Editing PS2 Emulation

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=2024-present year=
<pre>No emulator backported yet.</pre>
=2014-2018 emulators=
= Description =
= Description =


The PlayStation 2 emulation on the PlayStation 4 is handled with little difference to the PlayStation 3. Some issues on PS3's PS2 emulator were left unfixed on the PlayStation 4. Consequently, the PS4 inherited some of PS3's emulation glitches, and even introduced new ones. The new issues came as a result of PS4's weakness with emulation, which likely resulted in the trade of accuracy for performance.
PlayStation 2 emulation on PS4 is handled slightly differently comparing to PS3. Each PS2 game PS4 package file (.pkg) include emulator itself, so there is no included emulator in PS4 firmware. This slightly complicating providing compatibility list as emulators include some per title patches, and default settings. Currently most used emulators came from Rogue Galaxy, and Jak games. Next difference is that BIOS in external file is included in .pkg, anyway it is exactly the same BIOS used in ps2_netemu. Another important difference is the lack of encryption mechanism for PS2 game disc image file: this time it is just a plain ISO file. Memory card is also decrypted, but emulator check crc of some of it regions to ensure that fresh card is not modified. PS2 Emulator supports LUA scripting by "Lua Bridge", is powerful interface that provide many possibilities to improve compatibility.
This is first time when sony need care about floats in their emulator. This is resolved by clamping, and/or converting floats to double precision. Emulator use openCL for GS, and probably other components.


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.
=Memory Mapping=


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.
<pre>EE Flat Memory (4gb)              @ 0x00000080:00000000 -> 0x00000081:00000000
IOP Flat Memory (4gb)              @ 0x00000090:00000000 -> 0x00000091:00000000
---- Host's EE Memory Map -----------------------------------------------------
EE RAM - Kernel                    @ 0x00000080:00000000 -> 0x00000080:00080000
EE RAM - Debug                    @ 0x00000080:00078000 -> 0x00000080:00080000
EE RAM - User                      @ 0x00000080:00080000 -> 0x00000080:02000000
EE Hw Devices                      @ 0x00000080:10000000 -> 0x00000080:10010000
EE ROM                            @ 0x00000080:1FC00000 -> 0x00000080:1FFE0000
EE RAM - Uncached                  @ 0x00000080:20080000 -> 0x00000080:22000000
EE RAM - UncachedAccel            @ 0x00000080:30100000 -> 0x00000080:32000000
EE Scratchpad                      @ 0x00000080:70000000 -> 0x00000080:70004000
EE Debug                          @ 0x00000080:FFFF8000 -> 0x00000081:00000000
---- Host's IOP Memory Map ----------------------------------------------------
IOP RAM                            @ 0x00000090:00000000 -> 0x00000090:00200000
IOP RAM (mirror 1)                @ 0x00000090:00200000 -> 0x00000090:00400000
IOP RAM (mirror 2)                @ 0x00000090:00400000 -> 0x00000090:00600000
IOP RAM (mirror 3)                @ 0x00000090:00600000 -> 0x00000090:00800000
IOP Scratchpad                    @ 0x00000090:1F800000 -> 0x00000090:1F801000
IOP HW                            @ 0x00000090:1F801000 -> 0x00000090:1F810000
IOP ROM                            @ 0x00000090:1FC00000 -> 0x00000090:1FFE0000
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------


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.
R59 Binary Cache                  @ 0x00000009:14B10000 -> 0x00000009:16B10000
 
R30 Binary Cache                  @ 0x00000009:16B14000 -> 0x00000009:17314000
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.
jitVU0                            @ 0x00000009:17318000 -> 0x00000009:17B18000
jitVU1                            @ 0x00000009:17B1C000 -> 0x00000009:18B1C000
</pre>


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


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


* '''config-emu-ps4.txt''' - Stores paths, basic video/audio settings in official packages. But unofficially can be also used for advanced settings for global effect in multi disc .pkg with all commands originally used in cli.conf file.  
* '''config-emu-ps4.txt''' - Stores paths, basic video/audio settings in official packages. But unofficially can be also used for advanced settings for global effect in multi disc .pkg with all commands originally used in cli.conf file.  
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== Commands ==
== Commands ==
The rest of the CLI and LUA commands can all be found inside of any emulator's '''Eboot.bin''' file.
 
=== config-emu-ps4.txt commands ===
=== 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: center;"
! Command !! Values !! Notes !! Usage  
! Command !! Values !! Notes !! Usage  
|-style="background-color:#7698FF"
|-
| || Misc || ||
| --gs-uprender || none, 2x2 || Internal resolution uprender || --gs-uprender=2x2
|-
| --gs-upscale || none, gpu, edgesmooth, motionvec || upscaler? || --gs-upscale=EdgeSmooth
|-
|-
| --config-local-lua ||  ||  || --config-local-lua=""
| --config-local-lua ||  ||  || --config-local-lua=""
|-
|-
| --lopnor-config || 0,1  || Enables limited PS3's PS2 config support || --lopnor-config=1
| --load-tooling-lua ||   ||   || --load-tooling-lua=0
|-
| --record-audio ||  ||  ||
|-
|-
| --load-tooling-lua ||   ||   || --load-tooling-lua=0
| --record-audio-img || || ||
|-
| --record-audio-image ||  ||  ||
|-
| --record-audio-ext ||  ||  ||
|-
|-
| --max-console-spam ||  ||  ||  
| --max-console-spam ||  ||  ||  
|-
|-
| --path-snaps || dir/folder || Path to savestates folder || --path-snaps="/tmp/snapshots"
| --path-snaps || dir/folder ||   || --path-snaps="/tmp/snapshots"
|-
|-
| --path-recordings || dir/folder ||  || --path-recordings="/tmp/recordings"
| --path-recordings || dir/folder ||  || --path-recordings="/tmp/recordings"
|-
| --path-audio-images || dir/folder ||  ||
|-
|-
| --path-memcards || dir/folder ||  ||
| --path-memcards || dir/folder ||  ||
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| --path-vmc || dir/folder ||  || --path-vmc="/tmp/vmc"
| --path-vmc || dir/folder ||  || --path-vmc="/tmp/vmc"
|-
|-
| --emulog-file || 0, 1 ||  Creates a log file with information that is rarely useful || --emulog-file=1
| --path-emulog || dir/folder ||   || --path-emulog="/tmp/recordings"
|-
| --path-emulog || dir/folder || Sets the directory of the emulog file. Requires --emulog-file=1 command  || --path-emulog="/tmp/recordings"
|-
|-
| --path-manual || dir/folder ||  ||
| --path-manual || dir/folder ||  ||
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| --snapshot-modulo ||  ||  ||  
| --snapshot-modulo ||  ||  ||  
|-
|-
| --host-keyboard || slot [0-7] ||   || --host-keyboard=4
| --ds4-deadzone-adjust || || ||  
|-
|-
| --host-window-scale || scale/float ||   || --host-window-scale=0.5
| --ds4-diagonal-adjust || || ||  
|-
|-
| --host-window-pos || x,y ||  ||
| --host-pad-loses-focus ||  ||  ||  --host-pad-loses-focus=1
|-
| --host-gamepads ||  ||  ||
|-
| --host-keyboard || slot [0-7] ||  || --host-keyboard=4
|-
| --host-audio || 1,0,on,off,mono ||  || --host-audio=1
|-
| --host-audio-latency || msec/float || Audio latency must be between 0.010 and 4.0 || --host-audio-latency=1.5
|-
| --host-window-scale || scale/float ||  || --host-window-scale=0.5
|-
| --host-window-pos || x,y ||  ||
|-
|-
| --host-display-mode || normal,full,4:3,16:9  || Set display mode || --host-display-mode=full
| --host-display-mode || normal,full,4:3,16:9  || Set display mode || --host-display-mode=full
|-
|-
| --host-graph ||  fps || Debug option that requires an unleaked debug ps2 bios || --host-graph=fps
| --host-osd || 0,off,minimal,verbose ||  || --host-osd=0
|-
| --host-osd || verbose, minimal ||  || --host-osd=0
|-
|-
| --host-vsync || 0, 1 || Enable or disable vsync || --host-vsync=1
| --host-vsync ||   ||   ||
|-
|-
| --host-trophy-support ||  ||  ||
| --host-trophy-support ||  ||  ||
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| --rtc-epoch ||  unix_time (seconds since epoch) ||  || --rtc-epoch=1523776362
| --rtc-epoch ||  unix_time (seconds since epoch) ||  || --rtc-epoch=1523776362
|-
|-
| --framelimiter ||  0, 1 || Enable or disable Frame limiting || --framelimiter=1
| --framelimiter ||  || ||  
|-
|-
| --framelimit-fps ||  FPS/float || framelimiter || --framelimit-fps=0.8
| --framelimit-fps ||  FPS/float || framelimiter || --framelimit-fps=0.8
|-
|-
| --framelimit-scalar ||  scalar/float || || --framelimit-scalar=3.2
| --framelimit-scalar ||  scalar/float || scalar must be between 0.1 and 5.0 || --framelimit-scalar=3.2
|-
|-
| --framelimit-mode || slowest,slower,slow,normal,fast,fastest,turbo || A Standalone framelimiter || --framelimit-mode=fast
| --framelimit-mode || normal,fast,fastest,slow,slower,slowest ||   || --framelimit-mode=fast
|-
|-
| --ps2-lang || system  || Sets language. Might seem like a useless command, but a tiny number of games refuse to boot without a selected language. || --ps2-lang=system
| --audio-stretching ||   ||   ||
|-
|-
| --ps2-title-id || XXXX-YYYYY Example: (SLUS-21515) || Sets title-id for patches. Requires the game's region code as value || --ps2-title-id=SLES-50366
| --ps2-lang || system  || sets language || --ps2-lang=system
|-
|-
| --verbose-cpu-cycles=1 || 0,1 || ? || --verbose-cpu-cycles=1
| --pad-record ||   ||   ||
|-
|-
| --gs-uprender || none, 2x2 || Internal resolution upscaler. || --gs-uprender=2x2
| --max-disc-num || 1-5  || numbers of discs in package (maximum=5)  || --max-disc-num=1
|-
|-
| --gs-upscale || none, gpu, edgesmooth, motionvec, point, motionvector, smooth, motion || upscaling type || --gs-upscale=EdgeSmooth
| --ps2-title-id ||   || sets title-id for patches  || --ps2-title-id=SLES-50366
|-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
| --boot-disc-id || 1-5  || sets boot disc for multi-disc pkg || --boot-disc-id=0
|-
|-
| --path-audio-images || dir/folder ||   ||  
| --mute-audio ||all,none,main,bgm || || --mute-audio=all
|-
|-
| --record-audio || || ||  
| --mute-streaming-audio || all,none,main,bgm || || --mute-streaming-audio=all
|}
 
=== XXXX-YYYYY_cli.conf commands ===
 
Please note that commands listed here work also in config-emu-ps4.txt. Anyway official way to use them is by CLI file. CLI file way is also needed for multi-disc packages.
 
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Values !! Notes !! Usage
|-
|-
| --record-audio-img || || ||  
| --mtap1 || always, ByHost || Multitap Switch || --mtap1=always
|-
|-
| --record-audio-image || || ||  
| --mtap2 || always, ByHost || Multitap Switch || --mtap2=always
|-
|-
| --record-audio-ext || || ||  
| --ee-cache-breaks-block || || ||  
|-
|-
| --host-audio || 1,0,on,off,mono ||   || --host-audio=1
| --ee-validate-kernel || || ||  
|-
|-
| --mute-audio ||all,none,main,bgm || || --mute-audio=all
| --ee-block-validation || PageProt,ShortHash,Hash,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
|-
|-
| --mute-streaming-audio || all,none,main,bgm || || --mute-streaming-audio=all
| --ee-shorthash-len || inst_count/integer || Length of shorthash in instruction/opcode count. Require --ee-block-validation=ShortHash ||
|-
|-
|-style="background-color:#D7EF54"
| --ee-const-folding || None,Gpr,Fpu,All || EE constant folding [https://en.wikipedia.org/wiki/Constant_folding More info] || --ee-const-folding=none
| || Controllers || ||  
|-
|-
| --ds4-deadzone-adjust || || ||  
| --ee-load-rewrites || || ||  
|-
|-
| --ds4-diagonal-adjust || || ||  
| --ee-store-rewrites || || ||  
|-
|-
| --host-pad-loses-focus ||  ||  ||  --host-pad-loses-focus=1
| --ee-live32 || || ||  
|-
| --host-gamepads || 0, 1 || || --host-gamepads=1
|-
|-
| --pad-record || 0, 1  || Enables logging pad info in emulog ||
| --ee-pc-coherency || || ||  
|-
|-
| --pad-analog-to-digital || 0, 1 || Eternel ring emu uses the value 0 || --pad-analog-to-digital=0
| --ee-inst-marking || || ||  
|-
|-
| --mtap1 || Disabled, Always, ByHost || Multitap switch. The values are correct but the multitap only works in certain games. || --mtap1=always
| --ee-kernel-hle || || High-level emulation kernel  ||  
|-
|-
| --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
| --ee-regalloc-scalar || 0,none,ReadOnly,WriteOnly,RW || register allocation setting ||  
|}
 
=== XXXX-YYYYY_cli.conf commands ===
 
<pre>These commands work in config-emu-ps4.txt, but the official way to use them is through the CLI file (It is also needed for multi-disc packages). Additionally, some commands are still not discovered, and known commands might be missing their values.
All commands are pre-made. Creating new CLI commands is impossible.
The values of the commands are also pre-defined by Sony and/or have a set of possible values or ranges.
Some CLI commands have no effect, as they were added to the eboot.bin without being programmed. Some useful commands were removed or added in or from different emu revisions, or their effects were changed. In some emulators, CLI configurations can be found in the ram at SceLibcHeap[0]-3-881004000.</pre>
====EmotionEngine (MIPS-IV)====
=====[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;"
! Command !! Values !! Notes !! Usage
|-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
| --ee-regalloc-simd || || register allocation setting ||  
|-
|-
| --ee-context-switch-cycles || Accelerate cycles (360 => 0) <br>Decelerate cycles (361 => ∞ ) || Its effects are mysterious. Possibly configures how many CPU cycles the emulator should run before switching between different tasks or threads. Does not work on Jak emulators. Default value is 360. Seems to be useful for Bee Movie, Metal Gear Solid 3, as well as others with IPU issues.|| --ee-context-switch-cycles=2700?
| --ee-regalloc-preserve-scalar || 0,none,LoadOnly,StoreOnly,LS || register allocation setting ||  
|-
|-
| [[--ee-hook|--ee-hook]] || AdvanceClock<br>FastForwardClock<br>Mfifodrain || Runs the specified functionality each time a selected EE offset is reached. FastForwardClock and AdvanceClock help fix core sync issues, but can be used as a speedhack. It is believed that AdvanceClock stalls the EE for a specified amount of cycles, while FastForwardClock behaves similarly. They are commonly used on affected COP2 instructions. Mfifodrain is still unknown. [[--ee-hook|For more examples]] ||--ee-hook=0x0025A9F2,AdvanceClock,,500 <br>--ee-hook=0x0019F0AD,FastForwardClock
| --ee-regalloc-preserve-simd || || register allocation setting ||  
|-
|-
|-style="background-color:#D7EF54"
| --ee-static-block-links || options Type,Type,... [None,Branches,JAL,COP2,All] || || --ee-static-block-links=JAL,COP2
| || Game fixes || ||
|-
|-
| --ee-jit-pagefault-threshold || 0-254 || Ignore JIT pagefaults, usually caused by data placed right after code. JIT try to recompile it, and obviously hit some bad opcodes. This command reduces the occurrence of crashes the higher it is. || --ee-jit-pagefault-threshold=40
| --ee-hook || AdvanceClock, FastForwardClock, more? || Non-conditional EE hook (This is not speedhack!), advancing/ff'ing clock can be useful for CFC2/CTC2 || --ee-hook=0x0025b3b0,FastForwardClock
|-
|-
| --ee-regalloc-scalar || 0,none,ReadOnly,WriteOnly,RW || Register allocation setting. Setting it to 0 may prevent crashes. ||  
| --ee-jit-disasm || 0,1=mips,2=x86 || Emotion Engine Just in Time disassembler mode (?) ||  
|-
|-
| --ee-block-validation || PageProt, PageProtection, Hash, Full, none || way of validating that block been modified, and require recompilation. [[https://github.com/PCSX2/pcsx2/blob/4db6b287cda817345f7ed4268a8a68f9fda76f26/pcsx2/Memory.cpp#L869| Some info about PageProt way]] || --ee-block-validation=None
| --ee-jit-pagefault-threshold || || || --ee-jit-pagefault-threshold=30
|-
|-
| --ee-shorthash-len || inst_count/integer || Length of shorthash in instruction/opcode count. Require --ee-block-validation=Hash ||  
| --ee-context-switch-cycles || || ||  
|-
|-
| --ee-const-folding || None,Gpr,Fpu,All || EE constant folding. "All" seems to be the default option. || --ee-const-folding=none
| --ee-evt-check-full || || ||  
|-
|-
| --ee-ignore-segfault || none, read, write, readwrite || Ignore segmentation fault. Ignore rw from/to unmapped memory, known in pcsx2 as TLB miss (load.store) || --ee-ignore-segfault=readwrite
| --ee-cycle-scalar || multiplier/float || || --ee-cycle-scalar=1.0
|-
|-
| --ee-native-function || memset, memcpy, strlen, strcmp, strcasecmp, litodp, dptoli, floatdidf, fptoui, fptodp, dptofp, fabs, fabsf, ieee754_atan2f, ieee754_asinf, ieee754_acosf, ieee754_sinf, ieee754_cosf, ieee754_sqrtf, asinf, acosf, sinf, cosf, sqrtf. || Hook mips function with HLE x64 native version. Much faster, but tricky to keep correct timings on ps2 VM. || --ee-native-function=memcpy,0x11e328
| --ee-mem-check-eob || || ||  
|-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
| --ee-sif0-cycle-scalar || multiplier/float || || --ee-sif0-cycle-scalar=2.0
|-
|-
| --ee-ignore-break || 0, 1 || Turns a BREAK instruction into a NOP Instruction. ||  
| --ee-sif1-cycle-scalar || multiplier/float || || --ee-sif1-cycle-scalar=0.1
|-
|-
| --ee-break-as-nop || 0, 1 || Turns a BREAK instruction into a NOP Instruction. || --ee-break-as-nop=1
| --iop-sif0-cycle-scalar || multiplier/float || || --iop-sif0-cycle-scalar=1.5
|-
|-
| --ee-jit-opt-debug || 0, 1 || ||
| --iop-sif1-cycle-scalar || multiplier/float || || --iop-sif1-cycle-scalar=1.8
|-
|-
| --ee-pc-coherency || 0, 1 || Flush PC register to memory on every mips opcode. Result in more accurate EE PC reg reads. ||  
| --iop-block-validation || IsC, ShortHash || ||  
|-
|-
| --ee-insn-flush-pc || 0, 1 || Flush PC register to memory on every mips opcode. Result in more accurate EE PC reg reads. ||
| --iop-validate-kernel || || ||  
|-
| --ee-inst-marking || 0,1? || ||  
|-
|-
| --ee-insn-marking || 0,1? || ||  
| --iop-shorthash-len || || ||  
|-
|-
| --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. ||  
| --iop-const-folding || None,Gpr,All || IOP constant folding [https://en.wikipedia.org/wiki/Constant_folding More info] || --iop-const-folding=All
|-
|-
| --ee-injection-kernel || 0, 1 || Just like --ee-kernel-hle, except using a different name. ||
| --iop-pc-coherency || || ||  
|-
|-
| --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. ||
| --iop-inst-marking || || ||  
|-
|-
| --ee-validate-kernel || 0, 1 || ||  
| --iop-jit-disasm || || ||  
|-
|-
| --ee-regalloc-simd || readwrite, writeonly, readonly || register allocation setting ||  
| --iop-evt-check-full || || ||  
|-
|-
| --ee-regalloc-preserve-scalar || LoadOnly, LO, StoreOnly, SO, LoadStore,  LS || EE JIT Scalar/Int Regalloc Mode || --ee-regalloc-preserve-scalar=LoadStore
| --iop-cycle-scalar || || ||  
|-
|-
| --ee-regalloc-preserve-simd || ReadOnly, RO, WriteOnly WO, RW || EE JIT SIMD/XMM Regalloc Mode || --ee-regalloc-preserve-simd=RW
| --idec-cycles-per-qwc || int/multiplier || || --idec-cycles-per-qwc=768
|-
|-
| --ee-static-block-links || options Type,Type,... [Branch,Branches,JAL,COP2,All] || || --ee-static-block-links=JAL,COP2
| --vu-to-double || || Converts floats to double instead of clamping? ||
|-
|-
| --vtune-ee || ||  ||
| --vu-branch-hazard || || ||
|-
|-  
| --ee-live32 || 0,1? || ||  
| --vu-evil-branches || || Delay slot branch related ||
|-
|-  
| --ee-cache-breaks-block || 0,1 || End recompiler block on r5900 cache opcode. ||
| --vu-d-bit  || 0/1 || ignore D-bit? || --vu-d-bit=0
|-
| --ee-evt-check-full || 0, 1 || Perform more accurate EE event check ||
|-
| --ee-peephole || 0, 1? || ||
|-
| --ee-load-rewrites || 0,1? || ||
|-
| --ee-store-rewrites || 0,1? || ||
|-
| --ee-precompile-trace || || ||
|-
| --ee-penalize-short-blocks || 0, 1 || Add cycles to short recompiled blocks? ||
|-
| --ee-mem-check-eob || || EE memory check end of block ||
|-
| --ee-insn-callmark || || ||
|-  
|-  
| --ee-inline-limit-full || insn_count/integer ||  ||
| --vu-t-bit  || 0/1 || ignore T-bit? ||  --vu-t-bit=0
|-
|-  
| --ee-inline-limit-partial || || ||
| --vu-inst-mflag || || Instant mac flag? ||
|-
| --ee-stlf-cycle-threshold || ? ||?||
|-
| --detect-idle-ee || 0, 1 ||  || --detect-idle-ee=1
|-
|}
 
=====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
|-  
|-  
| --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
| --vu-inst-cflag || || Instant clipping flag? ||
|-  
|-  
| --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
| --vu-custom-min-max  || 0, 1 || Custom Max/Mini logic for denormals || --vu-custom-min-max=0
|-  
|-  
| --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
| --vu-custom-fused-madd  || || Custom FMA (fused multiply-add) ||
|-  
|-  
| --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
| --vu-opt-jr-caching || || Optimize Jump Register caching? vi15? ||
|-  
|-  
| --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
| --vu-opt-sf-check  || || Status flag related? ||
|-  
|-  
| --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
| --vu-hack-triace  || 0,1 || Special hack for Tri Ace games, probably special guard bit handling to get precise ADD(i) result || --vu-hack-triace=1
|-  
|-  
| --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
| --vu-xgkick-delay  || vu_cycles/integer || Delay xgkick instruction execute, pcsx2 use 6 cycles, emu in ps3 use 2-8 cycles depend on game || --vu-xgkick-delay=8
|-
|-
|-style="background-color:#7698FF"
| --vu-range-merge || vu_inst_cnt || ||  
| || Speedhacks || ||
|-  
|-
| --vu0-opt-flags  || [0,1,2] - 1=safe, 2=unsafe || Flags to optimize VU recompilation || --vu0-opt-flags=1
| --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
|-  
|-
| --vu0-opt-vf00  || || optimization for vf00? Not really sure here as vf00 is a special register where x,y,z are hard coded to 0.0 and w is hard-coded to 1.0. Not sure what to optimize here. ||  
| --fpu-accurate-mul-fast || 0, 1 || Speedhack for CLI FPU muldiv commands. || --fpu-accurate-mul-fast=1
|-  
|-style="background-color:#FFAA00"
| --vu0-opt-subroutine  || || ||
|  || Other || ||
|-
| --fpu-custom-fused-madd || 0, 1 || Custom FMA (fused multiply-add). Disabled by default. || --fpu-custom-fused-madd=0
|-
| --fpu-to-double || 0, 1 || Converts floats to doubles (Accurate). Limited testing shows that infinity is still wrong at 7F7FFFFF, rather than 7FFFFFFF with it enabled. || --fpu-to-double=1
|-  
|-  
| --fpu-clamp-operands || 0, 1 || Affects the fpu's clamping behavior || --fpu-clamp-operands=1
| --vu0-const-prop || || Constant propagation [https://en.wikipedia.org/wiki/Constant_folding#Constant_propagation More info] ||
|-  
|-  
| --fpu-clamp-results || 0, 1 || Affects the fpu's clamping behavior || --fpu-clamp-results=1
| --vu0-no-clamping || 0, 1 || No clamping for vu0 (default 1) || --vu0-no-clamping=0
|-  
|-  
|}
| --vu0-clamp-operands || 0, 1 || vu0 clamp on operand stage || --vu0-clamp-operands=1
 
===== 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
|-  
|-  
| --cop2-opt-vf00 || 0, 1, 2 || Optimization for the vf00 register. || --cop2-opt-vf00=1
| --vu0-clamp-results  || 0, 1 || vu0 clamp for results of operations || --vu0-clamp-results=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
| --vu0-inst-|| || instant Q, not stall on WAITQ  ||  
|-  
|-  
| --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
| --vu0-inst-p || || instant P, not stall on WAITP ||
|-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
|-
| --cop2-accurate-range || start,end offset (0x0 - 0x1FFFFFF) ||Accurate Mul/Div/Add/Sub math instructions for the COP2 by using software floats rather than hardware floats. Can be used for full COP2 mathematical accuracy in the specified range. || --cop2-accurate-range=0x123456,0x134567
|-  
|-  
| --cop2-no-clamp-range || start,end offset (0x0 - 0x1FFFFFF) || Per-range clamping for COP2. || --cop2-no-clamp-range=0x123456,0x134567
| --vu0-use-rcp  || || use sse rcp ||
|-  
|-  
| --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
| --vu0-use-rsqrt || || use sse rsqrt ||
|-  
|-  
| --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
| --vu0-di-bits || || ||
|-  
|-  
| --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
| --vu0-jr-cache-policy || newprog,sameprog,auto || || --vu0-jr-cache-policy=sameprog
|-
|-
| --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
| --vu0-jalr-cache-policy || newprog,sameprog,auto || || --vu0-jalr-cache-policy=sameprog
|-
|-
|-style="background-color:#FFAA00"
| --vu0-mul0fix-range || vu0 memory offset start,end (0x0 - 0xFFF) || Fix for games that multiply by zero ||
| || Other || ||
|-
|-
| --cop2-regalloc || 0, 1 ? || Optimized Register Allocation(?). PCSX2 seems to have this enabled by default. Seems to slow down COP2 when disabled. ||
| --vu1 || || || --vu1=jit-sync
|-
| --vu1-mul0fix-range || vu1 memory offset start,end (0x0 - 0x3FFF) || Fix for games that multiply by zero ||
|-  
|-  
| --cop2-inst-q || 0, 1 || instant Q, no stalling on VWAITQ, or instances of Q. Crashes some games when enabled. ||
| --vu1-opt-flags || [0,1,2] - 1=safe, 2=unsafe || Flags to optimize VU recompilation || --vu1-opt-flags=0
|-  
|-  
| --cop2-inst-p || 0, 1 || instant P, no stalling on VWAITP, or instances of P. ||
| --vu1-opt-vf00 || || optimization for vf00? Not really sure here as vf00 is a special register where x,y,z are hard coded to 0.0 and w is hard-coded to 1.0. Not sure what to optimize here. ||
|-  
|-  
| --cop2-use-rcp || 0, 1 || Enables SSE RCP. Disabled by default ||
| --vu1-opt-subroutine || || ||
|-  
|-  
| --cop2-use-rsqrt || 0, 1 || Enables SSE RSQRT || --cop2-use-rsqrt=0
| --vu1-const-prop || || Constant propagation [https://en.wikipedia.org/wiki/Constant_folding#Constant_propagation More info] ||
|-  
|-  
| --cop2-clamp-operands || 0, 1 || Affects the COP2's clamping behavior|| --cop2-clamp-operands=1
| --vu1-no-clamping || 0, 1 || No clamping for vu1 (default 1) || --vu1-no-clamping=0
|-  
|-  
| --cop2-clamp-results || 0, 1 || Affects the COP2's clamping behavior  || --cop2-clamp-results=1
| --vu1-clamp-operands || 0, 1 || vu1 clamp on operand stage || --vu1-clamp-operands=1
|-  
|-  
|}
| --vu1-clamp-results || 0, 1 || vu1 clamp for results of operations || --vu1-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
|-
| --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
|-
|-style="background-color:#D7EF54"
|  || 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
|-  
|-  
| --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
| --vu1-inst-q || || instant Q, not stall on WAITQ ||
|-  
|-  
| --vu-evil-branches || 0, 1 || Take in count branch in delay slot, or not. [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L306 More Info]||
| --vu1-inst-p || || instant P, not stall on WAITP ||
|-  
|-  
| --vu-to-double || 0, 1 || Converts floats to double. Enabling it is the accurate option.  || --vu-to-double=1
| --vu1-jr-cache-policy || newprog,sameprog,auto || || --vu1-jr-cache-policy=sameprog
|-
|-
| --vu-custom-fused-madd  || 0, 1 || Custom FMA (fused multiply-add). Disabled by default || --vu-custom-fused-madd=1
| --vu1-jalr-cache-policy || newprog,sameprog,auto || || --vu1-jalr-cache-policy=sameprog
|-  
|-  
|-style="background-color:#7698FF"
| --vu1-use-rcp || || use sse rcp ||
|  || 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
|- 
| --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
|-  
|-  
| --vu-t-bit  || 0, 1 || Debug halt. Acts similarly to D-bit || --vu-t-bit=0
| --vu1-use-rsqrt || || use sse rsqrt ||
|-  
|-  
| --vu-inst-mflag  || 0, 1 || Instant macflag? It's enabled by default. When disabled, some texture chunks pop and fade. || --vu-inst-mflag=1
| --vu1-di-bits || || ||
|-  
|-  
| --vu-inst-cflag || 0, 1 || Instant cflag?  || --vu-inst-cflag=1
| --vu1-injection || 0, 1 or enable/disable depend on emu revision || || --vu1-injection=1
|-  
|-  
| --vtune-vu  || ? || ? ||
| --vtune-vu  || || ||
|-  
|-  
| --vu-jit-disasm  || 0, 1, 2 || ? || --vu-jit-disasm=1
| --vu-jit-disasm  || || ||
|-  
|-  
| --vu-range-merge || vu_inst_cnt || ? ||  
| --vu1-mpg-cycles  || cycles_per_Microprogram || || --vu1-mpg-cycles=1000
|-  
|-  
|}
| --fpu-to-double || || Converts floats to double instead of clamping? ||
 
===== 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):
| --fpu-rsqrt-fast-estimate || 0,1 || || --fpu-rsqrt-fast-estimate=1
 
|-  
$ 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.
| --fpu-no-clamping || 0, 1 || No clamping for fpu (ee/fpu clamping: none in pcsx2)|| --fpu-no-clamping=0
 
'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
|-
| --vu1-const-prop || 0, 1|| Enabled by default. 0 will disable it and cause performance issues but with higher compatability.[https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L312 More info] || --vu1-const-prop=1
|-
|-
| --vu1-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
| --fpu-no-clamp-range || start,end offset (0x0 - 0x1FFFFFF) || No clamping for fpu in selected memory range || --fpu-no-clamp-range=0x1acce0,0x2acce0
|-  
|-  
| --vu1-opt-vf00 || 0, 1, 2 || Optimization for the vf00 register. || --vu1-opt-vf00=2
| --fpu-clamp-operands || 0, 1 || fpu clamp on operand stage (combined with --fpu-clamp-results = ee/fpu clamping: extra in pcsx2) || --fpu-clamp-operands=1
|-  
|-  
| --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
| --fpu-clamp-results || 0, 1 || fpu clamp for results of operations (ee/fpu clamping: normal in pcsx2) || --fpu-clamp-results=1
|-
| --vu1-jalr-cache-policy || newprog, sameprog, auto, new, same || PCSX2 uses newprog as the default setting. Setting it into newprog has been proven to fix some crashes [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L319 Info] || --vu1-jalr-cache-policy=newprog
|-  
|-  
|-style="background-color:#D7EF54"
| --fpu-custom-min-max || 0, 1 || Custom Max/Mini logic for denormals || --fpu-custom-min-max=0
|  || Game fixes / Graphical fixes || ||
|-
| --vu1 || jit-sync ||  Selector between IR/JIT and it modes. Jit-sync works similarly to disabling MTVU. jit, trans, and jit-async are unimplemented functions that do not change anything. || --vu1=jit-sync
|-
| --vu1-no-clamping || 0,1 || Changes the clamping behavior of the VU1. Setting specific to ps4 emulators, unimplemented in pcsx2, with 0 being closest to extra, and 1 to extra + preserve sign. The default emulator's value is 1. || --vu1-no-clamping=0
|-  
|-  
| --vu1-clamp-range || vu1 memory offset start,end (0x0 - 0x7FF) || Values must not exceed 0x7FF ||
| --fpu-custom-fused-madd || || Custom FMA (fused multiply-add) ||
|-
| --fpu-accurate-range || start,end offset (0x0 - 0x1FFFFFF) || || --fpu-accurate-range=0x1acce0,0x2acce0
|-
| --fpu-accurate-muldiv  || offset (0x0 - 0x1FFFFFF) || || --fpu-accurate-muldiv=0x123456
|-
| --fpu-accurate-muldiv-range || start,end offset (0x0 - 0x1FFFFFF) || || --fpu-accurate-muldiv-range=0x1acce0,0x2acce0
|-
| --fpu-accurate-mul-fast || 1 || || --fpu-accurate-mul-fast=1
|-
| --fpu-accurate-addsub || offset (0x0 - 0x1FFFFFF) || || --fpu-accurate-addsub=0x234567
|-
| --fpu-accurate-addsub-range || start,end offset (0x0 - 0x1FFFFFF) || || --fpu-accurate-addsub-range=0x1acce0,0x2acce0
|-
|-
| --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
| --cop2-opt-flags || [0,1,2] - 1=safe, 2=unsafe || Flags to optimize COP2 recompilation || --cop2-opt-flags=1
|-  
| --cop2-opt-vf00 || || optimization for vf00? Not really sure here as vf00 is a special register where x,y,z are hard coded to 0.0 and w is hard-coded to 1.0. Not sure what to optimize here. ||
|-  
|-  
| --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
| --cop2-const-prop || || Constant propagation [https://en.wikipedia.org/wiki/Constant_folding#Constant_propagation More info] ||
|-  
|-  
| --vu1-injection || 0, 1 || unknown || --vu1-injection=1
| --cop2-no-clamping || || No clamping for COP2 (default 1) || --cop2-no-clamping=0
|-
|-
| --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
| --cop2-no-clamp-range || start,end offset (0x0 - 0x1FFFFFF) || No clamping for COP2 in selected range || --cop2-no-clamp-range=0x123456,0x134567
|-
|-  
|-style="background-color:#FEA15C"
| --cop2-clamp-operands || 0,1 || clamp on operand stage || --cop2-clamp-operands=1
| || Other || ||
|-  
|-
| --cop2-clamp-results || 0,1 || clamp for results of operations || --cop2-clamp-results=1
| --vu1-inst-p ||0, 1 || instant P, no stalling on WAITP, or instances of P || --vu1-inst-p=1  
|-
| --cop2-regalloc || || ||
|-  
|-  
| --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 ||
| --cop2-inst-q || || instant Q, not stall on VWAITQ ||
|-
| --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
| --cop2-inst-p || || ? ||
|-  
|-  
| --vu1-clamp-results || 0, 1 || Clamp result after mathematical operation. || --vu1-clamp-results=1
| --cop2-use-rcp || || use sse rcp ||
|- 
| --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
| --cop2-use-rsqrt || 0,1 || use sse rsqrt || --cop2-use-rsqrt=0
|-  
|-  
|}
| --cop2-di-bits || || ||
 
=====VU0=====
<pre>VU0 is the Emotion Engine’s alternate processing unit. It is sometimes referred to as "micro-mode". Commands here prevent crashes, and fix SPS (graphical glitches).</pre>
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! 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.
 
'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 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>
|-
| --vu0-di-bits || 0, 1 || 0 to skip setting invalid, and Div by zero flags in status register. Can be used as speedhack as it skips costly calculations, but at the same time can cause issues like broken geometry, and weird physics behavior. Depending per game.|| --vu0-di-bits=0
|-
| --vu0-const-prop || 0, 1 || Constant propagation, can Be used as speedhack for VU0 hungry games when set to 1 [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L312 More info] || --vu0-const-prop=1
|-  
|-  
| --vu0-opt-vf00  || 0, 1, 2 || Optimization for the vf00 register. || --vu0-opt-vf00=1
| --cop2-accurate-range || start,end offset (0x0 - 0x1FFFFFF) || || --cop2-accurate-range=0x123456,0x134567
|-  
|-  
| --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
| --cop2-accurate-mul || offset (0x0 - 0x1FFFFFF) || || --cop2-accurate-mul=0x123456
|-  
|-  
| --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
| --cop2-accurate-mul-range || start,end offset (0x0 - 0x1FFFFFF) || || --cop2-accurate-mul-range=0x123456,0x134567
|-
| --vu0-jalr-cache-policy || newprog, sameprog, auto, new, same || PCSX2 uses newprog as the default setting [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L319 Info] || --vu0-jalr-cache-policy=sameprog
|-style="background-color:#D7EF54"
|  || Game fixes || ||
|-
| --vu0-clamp-range || start, end offset (0x0 - 0x1FF) || per range clamping for VU0 || --vu0-clamp-range=0x100,0x120
|-  
|-  
| --vu0-no-clamping || 0,1 || Changes the clamping behavior of the VU0. Setting specific to ps4 emulators, unimplemented in pcsx2. The default emulator's value is 1. || --vu0-no-clamping=0
| --cop2-accurate-addsub || start,end offset (0x0 - 0x1FFFFFF) || || --cop2-accurate-addsub=0x123456
|-  
|-  
| --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.||  
| --cop2-accurate-addsub-range || start,end offset (0x0 - 0x1FFFFFF) || || --cop2-accurate-addsub-range=0x123456,0x134567
|-
|-
| --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 ||
| --vif-ignore-invalid-cmd || 0,1 || Ignore invalid vif commands || --vif-ignore-invalid-cmd=1
|-
|-
|-style="background-color:#FEA15C"
| --vif1-instant-xfer || || ||  
|| Other || ||
|-
|-
| --vu0-injection || 0, 1 || Unknown usage. || --vu0-injection=1
| --vif-thread-chunk-size || int/kilowords || ||
|-
|-
| --vu0-inst-|| 0, 1 || instant Q, no stalling on WAITQ, or instances of Q  || --vu0-inst-q=1
|--force-frame-blend || 0, 1 || || --force-frame-blend=1
|-
| --gs-scanout-delay || hsync_count/integer || ||
|-  
|-  
| --vu0-inst-p || 0, 1 || instant P, no stalling on WAITP, or instances of P|| --vu0-inst-p=1
| --gs-fieldswap-delay || || Wait longer than usual to change field ||
|-  
|-  
| --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
| --gs-use-deferred-l2h || || Some delay option for L2H || -gs-use-deferred-l2h=1  
|-  
|-  
| --vu0-use-rsqrt || 0, 1 || Use SSE/AVX rsqrt instead of doing sqrt and then div. Speedhack, rather unsafe to use on VU0. || --vu0-use-rsqrt=1
| --l2h-2d-params || TRXREG,BITBLTBUF,height || || --l2h-2d-params=0x0000000800000001,0x000000003a0a2300,512,2
|-  
|-  
| --vu0-clamp-operands  || 0, 1 || Clamp operands before mathematical operation. || --vu0-clamp-operands=1
| --gs-uprender || none,2x2 || Rendering upscaler (use higher internal resolution) || --gs-uprender=2x2
|-  
|-  
| --vu0-clamp-results  || 0, 1 || Clamp result after mathematical operation. || --vu0-clamp-results=1
| --gs-upscale || none, gpu, edgesmooth, motionvec, point, || after recompilation upscaler? || --gs-upscale=EdgeSmooth
|-  
|-  
|}
| --gs-aspect-ratio || aspect/float (default=0.81) || || --gs-aspect-ratio=0.65
 
|-
====DMA Channels====
| --gs-progressive || || Force progressive scan?  ||
=====VIF=====
|-
<pre>The VIF decompresses vector data, uploads microprograms to the VUs, and sends graphical data to the GIF. Its commands
| --gs-force-bilinear || || || --gs-force-bilinear=1
are often used to fix freezing.</pre>
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Values !! Notes !! Usage
|-style="background-color:#D7EF54"
| || VIF || Game fixes ||
|-
|-
| --vif-ignore-invalid-cmd || 0, 1 || Ignore invalid vif commands. In some cases, setting it to 1 can fix games that freeze while showing the same frame. || --vif-ignore-invalid-cmd=1
| --gs-frontend-opt-mode || (0-2?) || || --gs-frontend-opt-mode=1
|-
| --gs-use-mipmap || 0,1 || Required for CL kernels using mipmaping || --gs-use-mipmap=1
|-
| --gs-use-clut-merge || 0.1 || Required for CL kernels using merging CLUT || --gs-use-clut-merge=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 || Kernel Variant Upscaler || --gs-kernel-cl-up="clutmerge2x2"
|-
| --gs-optimize-30fps || || || --gs-optimize-30fps=1
|-
| --gs-motion-factor || motion factor || ||
|-
|-
| --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
| --gs-override-small-tri-area || || ||  
|-
|-
| --detect-idle-vif || 0, 1 || Enabled by default. Unknown function || --detect-idle-vif=0
| --gs-check-trans-rejection68 || || ||
|-style="background-color:#ff8080"
|-  
| || VIF1 || Game fixes ||
| --gs-check-trans-rejection || || ||
|-  
| --gs-skip-dirty-flush-on-mipmap ||  || Require mipmap GS CL kernel ||
|-
| --gs-packed15-fmv-opt || || ||
|-
| --gs-scanout-offsetx || relative offset/ignored || Directly overwrite GS register? ||
|-
| --gs-scanout-offsety || relative offset/ignored || ||
|-
|-
| --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
| --gs-dirty-page-policy || || ||
|-
|-
| --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
| --force-pal-60hz || 0,1 || Force 60hz PAL mode || --force-pal-60hz=1
|}
 
=====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
| --gs-flush-ad-xyz || always, safe, off, 0 || || --gs-flush-ad-xyz=safe
|-
|-
| --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
| --gs-render-tile-threshold || || || --gs-render-tile-threshold=300000
|-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
| --gs-uv-shift-pointsampling || || || --gs-uv-shift-pointsampling=1
|-
|-
| --ee-sif0-cycle-scalar || Accelerate SIF cycles: (0.99 => 0.1)<br>Decelerate SIF cycles: (1.1 => ∞ )|| Controls the speed at which the EE receives from the IOP || --ee-sif0-cycle-scalar=0.1
| --safe-area-min || area/float (range 0.9 to 1.0) || || --safe-area-min=0.9
|-
|-
|}
| --threaded-gs || 0,1 (more?) || || --threaded-gs=0
 
====[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
| --gs-opt-frbuff-switch || || || --gs-opt-frbuff-switch=1
|-
| --gs-adaptive-frameskip || 0, 1 || Speedhack. Skips frames when the gs demands more resources than there are available. doesn't work on all emulators.  It does however, work on jak emulators || --gs-adaptive-frameskip=1
|-
|-
| --gs-h2l-list-opt || 0, 1 || Setting it to 1 improves GS performance||--gs-h2l-list-opt=1
| --gs-ignore-rect-correction || || || --gs-ignore-rect-correction=1
|-
|-
|-style="background-color:#cbddfb"
| --cdvd-sector-read-cycles || || || --cdvd-sector-read-cycles=4000
| || 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 can be seen in the Ratchet series' mipmapping issues responding only to this emu's mipmapping functionality.|| --gs-use-mipmap=1
|}
|-  
 
| --gs-use-deferred-l2h || 0, 1 || Delay option for L2H (local to host, GS to EE). || --gs-use-deferred-l2h=1
=== XXXX-YYYYY_config.lua ===
 
It is most powerful config. Allow direct patching EE/IOP/VU memory, hooks registers, hook dma. Everything can be done here.
 
If needed it can hook registers by using register names from alias files. Alias files (ee-cpr0-alias.lua, ee-gpr-alias.lua, ee-hwaddr.lua) are stored in lua_include folder, and can be included to config by using require ( "alias file name" ).
 
'''Known functions:
'''
Require cleanup.
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Usage !! Notes
|-
|-
| --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).  It prevents Spyro's shadow from flickering in Enter the Dragonfly. Enabling it is the accurate, albeit slow option. || --gs-use-clut-merge=1
! !! getEmuObject class !!
|-
| --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
| getEmuObject || local emuObj = getEmuObject() || Required for all functions using emuObj, that include: <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>
|-
|-
|-style="background-color:#D7EF54"
|LoadConfig || ||
|  || Gs settings / Behaviour || ||
|-
|-
| --gs-uprender || none,2x2 || Internal resolution upscaler. || --gs-uprender=2x2
|SaveConfig || ||
|-
| --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. || --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
|GetPad || ||
|-
|-
| --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"
|AddVsyncHook || emuObj.AddVsyncHook(<data or name of local that store it>) || emuObj.AddVsyncHook(update_notifications_p1)
|-
For update_notifications_p1 details check SLUS-21550 features file.
| --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
|RemoveVsyncHook || ||
|-
|-
| --gs-progressive || 0, 1 || Enables progressive scan. Can fix graphical glitches/double screen issues.  ||
|AddEntryPointHook || ||
|-
| --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
|RemoveEntryPointHook || ||
|-
| --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
|AddLoginHook || ||
|-
|-
| --threaded-gs || 0, 1 || Multi-threaded-gs ? || --threaded-gs=1
|RemoveLoginHook || ||
|-
|-
| --gs-aspect-ratio || aspect/float (default=0.81) || || --gs-aspect-ratio=0.65
|AddLogoutHook || ||
|-
|-
| --gs-frontend-opt-mode || 0, 1, 2 || GS optimization mode? Unknown effect. Used on JakX || --gs-frontend-opt-mode=1
|RemoveLogoutHook || ||
|-
| --gs-motion-factor || 25, 50 ||  Unknown. Used by Wild ARMS 3|| --gs-motion-factor=25
|-
|-
| --gs-scanout-delay || 0, 200 || || --gs-scanout-delay=200
|CheckEntitlement || ||
|-
|-
| --gs-check-trans-rejection || 0, 1  || Check transfer rejection? Unknown. Used by Grand Theft Auto: Vice City || --gs-check-trans-rejection=1
|AddImageHook || ||
|-
| --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
|AddGifTagHook || ||
|-
|-
| --gs-h2l-accurate-hash || 0, 1 || ||--gs-h2l-accurate-hash=1
|SwapMemCard || ||
|-
|-
|-style="background-color:#9042f5"
|SetFormattedCard || emuObj.SetFormattedCard(<"file name">) || emuObj.SetFormattedCard("custom_formatted.card")
| || Aspect ratio || ||
  Allow to bypass verify check?
|-
|-
| --gs-scanout-offsetx || relative offset/ignored || A zoom in setting in the x direction || --gs-scanout-offsetx=27
|OpenDiscTray || ||
|-
| --gs-scanout-offsety || relative offset/ignored || A zoom in setting in the y direction || --gs-scanout-offsety=27
|-
|-
| --safe-area-min || area/float (range 0.9 to 1.0) any other values outside of that range will be rejected by the emulator || An overscan setting|| --safe-area-min=0.9
|CloseDiscTray || ||
|-
|-
|-style="background-color:#FEA15C"
|SwitchDisc || emuObj.SwitchDisc(<disc ID>) || ID can be provided as is, or for example read from memory or register when needed.
|  || Other || ||
|-
|-
| --framelimit-mode || slowest,slower,slow,normal,fast,fastest,turbo ||Standalone Framelimiter|| --framelimit-mode=fast
| EnableImposeMenu || emuObj.EnableImposeMenu(<true/false>) || EnableImposeMenu(false)
|-
|-
| --framelimiter || 0, 1 || Enable or disable Frame limiting || --framelimiter=1
|GetDiscId || ||
|-
|-
| --framelimit-fps || FPS/float || framelimiter || --framelimit-fps=0.8
|GetDiscTitleId || ||
|-
|-
| --gs-hdr-support || 0, 1? || ? ||
|AddSectorReadHook || ||
|}
 
====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
|AddMCWriteHook || ||
|-
|-
| --iop-const-folding || None,Gpr,All || IOP constant folding [https://en.wikipedia.org/wiki/Constant_folding More info] || --iop-const-folding=All
|ShowDiscSwitchInfo || ||
|-
|-
| --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
|GetPs4SystemLang || ||
|-
|-
| --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
|SetPs2Lang || ||
|-
|-
| --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
|ThrottleNorm || ||
|-
|-
|-style="background-color:#FEA15C"
|ThrottleFast || ||
|  || Other || ||
|-
|-
| --iop-validate-kernel || 0, 1 || ||  
|ThrottleMax || ||
|-
|-
| --iop-shorthash-len || inst_count/integer || Length of shorthash in instruction/opcode count. Require --iop-block-validation=ShortHash ||  
|AddAssertionHook || ||
|-
|-
| --iop-pc-coherency || 0, 1||   ||  
| SetGsTitleFix || || [[PS2_Emulation#SetGsTitleFix|More info]]
|-
|-
| --iop-inst-marking || 0, 1? || ||  
|SetDeinterlace || ||
|-
|-
| --detect-idle-iop || 0, 1 || Enabled by default. || --detect-idle-iop=0
|SetDisplayAspectWide || ||
|-
|-
| --iop-jit-disasm || || ||  
|SetDisplayAspectNormal || ||
|-
|-
| --iop-evt-check-full || 0, 1 ?|| ||
|ForceRefreshRate || emuObj.ForceRefreshRate(<hz>) || emuObj.ForceRefreshRate(50) correct values are 0, 50, 60 where 0 = default.
|-
|-
|}
|LoadFsShader || || FragmentShader
 
====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
|SetDisplaySafeArea || ||
|-
|-
| --boot-disc-id || 1-5  || sets boot disc for multi-disc pkg || --boot-disc-id=0
|PadSetLightBar || ||
|-
|-
| --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
|emuAddPadHook || ||
|-style="background-color:#46a4e8"
|  || Timing || ||
|-
|-
| --cdvd-sector-read-cycles || 0.1 = Fastest, 80000 = Slowest|| Set DVD reading speed. Higher values are slower, lower values are faster. Kinetica uses 40000, Psychonauts 4000, Red dead revolver 5000, Rise of kasai 31000. Some games require moderate speed, too slow or too fast could cause audio problems.|| --cdvd-sector-read-cycles=0.1
|PadPressureStickRemap || ||
|-
|-
| --cdvd-sector-seek-cycles || 0.1 = Fastest, 80000 = Slowest || Set the speed at which the emulated CDVD spins. Higher values are slower,
|SetVolumes || ||
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
|GetVolumes || ||
|-
|-
|}
|SetAudioRoute || ||
 
|-
====Misc====
|GetAudioRoute || ||
 
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! 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
|AddSnapshotLoadedHook || ||
|-
|-
| --mfifo-manual-drain || 0.1/5.0 || A command for changing the functionality of --ee-hook=0x0,Mfifodrain ||--mfifo-manual-drain=0.30
|RemoveSnapshotLoadedHook || ||
|-
|-
| --mfifo-chunk-drain-cycles || 1/400000 || A command for changing the functionality of --ee-hook=0x0,Mfifodrain ||--mfifo-chunk-drain-cycles=210000
|IsNeoMode || ||
|-
|-
| --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
|IsToolingVerbose || ||
|-
|-
| --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
| emuMediaPatch || emuMediaPatch(disc sector, 12 + offset, { original data }, { replace data }) || Replace 4 bytes from loaded iso file
|-
|-
| --detect-idle-intc ||0, 1|| Enabled by default, 0 disables it || --detect-idle-intc=0
! !! getIOPObject class !!
|-
|-
| --detect-idle-chcr|| 0, 1||  Enabled by default, 0 disables it || --detect-idle-chcr=0
| getIOPObject || local iopObj = getIOPObject() || Required for all functions using iopObj, that include: <pre>ReplaceMem64 ReplaceMem32 ReplaceMem16 ReplaceMem8 ReadMemFloat
WriteMemFloat WriteMem64 WriteMem32 WriteMem16 WriteMem8
  ReadMemStr AddHook RemoveHook GetGpr SetGpr GetPc SetPc
  GetCPR0 SetCPR0 iopInsnReplace</pre>
|-
|-
| --rom || location of the bios that's inside of the fpkg || Could allow to use custom bios, though still not working || --rom="PS20220WD20050620.crack" or --rom="/roms/PS20220WD20050620.crack"
|ReplaceMem64 || ||
|-
|-
| --cop2 || jit, trans || ? ||  
|ReplaceMem32 || ||
|-
|-
| --vu0 || jit, trans || ? ||  
|ReplaceMem16 || ||
|-
|-
| --r30 || jit, trans || ? ||  
|ReplaceMem8 || ||
|-
|-
|}
|ReadMemFloat || ||
 
==== 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
|WriteMemFloat || ||
|-
|-
| {{cellcolors|#0b9fb3|#000000}}VuAddSubHack ||{{cellcolors|#03fcb1|#000000}}--vu-hack-triace=1 || Required for every single game developed by TriAce
| ReadMem64 || <pre>iopObj.ReadMem64(<iop memory offset>)</pre> ||  
|-
|-
| {{cellcolors|#0b9fb3|#000000}}vuClampMode: 2 ||{{cellcolors|#03fcb1|#000000}}<br>--vu1-no-clamping=0<br>--vu0-no-clamping=0<br>--cop2-no-clamping=0  ||
| WriteMem64 || <pre>iopObj.WriteMem64(<iop memory offset>, <data>)</pre> ||  
|-
|-
| {{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 ||
| ReadMem32 || <pre>iopObj.ReadMem32(<iop memory offset>)</pre> || Read 4 bytes from offset, examples: iopObj.ReadMem32(0x1198)
iopObj.ReadMem32(gp - 348)
|-
|-
| {{cellcolors|#0b9fb3|#000000}}eeClampMode: 2 || {{cellcolors|#03fcb1|#000000}}--fpu-to-double=0<br>--fpu-no-clamping=0<br> ||
| WriteMem32 || <pre>iopObj.WriteMem32(<iop memory offset>, <data>)</pre> || Write 4 bytes to offset, example: iopObj.WriteMem32(0x89ac, 0x001b70f0)
|-
|-
| {{cellcolors|#0b9fb3|#000000}}eeClampMode: 3  || {{cellcolors|#03fcb1|#000000}}--fpu-to-double=1<br>--fpu-no-clamping=1<br> ||
| ReadMem16 || <pre>iopObj.ReadMem16(<iop memory offset>)</pre> || Read 2 bytes from offset, example: iopObj.ReadMem16(0x1198)
|-
|-
| {{cellcolors|#0b9fb3|#000000}}eeRoundMode: || {{cellcolors|#03fcb1|#000000}}--fpu-accurate-muldiv=1<br>--fpu-accurate-addsub=1 ||
| WriteMem16 || <pre>iopObj.WriteMem16(<iop memory offset>, <data>)</pre> || Write 2 bytes to offset, example: iopObj.WriteMem16(0x89ac, 0x70f0)
|-
|-
| {{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= ||
| ReadMem8 || <pre>iopObj.ReadMem8(<iop memory offset>)</pre> || Read 1 byte from offset, example: iopObj.ReadMem8(0x1198)
|-
|-
| {{cellcolors|#0b9fb3|#000000}}vu1RoundMode: || {{cellcolors|#03fcb1|#000000}}--vu1-accurate-addsub-range=<br>--vu1-mul0fix-range=||
| WriteMem8 || <pre>iopObj.WriteMem8(<iop memory offset>, <data>)</pre> || Write 1 byte to offset, example: iopObj.WriteMem8(0x89ac, 0xf0)
|-
|-
| {{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
|ReadMemStr || ||
|-
|-
| {{cellcolors|#0b9fb3|#000000}}FpuNegDivHack<br>FpuMulHack || {{cellcolors|#03fcb1|#000000}}--fpu-accurate-muldiv=1 ||  
|AddHook || ||
|-
|-
| {{cellcolors|#0b9fb3|#000000}}cpuCLUTRender: 1 || {{cellcolors|#03fcb1|#000000}}--gs-uv-shift-pointsampling=1 ||
|RemoveHook || ||
|-
|-
| {{cellcolors|#0b9fb3|#000000}}MTVUSpeedHack: 0 || {{cellcolors|#03fcb1|#000000}}--vu1=jit-sync || Some games will also require --vu1-mpg-cycles= to be between "6000 - 19000"
|GetGpr || ||
|-
|-
| {{cellcolors|#0b9fb3|#000000}}mergeSprite<br>alignSprite || {{cellcolors|#03fcb1|#000000}}--gs-kernel-cl-up="up2x2simple" || Note: works similarly but not the equivalent
|SetGpr || ||
|-
|-
| {{cellcolors|#0b9fb3|#000000}}cpuSpriteRenderBW: 4 || {{cellcolors|#03fcb1|#000000}}--gs-opt-frbuff-switch=1 || Note: works similarly but not the equivalent
|GetPc || ||
|-
|-
| {{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
|SetPc || ||
|-
|-
| {{cellcolors|#0b9fb3|#000000}}autoFlush || {{cellcolors|#03fcb1|#000000}}--gs-flush-ad-xyz=safe || Possible values include always, safe, off, 0
|GetCPR0 || ||
|-
|-
| {{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.
|SetCPR0 || ||
|-
|-
| {{cellcolors|#0b9fb3|#000000}}wildArmsHack || {{cellcolors|#03fcb1|#000000}}--gs-kernel-cl-up="DarkCloud2" ||
| 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
|-
|-
| {{cellcolors|#0b9fb3|#000000}}deinterlace || {{cellcolors|#03fcb1|#000000}}--force-frame-blend=1 ||
! !! getEEObject class !!
|}
 
=== 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 ||
| getEEObject || local eeObj = getEEObject() || Required for all functions using eeObj
|-
|-
|-style="background-color:#D7EF54"
|ReplaceMem64 || ||
|  || 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,'''
|ReplaceMem32 || ||
|-
|-
| Art of Fighting Anthology || Similar to RECVX. It was successful in fixing "'''Coraline'''." Sometimes called "AOFA" || 2.0 ||
|ReplaceMem16 || ||
|-
|-
| 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.'''
|ReplaceMem8 || ||
|-
|-
| Fatal Fury Battle Archives: Volume 2 || Similarly to RECVX, it is often used to fix frozen games. ||  ||
|ReadMemFloat || ||
|-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'''
|WriteMemFloat || ||
|-
|-
| 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 ||
|ReadMem128 || ||
|-
|-
| 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'''
|ReadMemFloat128 || ||
|-
|-
| Destroy All Humans! || Fixed '''Tenchu: Fatal Shadows'''' crashing. || 0.1 ||  
|WriteMem128 || ||
|-
|-
| Destroy All Humans! 2 || || 0.7 ||  
|WriteMemFloat128 || ||
|-
|-
| Rise of the Kasai || It fixed most of the '''Harry Potter''' games. Often referred to as "rotk". || 0.2 ||
| ReadMem64 || <pre>eeObj.ReadMem64(<ee memory offset>)</pre> ||  
|-
|-
|-style="background-color:#D7EF54"
| WriteMem64 || <pre>eeObj.WriteMem64(<ee memory offset>, <data>)</pre> ||  
|  || 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'''
| ReadMem32 || <pre>eeObj.ReadMem32(<ee memory offset>)</pre> || Read 4 bytes from offset, examples: eeObj.ReadMem32(0x100198)
eeObj.ReadMem32(gp - 31348)
|-
|-
| GTA III || Fixed the PAL version of '''Genji: Dawn of the Samurai'''. || 0.6 ||
| WriteMem32 || <pre>eeObj.WriteMem32(<ee memory offset>, <data>)</pre> || Write 4 bytes to offset, example: eeObj.WriteMem32(0x2c89ac, 0x001b70f0)
|-
|-
| PaRappa the Rapper 2 || The only emulator to boot '''Spyro: A Hero's Tail'''. || 0.1 ||
| ReadMem16 || <pre>eeObj.ReadMem16(<ee memory offset>)</pre> || Read 2 bytes from offset, example: eeObj.ReadMem16(0x100198)
|-
|-
| 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 ||
| WriteMem16 || <pre>eeObj.WriteMem16(<ee memory offset>, <data>)</pre> || Write 2 bytes to offset, example: eeObj.WriteMem16(0x2c89ac, 0x70f0)
|-
|-
|}
| ReadMem8 || <pre>eeObj.ReadMem8(<ee memory offset>)</pre> || Read 1 byte from offset, example: eeObj.ReadMem8(0x100198)
|-
| WriteMem8 || <pre>eeObj.WriteMem8(<ee memory offset>, <data>)</pre> || Write 1 byte to offset, example: eeObj.WriteMem8(0x2c89ac, 0xf0)
|-
|ReadMemStr || ||
|-
| AddHook || eeObj.AddHook(<ee offset>, <original opcode>, <definied hook name>) || example: <pre>local W1 =
function()
emuObj.SetDisplayAspectNormal()
end


=== XXXX-YYYYY_config.lua ===
local ws1 = eeObj.AddHook(0x1c9840, 0xaf808c78, W1)</pre>
 
|-
<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.  
|RemoveHook || ||
<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;"
! Command !! Usage !! Notes
|-
|-
| apiRequest || apiRequest(0.1) || apiRequest(<api version>)
|AddPreHook || ||
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.
|-
|-
|}
|RemovePreHook || ||
===== (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
|RemovePostHook || ||
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)
|GetGpr64 || ||
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.
|-
|-
|RemoveVsyncHook || emuObj.RemoveVsyncHook(<previously added task to be removed>) || emuObj.RemoveVsyncHook(my_function)
|SetGpr64 || ||
|-
|-
|AddEntryPointHook || emuObj.AddEntryPointHook(<task>) || Task to be done at ps2 game main elf entry point (right where game is loaded).
| GetGprFloat || || Get gpr value as float value
|-
|-
|RemoveEntryPointHook || ||
| SetGprFloat || || Set gpr value as float value
|-
|-
|AddLoginHook || ||
|GetGpr / GetGPR || eeObj.GetGPR(<gpr register>) || eeObj.GetGPR(t3)
|-
|-
|RemoveLoginHook || ||
|SetGpr / SetGPR || eeObj.SetGPR(<gpr register> ,<value>) || example: eeObj.SetGPR(gpr.a3 ,1)
Require defined getEEObject() as eeObj
|-
|-
|AddLogoutHook || ||
| GetFprHex || || Get floating point register value as hex string
|-
|-
|RemoveLogoutHook || ||
| SetFprHex || || Set floating point register value as hex string
|-
|-
|AddImageHook || ||
| GetFpr / GetFPR || eeObj.GetFpr(<register number>) || example eeObj.GetFpr(14)
|-
|-
|AddGifTagHook || ||
| 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
eeObj.SetFpr(14, eeObj.GetFpr(14) + 50.0) this will add 50.0 to current fpr 14 value
|-
|-
| 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>) )
|GetPc || ||
|-
|-
|AddMCWriteHook ||emuObj.AddMCWriteHook() ||
|SetPc || ||
|-
|-
|AddAssertionHook ||emuObj.AddAssertionHook() ||
|GetCPR0 || eeObj.GetCPR0(<COP0 register>) ||  
|-
|-
|AddSnapshotLoadedHook || ||
|SetCPR0 || eeObj.SetCPR0(<COP0 register>) ||  
|-
|-
|RemoveSnapshotLoadedHook || ||
|SchedulerDelayEvent || || values? gif.dma,  vif0.dma,  vif1.dma,  sif0.dma,  sif1.dma,  ipu0.dma,  ipu1.dma
|-
|-
|AddPadHook ||emuObj.AddPadHook() ||
|DmaAddHook || ||
|-
|-
|-style="background-color:#ff8080"
|DmaRemoveHook || ||
| || 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%
|WaitVu1 || ||
|-
|-
|GetVolumes || emuObj.GetVolumes() || Return current volume levels for ('global', 'main', 'bgm') in floating point values.
|Vu1MpgCycles || ||
|-
|-
|SetAudioRoute || ||
|GetPcRingBuffer || ||
|-
|-
|GetAudioRoute || ||
|WriteMemStr || ||
|-style="background-color:#c2c2d6"
|  || Game loading speed ||  
|-
|-
|ThrottleNorm ||emuObj.ThrottleNorm() || Enable default framelimiter (50/60 fps depend on region).
|FastForwardClock || ||
|-
|-
|ThrottleFast || emuObj.ThrottleFast() || Faster than default, but exact value is unknown.
|AdvanceClock || ||
|-
|-
|ThrottleMax || emuObj.ThrottleMax() || Disable framelimiter during loading screens.
|WriteMemStrZ || ||
|-style="background-color:#ffe680"
|  || CDVD ||  
|-
|-
|OpenDiscTray || ||
|Precompile || ||
|-
|-
|CloseDiscTray || ||
|CalcInsnHash || ||
|-
|-
|SwitchDisc || emuObj.SwitchDisc(<disc ID>) || ID can be provided as is, or for example read from memory or register when needed.
|AddJitResetHook || ||
|-
|-
| GetDiscId || emuObj.GetDiscId() || Return DiscId in XXXX_YYY.ZZ format
|RemoveJitResetHook || ||
|-
|-
| GetDiscTitleId || ||
|getOverlayObject || || local eeOverlay = eeObj.getOverlayObject()
|-
|-
|ShowDiscSwitchInfo || emuObj.ShowDiscSwitchInfo() ||
| GetVif1Cycles || eeObj.GetVif1Cycles() || local vif1_cycles = eeObj.GetVif1Cycles() create vif_cycles value that can be used later, you can rename it as you wish.
|-
|-
|-style="background-color:#FEA15C"
! !! getGLSObject class !!
|  || Other ||
|-
|-
| EnableImposeMenu || emuObj.EnableImposeMenu(<true/false>) || EnableImposeMenu(false)
| getGLSObject || ||  
|-
|-
|LoadConfig || emuObj.LoadConfig( 0 or 1 )|| emuObj.LoadConfig(0)
|Enable || ||
|-
|-
|SaveConfig || emuObj.LoadConfig( 0 or 1 ) || emuObj.LoadConfig(0)
|EnableServerRecording || ||  
|-
|-
|GetPad || emuObj.GetPad(<gamepad button by bits>)|| example usage for reading input:
|Pause || ||  
<div align="left"><pre>local CheckInputs = function()
 
local pad_bits = emuObj.GetPad()
local UP = pad_bits &  0x0010
local DOWN = pad_bits &  0x0040
local LEFT = pad_bits &  0x0080
local RIGHT = pad_bits &  0x0020
local Triangle = pad_bits &  0x1000
local Cross = pad_bits &  0x4000
local Square = pad_bits &  0x8000
local Circle = pad_bits &  0x2000
local L1 = pad_bits &  0x0400
local L2 = pad_bits &  0x0100
local L3 = pad_bits &  0x0002
local R1 = pad_bits &  0x0800
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>
|-
|-
|SwapMemCard || ||
! !! getGsObject class !!
|-
|-
|SetFormattedCard || emuObj.SetFormattedCard(<"file name">) || emuObj.SetFormattedCard("custom_formatted.card")
| getGsObject || local gsObj = getGsObject() ||  
Allow to use custom memory card.
|-
|-
| GetPs4SystemLang || emuObj.GetPs4SystemLang() || Return PS4 system language (in unknown format).
|SetL2HMode || ||
|-
|-
| 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)
|SetUprenderMode || ||
<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.
|SetUpscaleMode || ||
|-
|-
|PadPressureStickRemap || emuObj.PadPressureStickRemap()||
|GetFramesInQueue || ||
|-
|-
| IsNeoMode || emuObj.IsNeoMode() || Check that PS4 run in NEO (PRO) mode. Return 1/0
|SetFrameSkipping || ||
|-
|-
| IsToolingVerbose || ||
|SetDeinterlaceShift || || gsObj.SetDeinterlaceShift(0)
|-
|-
|CheckEntitlement || ||
! !! getAudioObject class !!
|-
|-
| 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.
| getAudioObject || ||  
|-style="background-color:#c6ecd9"
|  || GS related ||
|-
|-
| CountFrameOnPS2 || emuObj.CountFrameOnPS2() || updates FRAPS/Actual FPS reading in olympus
| muteStreamingAll || ||  
|-
|-
| SetGsTitleFix || emuObj.SetGsTitleFix() || [[PS2_Emulation#SetGsTitleFix|More info]]
| muteStreamingMain || ||  
|-
|-
|SetDisplayAspectWide || emuObj.SetDisplayAspectWide() || Force display area to 16:9 (If game not support widescreen, it will be stretched).
| muteStreamingBGM || ||  
|-
|-
|SetDisplayAspectNormal || emuObj.SetDisplayAspectNormal() || Force display area to 4:3.
! !! getRemotePlayObject class !!
|-
|-
|ForceRefreshRate || emuObj.ForceRefreshRate(<hz>) || emuObj.ForceRefreshRate(50) correct values are 0, 50, 60 where 0 = default.
| getRemotePlayObject || ||  
|-
|-
|LoadFsShader || emuObj.LoadFsShader(<slot?>, "<path>") || <div align="left"><pre>Shaders must be loaded right after GS has been initialized.
| Enable || ||  
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>
|-
|-
|SetDisplaySafeArea || ||
! !! getVideoRecordingObject class !!
|-
|-
|}
| getVideoRecordingObject || ||
 
===== (EE) EEObject =====
 
<pre>Commands for the emulated Emotion Engine</pre>
 
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Usage !! Notes
|-style="background-color:#D7EF54"
|  || Object calling class ||
|-
|-
| getEEObject || local eeObj = getEEObject() || Required for all functions using eeObj
| Enable || ||  
|-style="background-color:#7698FF"
|  || Memory editing ||  
|-
|-
|ReplaceMem64 || eeObj.ReplaceMem64(<address>, <value>)||
! !! getSharePlayObject class !!
|-
|-
|ReplaceMem32 || eeObj.ReplaceMem32(<address>, <value>) || Permanently replace an offset without needing addvsynchook?
| getSharePlayObject || ||  
|-
|-
|ReplaceMem16 || eeObj.ReplaceMem16(<address>, <value>)||
| Enable || ||  
|-
|-
|ReplaceMem8 ||eeObj.ReplaceMem8(<address>, <value>) ||
! !! getSpriteObject group  !!
|-
|-
|ReadMemFloat || eeObj.ReadMemFloat(<address>) || eeObj.ReadMemFloat(0x258c3c)
|getSpriteObject || ||
|-
|-
|WriteMemFloat || eeObj.WriteMemFloat(<address>, <value>) || eeObj.WriteMemFloat(0x365364, 1.3333333)
|Enable || ||
|-
|-
|ReadMem128 || <pre>eeObj.ReadMem128(<ee memory offset>)</pre> || Read 16 bytes from offset, examples: eeObj.ReadMem128(0x100198)
|Disable || ||
|-
|-
|ReadMemFloat128 || <pre>eeObj.ReadMemFloat128(<ee memory offset>)</pre> || return 16 bytes from offset in float form
|BindFragmentShader || ||
|-
|-
|WriteMem128 || ||
|SetShaderParams || ||
|-
|-
|WriteMemFloat128 || ||
|BindTexture || ||
|-
|-
| ReadMem64 || <pre>eeObj.ReadMem64(<ee memory offset>)</pre> || Read 8 bytes from offset, examples: eeObj.ReadMem64(0x100198)
|SetPosXY || ||
|-
|-
| WriteMem64 || <pre>eeObj.WriteMem64(<ee memory offset>, <data>)</pre> ||  
|SetSizeXY || ||
|-
|-
| ReadMem32 || <pre>eeObj.ReadMem32(<ee memory offset>)</pre> || Read 4 bytes from offset, examples: eeObj.ReadMem32(0x100198)
|SetPosUV || ||
eeObj.ReadMem32(gp - 31348)
|-
|-
| WriteMem32 || <pre>eeObj.WriteMem32(<ee memory offset>, <data>)</pre> || Write 4 bytes to offset, example: eeObj.WriteMem32(0x2c89ac, 0x001b70f0)
|SetSizeUV || ||
|-
|-
| ReadMem16 || <pre>eeObj.ReadMem16(<ee memory offset>)</pre> || Read 2 bytes from offset, example: eeObj.ReadMem16(0x100198)
|PrintContext || ||
|-
|-
| WriteMem16 || <pre>eeObj.WriteMem16(<ee memory offset>, <data>)</pre> || Write 2 bytes to offset, example: eeObj.WriteMem16(0x2c89ac, 0x70f0)
|SetBlendColor || ||
|-
|-
| ReadMem8 || <pre>eeObj.ReadMem8(<ee memory offset>)</pre> || Read 1 byte from offset, example: eeObj.ReadMem8(0x100198)
! !! Not require Obj call group, or unknown !!
|-
|-
| WriteMem8 || <pre>eeObj.WriteMem8(<ee memory offset>, <data>)</pre> || Write 1 byte to offset, example: eeObj.WriteMem8(0x2c89ac, 0xf0)
| apiRequest || apiRequest(<api version>) || example: apiRequest(0.1)  
Different emu versions support different highest api.
Calling api is mandatory. some commands require higher version.
|-
|-
|ReadMemStr || eeObj.ReadMemStr(address/register) || Read string from address until null terminator
| 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
|-
|-
|WriteMemStr || eeObj.WriteMemStr(address, string) ||  
| vuInsnReplace || <pre>vuInsnReplace(0, vu memory offset (original opcode<<32) | original opcode, (replace opcode<<32) | replace opcode) </pre>|| Replace 2x 4 bytes in vu memory, correct memory range is unknown (depend on unit 4kb or 16kb) First 0 select vu? Command will fail if size is above 254.
|-
|-
|WriteMemStrZ || || eeObj.WriteMemStrZ(string pointer, string) . Pointer can be read from GPR
| eeNativeFunction || eeNativeFunction(<ee offset>, <original opcode>, <function>) || eeNativeFunction(0x11fa9c, 0x0080402d, 'memcpy')
|-style="background-color:#ff9999"
Different emulators can have different functions included, vide SO3. Require api 1.4 or higher.
|  || GPR require (Necessary for register related commands)||
But memcpy, and memset should be in all emus.
|-
|-
| || local gpr = require( "ee-gpr-alias" )
| eeNativeHook || eeNativeHook(<ee ofset>, <original opcode>, <action>) || eeNativeHook require apiRequest(1.4) or higher.
|-
|-
|GetGpr64 || eeObj.GetGPR64(<gpr register>) || example: eeObj.GetGPR64(t3)
| GsCustomShader || ||  
|-
|-
|SetGpr64 || ||
| getTrophyObject || local trophyObj = getTrophyObject() || Required for all functions using trophyObj
|-
|-
| GetGprFloat || || Get gpr value as float value
| 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.
|-
|-
| SetGprFloat || || Set gpr value as float value
| Unlock || ||  
|-
|-
|GetGpr || eeObj.GetGPR(<gpr register>) || eeObj.GetGPR(t3)
| getScreenShotObject || ||  
|-
|-
|SetGpr|| eeObj.SetGPR(<gpr register> ,<value>) || example: eeObj.SetGPR(gpr.a3 ,1)
| IsUnlocked || ||  
Require defined getEEObject() as eeObj
|-
|-
| GetFprHex || eeObj.GetFprHex(<FPU register (0-31)>)|| Get/return floating point register value as hex string
| InsnOverlay || InsnOverlay({<opcode, opcode, opcode...>}) || example: <pre align="left">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>
|-
|-
| SetFprHex || eeObj.SetFprHex(<FPU register (0-31), value (u32)>)|| Set floating point register value as hex string
| eeDebugBreak || ||  
|-
|-
| GetFpr || eeObj.GetFpr(<register number>) || example eeObj.GetFpr(14)
| CsBindShader || ||  
|-
|-
| SetFpr  || eeObj.SetFpr(<fpr register number>, <value>) || Simple example eeObj.SetFpr(14, 50.0) will set frp 14 to 50.0
| CsSetParamInt32 || ||  
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
| CsSetParamFloat || ||  
|-
|-
|SetPc || eeObj.SetPC(<PC>) ||eeObj.SetPC(0x266B80)
| CsResetContext || ||  
|-
|-
|GetCPR0 || eeObj.GetCPR0(<COP0 register>) ||  
| CsPrintContext || ||  
|-
|-
|SetCPR0 || eeObj.SetCPR0(<COP0 register>) ||
| PsBindShader || ||  
|-style="background-color:#c6ecd9"
|  || Hooks ||
|-
|-
| AddHook || eeObj.AddHook(<ee offset>, <original opcode>, <definied hook name>) || example: <div align="left"><pre>local W1 =
| PsSetParamInt32 || ||  
function()
emuObj.SetDisplayAspectNormal()
end
 
local ws1 = eeObj.AddHook(0x1c9840, 0xaf808c78, W1)</pre></div>
|-
|-
|RemoveHook || ||  
| PsSetParamFloat || ||  
|-
|-
|AddPreHook || ||
| PsResetContext || ||  
|-
|-
|AddPostHook || ||
| PsPrintContext || ||  
|-
|-
|RemovePreHook || ||
|}
|-
 
|RemovePostHook || ||
===Registers for hook===
|-
Registers defined in alias files.
|AddJitResetHook || ||
 
|-
'''GetGpr/SetGpr
|RemoveJitResetHook || ||
'''
|-
<pre>gpr.zero gpr.at
| AddHookJT || eeObj.AddHookJT(Offset, offset opcode, function) || Seems be a hook related to the jit
gpr.v0  gpr.v1
|-
gpr.a0  gpr.a1  gpr.a2  gpr.a3
|-style="background-color:#ffb3b3"
gpr.t0  gpr.t1  gpr.t2  gpr.t3
| || Dma ||
gpr.t4  gpr.t5  gpr.t6  gpr.t7
|-
gpr.s0  gpr.s1  gpr.s2  gpr.s3
|DmaAddHook || <pre>eeobj.DmaAddHook(channel=%d key=%x)</pre> || Possible Dma channel numbers (?)
gpr.s4  gpr.s5  gpr.s6  gpr.s7
<pre> GIF = 0 VIF0 = 1
gpr.t8  gpr.t9
VIF1 = 2 SIF0 = 4
gpr.k0  gpr.k1
SIF1 = 5 IPU0 = 6
gpr.gp  gpr.sp  gpr.fp  gpr.ra
IPU1 = 7  </pre>
gpr.lo  gpr.hi gpr.sa
Possible values for hooks
 
<pre>DmaTransfer [VIF0/VIF1], RaiseIntc [VIF0/VIF1], NormalTransfer [SIF0/SIF1]. </pre>
example: eeObj.GetGpr(gpr.a1) </pre>
|-
 
|DmaRemoveHook || ||
'''GetCPR0/SetCPR0
|-
'''
|-style="background-color:#b3f0ff"
<pre>cpr.index   cpr.pagemask
| || Speedhacks ||
cpr.random   cpr.wired
|-
cpr.entrylo0      cpr.badvaddr
|FastForwardClock || eeObj.FastForwardClock() || Skip Emotion Engine cycles?
cpr.entrylo1      cpr.count
<pre>
cpr.context   cpr.entryhi
eeObj.AddHook(0x002cc350, 0x78a30000, function()
 
          eeObj.FastForwardClock()
 
end)
cpr.compare   cpr.config    cpr.taglo
</pre>
cpr.status   cpr.badpaddr cpr.taghi
cpr.cause   cpr.hwbk cpr.errorepc
cpr.epc   cpr.pccr
cpr.prid
 
example: eeObj.GetCPR0(cpr.status) </pre>
 
===SetGsTitleFix===
 
One of very important commands in ps2 emu lua, allow to change GS behavior. Part of EmuObject() class, used frequently in official configs.
 
'''Commands'''
 
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Notes
|-
|-
|AdvanceClock || eeObj.AdvanceClock() || Likely skips an allocated amount of EE cycles.
|globalSet || used with workLoadThreshold or  waveThreshold or loadThreshold
<pre>
|-
eeObj.AddHook(0x002cc350, 0x78a30000, function()
|reserved ||
          eeObj.AdvanceClock(21000)
|-
end)</pre>
|forceBiLinear ||
|-
|-
| GetClock || eeObj.GetClock() || Returns the value of how many cycles the EE is ahead of normal clock (?)
|ignoreSubBuffCov|| ignore ? buffer coverage
|-
|-
|Vu1MpgCycles || eeObj.Vu1MpgCycles(<cycles>) || Works just like the cli command --vu1-mpg-cycles=
|trianglesAsParticles||
|-style="background-color:#FEA15C"
|  || Other ||  
|-
|-
| CallPredicate
|ignoreAreaUpdate||
|-
|-
|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.
|SetSelfRender||
|-
|-
|WaitVu1 || eeObj.WaitVu1() || Likely to be the lua equivalent of "--vu1=jit-sync".
|ignoreSprite||
|-
|-
|GetPcRingBuffer || ||
|clipScissors||
|-
|-
|Precompile || || Requires unknown values
|forcePoint||
|-
|-
|CalcInsnHash || ||
|forcePointSampling||
|-
|-
|getOverlayObject || eeObj.getOverlayObject() || local eeOverlay = eeObj.getOverlayObject()
|setRejectionArea||
|-
|-
| GetVif1Cycles || eeObj.GetVif1Cycles() || local vif1_cycles = eeObj.GetVif1Cycles() create vif_cycles value that can be used later. You can rename it as you wish.
|ignoreUpRender|| Ignore uprender for texture type described in params
|-
|-
|}
|includeAreaUpdate||
 
====== SetGsTitleFix ======
 
<pre>One of the most important LUA commands. It modifies the Graphics Synthesizer's behavior.
 
Part of EmuObject() class, it's frequently used in official configs.</pre>
'''Examples'''
<pre>
-- fix vision logo (Wild Arms 3)
local thresholdArea = 0 -- ignore alls items : fix #112276
emuObj.SetGsTitleFix( "ignoreUpRender", thresholdArea , {  texType = 3, cbp = 0x2390, tbp = 0x288000} )
------------------------------------------------------------------------------------------------------
-- Ignore up-render shift for triangles when writing mask = write alpha only . Will fix shadows (bug# 6724).
emuObj.SetGsTitleFix( "ignoreUpShiftTri", "reserved" , { fbmask = 0x00FFFFFF  } )
------------------------------------------------------------------------------------------------------
--  Performance  fix ( bug# 9474 )
if 0 then  -- emuObj.IsNeoMode() then  -- neo mode check disabled, due to bug #10442
    emuObj.SetGsTitleFix( "globalSet",  "reserved", { workLoadThreshold = 125000} )
else
    emuObj.SetGsTitleFix( "globalSet",  "reserved", { workLoadThreshold = 100000} )
end
------------------------------------------------------------------------------------------------------
-- bug# 9972
emuObj.SetGsTitleFix( "ignoreSubBuffCov", "reserved", { } )
------------------------------------------------------------------------------------------------------
-- Bully bug 9392
-- Performace fix
local thresholdArea = 600
emuObj.SetGsTitleFix( "ignoreUpRender", thresholdArea , {alpha=0x80000044 , zmsk=1 , tw=4, th=4  } )
------------------------------------------------------------------------------------------------------
-- Bug#9174 -
emuObj.SetGsTitleFix( "ignoreSubBuffCov", "reserved", { } )
------------------------------------------------------------------------------------------------------
-- Bug#9240 (Light maps uprender)
-- Copy z-buffer for future use with light maps. psm = SCE_GS_PSMZ24 (49)
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", {tw=9, th=9, psm=49, zmsk=1 } )
------------------------------------------------------------------------------------------------------
-- Apply light maps texMode=2 (bilinear)  psm= SCE_GS_PSMCT32 (0)
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", {tw=8, th=8, psm=0, ztst=1, texMode=2 } )
------------------------------------------------------------------------------------------------------
-- Performace fix (bug #9785 )
emuObj.SetGsTitleFix( "globalSet",  "reserved", { waveThreshold = 90000} )
emuObj.SetGsTitleFix( "ignoreAreaUpdate", 0, { } )
------------------------------------------------------------------------------------------------------
-- Accumulate fill area only when conditions are met
emuObj.SetGsTitleFix( "includeAreaUpdate", "reserved" , {alphaIsNot = 0, zmsk = 1, tw = 6, th = 6 , tbp = 0x00302000} )
emuObj.SetGsTitleFix( "ignoreUpRender", 130 , { totalArea= 700} )
------------------------------------------------------------------------------------------------------
-- Fix shadow
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=1  } )
------------------------------------------------------------------------------------------------------
-- Reduce flush count
emuObj.SetGsTitleFix( "SetSelfRender", "reserved", { fbmask= 0x00FFFFFF , renderSelf=1 , zmsk=1 , alpha=0 , texMode=1  } )
------------------------------------------------------------------------------------------------------
-- Disable post-processing
emuObj.SetGsTitleFix( "ignoreSprite", "reserved", {  texType=1 , tw=5 , th=8, zmsk=1 , alpha=0x80000044  } )
------------------------------------------------------------------------------------------------------
-- Small triangle rejection. Works in conjunction with CLI setting  gs-override-small-tri-area=1
-- keep default area for texture 256x256 ( no blend)  (Anakin face)
emuObj.SetGsTitleFix( "setRejectionArea", 500,{twIsNot=8, thIsNot=8 } )
------------------------------------------------------------------------------------------------------
-- Set triangle rejection area= 1000  when alpha blend is not 0 ( i.e blend is On)
emuObj.SetGsTitleFix( "setRejectionArea", 1000, {alphaIsNot=0 } )
------------------------------------------------------------------------------------------------------
-- Performace fix
local thresholdArea = 600
emuObj.SetGsTitleFix( "ignoreUpRender", thresholdArea , {alpha=0x80008068 , zmsk=1 } )
------------------------------------------------------------------------------------------------------
-- Performace fix
local thresholdArea = 700
emuObj.SetGsTitleFix( "ignoreUpRender", thresholdArea , {alpha=0x80000044 , zmsk=1 } )
------------------------------------------------------------------------------------------------------
-- Disable uprender on the draw command which samples the framebuffer (0x3200) using bilinear sampling (texMode=2)
-- All lighting effects use TriFan prim type, so use that as well to filter against.
emuObj.SetGsTitleFix( "forceSimpleFetch",  "reserved", {prim=5, texMode=2, tbp=0x320000} )
</pre>
 
<br />
'''Commands'''
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Example !! Notes !! Values
|-
|globalSet || emuObj.SetGsTitleFix( "globalSet",  "reserved", { packedRegsLo = 0x42,packedRegsHi = 0, packedRegsNum = 2, packedFlags = 3, packedPrim = 5}) || used with workLoadThreshold or  waveThreshold or loadThreshold
|-
|reserved || ||
|-
|ignoreSubBuffCov||  ||ignore ? buffer coverage
|-
|-
|ignoreUpRenderTimeout|| emuObj.SetGsTitleFix( "globalSet", "reserved", {ignoreUpRenderTimeout=2} ) ||
|forceSimpleFetch||
|-
|-
|ignoreAreaUpdate|| emuObj.SetGsTitleFix( "ignoreAreaUpdate", 0, { alpha=0x80000048 } ) ||
|fetchFromCurrBuff||
|-
|-
|ignoreSprite|| emuObj.SetGsTitleFix( "ignoreSprite", "reserved", {  texType=1 , tw=5 , th=8, zmsk=1 , alpha=0x80000044  } ) ||
|ignoreUpShiftTri||
|-
|-
|ignoreUpShiftTri|| emuObj.SetGsTitleFix( "ignoreUpShiftTri", "reserved", {psm=0} ) ||
|skipPacked||
|-
|-
|clipScissors|| emuObj.SetGsTitleFix( "clipScissors", "reserved", {alpha = 0 , frameW = 4 , psm = 0} ) ||
|changeAlpha||
|-
|-
|trianglesAsParticles|| emuObj.SetGsTitleFix( "trianglesAsParticles", "reserved", { hasClut=1,zmsk=1 } ) ||
|ignoreUpRenderTimeout||
|-
|SetSelfRender|| emuObj.SetGsTitleFix( "SetSelfRender", "reserved", { fbmask= 0x00FFFFFF , renderSelf=1 , zmsk=1 , alpha=0 , texMode=1  } ) ||
|-
|forceBiLinear || ||
|-
|forcePoint|| emuObj.SetGsTitleFix( "forcePoint", "reserved", {mipIsGt=0,  mmin=0} ) ||
|-
|forceSimpleFetch ||  emuObj.SetGsTitleFix( "forceSimpleFetch",  "reserved", {psm=0} ) ||Used frequently to fix graphical corruptions
|-
|forcePointSampling|| emuObj.SetGsTitleFix( "forcePointSampling", "reserved", {alpha = 0x80000048, twIsLess=5, thIsLess=5 } ) ||
|-
|setRejectionArea|| emuObj.SetGsTitleFix( "setRejectionArea", 1000, { } ) ||
|-
|ignoreUpRender|| emuObj.SetGsTitleFix( "ignoreUpRender", thresholdArea , {  texType = 3, cbp = 0x2390, tbp = 0x288000} ) || Ignore uprender for texture type described in params
|-
|includeAreaUpdate|| ||
|-
|fetchFromCurrBuff|| emuObj.SetGsTitleFix( "fetchFromCurrBuff", "reserved", {psm=0} ) ||
|-
|skipPacked|| emuObj.SetGsTitleFix( "skipPacked", "reserved", { alpha = 0x80000044, tbp = 0x3a4000 , zmsk=1 }) ||
|-
|changeAlpha|| ||
|-
|-
|}
|}


<br>'''Arguments/variables'''
'''Arguments/variables
'''
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Argument !! Usage !! Notes
! Argument !! Notes
|-style="background-color:#7698FF"
|  || Variable ||
|-
|-
|alpha_mask ||  ||
|alpha_mask ||  
|-
|-
|texType || {texType = 3}|| (1-3, more? )
|alphaIsNot || alpha - is not X
|-
|-
|texMode || || 1 - Point? , 2 - bilinear  
|texMode || 1 - Point? , 2 - bilinear  
|-style="background-color:#D7EF54"
|  || Argument ||
|-
|-
|alphaIsNot || || alpha - is not X
|twIsLess || texture width - is less than X
|-
|-
|twIsLess || || texture width - is less than X
|thIsLess || texture height - is less than X
|-
|-
|thIsLess || || texture height - is less than X
|twIsNot || texture width - is not X
|-
|-
|twIsNot || || texture width - is not X
|thIsNot || texture width - is not X
|-
|-
|thIsNot || || texture width - is not X
|psmIsNot || texture pixel storage format - is not X
|-
|psmIsNot || || texture pixel storage format - is not X
<pre>PSMCT32  = 0  PSMT4HL = 36
<pre>PSMCT32  = 0  PSMT4HL = 36
PSMCT24  = 1  PSMT4HH = 44
PSMCT24  = 1  PSMT4HH = 44
Line 1,400: Line 1,054:
PSMT8H  = 27  </pre>
PSMT8H  = 27  </pre>
|-
|-
|primIsNot || || GS primitive type - is not
|zmsk || Z (depth) draw mask
<pre>Point        = 0
<pre>update Z buffer      = 0
Line          = 1
don't update Z buffer = 1
LineStrip    = 2
Triangle      = 3
TriangleStrip = 4
TriangleFan  = 5
Sprite        = 6</pre>
|-
|mipIsGt || ||  mip level is grater than X (?)
|-
|-style="background-color:#FEA15C"
|  || Needs wikify ||
|-
|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>
When 1 depth test result will be ignored</pre>
|-
|-
|tw || || texture width
|tw || texture width
|-
|-
|th || || texture height
|th || texture height
|-
|-
|ztst || || Z (depht) test method
|ztst || Z (depht) test method
<pre>ZNOUSE  = 0
<pre>ZNOUSE  = 0
ZALWAYS  = 1
ZALWAYS  = 1
Line 1,435: Line 1,075:
3 -        Pass if Z grater than Z buffer</pre>
3 -        Pass if Z grater than Z buffer</pre>
|-
|-
|mmin || || MMIN flag  
|mipIsGt || mip level is grater than X (?)
|-
|mmin || MMIN flag  
<pre>NEAREST                = 0
<pre>NEAREST                = 0
LINEAR                = 1
LINEAR                = 1
Line 1,443: Line 1,085:
LINEAR_MIPMAP_LINEAR  = 5</pre>
LINEAR_MIPMAP_LINEAR  = 5</pre>
|-
|-
|prim || || GS primitive type  
|prim || GS primitive type  
<pre>Point        = 0
<pre>Point        = 0
Line          = 1
Line          = 1
Line 1,452: Line 1,094:
Sprite        = 6</pre>
Sprite        = 6</pre>
|-
|-
|fillArea || ||  
|primIsNot || GS primitive type - is not
<pre>Point        = 0
Line          = 1
LineStrip    = 2
Triangle      = 3
TriangleStrip = 4
TriangleFan  = 5
Sprite        = 6</pre>
|-
|-
|frameW || ||  
|fillArea ||  
|-
|-
|renderSelf || ||  
|frameW ||  
|-
|-
|hasClut || ||  
|renderSelf ||  
|-
|-
|alphaTest || ||  
|hasClut ||  
|-
|-
|primTest || ||  
|alphaTest ||  
|-
|-
|workLoadThreshold || ||  
|primTest ||  
|-
|-
|alpha || || <pre> example: alpha=0x80000044
|workLoadThreshold ||
|-
|alpha || <pre> example: alpha=0x80000044
alpha=0</pre>
alpha=0</pre>
|-
|-
|tbp || || texture base pointer
|texType || (1-3, more? )
|-
|-
|cbp || {cbp = 0x2390} || CLUT buffer base pointer
|tbp || texture base pointer
|-
|-
|psm || {psm=0}  || texture pixel storage format
|cbp || CLUT buffer base pointer
|-
|psm || texture pixel storage format
<pre>PSMCT32  = 0  PSMT4HL = 36
<pre>PSMCT32  = 0  PSMT4HL = 36
PSMCT24  = 1  PSMT4HH = 44
PSMCT24  = 1  PSMT4HH = 44
Line 1,482: Line 1,135:
PSMT8H  = 27  </pre>
PSMT8H  = 27  </pre>
|-
|-
|mxl || || maximum mip level (0-6)
|mxl || maximum mip level (0-6)
|-
|-
|fbmask || { fbmask= 0x00FFFFFF}||  Framebuffer mask(?)
|fbmask || ?  
|-
|-
|totalArea || ||  
|totalArea ||  
|-
|-
|packedRegs || ||  
|packedRegs ||  
|-
|-
|packedRegsLo || ||  
|packedRegsLo ||  
|-
|-
|packedRegsHi || ||  
|packedRegsHi ||  
|-
|-
|packedRegsNum || ||  
|packedRegsNum ||  
|-
|-
|packedFlags || ||  
|packedFlags ||  
|-
|-
|packedPrim || ||  
|packedPrim ||  
|-
|-
|areaNumFrames || ||  
|areaNumFrames ||  
|-
|-
|waveThreshold || ||  
|waveThreshold ||  
|-
|-
|loadThreshold || ||  
|loadThreshold ||  
|-
|-
|fixSpriteDivTab || ||  
|fixSpriteDivTab ||  
|}
|}


===== (IOP) IOPObject =====
===Example configs===


<pre>Commands for the emulated input-output processor</pre>
===Official example===
<pre>
require( "ee-gpr-alias" ) -- you can access EE GPR by alias (gpr.a0 / gpr["a0"])
apiRequest(0.4)
 
-- Star Wars: Racer Revenge (SLES-50366) [US]
 
local eeObj = getEEObject()
 
eeInsnReplace(0x13d7f0, 0x1000ffff, 0x0804f45d) -- retry FREAD() for fix #9025,
eeInsnReplace(0x13BCD0, 0x3c023f80, 0x3C023F40) -- Zoom
eeInsnReplace(0x1153B4, 0x3c023f80, 0x3C023FAB) -- Y-FOV


{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
 
! Command !! Usage !! Notes
-- Track#
|-style="background-color:#D7EF54"
-- The Grand Reefs : 6
|  || Object calling class ||
-- Ruins of Carnuss Gorgull : 9
|-
eeObj.AddHook(0x187330, 0x3c010001, function()
| getIOPObject || local iopObj = getIOPObject() || Required for all functions using iopObj, that include: <div align="left"><pre>ReplaceMem64 ReplaceMem32 ReplaceMem16 ReplaceMem8 ReadMemFloat
local track = eeObj.GetGpr(gpr.a1)
WriteMemFloat WriteMem64 WriteMem32 WriteMem16 WriteMem8
print(string.format("Track : %d", track))
ReadMemStr AddHook RemoveHook GetGpr SetGpr GetPc SetPc
if track == 6 or track == 9 then
GetCPR0 SetCPR0</pre></div>
eeObj.Vu1MpgCycles(1000) -- makes it be 30fps.
|-style="background-color:#7698FF"
else
|  || Memory editing ||
eeObj.Vu1MpgCycles(100) -- default value.
|-
end
|ReplaceMem64 ||iopObj.ReplaceMem64(<address>, <value>) ||
end)
|-
</pre>
|ReplaceMem32 || iopObj.ReplaceMem32(<address>, <value>)||
===Custom config.lua example===
|-
 
|ReplaceMem16 || iopObj.ReplaceMem16(<address>, <value>)||
Here is the first custom lua config created by the community:
|-
 
|ReplaceMem8 ||iopObj.ReplaceMem8(<address>, <value>) ||
<pre>
|-
apiRequest(0.1)
|ReadMemFloat || iopObj.ReadMemFloat(<address>) || iopObj.ReadMemFloat(0x28c3c)
 
|-
-- Fix black screen SLUS-20064
|WriteMemFloat || iopObj.WriteMemFloat(<address>, <value>) || iopObj.WriteMemFloat(0x65364, 1.3333333)
 
|-
eeInsnReplace(0x1CF3CC, 0x4100ffff, 0x00000000) -- nop, mftgpr  $ra, $zero
|ReadMem128 || iopObj.ReadMem128(<iop memory offset>)||
</pre>
|-
 
|WriteMem128 || iopObj.WriteMem128(<iop memory offset>, <value>)||
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. 0.4 is highest known for now.
|ReadMemFloat128 ||iopObj.ReadMemFloat128(<iop memory offset>) ||
* -- Fix black screen SLUS-20064 is comment
|-
* eeInsnReplace(0x1CF3CC, 0x4100ffff, 0x00000000) is our true command here. We are replacing here 0x4100FFFF to 0x00000000 at 0x1CF3CC memory offset. Like you can see we need to add what opcode is replaced. Not only patch, and memory offset.
|WriteMemFloat128 || iopObj.WriteMemFloat128(<iop memory offset>, <value>)||
* -- nop, mftgpr  $ra, $zero is just another comment, in this case explaining what is changed
 
==PS3 Config support==
 
Emulator support configs in format known from ps2_netemu/ps2classic from PS3.
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.
 
Note that not all configs will be supported. Tested are ICE AGE 2, and DOA2, work fine, Rayman config not work due to unsupported command.
Please keep in mind that not all commands seems to be recognized, good candidates are configs with [Net] Command ID : 0xZZ
where 0xZZ is 0x01 (not sure about that one), 0x09, 0x0A, 0x0B, 0x0F, 0x10, 0x26, 0x27
You can check that here, but sadly only for GX/SOFT configs (most of overall anyway): 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
 
= PS2 Bios =
 
The PS2 bios is the file PS20220WD20050620.crack included in every PS2 game .pkg. It Is '''exactly''' the same BIOS that SCE used in ps2_netemu.self in PS3.
 
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.
MD5: 83AD2B530C9C102A561BA1CDC6D996D5
 
{| class="wikitable" style="font-size:small;"
! File !! Offset in exported bin !! Description !! File type (exportable)
|-
|-
| ReadMem64 || <pre>iopObj.ReadMem64(<iop memory offset>)</pre> || Read 8  Bytes From offset
| RESET || 0x00 || Bootstrap code for the EE and IOP. || BIN
|-
|-
| WriteMem64 || <pre>iopObj.WriteMem64(<iop memory offset>, <data>)</pre> || Write 8 Bytes From offset
| ROMDIR || 0x2780 ||  || BIN
|-
|-
| ReadMem32 || <pre>iopObj.ReadMem32(<iop memory offset>)</pre> || Read 4 bytes from offset, examples: iopObj.ReadMem32(0x1198)
| EXTINFO || 0x2CC0 || Contains the "EXTINFO" for all files in the ROM image. || BIN
iopObj.ReadMem32(gp - 348)
|-
|-
| WriteMem32 || <pre>iopObj.WriteMem32(<iop memory offset>, <data>)</pre> || Write 4 bytes to offset, example: iopObj.WriteMem32(0x89ac, 0x001b70f0)
| SBIN || 0x3330 || Seems to be the pad controller library for the PS1 monitor. || BIN
|-
|-
| ReadMem16 || <pre>iopObj.ReadMem16(<iop memory offset>)</pre> || Read 2 bytes from offset, example: iopObj.ReadMem16(0x1198)
| LOGO || 0xA2D0 || PS1 logo? || BIN
|-
|-
| WriteMem16 || <pre>iopObj.WriteMem16(<iop memory offset>, <data>)</pre> || Write 2 bytes to offset, example: iopObj.WriteMem16(0x89ac, 0x70f0)
| 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
|-
|-
| ReadMem8 || <pre>iopObj.ReadMem8(<iop memory offset>)</pre> || Read 1 byte from offset, example: iopObj.ReadMem8(0x1198)
| IOPBTCON2 || 0x1EB10 || Boot configuration file for the IOP, for the first phase of the IOP reset (before UDNL is loaded). || BIN
|-
|-
| WriteMem8 || <pre>iopObj.WriteMem8(<iop memory offset>, <data>)</pre> || Write 1 byte to offset, example: iopObj.WriteMem8(0x89ac, 0xf0)
| SYSMEM || 0x1EBE0 || System Memory Manager. || ELF
|-
|-
|ReadMemStr || ||
| 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
|-
|-
|GetGpr || iopObj.GetGPR(<gpr register>) || iopObj.GetGPR(a1)
| EXCEPMAN || 0x22380 || Exception manager. || ELF
|-
|-
|SetGpr || iopObj.SetGPR(<gpr register> ,<value>) || example: iopObj.SetGPR(gpr.v0 ,3)
| INTRMANP || 0x22F60 || Interrupt Manager. According to wisi, it is for PS mode. || ELF
|-
|-
|GetPc || iopObj.GetPc() || can be used also with additional var. like iopObj.GetPc()+8
| INTRMANI || 0x24970 || Interrupt Manager. According to wisi, it is for IOP mode. || ELF
|-
|-
|SetPc || iopObj.SetPC(<PC>) ||iopObj.SetPC(0x6B80)
| 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
|-
|-
|GetCPR0 || iopObj.GetCPR0(<COP0 register>) ||
| TIMEMANP || 0x26F20 || Timer Manager (PS mode) || ELF
|-
|-
|SetCPR0 || iopObj.SetCPR0(<COP0 register>) ||
| TIMEMANI || 0x27B00 || Timer Manager (IOP mode) || ELF
|-
|-
|-style="background-color:#FEA15C"
| DMACMAN || 0x28730 || DMA Controller Manager. || ELF
| || Clock speed ||  
|-
|-
| FastForwardClock || iopObj.FastForwardClock() ||
| SYSCLIB || 0x2BE30 || System C Library. || ELF
<pre>
iopObj.AddHook(0x002cc350, 0x78a30000, function()
          iopObj.FastForwardClock()
end)
</pre>
|-
|-
| AdvanceClock || iopObj.AdvanceClock() || Skip an allocated amount of IOP cycles
| HEAPLIB || 0x2E590 || Memory HEAP LIBrary (i.e. thvpool, thfpool) || ELF
<pre>
iopObj.AddHook(0x002cc350, 0x78a30000, function()
          iopObj.AdvanceClock(21000)end)
</pre>
|-
|-
| GetClock || iopObj.GetClock() || Returns the value of cycles the iop is ahead of (?)
| THREADLIB || 0x2F290 || Multi_Thread_Manager || ELF
|-style="background-color:#c6ecd9"
|  || Hooks ||
|-
|-
|AddHook || iopObj.AddHook()||
| VBLANK || 0x38020 || V-Blank management || ELF
|-
|-
|RemoveHook || iopObj.RemoveHook()||
| IOMAN || 0x38DB0 || IO Manager || ELF
|-
|-
|}
| MODLOAD || 0x3AD20 || IOP module loader. || ELF
 
===== (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() ||  
| ROMDRV || 0x3D070 || ROM driver. Provides access to the boot ROM (rom0). || ELF
|-style="background-color:#c6ecd9"
|  || Graphical fixes / Improvement ||
|-
|-
|SetL2HMode || gsObj.SetL2HMode(true)|| (true) and (false) are only known options
| ADDDRV || 0x3DF60 ||  Adds support for the DVD ROM (rom1:), via ROMDRV. || ELF
|-
|-
|SetUprenderMode ||gsObj.SetUprenderMode(1)|| Set uprender mode.  Overrides CLI, 0=none, 1=2x2
| STDIO || 0x3D3C0 || Standard I/O library. || ELF
|-
|-
|SetUpscaleMode || gsObj.SetUpscaleMode("EdgeSmooth") || Sets upscale mode.  Overrides CLI
| SIFMAN || 0x3EFB0 || SIF manager. || ELF
|-
|-
|GetFramesInQueue || gsObj.GetFramesInQueue() || Returns the value of the frames that are still in queue
| SIFINIT || 0x40550 || Initializes the SIF. || ELF
|-
|-
|SetFrameSkipping || gsObj.SetFrameSkipping(true) || false and true are the values.
| 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
|-
|-
|SetDeinterlaceShift || gsObj.SetDeinterlaceShift(0) || The values are 1 and 0, Enable or disable interlacing, requires emulators with high api
| EENULL || 0x40E10 ||  The idle thread (id #0) module, in ps2 loaded to 0x00081FC0. || BIN
|-
|-
|}
| PS1ID || 0x40E50 ||  Only found in newer boot ROMs || BIN
 
===== 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
| LIBFI || 0x40E60 || Not present in the boot ROM of the SCPH-10000 and SCPH-15000. || BIN
|-
|-
| 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:
| PS1VERJ || 0x40F50 ||   || BIN
vuInsnReplace(0, 0x167, (0x000002ff << 32) | 0x520507ff,(0x000002ff << 32) | 0x8000033c)
Replace 64 bits of VU0 at offset 0xB38</pre>
|-
|-
| iopInsnReplace || iopInsnReplace(IOP memory offset, Original opcode, opcode replacement) || Replace 4 bytes in iop memory, correct memory range is 0x0 to 0x1FFFFF, iopInsnReplace(0x1FFFFF, 0x0, 0x0803fff0)
| PS1VERA || 0x40F60 ||   || BIN
|-
|-
| eeNativeFunction || eeNativeFunction(<ee offset>, <original opcode>, <function>) || eeNativeFunction(0x11fa9c, 0x0080402d, 'memcpy')
| PS1VERE || 0x40F70 || || BIN
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.
| PS1VERC || 0x40F80 || || BIN
|-
|-
| GsCustomShader || ||  
| PS1VERH || 0x40F90 || || BIN
|-
|-
| Unlock || ||  
| OSDSYS || 0x40FA0 || The browser || BIN
|-
|-
| IsUnlocked || ||  
| - || 0x40FB0 ||   || BIN
|-
|-
| InsnOverlay || InsnOverlay({<opcode, opcode, opcode...>}) || example: <div align="left"><pre>InsnOverlay({
| RDRAM || 0x41000  || Provides a RDRAM test for the EE at power-on. This is run from RESET. || BIN
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 || ||  
| EELOADCNF || 0x43D50 || Contains the IOP boot configuration file for EELOAD. || BIN
|-
|-
| CsBindShader || ||  
| SIFCMD || 0x43F00 || SIF command module. Contains the SIF command and SIF RPC functions. || ELF
|-
|-
| CsSetParamInt32 || ||  
| REBOOT || 0x46140 || The reboot service. Receives IOP reset packets from the EE, from across the SIF. || ELF
|-
|-
| CsSetParamFloat || ||  
| LOADFILE || 0x46910 || The RPC server for MODLOAD || ELF
|-
|-
| CsResetContext || ||  
| 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
|-
|-
| CsPrintContext || ||  
| - || 0x49FF0 ||   || BIN
|-
|-
| PsBindShader || ||  
| IOPBOOT || 0x4A000 || IOP bootup program || BIN
|-
|-
| PsSetParamInt32 || ||  
| - || 0x4B160 ||   || BIN
|-
|-
| PsSetParamFloat || ||  
| 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
|-
|-
| PsResetContext || ||  
| 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
|-
|-
| PsPrintContext || ||  
| XLOADFILE || 0x5A740 || Updated module || ELF
|-
|-
|}
| SIO2MAN || 0x5D7F0 || SIO2 manager. Provides access to the SIO2 interface. || ELF
 
<pre>Note: eeObj, emuObj, gsObj, etc. are described as required but this is not really true. You can set the functions locals that they use as whatever you want, but due to the specificity of that emulator, it will be better to keep official naming used in official configs.</pre>
 
===== Other objects =====
 
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Usage !! Notes
|-
|-
! !! getGLSObject class !!
| - || 0x5F420 ||  || BIN
|-
|-
| getGLSObject || ||  
| MCSERV || 0x61340 || RPC server for MCMAN. || ELF
|-
|-
|Enable || ||
| - || 0x63040 ||   || BIN
|-
|-
|EnableServerRecording || ||  
| KROMG || 0x64000 ||   || BIN
|-
|-
|Pause || ||  
| - || 0x65CC0 ||   || BIN
|-
|-
! !! getAudioObject class !!
| KROM || 0x66000 || Kanji ROM? Not sure where this is used. || BIN
|-
|-
| getAudioObject || ||  
| - || 0x7FE70 ||   || BIN
|-
|-
| muteStreamingAll || ||  
| ROMVER || 0x7FF00 || ROM version. || BIN
|-
|-
| muteStreamingMain || ||  
| - || 0x7FF10 ||   || BIN
|-
|-
| muteStreamingBGM || ||  
| VERSTR || 0x7FF30 || Version string. Probably PS1 ROM will use this because that this string is also present in PlayStation consoles. || BIN
|-
|-
! !! getRemotePlayObject class !!
| - || 0x7FF90 ||  || BIN
|-
|-
| getRemotePlayObject || ||  
| ROMGSCRT || 0x80000 ||   || BIN
|-
|-
| Enable || ||  
| NCDVDMAN || 0x82D30 || It seems to be a heavily stripped-down CDVDMAN module, with no support for some S-command functions like sceCdRI. || ELF
|-
|-
! !! getVideoRecordingObject class !!
| 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
|-
|-
| getVideoRecordingObject || ||
| MCMAN || 0x93C30 || Memory Card Manager. || ELF
|-
|-
| Enable || ||  
| PADMAN || 0xA30C0 || Pad manager. || ELF
|-
|-
! !! getSharePlayObject class !!
| CDVDMAN || 0xAC810 || The CD/DVD manager. || ELF
|-
|-
| getSharePlayObject || ||  
| CDVDFSV || 0xB4BC0 || The RPC server for CDVDMAN. || ELF
|-
|-
| Enable || ||  
| 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
|-
|-
! !! getSpriteObject group  !!
| 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
|-
|-
|getSpriteObject || ||
| 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
|-
|-
|Enable || ||
| IGREETING || 0xC2BC0 || Displays boot information (i.e. IOP boot type, EBOOTP, IBOOTP, switch positions for DSW602 and the type of DSW602 board installed || ELF
|-
|-
|Disable || ||
| EELOAD || 0xC3C20 || The EE ELF loader, which is loaded by LoadExecPS2() to 0x00082000 in PS2 for loading ELFs. || BIN
|-
|-
|BindFragmentShader || ||
| XCDVDMAN || 0xD2DA0 || cdvd_driver - Updated module || ELF
|-
|-
|SetShaderParams || || <div align="left">
| XCDVDFSV || 0xE1B30 || cdvd_ee_driver - Updated module || ELF
<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 || ||
| OSDSND || 0xEFF60 || OSD sound library. This is actually the tentative sound driver, which is called "librspu2" in the Sony SDK. || ELF
|-
|-
|SetPosXY || ||
| 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
|-
|-
|SetSizeXY || ||
| XPARAM2 || 0x137500 || File store per title settings for IOP emulation (XPARAM available also in real PS2 since 750XX where Deckard powerPC was introduced) || ELF
|-
|-
|SetPosUV || ||
| OSDSYS || 0x139A00 || The browser || BIN
|-
|-
|SetSizeUV || ||
| PIOPRP || 0x177880 ||   || BIN
|-
|PrintContext || ||
|-
|SetBlendColor || sprite<X>.SetBlendColor(<R,G,B,A>) in floats, max val. 1.0 || <div align="left">
<pre>local sprite0 = getSpriteObject(0)
sprite0.SetBlendColor(1.0,1.0,1.0,1.0)</pre></div>
|-
| getTrophyObject || local trophyObj = getTrophyObject() || Required for all functions using trophyObj
|-
| getDmaObject || local dmaObj = getDmaObject() || Depreciated API - use EE:DmaAddHook / EE:DmaRemoveHook instead. Is not clear when it was depreciated, JAK emu don't use it.
|-
| getScreenShotObject || ||  
|-
|-
| KERNEL || 0x1BB7E0 || The EE kernel || BIN
|}
|}
Description source: https://gist.github.com/uyjulian/25291080f083987d3f3c134f593483c5


==== Registers for hook ====
== Game_ID/DiscID in PS20220WD20050620.crack ==


Registers defined in alias files.  
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.


'''GetGpr/SetGpr
Original PS2 bios include similar list file called XPARAM.ELF, but Title IDs there are not the same, although some of them exist on both lists.
'''
<pre>gpr.zero gpr.at
gpr.v0  gpr.v1
gpr.a0  gpr.a1  gpr.a2  gpr.a3
gpr.t0  gpr.t1  gpr.t2  gpr.t3
gpr.t4  gpr.t5  gpr.t6  gpr.t7
gpr.s0  gpr.s1  gpr.s2  gpr.s3
gpr.s4  gpr.s5  gpr.s6  gpr.s7
gpr.t8  gpr.t9
gpr.k0  gpr.k1
gpr.gp  gpr.sp  gpr.fp  gpr.ra
gpr.lo  gpr.hi  gpr.sa


example: eeObj.GetGpr(gpr.a1)
{| class="wikitable sortable" ||
</pre>
! ID in XPARAM2 !! Title !! Settings/Flags !! Remarks
 
|-
'''GetCPR0/SetCPR0
| SLUS_214.52 || Valkyrie Profile 2: Silmeria || 08000000 88130000  ||
'''
|-
<pre>cpr.index   cpr.pagemask
| SLUS_214.04 || Final Fantasy XI: Treasures of Aht Urhgan || 02000000 0B000000 ||
cpr.random   cpr.wired
|-
cpr.entrylo0      cpr.badvaddr
| SLUS_213.39 || Puzzle Challenge || 01000000 00080000 ||
cpr.entrylo1      cpr.count
|-
cpr.context   cpr.entryhi
| SLUS_213.31 || Sonic Riders || 01000000 00080000 ||
 
|-
 
| SLUS_210.89 || Karaoke Revolution Vol.3 || 08000000 88130000 ||
cpr.compare   cpr.config    cpr.taglo
|-
cpr.status   cpr.badpaddr cpr.taghi
| SLUS_210.70 || Final Fantasy XI: Chains of Promathia || 02000000 0B000000 ||
cpr.cause   cpr.hwbk cpr.errorepc
|-
cpr.epc   cpr.pccr
| SLUS_210.59 || Tekken 5 || 0B000000 00000040 ||
cpr.prid
|-
 
| SLUS_209.18 || Super Monkey Ball: Deluxe || 01000000 00080000 ||
example: eeObj.GetCPR0(cpr.status) </pre>
|-
 
| SLUS_208.91 || Star Ocean: Til the end of Time [Disc 2] || 08000000 88130000 ||
 
|-
==== Official PS2 configuration examples ====
| SLUS_208.51 || Ace Combat 5: The Unsung War || 0A000000 00005000 ||
 
|-
*You can find the rest of the PS2 configurations in [https://www.psdevwiki.com/ps4/Official_Configuration_Files here].
| SLUS_208.38 || All-Star Baseball 2005 || 01000000 02080000 ||
 
|-  
<br>Canis Canem Edit
| SLUS_206.86 || Splashdown: Rides Gone Wild || 0A000000 00040800 ||
<br>'''SLES 535.61'''
|-  
<br>'''LUA'''
| SLUS_206.39 || Def Jam Vendetta || 01000000 00080000 ||
<pre>
|-
require( "ee-gpr-alias" ) -- you can access EE GPR by alias (gpr.a0 / gpr["a0"])
| SLUS_206.35 || Muppets Party Cruise || 01000000 01080000 ||
apiRequest(0.1)
|-
-- EA sports cricket 07 bug 9392
| SLUS_205.90 || Spyhunter 2 || 01000000 00080000 ||
-- Performance fix
|-
local emuObj = getEmuObject()
| SLUS_205.72 || Tiger Woods PGA Tour 2003 || 0A000000 E8030800 ||
local thresholdArea = 600
|-  
emuObj.SetGsTitleFix( "ignoreUpRender", thresholdArea , {alpha=0x80000044 , zmsk=1 , tw=4, th=4 } )
| SLUS_204.88 || Star Ocean: Til the end of Time [Disc 1] || 08000000 88130000 ||
</pre>
|-  
 
| SLUS_204.33 || SWAT: Global Strike Team || 01000000 00080000 ||
==== Custom config.lua examples ====
|-  
 
| SLUS_204.13 || Shadowman 2 || 0A000000 00060800 ||
Here is the first custom LUA configuration created by the community:
|-  
 
| SLUS_203.64 || Tiger Woods PGA Tour 2002 || 0A000000 E8030800 ||
<pre>
|-  
apiRequest(0.1)
| SLUS_203.05 || Simpsons: Road Rage || 01000000 00080000 ||
 
|-
-- Fix black screen SLUS-20064
| SLUS_202.74 || City Crisis || 0A000000 B80B0800 ||
 
|-
eeInsnReplace(0x1CF3CC, 0x4100ffff, 0x00000000) -- bc0f 0x1CF3CC to nop
| SLUS_200.77 || Donald Duck: Go'in Quackers || 01000000 00080000 ||
</pre>
|-  
This is a very basic command to replace a part of the EE memory with another instruction.  
| SLUS_200.11 || Orphen: Ocion of Sorcery || 09000000 10000008 ||
* 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
| SLUS_200.11 || Orphen: Ocion of Sorcery || 08000000 88130000 ||
* 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
| SLPS_732.49 || Ar tonelico Qoga: Knell of Ar Ciel (Platinum) || 00000000 0000000A ||
[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]
|-  
 
| SLPS_257.27 || Routes PE || 08000000 E8030000 ||
= Memory Map =
|-  
 
| SLPS_257.22 || Routes PE (Limited Edition) || 08000000 E8030000 ||
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: left;"
|-  
! Name !! From !! To
| SLPS_257.21 || HimeHibi - Princess Days || 0B000000 00000008 ||  
|-
|-  
|EE Flat Memory (4gb)              ||  0x0000008000000000 || 0x0000008100000000
| SLPS_257.09 || The Familiar of Zero || 0A000000 E8030800 ||
|-
|-  
|IOP Flat Memory (4gb)            ||  0x0000009000000000 || 0x0000009100000000
| SLPS_257.08 || The Familiar of Zero (Limited Edition) || 0A000000 E8030800 ||
|-
|-  
|R59 Binary Cache                  ||  0x0000000914B10000 || 0x0000000916B10000
| SLPS_256.98 || Fatal Fury Battle Archives Volume 2 || 00000000 0000000A ||
|-
|-  
|R30 Binary Cache                  ||  0x0000000916B14000 || 0x0000000917314000
| SLPS_256.67 || Daito Giken Premium Pachi-Slot Collection: Yoshimune || 01000000 00180000 ||
|-
|-  
|jitVU0                            ||  0x0000000917318000 || 0x0000000917B18000
| SLPS_256.04 || Ar tonelico Qoga: Knell of Ar Ciel || 00000000 0000000A ||
|-
|-  
|jitVU1                            ||  0x0000000917B1C000 || 0x0000000918B1C000
| SLPS_255.86 || Tales of the Abyss || 0A000000 E8030800 ||
|-
|-  
! !! Host's EE Memory Map !!
| SLPS_255.85 || Monster Farm 5: Circus Caravan || 07000000 05000000 ||
|-
|-  
|EE RAM - Kernel                  ||  0x0000008000000000 || 0x0000008000080000
| SLPS_255.10 || Tekken 5 || 0B000000 00000040 ||
|-
|-  
|EE RAM - Debug                    ||  0x0000008000078000 || 0x0000008000080000
| SLPS_254.18 || Ace Combat 5: The Unsung War || 0A000000 00005000 ||  
|-
|-  
|EE RAM - User                    ||  0x0000008000080000 || 0x0000008002000000
| SLPS_254.06 || Hitman: Contracts || 08000000 AC0D0000 ||
|-
|-  
|EE Hw Devices                    ||  0x0000008010000000 || 0x0000008010010000
| SLPS_253.79 || Tokyo Majin Gakuen: Kaihoujyou Kefurokou || 0A000000 E8030800 ||
|-
|-  
|EE ROM                            ||  0x000000801FC00000 || 0x000000801FFE0000
| SLPS_253.57 || 3-Nen B-Gumi Kinpachi Sensei: Densetsu no Kyoudan ni Tate! || 01000000 00180000 ||  
|-
|-  
|EE RAM - Uncached                ||  0x0000008020080000 || 0x0000008022000000
| SLPS_253.15 || One Piece: Grand Battle 3 || 01000000 00180000 ||  
|-
|-  
|EE RAM - UncachedAccel            ||  0x0000008030100000 || 0x0000008032000000
| SLPS_252.90 || Time Crisis 3 || 01000000 00080000 ||
|-
|-  
|EE Scratchpad                    ||  0x0000008070000000 || 0x0000008070004000
| SLPS_252.78 || Memories Off: Mix || 0A000000 00030800 ||
|-
|-  
|EE Debug                          ||  0x00000080FFFF8000 || 0x0000008100000000
| SLPS_252.75 || Def Jam: Vendetta || 01000000 02080000 ||
|-
|-  
! !! Host's IOP Memory Map  !!
| SLPS_252.37 || Only You || 0B000000 00000040 ||
|-
|-
|IOP RAM                          ||  0x0000009000000000 || 0x0000009000200000
| SLPS_251.50 || Only You || 0B000000 00000040 ||
|-
|-  
|IOP RAM (mirror 1)                ||  0x0000009000200000 || 0x0000009000400000
| SLPS_251.42 || Tiger Woods PGA Tour 2002 || 0A000000 E8030800 ||
|-
|-
|IOP RAM (mirror 2)                || 0x0000009000400000 || 0x0000009000600000
| SLPS_251.36 || Kuon no Kizuna Sairin Mikotonori || 0A000000 DC050800 ||
|-
|-
|IOP RAM (mirror 3)                || 0x0000009000600000 || 0x0000009000800000
| SLPS_250.81 || Saishuu Densha || 0A000000 E8030800 ||
|-
|-
|IOP Scratchpad                    ||  0x000000901F800000 || 0x000000901F801000
| SLPS_250.72 || A Visual Mix: Ayumi Hamasaki Dome Tour 2001 || 08000000 50140000 ||  
|-
|-  
|IOP HW                            ||  0x000000901F801000 || 0x000000901F810000
| SLPS_250.71 || A Visual Mix: Ayumi Hamasaki Dome Tour 2001 || 08000000 50140000 ||  
|-
|-
|IOP ROM                          ||  0x000000901FC00000 || 0x000000901FFE0000
| SLPS_250.08 || Sorcerous Stabber Orphen || 08000000 1C0C0000 ||  
|-
|-
|}
| SLPS_204.55 || Simple 2000 Series Vol.94: The Aka-Champion - Come on Baby || 0B000000 00000040 ||  
 
|-
== Registers Map ==
| SLPS_204.29 || Hissatsu Pachi-Slot Evolution: Ninja Hattori-Kun V || 08000000 581B0000 ||  
 
|-
=== EE-IOP ===
| SLPS_204.04 || Rakushou! Pachi-Slot Sengen 2 || 0A000000 00030800 ||  
 
|-  
<pre>
| SLPS_202.00 || Final Fantasy XI || 02000000 0B000000 ||  
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>
| SLPS_201.99 || F1 2002 || 0B000000 05000200 ||  
 
|-  
<pre>
| SLPS_201.97 || Surfing Air Show with RatBoy || 09000000 0A00472B ||  
List was designed for Jak v2
|-
Eboot md5:c644f6879af225a6e5a70233fc4625a3
| SLPS_201.73 || Hard Hitter 2 || 0A000000 00030800 ||  
</pre>
|-  
 
| SLPS_201.72 || Koushien: Konpeki no Sora || 09000000 0A00472B ||  
{| class=wikitable style="border: none; background: none;"
|-
! scope=col | GPR-EE
| SLPS_201.11 || Magical Sports Pro Baseball 2001 || 09000000 0A00472B ||  
! scope=col | Address
|-  
| rowspan=900 style="border: none; background: none;"|
| SLPS_201.01 || City Crisis || 0A000000 B80B0800 ||  
! scope=col | FPR
|-
! scope=col | Address
| SLPS_200.66 || Tenshi no Present: Marle Oukoku Monogatari || 0B000000 00000020 ||  
| rowspan=900 style="border: none; background: none;"|
|-  
! scope=col | CP0
| SLPS_200.53 || Tenshi no Present: Marle Oukoku Monogatari (Limited Edition) || 0B000000 00000020 ||  
! scope=col | Address
|-
| rowspan=900 style="border: none; background: none;"|
| SLPS_200.38 || Grappler Baki: Baki Saidai no Tournament || 08000000 94110000 ||  
! scope=col | GPR-IOP
|-  
! scope=col | Address
| SLPS_200.37 || Go Go Golf || 09000000 0A00472B ||  
|-
|-
| zero || 0x1000000000 || f00 ||  0x1000000230 || Index ||  0x10000002D0 || zero ||   0x1020000000
| SLPS_200.20 || FIFA 2000 World Championship || 04000000 01200000 ||  
|-style="background-color:#EEEFF2"
|-  
|   at || 0x1000000010 || f01 || 0x1000000234 || Random || 0x10000002D4 || at  || 0x1020000004
| SLPS_200.08 || Morita Shogi || 08000000 88130000 ||  
|-
|-
|   v0 ||  0x1000000020 || f02 || 0x1000000238 || EntryLo0  || 0x10000002D8  || v0  || 0x1020000008
| SLPM_680.10 || || 08000000 88130000 ||  
|-style="background-color:#EEEFF2"
|-  
|   v1 ||  0x1000000030 || f03 || 0x100000023C  || EntryLo1 || 0x10000002DC || v1  || 0x102000000C
| SLPM_680.07 || Karaoke Revolution (Trial) || 08000000 88130000 ||  
|-
|-
|   a0 ||  0x1000000040 || f04  || 0x1000000240  || Context ||   0x10000002E0 || a0  || 0x1020000010
| SLPM_665.74 || Detective Evangelion || 00000000 00000002 ||  
|-style="background-color:#EEEFF2"
|-  
|   a1 || 0x1000000050 || f05 || 0x1000000244 ||   PageMask || 0x10000002E4 || a1 || 0x1020000014
| SLPM_665.58 || Tomb Raider: Legend || 08000000 E8030000 ||  
|-
|-
|   a2 ||  0x1000000060 || f06 || 0x1000000248 || Wired  ||   0x10000002E8 || a2  || 0x1020000018
| SLPM_665.39 || Nobunaga no Yabou Online: Haten no Shou || 02000000 0B000000 ||  
|-style="background-color:#EEEFF2"
|-  
|   a3 ||  0x1000000070 || f07 || 0x100000024C  || rsvd7  ||   0x10000002EC || a3 || 0x102000001C
| SLPM_664.36 || Aria the Natural || 01000000 00180000 ||  
|-
|-
|   t0  ||  0x1000000080 || f08 || 0x1000000250 || BadVAddr ||   0x10000002F0 || t0 || 0x1020000020
| SLPM_664.36 || Aria the Natural || 00000000 0000000A ||  
|-style="background-color:#EEEFF2"
|-  
|  t1 || 0x1000000090 || f09|| 0x1000000254 ||  Count  ||    0x10000002F4 || t1 || 0x1020000024
| SLPM_663.94 || Final Fantasy XI: Treasures of Aht Urhgan || 02000000 0B000000 ||  
|-
|-
|   t2  ||  0x10000000A0 || f10 || 0x1000000258 || EntryHi  ||   0x10000002F8 || t2 || 0x1020000028
| SLPM_663.93 || Final Fantasy XI: Treasures of Aht Urhgan (All-In-One Edition)  || 0A000000 E8030800 ||  
|-style="background-color:#EEEFF2"
|-  
|   t3  || 0x10000000B0 || f11  || 0x100000025C || Compare ||   0x10000002FC || t3 || 0x102000002C
| SLPM_663.93 || Final Fantasy XI: Treasures of Aht Urhgan (All-In-One Edition) || 09000000 0A00472B ||  
|-
|-
|   t4  || 0x10000000C0  || f12 || 0x1000000260  || Status ||   0x1000000300 || t4 || 0x1020000030
| SLPM_663.93 || Final Fantasy XI: Treasures of Aht Urhgan (All-In-One Edition) || 02000000 0B000000 ||  
|-style="background-color:#EEEFF2"
|-  
|   t5  || 0x10000000D0  || f13 || 0x1000000264 || Cause ||   0x1000000304 || t5 || 0x1020000034
| SLPM_661.75 || Akumajo Dracula: Yami no Juin || 0B000000 1C000200 ||  
|-
|-
|   t6  || 0x10000000E0  || f14 || 0x1000000268 || EPC  ||   0x1000000308 ||   t6 || 0x1020000038
| SLPM_661.75 || Akumajo Dracula: Yami no Juin || 08000000 60000000 ||  
|-style="background-color:#EEEFF2"
|-  
|   t7 || 0x10000000F0 || f15 || 0x100000026C || PRid  ||   0x100000030C || t7  || 0x102000003C
| SLPM_661.56 || Marheaven: Arm Fight Dream || 01000000 00180000 ||  
|-
|-
|   s0 || 0x1000000100 || f16 || 0x1000000270 || Config ||   0x1000000310 || s0 || 0x1020000040
| SLPM_660.57 || Taito Memories Vol.1 || 08000000 E40C0000 ||  
|-style="background-color:#EEEFF2"
|-  
|   s1 || 0x1000000110 || f17  || 0x1000000274 || Iab ||   0x1000000314 || s1  || 0x1020000044
| SLPM_660.48 || The Sword of Etheria || 08000000 1C0C0000 ||  
|-
|-
|   s2 ||  0x1000000120 || f18 || 0x1000000278 || Iabm ||   0x1000000318 || s2  || 0x1020000048
| SLPM_660.48 || The Sword of Etheria || 00000000 00000002 ||  
|-style="background-color:#EEEFF2"
|-  
|   s3 ||  0x1000000130 || f19 || 0x100000027C  || Dab ||   0x100000031C ||   s3 || 0x102000004C
| SLPM_660.33 || The Sword of Etheria || 08000000 1C0C0000 ||  
|-
|-
|   s4 || 0x1000000140  || f20  || 0x1000000280  || Dabm ||   0x1000000320 || s4  || 0x1020000050
| SLPM_660.33 || The Sword of Etheria || 00000000 00000002 ||  
|-style="background-color:#EEEFF2"
|-  
|   s5 ||  0x1000000150 || f21  || 0x1000000284 || Dvm  ||   0x1000000324 || s5  || 0x1020000054
| SLPM_659.84 || Grand Theft Auto: San Andreas || 0A000000 E8030800 ||  
|-
|-
|   s6 ||  0x1000000160 || f22 || 0x1000000288 || Dvbm  ||   0x1000000328 || s6  || 0x1020000058
| SLPM_659.53 || Final Fantasy: XI (Entry Disc 2005) || 02000000 0B000000 ||  
|-style="background-color:#EEEFF2"
|-  
|   s7 || 0x1000000170 || f23 || 0x100000028C || BadPAddr ||   0x100000032C ||   s7 || 0x102000005C
| SLPM_659.34 || Maple Colors || 0A000000 00030800 ||  
|-
|-
|   t8 || 0x1000000180 || f24 || 0x1000000290  || Debug  ||   0x1000000330 || t8  || 0x1020000060
| SLPM_658.94 || Winning Post 6: 2005 Version || 01000000 00240000 ||  
|-style="background-color:#EEEFF2"
|-  
|   t9 ||  0x1000000190 || f25 || 0x1000000294 || Perf  ||   0x1000000334 || t9  || 0x1020000064
| SLPM_657.83 || Nobunaga no Yabou Online: Tappi no Shou || 02000000 0B000000 ||  
|-
|-
|   k0 ||  0x10000001A0 || f26  || 0x1000000298 || Pcr0 ||   0x1000000338 || k0 ||   0x1020000068
| SLPM_657.19 || Burnout 3: Takedown || 01000000 001C0000 ||  
|-style="background-color:#EEEFF2"
|-  
|   k1 ||  0x10000001B0 || f27  || 0x100000029C  || Pcr1 ||   0x100000033C ||   k1 ||   0x102000006C
| SLPM_657.06 || Final Fantasy XI: Chains of Promathia (All-In-One Edition) || 02000000 0B000000 ||  
|-
|-
|   gp ||  0x10000001C0 || f28  || 0x10000002A0 || TagLo  ||   0x1000000340 || gp  || 0x1020000070
| SLPM_657.05 || Final Fantasy XI: Chains of Promathia (Expansion Disc) || 02000000 0B000000 ||  
|-style="background-color:#EEEFF2"
|-  
|   sp ||  0x10000001D0 || f29 || 0x10000002A4  || TagHi ||   0x1000000344 || sp  || 0x1020000074
| SLPM_656.98 || Love Songs: ADV Futaba Riho 14-sai Natsu || 0A000000 80030800 ||  
|-
|-
|   fp ||  0x10000001E0 || f30 || 0x10000002A8  || ErrorEPC ||   0x1000000348 || fp || 0x1020000078
| SLPM_656.33 || I Love Baseball: Pro Yakyu wo Koyonaku || 08000000 A00F0000 ||  
|-style="background-color:#EEEFF2"
|-  
|   ra || 0x10000001F0 || f31  || 0x10000002AC || Rsvd31 ||   0x100000034C ||     ra || 0x102000007C
| SLPM_654.88 || Grand Theft Auto: Vice City || 0A000000 00030000 ||  
|-
|-
|   hi/hi1 (2x 64bit) || 0x1000000200 || fACC || 0x10000002B0 || {{cellcolors|#7698FF|#000000}}COP0 additional registers || ||   pc || 0x102000008C   
| SLPM_654.88 || Grand Theft Auto: Vice City || 09000000 00020036 ||  
|-style="background-color:#EEEFF2"
|-  
|  lo/lo1 (2x 64bit) || 0x1000000210  || {{cellcolors|#7698FF|#000000}}FPU CTRL (FCR) ||  || real Pcr0 ||  0x1000000350 ||  hi ||0x1020000090 ??
| SLPM_654.39 || Star Ocean: Till the End of Time (Director's Cut) (Disc 2) || 0B000000 14000200 ||  
|-
|-
|  sa  ||  0x1000000220 ||  cp1cond  ||  0x10000002B4 || real Pcr1  || 0x1000000358  ||  lo  || 0x1020000094 ??
| SLPM_654.38 || Star Ocean: Till the End of Time (Director's Cut) (Disc 1) || 0B000000 14000200 ||  
|--style="background-color:#EEEFF2"
|-  
|    ||  ||  fpu ver ||  0x10000002B8   
| SLPM_652.09 || Star Ocean: Till the End of Time || 0B000000 14000200 ||  
|-
|-
|  ||  || fpu sticky  ||  0x10000002BC   
| SLPM_651.97 || Nobunaga's Ambition Online || 02000000 0B000000 ||  
|--style="background-color:#EEEFF2"
|-  
|  ||  ||  fpu ctrl ||  0x10000002C0
| SLPM_650.90 || Spy Hunter || 01000000 00180000 ||  
|-
|-
|  ||  ||  2CF unknown ||  0x10000002C4 
| SLPM_650.87 || A Visual Mix: Ayumi Hamasaki Dome Tour 2001 (Disc 2) || 08000000 50140000 ||  
|-
|-  
|}
| SLPM_650.86 || A Visual Mix: Ayumi Hamasaki Dome Tour 2001 (Disc 1) || 08000000 50140000 ||  
 
|-
=== Emulator related registers ===
| SLPM_625.29 || Karaoke Revolution: Kazoku Idol Sengen || 08000000 88130000 ||  
 
|-  
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
| SLPM_625.28 || Karaoke Revolution: Kazoku Idol Sengen (Bundle Edition) || 08000000 88130000 ||  
! {{cellcolors|#7698FF|#000000}}"Fake" registers !! Address !! Notes 
|-
|-
| SLPM_624.92 || Karaoke Revolution: Kids Song Selection || 08000000 88130000 ||  
| (?) || 0x1000000360      || Locking the value seems to cause a crash.
|-  
|-style="background-color:#8b9dc3"
| SLPM_624.91 || Mega Man: The Power Battle || 04000000 00200000 ||  
|Current PC<br>(4 Bytes) || 0x1000000368 || Shows the current offset that's being executed by the EE.<br>
|-
Updated only on branch/jump tests, unless commands such as --ee-pc-coherency  or --ee-insn-flush-pc are used.<br>
| SLPM_624.79 || Karaoke Revolution: J-Pop Vol.9 || 08000000 88130000 ||  
Then updates are instant, right when instructions are executed. <br>
|-  
Commonly used by sceners as a way of finding troublesome offsets. Can be found in some emulators here too: 0x8000016830
| SLPM_624.64 || Pop'n Taisen Pazurudame Online || 08000000 401F0000 ||
|-
|-
| (?) || 0x100000036C ||
| SLPM_624.57 || Karaoke Revolution: Snow & Party || 08000000 88130000 ||  
Updated on branch/jump instructions, emulator seems to use it to store next address that will be executed.
|-  
At least in recompiler to interpreter fallback mode. During tests it shows 0x80000184
| SLPM_624.56 || Karaoke Revolution: J-Pop Vol.8 || 08000000 88130000 ||  
|-
|-
| Delta counter  || 0x1000000370  ||<pre>(Passed cycles, likely decrementer).
| SLPM_624.55 || Karaoke Revolution: J-Pop Vol.7 || 08000000 88130000 ||  
Evt check is performed on branch test when 0.
|-  
Fastforwardclock set this to 0,
| SLPM_624.54 || Karaoke Revolution: J-Pop Vol.6 || 08000000 88130000 ||  
advanceclock subtract value from this fake reg)</pre>
|-
|-
| SLPM_624.51 || Karaoke Revolution: J-Pop Vol.5 || 08000000 88130000 ||  
|Cycles ||0x1000000378||
|-  
|-
| SLPM_624.50 || Karaoke Revolution: Anime Song Selection || 08000000 88130000 ||  
| (?) || 0x1000000384 || <pre>Address when last exception occurred on r5900.
|-
This register most of times will hold last executed syscall address,
| SLPM_624.37 || Suisui Sweet: Amai Ai no Mitsukekata || 0B000000 00000040 ||  
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 ===
 
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
{| class=wikitable style="border: none; background: none;"
! 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
|-style="background-color:#EEEFF2"
| vf01 || 0x103000001C || 0x1030000018|| 0x1030000014||0x1030000010 || vf18 || 0x103000012C|| 0x1030000128|| 0x1030000124|| 0x1030000120
|-
| vf02 || 0x103000002C|| 0x1030000028|| 0x1030000024|| 0x1030000020|| vf19 ||0x103000013C|| 0x1030000138|| 0x1030000134|| 0x1030000130
|-style="background-color:#EEEFF2"
| vf03 || 0x103000003C||0x1030000038 ||0x1030000034 || 0x1030000030|| vf20 || 0x103000014C|| 0x1030000148|| 0x1030000144|| 0x1030000140
|-
| vf04 || 0x103000004C|| 0x1030000048|| 0x1030000044|| 0x1030000040|| vf21 || 0x103000015C||0x1030000158 || 0x1030000154|| 0x1030000150
|-style="background-color:#EEEFF2"
| vf05 || 0x103000005C|| 0x1030000058|| 0x1030000054|| 0x1030000050|| vf22 || 0x103000016C|| 0x1030000168|| 0x1030000164|| 0x1030000160
|-
| vf06 || 0x103000006C|| 0x1030000068 || 0x1030000064|| 0x1030000060|| vf23 || 0x103000017C||0x1030000178 || 0x1030000174||0x1030000170
|-style="background-color:#EEEFF2"
| vf07 || 0x103000007C|| 0x1030000078 || 0x1030000074|| 0x1030000070|| vf24 ||0x103000018C || 0x1030000188|| 0x1030000184||0x1030000180
|-
| vf08 || 0x103000008C|| 0x1030000088|| 0x1030000084|| 0x1030000080|| vf25 || 0x103000019C || 0x1030000198||0x1030000194 ||0x1030000190
|-style="background-color:#EEEFF2"
| vf09 || 0x103000009C ||0x1030000098||0x1030000094 || 0x1030000090|| vf26 || 0x10300001AC|| 0x10300001A8||0x10300001A4||0x10300001A0
|-
| vf10|| 0x10300000AC|| 0x10300000A8|| 0x10300000A4|| 0x10300000A0|| vf27 || 0x10300001BC||0x10300001B8 ||0x10300001B4||0x10300001B0
|-style="background-color:#EEEFF2"
| vf11 || 0x10300000BC|| 0x10300000B8|| 0x10300000B4||0x10300000B0 || vf28 || 0x10300001CC||0x10300001C8 || 0x10300001C4||0x10300001C0
|-
| vf12 ||0x10300000CC || 0x10300000C8||0x10300000C4 || 0x10300000C0|| vf29 || 0x10300001DC||0x10300001D8 ||0x10300001D4 ||0x10300001D0
|-style="background-color:#EEEFF2"
| vf13 || 0x10300000DC|| 0x10300000D8|| 0x10300000D4|| 0x10300000D0|| vf30 || 0x10300001EC|| 0x10300001E8|| 0x10300001E4||0x10300001E0
|-
| vf14 || 0x10300000EC||0x10300000E8 || 0x10300000E4|| 0x10300000E0|| vf31 || 0x10300001FC|| 0x10300001F8|| 0x10300001F4||0x10300001F0
|-style="background-color:#EEEFF2"
| vf15 || 0x10300000FC|| 0x10300000F8|| 0x10300000F4|| 0x10300000F0|| ACC || 0x103000020C|| 0x1030000208||0x1030000204 || 0x1030000200
|-
| vf16 || 0x103000010C ||0x1030000108 || 0x1030000104|| 0x1030000100
|-
|}
 
{| 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??
| SLPM_624.14 || Karaoke Revolution: Dreams & Memories || 08000000 88130000 ||  
|-style="background-color:#EEEFF2"
|-  
| vi01 || 0x1030000220  || MACflag || 0x1030000320??
| SLPM_623.83 || Karaoke Revolution: Night Selection 2003 || 08000000 88130000 ||  
|-
|-  
|  vi02|| 0x1030000230  || Clipflag || 0x1030000330??
| SLPM_623.82 || Karaoke Revolution: Love & Ballad || 08000000 88130000 ||  
|-style="background-color:#EEEFF2"
|-  
|  vi03|| 0x1030000240 || c2c19 || 0x1030000340??
| SLPM_623.81 || Karaoke Revolution: J-Pop Vol.4 || 08000000 88130000 ||  
|-
|-  
| vi04||  0x1030000250 || R || 0x1030000350??
| SLPM_623.80 || Karaoke Revolution: J-Pop Vol.3 || 08000000 88130000 ||  
|-style="background-color:#EEEFF2"
|  vi05|| 0x1030000260 || I || 0x1030000360
|-
| vi06|| 0x1030000270 || Q || 0x1030000590
|-style="background-color:#EEEFF2"
| vi07|| 0x1030000280 || c2c23 || 0x1030000380??
|-
| vi08||  0x1030000290 || c2c24 || 0x1030000390??
|-style="background-color:#EEEFF2"
|  vi09||  0x10300002A0 || c2c25 || 0x10300003A0??
|-
| vi10|| 0x10300002B0 || TPC || 0x10300003B0
|-style="background-color:#EEEFF2"
| vi11||  0x10300002C0|| CMSAR0 || 0x10300003C0??
|-
|  vi12||  0x10300002D0 || FBRST || 0x10300003D0
|-style="background-color:#EEEFF2"
|  vi13||  0x10300002E0 || VPU-STAT || 0x10300003E0??
|-
| vi14|| 0x10300002F0 || CMSAR1 || 0x10300003F0??
|-style="background-color:#EEEFF2"
|  vi15||  0x1030000300 || c2c30 || 0x1030000400??
|-
|}
=== VU1 Registers ===
 
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
{| class=wikitable style="border: none; background: none;"
! 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 || 0x104000000C|| 0x1040000008 || 0x1040000004||  0x1040000000|| vf17 || 0x104000011C|| 0x1040000118|| 0x1040000114||  0x1040000110
|-style="background-color:#EEEFF2"
| vf01 || 0x104000001C || 0x1040000018|| 0x1040000014||0x1040000010 || vf18 || 0x104000012C|| 0x1040000128|| 0x1040000124|| 0x1040000120
|-
| vf02 || 0x104000002C|| 0x1040000028|| 0x1040000024|| 0x1040000020|| vf19 ||0x104000013C|| 0x1040000138|| 0x1040000134|| 0x1040000130
|-style="background-color:#EEEFF2"
| vf03 || 0x104000003C||0x1040000038 ||0x1040000034 || 0x1040000030|| vf20 || 0x104000014C|| 0x1040000148|| 0x1040000144|| 0x1040000140
|-
| vf04 || 0x104000004C|| 0x1040000048|| 0x1040000044|| 0x1040000040|| vf21 || 0x104000015C||0x1040000158 || 0x1040000154|| 0x1040000150
|-style="background-color:#EEEFF2"
| vf05 || 0x104000005C|| 0x1040000058|| 0x1040000054|| 0x1040000050|| vf22 || 0x104000016C|| 0x1040000168|| 0x1040000164|| 0x1040000160
|-
| vf06 || 0x104000006C|| 0x1040000068 || 0x1040000064|| 0x1040000060|| vf23 || 0x104000017C||0x1040000178 || 0x1040000174||0x1040000170
|-style="background-color:#EEEFF2"
| vf07 || 0x104000007C|| 0x1040000078 || 0x1040000074|| 0x1040000070|| vf24 ||0x104000018C || 0x1040000188|| 0x1040000184||0x1040000180
|-
| vf08 || 0x104000008C|| 0x1040000088|| 0x1040000084|| 0x1040000080|| vf25 || 0x104000019C || 0x1040000198||0x1040000194 ||0x1040000190
|-style="background-color:#EEEFF2"
| vf09 || 0x104000009C ||0x1040000098||0x1040000094 || 0x1040000090|| vf26 || 0x10400001AC|| 0x10400001A8||0x10400001A4||0x10400001A0
|-
| vf10|| 0x10400000AC|| 0x10400000A8|| 0x10400000A4|| 0x10400000A0|| vf27 || 0x10400001BC||0x10400001B8 ||0x10400001B4||0x10400001B0
|-style="background-color:#EEEFF2"
| vf11 || 0x10400000BC|| 0x10400000B8|| 0x10400000B4||0x10400000B0 || vf28 || 0x10400001CC||0x10400001C8 || 0x10400001C4||0x10400001C0
|-
| vf12 ||0x10400000CC || 0x10400000C8||0x10400000C4 || 0x10400000C0|| vf29 || 0x10400001DC||0x10400001D8 ||0x10400001D4 ||0x10400001D0
|-style="background-color:#EEEFF2"
| vf13 || 0x10400000DC|| 0x10400000D8|| 0x10400000D4|| 0x10400000D0|| vf30 || 0x10400001EC|| 0x10400001E8|| 0x10400001E4||0x10400001E0
|-
| vf14 || 0x10400000EC||0x10400000E8 || 0x10400000E4|| 0x10400000E0|| vf31 || 0x10400001FC|| 0x10400001F8|| 0x10400001F4||0x10400001F0
|-style="background-color:#EEEFF2"
| vf15 || 0x10400000FC|| 0x10400000F8|| 0x10400000F4|| 0x10400000F0|| ACC || 0x104000020C|| 0x1040000208||0x1040000204 || 0x1040000200
|-
| vf16 || 0x104000010C ||0x1040000108 || 0x1040000104|| 0x1040000100
|-
|}
 
{| 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 || 0x1040000210 ||vi16|| 0x1040000310??
| SLPM_623.79 || Karaoke Revolution: J-Pop Vol.2   || 08000000 88130000 ||
|-style="background-color:#EEEFF2"
|-
| vi01 || 0x1040000220  || vi17 || 0x1040000320??
| SLPM_623.69 || Karaoke Revolution: J-Pop Vol.1 || 08000000 88130000 ||
|-
|-
|  vi02|| 0x1040000230  || vi18 || 0x1040000330??
| SLPM_622.39 || Supercar Street Challenge || 0A000000 00030800 ||
|-style="background-color:#EEEFF2"
|-
|  vi03||  0x1040000240 || vi19 || 0x1040000340??
| SLPM_621.54 || DDRMAX Dance Dance Revolution 6thMix || 08000000 5E1A0000 ||
|-
|-
|  vi04||  0x1040000250 ||  vi20 || 0x1040000350??
| SLPM_621.35 || Final Fantasy: XI (Beta Version) || 00000000 000000A0 ||
|-style="background-color:#EEEFF2"
|-
|  vi05|| 0x1040000260  || vi21 || 0x1040000360
| SLPM_621.25 || Gauntlet: Dark Legacy || 09000000 0500472B ||
|-
|-
|  vi06||  0x1040000270 || vi22 || 0x1040000370??
| SLPM_621.25 || Gauntlet: Dark Legacy || 08000000 1C0C0000 ||
|-style="background-color:#EEEFF2"
|-
|  vi07||  0x1040000280 || vi23 || 0x1040000380??
| SLPM_621.24 || Ready 2 Rumble Boxing: Round 2 || 08000000 88130000 ||
|-
|-
|  vi08||  0x1040000290 || vi24 || 0x1040000390??
| SLPM_621.05 || Taikou Risshiden IV || 09000000 0A00472B ||
|-style="background-color:#EEEFF2"
|-
|  vi09||  0x10400002A0 || vi25 || 0x10400003A0??
| SLPM_620.62 || Gitaroo Man One || 0A000000 40050800 ||
|-
|-
|  vi10||  0x10400002B0 || vi26 || 0x10400003B0
| SLPM_620.42 || Kurogane no Houkou: Warship Commander || 01000000 00300000 ||
|-style="background-color:#EEEFF2"
|-
|  vi11||  0x10400002C0|| vi27 || 0x10400003C0??
| SLES_537.96 || FIFA Street 2 || 01000000 00180000 ||
|-
|-
|  vi12||  0x10400002D0 || vi28 || 0x10400003D0
| SLES_537.55 || Castlevania: Curse of Darkness || 04000000 10000000 ||
|-style="background-color:#EEEFF2"
|-
|  vi13||  0x10400002E0 || vi29 || 0x10400003E0??
| SLES_536.68 || Micro Machines v4 || 01000000 01080000 ||
|-
|-
|  vi14||  0x10400002F0 || vi30 || 0x10400003F0??
| SLES_530.37 || Super Monkey Ball Deluxe || 01000000 02080000 ||
|-style="background-color:#EEEFF2"
|-
|  vi15||  0x1040000300 || vi31 || 0x1040000400??
| SLES_520.97 || SWAT: Global Strike Force || 01000000 00080000 ||
|-
|-
|}
| SLES_519.97 || SWAT: Global Strike Team || 01000000 00080000 ||
 
|-
= Open CL and Floats =
| SLES_518.44 || Time Crisis 3 || 01000000 00080000 ||
 
|-
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].
| SLES_518.41 || SpyHunter 2 || 01000000 00080000 ||
 
|-
== CPU ==
| SLES_514.79 || Def Jam Vendetta || 01000000 02080000 ||
 
|-
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
| SLES_512.82 || Tiger Woods PGA Tour 2003 || 0A000000 E8030800 ||
! Info !! Value
|-
|-
| SLES_507.29 || || 0A000000 E8030800 ||
| Device Name                                ||  CXD90026AG - DG1002FGF84HT
|-
|-
| SLES_507.28 || Tiger Woods PGA Tour 2002 || 0A000000 E8030800 ||
| Device Vendor                              ||  AuthenticAMD
|-
|-
| SLES_506.28 || Simpsons: Road Rage || 01000000 00080000 ||
| Device Vendor ID                            ||  0x1022
|-
|-
| SLES_506.08 || Shadow Man 2: The Second Coming || 0A000000 00060800 ||
| Device OpenCL C Version                    ||  OpenCL C 1.2 pocl
|-
|-
| SLES_505.40 || Simpsons: Road Rage || 01000000 00080000 ||
| Device Type                                ||  CPU
|-
|-
| SLES_504.46 || Shadow Man 2: The Second Coming || 0A000000 00060800 ||
| Max compute units                          ||  8
|-
|-
| SLES_503.64 || City Crisis || 0A000000 B80B0800 ||
| Max work item dimensions                    ||  3
|-
|-
| SLES_500.62 || Orphen: Scion of Sorcery || 08000000 1C0C0000 ||
| Max work item sizes                        ||  4096x4096x4096
|-
|-
| SLES_500.48 || Donald Duck: Quack Attack || 01000000 00080000 ||
| Max work group size                        ||  4096
|-
|-
| SCUS_972.69 || Final Fantasy XI [Disc 2] || 02000000 0B000000 ||
| Preferred work group size multiple          ||  8
|-
|-
| SCUS_971.67 || PaRappa the Rapper 2 || 04000000 00200000 ||
! Half-precision Floating-point support      !!  (n/a)
|-
|-
| SCPS_200.39 ||  || 00000000 00000004 ||
! Single-precision Floating-point support    !!  (core)
|-
|-
| SCPS_175.01 || Linux (for PlayStation2) Release 1.0 || 00000000 000000A0 ||
| Denormals                                  || Yes
|-
|-
| SCPS_170.01 || Gran Turismo 4 || 0B000000 00000010 ||
| Infinity and NANs                          || Yes
|-
|-
| SCPS_150.39 || Lifeline || 0A000000 00030800 ||
| Round to nearest                            || Yes
|-
|-
| SCPS_150.38 || Lifeline || 0A000000 00030800 ||
| Round to zero                              || Yes
|-
|-
| SCPS_110.22 || Yoake no Mariko 2nd Act || 01000000 00180000 ||
| Round to infinity                          || Yes
|-
|-
| SCPS_110.21 || Yoake no Mariko 2nd Act (Limited Edition) || 01000000 00180000 ||
| IEEE754-2008 fused multiply-add            || No
|-
|-
| SCPS_110.18 || Yoake no Mariko || 01000000 00180000 ||
| Support is emulated in software            || No
|-
|-
| SCPS_110.10 || Yoake no Mariko (Performance Pack Edition) || 01000000 00180000 ||
| Correctly-rounded divide and sqrt operations|| Yes
|-
|-
| SCPS_110.01 || I.Q. Remix || 00000000 000000A0 ||
! Double-precision Floating-point support    !!  (cl_khr_fp64)
|-
|-
| SCPN_601.60 || PlayStation BB Navigator (Version 0.32) || 00000000 000000A0 ||
| Denormals                                  || Yes
|
|-
| Infinity and NANs                          || Yes
|-
| Round to nearest                            || Yes
|-
| Round to zero                              || Yes
|-
| Round to infinity                          || Yes
|-
| IEEE754-2008 fused multiply-add            || Yes
|-
| Support is emulated in software            || No
|-
! Execution capabilities                      !!
|-
| Run OpenCL kernels                          || Yes
|-
| Run native kernels                          || Yes
|-
| SPIR versions                              || 1.2
|-
| 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>
|-
|}
 
== GPU ==
 
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Info !! Values
|-
|Device Name                                  ||  AMD LIVERPOOL
|-
|Device Vendor                                ||  AMD
|-
|Device Vendor ID                            ||    0x1002
|-
|Device Version                                ||  OpenCL 1.1
|-
|Device OpenCL C Version                      ||  OpenCL C 1.1
|-
|Device Type                                  ||  GPU
|-
|Max compute units                            ||  18
|-
|Max work item dimensions                      || 3
|-
|Max work item sizes                          ||  256x256x256
|-
|Max work group size                            || 256
|-
|Compiler Available                              || Yes
|-
|Preferred work group size multiple            ||  64
|-
!Half-precision Floating-point support        !!  (cl_khr_fp16)
|-
|Denormals                                    || No
|-
|Infinity and NANs                            || Yes
|-
|Round to nearest                              || Yes
|-
|Round to zero                                || No
|-
|Round to infinity                            || No
|-
|IEEE754-2008 fused multiply-add              || No
|-
|Support is emulated in software              || No
|-
!Single-precision Floating-point support    !!    (core)
|-
|Denormals                                    || No
|-
|Infinity and NANs                            || Yes
|-
|Round to nearest                              || Yes
|-
|Round to zero                                || No
|-
|Round to infinity                            || No
|-
|IEEE754-2008 fused multiply-add              || No
|-
|Support is emulated in software              || No
|-
|Correctly-rounded divide and sqrt operations  || No
|-
!Double-precision Floating-point support      !!  (cl_khr_fp64)
|-
|Denormals                                    || Yes
|-
|Infinity and NANs                            || Yes
|-
|Round to nearest                              || Yes
|-
|Round to zero                                || Yes
|-
|Round to infinity                            || Yes
|-


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>
</pre>


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


{{Reverse Engineering}}
{{Reverse Engineering}}
<noinclude>
<noinclude>[[Category:Main]]</noinclude>
[[Category:Main]]
</noinclude>
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