuracy in specified range|| --fpu-accurate-range=0x1acce0,0x2acce0
|-
| --fpu-no-clamp-range || start,end offset (0x0 - 0x1FFFFFF) || Full clamping for fpu in selected memory range || --fpu-no-clamp-range=0x1acce0,0x2acce0
|-
| --fpu-accurate-muldiv || offset (0x1FFFFFF) || Fix for games that divide/multiply by 0 in specified address || --fpu-accurate-muldiv=0x123456
|-
| --fpjk-muldiv-range || offset (0x0 - 0x1FFFFFF) || Bully uses this command, unknown usage, possibly even more accurate divide/multiply || --fpjk-muldiv-range=0x123456
|-
| --fpu-accurate-muldiv-range || start,end offset (0x0 - 0x1FFFFFF) || Fix for games that divide/multiply by 0 in specified range || --fpu-accurate-muldiv-range=0x1acce0,0x2acce0
|-
| --fpu-accurate-addsub || offset (0x1FFFFFF) || Accurate fpu Add/Subtract instructions in specified Address || --fpu-accurate-addsub=0x234567
|-
| --fpu-accurate-addsub-range || start,end offset (0x0 - 0x1FFFFFF) || Accurate fpu Add/Subtract instructions in specified address range || --fpu-accurate-addsub-range=0x1acce0,0x2acce0
|-
|-
| Rise of the Kasai || It fixed most of the '''Harry Potter''' games. Often referred to as "rotk". || 0.2 ||
|}
 
====Vector Interface (VIF)====
''Decompresses vector data, uploads microprograms to the VUs, and sends graphical data to the GIF.''
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Values !! Notes !! Usage
|-
|-
|-style="background-color:#D7EF54"
| --vif-ignore-invalid-cmd || 0, 1 || Ignore invalid vif commands || --vif-ignore-invalid-cmd=1
| || 2015 || ||
|-
|-
|War of the monsters v1 || Subjectively the best emulator to use. Used as PS2CLASSICSGUI's default emulator, it is the best one around for accurate gs emulation, as some graphical issues on the Ratchet series and Tekken 5 can only be fixed by it. Another interesting case is GTA SA's lack of need for auto flush on it, and being natively performant. Additionally, its VU0 timing is much better than Jakv2's, making it one of the best emulators on the PS4. || 0.1 || '''Rogue v1 and v2, Arc the Lad, Star Wars Jedi Starfighter'''
| --vif1-ignore-cmd-ints || 0, 1 || possible fix for games that Crash at startup when set to 1 || --vif1-ignore-cmd-ints=1
|-
|-
| GTA III || Fixed the PAL version of '''Genji: Dawn of the Samurai'''. || 0.6 ||
| --vif1-instant-xfer || 0, 1 || "Instant VIF transfer" Default 1. correct behavior is 0, but we don't know how accurate VIF timing is in that emu, can be used to fix graphical glitches when set to 0, Or to prevent the game from freezing || --vif1-instant-xfer=0
|-
|-
| PaRappa the Rapper 2 || The only emulator to boot '''Spyro: A Hero's Tail'''. || 0.1 ||
| --vif-thread-chunk-size || 1, 1000 || Can be used to fix Games stuck at splash screen or later in the game. 1024 seems to be the limit || --vif-thread-chunk-size=100
|-
|-
| Star Wars Racers Revenge || Seemingly the closest emulator to the PS3's. Useful for debugging games as it also shows useful information such as pagefault. || 0.4 ||  
| --detect-idle-vif || 0, 1 || Most likely turns off VIF when it's not needed if this command was set to 0 ||
|-
|-
|}
|}


=== XXXX-YYYYY_config.lua ===
====Graphics Synthesizer (GS)====
 
''GS stands for Graphics Synthesizer PlayStation®2 co-processor responsible for rendering the graphics (but is also used by some games for additional calculations and other purposes)''
<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>'''Known functions:
'''
Require cleanup.
 
==== ApiRequest ====
 
<pre>The most important part of the LUA script. The LUA script will crash the game if used without it.</pre>
 
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Usage !! Notes
! Command !! Values !! Notes !! Usage
|-
| --force-frame-blend || 0, 1 || Fix for shaking screens (Deinterlacing), seems to be one of Pcsx2's Blend tff or Blend bff deinterlacing options || --force-frame-blend=1
|-
|-
| apiRequest || apiRequest(0.1) || apiRequest(<api version>)
| --framelimit-mode || slowest,slower,slow,normal,fast,fastest,turbo || a Standalone Framelimiter|| --framelimit-mode=fast
Different emu versions support different highest api.
Calling api is mandatory. some commands require higher version. Highest known version is 2.3 api from JAK 2,3,X game emulator.
|-
|-
|}
| --force-pal-60hz || 0, 1 || Force 60hz PAL mode || --force-pal-60hz=1
===== (Emulator) EmuObject =====
 
<pre> Commands for the emulator</pre>
 
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Usage !! Notes
|-style="background-color:#D7EF54"
| || Object calling class ||
|-
|-
| getEmuObject || local emuObj = getEmuObject() || Required for all functions using emuObj, that include: <div align="left"><pre>LoadConfig SaveConfig GetPad AddVsyncHook
| --gs-use-deferred-l2h || 0, 1 || Some delay option for L2H (local to host, GS to EE)|| --gs-use-deferred-l2h=1
RemoveVsyncHook AddEntryPointHook RemoveEntryPointHook
AddLoginHook RemoveLoginHook AddLogoutHook RemoveLogoutHook
CheckEntitlement AddImageHook AddGifTagHook SwapMemCard
SetFormattedCard OpenDiscTray CloseDiscTray SwitchDisc
EnableImposeMenu GetDiscId GetDiscTitleId
AddSectorReadHook AddMCWriteHook ShowDiscSwitchInfo GetPs4SystemLang SetPs2Lang
ThrottleNorm ThrottleFast ThrottleMax AddAssertionHook
SetGsTitleFix SetDeinterlace SetDisplayAspectWide SetDisplayAspectNormal
ForceRefreshRate LoadFsShader SetDisplaySafeArea PadSetLightBar
AddPadHook PadPressureStickRemap SetVolumes GetVolumes
SetAudioRoute GetAudioRoute AddSnapshotLoadedHook
RemoveSnapshotLoadedHook IsNeoMode IsToolingVerbose emuMediaPatch </pre></div>
|-style="background-color:#c6ecd9"
|  || Hooks ||
|-
|-
|AddVsyncHook || emuObj.AddVsyncHook(<task to be done every vsync>) || emuObj.AddVsyncHook(my_function)
| --gs-use-mipmap || 0, 1 || Turn mipmapping on or off, the original ps2 hardware enables mipmapping by default, but in the case of emulation it will generally cause performance issues. Required for CL kernels using mipmaping || --gs-use-mipmap=1
my_function can be anything, from simple patches, to extensive hook.
|-
Example usage can be found in SLUS-21550 features file. some games are not compatible with it and will crash upon startup.
| --gs-use-clut-merge || 0, 1 || CLUT = Color lookup table, it could possibly solve graphical issues or improve the quality of the colors. it is Required for CL kernels using merging CLUT || --gs-use-clut-merge=1
|-
| --l2h-2d-params || TRXREG,BITBLTBUF,height ||  || --l2h-2d-params=0x0000000800000001,0x000000003a0a2300,512,2
|-
|-
|RemoveVsyncHook || emuObj.RemoveVsyncHook(<previously added task to be removed>) || emuObj.RemoveVsyncHook(my_function)
| --gs-h2l-accurate-hash || 0, 1 || Used with h2l Upscaler ||--gs-h2l-accurate-hash=1
|-
|-
|AddEntryPointHook || emuObj.AddEntryPointHook(<task>) || Task to be done at ps2 game main elf entry point (right where game is loaded).
| --gs-h2l-list-opt || 0, 1 || Used with h2l Upscaler ||--gs-h2l-list-opt=1
|-
|-
|RemoveEntryPointHook || ||
| --gs-progressive || 0, 1 || Force progressive scan, it's used to fix Graphical glitches/double screen issues when used  ||
|-
| --gs-vert-precision || 8, 16 || 3D Rendering vertex precision, the eboot expects the value of 8 or 16 , any other value will cause a blue screen crash. || --gs-vert-precision=8
|-
|-
|AddLoginHook || ||
| --threaded-gs || 0, 1 || Threading the GS is done by waiting for data to be received then have multiple rendering threads in parallel when all transfers are achieved. it's basically a speedhack that hardly ever causes problems. PCSX2 Calls it MTGS and it's very similar to MTVU Except it's a much more safer option with less performance gain. || --threaded-gs=1
|-
|-
|RemoveLoginHook || ||
| --gs-force-bilinear || 0, 1 || force bilinear filtering. Can fix ghosting problems. but it's not recommended in games that use 2D images || --gs-force-bilinear=1
|-
|-
|AddLogoutHook || ||
| --gs-ignore-dirty-page-border || 0, 1 || This seems to be one of pcsx2's Blending accuracy options. ||--gs-ignore-dirty-page-border=1
|-
| --gs-check-trans-rejection || 0, 1  || Check transfer rejection ? || --gs-check-trans-rejection=1
|-
| --gs-check-trans-rejection68 || 0, 1 || || --gs-check-trans-rejection68=1
|-
|-
|RemoveLogoutHook || ||
| --gs-skip-dirty-flush-on-mipmap || 0, 1 || Skip flushing the texture cache when mipmap settings change (?) Require mipmap GS CL kernel || --gs-skip-dirty-flush-on-mipmap=1
|-
|-
|AddImageHook || ||
| --gs-packed15-fmv-opt || 0, 1 || || --gs-packed15-fmv-opt=1
|-
| --gs-dirty-page-policy || 0, 1 || || --gs-dirty-page-policy=1
|-
| --gs-optimize-30fps || 0, 1 || Speedhack for gpu hungry games || --gs-optimize-30fps=1
|-
| --gs-adaptive-frameskip || 0, 1 || Speedhack, skips frames when the Game starts demanding more resources than there are available. doesn't work on all emulators. confirmed to be working on jak emulators ||
|-
| --gs-fieldswap-delay || 0, 254 || Wait longer than usual to change field, reduces Sharpness ||
|-
| --gs-uv-shift-pointsampling || 0, 1 || Can be used with games like manhunt that have issues with [https://github.com/PCSX2/pcsx2/issues/257#issuecomment-1140338680 UV light] || --gs-uv-shift-pointsampling=1
|-
|-
|AddGifTagHook || ||
| --gs-opt-frbuff-switch || 0, 1 || Used to fix Fmvs || --gs-opt-frbuff-switch=1
|-
|-
| AddSectorReadHook || emuObj.AddSectorReadHook(<sector, unk, task>) || Hook to do task when disc image sector is read. Not all values are known (ex. emuObj.AddSectorReadHook(776480, 32, <task/function>) )
| --gs-ignore-rect-correction || 0, 1 || || --gs-ignore-rect-correction=1
|-
|-
|AddMCWriteHook ||emuObj.AddMCWriteHook() ||
| --gs-uprender || none,2x2 || Internal resolution upscaler. || --gs-uprender=2x2
|-
| --gs-upscale || none, gpu, edgesmooth, smooth, motion, motionvec, motionvector, point || Upscaling type Selector || --gs-upscale=EdgeSmooth
|-
| --gs-aspect-ratio || aspect/float (default=0.81) || || --gs-aspect-ratio=0.65
|-
|-
|AddAssertionHook ||emuObj.AddAssertionHook() ||
| --gs-frontend-opt-mode || 0, 1, 2 || Seems to be an optimization for the gs with 1 being safe and 2 being unstable but with good performance || --gs-frontend-opt-mode=1
|-
| --gs-kernel-cl || h2lpool, clutmerge, mipmap, DarkCloud2, fantavision, || Kernel Variant || --gs-kernel-cl="clutmerge"
|-
| --gs-kernel-cl-up || h2lpool2x2, OptRightTri, clutmerge2x2, mipmap2x2, up2x2simple, up2x2skipinterp, up2x2tc, up2x2, default || Kernel Variant Upscaler, up2x2simple Is the best if you are encountering Upscaling glitches || --gs-kernel-cl-up="clutmerge2x2"
|-
| --gs-motion-factor || 25, 50 ||  || --gs-motion-factor=25
|-
|-
|AddSnapshotLoadedHook || ||
| --gs-override-small-tri-area || 0, 1 || Enabling it might fix missing text. || --gs-override-small-tri-area=1
|-
| --gs-render-tile-threshold || 0, 3000000 || || --gs-render-tile-threshold=300000
|-
|-
|RemoveSnapshotLoadedHook || ||
| --no-gs || 0, 1 || Debug option that turns gs off ||
|-
| --gs-scanout-delay || 0, 200 ||  || --gs-scanout-delay=200
|-
| --gs-scanout-offsetx || relative offset/ignored || Directly overwrite GS register? || --gs-scanout-offsetx=27
|-
| --gs-scanout-offsety || relative offset/ignored || Directly overwrite GS register? || --gs-scanout-offsety=27
|-
|-
|AddPadHook ||emuObj.AddPadHook() ||
| --gs-flush-ad-xyz || always, safe, off, 0 || Force a primitive flush when a framebuffer is also an input texture, fixes some processing effects but it's very heavy on the GS and will cost you performance, GTA: SA and Jak games need this command. || --gs-flush-ad-xyz=safe
|-
|-
|-style="background-color:#ff8080"
| --safe-area-min || area/float (range 0.9 to 1.0) any other values outside of that range will not be accepted by the emulator || || --safe-area-min=0.9
| || Audio ||  
|-
|-
|SetVolumes || emuObj.SetVolumes('global', 'main', 'bgm') || Set volume, usually setting global is enough. Example: emuObj.SetVolumes(0.31, 1.0, 1.0) values, in floats 1.0 = 100%
| --gs-hdr-support || 0, 1? || Enable hdr support ?||
|-
| --idec-cycles-per-qwc || int/multiplier || || --idec-cycles-per-qwc=768
|-
|-
|GetVolumes || emuObj.GetVolumes() || Return current volume levels for ('global', 'main', 'bgm') in floating point values.
|}
 
====Vector Units (VU)====
''Custom DSPs used to process vertex data, physics calculations, and other related tasks. Settings found here affect VU1 & VU0 & COP2''
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Values !! Notes !! Usage
|-
|-
|SetAudioRoute || ||
| --vu-to-double || 0, 1 || Converts floats to double, Enabling it will increase the VU's Accuracy ||
|-
|-
|GetAudioRoute || ||
| --vu-xgkick-delay  || 0, 8 || Delay xgkick instruction execute, pcsx2 use 6 cycles, emu in ps3 use 2-8 cycles depend on game, Can be Used to either cause or fix Graphical glitches || --vu-xgkick-delay=8
|-style="background-color:#c2c2d6"
|  || Game loading speed ||
|-
|-
|ThrottleNorm ||emuObj.ThrottleNorm() || Enable default framelimiter (50/60 fps depend on region).
| --vu-hack-triace  || 0, 1 || Special hack for Games that were Developed by Tri Ace, correct VU addi calculation. Without it result is one bit off, which is enough to break game decryption algo, and thus crashing the game. || --vu-hack-triace=1
|-
| --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-d-bit  || 0, 1 || Debug break. Halts the VU and sends an interrupt to the EE. ||  --vu-d-bit=0
|-
| --vu-t-bit  || 0, 1 || Debug halt. Acts similarly to D-bit ||  --vu-t-bit=0
|-
| --vu-custom-min-max  || 0, 1 || Custom Max/Mini logic for denormals, Disabled on pcsx2 by default. But enabled by default on the ps4, Disabling it might break some games || --vu-custom-min-max=1
|-
| --vu-custom-fused-madd  || 0, 1 || Custom FMA (fused multiply-add) || --vu-custom-fused-madd=1
|-
| --vu-opt-sf-check  || 0, 1 || Updates status flags only on blocks which will read them, known in pcsx2 as mVU flag hack (Speedhack) || --vu-opt-sf-check=1
|- 
| --vu-inst-mflag  || 0, 1 || Enable instant mac flag || --vu-inst-mflag=1
|-
| --vu-inst-cflag || 0, 1 || Enable instant clip flag  || --vu-inst-cflag=1
|-
| --vu-opt-jr-caching  || 0, 1 || Optimize Jump Register caching. (vi15). (Speedhack) || --vu-opt-jr-caching=1
|-
| --vu-aot-disasm || 0, 1 ? || Seems to be only working in jakxv2, unknown usage || --vu-aot-disasm=1
|-
| --vtune-vu  || ? || ? ||
|-
| --vu-jit-disasm  || 0, 1, 2 || VU Just-in-time Dissassembler? Seems to be a debug option || 0,1=mips,2=x86
|-
| --vu-range-merge || vu_inst_cnt || ? ||
|-
|}
 
====Vector unit 1 (VU1)====
''VU1 is the GS’s alternate processing unit, Commands here can possibly improve performance and/or Prevent crashes.''
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Values !! Notes !! Usage
|-
|-
|ThrottleFast || emuObj.ThrottleFast() || Faster than default, but exact value is unknown.
| --vu1 || jit-sync,  jit, trans, jit-async || VU1 threading options, jit-sync works the same as disabling MTVU. || --vu1=jit-sync
|-
|-
|ThrottleMax || emuObj.ThrottleMax() || Disable framelimiter during loading screens.
| --vu1-mpg-cycles  || 1-3000 || Set cycle skipping for VU1 Micro-programs, 100 is default value, Increase the value for better VU1 performance, With no downsides to FMVs || --vu1-mpg-cycles=1000
|-style="background-color:#ffe680"
|  || CDVD ||
|-
|-
|OpenDiscTray || ||
| --vu1-di-bits || 0, 1 || 0 to skip setting Invalid, and Div by zero flags in status register. Can be used as speedhack as it skips costly calculations, but at the same time can cause issues like broken geometry.|| vu1-di-bits=0
|-
|-
|CloseDiscTray || ||
| --vu1-const-prop || 0, 1 || The constant propagation speedhack is enabled by default. 1 will enable the speedhack and thus improve performance, and 0 will disable it and cause performance issues.[https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L312 More info] || --vu1-const-prop=1
|-
| --vu1-no-clamping || 0, 1 || Despite how sony named this command, 1 enables full clamping, 0 Disables it, Can be used to fix graphical glitches, || --vu1-no-clamping=0
|-
| --vu1-clamp-range || vu1 memory offset start,end (0x0 - 0x3FF) || Values must be 2 bytes or lower and should not exceed 0x0800 ||
|-
|-
|SwitchDisc || emuObj.SwitchDisc(<disc ID>) || ID can be provided as is, or for example read from memory or register when needed.
| --vu1-accurate-addsub-range || vu1 memory offset start,end (0x0 - 0x3FF) || Accurate VU1 Add/Subtract Instructions in specified Address Range, Values must be 2 bytes or lower and should not exceed 0x0800 || --vu1-accurate-addsub-range=0x0000,0x0600
|-
| --vu1-mul0fix-range || vu1 memory offset start,end (0x0 - 0x3FF) || Enables VU1 to accurately multiply by 0 in specified range || --vu1-mul0fix-range=0x123,0x123
|-
| --vu1-opt-aot || 0, 1? || Seems to be only working in jakxv2, unknown usage || --vu1-opt-aot=1
|-
|-
| GetDiscId || emuObj.GetDiscId() || Return DiscId in XXXX_YYY.ZZ format
| --vu1-aot-outmode || out/overwrite, append || ||
|-
| --vu1-aot-start-crc || Offset start || ||
|-
| --vu1-aot-end-crc || Offset End?? || ||
|-
| --vu1-aot-start-addr || Offset start || ||
|-
| --vu1-aot-end-addr || Offset End || ||
|-
| --vu1-jr-cache-policy || newprog, sameprog, auto, new, same || PCSX2 uses newprog as default setting.[https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L319 Info] || --vu1-jr-cache-policy=sameprog
|-
| --vu1-jalr-cache-policy || newprog, sameprog, auto, new, same || PCSX2 uses newprog as default setting.[https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L319 Info] || --vu1-jalr-cache-policy=sameprog
|-
| --vu1-injection || 0, 1 || unsure what it [https://www.psx-place.com/threads/research-ps2-emulator-configuration-on-ps4.16131/page-50#post-243482 does], But it might be possibly a command to Keep commands like vu1mpgcycles on during the entire game rather than when vu1 is experiencing slowdowns. || --vu1-injection=1
|-
| --vu1-clamp-operands || 0, 1 || VU1 Clamping option. || --vu1-clamp-operands=1
|-
| --vu1-clamp-results || 0, 1 || VU1 clamp for results of operations, Used Sometimes to fix Graphical Glitches.|| --vu1-clamp-results=1
|- 
| --vu1-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. Setting it to 1 is safe but setting it to 2 is highly unstable. || --vu1-opt-vf00=2
|-
| --vu1-inst-q || 0, 1 || instant Q, no stalling on WAITQ, or instances of Q, Can fix or cause Graphical glitches. || --vu0-inst-q=1
|-
| --vu1-inst-p ||0, 1 || instant P, no stalling on WAITP, or instances of P || --vu0-inst-p=1
|-
| --vu1-use-rcp || 0, 1 || use sse rcp ||
|-
| --vu1-use-rsqrt || 0, 1 || use sse rsqrt ||
|-
| --vu1-native-patch || 0, 1 || Use native patches from recompiler, not compatible with jak emus, Could be VU1 round mode || --vu1-native-patch=1
|-
|-
| GetDiscTitleId || ||
| --vu1-opt-subroutine || 0, 1 || Optimization for the VU1 when enabled||
|-
| --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
|-
|}
 
====Vector unit 0 (VU0)====
''VU0 is the EE’s alternate processing unit , it is also called "micro-mode"''
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Values !! Notes !! Usage
|-
|-
|ShowDiscSwitchInfo || emuObj.ShowDiscSwitchInfo() ||
| --vu0-injection || 0, 1 || no one knows what this is used [https://www.psx-place.com/threads/research-ps2-emulator-configuration-on-ps4.16131/page-50#post-243482 for] || --vu0-injection=1
|-
|-
|-style="background-color:#FEA15C"
| --vu0-mpg-cycles || 100-3000 || set initial cycles for vu0 microprograms, 100 is the Default value, 3000 Should more than enough for performance || --vu0-mpg-cycles=1000
| || Other ||  
|-
|-
| EnableImposeMenu || emuObj.EnableImposeMenu(<true/false>) || EnableImposeMenu(false)
| --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
|-
|-
|LoadConfig || emuObj.LoadConfig( 0 or 1 )|| emuObj.LoadConfig(0)
| --vu0-const-prop || 0, 1 || Constant propagation, can Be used as speedhack for VU0 hungry games when set to 1 [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L312 More info] || --vu0-const-prop=0
|-
| --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
|-
|-
|SaveConfig || emuObj.LoadConfig( 0 or 1 ) || emuObj.LoadConfig(0)
| --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
|-
|-
|GetPad || emuObj.GetPad(<gamepad button by bits>)|| example usage for reading input:
| --vu0-clamp-range || start, end offset || per range clamping for VU0 || --vu0-clamp-range=0x100,0x120
<div align="left"><pre>local CheckInputs = function()
|-
 
| --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
local pad_bits = emuObj.GetPad()
|-
local UP = pad_bits &  0x0010
| --vu0-opt-vf00  || 0, 1, 2 || Optimization for the vf00 register. Setting it to 1 is safe but setting it to 2 is highly unstable.  || --vu0-opt-vf00=1
local DOWN = pad_bits & 0x0040
|-
local LEFT = pad_bits & 0x0080
| --vu0-opt-subroutine || 0, 1? || ||
local RIGHT = pad_bits &  0x0020
|-
local Triangle = pad_bits &  0x1000
| --vu0-no-clamping || 0, 1 || Set to 1 to enable full clamping for VU0, Set to 0 to disable it. || --vu0-no-clamping=0
local Cross = pad_bits &  0x4000
|-
local Square = pad_bits & 0x8000
| --vu0-clamp-operands || 0, 1 || Vu0 Clamp decided by operands || --vu0-clamp-operands=1
local Circle = pad_bits &  0x2000
|-
local L1 = pad_bits &  0x0400
| --vu0-clamp-results || 0, 1 || vu0 clamp for results of operations, Used Sometimes to fix Graphical Glitches || --vu0-clamp-results=1
local L2 = pad_bits & 0x0100
|-
local L3 = pad_bits &  0x0002
| --vu0-inst-q || 0, 1 || instant Q, no stalling on WAITQ, or instances of Q || --vu0-inst-q=1
local R1 = pad_bits &  0x0800
|-
local R2 = pad_bits & 0x0200
| --vu0-inst-p || 0, 1 || instant P, not stalling on WAITP, or instances of P|| --vu0-inst-p=1
local R3 = pad_bits & 0x0004
|-
local Select = pad_bits & 0x0001
| --vu0-use-rcp  || 0, 1 || use sse rcp || --vu0-use-rcp=1
local Start = pad_bits &  0x0008
|-
 
| --vu0-use-rsqrt || 0, 1 || use sse rsqrt || --vu0-use-rsqrt=1
if (L2 ~= 0) then
|-
<here function that should be done when L2 is pushed>
| --vu0-accurate-addsub-range || Address || Accurate VU0 Add/Subtract Instructions in specified Address range ||
end
end
 
emuObj.AddVsyncHook(CheckInputs) <to trigger check at every vsync></pre></div>
|-
|-
|SwapMemCard || ||
| --vu0-mul0fix-range || vu0 memory offset start,end (0x0 - 0xA000) || Fix for games that multiply by zero ||
|-
|-
|SetFormattedCard || emuObj.SetFormattedCard(<"file name">) || emuObj.SetFormattedCard("custom_formatted.card")
| --vu0-opt-aot || 0, 1 ?|| Seems to be only working in jakxv2, unknown usage || --vu0-opt-aot=1
Allow to use custom memory card.
|-
|-
| GetPs4SystemLang || emuObj.GetPs4SystemLang() || Return PS4 system language (in unknown format).
| --vu0-aot-outmode || out/overwrite, append || ||
|-
|-
| 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)
| --vu0-aot-start-addr || start address || Seems to be PS3 command 0x12 replacement ahead of time compilation with CRC then to start, and CRC when to finish, or VBLANK ||
<div align="left"><pre>0 - japanese
1 - english
2 - french
3 - spanish
4 - german
5 - italian
6 - dutch
7 - portuguese
8 - russian
9 - korean
10 - traditonal-chinese
11 - simplified-chinese
12 - finnish
13 - swedish
14 - danish
15 - norwegian
16 - polish
17 - portuguese-brazil
18 - english-uk</pre></div>
|-
|-
|PadSetLightBar || emuObj.PadSetLightBar(<port, red, green, blue>) || Set DS4 light bar color. The correct port values are 0-3, correct light values are 0-255.
| --vu0-aot-end-addr || end address for ahead of time compilation || ||  
|-
|-
|PadPressureStickRemap || emuObj.PadPressureStickRemap()||
| --vu0-aot-start-crc || ? || verify crc for aot start block (registers)||
|-
|-
| IsNeoMode || emuObj.IsNeoMode() || Check that PS4 run in NEO (PRO) mode. Return 1/0
| --vu0-aot-end-crc || ? || verify crc for aot end block (registers) ||
|-
|-
| IsToolingVerbose || ||
|}
 
====Coprocessor 2 (COP2)====
''COP2, Also known as VU0 Macro-mode.''
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Values !! Notes !! Usage
|-
|-
|CheckEntitlement || ||
| --cop2 || jit - trans ||  Uknown usage||
|-
|-
| emuMediaPatch || emuMediaPatch(disc sector, 12/24 + offset, { original data }, { replace data }) || Replace 4 bytes from loaded iso file. For unknown reason we always need to add 12 to real offset for DVD game, and 24 for CD game.  
| --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
|-style="background-color:#c6ecd9"
|-
| || GS related ||
| --cop2-opt-vf00 || 0, 1, 2 || Optimization for the vf00 register. Setting it to 1 is safe but setting it to 2 is highly unstable. ||
|-
| --cop2-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-di-bits || 0, 1 || 0 to skip setting Invalid, and Div by Zero flags in status register. Can be used as speedhack as it skip costly calculations. || --cop2-di-bits=1
|-
| --cop2-no-clamping || 0, 1 || 1 Enables Full COP2 clamping, 0 Disables it. || --cop2-no-clamping=0
|-
| --cop2-clamp-operands || 0, 1 || clamp on operand stage || --cop2-clamp-operands=1
|-
| --cop2-clamp-results || 0, 1 || clamp for results of operations || --cop2-clamp-results=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-p || 0, 1 || instant P, no stalling on VWAITP, or instances of P. ||
|-
| --cop2-use-rcp || 0, 1 || use sse rcp ||
|-
| --cop2-use-rsqrt || 0, 1 || use sse rsqrt || --cop2-use-rsqrt=0
|-
| --cop2-accurate-range || start,end offset (0x0 - 0x1FFFFFF) || Accurate COP2 Assembly instructions in the cop2 Address range, Can be used to fix SPS || --cop2-accurate-range=0x123456,0x134567
|-
| --cop2-no-clamp-range || start,end offset (0x0 - 0x1FFFFFF) || Full clamping for COP2 in selected range || --cop2-no-clamp-range=0x123456,0x134567
|-
| --cop2-accurate-mul-range || start,end offset (0x0 - 0x1FFFFFF) || Accurate Multiplication instructions in the cop2 Address range || --cop2-accurate-mul-range=0x123456,0x134567
|-
| --cop2-accurate-mul || offset (0x0 - 0x1FFFFFF) || Accurate Multiplication instructions in the cop2 Address || --cop2-accurate-mul=0x123456
|-
| --cop2-accurate-addsub-range || start,end offset (0x0 - 0x1FFFFFF) || Accurate Add/Subtract instructions in the cop2 Address range || --cop2-accurate-addsub-range=0x123456,0x134567
|-
| --cop2-accurate-addsub || start,end offset (0x0 - 0x1FFFFFF) || Accurate Add/Subtract instructions in the cop2 Address || --cop2-accurate-addsub=0x123456
|- 
|}
 
====CDVD====
''Commands for changing the nature of CDVD emulation.''
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Values !! Notes !! Usage
|-
|-
| CountFrameOnPS2 || emuObj.CountFrameOnPS2() || updates FRAPS/Actual FPS reading in olympus
| --max-disc-num || 1-5  || numbers of discs in package (maximum=5) || --max-disc-num=1
|-
|-
| SetGsTitleFix || emuObj.SetGsTitleFix() ||  [[PS2_Emulation#SetGsTitleFix|More info]]
| --boot-disc-id || 1-5  ||  sets boot disc for multi-disc pkg || --boot-disc-id=0
|-
|-
|SetDisplayAspectWide || emuObj.SetDisplayAspectWide() || Force display area to 16:9 (If game not support widescreen, it will be stretched).
| --switch-disc-reset || 0, 1 || 0 Can be used to prevent Resetting The game when switching multiple discs, Useful for games Like SW2 that have Import data Feature || --switch-disc-reset=1
|-
|-
|SetDisplayAspectNormal || emuObj.SetDisplayAspectNormal() || Force display area to 4:3.
| --cdvd-sector-read-cycles || 1, 40000|| 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
|-
|-
|ForceRefreshRate || emuObj.ForceRefreshRate(<hz>) || emuObj.ForceRefreshRate(50) correct values are 0, 50, 60 where 0 = default.
| --cdvd-sector-seek-cycles || 1, 40000 || Fixes boot-up sometimes, More info here [https://github.com/PCSX2/pcsx2/pull/3877] || --cdvd-sector-seek-cycles=1
|-
|-
|LoadFsShader || emuObj.LoadFsShader(<slot?>, "<path>") || <div align="left"><pre>Shaders must be loaded right after GS has been initialized.
| --cdvd-determinism || 0, 1|| Determines if the iso is double layer or not (?) || --cdvd-determinism=1
Example:
|-
Global_InitGpuResources = function()
| --verbose-cdvd-reads || 0, 1 || Seems to slightly improve reading speed when enabled (?) || --verbose-cdvd-reads=1
emuObj.LoadFsShader(1, "./shader.sb")
end
 
That only load Fragment Shader to program memory, to use it we need BindFragmentShader,
and if depend on shader SetShaderParams.</pre></div>
|-
|-
|SetDisplaySafeArea || ||
| --iop-cycle-scalar || Range between (0.1 & 5.0) || '''Not a Speedhack''', when you lower it below 1.0 the iop is overclocked, when you increase it above 1.0 the iop cycles are skipped. the only thing you will notice from this is faster/slower loading speed|| --iop-cycle-scalar=1.0
|-
|-
|}
|}


===== (EE) EEObject =====
====Input output processor (IOP)====
 
''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>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 !! Values !! Notes !! Usage
|-style="background-color:#D7EF54"
|  || Object calling class ||
|-
|-
| getEEObject || local eeObj = getEEObject() || Required for all functions using eeObj
| --iop-cycle-scalar || Range between (0.1 & 5.0) || '''Not a Speedhack''', when you lower it below 1.0 the iop is overclocked, when you increase it above 1.0 the iop cycles are skipped. the only thing you will notice from this is faster/slower loading speed|| --iop-cycle-scalar=1.0
|-style="background-color:#7698FF"
|  || Memory editing ||
|-
|-
|ReplaceMem64 || eeObj.ReplaceMem64(<address>, <value>)||
| --iop-const-folding || None,Gpr,All || IOP constant folding [https://en.wikipedia.org/wiki/Constant_folding More info] || --iop-const-folding=All
|-
|-
|ReplaceMem32 || eeObj.ReplaceMem32(<address>, <value>) || Permanently replace an offset without needing addvsynchook?
| --iop-sif0-cycle-scalar || Range between (0.1 and integer value limit) || '''Not a Speedhack''', IOP's Sif0 cycle scalar [https://github.com/PCSX2/pcsx2/blob/master/pcsx2/Sif0.cpp#L34 more info here] || --iop-sif0-cycle-scalar=1.0
|-
|-
|ReplaceMem16 || eeObj.ReplaceMem16(<address>, <value>)||
| --iop-sif1-cycle-scalar || Range between (0.1 and integer value limit) || '''Not a Speedhack''', IOP's Sif1 cycle scalar  [https://github.com/PCSX2/pcsx2/blob/master/pcsx2/Sif1.cpp#L35 more info here] || --iop-sif1-cycle-scalar=1.0
|-
|-
|ReplaceMem8 ||eeObj.ReplaceMem8(<address>, <value>) ||
| --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
|-
|-
|ReadMemFloat || eeObj.ReadMemFloat(<address>) || eeObj.ReadMemFloat(0x258c3c)
| --iop-validate-kernel || 0, 1 || ||  
|-
|-
|WriteMemFloat || eeObj.WriteMemFloat(<address>, <value>) || eeObj.WriteMemFloat(0x365364, 1.3333333)
| --iop-shorthash-len || inst_count/integer || Length of shorthash in instruction/opcode count. Require --iop-block-validation=ShortHash ||  
|-
|-
|ReadMem128 || <pre>eeObj.ReadMem128(<ee memory offset>)</pre> || Read 16 bytes from offset, examples: eeObj.ReadMem128(0x100198)
| --iop-pc-coherency || 0, 1|| Seems to be an option to reduce TLB errors, The PS2 IOP uses a register called "pc", which stands for Program Counter, this command when enabled might improve accuracy ||
|-
|-
|ReadMemFloat128 || <pre>eeObj.ReadMemFloat128(<ee memory offset>)</pre> || return 16 bytes from offset in float form
| --iop-inst-marking || 0, 1? || ||  
|-
|-
|WriteMem128 || ||
| --iop-jit-disasm || || ||  
|-
|-
|WriteMemFloat128 || ||
| --iop-evt-check-full || || ||  
|-
|-
| ReadMem64 || <pre>eeObj.ReadMem64(<ee memory offset>)</pre> || Read 8 bytes from offset, examples: eeObj.ReadMem64(0x100198)
| --iop-tight-slice-count || 12? || || --iop-tight-slice-count=12
|-
|-
| WriteMem64 || <pre>eeObj.WriteMem64(<ee memory offset>, <data>)</pre> ||  
| --iop-hook || AdvanceClock, FastForwardClock || iop native hook || --iop-hook=0x0086ac,FastForwardClock
|-
|-
| ReadMem32 || <pre>eeObj.ReadMem32(<ee memory offset>)</pre> || Read 4 bytes from offset, examples: eeObj.ReadMem32(0x100198)
|}
eeObj.ReadMem32(gp - 31348)
 
====Speedhacks====
'''''Speedhacks sorted from most beneficial to least beneficial, Please note that these are not all of the command's possible values, only the ones that improve performance'''''
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Value !! Notes !! Usage for performance
|-
|-
| WriteMem32 || <pre>eeObj.WriteMem32(<ee memory offset>, <data>)</pre> || Write 4 bytes to offset, example: eeObj.WriteMem32(0x2c89ac, 0x001b70f0)
| --vu1-mpg-cycles || starting from 101 to 2000. do note that 2000 is not the limit. || Frameskipping, 100 is default, 1000 is 30 fps, Higher Values Improve performance || --vu1-mpg-cycles=1000
|-
|-
| ReadMem16 || <pre>eeObj.ReadMem16(<ee memory offset>)</pre> || Read 2 bytes from offset, example: eeObj.ReadMem16(0x100198)
| --ee-cycle-scalar || starting from 1.1 to 5.0 || Emotion engine Cycle skipping, higher values improve performance, Might have a negative effect on FMVS (cutscenes) || --ee-cycle-scalar=1.5
|-
|-
| WriteMem16 || <pre>eeObj.WriteMem16(<ee memory offset>, <data>)</pre> || Write 2 bytes to offset, example: eeObj.WriteMem16(0x2c89ac, 0x70f0)
| --vu1-di-bits || 0 || Less accurate vu1 calculations When set to 0 || --vu1-di-bits=0
|-
|-
| ReadMem8 || <pre>eeObj.ReadMem8(<ee memory offset>)</pre> || Read 1 byte from offset, example: eeObj.ReadMem8(0x100198)
| --vu1-const-prop || 1 || The constant propagation speedhack is enabled by default. 1 will enable the speedhack and thus improve performance, and 0 will disable it and cause performance issues.[https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L312 More info]  || --vu1-const-prop=1
|-
|-
| WriteMem8 || <pre>eeObj.WriteMem8(<ee memory offset>, <data>)</pre> || Write 1 byte to offset, example: eeObj.WriteMem8(0x2c89ac, 0xf0)
| --gs-adaptive-frameskip || 1 ||  Frame-skipping when the gs usage is high, Requires Emus with high api, Otherwise will cause a crash || --gs-adaptive-frameskip=1
|-
|-
|ReadMemStr || eeObj.ReadMemStr(address/register) || Read string from address until null terminator
| --ee-hook || AdvanceClock || You can hook AdvanceClock on offsets in the ee memory if they are ee heavy. you can find these offsets in pcsx2's debugger through the threads tab. example for the command: --ee-hook=0x02548596,AdvanceClock,,50 . we put two ",," in order to skip adding an opcode. and the value 50 is the value of overclocking the ee also note that you can add any value you like. do note that this command is generally only useful for users who have experience in pcsx2's debugger  || --ee-hook=0x02548596,AdvanceClock,,50
|-
|-
|WriteMemStr || eeObj.WriteMemStr(address, string) ||  
| --vu1-opt-subroutine || 1 || Optimization for instructions that are used repeatedly in the VU1 || --vu1-opt-subroutine=1
|-
|-
|WriteMemStrZ || || eeObj.WriteMemStrZ(string pointer, string) . Pointer can be read from GPR
| --gs-optimize-30fps || 1 ||  Optimization for the GS || --gs-optimize-30fps=1
|-style="background-color:#ff9999"
|  || GPR require (Necessary for register related commands)||
|-
|-
| || local gpr = require( "ee-gpr-alias" )
| --fpu-rsqrt-fast-estimate ||  1 || Less accurate fpu calculations. || --fpu-rsqrt-fast-estimate=1
|-
|-
|GetGpr64 || eeObj.GetGPR64(<gpr register>) || example: eeObj.GetGPR64(t3)
| --threaded-gs || 1 || Enable gs threading. very minor speedup. || --threaded-gs=1
|-
|-
|SetGpr64 || ||
| --gs-upscale || none || Disables upscaling,  very minimal effect on fps || --gs-upscale=none
|-
|-
| GetGprFloat || || Get gpr value as float value
| --gs-uprender || none || Disables uprender, very minimal effect on fps || --gs-uprender=none
|-
|-
| SetGprFloat || || Set gpr value as float value
|}
 
==== PCSX2's Gameindex.yaml Settings ====
'''Require Cleanup.'''
<br>''This list will help you use PCSX2's gameindex settings on the ps4''
<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]
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! PCSX2 !! PS4 !! Notes
|-
|-
|GetGpr || eeObj.GetGPR(<gpr register>) || eeObj.GetGPR(t3)
| XGKickHack || --vu-xgkick-delay=0.50 || Note: there are other values. between 0 and 8
|-
|-
|SetGpr|| eeObj.SetGPR(<gpr register> ,<value>) || example: eeObj.SetGPR(gpr.a3 ,1)
| VuAddSubHack ||--vu-hack-triace=1 ||
Require defined getEEObject() as eeObj
|-
|-
| GetFprHex || eeObj.GetFprHex(<FPU register (0-31)>)|| Get/return floating point register value as hex string
| vuClampMode: 2 || --vu1-no-clamping=0 --vu0-no-clamping=0 --cop2-no-clamping=0 ||
|-
|-
| SetFprHex || eeObj.SetFprHex(<FPU register (0-31), value (u32)>)|| Set floating point register value as hex string
| vuClampMode: 3  || --vu1-no-clamping=1 --vu0-no-clamping=1 --cop2-no-clamping=1 ||
|-
|-
| GetFpr || eeObj.GetFpr(<register number>) || example eeObj.GetFpr(14)
|vu0ClampMode: 2 || --vu0-no-clamping=0 --cop2-no-clamping=0 ||
|-
|-
| SetFpr  || eeObj.SetFpr(<fpr register number>, <value>) || Simple example eeObj.SetFpr(14, 50.0) will set frp 14 to 50.0
|vu0ClampMode: 3 || --vu0-no-clamping=1 --cop2-no-clamping=1 ||
But we can also combine commands to add/sub from registers
eeObj.SetFpr(14, eeObj.GetFpr(14) + 50.0) this will add 50.0 to current fpr 14 value
|-
|-
|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
|vu1ClampMode: 2 || --vu1-no-clamping=0 ||  
|-
|-
|SetPc || eeObj.SetPC(<PC>) ||eeObj.SetPC(0x266B80)
|vu1ClampMode: 3 || --vu1-no-clamping=1 ||
|-
|-
|GetCPR0 || eeObj.GetCPR0(<COP0 register>) ||  
| eeClampMode: 2 || --fpu-no-clamping=0 ||
|-
|-
|SetCPR0 || eeObj.SetCPR0(<COP0 register>) ||
| eeClampMode: 3  || --fpu-no-clamping=1 ||
|-style="background-color:#c6ecd9"
|  || Hooks ||
|-
|-
| AddHook || eeObj.AddHook(<ee offset>, <original opcode>, <definied hook name>) || example: <div align="left"><pre>local W1 =
| FpuNegDivHack & FpuMulHack || --fpu-accurate-muldiv-range=0x0,0x0 || Note: requires ee start and end offsets
function()
emuObj.SetDisplayAspectNormal()
end
 
local ws1 = eeObj.AddHook(0x1c9840, 0xaf808c78, W1)</pre></div>
|-
|-
|RemoveHook || ||  
| cpuCLUTRender: 1 || --gs-uv-shift-pointsampling=1 ||
|-
|-
|AddPreHook || ||
| MTVUSpeedHack: 0 || --vu1=jit-sync ||
|-
|-
|AddPostHook || ||
| IbitHack || --vu1-di-bits=0 ||
|-
|-
|RemovePreHook || ||
| preloadFrameData: 1 || --gs-kernel-cl-up="up2x2simple" || Note: Works very similar to it, But it's not exactly the same
|-
|-
|RemovePostHook || ||
| cpuSpriteRenderBW: 4 || --gs-opt-frbuff-switch=1 || Note: Works very similar to it, But it's not exactly the same
|-
|-
|AddJitResetHook || ||
| mipmap: 1 || --gs-use-mipmap=1  ||
|-
|-
|RemoveJitResetHook || ||
| autoFlush: 1 || --gs-flush-ad-xyz=safe || you can also use --gs-flush-ad-xyz=always but it will be slower than safe.
|-
|-
| AddHookJT || eeObj.AddHookJT(Offset, offset opcode, function) || Seems be a hook related to the jit
| VIF1StallHack || --vif1-instant-xfer=0 ||
|-
|-
|-style="background-color:#ffb3b3"
| VIFFIFOHack || --vif1-ignore-cmd-ints=1 ||
|  || Dma ||  
|}
|-
 
|DmaAddHook || <pre>eeobj.DmaAddHook(channel=%d key=%x)</pre> || Possible Dma channel numbers (?)
=== Emulators ===
<pre> GIF = 0 VIF0 = 1
'''''Every emulator is programmed in a different way, Sometimes Choosing the right emulator is the only possible way to fix a game, this list includes The typical usage of some of The emulators.'''''
VIF1 = 2 SIF0 = 4
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
SIF1 = 5 IPU0 = 6
! Emulator !! Usage !! API Version !! Similar emulators (Usage)
IPU1 = 7  </pre>
Possible values for hooks
<pre>DmaTransfer [VIF0/VIF1], RaiseIntc [VIF0/VIF1], NormalTransfer [SIF0/SIF1]. </pre>
|-
|DmaRemoveHook || ||
|-
|-style="background-color:#b3f0ff"
|  || Speedhacks ||
|-
|FastForwardClock || eeObj.FastForwardClock() || Skip Emotion Engine cycles?
<pre>
eeObj.AddHook(0x002cc350, 0x78a30000, function()
          eeObj.FastForwardClock()
end)
</pre>
|-
|AdvanceClock || eeObj.AdvanceClock() || Likely skips an allocated amount of EE cycles.
<pre>
eeObj.AddHook(0x002cc350, 0x78a30000, function()
          eeObj.AdvanceClock(21000)
end)</pre>
|-
| GetClock || eeObj.GetClock() || Returns the value of how many cycles the EE is ahead of normal clock (?)
|-
|Vu1MpgCycles || eeObj.Vu1MpgCycles(<cycles>) || Works just like the cli command --vu1-mpg-cycles=
|-style="background-color:#FEA15C"
|  || Other ||
|-
| CallPredicate
|-
|-
|SchedulerDelayEvent || eeObj.SchedulerDelayEvent("event", cycles)<br>Example:<br>eeObj.AddHook(0x0033A4DC,0xAC430000, function() eeObj.SchedulerDelayEvent("gif.dma", 0x10500) end) || Parrapa use eeObj.SchedulerDelayEvent("vif1.dma", 0x6500) other events are gif.dma, vif0.dma, vif1.dma, sif0.dma, Sif0-NormalTransfer, sif1.dma, Sif1-NormalTransfer, ipu0.dma, ipu1.dma . This command allows for the delayment of certain DMA transfer by cycles.  
| Jakv2 || Good compatibility with most ps2 games, and it has a very high api version which means more LUA commands are supported.|| 2.2? || '''JakX,''' '''Jak 2,''' '''Jak 3,''' '''Parappa.'''
|-
|-
|WaitVu1 || eeObj.WaitVu1() || Likely to be the lua equivalent of "--vu1=jit-sync".
| RECVX || Fixes Games like '''Jackie chan Adventures, Pac-man World 3, Yu-Gi-Oh: Capsule monsters''' Most likely due to the way it emulates Vector unit 1|| || '''Fatal Fury,''' '''Redfaction,''' '''AOFA.'''
|-
|-
|GetPcRingBuffer || ||
| Forbidden siren v2 || The only emulator that fixed '''Ice age 2''' being stuck at splash screen. this emu possibly has EE cache support || ||
|-
|-
|Precompile || || Requires unknown values
| GTA3 || Fixed the pal Version of '''Genji: Dawn of the Samurai''' || ||
|-
|-
|CalcInsnHash || ||
| KOF2000 || fixes graphical issues in games such as '''Crash Twinsanity''', And '''prevents Koei tecmo games from suddenly freezing when battle starts''', since it emulates COP2/VU1/VU0 timing much more accurately than other emulators || || '''Roguev1''' and '''KOF98'''
|-
|-
|getOverlayObject || eeObj.getOverlayObject() || local eeOverlay = eeObj.getOverlayObject()
| Parappa V1 || The only emulator that was able to Boot '''Spyro: A Hero's Tail''' || ||
|-
|-
| GetVif1Cycles || eeObj.GetVif1Cycles() || local vif1_cycles = eeObj.GetVif1Cycles() create vif_cycles value that can be used later. You can rename it as you wish.
| Redfaction || Was used to fix '''Tony hawk games''' || ||
|-
|-
|}
|}


====== SetGsTitleFix ======
===Accurate PS2 Settings===
''Accurate emulation settings for debugging Ps2 Games, very slow.''
<br>''Do note that this is not a universal CLI, But it will work well for most games.''
<pre>
--gs-uprender=none
--gs-upscale=none
--gs-vert-precision=8
--vu1-no-clamping=0
--vu1-clamp-operands=1
--vu1-clamp-results=1
--vu0-no-clamping=0
--vu0-clamp-operands=1
--vu0-clamp-results=1
--cop2-no-clamping=0
--cop2-clamp-operands=1
--cop2-clamp-results=1
--fpu-no-clamping=0
--fpu-clamp-operands=1
--fpu-accurate-range=0x1c0000,0x900000
--fpu-clamp-results=1
--vif1-instant-xfer=0
--vu-xgkick-delay=0.50
--ee-jit-pagefault-threshold=40
</pre>
 
=== XXXX-YYYYY_config.lua ===


<pre>One of the most important LUA commands. It modifies the Graphics Synthesizer's behavior.
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'''.  


Part of EmuObject() class, it's frequently used in official configs.</pre>
If needed it can hook registers by using register names from alias files. Alias files (ee-cpr0-alias.lua, ee-gpr-alias.lua, ee-hwaddr.lua) are stored in lua_include folder, and can be included to config by using require ( "alias file name" ).
'''Examples'''
<pre>
-- fix vision logo (Wild Arms 3)
local thresholdArea = 0 -- ignore alls items : fix #112276
emuObj.SetGsTitleFix( "ignoreUpRender", thresholdArea , {  texType = 3, cbp = 0x2390, tbp = 0x288000} )
------------------------------------------------------------------------------------------------------
-- Ignore up-render shift for triangles when writing mask = write alpha only . Will fix shadows (bug# 6724).
emuObj.SetGsTitleFix( "ignoreUpShiftTri", "reserved" , { fbmask = 0x00FFFFFF  } )
------------------------------------------------------------------------------------------------------
--  Performance  fix ( bug# 9474 )
if 0 then  -- emuObj.IsNeoMode() then  -- neo mode check disabled, due to bug #10442
    emuObj.SetGsTitleFix( "globalSet",  "reserved", { workLoadThreshold = 125000} )
else
    emuObj.SetGsTitleFix( "globalSet",  "reserved", { workLoadThreshold = 100000} )
end
------------------------------------------------------------------------------------------------------
-- bug# 9972
emuObj.SetGsTitleFix( "ignoreSubBuffCov", "reserved", { } )
------------------------------------------------------------------------------------------------------
-- Bully bug 9392
-- Performace fix
local thresholdArea = 600
emuObj.SetGsTitleFix( "ignoreUpRender", thresholdArea , {alpha=0x80000044 , zmsk=1 , tw=4, th=4  } )
------------------------------------------------------------------------------------------------------
-- Bug#9174 -
emuObj.SetGsTitleFix( "ignoreSubBuffCov", "reserved", { } )
------------------------------------------------------------------------------------------------------
-- Bug#9240 (Light maps uprender)
-- Copy z-buffer for future use with light maps. psm = SCE_GS_PSMZ24 (49)
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", {tw=9, th=9, psm=49, zmsk=1 } )
------------------------------------------------------------------------------------------------------
-- Apply light maps texMode=2 (bilinear)  psm= SCE_GS_PSMCT32 (0)
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", {tw=8, th=8, psm=0, ztst=1, texMode=2 } )
------------------------------------------------------------------------------------------------------
-- Performace fix (bug #9785 )
emuObj.SetGsTitleFix( "globalSet",  "reserved", { waveThreshold = 90000} )
emuObj.SetGsTitleFix( "ignoreAreaUpdate", 0, { } )
------------------------------------------------------------------------------------------------------
-- Accumulate fill area only when conditions are met
emuObj.SetGsTitleFix( "includeAreaUpdate", "reserved" , {alphaIsNot = 0, zmsk = 1, tw = 6, th = 6 , tbp = 0x00302000} )
emuObj.SetGsTitleFix( "ignoreUpRender", 130 , { totalArea= 700} )
------------------------------------------------------------------------------------------------------
-- Fix shadow
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=1  } )
------------------------------------------------------------------------------------------------------
-- Reduce flush count
emuObj.SetGsTitleFix( "SetSelfRender", "reserved", { fbmask= 0x00FFFFFF , renderSelf=1 , zmsk=1 , alpha=0 , texMode=1  } )
------------------------------------------------------------------------------------------------------
-- Disable post-processing
emuObj.SetGsTitleFix( "ignoreSprite", "reserved", {  texType=1 , tw=5 , th=8, zmsk=1 , alpha=0x80000044  } )
------------------------------------------------------------------------------------------------------
-- Small triangle rejection. Works in conjunction with CLI setting  gs-override-small-tri-area=1
-- keep default area for texture 256x256 ( no blend)  (Anakin face)
emuObj.SetGsTitleFix( "setRejectionArea", 500,{twIsNot=8, thIsNot=8 } )
------------------------------------------------------------------------------------------------------
-- Set triangle rejection area= 1000  when alpha blend is not 0 ( i.e blend is On)
emuObj.SetGsTitleFix( "setRejectionArea", 1000, {alphaIsNot=0 } )
------------------------------------------------------------------------------------------------------
-- Performace fix
local thresholdArea = 600
emuObj.SetGsTitleFix( "ignoreUpRender", thresholdArea , {alpha=0x80008068 , zmsk=1 } )
------------------------------------------------------------------------------------------------------
-- Performace fix
local thresholdArea = 700
emuObj.SetGsTitleFix( "ignoreUpRender", thresholdArea , {alpha=0x80000044 , zmsk=1 } )
------------------------------------------------------------------------------------------------------
-- Disable uprender on the draw command which samples the framebuffer (0x3200) using bilinear sampling (texMode=2)
-- All lighting effects use TriFan prim type, so use that as well to filter against.
emuObj.SetGsTitleFix( "forceSimpleFetch",  "reserved", {prim=5, texMode=2, tbp=0x320000} )
</pre>


<br />
'''Known functions:
'''Commands'''
'''
Require cleanup.
{| 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 !! Usage !! Notes
|-
|-
|globalSet || emuObj.SetGsTitleFix( "globalSet",  "reserved", { packedRegsLo = 0x42,packedRegsHi = 0, packedRegsNum = 2, packedFlags = 3, packedPrim = 5}) || used with workLoadThreshold or  waveThreshold or loadThreshold
| apiRequest || apiRequest(<api version>) || example: apiRequest(0.1)
Different emu versions support different highest api.
Calling api is mandatory. some commands require higher version. Highest known version is 2.3 api from JAK 2,3,X game emulator.
|-
|-
|reserved || ||
! !! getEmuObject class !!
|-
|-
|ignoreSubBuffCov|| ||ignore ? buffer coverage
| getEmuObject || local emuObj = getEmuObject() || Required for all functions using emuObj, that include: <div align="left"><pre>LoadConfig SaveConfig GetPad AddVsyncHook
RemoveVsyncHook AddEntryPointHook RemoveEntryPointHook
AddLoginHook RemoveLoginHook AddLogoutHook RemoveLogoutHook
CheckEntitlement AddImageHook AddGifTagHook SwapMemCard
SetFormattedCard OpenDiscTray CloseDiscTray SwitchDisc
EnableImposeMenu GetDiscId GetDiscTitleId
AddSectorReadHook AddMCWriteHook ShowDiscSwitchInfo GetPs4SystemLang SetPs2Lang
ThrottleNorm ThrottleFast ThrottleMax AddAssertionHook
SetGsTitleFix SetDeinterlace SetDisplayAspectWide SetDisplayAspectNormal
ForceRefreshRate LoadFsShader SetDisplaySafeArea PadSetLightBar
emuAddPadHook PadPressureStickRemap SetVolumes GetVolumes
SetAudioRoute GetAudioRoute AddSnapshotLoadedHook
RemoveSnapshotLoadedHook IsNeoMode IsToolingVerbose emuMediaPatch </pre></div>
|-
|-
|ignoreUpRenderTimeout|| emuObj.SetGsTitleFix( "globalSet", "reserved", {ignoreUpRenderTimeout=2} ) ||
|LoadConfig || ||
|-
|-
|ignoreAreaUpdate|| emuObj.SetGsTitleFix( "ignoreAreaUpdate", 0, { alpha=0x80000048 } ) ||
|SaveConfig || ||
|-
|-
|ignoreSprite|| emuObj.SetGsTitleFix( "ignoreSprite", "reserved", {  texType=1 , tw=5 , th=8, zmsk=1 , alpha=0x80000044  } ) ||
|GetPad || emuObj.GetPad(<gamepad button by bits>)|| example usage for reading input:
|-
<div align="left"><pre>local CheckInputs = function()
|ignoreUpShiftTri|| emuObj.SetGsTitleFix( "ignoreUpShiftTri", "reserved", {psm=0} ) ||
 
|-
local pad_bits = emuObj.GetPad()
|clipScissors|| emuObj.SetGsTitleFix( "clipScissors", "reserved", {alpha = 0 , frameW = 4 , psm = 0} ) ||
local UP = pad_bits &  0x0010
|-
local DOWN = pad_bits &  0x0040
|trianglesAsParticles|| emuObj.SetGsTitleFix( "trianglesAsParticles", "reserved", { hasClut=1,zmsk=1 } ) ||
local LEFT = pad_bits &  0x0080
|-
local RIGHT = pad_bits &  0x0020
|SetSelfRender|| emuObj.SetGsTitleFix( "SetSelfRender", "reserved", { fbmask= 0x00FFFFFF , renderSelf=1 , zmsk=1 , alpha=0 , texMode=1 } ) ||
local Triangle = pad_bits &  0x1000
|-
local Cross = pad_bits &  0x4000
|forceBiLinear || ||
local Square = pad_bits &  0x8000
|-
local Circle = pad_bits &  0x2000
|forcePoint|| emuObj.SetGsTitleFix( "forcePoint", "reserved", {mipIsGt=0, mmin=0} ) ||
local L1 = pad_bits &  0x0400
|-
local L2 = pad_bits &  0x0100
|forceSimpleFetch ||  emuObj.SetGsTitleFix( "forceSimpleFetch",  "reserved", {psm=0} ) ||Used frequently to fix graphical corruptions
local L3 = pad_bits &  0x0002
|-
local R1 = pad_bits & 0x0800
|forcePointSampling|| emuObj.SetGsTitleFix( "forcePointSampling", "reserved", {alpha = 0x80000048, twIsLess=5, thIsLess=5 } ) ||
local R2 = pad_bits &  0x0200
local R3 = pad_bits &  0x0004
local Select = pad_bits &  0x0001
local Start = pad_bits & 0x0008
 
if (L2 ~= 0) then
<here function that should be done when L2 is pushed>
end
end
 
emuObj.AddVsyncHook(CheckInputs) <to trigger check at every vsync></pre></div>
|-
|-
|setRejectionArea|| emuObj.SetGsTitleFix( "setRejectionArea", 1000, { } ) ||
|AddVsyncHook || emuObj.AddVsyncHook(<task to be done every vsync>) || emuObj.AddVsyncHook(my_function)
my_function can be anything, from simple patches, to extensive hook.
Example usage can be found in SLUS-21550 features file. some games are not compatible with it and will crash upon startup.
|-
|-
|ignoreUpRender|| emuObj.SetGsTitleFix( "ignoreUpRender", thresholdArea , {  texType = 3, cbp = 0x2390, tbp = 0x288000} ) || Ignore uprender for texture type described in params
|RemoveVsyncHook || emuObj.RemoveVsyncHook(<previously added task to be removed>) || emuObj.RemoveVsyncHook(my_function)
|-
|-
|includeAreaUpdate|| ||
|AddEntryPointHook || emuObj.AddEntryPointHook(<task>) || Task to be done at ps2 game main elf entry point (right where game is loaded).
|-
|-
|fetchFromCurrBuff|| emuObj.SetGsTitleFix( "fetchFromCurrBuff", "reserved", {psm=0} ) ||
|RemoveEntryPointHook || ||
|-
|-
|skipPacked|| emuObj.SetGsTitleFix( "skipPacked", "reserved", { alpha = 0x80000044, tbp = 0x3a4000 , zmsk=1 }) ||
|AddLoginHook || ||
|-
|-
|changeAlpha|| ||
|RemoveLoginHook || ||
|-
|-
|}
|AddLogoutHook || ||
 
<br>'''Arguments/variables'''
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Argument !! Usage !! Notes
|-style="background-color:#7698FF"
|  || Variable ||  
|-
|-
|alpha_mask || ||
|RemoveLogoutHook || ||
|-
|-
|texType || {texType = 3}|| (1-3, more? )
|CheckEntitlement || ||
|-
|-
|texMode || || 1 - Point? , 2 - bilinear
|AddImageHook || ||
|-style="background-color:#D7EF54"
|  || Argument ||
|-
|-
|alphaIsNot || || alpha - is not X
|AddGifTagHook || ||
|-
|-
|twIsLess || || texture width - is less than X
|SwapMemCard || ||
|-
|-
|thIsLess || || texture height - is less than X
|SetFormattedCard || emuObj.SetFormattedCard(<"file name">) || emuObj.SetFormattedCard("custom_formatted.card")
Allow to use custom memory card.
|-
|-
|twIsNot || || texture width - is not X
|OpenDiscTray || ||
|-
|-
|thIsNot || || texture width - is not X
|CloseDiscTray || ||
|-
|-
|psmIsNot || || texture pixel storage format - is not X
|SwitchDisc || emuObj.SwitchDisc(<disc ID>) || ID can be provided as is, or for example read from memory or register when needed.
<pre>PSMCT32  = 0  PSMT4HL = 36
PSMCT24  = 1  PSMT4HH = 44
PSMCT16  = 2  PSMZ32  = 48
PSMCT16S = 10  PSMZ24  = 49
PSMT8    = 19  PSMZ16  = 50
PSMT4    = 20  PSMZ16S = 58
PSMT8H  = 27  </pre>
|-
|-
|primIsNot || || GS primitive type - is not
| EnableImposeMenu || emuObj.EnableImposeMenu(<true/false>) || EnableImposeMenu(false)
<pre>Point        = 0
Line          = 1
LineStrip    = 2
Triangle      = 3
TriangleStrip = 4
TriangleFan  = 5
Sprite        = 6</pre>
|-
|-
|mipIsGt || || mip level is grater than X (?)
| GetDiscId || emuObj.GetDiscId() || Return DiscId in XXXX_YYY.ZZ format
|-
|-
|-style="background-color:#FEA15C"
| GetDiscTitleId || ||
| || Needs wikify ||
|-
|-
|zmsk || || Z (depth) draw mask
| AddSectorReadHook || emuObj.AddSectorReadHook(<sector, unk, task>) || Hook to do task when disc image sector is read. Not all values are known (ex. emuObj.AddSectorReadHook(776480, 32, <task/function>) )
<pre>update Z buffer      = 0
don't update Z buffer = 1
 
When 1 depth test result will be ignored</pre>
|-
|-
|tw || || texture width
|AddMCWriteHook || ||
|-
|-
|th || || texture height
|ShowDiscSwitchInfo || ||
|-
|-
|ztst || || Z (depht) test method
| GetPs4SystemLang || emuObj.GetPs4SystemLang() || Return PS4 system language (in unknown format).
<pre>ZNOUSE  = 0
ZALWAYS  = 1
ZGEQUAL  = 2
ZGREATER = 3
 
0 -                      All pixels fail
1 -                      All pixels pass
2 - Pass if Z grater or equal to Z buffer
3 -        Pass if Z grater than Z buffer</pre>
|-
|-
|mmin || || MMIN flag
| SetPs2Lang || emuObj.SetPs2Lang(<Lang ID>) || Set emulated PS2 language, correct Lang IDs are 0-18, Strangely, Some Games can Crash if their Specific Language is not selected
<pre>NEAREST                = 0
<div align="left"><pre>0 - japanese
LINEAR                = 1
1 - english
NEAREST_MIPMAP_NEAREST = 2
2 - french
NEAREST_MIPMAP_LINEAR  = 3
3 - spanish
LINEAR_MIPMAP_NEAREST  = 4
4 - german
LINEAR_MIPMAP_LINEAR  = 5</pre>
5 - italian
|-
6 - dutch
|prim || || GS primitive type
7 - portuguese
<pre>Point        = 0
8 - russian
Line          = 1
9 - korean
LineStrip    = 2
10 - traditonal-chinese
Triangle      = 3
11 - simplified-chinese
TriangleStrip = 4
12 - finnish
TriangleFan  = 5
13 - swedish
Sprite        = 6</pre>
14 - danish
15 - norwegian
16 - polish
17 - portuguese-brazil
18 - english-uk</pre></div>
|-
|ThrottleNorm ||emuObj.ThrottleNorm() || Enable default framelimiter (50/60 fps depend on region).
|-
|ThrottleFast || emuObj.ThrottleFast() || Faster than default, but exact value is unknown.
|-
|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.
|-
|-
|fillArea || ||  
|AddAssertionHook || ||
|-
|-
|frameW || ||  
| SetGsTitleFix || emuObj.SetGsTitleFix() || [[PS2_Emulation#SetGsTitleFix|More info]]
|-
|-
|renderSelf || ||  
|SetDisplayAspectWide || emuObj.SetDisplayAspectWide() || Force display area to 16:9 (If game not support widescreen, it will be stretched).
|-
|-
|hasClut || ||  
|SetDisplayAspectNormal || emuObj.SetDisplayAspectNormal() || Force display area to 4:3.
|-
|-
|alphaTest || ||  
|ForceRefreshRate || emuObj.ForceRefreshRate(<hz>) || emuObj.ForceRefreshRate(50) correct values are 0, 50, 60 where 0 = default.
|-
|-
|primTest || ||  
|LoadFsShader || emuObj.LoadFsShader(<slot?>, "<path>") || <div align="left"><pre>Shaders must be loaded right after GS has been initialized.
Example:
Global_InitGpuResources = function()
emuObj.LoadFsShader(1, "./shader.sb")
end
 
That only load Fragment Shader to program memory, to use it we need BindFragmentShader,
and if depend on shader SetShaderParams.</pre></div>
|-
|-
|workLoadThreshold || ||  
|SetDisplaySafeArea || ||
|-
|-
|alpha || || <pre> example: alpha=0x80000044
|PadSetLightBar || emuObj.PadSetLightBar(<port, red, green, blue>) || Set DS4 light bar color. Correct port values are 0-3, correct light values are 0-255.
alpha=0</pre>
|-
|-
|tbp || || texture base pointer
|emuAddPadHook || ||
|-
|-
|cbp || {cbp = 0x2390} || CLUT buffer base pointer
|PadPressureStickRemap || ||
|-
|-
|psm || {psm=0}  || texture pixel storage format
|SetVolumes || emuObj.SetVolumes('global', 'main', 'bgm') || Set volume, usually setting global is enough. Example: emuObj.SetVolumes(0.31, 1.0, 1.0) values, in floats 1.0 = 100%
<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)
|GetVolumes || emuObj.GetVolumes() || Return current volume levels for ('global', 'main', 'bgm') in floating point values.
|-
|-
|fbmask || { fbmask= 0x00FFFFFF}|| Framebuffer mask(?)
|SetAudioRoute || ||
|-
|-
|totalArea || ||  
|GetAudioRoute || ||
|-
|-
|packedRegs || ||  
| CountFrameOnPS2 || emuObj.CountFrameOnPS2() || updates FRAPS/Actual FPS reading in olympus
|-
|-
|packedRegsLo || ||  
|AddSnapshotLoadedHook || ||
|-
|-
|packedRegsHi || ||  
|RemoveSnapshotLoadedHook || ||
|-
|-
|packedRegsNum || ||  
| IsNeoMode || emuObj.IsNeoMode() || Check that PS4 run in NEO (PRO) mode. Return 1/0
|-
|-
|packedFlags || ||  
| IsToolingVerbose || ||
|-
|-
|packedPrim || ||
| emuMediaPatch || emuMediaPatch(disc sector, 12/24 + offset, { original data }, { replace data }) || Replace 4 bytes from loaded iso file. For unknown reason we always need to add 12 to real offset for DVD game, and 24 for CD game.
|-
|areaNumFrames || ||
|-
|waveThreshold || ||
|-
|loadThreshold || ||  
|-
|-
|fixSpriteDivTab || ||
! !! getIOPObject class !!  
|}
 
===== (IOP) IOPObject =====
 
<pre>Commands for the emulated input-output processor</pre>
 
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Usage !! Notes
|-style="background-color:#D7EF54"
|  || Object calling class ||
|-
|-
| getIOPObject || local iopObj = getIOPObject() || Required for all functions using iopObj, that include: <div align="left"><pre>ReplaceMem64 ReplaceMem32 ReplaceMem16 ReplaceMem8 ReadMemFloat
| 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
  WriteMemFloat WriteMem64 WriteMem32 WriteMem16 WriteMem8
  ReadMemStr AddHook RemoveHook GetGpr SetGpr GetPc SetPc
  ReadMemStr AddHook RemoveHook GetGpr SetGpr GetPc SetPc
  GetCPR0 SetCPR0</pre></div>
  GetCPR0 SetCPR0 iopInsnReplace</pre></div>
|-style="background-color:#7698FF"
|  || Memory editing ||
|-
|-
|ReplaceMem64 ||iopObj.ReplaceMem64(<address>, <value>) ||
|ReplaceMem64 || ||
|-
|-
|ReplaceMem32 || iopObj.ReplaceMem32(<address>, <value>)||
|ReplaceMem32 || ||
|-
|-
|ReplaceMem16 || iopObj.ReplaceMem16(<address>, <value>)||
|ReplaceMem16 || ||
|-
|-
|ReplaceMem8 ||iopObj.ReplaceMem8(<address>, <value>) ||
|ReplaceMem8 || ||
|-
|-
|ReadMemFloat || iopObj.ReadMemFloat(<address>) || iopObj.ReadMemFloat(0x28c3c)
|ReadMemFloat || iopObj.ReadMemFloat(<address>) || iopObj.ReadMemFloat(0x28c3c)
|-
|-
|WriteMemFloat || iopObj.WriteMemFloat(<address>, <value>) || iopObj.WriteMemFloat(0x65364, 1.3333333)
|WriteMemFloat || iopbj.WriteMemFloat(<address>, <value>) || iopObj.WriteMemFloat(0x65364, 1.3333333)
|-
|-
|ReadMem128 || iopObj.ReadMem128(<iop memory offset>)||  
|ReadMem128 || ||  
|-
|-
|WriteMem128 || iopObj.WriteMem128(<iop memory offset>, <value>)||
|WriteMem128 || ||
|-  
|-  
|ReadMemFloat128 ||iopObj.ReadMemFloat128(<iop memory offset>) ||
|ReadMemFloat128 || ||
|-
|-
|WriteMemFloat128 || iopObj.WriteMemFloat128(<iop memory offset>, <value>)||
|WriteMemFloat128 || ||
|-
|-
| ReadMem64 || <pre>iopObj.ReadMem64(<iop memory offset>)</pre> || Read 8  Bytes From offset
| ReadMem64 || <pre>iopObj.ReadMem64(<iop memory offset>)</pre> || Read 8  Bytes From offset
Line 1,563: Line 1,383:
|-
|-
|ReadMemStr || ||
|ReadMemStr || ||
|-
| FastForwardClock || iopObj.FastForwardClock() ||
|-
| AdvanceClock || iopObj.AdvanceClock() || Increase Iop Clock speed at hooked iop offset
|-
| GetClock || iopObj.GetClock() || Get Iop Clock speed at hooked iop Offset, if no offset is hooked, value of iopObj.GetClock() will be 0
|-
|AddHook || ||
|-
|RemoveHook || ||
|-
|-
|GetGpr || iopObj.GetGPR(<gpr register>) || iopObj.GetGPR(a1)
|GetGpr || iopObj.GetGPR(<gpr register>) || iopObj.GetGPR(a1)
Line 1,568: Line 1,398:
|SetGpr || iopObj.SetGPR(<gpr register> ,<value>) || example: iopObj.SetGPR(gpr.v0 ,3)
|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
|GetPc || ||iopObj.GetPc(), can be used also with additional var. like iopObj.GetPc()+8
|-
|-
|SetPc || iopObj.SetPC(<PC>) ||iopObj.SetPC(0x6B80)
|SetPc || iopObj.SetPC(<PC>) ||iopObj.SetPC(0x6B80)
Line 1,576: Line 1,406:
|SetCPR0 || iopObj.SetCPR0(<COP0 register>) ||
|SetCPR0 || iopObj.SetCPR0(<COP0 register>) ||
|-
|-
|-style="background-color:#FEA15C"
| iopInsnReplace || iopInsnReplace(IOP memory offset, Original opcode (BE), Replace opcode (BE)) || Replace 4 bytes opcode in iop memory, correct memory range is 0x0 to 0x1FFFFF
| || Clock speed ||  
|-
|-
| FastForwardClock || iopObj.FastForwardClock() ||
! !! getEEObject class !!
<pre>
|-
iopObj.AddHook(0x002cc350, 0x78a30000, function()
| getEEObject || local eeObj = getEEObject() || Required for all functions using eeObj
          iopObj.FastForwardClock()
end)
</pre>
|-
|-
| AdvanceClock || iopObj.AdvanceClock() || Skip an allocated amount of IOP cycles
|ReplaceMem64 || ||
<pre>
iopObj.AddHook(0x002cc350, 0x78a30000, function()
          iopObj.AdvanceClock(21000)end)
</pre>
|-
|-
| GetClock || iopObj.GetClock() || Returns the value of cycles the iop is ahead of (?)
|ReplaceMem32 || eeObj.ReplaceMem32(<address>, <value>) || Permanently replace an offset without needing addvsynchook
|-style="background-color:#c6ecd9"
|  || Hooks ||
|-
|-
|AddHook || iopObj.AddHook()||
|ReplaceMem16 || ||
|-
|-
|RemoveHook || iopObj.RemoveHook()||
|ReplaceMem8 || ||
|-
|-
|}
|ReadMemFloat || eeObj.ReadMemFloat(<address>) || eeObj.ReadMemFloat(0x258c3c)
 
===== (GS) GsObject =====
 
<pre>Commands for the emulated Graphics Synthesizer</pre>
 
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Usage !! Notes
|-style="background-color:#D7EF54"
|  || Object calling class ||
|-
|-
| getGsObject || local gsObj = getGsObject() ||  
|WriteMemFloat || eeObj.WriteMemFloat(<address>, <value>) || eeObj.WriteMemFloat(0x365364, 1.3333333)
|-style="background-color:#c6ecd9"
|  || Graphical fixes / Improvement ||
|-
|-
|SetL2HMode || gsObj.SetL2HMode(true)|| (true) and (false) are only known options
|ReadMem128 || <pre>eeObj.ReadMem128(<ee memory offset>)</pre> || Read 16 bytes from offset, examples: eeObj.ReadMem128(0x100198)
|-
|-
|SetUprenderMode ||gsObj.SetUprenderMode(1)|| Set uprender mode.  Overrides CLI, 0=none, 1=2x2
|ReadMemFloat128 || <pre>eeObj.ReadMemFloat128(<ee memory offset>)</pre> || return 16 bytes from offset in float form
|-
|-
|SetUpscaleMode || gsObj.SetUpscaleMode("EdgeSmooth") || Sets upscale mode.  Overrides CLI
|WriteMem128 || ||
|-
|-
|GetFramesInQueue || gsObj.GetFramesInQueue() || Returns the value of the frames that are still in queue
|WriteMemFloat128 || ||
|-
|-
|SetFrameSkipping || gsObj.SetFrameSkipping(true) || false and true are the values.
| ReadMem64 || <pre>eeObj.ReadMem64(<ee memory offset>)</pre> || Read 8 bytes from offset, examples: eeObj.ReadMem64(0x100198)
|-
|-
|SetDeinterlaceShift || gsObj.SetDeinterlaceShift(0) || The values are 1 and 0, Enable or disable interlacing, requires emulators with high api
| WriteMem64 || <pre>eeObj.WriteMem64(<ee memory offset>, <data>)</pre> ||  
|-
|-
|}
| ReadMem32 || <pre>eeObj.ReadMem32(<ee memory offset>)</pre> || Read 4 bytes from offset, examples: eeObj.ReadMem32(0x100198)
 
eeObj.ReadMem32(gp - 31348)
===== Does not require Object calling or Unknown =====
 
{| 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
| WriteMem32 || <pre>eeObj.WriteMem32(<ee memory offset>, <data>)</pre> || Write 4 bytes to offset, example: eeObj.WriteMem32(0x2c89ac, 0x001b70f0)
|-
|-
| 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:
| ReadMem16 || <pre>eeObj.ReadMem16(<ee memory offset>)</pre> || Read 2 bytes from offset, example: eeObj.ReadMem16(0x100198)
vuInsnReplace(0, 0x167, (0x000002ff << 32) | 0x520507ff,(0x000002ff << 32) | 0x8000033c)
|-
Replace 64 bits of VU0 at offset 0xB38</pre>
| WriteMem16 || <pre>eeObj.WriteMem16(<ee memory offset>, <data>)</pre> || Write 2 bytes to offset, example: eeObj.WriteMem16(0x2c89ac, 0x70f0)
|-
|-
| 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)
| ReadMem8 || <pre>eeObj.ReadMem8(<ee memory offset>)</pre> || Read 1 byte from offset, example: eeObj.ReadMem8(0x100198)
|-
|-
| eeNativeFunction || eeNativeFunction(<ee offset>, <original opcode>, <function>) || eeNativeFunction(0x11fa9c, 0x0080402d, 'memcpy')
| WriteMem8 || <pre>eeObj.WriteMem8(<ee memory offset>, <data>)</pre> || Write 1 byte to offset, example: eeObj.WriteMem8(0x2c89ac, 0xf0)
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.
|ReadMemStr || eeObj.ReadMemStr(address/register) || Read string from address until null terminator
|-
|-
| GsCustomShader || ||  
| AddHook || eeObj.AddHook(<ee offset>, <original opcode>, <definied hook name>) || example: <div align="left"><pre>local W1 =
function()
emuObj.SetDisplayAspectNormal()
end
 
local ws1 = eeObj.AddHook(0x1c9840, 0xaf808c78, W1)</pre></div>
|-
|-
| Unlock || ||  
|RemoveHook || ||  
|-
|-
| IsUnlocked || ||  
|AddPreHook || ||
|-
|-
| InsnOverlay || InsnOverlay({<opcode, opcode, opcode...>}) || example: <div align="left"><pre>InsnOverlay({
|AddPostHook || ||
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
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 || ||  
|RemovePreHook || ||
|-
|-
| CsBindShader || ||  
|RemovePostHook || ||
|-
|-
| CsSetParamInt32 || ||  
|GetGpr64 || eeObj.GetGPR64(<gpr register>) || example: eeObj.GetGPR64(t3)
|-
|-
| CsSetParamFloat || ||  
|SetGpr64 || ||
|-
|-
| CsResetContext || ||  
| GetGprFloat || || Get gpr value as float value
|-
|-
| CsPrintContext || ||  
| SetGprFloat || || Set gpr value as float value
|-
|-
| PsBindShader || ||  
|GetGpr / GetGPR || eeObj.GetGPR(<gpr register>) || eeObj.GetGPR(t3)
|-
|-
| PsSetParamInt32 || ||  
|SetGpr / SetGPR || eeObj.SetGPR(<gpr register> ,<value>) || example: eeObj.SetGPR(gpr.a3 ,1)
Require defined getEEObject() as eeObj
|-
|-
| PsSetParamFloat || ||  
| GetFprHex || eeObj.GetFprHex(<FPU register (0-31)>)|| Get/return floating point register value as hex string
|-
|-
| PsResetContext || ||  
| SetFprHex || eeObj.SetFprHex(<FPU register (0-31), value (u32)>)|| Set floating point register value as hex string
|-
|-
| PsPrintContext || ||  
| GetFpr / GetFPR || eeObj.GetFpr(<register number>) || example eeObj.GetFpr(14)
|-
|-
|}
| SetFpr / SetFPR || eeObj.SetFpr(<fpr register number>, <value>) || Simple example eeObj.SetFpr(14, 50.0) will set frp 14 to 50.0
 
But we can also combine commands to add/sub from registers
<pre>Note: eeObj, emuObj, gsObj, etc. are described as required but this is not really true. You can set the functions locals that they use as whatever you want, but due to the specificity of that emulator, it will be better to keep official naming used in official configs.</pre>
eeObj.SetFpr(14, eeObj.GetFpr(14) + 50.0) this will add 50.0 to current fpr 14 value
 
===== Other objects =====
 
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Usage !! Notes
|-
|-
! !! getGLSObject class !!
|GetPc || ||eeObj.GetPc(), can be used also with additional var. like eeObj.GetPc()+4
|-
|-
| getGLSObject || ||  
|SetPc || eeObj.SetPC(<PC>) ||eeObj.SetPC(0x266B80)
|-
|-
|Enable || ||
|GetCPR0 || eeObj.GetCPR0(<COP0 register>) ||  
|-
|-
|EnableServerRecording || ||  
|SetCPR0 || eeObj.SetCPR0(<COP0 register>) ||  
|-
|-
|Pause || ||  
|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.
|-
|-
! !! getAudioObject class !!
|DmaAddHook || ||
|-
|-
| getAudioObject || ||  
|DmaRemoveHook || ||
|-
|-
| muteStreamingAll || ||  
|WaitVu1 || eeObj.WaitVu1(1) || most likely this is --vu1=jit-sync, Enabling it will Sync the EE with the VU1, Pcsx2 has a similar gamefix called VU Sync which syncs both VU1 and VU0 with the EE.
|-
|-
| muteStreamingMain || ||  
|Vu1MpgCycles || eeObj.Vu1MpgCycles(<cycles>) || Works just like the cli command --vu1-mpg-cycles=, setting it to eeObj.Vu1MpgCycles(1000) would skip 50% of frames When the game enters a VU1 Heavy area and will return to normal framerate when VU1 is not being under heavy usage.
|-
|-
| muteStreamingBGM || ||  
|GetPcRingBuffer || ||
|-
|-
! !! getRemotePlayObject class !!
|WriteMemStr || eeObj.WriteMemStr(address, string) ||
|-
|-
| getRemotePlayObject || ||  
|FastForwardClock || eeObj.FastForwardClock() || eeObj.FastForwardClock(1)  Skip Emotion engine Cycles, 1 and 0 seem to be the values.
|-
|-
| Enable || ||  
|AdvanceClock || eeObj.AdvanceClock() || Overclock Emotion Engine Speed at the hooked EE Offset, 294912 mHz is the default clock speed, if eeObj.AdvanceClock(5000) is activated the clock speed will increase to 299912 at the hooked addresses only and EE will return to normal clock speed after that.
|-
|-
! !! getVideoRecordingObject class !!
| GetClock || eeObj.GetClock() || Get the value of EE Clock speed at Hooked EE offset, if no offset is hooked the value will be 0, This command was used by sony to make calculations to determine whether or not the EE needs to be overclocked.
|-
|-
| getVideoRecordingObject || ||
|WriteMemStrZ ||  || eeObj.WriteMemStrZ(string pointer, string) .  Pointer can be read from GPR
|-
|Precompile || ||
|-
|CalcInsnHash || ||
|-
|-
| Enable || ||  
|AddJitResetHook || ||
|-
|-
! !! getSharePlayObject class !!
|RemoveJitResetHook || ||
|-
|-
| getSharePlayObject || ||  
|getOverlayObject || eeObj.getOverlayObject() || Can be used to get Current EE Offset (???) local eeOverlay = eeObj.getOverlayObject()
|-
|-
| Enable || ||  
| GetVif1Cycles || eeObj.GetVif1Cycles() || local vif1_cycles = eeObj.GetVif1Cycles() create vif_cycles value that can be used later, you can rename it as you wish.
|-
|-
! !! getSpriteObject group  !!
! !! getGLSObject class !!
|-
|-
|getSpriteObject || ||
| getGLSObject || ||  
|-
|-
|Enable || ||
|Enable || ||
|-
|-
|Disable || ||
|EnableServerRecording || ||  
|-
|-
|BindFragmentShader || ||
|Pause || ||  
|-
|-
|SetShaderParams || || <div align="left">
! !! getGsObject class !!
<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 || ||
| getGsObject || local gsObj = getGsObject() ||
|-
|SetL2HMode || ||
|-
|SetUprenderMode ||gsObj.SetUprenderMode(0)|| Sets uprender mode.  Overrides CLI 0=none, 1=2x2
|-
|SetUpscaleMode || ||
|-
|GetFramesInQueue || ||
|-
|-
|SetPosXY || ||
|SetFrameSkipping || gsObj.SetFrameSkipping(true) || false and true are the values.
|-
|-
|SetSizeXY || ||
|SetDeinterlaceShift || || gsObj.SetDeinterlaceShift(0)
|-
|-
|SetPosUV || ||
! !! getAudioObject class !!
|-
|-
|SetSizeUV || ||
| getAudioObject || ||  
|-
|-
|PrintContext || ||
| muteStreamingAll || ||  
|-
|-
|SetBlendColor || sprite<X>.SetBlendColor(<R,G,B,A>) in floats, max val. 1.0 || <div align="left">
| muteStreamingMain || ||  
<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
| muteStreamingBGM || ||  
|-
|-
| 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.
! !! getRemotePlayObject class !!
|-
|-
| getScreenShotObject || ||  
| getRemotePlayObject || ||  
|-
|-
|}
| Enable || ||
 
|-
==== Registers for hook ====
! !! getVideoRecordingObject class !!
 
|-
Registers defined in alias files.
| getVideoRecordingObject || ||
 
|-
'''GetGpr/SetGpr
| Enable || ||
'''
|-
<pre>gpr.zero gpr.at
! !! getSharePlayObject class !!
gpr.v0  gpr.v1
|-
gpr.a0  gpr.a1  gpr.a2  gpr.a3
| getSharePlayObject || ||
gpr.t0  gpr.t1  gpr.t2  gpr.t3
|-
gpr.t4  gpr.t5  gpr.t6  gpr.t7
| Enable || ||
gpr.s0  gpr.s1  gpr.s2  gpr.s3
|-
gpr.s4 gpr.s5  gpr.s6  gpr.s7
! !! getSpriteObject group !!
gpr.t8  gpr.t9
|-
gpr.k0  gpr.k1
|getSpriteObject || ||
gpr.gp  gpr.sp  gpr.fp  gpr.ra
|-
gpr.lo  gpr.hi  gpr.sa
|Enable || ||
 
|-
example: eeObj.GetGpr(gpr.a1)
|Disable || ||
</pre>
|-
 
|BindFragmentShader || ||
'''GetCPR0/SetCPR0
|-
'''
|SetShaderParams || || <div align="left">
<pre>cpr.index   cpr.pagemask
<pre> Is not clear that params depend on shader, or are somehow hardcoded.
cpr.random   cpr.wired
Example usage:
cpr.entrylo0      cpr.badvaddr
cpr.entrylo1      cpr.count
cpr.context   cpr.entryhi


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;
}


cpr.compare   cpr.config    cpr.taglo
sprite0.SetShaderParams(scanlineParams)</pre></div>
cpr.status   cpr.badpaddr  cpr.taghi
|-
cpr.cause   cpr.hwbk cpr.errorepc
|BindTexture || ||
cpr.epc   cpr.pccr
|-
cpr.prid
|SetPosXY || ||
 
example: eeObj.GetCPR0(cpr.status) </pre>
 
 
==== Official PS2 configuration examples ====
 
*You can find the rest of the PS2 configurations in [https://www.psdevwiki.com/ps4/Official_Configuration_Files here].
 
<br>Canis Canem Edit
<br>'''SLES 535.61'''
<br>'''LUA'''
<pre>
require( "ee-gpr-alias" ) -- you can access EE GPR by alias (gpr.a0 / gpr["a0"])
apiRequest(0.1)
-- EA sports cricket 07 bug 9392
-- Performance fix
local emuObj = getEmuObject()
local thresholdArea = 600
emuObj.SetGsTitleFix( "ignoreUpRender", thresholdArea , {alpha=0x80000044 , zmsk=1 , tw=4, th=4  } )
</pre>
 
==== Custom config.lua examples ====
 
Here is the first custom LUA configuration created by the community:
 
<pre>
apiRequest(0.1)
 
-- Fix black screen SLUS-20064
 
eeInsnReplace(0x1CF3CC, 0x4100ffff, 0x00000000) -- bc0f 0x1CF3CC to nop
</pre>
This is a very basic command to replace a part of the EE memory with another instruction.
* apiRequest(0.1) - Is required for every config. Used version depend on your original eboot highest supported api. 0.1 seems to be enough for basic patches like here. 2.3 is highest known for now.
* -- Fix black screen SLUS-20064 is comment
* eeInsnReplace(0x1CF3CC, 0x4100ffff, 0x00000000) is our true command here. We are replacing the value 0x4100FFFF to 0x00000000 at the offset of 0x1CF3CC  . Like you can see we need to add what opcode is replaced. Not only patch, and memory offset.
* -- bc0f 0x1CF3CC to nop is just another comment, in this case explaining what is changed
[https://www.psdevwiki.com/ps4/Talk:PS2_Classics_Emulator_Compatibility_List#Custom_PS2emu_Configuration_Files Other custom configurations made by users can be found here]
 
= Memory Map =
 
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: left;"
! Name !! From !! To
|-
|-
|EE Flat Memory (4gb)              || 0x0000008000000000 || 0x0000008100000000
|SetSizeXY || ||
|-
|-
|IOP Flat Memory (4gb)            || 0x0000009000000000 || 0x0000009100000000
|SetPosUV || ||
|-
|-
|R59 Binary Cache                  || 0x0000000914B10000 || 0x0000000916B10000
|SetSizeUV || ||
|-
|-
|R30 Binary Cache                  || 0x0000000916B14000 || 0x0000000917314000
|PrintContext || ||
|-
|-
|jitVU0                            || 0x0000000917318000 || 0x0000000917B18000
|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>
|-
|-
|jitVU1                            ||  0x0000000917B1C000 ||  0x0000000918B1C000
! !! Does not require Obj call group, or unknown !!
|-
|-
! !! Host's EE Memory Map !!
| 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
|-
|-
|EE RAM - Kernel                  || 0x0000008000000000 || 0x0000008000080000
| 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>
|-
|-
|EE RAM - Debug                    || 0x0000008000078000 || 0x0000008000080000
| 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>
|-
|-
|EE RAM - User                    || 0x0000008000080000 || 0x0000008002000000
| eeNativeHook || eeNativeHook(<ee ofset>, <original opcode>, <action>) || eeNativeHook require apiRequest(1.4) or higher.
|-
|-
|EE Hw Devices                    || 0x0000008010000000 || 0x0000008010010000
| GsCustomShader || ||  
|-
|-
|EE ROM                            || 0x000000801FC00000 || 0x000000801FFE0000
| getTrophyObject || local trophyObj = getTrophyObject() || Required for all functions using trophyObj
|-
|-
|EE RAM - Uncached                || 0x0000008020080000 || 0x0000008022000000
| 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.
|-
|-
|EE RAM - UncachedAccel            || 0x0000008030100000 || 0x0000008032000000
| Unlock || ||  
|-
|-
|EE Scratchpad                    || 0x0000008070000000 || 0x0000008070004000
| getScreenShotObject || ||  
|-
|-
|EE Debug                          || 0x00000080FFFF8000 || 0x0000008100000000
| IsUnlocked || ||  
|-
|-
! !! Host's IOP Memory Map !!
| InsnOverlay || InsnOverlay({<opcode, opcode, opcode...>}) || example: <div align="left"><pre>InsnOverlay({
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
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>
|-
|-
|IOP RAM                          || 0x0000009000000000 || 0x0000009000200000
| eeDebugBreak || ||  
|-
|-
|IOP RAM (mirror 1)                || 0x0000009000200000 || 0x0000009000400000
| CsBindShader || ||  
|-
|-
|IOP RAM (mirror 2)                || 0x0000009000400000 || 0x0000009000600000
| CsSetParamInt32 || ||  
|-
|-
|IOP RAM (mirror 3)                || 0x0000009000600000 || 0x0000009000800000
| CsSetParamFloat || ||  
|-
|-
|IOP Scratchpad                    || 0x000000901F800000 || 0x000000901F801000
| CsResetContext || ||  
|-
|-
|IOP HW                            || 0x000000901F801000 || 0x000000901F810000
| CsPrintContext || ||  
|-
|-
|IOP ROM                          || 0x000000901FC00000 || 0x000000901FFE0000
| PsBindShader || ||  
|-
|-
|}
| PsSetParamInt32 || ||  
 
== Registers Map ==
 
=== EE-IOP ===
 
<pre>
This list of registers is yet to be completed. Some registers are incorrectly named or include incorrect offsets. 0x1000000xxx base is not guaranteed in different emu revisions, but layout should be the same regardless. Assuming base is different (Like on kof2000), simply reduce these offsets by 8 hex values (IOP, VU0, and VU1 registers' offsets are static in all emulators).
</pre>
 
<pre>
List was designed for Jak v2
Eboot md5:c644f6879af225a6e5a70233fc4625a3
</pre>
 
{| class=wikitable style="border: none; background: none;"
! scope=col | GPR-EE
! scope=col | Address
| rowspan=900 style="border: none; background: none;"|
! scope=col | FPR
! scope=col | Address
| rowspan=900 style="border: none; background: none;"|
! scope=col | CP0
! scope=col | Address
| rowspan=900 style="border: none; background: none;"|
! scope=col | GPR-IOP
! scope=col | Address
|-
|-
| zero  || 0x1000000000 || f00 ||  0x1000000230 || Index ||  0x10000002D0 || zero ||  0x1020000000
| PsSetParamFloat || ||  
|-style="background-color:#EEEFF2"
|  at || 0x1000000010  ||  f01 ||  0x1000000234 ||  Random ||  0x10000002D4  || at  || 0x1020000004
|-
|-
|   v0 || 0x1000000020 || f02 ||  0x1000000238 ||  EntryLo0  || 0x10000002D8  || v0  || 0x1020000008
| PsResetContext || ||  
|-style="background-color:#EEEFF2"
|  v1 ||  0x1000000030 || f03 || 0x100000023C  || EntryLo1 ||  0x10000002DC  || v1  || 0x102000000C
|-
|-
|   a0 || 0x1000000040 || f04  || 0x1000000240  ||  Context ||  0x10000002E0  || a0  || 0x1020000010
| PsPrintContext || ||  
|-style="background-color:#EEEFF2"
|  a1 ||  0x1000000050 ||  f05 ||  0x1000000244 ||  PageMask ||  0x10000002E4  ||  a1 || 0x1020000014
|-
|-
|   a2 ||  0x1000000060 ||  f06 ||  0x1000000248 ||  Wired  ||    0x10000002E8 || a2  || 0x1020000018
|}
|-style="background-color:#EEEFF2"
<b>Note:</b> eeObj, emuObj, gsObj, etc are described as required, this is not really true. You can set functions locals they use as whatever you want, but due to specify of that emulator it will be better to keep official naming used in official configs.
|  a3 ||  0x1000000070 ||  f07 || 0x100000024C  ||  rsvd7  ||    0x10000002EC ||  a3 || 0x102000001C
 
|-
====Registers for hook====
|  t0  ||  0x1000000080 ||  f08 ||  0x1000000250 ||  BadVAddr ||    0x10000002F0 ||  t0 || 0x1020000020
Registers defined in alias files.
|-style="background-color:#EEEFF2"
 
|  t1  ||  0x1000000090 ||  f09||  0x1000000254 ||  Count  ||    0x10000002F4 ||  t1 || 0x1020000024
'''GetGpr/SetGpr
|-
'''
|  t2 || 0x10000000A0 || f10 || 0x1000000258 || EntryHi  ||    0x10000002F8 || t2 || 0x1020000028
<pre>gpr.zero gpr.at
|-style="background-color:#EEEFF2"
gpr.v0 gpr.v1
|  t3  || 0x10000000B0  || f11  ||  0x100000025C ||  Compare ||    0x10000002FC || t3 || 0x102000002C
gpr.a0 gpr.a1 gpr.a2 gpr.a3
|-
gpr.t0 gpr.t1 gpr.t2  gpr.t3  
t4  || 0x10000000C0  ||  f12 || 0x1000000260  ||  Status ||    0x1000000300 ||  t4 || 0x1020000030
gpr.t4  gpr.t5  gpr.t6  gpr.t7  
|-style="background-color:#EEEFF2"
gpr.s0  gpr.s1  gpr.s2  gpr.s3  
t5  || 0x10000000D0  ||  f13 ||  0x1000000264 ||  Cause ||    0x1000000304 ||  t5 || 0x1020000034
gpr.s4  gpr.s5  gpr.s6  gpr.s7  
|-
gpr.t8  gpr.t9
t6  || 0x10000000E0  ||  f14 ||  0x1000000268 ||  EPC  ||    0x1000000308 ||  t6 || 0x1020000038
gpr.k0  gpr.k1  
|-style="background-color:#EEEFF2"
gpr.gp  gpr.sp  gpr.fp  gpr.ra  
t7 ||  0x10000000F0 ||  f15 ||  0x100000026C ||  PRid  ||    0x100000030C || t7  || 0x102000003C
gpr.lo  gpr.hi gpr.sa
|-
s0 ||  0x1000000100 ||  f16 || 0x1000000270 || Config ||    0x1000000310 || s0 || 0x1020000040
|-style="background-color:#EEEFF2"
s1 || 0x1000000110 || f17  ||  0x1000000274 ||  Iab ||    0x1000000314 || s1  || 0x1020000044
|-
|  s2 ||  0x1000000120 ||  f18 ||  0x1000000278 ||  Iabm ||    0x1000000318 || s2  || 0x1020000048
|-style="background-color:#EEEFF2"
|  s3 ||  0x1000000130 || f19 || 0x100000027C  ||  Dab ||    0x100000031C ||  s3 || 0x102000004C
|-
s4 || 0x1000000140  || f20  || 0x1000000280  ||  Dabm ||    0x1000000320 || s4  || 0x1020000050
|-style="background-color:#EEEFF2"
|  s5 || 0x1000000150 || f21  ||  0x1000000284 ||  Dvm  ||    0x1000000324 || s5  || 0x1020000054
|-
|  s6 ||  0x1000000160 ||  f22 ||  0x1000000288 ||  Dvbm  ||    0x1000000328 || s6  || 0x1020000058
|-style="background-color:#EEEFF2"
s7 ||  0x1000000170 ||  f23 ||  0x100000028C ||  BadPAddr ||    0x100000032C ||  s7 || 0x102000005C
|-
t8 || 0x1000000180  ||  f24 || 0x1000000290  ||  Debug  ||    0x1000000330 || t8  ||  0x1020000060
|-style="background-color:#EEEFF2"
|  t9 ||  0x1000000190 || f25 ||  0x1000000294 ||  Perf  ||    0x1000000334 || t9 || 0x1020000064
|-
k0 ||  0x10000001A0 || f26  ||  0x1000000298 || Pcr0 ||    0x1000000338 || k0 ||  0x1020000068
|-style="background-color:#EEEFF2"
k1 ||  0x10000001B0 || f27  || 0x100000029C  ||  Pcr1 ||    0x100000033C ||  k1 ||  0x102000006C
|-
gp ||  0x10000001C0 || f28  ||  0x10000002A0 || TagLo  ||    0x1000000340 ||  gp  || 0x1020000070
|-style="background-color:#EEEFF2"
|  sp ||  0x10000001D0 ||  f29 || 0x10000002A4  || TagHi  ||    0x1000000344 || sp  || 0x1020000074
|-
fp ||  0x10000001E0 ||  f30 || 0x10000002A8  ||  ErrorEPC ||    0x1000000348 ||  fp || 0x1020000078
|-style="background-color:#EEEFF2"
|  ra || 0x10000001F0 || f31  || 0x10000002AC ||  Rsvd31 ||    0x100000034C ||    ra || 0x102000007C
|-
|  hi/hi1 (2x 64bit) || 0x1000000200  ||  fACC ||  0x10000002B0 || {{cellcolors|#7698FF|#000000}}COP0 additional registers  || ||    pc || 0x102000008C   
|-style="background-color:#EEEFF2"
lo/lo1 (2x 64bit) || 0x1000000210 || {{cellcolors|#7698FF|#000000}}FPU CTRL (FCR) ||  || real Pcr0 ||  0x1000000350 || hi ||0x1020000090 ??
|-
sa ||  0x1000000220 ||  cp1cond  ||  0x10000002B4 || real Pcr1  || 0x1000000358  ||  lo  || 0x1020000094 ??
|--style="background-color:#EEEFF2"
|    ||  ||  fpu ver ||  0x10000002B8   
|-
|  ||  || fpu sticky  ||  0x10000002BC   
|--style="background-color:#EEEFF2"
|  ||  ||  fpu ctrl ||  0x10000002C0
|-
|  ||  ||  2CF unknown ||  0x10000002C4 
|-
|}


=== Emulator related registers ===
example: eeObj.GetGpr(gpr.a1)
</pre>


{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
</pre>
! {{cellcolors|#7698FF|#000000}}"Fake" registers !! Address !! Notes 
'''GetCPR0/SetCPR0
|-
'''
| (?) || 0x1000000360      || Locking the value seems to cause a crash.
<pre>cpr.index   cpr.pagemask
|-style="background-color:#8b9dc3"
cpr.random   cpr.wired
|Current PC<br>(4 Bytes) || 0x1000000368 || Shows the current offset that's being executed by the EE.<br>
cpr.entrylo0      cpr.badvaddr
Updated only on branch/jump tests, unless commands such as --ee-pc-coherency  or --ee-insn-flush-pc are used.<br>
cpr.entrylo1      cpr.count
Then updates are instant, right when instructions are executed. <br>
cpr.context   cpr.entryhi
Commonly used by sceners as a way of finding troublesome offsets. Can be found in some emulators here too: 0x8000016830
 
|-
 
| (?) || 0x100000036C ||
cpr.compare   cpr.config    cpr.taglo
Updated on branch/jump instructions, emulator seems to use it to store next address that will be executed.
cpr.status   cpr.badpaddr cpr.taghi
  At least in recompiler to interpreter fallback mode. During tests it shows 0x80000184
cpr.cause   cpr.hwbk cpr.errorepc
|-
cpr.epc   cpr.pccr
| Delta counter  || 0x1000000370  ||<pre>(Passed cycles, likely decrementer).  
cpr.prid
Evt check is performed on branch test when 0.
Fastforwardclock set this to 0,
advanceclock subtract value from this fake reg)</pre>
|-
|Cycles ||0x1000000378||
|-
| (?) || 0x1000000384 || <pre>Address when last exception occurred on r5900.
This register most of times will hold last executed syscall address,
sometimes last tlb miss or break(if "as nop" is disabled).
Unlike the pc, this one doesn't change after a crash and has much lower latency.
Thus meaning it's better at diagnosing problems.</pre>
|-
|}


=== VU0 Registers ===
example: eeObj.GetCPR0(cpr.status) </pre>


====Registers information====
[https://psi-rockin.github.io/ps2tek/ Information taken from here]
{| 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;"
! Name !! Purpose of it
! scope=col | Register
! scope=col | W
! scope=col | Z
! scope=col | Y
! scope=col | X
| rowspan=900 style="border: none; background: none;"|
! scope=col | Register
! scope=col | W
! scope=col | Z
! scope=col | Y
! scope=col | X
|-
|-
| vf00 || 0x103000000C|| 0x1030000008 || 0x1030000004|0x1030000000|| vf17 || 0x103000011C|| 0x1030000118|| 0x1030000114||  0x1030000110
zero    ||  Hardwired to 0, writes are ignored
|-style="background-color:#EEEFF2"
| vf01 || 0x103000001C || 0x1030000018|| 0x1030000014||0x1030000010 || vf18 || 0x103000012C|| 0x1030000128|| 0x1030000124|| 0x1030000120
|-
|-
| vf02 || 0x103000002C|| 0x1030000028|| 0x1030000024|| 0x1030000020|| vf19 ||0x103000013C|| 0x1030000138|| 0x1030000134|| 0x1030000130
| at      || Temporary register used for pseudo-instructions
|-style="background-color:#EEEFF2"
| vf03 || 0x103000003C||0x1030000038 ||0x1030000034 || 0x1030000030|| vf20 || 0x103000014C|| 0x1030000148|| 0x1030000144|| 0x1030000140
|-
|-
| vf04 || 0x103000004C|| 0x1030000048|| 0x1030000044|| 0x1030000040|| vf21 || 0x103000015C||0x1030000158 || 0x1030000154|| 0x1030000150
| v0-v1    || Return register, holds values returned by functions
|-style="background-color:#EEEFF2"
| vf05 || 0x103000005C|| 0x1030000058|| 0x1030000054|| 0x1030000050|| vf22 || 0x103000016C|| 0x1030000168|| 0x1030000164|| 0x1030000160
|-
|-
| vf06 || 0x103000006C|| 0x1030000068 || 0x1030000064|| 0x1030000060|| vf23 || 0x103000017C||0x1030000178 || 0x1030000174||0x1030000170
| a0-a3    || Argument registers, holds first four parameters passed to a function
|-style="background-color:#EEEFF2"
| vf07 || 0x103000007C|| 0x1030000078 || 0x1030000074|| 0x1030000070|| vf24 ||0x103000018C || 0x1030000188|| 0x1030000184||0x1030000180
|-
|-
| vf08 || 0x103000008C|| 0x1030000088|| 0x1030000084|| 0x1030000080|| vf25 || 0x103000019C || 0x1030000198||0x1030000194 ||0x1030000190
| t0-t7    || Temporary registers. t0-t3 may also be used as additional argument registers
|-style="background-color:#EEEFF2"
| vf09 || 0x103000009C ||0x1030000098||0x1030000094 || 0x1030000090|| vf26 || 0x10300001AC|| 0x10300001A8||0x10300001A4||0x10300001A0
|-
|-
| vf10|| 0x10300000AC|| 0x10300000A8|| 0x10300000A4|| 0x10300000A0|| vf27 || 0x10300001BC||0x10300001B8 ||0x10300001B4||0x10300001B0
| s0-s7    || Saved registers. Functions must save and restore these before using them
|-style="background-color:#EEEFF2"
| vf11 || 0x10300000BC|| 0x10300000B8|| 0x10300000B4||0x10300000B0 || vf28 || 0x10300001CC||0x10300001C8 || 0x10300001C4||0x10300001C0
|-
|-
| vf12 ||0x10300000CC || 0x10300000C8||0x10300000C4 || 0x10300000C0|| vf29 || 0x10300001DC||0x10300001D8 ||0x10300001D4 ||0x10300001D0
| t8-t9    || Temporary registers
|-style="background-color:#EEEFF2"
| vf13 || 0x10300000DC|| 0x10300000D8|| 0x10300000D4|| 0x10300000D0|| vf30 || 0x10300001EC|| 0x10300001E8|| 0x10300001E4||0x10300001E0
|-
|-
| vf14 || 0x10300000EC||0x10300000E8 || 0x10300000E4|| 0x10300000E0|| vf31 || 0x10300001FC|| 0x10300001F8|| 0x10300001F4||0x10300001F0
| k0-k1    || Reserved for use by kernels
|-style="background-color:#EEEFF2"
| vf15 || 0x10300000FC|| 0x10300000F8|| 0x10300000F4|| 0x10300000F0|| ACC || 0x103000020C|| 0x1030000208||0x1030000204 || 0x1030000200
|-
|-
| vf16 || 0x103000010C ||0x1030000108 || 0x1030000104|| 0x1030000100
| gp        || Global pointer
|-
|-
|}
sp        || Stack pointer
 
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
{| class=wikitable style="border: none; background: none;"
! scope=col | Register
! scope=col | Address
| rowspan=900 style="border: none; background: none;"|
! scope=col | Register
! scope=col | Address
|-
| vi00 || 0x1030000210 ||Status|| 0x1030000310??
|-style="background-color:#EEEFF2"
| vi01 || 0x1030000220 || MACflag || 0x1030000320??
|-
|-
vi02|| 0x1030000230  || Clipflag || 0x1030000330??
fp        || Frame pointer
|-style="background-color:#EEEFF2"
|  vi03||  0x1030000240 || c2c19 || 0x1030000340??
|-
|-
vi04|| 0x1030000250 ||  R || 0x1030000350??
ra        || Return address. Used by JAL and (usually) JALR to store the address to return to after a function
|-style="background-color:#EEEFF2"
|  vi05|| 0x1030000260  || I || 0x1030000360
|-
|-
|  vi06||  0x1030000270 || Q || 0x1030000590
! Special registers !!
|-style="background-color:#EEEFF2"
|  vi07||  0x1030000280 || c2c23 || 0x1030000380??
|-
|-
vi08|| 0x1030000290 || c2c24 || 0x1030000390??
pc        || Program counter, address of currently-executing instruction (32-bit)
|-style="background-color:#EEEFF2"
|  vi09||  0x10300002A0 || c2c25 || 0x10300003A0??
|-
|-
| vi10|| 0x10300002B0 || TPC || 0x10300003B0
| hi/lo    || Stores multiplication and division results (64-bit)
|-style="background-color:#EEEFF2"
|  vi11||  0x10300002C0|| CMSAR0 || 0x10300003C0??
|-
|-
vi12|| 0x10300002D0 || FBRST || 0x10300003D0
hi1/lo1  || Used by MULT1/DIV1 type instructions, same as above (64-bit)
|-style="background-color:#EEEFF2"
|  vi13||  0x10300002E0 || VPU-STAT || 0x10300003E0??
|-
|-
vi14|| 0x10300002F0 || CMSAR1 || 0x10300003F0??
sa        ||Shift amount used by QFSRV instruction
|-style="background-color:#EEEFF2"
|  vi15||  0x1030000300 || c2c30 || 0x1030000400??
|-
|-
|}
|}
=== VU1 Registers ===
<pre>
Aside from zero, all GPRs may be freely accessed if convention rules are respected.
</pre>
 
====SetGsTitleFix====
 
One of very important commands in ps2 emu lua, allow to change GS behavior.
Part of EmuObject() class, used frequently in official configs.
<br>Example usage from official config files: https://pastebin.com/yf802Up3
 
 
'''Commands'''


{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
{| class=wikitable style="border: none; background: none;"
! Command !! Notes
! scope=col | Register
|-
! scope=col | W
|globalSet || used with workLoadThreshold or  waveThreshold or loadThreshold
! scope=col | Z
! scope=col | Y
! scope=col | X
| rowspan=900 style="border: none; background: none;"|
! scope=col | Register
! scope=col | W
! scope=col | Z
! scope=col | Y
! scope=col | X
|-
|-
| vf00 || 0x104000000C|| 0x1040000008 || 0x1040000004||  0x1040000000|| vf17 || 0x104000011C|| 0x1040000118|| 0x1040000114||  0x1040000110
|reserved ||
|-style="background-color:#EEEFF2"
| vf01 || 0x104000001C || 0x1040000018|| 0x1040000014||0x1040000010 || vf18 || 0x104000012C|| 0x1040000128|| 0x1040000124|| 0x1040000120
|-
|-
| vf02 || 0x104000002C|| 0x1040000028|| 0x1040000024|| 0x1040000020|| vf19 ||0x104000013C|| 0x1040000138|| 0x1040000134|| 0x1040000130
|forceBiLinear ||
|-style="background-color:#EEEFF2"
| vf03 || 0x104000003C||0x1040000038 ||0x1040000034 || 0x1040000030|| vf20 || 0x104000014C|| 0x1040000148|| 0x1040000144|| 0x1040000140
|-
|-
| vf04 || 0x104000004C|| 0x1040000048|| 0x1040000044|| 0x1040000040|| vf21 || 0x104000015C||0x1040000158 || 0x1040000154|| 0x1040000150
|ignoreSubBuffCov|| ignore ? buffer coverage
|-style="background-color:#EEEFF2"
| vf05 || 0x104000005C|| 0x1040000058|| 0x1040000054|| 0x1040000050|| vf22 || 0x104000016C|| 0x1040000168|| 0x1040000164|| 0x1040000160
|-
|-
| vf06 || 0x104000006C|| 0x1040000068 || 0x1040000064|| 0x1040000060|| vf23 || 0x104000017C||0x1040000178 || 0x1040000174||0x1040000170
|trianglesAsParticles||
|-style="background-color:#EEEFF2"
| vf07 || 0x104000007C|| 0x1040000078 || 0x1040000074|| 0x1040000070|| vf24 ||0x104000018C || 0x1040000188|| 0x1040000184||0x1040000180
|-
|-
| vf08 || 0x104000008C|| 0x1040000088|| 0x1040000084|| 0x1040000080|| vf25 || 0x104000019C || 0x1040000198||0x1040000194 ||0x1040000190
|ignoreAreaUpdate||
|-style="background-color:#EEEFF2"
| vf09 || 0x104000009C ||0x1040000098||0x1040000094 || 0x1040000090|| vf26 || 0x10400001AC|| 0x10400001A8||0x10400001A4||0x10400001A0
|-
|-
| vf10|| 0x10400000AC|| 0x10400000A8|| 0x10400000A4|| 0x10400000A0|| vf27 || 0x10400001BC||0x10400001B8 ||0x10400001B4||0x10400001B0
|SetSelfRender||
|-style="background-color:#EEEFF2"
| vf11 || 0x10400000BC|| 0x10400000B8|| 0x10400000B4||0x10400000B0 || vf28 || 0x10400001CC||0x10400001C8 || 0x10400001C4||0x10400001C0
|-
|-
| vf12 ||0x10400000CC || 0x10400000C8||0x10400000C4 || 0x10400000C0|| vf29 || 0x10400001DC||0x10400001D8 ||0x10400001D4 ||0x10400001D0
|ignoreSprite||
|-style="background-color:#EEEFF2"
| vf13 || 0x10400000DC|| 0x10400000D8|| 0x10400000D4|| 0x10400000D0|| vf30 || 0x10400001EC|| 0x10400001E8|| 0x10400001E4||0x10400001E0
|-
|-
| vf14 || 0x10400000EC||0x10400000E8 || 0x10400000E4|| 0x10400000E0|| vf31 || 0x10400001FC|| 0x10400001F8|| 0x10400001F4||0x10400001F0
|clipScissors||
|-style="background-color:#EEEFF2"
| vf15 || 0x10400000FC|| 0x10400000F8|| 0x10400000F4|| 0x10400000F0|| ACC || 0x104000020C|| 0x1040000208||0x1040000204 || 0x1040000200
|-
|-
| vf16 || 0x104000010C ||0x1040000108 || 0x1040000104|| 0x1040000100
|forcePoint||
|-
|-
|}
|forcePointSampling||
 
|-
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
|setRejectionArea||
{| class=wikitable style="border: none; background: none;"
|-
! scope=col | Register
|ignoreUpRender|| Ignore uprender for texture type described in params
! scope=col | Address
| rowspan=900 style="border: none; background: none;"|
! scope=col | Register
! scope=col | Address
|-  
| vi00 || 0x1040000210 ||vi16|| 0x1040000310??
|-style="background-color:#EEEFF2"
| vi01 || 0x1040000220  || vi17 || 0x1040000320??
|-
|-
| vi02|| 0x1040000230  || vi18 || 0x1040000330??
|includeAreaUpdate||
|-style="background-color:#EEEFF2"
|  vi03||  0x1040000240 || vi19 || 0x1040000340??
|-
|-
| vi04||  0x1040000250 ||  vi20 || 0x1040000350??
|forceSimpleFetch|| Used Frequently To Fix Graphical Corruptions, emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", {psm=0} )
|-style="background-color:#EEEFF2"
|  vi05|| 0x1040000260  || vi21 || 0x1040000360
|-
|-
| vi06|| 0x1040000270 || vi22 || 0x1040000370??
|fetchFromCurrBuff|| emuObj.SetGsTitleFix( "fetchFromCurrBuff", "reserved", {psm=0} )
|-style="background-color:#EEEFF2"
|  vi07||  0x1040000280 || vi23 || 0x1040000380??
|-
|-
| vi08|| 0x1040000290 || vi24 || 0x1040000390??
|ignoreUpShiftTri|| emuObj.SetGsTitleFix( "ignoreUpShiftTri", "reserved", {psm=0} )
|-style="background-color:#EEEFF2"
|  vi09||  0x10400002A0 || vi25 || 0x10400003A0??
|-
|-
| vi10|| 0x10400002B0 || vi26 || 0x10400003B0
|skipPacked||
|-style="background-color:#EEEFF2"
|  vi11||  0x10400002C0|| vi27 || 0x10400003C0??
|-
|-
| vi12|| 0x10400002D0 || vi28 || 0x10400003D0
|changeAlpha||
|-style="background-color:#EEEFF2"
|  vi13||  0x10400002E0 || vi29 || 0x10400003E0??
|-
|-
| vi14|| 0x10400002F0 || vi30 || 0x10400003F0??
|ignoreUpRenderTimeout||
|-style="background-color:#EEEFF2"
|  vi15||  0x1040000300 || vi31 || 0x1040000400??
|-
|-
|}
|}


= Open CL and Floats =
'''Arguments/variables
 
'''
In this part, we describe the PS4 native Floating point support and OpenCL information, for both CPU and GPU. The understanding of floating point conversion is very important for emulating the PS2. The information below came from this [https://gist.github.com/masterzorag/06cadbc5fbe7d3375704fc52518f434e#file-gistfile1-md gist].
 
== CPU ==
 
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Info !! Value
! Argument !! Notes
|-
|-
| Device Name                                ||   CXD90026AG - DG1002FGF84HT
|alpha_mask ||  
|-
|-
| Device Vendor                              ||   AuthenticAMD
|alphaIsNot || alpha - is not X
|-
|-
| Device Vendor ID                            ||   0x1022
|texMode || 1 - Point? , 2 - bilinear
|-
|-
| Device OpenCL C Version                    ||   OpenCL C 1.2 pocl
|twIsLess || texture width - is less than X
|-
|-
| Device Type                                ||   CPU
|thIsLess || texture height - is less than X
|-
|-
| Max compute units                          ||   8
|twIsNot || texture width - is not X
|-
|-
| Max work item dimensions                    ||   3
|thIsNot || texture width - is not X
|-
|-
| Max work item sizes                        ||  4096x4096x4096
|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>
|-
|-
| Max work group size                        ||   4096
|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>
|-
|-
| Preferred work group size multiple          ||   8
|tw || texture width
|-
|-
! Half-precision Floating-point support      !!  (n/a)
|th || texture height
|-
|-
! Single-precision Floating-point support    !!  (core)
|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>
|-
|-
| Denormals                                  || Yes
|mipIsGt || mip level is grater than X (?)
|-
|-
| Infinity and NANs                          || Yes
|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>
|-
|-
| Round to nearest                            || Yes
|prim || GS primitive type
<pre>Point        = 0
Line          = 1
LineStrip    = 2
Triangle      = 3
TriangleStrip = 4
TriangleFan  = 5
Sprite        = 6</pre>
|-
|-
| Round to zero                              || Yes
|primIsNot || GS primitive type - is not
|-
<pre>Point        = 0
| Round to infinity                          || Yes
Line          = 1
LineStrip    = 2
Triangle      = 3
TriangleStrip = 4
TriangleFan  = 5
Sprite        = 6</pre>
|-
|fillArea ||
|-
|frameW ||  
|-
|renderSelf ||  
|-
|-
| IEEE754-2008 fused multiply-add            || No
|hasClut ||  
|-
|-
| Support is emulated in software            || No
|alphaTest ||  
|-
|-
| Correctly-rounded divide and sqrt operations|| Yes
|primTest ||  
|-
|-
! Double-precision Floating-point support    !!  (cl_khr_fp64)
|workLoadThreshold ||
|-
|-
| Denormals                                  || Yes
|alpha || <pre> example: alpha=0x80000044
alpha=0</pre>
|-
|-
| Infinity and NANs                          || Yes
|texType || (1-3, more? )
|-
|-
| Round to nearest                            || Yes
|tbp || texture base pointer
|-
|-
| Round to zero                              || Yes
|cbp || CLUT buffer base pointer
|-
|-
| Round to infinity                          || Yes
|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>
|-
|-
| IEEE754-2008 fused multiply-add            || Yes
|mxl || maximum mip level (0-6)
|-
|-
| Support is emulated in software            || No
|fbmask || ?
|-
|-
! Execution capabilities                      !!
|totalArea ||
|-
|-
| Run OpenCL kernels                          || Yes
|packedRegs ||  
|-
|-
| Run native kernels                          || Yes
|packedRegsLo ||  
|-
|-
| SPIR versions                              || 1.2
|packedRegsHi ||  
|-
|-
| Device Extensions                          ||   <div align="left"><pre> cl_khr_byte_addressable_store
|packedRegsNum ||  
cl_khr_global_int32_base_atomics
cl_khr_global_int32_extended_atomics
cl_khr_local_int32_base_atomics
cl_khr_local_int32_extended_atomics
cl_khr_3d_image_writes
cl_khr_spir
cl_khr_fp64
cl_khr_int64_base_atomics
cl_khr_int64_extended_atomics </pre></div>
|-
|}
 
== GPU ==
 
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Info !! Values
|-
|Device Name                                  ||  AMD LIVERPOOL
|-
|-
|Device Vendor                                ||   AMD
|packedFlags ||  
|-
|-
|Device Vendor ID                            ||   0x1002
|packedPrim ||  
|-
|-
|Device Version                                || OpenCL 1.1
|areaNumFrames ||  
|-
|-
|Device OpenCL C Version                      || OpenCL C 1.1
|waveThreshold ||  
|-
|-
|Device Type                                  || GPU
|loadThreshold ||  
|-
|-
|Max compute units                            || 18
|fixSpriteDivTab ||  
|-
|}
|Max work item dimensions                      || 3
 
|-
====Example configs====
|Max work item sizes                          ||  256x256x256
 
|-
=====Official example=====
|Max work group size                            || 256
<pre>
|-
require( "ee-gpr-alias" ) -- you can access EE GPR by alias (gpr.a0 / gpr["a0"])
|Compiler Available                              || Yes
apiRequest(0.4)
|-
 
|Preferred work group size multiple            ||  64
-- Star Wars: Racer Revenge (SLES-50366) [US]
|-
 
!Half-precision Floating-point support        !!  (cl_khr_fp16)
local eeObj = getEEObject()
|-
 
|Denormals                                    || No
eeInsnReplace(0x13d7f0, 0x1000ffff, 0x0804f45d) -- retry FREAD() for fix #9025,
|-
eeInsnReplace(0x13BCD0, 0x3c023f80, 0x3C023F40) -- Zoom
|Infinity and NANs                            || Yes
eeInsnReplace(0x1153B4, 0x3c023f80, 0x3C023FAB) -- Y-FOV
|-
 
|Round to nearest                              || Yes
 
-- Track#
-- The Grand Reefs : 6
-- Ruins of Carnuss Gorgull : 9
eeObj.AddHook(0x187330, 0x3c010001, function()
local track = eeObj.GetGpr(gpr.a1)
print(string.format("Track : %d", track))
if track == 6 or track == 9 then
eeObj.Vu1MpgCycles(1000) -- makes it be 30fps.
else
eeObj.Vu1MpgCycles(100) -- default value.
end
end)
</pre>
 
=====Custom config.lua example=====
 
Here is the first custom lua config created by the community:
 
<pre>
apiRequest(0.1)
 
-- Fix black screen SLUS-20064
 
eeInsnReplace(0x1CF3CC, 0x4100ffff, 0x00000000) -- bc0f 0x1CF3CC to nop
</pre>
 
This is very basic command to replace part of EE memory with other instruction.
* apiRequest(0.1) - Is required for every config. Used version depend on your original eboot highest supported api. 0.1 seems to be enough for basic patches like here. 2.3 is highest known for now.
* -- Fix black screen SLUS-20064 is comment
* eeInsnReplace(0x1CF3CC, 0x4100ffff, 0x00000000) is our true command here. We are replacing the value 0x4100FFFF to 0x00000000 at the offset of 0x1CF3CC  . Like you can see we need to add what opcode is replaced. Not only patch, and memory offset.
* -- bc0f 0x1CF3CC to nop is just another comment, in this case explaining what is changed
 
<br>And here's an example for a pnach that was converted into a lua
<pre>
apiRequest(0.1)
local eeObj = getEEObject()
eeObj.ReplaceMem32(0x0016A7B2,0x0)
</pre>
 
==PS3 Config support==
 
Emulator support configs in format known from ps2_netemu/ps2classic from PS3. This feature was officially used in Arc the Lad Twilight of the Spirits ps2-ps4 classic.<br/>
To enable ps3 style config add this to config-emu-ps4.txt:
 
*--lopnor-config=1
*--ps2-title-id=TITLE-ID
 
Config file need to be in folder ...'''/patches/{TITLE-ID}/''' and file need to have name '''{TITLE-ID}_lopnor.cfgbin'''. title id need to be in XXXX-YYYYY format (ex. SLUS-12345).
<br>Example path: /patches/SLUS-12345/SLUS-12345_lopnor.cfgbin
<br>Tester confirmed that configs work like that. We don't even need to edit them, they work as is.
 
 
 
'''Config repository:''' https://github.com/Zarh/ManaGunZ/tree/master/pkgfiles/USRDIR/sys/CONFIG
Just download as raw file, and rename correctly.
 
'''<big>Please keep in mind that not all commands are recognized,</big>''' only 0x01 (can depend on emu revision), 0x09, 0x0A, 0x0B, 0x0F, 0x10, 0x26, 0x27, 0x42.
For example Rayman 3 config Does not work due to unsupported command.<br>
Command 0x07 is NOT recognized, but can be manually translated to cli config (to: --vu-xgkick-delay=value). Same goes for 0x11 (--vu0-accurate-addsub-range can be used).<br>
*Configs explained in text form: https://github.com/Zarh/Get_CONFIG/blob/master/log.txt
*More about PS3 style configs/commands: https://www.psdevwiki.com/ps3/PS2_Emulation#Game_CONFIG
*Log from loading that kind of config: https://pastebin.com/ZpUyU8DE
 
==Known issues==
List of known issues in the Ps2 emulator
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Issue !! Games affected !! Solution !! Description
|-
|-
|Round to zero                                || No
| 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.
|-
|-
|Round to infinity                            || No
| VU0/COP2 are not running in sync with EE core || 24 The Game, ATV Quad Power Racing 2, Twisted Metal Head-On, Primal, Ghosthunter, Rayman Arena, Rayman 3, Largo winch. All games using M-bit. [https://github.com/PCSX2/pcsx2/issues/4439 Also games affected by COP2 timing] || ee hook AdvanceClock or fastforwardclock commands on affected addresses, Most of the time it will be CTC2 instructions that are affected || [[Talk:PS2_Classics_Emulator_Compatibility_List#Rayman_3:_Hoodlum_havoc | Rayman 3's fix for example]] . This issue can also be replicated on Pcsx2 if you overclock the EE by +3
|-
|-
|IEEE754-2008 fused multiply-add              || No
| No roundmode support for VU/FPU || Koun, Tony hawk games, Devil may cry 3, Gun, TY the Tasmanian Tiger 3, Beyond Good & Evil, MTX Mototrax, Many others  || Lua patches to the EE memory ||
|-
|-
|Support is emulated in software              || No
| XGKick in-accuracy || Def Jam Vendetta, Galactic Wrestling, Crash twinsanity,  and others || Cli command --vu-xgkick-delay ||
|-
|-
!Single-precision Floating-point support    !!    (core)
| No M-Bit support || '''Every game that uses M-Bit'''. Totally Spies! Totally Party, Mike Tyson Heavyweight Boxing, My Street, Crash Twinsanity, Marvel Nemesis, Panzer Elite Action - Fields of Glory, Super Monkey Ball Adventure, most Eko Software games, and many more. [https://github.com/PCSX2/pcsx2/pull/3593] || Lua patches to the EE memory || M-bit: Only applicable for VU0. Ends interlock on a single QMTC2.I/CTC2.I instruction, allowing the EE to continue execution
|-
|-
|Denormals                                    || No
| Wrong read speed for double layer disc games || Shadowman, Arctic thunder, every game that's listed to require CDVD_READ_DELAY in the bios patches. [https://github.com/PCSX2/pcsx2/pull/3877 and many other affected games] || Setting  <pre> --cdvd-sector-seek-cycles=0.1</pre> at a very low value for faster Disc reading || Also known in sony's bios as CDVD_READ_DELAY
|-
|-
|Infinity and NANs                            || Yes
|('''Theory''') The emulated EE is overclocked by default || Ratchet and clank games, Metal gear solid 3, Syphon Filter: The Omega Strain, SOCOM II: U.S. Navy SEALs, Soul Calibur 3, Need for Speed: Underground, Others || None, although setting eecyclescalar above 1.0 might slightly help since it skips cycles and you can never go wrong with using fatal fury's emu for this issue || These games are extremely EE sensitive. once you overclock the EE, those games will have issues. PCSX2 fixed that with EETIMINGHACK just in case the user overclocks the EE. but on this emulator there's no way to underclock the EE. in fact, it seems that the EE is overclocked above +3 by default for some reason. and it also could possibly be the reason why the VU0 unit is not running in sync with the EE. it seems also that the Fatal fury emu is slightly less overclocked than other emus. the games that needed the ee to be overclocked in pcsx2 no longer need to be overclocked in this emulator. and the games that encounter issues when the ee is overclocked are broken in this emulator. and that alone is proof that the EE is most definitely overclocked by default.
|-
|-
|Round to nearest                              || Yes
| Clamping is turned off by default for FPU and VU units || '''Every game that requires clamping''', Klonoa, Digimon Rumble arena 2, Bully, Devil Kings, Batman - Rise of Sin Tzu,  others  || <pre>the cli commands --fpu-no-clamping=0 --vu1-no-clamping=0 --vu0-no-clamping=0 --cop2-no-clamping=0</pre>
|-
|-
|Round to zero                                || No
| In-accurate VU0/VU1/COP2 emulation || Sly cooper games, Crash twinsanity, Crazy frog racer, Rayman 3, Koei tecmo games, Klonoa 2, others.  || Choosing a VU accurate emulator such as Roguev1 or Kof2000 with the right clamping commands || The issue leads to SPS and graphical issues and sometimes freezing.
|-
|-
|Round to infinity                            || No
| In-accurate Multiply/Divide/Add/Subtract instructions || Max payne, Bully, Jackie chan adventures, Wild arms 3, Pac-man World 3, Others || Addsub/Muldiv Cli commands || Causes many geometry issues and black screens. Sony reduced the accuracy of these instructions to improve performance
|-
|-
|IEEE754-2008 fused multiply-add              || No
| Multitap doesn't support all games || Urban reign, many others || None ||
|-
|-
|Support is emulated in software              || No
| TLB in-accuracy (TLB Miss) || Jackie chan adventures, Pac-man world 3, Spyro enter the dragonfly, Yu-Gi-Oh Capsule monsters,  others || Using Recvx emu or Fatal fury emu || [https://forums.pcsx2.net/Thread-Could-someone-explain-TLB-errors?pid=613510#pid613510 More explanation on this issue] but basically this issue could lead to games freezing at the splash screen. OpenPs2loader uses what it calls "Mode 2" to fix this issue, though the frequency of this issue on ps4 is different than Pcsx2 and OPL
|-
|-
|Correctly-rounded divide and sqrt operations || No
|}
 
= PS2 Bios =
 
==Description==
 
The PS2 bios is the file '''PS20220WD20050620.crack''' included in every PS2 game .pkg. It Is '''exactly''' the same BIOS that Sony used in ps2_netemu.self in PS3. Due to lack of many X modules homebrew compatibility is limited, and many of those need to be recompiled to use non X versions of modules, or need to load open source versions of them thru mc/cdvd. Important non X module that is missing is libsd, and homebrew that need it, will most likely fail to boot, or error.
<br>Bios is know to blacklist some titles, and refuse to boot them. This include all titles with 00000000 000000A0 flag from that [[PS2_Emulation#Game_ID/DiscID in PS20220WD20050620.crack | list (click here)]]
 
Bios version seems to be Developement v2.20 from Japan region (22/01/2007), but it's of course not limited to booting only NTSC-J games.
Emulator not support USB peripherals, but this seems to be not limitation of BIOS, as it is used also in CECH C/E PS3 consoles.
There are signs that different bios version exist, named PS20190AC20030623_nordram_miniOSD.bin. This bios have included handy extensions for debugging, and can debug print with "debug osd verbosity" from CLI set to "verbose". Most noticeable difference for both bios files seems to be special RDRAM module.
<br>
<br>'''PS20220WD20050620.crack file MD5: 83AD2B530C9C102A561BA1CDC6D996D5'''
 
While PS3 emulators patch bios to preferred region, emulator used in PS4 use so called CallHook which is known better for pcsx2 users as fastboot. No need to describe patch here, just look at PCSX2 fastboot code. It's literally the same code, but PS4 emus don't have patches for different bios revisions.
 
==Files inside ROM image==
 
{| class="wikitable" style="font-size:small;"
! File !! Offset in exported bin !! Description !! File type (exportable)
|-
|-
!Double-precision Floating-point support      !!  (cl_khr_fp64)
| RESET || 0x00 || Bootstrap code for the EE and IOP. || BIN
|-
|-
|Denormals                                    || Yes
| ROMDIR || 0x2780 || The ROMDIR part of the ROM image, which provides information on the location and name of files contained in the image. || BIN
|-
|-
|Infinity and NANs                            || Yes
| EXTINFO || 0x2CC0 || Contains the "EXTINFO" for all files in the ROM image. || BIN
|-
|-
|Round to nearest                              || Yes
| SBIN || 0x3330 || Seems to be the pad controller library for the PS1 monitor. || BIN
|-
|-
|Round to zero                                || Yes
| LOGO || 0xA2D0 || PS1 logo? || BIN
|-
|-
|Round to infinity                            || Yes
| IOPBTCONF || 00x1EA20 || Boot configuration file for the IOP, during the final phase of the IOP reset. If no UDNL module is specified, the IOP will only have a single IOP reset in the reboot process, with the modules listed in IOPBTCONF.  || BIN
|-
|-
|IEEE754-2008 fused multiply-add              || Yes
| IOPBTCON2 || 0x1EB10 || Boot configuration file for the IOP, for the first phase of the IOP reset (before UDNL is loaded). || BIN
|-
|-
|Support is emulated in software              || No
| SYSMEM || 0x1EBE0 || System Memory Manager. || ELF
|-
|-
!Execution capabilities !!
| LOADCORE || 0x1FE00 || The core of IOP module loading. Provides the lowest level of IOP module loading functions. Also handles the startup of the IOP. || ELF
|-
|-
|Run OpenCL kernels                            || Yes
| EXCEPMAN || 0x22380 || Exception manager. || ELF
|-
|-
|Run native kernels                            || No
| INTRMANP || 0x22F60 || Interrupt Manager. According to wisi, it is for PS mode. || ELF
|-
|-
|Device Extensions                              || <div align="left"><pre>cl_khr_byte_addressable_store
| INTRMANI || 0x24970 || Interrupt Manager. According to wisi, it is for IOP mode. || ELF
cl_khr_byte_addressable_store
cl_khr_global_int32_base_atomics
cl_khr_global_int32_extended_atomics
cl_khr_local_int32_base_atomics
cl_khr_local_int32_extended_atomics
cl_khr_int64_base_atomics
cl_khr_int64_extended_atomics
cl_khr_fp64
cl_khr_fp16</pre></div>
|-
|-
|}
| SSBUSC || 0x267B0 || SSBUS Controller library. The SSBUS seems to be the bus that all peripherals get connected to. It seems to have the power to control the mapping of the device registers, as well as access timing. || ELF
 
= PS3 Configuration support =
 
<pre>
The PS2 emulator of the PS4 supports configurations in the known format from ps2_netemu/ps2classic that came from the PS3. This feature was officially used in Arc the Lad Twilight of the Spirits ps2-ps4 classic. To enable PS3 style configuration, add this to config-emu-ps4.txt:
 
--lopnor-config=1
--ps2-title-id=TITLE-ID
 
The configuration file needs to be in folder ...'''/patches/{TITLE-ID}/''' and the file need to have name '''{TITLE-ID}_lopnor.cfgbin'''. The Title ID needs to be in XXXX-YYYYY format (ex. SLUS-12345). Example path: /patches/SLUS-12345/SLUS-12345_lopnor.cfgbin. A tester confirmed that configurations work as is without even the need to edit them.
</pre>
 
<pre>
Please keep in mind that not all PS3 commands are recognized, only 0x01 (can depend upon emu revision), 0x09, 0x0A, 0x0B, 0x0F, 0x10, 0x26, 0x27 and 0x42.
For example, the Rayman 3 configuration does not work due to the command being unsupported on PS4.
Command 0x07 is NOT recognized, but can be manually translated to CLI configuration (to "--vu-xgkick-delay=value").
Same goes for command 0x11 (--vu0-accurate-addsub-range can be used).
</pre>
 
*Configs explained in text form: https://github.com/Zarh/Get_CONFIG/blob/master/log.txt
*More about PS3 style configurations/commands: https://www.psdevwiki.com/ps3/PS2_Emulation#Game_CONFIG
*A PS4 log from loading that kind of config: https://pastebin.com/ZpUyU8DE
 
= Known issues =
 
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Issue !! Games affected !! Solution !! Description
|-
|-
| No support for EE Cache || Ice Age 2, DOA2: Extreme, Nascar 2009, Barnyard, [https://github.com/PCSX2/pcsx2/issues/2248 Others]|| Lua patches to the EE memory and picking the right emulator ||  
| TIMEMANP || 0x26F20 || Timer Manager (PS mode) || ELF
|-
|-
| Missing COP2 pipeline emulation. || [https://github.com/PCSX2/pcsx2/issues/4439 other games affected by COP2 timing]  || Rearranging code through lua patches. || While COP2 is a part of EE, in terms of emulation it's a separate processor that can run on its own. Consequently, some operations take a long time while EE still minds own its business. Some games abuse this and do their own thing, knowing that COP2 calculation takes an expected number of cycles. On this emu, every COP2 opcode is instant, which break games that expect it to take some time.
| TIMEMANI || 0x27B00 || Timer Manager (IOP mode) || ELF
|-
|-
| VU0 is not running in sync with EE core || 24 The Game, ATV Quad Power Racing 2, Ghosthunter, Rayman Arena, Rayman 3, Largo winch, Ratchet and clank games. All games using M-bit. || EE hook AdvanceClock or fastforwardclock commands on affected addresses to push VU0 ahead while stalling EE, setting the value of 5 to ee cycle scalar, and patches to rearrange code. Most of the time, it will be CTC2/QMTC2 instructions with interlock that are affected. || Emulator kickstarts VU0 for 256 cycles, while reporting that 512 cycles passed. Yup, we are out of sync right from the start of VU0 mpg because people working for $ony don't know that VU0 run at EE MHz, not at EE bus MHz. Not to mention, that a 256 cycles kickstart is too much even on the correct speed. Later things just got worse. This issue can be partially replicated on Pcsx2 if you overclock the EE by +3
| DMACMAN || 0x28730 || DMA Controller Manager. || ELF
|-
|-
| 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).
| SYSCLIB || 0x2BE30 || System C Library. || ELF
<br>It's worth noting that pcsx2 by default applies "accurate add/sub" for every single FPU opcode, and only to fpu opcodes. That's why accurate add/sub is needed on the PS4 while pcsx2 is happy with its default settings.
|-
| HEAPLIB || 0x2E590 || Memory HEAP LIBrary (i.e. thvpool, thfpool) || ELF
|-
|-
| 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).
| THREADLIB || 0x2F290 || Multi_Thread_Manager || ELF
|-
|-
| Multitap doesn't support all games || Urban reign, Digimon Rumble Arena 2, others || Lua patches || Emulator expect PS4 to be able to use 8 controllers (well, who doesn't? Even PS1 can do it...). That cause all kind of mess with controller detection when game expect multitap in second port.
| VBLANK || 0x38020 || V-Blank management || ELF
|-
|-
| DMA writes when busy signal is engaged || Ratchet and clank games, Metal gear solid 2, others || None yet || AKA eetiminghack
| IOMAN || 0x38DB0 || IO Manager || ELF
|-
|-
|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
| MODLOAD || 0x3AD20 || IOP module loader. || ELF
|-
|-
|Reading VU TPC registers returns wrong values || Street Fighter 3 EX(VU0), R: Racing Revolution(VU0), Spiderman 3 (VU0, in T-Bit handler...), Edge of Reality games(VU1) || Patches in lua. || In this emu TPC stores full addresses, which is wrong. Real hardware keep there addr >> 3. Worth noting that EoR games read VU1 TPC in a nasty way, accessing 0x43A0(VU1 TPC) from COP2 code.
| ROMDRV || 0x3D070 || ROM driver. Provides access to the boot ROM (rom0). || ELF
|-
|-
|VIF command interrupts handled before VIFn_CODE is updated. || Onimusha Blade Warriors ||  Fixed by patch in intr handler. || This is very specific case because Onimusha check VIFn_CODE register in interrupt handler and do nothing if code is not 0x80 (NOP with I). But VIFn_CODE seems to be updated after interrupt is handled. This practically makes everything out of sync later as interrupts are happening, but handler does nothing about them.
| ADDDRV || 0x3DF60 ||  Adds support for the DVD ROM (rom1:), via ROMDRV. || ELF
|-
|-
| CDVD register 0x1F402038 (KeysValid) return wrong result. || Every "SCCS" game || Patches in lua. || Likely specific to NTSC-C releases, because that region uses special SDK. This issue makes cdvdman become stuck on any request because it thinks that the cdvd key is invalid.
| STDIO || 0x3D3C0 || Standard I/O library. || ELF
|-
|-
| 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.
| SIFMAN || 0x3EFB0 || SIF manager. || ELF
|-
|-
| Corrupted SIF0 transfer when not full QW is send by IOP || True Crime: LA, PDC DC 2008, Street Racing Syndicate(1.03) || Patches in lua. || IOP is able to send words by SIF0, EE DMAC can only transfer Quadwords. When IOP send not full QW real hardware use whatever was in buffer from previous transfer for missing words (only words that are requested by iop are overwritten in transfer buffer). Emu probably memset 0 that part.
| SIFINIT || 0x40550 || Initializes the SIF. || ELF
|-
|-
|}
| EESYNC || 0x40970 || For synchronizing with the EE, at the end of IOP resets. EESYNC from DNAS images are evil; they also perform a memory wipe of the region from 0x00084000 to .0x00100000. || ELF
 
= PCSX2 glitches not present on PS4=
<pre>
This is a list of glitches that the PS4 does not suffer from, as opposed to PCSX2.</pre>
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Issue !! PCSX2's fix !! Games affected !! Description !! PCSX2 issue no.
|--style="background-color:#7698FF"
| || || Natively fixed || ||
|-
|-
| ? || Disabling EE recompiler ||Armored Core Nine Breaker || The AI becomes stuck on some levels, working only when EE recompiler's disabled || #8587
| EENULL || 0x40E10 || The idle thread (id #0) module, in ps2 loaded to 0x00081FC0. || BIN
|-
|-
| ? || Enabling EETimingHack || Pac-Man World 2 || Hanging in Butane Pain, Ghost Bayou, Pinky's Revenge and Clyde in the Caldera levels. || Unavailable
| PS1ID || 0x40E50 || Only found in newer boot ROMs || BIN
|-
|-
| ? || Unavailable || Persona 3 || Stuttering noise when saving || #7316
| LIBFI || 0x40E60 || Not present in the boot ROM of the SCPH-10000 and SCPH-15000. || BIN
|-
|-
| ? || Unavailable || Mega Man X8 || Flickering subtitles on FMVS || #5192
| PS1VERJ || 0x40F50 ||   || BIN
|-
|-
| ? || Unavailable || Spyro Enter the Dragonfly || Audio-video desync || #8286
| PS1VERA || 0x40F60 ||   || BIN
|-
|-
| ? || Unavailable || Petit Copter 2 || In-game hang || #10380
| PS1VERE || 0x40F70 || || BIN
|-
|-
| ? || Unavailable || Yu-Gi-Oh! The Duelists of the Roses || In-game data corruption (?) leading to a hang || #11576
| PS1VERC || 0x40F80 || || BIN
|-
|-
| ? || Janky patch || Flame of Recca: Final Burning || IPU running faster than it should. || #11335
| PS1VERH || 0x40F90 || || BIN
|-
|-
| ? || Unavailable || Ape Escape 3 || Sudden burst of in-game speed at some random points in the map || Unavailable
| OSDSYS || 0x40FA0 || The browser || BIN
|-
|-
| ? || vu0RoundMode: 2 || Ape Escape 3 || The character's buster malforms when spawning anew || #11386
| - || 0x40FB0 ||   || BIN
|--style="background-color:#D7EF54"
| || || Fixed by using certain commands || ||
|-
|-
| Inaccurate COP2 add/sub implementation|| Unavailable || Driv3r || AI cop car drives at the incorrect direction (Fixed on PS4 with accurate COP2 add/sub) || #11714
| RDRAM || 0x41000  || Provides a RDRAM test for the EE at power-on. This is run from RESET. || BIN
|-
|-
|}
| EELOADCNF || 0x43D50 || Contains the IOP boot configuration file for EELOAD. || BIN
 
= PS2 Bios =
 
== Description ==
 
The PS2 BIOS is the file '''PS20220WD20050620.crack''' included in every PS2 game .pkg. It is the same BIOS used by Sony in PS3's ps2_netemu.self. The lack of many X modules here means that homebrew compatibility is limited, as many of those need to be recompiled to use non X versions of modules, or need to load open source versions of them through MC/CDVD. An important non X module that is missing is LIBSD, therefore, homebrews that require it will likely fail to boot, or cause an error.
 
This PS2 BIOS is known to blacklist some titles, and refuse to boot them. This includes all titles with the 00000000 000000A0 flag, documented [[PS2_Emulation#Game_ID/DiscID in PS20220WD20050620.crack|here]].
 
'''More about the PS2 BIOS'''
<pre>
The version of the PS2 BIOS seems to be the developement v2.20 from the Japanese region (22/01/2007), and is not limited to booting only NTSC-J games.
The PS2 emulator does not support USB peripherals, but this seems not to be a limitation of the BIOS, as it is used also in CECH C/E PS3 consoles.
There are signs that different PS2 BIOS versions exist, named PS20190AC20030623_nordram_miniOSD.bin. This PS2 BIOS has included handy extensions for debugging, and can debug print with "debug osd verbosity" from CLI set to "verbose". The most noticeable difference for both BIOS files seems to be the special RDRAM module.
 
Whilst the PS3 patches its PS2 BIOS to preferred regions, the PS4 uses a so called CallHook which is better known for PCSX2 users as fastboot. For more information about this patch, look at PCSX2's fastboot code. It is the same code except that PS2 emulators for PS4 do not have patches for different BIOS revisions.
</pre>
 
'''PS2 BIOS file information:'''
<pre>
File name: PS20220WD20050620.crack
MD5: 83AD2B530C9C102A561BA1CDC6D996D5
</pre>
 
== Files inside ROM image ==
 
{| class="wikitable" style="font-size:small;"
! File !! Offset in exported bin !! Description !! File type (exportable)
|-
|-
| RESET || 0x00 || Bootstrap code for the EE and IOP. || BIN
| SIFCMD || 0x43F00 || SIF command module. Contains the SIF command and SIF RPC functions. || ELF
|-
|-
| ROMDIR || 0x2780 || The ROMDIR part of the ROM image, which provides information on the location and name of files contained in the image. || BIN
| REBOOT || 0x46140 || The reboot service. Receives IOP reset packets from the EE, from across the SIF. || ELF
|-
|-
| EXTINFO || 0x2CC0 || Contains the "EXTINFO" for all files in the ROM image. || BIN
| LOADFILE || 0x46910 || The RPC server for MODLOAD || ELF
|-
|-
| SBIN || 0x3330 || Seems to be the pad controller library for the PS1 monitor. || BIN
| EECONF || 0x49070 || Loads part of the system configuration from the MECHACON EEPROM. Also configures and resets some peripherals, depending on the model version. In slimlines, and possibly on PS3 EECONF will also load the MAC address. || ELF
|-
|-
| LOGO || 0xA2D0 || PS1 logo? || BIN
| - || 0x49FF0 ||   || BIN
|-
|-
| IOPBTCONF || 00x1EA20 || Boot configuration file for the IOP, during the final phase of the IOP reset. If no UDNL module is specified, the IOP will only have a single IOP reset in the reboot process, with the modules listed in IOPBTCONF.  || BIN
| IOPBOOT || 0x4A000 || IOP bootup program || BIN
|-
|-
| IOPBTCON2 || 0x1EB10 || Boot configuration file for the IOP, for the first phase of the IOP reset (before UDNL is loaded). || BIN
| - || 0x4B160 ||   || BIN
|-
|-
| SYSMEM || 0x1EBE0 || System Memory Manager. || ELF
| TBIN || 0x4B800 || The PS1 monitor program. Seems to be the PS1 BIOS. This is started by RESET, when the IOP is in PS1 mode. || BIN
|-
|-
| LOADCORE || 0x1FE00 || The core of IOP module loading. Provides the lowest level of IOP module loading functions. Also handles the startup of the IOP. || ELF
| XSHA1 || 0x59770 || sha1 - this only present in PS3. It is used as additional antipiracy check. It seems that it calculate disc main elf checksum and compares it with some database. Config related?|| ELF
|-
|-
| EXCEPMAN || 0x22380 || Exception manager. || ELF
| XLOADFILE || 0x5A740 || Updated module || ELF
|-
|-
| INTRMANP || 0x22F60 || Interrupt Manager. According to wisi, it is for PS mode. || ELF
| SIO2MAN || 0x5D7F0 || SIO2 manager. Provides access to the SIO2 interface. || ELF
|-
|-
| INTRMANI || 0x24970 || Interrupt Manager. According to wisi, it is for IOP mode. || ELF
| - || 0x5F420 ||   || BIN
|-
|-
| SSBUSC || 0x267B0 || SSBUS Controller library. The SSBUS seems to be the bus that all peripherals get connected to. It seems to have the power to control the mapping of the device registers, as well as access timing. || ELF
| MCSERV || 0x61340 || RPC server for MCMAN. || ELF
|-
|-
| TIMEMANP || 0x26F20 || Timer Manager (PS mode) || ELF
| - || 0x63040 ||   || BIN
|-
|-
| TIMEMANI || 0x27B00 || Timer Manager (IOP mode) || ELF
| KROMG || 0x64000 ||   || BIN
|-
|-
| DMACMAN || 0x28730 || DMA Controller Manager. || ELF
| - || 0x65CC0 ||   || BIN
|-
|-
| SYSCLIB || 0x2BE30 || System C Library. || ELF
| KROM || 0x66000 || Kanji ROM? Not sure where this is used. || BIN
|-
|-
| HEAPLIB || 0x2E590 || Memory HEAP LIBrary (i.e. thvpool, thfpool) || ELF
| - || 0x7FE70 ||   || BIN
|-
|-
| THREADLIB || 0x2F290 || Multi_Thread_Manager || ELF
| ROMVER || 0x7FF00 || ROM version. || BIN
|-
|-
| VBLANK || 0x38020 || V-Blank management || ELF
| - || 0x7FF10 ||   || BIN
|-
|-
| IOMAN || 0x38DB0 || IO Manager || ELF
| VERSTR || 0x7FF30 || Version string. Probably PS1 ROM will use this because that this string is also present in PlayStation consoles. || BIN
|-
|-
| MODLOAD || 0x3AD20 || IOP module loader. || ELF
| - || 0x7FF90 ||   || BIN
|-
|-
| ROMDRV || 0x3D070 || ROM driver. Provides access to the boot ROM (rom0). || ELF
| ROMGSCRT || 0x80000 ||   || BIN
|-
|-
| ADDDRV || 0x3DF60 || Adds support for the DVD ROM (rom1:), via ROMDRV. || ELF
| NCDVDMAN || 0x82D30 || It seems to be a heavily stripped-down CDVDMAN module, with no support for some S-command functions like sceCdRI. || ELF
|-
|-
| STDIO || 0x3D3C0 || Standard I/O library. || ELF
| SECRMAN || 0x8F770 || Security Manager. Signing is NOT done with the one in ROM, but with a special version that comes with the utility discs. Looks like PS3 units have a different SECRMAN module from retail sets, similar to PS2 TOOL one. || ELF
|-
|-
| SIFMAN || 0x3EFB0 || SIF manager. || ELF
| MCMAN || 0x93C30 || Memory Card Manager. || ELF
|-
|-
| SIFINIT || 0x40550 || Initializes the SIF. || ELF
| PADMAN || 0xA30C0 || Pad manager. || ELF
|-
|-
| EESYNC || 0x40970 || For synchronizing with the EE, at the end of IOP resets. EESYNC from DNAS images are evil; they also perform a memory wipe of the region from 0x00084000 to .0x00100000. || ELF
| CDVDMAN || 0xAC810 || The CD/DVD manager. || ELF
|-
|-
| EENULL || 0x40E10 || The idle thread (id #0) module, in ps2 loaded to 0x00081FC0. || BIN
| CDVDFSV || 0xB4BC0 || The RPC server for CDVDMAN. || ELF
|-
|-
| PS1ID || 0x40E50 || Only found in newer boot ROMs || BIN
| FILEIO || 0xBCF80 || RPC server for IOMAN. Sony has greatly changed the semantics and design of FILEIO after some point. Connecting an old FILEIO EE RPC client to a newer server will result in a severe IOP crash. || ELF
|-
|-
| LIBFI || 0x40E60 || Not present in the boot ROM of the SCPH-10000 and SCPH-15000. || BIN
| CLEARSPU || 0xBF080 || Seems to clear/reset the SPU, but is known to cause crashes under some conditions. Not sure if it's buggy or not. Only used by the OSDSYS of the SCPH-10000 and SCPH-15000, probably retained for backward-compatibility. || ELF
|-
|-
| PS1VERJ || 0x40F50 ||   || BIN
| UDNL || 0xC0CC0 || It is responsible for selecting the modules and starting the IOP, during the final phase of the IOP reset where the desired modules are to be loaded into the IOP. || ELF
|-
|-
| PS1VERA || 0x40F60 ||   || BIN
| IGREETING || 0xC2BC0 || Displays boot information (i.e. IOP boot type, EBOOTP, IBOOTP, switch positions for DSW602 and the type of DSW602 board installed || ELF
|-
|-
| PS1VERE || 0x40F70 || || BIN
| EELOAD || 0xC3C20 || The EE ELF loader, which is loaded by LoadExecPS2() to 0x00082000 in PS2 for loading ELFs. || BIN
|-
|-
| PS1VERC || 0x40F80 || || BIN
| XCDVDMAN || 0xD2DA0 || cdvd_driver - Updated module || ELF
|-
|-
| PS1VERH || 0x40F90 ||  || BIN
| XCDVDFSV || 0xE1B30 ||  cdvd_ee_driver - Updated module || ELF
|-
|-
| OSDSYS || 0x40FA0 || The browser || BIN
| OSDSND || 0xEFF60 || OSD sound library. This is actually the tentative sound driver, which is called "librspu2" in the Sony SDK. || ELF
|-
|-
| - || 0x40FB0 ||   || BIN
| PS2LOGO || 0x11ABB0 || Displays the PlayStation 2 logo from the inserted disc. For newer consoles, if the logo cannot be decrypted properly, it will fall back to the browser. Not actually required to boot games, but the Sony OSDSYS boots PS2 games through this program. || ELF
|-
|-
| RDRAM || 0x41000  || Provides a RDRAM test for the EE at power-on. This is run from RESET. || BIN
| XPARAM2 || 0x137500 || File store per title settings for IOP emulation (XPARAM available also in real PS2 since 750XX where Deckard powerPC was introduced) || ELF
|-
|-
| EELOADCNF || 0x43D50 || Contains the IOP boot configuration file for EELOAD. || BIN
| OSDSYS || 0x139A00 || The browser || BIN
|-
|-
| SIFCMD || 0x43F00 || SIF command module. Contains the SIF command and SIF RPC functions. || ELF
| PIOPRP || 0x177880 || Present in the PS3 ps2_(gx/soft/net)emu; contains version 3.1.0 of the IOP software (compared to version 1.3.4 on the root). || BIN
|-
|-
| REBOOT || 0x46140 || The reboot service. Receives IOP reset packets from the EE, from across the SIF. || ELF
| KERNEL || 0x1BB7E0 || The EE kernel || BIN
|}
Description source: https://gist.github.com/uyjulian/25291080f083987d3f3c134f593483c5
 
== Game_ID/DiscID in PS20220WD20050620.crack ==
 
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.
 
{| class="wikitable sortable" ||
|-
! Command !! Name !! Fix on ps4 / Explanation
|-
|-
| LOADFILE || 0x46910 || The RPC server for MODLOAD || ELF
| 0x00 || TITLE_MASK || Black-listed games if 0xA0000000 value
|-
|-
| EECONF || 0x49070 || Loads part of the system configuration from the MECHACON EEPROM. Also configures and resets some peripherals, depending on the model version. In slimlines, and possibly on PS3 EECONF will also load the MAC address. || ELF
| 0x01 || SIO2_MASK ||
|-
|-
| - || 0x49FF0 ||   || BIN
| 0x02 || DEV9_MASK || Emulates dummy ethernet connection
|-
|-
| IOPBOOT || 0x4A000 || IOP bootup program || BIN
| 0x03 || USB_MASK ||  
|-
|-
| - || 0x4B160 ||   || BIN
| 0x04 || SIF_DMA_SYNC ||  
|-
|-
| TBIN || 0x4B800 || The PS1 monitor program. Seems to be the PS1 BIOS. This is started by RESET, when the IOP is in PS1 mode. || BIN
| 0x05 || SIF_DMA_LOAD ||  
|-
|-
| XSHA1 || 0x59770 || sha1 - this only present in PS3. It is used as additional antipiracy check. It seems that it calculate disc main elf checksum and compares it with some database. Config related?|| ELF
| 0x06 || DMAC_CH10_INT_DELAY ||  
|-
|-
| XLOADFILE || 0x5A740 || Updated module || ELF
| 0x07 || MECHA_RECOGTIME ||  
|-
|-
| SIO2MAN || 0x5D7F0 || SIO2 manager. Provides access to the SIO2 interface. || ELF
| 0x08 || CPU_DELAY || Most likely --iop-cycle-scalar=0.1
|-
|-
| - || 0x5F420 ||   || BIN
| 0x09 || DEV5_INT_SPEED ||  
|-
|-
| MCSERV || 0x61340 || RPC server for MCMAN. || ELF
| 0x0A || CDVD_READ_DELAY || the cli command cdvd-sector-seek-cycles
|-
|-
| - || 0x63040 ||   || BIN
| 0x0B || SPU2_BEHAVIOR ||  
|-
|-
| KROMG || 0x64000 ||   || BIN
|}
 
{| class="wikitable sortable" ||  
|-
! ID !! Title !! Command !! Value !! Remarks
|-
|PBPX_952.01 || DVD Utility Disc Version 1.00                                        || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
| - || 0x65CC0 ||   || BIN
|PBPX_952.02 || DVD Utility Disc Version 1.01                                        || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
| KROM || 0x66000 || Kanji ROM? Not sure where this is used. || BIN
|PBPX_952.03 || DVD Utility Disc Version 1.01                                        || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
| - || 0x7FE70 ||   || BIN
|PBPX_952.06 || DVD Player (Version 2.01)                                            || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
| ROMVER || 0x7FF00 || ROM version. || BIN
|PBPX_952.07 || DVD Player (Version 2.10)                                            || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
| - || 0x7FF10 ||   || BIN
|PBPX_952.08 || DVD Player (Version 2.10)                                            || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
| VERSTR || 0x7FF30 || Version string. Probably PS1 ROM will use this because that this string is also present in PlayStation consoles. || BIN
|PBPX_952.09 || DVD Player (Version 2.10)                                            || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
| - || 0x7FF90 ||   || BIN
|PBPX_952.10 || DVD Utility Disc Version 2.10                                        || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
| ROMGSCRT || 0x80000 ||   || BIN
|PBPX_952.11 || DVD Utility Disc Version 1.00                                        || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
| NCDVDMAN || 0x82D30 || It seems to be a heavily stripped-down CDVDMAN module, with no support for some S-command functions like sceCdRI. || ELF
|PBPX_952.21 || DVD Player (Version 2.12)                                            || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
| SECRMAN || 0x8F770 || Security Manager. Signing is NOT done with the one in ROM, but with a special version that comes with the utility discs. Looks like PS3 units have a different SECRMAN module from retail sets, similar to PS2 TOOL one. || ELF
|PBPX_952.22 || DVD Player (Version 2.14)                                            || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
| MCMAN || 0x93C30 || Memory Card Manager. || ELF
|PBPX_952.24 || DVD Player (Version 2.16)                                            || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
| PADMAN || 0xA30C0 || Pad manager. || ELF
|PBPX_952.28 ||                                                                      || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
| CDVDMAN || 0xAC810 || The CD/DVD manager. || ELF
|PBPX_952.35 ||                                                                      || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
| CDVDFSV || 0xB4BC0 || The RPC server for CDVDMAN. || ELF
|PBPX_952.39 || Online Start Up Disc v3.0                                            || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
| FILEIO || 0xBCF80 || RPC server for IOMAN. Sony has greatly changed the semantics and design of FILEIO after some point. Connecting an old FILEIO EE RPC client to a newer server will result in a severe IOP crash. || ELF
|PBPX_955.01 || Linux for PS2 Beta Release 1                                        || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
| CLEARSPU || 0xBF080 || Seems to clear/reset the SPU, but is known to cause crashes under some conditions. Not sure if it's buggy or not. Only used by the OSDSYS of the SCPH-10000 and SCPH-15000, probably retained for backward-compatibility. || ELF
|PBPX_955.07 || Playstation 2 Linux Runtime Environment v1.0 (Disc 1)                || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
| UDNL || 0xC0CC0 || It is responsible for selecting the modules and starting the IOP, during the final phase of the IOP reset where the desired modules are to be loaded into the IOP. || ELF
|PBPX_955.09 || Linux for PS2 Release 1.0                                            || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
| IGREETING || 0xC2BC0 || Displays boot information (i.e. IOP boot type, EBOOTP, IBOOTP, switch positions for DSW602 and the type of DSW602 board installed || ELF
|PBPX_955.18 ||                                                                      || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
| EELOAD || 0xC3C20 || The EE ELF loader, which is loaded by LoadExecPS2() to 0x00082000 in PS2 for loading ELFs. || BIN
|PDPX_991.09 || DVD Player (Version 3.04)                                            || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
| XCDVDMAN || 0xD2DA0 || cdvd_driver - Updated module || ELF
|PSXC_002.01 || PSX Update Disc 1.10                                                || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
| XCDVDFSV || 0xE1B30 || cdvd_ee_driver - Updated module || ELF
|PSXC_002.02 || PSX Update Disc 1.20                                                || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
| OSDSND || 0xEFF60 || OSD sound library. This is actually the tentative sound driver, which is called "librspu2" in the Sony SDK. || ELF
|PSXC_002.03 || PSX Update Disc 1.31                                                || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
| PS2LOGO || 0x11ABB0 || Displays the PlayStation 2 logo from the inserted disc. For newer consoles, if the logo cannot be decrypted properly, it will fall back to the browser. Not actually required to boot games, but the Sony OSDSYS boots PS2 games through this program. || ELF
|PTPX_970.38 ||                                                                      || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
| XPARAM2 || 0x137500 || File store per title settings for IOP emulation (XPARAM available also in real PS2 since 750XX where Deckard powerPC was introduced) || ELF
|SCAJ_201.25 || Tekken 5                                                            || 0x0B || 0x40000000 || SPU2_BEHAVIOR
|-
|-
| OSDSYS || 0x139A00 || The browser || BIN
|SCAJ_201.26 || Tekken 5                                                            || 0x0B || 0x40000000 || SPU2_BEHAVIOR
|-
|-
| PIOPRP || 0x177880 || Present in the PS3 ps2_(gx/soft/net)emu; contains version 3.1.0 of the IOP software (compared to version 1.3.4 on the root).  || BIN
|SCES_532.02 || Tekken 5                                                            || 0x0B || 0x40000000 || SPU2_BEHAVIOR
|-
|-
| KERNEL || 0x1BB7E0 || The EE kernel || BIN
|SCKA_200.49 || Tekken 5                                                            || 0x0B || 0x40000000 || SPU2_BEHAVIOR
|}
 
Description source: https://gist.github.com/uyjulian/25291080f083987d3f3c134f593483c5
 
== Game_ID/DiscID in PS20220WD20050620.crack ==
 
<pre>There are 193 titleIDs listed inside XPARAM2.ELF file of PS2 BIOS included in PS20220WD20050620.crack. XPARAM2.ELF is called by OSDSYS, then ID check is performed. If titleID match to one of included in the table, different IOP emulation settings are applied. This include blacklisting for some specific titles.
 
The original PS2 BIOS from models with emulated IOP, include a similar list file called XPARAM.ELF. The Title IDs there are not the same, although some of them exist on both lists.</pre>
 
{| class="wikitable sortable" ||  
|-
! Command !! Name
|-
|-
| 0x00 || TITLE_MASK  
|SCPM_621.15 ||                                                                      || 0x00 ||  0x1000000 || TITLE_MASK
|-
|-
| 0x01 || SIO2_MASK
|SCPM_621.16 ||                                                                     || 0x00 ||  0x1000000 || TITLE_MASK
|-
|-
| 0x02 || DEV9_MASK 
|SCPN_601.01 || PlayStation BB Navigator (Version 0.10)                              || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
| 0x03 || USB_MASK
|SCPN_601.30 || PlayStation BB Navigator (Version 0.20)                              || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
| 0x04 || SIF_DMA_SYNC
|SCPN_601.40 || PlayStation BB Navigator (Version 0.30)                              || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
| 0x05 || SIF_DMA_LOAD
|SCPN_601.50 || PlayStation BB Navigator (Version 0.31)                              || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
| 0x06 || DMAC_CH10_INT_DELAY 
|SCPN_601.60 || PlayStation BB Navigator (Version 0.32)                              || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
| 0x07 || MECHA_RECOGTIME 
|SCPS_110.01 || I.Q. Remix                                                          || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
| 0x08 || CPU_DELAY
|SCPS_110.10 || Yoake no Mariko (Performance Pack Edition)                          || 0x01 ||    0x1800 || SIO2_MASK
|-
|-
| 0x09 || DEV5_INT_SPEED
|SCPS_110.18 || Yoake no Mariko                                                      || 0x01 ||    0x1800 || SIO2_MASK
|-
|-
| 0x0A || CDVD_READ_DELAY 
|SCPS_110.21 || Yoake no Mariko 2nd Act (Limited Edition)                            || 0x01 ||    0x1800 || SIO2_MASK
|-
|-
| 0x0B || SPU2_BEHAVIOR 
|SCPS_110.22 || Yoake no Mariko 2nd Act                                              || 0x01 ||    0x1800 || SIO2_MASK
|-
|-
|}
|SCPS_150.38 || Lifeline                                                            || 0x0A ||   0x80300 || CDVD_READ_DELAY
 
{| class="wikitable sortable" ||
|-
! ID !! Title !! Command !! Value !! Remarks
|-
|PBPX_952.01 || DVD Utility Disc Version 1.00                                        || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
|PBPX_952.02 || DVD Utility Disc Version 1.01                                        || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|SCPS_150.39 || Lifeline                                                            || 0x0A ||   0x80300 || CDVD_READ_DELAY
|-
|-
|PBPX_952.03 || DVD Utility Disc Version 1.01                                        || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|SCPS_170.01 || Gran Turismo 4                                                      || 0x0B || 0x10000000 || SPU2_BEHAVIOR
|-
|-
|PBPX_952.06 || DVD Player (Version 2.01)                                            || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|SCPS_175.01 || Linux (for PlayStation2) Release 1.0                                || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
|PBPX_952.07 || DVD Player (Version 2.10)                                            || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|SCPS_200.39 ||                                                                     || 0x00 || 0x4000000 || TITLE_MASK
|-
|-
|PBPX_952.08 || DVD Player (Version 2.10)                                            || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|SCUS_971.67 || PaRappa the Rapper 2                                                 || 0x04 ||     0x2000 || SIF_DMA_SYNC
|-
|-
|PBPX_952.09 || DVD Player (Version 2.10)                                           || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|SCUS_972.69 || Final Fantasy XI [Disc 2]                                           || 0x02 ||       0xB || DEV9_MASK
|-
|-
|PBPX_952.10 || DVD Utility Disc Version 2.10                                        || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|SLES_500.48 || Donald Duck: Quack Attack                                            || 0x01 ||     0x800 || SIO2_MASK
|-
|-
|PBPX_952.11 || DVD Utility Disc Version 1.00                                        || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|SLES_500.62 || Orphen: Scion of Sorcery                                            || 0x08 ||     0xC1C || CPU_DELAY
|-
|-
|PBPX_952.21 || DVD Player (Version 2.12)                                            || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|SLES_503.64 || City Crisis                                                          || 0x0A ||   0x80BB8 || CDVD_READ_DELAY
|-
|-
|PBPX_952.22 || DVD Player (Version 2.14)                                            || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|SLES_504.46 || Shadow Man 2: The Second Coming                                      || 0x0A ||   0x80600 || CDVD_READ_DELAY
|-
|-
|PBPX_952.24 || DVD Player (Version 2.16)                                            || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|SLES_505.40 || Simpsons: Road Rage                                                  || 0x01 ||     0x800 || SIO2_MASK
|-
|-
|PBPX_952.28 ||                                                                     || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|SLES_506.08 || Shadow Man 2: The Second Coming                                      || 0x0A ||   0x80600 || CDVD_READ_DELAY
|-
|-
|PBPX_952.35 ||                                                                     || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|SLES_506.28 || Simpsons: Road Rage                                                  || 0x01 ||     0x800 || SIO2_MASK
|-
|-
|PBPX_952.39 || Online Start Up Disc v3.0                                           || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|SLES_507.28 || Tiger Woods PGA Tour 2002                                           || 0x0A ||   0x803E8 || CDVD_READ_DELAY
|-
|-
|PBPX_955.01 || Linux for PS2 Beta Release 1                                        || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|SLES_507.29 ||                                                                     || 0x0A ||   0x803E8 || CDVD_READ_DELAY
|-
|-
|PBPX_955.07 || Playstation 2 Linux Runtime Environment v1.0 (Disc 1)                || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|SLES_512.82 || Tiger Woods PGA Tour 2003                                            || 0x0A ||   0x803E8 || CDVD_READ_DELAY
|-
|-
|PBPX_955.09 || Linux for PS2 Release 1.0                                            || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|SLES_514.79 || Def Jam Vendetta                                                    || 0x01 ||     0x802 || SIO2_MASK
|-
|-
|PBPX_955.18 ||                                                                     || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|SLES_518.41 || SpyHunter 2                                                          || 0x01 ||     0x800 || SIO2_MASK
|-
|-
|PDPX_991.09 || DVD Player (Version 3.04)                                            || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|SLES_518.44 || Time Crisis 3                                                       || 0x01 ||     0x800 || SIO2_MASK
|-
|-
|PSXC_002.01 || PSX Update Disc 1.10                                                || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|SLES_519.97 || SWAT: Global Strike Team                                            || 0x01 ||     0x800 || SIO2_MASK
|-
|-
|PSXC_002.02 || PSX Update Disc 1.20                                                || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|SLES_520.97 || SWAT: Global Strike Force                                            || 0x01 ||     0x800 || SIO2_MASK
|-
|-
|PSXC_002.03 || PSX Update Disc 1.31                                                || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|SLES_530.37 || Super Monkey Ball Deluxe                                            || 0x01 ||     0x802 || SIO2_MASK
|-
|-
|PTPX_970.38 ||                                                                     || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|SLES_536.68 || Micro Machines v4                                                    || 0x01 ||     0x801 || SIO2_MASK
|-
|-
|SCAJ_201.25 || Tekken 5                                                            || 0x0B || 0x40000000 || SPU2_BEHAVIOR
|SLES_537.55 || Castlevania: Curse of Darkness                                      || 0x04 ||       0x10 || SIF_DMA_SYNC
|-
|-
|SCAJ_201.26 || Tekken 5                                                            || 0x0B || 0x40000000 || SPU2_BEHAVIOR
|SLES_537.96 || FIFA Street 2                                                        || 0x01 ||     0x1800 || SIO2_MASK
|-
|-
|SCES_532.02 || Tekken 5                                                            || 0x0B || 0x40000000 || SPU2_BEHAVIOR
|SLPM_620.42 || Kurogane no Houkou: Warship Commander                                || 0x01 ||     0x3000 || SIO2_MASK
|-
|-
|SCKA_200.49 || Tekken 5                                                            || 0x0B || 0x40000000 || SPU2_BEHAVIOR
|SLPM_620.62 || Gitaroo Man One                                                      || 0x0A ||   0x80540 || CDVD_READ_DELAY
|-
|-
|SCPM_621.15 ||                                                                     || 0x00 || 0x1000000 || TITLE_MASK
|SLPM_621.05 || Taikou Risshiden IV                                                  || 0x09 || 0x2B47000A || DEV5_INT_SPEED
|-
|-
|SCPM_621.16 ||                                                                     || 0x00 || 0x1000000 || TITLE_MASK
|SLPM_621.24 || Ready 2 Rumble Boxing: Round 2                                      || 0x08 ||     0x1388 || CPU_DELAY
|-
|-
|SCPN_601.01 || PlayStation BB Navigator (Version 0.10)                              || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|SLPM_621.25 || Gauntlet: Dark Legacy                                                || 0x08 ||     0xC1C || CPU_DELAY
|-
|-
|SCPN_601.30 || PlayStation BB Navigator (Version 0.20)                              || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|SLPM_621.25 || Gauntlet: Dark Legacy                                                || 0x09 || 0x2B470005 || DEV5_INT_SPEED
|-
|-
|SCPN_601.40 || PlayStation BB Navigator (Version 0.30)                             || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|SLPM_621.35 || Final Fantasy: XI (Beta Version)                                     || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
|SCPN_601.50 || PlayStation BB Navigator (Version 0.31)                              || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|SLPM_621.54 || DDRMAX Dance Dance Revolution 6thMix                                || 0x08 ||     0x1A5E || CPU_DELAY
|-
|-
|SCPN_601.60 || PlayStation BB Navigator (Version 0.32)                              || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|SLPM_622.39 || Supercar Street Challenge                                            || 0x0A ||   0x80300 || CDVD_READ_DELAY
|-
|-
|SCPS_110.01 || I.Q. Remix                                                          || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|SLPM_623.69 || Karaoke Revolution: J-Pop Vol.1                                      || 0x08 ||     0x1388 || CPU_DELAY
|-
|-
|SCPS_110.10 || Yoake no Mariko (Performance Pack Edition)                          || 0x01 ||    0x1800 || SIO2_MASK
|SLPM_623.79 || Karaoke Revolution: J-Pop Vol.2                                      || 0x08 ||    0x1388 || CPU_DELAY
|-
|-
|SCPS_110.18 || Yoake no Mariko                                                      || 0x01 ||    0x1800 || SIO2_MASK
|SLPM_623.80 || Karaoke Revolution: J-Pop Vol.3                                      || 0x08 ||    0x1388 || CPU_DELAY
|-
|-
|SCPS_110.21 || Yoake no Mariko 2nd Act (Limited Edition)                            || 0x01 ||    0x1800 || SIO2_MASK
|SLPM_623.81 || Karaoke Revolution: J-Pop Vol.4                                      || 0x08 ||    0x1388 || CPU_DELAY
|-
|-
|SCPS_110.22 || Yoake no Mariko 2nd Act                                              || 0x01 ||    0x1800 || SIO2_MASK
|SLPM_623.82 || Karaoke Revolution: Love & Ballad                                    || 0x08 ||    0x1388 || CPU_DELAY
|-
|-
|SCPS_150.38 || Lifeline                                                            || 0x0A ||   0x80300 || CDVD_READ_DELAY
|SLPM_623.83 || Karaoke Revolution: Night Selection 2003                            || 0x08 ||     0x1388 || CPU_DELAY
|-
|-
|SCPS_150.39 || Lifeline                                                            || 0x0A ||   0x80300 || CDVD_READ_DELAY
|SLPM_624.14 || Karaoke Revolution: Dreams & Memories                                || 0x08 ||     0x1388 || CPU_DELAY
|-
|-
|SCPS_170.01 || Gran Turismo 4                                                      || 0x0B || 0x10000000 || SPU2_BEHAVIOR
|SLPM_624.37 || Suisui Sweet: Amai Ai no Mitsukekata                                || 0x0B || 0x40000000 || SPU2_BEHAVIOR
|-
|-
|SCPS_175.01 || Linux (for PlayStation2) Release 1.0                                || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|SLPM_624.50 || Karaoke Revolution: Anime Song Selection                            || 0x08 ||     0x1388 || CPU_DELAY
|-
|-
|SCPS_200.39 ||                                                                     || 0x00 || 0x4000000 || TITLE_MASK
|SLPM_624.51 || Karaoke Revolution: J-Pop Vol.5                                      || 0x08 ||     0x1388 || CPU_DELAY
|-
|-
|SCUS_971.67 || PaRappa the Rapper 2                                                || 0x04 ||    0x2000 || SIF_DMA_SYNC
|SLPM_624.54 || Karaoke Revolution: J-Pop Vol.6                                      || 0x08 ||    0x1388 || CPU_DELAY
|-
|-
|SCUS_972.69 || Final Fantasy XI [Disc 2]                                            || 0x02 ||       0xB || DEV9_MASK
|SLPM_624.55 || Karaoke Revolution: J-Pop Vol.7                                      || 0x08 ||     0x1388 || CPU_DELAY
|-
|-
|SLES_500.48 || Donald Duck: Quack Attack                                            || 0x01 ||     0x800 || SIO2_MASK
|SLPM_624.56 || Karaoke Revolution: J-Pop Vol.8                                      || 0x08 ||     0x1388 || CPU_DELAY
|-
|-
|SLES_500.62 || Orphen: Scion of Sorcery                                            || 0x08 ||     0xC1C || CPU_DELAY
|SLPM_624.57 || Karaoke Revolution: Snow & Party                                    || 0x08 ||     0x1388 || CPU_DELAY
|-
|-
|SLES_503.64 || City Crisis                                                          || 0x0A ||   0x80BB8 || CDVD_READ_DELAY
|SLPM_624.64 || Pop'n Taisen Pazurudame Online                                      || 0x08 ||     0x1F40 || CPU_DELAY
|-
|-
|SLES_504.46 || Shadow Man 2: The Second Coming                                     || 0x0A ||   0x80600 || CDVD_READ_DELAY
|SLPM_624.79 || Karaoke Revolution: J-Pop Vol.9                                     || 0x08 ||     0x1388 || CPU_DELAY
|-
|-
|SLES_505.40 || Simpsons: Road Rage                                                  || 0x01 ||     0x800 || SIO2_MASK
|SLPM_624.91 || Mega Man: The Power Battle                                          || 0x04 ||     0x2000 || SIF_DMA_SYNC
|-
|-
|SLES_506.08 || Shadow Man 2: The Second Coming                                      || 0x0A ||   0x80600 || CDVD_READ_DELAY
|SLPM_624.92 || Karaoke Revolution: Kids Song Selection                              || 0x08 ||     0x1388 || CPU_DELAY
|-
|-
|SLES_506.28 || Simpsons: Road Rage                                                  || 0x01 ||     0x800 || SIO2_MASK
|SLPM_625.28 || Karaoke Revolution: Kazoku Idol Sengen (Bundle Edition)              || 0x08 ||     0x1388 || CPU_DELAY
|-
|-
|SLES_507.28 || Tiger Woods PGA Tour 2002                                            || 0x0A ||   0x803E8 || CDVD_READ_DELAY
|SLPM_625.29 || Karaoke Revolution: Kazoku Idol Sengen                              || 0x08 ||     0x1388 || CPU_DELAY
|-
|-
|SLES_507.29 ||                                                                     || 0x0A ||   0x803E8 || CDVD_READ_DELAY
|SLPM_650.86 || A Visual Mix: Ayumi Hamasaki Dome Tour 2001 (Disc 1)                || 0x08 ||     0x1450 || CPU_DELAY
|-
|-
|SLES_512.82 || Tiger Woods PGA Tour 2003                                            || 0x0A ||   0x803E8 || CDVD_READ_DELAY
|SLPM_650.87 || A Visual Mix: Ayumi Hamasaki Dome Tour 2001 (Disc 2)                || 0x08 ||     0x1450 || CPU_DELAY
|-
|-
|SLES_514.79 || Def Jam Vendetta                                                    || 0x01 ||     0x802 || SIO2_MASK
|SLPM_650.90 || Spy Hunter                                                          || 0x01 ||     0x1800 || SIO2_MASK
|-
|-
|SLES_518.41 || SpyHunter 2                                                          || 0x01 ||     0x800 || SIO2_MASK
|SLPM_651.97 || Nobunaga's Ambition Online                                          || 0x02 ||       0xB || DEV9_MASK
|-
|-
|SLES_518.44 || Time Crisis 3                                                        || 0x01 ||     0x800 || SIO2_MASK
|SLPM_652.09 || Star Ocean: Till the End of Time                                     || 0x0B ||   0x20014 || SPU2_BEHAVIOR
|-
|-
|SLES_519.97 || SWAT: Global Strike Team                                            || 0x01 ||     0x800 || SIO2_MASK
|SLPM_654.38 || Star Ocean: Till the End of Time (Director's Cut) (Disc 1)          || 0x0B ||   0x20014 || SPU2_BEHAVIOR
|-
|-
|SLES_520.97 || SWAT: Global Strike Force                                            || 0x01 ||     0x800 || SIO2_MASK
|SLPM_654.39 || Star Ocean: Till the End of Time (Director's Cut) (Disc 2)          || 0x0B ||   0x20014 || SPU2_BEHAVIOR
|-
|-
|SLES_530.37 || Super Monkey Ball Deluxe                                            || 0x01 ||      0x802 || SIO2_MASK
|SLPM_654.88 || Grand Theft Auto: Vice City                                          || 0x0A ||      0x300 || CDVD_READ_DELAY
|-
|-
|SLES_536.68 || Micro Machines v4                                                    || 0x01 ||     0x801 || SIO2_MASK
|SLPM_654.88 || Grand Theft Auto: Vice City                                          || 0x09 || 0x36000200 || DEV5_INT_SPEED
|-
|-
|SLES_537.55 || Castlevania: Curse of Darkness                                      || 0x04 ||       0x10 || SIF_DMA_SYNC
|SLPM_656.33 || I Love Baseball: Pro Yakyu wo Koyonaku                              || 0x08 ||     0xFA0 || CPU_DELAY
|-
|-
|SLES_537.96 || FIFA Street 2                                                        || 0x01 ||     0x1800 || SIO2_MASK
|SLPM_656.98 || Love Songs: ADV Futaba Riho 14-sai Natsu                            || 0x0A ||   0x80380 || CDVD_READ_DELAY
|-
|-
|SLPM_620.42 || Kurogane no Houkou: Warship Commander                                || 0x01 ||     0x3000 || SIO2_MASK
|SLPM_657.05 || Final Fantasy XI: Chains of Promathia (Expansion Disc)              || 0x02 ||       0xB || DEV9_MASK
|-
|-
|SLPM_620.62 || Gitaroo Man One                                                     || 0x0A ||   0x80540 || CDVD_READ_DELAY
|SLPM_657.06 || Final Fantasy XI: Chains of Promathia (All-In-One Edition)          || 0x02 ||       0xB || DEV9_MASK
|-
|-
|SLPM_621.05 || Taikou Risshiden IV                                                 || 0x09 || 0x2B47000A || DEV5_INT_SPEED
|SLPM_657.19 || Burnout 3: Takedown                                                 || 0x01 ||     0x1C00 || SIO2_MASK
|-
|-
|SLPM_621.24 || Ready 2 Rumble Boxing: Round 2                                      || 0x08 ||     0x1388 || CPU_DELAY
|SLPM_657.83 || Nobunaga no Yabou Online: Tappi no Shou                              || 0x02 ||       0xB || DEV9_MASK
|-
|-
|SLPM_621.25 || Gauntlet: Dark Legacy                                                || 0x08 ||     0xC1C || CPU_DELAY
|SLPM_658.94 || Winning Post 6: 2005 Version                                        || 0x01 ||     0x2400 || SIO2_MASK
|-
|-
|SLPM_621.25 || Gauntlet: Dark Legacy                                                || 0x09 || 0x2B470005 || DEV5_INT_SPEED
|SLPM_659.34 || Maple Colors                                                        || 0x0A ||   0x80300 || CDVD_READ_DELAY
|-
|-
|SLPM_621.35 || Final Fantasy: XI (Beta Version)                                     || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|SLPM_659.53 || Final Fantasy: XI (Entry Disc 2005)                                 || 0x02 ||       0xB || DEV9_MASK
|-
|-
|SLPM_621.54 || DDRMAX Dance Dance Revolution 6thMix                                || 0x08 ||     0x1A5E || CPU_DELAY
|SLPM_659.84 || Grand Theft Auto: San Andreas                                        || 0x0A ||   0x803E8 || CDVD_READ_DELAY
|-
|-
|SLPM_622.39 || Supercar Street Challenge                                            || 0x0A ||   0x80300 || CDVD_READ_DELAY
|SLPM_660.33 || The Sword of Etheria                                                || 0x08 ||     0xC1C || CPU_DELAY
|-
|-
|SLPM_623.69 || Karaoke Revolution: J-Pop Vol.1                                      || 0x08 ||     0x1388 || CPU_DELAY
|SLPM_660.33 || The Sword of Etheria                                                || 0x00 || 0x2000000 || TITLE_MASK
|-
|-
|SLPM_623.79 || Karaoke Revolution: J-Pop Vol.2                                      || 0x08 ||     0x1388 || CPU_DELAY
|SLPM_660.48 || The Sword of Etheria                                                || 0x08 ||     0xC1C || CPU_DELAY
|-
|-
|SLPM_623.80 || Karaoke Revolution: J-Pop Vol.3                                      || 0x08 ||     0x1388 || CPU_DELAY
|SLPM_660.48 || The Sword of Etheria                                                || 0x00 || 0x2000000 || TITLE_MASK
|-
|-
|SLPM_623.81 || Karaoke Revolution: J-Pop Vol.4                                      || 0x08 ||     0x1388 || CPU_DELAY
|SLPM_660.57 || Taito Memories Vol.1                                                || 0x08 ||     0xCE4 || CPU_DELAY
|-
|-
|SLPM_623.82 || Karaoke Revolution: Love & Ballad                                    || 0x08 ||    0x1388 || CPU_DELAY
|SLPM_661.56 || Marheaven: Arm Fight Dream                                          || 0x01 ||    0x1800 || SIO2_MASK
|-
|-
|SLPM_623.83 || Karaoke Revolution: Night Selection 2003                            || 0x08 ||     0x1388 || CPU_DELAY
|SLPM_661.75 || Akumajo Dracula: Yami no Juin                                        || 0x08 ||       0x60 || CPU_DELAY
|-
|-
|SLPM_624.14 || Karaoke Revolution: Dreams & Memories                                || 0x08 ||     0x1388 || CPU_DELAY
|SLPM_661.75 || Akumajo Dracula: Yami no Juin                                        || 0x0B ||   0x2001C || SPU2_BEHAVIOR
|-
|-
|SLPM_624.37 || Suisui Sweet: Amai Ai no Mitsukekata                                || 0x0B || 0x40000000 || SPU2_BEHAVIOR
|SLPM_663.93 || Final Fantasy XI: Treasures of Aht Urhgan (All-In-One Edition)      || 0x0A ||   0x803E8 || CDVD_READ_DELAY
|-
|-
|SLPM_624.50 || Karaoke Revolution: Anime Song Selection                            || 0x08 ||     0x1388 || CPU_DELAY
|SLPM_663.93 || Final Fantasy XI: Treasures of Aht Urhgan (All-In-One Edition)      || 0x09 || 0x2B47000A || DEV5_INT_SPEED
|-
|-
|SLPM_624.51 || Karaoke Revolution: J-Pop Vol.5                                      || 0x08 ||     0x1388 || CPU_DELAY
|SLPM_663.93 || Final Fantasy XI: Treasures of Aht Urhgan (All-In-One Edition)      || 0x02 ||       0xB || DEV9_MASK
|-
|-
|SLPM_624.54 || Karaoke Revolution: J-Pop Vol.6                                      || 0x08 ||     0x1388 || CPU_DELAY
|SLPM_663.94 || Final Fantasy XI: Treasures of Aht Urhgan                            || 0x02 ||       0xB || DEV9_MASK
|-
|-
|SLPM_624.55 || Karaoke Revolution: J-Pop Vol.7                                      || 0x08 ||    0x1388 || CPU_DELAY
|SLPM_664.36 || Aria the Natural                                                    || 0x01 ||    0x1800 || SIO2_MASK
|-
|-
|SLPM_624.56 || Karaoke Revolution: J-Pop Vol.8                                      || 0x08 ||     0x1388 || CPU_DELAY
|SLPM_664.36 || Aria the Natural                                                    || 0x00 || 0xA000000 || TITLE_MASK
|-
|-
|SLPM_624.57 || Karaoke Revolution: Snow & Party                                    || 0x08 ||     0x1388 || CPU_DELAY
|SLPM_665.39 || Nobunaga no Yabou Online: Haten no Shou                              || 0x02 ||       0xB || DEV9_MASK
|-
|-
|SLPM_624.64 || Pop'n Taisen Pazurudame Online                                      || 0x08 ||     0x1F40 || CPU_DELAY
|SLPM_665.58 || Tomb Raider: Legend                                                  || 0x08 ||     0x3E8 || CPU_DELAY
|-
|-
|SLPM_624.79 || Karaoke Revolution: J-Pop Vol.9                                      || 0x08 ||     0x1388 || CPU_DELAY
|SLPM_665.74 || Detective Evangelion                                                || 0x00 || 0x2000000 || TITLE_MASK
|-
|-
|SLPM_624.91 || Mega Man: The Power Battle                                           || 0x04 ||    0x2000 || SIF_DMA_SYNC
|SLPM_680.07 || Karaoke Revolution (Trial)                                           || 0x08 ||    0x1388 || CPU_DELAY
|-
|-
|SLPM_624.92 || Karaoke Revolution: Kids Song Selection                              || 0x08 ||    0x1388 || CPU_DELAY
|SLPM_680.10 ||                                                                     || 0x08 ||    0x1388 || CPU_DELAY
|-
|-
|SLPM_625.28 || Karaoke Revolution: Kazoku Idol Sengen (Bundle Edition)              || 0x08 ||    0x1388 || CPU_DELAY
|SLPS_200.08 || Morita Shogi                                                        || 0x08 ||    0x1388 || CPU_DELAY
|-
|-
|SLPM_625.29 || Karaoke Revolution: Kazoku Idol Sengen                              || 0x08 ||    0x1388 || CPU_DELAY
|SLPS_200.20 || FIFA 2000 World Championship                                        || 0x04 ||    0x2001 || SIF_DMA_SYNC
|-
|-
|SLPM_650.86 || A Visual Mix: Ayumi Hamasaki Dome Tour 2001 (Disc 1)                || 0x08 ||     0x1450 || CPU_DELAY
|SLPS_200.37 || Go Go Golf                                                          || 0x09 || 0x2B47000A || DEV5_INT_SPEED
|-
|-
|SLPM_650.87 || A Visual Mix: Ayumi Hamasaki Dome Tour 2001 (Disc 2)                || 0x08 ||    0x1450 || CPU_DELAY
|SLPS_200.38 || Grappler Baki: Baki Saidai no Tournament                            || 0x08 ||    0x1194 || CPU_DELAY
|-
|-
|SLPM_650.90 || Spy Hunter                                                          || 0x01 ||     0x1800 || SIO2_MASK
|SLPS_200.53 || Tenshi no Present: Marle Oukoku Monogatari (Limited Edition)        || 0x0B || 0x20000000 || SPU2_BEHAVIOR
|-
|-
|SLPM_651.97 || Nobunaga's Ambition Online                                          || 0x02 ||       0xB || DEV9_MASK
|SLPS_200.66 || Tenshi no Present: Marle Oukoku Monogatari                          || 0x0B || 0x20000000 || SPU2_BEHAVIOR
|-
|-
|SLPM_652.09 || Star Ocean: Till the End of Time                                    || 0x0B ||    0x20014 || SPU2_BEHAVIOR
|SLPS_201.01 || City Crisis                                                          || 0x0A ||    0x80BB8 || CDVD_READ_DELAY
|-
|-
|SLPM_654.38 || Star Ocean: Till the End of Time (Director's Cut) (Disc 1)          || 0x0B ||   0x20014 || SPU2_BEHAVIOR
|SLPS_201.11 || Magical Sports Pro Baseball 2001                                    || 0x09 || 0x2B47000A || DEV5_INT_SPEED
|-
|-
|SLPM_654.39 || Star Ocean: Till the End of Time (Director's Cut) (Disc 2)          || 0x0B ||   0x20014 || SPU2_BEHAVIOR
|SLPS_201.72 || Koushien: Konpeki no Sora                                            || 0x09 || 0x2B47000A || DEV5_INT_SPEED
|-
|-
|SLPM_654.88 || Grand Theft Auto: Vice City                                          || 0x0A ||     0x300 || CDVD_READ_DELAY
|SLPS_201.73 || Hard Hitter 2                                                        || 0x0A ||   0x80300 || CDVD_READ_DELAY
|-
|-
|SLPM_654.88 || Grand Theft Auto: Vice City                                          || 0x09 || 0x36000200 || DEV5_INT_SPEED
|SLPS_201.97 || Surfing Air Show with RatBoy                                        || 0x09 || 0x2B47000A || DEV5_INT_SPEED
|-
|-
|SLPM_656.33 || I Love Baseball: Pro Yakyu wo Koyonaku                              || 0x08 ||     0xFA0 || CPU_DELAY
|SLPS_201.99 || F1 2002                                                              || 0x0B ||   0x20005 || SPU2_BEHAVIOR
|-
|-
|SLPM_656.98 || Love Songs: ADV Futaba Riho 14-sai Natsu                            || 0x0A ||   0x80380 || CDVD_READ_DELAY
|SLPS_202.00 || Final Fantasy XI                                                    || 0x02 ||       0xB || DEV9_MASK
|-
|-
|SLPM_657.05 || Final Fantasy XI: Chains of Promathia (Expansion Disc)              || 0x02 ||       0xB || DEV9_MASK
|SLPS_204.04 || Rakushou! Pachi-Slot Sengen 2                                        || 0x0A ||   0x80300 || CDVD_READ_DELAY
|-
|-
|SLPM_657.06 || Final Fantasy XI: Chains of Promathia (All-In-One Edition)          || 0x02 ||       0xB || DEV9_MASK
|SLPS_204.29 || Hissatsu Pachi-Slot Evolution: Ninja Hattori-Kun V                  || 0x08 ||     0x1B58 || CPU_DELAY
|-
|-
|SLPM_657.19 || Burnout 3: Takedown                                                  || 0x01 ||     0x1C00 || SIO2_MASK
|SLPS_204.55 || Simple 2000 Series Vol.94: The Aka-Champion - Come on Baby          || 0x0B || 0x40000000 || SPU2_BEHAVIOR
|-
|-
|SLPM_657.83 || Nobunaga no Yabou Online: Tappi no Shou                              || 0x02 ||       0xB || DEV9_MASK
|SLPS_250.08 || Sorcerous Stabber Orphen                                            || 0x08 ||     0xC1C || CPU_DELAY
|-
|-
|SLPM_658.94 || Winning Post 6: 2005 Version                                        || 0x01 ||    0x2400 || SIO2_MASK
|SLPS_250.71 || A Visual Mix: Ayumi Hamasaki Dome Tour 2001                          || 0x08 ||    0x1450 || CPU_DELAY
|-
|-
|SLPM_659.34 || Maple Colors                                                        || 0x0A ||   0x80300 || CDVD_READ_DELAY
|SLPS_250.72 || A Visual Mix: Ayumi Hamasaki Dome Tour 2001                          || 0x08 ||     0x1450 || CPU_DELAY
|-
|-
|SLPM_659.53 || Final Fantasy: XI (Entry Disc 2005)                                  || 0x02 ||       0xB || DEV9_MASK
|SLPS_250.81 || Saishuu Densha                                                      || 0x0A ||   0x803E8 || CDVD_READ_DELAY
|-
|-
|SLPM_659.84 || Grand Theft Auto: San Andreas                                        || 0x0A ||    0x803E8 || CDVD_READ_DELAY
|SLPS_251.36 || Kuon no Kizuna Sairin Mikotonori                                    || 0x0A ||    0x805DC || CDVD_READ_DELAY
|-
|-
|SLPM_660.33 || The Sword of Etheria                                                || 0x08 ||     0xC1C || CPU_DELAY
|SLPS_251.42 || Tiger Woods PGA Tour 2002                                            || 0x0A ||   0x803E8 || CDVD_READ_DELAY
|-
|-
|SLPM_660.33 || The Sword of Etheria                                                || 0x00 || 0x2000000 || TITLE_MASK
|SLPS_251.50 || Only You                                                            || 0x0B || 0x40000000 || SPU2_BEHAVIOR
|-
|-
|SLPM_660.48 || The Sword of Etheria                                                || 0x08 ||     0xC1C || CPU_DELAY
|SLPS_252.37 || Only You                                                            || 0x0B || 0x40000000 || SPU2_BEHAVIOR
|-
|-
|SLPM_660.48 || The Sword of Etheria                                                || 0x00 || 0x2000000 || TITLE_MASK
|SLPS_252.75 || Def Jam: Vendetta                                                    || 0x01 ||     0x802 || SIO2_MASK
|-
|-
|SLPM_660.57 || Taito Memories Vol.1                                                || 0x08 ||     0xCE4 || CPU_DELAY
|SLPS_252.78 || Memories Off: Mix                                                    || 0x0A ||   0x80300 || CDVD_READ_DELAY
|-
|-
|SLPM_661.56 || Marheaven: Arm Fight Dream                                          || 0x01 ||     0x1800 || SIO2_MASK
|SLPS_252.90 || Time Crisis 3                                                        || 0x01 ||     0x800 || SIO2_MASK
|-
|-
|SLPM_661.75 || Akumajo Dracula: Yami no Juin                                        || 0x08 ||       0x60 || CPU_DELAY
|SLPS_253.15 || One Piece: Grand Battle 3                                            || 0x01 ||     0x1800 || SIO2_MASK
|-
|-
|SLPM_661.75 || Akumajo Dracula: Yami no Juin                                        || 0x0B ||   0x2001C || SPU2_BEHAVIOR
|SLPS_253.57 || 3-Nen B-Gumi Kinpachi Sensei: Densetsu no Kyoudan ni Tate!          || 0x01 ||     0x1800 || SIO2_MASK
|-
|-
|SLPM_663.93 || Final Fantasy XI: Treasures of Aht Urhgan (All-In-One Edition)      || 0x0A ||    0x803E8 || CDVD_READ_DELAY
|SLPS_253.79 || Tokyo Majin Gakuen: Kaihoujyou Kefurokou                            || 0x0A ||    0x803E8 || CDVD_READ_DELAY
|-
|-
|SLPM_663.93 || Final Fantasy XI: Treasures of Aht Urhgan (All-In-One Edition)      || 0x09 || 0x2B47000A || DEV5_INT_SPEED
|SLPS_254.06 || Hitman: Contracts                                                    || 0x08 ||     0xDAC || CPU_DELAY
|-
|-
|SLPM_663.93 || Final Fantasy XI: Treasures of Aht Urhgan (All-In-One Edition)      || 0x02 ||       0xB || DEV9_MASK
|SLPS_254.18 || Ace Combat 5: The Unsung War                                        || 0x0A ||   0x500000 || CDVD_READ_DELAY
|-
|-
|SLPM_663.94 || Final Fantasy XI: Treasures of Aht Urhgan                            || 0x02 ||       0xB || DEV9_MASK
|SLPS_255.10 || Tekken 5                                                            || 0x0B || 0x40000000 || SPU2_BEHAVIOR
|-
|-
|SLPM_664.36 || Aria the Natural                                                    || 0x01 ||     0x1800 || SIO2_MASK
|SLPS_255.85 || Monster Farm 5: Circus Caravan                                      || 0x07 ||         5 || MECHA_RECOGTIME
|-
|-
|SLPM_664.36 || Aria the Natural                                                    || 0x00 || 0xA000000 || TITLE_MASK
|SLPS_255.86 || Tales of the Abyss                                                  || 0x0A ||   0x803E8 || CDVD_READ_DELAY
|-
|-
|SLPM_665.39 || Nobunaga no Yabou Online: Haten no Shou                              || 0x02 ||       0xB || DEV9_MASK
|SLPS_256.04 || Ar tonelico Qoga: Knell of Ar Ciel                                  || 0x00 || 0xA000000 || TITLE_MASK
|-
|-
|SLPM_665.58 || Tomb Raider: Legend                                                  || 0x08 ||     0x3E8 || CPU_DELAY
|SLPS_256.67 || Daito Giken Premium Pachi-Slot Collection: Yoshimune                || 0x01 ||     0x1800 || SIO2_MASK
|-
|-
|SLPM_665.74 || Detective Evangelion                                                || 0x00 ||  0x2000000 || TITLE_MASK
|SLPS_256.98 || Fatal Fury Battle Archives Volume 2                                  || 0x00 ||  0xA000000 || TITLE_MASK
|-
|-
|SLPM_680.07 || Karaoke Revolution (Trial)                                           || 0x08 ||     0x1388 || CPU_DELAY
|SLPS_257.08 || The Familiar of Zero (Limited Edition)                               || 0x0A ||   0x803E8 || CDVD_READ_DELAY
|-
|-
|SLPM_680.10 ||                                                                     || 0x08 ||     0x1388 || CPU_DELAY
|SLPS_257.09 || The Familiar of Zero                                                || 0x0A ||   0x803E8 || CDVD_READ_DELAY
|-
|-
|SLPS_200.08 || Morita Shogi                                                        || 0x08 ||     0x1388 || CPU_DELAY
|SLPS_257.21 || HimeHibi - Princess Days                                            || 0x0B || 0x8000000 || SPU2_BEHAVIOR
|-
|-
|SLPS_200.20 || FIFA 2000 World Championship                                        || 0x04 ||     0x2001 || SIF_DMA_SYNC
|SLPS_257.22 || Routes PE (Limited Edition)                                          || 0x08 ||     0x3E8 || CPU_DELAY
|-
|-
|SLPS_200.37 || Go Go Golf                                                          || 0x09 || 0x2B47000A || DEV5_INT_SPEED
|SLPS_257.27 || Routes PE                                                            || 0x08 ||     0x3E8 || CPU_DELAY
|-
|-
|SLPS_200.38 || Grappler Baki: Baki Saidai no Tournament                            || 0x08 ||     0x1194 || CPU_DELAY
|SLPS_732.49 || Ar tonelico Qoga: Knell of Ar Ciel (Platinum)                        || 0x00 || 0xA000000 || TITLE_MASK
|-
|-
|SLPS_200.53 || Tenshi no Present: Marle Oukoku Monogatari (Limited Edition)        || 0x0B || 0x20000000 || SPU2_BEHAVIOR
|SLUS_200.11 || Orphen: Ocion of Sorcery                                            || 0x08 ||     0x1388 || CPU_DELAY
|-
|-
|SLPS_200.66 || Tenshi no Present: Marle Oukoku Monogatari                          || 0x0B || 0x20000000 || SPU2_BEHAVIOR
|SLUS_200.11 || Orphen: Ocion of Sorcery                                            || 0x09 || 0x8000010 || DEV5_INT_SPEED
|-
|-
|SLPS_201.01 || City Crisis                                                          || 0x0A ||   0x80BB8 || CDVD_READ_DELAY
|SLUS_200.77 || Donald Duck: Go'in Quackers                                          || 0x01 ||     0x800 || SIO2_MASK
|-
|-
|SLPS_201.11 || Magical Sports Pro Baseball 2001                                    || 0x09 || 0x2B47000A || DEV5_INT_SPEED
|SLUS_202.74 || City Crisis                                                          || 0x0A ||   0x80BB8 || CDVD_READ_DELAY
|-
|-
|SLPS_201.72 || Koushien: Konpeki no Sora                                            || 0x09 || 0x2B47000A || DEV5_INT_SPEED
|SLUS_203.05 || Simpsons: Road Rage                                                  || 0x01 ||     0x800 || SIO2_MASK
|-
|-
|SLPS_201.73 || Hard Hitter 2                                                        || 0x0A ||    0x80300 || CDVD_READ_DELAY
|SLUS_203.64 || Tiger Woods PGA Tour 2002                                            || 0x0A ||    0x803E8 || CDVD_READ_DELAY
|-
|-
|SLPS_201.97 || Surfing Air Show with RatBoy                                        || 0x09 || 0x2B47000A || DEV5_INT_SPEED
|SLUS_204.13 || Shadowman 2                                                          || 0x0A ||   0x80600 || CDVD_READ_DELAY
|-
|-
|SLPS_201.99 || F1 2002                                                              || 0x0B ||   0x20005 || SPU2_BEHAVIOR
|SLUS_204.33 || SWAT: Global Strike Team                                            || 0x01 ||     0x800 || SIO2_MASK
|-
|-
|SLPS_202.00 || Final Fantasy XI                                                    || 0x02 ||       0xB || DEV9_MASK
|SLUS_204.88 || Star Ocean: Til the end of Time [Disc 1]                            || 0x08 ||     0x1388 || CPU_DELAY
|-
|-
|SLPS_204.04 || Rakushou! Pachi-Slot Sengen 2                                        || 0x0A ||    0x80300 || CDVD_READ_DELAY
|SLUS_205.72 || Tiger Woods PGA Tour 2003                                            || 0x0A ||    0x803E8 || CDVD_READ_DELAY
|-
|-
|SLPS_204.29 || Hissatsu Pachi-Slot Evolution: Ninja Hattori-Kun V                  || 0x08 ||     0x1B58 || CPU_DELAY
|SLUS_205.90 || Spyhunter 2                                                          || 0x01 ||     0x800 || SIO2_MASK
|-
|-
|SLPS_204.55 || Simple 2000 Series Vol.94: The Aka-Champion - Come on Baby          || 0x0B || 0x40000000 || SPU2_BEHAVIOR
|SLUS_206.35 || Muppets Party Cruise                                                || 0x01 ||     0x801 || SIO2_MASK
|-
|-
|SLPS_250.08 || Sorcerous Stabber Orphen                                            || 0x08 ||      0xC1C || CPU_DELAY
|SLUS_206.39 || Def Jam Vendetta                                                    || 0x01 ||      0x800 || SIO2_MASK
|-
|-
|SLPS_250.71 || A Visual Mix: Ayumi Hamasaki Dome Tour 2001                          || 0x08 ||     0x1450 || CPU_DELAY
|SLUS_206.86 || Splashdown: Rides Gone Wild                                          || 0x0A ||   0x80400 || CDVD_READ_DELAY
|-
|-
|SLPS_250.72 || A Visual Mix: Ayumi Hamasaki Dome Tour 2001                          || 0x08 ||     0x1450 || CPU_DELAY
|SLUS_208.38 || All-Star Baseball 2005                                              || 0x01 ||     0x802 || SIO2_MASK
|-
|-
|SLPS_250.81 || Saishuu Densha                                                      || 0x0A ||   0x803E8 || CDVD_READ_DELAY
|SLUS_208.51 || Ace Combat 5: The Unsung War                                        || 0x0A ||   0x500000 || CDVD_READ_DELAY
|-
|-
|SLPS_251.36 || Kuon no Kizuna Sairin Mikotonori                                    || 0x0A ||   0x805DC || CDVD_READ_DELAY
|SLUS_208.91 || Star Ocean: Til the end of Time [Disc 2]                            || 0x08 ||     0x1388 || CPU_DELAY
|-
|-
|SLPS_251.42 || Tiger Woods PGA Tour 2002                                           || 0x0A ||   0x803E8 || CDVD_READ_DELAY
|SLUS_209.18 || Super Monkey Ball: Deluxe                                           || 0x01 ||     0x800 || SIO2_MASK
|-
|-
|SLPS_251.50 || Only You                                                             || 0x0B || 0x40000000 || SPU2_BEHAVIOR
|SLUS_210.59 || Tekken 5                                                             || 0x0B || 0x40000000 || SPU2_BEHAVIOR
|-
|-
|SLPS_252.37 || Only You                                                            || 0x0B || 0x40000000 || SPU2_BEHAVIOR
|SLUS_210.70 || Final Fantasy XI: Chains of Promathia                                || 0x02 ||       0xB || DEV9_MASK
|-
|-
|SLPS_252.75 || Def Jam: Vendetta                                                    || 0x01 ||     0x802 || SIO2_MASK
|SLUS_210.89 || Karaoke Revolution Vol.3                                            || 0x08 ||     0x1388 || CPU_DELAY
|-
|-
|SLPS_252.78 || Memories Off: Mix                                                    || 0x0A ||   0x80300 || CDVD_READ_DELAY
|SLUS_213.31 || Sonic Riders                                                        || 0x01 ||     0x800 || SIO2_MASK
|-
|-
|SLPS_252.90 || Time Crisis 3                                                        || 0x01 ||      0x800 || SIO2_MASK
|SLUS_213.39 || Puzzle Challenge                                                    || 0x01 ||      0x800 || SIO2_MASK
|-
|-
|SLPS_253.15 || One Piece: Grand Battle 3                                            || 0x01 ||     0x1800 || SIO2_MASK
|SLUS_214.04 || Final Fantasy XI: Treasures of Aht Urhgan                            || 0x02 ||       0xB || DEV9_MASK
|-
|-
|SLPS_253.57 || 3-Nen B-Gumi Kinpachi Sensei: Densetsu no Kyoudan ni Tate!          || 0x01 ||    0x1800 || SIO2_MASK
|SLUS_214.52 || Valkyrie Profile 2: Silmeria                                        || 0x08 ||    0x1388 || CPU_DELAY
|-
|-  
|SLPS_253.79 || Tokyo Majin Gakuen: Kaihoujyou Kefurokou                            || 0x0A ||    0x803E8 || CDVD_READ_DELAY
|}
|-
 
|SLPS_254.06 || Hitman: Contracts                                                    || 0x08 ||      0xDAC || CPU_DELAY
= Folder/File layout =
|-
 
|SLPS_254.18 || Ace Combat 5: The Unsung War                                        || 0x0A ||  0x500000 || CDVD_READ_DELAY
Example: Max Payne Classic
|-
 
|SLPS_255.10 || Tekken 5                                                            || 0x0B || 0x40000000 || SPU2_BEHAVIOR
<pre>
|-
├── config-emu-ps4.txt
|SLPS_255.85 || Monster Farm 5: Circus Caravan                                      || 0x07 ||          5 || MECHA_RECOGTIME
├── docs
|-
│   └── revision.h
|SLPS_255.86 || Tales of the Abyss                                                  || 0x0A ||    0x803E8 || CDVD_READ_DELAY
├── eboot.bin
|-
├── feature_data
|SLPS_256.04 || Ar tonelico Qoga: Knell of Ar Ciel                                  || 0x00 ||  0xA000000 || TITLE_MASK
│   └── SLES-50326_features.lua
|-
├── formatted.card
|SLPS_256.67 || Daito Giken Premium Pachi-Slot Collection: Yoshimune                || 0x01 ||    0x1800 || SIO2_MASK
├── image
|-
│   └── disc01.iso
|SLPS_256.98 || Fatal Fury Battle Archives Volume 2                                  || 0x00 ||  0xA000000 || TITLE_MASK
├── lua_include
|-
│   ├── ee-cpr0-alias.lua
|SLPS_257.08 || The Familiar of Zero (Limited Edition)                              || 0x0A ||    0x803E8 || CDVD_READ_DELAY
│   ├── ee-gpr-alias.lua
|-
│   ├── ee-hwaddr.lua
|SLPS_257.09 || The Familiar of Zero                                                || 0x0A ||    0x803E8 || CDVD_READ_DELAY
│   ├── language.lua
|-
│   ├── pad-and-key.lua
|SLPS_257.21 || HimeHibi - Princess Days                                            || 0x0B ||  0x8000000 || SPU2_BEHAVIOR
│   ├── ps2.lua
|-
│   └── utils.lua
|SLPS_257.22 || Routes PE (Limited Edition)                                          || 0x08 ||      0x3E8 || CPU_DELAY
├── patches
|-
│   └── SLES-50326_cli.conf
|SLPS_257.27 || Routes PE                                                            || 0x08 ||      0x3E8 || CPU_DELAY
├── PS20220WD20050620.crack
|-
├── ps2-emu-compiler.self
|SLPS_732.49 || Ar tonelico Qoga: Knell of Ar Ciel (Platinum)                        || 0x00 ||  0xA000000 || TITLE_MASK
├── sce_companion_httpd
|-
│   └── html
|SLUS_200.11 || Orphen: Ocion of Sorcery                                            || 0x08 ||    0x1388 || CPU_DELAY
│      ├── BackCover.jpg
|-
│      ├── base
|SLUS_200.11 || Orphen: Ocion of Sorcery                                            || 0x09 ||  0x8000010 || DEV5_INT_SPEED
│      │   ├── arrow_up.png
|-
│      │   └── sprites.png
|SLUS_200.77 || Donald Duck: Go'in Quackers                                          || 0x01 ||      0x800 || SIO2_MASK
│      ├── css
|-
│      │   ├── default-skin.png
|SLUS_202.74 || City Crisis                                                          || 0x0A ||    0x80BB8 || CDVD_READ_DELAY
│      │   └── styles.min.css
|-
│      ├── index.html
|SLUS_203.05 || Simpsons: Road Rage                                                  || 0x01 ||      0x800 || SIO2_MASK
│      ├── js
|-
│      │   └── app.min.js
|SLUS_203.64 || Tiger Woods PGA Tour 2002                                            || 0x0A ||    0x803E8 || CDVD_READ_DELAY
│      ├── large
|-
│      │   ├── Box01.jpg
|SLUS_204.13 || Shadowman 2                                                          || 0x0A ||    0x80600 || CDVD_READ_DELAY
│      │   ├── Box04.jpg
|-
│      │   ├── landscape
|SLUS_204.33 || SWAT: Global Strike Team                                            || 0x01 ||      0x800 || SIO2_MASK
│      │   │   ├── Box01.jpg
|-
│      │   │   ├── Box04.jpg
|SLUS_204.88 || Star Ocean: Til the end of Time [Disc 1]                            || 0x08 ||    0x1388 || CPU_DELAY
│      │   │   ├── Page01.jpg From 01 to 59
|-
│      │   │   └── Page59.jpg
|SLUS_205.72 || Tiger Woods PGA Tour 2003                                            || 0x0A ||    0x803E8 || CDVD_READ_DELAY
│      │   ├── Page01.jpg From 01 to 116
|-
│      │   └── Page116.jpg
|SLUS_205.90 || Spyhunter 2                                                          || 0x01 ||      0x800 || SIO2_MASK
│      ├── medium
|-
│      │   ├── Box01.jpg
|SLUS_206.35 || Muppets Party Cruise                                                || 0x01 ||      0x801 || SIO2_MASK
│      │   ├── Box04.jpg
|-
│      │   ├── landscape
|SLUS_206.39 || Def Jam Vendetta                                                    || 0x01 ||      0x800 || SIO2_MASK
│      │   │   ├── Box01.jpg
|-
│      │   │   ├── Box04.jpg
|SLUS_206.86 || Splashdown: Rides Gone Wild                                          || 0x0A ||    0x80400 || CDVD_READ_DELAY
│      │   │   ├── Page01.jpg From 01 to 59
|-
│      │   │   └── Page59.jpg
|SLUS_208.38 || All-Star Baseball 2005                                              || 0x01 ||      0x802 || SIO2_MASK
│      │   ├── Page01.jpg from 01 to 116
|-
│      │   └── Page116.jpg
|SLUS_208.51 || Ace Combat 5: The Unsung War                                        || 0x0A ||  0x500000 || CDVD_READ_DELAY
│      ├── small
|-
│      │   ├── Box01.jpg from 01 to 04
|SLUS_208.91 || Star Ocean: Til the end of Time [Disc 2]                            || 0x08 ||    0x1388 || CPU_DELAY
│      │   ├── Box04.jpg
|-
│      │   ├── landscape
|SLUS_209.18 || Super Monkey Ball: Deluxe                                            || 0x01 ||      0x800 || SIO2_MASK
│      │   │   ├── Box01.jpg from 01 to 04
|-
│      │   │   ├── Box04.jpg
|SLUS_210.59 || Tekken 5                                                            || 0x0B || 0x40000000 || SPU2_BEHAVIOR
│      │   │   ├── Page01.jpg From 01 to 59
|-
│      │   │   └── Page59.jpg
|SLUS_210.70 || Final Fantasy XI: Chains of Promathia                                || 0x02 ||        0xB || DEV9_MASK
│      │   ├── Page01.jpg From 01 to 116
|-
│      │   └── Page116.jpg
|SLUS_210.89 || Karaoke Revolution Vol.3                                            || 0x08 ||    0x1388 || CPU_DELAY
│      └── thumbnails
|-
│          ├── BoxThumb01.jpg
|SLUS_213.31 || Sonic Riders                                                        || 0x01 ||      0x800 || SIO2_MASK
│          ├── BoxThumb04.jpg
|-
│          ├── landscape
|SLUS_213.39 || Puzzle Challenge                                                    || 0x01 ||      0x800 || SIO2_MASK
│          │   ├── BoxThumb01.jpg
|-
│          │   ├── BoxThumb04.jpg
|SLUS_214.04 || Final Fantasy XI: Treasures of Aht Urhgan                            || 0x02 ||        0xB || DEV9_MASK
│          │   ├── Thumb01.jpg from 01 to 59
|-
│          │   └── Thumb59.jpg
|SLUS_214.52 || Valkyrie Profile 2: Silmeria                                        || 0x08 ||    0x1388 || CPU_DELAY
│          ├── Thumb01.jpg From 01 to 116
|-  
│          └── Thumb116.jpg
|}
├── sce_module
 
│   ├── libc.prx
= Folder/File layout =
│   └── libSceFios2.prx
 
├── sce_sys
Example: Max Payne Classic
│   ├── about
 
│   │   └── right.sprx
<pre>
│   └── keystone
├── config-emu-ps4.txt
├── docs
│   └── revision.h
├── eboot.bin
├── feature_data
│   └── SLES-50326_features.lua
├── formatted.card
├── image
│   └── disc01.iso
├── lua_include
│   ├── ee-cpr0-alias.lua
│   ├── ee-gpr-alias.lua
│   ├── ee-hwaddr.lua
│   ├── language.lua
│   ├── pad-and-key.lua
│   ├── ps2.lua
│   └── utils.lua
├── patches
│   └── SLES-50326_cli.conf
├── PS20220WD20050620.crack
├── ps2-emu-compiler.self
├── sce_companion_httpd
│   └── html
│      ├── BackCover.jpg
│      ├── base
│      │   ├── arrow_up.png
│      │   └── sprites.png
│      ├── css
│      │   ├── default-skin.png
│      │   └── styles.min.css
│      ├── index.html
│      ├── js
│      │   └── app.min.js
│      ├── large
│      │   ├── Box01.jpg
│      │   ├── Box04.jpg
│      │   ├── landscape
│      │   │   ├── Box01.jpg
│      │   │   ├── Box04.jpg
│      │   │   ├── Page01.jpg From 01 to 59
│      │   │   └── Page59.jpg
│      │   ├── Page01.jpg From 01 to 116
│      │   └── Page116.jpg
│      ├── medium
│      │   ├── Box01.jpg
│      │   ├── Box04.jpg
│      │   ├── landscape
│      │   │   ├── Box01.jpg
│      │   │   ├── Box04.jpg
│      │   │   ├── Page01.jpg From 01 to 59
│      │   │   └── Page59.jpg
│      │   ├── Page01.jpg from 01 to 116
│      │   └── Page116.jpg
│      ├── small
│      │   ├── Box01.jpg from 01 to 04
│      │   ├── Box04.jpg
│      │   ├── landscape
│      │   │   ├── Box01.jpg from 01 to 04
│      │   │   ├── Box04.jpg
│      │   │   ├── Page01.jpg From 01 to 59
│      │   │   └── Page59.jpg
│      │   ├── Page01.jpg From 01 to 116
│      │   └── Page116.jpg
│      └── thumbnails
│          ├── BoxThumb01.jpg
│          ├── BoxThumb04.jpg
│          ├── landscape
│          │   ├── BoxThumb01.jpg
│          │   ├── BoxThumb04.jpg
│          │   ├── Thumb01.jpg from 01 to 59
│          │   └── Thumb59.jpg
│          ├── Thumb01.jpg From 01 to 116
│          └── Thumb116.jpg
├── sce_module
│   ├── libc.prx
│   └── libSceFios2.prx
├── sce_sys
│   ├── about
│   │   └── right.sprx
│   └── keystone
└── trophy_data
└── trophy_data
     └── SLES-50326_trophies.lua
     └── SLES-50326_trophies.lua
</pre>
= LUA include files =
<pre>
Files that some official PS2 Classics PKG files use in order for the lua files to be separate.
</pre>
'''pad-connect-type.lua'''
<pre>
local PadConnectType = {}
PadConnectType.DS4 = 0
PadConnectType.HID              = 1 -- any 3rd party USB controller (fight stick, turbo controller, etc), always local.
PadConnectType.REMOTE_DS4      = 2 -- remote DS4 should behave just like regular DS4
PadConnectType.REMOTE_VITA      = 3 -- remote VITA lacks analog L2/R2
return PadConnectType
</pre>
'''sprite.lua'''
<pre>
local kFilterMode = {}
kFilterMode.Point                          = 0x00000000 -- < Sample the one texel nearest to the sample point.
kFilterMode.Bilinear                        = 0x00000001 -- < Sample the four texels nearest the sample point, and blend linearly.
local kWrapMode = {}
kWrapMode.Wrap                              = 0x00000000 -- < The integer portion of the input coordinate is discarded, and the fractional portion is used instead. <c>U=U-floorf(U);</c>
kWrapMode.Mirror                            = 0x00000001 -- < The input coordinate is "reflected" across the texture boundary. This reflection may occur multiple times until the coordinate falls within the <c>[0..1]</c> range. <c>U=isOdd(floorf(U)) ? 1-fracf(U) : fracf(U)</c>
kWrapMode.ClampLastTexel                    = 0x00000002 -- < The input coordinate is clamped to the range <c>[0..1]</c>. <c>U=max(0,min(1,U));</c>
kWrapMode.MirrorOnceLastTexel              = 0x00000003 -- < The input coordinate is reflected at most one time and then clamped to the range <c>[0..1]</c>. <c>U=abs(max(-1,min(1,U));</c>
kWrapMode.ClampHalfBorder                  = 0x00000004 -- < Similar to kWrapModeClampLastTexel, but if clamping is necessary, the output color will be the border color specified by the Sampler. For this mode, coordinates that are not within half a pixel of the border are considered clamped.
kWrapMode.MirrorOnceHalfBorder              = 0x00000005 -- < Similar to kWrapModeMirrorOnceLastTexel, but if clamping is necessary, the output color will be the border color specified by the Sampler. For this mode, coordinates that are not within half a pixel of the border are considered clamped.
kWrapMode.ClampBorder                      = 0x00000006 -- < Similar to kWrapModeClampLastTexel, but if clamping is necessary, the output color will be the border color specified by the Sampler. For this mode, coordinates that are outside the range <c>[0..1]</c> are considered clamped.
kWrapMode.MirrorOnceBorder                  = 0x00000007 -- < Similar to kWrapModeMirrorOnceLastTexel, but if clamping is necessary, the output color will be the border color specified by the Sampler. For this mode, coordinates that are outside the range <c>[0..1]</c> are considered clamped.
local kBlendMultiplier = {}
kBlendMultiplier.Zero                            = 0x00000000  -- < Multiply the associated input by zero.
kBlendMultiplier.One                              = 0x00000001  -- < Multiply the associated input by one.
kBlendMultiplier.SrcColor                        = 0x00000002  -- < Multiply the associated input by the fragment color.
kBlendMultiplier.OneMinusSrcColor                = 0x00000003  -- < Multiply the associated input by one minus the fragment color.
kBlendMultiplier.SrcAlpha                        = 0x00000004  -- < Multiply the associated input by the fragment alpha.
kBlendMultiplier.OneMinusSrcAlpha                = 0x00000005  -- < Multiply the associated input by one minus the fragment alpha.
kBlendMultiplier.DestAlpha                        = 0x00000006  -- < Multiply the associated input by the render target alpha.
kBlendMultiplier.OneMinusDestAlpha                = 0x00000007  -- < Multiply the associated input by one minus the render target alpha.
kBlendMultiplier.DestColor                        = 0x00000008  -- < Multiply the associated input by the render target color.
kBlendMultiplier.OneMinusDestColor                = 0x00000009  -- < Multiply the associated input by one minus the render target color.
kBlendMultiplier.SrcAlphaSaturate                = 0x0000000a  -- < Multiply the associated input by the minimum of 1 or fragment alpha.
kBlendMultiplier.ConstantColor                    = 0x0000000d  -- < Multiply the associated input by the constant color. @see DrawCommandBuffer::setBlendColor()
kBlendMultiplier.OneMinusConstantColor            = 0x0000000e  -- < Multiply the associated input by one minus the constant color. @see DrawCommandBuffer::setBlendColor()
kBlendMultiplier.Src1Color                        = 0x0000000f  -- < Multiply the associated input by a secondary fragment color.
kBlendMultiplier.InverseSrc1Color                = 0x00000010  -- < Multiply the associated input by one minus a secondary fragment color.
kBlendMultiplier.Src1Alpha                        = 0x00000011  -- < Multiply the associated input by a secondary fragment alpha.
kBlendMultiplier.InverseSrc1Alpha                = 0x00000012  -- < Multiply the associated input by one minus a secondary fragment alpha.
kBlendMultiplier.ConstantAlpha                    = 0x00000013  -- < Multiply the associated input by the constant color alpha. @see DrawCommandBuffer::setBlendColor()
kBlendMultiplier.OneMinusConstantAlpha            = 0x00000014  -- < Multiply the associated input by one minus the constant color alpha. @see DrawCommandBuffer::setBlendColor()
local kBlendFunc = {}
kBlendFunc.Add                          = 0x00000000  -- < The source value is added to the destination value.
kBlendFunc.Subtract                    = 0x00000001  -- < The destination value is subtracted from the source value.
kBlendFunc.Min                          = 0x00000002  -- < The minimum of the source and destination values is selected.
kBlendFunc.Max                          = 0x00000003  -- < The maximum of the source and destination values is selected.
kBlendFunc.ReverseSubtract              = 0x00000004  -- < The source value is subtracted from the destination value.
-- Default blending mode, ideal for typical alpha channel embedded into a PNG image.
blendDefaultEquation = {
kBlendMultiplier.SrcAlpha, -- src multiplier
kBlendFunc.Add,                         -- blend function
kBlendMultiplier.OneMinusSrcAlpha,     -- dest multiplier
}
blendConstFadeEquation = {
kBlendMultiplier.ConstantAlpha, -- src multiplier
kBlendFunc.Add,                       -- blend function
kBlendMultiplier.OneMinusConstantAlpha,     -- dest multiplier
}
return kFilterMode, kWrapMode, kBlendMultiplier, kBlendFunc
</pre>
'''MipsInsn.lua'''
<pre>
MipsInsn = {}
MipsInsn.IsAddi = function(insn) return (insn & 0xfc000000) == 0x20000000 end -- addi rt,rs,simm
MipsInsn.IsAddiu = function(insn) return (insn & 0xfc000000) == 0x24000000 end -- addiu rt,rs,simm
MipsInsn.IsDaddu = function(insn) return (insn & 0xfc0007ff) == 0x0000002d end -- daddu rd,rs,rt
MipsInsn.IsAddu = function(insn) return (insn & 0xfc0007ff) == 0x00000021 end -- addu rd,rs,rt
MipsInsn.IsBeq = function(insn) return (insn & 0xfc000000) == 0x10000000 end -- beq rs,rt,off
MipsInsn.IsJ = function(insn) return (insn & 0xfc000000) == 0x08000000 end -- j target
MipsInsn.IsJal = function(insn) return (insn & 0xfc000000) == 0x0c000000 end -- jal target
MipsInsn.IsJr = function(insn) return (insn & 0xfc1fffff) == 0x00000008 end -- jr rs
MipsInsn.IsLq = function(insn) return (insn & 0xfc000000) == 0x78000000 end -- lq rt,simm(rs)
MipsInsn.IsLd = function(insn) return (insn & 0xfc000000) == 0xdc000000 end -- ld rt,simm(rs)
MipsInsn.IsLw = function(insn) return (insn & 0xfc000000) == 0x8c000000 end -- lw rt,simm(rs)
MipsInsn.IsSq = function(insn) return (insn & 0xfc000000) == 0x7c000000 end -- sq rt,simm(rs)
MipsInsn.IsSd = function(insn) return (insn & 0xfc000000) == 0xfc000000 end -- sd rt,simm(rs)
MipsInsn.IsSw = function(insn) return (insn & 0xfc000000) == 0xac000000 end -- sw rt,simm(rs)
MipsInsn.IsEnd = function(insn) return (insn & 0xfc00003f) == 0x0000000d end -- break [code]
MipsInsn.GetRt = function(insn) return (insn >> 16) & 0x1f end
MipsInsn.GetRs = function(insn) return (insn >> 21) & 0x1f end
MipsInsn.GetRd = function(insn) return (insn >> 11) & 0x1f end
--MipsInsn.GetSimm = function(insn) return ((insn << 48) >> 48) end -- this can't create a negative value correctly
MipsInsn.GetSimm = function(insn)
  -- Lua5.3 shifts are all logical (WHY!?). threfore (insn<<48)>>48 cannot extend the sign.
  -- Instead of using shift, do following
  local bit = 16 -- sign bit place.
  local v = insn & 0xffff
  local m = 1 << (bit - 1)
  v = v & ((1 << bit) - 1)
  return (v ~ m) - m -- '~' is xor in Lua... how strange it is.
end
MipsInsn.GetOff = function(insn) return MipsInsn.GetSimm(insn) end
MipsInsn.GetTarget = function(insn) return insn & 0x3ffffff end
return MipsInsn
</pre>
'''ee-cpr0-alias.lua'''
<pre>
cpr = {}
cpr.index = 0
cpr.random = 1
cpr.entrylo0 = 2
cpr.entrylo1 = 3
cpr.context = 4
cpr.pagemask = 5
cpr.wired = 6
cpr.badvaddr = 8
cpr.count = 9
cpr.entryhi = 10
cpr.compare = 11
cpr.status = 12
cpr.cause = 13
cpr.epc = 14
cpr.prid = 15
cpr.config = 16
cpr.badpaddr = 23
cpr.hwbk = 24
cpr.pccr = 25
cpr.taglo = 28
cpr.taghi = 29
cpr.errorepc = 30
return cpr
</pre>
'''ee-gpr-alias.lua'''
<pre>
-- Recommended method to import this module:
--  local gpr = require("ee-gpr-alias")
--
-- Using the global 'lang' variable is depreciated.  This will change to a local-scope variable after
-- the depreciation period has expired in April 2016.
gpr = {}
gpr.zero = 0
gpr.at  = 1
gpr.v0  = 2
gpr.v1  = 3
gpr.a0  = 4
gpr.a1  = 5
gpr.a2  = 6
gpr.a3  = 7
gpr.t0  = 8
gpr.t1  = 9
gpr.t2  = 10
gpr.t3  = 11
gpr.t4  = 12
gpr.t5  = 13
gpr.t6  = 14
gpr.t7  = 15
gpr.s0  = 16
gpr.s1  = 17
gpr.s2  = 18
gpr.s3  = 19
gpr.s4  = 20
gpr.s5  = 21
gpr.s6  = 22
gpr.s7  = 23
gpr.t8  = 24
gpr.t9  = 25
gpr.k0  = 26
gpr.k1  = 27
gpr.gp  = 28
gpr.sp  = 29
gpr.fp  = 30
gpr.ra  = 31
return gpr
</pre>
'''ee-hwaddr.lua'''
<pre>
gif_hw  = {}
vif0_hw = {}
vif1_hw = {}
gif_hw.CHCR = 0x1000A000
gif_hw.MADR = 0x1000A010
gif_hw.QWC = 0x1000A020
gif_hw.TADR = 0x1000A030
gif_hw.ASR0 = 0x1000A040
gif_hw.ASR1 = 0x1000A050
gif_hw.SADR = 0x1000A080
vif0_hw.CHCR = 0x10008000
vif0_hw.MADR = 0x10008010
vif0_hw.QWC = 0x10008020
vif0_hw.TADR = 0x10008030
vif0_hw.ASR0 = 0x10008040
vif0_hw.ASR1 = 0x10008050
vif0_hw.SADR = 0x10008080
vif1_hw.CHCR = 0x10009000
vif1_hw.MADR = 0x10009010
vif1_hw.QWC = 0x10009020
vif1_hw.TADR = 0x10009030
vif1_hw.ASR0 = 0x10009040
vif1_hw.ASR1 = 0x10009050
vif1_hw.SADR = 0x10009080
return gif_hw, vif0_hw, vif1_hw, nil
</pre>
'''language.lua'''
<pre>
-- Recommended method to import this module:
--  local lang = require("language")
--
-- Using the global 'lang' variable is depreciated.  This will change to a local-scope variable after
-- the depreciation period has expired in April 2016.
lang = {}
lang.japanese = 0
lang.english = 1
lang.french = 2
lang.spanish = 3
lang.german = 4
lang.italian = 5
lang.dutch = 6
lang.portuguese = 7
lang.russian = 8
lang.korean = 9
lang.chinese_traditional = 10
lang.chinese_simplified = 11
lang.finnish = 12
lang.swedish = 13
lang.danish = 14
lang.norwegian = 15
lang.polish = 16
lang.portuguese_brazil = 17
lang.english_gb = 18
lang.turkish = 19
lang.spanish_la = 20
lang.arabic = 21
lang.french_canada = 22
return lang
</pre>
'''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>
require("ee-gpr-alias")
require("utils")
MipsInsn = {}
MipsInsn.IsAddi = function(insn) return (insn & 0xfc000000) == 0x20000000 end -- addi rt,rs,simm
MipsInsn.IsAddiu = function(insn) return (insn & 0xfc000000) == 0x24000000 end -- addiu rt,rs,simm
MipsInsn.IsBeq = function(insn) return (insn & 0xfc000000) == 0x10000000 end -- beq rs,rt,off
MipsInsn.IsJ = function(insn) return (insn & 0xfc000000) == 0x08000000 end -- j target
MipsInsn.IsJal = function(insn) return (insn & 0xfc000000) == 0x0c000000 end -- jal target
MipsInsn.IsJr = function(insn) return (insn & 0xfc1fffff) == 0x00000008 end -- jr rs
MipsInsn.IsLq = function(insn) return (insn & 0xfc000000) == 0x78000000 end -- lq rt,simm(rs)
MipsInsn.IsLd = function(insn) return (insn & 0xfc000000) == 0xdc000000 end -- ld rt,simm(rs)
MipsInsn.IsLw = function(insn) return (insn & 0xfc000000) == 0x8c000000 end -- lw rt,simm(rs)
MipsInsn.IsSq = function(insn) return (insn & 0xfc000000) == 0x7c000000 end -- sq rt,simm(rs)
MipsInsn.IsSd = function(insn) return (insn & 0xfc000000) == 0xfc000000 end -- sd rt,simm(rs)
MipsInsn.IsSw = function(insn) return (insn & 0xfc000000) == 0xac000000 end -- sw rt,simm(rs)
MipsInsn.IsEnd = function(insn) return (insn & 0xfc00003f) == 0x0000000d end
MipsInsn.GetRt = function(insn) return (insn >> 16) & 0x1f end
MipsInsn.GetRs = function(insn) return (insn >> 21) & 0x1f end
MipsInsn.GetSimm = function(insn) return ((insn << 48) >> 48) end
MipsInsn.GetOff = function(insn) return MipsInsn.GetSimm(insn) end
MipsInsn.GetTarget = function(insn) return insn & 0x3ffffff end
-- return FIFO queue of stack trace
-- the queue item is { caller-addr, return-from }
--
-- example:
--    print("=== stack trace ===")
--   local stack_trace = MipsStackTrace(eeObj, eeObj.GetPc()+4, eeObj.GetGpr(gpr.ra), eeObj.GetGpr(gpr.sp))
--   while not stack_trace:isEmpty() do
-- local caller = stack_trace:dequeue()
-- print( string.format(" 0x%08x [will return from : %x]", caller[1], caller[2]) )
--   end
--
-- NOTE: you must +4 against GetPc() if you in a EE/IOP hook.
-- Because EE/IOP jit executed the instruction at the address already and it might affect $sp or $ra.
--
-- obj : eeObj or iopObj
-- pc  : current pc (from GetPC or readout from thread context)
-- ra  : current ra (from GetGpr or readout from thread context)
-- sp  : current sp (from GetGpr or readout from thread context)
MipsStackTrace = function (obj, pc, ra, sp, depth)
  local max_depth = depth or 10 -- max trace depth
  local n_j = 1
  local jmax = {}
  local depth = 0
  local bdl_count = 0
  local new_pc    = 0
  local icount    = 0
  local result = Queue.new()
  local pushed_ra = Queue.new()
  while depth < max_depth and icount < 2048 do
  -- TODO: error checks
  if (pc & 3) ~= 0 then
return result
  end
  pc = pc & 0x01ffffff
  sp = sp & 0x01ffffff
  local insn = obj.ReadMem32(pc)
  -- print(string.format("trace .. pc=%x insn=%x", pc, insn))
  -- result:enqueue( { pc, insn } )
  if MipsInsn.IsJr(insn) and MipsInsn.GetRs(insn) == gpr.ra then
bdl_count = 1
depth = depth + 1
new_pc = ra
-- print(string.format("jr ra : ra=%x", ra))
icount = 0
-- print(string.format("enqueue caller pc=%x ret addr=%x", new_pc-8, pc))
result:enqueue( {new_pc-8, pc} ) -- {return-addr, where-from}
  elseif MipsInsn.IsAddiu(insn) and MipsInsn.GetRt(insn) == gpr.sp and MipsInsn.GetRs(insn) == gpr.sp then
sp = sp + MipsInsn.GetSimm(insn) -- ((insn<<48) >>48)
-- print(string.format("addiu sp,sp,** : new sp = %x", sp))
  elseif MipsInsn.IsLq(insn) or MipsInsn.IsLd(insn) or MipsInsn.IsLw(insn) then
if MipsInsn.GetRt(insn) == gpr.ra and MipsInsn.GetRs(insn) == gpr.sp then
-- the code might push $ra on the stack after start pc.
-- in such case, we must not retrieve $ra value from the memory.
if pushed_ra:isEmpty() then
  local imm = MipsInsn.GetSimm(insn) -- ((insn<<48) >>48)
  -- print(string.format("retrieve ra from stack(%x) : sp=%x imm=%x", sp+imm, sp, imm))
  ra = obj.ReadMem32(sp + imm)
  -- print(string.format("load ra,%x(sp) : sp = %x+%x, ra = %x", imm, sp, imm, ra))
else
  -- print(string.format("retrieve ra from pushed one"))
  pushed_ra:dequeue()
end
end
  elseif MipsInsn.IsSq(insn) or MipsInsn.IsSd(insn) or MipsInsn.IsSw(insn) then
if MipsInsn.GetRt(insn) == gpr.ra and MipsInsn.GetRs(insn) == gpr.sp then
pushed_ra:enqueue(pc);
end
  elseif MipsInsn.IsJ(insn) then -- j **
local imm = MipsInsn.GetTarget(insn)
imm = imm << 2
if pc == imm then
-- jump to self? maybe we can ignore it.
else
new_pc = imm
-- print(string.format("j ** : new_pc = %x", new_pc))
bdl_count = 1
for t=1, n_j do
  if jmax[t] == new_pc then
  return result -- closed loop
  end
end
if n_j > 1024 then
  return result -- jump buffer overflow
end
jmax[n_j] = new_pc
n_j = n_j + 1
end
  elseif MipsInsn.IsBeq(insn) and MipsInsn.GetRs(insn) == gpr.zero then -- beq zero,**
local offset = MipsInsn.GetOff(insn) -- ((insn<<48) >> 48)
offset = offset << 2
new_pc = pc + 4 + offset
if pc == new_pc then
-- jump to self? maybe we can ignore it
else
-- print(string.format("beq zero,** : new_pc=%x", new_pc))
bdl_count = 1
for t = 1, n_j do
  if jmax[t] == new_pc then
  return result
  end
end
if n_j > 1024 then
  return result
end
jmax[n_j] = new_pc
n_j = n_j + 1
end
  elseif MipsInsn.IsEnd(insn) then -- end
-- print(string.format("end"))
return result
  elseif MipsInsn.IsJal(insn) then -- jal **
local imm = insn & 0x03ffffff
imm = imm << 2
-- print(string.format("jal ** : addr = %x", imm))
-- call
  end
  icount = icount + 1
  pc = pc + 4
  -- -- print(string.format("bdl_count=%d", bdl_count))
  if bdl_count > 0 then
if bdl_count == 2 then
pc = new_pc
bdl_count = 0
else
bdl_count = bdl_count + 1
end
  end
  end
  return result
end
PS2 = {}
PS2.GetCurrentThread = function(eeObj) return eeObj.ReadMem32(0x12fac) end
PS2.GetThreads = function(eeObj)
  local EE_THREAD_BASE = 0x18000
  local EE_NUM_THREADS = 0x100
  local th = EE_THREAD_BASE
  local result = Queue.new()
  for t = 0, EE_NUM_THREADS-1 do
  -- 0 : node_prev
  -- 4 : node_next
  -- 8 : status
  -- 12: pc
  -- 16: sp
  -- 20: gp
  -- 24: init_pri
  -- 26: curr_pri
  -- 28: wstat
  -- 32: waitId
  -- 36: wakeupCount
  -- 40: attr
  -- 44: option
  -- 48: func
  -- 52: argc
  -- 56: args
  -- 60: stack
  -- 64: size
  -- 68: root
  -- 72: endOfHeap
  local status = eeObj.ReadMem32(th + 8)
  if status ~= 0 then
local id    = t
local pri  = eeObj.ReadMem16(th + 26)
local gp    = eeObj.ReadMem32(th + 20)
local pc    = eeObj.ReadMem32(th + 12)
local sp    = eeObj.ReadMem32(th + 16)
result:enqueue( {id=id, status=status, pri=pri, gp=gp, pc=pc, sp=sp} )
  end
  th = th + 76
  end
  return result
end
</pre>
'''utils.lua'''
<pre>
-- utility classes/functions
-- Stack
-- ex:
-- my_stack = Stack.new()
--  my_stack:push( val )
-- print( my_stack:pop( val ) )
Stack = {}
function Stack.new()
  local obj = { buff = {} }
  return setmetatable(obj, {__index = Stack})
end
function Stack:push(x)
  table.insert(self.buff, x)
end
function Stack:pop()
  return table.remove(self.buff)
end
function Stack:top()
  return self.buff[#self.buff]
end
function Stack:isEmpty()
  return #self.buff == 0
end
-- Queue
-- ex:
-- my_queue = Queue.new()
-- my_queue:enqueue( val )
-- print( my_queue:dequeue(val) )
Queue = {}
function Queue.new()
  local obj = { buff = {} }
  return setmetatable(obj, {__index = Queue})
end
function Queue:enqueue(x)
  table.insert(self.buff, x)
end
function Queue:dequeue()
  return table.remove(self.buff, 1)
end
function Queue:top()
  if #self.buff > 0 then
    return self.buff[1]
  end
end


function Queue:isEmpty()
  return #self.buff == 0
end
</pre>
</pre>


= Links =
=Links=
 
These links can Assist you in improving your knowledge about ps2 emulation
* [https://psi-rockin.github.io/ps2tek/ PS2 Hardware Documentation]
*Ps2 Hardware Documentation: https://psi-rockin.github.io/ps2tek/
* [https://pastebin.com/yf802Up3 Graphics Synthetizer title fix guide]
*PS3 custom configs: https://www.psdevwiki.com/ps3/PS2_Custom_Configs
* [https://www.psdevwiki.com/ps3/PS2_Custom_Configs PS3 custom configs]
*More info about the playstation 4's PS2 emulator can be found here: http://www.psx-place.com/threads/research-ps2-emulator-configuration-on-ps4.16131/ , But please note that Some of the information in this post can be in-accurate, Such as Clamping options
* [http://www.psx-place.com/threads/research-ps2-emulator-configuration-on-ps4.16131/ A place for research and sharing successful configurations for the emulator]
*More emulator configurations examples: https://www.psdevwiki.com/ps4/Talk:PS2_Classics_Emulator_Compatibility_List
* [https://www.psdevwiki.com/ps4/Talk:PS2_Classics_Emulator_Compatibility_List Configuration examples]
* Ps2dis https://www.romhacking.net/utilities/692/  
* [https://www.romhacking.net/utilities/692/ PS2DIS, a very helpful tool for debugging executables]
*Current Gameindex Settings: https://raw.githubusercontent.com/PCSX2/pcsx2/master/bin/resources/GameIndex.yaml
* [https://forums.pcsx2.net/Thread-Fixing-unplayable-games A thread filled with patches for ps2 games]
*Known Pcsx2 Issues https://github.com/PCSX2/pcsx2/issues?q=is%3Aissue
* [https://github.com/florinsdistortedvision/ps2-classics-emus Most base emulators for PS2 Classics released on PS4 by florinsdistortedvision]
*Pcsx2's old and New pull requests https://github.com/PCSX2/pcsx2/pulls?q=is%3Apr
* [https://github.com/Zcor3x/Playstation-2-Classics-PS4 Most base emulators for PS2 Classics released on PS4 by Zcor3x]
*A thread dedicated to sharing patches for unplayable games https://forums.pcsx2.net/Thread-Fixing-unplayable-games
 
* Old gameindex.yaml just in case pcsx2 removes the patches https://raw.githubusercontent.com/Scalerize/pcsx2/master/bin/resources/GameIndex.yaml
{{Reverse Engineering}}
{{Reverse Engineering}}
<noinclude>
<noinclude>[[Category:Main]]</noinclude>
[[Category:Main]]
</noinclude>
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