Editing PS2 Emulation

Jump to navigation Jump to search
Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.

Latest revision Your text
Line 1: Line 1:


=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 compared to the PS3.


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


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


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


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.
Currently the most used emulator is Jakv2 since it is the most compatible, However, Some games Are not compatible with jakv2, To fix that we Use a different emulator, Most commonly used emulators other than jakv2 are roguev1, RECVX, Fatal Fury.


= Emulator Configuration =
the Next thing is that the BIOS itself is included in the game's pkg and it is the exact same BIOS that was used in ps2_netemu. Another important thing is the lack of encryption mechanism for PS2 game disc image file, this time it is just a plain ISO file, but the emulator still supports LIMG sector that allows the usage of non-2048 sector size discs. Memory card is also decrypted, but the emulator checks the crc of some of the regions to ensure that the memory card was Not modified. the PS2 Emulator supports LUA scripting by "Lua Bridge", and it is an extremely powerful interface that provide many possibilities to improve compatibility.
The emulator can be configured through 4 files.


== Files ==
This is first time that sony really cared about floats in their emulator. Compared to the PS3 CPU, x86-64 is doing a worse job in mimicing PS2 FPU, and VU floats calculation behavior. This is resolved by clamping, accurate math used per memory offset, and/or converting floats to double precision. the Emulator uses openCL for GS, and probably other components.


* '''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.
=Memory Mapping=
* '''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 ==
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: left;"
The rest of the CLI and LUA commands can all be found inside of any emulator's '''Eboot.bin''' file.
! Name !! From !! To
=== 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
|-
|-
| --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
| Device Extensions                          ||   <div align="left"><pre> cl_khr_byte_addressable_store
|}
cl_khr_global_int32_base_atomics
 
cl_khr_global_int32_extended_atomics
=== XXXX-YYYYY_cli.conf commands ===
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==


<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 ==
'''Known functions:
'''
Require cleanup.
=== 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
| --config-local-lua ||   ||   || --config-local-lua=""
|-  
|-
| --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
| --load-tooling-lua ||   ||   || --load-tooling-lua=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
| --record-audio ||  ||  ||  
|-
| --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"
| --record-audio-img ||  || ||  
|  || 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
| --record-audio-image || || ||  
|-
|-
| --fpu-accurate-mul-fast || 0, 1 || Speedhack for CLI FPU muldiv commands. || --fpu-accurate-mul-fast=1
| --record-audio-ext ||  ||  ||  
|-style="background-color:#FFAA00"
|| Other || ||
|-
|-
| --fpu-custom-fused-madd || 0, 1 || Custom FMA (fused multiply-add). Disabled by default. || --fpu-custom-fused-madd=0
| --max-console-spam || || ||  
|-
|-
| --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
| --path-snaps || dir/folder || Path to savestates folder || --path-snaps="/tmp/snapshots"
|-
| --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
| --path-recordings || dir/folder ||   || --path-recordings="/tmp/recordings"
|-
| --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
| --path-audio-images || dir/folder ||   ||  
|-
|-
| --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-memcards || dir/folder ||   ||
|-
| --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-vmc || dir/folder ||   || --path-vmc="/tmp/vmc"
|-
|-
|-style="background-color:#FFAA00"
| --emulog-file || 0,1 || Creates a log file with information that is Rarely Useful || --emulog-file=1
| || Other || ||
|-
|-
| --cop2-regalloc || 0, 1 ? || Optimized Register Allocation(?). PCSX2 seems to have this enabled by default. Seems to slow down COP2 when disabled. ||
| --path-emulog || dir/folder || Sets the directory of the Emulog file, Requires --emulog-file=1 command  || --path-emulog="/tmp/recordings"
|-
|-
| --cop2-inst-q || 0, 1 || instant Q, no stalling on VWAITQ, or instances of Q. Crashes some games when enabled. ||
| --path-manual || dir/folder ||   ||
|-
|-
| --cop2-inst-p || 0, 1 || instant P, no stalling on VWAITP, or instances of P. ||
| --path-patches || dir/folder || Path to patches folder || --path-patches="/app0/patches"
|-  
| --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-trophydata || dir/folder ||   || --path-trophydata="/app0/trophy_data"
|-
|-
| --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-featuredata || dir/folder || Path to folder with XXXX-YYYYY_features.lua file || --path-featuredata="/app0/feature_data"
|-
|-
|-style="background-color:#D7EF54"
| --path-postproc || dir/folder || Post-processing (shaders?) ||
| || 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-toolingscript || dir/folder ||   || --path-toolingscript="/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
| --snapshot-name || ||  ||  
|-
|-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
| --snapshot-datafile ||  ||  ||  
|- 
| --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
| --snapshot-restore ||  ||  ||  
|-
| --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):
| --snapshot-save || frameId(?) ||   ||
 
$ 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-mcd-files || || ||  
|-
|-
| --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-repeat || repeat_count ||   ||
|-
|-
| --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-modulo || || ||  
|-
| --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
| --ds4-deadzone-adjust || ||  ||  
|-
|-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
| --ds4-diagonal-adjust || ||  ||  
|-
|-
| --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
| --host-pad-loses-focus ||  || || --host-pad-loses-focus=1
|-  
|-  
| --vu1-clamp-range || vu1 memory offset start,end (0x0 - 0x7FF) || Values must not exceed 0x7FF ||
| --host-gamepads || || --host-gamepads=1 Fixes urban reign detecting only 1 controller || --host-gamepads=1
|-
|-
| --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
| --host-keyboard || slot [0-7] ||   || --host-keyboard=4
|-
| --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
| --host-audio || 1,0,on,off,mono ||   || --host-audio=1
|-
|-
|-style="background-color:#FEA15C"
| --host-audio-latency || msec/float || Audio latency must be between 0.010 and 4.0 || --host-audio-latency=1.5
| || Other || ||
|-
|-
| --vu1-inst-p ||0, 1 || instant P, no stalling on WAITP, or instances of P || --vu1-inst-p=1
| --host-window-scale || scale/float ||   || --host-window-scale=0.5
|-
| --vu1-use-rcp || 0, 1 || Use SSE/AVX RCP. Speedhack. Likely used only in EFU pipeline, due to rare use, its really not worth to enable it. Speed improvement will be marginally/unnoticeable. Disabled by default ||
|-
|-
| --vu1-use-rsqrt || 0, 1 || Use SSE/AVX rsqrt instead of doing sqrt and then div. Speedhack, rather safe to use on VU1. ||
| --host-window-pos || x,y ||   ||
|-
| --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-display-mode || normal,full,4:3,16:9 || Set display mode || --host-display-mode=full
 
$ 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-osd || 0,off,minimal,verbose ||   || --host-osd=0
|-
|-
| --vu0-const-prop || 0, 1 || Constant propagation, can Be used as speedhack for VU0 hungry games when set to 1 [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L312 More info] || --vu0-const-prop=1
| --host-vsync ||  0,1 ||  Enable or disable vsync || --host-vsync=1
|-
| --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-trophy-support ||   ||   ||
|-style="background-color:#D7EF54"
|| Game fixes || ||
|-
|-
| --vu0-clamp-range || start, end offset (0x0 - 0x1FF) || per range clamping for VU0 || --vu0-clamp-range=0x100,0x120
| --rtc-epoch || unix_time (seconds since epoch) ||   || --rtc-epoch=1523776362
|-
| --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 ||
| --framelimiter || 0,1 || Enable or disable Frame limiting || --framelimiter=1
|-
|-
|-style="background-color:#FEA15C"
| --framelimit-fps |FPS/float || framelimiter || --framelimit-fps=0.8
|  || Other || ||
|-
|-
| --vu0-injection || 0, 1 || Unknown usage. || --vu0-injection=1
| --framelimit-scalar || scalar/float || scalar must be between 0.1 and 5.0 || --framelimit-scalar=3.2
|-
|-
| --vu0-inst-q  || 0, 1  || instant Q, no stalling on WAITQ, or instances of Q  || --vu0-inst-q=1
| --framelimit-mode || slowest,slower,slow,normal,fast,fastest,turbo || A Standalone framelimiter || --framelimit-mode=fast
|-
| --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
| --audio-stretching || 0,1??  ||   ||
|-
|-
| --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
| --ps2-lang || system  || sets language || --ps2-lang=system
|-
|-
| --detect-idle-vif || 0, 1 || Enabled by default. Unknown function || --detect-idle-vif=0
| --ps2-title-id ||   || sets title-id for patches  || --ps2-title-id=SLES-50366
|-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
| --pad-record || 0,1 ||  Enables Logging pad info in emulog ||
|-
|-
| --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
| --assert-path1-ad || 0,1 ||   || --assert-path1-ad=0
|}
 
=====SIF=====
<pre>The SIF is how the EE and IOP communicate with each other. SIF has some mailbox hardware registers that the CPUs can use to pass values to each other, which happens during SIF initialization. However, once both sides have booted, they use the SIF0 (IOP->EE) and SIF1 (EE->IOP) DMA channels to communicate. Despite common belief, these commands have no effect on performance, and are rarely ever useful.</pre>
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Values !! Notes !! Usage
|-style="background-color:#99bbff"
|  ||  || SIF1 (IOP) ||
|-
|-
| --iop-sif1-cycle-scalar || Accelerate SIF cycles: (0.99 => 0.1)<br>Decelerate SIF cycles: (1.1 => ∞ )|| Controls the speed at which the IOP receives from the EE || --iop-sif1-cycle-scalar=0.1
| --gs-uprender || none, 2x2 || Internal resolution uprender || --gs-uprender=2x2
|-
|-
| --ee-sif1-cycle-scalar ||Accelerate SIF cycles: (0.99 => 0.1)<br>Decelerate SIF cycles: (1.1 => ∞ )|| Controls the speed at which the EE sends to the IOP || --ee-sif1-cycle-scalar=0.1
| --gs-upscale || none, gpu, edgesmooth, motionvec, point, motionvector, smooth, motion || Upscaler || --gs-upscale=EdgeSmooth
|-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
| --max-disc-num || 1-|| numbers of discs in package (maximum=5) || --max-disc-num=1
|-
|-
| --ee-sif0-cycle-scalar || Accelerate SIF cycles: (0.99 => 0.1)<br>Decelerate SIF cycles: (1.1 => ∞ )|| Controls the speed at which the EE receives from the IOP || --ee-sif0-cycle-scalar=0.1
| --boot-disc-id || 1-5  || sets boot disc for multi-disc pkg || --boot-disc-id=0
|-
|-
|}
| --switch-disc-reset || 0,1 || 0 Can be used to prevent Resetting The game when switching multiple discs, Useful for games Like SW2 that have Import data Feature || --switch-disc-reset=1
 
====[https://www.psdevwiki.com/ps2/Graphics_Synthesizer GS]====
<pre>"GS" stands for Graphics Synthesizer. It's the PlayStation®2's co-processor that's responsible for rendering the graphics (but is also used by some games for additional calculations and other purposes)</pre>
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Values !! Notes !! Usage
|-style="background-color:#7698FF"
| || Speedhacks || ||
|-
|-
| --gs-optimize-30fps || 0, 1 || Speedhack for GS hungry games. || --gs-optimize-30fps=1
| --cdvd-sector-read-cycles || 1000, 40000?|| Increase or Decrease Reading speed, Some games require Fast reading and some require slow reading, Kinetica use 40000, Psychonauts 4000, Red Dead Revolver 5000, Rise of Kasai 31000 || --cdvd-sector-read-cycles=40000
|-
| --gs-adaptive-frameskip || 0, 1 || Speedhack. Skips frames when the gs demands more resources than there are available. doesn't work on all emulators.  It does however, work on jak emulators || --gs-adaptive-frameskip=1
|-
|-
| --gs-h2l-list-opt || 0, 1 || Setting it to 1 improves GS performance||--gs-h2l-list-opt=1
| --injection-vu1 || 0,1 || Speed up fps ? || --injection-vu1=1 ||
|-
|-
|-style="background-color:#cbddfb"
| --pcr0-delta-hack || 0,1? || ||
|| 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
| --mute-audio ||all,none,main,bgm || || --mute-audio=all
|-
| --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
| --mute-streaming-audio || all,none,main,bgm || || --mute-streaming-audio=all
|-
| --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
| --verbose-cdvd-reads || 0,1 || || --verbose-cdvd-reads=0
|-
|-
|-style="background-color:#D7EF54"
| --mtap1 || Disabled, Always, ByHost || Multitap Switch, The Values are correct but the multitap only works in certain games. || --mtap1=always
| || Gs settings / Behaviour || ||
|-
|-
| --gs-uprender || none,2x2 || Internal resolution upscaler. || --gs-uprender=2x2
| --mtap2 || Disabled, Always, ByHost || Multitap Switch, some games require Multitap to be selected only on second port (1, 2-a, 2-b, 2-c layout). To achieve that we need to disable first mtap. || --mtap2=always
|-
|}
| --gs-upscale || none, gpu, edgesmooth, smooth, motion, motionvec, motionvector, point || Upscaling type Selector || --gs-upscale=EdgeSmooth
 
|-
=== XXXX-YYYYY_cli.conf commands ===
| --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"
 
|-  
Please note that commands listed here also work in config-emu-ps4.txt. But the official way to use them is by CLI file. The CLI file way is also needed for multi-disc packages, Some of the Commands are still not discovered, And some known commands are missing some of their values Due to not being Discovered by the Scene.
| --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
====EE====
|-
Ps2's EmotionEngine Emulator Commands
| --gs-ignore-dirty-page-border || 0, 1 || Unknown. Used by Samurai Shodown Anthology ||--gs-ignore-dirty-page-border=1
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
|-  
! Command !! Values !! Notes !! Usage
| --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-cycle-scalar || Between 0.1 And 5.0 || Multiplier for EE cycles, Works same way as EE cyclerate in PCSX2, frequently used by scene to fix Low FPS issues. Might Cause Negative impact on FMVS, Some games Require the cycle to be between 0.1 and 0.29 in order for them to work, But those are extremely rare cases. || --ee-cycle-scalar=1.0  
|-
|-
| --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"
| --ee-sif0-cycle-scalar || multiplier/float || Subsystem interface cycle scalar, No Impact on performance || --ee-sif0-cycle-scalar=2.0
|-
| --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-sif1-cycle-scalar || multiplier/float || Subsystem interface cycle scalar, No Impact on performance|| --ee-sif1-cycle-scalar=0.1
|-
|-
| --gs-progressive || 0, 1 || Enables progressive scan. Can fix graphical glitches/double screen issues.  ||
| --ee-stlf-cycle-threshold || ? ||?||  
|-
| --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-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
|-
| --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-native-function || memcpy, memset, 0x0000 || || --ee-native-function=memcpy,0x11e328
|-
|-
| --threaded-gs || 0, 1 || Multi-threaded-gs ? || --threaded-gs=1
| --ee-hook || AdvanceClock, FastForwardClock, MfifoDrain || Non-conditional EE hook (This is not speedhack!), advancing/ff'ing clock can be useful for getting better sync CFC2/CTC2 || --ee-hook=0x0025b3b0,FastForwardClock
|-
|-
| --gs-aspect-ratio || aspect/float (default=0.81) || || --gs-aspect-ratio=0.65
| --ee-jit-disasm || 0 or 1 for mips and 2 for x86 || Emotion Engine Just in Time disassembler mode (seems to be debug log option) || --ee-jit-disasm=1
|-
|-
| --gs-frontend-opt-mode || 0, 1, 2 || GS optimization mode? Unknown effect. Used on JakX || --gs-frontend-opt-mode=1
| --ee-jit-pagefault-threshold || fault_count/integer || Seems to reduce blue screens the higher the value || --ee-jit-pagefault-threshold=40
|-
| --gs-motion-factor || 25, 50 ||  Unknown. Used by Wild ARMS 3|| --gs-motion-factor=25
|-
|-
| --gs-scanout-delay || 0, 200 ||  || --gs-scanout-delay=200
|-
|-
| --gs-check-trans-rejection || 0, 1  || Check transfer rejection? Unknown. Used by Grand Theft Auto: Vice City || --gs-check-trans-rejection=1
| --ee-context-switch-cycles || 2700? || || --ee-context-switch-cycles=2700?
|-
| --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-shorthash-len || inst_count/integer || Length of shorthash in instruction/opcode count. Require --ee-block-validation=Hash ||
|-
|-
| --gs-h2l-accurate-hash || 0, 1 || ||--gs-h2l-accurate-hash=1
| --ee-const-folding || None,Gpr,Fpu,All || EE constant folding, (Speedhack?) [https://en.wikipedia.org/wiki/Constant_folding More info] || --ee-const-folding=none
|-
|-
|-style="background-color:#9042f5"
| --ee-ignore-break || 0,1 ? || Ignore Break instructions (we should never land here) ||  
|| Aspect ratio || ||
|-
|-
| --gs-scanout-offsetx || relative offset/ignored || A zoom in setting in the x direction || --gs-scanout-offsetx=27
| --ee-break-as-nop || 0,1 || Turns a Break Instruction into a Nop Instruction (this seems to be rarely useful as Break usually mean eof) || --ee-break-as-nop=1
|-
| --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-jit-opt-debug || 0,1 || Enables Logging of emotion engine in emulog file ?||
|-
|-
|-style="background-color:#FEA15C"
| --ee-pc-coherency || 0,1 || Emulates EmotionEngine Similarly to a PC?? ||  
|| Other || ||
|-
|-
| --framelimit-mode || slowest,slower,slow,normal,fast,fastest,turbo ||Standalone Framelimiter|| --framelimit-mode=fast
| --ee-inst-marking || 0,1 || ||  
|-
|-
| --framelimiter || 0, 1 || Enable or disable Frame limiting || --framelimiter=1
| --ee-insn-marking || 0,1? || ||  
|-
|-
| --framelimit-fps ||  FPS/float || framelimiter || --framelimit-fps=0.8
| --ee-kernel-hle ||  0,1 || High-level emulation kernel  ||  
|-
|-
| --gs-hdr-support || 0, 1? || ? ||
| --ee-injection-kernel || 0,1 || ||
|}
 
====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
| --ee-injection-title || 0,1 || ||
|-
|-
| --iop-const-folding || None,Gpr,All || IOP constant folding [https://en.wikipedia.org/wiki/Constant_folding More info] || --iop-const-folding=All
| --ee-validate-kernel || 0,1 || ||  
|-
|-
| --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
| --ee-cache-breaks-block || 0,1? || ||
|-
|-
| --iop-hook || AdvanceClock<br>FastForwardClock<br>Mfifodrain || IOP native hook, Sony uses it on their official release of Red dead revolver. It helps fix timing issues || --iop-hook=0x0086ac,FastForwardClock
| --ee-evt-check-full || 0,1? || ||  
|-
|-
| --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
| --ee-peephole || 0,1? || ||
|-
|-
|-style="background-color:#FEA15C"
| --ee-load-rewrites || 0,1? || ||  
|| Other || ||
|-
|-
| --iop-validate-kernel || 0, 1 || ||  
| --ee-store-rewrites || 0,1? || ||  
|-
|-
| --iop-shorthash-len || inst_count/integer || Length of shorthash in instruction/opcode count. Require --iop-block-validation=ShortHash ||  
| --ee-live32 || 0,1? || ||  
|-
|-
| --iop-pc-coherency || 0, 1||   ||  
| --ee-regalloc-scalar || 0,none,ReadOnly,WriteOnly,RW || register allocation setting ||  
|-
|-
| --iop-inst-marking || 0, 1? || ||  
| --ee-ignore-segfault || read || || --ee-ignore-segfault=read
|-
|-
| --detect-idle-iop || 0, 1 || Enabled by default. || --detect-idle-iop=0
| --ee-regalloc-simd || || register allocation setting ||  
|-
|-
| --iop-jit-disasm || || ||  
| --ee-regalloc-preserve-scalar || LoadOnly, StoreOnly, SO, LoadStore,  LS || EE JIT Scalar/Int Regalloc Mode || --ee-regalloc-preserve-scalar=LoadStore
|-
|-
| --iop-evt-check-full || 0, 1 ?|| ||  
| --ee-regalloc-preserve-simd || ReadOnly, RO, WO, WriteOnly ,RW || EE JIT SIMD/XMM Regalloc Mode || --ee-regalloc-preserve-simd=RW
|-
|-
|}
| --ee-static-block-links || options Type,Type,... [Branch,Branches,JAL,COP2,All] || || --ee-static-block-links=JAL,COP2
 
====CDVD====
 
<pre>The emulated CDVD settings. These commands help games with timing issues.</pre>
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Values !! Notes !! Usage
|-style="background-color:#e9f562"
| || General commands || ||
|-
|-
| --max-disc-num || 1-5  || numbers of discs in package (maximum=5)  || --max-disc-num=1
| --vtune-ee || || ||
|-
|-
| --boot-disc-id || 1-5  || sets boot disc for multi-disc pkg || --boot-disc-id=0
| --ee-mem-check-eob || || EE Memory check end of block ||  
|-
|-
| --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
| --ee-insn-flush-pc || 0,1 || only works with emus with high api, Unknown what it does ||
|-style="background-color:#46a4e8"
|-
| || Timing || ||
| --ee-insn-callmark || 0,1 || only works with emus with high api, Unknown what it does ||
|-  
| --ee-inline-limit-full || insn_count/integer || ||
|-
|-
| --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
| --ee-inline-limit-partial || || ||
|-
| --cdvd-sector-seek-cycles || 0.1 = Fastest, 80000 = Slowest || Set the speed at which the emulated CDVD spins. Higher values are slower,
lower values are faster. Fixes boot-up sometimes. More info here [https://github.com/PCSX2/pcsx2/pull/3877].
|-
| --verbose-cdvd-reads || 0, 1 || Significantly helps games with CDVD timing issues when set to 1. || --verbose-cdvd-reads=0
|-
|-
|}
|}


====Misc====
====IOP====
 
Input Output Processor Settings
{| 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  
|-
| --iop-cycle-scalar || 0.1/3.0 || Not a Speedhack, Used To Fix Micro-Freezes the lower it is, But Won't affect the Game's FPS
|-
| --iop-const-folding || None,Gpr,All || IOP constant folding [https://en.wikipedia.org/wiki/Constant_folding More info] || --iop-const-folding=All
|-
|-
| --idec-cycles-per-qwc || int/multiplier || Multiply how many cycles IDEC command take per whole currently worked on QWC. || --idec-cycles-per-qwc=768
| --iop-sif0-cycle-scalar || multiplier/float || Subsystem interface cycle scalar || --iop-sif0-cycle-scalar=1.5
|-
|-
| --mfifo-manual-drain || 0.1/5.0 || A command for changing the functionality of --ee-hook=0x0,Mfifodrain ||--mfifo-manual-drain=0.30
| --iop-sif1-cycle-scalar || multiplier/float || Subsystem interface cycle scalar || --iop-sif1-cycle-scalar=1.8
|-
|-
| --mfifo-chunk-drain-cycles || 1/400000 || A command for changing the functionality of --ee-hook=0x0,Mfifodrain ||--mfifo-chunk-drain-cycles=210000
| --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
|-
|-
| --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
| --iop-validate-kernel || || ||  
|-
|-
| --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
| --iop-shorthash-len || inst_count/integer || Length of shorthash in instruction/opcode count. Require --iop-block-validation=ShortHash ||
|-
|-
| --detect-idle-intc ||0, 1|| Enabled by default, 0 disables it || --detect-idle-intc=0
| --iop-pc-coherency || 0,1|| ||  
|-
|-
| --detect-idle-chcr|| 0, 1|| Enabled by default, 0 disables it  || --detect-idle-chcr=0
| --iop-inst-marking || 0,1? || ||  
|-
|-
| --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"
| --iop-jit-disasm || || ||  
|-
|-
| --cop2 || jit, trans || ? ||  
| --iop-evt-check-full || || ||  
|-
|-
| --vu0 || jit, trans || ? ||  
| --iop-tight-slice-count || 12? || || --iop-tight-slice-count=12
|-
|-
| --r30 || jit, trans || ? ||  
| --iop-hook || AdvanceClock, FastForwardClock || iop native hook || --iop-hook=0x0086ac,FastForwardClock
|-
|-
|}
|}


==== PCSX2's gameindex ====
====FPU====
 
<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;"
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! {{cellcolors|#00d6f2|#000000}}PCSX2 !! {{cellcolors|#38ffc3|#000000}}PS4 !! Notes
! Command !! Values !! Notes !! Usage
|-
|-
| {{cellcolors|#0b9fb3|#000000}}XGKickHack ||{{cellcolors|#03fcb1|#000000}}--vu-xgkick-delay= || Possible equivalent value is 8
| --fpu-to-double || 0,1 || Converts floats to double ||
|-
| --fpu-no-clamping || 0,1 || No clamping for fpu || --fpu-no-clamping=0 (this option when enabled (set to 1), for some unknown reason seems to behave similar to pcsx2 FPU FULL clamping mode)
|-
|-
| {{cellcolors|#0b9fb3|#000000}}VuAddSubHack ||{{cellcolors|#03fcb1|#000000}}--vu-hack-triace=1 || Required for every single game developed by TriAce
| --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
|-
| --fpu-clamp-results || 0,1 || fpu clamp for results of operations (ee/fpu clamping: normal in pcsx2) || --fpu-clamp-results=1
|-
| --fpu-custom-min-max || 0,1 || Custom Max/Mini logic for denormals || --fpu-custom-min-max=0
|-
| --fpu-custom-fused-madd || 0,1 || Custom FMA (fused multiply-add) || --fpu-custom-fused-madd=0
|-
| --fpu-rsqrt-fast-estimate || 0,1 || less accurate rsqrt (possible speedhack, but can degrade accuracy) || --fpu-rsqrt-fast-estimate=1
|-
|-
| {{cellcolors|#0b9fb3|#000000}}vuClampMode: 2 ||{{cellcolors|#03fcb1|#000000}}<br>--vu1-no-clamping=0<br>--vu0-no-clamping=0<br>--cop2-no-clamping=0 ||
| --fpu-accurate-mul-fast || 0,1 || || --fpu-accurate-mul-fast=1
|-
| --fpu-accurate-range || start,end offset (0x0 - 0x1FFFFFF) || Used to fix Non-Graphical Glitches Caused by Emulation InAccuracy Such as Black fmvs or Infinite loading screens or Not being able to progress further after a certain mission || --fpu-accurate-range=0x1acce0,0x2acce0
|-
| --fpu-no-clamp-range || start,end offset (0x0 - 0x1FFFFFF) || No clamping for fpu in selected memory range || --fpu-no-clamp-range=0x1acce0,0x2acce0
|-
| --fpu-accurate-muldiv || offset (0x0 - 0x1FFFFFF) || || --fpu-accurate-muldiv=0x123456
|-
| --fpjk-muldiv-range || offset (0x0 - 0x1FFFFFF) || || --fpjk-muldiv-range=0x123456
|-
| --fpu-accurate-muldiv-range || start,end offset (0x0 - 0x1FFFFFF) || || --fpu-accurate-muldiv-range=0x1acce0,0x2acce0
|-
| --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
|-
|-
| {{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 ||
|}
|-
 
| {{cellcolors|#0b9fb3|#000000}}eeClampMode: 2 || {{cellcolors|#03fcb1|#000000}}--fpu-to-double=0<br>--fpu-no-clamping=0<br> ||
 
====VU====
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Values !! Notes !! Usage
|-
|-
| {{cellcolors|#0b9fb3|#000000}}eeClampMode: 3  || {{cellcolors|#03fcb1|#000000}}--fpu-to-double=1<br>--fpu-no-clamping=1<br> ||
| --vu-to-double || 0,1 || Converts floats to double ||
|-
|-
| {{cellcolors|#0b9fb3|#000000}}eeRoundMode: || {{cellcolors|#03fcb1|#000000}}--fpu-accurate-muldiv=1<br>--fpu-accurate-addsub=1 ||
| --vu-branch-hazard || 0,1 || --vu-branch-hazard=0 Was used to fix Batman - Rise of Sin Tzu Crashing.|| --vu-branch-hazard=0
|-
| --vu-evil-branches || 0,1 || Take in count branch in delay slot, or not. [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L306 More Info]||
|-
| --vu-d-bit  || 0,1 || ignore D-bit (note: D bit shouldn't ever be used in retail games. PCSX2 ignore it at default.) ||  --vu-d-bit=0
|-
| --vu-t-bit  || 0,1 || ignore T-bit (note: T bit is replacement of D bit for retail games, correct behavior of VU is to take it in count) ||  --vu-t-bit=0
|-
| --vu-custom-min-max  || 0,1 || Custom Max/Mini logic for denormals, pcsx2 use 0 at default || --vu-custom-min-max=0
|-
| --vu-custom-fused-madd  || 0,1 || Custom FMA (fused multiply-add) || --vu-custom-fused-madd=1
|-
| --vu-opt-sf-check  || 0,1 || Optimize Status or Sticky Flag check(?) ||
|-  
| --vu-hack-triace  || 0,1 || Special hack for Tri Ace games, correct VU addi calculation. Without it result is one bit off, which is enough to break game decryption algo. || --vu-hack-triace=1
|-
| --vu-inst-mflag  || 0,1 || Instant mac flag, or instances of mac flag? ||
|-
| --vu-inst-cflag || 0,1 || Instant clipping flag, or instances of clipping flag? ||
|-
| --vu-opt-jr-caching  || 0,1? || Optimize Jump Register caching. (vi15). Is not clear how optimization is done. ||
|-
| --vtune-vu  || 0,1?? || ||
|-
| --vu-jit-disasm  || 0, 1, 2 || seems to be debug print only option. || 0,1=mips,2=x86
|-
| --vu-xgkick-delay  || 0?, 8  vu_cycles/integer || Delay xgkick instruction execute, pcsx2 use 6 cycles, emu in ps3 use 2-8 cycles depend on game, Can be Used Sometimes to fix Graphical Glitches || --vu-xgkick-delay=8
|-
|-
| {{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= ||
| --vu-range-merge || vu_inst_cnt || ||  
|-
|}
 
====VU0====
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Values !! Notes !! Usage
|-
|-
| {{cellcolors|#0b9fb3|#000000}}vu1RoundMode: || {{cellcolors|#03fcb1|#000000}}--vu1-accurate-addsub-range=<br>--vu1-mul0fix-range=||
| --vu0-injection || 0,1 || Doesn't work on all emus, Confirmed to be working on jakv2 || --vu0-injection=1
|-
|-
| {{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
| --vu0-mpg-cycles || 100-3000 || set initial cycles for vu0 microprograms, 100 is the Default value, 3000 is the fastest for performance|| --vu0-mpg-cycles=1000
|-
|-
| {{cellcolors|#0b9fb3|#000000}}FpuNegDivHack<br>FpuMulHack || {{cellcolors|#03fcb1|#000000}}--fpu-accurate-muldiv=1 ||
| --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
|-
|-
| {{cellcolors|#0b9fb3|#000000}}cpuCLUTRender: 1 || {{cellcolors|#03fcb1|#000000}}--gs-uv-shift-pointsampling=1 ||
| --vu0-const-prop || 0,1 || Constant propagation, Can Be Used as speedhack for vu0 hungry games when set to 0 [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L312 More info] || --vu0-const-prop=0
|-
|-
| {{cellcolors|#0b9fb3|#000000}}MTVUSpeedHack: 0 || {{cellcolors|#03fcb1|#000000}}--vu1=jit-sync || Some games will also require --vu1-mpg-cycles= to be between "6000 - 19000"
| --vu0-clamp-range || start, end offset || per range clamping for VU0 || --vu0-clamp-range=0x100,0x120
|-
|-  
| {{cellcolors|#0b9fb3|#000000}}mergeSprite<br>alignSprite || {{cellcolors|#03fcb1|#000000}}--gs-kernel-cl-up="up2x2simple" || Note: works similarly but not the equivalent
| --vu0-opt-flags  || [0,1,2] - 1=safe, 2=unsafe || Optimize flags when do VU recompilation (1 is safe, 2 update sticky, and mac flag on every status flag update) [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L280 More Info] || --vu0-opt-flags=1
|-
|-  
| {{cellcolors|#0b9fb3|#000000}}cpuSpriteRenderBW: 4 || {{cellcolors|#03fcb1|#000000}}--gs-opt-frbuff-switch=1 || Note: works similarly but not the equivalent
| --vu0-opt-vf00  || [0,1,2] - 1=safe, 2=unsafe || 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.  || --vu0-opt-vf00=1
|-
|-  
| {{cellcolors|#0b9fb3|#000000}}mipmap || {{cellcolors|#03fcb1|#000000}}--gs-use-mipmap=1<br>--gs-kernel-cl="mipmap" || Note: Works best on War of the Monsters emu
| --vu0-opt-subroutine  ||  0,1? || ||
|-
|-
| {{cellcolors|#0b9fb3|#000000}}autoFlush || {{cellcolors|#03fcb1|#000000}}--gs-flush-ad-xyz=safe || Possible values include always, safe, off, 0
| --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, Used Sometimes to fix Graphical Glitches || --vu0-clamp-results=1
|-  
| --vu0-inst-q  || 0,1 || instant Q, not stall on WAITQ, or instances of Q(?)  || --vu0-inst-q=1
|-  
| --vu0-inst-p || 0,1 || instant P, not stall on WAITP, or instances of P(?)|| --vu0-inst-p=1
|-
| --vu0-use-rcp || 0,1 || use sse rcp || --vu0-use-rcp=1
|-  
| --vu0-use-rsqrt || 0,1 || use sse rsqrt || --vu0-use-rsqrt=1
|-
| --vu0-accurate-addsub-range || start, end offset? || ||
|-
|-
| {{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.
| --vu0-mul0fix-range || vu0 memory offset start,end (0x0 - 0xFFF) || Fix for games that multiply by zero ||
|-
|-
| {{cellcolors|#0b9fb3|#000000}}wildArmsHack || {{cellcolors|#03fcb1|#000000}}--gs-kernel-cl-up="DarkCloud2" ||
| --vu0-aot-start-addr || start address || Seems to be PS3 command 0x12 replacement ahead of time compilation with CRC then to start, and CRC when to finish ||
|-
|-
| {{cellcolors|#0b9fb3|#000000}}deinterlace || {{cellcolors|#03fcb1|#000000}}--force-frame-blend=1 ||
| --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
|}
 
=== Emulators ===
 
Every PS2 emulator is programmed differently. Sometimes choosing the right emulator is the only way to fix a game. Emulators are not provided pre-installed in the PS4 OS, but instead they have to be unpacked from an official PS2 CLASSICS PKG file signed by Sony. This list includes the typical usage of those emulators.
 
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Emulator name !! Typical usage - Info !! API Version !! Similar emulators
|-style="background-color:#D7EF54"
|  || 2018 || ||
|-
|-
| The King of Fighters '98: Ultimate Match || The only known emulator where '''Mojin-ribbon''' is playable. Commonly known as "KOF98"|| 2.0 ||
| --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"
| --vu0-aot-outmode || out/overwrite, append || ||
|| 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,'''
| --vu0-aot-end-addr || end address for ahead of time compilation || ||  
|-
|-
| Art of Fighting Anthology || Similar to RECVX. It was successful in fixing "'''Coraline'''." Sometimes called "AOFA" || 2.0 ||
| --vu0-aot-start-crc || ? || verify crc for aot start block (registers)||
|-
|-
| 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.'''
| --vu0-aot-end-crc || ? || verify crc for aot end block (registers) ||
|-
|-
| Fatal Fury Battle Archives: Volume 2 || Similarly to RECVX, it is often used to fix frozen games. ||  ||
|}
|-style="background-color:#D7EF54"
 
|  || 2016 || ||
====VU1====
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Values !! Notes !! Usage
|-
|-
| 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'''
| --vu1 || jit-sync,  jit,  jit-async,  trans, ||Selector between IR/JIT and its modes. Jit-sync behaves similar to turning off MTVU in pcsx2, Some Games only work with MTVU Turned off|| --vu1=jit-sync
|-
|-
| 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 ||
| --vu1-mpg-cycles  || 100-3000 || set initial cycles for vu1 microprograms,100 is the Default value, 3000 is the fastest for performance || --vu1-mpg-cycles=1000
|-
|-
| 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'''
| --vu1-di-bits || 0,1 || 0 to skip setting Invalid, and Div by zero flags in status register. Can be used as speedhack as it skips costly calculations, but at the same time can cause issues like broken geometry.|| vu1-di-bits=0
|-
|-
| Destroy All Humans! || Fixed '''Tenchu: Fatal Shadows'''' crashing. || 0.1 ||  
| --vu1-const-prop || 0,1 || Constant propagation, Can Be Used as speedhack for vu1 hungry games when set to 0 [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L312 More info] || --vu1-const-prop=1
|-
| --vu1-clamp-range || Start Offset, End Offset || enable Clamping in the specified Range? ||
|-
|-
| Destroy All Humans! 2 || || 0.7 ||  
| --vu1-injection || 0,1 or enable/disable depend on emu revision, || Doesn't work on all emus, Confirmed to be working on jakv2 || --vu1-injection=1
|-
|-
| Rise of the Kasai || It fixed most of the '''Harry Potter''' games. Often referred to as "rotk". || 0.2 ||
| --vu1-opt-flags || [0,1,2] - 1=safe, 2=unsafe || Optimize flags instances when do VU recompilation (1 is safe, 2 update sticky, and mac flag on every status flag update) [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L280 More Info] || --vu1-opt-flags=0
|-
| --vu1-opt-vf00 || [0,1,2] - 1=safe, 2=unsafe || 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-vf00=2
|-
| --vu1-opt-subroutine || 0,1? || ||
|-
| --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, Used Sometimes to fix Graphical Glitches || --vu1-clamp-results=1
|-
| --vu1-inst-q || 0,1 || instant Q, not stall on WAITQ, or instances of Q(?) || --vu0-inst-q=1
|-
| --vu1-inst-p ||0,1 || instant P, not stall on WAITP, or instances of P(?) || --vu0-inst-p=1
|-
| --vu1-use-rcp || 0,1 || use sse rcp ||
|-
|-
|-style="background-color:#D7EF54"
| --vu1-use-rsqrt || 0,1 || use sse rsqrt ||
| || 2015 || ||
|-
|-
| --vu1-native-patch || 0,1 || use native patches from recompiler || --vu1-native-patch=1
|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'''
|-  
|-
| --vu1-accurate-addsub-range= || Offset start,Offset End?? || || --vu1-accurate-addsub-range=0x10000,0x20000
| GTA III || Fixed the PAL version of '''Genji: Dawn of the Samurai'''. || 0.6 ||
|-
| --vu1-aot-outmode || out/overwrite, append || ||
|-
| --vu1-aot-start-crc || Offset start || ||
|-
| --vu1-aot-end-crc || Offset End?? || ||
|-
| --vu1-aot-start-addr || Offset start || ||
|-  
| --vu1-aot-end-addr || Offset End || ||
|-
|-
| PaRappa the Rapper 2 || The only emulator to boot '''Spyro: A Hero's Tail'''. || 0.1 ||
| --vu1-jr-cache-policy || newprog, sameprog, auto || PCSX2 use newprog as default setting, Newprog potential speedhack [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L319 Info] || --vu1-jr-cache-policy=sameprog
|-
| 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 ||  
|-
|-
| --vu1-jalr-cache-policy || newprog, sameprog, auto || PCSX2 use newprog as default setting, Newprog protential speedhack[https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L319 Info] || --vu1-jalr-cache-policy=sameprog
|-
| --vu1-mul0fix-range || vu1 memory offset start,end (0x0 - 0x3FFF) || Fix for games that multiply by zero || --vu1-mul0fix-range=0x1230,0x1238
|-
|}
|}


=== XXXX-YYYYY_config.lua ===
====COP2====
 
<br>It is the most powerful configuration on the emulator, it allows for direct patching of EE/IOP/VU memory, hooks registers, hook dma. Almost Everything can be done here.
<br>If needed it can hook registers by using register names from alias files. Alias files (ee-cpr0-alias.lua, ee-gpr-alias.lua, ee-hwaddr.lua) are stored in lua_include folder, and can be included to config by using require ("alias file name").
<br>'''Known functions:
'''
Require cleanup.
 
==== ApiRequest ====
 
<pre>The most important part of the LUA script. The LUA script will crash the game if used without it.</pre>
 
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Usage !! Notes
! Command !! Values !! Notes !! Usage
|-
| --cop2 || jit - trans ||  Might Solve Graphical problems? ||
|-
|-
| apiRequest || apiRequest(0.1) || apiRequest(<api version>)
| --cop2-opt-flags || [0,1,2] - 1=safe, 2=unsafe || Optimize flags when do VU recompilation (1 is safe, 2 update sticky, and mac flag on every status flag update) [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L280 More Info] || --cop2-opt-flags=1
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.
| --cop2-opt-vf00 || [0,1,2] - 1=safe, 2=unsafe || 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 || 0,1 || Constant propagation, Can Be Used as speedhack for cop2 hungry games when set to 0 [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L312 More info] ||
|-
| --cop2-di-bits || 0,1 || 0 to skip setting Invalid, and Div by Zero flags in status register. Can be used as speedhack as it skip costly calculations, but can cause issues like broken geometry, and weird physics behavior. Depending per game. || --cop2-di-bits=1
|-
| --cop2-no-clamping || 0,1 || No clamping for COP2 (default 1) || --cop2-no-clamping=0
|-
|-
|}
| --cop2-clamp-operands || 0,1 || clamp on operand stage || --cop2-clamp-operands=1
===== (Emulator) EmuObject =====
|-
 
| --cop2-clamp-results || 0,1 || clamp for results of operations || --cop2-clamp-results=1
<pre> Commands for the emulator</pre>
|-
 
| --cop2-regalloc || 0,1 ? || PCSX2 seems to have this enabled by default. ||
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
|-
! Command !! Usage !! Notes
| --cop2-inst-q || 0,1 || instant Q, not stall on VWAITQ, , or instances of Q(?) ||
|-style="background-color:#D7EF54"
|-
|  || Object calling class ||
| --cop2-inst-p || 0,1 || ? ||
|-
| --cop2-use-rcp || 0,1 || use sse rcp ||
|-
| --cop2-use-rsqrt || 0,1 || use sse rsqrt || --cop2-use-rsqrt=0
|-
| --cop2-accurate-range || start,end offset (0x0 - 0x1FFFFFF) || || --cop2-accurate-range=0x123456,0x134567
|-
| --cop2-no-clamp-range || start,end offset (0x0 - 0x1FFFFFF) || No clamping for COP2 in selected range || --cop2-no-clamp-range=0x123456,0x134567
|-
| --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
|-
| --cop2-accurate-mul || offset (0x0 - 0x1FFFFFF) || || --cop2-accurate-mul=0x123456
|-
|}
 
====GS/VIF====
Graphics Synthesizer Commands
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Values !! Notes !! Usage
|-
|-
| getEmuObject || local emuObj = getEmuObject() || Required for all functions using emuObj, that include: <div align="left"><pre>LoadConfig SaveConfig GetPad AddVsyncHook
| --vif-ignore-invalid-cmd || 0,1 || Ignore invalid vif commands || --vif-ignore-invalid-cmd=1
RemoveVsyncHook AddEntryPointHook RemoveEntryPointHook
AddLoginHook RemoveLoginHook AddLogoutHook RemoveLogoutHook
CheckEntitlement AddImageHook AddGifTagHook SwapMemCard
SetFormattedCard OpenDiscTray CloseDiscTray SwitchDisc
EnableImposeMenu GetDiscId GetDiscTitleId
AddSectorReadHook AddMCWriteHook ShowDiscSwitchInfo GetPs4SystemLang SetPs2Lang
ThrottleNorm ThrottleFast ThrottleMax AddAssertionHook
SetGsTitleFix SetDeinterlace SetDisplayAspectWide SetDisplayAspectNormal
ForceRefreshRate LoadFsShader SetDisplaySafeArea PadSetLightBar
AddPadHook PadPressureStickRemap SetVolumes GetVolumes
SetAudioRoute GetAudioRoute AddSnapshotLoadedHook
RemoveSnapshotLoadedHook IsNeoMode IsToolingVerbose emuMediaPatch </pre></div>
|-style="background-color:#c6ecd9"
|  || Hooks ||
|-
|-
|AddVsyncHook || emuObj.AddVsyncHook(<task to be done every vsync>) || emuObj.AddVsyncHook(my_function)
| --vif1-ignore-cmd-ints || 0,1 || || --vif1-ignore-cmd-ints=1
my_function can be anything, from simple patches, to extensive hook.
Example usage can be found in SLUS-21550 features file. some games are not compatible with it and will crash upon startup.
|-
|-
|RemoveVsyncHook || emuObj.RemoveVsyncHook(<previously added task to be removed>) || emuObj.RemoveVsyncHook(my_function)
| --vif1-instant-xfer || 0,1 || "Instant VIF transfer" Default 1. Correct behavior is 0, but we don't know how accurate VIF timing is in that emu. || --vif1-instant-xfer=0
|-
|-
|AddEntryPointHook || emuObj.AddEntryPointHook(<task>) || Task to be done at ps2 game main elf entry point (right where game is loaded).
| --vif-thread-chunk-size || int/kilowords || ||
|-
|-
|RemoveEntryPointHook || ||
| --detect-idle-vif || 0,1 || || --detect-idle-vif=1
|-
|-
|AddLoginHook || ||
| --l2h-2d-params || TRXREG,BITBLTBUF,height || || --l2h-2d-params=0x0000000800000001,0x000000003a0a2300,512,2
|-
|-
|RemoveLoginHook || ||
| --force-frame-blend || 0,1 || Fix For Shaking Screens? || --force-frame-blend=1
|-
|-
|AddLogoutHook || ||
| --framelimit-mode || slowest,slower,slow,normal,fast,fastest,turbo || a Standalone Framelimiter|| --framelimit-mode=fast
|-
|-
|RemoveLogoutHook || ||
| --force-pal-60hz || 0,1 || Force 60hz PAL mode || --force-pal-60hz=1
|-
|-
|AddImageHook || ||
| --gs-adaptive-frameskip || 0,1 || Speedhack, Skips frames when the Game starts Demanding more resources than there are available. ||
|-
| --gs-hdr-support || 0,1? || ||
|-
| --gs-progressive || 0,1 ?|| Force progressive scan?  ||
|-
| --gs-vert-precision || 0,8 ? || || --gs-vert-precision=8
|-
|-
|AddGifTagHook || ||
| --threaded-gs || 0,1 (more?) || || --threaded-gs=0
|-
|-
| AddSectorReadHook || emuObj.AddSectorReadHook(<sector, unk, task>) || Hook to do task when disc image sector is read. Not all values are known (ex. emuObj.AddSectorReadHook(776480, 32, <task/function>) )
| --gs-force-bilinear || 0,1 || force bilinear filtering || --gs-force-bilinear=1
|-
|-
|AddMCWriteHook ||emuObj.AddMCWriteHook() ||
| --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-check-trans-rejection68 || 0,1  || || --gs-check-trans-rejection68=1
|-
| --gs-skip-dirty-flush-on-mipmap || 0,1 || Require mipmap GS CL kernel || --gs-skip-dirty-flush-on-mipmap=1
|-
| --gs-packed15-fmv-opt || 0,1 || || --gs-packed15-fmv-opt=1
|-
| --gs-dirty-page-policy || 0,1 || || --gs-dirty-page-policy=1
|-
| --gs-optimize-30fps || 0,1 || || --gs-optimize-30fps=1
|-
| --gs-fieldswap-delay || 0,1 || Wait longer than usual to change field ||
|-
| --gs-use-deferred-l2h || 0,1 || Some delay option for L2H (local to host, GS to EE)|| --gs-use-deferred-l2h=1
|-
| --gs-uv-shift-pointsampling || 0,1 || || --gs-uv-shift-pointsampling=1
|-
|-
|AddAssertionHook ||emuObj.AddAssertionHook() ||
| --gs-opt-frbuff-switch || 0,1 || || --gs-opt-frbuff-switch=1
|-
|-
|AddSnapshotLoadedHook || ||
| --gs-ignore-rect-correction || 0,1 || || --gs-ignore-rect-correction=1
|-
|-
|RemoveSnapshotLoadedHook || ||
| --gs-scanout-delay || hsync_count/integer || ||
|-
| --gs-uprender || none,2x2 || Rendering upscaler (use higher internal resolution) || --gs-uprender=2x2
|-
| --gs-upscale || none, gpu, edgesmooth, motionvec, point, motionvector, smooth, motion|| after recompilation upscaler? || --gs-upscale=EdgeSmooth
|-
| --gs-aspect-ratio || aspect/float (default=0.81) || || --gs-aspect-ratio=0.65
|-
|-
|AddPadHook ||emuObj.AddPadHook() ||
| --gs-frontend-opt-mode || (0-2?) || || --gs-frontend-opt-mode=1
|-
| --gs-kernel-cl || h2lpool, clutmerge, mipmap, DarkCloud2, fantavision, || Kernel Variant || --gs-kernel-cl="clutmerge"
|-
| --gs-kernel-cl-up || h2lpool2x2, OptRightTri, clutmerge2x2, mipmap2x2, up2x2simple, up2x2skipinterp, up2x2tc || Kernel Variant Upscaler || --gs-kernel-cl-up="clutmerge2x2"
|-
| --gs-motion-factor || motion factor || [value 25 is used on NTSC-U game in official PKG, so unknown what it is] || --gs-motion-factor=25
|-
|-
|-style="background-color:#ff8080"
| --gs-override-small-tri-area || 0,1 || || --gs-override-small-tri-area=1
| || Audio ||  
|-
|-
|SetVolumes || emuObj.SetVolumes('global', 'main', 'bgm') || Set volume, usually setting global is enough. Example: emuObj.SetVolumes(0.31, 1.0, 1.0) values, in floats 1.0 = 100%
| --gs-check-trans-rejection || || ||
|-
| --gs-render-tile-threshold || 0,300000 || || --gs-render-tile-threshold=300000
|-
|-
|GetVolumes || emuObj.GetVolumes() || Return current volume levels for ('global', 'main', 'bgm') in floating point values.
| --gs-scanout-offsetx || relative offset/ignored || Directly overwrite GS register? || --gs-scanout-offsetx=27
|-
| --gs-scanout-offsety || relative offset/ignored || Directly overwrite GS register? || --gs-scanout-offsety=27
|-
| --idec-cycles-per-qwc || int/multiplier || || --idec-cycles-per-qwc=768
|-
| --gs-flush-ad-xyz || always, safe, off, 0 || || --gs-flush-ad-xyz=safe
|-
|-
|SetAudioRoute || ||
| --safe-area-min || area/float (range 0.9 to 1.0) || || --safe-area-min=0.9
|-
|-
|GetAudioRoute || ||
|}
|-style="background-color:#c2c2d6"
 
|  || Game loading speed ||
====Speedhacks====
Commands that improve Performance, Sorted from most beneficial to least beneficial.
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Values !! Notes !! Usage
|-
|-
|ThrottleNorm ||emuObj.ThrottleNorm() || Enable default framelimiter (50/60 fps depend on region).
| --vu1-mpg-cycles || 1,3000 || Frameskipping, 100 is default, 1000 is 30 fps, Higher Values Improve performance || --vu1-mpg-cycles=1000
|-
|-
|ThrottleFast || emuObj.ThrottleFast() || Faster than default, but exact value is unknown.
| --vu0-mpg-cycles || 1,3000 || Frameskipping, 100 is default, 1000 is 30 fps, Higher Values Improve performance || --vu0-mpg-cycles=1000
|-
|-
|ThrottleMax || emuObj.ThrottleMax() || Disable framelimiter during loading screens.
| --ee-cycle-scalar || 0.1/5.0|| Emotion Engine Cycle skipping, Higher values improve performance, Might have a negative effect on FMVS (cutscenes) || --ee-cycle-scalar=1.5
|-style="background-color:#ffe680"
|  || CDVD ||
|-
|-
|OpenDiscTray || ||
| --vu1-di-bits || 0,1 || Skips costly calculations || --vu1-di-bits=0
|-
|-
|CloseDiscTray || ||
| --vu0-di-bits || 0,1 || Skips costly calculations || --vu0-di-bits=0
|-
|-
|SwitchDisc || emuObj.SwitchDisc(<disc ID>) || ID can be provided as is, or for example read from memory or register when needed.
| --vu1-const-prop || 0,1 ||  Skips costly calculations || --vu1-const-prop=0
|-
|-
| GetDiscId || emuObj.GetDiscId() || Return DiscId in XXXX_YYY.ZZ format
| --vu0-const-prop || 0,1 || Skips costly calculations || --vu0-const-prop=0
|-
|-
| GetDiscTitleId || ||
| --gs-adaptive-frameskip || 0,1 || Frame-skipping very lightly, Doesn't work on all emus, Confirmed to be working on jakv2 || --gs-adaptive-frameskip=1
|-
|-
|ShowDiscSwitchInfo || emuObj.ShowDiscSwitchInfo() ||
| --vu1-injection || 0,1 || Doesn't work on all emus, Confirmed to be working on jakv2 || --vu1-injection=1
|-
|-
|-style="background-color:#FEA15C"
| --vu0-injection |0,1 || Doesn't work on all emus, Confirmed to be working on jakv2 || --vu0-injection=1
|  || Other ||  
|-
|-
| EnableImposeMenu || emuObj.EnableImposeMenu(<true/false>) || EnableImposeMenu(false)
| --gs-optimize-30fps || 0,1 || Optimizes the game's fps somehow || --gs-optimize-30fps=1
|-
|-
|LoadConfig || emuObj.LoadConfig( 0 or 1 )|| emuObj.LoadConfig(0)
| --gs-upscale || none || Disables Upscaling,  Very Minimal Effect on Fps || --gs-upscale=none
|-
|-
|SaveConfig || emuObj.LoadConfig( 0 or 1 ) || emuObj.LoadConfig(0)
| --gs-uprender || none || Disables Uprender, Very Minimal Effect on Fps || --gs-uprender=none
|-
|-
|GetPad || emuObj.GetPad(<gamepad button by bits>)|| example usage for reading input:
|}
<div align="left"><pre>local CheckInputs = function()


local pad_bits = emuObj.GetPad()
=== Emulators ===
local UP = pad_bits &  0x0010
Every emulator has different coding, This is a list of some issues that "MIGHT" be resolved if you choose the specific emu That is known to sometimes fix that certain issue in games
local DOWN = pad_bits &  0x0040
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
local LEFT = pad_bits &  0x0080
! Emulator !! Usage
local RIGHT = pad_bits &  0x0020
|-
local Triangle = pad_bits &  0x1000
| Jakv2 || Used For Its Good Compatibility With Most Ps2 Games, And For it's high api version.
local Cross = pad_bits &  0x4000
|-
local Square = pad_bits &  0x8000
| RECVX || Fixing Crashes on startup And Fixes Bad Disc Reading in Some Games, Was used to fix Pac-man World 3
local Circle = pad_bits &  0x2000
|-
local L1 = pad_bits &  0x0400
| Fatal Fury || Fixing Crashes on startup, Can be used as a substitute to RECVX.
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 || ||
| AOFA || Fixing Crashes on startup
|-
|-
|SetFormattedCard || emuObj.SetFormattedCard(<"file name">) || emuObj.SetFormattedCard("custom_formatted.card")
| GTA3 || Was used to fix Genji: Dawn of the Samurai not being playable
Allow to use custom memory card.
|-
|-
| GetPs4SystemLang || emuObj.GetPs4SystemLang() || Return PS4 system language (in unknown format).
| KOF2000 || Has been used to fix Graphical Glitches In games Such as Crash Twinsanity
|-
|-
| 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)
| Parappa V1 || The only Emulator that was able to Boot Spyro: A Hero's Tail
<div align="left"><pre>0 - japanese
|}
1 - english
 
2 - french
===Porting a pnach===
3 - spanish
This is an example of a 4 byte cheat that was ported into the Ps4's ps2 emulator.
4 - german
<br>'''PNACH'''
5 - italian
<pre>
6 - dutch
patch=1,EE,20320D00,word,00000000
7 - portuguese
</pre>
8 - russian
 
9 - korean
<br>'''As you can see below in the lua, the address "20320D00" And the value "00000000" Weren't changed, We only added a 0x at the beginning to clarify that they are Hexadecimal values.'''
10 - traditonal-chinese
 
11 - simplified-chinese
<br>'''Ps4 LUA'''
12 - finnish
<pre>
13 - swedish
local gpr = require("ee-gpr-alias")
14 - danish
 
15 - norwegian
apiRequest(0.1)
16 - polish
 
17 - portuguese-brazil
local eeObj = getEEObject()
18 - english-uk</pre></div>
local emuObj = getEmuObject()
 
local patcher = function()
eeObj.WriteMem32(0x20320D00,0x00000000)
 
end
 
emuObj.AddVsyncHook(patcher)
</pre>
 
=== XXXX-YYYYY_config.lua ===
 
It is the most powerful config. it Allows direct patching of EE/IOP/VU memory, hooks registers, hook dma. Everything can be done here.
 
If needed it can hook registers by using register names from alias files. Alias files (ee-cpr0-alias.lua, ee-gpr-alias.lua, ee-hwaddr.lua) are stored in lua_include folder, and can be included to config by using require ( "alias file name" ).
 
'''Known functions:
'''
Require cleanup.
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Usage !! Notes
|-
|-
|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.
| apiRequest || apiRequest(<api version>) || example: apiRequest(0.1)
Different emu versions support different highest api.  
Calling api is mandatory. some commands require higher version. Highest known version is 2.3 api from JAK 2,3,X game emulator.
|-
|-
|PadPressureStickRemap || emuObj.PadPressureStickRemap()||
! !! getEmuObject class !!
|-
|-
| IsNeoMode || emuObj.IsNeoMode() || Check that PS4 run in NEO (PRO) mode. Return 1/0
| 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>
|-
|-
| IsToolingVerbose || ||
|LoadConfig || ||
|-
|-
|CheckEntitlement || ||
|SaveConfig || ||
|-
|-
| 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.
|GetPad || emuObj.GetPad(<gamepad button by bits>)|| example usage for reading input:
|-style="background-color:#c6ecd9"
<div align="left"><pre>local CheckInputs = function()
| || GS related ||
 
|-
local pad_bits = emuObj.GetPad()
| CountFrameOnPS2 || emuObj.CountFrameOnPS2() || updates FRAPS/Actual FPS reading in olympus
local UP = pad_bits &  0x0010
|-
local DOWN = pad_bits &  0x0040
| SetGsTitleFix || emuObj.SetGsTitleFix() ||  [[PS2_Emulation#SetGsTitleFix|More info]]
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>
|-
|-
|SetDisplayAspectWide || emuObj.SetDisplayAspectWide() || Force display area to 16:9 (If game not support widescreen, it will be stretched).
|AddVsyncHook || emuObj.AddVsyncHook(<task to be done every vsync>) || emuObj.AddVsyncHook(my_function)
my_function can be anything, from simple patches, to extensive hook.
Example usage can be found in SLUS-21550 features file.
|-
|-
|SetDisplayAspectNormal || emuObj.SetDisplayAspectNormal() || Force display area to 4:3.
|RemoveVsyncHook || emuObj.RemoveVsyncHook(<previously added task to be removed>) || emuObj.RemoveVsyncHook(my_function)
|-
|-
|ForceRefreshRate || emuObj.ForceRefreshRate(<hz>) || emuObj.ForceRefreshRate(50) correct values are 0, 50, 60 where 0 = default.  
|AddEntryPointHook || emuObj.AddEntryPointHook(<task>) || Task to be done at ps2 game main elf entry point (right where game is loaded).
|-
|-
|LoadFsShader || emuObj.LoadFsShader(<slot?>, "<path>") || <div align="left"><pre>Shaders must be loaded right after GS has been initialized.
|RemoveEntryPointHook || ||
Example:
Global_InitGpuResources = function()
emuObj.LoadFsShader(1, "./shader.sb")
end
 
That only load Fragment Shader to program memory, to use it we need BindFragmentShader,
and if depend on shader SetShaderParams.</pre></div>
|-
|-
|SetDisplaySafeArea || ||
|AddLoginHook || ||
|-
|-
|}
|RemoveLoginHook || ||
 
===== (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
|AddLogoutHook || ||
|-style="background-color:#7698FF"
|  || Memory editing ||  
|-
|-
|ReplaceMem64 || eeObj.ReplaceMem64(<address>, <value>)||
|RemoveLogoutHook || ||
|-
|-
|ReplaceMem32 || eeObj.ReplaceMem32(<address>, <value>) || Permanently replace an offset without needing addvsynchook?
|CheckEntitlement || ||
|-
|-
|ReplaceMem16 || eeObj.ReplaceMem16(<address>, <value>)||
|AddImageHook || ||
|-
|-
|ReplaceMem8 ||eeObj.ReplaceMem8(<address>, <value>) ||
|AddGifTagHook || ||
|-
|-
|ReadMemFloat || eeObj.ReadMemFloat(<address>) || eeObj.ReadMemFloat(0x258c3c)
|SwapMemCard || ||
|-
|-
|WriteMemFloat || eeObj.WriteMemFloat(<address>, <value>) || eeObj.WriteMemFloat(0x365364, 1.3333333)
|SetFormattedCard || emuObj.SetFormattedCard(<"file name">) || emuObj.SetFormattedCard("custom_formatted.card")
Allow to use custom memory card.
|-
|-
|ReadMem128 || <pre>eeObj.ReadMem128(<ee memory offset>)</pre> || Read 16 bytes from offset, examples: eeObj.ReadMem128(0x100198)
|OpenDiscTray || ||
|-
|-
|ReadMemFloat128 || <pre>eeObj.ReadMemFloat128(<ee memory offset>)</pre> || return 16 bytes from offset in float form
|CloseDiscTray || ||
|-
|-
|WriteMem128 || ||
|SwitchDisc || emuObj.SwitchDisc(<disc ID>) || ID can be provided as is, or for example read from memory or register when needed.
|-
|-
|WriteMemFloat128 || ||
| EnableImposeMenu || emuObj.EnableImposeMenu(<true/false>) || EnableImposeMenu(false)
|-
|-
| ReadMem64 || <pre>eeObj.ReadMem64(<ee memory offset>)</pre> || Read 8 bytes from offset, examples: eeObj.ReadMem64(0x100198)
| GetDiscId || emuObj.GetDiscId() || Return DiscId in XXXX_YYY.ZZ format
|-
|-
| WriteMem64 || <pre>eeObj.WriteMem64(<ee memory offset>, <data>)</pre> ||  
| GetDiscTitleId || ||
|-
|-
| ReadMem32 || <pre>eeObj.ReadMem32(<ee memory offset>)</pre> || Read 4 bytes from offset, examples: eeObj.ReadMem32(0x100198)
| 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>) )
eeObj.ReadMem32(gp - 31348)
|-
|-
| WriteMem32 || <pre>eeObj.WriteMem32(<ee memory offset>, <data>)</pre> || Write 4 bytes to offset, example: eeObj.WriteMem32(0x2c89ac, 0x001b70f0)
|AddMCWriteHook || ||
|-
|-
| ReadMem16 || <pre>eeObj.ReadMem16(<ee memory offset>)</pre> || Read 2 bytes from offset, example: eeObj.ReadMem16(0x100198)
|ShowDiscSwitchInfo || ||
|-
|-
| WriteMem16 || <pre>eeObj.WriteMem16(<ee memory offset>, <data>)</pre> || Write 2 bytes to offset, example: eeObj.WriteMem16(0x2c89ac, 0x70f0)
| GetPs4SystemLang || emuObj.GetPs4SystemLang() || Return PS4 system language (in unknown format).
|-
|-
| ReadMem8 || <pre>eeObj.ReadMem8(<ee memory offset>)</pre> || Read 1 byte from offset, example: eeObj.ReadMem8(0x100198)
| SetPs2Lang || emuObj.SetPs2Lang(<Lang ID>) || Set emulated PS2 language, correct Lang IDs are 0-18.
|-
<div align="left"><pre>0 - japanese
| WriteMem8 || <pre>eeObj.WriteMem8(<ee memory offset>, <data>)</pre> || Write 1 byte to offset, example: eeObj.WriteMem8(0x2c89ac, 0xf0)
1 - english
|-
2 - french
|ReadMemStr || eeObj.ReadMemStr(address/register) || Read string from address until null terminator
3 - spanish
|-
4 - german
|WriteMemStr || eeObj.WriteMemStr(address, string) ||
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>
|-
|-
|WriteMemStrZ || || eeObj.WriteMemStrZ(string pointer, string) .  Pointer can be read from GPR
|ThrottleNorm ||emuObj.ThrottleNorm() || Enable default framelimiter (50/60 fps depend on region).
|-style="background-color:#ff9999"
|| GPR require (Necessary for register related commands)||
|-
|-
| || local gpr = require( "ee-gpr-alias" )
|ThrottleFast || emuObj.ThrottleFast() || Faster than default, but exact value is unknown.
|-
|-
|GetGpr64 || eeObj.GetGPR64(<gpr register>) || example: eeObj.GetGPR64(t3)
|ThrottleMax || emuObj.ThrottleMax() || Disable framelimiter at all, usually used during static loadings in official packages. WARNING: Using this in config remove framelimiter! PS2 games have tied game speed to frame per second. By using this globally you make game running faster than it was on original hardware, sometimes even twice as fast. This setting is very harmful when used globally in config files. Loadings are faster, but game also run faster than it should when PS4 have enough free cpu power!
|-
|-
|SetGpr64 || ||
|AddAssertionHook || ||
|-
|-
| GetGprFloat || || Get gpr value as float value
| SetGsTitleFix || emuObj.SetGsTitleFix() || [[PS2_Emulation#SetGsTitleFix|More info]]
|-
|-
| SetGprFloat || || Set gpr value as float value
|SetDisplayAspectWide || emuObj.SetDisplayAspectWide() || Force display area to 16:9 (If game not support widescreen, it will be stretched).
|-
|-
|GetGpr || eeObj.GetGPR(<gpr register>) || eeObj.GetGPR(t3)
|SetDisplayAspectNormal || emuObj.SetDisplayAspectNormal() || Force display area to 4:3.
|-
|-
|SetGpr|| eeObj.SetGPR(<gpr register> ,<value>) || example: eeObj.SetGPR(gpr.a3 ,1)
|ForceRefreshRate || emuObj.ForceRefreshRate(<hz>) || emuObj.ForceRefreshRate(50) correct values are 0, 50, 60 where 0 = default.  
Require defined getEEObject() as eeObj
|-
|-
| GetFprHex || eeObj.GetFprHex(<FPU register (0-31)>)|| Get/return floating point register value as hex string
|LoadFsShader || emuObj.LoadFsShader(<slot?>, "<path>") || <div align="left"><pre>Shaders must be loaded right after GS has been initialized.
|-
Example:
| SetFprHex || eeObj.SetFprHex(<FPU register (0-31), value (u32)>)|| Set floating point register value as hex string
Global_InitGpuResources = function()
|-
emuObj.LoadFsShader(1, "./shader.sb")
| GetFpr || eeObj.GetFpr(<register number>) || example eeObj.GetFpr(14)
end
 
That only load Fragment Shader to program memory, to use it we need BindFragmentShader,
and if depend on shader SetShaderParams.</pre></div>
|-
|-
| SetFpr  || eeObj.SetFpr(<fpr register number>, <value>) || Simple example eeObj.SetFpr(14, 50.0) will set frp 14 to 50.0
|SetDisplaySafeArea || ||
But we can also combine commands to add/sub from registers
eeObj.SetFpr(14, eeObj.GetFpr(14) + 50.0) this will add 50.0 to current fpr 14 value
|-
|-
|GetPc || eeObj.GetPc() ||This command is very helpful as it will return to you the current EE address that's being read. Can be used also with additional var. like eeObj.GetPc()+4
|PadSetLightBar || emuObj.PadSetLightBar(<port, red, green, blue>) || Set DS4 light bar color. Correct port values are 0-3, correct light values are 0-255.
|-
|-
|SetPc || eeObj.SetPC(<PC>) ||eeObj.SetPC(0x266B80)
|emuAddPadHook || ||
|-
|-
|GetCPR0 || eeObj.GetCPR0(<COP0 register>) ||  
|PadPressureStickRemap || ||
|-
|-
|SetCPR0 || eeObj.SetCPR0(<COP0 register>) ||  
|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%
|-style="background-color:#c6ecd9"
|  || Hooks ||
|-
|-
| AddHook || eeObj.AddHook(<ee offset>, <original opcode>, <definied hook name>) || example: <div align="left"><pre>local W1 =
|GetVolumes || emuObj.GetVolumes() || Return current volume levels for ('global', 'main', 'bgm') in floating point values.
function()
emuObj.SetDisplayAspectNormal()
end
 
local ws1 = eeObj.AddHook(0x1c9840, 0xaf808c78, W1)</pre></div>
|-
|-
|RemoveHook || ||  
|SetAudioRoute || ||
|-
|-
|AddPreHook || ||
|GetAudioRoute || ||
|-
|-
|AddPostHook || ||
| CountFrameOnPS2 || ||
|-
|-
|RemovePreHook || ||
|AddSnapshotLoadedHook || ||
|-
|-
|RemovePostHook || ||
|RemoveSnapshotLoadedHook || ||
|-
|-
|AddJitResetHook || ||
| IsNeoMode || emuObj.IsNeoMode() || Check that PS4 run in NEO (PRO) mode. Return 1/0
|-
|-
|RemoveJitResetHook || ||
| IsToolingVerbose || ||
|-
|-
| AddHookJT || eeObj.AddHookJT(Offset, offset opcode, function) || Seems be a hook related to the jit
| 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.
|-
|-
|-style="background-color:#ffb3b3"
! !! getIOPObject class !!
|  || Dma ||
|-
|-
|DmaAddHook || <pre>eeobj.DmaAddHook(channel=%d key=%x)</pre> || Possible Dma channel numbers (?)
| getIOPObject || local iopObj = getIOPObject() || Required for all functions using iopObj, that include: <div align="left"><pre>ReplaceMem64 ReplaceMem32 ReplaceMem16 ReplaceMem8 ReadMemFloat
<pre> GIF = 0 VIF0 = 1
WriteMemFloat WriteMem64 WriteMem32 WriteMem16 WriteMem8
VIF1 = 2 SIF0 = 4
ReadMemStr AddHook RemoveHook GetGpr SetGpr GetPc SetPc
SIF1 = 5 IPU0 = 6
  GetCPR0 SetCPR0 iopInsnReplace</pre></div>
IPU1 = 7 </pre>
Possible values for hooks
<pre>DmaTransfer [VIF0/VIF1], RaiseIntc [VIF0/VIF1], NormalTransfer [SIF0/SIF1]. </pre>
|-
|-
|DmaRemoveHook || ||
|ReplaceMem64 || ||
|-
|-
|-style="background-color:#b3f0ff"
|ReplaceMem32 || ||
| || Speedhacks ||  
|-
|-
|FastForwardClock || eeObj.FastForwardClock() || Skip Emotion Engine cycles?
|ReplaceMem16 || ||
<pre>
eeObj.AddHook(0x002cc350, 0x78a30000, function()
          eeObj.FastForwardClock()
end)
</pre>
|-
|-
|AdvanceClock || eeObj.AdvanceClock() || Likely skips an allocated amount of EE cycles.
|ReplaceMem8 || ||
<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 (?)
|ReadMemFloat || iopObj.ReadMemFloat(<address>) || iopObj.ReadMemFloat(0x28c3c)
|-
|-
|Vu1MpgCycles || eeObj.Vu1MpgCycles(<cycles>) || Works just like the cli command --vu1-mpg-cycles=
|WriteMemFloat || iopbj.WriteMemFloat(<address>, <value>) || iopObj.WriteMemFloat(0x65364, 1.3333333)
|-style="background-color:#FEA15C"
|  || Other ||
|-
|-
| CallPredicate
| ReadMem64 || <pre>iopObj.ReadMem64(<iop memory offset>)</pre> || Read 8  Bytes From offset
|-
|-
|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.
| WriteMem64 || <pre>iopObj.WriteMem64(<iop memory offset>, <data>)</pre> || Write 8  Bytes From offset
|-
|-
|WaitVu1 || eeObj.WaitVu1() || Likely to be the lua equivalent of "--vu1=jit-sync".
| ReadMem32 || <pre>iopObj.ReadMem32(<iop memory offset>)</pre> || Read 4 bytes from offset, examples: iopObj.ReadMem32(0x1198)
iopObj.ReadMem32(gp - 348)
|-
|-
|GetPcRingBuffer || ||
| WriteMem32 || <pre>iopObj.WriteMem32(<iop memory offset>, <data>)</pre> || Write 4 bytes to offset, example: iopObj.WriteMem32(0x89ac, 0x001b70f0)
|-
|-
|Precompile || || Requires unknown values
| ReadMem16 || <pre>iopObj.ReadMem16(<iop memory offset>)</pre> || Read 2 bytes from offset, example: iopObj.ReadMem16(0x1198)
|-
|-
|CalcInsnHash || ||
| WriteMem16 || <pre>iopObj.WriteMem16(<iop memory offset>, <data>)</pre> || Write 2 bytes to offset, example: iopObj.WriteMem16(0x89ac, 0x70f0)
|-
|-
|getOverlayObject || eeObj.getOverlayObject() || local eeOverlay = eeObj.getOverlayObject()
| ReadMem8 || <pre>iopObj.ReadMem8(<iop memory offset>)</pre> || Read 1 byte from offset, example: iopObj.ReadMem8(0x1198)
|-
|-
| GetVif1Cycles || eeObj.GetVif1Cycles() || local vif1_cycles = eeObj.GetVif1Cycles() create vif_cycles value that can be used later. You can rename it as you wish.
| WriteMem8 || <pre>iopObj.WriteMem8(<iop memory offset>, <data>)</pre> || Write 1 byte to offset, example: iopObj.WriteMem8(0x89ac, 0xf0)
|-
|-
|}
|ReadMemStr || ||
 
====== 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
|AddHook || ||
|-
|-
|reserved || ||
|RemoveHook || ||
|-
|-
|ignoreSubBuffCov|| ||ignore ? buffer coverage
|GetGpr || iopObj.GetGPR(<gpr register>) || iopObj.GetGPR(a1)
|-
|-
|ignoreUpRenderTimeout|| emuObj.SetGsTitleFix( "globalSet", "reserved", {ignoreUpRenderTimeout=2} ) ||
|SetGpr || iopObj.SetGPR(<gpr register> ,<value>) || example: iopObj.SetGPR(gpr.v0 ,3)
|-
|-
|ignoreAreaUpdate|| emuObj.SetGsTitleFix( "ignoreAreaUpdate", 0, { alpha=0x80000048 } ) ||
|GetPc || ||iopObj.GetPc(), can be used also with additional var. like iopObj.GetPc()+8
|-
|-
|ignoreSprite|| emuObj.SetGsTitleFix( "ignoreSprite", "reserved", {  texType=1 , tw=5 , th=8, zmsk=1 , alpha=0x80000044  } ) ||
|SetPc || iopObj.SetPC(<PC>) ||iopObj.SetPC(0x6B80)
|-
|-
|ignoreUpShiftTri|| emuObj.SetGsTitleFix( "ignoreUpShiftTri", "reserved", {psm=0} ) ||
|GetCPR0 || iopObj.GetCPR0(<COP0 register>) ||
|-
|-
|clipScissors|| emuObj.SetGsTitleFix( "clipScissors", "reserved", {alpha = 0 , frameW = 4 , psm = 0} ) ||
|SetCPR0 || iopObj.SetCPR0(<COP0 register>) ||
|-
|-
|trianglesAsParticles|| emuObj.SetGsTitleFix( "trianglesAsParticles", "reserved", { hasClut=1,zmsk=1 } ) ||
| 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
|-
|-
|SetSelfRender|| emuObj.SetGsTitleFix( "SetSelfRender", "reserved", { fbmask= 0x00FFFFFF , renderSelf=1 , zmsk=1 , alpha=0 , texMode=1  } ) ||
! !! getEEObject class !!
|-
|-
|forceBiLinear || ||
| getEEObject || local eeObj = getEEObject() || Required for all functions using eeObj
|-
|-
|forcePoint|| emuObj.SetGsTitleFix( "forcePoint", "reserved", {mipIsGt=0,  mmin=0} ) ||
|ReplaceMem64 || ||
|-
|-
|forceSimpleFetch ||   emuObj.SetGsTitleFix( "forceSimpleFetch",  "reserved", {psm=0} ) ||Used frequently to fix graphical corruptions
|ReplaceMem32 || ||
|-
|-
|forcePointSampling|| emuObj.SetGsTitleFix( "forcePointSampling", "reserved", {alpha = 0x80000048, twIsLess=5, thIsLess=5 } ) ||
|ReplaceMem16 || ||
|-
|-
|setRejectionArea|| emuObj.SetGsTitleFix( "setRejectionArea", 1000, { } ) ||
|ReplaceMem8 || ||
|-
|-
|ignoreUpRender|| emuObj.SetGsTitleFix( "ignoreUpRender", thresholdArea , {  texType = 3, cbp = 0x2390, tbp = 0x288000} ) || Ignore uprender for texture type described in params
|ReadMemFloat || eeObj.ReadMemFloat(<address>) || eeObj.ReadMemFloat(0x258c3c)
|-
|-
|includeAreaUpdate|| ||
|WriteMemFloat || eeObj.WriteMemFloat(<address>, <value>) || eeObj.WriteMemFloat(0x365364, 1.3333333)
|-
|-
|fetchFromCurrBuff|| emuObj.SetGsTitleFix( "fetchFromCurrBuff", "reserved", {psm=0} ) ||
|ReadMem128 || <pre>eeObj.ReadMem128(<ee memory offset>)</pre> || Read 16 bytes from offset, examples: eeObj.ReadMem128(0x100198)
|-
|-
|skipPacked|| emuObj.SetGsTitleFix( "skipPacked", "reserved", { alpha = 0x80000044, tbp = 0x3a4000 , zmsk=1 }) ||
|ReadMemFloat128 || <pre>eeObj.ReadMemFloat128(<ee memory offset>)</pre> || return 16 bytes from offset in float form
|-
|-
|changeAlpha|| ||
|WriteMem128 || ||
|-
|-
|}
|WriteMemFloat128 || ||
 
<br>'''Arguments/variables'''
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Argument !! Usage !! Notes
|-style="background-color:#7698FF"
|  || Variable ||  
|-
|-
|alpha_mask || ||
| ReadMem64 || <pre>eeObj.ReadMem64(<ee memory offset>)</pre> || Read 8 bytes from offset, examples: eeObj.ReadMem64(0x100198)
|-
|-
|texType || {texType = 3}|| (1-3, more? )
| WriteMem64 || <pre>eeObj.WriteMem64(<ee memory offset>, <data>)</pre> ||
|-
|-
|texMode || || 1 - Point? , 2 - bilinear
| ReadMem32 || <pre>eeObj.ReadMem32(<ee memory offset>)</pre> || Read 4 bytes from offset, examples: eeObj.ReadMem32(0x100198)
|-style="background-color:#D7EF54"
eeObj.ReadMem32(gp - 31348)
|  || Argument ||
|-
|-
|alphaIsNot || || alpha - is not X
| WriteMem32 || <pre>eeObj.WriteMem32(<ee memory offset>, <data>)</pre> || Write 4 bytes to offset, example: eeObj.WriteMem32(0x2c89ac, 0x001b70f0)
|-
|-
|twIsLess || || texture width - is less than X
| ReadMem16 || <pre>eeObj.ReadMem16(<ee memory offset>)</pre> || Read 2 bytes from offset, example: eeObj.ReadMem16(0x100198)
|-
|-
|thIsLess || || texture height - is less than X
| WriteMem16 || <pre>eeObj.WriteMem16(<ee memory offset>, <data>)</pre> || Write 2 bytes to offset, example: eeObj.WriteMem16(0x2c89ac, 0x70f0)
|-
|-
|twIsNot || || texture width - is not X
| ReadMem8 || <pre>eeObj.ReadMem8(<ee memory offset>)</pre> || Read 1 byte from offset, example: eeObj.ReadMem8(0x100198)
|-
|-
|thIsNot || || texture width - is not X
| WriteMem8 || <pre>eeObj.WriteMem8(<ee memory offset>, <data>)</pre> || Write 1 byte to offset, example: eeObj.WriteMem8(0x2c89ac, 0xf0)
|-
|-
|psmIsNot || || texture pixel storage format - is not X
|ReadMemStr || eeObj.ReadMemStr(address/register) || Read string from address until null terminator
<pre>PSMCT32  = 0  PSMT4HL = 36
PSMCT24  = 1  PSMT4HH = 44
PSMCT16  = 2  PSMZ32  = 48
PSMCT16S = 10  PSMZ24  = 49
PSMT8    = 19  PSMZ16  = 50
PSMT4    = 20  PSMZ16S = 58
PSMT8H  = 27  </pre>
|-
|-
|primIsNot || || GS primitive type - is not
| AddHook || eeObj.AddHook(<ee offset>, <original opcode>, <definied hook name>) || example: <div align="left"><pre>local W1 =  
<pre>Point        = 0
function()
Line          = 1
emuObj.SetDisplayAspectNormal()
LineStrip    = 2
end
Triangle      = 3
 
TriangleStrip = 4
local ws1 = eeObj.AddHook(0x1c9840, 0xaf808c78, W1)</pre></div>
TriangleFan  = 5
|-
Sprite        = 6</pre>
|RemoveHook || ||
|-
|AddPreHook || ||
|-
|-
|mipIsGt || || mip level is grater than X (?)
|RemovePreHook || ||
|-
|-
|-style="background-color:#FEA15C"
|RemovePostHook || ||
| || Needs wikify ||
|-
|-
|zmsk || || Z (depth) draw mask
|GetGpr64 || eeObj.GetGPR64(<gpr register>) || example: eeObj.GetGPR64(t3)
<pre>update Z buffer      = 0
don't update Z buffer = 1
 
When 1 depth test result will be ignored</pre>
|-
|-
|tw || || texture width
|SetGpr64 || ||
|-
|-
|th || || texture height
| GetGprFloat || || Get gpr value as float value
|-
|-
|ztst || || Z (depht) test method
| SetGprFloat || || Set gpr value as float value
<pre>ZNOUSE  = 0
|-
ZALWAYS  = 1
|GetGpr / GetGPR || eeObj.GetGPR(<gpr register>) || eeObj.GetGPR(t3)
ZGEQUAL  = 2
ZGREATER = 3
 
0 -                       All pixels fail
1 -                      All pixels pass
2 - Pass if Z grater or equal to Z buffer
3 -        Pass if Z grater than Z buffer</pre>
|-
|-
|mmin || || MMIN flag
|SetGpr / SetGPR || eeObj.SetGPR(<gpr register> ,<value>) || example: eeObj.SetGPR(gpr.a3 ,1)
<pre>NEAREST                = 0
Require defined getEEObject() as eeObj
LINEAR                = 1
NEAREST_MIPMAP_NEAREST = 2
NEAREST_MIPMAP_LINEAR  = 3
LINEAR_MIPMAP_NEAREST  = 4
LINEAR_MIPMAP_LINEAR  = 5</pre>
|-
|-
|prim || || GS primitive type
| GetFprHex || eeObj.GetFprHex(<FPU register (0-31)>)|| Get/return floating point register value as hex string
<pre>Point        = 0
Line          = 1
LineStrip    = 2
Triangle      = 3
TriangleStrip = 4
TriangleFan  = 5
Sprite        = 6</pre>
|-
|-
|fillArea || ||  
| SetFprHex || eeObj.SetFprHex(<FPU register (0-31), value (u32)>)|| Set floating point register value as hex string
|-
|-
|frameW || ||  
| GetFpr / GetFPR || eeObj.GetFpr(<register number>) || example eeObj.GetFpr(14)
|-
|-
|renderSelf || ||  
| SetFpr / SetFPR || eeObj.SetFpr(<fpr register number>, <value>) || Simple example eeObj.SetFpr(14, 50.0) will set frp 14 to 50.0
But we can also combine commands to add/sub from registers
eeObj.SetFpr(14, eeObj.GetFpr(14) + 50.0) this will add 50.0 to current fpr 14 value
|-
|-
|hasClut || ||  
|GetPc || ||eeObj.GetPc(), can be used also with additional var. like eeObj.GetPc()+4
|-
|-
|alphaTest || ||  
|SetPc || eeObj.SetPC(<PC>) ||eeObj.SetPC(0x266B80)
|-
|-
|primTest || ||  
|GetCPR0 || eeObj.GetCPR0(<COP0 register>) ||  
|-
|-
|workLoadThreshold || ||  
|SetCPR0 || eeObj.SetCPR0(<COP0 register>) ||  
|-
|-
|alpha || || <pre> example: alpha=0x80000044
|SchedulerDelayEvent || eeObj.SchedulerDelayEvent("event", cycles) || Parrapa use eeObj.SchedulerDelayEvent("vif1.dma", 0x6500) other events are gif.dma,  vif0.dma,  vif1.dma,  sif0.dma,  sif1.dma,  ipu0.dma,  ipu1.dma . This command allow to delay certain DMA transfer by cycles.
alpha=0</pre>
|-
|-
|tbp || || texture base pointer
|DmaAddHook || ||
|-
|-
|cbp || {cbp = 0x2390} || CLUT buffer base pointer
|DmaRemoveHook || ||
|-
|-
|psm || {psm=0}  || texture pixel storage format
|WaitVu1 || ||
<pre>PSMCT32  = 0  PSMT4HL = 36
PSMCT24  = 1  PSMT4HH = 44
PSMCT16  = 2  PSMZ32  = 48
PSMCT16S = 10  PSMZ24  = 49
PSMT8    = 19  PSMZ16  = 50
PSMT4    = 20  PSMZ16S = 58
PSMT8H  = 27  </pre>
|-
|-
|mxl || || maximum mip level (0-6)
|Vu1MpgCycles || eeObj.Vu1MpgCycles(<cycles>) || eeObj.Vu1MpgCycles(100) Values is cycles that VU1 microprogram should run before force end
|-
|-
|fbmask || { fbmask= 0x00FFFFFF}|| Framebuffer mask(?)
|GetPcRingBuffer || ||
|-
|-
|totalArea || ||  
|WriteMemStr || eeObj.WriteMemStr(address, string) ||  
|-
|-
|packedRegs || ||  
|FastForwardClock || ||
|-
|-
|packedRegsLo || ||  
|AdvanceClock || ||
|-
|-
|packedRegsHi || ||  
|WriteMemStrZ || || eeObj.WriteMemStrZ(string pointer, string) .  Pointer can be read from GPR
|-
|-
|packedRegsNum || ||  
|Precompile || ||
|-
|-
|packedFlags || ||  
|CalcInsnHash || ||
|-
|-
|packedPrim || ||  
|AddJitResetHook || ||
|-
|-
|areaNumFrames || ||  
|RemoveJitResetHook || ||
|-
|-
|waveThreshold || ||  
|getOverlayObject || || local eeOverlay = eeObj.getOverlayObject()
|-
|-
|loadThreshold || ||  
| GetVif1Cycles || eeObj.GetVif1Cycles() || local vif1_cycles = eeObj.GetVif1Cycles() create vif_cycles value that can be used later, you can rename it as you wish.
|-
|-
|fixSpriteDivTab || ||
! !! getGLSObject class !!
|}
 
===== (IOP) IOPObject =====
 
<pre>Commands for the emulated input-output processor</pre>
 
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Usage !! Notes
|-style="background-color:#D7EF54"
|  || Object calling class ||
|-
|-
| getIOPObject || local iopObj = getIOPObject() || Required for all functions using iopObj, that include: <div align="left"><pre>ReplaceMem64 ReplaceMem32 ReplaceMem16 ReplaceMem8 ReadMemFloat
| getGLSObject || ||  
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>) ||
|Enable || ||
|-
|-
|ReplaceMem32 || iopObj.ReplaceMem32(<address>, <value>)||
|EnableServerRecording || ||  
|-
|-
|ReplaceMem16 || iopObj.ReplaceMem16(<address>, <value>)||
|Pause || ||  
|-
|-
|ReplaceMem8 ||iopObj.ReplaceMem8(<address>, <value>) ||
! !! getGsObject class !!
|-
|-
|ReadMemFloat || iopObj.ReadMemFloat(<address>) || iopObj.ReadMemFloat(0x28c3c)
| getGsObject || local gsObj = getGsObject() ||  
|-
|-
|WriteMemFloat || iopObj.WriteMemFloat(<address>, <value>) || iopObj.WriteMemFloat(0x65364, 1.3333333)
|SetL2HMode || ||
|-
|-
|ReadMem128 || iopObj.ReadMem128(<iop memory offset>)||  
|SetUprenderMode ||gsObj.SetUprenderMode(0)|| Sets uprender mode.  Overrides CLI 0=none, 1=2x2
|-
|-
|WriteMem128 || iopObj.WriteMem128(<iop memory offset>, <value>)||
|SetUpscaleMode || ||
|-
|ReadMemFloat128 ||iopObj.ReadMemFloat128(<iop memory offset>) ||
|-
|-
|WriteMemFloat128 || iopObj.WriteMemFloat128(<iop memory offset>, <value>)||
|GetFramesInQueue || ||
|-
|-
| ReadMem64 || <pre>iopObj.ReadMem64(<iop memory offset>)</pre> || Read 8  Bytes From offset
|SetFrameSkipping || ||
|-
|-
| WriteMem64 || <pre>iopObj.WriteMem64(<iop memory offset>, <data>)</pre> || Write 8  Bytes From offset
|SetDeinterlaceShift || || gsObj.SetDeinterlaceShift(0)
|-
|-
| ReadMem32 || <pre>iopObj.ReadMem32(<iop memory offset>)</pre> || Read 4 bytes from offset, examples: iopObj.ReadMem32(0x1198)
! !! getAudioObject class !!
iopObj.ReadMem32(gp - 348)
|-
|-
| WriteMem32 || <pre>iopObj.WriteMem32(<iop memory offset>, <data>)</pre> || Write 4 bytes to offset, example: iopObj.WriteMem32(0x89ac, 0x001b70f0)
| getAudioObject || ||  
|-
|-
| ReadMem16 || <pre>iopObj.ReadMem16(<iop memory offset>)</pre> || Read 2 bytes from offset, example: iopObj.ReadMem16(0x1198)
| muteStreamingAll || ||  
|-
|-
| WriteMem16 || <pre>iopObj.WriteMem16(<iop memory offset>, <data>)</pre> || Write 2 bytes to offset, example: iopObj.WriteMem16(0x89ac, 0x70f0)
| muteStreamingMain || ||  
|-
|-
| ReadMem8 || <pre>iopObj.ReadMem8(<iop memory offset>)</pre> || Read 1 byte from offset, example: iopObj.ReadMem8(0x1198)
| muteStreamingBGM || ||  
|-
|-
| WriteMem8 || <pre>iopObj.WriteMem8(<iop memory offset>, <data>)</pre> || Write 1 byte to offset, example: iopObj.WriteMem8(0x89ac, 0xf0)
! !! getRemotePlayObject class !!
|-
|-
|ReadMemStr || ||
| getRemotePlayObject || ||  
|-
|-
|GetGpr || iopObj.GetGPR(<gpr register>) || iopObj.GetGPR(a1)
| Enable || ||  
|-
|-
|SetGpr || iopObj.SetGPR(<gpr register> ,<value>) || example: iopObj.SetGPR(gpr.v0 ,3)
! !! getVideoRecordingObject class !!
|-
|-
|GetPc || iopObj.GetPc() || can be used also with additional var. like iopObj.GetPc()+8
| getVideoRecordingObject || ||
|-
|-
|SetPc || iopObj.SetPC(<PC>) ||iopObj.SetPC(0x6B80)
| Enable || ||  
|-
|-
|GetCPR0 || iopObj.GetCPR0(<COP0 register>) ||
! !! getSharePlayObject class !!
|-
|-
|SetCPR0 || iopObj.SetCPR0(<COP0 register>) ||
| getSharePlayObject || ||  
|-
|-
|-style="background-color:#FEA15C"
| Enable || ||  
| || Clock speed ||  
|-
|-
| FastForwardClock || iopObj.FastForwardClock() ||
! !! getSpriteObject group  !!
<pre>
iopObj.AddHook(0x002cc350, 0x78a30000, function()
          iopObj.FastForwardClock()
end)
</pre>
|-
|-
| AdvanceClock || iopObj.AdvanceClock() || Skip an allocated amount of IOP cycles
|getSpriteObject || ||
<pre>
iopObj.AddHook(0x002cc350, 0x78a30000, function()
          iopObj.AdvanceClock(21000)end)
</pre>
|-
|-
| GetClock || iopObj.GetClock() || Returns the value of cycles the iop is ahead of (?)
|Enable || ||
|-style="background-color:#c6ecd9"
|  || Hooks ||
|-
|-
|AddHook || iopObj.AddHook()||
|Disable || ||
|-
|-
|RemoveHook || iopObj.RemoveHook()||
|BindFragmentShader || ||
|-
|-
|}
|SetShaderParams || || <div align="left">
<pre> Is not clear that params depend on shader, or are somehow hardcoded.
Example usage:


===== (GS) GsObject =====
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;
}


<pre>Commands for the emulated Graphics Synthesizer</pre>
sprite0.SetShaderParams(scanlineParams)</pre></div>
 
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Usage !! Notes
|-style="background-color:#D7EF54"
|  || Object calling class ||
|-
|-
| getGsObject || local gsObj = getGsObject() ||
|BindTexture || ||
|-style="background-color:#c6ecd9"
|  || Graphical fixes / Improvement ||  
|-
|-
|SetL2HMode || gsObj.SetL2HMode(true)|| (true) and (false) are only known options
|SetPosXY || ||
|-
|-
|SetUprenderMode ||gsObj.SetUprenderMode(1)|| Set uprender mode.  Overrides CLI, 0=none, 1=2x2
|SetSizeXY || ||
|-
|-
|SetUpscaleMode || gsObj.SetUpscaleMode("EdgeSmooth") || Sets upscale mode.  Overrides CLI
|SetPosUV || ||
|-
|-
|GetFramesInQueue || gsObj.GetFramesInQueue() || Returns the value of the frames that are still in queue
|SetSizeUV || ||
|-
|-
|SetFrameSkipping || gsObj.SetFrameSkipping(true) || false and true are the values.
|PrintContext || ||
|-
|-
|SetDeinterlaceShift || gsObj.SetDeinterlaceShift(0) || The values are 1 and 0, Enable or disable interlacing, requires emulators with high api
|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>
|-
|-
|}
! !! Not require Obj call group, or unknown !!  
 
===== 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
| 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
Line 1,639: Line 1,398:
vuInsnReplace(0, 0x167, (0x000002ff << 32) | 0x520507ff,(0x000002ff << 32) | 0x8000033c)
vuInsnReplace(0, 0x167, (0x000002ff << 32) | 0x520507ff,(0x000002ff << 32) | 0x8000033c)
Replace 64 bits of VU0 at offset 0xB38</pre>
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)
|-
|-
| eeNativeFunction || eeNativeFunction(<ee offset>, <original opcode>, <function>) || eeNativeFunction(0x11fa9c, 0x0080402d, 'memcpy')
| eeNativeFunction || eeNativeFunction(<ee offset>, <original opcode>, <function>) || eeNativeFunction(0x11fa9c, 0x0080402d, 'memcpy')
Line 1,655: Line 1,412:
|-
|-
| GsCustomShader || ||  
| GsCustomShader || ||  
|-
| getTrophyObject || local trophyObj = getTrophyObject() || Required for all functions using trophyObj
|-
| getDmaObject || local dmaObj = getDmaObject() || Depreciated API - use EE:DmaAddHook / EE:DmaRemoveHook instead. Is not clear when it was depreciated, JAK emu don't use it.
|-
|-
| Unlock || ||  
| Unlock || ||  
|-
| getScreenShotObject || ||
|-
|-
| IsUnlocked || ||  
| IsUnlocked || ||  
Line 1,700: Line 1,463:
|-
|-
|}
|}
<b>Note:</b> eeObj, emuObj, gsObj, etc are described as required, this is not really true. You can set functions locals they use as whatever you want, but due to specify of that emulator it will be better to keep official naming used in official configs.


<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>
===Registers for hook===
Registers defined in alias files.  


===== Other objects =====
'''GetGpr/SetGpr
'''
<pre>gpr.zero gpr.at
gpr.v0  gpr.v1
gpr.a0  gpr.a1  gpr.a2  gpr.a3
gpr.t0  gpr.t1  gpr.t2  gpr.t3
gpr.t4  gpr.t5  gpr.t6  gpr.t7
gpr.s0  gpr.s1  gpr.s2  gpr.s3
gpr.s4  gpr.s5  gpr.s6  gpr.s7
gpr.t8  gpr.t9
gpr.k0  gpr.k1
gpr.gp  gpr.sp  gpr.fp  gpr.ra
gpr.lo  gpr.hi  gpr.sa
 
example: eeObj.GetGpr(gpr.a1) </pre>


{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
'''GetCPR0/SetCPR0
! Command !! Usage !! Notes
'''
<pre>cpr.index   cpr.pagemask
cpr.random   cpr.wired
cpr.entrylo0      cpr.badvaddr
cpr.entrylo1      cpr.count
cpr.context   cpr.entryhi
 
 
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;"
! Command !! Notes
|-
|-
! !! getGLSObject class !!
|globalSet || used with workLoadThreshold or  waveThreshold or loadThreshold
|-
|-
| getGLSObject || ||  
|reserved ||
|-
|-
|Enable || ||
|forceBiLinear ||
|-
|-
|EnableServerRecording || ||  
|ignoreSubBuffCov|| ignore ? buffer coverage
|-
|-
|Pause || ||  
|trianglesAsParticles||
|-
|-
! !! getAudioObject class !!
|ignoreAreaUpdate||
|-
|-
| getAudioObject || ||  
|SetSelfRender||
|-
|-
| muteStreamingAll || ||  
|ignoreSprite||
|-
|-
| muteStreamingMain || ||  
|clipScissors||
|-
|-
| muteStreamingBGM || ||  
|forcePoint||
|-
|-
! !! getRemotePlayObject class !!
|forcePointSampling||
|-
|-
| getRemotePlayObject || ||  
|setRejectionArea||
|-
|-
| Enable || ||  
|ignoreUpRender|| Ignore uprender for texture type described in params
|-
|-
! !! getVideoRecordingObject class !!
|includeAreaUpdate||
|-
|-
| getVideoRecordingObject || ||
|forceSimpleFetch|| Used Frequently To Fix Graphical Corruptions
|-
|-
| Enable || ||  
|fetchFromCurrBuff||
|-
|-
! !! getSharePlayObject class !!
|ignoreUpShiftTri||
|-
|-
| getSharePlayObject || ||  
|skipPacked||
|-
|-
| Enable || ||  
|changeAlpha||
|-
|-
! !! getSpriteObject group  !!
|ignoreUpRenderTimeout||
|-
|-
|getSpriteObject || ||
|}
 
'''Arguments/variables
'''
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Argument !! Notes
|-
|-
|Enable || ||
|alpha_mask ||  
|-
|-
|Disable || ||
|alphaIsNot || alpha - is not X
|-
|-
|BindFragmentShader || ||
|texMode || 1 - Point? , 2 - bilinear
|-
|-
|SetShaderParams || || <div align="left">
|twIsLess || texture width - is less than X
<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 || ||
|thIsLess || texture height - is less than X
|-
|-
|SetPosXY || ||
|twIsNot || texture width - is not X
|-
|-
|SetSizeXY || ||
|thIsNot || texture width - is not X
|-
|-
|SetPosUV || ||
|psmIsNot || texture pixel storage format - is not X
<pre>PSMCT32  = 0  PSMT4HL = 36
PSMCT24  = 1  PSMT4HH = 44
PSMCT16  = 2  PSMZ32  = 48
PSMCT16S = 10  PSMZ24  = 49
PSMT8    = 19  PSMZ16  = 50
PSMT4    = 20  PSMZ16S = 58
PSMT8H  = 27  </pre>
|-
|-
|SetSizeUV || ||
|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>
|-
|-
|PrintContext || ||
|tw || texture width
|-
|-
|SetBlendColor || sprite<X>.SetBlendColor(<R,G,B,A>) in floats, max val. 1.0 || <div align="left">
|th || texture height
<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
|ztst || Z (depht) test method
<pre>ZNOUSE  = 0
ZALWAYS  = 1
ZGEQUAL  = 2
ZGREATER = 3
 
0 -                      All pixels fail
1 -                      All pixels pass
2 - Pass if Z grater or equal to Z buffer
3 -        Pass if Z grater than Z buffer</pre>
|-
|-
| 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.
|mipIsGt || mip level is grater than X (?)
|-
|-
| getScreenShotObject || ||  
|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>
|-
|prim || GS primitive type
<pre>Point        = 0
Line          = 1
LineStrip    = 2
Triangle      = 3
TriangleStrip = 4
TriangleFan  = 5
Sprite        = 6</pre>
|-
|-
|}
|primIsNot || GS primitive type - is not
 
<pre>Point        = 0
==== Registers for hook ====
Line          = 1
 
LineStrip    = 2
Registers defined in alias files.
Triangle      = 3
 
TriangleStrip = 4
'''GetGpr/SetGpr
TriangleFan  = 5
'''
Sprite        = 6</pre>
<pre>gpr.zero gpr.at
|-
gpr.v0 gpr.v1
|fillArea ||
gpr.a0 gpr.a1 gpr.a2  gpr.a3
|-
gpr.t0 gpr.t1 gpr.t2  gpr.t3
|frameW ||
gpr.t4 gpr.t5 gpr.t6 gpr.t7
|-
gpr.s0 gpr.s1  gpr.s2  gpr.s3
|renderSelf ||
gpr.s4  gpr.s5  gpr.s6  gpr.s7
|-
gpr.t8  gpr.t9
|hasClut ||
gpr.k0  gpr.k1
|-
gpr.gp  gpr.sp  gpr.fp  gpr.ra
|alphaTest ||
gpr.lo  gpr.hi  gpr.sa
|-
 
|primTest ||
example: eeObj.GetGpr(gpr.a1)
|-
</pre>
|workLoadThreshold ||
 
|-
'''GetCPR0/SetCPR0
|alpha || <pre> example: alpha=0x80000044
'''
alpha=0</pre>
<pre>cpr.index   cpr.pagemask
|-
cpr.random   cpr.wired
|texType || (1-3, more? )
cpr.entrylo0      cpr.badvaddr
|-
cpr.entrylo1      cpr.count
|tbp || texture base pointer
cpr.context   cpr.entryhi
|-
|cbp || CLUT buffer base pointer
|-
|psm || texture pixel storage format
<pre>PSMCT32  = 0  PSMT4HL = 36
PSMCT24 = 1  PSMT4HH = 44
PSMCT16 = 2  PSMZ32 = 48
PSMCT16S = 10 PSMZ24 = 49
PSMT8    = 19 PSMZ16 = 50
PSMT4    = 20 PSMZ16S = 58
PSMT8H  = 27 </pre>
|-
|mxl || maximum mip level (0-6)
|-
|fbmask || ?
|-
|totalArea ||
|-
|packedRegs ||
|-
|packedRegsLo ||
|-
|packedRegsHi ||
|-
|packedRegsNum ||
|-
|packedFlags ||
|-
|packedPrim ||
|-
|areaNumFrames ||
|-
|waveThreshold ||
|-
|loadThreshold ||
|-
|fixSpriteDivTab ||
|}


===Example configs===


cpr.compare   cpr.config    cpr.taglo
====Official example====
cpr.status   cpr.badpaddr  cpr.taghi
<pre>
cpr.cause   cpr.hwbk cpr.errorepc
require( "ee-gpr-alias" ) -- you can access EE GPR by alias (gpr.a0 / gpr["a0"])
cpr.epc   cpr.pccr
apiRequest(0.4)
cpr.prid


example: eeObj.GetCPR0(cpr.status) </pre>
-- Star Wars: Racer Revenge (SLES-50366) [US]


local eeObj = getEEObject()


==== Official PS2 configuration examples ====
eeInsnReplace(0x13d7f0, 0x1000ffff, 0x0804f45d) -- retry FREAD() for fix #9025,
eeInsnReplace(0x13BCD0, 0x3c023f80, 0x3C023F40) -- Zoom
eeInsnReplace(0x1153B4, 0x3c023f80, 0x3C023FAB) -- Y-FOV


*You can find the rest of the PS2 configurations in [https://www.psdevwiki.com/ps4/Official_Configuration_Files here].


<br>Canis Canem Edit
-- Track#
<br>'''SLES 535.61'''
-- The Grand Reefs : 6
<br>'''LUA'''
-- Ruins of Carnuss Gorgull : 9
<pre>
eeObj.AddHook(0x187330, 0x3c010001, function()
require( "ee-gpr-alias" ) -- you can access EE GPR by alias (gpr.a0 / gpr["a0"])
local track = eeObj.GetGpr(gpr.a1)
apiRequest(0.1)
print(string.format("Track : %d", track))
-- EA sports cricket 07 bug 9392
if track == 6 or track == 9 then
-- Performance fix
eeObj.Vu1MpgCycles(1000) -- makes it be 30fps.
local emuObj = getEmuObject()
else
local thresholdArea = 600
eeObj.Vu1MpgCycles(100) -- default value.
emuObj.SetGsTitleFix( "ignoreUpRender", thresholdArea , {alpha=0x80000044 , zmsk=1 , tw=4, th=4  } )
end
end)
</pre>
</pre>


==== Custom config.lua examples ====
====Custom config.lua example====


Here is the first custom LUA configuration created by the community:
Here is the first custom lua config created by the community:


<pre>
<pre>
Line 1,862: Line 1,732:
eeInsnReplace(0x1CF3CC, 0x4100ffff, 0x00000000) -- bc0f 0x1CF3CC to nop
eeInsnReplace(0x1CF3CC, 0x4100ffff, 0x00000000) -- bc0f 0x1CF3CC to nop
</pre>
</pre>
This is a very basic command to replace a part of the EE memory with another instruction.  
 
This is very basic command to replace part of EE memory with other instruction.  
* apiRequest(0.1) - Is required for every config. Used version depend on your original eboot highest supported api. 0.1 seems to be enough for basic patches like here. 2.3 is highest known for now.  
* 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
* -- 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.
* 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.
* -- bc0f 0x1CF3CC to nop is just another comment, in this case explaining what is changed
* -- 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 =
==PS3 Config support==
 
Emulator support configs in format known from ps2_netemu/ps2classic from PS3. This feature was officially used in Arc the Lad Twilight of the Spirits ps2-ps4 classic.<br/>
To enable ps3 style config add this to config-emu-ps4.txt:
 
*--lopnor-config=1
*--ps2-title-id=TITLE-ID
 
Config file need to be in folder ...'''/patches/{TITLE-ID}/''' and file need to have name '''{TITLE-ID}_lopnor.cfgbin'''. title id need to be in XXXX-YYYYY format (ex. SLUS-12345).
<br>Example path: /patches/SLUS-12345/SLUS-12345_lopnor.cfgbin
<br>Tester confirmed that configs work like that. We don't even need to edit them, they work as is.
 
 
'''Config repository:''' https://github.com/Zarh/ManaGunZ/tree/master/pkgfiles/USRDIR/sys/CONFIG
Just download as raw file, and rename correctly.
 
Please keep in mind that not all commands are recognized, only 0x01 (can depend on emu revision), 0x09, 0x0A, 0x0B, 0x0F, 0x10, 0x26, 0x27, 0x42.
For example Rayman 3 config not work due to unsupported command.<br>
Command 0x07 is NOT recognized, but can be manually translated to cli config (to: --vu-xgkick-delay=value). Same goes for 0x11 (--vu0-accurate-addsub-range can be used).<br>
*Configs explained in text form: https://github.com/Zarh/Get_CONFIG/blob/master/log.txt
*More about PS3 style configs/commands: https://www.psdevwiki.com/ps3/PS2_Emulation#Game_CONFIG
*Log from loading that kind of config: https://pastebin.com/ZpUyU8DE
 
= 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)]]


{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: left;"
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.
! Name !! From !! To
Emulator not support USB peripherals, but this seems to be not limitation of BIOS, as it is used also in CECH C/E PS3 consoles.
There are signs that different bios version exist, named PS20190AC20030623_nordram_miniOSD.bin. This bios have included handy extensions for debugging, and can debug print with "debug osd verbosity" from CLI set to "verbose". Most noticeable difference for both bios files seems to be special RDRAM module.
<br>
<br>'''PS20220WD20050620.crack file MD5: 83AD2B530C9C102A561BA1CDC6D996D5'''
 
While PS3 emulators patch bios to preferred region, emulator used in PS4 use so called CallHook which is known better for pcsx2 users as fastboot. No need to describe patch here, just look at PCSX2 fastboot code. It's literally the same code, but PS4 emus don't have patches for different bios revisions.
 
==Files inside ROM image==
 
{| class="wikitable" style="font-size:small;"
! File !! Offset in exported bin !! Description !! File type (exportable)
|-
|-
|EE Flat Memory (4gb)              || 0x0000008000000000 || 0x0000008100000000
| RESET || 0x00 || Bootstrap code for the EE and IOP. || BIN
|-
|-
|IOP Flat Memory (4gb)            || 0x0000009000000000 || 0x0000009100000000
| ROMDIR || 0x2780 || The ROMDIR part of the ROM image, which provides information on the location and name of files contained in the image. || BIN
|-
|-
|R59 Binary Cache                  || 0x0000000914B10000 || 0x0000000916B10000
| EXTINFO || 0x2CC0 || Contains the "EXTINFO" for all files in the ROM image. || BIN
|-
|-
|R30 Binary Cache                  || 0x0000000916B14000 || 0x0000000917314000
| SBIN || 0x3330 || Seems to be the pad controller library for the PS1 monitor. || BIN
|-
|-
|jitVU0                            || 0x0000000917318000 || 0x0000000917B18000
| LOGO || 0xA2D0 || PS1 logo? || BIN
|-
|-
|jitVU1                            ||  0x0000000917B1C000 || 0x0000000918B1C000
| 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
|-
|-
! !! Host's EE Memory Map !!
| IOPBTCON2 || 0x1EB10 || Boot configuration file for the IOP, for the first phase of the IOP reset (before UDNL is loaded). || BIN
|-
|-
|EE RAM - Kernel                  || 0x0000008000000000 || 0x0000008000080000
| SYSMEM || 0x1EBE0 || System Memory Manager. || ELF
|-
|-
|EE RAM - Debug                    || 0x0000008000078000 || 0x0000008000080000
| 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
|-
|-
|EE RAM - User                    || 0x0000008000080000 || 0x0000008002000000
| EXCEPMAN || 0x22380 || Exception manager. || ELF
|-
|-
|EE Hw Devices                    || 0x0000008010000000 || 0x0000008010010000
| INTRMANP || 0x22F60 || Interrupt Manager. According to wisi, it is for PS mode. || ELF
|-
|-
|EE ROM                            || 0x000000801FC00000 || 0x000000801FFE0000
| INTRMANI || 0x24970 || Interrupt Manager. According to wisi, it is for IOP mode. || ELF
|-
|-
|EE RAM - Uncached                || 0x0000008020080000 || 0x0000008022000000
| 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
|-
|-
|EE RAM - UncachedAccel            || 0x0000008030100000 || 0x0000008032000000
| TIMEMANP || 0x26F20 || Timer Manager (PS mode) || ELF
|-
|-
|EE Scratchpad                    || 0x0000008070000000 || 0x0000008070004000
| TIMEMANI || 0x27B00 || Timer Manager (IOP mode) || ELF
|-
|-
|EE Debug                          || 0x00000080FFFF8000 || 0x0000008100000000
| DMACMAN || 0x28730 || DMA Controller Manager. || ELF
|-
|-
! !! Host's IOP Memory Map  !!
| SYSCLIB || 0x2BE30 || System C Library. || ELF
|-
|-
|IOP RAM                          || 0x0000009000000000 || 0x0000009000200000
| HEAPLIB || 0x2E590 || Memory HEAP LIBrary (i.e. thvpool, thfpool) || ELF
|-
|-
|IOP RAM (mirror 1)                || 0x0000009000200000 || 0x0000009000400000
| THREADLIB || 0x2F290 || Multi_Thread_Manager || ELF
|-
|-
|IOP RAM (mirror 2)                || 0x0000009000400000 || 0x0000009000600000
| VBLANK || 0x38020 || V-Blank management || ELF
|-
|-
|IOP RAM (mirror 3)                || 0x0000009000600000 || 0x0000009000800000
| IOMAN || 0x38DB0 || IO Manager || ELF
|-
|-
|IOP Scratchpad                    || 0x000000901F800000 || 0x000000901F801000
| MODLOAD || 0x3AD20 || IOP module loader. || ELF
|-
|-
|IOP HW                            || 0x000000901F801000 || 0x000000901F810000
| ROMDRV || 0x3D070 || ROM driver. Provides access to the boot ROM (rom0). || ELF
|-
|-
|IOP ROM                          ||  0x000000901FC00000 || 0x000000901FFE0000
| ADDDRV || 0x3DF60 ||  Adds support for the DVD ROM (rom1:), via ROMDRV. || ELF
|-
|-
|}
| STDIO || 0x3D3C0 || Standard I/O library. || ELF
 
== Registers Map ==
 
=== EE-IOP ===
 
<pre>
This list of registers is incomplete. Some registers are incorrectly named or include incorrect offsets. The 0x1000000xxx base is not guaranteed in different emu revisions. The IOP, VU0, and VU1 registers' offsets are static in all emulators).
 
This list was designed for Jak v2
Eboot md5:c644f6879af225a6e5a70233fc4625a3
</pre>
 
{| class=wikitable style="border: none; background: none;"
! scope=col | GPR-EE
! scope=col | Address
| rowspan=900 style="border: none; background: none;"|
! scope=col | FPR
! scope=col | Address
| rowspan=900 style="border: none; background: none;"|
! scope=col | CP0
! scope=col | Address
| rowspan=900 style="border: none; background: none;"|
! scope=col | GPR-IOP
! scope=col | Address
|-
|-
| zero  || 0x1000000000 || f00 || 0x1000000230 || Index ||  0x10000002D0 || zero ||  0x1020000000
| SIFMAN || 0x3EFB0 || SIF manager. || ELF
|-style="background-color:#EEEFF2"
|  at || 0x1000000010  ||  f01 ||  0x1000000234 ||  Random ||  0x10000002D4  || at  || 0x1020000004
|-
|-
|   v0 || 0x1000000020 || f02 || 0x1000000238 ||  EntryLo0  || 0x10000002D8  || v0  || 0x1020000008
| SIFINIT || 0x40550 || Initializes the SIF. || ELF
|-style="background-color:#EEEFF2"
|  v1 ||  0x1000000030 || f03 || 0x100000023C  || EntryLo1 ||  0x10000002DC  || v1  || 0x102000000C
|-
|-
|   a0 || 0x1000000040 || f04  || 0x1000000240  ||  Context ||  0x10000002E0  || a0  || 0x1020000010
| 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
|-style="background-color:#EEEFF2"
|  a1 ||  0x1000000050 ||  f05 ||  0x1000000244 ||  PageMask ||  0x10000002E4  ||  a1 || 0x1020000014
|-
|-
|   a2 || 0x1000000060 ||  f06 ||  0x1000000248 ||  Wired  ||    0x10000002E8 || a2  || 0x1020000018
| EENULL || 0x40E10 ||  The idle thread (id #0) module, in ps2 loaded to 0x00081FC0. || BIN
|-style="background-color:#EEEFF2"
|  a3 ||  0x1000000070 ||  f07 || 0x100000024C  ||  rsvd7  ||    0x10000002EC ||  a3 || 0x102000001C
|-
|-
|   t0  ||  0x1000000080 ||  f08 ||  0x1000000250 ||  BadVAddr ||    0x10000002F0 ||  t0 || 0x1020000020
| PS1ID || 0x40E50 ||  Only found in newer boot ROMs || BIN
|-style="background-color:#EEEFF2"
|  t1  ||  0x1000000090 ||  f09||  0x1000000254 ||  Count  ||   0x10000002F4 ||  t1 || 0x1020000024
|-
|-
|   t2  || 0x10000000A0 || f10 ||  0x1000000258 ||  EntryHi  ||    0x10000002F8 ||  t2 || 0x1020000028
| LIBFI || 0x40E60 || Not present in the boot ROM of the SCPH-10000 and SCPH-15000. || BIN
|-style="background-color:#EEEFF2"
|  t3  || 0x10000000B0  || f11  ||  0x100000025C ||  Compare ||    0x10000002FC ||  t3 || 0x102000002C
|-
|-
|   t4  || 0x10000000C0  || f12 || 0x1000000260  ||  Status ||    0x1000000300 ||  t4 || 0x1020000030
| PS1VERJ || 0x40F50 ||  || BIN
|-style="background-color:#EEEFF2"
t5  || 0x10000000D0  ||  f13 ||  0x1000000264 ||  Cause ||    0x1000000304 ||  t5 || 0x1020000034
|-
|-
|   t6  || 0x10000000E0  ||  f14 ||  0x1000000268 ||  EPC  ||    0x1000000308 ||  t6 || 0x1020000038
| PS1VERA || 0x40F60 ||  || BIN
|-style="background-color:#EEEFF2"
t7 ||  0x10000000F0 ||  f15 ||  0x100000026C ||  PRid  ||    0x100000030C || t7  || 0x102000003C
|-
|-
|   s0 || 0x1000000100 ||  f16 || 0x1000000270 || Config ||    0x1000000310 ||  s0 || 0x1020000040
| PS1VERE || 0x40F70 ||  || BIN
|-style="background-color:#EEEFF2"
|  s1 || 0x1000000110  || f17  ||  0x1000000274 ||  Iab ||    0x1000000314 || s1 || 0x1020000044
|-
|-
|   s2 || 0x1000000120 ||  f18 ||  0x1000000278 ||  Iabm ||    0x1000000318 || s2 || 0x1020000048
| PS1VERC || 0x40F80 ||  || BIN
|-style="background-color:#EEEFF2"
|  s3 ||  0x1000000130 || f19 || 0x100000027C  ||  Dab ||    0x100000031C ||  s3 || 0x102000004C
|-
|-
|   s4 || 0x1000000140  || f20  || 0x1000000280  ||  Dabm ||    0x1000000320 || s4  || 0x1020000050
| PS1VERH || 0x40F90 ||  || BIN
|-style="background-color:#EEEFF2"
|  s5 ||  0x1000000150 || f21  ||  0x1000000284 ||  Dvm  ||    0x1000000324 || s5 || 0x1020000054
|-
|-
|   s6 || 0x1000000160 || f22 || 0x1000000288 ||  Dvbm  ||    0x1000000328 || s6  || 0x1020000058
| OSDSYS || 0x40FA0 || The browser || BIN
|-style="background-color:#EEEFF2"
|  s7 ||  0x1000000170 ||  f23 ||  0x100000028C ||  BadPAddr ||    0x100000032C ||  s7 || 0x102000005C
|-
|-
|   t8 || 0x1000000180  ||  f24 || 0x1000000290  || Debug   ||   0x1000000330 || t8  ||  0x1020000060
| - || 0x40FB0 ||  || BIN
|-style="background-color:#EEEFF2"
|  t9 ||  0x1000000190 ||  f25 ||  0x1000000294 ||  Perf  ||    0x1000000334 || t9  || 0x1020000064
|-
|-
|   k0 ||  0x10000001A0 || f26  ||  0x1000000298 ||  Pcr0 ||    0x1000000338 || k0 ||  0x1020000068
| RDRAM || 0x41000 || Provides a RDRAM test for the EE at power-on. This is run from RESET. || BIN
|-style="background-color:#EEEFF2"
|  k1 ||  0x10000001B0 || f27  || 0x100000029C  ||  Pcr1 ||    0x100000033C ||  k1 ||   0x102000006C
|-
|-
|   gp || 0x10000001C0 || f28  || 0x10000002A0 || TagLo  ||    0x1000000340 ||  gp  || 0x1020000070
| EELOADCNF || 0x43D50 || Contains the IOP boot configuration file for EELOAD. || BIN
|-style="background-color:#EEEFF2"
|  sp ||  0x10000001D0 ||  f29 || 0x10000002A4  || TagHi  ||    0x1000000344 ||  sp  || 0x1020000074
|-
|-
|   fp || 0x10000001E0 || f30 || 0x10000002A8  ||  ErrorEPC ||    0x1000000348 ||  fp || 0x1020000078
| SIFCMD || 0x43F00 || SIF command module. Contains the SIF command and SIF RPC functions. || ELF
|-style="background-color:#EEEFF2"
|  ra || 0x10000001F0  || f31  || 0x10000002AC ||  Rsvd31 ||    0x100000034C ||    ra || 0x102000007C
|-
|-
|   hi/hi1 (2x 64bit) || 0x1000000200  || fACC || 0x10000002B0 || {{cellcolors|#7698FF|#000000}}COP0 additional registers  || ||    pc || 0x102000008C   
| REBOOT || 0x46140 || The reboot service. Receives IOP reset packets from the EE, from across the SIF. || ELF
|-style="background-color:#EEEFF2"
|  lo/lo1 (2x 64bit) || 0x1000000210  || {{cellcolors|#7698FF|#000000}}FPU CTRL (FCR) ||  || real Pcr0 ||  0x1000000350 ||  hi ||0x1020000090 ??
|-
|-
|   sa  || 0x1000000220 || cp1cond  || 0x10000002B4 || real Pcr1  || 0x1000000358  ||  lo  || 0x1020000094 ??
| LOADFILE || 0x46910 || The RPC server for MODLOAD || ELF
|--style="background-color:#EEEFF2"
|    ||  ||  fpu ver ||  0x10000002B8   
|-
|-
|   ||   || fpu sticky  || 0x10000002BC   
| 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
|--style="background-color:#EEEFF2"
|  ||  ||  fpu ctrl ||  0x10000002C0
|-
|-
|   ||   || 2CF unknown || 0x10000002C4 
| - || 0x49FF0 ||   || BIN
|-
|-
|}
| IOPBOOT || 0x4A000 || IOP bootup program || BIN
 
=== 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.
| - || 0x4B160 ||   || BIN
|-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 ||
| 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
  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).  
| 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
Evt check is performed on branch test when 0.
Fastforwardclock set this to 0,
advanceclock subtract value from this fake reg)</pre>
|-
|-
|Cycles ||0x1000000378||  
| XLOADFILE || 0x5A740 || Updated module || ELF
|-
|-
| (?) || 0x1000000384 || <pre>Address when last exception occurred on r5900.
| SIO2MAN || 0x5D7F0 || SIO2 manager. Provides access to the SIO2 interface. || ELF
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>
|-
|-
|}
| - || 0x5F420 ||   || BIN
 
=== 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
| MCSERV || 0x61340 ||  RPC server for MCMAN. || ELF
|-style="background-color:#EEEFF2"
| vf01 || 0x103000001C || 0x1030000018|| 0x1030000014||0x1030000010 || vf18 || 0x103000012C|| 0x1030000128|| 0x1030000124|| 0x1030000120
|-
|-
| vf02 || 0x103000002C|| 0x1030000028|| 0x1030000024|| 0x1030000020|| vf19 ||0x103000013C|| 0x1030000138|| 0x1030000134|| 0x1030000130
| - || 0x63040 ||   || BIN
|-style="background-color:#EEEFF2"
| vf03 || 0x103000003C||0x1030000038 ||0x1030000034 || 0x1030000030|| vf20 || 0x103000014C|| 0x1030000148|| 0x1030000144|| 0x1030000140
|-
|-
| vf04 || 0x103000004C|| 0x1030000048|| 0x1030000044|| 0x1030000040|| vf21 || 0x103000015C||0x1030000158 || 0x1030000154|| 0x1030000150
| KROMG || 0x64000 ||   || BIN
|-style="background-color:#EEEFF2"
| vf05 || 0x103000005C|| 0x1030000058|| 0x1030000054|| 0x1030000050|| vf22 || 0x103000016C|| 0x1030000168|| 0x1030000164|| 0x1030000160
|-
|-
| vf06 || 0x103000006C|| 0x1030000068 || 0x1030000064|| 0x1030000060|| vf23 || 0x103000017C||0x1030000178 || 0x1030000174||0x1030000170
| - || 0x65CC0 ||   || BIN
|-style="background-color:#EEEFF2"
| vf07 || 0x103000007C|| 0x1030000078 || 0x1030000074|| 0x1030000070|| vf24 ||0x103000018C || 0x1030000188|| 0x1030000184||0x1030000180
|-
|-
| vf08 || 0x103000008C|| 0x1030000088|| 0x1030000084|| 0x1030000080|| vf25 || 0x103000019C || 0x1030000198||0x1030000194 ||0x1030000190
| KROM || 0x66000 || Kanji ROM? Not sure where this is used. || BIN
|-style="background-color:#EEEFF2"
| vf09 || 0x103000009C ||0x1030000098||0x1030000094 || 0x1030000090|| vf26 || 0x10300001AC|| 0x10300001A8||0x10300001A4||0x10300001A0
|-
|-
| vf10|| 0x10300000AC|| 0x10300000A8|| 0x10300000A4|| 0x10300000A0|| vf27 || 0x10300001BC||0x10300001B8 ||0x10300001B4||0x10300001B0
| - || 0x7FE70 ||   || BIN
|-style="background-color:#EEEFF2"
| vf11 || 0x10300000BC|| 0x10300000B8|| 0x10300000B4||0x10300000B0 || vf28 || 0x10300001CC||0x10300001C8 || 0x10300001C4||0x10300001C0
|-
|-
| vf12 ||0x10300000CC || 0x10300000C8||0x10300000C4 || 0x10300000C0|| vf29 || 0x10300001DC||0x10300001D8 ||0x10300001D4 ||0x10300001D0
| ROMVER || 0x7FF00 || ROM version. || BIN
|-style="background-color:#EEEFF2"
| vf13 || 0x10300000DC|| 0x10300000D8|| 0x10300000D4|| 0x10300000D0|| vf30 || 0x10300001EC|| 0x10300001E8|| 0x10300001E4||0x10300001E0
|-
|-
| vf14 || 0x10300000EC||0x10300000E8 || 0x10300000E4|| 0x10300000E0|| vf31 || 0x10300001FC|| 0x10300001F8|| 0x10300001F4||0x10300001F0
| - || 0x7FF10 ||   || BIN
|-style="background-color:#EEEFF2"
| vf15 || 0x10300000FC|| 0x10300000F8|| 0x10300000F4|| 0x10300000F0|| ACC || 0x103000020C|| 0x1030000208||0x1030000204 || 0x1030000200
|-
|-
| vf16 || 0x103000010C ||0x1030000108 || 0x1030000104|| 0x1030000100
| VERSTR || 0x7FF30 || Version string. Probably PS1 ROM will use this because that this string is also present in PlayStation consoles. || BIN
|-
|-
|}
| - || 0x7FF90 ||   || BIN
 
|-
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
| ROMGSCRT || 0x80000 ||   || BIN
{| class=wikitable style="border: none; background: none;"
|-
! scope=col | Register
| NCDVDMAN || 0x82D30 || It seems to be a heavily stripped-down CDVDMAN module, with no support for some S-command functions like sceCdRI. || ELF
! scope=col | Address
| rowspan=900 style="border: none; background: none;"|
! scope=col | Register
! scope=col | Address
|-  
| vi00 || 0x1030000210 ||Status|| 0x1030000310??
|-style="background-color:#EEEFF2"
| vi01 || 0x1030000220  || MACflag || 0x1030000320??
|-
|-
| vi02|| 0x1030000230  || Clipflag || 0x1030000330??
| 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
|-style="background-color:#EEEFF2"
|  vi03||  0x1030000240 || c2c19 || 0x1030000340??
|-
|-
| vi04|| 0x1030000250 || R || 0x1030000350??
| MCMAN || 0x93C30 || Memory Card Manager. || ELF
|-style="background-color:#EEEFF2"
|  vi05|| 0x1030000260  || I || 0x1030000360
|-
|-
| vi06|| 0x1030000270 || Q || 0x1030000590
| PADMAN || 0xA30C0 || Pad manager. || ELF
|-style="background-color:#EEEFF2"
|  vi07||  0x1030000280 || c2c23 || 0x1030000380??
|-
|-
| vi08|| 0x1030000290 || c2c24 || 0x1030000390??
| CDVDMAN || 0xAC810 || The CD/DVD manager. || ELF
|-style="background-color:#EEEFF2"
|  vi09||  0x10300002A0 || c2c25 || 0x10300003A0??
|-
|-
| vi10|| 0x10300002B0 || TPC || 0x10300003B0
| CDVDFSV || 0xB4BC0 || The RPC server for CDVDMAN. || ELF
|-style="background-color:#EEEFF2"
|  vi11||  0x10300002C0|| CMSAR0 || 0x10300003C0??
|-
|-
| vi12|| 0x10300002D0 || FBRST || 0x10300003D0
| 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
|-style="background-color:#EEEFF2"
|  vi13||  0x10300002E0 || VPU-STAT || 0x10300003E0??
|-
|-
| vi14|| 0x10300002F0 || CMSAR1 || 0x10300003F0??
| 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
|-style="background-color:#EEEFF2"
|  vi15||  0x1030000300 || c2c30 || 0x1030000400??
|-
|-
|}
| 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
=== 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
| IGREETING || 0xC2BC0 || Displays boot information (i.e. IOP boot type, EBOOTP, IBOOTP, switch positions for DSW602 and the type of DSW602 board installed || ELF
|-style="background-color:#EEEFF2"
| vf01 || 0x104000001C || 0x1040000018|| 0x1040000014||0x1040000010 || vf18 || 0x104000012C|| 0x1040000128|| 0x1040000124|| 0x1040000120
|-
|-
| vf02 || 0x104000002C|| 0x1040000028|| 0x1040000024|| 0x1040000020|| vf19 ||0x104000013C|| 0x1040000138|| 0x1040000134|| 0x1040000130
| EELOAD || 0xC3C20 || The EE ELF loader, which is loaded by LoadExecPS2() to 0x00082000 in PS2 for loading ELFs. || BIN
|-style="background-color:#EEEFF2"
| vf03 || 0x104000003C||0x1040000038 ||0x1040000034 || 0x1040000030|| vf20 || 0x104000014C|| 0x1040000148|| 0x1040000144|| 0x1040000140
|-
|-
| vf04 || 0x104000004C|| 0x1040000048|| 0x1040000044|| 0x1040000040|| vf21 || 0x104000015C||0x1040000158 || 0x1040000154|| 0x1040000150
| XCDVDMAN || 0xD2DA0 || cdvd_driver - Updated module || ELF
|-style="background-color:#EEEFF2"
| vf05 || 0x104000005C|| 0x1040000058|| 0x1040000054|| 0x1040000050|| vf22 || 0x104000016C|| 0x1040000168|| 0x1040000164|| 0x1040000160
|-
|-
| vf06 || 0x104000006C|| 0x1040000068 || 0x1040000064|| 0x1040000060|| vf23 || 0x104000017C||0x1040000178 || 0x1040000174||0x1040000170
| XCDVDFSV || 0xE1B30 || cdvd_ee_driver - Updated module || ELF
|-style="background-color:#EEEFF2"
| vf07 || 0x104000007C|| 0x1040000078 || 0x1040000074|| 0x1040000070|| vf24 ||0x104000018C || 0x1040000188|| 0x1040000184||0x1040000180
|-
|-
| vf08 || 0x104000008C|| 0x1040000088|| 0x1040000084|| 0x1040000080|| vf25 || 0x104000019C || 0x1040000198||0x1040000194 ||0x1040000190
| OSDSND || 0xEFF60 || OSD sound library. This is actually the tentative sound driver, which is called "librspu2" in the Sony SDK. || ELF
|-style="background-color:#EEEFF2"
| vf09 || 0x104000009C ||0x1040000098||0x1040000094 || 0x1040000090|| vf26 || 0x10400001AC|| 0x10400001A8||0x10400001A4||0x10400001A0
|-
|-
| vf10|| 0x10400000AC|| 0x10400000A8|| 0x10400000A4|| 0x10400000A0|| vf27 || 0x10400001BC||0x10400001B8 ||0x10400001B4||0x10400001B0
| 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
|-style="background-color:#EEEFF2"
| vf11 || 0x10400000BC|| 0x10400000B8|| 0x10400000B4||0x10400000B0 || vf28 || 0x10400001CC||0x10400001C8 || 0x10400001C4||0x10400001C0
|-
|-
| vf12 ||0x10400000CC || 0x10400000C8||0x10400000C4 || 0x10400000C0|| vf29 || 0x10400001DC||0x10400001D8 ||0x10400001D4 ||0x10400001D0
| XPARAM2 || 0x137500 || File store per title settings for IOP emulation (XPARAM available also in real PS2 since 750XX where Deckard powerPC was introduced) || ELF
|-style="background-color:#EEEFF2"
| vf13 || 0x10400000DC|| 0x10400000D8|| 0x10400000D4|| 0x10400000D0|| vf30 || 0x10400001EC|| 0x10400001E8|| 0x10400001E4||0x10400001E0
|-
|-
| vf14 || 0x10400000EC||0x10400000E8 || 0x10400000E4|| 0x10400000E0|| vf31 || 0x10400001FC|| 0x10400001F8|| 0x10400001F4||0x10400001F0
| OSDSYS || 0x139A00 || The browser || BIN
|-style="background-color:#EEEFF2"
| vf15 || 0x10400000FC|| 0x10400000F8|| 0x10400000F4|| 0x10400000F0|| ACC || 0x104000020C|| 0x1040000208||0x1040000204 || 0x1040000200
|-
|-
| vf16 || 0x104000010C ||0x1040000108 || 0x1040000104|| 0x1040000100
| PIOPRP || 0x177880 || Present in the PS3 ps2_(gx/soft/net)emu; contains version 3.1.0 of the IOP software (compared to version 1.3.4 on the root).  || BIN
|-
|-
| KERNEL || 0x1BB7E0 || The EE kernel || BIN
|}
|}
Description source: https://gist.github.com/uyjulian/25291080f083987d3f3c134f593483c5


{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
== Game_ID/DiscID in PS20220WD20050620.crack ==
{| class=wikitable style="border: none; background: none;"
 
! scope=col | Register
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.
! scope=col | Address
 
| rowspan=900 style="border: none; background: none;"|
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.
! scope=col | Register
 
! scope=col | Address
{| class="wikitable sortable" ||  
|-  
|-  
| vi00 || 0x1040000210 ||vi16|| 0x1040000310??
! Command !! Name
|-style="background-color:#EEEFF2"
| vi01 || 0x1040000220  || vi17 || 0x1040000320??
|-
|-
| vi02|| 0x1040000230  || vi18 || 0x1040000330??
| 0x00 || TITLE_MASK
|-style="background-color:#EEEFF2"
|  vi03||  0x1040000240 || vi19 || 0x1040000340??
|-
|-
| vi04|| 0x1040000250 ||  vi20 || 0x1040000350??
| 0x01 || SIO2_MASK
|-style="background-color:#EEEFF2"
|  vi05|| 0x1040000260  || vi21 || 0x1040000360
|-
|-
| vi06|| 0x1040000270 || vi22 || 0x1040000370??
| 0x02 || DEV9_MASK
|-style="background-color:#EEEFF2"
|  vi07||  0x1040000280 || vi23 || 0x1040000380??
|-
|-
| vi08|| 0x1040000290 || vi24 || 0x1040000390??
| 0x03 || USB_MASK
|-style="background-color:#EEEFF2"
|  vi09||  0x10400002A0 || vi25 || 0x10400003A0??
|-
|-
| vi10|| 0x10400002B0 || vi26 || 0x10400003B0
| 0x04 || SIF_DMA_SYNC
|-style="background-color:#EEEFF2"
|  vi11||  0x10400002C0|| vi27 || 0x10400003C0??
|-
|-
| vi12|| 0x10400002D0 || vi28 || 0x10400003D0
| 0x05 || SIF_DMA_LOAD
|-style="background-color:#EEEFF2"
|  vi13||  0x10400002E0 || vi29 || 0x10400003E0??
|-
|-
| vi14|| 0x10400002F0 || vi30 || 0x10400003F0??
| 0x06 || DMAC_CH10_INT_DELAY
|-style="background-color:#EEEFF2"
|  vi15||  0x1040000300 || vi31 || 0x1040000400??
|-
|-
|}
| 0x07 || MECHA_RECOGTIME
 
= Open CL and Floats =
 
In this part, we describe the PS4 native Floating point support and OpenCL information, for both CPU and GPU. The understanding of floating point conversion is very important for emulating the PS2. The information below came from this [https://gist.github.com/masterzorag/06cadbc5fbe7d3375704fc52518f434e#file-gistfile1-md gist].
 
== CPU ==
 
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Info !! Value
|-
|-
| Device Name                                ||   CXD90026AG - DG1002FGF84HT
| 0x08 || CPU_DELAY
|-
|-
| Device Vendor                              ||   AuthenticAMD
| 0x09 || DEV5_INT_SPEED
|-
|-
| Device Vendor ID                            ||   0x1022
| 0x0A || CDVD_READ_DELAY
|-
|-
| Device OpenCL C Version                    ||   OpenCL C 1.2 pocl
| 0x0B || SPU2_BEHAVIOR
|-
|-
| Device Type                                ||   CPU
|}
 
{| class="wikitable sortable" ||
|-
! ID !! Title !! Command !! Value !! Remarks
|-
|PBPX_952.01 || DVD Utility Disc Version 1.00                                        || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
| Max compute units                          ||   8
|PBPX_952.02 || DVD Utility Disc Version 1.01                                        || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
| Max work item dimensions                    ||   3
|PBPX_952.03 || DVD Utility Disc Version 1.01                                        || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
| Max work item sizes                        ||   4096x4096x4096
|PBPX_952.06 || DVD Player (Version 2.01)                                            || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
| Max work group size                        ||   4096
|PBPX_952.07 || DVD Player (Version 2.10)                                            || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
| Preferred work group size multiple          ||   8
|PBPX_952.08 || DVD Player (Version 2.10)                                            || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
! Half-precision Floating-point support      !!  (n/a)
|PBPX_952.09 || DVD Player (Version 2.10)                                           || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
! Single-precision Floating-point support    !!  (core)
|PBPX_952.10 || DVD Utility Disc Version 2.10                                        || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
| Denormals                                  || Yes
|PBPX_952.11 || DVD Utility Disc Version 1.00                                        || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
| Infinity and NANs                          || Yes
|PBPX_952.21 || DVD Player (Version 2.12)                                            || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
| Round to nearest                            || Yes
|PBPX_952.22 || DVD Player (Version 2.14)                                            || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
| Round to zero                              || Yes
|PBPX_952.24 || DVD Player (Version 2.16)                                            || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
| Round to infinity                          || Yes
|PBPX_952.28 ||                                                                     || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
| IEEE754-2008 fused multiply-add            || No
|PBPX_952.35 ||                                                                     || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
| Support is emulated in software            || No
|PBPX_952.39 || Online Start Up Disc v3.0                                            || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
| Correctly-rounded divide and sqrt operations|| Yes
|PBPX_955.01 || Linux for PS2 Beta Release 1                                        || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
! Double-precision Floating-point support    !!  (cl_khr_fp64)
|PBPX_955.07 || Playstation 2 Linux Runtime Environment v1.0 (Disc 1)               || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
| Denormals                                  || Yes
|PBPX_955.09 || Linux for PS2 Release 1.0                                            || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
| Infinity and NANs                          || Yes
|PBPX_955.18 ||                                                                     || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
| Round to nearest                            || Yes
|PDPX_991.09 || DVD Player (Version 3.04)                                            || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
| Round to zero                              || Yes
|PSXC_002.01 || PSX Update Disc 1.10                                                || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
| Round to infinity                          || Yes
|PSXC_002.02 || PSX Update Disc 1.20                                                || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
| IEEE754-2008 fused multiply-add            || Yes
|PSXC_002.03 || PSX Update Disc 1.31                                                || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
| Support is emulated in software            || No
|PTPX_970.38 ||                                                                     || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
! Execution capabilities                      !!
|SCAJ_201.25 || Tekken 5                                                            || 0x0B || 0x40000000 || SPU2_BEHAVIOR
|-
|-
| Run OpenCL kernels                          || Yes
|SCAJ_201.26 || Tekken 5                                                            || 0x0B || 0x40000000 || SPU2_BEHAVIOR
|-
|-
| Run native kernels                          || Yes
|SCES_532.02 || Tekken 5                                                            || 0x0B || 0x40000000 || SPU2_BEHAVIOR
|-
|-
| SPIR versions                              || 1.2
|SCKA_200.49 || Tekken 5                                                            || 0x0B || 0x40000000 || SPU2_BEHAVIOR
|-
|-
| Device Extensions                          ||   <div align="left"><pre> cl_khr_byte_addressable_store
|SCPM_621.15 ||                                                                      || 0x00 ||  0x1000000 || TITLE_MASK
  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>
|-
|-
|}
|SCPM_621.16 ||                                                                      || 0x00 ||  0x1000000 || TITLE_MASK
 
== GPU ==
 
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Info !! Values
|-
|-
|Device Name                                  ||   AMD LIVERPOOL
|SCPN_601.01 || PlayStation BB Navigator (Version 0.10)                              || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
|Device Vendor                                ||   AMD
|SCPN_601.30 || PlayStation BB Navigator (Version 0.20)                              || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
|Device Vendor ID                            ||   0x1002
|SCPN_601.40 || PlayStation BB Navigator (Version 0.30)                              || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
|Device Version                               || OpenCL 1.1
|SCPN_601.50 || PlayStation BB Navigator (Version 0.31)                              || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
|Device OpenCL C Version                       || OpenCL C 1.1
|SCPN_601.60 || PlayStation BB Navigator (Version 0.32)                              || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
|Device Type                                  || GPU
|SCPS_110.01 || I.Q. Remix                                                          || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
|Max compute units                            || 18
|SCPS_110.10 || Yoake no Mariko (Performance Pack Edition)                          || 0x01 ||    0x1800 || SIO2_MASK
|-
|-
|Max work item dimensions                      || 3
|SCPS_110.18 || Yoake no Mariko                                                      || 0x01 ||    0x1800 || SIO2_MASK
|-
|-
|Max work item sizes                          || 256x256x256
|SCPS_110.21 || Yoake no Mariko 2nd Act (Limited Edition)                            || 0x01 ||    0x1800 || SIO2_MASK
|-
|-
|Max work group size                            || 256
|SCPS_110.22 || Yoake no Mariko 2nd Act                                              || 0x01 ||    0x1800 || SIO2_MASK
|-
|-
|Compiler Available                              || Yes
|SCPS_150.38 || Lifeline                                                            || 0x0A ||    0x80300 || CDVD_READ_DELAY
|-
|-
|Preferred work group size multiple            || 64
|SCPS_150.39 || Lifeline                                                            || 0x0A ||    0x80300 || CDVD_READ_DELAY
|-
|-
!Half-precision Floating-point support        !!  (cl_khr_fp16)
|SCPS_170.01 || Gran Turismo 4                                                      || 0x0B || 0x10000000 || SPU2_BEHAVIOR
|-
|-
|Denormals                                    || No
|SCPS_175.01 || Linux (for PlayStation2) Release 1.0                                || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
|Infinity and NANs                            || Yes
|SCPS_200.39 ||                                                                     || 0x00 ||  0x4000000 || TITLE_MASK
|-
|-
|Round to nearest                              || Yes
|SCUS_971.67 || PaRappa the Rapper 2                                                || 0x04 ||    0x2000 || SIF_DMA_SYNC
|-
|-
|Round to zero                                || No
|SCUS_972.69 || Final Fantasy XI [Disc 2]                                            || 0x02 ||        0xB || DEV9_MASK
|-
|-
|Round to infinity                            || No
|SLES_500.48 || Donald Duck: Quack Attack                                            || 0x01 ||      0x800 || SIO2_MASK
|-
|-
|IEEE754-2008 fused multiply-add              || No
|SLES_500.62 || Orphen: Scion of Sorcery                                            || 0x08 ||      0xC1C || CPU_DELAY
|-
|-
|Support is emulated in software              || No
|SLES_503.64 || City Crisis                                                          || 0x0A ||    0x80BB8 || CDVD_READ_DELAY
|-
|-
!Single-precision Floating-point support   !!    (core)
|SLES_504.46 || Shadow Man 2: The Second Coming                                      || 0x0A ||   0x80600 || CDVD_READ_DELAY
|-
|-
|Denormals                                    || No
|SLES_505.40 || Simpsons: Road Rage                                                  || 0x01 ||      0x800 || SIO2_MASK
|-
|-
|Infinity and NANs                            || Yes
|SLES_506.08 || Shadow Man 2: The Second Coming                                      || 0x0A ||    0x80600 || CDVD_READ_DELAY
|-
|-
|Round to nearest                              || Yes
|SLES_506.28 || Simpsons: Road Rage                                                  || 0x01 ||      0x800 || SIO2_MASK
|-
|-
|Round to zero                                || No
|SLES_507.28 || Tiger Woods PGA Tour 2002                                            || 0x0A ||    0x803E8 || CDVD_READ_DELAY
|-
|-
|Round to infinity                            || No
|SLES_507.29 ||                                                                     || 0x0A ||    0x803E8 || CDVD_READ_DELAY
|-
|-
|IEEE754-2008 fused multiply-add              || No
|SLES_512.82 || Tiger Woods PGA Tour 2003                                            || 0x0A ||    0x803E8 || CDVD_READ_DELAY
|-
|-
|Support is emulated in software              || No
|SLES_514.79 || Def Jam Vendetta                                                    || 0x01 ||      0x802 || SIO2_MASK
|-
|-
|Correctly-rounded divide and sqrt operations  || No
|SLES_518.41 || SpyHunter 2                                                          || 0x01 ||      0x800 || SIO2_MASK
|-
|-
!Double-precision Floating-point support     !!  (cl_khr_fp64)
|SLES_518.44 || Time Crisis 3                                                        || 0x01 ||      0x800 || SIO2_MASK
|-
|SLES_519.97 || SWAT: Global Strike Team                                            || 0x01 ||      0x800 || SIO2_MASK
|-
|SLES_520.97 || SWAT: Global Strike Force                                            || 0x01 ||     0x800 || SIO2_MASK
|-
|-
|Denormals                                    || Yes
|SLES_530.37 || Super Monkey Ball Deluxe                                            || 0x01 ||      0x802 || SIO2_MASK
|-
|-
|Infinity and NANs                            || Yes
|SLES_536.68 || Micro Machines v4                                                    || 0x01 ||      0x801 || SIO2_MASK
|-
|-
|Round to nearest                              || Yes
|SLES_537.55 || Castlevania: Curse of Darkness                                      || 0x04 ||      0x10 || SIF_DMA_SYNC
|-
|-
|Round to zero                                || Yes
|SLES_537.96 || FIFA Street 2                                                        || 0x01 ||    0x1800 || SIO2_MASK
|-
|-
|Round to infinity                            || Yes
|SLPM_620.42 || Kurogane no Houkou: Warship Commander                                || 0x01 ||    0x3000 || SIO2_MASK
|-
|-
|IEEE754-2008 fused multiply-add              || Yes
|SLPM_620.62 || Gitaroo Man One                                                      || 0x0A ||    0x80540 || CDVD_READ_DELAY
|-
|-
|Support is emulated in software              || No
|SLPM_621.05 || Taikou Risshiden IV                                                  || 0x09 || 0x2B47000A || DEV5_INT_SPEED
|-
|-
!Execution capabilities !!
|SLPM_621.24 || Ready 2 Rumble Boxing: Round 2                                      || 0x08 ||    0x1388 || CPU_DELAY
|-
|-
|Run OpenCL kernels                            || Yes
|SLPM_621.25 || Gauntlet: Dark Legacy                                                || 0x08 ||      0xC1C || CPU_DELAY
|-
|-
|Run native kernels                            || No
|SLPM_621.25 || Gauntlet: Dark Legacy                                                || 0x09 || 0x2B470005 || DEV5_INT_SPEED
|-
|-
|Device Extensions                              || <div align="left"><pre>cl_khr_byte_addressable_store
|SLPM_621.35 || Final Fantasy: XI (Beta Version)                                    || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
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>
|-
|-
|}
|SLPM_621.54 || DDRMAX Dance Dance Revolution 6thMix                                || 0x08 ||    0x1A5E || CPU_DELAY
 
= PS3 Configuration support =
 
<pre>
The PS2 emulator of the PS4 supports configurations in the known format from ps2_netemu/ps2classic that came from the PS3. This feature was officially used in Arc the Lad Twilight of the Spirits ps2-ps4 classic. To enable PS3 style configuration, add this to config-emu-ps4.txt:
 
--lopnor-config=1
--ps2-title-id=TITLE-ID
 
The configuration file needs to be in folder ...'''/patches/{TITLE-ID}/''' and the file need to have name '''{TITLE-ID}_lopnor.cfgbin'''. The Title ID needs to be in XXXX-YYYYY format (ex. SLUS-12345). Example path: /patches/SLUS-12345/SLUS-12345_lopnor.cfgbin. A tester confirmed that configurations work as is without even the need to edit them.
</pre>
 
<pre>
Please keep in mind that not all PS3 commands are recognized, only 0x01 (can depend upon emu revision), 0x09, 0x0A, 0x0B, 0x0F, 0x10, 0x26, 0x27 and 0x42.
For example, the Rayman 3 configuration does not work due to the command being unsupported on PS4.
Command 0x07 is NOT recognized, but can be manually translated to CLI configuration (to "--vu-xgkick-delay=value").
Same goes for command 0x11 (--vu0-accurate-addsub-range can be used).
</pre>
 
*Configs explained in text form: https://github.com/Zarh/Get_CONFIG/blob/master/log.txt
*More about PS3 style configurations/commands: https://www.psdevwiki.com/ps3/PS2_Emulation#Game_CONFIG
*A PS4 log from loading that kind of config: https://pastebin.com/ZpUyU8DE
 
= Known issues =
 
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Issue !! Games affected !! Solution !! Description
|-
|-
| No support for EE Cache || Ice Age 2, DOA2: Extreme, Nascar 2009, Barnyard, [https://github.com/PCSX2/pcsx2/issues/2248 Others]|| Lua patches to the EE memory and picking the right emulator ||  
|SLPM_622.39 || Supercar Street Challenge                                            || 0x0A ||   0x80300 || CDVD_READ_DELAY
|-
|-
| 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.
|SLPM_623.69 || Karaoke Revolution: J-Pop Vol.1                                      || 0x08 ||    0x1388 || CPU_DELAY
|-
|-
| VU0 is not running in sync with EE core || 24 The Game, ATV Quad Power Racing 2, Ghosthunter, Rayman Arena, Rayman 3, Largo winch, Ratchet and clank games. All games using M-bit. || EE hook AdvanceClock or fastforwardclock commands on affected addresses to push VU0 ahead while stalling EE, setting the value of 5 to ee cycle scalar, and patches to rearrange code. Most of the time, it will be CTC2/QMTC2 instructions with interlock that are affected. || Emulator kickstarts VU0 for 256 cycles, while reporting that 512 cycles passed. Yup, we are out of sync right from the start of VU0 mpg because people working for $ony don't know that VU0 run at EE MHz, not at EE bus MHz. Not to mention, that a 256 cycles kickstart is too much even on the correct speed. Later things just got worse. This issue can be partially replicated on Pcsx2 if you overclock the EE by +3
|SLPM_623.79 || Karaoke Revolution: J-Pop Vol.2                                      || 0x08 ||     0x1388 || CPU_DELAY
|-
|-
| 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).
|SLPM_623.80 || Karaoke Revolution: J-Pop Vol.3                                     || 0x08 ||     0x1388 || CPU_DELAY
<br>It's worth noting that pcsx2 by default applies "accurate add/sub" for every single FPU opcode, and only to fpu opcodes. That's why accurate add/sub is needed on the PS4 while pcsx2 is happy with its default settings.
|-
|-
| 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).
|SLPM_623.81 || Karaoke Revolution: J-Pop Vol.4                                      || 0x08 ||     0x1388 || CPU_DELAY
|-
|-
| Multitap doesn't support all games || Urban reign, Digimon Rumble Arena 2, others || Lua patches || Emulator expect PS4 to be able to use 8 controllers (well, who doesn't? Even PS1 can do it...). That cause all kind of mess with controller detection when game expect multitap in second port.
|SLPM_623.82 || Karaoke Revolution: Love & Ballad                                    || 0x08 ||     0x1388 || CPU_DELAY
|-
|-
| DMA writes when busy signal is engaged || Ratchet and clank games, Metal gear solid 2, others || None yet || AKA eetiminghack
|SLPM_623.83 || Karaoke Revolution: Night Selection 2003                            || 0x08 ||     0x1388 || CPU_DELAY
|-
|-
|VIF1 runs too fast || Urban reign, Avatar, Parappa 2, Eternal Poison, Soul Calibur 2, Soul Calibur 3, Others  || Using LUA's SchedulerDelayEvent command or Using CLI'S vif1-instant-xfer command || Sony wanted to improve the performance, which is the reason VIF1 is instant. The lua's command can be customizable to set the delay period, the cli can't, therefore lua's command is much more compatible
|SLPM_624.14 || Karaoke Revolution: Dreams & Memories                                || 0x08 ||     0x1388 || CPU_DELAY
|-
|-
|Reading VU TPC registers returns wrong values || Street Fighter 3 EX(VU0), R: Racing Revolution(VU0), Spiderman 3 (VU0, in T-Bit handler...), Edge of Reality games(VU1) || Patches in lua. || In this emu TPC stores full addresses, which is wrong. Real hardware keep there addr >> 3. Worth noting that EoR games read VU1 TPC in a nasty way, accessing 0x43A0(VU1 TPC) from COP2 code.
|SLPM_624.37 || Suisui Sweet: Amai Ai no Mitsukekata                                || 0x0B || 0x40000000 || SPU2_BEHAVIOR
|-
|-
|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.
|SLPM_624.50 || Karaoke Revolution: Anime Song Selection                            || 0x08 ||    0x1388 || CPU_DELAY
|-
|-
| 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.
|SLPM_624.51 || Karaoke Revolution: J-Pop Vol.5                                      || 0x08 ||     0x1388 || CPU_DELAY
|-
|-
| Lack of CDVD error handling || Demon Chaos, Spyro A new Beginning, Silent Hill 2 Black Ribbon, games from pcsx2 #5174 PR. || Patches in lua if needed. || One correctly supported error is SCECdErABRT, rest is just not handled or what's worst trigger emu panic on purpose like SCECdErILI (but not for 0 sector request - Spyro). Some affected games can still work if error is just accidental and not checked by game code.
|SLPM_624.54 || Karaoke Revolution: J-Pop Vol.6                                      || 0x08 ||     0x1388 || CPU_DELAY
|-
|-
| 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.
|SLPM_624.55 || Karaoke Revolution: J-Pop Vol.7                                      || 0x08 ||     0x1388 || CPU_DELAY
|-
|-
|}
|SLPM_624.56 || Karaoke Revolution: J-Pop Vol.8                                      || 0x08 ||     0x1388 || CPU_DELAY
 
= PCSX2 glitches not present on PS4=
<pre>
This is a list of glitches that the PS4 does not suffer from, as opposed to PCSX2.</pre>
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Issue !! PCSX2's fix !! Games affected !! Description !! PCSX2 issue no.
|--style="background-color:#7698FF"
| || || Natively fixed || ||
|-
|-
| Bad FPU math || Disabling EE recompiler / Janky GameDB patch ||Armored Core Nine Breaker || The AI becomes stuck on some levels, working only when EE recompiler's disabled || #8587
|SLPM_624.57 || Karaoke Revolution: Snow & Party                                    || 0x08 ||     0x1388 || CPU_DELAY
|-
|-
| ? || Enabling EETimingHack || Pac-Man World 2 || Hanging in Butane Pain, Ghost Bayou, Pinky's Revenge and Clyde in the Caldera levels. || Unavailable
|SLPM_624.64 || Pop'n Taisen Pazurudame Online                                      || 0x08 ||     0x1F40 || CPU_DELAY
|-
|-
| ? || Unavailable || Persona 3 || Stuttering noise when saving || #7316
|SLPM_624.79 || Karaoke Revolution: J-Pop Vol.9                                      || 0x08 ||     0x1388 || CPU_DELAY
|-
|-
| ? || Unavailable || Mega Man X8 || Flickering subtitles on FMVS || #5192
|SLPM_624.91 || Mega Man: The Power Battle                                          || 0x04 ||     0x2000 || SIF_DMA_SYNC
|-
|-
| Bad timing. || Unavailable || Spyro Enter the Dragonfly || Audio-video desync || #8286
|SLPM_624.92 || Karaoke Revolution: Kids Song Selection                              || 0x08 ||     0x1388 || CPU_DELAY
|-
|-
| ? || Unavailable || Petit Copter 2 || In-game hang || #10380
|SLPM_625.28 || Karaoke Revolution: Kazoku Idol Sengen (Bundle Edition)              || 0x08 ||     0x1388 || CPU_DELAY
|-
|-
| ? || Unavailable || Yu-Gi-Oh! The Duelists of the Roses || In-game data corruption (?) leading to a hang || #11576
|SLPM_625.29 || Karaoke Revolution: Kazoku Idol Sengen                              || 0x08 ||     0x1388 || CPU_DELAY
|-
|-
| IPU running faster than it should? || Janky patch || Flame of Recca: Final Burning || || #11335
|SLPM_650.86 || A Visual Mix: Ayumi Hamasaki Dome Tour 2001 (Disc 1)                || 0x08 ||     0x1450 || CPU_DELAY
|-
|SLPM_650.87 || A Visual Mix: Ayumi Hamasaki Dome Tour 2001 (Disc 2)                || 0x08 ||    0x1450 || CPU_DELAY
|-
|SLPM_650.90 || Spy Hunter                                                          || 0x01 ||     0x1800 || SIO2_MASK
|-
|-
| Bad timing || Unavailable || Ape Escape 3 || Sudden burst of in-game speed at some random points in the map || Unavailable
|SLPM_651.97 || Nobunaga's Ambition Online                                          || 0x02 ||       0xB || DEV9_MASK
|-
|-
| ? || vu0RoundMode: 2 || Ape Escape 3 || The character's buster malforms when spawning anew || #11386
|SLPM_652.09 || Star Ocean: Till the End of Time                                    || 0x0B ||   0x20014 || SPU2_BEHAVIOR
|--style="background-color:#D7EF54"
| || || Fixed by using certain commands || ||
|-
|-
| Inaccurate COP2 add/sub implementation|| Unavailable || Driv3r || AI cop car drives at the incorrect direction (Fixed on PS4 with accurate COP2 add/sub) || #11714
|SLPM_654.38 || Star Ocean: Till the End of Time (Director's Cut) (Disc 1)          || 0x0B ||   0x20014 || SPU2_BEHAVIOR
|-
|-
|}
|SLPM_654.39 || Star Ocean: Till the End of Time (Director's Cut) (Disc 2)          || 0x0B ||    0x20014 || SPU2_BEHAVIOR
 
|-
= PS2 Bios =
|SLPM_654.88 || Grand Theft Auto: Vice City                                          || 0x0A ||      0x300 || CDVD_READ_DELAY
 
== Description ==
 
The PS2 BIOS is the file '''PS20220WD20050620.crack''' included in every PS2 game .pkg. It is the same BIOS used by Sony in PS3's ps2_netemu.self. The lack of many X modules here means that homebrew compatibility is limited, as many of those need to be recompiled to use non X versions of modules, or need to load open source versions of them through MC/CDVD. An important non X module that is missing is LIBSD, therefore, homebrews that require it will likely fail to boot, or cause an error.
 
This PS2 BIOS is known to blacklist some titles, and refuse to boot them. This includes all titles with the 00000000 000000A0 flag, documented [[PS2_Emulation#Game_ID/DiscID in PS20220WD20050620.crack|here]].
 
'''More about the PS2 BIOS'''
<pre>
The version of the PS2 BIOS seems to be the developement v2.20 from the Japanese region (22/01/2007), and is not limited to booting only NTSC-J games.
The PS2 emulator does not support USB peripherals, but this seems not to be a limitation of the BIOS, as it is used also in CECH C/E PS3 consoles.
There are signs that different PS2 BIOS versions exist, named PS20190AC20030623_nordram_miniOSD.bin. This PS2 BIOS has included handy extensions for debugging, and can debug print with "debug osd verbosity" from CLI set to "verbose". The most noticeable difference for both BIOS files seems to be the special RDRAM module.
 
Whilst the PS3 patches its PS2 BIOS to preferred regions, the PS4 uses a so called CallHook which is better known for PCSX2 users as fastboot. For more information about this patch, look at PCSX2's fastboot code. It is the same code except that PS2 emulators for PS4 do not have patches for different BIOS revisions.
</pre>
 
'''PS2 BIOS file information:'''
<pre>
File name: PS20220WD20050620.crack
MD5: 83AD2B530C9C102A561BA1CDC6D996D5
</pre>
 
== Files inside ROM image ==
 
{| class="wikitable" style="font-size:small;"
! File !! Offset in exported bin !! Description !! File type (exportable)
|-
|-
| RESET || 0x00 || Bootstrap code for the EE and IOP. || BIN
|SLPM_654.88 || Grand Theft Auto: Vice City                                          || 0x09 || 0x36000200 || DEV5_INT_SPEED
|-
|-
| ROMDIR || 0x2780 || The ROMDIR part of the ROM image, which provides information on the location and name of files contained in the image. || BIN
|SLPM_656.33 || I Love Baseball: Pro Yakyu wo Koyonaku                              || 0x08 ||     0xFA0 || CPU_DELAY
|-
|-
| EXTINFO || 0x2CC0 || Contains the "EXTINFO" for all files in the ROM image. || BIN
|SLPM_656.98 || Love Songs: ADV Futaba Riho 14-sai Natsu                            || 0x0A ||   0x80380 || CDVD_READ_DELAY
|-
|-
| SBIN || 0x3330 || Seems to be the pad controller library for the PS1 monitor. || BIN
|SLPM_657.05 || Final Fantasy XI: Chains of Promathia (Expansion Disc)              || 0x02 ||       0xB || DEV9_MASK
|-
|-
| LOGO || 0xA2D0 || PS1 logo? || BIN
|SLPM_657.06 || Final Fantasy XI: Chains of Promathia (All-In-One Edition)          || 0x02 ||       0xB || DEV9_MASK
|-
|-
| 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
|SLPM_657.19 || Burnout 3: Takedown                                                  || 0x01 ||    0x1C00 || SIO2_MASK
|-
|-
| IOPBTCON2 || 0x1EB10 || Boot configuration file for the IOP, for the first phase of the IOP reset (before UDNL is loaded). || BIN
|SLPM_657.83 || Nobunaga no Yabou Online: Tappi no Shou                              || 0x02 ||       0xB || DEV9_MASK
|-
|-
| SYSMEM || 0x1EBE0 || System Memory Manager. || ELF
|SLPM_658.94 || Winning Post 6: 2005 Version                                        || 0x01 ||     0x2400 || SIO2_MASK
|-
|-
| 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
|SLPM_659.34 || Maple Colors                                                        || 0x0A ||   0x80300 || CDVD_READ_DELAY
|-
|-
| EXCEPMAN || 0x22380 || Exception manager. || ELF
|SLPM_659.53 || Final Fantasy: XI (Entry Disc 2005)                                  || 0x02 ||       0xB || DEV9_MASK
|-
|-
| INTRMANP || 0x22F60 || Interrupt Manager. According to wisi, it is for PS mode. || ELF
|SLPM_659.84 || Grand Theft Auto: San Andreas                                        || 0x0A ||    0x803E8 || CDVD_READ_DELAY
|-
|-
| INTRMANI || 0x24970 || Interrupt Manager. According to wisi, it is for IOP mode. || ELF
|SLPM_660.33 || The Sword of Etheria                                                || 0x08 ||      0xC1C || CPU_DELAY
|-
|-
| 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
|SLPM_660.33 || The Sword of Etheria                                                || 0x00 || 0x2000000 || TITLE_MASK
|-
|-
| TIMEMANP || 0x26F20 || Timer Manager (PS mode) || ELF
|SLPM_660.48 || The Sword of Etheria                                                || 0x08 ||     0xC1C || CPU_DELAY
|-
|-
| TIMEMANI || 0x27B00 || Timer Manager (IOP mode) || ELF
|SLPM_660.48 || The Sword of Etheria                                                || 0x00 || 0x2000000 || TITLE_MASK
|-
|-
| DMACMAN || 0x28730 || DMA Controller Manager. || ELF
|SLPM_660.57 || Taito Memories Vol.1                                                || 0x08 ||      0xCE4 || CPU_DELAY
|-
|-
| SYSCLIB || 0x2BE30 || System C Library. || ELF
|SLPM_661.56 || Marheaven: Arm Fight Dream                                          || 0x01 ||     0x1800 || SIO2_MASK
|-
|-
| HEAPLIB || 0x2E590 || Memory HEAP LIBrary (i.e. thvpool, thfpool) || ELF
|SLPM_661.75 || Akumajo Dracula: Yami no Juin                                        || 0x08 ||      0x60 || CPU_DELAY
|-
|-
| THREADLIB || 0x2F290 || Multi_Thread_Manager || ELF
|SLPM_661.75 || Akumajo Dracula: Yami no Juin                                        || 0x0B ||   0x2001C || SPU2_BEHAVIOR
|-
|-
| VBLANK || 0x38020 || V-Blank management || ELF
|SLPM_663.93 || Final Fantasy XI: Treasures of Aht Urhgan (All-In-One Edition)      || 0x0A ||    0x803E8 || CDVD_READ_DELAY
|-
|-
| IOMAN || 0x38DB0 || IO Manager || ELF
|SLPM_663.93 || Final Fantasy XI: Treasures of Aht Urhgan (All-In-One Edition)      || 0x09 || 0x2B47000A || DEV5_INT_SPEED
|-
|-
| MODLOAD || 0x3AD20 || IOP module loader. || ELF
|SLPM_663.93 || Final Fantasy XI: Treasures of Aht Urhgan (All-In-One Edition)      || 0x02 ||       0xB || DEV9_MASK
|-
|-
| ROMDRV || 0x3D070 || ROM driver. Provides access to the boot ROM (rom0). || ELF
|SLPM_663.94 || Final Fantasy XI: Treasures of Aht Urhgan                            || 0x02 ||        0xB || DEV9_MASK
|-
|-
| ADDDRV || 0x3DF60 || Adds support for the DVD ROM (rom1:), via ROMDRV. || ELF
|SLPM_664.36 || Aria the Natural                                                    || 0x01 ||     0x1800 || SIO2_MASK
|-
|-
| STDIO || 0x3D3C0 || Standard I/O library. || ELF
|SLPM_664.36 || Aria the Natural                                                    || 0x00 || 0xA000000 || TITLE_MASK
|-
|-
| SIFMAN || 0x3EFB0 || SIF manager. || ELF
|SLPM_665.39 || Nobunaga no Yabou Online: Haten no Shou                              || 0x02 ||       0xB || DEV9_MASK
|-
|-
| SIFINIT || 0x40550 || Initializes the SIF. || ELF
|SLPM_665.58 || Tomb Raider: Legend                                                  || 0x08 ||     0x3E8 || CPU_DELAY
|-
|-
| 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
|SLPM_665.74 || Detective Evangelion                                                || 0x00 || 0x2000000 || TITLE_MASK
|-
|-
| EENULL || 0x40E10 || The idle thread (id #0) module, in ps2 loaded to 0x00081FC0. || BIN
|SLPM_680.07 || Karaoke Revolution (Trial)                                          || 0x08 ||     0x1388 || CPU_DELAY
|-
|-
| PS1ID || 0x40E50 || Only found in newer boot ROMs || BIN
|SLPM_680.10 ||                                                                     || 0x08 ||     0x1388 || CPU_DELAY
|-
|-
| LIBFI || 0x40E60 || Not present in the boot ROM of the SCPH-10000 and SCPH-15000. || BIN
|SLPS_200.08 || Morita Shogi                                                        || 0x08 ||     0x1388 || CPU_DELAY
|-
|-
| PS1VERJ || 0x40F50 ||   || BIN
|SLPS_200.20 || FIFA 2000 World Championship                                        || 0x04 ||     0x2001 || SIF_DMA_SYNC
|-
|-
| PS1VERA || 0x40F60 ||   || BIN
|SLPS_200.37 || Go Go Golf                                                          || 0x09 || 0x2B47000A || DEV5_INT_SPEED
|-
|-
| PS1VERE || 0x40F70 || || BIN
|SLPS_200.38 || Grappler Baki: Baki Saidai no Tournament                            || 0x08 ||     0x1194 || CPU_DELAY
|-
|-
| PS1VERC || 0x40F80 || || BIN
|SLPS_200.53 || Tenshi no Present: Marle Oukoku Monogatari (Limited Edition)        || 0x0B || 0x20000000 || SPU2_BEHAVIOR
|-
|-
| PS1VERH || 0x40F90 || || BIN
|SLPS_200.66 || Tenshi no Present: Marle Oukoku Monogatari                          || 0x0B || 0x20000000 || SPU2_BEHAVIOR
|-
|-
| OSDSYS || 0x40FA0 || The browser || BIN
|SLPS_201.01 || City Crisis                                                          || 0x0A ||   0x80BB8 || CDVD_READ_DELAY
|-
|-
| - || 0x40FB0 ||   || BIN
|SLPS_201.11 || Magical Sports Pro Baseball 2001                                    || 0x09 || 0x2B47000A || DEV5_INT_SPEED
|-
|-
| RDRAM || 0x41000  || Provides a RDRAM test for the EE at power-on. This is run from RESET. || BIN
|SLPS_201.72 || Koushien: Konpeki no Sora                                            || 0x09 || 0x2B47000A || DEV5_INT_SPEED
|-
|-
| EELOADCNF || 0x43D50 || Contains the IOP boot configuration file for EELOAD. || BIN
|SLPS_201.73 || Hard Hitter 2                                                        || 0x0A ||   0x80300 || CDVD_READ_DELAY
|-
|-
| SIFCMD || 0x43F00 || SIF command module. Contains the SIF command and SIF RPC functions. || ELF
|SLPS_201.97 || Surfing Air Show with RatBoy                                        || 0x09 || 0x2B47000A || DEV5_INT_SPEED
|-
|-
| REBOOT || 0x46140 || The reboot service. Receives IOP reset packets from the EE, from across the SIF. || ELF
|SLPS_201.99 || F1 2002                                                              || 0x0B ||    0x20005 || SPU2_BEHAVIOR
|-
|-
| LOADFILE || 0x46910 || The RPC server for MODLOAD || ELF
|SLPS_202.00 || Final Fantasy XI                                                    || 0x02 ||       0xB || DEV9_MASK
|-
|-
| 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
|SLPS_204.04 || Rakushou! Pachi-Slot Sengen 2                                        || 0x0A ||   0x80300 || CDVD_READ_DELAY
|-
|-
| - || 0x49FF0 ||   || BIN
|SLPS_204.29 || Hissatsu Pachi-Slot Evolution: Ninja Hattori-Kun V                  || 0x08 ||     0x1B58 || CPU_DELAY
|-
|-
| IOPBOOT || 0x4A000 || IOP bootup program || BIN
|SLPS_204.55 || Simple 2000 Series Vol.94: The Aka-Champion - Come on Baby          || 0x0B || 0x40000000 || SPU2_BEHAVIOR
|-
|-
| - || 0x4B160 ||   || BIN
|SLPS_250.08 || Sorcerous Stabber Orphen                                            || 0x08 ||     0xC1C || CPU_DELAY
|-
|-
| 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
|SLPS_250.71 || A Visual Mix: Ayumi Hamasaki Dome Tour 2001                          || 0x08 ||     0x1450 || CPU_DELAY
|-
|-
| 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
|SLPS_250.72 || A Visual Mix: Ayumi Hamasaki Dome Tour 2001                          || 0x08 ||     0x1450 || CPU_DELAY
|-
|-
| XLOADFILE || 0x5A740 || Updated module || ELF
|SLPS_250.81 || Saishuu Densha                                                      || 0x0A ||   0x803E8 || CDVD_READ_DELAY
|-
|-
| SIO2MAN || 0x5D7F0 || SIO2 manager. Provides access to the SIO2 interface. || ELF
|SLPS_251.36 || Kuon no Kizuna Sairin Mikotonori                                    || 0x0A ||    0x805DC || CDVD_READ_DELAY
|-
|-
| - || 0x5F420 ||   || BIN
|SLPS_251.42 || Tiger Woods PGA Tour 2002                                            || 0x0A ||   0x803E8 || CDVD_READ_DELAY
|-
|-
| MCSERV || 0x61340 || RPC server for MCMAN. || ELF
|SLPS_251.50 || Only You                                                            || 0x0B || 0x40000000 || SPU2_BEHAVIOR
|-
|-
| - || 0x63040 ||   || BIN
|SLPS_252.37 || Only You                                                            || 0x0B || 0x40000000 || SPU2_BEHAVIOR
|-
|-
| KROMG || 0x64000 ||   || BIN
|SLPS_252.75 || Def Jam: Vendetta                                                    || 0x01 ||     0x802 || SIO2_MASK
|-
|-
| - || 0x65CC0 ||   || BIN
|SLPS_252.78 || Memories Off: Mix                                                    || 0x0A ||   0x80300 || CDVD_READ_DELAY
|-
|-
| KROM || 0x66000 || Kanji ROM? Not sure where this is used. || BIN
|SLPS_252.90 || Time Crisis 3                                                        || 0x01 ||     0x800 || SIO2_MASK
|-
|-
| - || 0x7FE70 ||   || BIN
|SLPS_253.15 || One Piece: Grand Battle 3                                            || 0x01 ||     0x1800 || SIO2_MASK
|-
|-
| ROMVER || 0x7FF00 || ROM version. || BIN
|SLPS_253.57 || 3-Nen B-Gumi Kinpachi Sensei: Densetsu no Kyoudan ni Tate!          || 0x01 ||     0x1800 || SIO2_MASK
|-
|-
| - || 0x7FF10 ||   || BIN
|SLPS_253.79 || Tokyo Majin Gakuen: Kaihoujyou Kefurokou                            || 0x0A ||   0x803E8 || CDVD_READ_DELAY
|-
|-
| VERSTR || 0x7FF30 || Version string. Probably PS1 ROM will use this because that this string is also present in PlayStation consoles. || BIN
|SLPS_254.06 || Hitman: Contracts                                                    || 0x08 ||      0xDAC || CPU_DELAY
|-
|-
| - || 0x7FF90 ||  || BIN
|SLPS_254.18 || Ace Combat 5: The Unsung War                                        || 0x0A ||  0x500000 || CDVD_READ_DELAY
|-
|-
| ROMGSCRT || 0x80000 ||   || BIN
|SLPS_255.10 || Tekken 5                                                            || 0x0B || 0x40000000 || SPU2_BEHAVIOR
|-
|-
| NCDVDMAN || 0x82D30 || It seems to be a heavily stripped-down CDVDMAN module, with no support for some S-command functions like sceCdRI. || ELF
|SLPS_255.85 || Monster Farm 5: Circus Caravan                                      || 0x07 ||         5 || MECHA_RECOGTIME
|-
|-
| 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
|SLPS_255.86 || Tales of the Abyss                                                  || 0x0A ||    0x803E8 || CDVD_READ_DELAY
|-
|-
| MCMAN || 0x93C30 || Memory Card Manager. || ELF
|SLPS_256.04 || Ar tonelico Qoga: Knell of Ar Ciel                                  || 0x00 || 0xA000000 || TITLE_MASK
|-
|-
| PADMAN || 0xA30C0 || Pad manager. || ELF
|SLPS_256.67 || Daito Giken Premium Pachi-Slot Collection: Yoshimune                || 0x01 ||     0x1800 || SIO2_MASK
|-
|-
| CDVDMAN || 0xAC810 || The CD/DVD manager. || ELF
|SLPS_256.98 || Fatal Fury Battle Archives Volume 2                                  || 0x00 || 0xA000000 || TITLE_MASK
|-
|-
| CDVDFSV || 0xB4BC0 || The RPC server for CDVDMAN. || ELF
|SLPS_257.08 || The Familiar of Zero (Limited Edition)                              || 0x0A ||   0x803E8 || CDVD_READ_DELAY
|-
|-
| 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
|SLPS_257.09 || The Familiar of Zero                                                || 0x0A ||   0x803E8 || CDVD_READ_DELAY
|-
|-
| 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
|SLPS_257.21 || HimeHibi - Princess Days                                            || 0x0B ||  0x8000000 || SPU2_BEHAVIOR
|-
|-
| 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
|SLPS_257.22 || Routes PE (Limited Edition)                                          || 0x08 ||      0x3E8 || CPU_DELAY
|-
|SLPS_257.27 || Routes PE                                                            || 0x08 ||      0x3E8 || CPU_DELAY
|-
|SLPS_732.49 || Ar tonelico Qoga: Knell of Ar Ciel (Platinum)                        || 0x00 ||  0xA000000 || TITLE_MASK
|-
|SLUS_200.11 || Orphen: Ocion of Sorcery                                            || 0x08 ||    0x1388 || CPU_DELAY
|-
|-
| IGREETING || 0xC2BC0 || Displays boot information (i.e. IOP boot type, EBOOTP, IBOOTP, switch positions for DSW602 and the type of DSW602 board installed || ELF
|SLUS_200.11 || Orphen: Ocion of Sorcery                                            || 0x09 || 0x8000010 || DEV5_INT_SPEED
|-
|-
| EELOAD || 0xC3C20 || The EE ELF loader, which is loaded by LoadExecPS2() to 0x00082000 in PS2 for loading ELFs. || BIN
|SLUS_200.77 || Donald Duck: Go'in Quackers                                          || 0x01 ||     0x800 || SIO2_MASK
|-
|-
| XCDVDMAN || 0xD2DA0 || cdvd_driver - Updated module || ELF
|SLUS_202.74 || City Crisis                                                          || 0x0A ||   0x80BB8 || CDVD_READ_DELAY
|-
|-
| XCDVDFSV || 0xE1B30 || cdvd_ee_driver - Updated module || ELF
|SLUS_203.05 || Simpsons: Road Rage                                                  || 0x01 ||     0x800 || SIO2_MASK
|-
|-
| OSDSND || 0xEFF60 || OSD sound library. This is actually the tentative sound driver, which is called "librspu2" in the Sony SDK. || ELF
|SLUS_203.64 || Tiger Woods PGA Tour 2002                                            || 0x0A ||    0x803E8 || CDVD_READ_DELAY
|-
|-
| 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
|SLUS_204.13 || Shadowman 2                                                          || 0x0A ||   0x80600 || CDVD_READ_DELAY
|-
|-
| XPARAM2 || 0x137500 || File store per title settings for IOP emulation (XPARAM available also in real PS2 since 750XX where Deckard powerPC was introduced) || ELF
|SLUS_204.33 || SWAT: Global Strike Team                                            || 0x01 ||     0x800 || SIO2_MASK
|-
|-
| OSDSYS || 0x139A00 || The browser || BIN
|SLUS_204.88 || Star Ocean: Til the end of Time [Disc 1]                            || 0x08 ||     0x1388 || CPU_DELAY
|-
|-
| PIOPRP || 0x177880 || Present in the PS3 ps2_(gx/soft/net)emu; contains version 3.1.0 of the IOP software (compared to version 1.3.4 on the root).  || BIN
|SLUS_205.72 || Tiger Woods PGA Tour 2003                                            || 0x0A ||   0x803E8 || CDVD_READ_DELAY
|-
|-
| KERNEL || 0x1BB7E0 || The EE kernel || BIN
|SLUS_205.90 || Spyhunter 2                                                          || 0x01 ||     0x800 || SIO2_MASK
|}
 
Description source: https://gist.github.com/uyjulian/25291080f083987d3f3c134f593483c5
 
== Game_ID/DiscID in PS20220WD20050620.crack ==
 
<pre>There are 193 titleIDs listed inside XPARAM2.ELF file of PS2 BIOS included in PS20220WD20050620.crack. XPARAM2.ELF is called by OSDSYS, then ID check is performed. If titleID match to one of included in the table, different IOP emulation settings are applied. This include blacklisting for some specific titles.
 
The original PS2 BIOS from models with emulated IOP, include a similar list file called XPARAM.ELF. The Title IDs there are not the same, although some of them exist on both lists.</pre>
 
{| class="wikitable sortable" ||  
|-
! Command !! Name
|-
|-
| 0x00 || TITLE_MASK
|SLUS_206.35 || Muppets Party Cruise                                                || 0x01 ||      0x801 || SIO2_MASK
|-
|-
| 0x01 || SIO2_MASK  
|SLUS_206.39 || Def Jam Vendetta                                                    || 0x01 ||      0x800 || SIO2_MASK
|-
|-
| 0x02 || DEV9_MASK 
|SLUS_206.86 || Splashdown: Rides Gone Wild                                          || 0x0A ||    0x80400 || CDVD_READ_DELAY
|-
|-
| 0x03 || USB_MASK
|SLUS_208.38 || All-Star Baseball 2005                                              || 0x01 ||      0x802 || SIO2_MASK
|-
|-
| 0x04 || SIF_DMA_SYNC
|SLUS_208.51 || Ace Combat 5: The Unsung War                                        || 0x0A ||  0x500000 || CDVD_READ_DELAY
|-
|-
| 0x05 || SIF_DMA_LOAD
|SLUS_208.91 || Star Ocean: Til the end of Time [Disc 2]                            || 0x08 ||    0x1388 || CPU_DELAY
|-
|-
| 0x06 || DMAC_CH10_INT_DELAY 
|SLUS_209.18 || Super Monkey Ball: Deluxe                                            || 0x01 ||      0x800 || SIO2_MASK
|-
|-
| 0x07 || MECHA_RECOGTIME 
|SLUS_210.59 || Tekken 5                                                            || 0x0B || 0x40000000 || SPU2_BEHAVIOR
|-
|SLUS_210.70 || Final Fantasy XI: Chains of Promathia                                || 0x02 ||        0xB || DEV9_MASK
|-
|-
| 0x08 || CPU_DELAY  
|SLUS_210.89 || Karaoke Revolution Vol.3                                            || 0x08 ||    0x1388 || CPU_DELAY
|-
|-
| 0x09 || DEV5_INT_SPEED
|SLUS_213.31 || Sonic Riders                                                        || 0x01 ||      0x800 || SIO2_MASK
|-
|-
| 0x0A || CDVD_READ_DELAY 
|SLUS_213.39 || Puzzle Challenge                                                    || 0x01 ||      0x800 || SIO2_MASK
|-
|-
| 0x0B || SPU2_BEHAVIOR 
|SLUS_214.04 || Final Fantasy XI: Treasures of Aht Urhgan                            || 0x02 ||        0xB || DEV9_MASK
|-
|-
|SLUS_214.52 || Valkyrie Profile 2: Silmeria                                        || 0x08 ||    0x1388 || CPU_DELAY
|-
|}
|}


{| class="wikitable sortable" ||
= Folder/File layout =
|-
 
! ID !! Title !! Command !! Value !! Remarks
Example: Max Payne Classic
|-
 
|PBPX_952.01 || DVD Utility Disc Version 1.00                                        || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
<pre>
|-
├── config-emu-ps4.txt
|PBPX_952.02 || DVD Utility Disc Version 1.01                                        || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
├── docs
|-
│   └── revision.h
|PBPX_952.03 || DVD Utility Disc Version 1.01                                        || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
├── eboot.bin
|-
├── feature_data
|PBPX_952.06 || DVD Player (Version 2.01)                                            || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
│   └── SLES-50326_features.lua
|-
├── formatted.card
|PBPX_952.07 || DVD Player (Version 2.10)                                            || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
├── image
|-
│   └── disc01.iso
|PBPX_952.08 || DVD Player (Version 2.10)                                            || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
├── lua_include
|-
│   ├── ee-cpr0-alias.lua
|PBPX_952.09 || DVD Player (Version 2.10)                                            || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
│   ├── ee-gpr-alias.lua
|-
│   ├── ee-hwaddr.lua
|PBPX_952.10 || DVD Utility Disc Version 2.10                                        || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
│   ├── language.lua
|-
│   ├── pad-and-key.lua
|PBPX_952.11 || DVD Utility Disc Version 1.00                                        || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
│   ├── ps2.lua
|-
│   └── utils.lua
|PBPX_952.21 || DVD Player (Version 2.12)                                            || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
├── patches
|-
│   └── SLES-50326_cli.conf
|PBPX_952.22 || DVD Player (Version 2.14)                                            || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
├── PS20220WD20050620.crack
|-
├── ps2-emu-compiler.self
|PBPX_952.24 || DVD Player (Version 2.16)                                            || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
├── sce_companion_httpd
|-
│   └── html
|PBPX_952.28 ||                                                                      || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
│      ├── BackCover.jpg
|-
│      ├── base
|PBPX_952.35 ||                                                                      || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
│      │   ├── arrow_up.png
|-
│      │   └── sprites.png
|PBPX_952.39 || Online Start Up Disc v3.0                                            || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
│      ├── css
|-
│      │   ├── default-skin.png
|PBPX_955.01 || Linux for PS2 Beta Release 1                                        || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
│      │   └── styles.min.css
|-
│      ├── index.html
|PBPX_955.07 || Playstation 2 Linux Runtime Environment v1.0 (Disc 1)                || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
│      ├── js
|-
│      │   └── app.min.js
|PBPX_955.09 || Linux for PS2 Release 1.0                                            || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
│      ├── large
|-
│      │   ├── Box01.jpg
|PBPX_955.18 ||                                                                      || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
│      │   ├── Box04.jpg
|-
│      │   ├── landscape
|PDPX_991.09 || DVD Player (Version 3.04)                                            || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
│      │   │   ├── Box01.jpg
|-
│      │   │   ├── Box04.jpg
|PSXC_002.01 || PSX Update Disc 1.10                                                || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
│      │   │   ├── Page01.jpg
|-
│      │   │   ├── Page02.jpg
|PSXC_002.02 || PSX Update Disc 1.20                                                || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
│      │   │   ├── Page03.jpg
|-
│      │   │   ├── Page04.jpg
|PSXC_002.03 || PSX Update Disc 1.31                                                || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
│      │   │   ├── Page05.jpg
|-
│      │   │   ├── Page06.jpg
|PTPX_970.38 ||                                                                      || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
│      │   │   ├── Page07.jpg
|-
│      │   │   ├── Page08.jpg
|SCAJ_201.25 || Tekken 5                                                            || 0x0B || 0x40000000 || SPU2_BEHAVIOR
│      │   │   ├── Page09.jpg
|-
│       │   │   ├── Page10.jpg
|SCAJ_201.26 || Tekken 5                                                            || 0x0B || 0x40000000 || SPU2_BEHAVIOR
│       │   │   ├── Page11.jpg
|-
│      │   │   ├── Page12.jpg
|SCES_532.02 || Tekken 5                                                            || 0x0B || 0x40000000 || SPU2_BEHAVIOR
│      │   │   ├── Page13.jpg
|-
│      │   │   ├── Page14.jpg
|SCKA_200.49 || Tekken 5                                                            || 0x0B || 0x40000000 || SPU2_BEHAVIOR
│      │   │   ├── Page15.jpg
|-
│       │   │   ├── Page16.jpg
|SCPM_621.15 ||                                                                      || 0x00 ||  0x1000000 || TITLE_MASK
│      │   │   ├── Page17.jpg
|-
│      │   │   ├── Page18.jpg
|SCPM_621.16 ||                                                                      || 0x00 ||  0x1000000 || TITLE_MASK
│      │   │   ├── Page19.jpg
|-
│      │   │   ├── Page20.jpg
|SCPN_601.01 || PlayStation BB Navigator (Version 0.10)                              || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
│      │   │   ├── Page21.jpg
|-
│      │   │   ├── Page22.jpg
|SCPN_601.30 || PlayStation BB Navigator (Version 0.20)                              || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
│      │   │   ├── Page23.jpg
|-
│      │   │   ├── Page24.jpg
|SCPN_601.40 || PlayStation BB Navigator (Version 0.30)                              || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
│      │   │   ├── Page25.jpg
|-
│      │   │   ├── Page26.jpg
|SCPN_601.50 || PlayStation BB Navigator (Version 0.31)                              || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
│      │   │   ├── Page27.jpg
|-
│      │   │   ├── Page28.jpg
|SCPN_601.60 || PlayStation BB Navigator (Version 0.32)                              || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
│      │   │   ├── Page29.jpg
|-
│      │   │   ├── Page30.jpg
|SCPS_110.01 || I.Q. Remix                                                          || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
│      │   │   ├── Page31.jpg
|-
│      │   │   ├── Page32.jpg
|SCPS_110.10 || Yoake no Mariko (Performance Pack Edition)                          || 0x01 ||    0x1800 || SIO2_MASK
│      │   │   ├── Page33.jpg
|-
│      │   │   ├── Page34.jpg
|SCPS_110.18 || Yoake no Mariko                                                      || 0x01 ||     0x1800 || SIO2_MASK
│      │   │   ├── Page35.jpg
|-
│       │   │   ├── Page36.jpg
|SCPS_110.21 || Yoake no Mariko 2nd Act (Limited Edition)                            || 0x01 ||    0x1800 || SIO2_MASK
│      │   │   ├── Page37.jpg
|-
│       │   │   ├── Page38.jpg
|SCPS_110.22 || Yoake no Mariko 2nd Act                                              || 0x01 ||     0x1800 || SIO2_MASK
│      │   │   ├── Page39.jpg
|-
│      │   │   ├── Page40.jpg
|SCPS_150.38 || Lifeline                                                            || 0x0A ||    0x80300 || CDVD_READ_DELAY
│       │   │   ├── Page41.jpg
|-
│      │   │   ├── Page42.jpg
|SCPS_150.39 || Lifeline                                                            || 0x0A ||    0x80300 || CDVD_READ_DELAY
│      │   │   ├── Page43.jpg
|-
│      │   │   ├── Page44.jpg
|SCPS_170.01 || Gran Turismo 4                                                      || 0x0B || 0x10000000 || SPU2_BEHAVIOR
│       │   │   ├── Page45.jpg
|-
│       │   │   ├── Page46.jpg
|SCPS_175.01 || Linux (for PlayStation2) Release 1.0                                || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
│       │   │   ├── Page47.jpg
|-
│       │   │   ├── Page48.jpg
|SCPS_200.39 ||                                                                      || 0x00 ||  0x4000000 || TITLE_MASK
│      │   │   ├── Page49.jpg
|-
│      │   │   ├── Page50.jpg
|SCUS_971.67 || PaRappa the Rapper 2                                                || 0x04 ||     0x2000 || SIF_DMA_SYNC
│       │   │   ├── Page51.jpg
|-
│      │   │   ├── Page52.jpg
|SCUS_972.69 || Final Fantasy XI [Disc 2]                                            || 0x02 ||        0xB || DEV9_MASK
│       │   │   ├── Page53.jpg
|-
│      │   │   ├── Page54.jpg
|SLES_500.48 || Donald Duck: Quack Attack                                            || 0x01 ||      0x800 || SIO2_MASK
│       │   │   ├── Page55.jpg
|-
│       │   │   ├── Page56.jpg
|SLES_500.62 || Orphen: Scion of Sorcery                                            || 0x08 ||      0xC1C || CPU_DELAY
│       │   │   ├── Page57.jpg
|-
│      │   │   ├── Page58.jpg
|SLES_503.64 || City Crisis                                                          || 0x0A ||    0x80BB8 || CDVD_READ_DELAY
│       │   │   └── Page59.jpg
|-
│       │   ├── Page01.jpg
|SLES_504.46 || Shadow Man 2: The Second Coming                                      || 0x0A ||    0x80600 || CDVD_READ_DELAY
│      │   ├── Page02.jpg
|-
│       │   ├── Page03.jpg
|SLES_505.40 || Simpsons: Road Rage                                                  || 0x01 ||      0x800 || SIO2_MASK
│      │   ├── Page04.jpg
|-
│      │   ├── Page05.jpg
|SLES_506.08 || Shadow Man 2: The Second Coming                                      || 0x0A ||    0x80600 || CDVD_READ_DELAY
│      │   ├── Page06.jpg
|-
│      │   ├── Page07.jpg
|SLES_506.28 || Simpsons: Road Rage                                                  || 0x01 ||      0x800 || SIO2_MASK
│      │   ├── Page08.jpg
|-
│      │   ├── Page09.jpg
|SLES_507.28 || Tiger Woods PGA Tour 2002                                            || 0x0A ||    0x803E8 || CDVD_READ_DELAY
│      │   ├── Page100.jpg
|-
│      │   ├── Page101.jpg
|SLES_507.29 ||                                                                      || 0x0A ||    0x803E8 || CDVD_READ_DELAY
│      │   ├── Page102.jpg
|-
│      │   ├── Page103.jpg
|SLES_512.82 || Tiger Woods PGA Tour 2003                                            || 0x0A ||    0x803E8 || CDVD_READ_DELAY
│       │   ├── Page104.jpg
|-
│       │   ├── Page105.jpg
|SLES_514.79 || Def Jam Vendetta                                                    || 0x01 ||      0x802 || SIO2_MASK
│      │   ├── Page106.jpg
|-
│      │   ├── Page107.jpg
|SLES_518.41 || SpyHunter 2                                                          || 0x01 ||      0x800 || SIO2_MASK
│      │   ├── Page108.jpg
|-
│      │   ├── Page109.jpg
|SLES_518.44 || Time Crisis 3                                                        || 0x01 ||      0x800 || SIO2_MASK
│      │   ├── Page10.jpg
|-
│      │   ├── Page110.jpg
|SLES_519.97 || SWAT: Global Strike Team                                            || 0x01 ||      0x800 || SIO2_MASK
│      │   ├── Page111.jpg
|-
│      │   ├── Page112.jpg
|SLES_520.97 || SWAT: Global Strike Force                                            || 0x01 ||      0x800 || SIO2_MASK
│      │   ├── Page113.jpg
|-
│       │   ├── Page114.jpg
|SLES_530.37 || Super Monkey Ball Deluxe                                            || 0x01 ||      0x802 || SIO2_MASK
│      │   ├── Page115.jpg
|-
│      │   ├── Page116.jpg
|SLES_536.68 || Micro Machines v4                                                    || 0x01 ||      0x801 || SIO2_MASK
│      │   ├── Page11.jpg
|-
│      │   ├── Page12.jpg
|SLES_537.55 || Castlevania: Curse of Darkness                                      || 0x04 ||      0x10 || SIF_DMA_SYNC
│      │   ├── Page13.jpg
|-
│      │   ├── Page14.jpg
|SLES_537.96 || FIFA Street 2                                                        || 0x01 ||    0x1800 || SIO2_MASK
│      │   ├── Page15.jpg
|-
│       │   ├── Page16.jpg
|SLPM_620.42 || Kurogane no Houkou: Warship Commander                                || 0x01 ||     0x3000 || SIO2_MASK
│      │   ├── Page17.jpg
|-
│      │   ├── Page18.jpg
|SLPM_620.62 || Gitaroo Man One                                                      || 0x0A ||    0x80540 || CDVD_READ_DELAY
│      │   ├── Page19.jpg
|-
│       │   ├── Page20.jpg
|SLPM_621.05 || Taikou Risshiden IV                                                  || 0x09 || 0x2B47000A || DEV5_INT_SPEED
│       │   ├── Page21.jpg
|-
│      │   ├── Page22.jpg
|SLPM_621.24 || Ready 2 Rumble Boxing: Round 2                                      || 0x08 ||     0x1388 || CPU_DELAY
│       │   ├── Page23.jpg
|-
│      │   ├── Page24.jpg
|SLPM_621.25 || Gauntlet: Dark Legacy                                                || 0x08 ||      0xC1C || CPU_DELAY
│      │   ├── Page25.jpg
|-
│      │   ├── Page26.jpg
|SLPM_621.25 || Gauntlet: Dark Legacy                                                || 0x09 || 0x2B470005 || DEV5_INT_SPEED
│      │   ├── Page27.jpg
|-
│      │   ├── Page28.jpg
|SLPM_621.35 || Final Fantasy: XI (Beta Version)                                    || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
│      │   ├── Page29.jpg
|-
│      │   ├── Page30.jpg
|SLPM_621.54 || DDRMAX Dance Dance Revolution 6thMix                                || 0x08 ||     0x1A5E || CPU_DELAY
│      │   ├── Page31.jpg
|-
│      │   ├── Page32.jpg
|SLPM_622.39 || Supercar Street Challenge                                            || 0x0A ||    0x80300 || CDVD_READ_DELAY
│      │   ├── Page33.jpg
|-
│      │   ├── Page34.jpg
|SLPM_623.69 || Karaoke Revolution: J-Pop Vol.1                                      || 0x08 ||    0x1388 || CPU_DELAY
│       │   ├── Page35.jpg
|-
│      │   ├── Page36.jpg
|SLPM_623.79 || Karaoke Revolution: J-Pop Vol.2                                      || 0x08 ||     0x1388 || CPU_DELAY
│       │   ├── Page37.jpg
|-
│      │   ├── Page38.jpg
|SLPM_623.80 || Karaoke Revolution: J-Pop Vol.3                                      || 0x08 ||     0x1388 || CPU_DELAY
│      │   ├── Page39.jpg
|-
│      │   ├── Page40.jpg
|SLPM_623.81 || Karaoke Revolution: J-Pop Vol.4                                      || 0x08 ||    0x1388 || CPU_DELAY
│      │   ├── Page41.jpg
|-
│      │   ├── Page42.jpg
|SLPM_623.82 || Karaoke Revolution: Love & Ballad                                    || 0x08 ||     0x1388 || CPU_DELAY
│      │   ├── Page43.jpg
|-
│      │   ├── Page44.jpg
|SLPM_623.83 || Karaoke Revolution: Night Selection 2003                            || 0x08 ||    0x1388 || CPU_DELAY
│      │   ├── Page45.jpg
|-
│      │   ├── Page46.jpg
|SLPM_624.14 || Karaoke Revolution: Dreams & Memories                                || 0x08 ||     0x1388 || CPU_DELAY
│      │   ├── Page47.jpg
|-
│       │   ├── Page48.jpg
|SLPM_624.37 || Suisui Sweet: Amai Ai no Mitsukekata                                || 0x0B || 0x40000000 || SPU2_BEHAVIOR
│      │   ├── Page49.jpg
|-
│      │   ├── Page50.jpg
|SLPM_624.50 || Karaoke Revolution: Anime Song Selection                            || 0x08 ||     0x1388 || CPU_DELAY
│      │   ├── Page51.jpg
|-
│      │   ├── Page52.jpg
|SLPM_624.51 || Karaoke Revolution: J-Pop Vol.5                                      || 0x08 ||    0x1388 || CPU_DELAY
│      │   ├── Page53.jpg
|-
│      │   ├── Page54.jpg
|SLPM_624.54 || Karaoke Revolution: J-Pop Vol.6                                      || 0x08 ||     0x1388 || CPU_DELAY
│       │   ├── Page55.jpg
|-
│      │   ├── Page56.jpg
|SLPM_624.55 || Karaoke Revolution: J-Pop Vol.7                                      || 0x08 ||     0x1388 || CPU_DELAY
│      │   ├── Page57.jpg
|-
│      │   ├── Page58.jpg
|SLPM_624.56 || Karaoke Revolution: J-Pop Vol.8                                      || 0x08 ||    0x1388 || CPU_DELAY
│      │   ├── Page59.jpg
|-
│      │   ├── Page60.jpg
|SLPM_624.57 || Karaoke Revolution: Snow & Party                                    || 0x08 ||     0x1388 || CPU_DELAY
│      │   ├── Page61.jpg
|-
│       │   ├── Page62.jpg
|SLPM_624.64 || Pop'n Taisen Pazurudame Online                                      || 0x08 ||    0x1F40 || CPU_DELAY
│      │   ├── Page63.jpg
|-
│      │   ├── Page64.jpg
|SLPM_624.79 || Karaoke Revolution: J-Pop Vol.9                                      || 0x08 ||     0x1388 || CPU_DELAY
│      │   ├── Page65.jpg
|-
│      │   ├── Page66.jpg
|SLPM_624.91 || Mega Man: The Power Battle                                          || 0x04 ||    0x2000 || SIF_DMA_SYNC
│      │   ├── Page67.jpg
|-
│      │   ├── Page68.jpg
|SLPM_624.92 || Karaoke Revolution: Kids Song Selection                              || 0x08 ||     0x1388 || CPU_DELAY
│       │   ├── Page69.jpg
|-
│      │   ├── Page70.jpg
|SLPM_625.28 || Karaoke Revolution: Kazoku Idol Sengen (Bundle Edition)              || 0x08 ||    0x1388 || CPU_DELAY
│      │   ├── Page71.jpg
|-
│      │   ├── Page72.jpg
|SLPM_625.29 || Karaoke Revolution: Kazoku Idol Sengen                              || 0x08 ||     0x1388 || CPU_DELAY
│      │   ├── Page73.jpg
|-
│      │   ├── Page74.jpg
|SLPM_650.86 || A Visual Mix: Ayumi Hamasaki Dome Tour 2001 (Disc 1)                || 0x08 ||    0x1450 || CPU_DELAY
│      │   ├── Page75.jpg
|-
│      │   ├── Page76.jpg
|SLPM_650.87 || A Visual Mix: Ayumi Hamasaki Dome Tour 2001 (Disc 2)                || 0x08 ||    0x1450 || CPU_DELAY
│       │   ├── Page77.jpg
|-
│      │   ├── Page78.jpg
|SLPM_650.90 || Spy Hunter                                                          || 0x01 ||     0x1800 || SIO2_MASK
│      │   ├── Page79.jpg
|-
│       │   ├── Page80.jpg
|SLPM_651.97 || Nobunaga's Ambition Online                                          || 0x02 ||        0xB || DEV9_MASK
│      │   ├── Page81.jpg
|-
│      │   ├── Page82.jpg
|SLPM_652.09 || Star Ocean: Till the End of Time                                    || 0x0B ||    0x20014 || SPU2_BEHAVIOR
│      │   ├── Page83.jpg
|-
│      │   ├── Page84.jpg
|SLPM_654.38 || Star Ocean: Till the End of Time (Director's Cut) (Disc 1)          || 0x0B ||    0x20014 || SPU2_BEHAVIOR
│      │   ├── Page85.jpg
|-
│       │   ├── Page86.jpg
|SLPM_654.39 || Star Ocean: Till the End of Time (Director's Cut) (Disc 2)          || 0x0B ||    0x20014 || SPU2_BEHAVIOR
│      │   ├── Page87.jpg
|-
│      │   ├── Page88.jpg
|SLPM_654.88 || Grand Theft Auto: Vice City                                          || 0x0A ||      0x300 || CDVD_READ_DELAY
│      │   ├── Page89.jpg
|-
│       │   ├── Page90.jpg
|SLPM_654.88 || Grand Theft Auto: Vice City                                          || 0x09 || 0x36000200 || DEV5_INT_SPEED
│      │   ├── Page91.jpg
|-
│      │   ├── Page92.jpg
|SLPM_656.33 || I Love Baseball: Pro Yakyu wo Koyonaku                              || 0x08 ||      0xFA0 || CPU_DELAY
│       │   ├── Page93.jpg
|-
│      │   ├── Page94.jpg
|SLPM_656.98 || Love Songs: ADV Futaba Riho 14-sai Natsu                            || 0x0A ||    0x80380 || CDVD_READ_DELAY
│      │   ├── Page95.jpg
|-
│       │   ├── Page96.jpg
|SLPM_657.05 || Final Fantasy XI: Chains of Promathia (Expansion Disc)              || 0x02 ||        0xB || DEV9_MASK
│      │   ├── Page97.jpg
|-
│      │   ├── Page98.jpg
|SLPM_657.06 || Final Fantasy XI: Chains of Promathia (All-In-One Edition)          || 0x02 ||        0xB || DEV9_MASK
│       │   └── Page99.jpg
|-
│       ├── medium
|SLPM_657.19 || Burnout 3: Takedown                                                  || 0x01 ||     0x1C00 || SIO2_MASK
│      │   ├── Box01.jpg
|-
│      │   ├── Box04.jpg
|SLPM_657.83 || Nobunaga no Yabou Online: Tappi no Shou                              || 0x02 ||        0xB || DEV9_MASK
│      │   ├── landscape
|-
│       │   │   ├── Box01.jpg
|SLPM_658.94 || Winning Post 6: 2005 Version                                        || 0x01 ||     0x2400 || SIO2_MASK
│      │   │   ├── Box04.jpg
|-
│       │   │   ├── Page01.jpg
|SLPM_659.34 || Maple Colors                                                        || 0x0A ||    0x80300 || CDVD_READ_DELAY
│      │   │   ├── Page02.jpg
|-
│      │   │   ├── Page03.jpg
|SLPM_659.53 || Final Fantasy: XI (Entry Disc 2005)                                  || 0x02 ||        0xB || DEV9_MASK
│       │   │   ├── Page04.jpg
|-
│      │   │   ├── Page05.jpg
|SLPM_659.84 || Grand Theft Auto: San Andreas                                        || 0x0A ||    0x803E8 || CDVD_READ_DELAY
│      │   │   ├── Page06.jpg
|-
│      │   │   ├── Page07.jpg
|SLPM_660.33 || The Sword of Etheria                                                || 0x08 ||      0xC1C || CPU_DELAY
│      │   │   ├── Page08.jpg
|-
│      │   │   ├── Page09.jpg
|SLPM_660.33 || The Sword of Etheria                                                || 0x00 ||  0x2000000 || TITLE_MASK
│      │   │   ├── Page10.jpg
|-
│      │   │   ├── Page11.jpg
|SLPM_660.48 || The Sword of Etheria                                                || 0x08 ||      0xC1C || CPU_DELAY
│      │   │   ├── Page12.jpg
|-
│      │   │   ├── Page13.jpg
|SLPM_660.48 || The Sword of Etheria                                                || 0x00 ||  0x2000000 || TITLE_MASK
│      │   │   ├── Page14.jpg
|-
│      │   │   ├── Page15.jpg
|SLPM_660.57 || Taito Memories Vol.1                                                || 0x08 ||      0xCE4 || CPU_DELAY
│      │   │   ├── Page16.jpg
|-
│      │   │   ├── Page17.jpg
|SLPM_661.56 || Marheaven: Arm Fight Dream                                          || 0x01 ||     0x1800 || SIO2_MASK
│      │   │   ├── Page18.jpg
|-
│      │   │   ├── Page19.jpg
|SLPM_661.75 || Akumajo Dracula: Yami no Juin                                        || 0x08 ||      0x60 || CPU_DELAY
│      │   │   ├── Page20.jpg
|-
│      │   │   ├── Page21.jpg
|SLPM_661.75 || Akumajo Dracula: Yami no Juin                                        || 0x0B ||    0x2001C || SPU2_BEHAVIOR
│      │   │   ├── Page22.jpg
|-
│      │   │   ├── Page23.jpg
|SLPM_663.93 || Final Fantasy XI: Treasures of Aht Urhgan (All-In-One Edition)      || 0x0A ||    0x803E8 || CDVD_READ_DELAY
│      │   │   ├── Page24.jpg
|-
│      │   │   ├── Page25.jpg
|SLPM_663.93 || Final Fantasy XI: Treasures of Aht Urhgan (All-In-One Edition)      || 0x09 || 0x2B47000A || DEV5_INT_SPEED
│      │   │   ├── Page26.jpg
|-
│      │   │   ├── Page27.jpg
|SLPM_663.93 || Final Fantasy XI: Treasures of Aht Urhgan (All-In-One Edition)      || 0x02 ||        0xB || DEV9_MASK
│      │   │   ├── Page28.jpg
|-
│      │   │   ├── Page29.jpg
|SLPM_663.94 || Final Fantasy XI: Treasures of Aht Urhgan                            || 0x02 ||        0xB || DEV9_MASK
│      │   │   ├── Page30.jpg
|-
│      │   │   ├── Page31.jpg
|SLPM_664.36 || Aria the Natural                                                    || 0x01 ||     0x1800 || SIO2_MASK
│      │   │   ├── Page32.jpg
|-
│      │   │   ├── Page33.jpg
|SLPM_664.36 || Aria the Natural                                                    || 0x00 ||  0xA000000 || TITLE_MASK
│      │   │   ├── Page34.jpg
|-
│      │   │   ├── Page35.jpg
|SLPM_665.39 || Nobunaga no Yabou Online: Haten no Shou                              || 0x02 ||        0xB || DEV9_MASK
│      │   │   ├── Page36.jpg
|-
│      │   │   ├── Page37.jpg
|SLPM_665.58 || Tomb Raider: Legend                                                  || 0x08 ||      0x3E8 || CPU_DELAY
│      │   │   ├── Page38.jpg
|-
│      │   │   ├── Page39.jpg
|SLPM_665.74 || Detective Evangelion                                                || 0x00 ||  0x2000000 || TITLE_MASK
│      │   │   ├── Page40.jpg
|-
│       │   │   ├── Page41.jpg
|SLPM_680.07 || Karaoke Revolution (Trial)                                          || 0x08 ||     0x1388 || CPU_DELAY
│       │   │   ├── Page42.jpg
|-
│       │   │   ├── Page43.jpg
|SLPM_680.10 ||                                                                      || 0x08 ||    0x1388 || CPU_DELAY
│       │   │   ├── Page44.jpg
|-
│       │   │   ├── Page45.jpg
|SLPS_200.08 || Morita Shogi                                                        || 0x08 ||     0x1388 || CPU_DELAY
│       │   │   ├── Page46.jpg
|-
│       │   │   ├── Page47.jpg
|SLPS_200.20 || FIFA 2000 World Championship                                        || 0x04 ||    0x2001 || SIF_DMA_SYNC
│      │   │   ├── Page48.jpg
|-
│      │   │   ├── Page49.jpg
|SLPS_200.37 || Go Go Golf                                                          || 0x09 || 0x2B47000A || DEV5_INT_SPEED
│       │   │   ├── Page50.jpg
|-
│      │   │   ├── Page51.jpg
|SLPS_200.38 || Grappler Baki: Baki Saidai no Tournament                            || 0x08 ||     0x1194 || CPU_DELAY
│       │   │   ├── Page52.jpg
|-
│       │   │   ├── Page53.jpg
|SLPS_200.53 || Tenshi no Present: Marle Oukoku Monogatari (Limited Edition)        || 0x0B || 0x20000000 || SPU2_BEHAVIOR
│      │   │   ├── Page54.jpg
|-
│       │   │   ├── Page55.jpg
|SLPS_200.66 || Tenshi no Present: Marle Oukoku Monogatari                          || 0x0B || 0x20000000 || SPU2_BEHAVIOR
│      │   │   ├── Page56.jpg
|-
│      │   │   ├── Page57.jpg
|SLPS_201.01 || City Crisis                                                          || 0x0A ||    0x80BB8 || CDVD_READ_DELAY
│      │   │   ├── Page58.jpg
|-
│      │   │   └── Page59.jpg
|SLPS_201.11 || Magical Sports Pro Baseball 2001                                    || 0x09 || 0x2B47000A || DEV5_INT_SPEED
│      │   ├── Page01.jpg
|-
│      │   ├── Page02.jpg
|SLPS_201.72 || Koushien: Konpeki no Sora                                            || 0x09 || 0x2B47000A || DEV5_INT_SPEED
│      │   ├── Page03.jpg
|-
│      │   ├── Page04.jpg
|SLPS_201.73 || Hard Hitter 2                                                        || 0x0A ||    0x80300 || CDVD_READ_DELAY
│      │   ├── Page05.jpg
|-
│      │   ├── Page06.jpg
|SLPS_201.97 || Surfing Air Show with RatBoy                                        || 0x09 || 0x2B47000A || DEV5_INT_SPEED
│      │   ├── Page07.jpg
|-
│      │   ├── Page08.jpg
|SLPS_201.99 || F1 2002                                                              || 0x0B ||    0x20005 || SPU2_BEHAVIOR
│      │   ├── Page09.jpg
|-
│      │   ├── Page100.jpg
|SLPS_202.00 || Final Fantasy XI                                                    || 0x02 ||        0xB || DEV9_MASK
│      │   ├── Page101.jpg
|-
│      │   ├── Page102.jpg
|SLPS_204.04 || Rakushou! Pachi-Slot Sengen 2                                        || 0x0A ||    0x80300 || CDVD_READ_DELAY
│      │   ├── Page103.jpg
|-
│      │   ├── Page104.jpg
|SLPS_204.29 || Hissatsu Pachi-Slot Evolution: Ninja Hattori-Kun V                  || 0x08 ||     0x1B58 || CPU_DELAY
│      │   ├── Page105.jpg
|-
│      │   ├── Page106.jpg
|SLPS_204.55 || Simple 2000 Series Vol.94: The Aka-Champion - Come on Baby          || 0x0B || 0x40000000 || SPU2_BEHAVIOR
│      │   ├── Page107.jpg
|-
│      │   ├── Page108.jpg
|SLPS_250.08 || Sorcerous Stabber Orphen                                            || 0x08 ||      0xC1C || CPU_DELAY
│      │   ├── Page109.jpg
|-
│      │   ├── Page10.jpg
|SLPS_250.71 || A Visual Mix: Ayumi Hamasaki Dome Tour 2001                          || 0x08 ||     0x1450 || CPU_DELAY
│      │   ├── Page110.jpg
|-
│      │   ├── Page111.jpg
|SLPS_250.72 || A Visual Mix: Ayumi Hamasaki Dome Tour 2001                          || 0x08 ||    0x1450 || CPU_DELAY
│      │   ├── Page112.jpg
|-
│      │   ├── Page113.jpg
|SLPS_250.81 || Saishuu Densha                                                      || 0x0A ||    0x803E8 || CDVD_READ_DELAY
│      │   ├── Page114.jpg
|-
│      │   ├── Page115.jpg
|SLPS_251.36 || Kuon no Kizuna Sairin Mikotonori                                    || 0x0A ||    0x805DC || CDVD_READ_DELAY
│      │   ├── Page116.jpg
|-
│      │   ├── Page11.jpg
|SLPS_251.42 || Tiger Woods PGA Tour 2002                                            || 0x0A ||    0x803E8 || CDVD_READ_DELAY
│      │   ├── Page12.jpg
|-
│      │   ├── Page13.jpg
|SLPS_251.50 || Only You                                                            || 0x0B || 0x40000000 || SPU2_BEHAVIOR
│      │   ├── Page14.jpg
|-
│      │   ├── Page15.jpg
|SLPS_252.37 || Only You                                                            || 0x0B || 0x40000000 || SPU2_BEHAVIOR
│      │   ├── Page16.jpg
|-
│      │   ├── Page17.jpg
|SLPS_252.75 || Def Jam: Vendetta                                                    || 0x01 ||      0x802 || SIO2_MASK
│      │   ├── Page18.jpg
|-
│      │   ├── Page19.jpg
|SLPS_252.78 || Memories Off: Mix                                                    || 0x0A ||    0x80300 || CDVD_READ_DELAY
│      │   ├── Page20.jpg
|-
│      │   ├── Page21.jpg
|SLPS_252.90 || Time Crisis 3                                                        || 0x01 ||      0x800 || SIO2_MASK
│      │   ├── Page22.jpg
|-
│      │   ├── Page23.jpg
|SLPS_253.15 || One Piece: Grand Battle 3                                            || 0x01 ||    0x1800 || SIO2_MASK
│      │   ├── Page24.jpg
|-
│      │   ├── Page25.jpg
|SLPS_253.57 || 3-Nen B-Gumi Kinpachi Sensei: Densetsu no Kyoudan ni Tate!          || 0x01 ||     0x1800 || SIO2_MASK
│      │   ├── Page26.jpg
|-
│      │   ├── Page27.jpg
|SLPS_253.79 || Tokyo Majin Gakuen: Kaihoujyou Kefurokou                            || 0x0A ||    0x803E8 || CDVD_READ_DELAY
│      │   ├── Page28.jpg
|-
│      │   ├── Page29.jpg
|SLPS_254.06 || Hitman: Contracts                                                    || 0x08 ||      0xDAC || CPU_DELAY
│      │   ├── Page30.jpg
|-
│      │   ├── Page31.jpg
|SLPS_254.18 || Ace Combat 5: The Unsung War                                        || 0x0A ||  0x500000 || CDVD_READ_DELAY
│      │   ├── Page32.jpg
|-
│      │   ├── Page33.jpg
|SLPS_255.10 || Tekken 5                                                            || 0x0B || 0x40000000 || SPU2_BEHAVIOR
│      │   ├── Page34.jpg
|-
│      │   ├── Page35.jpg
|SLPS_255.85 || Monster Farm 5: Circus Caravan                                      || 0x07 ||          5 || MECHA_RECOGTIME
│      │   ├── Page36.jpg
|-
│      │   ├── Page37.jpg
|SLPS_255.86 || Tales of the Abyss                                                  || 0x0A ||    0x803E8 || CDVD_READ_DELAY
│      │   ├── Page38.jpg
|-
│      │   ├── Page39.jpg
|SLPS_256.04 || Ar tonelico Qoga: Knell of Ar Ciel                                  || 0x00 ||  0xA000000 || TITLE_MASK
│      │   ├── Page40.jpg
|-
│      │   ├── Page41.jpg
|SLPS_256.67 || Daito Giken Premium Pachi-Slot Collection: Yoshimune                || 0x01 ||     0x1800 || SIO2_MASK
│      │   ├── Page42.jpg
|-
│      │   ├── Page43.jpg
|SLPS_256.98 || Fatal Fury Battle Archives Volume 2                                  || 0x00 ||  0xA000000 || TITLE_MASK
│      │   ├── Page44.jpg
|-
│      │   ├── Page45.jpg
|SLPS_257.08 || The Familiar of Zero (Limited Edition)                              || 0x0A ||    0x803E8 || CDVD_READ_DELAY
│      │   ├── Page46.jpg
|-
│      │   ├── Page47.jpg
|SLPS_257.09 || The Familiar of Zero                                                || 0x0A ||    0x803E8 || CDVD_READ_DELAY
│      │   ├── Page48.jpg
|-
│      │   ├── Page49.jpg
|SLPS_257.21 || HimeHibi - Princess Days                                            || 0x0B ||  0x8000000 || SPU2_BEHAVIOR
│      │   ├── Page50.jpg
|-
│      │   ├── Page51.jpg
|SLPS_257.22 || Routes PE (Limited Edition)                                          || 0x08 ||      0x3E8 || CPU_DELAY
│      │   ├── Page52.jpg
|-
│      │   ├── Page53.jpg
|SLPS_257.27 || Routes PE                                                            || 0x08 ||      0x3E8 || CPU_DELAY
│      │   ├── Page54.jpg
|-
│      │   ├── Page55.jpg
|SLPS_732.49 || Ar tonelico Qoga: Knell of Ar Ciel (Platinum)                        || 0x00 ||  0xA000000 || TITLE_MASK
│      │   ├── Page56.jpg
|-
│      │   ├── Page57.jpg
|SLUS_200.11 || Orphen: Ocion of Sorcery                                            || 0x08 ||     0x1388 || CPU_DELAY
│      │   ├── Page58.jpg
|-
│      │   ├── Page59.jpg
|SLUS_200.11 || Orphen: Ocion of Sorcery                                            || 0x09 ||  0x8000010 || DEV5_INT_SPEED
│      │   ├── Page60.jpg
|-
│      │   ├── Page61.jpg
|SLUS_200.77 || Donald Duck: Go'in Quackers                                          || 0x01 ||      0x800 || SIO2_MASK
│      │   ├── Page62.jpg
|-
│      │   ├── Page63.jpg
|SLUS_202.74 || City Crisis                                                          || 0x0A ||    0x80BB8 || CDVD_READ_DELAY
│      │   ├── Page64.jpg
|-
│      │   ├── Page65.jpg
|SLUS_203.05 || Simpsons: Road Rage                                                  || 0x01 ||      0x800 || SIO2_MASK
│      │   ├── Page66.jpg
|-
│      │   ├── Page67.jpg
|SLUS_203.64 || Tiger Woods PGA Tour 2002                                            || 0x0A ||    0x803E8 || CDVD_READ_DELAY
│      │   ├── Page68.jpg
|-
│      │   ├── Page69.jpg
|SLUS_204.13 || Shadowman 2                                                          || 0x0A ||    0x80600 || CDVD_READ_DELAY
│      │   ├── Page70.jpg
|-
│      │   ├── Page71.jpg
|SLUS_204.33 || SWAT: Global Strike Team                                            || 0x01 ||      0x800 || SIO2_MASK
│      │   ├── Page72.jpg
|-
│      │   ├── Page73.jpg
|SLUS_204.88 || Star Ocean: Til the end of Time [Disc 1]                            || 0x08 ||     0x1388 || CPU_DELAY
│      │   ├── Page74.jpg
|-
│      │   ├── Page75.jpg
|SLUS_205.72 || Tiger Woods PGA Tour 2003                                            || 0x0A ||    0x803E8 || CDVD_READ_DELAY
│      │   ├── Page76.jpg
|-
│      │   ├── Page77.jpg
|SLUS_205.90 || Spyhunter 2                                                          || 0x01 ||      0x800 || SIO2_MASK
│      │   ├── Page78.jpg
|-
│      │   ├── Page79.jpg
|SLUS_206.35 || Muppets Party Cruise                                                || 0x01 ||      0x801 || SIO2_MASK
│      │   ├── Page80.jpg
|-
│      │   ├── Page81.jpg
|SLUS_206.39 || Def Jam Vendetta                                                    || 0x01 ||      0x800 || SIO2_MASK
│      │   ├── Page82.jpg
|-
│      │   ├── Page83.jpg
|SLUS_206.86 || Splashdown: Rides Gone Wild                                          || 0x0A ||    0x80400 || CDVD_READ_DELAY
│      │   ├── Page84.jpg
|-
│      │   ├── Page85.jpg
|SLUS_208.38 || All-Star Baseball 2005                                              || 0x01 ||      0x802 || SIO2_MASK
│      │   ├── Page86.jpg
|-
│      │   ├── Page87.jpg
|SLUS_208.51 || Ace Combat 5: The Unsung War                                        || 0x0A ||  0x500000 || CDVD_READ_DELAY
│      │   ├── Page88.jpg
|-
│      │   ├── Page89.jpg
|SLUS_208.91 || Star Ocean: Til the end of Time [Disc 2]                            || 0x08 ||     0x1388 || CPU_DELAY
│      │   ├── Page90.jpg
|-
│      │   ├── Page91.jpg
|SLUS_209.18 || Super Monkey Ball: Deluxe                                            || 0x01 ||      0x800 || SIO2_MASK
│      │   ├── Page92.jpg
|-
│      │   ├── Page93.jpg
|SLUS_210.59 || Tekken 5                                                            || 0x0B || 0x40000000 || SPU2_BEHAVIOR
│      │   ├── Page94.jpg
|-
│      │   ├── Page95.jpg
|SLUS_210.70 || Final Fantasy XI: Chains of Promathia                                || 0x02 ||        0xB || DEV9_MASK
│      │   ├── Page96.jpg
|-
│      │   ├── Page97.jpg
|SLUS_210.89 || Karaoke Revolution Vol.3                                            || 0x08 ||     0x1388 || CPU_DELAY
│      │   ├── Page98.jpg
|-
│      │   └── Page99.jpg
|SLUS_213.31 || Sonic Riders                                                        || 0x01 ||      0x800 || SIO2_MASK
│      ├── small
|-
│      │   ├── Box01.jpg
|SLUS_213.39 || Puzzle Challenge                                                    || 0x01 ||      0x800 || SIO2_MASK
│      │   ├── Box04.jpg
|-
│      │   ├── landscape
|SLUS_214.04 || Final Fantasy XI: Treasures of Aht Urhgan                            || 0x02 ||        0xB || DEV9_MASK
│      │   │   ├── Box01.jpg
|-
│      │   │   ├── Box04.jpg
|SLUS_214.52 || Valkyrie Profile 2: Silmeria                                        || 0x08 ||     0x1388 || CPU_DELAY
│      │   │   ├── Page01.jpg
|-
│      │   │   ├── Page02.jpg
|}
│      │   │   ├── Page03.jpg
 
│      │   │   ├── Page04.jpg
= Folder/File layout =
│      │   │   ├── Page05.jpg
 
│      │   │   ├── Page06.jpg
Example: Max Payne Classic
│      │   │   ├── Page07.jpg
 
│      │   │   ├── Page08.jpg
<pre>
│      │   │   ├── Page09.jpg
├── config-emu-ps4.txt
│      │   │   ├── Page10.jpg
├── docs
│      │   │   ├── Page11.jpg
│   └── revision.h
│      │   │   ├── Page12.jpg
├── eboot.bin
│      │   │   ├── Page13.jpg
├── feature_data
│      │   │   ├── Page14.jpg
│   └── SLES-50326_features.lua
│      │   │   ├── Page15.jpg
├── formatted.card
│      │   │   ├── Page16.jpg
├── image
│      │   │   ├── Page17.jpg
│   └── disc01.iso
│      │   │   ├── Page18.jpg
├── lua_include
│      │   │   ├── Page19.jpg
│   ├── ee-cpr0-alias.lua
│      │   │   ├── Page20.jpg
│   ├── ee-gpr-alias.lua
│      │   │   ├── Page21.jpg
│   ├── ee-hwaddr.lua
│      │   │   ├── Page22.jpg
│   ├── language.lua
│      │   │   ├── Page23.jpg
│   ├── pad-and-key.lua
│      │   │   ├── Page24.jpg
│   ├── ps2.lua
│      │   │   ├── Page25.jpg
│   └── utils.lua
│      │   │   ├── Page26.jpg
├── patches
│      │   │   ├── Page27.jpg
│   └── SLES-50326_cli.conf
│      │   │   ├── Page28.jpg
├── PS20220WD20050620.crack
│      │   │   ├── Page29.jpg
├── ps2-emu-compiler.self
│      │   │   ├── Page30.jpg
├── sce_companion_httpd
│      │   │   ├── Page31.jpg
│   └── html
│      │   │   ├── Page32.jpg
│       ├── BackCover.jpg
│      │   │   ├── Page33.jpg
│      ├── base
│      │   │   ├── Page34.jpg
│      │   ├── arrow_up.png
│      │   │   ├── Page35.jpg
│      │   └── sprites.png
│      │   │   ├── Page36.jpg
│      ├── css
│      │   │   ├── Page37.jpg
│      │   ├── default-skin.png
│      │   │   ├── Page38.jpg
│      │   └── styles.min.css
│      │   │   ├── Page39.jpg
│      ├── index.html
│      │   │   ├── Page40.jpg
│      ├── js
│      │   │   ├── Page41.jpg
│       │   └── app.min.js
│      │   │   ├── Page42.jpg
│      ├── large
│      │   │   ├── Page43.jpg
│       │   ├── Box01.jpg
│      │   │   ├── Page44.jpg
│      │   ├── Box04.jpg
│      │   │   ├── Page45.jpg
│      │   ├── landscape
│      │   │   ├── Page46.jpg
│      │   │   ├── Box01.jpg
│      │   │   ├── Page47.jpg
│      │   │   ├── Box04.jpg
│      │   │   ├── Page48.jpg
│      │   │   ├── Page01.jpg From 01 to 59
│      │   │   ├── Page49.jpg
│      │   │   └── Page59.jpg
│      │   │   ├── Page50.jpg
│      │   ├── Page01.jpg From 01 to 116
│      │   │   ├── Page51.jpg
│      │   └── Page116.jpg
│      │   │   ├── Page52.jpg
│      ├── medium
│      │   │   ├── Page53.jpg
│       │   ├── Box01.jpg
│      │   │   ├── Page54.jpg
│      │   ├── Box04.jpg
│      │   │   ├── Page55.jpg
│      │   ├── landscape
│      │   │   ├── Page56.jpg
│      │   │   ├── Box01.jpg
│      │   │   ├── Page57.jpg
│      │   │   ├── Box04.jpg
│      │   │   ├── Page58.jpg
│      │   │   ├── Page01.jpg From 01 to 59
│      │   │   └── Page59.jpg
│      │   │   └── Page59.jpg
│      │   ├── Page01.jpg
│      │   ├── Page01.jpg from 01 to 116
│      │   ├── Page02.jpg
│      │   └── Page116.jpg
│      │   ├── Page03.jpg
│      ├── small
│      │   ├── Page04.jpg
│       │   ├── Box01.jpg from 01 to 04
│      │   ├── Page05.jpg
│      │   ├── Box04.jpg
│      │   ├── Page06.jpg
│      │   ├── landscape
│      │   ├── Page07.jpg
│      │   │   ├── Box01.jpg from 01 to 04
│      │   ├── Page08.jpg
│      │   │   ├── Box04.jpg
│      │   ├── Page09.jpg
│      │   │   ├── Page01.jpg From 01 to 59
│      │   ├── Page100.jpg
│      │   │   └── Page59.jpg
│      │   ├── Page101.jpg
│      │   ├── Page01.jpg From 01 to 116
│      │   ├── Page102.jpg
│      │   └── Page116.jpg
│      │   ├── Page103.jpg
│      └── thumbnails
│      │   ├── Page104.jpg
│           ├── BoxThumb01.jpg
│      │   ├── Page105.jpg
│           ├── BoxThumb04.jpg
│      │   ├── Page106.jpg
│           ├── landscape
│      │   ├── Page107.jpg
│           │   ├── BoxThumb01.jpg
│      │   ├── Page108.jpg
│           │   ├── BoxThumb04.jpg
│      │   ├── Page109.jpg
│           │   ├── Thumb01.jpg from 01 to 59
│      │   ├── Page10.jpg
│           │   └── Thumb59.jpg
│      │   ├── Page110.jpg
│           ├── Thumb01.jpg From 01 to 116
│      │   ├── Page111.jpg
│           └── Thumb116.jpg
│      │   ├── Page112.jpg
├── sce_module
│      │   ├── Page113.jpg
│   ├── libc.prx
│      │   ├── Page114.jpg
│   └── libSceFios2.prx
│      │   ├── Page115.jpg
├── sce_sys
│      │   ├── Page116.jpg
│   ├── about
│      │   ├── Page11.jpg
│   │   └── right.sprx
│      │   ├── Page12.jpg
│   └── keystone
│      │   ├── Page13.jpg
└── trophy_data
│      │   ├── Page14.jpg
     └── SLES-50326_trophies.lua
│      │   ├── Page15.jpg
</pre>
│      │   ├── Page16.jpg
 
│      │   ├── Page17.jpg
= LUA include files =
│      │   ├── Page18.jpg
 
│      │   ├── Page19.jpg
<pre>
│      │   ├── Page20.jpg
Files that some official PS2 Classics PKG files use in order for the lua files to be separate.
│      │   ├── Page21.jpg
</pre>
│      │   ├── Page22.jpg
 
│      │   ├── Page23.jpg
'''pad-connect-type.lua'''
│      │   ├── Page24.jpg
<pre>
│      │   ├── Page25.jpg
local PadConnectType = {}
│      │   ├── Page26.jpg
 
│      │   ├── Page27.jpg
PadConnectType.DS4 = 0
│      │   ├── Page28.jpg
PadConnectType.HID              = 1 -- any 3rd party USB controller (fight stick, turbo controller, etc), always local.
│      │   ├── Page29.jpg
PadConnectType.REMOTE_DS4      = 2 -- remote DS4 should behave just like regular DS4
│      │   ├── Page30.jpg
PadConnectType.REMOTE_VITA      = 3 -- remote VITA lacks analog L2/R2
│      │   ├── Page31.jpg
 
│      │   ├── Page32.jpg
return PadConnectType
│      │   ├── Page33.jpg
</pre>
│      │   ├── Page34.jpg
 
│      │   ├── Page35.jpg
'''sprite.lua'''
│      │   ├── Page36.jpg
<pre>
│      │   ├── Page37.jpg
local kFilterMode = {}
│      │   ├── Page38.jpg
kFilterMode.Point                          = 0x00000000 -- < Sample the one texel nearest to the sample point.
│      │   ├── Page39.jpg
kFilterMode.Bilinear                        = 0x00000001 -- < Sample the four texels nearest the sample point, and blend linearly.
│      │   ├── Page40.jpg
 
│      │   ├── Page41.jpg
local kWrapMode = {}
│      │   ├── Page42.jpg
kWrapMode.Wrap                              = 0x00000000 -- < The integer portion of the input coordinate is discarded, and the fractional portion is used instead. <c>U=U-floorf(U);</c>
│      │   ├── Page43.jpg
kWrapMode.Mirror                            = 0x00000001 -- < The input coordinate is "reflected" across the texture boundary. This reflection may occur multiple times until the coordinate falls within the <c>[0..1]</c> range. <c>U=isOdd(floorf(U)) ? 1-fracf(U) : fracf(U)</c>
│      │   ├── Page44.jpg
kWrapMode.ClampLastTexel                    = 0x00000002 -- < The input coordinate is clamped to the range <c>[0..1]</c>. <c>U=max(0,min(1,U));</c>
│      │   ├── Page45.jpg
kWrapMode.MirrorOnceLastTexel              = 0x00000003 -- < The input coordinate is reflected at most one time and then clamped to the range <c>[0..1]</c>. <c>U=abs(max(-1,min(1,U));</c>
│      │   ├── Page46.jpg
kWrapMode.ClampHalfBorder                  = 0x00000004 -- < Similar to kWrapModeClampLastTexel, but if clamping is necessary, the output color will be the border color specified by the Sampler. For this mode, coordinates that are not within half a pixel of the border are considered clamped.
│      │   ├── Page47.jpg
kWrapMode.MirrorOnceHalfBorder              = 0x00000005 -- < Similar to kWrapModeMirrorOnceLastTexel, but if clamping is necessary, the output color will be the border color specified by the Sampler. For this mode, coordinates that are not within half a pixel of the border are considered clamped.
│      │   ├── Page48.jpg
kWrapMode.ClampBorder                      = 0x00000006 -- < Similar to kWrapModeClampLastTexel, but if clamping is necessary, the output color will be the border color specified by the Sampler. For this mode, coordinates that are outside the range <c>[0..1]</c> are considered clamped.
│      │   ├── Page49.jpg
kWrapMode.MirrorOnceBorder                  = 0x00000007 -- < Similar to kWrapModeMirrorOnceLastTexel, but if clamping is necessary, the output color will be the border color specified by the Sampler. For this mode, coordinates that are outside the range <c>[0..1]</c> are considered clamped.
│      │   ├── Page50.jpg
 
│      │   ├── Page51.jpg
local kBlendMultiplier = {}
│      │   ├── Page52.jpg
kBlendMultiplier.Zero                            = 0x00000000  -- < Multiply the associated input by zero.
│      │   ├── Page53.jpg
kBlendMultiplier.One                              = 0x00000001  -- < Multiply the associated input by one.
│      │   ├── Page54.jpg
kBlendMultiplier.SrcColor                        = 0x00000002  -- < Multiply the associated input by the fragment color.
│      │   ├── Page55.jpg
kBlendMultiplier.OneMinusSrcColor                = 0x00000003  -- < Multiply the associated input by one minus the fragment color.
│      │   ├── Page56.jpg
kBlendMultiplier.SrcAlpha                        = 0x00000004  -- < Multiply the associated input by the fragment alpha.
│      │   ├── Page57.jpg
kBlendMultiplier.OneMinusSrcAlpha                = 0x00000005  -- < Multiply the associated input by one minus the fragment alpha.
│      │   ├── Page58.jpg
kBlendMultiplier.DestAlpha                        = 0x00000006  -- < Multiply the associated input by the render target alpha.
│      │   ├── Page59.jpg
kBlendMultiplier.OneMinusDestAlpha                = 0x00000007  -- < Multiply the associated input by one minus the render target alpha.
│      │   ├── Page60.jpg
kBlendMultiplier.DestColor                        = 0x00000008  -- < Multiply the associated input by the render target color.
│      │   ├── Page61.jpg
kBlendMultiplier.OneMinusDestColor                = 0x00000009  -- < Multiply the associated input by one minus the render target color.
│      │   ├── Page62.jpg
kBlendMultiplier.SrcAlphaSaturate                = 0x0000000a  -- < Multiply the associated input by the minimum of 1 or fragment alpha.
│      │   ├── Page63.jpg
kBlendMultiplier.ConstantColor                    = 0x0000000d  -- < Multiply the associated input by the constant color. @see DrawCommandBuffer::setBlendColor()
│      │   ├── Page64.jpg
kBlendMultiplier.OneMinusConstantColor            = 0x0000000e  -- < Multiply the associated input by one minus the constant color. @see DrawCommandBuffer::setBlendColor()
│      │   ├── Page65.jpg
kBlendMultiplier.Src1Color                        = 0x0000000f  -- < Multiply the associated input by a secondary fragment color.
│      │   ├── Page66.jpg
kBlendMultiplier.InverseSrc1Color                = 0x00000010  -- < Multiply the associated input by one minus a secondary fragment color.
│      │   ├── Page67.jpg
kBlendMultiplier.Src1Alpha                        = 0x00000011  -- < Multiply the associated input by a secondary fragment alpha.
│      │   ├── Page68.jpg
kBlendMultiplier.InverseSrc1Alpha                = 0x00000012  -- < Multiply the associated input by one minus a secondary fragment alpha.
│      │   ├── Page69.jpg
kBlendMultiplier.ConstantAlpha                    = 0x00000013  -- < Multiply the associated input by the constant color alpha. @see DrawCommandBuffer::setBlendColor()
│      │   ├── Page70.jpg
kBlendMultiplier.OneMinusConstantAlpha            = 0x00000014  -- < Multiply the associated input by one minus the constant color alpha. @see DrawCommandBuffer::setBlendColor()
│      │   ├── Page71.jpg
 
│      │   ├── Page72.jpg
local kBlendFunc = {}
│      │   ├── Page73.jpg
kBlendFunc.Add                          = 0x00000000  -- < The source value is added to the destination value.
│      │   ├── Page74.jpg
kBlendFunc.Subtract                    = 0x00000001  -- < The destination value is subtracted from the source value.
│      │   ├── Page75.jpg
kBlendFunc.Min                          = 0x00000002  -- < The minimum of the source and destination values is selected.
│      │   ├── Page76.jpg
kBlendFunc.Max                          = 0x00000003  -- < The maximum of the source and destination values is selected.
│      │   ├── Page77.jpg
kBlendFunc.ReverseSubtract              = 0x00000004  -- < The source value is subtracted from the destination value.
│      │   ├── Page78.jpg
 
│      │   ├── Page79.jpg
-- Default blending mode, ideal for typical alpha channel embedded into a PNG image.
│      │   ├── Page80.jpg
blendDefaultEquation = {
│      │   ├── Page81.jpg
kBlendMultiplier.SrcAlpha, -- src multiplier
│      │   ├── Page82.jpg
kBlendFunc.Add,                         -- blend function
│      │   ├── Page83.jpg
kBlendMultiplier.OneMinusSrcAlpha,     -- dest multiplier
│      │   ├── Page84.jpg
}
│      │   ├── Page85.jpg
 
│      │   ├── Page86.jpg
blendConstFadeEquation = {
│      │   ├── Page87.jpg
kBlendMultiplier.ConstantAlpha, -- src multiplier
│      │   ├── Page88.jpg
kBlendFunc.Add,                       -- blend function
│      │   ├── Page89.jpg
kBlendMultiplier.OneMinusConstantAlpha,     -- dest multiplier
│      │   ├── Page90.jpg
}
│      │   ├── Page91.jpg
 
│      │   ├── Page92.jpg
return kFilterMode, kWrapMode, kBlendMultiplier, kBlendFunc
│      │   ├── Page93.jpg
</pre>
│      │   ├── Page94.jpg
 
│      │   ├── Page95.jpg
'''MipsInsn.lua'''
│      │   ├── Page96.jpg
<pre>
│      │   ├── Page97.jpg
MipsInsn = {}
│      │   ├── Page98.jpg
MipsInsn.IsAddi = function(insn) return (insn & 0xfc000000) == 0x20000000 end -- addi rt,rs,simm
│      │   └── Page99.jpg
MipsInsn.IsAddiu = function(insn) return (insn & 0xfc000000) == 0x24000000 end -- addiu rt,rs,simm
│      └── thumbnails
MipsInsn.IsDaddu = function(insn) return (insn & 0xfc0007ff) == 0x0000002d end -- daddu rd,rs,rt
│          ├── BoxThumb01.jpg
MipsInsn.IsAddu = function(insn) return (insn & 0xfc0007ff) == 0x00000021 end -- addu rd,rs,rt
│          ├── BoxThumb04.jpg
MipsInsn.IsBeq = function(insn) return (insn & 0xfc000000) == 0x10000000 end -- beq rs,rt,off
│          ├── landscape
MipsInsn.IsJ = function(insn) return (insn & 0xfc000000) == 0x08000000 end -- j target
│          │   ├── BoxThumb01.jpg
MipsInsn.IsJal = function(insn) return (insn & 0xfc000000) == 0x0c000000 end -- jal target
│          │   ├── BoxThumb04.jpg
MipsInsn.IsJr = function(insn) return (insn & 0xfc1fffff) == 0x00000008 end -- jr rs
│          │   ├── Thumb01.jpg
MipsInsn.IsLq = function(insn) return (insn & 0xfc000000) == 0x78000000 end -- lq rt,simm(rs)
│          │   ├── Thumb02.jpg
MipsInsn.IsLd = function(insn) return (insn & 0xfc000000) == 0xdc000000 end -- ld rt,simm(rs)
│          │   ├── Thumb03.jpg
MipsInsn.IsLw = function(insn) return (insn & 0xfc000000) == 0x8c000000 end -- lw rt,simm(rs)
│          │   ├── Thumb04.jpg
MipsInsn.IsSq = function(insn) return (insn & 0xfc000000) == 0x7c000000 end -- sq rt,simm(rs)
│          │   ├── Thumb05.jpg
MipsInsn.IsSd = function(insn) return (insn & 0xfc000000) == 0xfc000000 end -- sd rt,simm(rs)
│          │   ├── Thumb06.jpg
MipsInsn.IsSw = function(insn) return (insn & 0xfc000000) == 0xac000000 end -- sw rt,simm(rs)
│          │   ├── Thumb07.jpg
MipsInsn.IsEnd = function(insn) return (insn & 0xfc00003f) == 0x0000000d end -- break [code]
│          │   ├── Thumb08.jpg
 
│          │   ├── Thumb09.jpg
MipsInsn.GetRt = function(insn) return (insn >> 16) & 0x1f end
│          │   ├── Thumb10.jpg
MipsInsn.GetRs = function(insn) return (insn >> 21) & 0x1f end
│          │   ├── Thumb11.jpg
MipsInsn.GetRd = function(insn) return (insn >> 11) & 0x1f end
│          │   ├── Thumb12.jpg
--MipsInsn.GetSimm = function(insn) return ((insn << 48) >> 48) end -- this can't create a negative value correctly
│          │   ├── Thumb13.jpg
MipsInsn.GetSimm = function(insn)
│          │   ├── Thumb14.jpg
  -- Lua5.3 shifts are all logical (WHY!?). threfore (insn<<48)>>48 cannot extend the sign.
│          │   ├── Thumb15.jpg
  -- Instead of using shift, do following
│          │   ├── Thumb16.jpg
  local bit = 16 -- sign bit place.
│          │   ├── Thumb17.jpg
  local v = insn & 0xffff
│          │   ├── Thumb18.jpg
  local m = 1 << (bit - 1)
│          │   ├── Thumb19.jpg
  v = v & ((1 << bit) - 1)
│          │   ├── Thumb20.jpg
  return (v ~ m) - m -- '~' is xor in Lua... how strange it is.
│          │   ├── Thumb21.jpg
end
│          │   ├── Thumb22.jpg
MipsInsn.GetOff = function(insn) return MipsInsn.GetSimm(insn) end
│          │   ├── Thumb23.jpg
MipsInsn.GetTarget = function(insn) return insn & 0x3ffffff end
│          │   ├── Thumb24.jpg
 
│          │   ├── Thumb25.jpg
return MipsInsn
│          │   ├── Thumb26.jpg
</pre>
│          │   ├── Thumb27.jpg
 
│          │   ├── Thumb28.jpg
'''ee-cpr0-alias.lua'''
│          │   ├── Thumb29.jpg
<pre>
│          │   ├── Thumb30.jpg
cpr = {}
│          │   ├── Thumb31.jpg
 
│          │   ├── Thumb32.jpg
cpr.index = 0
│          │   ├── Thumb33.jpg
cpr.random = 1
│          │   ├── Thumb34.jpg
cpr.entrylo0 = 2
│          │   ├── Thumb35.jpg
cpr.entrylo1 = 3
│          │   ├── Thumb36.jpg
cpr.context = 4
│          │   ├── Thumb37.jpg
cpr.pagemask = 5
│          │   ├── Thumb38.jpg
cpr.wired = 6
│          │   ├── Thumb39.jpg
cpr.badvaddr = 8
│          │   ├── Thumb40.jpg
cpr.count = 9
│          │   ├── Thumb41.jpg
cpr.entryhi = 10
│          │   ├── Thumb42.jpg
cpr.compare = 11
│          │   ├── Thumb43.jpg
cpr.status = 12
│          │   ├── Thumb44.jpg
cpr.cause = 13
│          │   ├── Thumb45.jpg
cpr.epc = 14
│          │   ├── Thumb46.jpg
cpr.prid = 15
│          │   ├── Thumb47.jpg
cpr.config = 16
│          │   ├── Thumb48.jpg
cpr.badpaddr = 23
│          │   ├── Thumb49.jpg
cpr.hwbk = 24
│          │   ├── Thumb50.jpg
cpr.pccr = 25
│          │   ├── Thumb51.jpg
cpr.taglo = 28
│          │   ├── Thumb52.jpg
cpr.taghi = 29
│          │   ├── Thumb53.jpg
cpr.errorepc = 30
│          │   ├── Thumb54.jpg
 
│          │   ├── Thumb55.jpg
return cpr
│          │   ├── Thumb56.jpg
</pre>
│          │   ├── Thumb57.jpg
 
│          │   ├── Thumb58.jpg
'''ee-gpr-alias.lua'''
│          │   └── Thumb59.jpg
<pre>
│          ├── Thumb01.jpg
-- Recommended method to import this module:
│          ├── Thumb02.jpg
--  local gpr = require("ee-gpr-alias")
│          ├── Thumb03.jpg
--
│          ├── Thumb04.jpg
-- Using the global 'lang' variable is depreciated. This will change to a local-scope variable after
│          ├── Thumb05.jpg
-- the depreciation period has expired in April 2016.
│          ├── Thumb06.jpg
 
│          ├── Thumb07.jpg
gpr = {}
│          ├── Thumb08.jpg
 
│          ├── Thumb09.jpg
gpr.zero = 0
│          ├── Thumb100.jpg
gpr.at  = 1
│          ├── Thumb101.jpg
gpr.v0  = 2
│          ├── Thumb102.jpg
gpr.v1  = 3
│          ├── Thumb103.jpg
gpr.a0  = 4
│          ├── Thumb104.jpg
gpr.a1  = 5
│          ├── Thumb105.jpg
gpr.a2  = 6
│          ├── Thumb106.jpg
gpr.a3  = 7
│          ├── Thumb107.jpg
gpr.t0  = 8
│          ├── Thumb108.jpg
gpr.t1  = 9
│          ├── Thumb109.jpg
gpr.t2  = 10
│          ├── Thumb10.jpg
gpr.t3  = 11
│          ├── Thumb110.jpg
gpr.t4  = 12
│          ├── Thumb111.jpg
gpr.t5  = 13
│          ├── Thumb112.jpg
gpr.t6  = 14
│          ├── Thumb113.jpg
gpr.t7  = 15
│          ├── Thumb114.jpg
gpr.s0  = 16
│          ├── Thumb115.jpg
gpr.s1  = 17
│          ├── Thumb116.jpg
gpr.s2  = 18
│          ├── Thumb11.jpg
gpr.s3  = 19
│          ├── Thumb12.jpg
gpr.s4  = 20
│          ├── Thumb13.jpg
gpr.s5  = 21
│          ├── Thumb14.jpg
gpr.s6  = 22
│          ├── Thumb15.jpg
gpr.s7  = 23
│          ├── Thumb16.jpg
gpr.t8  = 24
│          ├── Thumb17.jpg
gpr.t9  = 25
│          ├── Thumb18.jpg
gpr.k0  = 26
│          ├── Thumb19.jpg
gpr.k1  = 27
│          ├── Thumb20.jpg
gpr.gp  = 28
│          ├── Thumb21.jpg
gpr.sp  = 29
│          ├── Thumb22.jpg
gpr.fp  = 30
│          ├── Thumb23.jpg
gpr.ra  = 31
│          ├── Thumb24.jpg
 
│          ├── Thumb25.jpg
return gpr
│          ├── Thumb26.jpg
</pre>
│          ├── Thumb27.jpg
 
│          ├── Thumb28.jpg
'''ee-hwaddr.lua'''
│          ├── Thumb29.jpg
<pre>
│          ├── Thumb30.jpg
gif_hw  = {}
│          ├── Thumb31.jpg
vif0_hw = {}
│          ├── Thumb32.jpg
vif1_hw = {}
│          ├── Thumb33.jpg
 
│          ├── Thumb34.jpg
gif_hw.CHCR = 0x1000A000
│          ├── Thumb35.jpg
gif_hw.MADR = 0x1000A010
│          ├── Thumb36.jpg
gif_hw.QWC = 0x1000A020
│          ├── Thumb37.jpg
gif_hw.TADR = 0x1000A030
│          ├── Thumb38.jpg
gif_hw.ASR0 = 0x1000A040
│          ├── Thumb39.jpg
gif_hw.ASR1 = 0x1000A050
│          ├── Thumb40.jpg
gif_hw.SADR = 0x1000A080
│          ├── Thumb41.jpg
 
│          ├── Thumb42.jpg
vif0_hw.CHCR = 0x10008000
│          ├── Thumb43.jpg
vif0_hw.MADR = 0x10008010
│          ├── Thumb44.jpg
vif0_hw.QWC = 0x10008020
│          ├── Thumb45.jpg
vif0_hw.TADR = 0x10008030
│          ├── Thumb46.jpg
vif0_hw.ASR0 = 0x10008040
│          ├── Thumb47.jpg
vif0_hw.ASR1 = 0x10008050
│          ├── Thumb48.jpg
vif0_hw.SADR = 0x10008080
│          ├── Thumb49.jpg
 
│          ├── Thumb50.jpg
vif1_hw.CHCR = 0x10009000
│          ├── Thumb51.jpg
vif1_hw.MADR = 0x10009010
│          ├── Thumb52.jpg
vif1_hw.QWC = 0x10009020
│          ├── Thumb53.jpg
vif1_hw.TADR = 0x10009030
│          ├── Thumb54.jpg
vif1_hw.ASR0 = 0x10009040
│          ├── Thumb55.jpg
vif1_hw.ASR1 = 0x10009050
│          ├── Thumb56.jpg
vif1_hw.SADR = 0x10009080
│          ├── Thumb57.jpg
 
│          ├── Thumb58.jpg
return gif_hw, vif0_hw, vif1_hw, nil
│          ├── Thumb59.jpg
</pre>
│          ├── Thumb60.jpg
 
│          ├── Thumb61.jpg
'''language.lua'''
│          ├── Thumb62.jpg
<pre>
│          ├── Thumb63.jpg
-- Recommended method to import this module:
│          ├── Thumb64.jpg
--  local lang = require("language")
│          ├── Thumb65.jpg
--
│          ├── Thumb66.jpg
-- Using the global 'lang' variable is depreciated. This will change to a local-scope variable after
│          ├── Thumb67.jpg
-- the depreciation period has expired in April 2016.
│          ├── Thumb68.jpg
 
│          ├── Thumb69.jpg
lang = {}
│          ├── Thumb70.jpg
 
│          ├── Thumb71.jpg
lang.japanese = 0
│          ├── Thumb72.jpg
lang.english = 1
│          ├── Thumb73.jpg
lang.french = 2
│          ├── Thumb74.jpg
lang.spanish = 3
│          ├── Thumb75.jpg
lang.german = 4
│          ├── Thumb76.jpg
lang.italian = 5
│          ├── Thumb77.jpg
lang.dutch = 6
│          ├── Thumb78.jpg
lang.portuguese = 7
│          ├── Thumb79.jpg
lang.russian = 8
│          ├── Thumb80.jpg
lang.korean = 9
│          ├── Thumb81.jpg
lang.chinese_traditional = 10
│          ├── Thumb82.jpg
lang.chinese_simplified = 11
│          ├── Thumb83.jpg
lang.finnish = 12
│          ├── Thumb84.jpg
lang.swedish = 13
│          ├── Thumb85.jpg
lang.danish = 14
│          ├── Thumb86.jpg
lang.norwegian = 15
│          ├── Thumb87.jpg
lang.polish = 16
│          ├── Thumb88.jpg
lang.portuguese_brazil = 17
│          ├── Thumb89.jpg
lang.english_gb = 18
│          ├── Thumb90.jpg
lang.turkish = 19
│          ├── Thumb91.jpg
lang.spanish_la = 20
│          ├── Thumb92.jpg
lang.arabic = 21
│          ├── Thumb93.jpg
lang.french_canada = 22
│          ├── Thumb94.jpg
 
│          ├── Thumb95.jpg
return lang
│          ├── Thumb96.jpg
</pre>
│          ├── Thumb97.jpg
 
│          ├── Thumb98.jpg
'''pad-and-key.lua'''
│          └── Thumb99.jpg
<pre>
├── sce_module
pad = {}
│   ├── libc.prx
 
│   └── libSceFios2.prx
-- Left Side
├── sce_sys
pad.LU = 0x0010 -- Up
│   ├── about
pad.LD = 0x0040 -- Down
│   │   └── right.sprx
pad.LL = 0x0080 -- Left
│   └── keystone
pad.LR = 0x0020 -- Right
└── trophy_data
 
    └── SLES-50326_trophies.lua
-- Right Side
pad.RU = 0x1000 -- Up (Triangle)
pad.RD = 0x4000 -- Down (Cross)
pad.RL = 0x8000 -- Left (Square)
pad.RR = 0x2000 -- Right (Circle)
 
-- aliases
pad.UP = 0x0010 -- LU
pad.DOWN = 0x0040 -- LD
pad.LEFT = 0x0080 -- LL
pad.RIGHT = 0x0020 -- LR
pad.TRIANGLE= 0x1000
pad.CROSS = 0x4000
pad.SQUARE = 0x8000
pad.CIRCLE = 0x2000
 
pad.L1 = 0x0400
pad.L2 = 0x0100
pad.L3 = 0x0002
 
pad.R1 = 0x0800
pad.R2 = 0x0200
pad.R3 = 0x0004
 
pad.SELECT = 0x0001
pad.START = 0x0008
 
keyboard = {}
 
keyboard.ESCAPE = 0x1000
keyboard.SLASH = 0x1001
keyboard.SEPARATOR = 0x1002 -- backslash or pipe (\|)
keyboard.BACKQUOTE = 0x1003
keyboard.PAGEDOWN = 0x1004
keyboard.PAGEUP = 0x1005
keyboard.F1 = 0x1006
keyboard.F2 = 0x1007
keyboard.F3 = 0x1008
keyboard.F4 = 0x1009
keyboard.F5 = 0x100a
keyboard.F6 = 0x100b
keyboard.F7 = 0x100c
keyboard.F8 = 0x100d
keyboard.F9 = 0x100e
keyboard.F10 = 0x100f
keyboard.F11 = 0x1010
keyboard.F12 = 0x1011
</pre>
 
'''ps2.lua'''
<pre>
require("ee-gpr-alias")
require("utils")
 
MipsInsn = {}
MipsInsn.IsAddi = function(insn) return (insn & 0xfc000000) == 0x20000000 end -- addi rt,rs,simm
MipsInsn.IsAddiu = function(insn) return (insn & 0xfc000000) == 0x24000000 end -- addiu rt,rs,simm
MipsInsn.IsBeq = function(insn) return (insn & 0xfc000000) == 0x10000000 end -- beq rs,rt,off
MipsInsn.IsJ = function(insn) return (insn & 0xfc000000) == 0x08000000 end -- j target
MipsInsn.IsJal = function(insn) return (insn & 0xfc000000) == 0x0c000000 end -- jal target
MipsInsn.IsJr = function(insn) return (insn & 0xfc1fffff) == 0x00000008 end -- jr rs
MipsInsn.IsLq = function(insn) return (insn & 0xfc000000) == 0x78000000 end -- lq rt,simm(rs)
MipsInsn.IsLd = function(insn) return (insn & 0xfc000000) == 0xdc000000 end -- ld rt,simm(rs)
MipsInsn.IsLw = function(insn) return (insn & 0xfc000000) == 0x8c000000 end -- lw rt,simm(rs)
MipsInsn.IsSq = function(insn) return (insn & 0xfc000000) == 0x7c000000 end -- sq rt,simm(rs)
MipsInsn.IsSd = function(insn) return (insn & 0xfc000000) == 0xfc000000 end -- sd rt,simm(rs)
MipsInsn.IsSw = function(insn) return (insn & 0xfc000000) == 0xac000000 end -- sw rt,simm(rs)
MipsInsn.IsEnd = function(insn) return (insn & 0xfc00003f) == 0x0000000d end
 
MipsInsn.GetRt = function(insn) return (insn >> 16) & 0x1f end
MipsInsn.GetRs = function(insn) return (insn >> 21) & 0x1f end
MipsInsn.GetSimm = function(insn) return ((insn << 48) >> 48) end
MipsInsn.GetOff = function(insn) return MipsInsn.GetSimm(insn) end
MipsInsn.GetTarget = function(insn) return insn & 0x3ffffff end
 
-- return FIFO queue of stack trace
-- the queue item is { caller-addr, return-from }
--
-- example:
--    print("=== stack trace ===")
--   local stack_trace = MipsStackTrace(eeObj, eeObj.GetPc()+4, eeObj.GetGpr(gpr.ra), eeObj.GetGpr(gpr.sp))
--   while not stack_trace:isEmpty() do
-- local caller = stack_trace:dequeue()
-- print( string.format(" 0x%08x [will return from : %x]", caller[1], caller[2]) )
--   end
--
-- NOTE: you must +4 against GetPc() if you in a EE/IOP hook.
-- Because EE/IOP jit executed the instruction at the address already and it might affect $sp or $ra.
--
-- obj : eeObj or iopObj
-- pc  : current pc (from GetPC or readout from thread context)
-- ra  : current ra (from GetGpr or readout from thread context)
-- sp  : current sp (from GetGpr or readout from thread context)
MipsStackTrace = function (obj, pc, ra, sp, depth)
  local max_depth = depth or 10 -- max trace depth
  local n_j = 1
  local jmax = {}
  local depth = 0
  local bdl_count = 0
  local new_pc    = 0
  local icount    = 0
 
  local result = Queue.new()
  local pushed_ra = Queue.new()
  while depth < max_depth and icount < 2048 do
  -- TODO: error checks
  if (pc & 3) ~= 0 then
return result
  end
  pc = pc & 0x01ffffff
  sp = sp & 0x01ffffff
  local insn = obj.ReadMem32(pc)
  -- print(string.format("trace .. pc=%x insn=%x", pc, insn))
  -- result:enqueue( { pc, insn } )
 
  if MipsInsn.IsJr(insn) and MipsInsn.GetRs(insn) == gpr.ra then
bdl_count = 1
depth = depth + 1
new_pc = ra
-- print(string.format("jr ra : ra=%x", ra))
icount = 0
-- print(string.format("enqueue caller pc=%x ret addr=%x", new_pc-8, pc))
result:enqueue( {new_pc-8, pc} ) -- {return-addr, where-from}
  elseif MipsInsn.IsAddiu(insn) and MipsInsn.GetRt(insn) == gpr.sp and MipsInsn.GetRs(insn) == gpr.sp then
sp = sp + MipsInsn.GetSimm(insn) -- ((insn<<48) >>48)
-- print(string.format("addiu sp,sp,** : new sp = %x", sp))
  elseif MipsInsn.IsLq(insn) or MipsInsn.IsLd(insn) or MipsInsn.IsLw(insn) then
if MipsInsn.GetRt(insn) == gpr.ra and MipsInsn.GetRs(insn) == gpr.sp then
-- the code might push $ra on the stack after start pc.
-- in such case, we must not retrieve $ra value from the memory.
if pushed_ra:isEmpty() then
  local imm = MipsInsn.GetSimm(insn) -- ((insn<<48) >>48)
  -- print(string.format("retrieve ra from stack(%x) : sp=%x imm=%x", sp+imm, sp, imm))
  ra = obj.ReadMem32(sp + imm)
  -- print(string.format("load ra,%x(sp) : sp = %x+%x, ra = %x", imm, sp, imm, ra))
else
  -- print(string.format("retrieve ra from pushed one"))
  pushed_ra:dequeue()
end
end
  elseif MipsInsn.IsSq(insn) or MipsInsn.IsSd(insn) or MipsInsn.IsSw(insn) then
if MipsInsn.GetRt(insn) == gpr.ra and MipsInsn.GetRs(insn) == gpr.sp then
pushed_ra:enqueue(pc);
end
  elseif MipsInsn.IsJ(insn) then -- j **
local imm = MipsInsn.GetTarget(insn)
imm = imm << 2
if pc == imm then
-- jump to self? maybe we can ignore it.
else
new_pc = imm
-- print(string.format("j ** : new_pc = %x", new_pc))
bdl_count = 1
for t=1, n_j do
  if jmax[t] == new_pc then
  return result -- closed loop
  end
end
if n_j > 1024 then
  return result -- jump buffer overflow
end
jmax[n_j] = new_pc
n_j = n_j + 1
end
  elseif MipsInsn.IsBeq(insn) and MipsInsn.GetRs(insn) == gpr.zero then -- beq zero,**
local offset = MipsInsn.GetOff(insn) -- ((insn<<48) >> 48)
offset = offset << 2
new_pc = pc + 4 + offset
 
if pc == new_pc then
-- jump to self? maybe we can ignore it
else
-- print(string.format("beq zero,** : new_pc=%x", new_pc))
bdl_count = 1
for t = 1, n_j do
  if jmax[t] == new_pc then
  return result
  end
end
if n_j > 1024 then
  return result
end
jmax[n_j] = new_pc
n_j = n_j + 1
end
  elseif MipsInsn.IsEnd(insn) then -- end
-- print(string.format("end"))
return result
  elseif MipsInsn.IsJal(insn) then -- jal **
local imm = insn & 0x03ffffff
imm = imm << 2
-- print(string.format("jal ** : addr = %x", imm))
-- call
  end
 
  icount = icount + 1
  pc = pc + 4
 
  -- -- print(string.format("bdl_count=%d", bdl_count))
  if bdl_count > 0 then
if bdl_count == 2 then
pc = new_pc
bdl_count = 0
else
bdl_count = bdl_count + 1
end
  end
  end
  return result
end


PS2 = {}
PS2.GetCurrentThread = function(eeObj) return eeObj.ReadMem32(0x12fac) end
PS2.GetThreads = function(eeObj)
  local EE_THREAD_BASE = 0x18000
  local EE_NUM_THREADS = 0x100
  local th = EE_THREAD_BASE
  local result = Queue.new()
  for t = 0, EE_NUM_THREADS-1 do
  -- 0 : node_prev
  -- 4 : node_next
  -- 8 : status
  -- 12: pc
  -- 16: sp
  -- 20: gp
  -- 24: init_pri
  -- 26: curr_pri
  -- 28: wstat
  -- 32: waitId
  -- 36: wakeupCount
  -- 40: attr
  -- 44: option
  -- 48: func
  -- 52: argc
  -- 56: args
  -- 60: stack
  -- 64: size
  -- 68: root
  -- 72: endOfHeap
  local status = eeObj.ReadMem32(th + 8)
  if status ~= 0 then
local id    = t
local pri  = eeObj.ReadMem16(th + 26)
local gp    = eeObj.ReadMem32(th + 20)
local pc    = eeObj.ReadMem32(th + 12)
local sp    = eeObj.ReadMem32(th + 16)
result:enqueue( {id=id, status=status, pri=pri, gp=gp, pc=pc, sp=sp} )
  end
  th = th + 76
  end
  return result
end
</pre>
</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>
Please note that all contributions to PS4 Developer wiki are considered to be released under the GNU Free Documentation License 1.2 (see PS4 Developer wiki:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

To protect the wiki against automated edit spam, we kindly ask you to solve the following hCaptcha:

Cancel Editing help (opens in new window)