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. Although PS4 firmware have some PS2 emulator specific features, like functions sceLncUtilIsPs2Emu, sceShellCoreUtilGetImposeMenuFlagForPs2Emu, sceSystemServiceAddLocalProcessForPs2Emu, or sceSystemServiceShowImposeMenuForPs2Emu.
Fact that emulator is now included in game pkg, is slightly complicating providing compatibility list. As emulators include some per title patches, and different 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, but emulator still support LIMG sector. 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.
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: left;"
 
! Name !! From !! To
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.
 
This is first time that Sony has ever cared about floats in its emulators. Compared to the PS3 CPU, x86-64 is doing a worse job in mimicking FPU and VU floats calculation behavior. This is resolved by clamping, accurate math used per memory offset, and/or converting floats to double precision. The emulator uses OpenCL for GS, and likely other components as well.
 
= Emulator Configuration =
The emulator can be configured through 4 files.
 
== 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.
* '''XXXX-YYYYY_cli.conf''' - Stores per disc advanced settings. GS, VU, EE, IOP, FPU, COP2 emulation settings, are here. Also hacks, and hooks.
* '''XXXX-YYYYY_config.lua''' - Used for per disc advanced scripts. Patching EE/IOP memory, Conditional hooks.
* '''disc-swap-cli.conf''' - Stores info of multi disc games.
 
== Commands ==
The rest of the CLI and LUA commands can all be found inside of any emulator's '''Eboot.bin''' file.
=== config-emu-ps4.txt commands ===
 
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Values !! Notes !! Usage
|-style="background-color:#7698FF"
|  || Misc ||  ||
|-
|-
| --config-local-lua ||   ||   || --config-local-lua=""
|EE Flat Memory (4gb)              || 0x0000008000000000 || 0x0000008100000000
|-
|-
| --lopnor-config ||  0,1  ||  Enables limited PS3's PS2 config support || --lopnor-config=1
|IOP Flat Memory (4gb)            ||  0x0000009000000000 ||  0x0000009100000000
|-
|-
| --load-tooling-lua ||   ||   || --load-tooling-lua=0
|R59 Binary Cache                  || 0x0000000914B10000 || 0x0000000916B10000
|-
|-
| --max-console-spam ||  ||  ||
|R30 Binary Cache                  ||  0x0000000916B14000 ||  0x0000000917314000
|-
|-
| --path-snaps || dir/folder ||  Path to savestates folder || --path-snaps="/tmp/snapshots"
|jitVU0                            || 0x0000000917318000 ||  0x0000000917B18000
|-
|-
| --path-recordings || dir/folder ||   || --path-recordings="/tmp/recordings"
|jitVU1                            || 0x0000000917B1C000 || 0x0000000918B1C000
|-
|-
| --path-memcards || dir/folder ||  ||
! !! Host's EE Memory Map !!
|-
|-
| --path-vmc || dir/folder ||   || --path-vmc="/tmp/vmc"
|EE RAM - Kernel                  || 0x0000008000000000 || 0x0000008000080000
|-
|-
| --emulog-file || 0, 1 ||  Creates a log file with information that is rarely useful || --emulog-file=1
|EE RAM - Debug                    || 0x0000008000078000 ||  0x0000008000080000
|-
|-
| --path-emulog || dir/folder || Sets the directory of the emulog file. Requires --emulog-file=1 command || --path-emulog="/tmp/recordings"
|EE RAM - User                    || 0x0000008000080000 ||  0x0000008002000000
|-
|-
| --path-manual || dir/folder ||  ||
|EE Hw Devices                    || 0x0000008010000000 || 0x0000008010010000
|-
|-
| --path-patches || dir/folder || Path to patches folder || --path-patches="/app0/patches"
|EE ROM                            || 0x000000801FC00000 || 0x000000801FFE0000
|-
|-
| --path-trophydata || dir/folder ||   || --path-trophydata="/app0/trophy_data"
|EE RAM - Uncached                || 0x0000008020080000 || 0x0000008022000000
|-
|-
| --path-featuredata || dir/folder || Path to folder with XXXX-YYYYY_features.lua file || --path-featuredata="/app0/feature_data"
|EE RAM - UncachedAccel            || 0x0000008030100000 || 0x0000008032000000
|-
|-
| --path-postproc || dir/folder || Post-processing (shaders?) ||
|EE Scratchpad                    || 0x0000008070000000 || 0x0000008070004000
|-
|-
| --path-toolingscript || dir/folder ||   || --path-toolingscript="/app0/patches"
|EE Debug                          || 0x00000080FFFF8000 || 0x0000008100000000
|-
|-
| --snapshot-name || ||  ||
! !! Host's IOP Memory Map !!
|-
|-
| --snapshot-datafile ||  ||  ||
|IOP RAM                          ||  0x0000009000000000 ||  0x0000009000200000
|-
|-
| --snapshot-restore ||  ||  ||
|IOP RAM (mirror 1)                ||  0x0000009000200000 ||  0x0000009000400000
|-
|-
| --snapshot-save || frameId(?) ||   ||
|IOP RAM (mirror 2)               || 0x0000009000400000 || 0x0000009000600000
|-
|-
| --snapshot-mcd-files ||  ||  ||
|IOP RAM (mirror 3)                ||  0x0000009000600000 ||  0x0000009000800000
|-
|-
| --snapshot-repeat || repeat_count ||  ||
|IOP Scratchpad                    || 0x000000901F800000 || 0x000000901F801000
|-
|-
| --snapshot-modulo ||  ||  ||
|IOP HW                            ||  0x000000901F801000 ||  0x000000901F810000
|-
|-
| --host-keyboard || slot [0-7] ||   || --host-keyboard=4
|IOP ROM                          || 0x000000901FC00000 || 0x000000901FFE0000
|-
|-
| --host-window-scale || scale/float ||  || --host-window-scale=0.5
|}
 
=Open CL and Floats=
 
PS4 native Floating point supports and OpenCL info, for both CPU, and GPU. Understanding of floating points conversion is very important in emulating PS2.
<br>Below info comes from this gist: https://gist.github.com/masterzorag/06cadbc5fbe7d3375704fc52518f434e#file-gistfile1-md
<br>There you can find more info about PS4 OpenCL.
 
==CPU==
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Info !! Value
|-
|-
| --host-window-pos || x,y ||  ||
| Device Name                                ||  CXD90026AG - DG1002FGF84HT
|-
|-
| --host-display-mode || normal,full,4:3,16:9  || Set display mode || --host-display-mode=full
| Device Vendor                              ||   AuthenticAMD
|-
|-
| --host-graph || fps || Debug option that requires an unleaked debug ps2 bios || --host-graph=fps
| Device Vendor ID                            ||   0x1022
|-
|-
| --host-osd || verbose, minimal ||  || --host-osd=0
| Device OpenCL C Version                    ||  OpenCL C 1.2 pocl
|-
|-
| --host-vsync || 0, 1 ||  Enable or disable vsync || --host-vsync=1
| Device Type                                ||   CPU
|-
|-
| --host-trophy-support ||  ||  ||
| Max compute units                          ||  8
|-
|-
| --rtc-epoch ||  unix_time (seconds since epoch) ||  || --rtc-epoch=1523776362
| Max work item dimensions                    ||  3
|-
|-
| --framelimiter || 0, 1 || Enable or disable Frame limiting || --framelimiter=1
| Max work item sizes                        ||   4096x4096x4096
|-
|-
| --framelimit-fps || FPS/float || framelimiter || --framelimit-fps=0.8
| Max work group size                        ||   4096
|-
|-
| --framelimit-scalar || scalar/float || || --framelimit-scalar=3.2
| Preferred work group size multiple          ||   8
|-
|-
| --framelimit-mode || slowest,slower,slow,normal,fast,fastest,turbo || A Standalone framelimiter || --framelimit-mode=fast
! Half-precision Floating-point support      !!  (n/a)
|-
|-
| --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
! Single-precision Floating-point support    !!  (core)
|-
|-
| --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
| Denormals                                  || Yes
|-
|-
| --verbose-cpu-cycles=1 || 0,1 || ? || --verbose-cpu-cycles=1
| Infinity and NANs                          || Yes
|-
|-
| --gs-uprender || none, 2x2 || Internal resolution upscaler. || --gs-uprender=2x2
| Round to nearest                            || Yes
|-
|-
| --gs-upscale || none, gpu, edgesmooth, motionvec, point, motionvector, smooth, motion || upscaling type || --gs-upscale=EdgeSmooth
| Round to zero                              || Yes
|-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
| Round to infinity                          || Yes
|-
|-
| --path-audio-images || dir/folder ||  ||  
| IEEE754-2008 fused multiply-add            || No
|-
|-
| --record-audio ||  ||  ||  
| Support is emulated in software            || No
|-
|-
| --record-audio-img ||  ||  ||  
| Correctly-rounded divide and sqrt operations|| Yes
|-
|-
| --record-audio-image ||  ||  ||
! Double-precision Floating-point support    !!  (cl_khr_fp64)
|-
|-
| --record-audio-ext ||  ||  ||  
| Denormals                                  || Yes
|-
|-
| --host-audio || 1,0,on,off,mono ||  || --host-audio=1
| Infinity and NANs                          || Yes
|-
|-
| --mute-audio ||all,none,main,bgm || || --mute-audio=all
| Round to nearest                            || Yes
|-
|-
| --mute-streaming-audio || all,none,main,bgm || || --mute-streaming-audio=all
| Round to zero                              || Yes
|-
|-
|-style="background-color:#D7EF54"
| Round to infinity                          || Yes
|  || Controllers || ||  
|-
|-
| --ds4-deadzone-adjust ||  ||  ||  
| IEEE754-2008 fused multiply-add            || Yes
|-
|-
| --ds4-diagonal-adjust ||  ||  ||  
| Support is emulated in software            || No
|-
|-
| --host-pad-loses-focus ||  ||  ||  --host-pad-loses-focus=1
! Execution capabilities                      !!
|-
| --host-gamepads || 0, 1 ||  || --host-gamepads=1
|-
|-
| --pad-record ||  0, 1  ||  Enables logging pad info in emulog ||
| Run OpenCL kernels                          || Yes
|-
|-
| --pad-analog-to-digital || 0, 1 || Eternel ring emu uses the value 0 || --pad-analog-to-digital=0
| Run native kernels                          || Yes
|-
|-
| --mtap1 || Disabled, Always, ByHost || Multitap switch. The values are correct but the multitap only works in certain games. || --mtap1=always
| 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>
|-
|-
| --mtap2 || Disabled, Always, ByHost || Multitap switch. Some games require multitap to be selected only on second port (1, 2-a, 2-b, 2-c layout). To achieve that, we need to disable the first mtap. In some cases, the emulator can be flawed in how it handles multi-tap when it involves "--mtap2". All functions for 2A, 2B, 2C, 2D must be redirected to ports on multi-tap 1 by using memory patches. || --mtap2=always
|}
|}


=== XXXX-YYYYY_cli.conf commands ===
==GPU==


<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;"
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Values !! Notes !! Usage
! Info !! Values
|-style="background-color:#7698FF"
|  || Speedhacks / Desync Fixes|| ||
|-
|-
| --ee-cycle-scalar ||Slowest cycles speed: 5.00<br>Normal cycles speed: 1.000<br>Fastest cycles speed: 0.100 ||  Can benefit core sync or performance (lowering the cycle rate may affect FMVS). The default value for most emulators is ~1.0. It is highly sensitive, as any slight change may break or fix the game. (Possibly divides 100 with the entered value and sets the result as EE's clock speed percentage % .) || --ee-cycle-scalar=1.0
|Device Name                                  ||   AMD LIVERPOOL
|-
|-
| --ee-context-switch-cycles || Accelerate cycles (360 => 0) <br>Decelerate cycles (361 => ∞ ) || Its effects are mysterious. Possibly configures how many CPU cycles the emulator should run before switching between different tasks or threads. Does not work on Jak emulators. Default value is 360. Seems to be useful for Bee Movie, Metal Gear Solid 3, as well as others with IPU issues.|| --ee-context-switch-cycles=2700?
|Device Vendor                                ||   AMD
|-
|-
| [[--ee-hook|--ee-hook]] || AdvanceClock<br>FastForwardClock<br>Mfifodrain || Runs the specified functionality each time a selected EE offset is reached. FastForwardClock and AdvanceClock help fix core sync issues, but can be used as a speedhack. It is believed that AdvanceClock stalls the EE for a specified amount of cycles, while FastForwardClock behaves similarly. They are commonly used on affected COP2 instructions. Mfifodrain is still unknown. [[--ee-hook|For more examples]] ||--ee-hook=0x0025A9F2,AdvanceClock,,500 <br>--ee-hook=0x0019F0AD,FastForwardClock
|Device Vendor ID                            ||   0x1002
|-
|-
|-style="background-color:#D7EF54"
|Device Version                                |OpenCL 1.1
|| Game fixes || ||
|-
|-
| --ee-jit-pagefault-threshold || 0-254 || Ignore JIT pagefaults, usually caused by data placed right after code. JIT try to recompile it, and obviously hit some bad opcodes. This command reduces the occurrence of crashes the higher it is. || --ee-jit-pagefault-threshold=40
|Device OpenCL C Version                      || OpenCL C 1.1
|-
|-
| --ee-regalloc-scalar || 0,none,ReadOnly,WriteOnly,RW || Register allocation setting. Setting it to 0 may prevent crashes. ||  
|Device Type                                  || GPU
|-
|-
| --ee-block-validation || PageProt, PageProtection, Hash, Full, none || way of validating that block been modified, and require recompilation. [[https://github.com/PCSX2/pcsx2/blob/4db6b287cda817345f7ed4268a8a68f9fda76f26/pcsx2/Memory.cpp#L869| Some info about PageProt way]] || --ee-block-validation=None
|Max compute units                            || 18
|-
|-
| --ee-shorthash-len || inst_count/integer || Length of shorthash in instruction/opcode count. Require --ee-block-validation=Hash ||  
|Max work item dimensions                      || 3
|-
|-
| --ee-const-folding || None,Gpr,Fpu,All || EE constant folding. "All" seems to be the default option. || --ee-const-folding=none
|Max work item sizes                          || 256x256x256
|-
|-
| --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
|Max work group size                            || 256
|-
|-
| --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
|Compiler Available                              || Yes
|-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
|Preferred work group size multiple            || 64
|-
|-
| --ee-ignore-break || 0, 1 || Turns a BREAK instruction into a NOP Instruction. ||
!Half-precision Floating-point support        !!  (cl_khr_fp16)
|-
|-
| --ee-break-as-nop || 0, 1 || Turns a BREAK instruction into a NOP Instruction. || --ee-break-as-nop=1
|Denormals                                    || No
|-
|-
| --ee-jit-opt-debug || 0, 1 || ||
|Infinity and NANs                            || Yes
|-
|-
| --ee-pc-coherency || 0, 1 || Flush PC register to memory on every mips opcode. Result in more accurate EE PC reg reads. ||  
|Round to nearest                              || Yes
|-
|-
| --ee-insn-flush-pc || 0, 1 || Flush PC register to memory on every mips opcode. Result in more accurate EE PC reg reads. ||
|Round to zero                                || No
|-
| --ee-inst-marking || 0,1? || ||  
|-
|-
| --ee-insn-marking || 0,1? || ||  
|Round to infinity                            || No
|-
|-
| --ee-kernel-hle ||  0, 1 || High-level emulation kernel. Apply HLE patches (used in mast1c0re part 2 Vulnerability 2). Apply EE kernel patches which run previously prepared x64 code instead of recompiling real code part. ||  
|IEEE754-2008 fused multiply-add              || No
|-
|-
| --ee-injection-kernel || 0, 1 || Just like --ee-kernel-hle, except using a different name. ||
|Support is emulated in software              || No
|-
|-
| --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. ||
!Single-precision Floating-point support    !!    (core)
|-
|-
| --ee-validate-kernel || 0, 1 || ||  
|Denormals                                    || No
|-
|-
| --ee-regalloc-simd || readwrite, writeonly, readonly || register allocation setting ||  
|Infinity and NANs                            || Yes
|-
|-
| --ee-regalloc-preserve-scalar || LoadOnly, LO, StoreOnly, SO, LoadStore,  LS || EE JIT Scalar/Int Regalloc Mode || --ee-regalloc-preserve-scalar=LoadStore
|Round to nearest                              || Yes
|-
|-
| --ee-regalloc-preserve-simd || ReadOnly, RO, WriteOnly WO, RW || EE JIT SIMD/XMM Regalloc Mode || --ee-regalloc-preserve-simd=RW
|Round to zero                                || No
|-
|-
| --ee-static-block-links || options Type,Type,... [Branch,Branches,JAL,COP2,All] || || --ee-static-block-links=JAL,COP2
|Round to infinity                            || No
|-
|-
| --vtune-ee || ||  ||
|IEEE754-2008 fused multiply-add              || No
|-
|-
| --ee-live32 || 0,1? || ||  
|Support is emulated in software              || No
|-
|-
| --ee-cache-breaks-block || 0,1 || End recompiler block on r5900 cache opcode. ||
|Correctly-rounded divide and sqrt operations  || No
|-
|-
| --ee-evt-check-full || 0, 1 || Perform more accurate EE event check ||
!Double-precision Floating-point support      !!  (cl_khr_fp64)
|-
|-
| --ee-peephole || 0, 1? || ||
|Denormals                                    || Yes
|-
|-
| --ee-load-rewrites || 0,1? || ||  
|Infinity and NANs                            || Yes
|-
|-
| --ee-store-rewrites || 0,1? || ||  
|Round to nearest                              || Yes
|-
|-
| --ee-precompile-trace || || ||
|Round to zero                                || Yes
|-
|-
| --ee-penalize-short-blocks || 0, 1 || Add cycles to short recompiled blocks? ||
|Round to infinity                            || Yes
|-
|-
| --ee-mem-check-eob || || EE memory check end of block ||  
|IEEE754-2008 fused multiply-add              || Yes
|-
|-
| --ee-insn-callmark || || ||
|Support is emulated in software              || No
|-
| --ee-inline-limit-full || insn_count/integer ||  ||
|-
|-
| --ee-inline-limit-partial || || ||
!Execution capabilities !!
|-
|-
| --ee-stlf-cycle-threshold || ? ||?||  
|Run OpenCL kernels                            || Yes
|-
|-
| --detect-idle-ee || 0, 1 || || --detect-idle-ee=1
|Run native kernels                            || No
|-
|Device Extensions                              || <div align="left"><pre>cl_khr_byte_addressable_store
cl_khr_byte_addressable_store
cl_khr_global_int32_base_atomics
cl_khr_global_int32_extended_atomics
cl_khr_local_int32_base_atomics
cl_khr_local_int32_extended_atomics
cl_khr_int64_base_atomics
cl_khr_int64_extended_atomics
cl_khr_fp64
cl_khr_fp16</pre></div>
|-
|-
|}
|}


=====FPU=====
= Emulator Configuration =
<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>
 
== 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.
* '''XXXX-YYYYY_cli.conf''' - Stores per disc advanced settings. GS, VU, EE, IOP, FPU, COP2 emulation settings, are here. Also hacks, and hooks.
* '''XXXX-YYYYY_config.lua''' - Used for per disc advanced scripts. Patching EE/IOP memory, Conditional hooks.
* '''disc-swap-cli.conf''' - Stores info of multi disc games.
 
== Commands ==
 
=== 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:#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
| --gs-uprender || none, 2x2 || Internal resolution uprender || --gs-uprender=2x2
|-
| --fpu-custom-min-max || 0, 1 || Custom Max/Mini logic for denormals. Enabled by default. Disabling it might break some games || --fpu-custom-min-max=0
|-
| --fpu-accurate-range || start,end offset (0x0 - 0x1FFFFFF) || Accurate Mul/Div/Add/Sub Math instructions for the FPU by using software floats rather than hardware floats. Can be used for full EE/FPU Mathematical accuracy in the specified range. || --fpu-accurate-range=0x1acce0,0x2acce0
|-
| --fpu-no-clamp-range || start,end offset (0x0 - 0x1FFFFFF) || Per-range clamping for the FPU in the selected memory range. || --fpu-no-clamp-range=0x1acce0,0x2acce0
|-
| --fpu-accurate-muldiv  || 0 = Disabled<br>1 = Enabled  || Allows the FPU to accurately Divide/Multiply for all offsets by using software floats rather than hardware floats. (Extremely slow) || --fpu-accurate-muldiv=1
|-
| --fpu-accurate-addsub || 0 = Disabled<br>1 = Enabled || Allows the FPU to accurately Add/Subtract for all offsets by using software floats rather than hardware floats. (Extremely slow) || --fpu-accurate-addsub=1
|-
| --fpu-accurate-muldiv-range || start,end offset (0x0 - 0x1FFFFFF) || Allows the FPU to accurately Divide/Multiply in the specified ee memory range by using software floats rather than hardware floats. || --fpu-accurate-muldiv-range=0x1acce0,0x2acce0
|-
| --fpu-accurate-addsub-range || start,end offset (0x0 - 0x1FFFFFF) || Allows the FPU to accurately Add/Subtract in the specified ee memory range by using software floats rather than hardware floats. || --fpu-accurate-addsub-range=0x1acce0,0x2acce0
|-
|-
|-style="background-color:#7698FF"
| --gs-upscale || none, gpu, edgesmooth, motionvec || upscaler? || --gs-upscale=EdgeSmooth
| || Speedhacks || ||
|-
|-
| --fpu-rsqrt-fast-estimate || 0, 1 || Decreases RSQRT's accuracy. Enabled by default, disabling it helps with achieving full FPU accuracy. || --fpu-rsqrt-fast-estimate=1
| --config-local-lua ||   ||   || --config-local-lua=""
|-
|-
| --fpu-accurate-mul-fast || 0, 1 || Speedhack for CLI FPU muldiv commands.  || --fpu-accurate-mul-fast=1
| --load-tooling-lua ||   ||   || --load-tooling-lua=0
|-style="background-color:#FFAA00"
|-
| || Other || ||
| --record-audio || || ||  
|-
|-
| --fpu-custom-fused-madd || 0, 1 || Custom FMA (fused multiply-add). Disabled by default. || --fpu-custom-fused-madd=0
| --record-audio-img || || ||  
|-
|-
| --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
| --record-audio-image || ||  ||  
|-
| --fpu-clamp-operands || 0, 1 || Affects the fpu's clamping behavior || --fpu-clamp-operands=1
|-
| --fpu-clamp-results || 0, 1 || Affects the fpu's clamping behavior || --fpu-clamp-results=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
| --record-audio-ext || ||  ||  
|-
| --cop2-opt-vf00 || 0, 1, 2 || Optimization for the vf00 register. || --cop2-opt-vf00=1
|-
| --cop2-const-prop || 0, 1 || Disables or enables constant propagation. Can Be Used as speedhack for COP2 hungry games when set to 1 [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L312 More info] || --cop2-const-prop=1
|-
| --cop2-di-bits || 0, 1 || 0 to skip setting invalid, and div by Zero flags in status register, and therefore improve performance. Can be used as a speedhack to skip costly calculations. || --cop2-di-bits=0
|-style="background-color:#D7EF54"
|| Game fixes || ||
|-
|-
| --cop2-no-clamping ||  0, 1 || Changes the clamping behavior of the COP2. The default value is set to 1. || --cop2-no-clamping=0
| --max-console-spam ||  ||  ||  
|-
|-
| --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
| --path-snaps || dir/folder ||   || --path-snaps="/tmp/snapshots"
|-
| --cop2-no-clamp-range || start,end offset (0x0 - 0x1FFFFFF) || Per-range clamping for COP2. || --cop2-no-clamp-range=0x123456,0x134567
|-
| --cop2-accurate-mul-range || start,end offset (0x0 - 0x1FFFFFF) || Accurate multiplication instructions for the COP2 in the specified range by using software floats rather than hardware floats (Offset range seems not to directly match EE's) || --cop2-accurate-mul-range=0x123456,0x134567
|-
| --cop2-accurate-mul || 1 = Enabled<br>0 = Disabled || Allows the COP2 to accurately multiply for all offsets by using software floats rather than hardware floats. (Extremely slow) || --cop2-accurate-mul=1
|-
| --cop2-accurate-addsub ||  1 = Enabled<br>0 = Disabled || Allows the COP2 to accurately Add/Subtract for all offsets by using software floats rather than hardware floats. (Extremely slow) || --cop2-accurate-addsub=1
|-
|-
| --cop2-accurate-addsub-range || start,end offset (0x0 - 0x1FFFFFF) || Allows the COP2 to accurately Add/Sub in the specified ee memory range by using software floats rather than hardware floats. (Offset range seems not to directly match EE's. It is possibly 0x95400~ behind(?) || --cop2-accurate-addsub-range=0x123456,0x134567
| --path-recordings || dir/folder ||   || --path-recordings="/tmp/recordings"
|-
|-
|-style="background-color:#FFAA00"
| --path-audio-images || dir/folder ||   ||  
|| Other || ||
|-
|-
| --cop2-regalloc || 0, 1 ? || Optimized Register Allocation(?). PCSX2 seems to have this enabled by default. Seems to slow down COP2 when disabled. ||
| --path-memcards || dir/folder ||   ||
|-
| --cop2-inst-q || 0, 1 || instant Q, no stalling on VWAITQ, or instances of Q. Crashes some games when enabled. ||
|-
| --cop2-inst-p || 0, 1 || instant P, no stalling on VWAITP, or instances of P. ||
|-
| --cop2-use-rcp || 0, 1 || Enables SSE RCP. Disabled by default ||
|-
| --cop2-use-rsqrt || 0, 1 || Enables SSE RSQRT || --cop2-use-rsqrt=0
|-
| --cop2-clamp-operands || 0, 1 || Affects the COP2's clamping behavior|| --cop2-clamp-operands=1
|-
| --cop2-clamp-results || 0, 1 || Affects the COP2's clamping behavior  || --cop2-clamp-results=1
|-
|}
 
==== Vector Units (VU) ====
 
===== VU =====
 
<pre>Custom DSPs used to process vertex data, physics calculations, and other related tasks. Settings found here affect VU1, VU0, and COP2. They fix broken or missing geometry, black screens, and crashes.</pre>
 
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Values !! Notes !! Usage
|-style="background-color:#ff99c2"
| || Graphical fixes || ||
|-
|-
| --vu-xgkick-delay  || Limit is between (0 => 31)  || Delay xgkick instruction execution. PCSX2 uses 6 cycles, PS3 uses 2-8 cycles depending on the game. A game with missing graphics will require a low value such as 0, while one that crashes might require a high value such as 7.|| --vu-xgkick-delay=8
| --path-vmc || dir/folder ||   || --path-vmc="/tmp/vmc"
|-
|-
| --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
| --path-emulog || dir/folder ||   || --path-emulog="/tmp/recordings"
|-
|-
|-style="background-color:#D7EF54"
| --path-manual || dir/folder ||   ||
|| 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
| --path-patches || dir/folder || Path to patches folder || --path-patches="/app0/patches"
|-
| --vu-branch-hazard || 0, 1 || This command relates to how the emulator handles branch hazards in the Vector Units (VU). Setting it to 0 is the compatible option, while 1 might improve performance. Seems to be enabled by default. Disabling it managed to prevent "'''Batman - Rise of Sin Tzu'''" from crashing|| --vu-branch-hazard=0
|-
| --vu-evil-branches || 0, 1 || Take in count branch in delay slot, or not. [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L306 More Info]||
|-
| --vu-to-double || 0, 1 || Converts floats to double. Enabling it is the accurate option.  || --vu-to-double=1
|-
|-
| --vu-custom-fused-madd  || 0, 1 || Custom FMA (fused multiply-add). Disabled by default || --vu-custom-fused-madd=1
| --path-trophydata || dir/folder ||   || --path-trophydata="/app0/trophy_data"
|-
|-style="background-color:#7698FF"
|  || Speedhacks || ||
|-
|-
| --vu-opt-sf-check  || 0, 1 || Updates status flags only on blocks which will read them. Known in pcsx2 as mVU flag hack. Won't work with most emulators, but will work on Arc Twilight of the Spirits™ || --vu-opt-sf-check=1
| --path-featuredata || dir/folder || Path to folder with XXXX-YYYYY_features.lua file || --path-featuredata="/app0/feature_data"
|- 
| --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
| --path-postproc || dir/folder || Post-processing (shaders?) ||
|-
| --vu-t-bit  || 0, 1 || Debug halt. Acts similarly to D-bit ||  --vu-t-bit=0
|-
| --vu-inst-mflag  || 0, 1 || Instant macflag? It's enabled by default. When disabled, some texture chunks pop and fade. || --vu-inst-mflag=1
|-
| --vu-inst-cflag || 0, 1 || Instant cflag?  || --vu-inst-cflag=1
|-
| --vtune-vu  || ? || ? ||
|-  
| --vu-jit-disasm  || 0, 1, 2 || ? || --vu-jit-disasm=1
|-
| --vu-range-merge || vu_inst_cnt || ? ||
|-
|}
 
===== VU1 =====
 
<pre>VU1 is the Graphics Synthesizer’s alternate processing unit. Commands here typically improve performance, prevent crashes, and fix SPS (graphical glitches).</pre>
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Values !! Notes !! Usage
|-style="background-color:#7698FF"
|  || Speedhacks || ||
|-
|-
| --vu1-mpg-cycles  || Decimals<br>0 - 65535 || Set initial speed for VU1 Micro-programs. 100 is the default value. If VU1 requirements were a bottleneck, increasing it will result in better performance while decreasing it will result in the opposite. Increasing it can be beneficial for MTVU sensitive games.|| --vu1-mpg-cycles=1000<br><pre> Symbols (They change values close to VU1-mpg-cycles' offset):
| --path-toolingscript || dir/folder ||   || --path-toolingscript="/app0/patches"
 
$ goes to the specified succeeding offsets. $0 will go 2 bytes forward and change them. $1 will go 4 bytes forward and change the 2 bytes specified. For example, $0,$1 will change the 4 bytes ahead as the specified 2 bytes' value.
 
'0x' Is like '+' a symbol that modifies succeeding values. 0x0 goes 2 bytes ahead and changes them, 0x1 goes 4 bytes ahead and so on and so forth.
 
'-' or '+' Changes the specified preceding or succeeding 2 bytes of VU1 mpg cycles' offset according to the added number. Adding -1, for example will change the 2 bytes before it. Likewise, adding -2 will go 4 bytes away and change the specified 2 bytes accordingly. It even can change EE cycle scalar itself if you go far enough. These numbers are in HEX. Infinite amounts of '-' and '+' symbols seem to be supported.</pre>
|-
|-
| --vu1-di-bits || 0, 1 || 0 Skips setting invalid, and Divides by zero flags in status register. Can be used as a speedhack as it can skip costly calculations. But at the same time, it can cause issues such as broken geometry. || --vu1-di-bits=0
| --snapshot-name || || ||  
|-
|-
| --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
| --snapshot-datafile || || ||  
|-
|-
| --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
| --snapshot-restore || || ||  
|-
| --vu1-opt-vf00 || 0, 1, 2 || Optimization for the vf00 register. || --vu1-opt-vf00=2
|-
| --vu1-jr-cache-policy || newprog, sameprog, auto, new, same || PCSX2 uses newprog as the default setting. Setting it into newprog has been proven to fix some crashes [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L319 Info] || --vu1-jr-cache-policy=newprog
|-
|-
| --vu1-jalr-cache-policy || newprog, sameprog, auto, new, same || PCSX2 uses newprog as the default setting. Setting it into newprog has been proven to fix some crashes [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L319 Info] || --vu1-jalr-cache-policy=newprog
| --snapshot-save || frameId(?) ||   ||
|-
|-style="background-color:#D7EF54"
|| Game fixes / Graphical fixes || ||
|-
|-
| --vu1 || jit-sync ||  Selector between IR/JIT and it modes. Jit-sync works similarly to disabling MTVU. jit, trans, and jit-async are unimplemented functions that do not change anything. || --vu1=jit-sync
| --snapshot-mcd-files || ||  ||  
|-
|-
| --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
| --snapshot-repeat || repeat_count ||   ||
|-
| --vu1-clamp-range || vu1 memory offset start,end (0x0 - 0x7FF) || Values must not exceed 0x7FF ||
|-
|-
| --vu1-accurate-addsub-range || vu1 memory offset start,end (0x0 - 0x7FF) ||  Allows the VU1 to accurately add/subtract in the specified ee memory range by using software floats rather than hardware floats.|| --vu1-accurate-addsub-range=0x0000,0x0600
| --snapshot-modulo || ||  ||  
|-
| --vu1-mul0fix-range || vu1 memory offset start,end (0x0 - 0x7FF) || Allows the VU1 to accurately multiply by 0 in the specified ee memory range by using software floats rather than hardware floats. || --vu1-mul0fix-range=0x123,0x123
|-
| --vu1-injection || 0, 1 || unknown || --vu1-injection=1
|-
|-
| --vu1-native-patch || 0, 1 || Use native patches from recompiler, not compatible with jak emus. Sony uses it for their official release of Primal|| --vu1-native-patch=1
| --ds4-deadzone-adjust || || ||  
|-
|-
|-style="background-color:#FEA15C"
| --ds4-diagonal-adjust ||  || ||  
|  || Other || ||
|-
|-
| --vu1-inst-p ||0, 1 || instant P, no stalling on WAITP, or instances of P || --vu1-inst-p=1  
| --host-pad-loses-focus || || || --host-pad-loses-focus=1
|-  
|-  
| --vu1-use-rcp || 0, 1 || Use SSE/AVX RCP. Speedhack. Likely used only in EFU pipeline, due to rare use, its really not worth to enable it. Speed improvement will be marginally/unnoticeable. Disabled by default ||
| --host-gamepads ||  ||  ||
|-
| --host-keyboard || slot [0-7] ||   || --host-keyboard=4
|-
|-
| --vu1-use-rsqrt || 0, 1 || Use SSE/AVX rsqrt instead of doing sqrt and then div. Speedhack, rather safe to use on VU1. ||
| --host-audio || 1,0,on,off,mono ||   || --host-audio=1
|-
| --vu1-clamp-operands || 0, 1 || Clamp operands before mathematical operation. || --vu1-clamp-operands=1
|-
| --vu1-clamp-results || 0, 1 || Clamp result after mathematical operation. || --vu1-clamp-results=1
|- 
| --vu1-inst-q || 0, 1 || instant Q, no stalling on WAITQ, or instances of Q.  || --vu1-inst-q=1
|-
| --assert-path1-ad || 0, 1 || Path 1 is how the GIF takes data from VU1 via XGKICK instruction. It's unknown what this command does but it's related to VU1, and helps prevent crashes in VU1 sensitive games when enabled. || --assert-path1-ad=1
|-
|}
 
=====VU0=====
<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):
| --host-audio-latency || msec/float || Audio latency must be between 0.010 and 4.0 || --host-audio-latency=1.5
 
$ 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
| --host-window-scale || scale/float ||   || --host-window-scale=0.5
|-
|-
| --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
| --host-window-pos || x,y ||   ||
|-
| --vu0-opt-vf00  || 0, 1, 2 || Optimization for the vf00 register. || --vu0-opt-vf00=1
|-
| --vu0-opt-flags  || 0, 1, 2 || Optimize flags upon recompilation (1 is safe, 2 update sticky, and mac flag on every status flag update) [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L280 More Info] || --vu0-opt-flags=1
|-
| --vu0-jr-cache-policy || newprog, sameprog, auto, new, same || PCSX2 uses newprog as the default setting [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L319 Info] || --vu0-jr-cache-policy=sameprog
|-
|-
| --vu0-jalr-cache-policy || newprog, sameprog, auto, new, same || PCSX2 uses newprog as the default setting [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L319 Info] || --vu0-jalr-cache-policy=sameprog
| --host-display-mode || normal,full,4:3,16:9  || Set display mode || --host-display-mode=full
|-style="background-color:#D7EF54"
|  || Game fixes || ||
|-
|-
| --vu0-clamp-range || start, end offset (0x0 - 0x1FF) || per range clamping for VU0 || --vu0-clamp-range=0x100,0x120
| --host-osd || 0,off,minimal,verbose ||   || --host-osd=0
|-
| --vu0-no-clamping || 0,1 || Changes the clamping behavior of the VU0. Setting specific to ps4 emulators, unimplemented in pcsx2. The default emulator's value is 1. || --vu0-no-clamping=0
|-
| --vu0-accurate-addsub-range || offset (0x0 - 0x1FF) ||Allows the VU0 to accurately Add/Subtract in the specified ee memory range by using software floats rather than hardware floats.||
|-
|-
| --vu0-mul0fix-range || vu0 memory offset start,end (0x0 - 0x1FF) || Allows the VU0 to accurately Multiply by 0 in the specified ee memory range by using software floats rather than hardware floats ||
| --host-vsync ||   ||   ||
|-
|-
|-style="background-color:#FEA15C"
| --host-trophy-support ||   ||   ||
|| Other || ||
|-
|-
| --vu0-injection || 0, 1 || Unknown usage. || --vu0-injection=1
| --rtc-epoch || unix_time (seconds since epoch) ||   || --rtc-epoch=1523776362
|-
|-
| --vu0-inst-q  || 0, 1 || instant Q, no stalling on WAITQ, or instances of Q || --vu0-inst-q=1
| --framelimiter ||  ||  ||  
|-
| --vu0-inst-p || 0, 1 || instant P, no stalling on WAITP, or instances of P|| --vu0-inst-p=1
|-
| --vu0-use-rcp  || 0, 1 || Use SSE/AVX RCP. Speedhack. Not sure why it is even available for VU0. Disabled by default || --vu0-use-rcp=1
|-
| --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
|-
| --vu0-clamp-operands  || 0, 1 || Clamp operands before mathematical operation. || --vu0-clamp-operands=1
|-
| --vu0-clamp-results  || 0, 1 || Clamp result after mathematical operation. || --vu0-clamp-results=1
|-
|}
 
====DMA Channels====
=====VIF=====
<pre>The VIF decompresses vector data, uploads microprograms to the VUs, and sends graphical data to the GIF. Its commands
are often used to fix freezing.</pre>
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! 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
| --framelimit-fps || FPS/float || framelimiter || --framelimit-fps=0.8
|-
|-
| --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
| --framelimit-scalar || scalar/float || scalar must be between 0.1 and 5.0 || --framelimit-scalar=3.2
|-
|-
| --detect-idle-vif || 0, 1 || Enabled by default. Unknown function || --detect-idle-vif=0
| --framelimit-mode || normal,fast,fastest,slow,slower,slowest ||   || --framelimit-mode=fast
|-style="background-color:#ff8080"
|  || VIF1 || Game fixes ||
|-
|-
| --vif1-ignore-cmd-ints || 0, 1 || Set to 1 to ignore command interrupt bit. ([https://psi-rockin.github.io/ps2tek/#vifcommands info] , explanation of int bit is right before command list). Can in some cases fix games that freeze while showing the same frame if set to 1. Games likes "Men in Black II - Alien Escape" and "Test Drive Unlimited" Will always need it. || --vif1-ignore-cmd-ints=1
| --audio-stretching ||   ||   ||
|-
|-
| --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
| --ps2-lang || system || sets language || --ps2-lang=system
|}
 
=====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
| --pad-record ||   ||   ||
|-
|-
| --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
| --max-disc-num || 1-|| numbers of discs in package (maximum=5) || --max-disc-num=1
|-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
| --ps2-title-id ||   || sets title-id for patches  || --ps2-title-id=SLES-50366
|-
|-
| --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
| --boot-disc-id || 1-5  || sets boot disc for multi-disc pkg || --boot-disc-id=0
|-
|-
| --mute-audio ||all,none,main,bgm || || --mute-audio=all
|-
| --mute-streaming-audio || all,none,main,bgm || || --mute-streaming-audio=all
|}
|}


====[https://www.psdevwiki.com/ps2/Graphics_Synthesizer GS]====
=== XXXX-YYYYY_cli.conf commands ===
<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>
 
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;"
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Values !! Notes !! Usage  
! Command !! Values !! Notes !! Usage  
|-style="background-color:#7698FF"
|  || Speedhacks || ||
|-
|-
| --gs-optimize-30fps || 0, 1 || Speedhack for GS hungry games. || --gs-optimize-30fps=1
| --mtap1 || always, ByHost || Multitap Switch || --mtap1=always
|-  
|-
| --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
| --mtap2 || always, ByHost || Multitap Switch || --mtap2=always
|-
| --ee-cache-breaks-block || || ||
|-
|-
| --gs-h2l-list-opt || 0, 1 || Setting it to 1 improves GS performance||--gs-h2l-list-opt=1
| --ee-validate-kernel || || ||  
|-
|-
|-style="background-color:#cbddfb"
| --ee-block-validation || PageProt, PageProtection, Hash, Full || 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
| || 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
| --ee-shorthash-len || inst_count/integer || Length of shorthash in instruction/opcode count. Require --ee-block-validation=Hash ||  
|-
| --gs-use-deferred-l2h || 0, 1 || Delay option for L2H (local to host, GS to EE). || --gs-use-deferred-l2h=1
|-
|-
| --gs-use-clut-merge || 0, 1 ||  Enabling CLUT merging helps improve how the emulator processes textures that use indexed color palettes. It ensures more accurate emulation of the PS2’s color handling. It sometimes restores missing graphical elements, and fix texture flickering (prominently flickering shadows or UI elements).  It prevents Spyro's shadow from flickering in Enter the Dragonfly. Enabling it is the accurate, albeit slow option. || --gs-use-clut-merge=1
| --ee-const-folding || None,Gpr,Fpu,All || EE constant folding [https://en.wikipedia.org/wiki/Constant_folding More info] || --ee-const-folding=none
|-
| --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
| --ee-load-rewrites || || ||  
|-
|-
|-style="background-color:#D7EF54"
| --ee-store-rewrites || || ||  
|| Gs settings / Behaviour || ||
|-
|-
| --gs-uprender || none,2x2 || Internal resolution upscaler. || --gs-uprender=2x2
| --ee-live32 || || ||  
|-
| --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
| --ee-pc-coherency || || ||  
|-
|-
| --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"
| --ee-inst-marking || || ||  
|-
| --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
| --ee-kernel-hle || || High-level emulation kernel  ||  
|-
|-
| --gs-progressive || 0, 1 || Enables progressive scan. Can fix graphical glitches/double screen issues.  ||
| --ee-regalloc-scalar || 0,none,ReadOnly,WriteOnly,RW || register allocation setting ||  
|-
| --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
| --ee-regalloc-simd || || register allocation setting ||  
|-
| --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
| --ee-regalloc-preserve-scalar || LoadOnly, StoreOnly, SO, LoadStore,  LS || EE JIT Scalar/Int Regalloc Mode || --ee-regalloc-preserve-scalar=LoadStore
|-
|-
| --threaded-gs || 0, 1 || Multi-threaded-gs ? || --threaded-gs=1
| --ee-regalloc-preserve-simd || ReadOnly, RO, WO, WriteOnly ,RW || EE JIT SIMD/XMM Regalloc Mode || --ee-regalloc-preserve-simd=RW
|-
|-
| --gs-aspect-ratio || aspect/float (default=0.81) || || --gs-aspect-ratio=0.65
| --ee-static-block-links || options Type,Type,... [Branch,Branches,JAL,COP2,All] || || --ee-static-block-links=JAL,COP2
|-
|-
| --gs-frontend-opt-mode || 0, 1, 2 || GS optimization mode? Unknown effect. Used on JakX || --gs-frontend-opt-mode=1
| --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
|-
| --gs-motion-factor || 25, 50 ||  Unknown. Used by Wild ARMS 3|| --gs-motion-factor=25
|-
|-
| --gs-scanout-delay || 0, 200 || || --gs-scanout-delay=200
| --ee-jit-disasm || 0,1=mips,2=x86 || Emotion Engine Just in Time disassembler mode (?) ||  
|-
|-
| --gs-check-trans-rejection || 0, 1  || Check transfer rejection? Unknown. Used by Grand Theft Auto: Vice City || --gs-check-trans-rejection=1
| --ee-jit-pagefault-threshold || || || --ee-jit-pagefault-threshold=30
|-
| --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
| --ee-context-switch-cycles || || ||  
|-
|-
| --gs-h2l-accurate-hash || 0, 1 || ||--gs-h2l-accurate-hash=1
| --ee-evt-check-full || || ||  
|-
|-
|-style="background-color:#9042f5"
| --ee-cycle-scalar || multiplier/float || || --ee-cycle-scalar=1.0
| || Aspect ratio || ||
|-
|-
| --gs-scanout-offsetx || relative offset/ignored || A zoom in setting in the x direction || --gs-scanout-offsetx=27
| --ee-mem-check-eob || || ||  
|-
| --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
| --ee-sif0-cycle-scalar || multiplier/float || || --ee-sif0-cycle-scalar=2.0
|-
|-
|-style="background-color:#FEA15C"
| --ee-sif1-cycle-scalar || multiplier/float || || --ee-sif1-cycle-scalar=0.1
| || Other || ||
|-
|-
| --framelimit-mode || slowest,slower,slow,normal,fast,fastest,turbo ||Standalone Framelimiter|| --framelimit-mode=fast
| --iop-sif0-cycle-scalar || multiplier/float || || --iop-sif0-cycle-scalar=1.5
|-
|-
| --framelimiter || 0, 1 || Enable or disable Frame limiting || --framelimiter=1
| --iop-sif1-cycle-scalar || multiplier/float || || --iop-sif1-cycle-scalar=1.8
|-
|-
| --framelimit-fps || FPS/float || framelimiter || --framelimit-fps=0.8
| --iop-block-validation || IsC, ShortHash || ||  
|-
|-
| --gs-hdr-support || 0, 1? || ? ||
| --iop-validate-kernel || || ||  
|}
 
====IOP====
<pre>The emulated I/O Processor (IOP) settings. Commands here are rarely useful, as very few games will require them. The IOP controls the emulated DEV9, SPU2, USB, Memory cards, CDVD, Firewire, along with other input/output devices</pre>
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Values !! Notes !! Usage
|-style="background-color:#D7EF54"
|  || Game fixes || ||
|-
|-
| --iop-cycle-scalar ||<br>Accelerate IOP cycles: (0.999 => 0.100)<br>Decelerate IOP cycles: (1.001 => 5.000)|| '''Not a performance speedhack'''. It impacts the speed of loading times and input latency. The default value for most emulators is 0.5|| --iop-cycle-scalar=1.0
| --iop-shorthash-len || || ||  
|-
|-
| --iop-const-folding || None,Gpr,All || IOP constant folding [https://en.wikipedia.org/wiki/Constant_folding More info] || --iop-const-folding=All
| --iop-const-folding || None,Gpr,All || IOP constant folding [https://en.wikipedia.org/wiki/Constant_folding More info] || --iop-const-folding=All
|-
|-
| --iop-tight-slice-count || 0, 2000 || Seems to slow down the iop the higher the value. Can be used to fix CDVD timing issues. || --iop-tight-slice-count=12
| --iop-pc-coherency || || ||  
|-
|-
| --iop-hook || AdvanceClock<br>FastForwardClock<br>Mfifodrain || IOP native hook, Sony uses it on their official release of Red dead revolver. It helps fix timing issues || --iop-hook=0x0086ac,FastForwardClock
| --iop-inst-marking || || ||  
|-
|-
| --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
| --iop-jit-disasm || || ||  
|-
|-
|-style="background-color:#FEA15C"
| --iop-evt-check-full || || ||  
|| Other || ||
|-
|-
| --iop-validate-kernel || 0, 1 || ||  
| --iop-cycle-scalar || || ||  
|-
|-
| --iop-shorthash-len || inst_count/integer || Length of shorthash in instruction/opcode count. Require --iop-block-validation=ShortHash ||
| --idec-cycles-per-qwc || int/multiplier || || --idec-cycles-per-qwc=768
|-
|-
| --iop-pc-coherency || 0, 1||   ||  
| --vu-to-double || || Converts floats to double instead of clamping? ||
|-
|-
| --iop-inst-marking || 0, 1? || ||  
| --vu-branch-hazard || || ||
|-
|-
| --detect-idle-iop || 0, 1 || Enabled by default. || --detect-idle-iop=0
| --vu-evil-branches || || Delay slot branch related ||
|-
|-
| --iop-jit-disasm || || ||  
| --vu-d-bit  || 0/1 || ignore D-bit? ||  --vu-d-bit=0
|-
|-
| --iop-evt-check-full || 0, 1 ?|| ||  
| --vu-t-bit  || 0/1 || ignore T-bit? || --vu-t-bit=0
|-
| --vu-inst-mflag  || || Instant mac flag? ||
|-  
| --vu-inst-cflag || || Instant clipping flag? ||
|-
| --vu-custom-min-max  || 0, 1 || Custom Max/Mini logic for denormals || --vu-custom-min-max=0
|-  
| --vu-custom-fused-madd  || || Custom FMA (fused multiply-add) ||
|-
| --vu-opt-jr-caching  || || Optimize Jump Register caching? vi15? ||
|-  
| --vu-opt-sf-check || || Status flag related? ||
|-  
| --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
|-
| --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
|-
|-
|}
| --vu-range-merge || vu_inst_cnt || ||
 
|-
====CDVD====
| --vu0-opt-flags  || [0,1,2] - 1=safe, 2=unsafe || Flags to optimize VU recompilation || --vu0-opt-flags=1
 
|-
<pre>The emulated CDVD settings. These commands help games with timing issues.</pre>
| --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.  ||
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
|-
! Command !! Values !! Notes !! Usage
| --vu0-opt-subroutine  || || ||
|-style="background-color:#e9f562"
|-
|  || General commands || ||
| --vu0-const-prop || || Constant propagation [https://en.wikipedia.org/wiki/Constant_folding#Constant_propagation More info] ||
|-
| --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
|-
| --vu0-clamp-results  || 0, 1 || vu0 clamp for results of operations || --vu0-clamp-results=1
|-
| --vu0-inst-q  || || instant Q, not stall on WAITQ  ||
|-
| --vu0-inst-p || || instant P, not stall on WAITP ||
|-
| --vu0-use-rcp  || || use sse rcp ||
|-
| --vu0-use-rsqrt || || use sse rsqrt ||
|-
| --vu0-di-bits || ||  ||
|-
| --vu0-jr-cache-policy || newprog,sameprog,auto || || --vu0-jr-cache-policy=sameprog
|-
|-
| --max-disc-num || 1-5  || numbers of discs in package (maximum=5)  || --max-disc-num=1
| --vu0-jalr-cache-policy || newprog,sameprog,auto || || --vu0-jalr-cache-policy=sameprog
|-
|-
| --boot-disc-id || 1-|| sets boot disc for multi-disc pkg || --boot-disc-id=0
| --vu0-mul0fix-range || vu0 memory offset start,end (0x0 - 0xFFF) || Fix for games that multiply by zero ||
|-
|-
| --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
| --vu1 || || || --vu1=jit-sync
|-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
| --vu1-mul0fix-range || vu1 memory offset start,end (0x0 - 0x3FFF) || Fix for games that multiply by zero ||
|-
|-
| --cdvd-sector-seek-cycles || 0.1 = Fastest, 80000 = Slowest || Set the speed at which the emulated CDVD spins. Higher values are slower,  
| --vu1-opt-flags || [0,1,2] - 1=safe, 2=unsafe || Flags to optimize VU recompilation || --vu1-opt-flags=0
lower values are faster. Fixes boot-up sometimes. More info here [https://github.com/PCSX2/pcsx2/pull/3877].
|-  
| --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. ||
|-
| --vu1-opt-subroutine || || ||
|-
| --vu1-const-prop || || Constant propagation [https://en.wikipedia.org/wiki/Constant_folding#Constant_propagation More info] ||
|-
| --vu1-no-clamping || 0, 1 || No clamping for vu1 (default 1) || --vu1-no-clamping=0
|-
| --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
|-
| --vu1-inst-q || || instant Q, not stall on WAITQ ||
|-
| --vu1-inst-p || || instant P, not stall on WAITP ||
|-
| --vu1-jr-cache-policy || newprog,sameprog,auto || || --vu1-jr-cache-policy=sameprog
|-
|-
| --verbose-cdvd-reads || 0, 1 || Significantly helps games with CDVD timing issues when set to 1. || --verbose-cdvd-reads=0
| --vu1-jalr-cache-policy || newprog,sameprog,auto || || --vu1-jalr-cache-policy=sameprog
|-
| --vu1-use-rcp || || use sse rcp ||
|-
| --vu1-use-rsqrt || || use sse rsqrt ||
|-
| --vu1-di-bits || || ||
|-
| --vu1-injection || 0, 1 or enable/disable depend on emu revision || || --vu1-injection=1
|-
| --vtune-vu  || || ||
|-
| --vu-jit-disasm  || || ||
|-
| --vu1-mpg-cycles  || cycles_per_Microprogram || || --vu1-mpg-cycles=1000
|-
| --fpu-to-double || || Converts floats to double instead of clamping? ||
|-
|-
|}
| --fpu-rsqrt-fast-estimate || 0,1 || || --fpu-rsqrt-fast-estimate=1
 
|-
====Misc====
| --fpu-no-clamping || 0, 1 || No clamping for fpu (ee/fpu clamping: none in pcsx2)|| --fpu-no-clamping=0
 
{| 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
| --fpu-no-clamp-range || start,end offset (0x0 - 0x1FFFFFF) || No clamping for fpu in selected memory range || --fpu-no-clamp-range=0x1acce0,0x2acce0
|-
|-  
| --mfifo-manual-drain || 0.1/5.0 || A command for changing the functionality of --ee-hook=0x0,Mfifodrain ||--mfifo-manual-drain=0.30
| --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
|-
|-
| --mfifo-chunk-drain-cycles || 1/400000 || A command for changing the functionality of --ee-hook=0x0,Mfifodrain ||--mfifo-chunk-drain-cycles=210000
| --fpu-clamp-results || 0, 1 || fpu clamp for results of operations (ee/fpu clamping: normal in pcsx2) || --fpu-clamp-results=1
|-
|-
| --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
| --fpu-custom-min-max || 0, 1 || Custom Max/Mini logic for denormals || --fpu-custom-min-max=0
|-
|-  
| --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
| --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
|-
|-
| --detect-idle-intc ||0, 1|| Enabled by default, 0 disables it || --detect-idle-intc=0
| --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. ||
|-
| --cop2-const-prop || || Constant propagation [https://en.wikipedia.org/wiki/Constant_folding#Constant_propagation More info] ||
|-
| --cop2-no-clamping || || No clamping for COP2 (default 1) || --cop2-no-clamping=0
|-
|-
| --detect-idle-chcr|| 0, 1|| Enabled by default, 0 disables it || --detect-idle-chcr=0
| --cop2-no-clamp-range || start,end offset (0x0 - 0x1FFFFFF) || No clamping for COP2 in selected range || --cop2-no-clamp-range=0x123456,0x134567
|-
| --cop2-clamp-operands || 0,1 || clamp on operand stage || --cop2-clamp-operands=1
|-
| --cop2-clamp-results || 0,1 || clamp for results of operations || --cop2-clamp-results=1
|-
| --cop2-regalloc || || ||
|-
| --cop2-inst-q || || instant Q, not stall on VWAITQ ||
|-
| --cop2-inst-p || || ? ||
|-
| --cop2-use-rcp || || use sse rcp ||
|-
| --cop2-use-rsqrt || 0,1 || use sse rsqrt || --cop2-use-rsqrt=0
|-
| --cop2-di-bits || || ||
|-
| --cop2-accurate-range || start,end offset (0x0 - 0x1FFFFFF) || || --cop2-accurate-range=0x123456,0x134567
|-
| --cop2-accurate-mul || offset (0x0 - 0x1FFFFFF) || || --cop2-accurate-mul=0x123456
|-
| --cop2-accurate-mul-range || start,end offset (0x0 - 0x1FFFFFF) || || --cop2-accurate-mul-range=0x123456,0x134567
|-
| --cop2-accurate-addsub || start,end offset (0x0 - 0x1FFFFFF) || || --cop2-accurate-addsub=0x123456
|-
| --cop2-accurate-addsub-range || start,end offset (0x0 - 0x1FFFFFF) || || --cop2-accurate-addsub-range=0x123456,0x134567
|-
|-
| --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"
| --vif-ignore-invalid-cmd || 0,1 || Ignore invalid vif commands || --vif-ignore-invalid-cmd=1
|-
|-
| --cop2 || jit, trans || ? ||  
| --vif1-instant-xfer || || ||  
|-
|-
| --vu0 || jit, trans || ? ||  
| --vif-thread-chunk-size || int/kilowords || ||
|-
|-
| --r30 || jit, trans || ? ||  
|--force-frame-blend || 0, 1 || || --force-frame-blend=1
|-
|-
|}
| --framelimit-mode || --framelimit-mode || normal,fast,fastest,slow,slower,slowest || --framelimit-mode=slowest
 
==== 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
| --gs-scanout-delay || hsync_count/integer || ||
|-
|-
| {{cellcolors|#0b9fb3|#000000}}VuAddSubHack ||{{cellcolors|#03fcb1|#000000}}--vu-hack-triace=1 || Required for every single game developed by TriAce
| --gs-fieldswap-delay || || Wait longer than usual to change field ||
|-
| --gs-use-deferred-l2h || || Some delay option for L2H || -gs-use-deferred-l2h=1
|-
| --l2h-2d-params || TRXREG,BITBLTBUF,height ||  || --l2h-2d-params=0x0000000800000001,0x000000003a0a2300,512,2
|-
| --gs-uprender || none,2x2 || Rendering upscaler (use higher internal resolution) || --gs-uprender=2x2
|-
| --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
|-
| --gs-progressive || || Force progressive scan?  ||
|-
| --gs-force-bilinear || || || --gs-force-bilinear=1
|-
|-
| {{cellcolors|#0b9fb3|#000000}}vuClampMode: 2 ||{{cellcolors|#03fcb1|#000000}}<br>--vu1-no-clamping=0<br>--vu0-no-clamping=0<br>--cop2-no-clamping=||
| --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 || ||
|-
|-
| {{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 ||
| --gs-override-small-tri-area ||  || ||  
|-
|-
| {{cellcolors|#0b9fb3|#000000}}eeClampMode: 2 || {{cellcolors|#03fcb1|#000000}}--fpu-to-double=0<br>--fpu-no-clamping=0<br> ||
| --gs-check-trans-rejection68 || 0,1? || || --gs-check-trans-rejection68=1
|-
|-
| {{cellcolors|#0b9fb3|#000000}}eeClampMode: 3 || {{cellcolors|#03fcb1|#000000}}--fpu-to-double=1<br>--fpu-no-clamping=1<br> ||
| --gs-check-trans-rejection || || ||
|-
|-  
| {{cellcolors|#0b9fb3|#000000}}eeRoundMode: || {{cellcolors|#03fcb1|#000000}}--fpu-accurate-muldiv=1<br>--fpu-accurate-addsub=1 ||
| --gs-skip-dirty-flush-on-mipmap || || Require mipmap GS CL kernel ||
|-
|-
| {{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= ||
| --gs-packed15-fmv-opt || || ||
|-
|-  
| {{cellcolors|#0b9fb3|#000000}}vu1RoundMode: || {{cellcolors|#03fcb1|#000000}}--vu1-accurate-addsub-range=<br>--vu1-mul0fix-range=||
| --gs-scanout-offsetx || relative offset/ignored || Directly overwrite GS register? ||
|-  
| --gs-scanout-offsety || relative offset/ignored || ||
|-
|-
| {{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
| --gs-dirty-page-policy || 0,1? || || --gs-dirty-page-policy=1
|-
|-
| {{cellcolors|#0b9fb3|#000000}}FpuNegDivHack<br>FpuMulHack || {{cellcolors|#03fcb1|#000000}}--fpu-accurate-muldiv=1 ||
| --force-pal-60hz || 0,1 || Force 60hz PAL mode || --force-pal-60hz=1
|-
|-
| {{cellcolors|#0b9fb3|#000000}}cpuCLUTRender: 1 || {{cellcolors|#03fcb1|#000000}}--gs-uv-shift-pointsampling=1 ||
| --gs-flush-ad-xyz || always, safe, off, 0 || || --gs-flush-ad-xyz=safe
|-
|-
| {{cellcolors|#0b9fb3|#000000}}MTVUSpeedHack: 0 || {{cellcolors|#03fcb1|#000000}}--vu1=jit-sync || Some games will also require --vu1-mpg-cycles= to be between "6000 - 19000"
| --gs-render-tile-threshold || || || --gs-render-tile-threshold=300000
|-
|-
| {{cellcolors|#0b9fb3|#000000}}mergeSprite<br>alignSprite || {{cellcolors|#03fcb1|#000000}}--gs-kernel-cl-up="up2x2simple" || Note: works similarly but not the equivalent
| --gs-uv-shift-pointsampling || || || --gs-uv-shift-pointsampling=1
|-
|-
| {{cellcolors|#0b9fb3|#000000}}cpuSpriteRenderBW: 4 || {{cellcolors|#03fcb1|#000000}}--gs-opt-frbuff-switch=1 || Note: works similarly but not the equivalent
| --safe-area-min || area/float (range 0.9 to 1.0) || || --safe-area-min=0.9
|-
|-
| {{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
| --threaded-gs || 0,1 (more?) || || --threaded-gs=0
|-
|-
| {{cellcolors|#0b9fb3|#000000}}autoFlush || {{cellcolors|#03fcb1|#000000}}--gs-flush-ad-xyz=safe || Possible values include always, safe, off, 0
| --gs-opt-frbuff-switch || || || --gs-opt-frbuff-switch=1
|-
|-
| {{cellcolors|#0b9fb3|#000000}}VIF1StallHack || {{cellcolors|#03fcb1|#000000}}--vif1-instant-xfer=0 ||  If that doesn't work, the lua command eeObj.SchedulerDelayEvent("vif1.dma", 0x9000) might assist.
| --gs-ignore-rect-correction || || || --gs-ignore-rect-correction=1
|-
|-
| {{cellcolors|#0b9fb3|#000000}}wildArmsHack || {{cellcolors|#03fcb1|#000000}}--gs-kernel-cl-up="DarkCloud2" ||
| --cdvd-sector-read-cycles || || || --cdvd-sector-read-cycles=4000
|-
|-
| {{cellcolors|#0b9fb3|#000000}}deinterlace || {{cellcolors|#03fcb1|#000000}}--force-frame-blend=1 ||
|}
|}


=== Emulators ===
=== 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.


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.
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;"
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Emulator name !! Typical usage - Info !! API Version !! Similar emulators
! Command !! Usage !! Notes
|-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 ||
| apiRequest || apiRequest(<api version>) || example: apiRequest(0.1)
Different emu versions support different highest api.
Calling api is mandatory. some commands require higher version. Highest known version is 2.2 api from JAK games emulator.
|-
|-
|-style="background-color:#D7EF54"
! !! getEmuObject class !!
|  || 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,'''
| getEmuObject || local emuObj = getEmuObject() || Required for all functions using emuObj, that include: <div align="left"><pre>LoadConfig SaveConfig GetPad AddVsyncHook
RemoveVsyncHook AddEntryPointHook RemoveEntryPointHook
AddLoginHook RemoveLoginHook AddLogoutHook RemoveLogoutHook
CheckEntitlement AddImageHook AddGifTagHook SwapMemCard
SetFormattedCard OpenDiscTray CloseDiscTray SwitchDisc
EnableImposeMenu GetDiscId GetDiscTitleId
AddSectorReadHook AddMCWriteHook ShowDiscSwitchInfo GetPs4SystemLang SetPs2Lang
ThrottleNorm ThrottleFast ThrottleMax AddAssertionHook
SetGsTitleFix SetDeinterlace SetDisplayAspectWide SetDisplayAspectNormal
ForceRefreshRate LoadFsShader SetDisplaySafeArea PadSetLightBar
emuAddPadHook PadPressureStickRemap SetVolumes GetVolumes
SetAudioRoute GetAudioRoute AddSnapshotLoadedHook
RemoveSnapshotLoadedHook IsNeoMode IsToolingVerbose emuMediaPatch </pre></div>
|-
|-
| Art of Fighting Anthology || Similar to RECVX. It was successful in fixing "'''Coraline'''." Sometimes called "AOFA" || 2.0 ||
|LoadConfig || ||
|-
|-
| 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.'''
|SaveConfig || ||
|-
|-
| Fatal Fury Battle Archives: Volume 2 || Similarly to RECVX, it is often used to fix frozen games. ||  ||
|GetPad || ||
|-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'''
|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.
|-
|-
| 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 ||
|RemoveVsyncHook || ||
|-
|-
| 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'''
|AddEntryPointHook || ||
|-
|-
| Destroy All Humans! || Fixed '''Tenchu: Fatal Shadows'''' crashing. || 0.1 ||  
|RemoveEntryPointHook || ||
|-
|-
| Destroy All Humans! 2 || || 0.7 ||  
|AddLoginHook || ||
|-
|-
| Rise of the Kasai || It fixed most of the '''Harry Potter''' games. Often referred to as "rotk". || 0.2 ||
|RemoveLoginHook || ||
|-
|AddLogoutHook || ||
|-
|-
|-style="background-color:#D7EF54"
|RemoveLogoutHook || ||
|  || 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'''
|CheckEntitlement || ||
|-
|AddImageHook || ||
|-
|-
| GTA III || Fixed the PAL version of '''Genji: Dawn of the Samurai'''. || 0.6 ||
|AddGifTagHook || ||
|-
|-
| PaRappa the Rapper 2 || The only emulator to boot '''Spyro: A Hero's Tail'''. || 0.1 ||
|SwapMemCard || ||
|-
|-
| 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 ||
|SetFormattedCard || emuObj.SetFormattedCard(<"file name">) || emuObj.SetFormattedCard("custom_formatted.card")
Allow to bypass verify check?
|-
|-
|}
|OpenDiscTray || ||
 
=== XXXX-YYYYY_config.lua ===
 
<br>It is the most powerful configuration on the emulator, it allows for direct patching of EE/IOP/VU memory, hooks registers, hook dma. Almost Everything can be done here.
<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>)
|CloseDiscTray || ||
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.
|-
|-
|}
|SwitchDisc || emuObj.SwitchDisc(<disc ID>) || ID can be provided as is, or for example read from memory or register when needed.
===== (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
| EnableImposeMenu || emuObj.EnableImposeMenu(<true/false>) || EnableImposeMenu(false)
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)
|GetDiscId || ||
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)
|GetDiscTitleId || ||
|-
|-
|AddEntryPointHook || emuObj.AddEntryPointHook(<task>) || Task to be done at ps2 game main elf entry point (right where game is loaded).
|AddSectorReadHook || ||
|-
|-
|RemoveEntryPointHook || ||
|AddMCWriteHook || ||
|-
|-
|AddLoginHook || ||
|ShowDiscSwitchInfo || ||
|-
|-
|RemoveLoginHook || ||
|GetPs4SystemLang || ||
|-
|-
|AddLogoutHook || ||
|SetPs2Lang || ||
|-
|-
|RemoveLogoutHook || ||
|ThrottleNorm || ||
|-
|-
|AddImageHook || ||
|ThrottleFast || ||
|-
|-
|AddGifTagHook || ||
|ThrottleMax || ||
|-
|-
| 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>) )
|AddAssertionHook || ||
|-
|-
|AddMCWriteHook ||emuObj.AddMCWriteHook() ||
| SetGsTitleFix || || [[PS2_Emulation#SetGsTitleFix|More info]]
|-
|-
|AddAssertionHook ||emuObj.AddAssertionHook() ||
|SetDeinterlace || ||
|-
|-
|AddSnapshotLoadedHook || ||
|SetDisplayAspectWide || ||
|-
|-
|RemoveSnapshotLoadedHook || ||
|SetDisplayAspectNormal || ||
|-
|-
|AddPadHook ||emuObj.AddPadHook() ||
|ForceRefreshRate || emuObj.ForceRefreshRate(<hz>) || emuObj.ForceRefreshRate(50) correct values are 0, 50, 60 where 0 = default.
|-
|-
|-style="background-color:#ff8080"
|LoadFsShader || emuObj.LoadFsShader(<slot?>, "<path>") || <div align="left"><pre>Shaders must be loaded right after GS has been initialized.
|  || Audio ||
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>
|-
|-
|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%
|SetDisplaySafeArea || ||
|-
|-
|GetVolumes || emuObj.GetVolumes() || Return current volume levels for ('global', 'main', 'bgm') in floating point values.
|PadSetLightBar || ||
|-
|-
|SetAudioRoute || ||
|emuAddPadHook || ||
|-
|-
|GetAudioRoute || ||
|PadPressureStickRemap || ||
|-style="background-color:#c2c2d6"
|  || Game loading speed ||  
|-
|-
|ThrottleNorm ||emuObj.ThrottleNorm() || Enable default framelimiter (50/60 fps depend on region).
|SetVolumes || emuObj.SetVolumes('global', 'main', 'bgm') || emuObj.SetVolumes(0.3162, 1.0, 1.0) values, in floats 1.0 = 100%
|-
|-
|ThrottleFast || emuObj.ThrottleFast() || Faster than default, but exact value is unknown.
|GetVolumes || ||
|-
|-
|ThrottleMax || emuObj.ThrottleMax() || Disable framelimiter during loading screens.
|SetAudioRoute || ||
|-style="background-color:#ffe680"
|  || CDVD ||  
|-
|-
|OpenDiscTray || ||
|GetAudioRoute || ||
|-
|-
|CloseDiscTray || ||
|AddSnapshotLoadedHook || ||
|-
|-
|SwitchDisc || emuObj.SwitchDisc(<disc ID>) || ID can be provided as is, or for example read from memory or register when needed.
|RemoveSnapshotLoadedHook || ||
|-
|-
| GetDiscId || emuObj.GetDiscId() || Return DiscId in XXXX_YYY.ZZ format
|IsNeoMode || || Check that PS4 run in NEO (PRO) mode.  
|-
|-
| GetDiscTitleId || ||
|IsToolingVerbose || ||
|-
|-
|ShowDiscSwitchInfo || emuObj.ShowDiscSwitchInfo() ||
| emuMediaPatch || emuMediaPatch(disc sector, 12 + offset, { original data }, { replace data }) || Replace 4 bytes from loaded iso file
|-
|-
|-style="background-color:#FEA15C"
! !! getIOPObject class !!
|  || Other ||
|-
|-
| EnableImposeMenu || emuObj.EnableImposeMenu(<true/false>) || EnableImposeMenu(false)
| getIOPObject || local iopObj = getIOPObject() || Required for all functions using iopObj, that include: <div align="left"><pre>ReplaceMem64 ReplaceMem32 ReplaceMem16 ReplaceMem8 ReadMemFloat
WriteMemFloat WriteMem64 WriteMem32 WriteMem16 WriteMem8
ReadMemStr AddHook RemoveHook GetGpr SetGpr GetPc SetPc
GetCPR0 SetCPR0 iopInsnReplace</pre></div>
|-
|-
|LoadConfig || emuObj.LoadConfig( 0 or 1 )|| emuObj.LoadConfig(0)
|ReplaceMem64 || ||
|-
|-
|SaveConfig || emuObj.LoadConfig( 0 or 1 ) || emuObj.LoadConfig(0)
|ReplaceMem32 || ||
|-
|-
|GetPad || emuObj.GetPad(<gamepad button by bits>)|| example usage for reading input:
|ReplaceMem16 || ||
<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 || ||
|ReplaceMem8 || ||
|-
|-
|SetFormattedCard || emuObj.SetFormattedCard(<"file name">) || emuObj.SetFormattedCard("custom_formatted.card")
|ReadMemFloat || iopObj.ReadMemFloat(<address>) || iopObj.ReadMemFloat(0x28c3c)
Allow to use custom memory card.
|-
|-
| GetPs4SystemLang || emuObj.GetPs4SystemLang() || Return PS4 system language (in unknown format).
|WriteMemFloat || iopbj.WriteMemFloat(<address>, <value>) || iopObj.WriteMemFloat(0x65364, 1.3333333)
|-
|-
| 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)
| ReadMem64 || <pre>iopObj.ReadMem64(<iop memory offset>)</pre> ||
<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.
| WriteMem64 || <pre>iopObj.WriteMem64(<iop memory offset>, <data>)</pre> ||  
|-
|-
|PadPressureStickRemap || emuObj.PadPressureStickRemap()||
| ReadMem32 || <pre>iopObj.ReadMem32(<iop memory offset>)</pre> || Read 4 bytes from offset, examples: iopObj.ReadMem32(0x1198)
iopObj.ReadMem32(gp - 348)
|-
|-
| IsNeoMode || emuObj.IsNeoMode() || Check that PS4 run in NEO (PRO) mode. Return 1/0
| WriteMem32 || <pre>iopObj.WriteMem32(<iop memory offset>, <data>)</pre> || Write 4 bytes to offset, example: iopObj.WriteMem32(0x89ac, 0x001b70f0)
|-
|-
| IsToolingVerbose || ||
| ReadMem16 || <pre>iopObj.ReadMem16(<iop memory offset>)</pre> || Read 2 bytes from offset, example: iopObj.ReadMem16(0x1198)
|-
|-
|CheckEntitlement || ||
| WriteMem16 || <pre>iopObj.WriteMem16(<iop memory offset>, <data>)</pre> || Write 2 bytes to offset, example: iopObj.WriteMem16(0x89ac, 0x70f0)
|-
| ReadMem8 || <pre>iopObj.ReadMem8(<iop memory offset>)</pre> || Read 1 byte from offset, example: iopObj.ReadMem8(0x1198)
|-
| WriteMem8 || <pre>iopObj.WriteMem8(<iop memory offset>, <data>)</pre> || Write 1 byte to offset, example: iopObj.WriteMem8(0x89ac, 0xf0)
|-
|-
| 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.
|ReadMemStr || ||
|-style="background-color:#c6ecd9"
|  || GS related ||
|-
|-
| CountFrameOnPS2 || emuObj.CountFrameOnPS2() || updates FRAPS/Actual FPS reading in olympus
|AddHook || ||
|-
|-
| SetGsTitleFix || emuObj.SetGsTitleFix() || [[PS2_Emulation#SetGsTitleFix|More info]]
|RemoveHook || ||
|-
|-
|SetDisplayAspectWide || emuObj.SetDisplayAspectWide() || Force display area to 16:9 (If game not support widescreen, it will be stretched).
|GetGpr || iopObj.GetGPR(<gpr register>) || iopObj.GetGPR(a1)
|-
|-
|SetDisplayAspectNormal || emuObj.SetDisplayAspectNormal() || Force display area to 4:3.
|SetGpr || iopObj.SetGPR(<gpr register> ,<value>) || example: iopObj.SetGPR(gpr.v0 ,3)
|-
|-
|ForceRefreshRate || emuObj.ForceRefreshRate(<hz>) || emuObj.ForceRefreshRate(50) correct values are 0, 50, 60 where 0 = default.  
|GetPc || ||iopObj.GetPc(), can be used also with additional var. like iopObj.GetPc()+8
|-
|-
|LoadFsShader || emuObj.LoadFsShader(<slot?>, "<path>") || <div align="left"><pre>Shaders must be loaded right after GS has been initialized.  
|SetPc || iopObj.SetPC(<PC>) ||iopObj.SetPC(0x6B80)
Example:
|-
Global_InitGpuResources = function()
|GetCPR0 || ||
emuObj.LoadFsShader(1, "./shader.sb")
|-
end
|SetCPR0 || ||
 
That only load Fragment Shader to program memory, to use it we need BindFragmentShader,
and if depend on shader SetShaderParams.</pre></div>
|-
|-
|SetDisplaySafeArea || ||
| 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
|-
|-
|}
! !! getEEObject class !!
 
===== (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
| getEEObject || local eeObj = getEEObject() || Required for all functions using eeObj
|-style="background-color:#7698FF"
|  || Memory editing ||
|-
|-
|ReplaceMem64 || eeObj.ReplaceMem64(<address>, <value>)||
|ReplaceMem64 || ||
|-
|-
|ReplaceMem32 || eeObj.ReplaceMem32(<address>, <value>) || Permanently replace an offset without needing addvsynchook?
|ReplaceMem32 || ||
|-
|-
|ReplaceMem16 || eeObj.ReplaceMem16(<address>, <value>)||
|ReplaceMem16 || ||
|-
|-
|ReplaceMem8 ||eeObj.ReplaceMem8(<address>, <value>) ||
|ReplaceMem8 || ||
|-
|-
|ReadMemFloat || eeObj.ReadMemFloat(<address>) || eeObj.ReadMemFloat(0x258c3c)
|ReadMemFloat || eeObj.ReadMemFloat(<address>) || eeObj.ReadMemFloat(0x258c3c)
Line 1,102: Line 913:
|ReadMem128 || <pre>eeObj.ReadMem128(<ee memory offset>)</pre> || Read 16 bytes from offset, examples: eeObj.ReadMem128(0x100198)
|ReadMem128 || <pre>eeObj.ReadMem128(<ee memory offset>)</pre> || Read 16 bytes from offset, examples: eeObj.ReadMem128(0x100198)
|-
|-
|ReadMemFloat128 || <pre>eeObj.ReadMemFloat128(<ee memory offset>)</pre> || return 16 bytes from offset in float form
|ReadMemFloat128 || ||
|-
|-
|WriteMem128 || ||
|WriteMem128 || ||
Line 1,125: Line 936:
| WriteMem8 || <pre>eeObj.WriteMem8(<ee memory offset>, <data>)</pre> || Write 1 byte to offset, example: eeObj.WriteMem8(0x2c89ac, 0xf0)
| WriteMem8 || <pre>eeObj.WriteMem8(<ee memory offset>, <data>)</pre> || Write 1 byte to offset, example: eeObj.WriteMem8(0x2c89ac, 0xf0)
|-
|-
|ReadMemStr || eeObj.ReadMemStr(address/register) || Read string from address until null terminator
|ReadMemStr || ||
|-
|-
|WriteMemStr || eeObj.WriteMemStr(address, string) ||  
| AddHook || eeObj.AddHook(<ee offset>, <original opcode>, <definied hook name>) || example: <div align="left"><pre>local W1 =
function()
emuObj.SetDisplayAspectNormal()
end
 
local ws1 = eeObj.AddHook(0x1c9840, 0xaf808c78, W1)</pre></div>
|-
|RemoveHook || ||  
|-
|-
|WriteMemStrZ || || eeObj.WriteMemStrZ(string pointer, string) .  Pointer can be read from GPR
|AddPreHook || ||
|-style="background-color:#ff9999"
|  || GPR require (Necessary for register related commands)||  
|-
|-
| || local gpr = require( "ee-gpr-alias" )
|RemovePreHook || ||
|-
|RemovePostHook || ||
|-
|-
|GetGpr64 || eeObj.GetGPR64(<gpr register>) || example: eeObj.GetGPR64(t3)
|GetGpr64 || eeObj.GetGPR64(<gpr register>) || example: eeObj.GetGPR64(t3)
Line 1,143: Line 961:
| SetGprFloat || || Set gpr value as float value
| SetGprFloat || || Set gpr value as float value
|-
|-
|GetGpr || eeObj.GetGPR(<gpr register>) || eeObj.GetGPR(t3)
|GetGpr / GetGPR || eeObj.GetGPR(<gpr register>) || eeObj.GetGPR(t3)
|-
|-
|SetGpr|| eeObj.SetGPR(<gpr register> ,<value>) || example: eeObj.SetGPR(gpr.a3 ,1)
|SetGpr / SetGPR || eeObj.SetGPR(<gpr register> ,<value>) || example: eeObj.SetGPR(gpr.a3 ,1)
Require defined getEEObject() as eeObj
Require defined getEEObject() as eeObj
|-
|-
| GetFprHex || eeObj.GetFprHex(<FPU register (0-31)>)|| Get/return floating point register value as hex string
| GetFprHex || || Get floating point register value as hex string
|-
|-
| SetFprHex || eeObj.SetFprHex(<FPU register (0-31), value (u32)>)|| Set floating point register value as hex string
| SetFprHex || || Set floating point register value as hex string
|-
|-
| GetFpr || eeObj.GetFpr(<register number>) || example eeObj.GetFpr(14)
| GetFpr / GetFPR || eeObj.GetFpr(<register number>) || example eeObj.GetFpr(14)
|-
|-
| SetFpr || eeObj.SetFpr(<fpr register number>, <value>) || Simple example eeObj.SetFpr(14, 50.0) will set frp 14 to 50.0
| 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
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
eeObj.SetFpr(14, eeObj.GetFpr(14) + 50.0) this will add 50.0 to current fpr 14 value
|-
|-
|GetPc || eeObj.GetPc() ||This command is very helpful as it will return to you the current EE address that's being read. Can be used also with additional var. like eeObj.GetPc()+4
|GetPc || ||eeObj.GetPc(), can be used also with additional var. like eeObj.GetPc()+4
|-
|-
|SetPc || eeObj.SetPC(<PC>) ||eeObj.SetPC(0x266B80)
|SetPc || eeObj.SetPC(<PC>) ||eeObj.SetPC(0x266B80)
Line 1,165: Line 983:
|-
|-
|SetCPR0 || eeObj.SetCPR0(<COP0 register>) ||  
|SetCPR0 || eeObj.SetCPR0(<COP0 register>) ||  
|-style="background-color:#c6ecd9"
|  || Hooks ||
|-
|-
| AddHook || eeObj.AddHook(<ee offset>, <original opcode>, <definied hook name>) || example: <div align="left"><pre>local W1 =
|SchedulerDelayEvent || || values? gif.dma,  vif0.dma, vif1.dma, sif0.dma,  sif1.dma, ipu0.dma, ipu1.dma
function()
|-
emuObj.SetDisplayAspectNormal()
|DmaAddHook || ||
end
 
local ws1 = eeObj.AddHook(0x1c9840, 0xaf808c78, W1)</pre></div>
|-
|-
|RemoveHook || ||  
|DmaRemoveHook || ||
|-
|-
|AddPreHook || ||
|WaitVu1 || ||
|-
|-
|AddPostHook || ||
|Vu1MpgCycles || ||
|-
|-
|RemovePreHook || ||
|GetPcRingBuffer || ||
|-
|-
|RemovePostHook || ||
|WriteMemStr || ||
|-
|-
|AddJitResetHook || ||
|FastForwardClock || ||
|-
|-
|RemoveJitResetHook || ||
|AdvanceClock || ||
|-
|-
| AddHookJT || eeObj.AddHookJT(Offset, offset opcode, function) || Seems be a hook related to the jit
|WriteMemStrZ || ||
|-
|-
|-style="background-color:#ffb3b3"
|Precompile || ||
| || Dma ||  
|-
|-
|DmaAddHook || <pre>eeobj.DmaAddHook(channel=%d key=%x)</pre> || Possible Dma channel numbers (?)
|CalcInsnHash || ||
<pre> GIF = 0 VIF0 = 1
VIF1 = 2 SIF0 = 4
SIF1 = 5 IPU0 = 6
IPU1 = 7  </pre>
Possible values for hooks
<pre>DmaTransfer [VIF0/VIF1], RaiseIntc [VIF0/VIF1], NormalTransfer [SIF0/SIF1]. </pre>
|-
|-
|DmaRemoveHook || ||
|AddJitResetHook || ||
|-
|-
|-style="background-color:#b3f0ff"
|RemoveJitResetHook || ||
| || Speedhacks ||  
|-
|-
|FastForwardClock || eeObj.FastForwardClock() || Skip Emotion Engine cycles?
|getOverlayObject || || local eeOverlay = eeObj.getOverlayObject()
<pre>
eeObj.AddHook(0x002cc350, 0x78a30000, function()
          eeObj.FastForwardClock()
end)
</pre>
|-
|-
|AdvanceClock || eeObj.AdvanceClock() || Likely skips an allocated amount of EE cycles.
| GetVif1Cycles || eeObj.GetVif1Cycles() || local vif1_cycles = eeObj.GetVif1Cycles() create vif_cycles value that can be used later, you can rename it as you wish.
<pre>
eeObj.AddHook(0x002cc350, 0x78a30000, function()
          eeObj.AdvanceClock(21000)
end)</pre>
|-
|-
| GetClock || eeObj.GetClock() || Returns the value of how many cycles the EE is ahead of normal clock (?)
! !! getGLSObject class !!
|-
|-
|Vu1MpgCycles || eeObj.Vu1MpgCycles(<cycles>) || Works just like the cli command --vu1-mpg-cycles=
| getGLSObject || ||  
|-style="background-color:#FEA15C"
|  || Other ||  
|-
|-
| CallPredicate
|Enable || ||
|-
|-
|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.
|EnableServerRecording || ||  
|-
|-
|WaitVu1 || eeObj.WaitVu1() || Likely to be the lua equivalent of "--vu1=jit-sync".
|Pause || ||  
|-
|-
|GetPcRingBuffer || ||
! !! getGsObject class !!
|-
|-
|Precompile || || Requires unknown values
| getGsObject || local gsObj = getGsObject() ||  
|-
|-
|CalcInsnHash || ||
|SetL2HMode || ||
|-
|-
|getOverlayObject || eeObj.getOverlayObject() || local eeOverlay = eeObj.getOverlayObject()
|SetUprenderMode || ||
|-
|-
| GetVif1Cycles || eeObj.GetVif1Cycles() || local vif1_cycles = eeObj.GetVif1Cycles() create vif_cycles value that can be used later. You can rename it as you wish.
|SetUpscaleMode || ||
|-
|-
|}
|GetFramesInQueue || ||
 
====== 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
|SetFrameSkipping || ||
|-
|-
|reserved || ||
|SetDeinterlaceShift || || gsObj.SetDeinterlaceShift(0)
|-
|-
|ignoreSubBuffCov||  ||ignore ? buffer coverage
! !! getAudioObject class !!
|-
|-
|ignoreUpRenderTimeout|| emuObj.SetGsTitleFix( "globalSet", "reserved", {ignoreUpRenderTimeout=2} ) ||
| getAudioObject || ||  
|-
|-
|ignoreAreaUpdate|| emuObj.SetGsTitleFix( "ignoreAreaUpdate", 0, { alpha=0x80000048 } ) ||
| muteStreamingAll || ||  
|-
|-
|ignoreSprite|| emuObj.SetGsTitleFix( "ignoreSprite", "reserved", {  texType=1 , tw=5 , th=8, zmsk=1 , alpha=0x80000044  } ) ||
| muteStreamingMain || ||  
|-
|-
|ignoreUpShiftTri|| emuObj.SetGsTitleFix( "ignoreUpShiftTri", "reserved", {psm=0} ) ||
| muteStreamingBGM || ||  
|-
|-
|clipScissors|| emuObj.SetGsTitleFix( "clipScissors", "reserved", {alpha = 0 , frameW = 4 , psm = 0} ) ||
! !! getRemotePlayObject class !!
|-
|-
|trianglesAsParticles|| emuObj.SetGsTitleFix( "trianglesAsParticles", "reserved", { hasClut=1,zmsk=1 } ) ||
| getRemotePlayObject || ||  
|-
|-
|SetSelfRender|| emuObj.SetGsTitleFix( "SetSelfRender", "reserved", { fbmask= 0x00FFFFFF , renderSelf=1 , zmsk=1 , alpha=0 , texMode=1  } ) ||
| Enable || ||  
|-
|-
|forceBiLinear || ||
! !! getVideoRecordingObject class !!
|-
|-
|forcePoint|| emuObj.SetGsTitleFix( "forcePoint", "reserved", {mipIsGt=0,  mmin=0} ) ||
| getVideoRecordingObject || ||
|-
|-
|forceSimpleFetch ||   emuObj.SetGsTitleFix( "forceSimpleFetch",  "reserved", {psm=0} ) ||Used frequently to fix graphical corruptions
| Enable || ||  
|-
|-
|forcePointSampling|| emuObj.SetGsTitleFix( "forcePointSampling", "reserved", {alpha = 0x80000048, twIsLess=5, thIsLess=5 } ) ||
! !! getSharePlayObject class !!
|-
|-
|setRejectionArea|| emuObj.SetGsTitleFix( "setRejectionArea", 1000, { } ) ||
| getSharePlayObject || ||  
|-
|-
|ignoreUpRender|| emuObj.SetGsTitleFix( "ignoreUpRender", thresholdArea , {  texType = 3, cbp = 0x2390, tbp = 0x288000} ) || Ignore uprender for texture type described in params
| Enable || ||  
|-
|-
|includeAreaUpdate|| ||
! !! getSpriteObject group  !!
|-
|-
|fetchFromCurrBuff|| emuObj.SetGsTitleFix( "fetchFromCurrBuff", "reserved", {psm=0} ) ||
|getSpriteObject || ||
|-
|-
|skipPacked|| emuObj.SetGsTitleFix( "skipPacked", "reserved", { alpha = 0x80000044, tbp = 0x3a4000 , zmsk=1 }) ||
|Enable || ||
|-
|-
|changeAlpha|| ||
|Disable || ||
|-
|-
|}
|BindFragmentShader || ||
|-
|SetShaderParams || || <div align="left">
<pre> Is not clear that params depend on shader, or are somehow hardcoded.
Example usage:


<br>'''Arguments/variables'''
local sprite0 = getSpriteObject(0)
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
local scanlineParams = {
! Argument !! Usage !! Notes
240.0, -- float scanlineCount
|-style="background-color:#7698FF"
  0.7, -- float scanlineHeight;
| || Variable ||  
1.5,        -- float scanlineBrightScale;
0.5,        -- float scanlineAlpha;
0.5        -- float vignetteStrength;
}
 
sprite0.SetShaderParams(scanlineParams)</pre></div>
|-
|BindTexture || ||
|-
|-
|alpha_mask || ||
|SetPosXY || ||
|-
|-
|texType || {texType = 3}|| (1-3, more? )
|SetSizeXY || ||
|-
|-
|texMode || || 1 - Point? , 2 - bilinear
|SetPosUV || ||
|-style="background-color:#D7EF54"
|-
| || Argument ||
|SetSizeUV || ||
|-
|-
|alphaIsNot || || alpha - is not X
|PrintContext || ||
|-
|-
|twIsLess || || texture width - is less than X
|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>
|-
|-
|thIsLess || || texture height - is less than X
! !! Not require Obj call group, or unknown !!
|-
|-
|twIsNot || || texture width - is not X
| 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
|-
|-
|thIsNot || || texture width - is not X
| 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.
|-
|-
|psmIsNot || || texture pixel storage format - is not X
| eeNativeFunction || eeNativeFunction(<ee offset>, <original opcode>, <function>) || eeNativeFunction(0x11fa9c, 0x0080402d, 'memcpy')
<pre>PSMCT32  = 0  PSMT4HL = 36
Different emulators can have different functions included, vide SO3. Require api 1.4 or higher.
PSMCT24  = 1   PSMT4HH = 44
But memcpy, and memset should be in all emus.
PSMCT16  = 2  PSMZ32  = 48
|-
PSMCT16S = 10  PSMZ24  = 49
| eeNativeHook || eeNativeHook(<ee ofset>, <original opcode>, <action>) || eeNativeHook require apiRequest(1.4) or higher.
PSMT8    = 19  PSMZ16  = 50
PSMT4    = 20  PSMZ16S = 58
PSMT8H  = 27  </pre>
|-
|-
|primIsNot || || GS primitive type - is not
| GsCustomShader || ||  
<pre>Point        = 0
Line          = 1
LineStrip    = 2
Triangle      = 3
TriangleStrip = 4
TriangleFan  = 5
Sprite        = 6</pre>
|-
|-
|mipIsGt || || mip level is grater than X (?)
| getTrophyObject || local trophyObj = getTrophyObject() || Required for all functions using trophyObj
|-
|-
|-style="background-color:#FEA15C"
| 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.
| || Needs wikify ||
|-
|-
|zmsk || || Z (depth) draw mask
| Unlock || ||  
<pre>update Z buffer      = 0
don't update Z buffer = 1
 
When 1 depth test result will be ignored</pre>
|-
|-
|tw || || texture width
| getScreenShotObject || ||  
|-
|-
|th || || texture height
| IsUnlocked || ||  
|-
|-
|ztst || || Z (depht) test method
| InsnOverlay || InsnOverlay({<opcode, opcode, opcode...>}) || example: <div align="left"><pre>InsnOverlay({
<pre>ZNOUSE  = 0
0x27bdfff0, -- addiu $sp, -0x10
ZALWAYS  = 1
0xffbf0000, -- sd $ra, 0(sp)
ZGEQUAL  = 2
0xffb00008, -- sd $s0, 8(sp)
ZGREATER = 3
0x3c05000f, -- lui $a1, 0x000f
 
0x34a57000, -- ori $a1, 0x7000
0 -                       All pixels fail
0x0c0db8b6, -- jal Script::State::DoString
1 -                       All pixels pass
0x0080802d, -- move $s0, $a0
2 - Pass if Z grater or equal to Z buffer
0x24050001, -- li $a1, 1
3 -       Pass if Z grater than Z buffer</pre>
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>
|-
|-
|mmin || || MMIN flag
| eeDebugBreak || ||  
<pre>NEAREST                = 0
LINEAR                = 1
NEAREST_MIPMAP_NEAREST = 2
NEAREST_MIPMAP_LINEAR  = 3
LINEAR_MIPMAP_NEAREST  = 4
LINEAR_MIPMAP_LINEAR  = 5</pre>
|-
|-
|prim || || GS primitive type
| CsBindShader || ||  
<pre>Point        = 0
Line          = 1
LineStrip    = 2
Triangle      = 3
TriangleStrip = 4
TriangleFan  = 5
Sprite        = 6</pre>
|-
|-
|fillArea || ||  
| CsSetParamInt32 || ||  
|-
|-
|frameW || ||  
| CsSetParamFloat || ||  
|-
|-
|renderSelf || ||  
| CsResetContext || ||  
|-
|-
|hasClut || ||  
| CsPrintContext || ||  
|-
|-
|alphaTest || ||  
| PsBindShader || ||  
|-
|-
|primTest || ||  
| PsSetParamInt32 || ||  
|-
|-
|workLoadThreshold || ||  
| PsSetParamFloat || ||  
|-
|-
|alpha || || <pre> example: alpha=0x80000044
| PsResetContext || ||  
alpha=0</pre>
|-
|-
|tbp || || texture base pointer
| PsPrintContext || ||  
|-
|-
|cbp ||  {cbp = 0x2390} || CLUT buffer base pointer
|}
|-
 
|psm ||  {psm=0}  || texture pixel storage format
===Registers for hook===
<pre>PSMCT32 = 0  PSMT4HL = 36
Registers defined in alias files.
PSMCT24 = 1  PSMT4HH = 44
 
PSMCT16 = 2  PSMZ32 = 48
'''GetGpr/SetGpr
PSMCT16S = 10 PSMZ24 = 49
'''
PSMT8    = 19 PSMZ16 = 50
<pre>gpr.zero gpr.at
PSMT4    = 20 PSMZ16S = 58
gpr.v0 gpr.v1
PSMT8H  = 27 </pre>
gpr.a0  gpr.a1 gpr.a2  gpr.a3
|-
gpr.t0 gpr.t1  gpr.t2 gpr.t3
|mxl || || maximum mip level (0-6)
gpr.t4  gpr.t5 gpr.t6 gpr.t7
|-
gpr.s0  gpr.s1 gpr.s2 gpr.s3
|fbmask || { fbmask= 0x00FFFFFF}|| Framebuffer mask(?)
gpr.s4  gpr.s5  gpr.s6 gpr.s7
|-
gpr.t8 gpr.t9
|totalArea || ||
gpr.k0  gpr.k1
|-
gpr.gp  gpr.sp  gpr.fp  gpr.ra
|packedRegs || ||
gpr.lo  gpr.hi gpr.sa
|-
|packedRegsLo || ||
|-
|packedRegsHi || ||
|-
|packedRegsNum || ||
|-
|packedFlags || ||
|-
|packedPrim || ||
|-
|areaNumFrames || ||
|-
|waveThreshold || ||
|-
|loadThreshold || ||
|-
|fixSpriteDivTab || ||
|}


===== (IOP) IOPObject =====
example: eeObj.GetGpr(gpr.a1) </pre>
 
'''GetCPR0/SetCPR0
'''
<pre>cpr.index   cpr.pagemask
cpr.random   cpr.wired
cpr.entrylo0      cpr.badvaddr
cpr.entrylo1      cpr.count
cpr.context   cpr.entryhi


<pre>Commands for the emulated input-output processor</pre>
 
cpr.compare   cpr.config    cpr.taglo
cpr.status   cpr.badpaddr  cpr.taghi
cpr.cause   cpr.hwbk cpr.errorepc
cpr.epc   cpr.pccr
cpr.prid
 
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.
<br>Example usage from official config files: https://pastebin.com/yf802Up3
 
 
'''Commands'''


{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Usage !! Notes
! Command !! Notes
|-style="background-color:#D7EF54"
|  || Object calling class ||
|-
|-
| getIOPObject || local iopObj = getIOPObject() || Required for all functions using iopObj, that include: <div align="left"><pre>ReplaceMem64 ReplaceMem32 ReplaceMem16 ReplaceMem8 ReadMemFloat
|globalSet || used with workLoadThreshold or waveThreshold or loadThreshold
WriteMemFloat WriteMem64 WriteMem32 WriteMem16 WriteMem8
ReadMemStr AddHook RemoveHook GetGpr SetGpr GetPc SetPc
  GetCPR0 SetCPR0</pre></div>
|-style="background-color:#7698FF"
|  || Memory editing ||
|-
|-
|ReplaceMem64 ||iopObj.ReplaceMem64(<address>, <value>) ||
|reserved ||
|-
|-
|ReplaceMem32 || iopObj.ReplaceMem32(<address>, <value>)||
|forceBiLinear ||
|-
|-
|ReplaceMem16 || iopObj.ReplaceMem16(<address>, <value>)||
|ignoreSubBuffCov|| ignore ? buffer coverage
|-
|-
|ReplaceMem8 ||iopObj.ReplaceMem8(<address>, <value>) ||
|trianglesAsParticles||
|-
|-
|ReadMemFloat || iopObj.ReadMemFloat(<address>) || iopObj.ReadMemFloat(0x28c3c)
|ignoreAreaUpdate||
|-
|-
|WriteMemFloat || iopObj.WriteMemFloat(<address>, <value>) || iopObj.WriteMemFloat(0x65364, 1.3333333)
|SetSelfRender||
|-
|-
|ReadMem128 || iopObj.ReadMem128(<iop memory offset>)||  
|ignoreSprite||
|-
|-
|WriteMem128 || iopObj.WriteMem128(<iop memory offset>, <value>)||
|clipScissors||
|-
|ReadMemFloat128 ||iopObj.ReadMemFloat128(<iop memory offset>) ||
|-
|-
|WriteMemFloat128 || iopObj.WriteMemFloat128(<iop memory offset>, <value>)||
|forcePoint||
|-
|-
| ReadMem64 || <pre>iopObj.ReadMem64(<iop memory offset>)</pre> || Read 8  Bytes From offset
|forcePointSampling||
|-
|-
| WriteMem64 || <pre>iopObj.WriteMem64(<iop memory offset>, <data>)</pre> || Write 8  Bytes From offset
|setRejectionArea||
|-
|-
| ReadMem32 || <pre>iopObj.ReadMem32(<iop memory offset>)</pre> || Read 4 bytes from offset, examples: iopObj.ReadMem32(0x1198)
|ignoreUpRender|| Ignore uprender for texture type described in params
iopObj.ReadMem32(gp - 348)
|-
|-
| WriteMem32 || <pre>iopObj.WriteMem32(<iop memory offset>, <data>)</pre> || Write 4 bytes to offset, example: iopObj.WriteMem32(0x89ac, 0x001b70f0)
|includeAreaUpdate||
|-
|-
| ReadMem16 || <pre>iopObj.ReadMem16(<iop memory offset>)</pre> || Read 2 bytes from offset, example: iopObj.ReadMem16(0x1198)
|forceSimpleFetch||
|-
|-
| WriteMem16 || <pre>iopObj.WriteMem16(<iop memory offset>, <data>)</pre> || Write 2 bytes to offset, example: iopObj.WriteMem16(0x89ac, 0x70f0)
|fetchFromCurrBuff||
|-
|-
| ReadMem8 || <pre>iopObj.ReadMem8(<iop memory offset>)</pre> || Read 1 byte from offset, example: iopObj.ReadMem8(0x1198)
|ignoreUpShiftTri||
|-
|-
| WriteMem8 || <pre>iopObj.WriteMem8(<iop memory offset>, <data>)</pre> || Write 1 byte to offset, example: iopObj.WriteMem8(0x89ac, 0xf0)
|skipPacked||
|-
|-
|ReadMemStr || ||
|changeAlpha||
|-
|-
|GetGpr || iopObj.GetGPR(<gpr register>) || iopObj.GetGPR(a1)
|ignoreUpRenderTimeout||
|-
|-
|SetGpr || iopObj.SetGPR(<gpr register> ,<value>) || example: iopObj.SetGPR(gpr.v0 ,3)
|}
 
'''Arguments/variables
'''
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Argument !! Notes
|-
|-
|GetPc || iopObj.GetPc() || can be used also with additional var. like iopObj.GetPc()+8
|alpha_mask ||  
|-
|-
|SetPc || iopObj.SetPC(<PC>) ||iopObj.SetPC(0x6B80)
|alphaIsNot || alpha - is not X
|-
|-
|GetCPR0 || iopObj.GetCPR0(<COP0 register>) ||
|texMode || 1 - Point? , 2 - bilinear
|-
|-
|SetCPR0 || iopObj.SetCPR0(<COP0 register>) ||
|twIsLess || texture width - is less than X
|-
|-
|-style="background-color:#FEA15C"
|thIsLess || texture height - is less than X
|  || Clock speed ||  
|-
|-
| FastForwardClock || iopObj.FastForwardClock() ||
|twIsNot || texture width - is not X
<pre>
iopObj.AddHook(0x002cc350, 0x78a30000, function()
          iopObj.FastForwardClock()
end)
</pre>
|-
|-
| AdvanceClock || iopObj.AdvanceClock() || Skip an allocated amount of IOP cycles
|thIsNot || texture width - is not X
<pre>
iopObj.AddHook(0x002cc350, 0x78a30000, function()
          iopObj.AdvanceClock(21000)end)
</pre>
|-
|-
| GetClock || iopObj.GetClock() || Returns the value of cycles the iop is ahead of (?)
|psmIsNot || texture pixel storage format - is not X
|-style="background-color:#c6ecd9"
<pre>PSMCT32  = 0  PSMT4HL = 36
| || Hooks ||
PSMCT24  = 1  PSMT4HH = 44
PSMCT16  = 2  PSMZ32  = 48
PSMCT16S = 10  PSMZ24  = 49
PSMT8    = 19  PSMZ16  = 50
PSMT4    = 20  PSMZ16S = 58
PSMT8H  = 27 </pre>
|-
|-
|AddHook || iopObj.AddHook()||
|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>
|-
|-
|RemoveHook || iopObj.RemoveHook()||
|tw || texture width
|-
|-
|}
|th || texture height
 
|-
===== (GS) GsObject =====
|ztst || Z (depht) test method
<pre>ZNOUSE  = 0
ZALWAYS  = 1
ZGEQUAL  = 2
ZGREATER = 3


<pre>Commands for the emulated Graphics Synthesizer</pre>
0 -                      All pixels fail
 
1 -                      All pixels pass
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
2 - Pass if Z grater or equal to Z buffer
! Command !! Usage !! Notes
3 -       Pass if Z grater than Z buffer</pre>
|-style="background-color:#D7EF54"
|  || Object calling class ||
|-
|-
| getGsObject || local gsObj = getGsObject() ||
|mipIsGt || mip level is grater than X (?)
|-style="background-color:#c6ecd9"
|  || Graphical fixes / Improvement ||
|-
|-
|SetL2HMode || gsObj.SetL2HMode(true)|| (true) and (false) are only known options
|mmin || MMIN flag
<pre>NEAREST                = 0
LINEAR                = 1
NEAREST_MIPMAP_NEAREST = 2
NEAREST_MIPMAP_LINEAR  = 3
LINEAR_MIPMAP_NEAREST  = 4
LINEAR_MIPMAP_LINEAR  = 5</pre>
|-
|-
|SetUprenderMode ||gsObj.SetUprenderMode(1)|| Set uprender mode.  Overrides CLI, 0=none, 1=2x2
|prim || GS primitive type
<pre>Point        = 0
Line          = 1
LineStrip    = 2
Triangle      = 3
TriangleStrip = 4
TriangleFan  = 5
Sprite        = 6</pre>
|-
|-
|SetUpscaleMode || gsObj.SetUpscaleMode("EdgeSmooth") || Sets upscale mode.  Overrides CLI
|primIsNot || GS primitive type - is not
|-
<pre>Point        = 0
|GetFramesInQueue || gsObj.GetFramesInQueue() || Returns the value of the frames that are still in queue
Line          = 1
LineStrip    = 2
Triangle      = 3
TriangleStrip = 4
TriangleFan  = 5
Sprite        = 6</pre>
|-
|-
|SetFrameSkipping || gsObj.SetFrameSkipping(true) || false and true are the values.
|fillArea ||  
|-
|-
|SetDeinterlaceShift || gsObj.SetDeinterlaceShift(0) || The values are 1 and 0, Enable or disable interlacing, requires emulators with high api
|frameW ||  
|-
|-
|}
|renderSelf ||  
 
===== 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
|hasClut ||  
|-
|-
| 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:
|alphaTest ||  
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)
|primTest ||  
|-
|-
| eeNativeFunction || eeNativeFunction(<ee offset>, <original opcode>, <function>) || eeNativeFunction(0x11fa9c, 0x0080402d, 'memcpy')
|workLoadThreshold ||  
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.
|alpha || <pre> example: alpha=0x80000044
alpha=0</pre>
|-
|-
| GsCustomShader || ||  
|texType || (1-3, more? )
|-
|-
| Unlock || ||  
|tbp || texture base pointer
|-
|-
| IsUnlocked || ||  
|cbp || CLUT buffer base pointer
|-
|-
| InsnOverlay || InsnOverlay({<opcode, opcode, opcode...>}) || example: <div align="left"><pre>InsnOverlay({
|psm || texture pixel storage format
0x27bdfff0, -- addiu $sp, -0x10
<pre>PSMCT32  = 0   PSMT4HL = 36
0xffbf0000, -- sd $ra, 0(sp)
PSMCT24  = 1  PSMT4HH = 44
0xffb00008, -- sd $s0, 8(sp)
PSMCT16  = 2  PSMZ32  = 48
0x3c05000f, -- lui $a1, 0x000f
PSMCT16S = 10  PSMZ24  = 49
0x34a57000, -- ori $a1, 0x7000
PSMT8    = 19  PSMZ16  = 50
0x0c0db8b6, -- jal Script::State::DoString
PSMT4    = 20  PSMZ16S = 58
0x0080802d, -- move $s0, $a0
PSMT8H  = 27  </pre>
0x24050001, -- li $a1, 1
|-
0x0c0dba4c, -- jal Script::State::IsNull(int)
|mxl || maximum mip level (0-6)
0x0200202d, -- move $a0, $s0
0xdfb00008, -- ld $s0, 8(sp)
0xdfbf0000, -- ld $ra, 0(sp)
0x03e00008, -- jr ra
0x27bd0010  -- addiu $sp, 0x10
})</pre></div>
|-
|-
| eeDebugBreak || ||  
|fbmask || ?
|-
|-
| CsBindShader || ||  
|totalArea ||  
|-
|-
| CsSetParamInt32 || ||  
|packedRegs ||  
|-
|-
| CsSetParamFloat || ||  
|packedRegsLo ||  
|-
|-
| CsResetContext || ||  
|packedRegsHi ||  
|-
|-
| CsPrintContext || ||  
|packedRegsNum ||  
|-
|-
| PsBindShader || ||  
|packedFlags ||  
|-
|-
| PsSetParamInt32 || ||  
|packedPrim ||  
|-
|-
| PsSetParamFloat || ||  
|areaNumFrames ||  
|-
|-
| PsResetContext || ||  
|waveThreshold ||  
|-
|-
| PsPrintContext || ||  
|loadThreshold ||  
|-
|-
|fixSpriteDivTab ||
|}
|}


<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 =====
===Example configs===


{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
====Official example====
! Command !! Usage !! Notes
<pre>
|-
require( "ee-gpr-alias" ) -- you can access EE GPR by alias (gpr.a0 / gpr["a0"])
! !! getGLSObject class !!
apiRequest(0.4)
|-
 
| getGLSObject || ||
-- Star Wars: Racer Revenge (SLES-50366) [US]
|-
 
|Enable || ||
local eeObj = getEEObject()
|-
 
|EnableServerRecording || ||
eeInsnReplace(0x13d7f0, 0x1000ffff, 0x0804f45d) -- retry FREAD() for fix #9025,
|-
eeInsnReplace(0x13BCD0, 0x3c023f80, 0x3C023F40) -- Zoom
|Pause || ||
eeInsnReplace(0x1153B4, 0x3c023f80, 0x3C023FAB) -- Y-FOV
|-
 
! !! getAudioObject class !!
 
|-
-- Track#
| getAudioObject || ||
-- The Grand Reefs : 6
-- Ruins of Carnuss Gorgull : 9
eeObj.AddHook(0x187330, 0x3c010001, function()
local track = eeObj.GetGpr(gpr.a1)
print(string.format("Track : %d", track))
if track == 6 or track == 9 then
eeObj.Vu1MpgCycles(1000) -- makes it be 30fps.
else
eeObj.Vu1MpgCycles(100) -- default value.
end
end)
</pre>
====Custom config.lua example====
 
Here is the first custom lua config created by the community:
 
<pre>
apiRequest(0.1)
 
-- Fix black screen SLUS-20064
 
eeInsnReplace(0x1CF3CC, 0x4100ffff, 0x00000000) -- nop, mftgpr  $ra, $zero
</pre>
 
This is very basic command to replace part of EE memory with other instruction.
* apiRequest(0.1) - Is required for every config. Used version depend on your original eboot highest supported api. 0.1 seems to be enough for basic patches like here. 0.4 is highest known for now.
* -- 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.
* -- 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 =
 
==Description==
 
The PS2 bios is the file '''PS20220WD20050620.crack''' included in every PS2 game .pkg. It Is '''exactly''' the same BIOS that Sony used in ps2_netemu.self in PS3. Due to lack of many X modules homebrew compatibility is limited, and many of those need to be recompiled to use non X versions of modules, or need to load open source versions of them thru mc/cdvd. Important non X module that is missing is libsd, and homebrew that need it, will most likely fail to boot, or error.
<br>Bios is know to blacklist some titles, and refuse to boot them. This include all titles with 00000000 000000A0 flag from that  [[PS2_Emulation#Game_ID/DiscID in PS20220WD20050620.crack | list (click here)]]
 
Bios version seems to be Developement v2.20 from Japan region (22/01/2007), but it's of course not limited to booting only NTSC-J games.
Emulator not support USB peripherals, but this seems to be not limitation of BIOS, as it is used also in CECH C/E PS3 consoles.
There are signs that different bios version exist, named PS20190AC20030623_nordram_miniOSD.bin. This bios have included handy extensions for debugging, and can debug print with "debug osd verbosity" from CLI set to "verbose". Most noticeable difference for both bios files seems to be special RDRAM module.
<br>
<br>'''PS20220WD20050620.crack file MD5: 83AD2B530C9C102A561BA1CDC6D996D5'''
 
==Files inside ROM image==
 
{| class="wikitable" style="font-size:small;"
! File !! Offset in exported bin !! Description !! File type (exportable)
|-
|-
| muteStreamingAll || ||  
| RESET || 0x00 || Bootstrap code for the EE and IOP. || BIN
|-
|-
| muteStreamingMain || ||  
| ROMDIR || 0x2780 || || BIN
|-
|-
| muteStreamingBGM || ||  
| EXTINFO || 0x2CC0 || Contains the "EXTINFO" for all files in the ROM image. || BIN
|-
|-
! !! getRemotePlayObject class !!
| SBIN || 0x3330 || Seems to be the pad controller library for the PS1 monitor. || BIN
|-
|-
| getRemotePlayObject || ||  
| LOGO || 0xA2D0 || PS1 logo? || BIN
|-
|-
| Enable || ||  
| 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
|-
|-
! !! getVideoRecordingObject class !!
| IOPBTCON2 || 0x1EB10 || Boot configuration file for the IOP, for the first phase of the IOP reset (before UDNL is loaded). || BIN
|-
| SYSMEM || 0x1EBE0 || System Memory Manager. || ELF
|-
| 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
|-
|-
| getVideoRecordingObject || ||
| EXCEPMAN || 0x22380 || Exception manager. || ELF
|-
|-
| Enable || ||  
| INTRMANP || 0x22F60 || Interrupt Manager. According to wisi, it is for PS mode. || ELF
|-
|-
! !! getSharePlayObject class !!
| INTRMANI || 0x24970 || Interrupt Manager. According to wisi, it is for IOP mode. || ELF
|-
|-
| getSharePlayObject || ||  
| 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
|-
|-
| Enable || ||  
| TIMEMANP || 0x26F20 || Timer Manager (PS mode) || ELF
|-
|-
! !! getSpriteObject group  !!
| TIMEMANI || 0x27B00 || Timer Manager (IOP mode) || ELF
|-
|-
|getSpriteObject || ||
| DMACMAN || 0x28730 || DMA Controller Manager. || ELF
|-
|-
|Enable || ||
| SYSCLIB || 0x2BE30 || System C Library. || ELF
|-
|-
|Disable || ||
| HEAPLIB || 0x2E590 || Memory HEAP LIBrary (i.e. thvpool, thfpool) || ELF
|-
|-
|BindFragmentShader || ||
| THREADLIB || 0x2F290 || Multi_Thread_Manager || ELF
|-
|-
|SetShaderParams || || <div align="left">
| VBLANK || 0x38020 || V-Blank management || 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 || ||
| IOMAN || 0x38DB0 || IO Manager || ELF
|-
|-
|SetPosXY || ||
| MODLOAD || 0x3AD20 || IOP module loader. || ELF
|-
|-
|SetSizeXY || ||
| ROMDRV || 0x3D070 || ROM driver. Provides access to the boot ROM (rom0). || ELF
|-
|-
|SetPosUV || ||
| ADDDRV || 0x3DF60 || Adds support for the DVD ROM (rom1:), via ROMDRV. || ELF
|-
|-
|SetSizeUV || ||
| STDIO || 0x3D3C0 || Standard I/O library. || ELF
|-
|-
|PrintContext || ||
| SIFMAN || 0x3EFB0 || SIF manager. || ELF
|-
|-
|SetBlendColor || sprite<X>.SetBlendColor(<R,G,B,A>) in floats, max val. 1.0 || <div align="left">
| SIFINIT || 0x40550 || Initializes the SIF. || ELF
<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
| 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
|-
|-
| 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.
| EENULL || 0x40E10 ||  The idle thread (id #0) module, in ps2 loaded to 0x00081FC0. || BIN
|-
| PS1ID || 0x40E50 ||  Only found in newer boot ROMs || BIN
|-
| LIBFI || 0x40E60 || Not present in the boot ROM of the SCPH-10000 and SCPH-15000. || BIN
|-
| PS1VERJ || 0x40F50 ||  || BIN
|-
| PS1VERA || 0x40F60 ||  || BIN
|-
| PS1VERE || 0x40F70 ||  || BIN
|-
| PS1VERC || 0x40F80 ||  || BIN
|-
|-
| getScreenShotObject || ||  
| PS1VERH || 0x40F90 || || BIN
|-
|-
|}
| OSDSYS || 0x40FA0 || The browser || BIN
 
|-
==== Registers for hook ====
| - || 0x40FB0 ||  || BIN
 
|-
Registers defined in alias files.
| RDRAM || 0x41000  || Provides a RDRAM test for the EE at power-on. This is run from RESET. || BIN
 
|-
'''GetGpr/SetGpr
| EELOADCNF || 0x43D50 || Contains the IOP boot configuration file for EELOAD. || BIN
'''
|-
<pre>gpr.zero gpr.at  
| SIFCMD || 0x43F00 || SIF command module. Contains the SIF command and SIF RPC functions. || ELF
gpr.v0  gpr.v1
|-
gpr.a0  gpr.a1  gpr.a2  gpr.a3
| REBOOT || 0x46140 || The reboot service. Receives IOP reset packets from the EE, from across the SIF. || ELF
gpr.t0  gpr.t1  gpr.t2  gpr.t3
|-
gpr.t4  gpr.t5  gpr.t6  gpr.t7
| LOADFILE || 0x46910 || The RPC server for MODLOAD || ELF
gpr.s0  gpr.s1  gpr.s2  gpr.s3
|-
gpr.s4  gpr.s5  gpr.s6  gpr.s7
| 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
gpr.t8  gpr.t9
|-
gpr.k0  gpr.k1
| - || 0x49FF0 ||  || BIN
gpr.gp  gpr.sp  gpr.fp  gpr.ra
|-
gpr.lo  gpr.hi  gpr.sa
| IOPBOOT || 0x4A000 || IOP bootup program || BIN
 
|-
example: eeObj.GetGpr(gpr.a1)
| - || 0x4B160 ||  || BIN
</pre>
|-
 
| 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
'''GetCPR0/SetCPR0
|-
'''
| 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
<pre>cpr.index   cpr.pagemask
|-
cpr.random   cpr.wired
| XLOADFILE || 0x5A740 || Updated module || ELF
cpr.entrylo0      cpr.badvaddr
|-
cpr.entrylo1      cpr.count
| SIO2MAN || 0x5D7F0 || SIO2 manager. Provides access to the SIO2 interface. || ELF
cpr.context   cpr.entryhi
|-
 
| - || 0x5F420 ||  || BIN
 
cpr.compare   cpr.config    cpr.taglo
cpr.status   cpr.badpaddr  cpr.taghi
cpr.cause   cpr.hwbk cpr.errorepc
cpr.epc   cpr.pccr
cpr.prid
 
example: eeObj.GetCPR0(cpr.status) </pre>
 
 
==== Official PS2 configuration examples ====
 
*You can find the rest of the PS2 configurations in [https://www.psdevwiki.com/ps4/Official_Configuration_Files here].
 
<br>Canis Canem Edit
<br>'''SLES 535.61'''
<br>'''LUA'''
<pre>
require( "ee-gpr-alias" ) -- you can access EE GPR by alias (gpr.a0 / gpr["a0"])
apiRequest(0.1)
-- EA sports cricket 07 bug 9392
-- Performance fix
local emuObj = getEmuObject()
local thresholdArea = 600
emuObj.SetGsTitleFix( "ignoreUpRender", thresholdArea , {alpha=0x80000044 , zmsk=1 , tw=4, th=4  } )
</pre>
 
==== Custom config.lua examples ====
 
Here is the first custom LUA configuration created by the community:
 
<pre>
apiRequest(0.1)
 
-- Fix black screen SLUS-20064
 
eeInsnReplace(0x1CF3CC, 0x4100ffff, 0x00000000) -- bc0f 0x1CF3CC to nop
</pre>
This is a very basic command to replace a part of the EE memory with another instruction.  
* apiRequest(0.1) - Is required for every config. Used version depend on your original eboot highest supported api. 0.1 seems to be enough for basic patches like here. 2.3 is highest known for now.
* -- Fix black screen SLUS-20064 is comment
* eeInsnReplace(0x1CF3CC, 0x4100ffff, 0x00000000) is our true command here. We are replacing the value 0x4100FFFF to 0x00000000 at the offset of 0x1CF3CC  . Like you can see we need to add what opcode is replaced. Not only patch, and memory offset.
* -- bc0f 0x1CF3CC to nop is just another comment, in this case explaining what is changed
[https://www.psdevwiki.com/ps4/Talk:PS2_Classics_Emulator_Compatibility_List#Custom_PS2emu_Configuration_Files Other custom configurations made by users can be found here]
 
= Memory Map =
 
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: left;"
! Name !! From !! To
|-
|-
|EE Flat Memory (4gb)              ||  0x0000008000000000 || 0x0000008100000000
| MCSERV || 0x61340 ||  RPC server for MCMAN. || ELF
|-
|-
|IOP Flat Memory (4gb)            || 0x0000009000000000 || 0x0000009100000000
| - || 0x63040 ||   || BIN
|-
|-
|R59 Binary Cache                  || 0x0000000914B10000 || 0x0000000916B10000
| KROMG || 0x64000 ||   || BIN
|-
|-
|R30 Binary Cache                  || 0x0000000916B14000 || 0x0000000917314000
| - || 0x65CC0 ||   || BIN
|-
|-
|jitVU0                            || 0x0000000917318000 || 0x0000000917B18000
| KROM || 0x66000 || Kanji ROM? Not sure where this is used. || BIN
|-
|-
|jitVU1                            || 0x0000000917B1C000 || 0x0000000918B1C000
| - || 0x7FE70 ||   || BIN
|-
|-
! !! Host's EE Memory Map !!
| ROMVER || 0x7FF00 || ROM version. || BIN
|-
|-
|EE RAM - Kernel                  || 0x0000008000000000 || 0x0000008000080000
| - || 0x7FF10 ||   || BIN
|-
|-
|EE RAM - Debug                    || 0x0000008000078000 || 0x0000008000080000
| VERSTR || 0x7FF30 || Version string. Probably PS1 ROM will use this because that this string is also present in PlayStation consoles. || BIN
|-
|-
|EE RAM - User                    || 0x0000008000080000 || 0x0000008002000000
| - || 0x7FF90 ||   || BIN
|-
|-
|EE Hw Devices                    || 0x0000008010000000 || 0x0000008010010000
| ROMGSCRT || 0x80000 ||   || BIN
|-
|-
|EE ROM                            || 0x000000801FC00000 || 0x000000801FFE0000
| NCDVDMAN || 0x82D30 || It seems to be a heavily stripped-down CDVDMAN module, with no support for some S-command functions like sceCdRI. || ELF
|-
|-
|EE RAM - Uncached                || 0x0000008020080000 || 0x0000008022000000
| 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
|-
|-
|EE RAM - UncachedAccel            || 0x0000008030100000 || 0x0000008032000000
| MCMAN || 0x93C30 || Memory Card Manager. || ELF
|-
|-
|EE Scratchpad                    || 0x0000008070000000 || 0x0000008070004000
| PADMAN || 0xA30C0 || Pad manager. || ELF
|-
|-
|EE Debug                          || 0x00000080FFFF8000 || 0x0000008100000000
| CDVDMAN || 0xAC810 || The CD/DVD manager. || ELF
|-
|-
! !! Host's IOP Memory Map  !!
| CDVDFSV || 0xB4BC0 || The RPC server for CDVDMAN. || ELF
|-
|-
|IOP RAM                          || 0x0000009000000000 || 0x0000009000200000
| 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
|-
|-
|IOP RAM (mirror 1)                || 0x0000009000200000 || 0x0000009000400000
| 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
|-
|-
|IOP RAM (mirror 2)               ||  0x0000009000400000 || 0x0000009000600000
| 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
|-
| IGREETING || 0xC2BC0 || Displays boot information (i.e. IOP boot type, EBOOTP, IBOOTP, switch positions for DSW602 and the type of DSW602 board installed || ELF
|-
| EELOAD || 0xC3C20 || The EE ELF loader, which is loaded by LoadExecPS2() to 0x00082000 in PS2 for loading ELFs. || BIN
|-
| XCDVDMAN || 0xD2DA0 || cdvd_driver - Updated module || ELF
|-
| XCDVDFSV || 0xE1B30 ||  cdvd_ee_driver - Updated module || ELF
|-
| OSDSND || 0xEFF60 || OSD sound library. This is actually the tentative sound driver, which is called "librspu2" in the Sony SDK. || ELF
|-
|-
|IOP RAM (mirror 3)                ||  0x0000009000600000 || 0x0000009000800000
| 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
|-
|-
|IOP Scratchpad                    || 0x000000901F800000 || 0x000000901F801000
| XPARAM2 || 0x137500 || File store per title settings for IOP emulation (XPARAM available also in real PS2 since 750XX where Deckard powerPC was introduced) || ELF
|-
|-
|IOP HW                            ||  0x000000901F801000 || 0x000000901F810000
| OSDSYS || 0x139A00 ||  The browser || BIN
|-
|-
|IOP ROM                          || 0x000000901FC00000 || 0x000000901FFE0000
| PIOPRP || 0x177880 ||   || BIN
|-
|-
| KERNEL || 0x1BB7E0 || The EE kernel || BIN
|}
|}
Description source: https://gist.github.com/uyjulian/25291080f083987d3f3c134f593483c5


== Registers Map ==
== Game_ID/DiscID in PS20220WD20050620.crack ==
 
=== EE-IOP ===


<pre>
There are 193 titleIDs listed inside XPARAM2.ELF file of PS2 Bios included in PS20220WD20050620.crack. XPARAM2.ELF is called by OSDSYS. Then ID check is performed. If titleID match to one of included in the table, different IOP emulation settings are applied.
This list of registers is yet to be completed. Some registers are incorrectly named or include incorrect offsets. 0x1000000xxx base is not guaranteed in different emu revisions, but layout should be the same regardless. Assuming base is different (Like on kof2000), simply reduce these offsets by 8 hex values (IOP, VU0, and VU1 registers' offsets are static in all emulators).
</pre>


<pre>
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.
List was designed for Jak v2
Eboot md5:c644f6879af225a6e5a70233fc4625a3
</pre>


{| class=wikitable style="border: none; background: none;"
{| class="wikitable sortable" ||
! scope=col | GPR-EE
! ID in XPARAM2 !! Title !! Settings/Flags !! Remarks
! scope=col | Address
|-
| rowspan=900 style="border: none; background: none;"|
| SLUS_214.52 || Valkyrie Profile 2: Silmeria || 08000000 88130000  ||
! scope=col | FPR
! scope=col | Address
| rowspan=900 style="border: none; background: none;"|
! scope=col | CP0
! scope=col | Address
| rowspan=900 style="border: none; background: none;"|
! scope=col | GPR-IOP
! scope=col | Address
|-
|-
| zero  || 0x1000000000 || f00 || 0x1000000230 || Index ||  0x10000002D0 || zero ||  0x1020000000
| SLUS_214.04 || Final Fantasy XI: Treasures of Aht Urhgan || 02000000 0B000000 ||
|-style="background-color:#EEEFF2"
|-  
|   at || 0x1000000010 || f01 || 0x1000000234 ||  Random ||  0x10000002D4  || at  || 0x1020000004
| SLUS_213.39 || Puzzle Challenge || 01000000 00080000 ||  
|-
|-  
|   v0 ||  0x1000000020 || f02 || 0x1000000238 ||  EntryLo0  || 0x10000002D8  || v0  || 0x1020000008
| SLUS_213.31 || Sonic Riders || 01000000 00080000 ||  
|-style="background-color:#EEEFF2"
|-  
|   v1 ||  0x1000000030 || f03 || 0x100000023C  || EntryLo1 || 0x10000002DC || v1  || 0x102000000C
| SLUS_210.89 || Karaoke Revolution Vol.3 || 08000000 88130000 ||  
|-
|-  
|   a0 ||  0x1000000040 || f04  || 0x1000000240  ||  Context ||   0x10000002E0  || a0  || 0x1020000010
| SLUS_210.70 || Final Fantasy XI: Chains of Promathia || 02000000 0B000000 ||  
|-style="background-color:#EEEFF2"
|-  
|   a1 ||  0x1000000050 || f05 || 0x1000000244 ||  PageMask ||  0x10000002E4  ||  a1 || 0x1020000014
| SLUS_210.59 || Tekken 5 || 0B000000 00000040 ||  
|-
|-  
|   a2 ||  0x1000000060 ||  f06 ||  0x1000000248 || Wired  ||   0x10000002E8 || a2  || 0x1020000018
| SLUS_209.18 || Super Monkey Ball: Deluxe || 01000000 00080000 ||  
|-style="background-color:#EEEFF2"
|-  
|   a3 || 0x1000000070 ||  f07 || 0x100000024C  ||  rsvd7  ||    0x10000002EC ||  a3 || 0x102000001C
| SLUS_208.91 || Star Ocean: Til the end of Time [Disc 2] || 08000000 88130000 ||  
|-
|-  
|   t0  ||  0x1000000080 ||  f08 ||  0x1000000250 || BadVAddr ||   0x10000002F0 ||  t0 || 0x1020000020
| SLUS_208.51 || Ace Combat 5: The Unsung War || 0A000000 00005000 ||  
|-style="background-color:#EEEFF2"
|-  
|   t1  ||  0x1000000090 ||  f09|| 0x1000000254 || Count  ||    0x10000002F4 ||  t1 || 0x1020000024
| SLUS_208.38 || All-Star Baseball 2005 || 01000000 02080000 ||  
|-
|-  
|   t2  || 0x10000000A0 ||  f10 ||  0x1000000258 ||  EntryHi  ||    0x10000002F8 ||  t2 || 0x1020000028
| SLUS_206.86 || Splashdown: Rides Gone Wild || 0A000000 00040800 ||  
|-style="background-color:#EEEFF2"
|-  
|  t3  || 0x10000000B0  || f11 || 0x100000025C ||  Compare ||    0x10000002FC ||  t3 || 0x102000002C
| SLUS_206.39 || Def Jam Vendetta || 01000000 00080000 ||  
|-
|-  
|   t4  || 0x10000000C0  ||  f12 || 0x1000000260 || Status ||   0x1000000300 ||  t4 || 0x1020000030
| SLUS_206.35 || Muppets Party Cruise || 01000000 01080000 ||  
|-style="background-color:#EEEFF2"
|-  
|   t5  || 0x10000000D0  ||  f13 ||  0x1000000264 || Cause ||   0x1000000304 ||  t5 || 0x1020000034
| SLUS_205.90 || Spyhunter 2 || 01000000 00080000 ||  
|-
|-  
|   t6  || 0x10000000E0 || f14 || 0x1000000268 ||  EPC  ||    0x1000000308 ||  t6 || 0x1020000038
| SLUS_205.72 || Tiger Woods PGA Tour 2003 || 0A000000 E8030800 ||  
|-style="background-color:#EEEFF2"
|-  
|   t7 ||  0x10000000F0 || f15 || 0x100000026C ||  PRid  ||    0x100000030C || t7  || 0x102000003C
| SLUS_204.88 || Star Ocean: Til the end of Time [Disc 1] || 08000000 88130000 ||  
|-
|-  
|   s0 ||  0x1000000100 ||  f16 || 0x1000000270 || Config ||   0x1000000310 ||  s0 || 0x1020000040
| SLUS_204.33 || SWAT: Global Strike Team || 01000000 00080000 ||  
|-style="background-color:#EEEFF2"
|-  
|   s1 || 0x1000000110  || f17  ||  0x1000000274 ||  Iab ||    0x1000000314 || s1  || 0x1020000044
| SLUS_204.13 || Shadowman 2 || 0A000000 00060800 ||  
|-
|-  
|   s2 || 0x1000000120 ||  f18 ||  0x1000000278 ||  Iabm ||    0x1000000318 || s2  || 0x1020000048
| SLUS_203.64 || Tiger Woods PGA Tour 2002 || 0A000000 E8030800 ||  
|-style="background-color:#EEEFF2"
|-  
|  s3 || 0x1000000130 || f19 || 0x100000027C  ||  Dab ||    0x100000031C ||  s3 || 0x102000004C
| SLUS_203.05 || Simpsons: Road Rage || 01000000 00080000 ||  
|-
|-  
|   s4 || 0x1000000140  || f20  || 0x1000000280 || Dabm ||   0x1000000320 || s4  || 0x1020000050
| SLUS_202.74 || City Crisis || 0A000000 B80B0800 ||  
|-style="background-color:#EEEFF2"
|-  
|   s5 ||  0x1000000150 || f21  ||  0x1000000284 || Dvm ||   0x1000000324 || s5  || 0x1020000054
| SLUS_200.77 || Donald Duck: Go'in Quackers || 01000000 00080000 ||  
|-
|-  
|   s6 ||  0x1000000160 || f22 || 0x1000000288 ||  Dvbm  ||    0x1000000328 || s6  || 0x1020000058
| SLUS_200.11 || Orphen: Ocion of Sorcery || 09000000 10000008 ||  
|-style="background-color:#EEEFF2"
|-  
|   s7 ||  0x1000000170 ||  f23 ||  0x100000028C ||  BadPAddr ||   0x100000032C ||   s7 || 0x102000005C
| SLUS_200.11 || Orphen: Ocion of Sorcery || 08000000 88130000 ||  
|-
|-  
|   t8 || 0x1000000180  ||  f24 || 0x1000000290  ||  Debug  ||    0x1000000330 || t8  ||  0x1020000060
| SLPS_732.49 || Ar tonelico Qoga: Knell of Ar Ciel (Platinum) || 00000000 0000000A ||  
|-style="background-color:#EEEFF2"
|-  
|  t9 ||  0x1000000190 || f25 || 0x1000000294 || Perf  ||    0x1000000334 || t9  || 0x1020000064
| SLPS_257.27 || Routes PE || 08000000 E8030000 ||  
|-
|-  
|   k0 ||  0x10000001A0 || f26  ||  0x1000000298 ||  Pcr0 ||    0x1000000338 || k0 ||  0x1020000068
| SLPS_257.22 || Routes PE (Limited Edition) || 08000000 E8030000 ||  
|-style="background-color:#EEEFF2"
|-  
|  k1 ||  0x10000001B0 || f27 || 0x100000029C  || Pcr1 ||    0x100000033C ||  k1 ||  0x102000006C
| SLPS_257.21 || HimeHibi - Princess Days || 0B000000 00000008 ||  
|-
|-  
|   gp ||  0x10000001C0 || f28  ||  0x10000002A0 || TagLo  ||    0x1000000340 ||  gp  || 0x1020000070
| SLPS_257.09 || The Familiar of Zero || 0A000000 E8030800 ||  
|-style="background-color:#EEEFF2"
|-  
|  sp || 0x10000001D0 || f29 || 0x10000002A4  || TagHi  ||    0x1000000344 ||  sp  || 0x1020000074
| SLPS_257.08 || The Familiar of Zero (Limited Edition) || 0A000000 E8030800 ||  
|-
|-  
|   fp ||  0x10000001E0 ||  f30 || 0x10000002A8  ||  ErrorEPC ||   0x1000000348 ||  fp || 0x1020000078
| SLPS_256.98 || Fatal Fury Battle Archives Volume 2 || 00000000 0000000A ||  
|-style="background-color:#EEEFF2"
|-  
|  ra || 0x10000001F0  || f31 || 0x10000002AC || Rsvd31 ||    0x100000034C ||    ra || 0x102000007C
| SLPS_256.67 || Daito Giken Premium Pachi-Slot Collection: Yoshimune || 01000000 00180000 ||  
|-
|-  
|   hi/hi1 (2x 64bit) || 0x1000000200  ||  fACC ||  0x10000002B0 || {{cellcolors|#7698FF|#000000}}COP0 additional registers || ||   pc || 0x102000008C   
| SLPS_256.04 || Ar tonelico Qoga: Knell of Ar Ciel || 00000000 0000000A ||  
|-style="background-color:#EEEFF2"
|-  
|   lo/lo1 (2x 64bit) || 0x1000000210  || {{cellcolors|#7698FF|#000000}}FPU CTRL (FCR) ||  || real Pcr0 || 0x1000000350 || hi ||0x1020000090 ??
| SLPS_255.86 || Tales of the Abyss || 0A000000 E8030800 ||  
|-
|-  
|   sa  || 0x1000000220 ||  cp1cond  ||  0x10000002B4 || real Pcr1  || 0x1000000358  ||  lo  || 0x1020000094 ??
| SLPS_255.85 || Monster Farm 5: Circus Caravan || 07000000 05000000 ||  
|--style="background-color:#EEEFF2"
|-  
|    ||  || fpu ver ||  0x10000002B8   
| SLPS_255.10 || Tekken 5 || 0B000000 00000040 ||  
|-
|-  
|  ||   || fpu sticky  ||  0x10000002BC   
| SLPS_254.18 || Ace Combat 5: The Unsung War || 0A000000 00005000 ||  
|--style="background-color:#EEEFF2"
|-  
|   ||  ||  fpu ctrl ||  0x10000002C0
| SLPS_254.06 || Hitman: Contracts || 08000000 AC0D0000 ||  
|-
|  ||  ||  2CF unknown ||  0x10000002C4 
|-
|}
 
=== Emulator related registers ===
 
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! {{cellcolors|#7698FF|#000000}}"Fake" registers !! Address !! Notes 
|-
| (?) || 0x1000000360      || Locking the value seems to cause a crash.
|-style="background-color:#8b9dc3"
|Current PC<br>(4 Bytes) || 0x1000000368 || Shows the current offset that's being executed by the EE.<br>
Updated only on branch/jump tests, unless commands such as --ee-pc-coherency  or --ee-insn-flush-pc are used.<br>
Then updates are instant, right when instructions are executed. <br>
Commonly used by sceners as a way of finding troublesome offsets. Can be found in some emulators here too: 0x8000016830
|-
| (?) || 0x100000036C ||
  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
|-
| Delta counter  || 0x1000000370  ||<pre>(Passed cycles, likely decrementer).
Evt check is performed on branch test when 0.
Fastforwardclock set this to 0,
advanceclock subtract value from this fake reg)</pre>
|-
|Cycles ||0x1000000378||
|-
| (?) || 0x1000000384 || <pre>Address when last exception occurred on r5900.
This register most of times will hold last executed syscall address,
sometimes last tlb miss or break(if "as nop" is disabled).
Unlike the pc, this one doesn't change after a crash and has much lower latency.
Thus meaning it's better at diagnosing problems.</pre>
|-
|}
 
=== VU0 Registers ===
 
{| 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??
| SLPS_253.79 || Tokyo Majin Gakuen: Kaihoujyou Kefurokou || 0A000000 E8030800 ||  
|-style="background-color:#EEEFF2"
|-  
| vi01 || 0x1030000220 || MACflag || 0x1030000320??
| SLPS_253.57 || 3-Nen B-Gumi Kinpachi Sensei: Densetsu no Kyoudan ni Tate! || 01000000 00180000 ||  
|-
|-  
| vi02|| 0x1030000230  || Clipflag || 0x1030000330??
| SLPS_253.15 || One Piece: Grand Battle 3 || 01000000 00180000 ||  
|-style="background-color:#EEEFF2"
|-  
|  vi03||  0x1030000240 || c2c19 || 0x1030000340??
| SLPS_252.90 || Time Crisis 3 || 01000000 00080000 ||  
|-
|-  
| vi04||  0x1030000250 ||  R || 0x1030000350??
| SLPS_252.78 || Memories Off: Mix || 0A000000 00030800 ||  
|-style="background-color:#EEEFF2"
|-  
| vi05|| 0x1030000260  || I || 0x1030000360
| SLPS_252.75 || Def Jam: Vendetta || 01000000 02080000 ||  
|-
|  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??
| SLPS_252.37 || Only You || 0B000000 00000040 ||
|-style="background-color:#EEEFF2"
|-
| vi01 || 0x1040000220  || vi17 || 0x1040000320??
| SLPS_251.50 || Only You || 0B000000 00000040 ||
|-
|-
|  vi02|| 0x1040000230  || vi18 || 0x1040000330??
| SLPS_251.42 || Tiger Woods PGA Tour 2002 || 0A000000 E8030800 ||
|-style="background-color:#EEEFF2"
|-
|  vi03||  0x1040000240 || vi19 || 0x1040000340??
| SLPS_251.36 || Kuon no Kizuna Sairin Mikotonori || 0A000000 DC050800 ||
|-
|-
|  vi04||  0x1040000250 ||  vi20 || 0x1040000350??
| SLPS_250.81 || Saishuu Densha || 0A000000 E8030800 ||
|-style="background-color:#EEEFF2"
|-
|  vi05|| 0x1040000260  || vi21 || 0x1040000360
| SLPS_250.72 || A Visual Mix: Ayumi Hamasaki Dome Tour 2001 || 08000000 50140000 ||
|-
|-
|  vi06||  0x1040000270 || vi22 || 0x1040000370??
| SLPS_250.71 || A Visual Mix: Ayumi Hamasaki Dome Tour 2001 || 08000000 50140000 ||
|-style="background-color:#EEEFF2"
|-
|  vi07||  0x1040000280 || vi23 || 0x1040000380??
| SLPS_250.08 || Sorcerous Stabber Orphen || 08000000 1C0C0000 ||
|-
|-
|  vi08||  0x1040000290 || vi24 || 0x1040000390??
| SLPS_204.55 || Simple 2000 Series Vol.94: The Aka-Champion - Come on Baby || 0B000000 00000040 ||
|-style="background-color:#EEEFF2"
|-
|  vi09||  0x10400002A0 || vi25 || 0x10400003A0??
| SLPS_204.29 || Hissatsu Pachi-Slot Evolution: Ninja Hattori-Kun V || 08000000 581B0000 ||
|-
|-
|  vi10||  0x10400002B0 || vi26 || 0x10400003B0
| SLPS_204.04 || Rakushou! Pachi-Slot Sengen 2 || 0A000000 00030800 ||
|-style="background-color:#EEEFF2"
|-
|  vi11||  0x10400002C0|| vi27 || 0x10400003C0??
| SLPS_202.00 || Final Fantasy XI || 02000000 0B000000 ||
|-
|-
|  vi12||  0x10400002D0 || vi28 || 0x10400003D0
| SLPS_201.99 || F1 2002 || 0B000000 05000200 ||
|-style="background-color:#EEEFF2"
|-
|  vi13||  0x10400002E0 || vi29 || 0x10400003E0??
| SLPS_201.97 || Surfing Air Show with RatBoy || 09000000 0A00472B ||
|-
|-
|  vi14||  0x10400002F0 || vi30 || 0x10400003F0??
| SLPS_201.73 || Hard Hitter 2 || 0A000000 00030800 ||
|-style="background-color:#EEEFF2"
|-
|  vi15||  0x1040000300 || vi31 || 0x1040000400??
| SLPS_201.72 || Koushien: Konpeki no Sora || 09000000 0A00472B ||
|-
|-
|}
| SLPS_201.11 || Magical Sports Pro Baseball 2001 || 09000000 0A00472B ||
 
|-
= Open CL and Floats =
| SLPS_201.01 || City Crisis || 0A000000 B80B0800 ||
 
|-
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].
| SLPS_200.66 || Tenshi no Present: Marle Oukoku Monogatari || 0B000000 00000020 ||
 
|-
== CPU ==
| SLPS_200.53 || Tenshi no Present: Marle Oukoku Monogatari (Limited Edition) || 0B000000 00000020 ||
 
|-
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
| SLPS_200.38 || Grappler Baki: Baki Saidai no Tournament || 08000000 94110000 ||
! Info !! Value
|-
|-
| SLPS_200.37 || Go Go Golf || 09000000 0A00472B ||
| Device Name                                ||  CXD90026AG - DG1002FGF84HT
|-
|-
| SLPS_200.20 || FIFA 2000 World Championship || 04000000 01200000 ||
| Device Vendor                              ||  AuthenticAMD
|-
|-
| SLPS_200.08 || Morita Shogi || 08000000 88130000 ||
| Device Vendor ID                            ||  0x1022
|-
|-
| SLPM_680.10 || || 08000000 88130000 ||
| Device OpenCL C Version                    ||  OpenCL C 1.2 pocl
|-
|-
| SLPM_680.07 || Karaoke Revolution (Trial) || 08000000 88130000 ||
| Device Type                                ||  CPU
|-
|-
| SLPM_665.74 || Detective Evangelion || 00000000 00000002 ||
| Max compute units                          ||  8
|-
|-
| SLPM_665.58 || Tomb Raider: Legend || 08000000 E8030000 ||
| Max work item dimensions                    ||  3
|-
|-
| SLPM_665.39 || Nobunaga no Yabou Online: Haten no Shou || 02000000 0B000000 ||
| Max work item sizes                        ||  4096x4096x4096
|-
|-
| SLPM_664.36 || Aria the Natural || 01000000 00180000 ||
| Max work group size                        ||  4096
|-
|-
| SLPM_664.36 || Aria the Natural || 00000000 0000000A ||
| Preferred work group size multiple          ||  8
|-
|-
| SLPM_663.94 || Final Fantasy XI: Treasures of Aht Urhgan || 02000000 0B000000 ||
! Half-precision Floating-point support      !!  (n/a)
|-
|-
| SLPM_663.93 || Final Fantasy XI: Treasures of Aht Urhgan (All-In-One Edition)  || 0A000000 E8030800 ||
! Single-precision Floating-point support    !!  (core)
|-
|-
| SLPM_663.93 || Final Fantasy XI: Treasures of Aht Urhgan (All-In-One Edition) || 09000000 0A00472B ||
| Denormals                                  || Yes
|-
|-
| SLPM_663.93 || Final Fantasy XI: Treasures of Aht Urhgan (All-In-One Edition) || 02000000 0B000000 ||
| Infinity and NANs                          || Yes
|-
|-
| SLPM_661.75 || Akumajo Dracula: Yami no Juin || 0B000000 1C000200 ||
| Round to nearest                            || Yes
|-
|-
| SLPM_661.75 || Akumajo Dracula: Yami no Juin || 08000000 60000000 ||
| Round to zero                              || Yes
|-
|-
| SLPM_661.56 || Marheaven: Arm Fight Dream || 01000000 00180000 ||
| Round to infinity                          || Yes
|-
|-
| SLPM_660.57 || Taito Memories Vol.1 || 08000000 E40C0000 ||
| IEEE754-2008 fused multiply-add            || No
|-
|-
| SLPM_660.48 || The Sword of Etheria || 08000000 1C0C0000 ||
| Support is emulated in software            || No
|-
|-
| SLPM_660.48 || The Sword of Etheria || 00000000 00000002 ||
| Correctly-rounded divide and sqrt operations|| Yes
|-
|-
| SLPM_660.33 || The Sword of Etheria || 08000000 1C0C0000 ||
! Double-precision Floating-point support    !!  (cl_khr_fp64)
|-
|-
| SLPM_660.33 || The Sword of Etheria || 00000000 00000002 ||
| Denormals                                  || Yes
|-
|-
| SLPM_659.84 || Grand Theft Auto: San Andreas || 0A000000 E8030800 ||
| Infinity and NANs                          || Yes
|-
|-
| SLPM_659.53 || Final Fantasy: XI (Entry Disc 2005) || 02000000 0B000000 ||
| Round to nearest                            || Yes
|-
|-
| SLPM_659.34 || Maple Colors || 0A000000 00030800 ||
| Round to zero                              || Yes
|-
|-
| SLPM_658.94 || Winning Post 6: 2005 Version || 01000000 00240000 ||
| Round to infinity                          || Yes
|-
|-
| SLPM_657.83 || Nobunaga no Yabou Online: Tappi no Shou || 02000000 0B000000 ||
| IEEE754-2008 fused multiply-add            || Yes
|-
|-
| SLPM_657
| 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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