Editing PS2 Emulation

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= Official games =


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


* Ace Combat 5: The Unsung War. Available as a "PS2 Classics" as part of the "Pre-Order-Bonus" for "Ace Combat 7: Skies Unknown" (PS4) only (not available separately).
<br>PlayStation 2 emulation on the Playstaion 4 is handled '''with little difference''' to the Playstation 3,
* ADK DAMASHII™ UP0576-CUSA03783_00-SLPS259060000001
<br>But still many issues that the Playstation 3 faced Have moved into the Playstation 4 along with Many new issues.
* Arc the Lad: Twilight of the Spirits
* Art of Fighting Anthology
* Ape Escape 2
* Blood Omen: Legacy of Kain UP8489-CUSA49771_00-SLUS000270000000 (PS5: UP8489-PPSA24270_00-0499283180274839) 2024-11-19 PS4 12.00
* Blood Omen 2: Legacy of Kain UP8489-CUSA49769_00-SLUS200240000000 (PS5: UP8489-PPSA24268_00-0200966777747783) 2024-11-19 PS4 12.00
* Bully (Canis Canem Edit)
* Dark Chronicle (Dark Cloud 2) UP9000-CUSA02037_00-SCUS972130000001
* Dark Cloud
* Destroy All Humans! (2005) (not to be confused with the remake EP4389-CUSA14910_00-DAH1REMAKEEU0000) UP4389-CUSA05232_00-SLUS209450000001 2016-10-18
* Destroy All Humans! 2 (2006) UP4389-CUSA05233_00-SLUS214390000001 2016-11-29
* Eternal Ring UP1022-CUSA04654_00-SLUS200150000001
* FantaVision
* Fatal Fury Battle Archives Vol. 2
* Forbidden Siren EP9000-CUSA02274_00-SCES519200000001 patch 1.01 requires PS4 3.10
* Fu'un Super Combo UP0576-CUSA03784_00-SLPS257810000001
* Ghosthunter (English, Japanese) UP9000-CUSA47996_00-SLUS209930000000 (PS5: UP9000-PPSA21974_00-SLUS209930000000) 2024-06-18
* GTA III
* GTA Vice City
* GTA San Andreas
* Harvest Moon: Save the Homeland
* Harvest Moon: A Wonderful Life Special Edition
* Hot Shots® Tennis (Everybody's Tennis) UP9000-CUSA02193_00-SCUS976100000001
* Indigo Prophecy
* Jak and Daxter: The Precursor Legacy HP9000-CUSA08427_00-SCPS560030000001 patch 1.01 requires PS4 4.73
* Jak and Daxter: The Precursor Legacy™ UP9000-CUSA02522_00-SCUS971240000001 patch 1.01 requires PS4 4.73
* Jak and Daxter™: The Precursor Legacy EP9000-CUSA07934_00-SCES503610000001 patch 1.03 requires PS4 4.73
* Jak and Daxter™: The Precursor Legacy JP9000-CUSA02541_00-SCPS150210000001
* Jak II™ UP9000-CUSA07840_00-SCUS972650000001 patch 1.01 requires PS4 5.01
* Jak II™ EP9000-CUSA07990_00-SCES516080000001 patch 1.02 requires PS4 5.01
* Jak II™ HP9000-CUSA08422_00-SCKA200100000001 patch 1.01 requires PS4 5.01
* Jak II JP9000-CUSA08581_00-SCPS150570000001 2017-12-05
* Jak 3™ UP9000-CUSA07841_00-SCUS973300000001 patch 1.01 requires PS4 5.01
* Jak 3™ EP9000-CUSA07991_00-SCES524600000001 patch 1.01 requires PS4 5.01
* Jak 3™ HP9000-CUSA08423_00-SCKA200400000001 patch 1.01 requires PS4 5.01
* Jak 3 UP9000-CUSA07841_00-JPPS400000000001 2017-12-20
* Jak X: Combat Racing UP9000-CUSA07842_00-SCUS974290000001 patch 1.02 requires PS4 5.01
* Jak™ X EP9000-CUSA07992_00-SCUS974290000001 patch 1.02 requires PS4 5.01
* Jak X: Combat Racing UP9000-CUSA07842_00-JPPS400000000001 2018-03-15
* Kinetica UP9000-CUSA01725_00-SCUS971320000001
* Manhunt
* Max Payne
* Metal Slug Anthology
* Mister Mosquito UP9000-CUSA48755_00-SLUS203750000000 (PS5: UP9000-PPSA22948_00-SLUS203750000000) 2024-09-17 patch 1.02 requires PS4 11.52 or PS5 9.60
* Okage: Shadow King UP9000-CUSA02199_00-SCUS971290000001, requires PS4 FW version 3.15, although it was compiled with PS4 SDK version 3.008.000, latest patch requires PS4 FW 4.05
* PaRappa The Rapper 2™ UP9000-CUSA01555_00-SCUS971670000001 2015-12-15
* Primal
* Psychonauts
* Puzzle Quest: Challenge of the Warlords
* Red Dead Revolver
* Red Faction
* Red Faction II
* Resident Evil Code: Veronica X
* Rise of the Kasai
* Rogue Galaxy
* Samurai Shodown VI
* Siren UP9000-CUSA02198_00-SCUS973550000001 (PS5: UP9000-PPSA22947_00-SCUS973550000000) PS4 patch 1.02 requires PS4 3.00 and 2024-10-15 PS5 patch 1.00 requires PS5 9.40
* SkyGunner UP9000-CUSA49210_00-SLUS203840000000 (PS5: UP9000-PPSA23535_00-SLUS203840000000) 2024-09-17 patch 1.03 requires PS4 11.52 or PS5 9.60
* Sly Raccoon (2002), Sly Cooper and the Thievius Raccoonus UP9000-CUSA47431_00-SCUS971980000000 (PS5: UP9000-PPSA21300_00-SCUS971980000000) 2024-06-11 PS4 11.50
* Star Ocean Till The End Of Time
* Star Wars Bounty Hunter UP1082-CUSA03472_00-SLUS204200000001 or EP1006-CUSA03493_00-SLES508310000001
* Star Wars Racer Revenge UP1082-CUSA03474_00-SLUS202680000001
* STAR WARS: Jedi Starfighter UP1082-CUSA03473_00-SLUS202930000001 or EP1006-CUSA03494_00-SLES503710000001 2016-01-15
* STAR WARS The Clone Wars UP1082-CUSA48010_00-SLUS205100000000 (PS5: UP1082-PPSA21985_00-SLUS205100000000 or UP1082-PPSA21985_00-0384550355606536) 2024-06-11 PS4 11.50
* Summoner PS2 Emulation (2000) UP4389-CUSA48889_00-SLUS200740000000 (PS5: UP4389-PPSA23124_00-SLUS200740000000 or UP4389-PPSA23124_00-EMUPS2SUMMONER00) 2024-07-16 PS4 patch 1.01 requires PS4 11.50, PS5 patch 1.02 requires PS5 9.40
* The King of Fighters Collection: The Orochi Saga
* The King of Fighters '98 Ultimate Match
* The King of Fighters 2000
* The Mark of Kri
* The Warriors
* TimeSplitters EP4062-CUSA49387_00-SLUS200900000000 (for PS5: EP4062-PPSA23799_00-SLUS200900000000 or EP4062-PPSA23799_00-TIMESPLITTERSONE) 2024-08-20 PS4 patch 1.01 requires PS4 11.52, PS5 patch 1.00 requires PS5 9.40
* TimeSplitters 2 EP4062-CUSA49392_00-SLUS203140000000 (for PS5: EP4062-PPSA23801_00-SLUS203140000000 or EP4062-PPSA23801_00-TIMESPLITTERSTWO) 2024-08-20 PS4 patch 1.01 requires PS4 11.52, PS5 patch 1.00 requires PS5 9.40
* TimeSplitters: Future Perfect EP4062-CUSA49435_00-SLUS211480000000 (for PS5: EP4062-PPSA23847_00-SLUS211480000000 or EP4062-PPSA23847_00-TIMESPLITTERS3FP) 2024-08-20 PS4 patch 1.01 requires PS4 11.52, PS5 patch 1.00 requires PS5 9.40
* Tomb Raider: Legend UP8489-CUSA48389_00-SLUS212030000000 (PS5: UP8489-PPSA22453_00-SLUS212030000000 or UP8489-PPSA22453_00-0217126708396262) 2024-06-11 PS4 11.50
* Twisted Metal: Black
* War of the Monsters™ UP9000-CUSA01554_00-SCUS971970000001 2015-12-05
* Wild Arms™ 3 UP9000-CUSA02197_00-SCUS972030000001 2016-05-17


== PS2 games available on PS4 Bluray Disc ==


* ADK DAMASHII™ (by Limited Run #315) UP0576-CUSA03783_00-SLPS259060000001
The fact of the matter is that the PS4 is too weak for emulation, For that reason alone, Sony had to sacrifice accuracy in order to gain Performance,
* Art of Fighting Anthology (by Limited Run #375) UP0576-CUSA03754_00-SLUS214870000001
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.
* Destroy All Humans! (2005) (PS2 Classic by Limited Run #370, not to be confused with the remake EP4389-CUSA14910_00-DAH1REMAKEEU0000) UP4389-CUSA05232_00-SLUS209450000001 2016-10-18
* Fatal Fury Battle Archives Vol. 2 (by Limited Run #371) UP0576-CUSA03750_00-SLUS217230000001
* Fu'un Super Combo UP0576-CUSA03784_00-SLPS257810000001
* Indigo Prophecy™ (aka Fahrenheit 2005, by Limited Run #331) UP1642-CUSA04798_00-SLUS211960000001
* Jak and Daxter: The Precursor Legacy™ (US version, by Limited Run #184) UP9000-CUSA02522_00-SCUS971240000001
* Jak X Combat Racing™® (US version, by Limited Run #292) UP9000-CUSA07842_00-SCUS974290000001
* Jak II (US version, by Limited Run #212) UP9000-CUSA07840_00-SCUS972650000001
* Jak 3 (US version, by Limited Run #258) UP9000-CUSA07841_00-SCUS973300000001
* METAL SLUG ANTHOLOGY™ (US version by Limited Run #364) UP0576-CUSA03749_00-SLUS215500000001
* METAL SLUG ANTHOLOGY™ (EU version by SNK) EP0576-CUSA04156_00-SLES546770000001
* Psychonauts UP2154-CUSA03881
* Red Faction (by Limited Run #281) UP4389-CUSA06402_00-SLUS200730000001
* Samurai Shodown VI (by Limited Run #329) UP0576-CUSA03787_00-SLUS216290000001 or EP0576-CUSA04158_00-SLES552920000001
* STAR WARS™ BOUNTY HUNTER™ (US version, by Limited Run #273) UP1082-CUSA03472_00-SLUS204200000001
* Star Wars Racer Revenge UP1082-CUSA03474_00-SLUS202680000001, requires PS4 FW version ?3.15, although it was compiled with SDK version 3.008.000?
* The King of Fighters '98 Ultimate Match (by Limited Run #344) UP0576-CUSA03751_00-SLUS218160000001
* The King of Fighters 2000 (by Limited Run #386) UP0576-CUSA03748_00-SLUS208340000001
* The King of Fighters™ Collection: the Orochi Saga (by Limited Run #393) UP0576-CUSA03753_00-SLUS215540000001


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


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


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


= Description =


The PlayStation 2 emulation on the PlayStation 4 is handled with little difference to the PlayStation 3. Some issues on PS3's PS2 emulator were left unfixed on the PlayStation 4. Consequently, the PS4 inherited some of PS3's emulation glitches, and even introduced new ones. The new issues came as a result of PS4's weakness with emulation, which likely resulted in the trade of accuracy for performance.
Currently the most used emulator is Jakv2 since it is the most compatible, However, Some games are not compatible with jakv2, To fix that we Use a different emulator, Most commonly used emulators other than jakv2 are roguev1, RECVX, Fatal Fury.


Each PS2onPS4 package file (.pkg) includes the PS2 emulator itself. The PS4 does not have a native built-in emulator in its System Software, but it does have a few PS2 emulator specific features, like the usermode functions sceLncUtilIsPs2Emu, sceShellCoreUtilGetImposeMenuFlagForPs2Emu, sceSystemServiceAddLocalProcessForPs2Emu, and sceSystemServiceShowImposeMenuForPs2Emu.
Also note that '''the BIOS itself is included in the game's pkg and it is the exact same BIOS that was used in the ps2_netemu.''' Another important thing is the lack of encryption mechanism for PS2 game disc image file, this time it is just a plain ISO file, but the emulator still supports LIMG sector that allows the usage of non-2048 sector size discs. Memory card is also decrypted, but the emulator checks the crc of some of the regions to ensure that the memory card was Not modified. the PS2 Emulator supports LUA scripting by "Lua Bridge", and it is an extremely powerful interface that provide many possibilities to improve compatibility.


The PS2 emulators are programmed to be accurate for the games they were designed to emulate. In turn, this makes accurate emulation challenging, as emulators include per-title patches and different default settings. The PlayStation 2 hardware is a complex system to emulate; any small change in configuration can make or break a game. Currently, the most commonly used emulator is "Jakv2" from Jak games, as it is the most compatible one out there. When game crashes are concerned in an emulated PS2 game, then the Resident Evil Code: Veronica X's emulator is typically used, whereas for VU accuracy it is Rogue Galaxy's.
This is first time that sony really cared about floats in their emulator. Compared to the PS3 CPU, x86-64 is doing a worse job in mimicing PS2 FPU, and VU floats calculation behavior. This is resolved by clamping, accurate math used per memory offset, and/or converting floats to double precision. the emulator uses openCL for GS, and probably other components.


The PS2 BIOS is included in the game's pkg file. It is the same PS2 BIOS as used in the ps2_netemu in PS3 Operating System. The lack of encryption mechanism for PS2 game disc image files is also huge. This time, it is a plain ISO file, but the emulator still supports LIMG sector that allows the usage of non-2048 sector size discs. Moreover, memory cards are also unencrypted, but the emulator checks the CRC of some of the regions to ensure that the memory card was not modified. The PS2 emulator on PS4 also supports LUA scripting by a "Lua Bridge", which is a powerful interface that may prove exceptionally handy in fixing games.
=Memory Mapping=


This is first time that Sony has ever cared about floats in its emulators. Compared to the PS3 CPU, x86-64 is doing a worse job in mimicking FPU and VU floats calculation behavior. This is resolved by clamping, accurate math used per memory offset, and/or converting floats to double precision. The emulator uses OpenCL for GS, and likely other components as well.
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: left;"
 
! Name !! From !! To
= Emulator Configuration =
The emulator can be configured through 4 files.
 
== Files ==
 
* '''config-emu-ps4.txt''' - Stores paths, basic video/audio settings in official packages. But unofficially can be also used for advanced settings for global effect in multi disc .pkg with all commands originally used in cli.conf file.
* '''XXXX-YYYYY_cli.conf''' - Stores per disc advanced settings. GS, VU, EE, IOP, FPU, COP2 emulation settings, are here. Also hacks, and hooks.
* '''XXXX-YYYYY_config.lua''' - Used for per disc advanced scripts. Patching EE/IOP memory, Conditional hooks.
* '''disc-swap-cli.conf''' - Stores info of multi disc games.
 
== Commands ==
The rest of the CLI and LUA commands can all be found inside of any emulator's '''Eboot.bin''' file.
=== config-emu-ps4.txt commands ===
 
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Values !! Notes !! Usage
|-style="background-color:#7698FF"
|  || Misc ||  ||
|-
|-
| --config-local-lua ||   ||   || --config-local-lua=""
|EE Flat Memory (4gb)              || 0x0000008000000000 || 0x0000008100000000
|-
|-
| --lopnor-config ||  0,1  ||  Enables limited PS3's PS2 config support || --lopnor-config=1
|IOP Flat Memory (4gb)            ||  0x0000009000000000 ||  0x0000009100000000
|-
|-
| --load-tooling-lua ||   ||   || --load-tooling-lua=0
|R59 Binary Cache                  || 0x0000000914B10000 || 0x0000000916B10000
|-
|-
| --max-console-spam ||  ||  ||
|R30 Binary Cache                  ||  0x0000000916B14000 ||  0x0000000917314000
|-
|-
| --path-snaps || dir/folder ||  Path to savestates folder || --path-snaps="/tmp/snapshots"
|jitVU0                            || 0x0000000917318000 ||  0x0000000917B18000
|-
|-
| --path-recordings || dir/folder ||   || --path-recordings="/tmp/recordings"
|jitVU1                            || 0x0000000917B1C000 || 0x0000000918B1C000
|-
|-
| --path-memcards || dir/folder ||  ||
! !! Host's EE Memory Map !!
|-
|-
| --path-vmc || dir/folder ||   || --path-vmc="/tmp/vmc"
|EE RAM - Kernel                  || 0x0000008000000000 || 0x0000008000080000
|-
|-
| --emulog-file || 0, 1 ||  Creates a log file with information that is rarely useful || --emulog-file=1
|EE RAM - Debug                    || 0x0000008000078000 ||  0x0000008000080000
|-
|-
| --path-emulog || dir/folder || Sets the directory of the emulog file. Requires --emulog-file=1 command || --path-emulog="/tmp/recordings"
|EE RAM - User                    || 0x0000008000080000 ||  0x0000008002000000
|-
|-
| --path-manual || dir/folder ||  ||
|EE Hw Devices                    || 0x0000008010000000 || 0x0000008010010000
|-
|-
| --path-patches || dir/folder || Path to patches folder || --path-patches="/app0/patches"
|EE ROM                            || 0x000000801FC00000 || 0x000000801FFE0000
|-
|-
| --path-trophydata || dir/folder ||   || --path-trophydata="/app0/trophy_data"
|EE RAM - Uncached                || 0x0000008020080000 || 0x0000008022000000
|-
|-
| --path-featuredata || dir/folder || Path to folder with XXXX-YYYYY_features.lua file || --path-featuredata="/app0/feature_data"
|EE RAM - UncachedAccel            || 0x0000008030100000 || 0x0000008032000000
|-
|-
| --path-postproc || dir/folder || Post-processing (shaders?) ||
|EE Scratchpad                    || 0x0000008070000000 || 0x0000008070004000
|-
|-
| --path-toolingscript || dir/folder ||   || --path-toolingscript="/app0/patches"
|EE Debug                          || 0x00000080FFFF8000 || 0x0000008100000000
|-
|-
| --snapshot-name || ||  ||
! !! Host's IOP Memory Map !!
|-
|-
| --snapshot-datafile ||  ||  ||
|IOP RAM                          ||  0x0000009000000000 ||  0x0000009000200000
|-
|-
| --snapshot-restore ||  ||  ||
|IOP RAM (mirror 1)                ||  0x0000009000200000 ||  0x0000009000400000
|-
|-
| --snapshot-save || frameId(?) ||   ||
|IOP RAM (mirror 2)               || 0x0000009000400000 || 0x0000009000600000
|-
|-
| --snapshot-mcd-files ||  ||  ||
|IOP RAM (mirror 3)                ||  0x0000009000600000 ||  0x0000009000800000
|-
|-
| --snapshot-repeat || repeat_count ||  ||
|IOP Scratchpad                    || 0x000000901F800000 || 0x000000901F801000
|-
|-
| --snapshot-modulo ||  ||  ||
|IOP HW                            ||  0x000000901F801000 ||  0x000000901F810000
|-
|-
| --host-keyboard || slot [0-7] ||   || --host-keyboard=4
|IOP ROM                          || 0x000000901FC00000 || 0x000000901FFE0000
|-
|-
| --host-window-scale || scale/float ||  || --host-window-scale=0.5
|}
 
=Clock Speeds=
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: left;"
! Core !! Clock speed
|-
|-
| --host-window-pos || x,y ||  ||
|IOP || ''36.864''(?)
|-
|-
| --host-display-mode || normal,full,4:3,16:9  || Set display mode || --host-display-mode=full
|EE || ''294.912''
|-
|-
| --host-graph ||  fps || Debug option that requires an unleaked debug ps2 bios || --host-graph=fps
|GS ||  ''147.456''
|-
|-
| --host-osd || verbose, minimal ||  || --host-osd=0
|}
 
=Open CL and Floats=
 
PS4 native Floating point supports and OpenCL info, for both CPU, and GPU. Understanding of floating points conversion is very important in emulating PS2.
<br>Below info comes from this gist: https://gist.github.com/masterzorag/06cadbc5fbe7d3375704fc52518f434e#file-gistfile1-md
<br>There you can find more info about PS4 OpenCL.
 
==CPU==
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Info !! Value
|-
|-
| --host-vsync || 0, 1 ||  Enable or disable vsync || --host-vsync=1
| Device Name                                ||   CXD90026AG - DG1002FGF84HT
|-
|-
| --host-trophy-support ||  ||  ||
| Device Vendor                              ||  AuthenticAMD
|-
|-
| --rtc-epoch ||  unix_time (seconds since epoch) ||  || --rtc-epoch=1523776362
| Device Vendor ID                            ||  0x1022
|-
|-
| --framelimiter || 0, 1 || Enable or disable Frame limiting || --framelimiter=1
| Device OpenCL C Version                    ||   OpenCL C 1.2 pocl
|-
|-
| --framelimit-fps || FPS/float || framelimiter || --framelimit-fps=0.8
| Device Type                                ||   CPU
|-
|-
| --framelimit-scalar || scalar/float || || --framelimit-scalar=3.2
| Max compute units                          ||   8
|-
|-
| --framelimit-mode || slowest,slower,slow,normal,fast,fastest,turbo || A Standalone framelimiter || --framelimit-mode=fast
| Max work item dimensions                    ||   3
|-
|-
| --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
| Max work item sizes                        ||   4096x4096x4096
|-
|-
| --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
| Max work group size                        ||   4096
|-
|-
| --verbose-cpu-cycles=1 || 0,1 || ? || --verbose-cpu-cycles=1
| Preferred work group size multiple          ||   8
|-
|-
| --gs-uprender || none, 2x2 || Internal resolution upscaler. || --gs-uprender=2x2
! Half-precision Floating-point support      !!  (n/a)
|-
|-
| --gs-upscale || none, gpu, edgesmooth, motionvec, point, motionvector, smooth, motion || upscaling type || --gs-upscale=EdgeSmooth
! Single-precision Floating-point support    !!  (core)
|-style="background-color:#ff8080"
|  || Audio || ||
|-
|-
| --host-audio-latency || msec/float || Audio latency must be between 0.010 and 4.0 || --host-audio-latency=1.5
| Denormals                                  || Yes
|-
|-
| --path-audio-images || dir/folder ||   ||  
| Infinity and NANs                          || Yes
|-
| Round to nearest                            || Yes
|-
|-
| --record-audio ||  ||  ||  
| Round to zero                              || Yes
|-
|-
| --record-audio-img ||  ||  ||  
| Round to infinity                          || Yes
|-
|-
| --record-audio-image ||  ||  ||  
| IEEE754-2008 fused multiply-add            || No
|-
|-
| --record-audio-ext ||  ||  ||  
| Support is emulated in software            || No
|-
|-
| --host-audio || 1,0,on,off,mono ||  || --host-audio=1
| Correctly-rounded divide and sqrt operations|| Yes
|-
|-
| --mute-audio ||all,none,main,bgm || || --mute-audio=all
! Double-precision Floating-point support    !!  (cl_khr_fp64)
|-
|-
| --mute-streaming-audio || all,none,main,bgm || || --mute-streaming-audio=all
| Denormals                                  || Yes
|-
|-
|-style="background-color:#D7EF54"
| Infinity and NANs                          || Yes
|  || Controllers || ||  
|-
|-
| --ds4-deadzone-adjust ||  ||  ||  
| Round to nearest                            || Yes
|-
|-
| --ds4-diagonal-adjust ||  ||  ||  
| Round to zero                              || Yes
|-
|-
| --host-pad-loses-focus || ||  ||  --host-pad-loses-focus=1
| Round to infinity                          || Yes
|-
| --host-gamepads || 0, 1 ||  || --host-gamepads=1
|-
|-
| --pad-record ||  0, 1  ||  Enables logging pad info in emulog ||
| IEEE754-2008 fused multiply-add            || Yes
|-
|-
| --pad-analog-to-digital || 0, 1 || Eternel ring emu uses the value 0 || --pad-analog-to-digital=0
| Support is emulated in software            || No
|-
|-
| --mtap1 || Disabled, Always, ByHost || Multitap switch. The values are correct but the multitap only works in certain games. || --mtap1=always
! Execution capabilities                      !!
|-
|-
| --mtap2 || Disabled, Always, ByHost || Multitap switch. Some games require multitap to be selected only on second port (1, 2-a, 2-b, 2-c layout). To achieve that, we need to disable the first mtap. In some cases, the emulator can be flawed in how it handles multi-tap when it involves "--mtap2". All functions for 2A, 2B, 2C, 2D must be redirected to ports on multi-tap 1 by using memory patches. || --mtap2=always
| Run OpenCL kernels                          || Yes
|}
 
=== XXXX-YYYYY_cli.conf commands ===
 
<pre>These commands work in config-emu-ps4.txt, but the official way to use them is through the CLI file (It is also needed for multi-disc packages). Additionally, some commands are still not discovered, and known commands might be missing their values.
All commands are pre-made. Creating new CLI commands is impossible.
The values of the commands are also pre-defined by Sony and/or have a set of possible values or ranges.
Some CLI commands have no effect, as they were added to the eboot.bin without being programmed. Some useful commands were removed or added in or from different emu revisions, or their effects were changed. In some emulators, CLI configurations can be found in the ram at SceLibcHeap[0]-3-881004000.</pre>
====EmotionEngine (MIPS-IV)====
=====[https://www.psdevwiki.com/ps2/Emotion_Engine EE]=====
<pre>Commands for the emulated Emotion Engine. These commands may improve performance, prevent crashes, or provide better core sync.</pre>
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Values !! Notes !! Usage
|-style="background-color:#7698FF"
|  || Speedhacks / Desync Fixes|| ||
|-
|-
| --ee-cycle-scalar ||Slowest cycles speed: 5.00<br>Normal cycles speed: 1.000<br>Fastest cycles speed: 0.100 ||  Can benefit core sync or performance (lowering the cycle rate may affect FMVS). The default value for most emulators is ~1.0. It is highly sensitive, as any slight change may break or fix the game. (Possibly divides 100 with the entered value and sets the result as EE's clock speed percentage % .) || --ee-cycle-scalar=1.0
| Run native kernels                          || Yes
|-
|-
| --ee-context-switch-cycles || Accelerate cycles (360 => 0) <br>Decelerate cycles (361 => ∞ ) || Its effects are mysterious. Possibly configures how many CPU cycles the emulator should run before switching between different tasks or threads. Does not work on Jak emulators. Default value is 360. Seems to be useful for Bee Movie, Metal Gear Solid 3, as well as others with IPU issues.|| --ee-context-switch-cycles=2700?
| SPIR versions                              || 1.2
|-
|-
| [[--ee-hook|--ee-hook]] || AdvanceClock<br>FastForwardClock<br>Mfifodrain || Runs the specified functionality each time a selected EE offset is reached. FastForwardClock and AdvanceClock help fix core sync issues, but can be used as a speedhack. It is believed that AdvanceClock stalls the EE for a specified amount of cycles, while FastForwardClock behaves similarly. They are commonly used on affected COP2 instructions. Mfifodrain is still unknown. [[--ee-hook|For more examples]] ||--ee-hook=0x0025A9F2,AdvanceClock,,500 <br>--ee-hook=0x0019F0AD,FastForwardClock
| Device Extensions                          ||   <div align="left"><pre> cl_khr_byte_addressable_store
cl_khr_global_int32_base_atomics
cl_khr_global_int32_extended_atomics
cl_khr_local_int32_base_atomics
cl_khr_local_int32_extended_atomics
cl_khr_3d_image_writes
cl_khr_spir
cl_khr_fp64
cl_khr_int64_base_atomics
cl_khr_int64_extended_atomics </pre></div>
|-
|-
|-style="background-color:#D7EF54"
|}
|  || Game fixes || ||
 
==GPU==
 
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Info !! Values
|-
|-
| --ee-jit-pagefault-threshold || 0-254 || Ignore JIT pagefaults, usually caused by data placed right after code. JIT try to recompile it, and obviously hit some bad opcodes. This command reduces the occurrence of crashes the higher it is. || --ee-jit-pagefault-threshold=40
|Device Name                                  ||   AMD LIVERPOOL
|-
|-
| --ee-regalloc-scalar || 0,none,ReadOnly,WriteOnly,RW || Register allocation setting. Setting it to 0 may prevent crashes. ||  
|Device Vendor                                ||   AMD
|-
|-
| --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
|Device Vendor ID                            ||   0x1002
|-
|-
| --ee-shorthash-len || inst_count/integer || Length of shorthash in instruction/opcode count. Require --ee-block-validation=Hash ||
|Device Version                                || OpenCL 1.1
|-
|-
| --ee-const-folding || None,Gpr,Fpu,All || EE constant folding. "All" seems to be the default option. || --ee-const-folding=none
|Device OpenCL C Version                      || OpenCL C 1.1
|-
|-
| --ee-ignore-segfault || none, read, write, readwrite || Ignore segmentation fault. Ignore rw from/to unmapped memory, known in pcsx2 as TLB miss (load.store) || --ee-ignore-segfault=readwrite
|Device Type                                  || GPU
|-
|-
| --ee-native-function || memset, memcpy, strlen, strcmp, strcasecmp, litodp, dptoli, floatdidf, fptoui, fptodp, dptofp, fabs, fabsf, ieee754_atan2f, ieee754_asinf, ieee754_acosf, ieee754_sinf, ieee754_cosf, ieee754_sqrtf, asinf, acosf, sinf, cosf, sqrtf. || Hook mips function with HLE x64 native version. Much faster, but tricky to keep correct timings on ps2 VM. || --ee-native-function=memcpy,0x11e328
|Max compute units                            ||  18
|-style="background-color:#FFAA00"
|| Other || ||
|-
|-
| --ee-jit-disasm || 0 or 1 for mips and 2 for x86 || Emotion engine Just in Time disassembler mode (Likely a debug log option) || --ee-jit-disasm=1
|Max work item dimensions                      || 3
|-
|-
| --ee-ignore-break || 0, 1 || Turns a BREAK instruction into a NOP Instruction. ||  
|Max work item sizes                          || 256x256x256
|-
|-
| --ee-break-as-nop || 0, 1 || Turns a BREAK instruction into a NOP Instruction. || --ee-break-as-nop=1
|Max work group size                            || 256
|-
|-
| --ee-jit-opt-debug || 0, 1 || ||
|Compiler Available                              || Yes
|-
|-
| --ee-pc-coherency || 0, 1 || Flush PC register to memory on every mips opcode. Result in more accurate EE PC reg reads. ||  
|Preferred work group size multiple            || 64
|-
|-
| --ee-insn-flush-pc || 0, 1 || Flush PC register to memory on every mips opcode. Result in more accurate EE PC reg reads. ||
!Half-precision Floating-point support        !!  (cl_khr_fp16)
|-
| --ee-inst-marking || 0,1? || ||
|-
|-
| --ee-insn-marking || 0,1? || ||  
|Denormals                                    || No
|-
|-
| --ee-kernel-hle ||  0, 1 || High-level emulation kernel. Apply HLE patches (used in mast1c0re part 2 Vulnerability 2). Apply EE kernel patches which run previously prepared x64 code instead of recompiling real code part. ||  
|Infinity and NANs                            || Yes
|-
|-
| --ee-injection-kernel || 0, 1 || Just like --ee-kernel-hle, except using a different name. ||
|Round to nearest                              || Yes
|-
|-
| --ee-injection-title || 0, 1 || Apply HLE patches (used in mast1c0re part 2 Vulnerability 2). Apply per title patches which run previously prepared x64 code instead of recompiling real code part. ||
|Round to zero                                || No
|-
|-
| --ee-validate-kernel || 0, 1 || ||  
|Round to infinity                            || No
|-
|-
| --ee-regalloc-simd || readwrite, writeonly, readonly || register allocation setting ||  
|IEEE754-2008 fused multiply-add              || No
|-
|-
| --ee-regalloc-preserve-scalar || LoadOnly, LO, StoreOnly, SO, LoadStore,  LS || EE JIT Scalar/Int Regalloc Mode || --ee-regalloc-preserve-scalar=LoadStore
|Support is emulated in software              || No
|-
|-
| --ee-regalloc-preserve-simd || ReadOnly, RO, WriteOnly WO, RW || EE JIT SIMD/XMM Regalloc Mode || --ee-regalloc-preserve-simd=RW
!Single-precision Floating-point support    !!    (core)
|-
|-
| --ee-static-block-links || options Type,Type,... [Branch,Branches,JAL,COP2,All] || || --ee-static-block-links=JAL,COP2
|Denormals                                    || No
|-
|-
| --vtune-ee || ||  ||
|Infinity and NANs                            || Yes
|-
|-
| --ee-live32 || 0,1? || ||  
|Round to nearest                              || Yes
|-
|-
| --ee-cache-breaks-block || 0,1 || End recompiler block on r5900 cache opcode. ||
|Round to zero                                || No
|-
|-
| --ee-evt-check-full || 0, 1 || Perform more accurate EE event check ||  
|Round to infinity                            || No
|-
|-
| --ee-peephole || 0, 1? || ||
|IEEE754-2008 fused multiply-add              || No
|-
|-
| --ee-load-rewrites || 0,1? || ||  
|Support is emulated in software              || No
|-
|-
| --ee-store-rewrites || 0,1? || ||  
|Correctly-rounded divide and sqrt operations  || No
|-
|-
| --ee-precompile-trace || || ||
!Double-precision Floating-point support      !!  (cl_khr_fp64)
|-
|-
| --ee-penalize-short-blocks || 0, 1 || Add cycles to short recompiled blocks? ||
|Denormals                                    || Yes
|-
|-
| --ee-mem-check-eob || || EE memory check end of block ||  
|Infinity and NANs                            || Yes
|-
|-
| --ee-insn-callmark || || ||
|Round to nearest                              || Yes
|-
| --ee-inline-limit-full || insn_count/integer ||  ||
|-
|-
| --ee-inline-limit-partial || || ||
|Round to zero                                || Yes
|-
|-
| --ee-stlf-cycle-threshold || ? ||?||  
|Round to infinity                            || Yes
|-
|-
| --detect-idle-ee || 0, 1 ||  || --detect-idle-ee=1
|IEEE754-2008 fused multiply-add              || Yes
|-
|-
|}
|Support is emulated in software              || No
 
=====FPU=====
<pre>The FPU is a fast single-precision unit that typically serves the EE by calculating in-game physics. It mostly controls the accuracy of the movement of in-game objects, or the game's gravity as a whole. In some cases, it is best to use COP2 commands with the FPU's to ensure the accuracy of the game's geometrical calculations.</pre>
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Values !! Notes !! Usage
|-style="background-color:#D7EF54"
|  || Game fixes || ||
|-
|-
| --fpu-no-clamping ||  0, 1 || Changes the clamping behavior of the FPU. It's set to 1 by default. Might fix freezing issues, or misplaced characters/items (Inaccuracies with in-game physics) || --fpu-no-clamping=0
!Execution capabilities !!
|-
| --fpu-custom-min-max || 0, 1 || Custom Max/Mini logic for denormals. Enabled by default. Disabling it might break some games || --fpu-custom-min-max=0
|-
| --fpu-accurate-range || start,end offset (0x0 - 0x1FFFFFF) || Accurate Mul/Div/Add/Sub Math instructions for the FPU by using software floats rather than hardware floats. Can be used for full EE/FPU Mathematical accuracy in the specified range. || --fpu-accurate-range=0x1acce0,0x2acce0
|-
| --fpu-no-clamp-range || start,end offset (0x0 - 0x1FFFFFF) || Per-range clamping for the FPU in the selected memory range. || --fpu-no-clamp-range=0x1acce0,0x2acce0
|-
| --fpu-accurate-muldiv  || 0 = Disabled<br>1 = Enabled  || Allows the FPU to accurately Divide/Multiply for all offsets by using software floats rather than hardware floats. (Extremely slow) || --fpu-accurate-muldiv=1
|-
| --fpu-accurate-addsub || 0 = Disabled<br>1 = Enabled || Allows the FPU to accurately Add/Subtract for all offsets by using software floats rather than hardware floats. (Extremely slow) || --fpu-accurate-addsub=1
|-
| --fpu-accurate-muldiv-range || start,end offset (0x0 - 0x1FFFFFF) || Allows the FPU to accurately Divide/Multiply in the specified ee memory range by using software floats rather than hardware floats. || --fpu-accurate-muldiv-range=0x1acce0,0x2acce0
|-
| --fpu-accurate-addsub-range || start,end offset (0x0 - 0x1FFFFFF) || Allows the FPU to accurately Add/Subtract in the specified ee memory range by using software floats rather than hardware floats. || --fpu-accurate-addsub-range=0x1acce0,0x2acce0
|-
|-
|-style="background-color:#7698FF"
|Run OpenCL kernels                            || Yes
|  || Speedhacks || ||
|-
|-
| --fpu-rsqrt-fast-estimate || 0, 1 || Decreases RSQRT's accuracy. Enabled by default, disabling it helps with achieving full FPU accuracy. || --fpu-rsqrt-fast-estimate=1
|Run native kernels                            || No
|-
|Device Extensions                              || <div align="left"><pre>cl_khr_byte_addressable_store
cl_khr_byte_addressable_store
cl_khr_global_int32_base_atomics
cl_khr_global_int32_extended_atomics
cl_khr_local_int32_base_atomics
cl_khr_local_int32_extended_atomics
cl_khr_int64_base_atomics
cl_khr_int64_extended_atomics
cl_khr_fp64
cl_khr_fp16</pre></div>
|-
|-
| --fpu-accurate-mul-fast || 0, 1 || Speedhack for CLI FPU muldiv commands.  || --fpu-accurate-mul-fast=1
|-style="background-color:#FFAA00"
|  || Other || ||
|-
| --fpu-custom-fused-madd || 0, 1 || Custom FMA (fused multiply-add). Disabled by default. || --fpu-custom-fused-madd=0
|-
| --fpu-to-double || 0, 1 || Converts floats to doubles (Accurate). Limited testing shows that infinity is still wrong at 7F7FFFFF, rather than 7FFFFFFF with it enabled. || --fpu-to-double=1
|-
| --fpu-clamp-operands || 0, 1 || Affects the fpu's clamping behavior || --fpu-clamp-operands=1
|-
| --fpu-clamp-results || 0, 1 || Affects the fpu's clamping behavior || --fpu-clamp-results=1
|-
|}
|}


===== COP2 =====
= Emulator Configuration =
 
== Files ==
 
Emulator configuration is handled by 4 files:


<pre>VU0 Macro-mode. These commands assist the FPU.</pre>
* '''config-emu-ps4.txt''' - Stores paths, basic video/audio settings in official packages. But unofficially can be also used for advanced settings for global effect in multi disc .pkg with all commands originally used in cli.conf file.
* '''XXXX-YYYYY_cli.conf''' - Stores per disc advanced settings. GS, VU, EE, IOP, FPU, COP2 emulation settings, are here. Also hacks, and hooks.
* '''XXXX-YYYYY_config.lua''' - Used for per disc advanced scripts. Patching EE/IOP memory, Conditional hooks.
* '''disc-swap-cli.conf''' - Stores info of multi disc games.


{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
== Diagnosing problems ==
! Command !! Values !! Notes !! Usage
This guide will assist you in tracing the issue's cause, '''The list is based on what you can possibly solve using CLI'''.
|-style="background-color:#7698FF"
<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
|  || Speedhacks || ||
<br>'''This list requires cleanup.'''
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;" class="wikitable"
! Name !! VU1 !! EE !! GS !! VIF !! IOP !! COP2!! VU0 !! VU !! FPU
|-
|-
| --cop2-opt-flags || 0, 1 ,2 || Optimize flags upon recompilation (1 is safe, 2 update sticky, and mac flag on every status flag update) setting it to 0 can in some cases improve FPU accuracy. [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L280 More Info] || --cop2-opt-flags=1
| ''GPU Performance'' || || || || ? || || || || ? ||
|-
| --cop2-opt-vf00 || 0, 1, 2 || Optimization for the vf00 register. || --cop2-opt-vf00=1
|-
| --cop2-const-prop || 0, 1 || Disables or enables constant propagation. Can Be Used as speedhack for COP2 hungry games when set to 1 [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L312 More info] || --cop2-const-prop=1
|-
| --cop2-di-bits || 0, 1 || 0 to skip setting invalid, and div by Zero flags in status register, and therefore improve performance. Can be used as a speedhack to skip costly calculations. || --cop2-di-bits=0
|-style="background-color:#D7EF54"
|  || Game fixes || ||
|-
|-
| --cop2-no-clamping || 0, 1 || Changes the clamping behavior of the COP2. The default value is set to 1.  || --cop2-no-clamping=0
| ''CPU Performance'' || || || ✖ || ? || ✔ || ✖ || ✖ || ? || ✔
|-
|-
| --cop2-accurate-range || start,end offset (0x0 - 0x1FFFFFF) ||Accurate Mul/Div/Add/Sub math instructions for the COP2 by using software floats rather than hardware floats. Can be used for full COP2 mathematical accuracy in the specified range. || --cop2-accurate-range=0x123456,0x134567
| ''Graphical glitches'' || || || || || || || || ||
|-
| --cop2-no-clamp-range || start,end offset (0x0 - 0x1FFFFFF) || Per-range clamping for COP2. || --cop2-no-clamp-range=0x123456,0x134567
|-
| --cop2-accurate-mul-range || start,end offset (0x0 - 0x1FFFFFF) || Accurate multiplication instructions for the COP2 in the specified range by using software floats rather than hardware floats (Offset range seems not to directly match EE's) || --cop2-accurate-mul-range=0x123456,0x134567
|-
| --cop2-accurate-mul || 1 = Enabled<br>0 = Disabled || Allows the COP2 to accurately multiply for all offsets by using software floats rather than hardware floats. (Extremely slow) || --cop2-accurate-mul=1
|-
| --cop2-accurate-addsub || 1 = Enabled<br>0 = Disabled || Allows the COP2 to accurately Add/Subtract for all offsets by using software floats rather than hardware floats. (Extremely slow) || --cop2-accurate-addsub=1
|-
|-
| --cop2-accurate-addsub-range || start,end offset (0x0 - 0x1FFFFFF) || Allows the COP2 to accurately Add/Sub in the specified ee memory range by using software floats rather than hardware floats. (Offset range seems not to directly match EE's. It is possibly 0x95400~ behind(?) || --cop2-accurate-addsub-range=0x123456,0x134567
| ''Crashes'' || ✔ || ✔ || ✔ || ✔ || ✔ || ? || ? || ✔ || ✔
|-
|-
|-style="background-color:#FFAA00"
| ''Broken Geometry/Physics'' || || || || ✖ || ✖ || ✔ || ✔ || ? || ✔
| || Other || ||
|-
|-
| --cop2-regalloc || 0, 1 ? || Optimized Register Allocation(?). PCSX2 seems to have this enabled by default. Seems to slow down COP2 when disabled. ||
|-
| --cop2-inst-q || 0, 1 || instant Q, no stalling on VWAITQ, or instances of Q. Crashes some games when enabled. ||
|-
| --cop2-inst-p || 0, 1 || instant P, no stalling on VWAITP, or instances of P. ||
|-
| --cop2-use-rcp || 0, 1 || Enables SSE RCP. Disabled by default ||
|-
| --cop2-use-rsqrt || 0, 1 || Enables SSE RSQRT || --cop2-use-rsqrt=0
|-
| --cop2-clamp-operands || 0, 1 || Affects the COP2's clamping behavior|| --cop2-clamp-operands=1
|-
| --cop2-clamp-results || 0, 1 || Affects the COP2's clamping behavior  || --cop2-clamp-results=1
|-
|}
|}


==== Vector Units (VU) ====
== Commands ==
 
'''Known functions:''' Require cleanup.
===== VU =====
<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 ===
<pre>Custom DSPs used to process vertex data, physics calculations, and other related tasks. Settings found here affect VU1, VU0, and COP2. They fix broken or missing geometry, black screens, and crashes.</pre>


{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Values !! Notes !! Usage  
! Command !! Values !! Notes !! Usage  
|-style="background-color:#ff99c2"
| || Graphical fixes || ||
|-
|-
| --vu-xgkick-delay  || Limit is between (0 => 31)  || Delay xgkick instruction execution. PCSX2 uses 6 cycles, PS3 uses 2-8 cycles depending on the game. A game with missing graphics will require a low value such as 0, while one that crashes might require a high value such as 7.|| --vu-xgkick-delay=8
| --config-local-lua ||   ||  || --config-local-lua=""
|-
| --load-tooling-lua ||  ||  || --load-tooling-lua=0
|-
|-
| --vu-custom-min-max  || 0, 1 || Custom Max/Mini logic for denormals. Disabled on pcsx2 by default but enabled by default on a couple of emus such as jakv2. Disabling it could potentially restore missing graphics.|| --vu-custom-min-max=0
| --record-audio || || ||  
|-
|-
|-style="background-color:#D7EF54"
| --record-audio-img ||  || ||  
|  || Game fixes || ||
|-
|-
| --vu-hack-triace  || 0, 1 || A hack designed specifically for games developed by Tri Ace. Corrects the VU's addi calculation. Without it, the result will be one bit off, which is enough to break the game's decryption algo. || --vu-hack-triace=1
| --record-audio-image || ||  ||  
|-
| --vu-branch-hazard || 0, 1 || This command relates to how the emulator handles branch hazards in the Vector Units (VU). Setting it to 0 is the compatible option, while 1 might improve performance. Seems to be enabled by default. Disabling it managed to prevent "'''Batman - Rise of Sin Tzu'''" from crashing|| --vu-branch-hazard=0
|-
| --vu-evil-branches || 0, 1 || Take in count branch in delay slot, or not. [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L306 More Info]||
|-
| --vu-to-double || 0, 1 || Converts floats to double. Enabling it is the accurate option. || --vu-to-double=1
|-
|-
| --vu-custom-fused-madd  || 0, 1 || Custom FMA (fused multiply-add). Disabled by default || --vu-custom-fused-madd=1
| --record-audio-ext || ||  ||  
|-
|-style="background-color:#7698FF"
|| Speedhacks || ||
|-
|-
| --vu-opt-sf-check  || 0, 1 || Updates status flags only on blocks which will read them. Known in pcsx2 as mVU flag hack. Won't work with most emulators, but will work on Arc Twilight of the Spirits™ || --vu-opt-sf-check=1
| --max-console-spam ||  ||  ||  
|-  
| --vu-opt-jr-caching  || 0, 1 || Optimize Jump Register caching. (vi15). Won't work with most emulators but will work on Arc Twilight of the Spirits™ || --vu-opt-jr-caching=1
|-style="background-color:#FEA15C"
|| Other || ||
|-
|-
| --vu-d-bit  || 0, 1 || Debug break. Halts the VU and sends an interrupt to the EE. ||  --vu-d-bit=0
| --path-snaps || dir/folder ||  Path to savestates folder || --path-snaps="/tmp/snapshots"
|-
| --vu-t-bit || 0, 1 || Debug halt. Acts similarly to D-bit || --vu-t-bit=0
|-
| --vu-inst-mflag  || 0, 1 || Instant macflag? It's enabled by default. When disabled, some texture chunks pop and fade. || --vu-inst-mflag=1
|-
| --vu-inst-cflag || 0, 1 || Instant cflag?  || --vu-inst-cflag=1
|-
| --vtune-vu  || ? || ? ||
|-
| --vu-jit-disasm  || 0, 1, 2 || ? || --vu-jit-disasm=1
|-
| --vu-range-merge || vu_inst_cnt || ? ||
|-
|}
 
===== VU1 =====
 
<pre>VU1 is the Graphics Synthesizer’s alternate processing unit. Commands here typically improve performance, prevent crashes, and fix SPS (graphical glitches).</pre>
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Values !! Notes !! Usage
|-style="background-color:#7698FF"
|  || Speedhacks || ||
|-
|-
| --vu1-mpg-cycles  || Decimals<br>0 - 65535 || Set initial speed for VU1 Micro-programs. 100 is the default value. If VU1 requirements were a bottleneck, increasing it will result in better performance while decreasing it will result in the opposite. Increasing it can be beneficial for MTVU sensitive games.|| --vu1-mpg-cycles=1000<br><pre> Symbols (They change values close to VU1-mpg-cycles' offset):
| --path-recordings || dir/folder ||   || --path-recordings="/tmp/recordings"
 
$ goes to the specified succeeding offsets. $0 will go 2 bytes forward and change them. $1 will go 4 bytes forward and change the 2 bytes specified. For example, $0,$1 will change the 4 bytes ahead as the specified 2 bytes' value.
 
'0x' Is like '+' a symbol that modifies succeeding values. 0x0 goes 2 bytes ahead and changes them, 0x1 goes 4 bytes ahead and so on and so forth.
 
'-' or '+' Changes the specified preceding or succeeding 2 bytes of VU1 mpg cycles' offset according to the added number. Adding -1, for example will change the 2 bytes before it. Likewise, adding -2 will go 4 bytes away and change the specified 2 bytes accordingly. It even can change EE cycle scalar itself if you go far enough. These numbers are in HEX. Infinite amounts of '-' and '+' symbols seem to be supported.</pre>
|-
|-
| --vu1-di-bits || 0, 1 || 0 Skips setting invalid, and Divides by zero flags in status register. Can be used as a speedhack as it can skip costly calculations. But at the same time, it can cause issues such as broken geometry. || --vu1-di-bits=0
| --path-audio-images || dir/folder ||   ||  
|-
|-
| --vu1-const-prop || 0, 1|| Enabled by default. 0 will disable it and cause performance issues but with higher compatability.[https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L312 More info] || --vu1-const-prop=1
| --path-memcards || dir/folder ||   ||
|-
|-
| --vu1-opt-flags || 0, 1, 2 || Optimize flags upon recompilation (1 is safe, 2 update sticky, and mac flag on every status flag update) [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L280 More Info] || --vu1-opt-flags=0
| --path-vmc || dir/folder ||   || --path-vmc="/tmp/vmc"
|-
| --vu1-opt-vf00 || 0, 1, 2 || Optimization for the vf00 register. || --vu1-opt-vf00=2
|-
| --vu1-jr-cache-policy || newprog, sameprog, auto, new, same || PCSX2 uses newprog as the default setting. Setting it into newprog has been proven to fix some crashes [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L319 Info] || --vu1-jr-cache-policy=newprog
|-
|-
| --vu1-jalr-cache-policy || newprog, sameprog, auto, new, same || PCSX2 uses newprog as the default setting. Setting it into newprog has been proven to fix some crashes [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L319 Info] || --vu1-jalr-cache-policy=newprog
| --emulog-file || 0,1 || Creates a log file with information that is Rarely useful || --emulog-file=1
|-
|-style="background-color:#D7EF54"
|  || Game fixes / Graphical fixes || ||
|-
|-
| --vu1 || jit-sync || Selector between IR/JIT and it modes. Jit-sync works similarly to disabling MTVU. jit, trans, and jit-async are unimplemented functions that do not change anything. || --vu1=jit-sync
| --path-emulog || dir/folder || Sets the directory of the emulog file, Requires --emulog-file=1 command  || --path-emulog="/tmp/recordings"
|-
|-
| --vu1-no-clamping || 0,1 || Changes the clamping behavior of the VU1. Setting specific to ps4 emulators, unimplemented in pcsx2, with 0 being closest to extra, and 1 to extra + preserve sign. The default emulator's value is 1. || --vu1-no-clamping=0
| --vmc1 || 0,1? || Turn memory card 1 on or off ? || --vmc1=1
|-
| --vu1-clamp-range || vu1 memory offset start,end (0x0 - 0x7FF) || Values must not exceed 0x7FF ||
|-
|-
| --vu1-accurate-addsub-range || vu1 memory offset start,end (0x0 - 0x7FF) ||  Allows the VU1 to accurately add/subtract in the specified ee memory range by using software floats rather than hardware floats.|| --vu1-accurate-addsub-range=0x0000,0x0600
| --vmc2 || 0,1? || Turn memory card 2 on or off ? || --vmc2=0
|-
| --vu1-mul0fix-range || vu1 memory offset start,end (0x0 - 0x7FF) || Allows the VU1 to accurately multiply by 0 in the specified ee memory range by using software floats rather than hardware floats. || --vu1-mul0fix-range=0x123,0x123
|-
| --vu1-injection || 0, 1 || unknown || --vu1-injection=1
|-
|-
| --vu1-native-patch || 0, 1 || Use native patches from recompiler, not compatible with jak emus. Sony uses it for their official release of Primal|| --vu1-native-patch=1
| --path-manual || dir/folder ||   ||
|-
|-
|-style="background-color:#FEA15C"
| --path-patches || dir/folder || Path to patches folder || --path-patches="/app0/patches"
| || Other || ||
|-
|-
| --vu1-inst-p ||0, 1 || instant P, no stalling on WAITP, or instances of P || --vu1-inst-p=1
| --path-trophydata || dir/folder ||   || --path-trophydata="/app0/trophy_data"
|-
| --vu1-use-rcp || 0, 1 || Use SSE/AVX RCP. Speedhack. Likely used only in EFU pipeline, due to rare use, its really not worth to enable it. Speed improvement will be marginally/unnoticeable. Disabled by default ||
|-
|-
| --vu1-use-rsqrt || 0, 1 || Use SSE/AVX rsqrt instead of doing sqrt and then div. Speedhack, rather safe to use on VU1. ||
| --path-featuredata || dir/folder || Path to folder with XXXX-YYYYY_features.lua file || --path-featuredata="/app0/feature_data"
|-
| --vu1-clamp-operands || 0, 1 || Clamp operands before mathematical operation. || --vu1-clamp-operands=1
|-
| --vu1-clamp-results || 0, 1 || Clamp result after mathematical operation. || --vu1-clamp-results=1
|- 
| --vu1-inst-q || 0, 1 || instant Q, no stalling on WAITQ, or instances of Q.  || --vu1-inst-q=1
|-
| --assert-path1-ad || 0, 1 || Path 1 is how the GIF takes data from VU1 via XGKICK instruction. It's unknown what this command does but it's related to VU1, and helps prevent crashes in VU1 sensitive games when enabled. || --assert-path1-ad=1
|-  
|}
 
=====VU0=====
<pre>VU0 is the Emotion Engine’s alternate processing unit. It is sometimes referred to as "micro-mode". Commands here prevent crashes, and fix SPS (graphical glitches).</pre>
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Values !! Notes !! Usage
|-style="background-color:#7698FF"
|  || Speedhacks || ||
|-
|-
| --vu0-mpg-cycles || Decimals<br>0 - 65535  || Set initial cycle speed for VU0 Micro-programs. 100 is the default value. It is not available in older emulators such as War of the Monsters. Raising the value helps COP2 timing, while lowering does the opposite.|| --vu0-mpg-cycles=1000<br><pre> Symbols (They change values close to VU0-mpg-cycles' offset):
| --path-postproc || dir/folder || Post-processing (shaders?) ||
 
$ goes to the specified succeeding offsets. $0 will go 2 bytes forward and changes them. $1 will go 4 bytes forward and changes the 2 bytes specified. For example, $0,$1 will change the 4 bytes ahead as the specified 2 bytes value.
 
'0x' Is like '+' a symbol that modifies succeeding values. 0x0 goes 2 bytes ahead and changes them, 0x1 goes 4 bytes ahead and so on and so forth.
 
'-' or '+' Changes the specified preceding or succeeding 2 bytes of VU0 mpg cycles' offset according to the added number. Adding -1, for example will change the 2 bytes before it. Likewise, adding -2 will go 4 bytes away and change the specified 2 bytes accordingly. It even can change EE cycle scalar itself at -15 (Jakv2). Setting it to --vu0-mpg-cycles=1280,-15 would, for example, set ee-cycle-scalar to 5. These numbers are in HEX. Infinite amounts of '-' and '+' instances seem to be supported.</pre>
|-
|-
| --vu0-di-bits || 0, 1 || 0 to skip setting invalid, and Div by zero flags in status register. Can be used as speedhack as it skips costly calculations, but at the same time can cause issues like broken geometry, and weird physics behavior. Depending per game.|| --vu0-di-bits=0
| --path-toolingscript || dir/folder ||   || --path-toolingscript="/app0/patches"
|-
|-
| --vu0-const-prop || 0, 1 || Constant propagation, can Be used as speedhack for VU0 hungry games when set to 1 [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L312 More info] || --vu0-const-prop=1
| --snapshot-name ||  ||  ||  
|-
| --vu0-opt-vf00 || 0, 1, 2 || Optimization for the vf00 register. || --vu0-opt-vf00=1
|-
| --vu0-opt-flags || 0, 1, 2 || Optimize flags upon recompilation (1 is safe, 2 update sticky, and mac flag on every status flag update) [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L280 More Info] || --vu0-opt-flags=1
|-
| --vu0-jr-cache-policy || newprog, sameprog, auto, new, same || PCSX2 uses newprog as the default setting [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L319 Info] || --vu0-jr-cache-policy=sameprog
|-
|-
| --vu0-jalr-cache-policy || newprog, sameprog, auto, new, same || PCSX2 uses newprog as the default setting [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L319 Info] || --vu0-jalr-cache-policy=sameprog
| --snapshot-datafile || ||  ||  
|-style="background-color:#D7EF54"
|| Game fixes || ||
|-
|-
| --vu0-clamp-range || start, end offset (0x0 - 0x1FF) || per range clamping for VU0 || --vu0-clamp-range=0x100,0x120
| --snapshot-restore || || ||  
|-
| --vu0-no-clamping || 0,1 || Changes the clamping behavior of the VU0. Setting specific to ps4 emulators, unimplemented in pcsx2. The default emulator's value is 1. || --vu0-no-clamping=0
|-
| --vu0-accurate-addsub-range || offset (0x0 - 0x1FF) ||Allows the VU0 to accurately Add/Subtract in the specified ee memory range by using software floats rather than hardware floats.||  
|-
|-
| --vu0-mul0fix-range || vu0 memory offset start,end (0x0 - 0x1FF) || Allows the VU0 to accurately Multiply by 0 in the specified ee memory range by using software floats rather than hardware floats ||
| --snapshot-save || frameId(?) ||   ||
|-
|-
|-style="background-color:#FEA15C"
| --snapshot-mcd-files ||  || ||  
|  || Other || ||
|-
|-
| --vu0-injection || 0, 1 || Unknown usage. || --vu0-injection=1
| --snapshot-repeat || repeat_count ||   ||
|-
|-
| --vu0-inst-q  || 0, 1 || instant Q, no stalling on WAITQ, or instances of Q  || --vu0-inst-q=1
| --snapshot-modulo ||  ||  ||  
|-
| --vu0-inst-p || 0, 1 || instant P, no stalling on WAITP, or instances of P|| --vu0-inst-p=1
|-
| --vu0-use-rcp || 0, 1 || Use SSE/AVX RCP. Speedhack. Not sure why it is even available for VU0. Disabled by default || --vu0-use-rcp=1
|-
| --vu0-use-rsqrt || 0, 1 || Use SSE/AVX rsqrt instead of doing sqrt and then div. Speedhack, rather unsafe to use on VU0. || --vu0-use-rsqrt=1
|-
| --vu0-clamp-operands  || 0, 1 || Clamp operands before mathematical operation. || --vu0-clamp-operands=1
|-
| --vu0-clamp-results  || 0, 1 || Clamp result after mathematical operation. || --vu0-clamp-results=1
|-
|}
 
====DMA Channels====
=====VIF=====
<pre>The VIF decompresses vector data, uploads microprograms to the VUs, and sends graphical data to the GIF. Its commands
are often used to fix freezing.</pre>
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Values !! Notes !! Usage
|-style="background-color:#D7EF54"
|  ||  VIF || Game fixes ||
|-
|-
| --vif-ignore-invalid-cmd || 0, 1 || Ignore invalid vif commands. In some cases, setting it to 1 can fix games that freeze while showing the same frame. || --vif-ignore-invalid-cmd=1
| --spu2-update-deferral || Ts/integer || ||  
|-
|-
| --vif-thread-chunk-size || 0, 1024 || Slows down both VIFS the lower it is, and speeds them up the higher it is. 1024 is the limit, with 112 being the default value.  || --vif-thread-chunk-size=100
| --ds4-deadzone-adjust || || ||  
|-
|-
| --detect-idle-vif || 0, 1 || Enabled by default. Unknown function || --detect-idle-vif=0
| --ds4-diagonal-adjust || ||  ||  
|-style="background-color:#ff8080"
|| VIF1 || Game fixes ||
|-
|-
| --vif1-ignore-cmd-ints || 0, 1 ||  Set to 1 to ignore command interrupt bit. ([https://psi-rockin.github.io/ps2tek/#vifcommands info] , explanation of int bit is right before command list). Can in some cases fix games that freeze while showing the same frame if set to 1. Games likes "Men in Black II - Alien Escape" and "Test Drive Unlimited" Will always need it. || --vif1-ignore-cmd-ints=1
| --host-pad-loses-focus || ||  ||  --host-pad-loses-focus=1
|-
| --host-gamepads || ? || Correct values might be 0-3, But no one knows the values for sure, This command might have a function if multitap is set byhost || --host-gamepads=1
|-
|-
| --vif1-instant-xfer || 1 = Instant VIF1<br>0 = Delayed VIF1 || Changes VIF1 timing. 0 slows its timing and is the compatible option for most games, while 1 speeds up its timing, and being more compatible with a small fraction of games. It can be used to fix graphical glitches or potentially prevent games from freezing. || --vif1-instant-xfer=0
| --host-keyboard || slot [0-7] ||   || --host-keyboard=4
|}
 
=====SIF=====
<pre>The SIF is how the EE and IOP communicate with each other. SIF has some mailbox hardware registers that the CPUs can use to pass values to each other, which happens during SIF initialization. However, once both sides have booted, they use the SIF0 (IOP->EE) and SIF1 (EE->IOP) DMA channels to communicate. Despite common belief, these commands have no effect on performance, and are rarely ever useful.</pre>
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Values !! Notes !! Usage
|-style="background-color:#99bbff"
|  ||  || SIF1 (IOP) ||
|-
|-
| --iop-sif1-cycle-scalar || Accelerate SIF cycles: (0.99 => 0.1)<br>Decelerate SIF cycles: (1.1 => ∞ )|| Controls the speed at which the IOP receives from the EE || --iop-sif1-cycle-scalar=0.1
| --host-audio || 1,0,on,off,mono ||   || --host-audio=1
|-
|-
| --ee-sif1-cycle-scalar ||Accelerate SIF cycles: (0.99 => 0.1)<br>Decelerate SIF cycles: (1.1 => ∞ )|| Controls the speed at which the EE sends to the IOP || --ee-sif1-cycle-scalar=0.1
| --host-audio-latency || msec/float || Audio latency must be between 0.010 and 4.0 || --host-audio-latency=1.5
|-style="background-color:#99ddff"
|  ||  || SIF0 (EE) ||
|-
|-
| --iop-sif0-cycle-scalar || Accelerate SIF cycles: (0.99 => 0.1)<br>Decelerate SIF cycles: (1.1 => ∞ )|| Controls the speed at which the IOP sends to the EE || --iop-sif0-cycle-scalar=0.1
| --host-window-scale || scale/float ||   || --host-window-scale=0.5
|-
|-
| --ee-sif0-cycle-scalar || Accelerate SIF cycles: (0.99 => 0.1)<br>Decelerate SIF cycles: (1.1 => ∞ )|| Controls the speed at which the EE receives from the IOP || --ee-sif0-cycle-scalar=0.1
| --host-window-pos || x,y ||   ||
|-
|-
|}
| --host-display-mode || normal,full,4:3,16:9 || Set display mode || --host-display-mode=full
 
====[https://www.psdevwiki.com/ps2/Graphics_Synthesizer GS]====
<pre>"GS" stands for Graphics Synthesizer. It's the PlayStation®2's co-processor that's responsible for rendering the graphics (but is also used by some games for additional calculations and other purposes)</pre>
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Values !! Notes !! Usage
|-style="background-color:#7698FF"
| || Speedhacks || ||
|-
|-
| --gs-optimize-30fps || 0, 1 || Speedhack for GS hungry games. || --gs-optimize-30fps=1
| --host-osd || 0,off,minimal,verbose ||   || --host-osd=0
|-
| --gs-adaptive-frameskip || 0, 1 || Speedhack. Skips frames when the gs demands more resources than there are available. doesn't work on all emulators.  It does however, work on jak emulators || --gs-adaptive-frameskip=1
|-
|-
| --gs-h2l-list-opt || 0, 1 ||  Setting it to 1 improves GS performance||--gs-h2l-list-opt=1
| --host-vsync || 0,1 ||  Enable or disable vsync || --host-vsync=1
|-
|-
|-style="background-color:#cbddfb"
| --host-trophy-support ||   ||   ||
|| GS features || ||
|-
|-
| --gs-use-mipmap || 0, 1 || Enables mipmapping support. Can be used to fix graphics. Needs --gs-kernel-cl="mipmap" for full mipmapping support. If upscaling, however, --gs-kernel-cl-up="mipmap2x2" is also needed. It works best on War of the Monsters emulator, as can be seen in the Ratchet series' mipmapping issues responding only to this emu's mipmapping functionality.|| --gs-use-mipmap=1
| --rtc-epoch || unix_time (seconds since epoch) ||   || --rtc-epoch=1523776362
|-
| --gs-use-deferred-l2h || 0, 1 || Delay option for L2H (local to host, GS to EE). || --gs-use-deferred-l2h=1
|-
|-
| --gs-use-clut-merge || 0, 1 || Enabling CLUT merging helps improve how the emulator processes textures that use indexed color palettes. It ensures more accurate emulation of the PS2’s color handling. It sometimes restores missing graphical elements, and fix texture flickering (prominently flickering shadows or UI elements).  It prevents Spyro's shadow from flickering in Enter the Dragonfly. Enabling it is the accurate, albeit slow option. || --gs-use-clut-merge=1
| --framelimiter || 0,1 || Enable or disable Frame limiting || --framelimiter=1
|-
| --gs-flush-ad-xyz || always, safe, safeZwrite, off, 0 || Force a primitive flush when a framebuffer is also an input texture. This fixes some processing effects, but it can sometimes be heavy on the GS in terms of performance. GTA: SA, and Jak 3 use this command. || --gs-flush-ad-xyz=safe
|-
|-
| --gs-force-bilinear || 0, 1 || Forces bilinear filtering, can fix ghosting problems in some cases. Not recommended for games that use 2D images, as it could possibly break games that rely on nearest filtering.|| --gs-force-bilinear=1
| --framelimit-fps || FPS/float || framelimiter || --framelimit-fps=0.8
|-
|-
|-style="background-color:#D7EF54"
| --framelimit-scalar |scalar/float || scalar must be between 0.1 and 5.0 || --framelimit-scalar=3.2
|| Gs settings / Behaviour || ||
|-
|-
| --gs-uprender || none,2x2 || Internal resolution upscaler. || --gs-uprender=2x2
| --framelimit-mode || slowest,slower,slow,normal,fast,fastest,turbo || A Standalone framelimiter || --framelimit-mode=fast
|-
| --gs-upscale || none, gpu, edgesmooth, smooth, motion, motionvec, motionvector, point || Upscaling type Selector || --gs-upscale=EdgeSmooth
|-
| --gs-kernel-cl-up || "DarkCloud2" "fantavision" "h2lpool2x2", "OptRightTri", "clutmerge2x2", "mipmap2x2", "up2x2simple", "up2x2skipinterp", "up2x2tc", "up2x2", default || Kernel Variant Color lookup Upscaler (?), mipmap and clutmerge and h2l need to be enabled before their options become usable|| --gs-kernel-cl-up="clutmerge2x2"
|-
| --gs-override-small-tri-area || 0, 1 || This option is designed to modify how the emulator handles or renders small triangles that fall below a certain area threshold. Enabling this option could resolve graphical problems such as missing, flickering, or incorrectly rendered small details, and could potentially restore missing text in some games. || --gs-override-small-tri-area=1
|-
| --gs-dirty-page-policy || 0, 1 || Unknown. Used by Star Wars: Jedi Starfighter || --gs-dirty-page-policy=1
|-
| --gs-ignore-dirty-page-border || 0, 1 || Unknown. Used by Samurai Shodown Anthology ||--gs-ignore-dirty-page-border=1
|-
| --gs-ignore-rect-correction || 0, 1 || Setting it to 1 is known to fix flickering textures and graphical glitches in far distances. || --gs-ignore-rect-correction=1
|-
|-
| --gs-opt-frbuff-switch || 0, 1 || Unknown. Used by Everybody's Tennis/Hot Shots Tennis || --gs-opt-frbuff-switch=0
| --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
|-
|-
| --gs-kernel-cl || h2lpool, clutmerge, mipmap, DarkCloud2, fantavision, Mipmap and clutmerge and h2l need to be enabled before their options become usable ||Kernel Variant Color lookup(?). Options included here can be upscaling if --gs-kernel-cl-up were to be used along with it || --gs-kernel-cl="clutmerge"
| --ps2-title-id ||   || sets title-id for patches  || --ps2-title-id=SLES-50366
|-  
| --force-frame-blend || 0, 1 || Enables blend (Deinterlacing?). Should be used to fix games with shaking screens. || --force-frame-blend=1
|-
|-
| --force-pal-60hz || 0, 1 || Enables 60hz PAL mode. || --force-pal-60hz=1
| --pad-record || 0,1 || Enables Logging pad info in emulog ||
|-
|-
| --gs-progressive || 0, 1 || Enables progressive scan. Can fix graphical glitches/double screen issues.  ||
| --pad-analog-to-digital || 0,1 || Eternel ring Emu uses the value 0 || --pad-analog-to-digital=0
|-
| --gs-vert-precision || 8, 16 || This option allows the user to choose between 8-bit and 16-bit precision for the vertex calculations in 3D graphics rendering. It reduces the likelihood of visual distortions such as jagged edges, improper alignment of polygons, or model "warping." The emu expects the values of 8 or 16, any other values are not permitted. || --gs-vert-precision=8
|-
|-
| --gs-skip-dirty-flush-on-mipmap || 0, 1 || Skip flushing textures marked as dirty from cache when enabled. It does, however, require mipmap to be enabled first. || --gs-skip-dirty-flush-on-mipmap=1
| --assert-path1-ad || 0,1 ||   || --assert-path1-ad=0
|-
| --gs-packed15-fmv-opt || 0, 1 || Unknown. This option likely controls whether the emulator optimizes or processes FMVs that use the 15-bit packed color format. Used by Ape Escape 2|| --gs-packed15-fmv-opt=1
|-
| --gs-fieldswap-delay || 0, 254 || Wait longer than usual to change field. In essence, it blurs/sharpens image. ||
|- 
| --gs-uv-shift-pointsampling || 0, 1 || Can be used on games like manhunt that have issues with [https://github.com/PCSX2/pcsx2/issues/257#issuecomment-1140338680 UV light rendering] || --gs-uv-shift-pointsampling=1
|-
|-
| --gs-render-tile-threshold || 0, 3000000 || Unknown. Used by Psychonauts|| --gs-render-tile-threshold=300000
| --gs-uprender || none, 2x2 || Internal resolution upscaler. || --gs-uprender=2x2
|-
|-
| --threaded-gs || 0, 1 || Multi-threaded-gs ? || --threaded-gs=1
| --gs-upscale || none, gpu, edgesmooth, motionvec, point, motionvector, smooth, motion || upscaling type || --gs-upscale=EdgeSmooth
|-
|-
| --gs-aspect-ratio || aspect/float (default=0.81) || || --gs-aspect-ratio=0.65
| --max-disc-num || 1-5  || numbers of discs in package (maximum=5) || --max-disc-num=1
|-
|-
| --gs-frontend-opt-mode || 0, 1, 2 || GS optimization mode? Unknown effect. Used on JakX || --gs-frontend-opt-mode=1
| --boot-disc-id || 1-|| sets boot disc for multi-disc pkg || --boot-disc-id=0
|-
| --gs-motion-factor || 25, 50 ||  Unknown. Used by Wild ARMS 3|| --gs-motion-factor=25
|-
|-
| --gs-scanout-delay || 0, 200 || || --gs-scanout-delay=200
| --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
|-
|-
| --gs-check-trans-rejection || 0, || Check transfer rejection? Unknown. Used by Grand Theft Auto: Vice City || --gs-check-trans-rejection=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, PCSX2 "might" be using 2448 as default || --cdvd-sector-read-cycles=40000
|-
| --gs-check-trans-rejection68 || 0, 1 || Unknown. Used by Star Wars: Jedi Starfighter || --gs-check-trans-rejection68=1
|-
|-
| --l2h-2d-params || TRXREG,BITBLTBUF,height || || --l2h-2d-params=0x0000000800000001,0x000000003a0a2300,512,2
| --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
|-
|-
| --gs-h2l-accurate-hash || 0, 1 || ||--gs-h2l-accurate-hash=1
| --mute-audio ||all,none,main,bgm || || --mute-audio=all
|-
|-
|-style="background-color:#9042f5"
| --mute-streaming-audio || all,none,main,bgm || || --mute-streaming-audio=all
|  || Aspect ratio || ||
|-
| --gs-scanout-offsetx || relative offset/ignored || A zoom in setting in the x direction || --gs-scanout-offsetx=27
|-
| --gs-scanout-offsety || relative offset/ignored || A zoom in setting in the y direction || --gs-scanout-offsety=27
|-
| --safe-area-min || area/float (range 0.9 to 1.0) any other values outside of that range will be rejected by the emulator || An overscan setting|| --safe-area-min=0.9
|-
|-style="background-color:#FEA15C"
|  || Other || ||
|-
|-
| --framelimit-mode || slowest,slower,slow,normal,fast,fastest,turbo ||Standalone Framelimiter|| --framelimit-mode=fast
| --verbose-cdvd-reads || 0,1 || Might improve disc reading if set to 1|| --verbose-cdvd-reads=0
|-
|-
| --framelimiter || 0, 1 || Enable or disable Frame limiting || --framelimiter=1
| --verbose-cpu-cycles || 0,1? || ? ||
|-
|-
| --framelimit-fps || FPS/float || framelimiter || --framelimit-fps=0.8
| --mtap1 || Disabled, Always, ByHost || Multitap switch, The values are correct but the multitap only works in certain games. || --mtap1=always
|-
|-
| --gs-hdr-support || 0, 1? || ? ||  
| --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
|}
|}


====IOP====
=== XXXX-YYYYY_cli.conf commands ===
<pre>The emulated I/O Processor (IOP) settings. Commands here are rarely useful, as very few games will require them. The IOP controls the emulated DEV9, SPU2, USB, Memory cards, CDVD, Firewire, along with other input/output devices</pre>
 
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 by the Scene.
 
 
====EE====
''Commands for the emulated Emotion Engine.''
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Values !! Notes !! Usage  
! Command !! Values !! Notes !! Usage
|-style="background-color:#D7EF54"
|-
| || Game fixes || ||
| --ee-cycle-scalar || To skip cycles between 1.1 And 5.0, To overclock between 0.99 and 0.1 || If set less than 1.0 the emotion engine is overclocked, If set Higher than 1.0 the Emotion engine Begins skipping cycles, You can even have both overclock and cycle skipping values in the same CLI, Though you might face Problems in FMVs if you skip too many cycles. || --ee-cycle-scalar=1.0
|-
|-
| --iop-cycle-scalar ||<br>Accelerate IOP cycles: (0.999 => 0.100)<br>Decelerate IOP cycles: (1.001 => 5.000)|| '''Not a performance speedhack'''. It impacts the speed of loading times and input latency. The default value for most emulators is 0.5|| --iop-cycle-scalar=1.0
| --ee-context-switch-cycles || 20-10000 || Rather than skipping the cycles for The entirety of the emulated EE, it seems to only skip VU1 cycles(?), This command doesn't work on jak emulators along with a few others. || --ee-context-switch-cycles=2700?
|-
|-
| --iop-const-folding || None,Gpr,All || IOP constant folding [https://en.wikipedia.org/wiki/Constant_folding More info] || --iop-const-folding=All
| --ee-sif0-cycle-scalar || 0.1/20000 || Sif0 cycle skipping, loading times will increase and the graphics will stutter, Not recommended. [https://github.com/PCSX2/pcsx2/blob/master/pcsx2/Sif0.cpp#L33 More info here] || --ee-sif0-cycle-scalar=6000
|-
|-
| --iop-tight-slice-count || 0, 2000 || Seems to slow down the iop the higher the value. Can be used to fix CDVD timing issues. || --iop-tight-slice-count=12
| --ee-sif1-cycle-scalar || 0.1/20000 || Sif1 cycle skipping, you will only encounter stuttering graphics, may be helpful as a debug option for some games that require better sif1 Sync, not recommended. [https://github.com/PCSX2/pcsx2/blob/master/pcsx2/Sif1.cpp#L34 more info here] || --ee-sif1-cycle-scalar=6000
|-
|-
| --iop-hook || AdvanceClock<br>FastForwardClock<br>Mfifodrain || IOP native hook, Sony uses it on their official release of Red dead revolver. It helps fix timing issues || --iop-hook=0x0086ac,FastForwardClock
| --ee-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
|-
|-
| --iop-block-validation || IsC, ShortHash, Hash || Way of validating that block been modified, and require recompilation. Other Possible values include PageProt, None, PageProtection || --iop-block-validation=IsC
| --ee-native-function || memcpy, memset, 0x0000 || || --ee-native-function=memcpy,0x11e328
|-
|-
|-style="background-color:#FEA15C"
| --ee-hook || AdvanceClock, FastForwardClock, MfifoDrain || This command hooks a function into an EE address, explanation: --ee-hook=(EE offset),(Function),(Optional op code),(optional value for the function), fastforward can be used to skip EE cycles. and advanceclock can possibly fix performance issues or fix vu syncing if hooked at troublesome offsets, Also note that Fastforwardclock doesn't need a value, But advanceClock does || --ee-hook=0x0025b3b0,FastForwardClock  or --ee-hook=0x0028A7B0,AdvanceClock,,500
| || Other || ||
|-
|-
| --iop-validate-kernel || 0, 1 || ||  
| --ee-jit-disasm || 0 or 1 for mips and 2 for x86 || Emotion engine Just in Time disassembler mode (seems to be debug log option) || --ee-jit-disasm=1
|-
|-
| --iop-shorthash-len || inst_count/integer || Length of shorthash in instruction/opcode count. Require --iop-block-validation=ShortHash ||
| --ee-jit-pagefault-threshold || 20-200 || Seems to reduce blue screen occurrence the higher the value || --ee-jit-pagefault-threshold=40
|-
|-
| --iop-pc-coherency || 0, 1||   ||  
| --ee-shorthash-len || inst_count/integer || Length of shorthash in instruction/opcode count. Require --ee-block-validation=Hash ||  
|-
|-
| --iop-inst-marking || 0, 1? || ||  
| --ee-const-folding || None,Gpr,Fpu,All || EE constant folding, [https://en.wikipedia.org/wiki/Constant_folding More info] || --ee-const-folding=none
|-
|-
| --detect-idle-iop || 0, 1 || Enabled by default. || --detect-idle-iop=0
| --ee-ignore-break || 0,1 ? || Ignore Break instructions. ||  
|-
|-
| --iop-jit-disasm || || ||  
| --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
|-
|-
| --iop-evt-check-full || 0, 1 ?|| ||  
| --ee-jit-opt-debug || 0,1 || Enables logging of emotion engine in emulog file ?||
|-
|-
|}
| --ee-pc-coherency || 0,1?? || ||  
 
====CDVD====
 
<pre>The emulated CDVD settings. These commands help games with timing issues.</pre>
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Values !! Notes !! Usage
|-style="background-color:#e9f562"
| || General commands || ||
|-
|-
| --max-disc-num || 1-5  || numbers of discs in package (maximum=5)  || --max-disc-num=1
| --ee-inst-marking || 0,1? || ||  
|-
|-
| --boot-disc-id || 1-5  || sets boot disc for multi-disc pkg || --boot-disc-id=0
| --ee-insn-marking || 0,1? || ||  
|-
|-
| --switch-disc-reset ||  1 = Enables resetting the game upon disc swap, 0 = Disables resetting the game upon disc swap||  0 Can be used to prevent resetting the game when switching multiple discs. Useful for games like Samurai warriors 2 that include an import data feature. Sadly this command isn't supported by many emulators, but jakv2 is confirmed to support it || --switch-disc-reset=1
| --ee-kernel-hle ||  0,1 || High-level emulation kernel ||  
|-style="background-color:#46a4e8"
| || Timing || ||
|-
|-
| --cdvd-sector-read-cycles || 0.1 = Fastest, 80000 = Slowest|| Set DVD reading speed. Higher values are slower, lower values are faster. Kinetica uses 40000, Psychonauts 4000, Red dead revolver 5000, Rise of kasai 31000. Some games require moderate speed, too slow or too fast could cause audio problems.|| --cdvd-sector-read-cycles=0.1
| --ee-injection-kernel || 0,1 || ||
|-
|-
| --cdvd-sector-seek-cycles || 0.1 = Fastest, 80000 = Slowest || Set the speed at which the emulated CDVD spins. Higher values are slower,
| --ee-injection-title || 0,1 || ||
lower values are faster. Fixes boot-up sometimes. More info here [https://github.com/PCSX2/pcsx2/pull/3877].
|-
|-
| --verbose-cdvd-reads || 0, 1 || Significantly helps games with CDVD timing issues when set to 1. || --verbose-cdvd-reads=0
| --ee-validate-kernel || 0,1 || ||  
|-
|-
|}
| --ee-regalloc-scalar || 0,none,ReadOnly,WriteOnly,RW || register allocation setting ||
 
====Misc====
 
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Values !! Notes !! Usage
|-
|-
| --idec-cycles-per-qwc || int/multiplier || Multiply how many cycles IDEC command take per whole currently worked on QWC. || --idec-cycles-per-qwc=768
| --ee-ignore-segfault || [none,R,W,RW] || Ignore segmentation fault || --ee-ignore-segfault=read
|-
|-
| --mfifo-manual-drain || 0.1/5.0 || A command for changing the functionality of --ee-hook=0x0,Mfifodrain ||--mfifo-manual-drain=0.30
| --ee-regalloc-simd || || register allocation setting ||  
|-
|-
| --mfifo-chunk-drain-cycles || 1/400000 || A command for changing the functionality of --ee-hook=0x0,Mfifodrain ||--mfifo-chunk-drain-cycles=210000
| --ee-regalloc-preserve-scalar ||  LoadOnly, StoreOnly, SO, LoadStore,  LS || EE JIT Scalar/Int Regalloc Mode || --ee-regalloc-preserve-scalar=LoadStore
|-
|-
| --pcr0-delta-hack || 0.1 , 400000.0 || Modify delta of pcr0 when reading it from MFC0. Some games rely on good performance counters accuracy (Spyro ANB cutscenes), and since emulator don't implement most events, hack it is. || --pcr0-delta-hack=1.0
| --ee-regalloc-preserve-simd || ReadOnly, RO, WO, WriteOnly ,RW || EE JIT SIMD/XMM Regalloc Mode || --ee-regalloc-preserve-simd=RW
|-
|-
| --jitproc-use-aslr || || Disables compiler process ASLR, useful for easier debugging, as the compiler process will be always on fixed address. Theoretically useful for mast1c0re, but to change it you need to be already in... || --jitproc-use-aslr=0
| --ee-static-block-links || options Type,Type,... [Branch,Branches,JAL,COP2,All] || || --ee-static-block-links=JAL,COP2
|-
|-
| --detect-idle-intc ||0, 1|| Enabled by default, 0 disables it || --detect-idle-intc=0
| --vtune-ee || || no idea what it does, [https://github.com/PCSX2/pcsx2/blob/master/cmake/FindVtune.cmake Might be related to this] ||
|-
|-
| --detect-idle-chcr|| 0, 1|| Enabled by default, 0 disables it  || --detect-idle-chcr=0
| --ee-live32 || 0,1? || ||  
|-
|-
| --rom || location of the bios that's inside of the fpkg || Could allow to use custom bios, though still not working || --rom="PS20220WD20050620.crack" or --rom="/roms/PS20220WD20050620.crack"
| --ee-cache-breaks-block || 0,1? || ||
|-
|-
| --cop2 || jit, trans || ? ||  
| --ee-evt-check-full || 0,1? || Could be EEtiminghack ||  
|-
|-
| --vu0 || jit, trans || ? ||  
| --ee-peephole || 0,1? || ||
|-
|-
| --r30 || jit, trans || ? ||  
| --ee-load-rewrites || 0,1? || ||  
|-
|-
|}
| --ee-store-rewrites || 0,1? || ||  
 
==== PCSX2's gameindex ====
 
<pre>PCSX2's commands on the PS4 (or the commands which behave similarly)</pre>
 
<br>[https://raw.githubusercontent.com/PCSX2/pcsx2/master/bin/resources/GameIndex.yaml Current Gameindex.yaml]
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! {{cellcolors|#00d6f2|#000000}}PCSX2 !! {{cellcolors|#38ffc3|#000000}}PS4 !! Notes
|-
|-
| {{cellcolors|#0b9fb3|#000000}}XGKickHack ||{{cellcolors|#03fcb1|#000000}}--vu-xgkick-delay= || Possible equivalent value is 8
| --ee-precompile-trace || || ||
|-
|-
| {{cellcolors|#0b9fb3|#000000}}VuAddSubHack ||{{cellcolors|#03fcb1|#000000}}--vu-hack-triace=1 || Required for every single game developed by TriAce
| --ee-penalize-short-blocks || 0,1 || ||
|-
|-
| {{cellcolors|#0b9fb3|#000000}}vuClampMode: 2 ||{{cellcolors|#03fcb1|#000000}}<br>--vu1-no-clamping=0<br>--vu0-no-clamping=0<br>--cop2-no-clamping=0  ||
| --ee-mem-check-eob || || EE memory check end of block ||  
|-
|-
| {{cellcolors|#0b9fb3|#000000}}vuClampMode: 3  || {{cellcolors|#03fcb1|#000000}}<br>--vu1-no-clamping=1<br>--vu0-no-clamping=1<br>--cop2-no-clamping=1<br>--vu-to-double=1 ||
| --ee-insn-flush-pc || EE offset ?? || ||
|-  
| --ee-insn-callmark || || ||
|-  
| --ee-inline-limit-full || insn_count/integer || ||
|-
|-
| {{cellcolors|#0b9fb3|#000000}}eeClampMode: 2 || {{cellcolors|#03fcb1|#000000}}--fpu-to-double=0<br>--fpu-no-clamping=0<br> ||
| --ee-inline-limit-partial || || ||
|-
|-
| {{cellcolors|#0b9fb3|#000000}}eeClampMode: 3  || {{cellcolors|#03fcb1|#000000}}--fpu-to-double=1<br>--fpu-no-clamping=1<br> ||
| --ee-stlf-cycle-threshold || ? ||?||  
|-
|-
| {{cellcolors|#0b9fb3|#000000}}eeRoundMode: || {{cellcolors|#03fcb1|#000000}}--fpu-accurate-muldiv=1<br>--fpu-accurate-addsub=1 ||
|}
 
====FPU====
''EE/FPU Recompiler Options''
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Values !! Notes !! Usage
|-
|-
| {{cellcolors|#0b9fb3|#000000}}vu0RoundMode: || {{cellcolors|#03fcb1|#000000}}--cop2-accurate-mul=1<br>--cop2-accurate-addsub=1<br>--vu0-accurate-addsub-range=<br>--vu0-mul0fix-range= ||
| --fpu-to-double || 0,1 || Converts floats to double, enabling it will increase the fpu's accuracy ||
|-
| --fpu-no-clamping || 0,1 || Setting it to 1 it enables ee/fpu full clamping mode, Can be used to fix any game with ee/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
|-
|-
| {{cellcolors|#0b9fb3|#000000}}vu1RoundMode: || {{cellcolors|#03fcb1|#000000}}--vu1-accurate-addsub-range=<br>--vu1-mul0fix-range=||
| --fpu-clamp-operands || 0,1 || fpu clamping during operand stage|| --fpu-clamp-operands=1
|-
| --fpu-clamp-results || 0,1 || fpu clamp for results of operations || --fpu-clamp-results=1
|-
| --fpu-custom-min-max || 0,1 || Custom Max/Mini logic for denormals, Disabling might break some games || --fpu-custom-min-max=0
|-
| --fpu-custom-fused-madd || 0,1 || Custom FMA (fused multiply-add) || --fpu-custom-fused-madd=0
|-
| --fpu-rsqrt-fast-estimate || 0,1 || less accurate rsqrt (possible speedhack, but can degrade accuracy) || --fpu-rsqrt-fast-estimate=1
|-
|-
| {{cellcolors|#0b9fb3|#000000}}eeCycleRate: || {{cellcolors|#03fcb1|#000000}}--ee-cycle-scalar= || '''"Potential" equivalent values: PCSX2 - PS4''':<br>300% --> 0.333<br>180% --> 0.555<br>130% -->0.769<br>'''100% --> 1.0'''<br>75% --> 1.333<br>60% --> 1.666<br>50% --> 2
| --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, it reduces the accuracy but improves the performance  || --fpu-accurate-mul-fast=1
|-
|-  
| {{cellcolors|#0b9fb3|#000000}}FpuNegDivHack<br>FpuMulHack || {{cellcolors|#03fcb1|#000000}}--fpu-accurate-muldiv=1 ||
| --fpu-accurate-range || start,end offset (0x0 - 0x1FFFFFF) || Accurate ee/fpu assembly instructions, used for full ee/fpu accuracy in specified range|| --fpu-accurate-range=0x1acce0,0x2acce0
|-
|-  
| {{cellcolors|#0b9fb3|#000000}}cpuCLUTRender: 1 || {{cellcolors|#03fcb1|#000000}}--gs-uv-shift-pointsampling=1 ||
| --fpu-no-clamp-range || start,end offset (0x0 - 0x1FFFFFF) || Full clamping for fpu in selected memory range || --fpu-no-clamp-range=0x1acce0,0x2acce0
|-
|-  
| {{cellcolors|#0b9fb3|#000000}}MTVUSpeedHack: 0 || {{cellcolors|#03fcb1|#000000}}--vu1=jit-sync || Some games will also require --vu1-mpg-cycles= to be between "6000 - 19000"
| --fpu-accurate-muldiv  || offset (0x0 - 0x1FFFFFF) || Fix for games that divide/multiply by 0 in specified address || --fpu-accurate-muldiv=0x123456
|-
|-  
| {{cellcolors|#0b9fb3|#000000}}mergeSprite<br>alignSprite || {{cellcolors|#03fcb1|#000000}}--gs-kernel-cl-up="up2x2simple" || Note: works similarly but not the equivalent
| --fpjk-muldiv-range || offset (0x0 - 0x1FFFFFF) || Bully uses this command, unknown usage, possibly even more accurate divide/multiply || --fpjk-muldiv-range=0x123456
|-
|-  
| {{cellcolors|#0b9fb3|#000000}}cpuSpriteRenderBW: 4 || {{cellcolors|#03fcb1|#000000}}--gs-opt-frbuff-switch=1 || Note: works similarly but not the equivalent
| --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
|-
|-  
| {{cellcolors|#0b9fb3|#000000}}mipmap || {{cellcolors|#03fcb1|#000000}}--gs-use-mipmap=1<br>--gs-kernel-cl="mipmap"  || Note: Works best on War of the Monsters emu
| --fpu-accurate-addsub || offset (0x0 - 0x1FFFFFF) || Accurate fpu Add/Subtract instructions in specified Address || --fpu-accurate-addsub=0x234567
|-
|-  
| {{cellcolors|#0b9fb3|#000000}}autoFlush || {{cellcolors|#03fcb1|#000000}}--gs-flush-ad-xyz=safe || Possible values include always, safe, off, 0
| --fpu-accurate-addsub-range || start,end offset (0x0 - 0x1FFFFFF) || Accurate fpu Add/Subtract instructions in specified address range || --fpu-accurate-addsub-range=0x1acce0,0x2acce0
|-
| {{cellcolors|#0b9fb3|#000000}}VIF1StallHack || {{cellcolors|#03fcb1|#000000}}--vif1-instant-xfer=0 || If that doesn't work, the lua command eeObj.SchedulerDelayEvent("vif1.dma", 0x9000) might assist.
|-
| {{cellcolors|#0b9fb3|#000000}}wildArmsHack || {{cellcolors|#03fcb1|#000000}}--gs-kernel-cl-up="DarkCloud2" ||
|-
|-
| {{cellcolors|#0b9fb3|#000000}}deinterlace || {{cellcolors|#03fcb1|#000000}}--force-frame-blend=1 ||
|}
|}


=== Emulators ===
====GS/VIF====
 
''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)''
Every PS2 emulator is programmed differently. Sometimes choosing the right emulator is the only way to fix a game. Emulators are not provided pre-installed in the PS4 OS, but instead they have to be unpacked from an official PS2 CLASSICS PKG file signed by Sony. This list includes the typical usage of those emulators.
 
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Emulator name !! Typical usage - Info !! API Version !! Similar emulators
! Command !! Values !! Notes !! Usage
|-style="background-color:#D7EF54"
|-
| || 2018 || ||
| --vif-ignore-invalid-cmd || 0,1 || Ignore invalid vif commands || --vif-ignore-invalid-cmd=1
|-
|-
| The King of Fighters '98: Ultimate Match || The only known emulator where '''Mojin-ribbon''' is playable. Commonly known as "KOF98"|| 2.0 ||
| --vif1-ignore-cmd-ints || 0,1 || possible fix for games that Crash at startup when set to 1 || --vif1-ignore-cmd-ints=1
|-
|-
|-style="background-color:#D7EF54"
| --vif1-instant-xfer || 0,1 || "Instant VIF transfer" Default 1. correct behavior is 0, but we don't know how accurate VIF timing is in that emu, can be used to fix graphical glitches when set to 0, Or to prevent the game from freezing || --vif1-instant-xfer=0
| || 2017 || ||
|-
|-
| Jak and Daxter: The Precursor Legacy || Good compatibility with most ps2 games. It has a very high api version which means more LUA commands are supported. In addition, Jak emus are one of the few emus that can use the '''--gs-adaptive-frameskip=1''' command. It is often referred to as "Jak v2"|| 2.2 || '''JakX,''' '''Jak 2,''' '''Jak 3,'''
| --vif-thread-chunk-size || 1, 1000 || Can be used to fix Games stuck at splash screen or later in the game ||  --vif-thread-chunk-size=100
|-
|-
| Art of Fighting Anthology || Similar to RECVX. It was successful in fixing "'''Coraline'''." Sometimes called "AOFA" || 2.0 ||
| --force-frame-blend || 0,1 || Fix For Shaking Screens? || --force-frame-blend=1
|-
|-
| Resident Evil - Code: Veronica || Fixes games like '''Jackie chan Adventures, SpongeBob SquarePants: Creature From the Krust Krab, Pac-man World 3, Yu-Gi-Oh: Capsule monsters, SpongeBob's Atlantis SquarePantis''' freezing at a black/splash screen. Additionally, it fixes many games requiring '''OPL's mode 2'''. Often referred to as "RECVX" || 1.7 || '''Fatal Fury,''' '''Redfaction,''' '''AOFA.'''
| --framelimit-mode || slowest,slower,slow,normal,fast,fastest,turbo || a Standalone Framelimiter|| --framelimit-mode=fast
|-
|-
| Fatal Fury Battle Archives: Volume 2 || Similarly to RECVX, it is often used to fix frozen games. || ||  
| --force-pal-60hz || 0,1 || Force 60hz PAL mode || --force-pal-60hz=1
|-style="background-color:#D7EF54"
|  || 2016 || ||
|-
|-
| Red Faction || It is prominently used to fix VU1 sensitive games. It was used to fix '''Tony Hawk games''' suddenly crashing, as well as MTVU sensitive games such as '''Star Wars Battlefront II'''.|| 1.6 || '''Max payne'''
| --gs-use-deferred-l2h || 0,1 || Some delay option for L2H (local to host, GS to EE)|| --gs-use-deferred-l2h=1  
|-
|-
| Forbidden Siren || The only emulator to fix '''Ice age 2''' being stuck at splash screen. It also fixed '''Gran turismo 4''' running abysmally slow. || 0.1 ||
| --l2h-2d-params || TRXREG,BITBLTBUF,height || || --l2h-2d-params=0x0000000800000001,0x000000003a0a2300,512,2
|-
|-
| King of Fighters 2000 || Seemingly one of the most VU-accurate emus, fixing sps in games such as '''Crash Twinsanity''', '''Rayman 3''', '''Crazy Frog Racer'''. It also '''prevents Koei tecmo games from suddenly freezing when battle starts. Moreover, it is likely the only emulator where '''Batman Begins''' does not crash.''' Often referred to as "KOF2000"|| 1.2 || '''Roguev1''', '''KOF98''', '''Okage'''
| --gs-h2l-accurate-hash || 0,1 || Used with h2l Upscaler ||--gs-h2l-accurate-hash=1
|-
|-
| Destroy All Humans! || Fixed '''Tenchu: Fatal Shadows'''' crashing. || 0.1 ||  
| --gs-h2l-list-opt || 0,1 || Used with h2l Upscaler ||--gs-h2l-list-opt=1
|-
|-
| Destroy All Humans! 2 ||  || 0.7 ||  
| --gs-progressive || 0,1 || Force progressive scan, it's used to fix Graphical glitches when enabled ||
|-
| --gs-vert-precision || 8, 16 || 3D Rendering vertex precision, the eboot expects the value of 8 or 16 , any other value will cause a blue screen crash. || --gs-vert-precision=8
|-
|-
| Rise of the Kasai || It fixed most of the '''Harry Potter''' games. Often referred to as "rotk". || 0.2 ||
| --threaded-gs || 0,1 || || --threaded-gs=0
|-
|-
|-style="background-color:#D7EF54"
| --gs-force-bilinear || 0,1 || force bilinear filtering || --gs-force-bilinear=1
| || 2015 || ||
|-
|-
|War of the monsters v1 || Subjectively the best emulator to use. Used as PS2CLASSICSGUI's default emulator, it is the best one around for accurate gs emulation, as some graphical issues on the Ratchet series and Tekken 5 can only be fixed by it. Another interesting case is GTA SA's lack of need for auto flush on it, and being natively performant. Additionally, its VU0 timing is much better than Jakv2's, making it one of the best emulators on the PS4. || 0.1 || '''Rogue v1 and v2, Arc the Lad, Star Wars Jedi Starfighter'''
| --gs-use-mipmap || 0,1 || Required for CL kernels using mipmaping || --gs-use-mipmap=1
|-
| --gs-use-clut-merge || 0,1 || Required for CL kernels using merging CLUT || --gs-use-clut-merge=1
|-
| --gs-check-trans-rejection || 0,1  || || --gs-check-trans-rejection=1
|-
| --gs-check-trans-rejection68 || 0,1 || || --gs-check-trans-rejection68=1
|-
|-
| GTA III || Fixed the PAL version of '''Genji: Dawn of the Samurai'''. || 0.6 ||
| --gs-skip-dirty-flush-on-mipmap || 0,1 || Require mipmap GS CL kernel || --gs-skip-dirty-flush-on-mipmap=1
|-
| --gs-packed15-fmv-opt || 0,1 || || --gs-packed15-fmv-opt=1
|-
| --gs-dirty-page-policy || 0,1 || || --gs-dirty-page-policy=1
|-
| --gs-optimize-30fps || 0,1 || 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. ||
|-
| --gs-fieldswap-delay || 0, 254 || Wait longer than usual to change field, reduces Sharpness ||
|- 
| --gs-uv-shift-pointsampling || 0,1 || || --gs-uv-shift-pointsampling=1
|-
|-
| PaRappa The Rapper 2 || The only emulator to boot '''Spyro: A Hero's Tail'''. || 0.1 ||
| --gs-opt-frbuff-switch || 0,1 || Used to fix Fmvs || --gs-opt-frbuff-switch=1
|-
|-
| Star Wars Racer Revenge || Seemingly the closest emulator to the PS3's. Useful for debugging games as it also shows useful information such as pagefault. || 0.4 ||  
| --gs-ignore-rect-correction || 0,1 || || --gs-ignore-rect-correction=1
|-
|-
|}
| --gs-scanout-delay || 0, 200 || Might help in games that are gs Hungry || --gs-scanout-delay=200
 
|-
=== XXXX-YYYYY_config.lua ===
| --gs-uprender || none,2x2 || Internal resolution upscaler. || --gs-uprender=2x2
 
|-
<br>It is the most powerful configuration on the emulator, it allows for direct patching of EE/IOP/VU memory, hooks registers, hook dma. Almost Everything can be done here.  
| --gs-upscale || none, gpu, edgesmooth, smooth, motion, motionvec, motionvector, point || Upscaling type Selector || --gs-upscale=EdgeSmooth
<br>If needed it can hook registers by using register names from alias files. Alias files (ee-cpr0-alias.lua, ee-gpr-alias.lua, ee-hwaddr.lua) are stored in lua_include folder, and can be included to config by using require ("alias file name").
|-
<br>'''Known functions:
| --gs-aspect-ratio || aspect/float (default=0.81) || || --gs-aspect-ratio=0.65
'''
|-
Require cleanup.
| --gs-frontend-opt-mode || 0, 1, 2 || || --gs-frontend-opt-mode=1
 
|-
==== ApiRequest ====
| --gs-kernel-cl || h2lpool, clutmerge, mipmap, DarkCloud2, fantavision, || Kernel Variant || --gs-kernel-cl="clutmerge"
 
|-
<pre>The most important part of the LUA script. The LUA script will crash the game if used without it.</pre>
| --gs-kernel-cl-up || h2lpool2x2, OptRightTri, clutmerge2x2, mipmap2x2, up2x2simple, up2x2skipinterp, up2x2tc, up2x2, default || Kernel Variant Upscaler, up2x2simple Is the best if you are encountering Upscaling glitches || --gs-kernel-cl-up="clutmerge2x2"
 
|-
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
| --gs-motion-factor || 25, 50 ||  || --gs-motion-factor=25
! Command !! Usage !! Notes
|-
| --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
|-
| --no-gs || 0,1 || Debug option that turns gs off ||
|-
| --gs-scanout-offsetx || relative offset/ignored || Works the same as pcsx2's gs texture offsets, Can be used to remove upscaling glitches || --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 || || --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
|-
|-
| apiRequest || apiRequest(0.1) || apiRequest(<api version>)
| --gs-hdr-support || 0,1? || Enable hdr support ?||
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.
| --idec-cycles-per-qwc || int/multiplier || || --idec-cycles-per-qwc=768
|-
|-
|}
|}
===== (Emulator) EmuObject =====
<pre> Commands for the emulator</pre>


====VU====
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Usage !! Notes
! Command !! Values !! Notes !! Usage
|-style="background-color:#D7EF54"
|-
| || Object calling class ||
| --vu-to-double || 0,1 || Converts floats to double, Enabling it will increase the VU's Accuracy ||
|-
|-
| getEmuObject || local emuObj = getEmuObject() || Required for all functions using emuObj, that include: <div align="left"><pre>LoadConfig SaveConfig GetPad AddVsyncHook
| --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
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)
| --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
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.
| --vu-branch-hazard || 0,1 || Disabling it managed to prevent Batman - Rise of Sin Tzu from Crashing|| --vu-branch-hazard=0
|-
|-
|RemoveVsyncHook || emuObj.RemoveVsyncHook(<previously added task to be removed>) || emuObj.RemoveVsyncHook(my_function)
| --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]||
|-
|-
|AddEntryPointHook || emuObj.AddEntryPointHook(<task>) || Task to be done at ps2 game main elf entry point (right where game is loaded).
| --vu-d-bit  || 0,1 || a Debug option that shouldn't Be enabled in retail games ||  --vu-d-bit=0
|-
|-
|RemoveEntryPointHook || ||
| --vu-t-bit  || 0,1 || a Debug option that ignores T-bit, Note: T-bit is a replacement for d-bit and should never be disabled on retail games. ||  --vu-t-bit=0
|-
|-
|AddLoginHook || ||
| --vu-custom-min-max  || 0,1 || Custom Max/Mini logic for denormals, Disabled on pcsx2 by default. But enabled by default on the ps4, Disabling it might break some games || --vu-custom-min-max=1
|-  
| --vu-custom-fused-madd  || 0,1 || Custom FMA (fused multiply-add) || --vu-custom-fused-madd=1
|-
| --vu-opt-sf-check  || 0,1 || Optimize Status or Sticky Flag check(?), could be CHECK_VU_FLAGHACK ||
|-  
| --vu-inst-mflag  || 0,1 || Enable multiple mac flag instances ||
|-
| --vu-inst-cflag || 0,1 || Enable multiple clip flag instances ||
|-
| --vu-opt-jr-caching  || 0,1? || Optimize Jump Register caching. (vi15). Is not clear how optimization is done. ||
|-  
| --vtune-vu  || ? || ? ||
|-  
| --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 || ? ||
|-
|}
 
====VU1====
''VU1 is the GS’s alternate processing unit, Commands here can possibly improve performance and/or Prevent crashes.''
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Values !! Notes !! Usage
|-
|-
|RemoveLoginHook || ||
| --vu1 || jit-sync,  jit, trans, jit-async || VU1 sync options, jit-sync works the same as disabling MTVU. || --vu1=jit-sync
|-
|-
|AddLogoutHook || ||
| --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
|-
|-
|RemoveLogoutHook || ||
| --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
|-
|-
|AddImageHook || ||
| --vu1-const-prop || 0,1 || Constant propagation, Can Be Used as speedhack for vu1 hungry games when set to 0 [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L312 More info] || --vu1-const-prop=1
|-
| --vu1-no-clamping || 0,1 || Despite how sony named this command, 1 enables full clamping, 0 Disables it, Can be used to fix graphical glitches, || --vu1-no-clamping=0
|-
| --vu1-clamp-range || vu1 memory offset start,end (0x0 - 0x3FF) || Values must be 2 bytes or lower and should not exceed 0x0800 ||
|-
|-
|AddGifTagHook || ||
| --vu1-accurate-addsub-range || vu1 memory offset start,end (0x0 - 0x3FF) ||  Accurate VU1 Add/Subtract Instructions in specified Address Range, Values must be 2 bytes or lower and should not exceed 0x0800 || --vu1-accurate-addsub-range=0x0000,0x0600
|-
| --vu1-mul0fix-range || vu1 memory offset start,end (0x0 - 0x3FF) || Enables VU1 to accurately multiply by 0 in specified range || --vu1-mul0fix-range=0x123,0x123
|-
| --vu1-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 || ||
|-
|-
| 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>) )
| --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
|-
|-
|AddMCWriteHook ||emuObj.AddMCWriteHook() ||
| --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 || unsure what it [https://www.psx-place.com/threads/research-ps2-emulator-configuration-on-ps4.16131/page-50#post-243482 does], But it might be possibly a command to Keep commands like vu1mpgcycles on during the entire game rather than when vu1 is experiencing slowdowns. || --vu1-injection=1
|-
|-
|AddAssertionHook ||emuObj.AddAssertionHook() ||
| --vu1-clamp-operands || 0,1 || VU1 Clamping option. || --vu1-clamp-operands=1
|-
| --vu1-clamp-results || 0,1 || VU1 clamp for results of operations, Used Sometimes to fix Graphical Glitches, Could possibly be vuroundmode:0 (?) || --vu1-clamp-results=1
|- 
| --vu1-opt-flags || [0,1,2] - 1=safe, 2=unsafe || Optimize flags instances when do VU recompilation (1 is safe, 2 update sticky, and mac flag on every status flag update) [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L280 More Info] || --vu1-opt-flags=0
|-
| --vu1-opt-vf00 || [0,1,2] - 1=safe, 2=unsafe || optimization for vf00? Not really sure here as vf00 is a special register where x,y,z are hard coded to 0.0 and w is hard-coded to 1.0. Not sure what to optimize here. || --vu1-opt-vf00=2
|-
| --vu1-inst-q || 0,1 || instant Q, not stall on WAITQ, or instances of Q(?), Can fix or cause Graphical glitches. || --vu0-inst-q=1
|-
| --vu1-inst-p ||0,1 || instant P, not stall on WAITP, or instances of P(?) || --vu0-inst-p=1
|-
| --vu1-use-rcp || 0,1 || use sse rcp ||
|-
|-
|AddSnapshotLoadedHook || ||
| --vu1-use-rsqrt || 0,1 || use sse rsqrt ||
|-
| --vu1-native-patch || 0,1 || use native patches from recompiler || --vu1-native-patch=1
|-
|-
|RemoveSnapshotLoadedHook || ||
| --vu1-opt-subroutine || 0,1? || ||
|-
|}
 
====VU0====
''VU0 is the EE’s alternate processing unit , These are Micro-mode commands''
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Values !! Notes !! Usage
|-
|-
|AddPadHook ||emuObj.AddPadHook() ||
| --vu0-injection || 0,1 || no one knows what this is used [https://www.psx-place.com/threads/research-ps2-emulator-configuration-on-ps4.16131/page-50#post-243482 for] || --vu0-injection=1
|-
|-
|-style="background-color:#ff8080"
| --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
| || 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%
| --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
|-
|-
|GetVolumes || emuObj.GetVolumes() || Return current volume levels for ('global', 'main', 'bgm') in floating point values.
| --vu0-const-prop || 0,1 || Constant propagation, can Be used as speedhack for vu0 hungry games when set to 0 [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L312 More info] || --vu0-const-prop=0
|-
|-
|SetAudioRoute || ||
| --vu0-clamp-range || start, end offset || per range clamping for VU0 || --vu0-clamp-range=0x100,0x120
|-
| --vu0-opt-flags  || [0,1,2] - 1=safe, 2=unsafe || Optimize flags when do VU recompilation (1 is safe, 2 update sticky, and mac flag on every status flag update) [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L280 More Info] || --vu0-opt-flags=1
|-
| --vu0-opt-vf00  || [0,1,2] - 1=safe, 2=unsafe || optimization for vf00? Not really sure here as vf00 is a special register where x,y,z are hard coded to 0.0 and w is hard-coded to 1.0. Not sure what to optimize here.  || --vu0-opt-vf00=1
|-
| --vu0-opt-subroutine  ||  0,1? || ||
|-
| --vu0-no-clamping || 0,1 || Set to 1 to enable full clamping for VU0, Set to 0 to disable it. || --vu0-no-clamping=0
|-
| --vu0-clamp-operands  || 0,1 || Vu0 Clamp decided by operands || --vu0-clamp-operands=1
|-
| --vu0-clamp-results  || 0,1 || vu0 clamp for results of operations, Used Sometimes to fix Graphical Glitches || --vu0-clamp-results=1
|-
| --vu0-inst-q  || 0,1  || instant Q, not stall on WAITQ, or instances of Q(?)  || --vu0-inst-q=1
|-
| --vu0-inst-p || 0,1 || instant P, not stall on WAITP, or instances of P(?)|| --vu0-inst-p=1
|-
| --vu0-use-rcp  || 0,1 || use sse rcp || --vu0-use-rcp=1
|-
| --vu0-use-rsqrt || 0,1 || use sse rsqrt || --vu0-use-rsqrt=1
|-  
| --vu0-accurate-addsub-range || Address || Accurate VU0 Add/Subtract Instructions in specified Address range ||  
|-
|-
|GetAudioRoute || ||
| --vu0-mul0fix-range || vu0 memory offset start,end (0x0 - 0xA000) || Fix for games that multiply by zero ||
|-style="background-color:#c2c2d6"
|| Game loading speed ||  
|-
|-
|ThrottleNorm ||emuObj.ThrottleNorm() || Enable default framelimiter (50/60 fps depend on region).
| --vu0-aot-outmode || out(?), overwrite, append || ||
|-
|-
|ThrottleFast || emuObj.ThrottleFast() || Faster than default, but exact value is unknown.
| --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 ||
|-
|-
|ThrottleMax || emuObj.ThrottleMax() || Disable framelimiter during loading screens.
| --vu0-aot-end-addr || end address for ahead of time compilation || ||  
|-style="background-color:#ffe680"
| || CDVD ||  
|-
|-
|OpenDiscTray || ||
| --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
|-
|-
|CloseDiscTray || ||
| --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
|-
|-
|SwitchDisc || emuObj.SwitchDisc(<disc ID>) || ID can be provided as is, or for example read from memory or register when needed.
| --vu0-aot-start-crc || ? || verify crc for aot start block (registers)||
|-
|-
| GetDiscId || emuObj.GetDiscId() || Return DiscId in XXXX_YYY.ZZ format
| --vu0-aot-end-crc || ? || verify crc for aot end block (registers) ||
|-
|-
| GetDiscTitleId || ||
|}
 
====COP2====
''COP2, Macro-mode commands''
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Values !! Notes !! Usage
|-
| --cop1 || jit - trans ||  Uknown usage||
|-
|-
|ShowDiscSwitchInfo || emuObj.ShowDiscSwitchInfo() ||
| --cop2 || jit - trans ||  Uknown usage||
|-
|-
|-style="background-color:#FEA15C"
| --cop2-opt-flags || [0,1,2] - 1=safe, 2=unsafe || Optimize flags when do VU recompilation (1 is safe, 2 update sticky, and mac flag on every status flag update) [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L280 More Info] || --cop2-opt-flags=1
| || Other ||  
|-  
| --cop2-opt-vf00 || [0,1,2] - 1=safe, 2=unsafe || optimization for vf00? Not really sure here as vf00 is a special register where x,y,z are hard coded to 0.0 and w is hard-coded to 1.0. Not sure what to optimize here. ||
|-
| --cop2-const-prop || 0,1 || Constant propagation, Can Be Used as speedhack for cop2 hungry games when set to 0 [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L312 More info] ||
|-
| --cop2-di-bits || 0,1 || 0 to skip setting Invalid, and Div by Zero flags in status register. Can be used as speedhack as it skip costly calculations. || --cop2-di-bits=1
|-
| --cop2-no-clamping || 0,1 || 1 Enables Full COP2 clamping, 0 Disables it. || --cop2-no-clamping=0
|-
|-
| EnableImposeMenu || emuObj.EnableImposeMenu(<true/false>) || EnableImposeMenu(false)
| --cop2-clamp-operands || 0,1 || clamp on operand stage || --cop2-clamp-operands=1
|-
| --cop2-clamp-results || 0,1 || clamp for results of operations || --cop2-clamp-results=1
|-
| --cop2-regalloc || 0,1 ? || PCSX2 seems to have this enabled by default. ||
|-
| --cop2-inst-q || 0,1 || instant Q, not stall on VWAITQ, , or instances of Q(?), causes crashes when enabled for unknown reasons ||
|-
| --cop2-inst-p || 0,1 || ? ||
|-
| --cop2-use-rcp || 0,1 || use sse rcp ||
|-
| --cop2-use-rsqrt || 0,1 || use sse rsqrt || --cop2-use-rsqrt=0
|-
| --cop2-accurate-range || start,end offset (0x0 - 0x1FFFFFF) || 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) || No 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
|-
|-
|LoadConfig || emuObj.LoadConfig( 0 or 1 )|| emuObj.LoadConfig(0)
| --cop2-accurate-addsub || start,end offset (0x0 - 0x1FFFFFF) || Accurate Add/Subtract instructions in the cop2 Address || --cop2-accurate-addsub=0x123456
|- 
|}
 
====IOP====
''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.''
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Values !! Notes !! Usage
|-
|-
|SaveConfig || emuObj.LoadConfig( 0 or 1 ) || emuObj.LoadConfig(0)
| --iop-cycle-scalar || 0.1/5.0 || '''Not a Speedhack''', Lower it for better loading times, or Increase it for games that require Better IOP sync || --iop-cycle-scalar=1.0
|-
|-
|GetPad || emuObj.GetPad(<gamepad button by bits>)|| example usage for reading input:
| --iop-const-folding || None,Gpr,All || IOP constant folding [https://en.wikipedia.org/wiki/Constant_folding More info] || --iop-const-folding=All
<div align="left"><pre>local CheckInputs = function()
|-
 
| --iop-sif0-cycle-scalar || 0.1/20000 || IOP's Sif0 cycle scalar [https://github.com/PCSX2/pcsx2/blob/master/pcsx2/Sif0.cpp#L34 more info here] || --iop-sif0-cycle-scalar=1.0
local pad_bits = emuObj.GetPad()
|-
local UP = pad_bits &  0x0010
| --iop-sif1-cycle-scalar || 0.1/20000 || IOP's Sif1 cycle scalar [https://github.com/PCSX2/pcsx2/blob/master/pcsx2/Sif1.cpp#L35 more info here] || --iop-sif1-cycle-scalar=1.0
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 || ||
| --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
|-
|-
|SetFormattedCard || emuObj.SetFormattedCard(<"file name">) || emuObj.SetFormattedCard("custom_formatted.card")
| --iop-validate-kernel || 0,1 || ||  
Allow to use custom memory card.
|-
|-
| GetPs4SystemLang || emuObj.GetPs4SystemLang() || Return PS4 system language (in unknown format).
| --iop-shorthash-len || inst_count/integer || Length of shorthash in instruction/opcode count. Require --iop-block-validation=ShortHash ||
|-
|-
| SetPs2Lang || emuObj.SetPs2Lang(<Lang ID>) || Set emulated PS2 language, correct Lang IDs are 0-18. In some cases, games will hang on a black screen with some other language settings (eg Japanese) - Example for usage: emuObj.SetPs2Lang(1)
| --iop-pc-coherency || 0,1|| ||
<div align="left"><pre>0 - japanese
|-
1 - english
| --iop-inst-marking || 0,1? || ||
2 - french
3 - spanish
4 - german
5 - italian
6 - dutch
7 - portuguese
8 - russian
9 - korean
10 - traditonal-chinese
11 - simplified-chinese
12 - finnish
13 - swedish
14 - danish
15 - norwegian
16 - polish
17 - portuguese-brazil
18 - english-uk</pre></div>
|-
|-
|PadSetLightBar || emuObj.PadSetLightBar(<port, red, green, blue>) || Set DS4 light bar color. The correct port values are 0-3, correct light values are 0-255.
| --iop-jit-disasm || || ||  
|-
|-
|PadPressureStickRemap || emuObj.PadPressureStickRemap()||
| --iop-evt-check-full || || ||  
|-
|-
| IsNeoMode || emuObj.IsNeoMode() || Check that PS4 run in NEO (PRO) mode. Return 1/0
| --iop-tight-slice-count || 12? || || --iop-tight-slice-count=12
|-
|-
| IsToolingVerbose || ||
| --iop-hook || AdvanceClock, FastForwardClock || iop native hook || --iop-hook=0x0086ac,FastForwardClock
|-
|-
|CheckEntitlement || ||
|}
 
====Speedhacks====
'''''Speedhacks sorted from most beneficial to least beneficial, Please note that these are not all of the command's possible values, only the ones that improve performance'''''
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Value !! Notes !! Usage for performance
|-
|-
| 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.
| --vu1-mpg-cycles || starting from 101 to 2000. do note that 2000 is not the limit. || Frameskipping, 100 is default, 1000 is 30 fps, Higher Values Improve performance || --vu1-mpg-cycles=1000
|-style="background-color:#c6ecd9"
|  || GS related ||
|-
|-
| CountFrameOnPS2 || emuObj.CountFrameOnPS2() || updates FRAPS/Actual FPS reading in olympus
| --ee-cycle-scalar || starting from 1.1 to 5.0 || Emotion engine Cycle skipping, higher values improve performance, Might have a negative effect on FMVS (cutscenes) || --ee-cycle-scalar=1.5
|-
|-
| SetGsTitleFix || emuObj.SetGsTitleFix() || [[PS2_Emulation#SetGsTitleFix|More info]]
| --vu1-di-bits || 0 || Less accurate vu1 calculations When set to 0 || --vu1-di-bits=0
|-
|-
|SetDisplayAspectWide || emuObj.SetDisplayAspectWide() || Force display area to 16:9 (If game not support widescreen, it will be stretched).
| --vu1-const-prop || 0 || Less accurate vu1 calculations When set to 0  || --vu1-const-prop=0
|-
|-
|SetDisplayAspectNormal || emuObj.SetDisplayAspectNormal() || Force display area to 4:3.
| --gs-adaptive-frameskip || 1 || Frame-skipping very lightly, Requires Emus with high api, Otherwise will cause a crash || --gs-adaptive-frameskip=1
|-
|-
|ForceRefreshRate || emuObj.ForceRefreshRate(<hz>) || emuObj.ForceRefreshRate(50) correct values are 0, 50, 60 where 0 = default.
| --ee-hook || AdvanceClock || You can hook AdvanceClock on offsets in the ee memory if they are ee heavy. you can find these offsets in pcsx2's debugger through the threads tab. example for the command: --ee-hook=0x02548596,AdvanceClock,,50 . we put two ",," in order to skip adding an opcode. and the value 50 is the value of overclocking the ee also note that you can add any value you like. || --ee-hook=0x02548596,AdvanceClock,,50
|-
|-
|LoadFsShader || emuObj.LoadFsShader(<slot?>, "<path>") || <div align="left"><pre>Shaders must be loaded right after GS has been initialized.
| --gs-optimize-30fps || 1 || Optimizes the Fps of the GS || --gs-optimize-30fps=1
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 || ||
| --vu1 || jit-async || Requires Emus with high api, otherwise will cause a crash || --vu1=jit-async
|-
|-
|}
| --fpu-rsqrt-fast-estimate |1 || Less accurate fpu calculations. || --fpu-rsqrt-fast-estimate=1
 
===== (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
| --gs-upscale || none || Disables upscaling,  very minimal effect on fps || --gs-upscale=none
|-style="background-color:#7698FF"
|  || Memory editing ||
|-
|-
|ReplaceMem64 || eeObj.ReplaceMem64(<address>, <value>)||
| --gs-uprender || none ||  Disables uprender, very minimal effect on fps || --gs-uprender=none
|-
|-
|ReplaceMem32 || eeObj.ReplaceMem32(<address>, <value>) || Permanently replace an offset without needing addvsynchook?
| --cdvd-sector-read-cycles || 0.1 || Does not improve performance, only loading speed|| --cdvd-sector-read-cycles=0.1
|-
|-
|ReplaceMem16 || eeObj.ReplaceMem16(<address>, <value>)||
| --cdvd-sector-seek-cycles || 0.1 || Does not improve performance, only loading speed||--cdvd-sector-seek-cycles=0.1
|-
|-
|ReplaceMem8 ||eeObj.ReplaceMem8(<address>, <value>) ||
| --iop-cycle-scalar || 0.1 || Does not improve performance, only loading speed|| --iop-cycle-scalar=0.1
|-
|-
|ReadMemFloat || eeObj.ReadMemFloat(<address>) || eeObj.ReadMemFloat(0x258c3c)
|}
 
==== PCSX2's Gameindex.yaml Settings ====
'''Require Cleanup.'''
<br>''This list will help you use The [https://raw.githubusercontent.com/PCSX2/pcsx2/master/bin/resources/GameIndex.yaml gameindex's] similar settings on the ps4''
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! PCSX2 !! PS4 !! Notes
|-
|-
|WriteMemFloat || eeObj.WriteMemFloat(<address>, <value>) || eeObj.WriteMemFloat(0x365364, 1.3333333)
| vuClampMode: 2 || --vu1-no-clamping=0 ||
|-
|-
|ReadMem128 || <pre>eeObj.ReadMem128(<ee memory offset>)</pre> || Read 16 bytes from offset, examples: eeObj.ReadMem128(0x100198)
| vuClampMode: 3  || --vu1-no-clamping=1 ||
|-
|-
|ReadMemFloat128 || <pre>eeObj.ReadMemFloat128(<ee memory offset>)</pre> || return 16 bytes from offset in float form
| eeClampMode: 2 || --fpu-no-clamping=0 ||
|-
|-
|WriteMem128 || ||
| eeClampMode: 3  || --fpu-no-clamping=1 ||
|-
|-
|WriteMemFloat128 || ||
| cpuCLUTRender: 1 || --gs-uv-shift-pointsampling=1 ||
|-
|-
| ReadMem64 || <pre>eeObj.ReadMem64(<ee memory offset>)</pre> || Read 8 bytes from offset, examples: eeObj.ReadMem64(0x100198)
| preloadFrameData: 1 || --gs-kernel-cl-up="up2x2simple" || Note: Works very similar to it, But it's not exactly the same
|-
|-
| WriteMem64 || <pre>eeObj.WriteMem64(<ee memory offset>, <data>)</pre> ||  
| BlitInternalFPSHack || --ee-cycle-scalar=0.1 || Note: not the equivalent but the only available workaround for it on the ps4.
|-
|-
| ReadMem32 || <pre>eeObj.ReadMem32(<ee memory offset>)</pre> || Read 4 bytes from offset, examples: eeObj.ReadMem32(0x100198)
| IbitHack || --vu1-di-bits=0 || Note: Works very similar to it, But it's not exactly the same
eeObj.ReadMem32(gp - 31348)
|-
|-
| WriteMem32 || <pre>eeObj.WriteMem32(<ee memory offset>, <data>)</pre> || Write 4 bytes to offset, example: eeObj.WriteMem32(0x2c89ac, 0x001b70f0)
| mipmap: 1 || --gs-use-mipmap=1 ||
|-
|-
| ReadMem16 || <pre>eeObj.ReadMem16(<ee memory offset>)</pre> || Read 2 bytes from offset, example: eeObj.ReadMem16(0x100198)
| XGKickHack || --vu-xgkick-delay=0.50 || Note: there are other values.
|-
|-
| WriteMem16 || <pre>eeObj.WriteMem16(<ee memory offset>, <data>)</pre> || Write 2 bytes to offset, example: eeObj.WriteMem16(0x2c89ac, 0x70f0)
| VuAddSubHack ||--vu-hack-triace=1 ||
|-
|-
| ReadMem8 || <pre>eeObj.ReadMem8(<ee memory offset>)</pre> || Read 1 byte from offset, example: eeObj.ReadMem8(0x100198)
| VIFFIFO || --vif1-ignore-cmd-ints=1 ||
|}
 
====Fixing Syncing issues====
<pre>
Currently, the only way to fix EE sync issues is the command
--ee-hook=,0x{ee offset},AdvanceClock,,{Value}
 
it Works by Speeding up the EE Clock on the Offset that requires Better sync
 
Rayman 3: Hoodlum havoc VU0 sync was fixed on the ps4 with the cli command
--ee-hook=0x0028A578,AdvanceClock,,500
 
It seems that the ps4 only Has problems with syncing ctc2 t0,vi07 commands. Unlike the PS3's NetEmu where it had issues with ctc2 t0,vi06 commands.
</pre>
 
== Emulators ==
'''''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.'''''
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Emulator !! Usage !! API Version
|-
|-
| WriteMem8 || <pre>eeObj.WriteMem8(<ee memory offset>, <data>)</pre> || Write 1 byte to offset, example: eeObj.WriteMem8(0x2c89ac, 0xf0)
| Jakv2 || Good compatibility with most ps2 games, and it has high api version.|| 2.2?
|-
|-
|ReadMemStr || eeObj.ReadMemStr(address/register) || Read string from address until null terminator
| RECVX || Fixes Games like '''Jackie chan Adventures, Pac-man World 3, Yu-Gi-Oh: Capsule monsters''' Refusing to boot.||
|-
|-
|WriteMemStr || eeObj.WriteMemStr(address, string) ||  
| Fatal Fury || Fixing crashes on startup similarly to RECVX, also one of the few Emulators that can use the command  ee-context-switch-cycles ||
|-
| Forbidden siren v2 || The only emulator that fixed '''Ice age 2''' being stuck at splash screen ||
|-
|-
|WriteMemStrZ || || eeObj.WriteMemStrZ(string pointer, string) .  Pointer can be read from GPR
| GTA3 || Fixed the pal Version of '''Genji: Dawn of the Samurai''' ||
|-style="background-color:#ff9999"
|  || GPR require (Necessary for register related commands)||  
|-
|-
| || local gpr = require( "ee-gpr-alias" )
| KOF2000 || fixes graphical issues in games such as '''Crash Twinsanity''', And '''prevents Koei tecmo games from suddenly freezing when battle starts''', since it emulates VU1/VU0 very accurately, other VU accurate emulators include '''Roguev1''' ||
|-
|-
|GetGpr64 || eeObj.GetGPR64(<gpr register>) || example: eeObj.GetGPR64(t3)
| Parappa V1 || The only emulator that was able to Boot '''Spyro: A Hero's Tail''' ||
|}
 
===Accurate PS2 Settings===
Accurate emulation settings for debugging Ps2 Games, very slow.
<pre>
--gs-uprender=none
--gs-upscale=none
--gs-vert-precision=8
--vu1-di-bits=1
--cop2-di-bits=1
--vu0-di-bits=1
--vu1-no-clamping=0
--vu1-clamp-operands=1
--vu1-clamp-results=1
--vu0-no-clamping=0
--vu0-clamp-operands=1
--vu0-clamp-results=1
--cop2-no-clamping=0
--cop2-clamp-operands=1
--cop2-clamp-results=1
--fpu-no-clamping=0
--fpu-clamp-operands=1
--fpu-accurate-range=0x1c0000,0x900000
--fpu-clamp-results=1
--fpu-to-double=1
--vif1-instant-xfer=0
--vu-xgkick-delay=0.50
--vu-to-double=1
--ee-jit-pagefault-threshold=40
</pre>
 
=== XXXX-YYYYY_config.lua ===
 
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" ).
 
'''Known functions:
'''
Require cleanup.
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Usage !! Notes
|-
|-
|SetGpr64 || ||
| 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.
|-
|-
| GetGprFloat || || Get gpr value as float value
! !! getEmuObject class !!
|-
|-
| SetGprFloat || || Set gpr value as float value
| getEmuObject || local emuObj = getEmuObject() || Required for all functions using emuObj, that include: <div align="left"><pre>LoadConfig SaveConfig GetPad AddVsyncHook
RemoveVsyncHook AddEntryPointHook RemoveEntryPointHook
AddLoginHook RemoveLoginHook AddLogoutHook RemoveLogoutHook
CheckEntitlement AddImageHook AddGifTagHook SwapMemCard
SetFormattedCard OpenDiscTray CloseDiscTray SwitchDisc
EnableImposeMenu GetDiscId GetDiscTitleId
AddSectorReadHook AddMCWriteHook ShowDiscSwitchInfo GetPs4SystemLang SetPs2Lang
ThrottleNorm ThrottleFast ThrottleMax AddAssertionHook
SetGsTitleFix SetDeinterlace SetDisplayAspectWide SetDisplayAspectNormal
ForceRefreshRate LoadFsShader SetDisplaySafeArea PadSetLightBar
emuAddPadHook PadPressureStickRemap SetVolumes GetVolumes
SetAudioRoute GetAudioRoute AddSnapshotLoadedHook
RemoveSnapshotLoadedHook IsNeoMode IsToolingVerbose emuMediaPatch </pre></div>
|-
|-
|GetGpr || eeObj.GetGPR(<gpr register>) || eeObj.GetGPR(t3)
|LoadConfig || ||
|-
|-
|SetGpr|| eeObj.SetGPR(<gpr register> ,<value>) || example: eeObj.SetGPR(gpr.a3 ,1)
|SaveConfig || ||
Require defined getEEObject() as eeObj
|-
|-
| GetFprHex || eeObj.GetFprHex(<FPU register (0-31)>)|| Get/return floating point register value as hex string
|GetPad || emuObj.GetPad(<gamepad button by bits>)|| example usage for reading input:
|-
<div align="left"><pre>local CheckInputs = function()
| SetFprHex || eeObj.SetFprHex(<FPU register (0-31), value (u32)>)|| Set floating point register value as hex string
 
|-
local pad_bits = emuObj.GetPad()
| GetFpr || eeObj.GetFpr(<register number>) || example eeObj.GetFpr(14)
local UP = pad_bits &  0x0010
|-
local DOWN = pad_bits &  0x0040
| SetFpr || eeObj.SetFpr(<fpr register number>, <value>) || Simple example eeObj.SetFpr(14, 50.0) will set frp 14 to 50.0
local LEFT = pad_bits &  0x0080
But we can also combine commands to add/sub from registers
local RIGHT = pad_bits &  0x0020
eeObj.SetFpr(14, eeObj.GetFpr(14) + 50.0) this will add 50.0 to current fpr 14 value
local Triangle = pad_bits &  0x1000
|-
local Cross = pad_bits &  0x4000
|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
local Square = pad_bits &  0x8000
|-
local Circle = pad_bits &  0x2000
|SetPc || eeObj.SetPC(<PC>) ||eeObj.SetPC(0x266B80)
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>
|-
|-
|GetCPR0 || eeObj.GetCPR0(<COP0 register>) ||  
|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.
|-
|-
|SetCPR0 || eeObj.SetCPR0(<COP0 register>) ||  
|RemoveVsyncHook || emuObj.RemoveVsyncHook(<previously added task to be removed>) || emuObj.RemoveVsyncHook(my_function)
|-style="background-color:#c6ecd9"
|  || Hooks ||
|-
|-
| AddHook || eeObj.AddHook(<ee offset>, <original opcode>, <definied hook name>) || example: <div align="left"><pre>local W1 =
|AddEntryPointHook || emuObj.AddEntryPointHook(<task>) || Task to be done at ps2 game main elf entry point (right where game is loaded).
function()
emuObj.SetDisplayAspectNormal()
end
 
local ws1 = eeObj.AddHook(0x1c9840, 0xaf808c78, W1)</pre></div>
|-
|-
|RemoveHook || ||  
|RemoveEntryPointHook || ||
|-
|-
|AddPreHook || ||
|AddLoginHook || ||
|-
|-
|AddPostHook || ||
|RemoveLoginHook || ||
|-
|-
|RemovePreHook || ||
|AddLogoutHook || ||
|-
|-
|RemovePostHook || ||
|RemoveLogoutHook || ||
|-
|-
|AddJitResetHook || ||
|CheckEntitlement || ||
|-
|-
|RemoveJitResetHook || ||
|AddImageHook || ||
|-
|-
| AddHookJT || eeObj.AddHookJT(Offset, offset opcode, function) || Seems be a hook related to the jit
|AddGifTagHook || ||
|-
|-
|-style="background-color:#ffb3b3"
|SwapMemCard || ||
| || Dma ||  
|-
|-
|DmaAddHook || <pre>eeobj.DmaAddHook(channel=%d key=%x)</pre> || Possible Dma channel numbers (?)
|SetFormattedCard || emuObj.SetFormattedCard(<"file name">) || emuObj.SetFormattedCard("custom_formatted.card")
<pre> GIF = 0 VIF0 = 1
  Allow to use custom memory card.  
VIF1 = 2 SIF0 = 4
SIF1 = 5 IPU0 = 6
IPU1 = 7 </pre>
Possible values for hooks
<pre>DmaTransfer [VIF0/VIF1], RaiseIntc [VIF0/VIF1], NormalTransfer [SIF0/SIF1]. </pre>
|-
|-
|DmaRemoveHook || ||
|OpenDiscTray || ||
|-
|-
|-style="background-color:#b3f0ff"
|CloseDiscTray || ||
| || Speedhacks ||  
|-
|-
|FastForwardClock || eeObj.FastForwardClock() || Skip Emotion Engine cycles?
|SwitchDisc || emuObj.SwitchDisc(<disc ID>) || ID can be provided as is, or for example read from memory or register when needed.
<pre>
eeObj.AddHook(0x002cc350, 0x78a30000, function()
          eeObj.FastForwardClock()
end)
</pre>
|-
|-
|AdvanceClock || eeObj.AdvanceClock() || Likely skips an allocated amount of EE cycles.
| EnableImposeMenu || emuObj.EnableImposeMenu(<true/false>) || EnableImposeMenu(false)
<pre>
eeObj.AddHook(0x002cc350, 0x78a30000, function()
          eeObj.AdvanceClock(21000)
end)</pre>
|-
|-
| GetClock || eeObj.GetClock() || Returns the value of how many cycles the EE is ahead of normal clock (?)
| GetDiscId || emuObj.GetDiscId() || Return DiscId in XXXX_YYY.ZZ format
|-
|-
|Vu1MpgCycles || eeObj.Vu1MpgCycles(<cycles>) || Works just like the cli command --vu1-mpg-cycles=
| GetDiscTitleId || ||
|-style="background-color:#FEA15C"
|  || Other ||  
|-
|-
| CallPredicate
| 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>) )
|-
|-
|SchedulerDelayEvent || eeObj.SchedulerDelayEvent("event", cycles)<br>Example:<br>eeObj.AddHook(0x0033A4DC,0xAC430000, function() eeObj.SchedulerDelayEvent("gif.dma", 0x10500) end) || Parrapa use eeObj.SchedulerDelayEvent("vif1.dma", 0x6500) other events are gif.dma, vif0.dma, vif1.dma, sif0.dma, Sif0-NormalTransfer, sif1.dma, Sif1-NormalTransfer, ipu0.dma, ipu1.dma . This command allows for the delayment of certain DMA transfer by cycles.
|AddMCWriteHook || ||
|-
|-
|WaitVu1 || eeObj.WaitVu1() || Likely to be the lua equivalent of "--vu1=jit-sync".
|ShowDiscSwitchInfo || ||
|-
|-
|GetPcRingBuffer || ||
| GetPs4SystemLang || emuObj.GetPs4SystemLang() || Return PS4 system language (in unknown format).
|-
|-
|Precompile || || Requires unknown values
| 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>
|-
|-
|CalcInsnHash || ||
|ThrottleNorm ||emuObj.ThrottleNorm() || Enable default framelimiter (50/60 fps depend on region).
|-
|-
|getOverlayObject || eeObj.getOverlayObject() || local eeOverlay = eeObj.getOverlayObject()
|ThrottleFast || emuObj.ThrottleFast() || Faster than default, but exact value is unknown.
|-
|-
| GetVif1Cycles || eeObj.GetVif1Cycles() || local vif1_cycles = eeObj.GetVif1Cycles() create vif_cycles value that can be used later. You can rename it as you wish.
|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.
|-
|-
|}
|AddAssertionHook || ||
 
====== SetGsTitleFix ======
 
<pre>One of the most important LUA commands. It modifies the Graphics Synthesizer's behavior.
 
Part of EmuObject() class, it's frequently used in official configs.</pre>
'''Examples'''
<pre>
-- fix vision logo (Wild Arms 3)
local thresholdArea = 0 -- ignore alls items : fix #112276
emuObj.SetGsTitleFix( "ignoreUpRender", thresholdArea , {  texType = 3, cbp = 0x2390, tbp = 0x288000} )
------------------------------------------------------------------------------------------------------
-- Ignore up-render shift for triangles when writing mask = write alpha only . Will fix shadows (bug# 6724).
emuObj.SetGsTitleFix( "ignoreUpShiftTri", "reserved" , { fbmask = 0x00FFFFFF  } )
------------------------------------------------------------------------------------------------------
--  Performance  fix ( bug# 9474 )
if 0 then  -- emuObj.IsNeoMode() then  -- neo mode check disabled, due to bug #10442
    emuObj.SetGsTitleFix( "globalSet",  "reserved", { workLoadThreshold = 125000} )
else
    emuObj.SetGsTitleFix( "globalSet",  "reserved", { workLoadThreshold = 100000} )
end
------------------------------------------------------------------------------------------------------
-- bug# 9972
emuObj.SetGsTitleFix( "ignoreSubBuffCov", "reserved", { } )
------------------------------------------------------------------------------------------------------
-- Bully bug 9392
-- Performace fix
local thresholdArea = 600
emuObj.SetGsTitleFix( "ignoreUpRender", thresholdArea , {alpha=0x80000044 , zmsk=1 , tw=4, th=4  } )
------------------------------------------------------------------------------------------------------
-- Bug#9174 -
emuObj.SetGsTitleFix( "ignoreSubBuffCov", "reserved", { } )
------------------------------------------------------------------------------------------------------
-- Bug#9240 (Light maps uprender)
-- Copy z-buffer for future use with light maps. psm = SCE_GS_PSMZ24 (49)
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", {tw=9, th=9, psm=49, zmsk=1 } )
------------------------------------------------------------------------------------------------------
-- Apply light maps texMode=2 (bilinear)  psm= SCE_GS_PSMCT32 (0)
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", {tw=8, th=8, psm=0, ztst=1, texMode=2 } )
------------------------------------------------------------------------------------------------------
-- Performace fix (bug #9785 )
emuObj.SetGsTitleFix( "globalSet",  "reserved", { waveThreshold = 90000} )
emuObj.SetGsTitleFix( "ignoreAreaUpdate", 0, { } )
------------------------------------------------------------------------------------------------------
-- Accumulate fill area only when conditions are met
emuObj.SetGsTitleFix( "includeAreaUpdate", "reserved" , {alphaIsNot = 0, zmsk = 1, tw = 6, th = 6 , tbp = 0x00302000} )
emuObj.SetGsTitleFix( "ignoreUpRender", 130 , { totalArea= 700} )
------------------------------------------------------------------------------------------------------
-- Fix shadow
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=1  } )
------------------------------------------------------------------------------------------------------
-- Reduce flush count
emuObj.SetGsTitleFix( "SetSelfRender", "reserved", { fbmask= 0x00FFFFFF , renderSelf=1 , zmsk=1 , alpha=0 , texMode=1  } )
------------------------------------------------------------------------------------------------------
-- Disable post-processing
emuObj.SetGsTitleFix( "ignoreSprite", "reserved", {  texType=1 , tw=5 , th=8, zmsk=1 , alpha=0x80000044  } )
------------------------------------------------------------------------------------------------------
-- Small triangle rejection. Works in conjunction with CLI setting  gs-override-small-tri-area=1
-- keep default area for texture 256x256 ( no blend)  (Anakin face)
emuObj.SetGsTitleFix( "setRejectionArea", 500,{twIsNot=8, thIsNot=8 } )
------------------------------------------------------------------------------------------------------
-- Set triangle rejection area= 1000  when alpha blend is not 0 ( i.e blend is On)
emuObj.SetGsTitleFix( "setRejectionArea", 1000, {alphaIsNot=0 } )
------------------------------------------------------------------------------------------------------
-- Performace fix
local thresholdArea = 600
emuObj.SetGsTitleFix( "ignoreUpRender", thresholdArea , {alpha=0x80008068 , zmsk=1 } )
------------------------------------------------------------------------------------------------------
-- Performace fix
local thresholdArea = 700
emuObj.SetGsTitleFix( "ignoreUpRender", thresholdArea , {alpha=0x80000044 , zmsk=1 } )
------------------------------------------------------------------------------------------------------
-- Disable uprender on the draw command which samples the framebuffer (0x3200) using bilinear sampling (texMode=2)
-- All lighting effects use TriFan prim type, so use that as well to filter against.
emuObj.SetGsTitleFix( "forceSimpleFetch",  "reserved", {prim=5, texMode=2, tbp=0x320000} )
</pre>
 
<br />
'''Commands'''
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Example !! Notes !! Values
|-
|-
|globalSet || emuObj.SetGsTitleFix( "globalSet",  "reserved", { packedRegsLo = 0x42,packedRegsHi = 0, packedRegsNum = 2, packedFlags = 3, packedPrim = 5}) || used with workLoadThreshold or waveThreshold or loadThreshold
| SetGsTitleFix || emuObj.SetGsTitleFix() ||  [[PS2_Emulation#SetGsTitleFix|More info]]
|-
|-
|reserved || ||
|SetDisplayAspectWide || emuObj.SetDisplayAspectWide() || Force display area to 16:9 (If game not support widescreen, it will be stretched).
|-
|-
|ignoreSubBuffCov|| ||ignore ? buffer coverage
|SetDisplayAspectNormal || emuObj.SetDisplayAspectNormal() || Force display area to 4:3.
|-
|-
|ignoreUpRenderTimeout|| emuObj.SetGsTitleFix( "globalSet", "reserved", {ignoreUpRenderTimeout=2} ) ||
|ForceRefreshRate || emuObj.ForceRefreshRate(<hz>) || emuObj.ForceRefreshRate(50) correct values are 0, 50, 60 where 0 = default.
|-
|-
|ignoreAreaUpdate|| emuObj.SetGsTitleFix( "ignoreAreaUpdate", 0, { alpha=0x80000048 } ) ||
|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>
|-
|-
|ignoreSprite|| emuObj.SetGsTitleFix( "ignoreSprite", "reserved", {  texType=1 , tw=5 , th=8, zmsk=1 , alpha=0x80000044  } ) ||
|SetDisplaySafeArea || ||
|-
|-
|ignoreUpShiftTri|| emuObj.SetGsTitleFix( "ignoreUpShiftTri", "reserved", {psm=0} ) ||
|PadSetLightBar || emuObj.PadSetLightBar(<port, red, green, blue>) || Set DS4 light bar color. Correct port values are 0-3, correct light values are 0-255.
|-
|-
|clipScissors|| emuObj.SetGsTitleFix( "clipScissors", "reserved", {alpha = 0 , frameW = 4 , psm = 0} ) ||
|emuAddPadHook || ||
|-
|-
|trianglesAsParticles|| emuObj.SetGsTitleFix( "trianglesAsParticles", "reserved", { hasClut=1,zmsk=1 } ) ||
|PadPressureStickRemap || ||
|-
|-
|SetSelfRender|| emuObj.SetGsTitleFix( "SetSelfRender", "reserved", { fbmask= 0x00FFFFFF , renderSelf=1 , zmsk=1 , alpha=0 , texMode=1  } ) ||
|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%
|-
|-
|forceBiLinear || ||
|GetVolumes || emuObj.GetVolumes() || Return current volume levels for ('global', 'main', 'bgm') in floating point values.
|-
|-
|forcePoint|| emuObj.SetGsTitleFix( "forcePoint", "reserved", {mipIsGt=0,  mmin=0} ) ||
|SetAudioRoute || ||
|-
|-
|forceSimpleFetch ||   emuObj.SetGsTitleFix( "forceSimpleFetch",  "reserved", {psm=0} ) ||Used frequently to fix graphical corruptions
|GetAudioRoute || ||
|-
|-
|forcePointSampling|| emuObj.SetGsTitleFix( "forcePointSampling", "reserved", {alpha = 0x80000048, twIsLess=5, thIsLess=5 } ) ||
| CountFrameOnPS2 || emuObj.CountFrameOnPS2() || updates FRAPS/Actual FPS reading in olympus
|-
|-
|setRejectionArea|| emuObj.SetGsTitleFix( "setRejectionArea", 1000, { } ) ||
|AddSnapshotLoadedHook || ||
|-
|-
|ignoreUpRender|| emuObj.SetGsTitleFix( "ignoreUpRender", thresholdArea , {  texType = 3, cbp = 0x2390, tbp = 0x288000} ) || Ignore uprender for texture type described in params
|RemoveSnapshotLoadedHook || ||
|-
|-
|includeAreaUpdate|| ||
| IsNeoMode || emuObj.IsNeoMode() || Check that PS4 run in NEO (PRO) mode. Return 1/0
|-
|-
|fetchFromCurrBuff|| emuObj.SetGsTitleFix( "fetchFromCurrBuff", "reserved", {psm=0} ) ||
| IsToolingVerbose || ||
|-
|-
|skipPacked|| emuObj.SetGsTitleFix( "skipPacked", "reserved", { alpha = 0x80000044, tbp = 0x3a4000 , zmsk=1 }) ||
| 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.
|-
|-
|changeAlpha|| ||
! !! getIOPObject 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
<br>'''Arguments/variables'''
ReadMemStr AddHook RemoveHook GetGpr SetGpr GetPc SetPc
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
  GetCPR0 SetCPR0 iopInsnReplace</pre></div>
! Argument !! Usage !! Notes
|-style="background-color:#7698FF"
| || Variable ||
|-
|-
|alpha_mask || ||
|ReplaceMem64 || ||
|-
|-
|texType || {texType = 3}|| (1-3, more? )
|ReplaceMem32 || ||
|-
|-
|texMode || || 1 - Point? , 2 - bilinear
|ReplaceMem16 || ||
|-style="background-color:#D7EF54"
|  || Argument ||
|-
|-
|alphaIsNot || || alpha - is not X
|ReplaceMem8 || ||
|-
|-
|twIsLess || || texture width - is less than X
|ReadMemFloat || iopObj.ReadMemFloat(<address>) || iopObj.ReadMemFloat(0x28c3c)
|-
|-
|thIsLess || || texture height - is less than X
|WriteMemFloat || iopbj.WriteMemFloat(<address>, <value>) || iopObj.WriteMemFloat(0x65364, 1.3333333)
|-
|-
|twIsNot || || texture width - is not X
| ReadMem64 || <pre>iopObj.ReadMem64(<iop memory offset>)</pre> || Read 8  Bytes From offset
|-
|-
|thIsNot || || texture width - is not X
| WriteMem64 || <pre>iopObj.WriteMem64(<iop memory offset>, <data>)</pre> || Write 8  Bytes From offset
|-
|-
|psmIsNot || || texture pixel storage format - is not X
| ReadMem32 || <pre>iopObj.ReadMem32(<iop memory offset>)</pre> || Read 4 bytes from offset, examples: iopObj.ReadMem32(0x1198)
<pre>PSMCT32  = 0  PSMT4HL = 36
iopObj.ReadMem32(gp - 348)
PSMCT24  = 1  PSMT4HH = 44
|-
PSMCT16  = 2   PSMZ32  = 48
| WriteMem32 || <pre>iopObj.WriteMem32(<iop memory offset>, <data>)</pre> || Write 4 bytes to offset, example: iopObj.WriteMem32(0x89ac, 0x001b70f0)
PSMCT16S = 10  PSMZ24  = 49
|-
PSMT8    = 19  PSMZ16  = 50
| ReadMem16 || <pre>iopObj.ReadMem16(<iop memory offset>)</pre> || Read 2 bytes from offset, example: iopObj.ReadMem16(0x1198)
PSMT4    = 20  PSMZ16S = 58
|-
PSMT8H  = 27  </pre>
| WriteMem16 || <pre>iopObj.WriteMem16(<iop memory offset>, <data>)</pre> || Write 2 bytes to offset, example: iopObj.WriteMem16(0x89ac, 0x70f0)
|-
|-
|primIsNot || || GS primitive type - is not
| ReadMem8 || <pre>iopObj.ReadMem8(<iop memory offset>)</pre> || Read 1 byte from offset, example: iopObj.ReadMem8(0x1198)
<pre>Point        = 0
Line          = 1
LineStrip    = 2
Triangle      = 3
TriangleStrip = 4
TriangleFan  = 5
Sprite        = 6</pre>
|-
|-
|mipIsGt || || mip level is grater than X (?)
| WriteMem8 || <pre>iopObj.WriteMem8(<iop memory offset>, <data>)</pre> || Write 1 byte to offset, example: iopObj.WriteMem8(0x89ac, 0xf0)
|-
|-
|-style="background-color:#FEA15C"
|ReadMemStr || ||
| || Needs wikify ||
|-
|-
|zmsk || || Z (depth) draw mask
| FastForwardClock || iopObj.FastForwardClock() ||
<pre>update Z buffer      = 0
don't update Z buffer = 1
 
When 1 depth test result will be ignored</pre>
|-
|-
|tw || || texture width
| AdvanceClock || iopObj.AdvanceClock() || Increase Iop Clock speed at hooked iop offset
|-
|-
|th || || texture height
| GetClock || iopObj.GetClock() || Get Iop Clock speed at hooked iop Offset, if no offset is hooked, value of iopObj.GetClock() will be 0
|-
|-
|ztst || || Z (depht) test method
|AddHook || ||
<pre>ZNOUSE  = 0
|-
ZALWAYS  = 1
|RemoveHook || ||
ZGEQUAL  = 2
|-
ZGREATER = 3
|GetGpr || iopObj.GetGPR(<gpr register>) || iopObj.GetGPR(a1)
 
0 -                       All pixels fail
1 -                      All pixels pass
2 - Pass if Z grater or equal to Z buffer
3 -        Pass if Z grater than Z buffer</pre>
|-
|-
|mmin || || MMIN flag
|SetGpr || iopObj.SetGPR(<gpr register> ,<value>) || example: iopObj.SetGPR(gpr.v0 ,3)
<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
|GetPc || ||iopObj.GetPc(), can be used also with additional var. like iopObj.GetPc()+8
<pre>Point        = 0
Line          = 1
LineStrip    = 2
Triangle      = 3
TriangleStrip = 4
TriangleFan  = 5
Sprite        = 6</pre>
|-
|-
|fillArea || ||  
|SetPc || iopObj.SetPC(<PC>) ||iopObj.SetPC(0x6B80)
|-
|-
|frameW || ||  
|GetCPR0 || iopObj.GetCPR0(<COP0 register>) ||
|-
|-
|renderSelf || ||  
|SetCPR0 || iopObj.SetCPR0(<COP0 register>) ||
|-
|-
|hasClut || ||  
| iopInsnReplace || iopInsnReplace(IOP memory offset, Original opcode (BE), Replace opcode (BE)) || Replace 4 bytes opcode in iop memory, correct memory range is 0x0 to 0x1FFFFF
|-
|-
|alphaTest || ||
! !! getEEObject class !!
|-
|-
|primTest || ||  
| getEEObject || local eeObj = getEEObject() || Required for all functions using eeObj
|-
|-
|workLoadThreshold || ||  
|ReplaceMem64 || ||
|-
|-
|alpha || || <pre> example: alpha=0x80000044
|ReplaceMem32 || ||
alpha=0</pre>
|-
|-
|tbp || || texture base pointer
|ReplaceMem16 || ||
|-
|-
|cbp || {cbp = 0x2390} || CLUT buffer base pointer
|ReplaceMem8 || ||
|-
|-
|psm || {psm=0}  || texture pixel storage format
|ReadMemFloat || eeObj.ReadMemFloat(<address>) || eeObj.ReadMemFloat(0x258c3c)
<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)
|WriteMemFloat || eeObj.WriteMemFloat(<address>, <value>) || eeObj.WriteMemFloat(0x365364, 1.3333333)
|-
|-
|fbmask || { fbmask= 0x00FFFFFF}|| Framebuffer mask(?)  
|ReadMem128 || <pre>eeObj.ReadMem128(<ee memory offset>)</pre> || Read 16 bytes from offset, examples: eeObj.ReadMem128(0x100198)
|-
|-
|totalArea || ||  
|ReadMemFloat128 || <pre>eeObj.ReadMemFloat128(<ee memory offset>)</pre> || return 16 bytes from offset in float form
|-
|-
|packedRegs || ||  
|WriteMem128 || ||
|-
|-
|packedRegsLo || ||  
|WriteMemFloat128 || ||
|-
|-
|packedRegsHi || ||  
| ReadMem64 || <pre>eeObj.ReadMem64(<ee memory offset>)</pre> || Read 8 bytes from offset, examples: eeObj.ReadMem64(0x100198)
|-
|-
|packedRegsNum || ||  
| WriteMem64 || <pre>eeObj.WriteMem64(<ee memory offset>, <data>)</pre> ||  
|-
|-
|packedFlags || ||  
| ReadMem32 || <pre>eeObj.ReadMem32(<ee memory offset>)</pre> || Read 4 bytes from offset, examples: eeObj.ReadMem32(0x100198)
eeObj.ReadMem32(gp - 31348)
|-
|-
|packedPrim || ||  
| WriteMem32 || <pre>eeObj.WriteMem32(<ee memory offset>, <data>)</pre> || Write 4 bytes to offset, example: eeObj.WriteMem32(0x2c89ac, 0x001b70f0)
|-
|-
|areaNumFrames || ||  
| ReadMem16 || <pre>eeObj.ReadMem16(<ee memory offset>)</pre> || Read 2 bytes from offset, example: eeObj.ReadMem16(0x100198)
|-
|-
|waveThreshold || ||  
| WriteMem16 || <pre>eeObj.WriteMem16(<ee memory offset>, <data>)</pre> || Write 2 bytes to offset, example: eeObj.WriteMem16(0x2c89ac, 0x70f0)
|-
|-
|loadThreshold || ||  
| ReadMem8 || <pre>eeObj.ReadMem8(<ee memory offset>)</pre> || Read 1 byte from offset, example: eeObj.ReadMem8(0x100198)
|-
|-
|fixSpriteDivTab || ||
| WriteMem8 || <pre>eeObj.WriteMem8(<ee memory offset>, <data>)</pre> || Write 1 byte to offset, example: eeObj.WriteMem8(0x2c89ac, 0xf0)
|}
 
===== (IOP) IOPObject =====
 
<pre>Commands for the emulated input-output processor</pre>
 
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Usage !! Notes
|-style="background-color:#D7EF54"
|  || Object calling class ||
|-
|-
| getIOPObject || local iopObj = getIOPObject() || Required for all functions using iopObj, that include: <div align="left"><pre>ReplaceMem64 ReplaceMem32 ReplaceMem16 ReplaceMem8 ReadMemFloat
|ReadMemStr || eeObj.ReadMemStr(address/register) || Read string from address until null terminator
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>) ||
| AddHook || eeObj.AddHook(<ee offset>, <original opcode>, <definied hook name>) || example: <div align="left"><pre>local W1 =
|-
function()
|ReplaceMem32 || iopObj.ReplaceMem32(<address>, <value>)||
emuObj.SetDisplayAspectNormal()
end
 
local ws1 = eeObj.AddHook(0x1c9840, 0xaf808c78, W1)</pre></div>
|-
|-
|ReplaceMem16 || iopObj.ReplaceMem16(<address>, <value>)||
|RemoveHook || ||  
|-
|-
|ReplaceMem8 ||iopObj.ReplaceMem8(<address>, <value>) ||
|AddPreHook || ||
|-
|-
|ReadMemFloat || iopObj.ReadMemFloat(<address>) || iopObj.ReadMemFloat(0x28c3c)
|AddPostHook || ||
|-
|-
|WriteMemFloat || iopObj.WriteMemFloat(<address>, <value>) || iopObj.WriteMemFloat(0x65364, 1.3333333)
|RemovePreHook || ||
|-
|-
|ReadMem128 || iopObj.ReadMem128(<iop memory offset>)||  
|RemovePostHook || ||
|-
|-
|WriteMem128 || iopObj.WriteMem128(<iop memory offset>, <value>)||
|GetGpr64 || eeObj.GetGPR64(<gpr register>) || example: eeObj.GetGPR64(t3)
|-
|ReadMemFloat128 ||iopObj.ReadMemFloat128(<iop memory offset>) ||
|-
|-
|WriteMemFloat128 || iopObj.WriteMemFloat128(<iop memory offset>, <value>)||
|SetGpr64 || ||
|-
|-
| ReadMem64 || <pre>iopObj.ReadMem64(<iop memory offset>)</pre> || Read 8  Bytes From offset
| GetGprFloat || || Get gpr value as float value
|-
|-
| WriteMem64 || <pre>iopObj.WriteMem64(<iop memory offset>, <data>)</pre> || Write 8  Bytes From offset
| SetGprFloat || || Set gpr value as float value
|-
|-
| ReadMem32 || <pre>iopObj.ReadMem32(<iop memory offset>)</pre> || Read 4 bytes from offset, examples: iopObj.ReadMem32(0x1198)
|GetGpr / GetGPR || eeObj.GetGPR(<gpr register>) || eeObj.GetGPR(t3)
iopObj.ReadMem32(gp - 348)
|-
|-
| WriteMem32 || <pre>iopObj.WriteMem32(<iop memory offset>, <data>)</pre> || Write 4 bytes to offset, example: iopObj.WriteMem32(0x89ac, 0x001b70f0)
|SetGpr / SetGPR || eeObj.SetGPR(<gpr register> ,<value>) || example: eeObj.SetGPR(gpr.a3 ,1)
Require defined getEEObject() as eeObj
|-
|-
| ReadMem16 || <pre>iopObj.ReadMem16(<iop memory offset>)</pre> || Read 2 bytes from offset, example: iopObj.ReadMem16(0x1198)
| GetFprHex || eeObj.GetFprHex(<FPU register (0-31)>)|| Get/return floating point register value as hex string
|-
|-
| WriteMem16 || <pre>iopObj.WriteMem16(<iop memory offset>, <data>)</pre> || Write 2 bytes to offset, example: iopObj.WriteMem16(0x89ac, 0x70f0)
| SetFprHex || eeObj.SetFprHex(<FPU register (0-31), value (u32)>)|| Set floating point register value as hex string
|-
|-
| ReadMem8 || <pre>iopObj.ReadMem8(<iop memory offset>)</pre> || Read 1 byte from offset, example: iopObj.ReadMem8(0x1198)
| GetFpr / GetFPR || eeObj.GetFpr(<register number>) || example eeObj.GetFpr(14)
|-
|-
| WriteMem8 || <pre>iopObj.WriteMem8(<iop memory offset>, <data>)</pre> || Write 1 byte to offset, example: iopObj.WriteMem8(0x89ac, 0xf0)
| SetFpr / SetFPR || eeObj.SetFpr(<fpr register number>, <value>) || Simple example eeObj.SetFpr(14, 50.0) will set frp 14 to 50.0
But we can also combine commands to add/sub from registers
eeObj.SetFpr(14, eeObj.GetFpr(14) + 50.0) this will add 50.0 to current fpr 14 value
|-
|-
|ReadMemStr || ||
|GetPc || ||eeObj.GetPc(), can be used also with additional var. like eeObj.GetPc()+4
|-
|-
|GetGpr || iopObj.GetGPR(<gpr register>) || iopObj.GetGPR(a1)
|SetPc || eeObj.SetPC(<PC>) ||eeObj.SetPC(0x266B80)
|-
|-
|SetGpr || iopObj.SetGPR(<gpr register> ,<value>) || example: iopObj.SetGPR(gpr.v0 ,3)
|GetCPR0 || eeObj.GetCPR0(<COP0 register>) ||  
|-
|-
|GetPc || iopObj.GetPc() || can be used also with additional var. like iopObj.GetPc()+8
|SetCPR0 || eeObj.SetCPR0(<COP0 register>) ||  
|-
|-
|SetPc || iopObj.SetPC(<PC>) ||iopObj.SetPC(0x6B80)
|SchedulerDelayEvent || eeObj.SchedulerDelayEvent("event", cycles) || Parrapa use eeObj.SchedulerDelayEvent("vif1.dma", 0x6500) other events are gif.dma,  vif0.dma,  vif1.dma,  sif0.dma,  sif1.dma,  ipu0.dma,  ipu1.dma . This command allow to delay certain DMA transfer by cycles.
|-
|-
|GetCPR0 || iopObj.GetCPR0(<COP0 register>) ||
|DmaAddHook || ||
|-
|-
|SetCPR0 || iopObj.SetCPR0(<COP0 register>) ||
|DmaRemoveHook || ||
|-
|-
|-style="background-color:#FEA15C"
|WaitVu1 || eeObj.WaitVu1(1) || most likely this is --vu1=jit-sync, Enabling it will Sync the EE with the VU1, Pcsx2 has a similar gamefix called VU Sync which syncs both VU1 and VU0 with the EE.
| || Clock speed ||  
|-
|-
| FastForwardClock || iopObj.FastForwardClock() ||
|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.
<pre>
iopObj.AddHook(0x002cc350, 0x78a30000, function()
          iopObj.FastForwardClock()
end)
</pre>
|-
|-
| AdvanceClock || iopObj.AdvanceClock() || Skip an allocated amount of IOP cycles
|GetPcRingBuffer || ||
<pre>
iopObj.AddHook(0x002cc350, 0x78a30000, function()
          iopObj.AdvanceClock(21000)end)
</pre>
|-
|-
| GetClock || iopObj.GetClock() || Returns the value of cycles the iop is ahead of (?)
|WriteMemStr || eeObj.WriteMemStr(address, string) ||  
|-style="background-color:#c6ecd9"
|  || Hooks ||
|-
|-
|AddHook || iopObj.AddHook()||
|FastForwardClock || eeObj.FastForwardClock() || eeObj.FastForwardClock(1)  Skip Emotion engine Cycles, 1 and 0 seem to be the values.
|-
|-
|RemoveHook || iopObj.RemoveHook()||
|AdvanceClock || eeObj.AdvanceClock() || Overclock Emotion Engine Speed at the hooked EE Offset, 294912 mHz is the default clock speed, if eeObj.AdvanceClock(5000) is activated the clock speed will increase to 299912 at the hooked addresses only and EE will return to normal clock speed after that.
|-
|-
|}
| GetClock || eeObj.GetClock() || Get the value of EE Clock speed at Hooked EE offset, if no offset is hooked the value will be 0, This command was used by sony to make calculations to determine whether or not the EE needs to be overclocked.
 
===== (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() ||
|WriteMemStrZ || || eeObj.WriteMemStrZ(string pointer, string) . Pointer can be read from GPR
|-style="background-color:#c6ecd9"
| || Graphical fixes / Improvement ||
|-
|-
|SetL2HMode || gsObj.SetL2HMode(true)|| (true) and (false) are only known options
|Precompile || ||
|-
|-
|SetUprenderMode ||gsObj.SetUprenderMode(1)|| Set uprender mode.  Overrides CLI, 0=none, 1=2x2
|CalcInsnHash || ||
|-
|-
|SetUpscaleMode || gsObj.SetUpscaleMode("EdgeSmooth") || Sets upscale mode.  Overrides CLI
|AddJitResetHook || ||
|-
|-
|GetFramesInQueue || gsObj.GetFramesInQueue() || Returns the value of the frames that are still in queue
|RemoveJitResetHook || ||
|-
|-
|SetFrameSkipping || gsObj.SetFrameSkipping(true) || false and true are the values.
|getOverlayObject || eeObj.getOverlayObject() || Can be used to get Current EE Offset (???) local eeOverlay = eeObj.getOverlayObject()
|-
|-
|SetDeinterlaceShift || gsObj.SetDeinterlaceShift(0) || The values are 1 and 0, Enable or disable interlacing, requires emulators with high api
| GetVif1Cycles || eeObj.GetVif1Cycles() || local vif1_cycles = eeObj.GetVif1Cycles() create vif_cycles value that can be used later, you can rename it as you wish.
|-
|-
|}
! !! getGLSObject class !!
 
===== Does not require Object calling or Unknown =====
 
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Usage !! Notes
|-
|-
| eeInsnReplace || eeInsnReplace(EE memory offset, Original opcode (BE), Replace opcode (BE)) || Replace 4 bytes opcode in ee memory, correct memory range is 0x0 to 0x1FFFFFFF
| getGLSObject || ||  
|-
|Enable || ||
|-
|EnableServerRecording || ||
|-
|Pause || ||
|-
! !! getGsObject class !!
|-
|-
| 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:
| getGsObject || local gsObj = getGsObject() ||  
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)
|SetL2HMode || ||
|-
|-
| eeNativeFunction || eeNativeFunction(<ee offset>, <original opcode>, <function>) || eeNativeFunction(0x11fa9c, 0x0080402d, 'memcpy')
|SetUprenderMode ||gsObj.SetUprenderMode(0)|| Sets uprender mode.  Overrides CLI 0=none, 1=2x2
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.
|SetUpscaleMode || ||
|-
|-
| GsCustomShader || ||  
|GetFramesInQueue || ||
|-
|-
| Unlock || ||  
|SetFrameSkipping || gsObj.SetFrameSkipping(true) || false and true are the values.
|-
|-
| IsUnlocked || ||  
|SetDeinterlaceShift || || gsObj.SetDeinterlaceShift(0)
|-
|-
| InsnOverlay || InsnOverlay({<opcode, opcode, opcode...>}) || example: <div align="left"><pre>InsnOverlay({
! !! getAudioObject class !!
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 || ||  
| getAudioObject || ||  
|-
|-
| CsBindShader || ||  
| muteStreamingAll || ||  
|-
|-
| CsSetParamInt32 || ||  
| muteStreamingMain || ||  
|-
|-
| CsSetParamFloat || ||  
| muteStreamingBGM || ||  
|-
|-
| CsResetContext || ||
! !! getRemotePlayObject class !!
|-
|-
| CsPrintContext || ||  
| getRemotePlayObject || ||  
|-
|-
| PsBindShader || ||  
| Enable || ||  
|-
|-
| PsSetParamInt32 || ||
! !! getVideoRecordingObject class !!
|-
|-
| PsSetParamFloat || ||  
| getVideoRecordingObject || ||
|-
|-
| PsResetContext || ||  
| Enable || ||  
|-
|-
| PsPrintContext || ||  
! !! getSharePlayObject class !!
|-
| getSharePlayObject || ||  
|-
|-
|}
| Enable || ||  
 
<pre>Note: eeObj, emuObj, gsObj, etc. are described as required but this is not really true. You can set the functions locals that they use as whatever you want, but due to the specificity of that emulator, it will be better to keep official naming used in official configs.</pre>
 
===== Other objects =====
 
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Usage !! Notes
|-
|-
! !! getGLSObject class !!
! !! getSpriteObject group  !!
|-
|-
| getGLSObject || ||  
|getSpriteObject || ||
|-
|-
|Enable || ||
|Enable || ||
|-
|-
|EnableServerRecording || ||  
|Disable || ||
|-
|-
|Pause || ||  
|BindFragmentShader || ||
|-
|-
! !! getAudioObject class !!
|SetShaderParams || || <div align="left">
|-
<pre> Is not clear that params depend on shader, or are somehow hardcoded.
| getAudioObject || ||  
Example usage:
|-
 
| muteStreamingAll || ||
local sprite0 = getSpriteObject(0)
|-
local scanlineParams = {
| muteStreamingMain || ||
240.0, -- float scanlineCount
  0.7, -- float scanlineHeight;
1.5,        -- float scanlineBrightScale;
0.5,        -- float scanlineAlpha;
0.5        -- float vignetteStrength;
}
 
sprite0.SetShaderParams(scanlineParams)</pre></div>
|-
|-
| muteStreamingBGM || ||  
|BindTexture || ||
|-
|-
! !! getRemotePlayObject class !!
|SetPosXY || ||
|-
|-
| getRemotePlayObject || ||  
|SetSizeXY || ||
|-
|-
| Enable || ||  
|SetPosUV || ||
|-
|-
! !! getVideoRecordingObject class !!
|SetSizeUV || ||
|-
|-
| getVideoRecordingObject || ||
|PrintContext || ||
|-
|-
| Enable || ||  
|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>
|-
|-
! !! getSharePlayObject class !!
! !! Does not require Obj call group, or unknown !!  
|-
|-
| getSharePlayObject || ||  
| 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
|-
|-
| Enable || ||  
| 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>
|-
|-
! !! getSpriteObject group  !!
| 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>
|-
|-
|getSpriteObject || ||
| eeNativeHook || eeNativeHook(<ee ofset>, <original opcode>, <action>) || eeNativeHook require apiRequest(1.4) or higher.
|-
|-
|Enable || ||
| GsCustomShader || ||  
|-
|-
|Disable || ||
| getTrophyObject || local trophyObj = getTrophyObject() || Required for all functions using trophyObj
|-
|-
|BindFragmentShader || ||
| 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.
|-
|-
|SetShaderParams || || <div align="left">
| Unlock || ||  
<pre> Is not clear that params depend on shader, or are somehow hardcoded.
Example usage:
 
local sprite0 = getSpriteObject(0)
local scanlineParams = {
240.0, -- float scanlineCount
  0.7, -- float scanlineHeight;
1.5,        -- float scanlineBrightScale;
0.5,        -- float scanlineAlpha;
0.5        -- float vignetteStrength;
}
 
sprite0.SetShaderParams(scanlineParams)</pre></div>
|-
|-
|BindTexture || ||
| getScreenShotObject || ||  
|-
|-
|SetPosXY || ||
| IsUnlocked || ||  
|-
|-
|SetSizeXY || ||
| InsnOverlay || InsnOverlay({<opcode, opcode, opcode...>}) || example: <div align="left"><pre>InsnOverlay({
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>
|-
|-
|SetPosUV || ||
| eeDebugBreak || ||  
|-
|-
|SetSizeUV || ||
| CsBindShader || ||  
|-
|-
|PrintContext || ||
| CsSetParamInt32 || ||  
|-
|-
|SetBlendColor || sprite<X>.SetBlendColor(<R,G,B,A>) in floats, max val. 1.0 || <div align="left">
| CsSetParamFloat || ||  
<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
| CsResetContext || ||
|-
| CsPrintContext || ||
|-
| PsBindShader || ||
|-
| PsSetParamInt32 || ||
|-
| PsSetParamFloat || ||  
|-
|-
| 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.
| PsResetContext || ||  
|-
|-
| getScreenShotObject || ||  
| PsPrintContext || ||  
|-
|-
|}
|}
<b>Note:</b> eeObj, emuObj, gsObj, etc are described as required, this is not really true. You can set functions locals they use as whatever you want, but due to specify of that emulator it will be better to keep official naming used in official configs.


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


Line 1,924: Line 1,595:
gpr.lo  gpr.hi  gpr.sa
gpr.lo  gpr.hi  gpr.sa


example: eeObj.GetGpr(gpr.a1)
example: eeObj.GetGpr(gpr.a1) </pre>
</pre>


'''GetCPR0/SetCPR0
'''GetCPR0/SetCPR0
Line 1,944: Line 1,614:
example: eeObj.GetCPR0(cpr.status) </pre>
example: eeObj.GetCPR0(cpr.status) </pre>


====SetGsTitleFix====


==== Official PS2 configuration examples ====
One of very important commands in ps2 emu lua, allow to change GS behavior.
 
Part of EmuObject() class, used frequently in official configs.
*You can find the rest of the PS2 configurations in [https://www.psdevwiki.com/ps4/Official_Configuration_Files here].
<br>Example usage from official config files: https://pastebin.com/yf802Up3


<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 ====
'''Commands'''


Here is the first custom LUA configuration created by the community:
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
 
! Command !! Notes
<pre>
|-
apiRequest(0.1)
|globalSet || used with workLoadThreshold or  waveThreshold or loadThreshold
 
|-
-- Fix black screen SLUS-20064
|reserved ||
 
|-
eeInsnReplace(0x1CF3CC, 0x4100ffff, 0x00000000) -- bc0f 0x1CF3CC to nop
|forceBiLinear ||
</pre>
|-
This is a very basic command to replace a part of the EE memory with another instruction.
|ignoreSubBuffCov|| ignore ? buffer coverage
* 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
|trianglesAsParticles||
* 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
|ignoreAreaUpdate||
[https://www.psdevwiki.com/ps4/Talk:PS2_Classics_Emulator_Compatibility_List#Custom_PS2emu_Configuration_Files Other custom configurations made by users can be found here]
 
= Memory Map =
 
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: left;"
! Name !! From !! To
|-
|-
|EE Flat Memory (4gb)              || 0x0000008000000000 ||  0x0000008100000000
|SetSelfRender||
|-
|-
|IOP Flat Memory (4gb)            || 0x0000009000000000 ||  0x0000009100000000
|ignoreSprite||
|-
|-
|R59 Binary Cache                  || 0x0000000914B10000 ||  0x0000000916B10000
|clipScissors||
|-
|-
|R30 Binary Cache                  || 0x0000000916B14000 ||  0x0000000917314000
|forcePoint||
|-
|-
|jitVU0                            || 0x0000000917318000 ||  0x0000000917B18000
|forcePointSampling||
|-
|-
|jitVU1                            || 0x0000000917B1C000 ||  0x0000000918B1C000
|setRejectionArea||
|-
|-
! !! Host's EE Memory Map !!
|ignoreUpRender|| Ignore uprender for texture type described in params
|-
|-
|EE RAM - Kernel                  || 0x0000008000000000 ||  0x0000008000080000
|includeAreaUpdate||
|-
|-
|EE RAM - Debug                    ||  0x0000008000078000 ||  0x0000008000080000
|forceSimpleFetch|| Used Frequently To Fix Graphical Corruptions, emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", {psm=0} )
|-
|-
|EE RAM - User                    || 0x0000008000080000 ||  0x0000008002000000
|fetchFromCurrBuff|| emuObj.SetGsTitleFix( "fetchFromCurrBuff", "reserved", {psm=0} )
|-
|-
|EE Hw Devices                    || 0x0000008010000000 ||  0x0000008010010000
|ignoreUpShiftTri|| emuObj.SetGsTitleFix( "ignoreUpShiftTri", "reserved", {psm=0} )
|-
|-
|EE ROM                            || 0x000000801FC00000 ||  0x000000801FFE0000
|skipPacked||
|-
|-
|EE RAM - Uncached                || 0x0000008020080000 ||  0x0000008022000000
|changeAlpha||
|-
|-
|EE RAM - UncachedAccel            || 0x0000008030100000 ||  0x0000008032000000
|ignoreUpRenderTimeout||
|-
|-
|EE Scratchpad                    ||  0x0000008070000000 ||  0x0000008070004000
|}
 
'''Arguments/variables
'''
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Argument !! Notes
|-
|-
|EE Debug                          || 0x00000080FFFF8000 ||  0x0000008100000000
|alpha_mask ||  
|-
|-
! !! Host's IOP Memory Map  !!
|alphaIsNot || alpha - is not X
|-
|-
|IOP RAM                          || 0x0000009000000000 ||  0x0000009000200000
|texMode || 1 - Point? , 2 - bilinear
|-
|-
|IOP RAM (mirror 1)                || 0x0000009000200000 ||  0x0000009000400000
|twIsLess || texture width - is less than X
|-
|-
|IOP RAM (mirror 2)                || 0x0000009000400000 ||  0x0000009000600000
|thIsLess || texture height - is less than X
|-
|-
|IOP RAM (mirror 3)                || 0x0000009000600000 ||  0x0000009000800000
|twIsNot || texture width - is not X
|-
|-
|IOP Scratchpad                    || 0x000000901F800000 ||  0x000000901F801000
|thIsNot || texture width - is not X
|-
|-
|IOP HW                            ||  0x000000901F801000 || 0x000000901F810000
|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>
|-
|-
|IOP ROM                          || 0x000000901FC00000 ||  0x000000901FFE0000
|zmsk || Z (depth) draw mask
|-
<pre>update Z buffer      = 0
|}
don't update Z buffer = 1


== Registers Map ==
When 1 depth test result will be ignored</pre>
 
=== EE-IOP ===
 
<pre>
This list of registers is incomplete. Some registers are incorrectly named or include incorrect offsets. The 0x1000000xxx base is not guaranteed in different emu revisions. The IOP, VU0, and VU1 registers' offsets are static in all emulators).
 
This list was designed for Jak v2
Eboot md5:c644f6879af225a6e5a70233fc4625a3
</pre>
 
{| class=wikitable style="border: none; background: none;"
! scope=col | GPR-EE
! scope=col | Address
| rowspan=900 style="border: none; background: none;"|
! scope=col | FPR
! scope=col | Address
| rowspan=900 style="border: none; background: none;"|
! scope=col | CP0
! scope=col | Address
| rowspan=900 style="border: none; background: none;"|
! scope=col | GPR-IOP
! scope=col | Address
|-
|-
| zero  || 0x1000000000 || f00 ||  0x1000000230 || Index ||  0x10000002D0 || zero ||  0x1020000000
|tw || texture width
|-style="background-color:#EEEFF2"
|  at || 0x1000000010  ||  f01 ||  0x1000000234 ||  Random ||  0x10000002D4  || at  || 0x1020000004
|-
|-
|   v0 || 0x1000000020 ||  f02 ||  0x1000000238 ||  EntryLo0  || 0x10000002D8  || v0  || 0x1020000008
|th || texture height
|-style="background-color:#EEEFF2"
|  v1 ||  0x1000000030 || f03 || 0x100000023C  || EntryLo1 ||  0x10000002DC  || v1  || 0x102000000C
|-
|-
|   a0 ||  0x1000000040 || f04  || 0x1000000240  ||  Context ||  0x10000002E0  || a0  || 0x1020000010
|ztst || Z (depht) test method
|-style="background-color:#EEEFF2"
<pre>ZNOUSE   = 0
|  a1 || 0x1000000050 ||  f05 ||  0x1000000244 ||  PageMask ||  0x10000002E4  ||  a1 || 0x1020000014
ZALWAYS = 1
|-
ZGEQUAL = 2
|  a2 ||  0x1000000060 ||  f06 ||  0x1000000248 ||  Wired  ||    0x10000002E8 || a2 || 0x1020000018
ZGREATER = 3
|-style="background-color:#EEEFF2"
 
|  a3 ||  0x1000000070 ||  f07 || 0x100000024C  ||  rsvd7  ||    0x10000002EC ||  a3 || 0x102000001C
0 -                       All pixels fail
|-
1 -                       All pixels pass
|  t0  ||  0x1000000080 ||  f08 ||  0x1000000250 ||  BadVAddr ||    0x10000002F0 ||  t0 || 0x1020000020
2 - Pass if Z grater or equal to Z buffer
|-style="background-color:#EEEFF2"
3 -       Pass if Z grater than Z buffer</pre>
|  t1  ||  0x1000000090 ||  f09||  0x1000000254 ||  Count  ||    0x10000002F4 ||  t1 || 0x1020000024
|-
|  t2  ||  0x10000000A0 ||  f10 ||  0x1000000258 ||  EntryHi  ||    0x10000002F8 ||  t2 || 0x1020000028
|-style="background-color:#EEEFF2"
|  t3  || 0x10000000B0  || f11  ||  0x100000025C ||  Compare ||    0x10000002FC ||  t3 || 0x102000002C
|-
|  t4  || 0x10000000C0  ||  f12 || 0x1000000260  ||  Status ||    0x1000000300 ||  t4 || 0x1020000030
|-style="background-color:#EEEFF2"
|  t5  || 0x10000000D0  ||  f13 ||  0x1000000264 ||  Cause ||    0x1000000304 ||  t5 || 0x1020000034
|-
|-
|   t6  || 0x10000000E0  ||  f14 ||  0x1000000268 ||  EPC  ||    0x1000000308 ||  t6 || 0x1020000038
|mipIsGt || mip level is grater than X (?)
|-style="background-color:#EEEFF2"
|  t7 ||  0x10000000F0 ||  f15 ||  0x100000026C ||  PRid  ||    0x100000030C || t7  || 0x102000003C
|-
|-
|   s0 ||  0x1000000100 || f16 || 0x1000000270 || Config ||    0x1000000310 ||  s0 || 0x1020000040
|mmin || MMIN flag
|-style="background-color:#EEEFF2"
<pre>NEAREST                = 0
|   s1 || 0x1000000110  || f17  ||  0x1000000274 ||  Iab ||    0x1000000314 || s1  || 0x1020000044
LINEAR                = 1
NEAREST_MIPMAP_NEAREST = 2
NEAREST_MIPMAP_LINEAR = 3
LINEAR_MIPMAP_NEAREST = 4
LINEAR_MIPMAP_LINEAR   = 5</pre>
|-
|-
|   s2 || 0x1000000120 ||  f18 ||  0x1000000278 ||  Iabm ||    0x1000000318 || s2  || 0x1020000048
|prim || GS primitive type
|-style="background-color:#EEEFF2"
<pre>Point        = 0
|   s3 ||  0x1000000130 || f19 || 0x100000027C  ||  Dab ||    0x100000031C ||  s3 || 0x102000004C
Line          = 1
LineStrip    = 2
Triangle      = 3
TriangleStrip = 4
TriangleFan   = 5
Sprite        = 6</pre>
|-
|-
|   s4 || 0x1000000140  || f20  || 0x1000000280  ||  Dabm ||    0x1000000320 || s4  || 0x1020000050
|primIsNot || GS primitive type - is not
|-style="background-color:#EEEFF2"
<pre>Point        = 0
|   s5 ||  0x1000000150 || f21  ||  0x1000000284 ||  Dvm  ||    0x1000000324 || s5  || 0x1020000054
Line          = 1
LineStrip    = 2
Triangle      = 3
TriangleStrip = 4
TriangleFan   = 5
Sprite        = 6</pre>
|-
|-
|   s6 || 0x1000000160 ||  f22 ||  0x1000000288 ||  Dvbm  ||    0x1000000328 || s6  || 0x1020000058
|fillArea ||  
|-style="background-color:#EEEFF2"
|  s7 ||  0x1000000170 ||  f23 ||  0x100000028C ||  BadPAddr ||    0x100000032C ||  s7 || 0x102000005C
|-
|-
|   t8 || 0x1000000180  ||  f24 || 0x1000000290  ||  Debug  ||    0x1000000330 || t8  ||  0x1020000060
|frameW ||  
|-style="background-color:#EEEFF2"
|  t9 ||  0x1000000190 ||  f25 ||  0x1000000294 ||  Perf  ||    0x1000000334 || t9  || 0x1020000064
|-
|-
|   k0 || 0x10000001A0 || f26  ||  0x1000000298 ||  Pcr0 ||    0x1000000338 || k0 ||  0x1020000068
|renderSelf ||  
|-style="background-color:#EEEFF2"
|  k1 ||  0x10000001B0 || f27  || 0x100000029C  ||  Pcr1 ||    0x100000033C ||  k1 ||  0x102000006C
|-
|-
|   gp || 0x10000001C0 || f28  ||  0x10000002A0 || TagLo  ||    0x1000000340 ||  gp  || 0x1020000070
|hasClut ||  
|-style="background-color:#EEEFF2"
|  sp ||  0x10000001D0 ||  f29 || 0x10000002A4  || TagHi  ||    0x1000000344 ||  sp  || 0x1020000074
|-
|-
|   fp || 0x10000001E0 ||  f30 || 0x10000002A8  ||  ErrorEPC ||    0x1000000348 ||  fp || 0x1020000078
|alphaTest ||  
|-style="background-color:#EEEFF2"
|  ra || 0x10000001F0  || f31  || 0x10000002AC ||  Rsvd31 ||    0x100000034C ||    ra || 0x102000007C
|-
|-
|   hi/hi1 (2x 64bit) || 0x1000000200  ||  fACC ||  0x10000002B0 || {{cellcolors|#7698FF|#000000}}COP0 additional registers  || ||    pc || 0x102000008C   
|primTest ||  
|-style="background-color:#EEEFF2"
|  lo/lo1 (2x 64bit) || 0x1000000210  || {{cellcolors|#7698FF|#000000}}FPU CTRL (FCR) ||  || real Pcr0 ||  0x1000000350 ||  hi ||0x1020000090 ??
|-
|-
|   sa  || 0x1000000220 ||  cp1cond  ||  0x10000002B4 || real Pcr1  || 0x1000000358  ||  lo  || 0x1020000094 ??
|workLoadThreshold ||  
|--style="background-color:#EEEFF2"
|    ||  ||  fpu ver ||  0x10000002B8   
|-
|-
|   ||   || fpu sticky  ||  0x10000002BC   
|alpha || <pre> example: alpha=0x80000044
|--style="background-color:#EEEFF2"
alpha=0</pre>
|  ||  ||  fpu ctrl ||  0x10000002C0
|-
|  ||  ||  2CF unknown ||  0x10000002C4 
|-
|-
|}
|texType || (1-3, more? )
 
=== Emulator related registers ===
 
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! {{cellcolors|#7698FF|#000000}}"Fake" registers !! Address !! Notes 
|-
|-
| (?) || 0x1000000360      || Locking the value seems to cause a crash.
|tbp || texture base pointer
|-style="background-color:#8b9dc3"
|Current PC<br>(4 Bytes) || 0x1000000368 || Shows the current offset that's being executed by the EE.<br>
Updated only on branch/jump tests, unless commands such as --ee-pc-coherency  or --ee-insn-flush-pc are used.<br>
Then updates are instant, right when instructions are executed. <br>
Commonly used by sceners as a way of finding troublesome offsets. Can be found in some emulators here too: 0x8000016830
|-
|-
| (?) || 0x100000036C ||
|cbp || CLUT buffer base pointer
Updated on branch/jump instructions, emulator seems to use it to store next address that will be executed.
At least in recompiler to interpreter fallback mode. During tests it shows 0x80000184
|-
|-
| Delta counter  || 0x1000000370  ||<pre>(Passed cycles, likely decrementer).
|psm || texture pixel storage format
Evt check is performed on branch test when 0.
<pre>PSMCT32  = 0  PSMT4HL = 36
Fastforwardclock set this to 0,
PSMCT24  = 1  PSMT4HH = 44
advanceclock subtract value from this fake reg)</pre>
PSMCT16  = 2  PSMZ32  = 48
PSMCT16S = 10  PSMZ24  = 49
PSMT8    = 19  PSMZ16  = 50
PSMT4    = 20  PSMZ16S = 58
PSMT8H  = 27  </pre>
|-
|-
|Cycles ||0x1000000378||  
|mxl || maximum mip level (0-6)
|-
|-
| (?) || 0x1000000384 || <pre>Address when last exception occurred on r5900.
|fbmask || ?
This register most of times will hold last executed syscall address,
sometimes last tlb miss or break(if "as nop" is disabled).
Unlike the pc, this one doesn't change after a crash and has much lower latency.
Thus meaning it's better at diagnosing problems.</pre>
|-
|-
|}
|totalArea ||  
 
=== VU0 Registers ===
 
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
{| class=wikitable style="border: none; background: none;"
! scope=col | Register
! scope=col | W
! scope=col | Z
! scope=col | Y
! scope=col | X
| rowspan=900 style="border: none; background: none;"|
! scope=col | Register
! scope=col | W
! scope=col | Z
! scope=col | Y
! scope=col | X
|-
|-
| vf00 || 0x103000000C|| 0x1030000008 || 0x1030000004||  0x1030000000|| vf17 || 0x103000011C|| 0x1030000118|| 0x1030000114||  0x1030000110
|packedRegs ||  
|-style="background-color:#EEEFF2"
| vf01 || 0x103000001C || 0x1030000018|| 0x1030000014||0x1030000010 || vf18 || 0x103000012C|| 0x1030000128|| 0x1030000124|| 0x1030000120
|-
|-
| vf02 || 0x103000002C|| 0x1030000028|| 0x1030000024|| 0x1030000020|| vf19 ||0x103000013C|| 0x1030000138|| 0x1030000134|| 0x1030000130
|packedRegsLo ||  
|-style="background-color:#EEEFF2"
| vf03 || 0x103000003C||0x1030000038 ||0x1030000034 || 0x1030000030|| vf20 || 0x103000014C|| 0x1030000148|| 0x1030000144|| 0x1030000140
|-
|-
| vf04 || 0x103000004C|| 0x1030000048|| 0x1030000044|| 0x1030000040|| vf21 || 0x103000015C||0x1030000158 || 0x1030000154|| 0x1030000150
|packedRegsHi ||  
|-style="background-color:#EEEFF2"
| vf05 || 0x103000005C|| 0x1030000058|| 0x1030000054|| 0x1030000050|| vf22 || 0x103000016C|| 0x1030000168|| 0x1030000164|| 0x1030000160
|-
|-
| vf06 || 0x103000006C|| 0x1030000068 || 0x1030000064|| 0x1030000060|| vf23 || 0x103000017C||0x1030000178 || 0x1030000174||0x1030000170
|packedRegsNum ||  
|-style="background-color:#EEEFF2"
| vf07 || 0x103000007C|| 0x1030000078 || 0x1030000074|| 0x1030000070|| vf24 ||0x103000018C || 0x1030000188|| 0x1030000184||0x1030000180
|-
|-
| vf08 || 0x103000008C|| 0x1030000088|| 0x1030000084|| 0x1030000080|| vf25 || 0x103000019C || 0x1030000198||0x1030000194 ||0x1030000190
|packedFlags ||  
|-style="background-color:#EEEFF2"
| vf09 || 0x103000009C ||0x1030000098||0x1030000094 || 0x1030000090|| vf26 || 0x10300001AC|| 0x10300001A8||0x10300001A4||0x10300001A0
|-
|-
| vf10|| 0x10300000AC|| 0x10300000A8|| 0x10300000A4|| 0x10300000A0|| vf27 || 0x10300001BC||0x10300001B8 ||0x10300001B4||0x10300001B0
|packedPrim ||  
|-style="background-color:#EEEFF2"
| vf11 || 0x10300000BC|| 0x10300000B8|| 0x10300000B4||0x10300000B0 || vf28 || 0x10300001CC||0x10300001C8 || 0x10300001C4||0x10300001C0
|-
|-
| vf12 ||0x10300000CC || 0x10300000C8||0x10300000C4 || 0x10300000C0|| vf29 || 0x10300001DC||0x10300001D8 ||0x10300001D4 ||0x10300001D0
|areaNumFrames ||  
|-style="background-color:#EEEFF2"
| vf13 || 0x10300000DC|| 0x10300000D8|| 0x10300000D4|| 0x10300000D0|| vf30 || 0x10300001EC|| 0x10300001E8|| 0x10300001E4||0x10300001E0
|-
|-
| vf14 || 0x10300000EC||0x10300000E8 || 0x10300000E4|| 0x10300000E0|| vf31 || 0x10300001FC|| 0x10300001F8|| 0x10300001F4||0x10300001F0
|waveThreshold ||  
|-style="background-color:#EEEFF2"
| vf15 || 0x10300000FC|| 0x10300000F8|| 0x10300000F4|| 0x10300000F0|| ACC || 0x103000020C|| 0x1030000208||0x1030000204 || 0x1030000200
|-
|-
| vf16 || 0x103000010C ||0x1030000108 || 0x1030000104|| 0x1030000100
|loadThreshold ||  
|-
|-
|fixSpriteDivTab ||
|}
|}


{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
====Example configs====
{| class=wikitable style="border: none; background: none;"
 
! scope=col | Register
=====Official example=====
! scope=col | Address
<pre>
| rowspan=900 style="border: none; background: none;"|
require( "ee-gpr-alias" ) -- you can access EE GPR by alias (gpr.a0 / gpr["a0"])
! scope=col | Register
apiRequest(0.4)
! scope=col | Address
 
|-
-- Star Wars: Racer Revenge (SLES-50366) [US]
| vi00 || 0x1030000210 ||Status|| 0x1030000310??
 
|-style="background-color:#EEEFF2"
local eeObj = getEEObject()
| vi01 || 0x1030000220  || MACflag || 0x1030000320??
 
|-
eeInsnReplace(0x13d7f0, 0x1000ffff, 0x0804f45d) -- retry FREAD() for fix #9025,
|  vi02|| 0x1030000230  || Clipflag || 0x1030000330??
eeInsnReplace(0x13BCD0, 0x3c023f80, 0x3C023F40) -- Zoom
|-style="background-color:#EEEFF2"
eeInsnReplace(0x1153B4, 0x3c023f80, 0x3C023FAB) -- Y-FOV
|  vi03||  0x1030000240 || c2c19 || 0x1030000340??
|-
|  vi04||  0x1030000250 ||  R || 0x1030000350??
|-style="background-color:#EEEFF2"
|  vi05|| 0x1030000260  || I || 0x1030000360
|-
|  vi06||  0x1030000270 || Q || 0x1030000590
|-style="background-color:#EEEFF2"
|  vi07||  0x1030000280 || c2c23 || 0x1030000380??
|-
|  vi08||  0x1030000290 || c2c24 || 0x1030000390??
|-style="background-color:#EEEFF2"
|  vi09||  0x10300002A0 || c2c25 || 0x10300003A0??
|-
|  vi10||  0x10300002B0 || TPC || 0x10300003B0
|-style="background-color:#EEEFF2"
|  vi11||  0x10300002C0|| CMSAR0 || 0x10300003C0??
|-
|  vi12||  0x10300002D0 || FBRST || 0x10300003D0
|-style="background-color:#EEEFF2"
|  vi13||  0x10300002E0 || VPU-STAT || 0x10300003E0??
|-
|  vi14||  0x10300002F0 || CMSAR1 || 0x10300003F0??
|-style="background-color:#EEEFF2"
|  vi15||  0x1030000300 || c2c30 || 0x1030000400??
|-
|}
=== VU1 Registers ===


{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
{| class=wikitable style="border: none; background: none;"
! scope=col | Register
! scope=col | W
! scope=col | Z
! scope=col | Y
! scope=col | X
| rowspan=900 style="border: none; background: none;"|
! scope=col | Register
! scope=col | W
! scope=col | Z
! scope=col | Y
! scope=col | X
|-
| vf00 || 0x104000000C|| 0x1040000008 || 0x1040000004||  0x1040000000|| vf17 || 0x104000011C|| 0x1040000118|| 0x1040000114||  0x1040000110
|-style="background-color:#EEEFF2"
| vf01 || 0x104000001C || 0x1040000018|| 0x1040000014||0x1040000010 || vf18 || 0x104000012C|| 0x1040000128|| 0x1040000124|| 0x1040000120
|-
| vf02 || 0x104000002C|| 0x1040000028|| 0x1040000024|| 0x1040000020|| vf19 ||0x104000013C|| 0x1040000138|| 0x1040000134|| 0x1040000130
|-style="background-color:#EEEFF2"
| vf03 || 0x104000003C||0x1040000038 ||0x1040000034 || 0x1040000030|| vf20 || 0x104000014C|| 0x1040000148|| 0x1040000144|| 0x1040000140
|-
| vf04 || 0x104000004C|| 0x1040000048|| 0x1040000044|| 0x1040000040|| vf21 || 0x104000015C||0x1040000158 || 0x1040000154|| 0x1040000150
|-style="background-color:#EEEFF2"
| vf05 || 0x104000005C|| 0x1040000058|| 0x1040000054|| 0x1040000050|| vf22 || 0x104000016C|| 0x1040000168|| 0x1040000164|| 0x1040000160
|-
| vf06 || 0x104000006C|| 0x1040000068 || 0x1040000064|| 0x1040000060|| vf23 || 0x104000017C||0x1040000178 || 0x1040000174||0x1040000170
|-style="background-color:#EEEFF2"
| vf07 || 0x104000007C|| 0x1040000078 || 0x1040000074|| 0x1040000070|| vf24 ||0x104000018C || 0x1040000188|| 0x1040000184||0x1040000180
|-
| vf08 || 0x104000008C|| 0x1040000088|| 0x1040000084|| 0x1040000080|| vf25 || 0x104000019C || 0x1040000198||0x1040000194 ||0x1040000190
|-style="background-color:#EEEFF2"
| vf09 || 0x104000009C ||0x1040000098||0x1040000094 || 0x1040000090|| vf26 || 0x10400001AC|| 0x10400001A8||0x10400001A4||0x10400001A0
|-
| vf10|| 0x10400000AC|| 0x10400000A8|| 0x10400000A4|| 0x10400000A0|| vf27 || 0x10400001BC||0x10400001B8 ||0x10400001B4||0x10400001B0
|-style="background-color:#EEEFF2"
| vf11 || 0x10400000BC|| 0x10400000B8|| 0x10400000B4||0x10400000B0 || vf28 || 0x10400001CC||0x10400001C8 || 0x10400001C4||0x10400001C0
|-
| vf12 ||0x10400000CC || 0x10400000C8||0x10400000C4 || 0x10400000C0|| vf29 || 0x10400001DC||0x10400001D8 ||0x10400001D4 ||0x10400001D0
|-style="background-color:#EEEFF2"
| vf13 || 0x10400000DC|| 0x10400000D8|| 0x10400000D4|| 0x10400000D0|| vf30 || 0x10400001EC|| 0x10400001E8|| 0x10400001E4||0x10400001E0
|-
| vf14 || 0x10400000EC||0x10400000E8 || 0x10400000E4|| 0x10400000E0|| vf31 || 0x10400001FC|| 0x10400001F8|| 0x10400001F4||0x10400001F0
|-style="background-color:#EEEFF2"
| vf15 || 0x10400000FC|| 0x10400000F8|| 0x10400000F4|| 0x10400000F0|| ACC || 0x104000020C|| 0x1040000208||0x1040000204 || 0x1040000200
|-
| vf16 || 0x104000010C ||0x1040000108 || 0x1040000104|| 0x1040000100
|-
|}


{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
-- Track#
{| class=wikitable style="border: none; background: none;"
-- The Grand Reefs : 6
! scope=col | Register
-- Ruins of Carnuss Gorgull : 9
! scope=col | Address
eeObj.AddHook(0x187330, 0x3c010001, function()
| rowspan=900 style="border: none; background: none;"|
local track = eeObj.GetGpr(gpr.a1)
! scope=col | Register
print(string.format("Track : %d", track))
! scope=col | Address
if track == 6 or track == 9 then
|-  
eeObj.Vu1MpgCycles(1000) -- makes it be 30fps.
| vi00 || 0x1040000210 ||vi16|| 0x1040000310??
else
|-style="background-color:#EEEFF2"
eeObj.Vu1MpgCycles(100) -- default value.
| vi01 || 0x1040000220  || vi17 || 0x1040000320??
end
|-
end)
|  vi02|| 0x1040000230  || vi18 || 0x1040000330??
</pre>
|-style="background-color:#EEEFF2"
 
|  vi03||  0x1040000240 || vi19 || 0x1040000340??
=====Custom config.lua example=====
|-
 
|  vi04||  0x1040000250 ||  vi20 || 0x1040000350??
Here is the first custom lua config created by the community:
|-style="background-color:#EEEFF2"
|  vi05|| 0x1040000260  || vi21 || 0x1040000360
|-
|  vi06||  0x1040000270 || vi22 || 0x1040000370??
|-style="background-color:#EEEFF2"
|  vi07||  0x1040000280 || vi23 || 0x1040000380??
|-
|  vi08||  0x1040000290 || vi24 || 0x1040000390??
|-style="background-color:#EEEFF2"
|  vi09||  0x10400002A0 || vi25 || 0x10400003A0??
|-
|  vi10||  0x10400002B0 || vi26 || 0x10400003B0
|-style="background-color:#EEEFF2"
|  vi11||  0x10400002C0|| vi27 || 0x10400003C0??
|-
|  vi12||  0x10400002D0 || vi28 || 0x10400003D0
|-style="background-color:#EEEFF2"
|  vi13||  0x10400002E0 || vi29 || 0x10400003E0??
|-
|  vi14||  0x10400002F0 || vi30 || 0x10400003F0??
|-style="background-color:#EEEFF2"
|  vi15||  0x1040000300 || vi31 || 0x1040000400??
|-
|}


= Open CL and Floats =
<pre>
apiRequest(0.1)


In this part, we describe the PS4 native Floating point support and OpenCL information, for both CPU and GPU. The understanding of floating point conversion is very important for emulating the PS2. The information below came from this [https://gist.github.com/masterzorag/06cadbc5fbe7d3375704fc52518f434e#file-gistfile1-md gist].
-- Fix black screen SLUS-20064


== CPU ==
eeInsnReplace(0x1CF3CC, 0x4100ffff, 0x00000000) -- bc0f 0x1CF3CC to nop
</pre>


{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
This is very basic command to replace part of EE memory with other instruction.
! Info !! Value
* 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
| Device Name                                ||  CXD90026AG - DG1002FGF84HT
* eeInsnReplace(0x1CF3CC, 0x4100ffff, 0x00000000) is our true command here. We are replacing here 0x4100FFFF to 0x00000000 at 0x1CF3CC memory offset. Like you can see we need to add what opcode is replaced. Not only patch, and memory offset.
|-
* -- bc0f 0x1CF3CC to nop is just another comment, in this case explaining what is changed
| Device Vendor                              ||  AuthenticAMD
 
==PS3 Config support==
 
Emulator support configs in format known from ps2_netemu/ps2classic from PS3. This feature was officially used in Arc the Lad Twilight of the Spirits ps2-ps4 classic.<br/>
To enable ps3 style config add this to config-emu-ps4.txt:
 
*--lopnor-config=1
*--ps2-title-id=TITLE-ID
 
Config file need to be in folder ...'''/patches/{TITLE-ID}/''' and file need to have name '''{TITLE-ID}_lopnor.cfgbin'''. title id need to be in XXXX-YYYYY format (ex. SLUS-12345).
<br>Example path: /patches/SLUS-12345/SLUS-12345_lopnor.cfgbin
<br>Tester confirmed that configs work like that. We don't even need to edit them, they work as is.
 
 
'''Config repository:''' https://github.com/Zarh/ManaGunZ/tree/master/pkgfiles/USRDIR/sys/CONFIG
Just download as raw file, and rename correctly.
 
'''<big>Please keep in mind that not all commands are recognized,</big>''' only 0x01 (can depend on emu revision), 0x09, 0x0A, 0x0B, 0x0F, 0x10, 0x26, 0x27, 0x42.
For example Rayman 3 config Does not work due to unsupported command.<br>
Command 0x07 is NOT recognized, but can be manually translated to cli config (to: --vu-xgkick-delay=value). Same goes for 0x11 (--vu0-accurate-addsub-range can be used).<br>
*Configs explained in text form: https://github.com/Zarh/Get_CONFIG/blob/master/log.txt
*More about PS3 style configs/commands: https://www.psdevwiki.com/ps3/PS2_Emulation#Game_CONFIG
*Log from loading that kind of config: https://pastebin.com/ZpUyU8DE
 
= PS2 Bios =
 
==Description==
 
The PS2 bios is the file '''PS20220WD20050620.crack''' included in every PS2 game .pkg. It Is '''exactly''' the same BIOS that Sony used in ps2_netemu.self in PS3. Due to lack of many X modules homebrew compatibility is limited, and many of those need to be recompiled to use non X versions of modules, or need to load open source versions of them thru mc/cdvd. Important non X module that is missing is libsd, and homebrew that need it, will most likely fail to boot, or error.
<br>Bios is know to blacklist some titles, and refuse to boot them. This include all titles with 00000000 000000A0 flag from that  [[PS2_Emulation#Game_ID/DiscID in PS20220WD20050620.crack | list (click here)]]
 
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.
<br>
<br>'''PS20220WD20050620.crack file MD5: 83AD2B530C9C102A561BA1CDC6D996D5'''
 
While PS3 emulators patch bios to preferred region, emulator used in PS4 use so called CallHook which is known better for pcsx2 users as fastboot. No need to describe patch here, just look at PCSX2 fastboot code. It's literally the same code, but PS4 emus don't have patches for different bios revisions.
 
==Files inside ROM image==
 
{| class="wikitable" style="font-size:small;"
! File !! Offset in exported bin !! Description !! File type (exportable)
|-
|-
| Device Vendor ID                            ||   0x1022
| RESET || 0x00 || Bootstrap code for the EE and IOP. || BIN
|-
|-
| Device OpenCL C Version                    ||   OpenCL C 1.2 pocl
| ROMDIR || 0x2780 || The ROMDIR part of the ROM image, which provides information on the location and name of files contained in the image. || BIN
|-
|-
| Device Type                                ||   CPU
| EXTINFO || 0x2CC0 || Contains the "EXTINFO" for all files in the ROM image. || BIN
|-
|-
| Max compute units                          ||   8
| SBIN || 0x3330 || Seems to be the pad controller library for the PS1 monitor. || BIN
|-
|-
| Max work item dimensions                    ||   3
| LOGO || 0xA2D0 || PS1 logo? || BIN
|-
|-
| Max work item sizes                        ||   4096x4096x4096
| IOPBTCONF || 00x1EA20 || Boot configuration file for the IOP, during the final phase of the IOP reset. If no UDNL module is specified, the IOP will only have a single IOP reset in the reboot process, with the modules listed in IOPBTCONF.  || BIN
|-
|-
| Max work group size                        ||   4096
| IOPBTCON2 || 0x1EB10 || Boot configuration file for the IOP, for the first phase of the IOP reset (before UDNL is loaded). || BIN
|-
|-
| Preferred work group size multiple          ||   8
| SYSMEM || 0x1EBE0 || System Memory Manager. || ELF
|-
|-
! Half-precision Floating-point support      !!  (n/a)
| LOADCORE || 0x1FE00 || The core of IOP module loading. Provides the lowest level of IOP module loading functions. Also handles the startup of the IOP. || ELF
|-
|-
! Single-precision Floating-point support    !!  (core)
| EXCEPMAN || 0x22380 || Exception manager. || ELF
|-
|-
| Denormals                                  || Yes
| INTRMANP || 0x22F60 || Interrupt Manager. According to wisi, it is for PS mode. || ELF
|-
|-
| Infinity and NANs                          || Yes
| INTRMANI || 0x24970 || Interrupt Manager. According to wisi, it is for IOP mode. || ELF
|-
|-
| Round to nearest                            || Yes
| SSBUSC || 0x267B0 || SSBUS Controller library. The SSBUS seems to be the bus that all peripherals get connected to. It seems to have the power to control the mapping of the device registers, as well as access timing. || ELF
|-
|-
| Round to zero                              || Yes
| TIMEMANP || 0x26F20 || Timer Manager (PS mode) || ELF
|-
|-
| Round to infinity                          || Yes
| TIMEMANI || 0x27B00 || Timer Manager (IOP mode) || ELF
|-
|-
| IEEE754-2008 fused multiply-add            || No
| DMACMAN || 0x28730 || DMA Controller Manager. || ELF
|-
|-
| Support is emulated in software            || No
| SYSCLIB || 0x2BE30 || System C Library. || ELF
|-
|-
| Correctly-rounded divide and sqrt operations|| Yes
| HEAPLIB || 0x2E590 || Memory HEAP LIBrary (i.e. thvpool, thfpool) || ELF
|-
|-
! Double-precision Floating-point support    !!  (cl_khr_fp64)
| THREADLIB || 0x2F290 || Multi_Thread_Manager || ELF
|-
|-
| Denormals                                  || Yes
| VBLANK || 0x38020 || V-Blank management || ELF
|-
|-
| Infinity and NANs                          || Yes
| IOMAN || 0x38DB0 || IO Manager || ELF
|-
|-
| Round to nearest                            || Yes
| MODLOAD || 0x3AD20 || IOP module loader. || ELF
|-
| ROMDRV || 0x3D070 || ROM driver. Provides access to the boot ROM (rom0). || ELF
|-
|-
| Round to zero                              || Yes
| ADDDRV || 0x3DF60 ||  Adds support for the DVD ROM (rom1:), via ROMDRV. || ELF
|-
|-
| Round to infinity                          || Yes
| STDIO || 0x3D3C0 || Standard I/O library. || ELF
|-
|-
| IEEE754-2008 fused multiply-add            || Yes
| SIFMAN || 0x3EFB0 || SIF manager. || ELF
|-
|-
| Support is emulated in software            || No
| SIFINIT || 0x40550 || Initializes the SIF. || ELF
|-
|-
! Execution capabilities                      !!
| EESYNC || 0x40970 || For synchronizing with the EE, at the end of IOP resets. EESYNC from DNAS images are evil; they also perform a memory wipe of the region from 0x00084000 to .0x00100000. || ELF
|-
|-
| Run OpenCL kernels                          || Yes
| EENULL || 0x40E10 ||  The idle thread (id #0) module, in ps2 loaded to 0x00081FC0. || BIN
|-
|-
| Run native kernels                          || Yes
| PS1ID || 0x40E50 ||  Only found in newer boot ROMs || BIN
|-
|-
| SPIR versions                              || 1.2
| LIBFI || 0x40E60 || Not present in the boot ROM of the SCPH-10000 and SCPH-15000. || BIN
|-
|-
| Device Extensions                          ||  <div align="left"><pre> cl_khr_byte_addressable_store
| PS1VERJ || 0x40F50 ||  || BIN
cl_khr_global_int32_base_atomics
cl_khr_global_int32_extended_atomics
cl_khr_local_int32_base_atomics
cl_khr_local_int32_extended_atomics
cl_khr_3d_image_writes
cl_khr_spir
cl_khr_fp64
cl_khr_int64_base_atomics
cl_khr_int64_extended_atomics </pre></div>
|-
|-
|}
| PS1VERA || 0x40F60 ||  || BIN
 
== GPU ==
 
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Info !! Values
|-
|-
|Device Name                                  ||   AMD LIVERPOOL
| PS1VERE || 0x40F70 ||  || BIN
|-
|-
|Device Vendor                                ||   AMD
| PS1VERC || 0x40F80 ||  || BIN
|-
|-
|Device Vendor ID                            ||   0x1002
| PS1VERH || 0x40F90 ||  || BIN
|-
|-
|Device Version                                || OpenCL 1.1
| OSDSYS || 0x40FA0 || The browser || BIN
|-
|-
|Device OpenCL C Version                      || OpenCL C 1.1
| - || 0x40FB0 ||  || BIN
|-
|-
|Device Type                                  ||  GPU
| RDRAM || 0x41000 || Provides a RDRAM test for the EE at power-on. This is run from RESET. || BIN
|-
|-
|Max compute units                            || 18
| EELOADCNF || 0x43D50 || Contains the IOP boot configuration file for EELOAD. || BIN
|-
|-
|Max work item dimensions                      || 3
| SIFCMD || 0x43F00 || SIF command module. Contains the SIF command and SIF RPC functions. || ELF
|-
|-
|Max work item sizes                          || 256x256x256
| REBOOT || 0x46140 || The reboot service. Receives IOP reset packets from the EE, from across the SIF. || ELF
|-
|-
|Max work group size                            || 256
| LOADFILE || 0x46910 || The RPC server for MODLOAD || ELF
|-
|-
|Compiler Available                              || Yes
| EECONF || 0x49070 || Loads part of the system configuration from the MECHACON EEPROM. Also configures and resets some peripherals, depending on the model version. In slimlines, and possibly on PS3 EECONF will also load the MAC address. || ELF
|-
|-
|Preferred work group size multiple            || 64
| - || 0x49FF0 ||  || BIN
|-
|-
!Half-precision Floating-point support        !!  (cl_khr_fp16)
| IOPBOOT || 0x4A000 || IOP bootup program || BIN
|-
|-
|Denormals                                    || No
| - || 0x4B160 ||  || BIN
|-
|-
|Infinity and NANs                            || Yes
| TBIN || 0x4B800 ||  The PS1 monitor program. Seems to be the PS1 BIOS. This is started by RESET, when the IOP is in PS1 mode. || BIN
|-
|-
|Round to nearest                              || Yes
| XSHA1 || 0x59770 || sha1 - this only present in PS3. It is used as additional antipiracy check. It seems that it calculate disc main elf checksum and compares it with some database. Config related?|| ELF
|-
|-
|Round to zero                                || No
| XLOADFILE || 0x5A740 || Updated module || ELF
|-
|-
|Round to infinity                            || No
| SIO2MAN || 0x5D7F0 || SIO2 manager. Provides access to the SIO2 interface. || ELF
|-
|-
|IEEE754-2008 fused multiply-add              || No
| - || 0x5F420 ||  || BIN
|-
|-
|Support is emulated in software              || No
| MCSERV || 0x61340 ||  RPC server for MCMAN. || ELF
|-
|-
!Single-precision Floating-point support    !!    (core)
| - || 0x63040 ||  || BIN
|-
|-
|Denormals                                    || No
| KROMG || 0x64000 ||  || BIN
|-
|-
|Infinity and NANs                            || Yes
| - || 0x65CC0 ||  || BIN
|-
|-
|Round to nearest                              || Yes
| KROM || 0x66000 || Kanji ROM? Not sure where this is used. || BIN
|-
|-
|Round to zero                                || No
| - || 0x7FE70 ||  || BIN
|-
|-
|Round to infinity                            || No
| ROMVER || 0x7FF00 || ROM version. || BIN
|-
|-
|IEEE754-2008 fused multiply-add              || No
| - || 0x7FF10 ||  || BIN
|-
|-
|Support is emulated in software              || No
| VERSTR || 0x7FF30 || Version string. Probably PS1 ROM will use this because that this string is also present in PlayStation consoles. || BIN
|-
|-
|Correctly-rounded divide and sqrt operations  || No
| - || 0x7FF90 ||  || BIN
|-
|-
!Double-precision Floating-point support      !!   (cl_khr_fp64)
| ROMGSCRT || 0x80000 ||   || BIN
|-
|-
|Denormals                                    || Yes
| NCDVDMAN || 0x82D30 || It seems to be a heavily stripped-down CDVDMAN module, with no support for some S-command functions like sceCdRI. || ELF
|-
|-
|Infinity and NANs                            || Yes
| SECRMAN || 0x8F770 || Security Manager. Signing is NOT done with the one in ROM, but with a special version that comes with the utility discs. Looks like PS3 units have a different SECRMAN module from retail sets, similar to PS2 TOOL one. || ELF
|-
|-
|Round to nearest                              || Yes
| MCMAN || 0x93C30 || Memory Card Manager. || ELF
|-
|-
|Round to zero                                || Yes
| PADMAN || 0xA30C0 || Pad manager. || ELF
|-
|-
|Round to infinity                            || Yes
| CDVDMAN || 0xAC810 || The CD/DVD manager. || ELF
|-
|-
|IEEE754-2008 fused multiply-add              || Yes
| CDVDFSV || 0xB4BC0 || The RPC server for CDVDMAN. || ELF
|-
|-
|Support is emulated in software              || No
| FILEIO || 0xBCF80 || RPC server for IOMAN. Sony has greatly changed the semantics and design of FILEIO after some point. Connecting an old FILEIO EE RPC client to a newer server will result in a severe IOP crash. || ELF
|-
|-
!Execution capabilities !!
| CLEARSPU || 0xBF080 || Seems to clear/reset the SPU, but is known to cause crashes under some conditions. Not sure if it's buggy or not. Only used by the OSDSYS of the SCPH-10000 and SCPH-15000, probably retained for backward-compatibility. || ELF
|-
|-
|Run OpenCL kernels                            || Yes
| UDNL || 0xC0CC0 || It is responsible for selecting the modules and starting the IOP, during the final phase of the IOP reset where the desired modules are to be loaded into the IOP. || ELF
|-
|-
|Run native kernels                            || No
| IGREETING || 0xC2BC0 || Displays boot information (i.e. IOP boot type, EBOOTP, IBOOTP, switch positions for DSW602 and the type of DSW602 board installed || ELF
|-
|-
|Device Extensions                              || <div align="left"><pre>cl_khr_byte_addressable_store
| EELOAD || 0xC3C20 || The EE ELF loader, which is loaded by LoadExecPS2() to 0x00082000 in PS2 for loading ELFs. || BIN
cl_khr_byte_addressable_store
cl_khr_global_int32_base_atomics
cl_khr_global_int32_extended_atomics
cl_khr_local_int32_base_atomics
cl_khr_local_int32_extended_atomics
cl_khr_int64_base_atomics
cl_khr_int64_extended_atomics
cl_khr_fp64
cl_khr_fp16</pre></div>
|-
|-
| XCDVDMAN || 0xD2DA0 || cdvd_driver - Updated module || ELF
|-
| XCDVDFSV || 0xE1B30 ||  cdvd_ee_driver - Updated module || ELF
|-
| OSDSND || 0xEFF60 || OSD sound library. This is actually the tentative sound driver, which is called "librspu2" in the Sony SDK. || ELF
|-
| PS2LOGO || 0x11ABB0 ||  Displays the PlayStation 2 logo from the inserted disc. For newer consoles, if the logo cannot be decrypted properly, it will fall back to the browser. Not actually required to boot games, but the Sony OSDSYS boots PS2 games through this program. || ELF
|-
| XPARAM2 || 0x137500 || File store per title settings for IOP emulation (XPARAM available also in real PS2 since 750XX where Deckard powerPC was introduced) || ELF
|-
| OSDSYS || 0x139A00 ||  The browser || BIN
|-
| PIOPRP || 0x177880 || Present in the PS3 ps2_(gx/soft/net)emu; contains version 3.1.0 of the IOP software (compared to version 1.3.4 on the root).  || BIN
|-
| KERNEL || 0x1BB7E0 || The EE kernel || BIN
|}
|}
Description source: https://gist.github.com/uyjulian/25291080f083987d3f3c134f593483c5


= PS3 Configuration support =
== Game_ID/DiscID in PS20220WD20050620.crack ==


<pre>
There are 193 titleIDs listed inside XPARAM2.ELF file of PS2 Bios included in PS20220WD20050620.crack. XPARAM2.ELF is called by OSDSYS, then ID check is performed. If titleID match to one of included in the table, different IOP emulation settings are applied. This include blacklisting for some specific titles.  
The PS2 emulator of the PS4 supports configurations in the known format from ps2_netemu/ps2classic that came from the PS3. This feature was officially used in Arc the Lad Twilight of the Spirits ps2-ps4 classic. To enable PS3 style configuration, add this to config-emu-ps4.txt:


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


The configuration file needs to be in folder ...'''/patches/{TITLE-ID}/''' and the file need to have name '''{TITLE-ID}_lopnor.cfgbin'''. The Title ID needs to be in XXXX-YYYYY format (ex. SLUS-12345). Example path: /patches/SLUS-12345/SLUS-12345_lopnor.cfgbin. A tester confirmed that configurations work as is without even the need to edit them.
{| class="wikitable sortable" ||
</pre>
|-  
 
! Command !! Name
<pre>
Please keep in mind that not all PS3 commands are recognized, only 0x01 (can depend upon emu revision), 0x09, 0x0A, 0x0B, 0x0F, 0x10, 0x26, 0x27 and 0x42.
For example, the Rayman 3 configuration does not work due to the command being unsupported on PS4.
Command 0x07 is NOT recognized, but can be manually translated to CLI configuration (to "--vu-xgkick-delay=value").
Same goes for command 0x11 (--vu0-accurate-addsub-range can be used).
</pre>
 
*Configs explained in text form: https://github.com/Zarh/Get_CONFIG/blob/master/log.txt
*More about PS3 style configurations/commands: https://www.psdevwiki.com/ps3/PS2_Emulation#Game_CONFIG
*A PS4 log from loading that kind of config: https://pastebin.com/ZpUyU8DE
 
= Known issues =
 
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Issue !! Games affected !! Solution !! Description
|-
|-
| No support for EE Cache || Ice Age 2, DOA2: Extreme, Nascar 2009, Barnyard, [https://github.com/PCSX2/pcsx2/issues/2248 Others]|| Lua patches to the EE memory and picking the right emulator ||  
| 0x00 || TITLE_MASK
|-
|-
| Missing COP2 pipeline emulation. || [https://github.com/PCSX2/pcsx2/issues/4439 other games affected by COP2 timing]  || Rearranging code through lua patches. || While COP2 is a part of EE, in terms of emulation it's a separate processor that can run on its own. Consequently, some operations take a long time while EE still minds own its business. Some games abuse this and do their own thing, knowing that COP2 calculation takes an expected number of cycles. On this emu, every COP2 opcode is instant, which break games that expect it to take some time.
| 0x01 || SIO2_MASK
|-
|-
| VU0 is not running in sync with EE core || 24 The Game, ATV Quad Power Racing 2, Ghosthunter, Rayman Arena, Rayman 3, Largo winch, Ratchet and clank games. All games using M-bit. || EE hook AdvanceClock or fastforwardclock commands on affected addresses to push VU0 ahead while stalling EE, setting the value of 5 to ee cycle scalar, and patches to rearrange code. Most of the time, it will be CTC2/QMTC2 instructions with interlock that are affected. || Emulator kickstarts VU0 for 256 cycles, while reporting that 512 cycles passed. Yup, we are out of sync right from the start of VU0 mpg because people working for $ony don't know that VU0 run at EE MHz, not at EE bus MHz. Not to mention, that a 256 cycles kickstart is too much even on the correct speed. Later things just got worse. This issue can be partially replicated on Pcsx2 if you overclock the EE by +3
| 0x02 || DEV9_MASK
|-
|-
| FPU/VU math inaccuracies. || Koun, Tony hawk games, Devil may cry 3, Gun, TY the Tasmanian Tiger 3, Beyond Good & Evil, MTX Mototrax, Max payne, Bully, Jackie chan adventures, Wild arms 3, Pac-man World 3, Gran turismo 4, Many others  || Lua patches to the EE memory, accurate math commands. || PS2 use really obscure floating point math, only one guard bit is used in calculations. PCSX2 hack it with different rounding modes, emu on ps4 fix it with soft floats, usually applied per offset. Sometime with patches directly to affected code (THPS engine).
| 0x03 || USB_MASK
<br>It's worth noting that pcsx2 by default applies "accurate add/sub" for every single FPU opcode, and only to fpu opcodes. That's why accurate add/sub is needed on the PS4 while pcsx2 is happy with its default settings.
|-
|-
| M-Bit support is broken || '''Every game that uses M-Bit'''. Totally Spies! Totally Party, Mike Tyson Heavyweight Boxing, My Street, Crash Twinsanity, Marvel Nemesis, Panzer Elite Action - Fields of Glory, Super Monkey Ball Adventure, most Eko Software games, and many more. [https://github.com/PCSX2/pcsx2/pull/3593] || Lua patches to the EE memory || While emulator respect m-bit, way that VU0 work on it make it broken most of times (check "VU0 is not running in sync with EE core" issue).
| 0x04 || SIF_DMA_SYNC
|-
|-
| Multitap doesn't support all games || Urban reign, Digimon Rumble Arena 2, others || Lua patches || Emulator expect PS4 to be able to use 8 controllers (well, who doesn't? Even PS1 can do it...). That cause all kind of mess with controller detection when game expect multitap in second port.
| 0x05 || SIF_DMA_LOAD
|-
|-
| DMA writes when busy signal is engaged || Ratchet and Clank games, Metal gear solid 2, others || None yet || AKA eetiminghack
| 0x06 || DMAC_CH10_INT_DELAY
|-
|-
|VIF1 runs too fast || Urban reign, Avatar, PaRappa The Rapper 2, Eternal Poison, Soul Calibur 2, Soul Calibur 3, Others || Using LUA's SchedulerDelayEvent command or Using CLI'S vif1-instant-xfer command || Sony wanted to improve the performance, which is the reason VIF1 is instant. The lua's command can be customizable to set the delay period, the cli can't, therefore lua's command is much more compatible
| 0x07 || MECHA_RECOGTIME
|-
|-
|Reading VU TPC registers returns wrong values || Street Fighter 3 EX(VU0), R: Racing Revolution(VU0), Spiderman 3 (VU0, in T-Bit handler...), Edge of Reality games(VU1) || Patches in lua. || In this emu TPC stores full addresses, which is wrong. Real hardware keep there addr >> 3. Worth noting that EoR games read VU1 TPC in a nasty way, accessing 0x43A0(VU1 TPC) from COP2 code.
| 0x08 || CPU_DELAY
|-
|-
|VIF command interrupts handled before VIFn_CODE is updated. || Onimusha Blade Warriors ||  Fixed by patch in intr handler. || This is very specific case because Onimusha check VIFn_CODE register in interrupt handler and do nothing if code is not 0x80 (NOP with I). But VIFn_CODE seems to be updated after interrupt is handled. This practically makes everything out of sync later as interrupts are happening, but handler does nothing about them.
| 0x09 || DEV5_INT_SPEED
|-
|-
| CDVD register 0x1F402038 (KeysValid) return wrong result. || Every "SCCS" game || Patches in lua. || Likely specific to NTSC-C releases, because that region uses special SDK. This issue makes cdvdman become stuck on any request because it thinks that the cdvd key is invalid.
| 0x0A || CDVD_READ_DELAY
|-
|-
| Lack of CDVD error handling || Demon Chaos, Spyro A new Beginning, Silent Hill 2 Black Ribbon, games from pcsx2 #5174 PR. || Patches in lua if needed. || One correctly supported error is SCECdErABRT, rest is just not handled or what's worst trigger emu panic on purpose like SCECdErILI (but not for 0 sector request - Spyro). Some affected games can still work if error is just accidental and not checked by game code.
| 0x0B || SPU2_BEHAVIOR
|-
| Corrupted SIF0 transfer when not full QW is send by IOP || True Crime: LA, PDC DC 2008, Street Racing Syndicate(1.03) || Patches in lua. || IOP is able to send words by SIF0, EE DMAC can only transfer Quadwords. When IOP send not full QW real hardware use whatever was in buffer from previous transfer for missing words (only words that are requested by iop are overwritten in transfer buffer). Emu probably memset 0 that part.
|-
|-
|}
|}


= PCSX2 glitches not present on PS4=
{| class="wikitable sortable" ||
<pre>
|-  
This is a list of glitches that the PS4 does not suffer from, as opposed to PCSX2.</pre>
! ID !! Title !! Command !! Value !! Remarks
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
|-
! Issue !! PCSX2's fix !! Games affected !! Description !! PCSX2 issue no.
|PBPX_952.01 || DVD Utility Disc Version 1.00                                        || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|--style="background-color:#7698FF"
|-
| || || Natively fixed || ||
|PBPX_952.02 || DVD Utility Disc Version 1.01                                        || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|PBPX_952.03 || DVD Utility Disc Version 1.01                                        || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|PBPX_952.06 || DVD Player (Version 2.01)                                            || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
| Bad FPU math || Disabling EE recompiler / Janky GameDB patch ||Armored Core Nine Breaker || The AI becomes stuck on some levels, working only when EE recompiler's disabled || #8587
|PBPX_952.07 || DVD Player (Version 2.10)                                            || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
| ? || Enabling EETimingHack || Pac-Man World 2 || Hanging in Butane Pain, Ghost Bayou, Pinky's Revenge and Clyde in the Caldera levels. || Unavailable
|PBPX_952.08 || DVD Player (Version 2.10)                                            || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
| ? || Unavailable || Persona 3 || Stuttering noise when saving || #7316
|PBPX_952.09 || DVD Player (Version 2.10)                                            || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
| ? || Unavailable || Mega Man X8 || Flickering subtitles on FMVS || #5192
|PBPX_952.10 || DVD Utility Disc Version 2.10                                        || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
| Bad timing. || Unavailable || Spyro Enter the Dragonfly || Audio-video desync || #8286
|PBPX_952.11 || DVD Utility Disc Version 1.00                                        || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
| ? || Unavailable || Petit Copter 2 || In-game hang || #10380
|PBPX_952.21 || DVD Player (Version 2.12)                                            || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
| ? || Unavailable || Yu-Gi-Oh! The Duelists of the Roses || In-game data corruption (?) leading to a hang || #11576
|PBPX_952.22 || DVD Player (Version 2.14)                                            || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
| IPU running faster than it should? || Janky patch || Flame of Recca: Final Burning || || #11335
|PBPX_952.24 || DVD Player (Version 2.16)                                            || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
| Bad timing || Unavailable || Ape Escape 3 || Sudden burst of in-game speed at some random points in the map || Unavailable
|PBPX_952.28 ||                                                                     || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
| ? || vu0RoundMode: 2 || Ape Escape 3 || The character's buster malforms when spawning anew || #11386
|PBPX_952.35 ||                                                                     || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|--style="background-color:#D7EF54"
| || || Fixed by using certain commands || ||
|-
|-
| Inaccurate COP2 add/sub implementation|| Unavailable || Driv3r || AI cop car drives at the incorrect direction (Fixed on PS4 with accurate COP2 add/sub) || #11714
|PBPX_952.39 || Online Start Up Disc v3.0                                            || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
|}
|PBPX_955.01 || Linux for PS2 Beta Release 1                                        || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
 
= PS2 Bios =
 
== Description ==
 
The PS2 BIOS is the file '''PS20220WD20050620.crack''' included in every PS2 game .pkg. It is the same BIOS used by Sony in PS3's ps2_netemu.self. The lack of many X modules here means that homebrew compatibility is limited, as many of those need to be recompiled to use non X versions of modules, or need to load open source versions of them through MC/CDVD. An important non X module that is missing is LIBSD, therefore, homebrews that require it will likely fail to boot, or cause an error.
 
This PS2 BIOS is known to blacklist some titles, and refuse to boot them. This includes all titles with the 00000000 000000A0 flag, documented [[PS2_Emulation#Game_ID/DiscID in PS20220WD20050620.crack|here]].
 
'''More about the PS2 BIOS'''
<pre>
The version of the PS2 BIOS seems to be the developement v2.20 from the Japanese region (22/01/2007), and is not limited to booting only NTSC-J games.
The PS2 emulator does not support USB peripherals, but this seems not to be a limitation of the BIOS, as it is used also in CECH C/E PS3 consoles.
There are signs that different PS2 BIOS versions exist, named PS20190AC20030623_nordram_miniOSD.bin. This PS2 BIOS has included handy extensions for debugging, and can debug print with "debug osd verbosity" from CLI set to "verbose". The most noticeable difference for both BIOS files seems to be the special RDRAM module.
 
Whilst the PS3 patches its PS2 BIOS to preferred regions, the PS4 uses a so called CallHook which is better known for PCSX2 users as fastboot. For more information about this patch, look at PCSX2's fastboot code. It is the same code except that PS2 emulators for PS4 do not have patches for different BIOS revisions.
</pre>
 
'''PS2 BIOS file information:'''
<pre>
File name: PS20220WD20050620.crack
MD5: 83AD2B530C9C102A561BA1CDC6D996D5
</pre>
 
== Files inside ROM image ==
 
{| class="wikitable" style="font-size:small;"
! File !! Offset in exported bin !! Description !! File type (exportable)
|-
|-
| RESET || 0x00 || Bootstrap code for the EE and IOP. || BIN
|PBPX_955.07 || Playstation 2 Linux Runtime Environment v1.0 (Disc 1)                || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
| ROMDIR || 0x2780 || The ROMDIR part of the ROM image, which provides information on the location and name of files contained in the image. || BIN
|PBPX_955.09 || Linux for PS2 Release 1.0                                            || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
| EXTINFO || 0x2CC0 || Contains the "EXTINFO" for all files in the ROM image. || BIN
|PBPX_955.18 ||                                                                      || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
| SBIN || 0x3330 || Seems to be the pad controller library for the PS1 monitor. || BIN
|PDPX_991.09 || DVD Player (Version 3.04)                                            || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
| LOGO || 0xA2D0 || PS1 logo? || BIN
|PSXC_002.01 || PSX Update Disc 1.10                                                || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
| IOPBTCONF || 00x1EA20 || Boot configuration file for the IOP, during the final phase of the IOP reset. If no UDNL module is specified, the IOP will only have a single IOP reset in the reboot process, with the modules listed in IOPBTCONF.  || BIN
|PSXC_002.02 || PSX Update Disc 1.20                                                || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
| IOPBTCON2 || 0x1EB10 || Boot configuration file for the IOP, for the first phase of the IOP reset (before UDNL is loaded). || BIN
|PSXC_002.03 || PSX Update Disc 1.31                                                || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
| SYSMEM || 0x1EBE0 || System Memory Manager. || ELF
|PTPX_970.38 ||                                                                      || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
| LOADCORE || 0x1FE00 || The core of IOP module loading. Provides the lowest level of IOP module loading functions. Also handles the startup of the IOP. || ELF
|SCAJ_201.25 || Tekken 5                                                            || 0x0B || 0x40000000 || SPU2_BEHAVIOR
|-
|-
| EXCEPMAN || 0x22380 || Exception manager. || ELF
|SCAJ_201.26 || Tekken 5                                                            || 0x0B || 0x40000000 || SPU2_BEHAVIOR
|-
|-
| INTRMANP || 0x22F60 || Interrupt Manager. According to wisi, it is for PS mode. || ELF
|SCES_532.02 || Tekken 5                                                            || 0x0B || 0x40000000 || SPU2_BEHAVIOR
|-
|-
| INTRMANI || 0x24970 || Interrupt Manager. According to wisi, it is for IOP mode. || ELF
|SCKA_200.49 || Tekken 5                                                            || 0x0B || 0x40000000 || SPU2_BEHAVIOR
|-
|-
| SSBUSC || 0x267B0 || SSBUS Controller library. The SSBUS seems to be the bus that all peripherals get connected to. It seems to have the power to control the mapping of the device registers, as well as access timing. || ELF
|SCPM_621.15 ||                                                                      || 0x00 || 0x1000000 || TITLE_MASK
|-
|-
| TIMEMANP || 0x26F20 || Timer Manager (PS mode) || ELF
|SCPM_621.16 ||                                                                     || 0x00 || 0x1000000 || TITLE_MASK
|-
|-
| TIMEMANI || 0x27B00 || Timer Manager (IOP mode) || ELF
|SCPN_601.01 || PlayStation BB Navigator (Version 0.10)                              || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
| DMACMAN || 0x28730 || DMA Controller Manager. || ELF
|SCPN_601.30 || PlayStation BB Navigator (Version 0.20)                              || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
| SYSCLIB || 0x2BE30 || System C Library. || ELF
|SCPN_601.40 || PlayStation BB Navigator (Version 0.30)                              || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
| HEAPLIB || 0x2E590 || Memory HEAP LIBrary (i.e. thvpool, thfpool) || ELF
|SCPN_601.50 || PlayStation BB Navigator (Version 0.31)                             || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
| THREADLIB || 0x2F290 || Multi_Thread_Manager || ELF
|SCPN_601.60 || PlayStation BB Navigator (Version 0.32)                              || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
| VBLANK || 0x38020 || V-Blank management || ELF
|SCPS_110.01 || I.Q. Remix                                                          || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
| IOMAN || 0x38DB0 || IO Manager || ELF
|SCPS_110.10 || Yoake no Mariko (Performance Pack Edition)                          || 0x01 ||     0x1800 || SIO2_MASK
|-
|-
| MODLOAD || 0x3AD20 || IOP module loader. || ELF
|SCPS_110.18 || Yoake no Mariko                                                      || 0x01 ||     0x1800 || SIO2_MASK
|-
|-
| ROMDRV || 0x3D070 || ROM driver. Provides access to the boot ROM (rom0). || ELF
|SCPS_110.21 || Yoake no Mariko 2nd Act (Limited Edition)                            || 0x01 ||    0x1800 || SIO2_MASK
|-
|-
| ADDDRV || 0x3DF60 || Adds support for the DVD ROM (rom1:), via ROMDRV. || ELF
|SCPS_110.22 || Yoake no Mariko 2nd Act                                              || 0x01 ||     0x1800 || SIO2_MASK
|-
|-
| STDIO || 0x3D3C0 || Standard I/O library. || ELF
|SCPS_150.38 || Lifeline                                                            || 0x0A ||   0x80300 || CDVD_READ_DELAY
|-
|-
| SIFMAN || 0x3EFB0 || SIF manager. || ELF
|SCPS_150.39 || Lifeline                                                            || 0x0A ||   0x80300 || CDVD_READ_DELAY
|-
|-
| SIFINIT || 0x40550 || Initializes the SIF. || ELF
|SCPS_170.01 || Gran Turismo 4                                                      || 0x0B || 0x10000000 || SPU2_BEHAVIOR
|-
|-
| EESYNC || 0x40970 || For synchronizing with the EE, at the end of IOP resets. EESYNC from DNAS images are evil; they also perform a memory wipe of the region from 0x00084000 to .0x00100000. || ELF
|SCPS_175.01 || Linux (for PlayStation2) Release 1.0                                || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
| EENULL || 0x40E10 ||  The idle thread (id #0) module, in ps2 loaded to 0x00081FC0. || BIN
|SCPS_200.39 ||                                                                      || 0x00 ||  0x4000000 || TITLE_MASK
|-
|-
| PS1ID || 0x40E50 || Only found in newer boot ROMs || BIN
|SCUS_971.67 || PaRappa the Rapper 2                                                || 0x04 ||     0x2000 || SIF_DMA_SYNC
|-
|-
| LIBFI || 0x40E60 || Not present in the boot ROM of the SCPH-10000 and SCPH-15000. || BIN
|SCUS_972.69 || Final Fantasy XI [Disc 2]                                            || 0x02 ||       0xB || DEV9_MASK
|-
|-
| PS1VERJ || 0x40F50 ||   || BIN
|SLES_500.48 || Donald Duck: Quack Attack                                            || 0x01 ||     0x800 || SIO2_MASK
|-
|-
| PS1VERA || 0x40F60 ||   || BIN
|SLES_500.62 || Orphen: Scion of Sorcery                                            || 0x08 ||     0xC1C || CPU_DELAY
|-
|-
| PS1VERE || 0x40F70 || || BIN
|SLES_503.64 || City Crisis                                                          || 0x0A ||   0x80BB8 || CDVD_READ_DELAY
|-
|-
| PS1VERC || 0x40F80 || || BIN
|SLES_504.46 || Shadow Man 2: The Second Coming                                      || 0x0A ||   0x80600 || CDVD_READ_DELAY
|-
|-
| PS1VERH || 0x40F90 || || BIN
|SLES_505.40 || Simpsons: Road Rage                                                  || 0x01 ||     0x800 || SIO2_MASK
|-
|-
| OSDSYS || 0x40FA0 || The browser || BIN
|SLES_506.08 || Shadow Man 2: The Second Coming                                      || 0x0A ||   0x80600 || CDVD_READ_DELAY
|-
|-
| - || 0x40FB0 ||   || BIN
|SLES_506.28 || Simpsons: Road Rage                                                  || 0x01 ||     0x800 || SIO2_MASK
|-
|-
| RDRAM || 0x41000  || Provides a RDRAM test for the EE at power-on. This is run from RESET. || BIN
|SLES_507.28 || Tiger Woods PGA Tour 2002                                            || 0x0A ||    0x803E8 || CDVD_READ_DELAY
|-
|-
| EELOADCNF || 0x43D50 || Contains the IOP boot configuration file for EELOAD. || BIN
|SLES_507.29 ||                                                                      || 0x0A ||   0x803E8 || CDVD_READ_DELAY
|-
|-
| SIFCMD || 0x43F00 || SIF command module. Contains the SIF command and SIF RPC functions. || ELF
|SLES_512.82 || Tiger Woods PGA Tour 2003                                            || 0x0A ||    0x803E8 || CDVD_READ_DELAY
|-
|-
| REBOOT || 0x46140 || The reboot service. Receives IOP reset packets from the EE, from across the SIF. || ELF
|SLES_514.79 || Def Jam Vendetta                                                    || 0x01 ||      0x802 || SIO2_MASK
|-
|-
| LOADFILE || 0x46910 || The RPC server for MODLOAD || ELF
|SLES_518.41 || SpyHunter 2                                                          || 0x01 ||     0x800 || SIO2_MASK
|-
|-
| EECONF || 0x49070 || Loads part of the system configuration from the MECHACON EEPROM. Also configures and resets some peripherals, depending on the model version. In slimlines, and possibly on PS3 EECONF will also load the MAC address. || ELF
|SLES_518.44 || Time Crisis 3                                                        || 0x01 ||     0x800 || SIO2_MASK
|-
|-
| - || 0x49FF0 ||   || BIN
|SLES_519.97 || SWAT: Global Strike Team                                            || 0x01 ||     0x800 || SIO2_MASK
|-
|-
| IOPBOOT || 0x4A000 || IOP bootup program || BIN
|SLES_520.97 || SWAT: Global Strike Force                                            || 0x01 ||     0x800 || SIO2_MASK
|-
|-
| - || 0x4B160 ||   || BIN
|SLES_530.37 || Super Monkey Ball Deluxe                                            || 0x01 ||     0x802 || SIO2_MASK
|-
|-
| TBIN || 0x4B800 || The PS1 monitor program. Seems to be the PS1 BIOS. This is started by RESET, when the IOP is in PS1 mode. || BIN
|SLES_536.68 || Micro Machines v4                                                    || 0x01 ||     0x801 || SIO2_MASK
|-
|-
| XSHA1 || 0x59770 || sha1 - this only present in PS3. It is used as additional antipiracy check. It seems that it calculate disc main elf checksum and compares it with some database. Config related?|| ELF
|SLES_537.55 || Castlevania: Curse of Darkness                                      || 0x04 ||       0x10 || SIF_DMA_SYNC
|-
|-
| XLOADFILE || 0x5A740 || Updated module || ELF
|SLES_537.96 || FIFA Street 2                                                        || 0x01 ||     0x1800 || SIO2_MASK
|-
|-
| SIO2MAN || 0x5D7F0 || SIO2 manager. Provides access to the SIO2 interface. || ELF
|SLPM_620.42 || Kurogane no Houkou: Warship Commander                                || 0x01 ||    0x3000 || SIO2_MASK
|-
|-
| - || 0x5F420 ||   || BIN
|SLPM_620.62 || Gitaroo Man One                                                      || 0x0A ||   0x80540 || CDVD_READ_DELAY
|-
|-
| MCSERV || 0x61340 || RPC server for MCMAN. || ELF
|SLPM_621.05 || Taikou Risshiden IV                                                  || 0x09 || 0x2B47000A || DEV5_INT_SPEED
|-
|-
| - || 0x63040 ||   || BIN
|SLPM_621.24 || Ready 2 Rumble Boxing: Round 2                                      || 0x08 ||     0x1388 || CPU_DELAY
|-
|-
| KROMG || 0x64000 ||   || BIN
|SLPM_621.25 || Gauntlet: Dark Legacy                                                || 0x08 ||     0xC1C || CPU_DELAY
|-
|-
| - || 0x65CC0 ||   || BIN
|SLPM_621.25 || Gauntlet: Dark Legacy                                                || 0x09 || 0x2B470005 || DEV5_INT_SPEED
|-
|-
| KROM || 0x66000 || Kanji ROM? Not sure where this is used. || BIN
|SLPM_621.35 || Final Fantasy: XI (Beta Version)                                    || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
| - || 0x7FE70 ||   || BIN
|SLPM_621.54 || DDRMAX Dance Dance Revolution 6thMix                                || 0x08 ||     0x1A5E || CPU_DELAY
|-
|-
| ROMVER || 0x7FF00 || ROM version. || BIN
|SLPM_622.39 || Supercar Street Challenge                                            || 0x0A ||   0x80300 || CDVD_READ_DELAY
|-
|-
| - || 0x7FF10 ||   || BIN
|SLPM_623.69 || Karaoke Revolution: J-Pop Vol.1                                      || 0x08 ||     0x1388 || CPU_DELAY
|-
|-
| VERSTR || 0x7FF30 || Version string. Probably PS1 ROM will use this because that this string is also present in PlayStation consoles. || BIN
|SLPM_623.79 || Karaoke Revolution: J-Pop Vol.2                                      || 0x08 ||     0x1388 || CPU_DELAY
|-
|-
| - || 0x7FF90 ||   || BIN
|SLPM_623.80 || Karaoke Revolution: J-Pop Vol.3                                      || 0x08 ||     0x1388 || CPU_DELAY
|-
|-
| ROMGSCRT || 0x80000 ||   || BIN
|SLPM_623.81 || Karaoke Revolution: J-Pop Vol.4                                      || 0x08 ||     0x1388 || CPU_DELAY
|-
|-
| NCDVDMAN || 0x82D30 || It seems to be a heavily stripped-down CDVDMAN module, with no support for some S-command functions like sceCdRI. || ELF
|SLPM_623.82 || Karaoke Revolution: Love & Ballad                                    || 0x08 ||     0x1388 || CPU_DELAY
|-
|-
| SECRMAN || 0x8F770 || Security Manager. Signing is NOT done with the one in ROM, but with a special version that comes with the utility discs. Looks like PS3 units have a different SECRMAN module from retail sets, similar to PS2 TOOL one. || ELF
|SLPM_623.83 || Karaoke Revolution: Night Selection 2003                            || 0x08 ||     0x1388 || CPU_DELAY
|-
|-
| MCMAN || 0x93C30 || Memory Card Manager. || ELF
|SLPM_624.14 || Karaoke Revolution: Dreams & Memories                                || 0x08 ||     0x1388 || CPU_DELAY
|-
|-
| PADMAN || 0xA30C0 || Pad manager. || ELF
|SLPM_624.37 || Suisui Sweet: Amai Ai no Mitsukekata                                || 0x0B || 0x40000000 || SPU2_BEHAVIOR
|-
|-
| CDVDMAN || 0xAC810 || The CD/DVD manager. || ELF
|SLPM_624.50 || Karaoke Revolution: Anime Song Selection                            || 0x08 ||     0x1388 || CPU_DELAY
|-
|-
| CDVDFSV || 0xB4BC0 || The RPC server for CDVDMAN. || ELF
|SLPM_624.51 || Karaoke Revolution: J-Pop Vol.5                                      || 0x08 ||    0x1388 || CPU_DELAY
|-
|-
| FILEIO || 0xBCF80 || RPC server for IOMAN. Sony has greatly changed the semantics and design of FILEIO after some point. Connecting an old FILEIO EE RPC client to a newer server will result in a severe IOP crash. || ELF
|SLPM_624.54 || Karaoke Revolution: J-Pop Vol.6                                      || 0x08 ||     0x1388 || CPU_DELAY
|-
|-
| CLEARSPU || 0xBF080 || Seems to clear/reset the SPU, but is known to cause crashes under some conditions. Not sure if it's buggy or not. Only used by the OSDSYS of the SCPH-10000 and SCPH-15000, probably retained for backward-compatibility. || ELF
|SLPM_624.55 || Karaoke Revolution: J-Pop Vol.7                                      || 0x08 ||     0x1388 || CPU_DELAY
|-
|-
| UDNL || 0xC0CC0 || It is responsible for selecting the modules and starting the IOP, during the final phase of the IOP reset where the desired modules are to be loaded into the IOP. || ELF
|SLPM_624.56 || Karaoke Revolution: J-Pop Vol.8                                      || 0x08 ||    0x1388 || CPU_DELAY
|-
|-
| IGREETING || 0xC2BC0 || Displays boot information (i.e. IOP boot type, EBOOTP, IBOOTP, switch positions for DSW602 and the type of DSW602 board installed || ELF
|SLPM_624.57 || Karaoke Revolution: Snow & Party                                    || 0x08 ||    0x1388 || CPU_DELAY
|-
|-
| EELOAD || 0xC3C20 || The EE ELF loader, which is loaded by LoadExecPS2() to 0x00082000 in PS2 for loading ELFs. || BIN
|SLPM_624.64 || Pop'n Taisen Pazurudame Online                                      || 0x08 ||     0x1F40 || CPU_DELAY
|-
|-
| XCDVDMAN || 0xD2DA0 || cdvd_driver - Updated module || ELF
|SLPM_624.79 || Karaoke Revolution: J-Pop Vol.9                                      || 0x08 ||     0x1388 || CPU_DELAY
|-
|-
| XCDVDFSV || 0xE1B30 || cdvd_ee_driver - Updated module || ELF
|SLPM_624.91 || Mega Man: The Power Battle                                          || 0x04 ||     0x2000 || SIF_DMA_SYNC
|-
|-
| OSDSND || 0xEFF60 || OSD sound library. This is actually the tentative sound driver, which is called "librspu2" in the Sony SDK. || ELF
|SLPM_624.92 || Karaoke Revolution: Kids Song Selection                              || 0x08 ||    0x1388 || CPU_DELAY
|-
|-
| PS2LOGO || 0x11ABB0 || Displays the PlayStation 2 logo from the inserted disc. For newer consoles, if the logo cannot be decrypted properly, it will fall back to the browser. Not actually required to boot games, but the Sony OSDSYS boots PS2 games through this program. || ELF
|SLPM_625.28 || Karaoke Revolution: Kazoku Idol Sengen (Bundle Edition)              || 0x08 ||     0x1388 || CPU_DELAY
|-
|-
| XPARAM2 || 0x137500 || File store per title settings for IOP emulation (XPARAM available also in real PS2 since 750XX where Deckard powerPC was introduced) || ELF
|SLPM_625.29 || Karaoke Revolution: Kazoku Idol Sengen                              || 0x08 ||     0x1388 || CPU_DELAY
|-
|-
| OSDSYS || 0x139A00 || The browser || BIN
|SLPM_650.86 || A Visual Mix: Ayumi Hamasaki Dome Tour 2001 (Disc 1)                || 0x08 ||     0x1450 || CPU_DELAY
|-
|-
| PIOPRP || 0x177880 || Present in the PS3 ps2_(gx/soft/net)emu; contains version 3.1.0 of the IOP software (compared to version 1.3.4 on the root).  || BIN
|SLPM_650.87 || A Visual Mix: Ayumi Hamasaki Dome Tour 2001 (Disc 2)                || 0x08 ||    0x1450 || CPU_DELAY
|-
|-
| KERNEL || 0x1BB7E0 || The EE kernel || BIN
|SLPM_650.90 || Spy Hunter                                                          || 0x01 ||     0x1800 || SIO2_MASK
|}
 
Description source: https://gist.github.com/uyjulian/25291080f083987d3f3c134f593483c5
 
== Game_ID/DiscID in PS20220WD20050620.crack ==
 
<pre>There are 193 titleIDs listed inside XPARAM2.ELF file of PS2 BIOS included in PS20220WD20050620.crack. XPARAM2.ELF is called by OSDSYS, then ID check is performed. If titleID match to one of included in the table, different IOP emulation settings are applied. This include blacklisting for some specific titles.
 
The original PS2 BIOS from models with emulated IOP, include a similar list file called XPARAM.ELF. The Title IDs there are not the same, although some of them exist on both lists.</pre>
 
{| class="wikitable sortable" ||  
|-
! Command !! Name
|-
|-
| 0x00 || TITLE_MASK
|SLPM_651.97 || Nobunaga's Ambition Online                                          || 0x02 ||        0xB || DEV9_MASK
|-
|-
| 0x01 || SIO2_MASK
|SLPM_652.09 || Star Ocean: Till the End of Time                                    || 0x0B ||    0x20014 || SPU2_BEHAVIOR
|-
|-
| 0x02 || DEV9_MASK 
|SLPM_654.38 || Star Ocean: Till the End of Time (Director's Cut) (Disc 1)          || 0x0B ||    0x20014 || SPU2_BEHAVIOR
|-
|-
| 0x03 || USB_MASK
|SLPM_654.39 || Star Ocean: Till the End of Time (Director's Cut) (Disc 2)          || 0x0B ||    0x20014 || SPU2_BEHAVIOR
|-
|-
| 0x04 || SIF_DMA_SYNC
|SLPM_654.88 || Grand Theft Auto: Vice City                                          || 0x0A ||      0x300 || CDVD_READ_DELAY
|-
|-
| 0x05 || SIF_DMA_LOAD
|SLPM_654.88 || Grand Theft Auto: Vice City                                          || 0x09 || 0x36000200 || DEV5_INT_SPEED
|-
|-
| 0x06 || DMAC_CH10_INT_DELAY 
|SLPM_656.33 || I Love Baseball: Pro Yakyu wo Koyonaku                              || 0x08 ||      0xFA0 || CPU_DELAY
|-
|-
| 0x07 || MECHA_RECOGTIME 
|SLPM_656.98 || Love Songs: ADV Futaba Riho 14-sai Natsu                            || 0x0A ||    0x80380 || CDVD_READ_DELAY
|-
|-
| 0x08 || CPU_DELAY
|SLPM_657.05 || Final Fantasy XI: Chains of Promathia (Expansion Disc)              || 0x02 ||        0xB || DEV9_MASK
|-
|-
| 0x09 || DEV5_INT_SPEED
|SLPM_657.06 || Final Fantasy XI: Chains of Promathia (All-In-One Edition)          || 0x02 ||        0xB || DEV9_MASK
|-
|-
| 0x0A || CDVD_READ_DELAY 
|SLPM_657.19 || Burnout 3: Takedown                                                  || 0x01 ||    0x1C00 || SIO2_MASK
|-
|-
| 0x0B || SPU2_BEHAVIOR 
|SLPM_657.83 || Nobunaga no Yabou Online: Tappi no Shou                              || 0x02 ||        0xB || DEV9_MASK
|-
|-
|}
|SLPM_658.94 || Winning Post 6: 2005 Version                                         || 0x01 ||     0x2400 || SIO2_MASK
 
{| class="wikitable sortable" ||
|-
! ID !! Title !! Command !! Value !! Remarks
|-
|PBPX_952.01 || DVD Utility Disc Version 1.00                                        || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
|PBPX_952.02 || DVD Utility Disc Version 1.01                                        || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|SLPM_659.34 || Maple Colors                                                        || 0x0A ||   0x80300 || CDVD_READ_DELAY
|-
|-
|PBPX_952.03 || DVD Utility Disc Version 1.01                                        || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|SLPM_659.53 || Final Fantasy: XI (Entry Disc 2005)                                  || 0x02 ||       0xB || DEV9_MASK
|-
|-
|PBPX_952.06 || DVD Player (Version 2.01)                                            || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|SLPM_659.84 || Grand Theft Auto: San Andreas                                        || 0x0A ||   0x803E8 || CDVD_READ_DELAY
|-
|-
|PBPX_952.07 || DVD Player (Version 2.10)                                            || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|SLPM_660.33 || The Sword of Etheria                                                || 0x08 ||     0xC1C || CPU_DELAY
|-
|-
|PBPX_952.08 || DVD Player (Version 2.10)                                            || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|SLPM_660.33 || The Sword of Etheria                                                || 0x00 || 0x2000000 || TITLE_MASK
|-
|-
|PBPX_952.09 || DVD Player (Version 2.10)                                            || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|SLPM_660.48 || The Sword of Etheria                                                || 0x08 ||     0xC1C || CPU_DELAY
|-
|-
|PBPX_952.10 || DVD Utility Disc Version 2.10                                        || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|SLPM_660.48 || The Sword of Etheria                                                || 0x00 || 0x2000000 || TITLE_MASK
|-
|-
|PBPX_952.11 || DVD Utility Disc Version 1.00                                        || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|SLPM_660.57 || Taito Memories Vol.1                                                 || 0x08 ||     0xCE4 || CPU_DELAY
|-
|-
|PBPX_952.21 || DVD Player (Version 2.12)                                            || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|SLPM_661.56 || Marheaven: Arm Fight Dream                                          || 0x01 ||     0x1800 || SIO2_MASK
|-
|-
|PBPX_952.22 || DVD Player (Version 2.14)                                            || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|SLPM_661.75 || Akumajo Dracula: Yami no Juin                                        || 0x08 ||       0x60 || CPU_DELAY
|-
|-
|PBPX_952.24 || DVD Player (Version 2.16)                                            || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|SLPM_661.75 || Akumajo Dracula: Yami no Juin                                        || 0x0B ||   0x2001C || SPU2_BEHAVIOR
|-
|-
|PBPX_952.28 ||                                                                     || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|SLPM_663.93 || Final Fantasy XI: Treasures of Aht Urhgan (All-In-One Edition)      || 0x0A ||   0x803E8 || CDVD_READ_DELAY
|-
|-
|PBPX_952.35 ||                                                                     || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|SLPM_663.93 || Final Fantasy XI: Treasures of Aht Urhgan (All-In-One Edition)      || 0x09 || 0x2B47000A || DEV5_INT_SPEED
|-
|-
|PBPX_952.39 || Online Start Up Disc v3.0                                            || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|SLPM_663.93 || Final Fantasy XI: Treasures of Aht Urhgan (All-In-One Edition)      || 0x02 ||       0xB || DEV9_MASK
|-
|-
|PBPX_955.01 || Linux for PS2 Beta Release 1                                        || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|SLPM_663.94 || Final Fantasy XI: Treasures of Aht Urhgan                            || 0x02 ||       0xB || DEV9_MASK
|-
|-
|PBPX_955.07 || Playstation 2 Linux Runtime Environment v1.0 (Disc 1)                || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|SLPM_664.36 || Aria the Natural                                                    || 0x01 ||     0x1800 || SIO2_MASK
|-
|-
|PBPX_955.09 || Linux for PS2 Release 1.0                                            || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|SLPM_664.36 || Aria the Natural                                                    || 0x00 || 0xA000000 || TITLE_MASK
|-
|-
|PBPX_955.18 ||                                                                     || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|SLPM_665.39 || Nobunaga no Yabou Online: Haten no Shou                              || 0x02 ||       0xB || DEV9_MASK
|-
|-
|PDPX_991.09 || DVD Player (Version 3.04)                                            || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|SLPM_665.58 || Tomb Raider: Legend                                                  || 0x08 ||     0x3E8 || CPU_DELAY
|-
|-
|PSXC_002.01 || PSX Update Disc 1.10                                                 || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|SLPM_665.74 || Detective Evangelion                                                 || 0x00 || 0x2000000 || TITLE_MASK
|-
|-
|PSXC_002.02 || PSX Update Disc 1.20                                                || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|SLPM_680.07 || Karaoke Revolution (Trial)                                          || 0x08 ||     0x1388 || CPU_DELAY
|-
|-
|PSXC_002.03 || PSX Update Disc 1.31                                                || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|SLPM_680.10 ||                                                                     || 0x08 ||     0x1388 || CPU_DELAY
|-
|-
|PTPX_970.38 ||                                                                     || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|SLPS_200.08 || Morita Shogi                                                        || 0x08 ||     0x1388 || CPU_DELAY
|-
|-
|SCAJ_201.25 || Tekken 5                                                            || 0x0B || 0x40000000 || SPU2_BEHAVIOR
|SLPS_200.20 || FIFA 2000 World Championship                                        || 0x04 ||     0x2001 || SIF_DMA_SYNC
|-
|-
|SCAJ_201.26 || Tekken 5                                                            || 0x0B || 0x40000000 || SPU2_BEHAVIOR
|SLPS_200.37 || Go Go Golf                                                          || 0x09 || 0x2B47000A || DEV5_INT_SPEED
|-
|-
|SCES_532.02 || Tekken 5                                                            || 0x0B || 0x40000000 || SPU2_BEHAVIOR
|SLPS_200.38 || Grappler Baki: Baki Saidai no Tournament                            || 0x08 ||     0x1194 || CPU_DELAY
|-
|-
|SCKA_200.49 || Tekken 5                                                            || 0x0B || 0x40000000 || SPU2_BEHAVIOR
|SLPS_200.53 || Tenshi no Present: Marle Oukoku Monogatari (Limited Edition)        || 0x0B || 0x20000000 || SPU2_BEHAVIOR
|-
|-
|SCPM_621.15 ||                                                                     || 0x00 || 0x1000000 || TITLE_MASK
|SLPS_200.66 || Tenshi no Present: Marle Oukoku Monogatari                          || 0x0B || 0x20000000 || SPU2_BEHAVIOR
|-
|-
|SCPM_621.16 ||                                                                     || 0x00 || 0x1000000 || TITLE_MASK
|SLPS_201.01 || City Crisis                                                          || 0x0A ||   0x80BB8 || CDVD_READ_DELAY
|-
|-
|SCPN_601.01 || PlayStation BB Navigator (Version 0.10)                              || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|SLPS_201.11 || Magical Sports Pro Baseball 2001                                    || 0x09 || 0x2B47000A || DEV5_INT_SPEED
|-
|-
|SCPN_601.30 || PlayStation BB Navigator (Version 0.20)                              || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|SLPS_201.72 || Koushien: Konpeki no Sora                                            || 0x09 || 0x2B47000A || DEV5_INT_SPEED
|-
|-
|SCPN_601.40 || PlayStation BB Navigator (Version 0.30)                              || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|SLPS_201.73 || Hard Hitter 2                                                        || 0x0A ||   0x80300 || CDVD_READ_DELAY
|-
|-
|SCPN_601.50 || PlayStation BB Navigator (Version 0.31)                              || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|SLPS_201.97 || Surfing Air Show with RatBoy                                        || 0x09 || 0x2B47000A || DEV5_INT_SPEED
|-
|-
|SCPN_601.60 || PlayStation BB Navigator (Version 0.32)                              || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|SLPS_201.99 || F1 2002                                                              || 0x0B ||   0x20005 || SPU2_BEHAVIOR
|-
|-
|SCPS_110.01 || I.Q. Remix                                                          || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|SLPS_202.00 || Final Fantasy XI                                                    || 0x02 ||       0xB || DEV9_MASK
|-
|-
|SCPS_110.10 || Yoake no Mariko (Performance Pack Edition)                          || 0x01 ||     0x1800 || SIO2_MASK
|SLPS_204.04 || Rakushou! Pachi-Slot Sengen 2                                        || 0x0A ||   0x80300 || CDVD_READ_DELAY
|-
|-
|SCPS_110.18 || Yoake no Mariko                                                      || 0x01 ||    0x1800 || SIO2_MASK
|SLPS_204.29 || Hissatsu Pachi-Slot Evolution: Ninja Hattori-Kun V                  || 0x08 ||    0x1B58 || CPU_DELAY
|-
|-
|SCPS_110.21 || Yoake no Mariko 2nd Act (Limited Edition)                            || 0x01 ||     0x1800 || SIO2_MASK
|SLPS_204.55 || Simple 2000 Series Vol.94: The Aka-Champion - Come on Baby          || 0x0B || 0x40000000 || SPU2_BEHAVIOR
|-
|-
|SCPS_110.22 || Yoake no Mariko 2nd Act                                              || 0x01 ||     0x1800 || SIO2_MASK
|SLPS_250.08 || Sorcerous Stabber Orphen                                            || 0x08 ||     0xC1C || CPU_DELAY
|-
|-
|SCPS_150.38 || Lifeline                                                            || 0x0A ||   0x80300 || CDVD_READ_DELAY
|SLPS_250.71 || A Visual Mix: Ayumi Hamasaki Dome Tour 2001                          || 0x08 ||     0x1450 || CPU_DELAY
|-
|-
|SCPS_150.39 || Lifeline                                                            || 0x0A ||   0x80300 || CDVD_READ_DELAY
|SLPS_250.72 || A Visual Mix: Ayumi Hamasaki Dome Tour 2001                          || 0x08 ||     0x1450 || CPU_DELAY
|-
|-
|SCPS_170.01 || Gran Turismo 4                                                       || 0x0B || 0x10000000 || SPU2_BEHAVIOR
|SLPS_250.81 || Saishuu Densha                                                       || 0x0A ||   0x803E8 || CDVD_READ_DELAY
|-
|-
|SCPS_175.01 || Linux (for PlayStation2) Release 1.0                                || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|SLPS_251.36 || Kuon no Kizuna Sairin Mikotonori                                    || 0x0A ||   0x805DC || CDVD_READ_DELAY
|-
|-
|SCPS_200.39 ||                                                                     || 0x00 || 0x4000000 || TITLE_MASK
|SLPS_251.42 || Tiger Woods PGA Tour 2002                                            || 0x0A ||   0x803E8 || CDVD_READ_DELAY
|-
|-
|SCUS_971.67 || PaRappa the Rapper 2                                                || 0x04 ||     0x2000 || SIF_DMA_SYNC
|SLPS_251.50 || Only You                                                            || 0x0B || 0x40000000 || SPU2_BEHAVIOR
|-
|-
|SCUS_972.69 || Final Fantasy XI [Disc 2]                                            || 0x02 ||       0xB || DEV9_MASK
|SLPS_252.37 || Only You                                                            || 0x0B || 0x40000000 || SPU2_BEHAVIOR
|-
|-
|SLES_500.48 || Donald Duck: Quack Attack                                            || 0x01 ||      0x800 || SIO2_MASK
|SLPS_252.75 || Def Jam: Vendetta                                                    || 0x01 ||      0x802 || SIO2_MASK
|-
|-
|SLES_500.62 || Orphen: Scion of Sorcery                                            || 0x08 ||     0xC1C || CPU_DELAY
|SLPS_252.78 || Memories Off: Mix                                                    || 0x0A ||   0x80300 || CDVD_READ_DELAY
|-
|-
|SLES_503.64 || City Crisis                                                         || 0x0A ||   0x80BB8 || CDVD_READ_DELAY
|SLPS_252.90 || Time Crisis 3                                                        || 0x01 ||     0x800 || SIO2_MASK
|-
|-
|SLES_504.46 || Shadow Man 2: The Second Coming                                      || 0x0A ||   0x80600 || CDVD_READ_DELAY
|SLPS_253.15 || One Piece: Grand Battle 3                                            || 0x01 ||     0x1800 || SIO2_MASK
|-
|-
|SLES_505.40 || Simpsons: Road Rage                                                  || 0x01 ||     0x800 || SIO2_MASK
|SLPS_253.57 || 3-Nen B-Gumi Kinpachi Sensei: Densetsu no Kyoudan ni Tate!          || 0x01 ||     0x1800 || SIO2_MASK
|-
|-
|SLES_506.08 || Shadow Man 2: The Second Coming                                      || 0x0A ||    0x80600 || CDVD_READ_DELAY
|SLPS_253.79 || Tokyo Majin Gakuen: Kaihoujyou Kefurokou                            || 0x0A ||    0x803E8 || CDVD_READ_DELAY
|-
|-
|SLES_506.28 || Simpsons: Road Rage                                                  || 0x01 ||      0x800 || SIO2_MASK
|SLPS_254.06 || Hitman: Contracts                                                    || 0x08 ||      0xDAC || CPU_DELAY
|-
|-
|SLES_507.28 || Tiger Woods PGA Tour 2002                                            || 0x0A ||   0x803E8 || CDVD_READ_DELAY
|SLPS_254.18 || Ace Combat 5: The Unsung War                                        || 0x0A ||   0x500000 || CDVD_READ_DELAY
|-
|-
|SLES_507.29 ||                                                                     || 0x0A ||   0x803E8 || CDVD_READ_DELAY
|SLPS_255.10 || Tekken 5                                                            || 0x0B || 0x40000000 || SPU2_BEHAVIOR
|-
|-
|SLES_512.82 || Tiger Woods PGA Tour 2003                                            || 0x0A ||   0x803E8 || CDVD_READ_DELAY
|SLPS_255.85 || Monster Farm 5: Circus Caravan                                      || 0x07 ||         5 || MECHA_RECOGTIME
|-
|-
|SLES_514.79 || Def Jam Vendetta                                                    || 0x01 ||     0x802 || SIO2_MASK
|SLPS_255.86 || Tales of the Abyss                                                  || 0x0A ||   0x803E8 || CDVD_READ_DELAY
|-
|-
|SLES_518.41 || SpyHunter 2                                                          || 0x01 ||     0x800 || SIO2_MASK
|SLPS_256.04 || Ar tonelico Qoga: Knell of Ar Ciel                                  || 0x00 || 0xA000000 || TITLE_MASK
|-
|-
|SLES_518.44 || Time Crisis 3                                                        || 0x01 ||     0x800 || SIO2_MASK
|SLPS_256.67 || Daito Giken Premium Pachi-Slot Collection: Yoshimune                || 0x01 ||     0x1800 || SIO2_MASK
|-
|-
|SLES_519.97 || SWAT: Global Strike Team                                            || 0x01 ||     0x800 || SIO2_MASK
|SLPS_256.98 || Fatal Fury Battle Archives Volume 2                                  || 0x00 || 0xA000000 || TITLE_MASK
|-
|-
|SLES_520.97 || SWAT: Global Strike Force                                            || 0x01 ||     0x800 || SIO2_MASK
|SLPS_257.08 || The Familiar of Zero (Limited Edition)                              || 0x0A ||   0x803E8 || CDVD_READ_DELAY
|-
|-
|SLES_530.37 || Super Monkey Ball Deluxe                                            || 0x01 ||     0x802 || SIO2_MASK
|SLPS_257.09 || The Familiar of Zero                                                || 0x0A ||   0x803E8 || CDVD_READ_DELAY
|-
|-
|SLES_536.68 || Micro Machines v4                                                    || 0x01 ||     0x801 || SIO2_MASK
|SLPS_257.21 || HimeHibi - Princess Days                                            || 0x0B || 0x8000000 || SPU2_BEHAVIOR
|-
|-
|SLES_537.55 || Castlevania: Curse of Darkness                                      || 0x04 ||       0x10 || SIF_DMA_SYNC
|SLPS_257.22 || Routes PE (Limited Edition)                                          || 0x08 ||     0x3E8 || CPU_DELAY
|-
|-
|SLES_537.96 || FIFA Street 2                                                        || 0x01 ||     0x1800 || SIO2_MASK
|SLPS_257.27 || Routes PE                                                            || 0x08 ||     0x3E8 || CPU_DELAY
|-
|-
|SLPM_620.42 || Kurogane no Houkou: Warship Commander                                || 0x01 ||     0x3000 || SIO2_MASK
|SLPS_732.49 || Ar tonelico Qoga: Knell of Ar Ciel (Platinum)                        || 0x00 || 0xA000000 || TITLE_MASK
|-
|-
|SLPM_620.62 || Gitaroo Man One                                                      || 0x0A ||   0x80540 || CDVD_READ_DELAY
|SLUS_200.11 || Orphen: Ocion of Sorcery                                            || 0x08 ||     0x1388 || CPU_DELAY
|-
|-
|SLPM_621.05 || Taikou Risshiden IV                                                  || 0x09 || 0x2B47000A || DEV5_INT_SPEED
|SLUS_200.11 || Orphen: Ocion of Sorcery                                            || 0x09 || 0x8000010 || DEV5_INT_SPEED
|-
|-
|SLPM_621.24 || Ready 2 Rumble Boxing: Round 2                                      || 0x08 ||     0x1388 || CPU_DELAY
|SLUS_200.77 || Donald Duck: Go'in Quackers                                          || 0x01 ||     0x800 || SIO2_MASK
|-
|-
|SLPM_621.25 || Gauntlet: Dark Legacy                                                || 0x08 ||     0xC1C || CPU_DELAY
|SLUS_202.74 || City Crisis                                                          || 0x0A ||   0x80BB8 || CDVD_READ_DELAY
|-
|-
|SLPM_621.25 || Gauntlet: Dark Legacy                                                || 0x09 || 0x2B470005 || DEV5_INT_SPEED
|SLUS_203.05 || Simpsons: Road Rage                                                  || 0x01 ||     0x800 || SIO2_MASK
|-
|-
|SLPM_621.35 || Final Fantasy: XI (Beta Version)                                    || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|SLUS_203.64 || Tiger Woods PGA Tour 2002                                            || 0x0A ||   0x803E8 || CDVD_READ_DELAY
|-
|-
|SLPM_621.54 || DDRMAX Dance Dance Revolution 6thMix                                || 0x08 ||     0x1A5E || CPU_DELAY
|SLUS_204.13 || Shadowman 2                                                          || 0x0A ||   0x80600 || CDVD_READ_DELAY
|-
|-
|SLPM_622.39 || Supercar Street Challenge                                            || 0x0A ||   0x80300 || CDVD_READ_DELAY
|SLUS_204.33 || SWAT: Global Strike Team                                            || 0x01 ||     0x800 || SIO2_MASK
|-
|-
|SLPM_623.69 || Karaoke Revolution: J-Pop Vol.1                                     || 0x08 ||    0x1388 || CPU_DELAY
|SLUS_204.88 || Star Ocean: Til the end of Time [Disc 1]                            || 0x08 ||    0x1388 || CPU_DELAY
|-
|-
|SLPM_623.79 || Karaoke Revolution: J-Pop Vol.2                                      || 0x08 ||     0x1388 || CPU_DELAY
|SLUS_205.72 || Tiger Woods PGA Tour 2003                                            || 0x0A ||   0x803E8 || CDVD_READ_DELAY
|-
|-
|SLPM_623.80 || Karaoke Revolution: J-Pop Vol.3                                      || 0x08 ||     0x1388 || CPU_DELAY
|SLUS_205.90 || Spyhunter 2                                                          || 0x01 ||     0x800 || SIO2_MASK
|-
|-
|SLPM_623.81 || Karaoke Revolution: J-Pop Vol.4                                      || 0x08 ||     0x1388 || CPU_DELAY
|SLUS_206.35 || Muppets Party Cruise                                                || 0x01 ||     0x801 || SIO2_MASK
|-
|-
|SLPM_623.82 || Karaoke Revolution: Love & Ballad                                    || 0x08 ||     0x1388 || CPU_DELAY
|SLUS_206.39 || Def Jam Vendetta                                                    || 0x01 ||     0x800 || SIO2_MASK
|-
|-
|SLPM_623.83 || Karaoke Revolution: Night Selection 2003                            || 0x08 ||     0x1388 || CPU_DELAY
|SLUS_206.86 || Splashdown: Rides Gone Wild                                          || 0x0A ||   0x80400 || CDVD_READ_DELAY
|-
|-
|SLPM_624.14 || Karaoke Revolution: Dreams & Memories                                || 0x08 ||     0x1388 || CPU_DELAY
|SLUS_208.38 || All-Star Baseball 2005                                              || 0x01 ||     0x802 || SIO2_MASK
|-
|-
|SLPM_624.37 || Suisui Sweet: Amai Ai no Mitsukekata                                || 0x0B || 0x40000000 || SPU2_BEHAVIOR
|SLUS_208.51 || Ace Combat 5: The Unsung War                                        || 0x0A ||   0x500000 || CDVD_READ_DELAY
|-
|-
|SLPM_624.50 || Karaoke Revolution: Anime Song Selection                             || 0x08 ||    0x1388 || CPU_DELAY
|SLUS_208.91 || Star Ocean: Til the end of Time [Disc 2]                             || 0x08 ||    0x1388 || CPU_DELAY
|-
|-
|SLPM_624.51 || Karaoke Revolution: J-Pop Vol.5                                      || 0x08 ||     0x1388 || CPU_DELAY
|SLUS_209.18 || Super Monkey Ball: Deluxe                                            || 0x01 ||     0x800 || SIO2_MASK
|-
|-
|SLPM_624.54 || Karaoke Revolution: J-Pop Vol.6                                      || 0x08 ||     0x1388 || CPU_DELAY
|SLUS_210.59 || Tekken 5                                                            || 0x0B || 0x40000000 || SPU2_BEHAVIOR
|-
|-
|SLPM_624.55 || Karaoke Revolution: J-Pop Vol.7                                      || 0x08 ||     0x1388 || CPU_DELAY
|SLUS_210.70 || Final Fantasy XI: Chains of Promathia                                || 0x02 ||       0xB || DEV9_MASK
|-
|-
|SLPM_624.56 || Karaoke Revolution: J-Pop Vol.8                                      || 0x08 ||    0x1388 || CPU_DELAY
|SLUS_210.89 || Karaoke Revolution Vol.3                                            || 0x08 ||    0x1388 || CPU_DELAY
|-
|-
|SLPM_624.57 || Karaoke Revolution: Snow & Party                                    || 0x08 ||     0x1388 || CPU_DELAY
|SLUS_213.31 || Sonic Riders                                                        || 0x01 ||     0x800 || SIO2_MASK
|-
|-
|SLPM_624.64 || Pop'n Taisen Pazurudame Online                                      || 0x08 ||     0x1F40 || CPU_DELAY
|SLUS_213.39 || Puzzle Challenge                                                    || 0x01 ||     0x800 || SIO2_MASK
|-
|-
|SLPM_624.79 || Karaoke Revolution: J-Pop Vol.9                                      || 0x08 ||     0x1388 || CPU_DELAY
|SLUS_214.04 || Final Fantasy XI: Treasures of Aht Urhgan                            || 0x02 ||       0xB || DEV9_MASK
|-
|-
|SLPM_624.91 || Mega Man: The Power Battle                                          || 0x04 ||    0x2000 || SIF_DMA_SYNC
|SLUS_214.52 || Valkyrie Profile 2: Silmeria                                        || 0x08 ||    0x1388 || CPU_DELAY
|-
|-  
|SLPM_624.92 || Karaoke Revolution: Kids Song Selection                              || 0x08 ||    0x1388 || CPU_DELAY
|}
|-
 
|SLPM_625.28 || Karaoke Revolution: Kazoku Idol Sengen (Bundle Edition)              || 0x08 ||    0x1388 || CPU_DELAY
= Folder/File layout =
|-
 
|SLPM_625.29 || Karaoke Revolution: Kazoku Idol Sengen                              || 0x08 ||    0x1388 || CPU_DELAY
Example: Max Payne Classic
|-
 
|SLPM_650.86 || A Visual Mix: Ayumi Hamasaki Dome Tour 2001 (Disc 1)                || 0x08 ||    0x1450 || CPU_DELAY
<pre>
|-
├── config-emu-ps4.txt
|SLPM_650.87 || A Visual Mix: Ayumi Hamasaki Dome Tour 2001 (Disc 2)                || 0x08 ||    0x1450 || CPU_DELAY
├── docs
|-
│   └── revision.h
|SLPM_650.90 || Spy Hunter                                                          || 0x01 ||    0x1800 || SIO2_MASK
├── eboot.bin
|-
├── feature_data
|SLPM_651.97 || Nobunaga's Ambition Online                                          || 0x02 ||        0xB || DEV9_MASK
│   └── SLES-50326_features.lua
|-
├── formatted.card
|SLPM_652.09 || Star Ocean: Till the End of Time                                    || 0x0B ||    0x20014 || SPU2_BEHAVIOR
├── image
|-
│   └── disc01.iso
|SLPM_654.38 || Star Ocean: Till the End of Time (Director's Cut) (Disc 1)          || 0x0B ||    0x20014 || SPU2_BEHAVIOR
├── lua_include
|-
│   ├── ee-cpr0-alias.lua
|SLPM_654.39 || Star Ocean: Till the End of Time (Director's Cut) (Disc 2)          || 0x0B ||    0x20014 || SPU2_BEHAVIOR
│   ├── ee-gpr-alias.lua
|-
│   ├── ee-hwaddr.lua
|SLPM_654.88 || Grand Theft Auto: Vice City                                          || 0x0A ||      0x300 || CDVD_READ_DELAY
│   ├── language.lua
|-
│   ├── pad-and-key.lua
|SLPM_654.88 || Grand Theft Auto: Vice City                                          || 0x09 || 0x36000200 || DEV5_INT_SPEED
│   ├── ps2.lua
|-
│   └── utils.lua
|SLPM_656.33 || I Love Baseball: Pro Yakyu wo Koyonaku                              || 0x08 ||      0xFA0 || CPU_DELAY
├── patches
|-
│   └── SLES-50326_cli.conf
|SLPM_656.98 || Love Songs: ADV Futaba Riho 14-sai Natsu                            || 0x0A ||    0x80380 || CDVD_READ_DELAY
├── PS20220WD20050620.crack
|-
├── ps2-emu-compiler.self
|SLPM_657.05 || Final Fantasy XI: Chains of Promathia (Expansion Disc)              || 0x02 ||        0xB || DEV9_MASK
├── sce_companion_httpd
|-
│   └── html
|SLPM_657.06 || Final Fantasy XI: Chains of Promathia (All-In-One Edition)          || 0x02 ||        0xB || DEV9_MASK
│      ├── BackCover.jpg
|-
│      ├── base
|SLPM_657.19 || Burnout 3: Takedown                                                  || 0x01 ||     0x1C00 || SIO2_MASK
│      │   ├── arrow_up.png
|-
│      │   └── sprites.png
|SLPM_657.83 || Nobunaga no Yabou Online: Tappi no Shou                              || 0x02 ||        0xB || DEV9_MASK
│       ├── css
|-
│      │   ├── default-skin.png
|SLPM_658.94 || Winning Post 6: 2005 Version                                        || 0x01 ||     0x2400 || SIO2_MASK
│      │   └── styles.min.css
|-
│      ├── index.html
|SLPM_659.34 || Maple Colors                                                        || 0x0A ||    0x80300 || CDVD_READ_DELAY
│       ├── js
|-
│      │   └── app.min.js
|SLPM_659.53 || Final Fantasy: XI (Entry Disc 2005)                                  || 0x02 ||        0xB || DEV9_MASK
│      ├── large
|-
│      │   ├── Box01.jpg
|SLPM_659.84 || Grand Theft Auto: San Andreas                                        || 0x0A ||    0x803E8 || CDVD_READ_DELAY
│      │   ├── Box04.jpg
|-
│      │   ├── landscape
|SLPM_660.33 || The Sword of Etheria                                                || 0x08 ||      0xC1C || CPU_DELAY
│      │   │   ├── Box01.jpg
|-
│      │   │   ├── Box04.jpg
|SLPM_660.33 || The Sword of Etheria                                                || 0x00 ||  0x2000000 || TITLE_MASK
│      │   │   ├── Page01.jpg
|-
│      │   │   ├── Page02.jpg
|SLPM_660.48 || The Sword of Etheria                                                || 0x08 ||      0xC1C || CPU_DELAY
│      │   │   ├── Page03.jpg
|-
│      │   │   ├── Page04.jpg
|SLPM_660.48 || The Sword of Etheria                                                || 0x00 ||  0x2000000 || TITLE_MASK
│      │   │   ├── Page05.jpg
|-
│      │   │   ├── Page06.jpg
|SLPM_660.57 || Taito Memories Vol.1                                                || 0x08 ||      0xCE4 || CPU_DELAY
│      │   │   ├── Page07.jpg
|-
│       │   │   ├── Page08.jpg
|SLPM_661.56 || Marheaven: Arm Fight Dream                                          || 0x01 ||     0x1800 || SIO2_MASK
│      │   │   ├── Page09.jpg
|-
│      │   │   ├── Page10.jpg
|SLPM_661.75 || Akumajo Dracula: Yami no Juin                                        || 0x08 ||      0x60 || CPU_DELAY
│      │   │   ├── Page11.jpg
|-
│      │   │   ├── Page12.jpg
|SLPM_661.75 || Akumajo Dracula: Yami no Juin                                        || 0x0B ||    0x2001C || SPU2_BEHAVIOR
│      │   │   ├── Page13.jpg
|-
│      │   │   ├── Page14.jpg
|SLPM_663.93 || Final Fantasy XI: Treasures of Aht Urhgan (All-In-One Edition)      || 0x0A ||    0x803E8 || CDVD_READ_DELAY
│      │   │   ├── Page15.jpg
|-
│      │   │   ├── Page16.jpg
|SLPM_663.93 || Final Fantasy XI: Treasures of Aht Urhgan (All-In-One Edition)      || 0x09 || 0x2B47000A || DEV5_INT_SPEED
│      │   │   ├── Page17.jpg
|-
│      │   │   ├── Page18.jpg
|SLPM_663.93 || Final Fantasy XI: Treasures of Aht Urhgan (All-In-One Edition)      || 0x02 ||        0xB || DEV9_MASK
│      │   │   ├── Page19.jpg
|-
│      │   │   ├── Page20.jpg
|SLPM_663.94 || Final Fantasy XI: Treasures of Aht Urhgan                            || 0x02 ||        0xB || DEV9_MASK
│      │   │   ├── Page21.jpg
|-
│       │   │   ├── Page22.jpg
|SLPM_664.36 || Aria the Natural                                                    || 0x01 ||     0x1800 || SIO2_MASK
│      │   │   ├── Page23.jpg
|-
│      │   │   ├── Page24.jpg
|SLPM_664.36 || Aria the Natural                                                    || 0x00 ||  0xA000000 || TITLE_MASK
│      │   │   ├── Page25.jpg
|-
│      │   │   ├── Page26.jpg
|SLPM_665.39 || Nobunaga no Yabou Online: Haten no Shou                              || 0x02 ||        0xB || DEV9_MASK
│      │   │   ├── Page27.jpg
|-
│      │   │   ├── Page28.jpg
|SLPM_665.58 || Tomb Raider: Legend                                                  || 0x08 ||      0x3E8 || CPU_DELAY
│      │   │   ├── Page29.jpg
|-
│      │   │   ├── Page30.jpg
|SLPM_665.74 || Detective Evangelion                                                || 0x00 ||  0x2000000 || TITLE_MASK
│      │   │   ├── Page31.jpg
|-
│      │   │   ├── Page32.jpg
|SLPM_680.07 || Karaoke Revolution (Trial)                                          || 0x08 ||     0x1388 || CPU_DELAY
│       │   │   ├── Page33.jpg
|-
│      │   │   ├── Page34.jpg
|SLPM_680.10 ||                                                                      || 0x08 ||     0x1388 || CPU_DELAY
│       │   │   ├── Page35.jpg
|-
│      │   │   ├── Page36.jpg
|SLPS_200.08 || Morita Shogi                                                        || 0x08 ||     0x1388 || CPU_DELAY
│      │   │   ├── Page37.jpg
|-
│       │   │   ├── Page38.jpg
|SLPS_200.20 || FIFA 2000 World Championship                                        || 0x04 ||     0x2001 || SIF_DMA_SYNC
│      │   │   ├── Page39.jpg
|-
│      │   │   ├── Page40.jpg
|SLPS_200.37 || Go Go Golf                                                          || 0x09 || 0x2B47000A || DEV5_INT_SPEED
│       │   │   ├── Page41.jpg
|-
│      │   │   ├── Page42.jpg
|SLPS_200.38 || Grappler Baki: Baki Saidai no Tournament                            || 0x08 ||     0x1194 || CPU_DELAY
│      │   │   ├── Page43.jpg
|-
│      │   │   ├── Page44.jpg
|SLPS_200.53 || Tenshi no Present: Marle Oukoku Monogatari (Limited Edition)        || 0x0B || 0x20000000 || SPU2_BEHAVIOR
│      │   │   ├── Page45.jpg
|-
│       │   │   ├── Page46.jpg
|SLPS_200.66 || Tenshi no Present: Marle Oukoku Monogatari                          || 0x0B || 0x20000000 || SPU2_BEHAVIOR
│      │   │   ├── Page47.jpg
|-
│      │   │   ├── Page48.jpg
|SLPS_201.01 || City Crisis                                                          || 0x0A ||    0x80BB8 || CDVD_READ_DELAY
│      │   │   ├── Page49.jpg
|-
│      │   │   ├── Page50.jpg
|SLPS_201.11 || Magical Sports Pro Baseball 2001                                    || 0x09 || 0x2B47000A || DEV5_INT_SPEED
│      │   │   ├── Page51.jpg
|-
│      │   │   ├── Page52.jpg
|SLPS_201.72 || Koushien: Konpeki no Sora                                            || 0x09 || 0x2B47000A || DEV5_INT_SPEED
│      │   │   ├── Page53.jpg
|-
│      │   │   ├── Page54.jpg
|SLPS_201.73 || Hard Hitter 2                                                        || 0x0A ||    0x80300 || CDVD_READ_DELAY
│      │   │   ├── Page55.jpg
|-
│      │   │   ├── Page56.jpg
|SLPS_201.97 || Surfing Air Show with RatBoy                                        || 0x09 || 0x2B47000A || DEV5_INT_SPEED
│      │   │   ├── Page57.jpg
|-
│      │   │   ├── Page58.jpg
|SLPS_201.99 || F1 2002                                                              || 0x0B ||    0x20005 || SPU2_BEHAVIOR
│      │   │   └── Page59.jpg
|-
│      │   ├── Page01.jpg
|SLPS_202.00 || Final Fantasy XI                                                    || 0x02 ||        0xB || DEV9_MASK
│      │   ├── Page02.jpg
|-
│      │   ├── Page03.jpg
|SLPS_204.04 || Rakushou! Pachi-Slot Sengen 2                                        || 0x0A ||    0x80300 || CDVD_READ_DELAY
│      │   ├── Page04.jpg
|-
│      │   ├── Page05.jpg
|SLPS_204.29 || Hissatsu Pachi-Slot Evolution: Ninja Hattori-Kun V                  || 0x08 ||     0x1B58 || CPU_DELAY
│      │   ├── Page06.jpg
|-
│      │   ├── Page07.jpg
|SLPS_204.55 || Simple 2000 Series Vol.94: The Aka-Champion - Come on Baby          || 0x0B || 0x40000000 || SPU2_BEHAVIOR
│       │   ├── Page08.jpg
|-
│      │   ├── Page09.jpg
|SLPS_250.08 || Sorcerous Stabber Orphen                                            || 0x08 ||      0xC1C || CPU_DELAY
│      │   ├── Page100.jpg
|-
│      │   ├── Page101.jpg
|SLPS_250.71 || A Visual Mix: Ayumi Hamasaki Dome Tour 2001                          || 0x08 ||     0x1450 || CPU_DELAY
│      │   ├── Page102.jpg
|-
│      │   ├── Page103.jpg
|SLPS_250.72 || A Visual Mix: Ayumi Hamasaki Dome Tour 2001                          || 0x08 ||     0x1450 || CPU_DELAY
│      │   ├── Page104.jpg
|-
│      │   ├── Page105.jpg
|SLPS_250.81 || Saishuu Densha                                                      || 0x0A ||    0x803E8 || CDVD_READ_DELAY
│       │   ├── Page106.jpg
|-
│      │   ├── Page107.jpg
|SLPS_251.36 || Kuon no Kizuna Sairin Mikotonori                                    || 0x0A ||    0x805DC || CDVD_READ_DELAY
│      │   ├── Page108.jpg
|-
│       │   ├── Page109.jpg
|SLPS_251.42 || Tiger Woods PGA Tour 2002                                            || 0x0A ||    0x803E8 || CDVD_READ_DELAY
│      │   ├── Page10.jpg
|-
│      │   ├── Page110.jpg
|SLPS_251.50 || Only You                                                            || 0x0B || 0x40000000 || SPU2_BEHAVIOR
│      │   ├── Page111.jpg
|-
│      │   ├── Page112.jpg
|SLPS_252.37 || Only You                                                            || 0x0B || 0x40000000 || SPU2_BEHAVIOR
│      │   ├── Page113.jpg
|-
│      │   ├── Page114.jpg
|SLPS_252.75 || Def Jam: Vendetta                                                    || 0x01 ||      0x802 || SIO2_MASK
│      │   ├── Page115.jpg
|-
│      │   ├── Page116.jpg
|SLPS_252.78 || Memories Off: Mix                                                    || 0x0A ||    0x80300 || CDVD_READ_DELAY
│      │   ├── Page11.jpg
|-
│      │   ├── Page12.jpg
|SLPS_252.90 || Time Crisis 3                                                        || 0x01 ||      0x800 || SIO2_MASK
│      │   ├── Page13.jpg
|-
│      │   ├── Page14.jpg
|SLPS_253.15 || One Piece: Grand Battle 3                                            || 0x01 ||     0x1800 || SIO2_MASK
│      │   ├── Page15.jpg
|-
│      │   ├── Page16.jpg
|SLPS_253.57 || 3-Nen B-Gumi Kinpachi Sensei: Densetsu no Kyoudan ni Tate!          || 0x01 ||     0x1800 || SIO2_MASK
│      │   ├── Page17.jpg
|-
│      │   ├── Page18.jpg
|SLPS_253.79 || Tokyo Majin Gakuen: Kaihoujyou Kefurokou                            || 0x0A ||    0x803E8 || CDVD_READ_DELAY
│      │   ├── Page19.jpg
|-
│      │   ├── Page20.jpg
|SLPS_254.06 || Hitman: Contracts                                                    || 0x08 ||      0xDAC || CPU_DELAY
│      │   ├── Page21.jpg
|-
│       │   ├── Page22.jpg
|SLPS_254.18 || Ace Combat 5: The Unsung War                                        || 0x0A ||  0x500000 || CDVD_READ_DELAY
│      │   ├── Page23.jpg
|-
│      │   ├── Page24.jpg
|SLPS_255.10 || Tekken 5                                                            || 0x0B || 0x40000000 || SPU2_BEHAVIOR
│       │   ├── Page25.jpg
|-
│      │   ├── Page26.jpg
|SLPS_255.85 || Monster Farm 5: Circus Caravan                                      || 0x07 ||          5 || MECHA_RECOGTIME
│      │   ├── Page27.jpg
|-
│      │   ├── Page28.jpg
|SLPS_255.86 || Tales of the Abyss                                                  || 0x0A ||    0x803E8 || CDVD_READ_DELAY
│      │   ├── Page29.jpg
|-
│      │   ├── Page30.jpg
|SLPS_256.04 || Ar tonelico Qoga: Knell of Ar Ciel                                  || 0x00 ||  0xA000000 || TITLE_MASK
│      │   ├── Page31.jpg
|-
│      │   ├── Page32.jpg
|SLPS_256.67 || Daito Giken Premium Pachi-Slot Collection: Yoshimune                || 0x01 ||     0x1800 || SIO2_MASK
│      │   ├── Page33.jpg
|-
│      │   ├── Page34.jpg
|SLPS_256.98 || Fatal Fury Battle Archives Volume 2                                  || 0x00 ||  0xA000000 || TITLE_MASK
│      │   ├── Page35.jpg
|-
│      │   ├── Page36.jpg
|SLPS_257.08 || The Familiar of Zero (Limited Edition)                              || 0x0A ||    0x803E8 || CDVD_READ_DELAY
│      │   ├── Page37.jpg
|-
│      │   ├── Page38.jpg
|SLPS_257.09 || The Familiar of Zero                                                || 0x0A ||    0x803E8 || CDVD_READ_DELAY
│      │   ├── Page39.jpg
|-
│      │   ├── Page40.jpg
|SLPS_257.21 || HimeHibi - Princess Days                                            || 0x0B ||  0x8000000 || SPU2_BEHAVIOR
│      │   ├── Page41.jpg
|-
│       │   ├── Page42.jpg
|SLPS_257.22 || Routes PE (Limited Edition)                                          || 0x08 ||      0x3E8 || CPU_DELAY
│      │   ├── Page43.jpg
|-
│      │   ├── Page44.jpg
|SLPS_257.27 || Routes PE                                                            || 0x08 ||      0x3E8 || CPU_DELAY
│      │   ├── Page45.jpg
|-
│      │   ├── Page46.jpg
|SLPS_732.49 || Ar tonelico Qoga: Knell of Ar Ciel (Platinum)                        || 0x00 ||  0xA000000 || TITLE_MASK
│      │   ├── Page47.jpg
|-
│      │   ├── Page48.jpg
|SLUS_200.11 || Orphen: Ocion of Sorcery                                            || 0x08 ||     0x1388 || CPU_DELAY
│      │   ├── Page49.jpg
|-
│      │   ├── Page50.jpg
|SLUS_200.11 || Orphen: Ocion of Sorcery                                            || 0x09 ||  0x8000010 || DEV5_INT_SPEED
│      │   ├── Page51.jpg
|-
│      │   ├── Page52.jpg
|SLUS_200.77 || Donald Duck: Go'in Quackers                                          || 0x01 ||      0x800 || SIO2_MASK
│      │   ├── Page53.jpg
|-
│      │   ├── Page54.jpg
|SLUS_202.74 || City Crisis                                                          || 0x0A ||    0x80BB8 || CDVD_READ_DELAY
│      │   ├── Page55.jpg
|-
│      │   ├── Page56.jpg
|SLUS_203.05 || Simpsons: Road Rage                                                  || 0x01 ||      0x800 || SIO2_MASK
│       │   ├── Page57.jpg
|-
│      │   ├── Page58.jpg
|SLUS_203.64 || Tiger Woods PGA Tour 2002                                            || 0x0A ||    0x803E8 || CDVD_READ_DELAY
│      │   ├── Page59.jpg
|-
│      │   ├── Page60.jpg
|SLUS_204.13 || Shadowman 2                                                          || 0x0A ||    0x80600 || CDVD_READ_DELAY
│      │   ├── Page61.jpg
|-
│      │   ├── Page62.jpg
|SLUS_204.33 || SWAT: Global Strike Team                                            || 0x01 ||      0x800 || SIO2_MASK
│      │   ├── Page63.jpg
|-
│      │   ├── Page64.jpg
|SLUS_204.88 || Star Ocean: Til the end of Time [Disc 1]                            || 0x08 ||     0x1388 || CPU_DELAY
│      │   ├── Page65.jpg
|-
│      │   ├── Page66.jpg
|SLUS_205.72 || Tiger Woods PGA Tour 2003                                            || 0x0A ||    0x803E8 || CDVD_READ_DELAY
│      │   ├── Page67.jpg
|-
│      │   ├── Page68.jpg
|SLUS_205.90 || Spyhunter 2                                                          || 0x01 ||      0x800 || SIO2_MASK
│      │   ├── Page69.jpg
|-
│      │   ├── Page70.jpg
|SLUS_206.35 || Muppets Party Cruise                                                || 0x01 ||      0x801 || SIO2_MASK
│      │   ├── Page71.jpg
|-
│      │   ├── Page72.jpg
|SLUS_206.39 || Def Jam Vendetta                                                    || 0x01 ||      0x800 || SIO2_MASK
│       │   ├── Page73.jpg
|-
│      │   ├── Page74.jpg
|SLUS_206.86 || Splashdown: Rides Gone Wild                                          || 0x0A ||    0x80400 || CDVD_READ_DELAY
│      │   ├── Page75.jpg
|-
│      │   ├── Page76.jpg
|SLUS_208.38 || All-Star Baseball 2005                                              || 0x01 ||      0x802 || SIO2_MASK
│      │   ├── Page77.jpg
|-
│      │   ├── Page78.jpg
|SLUS_208.51 || Ace Combat 5: The Unsung War                                        || 0x0A ||  0x500000 || CDVD_READ_DELAY
│      │   ├── Page79.jpg
|-
│      │   ├── Page80.jpg
|SLUS_208.91 || Star Ocean: Til the end of Time [Disc 2]                            || 0x08 ||     0x1388 || CPU_DELAY
│      │   ├── Page81.jpg
|-
│      │   ├── Page82.jpg
|SLUS_209.18 || Super Monkey Ball: Deluxe                                            || 0x01 ||      0x800 || SIO2_MASK
│      │   ├── Page83.jpg
|-
│      │   ├── Page84.jpg
|SLUS_210.59 || Tekken 5                                                            || 0x0B || 0x40000000 || SPU2_BEHAVIOR
│      │   ├── Page85.jpg
|-
│      │   ├── Page86.jpg
|SLUS_210.70 || Final Fantasy XI: Chains of Promathia                                || 0x02 ||        0xB || DEV9_MASK
│      │   ├── Page87.jpg
|-
│      │   ├── Page88.jpg
|SLUS_210.89 || Karaoke Revolution Vol.3                                            || 0x08 ||     0x1388 || CPU_DELAY
│      │   ├── Page89.jpg
|-
│       │   ├── Page90.jpg
|SLUS_213.31 || Sonic Riders                                                        || 0x01 ||      0x800 || SIO2_MASK
│      │   ├── Page91.jpg
|-
│      │   ├── Page92.jpg
|SLUS_213.39 || Puzzle Challenge                                                    || 0x01 ||      0x800 || SIO2_MASK
│      │   ├── Page93.jpg
|-
│      │   ├── Page94.jpg
|SLUS_214.04 || Final Fantasy XI: Treasures of Aht Urhgan                            || 0x02 ||        0xB || DEV9_MASK
│      │   ├── Page95.jpg
|-
│      │   ├── Page96.jpg
|SLUS_214.52 || Valkyrie Profile 2: Silmeria                                        || 0x08 ||     0x1388 || CPU_DELAY
│      │   ├── Page97.jpg
|-
│      │   ├── Page98.jpg
|}
│      │   └── Page99.jpg
 
│       ├── medium
= Folder/File layout =
│      │   ├── Box01.jpg
 
│      │   ├── Box04.jpg
Example: Max Payne Classic
│      │   ├── landscape
 
│      │   │   ├── Box01.jpg
<pre>
│      │   │   ├── Box04.jpg
├── config-emu-ps4.txt
│      │   │   ├── Page01.jpg
├── docs
│      │   │   ├── Page02.jpg
│   └── revision.h
│      │   │   ├── Page03.jpg
├── eboot.bin
│       │   │   ├── Page04.jpg
├── feature_data
│      │   │   ├── Page05.jpg
│   └── SLES-50326_features.lua
│      │   │   ├── Page06.jpg
├── formatted.card
│      │   │   ├── Page07.jpg
├── image
│      │   │   ├── Page08.jpg
│   └── disc01.iso
│       │   │   ├── Page09.jpg
├── lua_include
│      │   │   ├── Page10.jpg
│   ├── ee-cpr0-alias.lua
│      │   │   ├── Page11.jpg
│   ├── ee-gpr-alias.lua
│       │   │   ├── Page12.jpg
│   ├── ee-hwaddr.lua
│      │   │   ├── Page13.jpg
│   ├── language.lua
│      │   │   ├── Page14.jpg
│   ├── pad-and-key.lua
│       │   │   ├── Page15.jpg
│   ├── ps2.lua
│      │   │   ├── Page16.jpg
│   └── utils.lua
│      │   │   ├── Page17.jpg
├── patches
│      │   │   ├── Page18.jpg
│   └── SLES-50326_cli.conf
│      │   │   ├── Page19.jpg
├── PS20220WD20050620.crack
│      │   │   ├── Page20.jpg
├── ps2-emu-compiler.self
│      │   │   ├── Page21.jpg
├── sce_companion_httpd
│       │   │   ├── Page22.jpg
│   └── html
│       │   │   ├── Page23.jpg
│       ├── BackCover.jpg
│      │   │   ├── Page24.jpg
│      ├── base
│      │   │   ├── Page25.jpg
│      │   ├── arrow_up.png
│      │   │   ├── Page26.jpg
│      │   └── sprites.png
│      │   │   ├── Page27.jpg
│      ├── css
│      │   │   ├── Page28.jpg
│       │   ├── default-skin.png
│      │   │   ├── Page29.jpg
│      │   └── styles.min.css
│      │   │   ├── Page30.jpg
│       ├── index.html
│      │   │   ├── Page31.jpg
│      ├── js
│      │   │   ├── Page32.jpg
│       │   └── app.min.js
│      │   │   ├── Page33.jpg
│      ├── large
│      │   │   ├── Page34.jpg
│       │   ├── Box01.jpg
│      │   │   ├── Page35.jpg
│      │   ├── Box04.jpg
│      │   │   ├── Page36.jpg
│      │   ├── landscape
│      │   │   ├── Page37.jpg
│      │   │   ├── Box01.jpg
│      │   │   ├── Page38.jpg
│      │   │   ├── Box04.jpg
│      │   │   ├── Page39.jpg
│      │   │   ├── Page01.jpg From 01 to 59
│      │   │   ├── Page40.jpg
│      │   │   └── Page59.jpg
│      │   │   ├── Page41.jpg
│      │   ├── Page01.jpg From 01 to 116
│      │   │   ├── Page42.jpg
│      │   └── Page116.jpg
│      │   │   ├── Page43.jpg
│      ├── medium
│      │   │   ├── Page44.jpg
│       │   ├── Box01.jpg
│      │   │   ├── Page45.jpg
│      │   ├── Box04.jpg
│      │   │   ├── Page46.jpg
│      │   ├── landscape
│      │   │   ├── Page47.jpg
│      │   │   ├── Box01.jpg
│      │   │   ├── Page48.jpg
│      │   │   ├── Box04.jpg
│      │   │   ├── Page49.jpg
│      │   │   ├── Page01.jpg From 01 to 59
│      │   │   ├── Page50.jpg
│      │   │   └── Page59.jpg
│      │   │   ├── Page51.jpg
│      │   ├── Page01.jpg from 01 to 116
│      │   │   ├── Page52.jpg
│      │   └── Page116.jpg
│      │   │   ├── Page53.jpg
│      ├── small
│      │   │   ├── Page54.jpg
│       │   ├── Box01.jpg from 01 to 04
│      │   │   ├── Page55.jpg
│      │   ├── Box04.jpg
│      │   │   ├── Page56.jpg
│      │   ├── landscape
│      │   │   ├── Page57.jpg
│      │   │   ├── Box01.jpg from 01 to 04
│       │   │   ├── Page58.jpg
│      │   │   ├── Box04.jpg
│       │   │   └── Page59.jpg
│      │   │   ├── Page01.jpg From 01 to 59
│       │   ├── Page01.jpg
│      │   │   └── Page59.jpg
│       │   ├── Page02.jpg
│      │   ├── Page01.jpg From 01 to 116
│       │   ├── Page03.jpg
│      │   └── Page116.jpg
│       │   ├── Page04.jpg
│      └── thumbnails
│       │   ├── Page05.jpg
│           ├── BoxThumb01.jpg
│      │   ├── Page06.jpg
│           ├── BoxThumb04.jpg
│      │   ├── Page07.jpg
│           ├── landscape
│       │   ├── Page08.jpg
│           │   ├── BoxThumb01.jpg
│      │   ├── Page09.jpg
│           │   ├── BoxThumb04.jpg
│      │   ├── Page100.jpg
│           │   ├── Thumb01.jpg from 01 to 59
│       │   ├── Page101.jpg
│           │   └── Thumb59.jpg
│       │   ├── Page102.jpg
│           ├── Thumb01.jpg From 01 to 116
│      │   ├── Page103.jpg
│           └── Thumb116.jpg
│       │   ├── Page104.jpg
├── sce_module
│      │   ├── Page105.jpg
│   ├── libc.prx
│      │   ├── Page106.jpg
│   └── libSceFios2.prx
│      │   ├── Page107.jpg
├── sce_sys
│      │   ├── Page108.jpg
│   ├── about
│      │   ├── Page109.jpg
│   │   └── right.sprx
│      │   ├── Page10.jpg
│   └── keystone
│      │   ├── Page110.jpg
└── trophy_data
│      │   ├── Page111.jpg
     └── SLES-50326_trophies.lua
│      │   ├── Page112.jpg
</pre>
│      │   ├── Page113.jpg
 
│      │   ├── Page114.jpg
= LUA include files =
│      │   ├── Page115.jpg
 
│      │   ├── Page116.jpg
<pre>
│      │   ├── Page11.jpg
Files that some official PS2 Classics PKG files use in order for the lua files to be separate.
│      │   ├── Page12.jpg
</pre>
│      │   ├── Page13.jpg
 
│      │   ├── Page14.jpg
'''pad-connect-type.lua'''
│      │   ├── Page15.jpg
<pre>
│      │   ├── Page16.jpg
local PadConnectType = {}
│      │   ├── Page17.jpg
 
│      │   ├── Page18.jpg
PadConnectType.DS4 = 0
│      │   ├── Page19.jpg
PadConnectType.HID              = 1 -- any 3rd party USB controller (fight stick, turbo controller, etc), always local.
│      │   ├── Page20.jpg
PadConnectType.REMOTE_DS4      = 2 -- remote DS4 should behave just like regular DS4
│      │   ├── Page21.jpg
PadConnectType.REMOTE_VITA      = 3 -- remote VITA lacks analog L2/R2
│      │   ├── Page22.jpg
 
│      │   ├── Page23.jpg
return PadConnectType
│      │   ├── Page24.jpg
</pre>
│      │   ├── Page25.jpg
 
│      │   ├── Page26.jpg
'''sprite.lua'''
│      │   ├── Page27.jpg
<pre>
│      │   ├── Page28.jpg
local kFilterMode = {}
│      │   ├── Page29.jpg
kFilterMode.Point                          = 0x00000000 -- < Sample the one texel nearest to the sample point.
│      │   ├── Page30.jpg
kFilterMode.Bilinear                        = 0x00000001 -- < Sample the four texels nearest the sample point, and blend linearly.
│      │   ├── Page31.jpg
 
│      │   ├── Page32.jpg
local kWrapMode = {}
│      │   ├── Page33.jpg
kWrapMode.Wrap                              = 0x00000000 -- < The integer portion of the input coordinate is discarded, and the fractional portion is used instead. <c>U=U-floorf(U);</c>
│      │   ├── Page34.jpg
kWrapMode.Mirror                            = 0x00000001 -- < The input coordinate is "reflected" across the texture boundary. This reflection may occur multiple times until the coordinate falls within the <c>[0..1]</c> range. <c>U=isOdd(floorf(U)) ? 1-fracf(U) : fracf(U)</c>
│      │   ├── Page35.jpg
kWrapMode.ClampLastTexel                    = 0x00000002 -- < The input coordinate is clamped to the range <c>[0..1]</c>. <c>U=max(0,min(1,U));</c>
│      │   ├── Page36.jpg
kWrapMode.MirrorOnceLastTexel              = 0x00000003 -- < The input coordinate is reflected at most one time and then clamped to the range <c>[0..1]</c>. <c>U=abs(max(-1,min(1,U));</c>
│      │   ├── Page37.jpg
kWrapMode.ClampHalfBorder                  = 0x00000004 -- < Similar to kWrapModeClampLastTexel, but if clamping is necessary, the output color will be the border color specified by the Sampler. For this mode, coordinates that are not within half a pixel of the border are considered clamped.
│      │   ├── Page38.jpg
kWrapMode.MirrorOnceHalfBorder              = 0x00000005 -- < Similar to kWrapModeMirrorOnceLastTexel, but if clamping is necessary, the output color will be the border color specified by the Sampler. For this mode, coordinates that are not within half a pixel of the border are considered clamped.
│      │   ├── Page39.jpg
kWrapMode.ClampBorder                      = 0x00000006 -- < Similar to kWrapModeClampLastTexel, but if clamping is necessary, the output color will be the border color specified by the Sampler. For this mode, coordinates that are outside the range <c>[0..1]</c> are considered clamped.
│      │   ├── Page40.jpg
kWrapMode.MirrorOnceBorder                  = 0x00000007 -- < Similar to kWrapModeMirrorOnceLastTexel, but if clamping is necessary, the output color will be the border color specified by the Sampler. For this mode, coordinates that are outside the range <c>[0..1]</c> are considered clamped.
│      │   ├── Page41.jpg
 
│      │   ├── Page42.jpg
local kBlendMultiplier = {}
│      │   ├── Page43.jpg
kBlendMultiplier.Zero                            = 0x00000000  -- < Multiply the associated input by zero.
│      │   ├── Page44.jpg
kBlendMultiplier.One                              = 0x00000001  -- < Multiply the associated input by one.
│      │   ├── Page45.jpg
kBlendMultiplier.SrcColor                        = 0x00000002  -- < Multiply the associated input by the fragment color.
│      │   ├── Page46.jpg
kBlendMultiplier.OneMinusSrcColor                = 0x00000003  -- < Multiply the associated input by one minus the fragment color.
│      │   ├── Page47.jpg
kBlendMultiplier.SrcAlpha                        = 0x00000004  -- < Multiply the associated input by the fragment alpha.
│      │   ├── Page48.jpg
kBlendMultiplier.OneMinusSrcAlpha                = 0x00000005  -- < Multiply the associated input by one minus the fragment alpha.
│      │   ├── Page49.jpg
kBlendMultiplier.DestAlpha                        = 0x00000006  -- < Multiply the associated input by the render target alpha.
│      │   ├── Page50.jpg
kBlendMultiplier.OneMinusDestAlpha                = 0x00000007  -- < Multiply the associated input by one minus the render target alpha.
│      │   ├── Page51.jpg
kBlendMultiplier.DestColor                        = 0x00000008  -- < Multiply the associated input by the render target color.
│      │   ├── Page52.jpg
kBlendMultiplier.OneMinusDestColor                = 0x00000009  -- < Multiply the associated input by one minus the render target color.
│      │   ├── Page53.jpg
kBlendMultiplier.SrcAlphaSaturate                = 0x0000000a  -- < Multiply the associated input by the minimum of 1 or fragment alpha.
│      │   ├── Page54.jpg
kBlendMultiplier.ConstantColor                    = 0x0000000d  -- < Multiply the associated input by the constant color. @see DrawCommandBuffer::setBlendColor()
│      │   ├── Page55.jpg
kBlendMultiplier.OneMinusConstantColor            = 0x0000000e  -- < Multiply the associated input by one minus the constant color. @see DrawCommandBuffer::setBlendColor()
│      │   ├── Page56.jpg
kBlendMultiplier.Src1Color                        = 0x0000000f  -- < Multiply the associated input by a secondary fragment color.
│      │   ├── Page57.jpg
kBlendMultiplier.InverseSrc1Color                = 0x00000010  -- < Multiply the associated input by one minus a secondary fragment color.
│      │   ├── Page58.jpg
kBlendMultiplier.Src1Alpha                        = 0x00000011  -- < Multiply the associated input by a secondary fragment alpha.
│      │   ├── Page59.jpg
kBlendMultiplier.InverseSrc1Alpha                = 0x00000012  -- < Multiply the associated input by one minus a secondary fragment alpha.
│      │   ├── Page60.jpg
kBlendMultiplier.ConstantAlpha                    = 0x00000013  -- < Multiply the associated input by the constant color alpha. @see DrawCommandBuffer::setBlendColor()
│      │   ├── Page61.jpg
kBlendMultiplier.OneMinusConstantAlpha            = 0x00000014  -- < Multiply the associated input by one minus the constant color alpha. @see DrawCommandBuffer::setBlendColor()
│      │   ├── Page62.jpg
 
│      │   ├── Page63.jpg
local kBlendFunc = {}
│      │   ├── Page64.jpg
kBlendFunc.Add                          = 0x00000000  -- < The source value is added to the destination value.
│      │   ├── Page65.jpg
kBlendFunc.Subtract                    = 0x00000001  -- < The destination value is subtracted from the source value.
│      │   ├── Page66.jpg
kBlendFunc.Min                          = 0x00000002  -- < The minimum of the source and destination values is selected.
│      │   ├── Page67.jpg
kBlendFunc.Max                          = 0x00000003  -- < The maximum of the source and destination values is selected.
│      │   ├── Page68.jpg
kBlendFunc.ReverseSubtract              = 0x00000004  -- < The source value is subtracted from the destination value.
│      │   ├── Page69.jpg
 
│      │   ├── Page70.jpg
-- Default blending mode, ideal for typical alpha channel embedded into a PNG image.
│      │   ├── Page71.jpg
blendDefaultEquation = {
│      │   ├── Page72.jpg
kBlendMultiplier.SrcAlpha, -- src multiplier
│      │   ├── Page73.jpg
kBlendFunc.Add,                         -- blend function
│      │   ├── Page74.jpg
kBlendMultiplier.OneMinusSrcAlpha,     -- dest multiplier
│      │   ├── Page75.jpg
}
│      │   ├── Page76.jpg
 
│      │   ├── Page77.jpg
blendConstFadeEquation = {
│      │   ├── Page78.jpg
kBlendMultiplier.ConstantAlpha, -- src multiplier
│      │   ├── Page79.jpg
kBlendFunc.Add,                       -- blend function
│      │   ├── Page80.jpg
kBlendMultiplier.OneMinusConstantAlpha,     -- dest multiplier
│      │   ├── Page81.jpg
}
│      │   ├── Page82.jpg
 
│      │   ├── Page83.jpg
return kFilterMode, kWrapMode, kBlendMultiplier, kBlendFunc
│      │   ├── Page84.jpg
</pre>
│      │   ├── Page85.jpg
 
│      │   ├── Page86.jpg
'''MipsInsn.lua'''
│      │   ├── Page87.jpg
<pre>
│      │   ├── Page88.jpg
MipsInsn = {}
│      │   ├── Page89.jpg
MipsInsn.IsAddi = function(insn) return (insn & 0xfc000000) == 0x20000000 end -- addi rt,rs,simm
│      │   ├── Page90.jpg
MipsInsn.IsAddiu = function(insn) return (insn & 0xfc000000) == 0x24000000 end -- addiu rt,rs,simm
│      │   ├── Page91.jpg
MipsInsn.IsDaddu = function(insn) return (insn & 0xfc0007ff) == 0x0000002d end -- daddu rd,rs,rt
│      │   ├── Page92.jpg
MipsInsn.IsAddu = function(insn) return (insn & 0xfc0007ff) == 0x00000021 end -- addu rd,rs,rt
│      │   ├── Page93.jpg
MipsInsn.IsBeq = function(insn) return (insn & 0xfc000000) == 0x10000000 end -- beq rs,rt,off
│      │   ├── Page94.jpg
MipsInsn.IsJ = function(insn) return (insn & 0xfc000000) == 0x08000000 end -- j target
│      │   ├── Page95.jpg
MipsInsn.IsJal = function(insn) return (insn & 0xfc000000) == 0x0c000000 end -- jal target
│      │   ├── Page96.jpg
MipsInsn.IsJr = function(insn) return (insn & 0xfc1fffff) == 0x00000008 end -- jr rs
│      │   ├── Page97.jpg
MipsInsn.IsLq = function(insn) return (insn & 0xfc000000) == 0x78000000 end -- lq rt,simm(rs)
│      │   ├── Page98.jpg
MipsInsn.IsLd = function(insn) return (insn & 0xfc000000) == 0xdc000000 end -- ld rt,simm(rs)
│      │   └── Page99.jpg
MipsInsn.IsLw = function(insn) return (insn & 0xfc000000) == 0x8c000000 end -- lw rt,simm(rs)
│      ├── small
MipsInsn.IsSq = function(insn) return (insn & 0xfc000000) == 0x7c000000 end -- sq rt,simm(rs)
│      │   ├── Box01.jpg
MipsInsn.IsSd = function(insn) return (insn & 0xfc000000) == 0xfc000000 end -- sd rt,simm(rs)
│      │   ├── Box04.jpg
MipsInsn.IsSw = function(insn) return (insn & 0xfc000000) == 0xac000000 end -- sw rt,simm(rs)
│      │   ├── landscape
MipsInsn.IsEnd = function(insn) return (insn & 0xfc00003f) == 0x0000000d end -- break [code]
│      │   │   ├── Box01.jpg
 
│      │   │   ├── Box04.jpg
MipsInsn.GetRt = function(insn) return (insn >> 16) & 0x1f end
│      │   │   ├── Page01.jpg
MipsInsn.GetRs = function(insn) return (insn >> 21) & 0x1f end
│      │   │   ├── Page02.jpg
MipsInsn.GetRd = function(insn) return (insn >> 11) & 0x1f end
│      │   │   ├── Page03.jpg
--MipsInsn.GetSimm = function(insn) return ((insn << 48) >> 48) end -- this can't create a negative value correctly
│      │   │   ├── Page04.jpg
MipsInsn.GetSimm = function(insn)
│      │   │   ├── Page05.jpg
  -- Lua5.3 shifts are all logical (WHY!?). threfore (insn<<48)>>48 cannot extend the sign.
│      │   │   ├── Page06.jpg
  -- Instead of using shift, do following
│      │   │   ├── Page07.jpg
  local bit = 16 -- sign bit place.
│      │   │   ├── Page08.jpg
  local v = insn & 0xffff
│      │   │   ├── Page09.jpg
  local m = 1 << (bit - 1)
│      │   │   ├── Page10.jpg
  v = v & ((1 << bit) - 1)
│      │   │   ├── Page11.jpg
  return (v ~ m) - m -- '~' is xor in Lua... how strange it is.
│      │   │   ├── Page12.jpg
end
│      │   │   ├── Page13.jpg
MipsInsn.GetOff = function(insn) return MipsInsn.GetSimm(insn) end
│      │   │   ├── Page14.jpg
MipsInsn.GetTarget = function(insn) return insn & 0x3ffffff end
│      │   │   ├── Page15.jpg
 
│      │   │   ├── Page16.jpg
return MipsInsn
│      │   │   ├── Page17.jpg
</pre>
│      │   │   ├── Page18.jpg
 
│      │   │   ├── Page19.jpg
'''ee-cpr0-alias.lua'''
│      │   │   ├── Page20.jpg
<pre>
│      │   │   ├── Page21.jpg
cpr = {}
│      │   │   ├── Page22.jpg
 
│      │   │   ├── Page23.jpg
cpr.index = 0
│      │   │   ├── Page24.jpg
cpr.random = 1
│      │   │   ├── Page25.jpg
cpr.entrylo0 = 2
│      │   │   ├── Page26.jpg
cpr.entrylo1 = 3
│      │   │   ├── Page27.jpg
cpr.context = 4
│      │   │   ├── Page28.jpg
cpr.pagemask = 5
│      │   │   ├── Page29.jpg
cpr.wired = 6
│      │   │   ├── Page30.jpg
cpr.badvaddr = 8
│      │   │   ├── Page31.jpg
cpr.count = 9
│      │   │   ├── Page32.jpg
cpr.entryhi = 10
│      │   │   ├── Page33.jpg
cpr.compare = 11
│      │   │   ├── Page34.jpg
cpr.status = 12
│      │   │   ├── Page35.jpg
cpr.cause = 13
│      │   │   ├── Page36.jpg
cpr.epc = 14
│      │   │   ├── Page37.jpg
cpr.prid = 15
│      │   │   ├── Page38.jpg
cpr.config = 16
│      │   │   ├── Page39.jpg
cpr.badpaddr = 23
│      │   │   ├── Page40.jpg
cpr.hwbk = 24
│      │   │   ├── Page41.jpg
cpr.pccr = 25
│      │   │   ├── Page42.jpg
cpr.taglo = 28
│      │   │   ├── Page43.jpg
cpr.taghi = 29
│      │   │   ├── Page44.jpg
cpr.errorepc = 30
│      │   │   ├── Page45.jpg
 
│      │   │   ├── Page46.jpg
return cpr
│      │   │   ├── Page47.jpg
</pre>
│      │   │   ├── Page48.jpg
 
│      │   │   ├── Page49.jpg
'''ee-gpr-alias.lua'''
│      │   │   ├── Page50.jpg
<pre>
│      │   │   ├── Page51.jpg
-- Recommended method to import this module:
│      │   │   ├── Page52.jpg
--  local gpr = require("ee-gpr-alias")
│      │   │   ├── Page53.jpg
--
│      │   │   ├── Page54.jpg
-- Using the global 'lang' variable is depreciated. This will change to a local-scope variable after
│      │   │   ├── Page55.jpg
-- the depreciation period has expired in April 2016.
│      │   │   ├── Page56.jpg
 
│      │   │   ├── Page57.jpg
gpr = {}
│      │   │   ├── Page58.jpg
 
│      │   │   └── Page59.jpg
gpr.zero = 0
│      │   ├── Page01.jpg
gpr.at  = 1
│      │   ├── Page02.jpg
gpr.v0  = 2
│      │   ├── Page03.jpg
gpr.v1  = 3
│      │   ├── Page04.jpg
gpr.a0  = 4
│      │   ├── Page05.jpg
gpr.a1  = 5
│      │   ├── Page06.jpg
gpr.a2  = 6
│      │   ├── Page07.jpg
gpr.a3  = 7
│      │   ├── Page08.jpg
gpr.t0  = 8
│      │   ├── Page09.jpg
gpr.t1  = 9
│      │   ├── Page100.jpg
gpr.t2  = 10
│      │   ├── Page101.jpg
gpr.t3  = 11
│      │   ├── Page102.jpg
gpr.t4  = 12
│      │   ├── Page103.jpg
gpr.t5  = 13
│      │   ├── Page104.jpg
gpr.t6  = 14
│      │   ├── Page105.jpg
gpr.t7  = 15
│      │   ├── Page106.jpg
gpr.s0  = 16
│      │   ├── Page107.jpg
gpr.s1  = 17
│      │   ├── Page108.jpg
gpr.s2  = 18
│      │   ├── Page109.jpg
gpr.s3  = 19
│      │   ├── Page10.jpg
gpr.s4  = 20
│      │   ├── Page110.jpg
gpr.s5  = 21
│      │   ├── Page111.jpg
gpr.s6  = 22
│      │   ├── Page112.jpg
gpr.s7  = 23
│      │   ├── Page113.jpg
gpr.t8  = 24
│      │   ├── Page114.jpg
gpr.t9  = 25
│      │   ├── Page115.jpg
gpr.k0  = 26
│      │   ├── Page116.jpg
gpr.k1  = 27
│      │   ├── Page11.jpg
gpr.gp  = 28
│      │   ├── Page12.jpg
gpr.sp  = 29
│      │   ├── Page13.jpg
gpr.fp  = 30
│      │   ├── Page14.jpg
gpr.ra  = 31
│      │   ├── Page15.jpg
 
│      │   ├── Page16.jpg
return gpr
│      │   ├── Page17.jpg
</pre>
│      │   ├── Page18.jpg
 
│      │   ├── Page19.jpg
'''ee-hwaddr.lua'''
│      │   ├── Page20.jpg
<pre>
│      │   ├── Page21.jpg
gif_hw  = {}
│      │   ├── Page22.jpg
vif0_hw = {}
│      │   ├── Page23.jpg
vif1_hw = {}
│      │   ├── Page24.jpg
 
│      │   ├── Page25.jpg
gif_hw.CHCR = 0x1000A000
│      │   ├── Page26.jpg
gif_hw.MADR = 0x1000A010
│      │   ├── Page27.jpg
gif_hw.QWC = 0x1000A020
│      │   ├── Page28.jpg
gif_hw.TADR = 0x1000A030
│      │   ├── Page29.jpg
gif_hw.ASR0 = 0x1000A040
│      │   ├── Page30.jpg
gif_hw.ASR1 = 0x1000A050
│      │   ├── Page31.jpg
gif_hw.SADR = 0x1000A080
│      │   ├── Page32.jpg
 
│      │   ├── Page33.jpg
vif0_hw.CHCR = 0x10008000
│      │   ├── Page34.jpg
vif0_hw.MADR = 0x10008010
│      │   ├── Page35.jpg
vif0_hw.QWC = 0x10008020
│      │   ├── Page36.jpg
vif0_hw.TADR = 0x10008030
│      │   ├── Page37.jpg
vif0_hw.ASR0 = 0x10008040
│      │   ├── Page38.jpg
vif0_hw.ASR1 = 0x10008050
│      │   ├── Page39.jpg
vif0_hw.SADR = 0x10008080
│      │   ├── Page40.jpg
 
│      │   ├── Page41.jpg
vif1_hw.CHCR = 0x10009000
│      │   ├── Page42.jpg
vif1_hw.MADR = 0x10009010
│      │   ├── Page43.jpg
vif1_hw.QWC = 0x10009020
│      │   ├── Page44.jpg
vif1_hw.TADR = 0x10009030
│      │   ├── Page45.jpg
vif1_hw.ASR0 = 0x10009040
│      │   ├── Page46.jpg
vif1_hw.ASR1 = 0x10009050
│      │   ├── Page47.jpg
vif1_hw.SADR = 0x10009080
│      │   ├── Page48.jpg
 
│      │   ├── Page49.jpg
return gif_hw, vif0_hw, vif1_hw, nil
│      │   ├── Page50.jpg
</pre>
│      │   ├── Page51.jpg
 
│      │   ├── Page52.jpg
'''language.lua'''
│      │   ├── Page53.jpg
<pre>
│      │   ├── Page54.jpg
-- Recommended method to import this module:
│      │   ├── Page55.jpg
--  local lang = require("language")
│      │   ├── Page56.jpg
--
│      │   ├── Page57.jpg
-- Using the global 'lang' variable is depreciated. This will change to a local-scope variable after
│      │   ├── Page58.jpg
-- the depreciation period has expired in April 2016.
│      │   ├── Page59.jpg
 
│      │   ├── Page60.jpg
lang = {}
│      │   ├── Page61.jpg
 
│      │   ├── Page62.jpg
lang.japanese = 0
│      │   ├── Page63.jpg
lang.english = 1
│      │   ├── Page64.jpg
lang.french = 2
│      │   ├── Page65.jpg
lang.spanish = 3
│      │   ├── Page66.jpg
lang.german = 4
│      │   ├── Page67.jpg
lang.italian = 5
│      │   ├── Page68.jpg
lang.dutch = 6
│      │   ├── Page69.jpg
lang.portuguese = 7
│      │   ├── Page70.jpg
lang.russian = 8
│      │   ├── Page71.jpg
lang.korean = 9
│      │   ├── Page72.jpg
lang.chinese_traditional = 10
│      │   ├── Page73.jpg
lang.chinese_simplified = 11
│      │   ├── Page74.jpg
lang.finnish = 12
│      │   ├── Page75.jpg
lang.swedish = 13
│      │   ├── Page76.jpg
lang.danish = 14
│      │   ├── Page77.jpg
lang.norwegian = 15
│      │   ├── Page78.jpg
lang.polish = 16
│      │   ├── Page79.jpg
lang.portuguese_brazil = 17
│      │   ├── Page80.jpg
lang.english_gb = 18
│      │   ├── Page81.jpg
lang.turkish = 19
│      │   ├── Page82.jpg
lang.spanish_la = 20
│      │   ├── Page83.jpg
lang.arabic = 21
│      │   ├── Page84.jpg
lang.french_canada = 22
│      │   ├── Page85.jpg
 
│      │   ├── Page86.jpg
return lang
│      │   ├── Page87.jpg
</pre>
│      │   ├── Page88.jpg
 
│      │   ├── Page89.jpg
'''pad-and-key.lua'''
│      │   ├── Page90.jpg
<pre>
│      │   ├── Page91.jpg
pad = {}
│      │   ├── Page92.jpg
 
│      │   ├── Page93.jpg
-- Left Side
│      │   ├── Page94.jpg
pad.LU = 0x0010 -- Up
│      │   ├── Page95.jpg
pad.LD = 0x0040 -- Down
│      │   ├── Page96.jpg
pad.LL = 0x0080 -- Left
│      │   ├── Page97.jpg
pad.LR = 0x0020 -- Right
│      │   ├── Page98.jpg
 
│      │   └── Page99.jpg
-- Right Side
│      └── thumbnails
pad.RU = 0x1000 -- Up (Triangle)
│          ├── BoxThumb01.jpg
pad.RD = 0x4000 -- Down (Cross)
│          ├── BoxThumb04.jpg
pad.RL = 0x8000 -- Left (Square)
│          ├── landscape
pad.RR = 0x2000 -- Right (Circle)
│          │   ├── BoxThumb01.jpg
 
│          │   ├── BoxThumb04.jpg
-- aliases
│          │   ├── Thumb01.jpg
pad.UP = 0x0010 -- LU
│          │   ├── Thumb02.jpg
pad.DOWN = 0x0040 -- LD
│          │   ├── Thumb03.jpg
pad.LEFT = 0x0080 -- LL
│          │   ├── Thumb04.jpg
pad.RIGHT = 0x0020 -- LR
│          │   ├── Thumb05.jpg
pad.TRIANGLE= 0x1000
│          │   ├── Thumb06.jpg
pad.CROSS = 0x4000
│          │   ├── Thumb07.jpg
pad.SQUARE = 0x8000
│          │   ├── Thumb08.jpg
pad.CIRCLE = 0x2000
│          │   ├── Thumb09.jpg
 
│          │   ├── Thumb10.jpg
pad.L1 = 0x0400
│          │   ├── Thumb11.jpg
pad.L2 = 0x0100
│          │   ├── Thumb12.jpg
pad.L3 = 0x0002
│          │   ├── Thumb13.jpg
 
│          │   ├── Thumb14.jpg
pad.R1 = 0x0800
│          │   ├── Thumb15.jpg
pad.R2 = 0x0200
│          │   ├── Thumb16.jpg
pad.R3 = 0x0004
│          │   ├── Thumb17.jpg
 
│          │   ├── Thumb18.jpg
pad.SELECT = 0x0001
│          │   ├── Thumb19.jpg
pad.START = 0x0008
│          │   ├── Thumb20.jpg
 
│          │   ├── Thumb21.jpg
keyboard = {}
│          │   ├── Thumb22.jpg
 
│          │   ├── Thumb23.jpg
keyboard.ESCAPE = 0x1000
│          │   ├── Thumb24.jpg
keyboard.SLASH = 0x1001
│          │   ├── Thumb25.jpg
keyboard.SEPARATOR = 0x1002 -- backslash or pipe (\|)
│          │   ├── Thumb26.jpg
keyboard.BACKQUOTE = 0x1003
│          │   ├── Thumb27.jpg
keyboard.PAGEDOWN = 0x1004
│          │   ├── Thumb28.jpg
keyboard.PAGEUP = 0x1005
│          │   ├── Thumb29.jpg
keyboard.F1 = 0x1006
│          │   ├── Thumb30.jpg
keyboard.F2 = 0x1007
│          │   ├── Thumb31.jpg
keyboard.F3 = 0x1008
│          │   ├── Thumb32.jpg
keyboard.F4 = 0x1009
│          │   ├── Thumb33.jpg
keyboard.F5 = 0x100a
│          │   ├── Thumb34.jpg
keyboard.F6 = 0x100b
│          │   ├── Thumb35.jpg
keyboard.F7 = 0x100c
│          │   ├── Thumb36.jpg
keyboard.F8 = 0x100d
│          │   ├── Thumb37.jpg
keyboard.F9 = 0x100e
│          │   ├── Thumb38.jpg
keyboard.F10 = 0x100f
│          │   ├── Thumb39.jpg
keyboard.F11 = 0x1010
│          │   ├── Thumb40.jpg
keyboard.F12 = 0x1011
│          │   ├── Thumb41.jpg
</pre>
│          │   ├── Thumb42.jpg
 
│          │   ├── Thumb43.jpg
'''ps2.lua'''
│          │   ├── Thumb44.jpg
<pre>
│          │   ├── Thumb45.jpg
require("ee-gpr-alias")
│          │   ├── Thumb46.jpg
require("utils")
│          │   ├── Thumb47.jpg
 
│          │   ├── Thumb48.jpg
MipsInsn = {}
│          │   ├── Thumb49.jpg
MipsInsn.IsAddi = function(insn) return (insn & 0xfc000000) == 0x20000000 end -- addi rt,rs,simm
│          │   ├── Thumb50.jpg
MipsInsn.IsAddiu = function(insn) return (insn & 0xfc000000) == 0x24000000 end -- addiu rt,rs,simm
│          │   ├── Thumb51.jpg
MipsInsn.IsBeq = function(insn) return (insn & 0xfc000000) == 0x10000000 end -- beq rs,rt,off
│          │   ├── Thumb52.jpg
MipsInsn.IsJ = function(insn) return (insn & 0xfc000000) == 0x08000000 end -- j target
│          │   ├── Thumb53.jpg
MipsInsn.IsJal = function(insn) return (insn & 0xfc000000) == 0x0c000000 end -- jal target
│          │   ├── Thumb54.jpg
MipsInsn.IsJr = function(insn) return (insn & 0xfc1fffff) == 0x00000008 end -- jr rs
│          │   ├── Thumb55.jpg
MipsInsn.IsLq = function(insn) return (insn & 0xfc000000) == 0x78000000 end -- lq rt,simm(rs)
│          │   ├── Thumb56.jpg
MipsInsn.IsLd = function(insn) return (insn & 0xfc000000) == 0xdc000000 end -- ld rt,simm(rs)
│          │   ├── Thumb57.jpg
MipsInsn.IsLw = function(insn) return (insn & 0xfc000000) == 0x8c000000 end -- lw rt,simm(rs)
│          │   ├── Thumb58.jpg
MipsInsn.IsSq = function(insn) return (insn & 0xfc000000) == 0x7c000000 end -- sq rt,simm(rs)
│          │   └── Thumb59.jpg
MipsInsn.IsSd = function(insn) return (insn & 0xfc000000) == 0xfc000000 end -- sd rt,simm(rs)
│          ├── Thumb01.jpg
MipsInsn.IsSw = function(insn) return (insn & 0xfc000000) == 0xac000000 end -- sw rt,simm(rs)
│          ├── Thumb02.jpg
MipsInsn.IsEnd = function(insn) return (insn & 0xfc00003f) == 0x0000000d end
│          ├── Thumb03.jpg
 
│          ├── Thumb04.jpg
MipsInsn.GetRt = function(insn) return (insn >> 16) & 0x1f end
│          ├── Thumb05.jpg
MipsInsn.GetRs = function(insn) return (insn >> 21) & 0x1f end
│          ├── Thumb06.jpg
MipsInsn.GetSimm = function(insn) return ((insn << 48) >> 48) end
│          ├── Thumb07.jpg
MipsInsn.GetOff = function(insn) return MipsInsn.GetSimm(insn) end
│          ├── Thumb08.jpg
MipsInsn.GetTarget = function(insn) return insn & 0x3ffffff end
│          ├── Thumb09.jpg
 
│          ├── Thumb100.jpg
-- return FIFO queue of stack trace
│          ├── Thumb101.jpg
-- the queue item is { caller-addr, return-from }
│          ├── Thumb102.jpg
--
│          ├── Thumb103.jpg
-- example:
│          ├── Thumb104.jpg
--    print("=== stack trace ===")
│          ├── Thumb105.jpg
--   local stack_trace = MipsStackTrace(eeObj, eeObj.GetPc()+4, eeObj.GetGpr(gpr.ra), eeObj.GetGpr(gpr.sp))
│          ├── Thumb106.jpg
--   while not stack_trace:isEmpty() do
│          ├── Thumb107.jpg
-- local caller = stack_trace:dequeue()
│          ├── Thumb108.jpg
-- print( string.format(" 0x%08x [will return from : %x]", caller[1], caller[2]) )
│          ├── Thumb109.jpg
--   end
│          ├── Thumb10.jpg
--
│          ├── Thumb110.jpg
-- NOTE: you must +4 against GetPc() if you in a EE/IOP hook.
│          ├── Thumb111.jpg
-- Because EE/IOP jit executed the instruction at the address already and it might affect $sp or $ra.
│          ├── Thumb112.jpg
--
│          ├── Thumb113.jpg
-- obj : eeObj or iopObj
│          ├── Thumb114.jpg
-- pc  : current pc (from GetPC or readout from thread context)
│          ├── Thumb115.jpg
-- ra  : current ra (from GetGpr or readout from thread context)
│          ├── Thumb116.jpg
-- sp  : current sp (from GetGpr or readout from thread context)
│          ├── Thumb11.jpg
MipsStackTrace = function (obj, pc, ra, sp, depth)
│          ├── Thumb12.jpg
  local max_depth = depth or 10 -- max trace depth
│          ├── Thumb13.jpg
  local n_j = 1
│          ├── Thumb14.jpg
  local jmax = {}
│          ├── Thumb15.jpg
  local depth = 0
│          ├── Thumb16.jpg
  local bdl_count = 0
│          ├── Thumb17.jpg
  local new_pc    = 0
│          ├── Thumb18.jpg
  local icount    = 0
│          ├── Thumb19.jpg
 
│          ├── Thumb20.jpg
  local result = Queue.new()
│          ├── Thumb21.jpg
  local pushed_ra = Queue.new()
│          ├── Thumb22.jpg
  while depth < max_depth and icount < 2048 do
│          ├── Thumb23.jpg
  -- TODO: error checks
│          ├── Thumb24.jpg
  if (pc & 3) ~= 0 then
│          ├── Thumb25.jpg
return result
│          ├── Thumb26.jpg
  end
│          ├── Thumb27.jpg
  pc = pc & 0x01ffffff
│          ├── Thumb28.jpg
  sp = sp & 0x01ffffff
│          ├── Thumb29.jpg
  local insn = obj.ReadMem32(pc)
│          ├── Thumb30.jpg
  -- print(string.format("trace .. pc=%x insn=%x", pc, insn))
│          ├── Thumb31.jpg
  -- result:enqueue( { pc, insn } )
│          ├── Thumb32.jpg
 
│          ├── Thumb33.jpg
  if MipsInsn.IsJr(insn) and MipsInsn.GetRs(insn) == gpr.ra then
│          ├── Thumb34.jpg
bdl_count = 1
│          ├── Thumb35.jpg
depth = depth + 1
│          ├── Thumb36.jpg
new_pc = ra
│          ├── Thumb37.jpg
-- print(string.format("jr ra : ra=%x", ra))
│          ├── Thumb38.jpg
icount = 0
│          ├── Thumb39.jpg
-- print(string.format("enqueue caller pc=%x ret addr=%x", new_pc-8, pc))
│          ├── Thumb40.jpg
result:enqueue( {new_pc-8, pc} ) -- {return-addr, where-from}
│          ├── Thumb41.jpg
  elseif MipsInsn.IsAddiu(insn) and MipsInsn.GetRt(insn) == gpr.sp and MipsInsn.GetRs(insn) == gpr.sp then
│          ├── Thumb42.jpg
sp = sp + MipsInsn.GetSimm(insn) -- ((insn<<48) >>48)
│          ├── Thumb43.jpg
-- print(string.format("addiu sp,sp,** : new sp = %x", sp))
│          ├── Thumb44.jpg
  elseif MipsInsn.IsLq(insn) or MipsInsn.IsLd(insn) or MipsInsn.IsLw(insn) then
│          ├── Thumb45.jpg
if MipsInsn.GetRt(insn) == gpr.ra and MipsInsn.GetRs(insn) == gpr.sp then
│          ├── Thumb46.jpg
-- the code might push $ra on the stack after start pc.
│          ├── Thumb47.jpg
-- in such case, we must not retrieve $ra value from the memory.
│          ├── Thumb48.jpg
if pushed_ra:isEmpty() then
│          ├── Thumb49.jpg
  local imm = MipsInsn.GetSimm(insn) -- ((insn<<48) >>48)
│          ├── Thumb50.jpg
  -- print(string.format("retrieve ra from stack(%x) : sp=%x imm=%x", sp+imm, sp, imm))
│          ├── Thumb51.jpg
  ra = obj.ReadMem32(sp + imm)
│          ├── Thumb52.jpg
  -- print(string.format("load ra,%x(sp) : sp = %x+%x, ra = %x", imm, sp, imm, ra))
│          ├── Thumb53.jpg
else
│          ├── Thumb54.jpg
  -- print(string.format("retrieve ra from pushed one"))
│          ├── Thumb55.jpg
  pushed_ra:dequeue()
│          ├── Thumb56.jpg
end
│          ├── Thumb57.jpg
end
│          ├── Thumb58.jpg
  elseif MipsInsn.IsSq(insn) or MipsInsn.IsSd(insn) or MipsInsn.IsSw(insn) then
│          ├── Thumb59.jpg
if MipsInsn.GetRt(insn) == gpr.ra and MipsInsn.GetRs(insn) == gpr.sp then
│          ├── Thumb60.jpg
pushed_ra:enqueue(pc);
│          ├── Thumb61.jpg
end
│          ├── Thumb62.jpg
  elseif MipsInsn.IsJ(insn) then -- j **
│          ├── Thumb63.jpg
local imm = MipsInsn.GetTarget(insn)
│          ├── Thumb64.jpg
imm = imm << 2
│          ├── Thumb65.jpg
if pc == imm then
│          ├── Thumb66.jpg
-- jump to self? maybe we can ignore it.
│          ├── Thumb67.jpg
else
│          ├── Thumb68.jpg
new_pc = imm
│          ├── Thumb69.jpg
-- print(string.format("j ** : new_pc = %x", new_pc))
│          ├── Thumb70.jpg
bdl_count = 1
│          ├── Thumb71.jpg
for t=1, n_j do
│          ├── Thumb72.jpg
  if jmax[t] == new_pc then
│          ├── Thumb73.jpg
  return result -- closed loop
│          ├── Thumb74.jpg
  end
│          ├── Thumb75.jpg
end
│          ├── Thumb76.jpg
if n_j > 1024 then
│          ├── Thumb77.jpg
  return result -- jump buffer overflow
│          ├── Thumb78.jpg
end
│          ├── Thumb79.jpg
jmax[n_j] = new_pc
│          ├── Thumb80.jpg
n_j = n_j + 1
│          ├── Thumb81.jpg
end
│          ├── Thumb82.jpg
  elseif MipsInsn.IsBeq(insn) and MipsInsn.GetRs(insn) == gpr.zero then -- beq zero,**
│          ├── Thumb83.jpg
local offset = MipsInsn.GetOff(insn) -- ((insn<<48) >> 48)
│          ├── Thumb84.jpg
offset = offset << 2
│          ├── Thumb85.jpg
new_pc = pc + 4 + offset
│          ├── Thumb86.jpg
 
│          ├── Thumb87.jpg
if pc == new_pc then
│          ├── Thumb88.jpg
-- jump to self? maybe we can ignore it
│          ├── Thumb89.jpg
else
│          ├── Thumb90.jpg
-- print(string.format("beq zero,** : new_pc=%x", new_pc))
│          ├── Thumb91.jpg
bdl_count = 1
│          ├── Thumb92.jpg
for t = 1, n_j do
│          ├── Thumb93.jpg
  if jmax[t] == new_pc then
│          ├── Thumb94.jpg
  return result
│          ├── Thumb95.jpg
  end
│          ├── Thumb96.jpg
end
│          ├── Thumb97.jpg
if n_j > 1024 then
│          ├── Thumb98.jpg
  return result
│          └── Thumb99.jpg
end
├── sce_module
jmax[n_j] = new_pc
│   ├── libc.prx
n_j = n_j + 1
│   └── libSceFios2.prx
end
├── sce_sys
  elseif MipsInsn.IsEnd(insn) then -- end
│   ├── about
-- print(string.format("end"))
│   │   └── right.sprx
return result
│   └── keystone
  elseif MipsInsn.IsJal(insn) then -- jal **
└── trophy_data
local imm = insn & 0x03ffffff
    └── SLES-50326_trophies.lua
imm = imm << 2
-- print(string.format("jal ** : addr = %x", imm))
-- call
  end
 
  icount = icount + 1
  pc = pc + 4
 
  -- -- print(string.format("bdl_count=%d", bdl_count))
  if bdl_count > 0 then
if bdl_count == 2 then
pc = new_pc
bdl_count = 0
else
bdl_count = bdl_count + 1
end
  end
  end
  return result
end
 
PS2 = {}
PS2.GetCurrentThread = function(eeObj) return eeObj.ReadMem32(0x12fac) end
PS2.GetThreads = function(eeObj)
  local EE_THREAD_BASE = 0x18000
  local EE_NUM_THREADS = 0x100
  local th = EE_THREAD_BASE
  local result = Queue.new()
  for t = 0, EE_NUM_THREADS-1 do
  -- 0 : node_prev
  -- 4 : node_next
  -- 8 : status
  -- 12: pc
  -- 16: sp
  -- 20: gp
  -- 24: init_pri
  -- 26: curr_pri
  -- 28: wstat
  -- 32: waitId
  -- 36: wakeupCount
  -- 40: attr
  -- 44: option
  -- 48: func
  -- 52: argc
  -- 56: args
  -- 60: stack
  -- 64: size
  -- 68: root
  -- 72: endOfHeap
  local status = eeObj.ReadMem32(th + 8)
  if status ~= 0 then
local id    = t
local pri  = eeObj.ReadMem16(th + 26)
local gp    = eeObj.ReadMem32(th + 20)
local pc    = eeObj.ReadMem32(th + 12)
local sp    = eeObj.ReadMem32(th + 16)
result:enqueue( {id=id, status=status, pri=pri, gp=gp, pc=pc, sp=sp} )
  end
  th = th + 76
  end
  return result
end
</pre>
 
'''utils.lua'''
<pre>
-- utility classes/functions
 
-- Stack
-- ex:
-- my_stack = Stack.new()
--  my_stack:push( val )
-- print( my_stack:pop( val ) )
Stack = {}
 
function Stack.new()
  local obj = { buff = {} }
  return setmetatable(obj, {__index = Stack})
end
 
function Stack:push(x)
  table.insert(self.buff, x)
end
 
function Stack:pop()
  return table.remove(self.buff)
end
 
function Stack:top()
  return self.buff[#self.buff]
end
 
function Stack:isEmpty()
  return #self.buff == 0
end
 
 
-- Queue
-- ex:
-- my_queue = Queue.new()
-- my_queue:enqueue( val )
-- print( my_queue:dequeue(val) )
Queue = {}
 
function Queue.new()
  local obj = { buff = {} }
  return setmetatable(obj, {__index = Queue})
end
 
function Queue:enqueue(x)
  table.insert(self.buff, x)
end
 
function Queue:dequeue()
  return table.remove(self.buff, 1)
end
 
function Queue:top()
  if #self.buff > 0 then
    return self.buff[1]
  end
end


function Queue:isEmpty()
  return #self.buff == 0
end
</pre>
</pre>


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