Editing PS2 Emulation
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= Description = | = Description = | ||
<pre>PlayStation 2 emulation on the PlayStation 4 is handled with little difference to the PlayStation 3. | |||
Some issues on PS3's PS2 emulator were left unfixed on the PlayStation 4. Consequently, the PS4 inherited some of PS3's emulation glitches, while introducing 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. | |||
Each | Each PS2ONPS4 package file (.pkg) includes the emulator itself. The ps4 does not have a native built-in emulator in its firmware, but it does a few PS2 emulator specific features, like the functions sceLncUtilIsPs2Emu, sceShellCoreUtilGetImposeMenuFlagForPs2Emu, sceSystemServiceAddLocalProcessForPs2Emu, and sceSystemServiceShowImposeMenuForPs2Emu. | ||
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 as it is the most compatible one out there. When game crashes are concerned, RECVX is typically used, whereas for VU accuracy it is roguev1. | |||
The PS2 BIOS is included in the game's pkg | The PS2 BIOS is included in the game's pkg, the same one used on the ps2_netemu. The lack of encryption mechanism for PS2 game disc image file is also important. 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 decrypted, but the emulator checks the CRC of some of the regions to ensure that the memory card was not modified. This PS2 Emulator also supports LUA scripting by "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 | 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.</pre> | ||
= Emulator Configuration = | = Emulator Configuration = | ||
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| --framelimit-fps || FPS/float || framelimiter || --framelimit-fps=0.8 | | --framelimit-fps || FPS/float || framelimiter || --framelimit-fps=0.8 | ||
|- | |- | ||
| --framelimit-scalar || scalar/float || || --framelimit-scalar=3.2 | | --framelimit-scalar || scalar/float || Scalar must be between 0.1 and 5.0 || --framelimit-scalar=3.2 | ||
|- | |- | ||
| --framelimit-mode || slowest,slower,slow,normal,fast,fastest,turbo || A Standalone framelimiter || --framelimit-mode=fast | | --framelimit-mode || slowest,slower,slow,normal,fast,fastest,turbo || A Standalone framelimiter || --framelimit-mode=fast | ||
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=== XXXX-YYYYY_cli.conf commands === | === XXXX-YYYYY_cli.conf commands === | ||
<pre>These commands work in config-emu-ps4.txt, but the official way to use them is through the CLI file (It is also needed for multi-disc packages). Additionally, some commands are still not discovered, and known commands might be missing their values. | <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. </pre> | ||
All commands are pre-made. Creating new CLI commands is impossible. | <pre>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. | 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> | 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> | ||
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| || Speedhacks / Desync Fixes|| || | | || Speedhacks / Desync Fixes|| || | ||
|- | |- | ||
| --ee-cycle-scalar || | | --ee-cycle-scalar || Accelerate EE cycles: (0.999 => 0.100)<br>Decelerate EE cycles: (1.001 => 5.000) || Can benefit core sync or performance (too much deceleration can cause stuttery fmvs.) The default value for most emulators is ~1.0. It is highly sensitive, as any slight change may break or fix the game. (Possibly divides 100 with the entered value and sets the result as EE's clock speed percentage % .) || --ee-cycle-scalar=1.0 | ||
|- | |- | ||
| --ee-context-switch-cycles || Accelerate cycles (360 => 0) <br>Decelerate cycles (361 => ∞ ) || Its effects are mysterious | | --ee-context-switch-cycles || Accelerate cycles (360 => 0) <br>Decelerate cycles (361 => ∞ ) || Its effects are mysterious, but likely affect COP0. Does not work on Jak emulators. Default value is 360. Seems to be useful for Bee Movie, Metal Gear Solid 3, as well as others with IPU issues.|| --ee-context-switch-cycles=2700? | ||
|- | |- | ||
| [[--ee-hook|--ee-hook]] || AdvanceClock<br>FastForwardClock<br>Mfifodrain || Runs the specified | | [[--ee-hook|--ee-hook]] || AdvanceClock<br>FastForwardClock<br>Mfifodrain || Runs the specified feature every time a selected EE offset is reached. FastForwardClock and AdvanceClock help fix core sync issues, but can be used as a speedhack. Mfifodrain is still unknown. [[--ee-hook|For more examples]] ||--ee-hook=0x0025A9F2,AdvanceClock,,500 <br>--ee-hook=0x0019F0AD,FastForwardClock | ||
|- | |- | ||
|-style="background-color:#D7EF54" | |-style="background-color:#D7EF54" | ||
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| || Game fixes || || | | || Game fixes || || | ||
|- | |- | ||
| --fpu-no-clamping || 0 | | --fpu-no-clamping || 1 = Extra + preserve sign<br>0 = Extra || Changes the clamping behavior of the FPU. Might fix freezing issues, or misplaced characters/items (Inaccuracies with in-game physics) || --fpu-no-clamping=0 | ||
|- | |- | ||
| --fpu-custom-min-max || 0, 1 || Custom Max/Mini logic for denormals. Enabled by default. Disabling it might break some games || --fpu-custom-min-max=0 | | --fpu-custom-min-max || 0, 1 || Custom Max/Mini logic for denormals. Enabled by default. Disabling it might break some games || --fpu-custom-min-max=0 | ||
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| --fpu-no-clamp-range || start,end offset (0x0 - 0x1FFFFFF) || Per-range clamping for the FPU in the selected memory range. || --fpu-no-clamp-range=0x1acce0,0x2acce0 | | --fpu-no-clamp-range || start,end offset (0x0 - 0x1FFFFFF) || Per-range clamping for the FPU in the selected memory range. || --fpu-no-clamp-range=0x1acce0,0x2acce0 | ||
|- | |- | ||
| --fpu-accurate-muldiv || 0 = Disabled<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-muldiv || 0 = Disabled<br>1 = Enabled || Allows the FPU to accurately Divide/Multiply by 0 for all offsets by using software floats rather than hardware floats. (Extremely slow) || --fpu-accurate-muldiv=1 | ||
|- | |- | ||
| --fpu-accurate-addsub || 0 = Disabled<br>1 = Enabled || Allows the FPU to accurately Add/Subtract for all offsets by using software floats rather than hardware floats. (Extremely slow) || --fpu-accurate-addsub=1 | | --fpu-accurate-addsub || 0 = Disabled<br>1 = Enabled || Allows the FPU to accurately Add/Subtract for all offsets by using software floats rather than hardware floats. (Extremely slow) || --fpu-accurate-addsub=1 | ||
|- | |- | ||
| --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-muldiv-range || start,end offset (0x0 - 0x1FFFFFF) || Allows the FPU to accurately Divide/Multiply by 0 in the specified ee memory range by using software floats rather than hardware floats. || --fpu-accurate-muldiv-range=0x1acce0,0x2acce0 | ||
|- | |- | ||
| --fpu-accurate-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 | | --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 | ||
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| --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 | | --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 | ||
|- | |- | ||
| --fpu-accurate-mul-fast || 0, 1 || Speedhack for | | --fpu-accurate-mul-fast || 0, 1 || Speedhack for FPU muldiv commands. || --fpu-accurate-mul-fast=1 | ||
|-style="background-color:#FFAA00" | |-style="background-color:#FFAA00" | ||
| || Other || || | | || Other || || | ||
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|} | |} | ||
===== COP2 ===== | =====COP2===== | ||
<pre>VU0 Macro-mode. These commands assist the FPU.</pre> | <pre>VU0 Macro-mode. These commands assist the FPU.</pre> | ||
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;" | {| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;" | ||
! Command !! Values !! Notes !! Usage | ! Command !! Values !! Notes !! Usage | ||
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| || Game fixes || || | | || Game fixes || || | ||
|- | |- | ||
| --cop2-no-clamping || 0 | | --cop2-no-clamping || 1 = Extra + preserve sign<br>0 = Extra || Changes the clamping behavior of the COP2. The default emulator's behavior is none of the included values and cannot be set by CLI commands. || --cop2-no-clamping=0 | ||
|- | |- | ||
| --cop2-accurate-range || start,end offset (0x0 - 0x1FFFFFF) ||Accurate Mul/Div/Add/Sub math instructions for the COP2 by using software floats rather than hardware floats. Can be used for full COP2 mathematical accuracy in the specified range. || --cop2-accurate-range=0x123456,0x134567 | | --cop2-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 | ||
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| --cop2-no-clamp-range || start,end offset (0x0 - 0x1FFFFFF) || Per-range clamping for COP2. || --cop2-no-clamp-range=0x123456,0x134567 | | --cop2-no-clamp-range || start,end offset (0x0 - 0x1FFFFFF) || Per-range clamping for COP2. || --cop2-no-clamp-range=0x123456,0x134567 | ||
|- | |- | ||
| --cop2-accurate-mul-range || start,end offset (0x0 - 0x1FFFFFF) || Accurate multiplication instructions for the COP2 in the specified range by using software floats rather than hardware floats | | --cop2-accurate-mul-range || start,end offset (0x0 - 0x1FFFFFF) || Accurate multiplication instructions for the COP2 in the specified range by using software floats rather than hardware floats || --cop2-accurate-mul-range=0x123456,0x134567 | ||
|- | |- | ||
| --cop2-accurate-mul || 1 = Enabled<br>0 = Disabled || Allows the COP2 to accurately multiply for all offsets by using software floats rather than hardware floats. (Extremely slow) || --cop2-accurate-mul=1 | | --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 | ||
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| --cop2-accurate-addsub || 1 = Enabled<br>0 = Disabled || Allows the COP2 to accurately Add/Subtract for all offsets by using software floats rather than hardware floats. (Extremely slow) || --cop2-accurate-addsub=1 | | --cop2-accurate-addsub || 1 = Enabled<br>0 = Disabled || Allows the COP2 to accurately Add/Subtract for all offsets by using software floats rather than hardware floats. (Extremely slow) || --cop2-accurate-addsub=1 | ||
|- | |- | ||
| --cop2-accurate-addsub-range || start,end offset (0x0 - 0x1FFFFFF) || Allows the COP2 to accurately Add/Sub in the specified ee memory range by using software floats rather than hardware floats. | | --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. || --cop2-accurate-addsub-range=0x123456,0x134567 | ||
|- | |- | ||
|-style="background-color:#FFAA00" | |-style="background-color:#FFAA00" | ||
| || Other || || | | || Other || || | ||
|- | |- | ||
| --cop2-regalloc || 0, 1 ? || | | --cop2-regalloc || 0, 1 ? || PCSX2 seems to have this enabled by default. Uknown function, might be a speechack. || | ||
|- | |- | ||
| --cop2-inst-q || 0, 1 || instant Q, no stalling on VWAITQ, or instances of Q. Crashes some games when enabled. || | | --cop2-inst-q || 0, 1 || instant Q, no stalling on VWAITQ, or instances of Q. Crashes some games when enabled. || | ||
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|} | |} | ||
==== Vector Units (VU) ==== | ====Vector Units (VU)==== | ||
=====VU===== | |||
===== VU ===== | |||
<pre>Custom DSPs used to process vertex data, physics calculations, and other related tasks. Settings found here affect VU1, VU0, and COP2. They fix broken or missing geometry, black screens, and crashes.</pre> | <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;" | {| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;" | ||
! Command !! Values !! Notes !! Usage | ! Command !! Values !! Notes !! Usage | ||
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| || Graphical fixes || || | | || Graphical fixes || || | ||
|- | |- | ||
| --vu-xgkick-delay || Limit is between (0 => 31) || Delay xgkick instruction execution. PCSX2 uses 6 cycles, PS3 uses 2-8 cycles depending on the game. | | --vu-xgkick-delay || Limit is between (0 => 31) || Delay xgkick instruction execution. PCSX2 uses 6 cycles, PS3 uses 2-8 cycles depending on the game. Lowering the value can potentially restore missing graphics, while increasing it can possibly fix games freezing at splash screen. || --vu-xgkick-delay=8 | ||
|- | |- | ||
| --vu-custom-min-max || 0, 1 || Custom Max/Mini logic for denormals. Disabled on pcsx2 by default but enabled by default on a couple of emus such as jakv2. Disabling it could potentially restore missing graphics.|| --vu-custom-min-max=0 | | --vu-custom-min-max || 0, 1 || Custom Max/Mini logic for denormals. Disabled on pcsx2 by default but enabled by default on a couple of emus such as jakv2. Disabling it could potentially restore missing graphics by speeding up the vector units.|| --vu-custom-min-max=0 | ||
|- | |- | ||
|-style="background-color:#D7EF54" | |-style="background-color:#D7EF54" | ||
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| --vu-hack-triace || 0, 1 || A hack designed specifically for games developed by Tri Ace. Corrects the VU's addi calculation. Without it, the result will be one bit off, which is enough to break the game's decryption algo. || --vu-hack-triace=1 | | --vu-hack-triace || 0, 1 || A hack designed specifically for games developed by Tri Ace. Corrects the VU's addi calculation. Without it, the result will be one bit off, which is enough to break the game's decryption algo. || --vu-hack-triace=1 | ||
|- | |- | ||
| --vu-branch-hazard || 0, 1 || | | --vu-branch-hazard || 0, 1 || Disabling it managed to prevent "Batman - Rise of Sin Tzu" from crashing|| --vu-branch-hazard=0 | ||
|- | |- | ||
| --vu-evil-branches || 0, 1 || Take in count branch in delay slot, or not. [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L306 More Info]|| | | --vu-evil-branches || 0, 1 || Take in count branch in delay slot, or not. [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L306 More Info]|| | ||
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| --vu-t-bit || 0, 1 || Debug halt. Acts similarly to D-bit || --vu-t-bit=0 | | --vu-t-bit || 0, 1 || Debug halt. Acts similarly to D-bit || --vu-t-bit=0 | ||
|- | |- | ||
| --vu-inst-mflag || 0, 1 || Instant macflag? | | --vu-inst-mflag || 0, 1 || Instant macflag? || --vu-inst-mflag=1 | ||
|- | |- | ||
| --vu-inst-cflag || 0, 1 || Instant cflag? || --vu-inst-cflag=1 | | --vu-inst-cflag || 0, 1 || Instant cflag? || --vu-inst-cflag=1 | ||
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|} | |} | ||
===== VU1 ===== | =====VU1===== | ||
<pre>VU1 is the GS’s alternate processing unit. Commands here typically improve performance, prevent crashes, and fix SPS (graphical glitches).</pre> | |||
<pre>VU1 is the | |||
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;" | {| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;" | ||
! Command !! Values !! Notes !! Usage | ! Command !! Values !! Notes !! Usage | ||
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| || Speedhacks || || | | || Speedhacks || || | ||
|- | |- | ||
| --vu1-mpg-cycles || | | --vu1-mpg-cycles || 0 - 400000 || 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>--vu1-mpg-cycles=850,$037,$7b3<br>--vu1-mpg-cycles=950,0xffffffff<br>--vu1-mpg-cycles=1166,$000<br>--vu1-mpg-cycles=2600,-1 | ||
|- | |- | ||
| --vu1-di-bits || 0, 1 || 0 Skips setting invalid, and Divides by zero flags in status register. Can be used as a speedhack as it can skip costly calculations. But at the same time, it can cause issues such as broken geometry. || --vu1-di-bits=0 | | --vu1-di-bits || 0, 1 || 0 Skips setting invalid, and Divides by zero flags in status register. Can be used as a speedhack as it can skip costly calculations. But at the same time, it can cause issues such as broken geometry. || --vu1-di-bits=0 | ||
|- | |- | ||
| --vu1-const-prop || 0, 1|| Enabled by default. 0 will disable it and cause performance issues | | --vu1-const-prop || 0, 1|| Enabled by default. 0 will disable it and cause performance issues.[https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L312 More info] || --vu1-const-prop=1 | ||
|- | |- | ||
| --vu1-opt-flags || 0, 1, 2 || Optimize flags upon recompilation (1 is safe, 2 update sticky, and mac flag on every status flag update) [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L280 More Info] || --vu1-opt-flags=0 | | --vu1-opt-flags || 0, 1, 2 || Optimize flags upon recompilation (1 is safe, 2 update sticky, and mac flag on every status flag update) [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L280 More Info] || --vu1-opt-flags=0 | ||
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| --vu1-opt-vf00 || 0, 1, 2 || Optimization for the vf00 register. || --vu1-opt-vf00=2 | | --vu1-opt-vf00 || 0, 1, 2 || Optimization for the vf00 register. || --vu1-opt-vf00=2 | ||
|- | |- | ||
| --vu1-jr-cache-policy || newprog, sameprog, auto, new, same || PCSX2 uses newprog as | | --vu1-jr-cache-policy || newprog, sameprog, auto, new, same || PCSX2 uses newprog as default setting. 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 | | --vu1-jalr-cache-policy || newprog, sameprog, auto, new, same || PCSX2 uses newprog as default setting. Setting it into newprog has been proven to fix some crashes [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L319 Info] || --vu1-jalr-cache-policy=newprog | ||
|- | |- | ||
|-style="background-color:#D7EF54" | |-style="background-color:#D7EF54" | ||
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| --vu1 || jit-sync || Selector between IR/JIT and it modes. Jit-sync works similarly to disabling MTVU. jit, trans, and jit-async are unimplemented functions that do not change anything. || --vu1=jit-sync | | --vu1 || jit-sync || Selector between IR/JIT and it modes. Jit-sync works similarly to disabling MTVU. jit, trans, and jit-async are unimplemented functions that do not change anything. || --vu1=jit-sync | ||
|- | |- | ||
| --vu1-no-clamping || 0,1 || Changes the clamping behavior of the VU1. Setting specific to ps4 emulators, unimplemented in pcsx2 | | --vu1-no-clamping || 0,1 || Changes the clamping behavior of the VU1. Setting specific to ps4 emulators, unimplemented in pcsx2. The default emulator's behavior cannot be set by CLI commands. || --vu1-no-clamping=0 | ||
|- | |- | ||
| --vu1-clamp-range || vu1 memory offset start,end (0x0 - 0x7FF) || Values must not exceed 0x7FF || | | --vu1-clamp-range || vu1 memory offset start,end (0x0 - 0x7FF) || Values must not exceed 0x7FF || | ||
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| || Speedhacks || || | | || Speedhacks || || | ||
|- | |- | ||
| --vu0-mpg-cycles || | | --vu0-mpg-cycles || 0 - 400000 || Set initial cycle speed for VU0 Micro-programs. 100 is the default value. || --vu0-mpg-cycles=1000 | ||
|- | |- | ||
| --vu0-di-bits || 0, 1 || 0 to skip setting invalid, and Div by zero flags in status register. Can be used as speedhack as it skips costly calculations, but at the same time can cause issues like broken geometry, and weird physics behavior. Depending per game.|| --vu0-di-bits=0 | | --vu0-di-bits || 0, 1 || 0 to skip setting invalid, and Div by zero flags in status register. Can be used as speedhack as it skips costly calculations, but at the same time can cause issues like broken geometry, and weird physics behavior. Depending per game.|| --vu0-di-bits=0 | ||
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| --vu0-opt-flags || 0, 1, 2 || Optimize flags upon recompilation (1 is safe, 2 update sticky, and mac flag on every status flag update) [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L280 More Info] || --vu0-opt-flags=1 | | --vu0-opt-flags || 0, 1, 2 || Optimize flags upon recompilation (1 is safe, 2 update sticky, and mac flag on every status flag update) [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L280 More Info] || --vu0-opt-flags=1 | ||
|- | |- | ||
| --vu0-jr-cache-policy || newprog, sameprog, auto, new, same || PCSX2 | | --vu0-jr-cache-policy || newprog, sameprog, auto, new, same || PCSX2 use newprog as default setting [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L319 Info] || --vu0-jr-cache-policy=sameprog | ||
|- | |- | ||
| --vu0-jalr-cache-policy || newprog, sameprog, auto, new, same || PCSX2 | | --vu0-jalr-cache-policy || newprog, sameprog, auto, new, same || PCSX2 use newprog as default setting [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L319 Info] || --vu0-jalr-cache-policy=sameprog | ||
|-style="background-color:#D7EF54" | |-style="background-color:#D7EF54" | ||
| || Game fixes || || | | || Game fixes || || | ||
Line 502: | Line 483: | ||
| --vu0-clamp-range || start, end offset (0x0 - 0x1FF) || per range clamping for VU0 || --vu0-clamp-range=0x100,0x120 | | --vu0-clamp-range || start, end offset (0x0 - 0x1FF) || per range clamping for VU0 || --vu0-clamp-range=0x100,0x120 | ||
|- | |- | ||
| --vu0-no-clamping || 0,1 || Changes the clamping behavior of the VU0. Setting specific to ps4 emulators, unimplemented in pcsx2. The default emulator's | | --vu0-no-clamping || 0,1 || Changes the clamping behavior of the VU0. Setting specific to ps4 emulators, unimplemented in pcsx2. The default emulator's behavior cannot be set by CLI commands. || --vu0-no-clamping=0 | ||
|- | |- | ||
| --vu0-accurate-addsub-range || offset (0x0 - 0x1FF) ||Allows the VU0 to accurately Add/Subtract in the specified ee memory range by using software floats rather than hardware floats.|| | | --vu0-accurate-addsub-range || offset (0x0 - 0x1FF) ||Allows the VU0 to accurately Add/Subtract in the specified ee memory range by using software floats rather than hardware floats.|| | ||
Line 584: | Line 565: | ||
| || GS features || || | | || GS features || || | ||
|- | |- | ||
| --gs-use-mipmap || 0, 1 || Enables mipmapping support. Can be used to fix graphics | | --gs-use-mipmap || 0, 1 || Enables mipmapping support. Can be used to fix graphics. || --gs-use-mipmap=1 | ||
|- | |- | ||
| --gs-use-deferred-l2h || 0, 1 || Delay option for L2H (local to host, GS to EE). || --gs-use-deferred-l2h=1 | | --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 || | | --gs-use-clut-merge || 0, 1 ||Color lookup table(?). It sometimes restores missing graphical elements, and fix texture flickering. || --gs-use-clut-merge=1 | ||
|- | |- | ||
| --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-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 | ||
Line 603: | Line 584: | ||
| --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-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 || | | --gs-override-small-tri-area || 0, 1 || Small triangle rejection. Could potentially restore missing text in some games. || --gs-override-small-tri-area=1 | ||
|- | |- | ||
| --gs-dirty-page-policy || 0, 1 || | | --gs-dirty-page-policy || 0, 1 || || --gs-dirty-page-policy=1 | ||
|- | |- | ||
| --gs-ignore-dirty-page-border || 0, 1 || | | --gs-ignore-dirty-page-border || 0, 1 || ? ||--gs-ignore-dirty-page-border=1 | ||
|- | |- | ||
| --gs-ignore-rect-correction || 0, 1 || Setting it to 1 is known to fix flickering textures and graphical glitches in far distances. || --gs-ignore-rect-correction=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 || | | --gs-opt-frbuff-switch || 0, 1 || || --gs-opt-frbuff-switch=0 | ||
|- | |- | ||
| --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" | | --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" | ||
Line 621: | Line 602: | ||
| --gs-progressive || 0, 1 || Enables progressive scan. Can fix graphical glitches/double screen issues. || | | --gs-progressive || 0, 1 || Enables progressive scan. Can fix graphical glitches/double screen issues. || | ||
|- | |- | ||
| --gs-vert-precision || 8, 16 || | | --gs-vert-precision || 8, 16 || 3D rendering vertex precision. The emu expects the values of 8 or 16, any other values are not permitted. || --gs-vert-precision=8 | ||
|- | |- | ||
| --gs-skip-dirty-flush-on-mipmap || 0, 1 || Skip flushing textures marked as dirty from cache when enabled. It does, however, require mipmap to be enabled first. || --gs-skip-dirty-flush-on-mipmap=1 | | --gs-skip-dirty-flush-on-mipmap || 0, 1 || Skip flushing textures marked as dirty from cache when enabled. It does, however, require mipmap to be enabled first. || --gs-skip-dirty-flush-on-mipmap=1 | ||
|- | |- | ||
| --gs-packed15-fmv-opt || 0, 1 || | | --gs-packed15-fmv-opt || 0, 1 || || --gs-packed15-fmv-opt=1 | ||
|- | |- | ||
| --gs-fieldswap-delay || 0, 254 || Wait longer than usual to change field. | | --gs-fieldswap-delay || 0, 254 || Wait longer than usual to change field. Blurs/sharpens image. (Trilinear filtering??) || | ||
|- | |- | ||
| --gs-uv-shift-pointsampling || 0, 1 || Can be used on games like manhunt that have issues with [https://github.com/PCSX2/pcsx2/issues/257#issuecomment-1140338680 UV light rendering] || --gs-uv-shift-pointsampling=1 | | --gs-uv-shift-pointsampling || 0, 1 || Can be used on games like manhunt that have issues with [https://github.com/PCSX2/pcsx2/issues/257#issuecomment-1140338680 UV light rendering] || --gs-uv-shift-pointsampling=1 | ||
|- | |- | ||
| --gs-render-tile-threshold || 0, 3000000 || | | --gs-render-tile-threshold || 0, 3000000 |||| --gs-render-tile-threshold=300000 | ||
|- | |- | ||
| --threaded-gs || 0, 1 || Multi-threaded-gs ? || --threaded-gs=1 | | --threaded-gs || 0, 1 || Multi-threaded-gs ? || --threaded-gs=1 | ||
Line 637: | Line 618: | ||
| --gs-aspect-ratio || aspect/float (default=0.81) || || --gs-aspect-ratio=0.65 | | --gs-aspect-ratio || aspect/float (default=0.81) || || --gs-aspect-ratio=0.65 | ||
|- | |- | ||
| --gs-frontend-opt-mode || 0, 1, 2 || | | --gs-frontend-opt-mode || 0, 1, 2 || ? || --gs-frontend-opt-mode=1 | ||
|- | |- | ||
| --gs-motion-factor || 25, 50 || | | --gs-motion-factor || 25, 50 || || --gs-motion-factor=25 | ||
|- | |- | ||
| --gs-scanout-delay || 0, 200 || || --gs-scanout-delay=200 | | --gs-scanout-delay || 0, 200 || || --gs-scanout-delay=200 | ||
|- | |- | ||
| --gs-check-trans-rejection || 0, 1 || Check transfer rejection? | | --gs-check-trans-rejection || 0, 1 || Check transfer rejection ? || --gs-check-trans-rejection=1 | ||
|- | |- | ||
| --gs-check-trans-rejection68 || 0, 1 || | | --gs-check-trans-rejection68 || 0, 1 || || --gs-check-trans-rejection68=1 | ||
|- | |- | ||
| --l2h-2d-params || TRXREG,BITBLTBUF,height || || --l2h-2d-params=0x0000000800000001,0x000000003a0a2300,512,2 | | --l2h-2d-params || TRXREG,BITBLTBUF,height || || --l2h-2d-params=0x0000000800000001,0x000000003a0a2300,512,2 | ||
Line 685: | Line 666: | ||
| --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-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-hook || AdvanceClock<br>FastForwardClock<br>Mfifodrain || IOP native hook, Sony uses it on their official release of Red dead revolver | | --iop-hook || AdvanceClock<br>FastForwardClock<br>Mfifodrain || IOP native hook, Sony uses it on their official release of Red dead revolver || --iop-hook=0x0086ac,FastForwardClock | ||
|- | |- | ||
| --iop-block-validation || IsC, ShortHash, Hash || Way of validating that block been modified, and require recompilation. Other Possible values include PageProt, None, PageProtection || --iop-block-validation=IsC | | --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 | ||
Line 709: | Line 690: | ||
====CDVD==== | ====CDVD==== | ||
<pre>The emulated CDVD settings. These commands help games with timing issues.</pre> | <pre>The emulated CDVD settings. These commands help games with timing issues.</pre> | ||
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;" | {| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;" | ||
Line 734: | Line 714: | ||
====Misc==== | ====Misc==== | ||
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;" | {| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;" | ||
! Command !! Values !! Notes !! Usage | ! Command !! Values !! Notes !! Usage | ||
Line 762: | Line 741: | ||
|} | |} | ||
==== PCSX2's gameindex ==== | ====PCSX2's gameindex==== | ||
<pre>PCSX2's commands on the PS4</pre> | |||
<pre>PCSX2's commands on the PS4 | |||
<br>[https://raw.githubusercontent.com/PCSX2/pcsx2/master/bin/resources/GameIndex.yaml Current Gameindex.yaml] | <br>[https://raw.githubusercontent.com/PCSX2/pcsx2/master/bin/resources/GameIndex.yaml Current Gameindex.yaml] | ||
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;" | {| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;" | ||
! {{cellcolors|#00d6f2|#000000}}PCSX2 !! {{cellcolors|# | ! {{cellcolors|#00d6f2|#000000}}PCSX2 !! {{cellcolors|#d352fa|#000000}}PS4 !! Notes | ||
|- | |- | ||
| {{cellcolors|#0b9fb3|#000000}}XGKickHack ||{{cellcolors|# | | {{cellcolors|#0b9fb3|#000000}}XGKickHack ||{{cellcolors|#b52fde|#000000}}--vu-xgkick-delay= || Possible equivalent value is 8 | ||
|- | |- | ||
| {{cellcolors|#0b9fb3|#000000}}VuAddSubHack ||{{cellcolors|# | | {{cellcolors|#0b9fb3|#000000}}VuAddSubHack ||{{cellcolors|#b52fde|#000000}}--vu-hack-triace=1 || Required for every single game developed by TriAce | ||
|- | |- | ||
| {{cellcolors|#0b9fb3|#000000}}vuClampMode: 2 ||{{cellcolors|# | | {{cellcolors|#0b9fb3|#000000}}vuClampMode: 2 ||{{cellcolors|#b52fde|#000000}}--vu1-clamp-operands=1<br>--vu1-clamp-results=1<br>--vu1-no-clamping=0<br>--vu0-clamp-operands=1<br>--vu0-clamp-results=1<br>--vu0-no-clamping=0<br>--vu-to-double=0 || | ||
|- | |- | ||
| {{cellcolors|#0b9fb3|#000000}}vuClampMode: 3 || {{cellcolors|# | | {{cellcolors|#0b9fb3|#000000}}vuClampMode: 3 || {{cellcolors|#b52fde|#000000}}--vu1-clamp-operands=1<br>--vu1-clamp-results=1<br>--vu1-no-clamping=1<br>--vu0-clamp-operands=1<br>--vu0-clamp-results=1<br>--vu0-no-clamping=1<br>--vu-to-double=1 || | ||
|- | |- | ||
| {{cellcolors|#0b9fb3|#000000}}eeClampMode: 2 || {{cellcolors|# | | {{cellcolors|#0b9fb3|#000000}}eeClampMode: 2 || {{cellcolors|#b52fde|#000000}}--fpu-clamp-operands=1<br>--fpu-clamp-results=1<br>--cop2-clamp-operands=1<br>--cop2-clamp-results=1<br>--fpu-to-double=0<br>--fpu-no-clamping=0<br>--cop2-no-clamping=0 || | ||
|- | |- | ||
| {{cellcolors|#0b9fb3|#000000}}eeClampMode: 3 || {{cellcolors|# | | {{cellcolors|#0b9fb3|#000000}}eeClampMode: 3 || {{cellcolors|#b52fde|#000000}}--fpu-clamp-operands=1<br>--fpu-clamp-results=1<br>--cop2-clamp-operands=1<br>--cop2-clamp-results=1<br>--fpu-to-double=1<br>--fpu-no-clamping=1<br>--cop2-no-clamping=1 || | ||
|- | |- | ||
| {{cellcolors|#0b9fb3|#000000}} | | {{cellcolors|#0b9fb3|#000000}}eeCycleRate: || {{cellcolors|#b52fde|#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 | ||
|- | |- | ||
| {{cellcolors|#0b9fb3|#000000}} | | {{cellcolors|#0b9fb3|#000000}}FpuNegDivHack<br>FpuMulHack || {{cellcolors|#b52fde|#000000}}--fpu-accurate-muldiv=1 || | ||
|- | |- | ||
| {{cellcolors|#0b9fb3|#000000}} | | {{cellcolors|#0b9fb3|#000000}}cpuCLUTRender: 1 || {{cellcolors|#b52fde|#000000}}--gs-uv-shift-pointsampling=1 || | ||
|- | |- | ||
| {{cellcolors|#0b9fb3|#000000}} | | {{cellcolors|#0b9fb3|#000000}}MTVUSpeedHack: 0 || {{cellcolors|#b52fde|#000000}}--vu1=jit-sync || Some games will also require --vu1-mpg-cycles= to be between "6000 - 19000" | ||
|- | |- | ||
| {{cellcolors|#0b9fb3|#000000}} | | {{cellcolors|#0b9fb3|#000000}}mergeSprite<br>alignSprite || {{cellcolors|#b52fde|#000000}}--gs-kernel-cl-up="up2x2simple" || Note: works similarly but not the equivalent | ||
|- | |- | ||
| {{cellcolors|#0b9fb3|#000000}} | | {{cellcolors|#0b9fb3|#000000}}cpuSpriteRenderBW: 4 || {{cellcolors|#b52fde|#000000}}--gs-opt-frbuff-switch=1 || Note: works similarly but not the equivalent | ||
|- | |- | ||
| {{cellcolors|#0b9fb3|#000000}} | | {{cellcolors|#0b9fb3|#000000}}mipmap || {{cellcolors|#b52fde|#000000}}--gs-use-mipmap=1 || | ||
|- | |- | ||
| {{cellcolors|#0b9fb3|#000000}} | | {{cellcolors|#0b9fb3|#000000}}autoFlush || {{cellcolors|#b52fde|#000000}}--gs-flush-ad-xyz=safe || Possible values include always, safe, off, 0 | ||
|- | |- | ||
| {{cellcolors|#0b9fb3|#000000}} | | {{cellcolors|#0b9fb3|#000000}}VIF1StallHack || {{cellcolors|#b52fde|#000000}}--vif1-instant-xfer=0 || If that doesn't work, the lua command eeObj.SchedulerDelayEvent("vif1.dma", 0x9000) might assist. | ||
|- | |- | ||
| {{cellcolors|#0b9fb3|#000000}} | | {{cellcolors|#0b9fb3|#000000}}wildArmsHack || {{cellcolors|#b52fde|#000000}}--gs-kernel-cl-up="DarkCloud2" || | ||
|- | |- | ||
| {{cellcolors|#0b9fb3|#000000}}deinterlace || {{cellcolors|#b52fde|#000000}}--force-frame-blend=1 || | |||
| {{cellcolors|#0b9fb3|#000000}}deinterlace || {{cellcolors|# | |||
|} | |} | ||
=== Emulators === | === Emulators === | ||
Every emulator is programmed differently. Sometimes choosing the right emulator is the only way to fix a game. Emulators are not provided pre-installed on the ps4, they have to be unpacked from an official Sony made PS2CLASSICS pkg. This list includes the typical usage of those emulators. | |||
Every | |||
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;" | {| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;" | ||
! Emulator name !! Typical usage - Info !! API Version !! Similar emulators | ! Emulator name !! Typical usage - Info !! API Version !! Similar emulators | ||
Line 829: | Line 799: | ||
| Art of Fighting Anthology || Similar to RECVX. It was successful in fixing "'''Coraline'''." Sometimes called "AOFA" || 2.0 || | | Art of Fighting Anthology || Similar to RECVX. It was successful in fixing "'''Coraline'''." Sometimes called "AOFA" || 2.0 || | ||
|- | |- | ||
| Resident Evil | | 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.''' | ||
|- | |- | ||
| Fatal Fury Battle Archives: Volume 2 || | | Fatal Fury Battle Archives: Volume 2 || The emulator with the closest VU0-EE sync on the PS4; setting eecyclescalar to 5 on this emulator will render some VU0 sync demanding games such as Rayman 3 partially playable on the PS4. || || | ||
|-style="background-color:#D7EF54" | |-style="background-color:#D7EF54" | ||
| || 2016 || || | | || 2016 || || | ||
|- | |- | ||
| | | Redfaction || It is prominently used to fix games that are VU1 sensitive. It was used to fix '''Tony Hawk games''' suddenly crashing, and to fix MTVU sensitive games such as '''Star Wars Battlefront II'''.|| 1.6 || '''Max payne''' | ||
|- | |- | ||
| Forbidden Siren || The only emulator | | Forbidden Siren || The only emulator that was able fix '''Ice age 2''' being stuck at splash screen by using it in conjunction with patches. It also fixed '''Gran turismo 4''' running EXTREMELY slow. || 0.1 || | ||
|- | |- | ||
| King of Fighters 2000 || Seemingly one of the | | King of Fighters 2000 || Seemingly one of the closest VU0-EE sync emus on the PS4. Fixes graphical issues and sps in games such as '''Crash Twinsanity''', '''Rayman 3''', '''Crazy Frog Racer''', and '''prevents Koei tecmo games from suddenly freezing when battle starts. Likely the only emulator where '''Batman Begins''' does not crash.''' Often referred to as "KOF2000"|| 1.2 || '''Roguev1''', '''KOF98''', '''Okage''' | ||
|- | |- | ||
| Destroy All Humans! || Fixed '''Tenchu: Fatal Shadows | | Destroy All Humans! || Fixed '''Tenchu: Fatal Shadows''' crashing. || 0.1 || | ||
|- | |- | ||
| Destroy All Humans! 2 || || 0.7 || | | Destroy All Humans! 2 || || 0.7 || | ||
|- | |- | ||
| Rise of the Kasai || | | Rise of the Kasai || Fixed most of the '''Harry potter''' games. Often referred to as "rotk"|| 0.2 || | ||
|- | |- | ||
|-style="background-color:#D7EF54" | |-style="background-color:#D7EF54" | ||
| || 2015 || || | | || 2015 || || | ||
|- | |- | ||
|War of the monsters v1 || | |War of the monsters v1 || The emulator that's used in PS2CLASSICSGUI, and the best one around for GS/GIF accuracy. || 0.1 || '''Rogue v1 and v2, Arc the Lad, Star Wars Jedi Starfighter''' | ||
|- | |- | ||
| GTA | | GTA 3 || Fixed the pal version of '''Genji: Dawn of the Samurai''' || 0.6 || | ||
|- | |- | ||
| | | Parappa 2 || The only emulator that was able to boot '''Spyro: A Hero's Tail''' || 0.1 || | ||
|- | |- | ||
| Star Wars | | Star Wars Racer Revenge || Seems to be the most similar emulator to the ps3. Useful for debugging games as it also shows useful information such as pagefault || 0.4 || | ||
|- | |- | ||
|} | |} | ||
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<br>It is the most powerful configuration on the emulator, it allows for direct patching of EE/IOP/VU memory, hooks registers, hook dma. Almost Everything can be done here. | <br>It is the most powerful configuration on the emulator, it allows for direct patching of EE/IOP/VU memory, hooks registers, hook dma. Almost Everything can be done here. | ||
<br>If needed it can hook registers by using register names from alias files. Alias files (ee-cpr0-alias.lua, ee-gpr-alias.lua, ee-hwaddr.lua) are stored in lua_include folder, and can be included to config by using require ("alias file name"). | <br>If needed it can hook registers by using register names from alias files. Alias files (ee-cpr0-alias.lua, ee-gpr-alias.lua, ee-hwaddr.lua) are stored in lua_include folder, and can be included to config by using require ( "alias file name" ). | ||
<br> [[PS2_PS4_LUA|Examples]] | |||
<br>'''Known functions: | <br>'''Known functions: | ||
''' | ''' | ||
Require cleanup. | Require cleanup. | ||
====ApiRequest==== | |||
==== ApiRequest ==== | <pre>The most important part of the lua. The lua will crash the game if it were used without it. </pre> | ||
<pre>The most important part of the | |||
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;" | {| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;" | ||
! Command !! Usage !! Notes | ! Command !! Usage !! Notes | ||
Line 880: | Line 848: | ||
|- | |- | ||
|} | |} | ||
===== (Emulator) EmuObject ===== | =====(Emulator) EmuObject===== | ||
<pre> Commands for the emulator</pre> | <pre> Commands for the emulator</pre> | ||
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;" | {| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;" | ||
! Command !! Usage !! Notes | ! Command !! Usage !! Notes | ||
Line 970: | Line 936: | ||
| GetDiscTitleId || || | | GetDiscTitleId || || | ||
|- | |- | ||
|ShowDiscSwitchInfo || emuObj.ShowDiscSwitchInfo() || | |ShowDiscSwitchInfo ||emuObj.ShowDiscSwitchInfo() || | ||
|- | |- | ||
|-style="background-color:#FEA15C" | |-style="background-color:#FEA15C" | ||
Line 1,075: | Line 1,041: | ||
|} | |} | ||
===== (EE) EEObject ===== | =====(EE) EEObject===== | ||
<pre>Commands for the emulated Emotion Engine</pre> | <pre>Commands for the emulated Emotion Engine</pre> | ||
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;" | {| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;" | ||
! Command !! Usage !! Notes | ! Command !! Usage !! Notes | ||
Line 1,208: | Line 1,172: | ||
|- | |- | ||
|FastForwardClock || eeObj.FastForwardClock() || Skip Emotion Engine cycles? | |FastForwardClock || eeObj.FastForwardClock() || Skip Emotion Engine cycles? | ||
|- | |- | ||
|AdvanceClock || eeObj.AdvanceClock() || | |AdvanceClock || eeObj.AdvanceClock() || it is still unknown how to use this command. Check Psychonauts lua for more details. | ||
|- | |- | ||
| GetClock || eeObj.GetClock() || Returns the value of how many cycles the EE is ahead of normal clock (?) | | GetClock || eeObj.GetClock() || Returns the value of how many cycles the EE is ahead of normal clock (?) | ||
Line 1,243: | Line 1,198: | ||
|- | |- | ||
|} | |} | ||
======SetGsTitleFix====== | |||
<pre>One of the most important commands in lua, allows to change the GS's behavior. | |||
Part of EmuObject() class. Used frequently in official configs.</pre> | |||
<pre>One of the most important | |||
Part of EmuObject() class | |||
'''Examples''' | '''Examples''' | ||
<pre> | <pre> | ||
Line 1,320: | Line 1,273: | ||
</pre> | </pre> | ||
<br | |||
'''Commands''' | <br>'''Commands''' | ||
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;" | {| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;" | ||
! Command !! Example !! Notes !! Values | ! Command !! Example !! Notes !! Values | ||
Line 1,509: | Line 1,462: | ||
|} | |} | ||
===== (IOP) IOPObject ===== | =====(IOP) IOPObject===== | ||
<pre>Commands for the emulated input-output processor</pre> | <pre>Commands for the emulated input-output processor</pre> | ||
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;" | {| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;" | ||
! Command !! Usage !! Notes | ! Command !! Usage !! Notes | ||
Line 1,580: | Line 1,531: | ||
|- | |- | ||
| FastForwardClock || iopObj.FastForwardClock() || | | FastForwardClock || iopObj.FastForwardClock() || | ||
|- | |||
| AdvanceClock || iopObj.AdvanceClock() || | |||
|- | |||
| AdvanceClock || iopObj.AdvanceClock() || | |||
|- | |- | ||
| GetClock || iopObj.GetClock() || Returns the value of cycles the iop is ahead of (?) | | GetClock || iopObj.GetClock() || Returns the value of cycles the iop is ahead of (?) | ||
Line 1,602: | Line 1,544: | ||
|} | |} | ||
===== (GS) GsObject ===== | =====(GS) GsObject===== | ||
<pre>Commands for the emulated Graphics synthesizer</pre> | |||
<pre>Commands for the emulated Graphics | |||
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;" | {| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;" | ||
! Command !! Usage !! Notes | ! Command !! Usage !! Notes | ||
Line 1,629: | Line 1,569: | ||
|} | |} | ||
===== Does not require Object calling or | =====Does not require Object calling or Uknown===== | ||
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;" | {| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;" | ||
! Command !! Usage !! Notes | ! Command !! Usage !! Notes | ||
Line 1,700: | Line 1,639: | ||
|- | |- | ||
|} | |} | ||
<pre>Note: eeObj, emuObj, gsObj, etc are described as required, this is not really true. You can set functions locals they use as whatever you want, but due to specify of that emulator it will be better to keep official naming used in official configs.</pre> | |||
=====Other objects===== | |||
===== Other objects ===== | |||
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;" | {| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;" | ||
! Command !! Usage !! Notes | ! Command !! Usage !! Notes | ||
Line 1,795: | Line 1,732: | ||
|} | |} | ||
==== Registers for hook ==== | ====Registers for hook==== | ||
Registers defined in alias files. | Registers defined in alias files. | ||
Line 1,834: | Line 1,770: | ||
==== Official | ====Official examples==== | ||
[https://www.psdevwiki.com/ps4/Talk:PS2_Classics_Emulator_Compatibility_List#Official_PS2emu_Configuration_Files You can find the rest of them here] | |||
<br>Canis Canem Edit | <br>Canis Canem Edit | ||
<br>'''SLES 535.61''' | <br>'''SLES 535.61''' | ||
Line 1,851: | Line 1,785: | ||
</pre> | </pre> | ||
==== Custom config.lua examples ==== | ====Custom config.lua examples==== | ||
Here is the first custom lua config created by the community: | |||
Here is the first custom | |||
<pre> | <pre> | ||
Line 1,869: | Line 1,802: | ||
[https://www.psdevwiki.com/ps4/Talk:PS2_Classics_Emulator_Compatibility_List#Custom_PS2emu_Configuration_Files Other custom configurations made by users can be found here] | [https://www.psdevwiki.com/ps4/Talk:PS2_Classics_Emulator_Compatibility_List#Custom_PS2emu_Configuration_Files Other custom configurations made by users can be found here] | ||
= Memory | =Memory Mapping= | ||
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: left;" | {| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: left;" | ||
Line 1,924: | Line 1,857: | ||
|} | |} | ||
== Registers Map == | ==Registers Map== | ||
===EE-IOP=== | |||
=== EE-IOP === | <pre>This list of registers is yet to be completed. Some registers are incorrectly named or include incorrect offsets. 0x1000000xxx base is not guaranteed in different emu revisions, but layout should be the same regardless. | ||
Assuming base is different (Like on kof2000), simply reduce these offsets by 8 hex values | |||
<pre> | (IOP, VU0, and VU1 registers' offsets are static in all emulators). | ||
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> | ||
<pre> List was designed for Jak v2 | |||
<pre> | Eboot md5:c644f6879af225a6e5a70233fc4625a3</pre> | ||
List was designed for Jak v2 | |||
Eboot md5:c644f6879af225a6e5a70233fc4625a3 | |||
</pre> | |||
{| class=wikitable style="border: none; background: none;" | {| class=wikitable style="border: none; background: none;" | ||
! scope=col | GPR-EE | ! scope=col | GPR-EE | ||
Line 2,030: | Line 1,958: | ||
|} | |} | ||
=== Emulator related | ===Emulator related regs=== | ||
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;" | {| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;" | ||
! {{cellcolors|#7698FF|#000000}}"Fake" registers !! Address !! Notes | ! {{cellcolors|#7698FF|#000000}}"Fake" registers !! Address !! Notes | ||
Line 2,061: | Line 1,988: | ||
|} | |} | ||
=== VU0 Registers === | ===VU0 Registers=== | ||
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;" | {| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;" | ||
{| class=wikitable style="border: none; background: none;" | {| class=wikitable style="border: none; background: none;" | ||
Line 2,154: | Line 2,080: | ||
|- | |- | ||
|} | |} | ||
=== VU1 Registers === | ===VU1 Registers=== | ||
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;" | {| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;" | ||
{| class=wikitable style="border: none; background: none;" | {| class=wikitable style="border: none; background: none;" | ||
Line 2,248: | Line 2,173: | ||
|} | |} | ||
= Open CL and Floats = | =Open CL and Floats= | ||
PS4 native Floating point support and OpenCL info, for both CPU and GPU. The understanding of floating point conversion is very important for emulating the PS2. | |||
<br>Info found below came from this: [https://gist.github.com/masterzorag/06cadbc5fbe7d3375704fc52518f434e#file-gistfile1-md gist] | |||
<br>There you can find more info about PS4's OpenCL. | |||
==CPU== | |||
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;" | {| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;" | ||
! Info !! Value | ! Info !! Value | ||
Line 2,334: | Line 2,260: | ||
|} | |} | ||
== GPU == | ==GPU== | ||
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;" | {| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;" | ||
Line 2,432: | Line 2,358: | ||
|} | |} | ||
= PS3 | =PS3 Config support= | ||
<pre> | <pre> | ||
The | The emulator supports configurations in the format known from ps2_netemu/ps2classic that came from the PS3. This feature was | ||
officially used in Arc the Lad Twilight of the Spirits ps2-ps4 classic. | |||
To enable ps3 style config add this to config-emu-ps4.txt: | |||
--lopnor-config=1 | --lopnor-config=1 | ||
--ps2-title-id=TITLE-ID | --ps2-title-id=TITLE-ID | ||
Config file need to be in folder ...'''/patches/{TITLE-ID}/''' and file need to have name '''{TITLE-ID}_lopnor.cfgbin'''. title id need to be in XXXX-YYYYY format (ex. SLUS-12345). | |||
Example path: /patches/SLUS-12345/SLUS-12345_lopnor.cfgbin | |||
Tester confirmed that configs work like that. We don't even need to edit them, they work as is. | |||
</pre> | </pre> | ||
<pre> | <pre> | ||
Please keep in mind that not all | Please keep in mind that not all commands are recognized, only 0x01 (can depend upon emu revision), 0x09, 0x0A, 0x0B, 0x0F, 0x10, 0x26, 0x27, 0x42. | ||
For example | For example Rayman 3 config Does not work due to the command being unsupported | ||
Command 0x07 is NOT recognized, but can be manually translated to | Command 0x07 is NOT recognized, but can be manually translated to cli config (to: --vu-xgkick-delay=value). | ||
Same goes for | Same goes for 0x11 (--vu0-accurate-addsub-range can be used). | ||
</pre> | </pre> | ||
*Configs explained in text form: https://github.com/Zarh/Get_CONFIG/blob/master/log.txt | *Configs explained in text form: https://github.com/Zarh/Get_CONFIG/blob/master/log.txt | ||
*More about PS3 style | *More about PS3 style configs/commands: https://www.psdevwiki.com/ps3/PS2_Emulation#Game_CONFIG | ||
* | *Log from loading that kind of config: https://pastebin.com/ZpUyU8DE | ||
= Known issues = | = Known issues = | ||
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;" | {| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;" | ||
! Issue !! Games affected !! Solution !! Description | ! Issue !! Games affected !! Solution !! Description | ||
|- | |||
| Inaccurate GIF timing || The Matrix: Path of Neo, Tenchu - Fatal Shadows, Batman begins, and possibly many more! || LUA patches, or hooking schedulerdelayevent on an affected offset || | |||
|- | |- | ||
| No support for EE Cache || Ice Age 2, DOA2: Extreme, Nascar 2009, Barnyard, [https://github.com/PCSX2/pcsx2/issues/2248 Others]|| Lua patches to the EE memory and picking the right emulator || | | No support for EE Cache || Ice Age 2, DOA2: Extreme, Nascar 2009, Barnyard, [https://github.com/PCSX2/pcsx2/issues/2248 Others]|| Lua patches to the EE memory and picking the right emulator || | ||
|- | |||
| (CDVD -> IOP -> EE) timing inaccuracy || The Simpsons, Bee Movie, Robot Alchemic Drive, Raw Danger!, Wild ARMS 4, Genji dawn of the samurai, Dragon ball z budokai tenkaichi 1, Shadowman(Textures), God of war (Music), Ratchet and clank size matters (Music), every game that's listed to require CDVD_READ_DELAY. || IOP, EE, CDVD CLI commands, Lua patches, and even VU1 commands. || The IOP is set by default to run 2x faster than it's designed, and what it's designed at is likely incorrect in the first place. Likewise with CDVD, making it hard to recognize the correct speed. Users may encounter frozen or distorted audio, games irresponsive to input, and frozen fmvs repeating the same frame and sound they were stuck at. Red Dead Revolver is an official release affected by this issue. | |||
|- | |- | ||
| Missing COP2 pipeline emulation. || [https://github.com/PCSX2/pcsx2/issues/4439 other games affected by COP2 timing] || Rearranging code through lua patches. || While COP2 is a part of EE, in terms of emulation it's a separate processor that can run on its own. Consequently, some operations take a long time while EE still minds own its business. Some games abuse this and do their own thing, knowing that COP2 calculation takes an expected number of cycles. On this emu, every COP2 opcode is instant, which break games that expect it to take some time. | | Missing COP2 pipeline emulation. || [https://github.com/PCSX2/pcsx2/issues/4439 other games affected by COP2 timing] || Rearranging code through lua patches. || While COP2 is a part of EE, in terms of emulation it's a separate processor that can run on its own. Consequently, some operations take a long time while EE still minds own its business. Some games abuse this and do their own thing, knowing that COP2 calculation takes an expected number of cycles. On this emu, every COP2 opcode is instant, which break games that expect it to take some time. | ||
Line 2,466: | Line 2,397: | ||
|- | |- | ||
| FPU/VU math inaccuracies. || Koun, Tony hawk games, Devil may cry 3, Gun, TY the Tasmanian Tiger 3, Beyond Good & Evil, MTX Mototrax, Max payne, Bully, Jackie chan adventures, Wild arms 3, Pac-man World 3, Gran turismo 4, Many others || Lua patches to the EE memory, accurate math commands. || PS2 use really obscure floating point math, only one guard bit is used in calculations. PCSX2 hack it with different rounding modes, emu on ps4 fix it with soft floats, usually applied per offset. Sometime with patches directly to affected code (THPS engine). | | FPU/VU math inaccuracies. || Koun, Tony hawk games, Devil may cry 3, Gun, TY the Tasmanian Tiger 3, Beyond Good & Evil, MTX Mototrax, Max payne, Bully, Jackie chan adventures, Wild arms 3, Pac-man World 3, Gran turismo 4, Many others || Lua patches to the EE memory, accurate math commands. || PS2 use really obscure floating point math, only one guard bit is used in calculations. PCSX2 hack it with different rounding modes, emu on ps4 fix it with soft floats, usually applied per offset. Sometime with patches directly to affected code (THPS engine). | ||
<br> | <br>Worth to note that pcsx2 by default apply "accurate add/sub" for every single FPU opcode, and only to fpu opcodes. That why sometimes we need to use accurate add/sub while pcsx2 is happy at default settings. | ||
|- | |- | ||
| M-Bit support is broken || '''Every game that uses M-Bit'''. Totally Spies! Totally Party, Mike Tyson Heavyweight Boxing, My Street, Crash Twinsanity, Marvel Nemesis, Panzer Elite Action - Fields of Glory, Super Monkey Ball Adventure, most Eko Software games, and many more. [https://github.com/PCSX2/pcsx2/pull/3593] || Lua patches to the EE memory || While emulator respect m-bit, way that VU0 work on it make it broken most of times (check "VU0 is not running in sync with EE core" issue). | | M-Bit support is broken || '''Every game that uses M-Bit'''. Totally Spies! Totally Party, Mike Tyson Heavyweight Boxing, My Street, Crash Twinsanity, Marvel Nemesis, Panzer Elite Action - Fields of Glory, Super Monkey Ball Adventure, most Eko Software games, and many more. [https://github.com/PCSX2/pcsx2/pull/3593] || Lua patches to the EE memory || While emulator respect m-bit, way that VU0 work on it make it broken most of times (check "VU0 is not running in sync with EE core" issue). | ||
|- | |- | ||
| Multitap doesn't support all games || Urban reign | | Multitap doesn't support all games || Urban reign, others || Lua patches || Emulator expect PS4 to be able to use 8 controllers (well, who doesn't? Even PS1 can do it...). That cause all kind of mess with controller detection when game expect multitap in second port. | ||
|- | |- | ||
| DMA writes when busy signal is engaged || Ratchet and clank games, Metal gear solid 2, others || None yet || AKA eetiminghack | | DMA writes when busy signal is engaged || Ratchet and clank games, Metal gear solid 2, others || None yet || AKA eetiminghack | ||
Line 2,479: | Line 2,410: | ||
|- | |- | ||
|VIF command interrupts handled before VIFn_CODE is updated. || Onimusha Blade Warriors || Fixed by patch in intr handler. || This is very specific case because Onimusha check VIFn_CODE register in interrupt handler and do nothing if code is not 0x80 (NOP with I). But VIFn_CODE seems to be updated after interrupt is handled. This practically makes everything out of sync later as interrupts are happening, but handler does nothing about them. | |VIF command interrupts handled before VIFn_CODE is updated. || Onimusha Blade Warriors || Fixed by patch in intr handler. || This is very specific case because Onimusha check VIFn_CODE register in interrupt handler and do nothing if code is not 0x80 (NOP with I). But VIFn_CODE seems to be updated after interrupt is handled. This practically makes everything out of sync later as interrupts are happening, but handler does nothing about them. | ||
|- | |||
| IPU emulation inaccuracy || Burnout 3, Tony Hawk's Underground, Onimusha Dawn of Dreams || ? || | |||
|- | |||
| inaccurate hsync rate || Bee movie, Never7, Tomb Raider: The Angel of Darkness || Underclocking/overclocking the EE, limiting the fps, and LUA patches. || Because the video goes out of sync either initially or midpoint, the game freezes at whatever frame it was at, repeating the exact same audio over and over again, or in some cases skipping parts of it and continuing normally. This is a timing issue that can be the result of more than one thing. As such, the cause can be one thing, or a combination of things going wrong. Predicting the cause can be a challenge, as PCSX2 is also affected by this issue, albeit at a lesser degree. | |||
|- | |- | ||
| CDVD register 0x1F402038 (KeysValid) return wrong result. || Every "SCCS" game || Patches in lua. || Likely specific to NTSC-C releases, because that region uses special SDK. This issue makes cdvdman become stuck on any request because it thinks that the cdvd key is invalid. | | CDVD register 0x1F402038 (KeysValid) return wrong result. || Every "SCCS" game || Patches in lua. || Likely specific to NTSC-C releases, because that region uses special SDK. This issue makes cdvdman become stuck on any request because it thinks that the cdvd key is invalid. | ||
Line 2,485: | Line 2,420: | ||
|- | |- | ||
| Corrupted SIF0 transfer when not full QW is send by IOP || True Crime: LA, PDC DC 2008, Street Racing Syndicate(1.03) || Patches in lua. || IOP is able to send words by SIF0, EE DMAC can only transfer Quadwords. When IOP send not full QW real hardware use whatever was in buffer from previous transfer for missing words (only words that are requested by iop are overwritten in transfer buffer). Emu probably memset 0 that part. | | Corrupted SIF0 transfer when not full QW is send by IOP || True Crime: LA, PDC DC 2008, Street Racing Syndicate(1.03) || Patches in lua. || IOP is able to send words by SIF0, EE DMAC can only transfer Quadwords. When IOP send not full QW real hardware use whatever was in buffer from previous transfer for missing words (only words that are requested by iop are overwritten in transfer buffer). Emu probably memset 0 that part. | ||
|- | |- | ||
|} | |} | ||
Line 2,524: | Line 2,425: | ||
= PS2 Bios = | = PS2 Bios = | ||
== Description == | ==Description== | ||
The PS2 bios is the file '''PS20220WD20050620.crack''' included in every PS2 game .pkg. It is the same BIOS used by Sony in PS3's ps2_netemu.self. The lack of many X modules here means that homebrew compatibility is limited, as many of those need to be recompiled to use non X versions of modules, or need to load open source versions of them through MC/CDVD. An important non X module that is missing is LIBSD, therefore, homebrews that require it will likely fail to boot, or cause an error. | |||
<br>Bios is known to blacklist some titles, and refuse to boot them. This includes all titles with 00000000 000000A0 flag from that [[PS2_Emulation#Game_ID/DiscID in PS20220WD20050620.crack | list (click here)]] | |||
'''More about the | <br>'''More about the bios''' | ||
<pre> | <pre> | ||
The version of the | The version of the bios seems to be developement v2.20 from the Japanese region (22/01/2007), and is not limited to booting only NTSC-J games. | ||
Emulator not support USB peripherals, but this seems to be not limitation of BIOS, as it is used also in CECH C/E PS3 consoles. | |||
There are signs that different | There are signs that different bios version exist, named PS20190AC20030623_nordram_miniOSD.bin. This bios has included handy extensions for debugging, and can debug print with "debug osd verbosity" from CLI set to "verbose". The most noticeable difference for both bios files seems to be the special RDRAM module. | ||
While PS3 patches its bios to preferred regions, PS4 uses a so called CallHook which is better known for pcsx2 users as fastboot. No need to describe this patch here, just look at PCSX2 fastboot code. It's the same code, but the only difference is that PS4 emus don't have patches for different bios revisions. | |||
</pre> | </pre> | ||
<br>'''Bios file information:''' | |||
''' | |||
<pre> | <pre> | ||
File name: PS20220WD20050620.crack | File name: PS20220WD20050620.crack | ||
Line 2,545: | Line 2,444: | ||
</pre> | </pre> | ||
== Files inside ROM image == | ==Files inside ROM image== | ||
{| class="wikitable" style="font-size:small;" | {| class="wikitable" style="font-size:small;" | ||
Line 2,714: | Line 2,613: | ||
| KERNEL || 0x1BB7E0 || The EE kernel || BIN | | KERNEL || 0x1BB7E0 || The EE kernel || BIN | ||
|} | |} | ||
Description source: https://gist.github.com/uyjulian/25291080f083987d3f3c134f593483c5 | Description source: https://gist.github.com/uyjulian/25291080f083987d3f3c134f593483c5 | ||
== Game_ID/DiscID in PS20220WD20050620.crack == | == Game_ID/DiscID in PS20220WD20050620.crack == | ||
<pre>There are 193 titleIDs listed inside XPARAM2.ELF file of PS2 | <pre>There are 193 titleIDs listed inside XPARAM2.ELF file of PS2 Bios included in PS20220WD20050620.crack. XPARAM2.ELF is called by OSDSYS, then ID check is performed. If titleID match to one of included in the table, different IOP emulation settings are applied. This include blacklisting for some specific titles. | ||
Original PS2 bios from models with emulated IOP, include similar list file called XPARAM.ELF. Title IDs there are not the same, although some of them exist on both lists.</pre> | |||
{| class="wikitable sortable" || | {| class="wikitable sortable" || | ||
Line 3,250: | Line 3,148: | ||
└── trophy_data | └── trophy_data | ||
└── SLES-50326_trophies.lua | └── SLES-50326_trophies.lua | ||
</pre> | </pre> | ||
= LUA include files = | =LUA include files= | ||
<pre>Files that some official pkgs use in order for the lua files to be separate. | |||
</pre> | |||
<br>'''pad-connect-type.lua''' | |||
<pre> | <pre> | ||
local PadConnectType = {} | local PadConnectType = {} | ||
Line 3,269: | Line 3,166: | ||
return PadConnectType | return PadConnectType | ||
</pre> | </pre> | ||
<br>'''sprite.lua''' | |||
<pre> | |||
local kFilterMode = {} | local kFilterMode = {} | ||
kFilterMode.Point = 0x00000000 -- < Sample the one texel nearest to the sample point. | kFilterMode.Point = 0x00000000 -- < Sample the one texel nearest to the sample point. | ||
Line 3,328: | Line 3,225: | ||
return kFilterMode, kWrapMode, kBlendMultiplier, kBlendFunc | return kFilterMode, kWrapMode, kBlendMultiplier, kBlendFunc | ||
</pre> | </pre> | ||
<br>'''MipsInsn.lua''' | |||
<pre> | |||
MipsInsn = {} | MipsInsn = {} | ||
MipsInsn.IsAddi = function(insn) return (insn & 0xfc000000) == 0x20000000 end -- addi rt,rs,simm | MipsInsn.IsAddi = function(insn) return (insn & 0xfc000000) == 0x20000000 end -- addi rt,rs,simm | ||
Line 3,366: | Line 3,264: | ||
return MipsInsn | return MipsInsn | ||
</pre> | </pre> | ||
'''ee-cpr0-alias.lua''' | <br>'''ee-cpr0-alias.lua''' | ||
<pre> | <pre> | ||
cpr = {} | cpr = {} | ||
Line 3,397: | Line 3,296: | ||
return cpr | return cpr | ||
</pre> | </pre> | ||
'''ee-gpr-alias.lua''' | '''ee-gpr-alias.lua''' | ||
<pre> | <pre> | ||
-- Recommended method to import this module: | -- Recommended method to import this module: | ||
-- local gpr = require("ee-gpr-alias") | -- local gpr = require("ee-gpr-alias") | ||
Line 3,442: | Line 3,341: | ||
return gpr | return gpr | ||
</pre> | </pre> | ||
'''ee-hwaddr.lua''' | '''ee-hwaddr.lua''' | ||
<pre> | <pre> | ||
Line 3,476: | Line 3,375: | ||
return gif_hw, vif0_hw, vif1_hw, nil | return gif_hw, vif0_hw, vif1_hw, nil | ||
</pre> | </pre> | ||
'''language.lua''' | '''language.lua''' | ||
<pre> | <pre> | ||
-- Recommended method to import this module: | -- Recommended method to import this module: | ||
-- local lang = require("language") | -- local lang = require("language") | ||
Line 3,513: | Line 3,412: | ||
return lang | return lang | ||
</pre> | </pre> | ||
'''pad-and-key.lua''' | '''pad-and-key.lua''' | ||
<pre> | <pre> | ||
pad = {} | pad = {} | ||
Line 3,572: | Line 3,471: | ||
keyboard.F12 = 0x1011 | keyboard.F12 = 0x1011 | ||
</pre> | </pre> | ||
'''ps2.lua''' | '''ps2.lua''' | ||
<pre> | <pre> | ||
require("ee-gpr-alias") | require("ee-gpr-alias") | ||
require("utils") | require("utils") | ||
Line 3,777: | Line 3,676: | ||
end | end | ||
</pre> | </pre> | ||
'''utils.lua''' | '''utils.lua''' | ||
<pre> | <pre> | ||
Line 3,842: | Line 3,740: | ||
</pre> | </pre> | ||
= Links = | =Links= | ||
*[https://psi-rockin.github.io/ps2tek/ Ps2 Hardware Documentation] | |||
* [https://psi-rockin.github.io/ps2tek/ | *[https://pastebin.com/yf802Up3 GS title fix guide] | ||
* [https://pastebin.com/yf802Up3 | *[https://www.psdevwiki.com/ps3/PS2_Custom_Configs PS3 custom configs] | ||
* [https://www.psdevwiki.com/ps3/PS2_Custom_Configs PS3 custom configs] | *[http://www.psx-place.com/threads/research-ps2-emulator-configuration-on-ps4.16131/ A place for research and sharing successful configurations for the emulator] | ||
* [http://www.psx-place.com/threads/research-ps2-emulator-configuration-on-ps4.16131/ A place for research and sharing successful configurations for the emulator] | *[https://www.psdevwiki.com/ps4/Talk:PS2_Classics_Emulator_Compatibility_List Configuration examples] | ||
* [https://www.psdevwiki.com/ps4/Talk:PS2_Classics_Emulator_Compatibility_List Configuration examples] | *[https://www.romhacking.net/utilities/692/ PS2DIS, a very helpful tool for debugging executables] | ||
* [https://www.romhacking.net/utilities/692/ PS2DIS, a very helpful tool for debugging executables] | *[https://forums.pcsx2.net/Thread-Fixing-unplayable-games A thread filled with patches for ps2 games] | ||
* [https://forums.pcsx2.net/Thread-Fixing-unplayable-games A thread filled with patches for ps2 games] | |||
{{Reverse Engineering}} | {{Reverse Engineering}} | ||
<noinclude> | <noinclude> | ||
[[Category:Main]] | [[Category:Main]] | ||
</noinclude> | </noinclude> |