Editing PS2 Emulation
Jump to navigation
Jump to search
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 1: | Line 1: | ||
= | = Description = | ||
<pre>PlayStation 2 emulation on the Playstaion 4 is handled with little difference to the Playstation 3, | |||
But still many issues that the Playstation 3 faced Have moved into the Playstation 4 along with Many new issues. | |||
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, | |||
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> | |||
<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. | |||
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. | |||
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. | |||
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. | |||
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> | |||
= Emulator Configuration = | = Emulator Configuration = | ||
== 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 | '''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="" | ||
|- | |- | ||
| --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 | | --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 | | --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 | ||
|- | |- | ||
| -- | | --idec-cycles-per-qwc || int/multiplier || || --idec-cycles-per-qwc=768 | ||
|- | |- | ||
| -- | | --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-lang || system || sets language, Might seem like a useless command, but a Tiny number of games refuse to boot without a selected language. || --ps2-lang=system | ||
|- | |||
| --ps2-title-id || XXXX-YYYYY Example: (SLUS-21515) || Sets title-id for patches, Requires the game's region code as value || --ps2-title-id=SLES-50366 | |||
|- | |- | ||
| --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 172: | ||
| --host-pad-loses-focus || || || --host-pad-loses-focus=1 | | --host-pad-loses-focus || || || --host-pad-loses-focus=1 | ||
|- | |- | ||
| --host-gamepads || 0, | | --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 | | --pad-record || 0, 1 || Enables Logging pad info in emulog || | ||
|- | |- | ||
| --pad-analog-to-digital || 0, 1 || Eternel ring | | --pad-analog-to-digital || 0, 1 || Eternel ring Emu uses the value 0 || --pad-analog-to-digital=0 | ||
|- | |- | ||
| --mtap1 || Disabled, Always, ByHost || Multitap switch | | --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 | | --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> | <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 | <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 | The values of the commands are also pre-defined by sony and /or have a quota for possible values/ranges. | ||
Some CLI commands have no effect, | Some CLI commands have no effect, and were added into the eboot.bin without being programmed by sony. | ||
==== | and some useful commands were removed/added from different emu revisions. or their effects were changed.</pre> | ||
<pre>Commands for the emulated Emotion Engine. | |||
====( EE )==== | |||
<pre>Commands for the emulated Emotion Engine. these commands may assist you in gaining performance or better sync.</pre> | |||
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;" | {| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;" | ||
! Command !! Values !! Notes !! Usage | ! Command !! Values !! Notes !! Usage | ||
|-style="background-color:#7698FF" | |-style="background-color:#7698FF" | ||
| || Speedhacks | | || Speedhacks || || | ||
|- | |- | ||
| --ee-cycle-scalar || | | --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 || | | --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 || <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 || | | --ee-jit-pagefault-threshold || 20-200 || Seems to reduce blue screen occurrence the higher the value, only useful if the game crashes with pagefault errors. || --ee-jit-pagefault-threshold=40 | ||
|- | |- | ||
| --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 224: | ||
| --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. | | --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, | | --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 | | --ee-native-function || <pre>memcpy | ||
|-style="background-color:# | memset </pre>||<pre>Seems to be a command that slows down offsets that use memset and memcpy to move data to VU1. | ||
Check redfaction's config for more details.</pre>|| --ee-native-function=memcpy,0x11e328 | |||
|-style="background-color:#FEA15C" | |||
| || Other || || | | || Other || || | ||
|- | |- | ||
| --ee-jit-disasm || 0 or 1 for mips and 2 for x86 || Emotion engine Just in Time disassembler mode ( | | --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 || | | --ee-ignore-break || 0, 1 || Ignore Break instructions. || | ||
|- | |- | ||
| --ee-break-as-nop || 0, 1 || Turns a | | --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 || | | --ee-pc-coherency || 0,1?? || Seems to be a debug option for the Program counter. || | ||
|- | |- | ||
| --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 | | --ee-kernel-hle || 0, 1 || High-level emulation kernel || | ||
|- | |- | ||
| --ee-injection-kernel || 0, 1 || | | --ee-injection-kernel || 0, 1 || || | ||
|- | |- | ||
| --ee-injection-title || 0, 1 || | | --ee-injection-title || 0, 1 || || | ||
|- | |- | ||
| --ee-validate-kernel || 0, 1 || || | | --ee-validate-kernel || 0, 1 || || | ||
|- | |- | ||
| --ee-regalloc- | | --ee-regalloc-scalar || 0,none,ReadOnly,WriteOnly,RW || register allocation setting || | ||
|- | |- | ||
| --ee-regalloc- | | --ee-regalloc-simd || || register allocation setting || | ||
|- | |- | ||
| --ee-regalloc-preserve-simd || ReadOnly, RO, WriteOnly | | --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, 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 || | | --ee-cache-breaks-block || 0,1? || || | ||
|- | |- | ||
| --ee-evt-check-full || 0, 1 || | | --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 282: | ||
| --ee-precompile-trace || || || | | --ee-precompile-trace || || || | ||
|- | |- | ||
| --ee-penalize-short-blocks || 0, 1 || | | --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 296: | ||
| --ee-stlf-cycle-threshold || ? ||?|| | | --ee-stlf-cycle-threshold || ? ||?|| | ||
|- | |- | ||
| --detect-idle-ee || 0, 1 || | | --detect-idle-ee || 0, 1 || Enabled by default, Uknown what it does || --detect-idle-ee=1 | ||
|- | |- | ||
|} | |} | ||
==== | ====( FPU )==== | ||
<pre>The FPU is a fast single-precision unit that | <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 307: | ||
| || Game fixes || || | | || Game fixes || || | ||
|- | |- | ||
| --fpu-no-clamping || | | --fpu-no-clamping || <pre> 1 = Full clamping | ||
0 = No clamping</pre> || 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- | | --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- | | --fpu-no-clamp-range || start,end offset (0x0 - 0x1FFFFFF) || Full clamping for fpu in selected memory range || --fpu-no-clamp-range=0x1acce0,0x2acce0 | ||
|- | |- | ||
| --fpu- | | --fpu-accurate-muldiv || offset (0x1FFFFFF) || Fix for games that divide/multiply by 0 in specified address || --fpu-accurate-muldiv=0x123456 | ||
|- | |- | ||
| -- | | --fpjk-muldiv-range || offset (0x0 - 0x1FFFFFF) || Bully uses this command, unknown usage, possibly even more accurate divide/multiply || --fpjk-muldiv-range=0x123456 | ||
|- | |- | ||
| --fpu-accurate- | | --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- | | --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) || | | --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 || | | --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 || | | --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. || --fpu-accurate-mul-fast=1 | ||
|-style="background-color:# | |-style="background-color:#FEA15C" | ||
| || Other || || | | || Other || || | ||
|- | |- | ||
| --fpu-to-double || 0, 1 || <pre>Converts floats to double, enabling it is supposed to increase the fpu's accuracy, but no difference will be noticed if enabled for currently unknown reasons, Sony never used it in any official config, therefore no one is really sure of it's correct values/usage</pre> || | |||
| --fpu-to-double || 0, 1 || Converts floats to | |||
|- | |- | ||
| --fpu-clamp-operands || 0, 1 || | | --fpu-clamp-operands || 0, 1 || <pre>A clamping setting that is supposed to increase the fpu's clamping functionality when FPU clamping is enabled, but no difference is noticed for currently unknown reasons, Sony never used it in any official config, therefore no one is really sure of it's correct values/usage </pre> || --fpu-clamp-operands=1 | ||
|- | |- | ||
| --fpu-clamp-results || 0, 1 || | | --fpu-clamp-results || 0, 1 || <pre>A clamping setting that is supposed to increase the fpu's clamping functionality when FPU clamping is enabled, but no difference is noticed for currently unknown reasons, Sony never used it in any official config, therefore no one is really sure of it's correct values/usage </pre> || --fpu-clamp-results=1 | ||
|- | |- | ||
|} | |} | ||
===== | ====Vector Interface ( VIF )==== | ||
<pre>Decompresses vector data, uploads microprograms to the VUs, and sends graphical data to the GIF.</pre> | |||
<pre> | {| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;" | ||
! Command !! Values !! Notes !! Usage | |||
|-style="background-color:#D7EF54" | |||
| || || Game fixes || | |||
|- | |||
| --vif-ignore-invalid-cmd || 0, 1 || <pre>Ignore invalid vif commands</pre> || --vif-ignore-invalid-cmd=1 | |||
|- | |||
| --vif1-ignore-cmd-ints || 0, 1 || <pre>PCSX2 Needs this gamefix for some games to load the main game properly, | |||
Games likes "Men in Black II - Alien Escape" and | |||
"Test Drive Unlimited" will be unplayable without it</pre> || --vif1-ignore-cmd-ints=1 | |||
|- | |||
| --vif1-instant-xfer || <pre> 1 = Instant transfers | |||
0 = Delayed transfers</pre> || "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;" | {| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;" | ||
! Command !! Values !! Notes !! Usage | ! Command !! Values !! Notes !! Usage | ||
Line 421: | Line 374: | ||
| || Speedhacks || || | | || Speedhacks || || | ||
|- | |- | ||
| -- | | --gs-optimize-30fps || 0, 1 || Speedhack for gpu hungry games || --gs-optimize-30fps=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 || --gs-adaptive-frameskip=1 | ||
|- | |- | ||
|-style="background-color:#D7EF54" | |-style="background-color:#D7EF54" | ||
| || | | || 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 | |||
|- | |- | ||
| -- | | --gs-use-deferred-l2h || 0, 1 || Some delay option for L2H (local to host, GS to EE)|| --gs-use-deferred-l2h=1 | ||
|- | |- | ||
| -- | | --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 || <pre>--gs-use-mipmap=1 | ||
--gs-kernel-cl="mipmap" | |||
--gs-kernel-cl-up="mipmap2x2"</pre> | |||
|- | |- | ||
| -- | | --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 || <pre>--gs-use-clut-merge=1 | ||
--gs-kernel-cl="clutmerge" | |||
--gs-kernel-cl-up="clutmerge2x2"</pre> | |||
|- | |- | ||
| -- | | --l2h-2d-params || TRXREG,BITBLTBUF,height || || --l2h-2d-params=0x0000000800000001,0x000000003a0a2300,512,2 | ||
|- | |- | ||
| -- | | --gs-h2l-accurate-hash || 0, 1 || Used with h2l Upscaler ||--gs-h2l-accurate-hash=1 | ||
|- | |- | ||
|- | | --gs-h2l-list-opt || 0, 1 || Used with h2l Upscaler ||--gs-h2l-list-opt=1 | ||
| | |||
|- | |- | ||
| -- | | --gs-progressive || 0, 1 || Force progressive scan, it's used to fix Graphical glitches/double screen issues when used || | ||
|- | |- | ||
| -- | | --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 || Acts very similarly to CRC hacks on pcsx2 ||--gs-ignore-dirty-page-border=1 | |||
|- | |- | ||
| -- | | --gs-check-trans-rejection || 0, 1 || Check transfer rejection ? || --gs-check-trans-rejection=1 | ||
|- | |- | ||
| -- | | --gs-check-trans-rejection68 || 0, 1 || || --gs-check-trans-rejection68=1 | ||
|- | |||
| --gs-skip-dirty-flush-on-mipmap || 0, 1 || Skip flushing the texture cache when mipmap settings change (?) Require mipmap GS CL kernel || <pre> | |||
--gs-skip-dirty-flush-on-mipmap=1 | |||
--gs-use-mipmap=1 | |||
--gs-kernel-cl="mipmap" | |||
--gs-kernel-cl-up="mipmap2x2"</pre> | |||
|- | |- | ||
| -- | | --gs-packed15-fmv-opt || 0, 1 || || --gs-packed15-fmv-opt=1 | ||
|- | |- | ||
| -- | | --gs-dirty-page-policy || 0, 1 || || --gs-dirty-page-policy=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 | ||
|- | |- | ||
| -- | | --gs-opt-frbuff-switch || 0, 1 || Used to fix Fmvs || --gs-opt-frbuff-switch=1 | ||
|- | |- | ||
| -- | | --gs-ignore-rect-correction || 0, 1 || || --gs-ignore-rect-correction=1 | ||
|- | |- | ||
|-style="background-color:#D7EF54" | | --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 Color lookup(?) || --gs-kernel-cl="clutmerge" | |||
|- | |||
| --gs-kernel-cl-up || h2lpool2x2, OptRightTri, clutmerge2x2, mipmap2x2, up2x2simple, up2x2skipinterp, up2x2tc, up2x2, default || <pre>Kernel Variant Color lookup Upscaler (?), up2x2simple Is the best if you are encountering Upscaling glitches</pre>|| --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 ?|| | |||
|- | |||
| --threaded-gs || 0, 1 || MTGS (?) || --threaded-gs=1 | |||
|- | |||
|} | |||
====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" | |||
| || Game fixes || || | | || Game fixes || || | ||
|- | |- | ||
| --vu-hack-triace || 0, 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 || | | --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- | | --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 | |||
|- | |- | ||
|-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 | | --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 | | --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 || <pre>Converts floats to double, enabling it is supposed to increase the vu's accuracy, but no difference will be noticed if enabled for currently unknown reasons, Sony never used it in any official config, therefore no one is really sure of it's correct values/usage</pre> || | |||
|- | |- | ||
| --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 505: | ||
| --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 || | | --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- | | --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 || 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 519: | ||
|} | |} | ||
==== | ====( 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 | |||
{| 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 526: | ||
| || Speedhacks || || | | || Speedhacks || || | ||
|- | |- | ||
| --vu1-mpg-cycles || | | --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 | ||
|- | |||
| --vu1-di-bits || 0, 1 || 0 to skip setting Invalid, and Div by zero flags in status register. Can be used as speedhack as it skips costly calculations, but at the same time can cause issues like broken geometry.|| vu1-di-bits=0 | |||
|- | |- | ||
| --vu1- | | --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-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-flags || 0, 1, 2 || Optimize flags | |||
|- | |- | ||
| --vu1-opt-vf00 || 0, 1, 2 || Optimization for the vf00 register. || --vu1-opt-vf00=2 | | --vu1-opt-vf00 || 0, 1, 2 || Optimization for the vf00 register. 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 | | --vu1-jr-cache-policy || newprog, sameprog, auto, new, same || PCSX2 uses newprog as default setting.[https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L319 Info] || --vu1-jr-cache-policy=sameprog | ||
|- | |- | ||
| --vu1-jalr-cache-policy || newprog, sameprog, auto, new, same || PCSX2 uses newprog as | | --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-injection || 0, 1 || <pre> Sony uses this command in games with heavy VU1 usage, though it is still unknown how exactly it helps with performance, Games like bully, the warriors, psychonauts, seem to make use of it somehow.</pre> || --vu1-injection=1 | |||
|- | |||
|-style="background-color:#D7EF54" | |-style="background-color:#D7EF54" | ||
| || Game | | || Game fixes || || | ||
|- | |- | ||
| --vu1 || jit-sync || Selector between IR/JIT and it modes | | --vu1 || jit-sync, jit, trans, jit-async || <pre>Selector between IR/JIT and it modes, jit-sync works the same as disabling MTVU. as for the options jit, trans, jit-async, They seem to be redundant and have no effects on VU1.</pre> || --vu1=jit-sync | ||
|- | |- | ||
| --vu1-no-clamping || | | --vu1-no-clamping || <pre> 1 = Full clamping | ||
0 = No clamping</pre> || <pre>Can be used to fix graphical glitches, Some emulators like roguev1 or KOF2000 prefer clamping to be turned off.</pre> || --vu1-no-clamping=0 | |||
|- | |- | ||
| --vu1-clamp-range || vu1 memory offset start,end (0x0 - | | --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 - | | --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 - | | --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-native-patch || 0, 1 || <pre>Use native patches from recompiler, not compatible with jak emus, Could be VU1 round mode since sony uses it for their official release of Primal, and Primal is known to require that mode to work correctly.</pre>|| --vu1-native-patch=1 | |||
| --vu1-native-patch || 0, 1 || Use native patches from recompiler, not compatible with jak emus | |||
|- | |- | ||
|-style="background-color:#FEA15C" | |-style="background-color:#FEA15C" | ||
| || Other || || | | || Other || || | ||
|- | |- | ||
| --vu1-inst- | | --vu1-opt-subroutine || 0, 1 || <pre>Optimization for the VU1 when enabled (?), Sony never used it on any game with heavy VU1 usage. so it's unknown what is the use of this command.</pre>|| | ||
|- | |||
| --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-use-rcp || 0, 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-use-rsqrt || 0, 1 || | | --vu1-use-rsqrt || 0, 1 || use sse rsqrt || | ||
|- | |- | ||
| --vu1-clamp-operands || 0, 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-aot-end-addr || Offset End || || | |||
|- | |||
| --vu1-clamp-operands || 0, 1 ||<pre>A clamping setting that is supposed to increase the vu1's clamping functionality when vu1 clamping is enabled, but no difference is noticed for currently unknown reasons, Sony never used it in any official config, therefore no one is really sure of it's correct values/usage </pre> || --vu1-clamp-operands=1 | |||
|- | |- | ||
| --vu1-clamp-results || 0, 1 || | | --vu1-clamp-results || 0, 1 || <pre>A clamping setting that is supposed to increase the vu1's clamping functionality when vu1 clamping is enabled, but no difference is noticed for currently unknown reasons, Sony never used it in any official config, therefore no one is really sure of it's correct values/usage </pre>|| --vu1-clamp-results=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 | |||
|- | |- | ||
|} | |} | ||
==== | ====( VU0 )==== | ||
<pre>VU0 is the | <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 598: | ||
| || Speedhacks || || | | || Speedhacks || || | ||
|- | |- | ||
| --vu0-mpg-cycles || | | --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 | ||
|- | |- | ||
| --vu0-di-bits || 0, 1 || 0 to skip setting | | --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= | | --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 | | --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 | | --vu0-jr-cache-policy || newprog, sameprog, auto, new, same || PCSX2 use newprog as default setting [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L319 Info] || --vu0-jr-cache-policy=sameprog | ||
|- | |- | ||
| --vu0-jalr-cache-policy || newprog, sameprog, auto, new, same || PCSX2 | | --vu0-jalr-cache-policy || newprog, sameprog, auto, new, same || PCSX2 use newprog as default setting [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L319 Info] || --vu0-jalr-cache-policy=sameprog | ||
|-style="background-color:#D7EF54" | |-style="background-color:#D7EF54" | ||
| || Game fixes || || | | || Game fixes || || | ||
|- | |- | ||
| --vu0-clamp-range || start, end offset (0x0 - | | --vu0-clamp-range || start, end offset (0x0 - 0xA000) || per range clamping for VU0 || --vu0-clamp-range=0x100,0x120 | ||
|- | |- | ||
| --vu0-no-clamping || 0 | | --vu0-no-clamping || <pre> 1 = Full clamping | ||
0 = No clamping</pre> || <pre>Can be used to fix graphical glitches, Some emulators like roguev1 or KOF2000 prefer clamping to be turned off.</pre> || --vu0-no-clamping=0 | |||
|- | |- | ||
| --vu0-accurate-addsub-range || offset (0x0 - | | --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 - | | --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 || | | --vu0-injection || 0, 1 || Uknown usage. || --vu0-injection=1 | ||
|- | |- | ||
| --vu0-inst-q || 0, 1 || instant Q, no stalling on WAITQ, or instances of Q || --vu0-inst-q=1 | | --vu0-inst-q || 0, 1 || instant Q, no stalling on WAITQ, or instances of Q || --vu0-inst-q=1 | ||
|- | |- | ||
| --vu0-inst-p || 0, 1 || instant P, | | --vu0-inst-p || 0, 1 || instant P, not stalling on WAITP, or instances of P|| --vu0-inst-p=1 | ||
|- | |- | ||
| --vu0-use-rcp || 0, 1 || | | --vu0-use-rcp || 0, 1 || use sse rcp || --vu0-use-rcp=1 | ||
|- | |- | ||
| --vu0-use-rsqrt || 0, 1 || | | --vu0-use-rsqrt || 0, 1 || use sse rsqrt || --vu0-use-rsqrt=1 | ||
|- | |- | ||
| --vu0- | | --vu0-opt-subroutine || 0, 1? || || | ||
|- | |- | ||
| --vu0-clamp- | | --vu0-clamp-operands || 0, 1 || <pre>A clamping setting that is supposed to increase the vu0's clamping functionality when vu0 clamping is enabled, but no difference is noticed for currently unknown reasons, Sony never used it in any official config, therefore no one is really sure of it's correct values/usage </pre> || --vu0-clamp-operands=1 | ||
|- | |- | ||
| | | --vu0-clamp-results || 0, 1 || <pre>A clamping setting that is supposed to increase the vu0's clamping functionality when vu0 clamping is enabled, but no difference is noticed for currently unknown reasons, Sony never used it in any official config, therefore no one is really sure of it's correct values/usage </pre> || --vu0-clamp-results=1 | ||
|- | |||
| --vu0-opt-aot || 0, 1 ?|| Seems to be only working in jakxv2, unknown usage || --vu0-opt-aot=1 | |||
|- | |||
<pre> | | --vu0-aot-outmode || out/overwrite, append || || | ||
|- | |||
| | |||
|- | |- | ||
| -- | | --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-aot-end-addr || end address for ahead of time compilation || || | ||
|- | |- | ||
| -- | | --vu0-aot-start-crc || ? || verify crc for aot start block (registers)|| | ||
|- | |- | ||
| -- | | --vu0-aot-end-crc || ? || verify crc for aot end block (registers) || | ||
|- | |- | ||
|} | |} | ||
==== | ====( COP2 )==== | ||
<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 | ||
|-style="background-color:# | |-style="background-color:#7698FF" | ||
| || | | || Speedhacks || || | ||
|- | |- | ||
| -- | | --cop2-opt-flags || 0, 1 ,2 || Optimize flags when do VU recompilation (1 is safe, 2 update sticky, and mac flag on every status flag update) [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L280 More Info] || --cop2-opt-flags=1 | ||
|- | |- | ||
| -- | | --cop2-opt-vf00 || 0, 1, 2 || Optimization for the vf00 register. Setting it to 1 is safe but setting it to 2 is highly unstable. || --cop2-opt-vf00=1 | ||
|-style="background-color:# | |- | ||
| || | | --cop2-const-prop || 0, 1 || Constant propagation, Can Be Used as speedhack for cop2 hungry games when set to 1 [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L312 More info] || --cop2-const-prop=1 | ||
|- | |||
| --cop2-di-bits || 0, 1 || 0 to skip setting Invalid, and Div by Zero flags in status register, and therefore improve performance. Can be used as speedhack as it skip costly calculations. || --cop2-di-bits=0 | |||
|-style="background-color:#D7EF54" | |||
| || Game fixes || || | |||
|- | |- | ||
| -- | | --cop2-no-clamping || <pre> 1 = Full clamping | ||
0 = No clamping</pre> || <pre>Can be used to fix graphical glitches, Some emulators like roguev1 or KOF2000 prefer clamping to be turned off.</pre> || --cop2-no-clamping=0 | |||
|- | |- | ||
| -- | | --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 | ||
|- | |||
| --cop2-no-clamp-range || start,end offset (0x0 - 0x1FFFFFF) || Full clamping for COP2 in selected range || --cop2-no-clamp-range=0x123456,0x134567 | |||
|- | |||
|- | |||
|- | |- | ||
| -- | | --cop2-accurate-mul-range || start,end offset (0x0 - 0x1FFFFFF) || Accurate Multiplication instructions in the cop2 Address range || --cop2-accurate-mul-range=0x123456,0x134567 | ||
| | |||
| | |||
| | |||
| | |||
| | |||
| -- | |||
|- | |- | ||
| -- | | --cop2-accurate-mul || offset (0x0 - 0x1FFFFFF) || Accurate Multiplication instructions in the cop2 Address || --cop2-accurate-mul=0x123456 | ||
|- | |- | ||
| -- | | --cop2-accurate-addsub-range || start,end offset (0x0 - 0x1FFFFFF) || Accurate Add/Subtract instructions in the cop2 Address range || --cop2-accurate-addsub-range=0x123456,0x134567 | ||
|- | |- | ||
| -- | | --cop2-accurate-addsub || offset (0x0 - 0x1FFFFFF) || Accurate Add/Subtract instructions in the cop2 Address || --cop2-accurate-addsub=0x123456 | ||
|- | |- | ||
|-style="background-color:# | |-style="background-color:#FEA15C" | ||
| || | | || Other || || | ||
|- | |- | ||
| -- | | --cop2-regalloc || 0, 1 ? || PCSX2 seems to have this enabled by default. || | ||
|- | |||
| --cop2-inst-q || 0, 1 || instant Q, no stalling on VWAITQ, or instances of Q. || | |||
|- | |- | ||
| -- | | --cop2-inst-p || 0, 1 || instant P, no stalling on VWAITP, or instances of P. || | ||
|- | |- | ||
| -- | | --cop2-use-rcp || 0, 1 || use sse rcp || | ||
|- | |- | ||
| -- | | --cop2-use-rsqrt || 0, 1 || use sse rsqrt || --cop2-use-rsqrt=0 | ||
|- | |- | ||
| -- | | --cop2-clamp-operands || 0, 1 || <pre>A clamping setting that is supposed to increase the cop2's clamping functionality when cop2 clamping is enabled, but no difference is noticed for currently unknown reasons, Sony never used it in any official config, therefore no one is really sure of it's correct values/usage </pre>|| --cop2-clamp-operands=1 | ||
|- | |- | ||
| -- | | --cop2-clamp-results || 0, 1 || <pre>A clamping setting that is supposed to increase the cop2's clamping functionality when cop2 clamping is enabled, but no difference is noticed for currently unknown reasons, Sony never used it in any official config, therefore no one is really sure of it's correct values/usage </pre> || --cop2-clamp-results=1 | ||
|- | |- | ||
| -- | | --cop2 || jit - trans || Uknown usage|| | ||
|- | |- | ||
| -- | |} | ||
====( 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 || || | |||
|- | |- | ||
| -- | | --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 | |||
|- | |- | ||
| -- | | --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 | ||
|-style="background-color:#FEA15C" | |||
| || Misc || || | |||
|- | |- | ||
| -- | | --max-disc-num || 1-5 || Numbers of discs in package (maximum=5) || --max-disc-num=1 | ||
|- | |- | ||
| -- | | --boot-disc-id || 1-5 || Sets boot disc for multi-disc pkg || --boot-disc-id=0 | ||
|- | |- | ||
| -- | | --switch-disc-reset || <pre> 1 = Enables resetting the game upon disc swap | ||
0 = Disables resetting the game upon disc swap</pre>|| <pre> 0 Can be used to prevent Resetting the game when switching multiple discs, useful for games like Samurai warriors 2 that have Import data Feature</pre> || --switch-disc-reset=1 | |||
|- | |- | ||
| -- | | --cdvd-determinism || 0, 1|| (?) || --cdvd-determinism=1 | ||
|- | |- | ||
|- | | --verbose-cdvd-reads || 0, 1 || Seems to slightly improve reading speed when enabled (?) || --verbose-cdvd-reads=1 | ||
| | |||
|- | |- | ||
|} | |} | ||
====IOP==== | ====( IOP )==== | ||
<pre>The emulated I/O Processor (IOP) settings | <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 745: | ||
| || Game fixes || || | | || Game fixes || || | ||
|- | |- | ||
| --iop-cycle-scalar ||< | | --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 || | | --iop-tight-slice-count || 12? || || --iop-tight-slice-count=12 | ||
|- | |- | ||
| --iop-hook || AdvanceClock | | --iop-hook || AdvanceClock, FastForwardClock || <pre>IOP native hook, Sony uses it on their official release of Red dead revolver</pre> || --iop-hook=0x0086ac,FastForwardClock | ||
|- | |- | ||
| --iop-block-validation || IsC, ShortHash, Hash || Way of validating that block been modified, and require recompilation | | --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 765: | ||
| --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? || || | ||
|- | |- | ||
| --iop-jit-disasm || || || | | --iop-jit-disasm || || || | ||
|- | |- | ||
| --iop-evt-check-full || | | --iop-evt-check-full || || || | ||
|- | |- | ||
|} | |} | ||
==== | ====( 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>The | but they could help with fixing many games that are still unplayable due to Syncing 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:# | |-style="background-color:#99bbff" | ||
| || | | || || SIF1 (IOP) || | ||
|- | |- | ||
| -- | | --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 | |||
|- | |- | ||
| -- | | --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) || | |||
|- | |- | ||
| -- | | --iop-sif0-cycle-scalar || <pre> [Overclocking] | ||
(0.99 => 0.1) | |||
[Cycle skipping] | |||
(1.1 => 40000)</pre>|| It controls how much data the IOP sends to the EE || --iop-sif0-cycle-scalar=0.1 | |||
|- | |- | ||
| -- | | --ee-sif0-cycle-scalar || <pre> [Overclocking] | ||
(0.99 => 0.1) | |||
[Cycle skipping] | |||
(1.1 => 40000)</pre>|| It controls how much data the EE recieves from the IOP || --ee-sif0-cycle-scalar=0.1 | |||
|- | |- | ||
|} | |||
|} | |||
==== | ==== 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;" | ||
! | ! PCSX2 !! PS4 !! Notes | ||
|- | |- | ||
| -- | | XGKickHack || --vu-xgkick-delay=0.50 || Note: there are other values. between 0 and 8 | ||
|- | |- | ||
| -- | | VuAddSubHack ||--vu-hack-triace=1 || <pre>Required for every single game developed by TriAce</pre> | ||
|- | |- | ||
| -- | | vuClampMode: 2 ||<pre>--vu1-no-clamping=0 | ||
--vu0-no-clamping=0 | |||
--cop2-no-clamping=0 </pre>|| | |||
|- | |- | ||
| -- | | vuClampMode: 3 || <pre>--vu1-no-clamping=1 | ||
--vu0-no-clamping=1 | |||
--cop2-no-clamping=1</pre> || | |||
|- | |- | ||
| -- | |vu0ClampMode: 2 || <pre>--vu0-no-clamping=0 | ||
--cop2-no-clamping=0</pre> || | |||
|- | |- | ||
| -- | |vu0ClampMode: 3 || <pre>--vu0-no-clamping=1 | ||
--cop2-no-clamping=1 </pre>|| | |||
|- | |- | ||
| | |vu1ClampMode: 2 || --vu1-no-clamping=0 || | ||
|- | |- | ||
| | |vu1ClampMode: 3 || --vu1-no-clamping=1 || | ||
|- | |- | ||
| -- | | eeClampMode: 2 || --fpu-no-clamping=0 || | ||
|- | |- | ||
| -- | | eeClampMode: 3 || --fpu-no-clamping=1 || | ||
|- | |- | ||
| -- | | FpuNegDivHack & FpuMulHack || --fpu-accurate-muldiv-range=0x0,0x0 || Note: requires ee start and end offsets | ||
|- | |- | ||
| | | cpuCLUTRender: 1 || --gs-uv-shift-pointsampling=1 || | ||
|- | |- | ||
| | | MTVUSpeedHack: 0 || --vu1=jit-sync || | ||
|- | |- | ||
| | | IbitHack || <pre>--vu1-di-bits=0 | ||
--vu1-const-prop=1</pre> || | |||
|- | |- | ||
| | | <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> | |||
|- | |- | ||
| | | cpuSpriteRenderBW: 4 || --gs-opt-frbuff-switch=1 || Note: Works very similar to it, But it's not exactly the same | ||
|- | |- | ||
| | | mipmap: 1 || <pre>--gs-use-mipmap=1 | ||
--gs-kernel-cl="mipmap" | |||
--gs-kernel-cl-up="mipmap2x2"</pre> || | |||
|- | |- | ||
| | | autoFlush: 1 || --gs-flush-ad-xyz=safe || <pre>Possible values include | ||
always, safe, off, 0</pre> | |||
|- | |- | ||
| | | VIF1StallHack || --vif1-instant-xfer=0 || <pre> if that doesn't work you can always use | ||
the lua command eeObj.SchedulerDelayEvent("vif1.dma", 0x9000)</pre> | |||
|- | |- | ||
| | | 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) | |||
|- | |- | ||
| | | <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.''' | ||
|- | |- | ||
| | | <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.''' | ||
|- | |- | ||
| | | <pre>Forbidden | ||
siren</pre> || The only emulator that fixed '''Ice age 2''' being stuck at splash screen. this emu possibly has EE cache support || || | |||
|- | |- | ||
| | | <pre>GTA3</pre> || Fixed the pal Version of '''Genji: Dawn of the Samurai''' || || | ||
|- | |- | ||
| | | <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''' | ||
|- | |- | ||
| | | <pre>Parappa</pre> || The only emulator that was able to Boot '''Spyro: A Hero's Tail''' || || | ||
|- | |- | ||
| | | <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''' || 1.6 || '''Max payne''' | ||
|- | |- | ||
|} | |} | ||
=== | === 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'''. | |||
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;" | ||
! | ! Command !! Usage !! Notes | ||
|- | |- | ||
| | | 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" | ||
| || | | || Object calling class || | ||
|- | |- | ||
| | | getEmuObject || local emuObj = getEmuObject() || Required for all functions using emuObj, that include: <div align="left"><pre>LoadConfig SaveConfig GetPad AddVsyncHook | ||
RemoveVsyncHook AddEntryPointHook RemoveEntryPointHook | |||
AddLoginHook RemoveLoginHook AddLogoutHook RemoveLogoutHook | |||
CheckEntitlement AddImageHook AddGifTagHook SwapMemCard | |||
SetFormattedCard OpenDiscTray CloseDiscTray SwitchDisc | |||
EnableImposeMenu GetDiscId GetDiscTitleId | |||
AddSectorReadHook AddMCWriteHook ShowDiscSwitchInfo GetPs4SystemLang SetPs2Lang | |||
ThrottleNorm ThrottleFast ThrottleMax AddAssertionHook | |||
SetGsTitleFix SetDeinterlace SetDisplayAspectWide SetDisplayAspectNormal | |||
ForceRefreshRate LoadFsShader SetDisplaySafeArea PadSetLightBar | |||
AddPadHook PadPressureStickRemap SetVolumes GetVolumes | |||
SetAudioRoute GetAudioRoute AddSnapshotLoadedHook | |||
RemoveSnapshotLoadedHook IsNeoMode IsToolingVerbose emuMediaPatch </pre></div> | |||
|-style="background-color:#c6ecd9" | |||
| || Hooks || | |||
|- | |- | ||
| | |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. | |||
|- | |- | ||
| | |RemoveVsyncHook || emuObj.RemoveVsyncHook(<previously added task to be removed>) || emuObj.RemoveVsyncHook(my_function) | ||
|- | |- | ||
| | |AddEntryPointHook || emuObj.AddEntryPointHook(<task>) || Task to be done at ps2 game main elf entry point (right where game is loaded). | ||
|- | |- | ||
| | |RemoveEntryPointHook || || | ||
|- | |- | ||
| | |AddLoginHook || || | ||
|- | |- | ||
| | |RemoveLoginHook || || | ||
|- | |- | ||
| | |AddLogoutHook || || | ||
|- | |- | ||
| | |RemoveLogoutHook || || | ||
|- | |- | ||
| | |AddImageHook || || | ||
|- | |- | ||
| | |AddGifTagHook || || | ||
|- | |- | ||
| | | 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>) ) | ||
|- | |- | ||
| | |AddMCWriteHook ||emuObj.AddMCWriteHook() || | ||
|- | |- | ||
| | |AddAssertionHook ||emuObj.AddAssertionHook() || | ||
|- | |- | ||
| | |AddSnapshotLoadedHook || || | ||
|- | |- | ||
| | |RemoveSnapshotLoadedHook || || | ||
|- | |||
|AddPadHook ||emuObj.AddPadHook() || | |||
|- | |||
|-style="background-color:#ff8080" | |||
| || Audio || | |||
|- | |- | ||
| | |SetVolumes || emuObj.SetVolumes('global', 'main', 'bgm') || Set volume, usually setting global is enough. Example: emuObj.SetVolumes(0.31, 1.0, 1.0) values, in floats 1.0 = 100% | ||
|- | |- | ||
| | |GetVolumes || emuObj.GetVolumes() || Return current volume levels for ('global', 'main', 'bgm') in floating point values. | ||
|- | |- | ||
| | |SetAudioRoute || || | ||
SetAudioRoute | |||
|- | |- | ||
| | |GetAudioRoute || || | ||
|-style="background-color:#c2c2d6" | |||
| || Game loading speed || | |||
|- | |- | ||
| | |ThrottleNorm ||emuObj.ThrottleNorm() || Enable default framelimiter (50/60 fps depend on region). | ||
|- | |- | ||
| | |ThrottleFast || emuObj.ThrottleFast() || Faster than default, but exact value is unknown. | ||
|- | |- | ||
| | |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 || | |||
|- | |- | ||
| | |OpenDiscTray || || | ||
|- | |- | ||
| | |CloseDiscTray || || | ||
|- | |- | ||
| | |SwitchDisc || emuObj.SwitchDisc(<disc ID>) || ID can be provided as is, or for example read from memory or register when needed. | ||
|- | |- | ||
| | | GetDiscId || emuObj.GetDiscId() || Return DiscId in XXXX_YYY.ZZ format | ||
|- | |- | ||
| | | GetDiscTitleId || || | ||
|- | |- | ||
| | |ShowDiscSwitchInfo ||emuObj.ShowDiscSwitchInfo() || | ||
|- | |- | ||
| | |-style="background-color:#FEA15C" | ||
| || Other || | |||
|- | |- | ||
| | | EnableImposeMenu || emuObj.EnableImposeMenu(<true/false>) || EnableImposeMenu(false) | ||
|- | |- | ||
| | |LoadConfig || || | ||
|- | |- | ||
| | |SaveConfig || || | ||
|- | |- | ||
| | |GetPad || emuObj.GetPad(<gamepad button by bits>)|| example usage for reading input: | ||
<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 || || | ||
|- | |- | ||
| | |SetFormattedCard || emuObj.SetFormattedCard(<"file name">) || emuObj.SetFormattedCard("custom_formatted.card") | ||
Allow to use custom memory card. | |||
|- | |- | ||
| | | GetPs4SystemLang || emuObj.GetPs4SystemLang() || Return PS4 system language (in unknown format). | ||
|- | |- | ||
| | | 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 | |||
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. 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 || || | ||
| | |||
|- | |- | ||
| | | 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]] | ||
|- | |- | ||
| | |SetDisplayAspectWide || emuObj.SetDisplayAspectWide() || Force display area to 16:9 (If game not support widescreen, it will be stretched). | ||
|- | |- | ||
| | |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 | |||
|-style="background-color:#D7EF54" | |||
| || Object calling class || | |||
|- | |- | ||
| | | getEEObject || local eeObj = getEEObject() || Required for all functions using eeObj | ||
|-style="background-color:#7698FF" | |||
| || Memory editing || | |||
|- | |- | ||
| | |ReplaceMem64 || eeObj.ReplaceMem64(<address>, <value>)|| | ||
|- | |- | ||
| | |ReplaceMem32 || eeObj.ReplaceMem32(<address>, <value>) || Permanently replace an offset without needing addvsynchook | ||
|- | |- | ||
| | |ReplaceMem16 || eeObj.ReplaceMem16(<address>, <value>)|| | ||
|- | |- | ||
| | |ReplaceMem8 ||eeObj.ReplaceMem8(<address>, <value>) || | ||
|- | |- | ||
| | |ReadMemFloat || eeObj.ReadMemFloat(<address>) || eeObj.ReadMemFloat(0x258c3c) | ||
|- | |- | ||
| | |WriteMemFloat || eeObj.WriteMemFloat(<address>, <value>) || eeObj.WriteMemFloat(0x365364, 1.3333333) | ||
|- | |- | ||
| | |ReadMem128 || <pre>eeObj.ReadMem128(<ee memory offset>)</pre> || Read 16 bytes from offset, examples: eeObj.ReadMem128(0x100198) | ||
|- | |- | ||
| | |ReadMemFloat128 || <pre>eeObj.ReadMemFloat128(<ee memory offset>)</pre> || return 16 bytes from offset in float form | ||
|- | |- | ||
| | |WriteMem128 || || | ||
|- | |- | ||
| | |WriteMemFloat128 || || | ||
|- | |- | ||
| | | ReadMem64 || <pre>eeObj.ReadMem64(<ee memory offset>)</pre> || Read 8 bytes from offset, examples: eeObj.ReadMem64(0x100198) | ||
|- | |- | ||
| | | WriteMem64 || <pre>eeObj.WriteMem64(<ee memory offset>, <data>)</pre> || | ||
< | |||
|- | |- | ||
| | | ReadMem32 || <pre>eeObj.ReadMem32(<ee memory offset>)</pre> || Read 4 bytes from offset, examples: eeObj.ReadMem32(0x100198) | ||
eeObj.ReadMem32(gp - 31348) | |||
|- | |- | ||
| | | WriteMem32 || <pre>eeObj.WriteMem32(<ee memory offset>, <data>)</pre> || Write 4 bytes to offset, example: eeObj.WriteMem32(0x2c89ac, 0x001b70f0) | ||
|- | |- | ||
| | | ReadMem16 || <pre>eeObj.ReadMem16(<ee memory offset>)</pre> || Read 2 bytes from offset, example: eeObj.ReadMem16(0x100198) | ||
|- | |- | ||
| | | WriteMem16 || <pre>eeObj.WriteMem16(<ee memory offset>, <data>)</pre> || Write 2 bytes to offset, example: eeObj.WriteMem16(0x2c89ac, 0x70f0) | ||
|- | |- | ||
| | | ReadMem8 || <pre>eeObj.ReadMem8(<ee memory offset>)</pre> || Read 1 byte from offset, example: eeObj.ReadMem8(0x100198) | ||
|- | |- | ||
| | | WriteMem8 || <pre>eeObj.WriteMem8(<ee memory offset>, <data>)</pre> || Write 1 byte to offset, example: eeObj.WriteMem8(0x2c89ac, 0xf0) | ||
|- | |- | ||
| | |ReadMemStr || eeObj.ReadMemStr(address/register) || Read string from address until null terminator | ||
|- | |- | ||
| | |WriteMemStr || eeObj.WriteMemStr(address, string) || | ||
|- | |- | ||
| | |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) | |||
|- | |- | ||
|SetGpr64 || || | |SetGpr64 || || | ||
Line 1,253: | Line 1,175: | ||
| 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 1,184: | ||
| 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 | | 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. | |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 1,299: | Line 1,221: | ||
|RemoveJitResetHook || || | |RemoveJitResetHook || || | ||
|- | |- | ||
| AddHookJT || eeObj.AddHookJT(Offset, offset opcode, | | AddHookJT || eeObj.AddHookJT(Offset, offset opcode, ???) || Seems to somehow be related to gpr registers | ||
|- | |- | ||
|-style="background-color:#ffb3b3" | |-style="background-color:#ffb3b3" | ||
Line 1,317: | Line 1,239: | ||
| || Speedhacks || | | || Speedhacks || | ||
|- | |- | ||
|FastForwardClock || eeObj.FastForwardClock() || Skip Emotion | |FastForwardClock || eeObj.FastForwardClock() || Skip Emotion engine Cycles | ||
|- | |- | ||
|AdvanceClock || eeObj.AdvanceClock() || | |AdvanceClock || eeObj.AdvanceClock() || it is still unknown how to use this command, check Psychonauts lua for more details. | ||
|- | |- | ||
| GetClock || eeObj.GetClock() || Returns | | GetClock || eeObj.GetClock() || Returns 1 or 0 based on whether or not the EE is being overclocked. | ||
|- | |- | ||
|Vu1MpgCycles || eeObj.Vu1MpgCycles(<cycles>) || Works just like the cli command --vu1-mpg-cycles= | |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" | |-style="background-color:#FEA15C" | ||
| || Other || | | || Other || | ||
Line 1,338: | Line 1,251: | ||
| CallPredicate | | CallPredicate | ||
|- | |- | ||
|SchedulerDelayEvent || eeObj.SchedulerDelayEvent("event", 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. | ||
|- | |- | ||
|WaitVu1 || eeObj.WaitVu1() || | |WaitVu1 || eeObj.WaitVu1() || most likely this is --vu1=jit-sync, adding 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. | ||
|- | |- | ||
|GetPcRingBuffer || || | |GetPcRingBuffer || || | ||
Line 1,348: | Line 1,261: | ||
|CalcInsnHash || || | |CalcInsnHash || || | ||
|- | |- | ||
|getOverlayObject || eeObj.getOverlayObject() || local eeOverlay = eeObj.getOverlayObject() | |getOverlayObject || eeObj.getOverlayObject() || Can be used to get Current EE Offset (???) local eeOverlay = eeObj.getOverlayObject() | ||
|- | |- | ||
| GetVif1Cycles || eeObj.GetVif1Cycles() || local vif1_cycles = eeObj.GetVif1Cycles() create vif_cycles value that can be used later | | GetVif1Cycles || eeObj.GetVif1Cycles() || local vif1_cycles = eeObj.GetVif1Cycles() create vif_cycles value that can be used later, you can rename it as you wish. | ||
|- | |- | ||
|} | |} | ||
====== | =====(IOP) IOPObject===== | ||
<pre>Commands for the emulated input-output processor</pre> | |||
<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 | ||
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>) || | |||
|- | |||
|ReplaceMem32 || iopObj.ReplaceMem32(<address>, <value>)|| | |||
|- | |||
|ReplaceMem16 || iopObj.ReplaceMem16(<address>, <value>)|| | |||
|- | |||
|ReplaceMem8 ||iopObj.ReplaceMem8(<address>, <value>) || | |||
|- | |||
|ReadMemFloat || iopObj.ReadMemFloat(<address>) || iopObj.ReadMemFloat(0x28c3c) | |||
|- | |||
|WriteMemFloat || iopObj.WriteMemFloat(<address>, <value>) || iopObj.WriteMemFloat(0x65364, 1.3333333) | |||
|- | |||
|ReadMem128 || iopObj.ReadMem128(<iop memory offset>)|| | |||
|- | |||
|WriteMem128 || iopObj.WriteMem128(<iop memory offset>, <value>)|| | |||
|- | |||
|ReadMemFloat128 ||iopObj.ReadMemFloat128(<iop memory offset>) || | |||
|- | |||
|WriteMemFloat128 || iopObj.WriteMemFloat128(<iop memory offset>, <value>)|| | |||
|- | |||
| ReadMem64 || <pre>iopObj.ReadMem64(<iop memory offset>)</pre> || Read 8 Bytes From offset | |||
|- | |||
| WriteMem64 || <pre>iopObj.WriteMem64(<iop memory offset>, <data>)</pre> || Write 8 Bytes From offset | |||
|- | |||
| ReadMem32 || <pre>iopObj.ReadMem32(<iop memory offset>)</pre> || Read 4 bytes from offset, examples: iopObj.ReadMem32(0x1198) | |||
iopObj.ReadMem32(gp - 348) | |||
|- | |||
| WriteMem32 || <pre>iopObj.WriteMem32(<iop memory offset>, <data>)</pre> || Write 4 bytes to offset, example: iopObj.WriteMem32(0x89ac, 0x001b70f0) | |||
|- | |||
| ReadMem16 || <pre>iopObj.ReadMem16(<iop memory offset>)</pre> || Read 2 bytes from offset, example: iopObj.ReadMem16(0x1198) | |||
|- | |||
| WriteMem16 || <pre>iopObj.WriteMem16(<iop memory offset>, <data>)</pre> || Write 2 bytes to offset, example: iopObj.WriteMem16(0x89ac, 0x70f0) | |||
|- | |||
| ReadMem8 || <pre>iopObj.ReadMem8(<iop memory offset>)</pre> || Read 1 byte from offset, example: iopObj.ReadMem8(0x1198) | |||
|- | |||
| WriteMem8 || <pre>iopObj.WriteMem8(<iop memory offset>, <data>)</pre> || Write 1 byte to offset, example: iopObj.WriteMem8(0x89ac, 0xf0) | |||
|- | |||
|ReadMemStr || || | |||
|- | |||
|GetGpr || iopObj.GetGPR(<gpr register>) || iopObj.GetGPR(a1) | |||
- | |||
</pre> | |||
|- | |- | ||
| | |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() || | ||
|- | |- | ||
| | | AdvanceClock || iopObj.AdvanceClock() || Increase Iop Clock speed at hooked iop offset | ||
|- | |- | ||
| | | GetClock || iopObj.GetClock() || Get Iop Clock speed at hooked iop Offset, if no offset is hooked, value of iopObj.GetClock() will be 0 | ||
|-style="background-color:#c6ecd9" | |||
| || Hooks || | |||
|- | |- | ||
| | |AddHook || iopObj.AddHook()|| | ||
|- | |- | ||
| | |RemoveHook || iopObj.RemoveHook()|| | ||
|- | |- | ||
| | |} | ||
=====(GS) GsObject===== | |||
<pre>Commands for the emulated Graphics synthesizer</pre> | |||
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;" | |||
! Command !! Usage !! Notes | |||
|-style="background-color:#D7EF54" | |||
| || Object calling class || | |||
|- | |- | ||
| | | getGsObject || local gsObj = getGsObject() || | ||
|-style="background-color:#c6ecd9" | |||
| || Graphical fixes / Improvement || | |||
|- | |- | ||
| | |SetL2HMode || gsObj.SetL2HMode()|| | ||
|- | |- | ||
| | |SetUprenderMode ||gsObj.SetUprenderMode(1)|| Set uprender mode. Overrides CLI, 0=none, 1=2x2 | ||
|- | |- | ||
| | |SetUpscaleMode || gsObj.SetUpscaleMode() || | ||
|- | |- | ||
| | |GetFramesInQueue || gsObj.GetFramesInQueue() || Returns the value of the frames that are still in queue | ||
|- | |- | ||
| | |SetFrameSkipping || gsObj.SetFrameSkipping(true) || false and true are the values. | ||
|- | |- | ||
| | |SetDeinterlaceShift || gsObj.SetDeinterlaceShift(0) || The values are 1 and 0, Enable or disable interlacing, requires emulators with high api | ||
|- | |- | ||
|} | |} | ||
=====Does not require Object calling or Uknown===== | |||
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;" | {| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;" | ||
! | ! Command !! Usage !! Notes | ||
|- | |- | ||
| | | 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 | ||
|- | |- | ||
| | | 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> | |||
|- | |- | ||
| | | iopInsnReplace || iopInsnReplace(IOP memory offset, Original opcode, opcode replacement) || Replace 4 bytes in iop memory, correct memory range is 0x0 to 0x1FFFFF, iopInsnReplace(0x1FFFFF, 0x0, 0x0803fff0) | ||
|- | |- | ||
| | | eeNativeFunction || eeNativeFunction(<ee offset>, <original opcode>, <function>) || eeNativeFunction(0x11fa9c, 0x0080402d, 'memcpy') | ||
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. | ||
|- | |- | ||
| | | GsCustomShader || || | ||
|- | |- | ||
| | | Unlock || || | ||
|- | |- | ||
| | | IsUnlocked || || | ||
|- | |- | ||
| | | InsnOverlay || InsnOverlay({<opcode, opcode, opcode...>}) || example: <div align="left"><pre>InsnOverlay({ | ||
<pre> | 0x27bdfff0, -- addiu $sp, -0x10 | ||
0xffbf0000, -- sd $ra, 0(sp) | |||
0xffb00008, -- sd $s0, 8(sp) | |||
0x3c05000f, -- lui $a1, 0x000f | |||
0x34a57000, -- ori $a1, 0x7000 | |||
0x0c0db8b6, -- jal Script::State::DoString | |||
0x0080802d, -- move $s0, $a0 | |||
0x24050001, -- li $a1, 1 | |||
0x0c0dba4c, -- jal Script::State::IsNull(int) | |||
0x0200202d, -- move $a0, $s0 | |||
0xdfb00008, -- ld $s0, 8(sp) | |||
0xdfbf0000, -- ld $ra, 0(sp) | |||
0x03e00008, -- jr ra | |||
0x27bd0010 -- addiu $sp, 0x10 | |||
})</pre></div> | |||
|- | |- | ||
| | | eeDebugBreak || || | ||
|- | |- | ||
| | | CsBindShader || || | ||
|- | |- | ||
|- | | CsSetParamInt32 || || | ||
| | |- | ||
| CsSetParamFloat || || | |||
|- | |||
| CsResetContext || || | |||
|- | |||
| CsPrintContext || || | |||
|- | |- | ||
| | | PsBindShader || || | ||
|- | |- | ||
| | | PsSetParamInt32 || || | ||
|- | |- | ||
| | | PsSetParamFloat || || | ||
|- | |- | ||
| | | PsResetContext || || | ||
|- | |- | ||
| | | PsPrintContext || || | ||
|- | |- | ||
| | |} | ||
<pre> | <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 | |||
|- | |- | ||
! !! getGLSObject class !! | |||
|- | |- | ||
| | | getGLSObject || || | ||
|- | |- | ||
| | |Enable || || | ||
|- | |- | ||
| | |EnableServerRecording || || | ||
|- | |- | ||
| | |Pause || || | ||
|- | |- | ||
! !! getGsObject class !! | |||
|- | |- | ||
! !! getAudioObject class !! | |||
|- | |- | ||
| | | getAudioObject || || | ||
|- | |- | ||
| | | muteStreamingAll || || | ||
|- | |- | ||
| | | muteStreamingMain || || | ||
|- | |- | ||
| | | muteStreamingBGM || || | ||
|- | |- | ||
! !! getRemotePlayObject class !! | |||
|- | |- | ||
| | | getRemotePlayObject || || | ||
|- | |- | ||
| | | Enable || || | ||
|- | |- | ||
! !! getVideoRecordingObject class !! | |||
|- | |- | ||
| | | getVideoRecordingObject || || | ||
|- | |- | ||
| | | Enable || || | ||
|- | |- | ||
! !! getSharePlayObject class !! | |||
|- | |- | ||
| | | getSharePlayObject || || | ||
|- | |- | ||
| | | Enable || || | ||
|- | |- | ||
! !! getSpriteObject group !! | |||
|- | |- | ||
| | |getSpriteObject || || | ||
|- | |- | ||
| | |Enable || || | ||
|- | |||
|Disable || || | |||
|- | |- | ||
| | |BindFragmentShader || || | ||
| | |- | ||
|SetShaderParams || || <div align="left"> | |||
<pre> Is not clear that params depend on shader, or are somehow hardcoded. | |||
Example usage: | |||
= | local sprite0 = getSpriteObject(0) | ||
local scanlineParams = { | |||
240.0, -- float scanlineCount | |||
0.7, -- float scanlineHeight; | |||
1.5, -- float scanlineBrightScale; | |||
0.5, -- float scanlineAlpha; | |||
0.5 -- float vignetteStrength; | |||
} | |||
<pre> | sprite0.SetShaderParams(scanlineParams)</pre></div> | ||
|- | |||
|BindTexture || || | |||
| | |||
|- | |- | ||
| | |SetPosXY || || | ||
|- | |- | ||
| | |SetSizeXY || || | ||
|- | |- | ||
| | |SetPosUV || || | ||
|- | |- | ||
| | |SetSizeUV || || | ||
|- | |- | ||
| | |PrintContext || || | ||
|- | |- | ||
| | |SetBlendColor || sprite<X>.SetBlendColor(<R,G,B,A>) in floats, max val. 1.0 || <div align="left"> | ||
<pre>local sprite0 = getSpriteObject(0) | |||
sprite0.SetBlendColor(1.0,1.0,1.0,1.0)</pre></div> | |||
|- | |- | ||
| | | getTrophyObject || local trophyObj = getTrophyObject() || Required for all functions using trophyObj | ||
|- | |- | ||
| | | getDmaObject || local dmaObj = getDmaObject() || Depreciated API - use EE:DmaAddHook / EE:DmaRemoveHook instead. Is not clear when it was depreciated, JAK emu don't use it. | ||
|- | |- | ||
| | | getScreenShotObject || || | ||
|- | |- | ||
| | |} | ||
====Registers for hook==== | |||
Registers defined in alias files. | |||
'''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> | |||
====SetGsTitleFix==== | |||
<pre>One of the most important commands in lua, allows to change the GS's behavior. | |||
Part of EmuObject() class, used frequently in official configs.</pre> | |||
'''Examples''' | |||
<pre> | <pre> | ||
-- fix vision logo (Wild Arms 3) | |||
local thresholdArea = 0 -- ignore alls items : fix #112276 | |||
emuObj.SetGsTitleFix( "ignoreUpRender", thresholdArea , { texType = 3, cbp = 0x2390, tbp = 0x288000} ) | |||
------------------------------------------------------------------------------------------------------ | |||
-- Ignore up-render shift for triangles when writing mask = write alpha only . Will fix shadows (bug# 6724). | |||
emuObj.SetGsTitleFix( "ignoreUpShiftTri", "reserved" , { fbmask = 0x00FFFFFF } ) | |||
------------------------------------------------------------------------------------------------------ | |||
-- Performance fix ( bug# 9474 ) | |||
if 0 then -- emuObj.IsNeoMode() then -- neo mode check disabled, due to bug #10442 | |||
emuObj.SetGsTitleFix( "globalSet", "reserved", { workLoadThreshold = 125000} ) | |||
else | |||
emuObj.SetGsTitleFix( "globalSet", "reserved", { workLoadThreshold = 100000} ) | |||
end | |||
------------------------------------------------------------------------------------------------------ | |||
-- bug# 9972 | |||
emuObj.SetGsTitleFix( "ignoreSubBuffCov", "reserved", { } ) | |||
------------------------------------------------------------------------------------------------------ | |||
-- Bully bug 9392 | |||
-- Performace fix | |||
local thresholdArea = 600 | |||
emuObj.SetGsTitleFix( "ignoreUpRender", thresholdArea , {alpha=0x80000044 , zmsk=1 , tw=4, th=4 } ) | |||
===== ( | ------------------------------------------------------------------------------------------------------ | ||
-- Bug#9174 - | |||
emuObj.SetGsTitleFix( "ignoreSubBuffCov", "reserved", { } ) | |||
------------------------------------------------------------------------------------------------------ | |||
{ | -- Bug#9240 (Light maps uprender) | ||
-- Copy z-buffer for future use with light maps. psm = SCE_GS_PSMZ24 (49) | |||
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", {tw=9, th=9, psm=49, zmsk=1 } ) | |||
------------------------------------------------------------------------------------------------------ | |||
-- Apply light maps texMode=2 (bilinear) psm= SCE_GS_PSMCT32 (0) | |||
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", {tw=8, th=8, psm=0, ztst=1, texMode=2 } ) | |||
------------------------------------------------------------------------------------------------------ | |||
-- Performace fix (bug #9785 ) | |||
emuObj.SetGsTitleFix( "globalSet", "reserved", { waveThreshold = 90000} ) | |||
emuObj.SetGsTitleFix( "ignoreAreaUpdate", 0, { } ) | |||
------------------------------------------------------------------------------------------------------ | |||
-- Accumulate fill area only when conditions are met | |||
emuObj.SetGsTitleFix( "includeAreaUpdate", "reserved" , {alphaIsNot = 0, zmsk = 1, tw = 6, th = 6 , tbp = 0x00302000} ) | |||
emuObj.SetGsTitleFix( "ignoreUpRender", 130 , { totalArea= 700} ) | |||
------------------------------------------------------------------------------------------------------ | |||
-- Fix shadow | |||
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=1 } ) | |||
------------------------------------------------------------------------------------------------------ | |||
-- Reduce flush count | |||
emuObj.SetGsTitleFix( "SetSelfRender", "reserved", { fbmask= 0x00FFFFFF , renderSelf=1 , zmsk=1 , alpha=0 , texMode=1 } ) | |||
------------------------------------------------------------------------------------------------------ | |||
-- Disable post-processing | |||
emuObj.SetGsTitleFix( "ignoreSprite", "reserved", { texType=1 , tw=5 , th=8, zmsk=1 , alpha=0x80000044 } ) | |||
------------------------------------------------------------------------------------------------------ | |||
-- Small triangle rejection. Works in conjunction with CLI setting gs-override-small-tri-area=1 | |||
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;" | -- keep default area for texture 256x256 ( no blend) (Anakin face) | ||
! Command | emuObj.SetGsTitleFix( "setRejectionArea", 500,{twIsNot=8, thIsNot=8 } ) | ||
|- | ------------------------------------------------------------------------------------------------------ | ||
| | -- Set triangle rejection area= 1000 when alpha blend is not 0 ( i.e blend is On) | ||
emuObj.SetGsTitleFix( "setRejectionArea", 1000, {alphaIsNot=0 } ) | |||
------------------------------------------------------------------------------------------------------ | |||
-- Performace fix | |||
local thresholdArea = 600 | |||
emuObj.SetGsTitleFix( "ignoreUpRender", thresholdArea , {alpha=0x80008068 , zmsk=1 } ) | |||
------------------------------------------------------------------------------------------------------ | |||
|- | -- Performace fix | ||
| | local thresholdArea = 700 | ||
emuObj.SetGsTitleFix( "ignoreUpRender", thresholdArea , {alpha=0x80000044 , zmsk=1 } ) | |||
------------------------------------------------------------------------------------------------------ | |||
-- Disable uprender on the draw command which samples the framebuffer (0x3200) using bilinear sampling (texMode=2) | |||
-- All lighting effects use TriFan prim type, so use that as well to filter against. | |||
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", {prim=5, texMode=2, tbp=0x320000} ) | |||
</pre> | |||
'''Commands''' | |||
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;" | |||
! Command !! Notes | |||
|- | |||
|globalSet || used with workLoadThreshold or waveThreshold or loadThreshold | |||
|- | |||
|reserved || | |||
|- | |- | ||
| | |forceBiLinear || | ||
|- | |- | ||
| | |ignoreSubBuffCov|| ignore ? buffer coverage | ||
|- | |- | ||
| | |trianglesAsParticles|| | ||
|- | |- | ||
| | |ignoreAreaUpdate|| | ||
|- | |- | ||
| | |SetSelfRender|| | ||
|- | |||
|ignoreSprite|| | |||
|- | |||
|clipScissors|| | |||
|- | |- | ||
| | |forcePoint|| | ||
|- | |- | ||
| | |forcePointSampling|| | ||
|- | |- | ||
| | |setRejectionArea|| | ||
|- | |- | ||
| | |ignoreUpRender|| Ignore uprender for texture type described in params | ||
|- | |- | ||
| | |includeAreaUpdate|| | ||
|- | |- | ||
| | |forceSimpleFetch|| Used Frequently To Fix Graphical Corruptions, emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", {psm=0} ) | ||
|- | |- | ||
| | |fetchFromCurrBuff|| emuObj.SetGsTitleFix( "fetchFromCurrBuff", "reserved", {psm=0} ) | ||
|- | |- | ||
| | |ignoreUpShiftTri|| emuObj.SetGsTitleFix( "ignoreUpShiftTri", "reserved", {psm=0} ) | ||
|- | |- | ||
| | |skipPacked|| | ||
|- | |- | ||
| | |changeAlpha|| | ||
|- | |- | ||
| | |ignoreUpRenderTimeout|| | ||
|- | |- | ||
|} | |} | ||
'''Arguments/variables | |||
''' | |||
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;" | {| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;" | ||
! | ! Argument !! Notes | ||
|- | |- | ||
|alpha_mask || | |||
|- | |- | ||
| | |alphaIsNot || alpha - is not X | ||
|- | |- | ||
| | |texMode || 1 - Point? , 2 - bilinear | ||
|- | |- | ||
| | |twIsLess || texture width - is less than X | ||
|- | |- | ||
| | |thIsLess || texture height - is less than X | ||
|- | |- | ||
|twIsNot || texture width - is not X | |||
|- | |- | ||
| | |thIsNot || texture width - is not X | ||
|- | |- | ||
| | |psmIsNot || texture pixel storage format - is not X | ||
<pre>PSMCT32 = 0 PSMT4HL = 36 | |||
PSMCT24 = 1 PSMT4HH = 44 | |||
PSMCT16 = 2 PSMZ32 = 48 | |||
PSMCT16S = 10 PSMZ24 = 49 | |||
PSMT8 = 19 PSMZ16 = 50 | |||
PSMT4 = 20 PSMZ16S = 58 | |||
PSMT8H = 27 </pre> | |||
|- | |- | ||
| | |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> | |||
|- | |- | ||
| | |tw || texture width | ||
|- | |- | ||
|th || texture height | |||
|- | |- | ||
| | |ztst || Z (depht) test method | ||
<pre>ZNOUSE = 0 | |||
ZALWAYS = 1 | |||
ZGEQUAL = 2 | |||
ZGREATER = 3 | |||
0 - All pixels fail | |||
1 - All pixels pass | |||
2 - Pass if Z grater or equal to Z buffer | |||
3 - Pass if Z grater than Z buffer</pre> | |||
|- | |- | ||
| | |mipIsGt || mip level is grater than X (?) | ||
|- | |- | ||
|mmin || MMIN flag | |||
<pre>NEAREST = 0 | |||
LINEAR = 1 | |||
NEAREST_MIPMAP_NEAREST = 2 | |||
NEAREST_MIPMAP_LINEAR = 3 | |||
LINEAR_MIPMAP_NEAREST = 4 | |||
LINEAR_MIPMAP_LINEAR = 5</pre> | |||
|- | |||
|prim || GS primitive type | |||
<pre>Point = 0 | |||
Line = 1 | |||
LineStrip = 2 | |||
Triangle = 3 | |||
TriangleStrip = 4 | |||
TriangleFan = 5 | |||
Sprite = 6</pre> | |||
|- | |||
|primIsNot || GS primitive type - is not | |||
<pre>Point = 0 | |||
Line = 1 | |||
LineStrip = 2 | |||
Triangle = 3 | |||
TriangleStrip = 4 | |||
TriangleFan = 5 | |||
Sprite = 6</pre> | |||
|- | |- | ||
| | |fillArea || | ||
|- | |||
|frameW || | |||
|- | |- | ||
| | |renderSelf || | ||
|- | |- | ||
|hasClut || | |||
|- | |- | ||
| | |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> | <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>'''SLES 535.61''' | |||
<br>'''LUA''' | |||
<pre> | |||
require( "ee-gpr-alias" ) -- you can access EE GPR by alias (gpr.a0 / gpr["a0"]) | |||
apiRequest(0.1) | |||
-- EA sports cricket 07 bug 9392 | |||
-- Performance fix | |||
local emuObj = getEmuObject() | |||
local thresholdArea = 600 | |||
emuObj.SetGsTitleFix( "ignoreUpRender", thresholdArea , {alpha=0x80000044 , zmsk=1 , tw=4, th=4 } ) | |||
</pre> | |||
====Custom config.lua examples==== | |||
Here is the first custom lua config created by the community: | |||
<pre> | |||
apiRequest(0.1) | |||
-- Fix black screen SLUS-20064 | |||
eeInsnReplace(0x1CF3CC, 0x4100ffff, 0x00000000) -- bc0f 0x1CF3CC to nop | |||
</pre> | </pre> | ||
This is very basic command to replace part of EE memory with other instruction. | |||
* apiRequest(0.1) - Is required for every config. Used version depend on your original eboot highest supported api. 0.1 seems to be enough for basic patches like here. 2.3 is highest known for now. | |||
* -- Fix black screen SLUS-20064 is comment | |||
* eeInsnReplace(0x1CF3CC, 0x4100ffff, 0x00000000) is our true command here. We are replacing the value 0x4100FFFF to 0x00000000 at the offset of 0x1CF3CC . Like you can see we need to add what opcode is replaced. Not only patch, and memory offset. | |||
* -- bc0f 0x1CF3CC to nop is just another comment, in this case explaining what is changed | |||
[https://www.psdevwiki.com/ps4/Talk:PS2_Classics_Emulator_Compatibility_List#Custom_PS2emu_Configuration_Files Other custom configurations made by users can be found here] | |||
=Memory Mapping= | |||
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: left;" | |||
! Name !! From !! To | |||
|- | |||
|EE Flat Memory (4gb) || 0x0000008000000000 || 0x0000008100000000 | |||
|- | |||
|IOP Flat Memory (4gb) || 0x0000009000000000 || 0x0000009100000000 | |||
|- | |||
|R59 Binary Cache || 0x0000000914B10000 || 0x0000000916B10000 | |||
|- | |||
|R30 Binary Cache || 0x0000000916B14000 || 0x0000000917314000 | |||
|- | |||
|jitVU0 || 0x0000000917318000 || 0x0000000917B18000 | |||
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: left;" | |||
! Name !! From !! To | |||
|- | |- | ||
| | |jitVU1 || 0x0000000917B1C000 || 0x0000000918B1C000 | ||
|- | |- | ||
! !! Host's EE Memory Map !! | |||
|- | |- | ||
| | | EE Registers Map || 0x0000001000000000 || 0x0000001000004000 | ||
|- | |- | ||
|EE RAM - Kernel || 0x0000008000000000 || 0x0000008000080000 | |EE RAM - Kernel || 0x0000008000000000 || 0x0000008000080000 | ||
Line 2,034: | Line 1,924: | ||
|} | |} | ||
== Registers Map == | ==Registers Map== | ||
<br>'''Incomplete, there could be some incorrect information in this list.''' | |||
<pre>Warning: 0x1000000xxx base is not guaranteed in different emu revisions, but layout should be the same regardless of base. | |||
if base is different, simply reduce these offsets by 8 hex values. | |||
<pre> | This list was made for the purpose of making a future debugger for the PS4's PS2 emulator. | ||
This list was | |||
</pre> | </pre> | ||
{| class=wikitable style="border: none; background: none;" | {| class=wikitable style="border: none; background: none;" | ||
! scope=col | GPR | ! scope=col | GPR / EE | ||
! scope=col | Address | ! scope=col | Address | ||
| rowspan=900 style="border: none; background: none;"| | | rowspan=900 style="border: none; background: none;"| | ||
! scope=col | FPR | ! scope=col | FPR / FPU | ||
! scope=col | Address | ! scope=col | Address | ||
| rowspan=900 style="border: none; background: none;"| | | rowspan=900 style="border: none; background: none;"| | ||
! scope=col | CP0 | ! scope=col | CP0 / COP0 | ||
! scope=col | Address | ! scope=col | Address | ||
| rowspan=900 style="border: none; background: none;"| | | rowspan=900 style="border: none; background: none;"| | ||
! scope=col | GPR | ! scope=col | GPR / IOP | ||
! scope=col | Address | ! scope=col | Address | ||
|- | |- | ||
| zero || | | zero || 0x100000000 || f00 || 0x1000000230 || Index || 0x10000002D0 || zero || 0x1020000000 | ||
|-style="background-color:#EEEFF2" | |-style="background-color:#EEEFF2" | ||
| at || | | at || 0x100000010 || f01 || 0x1000000234 || Random || 0x10000002D4 || at || 0x1020000004 | ||
|- | |- | ||
| v0 || | | v0 || 0x100000020 || f02 || 0x1000000238 || EntryLo0 || 0x10000002D8 || v0 || 0x1020000008 | ||
|-style="background-color:#EEEFF2" | |-style="background-color:#EEEFF2" | ||
| v1 || | | v1 || 0x100000030 || f03 || 0x100000023C || EntryLo1 || 0x10000002DC || v1 || 0x102000000C | ||
|- | |- | ||
| a0 || | | a0 || 0x100000040 || f04 || 0x1000000240 || Context || 0x10000002E0 || a0 || 0x1020000010 | ||
|-style="background-color:#EEEFF2" | |-style="background-color:#EEEFF2" | ||
| a1 || | | a1 || 0x100000050 || f05 || 0x1000000244 || PageMask || 0x10000002E4 || a1 || 0x1020000014 | ||
|- | |- | ||
| a2 || | | a2 || 0x100000060 || f06 || 0x1000000248 || Wired || 0x10000002E8 || a2 || 0x1020000018 | ||
|-style="background-color:#EEEFF2" | |-style="background-color:#EEEFF2" | ||
| a3 || | | a3 || 0x100000070 || f07 || 0x100000024C || rsvd7 || 0x10000002EC || a3 || 0x102000001C | ||
|- | |- | ||
| t0 || | | t0 || 0x100000080 || f08 || 0x1000000250 || BadVAddr || 0x10000002F0 || t0 || 0x1020000020 | ||
|-style="background-color:#EEEFF2" | |-style="background-color:#EEEFF2" | ||
| t1 || | | t1 || 0x100000090 || f09|| 0x1000000254 || Count || 0x10000002F4 || t1 || 0x1020000024 | ||
|- | |- | ||
| t2 || | | t2 || 0x1000000A0 || f10 || 0x1000000258 || EntryHi || 0x10000002F8 || t2 || 0x1020000028 | ||
|-style="background-color:#EEEFF2" | |-style="background-color:#EEEFF2" | ||
| t3 || | | t3 || 0x1000000B0 || f11 || 0x100000025C || Compare || 0x10000002FC || t3 || 0x102000002C | ||
|- | |- | ||
| t4 || | | t4 || 0x1000000C0 || f12 || 0x1000000260 || Status || 0x1000000300 || t4 || 0x1020000030 | ||
|-style="background-color:#EEEFF2" | |-style="background-color:#EEEFF2" | ||
| t5 || | | t5 || 0x1000000D0 || f13 || 0x1000000264 || Cause || 0x1000000304 || t5 || 0x1020000034 | ||
|- | |- | ||
| t6 || | | t6 || 0x1000000E0 || f14 || 0x1000000268 || EPC || 0x1000000308 || t6 || 0x1020000038 | ||
|-style="background-color:#EEEFF2" | |-style="background-color:#EEEFF2" | ||
| t7 || | | t7 || 0x1000000F0 || f15 || 0x100000026C || PRid || 0x100000030C || t7 || 0x102000003C | ||
|- | |- | ||
| s0 || 0x1000000100 || f16 || 0x1000000270 || Config || 0x1000000310 || s0 || 0x1020000040 | | s0 || 0x1000000100 || f16 || 0x1000000270 || Config || 0x1000000310 || s0 || 0x1020000040 | ||
Line 2,122: | Line 2,007: | ||
| ra || 0x10000001F0 || f31 || 0x10000002AC || Rsvd31 || 0x100000034C || ra || 0x102000007C | | ra || 0x10000001F0 || f31 || 0x10000002AC || Rsvd31 || 0x100000034C || ra || 0x102000007C | ||
|- | |- | ||
| | | unk (pc?) || 0x1000000200 || fACC || 0x10000002B0 || {{cellcolors|#7698FF|#000000}}COP0 additional registers || || pc || 0x102000008C | ||
|-style="background-color:#EEEFF2" | |-style="background-color:#EEEFF2" | ||
| lo | | hi/lo (2 x 64?) || 0x1000000210 || {{cellcolors|#7698FF|#000000}}FPU CTRL (FCR) || || real Pcr0 || 0x1000000350 || hi ||0x1020000090 ?? | ||
|- | |- | ||
| sa || 0x1000000220 || cp1cond || 0x10000002B4 || real Pcr1 || 0x1000000358 || lo || 0x1020000094 ?? | | sa || 0x1000000220 || cp1cond || 0x10000002B4 || real Pcr1 || 0x1000000358 || lo || 0x1020000094 ?? | ||
Line 2,137: | Line 2,022: | ||
|- | |- | ||
|} | |} | ||
{| 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" | ! {{cellcolors|#7698FF|#000000}}"Fake" register !! Address !! Notes | ||
|- | |- | ||
| | | unknown || 0x1000000360 || Locking the value seems to cause a crash. | ||
|- | |- | ||
| | |Current PC || 0x1000000368 || Shows the current offset that's being read by the EE | ||
|- | |- | ||
| Delta counter || 0x1000000370 ||<pre>(Passed cycles, likely decrementer). | | Delta counter || 0x1000000370 ||<pre>(Passed cycles, likely decrementer). | ||
Line 2,159: | Line 2,035: | ||
advanceclock subtract value from this fake reg)</pre> | advanceclock subtract value from this fake reg)</pre> | ||
|- | |- | ||
|Cycles ||0x1000000378| | |Cycles ||0x1000000378|| (need work) | ||
| ( | |||
|- | |- | ||
|} | |} | ||
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;" | {| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;" | ||
Line 2,220: | Line 2,088: | ||
|- | |- | ||
|} | |} | ||
vi registers Incomplete yet. | |||
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;" | {| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;" | ||
{| class=wikitable style="border: none; background: none;" | {| class=wikitable style="border: none; background: none;" | ||
Line 2,241: | Line 2,109: | ||
| vi05|| 0x1030000260 || I || 0x1030000360 | | vi05|| 0x1030000260 || I || 0x1030000360 | ||
|- | |- | ||
| vi06|| 0x1030000270 || Q || | | vi06|| 0x1030000270 || Q || 0x1030000370?? | ||
|-style="background-color:#EEEFF2" | |-style="background-color:#EEEFF2" | ||
| vi07|| 0x1030000280 || c2c23 || 0x1030000380?? | | vi07|| 0x1030000280 || c2c23 || 0x1030000380?? | ||
Line 2,262: | Line 2,130: | ||
|- | |- | ||
|} | |} | ||
=== | ===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;" | ||
! Name !! Purpose / info | |||
! | |||
! | |||
! | |||
|- | |- | ||
| zero || Hardwired to 0, writes are ignored | |||
|- | |- | ||
| | | at || Temporary register used for pseudo-instructions | ||
|- | |- | ||
| | | v0-v1 || Return register, holds values returned by functions | ||
|- | |- | ||
| | | a0-a3 || Argument registers, holds first four parameters passed to a function | ||
|- | |- | ||
| | | t0-t7 || Temporary registers. t0-t3 may also be used as additional argument registers | ||
|- | |- | ||
| | | s0-s7 || Saved registers. Functions must save and restore these before using them | ||
|- | |- | ||
| | | t8-t9 || Temporary registers | ||
|- | |- | ||
| | | k0-k1 || Reserved for use by kernels | ||
|- | |- | ||
| | | gp || Global pointer | ||
|- | |- | ||
| | | sp || Stack pointer | ||
|- | |- | ||
| | | fp || Frame pointer | ||
|- | |- | ||
| | | ra || Return address. Used by JAL and (usually) JALR to store the address to return to after a function | ||
|- | |- | ||
! Special registers !! | |||
|- | |- | ||
| | | pc || Program counter, address of currently-executing instruction (32-bit) | ||
|- | |- | ||
| | | hi/lo || Stores multiplication and division results (64-bit) | ||
|- | |- | ||
| | | hi1/lo1 || Used by MULT1/DIV1 type instructions, same as above (64-bit) | ||
|- | |- | ||
| | | sa ||Shift amount used by QFSRV instruction | ||
|- | |- | ||
|} | |} | ||
<pre> | |||
Aside from zero, all GPRs may be freely accessed if convention rules are respected. | |||
</pre> | |||
= Open CL and Floats = | =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;" | ||
! Info !! Value | ! Info !! Value | ||
Line 2,442: | Line 2,261: | ||
|} | |} | ||
== GPU == | ==GPU== | ||
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;" | {| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;" | ||
Line 2,540: | Line 2,359: | ||
|} | |} | ||
= PS3 | =PS3 Config support= | ||
<pre> | <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 | --lopnor-config=1 | ||
--ps2-title-id=TITLE-ID | --ps2-title-id=TITLE-ID | ||
Config file need to be in folder ...'''/patches/{TITLE-ID}/''' and file need to have name '''{TITLE-ID}_lopnor.cfgbin'''. title id need to be in XXXX-YYYYY format (ex. SLUS-12345). | |||
Example path: /patches/SLUS-12345/SLUS-12345_lopnor.cfgbin | |||
Tester confirmed that configs work like that. We don't even need to edit them, they work as is. | |||
</pre> | </pre> | ||
<pre> | <pre> | ||
Please keep in mind that not all | Please keep in mind that not all commands are recognized, only 0x01 (can depend upon emu revision), 0x09, 0x0A, 0x0B, 0x0F, 0x10, 0x26, 0x27, 0x42. | ||
For example | For example Rayman 3 config Does not work due to the command being unsupported | ||
Command 0x07 is NOT recognized, but can be manually translated to | Command 0x07 is NOT recognized, but can be manually translated to cli config (to: --vu-xgkick-delay=value). | ||
Same goes for | Same goes for 0x11 (--vu0-accurate-addsub-range can be used). | ||
</pre> | </pre> | ||
*Configs explained in text form: https://github.com/Zarh/Get_CONFIG/blob/master/log.txt | *Configs explained in text form: https://github.com/Zarh/Get_CONFIG/blob/master/log.txt | ||
*More about PS3 style | *More about PS3 style configs/commands: https://www.psdevwiki.com/ps3/PS2_Emulation#Game_CONFIG | ||
* | *Log from loading that kind of config: https://pastebin.com/ZpUyU8DE | ||
=Known issues= | |||
<pre>List of known issues in the PS4's PS2 emulator</pre> | |||
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;" | {| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;" | ||
! Issue !! Games affected !! Solution !! Description | ! Issue !! Games affected !! Solution !! Description | ||
|- | |- | ||
| No support for EE Cache || Ice Age 2, DOA2: Extreme, Nascar 2009, Barnyard, [https://github.com/PCSX2/pcsx2/issues/2248 Others]|| Lua patches to the EE memory and picking the right emulator || | | <pre>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> | ||
|- | |- | ||
| | |<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> | |||
|- | |- | ||
| | | <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> || | ||
|- | |- | ||
| | | <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> | ||
|- | |- | ||
| | | <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 | ||
|- | |- | ||
| | | <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> | ||
|- | |- | ||
| | | <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> | ||
|- | |- | ||
| | | <pre>Multitap doesn't support all games</pre> || <pre>Urban reign, many others</pre> || None || | ||
|- | |- | ||
| | |} | ||
== 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 | |||
|- | |- | ||
| | | {{cellcolors|#b3e0ff|#000000}}''Performance'' || ✔ || ✔ || ✔ || ? || || ✔ || ✔ || ✔ || ✔ || | ||
|- | |- | ||
| | | {{cellcolors|#ff8080|#000000}}''Crashes'' || ✔ || ✔ || || ✔ || ✔ || ✔ || ✔ || ✔ || ✔ || ✔ | ||
|- | |- | ||
| | | {{cellcolors|#ffff99|#000000}}''Broken graphics'' || ✔ || || ✔ || ✔ || || ✔|| ✔ || ✔ || || | ||
|- | |- | ||
| | | {{cellcolors|#b3ffb3|#000000}}''Glitches'' || || || || ✔ || || ✔ || ✔ || ✔ || ✔ || | ||
|- | |- | ||
|} | |} | ||
'''Performance bottleneck order:''' | |||
<pre> | <pre> | ||
VU1 ==> EE ==> FPU ==> GS ==> VU0/COP2 | |||
Note: VU1 Speedhacks will be the most effective for performance. | |||
</pre> | |||
'''Debugging through PS4CHEATER:''' | |||
<pre> | |||
You can also use for instance the program PS4CHEATER and add the addresses of | |||
1000000368 | |||
1000000360 | |||
And change the type into > View as Hex. | |||
One of them will show the Current (Program counter) which will lead you to | |||
| | find out which EE offset the game gets stuck on! | ||
</pre> | |||
| ? | |||
| | =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 (?) Option(?) | 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 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> | <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> | </pre> | ||
'''PS2 BIOS file information:''' | = 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> | <pre> | ||
File name: PS20220WD20050620.crack | File name: PS20220WD20050620.crack | ||
Line 2,653: | Line 2,524: | ||
</pre> | </pre> | ||
== Files inside ROM image == | ==Files inside ROM image== | ||
{| class="wikitable" style="font-size:small;" | {| class="wikitable" style="font-size:small;" | ||
Line 2,822: | Line 2,693: | ||
| KERNEL || 0x1BB7E0 || The EE kernel || BIN | | KERNEL || 0x1BB7E0 || The EE kernel || BIN | ||
|} | |} | ||
Description source: https://gist.github.com/uyjulian/25291080f083987d3f3c134f593483c5 | Description source: https://gist.github.com/uyjulian/25291080f083987d3f3c134f593483c5 | ||
== Game_ID/DiscID in PS20220WD20050620.crack == | == Game_ID/DiscID in PS20220WD20050620.crack == | ||
<pre>There are 193 titleIDs listed inside XPARAM2.ELF file of PS2 | <pre>There are 193 titleIDs listed inside XPARAM2.ELF file of PS2 Bios included in PS20220WD20050620.crack. XPARAM2.ELF is called by OSDSYS, then ID check is performed. If titleID match to one of included in the table, different IOP emulation settings are applied. This include blacklisting for some specific titles. | ||
Original PS2 bios from models with emulated IOP, include similar list file called XPARAM.ELF. Title IDs there are not the same, although some of them exist on both lists.</pre> | |||
{| class="wikitable sortable" || | {| class="wikitable sortable" || | ||
|- | |- | ||
! Command !! Name | ! Command !! Name !! Fix on ps4 / Explanation | ||
|- | |- | ||
| 0x00 || TITLE_MASK | | 0x00 || TITLE_MASK || Black-listed games if 0xA0000000 value | ||
|- | |- | ||
| 0x01 || SIO2_MASK | | 0x01 || SIO2_MASK || | ||
|- | |- | ||
| 0x02 || DEV9_MASK | | 0x02 || DEV9_MASK || Emulates dummy ethernet connection | ||
|- | |- | ||
| 0x03 || USB_MASK | | 0x03 || USB_MASK || | ||
|- | |- | ||
| 0x04 || SIF_DMA_SYNC | | 0x04 || SIF_DMA_SYNC || | ||
|- | |- | ||
| 0x05 || SIF_DMA_LOAD | | 0x05 || SIF_DMA_LOAD || | ||
|- | |- | ||
| 0x06 || DMAC_CH10_INT_DELAY | | 0x06 || DMAC_CH10_INT_DELAY || | ||
|- | |- | ||
| 0x07 || MECHA_RECOGTIME | | 0x07 || MECHA_RECOGTIME || | ||
|- | |- | ||
| 0x08 || CPU_DELAY | | 0x08 || CPU_DELAY || Most likely --iop-cycle-scalar=0.1 | ||
|- | |- | ||
| 0x09 || DEV5_INT_SPEED | | 0x09 || DEV5_INT_SPEED || | ||
|- | |- | ||
| 0x0A || CDVD_READ_DELAY | | 0x0A || CDVD_READ_DELAY || the cli command cdvd-sector-seek-cycles | ||
|- | |- | ||
| 0x0B || SPU2_BEHAVIOR | | 0x0B || SPU2_BEHAVIOR || | ||
|- | |- | ||
|} | |} | ||
Line 3,358: | Line 3,228: | ||
└── trophy_data | └── trophy_data | ||
└── SLES-50326_trophies.lua | └── SLES-50326_trophies.lua | ||
</pre> | </pre> | ||
= Links = | =Links= | ||
*[https://psi-rockin.github.io/ps2tek/ Ps2 Hardware Documentation] | |||
* [https://psi-rockin.github.io/ps2tek/ | *[https://pastebin.com/yf802Up3 GS title fix guide] | ||
* [https://pastebin.com/yf802Up3 | *[https://www.psdevwiki.com/ps3/PS2_Custom_Configs PS3 custom configs] | ||
* [https://www.psdevwiki.com/ps3/PS2_Custom_Configs PS3 custom configs] | *[http://www.psx-place.com/threads/research-ps2-emulator-configuration-on-ps4.16131/ A place for research and sharing successful configurations for the emulator] | ||
* [http://www.psx-place.com/threads/research-ps2-emulator-configuration-on-ps4.16131/ A place for research and sharing successful configurations for the emulator] | *[https://www.psdevwiki.com/ps4/Talk:PS2_Classics_Emulator_Compatibility_List Configuration examples] | ||
* [https://www.psdevwiki.com/ps4/Talk:PS2_Classics_Emulator_Compatibility_List Configuration examples] | *[https://www.romhacking.net/utilities/692/ PS2DIS, very helpful for debugging games] | ||
* [https://www.romhacking.net/utilities/692/ PS2DIS, | *[https://forums.pcsx2.net/Thread-Fixing-unplayable-games A thread filled with patches for ps2 games] | ||
* [https://forums.pcsx2.net/Thread-Fixing-unplayable-games A thread filled with patches for ps2 games] | |||
{{Reverse Engineering}} | {{Reverse Engineering}} | ||
<noinclude> | <noinclude>[[Category:Main]]</noinclude> | ||
[[Category:Main]] | |||
</noinclude> |