Editing PS2 Emulation

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= Official games =


== PS2 games available on PS4 PS Store ==
= Description =


* Ace Combat 5: The Unsung War. Available as a "PS2 Classics" as part of the "Pre-Order-Bonus" for "Ace Combat 7: Skies Unknown" (PS4) only (not available separately).
<pre>PlayStation 2 emulation on the Playstaion 4 is handled with little difference to the Playstation 3,
* ADK DAMASHII™ UP0576-CUSA03783_00-SLPS259060000001 https://image.api.playstation.com/cdn/UP0576/CUSA03783_00/BpMMUC8q1MRAsL9iWDh6vbW844hq3JXK.png
But still many issues that the Playstation 3 faced Have moved into the Playstation 4 along with Many new issues.
* Arc the Lad: Twilight of the Spirits
* Art of Fighting Anthology
* Ape Escape 2
* Blood Omen: Legacy of Kain UP8489-CUSA49771_00-SLUS000270000000 (PS5: UP8489-PPSA24270_00-0499283180274839) 2024-11-19 PS4 12.00
* Blood Omen 2: Legacy of Kain UP8489-CUSA49769_00-SLUS200240000000 (PS5: UP8489-PPSA24268_00-0200966777747783) 2024-11-19 PS4 12.00
* Bully (Canis Canem Edit)
* Dark Chronicle (Dark Cloud 2) UP9000-CUSA02037_00-SCUS972130000001 https://image.api.playstation.com/cdn/UP9000/CUSA02037_00/hIKSKqBMerypNW49TCECATZSBBUcSBph.png
* Dark Cloud
* Destroy All Humans! (2005) (not to be confused with the remake EP4389-CUSA14910_00-DAH1REMAKEEU0000) UP4389-CUSA05232_00-SLUS209450000001 2016-10-18 https://image.api.playstation.com/cdn/UP4389/CUSA05232_00/XrgVkqoR5rvZk4tAGi2j7OFfHpAZWKUu.png
* Destroy All Humans! 2 (2006) UP4389-CUSA05233_00-SLUS214390000001 2016-11-29
* Eternal Ring UP1022-CUSA04654_00-SLUS200150000001 https://image.api.playstation.com/cdn/UP1022/CUSA04654_00/DRIS0z7mtNMYZPchoqLnKlhJqyNvM8mZ.png
* FantaVision
* Fatal Fury Battle Archives Vol. 2
* Forbidden Siren EP9000-CUSA02274_00-SCES519200000001 patch 1.01 requires PS4 3.10
* Fu'un Super Combo UP0576-CUSA03784_00-SLPS257810000001 https://image.api.playstation.com/cdn/UP0576/CUSA03784_00/QWsetumZLYupFHsOIkoGbKYpySGBdtlp.png
* Ghosthunter (English, Japanese) UP9000-CUSA47996_00-SLUS209930000000 (PS5: UP9000-PPSA21974_00-SLUS209930000000) 2024-06-18 https://image.api.playstation.com/vulcan/ap/rnd/202406/0519/64b26d812ffbfec1acffeaa7d3a61effb12400fff2d95935.png
* GTA III
* GTA Vice City
* GTA San Andreas
* Harvest Moon: Save the Homeland
* Harvest Moon: A Wonderful Life Special Edition
* Hot Shots® Tennis (Everybody's Tennis) UP9000-CUSA02193_00-SCUS976100000001 https://image.api.playstation.com/cdn/UP9000/CUSA02193_00/FrJXexHruy7pjB6bCgDidXRbakNfNJJc.png
* Indigo Prophecy
* Jak and Daxter™ HP9000-CUSA08427_00-SCPS560030000001 patch 1.01 requires PS4 4.73
* Jak and Daxter: The Precursor Legacy™ UP9000-CUSA02522_00-SCUS971240000001 patch 1.01 requires PS4 4.73
* Jak and Daxter™: The Precursor Legacy EP9000-CUSA07934_00-SCES503610000001 patch 1.03 requires PS4 4.73
* Jak II™ UP9000-CUSA07840_00-SCUS972650000001 patch 1.01 requires PS4 5.01
* Jak II™ EP9000-CUSA07990_00-SCES516080000001 patch 1.02 requires PS4 5.01
* Jak II™ HP9000-CUSA08422_00-SCKA200100000001 patch 1.01 requires PS4 5.01
* Jak 3™ UP9000-CUSA07841_00-SCUS973300000001 patch 1.01 requires PS4 5.01
* Jak 3™ EP9000-CUSA07991_00-SCES524600000001 patch 1.01 requires PS4 5.01
* Jak 3™ HP9000-CUSA08423_00-SCKA200400000001 patch 1.01 requires PS4 5.01
* Jak X: Combat Racing UP9000-CUSA07842_00-SCUS974290000001 patch 1.02 requires PS4 5.01
* Jak™ X EP9000-CUSA07992_00-SCUS974290000001 patch 1.02 requires PS4 5.01
* Kinetica UP9000-CUSA01725_00-SCUS971320000001 https://image.api.playstation.com/cdn/UP9000/CUSA01725_00/EKH34FKOEt3dTXLCiccuawdS8iGIqGLF.png
* Manhunt
* Max Payne
* Metal Slug Anthology
* Mister Mosquito UP9000-CUSA48755_00-SLUS203750000000 (PS5: UP9000-PPSA22948_00-SLUS203750000000) 2024-09-17 patch 1.02 requires PS4 11.52 or PS5 9.60
* Okage: Shadow King UP9000-CUSA02199_00-SCUS971290000001, requires PS4 FW version 3.15, although it was compiled with PS4 SDK version 3.008.000, latest patch requires PS4 FW 4.05
* PaRappa The Rapper 2™ UP9000-CUSA01555_00-SCUS971670000001 2015-12-15
* Primal
* Psychonauts
* Puzzle Quest: Challenge of the Warlords
* Red Dead Revolver
* Red Faction
* Red Faction II
* Resident Evil Code: Veronica X
* Rise of the Kasai
* Rogue Galaxy
* Samurai Shodown VI
* Siren UP9000-CUSA02198_00-SCUS973550000001 (PS5: UP9000-PPSA22947_00-SCUS973550000000) PS4 patch 1.02 requires PS4 3.00 and 2024-10-15 PS5 patch 1.00 requires PS5 9.40
* SkyGunner UP9000-CUSA49210_00-SLUS203840000000 (PS5: UP9000-PPSA23535_00-SLUS203840000000) 2024-09-17 patch 1.03 requires PS4 11.52 or PS5 9.60
* Sly Raccoon (2002), Sly Cooper and the Thievius Raccoonus UP9000-CUSA47431_00-SCUS971980000000 (PS5: UP9000-PPSA21300_00-SCUS971980000000) 2024-06-11 PS4 11.50 https://store.playstation.com/en-us/product/UP9000-PPSA21300_00-SCUS971980000000 https://image.api.playstation.com/vulcan/ap/rnd/202405/2121/d02e77e260c74286f4044f51ac267588c195709427e3883b.jpg
* Star Ocean Till The End Of Time
* Star Wars Bounty Hunter
* Star Wars Racer Revenge
* STAR WARS: Jedi Starfighter UP1082-CUSA03473_00-SLUS202930000001 2016-01-15 https://image.api.playstation.com/cdn/UP1082/CUSA03473_00/PGRyqtcRKUoAsP4bJAhcoziTwL8940k1.png
EP1006-CUSA03494_00-SLES503710000001
https://image.api.playstation.com/cdn/EP1006/CUSA03494_00/9MsXVY5UULzSHB5BTreuKhwep3KZwvQP.png
* STAR WARS The Clone Wars UP1082-CUSA48010_00-SLUS205100000000 (PS5: UP1082-PPSA21985_00-SLUS205100000000 or UP1082-PPSA21985_00-0384550355606536) 2024-06-11 PS4 11.50 https://image.api.playstation.com/vulcan/ap/rnd/202404/2320/798b83df229613be009a6a9a191606a04846b32eab781c14.png
* Summoner PS2 Emulation (2000) UP4389-CUSA48889_00-SLUS200740000000 (PS5: UP4389-PPSA23124_00-SLUS200740000000 or UP4389-PPSA23124_00-EMUPS2SUMMONER00) 2024-07-16 PS4 patch 1.01 requires PS4 11.50, PS5 patch 1.02 requires PS5 9.40
* The King of Fighters Collection: The Orochi Saga
* The King of Fighters '98 Ultimate Match
* The King of Fighters 2000
* The Mark of Kri
* The Warriors
* Timesplitters EP4062-CUSA49387_00-SLUS200900000000 (for PS5: EP4062-PPSA23799_00-SLUS200900000000) PS4 patch 1.01 requires PS4 11.52, PS5 patch 1.00 requires PS5 9.40
* TimeSplitters 2 EP4062-CUSA49392_00-SLUS203140000000 (for PS5: EP4062-PPSA23801_00-SLUS203140000000) PS4 patch 1.01 requires PS4 11.52, PS5 patch 1.00 requires PS5 9.40
* TimeSplitters: Future Perfect EP4062-CUSA49435_00-SLUS211480000000 (for PS5: EP4062-PPSA23847_00-SLUS211480000000) PS4 patch 1.01 requires PS4 11.52, PS5 patch 1.00 requires PS5 9.40
* Tomb Raider: Legend UP8489-CUSA48389_00-SLUS212030000000 (PS5: UP8489-PPSA22453_00-SLUS212030000000 or UP8489-PPSA22453_00-0217126708396262) 2024-06-11 PS4 11.50 https://store.playstation.com/store/api/chihiro/00_09_000/titlecontainer/SE/en/999/CUSA48389_00/image https://image.api.playstation.com/vulcan/ap/rnd/202405/0816/1d9bea712b88097f61b829fac5e96f956fb67225be456f36.png
* Twisted Metal: Black
* War of the Monsters™ UP9000-CUSA01554_00-SCUS971970000001 2015-12-05
* Wild Arms™ 3 UP9000-CUSA02197_00-SCUS972030000001 2016-05-17


== PS2 games available on PS4 Bluray Disc ==


* ADK DAMASHII™ (by Limited Run #315) UP0576-CUSA03783_00-SLPS259060000001 https://image.api.playstation.com/cdn/UP0576/CUSA03783_00/BpMMUC8q1MRAsL9iWDh6vbW844hq3JXK.png
The fact of the matter is that the PS4 is too weak for emulation, For that reason alone, Sony had to sacrifice accuracy in order to gain Performance,
* Art of Fighting Anthology (by Limited Run #375) UP0576-CUSA03754_00-SLUS214870000001 https://image.api.playstation.com/cdn/UP0576/CUSA03754_00/Hf5lUn48Ds3UDNp8NNjdzv7f1BZWGaai.png
But the Ps4's emu has more accuracy than PCSX2 in terms of GS and SPU Emulation, As for the other parts, PCSX2 is much better at emulating it, For instance PCSX2 syncs VU0 extremely well, the Ps4 doesn't, And it's because it doesn't have the horsepower to do that, And that has to lead to games like Rayman 3 being unplayable without overclocking the EE at a specific offset.</pre>
* Destroy All Humans! (2005) (PS2 Classic by Limited Run #370, not to be confused with the remake EP4389-CUSA14910_00-DAH1REMAKEEU0000) UP4389-CUSA05232_00-SLUS209450000001 2016-10-18 https://image.api.playstation.com/cdn/UP4389/CUSA05232_00/XrgVkqoR5rvZk4tAGi2j7OFfHpAZWKUu.png
* Fatal Fury Battle Archives Vol. 2 (by Limited Run #371) UP0576-CUSA03750_00-SLUS217230000001 https://image.api.playstation.com/cdn/UP0576/CUSA03750_00/gFCLAhlGZwvFkra1p2sozwIZ5SH1OyZO.png
* Fu'un Super Combo UP0576-CUSA03784_00-SLPS257810000001 https://image.api.playstation.com/cdn/UP0576/CUSA03784_00/QWsetumZLYupFHsOIkoGbKYpySGBdtlp.png
* Indigo Prophecy™ (aka Fahrenheit 2005, by Limited Run #331) UP1642-CUSA04798_00-SLUS211960000001 https://image.api.playstation.com/cdn/UP1642/CUSA04798_00/WJFDq83f1tcZ0E2PkEa1rXOba8laaZUV.png
* Jak and Daxter: The Precursor Legacy™ UP9000-CUSA02522_00-SCUS971240000001 https://image.api.playstation.com/cdn/UP9000/CUSA02522_00/o9zJoXqpd4lzarjIbvvZLFjYGLsLvqCp.png
* Jak X Combat Racing™® (by Limited Run #292) UP9000-CUSA07842
* Jak II UP9000-CUSA07840
* Jak 3 UP9000-CUSA07841
* METAL SLUG ANTHOLOGY™ (US version by Limited Run #364) UP0576-CUSA03749_00-SLUS215500000001 https://image.api.playstation.com/cdn/UP0576/CUSA03749_00/ImHDRENlttkdiXlm3K8ejNVgLURd3uTw.png
* METAL SLUG ANTHOLOGY™ (EU version by SNK) EP0576-CUSA04156_00-SLES546770000001 https://image.api.playstation.com/cdn/EP0576/CUSA04156_00/NN7npbsEvxIRGI8lBVhm9I5BwFzdGlOK.png
* Psychonauts UP2154-CUSA03881
* Red Faction (by Limited Run #281) UP4389-CUSA06402_00-SLUS200730000001 https://image.api.playstation.com/cdn/UP4389/CUSA06402_00/T07Bf136claKzP3SHF30QLa2xMAFjSpP.png
* Samurai Shodown VI (by Limited Run #329) UP0576-CUSA03787_00-SLUS216290000001 or EP0576-CUSA04158_00-SLES552920000001 https://image.api.playstation.com/cdn/UP0576/CUSA03787_00/CuLRRdOYvdge0IW9LL9Vewj44RCc6OAU.png https://image.api.playstation.com/cdn/EP0576/CUSA04158_00/7SrtqugKMJixAcbprEE0ExGUOHlhL0F7.png
* STAR WARS™ BOUNTY HUNTER™ (US version) UP1082-CUSA03472_00-SLUS204200000001
* STAR WARS™ BOUNTY HUNTER™ (EU version) EP1006-CUSA03493_00-SLES508310000001
* Star Wars Racer Revenge UP1082-CUSA03474, requires PS4 FW version ?3.15, although it was compiled with SDK version 3.008.000?
* The King of Fighters '98 Ultimate Match (by Limited Run #344) UP0576-CUSA03751_00-SLUS218160000001 https://image.api.playstation.com/cdn/UP0576/CUSA03751_00/bp4LfKIjcVTMfKP3O4LrDJHWzY6vZDar.png
* The King of Fighters 2000 (by Limited Run #386) UP0576-CUSA03748_00-SLUS208340000001 https://image.api.playstation.com/cdn/UP0576/CUSA03748_00/tvXJmFqa9zkXAAKCij20B3spadkqGuka.png
* The King of Fighters™ Collection: the Orochi Saga (by Limited Run #393) UP0576-CUSA03753_00-SLUS215540000001 https://image.api.playstation.com/cdn/UP0576/CUSA03753_00/E3gFtUUjCu2WDBSIGeXMV40sfF4uHzZi.png


These PS2onPS4 games can be bought online directly via Limited Run Games for brand new or for example on Ebay for second hand or like new.
<pre>Each PS2 game PS4 package file (.pkg) includes the emulator itself, there is no included emulator in the PS4 firmware. although The PS4 firmware has some PS2 emulator specific features, like the functions sceLncUtilIsPs2Emu, sceShellCoreUtilGetImposeMenuFlagForPs2Emu, sceSystemServiceAddLocalProcessForPs2Emu, or sceSystemServiceShowImposeMenuForPs2Emu.


== PS2 remaster games available on PS4 PS Store ==


* Destroy All Humans! UP4389-CUSA14899_00-DAH1REMAKEUS0000, JP2880-CUSA19492_00-DAH1REMAKEJP0000, EP4389-CUSA14910_00-DAH1REMAKEEU0000, PS4 7.50
Emulators are programmed to be accurate for the games that they were extracted from, and that alone provides a challenge For accurate Emulation. since emulators include per title patches, and different default settings, and since the Playstation 2 hardware is known to be one of the most complex systems to emulate, any small change in configuration can have negative consequences in Games.
* Samurai Shodown V Special
* Metal Gear Solid Collection Vol 1
* Tales of Symphonia Remastered UP0700-CUSA29214_00-TALESOFSYMPHONIA 2023-02-17
* Legacy of Kain™ Soul Reaver 1&2 Remastered PS4 & PS5 (PS5: UP1032-PPSA18153_00-SOULREAVER120824) 2024-12-10


= Description =


The PlayStation 2 emulation on the PlayStation 4 is handled with little difference to the PlayStation 3. Some issues on PS3's PS2 emulator were left unfixed on the PlayStation 4. Consequently, the PS4 inherited some of PS3's emulation glitches, and even introduced new ones. The new issues came as a result of PS4's weakness with emulation, which likely resulted in the trade of accuracy for performance.
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.


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.
Also note that 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.


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.
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.</pre>


The PS2 BIOS is included in the game's pkg file. It is the same PS2 BIOS as used in the ps2_netemu in PS3 Operating System. The lack of encryption mechanism for PS2 game disc image files is also huge. This time, it is a plain ISO file, but the emulator still supports LIMG sector that allows the usage of non-2048 sector size discs. Moreover, memory cards are also unencrypted, but the emulator checks the CRC of some of the regions to ensure that the memory card was not modified. The PS2 emulator on PS4 also supports LUA scripting by a "Lua Bridge", which is a powerful interface that may prove exceptionally handy in fixing games.
This is first time that Sony has ever cared about floats in its emulators. Compared to the PS3 CPU, x86-64 is doing a worse job in mimicking FPU and VU floats calculation behavior. This is resolved by clamping, accurate math used per memory offset, and/or converting floats to double precision. The emulator uses OpenCL for GS, and likely other components as well.


= Emulator Configuration =
= 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.  
Line 137: Line 34:


== 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 ===


Line 146: Line 44:
|-
|-
| --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
Line 161: Line 57:
| --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 ||  ||
Line 213: Line 109:
| --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
| --mfifo-manual-drain || 0.1/5.0 || A command for changing the functionality of --ee-hook=0x0,Mfifodrain ||--mfifo-manual-drain=0.30
|-
| --mfifo-chunk-drain-cycles || 1/400000 || A command for changing the functionality of --ee-hook=0x0,Mfifodrain ||--mfifo-chunk-drain-cycles=210000
|-
|-
| --ps2-title-id || XXXX-YYYYY Example: (SLUS-21515) || Sets title-id for patches. Requires the game's region code as value || --ps2-title-id=SLES-50366
| --ps2-lang || system  || sets language, Might seem like a useless command, but a Tiny number of games refuse to boot without a selected language. || --ps2-lang=system
|-
|-
| --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
|-
| --pcr0-delta-hack || 0, 1 ||DPCR - DMA priority control option ? || --pcr0-delta-hack=1
|-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 || 0, 1 || 0 Can be used to prevent Resetting The game when switching multiple discs, Useful for games Like SW2 that have Import data Feature || --switch-disc-reset=1
|-
| --cdvd-sector-read-cycles || 1, 40000|| 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=40000
|-
| --cdvd-sector-seek-cycles || 1, 40000 || Fixes boot-up sometimes, 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 || ||
Line 256: Line 170:
| --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 || ? || Correct values might be 0-3, But no one knows the values for sure, This command might have a function if multitap is set byhost || --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 sadly 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 </pre>
Some CLI commands have no effect, as they were added to the eboot.bin without being programmed. Some useful commands were removed or added in or from different emu revisions, or their effects were changed. In some emulators, CLI configurations can be found in the ram at SceLibcHeap[0]-3-881004000.</pre>
 
====EmotionEngine (MIPS-IV)====
 
=====[https://www.psdevwiki.com/ps2/Emotion_Engine EE]=====
====( EE )====
<pre>Commands for the emulated Emotion Engine. These commands may improve performance, prevent crashes, or provide better core sync.</pre>
<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)
[Cycle skipping]
(1.1 => 5.0)</pre> || If set Higher than 1.0 the Emotion engine Begins skipping cycles, you might face Problems in FMVs if you skip too many cycles. but you will gain a better performance || --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 => 40000) </pre>|| It's still unknown what this command controls, but the higher it is, the more EE cycles are skipped, Doesn't work for jak emulators. || --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>Hook a function to a EE offset. it can be used either as a speedhack  
or a gamefix, Advance clock will overclock the EE and it is the only one that needs a value to be set.
FastForwardClock will skip cycles, Mfifodrain is unknown.</pre> || --ee-hook=0x0028A7B0,AdvanceClock,,500 <pre>Example for usage: --ee-hook=0xEEOFFSET,FUNCTION,OPTIONALOPCODE,VALUEFOROVERCLOCKING</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 || 20-200 || Seems to reduce blue screen occurrence the higher the value || --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
Line 298: Line 220:
| --ee-shorthash-len || inst_count/integer || Length of shorthash in instruction/opcode count. Require --ee-block-validation=Hash ||  
| --ee-shorthash-len || inst_count/integer || Length of shorthash in instruction/opcode count. Require --ee-block-validation=Hash ||  
|-
|-
| --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, [https://en.wikipedia.org/wiki/Constant_folding More info] || --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,R,W,RW] || Ignore segmentation fault, may help with crashes but will probably cause graphical issues || --ee-ignore-segfault=read
|-
|-
| --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 || memcpy, memset, 0x0000 || || --ee-native-function=memcpy,0x11e328
|-style="background-color:#FFAA00"
|-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 (seems to be 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?? || Seems to be a debug option for the Program counter. ||  
|-
|-
| --ee-insn-flush-pc || 0, 1 || Flush PC register to memory on every mips opcode. Result in more accurate EE PC reg reads. ||
|-
| --ee-inst-marking || 0,1? || ||  
| --ee-inst-marking || 0,1? || ||  
|-
|-
| --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-simd || readwrite, writeonly, readonly || register allocation setting ||  
| --ee-regalloc-scalar || 0,none,ReadOnly,WriteOnly,RW || register allocation setting ||
|-
| --ee-regalloc-simd || || register allocation setting ||  
|-
|-
| --ee-regalloc-preserve-scalar ||  LoadOnly, LO, StoreOnly, SO, LoadStore,  LS || EE JIT Scalar/Int Regalloc Mode || --ee-regalloc-preserve-scalar=LoadStore
| --ee-regalloc-preserve-scalar ||  LoadOnly, StoreOnly, SO, LoadStore,  LS || EE JIT Scalar/Int Regalloc Mode || --ee-regalloc-preserve-scalar=LoadStore
|-
|-
| --ee-regalloc-preserve-simd || ReadOnly, RO, WriteOnly WO, RW || EE JIT SIMD/XMM Regalloc Mode || --ee-regalloc-preserve-simd=RW
| --ee-regalloc-preserve-simd || ReadOnly, RO, WO, WriteOnly ,RW || EE JIT SIMD/XMM Regalloc Mode || --ee-regalloc-preserve-simd=RW
|-
|-
| --ee-static-block-links || options Type,Type,... [Branch,Branches,JAL,COP2,All] || || --ee-static-block-links=JAL,COP2
| --ee-static-block-links || options Type,Type,... [Branch,Branches,JAL,COP2,All] || || --ee-static-block-links=JAL,COP2
|-
|-
| --vtune-ee || || ||
| --vtune-ee || || Could be support for intel vtune, [https://github.com/PCSX2/pcsx2/blob/master/cmake/FindVtune.cmake Might be related to this] ||
|-
|-
| --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? || Use peephole optimization for the EE (?) could possibly be a speedhack ||
|-
|-
| --ee-load-rewrites || 0,1? || ||  
| --ee-load-rewrites || 0,1? || ||  
Line 354: Line 276:
| --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 ||  
|-
|-
| --ee-insn-flush-pc || 0, 1 || A debug option that updates the EE's program counter more often when enabled ||
|-
| --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 || || ||
Line 366: Line 290:
| --ee-stlf-cycle-threshold || ? ||?||  
| --ee-stlf-cycle-threshold || ? ||?||  
|-
|-
| --detect-idle-ee || 0, 1 || || --detect-idle-ee=1
| --detect-idle-ee || 0, 1 || Enabled by default, Uknown what it does || --detect-idle-ee=1
|-
|-
|}
|}


=====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 377: Line 301:
|  || 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 || 0, 1 || Setting it to 1 enables clamping for the FPU, Can be used to fix any game with FPU clamping issues, [https://www.psx-place.com/threads/research-ps2-emulator-configuration-on-ps4.16131/page-53#post-265591 More here] || --fpu-no-clamping=0
|-
| --fpu-custom-fused-madd || 0, 1 || Custom FMA (fused multiply-add) || --fpu-custom-fused-madd=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-accurate-range || start,end offset (0x0 - 0x1FFFFFF) || Accurate Mul/Div/Add/Sub Math instructions for the FPU, used for full ee/fpu accuracy in 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) || Full clamping for fpu in selected memory range || --fpu-no-clamp-range=0x1acce0,0x2acce0
|-  
|-  
| --fpu-no-clamp-range || start,end offset (0x0 - 0x1FFFFFF) || Per-range clamping for the FPU in the selected memory range. || --fpu-no-clamp-range=0x1acce0,0x2acce0
| --fpu-accurate-muldiv  || offset (0x1FFFFFF) || Fix for games that divide/multiply by 0 in specified address || --fpu-accurate-muldiv=0x123456
|-  
|-  
| --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
| --fpjk-muldiv-range || offset (0x0 - 0x1FFFFFF) || Bully uses this command, unknown usage, possibly even more accurate divide/multiply || --fpjk-muldiv-range=0x123456
|-  
|-  
| --fpu-accurate-addsub || 0 = Disabled<br>1 = Enabled || Allows the FPU to accurately Add/Subtract for all offsets by using software floats rather than hardware floats. (Extremely slow) || --fpu-accurate-addsub=1
| --fpu-accurate-muldiv-range || start,end offset (0x0 - 0x1FFFFFF) || Fix for games that divide/multiply by 0 in specified range || --fpu-accurate-muldiv-range=0x1acce0,0x2acce0
|-  
|-  
| --fpu-accurate-muldiv-range || start,end offset (0x0 - 0x1FFFFFF) || Allows the FPU to accurately Divide/Multiply in the specified ee memory range by using software floats rather than hardware floats. || --fpu-accurate-muldiv-range=0x1acce0,0x2acce0
| --fpu-accurate-addsub || offset (0x1FFFFFF) || Accurate fpu Add/Subtract instructions in specified Address || --fpu-accurate-addsub=0x234567
|-  
|-  
| --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) || Accurate fpu Add/Subtract instructions in specified address range || --fpu-accurate-addsub-range=0x1acce0,0x2acce0
|-
|-
|-style="background-color:#7698FF"
|-style="background-color:#7698FF"
|  || 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-custom-min-max || 0, 1 || Custom Max/Mini logic for denormals, Disabling it might break some games || --fpu-custom-min-max=0
|-
| --fpu-rsqrt-fast-estimate || 0, 1 || less accurate rsqrt (possible speedhack, but can degrade 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 And only has an effect when muldiv command is being used, the command basically removes the accurate divide part from muldiv for the purpose of performance || --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-to-double || 0, 1 || Converts floats to double, enabling it will increase the fpu's accuracy ||
|-
| --fpu-to-double || 0, 1 || Converts floats to doubles (Accurate). Limited testing shows that infinity is still wrong at 7F7FFFFF, rather than 7FFFFFFF with it enabled. || --fpu-to-double=1
|-  
|-  
| --fpu-clamp-operands || 0, 1 || Affects the fpu's clamping behavior || --fpu-clamp-operands=1
| --fpu-clamp-operands || 0, 1 || A clamping setting that increases clamping functionality when FPU clamping is enabled. || --fpu-clamp-operands=1
|-  
|-  
| --fpu-clamp-results || 0, 1 || Affects the fpu's clamping behavior || --fpu-clamp-results=1
| --fpu-clamp-results || 0, 1 || A clamping setting that increases clamping functionality when FPU clamping is enabled. || --fpu-clamp-results=1
|-  
|-  
|}
|}


===== COP2 =====
====Vector Interface ( VIF )====
 
<pre>Decompresses vector data, uploads microprograms to the VUs, and sends graphical data to the GIF.</pre>
<pre>VU0 Macro-mode. These commands assist the FPU.</pre>
 
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Values !! Notes !! Usage  
! Command !! Values !! Notes !! Usage
|-style="background-color:#D7EF54"
|  ||  || Game fixes ||
|-
| --vif-ignore-invalid-cmd || 0, 1 || Ignore invalid vif commands || --vif-ignore-invalid-cmd=1
|-
| --vif1-ignore-cmd-ints || 0, 1 || possible fix for games that Crash at startup when set to 1 || --vif1-ignore-cmd-ints=1
|-
| --vif1-instant-xfer || 0, 1 || "Instant VIF transfer" Default 1. correct behavior is 0, but we don't know how accurate VIF timing is in that emu, can be used to fix graphical glitches when set to 0, Or to prevent the game from freezing || --vif1-instant-xfer=0
|-
| --vif-thread-chunk-size || 1, 1000 || Can be used to fix Games stuck at splash screen or later in the game. 1024 seems to be the limit ||  --vif-thread-chunk-size=100
|-
| --detect-idle-vif || 0, 1 || Most likely turns off VIF when it's not needed if this command was set to 0 || --detect-idle-vif=0
|-
|}
 
====( GS )====
<pre>GS stands for Graphics Synthesizer PlayStation®2 co-processor responsible for rendering the graphics (but is also used by some games for additional calculations and other purposes)</pre>
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Values !! Notes !! Usage  
|-style="background-color:#7698FF"
|-style="background-color:#7698FF"
|  || 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 gpu 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 Game starts demanding more resources than there are available. doesn't work on all emulators. confirmed to be working on jak emulators ||
|-  
|-  
| --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
| --threaded-gs || 0, 1 || Threading the GS is done by waiting for data to be received then have multiple rendering threads in parallel when all transfers are achieved. it's basically a speedhack that hardly ever causes problems. PCSX2 Calls it MTGS and it's very similar to MTVU Except it's a much more safer option with less performance gain. || --threaded-gs=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 || ||
|  || Graphical fixes / Improvement || ||
|-
| --force-frame-blend || 0, 1 || Fix for shaking screens (Deinterlacing), seems to be one of Pcsx2's Blend tff or Blend bff deinterlacing options || --force-frame-blend=1
|-
| --force-pal-60hz || 0, 1 || Force 60hz PAL mode || --force-pal-60hz=1
|-
|-
| --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 || Some delay option for L2H (local to host, GS to EE)|| --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-use-mipmap || 0, 1 || Turn mipmapping on or off, the original ps2 hardware enables mipmapping by default, but in the case of emulation it will generally cause performance issues. Required for CL kernels using mipmaping || --gs-use-mipmap=1
|-  
|-  
| --cop2-no-clamp-range || start,end offset (0x0 - 0x1FFFFFF) || Per-range clamping for COP2. || --cop2-no-clamp-range=0x123456,0x134567
| --gs-use-clut-merge || 0, 1 || CLUT = Color lookup table, it could possibly solve graphical issues or improve the quality of the colors. it is Required for CL kernels using merging CLUT || --gs-use-clut-merge=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
| --l2h-2d-params || TRXREG,BITBLTBUF,height ||  || --l2h-2d-params=0x0000000800000001,0x000000003a0a2300,512,2
|-
| --cop2-accurate-mul || 1 = Enabled<br>0 = Disabled || Allows the COP2 to accurately multiply for all offsets by using software floats rather than hardware floats. (Extremely slow) || --cop2-accurate-mul=1
|-
| --cop2-accurate-addsub ||  1 = Enabled<br>0 = Disabled || Allows the COP2 to accurately Add/Subtract for all offsets by using software floats rather than hardware floats. (Extremely slow) || --cop2-accurate-addsub=1
|-
|-
| --cop2-accurate-addsub-range || start,end offset (0x0 - 0x1FFFFFF) || Allows the COP2 to accurately Add/Sub in the specified ee memory range by using software floats rather than hardware floats. (Offset range seems not to directly match EE's. It is possibly 0x95400~ behind(?) || --cop2-accurate-addsub-range=0x123456,0x134567
| --gs-h2l-accurate-hash || 0, 1 || Used with h2l Upscaler ||--gs-h2l-accurate-hash=1
|-
|-
|-style="background-color:#FFAA00"
| --gs-h2l-list-opt || 0, 1 || Used with h2l Upscaler ||--gs-h2l-list-opt=1
| || Other || ||
|-
|-
| --cop2-regalloc || 0, 1 ? || Optimized Register Allocation(?). PCSX2 seems to have this enabled by default. Seems to slow down COP2 when disabled. ||
| --gs-progressive || 0, 1 || Force progressive scan, it's used to fix Graphical glitches/double screen issues when used  ||
|-  
|-  
| --cop2-inst-q || 0, 1 || instant Q, no stalling on VWAITQ, or instances of Q. Crashes some games when enabled. ||
| --gs-vert-precision || 8, 16 || 3D Rendering vertex precision, the eboot expects the value of 8 or 16 , any other value will cause a blue screen crash. || --gs-vert-precision=8
|-
| --gs-force-bilinear || 0, 1 || force bilinear filtering. Can fix ghosting problems. but it's not recommended in games that use 2D images || --gs-force-bilinear=1
|-
| --gs-ignore-dirty-page-border || 0, 1 || This seems to be one of pcsx2's Blending accuracy options. ||--gs-ignore-dirty-page-border=1
|-  
|-  
| --cop2-inst-p || 0, 1 || instant P, no stalling on VWAITP, or instances of P. ||
| --gs-check-trans-rejection || 0, 1 || Check transfer rejection ? || --gs-check-trans-rejection=1
|-  
|-  
| --cop2-use-rcp || 0, 1 || Enables SSE RCP. Disabled by default ||
| --gs-check-trans-rejection68 || 0, 1 || || --gs-check-trans-rejection68=1
|-
| --gs-skip-dirty-flush-on-mipmap || 0, 1 || Skip flushing the texture cache when mipmap settings change (?) Require mipmap GS CL kernel || --gs-skip-dirty-flush-on-mipmap=1
|-  
|-  
| --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-dirty-page-policy || 0, 1 || || --gs-dirty-page-policy=1
|-  
|-  
| --cop2-clamp-results || 0, 1 || Affects the COP2's clamping behavior || --cop2-clamp-results=1
| --gs-fieldswap-delay || 0, 254 || Wait longer than usual to change field, reduces Sharpness ||
|-
|-  
|}
| --gs-uv-shift-pointsampling || 0, 1 || Can be used with games like manhunt that have issues with [https://github.com/PCSX2/pcsx2/issues/257#issuecomment-1140338680 UV light] || --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-opt-frbuff-switch || 0, 1 || Used to fix Fmvs || --gs-opt-frbuff-switch=1
|-
|-
| --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
| --gs-ignore-rect-correction || 0, 1 || || --gs-ignore-rect-correction=1
|-
|-
| --gs-uprender || none,2x2 || Internal resolution upscaler. || --gs-uprender=2x2
|-
| --gs-upscale || none, gpu, edgesmooth, smooth, motion, motionvec, motionvector, point || Upscaling type Selector || --gs-upscale=EdgeSmooth
|-
| --gs-aspect-ratio || aspect/float (default=0.81) || || --gs-aspect-ratio=0.65
|-
| --gs-frontend-opt-mode || 0, 1, 2 || Seems to be an optimization for the gs with 1 being safe and 2 being unstable but with good performance || --gs-frontend-opt-mode=1
|-
| --gs-kernel-cl || h2lpool, clutmerge, mipmap, DarkCloud2, fantavision, || Kernel Variant || --gs-kernel-cl="clutmerge"
|-
| --gs-kernel-cl-up || h2lpool2x2, OptRightTri, clutmerge2x2, mipmap2x2, up2x2simple, up2x2skipinterp, up2x2tc, up2x2, default || Kernel Variant Upscaler, up2x2simple Is the best if you are encountering Upscaling glitches || --gs-kernel-cl-up="clutmerge2x2"
|-
| --gs-motion-factor || 25, 50 ||  || --gs-motion-factor=25
|-
| --gs-override-small-tri-area || 0, 1 || Enabling it might fix missing text. || --gs-override-small-tri-area=1
|-
| --gs-render-tile-threshold || 0, 3000000 || || --gs-render-tile-threshold=300000
|-
| --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, 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
|-
| --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
|-style="background-color:#FEA15C"
|  || Other || ||
|-
| --framelimit-mode || slowest,slower,slow,normal,fast,fastest,turbo || a Standalone Framelimiter|| --framelimit-mode=fast
|-
| --no-gs || 0, 1 || Debug option that turns gs off ||
|-
| --gs-hdr-support || 0, 1? || Enable hdr support ?||
|-
| --idec-cycles-per-qwc || int/multiplier || || --idec-cycles-per-qwc=768
|-
|}
====Vector Units ( 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:#D7EF54"
|-style="background-color:#D7EF54"
|  || Game fixes || ||
|  || Game fixes || ||
|-
|-
| --vu-hack-triace  || 0, 1 || A hack designed specifically for games developed by Tri Ace. Corrects the VU's addi calculation. Without it, the result will be one bit off, which is enough to break the game's decryption algo. || --vu-hack-triace=1
| --vu-xgkick-delay  || 0, 8 || Delay xgkick instruction execute, pcsx2 use 6 cycles, emu in ps3 use 2-8 cycles depend on game, Can be used to either cause or fix Graphical glitches || --vu-xgkick-delay=8
|-
| --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 || This command relates to how the emulator handles branch hazards in the Vector Units (VU). Setting it to 0 is the compatible option, while 1 might improve performance. Seems to be enabled by default. Disabling it managed to prevent "'''Batman - Rise of Sin Tzu'''" from crashing|| --vu-branch-hazard=0
| --vu-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-custom-fused-madd  || 0, 1 || Custom FMA (fused multiply-add) || --vu-custom-fused-madd=1
|-
| --vu-custom-min-max  || 0, 1 || Custom Max/Mini logic for denormals, Disabled on pcsx2 by default. But enabled by default on the ps4, Disabling it might break some games || --vu-custom-min-max=1  
|-
|-
| --vu-custom-fused-madd  || 0, 1 || Custom FMA (fused multiply-add). Disabled by default || --vu-custom-fused-madd=1
|-
|-style="background-color:#7698FF"
|-style="background-color:#7698FF"
|  || Speedhacks || ||
|  || Speedhacks || ||
|-
|-
| --vu-opt-sf-check  || 0, 1 || Updates status flags only on blocks which will read them. Known in pcsx2 as mVU flag hack. Won't work with most emulators, but will work on Arc Twilight of the Spirits™ || --vu-opt-sf-check=1
| --vu-opt-sf-check  || 0, 1 || Updates status flags only on blocks which will read them, known in pcsx2 as mVU flag hack (Speedhack), Won't work with most emulators, confirmed to be supported by Arc Twilight of the Spirits™ || --vu-opt-sf-check=1
|-   
|-   
| --vu-opt-jr-caching  || 0, 1 || Optimize Jump Register caching. (vi15). Won't work with most emulators but will work on Arc Twilight of the Spirits™ || --vu-opt-jr-caching=1
| --vu-opt-jr-caching  || 0, 1 || Optimize Jump Register caching. (vi15). Won't work with most emulators, confirmed to be supported by Arc Twilight of the Spirits™ || --vu-opt-jr-caching=1
|-style="background-color:#FEA15C"
|-style="background-color:#FEA15C"
|  || Other || ||
|  || Other || ||
|-
| --vu-to-double || 0, 1 || Converts floats to double, Enabling it will increase the VU's Accuracy ||
|-
|-
| --vu-d-bit  || 0, 1 || Debug break. Halts the VU and sends an interrupt to the EE. ||  --vu-d-bit=0
| --vu-d-bit  || 0, 1 || Debug break. Halts the VU and sends an interrupt to the EE. ||  --vu-d-bit=0
Line 505: Line 489:
| --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 || Enable instant mac flag || --vu-inst-mflag=1
|-
| --vu-inst-cflag || 0, 1 || Enable instant clip flag  || --vu-inst-cflag=1
|-  
|-  
| --vu-inst-cflag || 0, 1 || Instant cflag?  || --vu-inst-cflag=1
| --vu-aot-disasm || 0, 1 ? || Seems to be only working in jakxv2, unknown usage || --vu-aot-disasm=1
|-  
|-  
| --vtune-vu  || ? || ? ||
| --vtune-vu  || ? || ? ||
|-  
|-  
| --vu-jit-disasm  || 0, 1, 2 || ? || --vu-jit-disasm=1
| --vu-jit-disasm  || 0, 1, 2 || VU Just-in-time Dissassembler? Seems to be a debug option || 0,1=mips,2=x86
|-  
|-  
| --vu-range-merge || vu_inst_cnt || ? ||  
| --vu-range-merge || vu_inst_cnt || ? ||  
Line 517: Line 503:
|}
|}


===== VU1 =====
====( VU1 )====
 
<pre>VU1 is the GS’s alternate processing unit, Commands here can possibly improve performance and/or Prevent crashes.</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 525: Line 510:
|  || 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  || 1-3000 || Set cycle skipping for VU1 Micro-programs, 100 is default value, Increase the value for better VU1 performance, With no downsides to FMVs || --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.
| --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
 
'0x' Is like '+' a symbol that modifies succeeding values. 0x0 goes 2 bytes ahead and changes them, 0x1 goes 4 bytes ahead and so on and so forth.  
 
'-' or '+' Changes the specified preceding or succeeding 2 bytes of VU1 mpg cycles' offset according to the added number. Adding -1, for example will change the 2 bytes before it. Likewise, adding -2 will go 4 bytes away and change the specified 2 bytes accordingly. It even can change EE cycle scalar itself if you go far enough. These numbers are in HEX. Infinite amounts of '-' and '+' symbols seem to be supported.</pre>
|-
|-
| --vu1-di-bits || 0, 1 || 0 Skips setting invalid, and Divides by zero flags in status register. Can be used as a speedhack as it can skip costly calculations. But at the same time, it can cause issues such as broken geometry. || --vu1-di-bits=0
| --vu1-const-prop || 0, 1 || The constant propagation speedhack is enabled by default. 1 will enable the speedhack and thus improve performance, and 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-const-prop || 0, 1|| Enabled by default. 0 will disable it and cause performance issues but with higher compatability.[https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L312 More info] || --vu1-const-prop=1
| --vu1-opt-flags || 0, 1, 2 || Optimize flags 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. Setting it to 1 is safe but setting it to 2 is highly unstable. || --vu1-opt-vf00=2
|-
| --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-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-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
|-  
|-  
| --vu1-opt-vf00 || 0, 1, 2 || Optimization for the vf00 register. || --vu1-opt-vf00=2
| --vu1-injection || 0, 1 || unsure what it [https://www.psx-place.com/threads/research-ps2-emulator-configuration-on-ps4.16131/page-50#post-243482 does], But it might be possibly a command to Keep commands like vu1mpgcycles on during the entire game rather than when vu1 is experiencing slowdowns. || --vu1-injection=1
|-  
| --vu1-jr-cache-policy || newprog, sameprog, auto, new, same || PCSX2 uses newprog as the default setting. Setting it into newprog has been proven to fix some crashes [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L319 Info] || --vu1-jr-cache-policy=newprog
|-
|-
| --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-opt-subroutine || 0, 1 || Optimization for the VU1 when enabled||
|-  
|-  
|-style="background-color:#D7EF54"
|-style="background-color:#D7EF54"
|  || Game fixes / Graphical fixes || ||
|  || Game 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 ||  Selector between IR/JIT and it modes, jit-sync works the same as disabling MTVU. || --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 || 0, 1 || Despite how sony named this command, 1 enables full clamping, 0 Disables it, Can be used to fix graphical glitches. || --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) ||  Accurate VU1 Add/Subtract Instructions in specified Address Range, Values must be 2 bytes or lower and should not exceed 0x0800 || --vu1-accurate-addsub-range=0x0000,0x0600
|-
| --vu1-mul0fix-range || vu1 memory offset start,end (0x0 - 0x3FF) || Enables VU1 to accurately multiply by 0 in specified range || --vu1-mul0fix-range=0x123,0x123
|-  
|-  
| --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-inst-q || 0, 1 || instant Q, no stalling on WAITQ, or instances of Q, Can fix or cause Graphical glitches. || --vu0-inst-q=1
|-  
|-  
| --vu1-injection || 0, 1 || unknown || --vu1-injection=1
| --vu1-inst-p ||0, 1 || instant P, no stalling on WAITP, or instances of P || --vu0-inst-p=1
|-
| --vu1-use-rcp || 0, 1 || use sse rcp ||
|-
|-
| --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-use-rsqrt || 0, 1 || use sse rsqrt ||
|-
| --vu1-native-patch || 0, 1 || Use native patches from recompiler, not compatible with jak emus, Could be VU1 round mode || --vu1-native-patch=1
|-
|-
|-style="background-color:#FEA15C"
|-style="background-color:#FEA15C"
|  || Other || ||
|  || Other || ||
|-
|-
| --vu1-inst-p ||0, 1 || instant P, no stalling on WAITP, or instances of P || --vu1-inst-p=1  
| --vu1-opt-aot || 0, 1? || Seems to be only working in jakxv2, unknown usage || --vu1-opt-aot=1
|-
| --vu1-aot-outmode || out/overwrite, append || ||
|-
| --vu1-aot-start-crc || Offset start || ||
|-
| --vu1-aot-end-crc || Offset End?? || ||
|-
| --vu1-aot-start-addr || Offset start || ||
|-  
|-  
| --vu1-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-aot-end-addr || Offset End || ||
|-
|-
| --vu1-use-rsqrt || 0, 1 || Use SSE/AVX rsqrt instead of doing sqrt and then div. Speedhack, rather safe to use on VU1. ||
| --vu1-clamp-operands || 0, 1 || A clamping setting that increases clamping functionality when VU1 clamping is enabled. || --vu1-clamp-operands=1
|-
| --vu1-clamp-operands || 0, 1 || Clamp operands before mathematical operation. || --vu1-clamp-operands=1
|-  
|-  
| --vu1-clamp-results || 0, 1 || Clamp result after mathematical operation. || --vu1-clamp-results=1
| --vu1-clamp-results || 0, 1 || A clamping setting that increases clamping functionality when VU1 clamping is enabled.|| --vu1-clamp-results=1
|-   
|-   
| --vu1-inst-q || 0, 1 || instant Q, no stalling on WAITQ, or instances of Q.  || --vu1-inst-q=1
| --assert-path1-ad || 0, 1 || Path 1 is how the GIF takes data from VU1 via XGKICK instruction. It's unknown what this command does but it's related to VU1 || --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, and helps prevent crashes in VU1 sensitive games when enabled. || --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 588: Line 581:
|  || 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-injection || 0, 1 || no one knows what this is used [https://www.psx-place.com/threads/research-ps2-emulator-configuration-on-ps4.16131/page-50#post-243482 for] || --vu0-injection=1
 
|-
$ 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.
| --vu0-mpg-cycles || 100-3000 || set initial cycles for vu0 microprograms, 100 is the Default value, 3000 Should more than enough for performance || --vu0-mpg-cycles=1000
 
'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=0
|-  
|-  
| --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. Setting it to 1 is safe but setting it to 2 is highly unstable.  || --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-subroutine || 0, 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-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 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 || 0, 1 || Set to 1 to enable clamping for VU0, Set to 0 to disable it. || --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-inst-q  || 0, 1  || instant Q, no stalling on WAITQ, or instances of Q  || --vu0-inst-q=1
|-
| --vu0-inst-p || 0, 1 || instant P, not stalling on WAITP, or instances of P|| --vu0-inst-p=1
|-
| --vu0-use-rcp  || 0, 1 || use sse rcp || --vu0-use-rcp=1
|-
| --vu0-use-rsqrt || 0, 1 || use sse rsqrt || --vu0-use-rsqrt=1
|-
| --vu0-accurate-addsub-range || offset (0x0 - 0xA000) || Accurate VU0 Add/Subtract Instructions in specified Address range ||  
|-
|-
| --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) || Fix for games that multiply by zero ||
|-
|-
|-style="background-color:#FEA15C"
|-style="background-color:#FEA15C"
|  || Other || ||
|  || Other || ||
|-
|-
| --vu0-injection || 0, 1 || Unknown usage. || --vu0-injection=1
| --vu0-clamp-operands || 0, 1 || A clamping setting that increases clamping functionality when VU0 clamping is enabled. || --vu0-clamp-operands=1
|-
| --vu0-inst-q || 0, 1 || instant Q, no stalling on WAITQ, or instances of Q  || --vu0-inst-q=1
|-  
|-  
| --vu0-inst-p || 0, 1 || instant P, no stalling on WAITP, or instances of P|| --vu0-inst-p=1
| --vu0-clamp-results  || 0, 1 || A clamping setting that increases clamping functionality when VU0 clamping is enabled. || --vu0-clamp-results=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-opt-aot || 0, 1 ?|| Seems to be only working in jakxv2, unknown usage || --vu0-opt-aot=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-aot-outmode || out/overwrite, append || ||
|-
|-
| --vu0-clamp-operands  || 0, 1 || Clamp operands before mathematical operation. || --vu0-clamp-operands=1
| --vu0-aot-start-addr || start address || Seems to be PS3 command 0x12 replacement ahead of time compilation with CRC then to start, and CRC when to finish, or VBLANK ||
|-  
|-
| --vu0-clamp-results  || 0, 1 || Clamp result after mathematical operation. || --vu0-clamp-results=1
| --vu0-aot-end-addr || end address for ahead of time compilation || ||  
|-
|}
 
====DMA Channels====
=====VIF=====
<pre>The VIF decompresses vector data, uploads microprograms to the VUs, and sends graphical data to the GIF. Its commands
are often used to fix freezing.</pre>
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Values !! Notes !! Usage
|-style="background-color:#D7EF54"
|  ||  VIF || Game fixes ||
|-
| --vif-ignore-invalid-cmd || 0, 1 || Ignore invalid vif commands. In some cases, setting it to 1 can fix games that freeze while showing the same frame. || --vif-ignore-invalid-cmd=1
|-
| --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
|-
| --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 || 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
|-
| --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
|}
 
=====SIF=====
<pre>The SIF is how the EE and IOP communicate with each other. SIF has some mailbox hardware registers that the CPUs can use to pass values to each other, which happens during SIF initialization. However, once both sides have booted, they use the SIF0 (IOP->EE) and SIF1 (EE->IOP) DMA channels to communicate. Despite common belief, these commands have no effect on performance, and are rarely ever useful.</pre>
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Values !! Notes !! Usage
|-style="background-color:#99bbff"
|  ||  || SIF1 (IOP) ||
|-
|-
| --iop-sif1-cycle-scalar || Accelerate SIF cycles: (0.99 => 0.1)<br>Decelerate SIF cycles: (1.1 => ∞ )|| Controls the speed at which the IOP receives from the EE || --iop-sif1-cycle-scalar=0.1
| --vu0-aot-start-crc || ? || verify crc for aot start block (registers)||
|-
|-
| --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
| --vu0-aot-end-crc || ? || verify crc for aot end block (registers) ||
|-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
|-
| --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
|-
|-
|}
|}


====[https://www.psdevwiki.com/ps2/Graphics_Synthesizer GS]====
====( COP2 )====
<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>COP2, Also known as VU0 Macro-mode. these commands "may" only be useful for games that use M-bit</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 685: Line 645:
|  || Speedhacks || ||
|  || Speedhacks || ||
|-
|-
| --gs-optimize-30fps || 0, 1 || Speedhack for GS hungry games. || --gs-optimize-30fps=1
| --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
|-  
|-  
| --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
| --cop2-opt-vf00 || 0, 1, 2 || Optimization for the vf00 register. Setting it to 1 is safe but setting it to 2 is highly unstable. || --cop2-opt-vf00=1
|-
| --gs-h2l-list-opt || 0, 1 ||  Setting it to 1 improves GS performance||--gs-h2l-list-opt=1
|-
|-style="background-color:#cbddfb"
|  || GS features || ||
|-
| --gs-use-mipmap || 0, 1 || Enables mipmapping support. Can be used to fix graphics. Needs --gs-kernel-cl="mipmap" for full mipmapping support. If upscaling, however, --gs-kernel-cl-up="mipmap2x2" is also needed. It works best on War of the Monsters emulator, as can be seen in the Ratchet series' mipmapping issues responding only to this emu's mipmapping functionality.|| --gs-use-mipmap=1
|-  
|-  
| --gs-use-deferred-l2h || 0, 1 || Delay option for L2H (local to host, GS to EE). || --gs-use-deferred-l2h=1  
| --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
|-
| --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
|-  
|-  
| --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
| --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"
|  || Game fixes || ||
|-
|-
| --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
| --cop2-no-clamping || 0, 1 || Setting it to 1 enables COP2 clamping, Setting it to 0 disables it. || --cop2-no-clamping=0
|-
|-
|-style="background-color:#D7EF54"
| --cop2-regalloc || 0, 1 ? || PCSX2 seems to have this enabled by default. ||
| || Gs settings / Behaviour || ||
|-  
|-
| --cop2-inst-q || 0, 1 || instant Q, no stalling on VWAITQ, or instances of Q. ||
| --gs-uprender || none,2x2 || Internal resolution upscaler. || --gs-uprender=2x2
|-  
|-  
| --gs-upscale || none, gpu, edgesmooth, smooth, motion, motionvec, motionvector, point || Upscaling type Selector || --gs-upscale=EdgeSmooth
| --cop2-inst-p || 0, 1 || instant P, no stalling on VWAITP, or instances of P. ||
|-  
|-  
| --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"
| --cop2-use-rcp || 0, 1 || use sse rcp ||
|-  
|-  
| --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
| --cop2-use-rsqrt || 0, 1 || use sse rsqrt || --cop2-use-rsqrt=0
|-  
|-  
| --gs-dirty-page-policy || 0, 1 || Unknown. Used by Star Wars: Jedi Starfighter || --gs-dirty-page-policy=1
| --cop2-accurate-range || start,end offset (0x0 - 0x1FFFFFF) || Accurate COP2 Assembly instructions in the cop2 Address range, Can be used to fix SPS || --cop2-accurate-range=0x123456,0x134567
|-  
|-  
| --gs-ignore-dirty-page-border || 0, 1 || Unknown. Used by Samurai Shodown Anthology ||--gs-ignore-dirty-page-border=1
| --cop2-no-clamp-range || start,end offset (0x0 - 0x1FFFFFF) || Full clamping for COP2 in selected range || --cop2-no-clamp-range=0x123456,0x134567
|-  
|-  
| --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
| --cop2-accurate-mul-range || start,end offset (0x0 - 0x1FFFFFF) || Accurate Multiplication instructions in the cop2 Address range || --cop2-accurate-mul-range=0x123456,0x134567
|-
| --gs-opt-frbuff-switch || 0, 1 ||  Unknown. Used by Everybody's Tennis/Hot Shots Tennis || --gs-opt-frbuff-switch=0
|-
| --gs-kernel-cl || h2lpool, clutmerge, mipmap, DarkCloud2, fantavision, Mipmap and clutmerge and h2l need to be enabled before their options become usable ||Kernel Variant Color lookup(?). Options included here can be upscaling if --gs-kernel-cl-up were to be used along with it || --gs-kernel-cl="clutmerge"
|-  
|-  
| --force-frame-blend || 0, 1 || Enables blend (Deinterlacing?). Should be used to fix games with shaking screens. || --force-frame-blend=1
| --cop2-accurate-mul || offset (0x0 - 0x1FFFFFF) || Accurate Multiplication instructions in the cop2 Address || --cop2-accurate-mul=0x123456
|-
| --force-pal-60hz || 0, 1 || Enables 60hz PAL mode. || --force-pal-60hz=1
|-
| --gs-progressive || 0, 1 || Enables progressive scan. Can fix graphical glitches/double screen issues.  ||
|-  
|-  
| --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
| --cop2-accurate-addsub-range || start,end offset (0x0 - 0x1FFFFFF) || Accurate Add/Subtract instructions in the cop2 Address range || --cop2-accurate-addsub-range=0x123456,0x134567
|-
|-
| --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
| --cop2-accurate-addsub || offset (0x0 - 0x1FFFFFF) || Accurate Add/Subtract instructions in the cop2 Address || --cop2-accurate-addsub=0x123456
|-
| --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
|-style="background-color:#FEA15C"
|| Other || ||
|-
|-
| --threaded-gs || 0, 1 || Multi-threaded-gs ? || --threaded-gs=1
| --cop2-clamp-operands || 0, 1 || A clamping setting that increases clamping functionality when COP2 clamping is enabled. || --cop2-clamp-operands=1
|-
| --gs-aspect-ratio || aspect/float (default=0.81) || || --gs-aspect-ratio=0.65
|-
| --gs-frontend-opt-mode || 0, 1, 2 || GS optimization mode? Unknown effect. Used on JakX || --gs-frontend-opt-mode=1
|-  
|-  
| --gs-motion-factor || 25, 50 ||  Unknown. Used by Wild ARMS 3|| --gs-motion-factor=25
| --cop2-clamp-results || 0, 1 || A clamping setting that increases clamping functionality when COP2 clamping is enabled. || --cop2-clamp-results=1
|-
| --gs-scanout-delay || 0, 200 ||  || --gs-scanout-delay=200
|-
| --gs-check-trans-rejection || 0, 1 || Check transfer rejection? Unknown. Used by Grand Theft Auto: Vice City || --gs-check-trans-rejection=1
|-  
|-  
| --gs-check-trans-rejection68 || 0, 1 || Unknown. Used by Star Wars: Jedi Starfighter || --gs-check-trans-rejection68=1
| --cop2 || jit - trans || Uknown usage||
|-
|-
| --l2h-2d-params || TRXREG,BITBLTBUF,height || || --l2h-2d-params=0x0000000800000001,0x000000003a0a2300,512,2
|}
 
====( CDVD )====
<pre>Commands for changing the nature of CDVD emulation.</pre>
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Values !! Notes !! Usage
|-style="background-color:#D7EF54"
|| Game fixes || ||
|-
|-
| --gs-h2l-accurate-hash || 0, 1 || ||--gs-h2l-accurate-hash=1
| --cdvd-sector-read-cycles || 1, 40000|| <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
|-
|-
|-style="background-color:#9042f5"
| --cdvd-sector-seek-cycles || 1, 40000 || Fixes boot-up sometimes, More info here [https://github.com/PCSX2/pcsx2/pull/3877], similar usage and effect as cdvd-sector-read-cycles || --cdvd-sector-seek-cycles=1
|  || Aspect ratio || ||
|-style="background-color:#FEA15C"
|  || Misc || ||
|-
|-
| --gs-scanout-offsetx || relative offset/ignored || A zoom in setting in the x direction || --gs-scanout-offsetx=27
| --max-disc-num || 1-5  || numbers of discs in package (maximum=5)  || --max-disc-num=1
|-
| --gs-scanout-offsety || relative offset/ignored || A zoom in setting in the y direction || --gs-scanout-offsety=27
|-
|-
| --safe-area-min || area/float (range 0.9 to 1.0) any other values outside of that range will be rejected by the emulator || An overscan setting|| --safe-area-min=0.9
| --boot-disc-id || 1-5  || sets boot disc for multi-disc pkg || --boot-disc-id=0
|-
|-
|-style="background-color:#FEA15C"
| --switch-disc-reset || 0, 1 || 0 Can be used to prevent Resetting the game when switching multiple discs, useful for games like SW2 that have Import data Feature || --switch-disc-reset=1
|  || Other || ||
|-
| --framelimit-mode || slowest,slower,slow,normal,fast,fastest,turbo ||Standalone Framelimiter|| --framelimit-mode=fast
|-
|-
| --framelimiter || 0, 1 || Enable or disable Frame limiting || --framelimiter=1
| --cdvd-determinism || 0, 1|| Determines if the iso is double layer or not (?) || --cdvd-determinism=1
|-
|-
| --framelimit-fps || FPS/float || framelimiter || --framelimit-fps=0.8
| --verbose-cdvd-reads || 0, 1 || Seems to slightly improve reading speed when enabled (?) || --verbose-cdvd-reads=1
|-
|-
| --gs-hdr-support || 0, 1? || ? ||
|}
|}


====IOP====
====( IOP )====
<pre>The emulated I/O Processor (IOP) settings. Commands here are rarely useful, as very few games will require them. The IOP controls the emulated DEV9, SPU2, USB, Memory cards, CDVD, Firewire, along with other input/output devices</pre>
<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  
Line 789: Line 725:
|  || Game fixes || ||
|  || Game fixes || ||
|-
|-
| --iop-cycle-scalar ||<br>Accelerate IOP cycles: (0.999 => 0.100)<br>Decelerate IOP cycles: (1.001 => 5.000)|| '''Not a performance speedhack'''. It impacts the speed of loading times and input latency. The default value for most emulators is 0.5|| --iop-cycle-scalar=1.0
| --iop-cycle-scalar || <pre> [Overclocking]
(0.99 => 0.1)  
[Cycle skipping]
(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 cycles are skipped. the only thing you will notice from this is faster/slower loading speed|| --iop-cycle-scalar=1.0
|-
|-
| --iop-const-folding || None,Gpr,All || IOP constant folding [https://en.wikipedia.org/wiki/Constant_folding More info] || --iop-const-folding=All
| --iop-const-folding || None,Gpr,All || IOP constant folding [https://en.wikipedia.org/wiki/Constant_folding More info] || --iop-const-folding=All
|-
|-
| --iop-tight-slice-count || 0, 2000 || Seems to slow down the iop the higher the value. Can be used to fix CDVD timing issues. || --iop-tight-slice-count=12
| --iop-tight-slice-count || 12? || || --iop-tight-slice-count=12
|-
|-
| --iop-hook || AdvanceClock<br>FastForwardClock<br>Mfifodrain || IOP native hook, Sony uses it on their official release of Red dead revolver. It helps fix timing issues || --iop-hook=0x0086ac,FastForwardClock
| --iop-hook || AdvanceClock, FastForwardClock || iop native hook || --iop-hook=0x0086ac,FastForwardClock
|-
|-
| --iop-block-validation || IsC, ShortHash, Hash || Way of validating that block been modified, and require recompilation. Other Possible values include PageProt, None, PageProtection || --iop-block-validation=IsC
| --iop-block-validation || IsC, ShortHash, Hash || Way of validating that block been modified, and require recompilation, other Possible values include PageProt, None, PageProtection || --iop-block-validation=IsC
|-
|-
|-style="background-color:#FEA15C"
|-style="background-color:#FEA15C"
Line 806: Line 745:
| --iop-shorthash-len || inst_count/integer || Length of shorthash in instruction/opcode count. Require --iop-block-validation=ShortHash ||  
| --iop-shorthash-len || inst_count/integer || Length of shorthash in instruction/opcode count. Require --iop-block-validation=ShortHash ||  
|-
|-
| --iop-pc-coherency || 0, 1||  ||  
| --iop-pc-coherency || 0, 1|| Most likely updates the (Program counter) more frequently for the iop (?)   ||  
|-
|-
| --iop-inst-marking || 0, 1? || ||  
| --iop-inst-marking || 0, 1? || ||  
|-
| --detect-idle-iop || 0, 1 || Enabled by default. || --detect-idle-iop=0
|-
|-
| --iop-jit-disasm || || ||  
| --iop-jit-disasm || || ||  
|-
|-
| --iop-evt-check-full || 0, 1 ?|| ||  
| --iop-evt-check-full || || ||  
|-
|-
|}
|}


====CDVD====
====( 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.</pre>
<pre>The emulated CDVD settings. These commands help games with timing issues.</pre>
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Values !! Notes !! Usage  
! Command !! Values !! Notes !! Usage  
|-style="background-color:#e9f562"
|-style="background-color:#99bbff"
|  || General commands || ||
|  || || SIF1 (IOP) ||
|-
|-
| --max-disc-num || 1-5  || numbers of discs in package (maximum=5) || --max-disc-num=1
| --iop-sif1-cycle-scalar || <pre> [Overclocking]
(0.99 => 0.1)
[Cycle skipping]
(1.1 => 40000)</pre>|| It controls how much data the IOP recieves from the EE || --iop-sif1-cycle-scalar=0.1
|-
|-
| --boot-disc-id || 1-5  || sets boot disc for multi-disc pkg || --boot-disc-id=0
| --ee-sif1-cycle-scalar || <pre> [Overclocking]
(0.99 => 0.1)
[Cycle skipping]
(1.1 => 40000)</pre> || It controls how much data the EE sends to the IOP || --ee-sif1-cycle-scalar=0.1
|-style="background-color:#99ddff"
|  ||  || SIF0 (EE) ||
|-
|-
| --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
| --iop-sif0-cycle-scalar || <pre> [Overclocking]
|-style="background-color:#46a4e8"
(0.99 => 0.1)
|  || Timing || ||
[Cycle skipping]
(1.1 => 40000)</pre>|| It controls how much data the IOP sends to the EE || --iop-sif0-cycle-scalar=0.1
|-
|-
| --cdvd-sector-read-cycles || 0.1 = Fastest, 80000 = Slowest|| Set DVD reading speed. Higher values are slower, lower values are faster. Kinetica uses 40000, Psychonauts 4000, Red dead revolver 5000, Rise of kasai 31000. Some games require moderate speed, too slow or too fast could cause audio problems.|| --cdvd-sector-read-cycles=0.1
| --ee-sif0-cycle-scalar || <pre> [Overclocking]
|-
(0.99 => 0.1)
| --cdvd-sector-seek-cycles || 0.1 = Fastest, 80000 = Slowest || Set the speed at which the emulated CDVD spins. Higher values are slower,
[Cycle skipping]
lower values are faster. Fixes boot-up sometimes. More info here [https://github.com/PCSX2/pcsx2/pull/3877].
(1.1 => 40000)</pre>|| It controls how much data the EE recieves from the IOP || --ee-sif0-cycle-scalar=0.1
|-
| --verbose-cdvd-reads || 0, 1 || Significantly helps games with CDVD timing issues when set to 1. || --verbose-cdvd-reads=0
|-
|-
|}
|}


====Misc====
==== PCSX2's Gameindex.yaml Settings ====
<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 will help you use PCSX2's gameindex settings on 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
|-
|-
| --idec-cycles-per-qwc || int/multiplier || Multiply how many cycles IDEC command take per whole currently worked on QWC. || --idec-cycles-per-qwc=768
| XGKickHack || --vu-xgkick-delay=0.50 || Note: there are other values. between 0 and 8
|-
|-
| --mfifo-manual-drain || 0.1/5.0 || A command for changing the functionality of --ee-hook=0x0,Mfifodrain ||--mfifo-manual-drain=0.30
| VuAddSubHack ||--vu-hack-triace=1 || <pre>Required for every single game developed by TriAce</pre>
|-
| --mfifo-chunk-drain-cycles || 1/400000 || A command for changing the functionality of --ee-hook=0x0,Mfifodrain ||--mfifo-chunk-drain-cycles=210000
|-
| --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
|-
| --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
|-
| --detect-idle-intc ||0, 1|| Enabled by default, 0 disables it || --detect-idle-intc=0
|-
|-
| --detect-idle-chcr|| 0, 1||  Enabled by default, 0 disables it  || --detect-idle-chcr=0
| vuClampMode: 2 ||<pre>--vu1-no-clamping=0  
--vu0-no-clamping=0  
--cop2-no-clamping=0 </pre>||
|-
|-
| --rom || location of the bios that's inside of the fpkg || Could allow to use custom bios, though still not working || --rom="PS20220WD20050620.crack" or --rom="/roms/PS20220WD20050620.crack"
| vuClampMode: 3  || <pre>--vu1-no-clamping=1
--vu0-no-clamping=1
--cop2-no-clamping=1</pre> ||
|-
|-
| --cop2 || jit, trans || ? ||  
|vu0ClampMode: 2 || <pre>--vu0-no-clamping=0
--cop2-no-clamping=0</pre> ||
|-
|-
| --vu0 || jit, trans || ? ||  
|vu0ClampMode: 3 || <pre>--vu0-no-clamping=1
--cop2-no-clamping=1 </pre>||
|-
|-
| --r30 || jit, trans || ? ||  
|vu1ClampMode: 2 || --vu1-no-clamping=0 ||  
|-
|-
|}
|vu1ClampMode: 3 || --vu1-no-clamping=1 ||
 
==== PCSX2's gameindex ====
 
<pre>PCSX2's commands on the PS4 (or the commands which behave similarly)</pre>
 
<br>[https://raw.githubusercontent.com/PCSX2/pcsx2/master/bin/resources/GameIndex.yaml Current Gameindex.yaml]
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! {{cellcolors|#00d6f2|#000000}}PCSX2 !! {{cellcolors|#38ffc3|#000000}}PS4 !! Notes
|-
|-
| {{cellcolors|#0b9fb3|#000000}}XGKickHack ||{{cellcolors|#03fcb1|#000000}}--vu-xgkick-delay= || Possible equivalent value is 8
| eeClampMode: 2 || --fpu-no-clamping=0 ||
|-
|-
| {{cellcolors|#0b9fb3|#000000}}VuAddSubHack ||{{cellcolors|#03fcb1|#000000}}--vu-hack-triace=1 || Required for every single game developed by TriAce
| eeClampMode: 3  || --fpu-no-clamping=1 ||
|-
|-
| {{cellcolors|#0b9fb3|#000000}}vuClampMode: 2 ||{{cellcolors|#03fcb1|#000000}}<br>--vu1-no-clamping=0<br>--vu0-no-clamping=0<br>--cop2-no-clamping=0  ||
| FpuNegDivHack & FpuMulHack || --fpu-accurate-muldiv-range=0x0,0x0 || Note: requires ee start and end offsets
|-
|-
| {{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 ||
| cpuCLUTRender: 1 || --gs-uv-shift-pointsampling=1 ||
|-
|-
| {{cellcolors|#0b9fb3|#000000}}eeClampMode: 2 || {{cellcolors|#03fcb1|#000000}}--fpu-to-double=0<br>--fpu-no-clamping=0<br> ||
| MTVUSpeedHack: 0 || --vu1=jit-sync ||
|-
|-
| {{cellcolors|#0b9fb3|#000000}}eeClampMode: 3  || {{cellcolors|#03fcb1|#000000}}--fpu-to-double=1<br>--fpu-no-clamping=1<br> ||
| IbitHack || <pre>--vu1-di-bits=0
--vu1-const-prop=1</pre> ||
|-
|-
| {{cellcolors|#0b9fb3|#000000}}eeRoundMode: || {{cellcolors|#03fcb1|#000000}}--fpu-accurate-muldiv=1<br>--fpu-accurate-addsub=1 ||
| <pre>preloadFrameData: 1
alignSprite: 1
roundSprite:
halfPixelOffset:
wildArmsHack: 1
mergeSprite: 1</pre> || --gs-kernel-cl-up="up2x2simple" || <pre>Note: Works very similar to them,
But it's not exactly the same, there could be
other commands that work better for each of them.</pre>
|-
|-
| {{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= ||
| cpuSpriteRenderBW: 4 || --gs-opt-frbuff-switch=1 || Note: Works very similar to it, But it's not exactly the same
|-
|-
| {{cellcolors|#0b9fb3|#000000}}vu1RoundMode: || {{cellcolors|#03fcb1|#000000}}--vu1-accurate-addsub-range=<br>--vu1-mul0fix-range=||
| mipmap: 1 || <pre>--gs-use-mipmap=1
--gs-kernel-cl="mipmap"
--gs-kernel-cl-up="mipmap2x2"</pre>  ||
|-
|-
| {{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
| autoFlush: 1 || --gs-flush-ad-xyz=safe || <pre>Possible values include
always, safe, off, 0</pre>
|-
|-
| {{cellcolors|#0b9fb3|#000000}}FpuNegDivHack<br>FpuMulHack || {{cellcolors|#03fcb1|#000000}}--fpu-accurate-muldiv=1 ||  
| VIF1StallHack || --vif1-instant-xfer=0 || <pre> if that doesn't work you can always use
the lua command eeObj.SchedulerDelayEvent("vif1.dma", 0x9000)</pre>
|-
|-
| {{cellcolors|#0b9fb3|#000000}}cpuCLUTRender: 1 || {{cellcolors|#03fcb1|#000000}}--gs-uv-shift-pointsampling=1 ||
| VIFFIFOHack || --vif1-ignore-cmd-ints=1 ||
|}
 
=== Emulators ===
<pre>Every emulator is programmed in a different way, Sometimes Choosing the right emulator is the only possible way to fix a game, this list includes The typical usage of some of The emulators.</pre>
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Emulator !! Usage !! API Version !! Similar emulators (Usage)
|-
|-
| {{cellcolors|#0b9fb3|#000000}}MTVUSpeedHack: 0 || {{cellcolors|#03fcb1|#000000}}--vu1=jit-sync || Some games will also require --vu1-mpg-cycles= to be between "6000 - 19000"
| <pre>Jak</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.'''
|-
|-
| {{cellcolors|#0b9fb3|#000000}}mergeSprite<br>alignSprite || {{cellcolors|#03fcb1|#000000}}--gs-kernel-cl-up="up2x2simple" || Note: works similarly but not the equivalent
| <pre>RECVX</pre> || Fixes Games like '''Jackie chan Adventures, Pac-man World 3, Yu-Gi-Oh: Capsule monsters''' Most likely due to the way it emulates Vector unit 1|| || '''Fatal Fury,''' '''Redfaction,''' '''AOFA.'''
|-
|-
| {{cellcolors|#0b9fb3|#000000}}cpuSpriteRenderBW: 4 || {{cellcolors|#03fcb1|#000000}}--gs-opt-frbuff-switch=1 || Note: works similarly but not the equivalent
| <pre>Forbidden
siren</pre> || The only emulator that fixed '''Ice age 2''' being stuck at splash screen. this emu possibly has EE cache support || ||
|-
|-
| {{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
| <pre>GTA3</pre> || Fixed the pal Version of '''Genji: Dawn of the Samurai''' || ||
|-
|-
| {{cellcolors|#0b9fb3|#000000}}autoFlush || {{cellcolors|#03fcb1|#000000}}--gs-flush-ad-xyz=safe || Possible values include always, safe, off, 0
| <pre>KOF2000</pre> || fixes graphical issues 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 || || '''Roguev1''' and '''KOF98'''
|-
|-
| {{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.
| <pre>Parappa</pre> || The only emulator that was able to Boot '''Spyro: A Hero's Tail''' || ||
|-
|-
| {{cellcolors|#0b9fb3|#000000}}wildArmsHack || {{cellcolors|#03fcb1|#000000}}--gs-kernel-cl-up="DarkCloud2" ||
| <pre>Redfaction</pre> || It is a very good emulator to use for games that are sensitive to MTVU. it was used to fix '''Tony hawk games''' || || '''Max payne'''
|-
|-
| {{cellcolors|#0b9fb3|#000000}}deinterlace || {{cellcolors|#03fcb1|#000000}}--force-frame-blend=1 ||
|}
|}


=== Emulators ===
=== XXXX-YYYYY_config.lua ===
 
<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'''.


Every PS2 emulator is programmed differently. Sometimes choosing the right emulator is the only way to fix a game. Emulators are not provided pre-installed in the PS4 OS, but instead they have to be unpacked from an official PS2 CLASSICS PKG file signed by Sony. This list includes the typical usage of those emulators.
If needed it can hook registers by using register names from alias files. Alias files (ee-cpr0-alias.lua, ee-gpr-alias.lua, ee-hwaddr.lua) are stored in lua_include folder, and can be included to config by using require ( "alias file name" ).</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;"
! Emulator name !! Typical usage - Info !! API Version !! Similar emulators
! Command !! Usage !! Notes
|-style="background-color:#D7EF54"
|  || 2018 || ||
|-
|-
| The King of Fighters '98: Ultimate Match || The only known emulator where '''Mojin-ribbon''' is playable. Commonly known as "KOF98"|| 2.0 ||
| apiRequest || apiRequest(<api version>) || example: apiRequest(0.1)
Different emu versions support different highest api.
Calling api is mandatory. some commands require higher version. Highest known version is 2.3 api from JAK 2,3,X game emulator.
|-
|-
|}
=====(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"
|-style="background-color:#D7EF54"
|  || 2017 || ||
|  || Object calling class ||
|-
|-
| Jak and Daxter: The Precursor Legacy || Good compatibility with most ps2 games. It has a very high api version which means more LUA commands are supported. In addition, Jak emus are one of the few emus that can use the '''--gs-adaptive-frameskip=1''' command. It is often referred to as "Jak v2"|| 2.2 || '''JakX,''' '''Jak 2,''' '''Jak 3,'''
| getEmuObject || local emuObj = getEmuObject() || Required for all functions using emuObj, that include: <div align="left"><pre>LoadConfig SaveConfig GetPad AddVsyncHook
RemoveVsyncHook AddEntryPointHook RemoveEntryPointHook
AddLoginHook RemoveLoginHook AddLogoutHook RemoveLogoutHook
CheckEntitlement AddImageHook AddGifTagHook SwapMemCard
SetFormattedCard OpenDiscTray CloseDiscTray SwitchDisc
EnableImposeMenu GetDiscId GetDiscTitleId
AddSectorReadHook AddMCWriteHook ShowDiscSwitchInfo GetPs4SystemLang SetPs2Lang
ThrottleNorm ThrottleFast ThrottleMax AddAssertionHook
SetGsTitleFix SetDeinterlace SetDisplayAspectWide SetDisplayAspectNormal
ForceRefreshRate LoadFsShader SetDisplaySafeArea PadSetLightBar
emuAddPadHook PadPressureStickRemap SetVolumes GetVolumes
SetAudioRoute GetAudioRoute AddSnapshotLoadedHook
RemoveSnapshotLoadedHook IsNeoMode IsToolingVerbose emuMediaPatch </pre></div>
|-style="background-color:#c6ecd9"
| || Hooks ||
|-
|-
| Art of Fighting Anthology || Similar to RECVX. It was successful in fixing "'''Coraline'''." Sometimes called "AOFA" || 2.0 ||
|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.
|-
|-
| 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.'''
|RemoveVsyncHook || emuObj.RemoveVsyncHook(<previously added task to be removed>) || emuObj.RemoveVsyncHook(my_function)
|-
|-
| Fatal Fury Battle Archives: Volume 2 || Similarly to RECVX, it is often used to fix frozen games. ||  ||
|AddEntryPointHook || emuObj.AddEntryPointHook(<task>) || Task to be done at ps2 game main elf entry point (right where game is loaded).
|-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'''
|RemoveEntryPointHook || ||
|-
|-
| 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 ||
|AddLoginHook || ||
|-
|-
| 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'''
|RemoveLoginHook || ||
|-
|-
| Destroy All Humans! || Fixed '''Tenchu: Fatal Shadows'''' crashing. || 0.1 ||  
|AddLogoutHook || ||
|-
|-
| Destroy All Humans! 2 || || 0.7 ||  
|RemoveLogoutHook || ||
|-
|-
| Rise of the Kasai || It fixed most of the '''Harry Potter''' games. Often referred to as "rotk". || 0.2 ||
|AddImageHook || ||
|-
|-
|-style="background-color:#D7EF54"
|AddGifTagHook || ||
|  || 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'''
| 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>) )
|-
|-
| GTA III || Fixed the PAL version of '''Genji: Dawn of the Samurai'''. || 0.6 ||
|AddMCWriteHook ||emuObj.AddMCWriteHook() ||
|-
|-
| PaRappa the Rapper 2 || The only emulator to boot '''Spyro: A Hero's Tail'''. || 0.1 ||
|AddAssertionHook ||emuObj.AddAssertionHook() ||
|-
|-
| 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 ||  
|AddSnapshotLoadedHook || ||
|-
|-
|}
|RemoveSnapshotLoadedHook || ||
 
|-
=== XXXX-YYYYY_config.lua ===
|emuAddPadHook ||emuObj.emuAddPadHook() ||
 
|-
<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.  
|-style="background-color:#ff8080"
<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").
|  || Audio ||
<br>'''Known functions:
'''
Require cleanup.
 
==== ApiRequest ====
 
<pre>The most important part of the LUA script. The LUA script will crash the game if used without it.</pre>
 
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Usage !! Notes
|-
|-
| apiRequest || apiRequest(0.1) || apiRequest(<api version>)
|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%
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.
|-
|-
|}
|GetVolumes || emuObj.GetVolumes() || Return current volume levels for ('global', 'main', 'bgm') in floating point values.
===== (Emulator) EmuObject =====
 
<pre> Commands for the emulator</pre>
 
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Usage !! Notes
|-style="background-color:#D7EF54"
|  || Object calling class ||
|-
|-
| getEmuObject || local emuObj = getEmuObject() || Required for all functions using emuObj, that include: <div align="left"><pre>LoadConfig SaveConfig GetPad AddVsyncHook
|SetAudioRoute || ||
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)
|GetAudioRoute || ||
my_function can be anything, from simple patches, to extensive hook.
|-style="background-color:#c2c2d6"
Example usage can be found in SLUS-21550 features file. some games are not compatible with it and will crash upon startup.
|  || Game loading speed ||
|-
|-
|RemoveVsyncHook || emuObj.RemoveVsyncHook(<previously added task to be removed>) || emuObj.RemoveVsyncHook(my_function)
|ThrottleNorm ||emuObj.ThrottleNorm() || Enable default framelimiter (50/60 fps depend on region).
|-
|-
|AddEntryPointHook || emuObj.AddEntryPointHook(<task>) || Task to be done at ps2 game main elf entry point (right where game is loaded).
|ThrottleFast || emuObj.ThrottleFast() || Faster than default, but exact value is unknown.
|-
|-
|RemoveEntryPointHook || ||
|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 ||  
|-
|-
|AddLoginHook || ||
|OpenDiscTray || ||
|-
|-
|RemoveLoginHook || ||
|CloseDiscTray || ||
|-
|-
|AddLogoutHook || ||
|SwitchDisc || emuObj.SwitchDisc(<disc ID>) || ID can be provided as is, or for example read from memory or register when needed.
|-
|-
|RemoveLogoutHook || ||
| GetDiscId || emuObj.GetDiscId() || Return DiscId in XXXX_YYY.ZZ format
|-
|-
|AddImageHook || ||
| GetDiscTitleId || ||
|-
|-
|AddGifTagHook || ||
|ShowDiscSwitchInfo ||emuObj.ShowDiscSwitchInfo() ||
|-
|-
| 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>) )
|-style="background-color:#FEA15C"
| || Other ||  
|-
|-
|AddMCWriteHook ||emuObj.AddMCWriteHook() ||
EnableImposeMenu || emuObj.EnableImposeMenu(<true/false>) || EnableImposeMenu(false)
|-
|-
|AddAssertionHook ||emuObj.AddAssertionHook() ||
|LoadConfig || ||
|-
|-
|AddSnapshotLoadedHook || ||
|SaveConfig || ||
|-
|-
|RemoveSnapshotLoadedHook || ||
|GetPad || emuObj.GetPad(<gamepad button by bits>)|| example usage for reading input:
|-
<div align="left"><pre>local CheckInputs = function()
|AddPadHook ||emuObj.AddPadHook() ||
 
|-
local pad_bits = emuObj.GetPad()
|-style="background-color:#ff8080"
local UP = pad_bits &  0x0010
|  || Audio ||
local DOWN = pad_bits &  0x0040
|-
local LEFT = pad_bits &  0x0080
|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%
local RIGHT = pad_bits &  0x0020
|-
local Triangle = pad_bits &  0x1000
|GetVolumes || emuObj.GetVolumes() || Return current volume levels for ('global', 'main', 'bgm') in floating point values.
local Cross = pad_bits &  0x4000
|-
local Square = pad_bits &  0x8000
|SetAudioRoute || ||
local Circle = pad_bits &  0x2000
|-
local L1 = pad_bits &  0x0400
|GetAudioRoute || ||
local L2 = pad_bits &  0x0100
|-style="background-color:#c2c2d6"
local L3 = pad_bits &  0x0002
|  || Game loading speed ||
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>
|-
|-
|ThrottleNorm ||emuObj.ThrottleNorm() || Enable default framelimiter (50/60 fps depend on region).
|SwapMemCard || ||
|-
|-
|ThrottleFast || emuObj.ThrottleFast() || Faster than default, but exact value is unknown.
|SetFormattedCard || emuObj.SetFormattedCard(<"file name">) || emuObj.SetFormattedCard("custom_formatted.card")
Allow to use custom memory card.  
|-
|-
|ThrottleMax || emuObj.ThrottleMax() || Disable framelimiter during loading screens.  
| GetPs4SystemLang || emuObj.GetPs4SystemLang() || Return PS4 system language (in unknown format).
|-style="background-color:#ffe680"
|  || CDVD ||
|-
|-
|OpenDiscTray || ||
| 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
|-
<div align="left"><pre>0 - japanese
|CloseDiscTray || ||
1 - english
|-
2 - french
|SwitchDisc || emuObj.SwitchDisc(<disc ID>) || ID can be provided as is, or for example read from memory or register when needed.
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>
|-
|-
| GetDiscId || emuObj.GetDiscId() || Return DiscId in XXXX_YYY.ZZ format
| SetGsTitleFix || emuObj.SetGsTitleFix() || [[PS2_Emulation#SetGsTitleFix|More info]]
|-
|-
| GetDiscTitleId || ||
|SetDisplayAspectWide || emuObj.SetDisplayAspectWide() || Force display area to 16:9 (If game not support widescreen, it will be stretched).
|-
|-
|ShowDiscSwitchInfo || emuObj.ShowDiscSwitchInfo() ||
|SetDisplayAspectNormal || emuObj.SetDisplayAspectNormal() || Force display area to 4:3.
|-
|-
|-style="background-color:#FEA15C"
|ForceRefreshRate || emuObj.ForceRefreshRate(<hz>) || emuObj.ForceRefreshRate(50) correct values are 0, 50, 60 where 0 = default.
| || Other ||  
|-
|-
| EnableImposeMenu || emuObj.EnableImposeMenu(<true/false>) || EnableImposeMenu(false)
|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,
and if depend on shader SetShaderParams.</pre></div>
|-
|-
|LoadConfig || emuObj.LoadConfig( 0 or 1 )|| emuObj.LoadConfig(0)
|SetDisplaySafeArea || ||
|-
|-
|SaveConfig || emuObj.LoadConfig( 0 or 1 ) || emuObj.LoadConfig(0)
|PadSetLightBar || emuObj.PadSetLightBar(<port, red, green, blue>) || Set DS4 light bar color. Correct port values are 0-3, correct light values are 0-255.
|-
|-
|GetPad || emuObj.GetPad(<gamepad button by bits>)|| example usage for reading input:
|PadPressureStickRemap || emuObj.PadPressureStickRemap()||
<div align="left"><pre>local CheckInputs = function()
 
local pad_bits = emuObj.GetPad()
local UP = pad_bits &  0x0010
local DOWN = pad_bits &  0x0040
local LEFT = pad_bits &  0x0080
local RIGHT = pad_bits &  0x0020
local Triangle = pad_bits &  0x1000
local Cross = pad_bits &  0x4000
local Square = pad_bits &  0x8000
local Circle = pad_bits &  0x2000
local L1 = pad_bits &  0x0400
local L2 = pad_bits &  0x0100
local L3 = pad_bits &  0x0002
local R1 = pad_bits &  0x0800
local R2 = pad_bits &  0x0200
local R3 = pad_bits &  0x0004
local Select = pad_bits &  0x0001
local Start = pad_bits &  0x0008
 
if (L2 ~= 0) then
<here function that should be done when L2 is pushed>
end
end
 
emuObj.AddVsyncHook(CheckInputs) <to trigger check at every vsync></pre></div>
|-
|-
|SwapMemCard || ||
| CountFrameOnPS2 || emuObj.CountFrameOnPS2() || updates FRAPS/Actual FPS reading in olympus
|-
|-
|SetFormattedCard || emuObj.SetFormattedCard(<"file name">) || emuObj.SetFormattedCard("custom_formatted.card")
| IsNeoMode || emuObj.IsNeoMode() || Check that PS4 run in NEO (PRO) mode. Return 1/0
Allow to use custom memory card.  
|-
|-
| GetPs4SystemLang || emuObj.GetPs4SystemLang() || Return PS4 system language (in unknown format).
| IsToolingVerbose || ||
|-
| 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)
<div align="left"><pre>0 - japanese
1 - english
2 - french
3 - spanish
4 - german
5 - italian
6 - dutch
7 - portuguese
8 - russian
9 - korean
10 - traditonal-chinese
11 - simplified-chinese
12 - finnish
13 - swedish
14 - danish
15 - norwegian
16 - polish
17 - portuguese-brazil
18 - english-uk</pre></div>
|-
|PadSetLightBar || emuObj.PadSetLightBar(<port, red, green, blue>) || Set DS4 light bar color. The correct port values are 0-3, correct light values are 0-255.
|-
|PadPressureStickRemap || emuObj.PadPressureStickRemap()||
|-
| IsNeoMode || emuObj.IsNeoMode() || Check that PS4 run in NEO (PRO) mode. Return 1/0
|-
| IsToolingVerbose || ||
|-
|-
|CheckEntitlement || ||
|CheckEntitlement || ||
|-
|-
| 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.  
| 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 ||
|-
|-
| CountFrameOnPS2 || emuObj.CountFrameOnPS2() || updates FRAPS/Actual FPS reading in olympus
|}
|-
 
| SetGsTitleFix || emuObj.SetGsTitleFix() ||  [[PS2_Emulation#SetGsTitleFix|More info]]
=====(EE) EEObject=====
|-
<pre>Commands for the emulated Emotion Engine</pre>
|SetDisplayAspectWide || emuObj.SetDisplayAspectWide() || Force display area to 16:9 (If game not support widescreen, it will be stretched).
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
|-
|SetDisplayAspectNormal || emuObj.SetDisplayAspectNormal() || Force display area to 4:3.
|-
|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,
and if depend on shader SetShaderParams.</pre></div>
|-
|SetDisplaySafeArea || ||
|-
|}
 
===== (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
! Command !! Usage !! Notes
|-style="background-color:#D7EF54"
|-style="background-color:#D7EF54"
Line 1,200: Line 1,099:
|ReplaceMem64 || eeObj.ReplaceMem64(<address>, <value>)||
|ReplaceMem64 || eeObj.ReplaceMem64(<address>, <value>)||
|-
|-
|ReplaceMem32 || eeObj.ReplaceMem32(<address>, <value>) || Permanently replace an offset without needing addvsynchook?
|ReplaceMem32 || eeObj.ReplaceMem32(<address>, <value>) || Permanently replace an offset without needing addvsynchook
|-
|-
|ReplaceMem16 || eeObj.ReplaceMem16(<address>, <value>)||
|ReplaceMem16 || eeObj.ReplaceMem16(<address>, <value>)||
Line 1,240: Line 1,139:
|-
|-
|WriteMemStrZ ||  || eeObj.WriteMemStrZ(string pointer, string) .  Pointer can be read from GPR
|WriteMemStrZ ||  || eeObj.WriteMemStrZ(string pointer, string) .  Pointer can be read from GPR
|-style="background-color:#ff9999"
|  || GPR require (Necessary for register related commands)||
|-
| || local gpr = require( "ee-gpr-alias" )
|-
|-
|GetGpr64 || eeObj.GetGPR64(<gpr register>) || example: eeObj.GetGPR64(t3)
|GetGpr64 || eeObj.GetGPR64(<gpr register>) || example: eeObj.GetGPR64(t3)
Line 1,253: Line 1,148:
| SetGprFloat || || Set gpr value as float value
| SetGprFloat || || Set gpr value as float value
|-
|-
|GetGpr || eeObj.GetGPR(<gpr register>) || eeObj.GetGPR(t3)
|GetGpr / GetGPR || eeObj.GetGPR(<gpr register>) || eeObj.GetGPR(t3)
|-
|-
|SetGpr|| eeObj.SetGPR(<gpr register> ,<value>) || example: eeObj.SetGPR(gpr.a3 ,1)
|SetGpr / SetGPR || eeObj.SetGPR(<gpr register> ,<value>) || example: eeObj.SetGPR(gpr.a3 ,1)
Require defined getEEObject() as eeObj
Require defined getEEObject() as eeObj
|-
|-
Line 1,262: Line 1,157:
| SetFprHex || eeObj.SetFprHex(<FPU register (0-31), value (u32)>)|| Set floating point register value as hex string
| SetFprHex || eeObj.SetFprHex(<FPU register (0-31), value (u32)>)|| Set floating point register value as hex string
|-
|-
| GetFpr || eeObj.GetFpr(<register number>) || example eeObj.GetFpr(14)
| GetFpr / GetFPR || eeObj.GetFpr(<register number>) || example eeObj.GetFpr(14)
|-
|-
| SetFpr || eeObj.SetFpr(<fpr register number>, <value>) || Simple example eeObj.SetFpr(14, 50.0) will set frp 14 to 50.0
| SetFpr / SetFPR || eeObj.SetFpr(<fpr register number>, <value>) || Simple example eeObj.SetFpr(14, 50.0) will set frp 14 to 50.0
But we can also combine commands to add/sub from registers
But we can also combine commands to add/sub from registers
eeObj.SetFpr(14, eeObj.GetFpr(14) + 50.0) this will add 50.0 to current fpr 14 value
eeObj.SetFpr(14, eeObj.GetFpr(14) + 50.0) this will add 50.0 to current fpr 14 value
|-
|-
|GetPc || eeObj.GetPc() ||This command is very helpful as it will return to you the current EE address that's being read. Can be used also with additional var. like eeObj.GetPc()+4
|GetPc || eeObj.GetPc() ||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
|-
|-
|SetPc || eeObj.SetPC(<PC>) ||eeObj.SetPC(0x266B80)
|SetPc || eeObj.SetPC(<PC>) ||eeObj.SetPC(0x266B80)
Line 1,294: Line 1,189:
|-
|-
|RemovePostHook || ||
|RemovePostHook || ||
|-
|DmaAddHook || ||
|-
|DmaRemoveHook || ||
|-
|-
|AddJitResetHook || ||
|AddJitResetHook || ||
|-
|-
|RemoveJitResetHook || ||
|RemoveJitResetHook || ||
|-style="background-color:#b3f0ff"
|  || Speedhacks ||
|-
|-
| AddHookJT || eeObj.AddHookJT(Offset, offset opcode, function) || Seems be a hook related to the jit
|FastForwardClock || eeObj.FastForwardClock() || eeObj.FastForwardClock(1)  Skip Emotion engine Cycles, 1 and 0 seem to be the values.
|-
|-
|-style="background-color:#ffb3b3"
|AdvanceClock || eeObj.AdvanceClock() || Overclock Emotion Engine Speed at the hooked EE Offset, 294912 mHz is the default clock speed, if eeObj.AdvanceClock(5000) is activated the clock speed will increase to 299912 at the hooked addresses only and EE will return to normal clock speed after that.
| || Dma ||  
|-
|-
|DmaAddHook || <pre>eeobj.DmaAddHook(channel=%d key=%x)</pre> || Possible Dma channel numbers (?)
| GetClock || eeObj.GetClock() || Get the value of EE Clock speed at Hooked EE offset, if no offset is hooked the value will be 0, This command was used by sony to make calculations to determine whether or not the EE needs to be overclocked.
<pre> GIF = 0 VIF0 = 1
VIF1 = 2 SIF0 = 4
SIF1 = 5 IPU0 = 6
IPU1 = 7  </pre>
Possible values for hooks
<pre>DmaTransfer [VIF0/VIF1], RaiseIntc [VIF0/VIF1], NormalTransfer [SIF0/SIF1]. </pre>
|-
|-
|DmaRemoveHook || ||
|Vu1MpgCycles || eeObj.Vu1MpgCycles(<cycles>) || Works just like the cli command --vu1-mpg-cycles=, setting it to eeObj.Vu1MpgCycles(1000) would skip 50% of frames When the game enters a VU1 Heavy area and will return to normal framerate when VU1 is not being under heavy usage.
|-style="background-color:#FEA15C"
|  || Other ||  
|-
|-
|-style="background-color:#b3f0ff"
|  || Speedhacks ||
|-
|-
|FastForwardClock || eeObj.FastForwardClock() || Skip Emotion Engine cycles?
|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.
<pre>
|-
eeObj.AddHook(0x002cc350, 0x78a30000, function()
|WaitVu1 || eeObj.WaitVu1(1) || most likely this is --vu1=jit-sync, Enabling it will Sync the EE with the VU1, Pcsx2 has a similar gamefix called VU Sync which syncs both VU1 and VU0 with the EE.
          eeObj.FastForwardClock()
|-
end)
|GetPcRingBuffer || ||
</pre>
|-
|-
|AdvanceClock || eeObj.AdvanceClock() || Likely skips an allocated amount of EE cycles.
|Precompile || ||
<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 (?)
|CalcInsnHash || ||
|-
|-
|Vu1MpgCycles || eeObj.Vu1MpgCycles(<cycles>) || Works just like the cli command --vu1-mpg-cycles=
|getOverlayObject || eeObj.getOverlayObject() || Can be used to get Current EE Offset (???) local eeOverlay = eeObj.getOverlayObject()
|-style="background-color:#FEA15C"
|  || Other ||
|-
|-
| CallPredicate
| GetVif1Cycles || eeObj.GetVif1Cycles() || local vif1_cycles = eeObj.GetVif1Cycles() create vif_cycles value that can be used later, you can rename it as you wish.
|-
|-
|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.
|}
 
=====(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 ||
|-
|-
|WaitVu1 || eeObj.WaitVu1() || Likely to be the lua equivalent of "--vu1=jit-sync".
| 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 ||
|-
|-
|GetPcRingBuffer || ||
|ReplaceMem64 ||iopObj.ReplaceMem64(<address>, <value>) ||
|-
|-
|Precompile || || Requires unknown values
|ReplaceMem32 || iopObj.ReplaceMem32(<address>, <value>)||
|-
|-
|CalcInsnHash || ||
|ReplaceMem16 || iopObj.ReplaceMem16(<address>, <value>)||
|-
|-
|getOverlayObject || eeObj.getOverlayObject() || local eeOverlay = eeObj.getOverlayObject()
|ReplaceMem8 ||iopObj.ReplaceMem8(<address>, <value>) ||
|-
|-
| GetVif1Cycles || eeObj.GetVif1Cycles() || local vif1_cycles = eeObj.GetVif1Cycles() create vif_cycles value that can be used later. You can rename it as you wish.
|ReadMemFloat || iopObj.ReadMemFloat(<address>) || iopObj.ReadMemFloat(0x28c3c)
|-
|-
|}
|WriteMemFloat || iopObj.WriteMemFloat(<address>, <value>) || iopObj.WriteMemFloat(0x65364, 1.3333333)
 
|-
====== SetGsTitleFix ======
|ReadMem128 || iopObj.ReadMem128(<iop memory offset>)||
 
|-
<pre>One of the most important LUA commands. It modifies the Graphics Synthesizer's behavior.
|WriteMem128 || iopObj.WriteMem128(<iop memory offset>, <value>)||
 
|-  
Part of EmuObject() class, it's frequently used in official configs.</pre>
|ReadMemFloat128 ||iopObj.ReadMemFloat128(<iop memory offset>) ||
'''Examples'''
|-
<pre>
|WriteMemFloat128 || iopObj.WriteMemFloat128(<iop memory offset>, <value>)||
-- fix vision logo (Wild Arms 3)
|-
local thresholdArea = 0 -- ignore alls items : fix #112276
| ReadMem64 || <pre>iopObj.ReadMem64(<iop memory offset>)</pre> || Read 8  Bytes From offset
emuObj.SetGsTitleFix( "ignoreUpRender", thresholdArea , {  texType = 3, cbp = 0x2390, tbp = 0x288000} )
|-
------------------------------------------------------------------------------------------------------
| WriteMem64 || <pre>iopObj.WriteMem64(<iop memory offset>, <data>)</pre> || Write 8 Bytes From offset
-- Ignore up-render shift for triangles when writing mask = write alpha only . Will fix shadows (bug# 6724).
|-
emuObj.SetGsTitleFix( "ignoreUpShiftTri", "reserved" , { fbmask = 0x00FFFFFF  } )
| ReadMem32 || <pre>iopObj.ReadMem32(<iop memory offset>)</pre> || Read 4 bytes from offset, examples: iopObj.ReadMem32(0x1198)
------------------------------------------------------------------------------------------------------
iopObj.ReadMem32(gp - 348)
--  Performance  fix ( bug# 9474 )
|-
if 0 then  -- emuObj.IsNeoMode() then -- neo mode check disabled, due to bug #10442
| WriteMem32 || <pre>iopObj.WriteMem32(<iop memory offset>, <data>)</pre> || Write 4 bytes to offset, example: iopObj.WriteMem32(0x89ac, 0x001b70f0)
    emuObj.SetGsTitleFix( "globalSet", "reserved", { workLoadThreshold = 125000} )
|-
else
| ReadMem16 || <pre>iopObj.ReadMem16(<iop memory offset>)</pre> || Read 2 bytes from offset, example: iopObj.ReadMem16(0x1198)
    emuObj.SetGsTitleFix( "globalSet",  "reserved", { workLoadThreshold = 100000} )
|-
end
| WriteMem16 || <pre>iopObj.WriteMem16(<iop memory offset>, <data>)</pre> || Write 2 bytes to offset, example: iopObj.WriteMem16(0x89ac, 0x70f0)
------------------------------------------------------------------------------------------------------
|-
-- bug# 9972
| ReadMem8 || <pre>iopObj.ReadMem8(<iop memory offset>)</pre> || Read 1 byte from offset, example: iopObj.ReadMem8(0x1198)
emuObj.SetGsTitleFix( "ignoreSubBuffCov", "reserved", { } )
|-
------------------------------------------------------------------------------------------------------
| WriteMem8 || <pre>iopObj.WriteMem8(<iop memory offset>, <data>)</pre> || Write 1 byte to offset, example: iopObj.WriteMem8(0x89ac, 0xf0)
-- Bully bug 9392
|-
-- Performace fix
|ReadMemStr || ||
local thresholdArea = 600
|-
emuObj.SetGsTitleFix( "ignoreUpRender", thresholdArea , {alpha=0x80000044 , zmsk=1 , tw=4, th=4  } )
|GetGpr || iopObj.GetGPR(<gpr register>) || iopObj.GetGPR(a1)
------------------------------------------------------------------------------------------------------
|-
-- Bug#9174 -
|SetGpr || iopObj.SetGPR(<gpr register> ,<value>) || example: iopObj.SetGPR(gpr.v0 ,3)
emuObj.SetGsTitleFix( "ignoreSubBuffCov", "reserved", { } )
|-
------------------------------------------------------------------------------------------------------
|GetPc || iopObj.GetPc() || can be used also with additional var. like iopObj.GetPc()+8
-- Bug#9240 (Light maps uprender)
|-
-- Copy z-buffer for future use with light maps. psm = SCE_GS_PSMZ24 (49)
|SetPc || iopObj.SetPC(<PC>) ||iopObj.SetPC(0x6B80)
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", {tw=9, th=9, psm=49, zmsk=1 } )
|-
------------------------------------------------------------------------------------------------------
|GetCPR0 || iopObj.GetCPR0(<COP0 register>) ||
-- 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 } )
|SetCPR0 || iopObj.SetCPR0(<COP0 register>) ||
------------------------------------------------------------------------------------------------------
|-
-- Performace fix (bug #9785 )
|-style="background-color:#FEA15C"
emuObj.SetGsTitleFix( "globalSet",  "reserved", { waveThreshold = 90000} )
| || Clock speed ||
emuObj.SetGsTitleFix( "ignoreAreaUpdate", 0, { } )
|-
------------------------------------------------------------------------------------------------------
| FastForwardClock || iopObj.FastForwardClock() ||
-- Accumulate fill area only when conditions are met
|-
emuObj.SetGsTitleFix( "includeAreaUpdate", "reserved" , {alphaIsNot = 0, zmsk = 1, tw = 6, th = 6 , tbp = 0x00302000} )
| AdvanceClock || iopObj.AdvanceClock() || Increase Iop Clock speed at hooked iop offset
emuObj.SetGsTitleFix( "ignoreUpRender", 130 , { totalArea= 700} )
|-
------------------------------------------------------------------------------------------------------
| GetClock || iopObj.GetClock() || Get Iop Clock speed at hooked iop Offset, if no offset is hooked, value of iopObj.GetClock() will be 0
-- Fix shadow
|-style="background-color:#c6ecd9"
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=1  } )
|  || Hooks ||
------------------------------------------------------------------------------------------------------
|-
-- Reduce flush count
|AddHook || iopObj.AddHook()||
emuObj.SetGsTitleFix( "SetSelfRender", "reserved", { fbmask= 0x00FFFFFF , renderSelf=1 , zmsk=1 , alpha=0 , texMode=1  } )
|-
------------------------------------------------------------------------------------------------------
|RemoveHook || iopObj.RemoveHook()||
-- Disable post-processing
|-
emuObj.SetGsTitleFix( "ignoreSprite", "reserved", {  texType=1 , tw=5 , th=8, zmsk=1 , alpha=0x80000044 } )
|}
------------------------------------------------------------------------------------------------------
-- Small triangle rejection. Works in conjunction with CLI setting  gs-override-small-tri-area=1
-- keep default area for texture 256x256 ( no blend)  (Anakin face)
emuObj.SetGsTitleFix( "setRejectionArea", 500,{twIsNot=8, thIsNot=8 } )
------------------------------------------------------------------------------------------------------
-- Set triangle rejection area= 1000  when alpha blend is not 0 ( i.e blend is On)
emuObj.SetGsTitleFix( "setRejectionArea", 1000, {alphaIsNot=0 } )
------------------------------------------------------------------------------------------------------
-- Performace fix
local thresholdArea = 600
emuObj.SetGsTitleFix( "ignoreUpRender", thresholdArea , {alpha=0x80008068 , zmsk=1 } )
------------------------------------------------------------------------------------------------------
-- Performace fix
local thresholdArea = 700
emuObj.SetGsTitleFix( "ignoreUpRender", thresholdArea , {alpha=0x80000044 , zmsk=1 } )
------------------------------------------------------------------------------------------------------
-- Disable uprender on the draw command which samples the framebuffer (0x3200) using bilinear sampling (texMode=2)
-- All lighting effects use TriFan prim type, so use that as well to filter against.
emuObj.SetGsTitleFix( "forceSimpleFetch",  "reserved", {prim=5, texMode=2, tbp=0x320000} )
</pre>


<br />
=====(GS) GsObject=====
'''Commands'''
<pre>Commands for the emulated Graphics synthesizer</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 !! Example !! Notes !! Values
! Command !! Usage !! Notes
|-style="background-color:#D7EF54"
|  || Object calling class ||
|-
|-
|globalSet || emuObj.SetGsTitleFix( "globalSet", "reserved", { packedRegsLo = 0x42,packedRegsHi = 0, packedRegsNum = 2, packedFlags = 3, packedPrim = 5}) || used with workLoadThreshold or  waveThreshold or loadThreshold
| getGsObject || local gsObj = getGsObject() ||
|-style="background-color:#c6ecd9"
| || Graphical fixes / Improvement ||
|-
|-
|reserved || ||
|SetL2HMode || gsObj.SetL2HMode()||
|-
|-
|ignoreSubBuffCov|| ||ignore ? buffer coverage
|SetUprenderMode ||gsObj.SetUprenderMode(1)|| Set uprender mode.  Overrides CLI, 0=none, 1=2x2
|-
|-
|ignoreUpRenderTimeout|| emuObj.SetGsTitleFix( "globalSet", "reserved", {ignoreUpRenderTimeout=2} ) ||
|SetUpscaleMode || gsObj.SetUpscaleMode() ||
|-
|-
|ignoreAreaUpdate|| emuObj.SetGsTitleFix( "ignoreAreaUpdate", 0, { alpha=0x80000048 } ) ||
|GetFramesInQueue || gsObj.GetFramesInQueue() || Returns the value of the frames that are still in queue
|-
|-
|ignoreSprite|| emuObj.SetGsTitleFix( "ignoreSprite", "reserved", {  texType=1 , tw=5 , th=8, zmsk=1 , alpha=0x80000044  } ) ||
|SetFrameSkipping || gsObj.SetFrameSkipping(true) || false and true are the values.
|-
|-
|ignoreUpShiftTri|| emuObj.SetGsTitleFix( "ignoreUpShiftTri", "reserved", {psm=0} ) ||
|SetDeinterlaceShift || gsObj.SetDeinterlaceShift(0) || The values are 1 and 0, Enable or disable interlacing, requires emulators with high api
|-
|clipScissors|| emuObj.SetGsTitleFix( "clipScissors", "reserved", {alpha = 0 , frameW = 4 , psm = 0} ) ||
|-
|trianglesAsParticles|| emuObj.SetGsTitleFix( "trianglesAsParticles", "reserved", { hasClut=1,zmsk=1 } ) ||
|-
|SetSelfRender|| emuObj.SetGsTitleFix( "SetSelfRender", "reserved", { fbmask= 0x00FFFFFF , renderSelf=1 , zmsk=1 , alpha=0 , texMode=1  } ) ||
|-
|forceBiLinear || ||
|-
|forcePoint|| emuObj.SetGsTitleFix( "forcePoint", "reserved", {mipIsGt=0, mmin=0} ) ||
|-
|forceSimpleFetch ||  emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", {psm=0} ) ||Used frequently to fix graphical corruptions
|-
|forcePointSampling|| emuObj.SetGsTitleFix( "forcePointSampling", "reserved", {alpha = 0x80000048, twIsLess=5, thIsLess=5 } ) ||
|-
|setRejectionArea|| emuObj.SetGsTitleFix( "setRejectionArea", 1000, { } ) ||
|-
|ignoreUpRender|| emuObj.SetGsTitleFix( "ignoreUpRender", thresholdArea , {  texType = 3, cbp = 0x2390, tbp = 0x288000} ) || Ignore uprender for texture type described in params
|-
|includeAreaUpdate|| ||
|-
|fetchFromCurrBuff|| emuObj.SetGsTitleFix( "fetchFromCurrBuff", "reserved", {psm=0} ) ||
|-
|skipPacked|| emuObj.SetGsTitleFix( "skipPacked", "reserved", { alpha = 0x80000044, tbp = 0x3a4000 , zmsk=1 }) ||
|-
|changeAlpha|| ||
|-
|-
|}
|}


<br>'''Arguments/variables'''
=====Does not require Object calling or Uknown=====
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Argument !! Usage !! Notes
! Command !! Usage !! Notes
|-style="background-color:#7698FF"
|  || Variable ||
|-
|-
|alpha_mask || ||
| 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
|-
|-
|texType || {texType = 3}|| (1-3, more? )
| 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:
vuInsnReplace(0, 0x167, (0x000002ff << 32) | 0x520507ff,(0x000002ff << 32) | 0x8000033c)
Replace 64 bits of VU0 at offset 0xB38</pre>
|-
|-
|texMode || || 1 - Point? , 2 - bilinear
| 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)
|-style="background-color:#D7EF54"
|  || Argument ||
|-
|-
|alphaIsNot || || alpha - is not X
| 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.
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>
|-
|-
|twIsLess || || texture width - is less than X
| 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
| InsnOverlay || InsnOverlay({<opcode, opcode, opcode...>}) || example: <div align="left"><pre>InsnOverlay({
<pre>PSMCT32  = 0   PSMT4HL = 36
0x27bdfff0, -- addiu $sp, -0x10
PSMCT24  = 1   PSMT4HH = 44
0xffbf0000, -- sd $ra, 0(sp)
PSMCT16  = 2  PSMZ32  = 48
0xffb00008, -- sd $s0, 8(sp)
PSMCT16S = 10  PSMZ24  = 49
0x3c05000f, -- lui $a1, 0x000f
PSMT8    = 19  PSMZ16  = 50
0x34a57000, -- ori $a1, 0x7000
PSMT4    = 20 PSMZ16S = 58
0x0c0db8b6, -- jal Script::State::DoString
PSMT8H  = 27  </pre>
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>
|-
|-
|primIsNot || || GS primitive type - is not
| eeDebugBreak || ||  
<pre>Point        = 0
Line          = 1
LineStrip    = 2
Triangle      = 3
TriangleStrip = 4
TriangleFan  = 5
Sprite        = 6</pre>
|-
|-
|mipIsGt || || mip level is grater than X (?)
| CsBindShader || ||  
|-
|-
|-style="background-color:#FEA15C"
| CsSetParamInt32 || ||  
| || Needs wikify ||
|-
|-
|zmsk || || Z (depth) draw mask
| CsSetParamFloat || ||  
<pre>update Z buffer      = 0
don't update Z buffer = 1
 
When 1 depth test result will be ignored</pre>
|-
|-
|tw || || texture width
| CsResetContext || ||  
|-
|-
|th || || texture height
| CsPrintContext || ||  
|-
|-
|ztst || || Z (depht) test method
| PsBindShader || ||  
<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
| PsSetParamInt32 || ||  
<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
| PsSetParamFloat || ||  
<pre>Point        = 0
Line          = 1
LineStrip    = 2
Triangle      = 3
TriangleStrip = 4
TriangleFan  = 5
Sprite        = 6</pre>
|-
|-
|fillArea || ||  
| PsResetContext || ||  
|-
|-
|frameW || ||  
| PsPrintContext || ||  
|-
|-
|renderSelf || ||  
|}
<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
|-
|-
|hasClut || ||
! !! getGLSObject class !!
|-
|-
|alphaTest || ||  
| getGLSObject || ||  
|-
|-
|primTest || ||  
|Enable || ||
|-
|-
|workLoadThreshold || ||  
|EnableServerRecording || ||  
|-
|-
|alpha || || <pre> example: alpha=0x80000044
|Pause || ||  
alpha=0</pre>
|-
! !! getGsObject class !!
|-
|-
|tbp || || texture base pointer
! !! getAudioObject class !!
|-
|-
|cbp || {cbp = 0x2390} || CLUT buffer base pointer
| getAudioObject || ||  
|-
|-
|psm || {psm=0}  || texture pixel storage format
| muteStreamingAll || ||  
<pre>PSMCT32  = 0  PSMT4HL = 36
PSMCT24  = 1  PSMT4HH = 44
PSMCT16  = 2  PSMZ32  = 48
PSMCT16S = 10  PSMZ24  = 49
PSMT8    = 19  PSMZ16  = 50
PSMT4    = 20  PSMZ16S = 58
PSMT8H  = 27  </pre>
|-
|-
|mxl || || maximum mip level (0-6)
| muteStreamingMain || ||  
|-
|-
|fbmask || { fbmask= 0x00FFFFFF}|| Framebuffer mask(?)
| muteStreamingBGM || ||  
|-
|-
|totalArea || ||
! !! getRemotePlayObject class !!
|-
|-
|packedRegs || ||  
| getRemotePlayObject || ||  
|-
|-
|packedRegsLo || ||  
| Enable || ||  
|-
|-
|packedRegsHi || ||
! !! getVideoRecordingObject class !!
|-
|-
|packedRegsNum || ||  
| getVideoRecordingObject || ||
|-
|-
|packedFlags || ||  
| Enable || ||  
|-
|-
|packedPrim || ||
! !! getSharePlayObject class !!
|-
|-
|areaNumFrames || ||  
| getSharePlayObject || ||  
|-
|-
|waveThreshold || ||  
| Enable || ||  
|-
|-
|loadThreshold || ||
! !! getSpriteObject group  !!
|-
|-
|fixSpriteDivTab || ||
|getSpriteObject || ||
|}
 
===== (IOP) IOPObject =====
 
<pre>Commands for the emulated input-output processor</pre>
 
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Usage !! Notes
|-style="background-color:#D7EF54"
|  || Object calling class ||
|-
|-
| getIOPObject || local iopObj = getIOPObject() || Required for all functions using iopObj, that include: <div align="left"><pre>ReplaceMem64 ReplaceMem32 ReplaceMem16 ReplaceMem8 ReadMemFloat
|Enable || ||
WriteMemFloat WriteMem64 WriteMem32 WriteMem16 WriteMem8
ReadMemStr AddHook RemoveHook GetGpr SetGpr GetPc SetPc
GetCPR0 SetCPR0</pre></div>
|-style="background-color:#7698FF"
|  || Memory editing ||  
|-
|-
|ReplaceMem64 ||iopObj.ReplaceMem64(<address>, <value>) ||
|Disable || ||
|-
|-
|ReplaceMem32 || iopObj.ReplaceMem32(<address>, <value>)||
|BindFragmentShader || ||
|-
|-
|ReplaceMem16 || iopObj.ReplaceMem16(<address>, <value>)||
|SetShaderParams || || <div align="left">
|-
<pre> Is not clear that params depend on shader, or are somehow hardcoded.
|ReplaceMem8 ||iopObj.ReplaceMem8(<address>, <value>) ||
Example usage:
|-
 
|ReadMemFloat || iopObj.ReadMemFloat(<address>) || iopObj.ReadMemFloat(0x28c3c)
local sprite0 = getSpriteObject(0)
|-
local scanlineParams = {
|WriteMemFloat || iopObj.WriteMemFloat(<address>, <value>) || iopObj.WriteMemFloat(0x65364, 1.3333333)
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>
|-
|-
|ReadMem128 || iopObj.ReadMem128(<iop memory offset>)||  
|BindTexture || ||
|-
|-
|WriteMem128 || iopObj.WriteMem128(<iop memory offset>, <value>)||
|SetPosXY || ||
|-
|ReadMemFloat128 ||iopObj.ReadMemFloat128(<iop memory offset>) ||
|-
|-
|WriteMemFloat128 || iopObj.WriteMemFloat128(<iop memory offset>, <value>)||
|SetSizeXY || ||
|-
|-
| ReadMem64 || <pre>iopObj.ReadMem64(<iop memory offset>)</pre> || Read 8  Bytes From offset
|SetPosUV || ||
|-
|-
| WriteMem64 || <pre>iopObj.WriteMem64(<iop memory offset>, <data>)</pre> || Write 8  Bytes From offset
|SetSizeUV || ||
|-
|-
| ReadMem32 || <pre>iopObj.ReadMem32(<iop memory offset>)</pre> || Read 4 bytes from offset, examples: iopObj.ReadMem32(0x1198)
|PrintContext || ||
iopObj.ReadMem32(gp - 348)
|-
|-
| WriteMem32 || <pre>iopObj.WriteMem32(<iop memory offset>, <data>)</pre> || Write 4 bytes to offset, example: iopObj.WriteMem32(0x89ac, 0x001b70f0)
|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>
|-
|-
| ReadMem16 || <pre>iopObj.ReadMem16(<iop memory offset>)</pre> || Read 2 bytes from offset, example: iopObj.ReadMem16(0x1198)
| getTrophyObject || local trophyObj = getTrophyObject() || Required for all functions using trophyObj
|-
|-
| WriteMem16 || <pre>iopObj.WriteMem16(<iop memory offset>, <data>)</pre> || Write 2 bytes to offset, example: iopObj.WriteMem16(0x89ac, 0x70f0)
| 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.
|-
|-
| ReadMem8 || <pre>iopObj.ReadMem8(<iop memory offset>)</pre> || Read 1 byte from offset, example: iopObj.ReadMem8(0x1198)
| getScreenShotObject || ||  
|-
|-
| WriteMem8 || <pre>iopObj.WriteMem8(<iop memory offset>, <data>)</pre> || Write 1 byte to offset, example: iopObj.WriteMem8(0x89ac, 0xf0)
|}
|-
|ReadMemStr || ||
|-
|GetGpr || iopObj.GetGPR(<gpr register>) || iopObj.GetGPR(a1)
|-
|SetGpr || iopObj.SetGPR(<gpr register> ,<value>) || example: iopObj.SetGPR(gpr.v0 ,3)
|-
|GetPc || iopObj.GetPc() || can be used also with additional var. like iopObj.GetPc()+8
|-
|SetPc || iopObj.SetPC(<PC>) ||iopObj.SetPC(0x6B80)
|-
|GetCPR0 || iopObj.GetCPR0(<COP0 register>) ||
|-
|SetCPR0 || iopObj.SetCPR0(<COP0 register>) ||
|-
|-style="background-color:#FEA15C"
|  || Clock speed ||
|-
| FastForwardClock || iopObj.FastForwardClock() ||
<pre>
iopObj.AddHook(0x002cc350, 0x78a30000, function()
          iopObj.FastForwardClock()
end)
</pre>
|-
| AdvanceClock || iopObj.AdvanceClock() || Skip an allocated amount of IOP cycles
<pre>
iopObj.AddHook(0x002cc350, 0x78a30000, function()
          iopObj.AdvanceClock(21000)end)
</pre>
|-
| GetClock || iopObj.GetClock() || Returns the value of cycles the iop is ahead of (?)
|-style="background-color:#c6ecd9"
|  || Hooks ||
|-
|AddHook || iopObj.AddHook()||
|-
|RemoveHook || iopObj.RemoveHook()||
|-
|}


===== (GS) GsObject =====
====Registers for hook====
Registers defined in alias files.


<pre>Commands for the emulated Graphics Synthesizer</pre>
'''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>
 
</pre>
'''GetCPR0/SetCPR0
'''
<pre>cpr.index   cpr.pagemask
cpr.random   cpr.wired
cpr.entrylo0      cpr.badvaddr
cpr.entrylo1      cpr.count
cpr.context   cpr.entryhi


cpr.compare   cpr.config    cpr.taglo
cpr.status   cpr.badpaddr  cpr.taghi
cpr.cause   cpr.hwbk cpr.errorepc
cpr.epc   cpr.pccr
cpr.prid
example: eeObj.GetCPR0(cpr.status) </pre>
====Registers information====
[https://psi-rockin.github.io/ps2tek/ Information taken from here]
{| 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
! Name !! Purpose of it
|-style="background-color:#D7EF54"
|-
|  || Object calling class ||
zero    || Hardwired to 0, writes are ignored
|-
|-
| getGsObject || local gsObj = getGsObject() ||
| at      || Temporary register used for pseudo-instructions
|-style="background-color:#c6ecd9"
|  || Graphical fixes / Improvement ||
|-
|-
|SetL2HMode || gsObj.SetL2HMode(true)|| (true) and (false) are only known options
| v0-v1    || Return register, holds values returned by functions
|-
|-
|SetUprenderMode ||gsObj.SetUprenderMode(1)|| Set uprender mode. Overrides CLI, 0=none, 1=2x2
| a0-a3    ||  Argument registers, holds first four parameters passed to a function
|-
|-
|SetUpscaleMode || gsObj.SetUpscaleMode("EdgeSmooth") || Sets upscale mode.  Overrides CLI
| t0-t7    || Temporary registers. t0-t3 may also be used as additional argument registers
|-
|-
|GetFramesInQueue || gsObj.GetFramesInQueue() || Returns the value of the frames that are still in queue
| s0-s7    || Saved registers. Functions must save and restore these before using them
|-
|-
|SetFrameSkipping || gsObj.SetFrameSkipping(true) || false and true are the values.
| t8-t9    || Temporary registers
|-
|-
|SetDeinterlaceShift || gsObj.SetDeinterlaceShift(0) || The values are 1 and 0, Enable or disable interlacing, requires emulators with high api
| k0-k1    || Reserved for use by kernels
|-
|-
|}
| gp        || Global pointer
 
===== Does not require Object calling or Unknown =====
 
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Usage !! Notes
|-
|-
| eeInsnReplace || eeInsnReplace(EE memory offset, Original opcode (BE), Replace opcode (BE)) || Replace 4 bytes opcode in ee memory, correct memory range is 0x0 to 0x1FFFFFFF
| sp        || Stack pointer
|-
|-
| 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:
| fp        || Frame pointer
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)
| ra        || Return address. Used by JAL and (usually) JALR to store the address to return to after a function
|-
|-
| eeNativeFunction || eeNativeFunction(<ee offset>, <original opcode>, <function>) || eeNativeFunction(0x11fa9c, 0x0080402d, 'memcpy')
! Special registers !!
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.
| pc        || Program counter, address of currently-executing instruction (32-bit)
|-
|-
| GsCustomShader || ||  
| hi/lo    || Stores multiplication and division results (64-bit)
|-
|-
| Unlock || ||  
| hi1/lo1  || Used by MULT1/DIV1 type instructions, same as above (64-bit)
|-
|-
| IsUnlocked || ||  
| sa        ||Shift amount used by QFSRV instruction
|-
|-
| InsnOverlay || InsnOverlay({<opcode, opcode, opcode...>}) || example: <div align="left"><pre>InsnOverlay({
|}
0x27bdfff0, -- addiu $sp, -0x10
<pre>
0xffbf0000, -- sd $ra, 0(sp)
Aside from zero, all GPRs may be freely accessed if convention rules are respected.
0xffb00008, -- sd $s0, 8(sp)
</pre>
0x3c05000f, -- lui $a1, 0x000f
 
0x34a57000, -- ori $a1, 0x7000
====SetGsTitleFix====
0x0c0db8b6, -- jal Script::State::DoString
 
0x0080802d, -- move $s0, $a0
<pre>One of the most important commands in lua, allows to change the GS's behavior.
0x24050001, -- li $a1, 1
Part of EmuObject() class, used frequently in official configs.</pre>
0x0c0dba4c, -- jal Script::State::IsNull(int)
'''Examples'''
0x0200202d, -- move $a0, $s0
<pre>
0xdfb00008, -- ld $s0, 8(sp)
-- fix vision logo (Wild Arms 3)
0xdfbf0000, -- ld $ra, 0(sp)
local thresholdArea = 0 -- ignore alls items : fix #112276
0x03e00008, -- jr ra
emuObj.SetGsTitleFix( "ignoreUpRender", thresholdArea , { texType = 3, cbp = 0x2390, tbp = 0x288000} )
0x27bd0010  -- addiu $sp, 0x10
------------------------------------------------------------------------------------------------------
})</pre></div>
-- Ignore up-render shift for triangles when writing mask = write alpha only . Will fix shadows (bug# 6724).
|-
emuObj.SetGsTitleFix( "ignoreUpShiftTri", "reserved" , { fbmask = 0x00FFFFFF  } )
| eeDebugBreak || ||
------------------------------------------------------------------------------------------------------
|-
-- Performance  fix ( bug# 9474 )
| CsBindShader || ||
if 0 then  -- emuObj.IsNeoMode() then  -- neo mode check disabled, due to bug #10442
|-
    emuObj.SetGsTitleFix( "globalSet",  "reserved", { workLoadThreshold = 125000} )
| CsSetParamInt32 || ||
else
|-
    emuObj.SetGsTitleFix( "globalSet", "reserved", { workLoadThreshold = 100000} )
| CsSetParamFloat || ||
end
|-
------------------------------------------------------------------------------------------------------
| CsResetContext || ||
-- bug# 9972
|-
emuObj.SetGsTitleFix( "ignoreSubBuffCov", "reserved", { } )
| CsPrintContext || ||
------------------------------------------------------------------------------------------------------
|-
-- Bully bug 9392
| PsBindShader || ||
-- Performace fix
|-
local thresholdArea = 600
| PsSetParamInt32 || ||
emuObj.SetGsTitleFix( "ignoreUpRender", thresholdArea , {alpha=0x80000044 , zmsk=1 , tw=4, th=4  } )
|-
------------------------------------------------------------------------------------------------------
| PsSetParamFloat || ||
-- Bug#9174 -
|-
emuObj.SetGsTitleFix( "ignoreSubBuffCov", "reserved", { } )
| PsResetContext || ||
------------------------------------------------------------------------------------------------------
|-
-- Bug#9240 (Light maps uprender)
| PsPrintContext || ||
-- Copy z-buffer for future use with light maps. psm = SCE_GS_PSMZ24 (49)
|-
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", {tw=9, th=9, psm=49, zmsk=1 } )
|}
------------------------------------------------------------------------------------------------------
 
-- Apply light maps texMode=2 (bilinear)  psm= SCE_GS_PSMCT32 (0)
<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>
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", {tw=8, th=8, psm=0, ztst=1, texMode=2 } )
 
------------------------------------------------------------------------------------------------------
===== Other objects =====
-- Performace fix (bug #9785 )
 
emuObj.SetGsTitleFix( "globalSet", "reserved", { waveThreshold = 90000} )
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
emuObj.SetGsTitleFix( "ignoreAreaUpdate", 0, { } )
! Command !! Usage !! Notes
------------------------------------------------------------------------------------------------------
|-
-- Accumulate fill area only when conditions are met
! !! getGLSObject class !!
emuObj.SetGsTitleFix( "includeAreaUpdate", "reserved" , {alphaIsNot = 0, zmsk = 1, tw = 6, th = 6 , tbp = 0x00302000} )
|-
emuObj.SetGsTitleFix( "ignoreUpRender", 130 , { totalArea= 700} )
| getGLSObject || ||
------------------------------------------------------------------------------------------------------
|-
-- Fix shadow
|Enable || ||
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=1  } )
------------------------------------------------------------------------------------------------------
-- Reduce flush count
emuObj.SetGsTitleFix( "SetSelfRender", "reserved", { fbmask= 0x00FFFFFF , renderSelf=1 , zmsk=1 , alpha=0 , texMode=1  } )
------------------------------------------------------------------------------------------------------
-- Disable post-processing
emuObj.SetGsTitleFix( "ignoreSprite", "reserved", {  texType=1 , tw=5 , th=8, zmsk=1 , alpha=0x80000044  } )
------------------------------------------------------------------------------------------------------
-- Small triangle rejection. Works in conjunction with CLI setting  gs-override-small-tri-area=1
-- keep default area for texture 256x256 ( no blend)  (Anakin face)
emuObj.SetGsTitleFix( "setRejectionArea", 500,{twIsNot=8, thIsNot=8 } )
------------------------------------------------------------------------------------------------------
-- Set triangle rejection area= 1000  when alpha blend is not 0 ( i.e blend is On)
emuObj.SetGsTitleFix( "setRejectionArea", 1000, {alphaIsNot=0 } )
------------------------------------------------------------------------------------------------------
-- Performace fix
local thresholdArea = 600
emuObj.SetGsTitleFix( "ignoreUpRender", thresholdArea , {alpha=0x80008068 , zmsk=1 } )
------------------------------------------------------------------------------------------------------
-- Performace fix
local thresholdArea = 700
emuObj.SetGsTitleFix( "ignoreUpRender", thresholdArea , {alpha=0x80000044 , zmsk=1 } )
------------------------------------------------------------------------------------------------------
-- Disable uprender on the draw command which samples the framebuffer (0x3200) using bilinear sampling (texMode=2)
-- All lighting effects use TriFan prim type, so use that as well to filter against.
emuObj.SetGsTitleFix( "forceSimpleFetch",  "reserved", {prim=5, texMode=2, tbp=0x320000} )
</pre>
 
 
'''Commands'''
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Notes
|-
|-
|EnableServerRecording || ||  
|globalSet || used with workLoadThreshold or  waveThreshold or loadThreshold
|-
|-
|Pause || ||  
|reserved ||
|-
|-
! !! getAudioObject class !!
|forceBiLinear ||
|-
|-
| getAudioObject || ||  
|ignoreSubBuffCov|| ignore ? buffer coverage
|-
|-
| muteStreamingAll || ||  
|trianglesAsParticles||
|-
|-
| muteStreamingMain || ||  
|ignoreAreaUpdate||
|-
|-
| muteStreamingBGM || ||  
|SetSelfRender||
|-
|-
! !! getRemotePlayObject class !!
|ignoreSprite||
|-
|-
| getRemotePlayObject || ||  
|clipScissors||
|-
|-
| Enable || ||  
|forcePoint||
|-
|-
! !! getVideoRecordingObject class !!
|forcePointSampling||
|-
|-
| getVideoRecordingObject || ||
|setRejectionArea||
|-
|-
| Enable || ||  
|ignoreUpRender|| Ignore uprender for texture type described in params
|-
|-
! !! getSharePlayObject class !!
|includeAreaUpdate||
|-
|-
| getSharePlayObject || ||  
|forceSimpleFetch|| Used Frequently To Fix Graphical Corruptions, emuObj.SetGsTitleFix( "forceSimpleFetch",  "reserved", {psm=0} )
|-
|-
| Enable || ||  
|fetchFromCurrBuff|| emuObj.SetGsTitleFix( "fetchFromCurrBuff", "reserved", {psm=0} )
|-
|-
! !! getSpriteObject group  !!
|ignoreUpShiftTri|| emuObj.SetGsTitleFix( "ignoreUpShiftTri", "reserved", {psm=0} )
|-
|getSpriteObject || ||
|-
|-
|Enable || ||
|skipPacked||
|-
|-
|Disable || ||
|changeAlpha||
|-
|-
|BindFragmentShader || ||
|ignoreUpRenderTimeout||
|-
|-
|SetShaderParams || || <div align="left">
|}
<pre> Is not clear that params depend on shader, or are somehow hardcoded.
Example usage:


local sprite0 = getSpriteObject(0)
'''Arguments/variables
local scanlineParams = {
'''
240.0, -- float scanlineCount
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
  0.7, -- float scanlineHeight;
! Argument !! Notes
1.5,        -- float scanlineBrightScale;
0.5,        -- float scanlineAlpha;
0.5        -- float vignetteStrength;
}
 
sprite0.SetShaderParams(scanlineParams)</pre></div>
|-
|-
|BindTexture || ||
|alpha_mask ||  
|-
|-
|SetPosXY || ||
|alphaIsNot || alpha - is not X
|-
|-
|SetSizeXY || ||
|texMode || 1 - Point? , 2 - bilinear
|-
|-
|SetPosUV || ||
|twIsLess || texture width - is less than X
|-
|thIsLess || texture height - is less than X
|-
|-
|SetSizeUV || ||
|twIsNot || texture width - is not X
|-
|-
|PrintContext || ||
|thIsNot || texture width - is not X
|-
|-
|SetBlendColor || sprite<X>.SetBlendColor(<R,G,B,A>) in floats, max val. 1.0 || <div align="left">
|psmIsNot || texture pixel storage format - is not X
<pre>local sprite0 = getSpriteObject(0)
<pre>PSMCT32  = 0   PSMT4HL = 36
sprite0.SetBlendColor(1.0,1.0,1.0,1.0)</pre></div>
PSMCT24  = 1   PSMT4HH = 44
PSMCT16  = 2  PSMZ32  = 48
PSMCT16S = 10  PSMZ24  = 49
PSMT8    = 19  PSMZ16  = 50
PSMT4    = 20  PSMZ16S = 58
PSMT8H  = 27  </pre>
|-
|-
| getTrophyObject || local trophyObj = getTrophyObject() || Required for all functions using trophyObj
|zmsk || Z (depth) draw mask
<pre>update Z buffer      = 0
don't update Z buffer = 1
 
When 1 depth test result will be ignored</pre>
|-
|-
| 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.
|tw || texture width
|-
|-
| getScreenShotObject || ||  
|th || texture height
|-
|-
|}
|ztst || Z (depht) test method
<pre>ZNOUSE  = 0
ZALWAYS  = 1
ZGEQUAL  = 2
ZGREATER = 3


==== Registers for hook ====
0 -                      All pixels fail
 
1 -                      All pixels pass
Registers defined in alias files.
2 - Pass if Z grater or equal to Z buffer
 
3 -        Pass if Z grater than Z buffer</pre>
'''GetGpr/SetGpr
|-
'''
|mipIsGt || mip level is grater than X (?)
<pre>gpr.zero gpr.at
|-
gpr.v0  gpr.v1
|mmin || MMIN flag
gpr.a0 gpr.a1  gpr.a2  gpr.a3
<pre>NEAREST                = 0
gpr.t0 gpr.t1  gpr.t2  gpr.t3
LINEAR                = 1
gpr.t4  gpr.t5  gpr.t6  gpr.t7
NEAREST_MIPMAP_NEAREST = 2
gpr.s0  gpr.s1  gpr.s2  gpr.s3
NEAREST_MIPMAP_LINEAR = 3
gpr.s4  gpr.s5  gpr.s6  gpr.s7
LINEAR_MIPMAP_NEAREST = 4
gpr.t8  gpr.t9
LINEAR_MIPMAP_LINEAR  = 5</pre>
gpr.k0  gpr.k1
|-
gpr.gp  gpr.sp  gpr.fp  gpr.ra
|prim || GS primitive type
gpr.lo  gpr.hi  gpr.sa
<pre>Point        = 0
 
Line          = 1
example: eeObj.GetGpr(gpr.a1)
LineStrip    = 2
</pre>
Triangle      = 3
 
TriangleStrip = 4
'''GetCPR0/SetCPR0
TriangleFan  = 5
'''
Sprite        = 6</pre>
<pre>cpr.index   cpr.pagemask
|-
cpr.random   cpr.wired
|primIsNot || GS primitive type - is not
cpr.entrylo0     cpr.badvaddr
<pre>Point        = 0
cpr.entrylo1      cpr.count
Line          = 1
cpr.context   cpr.entryhi
LineStrip    = 2
 
Triangle     = 3
 
TriangleStrip = 4
cpr.compare   cpr.config    cpr.taglo
TriangleFan   = 5
cpr.status   cpr.badpaddr  cpr.taghi
Sprite        = 6</pre>
cpr.cause   cpr.hwbk cpr.errorepc
|-
cpr.epc   cpr.pccr
|fillArea ||
cpr.prid
|-
 
|frameW ||
example: eeObj.GetCPR0(cpr.status) </pre>
|-
 
|renderSelf ||
 
|-
==== Official PS2 configuration examples ====
|hasClut ||
 
|-
*You can find the rest of the PS2 configurations in [https://www.psdevwiki.com/ps4/Official_Configuration_Files here].
|alphaTest ||
|-
|primTest ||
|-
|workLoadThreshold ||
|-
|alpha || <pre> example: alpha=0x80000044
alpha=0</pre>
|-
|texType || (1-3, more? )
|-
|tbp || texture base pointer
|-
|cbp || CLUT buffer base pointer
|-
|psm || texture pixel storage format
<pre>PSMCT32  = 0  PSMT4HL = 36
PSMCT24  = 1  PSMT4HH = 44
PSMCT16  = 2  PSMZ32  = 48
PSMCT16S = 10  PSMZ24  = 49
PSMT8    = 19  PSMZ16  = 50
PSMT4    = 20  PSMZ16S = 58
PSMT8H  = 27  </pre>
|-
|mxl || maximum mip level (0-6)
|-
|fbmask || ?
|-
|totalArea ||
|-
|packedRegs ||
|-
|packedRegsLo ||
|-
|packedRegsHi ||
|-
|packedRegsNum ||
|-
|packedFlags ||
|-
|packedPrim ||
|-
|areaNumFrames ||
|-
|waveThreshold ||
|-
|loadThreshold ||
|-
|fixSpriteDivTab ||
|}


====Official examples====
[https://www.psdevwiki.com/ps4/Talk:PS2_Classics_Emulator_Compatibility_List#Official_PS2emu_Configuration_Files You can find the rest of them here]
<br>Canis Canem Edit
<br>Canis Canem Edit
<br>'''SLES 535.61'''
<br>'''SLES 535.61'''
Line 1,961: Line 1,854:
</pre>
</pre>


==== Custom config.lua examples ====
====Custom config.lua examples====
 
Here is the first custom lua config created by the community:
Here is the first custom LUA configuration created by the community:


<pre>
<pre>
Line 1,972: Line 1,864:
eeInsnReplace(0x1CF3CC, 0x4100ffff, 0x00000000) -- bc0f 0x1CF3CC to nop
eeInsnReplace(0x1CF3CC, 0x4100ffff, 0x00000000) -- bc0f 0x1CF3CC to nop
</pre>
</pre>
This is a very basic command to replace a part of the EE memory with another instruction.  
This is very basic command to replace part of EE memory with other instruction.  
* apiRequest(0.1) - Is required for every config. Used version depend on your original eboot highest supported api. 0.1 seems to be enough for basic patches like here. 2.3 is highest known for now.  
* apiRequest(0.1) - Is required for every config. Used version depend on your original eboot highest supported api. 0.1 seems to be enough for basic patches like here. 2.3 is highest known for now.  
* -- Fix black screen SLUS-20064 is comment
* -- Fix black screen SLUS-20064 is comment
Line 1,979: Line 1,871:
[https://www.psdevwiki.com/ps4/Talk:PS2_Classics_Emulator_Compatibility_List#Custom_PS2emu_Configuration_Files Other custom configurations made by users can be found here]
[https://www.psdevwiki.com/ps4/Talk:PS2_Classics_Emulator_Compatibility_List#Custom_PS2emu_Configuration_Files Other custom configurations made by users can be found here]


= Memory Map =
=Memory Mapping=


{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: left;"
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: left;"
Line 1,997: Line 1,889:
|-
|-
! !! Host's EE Memory Map !!
! !! Host's EE Memory Map !!
|-
| EE Registers Map                ||  0x0000001000000000 ||  0x0000001000004000
|-
|-
|EE RAM - Kernel                  ||  0x0000008000000000 ||  0x0000008000080000
|EE RAM - Kernel                  ||  0x0000008000000000 ||  0x0000008000080000
Line 2,034: Line 1,928:
|}
|}


== Registers Map ==
==Registers Map==
 
<br>'''Incomplete'''.
=== EE-IOP ===
<br>This list may assist us in developing a future debugger for the emulator.
 
<pre>Warning: 0x1000000xxx base is not guaranteed in different emu revisions, but layout should be the same regardless of base.
<pre>
Some emulators require all of these addresses to be reduced by 8 hex values for currently unknown reasons.</pre>
This list of registers is incomplete. Some registers are incorrectly named or include incorrect offsets. The 0x1000000xxx base is not guaranteed in different emu revisions. The IOP, VU0, and VU1 registers' offsets are static in all emulators).
 
This list was designed for Jak v2
Eboot md5:c644f6879af225a6e5a70233fc4625a3
</pre>
 
{| class=wikitable style="border: none; background: none;"
{| 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
| rowspan=900 style="border: none; background: none;"|
! scope=col | GPR-IOP
! scope=col | Address
! scope=col | Address
|-
|-
| zero  || 0x1000000000 || f00 ||  0x1000000230 || Index ||  0x10000002D0 || zero ||  0x1020000000
| zero  || 0x100000000 || f00 ||  0x1000000230 || Index ||  0x10000002D0  
|-style="background-color:#EEEFF2"
|   at || 0x100000010  ||  f01 ||  0x1000000234 ||  Random ||  0x10000002D4 
|-
v0 ||  0x100000020 ||  f02 ||  0x1000000238 ||  EntryLo0  || 0x10000002D8   
|-style="background-color:#EEEFF2"
|-style="background-color:#EEEFF2"
at || 0x1000000010 || f01 ||  0x1000000234 ||  Random || 0x10000002D4  || at || 0x1020000004
v1 ||  0x100000030 || f03 || 0x100000023C || EntryLo1 ||  0x10000002DC
|-
|-
v0 ||  0x1000000020 ||  f02 ||  0x1000000238 ||  EntryLo0  || 0x10000002D8   || v0  || 0x1020000008
a0 ||  0x100000040 || f04 || 0x1000000240 ||  Context ||  0x10000002E0
|-style="background-color:#EEEFF2"
|-style="background-color:#EEEFF2"
v1 ||  0x1000000030 || f03 || 0x100000023C || EntryLo1 ||  0x10000002DC  || v1 || 0x102000000C
a1 ||  0x100000050 || f05 ||  0x1000000244 ||   PageMask ||  0x10000002E4  
|-
|-
a0 ||  0x1000000040 || f04 || 0x1000000240 ||  Context ||  0x10000002E0  || a0 || 0x1020000010
a2 ||  0x100000060 ||  f06 ||  0x1000000248 ||  Wired ||   0x10000002E8
|-style="background-color:#EEEFF2"
|-style="background-color:#EEEFF2"
a1 ||  0x1000000050 ||  f05 ||  0x1000000244 ||  PageMask ||  0x10000002E4  ||  a1 || 0x1020000014
a3 ||  0x100000070 ||  f07 || 0x100000024C || rsvd7   ||   0x10000002EC
|-
|-
a2 ||  0x1000000060 ||  f06 ||  0x1000000248 ||  Wired  ||    0x10000002E8 || a2  || 0x1020000018
t0  ||  0x100000080 ||  f08 ||  0x1000000250 ||  BadVAddr ||    0x10000002F0
|-style="background-color:#EEEFF2"
|-style="background-color:#EEEFF2"
a3 ||  0x1000000070 ||  f07 || 0x100000024C ||  rsvd7  ||    0x10000002EC ||  a3 || 0x102000001C
t1  ||  0x100000090 ||  f09||  0x1000000254 ||  Count  ||    0x10000002F4
|-
|-
t0 ||  0x1000000080 ||  f08 ||  0x1000000250 ||  BadVAddr ||    0x10000002F0 ||  t0 || 0x1020000020
t2 ||  0x1000000A0 ||  f10 ||  0x1000000258 ||  EntryHi  ||    0x10000002F8
|-style="background-color:#EEEFF2"
|-style="background-color:#EEEFF2"
t1 ||  0x1000000090 ||  f09||  0x1000000254 ||  Count  ||    0x10000002F4 ||  t1 || 0x1020000024
t3 || 0x1000000B0 || f11 ||  0x100000025C ||  Compare ||    0x10000002FC
|-
|-
t2 ||  0x10000000A0 ||  f10 ||  0x1000000258 ||  EntryHi  ||    0x10000002F8 ||  t2 || 0x1020000028
t4 || 0x1000000C0 ||  f12 || 0x1000000260 ||  Status ||    0x1000000300
|-style="background-color:#EEEFF2"
|-style="background-color:#EEEFF2"
t3 || 0x10000000B0 || f11 ||  0x100000025C ||  Compare ||    0x10000002FC ||  t3 || 0x102000002C
t5 || 0x1000000D0 ||  f13 ||  0x1000000264 ||  Cause ||    0x1000000304
|-
|-
t4 || 0x10000000C0 ||  f12 || 0x1000000260 ||  Status ||    0x1000000300 ||  t4 || 0x1020000030
t6 || 0x1000000E0 ||  f14 ||  0x1000000268 ||  EPC  ||    0x1000000308
|-style="background-color:#EEEFF2"
|-style="background-color:#EEEFF2"
t5  || 0x10000000D0 ||  f13 ||  0x1000000264 ||  Cause ||    0x1000000304 ||  t5 || 0x1020000034
t7 ||  0x1000000F0 ||  f15 ||  0x100000026C ||  PRid  ||    0x100000030C
|-
|-
t6  || 0x10000000E0 ||  f14 || 0x1000000268 || EPC  ||    0x1000000308 ||  t6 || 0x1020000038
s0 ||  0x1000000100 ||  f16 || 0x1000000270 || Config ||    0x1000000310
|-style="background-color:#EEEFF2"  
|-style="background-color:#EEEFF2"
t7 ||  0x10000000F0 ||  f15 ||  0x100000026C ||  PRid  ||    0x100000030C || t7  || 0x102000003C
s1 || 0x1000000110 || f17 ||  0x1000000274 ||  Iab ||    0x1000000314
|-
|-
s0 ||  0x1000000100 ||  f16 || 0x1000000270 || Config ||    0x1000000310 ||  s0 || 0x1020000040
s2 ||  0x1000000120 ||  f18 || 0x1000000278 || Iabm ||    0x1000000318
|-style="background-color:#EEEFF2"
|-style="background-color:#EEEFF2"
s1 || 0x1000000110 || f17  ||  0x1000000274 ||  Iab ||    0x1000000314 || s1  || 0x1020000044
s3 ||  0x1000000130 || f19 || 0x100000027C ||  Dab ||    0x100000031C
|-
|-
s2 ||  0x1000000120 ||  f18 ||  0x1000000278 ||  Iabm ||    0x1000000318 || s2  || 0x1020000048
s4 || 0x1000000140 || f20 || 0x1000000280 ||  Dabm ||    0x1000000320
|-style="background-color:#EEEFF2"
|-style="background-color:#EEEFF2"
s3 ||  0x1000000130 || f19 || 0x100000027C ||  Dab ||    0x100000031C ||  s3 || 0x102000004C
s5 ||  0x1000000150 || f21  ||  0x1000000284 ||  Dvm  ||    0x1000000324
|-
|-
s4 || 0x1000000140 || f20 || 0x1000000280 ||  Dabm ||    0x1000000320 || s4  || 0x1020000050
s6 ||  0x1000000160 ||  f22 ||  0x1000000288 ||  Dvbm  ||    0x1000000328
|-style="background-color:#EEEFF2"
|-style="background-color:#EEEFF2"
s5 ||  0x1000000150 || f21 ||  0x1000000284 ||  Dvm  ||    0x1000000324 || s5  || 0x1020000054
s7 ||  0x1000000170 ||  f23 ||  0x100000028C ||  BadPAddr ||    0x100000032C
|-
|-
s6 ||  0x1000000160 ||  f22 ||  0x1000000288 ||  Dvbm   ||    0x1000000328 || s6  || 0x1020000058
t8 || 0x1000000180 ||  f24 || 0x1000000290 ||  Debug   ||    0x1000000330
|-style="background-color:#EEEFF2"
|-style="background-color:#EEEFF2"
s7 ||  0x1000000170 ||  f23 ||  0x100000028C ||  BadPAddr ||    0x100000032C ||  s7 || 0x102000005C
t9 ||  0x1000000190 ||  f25 ||  0x1000000294 ||  Perf  ||    0x1000000334
|-
|-
t8 || 0x1000000180 ||  f24 || 0x1000000290 ||  Debug  ||    0x1000000330 || t8  ||  0x1020000060
k0 ||  0x10000001A0 || f26 ||  0x1000000298 ||  Pcr0 ||    0x1000000338
|-style="background-color:#EEEFF2"
|-style="background-color:#EEEFF2"
t9 ||  0x1000000190 ||  f25 ||  0x1000000294 ||  Perf  ||    0x1000000334 || t9  || 0x1020000064
k1 ||  0x10000001B0 || f27 || 0x100000029C ||  Pcr1 ||    0x100000033C
|-
|-
k0 ||  0x10000001A0 || f26 ||  0x1000000298 || Pcr0 ||    0x1000000338 || k0 ||  0x1020000068
gp ||  0x10000001C0 || f28 ||  0x10000002A0 || TagLo  ||    0x1000000340
|-style="background-color:#EEEFF2"
|-style="background-color:#EEEFF2"
k1 ||  0x10000001B0 || f27 || 0x100000029C ||  Pcr1 ||    0x100000033C ||  k1 ||  0x102000006C
sp ||  0x10000001D0 ||  f29 || 0x10000002A4 || TagHi ||    0x1000000344
|-
|-
|  gp ||  0x10000001C0 || f28  ||  0x10000002A0 || TagLo  ||    0x1000000340 ||  gp  || 0x1020000070
|  fp ||  0x10000001E0 ||  f30 || 0x10000002A8  ||  ErrorEPC ||    0x1000000348
|-style="background-color:#EEEFF2"
|  sp ||  0x10000001D0 ||  f29 || 0x10000002A4  || TagHi  ||    0x1000000344 ||  sp  || 0x1020000074
|-
|  fp ||  0x10000001E0 ||  f30 || 0x10000002A8  ||  ErrorEPC ||    0x1000000348 ||  fp || 0x1020000078
|-style="background-color:#EEEFF2"
|-style="background-color:#EEEFF2"
|  ra || 0x10000001F0  || f31  || 0x10000002AC ||  Rsvd31 ||    0x100000034C ||    ra || 0x102000007C
|  ra || 0x10000001F0  || f31  || 0x10000002AC ||  Rsvd31 ||    0x100000034C
|-
|-
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   
|-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  
|-
|-
|  sa  ||  0x1000000220 ||  cp1cond  ||  0x10000002B4 || real Pcr1  || 0x1000000358 ||  lo  || 0x1020000094 ??
|  sa  ||  0x1000000220 ||  cp1cond  ||  0x10000002B4 || real Pcr1  || 0x1000000358    
|--style="background-color:#EEEFF2"
|--style="background-color:#EEEFF2"
|    ||  ||  fpu ver ||  0x10000002B8     
|    ||  ||  fpu ver ||  0x10000002B8 ||  {{cellcolors|#7698FF|#000000}}"Fake" registers      
|-
|-
|  ||  || fpu sticky  ||  0x10000002BC  
|  ||  || fpu sticky  ||  0x10000002BC || Uknown || 0x1000000360   
|--style="background-color:#EEEFF2"
|--style="background-color:#EEEFF2"
|  ||  ||  fpu ctrl ||  0x10000002C0  
|  ||  ||  fpu ctrl ||  0x10000002C0 || current PC || 0x1000000368   
|-
|-
|  ||  ||  2CF unknown ||  0x10000002C4   
|  ||  ||  2CF unknown ||  0x10000002C4 || Delta counter  || 0x1000000370  <pre>(Passed cycles, likely decrementer).
Evt check is performed on branch test when 0.
Fastforwardclock set this to 0,
advanceclock subtract value from this fake reg)</pre>
|--style="background-color:#EEEFF2"
|   ||  ||  ||  || Cycles (need work) || 0x1000000378   
|-
|-
|}
|}


=== Emulator related registers ===
=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;"
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! {{cellcolors|#7698FF|#000000}}"Fake" registers !! Address !! Notes 
! Info !! Value
|-
|-
| (?) || 0x1000000360      || Locking the value seems to cause a crash.
| Device Name                                ||   CXD90026AG - DG1002FGF84HT
|-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 ||
| Device Vendor                              ||   AuthenticAMD
Updated on branch/jump instructions, emulator seems to use it to store next address that will be executed.
At least in recompiler to interpreter fallback mode. During tests it shows 0x80000184
|-
|-
| Delta counter  || 0x1000000370  ||<pre>(Passed cycles, likely decrementer).
| Device Vendor ID                            ||   0x1022
Evt check is performed on branch test when 0.
Fastforwardclock set this to 0,
advanceclock subtract value from this fake reg)</pre>
|-
|-
|Cycles ||0x1000000378||  
| Device OpenCL C Version                    ||   OpenCL C 1.2 pocl
|-
|-
| (?) || 0x1000000384 || <pre>Address when last exception occurred on r5900.
| Device Type                                ||   CPU
This register most of times will hold last executed syscall address,
sometimes last tlb miss or break(if "as nop" is disabled).
Unlike the pc, this one doesn't change after a crash and has much lower latency.
Thus meaning it's better at diagnosing problems.</pre>
|-
|-
|}
| Max compute units                          ||   8
 
=== VU0 Registers ===
 
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
{| class=wikitable style="border: none; background: none;"
! scope=col | Register
! scope=col | W
! scope=col | Z
! scope=col | Y
! scope=col | X
| rowspan=900 style="border: none; background: none;"|
! scope=col | Register
! scope=col | W
! scope=col | Z
! scope=col | Y
! scope=col | X
|-
|-
| vf00 || 0x103000000C|| 0x1030000008 || 0x1030000004||  0x1030000000|| vf17 || 0x103000011C|| 0x1030000118|| 0x1030000114||  0x1030000110
| Max work item dimensions                    ||   3
|-style="background-color:#EEEFF2"
| vf01 || 0x103000001C || 0x1030000018|| 0x1030000014||0x1030000010 || vf18 || 0x103000012C|| 0x1030000128|| 0x1030000124|| 0x1030000120
|-
|-
| vf02 || 0x103000002C|| 0x1030000028|| 0x1030000024|| 0x1030000020|| vf19 ||0x103000013C|| 0x1030000138|| 0x1030000134|| 0x1030000130
| Max work item sizes                        ||   4096x4096x4096
|-style="background-color:#EEEFF2"
| vf03 || 0x103000003C||0x1030000038 ||0x1030000034 || 0x1030000030|| vf20 || 0x103000014C|| 0x1030000148|| 0x1030000144|| 0x1030000140
|-
|-
| vf04 || 0x103000004C|| 0x1030000048|| 0x1030000044|| 0x1030000040|| vf21 || 0x103000015C||0x1030000158 || 0x1030000154|| 0x1030000150
| Max work group size                        ||   4096
|-style="background-color:#EEEFF2"
| vf05 || 0x103000005C|| 0x1030000058|| 0x1030000054|| 0x1030000050|| vf22 || 0x103000016C|| 0x1030000168|| 0x1030000164|| 0x1030000160
|-
|-
| vf06 || 0x103000006C|| 0x1030000068 || 0x1030000064|| 0x1030000060|| vf23 || 0x103000017C||0x1030000178 || 0x1030000174||0x1030000170
| Preferred work group size multiple          ||   8
|-style="background-color:#EEEFF2"
| vf07 || 0x103000007C|| 0x1030000078 || 0x1030000074|| 0x1030000070|| vf24 ||0x103000018C || 0x1030000188|| 0x1030000184||0x1030000180
|-
|-
| vf08 || 0x103000008C|| 0x1030000088|| 0x1030000084|| 0x1030000080|| vf25 || 0x103000019C || 0x1030000198||0x1030000194 ||0x1030000190
! Half-precision Floating-point support      !!  (n/a)
|-style="background-color:#EEEFF2"
| vf09 || 0x103000009C ||0x1030000098||0x1030000094 || 0x1030000090|| vf26 || 0x10300001AC|| 0x10300001A8||0x10300001A4||0x10300001A0
|-
|-
| vf10|| 0x10300000AC|| 0x10300000A8|| 0x10300000A4|| 0x10300000A0|| vf27 || 0x10300001BC||0x10300001B8 ||0x10300001B4||0x10300001B0
! Single-precision Floating-point support    !!  (core)
|-style="background-color:#EEEFF2"
| vf11 || 0x10300000BC|| 0x10300000B8|| 0x10300000B4||0x10300000B0 || vf28 || 0x10300001CC||0x10300001C8 || 0x10300001C4||0x10300001C0
|-
|-
| vf12 ||0x10300000CC || 0x10300000C8||0x10300000C4 || 0x10300000C0|| vf29 || 0x10300001DC||0x10300001D8 ||0x10300001D4 ||0x10300001D0
| Denormals                                  || Yes
|-style="background-color:#EEEFF2"
| vf13 || 0x10300000DC|| 0x10300000D8|| 0x10300000D4|| 0x10300000D0|| vf30 || 0x10300001EC|| 0x10300001E8|| 0x10300001E4||0x10300001E0
|-
|-
| vf14 || 0x10300000EC||0x10300000E8 || 0x10300000E4|| 0x10300000E0|| vf31 || 0x10300001FC|| 0x10300001F8|| 0x10300001F4||0x10300001F0
| Infinity and NANs                          || Yes
|-style="background-color:#EEEFF2"
| vf15 || 0x10300000FC|| 0x10300000F8|| 0x10300000F4|| 0x10300000F0|| ACC || 0x103000020C|| 0x1030000208||0x1030000204 || 0x1030000200
|-
|-
| vf16 || 0x103000010C ||0x1030000108 || 0x1030000104|| 0x1030000100
| Round to nearest                            || Yes
|-
|-
|}
| Round to zero                              || Yes
 
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
{| class=wikitable style="border: none; background: none;"
! scope=col | Register
! scope=col | Address
| rowspan=900 style="border: none; background: none;"|
! scope=col | Register
! scope=col | Address
|-
| vi00 || 0x1030000210 ||Status|| 0x1030000310??
|-style="background-color:#EEEFF2"
| vi01 || 0x1030000220  || MACflag || 0x1030000320??
|-
|-
| vi02|| 0x1030000230  || Clipflag || 0x1030000330??
| Round to infinity                          || Yes
|-style="background-color:#EEEFF2"
|  vi03||  0x1030000240 || c2c19 || 0x1030000340??
|-
|-
| vi04||  0x1030000250 ||  R || 0x1030000350??
| IEEE754-2008 fused multiply-add            || No
|-style="background-color:#EEEFF2"
|  vi05|| 0x1030000260  || I || 0x1030000360
|-
|-
| vi06|| 0x1030000270 || Q || 0x1030000590
| Support is emulated in software            || No
|-style="background-color:#EEEFF2"
|  vi07||  0x1030000280 || c2c23 || 0x1030000380??
|-
|-
| vi08||  0x1030000290 || c2c24 || 0x1030000390??
| Correctly-rounded divide and sqrt operations|| Yes
|-style="background-color:#EEEFF2"
|  vi09||  0x10300002A0 || c2c25 || 0x10300003A0??
|-
|-
|  vi10||  0x10300002B0 || TPC || 0x10300003B0
! Double-precision Floating-point support    !!   (cl_khr_fp64)
|-style="background-color:#EEEFF2"
|  vi11||   0x10300002C0|| CMSAR0 || 0x10300003C0??
|-
|-
| vi12|| 0x10300002D0 || FBRST || 0x10300003D0
| Denormals                                  || Yes
|-style="background-color:#EEEFF2"
|  vi13||  0x10300002E0 || VPU-STAT || 0x10300003E0??
|-
|-
| vi14|| 0x10300002F0 || CMSAR1 || 0x10300003F0??
| Infinity and NANs                          || Yes
|-style="background-color:#EEEFF2"
|  vi15||  0x1030000300 || c2c30 || 0x1030000400??
|-
|-
|}
| Round to nearest                            || Yes
=== VU1 Registers ===
 
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
{| class=wikitable style="border: none; background: none;"
! scope=col | Register
! scope=col | W
! scope=col | Z
! scope=col | Y
! scope=col | X
| rowspan=900 style="border: none; background: none;"|
! scope=col | Register
! scope=col | W
! scope=col | Z
! scope=col | Y
! scope=col | X
|-
|-
| vf00 || 0x104000000C|| 0x1040000008 || 0x1040000004||  0x1040000000|| vf17 || 0x104000011C|| 0x1040000118|| 0x1040000114||  0x1040000110
| Round to zero                              || Yes
|-style="background-color:#EEEFF2"
| vf01 || 0x104000001C || 0x1040000018|| 0x1040000014||0x1040000010 || vf18 || 0x104000012C|| 0x1040000128|| 0x1040000124|| 0x1040000120
|-
|-
| vf02 || 0x104000002C|| 0x1040000028|| 0x1040000024|| 0x1040000020|| vf19 ||0x104000013C|| 0x1040000138|| 0x1040000134|| 0x1040000130
| Round to infinity                          || Yes
|-style="background-color:#EEEFF2"
| vf03 || 0x104000003C||0x1040000038 ||0x1040000034 || 0x1040000030|| vf20 || 0x104000014C|| 0x1040000148|| 0x1040000144|| 0x1040000140
|-
|-
| vf04 || 0x104000004C|| 0x1040000048|| 0x1040000044|| 0x1040000040|| vf21 || 0x104000015C||0x1040000158 || 0x1040000154|| 0x1040000150
| IEEE754-2008 fused multiply-add            || Yes
|-style="background-color:#EEEFF2"
| vf05 || 0x104000005C|| 0x1040000058|| 0x1040000054|| 0x1040000050|| vf22 || 0x104000016C|| 0x1040000168|| 0x1040000164|| 0x1040000160
|-
|-
| vf06 || 0x104000006C|| 0x1040000068 || 0x1040000064|| 0x1040000060|| vf23 || 0x104000017C||0x1040000178 || 0x1040000174||0x1040000170
| Support is emulated in software            || No
|-style="background-color:#EEEFF2"
| vf07 || 0x104000007C|| 0x1040000078 || 0x1040000074|| 0x1040000070|| vf24 ||0x104000018C || 0x1040000188|| 0x1040000184||0x1040000180
|-
|-
| vf08 || 0x104000008C|| 0x1040000088|| 0x1040000084|| 0x1040000080|| vf25 || 0x104000019C || 0x1040000198||0x1040000194 ||0x1040000190
! Execution capabilities                      !!
|-style="background-color:#EEEFF2"
| vf09 || 0x104000009C ||0x1040000098||0x1040000094 || 0x1040000090|| vf26 || 0x10400001AC|| 0x10400001A8||0x10400001A4||0x10400001A0
|-
|-
| vf10|| 0x10400000AC|| 0x10400000A8|| 0x10400000A4|| 0x10400000A0|| vf27 || 0x10400001BC||0x10400001B8 ||0x10400001B4||0x10400001B0
| Run OpenCL kernels                          || Yes
|-style="background-color:#EEEFF2"
| vf11 || 0x10400000BC|| 0x10400000B8|| 0x10400000B4||0x10400000B0 || vf28 || 0x10400001CC||0x10400001C8 || 0x10400001C4||0x10400001C0
|-
|-
| vf12 ||0x10400000CC || 0x10400000C8||0x10400000C4 || 0x10400000C0|| vf29 || 0x10400001DC||0x10400001D8 ||0x10400001D4 ||0x10400001D0
| Run native kernels                          || Yes
|-style="background-color:#EEEFF2"
| vf13 || 0x10400000DC|| 0x10400000D8|| 0x10400000D4|| 0x10400000D0|| vf30 || 0x10400001EC|| 0x10400001E8|| 0x10400001E4||0x10400001E0
|-
|-
| vf14 || 0x10400000EC||0x10400000E8 || 0x10400000E4|| 0x10400000E0|| vf31 || 0x10400001FC|| 0x10400001F8|| 0x10400001F4||0x10400001F0
| SPIR versions                              || 1.2
|-style="background-color:#EEEFF2"
| vf15 || 0x10400000FC|| 0x10400000F8|| 0x10400000F4|| 0x10400000F0|| ACC || 0x104000020C|| 0x1040000208||0x1040000204 || 0x1040000200
|-
|-
| vf16 || 0x104000010C ||0x1040000108 || 0x1040000104|| 0x1040000100
| Device Extensions                          ||   <div align="left"><pre> cl_khr_byte_addressable_store
cl_khr_global_int32_base_atomics
cl_khr_global_int32_extended_atomics
cl_khr_local_int32_base_atomics
cl_khr_local_int32_extended_atomics
cl_khr_3d_image_writes
cl_khr_spir
cl_khr_fp64
cl_khr_int64_base_atomics
cl_khr_int64_extended_atomics </pre></div>
|-
|-
|}
|}
==GPU==


{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
{| class=wikitable style="border: none; background: none;"
! Info !! Values
! scope=col | Register
! scope=col | Address
| rowspan=900 style="border: none; background: none;"|
! scope=col | Register
! scope=col | Address
|-
| vi00 || 0x1040000210 ||vi16|| 0x1040000310??
|-style="background-color:#EEEFF2"
| vi01 || 0x1040000220  || vi17 || 0x1040000320??
|-
|-
| vi02|| 0x1040000230  || vi18 || 0x1040000330??
|Device Name                                  ||   AMD LIVERPOOL
|-style="background-color:#EEEFF2"
|  vi03||  0x1040000240 || vi19 || 0x1040000340??
|-
|-
| vi04|| 0x1040000250 ||  vi20 || 0x1040000350??
|Device Vendor                                ||   AMD
|-style="background-color:#EEEFF2"
|  vi05|| 0x1040000260  || vi21 || 0x1040000360
|-
|-
| vi06|| 0x1040000270 || vi22 || 0x1040000370??
|Device Vendor ID                            ||   0x1002
|-style="background-color:#EEEFF2"
|  vi07||  0x1040000280 || vi23 || 0x1040000380??
|-
|-
| vi08||  0x1040000290 || vi24 || 0x1040000390??
|Device Version                                ||  OpenCL 1.1
|-style="background-color:#EEEFF2"
vi09||  0x10400002A0 || vi25 || 0x10400003A0??
|-
|-
| vi10||  0x10400002B0 || vi26 || 0x10400003B0
|Device OpenCL C Version                      ||  OpenCL C 1.1
|-style="background-color:#EEEFF2"
vi11||  0x10400002C0|| vi27 || 0x10400003C0??
|-
|-
| vi12||  0x10400002D0 || vi28 || 0x10400003D0
|Device Type                                  ||  GPU
|-style="background-color:#EEEFF2"
vi13||  0x10400002E0 || vi29 || 0x10400003E0??
|-
|-
| vi14||  0x10400002F0 || vi30 || 0x10400003F0??
|Max compute units                            ||  18
|-style="background-color:#EEEFF2"
vi15||  0x1040000300 || vi31 || 0x1040000400??
|-
|-
|}
|Max work item dimensions                      || 3
 
= Open CL and Floats =
 
In this part, we describe the PS4 native Floating point support and OpenCL information, for both CPU and GPU. The understanding of floating point conversion is very important for emulating the PS2. The information below came from this [https://gist.github.com/masterzorag/06cadbc5fbe7d3375704fc52518f434e#file-gistfile1-md gist].
 
== CPU ==
 
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Info !! Value
|-
|-
| Device Name                                ||   CXD90026AG - DG1002FGF84HT
|Max work item sizes                          || 256x256x256
|-
|-
| Device Vendor                              ||   AuthenticAMD
|Max work group size                            || 256
|-
|-
| Device Vendor ID                            ||   0x1022
|Compiler Available                              || Yes
|-
|-
| Device OpenCL C Version                    ||   OpenCL C 1.2 pocl
|Preferred work group size multiple            || 64
|-
|-
| Device Type                                ||   CPU
!Half-precision Floating-point support        !!   (cl_khr_fp16)
|-
|-
| Max compute units                          ||   8
|Denormals                                    || No
|-
|-
| Max work item dimensions                    ||   3
|Infinity and NANs                            || Yes
|-
|-
| Max work item sizes                        ||   4096x4096x4096
|Round to nearest                              || Yes
|-
|-
| Max work group size                        ||   4096
|Round to zero                                || No
|-
|-
| Preferred work group size multiple          ||   8
|Round to infinity                            || No
|-
|-
! Half-precision Floating-point support      !!  (n/a)
|IEEE754-2008 fused multiply-add              || No
|-
|-
! Single-precision Floating-point support    !!  (core)
|Support is emulated in software              || No
|-
|-
| Denormals                                  || Yes
!Single-precision Floating-point support    !!    (core)
|-
|-
| Infinity and NANs                          || Yes
|Denormals                                    || No
|-
|-
| Round to nearest                            || Yes
|Infinity and NANs                            || Yes
|-
|-
| Round to zero                              || Yes
|Round to nearest                              || Yes
|-
|-
| Round to infinity                          || Yes
|Round to zero                                || No
|-
|-
| IEEE754-2008 fused multiply-add            || No
|Round to infinity                            || No
|-
|-
| Support is emulated in software            || No
|IEEE754-2008 fused multiply-add              || No
|-
|-
| Correctly-rounded divide and sqrt operations|| Yes
|Support is emulated in software              || No
|-
|-
! Double-precision Floating-point support    !!  (cl_khr_fp64)
|Correctly-rounded divide and sqrt operations  || No
|-
|-
| Denormals                                  || Yes
!Double-precision Floating-point support      !!  (cl_khr_fp64)
|-
|-
| Infinity and NANs                          || Yes
|Denormals                                    || Yes
|-
|-
| Round to nearest                            || Yes
|Infinity and NANs                            || Yes
|-
|-
| Round to zero                              || Yes
|Round to nearest                              || Yes
|-
|-
| Round to infinity                          || Yes
|Round to zero                                || Yes
|-
|-
| IEEE754-2008 fused multiply-add            || Yes
|Round to infinity                            || Yes
|-
|-
| Support is emulated in software            || No
|IEEE754-2008 fused multiply-add              || Yes
|-
|-
! Execution capabilities                      !!
|Support is emulated in software              || No
|-
|-
| Run OpenCL kernels                          || Yes
!Execution capabilities !!
|-
|-
| Run native kernels                         || Yes
|Run OpenCL kernels                           || Yes
|-
|-
| SPIR versions                              || 1.2
|Run native kernels                            || No
|-
|-
| Device Extensions                           ||   <div align="left"><pre> cl_khr_byte_addressable_store
|Device Extensions                             || <div align="left"><pre>cl_khr_byte_addressable_store
cl_khr_global_int32_base_atomics
cl_khr_byte_addressable_store
cl_khr_global_int32_extended_atomics
cl_khr_global_int32_base_atomics  
cl_khr_local_int32_base_atomics
cl_khr_global_int32_extended_atomics
cl_khr_local_int32_extended_atomics
cl_khr_local_int32_base_atomics
cl_khr_3d_image_writes
cl_khr_local_int32_extended_atomics
cl_khr_spir
cl_khr_int64_base_atomics
cl_khr_fp64  
cl_khr_int64_extended_atomics
cl_khr_int64_base_atomics
cl_khr_fp64
cl_khr_int64_extended_atomics </pre></div>
cl_khr_fp16</pre></div>
|-
|-
|}
|}


== GPU ==
=PS3 Config support=
<pre>
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
--ps2-title-id=TITLE-ID
 
Config file need to be in folder ...'''/patches/{TITLE-ID}/''' and file need to have name '''{TITLE-ID}_lopnor.cfgbin'''. title id need to be in XXXX-YYYYY format (ex. SLUS-12345).
Example path: /patches/SLUS-12345/SLUS-12345_lopnor.cfgbin
Tester confirmed that configs work like that. We don't even need to edit them, they work as is.
</pre>
 
<pre>
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 Rayman 3 config Does not work due to the command being unsupported
Command 0x07 is NOT recognized, but can be manually translated to cli config (to: --vu-xgkick-delay=value).
Same goes for 0x11 (--vu0-accurate-addsub-range can be used).
</pre>
*Configs explained in text form: https://github.com/Zarh/Get_CONFIG/blob/master/log.txt
*More about PS3 style configs/commands: https://www.psdevwiki.com/ps3/PS2_Emulation#Game_CONFIG
*Log from loading that kind of config: https://pastebin.com/ZpUyU8DE


=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;"
! Info !! Values
! Issue !! Games affected !! Solution !! Description
|-
|-
|Device Name                                  ||   AMD LIVERPOOL
| <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>
|-
|-
|Device Vendor                                ||   AMD
|<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>
|-
|-
|Device Vendor ID                            ||   0x1002
| <pre>No roundmode support for VU/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> ||
|-
|-
|Device Version                                || OpenCL 1.1
| <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>
|-
|-
|Device OpenCL C Version                      ||  OpenCL C 1.1
| <pre>Wrong read speed for double layer disc games</pre> || <pre>Shadowman, Arctic thunder, every game that's listed to require CDVD_READ_DELAY in the bios patches.</pre> [https://github.com/PCSX2/pcsx2/pull/3877 and many other affected games] || Setting <pre> --cdvd-sector-seek-cycles=0.1</pre> at a very low value for faster Disc reading || Also known in sony's bios as CDVD_READ_DELAY
|-
|-
|Device Type                                  ||  GPU
| <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>
|-
|-
|Max compute units                            || 18
| <pre>In-accurate Multiply/Divide/Add/Subtract instructions</pre> || <pre>Max payne, Bully, Jackie chan adventures, Wild arms 3, Pac-man World 3, 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>
|-
|-
|Max work item dimensions                      || 3
| <pre>Multitap doesn't support all games</pre> || <pre>Urban reign, many others</pre> || None ||
|-
|-
|Max work item sizes                          ||  256x256x256
|}
 
== Diagnosing problems ==
<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>
<br>''also don't forget to Check out'' [https://www.psdevwiki.com/ps3/PS2_Emulation#Known_Emulation_Bugs ps3 Emulator] Bugs, since many of them also exist in the ps4
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;" class="wikitable"
! Issue !! VU1 !! EE !! GS !! VIF !! IOP !! COP2!! VU0 !! VU !! FPU !! SIF
|-
|-
|Max work group size                            || 256
| {{cellcolors|#b3e0ff|#000000}}''Performance'' || ✔ || ✔ || ✔ || ? ||  || ✔ || ✔ || ✔ || ✔ ||
|-
|-
|Compiler Available                              || Yes
| {{cellcolors|#ff8080|#000000}}''Crashes'' || ✔ || ✔ ||  || ✔ || ✔ || ✔ || ✔ || ✔ || ✔ || ✔
|-
|-
|Preferred work group size multiple            ||  64
| {{cellcolors|#ffff99|#000000}}''Broken graphics'' || ✔ ||  || ✔ || ✔ ||  || ✔|| ✔ || ✔ ||  ||
|-
|-
!Half-precision Floating-point support        !!  (cl_khr_fp16)
| {{cellcolors|#b3ffb3|#000000}}''Glitches'' || ||  ||  || ✔ ||  || ✔ || ✔ || ✔ || ✔ ||
|-
|-
|Denormals                                    || No
|}
|-
'''Performance bottleneck order:'''
|Infinity and NANs                            || Yes
<pre>
|-
VU1 ==> EE ==> FPU ==> GS ==> VU0/COP2
|Round to nearest                              || Yes
Note: VU1 Speedhacks will be the most effective for performance.
|-
</pre>
|Round to zero                                 || No
'''Debugging through PS4CHEATER:'''
|-
<pre>
|Round to infinity                            || No
You can also use for instance the program PS4CHEATER and add the addresses of
|-
1000000368
|IEEE754-2008 fused multiply-add              || No
1000000360
|-
And change the type into > View as Hex.
|Support is emulated in software              || No
One of them will show the Current (Program counter) which will lead you to
|-
find out which EE offset the game gets stuck on!
!Single-precision Floating-point support    !!    (core)
</pre>
|-
 
|Denormals                                    || No
=Tutorials=
==Emulator's grammar==
'''This list was made since most of the emulator's Commands and /or Wiki instructions are hard to comprehend for most users.'''
<pre>
Insn = Instruction                                | lopnor = (Ps3 config) [It's unknown what lopnor stands for]
Addsub = Add / Subtract (MATH)                    | CLI = Command line instruction (?)
muldiv = Multiply / Divide (MATH)                  | Mem = Memory
opt = Optimize (?)                                | Int = Integer (?)
jr = Jump register                                 | cmd = Command
ad = Address (?)                                  | XXXX-YYYYY = The ps2 game's region code
inst = Instant (?)                                | PC = Program counter
Scalar = A multiplier for the default clock value  | Hook = Attach a function to an offset
r59 = EE                                          |
r30 = IOP                                          |
===============================================================================================================================================
</pre>
 
==CLI==
'''Making a comment inside the CLI, and making the CLI.'''
<pre>
#You can make a comment inside a cli by using a Hashtag (#)
#Your comments will be fully ignored if they are in the same line as the hashtag
#As for hyphens, (--) they are used in a cli so that the ps4 understands that it is a command
#And as for the equals, (=) everything that comes after it is the value that the command will use
--vu1-mpg-cycles=1000
#On a lua hyphens (--) mean it is a comment, but on the cli it's the start of the command.
--ee-cycle-scalar=1.6
#Some cli commands support multiple values.
--ee-hook=0x0028A578,AdvanceClock,,1000
</pre>
 
==LUA==
'''Making a lua'''
<pre>
When making a lua there is 1 part that is always necessary (Apirequest)
and 2 parts that are almost always necessary (Object) (Object's commands).
By order it goes like this:
1. Apirequest
2. Object calling, gsobj/eeobj/iopobj, etc
3. the object's command
You cannot call an object without first requesting an api, as that will cause a crash.
and you most certainly cannot use an object's command without calling the object first
 
For instance you cannot use
iopObj.ReadMem32(0x400000)
 
Without first having this in your lua
local iopObj = getIOPObject()
</pre>
 
'''Making a comment inside the lua'''
<pre>
-- You can make a comment in a lua by using two hyphens (--)
-- Your comments will be ignored by the lua
-- author=refraction
apiRequest(0.1)
 
local eeObj = getEEObject()
local emuObj = getEmuObject()
local patcher = function()
eeObj.WriteMem32(0x0037EB14,0x4b000460)
end
emuObj.AddVsyncHook(patcher)
</pre>
 
= PS2 Bios =
 
==Description==
 
The PS2 bios is the file '''PS20220WD20050620.crack''' included in every PS2 game .pkg. It Is '''exactly''' the same BIOS that Sony used in ps2_netemu.self in PS3. Due to lack of many X modules homebrew compatibility is limited, and many of those need to be recompiled to use non X versions of modules, or need to load open source versions of them thru mc/cdvd. Important non X module that is missing is libsd, and homebrew that need it, will most likely fail to boot, or error.
<br>Bios is know to blacklist some titles, and refuse to boot them. This include all titles with 00000000 000000A0 flag from that  [[PS2_Emulation#Game_ID/DiscID in PS20220WD20050620.crack | list (click here)]]
 
<br>'''More about the bios'''
<pre>
Bios version seems to be Developement v2.20 from Japan region (22/01/2007), but it's of course not limited to booting only NTSC-J games.
Emulator not support USB peripherals, but this seems to be not limitation of BIOS, as it is used also in CECH C/E PS3 consoles.
There are signs that different bios version exist, named PS20190AC20030623_nordram_miniOSD.bin. This bios have included handy extensions for debugging, and can debug print with "debug osd verbosity" from CLI set to "verbose". Most noticeable difference for both bios files seems to be special RDRAM module.
 
While PS3 emulators patch bios to preferred region, emulator used in PS4 use so called CallHook which is known better for pcsx2 users as fastboot. No need to describe patch here, just look at PCSX2 fastboot code. It's literally the same code, but PS4 emus don't have patches for different bios revisions.
</pre>
<br>'''Bios file information:'''
<pre>
File name: PS20220WD20050620.crack
MD5: 83AD2B530C9C102A561BA1CDC6D996D5
</pre>
 
==Files inside ROM image==
 
{| class="wikitable" style="font-size:small;"
! File !! Offset in exported bin !! Description !! File type (exportable)
|-
|-
|Infinity and NANs                            || Yes
| RESET || 0x00 || Bootstrap code for the EE and IOP. || BIN
|-
|-
|Round to nearest                              || Yes
| ROMDIR || 0x2780 || The ROMDIR part of the ROM image, which provides information on the location and name of files contained in the image. || BIN
|-
|-
|Round to zero                                || No
| EXTINFO || 0x2CC0 || Contains the "EXTINFO" for all files in the ROM image. || BIN
|-
|-
|Round to infinity                            || No
| SBIN || 0x3330 || Seems to be the pad controller library for the PS1 monitor. || BIN
|-
|-
|IEEE754-2008 fused multiply-add              || No
| LOGO || 0xA2D0 || PS1 logo? || BIN
|-
|-
|Support is emulated in software              || No
| IOPBTCONF || 00x1EA20 || Boot configuration file for the IOP, during the final phase of the IOP reset. If no UDNL module is specified, the IOP will only have a single IOP reset in the reboot process, with the modules listed in IOPBTCONF.  || BIN
|-
| IOPBTCON2 || 0x1EB10 || Boot configuration file for the IOP, for the first phase of the IOP reset (before UDNL is loaded). || BIN
|-
| SYSMEM || 0x1EBE0 || System Memory Manager. || ELF
|-
|-
|Correctly-rounded divide and sqrt operations  || No
| LOADCORE || 0x1FE00 || The core of IOP module loading. Provides the lowest level of IOP module loading functions. Also handles the startup of the IOP. || ELF
|-
|-
!Double-precision Floating-point support      !!  (cl_khr_fp64)
| EXCEPMAN || 0x22380 || Exception manager. || ELF
|-
|-
|Denormals                                    || Yes
| INTRMANP || 0x22F60 || Interrupt Manager. According to wisi, it is for PS mode. || ELF
|-
|-
|Infinity and NANs                            || Yes
| INTRMANI || 0x24970 || Interrupt Manager. According to wisi, it is for IOP mode. || ELF
|-
|-
|Round to nearest                              || Yes
| SSBUSC || 0x267B0 || SSBUS Controller library. The SSBUS seems to be the bus that all peripherals get connected to. It seems to have the power to control the mapping of the device registers, as well as access timing. || ELF
|-
|-
|Round to zero                                || Yes
| TIMEMANP || 0x26F20 || Timer Manager (PS mode) || ELF
|-
|-
|Round to infinity                            || Yes
| TIMEMANI || 0x27B00 || Timer Manager (IOP mode) || ELF
|-
|-
|IEEE754-2008 fused multiply-add              || Yes
| DMACMAN || 0x28730 || DMA Controller Manager. || ELF
|-
|-
|Support is emulated in software              || No
| SYSCLIB || 0x2BE30 || System C Library. || ELF
|-
|-
!Execution capabilities !!
| HEAPLIB || 0x2E590 || Memory HEAP LIBrary (i.e. thvpool, thfpool) || ELF
|-
|-
|Run OpenCL kernels                            || Yes
| THREADLIB || 0x2F290 || Multi_Thread_Manager || ELF
|-
|-
|Run native kernels                            || No
| VBLANK || 0x38020 || V-Blank management || ELF
|-
|-
|Device Extensions                              || <div align="left"><pre>cl_khr_byte_addressable_store
| IOMAN || 0x38DB0 || IO Manager || ELF
cl_khr_byte_addressable_store
cl_khr_global_int32_base_atomics
cl_khr_global_int32_extended_atomics
cl_khr_local_int32_base_atomics
cl_khr_local_int32_extended_atomics
cl_khr_int64_base_atomics
cl_khr_int64_extended_atomics
cl_khr_fp64
cl_khr_fp16</pre></div>
|-
|-
|}
| MODLOAD || 0x3AD20 || IOP module loader. || ELF
 
= PS3 Configuration support =
 
<pre>
The PS2 emulator of the PS4 supports configurations in the known format from ps2_netemu/ps2classic that came from the PS3. This feature was officially used in Arc the Lad Twilight of the Spirits ps2-ps4 classic. To enable PS3 style configuration, add this to config-emu-ps4.txt:
 
--lopnor-config=1
--ps2-title-id=TITLE-ID
 
The configuration file needs to be in folder ...'''/patches/{TITLE-ID}/''' and the file need to have name '''{TITLE-ID}_lopnor.cfgbin'''. The Title ID needs to be in XXXX-YYYYY format (ex. SLUS-12345). Example path: /patches/SLUS-12345/SLUS-12345_lopnor.cfgbin. A tester confirmed that configurations work as is without even the need to edit them.
</pre>
 
<pre>
Please keep in mind that not all PS3 commands are recognized, only 0x01 (can depend upon emu revision), 0x09, 0x0A, 0x0B, 0x0F, 0x10, 0x26, 0x27 and 0x42.
For example, the Rayman 3 configuration does not work due to the command being unsupported on PS4.
Command 0x07 is NOT recognized, but can be manually translated to CLI configuration (to "--vu-xgkick-delay=value").
Same goes for command 0x11 (--vu0-accurate-addsub-range can be used).
</pre>
 
*Configs explained in text form: https://github.com/Zarh/Get_CONFIG/blob/master/log.txt
*More about PS3 style configurations/commands: https://www.psdevwiki.com/ps3/PS2_Emulation#Game_CONFIG
*A PS4 log from loading that kind of config: https://pastebin.com/ZpUyU8DE
 
= Known issues =
 
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Issue !! Games affected !! Solution !! Description
|-
|-
| No support for EE Cache || Ice Age 2, DOA2: Extreme, Nascar 2009, Barnyard, [https://github.com/PCSX2/pcsx2/issues/2248 Others]|| Lua patches to the EE memory and picking the right emulator ||  
| ROMDRV || 0x3D070 || ROM driver. Provides access to the boot ROM (rom0). || ELF
|-
|-
| 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.
| ADDDRV || 0x3DF60 ||  Adds support for the DVD ROM (rom1:), via ROMDRV. || ELF
|-
|-
| 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
| STDIO || 0x3D3C0 || Standard I/O library. || ELF
|-
|-
| 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).
| SIFMAN || 0x3EFB0 || SIF manager. || ELF
<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).
| SIFINIT || 0x40550 || Initializes the SIF. || ELF
|-
|-
| 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.
| EESYNC || 0x40970 || For synchronizing with the EE, at the end of IOP resets. EESYNC from DNAS images are evil; they also perform a memory wipe of the region from 0x00084000 to .0x00100000. || ELF
|-
|-
| DMA writes when busy signal is engaged || Ratchet and clank games, Metal gear solid 2, others || None yet || AKA eetiminghack
| EENULL || 0x40E10 || The idle thread (id #0) module, in ps2 loaded to 0x00081FC0. || BIN
|-
|-
|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
| PS1ID || 0x40E50 || Only found in newer boot ROMs || BIN
|-
|-
|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.
| LIBFI || 0x40E60 || Not present in the boot ROM of the SCPH-10000 and SCPH-15000. || BIN
|-
|-
|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.
| PS1VERJ || 0x40F50 ||   || BIN
|-
|-
| 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.
| PS1VERA || 0x40F60 ||   || BIN
|-
|-
| 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.
| PS1VERE || 0x40F70 || || BIN
|-
|-
| 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.
| PS1VERC || 0x40F80 || || BIN
|-
|-
|}
| PS1VERH || 0x40F90 ||  || BIN
 
|-
= PCSX2 glitches not present on PS4=
| OSDSYS || 0x40FA0 || The browser || BIN
<pre>
|-
This is a list of glitches that the PS4 does not suffer from, as opposed to PCSX2.</pre>
| - || 0x40FB0 ||  || BIN
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
|-
! Issue !! PCSX2's fix !! Games affected !! Description !! PCSX2 issue no.
| RDRAM || 0x41000  || Provides a RDRAM test for the EE at power-on. This is run from RESET. || BIN
|--style="background-color:#7698FF"
| || || Natively fixed || ||
|-
|-
| Bad FPU math || Disabling EE recompiler / Janky GameDB patch ||Armored Core Nine Breaker || The AI becomes stuck on some levels, working only when EE recompiler's disabled || #8587
| EELOADCNF || 0x43D50 || Contains the IOP boot configuration file for EELOAD. || BIN
|-
|-
| ? || Enabling EETimingHack || Pac-Man World 2 || Hanging in Butane Pain, Ghost Bayou, Pinky's Revenge and Clyde in the Caldera levels. || Unavailable
| SIFCMD || 0x43F00 || SIF command module. Contains the SIF command and SIF RPC functions. || ELF
|-
|-
| ? || Unavailable || Persona 3 || Stuttering noise when saving || #7316
| REBOOT || 0x46140 || The reboot service. Receives IOP reset packets from the EE, from across the SIF. || ELF
|-
|-
| ? || Unavailable || Mega Man X8 || Flickering subtitles on FMVS || #5192
| LOADFILE || 0x46910 || The RPC server for MODLOAD || ELF
|-
|-
| Bad timing. || Unavailable || Spyro Enter the Dragonfly || Audio-video desync || #8286
| EECONF || 0x49070 || Loads part of the system configuration from the MECHACON EEPROM. Also configures and resets some peripherals, depending on the model version. In slimlines, and possibly on PS3 EECONF will also load the MAC address. || ELF
|-
|-
| ? || Unavailable || Petit Copter 2 || In-game hang || #10380
| - || 0x49FF0 ||   || BIN
|-
|-
| ? || Unavailable || Yu-Gi-Oh! The Duelists of the Roses || In-game data corruption (?) leading to a hang || #11576
| IOPBOOT || 0x4A000 || IOP bootup program || BIN
|-
|-
| IPU running faster than it should? || Janky patch || Flame of Recca: Final Burning || || #11335
| - || 0x4B160 ||   || BIN
|-
|-
| Bad timing || Unavailable || Ape Escape 3 || Sudden burst of in-game speed at some random points in the map || Unavailable
| TBIN || 0x4B800 || The PS1 monitor program. Seems to be the PS1 BIOS. This is started by RESET, when the IOP is in PS1 mode. || BIN
|-
|-
| ? || vu0RoundMode: 2 || Ape Escape 3 || The character's buster malforms when spawning anew || #11386
| XSHA1 || 0x59770 || sha1 - this only present in PS3. It is used as additional antipiracy check. It seems that it calculate disc main elf checksum and compares it with some database. Config related?|| ELF
|--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
| XLOADFILE || 0x5A740 || Updated module || ELF
|-
|-
|}
| SIO2MAN || 0x5D7F0 || SIO2 manager. Provides access to the SIO2 interface. || ELF
 
= PS2 Bios =
 
== Description ==
 
The PS2 BIOS is the file '''PS20220WD20050620.crack''' included in every PS2 game .pkg. It is the same BIOS used by Sony in PS3's ps2_netemu.self. The lack of many X modules here means that homebrew compatibility is limited, as many of those need to be recompiled to use non X versions of modules, or need to load open source versions of them through MC/CDVD. An important non X module that is missing is LIBSD, therefore, homebrews that require it will likely fail to boot, or cause an error.
 
This PS2 BIOS is known to blacklist some titles, and refuse to boot them. This includes all titles with the 00000000 000000A0 flag, documented [[PS2_Emulation#Game_ID/DiscID in PS20220WD20050620.crack|here]].
 
'''More about the PS2 BIOS'''
<pre>
The version of the PS2 BIOS seems to be the developement v2.20 from the Japanese region (22/01/2007), and is not limited to booting only NTSC-J games.
The PS2 emulator does not support USB peripherals, but this seems not to be a limitation of the BIOS, as it is used also in CECH C/E PS3 consoles.
There are signs that different PS2 BIOS versions exist, named PS20190AC20030623_nordram_miniOSD.bin. This PS2 BIOS has included handy extensions for debugging, and can debug print with "debug osd verbosity" from CLI set to "verbose". The most noticeable difference for both BIOS files seems to be the special RDRAM module.
 
Whilst the PS3 patches its PS2 BIOS to preferred regions, the PS4 uses a so called CallHook which is better known for PCSX2 users as fastboot. For more information about this patch, look at PCSX2's fastboot code. It is the same code except that PS2 emulators for PS4 do not have patches for different BIOS revisions.
</pre>
 
'''PS2 BIOS file information:'''
<pre>
File name: PS20220WD20050620.crack
MD5: 83AD2B530C9C102A561BA1CDC6D996D5
</pre>
 
== Files inside ROM image ==
 
{| class="wikitable" style="font-size:small;"
! File !! Offset in exported bin !! Description !! File type (exportable)
|-
|-
| RESET || 0x00 || Bootstrap code for the EE and IOP. || BIN
| - || 0x5F420 ||   || BIN
|-
|-
| ROMDIR || 0x2780 || The ROMDIR part of the ROM image, which provides information on the location and name of files contained in the image. || BIN
| MCSERV || 0x61340 || RPC server for MCMAN. || ELF
|-
|-
| EXTINFO || 0x2CC0 || Contains the "EXTINFO" for all files in the ROM image. || BIN
| - || 0x63040 ||   || BIN
|-
|-
| SBIN || 0x3330 || Seems to be the pad controller library for the PS1 monitor. || BIN
| KROMG || 0x64000 ||   || BIN
|-
|-
| LOGO || 0xA2D0 || PS1 logo? || BIN
| - || 0x65CC0 ||   || BIN
|-
|-
| IOPBTCONF || 00x1EA20 || Boot configuration file for the IOP, during the final phase of the IOP reset. If no UDNL module is specified, the IOP will only have a single IOP reset in the reboot process, with the modules listed in IOPBTCONF. || BIN
| KROM || 0x66000 || Kanji ROM? Not sure where this is used. || BIN
|-
|-
| IOPBTCON2 || 0x1EB10 || Boot configuration file for the IOP, for the first phase of the IOP reset (before UDNL is loaded). || BIN
| - || 0x7FE70 ||   || BIN
|-
|-
| SYSMEM || 0x1EBE0 || System Memory Manager. || ELF
| ROMVER || 0x7FF00 || ROM version. || BIN
|-
|-
| LOADCORE || 0x1FE00 || The core of IOP module loading. Provides the lowest level of IOP module loading functions. Also handles the startup of the IOP. || ELF
| - || 0x7FF10 ||   || BIN
|-
|-
| EXCEPMAN || 0x22380 || Exception manager. || ELF
| VERSTR || 0x7FF30 || Version string. Probably PS1 ROM will use this because that this string is also present in PlayStation consoles. || BIN
|-
|-
| INTRMANP || 0x22F60 || Interrupt Manager. According to wisi, it is for PS mode. || ELF
| - || 0x7FF90 ||   || BIN
|-
|-
| INTRMANI || 0x24970 || Interrupt Manager. According to wisi, it is for IOP mode. || ELF
| ROMGSCRT || 0x80000 ||   || BIN
|-
|-
| SSBUSC || 0x267B0 || SSBUS Controller library. The SSBUS seems to be the bus that all peripherals get connected to. It seems to have the power to control the mapping of the device registers, as well as access timing. || ELF
| NCDVDMAN || 0x82D30 || It seems to be a heavily stripped-down CDVDMAN module, with no support for some S-command functions like sceCdRI. || ELF
|-
|-
| TIMEMANP || 0x26F20 || Timer Manager (PS mode) || ELF
| SECRMAN || 0x8F770 || Security Manager. Signing is NOT done with the one in ROM, but with a special version that comes with the utility discs. Looks like PS3 units have a different SECRMAN module from retail sets, similar to PS2 TOOL one. || ELF
|-
|-
| TIMEMANI || 0x27B00 || Timer Manager (IOP mode) || ELF
| MCMAN || 0x93C30 || Memory Card Manager. || ELF
|-
|-
| DMACMAN || 0x28730 || DMA Controller Manager. || ELF
| PADMAN || 0xA30C0 || Pad manager. || ELF
|-
|-
| SYSCLIB || 0x2BE30 || System C Library. || ELF
| CDVDMAN || 0xAC810 || The CD/DVD manager. || ELF
|-
|-
| HEAPLIB || 0x2E590 || Memory HEAP LIBrary (i.e. thvpool, thfpool) || ELF
| CDVDFSV || 0xB4BC0 || The RPC server for CDVDMAN. || ELF
|-
|-
| THREADLIB || 0x2F290 || Multi_Thread_Manager || ELF
| FILEIO || 0xBCF80 || RPC server for IOMAN. Sony has greatly changed the semantics and design of FILEIO after some point. Connecting an old FILEIO EE RPC client to a newer server will result in a severe IOP crash. || ELF
|-
|-
| VBLANK || 0x38020 || V-Blank management || ELF
| CLEARSPU || 0xBF080 || Seems to clear/reset the SPU, but is known to cause crashes under some conditions. Not sure if it's buggy or not. Only used by the OSDSYS of the SCPH-10000 and SCPH-15000, probably retained for backward-compatibility. || ELF
|-
|-
| IOMAN || 0x38DB0 || IO Manager || ELF
| UDNL || 0xC0CC0 || It is responsible for selecting the modules and starting the IOP, during the final phase of the IOP reset where the desired modules are to be loaded into the IOP. || ELF
|-
|-
| MODLOAD || 0x3AD20 || IOP module loader. || ELF
| IGREETING || 0xC2BC0 || Displays boot information (i.e. IOP boot type, EBOOTP, IBOOTP, switch positions for DSW602 and the type of DSW602 board installed || ELF
|-
|-
| ROMDRV || 0x3D070 || ROM driver. Provides access to the boot ROM (rom0). || ELF
| EELOAD || 0xC3C20 || The EE ELF loader, which is loaded by LoadExecPS2() to 0x00082000 in PS2 for loading ELFs. || BIN
|-
|-
| ADDDRV || 0x3DF60 || Adds support for the DVD ROM (rom1:), via ROMDRV. || ELF
| XCDVDMAN || 0xD2DA0 || cdvd_driver - Updated module || ELF
|-
|-
| STDIO || 0x3D3C0 || Standard I/O library. || ELF
| XCDVDFSV || 0xE1B30 || cdvd_ee_driver - Updated module || ELF
|-
|-
| SIFMAN || 0x3EFB0 || SIF manager. || ELF
| OSDSND || 0xEFF60 || OSD sound library. This is actually the tentative sound driver, which is called "librspu2" in the Sony SDK. || ELF
|-
|-
| SIFINIT || 0x40550 || Initializes the SIF. || ELF
| PS2LOGO || 0x11ABB0 || Displays the PlayStation 2 logo from the inserted disc. For newer consoles, if the logo cannot be decrypted properly, it will fall back to the browser. Not actually required to boot games, but the Sony OSDSYS boots PS2 games through this program. || ELF
|-
|-
| EESYNC || 0x40970 || For synchronizing with the EE, at the end of IOP resets. EESYNC from DNAS images are evil; they also perform a memory wipe of the region from 0x00084000 to .0x00100000. || ELF
| XPARAM2 || 0x137500 || File store per title settings for IOP emulation (XPARAM available also in real PS2 since 750XX where Deckard powerPC was introduced) || ELF
|-
|-
| EENULL || 0x40E10 ||  The idle thread (id #0) module, in ps2 loaded to 0x00081FC0. || BIN
| OSDSYS || 0x139A00 ||  The browser || BIN
|-
|-
| PS1ID || 0x40E50 ||  Only found in newer boot ROMs || BIN
| PIOPRP || 0x177880 || Present in the PS3 ps2_(gx/soft/net)emu; contains version 3.1.0 of the IOP software (compared to version 1.3.4 on the root). || BIN
|-
|-
| LIBFI || 0x40E60 || Not present in the boot ROM of the SCPH-10000 and SCPH-15000. || BIN
| KERNEL || 0x1BB7E0 || The EE kernel || BIN
|-
|}
| PS1VERJ || 0x40F50 ||  || BIN
Description source: https://gist.github.com/uyjulian/25291080f083987d3f3c134f593483c5
 
== Game_ID/DiscID in PS20220WD20050620.crack ==
 
<pre>There are 193 titleIDs listed inside XPARAM2.ELF file of PS2 Bios included in PS20220WD20050620.crack. XPARAM2.ELF is called by OSDSYS, then ID check is performed. If titleID match to one of included in the table, different IOP emulation settings are applied. This include blacklisting for some specific titles.
 
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" ||  
|-  
! Command !! Name !! Fix on ps4 / Explanation
|-
|-
| PS1VERA || 0x40F60 ||   || BIN
| 0x00 || TITLE_MASK || Black-listed games if 0xA0000000 value
|-
|-
| PS1VERE || 0x40F70 || || BIN
| 0x01 || SIO2_MASK ||
|-
|-
| PS1VERC || 0x40F80 || || BIN
| 0x02 || DEV9_MASK || Emulates dummy ethernet connection
|-
|-
| PS1VERH || 0x40F90 || || BIN
| 0x03 || USB_MASK ||  
|-
|-
| OSDSYS || 0x40FA0 || The browser || BIN
| 0x04 || SIF_DMA_SYNC ||  
|-
|-
| - || 0x40FB0 ||   || BIN
| 0x05 || SIF_DMA_LOAD ||  
|-
|-
| RDRAM || 0x41000  || Provides a RDRAM test for the EE at power-on. This is run from RESET. || BIN
| 0x06 || DMAC_CH10_INT_DELAY ||  
|-
|-
| EELOADCNF || 0x43D50 || Contains the IOP boot configuration file for EELOAD. || BIN
| 0x07 || MECHA_RECOGTIME ||  
|-
|-
| SIFCMD || 0x43F00 || SIF command module. Contains the SIF command and SIF RPC functions. || ELF
| 0x08 || CPU_DELAY || Most likely --iop-cycle-scalar=0.1
|-
|-
| REBOOT || 0x46140 || The reboot service. Receives IOP reset packets from the EE, from across the SIF. || ELF
| 0x09 || DEV5_INT_SPEED ||  
|-
|-
| LOADFILE || 0x46910 || The RPC server for MODLOAD || ELF
| 0x0A || CDVD_READ_DELAY || the cli command cdvd-sector-seek-cycles
|-
|-
| EECONF || 0x49070 || Loads part of the system configuration from the MECHACON EEPROM. Also configures and resets some peripherals, depending on the model version. In slimlines, and possibly on PS3 EECONF will also load the MAC address. || ELF
| 0x0B || SPU2_BEHAVIOR ||  
|-
|-
| - || 0x49FF0 ||   || BIN
|}
 
{| class="wikitable sortable" ||
|-  
! ID !! Title !! Command !! Value !! Remarks
|-
|PBPX_952.01 || DVD Utility Disc Version 1.00                                        || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
| IOPBOOT || 0x4A000 || IOP bootup program || BIN
|PBPX_952.02 || DVD Utility Disc Version 1.01                                        || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
| - || 0x4B160 ||   || BIN
|PBPX_952.03 || DVD Utility Disc Version 1.01                                        || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
| TBIN || 0x4B800 || The PS1 monitor program. Seems to be the PS1 BIOS. This is started by RESET, when the IOP is in PS1 mode. || BIN
|PBPX_952.06 || DVD Player (Version 2.01)                                            || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
| XSHA1 || 0x59770 || sha1 - this only present in PS3. It is used as additional antipiracy check. It seems that it calculate disc main elf checksum and compares it with some database. Config related?|| ELF
|PBPX_952.07 || DVD Player (Version 2.10)                                            || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
| XLOADFILE || 0x5A740 || Updated module || ELF
|PBPX_952.08 || DVD Player (Version 2.10)                                            || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
| SIO2MAN || 0x5D7F0 || SIO2 manager. Provides access to the SIO2 interface. || ELF
|PBPX_952.09 || DVD Player (Version 2.10)                                            || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
| - || 0x5F420 ||   || BIN
|PBPX_952.10 || DVD Utility Disc Version 2.10                                        || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
| MCSERV || 0x61340 || RPC server for MCMAN. || ELF
|PBPX_952.11 || DVD Utility Disc Version 1.00                                        || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
| - || 0x63040 ||   || BIN
|PBPX_952.21 || DVD Player (Version 2.12)                                            || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
| KROMG || 0x64000 ||   || BIN
|PBPX_952.22 || DVD Player (Version 2.14)                                            || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
| - || 0x65CC0 ||   || BIN
|PBPX_952.24 || DVD Player (Version 2.16)                                            || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
| KROM || 0x66000 || Kanji ROM? Not sure where this is used. || BIN
|PBPX_952.28 ||                                                                      || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
| - || 0x7FE70 ||   || BIN
|PBPX_952.35 ||                                                                     || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
| ROMVER || 0x7FF00 || ROM version. || BIN
|PBPX_952.39 || Online Start Up Disc v3.0                                            || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
| - || 0x7FF10 ||   || BIN
|PBPX_955.01 || Linux for PS2 Beta Release 1                                        || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
| VERSTR || 0x7FF30 || Version string. Probably PS1 ROM will use this because that this string is also present in PlayStation consoles. || BIN
|PBPX_955.07 || Playstation 2 Linux Runtime Environment v1.0 (Disc 1)                || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
| - || 0x7FF90 ||   || BIN
|PBPX_955.09 || Linux for PS2 Release 1.0                                            || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
| ROMGSCRT || 0x80000 ||   || BIN
|PBPX_955.18 ||                                                                     || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
| NCDVDMAN || 0x82D30 || It seems to be a heavily stripped-down CDVDMAN module, with no support for some S-command functions like sceCdRI. || ELF
|PDPX_991.09 || DVD Player (Version 3.04)                                            || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
| SECRMAN || 0x8F770 || Security Manager. Signing is NOT done with the one in ROM, but with a special version that comes with the utility discs. Looks like PS3 units have a different SECRMAN module from retail sets, similar to PS2 TOOL one. || ELF
|PSXC_002.01 || PSX Update Disc 1.10                                                || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
| MCMAN || 0x93C30 || Memory Card Manager. || ELF
|PSXC_002.02 || PSX Update Disc 1.20                                                || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
| PADMAN || 0xA30C0 || Pad manager. || ELF
|PSXC_002.03 || PSX Update Disc 1.31                                                || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
| CDVDMAN || 0xAC810 || The CD/DVD manager. || ELF
|PTPX_970.38 ||                                                                      || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
| CDVDFSV || 0xB4BC0 || The RPC server for CDVDMAN. || ELF
|SCAJ_201.25 || Tekken 5                                                            || 0x0B || 0x40000000 || SPU2_BEHAVIOR
|-
|-
| FILEIO || 0xBCF80 || RPC server for IOMAN. Sony has greatly changed the semantics and design of FILEIO after some point. Connecting an old FILEIO EE RPC client to a newer server will result in a severe IOP crash. || ELF
|SCAJ_201.26 || Tekken 5                                                            || 0x0B || 0x40000000 || SPU2_BEHAVIOR
|-
|-
| CLEARSPU || 0xBF080 || Seems to clear/reset the SPU, but is known to cause crashes under some conditions. Not sure if it's buggy or not. Only used by the OSDSYS of the SCPH-10000 and SCPH-15000, probably retained for backward-compatibility. || ELF
|SCES_532.02 || Tekken 5                                                            || 0x0B || 0x40000000 || SPU2_BEHAVIOR
|-
|-
| UDNL || 0xC0CC0 || It is responsible for selecting the modules and starting the IOP, during the final phase of the IOP reset where the desired modules are to be loaded into the IOP. || ELF
|SCKA_200.49 || Tekken 5                                                            || 0x0B || 0x40000000 || SPU2_BEHAVIOR
|-
|-
| IGREETING || 0xC2BC0 || Displays boot information (i.e. IOP boot type, EBOOTP, IBOOTP, switch positions for DSW602 and the type of DSW602 board installed || ELF
|SCPM_621.15 ||                                                                     || 0x00 ||  0x1000000 || TITLE_MASK
|-
|-
| EELOAD || 0xC3C20 || The EE ELF loader, which is loaded by LoadExecPS2() to 0x00082000 in PS2 for loading ELFs. || BIN
|SCPM_621.16 ||                                                                      || 0x00 || 0x1000000 || TITLE_MASK
|-
|-
| XCDVDMAN || 0xD2DA0 || cdvd_driver - Updated module || ELF
|SCPN_601.01 || PlayStation BB Navigator (Version 0.10)                              || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
| XCDVDFSV || 0xE1B30 || cdvd_ee_driver - Updated module || ELF
|SCPN_601.30 || PlayStation BB Navigator (Version 0.20)                              || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
| OSDSND || 0xEFF60 || OSD sound library. This is actually the tentative sound driver, which is called "librspu2" in the Sony SDK. || ELF
|SCPN_601.40 || PlayStation BB Navigator (Version 0.30)                              || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
| PS2LOGO || 0x11ABB0 || Displays the PlayStation 2 logo from the inserted disc. For newer consoles, if the logo cannot be decrypted properly, it will fall back to the browser. Not actually required to boot games, but the Sony OSDSYS boots PS2 games through this program. || ELF
|SCPN_601.50 || PlayStation BB Navigator (Version 0.31)                              || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|SCPN_601.60 || PlayStation BB Navigator (Version 0.32)                              || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
| XPARAM2 || 0x137500 || File store per title settings for IOP emulation (XPARAM available also in real PS2 since 750XX where Deckard powerPC was introduced) || ELF
|SCPS_110.01 || I.Q. Remix                                                          || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
| OSDSYS || 0x139A00 || The browser || BIN
|SCPS_110.10 || Yoake no Mariko (Performance Pack Edition)                          || 0x01 ||     0x1800 || SIO2_MASK
|-
|-
| PIOPRP || 0x177880 || Present in the PS3 ps2_(gx/soft/net)emu; contains version 3.1.0 of the IOP software (compared to version 1.3.4 on the root).  || BIN
|SCPS_110.18 || Yoake no Mariko                                                      || 0x01 ||     0x1800 || SIO2_MASK
|-
|-
| KERNEL || 0x1BB7E0 || The EE kernel || BIN
|SCPS_110.21 || Yoake no Mariko 2nd Act (Limited Edition)                            || 0x01 ||     0x1800 || SIO2_MASK
|}
 
Description source: https://gist.github.com/uyjulian/25291080f083987d3f3c134f593483c5
 
== Game_ID/DiscID in PS20220WD20050620.crack ==
 
<pre>There are 193 titleIDs listed inside XPARAM2.ELF file of PS2 BIOS included in PS20220WD20050620.crack. XPARAM2.ELF is called by OSDSYS, then ID check is performed. If titleID match to one of included in the table, different IOP emulation settings are applied. This include blacklisting for some specific titles.
 
The original PS2 BIOS from models with emulated IOP, include a similar list file called XPARAM.ELF. The Title IDs there are not the same, although some of them exist on both lists.</pre>
 
{| class="wikitable sortable" ||  
|-
! Command !! Name
|-
|-
| 0x00 || TITLE_MASK
|SCPS_110.22 || Yoake no Mariko 2nd Act                                              || 0x01 ||    0x1800 || SIO2_MASK
|-
|-
| 0x01 || SIO2_MASK
|SCPS_150.38 || Lifeline                                                            || 0x0A ||    0x80300 || CDVD_READ_DELAY
|-
|-
| 0x02 || DEV9_MASK 
|SCPS_150.39 || Lifeline                                                            || 0x0A ||    0x80300 || CDVD_READ_DELAY
|-
|-
| 0x03 || USB_MASK
|SCPS_170.01 || Gran Turismo 4                                                      || 0x0B || 0x10000000 || SPU2_BEHAVIOR
|-
|-
| 0x04 || SIF_DMA_SYNC
|SCPS_175.01 || Linux (for PlayStation2) Release 1.0                                || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
| 0x05 || SIF_DMA_LOAD
|SCPS_200.39 ||                                                                     || 0x00 ||  0x4000000 || TITLE_MASK
|-
|-
| 0x06 || DMAC_CH10_INT_DELAY 
|SCUS_971.67 || PaRappa the Rapper 2                                                || 0x04 ||    0x2000 || SIF_DMA_SYNC
|-
|-
| 0x07 || MECHA_RECOGTIME 
|SCUS_972.69 || Final Fantasy XI [Disc 2]                                            || 0x02 ||        0xB || DEV9_MASK
|-
|-
| 0x08 || CPU_DELAY
|SLES_500.48 || Donald Duck: Quack Attack                                            || 0x01 ||      0x800 || SIO2_MASK
|-
|-
| 0x09 || DEV5_INT_SPEED
|SLES_500.62 || Orphen: Scion of Sorcery                                            || 0x08 ||      0xC1C || CPU_DELAY
|-
|-
| 0x0A || CDVD_READ_DELAY
|SLES_503.64 || City Crisis                                                          || 0x0A ||    0x80BB8 || CDVD_READ_DELAY
|-
|-
| 0x0B || SPU2_BEHAVIOR 
|SLES_504.46 || Shadow Man 2: The Second Coming                                      || 0x0A ||    0x80600 || CDVD_READ_DELAY
|-
|-
|}
|SLES_505.40 || Simpsons: Road Rage                                                  || 0x01 ||     0x800 || SIO2_MASK
 
{| class="wikitable sortable" ||
|-
! ID !! Title !! Command !! Value !! Remarks
|-
|PBPX_952.01 || DVD Utility Disc Version 1.00                                        || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
|PBPX_952.02 || DVD Utility Disc Version 1.01                                        || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|SLES_506.08 || Shadow Man 2: The Second Coming                                      || 0x0A ||   0x80600 || CDVD_READ_DELAY
|-
|-
|PBPX_952.03 || DVD Utility Disc Version 1.01                                        || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|SLES_506.28 || Simpsons: Road Rage                                                  || 0x01 ||     0x800 || SIO2_MASK
|-
|-
|PBPX_952.06 || DVD Player (Version 2.01)                                           || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|SLES_507.28 || Tiger Woods PGA Tour 2002                                           || 0x0A ||   0x803E8 || CDVD_READ_DELAY
|-
|-
|PBPX_952.07 || DVD Player (Version 2.10)                                            || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|SLES_507.29 ||                                                                     || 0x0A ||   0x803E8 || CDVD_READ_DELAY
|-
|-
|PBPX_952.08 || DVD Player (Version 2.10)                                           || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|SLES_512.82 || Tiger Woods PGA Tour 2003                                           || 0x0A ||   0x803E8 || CDVD_READ_DELAY
|-
|-
|PBPX_952.09 || DVD Player (Version 2.10)                                            || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|SLES_514.79 || Def Jam Vendetta                                                    || 0x01 ||     0x802 || SIO2_MASK
|-
|-
|PBPX_952.10 || DVD Utility Disc Version 2.10                                        || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|SLES_518.41 || SpyHunter 2                                                         || 0x01 ||     0x800 || SIO2_MASK
|-
|-
|PBPX_952.11 || DVD Utility Disc Version 1.00                                        || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|SLES_518.44 || Time Crisis 3                                                        || 0x01 ||     0x800 || SIO2_MASK
|-
|-
|PBPX_952.21 || DVD Player (Version 2.12)                                            || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|SLES_519.97 || SWAT: Global Strike Team                                            || 0x01 ||     0x800 || SIO2_MASK
|-
|-
|PBPX_952.22 || DVD Player (Version 2.14)                                           || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|SLES_520.97 || SWAT: Global Strike Force                                           || 0x01 ||     0x800 || SIO2_MASK
|-
|-
|PBPX_952.24 || DVD Player (Version 2.16)                                            || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|SLES_530.37 || Super Monkey Ball Deluxe                                            || 0x01 ||     0x802 || SIO2_MASK
|-
|-
|PBPX_952.28 ||                                                                     || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|SLES_536.68 || Micro Machines v4                                                    || 0x01 ||     0x801 || SIO2_MASK
|-
|-
|PBPX_952.35 ||                                                                     || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|SLES_537.55 || Castlevania: Curse of Darkness                                      || 0x04 ||       0x10 || SIF_DMA_SYNC
|-
|-
|PBPX_952.39 || Online Start Up Disc v3.0                                            || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|SLES_537.96 || FIFA Street 2                                                        || 0x01 ||     0x1800 || SIO2_MASK
|-
|-
|PBPX_955.01 || Linux for PS2 Beta Release 1                                        || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|SLPM_620.42 || Kurogane no Houkou: Warship Commander                                || 0x01 ||     0x3000 || SIO2_MASK
|-
|-
|PBPX_955.07 || Playstation 2 Linux Runtime Environment v1.0 (Disc 1)                || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|SLPM_620.62 || Gitaroo Man One                                                      || 0x0A ||   0x80540 || CDVD_READ_DELAY
|-
|-
|PBPX_955.09 || Linux for PS2 Release 1.0                                            || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|SLPM_621.05 || Taikou Risshiden IV                                                  || 0x09 || 0x2B47000A || DEV5_INT_SPEED
|-
|-
|PBPX_955.18 ||                                                                     || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|SLPM_621.24 || Ready 2 Rumble Boxing: Round 2                                      || 0x08 ||     0x1388 || CPU_DELAY
|-
|-
|PDPX_991.09 || DVD Player (Version 3.04)                                            || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|SLPM_621.25 || Gauntlet: Dark Legacy                                                || 0x08 ||     0xC1C || CPU_DELAY
|-
|-
|PSXC_002.01 || PSX Update Disc 1.10                                                || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|SLPM_621.25 || Gauntlet: Dark Legacy                                                || 0x09 || 0x2B470005 || DEV5_INT_SPEED
|-
|-
|PSXC_002.02 || PSX Update Disc 1.20                                                || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|SLPM_621.35 || Final Fantasy: XI (Beta Version)                                    || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
|PSXC_002.03 || PSX Update Disc 1.31                                                || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|SLPM_621.54 || DDRMAX Dance Dance Revolution 6thMix                                || 0x08 ||     0x1A5E || CPU_DELAY
|-
|-
|PTPX_970.38 ||                                                                     || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|SLPM_622.39 || Supercar Street Challenge                                            || 0x0A ||   0x80300 || CDVD_READ_DELAY
|-
|-
|SCAJ_201.25 || Tekken 5                                                            || 0x0B || 0x40000000 || SPU2_BEHAVIOR
|SLPM_623.69 || Karaoke Revolution: J-Pop Vol.1                                      || 0x08 ||     0x1388 || CPU_DELAY
|-
|-
|SCAJ_201.26 || Tekken 5                                                            || 0x0B || 0x40000000 || SPU2_BEHAVIOR
|SLPM_623.79 || Karaoke Revolution: J-Pop Vol.2                                      || 0x08 ||     0x1388 || CPU_DELAY
|-
|-
|SCES_532.02 || Tekken 5                                                            || 0x0B || 0x40000000 || SPU2_BEHAVIOR
|SLPM_623.80 || Karaoke Revolution: J-Pop Vol.3                                      || 0x08 ||     0x1388 || CPU_DELAY
|-
|-
|SCKA_200.49 || Tekken 5                                                            || 0x0B || 0x40000000 || SPU2_BEHAVIOR
|SLPM_623.81 || Karaoke Revolution: J-Pop Vol.4                                      || 0x08 ||     0x1388 || CPU_DELAY
|-
|-
|SCPM_621.15 ||                                                                     || 0x00 || 0x1000000 || TITLE_MASK
|SLPM_623.82 || Karaoke Revolution: Love & Ballad                                    || 0x08 ||     0x1388 || CPU_DELAY
|-
|-
|SCPM_621.16 ||                                                                     || 0x00 || 0x1000000 || TITLE_MASK
|SLPM_623.83 || Karaoke Revolution: Night Selection 2003                            || 0x08 ||     0x1388 || CPU_DELAY
|-
|-
|SCPN_601.01 || PlayStation BB Navigator (Version 0.10)                              || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|SLPM_624.14 || Karaoke Revolution: Dreams & Memories                                || 0x08 ||     0x1388 || CPU_DELAY
|-
|-
|SCPN_601.30 || PlayStation BB Navigator (Version 0.20)                              || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|SLPM_624.37 || Suisui Sweet: Amai Ai no Mitsukekata                                || 0x0B || 0x40000000 || SPU2_BEHAVIOR
|-
|-
|SCPN_601.40 || PlayStation BB Navigator (Version 0.30)                              || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|SLPM_624.50 || Karaoke Revolution: Anime Song Selection                            || 0x08 ||     0x1388 || CPU_DELAY
|-
|-
|SCPN_601.50 || PlayStation BB Navigator (Version 0.31)                              || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|SLPM_624.51 || Karaoke Revolution: J-Pop Vol.5                                      || 0x08 ||     0x1388 || CPU_DELAY
|-
|-
|SCPN_601.60 || PlayStation BB Navigator (Version 0.32)                              || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|SLPM_624.54 || Karaoke Revolution: J-Pop Vol.6                                      || 0x08 ||     0x1388 || CPU_DELAY
|-
|-
|SCPS_110.01 || I.Q. Remix                                                          || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|SLPM_624.55 || Karaoke Revolution: J-Pop Vol.7                                      || 0x08 ||     0x1388 || CPU_DELAY
|-
|-
|SCPS_110.10 || Yoake no Mariko (Performance Pack Edition)                          || 0x01 ||    0x1800 || SIO2_MASK
|SLPM_624.56 || Karaoke Revolution: J-Pop Vol.8                                      || 0x08 ||    0x1388 || CPU_DELAY
|-
|-
|SCPS_110.18 || Yoake no Mariko                                                      || 0x01 ||    0x1800 || SIO2_MASK
|SLPM_624.57 || Karaoke Revolution: Snow & Party                                    || 0x08 ||    0x1388 || CPU_DELAY
|-
|-
|SCPS_110.21 || Yoake no Mariko 2nd Act (Limited Edition)                            || 0x01 ||    0x1800 || SIO2_MASK
|SLPM_624.64 || Pop'n Taisen Pazurudame Online                                      || 0x08 ||    0x1F40 || CPU_DELAY
|-
|-
|SCPS_110.22 || Yoake no Mariko 2nd Act                                              || 0x01 ||    0x1800 || SIO2_MASK
|SLPM_624.79 || Karaoke Revolution: J-Pop Vol.9                                      || 0x08 ||    0x1388 || CPU_DELAY
|-
|-
|SCPS_150.38 || Lifeline                                                            || 0x0A ||   0x80300 || CDVD_READ_DELAY
|SLPM_624.91 || Mega Man: The Power Battle                                          || 0x04 ||     0x2000 || SIF_DMA_SYNC
|-
|-
|SCPS_150.39 || Lifeline                                                            || 0x0A ||   0x80300 || CDVD_READ_DELAY
|SLPM_624.92 || Karaoke Revolution: Kids Song Selection                              || 0x08 ||     0x1388 || CPU_DELAY
|-
|-
|SCPS_170.01 || Gran Turismo 4                                                      || 0x0B || 0x10000000 || SPU2_BEHAVIOR
|SLPM_625.28 || Karaoke Revolution: Kazoku Idol Sengen (Bundle Edition)              || 0x08 ||     0x1388 || CPU_DELAY
|-
|-
|SCPS_175.01 || Linux (for PlayStation2) Release 1.0                                || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|SLPM_625.29 || Karaoke Revolution: Kazoku Idol Sengen                              || 0x08 ||     0x1388 || CPU_DELAY
|-
|-
|SCPS_200.39 ||                                                                     || 0x00 || 0x4000000 || TITLE_MASK
|SLPM_650.86 || A Visual Mix: Ayumi Hamasaki Dome Tour 2001 (Disc 1)                || 0x08 ||     0x1450 || CPU_DELAY
|-
|-
|SCUS_971.67 || PaRappa the Rapper 2                                                 || 0x04 ||    0x2000 || SIF_DMA_SYNC
|SLPM_650.87 || A Visual Mix: Ayumi Hamasaki Dome Tour 2001 (Disc 2)                || 0x08 ||    0x1450 || CPU_DELAY
|-
|-
|SCUS_972.69 || Final Fantasy XI [Disc 2]                                            || 0x02 ||       0xB || DEV9_MASK
|SLPM_650.90 || Spy Hunter                                                          || 0x01 ||     0x1800 || SIO2_MASK
|-
|-
|SLES_500.48 || Donald Duck: Quack Attack                                            || 0x01 ||     0x800 || SIO2_MASK
|SLPM_651.97 || Nobunaga's Ambition Online                                          || 0x02 ||       0xB || DEV9_MASK
|-
|-
|SLES_500.62 || Orphen: Scion of Sorcery                                            || 0x08 ||     0xC1C || CPU_DELAY
|SLPM_652.09 || Star Ocean: Till the End of Time                                    || 0x0B ||   0x20014 || SPU2_BEHAVIOR
|-
|-
|SLES_503.64 || City Crisis                                                          || 0x0A ||    0x80BB8 || CDVD_READ_DELAY
|SLPM_654.38 || Star Ocean: Till the End of Time (Director's Cut) (Disc 1)          || 0x0B ||    0x20014 || SPU2_BEHAVIOR
|-
|-
|SLES_504.46 || Shadow Man 2: The Second Coming                                      || 0x0A ||    0x80600 || CDVD_READ_DELAY
|SLPM_654.39 || Star Ocean: Till the End of Time (Director's Cut) (Disc 2)          || 0x0B ||    0x20014 || SPU2_BEHAVIOR
|-
|-
|SLES_505.40 || Simpsons: Road Rage                                                  || 0x01 ||      0x800 || SIO2_MASK
|SLPM_654.88 || Grand Theft Auto: Vice City                                          || 0x0A ||      0x300 || CDVD_READ_DELAY
|-
|-
|SLES_506.08 || Shadow Man 2: The Second Coming                                      || 0x0A ||   0x80600 || CDVD_READ_DELAY
|SLPM_654.88 || Grand Theft Auto: Vice City                                          || 0x09 || 0x36000200 || DEV5_INT_SPEED
|-
|-
|SLES_506.28 || Simpsons: Road Rage                                                  || 0x01 ||      0x800 || SIO2_MASK
|SLPM_656.33 || I Love Baseball: Pro Yakyu wo Koyonaku                              || 0x08 ||      0xFA0 || CPU_DELAY
|-
|-
|SLES_507.28 || Tiger Woods PGA Tour 2002                                            || 0x0A ||    0x803E8 || CDVD_READ_DELAY
|SLPM_656.98 || Love Songs: ADV Futaba Riho 14-sai Natsu                            || 0x0A ||    0x80380 || CDVD_READ_DELAY
|-
|-
|SLES_507.29 ||                                                                     || 0x0A ||   0x803E8 || CDVD_READ_DELAY
|SLPM_657.05 || Final Fantasy XI: Chains of Promathia (Expansion Disc)              || 0x02 ||       0xB || DEV9_MASK
|-
|-
|SLES_512.82 || Tiger Woods PGA Tour 2003                                            || 0x0A ||   0x803E8 || CDVD_READ_DELAY
|SLPM_657.06 || Final Fantasy XI: Chains of Promathia (All-In-One Edition)          || 0x02 ||       0xB || DEV9_MASK
|-
|-
|SLES_514.79 || Def Jam Vendetta                                                    || 0x01 ||     0x802 || SIO2_MASK
|SLPM_657.19 || Burnout 3: Takedown                                                  || 0x01 ||     0x1C00 || SIO2_MASK
|-
|-
|SLES_518.41 || SpyHunter 2                                                          || 0x01 ||     0x800 || SIO2_MASK
|SLPM_657.83 || Nobunaga no Yabou Online: Tappi no Shou                              || 0x02 ||       0xB || DEV9_MASK
|-
|-
|SLES_518.44 || Time Crisis 3                                                        || 0x01 ||     0x800 || SIO2_MASK
|SLPM_658.94 || Winning Post 6: 2005 Version                                        || 0x01 ||     0x2400 || SIO2_MASK
|-
|-
|SLES_519.97 || SWAT: Global Strike Team                                            || 0x01 ||     0x800 || SIO2_MASK
|SLPM_659.34 || Maple Colors                                                        || 0x0A ||   0x80300 || CDVD_READ_DELAY
|-
|-
|SLES_520.97 || SWAT: Global Strike Force                                            || 0x01 ||     0x800 || SIO2_MASK
|SLPM_659.53 || Final Fantasy: XI (Entry Disc 2005)                                  || 0x02 ||       0xB || DEV9_MASK
|-
|-
|SLES_530.37 || Super Monkey Ball Deluxe                                            || 0x01 ||     0x802 || SIO2_MASK
|SLPM_659.84 || Grand Theft Auto: San Andreas                                        || 0x0A ||   0x803E8 || CDVD_READ_DELAY
|-
|-
|SLES_536.68 || Micro Machines v4                                                    || 0x01 ||      0x801 || SIO2_MASK
|SLPM_660.33 || The Sword of Etheria                                                || 0x08 ||      0xC1C || CPU_DELAY
|-
|-
|SLES_537.55 || Castlevania: Curse of Darkness                                      || 0x04 ||       0x10 || SIF_DMA_SYNC
|SLPM_660.33 || The Sword of Etheria                                                || 0x00 || 0x2000000 || TITLE_MASK
|-
|-
|SLES_537.96 || FIFA Street 2                                                        || 0x01 ||     0x1800 || SIO2_MASK
|SLPM_660.48 || The Sword of Etheria                                                || 0x08 ||     0xC1C || CPU_DELAY
|-
|-
|SLPM_620.42 || Kurogane no Houkou: Warship Commander                                || 0x01 ||     0x3000 || SIO2_MASK
|SLPM_660.48 || The Sword of Etheria                                                || 0x00 || 0x2000000 || TITLE_MASK
|-
|-
|SLPM_620.62 || Gitaroo Man One                                                      || 0x0A ||   0x80540 || CDVD_READ_DELAY
|SLPM_660.57 || Taito Memories Vol.1                                                || 0x08 ||     0xCE4 || CPU_DELAY
|-
|-
|SLPM_621.05 || Taikou Risshiden IV                                                  || 0x09 || 0x2B47000A || DEV5_INT_SPEED
|SLPM_661.56 || Marheaven: Arm Fight Dream                                          || 0x01 ||     0x1800 || SIO2_MASK
|-
|-
|SLPM_621.24 || Ready 2 Rumble Boxing: Round 2                                      || 0x08 ||     0x1388 || CPU_DELAY
|SLPM_661.75 || Akumajo Dracula: Yami no Juin                                        || 0x08 ||       0x60 || CPU_DELAY
|-
|-
|SLPM_621.25 || Gauntlet: Dark Legacy                                                || 0x08 ||     0xC1C || CPU_DELAY
|SLPM_661.75 || Akumajo Dracula: Yami no Juin                                        || 0x0B ||   0x2001C || SPU2_BEHAVIOR
|-
|-
|SLPM_621.25 || Gauntlet: Dark Legacy                                                || 0x09 || 0x2B470005 || DEV5_INT_SPEED
|SLPM_663.93 || Final Fantasy XI: Treasures of Aht Urhgan (All-In-One Edition)      || 0x0A ||   0x803E8 || CDVD_READ_DELAY
|-
|-
|SLPM_621.35 || Final Fantasy: XI (Beta Version)                                     || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|SLPM_663.93 || Final Fantasy XI: Treasures of Aht Urhgan (All-In-One Edition)       || 0x09 || 0x2B47000A || DEV5_INT_SPEED
|-
|-
|SLPM_621.54 || DDRMAX Dance Dance Revolution 6thMix                                || 0x08 ||     0x1A5E || CPU_DELAY
|SLPM_663.93 || Final Fantasy XI: Treasures of Aht Urhgan (All-In-One Edition)      || 0x02 ||       0xB || DEV9_MASK
|-
|-
|SLPM_622.39 || Supercar Street Challenge                                            || 0x0A ||   0x80300 || CDVD_READ_DELAY
|SLPM_663.94 || Final Fantasy XI: Treasures of Aht Urhgan                            || 0x02 ||       0xB || DEV9_MASK
|-
|-
|SLPM_623.69 || Karaoke Revolution: J-Pop Vol.1                                      || 0x08 ||    0x1388 || CPU_DELAY
|SLPM_664.36 || Aria the Natural                                                    || 0x01 ||    0x1800 || SIO2_MASK
|-
|-
|SLPM_623.79 || Karaoke Revolution: J-Pop Vol.2                                      || 0x08 ||     0x1388 || CPU_DELAY
|SLPM_664.36 || Aria the Natural                                                    || 0x00 || 0xA000000 || TITLE_MASK
|-
|-
|SLPM_623.80 || Karaoke Revolution: J-Pop Vol.3                                      || 0x08 ||     0x1388 || CPU_DELAY
|SLPM_665.39 || Nobunaga no Yabou Online: Haten no Shou                              || 0x02 ||       0xB || DEV9_MASK
|-
|-
|SLPM_623.81 || Karaoke Revolution: J-Pop Vol.4                                      || 0x08 ||     0x1388 || CPU_DELAY
|SLPM_665.58 || Tomb Raider: Legend                                                  || 0x08 ||     0x3E8 || CPU_DELAY
|-
|-
|SLPM_623.82 || Karaoke Revolution: Love & Ballad                                    || 0x08 ||     0x1388 || CPU_DELAY
|SLPM_665.74 || Detective Evangelion                                                || 0x00 || 0x2000000 || TITLE_MASK
|-
|-
|SLPM_623.83 || Karaoke Revolution: Night Selection 2003                            || 0x08 ||    0x1388 || CPU_DELAY
|SLPM_680.07 || Karaoke Revolution (Trial)                                          || 0x08 ||    0x1388 || CPU_DELAY
|-
|-
|SLPM_624.14 || Karaoke Revolution: Dreams & Memories                                || 0x08 ||    0x1388 || CPU_DELAY
|SLPM_680.10 ||                                                                     || 0x08 ||    0x1388 || CPU_DELAY
|-
|-
|SLPM_624.37 || Suisui Sweet: Amai Ai no Mitsukekata                                || 0x0B || 0x40000000 || SPU2_BEHAVIOR
|SLPS_200.08 || Morita Shogi                                                        || 0x08 ||     0x1388 || CPU_DELAY
|-
|-
|SLPM_624.50 || Karaoke Revolution: Anime Song Selection                            || 0x08 ||    0x1388 || CPU_DELAY
|SLPS_200.20 || FIFA 2000 World Championship                                        || 0x04 ||    0x2001 || SIF_DMA_SYNC
|-
|-
|SLPM_624.51 || Karaoke Revolution: J-Pop Vol.5                                      || 0x08 ||     0x1388 || CPU_DELAY
|SLPS_200.37 || Go Go Golf                                                          || 0x09 || 0x2B47000A || DEV5_INT_SPEED
|-
|-
|SLPM_624.54 || Karaoke Revolution: J-Pop Vol.6                                      || 0x08 ||    0x1388 || CPU_DELAY
|SLPS_200.38 || Grappler Baki: Baki Saidai no Tournament                            || 0x08 ||    0x1194 || CPU_DELAY
|-
|-
|SLPM_624.55 || Karaoke Revolution: J-Pop Vol.7                                      || 0x08 ||     0x1388 || CPU_DELAY
|SLPS_200.53 || Tenshi no Present: Marle Oukoku Monogatari (Limited Edition)        || 0x0B || 0x20000000 || SPU2_BEHAVIOR
|-
|-
|SLPM_624.56 || Karaoke Revolution: J-Pop Vol.8                                      || 0x08 ||     0x1388 || CPU_DELAY
|SLPS_200.66 || Tenshi no Present: Marle Oukoku Monogatari                          || 0x0B || 0x20000000 || SPU2_BEHAVIOR
|-
|-
|SLPM_624.57 || Karaoke Revolution: Snow & Party                                    || 0x08 ||     0x1388 || CPU_DELAY
|SLPS_201.01 || City Crisis                                                          || 0x0A ||   0x80BB8 || CDVD_READ_DELAY
|-
|-
|SLPM_624.64 || Pop'n Taisen Pazurudame Online                                      || 0x08 ||     0x1F40 || CPU_DELAY
|SLPS_201.11 || Magical Sports Pro Baseball 2001                                    || 0x09 || 0x2B47000A || DEV5_INT_SPEED
|-
|-
|SLPM_624.79 || Karaoke Revolution: J-Pop Vol.9                                      || 0x08 ||     0x1388 || CPU_DELAY
|SLPS_201.72 || Koushien: Konpeki no Sora                                            || 0x09 || 0x2B47000A || DEV5_INT_SPEED
|-
|-
|SLPM_624.91 || Mega Man: The Power Battle                                          || 0x04 ||     0x2000 || SIF_DMA_SYNC
|SLPS_201.73 || Hard Hitter 2                                                        || 0x0A ||   0x80300 || CDVD_READ_DELAY
|-
|-
|SLPM_624.92 || Karaoke Revolution: Kids Song Selection                              || 0x08 ||     0x1388 || CPU_DELAY
|SLPS_201.97 || Surfing Air Show with RatBoy                                        || 0x09 || 0x2B47000A || DEV5_INT_SPEED
|-
|-
|SLPM_625.28 || Karaoke Revolution: Kazoku Idol Sengen (Bundle Edition)              || 0x08 ||     0x1388 || CPU_DELAY
|SLPS_201.99 || F1 2002                                                              || 0x0B ||   0x20005 || SPU2_BEHAVIOR
|-
|-
|SLPM_625.29 || Karaoke Revolution: Kazoku Idol Sengen                              || 0x08 ||     0x1388 || CPU_DELAY
|SLPS_202.00 || Final Fantasy XI                                                    || 0x02 ||       0xB || DEV9_MASK
|-
|-
|SLPM_650.86 || A Visual Mix: Ayumi Hamasaki Dome Tour 2001 (Disc 1)                || 0x08 ||     0x1450 || CPU_DELAY
|SLPS_204.04 || Rakushou! Pachi-Slot Sengen 2                                        || 0x0A ||   0x80300 || CDVD_READ_DELAY
|-
|-
|SLPM_650.87 || A Visual Mix: Ayumi Hamasaki Dome Tour 2001 (Disc 2)                || 0x08 ||    0x1450 || CPU_DELAY
|SLPS_204.29 || Hissatsu Pachi-Slot Evolution: Ninja Hattori-Kun V                  || 0x08 ||    0x1B58 || CPU_DELAY
|-
|-
|SLPM_650.90 || Spy Hunter                                                          || 0x01 ||     0x1800 || SIO2_MASK
|SLPS_204.55 || Simple 2000 Series Vol.94: The Aka-Champion - Come on Baby          || 0x0B || 0x40000000 || SPU2_BEHAVIOR
|-
|-
|SLPM_651.97 || Nobunaga's Ambition Online                                          || 0x02 ||       0xB || DEV9_MASK
|SLPS_250.08 || Sorcerous Stabber Orphen                                            || 0x08 ||     0xC1C || CPU_DELAY
|-
|-
|SLPM_652.09 || Star Ocean: Till the End of Time                                    || 0x0B ||   0x20014 || SPU2_BEHAVIOR
|SLPS_250.71 || A Visual Mix: Ayumi Hamasaki Dome Tour 2001                          || 0x08 ||     0x1450 || CPU_DELAY
|-
|-
|SLPM_654.38 || Star Ocean: Till the End of Time (Director's Cut) (Disc 1)          || 0x0B ||   0x20014 || SPU2_BEHAVIOR
|SLPS_250.72 || A Visual Mix: Ayumi Hamasaki Dome Tour 2001                          || 0x08 ||     0x1450 || CPU_DELAY
|-
|-
|SLPM_654.39 || Star Ocean: Till the End of Time (Director's Cut) (Disc 2)          || 0x0B ||    0x20014 || SPU2_BEHAVIOR
|SLPS_250.81 || Saishuu Densha                                                      || 0x0A ||    0x803E8 || CDVD_READ_DELAY
|-
|-
|SLPM_654.88 || Grand Theft Auto: Vice City                                          || 0x0A ||     0x300 || CDVD_READ_DELAY
|SLPS_251.36 || Kuon no Kizuna Sairin Mikotonori                                    || 0x0A ||   0x805DC || CDVD_READ_DELAY
|-
|-
|SLPM_654.88 || Grand Theft Auto: Vice City                                          || 0x09 || 0x36000200 || DEV5_INT_SPEED
|SLPS_251.42 || Tiger Woods PGA Tour 2002                                            || 0x0A ||   0x803E8 || CDVD_READ_DELAY
|-
|-
|SLPM_656.33 || I Love Baseball: Pro Yakyu wo Koyonaku                              || 0x08 ||     0xFA0 || CPU_DELAY
|SLPS_251.50 || Only You                                                            || 0x0B || 0x40000000 || SPU2_BEHAVIOR
|-
|-
|SLPM_656.98 || Love Songs: ADV Futaba Riho 14-sai Natsu                            || 0x0A ||   0x80380 || CDVD_READ_DELAY
|SLPS_252.37 || Only You                                                            || 0x0B || 0x40000000 || SPU2_BEHAVIOR
|-
|-
|SLPM_657.05 || Final Fantasy XI: Chains of Promathia (Expansion Disc)              || 0x02 ||       0xB || DEV9_MASK
|SLPS_252.75 || Def Jam: Vendetta                                                    || 0x01 ||     0x802 || SIO2_MASK
|-
|-
|SLPM_657.06 || Final Fantasy XI: Chains of Promathia (All-In-One Edition)          || 0x02 ||       0xB || DEV9_MASK
|SLPS_252.78 || Memories Off: Mix                                                    || 0x0A ||   0x80300 || CDVD_READ_DELAY
|-
|-
|SLPM_657.19 || Burnout 3: Takedown                                                  || 0x01 ||     0x1C00 || SIO2_MASK
|SLPS_252.90 || Time Crisis 3                                                       || 0x01 ||     0x800 || SIO2_MASK
|-
|-
|SLPM_657.83 || Nobunaga no Yabou Online: Tappi no Shou                              || 0x02 ||       0xB || DEV9_MASK
|SLPS_253.15 || One Piece: Grand Battle 3                                            || 0x01 ||     0x1800 || SIO2_MASK
|-
|-
|SLPM_658.94 || Winning Post 6: 2005 Version                                        || 0x01 ||    0x2400 || SIO2_MASK
|SLPS_253.57 || 3-Nen B-Gumi Kinpachi Sensei: Densetsu no Kyoudan ni Tate!          || 0x01 ||    0x1800 || SIO2_MASK
|-
|-
|SLPM_659.34 || Maple Colors                                                        || 0x0A ||    0x80300 || CDVD_READ_DELAY
|SLPS_253.79 || Tokyo Majin Gakuen: Kaihoujyou Kefurokou                            || 0x0A ||    0x803E8 || CDVD_READ_DELAY
|-
|-
|SLPM_659.53 || Final Fantasy: XI (Entry Disc 2005)                                  || 0x02 ||       0xB || DEV9_MASK
|SLPS_254.06 || Hitman: Contracts                                                    || 0x08 ||     0xDAC || CPU_DELAY
|-
|-
|SLPM_659.84 || Grand Theft Auto: San Andreas                                        || 0x0A ||   0x803E8 || CDVD_READ_DELAY
|SLPS_254.18 || Ace Combat 5: The Unsung War                                        || 0x0A ||   0x500000 || CDVD_READ_DELAY
|-
|-
|SLPM_660.33 || The Sword of Etheria                                                || 0x08 ||     0xC1C || CPU_DELAY
|SLPS_255.10 || Tekken 5                                                            || 0x0B || 0x40000000 || SPU2_BEHAVIOR
|-
|-
|SLPM_660.33 || The Sword of Etheria                                                || 0x00 || 0x2000000 || TITLE_MASK
|SLPS_255.85 || Monster Farm 5: Circus Caravan                                      || 0x07 ||         5 || MECHA_RECOGTIME
|-
|-
|SLPM_660.48 || The Sword of Etheria                                                || 0x08 ||     0xC1C || CPU_DELAY
|SLPS_255.86 || Tales of the Abyss                                                  || 0x0A ||   0x803E8 || CDVD_READ_DELAY
|-
|-
|SLPM_660.48 || The Sword of Etheria                                                || 0x00 ||  0x2000000 || TITLE_MASK
|SLPS_256.04 || Ar tonelico Qoga: Knell of Ar Ciel                                  || 0x00 ||  0xA000000 || TITLE_MASK
|-
|-
|SLPM_660.57 || Taito Memories Vol.1                                                || 0x08 ||     0xCE4 || CPU_DELAY
|SLPS_256.67 || Daito Giken Premium Pachi-Slot Collection: Yoshimune                || 0x01 ||     0x1800 || SIO2_MASK
|-
|-
|SLPM_661.56 || Marheaven: Arm Fight Dream                                          || 0x01 ||     0x1800 || SIO2_MASK
|SLPS_256.98 || Fatal Fury Battle Archives Volume 2                                  || 0x00 || 0xA000000 || TITLE_MASK
|-
|-
|SLPM_661.75 || Akumajo Dracula: Yami no Juin                                        || 0x08 ||       0x60 || CPU_DELAY
|SLPS_257.08 || The Familiar of Zero (Limited Edition)                              || 0x0A ||   0x803E8 || CDVD_READ_DELAY
|-
|-
|SLPM_661.75 || Akumajo Dracula: Yami no Juin                                        || 0x0B ||    0x2001C || SPU2_BEHAVIOR
|SLPS_257.09 || The Familiar of Zero                                                || 0x0A ||    0x803E8 || CDVD_READ_DELAY
|-
|-
|SLPM_663.93 || Final Fantasy XI: Treasures of Aht Urhgan (All-In-One Edition)      || 0x0A ||   0x803E8 || CDVD_READ_DELAY
|SLPS_257.21 || HimeHibi - Princess Days                                            || 0x0B || 0x8000000 || SPU2_BEHAVIOR
|-
|-
|SLPM_663.93 || Final Fantasy XI: Treasures of Aht Urhgan (All-In-One Edition)       || 0x09 || 0x2B47000A || DEV5_INT_SPEED
|SLPS_257.22 || Routes PE (Limited Edition)                                         || 0x08 ||     0x3E8 || CPU_DELAY
|-
|-
|SLPM_663.93 || Final Fantasy XI: Treasures of Aht Urhgan (All-In-One Edition)      || 0x02 ||       0xB || DEV9_MASK
|SLPS_257.27 || Routes PE                                                            || 0x08 ||     0x3E8 || CPU_DELAY
|-
|-
|SLPM_663.94 || Final Fantasy XI: Treasures of Aht Urhgan                            || 0x02 ||       0xB || DEV9_MASK
|SLPS_732.49 || Ar tonelico Qoga: Knell of Ar Ciel (Platinum)                        || 0x00 || 0xA000000 || TITLE_MASK
|-
|-
|SLPM_664.36 || Aria the Natural                                                    || 0x01 ||    0x1800 || SIO2_MASK
|SLUS_200.11 || Orphen: Ocion of Sorcery                                            || 0x08 ||    0x1388 || CPU_DELAY
|-
|-
|SLPM_664.36 || Aria the Natural                                                    || 0x00 ||  0xA000000 || TITLE_MASK
|SLUS_200.11 || Orphen: Ocion of Sorcery                                            || 0x09 ||  0x8000010 || DEV5_INT_SPEED
|-
|-
|SLPM_665.39 || Nobunaga no Yabou Online: Haten no Shou                              || 0x02 ||       0xB || DEV9_MASK
|SLUS_200.77 || Donald Duck: Go'in Quackers                                          || 0x01 ||     0x800 || SIO2_MASK
|-
|-
|SLPM_665.58 || Tomb Raider: Legend                                                  || 0x08 ||     0x3E8 || CPU_DELAY
|SLUS_202.74 || City Crisis                                                          || 0x0A ||   0x80BB8 || CDVD_READ_DELAY
|-
|-
|SLPM_665.74 || Detective Evangelion                                                || 0x00 || 0x2000000 || TITLE_MASK
|SLUS_203.05 || Simpsons: Road Rage                                                  || 0x01 ||     0x800 || SIO2_MASK
|-
|-
|SLPM_680.07 || Karaoke Revolution (Trial)                                          || 0x08 ||     0x1388 || CPU_DELAY
|SLUS_203.64 || Tiger Woods PGA Tour 2002                                            || 0x0A ||   0x803E8 || CDVD_READ_DELAY
|-
|-
|SLPM_680.10 ||                                                                     || 0x08 ||     0x1388 || CPU_DELAY
|SLUS_204.13 || Shadowman 2                                                          || 0x0A ||   0x80600 || CDVD_READ_DELAY
|-
|-
|SLPS_200.08 || Morita Shogi                                                        || 0x08 ||     0x1388 || CPU_DELAY
|SLUS_204.33 || SWAT: Global Strike Team                                            || 0x01 ||     0x800 || SIO2_MASK
|-
|-
|SLPS_200.20 || FIFA 2000 World Championship                                        || 0x04 ||    0x2001 || SIF_DMA_SYNC
|SLUS_204.88 || Star Ocean: Til the end of Time [Disc 1]                            || 0x08 ||    0x1388 || CPU_DELAY
|-
|-
|SLPS_200.37 || Go Go Golf                                                          || 0x09 || 0x2B47000A || DEV5_INT_SPEED
|SLUS_205.72 || Tiger Woods PGA Tour 2003                                            || 0x0A ||   0x803E8 || CDVD_READ_DELAY
|-
|-
|SLPS_200.38 || Grappler Baki: Baki Saidai no Tournament                            || 0x08 ||     0x1194 || CPU_DELAY
|SLUS_205.90 || Spyhunter 2                                                          || 0x01 ||     0x800 || SIO2_MASK
|-
|-
|SLPS_200.53 || Tenshi no Present: Marle Oukoku Monogatari (Limited Edition)        || 0x0B || 0x20000000 || SPU2_BEHAVIOR
|SLUS_206.35 || Muppets Party Cruise                                                || 0x01 ||     0x801 || SIO2_MASK
|-
|-
|SLPS_200.66 || Tenshi no Present: Marle Oukoku Monogatari                          || 0x0B || 0x20000000 || SPU2_BEHAVIOR
|SLUS_206.39 || Def Jam Vendetta                                                    || 0x01 ||     0x800 || SIO2_MASK
|-
|-
|SLPS_201.01 || City Crisis                                                          || 0x0A ||    0x80BB8 || CDVD_READ_DELAY
|SLUS_206.86 || Splashdown: Rides Gone Wild                                          || 0x0A ||    0x80400 || CDVD_READ_DELAY
|-
|-
|SLPS_201.11 || Magical Sports Pro Baseball 2001                                    || 0x09 || 0x2B47000A || DEV5_INT_SPEED
|SLUS_208.38 || All-Star Baseball 2005                                              || 0x01 ||     0x802 || SIO2_MASK
|-
|-
|SLPS_201.72 || Koushien: Konpeki no Sora                                            || 0x09 || 0x2B47000A || DEV5_INT_SPEED
|SLUS_208.51 || Ace Combat 5: The Unsung War                                        || 0x0A ||   0x500000 || CDVD_READ_DELAY
|-
|-
|SLPS_201.73 || Hard Hitter 2                                                       || 0x0A ||   0x80300 || CDVD_READ_DELAY
|SLUS_208.91 || Star Ocean: Til the end of Time [Disc 2]                            || 0x08 ||     0x1388 || CPU_DELAY
|-
|-
|SLPS_201.97 || Surfing Air Show with RatBoy                                        || 0x09 || 0x2B47000A || DEV5_INT_SPEED
|SLUS_209.18 || Super Monkey Ball: Deluxe                                            || 0x01 ||     0x800 || SIO2_MASK
|-
|-
|SLPS_201.99 || F1 2002                                                              || 0x0B ||   0x20005 || SPU2_BEHAVIOR
|SLUS_210.59 || Tekken 5                                                            || 0x0B || 0x40000000 || SPU2_BEHAVIOR
|-
|-
|SLPS_202.00 || Final Fantasy XI                                                     || 0x02 ||        0xB || DEV9_MASK
|SLUS_210.70 || Final Fantasy XI: Chains of Promathia                                || 0x02 ||        0xB || DEV9_MASK
|-
|-
|SLPS_204.04 || Rakushou! Pachi-Slot Sengen 2                                        || 0x0A ||   0x80300 || CDVD_READ_DELAY
|SLUS_210.89 || Karaoke Revolution Vol.3                                            || 0x08 ||     0x1388 || CPU_DELAY
|-
|-
|SLPS_204.29 || Hissatsu Pachi-Slot Evolution: Ninja Hattori-Kun V                  || 0x08 ||     0x1B58 || CPU_DELAY
|SLUS_213.31 || Sonic Riders                                                        || 0x01 ||     0x800 || SIO2_MASK
|-
|-
|SLPS_204.55 || Simple 2000 Series Vol.94: The Aka-Champion - Come on Baby          || 0x0B || 0x40000000 || SPU2_BEHAVIOR
|SLUS_213.39 || Puzzle Challenge                                                    || 0x01 ||     0x800 || SIO2_MASK
|-
|-
|SLPS_250.08 || Sorcerous Stabber Orphen                                            || 0x08 ||     0xC1C || CPU_DELAY
|SLUS_214.04 || Final Fantasy XI: Treasures of Aht Urhgan                            || 0x02 ||       0xB || DEV9_MASK
|-
|-
|SLPS_250.71 || A Visual Mix: Ayumi Hamasaki Dome Tour 2001                          || 0x08 ||    0x1450 || CPU_DELAY
|SLUS_214.52 || Valkyrie Profile 2: Silmeria                                        || 0x08 ||    0x1388 || CPU_DELAY
|-
|-  
|SLPS_250.72 || A Visual Mix: Ayumi Hamasaki Dome Tour 2001                          || 0x08 ||    0x1450 || CPU_DELAY
|}
|-
 
|SLPS_250.81 || Saishuu Densha                                                      || 0x0A ||    0x803E8 || CDVD_READ_DELAY
= Folder/File layout =
|-
 
|SLPS_251.36 || Kuon no Kizuna Sairin Mikotonori                                    || 0x0A ||    0x805DC || CDVD_READ_DELAY
Example: Max Payne Classic
|-
 
|SLPS_251.42 || Tiger Woods PGA Tour 2002                                            || 0x0A ||    0x803E8 || CDVD_READ_DELAY
<pre>
|-
├── config-emu-ps4.txt
|SLPS_251.50 || Only You                                                            || 0x0B || 0x40000000 || SPU2_BEHAVIOR
├── docs
|-
│   └── revision.h
|SLPS_252.37 || Only You                                                            || 0x0B || 0x40000000 || SPU2_BEHAVIOR
├── eboot.bin
|-
├── feature_data
|SLPS_252.75 || Def Jam: Vendetta                                                    || 0x01 ||      0x802 || SIO2_MASK
│   └── SLES-50326_features.lua
|-
├── formatted.card
|SLPS_252.78 || Memories Off: Mix                                                    || 0x0A ||    0x80300 || CDVD_READ_DELAY
├── image
|-
│   └── disc01.iso
|SLPS_252.90 || Time Crisis 3                                                        || 0x01 ||      0x800 || SIO2_MASK
├── lua_include
|-
│   ├── ee-cpr0-alias.lua
|SLPS_253.15 || One Piece: Grand Battle 3                                            || 0x01 ||    0x1800 || SIO2_MASK
│   ├── ee-gpr-alias.lua
|-
│   ├── ee-hwaddr.lua
|SLPS_253.57 || 3-Nen B-Gumi Kinpachi Sensei: Densetsu no Kyoudan ni Tate!          || 0x01 ||    0x1800 || SIO2_MASK
│   ├── language.lua
|-
│   ├── pad-and-key.lua
|SLPS_253.79 || Tokyo Majin Gakuen: Kaihoujyou Kefurokou                            || 0x0A ||    0x803E8 || CDVD_READ_DELAY
│   ├── ps2.lua
|-
│   └── utils.lua
|SLPS_254.06 || Hitman: Contracts                                                    || 0x08 ||      0xDAC || CPU_DELAY
├── patches
|-
│   └── SLES-50326_cli.conf
|SLPS_254.18 || Ace Combat 5: The Unsung War                                        || 0x0A ||  0x500000 || CDVD_READ_DELAY
├── PS20220WD20050620.crack
|-
├── ps2-emu-compiler.self
|SLPS_255.10 || Tekken 5                                                            || 0x0B || 0x40000000 || SPU2_BEHAVIOR
├── sce_companion_httpd
|-
│   └── html
|SLPS_255.85 || Monster Farm 5: Circus Caravan                                      || 0x07 ||          5 || MECHA_RECOGTIME
│      ├── BackCover.jpg
|-
│      ├── base
|SLPS_255.86 || Tales of the Abyss                                                  || 0x0A ||    0x803E8 || CDVD_READ_DELAY
│      │   ├── arrow_up.png
|-
│      │   └── sprites.png
|SLPS_256.04 || Ar tonelico Qoga: Knell of Ar Ciel                                  || 0x00 ||  0xA000000 || TITLE_MASK
│      ├── css
|-
│      │   ├── default-skin.png
|SLPS_256.67 || Daito Giken Premium Pachi-Slot Collection: Yoshimune                || 0x01 ||    0x1800 || SIO2_MASK
│      │   └── styles.min.css
|-
│      ├── index.html
|SLPS_256.98 || Fatal Fury Battle Archives Volume 2                                  || 0x00 ||  0xA000000 || TITLE_MASK
│      ├── js
|-
│      │   └── app.min.js
|SLPS_257.08 || The Familiar of Zero (Limited Edition)                              || 0x0A ||    0x803E8 || CDVD_READ_DELAY
│      ├── large
|-
│      │   ├── Box01.jpg
|SLPS_257.09 || The Familiar of Zero                                                || 0x0A ||    0x803E8 || CDVD_READ_DELAY
│      │   ├── Box04.jpg
|-
│      │   ├── landscape
|SLPS_257.21 || HimeHibi - Princess Days                                            || 0x0B ||  0x8000000 || SPU2_BEHAVIOR
│      │   │   ├── Box01.jpg
|-
│      │   │   ├── Box04.jpg
|SLPS_257.22 || Routes PE (Limited Edition)                                          || 0x08 ||      0x3E8 || CPU_DELAY
│      │   │   ├── Page01.jpg From 01 to 59
|-
│      │   │   └── Page59.jpg
|SLPS_257.27 || Routes PE                                                            || 0x08 ||      0x3E8 || CPU_DELAY
│      │   ├── Page01.jpg From 01 to 116
|-
│      │   └── Page116.jpg
|SLPS_732.49 || Ar tonelico Qoga: Knell of Ar Ciel (Platinum)                        || 0x00 ||  0xA000000 || TITLE_MASK
│      ├── medium
|-
│      │   ├── Box01.jpg
|SLUS_200.11 || Orphen: Ocion of Sorcery                                            || 0x08 ||    0x1388 || CPU_DELAY
│      │   ├── Box04.jpg
|-
│      │   ├── landscape
|SLUS_200.11 || Orphen: Ocion of Sorcery                                            || 0x09 ||  0x8000010 || DEV5_INT_SPEED
│      │   │   ├── Box01.jpg
|-
│      │   │   ├── Box04.jpg
|SLUS_200.77 || Donald Duck: Go'in Quackers                                          || 0x01 ||      0x800 || SIO2_MASK
│      │   │   ├── Page01.jpg From 01 to 59
|-
│      │   │   └── Page59.jpg
|SLUS_202.74 || City Crisis                                                          || 0x0A ||    0x80BB8 || CDVD_READ_DELAY
│      │   ├── Page01.jpg from 01 to 116
|-
│      │   └── Page116.jpg
|SLUS_203.05 || Simpsons: Road Rage                                                  || 0x01 ||      0x800 || SIO2_MASK
│      ├── small
|-
│      │   ├── Box01.jpg from 01 to 04
|SLUS_203.64 || Tiger Woods PGA Tour 2002                                            || 0x0A ||    0x803E8 || CDVD_READ_DELAY
│      │   ├── Box04.jpg
|-
│      │   ├── landscape
|SLUS_204.13 || Shadowman 2                                                          || 0x0A ||    0x80600 || CDVD_READ_DELAY
│      │   │   ├── Box01.jpg from 01 to 04
|-
│      │   │   ├── Box04.jpg
|SLUS_204.33 || SWAT: Global Strike Team                                            || 0x01 ||      0x800 || SIO2_MASK
│      │   │   ├── Page01.jpg From 01 to 59
|-
│      │   │   └── Page59.jpg
|SLUS_204.88 || Star Ocean: Til the end of Time [Disc 1]                            || 0x08 ||    0x1388 || CPU_DELAY
│      │   ├── Page01.jpg From 01 to 116
|-
│      │   └── Page116.jpg
|SLUS_205.72 || Tiger Woods PGA Tour 2003                                            || 0x0A ||    0x803E8 || CDVD_READ_DELAY
│      └── thumbnails
|-
│          ├── BoxThumb01.jpg
|SLUS_205.90 || Spyhunter 2                                                          || 0x01 ||      0x800 || SIO2_MASK
│          ├── BoxThumb04.jpg
|-
│          ├── landscape
|SLUS_206.35 || Muppets Party Cruise                                                || 0x01 ||      0x801 || SIO2_MASK
│          │   ├── BoxThumb01.jpg
|-
│          │   ├── BoxThumb04.jpg
|SLUS_206.39 || Def Jam Vendetta                                                    || 0x01 ||      0x800 || SIO2_MASK
│          │   ├── Thumb01.jpg from 01 to 59
|-
│          │   └── Thumb59.jpg
|SLUS_206.86 || Splashdown: Rides Gone Wild                                          || 0x0A ||    0x80400 || CDVD_READ_DELAY
│          ├── Thumb01.jpg From 01 to 116
|-
│          └── Thumb116.jpg
|SLUS_208.38 || All-Star Baseball 2005                                              || 0x01 ||      0x802 || SIO2_MASK
├── sce_module
|-
│   ├── libc.prx
|SLUS_208.51 || Ace Combat 5: The Unsung War                                        || 0x0A ||  0x500000 || CDVD_READ_DELAY
│   └── libSceFios2.prx
|-
├── sce_sys
|SLUS_208.91 || Star Ocean: Til the end of Time [Disc 2]                            || 0x08 ||    0x1388 || CPU_DELAY
│   ├── about
|-
│   │   └── right.sprx
|SLUS_209.18 || Super Monkey Ball: Deluxe                                            || 0x01 ||      0x800 || SIO2_MASK
│   └── keystone
|-
└── trophy_data
|SLUS_210.59 || Tekken 5                                                            || 0x0B || 0x40000000 || SPU2_BEHAVIOR
|-
|SLUS_210.70 || Final Fantasy XI: Chains of Promathia                                || 0x02 ||        0xB || DEV9_MASK
|-
|SLUS_210.89 || Karaoke Revolution Vol.3                                            || 0x08 ||    0x1388 || CPU_DELAY
|-
|SLUS_213.31 || Sonic Riders                                                        || 0x01 ||      0x800 || SIO2_MASK
|-
|SLUS_213.39 || Puzzle Challenge                                                    || 0x01 ||      0x800 || SIO2_MASK
|-
|SLUS_214.04 || Final Fantasy XI: Treasures of Aht Urhgan                            || 0x02 ||        0xB || DEV9_MASK
|-
|SLUS_214.52 || Valkyrie Profile 2: Silmeria                                        || 0x08 ||    0x1388 || CPU_DELAY
|-  
|}
 
= Folder/File layout =
 
Example: Max Payne Classic
 
<pre>
├── config-emu-ps4.txt
├── docs
│   └── revision.h
├── eboot.bin
├── feature_data
│   └── SLES-50326_features.lua
├── formatted.card
├── image
│   └── disc01.iso
├── lua_include
│   ├── ee-cpr0-alias.lua
│   ├── ee-gpr-alias.lua
│   ├── ee-hwaddr.lua
│   ├── language.lua
│   ├── pad-and-key.lua
│   ├── ps2.lua
│   └── utils.lua
├── patches
│   └── SLES-50326_cli.conf
├── PS20220WD20050620.crack
├── ps2-emu-compiler.self
├── sce_companion_httpd
│   └── html
│      ├── BackCover.jpg
│      ├── base
│      │   ├── arrow_up.png
│      │   └── sprites.png
│      ├── css
│      │   ├── default-skin.png
│      │   └── styles.min.css
│      ├── index.html
│      ├── js
│      │   └── app.min.js
│      ├── large
│      │   ├── Box01.jpg
│      │   ├── Box04.jpg
│      │   ├── landscape
│      │   │   ├── Box01.jpg
│      │   │   ├── Box04.jpg
│      │   │   ├── Page01.jpg From 01 to 59
│      │   │   └── Page59.jpg
│      │   ├── Page01.jpg From 01 to 116
│      │   └── Page116.jpg
│      ├── medium
│      │   ├── Box01.jpg
│      │   ├── Box04.jpg
│      │   ├── landscape
│      │   │   ├── Box01.jpg
│      │   │   ├── Box04.jpg
│      │   │   ├── Page01.jpg From 01 to 59
│      │   │   └── Page59.jpg
│      │   ├── Page01.jpg from 01 to 116
│      │   └── Page116.jpg
│      ├── small
│      │   ├── Box01.jpg from 01 to 04
│      │   ├── Box04.jpg
│      │   ├── landscape
│      │   │   ├── Box01.jpg from 01 to 04
│      │   │   ├── Box04.jpg
│      │   │   ├── Page01.jpg From 01 to 59
│      │   │   └── Page59.jpg
│      │   ├── Page01.jpg From 01 to 116
│      │   └── Page116.jpg
│      └── thumbnails
│          ├── BoxThumb01.jpg
│          ├── BoxThumb04.jpg
│          ├── landscape
│          │   ├── BoxThumb01.jpg
│          │   ├── BoxThumb04.jpg
│          │   ├── Thumb01.jpg from 01 to 59
│          │   └── Thumb59.jpg
│          ├── Thumb01.jpg From 01 to 116
│          └── Thumb116.jpg
├── sce_module
│   ├── libc.prx
│   └── libSceFios2.prx
├── sce_sys
│   ├── about
│   │   └── right.sprx
│   └── keystone
└── 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>
'''pad-connect-type.lua'''
<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>
'''sprite.lua'''
<pre>
local kFilterMode = {}
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 = {}
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>
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>
kWrapMode.ClampLastTexel                    = 0x00000002 -- < The input coordinate is clamped to the range <c>[0..1]</c>. <c>U=max(0,min(1,U));</c>
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>
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.wired = 6
cpr.badvaddr = 8
cpr.count = 9
cpr.entryhi = 10
cpr.compare = 11
cpr.status = 12
cpr.cause = 13
cpr.epc = 14
cpr.prid = 15
cpr.config = 16
cpr.badpaddr = 23
cpr.hwbk = 24
cpr.pccr = 25
cpr.taglo = 28
cpr.taghi = 29
cpr.errorepc = 30
return cpr
</pre>
'''ee-gpr-alias.lua'''
<pre>
-- Recommended method to import this module:
--  local gpr = require("ee-gpr-alias")
--
-- Using the global 'lang' variable is depreciated.  This will change to a local-scope variable after
-- the depreciation period has expired in April 2016.
gpr = {}
gpr.zero = 0
gpr.at  = 1
gpr.v0  = 2
gpr.v1  = 3
gpr.a0  = 4
gpr.a1  = 5
gpr.a2  = 6
gpr.a3  = 7
gpr.t0  = 8
gpr.t1  = 9
gpr.t2  = 10
gpr.t3  = 11
gpr.t4  = 12
gpr.t5  = 13
gpr.t6  = 14
gpr.t7  = 15
gpr.s0  = 16
gpr.s1  = 17
gpr.s2  = 18
gpr.s3  = 19
gpr.s4  = 20
gpr.s5  = 21
gpr.s6  = 22
gpr.s7  = 23
gpr.t8  = 24
gpr.t9  = 25
gpr.k0  = 26
gpr.k1  = 27
gpr.gp  = 28
gpr.sp  = 29
gpr.fp  = 30
gpr.ra  = 31
return gpr
</pre>
'''ee-hwaddr.lua'''
<pre>
gif_hw  = {}
vif0_hw = {}
vif1_hw = {}
gif_hw.CHCR = 0x1000A000
gif_hw.MADR = 0x1000A010
gif_hw.QWC = 0x1000A020
gif_hw.TADR = 0x1000A030
gif_hw.ASR0 = 0x1000A040
gif_hw.ASR1 = 0x1000A050
gif_hw.SADR = 0x1000A080
vif0_hw.CHCR = 0x10008000
vif0_hw.MADR = 0x10008010
vif0_hw.QWC = 0x10008020
vif0_hw.TADR = 0x10008030
vif0_hw.ASR0 = 0x10008040
vif0_hw.ASR1 = 0x10008050
vif0_hw.SADR = 0x10008080
vif1_hw.CHCR = 0x10009000
vif1_hw.MADR = 0x10009010
vif1_hw.QWC = 0x10009020
vif1_hw.TADR = 0x10009030
vif1_hw.ASR0 = 0x10009040
vif1_hw.ASR1 = 0x10009050
vif1_hw.SADR = 0x10009080
return gif_hw, vif0_hw, vif1_hw, nil
</pre>
'''language.lua'''
<pre>
-- Recommended method to import this module:
--  local lang = require("language")
--
-- Using the global 'lang' variable is depreciated.  This will change to a local-scope variable after
-- the depreciation period has expired in April 2016.
lang = {}
lang.japanese = 0
lang.english = 1
lang.french = 2
lang.spanish = 3
lang.german = 4
lang.italian = 5
lang.dutch = 6
lang.portuguese = 7
lang.russian = 8
lang.korean = 9
lang.chinese_traditional = 10
lang.chinese_simplified = 11
lang.finnish = 12
lang.swedish = 13
lang.danish = 14
lang.norwegian = 15
lang.polish = 16
lang.portuguese_brazil = 17
lang.english_gb = 18
lang.turkish = 19
lang.spanish_la = 20
lang.arabic = 21
lang.french_canada = 22
return lang
</pre>
'''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>
require("ee-gpr-alias")
require("utils")
MipsInsn = {}
MipsInsn.IsAddi = function(insn) return (insn & 0xfc000000) == 0x20000000 end -- addi rt,rs,simm
MipsInsn.IsAddiu = function(insn) return (insn & 0xfc000000) == 0x24000000 end -- addiu rt,rs,simm
MipsInsn.IsBeq = function(insn) return (insn & 0xfc000000) == 0x10000000 end -- beq rs,rt,off
MipsInsn.IsJ = function(insn) return (insn & 0xfc000000) == 0x08000000 end -- j target
MipsInsn.IsJal = function(insn) return (insn & 0xfc000000) == 0x0c000000 end -- jal target
MipsInsn.IsJr = function(insn) return (insn & 0xfc1fffff) == 0x00000008 end -- jr rs
MipsInsn.IsLq = function(insn) return (insn & 0xfc000000) == 0x78000000 end -- lq rt,simm(rs)
MipsInsn.IsLd = function(insn) return (insn & 0xfc000000) == 0xdc000000 end -- ld rt,simm(rs)
MipsInsn.IsLw = function(insn) return (insn & 0xfc000000) == 0x8c000000 end -- lw rt,simm(rs)
MipsInsn.IsSq = function(insn) return (insn & 0xfc000000) == 0x7c000000 end -- sq rt,simm(rs)
MipsInsn.IsSd = function(insn) return (insn & 0xfc000000) == 0xfc000000 end -- sd rt,simm(rs)
MipsInsn.IsSw = function(insn) return (insn & 0xfc000000) == 0xac000000 end -- sw rt,simm(rs)
MipsInsn.IsEnd = function(insn) return (insn & 0xfc00003f) == 0x0000000d end
MipsInsn.GetRt = function(insn) return (insn >> 16) & 0x1f end
MipsInsn.GetRs = function(insn) return (insn >> 21) & 0x1f end
MipsInsn.GetSimm = function(insn) return ((insn << 48) >> 48) end
MipsInsn.GetOff = function(insn) return MipsInsn.GetSimm(insn) end
MipsInsn.GetTarget = function(insn) return insn & 0x3ffffff end
-- return FIFO queue of stack trace
-- the queue item is { caller-addr, return-from }
--
-- example:
--    print("=== stack trace ===")
--   local stack_trace = MipsStackTrace(eeObj, eeObj.GetPc()+4, eeObj.GetGpr(gpr.ra), eeObj.GetGpr(gpr.sp))
--   while not stack_trace:isEmpty() do
-- local caller = stack_trace:dequeue()
-- print( string.format(" 0x%08x [will return from : %x]", caller[1], caller[2]) )
--   end
--
-- NOTE: you must +4 against GetPc() if you in a EE/IOP hook.
-- Because EE/IOP jit executed the instruction at the address already and it might affect $sp or $ra.
--
-- obj : eeObj or iopObj
-- pc  : current pc (from GetPC or readout from thread context)
-- ra  : current ra (from GetGpr or readout from thread context)
-- sp  : current sp (from GetGpr or readout from thread context)
MipsStackTrace = function (obj, pc, ra, sp, depth)
  local max_depth = depth or 10 -- max trace depth
  local n_j = 1
  local jmax = {}
  local depth = 0
  local bdl_count = 0
  local new_pc    = 0
  local icount    = 0
  local result = Queue.new()
  local pushed_ra = Queue.new()
  while depth < max_depth and icount < 2048 do
  -- TODO: error checks
  if (pc & 3) ~= 0 then
return result
  end
  pc = pc & 0x01ffffff
  sp = sp & 0x01ffffff
  local insn = obj.ReadMem32(pc)
  -- print(string.format("trace .. pc=%x insn=%x", pc, insn))
  -- result:enqueue( { pc, insn } )
  if MipsInsn.IsJr(insn) and MipsInsn.GetRs(insn) == gpr.ra then
bdl_count = 1
depth = depth + 1
new_pc = ra
-- print(string.format("jr ra : ra=%x", ra))
icount = 0
-- print(string.format("enqueue caller pc=%x ret addr=%x", new_pc-8, pc))
result:enqueue( {new_pc-8, pc} ) -- {return-addr, where-from}
  elseif MipsInsn.IsAddiu(insn) and MipsInsn.GetRt(insn) == gpr.sp and MipsInsn.GetRs(insn) == gpr.sp then
sp = sp + MipsInsn.GetSimm(insn) -- ((insn<<48) >>48)
-- print(string.format("addiu sp,sp,** : new sp = %x", sp))
  elseif MipsInsn.IsLq(insn) or MipsInsn.IsLd(insn) or MipsInsn.IsLw(insn) then
if MipsInsn.GetRt(insn) == gpr.ra and MipsInsn.GetRs(insn) == gpr.sp then
-- the code might push $ra on the stack after start pc.
-- in such case, we must not retrieve $ra value from the memory.
if pushed_ra:isEmpty() then
  local imm = MipsInsn.GetSimm(insn) -- ((insn<<48) >>48)
  -- print(string.format("retrieve ra from stack(%x) : sp=%x imm=%x", sp+imm, sp, imm))
  ra = obj.ReadMem32(sp + imm)
  -- print(string.format("load ra,%x(sp) : sp = %x+%x, ra = %x", imm, sp, imm, ra))
else
  -- print(string.format("retrieve ra from pushed one"))
  pushed_ra:dequeue()
end
end
  elseif MipsInsn.IsSq(insn) or MipsInsn.IsSd(insn) or MipsInsn.IsSw(insn) then
if MipsInsn.GetRt(insn) == gpr.ra and MipsInsn.GetRs(insn) == gpr.sp then
pushed_ra:enqueue(pc);
end
  elseif MipsInsn.IsJ(insn) then -- j **
local imm = MipsInsn.GetTarget(insn)
imm = imm << 2
if pc == imm then
-- jump to self? maybe we can ignore it.
else
new_pc = imm
-- print(string.format("j ** : new_pc = %x", new_pc))
bdl_count = 1
for t=1, n_j do
  if jmax[t] == new_pc then
  return result -- closed loop
  end
end
if n_j > 1024 then
  return result -- jump buffer overflow
end
jmax[n_j] = new_pc
n_j = n_j + 1
end
  elseif MipsInsn.IsBeq(insn) and MipsInsn.GetRs(insn) == gpr.zero then -- beq zero,**
local offset = MipsInsn.GetOff(insn) -- ((insn<<48) >> 48)
offset = offset << 2
new_pc = pc + 4 + offset
if pc == new_pc then
-- jump to self? maybe we can ignore it
else
-- print(string.format("beq zero,** : new_pc=%x", new_pc))
bdl_count = 1
for t = 1, n_j do
  if jmax[t] == new_pc then
  return result
  end
end
if n_j > 1024 then
  return result
end
jmax[n_j] = new_pc
n_j = n_j + 1
end
  elseif MipsInsn.IsEnd(insn) then -- end
-- print(string.format("end"))
return result
  elseif MipsInsn.IsJal(insn) then -- jal **
local imm = insn & 0x03ffffff
imm = imm << 2
-- print(string.format("jal ** : addr = %x", imm))
-- call
  end
  icount = icount + 1
  pc = pc + 4
  -- -- print(string.format("bdl_count=%d", bdl_count))
  if bdl_count > 0 then
if bdl_count == 2 then
pc = new_pc
bdl_count = 0
else
bdl_count = bdl_count + 1
end
  end
  end
  return result
end
PS2 = {}
PS2.GetCurrentThread = function(eeObj) return eeObj.ReadMem32(0x12fac) end
PS2.GetThreads = function(eeObj)
  local EE_THREAD_BASE = 0x18000
  local EE_NUM_THREADS = 0x100
  local th = EE_THREAD_BASE
  local result = Queue.new()
  for t = 0, EE_NUM_THREADS-1 do
  -- 0 : node_prev
  -- 4 : node_next
  -- 8 : status
  -- 12: pc
  -- 16: sp
  -- 20: gp
  -- 24: init_pri
  -- 26: curr_pri
  -- 28: wstat
  -- 32: waitId
  -- 36: wakeupCount
  -- 40: attr
  -- 44: option
  -- 48: func
  -- 52: argc
  -- 56: args
  -- 60: stack
  -- 64: size
  -- 68: root
  -- 72: endOfHeap
  local status = eeObj.ReadMem32(th + 8)
  if status ~= 0 then
local id    = t
local pri  = eeObj.ReadMem16(th + 26)
local gp    = eeObj.ReadMem32(th + 20)
local pc    = eeObj.ReadMem32(th + 12)
local sp    = eeObj.ReadMem32(th + 16)
result:enqueue( {id=id, status=status, pri=pri, gp=gp, pc=pc, sp=sp} )
  end
  th = th + 76
  end
  return result
end
</pre>
'''utils.lua'''
<pre>
-- utility classes/functions
-- Stack
-- ex:
-- my_stack = Stack.new()
--  my_stack:push( val )
-- print( my_stack:pop( val ) )
Stack = {}
function Stack.new()
  local obj = { buff = {} }
  return setmetatable(obj, {__index = Stack})
end
function Stack:push(x)
  table.insert(self.buff, x)
end
function Stack:pop()
  return table.remove(self.buff)
end
function Stack:top()
  return self.buff[#self.buff]
end


function Stack:isEmpty()
  return #self.buff == 0
end
-- Queue
-- ex:
-- my_queue = Queue.new()
-- my_queue:enqueue( val )
-- print( my_queue:dequeue(val) )
Queue = {}
function Queue.new()
  local obj = { buff = {} }
  return setmetatable(obj, {__index = Queue})
end
function Queue:enqueue(x)
  table.insert(self.buff, x)
end
function Queue:dequeue()
  return table.remove(self.buff, 1)
end
function Queue:top()
  if #self.buff > 0 then
    return self.buff[1]
  end
end
function Queue:isEmpty()
  return #self.buff == 0
end
</pre>
</pre>


= Links =
=Links=
 
These links can Assist you in improving your knowledge about ps2 emulation
* [https://psi-rockin.github.io/ps2tek/ PS2 Hardware Documentation]
*Ps2 Hardware Documentation: https://psi-rockin.github.io/ps2tek/
* [https://pastebin.com/yf802Up3 Graphics Synthetizer title fix guide]
* GS title fix guide https://pastebin.com/yf802Up3
* [https://www.psdevwiki.com/ps3/PS2_Custom_Configs PS3 custom configs]
*PS3 custom configs: https://www.psdevwiki.com/ps3/PS2_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]
*More info about the playstation 4's PS2 emulator can be found here: http://www.psx-place.com/threads/research-ps2-emulator-configuration-on-ps4.16131/ , But please note that Some of the information in this post can be in-accurate, Such as Clamping options
* [https://www.psdevwiki.com/ps4/Talk:PS2_Classics_Emulator_Compatibility_List Configuration examples]
*More emulator configurations examples: https://www.psdevwiki.com/ps4/Talk:PS2_Classics_Emulator_Compatibility_List
* [https://www.romhacking.net/utilities/692/ PS2DIS, a very helpful tool for debugging executables]
* Ps2dis https://www.romhacking.net/utilities/692/  
* [https://forums.pcsx2.net/Thread-Fixing-unplayable-games A thread filled with patches for ps2 games]
*Current Gameindex Settings: https://raw.githubusercontent.com/PCSX2/pcsx2/master/bin/resources/GameIndex.yaml
* [https://github.com/florinsdistortedvision/ps2-classics-emus Most base emulators for PS2 Classics released on PS4 by florinsdistortedvision]
*Known Pcsx2 Issues https://github.com/PCSX2/pcsx2/issues?q=is%3Aissue
* [https://github.com/Zcor3x/Playstation-2-Classics-PS4 Most base emulators for PS2 Classics released on PS4 by Zcor3x]
*Pcsx2's old and New pull requests https://github.com/PCSX2/pcsx2/pulls?q=is%3Apr
 
*A thread dedicated to sharing patches for unplayable games https://forums.pcsx2.net/Thread-Fixing-unplayable-games
* Old gameindex.yaml just in case pcsx2 removes the patches https://raw.githubusercontent.com/Scalerize/pcsx2/master/bin/resources/GameIndex.yaml
{{Reverse Engineering}}
{{Reverse Engineering}}
<noinclude>
<noinclude>[[Category:Main]]</noinclude>
[[Category:Main]]
</noinclude>
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