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


=2014-2018 emulators=
PlayStation 2 emulation on the PlayStaion 4 is handled with little difference to the PlayStation 3,
= Description =
some issues that the PlayStation 3 faced have moved into the PlayStation 4 along with a few new issues.
 
The PS4 is too weak for emulation, and for that reason Sony had to sacrifice accuracy for performance


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.
Each PS2ONPS4 package file (.pkg) includes the emulator itself, the ps4 does not have a native built-in emulator in its firmware but it does have some PS2 emulator specific features, like the functions sceLncUtilIsPs2Emu, sceShellCoreUtilGetImposeMenuFlagForPs2Emu, sceSystemServiceAddLocalProcessForPs2Emu, or sceSystemServiceShowImposeMenuForPs2Emu.


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.
Emulators are programmed to be accurate for the games that they were made for, and that alone is a challenge for accurate emulation. since emulators include per title patches, and different default settings, and since the Playstation 2 hardware is a complex system to emulate, any small change in configuration can have make or break a game.


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.
Currently the most used emulator is Jakv2 since it is the most compatible, but for game crashes we use RECVX, and for VU accuracy we use roguev1.


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


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.
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.


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


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


* '''config-emu-ps4.txt''' - Stores paths, basic video/audio settings in official packages. But unofficially can be also used for advanced settings for global effect in multi disc .pkg with all commands originally used in cli.conf file.  
* '''config-emu-ps4.txt''' - Stores paths, basic video/audio settings in official packages. But unofficially can be also used for advanced settings for global effect in multi disc .pkg with all commands originally used in cli.conf file.  
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== Commands ==
== Commands ==
The rest of the CLI and LUA commands can all be found inside of any emulator's '''Eboot.bin''' file.
'''Known functions:''' Require cleanup.
<br>The rest of the cli and lua commands can all be found inside of an emu's decrypted '''eboot.bin'''.
=== config-emu-ps4.txt commands ===
=== config-emu-ps4.txt commands ===


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|-
|-
| --config-local-lua ||  ||  || --config-local-lua=""
| --config-local-lua ||  ||  || --config-local-lua=""
|-
| --lopnor-config ||  0,1  ||  Enables limited PS3's PS2 config support || --lopnor-config=1
|-
|-
| --load-tooling-lua ||  ||  || --load-tooling-lua=0
| --load-tooling-lua ||  ||  || --load-tooling-lua=0
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| --path-vmc || dir/folder ||  || --path-vmc="/tmp/vmc"
| --path-vmc || dir/folder ||  || --path-vmc="/tmp/vmc"
|-
|-
| --emulog-file || 0, 1 ||  Creates a log file with information that is rarely useful || --emulog-file=1
| --emulog-file || 0, 1 ||  Creates a log file with information that is Rarely useful || --emulog-file=1
|-
|-
| --path-emulog || dir/folder || Sets the directory of the emulog file. Requires --emulog-file=1 command  || --path-emulog="/tmp/recordings"
| --path-emulog || dir/folder || Sets the directory of the emulog file, Requires --emulog-file=1 command  || --path-emulog="/tmp/recordings"
|-
|-
| --path-manual || dir/folder ||  ||
| --path-manual || dir/folder ||  ||
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| --framelimit-fps ||  FPS/float || framelimiter || --framelimit-fps=0.8
| --framelimit-fps ||  FPS/float || framelimiter || --framelimit-fps=0.8
|-
|-
| --framelimit-scalar ||  scalar/float || || --framelimit-scalar=3.2
| --framelimit-scalar ||  scalar/float || scalar must be between 0.1 and 5.0 || --framelimit-scalar=3.2
|-
|-
| --framelimit-mode || slowest,slower,slow,normal,fast,fastest,turbo || A Standalone framelimiter || --framelimit-mode=fast
| --framelimit-mode || slowest,slower,slow,normal,fast,fastest,turbo || A Standalone framelimiter || --framelimit-mode=fast
|-
|-
| --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  
| --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  
|-
| --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
|-
|-
| --verbose-cpu-cycles=1 || 0,1 || ? || --verbose-cpu-cycles=1
| --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
|-
|-
| --gs-uprender || none, 2x2 || Internal resolution upscaler. || --gs-uprender=2x2
| --gs-uprender || none, 2x2 || Internal resolution upscaler. || --gs-uprender=2x2
|-
|-
| --gs-upscale || none, gpu, edgesmooth, motionvec, point, motionvector, smooth, motion || upscaling type || --gs-upscale=EdgeSmooth
| --gs-upscale || none, gpu, edgesmooth, motionvec, point, motionvector, smooth, motion || upscaling type || --gs-upscale=EdgeSmooth
|-style="background-color:#ffe680"
|  || CDVD || ||
|-
| --max-disc-num || 1-5  || numbers of discs in package (maximum=5)  || --max-disc-num=1
|-
| --boot-disc-id || 1-5  ||  sets boot disc for multi-disc pkg || --boot-disc-id=0
|-
| --switch-disc-reset || <pre> 1 = Enables resetting the game upon disc swap
0 = Disables resetting the game upon disc swap</pre>|| <pre> 0 Can be used to prevent Resetting the game when switching multiple discs, useful for games like Samurai warriors 2 that have Import data Feature, Sadly this command isn't supported by many emulators, but jakv2 is confirmed to support it</pre> || --switch-disc-reset=1
|-
| --cdvd-sector-read-cycles || <pre>0.1 = Fastest,
80000 = Slowest</pre>|| <pre>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.</pre>|| --cdvd-sector-read-cycles=40000
|-
| --cdvd-sector-seek-cycles || <pre>0.1 = Fastest,
80000 = Slowest</pre> || <pre>Set the speed at which the emulated CDVD spins, higher values are slower,
lower values are faster, fixes boot-up sometimes.</pre> More info here [https://github.com/PCSX2/pcsx2/pull/3877]. || --cdvd-sector-seek-cycles=1
|-
| --verbose-cdvd-reads || 0, 1 || Might improve disc reading if set to 1|| --verbose-cdvd-reads=0
|-style="background-color:#ff8080"
|-style="background-color:#ff8080"
|  || Audio || ||
|  || Audio || ||
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| --host-pad-loses-focus ||  ||  ||  --host-pad-loses-focus=1
| --host-pad-loses-focus ||  ||  ||  --host-pad-loses-focus=1
|-  
|-  
| --host-gamepads || 0, 1 || || --host-gamepads=1
| --host-gamepads || 0, 1 || This command was used to fix urban reign allowing only 1 controller. || --host-gamepads=1
|-
|-
| --pad-record ||  0, 1  ||  Enables logging pad info in emulog ||
| --pad-record ||  0, 1  ||  Enables Logging pad info in emulog ||
|-
|-
| --pad-analog-to-digital || 0, 1 || Eternel ring emu uses the value 0 || --pad-analog-to-digital=0
| --pad-analog-to-digital || 0, 1 || Eternel ring emu uses the value 0 || --pad-analog-to-digital=0
|-
|-
| --mtap1 || Disabled, Always, ByHost || Multitap switch. The values are correct but the multitap only works in certain games. || --mtap1=always
| --mtap1 || Disabled, Always, ByHost || Multitap switch, The values are correct but the multitap only works in certain games. || --mtap1=always
|-
|-
| --mtap2 || Disabled, Always, ByHost || Multitap switch. Some games require multitap to be selected only on second port (1, 2-a, 2-b, 2-c layout). To achieve that, we need to disable 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
| --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
|}
|}


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


<pre>These commands work in config-emu-ps4.txt, but the official way to use them is through the CLI file (It is also needed for multi-disc packages). Additionally, some commands are still not discovered, and known commands might be missing their values.
<pre>Please note that commands listed here also work in config-emu-ps4.txt. But the official way to use them is by CLI file. The CLI file way is also needed for multi-disc packages, Some of the Commands are still not discovered, And some known commands are missing some of their values Due to them being not Discovered. The scene has named "CLI" with 3 names, including TXT, CLI, CONF. all 3 are the exact same thing.</pre>
All commands are pre-made. Creating new CLI commands is impossible.
<pre>All CLI commands are pre-made by sony, We cannot create CLI commands out of thin air.
The values of the commands are also pre-defined by Sony and/or have a set of possible values or ranges.
The values of the commands are also pre-defined by sony and /or have a quota for possible values/ranges.
Some CLI commands have no effect, as they were added to the eboot.bin without being programmed. Some useful commands were removed or added in or from different emu revisions, or their effects were changed. In some emulators, CLI configurations can be found in the ram at SceLibcHeap[0]-3-881004000.</pre>
Some CLI commands have no effect, and were added into the eboot.bin without being programmed by sony.
====EmotionEngine (MIPS-IV)====
and some useful commands were removed/added from different emu revisions. or their effects were changed.</pre>
=====[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>
====EE====
<pre>Commands for the emulated Emotion Engine. these commands may assist you in gaining performance or better 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
! Command !! Values !! Notes !! Usage
|-style="background-color:#7698FF"
|-style="background-color:#7698FF"
|  || Speedhacks / Desync Fixes|| ||
|  || Speedhacks || ||
|-
|-
| --ee-cycle-scalar ||Slowest cycles speed: 5.00<br>Normal cycles speed: 1.000<br>Fastest cycles speed: 0.100 || Can benefit core sync or performance (lowering the cycle rate may affect FMVS). The default value for most emulators is ~1.0. It is highly sensitive, as any slight change may break or fix the game. (Possibly divides 100 with the entered value and sets the result as EE's clock speed percentage % .) || --ee-cycle-scalar=1.0  
| --ee-cycle-scalar || <pre>
[Overclocking]
(0.99 => 0.1)
[Underclocking]
(1.1 => 5.0)</pre> || <pre> Underclocking the ee can be useful for performance gain (Can cause stuttering fmvs though.) And overclocking the ee should only be useful for the purpose of fixing games. the default value is 1.0</pre> || --ee-cycle-scalar=1.0  
|-
|-
| --ee-context-switch-cycles || Accelerate cycles (360 => 0) <br>Decelerate cycles (361 => ∞ ) || Its effects are mysterious. Possibly configures how many CPU cycles the emulator should run before switching between different tasks or threads. Does not work on Jak emulators. Default value is 360. Seems to be useful for Bee Movie, Metal Gear Solid 3, as well as others with IPU issues.|| --ee-context-switch-cycles=2700?
| --ee-context-switch-cycles ||<pre> [Overclocking(?)]
(0.99 => 0.1)  
[Cycle skipping(?)]
(1.1 => ∞ ) </pre>|| <pre>This command's function is yet to be discovered. Its effects are similar to cyclescalar. It's not supported by Jak emulators.</pre> || --ee-context-switch-cycles=2700?
|-
|-
| [[--ee-hook|--ee-hook]] || AdvanceClock<br>FastForwardClock<br>Mfifodrain || Runs the specified functionality each time a selected EE offset is reached. FastForwardClock and AdvanceClock help fix core sync issues, but can be used as a speedhack. It is believed that AdvanceClock stalls the EE for a specified amount of cycles, while FastForwardClock behaves similarly. They are commonly used on affected COP2 instructions. Mfifodrain is still unknown. [[--ee-hook|For more examples]] ||--ee-hook=0x0025A9F2,AdvanceClock,,500 <br>--ee-hook=0x0019F0AD,FastForwardClock
| --ee-hook || <pre>AdvanceClock
FastForwardClock
Mfifodrain</pre> || <pre>Apply a function into an offset in the ee memory. FastForwardClock is likely an overclocking function while AdvanceClock is the opposite. Mfifodrain is still unknown.</pre> ||<pre>--ee-hook=0x0025A9F2,AdvanceClock,,500 </pre> <pre>--ee-hook=0x0019F0AD,FastForwardClock</pre>
|-
|-
|-style="background-color:#D7EF54"
|-style="background-color:#D7EF54"
|  || Game fixes || ||
|  || Game fixes || ||
|-
|-
| --ee-jit-pagefault-threshold || 0-254 || Ignore JIT pagefaults, usually caused by data placed right after code. JIT try to recompile it, and obviously hit some bad opcodes. This command reduces the occurrence of crashes the higher it is. || --ee-jit-pagefault-threshold=40
| --ee-jit-pagefault-threshold || 0-254 || Reduces the occurrence of crashes the higher it is. Only accepts 1 byte long values with 254 being the limit|| --ee-jit-pagefault-threshold=40
|-
| --ee-regalloc-scalar || 0,none,ReadOnly,WriteOnly,RW || Register allocation setting. Setting it to 0 may prevent crashes. ||
|-
|-
| --ee-block-validation || PageProt, PageProtection, Hash, Full, none || way of validating that block been modified, and require recompilation. [[https://github.com/PCSX2/pcsx2/blob/4db6b287cda817345f7ed4268a8a68f9fda76f26/pcsx2/Memory.cpp#L869| Some info about PageProt way]] || --ee-block-validation=None
| --ee-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
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| --ee-const-folding || None,Gpr,Fpu,All || EE constant folding. "All" seems to be the default option. || --ee-const-folding=none  
| --ee-const-folding || None,Gpr,Fpu,All || EE constant folding. "All" seems to be the default option. || --ee-const-folding=none  
|-
|-
| --ee-ignore-segfault || none, read, write, readwrite || Ignore segmentation fault. Ignore rw from/to unmapped memory, known in pcsx2 as TLB miss (load.store) || --ee-ignore-segfault=readwrite
| --ee-ignore-segfault || none, read, write, readwrite || Ignore segmentation fault. May help with crashes but will probably cause graphical inaccuracies || --ee-ignore-segfault=readwrite
|-
|-
| --ee-native-function || memset, memcpy, strlen, strcmp, strcasecmp, litodp, dptoli, floatdidf, fptoui, fptodp, dptofp, fabs, fabsf, ieee754_atan2f, ieee754_asinf, ieee754_acosf, ieee754_sinf, ieee754_cosf, ieee754_sqrtf, asinf, acosf, sinf, cosf, sqrtf. || Hook mips function with HLE x64 native version. Much faster, but tricky to keep correct timings on ps2 VM. || --ee-native-function=memcpy,0x11e328
| --ee-native-function || <pre>memcpy
|-style="background-color:#FFAA00"
memset </pre>||<pre>
Check redfaction's config for more details.</pre>|| --ee-native-function=memcpy,0x11e328
|-style="background-color:#FEA15C"
|  || Other || ||
|  || Other || ||
|-
|-
| --ee-jit-disasm || 0 or 1 for mips and 2 for x86 || Emotion engine Just in Time disassembler mode (Likely a debug log option) || --ee-jit-disasm=1
| --ee-jit-disasm || 0 or 1 for mips and 2 for x86 || Emotion engine Just in Time disassembler mode (Likely a debug log option) || --ee-jit-disasm=1
|-
|-
| --ee-ignore-break || 0, 1 || Turns a BREAK instruction into a NOP Instruction. ||  
| --ee-ignore-break || 0, 1 || Ignore Break instructions. ||  
|-
|-
| --ee-break-as-nop || 0, 1 || Turns a BREAK instruction into a NOP Instruction. || --ee-break-as-nop=1
| --ee-break-as-nop || 0, 1 || Turns a BREAK instruction into a NOP Instruction (this seems to be rarely useful as Break usually mean eof) || --ee-break-as-nop=1
|-
|-
| --ee-jit-opt-debug || 0, 1 || ||
| --ee-jit-opt-debug || 0, 1 || ||
|-
|-
| --ee-pc-coherency || 0, 1 || Flush PC register to memory on every mips opcode. Result in more accurate EE PC reg reads. ||  
| --ee-pc-coherency || 0, 1 || ||  
|-
|-
| --ee-insn-flush-pc || 0, 1 || Flush PC register to memory on every mips opcode. Result in more accurate EE PC reg reads. ||
| --ee-insn-flush-pc || 0, 1 || ||
|-  
|-  
| --ee-inst-marking || 0,1? || ||  
| --ee-inst-marking || 0,1? || ||  
Line 212: Line 239:
| --ee-insn-marking || 0,1? || ||  
| --ee-insn-marking || 0,1? || ||  
|-
|-
| --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. ||  
| --ee-kernel-hle ||  0, 1 || High-level emulation kernel ||  
|-
|-
| --ee-injection-kernel || 0, 1 || Just like --ee-kernel-hle, except using a different name. ||
| --ee-injection-kernel || 0, 1 || ||
|-
|-
| --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. ||
| --ee-injection-title || 0, 1 || ||
|-
|-
| --ee-validate-kernel || 0, 1 || ||  
| --ee-validate-kernel || 0, 1 || ||  
|-
| --ee-regalloc-scalar || 0,none,ReadOnly,WriteOnly,RW || register allocation setting ||
|-
|-
| --ee-regalloc-simd || readwrite, writeonly, readonly || register allocation setting ||  
| --ee-regalloc-simd || readwrite, writeonly, readonly || register allocation setting ||  
Line 232: Line 261:
| --ee-live32 || 0,1? || ||  
| --ee-live32 || 0,1? || ||  
|-
|-
| --ee-cache-breaks-block || 0,1 || End recompiler block on r5900 cache opcode. ||
| --ee-cache-breaks-block || 0,1? || ||
|-
|-
| --ee-evt-check-full || 0, 1 || Perform more accurate EE event check ||  
| --ee-evt-check-full || 0, 1 || ||  
|-
|-
| --ee-peephole || 0, 1? || ||
| --ee-peephole || 0, 1? || ||
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| --ee-precompile-trace || || ||
| --ee-precompile-trace || || ||
|-
|-
| --ee-penalize-short-blocks || 0, 1 || Add cycles to short recompiled blocks? ||
| --ee-penalize-short-blocks || 0, 1 || ||
|-
|-
| --ee-mem-check-eob || || EE memory check end of block ||  
| --ee-mem-check-eob || || EE memory check end of block ||  
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| --ee-insn-callmark || || ||
| --ee-insn-callmark || || ||
|-  
|-  
| --ee-inline-limit-full || insn_count/integer || ||
| --ee-inline-limit-full || insn_count/integer || ||
|-
|-
| --ee-inline-limit-partial || || ||
| --ee-inline-limit-partial || || ||
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|}
|}


=====FPU=====
====FPU====
<pre>The FPU is a fast single-precision unit that typically serves the EE by calculating in-game physics. It mostly controls the accuracy of the movement of in-game objects, or the game's gravity as a whole. In some cases, it is best to use COP2 commands with the FPU's to ensure the accuracy of the game's geometrical calculations.</pre>
<pre>The FPU is a fast single-precision unit that serves the EE. It's also called (COP1).</pre>
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Values !! Notes !! Usage  
! Command !! Values !! Notes !! Usage  
Line 267: Line 296:
|  || Game fixes || ||
|  || Game fixes || ||
|-
|-
| --fpu-no-clamping || 0, 1 || Changes the clamping behavior of the FPU. It's set to 1 by default. Might fix freezing issues, or misplaced characters/items (Inaccuracies with in-game physics) || --fpu-no-clamping=0
| --fpu-no-clamping || <pre> 1 = Heavy clamping
0 = Light clamping</pre> || Changes the clamping behavior of the FPU. The default emulator's behavior is none of these values. || --fpu-no-clamping=0
|-  
|-  
| --fpu-custom-min-max || 0, 1 || Custom Max/Mini logic for denormals. Enabled by default. Disabling it might break some games || --fpu-custom-min-max=0
| --fpu-custom-min-max || 0, 1 || <pre>Custom Max/Mini logic for denormals. Enabled by default. Disabling it might break some games</pre> || --fpu-custom-min-max=0
|-  
|-  
| --fpu-accurate-range || start,end offset (0x0 - 0x1FFFFFF) || Accurate Mul/Div/Add/Sub Math instructions for the FPU by using software floats rather than hardware floats. Can be used for full EE/FPU Mathematical accuracy in the specified range. || --fpu-accurate-range=0x1acce0,0x2acce0
| --fpu-accurate-range || start,end offset (0x0 - 0x1FFFFFF) || Accurate Mul/Div/Add/Sub Math instructions for the FPU by using software floats rather than hardware floats. Can be used for full EE/FPU Mathematical accuracy in the specified range. || --fpu-accurate-range=0x1acce0,0x2acce0
|-  
|-  
| --fpu-no-clamp-range || start,end offset (0x0 - 0x1FFFFFF) || Per-range clamping for the FPU in the selected memory range. || --fpu-no-clamp-range=0x1acce0,0x2acce0
| --fpu-no-clamp-range || start,end offset (0x0 - 0x1FFFFFF) || Heavy clamping for the FPU in the selected memory range. || --fpu-no-clamp-range=0x1acce0,0x2acce0
|-  
|-  
| --fpu-accurate-muldiv  || 0 = Disabled<br>1 = Enabled || Allows the FPU to accurately Divide/Multiply for all offsets by using software floats rather than hardware floats. (Extremely slow) || --fpu-accurate-muldiv=1
| --fpu-accurate-muldiv  || <pre>0 = Disabled
1 = Enabled </pre> || Allows the FPU to accurately Divide/Multiply by 0 for all offsets by using software floats rather than hardware floats. (Extremely slow) || --fpu-accurate-muldiv=1
|-  
|-  
| --fpu-accurate-addsub || 0 = Disabled<br>1 = Enabled || Allows the FPU to accurately Add/Subtract for all offsets by using software floats rather than hardware floats. (Extremely slow) || --fpu-accurate-addsub=1
| --fpu-accurate-addsub || <pre>0 = Disabled
1 = Enabled </pre>|| 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
| --fpjk-muldiv-range || offset (0x0 - 0x1FFFFFF) || ? || --fpjk-muldiv-range=0x123456
|-
| --fpu-accurate-muldiv-range || start,end offset (0x0 - 0x1FFFFFF) || Allows the FPU to accurately Divide/Multiply by 0 in the specified ee memory range by using software floats rather than hardware floats. || --fpu-accurate-muldiv-range=0x1acce0,0x2acce0
|-  
|-  
| --fpu-accurate-addsub-range || start,end offset (0x0 - 0x1FFFFFF) || Allows the FPU to accurately Add/Subtract in the specified ee memory range by using software floats rather than hardware floats. || --fpu-accurate-addsub-range=0x1acce0,0x2acce0
| --fpu-accurate-addsub-range || start,end offset (0x0 - 0x1FFFFFF) || Allows the FPU to accurately Add/Subtract in the specified ee memory range by using software floats rather than hardware floats. || --fpu-accurate-addsub-range=0x1acce0,0x2acce0
Line 286: Line 320:
|  || Speedhacks || ||
|  || 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
| --fpu-rsqrt-fast-estimate || 0, 1 || Less accurate RSQRT. Possible speedhack but can degrade accuracy. Enabled by default. Disabling it is necessary for full FPU accuracy || --fpu-rsqrt-fast-estimate=1
|-
|-
| --fpu-accurate-mul-fast || 0, 1 || Speedhack for CLI FPU muldiv commands.  || --fpu-accurate-mul-fast=1
| --fpu-accurate-mul-fast || 0, 1 || A speed up option for --fpu-accurate-muldiv-range that only has an effect while the "muldiv" command is being used.  || --fpu-accurate-mul-fast=1
|-style="background-color:#FFAA00"
|-style="background-color:#FEA15C"
|  || Other || ||
|  || Other || ||
|-
|-
| --fpu-custom-fused-madd || 0, 1 || Custom FMA (fused multiply-add). Disabled by default. || --fpu-custom-fused-madd=0
| --fpu-custom-fused-madd || 0, 1 || <pre>Custom FMA (fused multiply-add). Disabled by default. </pre>|| --fpu-custom-fused-madd=0
|-
|-
| --fpu-to-double || 0, 1 || Converts floats to doubles (Accurate). Limited testing shows that infinity is still wrong at 7F7FFFFF, rather than 7FFFFFFF with it enabled. || --fpu-to-double=1
| --fpu-to-double || 0, 1 || <pre>Converts floats to doubles (Accurate)</pre> || --fpu-to-double=1
|-  
|-  
| --fpu-clamp-operands || 0, 1 || Affects the fpu's clamping behavior || --fpu-clamp-operands=1
| --fpu-clamp-operands || 0, 1 || Improves FPU clamping|| --fpu-clamp-operands=1
|-  
|-  
| --fpu-clamp-results || 0, 1 || Affects the fpu's clamping behavior || --fpu-clamp-results=1
| --fpu-clamp-results || 0, 1 || Improves FPU clamping || --fpu-clamp-results=1
|-  
|-  
|}
|}


===== COP2 =====
====VIF====
 
<pre>Decompresses vector data, uploads microprograms to the VUs, and sends graphical data to the GIF,
<pre>VU0 Macro-mode. These commands assist the FPU.</pre>
VIF CLI commands are mostly used for fixing games that freeze.</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 || <pre>Ignore invalid vif commands. Can in some cases fix games that freeze while showing the same frame if set to 1</pre> || --vif-ignore-invalid-cmd=1
|-
| --vif-thread-chunk-size || 1, 1000 || Unknown usage, however, it seems that 1024 is the limit. Integer values only. ||  --vif-thread-chunk-size=100
|-
| --detect-idle-vif || 0, 1 || Enabled by default. Unknown function || --detect-idle-vif=0
|-style="background-color:#ff8080"
|  || VIF1 || Game fixes ||
|-
| --vif1-ignore-cmd-ints || 0, 1 || <pre> Set to 1 to Ignore CMD ints. 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.</pre> || --vif1-ignore-cmd-ints=1
|-
| --vif1-instant-xfer || <pre> 1 = Instant transfers
0 = Delayed transfers</pre> || <pre>Allows you to change VIF1 timing. 0 is more accurate. can be used to fix graphical glitches or to prevent the game from freezing.</pre> || --vif1-instant-xfer=0
|-
|}


====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;"
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Values !! Notes !! Usage  
! Command !! Values !! Notes !! Usage  
Line 311: Line 368:
|  || Speedhacks || ||
|  || 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
| --gs-optimize-30fps || 0, 1 || Speedhack for GS hungry games. || --gs-optimize-30fps=1
|-  
|-  
| --cop2-opt-vf00 || 0, 1, 2 || Optimization for the vf00 register. || --cop2-opt-vf00=1
| --gs-adaptive-frameskip || 0, 1 || Speedhack. Skips frames when the gs demands more resources than there are available. doesn't work on all emulators. Does however work on jak emulators || --gs-adaptive-frameskip=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"
|-style="background-color:#D7EF54"
|  || Game fixes || ||
|  || Gs settings / Behaviour || ||
|-
|-
| --cop2-no-clamping || 0, 1 || Changes the clamping behavior of the COP2. The default value is set to 1. || --cop2-no-clamping=0
| --gs-use-deferred-l2h || 0, 1 || <pre>Delay option for L2H (local to host, GS to EE).</pre> || --gs-use-deferred-l2h=1
|-
|-
| --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
| --gs-uprender || none,2x2 || Internal resolution upscaler. || --gs-uprender=2x2
|-  
|-  
| --cop2-no-clamp-range || start,end offset (0x0 - 0x1FFFFFF) || Per-range clamping for COP2. || --cop2-no-clamp-range=0x123456,0x134567
| --gs-upscale || none, gpu, edgesmooth, smooth, motion, motionvec, motionvector, point || Upscaling type Selector || --gs-upscale=EdgeSmooth
|-
| --gs-kernel-cl-up || "DarkCloud2" "fantavision" "h2lpool2x2", "OptRightTri", "clutmerge2x2", "mipmap2x2", "up2x2simple", "up2x2skipinterp", "up2x2tc", "up2x2", default || Kernel Variant Color lookup Upscaler (?), <pre>Mipmap and clutmerge and h2l will have to be enabled first before using their options</pre>|| --gs-kernel-cl-up="clutmerge2x2"
|-  
| --gs-override-small-tri-area || 0, 1 || Could potentially restore missing text in some games. || --gs-override-small-tri-area=1
|-  
|-  
| --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
| --gs-dirty-page-policy || 0, 1 || || --gs-dirty-page-policy=1
|-  
|-  
| --cop2-accurate-mul || 1 = Enabled<br>0 = Disabled || Allows the COP2 to accurately multiply for all offsets by using software floats rather than hardware floats. (Extremely slow) || --cop2-accurate-mul=1
| --gs-ignore-dirty-page-border || 0, 1 || ? ||--gs-ignore-dirty-page-border=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
| --gs-ignore-rect-correction || 0, 1 || || --gs-ignore-rect-correction=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
| --gs-opt-frbuff-switch || 0, 1 || || --gs-opt-frbuff-switch=0
|-
|-
|-style="background-color:#FFAA00"
| --gs-kernel-cl || h2lpool, clutmerge, mipmap, DarkCloud2, fantavision, <pre>Mipmap and clutmerge and h2l will have to be enabled first before using their options</pre> ||<pre>Kernel Variant Color lookup(?). Options included here can be upscaling if --gs-kernel-cl-up were to be used along with it</pre> || --gs-kernel-cl="clutmerge"
| || Other || ||
|-
| --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 || <pre>Enables 60hz PAL mode.</pre> || --force-pal-60hz=1
|-
|-
| --cop2-regalloc || 0, 1 ? || Optimized Register Allocation(?). PCSX2 seems to have this enabled by default. Seems to slow down COP2 when disabled. ||
| --gs-use-clut-merge || 0, 1 ||Color lookup table(?). It could possibly solve graphical issues or improve the quality of the colors. || <pre>--gs-use-clut-merge=1</pre>
|-  
|-  
| --cop2-inst-q || 0, 1 || instant Q, no stalling on VWAITQ, or instances of Q. Crashes some games when enabled. ||
| --gs-use-mipmap || 0, 1 || <pre>Enables Mipmapping. Can be used to fix Graphics.</pre> || <pre>--gs-use-mipmap=1</pre>
|-  
|-  
| --cop2-inst-p || 0, 1 || instant P, no stalling on VWAITP, or instances of P. ||
| --gs-progressive || 0, 1 || Enables progressive scan. It's used to fix Graphical glitches/double screen issues. ||
|-  
|-  
| --cop2-use-rcp || 0, 1 || Enables SSE RCP. Disabled by default ||
| --gs-vert-precision || 8, 16 || 3D Rendering vertex precision, the eboot expects the values of 8 or 16, any other value will not be accepted. || --gs-vert-precision=8
|-
| --gs-force-bilinear || 0, 1 || Enables bilinear filtering. Can fix ghosting problems. but it's not recommended in games that use 2D images || --gs-force-bilinear=1
|-
| --gs-skip-dirty-flush-on-mipmap || 0, 1 || Skip flushing the texture cache when mipmap settings change (?.) It does however Require mipmap to be enabled first || <pre>--gs-skip-dirty-flush-on-mipmap=1</pre>
|-  
|-  
| --cop2-use-rsqrt || 0, 1 || Enables SSE RSQRT || --cop2-use-rsqrt=0
| --gs-packed15-fmv-opt || 0, 1 || || --gs-packed15-fmv-opt=1
|-  
|-  
| --cop2-clamp-operands || 0, 1 || Affects the COP2's clamping behavior|| --cop2-clamp-operands=1
| --gs-fieldswap-delay || 0, 254 || Wait longer than usual to change field. Reduces Sharpness. ||
|-  
|-
| --cop2-clamp-results || 0, 1 || Affects the COP2's clamping behavior  || --cop2-clamp-results=1
| --gs-uv-shift-pointsampling || 0, 1 || Can be used on games like manhunt that have issues with [https://github.com/PCSX2/pcsx2/issues/257#issuecomment-1140338680 UV light rendering] || --gs-uv-shift-pointsampling=1
|-  
|}
 
==== 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
| --gs-render-tile-threshold || 0, 3000000 |||| --gs-render-tile-threshold=300000
|-
|-
| --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
| --threaded-gs || 0, 1 || Multi-threaded-gs ? || --threaded-gs=1
|-
|-
|-style="background-color:#D7EF54"
| --gs-aspect-ratio || aspect/float (default=0.81) || || --gs-aspect-ratio=0.65
| || 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
| --gs-frontend-opt-mode || 0, 1, 2 || ? || --gs-frontend-opt-mode=1
|-  
|-  
| --vu-branch-hazard || 0, 1 || This command relates to how the emulator handles branch hazards in the Vector Units (VU). Setting it to 0 is the compatible option, while 1 might improve performance. Seems to be enabled by default. Disabling it managed to prevent "'''Batman - Rise of Sin Tzu'''" from crashing|| --vu-branch-hazard=0
| --gs-motion-factor || 25, 50 ||  || --gs-motion-factor=25
|-
| --gs-scanout-delay || 0, 200 ||  || --gs-scanout-delay=200
|-
| --gs-scanout-offsetx || relative offset/ignored || Directly overwrite GS register? || --gs-scanout-offsetx=27
|-
| --gs-scanout-offsety || relative offset/ignored || Directly overwrite GS register? || --gs-scanout-offsety=27
|-
| --gs-flush-ad-xyz || always, safe, safeZwrite, off, 0 || Force a primitive flush when a framebuffer is also an input texture, fixes some processing effects but it's very heavy on the GS and will cost you performance, GTA: SA and Jak games need this command. || --gs-flush-ad-xyz=safe
|-
| --gs-check-trans-rejection || 0, 1  || Check transfer rejection ? || --gs-check-trans-rejection=1
|-
| --gs-check-trans-rejection68 || 0, 1 || || --gs-check-trans-rejection68=1
|-
| --safe-area-min || area/float (range 0.9 to 1.0) any other values outside of that range will not be accepted by the emulator || || --safe-area-min=0.9
|-
| --l2h-2d-params || TRXREG,BITBLTBUF,height ||  || --l2h-2d-params=0x0000000800000001,0x000000003a0a2300,512,2
|-
| --gs-h2l-accurate-hash || 0, 1 || Used with h2l Upscaler ||--gs-h2l-accurate-hash=1
|-
| --gs-h2l-list-opt || 0, 1 || Used with h2l Upscaler ||--gs-h2l-list-opt=1
|-
|-style="background-color:#FEA15C"
|  || Other || ||
|-
| --framelimit-mode || slowest,slower,slow,normal,fast,fastest,turbo ||Standalone Framelimiter|| --framelimit-mode=fast
|-
| --gs-hdr-support || 0, 1? || ? ||
|-
|}
 
====VU====
<pre>Custom DSPs used to process vertex data, physics calculations, and other related tasks. Settings found here affect VU1 & VU0 & COP2</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  ||<pre> Limit is between
(0 => 31) </pre> || <pre>Delay xgkick instruction execution. PCSX2 uses 6 cycles, PS3 uses 2-8 cycles depending on the game. Can be used to repair missing graphics with 0 being the most compatible. Useful for games with GIF issues</pre> || --vu-xgkick-delay=8
|-
| --vu-custom-min-max  || 0, 1 || <pre>Custom Max/Mini logic for denormals, Disabled on pcsx2 by default but enabled by default on a couple of emus like jakv2. Disabling it could potentially restore missing graphics.</pre>|| --vu-custom-min-max=0
|-
|-style="background-color:#D7EF54"
|  || Game fixes || ||
|-
| --vu-hack-triace  || 0, 1 || Special hack for games that were Developed by Tri Ace, correct VU addi calculation. Without it result is one bit off, which is enough to break game decryption algo, and thus crashing the game. || --vu-hack-triace=1
|-
| --vu-branch-hazard || 0, 1 || Disabling it managed to prevent "Batman - Rise of Sin Tzu" from Crashing|| --vu-branch-hazard=0
|-  
|-  
| --vu-evil-branches || 0, 1 || Take in count branch in delay slot, or not. [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L306 More Info]||
| --vu-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-to-double || 0, 1 || <pre>Converts floats to double. Enabling it
is the accurate option. </pre> || --vu-to-double=1
|-
|-
| --vu-custom-fused-madd  || 0, 1 || Custom FMA (fused multiply-add). Disabled by default || --vu-custom-fused-madd=1
| --vu-custom-fused-madd  || 0, 1 || <pre>Custom FMA (fused multiply-add). Disabled by default</pre> || --vu-custom-fused-madd=1
|-  
|-  
|-style="background-color:#7698FF"
|-style="background-color:#7698FF"
Line 395: Line 495:
| --vu-t-bit  || 0, 1 || Debug halt. Acts similarly to D-bit ||  --vu-t-bit=0
| --vu-t-bit  || 0, 1 || Debug halt. Acts similarly to D-bit ||  --vu-t-bit=0
|-  
|-  
| --vu-inst-mflag  || 0, 1 || Instant macflag? It's enabled by default. When disabled, some texture chunks pop and fade. || --vu-inst-mflag=1
| --vu-inst-mflag  || 0, 1 || ? || --vu-inst-mflag=1
|-  
|-  
| --vu-inst-cflag || 0, 1 || Instant cflag?  || --vu-inst-cflag=1
| --vu-inst-cflag || 0, 1 || ?  || --vu-inst-cflag=1
|-  
|-  
| --vtune-vu  || ? || ? ||
| --vtune-vu  || ? || ? ||
Line 407: Line 507:
|}
|}


===== VU1 =====
====VU1====
 
<pre>VU1 is the GS’s alternate processing unit, Commands here can possibly improve performance, Prevent crashes, and resolve SPS issues.</pre>
<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;"
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Values !! Notes !! Usage  
! Command !! Values !! Notes !! Usage  
Line 415: Line 514:
|  || Speedhacks || ||
|  || 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):
| --vu1-mpg-cycles  || <pre>0.1 - 20000</pre>|| <pre>Set initial speed for VU1 Micro-programs. Increasing it will result in better performance while decreasing it will do the opposite. Increasing it can also sometimes help games that are MTVU sensitive.</pre>|| --vu1-mpg-cycles=1000
 
$ 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
| --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
|-
|-
| --vu1-const-prop || 0, 1|| Enabled by default. 0 will disable it and cause performance issues but with higher compatability.[https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L312 More info] || --vu1-const-prop=1
| --vu1-const-prop || 0, 1|| Enabled by default. 0 will disable it and cause performance issues.[https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L312 More info] || --vu1-const-prop=1
|-
|-
| --vu1-opt-flags || 0, 1, 2 || Optimize flags upon recompilation (1 is safe, 2 update sticky, and mac flag on every status flag update) [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L280 More Info] || --vu1-opt-flags=0
| --vu1-opt-flags || 0, 1, 2 || Optimize flags instances when do VU recompilation (1 is safe, 2 update sticky, and mac flag on every status flag update) [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L280 More Info] || --vu1-opt-flags=0
|-  
|-  
| --vu1-opt-vf00 || 0, 1, 2 || Optimization for the vf00 register. || --vu1-opt-vf00=2
| --vu1-opt-vf00 || 0, 1, 2 || Optimization for the vf00 register. || --vu1-opt-vf00=2
|-  
|-  
| --vu1-jr-cache-policy || newprog, sameprog, auto, new, same || PCSX2 uses newprog as 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-jr-cache-policy || newprog, sameprog, auto, new, same || PCSX2 uses newprog as default setting.[https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L319 Info] || --vu1-jr-cache-policy=sameprog
|-
|-
| --vu1-jalr-cache-policy || newprog, sameprog, auto, new, same || PCSX2 uses newprog as 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
| --vu1-jalr-cache-policy || newprog, sameprog, auto, new, same || PCSX2 uses newprog as default setting.[https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L319 Info] || --vu1-jalr-cache-policy=sameprog
|-  
|-  
|-style="background-color:#D7EF54"
|-style="background-color:#D7EF54"
|  || Game fixes / Graphical fixes || ||
|  || Game fixes / Graphical fixes || ||
|-
|-
| --vu1 || jit-sync ||  Selector between IR/JIT and it modes. Jit-sync works similarly to disabling MTVU. jit, trans, and jit-async are unimplemented functions that do not change anything. || --vu1=jit-sync
| --vu1 || jit-sync,  jit, trans, jit-async ||  <pre>Selector between IR/JIT and it modes, jit-sync works similarly to disabling MTVU.</pre> || --vu1=jit-sync
|-
|-
| --vu1-no-clamping || 0,1 || Changes the clamping behavior of the VU1. Setting specific to ps4 emulators, unimplemented in pcsx2, with 0 being closest to extra, and 1 to extra + preserve sign. The default emulator's value is 1. || --vu1-no-clamping=0
| --vu1-no-clamping || <pre> 1 = Heavy clamping
0 = Light clamping</pre> || <pre>Changes the clamping behavior of the VU1. The default emulator's behavior is none of these values.</pre> || --vu1-no-clamping=0
|-  
|-  
| --vu1-clamp-range || vu1 memory offset start,end (0x0 - 0x7FF) || Values must not exceed 0x7FF ||
| --vu1-clamp-range || vu1 memory offset start,end (0x0 - 0x3FF) || Values must be 2 bytes or lower and should not exceed 0x0800 ||
|-
|-
| --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
| --vu1-accurate-addsub-range || vu1 memory offset start,end (0x0 - 0x3FF) ||  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
|-  
|-  
| --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-mul0fix-range || vu1 memory offset start,end (0x0 - 0x3FF) || 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-injection || 0, 1 || <pre>unknown</pre> || --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
| --vu1-native-patch || 0, 1 || <pre>Use native patches from recompiler, not compatible with jak emus, Could be VU1 round mode since sony uses it for their official release of Primal, and Primal is known to require that mode to work correctly.</pre>|| --vu1-native-patch=1
|-
|-
|-style="background-color:#FEA15C"
|-style="background-color:#FEA15C"
Line 457: Line 551:
| --vu1-inst-p ||0, 1 || instant P, no stalling on WAITP, or instances of P || --vu1-inst-p=1  
| --vu1-inst-p ||0, 1 || instant P, no stalling on WAITP, or instances of P || --vu1-inst-p=1  
|-  
|-  
| --vu1-use-rcp || 0, 1 || Use SSE/AVX RCP. Speedhack. Likely used only in EFU pipeline, due to rare use, its really not worth to enable it. Speed improvement will be marginally/unnoticeable. Disabled by default ||
| --vu1-use-rcp || 0, 1 || <pre>Use sse rcp. Disabled by default</pre> ||
|-
|-
| --vu1-use-rsqrt || 0, 1 || Use SSE/AVX rsqrt instead of doing sqrt and then div. Speedhack, rather safe to use on VU1. ||
| --vu1-use-rsqrt || 0, 1 || <pre>Use sse rsqrt. Enabeled by default</pre> ||
|-  
|-  
| --vu1-clamp-operands || 0, 1 || Clamp operands before mathematical operation. || --vu1-clamp-operands=1
| --vu1-clamp-operands || 0, 1 ||<pre>Improves VU1 clamping</pre> || --vu1-clamp-operands=1
|-  
|-  
| --vu1-clamp-results || 0, 1 || Clamp result after mathematical operation. || --vu1-clamp-results=1
| --vu1-clamp-results || 0, 1 || <pre>Improves VU1 clamping</pre>|| --vu1-clamp-results=1
|-   
|-   
| --vu1-inst-q || 0, 1 || instant Q, no stalling on WAITQ, or instances of Q.  || --vu1-inst-q=1  
| --vu1-inst-q || 0, 1 || <pre>instant Q, no stalling on WAITQ, or instances of Q.</pre> || --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
| --assert-path1-ad || 0, 1 || Path 1 is how the GIF takes data from VU1 via XGKICK instruction. It's unknown what this command does but it's related to VU1 || --assert-path1-ad=1
|-  
|-  
|}
|}


=====VU0=====
====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>
<pre>VU0 is the EE’s alternate processing unit , it is also called "micro-mode"</pre>
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Values !! Notes !! Usage  
! Command !! Values !! Notes !! Usage  
Line 478: Line 572:
|  || Speedhacks || ||
|  || 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):
| --vu0-mpg-cycles || <pre>0.1 - 20000 </pre> || <pre>Set initial cycle speed for VU0 Micro-programs.</pre> || --vu0-mpg-cycles=1000
 
$ goes to the specified succeeding offsets. $0 will go 2 bytes forward and changes them. $1 will go 4 bytes forward and changes the 2 bytes specified. For example, $0,$1 will change the 4 bytes ahead as the specified 2 bytes value.
 
'0x' Is like '+' a symbol that modifies succeeding values. 0x0 goes 2 bytes ahead and changes them, 0x1 goes 4 bytes ahead and so on and so forth.
 
'-' or '+' Changes the specified preceding or succeeding 2 bytes of VU0 mpg cycles' offset according to the added number. Adding -1, for example will change the 2 bytes before it. Likewise, adding -2 will go 4 bytes away and change the specified 2 bytes accordingly. It even can change EE cycle scalar itself at -15 (Jakv2). Setting it to --vu0-mpg-cycles=1280,-15 would, for example, set ee-cycle-scalar to 5. These numbers are in HEX. Infinite amounts of '-' and '+' instances seem to be supported.</pre>
|-
|-
| --vu0-di-bits || 0, 1 || 0 to skip setting invalid, and Div by zero flags in status register. Can be used as speedhack as it skips costly calculations, but at the same time can cause issues like broken geometry, and weird physics behavior. Depending per game.|| --vu0-di-bits=0
| --vu0-di-bits || 0, 1 || 0 to skip setting Invalid, and Div by zero flags in status register. Can be used as speedhack as it skips costly calculations, but at the same time can cause issues like broken geometry, and weird physics behavior. Depending per game.|| --vu0-di-bits=0
|-
|-
| --vu0-const-prop || 0, 1 || Constant propagation, can Be used as speedhack for VU0 hungry games when set to 1 [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L312 More info] || --vu0-const-prop=1
| --vu0-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
Line 492: Line 580:
| --vu0-opt-vf00  || 0, 1, 2 || Optimization for the vf00 register. || --vu0-opt-vf00=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-opt-flags  || 0, 1, 2 || Optimize flags when do VU recompilation (1 is safe, 2 update sticky, and mac flag on every status flag update) [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L280 More Info] || --vu0-opt-flags=1
|-  
|-  
| --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-jr-cache-policy || newprog, sameprog, auto, new, same || PCSX2 use newprog as default setting [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L319 Info] || --vu0-jr-cache-policy=sameprog
|-
|-
| --vu0-jalr-cache-policy || newprog, sameprog, auto, new, same || PCSX2 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
| --vu0-jalr-cache-policy || newprog, sameprog, auto, new, same || PCSX2 use newprog as default setting [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L319 Info] || --vu0-jalr-cache-policy=sameprog
|-style="background-color:#D7EF54"
|-style="background-color:#D7EF54"
|  || Game fixes || ||
|  || Game fixes || ||
|-
|-
| --vu0-clamp-range || start, end offset (0x0 - 0x1FF) || per range clamping for VU0 || --vu0-clamp-range=0x100,0x120
| --vu0-clamp-range || start, end offset (0x0 - 0xA000) || per range clamping for VU0 || --vu0-clamp-range=0x100,0x120
|-  
|-  
| --vu0-no-clamping || 0,1 || Changes the clamping behavior of the VU0. Setting specific to ps4 emulators, unimplemented in pcsx2. The default emulator's value is 1. || --vu0-no-clamping=0
| --vu0-no-clamping || <pre> 1 = Heavy clamping
0 = Light clamping</pre> || <pre>Changes the clamping behavior of the VU0. The default emulator's behavior is none of these values.</pre>  || --vu0-no-clamping=0
|-  
|-  
| --vu0-accurate-addsub-range || offset (0x0 - 0x1FF) ||Allows the VU0 to accurately Add/Subtract in the specified ee memory range by using software floats rather than hardware floats.||  
| --vu0-accurate-addsub-range || offset (0x0 - 0xA000) ||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 ||
| --vu0-mul0fix-range || vu0 memory offset start,end (0x0 - 0xA000) || Allows the VU0 to accurately Multiply by 0 in the specified ee memory range by using software floats rather than hardware floats ||
|-
|-
|-style="background-color:#FEA15C"
|-style="background-color:#FEA15C"
|  || Other || ||
|  || Other || ||
|-
|-
| --vu0-injection || 0, 1 || Unknown usage. || --vu0-injection=1
| --vu0-injection || 0, 1 || Uknown usage. || --vu0-injection=1
|-
|-
| --vu0-inst-q  || 0, 1  || instant Q, no stalling on WAITQ, or instances of Q  || --vu0-inst-q=1
| --vu0-inst-q  || 0, 1  || instant Q, no stalling on WAITQ, or instances of Q  || --vu0-inst-q=1
Line 517: Line 606:
| --vu0-inst-p || 0, 1 || instant P, no stalling on WAITP, or instances of P|| --vu0-inst-p=1
| --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-rcp  || 0, 1 || use sse rcp || --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-use-rsqrt || 0, 1 || use sse rsqrt || --vu0-use-rsqrt=1
|-  
|-  
| --vu0-clamp-operands  || 0, 1 || Clamp operands before mathematical operation. || --vu0-clamp-operands=1
| --vu0-clamp-operands  || 0, 1 || <pre>Improves VU0 clamping</pre> || --vu0-clamp-operands=1
|-  
|-  
| --vu0-clamp-results  || 0, 1 || Clamp result after mathematical operation. || --vu0-clamp-results=1
| --vu0-clamp-results  || 0, 1 || <pre>Improves VU0 clamping</pre> || --vu0-clamp-results=1
|-  
|-  
|}
|}


====DMA Channels====
====COP2====
=====VIF=====
<pre>COP2, Also known as VU0 Macro-mode. these commands "may" only be useful for games that use M-bit</pre>
<pre>The VIF decompresses vector data, uploads microprograms to the VUs, and sends graphical data to the GIF. Its commands
are often used to fix freezing.</pre>
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Values !! Notes !! Usage
! Command !! Values !! Notes !! Usage  
|-style="background-color:#7698FF"
|  || Speedhacks || ||
|-
| --cop2-opt-flags || 0, 1 ,2 || Optimize flags when do VU recompilation (1 is safe, 2 update sticky, and mac flag on every status flag update) [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L280 More Info] || --cop2-opt-flags=1
|-
| --cop2-opt-vf00 || 0, 1, 2 || Optimization for the vf00 register. || --cop2-opt-vf00=1
|-
| --cop2-const-prop || 0, 1 || Constant propagation, Can Be Used as speedhack for COP2 hungry games when set to 1 [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L312 More info] || --cop2-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 speedhack as it skip costly calculations. || --cop2-di-bits=0
|-style="background-color:#D7EF54"
|-style="background-color:#D7EF54"
|  || VIF || Game fixes ||
|  || 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
| --cop2-no-clamping || <pre> 1 = Heavy clamping
0 = Light clamping</pre> || <pre>Changes the clamping behavior of the COP2. The default emulator's behavior is none of these values.</pre>  || --cop2-no-clamping=0
|-
|-
| --vif-thread-chunk-size || 0, 1024 || Slows down both VIFS the lower it is, and speeds them up the higher it is. 1024 is the limit, with 112 being the default value.  ||  --vif-thread-chunk-size=100
| --cop2-accurate-range || start,end offset (0x0 - 0x1FFFFFF) ||Accurate Mul/Div/Add/Sub Math instructions for the COP2 by using software floats rather than hardware floats. Can be used for full COP2 Mathematical accuracy in the specified range. || --cop2-accurate-range=0x123456,0x134567
|-
| --cop2-no-clamp-range || start,end offset (0x0 - 0x1FFFFFF) || Per-range clamping for COP2. || --cop2-no-clamp-range=0x123456,0x134567
|-
| --cop2-accurate-mul-range || start,end offset (0x0 - 0x1FFFFFF) || Accurate Multiplication instructions for the COP2 in the specified range by using software floats rather than hardware floats || --cop2-accurate-mul-range=0x123456,0x134567
|-
| --cop2-accurate-mul || <pre>1 = Enabled
0 = Disabled</pre> || 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 ||  <pre>1 = Enabled
0 = Disabled </pre>|| Allows the COP2 to accurately Add/Subtract for all offsets by using software floats rather than hardware floats. (Extremely slow) || --cop2-accurate-addsub=1
|-
|-
| --detect-idle-vif || 0, 1 || Enabled by default. Unknown function || --detect-idle-vif=0
| --cop2-accurate-addsub-range || start,end offset (0x0 - 0x1FFFFFF) || Allows the COP2 to accurately Add/Subtract in the specified ee memory range by using software floats rather than hardware floats. || --cop2-accurate-addsub-range=0x123456,0x134567
|-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
|-style="background-color:#FEA15C"
|| Other || ||
|-
|-
| --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
| --cop2-regalloc || 0, 1 ? || PCSX2 seems to have this enabled by default. ||
|-
| --cop2-inst-q || 0, 1 || instant Q, no stalling on VWAITQ, or instances of Q. ||
|-
| --cop2-inst-p || 0, 1 || instant P, no stalling on VWAITP, or instances of P. ||
|-
| --cop2-use-rcp || 0, 1 || use sse rcp ||
|-
| --cop2-use-rsqrt || 0, 1 || use sse rsqrt || --cop2-use-rsqrt=0
|-
| --cop2-clamp-operands || 0, 1 || <pre>Improves COP2 clamping</pre>|| --cop2-clamp-operands=1
|-
| --cop2-clamp-results || 0, 1 || <pre>Improves COP2 clamping</pre>  || --cop2-clamp-results=1
|-
|}
|}


=====SIF=====
====CDVD====
<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>
<pre>Commands for changing the nature of CDVD emulation.</pre>
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Values !! Notes !! Usage  
! Command !! Values !! Notes !! Usage  
|-style="background-color:#99bbff"
|-style="background-color:#D7EF54"
|  ||  || SIF1 (IOP) ||
|  || Game fixes || ||
|-
| --cdvd-sector-read-cycles || <pre>0.1 = Fastest,
  80000 = Slowest</pre> || <pre>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.</pre>|| --cdvd-sector-read-cycles=40000
|-
|-
| --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
| --cdvd-sector-seek-cycles || <pre>0.1 = Fastest,
80000 = Slowest</pre> || <pre>Set the speed at which the emulated CDVD spins, higher values are slower,
lower values are faster, fixes boot-up sometimes.</pre> More info here [https://github.com/PCSX2/pcsx2/pull/3877]. || --cdvd-sector-seek-cycles=1
|-style="background-color:#FEA15C"
|  || Misc || ||
|-
|-
| --ee-sif1-cycle-scalar ||Accelerate SIF cycles: (0.99 => 0.1)<br>Decelerate SIF cycles: (1.1 => ∞ )|| Controls the speed at which the EE sends to the IOP || --ee-sif1-cycle-scalar=0.1
| --max-disc-num || 1-|| Numbers of discs in package (maximum=5) || --max-disc-num=1
|-style="background-color:#99ddff"
|  ||  || SIF0 (EE) ||
|-
|-
| --iop-sif0-cycle-scalar || Accelerate SIF cycles: (0.99 => 0.1)<br>Decelerate SIF cycles: (1.1 => ∞ )|| Controls the speed at which the IOP sends to the EE || --iop-sif0-cycle-scalar=0.1
| --boot-disc-id || 1-5  || Sets boot disc for multi-disc pkg || --boot-disc-id=0
|-
|-
| --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
| --switch-disc-reset || <pre> 1 = Enables resetting the game upon disc swap
0 = Disables resetting the game upon disc swap</pre>|| <pre> 0 Can be used to prevent Resetting the game when switching multiple discs, useful for games like Samurai warriors 2 that have Import data Feature, Sadly this command isn't supported by many emulators, but jakv2 is confirmed to support it</pre> || --switch-disc-reset=1
|-
| --cdvd-determinism || 0, 1|| (?) || --cdvd-determinism=1
|-
| --verbose-cdvd-reads || 0, 1 || Seems to slightly improve reading speed when enabled (?) || --verbose-cdvd-reads=1
|-
|-
|}
|}


====[https://www.psdevwiki.com/ps2/Graphics_Synthesizer GS]====
====IOP====
<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>
<pre>The emulated I/O Processor (IOP) settings, Commands here are rarely useful, since the ps4 emulates it very accurately, very few games will require these options. the iop controls the emulated DEV9, SPU2, USB, Memory cards, CDVD, Firewire, along with other input/output Devices</pre>
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Values !! Notes !! Usage  
! Command !! Values !! Notes !! Usage  
|-style="background-color:#7698FF"
|-style="background-color:#D7EF54"
|  || Speedhacks || ||
|  || Game fixes || ||
|-
|-
| --gs-optimize-30fps || 0, 1 || Speedhack for GS hungry games. || --gs-optimize-30fps=1
| --iop-cycle-scalar || <pre> [Overclocking]
|-
(0.99 => 0.1)
| --gs-adaptive-frameskip || 0, 1 || Speedhack. Skips frames when the gs demands more resources than there are available. doesn't work on all emulators.  It does however, work on jak emulators || --gs-adaptive-frameskip=1
[Underclocking]
(1.1 => 5.0)</pre> || '''Not a Speedhack''', when you lower it below 1.0 the iop is overclocked, when you increase it above 1.0 the iop is underclocked. the only thing you will notice from this is faster/slower loading speed|| --iop-cycle-scalar=1.0
|-
|-
| --gs-h2l-list-opt || 0, 1 || Setting it to 1 improves GS performance||--gs-h2l-list-opt=1
| --iop-const-folding || None,Gpr,All || IOP constant folding [https://en.wikipedia.org/wiki/Constant_folding More info] || --iop-const-folding=All
|-
|-
|-style="background-color:#cbddfb"
| --iop-tight-slice-count || 0, 2000 || Seems to slow down the iop the higher the value, Can be used in games such as the godfather or gran turismo 4 to solve stuttering fmvs due to very fast iop cycles|| --iop-tight-slice-count=12
| || 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
| --iop-hook || AdvanceClock, FastForwardClock || <pre>IOP native hook, Sony uses it on their official release of Red dead revolver</pre> || --iop-hook=0x0086ac,FastForwardClock
|-
| --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
| --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
|-
| --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
|-style="background-color:#FEA15C"
|| Other || ||
|-
|-
|-style="background-color:#D7EF54"
| --iop-validate-kernel || 0, 1 || ||  
|| Gs settings / Behaviour || ||
|-
|-
| --gs-uprender || none,2x2 || Internal resolution upscaler. || --gs-uprender=2x2
| --iop-shorthash-len || inst_count/integer || Length of shorthash in instruction/opcode count. Require --iop-block-validation=ShortHash ||  
|-
| --gs-upscale || none, gpu, edgesmooth, smooth, motion, motionvec, motionvector, point || Upscaling type Selector || --gs-upscale=EdgeSmooth
|-
| --gs-kernel-cl-up || "DarkCloud2" "fantavision" "h2lpool2x2", "OptRightTri", "clutmerge2x2", "mipmap2x2", "up2x2simple", "up2x2skipinterp", "up2x2tc", "up2x2", default || Kernel Variant Color lookup Upscaler (?), mipmap and clutmerge and h2l need to be enabled before their options become usable|| --gs-kernel-cl-up="clutmerge2x2"
|-
| --gs-override-small-tri-area || 0, 1 || This option is designed to modify how the emulator handles or renders small triangles that fall below a certain area threshold. Enabling this option could resolve graphical problems such as missing, flickering, or incorrectly rendered small details, and could potentially restore missing text in some games. || --gs-override-small-tri-area=1
|-
| --gs-dirty-page-policy || 0, 1 || Unknown. Used by Star Wars: Jedi Starfighter || --gs-dirty-page-policy=1
|-
| --gs-ignore-dirty-page-border || 0, 1 || Unknown. Used by Samurai Shodown Anthology ||--gs-ignore-dirty-page-border=1
|-
| --gs-ignore-rect-correction || 0, 1 || Setting it to 1 is known to fix flickering textures and graphical glitches in far distances. || --gs-ignore-rect-correction=1
|-
|-
| --gs-opt-frbuff-switch || 0, 1 || Unknown. Used by Everybody's Tennis/Hot Shots Tennis || --gs-opt-frbuff-switch=0
| --iop-pc-coherency || 0, 1||   ||  
|-
|-
| --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"
| --iop-inst-marking || 0, 1? || ||  
|-
| --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
| --detect-idle-iop || 0, 1 || enabled by default. || --detect-idle-iop=0
|-
|-
| --gs-progressive || 0, 1 || Enables progressive scan. Can fix graphical glitches/double screen issues.  ||
| --iop-jit-disasm || || ||  
|-
| --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
| --iop-evt-check-full || 0, 1 ?|| ||  
|-
| --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
|}
 
====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) ||
|-
|-
| --threaded-gs || 0, 1 || Multi-threaded-gs ? || --threaded-gs=1
| --iop-sif1-cycle-scalar || <pre> [Overclocking]
(0.99 => 0.1)
[Underclocking]
(1.1 => ∞ )</pre>|| It controls how much data the IOP recieves from the EE || --iop-sif1-cycle-scalar=0.1
|-
|-
| --gs-aspect-ratio || aspect/float (default=0.81) || || --gs-aspect-ratio=0.65
| --ee-sif1-cycle-scalar || <pre> [Overclocking]
(0.99 => 0.1)
[Underclocking]
(1.1 => ∞ )</pre> || It controls how much data the EE sends to the IOP || --ee-sif1-cycle-scalar=0.1
|-style="background-color:#99ddff"
|  ||  || SIF0 (EE) ||
|-
|-
| --gs-frontend-opt-mode || 0, 1, 2 || GS optimization mode? Unknown effect. Used on JakX || --gs-frontend-opt-mode=1
| --iop-sif0-cycle-scalar || <pre> [Overclocking]
|-
(0.99 => 0.1)
| --gs-motion-factor || 25, 50 ||  Unknown. Used by Wild ARMS 3|| --gs-motion-factor=25
[Underclocking]
(1.1 => ∞ )</pre>|| It controls how much data the IOP sends to the EE || --iop-sif0-cycle-scalar=0.1
|-
|-
| --gs-scanout-delay || 0, 200 || || --gs-scanout-delay=200
| --ee-sif0-cycle-scalar || <pre> [Overclocking]
(0.99 => 0.1)
[Underclocking]
(1.1 => ∞ )</pre>|| It controls how much data the EE recieves from the IOP || --ee-sif0-cycle-scalar=0.1
|-
|-
| --gs-check-trans-rejection || 0, 1 || Check transfer rejection? Unknown. Used by Grand Theft Auto: Vice City || --gs-check-trans-rejection=1
|}
|-  
 
| --gs-check-trans-rejection68 || 0, 1 || Unknown. Used by Star Wars: Jedi Starfighter || --gs-check-trans-rejection68=1
====Misc====
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Values !! Notes !! Usage
|-
|-
| --l2h-2d-params || TRXREG,BITBLTBUF,height || || --l2h-2d-params=0x0000000800000001,0x000000003a0a2300,512,2
| --idec-cycles-per-qwc || int/multiplier || Likely related to the ipu|| --idec-cycles-per-qwc=768
|-
|-
| --gs-h2l-accurate-hash || 0, 1 || ||--gs-h2l-accurate-hash=1
| --mfifo-manual-drain || 0.1/5.0 || A command for changing the functionality of --ee-hook=0x0,Mfifodrain ||--mfifo-manual-drain=0.30
|-
|-
|-style="background-color:#9042f5"
| --mfifo-chunk-drain-cycles || 1/400000 || A command for changing the functionality of --ee-hook=0x0,Mfifodrain ||--mfifo-chunk-drain-cycles=210000
|  || Aspect ratio || ||
|-
| --gs-scanout-offsetx || relative offset/ignored || A zoom in setting in the x direction || --gs-scanout-offsetx=27
|-
| --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
| --pcr0-delta-hack || 0.1 , 400000 || || --pcr0-delta-hack=1
|-
|-
|-style="background-color:#FEA15C"
| --jitproc-use-aslr || || ||
|| Other || ||
|-
|-
| --framelimit-mode || slowest,slower,slow,normal,fast,fastest,turbo ||Standalone Framelimiter|| --framelimit-mode=fast
| --detect-idle-intc ||0, 1|| enabled by default, set to 0 in order to disable it || --detect-idle-intc=0
|-
|-
| --framelimiter || 0, 1 || Enable or disable Frame limiting || --framelimiter=1
| --detect-idle-chcr|| 0, 1|| enabled by default, set to 0 in order to disable it || --detect-idle-chcr=0
|-
|-
| --framelimit-fps || FPS/float || framelimiter || --framelimit-fps=0.8
| --rom || <pre>location of the bios that's inside of the fpkg</pre> || <pre>Could allow to use custom bios, though still not working</pre> || <pre>--rom="PS20220WD20050620.crack" or --rom="/roms/PS20220WD20050620.crack"</pre>
|-
|-
| --gs-hdr-support || 0, 1? || ? ||
|}
|}


====IOP====
====PCSX2's gameindex====
<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>
<br>[https://raw.githubusercontent.com/PCSX2/pcsx2/master/bin/resources/GameIndex.yaml Current Gameindex.yaml]
<br>[https://github.com/Scalerize/Pcsx2-gameindexes Old Gameindex.yaml files in case these settings get deleted from PCSX2]
 
<pre>This list includes the gameindex's equivalent commands in the ps4.
These commands are fully tested. there's no need to edit them</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
! PCSX2 !! PS4 !! Notes
|-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
| XGKickHack ||--vu-xgkick-delay=0 || <pre> Limit is between
(0 => 31) </pre>
|-
|-
| --iop-const-folding || None,Gpr,All || IOP constant folding [https://en.wikipedia.org/wiki/Constant_folding More info] || --iop-const-folding=All
| VuAddSubHack ||--vu-hack-triace=1 || <pre>Required for every single game developed by TriAce</pre>
|-
|-
| --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
| vuClampMode: 2 ||<pre>--vu1-no-clamping=0
--vu0-no-clamping=0  
--cop2-no-clamping=0 </pre>||
|-
|-
| --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
| vuClampMode: 3  || <pre>--vu1-no-clamping=1
--vu0-no-clamping=1
--cop2-no-clamping=1
</pre> ||
|-
|-
| --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
|vu0ClampMode: 2 || <pre>--vu0-no-clamping=0
--cop2-no-clamping=0</pre> ||
|-
|-
|-style="background-color:#FEA15C"
|vu0ClampMode: 3 || <pre>--vu0-no-clamping=1
|  || Other || ||
--cop2-no-clamping=1
</pre>||
|-
|-
| --iop-validate-kernel || 0, 1 || ||  
|vu1ClampMode: 2 || --vu1-no-clamping=0 ||
|-
|vu1ClampMode: 3 || <pre>--vu1-no-clamping=1
</pre>||
|-
| eeClampMode: 2 || --fpu-no-clamping=0 ||
|-
| eeClampMode: 3  || <pre>--fpu-no-clamping=1
</pre>||
|-
|-
| --iop-shorthash-len || inst_count/integer || Length of shorthash in instruction/opcode count. Require --iop-block-validation=ShortHash ||
| FpuNegDivHack & FpuMulHack || --fpu-accurate-muldiv=1 || <pre>it'll probably reduce the game's performance
therefore use this with it --fpu-accurate-mul-fast=1 </pre>
|-
|-
| --iop-pc-coherency || 0, 1||  ||  
| cpuCLUTRender: 1 || --gs-uv-shift-pointsampling=1 ||
|-
|-
| --iop-inst-marking || 0, 1? || ||  
| MTVUSpeedHack: 0 || --vu1=jit-sync ||
|-
|-
| --detect-idle-iop || 0, 1 || Enabled by default. || --detect-idle-iop=0
| IbitHack || <pre>--vu1-di-bits=0
--vu1-const-prop=1</pre> || <pre>Note: this emulator has this hack enabled by default  
for all games and emulators, these 2 commands are only provided to
assist games that need that hack with performance and is not the equivalent of this hack. </pre>
|-
|-
| --iop-jit-disasm || || ||  
| roundSprite: 1 || --gs-use-clut-merge=1 || <pre>Note: Works very similar but not the equivalent</pre>
|-
|-
| --iop-evt-check-full || 0, 1 ?|| ||  
| <pre>mergeSprite: 1</pre> || --gs-kernel-cl-up="up2x2simple" || <pre>Note: Works very similar but not the equivalent</pre>
|-
|-
|}
| cpuSpriteRenderBW: 4 || --gs-opt-frbuff-switch=1 || Note: Works very similar to it, But it's not exactly the same
 
====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
| mipmap: 1 || <pre>--gs-use-mipmap=1</pre>  ||
|-
|-
| --boot-disc-id || 1-5  || sets boot disc for multi-disc pkg || --boot-disc-id=0
| autoFlush: 1 || --gs-flush-ad-xyz=safe || <pre>Possible values include
always, safe, off, 0</pre>
|-
|-
| --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
| VIF1StallHack || --vif1-instant-xfer=0 || <pre> if that doesn't work you can always use
|-style="background-color:#46a4e8"
the lua command eeObj.SchedulerDelayEvent("vif1.dma", 0x9000)</pre>
|  || Timing || ||
|-
|-
| --cdvd-sector-read-cycles || 0.1 = Fastest, 80000 = Slowest|| Set DVD reading speed. Higher values are slower, lower values are faster. Kinetica uses 40000, Psychonauts 4000, Red dead revolver 5000, Rise of kasai 31000. Some games require moderate speed, too slow or too fast could cause audio problems.|| --cdvd-sector-read-cycles=0.1
| VIFFIFOHack || --vif1-ignore-cmd-ints=1 ||
|-
|-
| --cdvd-sector-seek-cycles || 0.1 = Fastest, 80000 = Slowest || Set the speed at which the emulated CDVD spins. Higher values are slower,
| wildArmsHack: 1 || --gs-kernel-cl-up="DarkCloud2" ||
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
| deinterlace: || --force-frame-blend=1 ||
|-
|-
|}
|}


====Misc====
=== Emulators ===
 
<pre>Every emulator is programmed in a different way, sometimes choosing the right emulator is the only possible way to fix a game, emulators are not provided pre-installed on your ps4, they have to be unpacked from your ps2classics backup that's downloaded from the ps store from that specific game. this list includes The typical usage of some of The emulators. and by emulator we mean the fpkg's Eboot.bin</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
! Emulator !! Usage !! API Version !! Similar emulators (Usage)
|-style="background-color:#D7EF54"
|  || 2017 || ||
|-
|-
| --idec-cycles-per-qwc || int/multiplier || Multiply how many cycles IDEC command take per whole currently worked on QWC. || --idec-cycles-per-qwc=768
| <pre>Jak v2</pre> || Good compatibility with most ps2 games, and it has a very high api version which means more LUA commands are supported.|| 2.2 || '''JakX,''' '''Jak 2,''' '''Jak 3,''' '''Parappa.'''
|-
|-
| --mfifo-manual-drain || 0.1/5.0 || A command for changing the functionality of --ee-hook=0x0,Mfifodrain ||--mfifo-manual-drain=0.30
| <pre>AOFA</pre> || Works similarly to RECVX, It managed to fix '''Coraline''' || ||
|-
|-
| --mfifo-chunk-drain-cycles || 1/400000 || A command for changing the functionality of --ee-hook=0x0,Mfifodrain ||--mfifo-chunk-drain-cycles=210000
| <pre>RECVX</pre> || Fixes Games like '''Jackie chan Adventures, Pac-man World 3, Yu-Gi-Oh: Capsule monsters''' freezing at the splash screen likely due to the way it emulates VU1 || 1.7 || '''Fatal Fury,''' '''Redfaction,''' '''AOFA.'''
|-
|-
| --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
|-style="background-color:#D7EF54"
|| 2016 || ||
|-
|-
| --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
| <pre>Redfaction</pre> || It is a very good emulator to use for games that are sensitive to VU1, it was used to fix '''Tony hawk games''' suddenly crashing. || 1.6 || '''Max payne'''
|-
|-
| --detect-idle-intc ||0, 1|| Enabled by default, 0 disables it || --detect-idle-intc=0
| <pre>Forbidden
siren</pre> || The only emulator that fixed '''Ice age 2''' being stuck at splash screen using kozarovv's patch, it also fixed '''Gran turismo 4''' running EXTREMELY slow. || 0.1 ||
|-
|-
| --detect-idle-chcr|| 0, 1|| Enabled by default, 0 disables it  || --detect-idle-chcr=0
| <pre>KOF2000</pre> || Fixes graphical issues and sps in games such as '''Crash Twinsanity''', and '''prevents Koei tecmo games from suddenly freezing when battle starts''', since it emulates COP2/VU1/VU0 timing much more accurately than other emulators || 1.2 || '''Roguev1''' and '''KOF98'''
|-
|-
| --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"
| <pre>rise of the kasai</pre> || Fixed most of the '''Harry potter''' games|| || Also referred to as rotk
|-
|-
| --cop2 || jit, trans || ? ||  
|-style="background-color:#D7EF54"
| || 2015 || ||
|-
|-
| --vu0 || jit, trans || ? ||  
|<pre>War of the monsters v1</pre> || Probably the most GS/GIF accurate emulator we have on the PS4(?), Fixed '''Enter the Matrix''' crashing with upscaling on, and fixed '''Devil may cry 2''' characters having missing faces, fixed '''Tekken 5''' having graphical corruptions in some levels, Fixed '''the bard's tale''' crashing, it also happens to be the default emulator for PS2ClassicsGUI || 0.1 ||
|-
|-
| --r30 || jit, trans || ? ||  
| <pre>GTA 3</pre> || Fixed the pal Version of '''Genji: Dawn of the Samurai''' || ||
|-
| <pre>Parappa</pre> || The only emulator that was able to Boot '''Spyro: A Hero's Tail''' || ||
|-
| <pre>Star wars racer revenge</pre> || Seems to be the most similar emulator to the ps3. useful for debugging games as it also shows useful information such as pagefault || 0.1||  
|-
|-
|}
|}


==== PCSX2's gameindex ====
=== XXXX-YYYYY_config.lua ===


<pre>PCSX2's commands on the PS4 (or the commands which behave similarly)</pre>
<pre>It is the most powerful Configuration on the emulator, it Allows direct patching of EE/IOP/VU memory, hooks registers, hook dma, almost Everything can be done here.


<br>[https://raw.githubusercontent.com/PCSX2/pcsx2/master/bin/resources/GameIndex.yaml Current Gameindex.yaml]
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" ).</pre>
 
'''Known functions:  
'''
Require cleanup.
====ApiRequest====
<pre>The most important part of a lua. without it the lua will crash the game.</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;"
! {{cellcolors|#00d6f2|#000000}}PCSX2 !! {{cellcolors|#38ffc3|#000000}}PS4 !! Notes
! Command !! Usage !! Notes
|-
|-
| {{cellcolors|#0b9fb3|#000000}}XGKickHack ||{{cellcolors|#03fcb1|#000000}}--vu-xgkick-delay= ||  Possible equivalent value is 8
| apiRequest || apiRequest(0.1) || apiRequest(<api version>)
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.
|-
|-
| {{cellcolors|#0b9fb3|#000000}}VuAddSubHack ||{{cellcolors|#03fcb1|#000000}}--vu-hack-triace=1 || Required for every single game developed by TriAce
|}
=====(Emulator) EmuObject=====
<pre> Commands for the emulator</pre>
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Usage !! Notes
|-style="background-color:#D7EF54"
| || Object calling class ||
|-
|-
| {{cellcolors|#0b9fb3|#000000}}vuClampMode: 2 ||{{cellcolors|#03fcb1|#000000}}<br>--vu1-no-clamping=0<br>--vu0-no-clamping=0<br>--cop2-no-clamping=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
AddPadHook PadPressureStickRemap SetVolumes GetVolumes
SetAudioRoute GetAudioRoute AddSnapshotLoadedHook
RemoveSnapshotLoadedHook IsNeoMode IsToolingVerbose emuMediaPatch </pre></div>
|-style="background-color:#c6ecd9"
| || Hooks ||
|-
|-
| {{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 ||
|AddVsyncHook || emuObj.AddVsyncHook(<task to be done every vsync>) || emuObj.AddVsyncHook(my_function)
my_function can be anything, from simple patches, to extensive hook.
Example usage can be found in SLUS-21550 features file. some games are not compatible with it and will crash upon startup.
|-
|-
| {{cellcolors|#0b9fb3|#000000}}eeClampMode: 2 || {{cellcolors|#03fcb1|#000000}}--fpu-to-double=0<br>--fpu-no-clamping=0<br> ||
|RemoveVsyncHook || emuObj.RemoveVsyncHook(<previously added task to be removed>) || emuObj.RemoveVsyncHook(my_function)
|-
|-
| {{cellcolors|#0b9fb3|#000000}}eeClampMode: 3  || {{cellcolors|#03fcb1|#000000}}--fpu-to-double=1<br>--fpu-no-clamping=1<br> ||
|AddEntryPointHook || emuObj.AddEntryPointHook(<task>) || Task to be done at ps2 game main elf entry point (right where game is loaded).
|-
|-
| {{cellcolors|#0b9fb3|#000000}}eeRoundMode: || {{cellcolors|#03fcb1|#000000}}--fpu-accurate-muldiv=1<br>--fpu-accurate-addsub=1 ||
|RemoveEntryPointHook || ||
|-
|-
| {{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= ||
|AddLoginHook || ||
|-
|-
| {{cellcolors|#0b9fb3|#000000}}vu1RoundMode: || {{cellcolors|#03fcb1|#000000}}--vu1-accurate-addsub-range=<br>--vu1-mul0fix-range=||
|RemoveLoginHook || ||
|-
|-
| {{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
|AddLogoutHook || ||
|-
|-
| {{cellcolors|#0b9fb3|#000000}}FpuNegDivHack<br>FpuMulHack || {{cellcolors|#03fcb1|#000000}}--fpu-accurate-muldiv=1 ||  
|RemoveLogoutHook || ||
|-
|-
| {{cellcolors|#0b9fb3|#000000}}cpuCLUTRender: 1 || {{cellcolors|#03fcb1|#000000}}--gs-uv-shift-pointsampling=1 ||
|AddImageHook || ||
|-
|-
| {{cellcolors|#0b9fb3|#000000}}MTVUSpeedHack: 0 || {{cellcolors|#03fcb1|#000000}}--vu1=jit-sync || Some games will also require --vu1-mpg-cycles= to be between "6000 - 19000"
|AddGifTagHook || ||
|-
|-
| {{cellcolors|#0b9fb3|#000000}}mergeSprite<br>alignSprite || {{cellcolors|#03fcb1|#000000}}--gs-kernel-cl-up="up2x2simple" || Note: works similarly but not the equivalent
| 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>) )
|-
|-
| {{cellcolors|#0b9fb3|#000000}}cpuSpriteRenderBW: 4 || {{cellcolors|#03fcb1|#000000}}--gs-opt-frbuff-switch=1 || Note: works similarly but not the equivalent
|AddMCWriteHook ||emuObj.AddMCWriteHook() ||
|-
|-
| {{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
|AddAssertionHook ||emuObj.AddAssertionHook() ||
|-
|-
| {{cellcolors|#0b9fb3|#000000}}autoFlush || {{cellcolors|#03fcb1|#000000}}--gs-flush-ad-xyz=safe || Possible values include always, safe, off, 0
|AddSnapshotLoadedHook || ||
|-
|-
| {{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.
|RemoveSnapshotLoadedHook || ||
|-
|-
| {{cellcolors|#0b9fb3|#000000}}wildArmsHack || {{cellcolors|#03fcb1|#000000}}--gs-kernel-cl-up="DarkCloud2" ||
|AddPadHook ||emuObj.AddPadHook() ||
|-
|-
| {{cellcolors|#0b9fb3|#000000}}deinterlace || {{cellcolors|#03fcb1|#000000}}--force-frame-blend=1 ||
|-style="background-color:#ff8080"
|}
|  || Audio ||  
 
=== 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 ||
|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:#D7EF54"
|GetVolumes || emuObj.GetVolumes() || Return current volume levels for ('global', 'main', 'bgm') in floating point values.
|  || 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,'''
|SetAudioRoute || ||
|-
|-
| Art of Fighting Anthology || Similar to RECVX. It was successful in fixing "'''Coraline'''." Sometimes called "AOFA" || 2.0 ||
|GetAudioRoute || ||
|-style="background-color:#c2c2d6"
|| Game loading speed ||  
|-
|-
| 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.'''
|ThrottleNorm ||emuObj.ThrottleNorm() || Enable default framelimiter (50/60 fps depend on region).
|-
|-
| Fatal Fury Battle Archives: Volume 2 || Similarly to RECVX, it is often used to fix frozen games. ||  ||
|ThrottleFast || emuObj.ThrottleFast() || Faster than default, but exact value is unknown.
|-style="background-color:#D7EF54"
|  || 2016 || ||
|-
|-
| Red Faction || It is prominently used to fix VU1 sensitive games. It was used to fix '''Tony Hawk games''' suddenly crashing, as well as MTVU sensitive games such as '''Star Wars Battlefront II'''.|| 1.6 || '''Max payne'''
|ThrottleMax || emuObj.ThrottleMax() || Disable framelimiter During loading screens, This setting can sometimes be harmful when used globally in config files. Loading times are faster, but the game also runs faster than it should when the PS4 has enough free cpu power.
|-style="background-color:#ffe680"
|| CDVD ||  
|-
|-
| 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 ||
|OpenDiscTray || ||
|-
|-
| 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'''
|CloseDiscTray || ||
|-
|-
| Destroy All Humans! || Fixed '''Tenchu: Fatal Shadows'''' crashing. || 0.1 ||
|SwitchDisc || emuObj.SwitchDisc(<disc ID>) || ID can be provided as is, or for example read from memory or register when needed.
|-
|-
| Destroy All Humans! 2 || || 0.7 ||
| GetDiscId || emuObj.GetDiscId() || Return DiscId in XXXX_YYY.ZZ format
|-
|-
| Rise of the Kasai || It fixed most of the '''Harry Potter''' games. Often referred to as "rotk". || 0.2 ||
| GetDiscTitleId || ||
|-
|-
|-style="background-color:#D7EF54"
|ShowDiscSwitchInfo ||emuObj.ShowDiscSwitchInfo() ||
|  || 2015 || ||
|-
|-
|War of the monsters v1 || Subjectively the best emulator to use. Used as PS2CLASSICSGUI's default emulator, it is the best one around for accurate gs emulation, as some graphical issues on the Ratchet series and Tekken 5 can only be fixed by it. Another interesting case is GTA SA's lack of need for auto flush on it, and being natively performant. Additionally, its VU0 timing is much better than Jakv2's, making it one of the best emulators on the PS4. || 0.1 || '''Rogue v1 and v2, Arc the Lad, Star Wars Jedi Starfighter'''
|-style="background-color:#FEA15C"
| || Other ||  
|-
|-
| GTA III || Fixed the PAL version of '''Genji: Dawn of the Samurai'''. || 0.6 ||
| EnableImposeMenu || emuObj.EnableImposeMenu(<true/false>) || EnableImposeMenu(false)
|-
|-
| PaRappa the Rapper 2 || The only emulator to boot '''Spyro: A Hero's Tail'''. || 0.1 ||
|LoadConfig || ||
|-
|-
| 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 ||  
|SaveConfig || ||
|-
|-
|}
|GetPad || emuObj.GetPad(<gamepad button by bits>)|| example usage for reading input:
<div align="left"><pre>local CheckInputs = function()


=== XXXX-YYYYY_config.lua ===
local pad_bits = emuObj.GetPad()
local UP = pad_bits &  0x0010
local DOWN = pad_bits &  0x0040
local LEFT = pad_bits &  0x0080
local RIGHT = pad_bits &  0x0020
local Triangle = pad_bits &  0x1000
local Cross = pad_bits &  0x4000
local Square = pad_bits &  0x8000
local Circle = pad_bits &  0x2000
local L1 = pad_bits &  0x0400
local L2 = pad_bits &  0x0100
local L3 = pad_bits &  0x0002
local R1 = pad_bits &  0x0800
local R2 = pad_bits &  0x0200
local R3 = pad_bits &  0x0004
local Select = pad_bits &  0x0001
local Start = pad_bits &  0x0008


<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.
if (L2 ~= 0) then
<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").
<here function that should be done when L2 is pushed>
<br>'''Known functions:
end
'''
Require cleanup.
end


==== ApiRequest ====
emuObj.AddVsyncHook(CheckInputs) <to trigger check at every vsync></pre></div>
 
<pre>The most important part of the LUA script. The LUA script will crash the game if used without it.</pre>
 
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Usage !! Notes
|-
|-
| apiRequest || apiRequest(0.1) || apiRequest(<api version>)
|SwapMemCard || ||
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.
|-
|-
|}
|SetFormattedCard || emuObj.SetFormattedCard(<"file name">) || emuObj.SetFormattedCard("custom_formatted.card")
===== (Emulator) EmuObject =====
  Allow to use custom memory card.
 
<pre> Commands for the emulator</pre>
 
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Usage !! Notes
|-style="background-color:#D7EF54"
| || Object calling class ||
|-
|-
| getEmuObject || local emuObj = getEmuObject() || Required for all functions using emuObj, that include: <div align="left"><pre>LoadConfig SaveConfig GetPad AddVsyncHook
| GetPs4SystemLang || emuObj.GetPs4SystemLang() || Return PS4 system language (in unknown format).
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)
| SetPs2Lang || emuObj.SetPs2Lang(<Lang ID>) || Set emulated PS2 language, correct Lang IDs are 0-18, Strangely, Some Games can Crash if their Specific Language is not selected
my_function can be anything, from simple patches, to extensive hook.
<div align="left"><pre>0 - japanese
Example usage can be found in SLUS-21550 features file. some games are not compatible with it and will crash upon startup.
1 - english
|-
2 - french
|RemoveVsyncHook || emuObj.RemoveVsyncHook(<previously added task to be removed>) || emuObj.RemoveVsyncHook(my_function)
3 - spanish
|-
4 - german
|AddEntryPointHook || emuObj.AddEntryPointHook(<task>) || Task to be done at ps2 game main elf entry point (right where game is loaded).
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>
|-
|-
|RemoveEntryPointHook || ||
|PadSetLightBar || emuObj.PadSetLightBar(<port, red, green, blue>) || Set DS4 light bar color. Correct port values are 0-3, correct light values are 0-255.
|-
|-
|AddLoginHook || ||
|PadPressureStickRemap || emuObj.PadPressureStickRemap()||
|-
|-
|RemoveLoginHook || ||
| IsNeoMode || emuObj.IsNeoMode() || Check that PS4 run in NEO (PRO) mode. Return 1/0
|-
|-
|AddLogoutHook || ||
| IsToolingVerbose || ||
|-
|-
|RemoveLogoutHook || ||
|CheckEntitlement || ||
|-
|-
|AddImageHook || ||
| 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:#c6ecd9"
|  || GS related ||
|-
|-
|AddGifTagHook || ||
| CountFrameOnPS2 || emuObj.CountFrameOnPS2() || updates FRAPS/Actual FPS reading in olympus
|-
|-
| 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>) )
| SetGsTitleFix || emuObj.SetGsTitleFix() || [[PS2_Emulation#SetGsTitleFix|More info]]
|-
|-
|AddMCWriteHook ||emuObj.AddMCWriteHook() ||
|SetDisplayAspectWide || emuObj.SetDisplayAspectWide() || Force display area to 16:9 (If game not support widescreen, it will be stretched).
|-
|-
|AddAssertionHook ||emuObj.AddAssertionHook() ||
|SetDisplayAspectNormal || emuObj.SetDisplayAspectNormal() || Force display area to 4:3.
|-
|-
|AddSnapshotLoadedHook || ||
|ForceRefreshRate || emuObj.ForceRefreshRate(<hz>) || emuObj.ForceRefreshRate(50) correct values are 0, 50, 60 where 0 = default.
|-
|-
|RemoveSnapshotLoadedHook || ||
|LoadFsShader || emuObj.LoadFsShader(<slot?>, "<path>") || <div align="left"><pre>Shaders must be loaded right after GS has been initialized.
|-
Example:
|AddPadHook ||emuObj.AddPadHook() ||
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>
|-
|-
|-style="background-color:#ff8080"
|SetDisplaySafeArea || ||
| || 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%
|}
 
=====(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 ||
|-
|-
|GetVolumes || emuObj.GetVolumes() || Return current volume levels for ('global', 'main', 'bgm') in floating point values.
| getEEObject || local eeObj = getEEObject() || Required for all functions using eeObj
|-style="background-color:#7698FF"
|  || Memory editing ||
|-
|-
|SetAudioRoute || ||
|ReplaceMem64 || eeObj.ReplaceMem64(<address>, <value>)||
|-
|-
|GetAudioRoute || ||
|ReplaceMem32 || eeObj.ReplaceMem32(<address>, <value>) || Permanently replace an offset without needing addvsynchook
|-style="background-color:#c2c2d6"
|  || Game loading speed ||
|-
|-
|ThrottleNorm ||emuObj.ThrottleNorm() || Enable default framelimiter (50/60 fps depend on region).
|ReplaceMem16 || eeObj.ReplaceMem16(<address>, <value>)||
|-
|-
|ThrottleFast || emuObj.ThrottleFast() || Faster than default, but exact value is unknown.
|ReplaceMem8 ||eeObj.ReplaceMem8(<address>, <value>) ||
|-
|-
|ThrottleMax || emuObj.ThrottleMax() || Disable framelimiter during loading screens.  
|ReadMemFloat || eeObj.ReadMemFloat(<address>) || eeObj.ReadMemFloat(0x258c3c)
|-style="background-color:#ffe680"
|  || CDVD ||
|-
|-
|OpenDiscTray || ||
|WriteMemFloat || eeObj.WriteMemFloat(<address>, <value>) || eeObj.WriteMemFloat(0x365364, 1.3333333)
|-
|-
|CloseDiscTray || ||
|ReadMem128 || <pre>eeObj.ReadMem128(<ee memory offset>)</pre> || Read 16 bytes from offset, examples: eeObj.ReadMem128(0x100198)
|-
|-
|SwitchDisc || emuObj.SwitchDisc(<disc ID>) || ID can be provided as is, or for example read from memory or register when needed.
|ReadMemFloat128 || <pre>eeObj.ReadMemFloat128(<ee memory offset>)</pre> || return 16 bytes from offset in float form
|-
|WriteMem128 || ||
|-
|WriteMemFloat128 || ||
|-
| ReadMem64 || <pre>eeObj.ReadMem64(<ee memory offset>)</pre> || Read 8 bytes from offset, examples: eeObj.ReadMem64(0x100198)
|-
| WriteMem64 || <pre>eeObj.WriteMem64(<ee memory offset>, <data>)</pre> ||
|-
| ReadMem32 || <pre>eeObj.ReadMem32(<ee memory offset>)</pre> || Read 4 bytes from offset, examples: eeObj.ReadMem32(0x100198)
eeObj.ReadMem32(gp - 31348)
|-
|-
| GetDiscId || emuObj.GetDiscId() || Return DiscId in XXXX_YYY.ZZ format
| WriteMem32 || <pre>eeObj.WriteMem32(<ee memory offset>, <data>)</pre> || Write 4 bytes to offset, example: eeObj.WriteMem32(0x2c89ac, 0x001b70f0)
|-
|-
| GetDiscTitleId || ||
| ReadMem16 || <pre>eeObj.ReadMem16(<ee memory offset>)</pre> || Read 2 bytes from offset, example: eeObj.ReadMem16(0x100198)
|-
|-
|ShowDiscSwitchInfo || emuObj.ShowDiscSwitchInfo() ||
| WriteMem16 || <pre>eeObj.WriteMem16(<ee memory offset>, <data>)</pre> || Write 2 bytes to offset, example: eeObj.WriteMem16(0x2c89ac, 0x70f0)
|-
|-
|-style="background-color:#FEA15C"
| ReadMem8 || <pre>eeObj.ReadMem8(<ee memory offset>)</pre> || Read 1 byte from offset, example: eeObj.ReadMem8(0x100198)
| || Other ||  
|-
|-
| EnableImposeMenu || emuObj.EnableImposeMenu(<true/false>) || EnableImposeMenu(false)
| WriteMem8 || <pre>eeObj.WriteMem8(<ee memory offset>, <data>)</pre> || Write 1 byte to offset, example: eeObj.WriteMem8(0x2c89ac, 0xf0)
|-
|-
|LoadConfig || emuObj.LoadConfig( 0 or 1 )|| emuObj.LoadConfig(0)
|ReadMemStr || eeObj.ReadMemStr(address/register) || Read string from address until null terminator
|-
|-
|SaveConfig || emuObj.LoadConfig( 0 or 1 ) || emuObj.LoadConfig(0)
|WriteMemStr || eeObj.WriteMemStr(address, string) ||  
|-
|-
|GetPad || emuObj.GetPad(<gamepad button by bits>)|| example usage for reading input:
|WriteMemStrZ || || eeObj.WriteMemStrZ(string pointer, string) .  Pointer can be read from GPR
<div align="left"><pre>local CheckInputs = function()
|-style="background-color:#ff9999"
 
|  || GPR require (Necessary for register related commands)||
local pad_bits = emuObj.GetPad()
|-
local UP = pad_bits &  0x0010
| || local gpr = require( "ee-gpr-alias" )
local DOWN = pad_bits &  0x0040
|-
local LEFT = pad_bits &  0x0080
|GetGpr64 || eeObj.GetGPR64(<gpr register>) || example: eeObj.GetGPR64(t3)
local RIGHT = pad_bits &  0x0020
|-
local Triangle = pad_bits &  0x1000
|SetGpr64 || ||
local Cross = pad_bits &  0x4000
local Square = pad_bits &  0x8000
local Circle = pad_bits &  0x2000
local L1 = pad_bits &  0x0400
local L2 = pad_bits &  0x0100
local L3 = pad_bits &  0x0002
local R1 = pad_bits &  0x0800
local R2 = pad_bits &  0x0200
local R3 = pad_bits &  0x0004
local Select = pad_bits &  0x0001
local Start = pad_bits &  0x0008
 
if (L2 ~= 0) then
<here function that should be done when L2 is pushed>
end
end
 
emuObj.AddVsyncHook(CheckInputs) <to trigger check at every vsync></pre></div>
|-
|-
|SwapMemCard || ||
| GetGprFloat || || Get gpr value as float value
|-
|-
|SetFormattedCard || emuObj.SetFormattedCard(<"file name">) || emuObj.SetFormattedCard("custom_formatted.card")
| SetGprFloat || || Set gpr value as float value
Allow to use custom memory card.
|-
|-
| GetPs4SystemLang || emuObj.GetPs4SystemLang() || Return PS4 system language (in unknown format).
|GetGpr || eeObj.GetGPR(<gpr register>) || eeObj.GetGPR(t3)
|-
|-
| 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)
|SetGpr|| eeObj.SetGPR(<gpr register> ,<value>) || example: eeObj.SetGPR(gpr.a3 ,1)
<div align="left"><pre>0 - japanese
Require defined getEEObject() as eeObj
1 - english
2 - french
3 - spanish
4 - german
5 - italian
6 - dutch
7 - portuguese
8 - russian
9 - korean
10 - traditonal-chinese
11 - simplified-chinese
12 - finnish
13 - swedish
14 - danish
15 - norwegian
16 - polish
17 - portuguese-brazil
18 - english-uk</pre></div>
|-
|-
|PadSetLightBar || emuObj.PadSetLightBar(<port, red, green, blue>) || Set DS4 light bar color. The correct port values are 0-3, correct light values are 0-255.
| GetFprHex || eeObj.GetFprHex(<FPU register (0-31)>)|| Get/return floating point register value as hex string
|-
|-
|PadPressureStickRemap || emuObj.PadPressureStickRemap()||
| SetFprHex || eeObj.SetFprHex(<FPU register (0-31), value (u32)>)|| Set floating point register value as hex string
|-
|-
| IsNeoMode || emuObj.IsNeoMode() || Check that PS4 run in NEO (PRO) mode. Return 1/0
| GetFpr || eeObj.GetFpr(<register number>) || example eeObj.GetFpr(14)
|-
|-
| IsToolingVerbose || ||
| 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
|-
|-
|CheckEntitlement || ||
|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
|-
|-
| 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.
|SetPc || eeObj.SetPC(<PC>) ||eeObj.SetPC(0x266B80)
|-style="background-color:#c6ecd9"
|  || GS related ||
|-
|-
| CountFrameOnPS2 || emuObj.CountFrameOnPS2() || updates FRAPS/Actual FPS reading in olympus
|GetCPR0 || eeObj.GetCPR0(<COP0 register>) ||  
|-
|-
| SetGsTitleFix || emuObj.SetGsTitleFix() ||  [[PS2_Emulation#SetGsTitleFix|More info]]
|SetCPR0 || eeObj.SetCPR0(<COP0 register>) ||
|-style="background-color:#c6ecd9"
|  || Hooks ||
|-
|-
|SetDisplayAspectWide || emuObj.SetDisplayAspectWide() || Force display area to 16:9 (If game not support widescreen, it will be stretched).
| AddHook || eeObj.AddHook(<ee offset>, <original opcode>, <definied hook name>) || example: <div align="left"><pre>local W1 =
|-
function()
|SetDisplayAspectNormal || emuObj.SetDisplayAspectNormal() || Force display area to 4:3.
emuObj.SetDisplayAspectNormal()
|-
end
|ForceRefreshRate || emuObj.ForceRefreshRate(<hz>) || emuObj.ForceRefreshRate(50) correct values are 0, 50, 60 where 0 = default.
|-
|LoadFsShader || emuObj.LoadFsShader(<slot?>, "<path>") || <div align="left"><pre>Shaders must be loaded right after GS has been initialized.
Example:
Global_InitGpuResources = function()
emuObj.LoadFsShader(1, "./shader.sb")
end


That only load Fragment Shader to program memory, to use it we need BindFragmentShader,  
local ws1 = eeObj.AddHook(0x1c9840, 0xaf808c78, W1)</pre></div>
and if depend on shader SetShaderParams.</pre></div>
|-
|-
|SetDisplaySafeArea || ||
|RemoveHook || ||  
|-
|-
|}
|AddPreHook || ||
 
===== (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
|AddPostHook || ||
|-style="background-color:#7698FF"
|  || Memory editing ||  
|-
|-
|ReplaceMem64 || eeObj.ReplaceMem64(<address>, <value>)||
|RemovePreHook || ||
|-
|-
|ReplaceMem32 || eeObj.ReplaceMem32(<address>, <value>) || Permanently replace an offset without needing addvsynchook?
|RemovePostHook || ||
|-
|-
|ReplaceMem16 || eeObj.ReplaceMem16(<address>, <value>)||
|AddJitResetHook || ||
|-
|-
|ReplaceMem8 ||eeObj.ReplaceMem8(<address>, <value>) ||
|RemoveJitResetHook || ||
|-
|-
|ReadMemFloat || eeObj.ReadMemFloat(<address>) || eeObj.ReadMemFloat(0x258c3c)
| AddHookJT || eeObj.AddHookJT(Offset, offset opcode, ???) || Seems to somehow be related to gpr registers
|-
|-
|WriteMemFloat || eeObj.WriteMemFloat(<address>, <value>) || eeObj.WriteMemFloat(0x365364, 1.3333333)
|-style="background-color:#ffb3b3"
| || Dma ||
|-
|DmaAddHook || <pre>eeobj.DmaAddHook(channel=%d key=%x)</pre> || Possible Dma channel numbers (?)
<pre> GIF = 0 VIF0 = 1
VIF1 = 2 SIF0 = 4
SIF1 = 5 IPU0 = 6
IPU1 = 7  </pre>
Possible values for hooks
<pre>DmaTransfer [VIF0/VIF1], RaiseIntc [VIF0/VIF1], NormalTransfer [SIF0/SIF1]. </pre>
|-
|-
|ReadMem128 || <pre>eeObj.ReadMem128(<ee memory offset>)</pre> || Read 16 bytes from offset, examples: eeObj.ReadMem128(0x100198)
|DmaRemoveHook || ||
|-
|-
|ReadMemFloat128 || <pre>eeObj.ReadMemFloat128(<ee memory offset>)</pre> || return 16 bytes from offset in float form
|-style="background-color:#b3f0ff"
| || Speedhacks ||  
|-
|-
|WriteMem128 || ||
|FastForwardClock || eeObj.FastForwardClock() || Skip Emotion engine Cycles
|-
|-
|WriteMemFloat128 || ||
|AdvanceClock || eeObj.AdvanceClock() || it is still unknown how to use this command, check Psychonauts lua for more details.
|-
|-
| ReadMem64 || <pre>eeObj.ReadMem64(<ee memory offset>)</pre> || Read 8 bytes from offset, examples: eeObj.ReadMem64(0x100198)
| GetClock || eeObj.GetClock() || Returns the value of how many cycles the ee is ahead of normal clock (?)
|-
|-
| WriteMem64 || <pre>eeObj.WriteMem64(<ee memory offset>, <data>)</pre> ||  
|Vu1MpgCycles || eeObj.Vu1MpgCycles(<cycles>) || Works just like the cli command --vu1-mpg-cycles=
|-style="background-color:#FEA15C"
|  || Other ||  
|-
|-
| ReadMem32 || <pre>eeObj.ReadMem32(<ee memory offset>)</pre> || Read 4 bytes from offset, examples: eeObj.ReadMem32(0x100198)
| CallPredicate
eeObj.ReadMem32(gp - 31348)
|-
|-
| WriteMem32 || <pre>eeObj.WriteMem32(<ee memory offset>, <data>)</pre> || Write 4 bytes to offset, example: eeObj.WriteMem32(0x2c89ac, 0x001b70f0)
|SchedulerDelayEvent || eeObj.SchedulerDelayEvent("event", cycles) || Parrapa use eeObj.SchedulerDelayEvent("vif1.dma", 0x6500) other events are gif.dma, vif0.dma, vif1.dma, sif0.dma, Sif0-NormalTransfer, sif1.dma, Sif1-NormalTransfer, ipu0.dma, ipu1.dma . This command allow to delay certain DMA transfer by cycles.
|-
|-
| ReadMem16 || <pre>eeObj.ReadMem16(<ee memory offset>)</pre> || Read 2 bytes from offset, example: eeObj.ReadMem16(0x100198)
|WaitVu1 || eeObj.WaitVu1() || Likely to be the lua equivalent of "--vu1=jit-sync".
|-
|-
| WriteMem16 || <pre>eeObj.WriteMem16(<ee memory offset>, <data>)</pre> || Write 2 bytes to offset, example: eeObj.WriteMem16(0x2c89ac, 0x70f0)
|GetPcRingBuffer || ||
|-
|-
| ReadMem8 || <pre>eeObj.ReadMem8(<ee memory offset>)</pre> || Read 1 byte from offset, example: eeObj.ReadMem8(0x100198)
|Precompile || || Requires unknown values
|-
|-
| WriteMem8 || <pre>eeObj.WriteMem8(<ee memory offset>, <data>)</pre> || Write 1 byte to offset, example: eeObj.WriteMem8(0x2c89ac, 0xf0)
|CalcInsnHash || ||
|-
|-
|ReadMemStr || eeObj.ReadMemStr(address/register) || Read string from address until null terminator
|getOverlayObject || eeObj.getOverlayObject() || local eeOverlay = eeObj.getOverlayObject()
|-
|-
|WriteMemStr || eeObj.WriteMemStr(address, string) ||  
| GetVif1Cycles || eeObj.GetVif1Cycles() || local vif1_cycles = eeObj.GetVif1Cycles() create vif_cycles value that can be used later, you can rename it as you wish.
|-
|-
|WriteMemStrZ ||  || eeObj.WriteMemStrZ(string pointer, string) .  Pointer can be read from GPR
|}
|-style="background-color:#ff9999"
 
|  || GPR require (Necessary for register related commands)||  
=====(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 ||
|-
|-
| || local gpr = require( "ee-gpr-alias" )
| getIOPObject || local iopObj = getIOPObject() || Required for all functions using iopObj, that include: <div align="left"><pre>ReplaceMem64 ReplaceMem32 ReplaceMem16 ReplaceMem8 ReadMemFloat
WriteMemFloat WriteMem64 WriteMem32 WriteMem16 WriteMem8
ReadMemStr AddHook RemoveHook GetGpr SetGpr GetPc SetPc
GetCPR0 SetCPR0</pre></div>
|-style="background-color:#7698FF"
|  || Memory editing ||
|-
|-
|GetGpr64 || eeObj.GetGPR64(<gpr register>) || example: eeObj.GetGPR64(t3)
|ReplaceMem64 ||iopObj.ReplaceMem64(<address>, <value>) ||
|-
|-
|SetGpr64 || ||
|ReplaceMem32 || iopObj.ReplaceMem32(<address>, <value>)||
|-
|-
| GetGprFloat || || Get gpr value as float value
|ReplaceMem16 || iopObj.ReplaceMem16(<address>, <value>)||
|-
|-
| SetGprFloat || || Set gpr value as float value
|ReplaceMem8 ||iopObj.ReplaceMem8(<address>, <value>) ||
|-
|-
|GetGpr || eeObj.GetGPR(<gpr register>) || eeObj.GetGPR(t3)
|ReadMemFloat || iopObj.ReadMemFloat(<address>) || iopObj.ReadMemFloat(0x28c3c)
|-
|-
|SetGpr|| eeObj.SetGPR(<gpr register> ,<value>) || example: eeObj.SetGPR(gpr.a3 ,1)
|WriteMemFloat || iopObj.WriteMemFloat(<address>, <value>) || iopObj.WriteMemFloat(0x65364, 1.3333333)
Require defined getEEObject() as eeObj
|-
|-
| GetFprHex || eeObj.GetFprHex(<FPU register (0-31)>)|| Get/return floating point register value as hex string
|ReadMem128 || iopObj.ReadMem128(<iop memory offset>)||  
|-
|-
| SetFprHex || eeObj.SetFprHex(<FPU register (0-31), value (u32)>)|| Set floating point register value as hex string
|WriteMem128 || iopObj.WriteMem128(<iop memory offset>, <value>)||
|-
|ReadMemFloat128 ||iopObj.ReadMemFloat128(<iop memory offset>) ||
|-
|-
| GetFpr || eeObj.GetFpr(<register number>) || example eeObj.GetFpr(14)
|WriteMemFloat128 || iopObj.WriteMemFloat128(<iop memory offset>, <value>)||
|-
|-
| SetFpr  || eeObj.SetFpr(<fpr register number>, <value>) || Simple example eeObj.SetFpr(14, 50.0) will set frp 14 to 50.0
| ReadMem64 || <pre>iopObj.ReadMem64(<iop memory offset>)</pre> || Read 8  Bytes From offset
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
| WriteMem64 || <pre>iopObj.WriteMem64(<iop memory offset>, <data>)</pre> || Write 8  Bytes From offset
|-
|-
|SetPc || eeObj.SetPC(<PC>) ||eeObj.SetPC(0x266B80)
| ReadMem32 || <pre>iopObj.ReadMem32(<iop memory offset>)</pre> || Read 4 bytes from offset, examples: iopObj.ReadMem32(0x1198)
iopObj.ReadMem32(gp - 348)
|-
|-
|GetCPR0 || eeObj.GetCPR0(<COP0 register>) ||  
| WriteMem32 || <pre>iopObj.WriteMem32(<iop memory offset>, <data>)</pre> || Write 4 bytes to offset, example: iopObj.WriteMem32(0x89ac, 0x001b70f0)
|-
|-
|SetCPR0 || eeObj.SetCPR0(<COP0 register>) ||  
| ReadMem16 || <pre>iopObj.ReadMem16(<iop memory offset>)</pre> || Read 2 bytes from offset, example: iopObj.ReadMem16(0x1198)
|-style="background-color:#c6ecd9"
|  || Hooks ||
|-
|-
| AddHook || eeObj.AddHook(<ee offset>, <original opcode>, <definied hook name>) || example: <div align="left"><pre>local W1 =
| WriteMem16 || <pre>iopObj.WriteMem16(<iop memory offset>, <data>)</pre> || Write 2 bytes to offset, example: iopObj.WriteMem16(0x89ac, 0x70f0)
function()
emuObj.SetDisplayAspectNormal()
end
 
local ws1 = eeObj.AddHook(0x1c9840, 0xaf808c78, W1)</pre></div>
|-
|-
|RemoveHook || ||  
| ReadMem8 || <pre>iopObj.ReadMem8(<iop memory offset>)</pre> || Read 1 byte from offset, example: iopObj.ReadMem8(0x1198)
|-
|-
|AddPreHook || ||
| WriteMem8 || <pre>iopObj.WriteMem8(<iop memory offset>, <data>)</pre> || Write 1 byte to offset, example: iopObj.WriteMem8(0x89ac, 0xf0)
|-
|-
|AddPostHook || ||
|ReadMemStr || ||
|-
|-
|RemovePreHook || ||
|GetGpr || iopObj.GetGPR(<gpr register>) || iopObj.GetGPR(a1)
|-
|-
|RemovePostHook || ||
|SetGpr || iopObj.SetGPR(<gpr register> ,<value>) || example: iopObj.SetGPR(gpr.v0 ,3)
|-
|-
|AddJitResetHook || ||
|GetPc || iopObj.GetPc() || can be used also with additional var. like iopObj.GetPc()+8
|-
|-
|RemoveJitResetHook || ||
|SetPc || iopObj.SetPC(<PC>) ||iopObj.SetPC(0x6B80)
|-
|-
| AddHookJT || eeObj.AddHookJT(Offset, offset opcode, function) || Seems be a hook related to the jit
|GetCPR0 || iopObj.GetCPR0(<COP0 register>) ||
|-
|-
|-style="background-color:#ffb3b3"
|SetCPR0 || iopObj.SetCPR0(<COP0 register>) ||
| || Dma ||  
|-
|-
|DmaAddHook || <pre>eeobj.DmaAddHook(channel=%d key=%x)</pre> || Possible Dma channel numbers (?)
|-style="background-color:#FEA15C"
<pre> GIF = 0 VIF0 = 1
| || Clock speed ||  
VIF1 = 2 SIF0 = 4
SIF1 = 5 IPU0 = 6
IPU1 = 7  </pre>
Possible values for hooks
<pre>DmaTransfer [VIF0/VIF1], RaiseIntc [VIF0/VIF1], NormalTransfer [SIF0/SIF1]. </pre>
|-
|-
|DmaRemoveHook || ||
| FastForwardClock || iopObj.FastForwardClock() ||
|-
|-
|-style="background-color:#b3f0ff"
| AdvanceClock || iopObj.AdvanceClock() ||
| || Speedhacks ||  
|-
|-
|FastForwardClock || eeObj.FastForwardClock() || Skip Emotion Engine cycles?
| GetClock || iopObj.GetClock() || Returns the value of how many cycles the iop is ahead of normal clock (?)
<pre>
|-style="background-color:#c6ecd9"
eeObj.AddHook(0x002cc350, 0x78a30000, function()
|  || Hooks ||
          eeObj.FastForwardClock()
end)
</pre>
|-
|-
|AdvanceClock || eeObj.AdvanceClock() || Likely skips an allocated amount of EE cycles.
|AddHook || iopObj.AddHook()||
<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 (?)
|RemoveHook || iopObj.RemoveHook()||
|-
|-
|Vu1MpgCycles || eeObj.Vu1MpgCycles(<cycles>) || Works just like the cli command --vu1-mpg-cycles=
|}
|-style="background-color:#FEA15C"
 
|  || Other ||  
=====(GS) GsObject=====
<pre>Commands for the emulated Graphics synthesizer</pre>
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Usage !! Notes
|-style="background-color:#D7EF54"
|  || Object calling class ||
|-
|-
| CallPredicate
| getGsObject || local gsObj = getGsObject() ||
|-style="background-color:#c6ecd9"
|  || Graphical fixes / Improvement ||
|-
|-
|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.
|SetL2HMode || gsObj.SetL2HMode()||
|-
|-
|WaitVu1 || eeObj.WaitVu1() || Likely to be the lua equivalent of "--vu1=jit-sync".
|SetUprenderMode ||gsObj.SetUprenderMode(1)|| Set uprender mode.  Overrides CLI, 0=none, 1=2x2
|-
|-
|GetPcRingBuffer || ||
|SetUpscaleMode || gsObj.SetUpscaleMode() ||
|-
|-
|Precompile || || Requires unknown values
|GetFramesInQueue || gsObj.GetFramesInQueue() || Returns the value of the frames that are still in queue
|-
|-
|CalcInsnHash || ||
|SetFrameSkipping || gsObj.SetFrameSkipping(true) || false and true are the values.
|-
|-
|getOverlayObject || eeObj.getOverlayObject() || local eeOverlay = eeObj.getOverlayObject()
|SetDeinterlaceShift || gsObj.SetDeinterlaceShift(0) || The values are 1 and 0, Enable or disable interlacing, requires emulators with high api
|-
| GetVif1Cycles || eeObj.GetVif1Cycles() || local vif1_cycles = eeObj.GetVif1Cycles() create vif_cycles value that can be used later. You can rename it as you wish.
|-
|-
|}
|}


====== SetGsTitleFix ======
=====Does not require Object calling or Uknown=====
 
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
<pre>One of the most important LUA commands. It modifies the Graphics Synthesizer's behavior.
! Command !! Usage !! Notes
 
|-
Part of EmuObject() class, it's frequently used in official configs.</pre>
| 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
'''Examples'''
|-
<pre>
| vuInsnReplace || <pre>vuInsnReplace(vu 0/1, vu memory offset divided by 8, (original opcode<<32) | original opcode, (replace opcode<<32) | replace opcode) </pre>|| Replace 2 x 4 bytes in VU memory, correct memory range depend on selected VU, left shift by 32 is used for VU lower opcodes. Command will fail if size is above 254. <pre>example:
-- fix vision logo (Wild Arms 3)
vuInsnReplace(0, 0x167, (0x000002ff << 32) | 0x520507ff,(0x000002ff << 32) | 0x8000033c)
local thresholdArea = 0 -- ignore alls items : fix #112276
Replace 64 bits of VU0 at offset 0xB38</pre>
emuObj.SetGsTitleFix( "ignoreUpRender", thresholdArea , {  texType = 3, cbp = 0x2390, tbp = 0x288000} )
|-
------------------------------------------------------------------------------------------------------
| 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)
-- Ignore up-render shift for triangles when writing mask = write alpha only . Will fix shadows (bug# 6724).
|-
emuObj.SetGsTitleFix( "ignoreUpShiftTri", "reserved" , { fbmask = 0x00FFFFFF  } )
| eeNativeFunction || eeNativeFunction(<ee offset>, <original opcode>, <function>) || eeNativeFunction(0x11fa9c, 0x0080402d, 'memcpy')
------------------------------------------------------------------------------------------------------
Different emulators can have different functions included, vide SO3. Require api 1.4 or higher.
--  Performance  fix ( bug# 9474 )
But functions from this list should be available in every emu:
if 0 then  -- emuObj.IsNeoMode() then  -- neo mode check disabled, due to bug #10442
<pre>ieee754_acosf ieee754_asinf ieee754_sqrtf
    emuObj.SetGsTitleFix( "globalSet", "reserved", { workLoadThreshold = 125000} )
fabs cosf fabsf
else
sinf acosf asinf
    emuObj.SetGsTitleFix( "globalSet", "reserved", { workLoadThreshold = 100000} )
sqrtf fptoui fptodp
end
litodp dptoli dptofp
------------------------------------------------------------------------------------------------------
memcpy memset strlen</pre>
-- bug# 9972
|-
emuObj.SetGsTitleFix( "ignoreSubBuffCov", "reserved", { } )
| eeNativeHook || eeNativeHook(<ee ofset>, <original opcode>, <action>) || eeNativeHook require apiRequest(1.4) or higher.
------------------------------------------------------------------------------------------------------
|-
-- Bully bug 9392
| GsCustomShader || ||
-- Performace fix
|-
local thresholdArea = 600
| Unlock || ||
emuObj.SetGsTitleFix( "ignoreUpRender", thresholdArea , {alpha=0x80000044 , zmsk=1 , tw=4, th=4  } )
|-
------------------------------------------------------------------------------------------------------
| IsUnlocked || ||
-- Bug#9174 -
|-
emuObj.SetGsTitleFix( "ignoreSubBuffCov", "reserved", { } )
| InsnOverlay || InsnOverlay({<opcode, opcode, opcode...>}) || example: <div align="left"><pre>InsnOverlay({
------------------------------------------------------------------------------------------------------
0x27bdfff0, -- addiu $sp, -0x10
-- Bug#9240 (Light maps uprender)
0xffbf0000, -- sd $ra, 0(sp)
-- Copy z-buffer for future use with light maps. psm = SCE_GS_PSMZ24 (49)
0xffb00008, -- sd $s0, 8(sp)
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", {tw=9, th=9, psm=49, zmsk=1 } )
0x3c05000f, -- lui $a1, 0x000f
------------------------------------------------------------------------------------------------------
0x34a57000, -- ori $a1, 0x7000
-- Apply light maps texMode=2 (bilinear)  psm= SCE_GS_PSMCT32 (0)
0x0c0db8b6, -- jal Script::State::DoString
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", {tw=8, th=8, psm=0, ztst=1, texMode=2 } )
0x0080802d, -- move $s0, $a0
------------------------------------------------------------------------------------------------------
0x24050001, -- li $a1, 1
-- Performace fix (bug #9785 )
0x0c0dba4c, -- jal Script::State::IsNull(int)
emuObj.SetGsTitleFix( "globalSet", "reserved", { waveThreshold = 90000} )
0x0200202d, -- move $a0, $s0
emuObj.SetGsTitleFix( "ignoreAreaUpdate", 0, { } )
0xdfb00008, -- ld $s0, 8(sp)
------------------------------------------------------------------------------------------------------
0xdfbf0000, -- ld $ra, 0(sp)
-- Accumulate fill area only when conditions are met
0x03e00008, -- jr ra
emuObj.SetGsTitleFix( "includeAreaUpdate", "reserved" , {alphaIsNot = 0, zmsk = 1, tw = 6, th = 6 , tbp = 0x00302000} )
0x27bd0010  -- addiu $sp, 0x10
emuObj.SetGsTitleFix( "ignoreUpRender", 130 , { totalArea= 700} )
})</pre></div>
------------------------------------------------------------------------------------------------------
|-
-- Fix shadow
| eeDebugBreak || ||
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=1  } )
|-
------------------------------------------------------------------------------------------------------
| CsBindShader || ||
-- Reduce flush count
|-
emuObj.SetGsTitleFix( "SetSelfRender", "reserved", { fbmask= 0x00FFFFFF , renderSelf=1 , zmsk=1 , alpha=0 , texMode=1  } )
| CsSetParamInt32 || ||
------------------------------------------------------------------------------------------------------
|-
-- Disable post-processing
| CsSetParamFloat || ||
emuObj.SetGsTitleFix( "ignoreSprite", "reserved", {  texType=1 , tw=5 , th=8, zmsk=1 , alpha=0x80000044  } )
|-
------------------------------------------------------------------------------------------------------
| CsResetContext || ||
-- 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
| CsPrintContext || ||  
|-
|-
|reserved || ||
| PsBindShader || ||  
|-
|-
|ignoreSubBuffCov|| ||ignore ? buffer coverage
| PsSetParamInt32 || ||  
|-
|-
|ignoreUpRenderTimeout|| emuObj.SetGsTitleFix( "globalSet", "reserved", {ignoreUpRenderTimeout=2} ) ||
| PsSetParamFloat || ||  
|-
|-
|ignoreAreaUpdate|| emuObj.SetGsTitleFix( "ignoreAreaUpdate", 0, { alpha=0x80000048 } ) ||
| PsResetContext || ||  
|-
|-
|ignoreSprite|| emuObj.SetGsTitleFix( "ignoreSprite", "reserved", {  texType=1 , tw=5 , th=8, zmsk=1 , alpha=0x80000044  } ) ||
| PsPrintContext || ||  
|-
|-
|ignoreUpShiftTri|| emuObj.SetGsTitleFix( "ignoreUpShiftTri", "reserved", {psm=0} ) ||
|}
<pre>Note: eeObj, emuObj, gsObj, etc are described as required, this is not really true. You can set functions locals they use as whatever you want, but due to specify of that emulator it will be better to keep official naming used in official configs.</pre>
 
=====Other objects=====
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Usage !! Notes
|-
|-
|clipScissors|| emuObj.SetGsTitleFix( "clipScissors", "reserved", {alpha = 0 , frameW = 4 , psm = 0} ) ||
! !! getGLSObject class !!
|-
|-
|trianglesAsParticles|| emuObj.SetGsTitleFix( "trianglesAsParticles", "reserved", { hasClut=1,zmsk=1 } ) ||
| getGLSObject || ||  
|-
|-
|SetSelfRender|| emuObj.SetGsTitleFix( "SetSelfRender", "reserved", { fbmask= 0x00FFFFFF , renderSelf=1 , zmsk=1 , alpha=0 , texMode=1  } ) ||
|Enable || ||
|-
|-
|forceBiLinear || ||
|EnableServerRecording || ||  
|-
|-
|forcePoint|| emuObj.SetGsTitleFix( "forcePoint", "reserved", {mipIsGt=0,  mmin=0} ) ||
|Pause || ||  
|-
|-
|forceSimpleFetch ||  emuObj.SetGsTitleFix( "forceSimpleFetch",  "reserved", {psm=0} ) ||Used frequently to fix graphical corruptions
! !! getGsObject class !!
|-
|-
|forcePointSampling|| emuObj.SetGsTitleFix( "forcePointSampling", "reserved", {alpha = 0x80000048, twIsLess=5, thIsLess=5 } ) ||
! !! getAudioObject class !!
|-
|-
|setRejectionArea|| emuObj.SetGsTitleFix( "setRejectionArea", 1000, { } ) ||
| getAudioObject || ||  
|-
|-
|ignoreUpRender|| emuObj.SetGsTitleFix( "ignoreUpRender", thresholdArea , {  texType = 3, cbp = 0x2390, tbp = 0x288000} ) || Ignore uprender for texture type described in params
| muteStreamingAll || ||  
|-
|-
|includeAreaUpdate|| ||
| muteStreamingMain || ||  
|-
|-
|fetchFromCurrBuff|| emuObj.SetGsTitleFix( "fetchFromCurrBuff", "reserved", {psm=0} ) ||
| muteStreamingBGM || ||  
|-
|-
|skipPacked|| emuObj.SetGsTitleFix( "skipPacked", "reserved", { alpha = 0x80000044, tbp = 0x3a4000 , zmsk=1 }) ||
! !! getRemotePlayObject class !!
|-
|-
|changeAlpha|| ||
| getRemotePlayObject || ||  
|-
|-
|}
| Enable || ||  
 
<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 ||  ||
! !! getVideoRecordingObject class !!
|-
|-
|texType || {texType = 3}|| (1-3, more? )
| getVideoRecordingObject || ||
|-
|-
|texMode || || 1 - Point? , 2 - bilinear
| Enable || ||  
|-style="background-color:#D7EF54"
|  || Argument ||
|-
|-
|alphaIsNot || || alpha - is not X
! !! getSharePlayObject class !!
|-
|-
|twIsLess || || texture width - is less than X
| getSharePlayObject || ||  
|-
|-
|thIsLess || || texture height - is less than X
| Enable || ||  
|-
|-
|twIsNot || || texture width - is not X
! !! getSpriteObject group  !!
|-
|-
|thIsNot || || texture width - is not X
|getSpriteObject || ||
|-
|-
|psmIsNot || || texture pixel storage format - is not X
|Enable || ||
<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
|Disable || ||
<pre>Point        = 0
Line          = 1
LineStrip    = 2
Triangle      = 3
TriangleStrip = 4
TriangleFan  = 5
Sprite        = 6</pre>
|-
|-
|mipIsGt || || mip level is grater than X (?)
|BindFragmentShader || ||
|-
|-
|-style="background-color:#FEA15C"
|SetShaderParams || || <div align="left">
|  || Needs wikify ||
<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>
|-
|-
|zmsk || || Z (depth) draw mask
|BindTexture || ||
<pre>update Z buffer      = 0
don't update Z buffer = 1
 
When 1 depth test result will be ignored</pre>
|-
|-
|tw || || texture width
|SetPosXY || ||
|-
|-
|th || || texture height
|SetSizeXY || ||
|-
|-
|ztst || || Z (depht) test method
|SetPosUV || ||
<pre>ZNOUSE  = 0
ZALWAYS  = 1
ZGEQUAL  = 2
ZGREATER = 3
 
0 -                      All pixels fail
1 -                      All pixels pass
2 - Pass if Z grater or equal to Z buffer
3 -        Pass if Z grater than Z buffer</pre>
|-
|-
|mmin || || MMIN flag
|SetSizeUV || ||
<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
|PrintContext || ||
<pre>Point        = 0
Line          = 1
LineStrip    = 2
Triangle      = 3
TriangleStrip = 4
TriangleFan  = 5
Sprite        = 6</pre>
|-
|-
|fillArea || ||  
|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>
|-
|-
|frameW || ||  
| getTrophyObject || local trophyObj = getTrophyObject() || Required for all functions using trophyObj
|-
|-
|renderSelf || ||  
| 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.
|-
|-
|hasClut || ||  
| getScreenShotObject || ||  
|-
|-
|alphaTest || ||
|}
|-
 
|primTest || ||
====Registers for hook====
|-
Registers defined in alias files.
|workLoadThreshold || ||
 
|-
'''GetGpr/SetGpr
|alpha || || <pre> example: alpha=0x80000044
'''
alpha=0</pre>
<pre>gpr.zero gpr.at
|-
gpr.v0  gpr.v1
|tbp || || texture base pointer
gpr.a0  gpr.a1  gpr.a2 gpr.a3
|-
gpr.t0 gpr.t1 gpr.t2 gpr.t3
|cbp || {cbp = 0x2390} || CLUT buffer base pointer
gpr.t4 gpr.t5 gpr.t6 gpr.t7
|-
gpr.s0  gpr.s1 gpr.s2 gpr.s3
|psm || {psm=0} || texture pixel storage format
gpr.s4  gpr.s5 gpr.s6 gpr.s7
<pre>PSMCT32 = 0  PSMT4HL = 36
gpr.t8 gpr.t9
PSMCT24 = 1  PSMT4HH = 44
gpr.k0 gpr.k1
PSMCT16 = 2  PSMZ32 = 48
gpr.gp  gpr.sp  gpr.fp  gpr.ra
PSMCT16S = 10 PSMZ24 = 49
gpr.lo  gpr.hi  gpr.sa
PSMT8    = 19 PSMZ16 = 50
 
PSMT4    = 20 PSMZ16S = 58
example: eeObj.GetGpr(gpr.a1)
PSMT8H  = 27 </pre>
</pre>
|-
|mxl || || maximum mip level (0-6)
|-
|fbmask || { fbmask= 0x00FFFFFF}||  Framebuffer mask(?)  
|-
|totalArea || ||
|-
|packedRegs || ||
|-
|packedRegsLo || ||
|-
|packedRegsHi || ||
|-
|packedRegsNum || ||
|-
|packedFlags || ||
|-
|packedPrim || ||
|-
|areaNumFrames || ||
|-
|waveThreshold || ||
|-
|loadThreshold || ||
|-
|fixSpriteDivTab || ||
|}


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


<pre>Commands for the emulated input-output processor</pre>


{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
cpr.compare   cpr.config    cpr.taglo
! Command !! Usage !! Notes
cpr.status   cpr.badpaddr  cpr.taghi
|-style="background-color:#D7EF54"
cpr.cause   cpr.hwbk cpr.errorepc
|  || Object calling class ||
cpr.epc   cpr.pccr
|-
cpr.prid
| getIOPObject || local iopObj = getIOPObject() || Required for all functions using iopObj, that include: <div align="left"><pre>ReplaceMem64 ReplaceMem32 ReplaceMem16 ReplaceMem8 ReadMemFloat
 
WriteMemFloat WriteMem64 WriteMem32 WriteMem16 WriteMem8
example: eeObj.GetCPR0(cpr.status) </pre>
ReadMemStr AddHook RemoveHook GetGpr SetGpr GetPc SetPc
 
GetCPR0 SetCPR0</pre></div>
====SetGsTitleFix====
|-style="background-color:#7698FF"
 
| || Memory editing ||
<pre>One of the most important commands in lua, allows to change the GS's behavior.
|-
Part of EmuObject() class, used frequently in official configs.</pre>
|ReplaceMem64 ||iopObj.ReplaceMem64(<address>, <value>) ||
'''Examples'''
|-
<pre>
|ReplaceMem32 || iopObj.ReplaceMem32(<address>, <value>)||
-- fix vision logo (Wild Arms 3)
|-
local thresholdArea = 0 -- ignore alls items : fix #112276
|ReplaceMem16 || iopObj.ReplaceMem16(<address>, <value>)||
emuObj.SetGsTitleFix( "ignoreUpRender", thresholdArea , { texType = 3, cbp = 0x2390, tbp = 0x288000} )
|-
------------------------------------------------------------------------------------------------------
|ReplaceMem8 ||iopObj.ReplaceMem8(<address>, <value>) ||
-- Ignore up-render shift for triangles when writing mask = write alpha only . Will fix shadows (bug# 6724).
|-
emuObj.SetGsTitleFix( "ignoreUpShiftTri", "reserved" , { fbmask = 0x00FFFFFF  } )
|ReadMemFloat || iopObj.ReadMemFloat(<address>) || iopObj.ReadMemFloat(0x28c3c)
------------------------------------------------------------------------------------------------------
|-
--  Performance  fix ( bug# 9474 )
|WriteMemFloat || iopObj.WriteMemFloat(<address>, <value>) || iopObj.WriteMemFloat(0x65364, 1.3333333)
if 0 then  -- emuObj.IsNeoMode() then  -- neo mode check disabled, due to bug #10442
|-
    emuObj.SetGsTitleFix( "globalSet",  "reserved", { workLoadThreshold = 125000} )
|ReadMem128 || iopObj.ReadMem128(<iop memory offset>)||
else
|-
    emuObj.SetGsTitleFix( "globalSet",  "reserved", { workLoadThreshold = 100000} )
|WriteMem128 || iopObj.WriteMem128(<iop memory offset>, <value>)||
end
|-  
------------------------------------------------------------------------------------------------------
|ReadMemFloat128 ||iopObj.ReadMemFloat128(<iop memory offset>) ||
-- bug# 9972
|-
emuObj.SetGsTitleFix( "ignoreSubBuffCov", "reserved", { } )
|WriteMemFloat128 || iopObj.WriteMemFloat128(<iop memory offset>, <value>)||
------------------------------------------------------------------------------------------------------
|-
-- Bully bug 9392
| ReadMem64 || <pre>iopObj.ReadMem64(<iop memory offset>)</pre> || Read 8  Bytes From offset
-- Performace fix
|-
local thresholdArea = 600
| WriteMem64 || <pre>iopObj.WriteMem64(<iop memory offset>, <data>)</pre> || Write 8  Bytes From offset
emuObj.SetGsTitleFix( "ignoreUpRender", thresholdArea , {alpha=0x80000044 , zmsk=1 , tw=4, th=4  } )
|-
------------------------------------------------------------------------------------------------------
| ReadMem32 || <pre>iopObj.ReadMem32(<iop memory offset>)</pre> || Read 4 bytes from offset, examples: iopObj.ReadMem32(0x1198)
-- Bug#9174 -
iopObj.ReadMem32(gp - 348)
emuObj.SetGsTitleFix( "ignoreSubBuffCov", "reserved", { } )
|-
------------------------------------------------------------------------------------------------------
| WriteMem32 || <pre>iopObj.WriteMem32(<iop memory offset>, <data>)</pre> || Write 4 bytes to offset, example: iopObj.WriteMem32(0x89ac, 0x001b70f0)
-- Bug#9240 (Light maps uprender)
|-
-- Copy z-buffer for future use with light maps. psm = SCE_GS_PSMZ24 (49)
| ReadMem16 || <pre>iopObj.ReadMem16(<iop memory offset>)</pre> || Read 2 bytes from offset, example: iopObj.ReadMem16(0x1198)
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", {tw=9, th=9, psm=49, zmsk=1 } )
|-
------------------------------------------------------------------------------------------------------
| WriteMem16 || <pre>iopObj.WriteMem16(<iop memory offset>, <data>)</pre> || Write 2 bytes to offset, example: iopObj.WriteMem16(0x89ac, 0x70f0)
-- 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 } )
| ReadMem8 || <pre>iopObj.ReadMem8(<iop memory offset>)</pre> || Read 1 byte from offset, example: iopObj.ReadMem8(0x1198)
------------------------------------------------------------------------------------------------------
|-
-- Performace fix (bug #9785 )
| WriteMem8 || <pre>iopObj.WriteMem8(<iop memory offset>, <data>)</pre> || Write 1 byte to offset, example: iopObj.WriteMem8(0x89ac, 0xf0)
emuObj.SetGsTitleFix( "globalSet",  "reserved", { waveThreshold = 90000} )
|-
emuObj.SetGsTitleFix( "ignoreAreaUpdate", 0, { } )
|ReadMemStr || ||
------------------------------------------------------------------------------------------------------
|-
-- Accumulate fill area only when conditions are met
|GetGpr || iopObj.GetGPR(<gpr register>) || iopObj.GetGPR(a1)
emuObj.SetGsTitleFix( "includeAreaUpdate", "reserved" , {alphaIsNot = 0, zmsk = 1, tw = 6, th = 6 , tbp = 0x00302000} )
|-
emuObj.SetGsTitleFix( "ignoreUpRender", 130 , { totalArea= 700} )
|SetGpr || iopObj.SetGPR(<gpr register> ,<value>) || example: iopObj.SetGPR(gpr.v0 ,3)
------------------------------------------------------------------------------------------------------
|-
-- Fix shadow
|GetPc || iopObj.GetPc() || can be used also with additional var. like iopObj.GetPc()+8
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=1  } )
|-
------------------------------------------------------------------------------------------------------
|SetPc || iopObj.SetPC(<PC>) ||iopObj.SetPC(0x6B80)
-- Reduce flush count
|-
emuObj.SetGsTitleFix( "SetSelfRender", "reserved", { fbmask= 0x00FFFFFF , renderSelf=1 , zmsk=1 , alpha=0 , texMode=1  } )
|GetCPR0 || iopObj.GetCPR0(<COP0 register>) ||
------------------------------------------------------------------------------------------------------
-- 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>
 
 
'''Commands'''
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Notes
|-
|globalSet || used with workLoadThreshold or  waveThreshold or loadThreshold
|-
|reserved ||
|-
|-
|SetCPR0 || iopObj.SetCPR0(<COP0 register>) ||
|forceBiLinear ||
|-
|-
|-style="background-color:#FEA15C"
|ignoreSubBuffCov|| ignore ? buffer coverage
|  || Clock speed ||  
|-
|-
| FastForwardClock || iopObj.FastForwardClock() ||
|trianglesAsParticles||
<pre>
iopObj.AddHook(0x002cc350, 0x78a30000, function()
          iopObj.FastForwardClock()
end)
</pre>
|-
|-
| AdvanceClock || iopObj.AdvanceClock() || Skip an allocated amount of IOP cycles
|ignoreAreaUpdate||
<pre>
iopObj.AddHook(0x002cc350, 0x78a30000, function()
          iopObj.AdvanceClock(21000)end)
</pre>
|-
|-
| GetClock || iopObj.GetClock() || Returns the value of cycles the iop is ahead of (?)
|SetSelfRender||
|-style="background-color:#c6ecd9"
|  || Hooks ||
|-
|-
|AddHook || iopObj.AddHook()||
|ignoreSprite||
|-
|-
|RemoveHook || iopObj.RemoveHook()||
|clipScissors||
|-
|-
|}
|forcePoint||
 
|-
===== (GS) GsObject =====
|forcePointSampling||
 
|-
<pre>Commands for the emulated Graphics Synthesizer</pre>
|setRejectionArea||
 
|-
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
|ignoreUpRender|| Ignore uprender for texture type described in params
! Command !! Usage !! Notes
|-style="background-color:#D7EF54"
| || Object calling class ||
|-
|-
| getGsObject || local gsObj = getGsObject() ||
|includeAreaUpdate||
|-style="background-color:#c6ecd9"
|  || Graphical fixes / Improvement ||  
|-
|-
|SetL2HMode || gsObj.SetL2HMode(true)|| (true) and (false) are only known options
|forceSimpleFetch|| Used Frequently To Fix Graphical Corruptions, emuObj.SetGsTitleFix( "forceSimpleFetch",  "reserved", {psm=0} )
|-
|-
|SetUprenderMode ||gsObj.SetUprenderMode(1)|| Set uprender mode.  Overrides CLI, 0=none, 1=2x2
|fetchFromCurrBuff|| emuObj.SetGsTitleFix( "fetchFromCurrBuff", "reserved", {psm=0} )
|-
|-
|SetUpscaleMode || gsObj.SetUpscaleMode("EdgeSmooth") || Sets upscale mode.  Overrides CLI
|ignoreUpShiftTri|| emuObj.SetGsTitleFix( "ignoreUpShiftTri", "reserved", {psm=0} )
|-
|-
|GetFramesInQueue || gsObj.GetFramesInQueue() || Returns the value of the frames that are still in queue
|skipPacked||
|-
|-
|SetFrameSkipping || gsObj.SetFrameSkipping(true) || false and true are the values.
|changeAlpha||
|-
|-
|SetDeinterlaceShift || gsObj.SetDeinterlaceShift(0) || The values are 1 and 0, Enable or disable interlacing, requires emulators with high api
|ignoreUpRenderTimeout||
|-
|-
|}
|}


===== Does not require Object calling or Unknown =====
'''Arguments/variables
 
'''
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Usage !! Notes
! Argument !! 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
|alpha_mask ||  
|-
|-
| vuInsnReplace || <pre>vuInsnReplace(vu 0/1, vu memory offset divided by 8, (original opcode<<32) | original opcode, (replace opcode<<32) | replace opcode) </pre>|| Replace 2 x 4 bytes in VU memory, correct memory range depend on selected VU, left shift by 32 is used for VU lower opcodes. Command will fail if size is above 254. <pre>example:
|alphaIsNot || alpha - is not X
vuInsnReplace(0, 0x167, (0x000002ff << 32) | 0x520507ff,(0x000002ff << 32) | 0x8000033c)
Replace 64 bits of VU0 at offset 0xB38</pre>
|-
|-
| iopInsnReplace || iopInsnReplace(IOP memory offset, Original opcode, opcode replacement) || Replace 4 bytes in iop memory, correct memory range is 0x0 to 0x1FFFFF, iopInsnReplace(0x1FFFFF, 0x0, 0x0803fff0)
|texMode || 1 - Point? , 2 - bilinear
|-
|-
| eeNativeFunction || eeNativeFunction(<ee offset>, <original opcode>, <function>) || eeNativeFunction(0x11fa9c, 0x0080402d, 'memcpy')
|twIsLess || texture width - is less than X
Different emulators can have different functions included, vide SO3. Require api 1.4 or higher.
But functions from this list should be available in every emu:
<pre>ieee754_acosf ieee754_asinf ieee754_sqrtf
fabs cosf fabsf
sinf acosf asinf
sqrtf fptoui fptodp
litodp dptoli dptofp
memcpy memset strlen</pre>
|-
|-
| eeNativeHook || eeNativeHook(<ee ofset>, <original opcode>, <action>) || eeNativeHook require apiRequest(1.4) or higher.
|thIsLess || texture height - is less than X
|-
|-
| GsCustomShader || ||  
|twIsNot || texture width - is not X
|-
|-
| Unlock || ||  
|thIsNot || texture width - is not X
|-
|-
| IsUnlocked || ||  
|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>
|-
|-
| InsnOverlay || InsnOverlay({<opcode, opcode, opcode...>}) || example: <div align="left"><pre>InsnOverlay({
|zmsk || Z (depth) draw mask
0x27bdfff0, -- addiu $sp, -0x10
<pre>update Z buffer      = 0
0xffbf0000, -- sd $ra, 0(sp)
don't update Z buffer = 1
0xffb00008, -- sd $s0, 8(sp)
 
0x3c05000f, -- lui $a1, 0x000f
When 1 depth test result will be ignored</pre>
0x34a57000, -- ori $a1, 0x7000
0x0c0db8b6, -- jal Script::State::DoString
0x0080802d, -- move $s0, $a0
0x24050001, -- li $a1, 1
0x0c0dba4c, -- jal Script::State::IsNull(int)
0x0200202d, -- move $a0, $s0
0xdfb00008, -- ld $s0, 8(sp)
0xdfbf0000, -- ld $ra, 0(sp)
0x03e00008, -- jr ra
0x27bd0010  -- addiu $sp, 0x10
})</pre></div>
|-
|-
| eeDebugBreak || ||  
|tw || texture width
|-
|-
| CsBindShader || ||  
|th || texture height
|-
|-
| CsSetParamInt32 || ||  
|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>
|-
|-
| CsSetParamFloat || ||  
|mipIsGt || mip level is grater than X (?)
|-
|-
| CsResetContext || ||  
|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>
|-
|-
| CsPrintContext || ||  
|prim || GS primitive type
<pre>Point        = 0
Line          = 1
LineStrip    = 2
Triangle      = 3
TriangleStrip = 4
TriangleFan  = 5
Sprite        = 6</pre>
|-
|-
| PsBindShader || ||  
|primIsNot || GS primitive type - is not
<pre>Point        = 0
Line          = 1
LineStrip    = 2
Triangle      = 3
TriangleStrip = 4
TriangleFan  = 5
Sprite        = 6</pre>
|-
|-
| PsSetParamInt32 || ||  
|fillArea ||  
|-
|-
| PsSetParamFloat || ||  
|frameW ||  
|-
|-
| PsResetContext || ||  
|renderSelf ||  
|-
|-
| PsPrintContext || ||  
|hasClut ||  
|-
|-
|}
|alphaTest ||  
 
<pre>Note: eeObj, emuObj, gsObj, etc. are described as required but this is not really true. You can set the functions locals that they use as whatever you want, but due to the specificity of that emulator, it will be better to keep official naming used in official configs.</pre>
 
===== Other objects =====
 
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Usage !! Notes
|-
|-
! !! getGLSObject class !!
|primTest ||
|-
|-
| getGLSObject || ||  
|workLoadThreshold ||  
|-
|-
|Enable || ||
|alpha || <pre> example: alpha=0x80000044
alpha=0</pre>
|-
|-
|EnableServerRecording || ||  
|texType || (1-3, more? )
|-
|-
|Pause || ||  
|tbp || texture base pointer
|-
|-
! !! getAudioObject class !!
|cbp || CLUT buffer base pointer
|-
|-
| getAudioObject || ||  
|psm || texture pixel storage format
|-
<pre>PSMCT32  = 0  PSMT4HL = 36
| muteStreamingAll || ||
PSMCT24  = 1  PSMT4HH = 44
|-
PSMCT16  = 2  PSMZ32  = 48
| muteStreamingMain || ||
PSMCT16S = 10  PSMZ24  = 49
|-
PSMT8    = 19  PSMZ16  = 50
| muteStreamingBGM || ||
PSMT4    = 20  PSMZ16S = 58
|-
PSMT8H  = 27  </pre>
! !! getRemotePlayObject class !!
|-
|-
| getRemotePlayObject || ||  
|mxl || maximum mip level (0-6)
|-
|-
| Enable || ||  
|fbmask || ?
|-
|-
! !! getVideoRecordingObject class !!
|totalArea ||
|-
|-
| getVideoRecordingObject || ||
|packedRegs ||  
|-
|-
| Enable || ||  
|packedRegsLo ||  
|-
|-
! !! getSharePlayObject class !!
|packedRegsHi ||
|-
|-
| getSharePlayObject || ||  
|packedRegsNum ||  
|-
|-
| Enable || ||  
|packedFlags ||  
|-
|-
! !! getSpriteObject group  !!
|packedPrim ||
|-
|-
|getSpriteObject || ||
|areaNumFrames ||  
|-
|-
|Enable || ||
|waveThreshold ||  
|-
|-
|Disable || ||
|loadThreshold ||  
|-
|-
|BindFragmentShader || ||
|fixSpriteDivTab ||  
|-
|}
|SetShaderParams || || <div align="left">
<pre> Is not clear that params depend on shader, or are somehow hardcoded.
Example usage:


local sprite0 = getSpriteObject(0)
====Official examples====
local scanlineParams = {
[https://www.psdevwiki.com/ps4/Talk:PS2_Classics_Emulator_Compatibility_List#Official_PS2emu_Configuration_Files You can find the rest of them here]
240.0, -- float scanlineCount
<br>Canis Canem Edit
  0.7, -- float scanlineHeight;
<br>'''SLES 535.61'''
1.5,        -- float scanlineBrightScale;
<br>'''LUA'''
0.5,       -- float scanlineAlpha;
<pre>
0.5        -- float vignetteStrength;
require( "ee-gpr-alias" ) -- you can access EE GPR by alias (gpr.a0 / gpr["a0"])
}
apiRequest(0.1)
-- EA sports cricket 07 bug 9392
-- Performance fix
local emuObj = getEmuObject()
local thresholdArea = 600
emuObj.SetGsTitleFix( "ignoreUpRender", thresholdArea , {alpha=0x80000044 , zmsk=1 , tw=4, th=4  } )
</pre>
 
====Custom config.lua examples====
Here is the first custom lua config created by the community:
 
<pre>
apiRequest(0.1)
 
-- Fix black screen SLUS-20064


sprite0.SetShaderParams(scanlineParams)</pre></div>
eeInsnReplace(0x1CF3CC, 0x4100ffff, 0x00000000) -- bc0f 0x1CF3CC to nop
|-
</pre>
|BindTexture || ||
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.
|SetPosXY || ||
* -- 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.
|SetSizeXY || ||
* -- 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]
|SetPosUV || ||
 
|-
=Converting cheats into a json=
|SetSizeUV || ||
<pre>
|-
HOW TO CONVERT "PS2 RAW CHEATS" TO EMULATOR (jak) "PS4 GOLDHEN JSON CHEATS"...
|PrintContext || ||
|-
|SetBlendColor || sprite<X>.SetBlendColor(<R,G,B,A>) in floats, max val. 1.0 || <div align="left">
<pre>local sprite0 = getSpriteObject(0)
sprite0.SetBlendColor(1.0,1.0,1.0,1.0)</pre></div>
|-
| getTrophyObject || local trophyObj = getTrophyObject() || Required for all functions using trophyObj
|-
| getDmaObject || local dmaObj = getDmaObject() || Depreciated API - use EE:DmaAddHook / EE:DmaRemoveHook instead. Is not clear when it was depreciated, JAK emu don't use it.
|-
| getScreenShotObject || ||
|-
|}


==== Registers for hook ====
Example:


Registers defined in alias files.  
FLATOUT 1, SLUS_209.01 (E0127F2D)
Cash inf
# fixed on 9,999,999
# DanAQ-ptbr: 20201025, 20201028, 20210316
208CA4FC 0098967F


'''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>


'''GetCPR0/SetCPR0
'''
<pre>cpr.index   cpr.pagemask
cpr.random   cpr.wired
cpr.entrylo0      cpr.badvaddr
cpr.entrylo1      cpr.count
cpr.context   cpr.entryhi


THERE ARE 3 (three) STEPS...
1st) The values in PS2 are in "BIG ENDIAN" while in the emulator (jak v2) the
    values are in "LOW ENDIAN" (inverted). Just invert the bytes being like this...
FLATOUT 1, SLUS_209.01 (E0127F2D)
Cash inf
# fixed on 9,999,999
# DanAQ-ptbr: 20201025, 20201028, 20210316
208CA4FC 7F969800


cpr.compare   cpr.config    cpr.taglo
cpr.status   cpr.badpaddr  cpr.taghi
cpr.cause   cpr.hwbk cpr.errorepc
cpr.epc   cpr.pccr
cpr.prid


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




==== Official PS2 configuration examples ====
2nd) replace the first digit to 808. The "Cheat" above will look like this...


*You can find the rest of the PS2 configurations in [https://www.psdevwiki.com/ps4/Official_Configuration_Files here].
FLATOUT 1, SLUS_209.01 (E0127F2D)
Cash inf


<br>Canis Canem Edit
# fixed on 9.999.999
<br>'''SLES 535.61'''
# DanAQ-ptbr: 20201025, 20201028, 20210316
<br>'''LUA'''
80808CA4FC 7F969800
<pre>
require( "ee-gpr-alias" ) -- you can access EE GPR by alias (gpr.a0 / gpr["a0"])
apiRequest(0.1)
-- EA sports cricket 07 bug 9392
-- Performance fix
local emuObj = getEmuObject()
local thresholdArea = 600
emuObj.SetGsTitleFix( "ignoreUpRender", thresholdArea , {alpha=0x80000044 , zmsk=1 , tw=4, th=4  } )
</pre>


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


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


<pre>
apiRequest(0.1)


-- Fix black screen SLUS-20064
3rd) Subtract 0x400000 from the memory address...


eeInsnReplace(0x1CF3CC, 0x4100ffff, 0x00000000) -- bc0f 0x1CF3CC to nop
  80808CA4FC
</pre>
-     400000
This is a very basic command to replace a part of the EE memory with another instruction.
____________
* apiRequest(0.1) - Is required for every config. Used version depend on your original eboot highest supported api. 0.1 seems to be enough for basic patches like here. 2.3 is highest known for now.
  80804CA4FC
* -- Fix black screen SLUS-20064 is comment
* eeInsnReplace(0x1CF3CC, 0x4100ffff, 0x00000000) is our true command here. We are replacing the value 0x4100FFFF to 0x00000000 at the offset of 0x1CF3CC  . Like you can see we need to add what opcode is replaced. Not only patch, and memory offset.
* -- bc0f 0x1CF3CC to nop is just another comment, in this case explaining what is changed
[https://www.psdevwiki.com/ps4/Talk:PS2_Classics_Emulator_Compatibility_List#Custom_PS2emu_Configuration_Files Other custom configurations made by users can be found here]


= Memory Map =


{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: left;"
 
 
NOTE: WORKS ON GOLDHEN v2.2;
      UNFORTUNATELY NEW GOLDHEN (v2.2.2) DOES NOT LIST THE CHEATS
      (ignores SLES?????*.json and SLUS?????*.json, listing only CUSA?????*.json);
      I STILL DON'T UNDERSTAND HOW THE "ON" AND "OFF" COMMANDS WORK IN JSON,
      SOME GAMES ARE TURNING OFF THE "CHEAT".
 
 
 
 
ATTENTION TO THE TYPES OF BYTES ON PS2, EXAMPLE...
 
WORD (4 bytes) .. 2000XXXX 3F800000 (float value 1.00)
                  converts to -> 808000XXXX 0000803F (float value 1.00)
                  subtract 400000 -> 807FFCXXXX 0000803F (float value 1.00)
 
SHORT (2 bytes) .. 1000XXXX ????03E8 (int value 1,000)
                  convert to -> 808000XXXX E803 (int value 1,000)
                  subtract 400000 -> 807FFCXXXX E803 (int value 1,000)
 
BYTE (1 byte) .. 0000XXXX ??????63 (int value 99)
                convert to -> 808000XXXX 63 (int value 99)
                subtract 400000 -> 807FFCXXXX 63 (int value 99)
 
?? = unused bytes
................................................................................
 
GOLDHEN JSON FINAL CHEATS (SLUS20901_01.00.json)...
 
{
"name":"FlatOut 1",
"id":"SLUS20901",
"version":"01.00",
"process":"eboot.bin",
"mods":
[
{
"name":"Cash inf",
"type":"checkbox",
"memory":
[
{
"offset":"80804CA4FC",
"on":"7F969800",
"off":"7E969800"
}
]
}
],
"credits":
[
"DanAQ-ptbr: 20201025, 20201028, 20210316, 20220404"
]
}
 
DanAQ-ptbr: 20220414
</pre>
 
=Memory Mapping=
 
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: left;"
! Name !! From !! To
! Name !! From !! To
|-
|-
Line 1,924: Line 2,038:
|}
|}


== Registers Map ==
==Registers Map==
 
===EE // IOP===
=== EE-IOP ===
<pre>This is an incomplete list of the emulated ps2 registers. 0x1000000xxx base is not guaranteed in different emu revisions, but layout should be the same regardless of base.
 
Assuming base is different (Like on kof2000) simply reduce these offsets by 8 hex values.
<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>
</pre>
 
<pre> Tested on Jak v2
Eboot md5:c644f6879af225a6e5a70233fc4625a3</pre>
{| class=wikitable style="border: none; background: none;"
{| class=wikitable style="border: none; background: none;"
! scope=col | GPR-EE
! scope=col | GPR // EE
! scope=col | Address
! scope=col | Address
| rowspan=900 style="border: none; background: none;"|
| rowspan=900 style="border: none; background: none;"|
! scope=col | FPR
! scope=col | FPR // FPU
! scope=col | Address
! scope=col | Address
| rowspan=900 style="border: none; background: none;"|
| rowspan=900 style="border: none; background: none;"|
! scope=col | CP0
! scope=col | CP0 // COP0
! scope=col | Address
! scope=col | Address
| rowspan=900 style="border: none; background: none;"|
| rowspan=900 style="border: none; background: none;"|
! scope=col | GPR-IOP
! scope=col | GPR // IOP
! scope=col | Address
! scope=col | Address
|-
|-
Line 2,012: Line 2,122:
|  ra || 0x10000001F0  || f31  || 0x10000002AC ||  Rsvd31 ||    0x100000034C ||    ra || 0x102000007C  
|  ra || 0x10000001F0  || f31  || 0x10000002AC ||  Rsvd31 ||    0x100000034C ||    ra || 0x102000007C  
|-
|-
hi/hi1 (2x 64bit) || 0x1000000200  ||  fACC ||  0x10000002B0 || {{cellcolors|#7698FF|#000000}}COP0 additional registers  || ||    pc || 0x102000008C     
unk (pc?) || 0x1000000200  ||  fACC ||  0x10000002B0 || {{cellcolors|#7698FF|#000000}}COP0 additional registers  || ||    pc || 0x102000008C     
|-style="background-color:#EEEFF2"
|-style="background-color:#EEEFF2"
|  lo/lo1 (2x 64bit) || 0x1000000210  || {{cellcolors|#7698FF|#000000}}FPU CTRL (FCR) ||  || real Pcr0 ||  0x1000000350 ||  hi ||0x1020000090 ??
hi/lo (2 x 64?) || 0x1000000210  || {{cellcolors|#7698FF|#000000}}FPU CTRL (FCR) ||  || real Pcr0 ||  0x1000000350 ||  hi ||0x1020000090 ??
|-
|-
|  sa  ||  0x1000000220 ||  cp1cond  ||  0x10000002B4 || real Pcr1  || 0x1000000358  ||  lo  || 0x1020000094 ??
|  sa  ||  0x1000000220 ||  cp1cond  ||  0x10000002B4 || real Pcr1  || 0x1000000358  ||  lo  || 0x1020000094 ??
Line 2,028: Line 2,138:
|}
|}


=== Emulator related registers ===
===Emulator related regs===
 
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! {{cellcolors|#7698FF|#000000}}"Fake" registers !! Address !! Notes   
! {{cellcolors|#7698FF|#000000}}"Fake" register !! Address !! Notes   
|-
|-
| (?) || 0x1000000360      || Locking the value seems to cause a crash.
| (?) || 0x1000000360      || Locking the value seems to cause a crash.
|-style="background-color:#8b9dc3"
|Current PC<br>(4 Bytes) || 0x1000000368 || Shows the current offset that's being executed by the EE.<br>
Updated only on branch/jump tests, unless commands such as --ee-pc-coherency  or --ee-insn-flush-pc are used.<br>
Then updates are instant, right when instructions are executed. <br>
Commonly used by sceners as a way of finding troublesome offsets. Can be found in some emulators here too: 0x8000016830
|-
|-
| (?) || 0x100000036C ||
|Current PC || 0x1000000368 || Shows the current offset that's being read by the EE
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
| (?) || 0x100000036C || it showed 0x80000184 in dbz bd 1
|-
|-
| Delta counter  || 0x1000000370  ||<pre>(Passed cycles, likely decrementer).  
| Delta counter  || 0x1000000370  ||<pre>(Passed cycles, likely decrementer).  
Line 2,049: Line 2,153:
advanceclock subtract value from this fake reg)</pre>
advanceclock subtract value from this fake reg)</pre>
|-
|-
|Cycles ||0x1000000378||  
|Cycles ||0x1000000378|| (need work)
|-
|-
| (?) || 0x1000000384 || <pre>Address when last exception occurred on r5900.
| (?) || 0x1000000384 || <pre>Possibly used by sony for diagnosis. unlike the pc,  
This register most of times will hold last executed syscall address,
this one doesn't change after a crash and has much lower latency
sometimes last tlb miss or break(if "as nop" is disabled).
Thus meaning it's better at diagnosing problems, still unknown what it is though</pre>
Unlike the pc, this one doesn't change after a crash and has much lower latency.
Thus meaning it's better at diagnosing problems.</pre>
|-
|-
|}
|}


=== VU0 Registers ===
---------------------------------------------------------------------------------------------------------------------------------


===VU0===
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
{| class=wikitable style="border: none; background: none;"
{| class=wikitable style="border: none; background: none;"
Line 2,131: Line 2,234:
|  vi05|| 0x1030000260  || I || 0x1030000360
|  vi05|| 0x1030000260  || I || 0x1030000360
|-
|-
|  vi06||  0x1030000270 || Q || 0x1030000590
|  vi06||  0x1030000270 || Q || 0x1030000370??
|-style="background-color:#EEEFF2"
|-style="background-color:#EEEFF2"
|  vi07||  0x1030000280 || c2c23 || 0x1030000380??
|  vi07||  0x1030000280 || c2c23 || 0x1030000380??
Line 2,152: Line 2,255:
|-
|-
|}
|}
=== VU1 Registers ===


---------------------------------------------------------------------------------------------------------------------------------
===VU1===
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
{| class=wikitable style="border: none; background: none;"
{| class=wikitable style="border: none; background: none;"
Line 2,212: Line 2,317:
! scope=col | Address
! scope=col | Address
|-  
|-  
| vi00 || 0x1040000210 ||vi16|| 0x1040000310??
| vi00 || 0x1040000210 ||Status|| 0x1040000310??
|-style="background-color:#EEEFF2"
|-style="background-color:#EEEFF2"
| vi01 || 0x1040000220  || vi17 || 0x1040000320??
| vi01 || 0x1040000220  || MACflag || 0x1040000320??
|-
|-
|  vi02|| 0x1040000230  || vi18 || 0x1040000330??
|  vi02|| 0x1040000230  || Clipflag || 0x1040000330??
|-style="background-color:#EEEFF2"
|-style="background-color:#EEEFF2"
|  vi03||  0x1040000240 || vi19 || 0x1040000340??
|  vi03||  0x1040000240 || c2c19 || 0x1040000340??
|-
|-
|  vi04||  0x1040000250 ||  vi20 || 0x1040000350??
|  vi04||  0x1040000250 ||  R || 0x1040000350??
|-style="background-color:#EEEFF2"
|-style="background-color:#EEEFF2"
|  vi05|| 0x1040000260  || vi21 || 0x1040000360
|  vi05|| 0x1040000260  || I || 0x1040000360
|-
|-
|  vi06||  0x1040000270 || vi22 || 0x1040000370??
|  vi06||  0x1040000270 || Q || 0x1040000370??
|-style="background-color:#EEEFF2"
|-style="background-color:#EEEFF2"
|  vi07||  0x1040000280 || vi23 || 0x1040000380??
|  vi07||  0x1040000280 || c2c23 || 0x1040000380??
|-
|-
|  vi08||  0x1040000290 || vi24 || 0x1040000390??
|  vi08||  0x1040000290 || c2c24 || 0x1040000390??
|-style="background-color:#EEEFF2"
|-style="background-color:#EEEFF2"
|  vi09||  0x10400002A0 || vi25 || 0x10400003A0??
|  vi09||  0x10400002A0 || c2c25 || 0x10400003A0??
|-
|-
|  vi10||  0x10400002B0 || vi26 || 0x10400003B0
|  vi10||  0x10400002B0 || TPC || 0x10400003B0
|-style="background-color:#EEEFF2"
|-style="background-color:#EEEFF2"
|  vi11||  0x10400002C0|| vi27 || 0x10400003C0??
|  vi11||  0x10400002C0|| CMSAR0 || 0x10400003C0??
|-
|-
|  vi12||  0x10400002D0 || vi28 || 0x10400003D0
|  vi12||  0x10400002D0 || FBRST || 0x10400003D0
|-style="background-color:#EEEFF2"
|-style="background-color:#EEEFF2"
|  vi13||  0x10400002E0 || vi29 || 0x10400003E0??
|  vi13||  0x10400002E0 || VPU-STAT || 0x10400003E0??
|-
|-
|  vi14||  0x10400002F0 || vi30 || 0x10400003F0??
|  vi14||  0x10400002F0 || CMSAR1 || 0x10400003F0??
|-style="background-color:#EEEFF2"
|-style="background-color:#EEEFF2"
|  vi15||  0x1040000300 || vi31 || 0x1040000400??
|  vi15||  0x1040000300 || c2c30 || 0x1040000400??
|-
|-
|}
|}
 
====Register Details====
= Open CL and Floats =
[https://psi-rockin.github.io/ps2tek/ Credits to psi rockin]
 
In this part, we describe the PS4 native Floating point support and OpenCL information, for both CPU and GPU. The understanding of floating point conversion is very important for emulating the PS2. The information below came from this [https://gist.github.com/masterzorag/06cadbc5fbe7d3375704fc52518f434e#file-gistfile1-md gist].
 
== CPU ==
 
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Info !! Value
! Name !! Purpose / info
|-
|-
| Device Name                                ||   CXD90026AG - DG1002FGF84HT
| zero    || Hardwired to 0, writes are ignored
|-
|-
| Device Vendor                              ||   AuthenticAMD
| at      || Temporary register used for pseudo-instructions
|-
|-
| Device Vendor ID                            ||   0x1022
| v0-v1    || Return register, holds values returned by functions
|-
|-
| Device OpenCL C Version                    ||   OpenCL C 1.2 pocl
| a0-a3    || Argument registers, holds first four parameters passed to a function
|-
|-
| Device Type                                ||   CPU
| t0-t7    || Temporary registers. t0-t3 may also be used as additional argument registers
|-
|-
| Max compute units                          ||   8
| s0-s7    || Saved registers. Functions must save and restore these before using them
|-
|-
| Max work item dimensions                    ||  3
|  t8-t9    || Temporary registers
|-
|  k0-k1    || Reserved for use by kernels
|-
|  gp        || Global pointer
|-
|  sp        || Stack pointer, address of currently-executing function
|-
|  fp        || Frame pointer
|-
|  ra        || Return address. Used by JAL and (usually) JALR to store the address to return to after a function
|-
! Special registers !!
|-
|  pc        || Program counter, address of currently-executing instruction (32-bit)
|-
| hi/lo    || Stores multiplication and division results (64-bit)
|-
|  hi1/lo1  || Used by MULT1/DIV1 type instructions, same as above (64-bit)
|-
|  sa        ||Shift amount used by QFSRV instruction
|-
|}
<pre>
Aside from zero, all GPRs may be freely accessed if convention rules are respected.
</pre>
 
=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 [https://gist.github.com/masterzorag/06cadbc5fbe7d3375704fc52518f434e#file-gistfile1-md gist]
<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
|-
| Device Name                                ||  CXD90026AG - DG1002FGF84HT
|-
| Device Vendor                              ||  AuthenticAMD
|-
| Device Vendor ID                            ||  0x1022
|-
| Device OpenCL C Version                    ||  OpenCL C 1.2 pocl
|-
| Device Type                                ||  CPU
|-
| Max compute units                          ||  8
|-
| Max work item dimensions                    ||  3
|-
|-
| Max work item sizes                        ||  4096x4096x4096
| Max work item sizes                        ||  4096x4096x4096
Line 2,332: Line 2,481:
|}
|}


== GPU ==
==GPU==


{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
Line 2,430: Line 2,579:
|}
|}


= PS3 Configuration support =
=PS3 Config support=
 
<pre>
<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:
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.
To enable ps3 style config add this to config-emu-ps4.txt:


--lopnor-config=1
--lopnor-config=1
--ps2-title-id=TITLE-ID
--ps2-title-id=TITLE-ID


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.
Config file need to be in folder ...'''/patches/{TITLE-ID}/''' and file need to have name '''{TITLE-ID}_lopnor.cfgbin'''. title id need to be in XXXX-YYYYY format (ex. SLUS-12345).  
Example path: /patches/SLUS-12345/SLUS-12345_lopnor.cfgbin
Tester confirmed that configs work like that. We don't even need to edit them, they work as is.
</pre>
</pre>


<pre>
<pre>
Please keep in mind that not all PS3 commands are recognized, only 0x01 (can depend upon emu revision), 0x09, 0x0A, 0x0B, 0x0F, 0x10, 0x26, 0x27 and 0x42.
Please keep in mind that not all commands are recognized, only 0x01 (can depend upon emu revision), 0x09, 0x0A, 0x0B, 0x0F, 0x10, 0x26, 0x27, 0x42.
For example, the Rayman 3 configuration does not work due to the command being unsupported on PS4.
For example Rayman 3 config Does not work due to the command being unsupported
Command 0x07 is NOT recognized, but can be manually translated to CLI configuration (to "--vu-xgkick-delay=value").
Command 0x07 is NOT recognized, but can be manually translated to cli config (to: --vu-xgkick-delay=value).
Same goes for command 0x11 (--vu0-accurate-addsub-range can be used).
Same goes for 0x11 (--vu0-accurate-addsub-range can be used).
</pre>
</pre>
*Configs explained in text form: https://github.com/Zarh/Get_CONFIG/blob/master/log.txt
*Configs explained in text form: https://github.com/Zarh/Get_CONFIG/blob/master/log.txt
*More about PS3 style configurations/commands: https://www.psdevwiki.com/ps3/PS2_Emulation#Game_CONFIG
*More about PS3 style configs/commands: https://www.psdevwiki.com/ps3/PS2_Emulation#Game_CONFIG
*A PS4 log from loading that kind of config: https://pastebin.com/ZpUyU8DE
*Log from loading that kind of config: https://pastebin.com/ZpUyU8DE
 
= Known issues =


=Known issues=
<pre>List of known issues in the PS4's PS2 emulator</pre>
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Issue !! Games affected !! Solution !! Description
! 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 ||  
| <pre>Suspected iop issue(?)</pre> || Zatch Bell! Mamodo Fury, Godfather, Gran turismo 4, SSX  || || a Stutter that's not caused by performance but by inaccurate iop emulation leading to stuttering fmvs/mainmenu
|-
| <pre> Suspected GIF issue (?) </pre> || <pre>Tenchu - Fatal Shadows, Genji dawn of the samurai, Batman begins, Lara Croft Tomb Raider - The Angel of Darkness, Dragon ball z budokai tenkaichi 1, Possibly many more! </pre>|| LUA patches ||
|-
|-
| 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.
| <pre>No support for EE Cache</pre> || <pre>Ice Age 2, DOA2: Extreme, Nascar 2009, Barnyard,</pre> [https://github.com/PCSX2/pcsx2/issues/2248 Others]|| <pre>Lua patches to the EE memory and picking the right emulator</pre> || <pre>It's not a ps4 issue per say since these issues are also encountered by Pcsx2. but Pcsx2 does have support for EE cache, though it doesn't use it to fix these games because emulating EE cache is extremely slow. so that's why the Pcsx2 team decided to use pnach patches to fix this issue.</pre>
|-
|-
| 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
|<pre> VU0/COP2 is not running in sync with EE core </pre>|| <pre>24 The Game, ATV Quad Power Racing 2, Twisted Metal Head-On, Primal, Ghosthunter, Rayman Arena, Rayman 3, Largo winch. All games using M-bit.</pre> [https://github.com/PCSX2/pcsx2/issues/4439 other games affected by COP2 timing] || <pre>ee hook AdvanceClock or fastforwardclock commands on affected addresses, Most of the time it will be CTC2 instructions that are affected</pre> <pre>Or using Kozraovv's method of EE memory patching</pre> || [[Talk:PS2_Classics_Emulator_Compatibility_List#Rayman_3:_Hoodlum_havoc | Rayman 3's fix for example]]
[[Talk:PS2_Classics_Emulator_Compatibility_List#Largo_Winch | Largo winch's fix for example]]
<pre>This issue can also be replicated on Pcsx2 if you overclock the EE by +3</pre>
|-
|-
| 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).
| <pre>No roundmode support for VU or FPU </pre>|| <pre>Koun, Tony hawk games, Devil may cry 3, Gun, TY the Tasmanian Tiger 3, Beyond Good & Evil, MTX Mototrax, Many others</pre> || <pre>Lua patches to the EE memory</pre> ||
<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).
| <pre>No M-Bit support</pre> || '''Every game that uses M-Bit'''. <pre>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.</pre> [https://github.com/PCSX2/pcsx2/pull/3593] || <pre>Lua patches to the EE memory</pre> || <pre>M-bit: Only applicable for VU0. Ends interlock on a single QMTC2.I/CTC2.I instruction, allowing the EE to continue execution</pre>
|-
|-
| 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.
| <pre>Wrong read speed for some games</pre> || <pre>Shadowman(Textures), God of war (Music), Ratchet and clank size matters (Music), every game that's listed to require CDVD_READ_DELAY.</pre> [https://github.com/PCSX2/pcsx2/pull/3877 and many other affected games] || Try your luck with IOP and CDVD CLI commands. || Also known in sony's bios as CDVD_READ_DELAY
|-
|-
| DMA writes when busy signal is engaged || Ratchet and clank games, Metal gear solid 2, others || None yet || AKA eetiminghack
| <pre>In-accurate VU0/VU1/COP2 emulation</pre> || <pre>Sly cooper games, Crash twinsanity, Crazy frog racer, Rayman 3, Koei tecmo games, Klonoa 2, others.</pre>  || <pre>Choosing a VU accurate emulator such as Roguev1 or Kof2000 with the right clamping commands</pre> || <pre>The issue leads to SPS and graphical issues and sometimes freezing.</pre>
|-
|-
|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
| <pre>In-accurate Multiply/Divide/Add/Subtract instructions</pre> || <pre>Max payne, Bully, Jackie chan adventures, Wild arms 3, Pac-man World 3, Gran turismo 4, Others </pre>|| <pre>Addsub/Muldiv Cli commands</pre> || <pre>Causes many geometry issues and black screens. Sony reduced the accuracy of these instructions to improve performance</pre>
|-
|-
|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.
| <pre>Multitap doesn't support all games</pre> || <pre>Urban reign, many others</pre> || None ||
|-
|-
|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.
| <pre>DMA writes when busy signal is engaged</pre> || Ratchet and clank games, Metal gear solid 2, others || None yet || AKA eetiminghack
|-
|-
| 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.
|<pre>VU1 running too fast (DMA sync)</pre> || Harry Potter the Chamber of secrets, Mercenaries 2 || None yet ||
|-
|-
| 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.
|<pre>VIF1 runs instantly</pre> || <pre>Urban reign, Avatar, Parappa 2, Eternal Poison, Soul Calibur 2, Soul Calibur 3, Others</pre>  || <pre>Using LUA's SchedulerDelayEvent command or Using CLI'S vif1-instant-xfer command</pre> || <pre>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</pre>
|-
|-
| 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.
|<pre>Inaccuracies in the IPU</pre> || Burnout 3, Onimusha dawn of dreams || None yet ||
|-
|-
|}
|}


= PCSX2 glitches not present on PS4=
===Diagnosing problems===
<pre>
<pre>This guide will assist you in tracing the issue's cause,The list is based on what you can possibly solve using CLI</pre>
This is a list of glitches that the PS4 does not suffer from, as opposed to PCSX2.</pre>
<br>''Definitely check out'' [https://www.psdevwiki.com/ps3/PS2_Emulation#Known_Emulation_Bugs ps3 Emulator] Bugs too, since many of them also occur in the ps4
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;" class="wikitable"
! Issue !! PCSX2's fix !! Games affected !! Description !! PCSX2 issue no.
! Issue !! VU1 !! EE !! GS !! VIF !! IOP !! COP2!! VU0 !! VU !! FPU !! SIF
|--style="background-color:#7698FF"
|-
| || || Natively fixed || ||
| {{cellcolors|#b3e0ff|#000000}}''Performance'' || || || || ? || || || || || ||
|-
| 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
|-
| ? || Enabling EETimingHack || Pac-Man World 2 || Hanging in Butane Pain, Ghost Bayou, Pinky's Revenge and Clyde in the Caldera levels. || Unavailable
|-
| ? || Unavailable || Persona 3 || Stuttering noise when saving || #7316
|-
| ? || Unavailable || Mega Man X8 || Flickering subtitles on FMVS || #5192
|-
|-
| Bad timing. || Unavailable || Spyro Enter the Dragonfly || Audio-video desync || #8286
| {{cellcolors|#ff8080|#000000}}''Crashes'' || || || || ✔ || ✔ || ✔ || ✔ || ✔ || ✔ || ✔
|-
|-
| ? || Unavailable || Petit Copter 2 || In-game hang || #10380
| {{cellcolors|#ffff99|#000000}}''Broken graphics'' || || || ✔ || ✔ ||  || ✔|| ✔ || ✔ ||  ||
|-
|-
| ? || Unavailable || Yu-Gi-Oh! The Duelists of the Roses || In-game data corruption (?) leading to a hang || #11576
| {{cellcolors|#b3ffb3|#000000}}''Glitches'' || || || || || || || || || ||  
|-
| IPU running faster than it should? || Janky patch || Flame of Recca: Final Burning ||  || #11335
|-
| Bad timing || Unavailable || Ape Escape 3 || Sudden burst of in-game speed at some random points in the map || Unavailable
|-
| ? || vu0RoundMode: 2 || Ape Escape 3 || The character's buster malforms when spawning anew || #11386
|--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
|-
|-
|}
|}
'''Performance bottleneck order:'''
<pre>
VU1 ==> EE ==> GS
As you can see, the biggest bottleneck for the ps4 is the emulated VU1,
therefore its speedhacks will be the most effective for performance.
</pre>
====Debugging through PS4CHEATER====
<pre>
You can also use for instance the program PS4CHEATER and add the addresses of
1000000368 (Jakv2 uses this offset)
1000000360 (Emus with older revision use this one)
And change the type into > View as Hex.
Make sure live cheats is on.
One of them will show the Current (Program counter) which will lead you to
find out which EE offset the game gets stuck on! or offsets that get repeated/cause performance problems
</pre>


= PS2 Bios =
= PS2 Bios =


== Description ==
==Description==
 
The PS2 BIOS is the file '''PS20220WD20050620.crack''' included in every PS2 game .pkg. It is the same BIOS used by Sony in PS3's ps2_netemu.self. The lack of many X modules here means that homebrew compatibility is limited, as many of those need to be recompiled to use non X versions of modules, or need to load open source versions of them through MC/CDVD. An important non X module that is missing is LIBSD, therefore, homebrews that require it will likely fail to boot, or cause an error.


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]].
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)]]


'''More about the PS2 BIOS'''
<br>'''More about the bios'''
<pre>
<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.
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.
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.  
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 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.
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.


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.
While PS3 emulators patch bios to preferred region, emulator used in PS4 uses a so called CallHook which is better known for pcsx2 users as fastboot. No need to describe patch here, just look at PCSX2 fastboot code. It's the same code, but PS4 emus don't have patches for different bios revisions.
</pre>
</pre>
 
<br>'''Bios file information:'''
'''PS2 BIOS file information:'''
<pre>
<pre>
File name: PS20220WD20050620.crack
File name: PS20220WD20050620.crack
Line 2,543: Line 2,696:
</pre>
</pre>


== Files inside ROM image ==
==Files inside ROM image==


{| class="wikitable" style="font-size:small;"
{| class="wikitable" style="font-size:small;"
Line 2,712: Line 2,865:
| KERNEL || 0x1BB7E0 || The EE kernel || BIN
| KERNEL || 0x1BB7E0 || The EE kernel || BIN
|}
|}
Description source: https://gist.github.com/uyjulian/25291080f083987d3f3c134f593483c5
Description source: https://gist.github.com/uyjulian/25291080f083987d3f3c134f593483c5


== Game_ID/DiscID in PS20220WD20050620.crack ==
== Game_ID/DiscID in PS20220WD20050620.crack ==


<pre>There are 193 titleIDs listed inside XPARAM2.ELF file of PS2 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.  
<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>
Original PS2 bios from models with emulated IOP, include similar list file called XPARAM.ELF. Title IDs there are not the same, although some of them exist on both lists.</pre>


{| class="wikitable sortable" ||  
{| class="wikitable sortable" ||  
|-  
|-  
! Command !! Name
! Command !! Name !! Fix on ps4 / Explanation
|-
|-
| 0x00 || TITLE_MASK  
| 0x00 || TITLE_MASK || Black-listed games if 0xA0000000 value
|-
|-
| 0x01 || SIO2_MASK  
| 0x01 || SIO2_MASK ||
|-
|-
| 0x02 || DEV9_MASK
| 0x02 || DEV9_MASK || Emulates dummy ethernet connection
|-
|-
| 0x03 || USB_MASK  
| 0x03 || USB_MASK ||
|-
|-
| 0x04 || SIF_DMA_SYNC  
| 0x04 || SIF_DMA_SYNC ||
|-
|-
| 0x05 || SIF_DMA_LOAD  
| 0x05 || SIF_DMA_LOAD ||
|-
|-
| 0x06 || DMAC_CH10_INT_DELAY
| 0x06 || DMAC_CH10_INT_DELAY ||
|-
|-
| 0x07 || MECHA_RECOGTIME
| 0x07 || MECHA_RECOGTIME ||
|-
|-
| 0x08 || CPU_DELAY  
| 0x08 || CPU_DELAY ||<pre> Most likely requires
different IOP clock speed 
--iop-cycle-scalar=0.1 </pre>
|-
|-
| 0x09 || DEV5_INT_SPEED  
| 0x09 || DEV5_INT_SPEED ||
|-
|-
| 0x0A || CDVD_READ_DELAY
| 0x0A || CDVD_READ_DELAY || <pre> CDVD commands</pre>
|-
|-
| 0x0B || SPU2_BEHAVIOR
| 0x0B || SPU2_BEHAVIOR ||
|-
|-
|}
|}
Line 3,248: Line 3,402:
└── trophy_data
└── trophy_data
     └── SLES-50326_trophies.lua
     └── SLES-50326_trophies.lua
</pre>


= LUA include files =
<pre>
Files that some official PS2 Classics PKG files use in order for the lua files to be separate.
</pre>
</pre>
 
=LUA include files=
'''pad-connect-type.lua'''
<pre>Files that the lua sometimes need to be inside of the lua_include folder
<pre>
local PadConnectType = {}
 
PadConnectType.DS4 = 0
PadConnectType.HID              = 1 -- any 3rd party USB controller (fight stick, turbo controller, etc), always local.
PadConnectType.REMOTE_DS4      = 2 -- remote DS4 should behave just like regular DS4
PadConnectType.REMOTE_VITA      = 3 -- remote VITA lacks analog L2/R2
 
return PadConnectType
</pre>
</pre>
 
<br>'''ee-cpr0-alias.lua'''
'''sprite.lua'''
<pre>
<pre>
local kFilterMode = {}
cpr = {}
kFilterMode.Point                          = 0x00000000 -- < Sample the one texel nearest to the sample point.
kFilterMode.Bilinear                        = 0x00000001 -- < Sample the four texels nearest the sample point, and blend linearly.


local kWrapMode = {}
cpr.index = 0
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>
cpr.random = 1
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>
cpr.entrylo0 = 2
kWrapMode.ClampLastTexel                    = 0x00000002 -- < The input coordinate is clamped to the range <c>[0..1]</c>. <c>U=max(0,min(1,U));</c>
cpr.entrylo1 = 3
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>
cpr.context = 4
kWrapMode.ClampHalfBorder                  = 0x00000004 -- < Similar to kWrapModeClampLastTexel, but if clamping is necessary, the output color will be the border color specified by the Sampler. For this mode, coordinates that are not within half a pixel of the border are considered clamped.
kWrapMode.MirrorOnceHalfBorder              = 0x00000005 -- < Similar to kWrapModeMirrorOnceLastTexel, but if clamping is necessary, the output color will be the border color specified by the Sampler. For this mode, coordinates that are not within half a pixel of the border are considered clamped.
kWrapMode.ClampBorder                      = 0x00000006 -- < Similar to kWrapModeClampLastTexel, but if clamping is necessary, the output color will be the border color specified by the Sampler. For this mode, coordinates that are outside the range <c>[0..1]</c> are considered clamped.
kWrapMode.MirrorOnceBorder                  = 0x00000007 -- < Similar to kWrapModeMirrorOnceLastTexel, but if clamping is necessary, the output color will be the border color specified by the Sampler. For this mode, coordinates that are outside the range <c>[0..1]</c> are considered clamped.
 
local kBlendMultiplier = {}
kBlendMultiplier.Zero                            = 0x00000000  -- < Multiply the associated input by zero.
kBlendMultiplier.One                              = 0x00000001  -- < Multiply the associated input by one.
kBlendMultiplier.SrcColor                        = 0x00000002  -- < Multiply the associated input by the fragment color.
kBlendMultiplier.OneMinusSrcColor                = 0x00000003  -- < Multiply the associated input by one minus the fragment color.
kBlendMultiplier.SrcAlpha                        = 0x00000004  -- < Multiply the associated input by the fragment alpha.
kBlendMultiplier.OneMinusSrcAlpha                = 0x00000005  -- < Multiply the associated input by one minus the fragment alpha.
kBlendMultiplier.DestAlpha                        = 0x00000006  -- < Multiply the associated input by the render target alpha.
kBlendMultiplier.OneMinusDestAlpha                = 0x00000007  -- < Multiply the associated input by one minus the render target alpha.
kBlendMultiplier.DestColor                        = 0x00000008  -- < Multiply the associated input by the render target color.
kBlendMultiplier.OneMinusDestColor                = 0x00000009  -- < Multiply the associated input by one minus the render target color.
kBlendMultiplier.SrcAlphaSaturate                = 0x0000000a  -- < Multiply the associated input by the minimum of 1 or fragment alpha.
kBlendMultiplier.ConstantColor                    = 0x0000000d  -- < Multiply the associated input by the constant color. @see DrawCommandBuffer::setBlendColor()
kBlendMultiplier.OneMinusConstantColor            = 0x0000000e  -- < Multiply the associated input by one minus the constant color. @see DrawCommandBuffer::setBlendColor()
kBlendMultiplier.Src1Color                        = 0x0000000f  -- < Multiply the associated input by a secondary fragment color.
kBlendMultiplier.InverseSrc1Color                = 0x00000010  -- < Multiply the associated input by one minus a secondary fragment color.
kBlendMultiplier.Src1Alpha                        = 0x00000011  -- < Multiply the associated input by a secondary fragment alpha.
kBlendMultiplier.InverseSrc1Alpha                = 0x00000012  -- < Multiply the associated input by one minus a secondary fragment alpha.
kBlendMultiplier.ConstantAlpha                    = 0x00000013  -- < Multiply the associated input by the constant color alpha. @see DrawCommandBuffer::setBlendColor()
kBlendMultiplier.OneMinusConstantAlpha            = 0x00000014  -- < Multiply the associated input by one minus the constant color alpha. @see DrawCommandBuffer::setBlendColor()
 
local kBlendFunc = {}
kBlendFunc.Add                          = 0x00000000  -- < The source value is added to the destination value.
kBlendFunc.Subtract                    = 0x00000001  -- < The destination value is subtracted from the source value.
kBlendFunc.Min                          = 0x00000002  -- < The minimum of the source and destination values is selected.
kBlendFunc.Max                          = 0x00000003  -- < The maximum of the source and destination values is selected.
kBlendFunc.ReverseSubtract              = 0x00000004  -- < The source value is subtracted from the destination value.
 
-- Default blending mode, ideal for typical alpha channel embedded into a PNG image.
blendDefaultEquation = {
kBlendMultiplier.SrcAlpha, -- src multiplier
kBlendFunc.Add,                         -- blend function
kBlendMultiplier.OneMinusSrcAlpha,     -- dest multiplier
}
 
blendConstFadeEquation = {
kBlendMultiplier.ConstantAlpha, -- src multiplier
kBlendFunc.Add,                       -- blend function
kBlendMultiplier.OneMinusConstantAlpha,     -- dest multiplier
}
 
return kFilterMode, kWrapMode, kBlendMultiplier, kBlendFunc
</pre>
 
'''MipsInsn.lua'''
<pre>
MipsInsn = {}
MipsInsn.IsAddi = function(insn) return (insn & 0xfc000000) == 0x20000000 end -- addi rt,rs,simm
MipsInsn.IsAddiu = function(insn) return (insn & 0xfc000000) == 0x24000000 end -- addiu rt,rs,simm
MipsInsn.IsDaddu = function(insn) return (insn & 0xfc0007ff) == 0x0000002d end -- daddu rd,rs,rt
MipsInsn.IsAddu = function(insn) return (insn & 0xfc0007ff) == 0x00000021 end -- addu rd,rs,rt
MipsInsn.IsBeq = function(insn) return (insn & 0xfc000000) == 0x10000000 end -- beq rs,rt,off
MipsInsn.IsJ = function(insn) return (insn & 0xfc000000) == 0x08000000 end -- j target
MipsInsn.IsJal = function(insn) return (insn & 0xfc000000) == 0x0c000000 end -- jal target
MipsInsn.IsJr = function(insn) return (insn & 0xfc1fffff) == 0x00000008 end -- jr rs
MipsInsn.IsLq = function(insn) return (insn & 0xfc000000) == 0x78000000 end -- lq rt,simm(rs)
MipsInsn.IsLd = function(insn) return (insn & 0xfc000000) == 0xdc000000 end -- ld rt,simm(rs)
MipsInsn.IsLw = function(insn) return (insn & 0xfc000000) == 0x8c000000 end -- lw rt,simm(rs)
MipsInsn.IsSq = function(insn) return (insn & 0xfc000000) == 0x7c000000 end -- sq rt,simm(rs)
MipsInsn.IsSd = function(insn) return (insn & 0xfc000000) == 0xfc000000 end -- sd rt,simm(rs)
MipsInsn.IsSw = function(insn) return (insn & 0xfc000000) == 0xac000000 end -- sw rt,simm(rs)
MipsInsn.IsEnd = function(insn) return (insn & 0xfc00003f) == 0x0000000d end -- break [code]
 
MipsInsn.GetRt = function(insn) return (insn >> 16) & 0x1f end
MipsInsn.GetRs = function(insn) return (insn >> 21) & 0x1f end
MipsInsn.GetRd = function(insn) return (insn >> 11) & 0x1f end
--MipsInsn.GetSimm = function(insn) return ((insn << 48) >> 48) end -- this can't create a negative value correctly
MipsInsn.GetSimm = function(insn)
  -- Lua5.3 shifts are all logical (WHY!?). threfore (insn<<48)>>48 cannot extend the sign.
  -- Instead of using shift, do following
  local bit = 16 -- sign bit place.
  local v = insn & 0xffff
  local m = 1 << (bit - 1)
  v = v & ((1 << bit) - 1)
  return (v ~ m) - m -- '~' is xor in Lua... how strange it is.
end
MipsInsn.GetOff = function(insn) return MipsInsn.GetSimm(insn) end
MipsInsn.GetTarget = function(insn) return insn & 0x3ffffff end
 
return MipsInsn
</pre>
 
'''ee-cpr0-alias.lua'''
<pre>
cpr = {}
 
cpr.index = 0
cpr.random = 1
cpr.entrylo0 = 2
cpr.entrylo1 = 3
cpr.context = 4
cpr.pagemask = 5
cpr.pagemask = 5
cpr.wired = 6
cpr.wired = 6
Line 3,395: Line 3,436:
return cpr
return cpr
</pre>
</pre>
'''ee-gpr-alias.lua'''
'''ee-gpr-alias.lua'''
<pre>
<pre>
-- Recommended method to import this module:
-- Recommended method to import this module:
--  local gpr = require("ee-gpr-alias")
--  local gpr = require("ee-gpr-alias")
Line 3,440: Line 3,481:


return gpr
return gpr
</pre>
</pre>
'''ee-hwaddr.lua'''
'''ee-hwaddr.lua'''
<pre>
<pre>
Line 3,474: Line 3,515:
return gif_hw, vif0_hw, vif1_hw, nil
return gif_hw, vif0_hw, vif1_hw, nil
</pre>
</pre>
'''language.lua'''
'''language.lua'''
<pre>
<pre>
-- Recommended method to import this module:
-- Recommended method to import this module:
--  local lang = require("language")
--  local lang = require("language")
Line 3,498: Line 3,539:
lang.chinese_simplified = 11
lang.chinese_simplified = 11
lang.finnish = 12
lang.finnish = 12
lang.swedish = 13
lang.swedish = 13
lang.danish = 14
lang.danish = 14
lang.norwegian = 15
lang.norwegian = 15
lang.polish = 16
lang.polish = 16
lang.portuguese_brazil = 17
lang.portuguese_brazil = 17
lang.english_gb = 18
lang.english_gb = 18
lang.turkish = 19
lang.turkish = 19
lang.spanish_la = 20
lang.spanish_la = 20
lang.arabic = 21
lang.arabic = 21
lang.french_canada = 22
lang.french_canada = 22
 
 
return lang
return lang
</pre>
</pre>
 
'''pad-and-key.lua'''
'''pad-and-key.lua'''
<pre>
 
pad = {}
 
-- Left Side
pad.LU = 0x0010 -- Up
pad.LD = 0x0040 -- Down
pad.LL = 0x0080 -- Left
pad.LR = 0x0020 -- Right
 
-- Right Side
pad.RU = 0x1000 -- Up (Triangle)
pad.RD = 0x4000 -- Down (Cross)
pad.RL = 0x8000 -- Left (Square)
pad.RR = 0x2000 -- Right (Circle)
 
-- aliases
pad.UP = 0x0010 -- LU
pad.DOWN = 0x0040 -- LD
pad.LEFT = 0x0080 -- LL
pad.RIGHT = 0x0020 -- LR
pad.TRIANGLE= 0x1000
pad.CROSS = 0x4000
pad.SQUARE = 0x8000
pad.CIRCLE = 0x2000
 
pad.L1 = 0x0400
pad.L2 = 0x0100
pad.L3 = 0x0002
 
pad.R1 = 0x0800
pad.R2 = 0x0200
pad.R3 = 0x0004
 
pad.SELECT = 0x0001
pad.START = 0x0008
 
keyboard = {}
 
keyboard.ESCAPE = 0x1000
keyboard.SLASH = 0x1001
keyboard.SEPARATOR = 0x1002 -- backslash or pipe (\|)
keyboard.BACKQUOTE = 0x1003
keyboard.PAGEDOWN = 0x1004
keyboard.PAGEUP = 0x1005
keyboard.F1 = 0x1006
keyboard.F2 = 0x1007
keyboard.F3 = 0x1008
keyboard.F4 = 0x1009
keyboard.F5 = 0x100a
keyboard.F6 = 0x100b
keyboard.F7 = 0x100c
keyboard.F8 = 0x100d
keyboard.F9 = 0x100e
keyboard.F10 = 0x100f
keyboard.F11 = 0x1010
keyboard.F12 = 0x1011
</pre>
'''ps2.lua'''
<pre>
<pre>
pad = {}
-- Left Side
pad.LU = 0x0010 -- Up
pad.LD = 0x0040 -- Down
pad.LL = 0x0080 -- Left
pad.LR = 0x0020 -- Right
-- Right Side
pad.RU = 0x1000 -- Up (Triangle)
pad.RD = 0x4000 -- Down (Cross)
pad.RL = 0x8000 -- Left (Square)
pad.RR = 0x2000 -- Right (Circle)
-- aliases
pad.UP = 0x0010 -- LU
pad.DOWN = 0x0040 -- LD
pad.LEFT = 0x0080 -- LL
pad.RIGHT = 0x0020 -- LR
pad.TRIANGLE= 0x1000
pad.CROSS = 0x4000
pad.SQUARE = 0x8000
pad.CIRCLE = 0x2000
pad.L1 = 0x0400
pad.L2 = 0x0100
pad.L3 = 0x0002
pad.R1 = 0x0800
pad.R2 = 0x0200
pad.R3 = 0x0004
pad.SELECT = 0x0001
pad.START = 0x0008
keyboard = {}
keyboard.ESCAPE = 0x1000
keyboard.SLASH = 0x1001
keyboard.SEPARATOR = 0x1002 -- backslash or pipe (\|)
keyboard.BACKQUOTE = 0x1003
keyboard.PAGEDOWN = 0x1004
keyboard.PAGEUP = 0x1005
keyboard.F1 = 0x1006
keyboard.F2 = 0x1007
keyboard.F3 = 0x1008
keyboard.F4 = 0x1009
keyboard.F5 = 0x100a
keyboard.F6 = 0x100b
keyboard.F7 = 0x100c
keyboard.F8 = 0x100d
keyboard.F9 = 0x100e
keyboard.F10 = 0x100f
keyboard.F11 = 0x1010
keyboard.F12 = 0x1011
</pre>


'''ps2.lua'''
<pre>
require("ee-gpr-alias")
require("ee-gpr-alias")
require("utils")
require("utils")
Line 3,775: Line 3,816:
end
end
</pre>
</pre>
'''utils.lua'''
'''utils.lua'''
<pre>
<pre>
Line 3,840: Line 3,880:
</pre>
</pre>


= Links =
=Links=
 
*[https://psi-rockin.github.io/ps2tek/ Ps2 Hardware Documentation]
* [https://psi-rockin.github.io/ps2tek/ PS2 Hardware Documentation]
*[https://pastebin.com/yf802Up3 GS title fix guide]
* [https://pastebin.com/yf802Up3 Graphics Synthetizer title fix guide]
*[https://www.psdevwiki.com/ps3/PS2_Custom_Configs PS3 custom configs]
* [https://www.psdevwiki.com/ps3/PS2_Custom_Configs PS3 custom configs]
*[http://www.psx-place.com/threads/research-ps2-emulator-configuration-on-ps4.16131/ A place for research and sharing successful configurations for the emulator]
* [http://www.psx-place.com/threads/research-ps2-emulator-configuration-on-ps4.16131/ A place for research and sharing successful configurations for the emulator]
*[https://www.psdevwiki.com/ps4/Talk:PS2_Classics_Emulator_Compatibility_List Configuration examples]
* [https://www.psdevwiki.com/ps4/Talk:PS2_Classics_Emulator_Compatibility_List Configuration examples]
*[https://www.romhacking.net/utilities/692/ PS2DIS, very helpful for debugging games]
* [https://www.romhacking.net/utilities/692/ PS2DIS, a very helpful tool for debugging executables]
*[https://forums.pcsx2.net/Thread-Fixing-unplayable-games A thread filled with patches for ps2 games]
* [https://forums.pcsx2.net/Thread-Fixing-unplayable-games A thread filled with patches for ps2 games]
* [https://github.com/florinsdistortedvision/ps2-classics-emus Most base emulators for PS2 Classics released on PS4 by florinsdistortedvision]
* [https://github.com/Zcor3x/Playstation-2-Classics-PS4 Most base emulators for PS2 Classics released on PS4 by Zcor3x]
 
{{Reverse Engineering}}
{{Reverse Engineering}}
<noinclude>
<noinclude>[[Category:Main]]</noinclude>
[[Category:Main]]
</noinclude>
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